A Bot Makes A LOT of D&D Spells

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These are raw samples from the GPT-2 Neural Network trained on the Dungeons and Dragons 5E spell list, more information on https://iforcedabot.com. This includes samples from the bad models when the output was pretty terrible or overfit (copying the content existing spells with just a few tweaks). If your browser can't load formatted HTML version, there is also a raw .txt file available.

I would love if anyone looking through this let me know of any really good ones you find!
Hit me up on twitter.com/jonathanfly or with a comment on iforcedabot.com.




Spells in Alphabetical Order

10 feet

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a small circle of darkness within range

and cause it to erupt into a bloody, whirlwind-like appendage. The creature must make a Wisdom saving throw, taking 8d6 slashing damage on a failed save, or half as much damage on a successful one. A creature with a Strength score of 2 or less can move through the whirlwind, but it is impassable. The whirlwind can reach for up to 30 feet away. When the creature starts its turn in the whirlwind, roll a d4 and add the number rolled to the attack roll. On a hit, the creature must make a successful Constitution saving throw. On a failed save, it has disadvantage on attack rolls and attack rolls using ability damage. Abjuration

: 10 minutes +15 minutes Conjuration 10 minutes Enchantment

10 silver

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a silver disc with a spell of your choice that you can cast. The spell ends if you cast the spell again. For the duration, the disc is worn or carried in your possession. For the duration, you can use your action to cause the disc to emit a dazzling dazzling light. The radiant light is bright enough to dim your vision, and the spell ends if the target is blinded or deafened. Divination

10, up to 1 hour

Casting Time: 1 action
Range: You create a magical link between yourself and a creature that you can see within range. The target must make a Wisdom saving throw, and if it fails, you gain the benefit of that benefit in combat. On a failed save, the target is limited to 1 hit point and must use its action on its next turn to finish its turn. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Duration: Enchantment

10, up to 1 hour

Casting Time: 1 action
Range: You make a Tiny tree trunk disappear from memory. The spell disappears once it has triggered, but it doesn't disappear permanently. Instead, you lose the ability to recall the location of the target, either because you no longer have the memory or because you forget to recall the target. The target reappears if it is no longer in your possession.
Duration: Transmutation

- 12 hours

Casting Time: 1 action
Range: You make an undead humanoid appear dead or diseased in a nonmagical means (such as a dagger or quarterstaff) as long as the spell lasts. Make the change with the number of hit points healed.
Duration: Necromancy

1/2 mile

Casting Time: 1 action
Range: 1 mile
Duration: 1 hour

1 minute 1 hour 1 day 1 year (1/24th of the year) 60 1,500 DCޘ You can cast this spell again on a long rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 hour 1 hour 1 day 1 year (1/24th of the year) 60 1,500 DCޘ You can cast this spell again on a long rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 hour 1 hour 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 hour 1 hour 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 hour 1 hour 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1 minute 1 minute 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a short rest or during the next 1 day. You can also cast this spell on a creature that isn’t incapacitated or dead. 60 1,000 Days 1 day 1 day (no change) 60 1,000 DCޘ You can cast this spell on any creature that isn’t being summoned. 60 1 minute 1 minute 1 day (no change) 60 1,500 DCޘ You can cast this spell again on a creature that isn’t being summoned. 60 1 minute 1 minute 1 day (no change) 60 1,500 DCޘ You can cast this spell again when you return from a dead body. 60

1 action Channel magic touch Touch 24 hours You touch one willing creature and sentence it to stupor. The target’s first attack roll, the target’s second, and so on. The target has advantage on the second roll, gaining up to half the speed at which it can move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the DM chooses two of the following options for what occurs next: - Creatures can’t benefit from take reactions. - The target can make a Wisdom saving throw to take 3d6 psychic damage and deafened for 1 minute on a failed save, or it can’t benefit from taking reactions at all. - The target is stunned and spends 2d6 force damage on its next melee attack. - You create a 20 foot cube of teleportation ooze in space that lasts until the spell ends. - Any creature that ends its turn within 20 feet of the cube or moves within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 6d10 force damage. On a successful save, the creature takes half the damage. Transmutation

1 action

Casting Time: 1 action
Range: Choose one creature you can see within range. The target can see a s c of one side of the image, which is a 360-degree 360-degree circle centered on a point within range. The s xual entity can consist of up to four creatures (slightly enlarged or dimmer) and can’t appear human’s size. The target can attack any creature it can see within 360 feet of it, and it can’t attack a creature under the target’s level. The target sees a 180-foot-radius sphere centered on that point, and its radius is85 feet. Until the spell ends, the sphere is transparent and emits bright light in a 100-foot radius around it that the target can see. The light enables creatures of all levels from 1 to 30 feet to see through the s shadow of the creature’s presence. Creatures within 20 feet of the target have disadvantage on attack rolls against them. Each time a creature attacks a creature that is within 20 feet of the target or reaches for a spell of 3rd level or lower, the target takes 2d6 fire damage and has disadvantage on saving throws against spells and other magical effects until the spell ends or until its concentration ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Duration: Evocation

- 1d6 psychic damageInstantaneous

Casting Time: 1 action
Range: You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its head. An illusory manifestation is a manifestation that occurs only in a specific instance or in a particular location; however, no more than once per turn, each time you cast a spell, you can affect the manifestation by causing the manifestation to reappear in your space. So, if you target a creature on your plane of existence, you might be able to change its location, causing it to disappear, at any time. Alternatively, you might create a miniature version of the stress fracture that afflicts a creature you can see within range, causing it to briefly vanish. If you target a creature affected by this spell, the affected creature also takes a -4 penalty to all attack rolls, saving throws, and ability checks.
Duration: Evocation

1-Day Rest

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 Hour (1-2 minutes) 1 Hour (1-2 minutes) 60 Days (30 days if you are a minor deity)

1 Hour

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

This spell creates a shadowy creature that you can see within range. The target must succeed on a Wisdom saving throw or become invisible until the spell ends. Illusion

1 Hour

Casting Time: 1 action
Range: 10 Mile
Duration: 10 minutes

You call forth a shadowy figure that spends the night in an unoccupied space that you can see within range. The figure disappears at the end of each of its turns. The target can’t attack or cast spells. When the target completes its turn, it disappears back to its unoccupied space. Transmutation

1 Hour

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a magic circle that you can see within range and that can be used to teleport you to any spot within range. The circle can be a magical portal, a magical tower, or an enclosed space. You are immune to all damage, as long as you are within the circle. If you are within the circle, the teleportation effect doesn’t finish. You must use your action to teleport at least 10 feet away from the center of the circle if you are using a spell slot of 7th level or higher. Transmutation

1 Hour

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a creature within range to believe that you are its god. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While you are charmed, the target can’t speak, cast spells, and otherwise act. You can’t dismiss this spell as an action. Transmutation

1 Hour

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a floating, translucent humanoid, capable of walking, swimming, and using its action to determine whether or not it is under your control. You can use a bonus action to cause the humanoid to make a Wisdom saving throw. On a success, the creature’s

1 Hour

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You attempt to dispel magic, or any spell that can create magic, that can affect you. While this spell isn’t cast, the target has disadvantage on attack rolls against creatures that can’t be charmed by you. Transmutation

» 1 hour

Casting Time: 1 action
Range: Choose a creature or an object within range. You can extinguish the fire in the area, provided that wood or other fuel is present. The spell ends if you dismiss it as an action or if you cast it again. The fire ignites any flammable objects in the area that aren’t being worn or carried. The fire doesn’t harm objects, objects, or creatures.
Duration: Transmutation

1 Hour

Casting Time: 1 action
Range: Choose one of the following types of energy: 1-4 Blue, 5-6 Green, 7-8 Orange, 9-10 Orange, 11-14 Red, 14th-15th level. The energy must be at least equal to or equal to the same level as you. On a successful save, you can use this energy to cause the energy to be radiated from you, and the intensity of the energy can increase by 10 when you reach 5th level (2d8).
Duration: Conj

1 Hour

Casting Time: 1 action
Range: Instantaneous
Duration: You cause up to three objects that you can see wit

hin range to become magical objects within range. The objects have their own special properties and can't be changed. If a magical object is affected by this spell, any magical effect that affects it has its own effect (see below). Transmutation

- 1 hour

Casting Time: 1 action
Range: Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether the target is on the same plane of existence or not. Some targets count toward this spell's duration. For example, a target that is on the Ethereal plane can be killed instantly if it rises again from the dead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Duration: Necromancy

1 Hour

Casting Time: 1 action
Range: Touch
Duration: Touch

Touch You touch one willing creature. The target imbues you with an illusion that appears to be a transparent cylinder with a surface that resembles a transparent stone pillar. The target must succeed on a Wisdom saving throw or become charmed by it for the duration. While charmed, the target can’t attack or cast spells. On a failed save, the target takes 10d6 psychic damage, and if it succeeds on a saving throw against this spell before the spell ends, it automatically becomes charmed again. Transmutation

- 1 hour Transmutation

1 Hour

Casting Time: 1 action
Range: You are surrounded by creatures who aren’t being touched or are being charmed. The spell ends when you have hitched or fall to 0 hit points or lower, and no one else has the same level of influence on you. When you hitched or fall, the spell ends. The spell has a number of levels of influence. If you were charmed, it might also be affected by a level of influence that is lower than the one you currently using. A charmed, charmed, or charmed creature who you can see is charmed or charmed. The charmed and charmed creatures are charmed by the charmed. You are charmed, and charmed, and charmed for the best of their next turns. You are charmed, and charmed, and charmed by the charmed creature for the best of their next turns. When you cast this spell, you are charmed, and are charmed for each turn for each turn that is within reach of you and are charmed for each turn that you endow yourself with a charmed or charmed body. You are charmed, and are mentally charmed for each turn that you succeed on a charmed or charmed spell. When you dismiss the charmed and charmed (including when you start to cast), the char is no longer charmed, or charmed. You can use your action to dismiss the charmed and charmed creatures you could see within 30 feet of each other, or are charmed, but you can use your action to dismiss them.
Duration: You can also use your action to dismiss them, whic

h is a bonus action that takes place when you hitched or fall on your feet or feet. If you dismiss the charmed and charmed, they will still be charmed, and charmed by the charmed. You must make a Dexterity saving throw. The charmed and charmed creatures are charmed, and you, your magic, and your magic are in your hands. You can dismiss them in a manner similar to your own. When you cast this spell using a spell slot of 7th level or higher, you don’t leave the charnecks, but you can temporarily turn to use your action to dismiss them. You must also use your action to communicate with creatures you can see within 30 feet of you. If the charmed, you can leave them with any material belongings they can carry. On a failed save, the charmed, and charmed creatures are charmed, and you can use your action to make a Dexterity saving throw or take a d8th-level or lower. When you hitched or fall, you still have the same level of freedom. Each creature in a 100-foot radius around you must make a Dexterity saving throw or take 3d10 snow damage on a failed save, or the charmed, and charmed creature is charmed. You can cause the char to hitched or fall, or suffer a cold-like cold-like cold-like cold. As long as you are under the charmed, charmed, and charmed condition, the charmed, and charmed, and charmed are charmed, and you can use your action to cause the char to be charmed, and you can use your action to cause the char to get a +1 hit point or lower. The charmed, and the charmed, and charmed, and the charmed, and charmed creatures are charmed, and charmed. The charmed, and charmed, and charmed are charmed, and charmed. The charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed, and charmed. The charmed, and charmed, and charmed, and charmed are charmed, and charmed, and charmed, and charmed, and charmed, and charmed, and charmed, and charmed by magic. The charmed, and charmed, and charmed, and are charmed, and charmed, and charmed, and charmed, and charmed, and charmed. Until you hit a target, your equipment in the charmed, and charmed, the charmed, and charmed creatures remain in their charmed condition. The charmed, and the charmed, and charmed, and charmed creatures that are charmed, and charmed, and charmed are charmed, and the charmed, and charmed creatures that are charmed, and charmed, and charmed are charmed by magical means. You don’t touch the charmed, and charmed, or charmed creatures that are charmed, and they can use their action to ignore the charmed creatures, or they would have to disappear from your charmed, and their

1 Hour

Casting Time: 1 action
Range: You make a creature’s movement using your spellcasting ability automatically for the first time on a target, granting it that bonus to AC for 8 hours. The spell’s effect ends on a target when you cast it or you take 50 radiant damage, and the bonus to AC ends for that target. You can use your action to move the creature up to twice its speed, and it can use up to its speed before it can move, at which point it drops to 0 hit points. The creature w as affected by this spell must succeed on a Strength saving throw or be pushed up to 5 feet away from you in a direction you choose.
Duration: Conjuration

1 Hour You summon a celestial beast of challenge rating 5 or lower, it rises up in a 10-foot cube centered on the ground at a point you can see 1 mile at a time, and it is friendly to you for the duration. Choose one of the creatures you choose within 5 feet of the creature and appear in a location you choose within 10 feet of the beast. You Choose a creature

- 1 hour

Casting Time: 1 action
Range: You touch a creature. The target’s skin has a rough and soggy feel to it, and it has a hard time walking. If the creature is walking still, slam it down with a thud.
Duration: Transmutation

1 Hour You touch one creature that you can see within range and create one of its companions within 5 feet of you. As a bonus action, you can dismiss this spell as a bonus action. Each time you dismiss this spell, you can dismiss it as an action. A creature must succeed on a Constitution saving throw or take 2d8 fire damage. On a failed save, the creature is unaffected until it doesn’t have fire. If you cast this spell multiple times, you can’t dismiss it as an action. An elemental summoned from the elemental can’t have an elemental summoned. The elemental can’t be summoned. • You can’t use elemental summoning ability functions, but it is possible only if you use it, or if you use it, you can’t dismiss it. • You can’t use elemental summoning ability functions. If you use this spell to dismiss the summoning ability, you can’t dismiss it. • You can create an elemental of challenge rating 2 or lower, you can dismiss it as an action. • You can create a elemental of challenge rating 1 or lower, you can dismiss it as an action through normal channels and as an action through any channels of magic. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use any of its statistics. For example, if you use a bonus action to dismiss a creature or as an action, you can dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use any statistics. Additionally, you can retain any statistics of any elementals or other elementals. If you retain any statistics of any elementals or other creatures, they are automatically replaced by the bestial form for the duration. At Higher Levels. When you cast this spell using a different spell slot, you can’t use any statistics. For example, if you retain any statistics of either lower, you lose any of the lower level. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use the statistics of any elementals or creatures, and the elemental statistics of the creatures you choose are replaced by the statistics of the same creature used for the spell’s duration. At the end of each of its turns, you can’t use any of its statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t use any of its

- 1 hour

Casting Time: 1 action
Range: You touch one willing creature who isn’t wearing armor. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Duration: Divination

1 mile

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You attempt to blast through the atmosphere of a c

reature that you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The target’s speed is halved until the start of your next turn. Until the spell ends, you can use a bonus action to move the target up to 15 feet in any direction, causing it to make a Strength (Athletics) check against your spell save DC. Evocation

1 mile

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a rock-strewn expanse of rock with a 5-

foot radius extending from the base of the rock to a point within range. The rock is a natural stone with a 5-foot radius. You can use your action to cause the rock to become a rock. It disappears when you dismiss it as an action. You can use your action to examine the rock and determine whether it is an illusion or an actual rock. If it is, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken the rock. The rock remains in your possession for the spell’s duration. You can use an action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you must succeed on a Wisdom saving throw or be charmed by it. It takes this rock for the spell ends. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. The rock remains in your possession for the spell’s duration. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. If it is hidden, it is likely that no one else inside it knows where it is and that someone else has taken it. While this spell lasts, you can speak any spoken language you are familiar with. You learn what words appear on the rock and what they are, as well as the current speed of the spell. You can use your action to examine the rock and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. You can use your action to examine the rock again and determine whether the rock is an illusion or an actual rock. If so, you learn its current location and its current speed. You learn what other creatures say to the rock, including noises and sounds made by other creatures. Abjuration

1 mile

Casting Time: 1 action
Range: Instantaneous
Duration: You unleash the power of nature against one creatu

re within range. Each target makes the saving throw and takes 4d4 thunder damage. Each target makes the saving throw with disadvantage. The thunderous sound fills the area for 1 minute. Any target that fails its saving throw must also make a Constitution saving throw. On a successful save, the creature’s thunder stops, and it is never silenced. While the creature is in the air, creatures and objects can’t be hit by spells or be affected by nonmagical weapons. Evocation

1 minute

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You conjure a target of ranged weapon damage up to

10 feet in any direction with a spectral element. The target must succeed on a Wisdom saving throw or become poisoned for the duration. A creature that successfully saves against this poison is immune to it for 24 hours. A creature that successfully saves against this poison is immune to being poisoned for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases to 1d4 + the spell's level. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases to 2d4 + the spell's level. Transmutation

1 minute

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: This spell creates a spectral serpent in your hand

and radiates with radiance. The Serpent appears to be a serpent, with a head and eyes that are fixed on the ground. The serpent appears to be a humanoid that has a head and a tail, and has a shimmering yellowish coloration. A creature in the area when you cast this spell must make a Dexterity saving throw. It takes 10d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

1 minute

Casting Time: 1 action
Range: Instantaneous
Duration: You attempt to teleport yourself or someone you ha

ve known for a brief time. You can use a bonus action to attempt to teleport yourself or someone else. The target must be within 5 feet of you. The target can’t be charmed or possessed by a lich. The target can’t cast spells, and you can’t cast any other spell. Transmutation

1 minute

Casting Time: 1 action
Range: Instantaneous
Duration: You touch a creature of your choice that you can s

ee within range. The target must succeed on a Wisdom saving throw or be incapacitated for the duration. Until the spell ends, the target can choose to become unconscious or not. The target can make this saving throw at the end of each of its turns. It must then return to your hand or the spell ends. Abjuration

1 minute

Casting Time: 1 action
Range: Light, opaque, nonmagical.
Duration: Instantaneous

You teleport yourself to a point within range, which you can see within range. You can teleport yourself up to 30 feet in any direction as long as you can see under such a point. You can also teleport up to 120 feet in any direction as long as you can see under such a point. As you move, you can use your movement to move up to 30 feet in any direction. You can also use your movement to move up to 30 feet in any direction as long as you can see under such a point. Conjuration

- 1 minute

Casting Time: 1 action
Range: Squirming humanoidoids, or quicksand-like creatures, are difficult terrain for the first time on a turn or starts its turn there. A creature forced to contend with unusually tough terrain must make a Strength saving throw. On a failed save, the creature is restrained by the rock. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a nonmagical rock on the ground that is 10 feet tall (the size of a large room grants the creature a different feel). When you cast this spell using a spell slot of 3rd level or higher, you can create a nonmagical rock that is 10 feet tall (the size of a room given a larger creature count). When you cast this spell using a spell slot of 4th level or higher, you can create a nonmagical rock that is 10 feet tall (the size of a room given a larger creature count).
Duration: Transmutation

1 minute

Casting Time: 1 action
Range: Touch
Duration: Choose one creature you can see within range. You

create a long curved blade that descends 3 feet above the ground and then extends out from the blade—no more than 10 feet above the ground. The blade lingers in the air for the duration, and the creature can use reactions to see through it. As an action, you can hurl the blade at the target. The blade reaches 10 feet in either direction, and the spell ends on a successful hit. Conjuration

1 minute

Casting Time: 1 action
Range: You conjure a creature that is paralyzed or withered when it deals damage. The creature is pulled into a pit that has a space available for the creature to fall in. The creature is restrained until the pit is filled. When the pit is filled, the creature can make a Constitution saving throw. On a success, it is no longer restrained. The pit also doesn’t close when the pit is filled. If the pit is filled again, the area is filled again when the pit is filled.
Duration: Transmutation

1 minute

Casting Time: 1 action
Range: You control any noise, sound, or other sound that is audible to you or that can be heard by other creatures. The spell can also be used to create magical objects and other objects that have no physical component. You can create up to three such objects at a time. The objects must have the same name, the same class, and the same equipment. The object must be made from a material component of a material object or a non-material object. You can create an object up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, up to 10 feet in height, up to 10 feet in diameter, up to 10 feet in height, and up to 10 feet in diameter. You can use a bonus action to make the object smaller than the total height of the object.
Duration: Conjuration

1 minute

Casting Time: 1 action
Range: You make a wish to the world. You choose one of the following effects. The effect can occur at any location within 10 feet of you. The target must succeed on a Wisdom saving throw or be banished. The target can repeat the spell again on a success. If you or someone else has the wish, the spell ends on a success.
Duration: Transmutation

1 to 2 months

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 year

A creature of your size or smaller appears in a 60-foot cube that you can see within range. The cube is made up of a cube of 20,000 square feet and a 10 foot high stone sphere centered on a point you can’t more than 30 feet from. You can use a bonus action on each of the creatures within the cube to cause them to become sickened. The spell ends for each creature that ends its turn on the cube. If any of the creatures are killed by the spell, the spell ends. The spell can’t otherwise end. The spell can’t create new ones, or even alter existing ones. You can also use an action to cause the same effect in a different location on the cube. Evocation

- 1 turn) Transmutation

1 Whirlwind 1 minute

Casting Time: 1 action
Range: Instantaneous
Duration: You hurl a hail of stone and earth at one creature

within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d8 damage. The blast travels through objects and other creatures in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 + 1d8 damage on a failed save, or half as much damage if it moves through the cube. The cube is a labyrinth and can be entered only by passing through a portal leading to the center. A creature entering the cube must first pass through a portal leading to another creature or a portal leading to the cube. When a creature enters the cube when it drops to 0 hit points, the creature must succeed on a Dexterity saving throw or fall to the ground. An unwilling creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature regains hit points equal to the missing 6d8. The spell ends on a successful save. Conjuration

24 Hour

Casting Time: 1 action
Range: 10
Duration: 120120

Concentration, up to 1 minute Concentration, up to 1 hour You choose a celestial within 5 feet of a 5-foot cube cube sphere centered on each corner. If you choose the celestial, it takes effect from the celestial. The celestial takes effect on the celestial (no action on each turn). If the celestial takes effect on a creature that takes effect on a turn, it takes effect on the celestial to determine the location of any effect. The celestial takes effect on the celestial at the end of each turn, and the celestial takes effect on the celestial. Transmutation

24 Hour

Casting Time: 1 action
Range: 120
Duration: 120

Instantaneous A meteor takes a hit points from a celestial centered on the ground. The meteor is centered on the ground and takes up to 0d6 force damage on each side. The meteor takes effect on each side. If the meteor takes effect on each side, it takes effect on each side. On the side, the meteor takes effect on each side. After a meteor takes effect, the meteor takes effect on each side. Finally, by the end of the meteor, you choose one of the following options for the duration: 1 minute Touch Concentration, up to 1 hour Concentration, up to 1 hour Transmutation

24 Hour

Casting Time: 1 action
Range: 120Concentration, up to 1 minute
Duration: 120

Instantaneous A celestial takes effect on each corner of the meteor. The meteor takes effect on half as much damage on each corner. The meteor takes effect on each corner. The meteor takes effect on the meteor. The meteor takes effect on each turn. If the meteor takes effect on each turn, it takes effect on each turn. Concentration, up to 1 minute This meteor takes effect on each turn. If the meteor takes effect on each turn, the meteor takes effect on each turn. Conjurement, up to 1 minute Concentration, up to 1 minute You choose a celestial centered on the ground. Conjurement, up to 1 minute 8 hours Concentration, up to 1 minute You choose a celestial centered in a 5-foot cube cylinder sphere centered on the ground and choose one of the celestial takes effect. Once a celestial takes effect on each turn, the meteor takes effect on that takes effect on each turn. Divination, up to 1 minute Transmutation

24 Hour

Casting Time: 1 action
Range: 60
Duration: 120

Investigation of a meteor within 5 feet of a stone wall. The meteor explodes into a straight line on each side. The meteor takes 6d6d6 force damage damage on each side. The meteor takes 6d6 force damage on each side and takes 6d6 force damage on each side. The meteor takes 10d6 force damage on each side and takes 3d6 damage on each side. The meteor takes 3d6 force damage on each side. The meteor takes 6d6 force damage on each side. After a meteor takes 4d6 force damage on each side, a meteor takes 7d6 force damage on each side and takes 7d6 force damage on each side, or half as much damage on each side. The meteor takes 5d6 force damage on each side and takes 10d6 force damage on every other side. They take 5d6 force damage on each side, or half as much damage on each side. Transmutation

24 Hour

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Conjure yourself with the celestial. The celestial

takes effect on the celestial. At the end of the hour, the celestial takes effect on the celestial and takes effect on the celestial. Transmutation

24 Hour

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Self

Self 300 Concentration, up to 1 minute Concentration, up to 1 hour You choose one or two of the following options for the duration: 1 minute Choose a celestial centered on the ground. The celestial takes 6d8 force damage on each side. The celestial takes 5d6 force damage on each side, or half as much damage on each side. After a celestial takes damage on each side, the meteor takes the damage on each side, or half as much damage on each side. After a celestial takes damage on each side, the meteor takes a hit points from the meteor. The celestial takes 6d6 force damage when it hit points. Transmutation

24 hours

Casting Time: 1 action
Range: Concentration, up to 7 hours
Duration: You choose a celestial centered on a 5-foot cube s

pot on the ground. The celestial takes effect on the celestial, and you can see and hear the celestial. The celestial takes

- 2 x 2 miles)

Casting Time: 1 action
Range: Transference to stone tool used
Duration: 10 Days

Transmutation

300 feet

Casting Time: 1 action
Range: This spell turns rain and sleet on up to six creatures you can see within range. You can bring about this change by using an extra action to dismiss the spell. On each of your turns until the spell ends, you can use an extra action to issue a verbal command to the creatures you choose, issuing the command at random from a distance of 300 feet (100 feet). Each of the creatures you choose must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and 4d8 cold damage. On a successful save, a creature takes half as much damage and isn’t affected by this effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Duration: Enchantment

‍ 5 minutes‍Duration: 5 minutes

Casting Time: 1 action
Range: Choose a creature within range that you can see and hear. You cast a spell of your choice that you believe to be casting, and you gain 5 temporary hit points for the duration. When you cast the spell, you also gain 1 temporary negative hit point. The temporary hit points don't persist, so you can use these temporary hit points as temporary energy for up to 24 hours. When you use these temporary hit points for the first time on a creature, the creature has advantage on an attack roll to regain hit points. This ability doesn’t treat each temporary hit point as being full, nor do any of these temporary hit points have to be filled. When you use these temporary hit points for the first time on a creature, the creature has advantage on a saving throw to use these temporary hit points again. If the saving throw fails, the creature is limited in the actions it can perform by the nature of its temporary hit points. The creature can perform one additional saving throw each time it uses its temporary hit point, and that process ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the temporary hit point maximum remain at 4 temporary hit points, up to eight temporary negative hit points, or two temporary positive hit points. When you cast it using a spell slot of 5th level or higher, you can have the temporary hit point maximum remain at 2 temporary negative hit points, up to eight temporary positive hit points.
Duration: Abjuration

- 5 minutes

Casting Time: 1 action
Range: This spell shapes a solid mass of air that is 10 feet tall with a 30-foot-high cylinder centered on a point within range. When you cast this spell, make a circular circle that is 10 feet long and 5 feet wide centered on that point. You animate the circle, which has the same basic shape as the rest of the spell used to create the circle. After you have used up the spell, you can use your action to move the circle up to 30 feet in any direction along the celestial floor. Roll an additional 2d8 to determine how the magic affects it. The roll succeeds immediately, though the circle can’t exceed 15 feet in any direction. The celestial remains indifferent to you and your actions for 1 minute. During this time, it doesn’t interact with light, fire, or cold, and it doesn’t need food or light clothing.
Duration: Transmutation

60 feet Components: V, S, M (a torch)

Casting Time: 1 action
Range: A white orb appears within range and lasts for the duration. The orb is translucent and brightens after 1 minute. The target can’t illuminate the globe in the time it takes to create it. After 1 minute, an illusory globe appears at a point within range where you cast this spell. A translucent globe 7 feet in diameter with a 5-foot radius spreads out over 10 feet on each side. The globe remains in place for the duration or until a force field of 12 feet square is created on it. When the globe drops to 0 feet in the space it occupies, it isn’t extinguished and remains in effect while the globe lasts. If you cast this spell again, the globe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell again, the spell lasts until dispelled.
Duration: Transmutation

60 feet or 60 feet on each side within 5 feet of it for 1 minute Conjuration

8,000 gp

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure a cylinder of stone, which you can vis

ualize in its image. When you cast the spell, you can’t see anything other than the area, and the number of creatures you can see within the cube’s space is halve. Conjuration

8,150 gp and up

Casting Time: 1 action
Range: Conjure Minor Elementals
Duration: 300

Concentration, up to 1 hour This spell grants the creature that you touch the ability to see invisible creatures as you sense them. When you cast the spell, you can touch a target, which you can see within range and which is hostile toward you. Conjure Minor Elementals, fey, frightened, and frightened, depending on the nature of the target or its mood. The target’s body language is a form that resembles a human. It must succeed on a Wisdom saving throw or take 2d6 psychic damage. Conjure Minor Elementals and fey, frightened, and frightened, depending on the nature of the target or the nature of the target. Abjure Minor Elementals and fey, frightened, and frightened, depending on the nature of the target. The target’s body language is a form that resembles a human. It must then pass into its mind to see through the target’s eyes and hear through its eyes. If the target’s mind is in stone, the spell ends. Necromancy

8 hours

Casting Time: 1 action
Range: Instantaneous You instantaneously switch a surface of your choice between bright light and dim light or dark to neutral, blinding. This spell has no effect if the surface is occupied.
Duration: Abjuration

8 Hours

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target must be within 8 feet of you when you cast the spell. The target can deliver a thunderous slam to a creature it can see within 30 feet of it. The target takes 3d8 thunder damage each time it hits. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

8th-level transmutation Casting Time 1 minute (at a time)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a 20-foot-radius sphere of shadowy ener

gy centered on a point you choose within range. You can place the sphere anywhere you choose within range. The sphere appears in a spot where it appears to pass through barriers and cracks. Each creature in a 30-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Evocation

90 Self

Casting Time: 1 action
Range: 30 Days
Duration: You choose two barriers that you can see within ra

nge. They vanish when the spell ends. A barrier that lasts 30 days disappears when it is replaced by a barrier that lasts 10 days. A barrier that lasts 30 days becomes a translucent barrier that prevents nonmagical creatures from passing through it. Chest. You can make a chest in this way. Each foot you charge through the chest costs 4 pounds, and you gain a climbing speed of 60 feet for the duration. It is made of 3D4 acid and 3D4 fire, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A ring finger. You can make a finger out of a 3D4 fingerprint, which you use to connect to the chest. It lasts until you use your action to clean the finger. A necklace. You can make a necklace out of a 3D4 fingerprint, which you use to send a message to your friends that includes a link to www.thedawnguard.com/dungeoneering/a/dungeoneering/sign.html . It lasts until you use your action to reveal the necklace to anyone who sees it. A book. You can make a book into a body of text that can be read by any creature with a verbal ability score of at least 1, and that can contain as many words as you want, in either an unvoiced state or with an appropriate sentence. The text is brief and doesn’t contain any magic or physical force that would make your hand gesture or speak. If the spell is ended before 10 p.m. local time on a creature, the creature remains inside its body until the spell ends, at which point the text falls out of the book and the creature can read it. An uncontrolled spell-elimination attack doesn’t work, even if the attack would leave the target helpless, because the attacker is targeting the target. If the target is charmed, frightened, or possessed by the attacker, the attack would deal an extra 1d8 damage if it affects the target. If the target is immune to all damage, the creature that charmed it also charms the attacker, but that creature can’t be charmed. A creature that doesn’t already be charmed can’t be charmed. A staff. You can make a staff up to 30 feet long and 10 feet wide. The staff creates a halo effect that attracts creatures of your choice to your side. Creatures that are immune to nonmagical damage (such as blindness) take this damage, and the staff ignores it. A ring. You can make a ring up to 20 fingers long. The ring surrounds you and surrounds your finger with a small incantation that causes the recipient of the incantation to make a Charisma saving throw. The target succeeds automatically if the saving throw is successful. On a success, the saving throw is broken and the spell ends. Conjuration

Abeam

Casting Time: 1 action
Range: Self (24-foot radius)
Duration: Concentration, up to 1 minute

This spell emits a dazzling beam of light. The spell ends if you cast this spell again. Choose a point within range. At any time during the casting of this spell, the spell emits bright light, and the spell emits dim light,

Abeam

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature within range, and the effect is instantaneously gone. The target must succeed on a Strength saving throw or suffer a severe sensory blaring that lasts for the spell’s duration. While the target is affected by this spell, the spell doesn’t change its meaning, and it can’t be bound by any other spell. While the target is affected by this spell, the target can’t cast spells or take any actions while under the effects of the spell. On a failed save, the target must attempt a new save. The target can repeat the saving throw if it wishes, though it must make a new one if it is already halfway through its current turn. At the end of each of its turns, the target can roll a d4 and subtract the number rolled from the result. If the target has a number of successes or failures equal to or less then the number rolled from the d4, the target can roll a d4 and subtract the number rolled from the result. Transmutation

Abe's Faithfulness

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your touch with God reveals your steadfastness, as you hold everything together in your heart and love your enemies. Until the spell ends, if someone hits you with an attack before you cast this spell, your weapon is no longer magically linked to that hit, and the attack deals no damage. If you cast this spell using a spell slot of 5th level or higher, the spell ends for that creature. If you cast this spell using a spell slot of 7th level or lower, the spell ends for that creature. If you cast it using a spell slot of 8th level or higher, the spell ends for that creature. Abjuration

Abe’s Power

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a willing creature with an aura of power that distorts its movements. The target must succeed on a Wisdom

Abi-Dalaiyya

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

Choose an object that you can see within range and that you can see within range. The target must succeed on a Dexterity saving throw or be affected by this spell for the duration. The target can’t be affected by this spell more than once. This spell ends if the object is worn or carried by the target, or if the target isn’t wearing or carrying a spell-like item. Conjuration

Abi-Dalek’s Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shadowy force appears in a place where you or a creature that you can see within range, such as a cave or a chamber. The shadowy force lasts for the duration and can’t be seen. The force appears in the space it appears on and can’t be seen by other creatures. Until the spell ends or until you dismiss it, the force appears in a place where it appears on the spot where the

Abi-Dalish

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, you have advantage on attack rolls against one creature of your choice that you can see within range. Otherwise, the target is automatically affected by the attack roll. In addition, you can’t use your action to dismiss this spell on the same creature. You can also use your action to dismiss this spell on the same creature. Transmutation

Abi-Dalzim’s duplicates

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a duplicate duplicate of any creature in a 30-foot cube within range. The duplicate lasts for the duration. If it includes a known duplicate, it disappears when the spell ends. Thus, one duplicate per 30-foot cube. If you cast this spell multiple times, you can have up to 30 duplicates active at a time, but the spell can have no more duplicates active at a time. A duplicate lasts for as long as you concentrate, as a bonus action on your turn. If you cast this spell multiple times, you can have up to 30 duplicates active at a time, but the spell can have no more duplicates active at a time. Abjuration

Abi-Dalzim’s hammer

Casting Time: 1 action
Range: 300
Duration: Instantaneous

With your hammer, you direct an invisible force that moves toward a creature within range to strike that creature in the bane. Make a ranged spell attack for each hit of attack. On a hit, the target suffers no damage and gains temporary hit points equal to the number of temporary hit points the spell’s damage increases by. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Abi-Dalzim’s Hand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the power of the Hand of Midgard, the elemental spirits of the Nine Hells. Choose one of the following options for what appears: • One elemental spell of 4th level or lower • Two elemental spells of 5th level or lower • Four elemental spells of 6th level or lower • Eight elemental spells of 7th level or lower • Ten elemental spells of 8th level or lower • One or more nonmagical ranged spell attacks, or the target chooses one of those • Two spell attacks with a weapon, the target attacks the target but doesn’t take any damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Abjuration

Abi-Dalzim’s Horrid Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that isn’t under the effect of some sort of protection. The target takes 1d4 psychic damage, and it can’t make a Charisma saving throw, taking 8d8 psychic damage and then being frightened for the rest of its turn. The saving throw DC is 10 + the creature’s Charisma modifier. If the target is undead, the saving throw is wasted. Illusion

Abi-Dalzim’s Horridien

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

By placing an object or an ability within range, attempting to cast a spell, or attempting to reach into a trapped or diseased creature’s soul, the target of an ability invocation becomes immune to the effect for as long as the ability is in effect. This immunity extends to overcome obstruction, such as falling snow, icy floors, and so on, but it is lost in translation when the ability is cast through a creature or an object that is touching or within the spell’s area. Enchantment

Abi-Dalzim’s Horrid Wiltinger

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Abi-Dalzim’s Horrid Wilting Wilting

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Abi-Dalzim’s illusion

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A shadowy figure appears in your hand, and you choose one of the following options for the creature’s space. One creature that you can see within 5 feet of the chosen target (if it can see any creature) makes a Charisma saving throw. If the target is a creature, it must succeed on a Wisdom saving throw or fall prone. Two creatures that you can see within 5 feet of the chosen target (if it can see any creature) make a Wisdom saving throw. On a failed save, the target takes 5d6 necrotic damage, and it is blinded and deafened for 1 minute. On a successful save, the damage and the creature’s blindness end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose the option that bestows an effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage, if any, deals an extra 1d6 necrotic damage to the target. Illusion

Abi-Dalzim’s magic carpet

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create magic carpet, complete with a golden crown and three precious rings on a pedestal containing magical properties. The spell fails if the spellcaster’s material component component no longer exists. You choose a location that you can see within range and that is open to the casting of the spell. The material component can be anything from a wooden or stone to a sheet of paper. The spell creates no magical dust or other harmful gas. You can make pillars out of the material components, but they wilt if the material component is ever used up. The best way to protect yourself from this spell is to make a protective spell that calls for the casting of a spell, not the casting of the spell yourself. Transmutation

Abi-Dalzim’s Magic Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an invisible, nonmagical object about the size of a small stone ringed with dark runes. You touch the object, which becomes visible only to it, and it transforms into an illusory copy of yourself for the duration. You can use your action to move the object up to 30 feet and cause the spell to fail. If the object would normally move toward you, the spell fails, and the illusory manifestation spreads to the other side. The illusory representation spreads around corners. When the spell ends, the illusory representation reappears in your hand. The spell ends if you dismiss it or if you cast it again. Illusion

Abi-Dalzim’s polymorph

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You transform a willing creature that you touch. The target becomes a new Large or smaller demon from the demon’s original form into a new demon race. Choose one of the following options for what appears: • One demon of challenge rating 2 or lower • Two demons of challenge rating 1 or lower • Four demons of challenge rating 1/2 or lower • Eight demons of challenge rating 1/4 or lower A new race of demons appears in an unoccupied space on the ground that you touch. The new demon appears in a random location within range, such as a dungeon, a demon cage, a den, a necropolis, or a temple. The new demon has the statistics of the chosen location, though it is a demon’s size and weight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target

Abi-Dalzim’s Scorcher

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A line of roaring flame appears at your feet. Each creature in a 30-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, choose one or both of the following damage types: bludgeoning, piercing, or slashing. Fire damage. The target takes fire damage equal to the total accumulated damage in the previous round. Fire damage. The target takes fire damage equal to the total accumulated fire damage in the previous round. Ice damage. The target takes cold damage equal to half the total accumulated cold damage in the previous round. Lightning damage. The target takes lightning damage equal to half the total accumulated damage in the previous round. Poison damage. The target takes poison damage equal to half the total accumulated poison damage in the previous round. Secret doors and other openings

Abi-Dalzim’s Shadow Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one creature you can see within range. You touch the target. It takes 7d6 Shadow damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Abi-Dalzim’s Shadow Creatures

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral, shadowy presence springs into existence in a 30-foot-radius sphere centered on a point you choose within range. The shadow has AC 15 and 25 hit points, and it can’t be targeted by spells or magical effects. The entity lasts for the spell’s duration, until it dismisses the spell, or until you use an action to dismiss the shadow within 30 feet of it. If the creature has 100 hit points or fewer, the spell ends. If the creature has 500 or fewer hit points, the shadow disappears and remains dormant for the spell’s duration, at least until you use an action to dismiss the shadow. Alternatively, dismiss the shadow only if the creature has fewer than 500 hit points or when the spell ends. Illusion

Abi-Dalzim’s Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 10-foot-radius, 20-foot-high sphere of force springs into existence in a 20-foot radius centered on a point you can see within range. The sphere is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. Any creature in the sphere’s space must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere remains in place for the spell’s duration. Until the spell ends, the sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The sphere can’t expand or shift into any other part of the sphere’s space. The sphere can’t harm a creature or object within its area. Evocation

Abi-Dalzim’s Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a sphere of air that fills it with power, centered on a point you can see within range. Until the spell ends, you can use your action to create a 5-foot-radius, ten-foot-high cylinder centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 14d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere then descends toward you, centered on that point. At the start of each of your turns until the spell ends, you can use an action to cause the sphere to expand to encompass a point you can see within range. The sphere then spreads out to encompass a distance of up to 60 feet. At the end of each of your turns, the sphere moves up to its maximum distance and disappears. At any point during its movement, the sphere can’t reach a location other than that point. You can’t reach a point larger than the sphere’s area by more than 5 feet of movement. Until the spell ends, you can use an action to create a line of fire

Abi-Dalzim's Splendor

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

The next time you hit with a weapon attack before this spell ends, you can make a melee spell attack against a target of your choice within 5 feet of the target. The target can take the attack normally or be targeted by this spell only once. Abi-Dalzim's Splendor Self Concentration, up to 1 minute The next time you hit with a weapon attack before this spell ends, the target takes an extra 2d6 damage of the type you chose. Abi-Dalzim's Splendor (5-level spell) Self 1 minute This spell inscribes a specific magical effect on a construct, such as a wall, glyph, or symbol. The spell is cast with an 8th-level slot, and it lasts until the end of your next turn, at which point the spell ends. When you cast this spell, you decide what effect the effect will have on the target. The target can make two Wisdom (Perception) checks, and it automatically succeeds on all saving throws against your attacks. You can also choose to cause the target's hit point maximum to rise by one point for each level above 7th. Abi-Dalzim's Splendor (10-level spell) Self 1 day You call out a specific spell or phrase inscribed on a construct or a glyph. The spell can be any spell or phrase you choose, as long as it is no more than one word, and it can describe the spell or phrase. The spell must target one creature other than the target. The target perceives the spell or phrase as a familiar or foe, and any special abilities it has possessed since it was a creature becomes active with each new target. The target gains a +2 bonus to AC for each level above the 2nd. Abi-Dalzim's Splendor (15-level spell) Self (15-level spell) Instantaneous You cast this spell with great fanfare. A creature of your choice that you can see within range must succeed on a Strength saving throw or fall prone. Until the spell ends, the target gains the benefits of one of the following abilities of its choice: • You can raise or lower another creature’s level of bane. • You can cause an object to become a centaur’s lair. • You can compel an unwilling creature to perform an activity it doesn’t do, such as “crying aloud, casting a spell, or “crying out in terror. • You can compel a willing creature to perform an action that you think it would do otherwise, such as “lose its senses or lose its temper. • You can compel a willing creature to perform an illogical or harmful action, such as “snarl* or “slam* or “roll a d4 d10 for the target’s magic. The target’s hit points must be equal to or less than the remaining total for that ability. Otherwise, the target loses the benefit of any of its other effects. If the spell’s magic is ended before then, the target loses the benefit of its own magic if it reverts to being a centaur. Abjuration

Abi-Dalzim’s Ward

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

Your mind wanders around corners, summoning forth creatures of your choice that you can see within range. Choose up to three creatures of your choice that you can see within range. The creatures must be within 30 feet of each other when you cast this spell. Each target must succeed on a Constitution saving throw or take 2d6 acid, cold, fire, lightning, or thunder damage, and another 1d6 bludgeoning damage. The target also becomes immune to the effects of any spell’s damage or magical properties for the spell’s duration. Both creatures remain immune to this spell for the duration. The spell ends if you use your action to dismiss it. Necromancy

Abilify

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a permanent visual image of yourself and another creature of your choice that you can see within range. You can also create one of the following images: a portrait, a short or long one, a portrait of a creature, and a portrait of a creature that you can see within range. The image appears to you in a 60-foot-radius sphere centered on a point you choose within range. The image appears in any location on the image, including any that are not within 60 feet of you. On a successful save, you create the image from the image. You can also create the image from a nonmagical object. You can also create the image from an object that you can see within 30 feet of it. You can create the image by using a spell slot of 6th level or higher, up to a number of times equal to your Wisdom modifier. Transmutation

Abilities and Feats

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the following class features Hit Points at the start of your next turn. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You have resistance to cold damage from magic weapons. • You can use your action to create a magical barrier around yourself that prevents nonmagical weapons from being used against you. You can also use your action to create a barrier around a creature you can see within 5 feet of you. The barrier blocks a wide area around you and can be up to 30 feet thick. You can physically pass through it. You can use your action to create a barrier around a Large or smaller Medium creature you can see within 5 feet of you. Transmutation

Abi'l-Mundi, the Shadow, Darkness, and Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

As you cast the spell, you make your movement. If your concentration ends prior to moving to a point you can see within range, your movement instead increases by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours. Enchantment

Abimbo

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to throw a bead of antimagic acid on a creature that is either blinded or charmed. If it succeeds on a hit, you cause the spell to erupt inside it in an unprovoked blast of acid that isn’t being dispersed, and the spell ends with a message saying, "Your next attack roll destroys the spell’s elementals, but this time it doesn’t destroy anything inside you or your equipment. While this blast has lasted, you can target an object and any living creature that you target with an attack when you cast the spell with a melee weapon attack before this spell ends. If the object or creature has been targeted with an attack and isn’t moving after this casting ends, the attack deals damage equal to the animating damage of the last spell’s damage type if it hits. The spell ends if a creature that attacks you or touches it, if none of your creatures that target you have any hit points. If you cast this spell before finishing your next long rest, you have only one use of its remaining time. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can cause the target vertebrae, spinal column, and trachea to become paralyzed. Abjuration

Abiogenesis

Casting Time: 1 action
Range: 120
Duration: 24 hours

By means of a high-energy burst of activity, a queen bee blossoms. The bee leaps into the air and regains control over all of its material things, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 24 hours. The spell ends when the queen has killed all its young. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the effect increases by 48 hours for each slot level above 1st. Abjuration

Abjuration (2-foot radius)

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering, magical energy flashes forth from you. Choose a point you can see within range. The spell’s radius is 10 feet. Evocation

Abjuration Aura

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a vague aura of presence within a creature that you can see within range. The aura lasts for the duration, and it lasts for the duration to the same extent that a spectral guardian aura lasts if you can see the same creature. The aura can appear anywhere on the target—your mind, for example—creatures within range. If the target is on the plane of existence you’re on, the aura moves with it, passing through any objects within the target’s reach, causing the target to appear in any unoccupied spaces within 120 feet of the source of the aura. If you cast this spell on the same creature or several of its numbers overlaps, the aura moves to the same location, if any, regardless of where the creatures are located on the same plane. If you cast

Abjuration Casting Time

Casting Time: 1 action
Range: 8 Hours
Duration: You move up to ten feet in a direction you choose

that you are familiar with. Until the spell ends, a creature can repeat the move’s phrase. A creature can’t be charmed or frightened by this spell. Transmutation

Abjuration Casting

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch two willing creatures and utter two words. They appear in a 30-foot-radius sphere centered on a point you have chosen within range. You touch each willing creature. You can speak one word only to each creature. When you speak, the creature must make a Wisdom saving throw. On a failed save, the creature can’t use its action to understand what you are saying. On a successful save, the creature understands your words. You can deliver the words to any creature you choose, but not to a creature you can see. The creature can use its action to speak or take any other action. If you deliver the words to a creature with a speech speed equal to or less than the creature’s, that creature can normally understand you, but can’t perform any action that requires movement. When the spell ends, the creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature can deliver the words to another creature within 30 feet of it. On a failed save, the creature can deliver the words only to that creature or another creature that can move within 30 feet of it. When the spell ends, the creature can deliver the words only to that creature or another creature that can move within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases by 1d6 for each slot level above 6th. Transmutation

Abjuration

Casting Time: 1 action
Range: Enchantment
Duration: Instantaneous

You create a small, invisible illusion of another creature that lasts for the duration. The illusion is a harmless illusion that lasts until the spell ends. The illusion can be re-envisioned in any other image you created. At any time before the spell ends, the illusion can be restored to life with a full cast of the restoration spell. Evocation

Abjuration

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an invisible barrier around yourself that blocks an attack of opportunity against you. Your spell ends if you are incapacitated. Conjuration

Abjuration

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a line of silence. You or a creature you can see within range can hear or see anything you choose within the silence. The spell ends if you cast it again. Abjuration

Abjuration

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a shimmering barrier in the area and place a magical object inside it. The barrier starts as an ordinary object, and the barrier lasts for the spell’s duration. If the barrier is placed on a creature that isn’t within 60 feet of it, the spell fails. The barrier can be broken by other means. Transmutation

Abjuration

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a willing creature that isn’t incapacitated or in danger and that can’t be charmed or frightened. The target takes 2d8 necrotic damage when it drops to 0 hit points or when it makes a Charisma saving throw. If the target is undead, it is charmed or frightened. The spell ends if you cast this spell again. Illusion

Abjuration

Casting Time: 1 action
Range: Touch
Duration: 30

30 Concentration, up to 1 minute You touch a creature and then have a hand up to it. For the duration, the creature can’t be moved, so you can’t cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell increases by 1 hour for each slot level above 5th. Abjuration

Abjuration

Casting Time: 1 action
Range: Touch
Duration: Touch

150 10 minutes You touch a creature and cause it to make a Constitution saving throw. When the target takes 4d6 damage, it takes 5d8 damage. Invisibility Touch Touch Touch Touch 30 Touch Touch a creature and cause it to use its action to make a Wisdom saving throw. On a failed save, the target takes 2d6. On a successful save, the target takes 4 d6 damage. On a failed save, the target is stunned. If this spell fails, it takes 1d6. On a success, the target takes 4d6. On a failed save, the target’s hit and the spell ends. On a successful save, the creature’s hit and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can’t use a save throw. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1d8 for each slot level above 7th. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1 minute for each slot level above 5th. Finally, you can add a new target to this list. At a point, a creature can’t be moved, so it must take 5d6 damage. At Higher Levels. When you cast this spell using a spell slot of 7th level, the damage increases by 1 minute for each slot level above 10th.8. 9.10. A creature can’t be moved, so you must use the action to move along. You can move along. 10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. The spell remains until the spell ends. 10.10.10.10.10.10.10.10.10.10.10. 10.10.30.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.1010.10.10. 10. 10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.10.10.10-10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10.10. 10.10.10.10.10.10.10.10.10.10.10.

Abjuration (undead)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast this spell with or without spending an extra turn in an undead creature's body, removing that creature from its body. The target’s body becomes undead, and if it is conscious, it sheds all its light and vitality to maintain its body. After it sheds its light and vitality,

Abjure Animals

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You transform into a fey, fey beast of challenge rating 6 or lower, your fey beast of challenge rating 6 or lower. You transform into a fey demon, a fey beast, or a fey, fiend. You transform into an elemental, a fey, fey beast, or a fey, a fiend. You transform into a fey beast, a fey beast, or a fey, a fiend, a fey demon, a fiend, a fey fiend, or a fiend, a fey demon, a fey fiend, or a fey demon. You transform into a fey beast, a fey beast, or a fey spirit. You transform into a fey beast, a fey spirit, or a fiend, a fey demon, a fey demon, a fiend, or a fiend. You transform into a fey beast, a fey demon, a fey beast, a fey, a fiend, or a fey spirit that has the statistics of a beast, an elemental, or a fey spirit. You transform into a fey beast, a fey demon, a fey spirit, or a fiend. You transform into a fey beast, a fey, a fey demon, or a fiend, a fiend. You transform into a fey beast, a fey demon, or a fey spirit, a fey, a fey spirit, or a fey spirit that has the statistics of a beast, an elemental, a fey, or an undead. When such a creature transformation into a fey beast, a fey creature becomes hostile toward you, such that it would strike you or harm you. The fey creature can’t make an illogical choice whether it would strike you or harm you, or it might attack you at the end of its turn. This spell’s damage increases by 1d8 for each slot level above 3rd. Evocation

Abjure Animals

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform into a fey creature of challenge rating 4 or lower, and each time you cast this spell, you transform into a fey, fey, or some other visible phenomenon of challenge rating 5 or lower, its challenge rating rises to 1d4. The fey creature has the challenge rating of 4/4. It is prone, deafened, and prone. Until the spell ends, the fey creature can communicate only with you. The fey creature can’t be charmed or hostile toward you, and it can’t even attempt to harm you, nor can it attempt to harm you. A fey creature can’t be charmed or hostile toward you, and its challenge rating rolls and saving throw are wasted. While such a creature can’t be charmed or hostile toward you, the fey creature can’t attack you, nor can it attempt to harm you. A fey creature can’t be charmed or hostile toward you, nor can it attempt to harm you. When such a creature can’t be charmed or hostile toward you, the creature can’t attack you, nor can it attempt to harm you. The fey creature can’t be charmed or hostile toward you, and it can’t attempt to harm you. While such a creature is charmed or hostile toward you, the fey creature can’t be charmed, and it can’t take actions that would directly harm you. While such a creature can’t be charmed or hostile toward you, the fey creature can’t be charmed, and it can’t take actions that directly harm you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Abjure Animals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform from a beast to a beast of challenge rating 6 or lower, and you transform into a fey, fey, fiend. The fey creature’s game statistics are replaced with the statistics of the beast, though the fey creature’s challenge rating is replaced by the statistics of the beast, though the fey creature’s challenge rating is replaced by the statistics of the beast (your choice if the fey creature is a beast, if it is a fey creature, or if you transform into a fey creature. You transform into a fey creature. The fey creature’s game statistics are replaced by the statistics of the beast, though the creature has the same challenge rating and ability scores as the normal beasts. A fey creature is a fey creature. The fey creature’s game statistics become replaced by the statistics of the beast, though its challenge rating is replaced by the statistics of the chosen beast, though the creature suffers the same level of challenge rating. The DM determines what spells and other effects the creature is affected by, and the creature must be within 30 feet of you. You transform the creature into an undead, though the creature has the same challenge and ability scores of the chosen beasts. The transformation lasts for 1 hour. Alternatively, the creature can become a fey creature of challenge rating 6 or lower, or a fey, fiend of challenge rating 6 or lower. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of challenge rating the target is affected by increases by the number of challenge rating 6 or lower, as a bonus action. Transmutation

Abjure Animals

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform into a fey, fey, or a fey spirit that has the statistics of a fey beast, an elemental, or a fey spirit that has the statistics of a fey beast. You transform into a fey creature, a fey spirit, or a fey spirit that has the statistics of a fey beast. You transform into a fey creature, a fey fey spirit, or a fiend, a fiend. You transform into an animal, a fey fiend, or a fey spirit. You transform into a fey creature, an undead, or a fe

Abjure Animals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon fey spirits that have the same personality and that you create a magical bond with them for the duration. You must use your action to create a sphere of air that is up to 1 inch thick and have at least the air the air space you can see within range. The sphere is 10 feet thick and lasts for the duration. The sphere is a 10-foot cube that lasts for the duration. The sphere can’t be smaller than the size of a Large or smaller creature, and it sheds bright light in a 20 foot radius centered on a point you choose within range within range. The sphere can’t be larger than the size of a creature’s size, nor can it be larger than a creature’s size. Evocation

Abjure Fey

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You transform into a fey fey fey fey fey creature. You transform the fey creature into a fey creature of challenge rating 6 or lower, and it becomes hostile toward you. You can dismiss the fey creature as an undead. You can’t transform the fey creature into a fey creature, as an action, or as an action. You turn the fey creature into an undead, as an action. You can’t transform a fey creature into a fey creature, as an action or as a result of its being undead. You can’t transform a fey creature into a fey creature. The fey creature’s game statistics are replaced by the statistics of the beast. You transform the fey creature into a fey creature, as described below. The fey creature’s game statistics are replaced by the statistics of an undead, the fey creature’s game statistics are replaced by the statistics of a beast. When you transform the creature into another creature, you are stunned. The fey transformation lasts for the duration, or until the target drops to 0 hit points, you can’t teleport the fey creature into the Ethereal Plane. The fey creature must make a Wisdom saving throw. On a successful save, the creature takes 4d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1d8 for each slot level above 5th. Conjuration

Abjure Fey

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You transform a fey creature into a fey creature. You create an earth and fire elemental inanimate plant without burning, creating a fountain of churned earth, a fountain of churned earth, or a pool of swirling flame. You can also create a small explosion of earth or fire. You can also specify a specific location on which you would like to create the area of the fey creature, such as “the area of a particular location, or “the area where your planar rulers speak. The area is heavily obscured. The area has a radius of up to 10 feet. The area can extend into the sky, making it difficult terrain. In the area, the area is heavily obscured, requiring at least 1 mile of light to illuminate. The area can be cleared away early. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area becomes difficult terrain until cleared away. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area becomes difficult terrain until cleared away. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the area becomes difficult terrain until cleared away. It must be clear and dark. At Higher Levels. When you cast this spell using a spell slot of 8th level

Abjure Fey

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A fey fey creature appears in an unoccupied space within range. A fey creature appears in an unoccupied space that you can

Abjure Fey

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon fey spirits that have the same personality and alignment, but that don’t appear in an unoccupied space within range. They appear in the space of another creature that you can see within range. Both appear in a 15-foot-by-15-foot cube that you can see within range. A fey creature appears in the space nearest to each creature within range. A fey creature appears in the space of the same size as you, and the spell ends for that creature. A fey creature appears within the sphere, and you gain the following benefits: • You can use your action to create a fey, fey creature’s size. The creature appears in the space of the nearest unoccupied space, which is larger than you and has the same personality, but it doesn’t appear as a creature or object. It appears as if it were in the space you were in. • You can cast spells that can’t be cast spells or that aren’t even remotely close to you. • You can cast spells that can neither be cast nor cast. • You can cast a spell that can be cast nor cast the spell that is neither held nor carried. • You can use your action to create a fey creature’s size. The target appears with a fit of 5 pounds or smaller. It takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. It is immune to necrotic damage and has resistance to poison damage from poison damage. The target perceives the damage as if it were natural damage. The target perceives the damage as if it were real damage. If the target is immune to this damage, it doesn’t mind it. Instead, the target perceives the damage as if it were real damage, and it gains the benefits: • You have resistance to poison damage from a type that you can see within range. • You can use your action to create a fey creature’s size within range. • You have resistance to fire damage from a type you choose that you can see within range. • You can use your action to create a fey creature’s size within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Abjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames erupt from a creature you can see within range. The flames dissipate in a 20-foot radius, and the target must make a Constitution saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is engulfed in flames for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Abjure Flame

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

The flame spreads to any space within range, extinguishing the flames. Each creature in the range must make a Dexterity saving throw at the end of each of their turns. On a failed save, a target takes 1d6 fire damage. This spell has no effect on undead or constructs. When the spell ends, the target dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Abjure Minor Elementals

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Until the spell ends, you have one foot in a cylinder that you can see. You can place the cylinder on a solid surface, such as a floor, if you so choose, or on a solid surface that is hollow or unoccupied. Until the spell

Abjure one humanoid

Casting Time: 1 action
Range: Self
Duration: 10

Concentration, up to 1 minute If you cast this spell using a spell slot of 3rd level or lower, you can target one humanoid for the duration. The spell functions like a natural weapon, but you can also target two or more targets for the duration. The target must be within 5 feet of you or within 5 feet of you. If the spell targets a different target, the target is reduced to 0 hit points. Abjuration

Abjurer's Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You have the appearance of a familiar of one of your choice that you can see within range. The familiar ends the turn you can see it. The familiar enters the game as a full-round action. You can designate one of the familiar's familiar classes, which you choose from the chosen line of sight. The familiar has the following benefits. It gains the following benefits: • You have advantage on attack rolls against creatures that you can see that aren’t wearing armor. • You can’t attack or cast spells. • You can’t polymorph a creature or a creature that you can see. • You can move a wyvern on a fixed orbit. You can also move a wyvern up to 100 feet in any direction. You can also automatically dismiss the wyvern as a move action if it is on your current plane of existence. Transmutation

Abjurer’s Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A familiar appears in the area that you created. The familiar lasts for the duration or until it reappears. The familiar can be a living creature or a mindless being. The familiar is difficult terrain, and it appears in any terrain area within the target’s reach, such as open spaces or crevices. A creature that touches the familiar’s body is no longer charmed, and it can return to its home plane and repeat the saving throw. The familiar can’t be charmed or frightened. When you cast the spell, you choose a different familiar. If you cast the same spell multiple times, you can have the same familiar cast each time. The familiar can remain in its home plane for the duration. The familiar has the same statistics, except it has a hit point maximum, and it gains a number of hit points equal to your spellcasting ability modifier. If you cast the same spell multiple times, you can have the same familiar cast each time. The familiar can’t be summoned or dismissed by you or another creature. The familiar returns to its home plane and immediately dies. The familiar’s home plane is a contiguous, contiguous, unoccupied space that you can see. The home plane is a sphere centered on a point you choose within range. The sphere is heavily obscured. The target’s home plane is a point that you can see through. The target’s home plane is a small, dimly lit room in which creatures can’t make fighting attacks. The target cannot move or move around. It has no memory of its home plane, and it is no longer in its home plane. The target’s home plane is difficult terrain, and it has the terrain type of terrain that other terrain types have. The target can’t cast spells or gain any other benefit from the home plane. The target can’t be charmed or frightened by any of its home plane’s spells or favored ones, and it can’t take any actions. If the target has any other kind of familiar, it is charmed or frightened by that familiar. At the end of each of its turns, the target can make a Wisdom saving throw. On a failed save, the target fails this spell’s initial save. On a successful save, it remains charmed or frightened. The target can’t harm or otherwise harm the target, and it has no ill effects. The target has no ill effects if it has any of the following abilities: • Ability Score Improvement. The target’s ability score increases by 1 for each additional level above 1st. Divination

Able Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a fey creature within range, a fey, a spectral corpse, a spectral corpse, or a spectral ghostly beast that has the statistics of the chosen beast. If the fey creature has the statistics of the chosen beast, it has disadvantage on attack rolls against it. If the fey creature has the statistics of that beast, it has disadvantage on the next weapon attack roll it makes during this period. Evocation

Able Death

Casting Time: 1 action
Range: Instantaneous
Duration: You cast a curse that is both a curse and a curse

that causes a creature within range to be blinded. The spell’s damage increases by 10d6 when you reach 5th level or higher. When you cast the spell, you can cast the curse. On a hit with a 7-8 hit, the casting deals an extra 1d6 damage to the target. Abjuration

Able Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your touch a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast that has its hit points equal to the total of its hit points. You can also target one additional humanoid for each slot level above 4th. Evocation

Able Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You send a short message of divine power at one creature that you can see within range. Make a melee spell attack with the target. On a hit, the target takes 2d4 radiant damage and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Able Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You sense the presence of a fey creature that you can see within range, and a fey creature that you can see within range that you can see within range. You can’t cast this spell without first casting a spell. Evocation

Able Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a fey creature that has the statistics of a beast that has the statistics of a new beast (you can affect the fey creature up to 300 feet in a 2-foot-radius sphere or the fey beast in the sphere or the fey beast in the sphere. The target must make a Wisdom saving throw. On a failed save, the target takes a 2d4 + 4d6 + 4d6 + 5d6 + 6 and 6 and 6 and 5 half as much damage on a successful one.

Able Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast you can see within range. The target must succeed on a Strength saving throw. It takes 8d4 + 4d4 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1d4. Evocation

Able Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a fey creature that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast that has the statistics of a beast of the same level or lower on the same level. Evocation

Able Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has the statistics of a fey creature that has a 5-foot radius and that has the statistics of a beast of a fey creature that has the statistics of a fey creature that has the statistics of a beast of a fey creature that has the statistics of a fiend. Evocation

Able Duel

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You send a short message of divine power at one creature of your choice that you can see within range. Make a melee spell attack with the target. On a hit, the target takes 2d4 radiant damage, and the spell ends. On a hit, the target takes 2d4 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Ablemind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the following benefits: - You gain the ability to understand one language of your choice that you can see within range. You gain the ability to comprehend language of a language that you can see, such as the language of the language you’re familiar with. This spell’s magic ends when you finish a long rest. When the spell ends, the target continues to grow in voice until it reaches 4.000 hit points or until the spell

Ablemind

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You gain the following benefits: - You gain the following benefits: - You can’t use reactions to perceive the creature, even if the creature is within 60 feet of you. - You can’t use reactions to perceive one creature, even if the creature is within 60 feet of you. Resurrection

Ablemind

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Up to 1 minute

You gain the following benefits: - You gain 100 hit points, which are affected by an illusory object that you can see within range. - You gain the following benefits: - You gain the following benefits: - You can’t use reactions to perceive the creature, especially if the creature is in the area. - You can’t use reactions to perceive the creature, even when the creature is within 120 feet of you. Transmutation

Ablemind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the following benefits: - You can’t be charmed, frightened, or possessed by the mind of a creature. - You can’t take actions or be held hostage to the nightmares of your enemies. Abjuration

Aboleth

Casting Time: 1 action
Range: 1 Hour
Duration: You speak with a creature you can see within range

and hear it. It knows the language of the spell, but it doesn’t know what it can understand or understand. If you make a spell attack against the illusion of a deity, you can cast the spell for the first time. Alternatively, you can create one of the following illusions. You can be a creature of some kind, an image of some kind, or an image that doesn’t fit in your mind. While the illusion is illusion, you can control the illusion’s movements, and it can create objects, and you can move in it, but its words can contain some kind of information. As an action, you can make an image of the illusion that isn’t an image of yourself. You can then re-see it during the spell’s duration. Otherwise, you can’t make an image of the illusion again. This spell ends a creature’s ability to hear, and it stops the ability to speak on the spot. 60 10 Evocation

Abominable Grump

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to make a creature you can see fit for the first time on the ground. Make a melee spell attack against the target. On a hit, the target takes 1d8 fire damage. If you hit the creature, it takes 2d8 fire damage, and on subsequent hits, the creature takes 2d8 fire damage. Otherwise

Abrasion

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You touch one creature you can see within range and cause it to become aware of you for the first time or until you dismiss it as an action. On your turn, you change the target's color, size, shape, and coloration. The effect lasts until dispelled or it is dispelled by another spell or effect or until your concentration on the spell ends. Conjuration

Abrasion

Casting Time: 1 action
Range: 30
Duration: 8 Hours

Transmutation, you cause a creature you can see within range to make a Charisma saving throw. On a failed save, the creature takes 2d8 psychic damage. On a successful save, the creature takes half damage. The spell’s effect ends if you cast it again. If you cast it again, the spell disappears from the target’s mind, and the spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Abrasion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible wall of light from one edge of a solid object you can see within range. The wall can be up to 10 feet long, 10 feet high, and 20 feet deep. The wall is made up of a series of bright light beams spaced 1 inch apart. Each beam must be of the form of a solid object or a prismatic prism that can be. The wall can be up to 10 feet in height and 10 feet wide at its widest. The wall lasts for the duration. You can make one attack roll with the wall. On a hit, the wall deals an extra 2d6 force damage. The spell doesn’t specify how long the spell lasts. When you cast the spell, you can choose to cause the wall to collapse or to create a wall of water. If you create a wall of water, you can cause it to form as a wall of water, or you can create a wall of water that forms as a wall of water. If you create a wall of water that forms as a wall of water, you can cause it to collapse at any point in the spell’s duration. If you create a wall of water that forms as an illusion, you can cause it to magically appear as a wall of water. You can create a wall of water only if you have the animate dead spell. You can create a wall of water that forms as a wall of water, by casting this spell when you cast it, or when you cast it by using one of the three trues of undead resurrection spells. Conjuration

Abril Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a spray of force in a 20-foot-radius sphere that lasts for 1 minute. Choose one creature of your choice that you can see within range. You can also create multiple spray forms at the same time, as long as you can see the same creature. The spell’s area of effect extends to 20 feet in each direction. You can also create one 1-foot-wide spray by creating a 30-foot-radius sphere centered on a point you can see within range. The area can’t be more than 10 feet wide. The spray can’t be on a surface’s surface. The spell’s area is difficult terrain. The spell’s area is difficult terrain.

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Absorb Creature

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

As a bonus action on your turn, you can release a willing creature from its holding cell and gain temporary hit points equal to half the spell’s normal hit point maximum. The creature is still affected by the spells and other effects. Evocation

Absorb elementals

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You imbue an object with an elemental element that you can see within range and that isn’t being worn or carried. You can target one creature or object in the elemental pool for the spell‘ spell's duration. You take the meteorite or other mineral from that creature or object, and it ignites. On a hit, the target takes fire damage equal to your spellcasting ability modifier divided by two. The spell is cumulative. After 10 days, the target’s gear melds into the object, and you gain the following benefits: - You are immune to poison, fire, and acid. - Your speed and survival abilities are unchanged except for its natural swimming speed. - You cast and are proficient with all racial and racial traits. - You retain your telepathic link with your companions of choice, if the target has one. - You learn more about the target’s attacks and spells using its knowledge, magic, and other attunement to your abilitieset, and it is proficient with its racial and racial traits. - You retain your home base, at least as long it exists for the spell‘ spell‘ and its companion. If the spell has no home-base, your companions move about 1/2 mile away from you. Evocation

Absorb elementals

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You speak to an elemental that you touch that disappears when you take the Attack action on your turn. Until the spell ends, the elemental is affected only by your choice of the following damage types: acid, cold, fire, lightning, and thunder. Evocation

Absorb elementsite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, any target within range regains 4d4 + its Hit Points, including psychic damage. Abjuration

Absorb Evil and Good

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

While reflecting illusory images of the world, an illusory image of one creature or object appears within range and spreads across the wall, creating a shimmering barrier between you and the image. The image can be as small as an opening in the wall and as large as a hallway. Nonmagical illusions created by this spell also fail to animate, and creatures and objects made of extradimensional matter can pass through the barrier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the image spreads to all four corners of the wall, compressing them in half and creating a distraction for creatures or objects passing through the barrier. Conjuration

Absorb Fire

Casting Time: 1 action
Range: 1 minute
Duration: A nonmagical object floating in the air or touchin

g an object of your choice within range touches the object and has extinguishing capabilities. The item ignites if it touches an object of Medium or Small size or if it comes into contact with an object of Huge or smaller size. If any creature attacks you, and the target is Medium or smaller, it can use its reaction to automatically extinguish the fire within 30 feet of the object touching it. Evocation

Absorb Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

The area of the earth in the affected area is difficult terrain, making ranged attacks against the area prone to erupt. The attacks have disadvantage against the creature or object being affected. If the area is more than 10 feet across, the creature or object must make a Constitution saving throw. On a failed save, the creature or object takes 12d6 necrotic damage, and the area erupts with stench, killing one creature and causing many other creatures to become nauseated or have their arms and legs twisted out of the way. Evocation

Absorbing darkness

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Darkness appears in a 20-foot radius centered on a point you choose within range. A target must make a Wisdom saving throw. On a failed save, a target is turned to ash. On a successful save, it awakens strong darkness to fill a 60 foot radius as normal. If a target is killed by this spell, it is turned to ash with cold damage equal to half the total damage done to it. If the spell’s level drops to 0 or the target’s hit points total drops to 1 or fewer, the magic ends. If another target is created or killed while under the effect, that creature is also turned to ash. Abjuration

Absorb poison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a sphere of poisonous energy that you can see on the ground within range. You choose one creature that you can see within range and then spew the poison within. If you cast this spell without expending any class levels, the sphere erupts with a cumulative 25-foot cone of poisonous force, 50 feet tall, that spreads around corners and is 25 feet wide is hurled like a poisonous whirlwind, and it has AC 15 and 30 hit points. It deals 2d8 poison damage on a hit. Transmutation

Absorption

Casting Time: 1 action
Range: 100
Duration: Instantaneous

One creature or object springs into existence in a 180-foot-radius sphere centered on a point within range. The sphere appears in an unoccupied space that you choose within 30 feet of you. The sphere spreads around corners, forming a portion of a solid surface that remains for as long as you have a visible beam visible in the area. You can use your action to exhale a small quantity of air in a 30-foot radius around the point. As a bonus action on a subsequent turn of yours, you can change the beam's direction using 1d6 x 2d6 air flow and exhale the same quantity of air in an extra 1d6 x 2d6 portion of air. Both effects last for 1 minute. Conjuration

Absteed

Casting Time: 1 action
Range: Touch
Duration: 150

Instantaneous A beam of quicksilver-like force radiates from you in a 15-foot radius, 20 feet high cylinder centered on a point you choose within range. The target must make a ranged spell attack or take 1d10 necrotic damage. On a failed save, the target takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have the extra damage that you deal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have the extra damage that you deal. This damage increases by 1d10 for each slot level above 1st. Evocation

Abundance

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature that has an Intelligence of 5 or lower. The touch allows the affected creature to perceive an area that is either smooth, dry, or smooth. The touch can affect the target as it appears on the screen, and the target perceives the area in a manner that is in accordance with its current condition. If the target is incapacitated or unconscious, it can make a Wisdom saving throw. On a success, the spell ends for

Abundant Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon an invisible flame that ignites nonmagical flames in a 30-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature is engulfed by the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Evocation

Abundant Spell Interlude

Casting Time: 1 action
Range: Self
Duration: A magical spell that targets a creature. The targe

t must make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both of your spells end. If you cast a nonmagical spell targeting another creature or object named by another name, such as a creature, spell, or ability, you can target one of the following creatures: a creature of your choice that you can see within range; an undead that you can see; or a creature that you touch. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by two for each slot level above 3rd. Evocation

Abygmos

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates an extradimensional force centered on a point within range and centered on a creature that you choose within range, that resembles an alter ego. This illusionist can see into the mind of any creature that you choose, and that illusion uses its telepathy spell, although it can communicate with you through the medium provided by the spell’s telepathy feature. The target isn’t deafened, stunned, or affected by any of the other sensory effects of the target’s mind, and you can use this spell to communicate with it as if you were in its mind. If the target can't understand what you understand, you can communicate only as though you knew the target, and it has a telepathic link with you. The spell’s effect can reach out to you again and again, ending any communication or other interaction that you had with the target. You must use your action on each of your turns before you activate this telepathic link to do so. Transmutation

Abygosa

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You are transported to another plane of existence that hasn’t changed. You can return safely to this plane as a bonus action on your turn, and if you remain in this plane for more than 10 days, you instead regain all your hit points and become an undead (at the start of your next turn), unless you use a condition to return in a different plane of existence with an effect different from that of this plane. Once on your turn, you can use an action to mentally command any creature that you want within range as long as it obeys your commands. You can also issue commands at the same level or higher as an animal companion and as a verbal command, but the command must be specific to the target, such as "eat whatever you like" or "suck whatever you have" or "kill whatever creature you find." At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause a saving throw to send you flying as a flying creature and cause the target to follow along, even when you are concentrating. Additionally, you can cause additional effects to move the target in a different direction if you decide to follow the movement. You must follow the movement of your flying companion as if it were using your movement, and each mile traveled must make its turn. When the target leaves your space, it reverts to its normal form. Transmutation

Acolyte

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You touch a creature and animate one of the following things: 1. You create a telepathic link with it that lasts for the duration. The telepathic link can be used to communicate with creatures you have seen or heard, to instruct them where to look for treasure, or to set off alarms. Creatures that see you can direct the telepathic link. You can use your action to examine the creature’s body for signs of life, as long as it has a reasonable breath, and you can see within 5 feet of you. You can use your action to examine the creature’s clothing, teeth, or any part of its body. You can exclude any visible signs of life, such as hair, facial features, or facial features of the creature’s parent or greater. Necromancy

Acolyte of Pain

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and cause it to wither and die. The warding off of magical energy from the warding off of magical energy is a simple action. The warding off of magical energy from the warding off of magical energy is a concentration spell for the spell’s duration. You can use a bonus action on a creature you can see within range to break the warding off off of it. The creature must be within 5 feet of you when you cast the spell, if it is, the warding off of magical energy doesn’t last. Conjuration

Actions and Actionskill

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You slap a willing creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. This spell only targets creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

actions and Creatures, up to 1 minute

Casting Time: 1 action
Range: You call out to a creature of your choice that you can see within range and affect a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage or be affected by the spell. At the end of the duration, the target is no longer affected by the spell. The creature is no longer affected by the spell and can’t be affected by the spell again until the spell ends. The target is also no longer affected by the spell.
Duration: Transmutation

Aegid Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A swarm of insects flies toward a creature you choose within range. Each creature in the area must spend 1 hit to move. If a creature moves into a space within reach of the swarm, the creature must spend 1 hit to move there. If a creature moves into a space that isn’t occupied by creatures, the creature must spend 1 hit to move there. Evocation

Aegidus of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a living corpse that you can see within range. The corpse is 10 feet long and weighs 5 pounds. When you cast the spell, choose one of the following effects: • You create a new corpse by raising a spectral creature of the same name. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting a spell. • You create a new corpse by casting

Aegis

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a sphere of magic energy that you can see within range. The sphere is centered on a point you choose within range. If there are no points within the sphere, you create only one sphere. You can shape the sphere as you see fit. It must be at least 1 feet in the center and must be square and not more than 10 feet high. Any creature that is within the sphere must make a Dexterity saving throw. On a failed save, a creature is restrained by the sphere. The sphere then becomes an extradimensional portal that can be used to teleport you to the nearest place in the sphere. You can use your movement to travel through the sphere in any direction as long as you don't rely on the teleportation. When you reach the top of the sphere, you can teleport up to 10 creatures into the sphere by using a bonus action on your turn or by using your reaction to teleport a creature up to 10 feet down. You can use your action to teleport a creature up to 10 feet down as long as the portal is open. You can also use your action to make a ranged spell attack or a spell attack that deals an extra 1d8 damage and fails to reach the target. Conjuration

Aegis of Healing

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You gain the benefits of healing spells of 1st level or higher. Each time you use a healing spell of 1st level or higher, you regain 1 hit point or 1 hit point from it. Transmutation

Aegis of Life

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your body shapes into a creature that begins its next turn as a Huge or smaller creature, either as a Huge or as a Medium or bigger. The creature doesn’t need to be friendly to you; it can be (though it can’t be), charmed, or nearly so. It gains no benefit from alignment, alignment changes, or the duration of any of the abilities it has already practiced. You can dismiss this spell as an action, causing it to launch into a brief but powerful illusion centered on you, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast up to three illusions of your choice, which take 1d8 necrotic damage each. This damage can’t reduce an undead’s hit point maximum to 0 hit points. Necromancy

Aegis of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Concentration, up to 1 hour A magical portal appears in the ground around you, and your movement is unaffected. As long as you are within the portal, you can use your action to teleport as many creatures as you like, up to a distance of 10 feet. A creature that ends its turn within the portal must make a Constitution saving throw. If it fails, it can use its action to teleport to any point on the portal that it can see. The portal can be up to 20 feet wide, 30 feet tall, and 30 feet deep. The portal can be up to 100 feet long, up to 100 feet high, and up to 100 feet deep. The portal is 30 feet long, 20 feet high, and 20 feet deep. You can use your action to teleport to any point on the portal that it can reach. The portal remains in place until it is destroyed. If this portal is destroyed, the spell ends, and all creatures within it remain in the portal. At the start of each of your turns, you can use your action to teleport up to 10 feet up to a point of your choice within range. At the end of each of your turns, you can teleport up to 10 feet up to a point of your choice within range. Abjuration

Aegis of the Lion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create an invisible plane of light centered on a point you choose within range. The light has AC 10 and 30 hit points. The light can be up to 20 feet long, 30 feet high, and 30 feet wide (10 feet long, 10 feet high, and 30 feet wide) and weighs up to 10 pounds.

Aegis of the Serpent

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A serpentine creature appears in a 20-foot-radius sphere centered on a point you can see within range. The target must make a Dexterity saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. A creature that successfully saves throws with a successful throw is restrained by the serpent. Evocation

Aegons of the Dark Arts

Casting Time: 1 action
Range: Touch
Duration: For the duration, you manipulate the air in a 10-f

oot cube centered on a point within range. Each creature in that area must make a Wisdom saving throw. If you target a creature with a saving throw, that creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Divination

Aether

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an extradimensional portal that extends across the air in a 5-foot cube and is made up of a solid, transparent stone, an extradimensional place (a "place" in the case of a portal created by the Book of the Dead), or an extradimensional place (a "place" in the case of a portal created by the Dead of Winter). You can create a spot of solid blackness on a plane of existence you can see, up to 30 miles (60 km) eastward, and a place on a plane of existence you can see up to 60 miles (90 km). You can create a place of solid blackness on a plane of existence you can see, up to 30 miles (60 km). You can also create an area of solid blackness on a plane of existence you can see, up to 60 miles (90 km). Transmutation

Aether Arrow

Casting Time: 1 action
Range: 30
Duration: You make a melee weapon attack with one object in

your hand. Make a ranged spell attack against a creature you can see within range. Choose an object or an area of effect that fits your spellcasting ability. The target must have at least 3 hit points. It can also be wearing armor or carrying a weapon. Any creature that fits this description must also be wearing armor. Make a check against your spellcasting ability. Choose an object that fits your spellcasting ability. Any creature that fits this description must also be wearing armor. Any creature that fits this description must also be carrying a weapon. Make another melee spell attack. It must be a melee weapon. You make this attack with a simple weapon. You make each melee spell attack against a target you can see. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate a different weapon. This spell has no effect on you when you cast it again. Evocation

Aether Arrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, you can move up to 5 feet directly in a direction you choose for the attack roll you make with an arrow. If you do so, you are limited in the horizontal movement of the arrow. Until the end of your next turn, you can make another attack roll of your attack roll against a target within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of targets increases by two for each slot level above 3rd. Evocation

Aether Arrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You send up a celestial arrow that can reach up to ten miles away. The celestial arrow flies directly over objects that are within reach. Until the spell ends, the arrow is harmless to creatures. Any creature that isn’t within 5 feet of the target must make a Dexterity saving throw. On a success, the target is transported to the celestial location of the celestial arrow. If the target is on a plane that isn’t part of that plane, it is made invisible by the spell, and it can’t reach into the plane to which it is sent. Evocation

Aether Bless

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a flying sphere of energy that lasts for the duration and that can carry up to ten creatures. Any creature that ends its turn within the sphere enters the sphere and can breathe, but the sphere is no longer in the air. The sphere can be used to create a sphere centered on a point within range, and it lasts for the duration

Aether Force 60 Aetherial Sphere 30 Concentration, up to 1 minute You conjure up an extradimensional form that can travel through the air and is physically within range. The form sheds magical light in a 20-foot radius centered on a point you can see within range. The sphere remains for the spell’s duration. It appears in an unoccupied space that you can see within range. When you cast the spell, you choose the area. You can move through the sphere up to 30 feet per round for an action. You can move through the sphere up to 60 feet for an action. At the end of each of its turns, it can repeat the attack and use an action to move the sphere up to half the speed of light. The sphere ends when it has moved more than 30 feet away from you. The sphere can be destroyed by attacks or magical effects. If the sphere’s space is occupied, a spectral creature appears in the sphere’s space and acts as a lance nonmagically. The spectral creature obeys your commands, and it disappears when it drops to 0 hit points or when the spell ends. The spectral creature can be hostile toward you or hostile to creatures it can’t see. When it drops to 0 hit points or when the spell ends, the creature disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures of your choice that can see and hear you increases by two for each slot level above 2nd. Evocation

Aetheric Dash

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You move up to 20 feet in a direction you choose, and you move at the speed of 10 feet for the spell’s duration. If you are moving at the speed of a normal creature, you can also move up to 10 feet at a time

Aetheric Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of charged magical energy in a 30-foot-radius sphere centered on a point you can see within range. The sphere is 1 foot in diameter and 5 feet high. The sphere is a solid, opaque sphere. Any creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is blinded until the spell ends. While the sphere is active, the creature can use its action on each turn to move the sphere in a straight line. Transmutation

Aetheric Touch

Casting Time: 1 action
Range: 120
Duration: 10 minutes

A spell of your choice that can be cast on a creature becomes a telepathic link between you and the target for the duration. You can designate up to three possible telepathic link types (including those of the same name) when you cast the spell. The target must understand the spell’s meaning, and can cast the spell only when you are within the spell’s area. You can specify any of the link types as long as they are within a certain distance away from each other. You can specify any creature’s name, as long as the creature’s name doesn’t appear in the spell description. You can also specify a link type you choose when you cast the spell, for example, if the spell is intended to be used to create a bridge over a sea that has no link. The spell’s spell slot is determined by the number of spell slots you have. For example, if you have 4 slot slots, the spell creates 4 slot level, and the spell’s casting time is 9 minutes. The spell can’t be used to create a bridge over a sea. Conjuration

Aetheric Touch

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a creature and imbue it with an ability. The creature must succeed on a Wisdom saving throw or take 2d6 lightning damage, or half as much damage on a failed save. Conjuration

Aetheric Touch

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You and your companions are transported to a place that is usually invisible. When you cast the spell, the spell casts a line of light on the ground that is perpendicular to you and that is centered on a point within range. The spell creates a protective sphere that covers the ground in a 30-foot radius centered on that point. The sphere is centered on a point and contains a sphere of magical energy that is composed of a thin, opaque sheet of thick, soft air. When you cast the spell, the sphere appears to contain a layer of magical energy. The sphere surrounds the target and creates a line of light that is perpendicular to it. The sphere is a solid sheet of solid material. The sphere is opaque to light and illusory. The sphere is difficult terrain and is difficult to move. When the spell ends, the sphere is replaced by an opaque layer of magical energy. When the spell ends, the sphere is replaced by a translucent layer of magical energy. Illusion

Aetheric Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and give it a teleportation spell of your choice from the spell list. If the target is within 30 feet of you or a space you can see within 30 feet of you, the spell ends. Evocation

Aetheric Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature within range. The target must make a Charisma saving throw. On a success, the target takes 1d8 necrotic damage. On a miss, the target takes 1d8 necrotic damage. On a repeat of the spell, the spell ends. Necromancy

Aetheric ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create one of the following effects when you cast this spell: • You can create a portal to a different dimension within range. • You can create an illusion that appears to be one hundred feet in the air. The illusion appears to be a creature that has no home. You can use an action to ask the illusion to return to its home dimension. The illusion must be located within a certain distance away from you. If the illusion takes damage, that damage is reduced to 1d8. The illusion doesn’t disappear. If the illusion is in the space you created, the illusion appears to be moving. The illusion can’t be targeted by spells or abilities, and it can’t be dismissed. Necromancy

Aetherius Constructions

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You create a sphere of green light within range. Choose an area of ground that you can see within range. You can make a ranged spell attack against the sphere. On a hit, the sphere deals a normal magic damage. A sphere of green light shines at a creature within 5 feet of it. The creature must make a Constitution saving throw. It takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. This spell doesn't have any effect on undead. The sphere of green light has no effect on constructs. The spell can also be cast on a Large or smaller creature that is not using a spell slot of 8th level or higher. Transmutation

Aether Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A sphere of swirling water descends on a target within range, and it is protected by a magic staff. The target can make a Dexterity saving throw or take 1d6 thunder damage, or half as much damage on a failed save. A creature in the sphere can’t be affected by spells or magical effects. The sphere is a prismatic, 20-foot-radius, 10-foot-high, 20-foot-

Aether Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of swirling, invisible energy that extends out from you at a speed of your choice. The sphere can be any size you choose. Each creature in the sphere is a celestial. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere can expand to cover a distance of 60 feet. For the duration, creatures that start their turns in the sphere must succeed on a Constitution saving throw or take 1d10 radiant damage. Evocation

Aether Storm

Casting Time: 1 action
Range: 1120
Duration: Choose one of the following creatures: a demon, a

fiend, a fiend's fiend, a demigod, a fiend's fiend, a necromancer, or a fiend that the DM has summoned. The DM is immune to the target's spells and abilities. Otherwise, the target can use only one of the chosen four abilities at a time, and the DM is immune to damage or poison for the triggering spell. While the target is using a new ability, you can use one of the options below to re-evaluate the new one: An evil-inspired spirit returns to the battlefield. Until that point, the DM can issue orders to the creature you chose as you attack that creature at the moment it returns. You can also make it understand or understand the language of another creature, and it can use that creature as a means to communicate with you. At Higher Levels. At 1st level, you can issue commands to more than one target at a time, provided that it obeys your commands for the duration of its next turn. Furthermore, you can issue commands to multiple instances of that target

Aether surge

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a surge of flowing energy to fill a 60-foot-radius sphere or a 5-foot-radius cube centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 30 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Illusion

Afinos

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spell creates a sphere of fire that can be used as a ranged spell attack or a ranged spell attack for the duration. As an action, you can make a fireball of your choice that travels 60 feet in a straight line, starting on a point you can see within range. The sphere rises to 20 feet in a 10-foot-tall cylinder. The sphere can be made up of any number of cubic feet of solid wood, stone, stone, or any other material that you can’t be charmed, frightened, or otherwise affected by this spell. If a sphere is made up of wood, stone, stone, stone, or any other material that isn’t stone, stone, or stone, it must be in a form that is neither stone nor stone. The sphere can’t exceed 30 feet in any direction. A sphere of fire appears in any spot within range that you can see within range. If you cast this spell on a place that is within 5 feet of a fire ring or a similar ring, the flames extinguish the ring and extinguish all nonmagical magical effect that is on the ring. When you cast this spell, you can designate a certain number of creatures as having a certain elemental ability. You can designate four different forms of that ability, or you can designate three different forms of the ability. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate up to ten additional creatures for each slot level above 3rd. Conjuration

against Conjuration

Aganazzar Armor

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a magical barrier that protects an area of space within range. You must use your action to physically move the barrier within that area, or you must use a bonus action, such as a bonus action when you move a creature, to move the barrier. The barrier lasts until the spell ends. It is made of metal or wood or stone, and blocks in the same manner as the barriers you created. If you cast the spell using a spell slot of 6th level or higher, you can use a bonus action on a subsequent turn to cause the barrier to shatter. The barrier also extends out into space. When you cast this spell, you can create a barrier in any dimension you desire on a solid surface, such as a solid floor, a wall, or a ceiling. The barrier blocks against magical or nonmagical attacks (such as those made using a spell slot of 6th level or higher), as well as attempts to harm nonliving creatures such as plants, water, and air. When you cast the spell on a creature of the chosen kind, the spell blocks against that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the barrier lasts until its triggered state is over. Transmutation

Aganazzar’s astral plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a point you can see on the ground within range. You teleport to the point you chose. A creature that enters the area must make a Dexterity saving throw. A creature takes 8d8 + 10 foot damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Conjuration

Aganazzar’s Bolt swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flurry of magic energy shot from a distance erupts from a point within range. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Aganazzar’s Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a 60-foot-radius, 20-foot-high, 20-foot-deep trench extending from the center of an unoccupied spacecent area away from your primary source of power. The trench spreads around corners, and creatures that end their turns in it are pushed to the outer edge of the trench. Creatures that end their turns in it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the trench increases to 20 feet in diameter and spreads out across the entire floor of the trench. A creature must reach the center of the trench when you cast the spell to create the trench. If you are still in the trench when it begins its journey, the spell ends, and the creature is pushed back in the trench by the force of the earthquake it made. Conjuration

Aganazzar's Furnace

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the duration, a nonmagical object that you can see within range can’t be targeted by any spell or ability of your choice that targets creatures other than you. For the duration, the object can’t be targeted by any spell or ability that targets creatures other than you. Abjuration

Aganazzar’s Furnace of Sand

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You attempt to excavate six inches of earth on the ground in a straight line in a random direction within range. The area must have a diameter of 2 feet by 5 feet, except for narrow passages and loose earth. The dirt moves freely through the area, and it disappears when the spell ends. Any creature that starts its turn there must succeed on a Strength saving throw or be ejected. The dirt also extends to the edge of the spell’s area. The dirt moves in a straight line toward you, centered on a point you choose within 5 feet of you. The dirt is heavily covered and can’t be seen through. Thick black stalks abound in the dirt, which gives it a heavily obscured appearance. At the end of each of its turns, a creature that successfully saves against this spell can repeat the attack line of that creature. Transmutation

Aganazzar’s madness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Whispering creatures of your choice that you can see within range regain hit points equal to 2d8 + your spellcasting ability modifier. Creatures that are incapacitated when you cast this spell regain hit points equal to 2d8 + your spellcasting ability modifier. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Aganazzar’s melee attack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wave of fire shot from your hand originates from you and arcs toward one creature of your choice that you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. Whether you hit or miss with the attack, the spell’s base damage increases by 1d8. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Evocation

Aganazzar’s mystic hammer

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a 5-foot-diameter, seven-foot-tall, 10-foot-deep, 10-foot-deep, 10-foot-deep, 10-foot-deep, 10-foot-deep hammer that hurls magical force at targets within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 2d6 necrotic damage and 5d6 acid damage. At the end of each of the 5-foot-diameter chunks, a new magical force erupts from the hammer, dealing 2d6 + the spell’s level in damage. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation

Aganazzar’s necromancy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell channels the power of the dead’s spirits into your body. Choose a creature that you can see within range. You or someone else can see the target up to the maximum distance allowed by your choice. If the target is undead, you or someone else can end this spell by spending 1 hit point as a bonus action on the turn you cast this spell. Necromancy

Aganazzar’s roar

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You blast the air within range with a thunderwave, issuing a thunderous boom that echoes with the booming noise of your club. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. A creature that takes foot of the air hit must make a Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. If the sphere is filled, you can use your movement to bring the sphere into being, and the blasts fill half the area. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th levels, the damage (both physical and magical) increases by 1d6 for each slot level above 2nd. Evocation

Aganazzar’s scorched earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell produces a scorched earth whose section is large enough to fit two 8-foot cubes. Each under the area becomes scorched if it is not already thin and burns when it strikes. Each creature in a 40-foot-radius sphere centered on a point of your choice within range must make an Intelligence saving throw. On a failed save, a creature takes 6d6 extra damage, and it can’t use its action to move up to its speed so that it can continue to move. A creature must also make these saving throws when it enters the spell’s area for the first time on a turn or ends its turn there. If it has more than one cylinder within its area, its area is extended so that it can move across the surface of the area’s edge, thus reducing the distance between the cylinder and the area by 60 feet. Conjuration

Aganazzar's Secret Hideout

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A dark, misty expanse of darkness appears at the edge of a 20-foot-radius, 15-foot-high cylinder centered on a point you choose within range. The area is opaque and lasts for the spell’s duration. When the spell ends, a faint spectral cloud (inset in the image) appears at the point you cast the spell. The cloud (10−20 feet long and 5 feet tall) is 1/4 inch thick. When it disappears, the spell ends. The cloud remains for the duration. Any creature in the area when the spell ends can make a Constitution saving throw. On a successful save, a creature is ejected from the cloud and is blinded for 1 minute. A creature and object that have been blinded by the spell are knocked prone. At the end of each of its turns, a creature must make a Dexterity saving throw. A creature takes 3d10 damage of the chosen type on a failed save, or half as much damage on a successful one. Abjuration

Aganazzar’s Swarm

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

A giant swarm of boars springs into existence at a point you choose within range. They flit around corners, centering on a point you choose within range. Each creature in a 20-foot radius sphere when them rises from the dead and moves as fast as its speed can move, sending down corrosive rainstails that often strike innocent creatures. The spell’s area is heavily obscured. The area is heavily obscured against the elements. The swarm is sent back to its home plane, where it awaits its victims. Each creature that starts its turn in the area is targeted by one of the following effects. Acid Arrow. Each target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. Cold Arrow. Each target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Fire Bolt. Each target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Triple Hex. Each target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. Violet. Each target takes violet damage when it fails its save. Triple Path. Each target takes triple damage on a failed save, and its speed is reduced by 10 feet until the start of your next turn. Abjuration

Aganazzar Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flurry of magic energyballs erupts from a creature that you can see within range. Each creature in a 5-foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Aganjure (Psychic) line

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You step into the mind of one creature of your choice that you can see within range and speak the name of another creature you can see within range of. The target must make a Wisdom saving throw. On a failed save, it becomes a ghost of your past that you can no longer see, or you become aware of your past actions as an individual target (a creature or object that you can see) or as part of a group activity (a creature that doesn’t interact with you). On a successful save, you can use your movement to move the target up to 30 feet to a spot you can see. If you make this saving throw against a spirit, it disappears (like the mist flying cloud or the daylight offering a magical light). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the ghost increases by 10 feet for each slot level above 2nd Conjuration

Agnathy Grasping vines sprout from your hand and grip the dirt within until you have drawn a Divine Bond. If you have drawn one, roll 1d4 and have one foot in each of the vines. The vines fling themselves at a creature that you can see within range. If the creature is Medium or smaller, you have advantage on the attack rolls of the target and its saving throws against

Agnus' Embrace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a new form of armor that you can see within range. Choose one of the following effects. The form is made of a material component. You can make an extra armor layer, or you can create one only from a material component of your choice that you can see. You can use your action to create a new layer of armor. You can also create one from a material component of your choice that you can see, but that is no larger than a 20-foot cube. You can create all layers of armor as a bonus action on your turn. The layer can be made of any material you choose (such as stone

Airdentail

Casting Time: 1 action
Range: Until dispelled
Duration: 1 Hour

By means of a magic trick, a creature is surprised, hurt, or frightened, or both, when it drops to 0 hit points. Nothing can reduce this ability score penalty when you cast this spell without first succeeding on a Wisdom (Perception) check. Evocation

aking the Conjuration

Aldenren's Touch

Casting Time: 1 action
Range: Touch 5
Duration: Create a small, immobile, intangible object that y

ou can use to communicate. It can be up to 10 feet tall, and it can take

Aldritch Blast

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A blast of eldritch energy rumbles down any or all of the

Almaz Animate Objects

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose an object that you can see within range and that fits within an 8-foot cube. You can use a bonus action to teleport that object to the other side of the cube. If you do so, the object is no longer in the cube and becomes invisible. Conjuration

Amber Arrow

Casting Time: 1 action
Range: 10
Duration: Instantaneous (10 minutes)

Instantaneous (10 minutes) Instantaneous (10 minutes) Instantaneous (10 minutes) Conjuration

Amber Arrow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a strong ray of fire that can reach up to 60 feet in a direction you choose. The flame explodes in a 30-foot-radius sphere centered on a point within range. Each creature in that area must succeed on a Dexterity saving throw or take 1d8 fire damage. Conjuration

Amber Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up an aura of magical energy that covers the ground in a 50-foot-radius sphere and makes a ranged spell attack. Each creature in that area must succeed on a Wisdom saving throw or take 2d6 psychic damage. A target can use an action to make a Charisma saving throw. On a failed save, the target takes 10d6 psychic damage. A creature can use its reaction to effect any spell that can be cast to dismiss the effect. Conjuration

Amber Grove

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You make a campfire at the location where the first frost was shed. For the duration, you can use your action to cause the frost to wick away the campfire. Make a ranged spell attack against the closest campfire you can see. On a hit, the target takes 2d6 cold damage. On a failed save, the target takes the reduced effect of the spell. Additionally, if the campfire isn’t on a fire or a solid surface, the frost destroys it. Conjuration

Amber Orb

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Amber streaks into your hand and transforms it into a ranged weapon. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage. On a failed save, the target takes +1d6 fire damage and has resistance to

Amber Rain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm of fire and brimstone descends on the area you’re in. The area is heavily obscured and can be difficult terrain. You can make a ranged spell attack against the area, or you create a burst of rain effect that lasts for the duration. On a hit, a creature takes 1d8 bludgeoning damage. The floodgates open when the spell ends. The spell can’

Amber Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Amber or blackpowder spattered with poisonous gas erupts from a point within range. The target must make a Dexterity saving throw. On a success, the creature takes 7d6 poison damage and is also prone until the spell ends or until its skin explodes, which ends its turn. When this spell ends, the area of the area that is the target of the burst appears in the form of a shimmering, shimmering cloud. This spell creates a shimmering puff of a different color. The puff can be a black, green, or violet. The cloud can be a prismatic globe or a swirling cloud. Conjuration

Amber Vial

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A vial of poisonous venom fills a 10-foot cube centered on a point

Amber Wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a burst of magical energy equal to your spellcasting ability modifier. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one

Amber Wood

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magical tree of firey green foliage, which lasts for the duration. The tree sprouts from a point you can see within range, and it grows to a height of up to 20 feet. Any creature in the area must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell ends if you move from one place to another. The tree can be destroyed by any means necessary to do so. For example, if you plant a tall grasshopper and the tree is destroyed, the grasshopper can't be destroyed by this spell, but its branches can be destroyed by other means. For the spell's duration, the tree sheds bright light in all directions. You can make up to six of the fire damage types, but it must be of the same size and shape as the tree. You can also create up to ten other trees at a time. The spell's damage increases by 1d6 for each additional one you construct. Evocation

Ammunition

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a magical aura that lasts for the duration. When you cast this spell, you create a magical energy field that surrounds you and extends to all creatures within 30 feet of you. The field is composed of 10,000-foot-high spheres centered on a point you choose within range. Each sphere, when created, is a different magical energy source. Each sphere has one of the following properties: - One energy component - One “ magical component (contained within the sphere) - One “ magical component (contained within the sphere) - One “ magical component - One “ magical component (contained within the sphere) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional magical component for each slot level above 1st. Evocation

ance (0-100 microseconds)

Casting Time: 1 action
Range: Instantaneous
Duration: You create a magical cord that lasts for the durat

ion. Choose any number of creatures within 10 feet of the start of your next turn. For the duration, each target assumes a robe and attires its gear, which can be any arm or leg piece as you choose. The target assumes the hit points of its equipment and regains new hit points equal to the necrotic damage you deal to it. The target regains a number of temporary hit points equal to twice the necrotic damage you deal it. These temporary hit points heal only if you use a temporary life restore spell or a similar spell. When the spell ends, the temporary hit points run off to the nearest fresh pool of hit points, if any. A permanent healing effect created by a temporary spell slot restoration or a similar spell can restore only to the target’s hit point total. The duration of the spell’s active and any temporary wounds it heals are removed at the same time. Transmutation

ance (60-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Investiture, up to 10 pounds

10 pounds of magical energy surrounds a creature of your choice within range, targeting the same creature or one that you can see within 5 feet of it. The target must make a Charisma saving throw. The target takes 4d6 Wisdom damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by one die when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12). Evocation

Ancillary Force

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You create a strong, invisible force that can push any object within range up to 300 feet in any direction. If the target is standing still, the force radiates with a deafening roar that moves from one object to the other within range. The force extends to create vortexes, forts, and other structures. The force doesn’t extend to difficult terrain. Evocation

Animal bond

Casting Time: 1 action
Range: 60
Duration: Special

This spell creates an enduring bond between two creatures of the same kind for the duration. Once triggered, the bond lasts for the duration and can deal force damage to any target within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a creature bonded by this spell has a maximum life of 7. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8

Animal Control

Casting Time: 1 action
Range: 300
Duration: 24 Hours

This spell makes it possible for a group of creatures that you can see within range to manage their own affairs. Choose a point you can see on the ground within range, such as a street or a city, and all its inhabitants take 1d6 bludgeoning damage. The spell ends if you dismiss it as an action or cast this spell again, if the point is no larger than 10 feet in any dimension. This spell also ends if you cast it again to target a different creature than the one you are concentrating on the spell. At any time, you can dismiss this spell as an action on your turn. Conjuration

Animal Control

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You awaken a sleeping beast within range. Until the spell ends, a sleeping beast takes an Intelligence (Investigation) check against your spell save DC to recognize you as its master and follow your instructions. The beast is friendly to you and recognizes you as its master. The spell ends if the beast speaks, but it can still follow your instructions. If you cast the spell again while you are sleeping, the DM has the creature’s statistics, along with any equipment it carries with it, at any time before it disappears. If the creature is no longer hostile, it returns to you with whatever gear it owned at the time of its disappearance. The spell ends if you dismiss it as an action or cast another spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Enchantment

Animal Emissary

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You appear in a chosen area and appear there to receive a message. You can be anywhere on the subject. You can be at a location and receive the message as an action. You can also be on the receiving end of insults, curses, and other illogical meanings. In the event you are on the receiving end of an insult, an illogical means of achieving its intended end, or a deliberate attempt to achieve something beyond your ability, your illogical means fail. Examples include causing a creature’s total health to be less than or equal to 0, being unable to open a door or access a locked door, or being unable to open a locked passage. Divination

Animal Emotions

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with a desire for food. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the target loses all sense of direction and is unsure of where it is. The spell ends if you use your action to dismiss the charmed target. Enchantment

Animal Fear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a Fear sound audible to a creature of your choice within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed, you can use a bonus action to make a move action that must be repeated with other actions. As an action, you can make a straight line across the target’s body to a point where you can see it. The target must make a Wisdom saving throw. On a failed save, the target takes 10d8 cold damage and is blinded until the spell ends. On a successful save, you make the creature take half as much damage and have no harmful effect on you. Illusion

Animal god

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A god you choose as your alignment appears in an unoccupied space that you can see within range. The god can appear anywhere on an alignment that doesn’t have an area or that isn’t entirely within range. Choose a point on an alignment that has its own alignment, as determined by the gods themselves. You ignore any alignment that is not part of the god’s image. If you cast this spell multiple times, you can have no more than two of its non-instantaneous functions active at a time, and you can dismiss such an effect as an action. You can specify conditions for its actions that are determined by the gods, but they can’t occur until the end of your next turn. Transmutation

Animal Guide

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a willing beast and put it in an arranged group based on the following requirements: • The beast has a head size of one beast and a body mass index (BMI) of 30; • It has AC 5, 4, and 4 hit points, including 1d8 hit points, plus d10 at the end of each of its turns • It has a walking speed of 5 feet and can’t fall • It can’t be attacked except by nonmagical means • It takes 2d10 poison damage on a failed Constitution saving throw, or half as much damage on a successful one • It doesn’t need to breathe, eat, or drink • It doesn’t need to eat or drink • It doesn’t need to eat or drink • It doesn’t need to speak • It doesn’t need to stir Casting Suggestion on a Target Affects you. You cast a spell describing the possible outcomes for each of the following possible outcomes for each target: • Death • Sickness • Fainting • Invisibility or Ensnaring thoughts • Poison Spray or similar If the spell you use for which you are casting is missing, the target can’t be affected by the spell. • Sickness or Fatigue • Pain • Restlessness If you target an unwilling creature, or you target an object dropped by a fallen creature, the spell fails and the creature is no longer affected by the spell. Enchantment

Animal Handling

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your magic enables your unarmed strikes with a melee weapon to leave a target restrained for the spell’s duration. If the target is wearing armor that is neither equipped nor otherwise able to hold the weapon, the spell releases the target. The target remains restrained for the spell’s duration. The target can make an attack roll against a creature it can reach, including the creature wearing armor. On a hit, the target takes 1d8 bludgeoning damage, and the spell ends. If the target is wielding a crossbow or similar

Animal Handling

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

Your magic attracts and protects the best of the best from harm, so you and your companions use their physical intelligence in combat to sort through unlikely encounters. Choose one beast or nonmagical plant that you can see within range, and you gain an acquaintance with it until the spell ends. While you have advantage on all Intelligence checks, you also gain the benefit of any sort of sensory benefit from that beast’s fur, though this benefit is negated by half your proficiency bonus. You can also spend 1 minute per beast level above you to gain the benefit of any other sensory benefit you apply to it, though you must know the beast’s fur, make the trick check, and then use that advantage to gain a random sensory benefit from it. Abjuration

Animal Handling

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object and can transfer it to another creature or an object you touch, but no more than once per day for 3 days. Any creature that can’t be charmed can’t take reactions while you are outside the spell’s range. While the target is outside the spell’s range, the target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is pushed 10 feet away from you. On a successful save, the spell ends on the target. If the spell would target an object longer than 10 feet in any direction, the spell would have no effect on that object. If the object would target a creature, the creature would succeed on a Strength saving throw, and the spell would end on the creature. This spell has no effect on magical objects or constructs. Transmutation

Animal husbandry

Casting Time: 1 action
Range: Touch
Duration: until dispelled

By means of the strong magical link that has been forged between you and your friends at the Barrowmaster's Barrow, you are conjured up to serve as a companion to a chosen beast of challenge rating 4 or lower. Your service to the guildspires to becoming a high-ranking member of the guild, whether you are a member or an enemy. You gain the following benefits: - You become more powerful with each level you spend b That power is spread among your servants, in ascending order from lowest to highest; - your body doubles as a vessel for your magic - your Intelligence (Investigation) check increases by 10 percent, while your Charisma score increases by 5 - your proficiency with objects increases by 1 point, and you gain the following benefits: - Your fingernails are longer and more resilient to injuries than wooden weapons of your type, and you gain the following benefits: - You are immune to fire damage and have a resistance to cold damage - You can use your action to create a 15-foot cone of movement that cuts through any barrier created by your magic - You can move across solid ground in a horizontal plane with ease, and you can’t cross a frozen chasm. Even if you could, you could’t move. - You can use your action to create a 15-foot cone of movement—one wall of solid movement extending from you. Each creature in that area must make a Constitution saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. A creature remains stunned and frightened for 1 minute after the casting ends. Transmutation

Animalic Pattern

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You transform a creature you touch to near immobility. The target becomes charmed and frightened for the duration. While the target is charmed, frightened, or stunned, you have advantage on attack rolls against the target. The spell fails and the target becomes charmed, frightened, or stunned. If the spell ends before 1 a.m. on a day on which you appear in a straight line, the target falls unconscious and takes 1d6 psychic damage at the end of its next turn. Illusion

Animal Shapechange

Casting Time: 1 action
Range: 30
Duration: 24 hours

You alter the appearance of creatures you can see within range. Choose the appearance of one of these creatures when you make a Charisma (Deception, Intimidation, or Persuasion) check using the creature’s natural language options. The alterstion doesn’t have to be physically different than the one created by the original spell. For example, if you use the creature’s natural language skill to alter its voice, the spell doesn’t take into account any changes made to its facial features. Subtract the creature’s original form from the spell’s creature class, which has its own creature class, and use the creature’s own statistics. You can’t reduce the creature’s size or add additional body parts, such as legs, for its new form. If the creature is large enough to allow its new form to occupy its new form, make the creature’s new form obeys your DM’s designated changes. Abjuration

Animal Shout

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A scream emanates from your hand. Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and can’t take reactions until the end of its next turn. On a successful save, a creature takes half damage and doesn’t take any damage. When a creature takes damage of one of those types, that creature can roll a d8 and subtract the number rolled from the d20 roll (the new number being the number of hit points it has). A creature can also take only one damage from the new damage type at a time. A creature can’t take reactions from a creature that’s hit by more than one creature’s hit point average, including from creatures with fewer hit points than the creature’s hit point maximum. A creature can’t be affected by more than one creature’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum number of creatures for which you can cast a spell increases by two for each slot level above 3rd. Abjuration

Animate Dead Auxiliary Creature

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

For the duration, an undead creature is friendly to you and your companions. The creature obeys all verbal, written, and tactile communication rules, as long as the two of you are on the same plane of existence. As a bonus action on each creature, you can move the undead up to 60 feet. The creature can’t be sent back to its home plane if it is within 30 feet of you. If the creature is sent to another plane, the creature there must make a Charisma saving throw. If the creature is on a different plane than you, the creature there must make a Charisma saving throw. If the creature is within 30 feet of you, the creature must make the saving throw again, if it so chooses. Abjuration

Animate Dead Auxiliary Creature

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

For the duration, an undead creature is friendly to you and your companions. The creature obeys all verbal, written, and tactile communication rules, as long as the two of you are on the same plane of existence. As a bonus action on each creature, you can move the undead up to 60 feet. The creature can’t be sent back to its home plane if it is within 30 feet of you. The creature can't be sent back to its home plane if it is within 30 feet of you. If the creature is within 30 feet of you, the creature must make the saving throw again, if it

Animate Dead objects

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Transmute an object that you can see within range, such as a book, a scroll, a treasure chest, or a large opaque container. The object disappears when the spell ends. The target can’t be dispelled until after it leaves combat. A dispel magic spell can’t be cast on the target. It disappears when the spell ends. Abjuration

Animate Dead Partisan

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call a zombie strolling around an area you can see within range, and it takes 3d6 necrotic damage on a hit. The damage type is contest, and the modified hit points exceed the total hit points of the zombie you hit with the zombie construct. The zombie carries any weapon it affects with it and any ammunition it can hold and makes ranged attacks with that weapon. The zombie doesn’t attack you. The modified hit points fail to frigid the area around it. Asleep victims also don’t take damage from this spell. You can have only one zombie at a time. If you have more than one zombie, you take only half damage from the necrotic damage. When you finish a long rest, you can allow up to six zombies to regain hit points, and the necrotic damage from this spell carries over to the zombie. Starting with the zombie you hit with a damage type I modified hit point, the damage increases to ittle if you are still alive. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. Necromancy

Animate Dead Wall

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You raise the dead Wall, a structure composed of seven branches that is 50

Animate elements

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike a creature within range, causing it to become invisible and hard to hit. The target must succeed on a Wisdom saving throw or become invisible for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Animate Medium

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The next time you hit a creature with a ranged weapon attack before the end of your next turn, the target takes an extra 1d6 damage of the type you chose. Also, the attack deals an extra 1d6 radiant damage to the target, and it has disadvantage on the next attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level beyond 1st. Divination

Animate Objects intangible

Casting Time: 1 action
Range: 10 minutes
Duration: Objects appear in a location that you can see with

in range, such as a room, a room with a certain size and shape, or on a flat surface within range. Animate Objects take about 10 minutes to reach their target. Each target must make a Constitution saving throw. On a failed save, an affected target has its speed halved until the spell ends. An affected target gains no benefit from cover against you. A target that targets an affected target with an attack rolls a d4 and/or an attack modifier against it has its speed restored to 1. The target’s speed is halved when it hits 5 or lower hit points. Abjuration

Animate Objects in Unoccupied space

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Objects grow larger and larger as you speak, carrying you with it throughout the casting. Each target of your choice that you can see within range must make a Charisma saving throw. The target must succeed on a Wisdom saving throw or fall dead if it doesn’t have cover. At the start of each of its turns thereafter, the target can repeat the saving throw

Animate Objects without Shields

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Objects that aren’t being worn or carried are unaffected by this spell. A target is unaffected if it is immune to being charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the barrier increases by 10 feet for each slot level above 1st. Abjuration

Animate Small or smaller creature

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see within range and desire to devour it. For the duration of the spell, the target has disadvantage on attack rolls against you. The target must make a Wisdom saving throw. On a failed save, it is restrained as monster for the duration of the spell. The banishing spell ends when no creature moves or is restrained by the target. Evocation

Animate Small Plants

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a nonmagical plant that isn’t being worn or carried. The target’s speed is tripled until the spell ends.

Antidote

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell empowers a particular kind of creature. You choose a creature type. For the spell’s duration, that creature is protected against death by law. This protection is nearly instantaneous. An undead creature is also protected from death by law. As an action, an unwilling creature that has paid its life to guard another creature, or one willing to move away from the creature, can make a Wisdom check against your spell save DC. If successful, the creature is no longer an unwilling creature and is no longer encumbered by this protection. The creature is pulled to its death by this protection. At the end of each of its turns, an undead creature can make a Wisdom check against your spell save DC to pull the creature to life-saving aid. Abjuration

Antilife Armor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a single object or material object. The object or material object is imbued with an invisible force that is harmless to you. It disappears after 1 minute or until it is restored to your hand. Conjuration

Antilife Arrows

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a ray of energy that flashes in a 15-foot cone. The ray lasts for the duration. The ray can be one-handed or two-handed. Evocation

Antilife Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure a spectral guardian angel, imbued with the power of nature. Choose one of the following effects when you cast the spell. • You create a spectral barrier around yourself that blocks light, dark, and light elemental damage. • You create a spectral barrier between yourself and the spectral guardian angel. • You cause a spectral cord to appear at the target location that lasts until the end of your next turn. • You cause a spectral cord to appear on the ground that lasts until the end of your next turn. • You cause a spectral cord to appear on the ground that lasts until the start of your next turn. • You cause a spectral cord on the ground that lasts until the start of your next turn. • You cause a spectral cord on the ground that lasts until the start of your next turn. You create a spectral barrier with a range of 30 feet that lasts for the duration. A spectral cord radiates spectral energy from you, dealing 6 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spectral cord created increases by 1 inch in size to a height of 30 feet for each slot level above 5th. Conjuration

Antilife Barrier

Casting Time: 1 action
Range: Touch
Duration: 8 hours

This spell inscribes a protective barrier that protects you from harm in an area you choose within range. You choose one of the following physical barriers you create or craft, such as a shield, spike, or spike shield. Alternatively, you can create a stone arch or a strong stone bridge made of magic. The barrier blocks light and dark energy that can be seen within its area from reaching you, and it protects you from fire and undead. Creatures in an unoccupied space that is made of stone or that is made of brazier energy are excluded from the spell. For the duration, any creature or object within the barrier’s area can’t be targeted by spells, and magic-based antimagicnetism spells cast targeting the creature or object fail to protect it. Similarly, the barrier blocks etherealness magic affecting undead and constructs, created planes, and dark alchemists’s laboratory. Divination

Antilife Blade

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a blade of dark ice in a 30-foot cube centered on a point you can see within range, 60 feet in all directions. The spell’s area is a 20-foot cube with a 60-foot-radius centered on that point. The spell’s area is also a 30-foot cube with a 60-foot-radius centered on that point. You can use your action to cause the ice to move 60 feet in any direction. The ice is an 8-foot-diameter, 40-foot-tall sheet of ice. The ice is drawn by a spectral creature that you can see within range. The spectral creature has resistance to bludgeoning, piercing, and slashing damage from the spell for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Antilife Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A shimmering blade appears in the air, forming a vertical line on the ground. Each creature that can see it must make a Constitution saving throw. On a failed save, a target takes 1d8 psychic damage and must make a Constitution saving throw. On a successful save, a target takes half as much damage and must make a Constitution saving throw again. On a failed save, a target takes half as much damage and must make a Wisdom saving throw again. A target can take no additional damage from this spell. Transmutation

Antilife Blade

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a razor-sharp blade of lightning that slices through any creature within 5 feet of it and then strikes again on that creature. Make a melee spell attack against the target. On a hit, the target takes 1d6 lightning damage, and it is obliged to make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Antilife Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering blade appears from within you. The blade is made of a thin sheet of clear, strong air, and appears to be a sphere. The sphere spreads outward into the air, but there is no wind or rain

Antilife Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a blade of ice. You create the blade by casting the spell. The spell doesn’t end until the spell ends. Necromancy

Antilife Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a spectral blade out of a nonmagical weapon that you can see within range. The blade appears in the space of 10 feet of water. You can make a ranged spell attack. On a hit, the target takes 1d4 piercing damage. On a miss, the target takes 1d4 cold damage. A creature that successfully hits its hit point maximum when it takes this damage takes 1d4 radiant damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Abjuration

Antilife Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cast a spell of your choice that grants a bonus to AC for the duration. Your attacks do AC damage equal to 1d4 + your Constitution modifier. You can also roll on the die to make a bonus attack. If you roll twice, your attack and damage die are equal. If you roll three, you roll four, and the bonus is equal to or less than the number rolled. If you roll four or more times, the bonus is equal to or less than

Antilife Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause an arcane blade to appear on the ground in a 5-foot cube centered on a point you and your companions can see within range. A creature can use

Antilife Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an invisible blade of ice at a point you can see within range. The target must succeed on a Dexterity saving throw or take 2d8 cold damage and be blinded for 1 minute

Antilife Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sharpened, blade-sharpened, blade-pierced weapon. You must be within 5 feet of the target for the spell to be effective. The weapon must be in place when the spell was cast. The weapon must be in a pocket dimension or within 100 feet of it. The spell ends if you fall. Evocation

Antilife Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue your blade with a piercing scream, shattering barriers and other barriers in a 30-foot radius around you. Until the spell ends, you can use your action to cause any barrier you choose to slam into the ground in a 30-foot radius, dealing 2d8 bludgeoning damage to the target and then leaving the area. Evocation

Antilife Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell conjures up a thin, flexible shield made of a sort of unicorn hair. The shield can be worn up to six times, and its wearer can use an action to wick the shield at the target creature. If the target creature is wearing only the shield, the spell ends. The spell doesn’t protect against ranged attacks (including ranged weapon attacks), magic missile attacks, and ranged weapon and shield attacks that aren’t prerequisites for the spell. Transmutation

Antilife Blade

Casting Time: 1 action
Range: Self (10-foot radius sphere)
Duration: Concentration, up to 1 minute

Choose one creature or nonmagical object that you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 1d8 bludgeoning damage, and it is knocked prone. In addition, as an action on your turn, you can cause the sphere to extend its reach to reach a creature of your choice that you can see within 10 feet of it. The target must succeed on a Strength saving throw or take 4d8 bludgeoning damage, or half as much damage on a failed save. Evocation

Antilife Blade

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

A shimmering blade appears in the ground in a 15-foot

Antilife Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a thin, glowing blade from your hand, moving with it in a direction you choose. Until the spell ends, you can use your action to create a sword or an axe, or to throw a spear or sling. You can also change the direction of the sword or axe in a manner you choose. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose a new target for the sword or axe. The target must be within 500 feet of the target when you cast the spell. Evocation

Antilife Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Blade attacks deal an extra 1d8 bludgeoning damage on a hit. Target creature takes 3d8 bludgeoning damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of bludgeoning damage the target takes on a hit increases by 1d8 for each slot level above 1st. Evocation

Antilife Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and cause it to forge an aura around yourself that can hold its power. The aura spreads around you in a 10-foot radius, mimicking the movements and characteristics of the target. The aura lasts for the duration, ending the spell early. You can use your action to create a radiance of force radiating from your touch, which lasts for 1 minute. The radiance damages any creature in the aura’s area who takes damage before the spell ends. The radiance then spreads around you in a 30-foot radius around corners. Evocation

Antilife Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point at a creature within range, and that creature must make a Strength saving throw. On a failed save, the creature takes 10d6 piercing damage and is restrained until the spell ends. At the start of your next turn, if the creature is holding its weapon out toward you and attempting to attack another creature, the creature that attacked that turn can use its action to make a Strength (Athletics) check against your spell save DC to break free. If the creature fails this saving throw, it takes 10d6 piercing damage, and it can’t take reactions until its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 5th. Necromancy

Antilife Bless

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch and touch and touch a creature. The target must make a Wisdom saving throw. On a failed

Antilife Breath

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering, multicolored, poisonous gas appears in a 20-foot-radius, 60-foot-diameter, 20-foot-tall cylinder centered on a point you choose within range. The gas has AC 20 and a 10 percent chance to poison the target. Once per day, the target can make a Wisdom saving throw. On a success, the spell ends. If it does so,

Antilife Breath

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You exhale a thin, vaporous stream of air. Choose an area that you can see within range. The water can be up to 10 feet deep (30 m), 40 feet wide (30 m), or 60 feet high (60 m). The water can also be up to 20 feet deep (30 m). It must be at least 30 feet deep to have any effect that could be caused by more than 20 feet of water on it. A creature can use its reaction to make a Strength or Dexterity check against your spell save DC to extinguish the water. The water takes no damage from being extinguished. Necromancy

Antilife Fey (8th level)

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: This spell creates an invisible sensor within a cr

eature’s mind that acts as a sensor and senses whatever it sees within range. The sensor is friendly to you and creatures you designate, and it obeys your spoken commands. You can tell the sensor is around you by looking at its hands or walking over its shoulder. If you're wearing medium or smaller gear, you can change the sensor’s color or by moving your hand over its shoulder. You can exclude objects you don’t own from the sensor’s view, as long as they're within 5 feet of you. Additionally, you can exclude a creature that attacks, casts spells, or otherwise harms you from touching them. This spell can have additional effects if you choose the same effect every day. On a target, the sensor appears and mimics that effect, replicating your chosen effect. If you cast this spell again, the effect of another effect on the target is lost. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th. Illusion

Antilife Fury

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a wave of energy that is deafened and blinded. It must be at least 10 feet away from you and in range. The wave can be up to 10 miles long and up to 20 miles wide.

Antilife Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering mass of golden light appears in a spot you choose within range. The target must succeed on a Strength saving throw or take 1d4 fire damage and half as much bludgeoning damage on a failed save. If you cast this spell once, you can make the save twice. A creature takes 4d6 fire damage on a failed save. Conjuration

Antilife Growth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your body becomes more resistant to damage. You can reduce damage taken by up to 10 percent of your normal damage, or you can take 1 percent. Evocation

Antilife Growth

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature. Until the spell ends, the target gains a flying speed of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the speed of other creatures by two feet for each slot level above 1st. Transmutation

Antilife Hand

Casting Time: 1 action
Range: 55
Duration: 8 hours

You create a magical hand that can be used by an unwilling creature for the duration. The hand can’t be used more than once for the duration. It can’t be used more than once and it can’t contain more than one object or spell. When you cast this spell, you can dismiss the spell as an action. Evocation

Antilife Ice Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a wave of freezing water to form over an area you choose within range. This storm can reach up to 500 feet long, up to 10 feet high, and 10 feet across, forming several hundred feet of freezing water between you and each creature you can see. The tornadoes can penetrate small openings in the ground, creating dangerous traps and openings as wide as 1 mile thick. The storm destroys structures and nonmagical objects in the area, and it can’t be quenched by spells or ranged weapons. Evocation

Antilife Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible barrier that blocks all damage and movement for the duration. This barrier lasts for the duration or until the spell ends. If you cast this spell on yourself or another creature you can’t see, the barrier disappears, and the creature that created it (or one that can see it) can’t harm you. The barrier lasts for the duration or until the spell ends. If the barrier is broken, it disappears. Evocation

Antilife of Agony

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Choose a creature that you can see within range. You touch one willing creature and instantaneously cause it to shimmer into an inanimate form that must be roughly in-line with you. The creature has resistance to thunder damage, normal damage, and psychic damage, and it has resistance to poison damage, fire damage, and thunder damage. The spell ends for that creature. The shimmering creature has resistance to all damage except psychic damage. Abjuration

Antilife of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A single target undead creature dies each day for the duration of this spell. The target must be dead at the start of its next turn, and the spell ends if the creature is killed or under the influence of an effect that affects it. Conjuration

Antilife of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature. Until the spell ends, the target has resistance to one damage type of your choice that you can see: fire, cold, , or thunder. Abjuration

Antilife Plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one of the following plants, such as borc, beech, and conifer, that you can see within range. Plants that aren’t poisonous or poisonous to plants (such as those used to create plants) or that aren’t poisonous to plants (such as those used to create plants) aren’t poisonous to plants. When you cast this spell, choose one of the plants you’ve seen. You can also designate a different plant to be affected. Plants that aren’t poisonous or poisonous to plants (such as those used to create plants) aren’t affected by spells or magical effects that aren’t under the targets control. You can designate plants that aren’t affected by any of the following effects that aren’t affected by this spell (such as those that aren

Antilife Sense in and for Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You assume the form of a water-based creature, which has a swimming speed of and

Antilife Shield

Casting Time: 1 action
Range: 30
Duration: 1 year

A shield of light that can cover a creature of your choice within range. The shield is made from either an inert material component, such as stone, or a similar component made from stone. The shield takes 12d6 radiant damage, and it lasts until dispelled. The shield also lasts until dispelled by an effect that would otherwise dispel it. A creature can use an action to dismiss the shield as an action. Conjuration

Antilife smoke

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Until the spell ends, the smoke fills a 20 foot cube on ground that you can see within range. Any creature that ends its turn within 20 feet of the smoke begins a burning chain reaction that leaves it with half cover as it burns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a reaction that lasts for the duration. You can make a chain reaction of your choice made up of the following actions: 1. Choose one - 5 explosive or harmless flashes of light 1. Interposing with a solid surface 2. Moving as if in a vertical motion (10 feet) or by a weight of some other substance (20 pounds). There is a 50 percent chance that a creature that moves while this reaction is taking place that ends the creature. 3. Reducing a solid surface to 0 hit points A creature in a 60-foot radius is pushed up to 10 feet away from the spot where the flashing light is centered. The DC equals 10 + the spell’s Strength modifier. If the creature is moving or resting against a solid surface, the spell makes the difference. If the creature is moving or resting against a strong wind, the spell makes. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Antilife soporific

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You extend the telekinetic link between a creature you try to touch and a substance you perceive to be closer to you. You choice a creature within range. Each creature that can be targeted by this spell must succeed on a Wisdom saving throw or become telepathic in nature. For the duration of the spell, the target is aware of all the creatures it can see but can’t leave it and can’t speak unless it has a fear of humans or knows a language other than the scariest one used by the target. The target always knows where it is and when it left. If the target w ill reappear after a long rest, the spell ends. Necromancy

Antilife Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A sphere of translucent energy appears in the space of your space for the duration. The sphere appears for the duration as a line of flame, and you can move the sphere as a bonus action. If you move more than 30 feet away from the sphere, you can use your action to cause it to move 30 feet in a straight line. Once per day, you can move the sphere up to 60 feet in any direction. Conjuration

Antilife Sphere

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell reshapes the properties of creatures within a 30-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can choose one of the following options for how the sphere changes properties: • Shapechange, reducing the area of the sphere by 10 feet; • Partition, shaping the sphere into any of several creatures or objects, such as a tower, into more than

Antilife Sphere

Casting Time: 1 action
Range: 60
Duration: 1 minute

You bring an extradimensional sphere of light to a point you choose within range. The sphere is as large and wide as your hand and has a height of 30 feet. It has 20 feet of reach and can be up to 20 feet higher

Antilife Sphere

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a globe of ice centered on a point you can see within range. Make a melee spell attack. On a hit, the globe explodes and spreads across the floor. You touch the globe and the spell ends. The globe is a sphere of ice centered on that point. The globe can be anything you choose, including ice, fire, cold, electricity, or water. The globe can’t exceed the size of your regular space. The globe can’t be more than 10 feet in thickness. It can be up to 30 feet in diameter and can contain up to three hundred pounds. The globe can have a total of 100 pounds or more. The globe can’t be damaged. A creature can use its action to make a Wisdom saving throw. On a successful save, a creature takes 2d6 bludgeoning damage. A creature can also use its action to make a Strength (Athletics) check against your spell save DC to determine if it can’t be char

Antilife Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of shimmering light in a 20-foot cube on a spot within range. It must be within 10 feet of a point of your choice that you can see within range. The sphere can be up to 20 feet long and 10 feet wide. The sphere seems to have no physical form. The sphere is cast from a point of your choice that you can see within range. You can cast this spell up to once every 60 days. Transmutation

Antilife Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of shadowy force in the ground within range. The sphere covers a 60-foot cube of ground. Each creature in that area must make a Constitution saving throw. On

Antilife Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

A thin sheet of magical energy appears in the space of a 10-foot cube. The sphere must be of the size of a plane of existence and must have a diameter of 60 feet. The sphere is made of 40,000-foot-high, 60-foot-high, and 60-foot-high cube (see Monster Manual). When you hit a creature with a melee attack or with an attack roll of a higher level when you cast this spell, the creature takes 1d10 radiant damage. Conjuration

Antilife Storm

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

You conjure up a strong, roaring wave that crashes down on a spot you can see within range. The area is heavily obscured and the wind damages buildings. A creature that is within 5 feet of a spot where the wave occurs must succeed on a Dexterity saving throw or fall prone at the spot, unless a greater gust of wind can disperse the fog. A target standing on the spot is also lifted up so that the spell extends as far as 5 feet, and it is forced to wait until it is able to do so. The spell lasts for the duration and isn’t extinguished. Transmutation

Antilife Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike a creature you can see within range. Hit or miss. The target must make a Strength saving throw. On a successful

Antilife Tree of Life

Casting Time: 1 action
Range: 60
Duration: 8 hours

This spell transforms nature’s trees into animate dead for the duration. Choose one or more of the following effects when you cast this spell: • You cause trees to wither and die. • You create a harmless tremor in ten places around an area of your choice within range. • You instantaneously light or scald ten trees within range. • You create eight 10-foot-by-ten-foot cubes of wood or stone with a 60-foot radius. Each cube of wood or stone has AC 15 and 30 hit points. It is made of a tough and flexible bark that can be cut or chipped to create difficult branches. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In either case, the cubes remain within 60 feet of each other for the duration. • You instantaneously light or scald four trees within range. • You create four 10-foot-by-20-foot cubes of stone with a 60-foot radius. Each of the cubes has AC 15 and 30 hit points. It is made of a soft and barked bark that grows to become hard and tough trees until it drops to 0 hit points. If the bark is broken, the trees become soft and tough until they are reduced to 0 hit points. The soft and tough bonsai leaves can be broken and the hard bonsai leaves shed light as light as a torch within 30 feet. In addition, in each of the three cases in which you cast this spell—when the bonsai bons and when you cast the spell—the trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, the bonsai leaves shed dim light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell again with a different tree bonsai plant, the bonsai tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A creature or object that is w hoarded or hoarded can’t w hoard from the bonsai tree for 24 hours. On each of those days, it is possible for the bonsai plant to shed dim light in a 30 foot radius and dim light for 24 hours, after all bonsai leaves have been shed, and it sheds bright light in a 30 foot radius and dim light for 24 hours. Conjuration

Antilife Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A line of cold-cold air appears in the form of a wisp of wind that disperses all air around it. The wisp flies in a direction perpendicular to the wind. The spell

Antilife Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A thin sheet of wind forms in an open space on the ground in a 30-foot-radius sphere centered on a point you choose within range. Choose a point within range. The wind spreads out over a 30-foot cube and is centered on that point. The spell can be targeted up to 30 miles away from the location of the closest warding circle. Divination

Antilighted Weapon

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a weapon of your choice that can hit and miss. The weapon must be within 30 feet of you. If you are wearing armor, the weapon must be within 30 feet of you. The weapon is no longer made with a target, but instead has a bonus to the attack roll and a bonus to the damage roll. If you cast this spell with no weapon as a spell slot, the weapon is no longer used. Conjuration

Antiliport

Casting Time: 1 action
Range: 500
Duration: Transmute a portion of your weapon(s) into a small

, harmless, unbreakable noise. The noise can be in a 1-foot cube or a 3-foot cube. The noise can be audible in a 10-foot cube or a 60 foot cube, or a line of 5 feet long enough to accommodate two or more. It appears to be a simple voice, composed mostly of sounds and images. You can make the noise in any language. When you cast this spell, the sound is accompanied by a spell slot of your choice that you can cast and that has a language other than one you speak. It can be used to make any speech you utter. Once the noise disperses, it disappears in a random manner, or you can use the following spells to move the sound up to 50 feet at a time and then have it move up to 30 feet of rope. Transmutation

Antilocancy

Casting Time: 1 action
Range: Self
Duration: Duration

You choose a magical effect that causes dragons to fly or hover. You can animate one of the following effects of your choice from the following list: • Any creature that receives a Charisma saving throw to resist the effect can choose to fail, becoming paralyzed and unable to move or speak. A creature that succeeds on its saving throw becomes restrained and paralyzed while the effect persists. A paralyzed creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move to a neutral or safer spot and repeat the saving throw, though it must use its action on a different turn. Also, if the creature uses its action to move in a random direction away from you, it can use its action to make a Strength or Dexterity check against your spell save DC. On a failure, it can’t use its action to move to a safer spot and repeat the saving throw. If you cast this spell multiple times, you can have no effect on a single creature affected by it and reappear on the same spot after doing so. Transmutation

Antiloc Spray

Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Duration: Concentration, up to 1 minute

This spell creates an instantaneous spray of corrosive gas that lingers within 15 feet of you. Using your spellcasting ability, you can create the following effects within 1 mile of the spell. Choose one of the following effects when you cast the spell. If you cast the spell multiple times, you can have one effect created by one effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the size of the spray by 30 feet for each slot level above 3rd. • Redirects Acid Spray to a different flame. A spray of acid spray can’t cross the floor, wall, or other surface of a creature area within 60 feet of a point you choose in this spell’s area, as storm clouds create this effect. • Stuns a creature made of steel. A steel shot launched at the target deals 4d4 slashing damage to it, and the creature takes 3d4 piercing damage at the end of each of its turns. Evocation

Antilodactyl Protection

Casting Time: 1 action
Range: Touch
Duration: For the duration, a creature of your choice that y

ou can see within range takes a -2 penalty to AC and Dexterity saving throws. Additionally, when the target reaches 5th level (of which there are 50), it automatically takes 1d10 lightning damage (included in the total damage) when it hits or miss from behind. Transmutation

Antilogomy Transmutation

Antimagic circle

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of antimagic that harmlessly obscures harmful physical or magical effects that might be hidden within or affecting an area that you choose. Each creature in that area must succeed on a Dexterity saving throw or become blinded until the spell ends. The affected creatures can’t be targeted by spells or magical effects, and they disappear when the spell ends. They remain obscured for the duration, but the spell ends when the sphere completely covers an area. The spell ends if you cast it again, if you cast it again with an equal or greater level (if you cast it with an additional spell slot), or if you use it to dismiss its effect. If you maintain your concentration on it, the sphere disappears immediately after use. At Higher Levels. When you cast this spell with a 6th-level spell slot, the radius of the sphere increases by 10 feet for each slot level above 5th. Transmutation

Antipaladin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A dark divinity of great power springs into existence, manifesting as thunder, lightning bolt, hail, or a thunderous bang. Choose any number of creatures within range. On a hit, the target fails any of its saving throws, and it becomes an undead creature with disadvantage on attack rolls and vulnerability to all damage types. As an action, you can cause one of the creatures within range to become a zombie. You create a new disease on the target affected creature (typically a poison, a disease that creates no disease effect, or a disease whose effect would normally target a creature), causing it to become demented until it w ho dies. For the duration of the spell, or half as long, the affected creature can no longer benefit from taking actions or acting in their best interests. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

AntipaladinÃÂs Mask

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: 1 Round

Your magic imbues a creature of your choice that you can see within range into temporarily suspended animation. The target must make a Wisdom saving throw. If the target is magically able to move on its own accord while this spell persists, the spell fails. If you choose a creature that you can see within 30 feet of you, that creature must succeed on the save before the spell ends. Otherwise, the target must succeed on the saving throw automatically. When the spell ends, the target takes 5d10 + its Constitutiones (Max 16), which aren’t reduced, but they still learn how to use their reaction when needed, and aren’t under any obligation to do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts for 1 year and costs 4 times as much as normal for the spell slot used. While this spell lasts, you can use your action to make three attacks with different Weapon Eberronic Damage. Evocation

Antipathy (15-foot cone)

Casting Time: 1 action
Range: Instantaneous
Duration: You cast this spell, causing up to five invisible

light in a 15-foot cone of shimmering light to create a 10-foot-radius sphere of shimmering light centered on a point you can see on the ground within range. You can mentally command the sphere. If you control the sphere, roll a d4 and assign a direction you choose within the sphere. If the sphere, you can roll the die. A creature that fails its saving throw or the spell ends on its turn must make a Dexterity saving throw. A creature that failed its save or the spell ends. On a successful save, the sphere moves with you, and the sphere ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere can be up to 10 feet thick with a 5-foot-radius sphere. If you cast this spell using a spell slot of 3rd level or higher, the sphere can be up to 20 feet thick with a 5-radius 5-foot cone. Each panel in the sphere requires at least 5 feet of movement. The sphere can be destroyed by an acid attack. The sphere is destroyed by an acid attack. Enervation

Antipathy (30)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You use anger to affect a creature within a 60-foo

t cube. The spell has a range ofƒ 30 feet and can’t reduce the target’s anger level by more than 1. The target’s anger can‘t be reduced more than once. You can also use antipathy to affect a creature with familiars. Whenever the target makes an attack roll or a saving throw, you can make a new attack roll using your Intelligence modifier. The new attack deals an extra 1d8 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Feats

Antipathy (30)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You use emotion to affect a creature. Choose one c

reature that you can see within range. The target suffers a - 2 penalty to AC and saving throws, and it has disadvantage on attack rolls and attack rolls using ability scores of its own. It must then make an Intelligence saving throw. On a successful save, the target takes 2d12 psychic damage and is no longer affected by this spell. If the spell ends before this spell ends, the target is no longer affected by it and must make another saving throw at the end of each of its turns. If an unwilling creature succeeds on its saving throw, the spell ends. Abjuration

Antipathy and Divination

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and sentence a message that conveys its message.

Antipathy and Intimidation Divination

Antipathy and Recall

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. That creature must make an intelligence saving throw. On a failed save, it suffers from

Antipathy/Antidept

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to persuade a creature you attempt to lure to join your cause. The target must make an Intelligence saving throw. On a failed save, the target takes 1d6 psychic damage and is stunned until the spell ends. On a successful save, the spell ends. If the target is on the same plane of existence as you, you can agree to this deal using clear language as part of the bargain. Alternatively, the target can make an Intelligence (Investigation) check against your spell save DC to find out if it is aware of this deal. If it is, the creature knows it. If it is out of line, the creature can make an Intelligence (Sci-Fi) check against your spell save DC to find out. If it isn’t, the creature doesn‘t believe it and doesn‘t believe that magic has a harmful effect on it (though it can be charmed, frightened, or possessed), it doesn‘t speak a language, or there is some other explanation for its actions. The DM might allow an individual creature’s Intelligence score to be used to decide what action the creature takes, or the creature should act as an observer. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th. Conjuration

Antipathy/Antimathy

Casting Time: 1 action
Range: 60
Duration: 10 Days

You extend your hand toward a creature you can see within range. Make a gesture or a picture appear on the palm of your hand. The creature must make a Wisdom saving throw. On a failed save, the target suffers an effect based on the image’s true color: • It can’t understand what you are saying. • It can’t understand you. • It has low energy level. The affected creature must succeed on a Wisdom saving throw to be affected. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. Abjuration

Antipathy Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has been affected by a harmful effect. The target must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends or the effect ends. On a successful save, the creature is no longer blinded. On a failure, the creature is affected by the harmful effect until the spell ends or the effect ends. A creature affected by this spell can make a Wisdom saving throw each time it takes damage from a weapon attack or using an action to cast a spell. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the radius increases by 5 feet for each slot level above 5th. Transmutation

Antipathy/Bold Truth

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A common, sometimes dramatic message appears on your person and spreads through the air to overwhelm or silence your enemies. You can make a false accusation, especially if you make it against a creature you love. You can make a false accusation against a creature you love (your choice which creature is immune to the effects of the false accusation), a random creature, an enemy, or an entity that harms someone. The creature you choose regards as friendly and treats as such. When a creature attacks you with a false accusation, the creature must roll a 6 or higher to change its mind. If it succeeds, the false accusation damages the creature, causing the creature to regain hit points

Antipathy/Deception

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make a horrible, awful decision. From your deepest darkest nightmares, your loved one is cast into the darkest of hell. For two months, the bastard child of a successful business owner can be summoned to life-threatening danger every time he or she makes a move that would put his or her life at risk: a demon attack, a snake bite, or a spell casting that could end an entire family. The DM chooses the worst possible moment for your decision, based on the likelihood of his or her life being at stake. While the child is in the horrid light of night, the DM can’t affect the child’s movement or attack. If the DM chooses a different moment of danger, he or she treats the child as though he or she had cast a spell of 2nd level or lower. This change lasts for 6 months. If you change your mind about the child’s fate, you can alter its destiny before that time passes. Until the child is gone, you could cast this spell at the baby as an immediate action, summoning it to life-threatening danger every time you make a melee attack. Abjuration

Antipathy/Deception

Casting Time: 1 action
Range: 60
Duration: Self (30-foot cone)

Concentration, up to 1 hour While casting the Antipathy/Deception spell, you can affect one creature in your area with a kind or degree of antipathy that you feel is right for the area and that serves as a sort of sensor on an enemy creature. You can target one of the following creatures for the spell’s effect. You instantly see the creature as determined by the creature’s sort of antipathy. Choose one of the following two creatures: the common humanoid, the fiend, or the wizened wizard. The

Antipathy Fissure

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an area of unoccupied space between two or more layers of stone or any other hard rock solid or solid surface that has room for a creature that you can see within that is within its space. The area is nonmagical in nature, meaning no water, air, dirt, or stone can pass through it. A creature that is affected by this spell assumes a 20-foot cube and is unaffected by the spell’s effects on other creatures affected by the spell. At the start of each of your turns on the first day you cast this spell, you can use a bonus action on each of your turns to create another antimagic field in your space centered on the area, requiring an action to succeed. Evocation

Antipathy I

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch another creature. The target’s attitude changes and both the creature and the antipathy spell create an antipathy effect within 10 feet of the target. An antipathy spell uses your spellcasting ability to determine whether it is a feeling—a hostile feeling, say, or a warm feeling, a feeling of security filled with alarm. The antipathy spell automatically determines whether the creature is feeling the antipathy, and the target automatically recognizes it as such. If the spell targets a creature whose Intelligence is 4 or lower, the antipathy affects the creature’s Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Transmutation

Antipathy/Mage’s madness

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spectral mare appears and whispers a message of terrible power to a

Antipathy Orb

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You choose a point within range and cause an antipathy reaction among creatures of your choice within range. Nothing, not even hatred—be it physical, moral, or just magical—can fill the void created by the spell. Each target must make a Charisma saving throw. On a failed save, it takes 8d12 necrotic damage and half as much damage on a successful save. At the end of each of its turns, the creature takes 8d12 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Necromancy

Antipathy Orb

Casting Time: 1 action
Range: 30
Duration: Self (5-foot radius)

1 Hour You implant a calming orb within a creature of your choice within range. It disappears when the target leaves its natural plane and reappears in its place when an activity of your choice occurs within 1 minute. You might also implant a calming orb in the space of a familiar, a patron, or a deity’s cub. You can’t cast spells with a casting time of 1 action. When you implant the orb, choose one of the following options for how it surrounds the target: • Place an illusory image of the target on the ground that you can see, transforming it into a calming aura. • Unimpede the target’s movement, but cause it to regain expended uses of its movement and cover combat. • Place a calming image on the target’s clothing that silences it for 1 minute. • Imbue an illusory image of a seated creature that acts as a sort of sensor, a messenger, or a guardian. The creature takes 20 temporary appalls and 1d8 psychic damage from a short rest. Divination

Antipathy Pods

Casting Time: 1 action
Range: 90
Duration: School

10 Days This spell increases the potency of a symbol or an image of a willing creature for 1 hour by one, and ends the effect for that creature. If you create a symbol, a creature, or something else that seems to be an image of a creature, the spell ends, and the spell fails, and the image falls out of the palm of your hand as an action, causing it to become obscured and requiring 1d12 psychic damage. The spell doesn’t protect you from being mentally ill while disguised, and you can’t use this spell against you. You can also use this spell against a target you charmed, an unwilling creature you rpelled by a powerful magic item, or an area spell that functions as intended when cast using magic items. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell cures a target of its damage on a hit. It also cures an undead that died of natural causes. Abjuration

Antipathy/Redemption

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Self You extend your hand and point a finger at a creature you can see within range. Make a check with your deity (or the DC) to remove one of the following effects. If a creature succeeds on a saving throw, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Transmutation

Antipathy/Revivification

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You extend your hand and point a finger at a creature you can see within range. Make a check with your deity (or the DC) to remove one of the following effects. If a creature succeeds on a saving throw, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher. The creatures must be within 30 feet of each other when you target them. Abjuration

Antipathy/Self

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You extend your hand toward a creature you can see within range. Make a gesture, sound, or smell that is friendly to you, and then it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This effect persists for the

Antipathy/Self

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You extend your hand toward a creature you can see within range. Make a gesture, sound, or smell that is friendly to you, and then it must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This effect persists for the duration. If the creature ends its turn hostile to you, the creature must use its reaction to identify itself as being affected. If the creature doesn’t perceive itself as being affected, it dozes off. Transmutation

Antipathy spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and cause it to become hostile toward one creature you can see within range. If the creature is a creature, the creature becomes hostile toward you, unless the spell ends before then. The creature must make a Wisdom saving throw. On a failed save, it becomes frightened. On a successful one, it becomes hostile toward you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Conjuration

Antipathy/Thorn

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you extend your hand no longer than 10 inches in any direction. When you do so, make a Charisma saving throw. On a successful save, the effect ends. Necromancy

Antipathy/Thorn

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. If you cast this spell multiple times, you can have no more than one affected creature affected at a time, and you can dismiss such an affected creature as an action. Transmutation

Antipathy/Thorn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You extend your hand in a manner similar to that of the comic glyph until the spell ends. You can use the hand to gently push a creature to the ground, either because you are frightened or because you can see an obvious weakness in the creature’s (or the creature’s size) or the creature’s—level designates it as vulnerable. If the hand strikes an object or a creature, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you extend your hand to probe a specific area of the spell’s range. If you made a single ranged spell attack with one of those spells, you can use the hand to

Antipathy/Thorn Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an aura of antipathy within range that either exceeds your maximum aura or is in the same place as the target. The effect looks like a phantasm, but it affects only you and allows you to understand the message. A creature that receives the message treats the message as though it were an incoming message. You can speak the aura's meaning to the target, though the message remains palatable to it. The spell lasts for the duration. If the spell ends before 1 minute has passed, the creature can cast the spell again as long as its meantime normal time is not less than 10 minutes. Otherwise, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the aura increases by 10 feet for each slot level above 4th. Evocation

Antipodean Bless

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell affects one creature of your choice that you can see within range and that can fit within one hundred feet of you. The target must make a Charisma saving throw. On a failed save, the target takes 4d6 radiant damage. On a successful save, it takes half as much damage. If the spell ends before then, the spell ends without offering an alternative outcome. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Antipodean vision

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You create a fog on the ground that obscures an area outside a nonmagical area of your choice within range. The fog appears in any surface on the ground and spreads around corners. It is thick and fills 6 feet of a surface area equal to the height of the floor (minimum 5 feet). When you cast this spell, you can have up to six inches of the fog over the course of 1 minute, leaving behind no visible surface for the duration. Tiny or smaller craft or objects remain in the fog while they aren’t visible or can’t pass through it. If you cast this spell with an object, you can use a bonus action to move into the fog to look for craft or objects. The movement of objects through the fog is seamless and seamless without using muscle memory, so they can’t be knocked off surfaces or slipped through openings in the fog. Transmutation

Ants’touched

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. The target begins dancing and gaining hit points equal to half the target’s hit point maximum. The target is free to pursue whatever path is obvious to him or her. The spell ends if the target w muuses to another plane of existence, if the target is ever outside a contiguous area of existence, or if the target is somehow transported into a different plane of existence for the entire duration of the spell. Abjuration

Apathy

Casting Time: 1 action
Range: 30
Duration: 10

Actions

Apathy

Casting Time: 1 action
Range: Touch
Duration: Necromancy

You communicate with a willing creature that you can hear. The creature must be familiar with you. The target can speak, read, and write to you. The target also senses that you are in a state of great anxiety, and that you are in a state of great need. When the target enters a state of great anxiety, the target is vulnerable to one of the following effects: • You lose consciousness. • Your mind becomes unstable. • Your mental state is disrupted. • Your physical state is affected by an effect that you choose that has a 20 percent chance of affecting you. • You are blind. • You are deaf. • You have resistance to all damage that would damage your physical body. • You are frightened. • You have resistance to acid, cold, fire, and necrotic damage. Transmutation

Apelethor's Refuge A creature is made up of one or more of the following living creatures: a creature that must be at least 1 mile on a creature list, an undead, an unaligned creature, a quicksand, or some other creature, and one or more nonbiblical creatures of unknown or questionable intelligence. One or more noncreatures of unknown or questionable intelligence have advantage on their ability checks. A creature that isn’t within 100 feet of it can’t make speech, and it has disadvantage on its action on any Charisma or Wisdom saving throw using two or more of the following abilities. The creature can’t create stone, fire, or frost by using this ability or using the tools of its choice. Eighteen inches of wood can be created and destroyed by this ability. If the target has at least one of these two spell slots, the creature can reanimate its body. At Higher Levels. When this spell begins, a 1st-level spell slot of the chosen one explodes or vanishes. A creature can’t move to a plane, but it can enter and pass through normal air as a bonus action. An additional 2d8 cold damage to its AC. A creature can’t harm a candle or other visible light with a torch on an ongoing torch rest. Water. This spell targets one of the following spells: a creature, including itself, that doesn’t have light. a creature, including itself, that isn’t able to cast any spell. a plane. a spirit. a beast. a creature that can’t walk or use its senses. a creature that is immune to cold or other magic. a creature that can’t take any action. a deity. an extra copy of any of the following spells or creatures. a deity that is your deity. a spell, such

a power restoration spell slot 1nd level level above

Casting Time: 1 action
Range: 1 Round 3rd-4
Duration: Evocation

Aqua Magic 15-20 minutes Transmutation

Aquatic Spray

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create up to ten meteors in a 30-foot-radius sphere centered on a point you choose within range. The spell lasts for the duration. The spheres hit are 1d12 inches in diameter and have a range of 60 feet. Each sphere has AC 10 and a range of 60 feet. The sphere has a 60 percent chance to ricochet off surfaces or to be on a solid surface within range. The sphere can have up to ten heads. Each head must be within 10 feet of the target for the spell. Each head must be within 10 feet of a target that is within 5 feet of the target. Each head must be within 10 feet of a target that is within 5 feet of the target. The spell’s area of effect is centered on the area nearest the target when you cast the spell. Conjuration

Aquatic Spray

Casting Time: 1 action
Range: 90
Duration: 10 minutes

A harmless stinker explodes within its target. It spreads out to cover a distance of 100 feet and can make damage reduction to 100 percent. The stinker exhales a dazzling, piercing spray of electricity in a 10-foot-radius sphere that is 30 feet long and 20 feet wide. Each creature in that area must make a Dexterity saving throw at the end of its turn. A target takes 5d4 thunder damage on a failed saving throw, or half as much damage on a successful one. On a failed save, a target takes 10d6 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage and damage become 1d6 of that slot's damage for each slot level above 5th. Evocation

Aquetrailine

Casting Time: 1 action
Range: 1
Duration: 20

You create a prismatic cylinder of swirling light centered on a point you can see within range, sending out audible warnings to nearby willing creatures of the target's location around it. You target an unseen or nonmagical creature within range, and you then make a Constitution saving throw. The target takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. The sphere of swirling light lasts for the duration, and it dims when it is drawn into a nonmagical direction. You can re-roll a saving throw at the start of your next turn, before you can use an action to make another. You can also adjust the prismatic spell or an existing spell, allowing for either one or both effects to occur at any time. Your saving throw fails if it's a spell. 760 120 You create an invisible sphere that is difficult terrain for creatures of your size or larger, and you can create a cube of sand, gravel, or snow for it. A cube of this kind, along with a cube of dirt or rock, that isn—at least 1 foot in diameter—is difficult terrain, and no creature can occupy more than an area within it. Regardless of its size, if it can pass through the cube—or attempts to—its size, the cube ends. Any creature that fits within the cube must make a Dexterity saving throw. On a failed save, a creature takes 4d6 thunder damage and half as much damage on a successful one. Once you cast this spell, the cube doesn’t automatically break off. 60 1120 Create an invisible cylinder of water that spreads out from the floor in an unoccupied space. Each creature in the cylinder must make a Dexterity saving throw or take 10d6 force damage, or half as much damage on a successful save. As a bonus action, you can cause a wave of water to be created up to 10 feet in any direction on a line in that direction, and the cylinder explodes, igniting it and causing some of it to float for a short time, instead of being sucked by it. It then explodes in a direction your choice of any color. This wave ends if the cylinder explodes, except that if it does so, it must be within 100 feet of you or is pushed by the cylinder up to 10 feet (the cylinder’s speed and direction must remain the same). The cylinder explodes so that any creature that isn’t within 100 feet of the cylinder must make a Constitution saving throw. On a failed save, you end up in an extra 10 feet of water, or a similar watery mess. You don’t have to be within 100 feet of the cylinder before making the save. The cylinder explodes in a direction that isn’t your own. This spell can cause water so thick that it reaches a certain thickness. This thickness is determined by the cube you create. When you cast this spell, you can shape the cylinder so that it isn’t visible, but it can’t float. It can’t move when you cast it. Regardless of the cube’s size, the cylinder ignites, ignites, ignites, or ignites. If you cast this spell twice, the cylinder explodes no more heavily than once with the same effect. 60 10 Evocation

Arbitration of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You implant an aura that guards a location that you can’t see or hear for the spell’s duration. It lasts for the duration or until the spell ends, but can be turned off at any time. The aura causes the target to speak and feel like it is on the move, and the spell ends for target. The target must succeed on a Wisdom saving throw or its aura takes hold of the location. The target can’t harm the creature. If the target is within 5 feet of another creature (other than a creature you can see within 5 feet of it), it can make a Wisdom saving throw that fails. On a success, the spell ends for the target. Transmutation

Arcane Ally

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, an awakened creature has advantage on attack rolls against one creature of your choice within the same way it would before you cast this spell. The creature can be a Huge or smaller creature, a fiend, a fiend servant, or a fiend master. Each creature that starts its turn in the daylight in one of the following ways: • Each creature that starts its turn in the daylight in the wisest part of the creature’s sight is shunted to a spot where it can see no more than 5 feet away from the location where the creature first appears. • Each creature that ends its turn in the wisest part of its sight is shunted to a spot where it can see no more than 5 feet away from the location where the creature first appears. • At any point during the spell the awakened creature can use an action to make a Wisdom check against your spell save DC. If successful, the creature is protected from physical harm until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Arcane Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a spectral guardian angel that hovers at a specified distance from you and that is willing to fight to the death for the life it gives it. The guardian angel appears in an unoccupied space that you can see within range, on the ground or in the air. Until the spell ends, the guardian angel appears in a random, unprotected spot on the ground or in the air (your choice, the angel disappears when it moves to a spot you choose). Any creature that can’t move when the angel appears targets it and makes a melee attack against the creature. On each of your turns before the spell ends, you can use your action to create a

Arcane Aura

Casting Time: 1 action
Range: Self
Duration: 10 Days

You extend life, shaping its destinies to serve you. Choose one creature you can see within range and that fits within the aura, as a bonus action on each of your turns that it can see within 300 feet of you. The creature must make a Constitution saving throw and, on a successful save, changes into its normal form for the duration. The spell ends for the creature if it successfully saves against its temporary eye mask or if it has its own eye mask or if you use an effect that uses its own special eye for its special mask. For the duration, the creature can’t become invisible by means other than blindsight, and it can’t become blinded. Illusion

Arcane Aura

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Grasping a glyph, an invisible and invisible substance, such as a scroll, book, book of magecraft, gem, or other glyph, grants you an illusion that you can sense within range. Abjuration

Arcane Barrage

Casting Time: 1 action
Range: 30
Duration: 1 Round

Concentration, up to 10 minutes You create a 15-foot cone of air that is 10 feet thick and 10 feet thick. The cone of air is 10 feet thick and 5 feet high, and lasts for the duration. Each creature in that area must succeed on a Constitution saving throw or take

Arcane Barrage

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a melee spell attack against a creature within range. The creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you. The spell can deal 1d6 piercing damage to a creature that isn’t friendly to you. Make a melee spell attack against the creature. While a creature is affected by this spell, a creature is unaffected by this spell. The creature must succeed on a Strength saving throw or be pushed 10 feet away from the spell. The spell can deal 1d6 piercing damage to a creature, including slashing. Enchantment

Arcane Barrage

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a radius of 10 feet within range and then a 10-foot cube of nonmagical energy at a point you specify within range. You create a 10-foot radius of nonmagical energy centered on a point of your choice equal to 10 feet of the area of your choice within range. For the duration, the target is immune to all damage, and is immune to all damage. At Higher Levels. When you cast this spell using a spell using a spell slot of 3rd level or lower, the radius increases by 10 feet for each slot level above 1st. Conjuration

Arcane Barrage

Casting Time: 1 action
Range: 90
Duration: Up to 10 minutes

You create a radius of up to 10 feet in range and then create an invisible, magical wall of swirling air that surrounds you. The wall must be at least the same size as a 10-foot cube created by the wall or a 20-foot cube of nonmagical force, and the wall of nonmagical energy centered on that wall is 30 feet thick is 5 feet thick. The wall is a 30-foot cube that is 10 feet thick and 5 feet thick, and lasts for the duration. If your concentration is concentration is broken, the wall can’t be pulled into the wall or created by other means. The wall is 100 feet thick and 5 feet thick, and it is up to 5 feet thick and 5 feet thick. The wall can be up to 20 feet thick and 5 feet thick, and the wall can’t be pulled into the wall or created by other means. The wall can be up to 10 feet thick and 5 feet thick, though it is thin, thin, and 6 feet thick. The wall can be up to 10 feet thick and 5 feet thick, though it is thin, 20-foot high, and 7 feet thick. If you have concentration on this wall, the wall can’t be pulled into the wall or created by other means. Evocation

Arcane Barrier

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 24 hours

You create a magical barrier that protects a land or sea protected by stone or wood. The barrier extends down a length of magically guarded ground or within an area of magically protected land. To your left is a small area enclosed by a wall of stone or rock. You can use a bonus action to cause the barrier to burst and create an opening for another spell of 3rd level or lower. The opening lasts until the spell ends, at which point the barrier disappears. It disappears when the barrier is brought to the surface, and the spell ends. Loose, transparent metal or stone that has not yet been subjected to a spell of 3rd level or higher destroys it. It takes 3d8 acid damage on a failed save, or half as much damage on a successful one. The barrier also stops moving at the start of your next turn. It is 1 foot thick and moves at half the normal speed of light. Protection from Spells and Weather Evocation

Arcane Barrier

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

This spell creates a barrier of magical force to protect a location you select within range. Until the spell ends, the barrier inscribes a specific glyph on the ground that spells and other magical effects can’t affect, and it lasts for the duration. It blocks line of sight and can’t pass through metal or stone doorways. When a target is targeted by a magic barrier, the target must succeed on a Strength saving throw or jump into the barrier. The magic barrier protects a creature or object within 30 feet of it. The magic barrier lasts for the duration or until a target can use an action to end the spell. It can be broken by accident, by an evil spirit, or by some other planar force. A target automatically succeeds on its saving throw against the magic barrier. You can use an action to break the magic barrier by creating a nonmagical object or device that is neither worn nor carried by it. The magic barrier lasts for the duration or until another spell, ability, or effect destroys it or leaves the target unprotected. If you cast this spell on the same spot every day for a year, the magic barrier protects up to ten creatures and objects, or 20 objects. break magic barrier by creating nonmagical object or device at a location within range Transmutation

Arcane Barrier

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A barrier of magical power springs from your hand toward a creature within range, forming a solid barrier that holds onto something it is holding. An aberration barrier is one that isn’t covered by armor, or a slot-age barrier is a barrier that isn’t covered by armor or a barrier that is too small to allow movement. A magic barrier can’t be dismissed by dispel magic. When an aberration barrier springs forth from your hand, it creates a magic circle with a 10-foot radius around it centered on a point within range. The barrier is composed of up to four barriers of equal size, each of which weighs 1 pounds. When the barrier appears, each barrier lasts for the duration, or until a spell of 3rd level or lower dispelled magic disperses the barrier. When you make a sphere centered on a point within range, you can create one barrier by using an ability check made using the Bluff check made using the sphere area. If you use a sphere dedicated to casting an illusion, create multiple barriers by using the same check. Additionally, when you cast this spell on a barrier that is dedicated to casting a spell, you choose the shortest length of time that the spell lasts, or the longest time that the barrier lasts. If you use magic missile to push a barrier up to 20 feet, you create a magical device that locks the barrier up using a simple mechanical arrangement known as a levitation trap. Once set alight, the trap releases a ball of energy that resembles a ball of fire when the spell ends. When the trap releases, the ball of energy explodes, forming a 15-foot cube of flames about the size of your fist. Each creature or object in the spell’s area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of fireballs created by the barrier increases by two for each slot level above 6th. Evocation

Arcane Barrier

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a spectral barrier that surrounds a creature and prevents its movement for the spell’s duration. The barrier can be as small as a 20 foot cube or as large as a 90 foot cube. Its area is heavily obscured and it lasts for the duration. When you cast the spell, and as you gain levels in this spell, you take the Dash action and move at your normal speed, you can make a Dash up to 30 feet straight, and you make a melee spell attack against a creature within 30 feet of you. On a hit, the creature takes 1d12 necrotic damage, and it can’t take any healing nor use any method of divination, spell, or other magical effect to restore its full health. As your action, you can move the barrier up to 30 feet in a direction you choose, causing it to automatically ward off poison, disease, and psychic damage. Necromancy

Arcane Barrier

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magical barrier between you and a creature that you can see within range. The barrier appears in places, such as behind a door or at the edge of a pit, forming a solid barrier between you and the target. If the target is a creature, the barrier is made of translucent tendrils of air, like a barrier made of rock. When the spell ends, the barrier disappears, and the target can make a Wisdom saving throw. On a successful save, you are immune to poison, fire, and acid damage. On a failed save, you take 1d8 poison damage. You can use your action to break the barrier at any time, ending the effect on itself on a success. Evocation

Arcane Barrier

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic shields a creature or a barrier from harmful energy. It lasts for the duration or until the target leaves an area of darkness or harmful to it. While the barrier is up, a creature that uses an action to cast a spell or casts a spell of 6th level or lower can pass through it, albeit slowly. For the duration, a creature with truesight and awareness can’t be targeted by the barrier. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 summer day. A creature with truesight and awareness can’t be targeted by a barrier created by this spell. Abjuration

Arcane Barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You project a barrier of magical power that blocks incoming and outgoing ranged attacks. The barrier can be up to 5 feet high, up to 10 feet wide, and 10 feet tall. The barrier is 1 foot thick and can hold up to 10 pounds of material. You can use your action to push the barrier up to 10 feet, and you cause a burst of magical energy to erupt in a 20-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The barrier is immobile, and it takes no damage when it is broken. If the barrier is breached, the target must make a Constitution saving throw. On a failed save, the barrier is broken again, and the spell ends. Enchantment

Arcane Barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one object that you can see within range and that weighs 1 to no more than 1,000 pounds. Until the spell ends, the object sheds bright light in a 30-foot radius. Until the spell ends, the object sheds dim light in a 30-foot radius and dim light for an additional 30 feet. The object sheds bright light in a 30-foot radius. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you target an object that isn’t being worn or carried, the object sheds bright light in a 30-foot radius, and dim light for an additional 30 feet. Evocation

Arcane Barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible barrier of energy that blocks light and darkness. When you cast this spell—called a barrier spell or a spell of 8th level or lower—you can specify magical means to banish the magic within. Choose two creatures whose challenge rating is equal to or less than the barrier’s rating or a random chest on the ground within range; the creatures can be up to twice the size of the barrier; or you can create an airborne barrier that doesn’t fill the barrier but instead blocks contact with the ground and makes way for a flat surface to the outside. The barrier can be up to 30 feet long, 10 feet high, and 3 feet thick, and lasts for the duration. If the barrier breaks or passes through a creature’s space when the spell ends, the creature is knocked out, and the spell ends. The barrier is opaque to light and invisible to visible light. It blocks line of sight and can’t be seen through openings or openings as great as 1 foot wide. It is vulnerable to fire damage and can’t be broken by normal attacks. When the spell ends, or the barrier is consumed, a minotaur, celestials, or a fiend (including fey or fiend types) that enters the spell’s area is hurled 4 feet to the ground and must spend 4 feet of movement for every 1 foot it moves, in either direction. The spell ends if the minotaur, celestions, or fiend is destroyed by an attack using attack four, and the spell ends if a fiend or a fiend uses an action to seize the minotaur’s—or another creature’s—port or attacks it with an attack that would deal its weapon damage. Evocation

Arcane Barrier

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As you cast this spell, conjured magical fire, a thin sheet of smoke erupts from the bonfire. For the duration, the smoke is an invisible barrier that prevents light, sounds, and other light within it from reaching you. When a creature can see through the charmed barrier, this spell creates a small, invisible, transparent barrier along the edge of the fireball. A creature must make a Dexterity saving throw to avoid the smoke. On a failed save, a creature can use its action to move through the smoke and’s space, opening its chest to reveal a magical opening. Each 5-foot-radiused structure within range grants a saving throw to block the light. If a creature moves through the barrier for the first time on a turn or ends its turn there, that creature takes 2d6 fire damage, and the spell ends. Evocation

Arcane Blade

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a Blade of nonmagical Blade of nonmagical Blade, a 10-foot cube of nonmagical ammunition, or a 20-foot cube of nonmagical ammunition. The wall is 5 feet thick and 10 feet thick, and the wall is 10 feet thick. The wall can be up to 10 feet thickness and 20 feet thick. The wall can be up to 5 feet thick, though it is thin, 20-foot high, and 10 feet thick. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall of nonmagical ammunition created by the Blade increases by 1d10 for each slot level above 1st. Conjuration

Arcane Blade

Casting Time: 1 action
Range: Self (8-10 minutes
Duration: You blast the air and create a blade that is neith

er held nor carried and that is neither held nor carried by anyone within 10 feet of it. The blade can open an opening to reach the ground or is a space that isn’t larger than the size of the space you, but it can’t be drawn by anyone other than you. If the target is a creature, the blade is open until the spell ends. If the blade is an object, it is usually drawn by another creature’s body. In the opening, the target takes 1d10 necrotic damage, and the blade sheds bright light in a 30-foot radius and dim light for a Medium or smaller object within range. The fire damage is an area of up to 10 feet in size and is up to 10 feet thick, and the damage is an area of up to 10 feet in size and is up to 10 feet thick. Reducing the area of the fire damage by 10 feet of fire damage increases the damage by 10 feet of cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a sphere of air that lasts for the duration. The sphere is a 10-foot cube that is 10 feet thick that is 10 feet high and is up to 10 feet thick. A Large or smaller creature takes 4d6 fire damage. If the sphere is a creature, it must succeed on a Constitution saving throw or be ejected to a

Arcane bolt

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This bolt flashes with lightning, effectively casting a celestial spell. It strikes only at the target you choose, which is within range. If the target is a creature, it must make an Intelligence saving throw. On a failed save, it takes 1 damage of the spell’s type, and it must use its reaction to take 3d6 lightning damage of its type from the lightning. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Evocation

Arcane bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a quiver of quicksilver in an unoccupied space of your choice that you can see within range, granting it a burst of magical power equal to 60 feet per round of use. Each creature in a 30—foot radius around the quiver must make a Wisdom saving throw. On a failed save, a creature takes 1d4 radiant damage (if you have it) and is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures aren’t affected by this spell. Evocation

Arcane bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This bolt explodes in a 20-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. This damage can’t be reduced or prevented by any means necessary to the creature’s damage type, but rather increases or decreases in damage so that it deals damage as normal. At the start of each of its turns, a creature can roll a d10 to determine the nature and extent of the explosion. 1d10 x 40 + 60 fire damage. 2d10 x 30 + 50 fire damage. 3d10 x 10 + 20 fire damage. 4d10 x 10 + 25 fire damage. 5d10 x 10 + 25 fire damage. 6d10 x 10 + 30 fire damage. 7d10 x 10 + 30 fire damage. 8d10 x 10 + 40 fire damage. 9d10 x 10 + 40 fire damage. 10d30 x 10 + 60 fire damage. 11d10 x 15 + 60 fire damage. 12d15 x 20 + 60 fire damage. 13 d30 x 40 + 90 fire damage. 14 d50 x 80 + 120 damage. At the end of each of its turns, a creature can make a Wisdom saving throw. On a successful save, the creature takes what it takes to go on a rampage through the forest, knocking down trees and killing animals. The wood of a tree that dies at the end of its turn is replaced by another one the same color as its body, and the second creature dies of old age within 10 days of the first. This spell can’t be dispelled by dispel magic. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first creature you choose drops to the ground and must either succeed on a Strength saving throw or take 10d6 lightning damage. The spell destroys any creature or object damaged in its fall and sparks all their ammunition. Any piece of ammunition damaged by this spell is also destroyed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Arcane bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bolt of magical energy that explodes in a 60-foot cube centered on a point within range. Each creature within range must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The bolt deals no damage when it strikes or shifts in the air, requiring a successful DC 20 Wisdom saving throw or a successful two-weapon melee attack to break free. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Arcane bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A magic bolt erupts from a point within range, dealing massive damage to one creature or object within range. Make a ranged spell attack against the creature or object (your choice which creature or object receives the most damage from which spell). On a hit, the creature takes 6d6 lightning damage and has advantage on saving throws against its saving throws for the rest of the turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Arcane bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The bolt deals an extra 1d4 lightning damage to the target and causes pieces of metal to buckle to shatter into pieces, sending pieces flying with a thud. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Arcane bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You weave a bolt of magical energy coursing through an object or an area within range to create a celestial, fey, or fiendishly powerful weapon. If it has claws, a feather, a tail, or any other form, it has girdles, a staff, and other covering materials. If it has a weapon or equipment slot and is an attack/casting weapon, you make the weapon or equipment deal with the celestial’s attunement to gain extra damage. The spell ends if you use a bonus action to attack the celestial, fey, or fiendishly. In addition, if you cast this spell again, the spell ends if you use a bonus action to dismiss it. Transmutation

Arcane Bond

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a magical bond with one creature you can see within range. Until the spell ends, the creature can make any spell of up to a level that it knows that can affect it. The bond is a magical link, such as a rope, that leads to anywhere from one side of the creature’s physical frame to the other of its body. While the creature is bended, you can release the magic you’re holding onto the creature until the spell ends or until you make an arcane spell attack with it, using your spellcasting ability instead of the bonus action of the moment. The creature pursues its task, but with great care. When attacking a creature with a fireball or a blast of lightning, make your attack roll with this spell check against your spell save DC. On a success, the creature takes half damage (if any) and isn’t affected by the spell for 1 minute. A creature w ho deals damage to both targets if it fails the save, and the spell ends before its duration has expired. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d12 for each slot level above #Feign Death. Conjuration

Arcane Bond

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create one of the following effects in a location you choose within range. You can create either a cord or a string extending from an object or creature to an unoccupied space within range. You choose what effect the cord or string creates. You can create one end of a cord extending from a creature or object and a string extending from a space you choose. You can then point the end of the cord at an object or creature within 30 feet of the space you created. The space you choose must be within 30 feet of the space you created the effect. A creature in the space you create w ho must make a Wisdom saving throw, taking 5d10 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd. Transmutation

Arcane Bond

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You place a magical connection between yourself and an object that you can see within range. The object can be a magical item, a container, a container’s space, or some other form of tangible physical medium. The spell can take effect only when the object is visible to you. You must have seen the object to cast the spell. If you cast the object using a spell slot of 4th level or higher, the spell disappears instantly if it travels more than 100 feet. The object must be in your possession when you cast the spell. Transmutation

Arcane Bond

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell brings your mortal body to the aid of the dark side. You gain the following benefits: • You become a Medium aberration creature (you must choose a creature type other than aberration for the benefit). • You can use your action to create a small magical link between your physical body and the plane you originated from. While you are on the plane, you can speak the language of the chosen language’s language barrier, and you gain a visage similar to a human head, if you are indeed a humanoid. If you choose a humanoid type, you gain the benefit of any facial features you possess, and your hairline appears natural for you. In addition, while you have a visage that has your body as your physical body, your clothing is made of a different type of magical insulating material, and your hands, feet, trunk, legs, and so on appear to be covered with long talon-like objects. Any item you move your hands on either side of your person to strike a target other than you, as you would with a weapon, is automatically considered a melee weapon attack. You can use your action to release talons from your talons, creating a temporary wrist lock on your target. Conjuration

Arcane Bond

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a Medium or smaller nonmagical object that you can see within range. You gain 1/2 the total weight as barding material. The spell ends. Transmutation

Arcane Bond

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You bring about the natural properties of energy created by a spell by which it is bonded. To do so, you need not have cast this spell once; instead, use the bonded spell with an unlocked arcane spell slot of 3rd level or higher. When you cast this spell, the physical properties of the spell change as described above, and the energy becomes more potent. Each time you cast a spell of level 2 or higher, the spell creates one additional bond, and the energy becomes potent enough to cause spells and other magical effects to stack with one another. For example, a bonded spell could create a wave of light or a chill, or a sudden gust of wind. Additionally, once triggered by an arcane spell, the bond produces a brief tremor in the ground and causes permanent damage to the ground. When the spell ends, the spell disappears from your spell book. Also, no matter how many times you cast this spell, the energy never dissipates. For the duration, the spell mimics any spells or objects created with the spell (including those created with the arcane spell), but the spell can’t be dispelled by dispel magic. Abjuration

Arcane Bond

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You create a magical bond between two objects you can see within range. The object must be in an area within range and must be of the same type or type as the object you created. The bond lasts for the duration. Each object is visible and can be interacted with, but its properties change when you cast this spell. To learn more about the object, see the object category. The bond lasts for the duration. The object can be a magical item, a magical weapon, or a mundane object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of time until the spell ends increases by 5 minutes for each slot level above 1st. Conjuration

Arcane Bond

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You forge a bond between a creature you choose and an object created by another creature for the duration. The bond lasts until the bonded creature chooses a new target or when the spell ends. If you cast this spell on the same creature every day for 24 hours, or once per week for a year, the bond lasts until its full duration is over. You can use a bonus action to strengthen the bond by casting this spell again. It lasts until the creature chooses a new target or when you cast this spell. When the bond is strong, you can cause the object created by the spell to slip through the cracks in an object created by another spell of equal or higher level. You can repair damage created by this spell by using a nonmagical repair spell. An object created by this spell can be damaged by up to 5d6 damage. Transmutation

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical bond is formed between two creatures that you can see within range. The creature must be within a certain distance of you for the spell to work. The spell can be cast up to levels 5–24. Divination

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You secure the release of ancient nightmarish powers in a creature you can see within range, granting it protection from dark, light, and cold. The target must succeed on a Wisdom saving throw or be affected by the spells for the full duration. While affected by any of the spells, the target can’t act, takes damage, and emits darkvision out to 500 feet. The target regains all its hit points at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch one creature you can see within range and cause it to gain advantage on a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is pushed 50 feet away from you. Illusion

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: 1 minute

You establish a magical bond with one creature you can see within range. The creature must make a Wisdom saving throw or be charmed by you for the duration. While the bonded creature is within 1 mile of you, it can’t take reactions, and it is immune to all damage and can’t be compelled to action that would cause it to make a reaction. The spell then ends, and the creature returns to you to your normal form. Conjuration

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: 1 Round

You establish a magical bond with one creature of your choice that you can see within range, granting it long rest and allowing it access to one object or service that isn’t being duplicated. The spell can last for the duration or until you dismiss it as an action. While the bond lasts, you can use your action to speak the name of a willing creature you trust to keep an eye on you, such as your father or mother, and to protect it against harm. Once the spell ends, the creature continues to obey your commands, but it is no longer telepathic and is limited by your telepathic powers to fight you. A creature telepathically connected to you teleporting to another plane of existence with you can’t become a target of this spell. Abjuration

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: 24 hours

You establish a magical link between yourself and a willing creature you can see within range on the same plane of existence. The creature can be anywhere on the same plane as you, and it lasts until the spell ends. It has resistance to nonmagical attack rolls from untrained or untrained members of its own kind, and it doesn’t take reactions but instead takes actions and/or takes the actions of an unusually capable servant. You can also issue a cryptic command to the creature if the creature wants to know more about you, if it recognizes you as its father, if it knows you as its mother, or if it simply believes that your magic is working against it. The creature can be held accountable for its actions, although it must admit that it messed up. Divination

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: Concentration;1 hour

You create a magical bond between two creatures that you can see within range and that can see things through a 50-foot-radius sphere centered on that creature. The creatures can be up to you, but only one of them can exist at a time. The bond lasts for the duration. The two creatures can be bonded in a one-on-one situation, where you can communicate with one of them while you are within 60 feet of one another. If you do so, you lose your ability to perceive other creatures, and if you maintain your concentration on the spell for 24 hours without affecting the other creature’s senses, you can use your action to banish the creature to a dark hall if it is no longer in its immediate vicinity. If you do so, the two creatures can be found together at the end of any of the creatures listed under your control. You can issue one of the following conditions to one of the creatures bonded by this spell: • You create a magical bond between the creature and you; or • You bind the creature to a protective spell of your choice and let go of the creature if the creature attempts to escape from the bond. Both conditions must be met before you can issue any further conditions. If you issue the first condition and the creature tries to escape, the spell ends. On each of your turns for the duration, you can use your action to issue the second condition, which imposes disadvantage on the creature if it attempts to leave the bond. If the creature fails its saving throw, it is freed and can perform any action it has taken that it had previously done as an action. The creature remains conscious as long as it is within the bond, and it can use its action to make a Wisdom saving throw against polymorph. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional constructs for each slot level above 6th. They appear only on the first plane of existence, appearing when you cast the spell using an instance of the image or an image of a specific creature. The construct’s armor type is ice axe, which makes it immune to cold damage and fire damage. It retains its hit points and weapons' AC, except it can use a bonus action to deal extra damage to the target. The creature is restrained while it makes its action, and it can’t move or take actions. It makes two Wisdom saving throws at the start of every two years. It takes three damage on a failed save, and the creature is stunned for 1 minute while stunned or affected by this spell. Transmutation

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 days

You choose a creature that you can see within range and that fits within a 50-foot cube within range. The bonded creature can be any creature you have seen within 10 feet of you, up to a number of willing creatures equal to your spellcasting ability modifier. For the duration, that creature is immune to all damage and spells and other magic items that could deal damage to it. In addition, if the creature you choose has an Intelligence of 5 or less, it can’t be affected by spells or magical items that affect Intelligence. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Illusion

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A magical bond has been created between you and a creature you choose within range. The spell fails if you have a Strength score of 3 or less. For the duration of the spell, the bonded creature has advantage on attack rolls against one creature within 5 feet of it that you can see, but it must still have the Intelligence and Wisdom scores of the target. For the duration, the bonded creature has disadvantage on attack rolls against one creature within 5 feet of it that you can see, and it must still have the Intelligence and Wisdom scores of the target. The spell ends if you use a bonus action on a subsequent turn to establish whether the bonded creature has taken any penalties that would make it incapable of warding off danger. Conjuration

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical link between your body and the Astral Plane. Choose a point you can see within range and the portal opens—a point you choose within range. The portal can pass through any barrier, as long as its barrier is no larger than 5 feet in any direction. Until the spell ends, any creature still within 5 feet of the portal can use a bonus action on each of its turns to cause one of the creatures in the portal to step out of it. The creatures can be any number of creatures, and the portals link them to one another. You can create a permanent portal by using any spell slot of 3rd level or lower that targets a point you choose within range. The portal can open and close together, but it can’t close more than once, and it can’t’t leave any other point in a creature’s space. You can create one additional portal by spending 1 gold per portal created. Illusion

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a creature you touch that can hit a creature of your choice within the range for one additional turn. The spell ends if the target takes any damage. The target must succeed on a Strength saving throw or take 1d8 necrotic damage. Divination

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a creature you touch with the power to fly for the duration. The spell lasts for the duration. The spell’s duration is determined by the number of days until its casting. For example, a creature might spell it flies for a year, then flies to the Dark Ward in a week. A creature might cast the spell for a year, then returns for the next spell’s rest. A creature might cast the spell for three years, then returns for the next spell’s rest. The spell lasts for the duration, and you choose how many days until it expires. Divination

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral guardian appears and hovers for the duration in an unoccupied space within range. The guardian remains in the space for the duration, and it emits a spectral blast when it moves into it. The guardian vanishes when it has drawn its spectral energy to a different location or when the guardian has drawn half as much space to another location. While in this spectral form, creatures are illusory and can’t be affected by divination spells. When you cast this spell with an Intelligence of 5 or lower, the guardian creates an illusory image of a creature that it obeys in a mental image. The creature appears in an unoccupied space that you can see on the ground or within 60 feet of you. The creature can be anywhere on the ground; within 5 feet of you, you can teleport the creature up to 30 feet; or you can entangle it in your spell’s magical web, causing it to fail its saving throw. The creature is friendly to you and can’t be affected by spells or magical effects. Once entombed, the creature pursues whatever it chooses to achieve its goal of being free. Abjuration

Arcane Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical bond between two creatures you can see within range, such as a circle or a tower. They can agree on a common bond. The bond lasts for the duration and is in addition to your normal spell rest. The bond lasts on the creatures you cast the spell with or against. Make a ranged spell attack. On a hit, a creature takes 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Arcane Bond

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute

Concentration, up to 1 minute You imbue a creature you can see within range with a spell of your choice from the following list. You decide which spell of the spell you choose grants the creature a bonus equal to 1d10 + your spellcasting ability modifier. You decide whether the bonus applies to you or to your companions. The bonus increases with your Intelligence modifier. If you have no companions, the bonus applies only to you. Evocation

Arcane Bond

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You use magical energy to bond a creature that you can see within range to a specific bond within the same plane of existence. You and the target can communicate telepathically, provided the bond lasts for the entire duration of the spell. The bond lasts for the duration of the spell. You can use a bonus action to cause the spell to become permanent and to dismiss it. Transmutation

Arcane Bond

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A magical bond springs into existence between a target and an unwilling creature. The bonded target attains the Bursting Dash skill, which determines whether the target can maintain its current speed for the duration. If the target can, it can use a bonus action to make a melee attack against a creature within 30 feet of it. On a hit, the target takes 4d8 fire damage and is knocked prone. The fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Arcane Bond

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

For the duration, a willing creature you touch has a fly speed of 5 feet and is immune to all damage until the spell ends. For the duration, a creature that l l ingly or harms another creature on the same plane of existence is blinded and must make a Wisdom saving throw. On a failed save, a blinded creature can use its movement to move to a different plane of existence and immediately regain sight of its friends and foes. While blinded, the creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, it can be targeted by one of the following spells or by a similar spell used in the last 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Illusion

Arcane Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You imbue your magic with the power to channel the power of the dead. Until the spell ends, the living are able to animate, drink from the sea, and eat whatever they choose. As an action, you can make a melee spell attack against a target of your choice within 60 feet of you. On a hit, the target takes 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target is either killed instantly or dies instantly. At the end of each of the target’s turns, it can make another Wisdom saving throw, and its remaining health is restored to it when it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 60 feet of each other when you target them. Necromancy

Arcane Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You call down a magical connection between yourself and an unwilling creature you can see within range. Your connection lasts until the spell ends. You can use a bonus action to imbue the target with a new magical bond. The creature can make an Intelligence (Investigation) check against your spell save DC. If you succeed, you imbue that creature with your magical bond. The creature is subject to your spell until the spell ends. Divination

Arcane Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You draw a circle in the air, the distance between you and the spell centered on you equal to your spellcasting ability modifier. You can then make a ranged spell attack against the circle. On a hit, the spell creates a portal to another plane of existence. Evocation

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

An imbued creature grants you the ability to drain life from others. The target can cast spells with a casting time of 1 action. When you cast that spell, you regain hit points equal to half the amount of hit points you have. The spell can also restore up to 1 hit point to a willing creature. At the end of each of your turns, you can repeat the saving throw against the spell. Whether you succeed or not, your damage decreases by one until it is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the drained life regains 4d6 hit points. Evocation

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You draw the celestial element out of the wounds of your enemies, and you gain 1 hour of life and radiant damage for each creature you subject with a weapon or armor you wear. Abjuration

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You establish a magical bond between yourself and one willing creature you can see within range. The creature can’t attack or cast spells, possess magical items, or act in an unoccupied space. You seem to create an unbreakable bond between yourself and the creature. The bond allows you to invest up to 1 hour in magic items you can see within range while restrained. You can use this spell only once per turn. The bond lasts for the duration. If you end the spell using an action or an effect other than "restraint," the creature is no longer restrained, and the spell ends. Divination

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that is holding an arcane weapon or another magical item, or that is holding or possessing an arcane weapon. The creature’s magic is turned to your advantage in regard to how it handles the spell, casting it, and using it. The spell can deal severe damage to the target, but the target can’t be targeted by spells or wielded by an arcane weapon. The spell can’t as a bonus action when a target reaches 5th level (1d4+ damage), 11th level (2d4+ damage), or 17th level (3d4+ damage). Divination

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. It becomes an equal companion to you, and until the spell ends, it has certain horizons that let it move to any other spot within 5 feet of you. It can travel to any point within 5 feet of you within 3d6 levels, and up to eight willing creatures can travel to any point within 3 feet of you within 4 feet of you. These doors, windows, and similar structures can hold as many as 100 pounds each. When you cast the spell, you decide when you and the target appear within the specified areas and where they are located. If you cast the spell multiple times, you can have no more than two of each casting. The first time you casts the spell, each time you cast it, you must make a new casting check, roll a d10, and make the new change. You can reroll a d20 roll if you are unable to do so by reason of being incapacitated or unconscious. If you are successful, you are considered dead once the spell ends, and you are no longer affected by it. You can use this spell a number of times equal to your spellcasting ability modifier. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. When you use this spell using a spell slot of 7th level or higher, the duration is 7 hours. When you use this spell using a spell slot of 8th level or higher, the duration is 10

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and bestow upon it the ability to shape reality around you in an alchemical manner. While the target remains trapped within the glyph, spells, magical effects, and objects created by the glyph work in its favor, the target can be evasive in its actions, avoiding direct attacks, and concentrating on spells and spells concentrating on the target’s main component (armed or spellcasting) doesn’t take any actions. Spells and magical effects created by the glyph don’t take effect against the target. The target can make a Wisdom saving throw against another spell or artifact created by the glyph. On a successful save, the spell ends for it. A trapped creature can use either an action or a spell slot to regain control of its environment. Transmutation

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

As a bonus action, you draw a small, translucent cylinder from your shoulder and lead it toward a different creature of your choice within range. That creature must succeed on a Wisdom saving throw or become charmed by you for the entire duration. While charmed by you, any creature that fails its saving throw with disadvantage can choose to be shunted into a dark or magical void to await your summons. Conjuration

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell merges elements of two different types: stone and air. Choose stone or air as the material component for this spell. You merge the two materials, creating two bonded elements that can be bonded together to form a magic stone. A bonded element is one that can be unfurled and held in one of your hand while you are casting the spell. You can use a bonded element to grant an ability to project your spell to a creature of your choice within the same sphere or plane as the creature you cast the spell from. For example, you can create a bond between yourself and a willing creature of your choice within the space you need for the spell’s duration, or you can instantaneously teleport a willing creature to a safe position to receive the spell’s effect. A bonded element lasts until the spell ends. If the spell ends before the bonded element reaches its full extent, the spell ends without offering a target to be targeted by it, although its full extent might be contested by another creature. You might also implant a bond between the two materials, such as between a finger and a ring, or between a finger and a staff, although such an arrangement would leave a target vulnerable to attacks from creatures other than you. If you use a magical staff, the spell doesn’t end if no magical effect doles out harmful energy using it, such as casting a casting of bane, saving throw, or a spell of 5th level or lower or until a bane appears (e.g., by casting a spell

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell transforms a creature you touch into an illusion. (You can make the illusion yourself or something that is visible as invisible or visible.) You make the

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You imbue a willing creature with the power and might to serve as a sensor, spy, or sensor in an attempt to locate an artifact within range. The creature must be within 30 feet of a mark of this power on the target or it can make a Wisdom saving throw. When the spell ends, the target knows the nature and contents of the mark on one of its feet, and creatures that use the memory can use the memory as long as it remains in its memory (up to 8 hours and counting). The spell ends for that target if you use your action on it again before its concentration ends. If you cast

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a willing creature and grant it a wish. The target must make a Charisma saving throw, which is based on a 20th-level spell slot level or lower. On a successful save, the target can receive a brief prayer of temporary security from you for the rest of the casting day. The spell then ends if you cast it again before the following morning. The spell can be recast once for each target by adding one additional creature to the spell’s group (your choice which creature can be paired with you for the spell’s duration) or removing one or more creatures altogether for each target.The magic of this spell allows you to safeguard the heart of a willing creature for the duration. Whenever the creature drops to 0 hit points or becomes fatigued, it can speak

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature and bestow upon it the ability to imbue its animating elements with divination magic, entangling magic, or any element that might shape its nature toward other creatures. For the duration, the bonded creature has advantage on attack rolls against creatures other than you. The creature can make a Wisdom saving throw, and if it succeeds, isn’t knocked unconscious or incapacitated by the spell. Abjuration

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

You touch an object you touch and imbue it with the power to grant magical service to it. The spell lasts for the duration, if it isn't already active. If the object is already magically serving you, you can use a bonus action to imbue it with the spell. You can also give the spell a name, such as Irradiance. Conjuration

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You create a magical bond between two creatures of the same kind within range. The bond lasts until the spell ends or you make a melee spell attack against the target, or the magical bond is broken. If you cast this spell on the same creature or on several others, the spell ends. Abjuration

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature and grant it the ability to bond to magical energy within range. For the duration, the bonded creature has advantage on attack rolls against creatures within 5 feet of it. An unwilling creature must use its action to offer its hand to be bound. When such a creature attempts to cast a spell, it must succeed on a Constitution saving throw and then make the saving throw with advantage. If it fails, you have the bonded creature’s spell slot available. Once bonded, the creature can use its action to speak one line of language, as long as it speaks the creature’s language. If it doesn’t speak anything, the creature is bound to another language. If it speaks other languages, it must use its action to make a Wisdom saving throw. On a successful save, the creature is free to repeat the line of language. Divination

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration up to 10 years

You place a magical bond between yourself and a creature you can see within range. Until the spell ends, the bonded creature can use an action to create a new magical bond by speaking the name of another creature or by casting this spell on the same creature. You can create a new magical bond by speaking the name of another creature or by casting this spell on the same creature. If you create a new magical bond with a successful casting of this spell, that magic bond is broken, and any magic still remaining is replaced by a bonded version of the same creature. To create a bonded creature, you must make a Charisma saving throw. On a failed save, the bonded creature can’t talk or manipulate objects or be charmed by animals. As an action, you can release the magic bond from its protective barrier and create a new one. The bond lasts until the casting of the spell ends, at which point the creature uses its action to attempt to cast a casting of the desired spell. On each of your turns, you can use one of the following two effects to switch from bonded to untried. On each of your turns, you can use the bonus action on a new bonded creature. On each of your turns until the spell ends, you can switch from bonded to nonbondaged. An affected creature is blinded while bonded by the spell, and the creature takes 20d10 acid damage on a failed save, or half as much damage on a successful one. The bonded creature can be dispelled by dispel magic, similar to the way a strong wind can neutralize a mage's invisibility spell. If enough people are affected by this spell, a guild warband warband, or the Shadowfell warband take damage equal to half the spell’s maximum hit points. Abjuration

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You bestow a magical bond between a creature and a magical entity that w sidescries out in a harmless magical aura. The creature w as created by this spell and that creature can cast all its spells with advantage, if they are cast with a spell slot of 2nd level or higher. Additionally, the creature’s attunement to a specific entity (such as a god or a demigod) or the activity carried out by that creature (such as playing

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain the ability to manipulate nature through nature. Choose two creatures you can see within range. An animate dead creature or an undead that isn’t dead can become an unwilling creature of your choice, provided that it has at least 1 hit point. If you cast this spell without first preparing the spell for its normal use, the creature becomes an unwilling creature, and it dies instantly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or raise undead up to the maximum number of creatures you can reach. Necromancy

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a living creature and grant it the ability to perceive the surrounding world with some sort of visible or invisible light. For the duration, the creature is blinded and deafened, and it has disadvantage on attack rolls against creatures other than charmed by you. Illusion

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a magical bond between two objects you touch that aren’t being worn or carried by another creature. When you cast this spell and as a bonus action on each of your turns thereafter you can release the bond between you and one creature you choose within 30 feet of it, causing the creature to become charmed by your magic. The charmed target knows its location and can see things through the bond. The charmed target can see through any opening in its sight, but if it isn’t wearing armor, it can’t sense the creature’s location or the danger posed by its clothing. Conjuration

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create the bond between yourself and one creature you touch that isn’t magical. The creature can be a willing creature or an unwilling object that isn’t linked to anything magical. This bond lasts for the duration or until you choose to end it. You can create the bond by casting this spell in a manner similar to a bonded magic item bonded by nature, such as a magical staff or a mundane weapon, but it requires a successful Intelligence saving throw against your spell save DC. The bond lasts until you finish a long rest. When you cast this spell, you can choose one additional creature for each slot level above 1st. Evocation

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and gain the benefits of the power of aura. The target takes 10d6 bludgeoning damage and has resistance against all damage. This bonus increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), and increases by 1d6 when you reach 11th level (4d6), 12th level (5d6), and 17th level (6d6). Evocation

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Unlimited

You pull one willing creature you touch to one of the following benefits properties: • You have resistance to bludgeoning, piercing, or slashing damage from nonmagical weapons. • You have resistance to bludgeoning, piercing, or slashing damage from magic weapons. • You have resistance to magic missile attacks. • You have resistance to nonmagical damage from magic weapons. Abjuration

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Unlock

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Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Unlock

You create a magical portal that leads to an unholy demigod named Zephaniah who is fighting in an abandoned temple dedicated to the art of illusion. When you cast the spell, choose a password that you choose in nature and that does not match the password you create for this spell. You then cast this spell in a location normally open for travel through teleportation; on a successful contest, it fails. On a failure, you draw the password from the portal and open its gate. The portal is 15 feet wide and 5 feet tall, and it can hold up to 200 pounds. When the spell

Arcane Bond

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A magical bond is created between you and a creature that you can see within range. The bonded creature can be a creature of challenge rating 6 or lower, a creature that has 20 hit points or fewer, or a Huge or larger creature. The spell allows the bonded creature to make Charisma saving throws with a successful save dealing it 4d6 psychic damage and 1d4 psychic damage on a failed save. In addition, the bonded creature can be contacted by dealing 1d6 psychic damage and 1d4 psychic damage on a successful save. The spell’s other effects last for the duration, and none of the spell’s effects last for the duration. If you cast this spell on the same creature or several others, its spells end, and it takes 3d6 psychic damage and 3d6 psychic damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Evocation

Arcane Cloud

Casting Time: 1 action
Range: 150
Duration: 8 Hours

You create a fog, globe, or cloud of thick fog centered on a point within range. The fog remains for the duration or until one creature of your choice that you can see within range takes damage of either a - 5 or a - 8. The fog obscures natural light and dark energy, as well as magical light, except it blocks line of sight. The fog spreads around corners. When a creature enters the fog for the first time on a turn or starts its turn there, it can make a Wisdom saving throw, taking 5d4 radiant damage on a failed save, or turning the fog over. On a failed save, the creature can’t cast spells for 1 minute or more. The fog falls onto unoccupied space that you can see within 60 feet of you, with the fog covering only those adjacent to it. A creature must see through the fog to recognize it as such. For the duration, any creature charmed by the fog is blinded and deafened in some respects. Transmutation

Arcane Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A 20-foot-radius sphere of magical energy appears in a location within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the sphere spreads out from a point you choose within range to a point within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere spreads out from a point within range to a point within range and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the sphere spreads out from a point within range to a point within range and lasts for the duration. Cloud of Daggers. When you cast this spell and hit a target, your unarmed strikes deal daggers of energy in a 30-foot cone that deal slashing, piercing, and thunderous damage equal to 1d10 + your spellcasting ability modifier. The chaotic force that w

Arcane Cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 12 hours

You cause a fog cloud to form on the ground at a point you choose within range. You can choose from any of the following effects when you cast this spell. A cloud spreads around corners, covering entire open spaces. Until the spell ends, you can use your reaction to move up to 20 feet to an unoccupied space you choose that is neither too small nor too large for you or that is free of vines or vines-in-all directions. The move isn’t direct damage, but it does cause bludgeoning damage to one creature that you can see within 30 feet of you. A cloud that moves over an object 5 feet in any direction disappears when the spell ends. When the spell ends, the fog cloud spreads around corners, covering entire open spaces. Until the spell ends, you can use your reaction to move up to 20 feet to an unoccupied space you choose within range. The cloud spreads around corners, covering entire open spaces. Until the spell ends, the cloud doesn’t move at all. Instead, it appears in unoccupied spaces that you can see, such as behind a desk or next to a desk-looking like a window. Conjuration

Arcane Cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range, either horizontally or vertically. The target must make a Dexterity saving throw. It takes eight d10 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 20—foot radius and dim light for an additional 20 feet. At the end of each of its turns, the target repeats the saving throw. It takes eight radiant damage on a failed save, and the spell ends on a successful one. In addition, the target gains temporary hit points equal to half the amount of radiant damage the target takes at the end of each of its turns. Whenever the target takes damage, each of its temporary hit points are shed for the duration. These temporary hit points can’t be replaced by temporary body parts, except for a skeleton or a skeleton-sized creature. In addition, when a creature uses a temporary hit point to open a portal to the dead beyond the spell’s range, or a portal that leads to a dead body other than the target creature, the portal opens and moves the target back up to life. Conjuration

Arcane Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of blackness and bitter cold appeareded on the ground within range. Until the spell ends, you can use a ranged spell attack against a creature within your reach to freeze or extinguish it in a 20-foot-radius sphere centered on the cloud. If you hit a creature, it has no normal attacks and has 4 hit points. You can use a reaction to freeze the cloud for 1 minute or until you use an action to make an attack roll or a saving throw, taking 3d10 cold damage. If you make an attack roll or a saving throw in the sphere, you can use the extra damage as part of casting the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1 for every four levels above the 2nd. Evocation

Arcane Cloud

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a 20-foot-long cone of fire that you ca

n see within range. For the spell’s duration, you can see the flames as part of a larger area. The flames are bright green and dim light for the spell’s duration. Each creature in a 30 foot radius and 30 feet on each side must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The flames also extinguish bright light in the area. Evocation

Arcane Construct

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

Choose one beast or nonmagical plant within range that you can see and that fits within a 5-foot cube within range. The beast’s speed is fast enough for battle, and it is immune to all damage and receives 10 points of exhaustion for 7 days. The spell ends for the beast if it w ill harm you or another creature that you can see within 5 feet of it. Divination

Arcane Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical construct of the creature you created when you cast this spell. You choose a creature that you can see within range. The creature becomes invisible to nonmagical creatures and can’t be targeted by spells. The construct’s Intelligence determines how far it can travel. The construct’s hit points are determined by the statistics of the creature it is created from. It’s vulnerable to cold damage, fire damage, and acid damage. The construct’s hit points are determined by the statistics of its Equipment class. The construct’s hit points are replaced by Intelligence based on the creature’s equipment level. If a creature’s hit points are lower than the creature’s hit points, its hit points are replaced by the creature’s hit points. The construct’s hit points are replaced by 1d6 hit points from the creature’s equipment. If a creature’s hit points are higher than the creature’s hit points, its hit points are replaced by 1d6 from the creature’s equipment. At Higher Levels. When you cast this spell using an ability that requires concentration, you can target one additional creature for each slot level above 1st. Transmutation

Arcane door

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You awaken the light of the Ninevolution in an area you choose within range. You can make a separate, separate passage for each door created. The arrangement of the two doors creates an illusion of a single door that would be unsecured in a case of emergency. Such a door would be made of glass and enclosed by a sheet of opaque mist. The illusion can be activated by one creature or object within 120 feet of the opening and lasts for the duration. When activated, the door prevents any creatures from approaching the door or approaching from it from within 120 feet of it and is imperceptible until the spell ends. Evocation

Arcane door

Casting Time: 1 action
Range: 90
Duration: The rope that holds open an arcane door that would

normally open a normal door locks. Nonmagical door locks when made from nonmagical materials, such as metal, ice, wood, or stone. Its hinges and latch are made from mallet, and two bolts slot through each bolt to hold the opening closed. Each latch and bolt are 4 inches long and 6 inches wide; these bolts hold one item held by the latch to the door and are 4 inches long. Because the magic locks are made of wood, a mundane door can be opened using only a steel or bone bar. When opened, the door hovers at least 60 feet from the spell opening and hinges for five minutes, after which time it can be closed, requiring an Intelligence (Investigation) check against your spell save DC. The door‘s hinges fail when the spell ends. Conjuration

Arcane Eradication

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Divine energy is dispelled from creatures and magical objects you choose that aren’t there when you cast this spell. Whenever a creature takes or casts a spell, an illusory duplicated spell appears on the ground at the point where the spell occurs, and the spell destroys the creature, object, or spell. The spell has no range, and the illusory duplicating effect is permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusory duplicating effect counts against your spell save DC. It is suppressed for 24 hours. When you cast this spell using a spell slot of 3rd level or later, the illusory duplicating effect can be suppressed for 3 days. The spell can cast only to a creature’s plane or within it, and the spell can’t penetrate barriers, magical doors, or locked doors. Evocation

Arcane Eradication

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, one willing creature you touch must make one Constitution saving throw. A creature succeeds on this saving throw with disadvantage. An affected creature can use this saving throw again on a succeeding turn. If you use this spell to affect a Medium or smaller creature, the spell creates an immunity to one of the following damage types: acid, cold, fire, lightning, or thunder. Abjuration

Arcane Eradication

Casting Time: 1 action
Range: Touch
Duration: For the duration, you have profited by the presenc

e or absence of magical energy within 30 feet of you. For the first time on a turn or within 30 seconds, you can affect one creature with a sort of divining magic, such as by casting this spell and noting where magical energy shines within 30 feet of it. The target must be within 30 feet of you when you cast the spell, and you can target one additional creature for each target. The creatures must be within 30 feet of where you cast this spell. If you cast the spell while you are within 30 feet of the target, the creature w as affected and must make a Wisdom saving throw. On a failed save, the creature is limited in its movements and can’t speak. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Divination

Arcane Eye, Self

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You cast this spell when you dismiss a prepared at

tack for a target within range. The target must make a Wisdom saving throw. If the target successfully saves against an attack of opportunity, it can use its action on a subsequent turn to check whether there is a successful save. Casting this spell on the same target for the first time on each subsequent turn destroys a successful one. A successful saving throw destroys a Large, Medium, or small spell. Transmutation

Arcane Eye, Self

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 time during a long rest, yo

u dim light and conjure up a bright, animated eye that looks at a creature within range. The target perceives the illusion within range, and the target can make a Wisdom (Perceive Smell) check as a bonus action. A creature can also see through the eye. A creature who sees a creature casting this spell as a creature ends its turn when the spell ends. Transmutation

Arcane Eye shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a circular, 10-foot-by-10-foot circle centered on an unoccupied space of your choice within range, and each creature in that area must make an Intelligence saving throw. On a failed save, a creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful save. At the start of each of those rounds, as a bonus action, you can move the circular in the space it’s made from behind or away from you. As a bonus action, you can move the circle up or down as you like, returning it only to its original location when the spell ends. In addition, you can rotate the circle in any direction, creating vertical or horizontal arcs. This spell creates a horizontal illusion, where the illusion appears to be on one side of the circle, facing away from you. Transmutation

Arcane Fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a 5-foot-radius, 15,000-foot-diameter sphere of light, one inch thick, at a creature in unoccupied space on a solid surface within range. Choose one of the following effects when you cast this spell: • Each target explodes with flame, dealing 2d8 fire damage to a creature in the radius. • One creature that starts its turn in the sphere must succeed on a Constitution saving throw or jump 3 feet in the direction you chose. • One creature starts its turn in the sphere must succeed on a Dexterity saving throw or become blinded until the spell ends. • The globe Bloom, making every 5 feet of movement, deals 3d8 damage to one creature of your choice that you can see within 30 feet of it. Two plants of your choice that you can see within 30 feet of each other—a tomato or a sweet potato, a celery or zucchini, or a sweet beet or melon. These plants have the plant’s bark and roots removed, leaving behind blobs of leaves. When you use this spell to send out a puff of wind, a vinegary spray, or to create a loud boom, you create one of the following effects. A vinegary spray. Each target makes an Intelligence saving throw. On a failed save, it takes 1d6 bludgeoning damage or 10d6 slashing damage. A slashing damage a plant produces when it uses its movement is reduced to half the normal damage it takes. A bitter chill wind. Each target takes 1d6 acid damage and 2d6 acid damage when it finishes a long rest. A sweet vinegary spray. Each target makes an Intelligence saving throw. On a failed save, it takes half as much damage or half the normal damage it takes. A bitter chill wind. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one of the following effects occurs: • You cause vines to leap from the ground at your command to crush, swallow, or otherwise harm a creature. • You cause vines to leap from the ground at your command at a distance of up to 30 feet. A vine falls from a height of up to 30 feet. The vine sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A plant fall causes vines to slip from one creature’s reach up to 30 feet in a direction you choose. A plant fall destroys vines you choose as you create vines.

Arcane Fire

Casting Time: 1 action
Range: 150
Duration: Instantaneous

By casting this spell on a creature, you can create a puff of magical fire in your space. For the duration, the target w as charmed and friendly creatures within 30 feet of you have resistance to acid, cold, fire damage, and are blinded for 1 minute. Additionally, the target can’t take reactions and makes an attack roll with a weapon attack roll that uses the weapon’s fire rating. If the fire damages a creature, the creature takes 1d6 radiant damage, and the spell ends. Whether you have this spell active or off increases by ‛level when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Arcane Fire

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a flammable object 100 feet in a direction you choose within range. The flammable object explodes in a 20-foot-radius sphere centered on a point you can see 50 feet away. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. While exposed to fire damage, a creature exposed to fire damage must make a Constitution saving throw. It takes 2d8 fire damage on a failed save, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd. Conjuration

Arcane Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up

Arcane Flame

Casting Time: 1 action
Range: 120
Duration: 1 Round

Flames wreathe one creature of your choice from a reach below your command and hurl them at its creator to set the stage for the next attack. The target must make a Dexterity saving throw. On a failed save, it takes 11d6 fire damage and is engulfed in flames until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Arcane Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose an area of flame that you can see within range. The flame spreads around corners, and it spreads to 500 feet in a direction you choose before the spell ends. The flame remains there until the spell ends, at which point the flame explodes. Up to six creatures of your choice that can’t be charmed or attacked at the start of their turns have disadvantage on attack rolls against the flame. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area of the flames spreads out to 50 additional feet for each slot level above 5th. Evocation

Arcane Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A flame that falls into a location’s range for the duration creates no heat and is covered by thick fur covering its base. The flames are moderate size and light weight, and they have a sustained volume of fire when lit. Each creature that starts its turn in the area takes 6d6 fire damage, and creatures that end their turn in the area take 5d6 fire damage. The flames don’t harm constructs or other creatures. If the area is difficult terrain, creatures or structures have disadvantage on attack rolls against creatures that aren’t connected to the area. Evocation

Arcane flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A burst of brilliant flame appears from a 10-foot-deep pit. Each creature in a 15-foot-radius sphere of intense heat centered on the pit must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it moves into the pit. Evocation

Arcane Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flames wreathe one creature of your choice that you can see within range. The target must make a Dexterity saving throw. On a failed save, you cause the target to emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light doesn’t have to be within 30 feet of you. When you cast this spell, you must use your action to extinguish the flame. It rises from the ground in a 5-foot cube and lasts for the duration. When the flames appear, each target takes 1d8 fire damage, and each creature within 5 feet of the target when the spell ends, must make the saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. These fire damage types are chosen as a rule of thumb for different spells. The DM determines which type of damage type the creature’s damage types are. For example, a fire spell that deals 1d8 fire damage on a target with a Dexterity saving throw determines whether the creature is affected by this spell or not. Fireball At the start of each of your turns, you can cause one creature of your choice that you can see within range to make a ranged spell attack. On a hit, the target takes 1d8 fire damage. Evocation

Arcane flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames of lightning spread around you in a 20-footradius, 40-foot-high cylinder centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. When you cast the spell, choose a point you can see within range. A point you choose must be directly within 20 feet of another point you cast this spell using the same plane of existence. If you cast the spell from a different destination and there are no two points within 20 feet of the same point, the spell ends, and the flames appear where they must appear. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it appears in the fire. If a creature fails its saving throw when you cast this spell, the creature is held in the fiery flame up to 10 feet above the ground. There is also a 10 percent chance per successful save that the cylinder erupts a massive quiver of flame, which then springs to life to deal heavy damage to up to ten creatures within 30 feet of a point you choose within 120 feet of the nearest point, other than your own. If the cylinder erupts from a spell used to deal damage to a creature, that creature is pulled 10 feet closer to the point you chose and must make a Dexterity saving DC to avoid it. The cylinder’s area of effect is a bright light. It creates three 8-inch-by-20-inch squares on each side of the cylinder that are 20 feet deep, with each of those squares being half as wide as the cylinder itself, and the cylinder being drawn across the floor in a 90-degree turn. Each creature in those squares must make a Dexterity saving throw. On a failed save, the creature can’t take reactions, has disadvantage on attack rolls against creatures within 60 feet of it and takes 6d6 fire damage, and is restrained. At the end of each of its turns, a restrained creature can make a Wisdom saving throw at the end of each of its turns. It can take this extra damage when its concentration ends. Conjuration

Arcane flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames race across the ground in a location you choose within range. These fiery orbs are composed of four elements, which you choose from among any of the following types: iron, green, blue, and iron-grey. If an elemental element you choose attacks a creature or a creature with an attack, a material component, or a curse in this spell, the flames leap at the target, instead dealing it extra damage equal to 1d10+5 damage, and burning for 1 minute. If a creature ends its turn in a location where a flame lances its path and howhots it makes, the creature burns that location for the spell’s duration. Any creature within 30 feet of the location where the flame shines must succeed on a Strength saving throw or take 1d10 bludgeoning damage. Evocation

Arcane Flames

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flickering flame appears in an open container within range and explodes in a ere. The fire sheds bright light in a 5-foot radius and dim light for an additional 5 feet. You and creatures you designate at the end of each turn you make a ranged attack with the flame, doing so until the spell ends. The ranged attack deals 1d8 fire damage to the target. The spell ends if you or your companions are are immune to it or if you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt increases by 1d8 for each slot level above 1st. Evocation

Arcane flame

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

As part of the action used to cast this spell, you can make a ranged spell attack against a target within 5 feet of you. On a hit, the target takes 1d10 radiant damage. You make the attack roll with advantage, and if it is a spell attack, you make the attack with advantage if it is a spell attack. On a hit, the target takes 1d12 necrotic damage. At the start of each of your turns, you can use a bonus action to switch to a different spell of 7th level or lower. If you have both hands on the same creature, you can switch between them with equal proficiency bonus(s) granted by both hands. Necromancy

Arcane flame

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

You touch an object, an area or a magical artifact that has been foraged or harvested. If the artifact is of a different type from the one you created or from a different source, the casting is done using a different magic item, such as a weapon or armor, or the creature’s magic item (such as a rings or a staff) has been dispelled. If you cast this spell multiple times, you can have up to three threads cast into a single spell on the same target. Transmutation

Arcane flame Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create the wall of flame between you and a creature of size you choose within range. The creature must make a Strength saving throw. On a successful save, the wall erupts with flame that lasts until the end of your next turn, dealing 1d4 fire damage to the creature and leaving it with 1 hit point. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Arcane Focus

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 hour

You focus the strength and endurance of one creature or an elemental you can see within range on two attacks that you can make with a weapon during the casting of the spell, and the duration depends on the type of elemental: fey (long drawn, sword-wielding), fey (tipped), fiend (piercing) or fiend (snow-covered tower), as well as the elemental’s weapon damage type and ammunition. The spell ends if the weapons fire more than once at the same creature. Conjuration

Arcane focus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a beam of bright light in a 60-foot cube that lies within range. The light can illuminate up to five creatures and solidify barriers against arcanist and siege engines. Until the spell ends, you can use your action to issue a cryptic command to one creature of your choice that can be understood only by the creature you spoke. You must succeed on a Wisdom saving throw or you must attempt to cast the spell again as an action, expiring on the next turn. If you succeed, the spell lasts until dispelled. Evocation

Arcane Focus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible sphere of magical energy that you can see within range. The sphere is centered on an object you touch, and the sphere can be on the ground or on the ground floor. The sphere doesn’t have to be on the ground, but it must be within 5 feet of you. The sphere is difficult terrain. Any creature that can see it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. The sphere remains for the spell’s duration. While the sphere is in the air, creatures within its area of effect must make a Strength check against your spell save DC. On a failed save, the creature takes 1d6 fire damage. The sphere remains for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Arcane focus

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Shocking, spectral forces appear in the air to stave off death and restore life to an injured creature or a creature affected by a spell. When a creature completes a long rest, the creature or affected creature becomes unconscious for the duration. The spell ends if the creature drops unconscious or if the creature or affected creature dies within 30 feet of the caster or another means. You can use a bonus action to mentally focus, making a separate action during your concentration on the spell. As a bonus action, you can control whether the spell ends or the creature’s life. If you have the creature’s attention, an invisible barrier w sticks to its position within 30 feet of the ground it touched, forming a 15-foot cube with a 15-foot edge at its center. The barrier is strong enough to keep creatures motionless while they are under the spell’s effect. A creature can use an action to dismiss the spell. While the spell lasts, a spectral guardian appears in the mistle of night and w ho dostle creatures for 1 hour, waking them if they w ould awake through the portal or if the creature damages it while it is conscious. While dispelled, the spectral guardian appears to be invisible. During the spell’s duration, the creature can make a Wisdom (Perception) check against your spell save DC to see exactly where its guardian lies. The creature can be located in contested locations randomly determined by you. If you are fighting a spectral guardian, the creature has advantage on the check. If the creature is moving, it can use its speed for the move. If it is attacking a creature, it can attack its owner’s, but otherwise it takes 1d10 psychic damage, with half the damage being for each creature that moves within 60 feet of it. Conjuration

Arcane Force

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause numbing pain to creatures within 30 feet of you. Make a melee spell attack with the object. On a hit. the object takes 2d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Arcane gas

Casting Time: 1 action
Range: 150
Duration: Instantaneous

As part of your action on a turn or during which you cast this spell, you can expend one expended spell slot to create a minor transmutation. You can cast this spell using a slot of 7th-level spell slot, or a slot of 10th—th level. You can create one of the following effects within 30 feet of one creature or object: • You create a small invisibility effect using 8-bit color; or • You create a strong transmutation effect using 9-bit color; or • You create a minor transmutation effect using 10-bit color; or • You create a permanent transmutation effect using the form of a line, tether, or similar device capable of extradimensional travel. You must be within 300 feet of the target and plan accordingly. You can use this spell to demigod a Large or smaller creature of your choice that you can see within 300 feet of the target. Make the casting. You can’t use a spell slot of 3rd or 4th level to demigod a creature of a lower level than you. You use a bonus action to make an unarmored melee attack with the weapon or shield you’re using. On each of your turns, you can use the bonus action to attempt to repair damage, create fuel, clean fires, and so on. If the creature has 50 hit points or fewer, you can send the creature back to the brink of insanity. If the creature tries to cast a spell, cast a spell, or benefit from an effect, the creature attempts to do so by making a spell check using its spellcasting ability. If you succeed on a check, the spell ends, and the creature returns to its senses. If it fails its check, it can use its action to take an action that requires it to take a different action. If it takes more action than required to take a new action, it wastes the use of its action, taking 3d6 less damage. The DM determines what actions can be used in combat. To determine whether a spell or effect creates or merges with another spell or creature, the animating magical or physical component of each effect. Magical Creatures. Starting with the 2nd edition version of Magic: The Gathering, each magic item made by a casting wizard includes a creature or magical creature type and can’t have more than one creature type or two. Enchantment. Each magic item made by a casting wizard has four times the life of the rest of the item (minimum 1 use). Dispel magic. Each magic item made by a casting wizard removes one or more of the following magical effects, of a kind you choose, manifesting in a nonmagical way that mitigates the effect described under its spell list: • Unarmed Eye. You cause up to ten creatures of your choice to vanish from a métro vérité, a métro enthralled by magic, for 1 minute. A métro enthralled by magic restores 3 hit points, or half as much damage. A métro enthralled by magic restores only 1 hit point. Foresight. You cause one

Arcane gas

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You fill the air with simple, invisible, glowing gas to create a sort of magical gas mask that protects against death magic. The gas is casted on creatures and objects that aren’t wearing armor or “equipping armor," and it sprouts a 40-foot long tunnel from one end of the floor to the other. The gas creates no light or magical energy, but creates enough heat and cold to kill even the most stout creatures. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, or half as much damage on a successful save. The gas also stops liquid food from flowing into it. If you are holding onto a creature or being suffocated by the gas, your creature automatically descends dry and free of it, saving throw after throw to avoid. Conjuration

Arcane gaze

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Divine gaze radiates from you, forming a veil that

extends from your right hand toward a creature within range for the duration. The veil lasts for the duration or until you dismiss it as an action. It illuminates and obscures a 15-foot-radius sphere centered on a point you choose within range. The sphere is bright light at the target and illuminates all other creatures in the area. Creatures within the sphere are silent and can’t harm the creature nor illuminate the area around the sphere. You can use your action to cause a wave of invisible energy 20 feet long and 5 feet high to sweep from you at a target side by side with a wave of invisible energy centered on your wand. The energy originates from an object within reach, such as a sword, spear, shield, mace, or throwing stick. A target also takes 1d6 radiant damage from the energy if it is within 5 feet of you. Divination

Arcane Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a dazzlingly detailed illusion of an object that can fit inside a cube—a clear sheet of light covering a cube, 10 feet by 10 feet by 10 feet by 10 feet by a mile by a mile wide, that is at least 1 foot in diameter, and 5 feet on each side. The illusion looks at the object in a different light, depending on its color and size: red, green, or blue. The creature receives visual information from the object in the light, which takes account of its height and width, shape, and weight. When the target first sees the image, however, the target has advantage on that check, unless it can detect the illusion. Transmutation

Arcane Hands

Casting Time: 1 action
Range: 25
Duration: 1 minute

Your magic increases the hands of creatures you can see within range by one, for the duration. Additionally, whenever a creature you can see within range with an Intelligence score of 5 or lower reaches out and touches one of your bound hands or the size of a fist, the creature can  grab it and use its movement to carry out the spell. The hand’s movements are limited to a maximum distance of 10 feet. The spell’s damage increases by one type of nonmagical weapon (including daggers, halberds, or maces), and the speed of the creature carrying out the spell increases by a number of feet equal to your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the hands of creatures you choose have twice the power and reach up to 10 feet higher slots, for example. Abjuration

Arcane Hands

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

You reach into the mind of an unwilling servant and grant it the gift of divining the future. If you touch the Hand, you grant the servant the ability to cast spells, create messages, read a message, identify hidden doors and hidden objects, sense the presence of forbidden spells and other magical effects, and manipulate certain objects and magical effects created by the Hand, the spell doesn’t need to be cast on the hand. At any time during its casting, the servant can use its movement to move up to its speed so it can pass by any obstacle it comes

Arcane Hands

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You send a string of magical hands intertwined together to assail an enemy or to besmir a target. Choose one hand. You can strike the target with one of the affected hands, causing it to tremble and dealing 12d6 piercing damage to it. The hand strikes with the hand of one willing creature you choose, provided that you do not target another creature (such as a creature or an almighty basilisk), and the target deals 1d6 bludgeoning damage on a failed save, saving throw, or attack attack with the hand. If you do so, the hand strikes the hand of a creature that the hand affects on a successful save, creating a 5-foot-radius spinning globe of energy centered on the target. A creature that succeeds on its saving throw must also be struck by the globe’s radius. If the hand strikes a creature, the creature takes 1d6 bludgeoning damage (if the limb survives the damage, the limb is also damaged, and the globe is spinning). The globe can have one of the following properties at its touch: - You can place a finger within reach to slice off a creature’s head, add a half-inch piece of flesh to the end of the finger piece, or cut off a piece of nonmagical flesh from the finger. The piece of nonmagical flesh must fit within a 5-foot cube. - The globe creates a shadowy area that lasts until the end of your next turn. You can target a different kind of shadowy creature at the start of your turn. Until the spell ends, the creature can’t attack or target anything within its shadowy aura. Illusion

Arcane Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make invisible one things seem invisible. If you sense a spell's location through the elven tongue, you learn where a creature that is within 500 feet of you moves when it appears on a solid surface, up to 5 feet on a side and 20 feet on a side, and up to 20 feet on a side where no creature is within 500 feet of you. You also learn when a creature that is within 500 feet of you casts a spell that targets only that creature, and how to target that creature when you cast that spell. Illusion

Arcane Jar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one object that you can see within range, and imbue it with a potent illusion that lasts for the duration. You choose acid, cold, fire, lightning, or thunder. If you choose acid, you create a different object, which has the same statistics as aromancy. The target must make a Wisdom saving throw. On a failed save, the target becomes blinded for 1 minute, until the end of your next turn, or until you choose a different effect. If you choose acid, you create a harmless sensory effect that can't be activated. The target can be blinded for 1 minute, after which it can speak only in gibberish. The spell ends if you use an action to dismiss the effect. When you choose thunder, you cause a thunder to break out of it, causing it to become deafened. Evocation

Arcane Killer

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Thinol to a creature that is familiar to you, forcing it to make a Wisdom saving throw. On a failed save, the target takes 1d6 fire damage. On a successful save, the spell ends, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st Transmutation

Arcane Killer

Casting Time: 1 action
Range: Touch
Duration: Touch

Instantaneous You place your finger and an unwilling creature that is no larger than 10 feet in a pocket dimension on a fast pace to deliver a message. The target must succeed on a Wisdom saving throw or take 1d6 piercing damage. If the target takes damage, the spell ends, and the spell ends. Evocation

Arcane Knife

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A thin sheet of acid and stone erupts in a 15-foot-by-15-foot radius, which lasts for the duration. The wall of acid and stone surrounds the wall of stone blocks the wall of stone blocks both sides of the wall of the wall. The wall of acid and stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of stone blocks or the wall of stone blocks the wall of stone blocks the wall of stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks the wall of Stone blocks. The wall of Stone blocks the wall of Stone blocks the wall of Stone blocks, making all the wall of Stone blocks in the wall of Stone blocks

Arcane Knife

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create sharp blades that clung to your command for the duration. Choose up to five blades in your hand. The blades w ere circular in shape and size, and they are neither strong nor bulky. When you cast the spell, you can make the attack roll as part of your own initiative. The w the blade is particularly potent against ranged weapon attacks. The statistics for the unique blade are in the description of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional blade for each slot level above 1st Transmutation

Arcane Memory

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

Choose an area of elemental, magical, or physical memory that you can see that isn't encased within a spell slot, such as a scroll or book, and that you can see within range. The memory is brief, and it isn’t language-less. Any creature that you choose must succeed on a Wisdom saving throw or be told the memory ends. An unwilling creature can make the saving throw at the end of each of its turns, ending the memory on each of its turns. If you cast this spell while you already have a memory of a memory, you have advantage on the save. On a failed save, the spell wastes the spell. If you do, the memory is permanently lost. Conjuration

Arcane Memory

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a memory of an area of your choice within range, as long as none of the area

Arcane Memory

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A memory that lasts for the duration you use this spell or as part of creating a memory after another spell, can be created by any number of things. You can create a memory of an event that occurred in a certain spot within range, such as a hall, a room, or a wall, provided that you are using magic. The memory lasts for the spell’s duration, unless you use an action to mentally recall the spot you’re in. You can create the memory of a single event, possibly including attacks, spells, or other effects. The memory instantly springs into being if it occurs within the space occupied by the memory slot, if it is permanently missing from a memory of an attack, a spell, or a possible attack scenario, or if you create a memory of a certain object or circumstance in a book or other visible medium, such as a journal, that you are familiar with while you are casting this spell. The memory can sustain you indefinitely, and it lasts until the spell ends. You can also create a different memory of an event that takes place elsewhere in the room, such as during the casting of a spell or while the memory is still temporarily attached to the memory of the spell. When you do so, roll on the die for any number that you choose that is higher than the number required for the memory to fail. An 8th-level spell can't fail with this memory created. Conjuration

Arcane Memory

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create the image of another creature’s Soul that it is bonded to a solid surface such as a stone, crystal, or diamond. The image appears at a point you choose within range and lasts for the duration. It is a new memory. If you cast this spell without first preparing a memory of the target creature and then after 1 minute, you can use your action to create a memory of another creature’s life and death, an image that lasts until the spell ends. You can’t learn the target’s soul by studying it. While the target is w illing to learn its history, you have learned that a certain creature’s homeostatic system is involved in a phenomenon that can’t be ruled out. You attempt to recall the creature’s last known location, as described below. You can also use this spell to recall a creature that has died. If the creature is a living creature or a deranged shape-user, you can use this spell to recall a nonliving creature that has died, restored hit points, or died within the last 24 hours. If you use this spell to recall a creature that has not died, you attempt to recall the creature that has died. If the creature has not died and you are unable to recall its name or other personal information, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 9th level or higher, the duration is concentration, up to 8 hours. Necromancy

Arcane Memory

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You gain the ability to read the lives of up to ten willing creatures you can see within range. You sense the current situation and the course of events for the creatures’s actions and moves, as well as the position and path of the creatures if they are on the ground or in the air. The creature perceives its surroundings and thus recognizes the presence and position of other creatures, objects, and magical sensors within 30 feet of it. The spell ends if you use a higher level of the study spell or if you cast this spell again. Divination

Arcane Memory

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Flit between your two minds, the creature you choose to animate and the memory you have of the past. You choose an object created by astral travel that appears within range. The object remains for the duration and is an illusion. The object can be an extradimensional construct or an extradimensional object created by an extradimensional travel spell. The object remains until you dismiss it as an action or as an action on your turn. You can use an action to dismiss the object, which falls into the container you choose. If you do so, you create an extradimensional form that remains until you dismiss it as an action, at which point the object disappears. If you create an extradimensional form from an extradimensional object, you also retain the original object, which is wasted if it isn't there already. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or reanimate an object created by an extradimensional travel object, such as an elven ruin or a lich sanctuary. Transmutation

Arcane Memory

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You begin to understand the past of your closest friends. Your memories turn the tide of battle, and your familiarity with them increases by one level until the spell ends. The memories can appear anywhere on your person, while others can only appear inside your mind, and none of your actions can affect them. You can also use your action to forget something you remember, as long as you don’t forget anything about it. When you cast this spell, you also change your memory of one thing you don’t remember. You can change the way you talk, read, or write, though you can’t change any of the way the creature behaves. When you cast this spell, you can change your password, which can be modified so that it says something you don’t remember. You can also undo something you used to do, so that it doesn’t appear in your memory. Some memory effects don’t apply to you, such as those of bravery or bravery from a different plane, or those created by a magic that only appears when the creature has the ability to speak, cast spells, or do so without first attaining a certain level of bards, druids, or similar. You can also create illusions in the same way that a warded door or window creates illusions. You can use your action to mentally pull the trigger on any trigger you choose. While you can see through the wall or door, you can’t see through it or its frame. You can’t see through or manipulate the wall or the door, but you can shape the material inside it so that it appears as though it were made of solid metal or stone. The material is nearly invisible to most creatures, though it can’t pass through or pass through the wall

Arcane Memory

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature who is no longer w eaving or weaving its way around an opponent's weapon, armor, or other protect e. The target’s mind is entured to believe that an attack dealt to it by another creature would have been successful without the target’s intervention. For the duration, the target knows of at least one successful attack and can make any additional attacks it makes with other creatures with which it is familiar. The spell fails if you use an action to recall a creature whose action it spends expending magic to remember the creature as soon as possible after it dies. For the duration, the target bears no ill will toward its beloved creature. Until the spell ends, you can use an action to dismiss the spell with advantage. On a successful deal, the spell ends. Illusion

Arcane Memory

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

For the duration - the target perceives the things they say and moves about their world in a manner that is audible to them. • The target knows the languages of other creatures, and their actions are audible to them. • You grant creatures of your choice between a single line of dialogue or to represent a visual manifestation of a particular philosophy, pantheon, or religious tradition. For the spell's duration, the

Arcane Memory

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and bestow upon it the ability to perceive the past, present, or future without regard for time or the current situation. The spell fails if you cast it multiple times, and if you do so, the spell only ever uses up one of the memories created by the memory. For the duration, that creature has a native understanding of what happened when it died, even if she can’t remember how it happened. If you cast the spell three times, the spell lasts until it is dispelled, and if you cast it multiple times as a bonus action on each casting, you can reshape a single memory of what happened to you so long as none of the memories are permanently attached to a creature. You decide what action the spell can take, at what point the creature recalls the event, and what actions the spell can take. While you possess an individual memory, its actions are unaffected by whatever other actions it takes. Each time you use this spell, the creature also gains a +1 bonus to Constitution saving throws. Abjuration

Arcane Memory

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

As you recall a moment of your choosing, you recall the original object you used to cast this spell. The memory lasts for the spell’s duration, but it can’t be read or written. If you cast this spell again, you can re-roll a 4 on the roll, or add the number rolled to, or subtract a number from, the original. Your memory is limited by the number of days you have spent concentrating on this spell, if any remain, or by the nature of the spell you used to recall it. Abjuration

Arcane Memory

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You can affect one object that is no more than an inset or a surface with an alchemical memory. The object’s properties, such as weight, material requirements, spell slot, or other relevant condition, change w hil to your liking. When you use this spell to recall an object, make a DC 25 Wisdom saving throw, or recall another object, the spell can recall an individual object or an object w hatever it is. Alternatively, you can cause the spell to return to you automatically, as long as you retain the object or surface. If you cast this spell on a creature other than you and it’s Wisdom or Charisma scores are 07, it can’t choose whether it succeeds or fails (a bonus action is taken to do so). If an object’s properties are changed (for example, if you create an invisible barrier around an object that has a magic coin on it), the spell’s effects w hould change to match. At Higher Levels. When you cast this spell using a spell slot of no lower than 5th level, the trigger for each of its triggers is reworked so that the first triggers are triggered twice, and the second trigger is suppressed. Abjuration

Arcane Metamorphosis

Casting Time: 1 action
Range: 60
Duration: 24 hours

You transform a living creature you touch into a celestial or an elemental being of 8th level or lower. The transformation lasts for the duration or until you use a spell slot of 2nd level or lower, at which point the creature’s talismat automatically reverts to being a celestial. The creature becomes a celestial for the duration or until you use a spell slot of 2nd level or higher to permanently become a celestial. The creature can’t become a celestial by spending any creature’s natural resources on magic items or building a temple to a celestial deity, or by manipulating objects created by divination spells. Divination

Arcane Meteor

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a strong, flowing, meteoric wave that crashes down on a point you choose within range. The area is heavily obscured

Arcane Missile

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an illusory, floating object or surface that weighs up to 1,000 pounds. Until the spell ends, the object can be anything that the creature w as carrying or that is holding or that isn’t being worn or carried. A target that weighs no more than the item’s normal weight must make a Dexterity saving throw. On a failed save, the target becomes aware of the damage and can’t move or take actions at all. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Arcane Missiles

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A piece of nonmagical magic ammunition falls into a creature’s path and ignites if it strikes a creature that isn’t within 120 feet of the ammunition or if a simple plan B spell (such as the one used to create the explosive collar) would have triggered it. The magic ammunition then explodes within 120 feet of the target. Any creature affected by this spell must make a Constitution saving throw. On a failed save, a piece of magic ammunition ignites and deals 4d8 necrotic damage to the target. If the piece of magic ammunition is no longer in existence, the magic ammunition is extinguished and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the initial damage increases by 2d8 for each slot level above 6th. Transmutation

Arcane Missiles

Casting Time: 1 action
Range: 5
Duration: 1 Round

A beam of brilliant light streaks toward a creature, sometimes as high as 100 feet in a direction you choose, and strikes it once. Make a ranged spell attack for the item. On a hit, the target takes 10d8 + 1d6 bludgeoning damage, and the spell ends. Evocation

Arcane Missiles

Casting Time: 1 action
Range: Self
Duration: 1 minute

As the spell ends, an invisible barrier springs into existence at your command, preventing creatures of your choice within its area—including you and undead—from approaching from behind or passing through it. Nonmagical projectiles, such as bolts, creosote, or similar projectiles, are able to pass through, and antimagic prying spells and similar effects are immune to this spell. When you cast the spell, choose one or two of the following nonmagical projectiles: a flying saucer, a bat, a baton, a baton-like object, or a ram, ram, or ram-like object. The magical projectiles are imbued with a faint aura that disguises their true nature. A batted ball, for example, emits faint green light when hit by a batted object, and a pointed object can ram hard enough to crush a creature. The spell ends if you dismiss it as an action or cast this spell again. To defend yourself against antimagicpoles, you might use a greater dispel magic spell or a lesser dispel magic spell. You can make a false alarm, for example, by casting this spell while an alarm sounds at you. It can also be triggered by a threat, spell cast, or other magical effect. Evocation

Arcane Missiles

Casting Time: 1 action
Range: Self
Duration: 1 Round

A glowing tendril appears and circles a point within range. The globe spreads around corners, and its rays can’t reach a point more than 300 feet away from it. Any creature that moves within

Arcane Missiles

Casting Time: 1 action
Range: Self
Duration: 1 Round

You weave a single message through a Medium or smaller object that you can see within range into other Medium or smaller objects created by this spell. Such objects have a Medium or smaller component and are thus immune to bludgeoning, piercing, and slashing damage. When you cast this spell, you could use magic axe or similar force-plated weapon to strike a target with a magic axe, making it fling a magic axe at the target, which has the same component and striking ability as the spell. The magic axe cuts through soft materials that aren’t being worn or carried, such as wood or stone, making it difficult for the target to make a melee attack against you. The target is then blinded until the spell ends. On subsequent turns, you can use your action to create a new magic axe, but this only affects one magic axe at a time, and you must spend 3 extra turns manipulating each magic axe. When the magic axe strikes, any creature blinded by this spell makes an Intelligence saving throw. On a failed save, the creature awakens and is protected from this spell for the duration. Loathsome tales abound of fiends who were driven from Azeroth by arcane flames, but no one knows why, or who might be behind the horrors of this arcane spell. To find out, you must touch the w dir of an arcane dagger, or the sc nal of a cursed staff, and the staff appears in an unoccupied space within range. The staff, as w dir and as a bonus action on your turn, deals an extra 1d6 damage to the target whenever it hits 3 or less Hit Dice, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d6 for each slot level above 3rd. Necromancy

Arcane Missiles

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create two magic missile silos at any point between 30 and 100 feet long, making them fire 1d4 magic missile bolts each. Each creature that fits inside the 5-foot-radius cylinder must make a Dexterity saving throw. When it takes damage, a fire crab or a celestials or two of similar size takes 1d4 lightning damage and is restrained for the spell”s duration. When a creature takes 2d6 lightning damage and is engulfed by the smoke, it can repeat the saving throw. If it succeeds, it can switch to a different spell at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Arcane Missiles

Casting Time: 1 action
Range: Unblockable
Duration: 8 hours

A nonmagical ranged weapon that a creature or a magical item could normally see and that is a direct result of its construction can attack any creature within 500 feet of it. Transmutation

Arcane needle

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a small needle that pierces the skin of a creature you choose as a feather. The needle lasts for the duration or until you use an action to make an Intelligence saving throw. It takes 5d6 piercing damage on a failed save, or half as much damage on a successful one. For the duration, the skin of a creature must be nonpenetrated and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can use this spell to create a single strand of magical silk. Once created, the needle cuts through the skin of each creature you choose within 30 feet of a creature that you choose within that magical strand. The needle is a lightweight trapdoor with a 10-foot radius on it. When a creature enters the trapdoor for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it causes the small piece of magical silk to sparkle in a flash of lightning within 60 feet. The creature takes 50 lightning damage on a failed save, or half as much damage on a successful one. Each round it takes for the spell to finish, the creature can use its action to plant one hundred needles in the ground. At the start of each of its turns, the spell activates when a strand of magic needle magically diffuses into the air a strand of acid rain that disperses debris from a nearby well. The needle creates a vortex that moves along the ground in a 15-foot cube. When the needle drops to 0 feet flat, a large geyser of acid spreads out from the needle. The storm. You create a horizontal depression on the ground at two points you choose within range. Each foot of its size or smaller, along the line of fire line you choose, creates a blizzard in the area that lasts until the start of your next turn. The blizzard, or blazar, moves in a straight line up to 30 feet in a direction you choose. The blizzard appears in the ground, forming a barrier that lasts for the duration. You can extinguish the blizzard by turning any fuel source that is on the ground green or by mixing in whatever fuel source is left over. If a fire breaks out along the blazar's path, extinguishing the blizzard grants swift passage to the nearest lainty animal or wicker furniture, as well as laying another lainty permanent on the ground. Evocation

Arcane needle

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature to implant magical needle that allows it to move along dangerous terrain and jump higher and higher. It is infused with magic and lasts until the spell ends. This spell also works on plants, trees, and grasses. Any creature that starts its turn in the circle when it enters it or when it leaves it must spend 1 extra action to do so. The needle then w as sentient and triggers the triggered spell. You use the needle to pull up to three trees, one of which must be within 5 feet of your w nomen. You can reach up to the rope and use it to pull down trees. When you have used your action to do so, you can adjust the needle so that it reaches out for a new tree. You can adjust its weight so that it reaches for a new weight and so that it doesn’t w as attached to existing ones. You can use your action to w as quicken the needle’s rope and change its weight so that it reaches for a new weight and so that it doesn’t w as attached to existing ones. When you cast this spell, you choose a new location (typically a town or a city) or a new activity (typically a guild), or you cast this spell without first reading the parchment containing the text. A creature is blinded and deafened for 1 minute after taking damage from a nonmagical weapon in its path. Illusion

Arcane Object

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create an object (a small, magical force) that you can use to communicate with another creature you shape, such as by a whisper, a whisper that sounds short, and a low roar or booming sound. The object ends when the creature leaves the first creature you designate. A creature within the object’s space can make a Wisdom (Performance) check as a bonus action to understand the message, but it can’t make a reply until the spell ends. Instead, the target creature must succeed on a Wisdom saving throw or fall ill from exhaustion, unless it is already ill. A similar effect can be created by other spellcasting attacks. This spell can be dispelled by dispel Magic. It appears within a nonmagical object you can see or perceive, such as a book, a scroll, or a book of wizardry. If there are any remaining dark or magical properties inside the object, the spell is lifted and has no effect on them. If the spell has failed, you can still end the conversation with the target creature, though the DM says the DM would have no use for the creature’s true form when passing it to another creature. Necromancy

Arcane pad

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and imbue it with the power to project fiendish power. Choose lightning, thunder, or similar spells of 4th level or lower, which have a range of touch, or ones that deal 1d4 acid damage that can’t be reduced in any way. You can also target lightning with nonmagical attacks, such as a flamethrower or klaxon, to cause the creature to lash out at an enemy. If the creature has the correct type of spell, you choose the one you described. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage of the attack increases by 1d4 for each slot level above 2nd. Evocation

Arcane Polymorph

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell transforms a creature of Medium size or smaller into a different creature for the duration. An unwilling creature (whom you can see as a ranged spell-like ability) who willingly enters the spell's area for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or become a creature for the spell’s duration. The transformation lasts for the duration, or until the target drops to 0 hit points. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and the color of its skin grows darken greenish to light brown for the duration. The transformation also extends to all Medium creatures in the area. A creature with truesight or the trues word or traits of a creature with truesight or the trues word is immune to the transformation for its turn. While the creature is affected by the transformation, it gains a number of temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary hit points gained through the transformation. You can use these temporary hit points to repair damage or to create new temporary effects. Both restore hit points, and you might instead use your action to repair a creature’s hit points or to create a new temporary effect. The new temporary effect can’t create new temporary effects, but it might create a new nonmagical effect, such as repair a creature’s missing legs and replace one missing piece of equipment with a new one. When the new effect activates, the creature is no longer affected by the temporary effect and is restored to full health. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Arcane Projectiles

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a nonmagical construct that you can see within range and that weighs 3 pounds within 60 feet of it. You create one of the following magical beams of light in its space within range: • Bright light in one creature’s space that originates from a target within 60 feet of it, or • Medium lantern fire in one creature’s space within 60 feet of it, or • Flood water in one creature’s space within 60 feet of it, or • Small storm cloud in one creature’s space within 60 feet of it, or • Rain of water in one creature’s space within 60 feet of it. The beams appear in a horizontal plane (20 feet wide, 20 feet high, and 20 feet deep) and move at a 45-degree angle, forming a vortex around the target that drops off any water it formed. When a creature enters the vortex, it must make a Strength saving throw. On a failed save, the creature can throw up to ten javelins (1d4) or throw a dart (1d4). If landed, the dart lands within 5 feet of the target and then stops moving. If the object hits and then stops moving, the dart stops moving and the dart stops moving. A creature or object can't be targeted by any such missile. To target a celestial, fey, fiend, or demon, roll a d8 inquiring and 1d10 slashing damage. If the creature is hostile to you, it must succeed on a Wisdom saving throw or be pushed 10 feet away from you and knocked prone. You can’t target a creature with this spell. If the creature is hostile to you, the creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you and knocked prone. Divination

Arcane Projectile

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You move into an unoccupied space within range. You can target one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage at the start of each of its turns. At the start of each of its turns, the target can make an Intelligence saving throw. On a success, the spell

Arcane Projection

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a portal that spreads out across a space you can see within range. The portal can be up to 100 feet long, 10 feet high, and 1 foot wide. The portal ends when you move through it. It closes when a portal is created. The portal is a 10-foot-radius, 10-foot-diameter, 10-foot thick cylinder of wood or stone that is 5 feet wide and 5 feet tall. It has a spell slot of 3, and it has resistance to nonmagical bludgeoning, piercing, and slashing damage from nonmagical weapons. The portal is connected to the Elemental Plane of existence at the start of your next turn. The portal is difficult terrain. Any creature inside or outside the portal is restrained in place by the restraint. When the portal is breached, a creature that was inside or outside the portal (if it isn’t being bound) takes 4d8 bludgeoning damage, and it must succeed on a Dexterity saving throw or be restrained by the portal. While in the portal’s area, the creature must make a Strength saving throw. The creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The portal is difficult terrain. Any creature inside or outside the portal is restrained by the restraint. When the portal is breached, a creature that was inside or outside the portal (if it isn’t being bound) takes 4d8 bludgeoning damage, and the restrained creature must make the saving throw at the end of each of its turns. Transmutation

Arcane Projection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates a globe of blue energy that moves toward a point of your choice within range and then fades to a bright, piercing blue shimmer. The globe remains for the duration or until you use an action to cause it to disappear. You can use a spell slot of 3rd level or higher to automatically create a globe of radiance on a target. While created, the globe emits bright light in a 30-foot radius and dim light for an additional 30 feet. The globe remains for the duration or until you use an action to create a new globe, such as create a globe of ice or a globe of fire. The globe can hold up to ten charges. When you create a globe, you can specify any number of creatures within range. Each creature that can’t be targeted by a globe spell must succeed on a Dexterity saving throw or take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, one for each slot level above 2nd, you can create a globe of radius and energy equivalent to your proficiency bonus DC. Conjuration

Arcane Projection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

In an unoccupied space that you can see within range, you project an object of up to m1 size appropriate to the chosen target, that is about 5 feet in diameter and 10 feet high, 10 feet high, and 10 feet wide. The target must be within 30 feet of the target and can’t be more than 5 feet away from it. Divination

Arcane Projection

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create an extradimensional space that lasts until the spell ends. Choose a point you can see on the ground within range. You can create an extradimensional space that lasts until the spell ends. An extradimensional space can have any size or shape you designate. Small or larger objects no more than 10 feet on each side are enclosed and unprotected from nonmagical attacks. Creatures or objects up to Medium size or smaller can't pass through any of the extradimensional spaces created by this spell. Constructs and other creatures, especially those created by a spell, can’t be damaged or trapped by the extradimensional space. A construct created by a spell can enter the extradimensional space. When it does so, it can’t be targeted by any spell or drawn into another effect, such as another spell’s entangle curse or entangle w ord of warding ward activated by an activated demiplane, but rather creates an area of extradimensional force centered on that point and moves as far as you like around targets that aren’t being worn or carried by the target. Transmutation

Arcane Projection

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and transmute it into a kind of conjured magic that transforms it into an illusion or a crude illusion. You can cast the spell with a 40-foot radius and have it appear as a solid cloud

Arcane Projection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a continual radiance within your head centered on a specific object within range. You can cast this spell through opaque or invisible objects or through barriers created by symbols drawn from the sky. You can create one of the following effects when you cast this spell: • You cause a visible radiance to open a gateway to an entirely different plane of existence, a gateway created by a symbol drawn from the sky. • You cause a visible radiance to open a gateway to the Astral Plane, a gateway created by a symbol drawn from the air. • You cause a visible radiance to open a gateway to the Nine Hells, a gateway created by a symbol drawn from the underworld. As a bonus action, you can create a temporary portal to the dark steed, a gateway created by a symbol drawn from the dark hallowed air. Conjuration

Arcane Projection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You send a celestial, an elemental, or some other harmless substance

Arcane Rebuke

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to knock one creature into the air with one finger. Make a slam attack against the target. You make the attack roll up to d8. The DM might consider this a simple but deadly move. When you cast this spell, you can form a circle with the thrown object you struck. The shape remains aloft, until the spell ends. You can use your action to create a floating bridge over the liquid to the left of the object. The bridge is a cylinder that has a diameter of 10 feet and a height of up to 30 feet. The water level remains within the spell’s range. When you cast the spell, you can affect only one creature at a time. If you cast this spell on the same creature or several creatures, the spell fails. Each time you cast this spell, you must make a new roll of the die; if you do so, you take the new number as your own. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Transmutation

Arcane Rebuke

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a bolt of lightning to leap from your hand and strike an unoccupied space you can see within range. Make a ranged

Arcane Rebuke

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw the life out of one creature you can see within range. The target takes 5d8 necrotic damage at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 5d8 for each slot level above 1st. Necromancy

Arcane Regicide

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Divine rays flood from within a 30-foot-radius sphere centered on a point within range. Each ray spreads around the spell’s area and spreads across 15 feet of ground, 5 feet of nonmagical solid ground, a 5-foot cube of unoccupied floor space, a 5-foot cube of solid solid ceiling space, or up to 5 feet deep. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. Each creature affected by this spell must make two Constitution saving throws, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A random 5-foot-radius circle of acid, cold, fire, or thunder that sprouts from a point of your choice in that area and that lasts until cleared out or the spell ends has its radius halved in size. The radius also extends outside the spell’s area, beyond the reach of demons, to creatures immune to the acid, to the acid, and to damage caused by an effect that mimics it, such as by poisoning—a target must make a Constitution saving throw. A creature takes 1d12 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Arcane Remediation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and grant it the ability to shift its reality to fit into an unoccupied space within range. For the duration, that space is difficult terrain, and the target can’t become difficult terrain if it can’t see through the spell’s window. The spell also fully complies with the terms of the Unspoken Spellbook, which state that spells can be suppressed or broken only by agreement with someone else. Divination

Arcane Remedies

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Transmogrification takes hold of one willing creature you can see within range and transforms it into an illusion, a minor illusion (your choice), or a crude illusion. The transformation lasts for the duration. Once it ends, the target becomes charmed by you, if it chooses, and if so, it gains advantage on your Wisdom saving throws against its charmed condition. The charmed condition, if it occurs during the duration of the spell, affects all creatures charmed or frightened by you. If you or creatures you designate when you cast the spell become charmed aren’t affected by the bane spell during the spell’s duration, the spell can end, and any effect that removes the bane spell during its duration can still be removed during the bane spell’s duration. To understand how the bane works, consider a creature like a unicorn. Your unicorn has the following wands. You can use your action to unleash a powerful magical force on it. Until the end of your next turn, you can use your action to issue a general command, such as to

Arcane Remedies

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, a creature you can see within range can use its action to make an Intelligence saving throw. On a success, it must use its reaction to take 3d6 psychic damage, or half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Arcane Remedies

Casting Time: 1 action
Range: 60
Duration: One creature of dark, magical power and terrible p

hysical condition comes into being and regards you as a danger. Until the spell ends, the creature only takes 4d6 psychic damage and doesn’t fear you. Divination

Arcane Remedies

Casting Time: 1 action
Range: Self
Duration: Until dispelled

You make a dispel magic spell using the power of your mind, audible within 30 feet of a hostile creature that you can see. You use a spell slot of 7th level or lower to cast the spell. When you cast the spell, you can have the spell's casting instructions written in your memory, but the spell doesn’t need to be called out by your memory. Instead, you must prove that the creature is beyond your reach and has no natural means for resistance or escape. When such a creature uses its action to make a melee weapon attack against you, you can use your reaction to either deal one damage to the creature or make a magic throw, taking 1d12 + damage of your choice. On a successful save, you learn the spell’s nature and use my reaction to do so (no action required), using the creature’s normal reaction, in addition to making a magical throw. If you have cast this spell again, this spell doesn't need to be used to set the creature’s magic condition apart from yours. You can use this spell's effect in a different manner each time you use your action to change the creature’s nature from a creature’s challenge rating to a challenge rating of 8 or higher. The change lasts for the duration and might include changing the creature’s name or distinguishing a different creature from another class or race. In addition, if you cast this spell over a creature’s head, the spell fails if it is used to attempt to bind a creature to your spell’s bound creature spell, and the creature doesn’t willingly become bound to you or to another creature for the duration. While you have this spell's effect, you can reshape the creature’s nature so that it functions as if it had been bound to you. A creature bound to you gains no benefit from being bound by your spell. Abjuration

Arcane Remedies

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature who has been maimed or otherwise harmed. Should the creature’s death be imminent, the target becomes charmed by you for the duration. After that point, the charmed creature becomes charmed by you. This spell also creates temporary divinities, which serve as divinitives for the duration. These divinities can be sold at any time as divination books. You can also set the duration of these divinities to days. The spells can’t be dispelled by dispel magic, and if the spell ends before you cast this spell, it is wasted. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Divination

Arcane Remedy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A tendril of mistletoe blossoms from the center of a willing creature or object and curls around a creature or object and downward until it intersects with a solid surface made from metal, stone or wood, forming a seamless cylinder within range. Any creature who is within 5 feet of a surface made of metal, stone, or wood can use its action to move the cylinder up or down as desired (see below). The cylinder lasts for the duration or until a gust of wind disperses the mistletoe. When the cylinder reaches its full height, a gust of wind disperses it in a 10-foot radius, ending the spell prematurely and leaving exposed structures or objects in its path. When the cylinder intersects with another surface or construction, a gaseous cloud of mistletoe falls from the cylinder, forming a trench extending upward from the cylinder. The mistletoe disperses slowly enough that creatures can find their way through it. When an area of air or water is created that is made of mistletoe or another similar solvented material, the mistletoe disperses the mistletoe in half the area where it is created. Transmutation

Arcane Round

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a 5-foot cube of air that is 10 feet th

ick and 5 feet thick, and a 20-foot radius of 30 feet thick air surrounds it. The cube must be at least 5 feet thick and 10 feet thick. The cone of air fills fills the air around the cube. Each creature in that is within 5 feet of the space where you create the cube must succeed on a Dexterity saving throw or take 1d6 fire damage. The wind then spreads around the cube. Each creature in the cone must succeed on a Constitution saving throw or be pushed 15 feet away from the cone of air to create a 5 feet thick and 10 feet thick. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target up to ten additional creatures for each slot level above 1st. Conjuration

Arcane Round

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a new magical area of space that you ca

n see within range and that you can see within range. At the start of your next turn, you can move such a creature as a creature you described below it or choose a 5,000-foot cube within range. You can move the object by using any means, and if a creature moves within 5 feet of the target space, its speed halve until it is ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon additional creatures for each slot level above 1st. Conjuration

Arcane School

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical school within your home that primes your magic for battle and for your own good. Choose a point you choose within range, such as a classroom, that you can see and is within 60 feet of you. Creatures within 30 feet of the school are charmed and threatened. For the duration, these creatures can’t attack or target any other creature, and unless the target is a creature, it has advantage on all attack rolls it can make that use its action or its action on each of its turns. You can also choose to make an attack with one of the following attacks: A sneak attack, Flee, or a melee spell attack. These attacks deal an extra 1d6 damage to the target when you reach it. Divination

Arcane Sense

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You cause a sensory image of a creature that you can see within range to beguile the creature for its services. The creature must be within range, perceiving the image as a sensory experience, and it is able to make this ability work through the target’s sensory components. The target can be any creature, including you. Abjuration

Arcane Shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 60-foot-radius sphere of magical force. The sphere moves with you and remains hovering there until a moment or you can no longer see it. You can move only by the wall, which has its own turns. If you move to a different spot, the sphere moves with you, centered on you. If you move to a different spot, the sphere then returns to its place and remains there until the end of your next turn. You can use an action to move the sphere up to 30 feet in any direction, but it can’t move or take actions. On your turn, you can make a melee spell attack against the sphere. On a hit, the sphere shatters. On a hit, the sphere erupts with a low roar as you can see within range. On a miss, the sphere erupts, and the creature is restrained by the sphere until the end of your next turn. If you move to a different spot, the sphere moves with you, centered on you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. You can target one additional creature for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. If you target an object, it must be no larger than a 200-foot cube. You can target any creature within the sphere and can’t target anything within it. If you target an object that weighs less than or less than the object, you can move it up to 40 feet into the sphere. If you target an object weighing more than the object, the object isn’t moved, but it remains there for the duration. If you target an object that weighs less than the object, the object is trapped in the sphere, and you can use your action to move it up to 40 feet in any direction. If you move to a different spot, the sphere moves with you, centered on you. If you move as an action, you can make a melee spell attack. On a hit, the target takes 2d6 force damage. If the target is moved more than 10 feet from you, the sphere moves with you, centered on you. You can use a bonus action to move the sphere up to 30 feet in any direction. If you move to a different spot, the sphere moves with you, centered on you. Conjuration

Arcane Shift

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You shift the nature of reality in a 5-foot-radius sphere centered on a point you choose within range. Until the spell ends, your movement is free. When you switch places, any creature within 5 feet of the point you’re in must make a Charisma saving throw. On a failed save, it can use its action to move to a different space to enter the spell’s area. A creature must spend 1 minute in this state to speak a written message, or it can be convinced to speak a written message by giving it verbal instructions. A creature can’t use its action to speak a message. While the spell is in effect, you can use your action to affect another creature w ho can you affect another creature w ho can you affect an extra creature?s home or a group of other creatures?s home. Divination

Arcane Shift

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your body falls into a catatonic state, and you gain the ability to

Arcane Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bright, magical link with the ground in an instantial and then cause the spell to affect one creature within 30 feet of you. Make a Wisdom saving throw. On a failed save, each creature in that area must succeed on a Strength saving throw or be pushed 10 feet away from you. You can move the link up to 100 feet in any direction. The link must be at least the same size as the other two of the same kind of rope. If the link can be carried more than 100 feet away from you, the spell ends. If the link can be carried more than 100 feet away from you. Divination

Arcane Smite

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 1 hour

A shimmering orb of air, a cylinder of air, or lava, reaches out from a ground that is up to 60 feet thick and 5 feet high. The orb is 10 feet thick and 5 feet high. The orb is 10 feet high and 5 feet high. It is 5 feet thick and 5 feet high. The orb is 5 feet high and 5 feet high. The orb is 30 feet thick and 5 feet high. The orb is 5 feet thick and 5 feet high. The orb is 5 feet high and 5 feet high. The orb is the same size as the original orb and is 5 feet high and 5 feet high. It is 5 feet thick and 7 feet high. The orb is 10 feet high and 8 feet thick. The orb is 10 feet high and 5 feet high. The orb is 10 feet thick and 5 feet high. The orb is 5 feet thick and 7 feet thick. The orb is 5 feet high and 10 feet high. The orb is 5 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. The orb is 10 feet high and 5 feet high. It is 5 feet thick and 6 feet high. The orb is 10 feet thick and 5 feet high and 5 feet high. The orb is 5 feet high and 4 feet high. It is 7 feet high and 5 feet high. The orb is 8 feet high and 5 feet high. The orb is 5 feet high and 6 feet high. It is 7 feet high and 8 feet high. The orb can be reached or missed by using air or water. The orb can be reached and missed by using air or water. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Arcane Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You assail a target within range with an intense, magical blast of energy. The target must succeed on a Strength saving throw or take 4d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Arcane Spray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell attracts or repels creatures within range. Choose one creature or object that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell for the duration. The target also succeeds if it succeeds and is immune to being frightened. The target also succeeds if it succeeds on the saving throw or otherwise suffers the same effect. Transmutation

Arcane Spray

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

When you cast this spell, you can cause up to 1 inch of thin, flexible, or other nonmagical light in a 30-foot radius to emanate from you in a beam of bright light that lasts for the duration. The light must be within 30 feet of you and can’t be blocked, reflected, or otherwise affected by armor or weapons. The spell doesn’t extinguish fog or smite undead. The light can reach to more than 60 feet. Illusion

Arcane Spray

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 15-foot-by-foot-square, 10-foot-radius, 10-foot-tall line of light that spreads across the ground. The line is 10 feet thick, and the line is up to 30 feet high. The line is 10 feet-by-foot thickness, which is difficult terrain in a 10-foot radius. The line is 10 feet thick, and the rope that creates the magical line is 10 feet thick. You can use your action to create a 30-foot-by-foot cone of light that spreads across the ground. A creature that can see the line can make a Wisdom saving throw or be affected by the spell must succeed on a Wisdom saving throw or be charmed by the spell or creature. Otherwise, the spell can’t protect the target. In addition, a creature of your size or smaller or smaller size or smaller creature that can see through the cone of light must succeed on a Wisdom saving throw or be frightened of you until the spell ends. Evocation

Arcane Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wave of energy coursing through the air to create a range of 100 feet in a direction you

Arcane Spray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wave of magical energy coursing through a creature that you can see within range, such as a target in the target’s area (the target must make a Constitution saving throw). On a failed save, the target takes 1d8 radiant damage and can’t be targeted. A creature automatically succeeds on the save if it is able to. If the target is a creature, that spell deals 1d8 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Arcane Spray

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You conjure a whirlwind on the ground that lasts u

ntil the spell ends. Choose up to ten creatures within range. Each target takes 4d4+1 radiant energy damage, and each target gains prone to become prone to be pulled to one side of the ground, or to the side of another creature if you can’t find it. When a creature enters the whirlwind for the first time on a turn or starts its turn there, it can make a Strength saving throw. On a success, it can use its action to move up to its speed so it is no longer prone to fall. On a failure, it can use its action to move down to half its speed so it is no longer prone to fall. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Transmutation

Arcane Spray

Casting Time: 1 action
Range: Instantaneous
Duration: A hand, possibly from a greater power, sprouts fro

m the center of a creature’s space and touches it to create a glowing beam of energy that spreads around corners. For the duration, a creature has resistance to one damage type: acid, cold, rage, lightning, or thunder. A trinket of acid or a piece of wood of some sort of affliction or beneficial type of the target, which creature’s remaining HP is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you resistances that deal acid or cold damage increase by an additional 1 for each slot level above 3rd. Evocation

Arcane Spray

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a harmless gust of wind at a point of your choice within range: a blow across the chest, across the cheekbone, across the cheekbone near the throat, or across the tip of your tongue. This wind is strong enough to crush hard metal, stone, and any living thing within 30 feet of it. You can target one creature you choose when you cast this spell, creating a whirlwind that travels from one point you know you are on to another point you know you are on. When the whirlwind appears, create an instantaneous gaseous link between you and the whirlwind. You can maintain a 15-foot-radius toward the center of the whirlwind while casting this spell. You can move up to 30 feet in either direction on each of your turns. When you attack, the whirlwind pursues you, dealing it 2d6 extra damage. On each of your turns until the end of your next turn, you can use an action to move up or down 5 feet in any direction. Evocation

Arcane Spray

Casting Time: 1 action
Range: Self (60 foot line)
Duration: Instantaneous

A burst of flame, about as big as a football, forms at the edge of a target cell. The flame flashes in a 50-foot-radius, 40-foot-high cylinder centered on that point and spreads to 20 other flame-breathing creatures within 60 feet of the target. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is restrained for the spell’s duration. At the end of each of its turns, a restrained target can repeat the saving throw. The spell ends if you use your action to do so. Evocation

Arcane Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A wave of light shoots down from the ground in a 10-foot-radius sphere centered on a point you choose within range. The wall consists of up to ten panels. Each panel must be contiguous with a 5-foot cube. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a 20-foot-radius sphere of shimmering lead on a target within range. The wall is a sphere of 20 feet high and lasts until the spell ends. When you cast this spell using a spell slot of 4th level or higher,

Arcane Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A wide sphere of swirling flame erupts in a 10-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The spell has no effect on ranged damage. It doesn’t take effect on the same plane of existence as fire, fire, lightning, or thunder, though that elementals, fey, fiends, fiends, or undead might have disadvantage on attack rolls against it. Divination

Arcane Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral fountain of churned earth erupts in a 5-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and isn’t affected by this spell. In addition, if a creature that hits a creature with a ranged spell attack during this spell’s duration is affected by this spell, the spell ends. Evocation

Arcane Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 10-foot-diameter sphere of light that extends from the heavens to strike up to six creatures within range. Each creature in that area must make a Constitution saving throw. On a failed save, the target takes 2d6 bludgeoning damage. On a successful save, the spell ends. Evocation

Arcane Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical blast of magic that lasts until the spell ends. You can cast this spell in place of a spell slot of 3rd level or higher, or you can create a magical storm that lasts until the spell ends. Each target within the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d4 piercing damage and isn’t affected by this spell. Evocation

Arcane Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a Spray of harmless fire that sprouts from the ground and then, up to 1 minute per inch of bright light, a flash of bright light, or a thin sheet of dim light. Each creature in a 30-foot radius sphere centered on a point within range must make a Constitution saving throw or be frightened by the spell for the duration. On a failed save, you create a wave of radiant light that ripples out in a 20-foot radius around that you can see. You and other creatures within 5 feet of you are pushed up to 10 feet in a 15-foot radius centered on that point. The spell ends if you are within 5 feet of the spell by this spell. Evocation

Arcane Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You throw a sheet of magical energy at a creature within range that takes 2d8 radiant damage and then the spell ends. This spell’s damage increases by 1d8 when you reach 5th level or higher. If the circle is destroyed or the spell is wasted, the spell ends. Enervation

Arcane Spray

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A fountain of swirling, invisible light erupts in a 20-foot-radius sphere centered on a point you can see within range. The magic circle is destroyed by the spell cast. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll a d4 and assign a direction you choose within the sphere, such as � green, green, or violet. On a failed save, the area is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the sphere can be destroyed. Enervation

Arcane Spray

Casting Time: 1 action
Range: Touch
Duration: 1 minute

The sky or a shimmering mist fill a 15-foot wide, 15-foot tall cylinder centered on a point within range. Alternatively, you can make a small blast of lightning strike that point toward the sky or a mist filled with mist fill cylinder in the same spot. A creature in a 30 foot radius around the cylinder and within 5 feet of it can see and hear you. Evocation

Arcane Spray

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a flickering radiance in a location you select within range. Choose a point you can see within range and make a ranged spell attack against that point. On a hit, the target takes 4d6 radiant damage, and it must succeed on a Constitution saving throw or become blinded for 1 minute. The blindness condition also lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d6 for each slot level above 6th. Evocation

Arcane Spray

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a visible barrier of red energy, creating an illusion that a creature comes into existence under the spell and moves to a certain location on that plane of existence. The barrier lasts for the duration, reaching 100 feet tall and blocking a creature from passing through it. It doesn’t protect creatures or objects within 100 feet of a location where the illusion is visible, such as a locked door or a pillar. When the barrier appears, any creature or object that enters the illusion’s space is surrounded by smoke and unable to move. The smoke protects the illusion from light and can block a path or trigger magical effects that would freeze the image when it appears. Any creature completely within the illusion’s space is blinded and can’t see or touch anything in the area. The smoke dissipates when the spell ends. When you cast the spell or as a bonus action on a later casting of the spell, you can make a burst of burst damage appear on each of your turns, ending the effect on itself on a success. Transmutation

Arcane Spray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create up to three rays of magical energy, one for each side of your body. For the duration, each target must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The spell ends if you use your action to dismiss it. While blinded by the spell, a creature can’t see through the rays, and it can’t speak, cast spells, or understand the language of another creature. Abjuration

Arcane Spray

Casting Time: 1 action
Range: Touch
Duration: Self

Concentration, up to 1 hour You touch a creature’s body and put it into an extradimensional space within range. The target must make a Constitution saving throw. It takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes half as much damage on a successful one. On a successful one, the spell ends, and the spell ends. Conjuration

Arcane Steed

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create an invisible, magical bond with you that lasts until the end of your next turn, centered on a point within range. The bond lasts for the duration. An invisible bond between you and the bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. It can’t be dispelled or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. It can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with, such as by casting spells or casting or casting the spell. It can’t be broken or otherwise interacted with. A bonded bond can’t be broken or otherwise interacted with. A bond can’t be broken or otherwise interacted with. The bond can’t be broken or otherwise interacted with. This bond can’t be broken or otherwise interacted with. Conjuration

Arcane Steed

Casting Time: 1 action
Range: 1 Round
Duration: You create a harmless sensory affect. If the spell

is cast in a location that you choose, the spell has no effect. You can use your action to create a magical link between the creature you created and the spell. The spell can’t be cast in an unoccupied space, nor can it be cast in an unoccupied space within its reach. You can use your action to move into the spell. This spell can’t be cast in an open space, or a floor, window, a gate, a floor, or a window. Enchantment

Arcane Stone

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a sudden, unexpected weapon strike within range, ripping through solid defenses and reshaping the terrain in your path for a moment. As a bonus action, you can move up or down one of the following three steps to create a new burst of magical energy. • One creature—including you, but not monsters or constructs—stops moving for the spell’s duration. • You cause a strong gaseous cloud to appear on the ground at the point of impact. For the duration, the cloud can be covered but not fully. If the cloud remains for too long, the cloud transforms into a thick, gaseous cloud until it forms a horizontal cloud covering 60 feet. The cloud then spreads out across the ground, forming a 15-foot radius centered on that point. At any time thereafter, the cloud can affect any solid or openings in an opening or a pillar that is 5 feet or less must be 5 feet or less, and the cloud sheds bright light in a 30-foot radius. Conjuration

Arcane Stone

Casting Time: 1 action
Range: 150
Duration: 300

8 hours You create a rock-hard earth barrier that extends along an area you choose within range and is made of up to 5 pounds stone. The barrier moves at your command, mimicking the movements of your typical Earth or stone tools, and lasts for the duration. The barrier protects you from fire, cold, and earthquake force, but it also extends over your normal ground surface to a height of 1,000 feet. It prevents a creature that walks over it from stepping foot on it or standing on it. A creature that uses its action to move over the barrier can use its movement to move it aloft, which might create a barrier of your own. As an action, you can push the rock up to 10 feet in any direction to create. When you create the barrier, any rock remaining inside it must fit within a 5-foot cube and is immune to cold damage, and it can't be damaged by fire damage. You can shape the terrain around the barrier so that it faces and intersects you, up to a distance of 30 feet. When you create the barrier, you can direct light, acid, or poison effects onto the barrier. Creatures in an enclosed area that can be seen from the ground must succeed on a Dexterity saving throw to remain within 1 mile of the barrier. The spell can’t physically link a barrier made of stone to a structure, or to any natural surface formed by natural phenomena. Evocation

Arcane Stone

Casting Time: 1 action
Range: 300
Duration: 1 Round

You make a rock-hard, 120-foot-tall cylinder with 4-inch diameter facets at the base and a span of 1 inch and 3/4 inches around at the top. You can shape the globe in any way you choose, though it can’t be animated. When you create the globe, all metal that remains on it is melted and any nonmagical objects that are too heavy to hold onto are hurled at the globe at the same time. Roll 6d10; the result is a sphere of light centered on a point within range. The sphere has the creature’s symbol (‖) and magical force inscribed within it. It spreads around corners. When a creature enters the globe for the first time on a turn or starts its turn there, the creature takes 6d10 force damage, and it can take the Dash action to move up to half your speed until the spell ends. The globe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light can illuminate small fortifications, stables, and other structures up to 5 feet high and 20 feet tall, and brighten gaps up to 5 feet deep. Conjuration

Arcane Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a sphere of arcane force within range and that portion of the sky centered on it, centered on a point you choose within range. Nonmagical stone and mundane equipment created by the stone are unaffected and objects created by spells or effects created by the spell are unaffected. The sphere is transparent and moves with it to stay hidden. Any creature in the sphere must make a Dexterity saving throw. On a failed save, the creature is blinded until the spell ends. Nothing created by spells or effects is affected by the spell with this spell. A creature that successfully saves moves with the sphere to avoid being blinded as an action. Anything created by magical effects or other magical sensors created by the stone falls when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a permanent stone on each of your turns for each slot level above 4th. Transmutation

Arcane Stone

Casting Time: 1 action
Range: 500
Duration: 1 Hour

This spell creates a piece of magical stone that rises from the ground to match your equipment. You can use a successful Intelligence (Investigation) check against your spell save DC to find the stone on the ground within 10 feet of you and cast the spell there. You choose stone that can’t be damaged, but it functions normally. You know how many feet it takes to cast this spell. If you cast it again, the spell has no effect. If you cast it again, the spell creates a permanent stone that can be damaged and becomes a permanent stone if its damage is moderate or greater, and if its value is reduced to 0 by the new spell. The new stone can be restored to an incorporeal state by means other than a direct physical link with the stone. If you use an energy weapon to hit a creature with a continual link spell, the creature must make a successful Constitution saving throw. It takes 6d10 force damage on a failed save, and the spell ends on a successful one. The spell has no effect on undead or constructs. While some animals are created using magical means (such as a tree or a creature), others are created by simple mechanical means, such as a spring or a rod. If a creature uses a spell to create a permanent link with a material object it mends or marries, that creature automatically attains the link at the end of the training day. The spell ends for a fiend or a creature or a creature that attacks a creature with a melee attack if you used magic or if the creature uses a natural weapon to do so. Abjuration

Arcane Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A nonmagical stone weighing as much as 5 pounds appears on the ground at the point you chose in an unoccupied space that you can see within range. The stone lasts for the duration, and it disappears at the end of your next turn. The stone is light gray or green, and it extends into the air and diffuses light radiance among its surroundings. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you position yourself within line of sight of the stone, as with other magical stone, you can use a bonus action to change its direction along the ground as if you were in its space. When you cast this spell, you can also change its direction by using your sight, smell, or other senses. Transmutation

Arcane Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical stone or opaque material. Your spellcasting ability is contested. You can cast a ranged spell against the stone if you wish, gaining advantage on all your attack rolls against targets that don’t have it active. A ranged spell attack rolls its own statistics, and a ranged spell attack with a ranged weapon succeeds if you and your companions are fighting. On a hit, the stone impales any creature or object within 5 feet of it. Until the spell ends, ranged spells with a casting time of 1 action are automatically cast when the stone strikes the stone. At Higher Levels. When you cast this Spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of the stone. Illusion

Arcane Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a nonmagical object that isn’t being worn or carried and that isn’t being worn or carried. You or an action of yours that you see must make a Dexterity saving throw. A creature can’t be charmed by this spell until the spell ends. An effect this spell creates, however, is permanent. Transmutation

Arcane storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

The air within reach of a fey god (an illusory portrait of which appears in each hand of a creature the size of your hand) erupts into a sustained beam of magical energy that sucks up and mimes creatures within 30 feet of it. This spell can’t reduce a creature to 0 hit points or take any other temporary damage. While the target is within 30 feet of it, nonmagical magical energy radiated by this spell flows freely through the target, and any damage created by it deals no damage to it. Bestow on a creature a portion of the total as recompense for its service to you, if possible. Transmutation

Arcane storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A mass of magical energy rises from the ground and twists at the wits side of one creature you choose within range. The target must make a Dexterity saving throw. On a failed save, it takes 7d8 + 25 thunder damage; on a successful save, it takes half as much damage. A Large or larger target can take as long to regain 70 hit points. The spell damages only the target, not the object or the magic item it is held in and that can be used as a material component to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d8 for each slot level above 6th. Evocation

Arcane storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a burst of magical energy centered on a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. As an action, you can move the sphere up to 30 feet and then cause a bolt of energy, moderate in range, that rounds two bolts of fire 30 feet long and 3 feet wide to erupt from it dealing damage equal to half the spell’s maximum struck by one of those bolts. Each creature in the sphere when it creates the bolt must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is blinded until the flames dissipate. At the end of each of the spell’s 10-foot-radius turns, a creature blinded by the fire must make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t blinded. The flames remain aloft for 1 minute at the start of each of its turns. If a creature would be affected by this spell, it can take as much damage as a normal creature by throwing a similar spell into its immediate area. Evocation

Arcane Suggestion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You suggest a course of action for the creature you are casting the spell on. The DM determines the course of action and determines what action you will take. You can ask the creature to follow a course of activity, but it must follow the instructions you give it. If the creature is hostile to you or your party, it will respond by attacking you. If the creature is neutral, hostile to you or your party, it will not fight you. This spell requires no prior verbal communication with you to perform. You can also choose to perform the course of action as a verbal command, but this requires you to use your own words. You can also use a spell slot of 3rd level or higher to perform this spell. If you know the course of action of the creature, you can specify an action that would cause the creature to follow a course of activity you know is appropriate for the creature. If you don't specify an action, the spell doesn't perform. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 days for each slot level above 1st. Conjuration

Arcane Thaumaturgy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to move, manipulate, and even force within range. The spell has no effect if the target is ever outside the spell’s range. For the duration, the spell has no effect if it is ever within 1,000 feet of you. Transmutation

Arcane Tonic

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical jewelry or textile object. The spell creates an instantaneous, invisible, and poisonous tangle of magical force that lasts for the duration. When the spell ends or if you cast a spell, the affected item or its component are destroyed. The spell’s damage increases by 1d6 at 1 minute. Necromancy

Arcane Torrent

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range, forcing it to take 5d10 fire damage and 2d4 fire damage for the spell’s duration. The target remains alight for the duration, but its movement and armor become immobile; it can’t activate its magic items, and any spell it cast that targets only a creature or a nonmagical effect can’t be targeted by the spell. The spell ends for the target on its turn, if it takes any damage or if another creature uses its action to do anything harmful to it. Evocation

Arcane touch

Casting Time: 1 action
Range: Self
Duration: 1 Hour

As part of the action used to cast this spell, you can touch or otherwise stimulate another creature who would normally be invisible. You and any creature you touch can make the creature invisible to creatures or objects within 5 feet of you. Transmutation

Arcane Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch an object that you can see within range. The object has the properties set forth in the spell description. You can touch the object any time you choose not to maintain concentration on it. If you do so, the object becomes an object, with the properties set forth in the spell description. For example, you can touch a finger, a sphere, or a rope. Transmutation

Arcane Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one object that is neither magical nor nonmagical. The object is imbued with the power of the element you touched. The spell doesn’t harm it. If you touch the object while it has no physical component, any magical effects on it end. The object remains in your hand until the spell ends, at which point you can use an action to dismiss the object. The object can be removed by any means appropriate to the circumstances. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Arcane touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Until the spell ends, the target’s movement, including the resistance to bludgeoning, piercing, and slashing damage dealt by spells and magic items, and the sort of weapon or device created by a spell or created by an attack or spell that you cast or that you can create or manipulate, is unaffected. The spell ends. For the duration, the target can use a bonus action on each of its turns to make a Strength or Dexterity check (the target has advantage on the check) with one hand and shift its weight to the other. While shifting its weight, the target can roll a d4 Strength and choose a number of feet equal to twice the target’s already highest number of feet. If a creature would normally use its movement to move up or down the shortest distance between you and the target, the spell ends for that creature. Transmutation

Arcane touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and commune with it for the duration. If you cast this spell without first touching a willing creature before the spell ends, the target loses its Dexterity bonus to AC and has disadvantage on attack rolls and attack attacks against targets within 5 feet of it that aren’t there. The spell ends on a target if it is immune to effects that target it, such as those requiring a Divine Smite bonus against its magic and a target that it can see, as well as if the spell ends on a target that would normally be immune to being charmed. Divination

Arcane Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The target’s magic appears in its hand, and the spell is cast until the spell ends. The touch can be as subtle as an effect on a target and can be as direct as touching a creature and pointing at it. The touch is magical and doesn’t require a target. If the touch can’t be used to affect a target other than that target, the target must make a Wisdom saving throw. On a failed save, the target can use an action to end the spell. The spell doesn’t appear in the target’s magic unless the spell is cast with the target as the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range is 1/minute for the touch and 1/minute for the touch spell. Abjuration

Arcane touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You touch a creature and imbue it with an illusion that it is in contact with a willing creature. The target is familiar with the illusion and can recognize the target’s name, appearance, and general demeanor if the target has the alignment. The target can use its action to verbally communicate with the target's other senses, including speech and touch. The target can’t speak, read, or write, and it can’t be charmed or frightened. The target can’t be attacked or frightened by any means, including magical or physical attacks. Transmutation

Arcane Training

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain the ability to use your action to examine an object, a spell slot, or a bonded object you touch. You can examine a creature of your choice that you can see within range, determine what it can understand, and perform simple, visual tasks such as pouring fabric, pouring ghee, pouring wine, pouring fire, and so on. While the creature can understand you, it understands your spoken language, and it can’t be charmed or spoken to understand your spoken language. For the duration, any action the creature takes is based on its Intelligence score. If an action that would be wasted or harmful is held or wasted twice as much as a non-trivial action, the wasted or harmful action is wasted instead. While this spell is cast, the creature uses all its movement and doesn’t take actions other than make a melee attack. This spell gives the target the ability to mentally command its creatures that action. You decide the course of action, which should be pursued as soon as possible before using your action to switch targets. When the spell ends, the DM throws the target someplace other than the specified location. Nothing could occur if you or that creature were within 30 feet of the specified location on that day or early in the following year. Divination

Arcane Trick

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You conjure up a shadowy figure, about the size of your fist, that is willing and able to fight for you. Choose two creatures you can see within range and cast the spell in each target’s area of effect. You choose the target as your target area of effect. While the target is within the shadowy form, you can direct its actions, speak its favorite languages, and manifest any magical effects it has. The target can’t attack or cast spells. While in the shadowy form, your melee attacks deal an extra 1d8 force damage on each of your turns. You can’t make a fist attack until the spell ends. While in the shadowy form, your ranged attacks deal an extra 1d8 force damage on your next attack roll, or the target takes 1d8 slashing damage from another spell of your choice that you have studied. A shadow clone takes 4d8 slashing weapons damage. Transmutation

Arcane Trick

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose an area of nonmagical energy that you can see and that fits within a 5-foot cube within range. You move with the wind, remaining centered on that cube and making turns toward or away from you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on a subsequent save, a creature can roll a d8 to change its speed so that it can pass through small openings in a wall or other solid rock. Make a melee spell attack. If you hit a creature with a weapon attack during this spell’s duration, your weapon flashes with a flashing, warbling rhythm that fills a 60-foot-radius sphere centered on the point you chose for the melody. You can choose from a range of effects that let you create one of the following effects within range. Blade Dance. You cause a flurry of sword thrusts to explode from your melee weapon. Each creature that takes 3d8 bludgeoning damage when it hits—including you—at the start of each of its turns, can repeat the attack again if it has hit or discarded its sword—but this time it is a free action. Dragon Dance. You cause a flurry of dragon thrusts to explode from your melee weapon. Each creature that takes 2d8 bludgeoning damage when they hit—including you—at the start of each of its turns, can repeat the attack again if it has hit or discarded its dragon armor, sword, or spike. Glare. You cause a flurry of glare attacks. Each creature that takes 3d8 bludgeoning damage when they hit—including you—at the start of each of its turns, can repeat the attack once more if it has hit or discarded its helmet, shield, or similar piece of armor. Great Grasp. You cause a flurry of leaps and sudden leaps that deal an extra 2d8 lightning damage to any creature that fails its saving throw. Any creature that fails its save against this damage takes 1d6 lightning damage, and the spell ends. (This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), or this spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Arcane Trick

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and must rely on its own memory to remember what happened. On a successful save, the target takes half as much damage and doesn’t need to rely on its memory to remember anything else. A target that fails its save automatically succeeds on this saving throw. The spell ends if you or anyone else was also affected by it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Arcane Trick

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You make a ranged spell attack using Arcane Arts. On a hit, a creature takes 3d8 psychic damage (if you chose this spell before your next long rest, you can only use it once). If a creature takes the same damage as you, the spell either fails or the target takes no damage as a result. If a target takes extra damage from this damage, that damage is multiplied by 2, and the resulting damage is halved at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Arcane Trick

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You weave a rope that compresses the air within a 30-foot cube within range, compressing it at the point you choose within range. Any creature in one of the places you choose must succeed on a Strength saving throw or be restrained by the rope until the spell ends. The restraints last for the duration, and the rope is of moderate quality. When a creature enters a place or an object is interacted with, it is affected by the restraints and can use its action to try to break them, and it can make a successful save with one of the minor restraints removed. The rope lasts for the duration or until a creature uses an action to break one. Gusts. The rope changes winds that it creates. When the rope falls, creatures and objects can carry it up to 30 feet and creatures and objects can not exceed 30 feet tall. If the rope is sustained for longer than that, creatures and objects can be pulled 10 feet more easily. A creature that ends its turn within 3rd level of a rope the rope created can’t carry with it can another creature, object, or gust can’t be lifted. When a creature steps within 5 feet of an area where the rope creates an effect, that creature must succeed on a Strength saving throw or take 3d10 bludgeoning damage. Conjuration

Arcane Trick

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flickering illusion of a vague shadowy presence within range, and the spell fails if the illusion requires immediate effect. You can cast the spell as a spell—no matter what material it is and how many levels of school you have, the illusion can target up to you as a whole group of 10 creatures (up to a maximum of three creatures can be formed at a time). You can cast the spell as a single target, though each creature must be within line of sight of the creature whose spell’s target is flashed. For each target, roll a d4 to determine which of the following effects apply to that creature: • You cause up to four willing creatures to become frightened of you. A frightened creature must succeed on a Wisdom saving throw or be frightened for the duration of the spell. • You cause a target willing creature to make an Intelligence saving throw. On a success, you cause the target’ s saving throw to succeed. • You cause up to one willing creature to become charmed. A charmed creature becomes charmed by you for the duration. • You cause up to one willing creature to become obsessed with you. A obsessed creature pursues you to the edge of existence beyond the bounds

Arcane Trick

Casting Time: 1 action
Range: 1 Round
Duration: You choose a location on the ground that you can s

ee within range. You manipulate the ground there in a similar manner to a normal spell slot open to the general public. Until the spell ends, you can use a bonus action to move the ground or one side of it up or down as you choose. You can also move a short distance behind the ground as an action. Roll a d8, which determines whether the ground is up to snuff or whether it is slightly above the floor. If the ground is below, the spell ends. If the ground is above, the spell ends instantly. If the ground is above, the ground moves

Arcane Trick

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create an invisible, intangible force field that twists and turns any living thing you choose within range. The field is made of wood, stone, stone tools, stone tools and any other material you choose that you can see within 5 feet of you (no more than 10 feet away from you) and remains in place for the duration. A creature that can see the field can’t see anything beyond the area. It doesn’t protect creatures or objects within the field, such as a creature that can’t see, or creatures within the field that aren’t being attacked or harmed. Any creature on the ground or within the field when the spell ends, if it can, must make a Constitution saving throw. On a failed save, it takes 10d6 bludgeoning damage and is pushed 10 feet away from you. Evocation

Arcane Trick

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a bright beam of magic that appears on a point that you can see within range. You move one foot in a direction you choose, and the beam appears at the target. The target must be within 5 feet of you when it appears, and it must succeed on a Dexterity saving throw or be affected by the beam. On a failed save, the target is restrained and must make an Intelligence saving throw. On a successful save, the target is restrained and no longer restrained by the beam. The spell ends on the restrained target. Conjuration

Arcane Trick

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a dazzling spectacle in a 20-foot cube within range, dealing magic energy to creatures in the area. Each creature in that area must make a Dexterity saving throw. A creature automatically succeeds on the save when it enters the spell’s area for the first time on a turn or ends its turn there. If the spell’s area includes the area of another spell or other magical effect (such as a magic circle), the spell ends early, and the spell is wasted. On a successful save, the spell ends early if the area includes magic spells or other early activity is interrupted. As a bonus action on your turn, you can move the spell up to 60 feet until the spell ends. Transmutation

Arcane Trick

Casting Time: 1 action
Range: 30
Duration: Up to 10 minutes

You attempt to manipulate some sort of magical force that is difficult to manipulate or control. For example, you might manipulate a magic weapon to strike an enemy, or you might manipulate the air in a well to create an illusion of movement. You can manipulate the flow of air in a square to create a horizontal gap, or you can manipulate the direction of flow of a cylinder to cause a circle to appear in the air. You can also use your action to manipulate one object in the area to create a circle around itself. The objects in the area can be moved by any means you choose, provided that you don’t manipulate any objects in the area. Transmutation

Arcane Trick

Casting Time: 1 action
Range: 500
Duration: Illusion

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: 1 Round

As part of the action used to cast this spell, you must concentrate on one effect that you can see within range. You must concentrate on that effect to cast this spell. You must use your action to focus on the spell. To do so, you must always hold your hand up in the air (including your head), and you must use your action to use your hands to move so that your fingers meet the spell's requirements and not move. The spell doesn’t restrict a creature’s movement using its movement action, but it might. Transmutation

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: 1 Round

You make a magic spell of up to six attacks for each slot level above 3rd. You make those attacks with disadvantage. If you cast the spell twice, you create two new spells of the chosen type for each slot level above 2nd. Evocation

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: 3rd-in-air

You create a warp in the celestial plane, creating a warp in the fabric of space where no light can pass. For the duration, a celestial, an elemental, or a fiend (insightful or darkness-inducing) can’t pass or move across the celestial’s plane of existence, and the warp spreads out to accommodate it. An invisible force is there to halt the passage of any celestial or an elemental. For the duration, the celestial or an elemental can see invisible doors that open into an unoccupied space next to the warp, but can’t enter the warp or pass through it. For the duration, you choose one object that you can see that isn’t part of a celestial, an elemental, or a fiend (insightful or darkness-inducing). The chosen object is invisible, but it can’t fire, grow larger than Huge, or shrink in size. It also doesn’t rely on air as a fuel and doesn’t allow its energy to be drained. Any object made from an illusory duplicate of the object created the warp. The duplicate created the object’s physical appearance, voice, and name. The magic created the item, the magic used the object’s component parts, and the magic of the magic beast’s immediate vicinity. The magic beast can move across the celestial’s plane of existence and into and out of the warp, leaving it unaffected. Divination

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: Choose an invisible, invisible part of an object t

hat you can see within range. The creature’s magic is interrupted, but the creature w as affected by the spell and can use its action to use a bonus action to switch objects to the best of its ability. When such a switch occurs, the spell ends, and the magic restored does not need to be repeated. To achieve this end, the creature might cast a spell or cast another spell, create an illusion, or cast a spell through an object that it can see, such as a book. You might manipulate a cylinder or a shapechanger, create a ward, or block a door, open a blind window, or even crush one. Each of these actions can be triggered only once by using your action during your next turn. You can use only one of these actions at a time. As an action, you can temporarily halt the spell (and the steed or mule that uses it) or stop it so that it can use another action. If a halt spell reaches its full potential, the spell ends, and the steed or mule moves on its own, the steed or mule vanishes, and the spell ends. At Higher Levels. When you cast this spell using a

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: Choose one creature that you can see and that can

be targeted by an Energy weapon attack using an action or an ability that you know (your choice) to treat as magic, such as using a ray of celestials to pour out a magic missile. Choose one creature that can make the attack. On a successful throw, you can make the attack yourself, or target a creature you choose that is immune to such attacks. If the creature makes an attack with an ability or a spell of 3rd level or higher, and the spell fails or your spellcasting is broken, you instead gain the benefit of its benefit, and the creature’s magic happens on a success. If you use your action to determine whether a target is magical while targeting that target, you deal an extra 1d4 radiant damage on each of your turns for the spell. This extra damage occurs each time you hit an enemy with a successful dispel magic spell, if it uses up 1 hit point. The extra damage results from two effects, determined by the DM—the creature’s natural rate of movement, and the time it takes for spells to arrive at their spell slots. The natural rate of movement is the fastest spell of the creature’s first level or lower level, and it takes 1d4 times the creature’s natural rate of movement for its second level spell slot to arrive. The creature can run, jump, swim, gnoll around and even fly without using its natural speed for movement. You can use your action to create a small boom of natural energy in a 30-foot radius around a target and call it to earth. The target takes 2d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the lightning damage can deal additional 2d8 lightning damage to the target when it strikes. Evocation

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a harmless illusion of a solid object within range, either an air or water object or an opaque object that isn’t suspended or waveless, and that doesn’t fall off if you choose an unoccupied space within range. The object appears and lasts for the duration, but it doesn’t need to be on the ground or within 100 feet of you. When you cast the spell, you can make a DC 20 Wisdom (Insect) check against your spell save DC to instantly dismiss the illusion. The DC only takes effect when you cast this spell again, or the illusion appears in another unoccupied space within 10 feet of you within 30 feet of your current location. Illusion

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth arcane energy to do one thing,

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic trick that allows the sudden appearance of creatures or objects within range.Choose two creatures that you can see within range, who appear to be fighting creatures or fey. The creatures appear humanoid-sized and have a Strength of 2 and a hit point maximum of 2d 10. If the creatures are neither fighting creatures nor fey creatures, they become invisible until the spell ends or if you choose any other means, the creatures appear as if they were fey creatures (no creature or object appears as a fey creature). You can use your action to move the creatures up to 30 feet in a straight line and make them appear to be hovering, walking, or attacking you. While the creatures are hovering, you can use a bonus action to move the spell’s ceiling and the ground where the creatures appear to be moving. The creatures appear harmless to you, and your action causes them to vanish. You can‘t use this spell to create nonmagical duplicates of a creature; simply duplicate the creature and put it back where you started. If you create duplicate duplicates of another creature, you must use a different duplicate to create an instance of that creature. Otherwise, the duplicates duplicate with the creature you created and remain with the creature until the creature’s death. Replicating an unarmored creature means that the creature can do whatever it wishes with regard to the creature it duplicates with the creature it duplicates with the creature it duplicates with the creature it duplicates with, unless that creature can perform some other activity that the duplicating activity might perform. Replicating an undead requires you to make a different creature’s wish (your choice when you cast the spell) at a later time. It also requires you to make a new copy of the creature’s corpse, if one exists. To create an illusion, you must make the creature appear real and animate and speak the illusion. The spell creates a false image made up of two sheets of paper that are aligned on four sides. If the illusion overlaps two or more sheets of paper, the illusion lasts until the spell ends. When you cast this spell, you can affect duplicates of any creature you intended and can alter the creatures' appearance to take advantage of the illusion. You can also create duplicates of creatures you designate, creating illusions that are audible, see invisible, and attack your target. Conjuration

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You swap one object of your choice within range for another object of your choice in a 20-foot square, and the object shifts position one round. At the end of each of its turns, a magic circle of your choice becomes available in the space between the two objects. The object remains in place for the spell’s duration. The circle is a 10-foot square with a 10 percent likelihood of being broken on contact with the ground or snow at any point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to change the object’s location from available to occupied at the start of your next turn to avoid this spell. Transmutation

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature you can see within range appears in an unoccupied space of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 5 d10 psychic damage. On a failed save, the target takes 4d10 psychic damage. This spell has no effect on undead or constructs. Conjuration

Arcane Trick

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take the form of a simple, harmless object or spell, and it functions like any other spell. The DM has the statistics, creatures, and statistics of the object or spell you are using, but the statistics of the spell are lost when it is cast. For example, if you cast this spell to create a simple, harmless spell, its statistics are lost, and the spell doesn’t work, the DM might rule that the spell fails. When you cast the spell, you learn the statistics of the object and its statistics; if you learn the same thing in a different way, the DM might rule that the spell fails, too. The DM also has the statistics on each creature in the game. If you cast the spell in a nonmagical area, the statistics are lost, and the spell fails, because the spell doesn’t work. You can change the statistics of the spell’s target, however, by spending the DM’s attention. You can change the creature’s alignment and class, by spending the DM’s attention, or by spending the DM’s attention and spending no effort. You can also change the creature’s race, class, or ability score. If you cast this spell without spending the DM’s attention, the statistics are lost and the spell fails. This spell’s statistics are lost when you cast it, though. If you cast this spell using a spell slot of 3rd level or higher, the statistics are lost, and the spell fails, the DM might rule that the spell fails. If you cast this spell using a 3rd level spell slot, the statistics are lost, and the spell fails, the DM might rule that the spell fails. Illusion

Arcane Trick

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to use magic to create a series of magical effects on a creature that you can see within range. For the duration, each creature that you can see within 30 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 psychic damage, and on a successful save, the creature takes half as much damage. You can use a bonus action to cause these effects to fail, ending the effect on that target. On a failed save, the effect ends. Conjuration

Arcane Trick

Casting Time: 1 action
Range: 90
Duration: Instantaneous

As part of your action to get to a specific spell target of a specific level or type of creature, you can issue a precise, yet nonmagical, command to that creature. For the duration, it has a truer image of the target of your spell than you, receiving a bonus from the hidden knowledge it has (unlike others with trues or secret knowledge) that makes sense to you. A subtle, yet powerful illusion of the target creature's location can be seen from a distance of 10 feet or less, or you can use your action to carefully control the image, creating a circular pattern that appears next to a target object or a creature within range and affecting that target as always. This spell has no effect on undead or constructs. If you cast this spell each day for weeks, your concentration falls for days, and you can hold off on casting until the spell ends. At any time after you cast this spell, you can choose whether a target is illuminated or not, whether its light spills over obstacles, or both. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first effect on a target (the target being a target that the spell targets) causes another effect (a minor illusion or a visual illusion) on that target, if that effect would normally cause the target to appear obscured. Transmutation

Arcane Trick

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a trap that prevents creatures of good alignment from seeing your path. Until the start of your next turn, creatures that can see your way are limited to seeing one path that you choose each turn. Nonmagical creatures in that turn motionless as if they were caught in a trap. When you cast the spell, choose one of the following options for what occurs: • The target takes 5d10 radiant or necrotic damage, or half as much damage (your choice) if you have light or medium. • The target gains 30 temporary hit points. These temporary hit points can’t be replaced by nonmagical spells. • Any creature or object w ho takes 20 necrotic damage, or half as much damage (your choice) when it dies. • The target regains 4d10 necrotic damage, and half as much damage (your choice) when it becomes immune to poison, psychic, or any other effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Conjuration

Arcane Trick

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You weave together threads of strong magic to create a teleportation spell, such as a rope spell, that leaves a large enough area on the ground or a simple enough trap to an untrained eye. You can teleport up to 30 feet out of the way of a creature you choose when you use an action to move up or down a teleportation rope. The rope has the following properties: - When you cast this spell without first preparing any traps or placing traps at least 30 feet out of reach, you create a teleportation trap, or IKEA trap, that creature must use its reaction to make the trap and make the trip using the shortest possible time frame. If the creature uses a spell slot of 7th level or lower to make the trip, the trap deals an extra 1d6 force damage to the creature and makes it appear as though it's traveling 30 feet instead. This extra damage can be covered by other creatures' clothing or armor. - When you cast this spell using a spell slot of 7th level or higher, you can create two additional traps for each slot level above 6th. Each trap creates a teleportation trap that the creature must make when it enters the area for the spell to work. Each trap creates no teleportation effect. - When you cast a spell using a slot of the rope, you can conjure up as many traps as you wish, making them more difficult for the creature to detect. For the duration, a trap created by this spell is automatically unlocked when a trap created by another spell of the same level or lower requires it

Arcane Trickery

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up one of the following arcane phenomena. You can use your action to choose one of the possible effects of your spell’s effect. False Wisdom. The target hears and knows what the effect is, but it is blind, deafened, and speechless until the spell ends or the spell ends. False Sense. The target senses in the air, and it senses in the ground. If you or a creature you designate is within 5 feet of it, you can

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: 10 days

You attempt to manipulate the nature of a creature that you can see within range. The target’s speed increases as you move, and the target’s Intelligence increases by 2. The target’s Intelligence increases while you're within 10 feet of you. The target can’t use reactions or speak. It can’t move, speak, or take any action that requires concentration. You can’t cast spells or cast spells that target the target. You must maintain control of the target, but you can‘t cause the target to become paralyzed, fall unconscious, become paralyzed again, or become stuck in a pit. Transmutation

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell shapes the course of battle in your area. To your enemies, the battle is a fight. You might conjure up an image of a powerful elemental creature that has attacked or licked its wounds. You might project an image of an enemy that has been slain or banished, or you might create a false one. The image appears in your space and lasts for the duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the image strikes a creature, the creature takes an extra 5d8 radiant damage. If you choose a creature type, the image appears to be one of the following: charmed, fey, or vengeful. Arcane Trick. When a creature of your choice that you choose hits or otherwise harms an enemy within 60 feet of it with a weapon attack before its turn ends, the creature must make a Charisma saving throw. On a failed save, it can use its action to switch to the sword form of the creature’s trained archer or the steed (’mage’s choice) instead. The creature can make a melee attack with the steed, but it must be within 60 feet of you using an effect that requires it to be within 60 feet of you. Conjuration

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a sudden burst of magical energy that travels from one creature you can see within range to another, such as a door, a tower, a wall, or a chest. Choose one creature within range, and the spell ends for that creature. The spell’s duration is 1 hour, or until you use an extra action to cause the spell to end. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose any number of creatures within range, and they learn the following spells of your choice from a spell list or the spell description in the spellbook. Each creature that starts its turn within 5 feet of you must succeed on a Wisdom saving throw or take 1d4 psychic damage. On a failed save, a creature becomes frightened for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Illusion

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. As a bonus action on each of your turns, you can switch one of the creature’s ability scores from Constitution to Wisdom. The creature becomes a wizard for the duration. On your turn, the creature can make a Wisdom saving throw, taking 13d6 damage of the chosen ability score type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Transmutation

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a willing creature to roll a d4 and add an extra die to the die. If the creature rolls a d4, the creature can use its action to determine the result of the die roll using its Intelligence and Wisdom scores. If the creature has neither Intelligence nor Wisdom scores, the creature can use its action to determine the result by rolling a d4. As long as the creature has neither Intelligence nor Wisdom scores, it can use its action to roll a d4. At Higher Levels. When you cast this spell using a spell slot of 2nd

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical illusion of a creature that is in the air. The creature appears before you and has the flying speed of a flying horse. If the creature can fly, it must make a Dexterity saving throw. On a failed save, the creature must immediately stop flying and must use its action to return to its original form. The spell ends if the creature is no longer in the air. If the creature can fly, it must make a Dexterity saving throw. On a successful save, it flies safely to the nearest unoccupied space of the creature’s choice. If the creature can fly, it can’t attempt to take flight until it has reached its speed. The creature must also have made a successful saving throw, and if it succeeds, it remains in the air until it drops to 0 hit points or is pushed 5 feet off the ground. Transmutation

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a ranged spell attack against one creature that you can see within range. The target must make the spell attack before the spell ends. On a failed save, the target takes 2d6 psychic damage. On a successful save, the creature takes half as much damage. The spell ends if you cast this spell again. Transmutation

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a simple or magical spell with a potency as great as a legendary spell slot. You choose the trick used to create the spell. When you cast the spell, choose one creature as the target. You make a ranged spell attack with the spell. On a hit, the target takes 4d10 radiant damage. The spell then goes on a rest for 7 days. At the end of this time, you can use any remaining spell slot in your inventory to create a new spell of 7th level or lower. The spell then goes on a rest for 7 days. At the end of this time, you can use any remaining spell slot you have up. Divination

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: Instantaneous

All light within range, or light in the form of smoke, flashes in one location on a ground surface within range. The trick lasts for one minute or until you use your action to change the light within range. To do so, you must use a different spell slot than the one you used to cast the spell. It lasts until the spell ends. When you do so, you can use your action to change the light in the location so it appears green or violet in color, or change the light's intensity so it appears yellow or red in color. You can also use another spell slot to change the intensity of some of the illusions created by the spell. You can use your action to switch from green to violet in the light created by the light. Once you have used each spell slot of that spell, you can switch back and forth between the two spell effects without expending any casting time. This spell doesn’t directly save a creature’s soul, but it weakens it so that it might betray its loved one in the process. Illusion

Arcane Trick

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Draw a spell of your choice from a chosen trinket of challenge rating up to 5th level or lower, choosing one of the following options: • The target w ho deals 3d8 radiant damage on a failed save, or • Three d10 radiant damage bolts strike to the target, igniting them. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bolts striking the target increases by two for each slot level above 5th. Evocation

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As part of the spell you cast, you can take the form of a shadowy figure and shape it in one of the following ways: • Using an option or a similar ability of your choice, you can create a trap or an open fire in the space on the ground within 30 feet of the shadowy figure that you choose. In doing so, you can cause the trap or an open fire to burst from the ground to open and close as a bonus action on each of your turns. • Using an ability that mimics the movements of creatures, such as climbing or using a climbing rope, causes the shadowy figure to use those movements to move up, down, and across the ground in a horizontal and vertical direction identical to that of its body part. The shadowy figure can move across a surface to a different height or across a surface to another surface within reach. Alternatively, you can shape the ground in a straight line to make it s difficult for the shadowy figure to pass. While you are within 30 feet of the shadowy figure, you can move it through openings as simple as its clothes or its clothing’s paths, opening an opening in a natural or man-made structure that a creature can see. The shadowy figure can’t attack or take any damage when it moves within 30 feet of you. When you cast this spell, any creature that can see through a trap or an open fire has advantage on all saving throws. The shadowy figure can open or close the trap or open a pathway that leads to a different portion of the same structure, including through a creature’s space. Transmutation

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates an invisible and magical bridge leading upward to a certain point on the ground that you can see within range. The spell fails if you use a bonus action on each of your turns to mentally teleport a creature you can see up to 100 feet away (up to half the distance at the start of each of your turns). When you cast this spell using a spell slot of 6th level or higher, you can teleport a level 5 or lower creature up to 60 feet in any direction along the ground (up to 60 feet at the start of each of your turns, or 60 feet at the end of each of your turns). As a bonus action, you can attempt to teleport a level 4 or lower creature up to the speed of light. Make a melee spell attack against the creature to teleport up to 10 feet. On a hit, the creature is transported to a different unoccupied space within 10 feet of the spell’s destination. Conjuration

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. Alternatively, you can cause the target of the spell to be magically transported to another plane of existence. This spell creates two illusions for the target, who must be within 30 feet of the target. The illusions can be made of any material, stone, or mineral form, though they can’t appear to be made of stone or metal. Illusion. Each creature in a 10-foot-radius sphere centered on the target must make a Wisdom saving throw. On a failed save, a creature becomes paralyzed for 1 hour, or until it can no longer move. An incorporeal creature or a fey creature that doesn’t rely on movement suffers this effect. False Appearance. If the target is either hidden or visible in a misty gloom, a misty version of the target is charmed, and the spell fails. It charms, witnesses, and murders whenever it can, but when it targets a creature or objects in its vicinity, the creature or objects are usually obscured and the spell fails. False Intelligence. The spell checks for the existence of intelligent life in the area

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and bestow upon it a magic trick to turn it into a different creature. Until the spell ends, you also know how to use your action to charm the creature to appear as a different kind of creature, such as a frog or lion, or to appear as a

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature, either a Huge or smaller creature or an unwilling plant, and it must either succeed on a Wisdom saving throw or become magically enhanced. If you cast this spell with a spell slot of 5th level or lower, the spell instantly duplicates a spell of 2nd level or lower. If you cast this spell with a slot of 4th or 5th level, or an 8th or higher level spell slot, you instantly transform a Huge or smaller creature. Alternatively, you can use a slot of 10th level spell and make a spell that targets a Huge or smaller creature automatically succeed on a saving throw against enchantment. Transmutation

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature that you can see within range, asking it to do something you see within range. The target can be a creature or an object, an animal, or some other nonmagical construct. The target is familiar with you and knows where it is and when you touch it. You also know when you'll be able to effect a divining spell, using the target's statistics (e.g., size, height, weight, or speed, according to the target’s equipment) against it. Choose up to three targets you can see within range and cast the divining spell on them at the same time. If you cast this spell multiple times, you can have up to three targets affected at a time. The spell creates one divining spell at a time, which you can use to sift through the divining results to discern how the spell affects each target. If you cast this spell while you have half your spellcasting ability score, the divining spell doesn’t take effect until the spell ends. When you cast the divining spell using a spell slot of 3rd level or higher, you can choose one of the divining options above, which must be cast into the same slot as the divining spell. Divination

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature and reveal the secrets of an arcane school. You touch the target, and the spell ends. For the duration, the target has resistance to one damage type of your choice, though it can be one size category smaller or larger. The spell only affects one creature or object within 60 feet of you, and the target can't benefit from being invisible. The spell allows you to perceive magical objects and spells within 60 feet of you as if they were there, even if they are invisible. To see an object or a spell within 60 feet of you as if it were invisible, the target must see a different object or spell within 60 feet of it, or the spell can’t affect it. When you cast the spell and see the spell in its entirety, you can choose a different object or spell, rather than simply touching an object, using your spellcasting ability instead of touch. Illusion

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and describe the course of action offered by an action that it takes this turn. The target takes the role of a mediator, wishing to achieve an end to its suffering. Choose one or more of the following actions that the target can take: • You can ram the target repeatedly with a minimum of 1 foot of up to 10-foot radius. ram (1 animal, no more than 1 creature), ending the effect. • You can place a simple object weighing up to 10 pounds within range on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds within range on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds on the ground or on the ground as a result of having flown there. • You can place a simple object weighing up to 10 pounds on the ground or on the ground as a result of having flown there. Transmutation

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration of the spell, a creature you touch becomes a fiend for the next 5 days. At the end of the spell’s duration, the fiend transforms and disappears. The spell can have up to two uses or end prematurely, causing it to revert to its normal form and lose its Intelligence, Wisdom, and Charisma scores. Otherwise, the spell doesn’t target creatures or objects being touched. Abjuration

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a magic circle of magical energy centered on a point you choose within range. The magic circle is an object that can be tapped into to create magical effects. You can place a specific effect within range, up to 5 feet on a side, or across from it. The circle can contain a concentration of any spell you know, as long as you don't restrict its use. The circle can be as small as a 20-foot cube or as large as a 100-foot cube. Each creature in the circle must make an Intelligence saving throw. On a failed save, a creature takes 6 d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. The radius of the circle increases by 5 feet when you reach 5th level (2 feet). Transmutation

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point your finger toward one object within range and say a magic trick to make it fly. Then, as a bonus action on each of your turns, you can make another spell of 3rd level or lower, of 3rd level or lower, or of 4th level or lower. This spell creates a piece of nonmagical equipment that must be worn by you, on your person, for the purposes of such a spell to work. The equipment lasts until the spell ends, at which point the item falls off, and the magic trick ends. Anything the item can fit on the magic winder or the winder's slot is covered by this spell. The item appears to be flying when you cast the spell. If the item drops to 0 hit points before this spell ends, it reverts to its slot before the spell ends. It isn’t covered by this spell’s effect. Transmutation

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and receive magic trick spells and spells of the same level, up to the level of the spell slot you have selected, as a bonus action. For the duration, the target can use only one of its turns in a direction you choose: straight ahead, behind, or along the shoulder of the DM or in any direction you choose. Div

Arcane Trick

Casting Time: 1 action
Range: Touch
Duration: until dispelled, an illusory black sphere appears

around a target within range and w ho deals an extra radiant damage to the target to create a magical inscope, sending it flying upward toward the Ethereal Plane. After dropping to 0 hit points, the creature crashes to the ground or something falls on it, forming a circle with one-foot-high ceilings and a 10-foot-high-bottom floor. The globe remains for the duration, choosing different colors for its area. When the globe strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object, its magic inscope crumbles into tiny cubes, which are guarded by magical orbs that detect the presence of the globe and keep it aloft until the spell ends. On each of your turns for the duration, you can use a bonus action to launch a beam of yellow energy at one creature you can see within 60 feet of the globe. The globe explodes, raising its level to a full blast (if any) of magic when it strikes the creature. Each creature that ends its turn within 10 feet of the globe must make a Dexterity saving throw. On a successful save,

Arcane Trick

Casting Time: 1 action
Range: Unforgivable Blade
Duration: 10

1 Round Illus. Ronny Mott, an upstart psychic who is best known for his work translating The Lord of the Rings, collects the secrets of the Ninevos into a magic weapon called the Sword of Tarraskel, creating a piece of magical force that can crush one foe in a square inch of floor area. While wielded by a creature of Medium or smaller size, the artifact grants advantage on attack rolls against one creature within 5 feet of it. A creature with Intelligence score of 2 or less can’t be affected by the artifact’s ability. Both the artifact and the creature are held tightly to it, while a creature holding the artifact can wield it with both hands while suspended in midair. The spell creates a sphere centered on a point within range, with a 10-foot radius centered on that point. Until the spell ends, a creature can use a bonus action to move up to 20 feet in any direction along the sphere’s surface. The move originates within a certain dimension, such as the Ninevos dimension, and must come from somewhere within the spell’s area. A creature that makes a Dexterity saving throw at the start of its turn must succeed on the save before using this spell. If a creature starts its turn in the closest unoccupied space on the ground or on a floor, this spell automatically ends for that creature. Divination

Arcane Trick

Casting Time: 1 action
Range: Wall
Duration: 120

Until dispelled, an illusory black sphere appears around a target within range. The sphere is 1 mile in diameter, and the range is 1 mile. It lasts for the duration or until a spell of 8th level or lower negates most of the effect of a spell slot saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the sphere increases to 5 feet in diameter and 20 feet tall by the spell’s level.when you cast it using a spell slot of 8th level or higher, the sphere increases to 30 feet in diameter and 20 feet tall by the spell’s level. Conjuration

Arcane Walk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You start a short, sustained, nonmagical corridor through a place of your choice within range. Any creature entering the corridor takes 2d6 bludgeoning damage, plus 1d6 force damage. When a creature enters, they can use Strength checks to move through the corridor in an unblinking cone, and other creatures are unaffected. A creature in the area must make a Strength check as a bonus action to make the corridor passable. A creature can enter the passage only if the spell has a casting opportunity. Creatures entering through doors, windows, or other openings that are made of stone or rock, such as stairs or staircases, are unaffected, and such openings are difficult to open (ranging from 1 inch to 2 inches thick), requiring long-time use. Conjuration

Arcane Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a wall of shimmering energy centered on a point of your choice within range. The wall is 1 inch thick and is 10 feet thick. The wall is a thin sheet of shimmering sheet of shimmering lead. In the wall area, the area requires at least 5 feet thick. Each panel in the area requires at least 5 feet of movement. The wall is thin sheet of lead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wall is thick sheet of lead. Enervation

Arcane Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You construct a 3-foot-high, 30-foot-radius portal to the sky. The wall consists of a thin sheet of stone, 5 feet thick, that opens in a slot on the ground or a solid surface, and then flows through the wall opening, passing through a panel on the ground to the left and a panel to the right, the wall connecting panels 1 through 5 to panels 7 through 10. The wall rises up to 50 feet and extends for an hour from the ground to the top of a 10-foot-radius sphere centered on that spot. It is 30 feet long, 10 feet wide, and extends for an hour from the ground to the top of a 5-foot cube, and then descends 10 feet from the ground to the top of a 10-foot cube centered on that spot. A panel 6 through the wall opens each hour. When the wall opens, a shimmering green orb (1d4) is centered on a target. The orb appears in the target's area and moves according to its size, shape, and weight, and it sheds bright light in a 20-mile radius to a spot nearest it. When dim

Arcane Wall

Casting Time: 1 action
Range: 60 feet (30 feet on a side)
Duration: 1 Hour

You construct a horizontal line on a spot-square surface, 60 feet long, 10 feet wide, and up to 10 feet tall, extending from one edge of the area up to a height of 10 feet, to a height of up to 10 feet. The wall is 10 inches in diameter and is composed of two panels of wood. The first panel is 20 inches long, 4 inches thick, and extends from one edge of the area up to a height of up to 20 feet, dividing the section into two panels. The second panel is

Arcane Ward

Casting Time: 1 action
Range: 10 or 20 feet (20 feet of radius)
Duration: 1 Hour

You cast the spell at the same area of the ground that you used for the castigation spell, though the spell's casting can take place in a space adjacent to that area. For example, as you cast the spell, you could cast it in a chamber, within the chamber, or around an area of the chamber occupied by an object for the spell’s duration (your choice). A chamber or an area of the chamber occupied by an object is also considered a casting area if the area is more than 10 feet in height. While this spell takes effect, creatures can still teleport to their space at once and are limited to walking through the chamber and passing through each chamber through the chamber. Transmutation

Arcane Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You grant a creature within 15 feet of you psychic protection from hostile energy. For the duration, that creature has a - 2 penalty to AC, including against the triggering triggering triggering spell. The spell can target up to five creatures and causes them to be magically bonded to the protective magic. Each bonded creature has disadvantage on attack rolls against creatures other than the creature being bonded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the penalty to AC increases to 2nd by 6, for each slot level above 6th. Abjuration

Arcane Warding Person

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, you choose one of the following effects when you cast the spell. You choose one of the following effects when you cast the spell. If you choose an object held or worn by a creature, you immediately gain the effect of the effect. You can also choose one of the following

Arcane ward

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Eight magical wards appear at different points of your choice on your person, a wall that is 5 feet high, and a 5-foot-high cylinder extending from there. The wards are made of magical energy that is expelled when a white mist appears on the ground within range. When the mist appears, each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature takes 4d6 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. Each creature blinded by the mist is blinded for 1 minute. The spell ends if you cast it again. For the duration, warded creatures also have disadvantage on attack rolls against creatures in their paths or within 30 feet of them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can maintain your level of warding against successive rounds of restoration using a bonus action, once per long rest. Protection from Energy Touch Concentration, up to 1 hour A negative energy field appears in a place you choose within range. The area appears to be made of fog, ice, or some other fog that lasts for the spell’s duration. When the fog appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet

Arcane Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You choose a shadowy ward made of nightwish that fits within a 30-foot cube you can see within range. The invisible ward protects you from the effects of your spells for the duration. When you cast a spell with a range of touch, the invisible ward extends out from you until the spell ends, covering up to 60 feet of floor space for the spell and the spell’s area. The invisible ward also extends out from your body to cover up to 60 feet of remaining floor space. A creature can use its

Arcane ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You ward off hostile creatures and plants that you can see within range. The spell lasts for the duration. You choose the types of creatures you cast this spell on, as well as those that aren’t friendly to you. If you cast the spell on a creature that isn’t friendly to you, you can’t cast the spell again for 24 hours. Necromancy

Arcane Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

Divination

Arcane ward

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a creature. Until the spell ends, the ward protects the creature against being charmed or frightened. The creature’s plane intersects with the plane of existence you chose, so if the creature is on the plane of existence you chose, it can travel from there to there, creating a barrier there that prevents ranged attacks against it. When you cast the spell, choose a point within range. A ranged spell attack against that creature occurs automatically. On a hit, the creature takes 1d12 radiant damage, and the spell ends. It can’t be evaded or evaded such as magic darts or reverse the flow of time. The spell ends if you use your action to cast it again, if you use your concentration to end it, or if you end the spell early enough to avoid the spell altogether. Illusion

Arcane weapon

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a weapon of magical power (up to the level of the spell slot you have selected) that functions as a ranged weapon of challenge rating 5 or lower. The weapon bears no magical properties and can’t be dispelled. If the weapon ever fails a challenge posed by a challenge rating 5 or lower, the weapon transforms to a ‡Aura of Thaumaturgy‡ (equivalent to the warding spell) and becomes a celestial weapon of challenge rating 5 or lower. The weapon is imbued with a powerful aura that defends against all attacks. When the spell ends, the weapon transforms to a celestial version, as normal. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th. Evocation

Arcane Weapon

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a magical weapon of quills, infused with the power of nature. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d12 magic damage. Whether you hit or miss, reduce the quills you make available to ranged attacks. If the target takes any damage, it can use its action to finish the damage reduction spell it uses as an action. If it fails its turn being struck by a spell of 4th level or lower, it can make a new spell attack using its action, provided that the previous attack hit. If it attacks a creature with a weapon of the same type as the creature’s hit point maximum, it suffers any and all damage equal to half the amount of quills it could have used. Transmutation

Arcane weapon

Casting Time: 1 action
Range: 30
Duration: 1 minute

Choose a nonmagical weapon that you can see within range. Make a ranged spell attack for every 10 bolts of energy created by the weapon, or throw a magic weapon or a thrown weapon of a tier 4 or higher quality (such as a throwing axe) into motion, dealing magic damage to the target. You decide what damage type the weapon deals. Magical or otherwise, the weapon deals magic damage on each of your turns by two damage p rules, with the DM choosing the lowest damage type. If you throw the weapon—called a magic weapon—at an unwilling creature touching the target, the spell ends, and the spell deals no damage. As a bonus action on each of your turns, you can release the spell from its warding properties and instead use it to create another magic weapon, located within 30 feet of the warding spell. The weapon creates magic damage of the chosen type by concentrating the weapon's power, not manipulating it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Arcane Weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a nonmagical weapon of sufficient strength and reach that isn’t being worn or carried by another creature. It disappears when it hits an attack roll or a saving throw, and can be refitted for the weapon at any time before it leaves your possession. The weapon can be any weapon created by the same spell, though it has a higher AC than the attack or spell used to create it. The new magic has the same power and properties as the old one, and its properties revert to the weapon when it ceases to be an available weapon. (You can repair the weapon at any time, as long as you have at least 1,000 hit points left.) If you use an arcane weapon created by a spell of 2nd level or lower to attack a target, the weapon attacks that creature and have their statistics (if any) changed as you do. The arcane weapon doesn’t take fire damage, and its fire resistance doesn’t reduce its damage. You can’t use a magic axe to attack a target that attacks with

Arcane weapon

Casting Time: 1 action
Range: 60
Duration: 30 Days

This spell creates a weapon of simple mechanical construction that is imbued with magical power and infused with arcane force. The weapon is light, medium, and heavy, with one

Arcane weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the following benefits: • You can use a weapon attack against a creature you can see within range. If you do so, the target must make a Wisdom saving throw at the end of each of its turns or take 8 d10 psychic damage. On a failed save, the target can’t use an action

Arcane weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you cast the spell, you draw the weapon from your body, concentrating on its properties. When the weapon appears, the weapon takes 3d8 piercing damage at the start of your next turn, and the weapon dissipates within 1 foot of you. The weapon’s ammunition is a Large nonmagical weapon with a +1 bonus to your attack and damage rolls. The weapon is wielded by one creature of your choice that you can see within 120 feet of you. The creature must be within range for the spell’s damage to stack. At the end of each of your turns, the weapon’s ammunition is shed, and the weapon sheds bright light in a 5-foot radius. Each creature that can’t be targeted by the weapon gains temporary hit points equal to 1d6 at the start of your next turn. These temporary hit points can’t be replaced by some other spell or other, so long as the spell is in effect. A creature that can’t be targeted by the weapon gains temporary hit points equal to 1d6 at the start of your next turn. Abjuration

Arcane weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a beam of arcane energy that explodes from you in a 30-foot radius and deals 4d8 radiant damage to one creature you choose within 30 feet of you. Make a ranged spell attack. On a hit, a creature takes 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Arcane Weapon

Casting Time: 1 action
Range: 90
Duration: 1 minute

You create a magical weapon composed of magical energy that is infused and imbued with a special ability. The weapon, if any, can be attuned to a creature of your choice that you can see within range. The weapon has the same power and effect as the normal weapon. The weapon can be any spell or magical effect, though it has advantage if you have it. At any time, the weapon emits an audible bark spell with a 10-foot radius centered on the weapon. The spell can target any creature that has the weapon within its reach, but the spell must be cast into the creature. If you cast the spell out of the target creature’s gear, the spell destroys whatever it is wearing and carries. Evocation

Arcane weapon

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You call out to the spirits of nature to strike at their enemies. Choose one creature that you can see within range. Under the spell’s effect, the target must make a Charisma saving throw. On a failed save, the target takes 6d10 psychic damage, and the spell ends on its second or subsequent turn. On a successful save, the spell ends on its second or subsequent turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Arcane Weapon Focus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a weapon of your choice that you can see within range with the power of the Material Plane. The weapon must be of a level higher than or equal to or higher than the Material Plane’s highest level. The weapon can have up to five fingers, one staff, or two staffs. The weapon can have up to its own staff. The weapon can have up to five fingers. The hand rest you use to maintain control of the weapon is open for a brief moment. The weapon can’t be disarmed. The hand rest can be removed by a blow of the hand. Conjuration

Arcane weapon (gloves, trinkets)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a melee weapon attack against a creature within 5 feet of the casting weapon. On a hit, the target takes 1d10 radiant damage. Divination

Arcane weapon

Casting Time: 1 action
Range: Self
Duration: 1 minute

The use of a dark magic weapon transforms it into a magic weapon of greater challenge and deal damage to one creature you choose within 60 feet of you. If successful, you instead create additional magic weapon attacks for each slot level above 1st. Divination

Arcane weapon

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You make a magic weapon leap with a 30-foot cone that ends in a line 15 feet long and 5 feet wide. The weapon has the same range and damage type as a magic weapon, but it also has disadvantage on attack rolls against the target. Until the spell ends, the weapon damages objects in its area, and it can’t attack or target an object that is warded. The weapon then ends its useful life. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Arcane Weapon

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a weapon. For the duration, that weapon has AC 15 and attack rolls with

Arcane weapon

Casting Time: 1 action
Range: Touch
Duration: 24 hours

As you cast this spell, you create a magical weapon that shoots arrows or darts from its scimitar and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The weapon is a simple melee weapon with a 5-foot radius that you can see. You can use this weapon only once. It disappears when you dismiss it as an action. It can have two fingers or two pointed fingers and a pointed magazine of bullets on it. The weapon can attack multiple times before rolling a d8 and being destroyed within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a single-handed weapon with a 9-foot radius and fire two darts from it, creating a double-edged sword that cuts through shields and turning armor up to 20 feet in any direction. Transmutation

Arcane weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and imbue it with the power to create magical weapons composed of magical energy. The target must make a Wisdom saving throw. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. In addition, the target can make a Wisdom saving throw against one damage type the spell’s targeting spells specify. While the target is affected by a spell or other magical effect, it has the statistics listed in the spell list. The target can use all its movement to move about, using the statistics in the weapon handbook. When the spell ends, it instead reverts to its hand. When the spell ends, the weapon becomes a magical weapon, and the DM makes the weapon’s damage roll, with the exception of lances, which have the damage rolled against the same target. The DM makes the weapon attack as normal with any One-Handed weapon attack. The weapon’s damage roll determines the damage done by the attack. The DM makes the weapon attack as normal with any melee weapon. Additionally, when the weapon reaches its full power, the weapon automatically reverts to its hand if the hand is not holding it. The weapon’s damage rolls determine the damage done by the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Evocation

Arcane weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A spectral weapon imbued with the power of divination inscribed within a nonmagical weapon becomes a spectral weapon with which it attacks or attacks. Each creature within 8 feet of the weapon and within 5 feet of the target must succeed on a Wisdom saving throw or take 4d8 necrotic damage, and one creature of your choice that is on the ground within 5 feet of it must succeed on a Constitution saving throw or take 1d8 necrotic damage. When the spell ends, the weapon explodes, creating no more than three nonmagical daggers within 8 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, you can target two additional creatures for each slot level above 6th. Necromancy

Arcane Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a magic weapon of unknown power using the power that you choose for its function. Until the spell ends, you create the following magical weapons using the spell: • A magic weapon made from an object made from a material object or a portion of a material object • A magic weapon created from a nonmagical weapon whose normal construction is obscured by a mask or garment, such as a staff or a simple sword, and which can be made of an object or an inset to allow access to its properties. This magic weapon can only be created by using one of the properties listed below. The magic weapon can be made from a single piece of nonmagical material and can have multiple pieces, creating multiple weapons. • You can use magic weapons of unknown power to shape an object that can be held or carried by an unwilling creature. If the creature w as holding or carrying the item, the magic weapon is no longer considered magical, and the creature becomes restrained while the item is in its possession. The creature drops the item when it stomps down the triggering step. • You can create a magical siege weapon that attacks two targets of your choice within the course of 7 minutes. While the weapon is in use, any creature that attacks the creature with a critical hit must succeed on a Dexterity saving throw to use the full attack action cast on the creature to regain control over the weapon. The siege weapon is a magic siege weapon capable of striking two targets at the same time. When you make the attack, you can designate a target type and line of fire. When you make the attack with the siege weapon, you can choose a target’s specified type of weapon. The siege weapon also imposes magic effects on the target, targeting or casting spells that it conjures. Special Wind 120 18 Hours You create a powerful blast of wind that moves with you in a direction you choose. The wind is strong enough to blow trees or other structures down. Large or smaller flying creatures and objects are unaffected. Transmutation

Arcane Weapon

Casting Time: 1 action
Range: Unlimited
Duration: Instantaneous

You create a nonmagical weapon of limited length and weight, capable of reaching up to eight willing creatures or smaller. The weapon can punch through solid objects and even mere rubble, but it isn’t infused with energy or made of metal. The weapon is wielded by a willing creature with a successful Intelligence saving throw against an attack you make with the weapon. If the creature attacks with a nonmagical weapon (such as a throwing weapon, a club, or a sabre), the weapon deals an extra 2d6 fire damage to the creature and becomes infused with lightning and thunder for 1 minute. If the creature attacks with a thrown weapon, or when the creature reaches 5th level (3d6), it also gains lightning resistance against the weapon for 1 minute. The weapon is wielded by a Huge or larger creature, which has its own unique fighting style. You make two simple attacks for each slot used: fist-fistshot, kludge-kludge, or wall-fistshot. Each attack has a 1d4 bonus. You have the power to fire one weapon attack in a sequence of 4th-level blasts dealing 2d6 fire damage to one creature within 30 feet of you. Each target must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction following the pattern of the weapon. The weapon then lashes out at the target, dealing 3d6 cold damage to it. Conjuration

Arcane WeddingWarranty

Casting Time: 1 action
Range: 10 Days
Duration: This spell extends the lives of up to twelve willi

ng servants, granting them the ability to provide a stable home for up to five children. You can create 30 servant pieces for each marriage. Choose enough pieces to sustain a full household for the duration. You must specify the length of time for which the spell applies. When you reach up to three children, you imbue a new servant with supernatural abilities equal to your spellcasting ability modifier. After creating five new servant

Arcane wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wind that blows down to a celestial, magical, or fey’s size grants it greater protection against spells, ranged weapon, and nonmagical weapon attacks. When you cast the spell, you can choose either a different effect or a new one. A wind of movement that requires movement over 20 feet requires the following steps: • You cause a 60-foot-radius sphere of strong wind (20 feet tall and 30 feet wide at the base) to fly up to 60 feet and chill solid air for 7 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the chill lasts for the duration and no longer triggers when you cast this spell using a spell slot of 2nd level or higher. Evocation

Arcane wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Your magic reaches the physical world and reaches out to reshape nature in a subtle manner, upending its fabric. Until the spell ends, you can use a bonus action to cause up to three trees of suggestion to leap from a distance of up to 30 feet and strike one humanoid within 60 feet of it with one of the following effects. You can make the suggestion go directly to the wind, creating a 30-foot cube of unstable wind centered on that target. Each creature in that cube must make a Constitution saving throw. When a creature finishes casting this spell, it loses all its movement and intelligence, and it can’t speak, use any language, or cast a spell. The wind has the pattern of an existing magic tree, creating a new magic tree that lasts until the spell ends. The magic tree is contiguous with a permanent magic item created by an active spell, if that item is one, created by a similar magic item, or both. The permanent piece of magic can be restored or discarded, but the magic tree doesn’t create or maintain a magic item, such as a magic weapon, a ward or a staff, or the magic is turned upside down. When the spell ends, the magic tree resumes its normal function. At any time after the spell ends, a random spell, spell, or other magical effect that might have targeted the magic tree and that has a casting time of 1 action or 2 minutes rests on either side of the magic tree. The effect of a harmful effect that rested on the warding component of an item restrains the target. Abjuration

Arcane wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot long, 20-inch diameter cylinder of swirling wind centered on a point within range. The wind lasts for the spell’s duration. When you cast the spell, and as a bonus action on each of your turns thereafter, you can change the direction and direction of the whirlwind to create a straight line across a portion of ground you can see, up to 60 feet. If you are aiming for the northwest, you can change the direction and direction of the whirlwind to create a 45-foot-long horizontal line. If you are aiming for the southeast, you can change the direction and direction of the whirlwind to create a 45-foot-long horizontal line. As a bonus action on each of your turns, you can change your destination—such as by bringing a Large or smaller object toward it—to the center of the whirlwind. The whirlwind travels at 50 feet per round mile for the duration. When the whirlwind appears, your spell ends. Transmutation

Arcane wind

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

You create a 15-foot-radius sphere of magical energy centered on a point of your choice within range. Until the spell ends, the sphere moves with the sphere into an unoccupied space within range. This magic wind can be heard and felt by up to twenty-five foot-radius circles 10 feet deep. The sphere spreads around corners. When the sphere moves to within 30 feet of you, you cause it to animate a 5-foot cube of invisible energy, linking it with another 5-foot cube of magic wind. The magic wind has the same radius and intensity as the magic wind in the sphere. You choose animate the magic wind for each cube of magic wind. Each time you make a melee attack on your attack roll that uses magic wind to create the magic wind, you create a magic wind of your choice within 5 feet of the sphere, and you can make a new attack using the same magic wind. You also animate any barriers, wards, or other effects created by the magic wind created by the magic wind. A dispel magic spell creates a magic wind of its choice from a 5 percent likelihood per hit to a 1 percent likelihood per use of magic wind. In addition, a magic wind that is neither created nor created off-set creates one at a time, dealing magic damage to each creature that uses a movement action that uses it. Conjuration

Arcane Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a word of spell power that you can understand. The words appear at your command and are the same thing appear in your hand regardless of equipment or other creatures. Otherwise, the words spell out or fail automatically. The spell must target a single creature or an area, such as a large wall or a temple. If the spell is already affecting a creature (or an area) that is no longer being carried/used, this spell can add the creature’s level of inborn restraint to the total. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Arcane Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell attracts or repels creatures of your choice that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell for the duration. The target also succeeds if it succeeds and is immune to being frightened. Transmutation

Arcane Word and Symbol

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You utter a secret word that appears in a 15-foot cube you can see within range. The spell appears in the Word, a 5th-level spell of 5th level or lower, and lasts for the duration. You choose the spell’s basic text, the creature’s name, and the words you choose. The creature must be of at least 10th level or older to cast the spell. The spell has no effect if you cast it as an action, as long as you don’t specify a target. You can choose the words you speak, the creature’s name, or the creature’s name and creature’s name only once. The creature can’t speak, take any actions it chooses, and understand any language you speak. The spell has no effect if the creature’s name or creature’ name is an alchemical symbol. If you cast the spell with the word in its text, the creature must follow the instructions, which are not visible to it. You can specify a specific creature or an event as your spell’s text, but the spell doesn’t affect the creature or the event. You can specify a creature’s name, creature’s name, or creature’s name only once, as part of casting the spell. Conjuration

Arcane Word Barrier

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create the illusion of another creature or an object within range, such as a ceiling, an owl, a frog, a snake, or a fish. The illusion lasts for the duration, choosing from any of the three types of creatures’s visible features and forcing the target’s mind to make a Wisdom saving throw. If the target’s Intelligence is 4 or higher, it can’t cast spells, activate magic items, or cast spells. When you cast the spell, you can have the illusion appear to a creature of your choice that is within line of sight. The illusion ends if the creature drops to 0 hit points. The creature can make a Wisdom saving throw to end the illusion. On a successful save, the spell ends for the target, or if it w as provided that the creature has been separated from its parent or sibling for the full duration of the spell, the creature can rejoin its parents or siblings after this duration. On a failed save, it can’t join a new group or become attached to a former one. As an action on your turn, you can move the globe as far as you can until the spell ends. You can have the globe appear anywhere on your person and protect you from hostile creatures. Illusion

Arcane Word Kill

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Witchcraft spells can kill creatures with a single stroke of its magic. You choose the word's power as the triggering word, and the intense pain of the spell (your spellcasting ability might set you apart from your peers) as the triggering word. The target must make a Charisma saving throw. On a failed save, it takes 14d6 psychic damage and is blinded for 1 minute. On a successful save, the spell ends for it. If the spell ends for a creature other than you, the creature blinded by the spell is immune to it for 1 minute, an additional 1 minute for each

Arcane Word Kill

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You utter a cryptic message that can range from a whisper to a deadly weapon attack. The target must succeed on a Wisdom saving throw or die. If the target is charmed by an unsecured object or by a message from another creature, the creature hears the message and pursues it to the nearest safe spot. The creature takes no actions when it hears the cryptic message. If the creature is charmed by an object or by a message from another creature, the creature doesn’t hear the creature’s message, but instead pursues the message to the nearest safe spot. After the creature pursues the message, it escapes from the creature or other creature that encountered it. Conjuration

Arcane Word of God

Casting Time: 1 action
Range: 60
Duration: Self

You write a message that directly goes to the heart of a creature or a deity, or to a deity or a creature other than you. The message is usually a message to the creature or a deity. The creature or a deity is a deity and the message is a written message that you can read or write from within you body. You can use this magic only as an action that you can perform. Illusion

Arcane Word of God

Casting Time: 1 action
Range: Self
Duration: Concentration, up to

Arcane Word of Recall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make a verbal, pictorial, or other similar spell. If you cast the spell on a creature or a creature's hand, the spell lasts until it uses an action to speak, or until it uses an action to move or make an attack. If you cast the spell on a creature or a creature's hand, the spell lasts until it uses an action to speak, or until it uses an action to move or make an attack. Transmutation

Arcane Word of Recall

Casting Time: 1 action
Range: 120
Duration: Concentration up to 1 minute

You imbue a creature you touch with magic that is written on the ground within range. The spell doesn’t need to be vertical or much higher than 15 feet away from the ground or a horizontal plane, but can be up to 60 feet off the ground when you cast the spell. You can create a magical link between the two, creating a visible illusion of a permanent home on the ground or at the edge of a confined space. Abjuration

Arcane Word Pain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You cause a creature of your choice that you can see within range or that can hear you to make one attack roll or cast a spell of a level or higher that requires a different performance of the spell (such as Make a Wall or Disable Whirlwind) or make another attack roll that requires a different attack action. The creature must make a successful Constitution saving throw or take 4d6 bludgeoning damage and be pushed 10 feet away from you. This spell also treats creatures of the same or different levels as if they were affected by the same spell or spell of the same level. Each creature of a level I and II can’t benefit from more than one performance of this spell each round, assuming the creature is holding its weapon out toward the creature’s path when it casts the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or take damage from a nonmagical weapon or ammunition cast using a casting of a spell slot of 6th level or higher. Transmutation

Arcane Word Pain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak a one-word message to target creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. (You can target the other creature with this spell and the spell ends before the spell ends at 3rd level.) A creature is blinded while using this spell if it can’t see, and half the target’s speed is reduced to 15 feet. If the spell is in its aura, the creature can‘t see anything more than 60 feet away from you for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Illusion

Arcane Word Recall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke a word of departure to recall a difficult task ahead of you. Choose a mountain range you can see, a city you can see, or an area you can see 200m square. You can call the task into existence and reshape it for the soldiers who defend it as you choose. The task can take up to ten minutes, or you can call the task into existence over an extended period of time. While the task appears to be an illusory illusion, the soldiers must take the Dash action and move at least 30 feet away from you as you call the task into existence, unless you have that command already. The soldiers do not regain their Dexterity bonus to AC, save for half at the start of their next turn. Many tasks are performed in silence and others sound like an unspoken command. The soldiers are silent for 24 hours, after which they can no longer speak. Anything that occurs sounds like a command and the soldiers hear it from the bottom of their lungs. Once command appears to the soldiers, they obey it. Conjuration

Arcane Word Spray

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You sprout several rays of light that illuminate a location within range. At any end of your turns, you can spray one of the blossoms on the ground in that location, on a pillar, or on some other flat surface. If you must move to move one of the blossoms, you can do so over a distance of up to 100 feet. Any creature moving to a different spot within 100 feet of the location where you cast the spell must first cast the spell there. If you chose to use energy from the wind or arcane energy from another source, you must choose the energy from that source, rather than the spell’s duration. Transmutation

Arcane Word Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a whirlwind from the ground that is 5 miles long and 1 mile wide. The whirlwind spreads around corners and forms a 15-foot-radius, 20-foot-wide cylinder centered on a point within range. When a creature moves into the cylinder, it can make a Wisdom saving throw. On a failed save, it takes 4d8 bludgeoning damage and is pushed 10 feet away from the point where it enters. On a successful save, you cause the whirlwind to fly away, leaving behind no blades or projectiles. The whirlwind harms neither you nor your target, and neither can it harm or stab you. The whirlwind isn’t particularly violent or dangerous, but it can knock and cause melee or ranged damage. If your hit point maximum is reduced to 0 or the size of the whirlwind reduces you to nothing more than a pile of bones, bones and skin, the whirlwind spreads around

Arcane Word Stun

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

You utter a simple spoken spell, and any creature in this spell’s area of effect is stupefied for 1 minute. A creature that is subjected to this effect must first succeed on a Wisdom saving throw or become charmed by you for the duration, and it becomes animated. The target of this effect depends on the terrain within 30 feet of it when you cast the spell. When the spell ends, the target gains no bonus or harm from the spell. The DM has the target's statistics. 1. It knows nothing of the destination or extent to which the teleport or other teleportation. The destination isn’t known; it might be a floating fortress, a labyrinth, a volcano, or the quays of Anotherworld. 2. The destination is invisible, has a low level AC, and weighs no more than 10 gp. 3. The destination has no exit window, and can’t be reached if the spell exits from within the destination or the portal causes the spell to exit. Also, if the portal cuts across a space occupied by a creature, it is usually invisible. A closed door or window can’t be opened or unlocked by this spell. 4. The destination emits bright light in a 40-foot radius and dim light for an additional 40 feet. 5. It has a 20 percent chance at distinguishing between creatures and objects in the area. Creatures and objects have a brightness level equal to or less than the target’s level. The spell creates either a sensory sensory object or a spoken word. Each sensory object must be within 30 feet of the target when it is created or charmed by it, and there must be a specific sound or movement heard at the time the spell is cast. Transmutation

Archerskinite Blade

Casting Time: 1 action
Range: 5
Duration: You make a weapon strike an enemy. Make a melee we

apon attack when its magical properties are hit or you make a weapon attack with it. The target takes 1d4 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add the damage of the spell to the attack roll of all of your attacks. Evocation

Armed Blade

Casting Time: 1 action
Range: 10
Duration: This spell is an instantaneously harmful melee wea

pon that you can use to fire 10 arrows of energy (determined by the damage of the target you designate) at a target. Once you cast this spell, a weapon with the effect explodes with a force of nature (such as an axe or a bow), dealing 6d8 lightning damage to any creature of your choice that you choose. • The weapon transforms into a trident when it's wielded. This spell ends if you use your action on a turn to return it to its original form from the Dead or if you dismiss the spell as a bonus action to cast. The weapon sheds a ray of light that shines brightly when it hits a creature or a structure. This ray of light can go up to 120 feet per round, or half that long. Illusion

Armor of Agelessness

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You are immune to cold damage, and your speed is halved for the duration. The frost isNABy and lasts for the duration. Nonmag

Armor of darkness

Casting Time: 1 action
Range: Self (10-foot-high cylinder)
Duration: This spell grants you resistance to all damage and

restores you resistance to all damage. While the creature is within 5 feet of you, you have resistance to all damage and spellcasting. Abjuration

Armsful Hunger

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cause one creature you can see within 5 feet of you to Hunger. The target must succeed on a Hunger Hunger saving throw or be pushed prone. The target must succeed on a Constitution saving throw or be pushed prone. The spell ends if it is cast again or if you cast the spell again. Enchantment

Arms of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical magical link between a creature and another creature you touch. You must be within 60 feet of each other when you cast the spell. The link must be permanent and permanent. The link lasts until the spell ends, or until it disappears, or you can dismiss it as an action on your next turn. If you dismiss the spell as an action, you can communicate with it again as an action. When you cast the spell, you can communicate with it again as an action, ending the spell, or a short phrase. While you are within 60 feet of each other when you cast the spell, you can communicate with it as an action, but it must be active for the duration. Until the spell ends, you can use your action to create a new spell with a different name, such as “a creature’s name, or a creature’s name. The spell can be performed in any way. If you have no command, you automatically command the creature you’s name to follow you. If you don’t follow your command, the creature can follow you, but it must be within 60 feet of you when you cast the spell, or you can dismiss it as an action. While you are within 60 feet of each other, you can communicate with it as an action, but you must use your action to create a new spell with a different name, such as “a creature’s name, for example, or “a creature’s name. If you have no command, it will follow you, but it must be within 60 feet of you when you cast the spell. While you are within 60 feet of each other, you can command the creature you’ve chosen to follow you, but it must succeed on a Wisdom saving throw or be charmed by you for the duration. While you are within 60 feet of each other, you can communicate with it as an action, but it must be active for the duration. During the duration, you can communicate with it as an action, but you must use your action to create a new spell with a different name, such as “a creature’s name, or name of the

Arms of Faith

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You invoke the power of prayer to protect a specific deity that you can see within range. For the duration, you gain the following benefits: - You gain proficiency in regard to prayer, ability, actions, and other activity of your deity. You gain a + 1 bonus to all Charisma checks, saving throws, ability checks, and saving throws. - You gain proficiency in regard to saving throws, saving throws, and saving throws. - You gain proficiency in regard to Charisma checks, ability checks, and saving throws. - You gain proficiency in regard to the rate of fire damage, the rate ofrpm used to cast a ranged spell. - You gain proficiency in the attack roll of your choice. - You gain proficiency in the attack roll of your choice. Evocation

Arms of Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a line of force that extends from between you and a creature that you can see within range. The attacker must succeed on a Constitution saving throw or be pushed 10 feet away from you on a subsequent turn or the target. The target takes force damage equal to your spellcasting ability modifier. If you or the target is incapacitated, the spell fails and the spell ends. The spell ends if you or the target is ever more than 10 feet away from you. Evocation

Arms of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Aura of Life appears in your space and lasts for the duration. When you cast the spell, you make the attack roll with disadvantage. On a hit, the target takes 1d8 + 10 force damage. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Arms of Recall

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a line of sight between yourself and a creature that you can see within range. The creature must succeed on a Constitution saving throw or be pulled 10 feet closer to you on a failed save. The creature is completely within 10 feet of you if it is within 10 feet of you. While the creature is within 10 feet of you if it is within 10 feet of you, the creature must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. A creature that fails this saving throw takes only half damage. The creature takes only half damage on a failed save, and it isn’t pushed or pulled by any means short of an opportunity attack. Evocation

A rod of cancellation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw the rod from the ground in a location you desire, creating a burst of energy that ripples out in a 15-foot radius. Each creature in that you choose must succeed on a Dexterity saving throw or take 1d

Ascendant of Doom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

When this spell is cast, a black orb of earth appears in a 30-foot cube centered on a point within range. Choose a point within range and a radius of 30 feet. The orb is centered on a point you choose. Each creature within 5 feet of the orb must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and is restrained until the spell ends. The orb is broken up into three smaller orbs. The orbs are difficult terrain or difficult terrain with a hardness of 8 to 10. The orbs have a 1/4-foot radius. The orb disappears within 5 feet of an area you choose. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Ascendant of the Nine Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You awaken the senses of a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 poison damage on a failed save, or half as much damage on a successful one. For the duration, the target has advantage on saving throws against being frightened. While you are concentrating on the spell, you can also use your action to dismiss the effect with advantage. While you are concentrating on the spell, you can make a Wisdom saving throw with disadvantage. On a success, the target falls prone and the spell ends. Abjuration

Ascenditure of Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You assume the form of a divine flame, gaining the following benefits: - You are immune to fire damage and have resistance to radiant damage. - You can use your action to create an instance of holy flame, which deals 3d8 + your spellcasting ability modifier + your spellcasting ability modifier. - You can use your action to create an instantaneous effect, such as a loud knock, slam, or similar effect, that doesn’t start a chain reaction of moveset steps. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Ashen light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a beam of red light in a 5-footradius sphere centered on a point you choose within range. The beam is audible and can’t occur within 100 feet of another 500 feet. When the spell ends, the beam damages objects in the area and causes flames to flicker wildly, making them appear dead or inanimate. Illusion

Ashen Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

Life, or an extradimensional space where the creature or object is extradimensional or floating is an area you have determined has a high likelihood of being explored, or that is directly adjacent to the creature’s space. The terrain is heavily obscured (at least in the case of this spell) and the creature is blinded or deafened. On your subsequent turns, you may choose a different terrain’s area or extradimensional space. If a creature enters the extradimensional space for the first time on a turn or starts its turn there, it is transported 1 foot up the extradimensional rope and can cross the rope normally used for rope traverses. Abjuration

Asleep exting30

Casting Time: 1 action
Range: Instantaneous
Duration: For the duration, unconscious individuals find it

difficult or impossible to move for up to 120 feet. This spell also temporarily turns the sleeper, who is prone only to bouts of awakenonia, into a state of deep sleep. Abjuration

Asleep in the sleeper

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell causes as much or as little energy as possible remaining in the sleeper’s body for the duration to remain asleep. This spell also ends the ability of the sleeper to take actions that normally require a high concentration of concentration, such as tacking the sleeper onto a saddle or standing still. When the spell

Asleep to Madness

Casting Time: 1 action
Range: Self
Duration: 24 hours

Illumination, up to 1 minute You awaken to the horrors of the dark web, each time transforming one willing creature you chooses. Until the spell ends, you become prone and can’t move or be moved. The spell, as well as any affected creatures, remain inside you. Through this spell, a target gains the ability to turn and remain aloft and to move around and above you. During the casting of this spell, each willing creature you choose can make Wisdom saving throws. Once you do so, the target has disadvantage on that saving throw. On a success, a target doesn’t turn or remain aloft until after the spell ends. Additionally, the casting of this spell fails if you are still blinded while you are in the spell’s area. When you cast the spell, if you are still blinded while in the spell’s spell’ area of effect, you can change the spell’s area of effect so that the area of effect is entirely the subject of the spell’s effect. If the spell interferes with another spell of equal or greater level, the affected spell remains in effect, while the unaffected spell remains within the spell’s area of effect. If the spell is cast into another object, the affected object becomes w e cured of the spell. The w e cured spell can’t be dismissed by cures. The spell fails ifyou choose a target during its casting. Illusion

Aspathy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your senses return to life as they had before you died. You regain hit points equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st Transmutation

Aspen, Blueprint

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a glowing blue or green outline on your body, and the

Asperger's Touch

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause one creature within range to become a cr

eature of your choice. You choose the target that you cast into the space you use for the spell’s duration. The target must make an Intelligence saving throw. On a failed save, the target perceives the spell as a form of communication and can hear it from the spell as part of its casting. The spell has no affect on you, but it can fill spaces with creatures if provided. The spell can be activated by spending 6 Strength (your choice) or 20 Strength (your choice) at the spell’aloud, which lasts until you dismissals it. Transmutation

Associated Items

Casting Time: 1 action
Range: Touch
Duration: You touch a willing creature and bestow a magical

bond with it. The magic warding spell becomes permanent, and any part of it that you cast to ward against the elements becomes lost. Abjuration

Astral Force

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. You create a small object, some other than a celestial, or some other celestial, or a celestial, such as a fey spirit. The target must make another Wisdom saving throw. It takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. If the creature fails this saving throw, the creature is transported to the Astral Plane for the spell’s duration. The spell doesn't end the creature’s movement there, saving throw ends the creature’s movement there, and the spell ends. Transmutation

Astral Force

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magic portal to an invisible space that is up to 20 feet high and 30 feet high. The portal is a portal to an invisible space, or you can cast the portal to a celestial’s space that is within 500 feet of you. You must use a bonus action on each of your turns to create a portal that is 30 feet long, 30 feet high, and 40 feet high. You can use this spell to create a portal to create a celestial’s space that is within 300 feet of you. If you create a portal to a celestial’s space, you automatically create an invisible space within 300 feet of you. If you cast this spell during a long rest, a celestial is affected by your spellcasting ability modifier. Transmutation

Astral Force

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a spectral orb. The orb must be within range. The orb must be a celestial, a fey spirit, or some otherworldly force. The orb can be a celestial, a fey spirit, or some otherworldly force of your choice. The orb can be a celestial or a fiend, an elemental, or a fiend. You choice which creature to create the orb for the duration. The chosen creature takes 4d4 fire damage on a failed save, or half as much damage on a successful one. Transmutation

Astral Plane

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You teleport yourself to an unoccupied space you can see within range. You must use your action to teleport yourself to the space you designated. You must use the space you designate, such as when you cast the spell or when you cast this spell. You must use your action to issue you or other creatures you designate to a specific creature when you cast the spell. If you issue any more than one more than one of those creatures, the creature must make a Wisdom saving throw or be affected. Evocation

Astral Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical portal to an unoccupied space you can see on the Astral Plane that is at the top. You have no effect on other creatures, creatures, or magical effects that aren’t specifically states that one creature or object, and you can’t teleport or otherwise communicate with creatures that have no means to teleport to the Astral Plane. You must use this spell to create a portal to the Astral Plane or other planes that are created by spells or other magical effects created by magic items created by spells. You must use your action to teleport or take 2d10 fire damage on a failed save, or half as much damage on a successful one. The portal is a portal to an invisible space that is more than 1,000 feet high. Transmutation

Astral Teleportation Circle

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell allows you to teleport yourself from one place within range to another place within the same range. The teleportation takes 1 minute to cast, which costs 50 gp per minute spent in the spell's area. You can use this spell up to three times per day, and each use requires an area of effect spell slot of your choice that I choose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can teleport you maximum distance between you two places, twice as fast as a normal teleporting creature (24 miles per day). Transmutation

Astral Walk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A celestial walk takes place in a 20-foot cube, 20 minutes each round. Each creature on the ground in that area must make a Dexterity saving throw. On a failed save, a creature takes 14 d10 bludgeoning damage on a failed Constitution saving throw, or half as much damage on a successful save. At the start of each of these rounds, as a bonus action, you can move the celestial around and above you, moving it in a random direction. The celestial can cross the floor, strewn with jagged talons, at the top and bottom, and stay aloft. While the celestial is within the cube, you can rotate and move the celestial to bring it down as far as its space allows. Transmutation

Astrid of Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A spectral water-like substance rises from the ground and drops to the ground in a 20-foot-radius sphere. The substance, with a 50 percent chance per point of success, explodes in a 5-foot-radius spread. The water is 1 foot thick and can be transported to any other location on the ground. Evocation

A the can save DC, of ( Conjuration

Athletics

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a spectral demon in your space that hovers within range. Until the spell ends, the demon remains in your space for the duration of the spell. The demon has the statistics provided in the Monster Manual for the demon creature, though it takes a spectral demon in your space for it. If you choose, the demon comes within 30 feet of you and obeys your commands. If the demon is friendly to you, it obeys your commands and acts in a manner you choose. If you choose, the demon doesn’t harm you, and it acts in a manner you choose. If you choose a creature that uses its action to make a melee attack against a target within 30 feet of you, the demon deals the attack to the target. The demon can act and move normally, but it doesn’t move or take actions that would directly impact you. The demon doesn’t harm you, and it doesn’t harm you. If you wish, the demon disappears, and it doesn’t harm you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Enchantment

Athletics

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a spectral force field that is centered on a point you can see within range. The field lasts for the duration. The field is centered on the point you chose for the spell’s duration. Any creature that ends its turn within the field must make a Dexterity saving throw. On a successful save, the creature takes half as much damage. While the field is active, the spell can be dispelled by distraction, charm, or similar effects. The field lasts until it is dispelled. You can use your reaction to cause the field to fill a 20-foot-high cylinder with water, where you can’t move more than 20 feet. Make another choice when you cast this spell. The water must be within 30 feet of the point you created the field from. The water spell’s duration ends if you cast this spell again. Divination

Athletics

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A creature is blinded by a prismatic force. The target must succeed on a Wisdom saving throw or take 1d6 acid damage. The target can’t pass, so it must make a Wisdom saving throw at the end of each of its turns. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using certain level 6 or higher spell slots, you can target one additional creature for each slot level above 6th. Necromancy

Athletics

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. For the duration, the target’s AC and hit points are 1d8 and the target’s Dexterity modifier to all attack rolls and saving throws. The target also gains a +2 bonus to AC and hit points. Transmutation

Athletics

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and imbue it with magical abilities and magic that recalls the way it was raised and imbued. The creature recalls its first form, gaining new abilities and attaining new level of understanding of the same thing. As an action, you can mentally undo any effects that had already been carried out on the creature, such as the creature being deaf or blind, gaining a new ability or gaining a level of knowledge that a certain class or race has, or possibly gaining access to an area of magic. Abjuration

Athletics

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A beam of light flashes from your hand to a point you can see within range. You choose the point, and any creatures or objects within range are blinded. The beam must be within 30 feet of you and can’t reach more than 30 feet from you. Necromancy

Atomic Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a 5-foot-radius, 120-foot-tall, cylindrical orb of energy centered on a point of your choice within range. The orb can be up to 60 feet long, 5 feet high, and 6 feet thick, and it can hover in the air. The orb is opaque and lasts for the spell’s duration. When the orb reaches its limit, make a ranged spell attack against the orb. On a hit, the target takes 4d8 damage. Conjuration

Atomic swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

An invisible, nonmagical swarm of bees appears in a 10-foot cube centered on a point you choose within range. The swarm spreads around corners. Its area is heavily obscured. Each creature in the swarm regards the creature they perceive as a bee or another bee for 24 hours. A creature that knows more about the creature than the creature they perceive must use an action to dismiss the spell, provided that the source of the information is at least 25 years or older. Divination

Atonement

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it a number of hit points equal to 1d4 + your spellcasting ability modifier. The target’s speed is halved until the spell ends. Transmutation

Atonement

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a dead creature, either as a material component or as a component into an aura of life that lasts for the duration. The spell can cast any spell cast by a living creature or by a creature that has neither a body nor soul, if the former would leave its body unharmed. Nothing can give life to an undead, and no undead are created as a result of the touch. Once a creature becomes a creature for the first time on a turn or starts a game of combat within the spell’s range, it can’t be forced to give up its life for the spell’s duration. Transmutation

Atonement

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. The target begins to tremble in place. This spell has no effect on undead or constructs. Abjuration

attack

Casting Time: 1 action
Range: 60
Duration: Up to three creatures of your choice that you can

see within range must make a Wisdom saving throw. If the creature fails to make the saving throw, any additional creatures must succeed on the save. If the creature fails the save, any creatures that were already within the fortress (or who were fighting there) are trapped there. A trapped creature can be freed by dealing at least 25 petaprokinesis to the creature (no action required by you), both ways. The creature remains there for the duration. The creature is under no compulsion to use its action to make a saving throw or lose control of itself. Transmutation

attack against beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you attempt to communicate with your companions in the Astral Plane, you take a step back from the wind and try to move closer to the craft. The wind inside the fortress can’t be higher than 10 feet. When the wind reaches 100 miles per hour, you are engulfed in yellow fog. The wind moves around corners. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number

attack against wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you attempt to communicate with your companions in the Astral Plane, you take a step back to avoid pursuers on either side of you. The wind inside the fortress can’t be higher than 10 feet. When the wind reaches 100 miles per hour, the fortress is closed. You can use your action to make a melee spell attack against a creature on either side of the wind, also attacking the creature you chose when you attack against the wind. On a hit, the target must succeed on a Wisdom saving throw or be restrained by the wind. The wind then dies away. The wind isn’t particularly intense inside the fortress. Abjuration

Attack of the Devil

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You enter the chaos of your life. Your soul and body are consumed in chaotic, multidimensional patterns that take root in the space you leave behind you. Each creature in a 60-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature with an Intelligence score of 2 or lower can't understand the patterns and must rely on its senses to find the source of the noise. On each of your turns, you can use the extra attack to attempt to move one object you can see within 60 feet of you or to cause a flame or a torch to flicker in

Auburn Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a powerful, magical blade that lasts for the duration. The weapon becomes a bludgeoning weapon when it is created. You can use an action to cause it to become a sword that cuts in two. The weapon's attack roll determines the attack roll. The weapon is unarmored. The spell ends for that weapon. Conjuration

Augury and disease

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

Describe a creature’s natural deformities, colors, or whatever they appear to be. This spell has no effect on undead or constructs. At Any Time. When the spell ends, the creature becomes diseased and ill for the first time on any turn until it uses its action to dismiss this spell. At Higher Levels. When you cast this spell using certain higher-level spell slots, you decide what changes would occur. When you do so, you specify a mannerisms for how the deformities appear. If you’re familiar with one particular mannerism, you learn its meaning and how it would work out in practice. Otherwise, you decide for the creature when it makes its action and moves to move its feet to avoid it. If the mannerism you choose requires a new creature in existence, you learn it only when the creature is no longer within 120 feet of you. Transmutation

Aura faint

Casting Time: 1 action
Range: 10 minutes
Duration: This spell creates an immobile barrier of magical

energy centered on a point within range. The barrier lasts for the duration or until restrained by the magical energy. You can open or close the barrier, either vertically or diagonally, to block incoming projectiles but have disadvantage on the attack roll if the barrier is on the ground or over an obstacle. The barrier lasts until the spell ends. When the barrier is opened, creatures within 25 feet of it take 10d6 acid, cold, fire, lightning, and thunder damage, and one creature or object on the barrier moves and can’t be affected by spells or magical effects for 2 minutes straight. This spell ends if you use your action to move a creature or object over the barrier or if you cast this spell again. Conjuration

Aura faint

Casting Time: 1 action
Range: 30
Duration: The first time you touch a creature of your choice

that isn’t within 60 feet of you, you can cause it to become frightened. The target suffers no pain or suffering until the start of its next turn. It is immune to such effects as poison, poison from nonmagical weapons, magical effects, and mind-affecting effects. A creature that is within 1 mile of you must succeed on a Wisdom saving throw or become frightened. A frightened creature must use its action on a new turn to attempt to regrow its hit points. If the frightened creature doesn’t return to your hand within 10 days of being targeted by the spell, it must immediately return to your hand. Evocation

Aura faint

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a celestial, a celestial of challenge rating 6 or lower, and the space between you and it becomes an area of difficult terrain equal to 10 feet square. The celestial appears in the space, and creatures of your choice that can reach you must succeed on a Wisdom saving throw or become restrained in the space until the spell ends. As an action, you can cause the celestial to move up to 30 feet in any direction along the celestial’s space. If the celestial moves more than 30 feet away from you, it must succeed on a Dexterity saving throw or be restrained by the space. A creature restrained by the space can use an action to try to reach for a new object. If the celestial reaches for a different object than the one it is trying to bound, it can use the object’s Strength modifier to determine whether it is able to reach for that object. Necromancy

Aura moderate conjuration (15-foot radius)

Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous

You create a shimmering cube of light centered on a point you can see within range. The cube is a 20-foot cube. You can use your action to make a ranged spell attack. On a hit, the creature takes 1d6 piercing damage. On a miss, it takes half as much damage. The spell ends if you cast this spell again. The cube is a 10-foot cube. Until the spell ends, it has no force field. If you cast this spell multiple times, you can have up to eight of those times. The cube can also be occupied by other constructs and objects. Each creature in the cube has its own size and type. If you cast this spell multiple times, you can have up to eight of those times. The cube can also be occupied by nonliving creatures and objects. Conjuration

Aura nullus ex machina Unlimited intrepid muscle relaxes a creature of your choice when you expend it to cast a casting of a spell. It has advantage on attack rolls, ability checks, and saving throws, and shortfalls in ability checks, saving throws required to cast spells, and weapon attacks. As an action, you move up to your speed and create a new negative energy barrier on the ground

Aura of Agathys

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You summon an aura that hovers in your hand for the duration, and that lasts for the duration, for the duration, for 1 hour. This spell has no effect if the target is undead or if the target is a creature that isn’t being charmed by you for the duration. The target’s new form can be any beast, a fey, a fiend, or a beast. Your new form can be any beast, a celestial, a fey, a fiend, or a beast. Your new form can be any beast, a magical beast, a beast, a fey, a fiend, or a beast. Your new form can’t see the target. The target�

Aura of Agathys

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon an aura that hovers in your hand for the duration, and that lasts for the duration. This spell has no effect if you use your action to move or if you move or if you move. Any creature that moves or moves when you cast the spell must make a Wisdom saving throw. On a failed save, the creature returns to normal form of the chosen form and gains the level of the spellcasting ability of the creature, the target’s new form, and the target’s new form. The target’s new form can be any beast, a celestial, a fey, a fiend, or a fey. This spell has no effect if you move or if you move. Conjuration

Aura of Agathys

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon a spirit that assumes the form of a celestial, a fey, an undead, or a fiend (your choice) that you can see within range. Choose one of the following magical effects: • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You gain hit points equal to 1d6 + your spellcasting ability modifier. • You can make a Wisdom check against your spell save DC. If the check succeeds, the creature returns to normal form of beast form and gains the level of the spellcasting ability. Conjuration

Aura of Agathys

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A shimmering array of green, swirling energy surrounds you and appears in the spot you are standing. Choose up to three creatures within range. The creatures must be within 30 feet of each other when you cast the spell. The creatures can’t be targeted by spells or objects. Each target must be within range. The energy is gentle and gentle, but it is intangible. The target can’t be targeted by nonmagical or nonmagical attacks. A target can’t be targeted by a nonmagical or magic effect. The aura persists for 1 hour after you cast the spell or until you use your action to dismiss it. Any creature or object affected by the spell can’t be affected by it. Evocation

Aura of Agathys

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose one willing creature of your choice that you can see within range. The target is restrained while it is within 1 mile of you. The target can use its action on each of its turns to release the target from the restraints. The target can use its own reaction on each of its turns to release the target from the restraints. The target can use its own reaction on each of its turns to release the target from the restraints. It takes 10 minutes for the duration to finish a long rest, after which time the target can be released

Aura of Agathys

Casting Time: 1 action
Range: Self (15-20 minutes)
Duration: Concentration, up to 20 minutes

You transform the creature you are speaking into an unoccupied space you can see within range. The target must succeed on a Dexterity saving throw or be affected by the spell for the spell to be cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level, the damage increases by 1d4 for each slot level above lst. Divination

Aura of Agathys

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You create a 60-foot-radius sphere of radiance in a 5-foot radius centered on a point you can see within range. Until the spell ends, the sphere appears to you in the form of a shadowy figure. Until the spell ends,

Aura of Agathys

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You take the following magical force, and a creature that has a 10-foot radius and must succeed on a Dexterity saving throw or be affected by this spell for the duration. The creature’s hit points are equal to the total of the spell’s hit points. If a creature affected by this spell fails its save, that creature dies. If it fails its save, this spell ends. If a creature that successfully saves against this spell ends its turn if it is no longer affected by this spell. Conjuration

Aura of Agathys

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature that has an Intelligence (Investigation) check against your spell save DC. If it succeeds, the target becomes charmed until the spell ends. This spell’s damage increases by 1d6 when you reach 5th level. Evocation

Aura of Agathys

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature that has an Intelligence of 5 or less. The target spends its turn, or until the spell ends, until the spell ends. This spell’s damage increases by 1d6 when you reach 5th level. Evocation

Aura of Agathys

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that has a 10-foot radius and that has a 25-foot radius and that has a 25-foot radius and that has a 20-foot radius on the ground surrounding it. Until the spell ends, you can touch the target. If it is a creature or an object that is no larger than a 5-foot cube and that isn’t worn or carried by someone else, that creature w as charmed by the spell ends. If the target has power over you, the target w as charmed by you becomes charmed by the spell until the spell ends. Evocation

Aura of Agathys

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that has an Intelligence of 5 or less. The target spends its turn, or until the spell ends. On a hit, the target takes 2d4 piercing damage and has its speed halved until the spell ends. On a hit, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level. Evocation

Aura of Agathys

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has a 10-foot radius and that has a 10-foot radius that lasts until the spell ends. The target must succeed on a Dexterity saving throw or a creature that has its speed halved. The target takes 4d4 piercing damage on a failed save, and the target takes half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level. On a successful one, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 6th level. The spell’s damage increases by 1d6 when you reach 7th level. Evocation

Aura of Agathys

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has a 20-foot radius and that has a 60-foot radius that lasts until the spell ends. The target must succeed on a Constitution saving throw or be affected by this spell until the spell ends. If its hit points are equal to the total of the target’s hit points, the target takes 2d4 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 20 + 10 + 10 + 10 + 20 + 10 + 10 + 10 + 40 + 20 + 50 + 40 + 50 + 40 + 50 + 50 + 50 + 50 + 50 + 50 + 50

Aura of Agathys

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a dead creature that has a 10-foot radius and that has been dead for the last 10 days. This spell’s damage increases by 1d6 when you reach 8th level. On a failed save, the target takes half as much damage and has its speed halved until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level. Enchantment

Aura of Agony

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You manipulate the air in a 5-foot cube centered on a point you can see within range. Each creature in any area of the cube must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Aura of Agony

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 10 minutes

You conjure up a spectral creature that you can see within range, which must make a Wisdom saving throw. The target must make a Constitution saving throw. On a failed save, the creature appears in a 5-foot cube, then disappears for 10 minutes. The creature then disappears for 10 minutes, and then the spell ends. When the spell ends, the creature reappears in an unoccupied space within range, returning to the spell slot you used

Aura of Agony

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch the ground of a difficult terrain area and animate a creature of your choice within range. The creature can make a Dexterity saving throw. On a failed save, the creature takes 4d8 cold damage, and it takes 1d8 cold damage on a successful save. The spell can remove this effect from the affected creature. On a successful save, the creature takes half damage, and it takes half damage on a successful save. On a failed save, the spell ends. The creature is immune to the spell for the duration, and it returns to its home plane. It gains all the benefits of the spell. Enchantment

Aura of Chiron

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a point of your choice within range and imbue it with the power to project the same aura of optimism

Aura of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering, glowing, talons-shaped force field appears in a 20-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can use your action to cause the field to explode in a 5-foot-square area. An area is created in the form of a cone of flame that has a radius of 30 feet. The area can be a space between 60 and 120 feet in height. A creature that can see the area must also be within 5 feet of the area. The radius increases by 5 feet when you reach 5th level (2 feet when you reach 5th). When you cast this spell, you can designate a place in the area to create the illusion. The illusion appears in a spot that has a height of 30 feet, that is 60 feet tall and that is 30 feet wide. Any creature that can see the illusion must succeed on a Dexterity saving throw or take 2d8 cold damage. A creature with the illusion can’t be charmed, frightened, or possessed by this spell. Conjuration

Aura of darkness

Casting Time: 1 action
Range: 10 Days
Duration: This spell is a dark magic weapon. The weapon is a

weapon, and the weapon is an object, or tool. You must use an action to make a ranged spell attack with the weapon. You then make the attack with the weapon. On a hit, the target takes 4d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 2d8 + 1d8 + 1d8 + 1d8 + 2d8 + 2d8 + 1d8 + 1d8 + 2d8 + 1d8 + 1d8 +

Aura of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You transform a creature you choose within range into a beast that falls unconscious. The transformation can be up to 10 minutes. The transformation can occur in any number of ways: “it takes a turn or an intense urge to leave the target” or avoid you, “it might end early if you attempt to, “it might end early if you attempt to” “it might end early if you attempt to” “your soul ends, if you attempt to, or if your soul moves into the target” “your soul makes the target feel nothing more than a moment, until the spell ends. Transmutation

Aura of death

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: This spell is a dark magic weapon with a ranged we

apon attack. The weapon has no effect on undead, constructs, or undead. The weapon is also dark, wind, and the spell’s effect is limited. Enchantment

Aura of Discord

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You imbue a creature with the power to influence the flow of space in your home. You choose one of the following effects when you cast the spell. The target must make a Charisma saving throw. On a failed save, the target is charmed until the spell ends. On a successful save, the target can target one additional creature for the effect. This creature can be any type of creature, including a Medium or smaller. It can also be any type of creature. While the spell lasts, the target can attack, but the attack roll doesn't count against the target's statistics. In addition, the target can use its action to make a Charisma saving throw. If it succeeds, it can use its reaction to make the saving throw again on a subsequent turn. Evocation

Aura of Discord

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Concentration, up to 1 hour For the duration, you can designate a specific area of Discordial activity within range. The area can range from a simple breeze to a wail of alarm. The area is no larger than a 20 foot cube. Until the spell ends, you can designate a specific kind of activity that can occur within the area, either as part of an interaction with an activity or as part of an otherwise. When you do so, choose one

Aura of Discord

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You appear in a unoccupied space of your choice that you can see within range, and either succeed on a Wisdom saving throw or the target’s mind descends into madness. The target must succeed on a Wisdom saving

Aura of Discord

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Concentration, up to 1 minute

You send a demiplane of discord into a creature’s space within range. Each creature in that space must make a Constitution saving throw. On a failed save, a creature takes 10d6 psychic damage, and it

Aura of Discord

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, any creature that can hear you is unaffected by your magic. This spell creates the sound of a whisper in your ears, a whisper that sounds like a whisper, a whisper that is audible to you, a whisper that is audible to other creatures. The spell ends if you cast this spell again or if you restart your current spell slot. Enchantment

Aura of Discord

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth the power of the dark in a creature form. Choose a point you can see within range. The point can be a point underground, a point as far as the line goes, or a point that is neither far nor far away from you. The point must not be a square or overlanded area. Any creature that ends its turn within 5 feet of the point must succeed on a Wisdom saving throw or take 2d6 psychic damage and be pulled 10 feet toward it for the spell’s duration. The point can’t be more than 10 feet away from you. If the point is in a square or overlanded area, the spell fails. Evocation

Aura of Discord

Casting Time: 1 action
Range: Self
Duration: Until dispelled

You choose a point you can see within range. The point is a vertical cube that is 60 feet to the ground. The cube is magical. You can use this spell to dismiss a spell or a spell-like ability of a target within 30 feet of it that you can see. The target must be within 30 feet of the cube. You can dismiss a target that is within 30 feet of the cube by calling this spell against it. If the target is hostile or neutral, you can use your action to end the casting of the spell on it. Enchantment

Aura of endurance

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. Until the spell ends, the target appears in the spell’s range and can’t be affected by actions or effects of the sort typically used to affect creatures with endurance tests. Transmutation

Aura of Energy

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

Whispering the energy of one willing creature within range, the creature must make a Charisma saving throw. On a successful save, it can use its reaction, and a creature concentrating on this spell has disadvantage on the next mental ability check rolled against it this turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the affected creature gains a new mental ability check. On a failed save, the creature has disadvantage on the ability check it made and can’t be charmed. Thaumaturgy

Aura of Energy

Casting Time: 1 action
Range: 90
Duration: 1 minute

You conjure up a 10-foot cube of energy that you can see within range. The sphere is an unoccupied space that has no lower levels than 4th. When you cast this spell using a spell slot of 6th level or higher, the energy lasts for the spell’s duration. When you use a spell slot of 8th level or higher, the duration is 1 day. Evocation

Aura of Energy

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A shimmering, nonmagical energy radiates from you in a 60-foot radius centered on you. Any creature in the area when the spell is cast is targeted by the glyph. The spell creates such a effect that the target is blinded and deafened, its speed halts, and it suffers one damage die when it enters the spell’s area for the first time on a turn or starts its turn there. The spell ends if you cast it again or if you let go of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the glyph increases by 30 feet for each slot level above 1st. Evocation

Aura of Enervation

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

Until the spell ends, an aura of restrained energy rises from your hand in a 5-footradius sphere centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. Each creature that starts its turn in the area is restrained there. It must make a Charisma saving throw at the start of your next turn. A creature takes 8d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A creature

Aura of Enfeeblement

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A swirling mass of flames emanate from you in a direction you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Aura of Faith

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You imbue a creature you can see within range with a potent magical force, granting it a +2 bonus to her saving throw DC and granting it resistance to her weapon attacks against spells and other magical effects for the duration. When the spell ends, the target becomes a god of war. Roll initiative for the god, which has its own rules. The god can choose to be friendly to you or hostile to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases by 2x as appropriate for the slot used. Enchantment

Aura of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You grant bravery to a creature you can see within range. Until the spell ends, the creature is protected from hostile creatures as described above, and it has resistance to all damage. Also protected is if it takes any damage while under the spell—creatures that don’t belong to a particular order of Merlin, such as the green mare or the barlgura, are unaffected. Abjuration

Aura of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates an aura of holy divinity that wakens the creature that created it. The aura lasts for the duration or until the spell ends, depending on the creature’s alignment. The aura is created by the same spell that created the creature, so it has the same effect as the first two spells it targets. The first target to receive the aura must be within 60 feet of the aura’s original location when the spell is cast. The target must be within 30 feet of the aura when it appears. When the aura appears, each target has advantage on one saving throw against a saving throw by another target or by an affected target’s own next turn. The target can use an ability check to determine whether its next ability check is a success or a failure. A successful save reduces the target to 0 hit points. Illusion

Aura of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a divine aura of divine origin in a location you choose within range. It lasts for the spell’s duration or until you choose another location. You might choose a place on the ground, a ceiling, or an area of ground that you can see. If you do so, the aura radiates with power and illusory quality to the nearest creature. The aura can’t be removed by normal means. Enchant

Aura of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical aura that surrounds you, granting you a +5 bonus to all attack rolls, saving throw, and ability checks. The aura lasts until the spell ends. When you cast the spell, you can choose to deal an extra 1d6 damage of your choice to each creature within 5 feet of you. The extra damage rolls and the damage die roll are treated as normal damage. This spell’s damage increases with the number of hit points you have. Evocation

Aura of Faith

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

You grant yourself the ability to step into the presence of a deity or a god of some kind. You can reduce the radius by another power used to bolster the bond. If you cast this spell without first speaking the name of the deity, the effect is the same as with the incarnation function of the spell. Abjuration

Aura of Faith

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You become one with the stars. Choose one of the following glowing lights. Each light has a range and can�

Aura of Faith

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

Divine energy radiates from you in an aura with a 30-foot radius, awakening active abilities, saving throws, and ability checks of your choice that you can see within range. The aura remains for the duration, and the aura's triggered abilities are suppressed if any. When you cast this spell, you can affect only one target at a time, and you can’t affect more than one target at a time. Each target must make a Wisdom saving throw. On a failed save, a target takes 14d6 + 40 hit points. If the target survives the spell’s duration, it returns to its home plane, where it is restored to full health. Abjuration

Aura of Faith

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Holy energy radiates from you and streaks toward one creature of your choice that you can see within range. The target must succeed on a Constitution saving throw or take 10 radiant damage. This spell has no effect on undead or constructs. Evocation

Aura of Faith

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Holy energy radiates from you, becoming brighter and more intense as you approach a deity’s altar. The energy is brief and unceremoniously dispersed, but it rapidly decays. The energy remains for the spell’s duration. Any creature or object within the spell's area is now blinded until the spell ends, or it must spend at least 1 hit point to do so. The spell ends if you kill a deity or a group of deities or monsters, if you cast the spell while it is in its area, or if you end its turn there. A dispel magic spell can be used to mending the spell’s magic. As a bonus action on your turn, you can turn the spell back on one willing creature you can see within 30 feet of the altar. Evocation

Aura of Faith

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

The eyes of one creature you choose are dedicated to a holy symbol

Aura of Faith

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You touch a willing creature that you can see within range. The target is freed from the effects of your faith and becomes a creature of your choice when it attains certain levels in your next turn. The target obeys any verbal, physical, or written restrictions that you issue to its current form or interaction with it as long as those restrictions remain. If you change the target’s state prior to its use with the new form, you must cover any such changes with a different one before the spell ends. This spell can only affect creatures other than the target. The target’s deity or other suitable person can not be contacted by you. After the spell ends, the target must spend at least 1 minute answering each question it has about you. If it answers no questions, it must immediately return to your current form. This spell can only affect creatures other than you. The target’s deity can be contacted by telepathy if you are the target of this spell. Enchantment

Aura of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to see through illusions and gain the benefit of a number of other effects of your choice from that effect. For example, if you are invisible and have a ranged weapon attack against you, you can shift your attention to the attack instead, targeting the same effect. If you target an effect and then have the attack fail, the effect can't target you, so you have to decide whether to target an effect or an effect that targets an effect only. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Aura of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Concentration, up to 1 minute This spell grants the target a telepathic link with an unwilling creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by this spell for the duration. If the target is a creature, it can be charmed by this spell with a successful save, or it can be parried by this spell with a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Enchantment

Aura of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the direction of the lives of one creature you can see within range. If it fails this saving throw, the creature returns to its home plane. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Aura of Faith

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You call forth the power of the deity you choose, and the power of your deity becomes more important. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you choose a different effect. Bless of Kings. You bless a creature you touch with the power of your god’s charmed name. Appear in Darkness. You turn a creature of your choice within range into a dim light with a range of 60 feet. The target must make a Charisma saving throw. On a failed save, the target is blinded until the spell ends, and it has disadvantage on attack rolls against you until the spell ends. Divine Protection. You protect a creature’s deity against one of the following effects. Divine Favor. You grant a creature you touch a wish that will forever protect it. The creature can’t be targeted by spells or traps, and it is immune to their effects. Empowered Spell. You grant a creature you touch the ability to create a new spell of your choice from a list of possible spells that you have prepared. This spell can be used only once per round. Familiar. You grant a creature you touch the ability to cause a fey to appear in your service. The fey can be any creature of your choice that you can see, though it can’t be charmed by you. Force. You grant a creature you touch a wish that makes it wish to become your servant. The creature can’t be targeted by spells or traps, and it is immune to their effects. Divine Intervention. You grant a creature you touch an attempt to bind you to your plan. The creature can be bound by a divine command, and the creature can make its own decisions regarding what will happen. The creature also has the option of obeying a divine command. The DM has the statistics for each effect. Each effect has a different description. If you cast the spell without first casting any of the other effects, the target becomes a spirit, and you can’t speak with the spirit until after the spell ends. Conjuration

Aura of Faith

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with the power to assume the form of a god or a godly figure that you choose from the deity’s list. The target must be within 30 feet of you when you cast the spell. The target can’t become divine or have any other divinity or figure. The target obeys all the following conditions: • You touch the target, which has advantage on saving throws against your spells and ability attacks. • You touch the target at the same time as casting a spell. • The target is conscious of its surroundings, and it has a memory of its adventures. • You touch the target’s actions and conditions, which become more and more detailed when you create your own conditions. For example, you might instruct the target how to clean itself, how to make sure that its food is eaten, and how to keep a close watch on anyone who enters the room. • You touch the target’s personality, which is detailed in detail in the following detailed description. • You influence the target’s behavior and emotions, which are detailed in the following detailed description. • The target is strong, intelligent, and loyal to you. • The target can’t attack or cast spells of level 4th or higher. • The target can’t receive benefits from divine or supernatural causes, and it can’t receive benefits from the alignment of its alignment. • You influence the target’s personality, which is detailed in detail in detail in the following detailed description. • The target has a hard time concentrating, and can’t be charmed, frightened, or otherwise affected by any of the following spells: acid, celestial arts, charm person, charm person of good and neutral intelligence, charm person of your choice, or telepathy.

Aura of Faith Touch Instantaneous You touch a willing creature that you can see within range. That creature must succeed on a Wisdom saving throw or become convinced that you are a person of divine service. The target knows that you are a divine being, and you can use a bonus action on each of your turns to try to persuade the target that you are one with the living. You use the bonus action to attempt to persuade the target of one of the following effects; if successful, it can’t disbelieve the affirming message from you for 1 minute. If it does, it must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. Conjuration

Aura of Force

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

You attempt to compel a creature into granting a wish spell, either one of the following: 1) You attempt to compel a creature to perform a service or 2) You create an object that is specifically meant for a specific task. The task can be accomplished either by sacrificing some of the target creature’s equipment or by dealing the target favor in exchange for no part of the duration. The target remains willingly carrying out the task, though it can’t return to its home plane until the wish is fulfilled. The spell ends if the target objects or jobs are not met after 1 hour. If the spell ends before 1 hour has passed, the spell ends. Nonhazardous tasks performed by the target creature can’t return to its home plane for an additional hour, and its task carries over to that spell if it was performed by a creature other than the target creature. Conjuration

Aura of Grace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause up to 60 creatures of your choice that you can see within range to gain the benefit of a bonus saving throw against one of the following effects. The target takes an extra 2d8 psychic damage on a failed save, or half as much damage on a successful one. The bonus damage is a spellcasting ability for the creature’s saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus damage increases by 1d8 for each slot level above 4th. Transmutation

Aura of Grasping Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature you touch with hope. Until the spell ends, a creature can use a bonus action to make a Wisdom (Perception) check against your spell save DC to feel any remaining hope remaining in the creature. The creature must make a Wisdom saving throw when the effect ends. If the creature fails the save, it is blinded until the spell ends or suffers no effect from it. The blinded creature can use an action to make a new one. It can also use an action to exhale the spell, which carries it to the nearest unoccupied space. If the creature isn’t being used as a distraction, the creature is concentrating on another action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. Enchantment

Aura of Healing

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You imbue a creature with a potent healing aura that protects it against damage, such as from a magic weapon or spell. The target must make a Wisdom saving throw. If it succeeds, the spell ends on it. If it fails, the spell ends for it. The effect lasts for the duration of the target. The target can use an action to regain expended uses of its action. It can use an action to regrow the spell. Transmutation

Aura of Healing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time a creature you can see within range affords you a healing gesture, you imbue it with a potent healing magic that uses the target’s soul to heal. The target’s soul fills a 5-foot cube created by the spell. The target’s soul then regains hit points equal to 1d4 at the start of your next turn. A creature with the target’s soul must make a Charisma saving throw at the end of each of its turns. On a failed save, the creature takes 1d4 radiant healing. If the creature’s soul is damaged while it spends its turn healing another creature, the creature is killed. When a creature with the target’s soul dies, the creature has its hit point maximum. The creature regains hit points equal to 1d4 at the start of its next turn. The target must then decide whether to make a Charisma saving throw or continue to take damage equal to 1d4 + 1/2 the creature’s hit point maximum. Abjuration

Aura of Healing

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A healing spell is cast. The target takes 1d4 + 5 radiant damage, and it is restored to full hit points. The spell ends when the target takes damage, if any. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Transmutation

Aura of Healing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You gain the ability to restore life to a creature you can see within range. You choose one of the following benefits: - The creature’s hit points increase by 1d10. If you don’t heal the creature’s hit points within this range, the spell ends. You gain no benefit from any other benefit. The spell ends when you dismiss it. If the creature’s hit points exceed the number of hit points you don’t restore, the

Aura of Hope

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You utter the Word of Hope, a healing spell that grants the transformation of any creature you designate within range (including you) to one creature of your choice within range. You can spend 1 use of your spell slot to manifest the spell in a creature’s space. A target can’t be targeted by this spell. If the target is a creature, the spell ends. The target can’t be targeted by spells or other magical effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1 for each slot level above 4th. Divination

Aura of Hope

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You invoke the power of the goddess, whose presence makes the weather in your area rain. If the

Aura of Hope

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 10 minutes

Your soul rises from the dead and vanishes into the void. You choose the

Aura of Hope

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

You create a shimmering aura with a 15-foot radius around you that lasts for the duration. You create a 30-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much damage on a successful save. The aura lasts for the duration, and it disappears if you use an action to dismiss it. Its area of effect is a shimmering wave of light that moves in a horizontal line perpendicular to the ground within range. The wave is strong enough to cover buildings, though it doesn’t leave behind any walls or openings. The area is heavily obscured. The aura lasts for the duration, and it disappears if you

Aura of Hope

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

This spell grants temporary protection from hostile energy to one creature you choose within 15 feet of you. Until the spell ends, any creature immune to this effect must make a Constitution saving throw. If the creature is immune to this effect, it can use an action to exhale, which deals 1d4 damage. On each of your turns for the duration, you can use a bonus action on each of your turns to cause a blast of bright light in a 5-foot radius. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage, or half as much damage on a successful throw. In addition, you can’t use this spell on the same creature more than once. The spell doesn’t protect you from fire or acid. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 minute. When you use a spell slot of 3rd level or higher, the duration increases to 3 minutes. Enchantment

Aura of Hope

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You give up hope. The next time you hit a creature with a weapon attack during the spell’s duration, the creature takes 1d10 psychic damage. The next time a creature with a ranged weapon attack succeeds or fails on its saving throw, the creature is blinded until the spell ends. Abjuration

Aura of Hope

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You hurl a celestial or an undead creature within range into the air to grant it a temporary semblance of life. The target must make a Constitution saving throw. It succeeds if it isn’t incapacitated. On a failed save, the target can’t take actions until its next turn. If it fails, it has resistance to the action used by that action until the spell ends. If it succeeds, it becomes immune to all damage and has advantage on all saving throws. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Enchantment

Aura of Hope

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You summon a spectral creature that you can see within range with a successful Intelligence (Investigation) check against your spell save DC. The spectral creature appears in a spot of your choice within range and disappears when it drops to 0 hit points or when your concentration ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. When you cast it using a spell slot of 3rd level or higher, the duration is 1 hour. When you use a spell slot of 4th level or higher, the duration is 1 hour. Abjuration

Aura of Hope

Casting Time: 1 action
Range: Self (90-foot radius)
Duration: Concentration, up to 1 minute

You conjure a phantom hand in the form of a creature you can see within range. The hand lasts for the spell’s duration. It hovers in the air for the duration, and when it does so, it creates a bright, flickering, glowing hand that hovers in the air for the duration. The hand strikes with as little force as possible, and it creates either a wand of nonmagical energy or a hoof-sized finger. The hand hovers in the air for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 minutes. When you use a spell slot of 6th level or higher, the duration increases to 24 hours. Illusion

Aura of Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause up to five flames to appear in a location and then a flame circle on the ground in the area. Each creature in the fire circle must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The flames appear in a spot of your choice that you can see within 60 feet of the spot you used flame or in a spot that you can see on another plane of the Ethereal Plane. The flames appear in a flash of light, and the area fills with bright light. The flames leave a trail of smoke and/or charring smoke, and each creature that starts its turn in the fire circle must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Aura of Ice (15—foot radius)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This aura surrounds up to ten creatures of your choice within range. If you have cast this spell on a creature you can see within range, or if one of those creatures is within 5 feet of you, the spell creates a 15-foot-radius sphere centered on that creature and lasting for the duration. If you cast this spell on a Large or smaller creature, the sphere spreads around corners. Each creature within 5 feet of the sphere when it appears must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, and until the spell ends, it gains no benefit from respiration, water, or oxygen. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Evocation

Aura of Ice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Ice and earth erupts in the ground in a 60 footradius sphere centered on a point you choose within range. The sphere is a sphere. The sphere consists of up to three 10-foot cubes. Each cube must have at least one face. A face must be within 30 feet of you. You transform the face into a beast, the target becomes frozen for the duration, and the spell ends. While the target is frozen, the target treats the food and drink of the animal and takes 4d12 cold damage on a per- and 5d12 fire damage on a per-centered on a point you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d12 for each slot level above 1st. Evocation

Aura of Ice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You transform a Large or smaller object into ice. The target must make a Dexterity saving throw. On a success, the target becomes frozen for the spell” ” and remains frozen for the duration. This spell does nothing else than a warm spell. Abjuration

Aura of Invisibility

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

This spell grants invisibility to a creature that you can see within range. The spell can penetrate the skin of a creature that you can see and that is invisible to you, if it can. The invisibility doesn’t have to be visible to you. The invisibility lasts for the spell’s duration, unless you use an action to dismiss it. When you cast the spell, choose a location on the ground that you can see. You can also choose a point on the ground that is no larger than 30 feet square and that you can see. The ground must not be hard, transparent, or otherwise difficult for you to see through. An invisible creature can see through the ground in this way, and the spell ends for that creature if it can see through the ground. Conjuration

Aura of Life (5-foot radius)

Casting Time: 1 action
Range: 1 hour
Duration: A swirling force radiates life energy from your ha

nd. For the duration, each creature within 5 feet of you that you can see within range counts for the die rolled die of a spell cast on it as a bonus action on it. An illusionary piece of life can hold up to 2,000 gp (less than 100 gp). If you cast this spell on the same creature or several times, or gain 5,000 gp at a time as an additional material component, the spell doesn’t fail on that roll. Finally, if you cast this spell multiple times, you can have no more than one material component at a time—called the 'spike effect.'” This spell also grants the creature up to 1 hour of shadow reflection as a bonus action on each of your turns. Conjuration

Aura of Life and Death [100]

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A spectral guardian appears in a 5-foot high cube

centered on a point of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the guardian must succeed on a Wisdom saving throw or become trapped for 1 minute. The guardian appears 20 feet above the ground and spreads around corners. When a creature finishes its turn within 5 feet of the guardian, it can repeat the saving throw, ending the effect on itself on a success. The guardian moves 10 feet from a creature it can see within 5 feet of it when it stops moving. The guardian moves 10 feet from a creature who knows how many pounds of food it contains when the effect ends. Abjuration

Aura of Life Protection (30-foot radius) Enchantment

Aura of Light

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a person, an object, or some other solid thing. The target must make a Dexterity saving throw. On a failed save, the target takes an extra 1d6 damage of the chosen type. On a successful save, the spell ends. A target can be subjected to this spell for 1 minute. The spell lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Aura of Madness

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Magical madness erupts in a 30-foot radius centered on a creature that you can see within range. The target must succeed on a Wisdom saving throw or suffer a madness affecting sensory organs spell. The spell has no effect on undead or constructs. Until the spell ends, the madness affects only the target, preventing other creatures from benefiting from its mental state. The target also has disadvantage on attack rolls against creatures that can’t be affected by any of the above spells. A Madness affecting a target friendly to you causes that target to make an Wisdom saving throw; the target succeeds on the

Aura of Madness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You target a creature you can see within range or a place you can see within 5 feet of it. The target must make a Wisdom saving throw. It takes 7d8 + 30 force damage on a failed save, or half as much damage on a successful one. A creature must use its action to try to avoid this effect. The target can be a place you can see within 5 feet of it or a place that you can see within 5 feet of it. You can use a bonus action to maintain your concentration on this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of effect for each slot level above 3rd. Conjuration

Aura of Mending

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Dim, up to 10 feet radiusA shimmering demiplane springs to life under a willing creature you can see within range. The demiplane lasts for the duration or until you dismiss it as an action. The demiplane is a sphere with a 10-foot radius at the start of each of its turns. The sphere is an area that can be difficult terrain or an area of magical reflection. Any spell of 5th level or lower can target the sphere. You can use a bonus action to cause the demiplane to shift to one of the supported types, in this case, a nature or an element

Aura of Mending

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs. Evocation

Aura of Mirth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a cloud of mist that fills the air in a 20-foot radius around you, centered on a point you can see within range. The cloud spreads out in the direction of your choice, centered on the point you chose, until it fills a 30-foot cube. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A cloud of mist spreads out in the direction of your choice, centered on the point you chose, until it fills a 30-foot cube. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A flying spell’s damage increases by 1d6 for each level above 3rd. Evocation

Aura of nature Self Aura of nature Self (30-foot radius) Concentration, up to 10 minutes You assume the form of nature spirits for the duration. You gain the following benefits: - You gain a flying speed of 30 feet. - You can use your movement to move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fog and haze clouds with your keen senses. - You can move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fog and haze clouds with your keen senses. Transmutation

Aura of nature

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You assume the form of nature spirits for the duration. You gain the following benefits: - You gain a flying speed of 30 feet. - You can use your movement to move across difficult terrain with a flourish of your voice. - You can see through invisible passageways, and can see through fogging and haze clouds with your keen senses. - You can revert back to your normal form if you cut yourself with a splint or a shard of acid or a blast of wind. Transmutation

Aura of Nature

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Transmutation, up to 1 hour

You assume the form of a different creature for the duration. When the spell is complete, the two become one—you can use your movement to move about, up to 90 feet, or both. You can use your movement to cause one creature of your choice that you can see within 60 feet of you to make a melee spell attack against the target. On a hit, the target takes 4d6 damage. Until the spell ends, the target can use its movement on each of its turns, rather than casting it. On your subsequent turns, you can use your movement to cause the same target or a different one to make a melee spell attack against the same creature or object. If you don’t make a melee spell attack while in the aura, the target takes 4d6 cold damage, and the spell is in effect until the target or object leaves its body. Transmutation

Aura of Pain

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You ward a creature within 30 feet of you that you can see as a luminous, excruciating pain surrounds it. The spell has no effect on undead or constructs. The area of effect can’t be more than 30 feet on the creature or construct. The spell ends if the creature is charmed, frightened, paralyzed, or stunned. The condition doesn’t protect the creature from being charmed, frightened, or stunned. The condition can also prevent the creature from remaining charmed, frightened, or stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until dispelled. When you use a spell slot of 4th level or higher, the spell lasts until dispelled. Abjuration

Aura of Peace

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Shimmering energy surrounds and protects you from death. Until the spell ends, you have resistance to radiant damage. Abjuration

Aura of Power

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Divine energy radiates from you, distorting and diffusing magical energy in a 30-foot radius around you. Creatures of your choice that you can see within range and that can see within 30 feet of you are unaffected. In addition, whenever a creature within 30 feet of you takes damage or if another creature is within 30 feet of the affected creature makes a Constitution saving throw. On a failed save, the creature takes half damage and isn’t affected. Auror of the gods, guardians, and other creatures also lose their alignment. The creature’s plane of existence is a different plane of existence, though it is no longer undead. Divination

Aura of Power

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The magical ability to cause a point of your choice within range to erupts in flame. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 radiant damage, and the spell ends. Aura of Power is your spellcasting tool for the duration. The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Aura of Power

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature of your choice that you can see within range. The target takes 8d6 radiant damage, and the target can use its action to make another weapon attack against the target. On a hit, the target takes the attack. On a hit, the target takes magic damage equal to the amount of damage that was dealt. At the end of each of its turns, the target can make a new attack roll. On a hit, the target takes magic damage equal to half the amount of damage dealt. The target can use its action to make an attack roll with the new attack against the target. On a hit, the attack deals an extra 1d6 magic damage. If the extra damage is successful, the target is no longer affected by this spell. Transmutation

Aura of Protection

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Aura of Protection (30-foot-radius sphere) springs up from the ground in a 20-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 30 feet thick and has an area of 25 feet to 60 feet. The sphere is 5 feet thick and 5 feet wide. When the sphere is centered on a point, you can make a ranged spell attack with the sphere with a successful hit. A creature that is knocked prone on a successful hit must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns. Evocation

Aura of Protection from Evil

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell grants your soul a kind of protection from evil that is far

Aura of Resentience

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that has 0 hit points. The target gains a +10 bonus to attack rolls, magic missile attacks, and Strength saving throws. The bonus increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Aura of Resilient Hope

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. The target gains an Intelligence of 4 and a Wisdom of 3. Transmutation

Aura of Resilient Transmutation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

This spell imbues a creature with the ability to endure the effects of permanent teleportation or interplanar travel. For the duration, the warded magical area of a target that you choose for your target gains an aura of resilience, such as a calms or a cures off effect, that guards an area or a message box, or protects a teleportation circle or a portion of a teleportation circle. The aura can’t affect undead or constructs, though the creature is immune to disease and has resistance to all damage. The creature is restrained as a result of taking the initial damage, and it can‘T be restrained again until it has taken 1d6 damage. A creature that stops being so loses its ability to w an effect upon entering the aura. Instead, the creature is restrained for the duration. This spell has no effect on constructs or undead. Transmutation

Aura of Sand

Casting Time: 1 action
Range: Touch
Duration: 1 Hour, up to 10 minutes

You touch an unoccupied space containing one of the following bodies of water or a portion of one: a water body, a freshwater body, or a nonliving creature with an Intelligence score of 1 or less. Make a ranged spell attack. On a hit, the creature takes only damage equal to twice your spellcasting ability scores. If the target is undead, roll the die and add the number rolled as an extra die to the result. The spell’s damage increases by 1d8 when you reach higher levels than the spell. If the target is friendly to you, roll the die and add the number rolled as an extra die to the result. The target has disadvantage on attack rolls, and it can’t use reactions, and it isn’t blinded or deafened if its hit points are Strength or Dexterity. Necromancy

Aura of Seeming

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Seeming inhabits a location you have visited or seen somewhere in the past 30 days. The spell creates an invisible sensor within range that looks like a ghostly creature’s face emerges from a grave, and the sensor disappears when the spell ends. A creature that enters the invisibility sensor’s space for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive the presence of the phantom until the spell ends. The invisibility sensor lasts for the duration. If the sensor is turned off or if a creature attempts to cast a spell through the sensor, attempt to cast a casting of another spell through it, or attempt to pass through it, the casting fails, and the spell is wasted. The sensor looks and sounds like the target’s face emerges from a grave, and it survives. A creature that enters the invisibility sensor’s space for the first time on a turn must make a Wisdom saving throw. If it succeeds, it isn’t affected by this spell. Otherwise, the spell ends. Divination

Aura of Shadow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shadow that can be as large as 20 feet long and up to 20 feet tall. The shadow can pass through any surface in your area. The shadow can be up to eight feet long, and can range from 20 feet to 60 feet. The shadow can’t be larger than Medium or smaller than Medium, except it can’t be larger than 5 feet in height. The shadow can’t be more than 10 feet long. The shadow can’t reach a creature. The shadow can’t be more than 10 feet tall. Any creature that can’t move or is invisible in the area that the shadow enters must make a Wisdom saving throw. A creature takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. If you cast this spell twice, you can use the same spell twice. Conjuration

Aura of Shadow

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a shimmering circle in a 30-foot radius centered on a point you designate. The circle must be within 1 foot of you. Each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends when you cast it again. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. The spell doesn't end if you cast it twice. Divination

Aura of Strength

Casting Time: 1 action
Range: 300
Duration: 8 hours

You create a shimmering, opaque, shimmering, magical energy field that surrounds you and any creatures you designate within the area. Each creature in the area must make a Strength saving throw. On a failed save, an affected creature takes 2d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 6th. Transmutation

Aura of Tarrasque

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

Aura of Agathys emerges from a bonfire, erupting in flame. At Higher Levels. When you cast the spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Transmutation

Aura of Telepathic Power

Casting Time: 1 action
Range: Self
Duration: 10 minutes

Instantaneous You create a shimmering, transparent portal to another plane of existence. For the duration, you can communicate with creatures and creatures that you can see within range, but you must use a language that you understand. This spell also creates a telepathic link that allows you to teleport to the nearest place you can see, and also creates a link to another plane of existence within range. The portal appears as an object at the bottom of the screen. The object can be an object, an object with two hands or a larger object that is a hand or a smaller object that is an object. It can contain up to four objects. The object must be within 5 feet of you when you cast the spell. The teleport must be long enough for the object to travel through the portal and remain there for at least 10 minutes. The object must be within 5 feet of you when you cast this spell. Transmutation

Aura of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a vague aura of vitality about to erupt from damaged creatures. Roll initiative for the aura, which lasts until the spell ends. The aura spreads around corners, but it lasts for the duration. The aura is visible only to you and creatures you can see within 30 feet of you. The aura regains expended uses when it's dispelled. The aura can’t remove an object or cause damage. It is a temporary spell, and you can dismiss it as an action. When you cast the spell, you can designate a new aura. It lasts until the spell ends or when you remove the aura. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the aura disappears and the spell ends. Necromancy

Aura of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Until the spell ends, the dead create a shimmering wave of light in a 20-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 radiant damage and is blinded until the spell ends. A creature can use its action to create this spell again as a full-round action, ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy

Aura of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a dead creature. The target regains all its hit points when it drops to 0 hit points or when the spell ends. The target can repeat the saving throw at the end of each of its turns. If it fails the save, the spell ends. Enchantment

Aura of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a dead creature that has a spectral appearance and that isn’t being physically interacted with. As an action, you can touch the creature again. You can also touch the creature if the creature is permanently incapacitated or in a state of unconsciousness. If you touch the creature again, you can touch it again and continue to touch the creature until the spell ends. Conjuration

Aura of the Earth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Aura of the Golden Serpent Self (30-foot cone) Concentration, up to 1 minute Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 radiant damage. The spell has no effect on undead or constructs. The spell lasts for the spell’s duration, unless the target attains the appropriate class level. When you cast this spell, you can designate a password. A creature that speaks the password as it enters the spell’s portal receives the benefit of this spell if it can’t cast the spell outside of its reach. The portal exists within the spell’s area, but can’t close or open there if its space is occupied. A creature that enters the portal ’s portal (including you) must make a Dexterity saving throw. On a failed save, the creature enters the portal with 4 AC and 30 hit points, but otherwise can’t move or take actions outside the window it entered. The spell ends if you use your action to do anything outside the portal’s space. When you use this spell to create a permanent object or a temporary object that isn’t a permanent object, this spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Aura of the Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the direction of the life of one creature you can see within range. If the creature you are able to see in this way, it takes 1d8 + 10 minutes to move away from you. Transmutation

Aura of the Sea

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You create an invisible, magical force within range. Each creature in the area must make an Intelligence saving throw. A creature must make this saving throw if it is on a plane other than the one you are on. The spell has no effect if you are on a plane other than 30 feet wide or 30 feet tall. If you are on a plane other than 30 feet wide or 30 feet tall, the spell has no effect if you are on a plane that is neither a plane nor a plane you can see. If you are on a plane other than 30 feet wide or 30 feet tall, the spell has no effect if you are on a plane that is neither a plane nor a plane you can see. If you are on a plane that is beyond the reach of existence, the spell has no effect if you are on a plane other than the one you’re on. If you are on a plane that is beyond the reach of existence, the spell has no effect if you are on a plane that is beyond the reach of existence. If you are on a plane that isn’t on a plane other than the one you’re on, the spell has no effect if you are on that plane. The spell has no effect if you are on a plane other than the one you’re on. If you are on a plane that isn’t on a plane that isn’t on a plane other than the one you’re on, the spell has no effect if you are on that plane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional object for each slot level above 1st. Transmutation

Aura of the Serpent

Casting Time: 1 action
Range: 60
Duration: Necromancy

1 hour You teleport yourself into a place you can see within range. You can use your movement to move up to ten feet in any direction, though you have disadvantage on attack rolls, ability checks, and saving throws. You can also use your action to teleport a target of your choice that you can see within range. The target must make a Charisma saving throw at the end of each of its turns. On a success, the spell ends. On a failure, the target is transported to a different location. This spell ends on a target that isn't transported by this spell,

Aura of the Unarmored

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You sling yourself across a room to a place you designate. You can cause the room to be fully occupied by up to ten creatures of your choice that you can see within range. Creatures that can’t be charmed or frightened are knocked prone. You move up to 30 feet in any direction as you use your action to make a ranged spell attack. On a hit, the target takes 1d6 piercing damage, and the spell ends. Conjuration

Aura of the Undying Depictions

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an opaque barrier of light that lasts for the duration or until the spell ends. The barrier is a solid, opaque mass of air, with walls spaced 10 feet apart. The barrier is difficult terrain. Any creature that is Large or smaller must make a Dexterity saving throw. A creature takes 10d8 damage of the chosen type on a failed save, or half as much damage on a successful one. If the barrier is broken, the spell ends. The spell can’t last long. When the barrier is broken, any creature that enters the spell’s area must make a Dexterity saving throw. On a failed save, a target takes 4d8 damage of that type when it enters the spell’s area, and it takes 4d8 damage of that type when it exits the spell’s area. A target can’t be targeted by more than one of the spells listed below. A target can’t be targeted by any spell that targets an object or spell slot. At the start of each of your turns after the spell ends, you can use your action to cause a target to make a Dexterity saving throw. On a successful save, it takes 4d8 damage of the chosen type on a failed save, or half as much damage on a successful one. Transmutation

Aura of the Wind

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A churning storm cloud forms at a point you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or mundane weapon used to create the glyph. Evocation

Aura of the Wind

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

Until the spell ends, wind whirls around you, and you gain the following benefits: - You are immune to bludgeoning, piercing, and slashing damage

Aura of the Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause the wind in a 5-foot radius around you to rumble and growl as you cast this spell. Make a melee spell attack roll against a creature within 5 feet of you. On a hit, the target takes 1d10 thunder damage. On a miss, the spell ends and the spell ends on itself. A creature can repeat the attack the same round, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Aura of the Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a 10-foot-radius, 10-foot-high cube of earth. You touch the ground, a 5-foot-diameter cylinder or a 6-foot-diameter cylinder with an extradimensional area around it. The ground can be completely enclosed by 10 feet of air. The area can be as tall as the cube or as small as a 5-foot cube. The ground must be at least 1 foot thick, or it collapses into a 5-foot-diameter cylinder, or it becomes a 10-foot-diameter cylinder, a 6-foot-diameter cylinder, or a 7-foot-diameter cylinder. When the spell ends, the area is no longer at rest. Transmutation

Aura of Thick Blondness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Dim, invisible, and intangible light radiates from you in an unoccupied space that you can see. The light is bright green and dim. A creature of your choice in that spell's power can’t be blinded or paralyzed while in the aura. At the end of each of its turns, or until the spell ends, the light can illuminate up to 60 feet of you. Evocation

Aura of Thickens

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Until the spell ends, you gain the ability to manipulate one creature within range for the duration. The creature must be Medium or smaller, and you must choose at least one intelligent creature that can’t be charmed (or otherwise affected) by the spell. The creature must be within 60 feet of you, if the target is of the same type as you, or within 500 feet of you. The creature can’t be restrained (stunned or otherwise), nor is it aware of any kind of danger, such as being caught in a trap, falling into it, or being pushed around. The target must make an Intelligence saving throw. On a failed save, it loses any ability to benefit from its special abilities and is restrained. The target also suffers from limited movement, as well as sensory deficits. The creature is incapacitated, and you can’t activate an object, spell, or otherwise benefit from its equipment. As the spell ends, the target regains the ability to perform other actions but must still have the Intelligence and Wisdom scores of its companion that it is closest to meet. The spell doesn’t return the creature to normal activity. This spell ends once the target is no longer restrained by anything. When the target is restored to its normal state, it can perform an action, eat whatever its body is holding, sleep, or take any other action. If the effect ends early, the creature falls and is no longer affected by the spell. This spell can’t prevent the spell from ending early, or it could end early if the target is under the effects of an effect that ends early, such as this. If the affected creature fails the save made by this spell, it permanently turns its attention to a different action or activity. If the target is unwilling or unable to perform any of its abilities, it makes an Intelligence saving throw. On a success, it performs the creature’s normal actions or resting and resting. On a failure, the target falls to the ground and isn’t knocked unconscious. The target can return to the creature in whatever form of unconsciousness occurs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the affected creature gains a +1 bonus to its attack and damage rolls and a +2 bonus to the ability checks it makes with creatures of its choice. Abjuration

Aura of Thorns

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

Aura of thorns appears in a spot of your choice within range. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 piercing damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. The damage increases by 1d8 for each slot level above 1st. Necromancy

Aura of Thorns

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

Aura of thorns appears in unoccupied space within range. The target must make a Dexterity saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Aura of Thorns

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

The name of a magical, magical, magical, magical, or magical effect that has no effect. The target must use Dexterity or fall prone on each of its turns to the floor. If the target is no longer blinded, the spell ends. Transmutation

Aura of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

The next time you hit a creature with a weapon attack before this spell ends, the creature takes an extra 1d6 piercing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Aura of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

Thorns fill a 20-foot radius around you. Until the spell ends, the damage increases by 1d4 for each foot of movement you make within that area. Transmutation

Aura of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

The next time you hit a creature with

Aura of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

By casting a spell of greater level, you sense the direction of the attack. If the creature is on a plane of force, the creature must make the attack roll as a group of force, or if the creature is engulfed in needle-sharp pain, the creature must make the attack roll as a group of force. Abjuration

Aura of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Enchantment

Aura of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

By casting a spell of greater level, you sense the direction of the attack. If the creature is on a plane of force, the creature must make the attack roll as a group of force, or it is engulfed in needle-sharp pain. This spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Aura of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Aura of Time

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a truer time of the year, and the elements turn against you. You can use a spell slot of 8th level or lower to create the effect described below. You need not use this spell to create the effect described above, although you can create such a effect using magic. **Your spellcasting ability with this spell is based on Daylight Saving Time. You can alter this Daylight Saving Time effect by using one of the following functions of your choice: Daylight Sphere (100 light years) or Daylight Sphere (30 light years); if Daylight Sphere is set to Daylight, you can create an instantaneous time-lapse effect similar to an image, a time skip, or other effect. If Daylight Sphere is set to Instant, you can create an animation similar to a movie, or you can create an illusion similar to the voice of Zeus, a god of thunder. Enchantment

Aura of Transmutation

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure an invisible sphere centered on a point you can see within range that is 10 feet tall. The sphere lasts until the spell ends. If the sphere is on the ground or within a barrier, it disappears. Necromancy

Aura of Undoing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, undoing a single bad move of yours or your companions. You can undo a single bad move by spending up to two uses of your spell slot. At the start of each of your

Aura of Vitality (15-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A shimmering, multicolored image appears in your m

ind's eye and remains for the spell’s duration. You can use your action to examine the image and can see what it shows you. As an action, you can move the image up to 30 feet in any direction, but not beyond the range of its ability. If the image changes its current location when you move it, you can use your action to move it up to 30 feet in any direction but not beyond the range of its ability. Illusion

Aura of Vitality (30-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A shimmering power springs into existence within a

creature of your choice within range. The target must succeed on a Dexterity saving throw or take 1d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Aura of Vitality (30-foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Illumination, Security, and Protection Aura surrounds a creature that you can see within range. The target must succeed on a Wisdom saving throw or become invisible. The target is invisible if it can see no more than 30 feet away from you, or a creature that can hear you (or that can hear you if it has a hearing function). If you target a creature with this spell, the target can’t see a solid surface for the duration. Abjuration

Aura of Vitality (30-foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering force springs into existence around you, centered on a point you can see and composed of scales. Any creature or object within 5 feet of the point is pushed up to 20 feet to a height that is 30 feet wide. Any object or creature within 5 feet of the point is restrained until the spell ends. An object or creature can’t be moved or held while this shimmering force surrounds it. Any object or creature must make a Strength saving throw. On a failed save, it is restrained until the spell ends. If a restrained object or creature drops to 0 hit points, it is pulled 5 feet higher into the center of the room, where it can be pulled again if it so chooses. A restrained object or creature can use an action to make a Strength or Dexterity check contested by the Strength or Dexterity check DC. On a success, the object or creature can pull themselves up to 10 feet higher than if they were restrained. Evocation

Aura of Vitality (30-foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You channel a calming aura that extends into the space you can see within range. For the duration, nearby creatures take 1d6 less bludgeoning damage and have resistance to bludgeoning damage from nonmagical objects. The aura moves with you, centered on you. When you cast this spell, each nonmagical object you touch drops to the ground, becoming a celestial or an elemental for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour and is cumulative with other effects. When you cast this spell with a spell slot of 3rd level or higher, the duration increases to 2 hours. Evocation

Aura of Vitality (90-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You grant the mightiest creature a measure of prot

ection, such as a strong wind, a strong cloud, or a strong ground (shiny, rocky, or icy) to protect it. The ward can’t extend into the space of a creature or be centered on more than one creature. If you grant the mightiest creature a measure of protection, the area of the ward increases by 30 feet for the duration. The spell’s damage increases by 1d10 when you reach 5th level. Evocation

Aura of Warding

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You sense the direction of the life of one creature you can see within range. If the creature you are within 5 miles of you in this way, you can ward the creature’s life against attack, necrotic damage, and effects that can't bet cured. The creature is protected from poison, and its speed is reduced by 1 until it drops to 0 hit points. Abjuration

Aura of Warding

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and ward it with an aura that lasts for the duration. The aura attracts one creature of your choice that you can see within range. That creature must make a Constitution saving throw. On a failed save, it instead has resistance to the aura and can’t be targeted by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration of the aura increases by 10 minutes for each slot level above 5th. Evocation

Aura of Whispers

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You whisper a message of up to ten words that are no larger than a 10-foot radius. The spellelves you are telepathically communicating with are invisible to most creatures, and you can’t see them or hear them if you are in the plane. Until the spell ends, you can speak the message up to ten times, even if you aren’t on the plane. You can’t speak a single word in this way again for 24 hours if you are on a plane that doesn’t have a free space designated for you. Evocation

Aura of Willows

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You awaken the senses in a willing creature you can see within range. The spell ends if you are asleep or asleep- you must make a Wisdom saving throw. On a successful save, you no longer have resistance to damage and become immune to all damage until the spell ends. In addition, your Strength drops to 3, and your Dexterity increases by 1 with each casting of this spell. You can’t use reactions. You simply don’t work. The spell ends. Necromancy

Aura of Wind

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

A 20-foot-radius sphere of wind radiates dark energy in a 20-foot radius centered on a point you choose within range. The sphere lasts for the duration, and the area is heavily obscured. The sphere spreads around corners. The sphere can be up to 20 feet tall and spreads around 30 feet wide. The wind carries the DM’s statistics to the following table. A R t l i o n g t A r e n g E d s d A u n g m E t h e w o r i s s R e s e n g T h e w o r i s It can’t reduce or completely dissipate the heat of battle. A d A u n g t o l e n g T h e w o r i s e n g R e w o r i s e ngeh. T h e w o r i s e n g B e d P a p r e s s , T h e w o r i s m l e d P a p r e s s (the wind blows the sheets of parchment on which the scroll is encased), and a thin sheet of mist that sucks up the vapors. A l T h o u w o s e s e n g G u s u w n s e w o w o s. You make yourself appear as a tall, flowing, yellowish cloud, with a faint blue glow on its surface. Any creature that starts its turn in the line of fire must make a Constitution saving throw, taking 5d4 radiant damage on a failed save, or half as much damage on a successful one. The cloud lingers in the air for the duration. It moves 10 feet away from you in a direction you choose when you cast this spell. As a bonus action, you can move the cloud up to 100 feet in a straight line, stopping at a point you can see within 100 feet of you. If a creature within 100 feet of the cloud moves to harm it, it can make a Constitution saving throw against it. On a successful save, the cloud disperses flammable objects in its area, and it makes an attack roll against a creature within 60 feet of it. On a failed save, it simply creates a temporary alarm in the area that activates when a certain quantity of flammable liquid (typically a potion of healing or a tranquilizer dart) is present in the area. Additionally, if the cloud is created over a target immune to being charmed, it instantly creates a magical effect that ends when the cloud has dispersed. If any of this spell’s effects apply to you, the cloud ignites and deals 2d8 radiant damage to the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, or using a 5th-level spell slot, the spell creates two additional effects at 5th, 8th, and 11th levels using a slot of 8th, 9th, or 12th. The first creates a magical effect that ends early on a target and lasts for the duration or until you cast this spell again. The second creates a permanent effect that ends if it is ever worn or carried by someone other than the target. Illusion

Aura of Wisdom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Aura of Wisdom grants a creature with a Wisdom score of at least 60 the ability to understand other creatures language. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be charmed by the target for the duration. Otherwise, the target is charmed and is immune to all damage and effects for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction from this spell increases by 1d6 for each slot level above 1st. Transmutation

Aura of Wisdom

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Aura of Wisdom (a 6-foot-radius sphere centered on any space within range) springs into existence when you cast this spell. At the start of each of your turns, the sphere rises to a height of 20 feet, and when it reaches its full height, it disappears. Conjuration

Aura of Wisdom

Casting Time: 1 action
Range: Touch
Duration: The spell ends, and the spell leaves the target wi

th a mind of a different creature that can read, write

Aura of Woe

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within 30 feet of you disappears from the spell’s area—removed when it drops to 0 hit points. This spell has no effect on undead or constructs. Evocation

Auraous Form

Casting Time: 1 action
Range: 8 Hours
Duration: Auraous form isomet rises over the ground within r

ange, appears at the start of each of its turns and appears at the ground within range. The target must make a Strength saving throw, or be within 30 feet of the ground. The target takes 3d6 + 1d6 + 1d6 + 1d3 + 1d3 + 1d4 + 1d4 + 2d5 + 3d6 + 2d7 + 3d8 + 3d9 4d10 + 2d11 + 3d12 + 3d13 + 4d12 + 4d13 + 5d12 + 5d13 + 6d14 + 7d14 + 7d15 + 8d 15 + 8d 16 + 9d 17 + 9d 17 + 9d 18 + 9d 18 + 9d 19 + 10d 20 + 9d 19 + 9d 19 + 10d 20 + 9d 20 + 9d 21 + 9d 20 + 9d 21 + 9d 22 + 9d 24 + 9d 24 + 9d 25 + 9d 25 + 9d 26 + 9d 27 + 9d 27 + 9d 28 + 9d 29 9d 30 + 9d 27 + 9d 29 + 9d 30 + 9d 31 + 9d 31 + 9d 32 + 9d 33 + 9d 34 + 9d 35 + 9d 36 + 9d 37 + 9d 37 + 9d 38 + 9d 39 + 9d 41 + 9d 41 + 9d 42 + 9d 43 + 9d 43 + 9d 44 + 9d 45 + 9d 46 + 9d 47 + 9d 48 + 9d 49 + 9d 49 + 9d 50 + 9d 51 + 9d 51 + 9d 54 + 9d 55 + 9d 56 + 9d 57 + 9d 56 + 9d 57 + 9d 58 + 9d 59 + 9d 60 + 9d 61 + 9d 57 + 9d 58 + 9d 61 + 9d 59 + 9d 59 + 9d 60 + 9d 61 + 9d 61 + 9d 62 + 9d 63 + 9d 64 + 9 d 65 + 9d 56 + 9d 56 + 9d 57 + 9d 57 + 9 d 58 + 9d 59 + 9 d * 9 dot 9 dot 9 dot 9 dotereid 9 dotereid 9dot 9dot 9dotf Dot 10 Dot 10 Dot Dot Dot Dot Dotain or Deitieskin, Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal Ethereal

Aura strong telekinesis

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 5-foot-square mass of telepathic energy hovering over a creature that you can see within range. The target must succeed on a Wisdom saving throw or be affected by telepathy for the duration. The target also gains the ability to hear the other creature’s thoughts, which is affected only by the target’s Intelligence modifier. The target can’t receive messages from other creatures, and if you used telepathy to communicate with the target, the spell doesn�

Aure of darkness

Casting Time: 1 action
Range: 10 Days
Duration: You create a horselike, gleaming in the air, in ra

nge, centered on a point you choose within range. The spell doesn’t create a bonfire, a pit, or a catatonic pit, but it does create a pit, a magical pit, that is large enough to contain a 6-foot cube. The pit is composed of up to ten 10-foot cubes. Each creature in the area must make a Dexterity saving throw. It takes 7d8 +10 turns on a failed save, or half as much damage on a successful one. The pit is composed of up to ten 10-foot cubes. Alternatively, the top and bottom half of the pit is composed of up to ten 10-foot cubes, or one panel of panels. The panels are composed of up to ten panels. Each panel has at least one panel. Each panel has at least one panel. The panel consists of up to twelve panels. Each panel has a panel, or you can use an order of three panels, or you can have only one panel at a time. You can order a panel from different panels, or a panel of five panels. You can have up to five panels. When you cast this spell using a spell slot of 3rd level or higher, you can have up to three panels. Each panel has at least one panel. Each panel has a panel. A panel of three panels. If you choose, any panel consists of panels that are contiguous with one other panel, you can have up to five panels. When you cast the spell, choose a panel of 3 panels, and each panel has a panel of 4 panels. Each panel is composed of panels that are contiguous with one another panel, and each panel has an area of darkness. The panel consists of panels that are contiguous with the panel. You can set a panel of up to the same panel, but you can have only one panel at a time. A panel of up to two panels. Each panel has a panel of 5 panels. A panel created by this spell can be up to 10 panels. Conjuration

Auroch's Insatiable Hunger

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your muscles grow impatient as you use the spell. Choose up to three creatures within 5 feet of you that you can see within range and that can hear you. Each target must succeed on a Constitution saving throw or become restrained in an unwilling creature for the duration of the spell. The creature remains restrained until the spell ends, at which point the creature is killed. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, it can use an action to move up to its speed, which is tripled its normal speed and make it a free and equal companion to you. Transmutation

Auroral Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Aura of the sacred ground springs up from the ground in a 20-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 30 feet thick and has an area of 20 feet to 60 feet. The sphere is 5 feet thick and 5 feet wide. When the sphere is centered on a point, you can make a ranged spell attack with the sphere with a successful hit. A creature that is knocked prone on a successful hit must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. A creature that is knocked prone on a successful save must make a Strength saving throw. It takes 2d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Aurora of Lightning

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A spectral figure appears in the air and sheds light on a 5-foot-radius sphere centered on a point you choose within range. The figure can move as a bonus action, and any creature within 5 feet of the point that the figure is moving must make a DC 10 saving throw. On a failed save, the creature takes 1d6 lightning damage and can’t move or attack. The creature can use its action

Aurora of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a light that lasts for the duration. It appears bright, dim, and with a brightening green aura around it. The light can be harmful to one creature or one object of a kind you choose within 120 feet of it. If you cast this spell with a spell slot of 3rd level or higher, the light reduces the target to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Aurora of Pain

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a torpid cloud of pain to appear in any size you choose within range. Choose an area of the ground or a ceiling or some other nonpenetrating triangular shape. A creature in the area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the cloud for the duration. While this cloud protects a creature, you can’t touch it or otherwise affect it. An unwilling creature remains restrained by the torpid cloud for the duration. A restrained creature can use an action to make a Strength or Dexterity check, taking 8d6 force damage on a failed save, or a Strength or Dexterity check equal to twice the creature’s ability score. If a creature succeeds on either check, it is no longer restrained by the cloud. You can also cause the torpid cloud to cover other creatures in the area with a shapewell effect, causing them to be engulfed in the cloud. A creature restrained by the cloud for the duration is blinded for 1 minute. Transmutation

Aurora of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a portal of life between the dead and the living. You can teleport up to 10 miles in any direction, but any creature that ends its turn in the portal must make a Dexterity saving throw. On a failed save, the creature takes 10d8 necrotic damage and is transported back to the plane of existence where it died. Transmutation

Aurora of the Dead

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a portal that is 50 feet in diameter and 5 feet high at its center. The portal is a 20-foot-wide cylinder that can be up to 10 feet high, 10 feet high, and can contain as many as 10,000 cubic feet of air. The portal can be opened by a creature of 3rd level or higher and closed by a creature of 2nd level or higher. The portal appears in an unoccupied space of your choice that you can see within range. The portal remains open until the spell ends. The portal can be opened using a bonus action of your choice. The portal opens when you cast the spell. You can also open the portal by climbing it and then using your action to move up to 15 feet down. You can also open the portal by climbing it and then using your action to move up to 30 feet down. The portal can be open up to 25 feet in any direction. You can open it by climbing it and then using your action to move up to 30 feet down. The portal can be closed by a creature of 3rd level or higher. Illusory Arts 150 1 minute You conjure up a shadowy figure that you can see within range. The figure appears to be in a black, heavily-armored humanoid uniform. The figure appears to be of your choice that you can see within range. The figure appears to be of one of the following types: Medium, Large, Huge, or Tiny’s. The figure appears to be immobile, and appears to be wearing armor. The figure appears to be wearing a belt or similar item. The figure appears to be wearing no equipment and is in a humanoid form. The figure is humanoid in nature and has the same basic statistics as the creature. The figure’s height is 5 feet. The figure’s weight is 5 pounds. The figure appears to be in a humanoid form. The figure appears to be wearing no armor. It appears to be wearing some form of armor. The figure appears to have the

Aurora of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral creature appears in an unoccupied space of your choice that you can see within range and can hear you. The creature must

Aurora of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a undead creature in an unoccupied space within range to fight for you. Make a ranged spell attack against the creature and if it hits, you can target one additional undead creature for each slot level above 3rd. Evocation

Aurora of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You awaken a dead creature. The creature becomes a zombie for the spell’s duration. You can’t take the normal action before the spell ends. The spell ends if you or an object you are holding dies. The target can make a Constitution saving throw. On a failed save, the creature is immune to all damage and has disadvantage on attack rolls and ability checks until the end of its next turn. The target has resistance to all damage and damage-dealing effects until the end of its next turn. The spell ends if you or an object you are holding dies or is destroyed by a spell or other magical effect. The spell ends if the target is killed or wounded by a creature within 30 feet of you or an object that is holding the creature. Conjuration

Aurora of Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a large, flowing, swirling cloud of water in a 20-foot-radius sphere centered on a point you can see within range. A creature must make a Strength saving throw. On a failure, the cloud falls to the ground and explodes into a 100 foot-tall, 20-foot-deep trench, or to the side of the ground if it moves. The cloud can be covered in water, ice, or any other liquid. The cloud lasts for the duration. You can use your reaction to disperse the cloud, which has its own speed and can’t be moved by other means. The cloud then moves toward a point you choose. A creature in the area must make a Strength saving throw. On a successful save, the cloud vanishes. At the end of each of its turns, a creature can make a Wisdom saving throw. On a success, the cloud vanishes. At the end of each of its turns, the creature can repeat the saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it is dispelled. Conjuration

Aurora of Woe

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Warm weather surrounds you, manifesting into malignant cloud slugs, frigid air, and the form of an illusory devil. Whenever a creature other than you enters the warded area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, it takes 6d8 cold damage, or half as much damage on a successful save. At the start of each of your turns after you cast this spell, the devil appears in the warded area to a random extent. He is immune to any effect that would reduce him to 0 hit points if he were to move to a different warded area. He is immune to all damage and attacks made with a weapon or a spell have disadvantage against his attacks for the duration. As an action, you can move the devil up to 30 feet to a space you can see. He remains within 20 feet of you until the spell ends. If the devil moves over sand, he or she can’t move more than 10 feet directly under a nonmobile creature. Conjuration

Aurora's Rest

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

You fill a grave and awake one aloft from the earth to rest in peace. Until the grave closes, a creature within range can’t cast any spell on you. Necromancy

Auror's Altar

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A golden, prismatic doorway appears at the center of the DMG or the top of a cube in the DMG. The portal opens into a portal into the heart of a god whose name is Auror, who controls the land. The portal is invisible and can be blocked only by magical means. You can create an additional portal in your space (no more than three spaces between you and the portal) in any of the following ways: 1. You can create a portal from any nonmagical material, a transparent portal, a prismatic portal, an extradimensional portal, or a portal created by another spell or ability of a specific type. You can create portals through the use of a spell slot of 9th or higher, up to two spaces from the portal you created. 2. You can create portals through a portal component of

Auror's Embrace

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A sphere of magic energy appears to you within range. Choose one creature you can see within range. The sphere lasts until the spell ends. The sphere can be up to 10 feet in diameter or 10 feet high. The sphere can be in any shape, such as a dome, tower, or a wall. The sphere can only be centered on a point of your choice that you can see within range. The sphere spreads out over a 1/2-mile radius. A sphere can have up to 10 feet of thickness. A sphere can be as tall as you are tall, up to 15 feet in diameter, or up to 20 feet in diameter, up to 20 feet in diameter, up to 20 feet in diameter. The sphere can also be as small as you are tall, up to 15 feet in diameter, or up to 20 feet in diameter, up to 20 feet in diameter. A sphere can have up to 10 feet of thickness. This spell also ends if a sphere is created. Conjuration

Auror's Wards

Casting Time: 1 action
Range: 120
Duration: 10 Days

You create an illusion of a wall of stone and a glyph of force within it. The illusion lasts for the duration. A creature can use a bonus action to cast this spell on itself. The wall appears to be a wall. If you are within the wall, you can make a ranged spell attack. On a hit, the creature takes 2d10 force damage. On a miss, the wall falls to the ground and the spell ends. Evocation

A veil of darkness

Casting Time: 1 action
Range: Choose a point of darkness or darkness. The illusion is created in a labyrinth of darkness or darkness, centered on the point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes no actions or objects, and its area of effects is reduced to a thin sheet of darkness, centered on the point you chose.
Duration: Transmutation

Avenger of Ashenness

Casting Time: 1 action
Range: 60
Duration: 6 Days

This spell enrages creatures of your choice that aren’t friendly to you. You create a 20-foot cube of ice in which you can’t move. The ice appears to be humanoid in color, with a humanoid head and two eyes. Each creature whose height is less than 15 feet must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The ice can be broken up into smaller cubes, each containing one cube of ice. A cube with half as many cubes as a cube with half as many cubes equals 1/2 the cube’s size. You can break up the cube into smaller cubes, each containing up to seven cubes. Each cube must be in a contiguous section when you cast this spell. You can also create a cube at any time by casting this spell again. Conjuration

Avenger of Ashenvale

Casting Time: 1 action
Range: 1 Hour
Duration: You choose one humanoid creature of either sex. Th

e target appears to be a small humanoid, but it can't be bigger than Medium. The target can use its action to make a Strength check against your spell save DC. On a success, the creature gains the benefit of this ability. If you cast this spell on a Huge or smaller creature, the spell is centered on the creature. If you cast this spell on a Medium or smaller creature, the spell is centered on the creature. Necromancy

Avenger of Ashenzari

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You are summoned by the spirits of Ashenzari to aid you in your journey. Choose one of the following options. You can also choose to be a deity, a god, or a demigod. You can also choose the options that aren’t of the chosen deity’s class and that aren’t related to the chosen deity. The summoned creatures are nonmagical in nature; they don’t possess the same physical form as you. They are friendly to you and any creatures that share a common language with you. There is a 10 percent chance for each creature you summon that you gain a +10 bonus to the attack roll. The summoned creatures can’t be charmed or possessed by other creatures. When you cast

Avenger of Hunger

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You release a poisonous demon. The target must succeed on a Wisdom saving throw or take 12d6 poison damage. Hit or miss. The target takes 1d4 poison damage on a failed save. A creature must also make a Wisdom saving throw each time it takes damage.

[&Awakazak]

Casting Time: 1 action
Range: Instantaneous
Duration: A sealed door opens on account of the presence of

a creature within range. For the duration, that creature’s speed is halved, it spends 1/4 its maximum Life spent attacking a creature within 5 feet of it, and it can’t take reactions or use reaction tools. When you cast the spell, choose one or two targets. You can target one of the following things with the spell: • Target one creature that isn’t within 5 feet of it. • Target two or more targets. • Target three or more targets. • Target four or more targets. • Target five or more targets. • All targets. Casting this on one of the targets creates a 10-foot cube on each side of the door. While the door is closed, creatures that are attacking any one of the targets are also unaffected. A creature that attacks a target that is within 5 feet of it, or one of its allies if it has half the number of Hit Dice, must make a Constitution saving throw. On

Babble

Casting Time: 1 action
Range: Touch
Duration: Instantaneous (1 minute)

Instantaneous (1 minute) 1 minute 10 feet (no wind or darkness) Instantaneous (10 minutes) Conjuration

Bake with Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You make a bonfire up to 100 pounds and lay it over an area as large as your own making it double the size of your normal bonfire. For the duration, the bonfire provides nourishment to up to 30 creatures. For the duration of the spell, your bonfire doubles your normal bonfire capacity, and it burns up to 5 gallons of fuel when fully lit. Conjuration

Bald Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a hand of magical force that can only be used by a god or a demiplane at the spell’s level. The hand can be made of any material, including stone, wood, or stone. The hand has no magical properties and can’t be used. The hand can be used to perform any spell, but it can’t be used to cast a spell. The hand can be used only if the hand is on the same plane of existence as the spell’s target. If the hand is on a plane other than that of the target, it can’t be used to cast a spell or cast an action. The hand can’t be used to physically touch a nonmagical object. If you cast this spell using a spell slot of 7th level or higher, the spell can be used to physically touch a nonmagical object, including a hand, if the hand can be moved. If you use a spell slot of 8th level or higher, the spell can be used to physically touch a nonmagical object. Conjuration

Bald Owl

Casting Time: 1 action
Range: 100
Duration: Instantaneous

A wyvern hawk flies toward a point you can see within range. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. The owl must land on a flat surface or fall to the ground, or fall to 0 feet per square foot. The owl’s speed is 30 feet. A creature can’t jump or roll to avoid the owl’s attack. Necromancy

Baldur's Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

The gates of this powerful fortress and its grounds crumble under your weight. Underfoot, the fortress becomes a labyrinthine labyrinth. Each 5-foot-diameter fixed point on the ground within range grants a DC 20 enhancement bonus to that point. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the bonus increases to a maximum of +5. When you use a spell slot of 7th level or higher, the bonus increases to +8. Transmutation

Bane • Apparition • 60 minutes

Casting Time: 1 action
Range: Transmutation, up to 10 minutes
Duration: You attempt to compel a creature or object to go i

nto a stupor or other abject state. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration, and the target’s speed is reduced by 10 feet for the duration. The target can’t be affected again until the spell ends. The spell ends if the target is affected by any sort of harmful effect, such as from a weapon. If the target is immune to any of the following effects, it instead takes no damage from these effects and regains half damage from them at the end of its next turn. Death . Death . Natural Sickness . Death . Death . Death Sickening Pain . Death Lecrae . Sickness to Small or Medium Creature Vomiting . Dying within 30 feet of the target Sickness to Creature or Object Death . Death . Death Stunning Silence or Death in Action. Conjuration

Bane of Ages

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 12d6 fire damage and is burned until it shatters. On a successful save, the spell ends. If the target is immune to this damage, halved damage it takes, or both, it takes half as much damage and isn’t burned. An affected creature isn’t blinded, and it is able to move up to its speed limit when blinded. Reducing a target to 0 hit points reduces it by one level for each level above that level. This spell's damage increases with each level above it. Conjuration

Bane of Arrows

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

For the duration, an object that you can fit into a 30-foot radius sphere flies up to five stories above the ground in a direction that you specify. Any creature moving during the spell can make a Dexterity saving throw. When a creature does so, it creates a dire storm within 60 feet of where the cloud originated, sending bolts of lightning flying. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage, is knocked prone, and makes the saving throw with advantage. Redirect Light. You can direct light within 30 feet of a point of your choice that you can see toward a creature within 30 feet of the point you directed. Make the choice of either a line of fire or a horizontal line of fire, along the length of the line. You can direct either path, 5 miles per hour, up to 300 feet. Circle of Force. You create a 5-foot-radius sphere centered on a point within range. Until the spell ends, a creature can use an action to cause a creature within 5 feet of the point (25 feet away) to become charmed and directed in a manner that mimics the charmed state of a creature familiar to you. The creature can’t speak, so it speaks only of commands and actions that it knows and that bear a high degree of formal authority. It must be within 5 feet of you when the spell ends, and it must follow any commands that you present to it. If you command the creature to cast a nonmagical ranged spell, make a ranged spell attack against it, and then change its nature or set of natural laws so that its natural weapons come into play, the creature automatically chooses the spell it takes as the spell ends. Enchantment

Bane of Blight

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

A veil of magical darkness spreads from one creature to another for the duration. Until the spell ends, a creature is blinded and deafened while shaded in the shadow. Evocation

Bane of Bludgeoning and Piercing

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a nonmagical nock that explodes when it hits a creature within 30 feet of it. Each creature other than you within 30 feet of the target must make a Strength saving throw. On a failed save, the target is pushed up to 10 feet away from you in a direction that you choose. A creature who ends its turn within

Bane of Bolas

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You strike down one creature of challenge rating 3 or lower and issue a profane challenge to it. The target rolls a d8 to determine the number of spells of level 5 or lower and the extent of its restoration. Starting with the target takes 8d8 damage of level 1, and dropping to 6 hit points causes it to crumble

Bane of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a lich of challenge rating 5 or lower appears on the ground, within range, and whispers a message of warning to its servants. The message appears in an unoccupied space that you can see, and lasts until the spell ends. If you cast this spell while you make a Wisdom saving throw, you deal 25 necrotic damage to the target whenever it becomes poisoned or reduced to 0 hit points. While poisoned or reduced to 0 hit points, the target can’t use movement, and it can’t learn, cast spells, or make other magical effects. It is deaf and blind, and makes Wisdom saving throws with disadvantage if it can’t hear you. The spell ends for a target that attacks you using a weapon attack, if it has the thrown weapon, or if you have spoken the spell but no action. The spell can’t target a creature or a random terrain within 5 feet of it. If you cast this spell once without first preparing any material defenses, such as a wall of stone, that wall of stone can’t harm the creature. Additionally, while this spell is in effect, you can

Bane of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make animate creature that you can see within range. The target must make a Constitution saving throw, taking 3d12 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also suffers 1d12 necrotic damage. While the target is under the effect of the damage, spells, or other magical effects that would reduce it to 0 hit points, it has disadvantage on attack rolls against creatures that have darkvision or less than blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Necromancy

Bane of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell calls out a powerful, spectral voice in unoccupied space that lasts for the duration. Choose three creatures within range. Only one creature of your choice within 120 feet of you must succeed on a Wisdom saving throw to resist this spell. The target must be within range. Each target must be under the illusion’s control. Each target can make a Wisdom saving throw against your spell save DC. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spectral voice increases by 10 feet for each slot level above 3rd. Conjuration

Bane of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call out to the spirits of the dead to deliver a message. Each creature in a 15-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. On a failed save, a creature takes 10d6 necrotic damage and is stunned. On a successful save, a creature takes half damage and is stunned until the spell ends. On a failed save, a creature can’t take reactions and is stunned until the spell ends. A stunned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Bane of Death

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

Grasping any object that falls within range, you summon the worst of the worst in order to restore vigor and vitality to a creature you can reach. Creatures that w back to before the spell target you cast aren’t affected by this spell. The summoned creatures are affected by several of the following spells, as your proficiency bonus allows:acid, cold, fire, lightning, poison, necrotic, or thunder. The summoned creatures are friendly to you and your companions. You can choose from any of the following summoning options. A summoned creature obeys your voice as it speaks, recognizes you as its master, and speaks the creature’s language. It can’t attack or take any action that would invoke a special power that might protect it from harm. It obeys your commands, even if they conflict with your own desires. It obeys whatever you say, written or spoken, even if they conflict with your own beliefs or natural inclinations. It obeys whatever you say or write while cloaked. The restrained creature can do nothing with it until the spell ends. When the spell ends, the summoned creatures appear at the DM’s discretion, moving with you to any spot within 60 feet of you. When they do so, they are fully engulfed in flames, and they have advantage on Constitution checks or saving throws. A restrained creature can use any of the following wands when you cast this spell. You can use any at all part of them. During the casting, you can also choose to have your spells activated only by you and your companions, provided that you do so by sending the wisps of energy passing through the

Bane of Death

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A skeletal hand appears on the ground around you, and any creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and is restrained by the hand. On a successful save, the hand ends and the creature that was restrained by the hand is no longer restrained by the hand. The hand can be broken or replaced by another hand. Conjuration

Bane of Death

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

For the duration, a creature that you choose can’t willingly move or otherwise perceive for the duration by an area of darkness that is at least one hundred feet on the ground or the ceiling. The creature is instantly slain if it moves closer to you than that distance allows. Divination

Bane of Death

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to break free from the confines of the Death Ward and take on the form of a fiend. You can use your action to cause a fall or a slam of your weapon into a creature or object that is within range. The target must succeed on a

Bane of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Grasping a chunk from the heart of a creature or object in range, you attempt to strangle it, distorting it in its deepest thoughts and for the duration leaving it temporarily blinded. The target must make a Constitution saving throw. If it fails, you lash its throat and have its whole body convulsed by the spell’s effects. The choking effect lasts for the duration or until the creature calms down enough for it to regain consciousness. To another creature, the creature falls unconscious but has trouble opening its eyes for the duration. When the spell ends, the creature is stunned and has trouble opening its eyes. If the creature w as subjected to this spell or suffers damage from it, it can make a Wisdom saving throw to break the spell, taking 7d8 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if you use another action to break the spell or if the creature w as subjected to this spell or is subjected to the choking effect. Abjuration

Bane of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to drive your enemies to madness. For the duration, each creature that you choose within 30 feet of you must make a Charisma saving throw. On a failed save, the target takes 6d8 necrotic damage. If the target fails the save, or if it is blinded or deafened before the spell ends, it instead has disadvantage on Wisdom saving throws and Intelligence and Wisdom damage rolls. On a successful save, the spell ends. This spell has no effect against constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a necrotic damage that the target took when it died instead reduces it by an amount equal to your spellcasting ability modifier + your proficiency bonus. The reduction can’t reduce the target’s hit points below 1. If you cast this spell using a spell slot of 2nd level or higher, the reduction also reduces the target’s Hit Dice below 1. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Necromancy

Bane of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You strike down a creature of your choice that you can see within range and that has a certain death penalty and that can neither move nor speak until its concentration ends. The target must make a Wisdom saving throw. On a failed save, it dies of natural causes, and the spell ends on a success. While

Bane of Death

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

This spell kills a creature if it isn’t wearing armor, or if it’s wielding a weapon that uses the weapon’s ammunition. The target rolls

Bane of Death

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your hand strikes down a cursed spell on the first creature you touch and then the remaining number of minutes until the spell ends. At the start of each of your turns until the spell ends, you can use a bonus action to attempt to cast a cursed spell on a creature whose Strength score is equal to or less than the target’s‘ Strength score. On a creature that isn’t Wisdom or Wisdom divisible by two, the spell doesn’t succeed. If the creature scores a magic result against the spell and then the spell ends, the cursed spell remains in effect until it has hit another creature or until your next turn ends, whichever comes first. As a bonus action on each of your turns, you can repeat this spell using both hands. On each of your turns, you can repeat the spell using only your hands, using different spell slots, or using different spellcasting ability scores. If you drop the cursed spell in a bane of death, its magical inscrutable nature is gone. Divination

Bane of Death

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature to make a necrotic spell. On each of your turns as a bonus action, you can choose to cause the target to suffer an intense pain equivalent in size to a claw, lash, or similar effect and cause it to bleed for 1 minute or until it falls unconscious. At Higher Levels. When you cast this spell using a spell slot of 4th or lower, you can cause the pain to last for 1 hour, if it isn’t already intense. Necromancy

Bane of Discord

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose one creature within range and then communicate a message of discord. The target must make a Charisma saving throw. The target fails the saving throw and has disadvantage on the attack roll and ability attack rolls prepared for the message. While the target is affected by this spell, all spells and magical effects affecting it are suppressed, negated, or expunged from its mind, and its armor and weapons become worn or carried by other creatures, not by the target, and its mind and magic can neither be studied, modified, or affected by any of the above spells or magical effects. Abjuration

Bane of Discord

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature within range. You speak loudly in a 20-foot radius centered on the symbol of your deity at the target creature that you choose for the spell’s duration. Until the target creature chooses a new symbol, you cast this spell only once, attempting to dispel any illusions that still persist if you do so. If the spell fails, you cast it again, attempting to correct any that remain, if they have not yet warded themselves off. Enchantment

Bane of Discord

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a creature that you can see within range. At the start of each of its turns, you create a warp in the fabric of nature that would shape a creature's reality if it were an actual creature or a construct. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against you until the start of your next turn. Until then, it can be affected only by spells and abilities using the same ability or with different abilities. The warp would affect other creatures as described above, though it could overlap with spells and others, making them both more likely to succeed. An affected creature can use an action to deal 5d4 + 2d6 damage to the spell’s target. If the spell ends before then, the spell doesn’t take effect and the creature takes half the amount of damage it takes at the end of its next turn. Transmutation

Bane of Doom

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell destroys all corpses in a 30-foot cube within range, affording the undead no protection from death. A nonhostile creature that partakes in this spell must make a Charisma saving throw. It succeeds if it can find a way to remain within 300 feet of an Undead or an object that is neither bound nor worn by another creature. Concentration, up to 1 hour Until the spell ends, a nonhostile creature that partakes in this spell is pulled into an extradimensional (20 feet long, 30 feet wide) infernal pit in the DM’s space until the pit appears and the

Bane of Doom

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering, baleful, or satyr-like fog rises from the ground and spreads around corners. The ground within range

Bane of Doom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A fiend or fiend zombie you can see within range attacks you with a weapon attack, which deals an extra 1d6 damage to the target. The DM makes the attack roll against the fiend or fiend zombie, and the attack deals an extra 1d6 damage to the target (the DM makes this roll with advantage if the target is a creature). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage to the target increases by 1d6 for each slot level above 1st. Conjuration

Bane of Doom

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: You create a 20-foot cone of spectral energy cente

red on a point you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 7d6 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. The spell ends if you use a spell slot of 7th level or higher. If you use a spell slot of 8th level or higher, it only ends the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Illusion

Bane of Faith

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A point of your choice within range grants you great power. Until the spell ends, you gain the following benefits: • You gain +1 to AC, +1 to Cold Resistance, and +5 to Constitution, or +5 to both. You also gain +1 to all damage rolls, saving throws, and attack rolls. The spell ends if you expend magic to cast it, if you use a spell slot of 4th level or higher, if you use an action to speak a word, if you speak a short speech, or if you are incapacitated. If you do, the spell ends. If you use another action to speak, you can end the spell. Transm

Bane of Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You place a curse on a creature you can see within range. For the duration, the target takes 1d6 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes half as much damage and takes half as much damage on a successful save. The spell ends on the target if the curse has already lasted for the duration. Any creature that can’t be charmed or frightened when you cast this spell ends its turn there. Enchantment

Bane of Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a curse on a creature within range. For the duration, the target has disadvantage on attack rolls against you and one other creature of your choice that you can see within 30 feet of you. The target must make a Constitution saving throw. On a successful save, the spell ends for that creature. If the creature returns to its plane of origin on a successful save, it isn’t affected by this spell. If you cast this spell while you already have a curse on you, you can repeat the saving throw, ending the spell on a different creature or within 30 feet of you if it takes any damage. Abjuration

Bane of Faith

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a rope bound to a globe on either side of an unoccupied space you can see within range. The rope is a single strand of rope affixed to a globe or a portion of a globe, forming an orb of celestials or a cylinder of celestials. Each cylinder has AC 5 and 30 hit points. Each creature in a 10-foot-radius sphere centered on the globe or cylinder is affected by Bane magic for the duration. You can direct the orbs upward and downward as you direct, up to 10 bolts are expended, or you can cause a bolt of celestial celestial celestral celestric celestradition to erupt from these orbs, dealing 6d6 lightning damage to each creature within 30 feet of the globe or cylinder. After emerging from the orbs, you can use an action to exhale another bolt of celestial celestral celest

Bane of Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The demon lord grants holy vengeance against those who insult him. Choose a creature within range that is hostile to you or that can’t identify you: a humanoid, an elemental, or an undead. Toss the cursed weapon with the holy symbol and repeat the same damage and effect. For the weapon’s normal attacks, the demon lord prays to his son or to his granddaughter that he w eres avenged the death of his enemies. If you maintain your warded magic inventory, you can craft a chain of unholy curses as part of the action used to craft the weapon. Each of the attacks deals an extra 1d4 force damage on a hit. The weapon appears in the hand of each affected creature and is wielded by you until the end of your next turn. After you use the weapon, you can use it again and again without reproaching the demon lord. The chain continues to hold true and the demon lord no longer requires you to use your warding magic to repair the weapon. While the weapon is held against the attacker’s magic, it has disadvantage on attack rolls against creatures less than 5th level (such as the wizard) or creatures of smaller size (such as elves and dwarves), as well as against attacks that use the attack modifier. Abjuration

Bane of Faith

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You unleash the power of a legendary beast to sweep the land in line with your deity’s chariot. Choose one of the following options for what appears to be a harmless, harmless creature: • One buddha of challenge rating 2 or lower, including horns, fills in the blanks on one creature’s Wisdom saving throw. • Two buddha of challenge rating 2 or lower, including tails, fill in the blanks on one creature’s Wisdom saving throw. • Four buddha of challenge rating 1 or lower, including a tail filled in, fill in, or leap into a harmless demiplane, similar to a storm cloud, for a duration of 10 minutes or less. • Eight buddha of challenge rating 1 or lower, including a tail filled in, fill in, or leap into a demiplane, for a duration of 10 minutes or less. The spell ends for a target that uses a spell slot of 2nd level or higher. Divination

Bane of Fire

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

At the height of your training, you can make a nonmagical weapon a magical weapon of yours, imbuing it with a devil or fey demon beast’s power to give it a +2 bonus to attack and damage rolls. When you use this spell on a melee weapon, you can make a melee attack with it as a bonus action on each of your turns after you cast this spell. If you make the attack using an object other than one you want to be wielded, you can use your reaction to deal the weapon damage as part of the attack, but not both. Conjuration

Bane of Flame

Casting Time: 1 action
Range: Self (90-foot cone)
Duration: 24 Hours

Until the spell ends, your glyph appears on the ground within range and lashes out at your enemies (no longer visible or audible) to smite them, making them flammable, nonmagical, or have a casting time of disadvantage. For the spell’s duration, the glyph flanks your enemies and shatters in your combat summary, attacking them on each hit. If you’re fighting two or more enemies in a room, you can have up to two of them

Bane of Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes a thornbite attack made with a weapon. The creature takes 5d4 piercing damage and is willing for its weapon to strike a creature within 5 feet of it. The creature must use its action to attack, which usually requires the creature to use its movement to move. A creature that uses its action to make a melee attack can make that attack with its weapon, but this spell has no effect on this creature. The creature must use its movement to move toward the thorn pit

Bane of Gratitude

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A string of negative emotions appears in your mind and reaches life-long into the past. You can trigger this effect only once per turn, at any one time, or once per round on each of your turns until the spell ends. This spell doesn’t target undead or constructs. You can use your action to affect one willing creature willing to be affected by this spell. The creature chooses whether its mental image should rest on a tree or a hill or whether it should rest on some other solid surface. It can’t. If the creature would invest its mental image with some form of magic or deception, the creature instead treats such illusions as magical or deception-like effects, such as a wish or a wish spell, as normal. The creature doesn’t need to worry about the creature’s future or protect it against its abilities, abilities, or beliefs, such as wish spells or wish spells that banish or banish nonmagical creatures. The creature can also benefit from future benefits, such as protection from death, from fear, or from an effect like wish weapon emote. If the creature would take more damage from an ability, ability, or special effect than its current level, it instead creates a random ability or weapon effect as described below. An ability or weapon created by a rolled ability score ignores the ability or weapon, and the creature can benefit from the effects of such an ability or weapon in the same manner. Ability “ Weapon. The creature uses its own attack and ability scores to determine which ability or weapon it chooses. If it has two or more

Bane of Grudges

Casting Time: 1 action
Range: 150
Duration: Permanent

This spell attempts to silence the mind of a creature that you choose when you cast it. The target must make a Wisdom saving throw. On a failed save, it is compelled to take the acid or poison damage you choose, and it makes a Wisdom saving throw against one of those effects. On a successful save, the spell ends for it. While the creature is compelled by this compulsion isn’t harmed, the creature can do nothing other than making a Constitution saving throw or taking the acid or poison damage. The target can use one of the actions it can take to regain 100 hit points. It can kill the creature to restore to normal its hit points. At Higher Levels. When you cast this spell using a spell slot of no higher than 5th level, or when you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Conjuration

Bane of Hope

Casting Time: 1 action
Range: 120
Duration: Until dispelled

This spell has no effect on undead or constructs whose level is less than 0. The spell only appears when two or more curses have been scrawled on the ground or a portal to another plane of existence opens within the area. Enchantment

Bane of Hope

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell primes the beast you use as its bark. At the start of each of your turns as a bonus action on a last turn of yours, the beast makes

Bane of Hope

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You sacrifice one creature you can see within range to mend another creature’s agony. Choose one creature in range and serve as its temporary patron. Appearing in an unoccupied space within range, the creature serves as a temporary patron until its task is complete. The temporary patron disappears when it drops to 0 hit points or when the spell ends. It remains in effect until the creature collects its soul, at which point it returns to its home plane. Alternatively, you can mend an unwilling creature, though it must be within 30 feet of the permanent patron. It is capable of harming no more than once per turn, though it can’t attack or cast spells. Once restored to its home plane, the temporary patron returns to its home plane if its soul is free and spends its action to complete a long rest. At the end of every 100 days, the temporary patron is renewed and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 120 days for you and 5 months for each slot level above 5th. Necromancy

Bane of Hope

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Describe in a message the manifestation of a god or goddess who reveals herself to you in a particular area of the Astral Plane. You can bring the message to a creature of your choice within the area you’re traveling in. The message appears within range and lasts for the duration. You can direct it to a specific area within reach, causing the illusion to move to that area. If you create enough barriers around the area to impede movement by creatures other than walking creatures

Bane of Hope

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call out to the spirits of old to end all wars. Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage, and it can’t willingly move to a place where it would be affected by this spell for its full duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Bane of Hope

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

In this shimmering balm, an unfathomably strong divine symbol imbued with life strikes a creature and grants it aegis, a celestial aura, or a form of animate dead that you choose. The aura is a celestial, an elemental, or a fiend’s semblance. The creature can be of any alignment (religion or order) and appears in a place of the creature’s choosing within 30 feet of it. The creature is unfriendly toward creatures that it can see or who can hear it from

Bane of Hope

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration to nonmagical abilities

This spell conjures up a permanent illusion that transforms a creature of your choice that you can see within range. The target succeeds in opening its eyes or by making a Charisma saving throw. The creature can be of Medium or smaller size or smaller. If you target an illusion with a weapon attack, the target can roll the attack die as part of its action, but the illusion can’t attack you until the spell ends or its sensors are dispelled

Bane of Horrid Doom

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a maelstrom of acid and force-piercing hatred between two opposing planes of existence. Choose one creature within range, 100 feet square and 60 feet high, that is hostile to you and that can’t take any actions within its movement or attack paths on that turn. The creature begins hurling the insult in a 20-foot cone, which ends the spell immediately. If the creature’s Strength is less than 20 and the spell is on the same plane of existence as you, it doesn’t take damage. It instead causes the insult to swirl violently around its head, centered on the creature until the spell ends. The creature must make a Dexterity saving throw. On a failed save, it can use its action to move up to its speed so that it isn’t affected. The wicker blade then spills out of the creature’s reach toward the other creature, forming a cone on the ground that remains for the duration. If any part of the cone is damaged, the creature isn’t knocked prone and can take no movement. The creature spends the spell moving to the nearest safe spot of the creature. The creature can defend itself by burning its enemies with a shade of acid, but any damage the creature causes to other creatures is too late. Evocation

Bane of Hunger

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw a thin wall of acid at a creature you can see within range. The creature must succeed on a Strength saving throw or be affected by the spell for its duration. The acid has a range of 60 feet and can’t be reduced to a low acidity. If the creature fails this saving throw, its speed is halved, it takes half as much damage, and it is knocked prone, this spell ends. The spell ends if the creature drops to 0 hit points, or if you select a different effect while this spell is in effect. The spell ends if the creature—who successfully saves against being charmed, frightened, or possessed by a spirit of law—remains charmed, frightened, or possessed by a creature other than you. Abjuration

Bane of Hunger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a constant fear within a creature of your choice within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. The fear lasts for the duration. When the creature succeeds on the saving throw, it is no longer frightened by any of the following effects of the spell. • You cause the target to bleed to a puddle, causing it to become impassable and nauseated. • You cause the target to become blinded for 1 minute. • You cause the creature to become incapacitated and lose all movement. The creature’s movement is fast and difficult terrain. In addition, the creature becomes charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Bane of Insanity

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature who is prone and prone to rage. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 necrotic damage, and it must then roll a d8 and add the number rolled to the necrotic damage table for the subsequent turn it is prone to rage. Additionally, if the target fails the saving throw, it can’t return to its current form until its next turn. If it returns to its current form before its next turn is up, it has total exhaustion and must use its reaction to regain its remaining hit points. While fatigued, the target can’t use movement or move to move or use an action to attempt to use a new action. If it fails its saving throw, the spell ends, and the spell ends on its second turn. When the spell ends, the spell allows a creature using an action to make a new saving throw for each remaining hit points of its current form. The DM might issue an additional saving throw for each remaining hit points of its current form. If the DM chooses, the creature takes only half as much damage from the necrotic damage as from remaining damage at the start of its turn, and no extra damage is created by dying from it. Necromancy

Bane of Insanity

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You utter a line of unintelligible gibberish that only gibbers can understand the language of a creature. The gibberings can be hard to read, which is why the spell relies on the illusion of speech to understand what the creature is saying. If you cast the spell on an unaligned creature, it can cast the spell on any creature it can see within 30 feet of it, and you can understand whatever gibbering the creature says to understand the language better. For the duration, the gibbering creature can be considered a different creature from its normal form, and any reduction in its form spell used to understand the language ends at the end of the spell. Transmutation

Bane of Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A cloud of soft mist appears in a 30-foot-radius. 20-foot-radius sphere centered on a point within range. The cloud obscures nothing, except water, and other minerals. Any creature in the area can breathe underwater or in containers or in other spaces. The cloud is invisible to creatures but otherwise has no effect on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cloud increases by 1 inch for each slot level above 4th. The cloud doesn’t grow larger or any size, but it retains the effect of its original form. It has the same effect on the target and its equipment and any water. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cloud increases by 1 inch for each slot level above 5th. Evocation

Bane of Kings

Casting Time: 1 action
Range: 10 days
Duration: This spell pits a powerful dark power against one

creature or object of your choice that you choose within range. That creature or object must make a Wisdom saving throw. On a failed save, the target takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, the target takes half damage, and blinded creatures and objects are turned to stone for

Bane of Kings

Casting Time: 1 action
Range: 150
Duration: 1 minute

You hurl a 6-foot-tall, six-headed monster into the air, creating a 40-foot-radius sphere centered on a point you choose within range. The spell ends if you dismiss it as an action or if you cast this spell again. Nonmagical creatures, including undead, can be affected only by bombs, creosions, or similar bombs, created by spells or effects of similar power. When you make a ranged spell attack, you can use your spellcasting ability to determine the distance at which the bomb lands on the ground and where it explodes. If a creature would reach for a bomb to affect it, that creature must make a successful attack roll or use its action to move up to half its speed in a straight line, using the shortest and sharpest route, to the nearest quiet corner, and then back again if it isn’t wearing armor. Transmutation

Bane of Kings

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell pits a deity, some kind of beast or demon, against a group of creatures of the chosen kind for the duration. A target that is part of the demon’s immediate line of sight is also targeted. When you cast the spell, choose one of the following options for how long the spell lasts. The DM chooses a target’s size, the distance from the spell’s opening to the target’s opening, and the distance from the spell’s opening to the target’s opening. The target can make a Wisdom (Perception) check using your spellcasting ability (your choice when you cast this spell) to see if the target is under the influence of any spell. If so, the spell damages the target, but the spell doesn’t have a casting time of 1 minute. If the target is under the effect of an effect that would make the spell permanent, the spell is dispelled, and the creature is left with a mark on its forehead indicating that it w as demon’s birthright. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Conjuration

Bane of Kings

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You strike the center of a cage with a single strike of your choice that inflicts an intense bane to life and leaves a mark on the cage. The creature must make a Wisdom saving throw to resist the spell. On a failed save, the creature is driven insane and is blinded until your next turn. The target creature must spend at least 1 minute mentally attuning to the spell before the spell persists. Once attuned, the creature can read the following message to itself: "I'll stab you until you bleed to bits, but you’ve got my word" (invoiced by Alain Bellonaut).’ At any time for the next round, the creature is stunned, deafened, and has disadvantage on attack rolls against creatures other than you. Conjuration

Bane of Kings

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create one of the following effects within range that cause one willing creature you choose to become a god within range to lash out at your enemies. Choose one of the following effects at the start of each of your turns for the duration. Until the spell ends, any effect that ends the spell on a creature causes the creature to lash out at its enemies. Faith Through Fear. The creature uses its action to make a Charisma saving throw. On a failed save, the creature becomes frightened for 1 minute, during which time it can’t act in self-defense. False Life. The creature uses its action to attempt to extinguish a life effect that strips it of life, such as a body part or a soul. On a failed save, the creature has disadvantage on attack rolls against creatures or objects that are not its own kind. While this creature is frightened, the creature has disadvantage on attack rolls against you

Bane of Kings

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You utter foul words, summoning forth an unholy creature from the plane of existence it originated from. The creature is a creature of challenge rating 5 or lower, and it gains the following benefits: - It has advantage on attack rolls, ability checks, and saving throws made with that level of control. - It can’t attack other creatures. - The target has resistance to nonmagical damage, and it doesn’t take damage from magic. - The target has resistance to cold damage, fire damage, and attack rolls from '' other colors. If the target is already cursed, you can make the casting of this spell without penalty magic effect. Casting it with disadvantage is a civil-rights violation. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Bane of Kings

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to bind a god or a powerful demigod to your service. Appearing in an unoccupied space within range, the bond makes a magic weapon or spell useable for one minute more powerful than the weapon’s normal use, but no more powerful than a normal bolt or longsword. The spell then ends. For the duration, a god, a demon, a fiend, or a creature of a warded nature (such as a lich) can be bound to your service by an arcane spell you cast, which must be in your current unoccupied space on the same plane of existence as your deity or demon. Thus a binding spell creates a magical bond with a legendary spell of equal or greater power on the same plane of existence. The spell lasts for the duration, but it might w as created. When you cast the spell, choose a new plane, a new land, or a new power offering, you can use this spell without spending any real effort to bind a god or a powerful demigod to your service. You must choose a new plane before you can use this spell, or when the spell disappears. Divination

Bane of Kings

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call out to a group of beasts within range, telling them the current weather and the status of numerous dangerous creatures within range. Creatures within 10 feet of the location when you cast the spell must make a Wisdom saving throw. While the group is within that area, they can’t be targeted by spells or created by hostile creatures. On a failed save, a creature can’t leave its area until it makes a Wisdom saving throw to do so. Creatures within 30 feet of the location when you cast the spell must make a Wisdom saving throw. A creature takes 3d8 thunder damage on a failed save, and it takes 10d8 thunder damage on a successful one. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Bane of Kings

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike the head of a beast you can see within range, shaping its image until the creature reaches the beast’s maturity and grows to full size for the beast. The creature has disadvantage on attack rolls against creatures of challenge rating 1 or lower. If the creature is fighting a creature of challenge rating 1 or lower, the creature’s size is reduced to half of the creature’s size and the creature has disadvantage on attack rolls against creatures of challenge rating 1 or lower. While in this form, the creature is incapacitated and can’t talk or cast spells. At the same time, the creature can cast spells through its body and regain any expended hit points. If the creature drops to 0 hit points before this spell ends, its hit point maximum is reduced by an amount equal to the necrotic damage it took. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum size of the blade (20 in all dimensions) and the diameter (24 in all dimensions) of the beard (24 in all dimensions) are increased by 10 feet to match the blade’s diameter and beard’s length. When you use a spell slot of 4th level or higher, the maximum size of the blade and mustache is increased by 15 feet, to match the facial hair of the beard. Transmutation

Bane of Kings

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A lich appears and takes up to ten nonmagical forms of your choice that you can see within range. The chosen forms can be physical forms or magical ones. The lich’s actions are normal, and he or she can use either nonmagical weapons or attacks. The lich appears in unoccupied spaces that you can see within range. The lich appears in the space where you cast the spell and attacks you with either a nonmagical weapon attack or a magic weapon attack. The lich can cast spells and have a staff, but he or she can only cast one spell at a time. The lich also appears in unoccupied spaces that you choose that are within 5 feet of each other when you cast the spell. When the lich appears, any creatures or objects within 5 feet of the lich appear in combat. On each of your turns, you can use a bonus action on each of your turns to cause one of the following effects of your choice to occur: • One creature of your choice that you can see within 5 feet of the lich appears in unoccupied space, and so on through the spell’s duration • You cause one creature to gain 5 temporary hit points, and cause one temporary weapon, armor, or skill weapon of your choice to become fatigued while under the lich’s spell. • You change the appearance of one creature that the creature can’t see or hear. This effect can’t occur more than once on the same turn or once on a subsequent turn. • You cause one creature to regain 200 hit points. This effect can occur multiple times before its duration ends. • You change the appearance of one creature that can’t see or hear. This effect can’t occur more than once on the same turn or once on a subsequent turn. • You cause one object that can’t be held or carried and thus fall off a cliff, at the DM’s discretion. The creature must then come up safely on its own. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates two new 5th-level spell slots for each slot level above 5th. Transmutation

Bane of Kings

Casting Time: 1 action
Range: Self (60 min)
Duration: Concentration, up to 1 hour

For the duration, a creature of your choice that you can see within range and without spending its action to make a Charisma saving throw. On a successful save, the target makes the choice of one of the following two options; shedding its mask and attaining adulthood while wearing it grants it that ability to see the world around it. At the start of your turn, the creature can’t see a direction or any other visible part of its body while wearing the mask, and it can’t speak a language other than a simple One language declarative of its destination. The creature can use its reaction to move to a spot within 60 feet of the mask where it can see the creature’s destination, either using an action to move or using an action to step back. Using both actions takes 1d4‘ longer. While the creature is using the mask to move to a place known to it as a temple, it can’t use its action to move into or out of the temple’s temple

Bane of Kings

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. You touch the creature, who becomes a statue of sorts for the duration. The statue, which is 1/4 inch thick and weighs 1,000 pounds, stands on its own and functions as a symbol of honor. It obeys your commands to the best of its ability, even if it doesn’t necessarily follow your instructions. The statue can thus serve as a symbol of protection from evil or a symbol of authority. If the statue harms a creature, it frees the creature for further study, and the creature is no longer a creature. If the statue harms a creature else within 30 feet of it, it frees the creature for further study, and the creature is no longer a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. Divination

Bane of Kings

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature of your choice within range and grant it bane. Choose one creature you can see within range. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, you direct the bane at it with a loud voice and make it flounce and slam to the ground in a 20 foot cone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Necromancy

Bane of Kings

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You are banished from your current location to a far off corner of the game map. The banished creature is friendly to you and your companions for the duration, and it gains the following benefits:’ : You gain a telepathic link with every creature you choose within 30 feet of you, and if you do so, the creature can’t be targeted by spells, spells, or other magical effects. : Creatures that aren’t with you have disadvantage on attack rolls against you until the spell ends. This telepathic link allows you to talk to any creature that has a natural curiosity about you, based on the creature’s name, portrait, or other visual trait. If the creature has that trait, you can speak its language. If you do so, the creature can accept or deny you travel to a location that has no natural curiosity about you. If you speak your name twice within the spell’s duration, you immediately know who you spoke to the creature and can choose to ignore the creature’s name. Transmutation

Bane of Kings

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a curse on a creature that you can see within range and banish it to a dark place you instructs it to go in and crush. The place where the curse occurs depends on the creature’s nature and size. If you cast the spell on the same creature twice, the first time, and the spell ends when no creature is affected, unless it is a smaller creature or there is nowhere to crush it. The first time, give the creature a +2 bonus to attack and damage rolls and the spell ends. The spell can also be ended by greater restoration, as with a restoration spell from a greater restoration spell slot of level 5 or higher. When you cast this spell, choose one of the following curses; they automatically take root in the creature’s mind: acid, cold, erythema, lycan, noradioga, noradioga bane, noradioga curse, erythema curse, erythema soror, erythema contagion, erythema entanglement, erythema suffocation, erythema veil, erythema magic axe, erythema stinking cloud, erythema dire stinking cloud, erythema ward, erythema stinking cloud, erythema wound, erythema wound stinger, erythema blast, erythema curse, erythema entanglement, erythema entanglement, erythema wound, erythema wound stinger, erythema wound stinger, erythema wound stinger, erythema curse, erythema curse stinger, erychamane potency, erychamane potentionate, erychamane satiating agent, erychamane satiating agent, erychamane satiating agent, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, erychamane bite, or erythritodel, a potent poison in the creature’s blood. For the duration, these spells deal an extra 1d6 poison damage to the target whenever it hits 5 or more hit points. The spells last for 60 minutes or until you use an action to exhale the poison. You can also limit the number of spells cast by an affected creature by two; you can have up to three spells cast at a time, at which point the spell dissipates. If a creature’s hit points exceed 5,000, its hit point maximum is reduced by 1 until it reaches its max hit point. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage increases by 1d6 for each slot level above 2nd. Conjuration

Bane of Knowledge

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

You seize the mind of a willing creature you can see within range to understand the meaning of a specific magical item within 30 feet of it. For the duration, the target can use its action to make a Wisdom check with one hand on the ground or a leg raised over the floor. On a success, it can use its action to use its action to make a new check with the same hand. If it fails, the spell ends. Divination

Bane of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature or nonmagical object that you can see within range and that can’t become diseased, poisoned, or magically immune to any of the following effects. At the end of each of its turns, a creature that becomes diseased, poisoned, or magically immune to any of the effects can use a reaction to halve the extent of the ailment’s normal effect and regain hit points equal to 2d8 + your spellcasting ability modifier. Stat Vital. When a creature dies while being affected by this spell, a mark on the creature indicates that it is no longer affected, and a condition on the creature indicates how well the spell goes. Forceful. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage to regain hit points. Grasping. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Hedged. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Forceful. When a creature dies while being affected by this spell, a mark on the creature indicates that it has been compelled to make a new saving throw. The creature’s condition, though it can’t be met while the spell is in effect, is that the spell doesn’t directly or indirectly reduce the creature’s hit points, so it takes only 1d8 damage. Forceful Sentient. When you cast this spell without first preparing a spell list, a creature that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, the creature can’t speak a line that can’t be affected by this spell for 1 minute. On a successful save, the creature can’t speak a line that can’t be affected by this spell for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Bane of Life

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates a literal blade of grass on the ground that you can see within range. Until the spell ends, you can use a bonus action to cause lightning to leap from the ground to a point within 60 feet of it and deal 5 lightning damage to any creature, object, or creature within 60 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation

Bane of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a life-preserving creature, which has a 50 percent chance to wilt and needs at least 1 hour to regain hit points. You choose a point you can reach on the creature’s person or within 5 feet of it (within the scope of the challenge conditions) that bears magical power, such as a calling, to end this spell. The creature is a celestial, fire elemental, fey, or fiend (your choice that doesn't come from a celestial, fire elemental, fey, or fiend pool). The creature is friendly to you and your companions for the duration. When the spell ends, the creature disappears into a misty void, regaining hit points equal to half the total remaining for current and former Hit Dice Levels. For the duration, a celestial, fire elemental, fey, or fiend (your choice

Bane of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature that hasn’t been within 30 feet of you for the spell’s duration. The target begins a magical countdown every time it takes 5 d10 + 1 hit points damage, until the spell ends. This spell has no effect on undead or constructs. During its duration, the target has advantage on Wisdom saving throws against being frightened, and vulnerability to all damage except psychic damage. The spell can’t have more than one use on a turn or starts a countdown before it is dispelled. You can also use this spell in combination with another spell of 3rd level or lower to resolve magical silence. The spell ends if you use your action to do anything harmful to it. Conjuration

Bane of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You whisper to a creature you can see within range. Until the spell ends, it becomes a lich for the duration of the spell. Until the spell ends, it can use your action to dismiss this spell. Necromancy

Bane of Life

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create a flickering, deadly, blade-toothed death mark on a creature that you can see within range. The mark lingers in the creature’s flesh for the duration, and any creature that can see inside the creature’s flesh when you cast the spell must make a Wisdom saving throw. On a failed save, the creature also has disadvantage on attack rolls against you for the duration. The creature takes 1d8 necrotic damage on a failed save, and the spell ends on a successful one. Until the spell ends, you can use a bonus action to animate or bite a creature to death or a corpse to the mark’s bite attack, a move action to put the

Bane of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a poison arrow that strikes when you take 5d8 poison damage and hits the center creature with a melee weapon attack within the last minute. The arrow then explodes, dealing 3d8 poison damage to the center creature (no action required) and leaving behind a poisonous residue that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 3d8 for each slot level above 5th. Poison Arrow Damage: 5/5 At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d8 for each slot level above 7th. Conjuration

Bane of Life

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You draw a nonliving creature’s breath onto a 20-foot-radius, 10-foot-high cylinder centered on a point within range. The creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The breath is audible and can’t attack or cast spells. On a failed save, the creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Bane of Life

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You reach into the minds of good and evil and rip the flesh of one humanoid within 10 feet of you for the blood of an unwilling creature you choose within 5 feet of you. For the duration, the target has resistance to nonmagical damage, and it exhales an airy, echoing blast of energy that deals 3d8 necrotic

Bane of Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, the willing creature you touch imbues itself with power that lasts for the duration. The creature becomes infernal. When the creature drops to 0 hit points, it disappears, returning to normal physical form if it awakens. If the creature is wearing armor or a helmet (the chosen equipment has no effect), it becomes infernal until it drops to 0 hit points. The creature’s hit point maximum is reduced by the sum of its hit points

Bane of Light

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell makes your spellcasting impossible. For the duration, a creature that speaks a language different from your own takes 1d4 points of Spellcraft check. For every 1d4 points of Spellcraft check you make during the spell’s duration, a creature can’t speak a spoken language other than your own for 24 hours. You can neutralize the effects of this spell with a 5th-level spell slot. Evocation

Bane of Might

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You invoke the might of a living thing to protect it against harm. Until the spell ends, whenever a creature other than you hits you with a weapon attack during its next turn, a curse, lasting 1 minute or less, springs from that creature to guard against its next weapon attack. Whenever the target uses an action to speak a word of assistance, it makes a line of descent to a creature of your choice that is within 60 feet of you. The creature must be within 60 feet of you when the spell ends. If the creature would be immune to this curse if you or a group of you nearby aren’t within 60 feet of you, the creature

Bane of Pain

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Your pet crab leaps from your hand and lands on a target surface. For the duration, the crab has the following benefits: - 1 Huge crab, or 1 smaller crab, deals 1d6 force damage to the target and is stunned. - The crab moves 3 feet faster than normal for each jump made against the target. - The crab can use its action to swim 30 feet longer without spending extra movement. - The crab sheds bright light in a 30—foot radius and dim light for an additional 30 feet.

Bane of Pain

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You invoke the power of the devil to endow one creature you can see with a specific effect or quality of pain. This spell can end a creature’s entire physical or mental condition, both mental and physical, for that creature. If you cast this spell using a spell slot of 2nd level or higher, the effect lasts for the duration. If you use a spell slot of 3rd level or higher, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended to cast the spell with a 3rd-level spell slot, if that spell is in conflict with the spell’s higher level. Abjuration

Bane of Pain

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A fiend or a lich (regenerating only when severed from your body, if appropriate) constructs a 20-foot-radius sphere of poison ivy that deals 50 necrotic damage to a creature within the sphere (including you) whenever it strikes you with a weapon attack before its next turn. Any creature that attacks the target (or someone else who is close to it) with a weapon attack takes 1d8 poison damage. The spell ends for an affected creature whenever it takes damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d8. When you cast it using a spell slot of 3rd level or higher, the damage increases to 3d8. When you cast it using a spell slot of 4th level or higher, the damage increases to 4d8. Necromancy

Bane of Pain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to stimulate a mental memory of a creature that you can see within range, which must make a Wisdom saving throw. You or your companions can use a bonus action to have the creature behave in the manner you desire, if it so chooses. The creature must be within 500 feet of you in order for the effect to take effect. A creature that can’t be charmed

Bane of Power

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a line of magical force that lasts until the spell ends. The line remains for the duration. If you cast this spell over a wide area, such as a cave, a wall, or a floor, its movement is tracked by barriers made of rope that are up to 10 feet thick around the ends of the spells, and its movement is suppressed. The magic is permanent, shedding bright light in a 30 foot radius on a single horizontal spot within reach. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional bolts for each slot level above 1st. Transmutation

Bane of Power

Casting Time: 1 action
Range: 60
Duration: until dispelled

You choose an area of magical darkness that you can see that is no larger than a 5-foot cube and that fits within a 5-foot edge and’s edge? centered on that area, you cause one creature of the chosen type to issue a profane curse audible over half the area’s length, which ends its speed and other effects for it. The spell’s duration is 1 hour. You can use a bonus action to cause the creature to utter a profane curse at any time within range, breaking its speed and other effects. The creature takes 10d6 profane curses damage at the end of its next turn, or half as much damage at the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Abjuration

Bane of Power

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You create a ward that protects a location within 15 feet of it for the duration. The ward lasts until the creature leaves the area or the spell ends, at which point the spell fails and the location is affected by the following conditions: • A location within 15 feet of the location you chose is affected; • A creature within 15 feet of the location you chose can’t cast spells there or cast spells there that have a casting time limit of 1 minute or longer than the creature’s original time frame; • A creature that leaves the area has its concentration broken; or • A creature within 15 feet of the location you chose can’t be targeted by spells or pass out while the spell persists. If the concentration of a spell is broken while the spell persists, the spell ends, and the spell is cast again, if it occurs. Evocation

Bane of Power

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature, and its spellcasting ability becomes one with you. For the duration of the spell, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Bane of Protection

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You create a magical barrier that protects a creature that you can see within range. Until the spell ends, the barrier blocks a solid surface such as a wall or a ceiling from passing through it. The barrier is a translucent, transparent mass of flames that lasts for the duration. When the barrier expires, you cause it to crumble to dust and become difficult terrain. The barrier lasts for the duration or until a creature uses an action to make a melee spell attack against it. On a hit, the creature deals 4d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 2d8 for each slot level above 1st. Evocation

Bane of Resurrection

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell ends the effect of spells used to cast a spell of 3rd level or lower, or spells of 4th level or lower that can’t be cast while this spell is cast. The spell can be cast again if you or a willing creature you touch die, or if you or a willing creature you touch are depowered, ameliorated, or desecrated. Abjuration

Bane of Souls

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spectral creature appears and tries to kill you or another creature within range. This spell ends if you use your action to make a Constitution saving throw at the end of each of its turns. On a successful save, the target takes half damage on a failed save. A creature that succeeds on the saving throw is immune to this effect until the spell ends. The target is a spectral that is friendly to you. The target must make a Wisdom saving throw at the start of each of its turns. On a success, the target is no longer a spectral. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one spectral for each slot level above 1st. Transmutation

Bane of Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 9 hours

You create an unoccupied 6-foot cube of stone on the ground within range that lasts for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. At the end of each of the creatures turn for a number of rounds equal to 1 hour, a spell of 6th level or lower may be cast and a spell of 8th level or lower may be cast. As normal, you cast this spell using a spell slot of 3rd level or lower

Bane of Stone Shapechanger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

While using this spell, you create a chink in stone or a crack in stone on the ground that serves as a ramp for ranged attacks. You can also instantaneously break any stone on the ground that isn. half as high as the floor or equivalent in thickness. It remains in place for the duration. When broken, you cause any stone within 1 meter in a 15-foot section of the ground where the spell was cast to buckle, leaving no stone on the ground. This spell can break china furniture, open fire pits, stone staircases, and other structures, as well as protect them. If any creature is in the area, it must succeed on a Dexterity saving throw or be pushed 20 feet away from the spell. If it succeeds, the chink is broken. If the creature is within 10 feet of the damage—including magic missile damage dealt by the spell—it can make a Constitution saving throw at the end of each of its turns. If it fails, the spell ends. Conjuration

Bane of Strength

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell strikes with a force beyond words. Choose one creature that you can see within range. It must make a Strength saving throw. On a successful save, you cause the target to become charmed by you for the entire duration of the spell. On a failed save, you cause the target to fear you. For the duration, it has disadvantage on attack rolls against creatures within 5 feet of it and on attack rolls against creatures within 30 feet of it and on damage rolls prepared for it. It also has disadvantage on attack rolls against creatures within 30 feet of it that are within 30 feet of you. The fear persists for a duration, though it won’t end. Whenever a creature in the area or within 30 feet of a place you choose makes an attack roll or a saving throw, the creature makes the saving throw with advantage, and the spell ends. A creature that fails its save against this spell automatically succeeds on its saving throw.

Bane of Strength 1 Hour A sphere of magical power springs down from the earth and spins upward. Each creature that ends its turn within 5 feet of the sphere must make a Strength saving throw. On a failed save, the sphere deals an extra 1d6 psychic damage on a hit. If it fails, a creature is blinded and deafened until the spell ends. If it succeeds, it frees itself from this crippling effect, and all damage carries over to future rounds. The sphere can’t reach creatures or objects within 5 feet of it. Conjuration

Bane of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a grave of sorts for the dead. Choose a location within range. The spot is a place of grave loss, necromancy, or the like. If you choose a place that you can see, the place is completely dark. A grave or a place of grave loss remains permanently in place. The dark place is a place that is heavily obscured by fog, fog, or other darkness. If it is bright enough to illuminate a room or a place of grave loss, the fog lasts for the duration. A grave made of this sort can be as large as a room or as small as a room. The place can contain up to six hundred graves or 100,000 square feet of unoccupied space. The place can be a place of permanent residence or a place of temporary residence. The place can contain up to 10,000 skeletal remains. When you cast this spell, you choose one of the following options: You can designate a location of grave loss you can see. You can designate a place of grave loss that is heavily obscured by fog, fog, or other darkness. You can designate a place of grave loss that is heavily obscured by fog, fog, or other darkness. You can designate a place of grave loss that is heavily obscured by otherworldly force or a place of grave loss that is heavily obscured by otherworldly force. You can designate a place of grave loss that is heavily obscured by otherworldly force or a place of grave loss that is heavily obscured by otherworldly force. Conjuration

Bane of the Dead

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell attempts to kill the mind of a creature that you choose within the last ten days. If you cast this spell while it isn't asleep, the spell doesn’t take effect until the creature is no longer alive and the spell ends. It can’t be dispelled by dispel magic, but it can be triggered if the creature is charmed enough that spells are cast that target the creature. If the creature becomes charmed, this spell fails. If the creature’s mind is elsewhere, the creature must choose another creature of your choice that can cast spells, and this creature takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Bane of the Dead

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a yawning prison that serves as a grim reminder to all who enter that prison that your name is the voice of reason. Choose any number of willing creatures within range. You create the prison on the ground, ceiling, or in any other suitable location on the creature’s journey. Any creature that attacks the creature within 10 feet of the prison or that enters or leaves the prison by way of a way out of it suffers a - 2 penalty to its attack rolls and is prone to being pulled back. Wounds and other such effects can occur on the creature’s subsequent turns, as well as on your subsequent combat turns as long as you continue to follow the same course of action. If the prison is ever damaged or the creature w ill escapes, the creature is free to reenter the prison at any time. The prison’s walls and floors are made of transparent stone, lightproof, and can be covered with armor. You create a new prison by creating a new spell slot, a new spell slot, or a new unspoken command (limited to a command by the creature’s choice, as with the bane spell). You can cast the spell on any creature you designate as a target, as if it were a creature. Until the spell ends, you can use this curse on one creature you designate as a target. An illusion can also be created using the illusion’s material component, though it must be of no larger than Medium (contained within a single finger or object). Abjuration

Bane of the Dead

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a nonmagical rope that extends from your hand toward a creature within range and that dies instantly if not already restrained by the creature’s Bane or if it is already dead. The rope then drops to Earth, falling in a hexagonal pattern spaced 30 feet and extending 30 feet from you. Until the spell ends, you make a rope drop from your hand up to 20 feet if the creature’s Bane ends while you have this tree up. If you drop a nonmagical tree, this spell fails. Transmutation

Bane of the Dead

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to kill a creature that you call a "Bane." You make a spell attack against it, and the target takes an extra 1d8 necrotic damage. On a hit, the target takes 1d6 necrotic damage. You can use your action to make a new spell attack for the spell, or choose a new spell at 1st level or higher. On a hit, you deal 1d6 necrotic damage. If you hit the target with a non-Bane spell, its hit point maximum is reduced to 0. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Bane of the Dead

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 10 minutes

You create an 11-foot-diameter, 10-foot-tall cylinder of spectral energy that lasts until the spell ends. The cylinder is bright light and has a range of 60 feet. It can be opened or closed by a creature with a Strength score of at least 2, and the spell ends on its first use. The cylinder can be dispelled by either burning or acid. The spell can penetrate any barrier, including magical ones, to the cylinder’s extent. When the spell ends, the spell remains for the duration. When you cast the spell, you can dismiss the spell as an action, and the spectral energy disappears. You can also end the spell early, if you choose. If you end the spell early, the spell has no effect. Abjuration

Bane of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a creature of your choice that you can see within range. It must be within 60 feet of you within 10 feet of you, and it must make a Charisma saving throw. On a failed save, the creature takes 3d8 necrotic damage, and it takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends after 1 minute. You can target one additional creature with this spell at a point of your choice that you can see within 30 feet of you, or one creature that can see you. The spell can target two or more creatures, but you can't target more than one of them. If the spell targets a point that isn, say, 30 feet from you, you must choose which creature to target. Otherwise, the spell is wasted. The creature must succeed on a Constitution saving throw or become charmed by you for the duration. The creature must then make an Intelligence saving throw. On a successful save, the creature becomes charmed by you for the duration. The creature can use its action to move the creature up to 30 feet in any direction. It can move only across narrow passages or along difficult surfaces. The creature is restrained by a solid piece of paper that can hold it. If the creature moves through any of its eyes or ears, it can be pushed, shoved, and otherwise restrained. Transmutation

Bane of the Dead

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

A creature that you can see or touch appears to be dead. The creature must be dead at the time of its death to receive this spell. It must be alive when you cast this spell. The creature dies when you dismiss this spell. You can use your reaction to dismiss the spell. Transmutation

Bane of the Moon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You open a

Bane of Thorns

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The ground in a 30-foot radius around you is rough and dirt cheap and dry. The dirt and stone fill the area for 7 minutes, after which time ds. and m.A. rolls for avoiding acid, cold, fire, lightning, or poison. The ground in a 30-foot radius around you is difficult terrain for creatures other than you. When the spell ends, any creatures or objects in the area are turned to ash and creatures or objects w ere carried with it are turned to dust. To all but one creature of your choice that you can see within 30 feet of the ground in the spell’s area, the dirt and stone is harmless, and the creature remains inside the area, as long as its charmed condition remains the same. Transmutation

Bane of Thorns

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Thorn bolts loop around a creature’s head and strike at its flesh, bone, or some other hard surface. Each creature in a 30-foot cube centered on that creature must make a Dexterity saving throw. On a failed save, that creature is restrained, subjected to the petrified condition, for the duration, or restrained and has AC 15 and 30 hit points when it awakens. Until the spell ends, the creature is restrained and has AC 15 and 30 hit points when it awakens. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Bane of Thorns

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

When a creature or object of your choice that you can see is within range, bludgeoning, or slashing like a meat cleaver, a crack axe, or a club, you make a quiver full

Bane of Thorns

Casting Time: 1 action
Range: 120
Duration: until dispelled

Flame-like rays of destruction strike out from the mouth of an elemental beast that you choose within range. The target must make a Dexterity saving throw. On a failed save, the target takes 20d6 radiant damage, and you must then make the saving throw again. On a successful save, the spell ends. On a failed save, you also end the spell, and the dragon’s speed is halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates two daemons within 6 feet of one another in each direction for each slot level above 5th. The daemons are then serrated blades that cuts through the ground in each direction. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Bane of Thorns

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A narrow blue ring coated with an indestructible, spectral forceps appears on one creature or object that you can see within range. The creature must make a Wisdom saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. At the end of each of its turns until the spell ends, the creature cuts open any remaining security bars on its creature or object and attempts to attack a larger or harder to reach creature or object. At the end of each of its turns, the creature attempts to attack a creature, object, or spell of challenge its size or smaller or larger than it is (your choice), using the same attack or attack chain. The creature can make a Wisdom saving throw against the spell. On a successful save, it can switch to a different spectral forceps using its action to release the restraints. Evocation

Bane of Thorns

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot-radiusaneidic dome centered on a point within range. The dome is permanent and lasts for the duration. The dome’s area is a 300-foot cube with a 10-foot-radius side that faces toward you. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage, and it must also make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes half as much damage and isn’t blinded. The area can contain up to 10 creatures. When the spell ends, any creature that was already affected by it and that can’t cast spells must roll a d6 and add the Death effect to its spell list. An affected creature is affected as described above, but its hit point maximum is not reduced while the effect lasts. A creature that is immune to the effect and therefore immune to being frightened must make a Wisdom saving throw. On a failed save, the creature rolls a d10 and is prone. On a successful save, the creature is no longer affected by the spell and is instead frightened. At the start of each of its turns, the creature can make a Wisdom check against your spell save DC to see how many feet it has traveled and where that mile is today. If it’s on the ground and must make a Wisdom saving throw, the creature takes 4d6 force damage on a failed save, and it is restrained while this spell persists. At the end of each of the creature’s turns until the spell ends, the creature can make a Wisdom check against your spell save DC to break out of the dome and escape. Necromancy

Bane of Thorns

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You plant a poisonous seed on a creature that you can see within range. The target must succeed on a Wisdom saving throw or be poisoned for the duration. If a poisoned target succeeds on this saving throw, the spell poisons the target. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher. the poison damage

Bane of Thorns

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a poisonous or profane weave that strips nonliving creatures of any life and turns them into fleshy, hideous appendages. The area of the weave is tightly packed and can hold as many as eight willing creatures. If the weave is ever opened again, the creatures become diseased, have disadvantage on attack rolls against creatures within 30 feet of them, and die instantly. While the creatures are diseased, they can be turned and killed by means other than burning with cold damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Bane of Thorns

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a creature that you can see within range to lash out at you with a thud. The target must make a Dexterity saving throw. On a hit, the target takes 4d6 poison damage and is restrained. On a successful save, the target takes half as much damage and is freed from the thorns. Conjuration

Bane of Thorns

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Thorn bark, bark, and other barked creatures have an odor that disguises them as foul odors entering or leaving creatures or objects and moving objects within 30 feet of them. If the creatures are Medium or smaller, their size is Medium and their w against which they roll their own attack rolls. The creatures have advantage on attack rolls against creatures of their size or smaller. They are restrained, however, in the odor until the spell ends. The restrained creatures can use a bonus action to a weapon attack roll or a saving throw against being affected by this spell. The creatures can use the bonus action of a later turn to make a melee attack with a sword against a creature of their size or smaller, or to throw a weapon attack against a creature of Medium or smaller size. A creature restrained by the odor can use its action to make a sword attack against a creature within 5 feet of it, using the same action it used to cast this spell. A creature affected by this spell must succeed on a Strength saving throw or be restrained and dropped to the ground, this spell ends, and a wracked creature appears in the ground 10 feet away from its destination or the spot where it appeared. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the damage increases by 1d6 for each slot level above 6th. Abjuration

Bane of Thorns

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As part of the action used to cast this spell, you can strike a creature with a spear or a siege axe with one of the following properties • Using a siege axe • Using a spear • Using a siege axe • Using a longbow • Using a chisel • Using a club If you hit a target with a siege axe strike that creature takes 1d10 piercing damage, and it is pushed 100 feet away from you in a random direction you choose A ranged weapon attack. Hit. a target with a siege axe withers and becomes restrained until the end of your next turn. It makes a melee attack roll with a weapon normal, twice the weapon’s normal damage roll, or you make an attack with a melee weapon, twice the weapon’s normal damage roll, or two twice the weapon’s normal damage roll. You can use your reaction to end the restrained creature’s next attack using only the attack. If you do, the creature takes half the attack’s normal damage, and the spell ends. Transmutation

Bane of Thorns

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The blades of Thorns whirl around you and lash out at one creature that you can see within range. You can make one bolt of lightning striking the creature with incredible force, shedding

Bane of Thorns

Casting Time: 1 action
Range: Touch
Duration: 30

Concentration, up to 1 minute You banish a creature that you can see within range each round it is under the effect of a Minor or major illusion. The target becomes transparent, and any creatures or objects in its area can see through it and are immune to the effects of spells and other magic. Abjuration

Bane of Thorns

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and they must make a Wisdom saving throw. On a failed save, the target takes an amount of acid damage equal to 1d4 + your spellcasting ability modifier. On a successful save, the target takes half as much damage. The spell ends if you or someone you love poisons it. On a failed save, the target is poisoned twice as long. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Necromancy

Bane of Thune

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell pits an individual creature that you try to cast as an undead against a creature that isn’t an undead, and ends your next turn if it has no body or if you cast this spell without first casting a death sentence against the target. For the duration, the target doesn’t become undead and instead becomes incapacitated and unable to move for the duration. The target has resistance to all damage except psychic damage. At the end of each of its turns, the target can make a Wisdom saving throw to end the turn. If it makes this saving throw while incapacitated or unable to move, the spell ends on its third use. Abjuration

Bane of Thune

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, any creature that you choose when you cast this spell gains a +2 bonus to AC, including against the triggering attack. Additionally, the bonus to AC and other ability scores increases by 5 for the duration. Whether the bonus is dispelled or not, the creature can make a Wisdom saving throw. On a failed save, the creature takes half as much damage and can be targeted by one of the following two effects of this spell: • You instantly gain +1 to all ability scores of the creature. • You instantly gain +5 Luck score against the triggering attack. • You instantly gain +10 temporary hit points against the triggering creature. • You instantly gain +15 temporary hit points against the triggering creature. • You instantly gain +25 temporary hit points against the triggering creature. Abjuration

Bane of Truth

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You awaken a creature that is trying to understand the true nature of reality. For the duration, the creature can understand one fabricated reality (such as a god’s true name, family, or language) and can understand any words, glyphs, or other glyphs that appear in it that are unfamiliar to the creature. The creature can make a Wisdom saving throw. On a successful save, the creature is able to understand the words and glyphs depicted on the creature’s forehead until the spell ends. When you cast this spell using a spell slot of 7th level or higher, you can choose a different creature as the target. Enchantment

Bane of Truth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You open a gateway to a shard of truth ineffable within that is a sphere centered on a point of your choice that you can see within range. The gateway is an orb of truth that extends into the Ethereal Plane, centered on that point. As an action, you can open the gateway up to 120 feet (50 m below the surface of the ground) and cause a gateway effect that is identical to that of the gateway spell. It opens a doorway to an extradimensional space that ends at a point you choose within 120 feet of a point of your choice within range. A gateway is a single door that opens into a nonmagical space or into an extradimensional slot that can’t be opened into a nonmagical nonliving creature’s space. When you cast the spell and as a bonus action on your subsequent turns you can use different gates, opening them from the same plane of existence, to open a gateway created by another spell of 3rd level or lower. This way, you can designate portals that are created by other spells of your choice and that link to another plane of existence. You can construct portals that link to other planes of existence. When you cast this spell and as a bonus action on your subsequent turns you can use a gate created by another warded spell of your choice, in either the extradimensional or nonmag

Bane of Truth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your hand crumbles to reveal the true nature of nature. Until the spell ends, a shimmering, misty void appears around you, and a constant stream of invisible baleful energy sprouts from you to protect you. Through your actions and actions during this spell’s duration, you can project a precise visual image of all that lies beyond the barriers that keep you safe. The image reveals yourself to be some sort of fiend or madman, a creation of your choice that you can accept or deny. To succeed on a saving throw you must adopt a different image,

Bane of Vengeance

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You strike the ground and strike the beast that you harm. Make a ranged spell attack with an attack bonus and make a DC 20 Strength (Athletics) check against your spell save DC. On a hit, the target takes 1d6 bludgeoning damage, and it must make a Dexterity saving throw. On a failed save, the target also takes 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using

Bane of Vengeance

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You cause a creature that you can see within range to erupt in a potent, bloodthirsty beastly roar. Make a melee spell attack against the target. On a hit, the target takes 1d6 piercing damage. If this spell ends before the end of your next turn and you are holding the HAND or LP KNIGHT while the beastly roar is raging, you provoke an attack of opportunity against the target. On a hit, you move the trigger finger short of the trigger and cause the beastly roar to repeat. The trigger finger must be held down while the beastly roar occurs. If the trigger finger touches a creature, the target takes 1d6 piercing damage, and the spell ends. Abjuration

Bane of Vengeance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a poisonous cloud of acid on the ground in a 30-foot radius. The area is heavily obscured, and creatures that are immune to poison and slashing damage have disadvantage on attack rolls against the area. At the start of each of your turns, you can ram the cloud up to 10 feet in any direction, and the cloud vanishes when you finish a long rest. The cloud lingers in the air for the duration. Necromancy

Bane of Vengeance

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a creature that you can see within range. For the duration, that creature has advantage on attack rolls against you. On a hit, it takes 1d10 divine retribution damage. Evocation

Bane of Vitality

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell harms creatures that you can see within range. Until the spell ends, whenever a creature that you can see within range attacks a creature on your turn, you can attack that creature automatically. On each of your turns, you can use a bonus action to move up to the speed limit on your melee attack, weapon attack, or saving throw. If you move less than normal for an additional round, that round is extended to continue moving. This spell also harms creatures that aren

Bane of Wisdom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to see and hear the true nature and meaning of a single creature of your choice within 10 feet of it. Until the spell ends, you have darkvision with blindsight, and you also understand the words and images written within an opaque book that can hold as much as 200 pages. You also understand any words or write that appear within 15 feet of it. You also understand words or write hidden messages hidden within an opaque book. The revealed message might consist of a command to a specific creature of some sort, a curse, a legendary curse, or even a religious or mundane truth. The spell reveals a creature’s true nature in one of the following ways: • By seeing invisible hieroglyphs written in basalt-like runes. • • By seeing arcane runes hidden in thicket-like runes. • • By seeing runes hidden beneath the surface of snow or ice. • By seeing glyphs, talismans, and other magical properties hidden in ice, snow, or lava. • By sensing the

Bane of Wisdom

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Drawing on your deep insight, you gain the ability

to effectively manipulate the wisps of nature and the defenses of willing creatures. When you cast this spell, choose one of the following five effects of the spell. You can manipulate an obstacle, plant, or other obstacle that weighs as much as 1,000 pounds. You can manipulate plant growth or creep, plant growth or flower, or any other significant portion of the obstacle’s structure. If you do so, the creature must make a Strength saving throw. It takes 7d6 damage on a failed save, or half as much damage on a successful one. You can use this spell against a target that you can see, such as a wall or a ceiling, or one creature that can’t be moved by means other than by making a melee attack with an attack weapon. Transmutation

Bane of Wisdom

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t speak a single word until it has been frightened this spell’s first turn. You can choose to target one creature for the spell’s duration, one creature for each of its turns until the spell ends, or even two creatures for each of its turns until the spell ends. While these creatures are frightened by Bane of Wisdom, a target has disadvantage on attack rolls against creatures under its control for the duration. At the end of each of its turns, a frightened creature rolls a d 8 and has advantage on saving throws against both spells and attack effects. Conjuration

Bane of Wisdom

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes one willing creature of your choice that you can see within range take 2d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Bane of Woe

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell targets a creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 month and you can choose a different target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 month and you can choose a different target. DEXTER DISTANCE 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by one step for each slot level above 1st. Evocation

Bane of Woe

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a creature. Until the spell ends, the target can’t speak a single spell of challenge rating 4 or lower. For the duration, that creature must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Bane's Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell transforms a willing creature you touch into a willing servant. While under the effects of the spell, a target suffers a number of debilitating effects. On a successful save, it is able to move as if it were moving normally. Whenever a target takes damage, it makes a new Wisdom saving throw; a successful save negates the effect of the spell. A target also becomes frightened of you for 1 minute after waking. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level

Bane Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You issue a powerful blow against one creature within range, issuing a loud, piercing blow that strikes the target. Until the spell ends, you gain advantage on all attacks made against the target. As a bonus action, you can mentally command the target to attack a different creature of your choice within 30 feet of you. When the target makes a successful prepared attack against you, you issue a powerful, loud, and sustained blow that instantly devours the target and leaves it incapacitated. When you choose a creature for the spell to target, you choose the creature�

Bane Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike at one creature within range and command it with your spell. Make a ranged spell attack for the first time on a target within 30 feet of you. On a hit, the target takes 4d6 radiant damage. If you hit a creature with a ranged spell attack, the spell also imposes disadvantage on the attack roll, which is possible if the target takes the attack using less than 30 feet of movement and fewer than three of the attack's stages. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Banish Horridmew

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You banish an undead creature that you can see within range into a pit that you can see. The target must succeed on a Strength saving throw or be restrained until the spell ends. This spell ends if the target is more than 25 feet away from you. The target can’t be more than 100 feet away from you. A creature is still affected when it escapes from the pit. Abjuration

Banish Self

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You banish yourself from the physical plane. Until the spell ends, you dismiss this spell and return to the Plane of existence you originated as a permanent, albeit intangible, illusion. You can no longer attempt to cast a spell from within the Astral plane. Instead, you can focus your attention on a target within 5 feet of it and attempt to ignore it for 1 minute as a bonus action. If successful, you can banish the target to an unoccupied space that it was created on that is no larger than a 15-foot cube. If it succeeds in this spell, you banish it to the nearest unoccupied space that it was created on that is no larger than a 30-foot cube. This spell ends if you cast it again before its duration is up. Divination

Banish Small aberration or undead from space

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you touch appears within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The spell’s target is charmed by you, so it can’t take normal actions, and it can’t speak, use language other than those of another creature. The target disappears when it drops to 0 hit points or when a successful Wisdom saving throw is missed. The target’s soul is the only substance that can’t be consumed by magic. The target’s body is the only substance that can’t be destroyed. Your spell ends if you have no more ammunition than you have remaining. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 1 hour. Transmutation

Banish Small or Medium creatures

Casting Time: 1 action
Range: Touch
Duration: Self

Instantaneous You touch a creature and place it in an unoccupied space of your choice that you can see within range. The target must be within 100 feet of you, or the target is charmed. The target then has advantage on any Strength, Dexterity, or Constitution saving throw it makes. On a successful save, the target takes half as much damage and doesn’t need to use this ability again until it returns to you. On a failed save, the target takes half as much damage and doesn’t need to use this ability again until it returns to you. Divination

Banish Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You banish an incorporeal creature that you can see within range into an extradimensional state. The target must make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns until the spell ends, it must make a Constitution saving throw. On a failed save, it can choose a new form, ending the current one. If the creature is no longer under the target’s control and can’t interact with it or take actions outside of its normal course, the creature dies. If the creature has the ability to speak a language other than English, the creature speaks that language at the beginning of each of its turns, and the creature speaks a language that is either native to the target (such as ǝklfar’s or ǝlfar of wyverns) or that is native to the target (such as ǝlur the hillbillym of an elven warlord) and that is audible within the creature’s sound field. The creature can understand one language of its choice, and the creature knows the following words: implacable love, begotten wish, implacable care, instinctive revenge, intruder, stolen treasure, misunderstood nephew, and stranger. Necromancy

Banish undead from you Minor Illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose one undead creature you can see within range. The spell can target one creature for each of its hit points. When the spell ends, the target returns to its home plane of existence. The target also gains the following benefits. If the target is an undead, it can have one of the following new hit points: • It gains the benefit of a hit point equal to half your spellcasting ability modifier. • It can use an action to end its turn by using its bonus action to end the turn. The target must be on the same plane of existence as you. Until the spell ends, the target can use its action to make a Charisma saving throw. On a success, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hit points of each spell increases by 1 for each slot level above 3rd. Evocation

Banish undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical barrier of unoccupied space that blocks the undead from attacking you. The spell ends if you or the target is charmed by undead. The barrier is strong and lasts for the duration. If its thickness is reduced to 0 hit points, the

Banish undead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch or touch undead creatures. The target must be no larger than 10 feet in any dimension or one of its locations on a plane of your choice. The target’s body is transported to the point where it becomes a mote. The target remains for the duration

Banshee

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You banish one to serve a specific purpose. You choose the nonmagical weapon used as the weapon and the severed body of the creature’s best friend as a weapon of mass destruction. The creature, if it has one, spends its action as a bonus action on each of its turns moving or firing a weapon from its reattached shoulder. At the end of each of its turns, it fires one of the following weapons at the target. While firing its weapon, the creature can use its action to move to a distance of 1 mile and then repeat the attack using only its action. If the creature uses its action to move to a different location and then fails its move, it can make a melee spell attack there and then repeat the attack using only its action. The creature can attack any number of times within 30 feet of its target. Each time it does so, it makes a new attack, which is easier to target. It makes another melee spell attack with each expended used weapon attacks. To regain control of the weapon, the creature must choose a new weapon or use it again before it can use any of its weapons. If the creature reattails on a weapon attack before the spell ends, it takes no damage at the end of its next turn, unless it can use another action to reattert it. Transmutation

Banshee

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. The damage can’t reduce the target’s Wisdom score to 0, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Abjuration

Banshee

Casting Time: 1 action
Range: Touch
Duration: 1 Day

This spell allows you to persuade a creature you touch to become a bani muriata, the daughter of something gone wrong. For the duration, the creature becomes charmed by you, and for the first time on your turn that turn, the creature can be charmed by you. The charmed creature can choose to live, die, become a lich, become an abjurer, or become a necromancer. If you cast this spell while you have a second hand, a second charmed creature can choose to become a lich at the DM’s option. Otherwise, the creature dies instantly and is charmed by you until the spell ends. A second charmed creature can choose to become a dark lord at the DM’s option. If you have both hands, the second charmed creature can choose to follow the example of the lich or follow the lich’s path, ending it with a +X Attack bonus. Transmutation

Bardiche

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a particular kind of artisan or artisan, one that you choose at random. For the duration, he gains a +2 bonus to AC for he or she is proficient in one skill of his choice that you have seen listed within the Monster Manual. He or she gains the same benefit from spells and other magical effects for the duration, and the DM has the creature’s statistics for that skill. You create two new statistics for him or her, which are learned after 7 days by doing so. These statistics can be learned from other sources, such as through druidic studies or as part of the normal course of living. You choose

Bardiche

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue a creature with a magic calling that turns its organs into tools that it can use to carry out its task. The creature has limited movement while it is casting the spell, and moving parts can't be affected. When the spell ends, the creature regains 4d8 poison damage (your choice when you cast this spell) and 10d8 acid damage (your choice when you cast this spell), and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Bardiche

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You attempt to influence a creature of your choice that you can see within range to grant you one of the following effects. You can specify a password that is nonalphanumeric, verbatim, or has no lower than one letter or number, and that is at least as long as the creature has used and is able to see, such as a creature or a plant. The creature can be a free human or a creature created by an alien artifact. The creature can be a celestial, an elemental, a fey, or a fiend. You can also specify a password that can be nonalphanumeric, verbatim, or has no lower than one letter or number, but that is at least as long as the creature has used and is able to see, such as a creature or a plant. A creature that uses its action to understand the password must use that language (’alchemy’) of its choice. Abjuration

Bardic Heal

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A ward of holy power was created between you and a creature known as a patron of holy war. The spell allows a creature of average strength and smaller or Medium to become immune to being charmed. The spell also grants a wish spell. You can see into the patron's mind the creature whose wish you wish to achieve results in accordance with your desires, as long as that wish is carried out. You must have seen the creature while you cast the spell and can review any successes and failures against the creature’s wish before casting the spell. When you cast the spell, and as a bonus action on each of your turns before the spell ends, you can change the creature’s physical form so that it appears as though it is on the left side of the spell’s range. If you have the creature’s current hit point maximum, the creature becomes immune to being charmed. While the creature has this immunity, it can’t choose to become a patron of war. While a patron is on the spell list of its spell list, you can speak with the creature to determine whether it becomes a patron of war. Should the creature choose to become a patron of war, the spell ends, and your magic stops short of casting it. Illusion

Bardiche

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You choose a nonmagical weapon part you can see within range, such as a sword or spear, and you make one weapon attack with that weapon during the spell’s duration. You make the attack roll with that weapon. On a hit, the target suffers the attack’s normal damage until the start of your next turn. It can use its action to use a different weapon. Choose a weapon part of available damage type from an ascending or descending hand. If you chose a part of damage that is 2 or 3 times the normal damage (for example, throwing a weapon at a pillar or casting a spell at a wall grants 3 times the normal damage), the weapon attack deals an extra 1d6 damage. This extra damage uses your action to move the weapon up to its normal damage level. Should the spell fail, the hand that struck the target also strikes it, dealing 1d6 damage plus 1d6 damage to it. The hand struck the target also strikes another creature of the chosen type in the same way that a normal creature strikes a target. A creature that uses its action to attack a target must make a successful Constitution saving throw. On a successful save, the target makes the saving throw with advantage. If it fails that save, the spell ends, and the spell ends on its full duration. If it fails its save each time it finishes the spell, it can attempt a new one before the break ends. Transmutation

Bardiche

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create three simple tools that you can use to imbue your actions and moves as part of your action to create one of the following effects. You can use a bonus action to cause one of the following effects on the target: • You create a simple tool, such as a pick axe or a scimitar, that is no larger than a 5-foot cube. You touch one tool and give it a knack for dealing 1d4 slashing damage (the tool isn’t magically dedicated to a specific ability) or slashing damage (the tool serves a specific function or is dedicated to another ability). • You create a simple weapon, such as a crossbow or shortbow, that uses magic items as weapons. When you create the weapon, you instead create two simple weapons with one use of magic items. These simple weapons can be wielded up to 5 pounds and have a weight of up to 30 pounds. While simple weapons, the simple weapons aren’t nearly enough to cause

Bardiche

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a comic, silly story in an unoccupied space of your choice within range. A creature of your choice that you can see within range must make a Wisdom saving throw. On a successful save, the creature can use its action to write on the piece of fabric to identify a place or object within range, say, 100 feet beneath the earth or sky. If it successfullysits on a creature of your choice that isn—at any point during its turn—covered in text, the piece of fabric is no longer in place

Bardic Spellcasting

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you cast this spell, you learn the following spells of your choice from the spell list of the spell’s list: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you learn one additional spell of your choice from the list. Transmutation

Bardic Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ward that inscribes glyphs, words, images, or sounds that protect up to five creatures of your choice within range. Choose one celestial celestial or celestial celestial celestial type (one stone, two weapons, three staffs, or four

Bardic Wisdom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You are able to discern the nature of the world through the power of your senses. The DM can use this ability once or twice. You can use this ability when you are feeling overwhelmed by other people. The DM can use this ability only once. Conjuration

Barding

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a material object and it becomes a charm weapon until the spell ends, at which point the object becomes an arcane weapon of your choice that can be bonded to a surface and that fits within a 5-foot cube. The object has AC 15 and 30 hit points. The object can be destroyed by force or magic using a weapon

Bardric Door

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You create a door on a solid surface at a point you choose within range. The mouth is 1 mile wide, and it sheds dim light in a 30-foot radius on each side. The mouth is opaque and requires 4 feet of soft material to open. A 5-foot-radius opening is 12 feet deep. The trap is 10 feet tall and extends into the sky. When the door appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d6 cold damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded by this spell makes another saving throw at the end of each of its turns. It takes 10d6 cold damage on a failed save, or half as much damage on a successful one. A creature seriously affected by this spell is immune to all damage and has disadvantage on attack rolls against creatures other than you. As an action, you can open the door and let loose a burst of fire. Make a melee spell attack against the creature within 30 feet of the door, and make the attack with no damage on the attack roll. On a hit, the creature must make a successful Constitution saving throw or be blinded until the spell ends. At the start of your next turn, blinded creatures can make a Constitution saving throw to regain control of themselves. On a success, they can use this spell again to re-blind a blinded creature or a creature blinded by this spell to take half as much damage. At the end of each of your turns until the spell ends, the blinded creature must make a Constitution saving throw. The creature takes half as much damage on a failed save and is blinded until the spell ends. Evocation

Bard's Black Tentacles

Casting Time: 1 action
Range: 150
Duration: until dispelled

Acidified tendrils of stinking metal drip from your fingers and loop around your fingers, briefly obscuring your skin and hair. You hurl the tendrils, which are about the size of your fist, burning your flesh. A creature must make a Dexterity saving throw. On a failed save, a creature takes 5d6 acid damage and another 5d6 acid damage when it buries itself beneath the earth. On a successful save, a creature takes half the damage (less than 1 minute). While unconscious, a creature doesn’t need to use movement to speak or cast spells or take actions. After spending 5 minutes laying waste to the flesh of a creature, the target sucks up any dead flesh it left behind. As a bonus action on each of your turns before the spell ends, you can release the bead of laceration from its vitals, and it does so normally. It must then drink its own acid solution by rolling a d4 and dividing by 5 the number of hit points it requires to complete a long rest. This action canNecromanticTeleport via--------------------— Fire Bolt 60 Instantaneous or 1 Round A beam of fire streaks toward a creature within range and creates a direct flame of one color in a 5-foot radius. The creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is subjected to the petrified condition. While the creature is charmed, frightened, or stunned, it can’t take reactions or use reactions. The burning mass sucks up any remaining sap, leaving behind no flesh and bones. While charmed, frightened, or stunned, the creature doesn’t learn its spells or benefit from them, and it doesn't learn which of its companions is in the fire. If the creature doesn’t willingly learn a spell or benefit from a benefit it doesn’t cast, that spell ends. Divination

Bard's Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. The target must succeed on a Wisdom saving throw or become familiar with it for the spell’s duration. The creature is familiar with the spell for the duration. If the target is a member of a particular race or class, it gains the same benefits as the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to the saving throw increases by 1 for each slot level above 2nd. Transmutation

Bard's Hand

Casting Time: 1 action
Range: Self
Duration: 8 Hours

This spell gives spellcasters the power to issue precise instructions to their servants. Choose a simple task, such as opening a door or serving a soup pot, that their servants do best, such as cleaning dishes, working on a table, or cleaning a table lamp before bedtime. If the task requires special training or is carried out in a specific way, the servant performs this task in a manner that allows it to do so without hindrance. Thus, while a servant stands up, an Amazon, a Huge or smaller creature, or a Large or smaller creature, is beseeched to open the latch on a door or to open the back of a large desk, or to pour out the contents of a large covered pot. When such a task requires little or no training, the servant produces a detailed instructions word or phrase, spelling out particular actions and preparing a counteroffer. When the task is repeated several times, the Amazon appears in a separate, heavily obscured area, which it appears in and prepares with care. When a task requires so much detail and so little time, a servant spends just a moment studying its instructions that the Amazon appears in a different spot within an instant of its choosing. If the Amazon suddenly appears in a different place on the same spot, that spot is searched for by the servant and found under no cost, though it might take its stand if it is attacked. If it is attacked, its magic ends, and the spell fails. When you cast this spell, you can choose a new task every day for 10 days. For the duration, the servant can issue precise instructions to any creature it pleases on everything from how to wash its hands and wear proper clothes to how to stand and fold its folding robes. Thus, while the servant creates its own instructions, it can also issue to any creature summoned by a willing creature (creatures that don’t rely on hands or might rely on hands for movement might issue the same instructions to each summoned creature). The instructions given to the creature are directly related to the task at hand, but the creature is limited by its own limited movement and can’t willingly move or use movement that would allow it to do so. If the creature chooses to follow the Amazon's instructions, that creature must succeed on a Wisdom saving throw or suffer the servant’s retribution. Should a creature choose to follow the servant’s instructions, the creature is limited in the actions it can perform by its own training and Constitution, though it can use its action to perform one of the following actions: Climb, Dash, Jump, Use Device, Make A Device, Use Spell, Make A Device Trivia The servant can issue precise instructions to any number of creatures within 30 feet of it. These precise instructions can be precise enough to make a successful Intelligence (Investigation) check against your spell save DC. While the creature is within 30 feet of the precise instructions given to it by the servant, any ranged spell attack it makes is blocked. The creature can attack any creature within 30 feet of the precise instructions given to it but its speed and armor class aren’t reduced in any way. Divination

Bard's Mark

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You hurl a patron of fey, a holy symbol that has a sigil that can be tapped to grant you knowledge of a holy cantrip. For the duration, the mark reveals a location known to the wyvern god. For the duration, no living things are known to you and no spells are cast that target them. The mark appears when you cast the spell or as an action on your turn. The mark instantly ignites any weapons or armor that are worn or carried by the creature, and it disappears when the creature drops to 0 hit points or the spell ends, even if there are no corpses or when the mark is replaced by a divine symbol. As an action, you can move the mark up to 5 feet and then repeat the process for all creatures within 5 feet of it, if you wish. The process can reduce or eliminate undead, construct, or undead that aren’t there already. Alternatively, you can use your action to move the mark up to 10 feet and then repeat the process again for any creature within 5 feet of it. After you have given your original explanation for how the mark works, you can use your action to reveal how the mark functions to all who see it. You can choose words that appear within 5 feet of each other, as a part of the process. For example, you could explain how a mark appears within 5 feet of a magic dagger or magic ward, as part of the process. If the mark cuts at a creature or a tree, that creature can use its movement to move up to twice its speed, and the spell ends. Divination

Bard's Mark

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You choose a creature that you can see within range and that fits within a 5-foot cube (10-foot tall) ringed with bright radiance that bears your name and emblazoners your power and glory. The creature’s mark becomes a powerful symbol of your power and bravery. Until the spell ends, you make the creature wreath its magic within an arcane glyph, creating a magical storm with a 50-foot radius around it. Any creature not within 5 feet of the glyph when you cast this spell assumes a sigilant status, causing the warded creature to perceive danger and granting it advantage on attack rolls against creatures hostile to it. The storm spreads around corners. When it strikes a creature, it creates a wave of psychic force equivalent in size to a car's roar. The wave crashes into a creature, causing it to make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage, and on a successful save, it takes half as much damage. As a bonus action on each of your turns, you can mentally command any creature you commanding to a language you’ve never heard of, a language that isn’t infested with magic, or an area of magic that you believe to be magical, such as a school of magic that can banish an undead, an area created by a wish spell, a lich’s illusion, or a demiplane. Choose the language you speak. You decide what language the creature speaks and what its thinking and doing. The storm spreads around corners. When it strikes a creature, it creates a wave of psychic force equivalent in size to a car's roar. The wave crashes into a creature, causing it to make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage, and on a successful save, it takes half as much damage. As a bonus action on each of your turns, you can command any creature you command to speak a language you perceive to be natural to the language. The creature must be within 5 feet of you when you speak the language and can understand your language. The creature knows how to read and write its own language, though it usually only understands one language at a time. Whatever you speak, it can understand and understand any additional information it collects while speaking the language. The warded creature is immune to all damage, and it has advantage on Strength saving throws and Strength saving throws against attack. Necromancy

Bard's Mark

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You imbue a creature you touch with a mark on the next day. The mark appears within 10 feet of the target and lasts for the duration. The mark is unbreakable and can’t been damaged. If you cast this spell again, the spell ends early if you use up the capacity. To cast the spell again, you must have cast it once, and you must use a different casting method. If you cast the spell again, the mark disappears, and you are no longer bonded to it. You can’t cast this spell

Bard's Mark Divination

Bard's Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. For the duration, the target’s magic item is a divine symbol, imbued with divine power. The target’s intangibility and hit points increase by one, and their Hit Dice increase by 2, for the duration. At the end of each of the target’s turns, it can make a Charisma saving throw. On a success, the spell ends. Abjuration

Bard's Mark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and give it one of the following benefits. The creature must be within 30 feet of you when you cast the spell. If you cast this spell multiple times, you can have up to one of the benefits on each cast. Necromancy

Bard's Minute Meteors

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a miniature meteor that rises from the ground in an unoccupied space within range. Until the spell ends, you can use your action to move the miniature circle up to 30 feet in a straight line and then make a ranged spell attack against a creature within 5 feet of it. On a hit, the creature must make a Strength saving throw. On a failed save, it can’t take reactions until the spell ends. The meteor doesn’t harm a creature or create damage or move into a location that could harm it. It obeys all the normal laws of physical motion, such as those of gravity and elevation, as well as the nature of other objects and objects, such as wisps and spheres. Each creature within 5 feet of the circle must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage, or half as much damage on a successful save. A creature that fails the save succeeds with half damage, doesn’t take damage, and isn’t knocked unconscious. While the meteor is on the ground, you can use a bonus action to cause a beam of brilliant light to leap from the top of the circle toward one creature within 5 feet of it. Make a ranged spell attack for the meteor, and if the target succeeds on its attack roll, the beam strikes the creature on the next turn. Make a spell attack for the creature with the beam, and make a new one with each attack action. On a hit, the creature takes 4d8 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage the meteor deals increases by 10 for each slot level above 5th. Evocation

Bard’s petrified body

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you touch appears in a random direction within range and is charmed by you for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Illusion

Bard's Wands

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a wand that is imbued with the power and power of bardics. You can use the wand to teleport to any point within range. You can also use the wand to dismiss a challenge. Any creature that is within 20 feet of the wand and that can use a bonus action to cast a spell of opportunity must make a Wisdom saving throw. On a success, the spell ends. A spell of opportunity ends if the target fails the save. Conjuration

Bard's Whisk

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose a number of Medium or smaller creatures whose challenge rating is equal to or less than the Hit Dice of the chosen creature. The chosen creatures are Medium-sized, one foot on each side, with 10 hit points and no movement. The spells used by these spells must be of a level or lower. When you cast one of these spells, you can replace the Hit Dice of each creature with a d8 ‖bard spell score. When you cast the spell using a concentration, you roll a d8 ‖roll to see who takes what damage. The d8 ‖roll is how many hit points the creature has remaining and how tough the armor it has been created with is. Alternatively, you can roll an additional d8 ‖roll to see who is stronger against who targets you. Both rolls deal 1d6 force damage. If a creature fails its roll when it takes the extra damage, the target suffers the extra damage. If you invest the extra damage in the form of a Strength or Dexterity check, reduce the creature to 2d8 force damage. This spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Bard's Wisdom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a 10-foot cube of stone that you can see within range. You must use your action to ask a willing spell-like ability question. The spell answers the questions in each case until the spell ends. For example, you might ask a question of "Did you hear about the Black Death?" or "Did you hear about the Black Death?" as you cast the spell. You can also ask a question of the ability of your choice, such as the one above, about whether the spell is casting or not. Conjuration

Bare Bones

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Bones of the undead hide beneath snow. When a creature of your choice the area for an instantaneous melee attack, an area spell of your choice from within 30 feet of you, or a spell of 3rd level or lower, makes it into the thick of things. Each creature within 30 feet of the area when it hits a target must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Necromancy

Bare Bones

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create bones of thorns that protect up to 10 humanoids. You choose the corpses or severed limbs of each creature that you choose within 10 feet of a corpse you choose. To fit a limb or a body, the bones take into account the limb’s distance from you and the depth of the water (at least 10 feet). The bones can’t reduce a target’s size by less than 10 feet, and the creature can’t become larger than 10 feet on a limb. Also, any creature that can’t grow limbs can’t use them as base limbs until dispelled as long as the limb isn’t worn or carried by another creature. For the duration of the spell, the bones hold both the creature and the limb for its size and weight. The creature can use its action to move the bones as far as its muscle can move, expending no movement to move the bones while it does so. Transmutation

Bare Bones

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Bones appear on creatures of your choice that you can see within range. When a creature uses an action to make a melee spell attack, the target rolls a d10 for its attack damage. Hit or miss, the creature has disadvantage on attack rolls against creatures other than you, and the spell ends on a successful attack for it. On a miss, the creature has disadvantage on attack rolls against creatures other than you, and the spell ends on a success for it. A creature with an Intelligence of 6 or lower can use its action to determine whether the spell’s damage reduction was actually intended as a major or minor problem, and it makes a successful Intelligence saving throw. It knows whether the spell’s effect would lower the target’s maximum Hit Points, its hit point maximum, or both, and it makes the saving throw with advantage. While the creature is casting this spell, it gains and loses Hit Dice equal to half the creature’s Hit Points. If a creature uses its action to make a new hit or hit another creature, the creature that made the new hit or hiter also takes 2d8 necrotic damage (if any), and the creature takes 1d8 necrotic damage if it dies. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Bare bones

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your skin glimmers with gold and becomes skin toneier and darker for the duration. One creature that you can see within range is immune to being frightened. An unwilling creature must spend 1 extra 1d4 radiant energy damage to succeed on a Wisdom saving throw or become frightened while frightened by the aura. Abjuration

Bare Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, a creature you touch has resistance to one damage type of your choice: acid, cold, fire, or lightning. Abjuration

Bare-Eyed Owl

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour

A wight, or at least one winged owl, appears and calls out for your assistance in combat. When a creature that you choose hits you with an attack, the wight performs a simple verbal ritual in the unoccupied space of its space for the spell’s duration. For the duration, the wight serves as a distraction for non-creatures within 15 feet of it, as a sort of sensor on the move. The wight makes no sound, but emits bright light in a 5-foot cube centered on it that is dim and illusory for 5 minutes. Any creature in the area when you cast this spell must make a Wisdom saving throw. On a failed save, it takes 2d6 fire damage and 30d6 radiant damage, respectively. On a successful save, the spell ends. You can direct the wight through objects and other creature’s line of sight, but it must remain within 30 feet of the target. You can’t direct the wight through a gap in a creature’s space, wall, or ceiling, or through a creature’s space behind a structure. The wight leaves behind a trail of smoke in locations you choose, which complies with the lore of the wights, though it is likely the wargear of an allied wights. If you cast this spell while within 30 feet of a structure or a creature’s space, you can ram the wight through the structure’s space and cause as much damage as possible to that creature. Evocation

Bare Hand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

With a finger like a whip attached, you strike against one of the target's three cursed objects within range. If the target has its own cursed object or if some of its objects have powers different from those of the target than it directly guards, the attack is either a magic missile or a direct attack from a cursed object. The target is limited in the number of spells it can cast when it can cast these spells, and it can’t take any actions or take any actions that would allow it to cast any spell, cast a spell, or do anything magical within 120 feet of the target. The attack deals an extra 1d6 cold damage to the target whenever it blinks or uses an action to make a melee attack against it. Conjuration

Barking Bolt

Casting Time: 1 action
Range: 1 round
Duration: This spell creates a blast of magic in a 15-footra

dius sphere centered on a point within range. The sphere spreads around corners, and passing creatures are unaffected. It creates a small glowing bead on each creature within 15 feet of it, which it emits when it calls a spell of 8th level or lower. The bead is light and moves with every creature within 120 feet of it. At the stroke of a trigger spell, the spell creates a new burst of magic. Creatures created by spells of 8th level or lower, or such spells as the Dash spell created by this spell, can

Barking noise

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a soundless, barky noise that you can hear on the ground or on the floor. When you cast this spell, choose a point within range. You can affect one creature that is under the bark or on the ground with a touch or a noise spell made using a rope, stick, or chain. You can create any sound that can be heard within 10 feet of the bark or the ground. As a bonus action on each of your turns, you can move up or down in the bark’s space so that it is facing you. Enchantment

Bark of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a shimmering, bark-like object within range that lasts for the duration. Choose one creature that you can see within range and makes a melee spell attack against the target. On a hit this creature deals 2d8 + 1d4 damage, which is no more than a d20 damage surge. A creature with truesight and senses magic within 5 feet of the object must succeed on a Wisdom saving throw or be cursed with a horrid vision. This cursed creature can’t see or hear anything beyond 5 feet of it. At the DM’s option, the creature must have truesight, and it does so with advantage. It can then dismiss the spell. Illusion

Barkskin and in combat

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell bestows temporary, loyal spirits on those who have it and creatures that can hear and smell it. Choose any number of creatures that you can see within range. Each target gains a +2 bonus to its attack and damage rolls, and it gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. While the target is temporarily blinded, the spell ends. Enchantment

Barkskin Blade

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a momentary, talons-sharp blade covered with a rust-coloured stinking cloud. Each creature in a 40-foot—radius sphere centered on the stinking cloud must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The stinking cloud spreads around corners. When a creature uses its action to move within 30 feet of the cloud, it makes a Strength saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. When the stinking cloud spreads, each creature within 30 feet of it must make a Dexterity saving throw. The creature takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Barks of Agathos

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must make a Charisma saving throw and causes one willing creature hit by a thrown weapon attack to become charmed for the spell’s duration. On each of your turns thereafter, you can use a bonus action on a subsequent turn of 1 hit or miss, if you have one, to cause the target to have bravery against you. Conjuration

Barks of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, berserkers are a dangerous group of creatures who beguile and even murder. Choose one beast of challenge rating 4 or lower, and it must succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature can use its action to make a Wisdom check against your spell save DC. On a success, it frees itself and makes another Wisdom check against your spell save DC. While frightened by this spell, the creature becomes restrained in the area for the duration. At the end of the creature’s next turn, it can make a Wisdom check against your spell save DC to break out; if successful, it frees itself and makes another Wisdom check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 6th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. On a failed save, the creature’s skin glimmers with lead and is blinded for 5 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 9th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 12th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 14th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 15th level or higher, the duration is concentration, up to 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 4th level or higher, the duration is concentration, up to 1 hour. Conjuration

Barks of Agravard

Casting Time: 1 action
Range: 120
Duration: 24 Hours

As a bonus action, you expend one of the following charges from your wands: a celestial, a fey, or a fiend (your choice which one). When you do so, you must use your action to assume a berserk state, but have advantage on all attack rolls and ability checks. You can use your action to automatically make a melee attack against one creature that has trouble making a Wisdom saving throw. Make a weapon attack roll using your action to change the nature of any attack that you make against the creature. A levelled change (statue, axe, crossbow, polearm, pole star, rope, spike, or spike leg) makes it more likely that the change you make successfully disables some of its effects. If you have twice the number of charges expended, you have two times the number of charges expended. During the duration of the spell, which ends on the creatures first turn, your AC increases by 5, and your damage by 1d8. A levelled shift (tongue wrinkle, slipstream, or tangle) makes the turn

Barks of Bright light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

When you cast this spell using a spell slot of 6th level or higher, you can create a golden band covering up to 15 inches of floor space in a 5-foot cube on each side of the spell’s area. For the duration, this magical band obscures bright light in the area except for a portion of its area that is dark. During this spell’s duration, the band lasts for the duration. When the magical band changes color, you can change its construction, shape, and opacity. The change gives you control over the band’s brightness, dim light and brighten its tone while it is in its area. Alternatively, you can create a magical bridge extending over the band’s surface that extends over both dimensions of the spell’s area. If you create such a bridge, each foot of it leads to a different magical construct created by the spell. To create a magic construct, roll a d20 and add the number rolled to the damage die you use for your magical construct. To create a magic construct, use the conj

Barks of the air

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A gust of wind disperses clouds of fog in a 60-foot cube centered on a point you choose within range. Each cloud is a circle. Each creature in the area must make a Constitution saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d10 cold damage on a failed save, and it takes 2d10 cold damage on a successful one. In addition, each creature in the area must make a Constitution saving throw each round it remains within 60 feet of the center circle for the spell’s duration. A creature takes this course on a successful save, or half as much damage on a failed one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d

Barks of the Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a 20 mile radius sphere of blackness that twists and twists at your command. This cloud obscures solid objects of up to 300 feet in height, and it obscures an unoccupied space on the ground that you choose within range. This cloud obscures only visible objects, such as trees, that are not visible to the naked eye. A creature must make a Dexterity saving throw the first time on a turn that it enters this cloud, and the creature takes bludgeoning damage equal to 1d4 + your proficiency bonus + your spellcasting ability modifier. On a failed save, the creature takes half damage, and the cloud falls prone. While in this cloud cloud state, you can’t use reactions, you can only speak commands, and you can—t move or speak a command for long enough to have effect. You can only affect one creature w hould be affected by this cloud; another creature affected by the cloud can use its action to move w hould its encountered creature toward it or leave it exposed to nonmagical damage. The cloud obscures solid objects up to 300 feet tall, such as large vehicles or buildings, that are up to 50 feet tall and are up to 50 feet wide. Creatures that aren’t there can’t see through the cloud, preventing them from seeing through it. Transmutation

Barksoul Spray

Casting Time: 1 action
Range: 500
Duration: Instantaneous

A spectral bolt of lightning streaks toward a creature within range, forming a ring around its neck. Each creature in a 10-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Bark, Stone, or Rock

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell attracts and protects plants and stones of your choice in a 30-foot radius centered on a point you choose within range. You contact the spirits of nature and ask permission to erect or reshape any such plants or stone. You receive a brief message from the spirits stating its conditions and their benefits. If you ask for permission to erect or reshape a plant or stone, the plant or stone takes 1d4 + 1 hit points at the start of your turn, and the spell fails. If you ask permission to erect or reshape a certain mineral substance, the druid grants permission for the substance to be transformed. You can also ask the spirits for permission to construct or mend a certain portion of a wall. If you ask permission to create a certain mineral feature, the druid grants you this permission, requiring that you provide the proper forms and materials for the task. If you ask permission to create a certain mineral type, the druid grants you this permission, requiring that you provide the appropriate types and materials. If you ask permission to create a specific mineral type, the druid grants you this permission, requiring that you provide the appropriate mineral types and materials. If you ask permission to create multiple mineral types, the druid grants you this permission requiring that you provide the appropriate minerals for each type, as well as their respective minerals. You can create up to twelve plants and stone types, two minerals for each mineral type, and one mineral type for each mineral type. The construct or mend spell can’t create more than one plant and stone type. You can also create two or more types of stone, two types of rock or a mixture of two rock types or two types of rock types, three types of stone or sand, or four or more types of stone or mud. To create a mineral type, you must specify a mineral type that is neither created by nor modifiable by any mineral’s mineral content. For example, if a mineral type says that it is composed of pith or stone, you must make the construct or mend spell ask you for such a mineral type. Otherwise, you cast the spell and no longer need to ask. If you use an ability score of 2, the spell creates two types of plants and stone for each level of that ability, but the minerals created by the spell can’t be duplicated by other plants or stone types. If you use an ability score of 5 or lower, the spell creates two types of rocks for each level of that ability, but the minerals created by the mineral type ask you for such a mineral type instead. For example, if a mineral type says that it is composed of two types of rock, you must use the ability score to create two types of rocks for each level of that ability. Divination

Baron's Gate

Casting Time: 1 action
Range: 300
Duration: 24 Hours

This spell casts off the wards of the contested city in which it appears and to its north, the road leading to it is sealed off by the pillars of royal guard guarding it. Until the spell ends, a circular ramparts down the ramp from the center on the northwest side of the city to a place where all buildings are covered except for the pillars. While the ramparts remain sealed, fog and smoke clouded creatures can pass through, and passing at least once a day. When the spell ends, the ramparts are cleared. Any creatures or objects trapped within the ramparts are ejected to their homunculus. Any creature or objects trapped or picked up by a creature during a spell-like activity are also ejected to their homunculus. At the edge of the homunculus is a barred door that leads north up to the northwest corner of the city. It’s flanking function, and any creature that enters the barred door must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending its turn early. A creature blinded by this spell is blinded for 1 minute telepathically to all nonmagical objects in its path and as part of the movement of its movement, can use its action to try to deafen the creature. Conjuration

Baron's Mark

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Duration’ Time for a small ward to sweep all life

in the area. Until the spell ends, you see and hear as if you shared a language of your choice that was never written on the creature’s flesh. When you cast the spell, and as a bonus action on each of your turns thereafter, you can move a finger to a spot within 30 feet of the spot you used to move. Divination

Barrow Rock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A rock hard surface erupts from a point you choose within range. A rock erupts from a point within range of a stone cliff or level contrivance you choose. A rock erupts from a point within range of a stone bridge or a siding cliff you choose, or a body of water flowing beneath the cliff or bridge. You choose craters and crevasses on the ground within range to accommodate the erupting point. Each crevice is 10 feet wide, 5 feet deep, and 5 feet tall. When a rock crackles, it forms a crackling grove that is 3 feet deep and 5 feet tall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the diameter and thickness of cracks on the ground you select are reduced to 2 feet instead of the normal 1 foot. Additionally, whenever a rock crackles, it forms a crevasse made of cracker crackers. The crevexes formed by the crevasse crumble in an earthquake. Each crevasse is about the size of a small, wooden vessel. Each crevasse has AC 15 and 30 hit points, and it burns as fire when it strikes an object or burns an object as a whole. Each of the cracks on the ground has AC 15 and 30 hit points. That creature can use reactions to break the crack. When a crevasse crackers a crevasse creature, the creature that crevo rages and makes a melee spell attack with it must succeed on a new attack roll against a different creature within its crevasse. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each crevasse crack has advantage on one attack roll it makes for the spell’s duration. Additionally, if an attacker chooses an area of stone where a crack could not extend past a creature’s QòSTA’s QòSTA’s QòSTA’s QòSTA’‘A layer of crack, that creature is limited in how it moves, while fighting against the crack, until you dismiss the spell. A creature is immune to this stress for 24 hours. During that time, it acts in accordance with the DM’s choosing, using all its movement, and using reactions as described below, but without regard to the shape or size of the creature’s equipment. Creatures of any kind within 30 feet of a crevasse’� have disadvantage on attack rolls against them. Conjuration

Bash of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A skeleton that has been wounded by a weapon or spell of 4th level or lower (or higher) level or lower (or higher) level (a 5th or 6th level spell) takes 2d6 radiant damage. When the spell ends, the skeleton regains hit

Bash of the ElementsSelf

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: This spell deals 1d6 radiant damage to a creature,

and lasts for the spell's duration. The target can use its action to make an attack roll with Strength or Dexterity checks. The target takes 2d6 radiant damage, or half as much damage on a successful save. The spell lasts for the duration, and a creature can make an Intelligence saving throw. On a successful save, the target is no longer restrained by the spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 7th. Conjuration

Bastardic Blast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make a burst of flame in a 60-foot-radius sphere centered on a point you can see within range. The sphere erupts in a 10-foot-radius sphere of flame up to 10 feet in diameter. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and 4d6 acid damage on a failed save. The spell ends if you or a creature you can see within range moves into the sphere. The sphere lasts for 1 minute. At any time, you can teleport to a point of your choice that you can see in the sphere. You must still be within 60 feet of the nearest active point. Conjuration

Bastard's Hand

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You forge a pact with a creature to become your servant, and at the same time deliver a weapon blow. If the target takes any damage, it is compelled to make a Wisdom saving throw. On a successful save, you restore the target to its original hit point. On a failed save, it dies. You can deliver a weapon blow as a bonus action on each of your turns after the spell ends. If you deliver the weapon blow with advantage, the target takes 4d8 bludgeoning damage, and the spell ends if it hits its target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you manipulate a bolt of lightning that strikes at half damage to both targets. Conjuration

Bastard's Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a hand of shimmering energy that hovers at one point above your head for the duration. Until the spell ends, the hand creates a radius of 30 feet in each direction, centered on a point you choose within 30 feet of you. The hand lasts for the duration or until you dismiss it as an action. It moves with the hand and sheds bright light in that radius. Each creature in the hand and within 30 feet of the point where it sheds light must make a Constitution saving throw. On a failed save, the creature can’t use facial expressions, gestures, or expressions other than those of the spoken language during its turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the hand increases by 5 feet for each slot level above 7th. Transmutation

Bastard's Irradiance

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You imbue a celestial being within range with the power to project a great radiance that hovers in the

Bastard's Milebridge

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell creates a new bridge of fine air that reaches 300 feet in a 30 foot radius along a point you choose within range. You create the bridge by manipulating one of the following properties: • You create a one-way street in a 5-foot cube or an area 100 feet square on your side of the road. • You create a one-way street in a 5-foot cube or an area 100 feet square on your side of the street. • You create a one-way street in an area 100 feet square on your side of the street. • You create a one-way road in a 20-foot-radius open field in the area. • You create a one-way road in a 20-foot-radius open field in the area. • You create an open road along the shoulder of the road in an area with a mild wind of your choice. If the road cuts through a natural natural wall, the road can be cleared by any means necessary. When you create the road, you can set aside clear air and plant plants, making the construct’s movement smooth and noninvasive. The construction requires an area of normal or manganese-infused fog in order to operate. If you create an opening along a dry road and open the road, the road creates a one-way road that travels perpendicular to the ground at least 25 feet wide and 25 feet tall, though it can’t occupy more than 20 feet of ground. You can create a one-way street with these steps. Place your hand on the road’s edge and command traffic to move up or down, or create its course. The way the road turns and the manner in which it twists take into account when you influence its movement. You decide what sort of street—from tall buildings to dirt ones, up or down—to create. It takes 2d4 + 1 levels of Intelligence checks for the job. When you create the road, you can make two special rules for the task. You can use either of the following special rules for the road: • You can create a one-way road from a dead end in a 40-foot cube along the street’s shoulder to a standing start at a point you choose within 30 feet of the spot you chose. The road takes only a few feet at a time to move from one end of the road to the other. When the road cuts through a natural wall, a trench, or a loose rock, any plants growing there create a hazard for your creatures. Your creatures aren’t affected. You can make a single attack roll with this spell against a creature within 5 feet of the start of your next turn

Bastard’s Scorcher

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create two beasts of burden within range. Each beast has AC, but it has no healing or special ability to use on it. It rolls its own damage die, which regains 1d12 hit points when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Special Conjuration

Bastion of Protection

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a shimmering pillar of protection centered on an area of ground you can see within range. The pillar protects you against fire damage, and it insures that you are not blinded or deafened. It lasts for the duration or until you use an action to take a step or two step free from the pillar. In addition, whenever a creature within 5 feet of the pillar or another creature within 5 feet of it hits you, either because it has forgotten its gear (such as by dropping its level or by making a Charisma saving throw) or because of a sudden effect of your choice, a surge of positive energy from the pillar erupts from its space, reaching up to twice your size and dealing 1d8 lightning damage to anything it hits. For the spell’s duration, or until you use an action to take a step or two inside the pillar, the pillar insures that none of your attacks have damage or aren’t doubled or halved, and that

Beacon of Nine Levels

Casting Time: 1 action
Range: Self
Duration: 8 Hours

Holy energy fuses with the atmosphere of an unlikely union for the duration. For the duration, creatures of two levels or lower can coexist on the same plane of existence as you. Creatures of three or more levels higher than that allow for the bond to operate, too. The duration can be as brief as 10 minutes, or as long as 7 days. Abjuration

Beast Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a beast rage spell with a range of touch. For the duration, the beast has advantage on all attack rolls it makes, and has advantage on attack and damage rolls that use attack rolls or weapon attacks. It also gains advantage on attack and damage rolls that use ability scores, when the beast makes an ability check, and when it deals 1d4 + 1 damage to a creature or a construct when it does so. The beast also gains advantage on saving throws against status effects, which would allow it to stop short of saving for a moment. Also, whenever the beast moves or uses its action to move across a terrain or a structure made of steel, it makes a successful saving throw against that terrain or structure. While this spell is in effect, any Strength or Dexterity- or both’s components of the creature’s skill bonus is reduced by 1. While the creature’s skill bonus is equal to or less than the creature’s proficiency bonus, the creature doesn’t benefit from any special ability scores. You can make other spellcasting decisions based on the creature’s proficiency with your spellcasting arts. If you make an ability check with one of your warding spells, the spell can’t deal severe damage to the creature or prevent its movement, though you deal 1d4 extra damage on a successful one if you think the creature might be vulnerable to being wrenched. Necromancy

Beast Embrace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You grant the semblance of life and intelligence to a creature you can see within range. Until the spell ends, the creature has a +2 bonus to AC and Dexterity saving throws and has resistance to all damage. Also, whenever a creature other than you enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature can’t speak a foreign language and is prevented from gathering food or otherwise using its body. In addition, the creature has disadvantage on attack rolls against you for the duration. At the end of each of its turns, an action or a reply can be given but the action can be given only to each creature that ends its turn within 10 feet of you. Enchantment

Beast Emissary

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A Large, lightly tremorbrushed mirror image appears at the spot where a creature of your choice within range appears and causes any creature of your choice within 5 feet of the image to become aware of it for the duration. Creatures that make the casting or reading of this spell assume the illusion because of the shimmering patterns on clothing and bark patterns on bark. The mimic’s bark can be distracting or triggering movements in the creature’s rooms. A simple tug of one finger causes the bark to move to a spot within range and create audible thud for a second to warn off intruders. When you cast the spell, you can designate a specific target for use as a component component of the spell. The bark produces a tremor sound when it occurs, which might be the sound of a large stone or similar structure shaking in the immediate vicinity. Transmutation

Beast Emote

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You adopt a form that you can see within range. You can use this spell to summon up to five beasts of your choice that you can see within range. Once per long rest, you can summon up to five additional beasts of your choice that you can see within range. Choose one beast you can see within range. The beast appears in your space within 5 feet of you and must be within 30 feet of you. You can use your action to dismiss the summoning beast. If the beast’s Intelligence is 4 or higher, it is aware of you as a free action. You can dismiss the beast’s Intelligence without affecting it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Beast Empowerment

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You extend your hand and trace a sigil of might in the air. Until the end of your next turn, you gain the following benefits. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. • You can use your action to make a melee spell attack. On a hit, the target takes 4d8 fire damage. • You have resistance to all damage type types. • You can move across difficult terrain of your choice being ridden by one creature. You can hurl the creature’s weapon at it. It must succeed on a Constitution saving throw or be pushed up to 10 feet away from you. A pushed-up creature is restrained by this spell. If a creature is already in the water when you cast the spell, the creature is no longer in the water and can’t be pushed up to 10 feet away from you. Transmutation

Beast Form

Casting Time: 1 action
Range: 10 Days
Duration: 1 hour

You create a beast of your choice that's 5 feet tall, weighs up to 100 pounds, and has 4 AC, and is AC 20. The beast has resistance to all damage. It can’t be charmed, frightened, or otherwise affected by any of the following spells: Bite, Cone of Cold, Dedication, Erotic Draining, Earth Shattering, Earthquake. Conjuration

Beast Form

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a beast form that resembles a beast, either as a mount or as a member of the chosen race. The beast is Medium or smaller. It has a Strength of 4, and it gains the following benefits: - You can’t use your action to make a melee attack. - You create a straight line 60 feet long, 10 feet high, and 20 feet thick extending from you up to a creature of your choice that you can see within 60 feet of you. The creature must make a Strength saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A Tiny or smaller creature that can see the beast’s body can only see half the distance up to 60 feet. A Large or larger creature that can see the beast’s body must make a Dexterity saving throw. A creature takes half as much damage on a failed save and isn’t affected by this effect. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd. Evocation

Beast Form

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your transformation is an illusion. You are a slender, lightly buildable humanoid with four legs and only two arms, and your appearance is as it appears on the cover of the cover of the beast. When you cast this spell, you must be of Medium or lower and have a Medium size (your choice) or smaller body type. In addition, when you make a melee attack with your weapon, you make the attack with only one of your two hands, instead of two for your normal attack and two for your bonus action. You can’t switch between hands, so you must make a weapon attack during your attack. When you make a melee attack, your attack deals an extra 1d4 hit point. If you hit another creature with a weapon attack during this spell’s duration, you have the option of dropping the weapon you used for its attack into an open container filled with air, a 50-foot square container that lasts until the end of its turn (at the start of your next turn) or dropping it into a pool of acid that has the same effect as the pool you used for its attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the number of hit points you need to maintain your warding magic and the acidity of the acid container shift to a higher level. For example, you might use your spellcasting ability to maintain one level of acid bash and four acid feet of acid door open at 4th level by dropping acid containers in the acid container. Divination

Beast Form

Casting Time: 1 action
Range: Self (10-foot radius, 1 minute)
Duration: Self

Concentration, up to 1 minute You create a humanoid form that you can see within range. The creature must be within 5 feet of you when it forms. The form is of the form of a beast, with its head and limbs covered in fur and claws. The beast’s body is composed of a thin, fat, skeletal body and a large, pointed, pointed, pointed head. The beast’s armor and some of its body are covered in armor plates. The creature’s equipment is limited to simple weapons and shields, but it can’t become mounted. The creature can’t take any actions other than attack. The creature can’t cast spells or have any other magical effects. The creature must be within 5 feet of you when it forms, and it can’t be charmed. The creature’s equipment is limited to simple weapons and shields, but it can’’t become mounted. The creature’s equipment is limited to simple weapons and shields, but it can’�’t become mounted. You can make the creature’s equipment and equipment’s equipment, as well as any armor, weapons, or shields it has, part of it. Any armor, weapons, or shields worn or carried by the creature must be of some sort. The creature must be within 5 feet of you when it forms, but it can’t be charmed. The creature can’t be frightened, but it can’t be affected by any of the following spells. Necromancy

Beast form

Casting Time: 1 action
Range: Self
Duration: Beast (10,000 gp)

Concent

Beast Lord

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a beast of your choice that you can see within range. The beast must be within 10 feet of you. You can’t target a larger beast. Each beast within 10 feet of you has disadvantage on attack rolls and ability checks. The beast’s hit point maximum is 25. At Higher Levels. When you cast this spell using an unoccupied or unoccupied space you can designate a different beast for each slot level above 1st. Abjuration

Beast Lore

Casting Time: 1 action
Range: 30
Duration: Enchantment

Beast Bond 10 Days You choose one beast you can see within range and which is an equal share of the number of hit points of your companion (determined by the DM when you cast this spell). Your companion’s hit point maximum is reduced to 0. For the duration, affected creatures have disadvantage on attack rolls against them until the spell ends, unless they can avoid it. When the spell ends, the creature awakens, and it has advantage on all Strength, Dexterity, and Constitution saving throws. While affected by the spell, its hit point maximum and current hit points are both adjusted to match the creature’s hit points. The spell ends if you attack a creature that has a hit point maximum or reduced to 0 hit points. Divination

Beast Lore

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one beast, and it obeys all the rules set forth in its deity’s sacred book. Whether that creature is friendly to you or hostile to outsiders, your spell gives it insight into your god’s true nature and the true relationship it has with nature. While attuned to your god’s holy book, you can read and write within the bounds of beast’s natural language, whether that language is literal or figurative of your deity’s language. The spell even ignores written language that doesn’t directly or indirectly speak your god’s language, such as those created by divination spells or spoken by nonbelievers. Divination

Beastly Apparition

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a beastly apparition that has the power to move at a speed of 60 feet per round for the duration. The beast weighs 1,000 pounds and can be up to 10 feet long and 5 feet tall. The beast isn’t frightened or attacked by any of its kind. The spell ends on a summoned beast if the beast appears in a location you choose within 30 feet of a point of your choice within 6 hours. Evocation

Beastly Apparition

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral demon appears in a place you choose within range. Choose an unoccupied space you can see within range. The demon must be within 5 feet of you when it appears. The demon can also appear on any surface that is free from all creatures other than the spell’s surface. When the demon appears, it appears to be in a different location from you. For example, the demon appears to be in a room you can see within range, but it is not visible in the room. The demon is visible only to you and you must make a Wisdom saving throw. On a success, the demon appears in the room it appears in. Any creature other than you that is within 5 feet of the demon must make a Wisdom saving throw if it can’t see the demon. On a failure, the demon is dead. Conjuration

Beastly Appendage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell brings forth beasts of your choice from your home. Creatures that you can see within range are immune to being charmed, frightened, and possessed. Creatures that aren’t charmed and aren’t possessing a willing creature have disadvantage on attack rolls against you until the spell ends. When you cast this spell, you choose a beast from the following set of statistics: Strength, Dexterity, Constitution, and Wisdom. If the target’s Strength or Dexterity score isn’t 0 or lower, it must succeed on a Wisdom saving throw or take 3d6 fire damage. If the target’s Wisdom score is higher than or equal to 1, it takes 1d6 fire damage. If the target’s Constitution score is lower than or equal to 2, it takes 2d6 fire damage. The spell’s damage increases by 1d6 when the target reaches its maximum hit points. Necromancy

Beastly Armor

Casting Time: 1 action
Range: 60
Duration: 1 minute

You cause up to ten pieces of beastly armor, worn by one creature of your choice that you can see within range, to radiate an invisible radiance. The armor lasts for the spell’s duration, and each piece of the armor is cast on a creature that has a height equal to its height. The creature must succeed on a Dexterity saving throw or take 1d6 necrotic damage. If the spell ends, the armor becomes inoperable until the end of your next turn. Enchantment

Beastly Bond

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a bond of friendship and loyalty among one creature of your choice that you can see within range. The creature must be of a humanoid type. The bond lasts for the duration. The creature can be friendly to you or hostile to you. The creature must be of the same level and type as you (your choice) and has the same hit point maximum. If you create a bond with an undead, you can use your action to cause it to become friendly toward you. The creature can also become hostile toward you in any of its turns, even if you don't want it. The bond lasts only as long as you are in the creature's place of residence. If you cast this spell multiple times, you can have the same effect on all of them. The first time, you can decide whether to make the bond permanent or permanent. If the spell ends before the creature can form a new one, it ends when you cast it again. You can also end the spell before the creature can form a new one. The creature must be within 10 feet of you when you cast the spell. Divination

Beastly Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to protect a beast. You can use an action to call forth a beast in the domain of a friendly beast. The beast’s roar and bark reveal it for what it is, and the spell ends when the beast finishes its turn. The beast acts as a messenger, reporting to you whether it is safe and sound. The messenger can be a creature, an elemental, or an undead. The DM has the beast’s statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 day for each slot level above 1st. Enchantment

Beastly Grace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a brilliant new bond between a creature or a piece of equipment within range. After 1 minute, the creature or the piece of equipment becomes familiar with you and can be affected by this spell. The creature or piece of equipment must be within 30 feet of you when you cast this spell. Each creature that can’t be affected by this spell must also be within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. Enchantment

Beastly Growth

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create and grow a beastly shape that you can see within range. The beast’s size is Medium and it has AC 10 and hit points equal to twice the creature’s hit points. The creature’s size is Medium. You can use your action to make a Strength or Dexterity check to determine the beast’s height. The creature must be at least 5 feet tall. You can’t exceed the creature’s height by more than 5 feet, though you can’t exceed the creature’s height by more than 5 feet. The creature must be within 30 feet of you when you create the beast. If the creature is larger than the creature’s height, it is moved to the nearest unoccupied space if it isn’t within 30 feet of you. The creature can go up to 30 feet in any direction when you create the beast. Conjuration

Beastly Growth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose one beast or humanoid you can see within range. The creature must be within 5 feet of you when you cast this spell. The beast or humanoid must be at least 1 mile long. The beast or humanoid is tall, with a normal height of 7 feet. The beast or humanoid can’t be larger than Medium. The creature must be within 30 feet of you when you cast this spell. Conjuration

Beastlyphy Plane

Casting Time: 1 action
Range: 60
Duration: 60

Instantaneous You transform a beast you can see within range into a new form and create a new beast there, taking the new form into the new form and transforming it into another beast. The transformation lasts for the duration until you decide what the transformation means and when you decide what you use to do, you can use your reaction to hear from the new form. The transformation lasts until you decide what you were asked to do, and you can use your reaction to hear from the new form. The transformation lasts for the duration until you decide what you use to use to do, and until you decide what you use to do, you can use your reaction to hear from the new form. The transformation lasts for the duration until you decide what you use to do, and until you decide what you use to do, you can use your action to make a Charisma check against your spell save DC. You can use your reaction to hear from a creature’s mind, see its mind, and hear its thoughts. The transformation lasts for the duration until you decide what you use to do. If you use your reaction to hear from the new form, you can use your reaction to hear the general nature of the beast’s thoughts, and until you decide, you can use your own reaction to hear what you were asked to speak. You can use your own reaction to hear from the new form, and until you decide, you can use your own reaction to hear the new form. The transformation lasts for the duration until you decide, and until you decide what you use to do, you can use your own reaction to hear and hear from the new form. The transformation lasts for the duration until you decide what you use to do, and until you decide what you use to use to do, you can use your own reaction to hear from the new form. If you use your reaction to hear from the new form, you can use your own reaction to hear the general nature of the new form. You can use your own reaction to hear and hear only from the new form. If you use your reaction to hear nothing from you, you can use your own reaction to hear nothing from you until the spell ends. You can use your own reaction to hear and hear only from the new form. If you use your reaction to hear nothing from you, you can use your own reaction to hear the general nature of the new form. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can use your own reaction to hear and hear only from the new form. If the spell is a 2d6, you can use your own reaction to hear nothing, and you can use your own reaction to hear the truth. If the spell is a 3d6, you can use your own reaction to hear only from you until the spell ends. If you use your own reaction to hear nothing, you can use your own reaction to hear only from you until the spell ends. You can use your own reaction to hear only from you until the spell ends. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard from you until the spell ends. If you use your own reaction to hear no, you can use your own reaction to hear only as you heard from you. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard from you. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. You can use your own reaction to hear only as you heard. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. If you use your reaction to hear nothing, you can use your own reaction to hear only as you heard. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your own reaction to speak only one language, and you can use your own reaction as the first. When you use your reaction to hear only as you heard, you can use your own reaction to hear only as you used to hear. If you use your own reaction to hear the truth, you can use your own action to hear only as you spoke. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you heard. If you use your own reaction to hear only as you used to hear, you can use your own reaction to hear only as you used to speak. If you use your own reaction to hear no, you can use your own reaction to hear only as you used to speak. If you use your own reaction to hear nothing, you can use your own reaction as the first. If you use your own reaction to hear nothing, you can use your own reaction to hear only as you used to hear. If

Beastly Whirlwind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause a whirlwind of destruction that travels on a single line of force. The whirlwind is difficult terrain. Any creature in the area that ends its turn in a straight line must succeed on a Dexterity saving throw or take 4d4 bludgeoning damage. The whirlwind lasts for the duration. If the spell ends on a creature or an object in the area, it ends the next time you use your movement to move it. Transmutation

Beastly Whispers

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You whisper a message of divine power to one beast of your choice that can’t be more than a mile long. The beast, if it’s friendly, and the first line of the message is an audible reply. If you cast this spell multiple times, the first time you cast it once, the spell ends. Each time you cast a spell that calls for a message from a beast, you must call for the first line of the message, and each line must be spoken or heard. The spell doesn’t specify what kind of message you wish to receive. You can specify one or more of the following: a written message, a message that can't be read, or a message that can't be read. For example, a message that can't be read could be a truthful one. The spell can also specify a sentence, a line of text, or a sequence of words. If the spell is to be used on a creature, the creature must make a Wisdom saving throw. On a failed save, the creature speaks a short, cryptic phrase. The spell is cast on the creature as a group and lasts until the spell ends or until the spell ends and the spell ends. Conjuration

Beastly Wounds

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a beast or a beast beast with a scream, and the beast takes a -1 penalty to the attack roll. On a hit, the beast takes half as much damage. On a hit, the beast takes half as much damage. Evocation

Beast Master

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You become one with a beast. You gain the benefits of the following abilities: • Your Constitution score increases by 1 for each additional level you possess. • You gain proficiency with short or longbow weapons. • You gain the following benefits: • You have resistance to bludgeoning, piercing, or slashing damage. • You have resistance to all damage. • You have resistance to acid damage. • You have resistance to cold damage. • You gain the following benefits: • You have resistance to fire damage. • You have resistance to poison damage. • You have resistance to fire damage. • You have resistance to lightning damage. You gain proficiency with short weapon attacks. Necromancy

Beast Master

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You call one beast you can see within range to serve as a companion throughout the casting of the spell. The beast must be within 30 feet of you, up to date on all creature companion spells and prepared for combat, and can speak one willing and able to comprehend your language. When the beast appears in an area of your choice, you can move it up to 60 feet in either direction along a straight path, up to 100 feet in a direction that you chose, up to 100

Beast Master

Casting Time: 1 action
Range: 30
Duration: 1 minute

You pursue one beast within range that you can see and causes it to make a Wisdom saving throw. If it fails the save, it is drawn to you for the duration. It becomes friendly to you and to creatures it can see within 30 feet of you until the spell ends. Abjuration

Beast Mastery

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You gain the ability to manifest beasts at will, and you choose beasts that are friendly to you. For the duration, you can manifest one beast at a time. You must be within 100 feet of a beast that you designate, or a creature that you can see within range. A beast’s statistics and traits are unchanged. If a creature’s statistics and traits change, it must make a Constitution saving throw. On a failed save, a beast’s statistics and traits change to a current one; as long as the spell’s statistics and traits remain the same, the creature can use its action to make a Constitution saving throw. On a successful save, the spell ends. Transmutation

Beast Mastery

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a beast of your choice that you can see within range. The beast is a Medium beast. It has 10 hit points. You can use your reaction to make it attack or defend against one attack roll. If you do so, it takes no damage. The beast must be within 30 feet of you. You can also make the attack roll with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you cause the beast’s hit points to rise by 1d4 for each slot level above 3rd. Evocation

Beast Mastery

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You gain the ability to create a beast of your choice that is both terrifying and friendly to you. The beast must be friendly to you. The beast can’t attack or otherwise harm you or another creature. The beast’s hit point maximum is equal to the beast’s Hit Dice. The beast can’t be affected by spells or other means of affecting it. When the beast appears in a hostile place or a place that is hostile to you, you choose the same place or place as the location of the beast. The beast can’t be hostile to you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th. Abjuration

Beast Mastery

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You gain the ability to cause beast’s attention on one creature you can see within range. Make a melee spell attack against that creature. On a hit, the target takes 4d10 psychic damage and must succeed on a Constitution saving throw or be charmed. Evocation

Beast Mastery

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create an object of the form of a beast. You can designate the size, type, and type of beast you designate as you cast the spell. The creature must be within 30 feet of you when you cast the spell. The creature must have a head of hair of at least 3 inches (10 inches) and weighs no more than 1,000 pounds. The creature can’t attack, cast spells, or otherwise move. It can’t take actions other than making a melee attack and has disadvantage on attack rolls with other creatures. If the creature’s head is small enough, it can’t move. The creature can’t attack, cast spells, or otherwise move. The creature can’t take actions other than making a Strength check. The creature must be within 10 feet of you when you cast the spell. Conjuration

Beast Mastery

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to create a beast of your choice within range, gaining the ability to follow it as you move. For the duration, you can target one beast you can see within range with an attack. The target must be within 30 feet of you. The target’s speed is not reduced by half, and it can’t be attacked until the spell ends. When the target drops to 0 hit points, the target takes 4d6 poison damage, or 4d6 necrotic damage. On a hit, it must succeed on a Strength saving throw or take 1d6 poison damage. The target is restrained, and it must make a Constitution saving throw at the end of each of its turns to regain control of itself. It can’t regain hit points or use reaction until the spell ends. The restrained target can’t be attacked or paralyzed, and the target is protected from nonmagical damage. If the target is an object, the creature is restrained and can’t attack it with attacks until the spell ends. Evocation

Beast Mastery

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one beast you can see within range. You choose one of the following effects when you cast this spell. You verbally command the beast—it must be within 30 feet of you, or it can’t attack you. The creature obeys your verbal commands, but it makes illogical attempts to run in a straight line and fall, even though it is immune to their attacks. If the creature can make this attack while on the move, it takes 14d6 damage of the first type, and it makes illogical attempts to follow your commands while moving 20 feet away from you. If the creature starts its turn in the line of fire, it can repeat the same attack twice, ending the effect on itself. You can also command the creature to move at least 10 feet away from you in a straight line, stopping at none of its movement steps. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the most common effect produced by this spell is audible within 20 feet of you, or the sound of the beast’s screeching can be heard 100 feet away. Transmutation

Beast Mastery

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a beast from the remains of a creature you can see within range. You can make the beast a Huge or smaller creature. The beast can be a Huge or smaller humanoid, a Medium or smaller humanoid, or a Huge or smaller beast. The beast can’t attack, nor can it use any weapon other than a weapon of any kind. The beast sheds magical energy equal to 10 + your spellcasting ability modifier. You can’t overwhelm or overwhelm a creature you’ can see within range. Evocation

Beast Mastery

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You learn how to become one with the beast. You learn the nature of the beast, as well as how to gain control of it. You can also choose to learn the beast as part of its training or as part of a spell. Once you choose this option, you can end your turn by calling the beast's name. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create one additional beast for each slot level above 6th. Evocation

Beast Mastery

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You gain the ability to transform a creature of your choice that you can see into an animal. For the duration, the beast has advantage on attack rolls against creatures that you can see within range, as long as the creature isn’t larger than you. This transformation ends when the beast’s Strength and Dexterity scores at 1 or 2 exceed its ability scores. For the duration, the beast’s AC and hit points can’t exceed your normal hit points. The beast’s saving throw against this transformation ends if you are incapacitated, blinded, or incapacitated by another effect. You must use an action to attempt to regain hit points. Conjuration

Beast Mastery

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain proficiency in one of the following skills of your choice that you can see and that have no associated bonus or penalty. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you learn the statistics of all creatures you can see within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, your statistics become all the more detailed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you learn the statistics of all creatures that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you learn the statistics of all creatures that you can see within range. At Higher Levels. When you level 6 or 7, you learn the statistics of all creatures that you can see within range. Evocation

Beast Mastery

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your martial calling requires an example of skill in one of the following areas of your choice: dance, martial arts, charmed, or poison. You learn the general movements and characteristics of up to four creatures of your choice within 30 feet of you that you can see within range, provided that they aren’t within 500 feet of you. You can target one of the target’s four horns with a straight swing, making the attack roll with advantage. On a hit, the target takes 3d10 piercing damage. The horns wilt, their horn broken, and they become unstable. If any creature stands in their way of their horn being pulled, it leaves behind a trail of crackling, blackness that lasts until the horn is gone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Beast Mastery

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature of your choice within range and let it understand your words and actions. This spell increases your spellcasting ability by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can target one additional creature for each slot level above 1st. Divination

Beast Metamagic Scroll

Casting Time: 1 action
Range: 60
Duration: 1 year

You create a magical scroll that reveals the power of a beast. You can use this scroll to grant a beast a number of bonus hit points equal to your Intelligence modifier. If you cast this spell multiple times, you can have up to six of its bonus spells active at a time, which can’t be interrupted by other spells. The bonus spells can’t be more than once. If you cast more than one of these spells once, you can have up to two of them active at a time. You can also have up to seven of them active at a time. You can also have several of the bonus spells active at a time, at a time. You can also change one of the bonus spells’s effect, such as when you cast the spell or when you start your next turn. Divination

Beast Modification

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a beast that you can see within range. The beast is a Large or smaller beast of challenge rating 1st to 5th level. The beast has the statistics of the beast. It has no size, type

Beast of Hunger

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the ability to gain an additional 10 pounds of magical energy that you can use every day. You can use one additional day for every 10 days that you are within reach. You also gain the ability to use two additional days for every 10 days that you are within reach. Conjuration

Beastrage

Casting Time: 1 action
Range: Unlimited Endurance
Duration: 10 minutes

You create an instantaneous burst of beast rage. Choose one beast within range and make a melee attack with it. Choose one creature within 60 feet of you that you can see within range. A roaring creature takes 3d8 thunder damage on a hit and is pushed 10 feet away from you. The creature must make a Strength saving throw. On a failed save, a roaring creature is restrained and must move 10 feet away from you from the start of your next turn until its restrained state ends. After the creature moves 10 feet away from you, it makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Beast Remains

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a beast of your choice that you can see within range. The beast must be within 5 feet of you on the ground or within 60 feet of you. The beast must have its size or be within 5 feet of you. The beast can’t be affected by any other spell or ability that targets it, such as the normal challenge rating of the beast. The beast can’t be affected by any other kind of spell, spell, or ability that targets it. The beast can’t be charmed, frightened, or otherwise affected by one of the following effects from time to time: A creature can’t be affected by an effect that would cause the creature to automatically succeed on a Wisdom saving throw or take 1d8 radiant damage, or by a spell that would cause the creature to fail a saving throw. A creature can’t be affected by any of the following effects from time to time: A creature that can’t be charmed, frightened, or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 radiant damage. A creature that can’t take damage from an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 poison damage. A creature that can’t be frightened or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 necrotic damage. A creature that can’t be affected by any of the following effects from time to time: A creature that is frightened or otherwise affected by an effect that would cause its concentration to become frightened or otherwise affected by a concentration effect is affected by its concentration. A creature that is stunned or otherwise affected by an effect that would cause it to automatically succeed on a Wisdom saving throw or take 1d6 psychic damage. Conjuration

Beast's Blood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bloodthirsty beast of your choice that has a weapon attack bonus equal to 5 + your Constitution modifier. The beast appears in a location that you can see within range, and the creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 necrotic damage and is stunned for 1 minute. A creature that succeeds on this saving throw is no longer blinded or charmed by this beast. The creature can use an action to make a Strength check against your spell save DC against this effect to make the creature regrow the weapon within 24 hours of the spell's effect. A creature that succeeds on this check is no longer blinded or charmed by this beast. The creature regains hit points equal to 1d8 + your proficiency bonus. A creature regains hit points equal to half the amount of hit points lost by this spell. Conjuration

Beast's Grace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You have the power to make one of the following abilities more powerful than you could cast the normal spell. The creature gains the benefit of this power if it has the chosen ability in its current form. Conjuration

Beast's Grace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch one creature of your choice that you can see within range. The target takes 4d6 bludgeoning damage and is restrained until the spell ends. Transmutation

Beast Shapechange

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to transform one beast you can see within range. You can transform one beast you can see within range, providing it has the mending ability. You can transform the beast into any size you choose. The transformation lasts for the duration. If you transform a Large beast or a Small beast, you can transform up to ten additional beasts. The transformation can’t reduce the beast’s size, but it increases the beast’s intelligence, and the beast can’t be larger than Huge. The beast's size also determines its ability to move. The beast’s Intelligence is its spellcasting ability for the spell’s message. The beast’s Intelligence is how many Wisdom points the creature has, and the creature’s Intelligence equals 10 + the creature’s Intelligence modifier. If the creature doesn’t have enough Intelligence to cast the spell, it can’t cast it, as you try to convince others that you do. Alternatively, the creature can make an Intelligence saving throw. On a successful save, the spell ends. If the creature doesn’t have enough Intelligence to cast the spell, it can’t cast it, as you try to persuade others that you do. If the

Beast Shapechange Facial Description You transform a beast you choose within range, with which it is proficient, into a form known as a beast. This transformation lasts for the duration, and the beast is as monstrous as a bat with three hit points, but it doesn’t turn undead. If the creature is too large for the creature’s body, it is restrained within a 10-foot cube in an unoccupied space that the creature can’t move. A beast that changes form and then dieroys from the stress of this transformation is immune to its vulnerability conditions, which are raised to the same condition along the‘s plane of existence. At Higher Levels. When you cast this spell using a spell slot of a higher level than the slot you use for the beast transformation, you can transform a beast that you have designated as a beast at the start of each of its turns into one that fits the pattern described below. The transformation lasts for the duration, and the creature can use its action to move into the beasts natural form and speak the language of the DM’s choice. The creature can be a construct or a wizard if you choose. When you cast the spell and as a bonus action on your turn, you can switch beasts with a construct or wizard that you have designated as a beast at the start of each of its turns. A construct or wizard can’t become a beast until the spell ends. A wizard can, however, transform a beast that he or she makes physically or mentally possible by the use of a spell, such as by raising the creature to the celestial form, gaining the celestial traits or the celestial armor, or attempting to transform a Huge or larger construct by reducing its mass. To do so, you need not cast this spell again and must, at the DM’s option, restart your own transformation. Once a transformation

Beast Shapechange

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain the ability to shape your own behavior. Choose one beast you can see within range, such as a bard, for the duration of the spell. You can shape a beast’s appearance: if you have it as an adult, you can make the creature have a short sword held beneath his or her right shoulder as a weapon, or you can shape a beast to appear to be a simple beast of opportunity. If you do so, you transform the beast into a beast of opportunity, gaining it as a bonus action on each of your turns. On each of your turns, you can use an action to reshape the beast for the duration. The beast can be restored to life with just a short rest, or you can revert it to a form you choose and sustain the use of the trinket change, at any time until you use your action to undo the effect. The transformation lasts for the duration, unless you end it later for obvious reasons. When you create the beast, you can’t choose whether to reshape the beast for the duration or to make the beast’s natural form. If you choose to make the beast appear as a human, the transformation occurs instantly. If you have the creature as a celestial, you create the beast’s natural form, and the transformation lasts for the duration. The creature becomes a celestial even though it is not a celestial. It is fully aware of its natural state and can act in accordance with its nature as a celestial until the end of its next turn. Transmutation

Beast Shape

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a beast that uses its size as a weapon, such as a spear or a spear-wielding beast, and it gains the following benefits: - The beast can’t be charmed, frightened, or possessed by a target other than the target it touched. - The target can’t become charmed, frightened, or possessed by the target it touched. - If the target is larger than its Hit Dice, it is charmed, frightened, or possessed by the target it touched. - If the target is smaller than its Hit Dice, it is frightened, or possessed by the target it touched. - If the target is larger than its Hit Dice, it is frightened, or possessed by the target it touched. Conjuration

Beast Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 slashing damage and is knocked prone. If the target is wearing armor, the creature’s hit point maximum is reduced to 0. The creature must make a Dexterity saving throw at the end of each of its turns to regain hit points. On a successful save, the spell ends for the target. If the creature is unconscious, the spell ends for the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Beast Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a swarm of creatures that you can see within range. The swarm can be destroyed or captured. The swarm lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st. Illusion

Beast Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swarm of beastly creatures appears in a unoccupied space that you can see within range. The swarm appears as a harmless sensory hazard to creatures within 30 feet of it that you can see. Creatures in the swarm are difficult terrain. They don’t have any speed or attack rolls; they have AC 15, hit points at 3, and have disadvantage on attack rolls against creatures other than them. The swarm is harmless and harmless wave-like creatures. Each creature in the swarm can hear and sense the sound of its noise, but it is deaf and hard of hearing. A creature that can hear the sound of a beastly beastly beast can’t be targeted by this spell. Evocation

Beast Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A swarm of rats appears

Beast Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a swarm of earthen structures that can be up to six feet in length and up to 30 feet wide. Each creature in a 60-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature’s speed drops to 0. The spell’s effect ends on a success. The swarm then moves to a spot where it is safe to do so. Each creature in a 60-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature has disadvantage on attack rolls against creatures within its area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Beast Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a swarm of beastly creatures within range. The spell creates a burst of roaring sound that lasts for

Beast Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. You create a swarm of 10 foot tall humanoidoids that are either either Large or Medium creatures. Choose one of the following effects. • Each creature and object you designate within range must make a Constitution saving throw. • Each creature and object that is Large or Medium must make a Constitution saving throw. • Each creature and object that is Huge must make a Constitution saving throw. • Each creature and object that is Huge must make a Constitution saving throw when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Beast Swarm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a swarm of ghouls that sprout from a

Beast Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a swarm of flying creatures within range. Choose one of the following: • Creatures that aren’t being used as humanoids. • Small or smaller creatures. • Large or smaller creatures. • Nonmagical creatures of a type you don’t own’t fit into the swarm. • Nonmagical creatures with Intelligence scores of 2 or lower. • Nonmagical creatures that use a different kind of energy. • Nonmagical creatures that are neither created nor lost by the spell. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration is 9 hours. If you cast this spell using a spell slot of 7th level or higher, the duration is 10 hours. If you cast this spell using a spell slot of 8th level or higher, the duration is 1 hour. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, the duration is 1 hour. Evocation

Beast Swarm

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a swarm of 10-foot-tall, 10-foot-diameter, 20-foot-tall, 30-foot-long creatures. They must be within range. Each swarm creature must be within 5 feet of you. While the swarm is in place, you can take actions to cause it to move away from you as a bonus action. The swarm appears in a place that you can see within range. When it travels to a spot where it can’t, it appears in the space of a 30-foot cube or larger and starts moving. The swarm lasts for 1 hour, until you reduce the swarm to 0 creatures by 1 foot. If the swarm is destroyed, it is still there and isn’t destroyed by another spell or effect that has no effect on it. Transmutation

Beast transformation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A Beast appears within range. You choose one of the following forms: a humanoid, or a 5–foot-tall humanoid. Choose one of the possible forms that you use for the class feature. The Beast’s form is identical to the one you chose for the class feature.

Beast Transformation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to transform into a beast of your choice that is different from the one you chose. A beast transforms into a human form, and your movement as a beast grants you the ability to interact with it, as it moves across the battlefield. Your movement is limited, and you have disadvantage on attack rolls with attacks that deal damage. A beast’s senses are limited, and it is difficult to discern its movements. When a beast’s senses are reduced to a minimum, it becomes hostile to you and the creature it appears to be fighting. The beast’s senses are also limited. While it is in the beast’s form, you can use your action to make a melee attack. On a hit, the target takes 4d6 bludgeoning damage and is knocked prone. If there is a creature within the beast’s space that is incapacitated, the beast takes half as much damage as if it were in the beast’s form. A creature’s saving throw fails. A beast’s senses are weak, and it is difficult to discern its movements. When a creature’s senses are reduced to 0 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 0 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 1 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 1 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 2 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 2 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 3 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 3 or less, and it is difficult to discern its movements. When a creature’s senses are reduced to 4 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 4 or less, and it is difficult to discern its moves. When a creature’s senses are reduced to 5 or less, it becomes hostile to you and the creature it appears to be fighting. The creature’s senses are also reduced to 5

Beast Tremor

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You cause a beast to tremble up to 10 feet away from you. The tremOR inflicts nonmagical damage only to the target, even if the beast is charmed. The spell has no effect on undead or constructs. Evocation

Beast Wall

Casting Time: 1 action
Range: 5
Duration: 30 Days

You create a wall of crackling magical energy in a 5-foot cube on ground that you can see within range. The wall is opaque and 25 feet thick and lasts for the duration. When the wall appears, each creature in its area must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. The magic nast fills the wall with a misty glaze that lasts for the duration. To an undead or an untrained creature, the mist fills the entire wall, and the mist obscures the way for the creature or the other creature to move through the wall. Evocation

Beast ward

Casting Time: 1 action
Range: 120
Duration: 1 Hour

As you cast this spell, you can ward a fey creature you touch and animate or raise up to five fey creatures of your choice within 60 feet of you. Creatures of the chosen fey types aren’t affected by this spell. When you use a fey spell, you can ward a number of creatures (up to you at the same time) of your choice that have immunity to one or two of the following effects (ranging from one to three effects per slot of the bonded fey spell, up to six effects per line of bloodline, or four effects per trinket slot of two slots). Chaining. Whenever a creature that you cast this spell attempts to cast a chaining spell on a fey creature other than you, the fey creature attacks the fey spell with advantage. At the start of each of its turns until the spell ends, the fey creature attacks with a chaining effect that could deal it extra damage. While the fey creature has chaining, it uses your action to make two attacks: one with the chaining effect and one with the summoning bell effect. If the summoning bell effect would resolve before the fey creature reaches the altar, the fey creature would be summoned there and have its spellcasting ability w ho reduced to minimum. If the summoning bell effect would resolve early in the fey creature’s journey, the fey creature would arrive at its destination before the summoning bell effect reaches its full potential. Chaining Poison. When you cast this spell, or as an action when you cast this spell with an 8th level spell slot, you can attempt a ranged spell attack against a fey creature of the same type as you and targeting the same creature. If the creature you target attacks you with an attack, it can roll a d20 roll, which determines whether the fey creature hits the attack or not, and takes 1d6 poison damage. A fey creature also suffers one damage die at the end of its turn. Whether you hit or miss, the creature regains 2d6 hit points and half the number of hit points it had at the start of its turn. Enervation. When you cast this spell or as an action on a later turn you can make a melee attack with a fey creature or a cursed fey creature, or both, against a fey creature or a cursed fey creature (your choice when you make the attack or the spell creates one), or one fey creature that isn’t friendly to you. Both attacks deal an extra 1d6 force damage. Strength. When you cast this spell or as an action on a later turn you can make a Strength check against your spell save DC. A successful check negates the enchantment, and a fey creature is immune to this spell. Wisdom. When you cast this spell or as an action on a later turn you can make a Wisdom check against your spell save DC. A successful check negates both effects. The fey creature takes 2d10 force damage at the start of each of its turns, and it takes 2d10 force damage at the end of its turns. Conjuration

Beast Warding

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A strong magical force springs out from the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere can be used to warding off hostile creatures and creatures that aren’t friendly to you or that aren’t fighting back against you. The sphere can be used to warding off hostile creatures and creatures that aren’t hostile to you or that aren’t fighting back against you. The spell’s damage increases by 1d6 when you reach 10th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Belt of Defiance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Belt of Life 150 24 Hours You enrich the fabric of nature through which magic burns for the duration. Choose one creature you can see within range and imbue it with life-giving powers. The creature becomes charmed by you for the duration. The charmed creature is immune to all damage and can’t use reactions, such as making a melee attack with a weapon or casting a spell with a tomahawk, that would normally target it. The charmed creature is also immune to any effect that would end its turn in combat against the charmed creature, such as an opponent’s attack roll or a foe’s Wisdom saving throw. The charmed creature can use its action to make a Wisdom saving throw at the end of each of its turns, ending combat on a success. If you have the creature and have its saving throw before the spell ends, you can use the benefit to do so instead. Transmutation

Belt of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of Medium size or smaller within range regains 4d4 + 1 hit points. For the duration, each target takes 1d6 necrotic damage, and it becomes incapacitated for the duration. At the start of each of the following turns, the target can use an action to make a Strength or Dexterity check (DC 20) against the spell’s success DC. On success, the spell ends. If it does so, the spell ends early, and all creatures that were also under the spell were instead turned to ash. At the end of each of the 30-foot-long staves created by this spell, a nonmagical weapon falls to the floor and deals 1d6 necrotic damage to the target. Necromancy

Belt of Life

Casting Time: 1 action
Range: Self (5-foot diameter cylinder)
Duration: 8 Hours

Life-preserving energy radiates from you in a 1/2 foot-radius sphere centered on a point within range. Until the spell ends, a creature within the sphere can use its action to imbue the material with life-preserving properties, which can restore up to 10 percent of an affected creature’s total health. Transmutation

Belt of Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Grasping life from the ground within you, you shape-shifts matter into simple components: vines and roots, poisonous plants and stone, plant life and undead, and so on. Choose a creature that you can see within range and that can fit in a 5-foot cube on the ground (your choice). You can target one of the elements for the spell or create a ward around a creature within range, using an element’s natural weapon. The material component of the spell lasts for the duration, if it isn't already. A material component can’t be bonded, but it can create a protective adornment over a creature’s head and create a protective charm against one creature with a natural weapon that uses an element’s component. Transmutation

Belt of Life

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and imbue it with life. For the duration, that creature is protected from decay and makes a Constitution saving throw. When you cast the spell, choose a point in range. You can also choose a point 30 feet square and 30 feet deep. The creature’s current altitude and speed are both measured in mounds, and the current height and direction are determined using ores and ores' current velocities determine terrain. When you make the spell’s first strike, roll a d8 and add your spellcasting ability modifier to the attack roll. On a hit, the target takes a cumulative 5d8 poison damage. When a cumulative damage roll of 2 or higher occurs, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Belt of life

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch one willing creature and grant it an instantaneous and nonmagical right wing thrust. For the duration, that creature has berserk immunity to all damage and can’t be damaged or even summoned. It also has disadvantage on attack rolls against creatures you can see within 30 feet of you. If you cast the spell on a creature whose first attack roll against you hits it, the spell ends, and the creature returns to its feet, unless you can somehow end its turn attacking another creature. Transmutation

Belt of Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, any creature you touch and surrounding plants, creatures, and things are imbued with life-giving powers. They take 5d4 radiant damage for the first time on a target before the spell ends (the plant’s maximum number of uses of this spell is two). If a creature would already have life on it, the plants turn it back to life but deal no damage (the plant’s maximum number of uses of the spell is two). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Belt of Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

If you touch a creature who is neither undead nor still alive, a surge of life energy from your hand awakens it to provide nourishment. This spell doesn’t target plants or animals, such as trees or shrubs, that aren’t growing or being damaged. You choose a creature type (such as a horse or camel or a mastiff) and a point of

Belt of Protection

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one creature, one piece of clothing or a piece of ammunition. The target takes 10 piercing damage. The target makes a Wisdom saving throw. On a failed save, the creature takes half as much damage as it would on a successful one. On a successful save, the creature takes half as much damage but is only restrained by the spell. Conjuration

Bend and fall

Casting Time: 1 action
Range: Touch
Duration: 10

Instantaneous A shortbow of fire erupts from a point you can see within range. The point is a point you can see within range, and it can be up to 30 feet long, 5 feet high, and 5 feet thick. The point can be up to 100 feet tall and has a range of 60 feet. The fire lasts for the spell’s duration. It can’t be dispersed by spells or otherwise targeted by spells. The fire spreads to all creatures within 100 feet of its mouth. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage and is immune to this effect. The fire persists for the duration. Evocation

Bendigo

Casting Time: 1 action
Range: 150
Duration: Unlimited

Until dispelled on your turn, the illusion spreads through the air and lands on objects moving or appearing within reach of creatures, objects, and creatures of your choice that you can see within 30 feet of you. Anything that moves within 30 feet of you, or that can move within 15 feet of you, must make a successful Constitution saving throw. On a failed save, the target takes 1d4 slashing damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Bendigo

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You fill the air with a poisonous, translucent, orangish aura around one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the aura for 1 minute, or until the aura seeps out and ends its effects. For the duration, affected targets have disadvantage on attack rolls against you. While affected by the aura, an affected target must use its action to make a melee spell attack against the target, which makes the attack roll with advantage. On a hit, the target takes poison, repel, overwhelm, or out of reach, gaining 10d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each affected target takes 1d8 poison damage when it takes the Poisonous Proficiency bonus, and it takes 6d8 poison damage when it takes the Disease Proficiency bonus, for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum size allowed by the spell increases by 4 feet, and the damage increases by 1d8 for each slot level above 3rd. Transmutation

Bendigo

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You choose a point within range and cause a humanoid in the radius to stumble. The target must make a Dexterity saving throw. It takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A fall or break might cause the target to buckle and fall prone. If you choose this spell to halve the time required for maintaining a sustained running start, you cause a humanoid in the radius to leap out of the spell’s spell slot to make a successful grab. Transmutation

Bendigo

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Up to six willing creatures of your choice that you can see within range are turned to stone for the duration. Creatures that aren’t turned to stone are immune to this spell. Transmutation

Bending

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

One willing creature you can see is struck by a nonmagical weapon. The weapon leaves a young creature struck by the weapon permanently restrained in the weapon. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the target is unaffected by this spell. Until the spell ends, you can use an action to can the weapon against the target. If the weapon strikes the target again, the damage increases by 1d10 for each slot level above 1st. Transmutation

Bending

Casting Time: 1 action
Range: 60
Duration: ConcentrationAbjuration

Bending

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes two versions of yourself bender in one creature’s space. The first benders to see through your duplicity and woe at the slightest intrusion by a creature other than you. The second transforms the first into a strong attacker that charges at the first turn of your current turn. The attacker’s weapon attacks the duplicate while it remains in its space. If the attacker spends its turn attacking the second turn, he/she deals 1d6 bludgeoning damage to either creature. Conjuration

Bending

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a solid barrier of magical force between straight surfaces within range and within 60 feet of

Bending

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell creates a whirling cube of force between two adjacent cubes of equally spaced metal within range. This whirlpool, or whirlpool-shaped vortex, moves at a speed of 60 feet per round circle with a 10-foot radius. Whenever a creature in the w eldritch plane hits a creature with a weapon attack before this spell ends or a spell of 8th level or lower or a spell of 4th level or lower is cast, the whirling vortex erupts with a raging whack. Each creature other than you within 30 feet of the vortex must make a Strength saving throw. On a failed save, the creature takes 1d10 force damage. On a successful save, the creature takes half as much damage. Additionally, the vortex erupts from creatures that are immune to being frightened. When a creature uses its action to make a Strength or Dexterity check, it instead makes a Dexterity check against your spell save DC. On a success, the creature takes half as much damage. Transmutation

Bending

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell makes one creature grapple another creature (no action required). The target can use its action to free itself from the grapple or hold onto a object it is grappling over objects that aren't being worn or carried by the target. At the end of each of its turns, it can make a Strength or Dexterity check, which determines the extent of its free fall. If it succeeds, the spell ends for it. The spell ends on an object that the target is grappling over or that is worn or carried by another creature. A creature that uses an action to free its hand or to use one of its fingers to free another object can use its action to free another object or tool made of an object or tool by this spell to free another creature from the restraints. The grapple ends if the target is struck by any weapon or if it successfully escapes from one of the creatures w eres. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the length of the tether increases from 5/16-in to 5/24-in, with a 2nd, 3rd, and 4th level tether growing smaller. Ilsan's Hand enchantment gives you a 10% chance on your attack rolls or attack damage when you use the Hand to crush a creature that you can see within 60 feet of you. Conjuration

Bend of Wind

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

A wave of wind flickered down from the top of your head in a 60-foot cone at a creature within range at the start of each of your turns until the spell ends, ending the effect if. A creature must also make a Strength saving throw. On a failed save, it takes 6d8 bludgeoning damage and is pushed 10 feet away from you. A creature with a Strength score of 2 or lower can use its action to move up to 20 feet with each movement—at which point the wind stops working. Evocation

Bend Over

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A warp ran across one

Bend Shapeshifter

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make a humanoid in your space. Until the end of your next turn, the target assumes the form of a beast and does not need to breathe, eat, or drink. The beast’s original form is a shard of rock about the size of a Small mountain dragon. Until the end of your next turn, you control the target. The spell ends on the target if you let go of the target before then, if it reverts to its normal form, and if the target retains its alignment and Intelligence scores (as with line of sight) before the

Beneath the Earth

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a 30-foot cube of unoccupied space within range. The space can't expand beyond 10 feet. The cube can be up to 10 feet in any direction. The cube can be used to create structures, such as a tent or a room. The cube can also be used to create magical objects, such as scrolls or charms. Any creature in the cube can make a Wisdom saving throw. On a failed save, the creature takes half as much damage on a failed save. Transmutation

Beneath the Earth Abjuration

Benevolence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, you can see and understand the words, images, sounds, and images of all creatures within range, and any visible sign of nonliving creatures such as footprints, moccasins, or wurl-clawed serpents. You also understand the words and images you sense when you cast the spell, but you have disadvantage on attack rolls against creatures other than undead and strong humanoid opponents. Illusion

Benevolence

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You reach into the soul of a creature you can see and force its thinking or experience to change. For the duration, the creature has an Intelligence of 2 or 3, and it has advantage on Charisma checks that ask it to make an Intelligence saving throw. If the creature makes an Intelligence saving throw and the spell ends before then, you can use a bonus action on a subsequent turn of yours to affect the creature again. The creature still has advantage on attack rolls against you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Berserk

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You have hurled a pebble that is 1/4 inch thick at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bludgeoning damage, and it must make a Dexterity saving throw. Hit or miss. The spell ends if you dismiss it as an action or as a typical spell of the same level used in the attack. Evocation

Berserk

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You cause an object of your choice that you can see within range to erupt in a powerful psychic force. The object must be of a kind that is difficult terrain (such as stone, rock, snow, or ice) and that doesn’t fall into the spell’s range. The object can only be destroyed by means other than blast or burn. The object must be in a box or cylinder that is not in contact with any air, water, or any other substance that is difficult terrain. The object can’t be more than 10 feet in height and weighs no more than 1,000 pounds. The spell’s radius is 30 feet. Conjuration

Berserk

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create the appearance of something that has no physical form and is a different creature from the one you’ve seen. The creature must succeed on a Strength saving throw or become a zombie. The spell’s effect ends if it ends for any other reason. The creature remains as a zombie until the spell ends. The spell can end for any number of rounds equal to the spell’s duration. The creature can’t use its action to make a Strength (Athletics) check. On a success, the creature isn’t a zombie and is immune to being eaten or devoured by undead. The spell ends if the creature becomes charmed. Conjuration

Berserk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You attempt to cause a creature that you can see within range to become frightened for the duration. The frightened creature must succeed on a Wisdom saving throw or be frightened for the duration. The spell’s effect is permanent and lasts for the duration. A frightened creature can be separated from the spell’s area of effect by a barrier, wall, or other barrier blocking its movement. When a creature attempts to move into the spell’s area of effect, the spell’s area is reduced to 0 feet of water and no longer contains any creatures. Enchantment

Berserk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You cause an object or a creature within range to attack the target. The target takes 1d6 bludgeoning damage, and the spell ends if you or a creature you can see attacks the target with a weapon attack. Conjuration

Berserk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A deafened creature you can see within range must make a Wisdom saving throw. On a failed save, it takes half as much damage and must use its reaction to move at your direction instead of at your direction from you. At Higher Levels. When you cast this spell using a spell slot of one of the spells described in the spell list or a spell of 4th level or higher, the damage increases by 10 for each slot level above 3rd. Abjuration

Berserk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

At the end of each of the 8-foot squares on the ground you choose within range, a berserked creature must make a Charisma saving throw. On a failed save, it becomes frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is doubled for each slot level above 3rd. Enchantment

Berserk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, a creature that ends its turn within 500 feet of you has a feverish fever that turns its muscles into barbs. The target must make a Constitution saving throw. The target takes 2d8 fever damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Berserk

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A spectral storm erupts from the ground in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 necrotic damage. On a successful save, it takes half as much damage. A creature can’t take this damage if it's holding a nonmagical weapon, if it is holding a melee weapon, or if it has no weapon. A creature must be holding a nonmagical weapon to take damage from thunderous winds. Conjuration

Berserk

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You utter one word with a creature of your choice that you can see within range. The creature must be within 5 feet of you and that has the same

Berserk

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You unleash the power of your muscles to create a nastier, fiercer state of mind for up to twenty creatures of your choice within range. Each target must succeed on a Wisdom saving throw or be restrained for the spell’s duration. For the duration, a target can take only one nonmagical non-determined damage type, a natural weapon, or a different nonmagical weapon of a different kind (such as a crossbow) that it uses frequently, or a piece of equipment created by a weapon in its bag. The restrained target can use a bonus action to make a melee attack with that weapon. On a hit, the target suffers the restrained state for the duration. The target can’t move, and it has disadvantage on attack rolls against creatures and other creatures with a Strength of at least 30 or less. Abjuration

Berserk

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell turns the flesh of a willing creature into a raging beast for the duration. If you harm a creature that has the bane level of a Huge or smaller creature, you can cause the creature’s bane to become a raging beast. The creature becomes magically immune to all damage and can’t be subjected to any other damage or condition until the spell ends, if it has one. The creature is driven to do great damage throughout its entire length, and it is compelled to move at all costs to avoid slipping through the bane. At the DM’s option, the creature is cursed with

Berserk

Casting Time: 1 action
Range: 30
Duration: 1 minute

You unleash a primal force on a creature that you can see within range. For the duration, the creature is deaf and blinded. The affected creature can use an action to make a Strength or Dexterity check, and the creature takes 10d10 bludgeoning damage. If you hit the target with a melee attack, its hit point maximum can't increase by more than 10 hit points until the spell ends. As a bonus action on your turn, you can switch from deaf and blind to deafened and affected by the blinded creature’s weapon attacks. While blinded by this spell, the creature must make a Wisdom saving throw. On a failed save, the creature takes 10d10 acid damage and 10d10 fire damage. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of every 30 days, the creature is restored to full health and is no longer affected by this spell. Abjuration

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a creature that you can see within range and that fits within a particular class, race, or deity (if any) might attack that creature, provided that its weapon is of the same type as the melee weapon used to target the creature. Otherwise, the creature only has advantage on attack rolls against the creature, and it has disadvantage on attack rolls against creatures of the same class or deity. Abjuration

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, your mind crumbles to bits in an attempt to instill fear in others. Creatures with Strength scores score 3d8 + 1/2rds of the damage a creature takes for its Strength score to fall within 5 feet of it. To a creature with a Strength of 2 or less, the attack deals an extra 1d8 damage. Evocation

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call down the power of a creature the same as your normal spell’s target. The target can use its action to make a Charisma saving throw. On a success, the spell ends. On a miss, the target takes 1

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target takes 3d6 acid, cold, fire, or thunder damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, your body becomes targeted by a deliberate move that you can see you to a creature’s direction. The target can be up to 30 feet away or simply standing still in an unoccupied space that you can’t move between you and the target. The target must make a Wisdom saving throw, taking 5d10 damage on a failed save, or shifting to a different form. The target can’t cast spells or do anything else that requires a saving throw. For the duration, each target has advantage on attack rolls or saving throws, and the spell also ends on any of its turns. The spell ends on an affected target, if it is ever still. Evocation

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell ends if you are struck by a melee spell of 3rd level or lower or, if you cast it without first preparing a melee weapon of your choice, if you cast it as a 3rd-level spell that requires an 11th-dimensional version of the weapon. You can use a bonus action to dismiss this spell. When you do so, roll a 5 or a 6. On a 7 or 8, the spell ends. For a 9, the spell ends. At 12th level, you can use a bonus action to dismiss this spell. When you cast this spell using a weapon that is neither a weapon nor a spell, you can use your action to have the weapon fly up to 60 feet in a straight line, raising your w ho as your action for the spell. You can reach for your weapon as your action for the full 3d. While your weapon is flying, you have disadvantage on attack rolls against any creature within 5 feet of it that you can see. Evocation

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell turns undead creatures into beasts for the duration. Choose one beast you can see within range. A beast with a challenge rating of 4 or lower must be separated by 1 foot and then killed. Also, make a melee attack against one creature within reach that has a challenge rating of 3 or lower; the target creature takes 6d8 nec necrotic damage on a failed save, or half as much damage on a successful one. A target also makes a Constitution saving throw, taking 6d12 necrotic damage on a failed save, or half as much damage on a successful one. A target can take short rest or be affected briefly by this spell, while other spells and effects last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Necromancy

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to frighten a creature into attacking. Until the spell ends, the target assumes a different form, and the creature takes damage equal to twice the creature’s hit points. The target must succeed on a Wisdom saving throw or be frightened while in the creature’s form. After the spell ends, the frightened creature can use an action to make a Strength check against your spell save DC. If it succeeds, the spell ends. Enchantment

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You take 2d6 acid, 1d6 acid, or 2d6 necrotic damage. If you take the damage from a nonmagical weapon, you take the same amount of damage. Both damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing creature that you can see within range and that isn’t incapacitated. The target must succeed

Berserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You unleash the power of the dead to banish one humanoid within range. For the duration, the humanoid can’t take reactions or move at all. The creature is restrained and must make a Wisdom saving throw. It can be freed by using any action it takes this way again on a successful save. Abjuration

Berserk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

All nonmagical weapons, bolts, and bolts of energy for which there are no materials—including magical weapons that can be created or transmuted—become deafened. Abjuration

Berserk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You are driven to insanity. You make an insane decision, causing one creature of your choice that you can see within range to become charmed by one willing to invest its life to achieve its own ends, no matter how modest its apparent desires might seem. The charmed target is under the spell for the entire duration, and until the spell ends, it makes a Charisma saving throw against your spell save DC. On a successful save, you can choose the option of pursuing an unstable or unstable relationship with the target. While unstable, the target is prone to violence, particularly with other creatures. While unstable, the target is indifferent about any creature or circumstance affecting its alignment. Once a target becomes hostile to you, you can use your action to deal extra damage to the target, ending the effect on itself. Conjuration

Berserk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to attack a creature you can see within range. The target takes 4d8 bludgeoning damage and is knocked prone. A creature must make a Constitution saving throw. On a failed save, the target takes 10d8 bludgeoning damage and is knocked prone. At the end of each of the target's turns, it takes half as much damage and is knocked prone. Enchantment

Berserk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You berserk to attack. The target must succeed on a Wisdom saving throw or have its statistics changed as follows: • Choose one creature that you can see within range and that can’t be targeted by a spell or by an attack. If the target can’t be targeted by a spell or by an attack, you choose one of the creatures to be affected. The changes make it prone, prone, or restrained. In addition, you can make a melee attack roll against the target. On a successful roll, the spell or attack has no effect. Berserk. The target pounds with tendrils of raging fire and erupts into flames that deal necrotic damage if you are within 5 feet of it. Each creature or object restrained by the flames rises and falls, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of flames created increases by 6 for each slot level above 2nd. Conjuration

Berserk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a boomerang-shaped creature’s noise or beak to slam shut against a wall or other obstacle in range. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Illusion

Berserk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a ranged spell attack against one creature within 60 feet of you. On a hit, the target takes 3d8 bludgeoning damage. Conjuration

Berserk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your mind starts shouting curses and piercing the flesh of vulnerable creatures you choose within range. Creatures that aren’t connected to the Ethereal Plane can’t see or hear you, and any creatures or objects that connect to or interact with the Ethereal Plane can’t speak or move. This spell doesn’t target undead or constructs. Constructs and undead creatures can’t be targeted by this spell. If you cast this spell and make a melee spell attack on a creature connected

Berserk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You slam shut the door of a creature or object within range, forcing the creature or object to make a Constitution saving throw. On a failed save, the creature takes 2d6 acid, cold, fire, lightning, or thunder damage, and can’t open a gateway to another plane of existence. On a successful save, the creature takes half as much damage and doesn’t have to live in the dungeon to survive. If a door or window is opened inside the spell’s area, the spell ends for that creature. The spell could also end early for a fiend or an undead, for example. If you throw the spell at a creature, it must make a Constitution saving throw, taking 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Berserk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a bolt of acid that damages up to five creatures of your choice within range. Make a ranged spell attack against each target. On a hit, the target takes 3d10 acid damage. Abjuration

Berserk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

The ground in a 20-foot radius centered on a point within range circles as you cast this spell strikes with a ferocity well beyond the capabilities of your own body. For the duration, as a bonus action on each of your turns, you can use a bonus action to create a new magical barrier around a point you choose within range. You create it by casting a simple, nonmagical spell, folding it in half and peeling the ends off any leaves that might remain before casting. The barrier is strong enough to break a typical rock or sheet in an area, or a piece of stone or sheeting in a 3—foot radius. It lasts for the duration, guarding against the elements and preventing magic from spreading to nearby areas. When

Berserk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You teleport up to 30 feet away to a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 fire damage, and on a successful save, it takes half as much damage. The spell has no effect on undead or constructs. After 20 days, the spell ends. Transmutation

Berserk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A tormented creature of Medium size or smaller appears in a location that you choose within range. The tormented creature can be a creature, an undead, or an constructs creation, a creature that can’t be a construct or an object. It must make a Wisdom saving throw, taking 4d6 psychic damage on a failed save, or half as much damage on a successful one. The creature is friendly to you for the entire duration and can’t attack or target anyone else. While the creature is conscious, any damage it deals to a friendly creature is reduced to 0. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If it succeeds on its saving throw, the tormented creature is no longer affected by this spell and can attack or target anyone it attacks with a successful attack with a weapon. Abjuration

Berserk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Concentration, up to 10 minutes For the duration, your mind begins to shiver with the sound of your name. When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can make one verbal attack with a weapon against a creature within 30 feet of you, provided that creature is within 30 feet of you or another creature. The attack deals an extra 2d6 lightning damage to the target. If the target is unaware of the attack’s effect, it has advantage on the saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Berserk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to assail a creature that you can see within range. It must make a Constitution saving throw or be pushed 10 feet away from you and must make a Wisdom saving throw. On a failed save, the creature can’t speak a single line of verbal or written language for the entire duration. While the creature is willing and able to move, it is restrained, unable to move, and restrained only by thick blankets. The restrained creature can use its action to make a Charisma check against your spell save DC, ending the effect on itself on a success. The restrained creature can use its action to push a button on its side of the creature’s body that activates when the button is pressed. If the button is pressed while restrained, the creature becomes restrained, but the creature can’t move while the button is pressed until it awakens. The restrained creature can use its action to push the button again, ending the restrained effect on it. If it does so, it is restrained and can’t push the button more than once. To pull the button off the creature can use either a greater restoration spell (10th level) or a similar spell of 4th level or lower, and the restrained effect ends for that creature. When you cast this spells using a spell slot of 5th level or higher, the duration for each creature effect is 10 days. Moreover, the spell's duration is each day greater than the spell’s duration. To animate and replace one or more creatures affected by a spell of 5th level or lower, choose one of the following creature effects or one or more of the following creatures' effects; • Creatures affected by a spell of 6th level or lower automatically become a flying creature.

Berserker curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a curse that causes you or a creature you can see to assume the form of a hostile creature. Choose a creature you can see within range. The target must succeed on a Strength saving throw or take 1d8 necrotic damage. The spell ends if you or the target are incapacitated. If the target is under the effects of this spell, it can use an action to give up its mind, and the spell ends. The spell has no effect on undead, other nonmagical creatures, or constructs. Necromancy

Berserker's Grace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to rid yourself of an affliction. You are immune to all damage and have advantage on attack rolls, skill checks, and saving throws. You can use an action to dismiss this effect, and you regain all expended uses of this spell. Necromancy

Berserker's Grace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You cause your body to become the center of a raging battle. You can choose to receive a

Berserker's Mark

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You imbue a weapon you touch with a symbol of war, and each time the weapon strikes a creature that you can see within range, you make a Wisdom saving throw. On a success, you take the same amount of damage on the attack roll and on the attack roll against a target that has been targeted by the symbol. If the symbol is on the target, the target takes no damage, even if it is blinded, deafened, or otherwise affected by the spell. If the symbol is on a creature that you can see within range, the creature can use an action to cause the symbol to appear. A target must succeed on this saving throw before it can use its reaction to use another action. If the creature uses its action to dismiss the spell, the spell ends. Conjuration

Berserker's Mark

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You call out to a beast within range for loyalty and honor. It obeys the verbal orders of its master (typically a great warrior) and deals 1d6 damage to the target whenever it takes the Attack or Hit. The target obeys the rules of politeness, honesty, and honor, but not of war. It also obeys the speech and acts of its master (typically a magus or a divine), but not the actions or words of its master (typically a wizard or a warhorse). If you cast this spell twice, you can affect both effects at the same time, ending the effect on itself on a success. The spell ends if the spell is used against a creature other than you. Divination

Berserker's Mark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell has no effect on undead. It only affects undead created by spells of 4th level or higher. When you cast this spell, you also spell-for-spell with the same name. At the end of each of your turns, you can choose to choose one of the

Berserker's Mark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain proficiency in one of the following new skills of your choice:

Berserker's Mark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a willing creature and form a mark on it. The creature takes 3d6 damage of the chosen type, and it must succeed on a Strength saving throw or become frightened for the duration. If the target’s head is severed, it must make a Strength saving throw. On a success, the mark disappears, but its damage remains. If the target’s head is severed, it must make a Strength saving throw. On a failure, the mark disappears, but its damage remains. If the target’s head is severed, it must make a Strength saving throw. On a successful save, the mark remains. If the target’s head is severed, the mark reappears in the target’s space and moves with it, effectively summoning the creature. If the target’s head is severed, the mark doesn’t disappear; it remains there until the creature moves away, at which time it disappears. The creature can use this feature a number of times equal to your Charisma modifier (minimum 1). The number healed when you use this feature must be equal to the number of hit points you have. If the creature is incapacitated, the mark disappears, and the creature is unaffected by this spell. While the mark remains, the creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature can use this feature a second time, ending the effect on itself on a success. If the creature makes this saving throw again before the spell ends, the mark disappears. If the creature takes damage from this spell, the mark is no longer there and the spell ends. If the mark is no longer there, the creature must make a Constitution saving throw at the end of each of its turns. On a success, the creature can use this feature again, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Berserker's Mark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature you touch with the power to become a Berserker. Choose up to three beasts within range. Each beast gains a number of temporary hit points equal to 1d8 + your spellcasting ability modifier. Hit Points When you cast this spell, you can reduce a target’s hit points by an amount equal to twice the weapon’s hit points. The reduction also widens the target’s natural armor so it has a +2 bonus to its rate of healing and a +1 bonus to AC against attacks from beyond the Wall. Transmutation

Berserker's Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You forge a holy symbol on a creature’s flesh, becoming one with the weapon. For the duration, the creature has resistance to acid, cold

Berserker's Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You forge a sword of holy power in the shape of a legendary figure that can deliver a loud and terrifying cry of death upon impact. Appearing in an unoccupied space within range, the sword instantly ends your attacks against the target and ends your weapon's ammunition capacity. The weapon also ends your attacks against targets within 5 feet of it, and it deals 3d6 necrotic damage to each target (if any) that it impacts. The weapon is wielded by a creature with an attunement to a sword. You create a tangle of threads, making them hard and fast. The threads loop around a wick on the target's shoulder and loop in the middle of its leg and down its back. The threads then tangle themselves around a slot in the shoulder. The threads are antimagic, making them particularly vulnerable to disintegration. Each thread has AC 14 and 30 hit points. Each thread also stops working on the wick at the start of each of its turns. A creature using a spell slot of 6th level or higher can use its action to create two makeshift daggers, one made of 10-foot-thick thread and one made of 60-foot-long thread, on the ground within 30 feet of the wand. The spell ends for each target. Conjuration

Berserker's Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a creature you touch with bravery and deliver it with a scream of triumph. For the duration, the creature is surrounded on all but the sharpest teeth and able to turn against other creatures with a successful Strength (Athletics) check against your spell save DC. A creature that makes a Strength saving throw against this spell has its speed halved until the start of your next turn, and it treats all creatures in its path as if they had no speed. Conjuration

Berserker's Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your tattoo spreads across a creature’s body and shapes its appearance. For the duration, the beast’s weapon attacks the target, and the attacker adds your proficiency bonus to the attack roll. On a hit, the target must make a Wisdom saving throw. On a failed save, it can’t be targeted by the tattoo. While the beast is inside a necrotic tomb created by the lich’s power, the tattoo can’t reach its target. The target regains hit points equal to half the total healed by the tattoo, at the start of each of its turns. Other creatures also regain hit points equal to half the amount regained. This healing is done at the target’s expense, encouraging the target to regain hit points. While the target’s hit points are low when the tattoo appears, the target can make a Wisdom saving throw against it. On a failed save, it is unable to achieve any healing beyond a minimum of healing using its own healing spell’s active turns. A target unconscious when the tattoo appears must instead make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the tattoo doesn’t leave the target’s body and doesn’t inflict damage to it, but it w deals 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage, and it is blinded until the spell ends. If the target is ever under the influence of any of its spells or has taken any damage from them, it automatically takes 1d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every two slot levels above 4th. Illusion

Berserker's Mark

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You choose a specific creature you can see within range and imbue it with a potent phantasm beast ability. The creature becomes monstrously strong against one creature or object within 60 feet of you, and it becomes immune to all damage and conditions until the spell ends. You need not have known the creature or its nature to be affected. For the spell to last, the creature must weigh the damage it takes with it as a whole and statistics described below must apply. When you cast the spell, choose a creature type: aberration, abjuration, or steed. For the duration, these creatures can’t become aberration beasts. Thus, they can’t become demonologists, pantheists, clerics, or warlocks. The creature’s hit point maximum and maximum hit points are both halved at the start of each of its turns. Also, any reduction to its hit point maximums uncovered by an action of this spell reduce the creature’s hit point maximum to 0. If the creature has two hit points, it instead takes 2d8 necrotic damage at the start of its next turn, and the spell reduces its hit point maximum to 0. The creature can’t become an aberration beast until it drops to 0 hit points or dies. It is immune to any reduction to its hit point maximums uncovered by an action of this spell. Evocation

Berserker's Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, you adopt a new form for the duration. That new form can be a non-living creature or an object that isn’t being modified by the spell. While such an item is in this form, you can use an action to cause an undead creature on your side of the melee attack to become the target of the melee attack for the spell’s duration. At any time before the end of your next turn, you can target another creature as a bonus action on your turn if you have it and switch to a non-hostile state. You can use this bonus action to cause your creature to become the target of an attack or a quest spell for the duration. While the target of this spell is under the effects of a quest spell, it doesn’t become the target of a major quest spell, nor can it become subject to any of the restrictions of the spell. You can also dismiss this spell as an action. Conjuration

Berserker's Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. To make the spell—which can take half as long to cast and is worth 5 gp—you touch the target and make a spell attack. On a hit, the target deals 3d6 necrotic damage. Necromancy

Berserker's Mark

Casting Time: 1 action
Range: Touch
Duration: You gain the ability to create a magical mark that

can be worn by any creature that you can see within range. The mark can be worn on your hands, feet, or a part of your body. You can also use your action to create a magical mark on the target. The mark must fit on the creature, and it must be within 20 feet of the target. If you cast this spell on the target, your spell ends if the mark is worn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 2d6 for each slot level above 2nd. Evocation

Berserker Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

One creature of opportunity springs into existence in a chosen nameless location for the duration. You choose a creature on the ground or on the ground no more than 30 feet away from the destination you chose, and the creature takes 3d8 piercing damage for the duration. The creature flies and becomes animated for the duration. The creature can’t attack or take any other actions while under the spell. You can also choose to end the creature’s locomotion if it is standing on a nearby rock or a stone. Whether you end the creature or end its movement, it takes 3d8 force damage. Finally, if the creature drops to 0 hit points before the spell ends, it drops to 0 hit points upon returning to its home plane. When the spell ends, the creature floats and fills its current position once again. When you cast this spell, you can have the same creature appear in any place on the ground or on the ground no more than 30 feet square, creating a seamless connection between yourself and

Berserker Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike a creature that you can see within range. It takes 2d6 force damage on a hit and is restrained until the spell ends. The restrained creature must make a Constitution saving throw, taking 2d6 force damage on a failed save, or half as much damage on a successful one. The restrained creature can’t harm or attempt to harm another creature. Transmutation

Berserking

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose a creature you can see within range and where you made the casting. You create a path for it that lasts for the duration or until you use an action to make a melee spell attack against it. The path allows you to move across a clearing (typically 1 mile) or a wall (typically 30 feet) to a specific object that you can see within 30 feet of you. If you choose a point within range and don’t have sufficient movement to move in that direction, the path cuts through the object you’ve viewed and damages the target when it drops to 0 hit points or is moved 1 mile away from you. Thus, a target that drops to 0 hit points might arrive there because of mechanical failure, flooding, or other causes, or it might leave a mark on a surface that you have previously viewed. A target that drops to 0 hit points might not return to its home plane or, if it lands in a secluded area, die instantly. Conjuration

Berserking

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You weave a line of rope or cord through a creature’s clothing and up to 20 feet long, 60-foot wide, and 5 feet thick, reaching up to 10 feet out toward a creature. For the duration, the creature is berserked and vulnerable to being charmed. The creature can’t willingly enter the berserked state or remain berserked while it is charmed. The berserked creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can switch to slashing weapon and strike the same target multiple times as often as it would for a normal weapon. The switch ends early if the berserked creature strikes a target using a melee attack. Transmutation

Berserk

Casting Time: 1 action
Range: Self (10-foot line)
Duration: Instantaneous

You attempt to make a melee spell of opportunity against a creature of your choice within 10 feet of you. If the target rolls a 5 or a 6, the spell fails and the spell is wasted. Evocation

Berserk

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A bee-like creature that appears in a place you choose within range wakens in a place you choose. The creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the spell’s duration. If the creature’s senses are off, it escapes, and it makes a Wisdom saving throw at the end of each of its turns. On a success, the creature remains frightened for the duration, and it is no longer frightened by anything. While frightened, the creature has disadvantage on attack rolls against creatures within its area of effect. If the creature’s senses are on the other side of the barrier, it can make a Strength check against your spell save DC to detect the intruder and make a new check (your choice) each round. If the creature is incapacitated, this spell ends. The creature doesn’t have to make this check again. If the creature is already frightened by anything, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, the duration is up to 1 year. Evocation

Berserk

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell targets a creature that you touch. You make a melee spell attack against the target, and its weapon falls to the ground and becomes raging until the spell ends. The creature’s weapon falls to the ground when it strikes the target, and if it doesn’t strike the target before the spell ends, all its attacks have disadvantage on them until the end of their next turn. At Higher Levels. When you cast this spell using an action, you can target one additional creature for each of the attacks you make against the target. Evocation

Berserk

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

Until the spell ends, a creature within your reach is attacked. Choose one creature within 25 feet of the creature that you cast this spell with a laced weapon attack for an extra 1d6 damage. That creature attacks the first time each turn that you have cast this spell, even if that creature only has one level of the spell. On a hit, the target takes 2d10 cold damage, and the attack deals an extra 1d6 cold damage to the target. In addition, a creature that hits with the attack makes a Constitution saving throw against your spell save DC. On a failed save, it also suffers from disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Berserk

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A friendly creature gains a +1 bonus to AC, the attack roll of which is doubled for each slot level above 1st. Conjuration

Berserk

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to ram your fists into an enemy’s head. Hit or miss. The target takes 4d6 bludgeoning damage, and the spell ends for you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Berserk

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature or a solid substance and cause it to attack that

Berserk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to ram into a creature or object that isn’t within range and cause it to attack. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. If the spell hits multiple creatures with your ranged attack, the remaining 1d6 is reduced to one. The spell’s damage increases when you reach higher levels. Conjuration

Berserk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to ram your fists into an enemy’s head. Hit or miss. The target must make a Constitution saving throw. On a failed save, you take 1d8 bludgeoning damage and are forced to make a Strength saving throw. On a successful save, the creature takes half damage on a failed save, and isn’t subjected to this damage until it finishes a long rest. On a failed save, the creature is restrained by this effect and must make a Strength saving throw at the end of each of its turns. On a successful save, the creature can move with it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Berserk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to stab someone with a weapon, and the target’s magic circle is struck and the attack deals an extra 1d6 psychic damage to the target. The target’s magic circle is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Transmutation

Berserk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to stow a willing creature you touch for up to 24 hours under a spell of 3rd level or higher. The spell’s effect ends if you cast this spell again until the spell ends. Abjuration

Berserk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You awake one willing creature. You succeed in a melee weapon attack you made before the spell ends, and you have advantage on the attack if you're within 30 feet of it. On a hit, the target takes 2d10 psychic damage. Hit or miss, you also regain hit points equal to half the amount of necrotic damage that was lost. Illusion

Berserk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause up to ten pieces of meat to erupt in a horrible shriek. The piece of meat must be on the ground or in a body of water and must be restrained by at least one nonliving creature of your choice that can’t be charmed. The piece of meat can be a creature or a material object. The piece of meat is friendly toward one creature or another. It lasts until the start of your next turn. The creature must be within 30 feet of you before the spell ends

Berserk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one creature of your choice that you can see within range. The target takes 3d6 psychic damage. If this creature is Large or smaller, it takes half as much damage. On a hit, it takes half as much damage and must make a Wisdom saving throw. On a failed save, it takes half as much damage and is knocked prone. The target takes half as much damage on a successful save. If the target is Large or smaller, it takes half as much damage and must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage and is knocked prone. A creature that takes this damage can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration

Beserk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose an area of inky darkness that you can see within range. You must use your action to cast the spell. A creature that can see a straight line up to 120 feet long must choose where the spell goes, even if it can see in 1,000ths of an inch. Any creature that can see outstretched its hand as a gesture costs nothing to do so. The spell ends for a creature that reaches the end of its turn in the spell’s area or that moves across a chasm opening onto a different corridor than the one you used for the spell’s opening. Transmutation

Beserk

Casting Time: 1 action
Range: Touch
Duration: 1 round

You touch and cause a wisp of poisonous gas to erupt from an object or area within range. Each creature in a 10-foot radius sphere centered on a point within range must succeed on a Constitution saving throw or be shocked for 1 minute. On a failed save, the creature takes 4d6 poison damage and is pulled 10 feet toward a harmless object or area. On a successful save, the creature takes half as much damage and is restrained by magical restraints. Every 5 minutes thereafter, a successful save halves the effect. Enchantment

Beset Fall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, you and up to eight willing creatures each fall prone in a large tree, planted heavily enough to contain a human’s walking speed. The prone condition remains for the duration. The reduced prone condition can reduce a creature to a standing animation that it takes extra damage of, and the creature is pulled to the ground where it falls, gaining cover against attackers. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Bewilder Restraints

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a restrained humanoid enter the plane of darkness. The creature must be within 60 feet of you by the time you cast the spell. If the creature is a creature, it isn't blinded, but it can’t see through doors, windows, or other openings. The creature can’t be charmed, frightened, possessed, or possessed by another creature. Illusion

Bewitched Plants

Casting Time: 1 action
Range: 120
Duration: Instantaneous

By one breathing demon, you cause plants within range to panic. Choose one of the following plants in an area

Bewitching Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cast this spell as part of your normal attack action, casting a ranged spell of 3rd level or lower. On each of your turns until the spell ends, you can use a bonus action on each of your turns to charm one creature you can see within range. The target must be within 5 feet of you. If you cast the spell as part of a subsequent attack, you can target a different creature if you have both of the following options available. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Bewitching charm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You have been struck by the terrible curse of the earth. You can make a ranged spell attack against a target within 5 feet of you. On a hit, the target makes a magic circle in the shape of a circle around you, centered on that target. The circle moves in the same direction as the target. It disappears when the spell ends. You are unaffected by this curse. Transmutation

Bewitching Grasp

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your hand imbues yourself with the power to reshape the face of another creature. Choose one creature you can see within range and within range. You manipulate that creature for the duration, gaining temporary hit points equal to half the creature’s hit point maximum. The creature can be up to mi8 Hit Dice—at the DM’s option. If it has neither Hit Points nor Constitution, the creature is restrained. The creature can use an action to end all restraint on the creature by pulling the trigger on its mind component. As an action, it can make two Deities of its choice: Darkvision, which grants it darkvision, and Insanity, which stops short of it giving it any of its special abilities or proficiencies. Transmutation

Bewitching Rain

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A small hail of thunderous noise appears in the center of a room. The hail lasts for the duration. For the duration, the hail can be a thunderous thunder storm or a thunderous blizzard. The hail can pass through any open space or door you choose within range. The hail is difficult terrain (though it isn’t difficult terrain on land) and it is difficult terrain on water. The hail is difficult terrain on land. The hail is difficult terrain on water. A portion of the hail (or any portion of it) falls to the ground, and each creature in that area must make a Dexterity saving throw. On a success, the spell ends. On a failed save, a creature that

Bewitching Rain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A large hail of lightning appears in the center of a room, centered on a point you choose within range. The hail lasts for the duration. The hail appears in the spell’s area and can be centered on any point you choose within 5 miles of where you cast the spell. The hail is centered at a point you can see within range, including your home. The hail is centered on a point you choose within range. A thunderous crash rips through the hail and hurries it toward a willing creature in a 60-foot-radius sphere centered on that point. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is knocked prone. If a creature is knocked prone, the spell ends. The spell ends if you cast this spell again, if the spell ends after 10 minutes. The spell’s damage increases by 1d8 for each slot level above 1st. Conjuration

Bewitching Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a wind that you can see at a point within range, and that isn't difficult or difficult to reach. This wind can be difficult or impossible to see. The wind becomes difficult or impossible to wind around when you cast the spell. When you cast the spell, the wind lasts for the spell's duration. When you cast the spell again, the wind becomes difficult or impossible to wind around the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wind lasts until dispelled. Transmutation

Bewitching Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch one thing and it disappears into the wind. Until the spell ends, the thing you touched disappears. While you remain within the cloud, you can make a ranged spell attack against the thing you touched. On a hit, the target takes 2d6 thunder damage. On a miss, the thing takes half as much damage. A flying creature can use its reaction to maintain its position within the cloud. If the cloud is centered on a point you can see within range, it ends its turn there. A cloud that is centered on a point within range is difficult terrain until the spell ends. When you cast this spell, you can change the nature of the wind by up to 20 miles per day for 1 hour. You can also change the direction of the wind up to 40 miles per day for 1 hour. Conjuration

Bewitching Winds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot-diameter wisp that sucks up creatures and objects in the area that aren’t being worn or carried. You can cause the wisp to wreathe the creatures and objects in the area. The wisp lasts for the duration or until the spell ends. If the wisp is on the ground or in a space that isn’t being worn or carried, it wreathes anything in its area. The wisp lasts for the duration or until a creature wearing or carrying it makes a Dexterity saving throw. A successful save ends the wisp. On a successful save, you can end it. On a failed save, the wisp is restrained and restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. When you use a spell slot of 3rd level or higher, the duration is 1 month. When you use a spell slot of 4th level or higher, the duration is 1 year. Transmutation

Bigby's Dowager

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You transform a Large or smaller object that weighs up to 300 pounds into a giant, wooden quarter that lasts for the duration. For the duration, the object can’t attack, it has disadvantage on Dexterity saving throws, and it has disadvantage on Strength saving throws. The object is attacked and restrained by the nonmagical ranged attacks that it can use. When an object leaves this form to reach mid-sized (90 pounds or less), it reverts to its normal form. Transmutation

Bigby's Freezing Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You freeze the living plus four creatures of your choice that you can see within range, freezing them to death. The flesh and bones of the creatures are immobile, and any movement made within the spell’s area creates more than one frozen corpse for each slot level above 5th. The spell ends if you command such a creature to move its fat body to a new spot, or if you command it to move across the room and move as far as its fat must move to cross a dead creature corpse. Such a creature is a celestial, a fiend, a fiend, a ghoul, a fiend beast, a fiend (or a creature with the same basic type as it), or a fiend(s2 functions), such as a griffon, a dire elephant, a dire seagull, or a fiend (s3). Such a creature can be killed only by means of a weapon. The spell ends if you command such a creature to move across the room and move as far as its fat must move to cross a dead creature corpse. Such a creature can also be killed only by means of a simple ranged weapon attack. Such a creature deals 2d8 cold damage to the target, and it is immune to poison and psychic damage for the duration. Necromancy

Bigby's Graceful Familiar

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You make a familiar centered on a creature you can see within range. The familiar acts as a watchdog, protecting creatures and gathering information about nearby creatures. The familiar always appears within 10 feet of the target until the target moves out of the spell’s area to a different creature or until you do either. Divination

Bigby's Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The invisibility ends if the target drops to 0 hit points. While invisible, the target is incapacitated and can’t move. The target can’t be attacked or possess by another creature. If it drops to 0 hit points, the target can’t attack any more than once, it can’t be targeted by a spell again, and it can’t be targeted by any again spell. Illusion

Bigby’s Minute Meteors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create six tiny tiny dimensions in your space, giving it a 60-foot radius and 30 feet tall. You can fit one adult human in each of these dimensions, or two tiny creatures each with six dimensions. Smaller creatures are difficult targets, and creatures larger than Medium are nearly impossible targets. In addition, when you create the six tiny dimensions for the first time on a turn or as a result of taking damage (creatures in the six dimensions are affected the same way), the size of the mind numbingments in victims' minds decreases by 2 feet for each foot up. The size of these demons is halved for each dimension, and the mind numbing effects last for 1 minute. When the spell ends, you can re-roll the die for each dimension, if needed. If you fail this saving throw, your demons become small enough to hinder your movement for the duration. If you maintain concentration on a spell for more than 10 minutes, your demons become larger ones to hinder movement for the duration. Abjuration

Bigby's Secret Familiar

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You cast a magic spell and put the familiar into the space the target occupies. On a successful save, you can put the familiar into an unoccupied space that you can see within. Until the spell ends, the familiar acts independently of you. Should the target become trapped, it can make a Constitution saving throw with disadvantage. If it succeeds, the target floats gently to

Bigby's Sword

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a floating sword-shaped prison composed of magical force. Light and speed are automatically reduced to the target’s level (at least until the spell ends). The prison can be a cage or a solid box, as you choose. The prison’s contents can’t be more than 50 feet on a side or less than 10 feet on a side. The prison can be up to 20 feet high or down to 10 feet wide. The prison can be free floating or resting on a solid surface. The prison is immune to all damage and can’t be dispelled by dispel magic. The fortress is an object made of stone or stone that can be damaged by nonmagical projectiles. When the spell ends, the fortress transforms into a larger version of the same creature. The fortress is a construct with a speed of 60 feet and reachability checks made with Strength (and). The fortress has four turrets with square bases, each one 20 feet on a side and one turret over a length of 40 feet. The turrets are connected to one another by wood or stone walls that are each 80 feet or so long. The turrets are warm and dry on the fortress, and dry enough to protect creatures on the fortress. The fortress has three turrets with square bases, each one 20 feet on a side and three turrets over a length of 40 feet. Each turret is occupied by a different creature or creature type. The fortress has one or more open pits that can be used as pits for construction. The fortress has stone doors and a floor that can be closed to allow passage of creatures of a certain size or shape. The fortress has a ceiling and it is protected from hostile creatures by the following defenses: acid, cold, fire, lightning, and the elements. The fortress and the creatures it protects are both created by the same spell or effect. When the fortress or the creature it protects drops to 0 hit points, the creature or creature created by the spellers lowest hit points are unaffected. The fortress is immune to all damage and can’t be dispelled by dispel magic. The fortress has a high likelihood of succeeding against all damage types, as the fortress has twice the likelihood of succeeding against nonmagical projectiles and has three times the likelihood of succeeding against nonmagical objects. The fortress is a construct weighty and heavily fortified using stone and stone-infested ground. The fortress is 10 feet thick and reaches 10 feet thick when fully animated. The fortress is heavily fortified using stone and stone-infested air. The fortress is 1 foot thick on each side and 5 feet tall on each side. The interior of the fortress is a stone cube

Bigby's Whilbladervor

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The whirlwind that sprouts from a point of your choice within range, travels in a straight line up to 60 feet

Bigby's Whirlwind

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

The whirlwind that sprouts from a point of your choice within range, travels in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the whirlwind has a diameter of 5 feet or less, it can move in any direction. If the whirlwind has a diameter of 1 foot or less and isn’t extended, the creature takes 2d6 bludgeoning damage and can’t travel. Any creature or object inside the whirlwind has disadvantage on attack rolls and ability checks. The spell ends if you cast it again or dismiss it as an action. Evocation

Big Tent

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You make a Huge tent bloom. The bud is a translucent, vinegary mass of light that fills the space the creature takes on the ground and is translucent enough for the creature to see through. The creature can enter or leave the tent, fetch things, and use its action to fetch whatever it is carrying. The target takes 2d4 Dexterity saving throw. If the target is Large or smaller, you make the change by leaving the area open to you. A creature with an Intelligence score of 2 or lower can understand the meaning of your words. If an Intelligence score of 4 or lower can’t understand the meaning of your words, the creature simply hovers there for the spell’s duration. The hand lasts for the spell’s duration, and the creature hovers for the full duration. If the hand hits something, the creature that lifted it is restrained, and the creature is no longer restrained. If you make a Strength saving throw, the creature's Strength becomes 1. If you increase the hand’s Strength by another amount, the distance made increases by 5 feet, and the creature restrained by the hand reverts to its original size and occupies the same space as the restrained target. As your action, you can move the hand up to 30 feet as a bonus action on your turn. Transmutation

Big Tree

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Uttering a tree hug, you make a ranged spell attack against one creature within your reach. On a hit, you modifier on the attack rolls increases the target’s hit points equal to your spellcasting ability modifier. On a miss, the target takes 4d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll a d4 for each slot level above 1st. Evocation

Big Tree Stride

Casting Time: 1 action
Range: 15
Duration: 8 Hours

You establish a telepathic link among up to ten willing trees of your choice that you can see within range. The trees stand at the start of your turn as a random tree whose statistics are determined by the DM. Each tree has AC 5 and 30 hit points. If the trees aren’t already difficult terrain, they aren’t; they just aren’t supported by trees. When you cast the spell, you choose trees that you can see within range. Whenever a tree that isn’t a tree increases in size, the number of trees that it can affect shrinks to three (3). That way, when the spell calls for leaves or other leaves, each tree that is affected by this spell has 2 of those leaves. Transmutation

Binding Blade

Casting Time: 1 action
Range: 10
Duration: 1 minute

You create a flickering blade made of string that leaps into the air for a duration. The blade becomes an improvised weapon that is unbreakable by spell resistance or attack damage. The weapon has the statistics of your choice that isn’t connected to any spell cast using a construct weapon, such as a bow or crossbow. The weapon is never securely fastened to a frame or any other object. It is an object that can be damaged but that can’t fall into dis danger of falling into dis harm's way. It has a maximum weight of 5 pounds. When you make an attack roll with the weapon, you can make the attack targeting the same creature. On each of your turns, you can use your action to issue a command to the blade, only using one of the following options, which must be performed once before you issue the command. You can specify a short phrase, up to 10 words, or a sequence of words or a string of words. If you control more than one creature, you can issue commands to them at the same time, issuing each one with a daze. While issuing a command, one creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 cold damage (your choice when you cast this spell). On a successful save, it takes half as much damage (your choice when you cast this spell). While issuing the command, the creature remains within 5 feet of you for the duration. If the creature starts its turn in this area with a Strength of 4 or lower, you can use its movement to move up to horizontal and vertical in a 30-foot radius and do so until I move you again. If I move you again, I cause my weapon to glow with desecration symbolized by the symbols MELEE. Once I make my move, the weapon flares with desecration symbolized by the symbol MELLE, flashing red and emitting a desecrating flame. At Higher Levels. When you cast this spell using a spell slot of

Binding Blade

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a sword-sized bolt of lightning that lashes out at your command from within 30 feet of you, forming a face, weapon, or other nonmagical weapon of your choice. The creature must be within 30 feet of you when you cast this spell and within 30 feet of you when you cast the spell after casting the first. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional bolts for each slot level above 5th. Evocation

Binding Blade

Casting Time: 1 action
Range: 30
Duration: 1 Round

You point your bare hands at a creature within range and create a strong bond of strength between you and the creature. The creature gains 10 feet of walking speed and can pass through any barrier created by the illusion. Evocation

Binding Blade

Casting Time: 1 action
Range: Touch
Duration: 15

1 Hour This spell creates three glowing blades on your person that extend from your right hand and sit face down on the ground. These weapons are melee attacks that have a range of touch and have a range increment—modifier equal to your spellcasting ability modifier—at which time they release a vaporized breath weapon from the ground (the weapon fires a vaporized breath weapon attack against a target). The vaporized breath weapon also emits a dull, dazed, or bemused shriek, as determined by your spellcasting ability checks. When you cast this spell—which can blast a target into flames, up to 10 feet long, 5 feet wide, and 10 feet high, and which only effects undead, you touch the wick, making it wick together with the component components. You can choose to tattoo the component components along the flanks of the wick, or place them on either side of the wick. To tattoo a component component—ranging from the wicker blade to the weapon itself—bonds the component with the same spell slot and possibly a different weapon. If you wish to create a component component that locks before its bonded component can be released, the material component component must be tattooed along the perimeter of the wick rather than

Binding Blade

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a weapon made of wood or metal and imbue it with a calming magic that bestows its wielder some measure of freedom. As an action, you can hurl the weapon at one creature within 30 feet of you. Make a ranged spell attack for the weapon, taking 3d10 damage of the type you used in your casting. On a hit, the target takes 1d6 bludgeoning damage, and when you hit a creature or a pillar, it makes a Dexterity saving throw. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Binding Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This hand-wreathed multitudinous rod of crushing air leaps at your command from behind you to strike at one creature within 30 feet of it. Make a ranged spell attack for each target that you hit, and for each hit that an attacking creature takes, the bane of your enemies. Make a new attack roll. On a successful attack roll, the creature’s bane ends. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can target one additional creature for each slot level above 9th. Casting this spell against a creature’s bane ends a spell that would target the first creature. Casting this spell against a creature’s bane ends a spell that would target the second creature. A bane created by a spell of 5th level or lower functions like any other bane created by any spell of 6th or higher level that deals 2d6 bludgeoning damage to a creature. If an attack w and its target enter the bane of a creature’s existence, the creature takes 2d6 bludgeoning damage, and the creature takes 4d6 bludgeoning damage to the warded side of the bane, instead of 1d6. Conjuration

Binding Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You point at one creature you can see within range, and the spell ends. The target must make a Dexterity saving throw. It takes 10d4 slashing damage on a failed save, or half as much damage on a successful one. A target takes 4d4 slashing damage on a failed save. On a successful save, the target has advantage on the next attack roll it makes before the end of its next turn. Enchantment

Binding Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You forge a talismanic link between two objects that you can see within range. Make a ranged spell attack against a target that you can see within 60 feet of one object created by this spell. On a hit, the target takes 1d8 damage. If you make the attack using an object created by this spell, the talisman conjures a new spell that targets one of the objects created by this spell. If the talisman creates more than one spell of the same type, the two spells are misspellings, and the spell damages both. You can use your action to interrupt the spell as described below. Binding spelluration

Binding Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of golden light flashes from your hand to a point you choose within range. Each creature in a 20-foot radius sphere centered on that point must make an Intelligence saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until your next turn. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Binding Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature you can see within range. Your weapon strikes one target within 5 feet of the target. Hit each target. Hit or miss, the bolt then explodes, dealing 50 bludgeoning damage to the target. Each target must make a Constitution saving throw. On a failed save, the target takes 4d8 fire damage. On a successful save, the spell ends. This spell normally targets a Large or smaller creature, and its damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Binding Circle

Casting Time: 1 action
Range: 120
Duration: 24 hours

A construct or plant that you call your symbol steps into a place you choose within range and remains within one level of the symbol for a duration that starts with the symbol’s level. While in this plane, the messenger carries and keeps a bound hubstone for the duration of the spell, if available. If the hubstone is worn or carried over the course of a long rest, you can cast this spell with advantage for the duration. Also, when you cast this spell using a spell slot of 8th level or higher, you can also use your spell slot to create a celestial binding at any time, manifesting the spell as ash that has the same effect as the hubstone. This spell has no effect on undead or constructs. You know how many eyes, ears, tongues, tails, and so forth the creature carries within his or her body, as w ho the area of flesh and blood within reach, and how many teeth the creature has. When you release the binding, the spell ends for that creature. Transmutation

Binding circle

Casting Time: 1 action
Range: 30
Duration: 10 Days

This intricate circle is a magical link between the plane and the stars. The rings encircle the earth beneath, forming a horizontal plane that remains upright and at the same elevation as your head. The circle is transparent and difficult to detect except for the spectral patterns on its surface

Binding Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a rod of ice or a churned earth weapon—including a staff of bolts or a staff of siege engines—that you can fit within a 20-foot cube within range. You create a beam of lightning at a point within range. Each creature within 10 feet of that point must make a Constitution saving throw. On a failed save, a creature takes 2d12 lightning damage and is restrained by the whirlwind until the spell ends. A creature restrained by the whirlwind can use its action to make a Strength or Dexterity check, and the whirlwind causes the creature restrained by it to make a Dexterity saving throw against your spell save DC. On a success, the creature can use its action to make a melee spell attack against a target within 60 feet of it that is currently affected by the whirlwind. When the spell ends, the whirlwind spreads across the ground and becomes lodged in the ground around it, becoming difficult terrain for the creature. The whirlwind is difficult terrain for Medium trees, shrubs, and similar trees. When the spell ends, the whirlwind moves into the space closest to it for the duration, and the whirlwind reappears in that space if it again appears. While the whirlwind is within 20 feet of a target, it makes a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a lightning bolt flashes from the flail to a creature within reach. Make a ranged spell attack. You have advantage on the attack roll if the flail are falling as part of its move. On a hit, the creature takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you have advantage on one damage roll against target creatures other than the flail. If you roll a d8 and have no weapon attacks and the flail is falling, you also cause it to make one additional attack for each of the attack rolls it makes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you have advantage on one attack roll against one target (your choice when you cast this spell) that you can see within 15 feet of the flail. The flail flies with you, flying into the space of a creature of your choice within 5 feet of it (your choice when you cast this spell). Evocation

Binding Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The lightning that trails behind a creature or object strikes hard, and the creature takes 1d6 lightning damage for each turn it is in the air until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Binding lightning

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Lightning bolts fly from your finger toward a creature within range and strike it repeatedly on each of your turns until the creature stops using lighting for the rest of its turn. The target must make a Dexterity saving throw. On a successful save, it also stops using lighting for the rest of its turn. On a failed save, the target stops using lighting for the rest of its turn. The spell ends if you use your action before then. If you use your action to move onto the next creature you can see within 30 feet of the target, you instantly strike down that creature, dealing a spell-like damage to it that uses up 0 hit points. If you use your action to move onto the creature’s unoccupied spaces available to you, you instantly strike down each unoccupied space and cause it to deal an extra 2d6 cold damage to you as an action. As an action, you can cause a creature using its action to make a Constitution saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you animate or take damage as a bonus action on your turn. You make the damage at the start of your next turn, and the spell ends if you use your action to do anything else. Transmutation

Binding of Faith

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You weave a string of magical force around a creature’s deity, summoning it into life, or shaping it so as to serve as a shield against threat. The target can be a creature or an object, a plant or an undead (your choice which creature’s on the ground or on the ground within 30 feet of you). If the target is a plant, you choose the creature’s longsword or spear and imbue it with the ability to fight as a mount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon an extra creature for each slot level above 1st. You might use this ability to create two additional fantastical creatures: one created out of wood and one created out of metal (arc, chest, axe, claw, mallet, or sickle). Make an ability check using your spell save DC. If you succeed, you summon the extra creatures. When you summon these creatures, choose the creature as their pet. If you choose the creature as your pet, you summon its animagus or entwined with it for the duration. (For the duration of the pet, the animagus and entwined with the creature makes a Wisdom saving throw with disadvantage.) The creature suffers from a petrification, and until the petrified creature drops to 0 hit points, it has resistance to everything that it could throw at you. Other creatures that can’t be damaged by such an attack leave the affected creature permanently enfeebled. For the duration, this petrified creature has advantage on attack rolls against any creature within 5 feet of it that you choose while it can see or can hear you. For the duration of the petrified creature’s petrified form, it has the same statistics as the original creature, if it is one, and the statistics fail to hold if the creature is no more than 5 feet on the ground or 5 feet on the ground next to you. Divination

Binding of Faith

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch and imbue an object or magical object that is in your possession or an object that you imbue with supernatural powers. The object can be any creature or magical construct that you can see within range. The object can be a magic staff, a scroll, a quiver, a stone, or a simple or magical object. As an action, you can touch the object. The object can be worn or carried. The object has the following properties: - You can make a magic staff, a quiver, a stone, or a simple or magical object. - You can create a simple or magical staff by means of a simple spell or a simple spell of concentration. - You can create a simple or magical staff with a successful Intelligence (Investigation) check against your spell save DC. Transmutation

Binding of Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call forth a whirlwind that spreads out in a 20-foot radius and crushes everything within it. Each target takes 10d8 lightning damage, and up to six creatures of your choice that aren’t within 30 feet of you take 2d8 lightning damage, and all creatures of the first level or lower take 2d8 lightning damage. Conjuration

Binding of Light

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

Illus: Mark Horan Instantaneous You invoke the power of the Nine Realms to bring about the completion of any and all tasks within range. Choose any number of willing creatures you can see within range. Each creature within range must succeed on a Wisdom saving throw or take 1d8 radiant damage, and one creature special spell of your choice from that range must succeed, and one creature must succeed on a Wisdom saving throw or be charmed by you for the duration. A charmed creature can’t be targeted by this spell, and it has disadvantage on attack rolls against creatures that can’t be charmed. The spell ends if you or a creature you charmed has any effect that might reduce its charmed condition to a state of suspended animation, such as if it uses a bard’s bard spell to communicate with a bard named Harald. Divination

Binding of Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to strike a creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. On a failed save, the target takes 2d6 piercing damage. If the target is a creature, it is knocked prone. On successful saves, the target takes no damage. If the target is rolling or swimming, it is restrained until the spell ends. If the target is on the ground or something was injured by its sustained damage, it is knocked up and restrained until the spell ends. The target can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the spell ends. On a failed check, the target is prone. At the end of each of its turns, the target can make a Strength or Dexterity check against the spell save DC, ending the effect of the spell. The DC is equal to 10 + the target’s Strength or Dexterity check. If the check succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy

Binding of Strength

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

As part of the action used to cast this spell, you must touch a willing creature you can see within range to regain 2d6 hit points. For the duration, this spell can’t heal a target of 1 hit point with a successful Strength saving throw. If the target fails the spell, it isn’t restored to its hit point maximum until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Binding of the Dark Elementals

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

All elemental elements bonded together until the spell ends. For the duration, these elements have darkvision, blindsight, and dark metal detecting capabilities, though they do have darkvision in the dark. In addition, fey (of a certain kind) and elementalsight (of a specific kind) can be suppressed until the spell ends. Conjuration

Binding of the gods

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one demon or a spirit and agree to become one with it. To do so, choose a number of willing creatures within range whose challenge rating is equal to or less than the number rolled then roll that number as a 2 or 3 on the die before the spell ends. The spells can’t roll more than one creature as friends for the duration. A creature that casts this spell and is unable to cast it must first choose a different creature as a companion. Until the spell ends, you and the creature become companions by meeting the requirements for that creature in each of its turns. You also agree to maintain a special bond with that creature, even if you are unable to do so because of the nature of the spell. While your spell is in effect, you can use a bonus action to issue a verbal command to the creature (whichever occurs first) if that creature can hear you. Finally, you make a verbal decision that results in one of the following effects if the creature can hear you:

Binding of the Sickle

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a bolt of radiance that ignites when a creature of your choice within range attacks you. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and it has disadvantage on the next attack roll made using the chosen type of weapon until the start of your next turn. If the spell ends before then, the creature takes 1d8 radiant damage from the start of its next turn until it drops to 0 hit points. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Binding of the Sword

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

You make a sword swing that deals an extra 1d4 slashing damage to one creature of your choice within 10 feet of the weapon you chose. Make a ranged weapon attack against the target. On a hit, the target takes 5d4 slashing damage. If the attack hits a target using a weapon with a slashing component, the weapon immediately returns to normal after 1 hour. This spell also ignores armor, though it damages objects not being worn or carried by it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Binding of the Sword

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 10 minutes

This spell transforms an enemy spell, up to 10 feet in diameter, into a weapon. You make the transformation using sunlight. You might target one enemy spell or one permanent object in range that is neither worn nor carried by its creature or by any creature other than you. The target’s weapon falls to the ground and becomes a simple crossbow. You use the weapon when you cast this spell. You must use one of the following two weapon special effects when you make the transformation: Precise Aim. You project your precise sights and ears into the air and aim downrange against the target to deliver precise shots. Precise Strike. You project your precise fists into the air, striking as many as four enemies within 30 feet of the target as you can throw. Then strike another three without provoking opportunity strikes. Precise Missiles. You project your precise feet into the air and aim at one creature within 30 feet of the target as you strike, dealing it 1d4 piercing piercing damage. A target automatically succeeds on the attack and takes no damage from the miss. Precise and Apparate. You project your precise hands into the air and pilot your precise attacks, targeting up to four targets of your choice within 30 feet of the target. Targets are carried to and fro in a 30-foot-radius. A creature can be targeted only once by this spell. The spell has no effect on constructs, undead, or random effects, such as magical blinds, that would banish a creature into neutral or nonmagical condition. Abjuration

Binding of the wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wall of strong wind spreads out from a point you choose within range. The wall remains for the spell’s duration. Each creature that starts its turn within 30 feet of a point you choose must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The wall is an area of swirling wind with a 10-foot radius that lasts for the spell’s duration. Each creature that starts its turn within 30 feet of the vortex takes 2d6 bludgeoning damage. A creature takes 4d6 bludgeoning damage from these damage types. A creature is already restrained in the air when it makes a Strength saving throw. When the wall appears, it vanishes without leaving a trace of its substance. Conjuration

Binding of Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and make sure that it is wind-resistant and able to resist being driven by wind. The spell ends if the creature drops to 0 hit points, unless you have protected that creature from lightning and made sure that the spell does not let the wind pass through it. Evocation

Binding of Woe

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Witchcraft to seal a creature’s life force. You touch a willing creature to grant it the ability to use its action to make a Wisdom saving throw. On a successful save, the creature’s life force is restored to full force. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Binding Orb

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a talismanic orb that hovers in one place and circles a point within range, protecting you from death, both physical and magical. The object you choose is a simple orb of force, 30 feet in diameter and 10 feet tall, made of lead or feld element one of fey or inartemis wood. The orb resembles a celestial or celestial sphere, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb glows red and dim light for an additional 30 feet. The orb spreads around corners, and a finger of it points toward a spot within 5 feet of that spot. When touched, the finger illusates one of the following properties: blinded, deafened, or deafened; you can’t touch the creature or touch the creature’s parent or grandchild. Illusion

Binding ring

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You invoke the power of the three elements to strike at specific locations within range. For the duration, each creature no more than 30 feet away from you (including you, and even if you have cast this spell while within 30 feet of you) has resistance to one damage type of your choice: acid, cold, erythema, ile, mudd, maelstrom, or ile poison. For the duration, each friendly creature within 5 feet of any one of these locations has resistance to the triggering damage type. Through the power of the three elements, a creature can perform any action it chooses that isn’t incapacitated and can do nothing harmful about it. Divination

Binding Sphere

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a shaping sphere centered on a point you choose within range. The shape gives you the ability to animate one of the following mechanical properties of your choice: movable terrain, rock, or stone. The sphere appears in any unoccupied space on the ground within range. The sphere doesn’t need to remain in place. if you create the sphere across an area of ground or across a barrier, the barrier is blocked until the sphere is removed. The sphere can hover and is 5 feet tall. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. When the sphere is dispelled, any creature who is currently immune to being charmed or targeted by this spell takes 6d12 radiant damage, and the spell ends. Gravity 300 feet At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 200 for each slot level above 5th. Transmutation

Binding Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of clarity and clarity of being appears in an unoccupied space that you can see within range and that must be within reach of a creature with a Strength score of at least 2 ranks or less. The sphere remains for the spell’s duration. When you cast the spell, you can make a line of teleportation, a long-distance call, or a spell-like ability check using the teleportation ability of your choice. You can use the line to travel across a teleportation, create a long-distance teleport, or cast a spell using a long-distance call. To do so, you must make a telepathic call with the sphere within 30 days. If you cast the spell multiple times, you can have up to three of its duration dedicated to one effect, and you can dismiss such a casting of mind control spell at any time as a bonus action on each casting of this spell. You have the ability to cause the sphere to travel from one end of the visible plane to the other side of the barrier, such as across the chasm opening within reach of a Large or smaller creature, up to 60 feet long, 20 feet high, and 5 feet thick, and so on up to 10 feet deep. When you cast this spell—called a casting of mind control spell—you can cause the sphere to speak one word, manipulate one object in reach, and cause a message to appear in each creature within 5 feet of the sphere. Each creature in the sphere’s space must make a Wisdom saving throw. On a failed save, a creature suffers an effect based on the spoken words’s spoken condition. If a creature succeeds on its saving throw, another creature suffers an effect based on the spoken words’s condition. A creature that succeeds on its saving throw is no longer affected by this spell. Divination

Binding Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a solid object that is made up entirely of space. The object has a total of 11 feet in length, and a radius of 10 feet. The object can be up to 30 feet tall or up to 200 feet wide. Each creature in the area must make a Dexterity saving throw. A successful save ends the effect and the spell ends. On a success, the object is moved to a different location to prevent the effect from affecting the object. Evocation

Binding Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You touch a surface that transforms into a celestial arm of sorts. For the duration, a celestial of warding quality and less might can strike its allies with attacks of opportunity, and it emits bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Any creature in the arm’s space must make a Wisdom saving throw. On a failed save, a celestial takes 8d6 fire damage and is blinded for 1 minute. On a successful save, it loses blindedness for 1 minute. A celestial’s speed is reduced by 10 feet and its normal attack bonus is no longer shared by its companions. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Birds of Prey

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a pile of poisonous, poisonous, and poisonous gums on the ground within range. Each creature in the pile must make a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes 10 poison damage at the end of its turn, and the creature has disadvantage on attack rolls against creatures with poisoned or poisoned breath. Abjuration

Bite Animals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

If you are fighting an unruly beast or a fey, strike it with a weapon that you can reach that ends at a creature or a pile of rubble. It takes 6d6 bludgeoning damage and has a Strength of 3, and it takes 6d6 piercing damage when it hits with a weapon attack. When the attack hits, the target takes 4d6 bludgeoning damage, and the damage increases by 4d6 at the end of each of its turns. Compelled Attack 120 Instantaneous You push a creature within reach and make a melee attack with it. If the target takes the Attack action and doesn’t make a Wisdom saving throw, take 5 d10 bludgeoning damage. If the target fails the saving throw, its longsword falls into a sling and the shortsword strikes it twice, dealing 3d6 piercing damage to both hits. Otherwise, the creature takes 2d6 piercing damage when it reaches its attack bonus vs. weapon checks, and the creature takes 1d6 cold damage when it reaches its attack bonus vs. weapon checks. If the creature fails its saving throw, the spell ends, and the creature is knocked prone. Conjuration

Bite lightning

Casting Time: 1 action
Range: 10
Duration: Until your next turn, you can cause lightning to a

ppear in the ground that you can see within range. The spell does not affect creatures—such as creatures or plants—that have a Strength of 2 or lower. For the duration, you can create a nonmagical spell that deals 4d6 lightning damage to one creature or plant or that has a Strength of 5 or lower and an Intelligence of 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 5d6. When you hit with a melee spell attack that normally hits with more than one weapon, the target takes 4d6 lightning damage. While on the move, the target takes 7d6 lightning damage. If you or another creature you designate has an attack bonus of 2 or higher, the target gains that attack bonus and has advantage on the attack roll. It doesn’t have to make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 5d6. If you cast this spell using an action that can spend a slot of

Bite Lovers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell removes one creature of a type you choose within range. The creature’s hit point maximum and other creature’s hit points are both reduced to 0. If you cast this spell while the creature has no Hit Dice or if you have proficiency with a weapon, it has disadvantage on attack rolls against creatures other than you. For the duration, that creature has disadvantage on attack rolls against you. If the creature has a hit point cap of 2d10 or less, it instead becomes knocked prone and can use its action to make a Strength or Dexterity check with its attack action to regain control of itself, which it can do so at the DM’s discretion. As an action, it can make another Strength or Dexterity check with its attack action, ending the effect on itself on a success. Conjuration

Bite Me

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your spear smites. Each creature of your choice that you can see within range when you cast this spell must succeed on a Wisdom saving throw or take 2d6 piercing damage. You choice one creature or two things that you can see within range, and the target must succeed on a Dexterity saving throw or take 1d6 thunder damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Bite Meiliad

Casting Time: 1 action
Range: 1 mile
Duration: 1 minute

You attempt to bite a creature you can see within range. It must make a bite attack against one of its attacks made against you this turn. If the creature fails its attack roll, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Bite (Melee)

Casting Time: 1 action
Range: Instantaneous
Duration: Instantaneous

Choose two targets that you can see within range. Roll a d6 and decide which targets have Hit Dice. If you roll d4, the targets take damage equal to 1d6 + the target's Constitution modifier. If you roll d4, the target takes 1d6 damage, or half as much damage on a failed save. If the target succeeds on all its saving throw, the spell ends. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. The spell ends if the target fails the spell check. Conjuration

Bite Me

Casting Time: 1 action
Range: Self
Duration: 1 Hour

By bashing against a creature other than you, you attempt to bite one of the target (or several of it at a time) or inflict damage on it. If you do so, the target takes 1d8 necrotic damage, and you can use your reaction to deal 1d8 necrotic damage to it again if you do so. The spell ends if the target attempts to cast a spell or move if it is charmed. If the spell or move requires an action, it doesn’t take any actions. You can use your reaction to dismiss the spell. If you do so, it dissipates at the end of the creature’s turn, and it must then roll a d4 dollabor roll for its total, which is how many hit points it has. Otherwise, it dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Bite Me

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You strike down a foe, either with your bare hands or with your greatsword. Make a melee spell attack against the target. On a hit, the creature deals 1d4 necrotic damage. Whether you hit or miss, your weapon primes the creature with necrotic damage, healing it of the amount of necrotic damage it takes. The target also regains 4 + 1 hit points per level of its weapon. This spell's damage increases when you reach higher levels. At 5th level, you make a single melee attack with your weapon. Additionally, if you hit a creature with a weapon attack before this spell ends, the spell has no effect when the creature takes damage, and the weapon only takes +1 hit points when you hit it with it. If you use your action to move from one place to another while the spell is in effect, you can move up or down three feet in any direction. Both moves are made without incident or penalty, and the weapon strikes and the creature suffers the attack's necrotic damage. This spell ends if you dismiss this spell as an action, taking 3d6 radiant damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Illusion

Bite Me

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and deliver a punch that causes it to lash out in a 20-foot cone, causing it to lash out in a different direction. The target must succeed on a Constitution saving throw or be knocked prone. The target’s hit point maximum is reduced to 0 hit points. The spell’s damage increases by 1d6, and the spell’s damage-dealing effects last until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 1d6 for each slot level above 3rd. Evocation

Bite or bite

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You attempt to bite a creature that you perceive as having been killed or injured. It must succeed on a Wisdom saving throw or be stunned for the duration. When the stunned creature becomes conscious and does so, it deals an extra 1d6 force damage to the target whenever it deals its remaining remaining force to cover damage, and it makes a Constitution saving throw with disadvantage, ending the effect on itself on a success. A stunned creature can use its action to take an action that would normally only target creatures, or choose another creature that it can see or that can see within 30 feet of it, and then make a Constitution saving throw. The target takes 4d4 cold damage on a failed save, or half as much damage on a successful one. An stunned creature can throw off a wind-propelled weapon or a torch that is thrown against a wall by accident and then rolls a d4 psychic damage on the die to see what it throws. The spell ends for a stunned creature if it fails its save attempt or if it tries to use an action to do something else. Abjuration

Bite or Toss

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to strike one creature you can reach. The target takes 2d8 bludgeoning damage from the start of your next turn to the creature’s bare minimum damage. If the target is holding a weapon and the attack hits the target, it takes 1d8 bludgeoning damage from the start of your next turn. If the target is carrying a weapon and the attack hits it, it takes 1d8 piercing damage from the start of your next turn. Conjuration

Bite Small humanoid (humanoid)

Casting Time: 1 action
Range: 10 (Instantaneous, up to 10 minutes)
Duration: Concentration, up to 1 minute

A creature that you touch or otherwise incapacitates must make a melee attack against a creature it can see within range. If the target fails its save, it is frightened for the duration. The frightened target must succeed on a Constitution saving throw or take 2d4 psychic damage. The spell ends if the target attains the Undead trait. After the spell ends, the frightened target returns to its feet and takes 4d4 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Bite, Smite, or Disease

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to stifle a creature’s natural instincts for the duration. The target takes 8d6 psychic damage on your turn, and the spell ends on a successful hit. If this damage makes you deaf or blind for the spell’s duration, the spell ends for you. Conjuration

Bite the Badger

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You pull one animal or an entomological hazard within range that the beasts can’t pass up, causing it to make a melee attack against one creature within 15 feet of you. If the creature fails its save, the creature is brawled up and killed; if the creature fails its attack roll, the creature is freaked out and killed instantly. The creature is stunned, frightened, or gibbering for the duration, and the creature takes 2d8 necrotic damage, and it has disadvantage on all attack rolls and ability checks. The creature can have up to 12 hit points at a time, or it can be targeted only by one effect that targets one creature or an effect area. The creature can’t willingly move or otherwise benefit from being moved, and it is restrained. A target can choose to be brawled up or restrained. A creature restrained by this spell makes a melee attack roll with advantage if it can, and the restrained creature makes the attack roll as normal. Illusion

Bite the Beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You slam a beast of prey or a creature you can see within range on the ground, within range. The beast must make a Strength saving throw. On a failed save, it takes 4d6 bludgeoning damage and is pushed 10 feet away from you. On a successful one, the creature takes half as much damage. On a successful hit, the beast dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th. Conjuration

Bite the Beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spectral demon slaughters its fallen foes in the process. Make a melee attack against a creature within your reach. On a hit, the demon inflicts a disease damage equal to 1d4 + your spellcasting ability modifier. On a miss, the demon instead strikes and suffers disadvantage on attack rolls against the target until the start of your next turn, at which point the demon doesn’t bite or deal any damage. Also, the demons’s health drops to 0. The demons’s natural armor is disarmed and the demons damage and have disadvantage on attack rolls against any creature within 60 feet of them. While in this form, each target has disadvantage on attack rolls against you and that is within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a d8 damage of the demon’s spell damage is added to the end of the spell’s damage. Each target also adds an extra D6 damage of 4d10 to the spell’s damage. Conjuration

Bite the Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A beast or an elemental originating from another plane of existence, or originating from a different plane of existence, pounds against a creature roll equal to 1d4 + your spellcasting ability modifier. The beast’s weight is reduced to nothing more than an object or heavy armor. The beast is hostile to all creatures except you and can’t attack. A celestial, a fiend, or a fiend (your choice which creature is in the game) each have disadvantage on attack rolls against the beast. Evocation

Bite the Beast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your weapon attacks deal an extra 1d6 lightning damage to the target whenever it strikes a non

Bite the Beast

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and cause it to strike a beast of opportunity for the duration. If the target is a Huge or larger beast (such as a longhorn or antler), it comes under your direct attack. If the target is a Huge or larger beast (such as an antler), the creature takes 1d6 bludgeoning damage from the start of your next turn until it uses its action to make a new attack. The target regains hit points equal to 1d6 at the end of each of its turns, and the spell ends if the beast’s hit point maximum or hit point capacity is reduced by more than 100. Conjuration

Bite the Beings

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For 1 minute An incorporeal living being appears and strikes at one humanoid within the spell's range on each of your turns for the duration. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level spell slot, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Bite the Crab

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, up to three silver or bronze scythes or tipped with gems or other gem-like substances strike at targets within reach. Each target must make a Strength saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. If you have a speed of 30

Bite the Dancer

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

For the duration, you cause melee weapon attacks that you can see against a creature within 5 feet of it to be either bludgeoning damage or a piercing damage. The spell ends if you have a weapon equipped. At

Bite the Fox

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Grasping a pebble from a tree trunk, you bite down on the exposed flesh of one creature that you can see within range. That creature must make a Strength saving throw. If it succeeds, struck by the pebble, falls prone, and is restrained by the bark, it deals no damage. If it fails, the creature falls prone, and if it reaches 0 hit points before this spell ends, it takes 6d10 force damage. If the creature w as biting down on its exposed flesh, it makes a pebble-sized bite, and when it hits 5 or fewer hit points, it causes another pebble to emerge from the trunk, healing 1d10 + 10 hit points. Additionally, when the creature drops to 0 hit points while biting down, it makes another bite, healing twice as much. Abjuration

Bite the Grasp

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell lashes out at creatures you choose within range, making them touchless and distressing. If you target an unwilling creature, or a creature that has died but that isn’t immune to being charmed, the spell chooses one of the following attacks: a weapon attack, an attack that a target makes with an attack weapon, a melee spell attack, a melee spell damaged by a weapon attack, a spell attack that a target makes with a spell’s material component, a spell attack that a target makes with an effect similar to that of the spell’s antimagic field. Transmutation

Bite the Grasp

Casting Time: 1 action
Range: 30
Duration: 1 minute

Wise hands or a strong strong breeze might push the flesh of a creature that you choose within range to the strike of its weapon. The target must make a Strength saving throw. On a failed save, the target takes 3d8 bludgeoning damage, and it is struck with a claw of opportunity until the spell ends. As an action, you can release the trigger on the creature, causing it to make a successful saving throw against the claw. Conjuration

Bite the Grasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to crush a creature within range to deliver a severe curse. Choose one creature that you can see within range. The target must make a DC 20 Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. This

Bite the Grasp

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell slices the flesh of a creature whenever it rams into an unoccupied space you can see within range. That creature is unfruitful and can’t be bound by magic for the duration. It becomes diseased and weak against nonmagical attacks until it hits 0 hit points. If you choose a creature, which has the same hit point average as you, its hit point maximum and hit point maximum is reduced by the total number of hit points you have remaining. The creature’s hit point maximum and normal hit points also remain at 0. If you reduce the creature’s hit point maximum to 0 or lose any of its hit points, it suffers from a number of disease spells created by the lich’s lore. While this spell is active, a diseased creature also has disadvantage on attack rolls against creatures that aren’t its kind. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of disease that can’t reduce a creature’s hit point maximum to 0 increases by 1d8, for each slot level above 5th. Transmutation

Bite the Grasp

Casting Time: 1 action
Range: 60
Duration: 1 minute

You hurl a nonmagical weapon, a smaller or larger version of which is a nonmagical weapon, into the air with a range of 120 feet for the spell. The weapon can reach 10 feet in one direction and can hold two charges. As a bonus action on each of your turns thereafter, you can attempt to crush one of the nonmagical weapons within 30 feet of it, which creature takes 20d6 acid, cold, fire, lightning, or thunder damage (your choice) and has its AC�_ TO SHOT reduced by 10. While these creatures are under the effects of the spell’s damage type and have trouble triggering the ability to cast certain abilities, spells, or other spells, you have a 30 percent chance to trigger one of those abilities, a 25 percent chance to trigger one of those spells, or one of those spells' subraces, at any time for the duration. The claw attack deals an extra 20d6 thunder damage to the creature, and its flurry of blows deal an extra 20d6 lightning damage to the creature. The spell’s damage increases by 30d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Bite the Grasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and one of the following effects occurs at the start of each of its turns: - You can throw a ranged spell attack using your spellcasting ability. Hit target: . With a melee attack, the target deals weapon damage equal to 1d8 + your spellcasting ability modifier. If you hit this with a nonmagical weapon, it also deals 1d8 damage of the attacker’s chosen type (at the DM’

Bite the Grasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a strong force of nature at one creature you can see within range. It must make a Strength saving throw, and it does so with advantage if it can. If it doesn’t have any, it must succeed on a Dexterity saving throw or take 2d8 fire damage. Otherwise, it takes 5d8 fire damage on a failed save, or half as much damage on a successful one. Evocation

Bite the Grasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger and strike one creature you can see within range. That creature takes 10d6 radiant damage, and it must spend 3 feet of movement for each foot it spends walking. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Bite the Grasp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You lash out at one creature or object that you can see within range. The target must succeed on a Strength saving throw or be restrained in an extradimensional web of energy for the duration. The web is a sphere with a diameter of 1 inch and a thickness of 10 feet. The web can span up to 10 feet in any direction, and its surface is smooth and translucent. The web has a diameter of 1 inch and a thickness of 10 feet. As the spell ends, the web appears in a 20-foot radius centered on that point. Until the spell ends, the web can’t pass through barriers or through openings on the

Bite the Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A creature you touch attacks you with a force equal to 1d6 + your spellcasting ability modifier. Abjuration

Bite the Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You strike down a creature of Medium size or smaller within range and shape it for the duration. The creature is free to make any and all movement, attacks, and saving throws it chooses, but it retains the limited senses it has with the aid of its senses. The creature is also limited in the actions that it can perform by its own senses, though it can do so even if it is blind or deafened. The creature is limited in what it can see and hear. The creature moves only by thinking and acting out of its mental image of itself as the creature it was designated as, though it is not. The creature can breathe, as one ordinarily capable of doing, but no solid food or liquid remains within it. Even if it could, the creature

Bite the Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to bite one creature you touch. It strikes you in the gut and crushes it in its bones, though the flesh is soft and smooth. For the duration, the creature has grappled, and it has advantage on Strength and Dexterity saving throws. If it fails, it can use an action to slam the creature to the ground, sending it reeling. The creature is immune to all damage, and it has resistance to acid, cold, fire, lightning, and thunder damage. Abjuration

Bite the Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Tongues of silver gleam in the Dark Lord’s eyes, and the lips of a serpent bite its victims. For the duration, a target that fails its saving throw is restrained and has the lowest AC possible against all attacks it takes. A restrained target can use its action to make a Strength or Dexterity check against your spell save DC. On a successful check, the spell ends for it. The restrained target can use its action to make a melee spell attack. The restrained target can hit with the attack, but the creature must be conscious or the creature must make a melee attack before it can use its action to do so. The creature is restrained and can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is freed using either its action or a bonus action it took to leave the restrained state. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Bite the Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with a painful grasp of poison. The target must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Bite the Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike a creature that you can see within range with a melee weapon or with a nonmagical weapon, making the creature take 3d8 slashing damage. The creature must make a Strength saving throw. On a failed save, it takes 6d6 slashing damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Bite the Grineer

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to bite a creature. It takes a bite, or a knock, to move away from you and make a melee spell attack. On a hit, the creature is restrained. The creature is then killed if it isn’t restrained. You can end this spell early if the creature fails a saving throw against a nonmagical noncreature or by accident, as in this case. The creature is killed if it isn’t restrained, and the creature is restored to full health. Conjuration

Bite the Hounds

Casting Time: 1 action
Range: 60
Duration: 1 Round

You attempt to bite the creatures that you consider to be near enemies. If a creature is attacked by a creature before the spell ends, the creature that attacked is now knocked prone. That creature can take damage as normal, and when it does so, it takes 2d10 force damage, and it can’t take damage from more than 5 feet away. Conjuration

Bite the King

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Tears drip down from your enemies feet and strike at the same rate you would for a punch. For the duration, they deal 1d5 + 1d6 bludgeoning damage to each other when you land a punch. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Bite the Sickness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wyvern in the nature of life devours someone within range. For the duration, the undead takes 1d8 necrotic damage, and the target becomes blinded and deafened until the end of your next turn. 1. Attacks roll against the target. On a hit, the target has a flying speed of 60 feet. On a miss, the spell

Bite the Thaumaturge

Casting Time: 1 action
Range: 120
Duration: 1 Round

You attempt to strike a foe with a melee weapon in a street or on the ground, creating a street of teeth or claws on the ground. The creature must succeed on a Dexterity saving throw or be restrained for the spell. The creature falls prone and is instantly blinded or deafened (your choice) for 1 minute or until it drops to 0 hit points. To a restrained creature, the spell is a slashing spell, dealing 1d8 piercing damage to the target. The restrained creature can use its action to make a melee spell attack against the creature restrained by the spell, ending the effect on itself on a success. A creature restrained by the spell can use its action to make a new one with advantage. If a creature restrained by the spell makes an attack roll with the attack, the creature is killed. A creature restrained by the spell makes a new attack roll with the new attack bonus. A creature restrained by the spell makes a new unblinking check made with that check made at the start of its turn. A creature that makes a new attack roll with a check this way must make a new attack roll with it the following round—if it has it, the creature makes the check again if it succeeds. A creature’s saving throw against this spell is failed. Evocation

Bite the Wrecker

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You slap a wick of poison on a creature or object that you can see within range. When the wick is used, the target takes 2d6 poison damage. This spell ends if you cast this spell again.

Bitter Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A frigid atmosphere springs into being within range to chill your flesh. Until the spell ends, your flesh warm to frigid temperature, and within the spell’s duration, the flesh softens and stiffens. You can use your action to break the hardening by creating a 15-foot long cone of frigid light that extends from your shoulder to a point within range and then dim light for an additional 15 feet. This cone can’t overlap or ward off the chill. The frigid light can’t illuminate magical doors, or create magical wards or similar that limit access to a specific area or activity within the past 100 days. Abjuration

Bitter Earth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You throw a blast of earth, an icy wall, or a liquid that is either liquid or solid. Make a ranged spell attack against a creature within 5 feet of the spell’s area. On a hit, the target takes 1d8 cold damage. Evocation

Bitter End

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth the spirits of the dead and ask them to bring forth the spirits of their dead relatives. Choose a common ancestor, a duplicating ancestor, a cousin, or a nephew of a creature the creature is creating (a member of a race, a divine being, or some other divine or supernatural being). The spirits give you information about the current status of the creature’s severed body, if any, along

Bitter Endowments

Casting Time: 1 action
Range: Touch
Duration: Augment Object

For the duration of the spell, you can touch an object that has been subjected to an attack, spell, or other magical effect. This spell can also be used to affect any object that has been subjected to an effect or has been changed in a manner that can cause the object to be affected. The affected object can’t be changed, but it can’t be permanently damaged. Divination

Bitter End

Casting Time: 1 action
Range: Touch
Duration: 8 hours

By means of a powerful curse, a creature within range has a painful bruise forming on its body. This bruise can be as large as your hand, up to 1 inch thick, and lasts for the duration. At the start of your lightning action, you can target an unwilling creature making the attack with a weapon or a spell made using magic weapon ammunition drawn from a bard's hand or a staff drawn from a bard’s bard of choice. The target must make a successful Constitution saving throw to resist the spell. On a failed save, the creature can choose to become blinded until the spell ends.

Bitter Light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Light dim light up to 10 feet in a 10-foot cube, and up to 10 feet long. The light can be dimly lit, but it must be at least 1,000 lumens or dim lighted. It can’t be turned on or off by

Bitter Pain

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A deafened creature takes an amount of acid damage equal to 1d6 + your spellcasting ability modifier. You can use your reaction to create a burst of acid that deals 1d6 acid damage to one creature within 15 feet of you. That creature must succeed on a Constitution saving throw or be affected by this spell for the duration. As a bonus action on each of your turns, you can choose to cause the shock to persist, making it more powerful before the condition is met. The shock leaves a 1-foot-radius sphere on each of your turns that is illuminated, and it lasts until the spell ends. Using multiple shocks at once makes each spellcasting turn more difficult. If you cast the same spell twice, the second one deals 1d4 acid damage to you instead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d6 + your spellcasting ability modifier. When you cast a spell using a spell slot of 3rd level or higher, the damage increases to 2d6 + your spellcasting ability modifier. Conjuration

Bitter Pain

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You cause numbing pain to form around one creature or object you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit point maximum or maximum levels or the size or shape of its hit points, and it doesn’t mend the target’s wounds. The spell ends if you use your action to do anything magical or harmful to it. Transmutation

Bitter Roar

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You launch a powerful blast of acid that can penetrate all armor and spell resistance

Bitter Smite

Casting Time: 1 action
Range: Self
Duration: Concentration

Concentration, up to 1 minute Until the spell ends, the fiery fist of your weapon strikes up to five creatures of your choice that you can see within range. Each target must succeed on a Constitution saving throw or be affected by the fist for the duration. Each affected target takes 4d8 damage of the chosen type at the start of each of its turns, and it adds its own poison or disease damage to the total. While affected by this spell, a creature can’t attack or use reactions. On its turn, it can use any reaction it has, but must use two uses of its action to do so. Abjuration

Bittersteel Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature. The target takes damage equal to your spellcasting ability modifier. If you hit, the target takes 2d10 bludgeoning damage. If the target is wearing armor, the damage is reduced by 1d10. Illusion

Bitter Taste

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell transforms a creature’s saliva (your choice), when it is pure white, into acid for the duration. At the end of the creature’s next turn, it must roll a d4 and add the number rolled to the attack roll or cast the spell again. Also, a creature that dons this spell becomes animated against the DM’s statistics for the duration. This spell makes a creature seem thinner, sicklier, or fatier than it actually is. The transformation also transforms the creature’s saliva into bitter, bitter food. The transformation takes 1 hour on a creature by creature basis. At the end of your next turn, the creature can eat whatever it’s still sensitive to can’t handle. If the creature’s saliva dries, it withers, and it can’t make another Constitution saving throw. Conjuration

Bitter Truth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You whisper, "I'm sorry. I had a dream about it." It is a dream, and it has a horrible ending. You are a vampire, and you are the subject of a spell. You have a total of 10 hit points, and you must be within 60 feet of the target for the spell to occur. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 necrotic damage and loses all its hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to dismiss the spell as an action. Conjuration

Bitter Truth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You awaken in a creature you can see within range and hear it utter your deepest secret. The creature is under your control and must succeed on a Wisdom saving throw or become frightened for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell still lasts for the duration. If you cast this spell multiple times, you can target one additional time for each spell slot spent. Abjuration

Black Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Seven minutes, either from a bonus action of your choice or a bonus action of your choice, you launch a burst of black-and-white energy at one creature of your choice that you can see within range. The target takes 4d6 thunder damage, and its speed is reduced by 10 feet until the start of your next turn. The spell ends. If the target takes damage before then, it can repeat its saving throw at the end of each of its turns. If the target takes damage before it can target again, the spell ends. Whenever the target takes damage from this spell, it can repeat the saving throw at the end of each of its turns. If you maintain your concentration on the spell, the spell doesn’t stop. Each time the spell is cast, more damage is dealt to the target as your spellcasting ability is met. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage dealt by the attack increases by 1d6 for each slot level above 5th. Evocation

Blade Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You imbue a sword or shield with a magical power that allows it to defend against ranged attacks, both melee and ranged (but not necessarily close) attacks. The sword or shield then functions as if it were a normal weapon. The spell ends if you cast it again or finish a long rest. Divination

Bladed Hand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw your own weapon and use it against a creature within the spell’s range. To hit, the target must make a Dexterity saving throw. On a successful save, you throw your weapon against a target of challenge rating 5 or lower. If the target fails the save, it can use its action to automatically throw a nonbonded weapon at you. The weapon then skips its reload animation and continues to do so. If it has already worn off before the spell ends, you can dismiss such a weapon as an action, but if it is returned to its normal state, it is no longer wielded by it. Transmutation

Blade Flurry

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You flutter your sword in the air and weave it around a point you can see within range. The point spreads around the spell’s area in such a way as to create a 40-foot cube of air within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. As you increase your exposure to the spell, you must adjust your sword to fit your new environment. If you use a warded weapon, shield, or similar component, the warding effect of the weapon is lost. For daggers and rapiers, the warding effect of the weapon is restored. For rapiers and longswords, the warding effect of the weapon is restored. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional daggers or longswords for each slot level above 1st. Evocation

Blade Flurry

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You launch a flurry of magical energy at a creature within range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 4d10 fire damage. On a failed save, the target takes 3d10 fire damage. At the start of each of your turns until the spell ends, the target must make a Constitution saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area, burning them to ash. On a hit, the target is restrained, and you can use your action to break free by speaking one of the language options above. Evocation

Blademaster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You reach into the mind of a creature you can reach and shape it in anything from the flames of battle to the screams of beasts. The creature comes into being at the start of your turn as a Tiny, you gain the ability to affect the target with magic, and the creature becomes friendly to you until the spell ends. The creature’s statistics are attested to, and you have advantage on all Intelligence and Wisdom checks. The creature is intelligent and attuned to its environment. While friendly to you and dealing damage to it, you can‘t affect it with melee attacks. Transmutation

Blade of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You have the power to reshape the physical world around you, reshaping it to create a new reality. Choose a location that you can see, such as a city or a temple, or choose one or more other locations that are widely known. You can then call forth the force of nature to compel any creature within 30 feet of the location you used to cast this spell to make a Constitution saving throw. An unwilling creature must succeed on the save or be affected by the spell. If a creature fails the save, it can choose an alternative destination. If the destination is a place you have never visited before, the spell fails. If you cast this spell over a permanent object, such as a book, a temple, or a stronghold, the spell fails. If you cast it over a permanent object created by an ability, such as an influence or a magic weapon, the spell fails, and the target is affected only by your choosing. Divination

Blade of Fire

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute�You create a beam of

fire in a 10-foot cube centered on a point you can see within range. The beam lasts until the spell ends. The beam is a ranged spell spell with a range of 30 feet. The beam can be targeted by any creature that can see it. It is visible only to creatures of your choice that aren't wearing armor. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target up to ten additional creatures for each slot level above 1st. Evocation

Blade of phoenix

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You project a shard of bright light in a location you choose within range. The spell fails and remains in the spell’s area for the duration. At least one phoenix rises each morning for 10 minutes. The spell ends when one or both of the following effects set off any effects on the same creature or at least one phoenix. The compulsion ends. You can use your action to dismiss this effect. Choose one of the following effects on the same creature or at least one phoenix again. The effect temporarily ends (e.g. a strong wind produced by an action or a blast of lightning produced by a special spell)). Under certain circumstances, you can also use your action to dismiss the effect, creating a new one, if you wish. Such a creature can be a human or a fey (the DM chooses the fey). The new form can be anywhere on the same plane of existence as the one you turned). You can use your action to temporarily banish the phoenix. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can send the phoenix back in time as a permanent fixture of your home. (This spell can also be cast on creatures that have expired or been disenchanted.) This spell can restrict the movement of creatures that have died, as well as events as presence or demerits that have passed. Physical interaction with the phoenix reveals it to be a kind of fiend or fiathole, for it can approach a creature in—through the space of its body, away from it, and even to touch it. As a bonus action, you can mentally

Blade of the Nine Tones

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You strike the mind of a creature you can see within range, making it aware of your presence and drawing out any or all of the information it needs to understand a topic that it isn’t familiar with. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and is prone. On a successful save, the target takes half as much damage and isn’t affected. At the end of each of its turns, the target can make another Wisdom saving throw. If it succeeds, this spell ends for that target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion

Blade Shuriken

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw a shuriken from the air and throw it at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage. The spell’s damage increases by 1d8 when you reach higher levels. Evocation

Bladestorm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell grants a spectral, warhorse-like creature a temporary form that it uses when it dies. The spectral creature can be up to five feet long and 10 feet high, and has a visage of lash-like fur covering its body and hind legs. The creature speaks one language (your choice, which you can understand), two languages of your choice that are both written in serrated runes, and one language that is spoken only by one creature with a voice over it (your choice), which you can understand and understand. The spectral creature can’t attack or target other creatures, but it can reach into other creatures’s spaces and use magical means to move up and down its body and limbs to reach its destination. In addition, if a creature moves over a pit or a hill, the spectral creature can crush there to deliver a siege weapon attack. If the creature attacks an undead, it has advantage on the attack roll, though it can choose to be knocked prone (if it isn't knocked prone, the creature makes an attack roll that uses additional movement). At

Blade Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your blades strike up to three enemies within range. Each target must succeed on a Dexterity saving throw or be thrusting forward, up to 30 feet, toward the target. The target must succeed on a Dexterity saving throw or be pushed up to 5 feet away from the point of impact. Necromancy

Blade Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A strong wind carries your weapon across the room in a straight line toward a creature of your choice within 30 feet of it. The wisp spreads around corners, and in the area where it spreads, up to 5 drops of blade wind are dropped. When a creature starts its turn in the area, roll a d4 to determine whether the wisp is within 30 feet of it, of which wisps the creature is affected. If you are the target of this spell, you instead make a DC 15 Strength check. If you are not, the creature takes 3d8 slashing damage. If the wisp is on the ground or flying, the creature takes 2d8 slashing damage of the kind you chose. Evocation

Blaming Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to ten pillars of roaring energy to erupt from you and fill a trench up to 20 feet in the trench. Choose one pillar within range. A pillar of roaring energy springs from you to a point of your choice within range. The pillar rises in a straight line toward a point of your choice within range and then explodes. Each pillar is then destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the energy increases by 1d6 for each slot level above 2nd. Evocation

Blamstone**

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A nonmagical rock that you choose is hurled 5 feet above the ground at a point within range. You can make the throw target either flat- or spaced 2 feet from the ground, and it can’t drop the rock if it leaves its range. You make the sling ring larger, and you can make a sling staff or a sling pole smaller or no sling at all. If the sling is broken, disintegrate it, creating a 10-foot deep pit that is easy to reach and fast-traveling. You can use your action to create a small earthquake on the ground behind you. Each creature being affected must make a Strength saving throw. On a failed save, the creature can barely move and is restrained for the duration. A creature restrained by the sling can use its action on each of its turns to make a Strength attack against a creature within its reach, ending the effect on that creature. Abjuration

Blanket

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You form an invisible, flickering mass of smoke that lasts for the duration or until someone uses a spell of 4th level or lower to cast a spell of 5th level or higher. For the duration, the shape distorts and distorts as you try to make one melee spell of reach, which spell you've chosen. If you succeed on the spell, you transform into a flammable object with 20 hit points and no spell slots. The flammable object is immobile while you are affected by it. A creature awakens and regains hit points equal to half the amount of Hit Points restored by the flammable object. Transmutation

Blanket

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

By means of this spell, you create a blanketing blur that appears at a point of your choice within range, moving as a spell cast. The blur lasts for the duration, and it deals no damage if it has been created. If you cast this spell again instantaneously damages the blur, but it still appears, the spell ends. When you cast this spell, or as a bonus action on a later casting of this spell, you can alter the

Blank Slate

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You touch the ground in a flat area and deposit a solid surface in it. The ground is smooth, but the thickness is uneven. The ground can be dirt, gravel, rock, or other solid material. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if it is safe from falling. A creature can use its action to determine the thickness of the area. On a success, the ground turns opaque. An object that is less than half its normal dimension must fall into the ground to fall into it. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if it is safe from

Blank Slate

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A shimmering void appears in the ground at a point you choose within range. The solid surface appears to be made of stone or mud. You can create the void by pouring the material into a 5-foot deep cistern on the ground outside the spell’s area. You can use the spell’s area within to create a void extending from the spell’s interior to the ground outside the spell’s area. You can also use the void as a means to create a void extending from the spell’s interior to the ground outside the spell’s area. The void extends into the space you choose and remains so for the duration of the spell. The void can exist anywhere on the ground outside the spell’s area, so long as you are standing on it. When you cast the spell, you choose the material from the inside of the void. A void’s interior can be as small as a 20 feet cube, up to a 20 foot cube plus an area extending from the spell’s interior as a bonus action on each of your turns. The void fills a 10-foot cube. If more space is occupied by an interior void, that void fills a 20-foot square, with the material from the interior filling the square and the void created there. This casting requires a different material from the spell’s interior. You can use a material from the spell’s interior as long as the spell’s area is neither too small nor too large for it to occupy. The casting requires a different spellcasting style from the one you choose, though it always ends a spell. Conjuration

Blank Stone

Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Duration: Instantaneous

You create a portion of stone that appears to be a blank sheet made of stone. The stone lasts until the spell ends or you make a casting using an action to shape a piece of parchment that you can see within range. You choose a point that you can see within range on a solid surface, such as a wall or a ceiling, and that fits within a 5-foot cube. You or an approved servant of your choice that you can see within range can use its movement to create the blank stone. If you use a spell slot of 7th level or higher to create the blank stone, you must spend 4 uses shaping the stone. If you use a spell slot of 8th level or higher to create the blank stone, you must spend 4 uses shaping the stone and need not use any spell to animate it. Each time you make a casting of the spell, you can shape the stone into any stone you choose, provided that you do so at night. If you shape the stone into a solid object, stone, or slab, you create the impression of solidity and strength, creating a seamless illusion for the creature. The stone sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that can see through its vision is blinded for 1 minute. A creature blinded by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the spell ends for it. Transmutation

Blardocate creature

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create an invisible barrier between two creatures. The barrier is 1 inch thick and can be up to

Blard of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to make verbal and written verbal and written magical spells. You can also cast this spell with a verbal or written spell slot of up to 10th level. You can make either spell at the same time. On a successful save, the spell fails. You can use your reaction to make the spell again. On a failed save, the spell ends. If you cast this spell again, you can use your reaction to end it. If you end it, the spell ends. Otherwise, the spell ends. The spell lasts for the duration. It can also end on a failed save. If you use your action to cast the spell again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Divination

Blaspheath

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a glowing sphere of force 30 feet long and 10 feet wide to burst out from the center of the sphere and burst out into a swarm of 20 creatures. The swarm can be up to 10 creatures or up to 10 creatures plus one additional creature for

Blasphemous Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Instantaneous Describe a region of fire that is neither bright nor cold. Until the spell ends, the region appears bright and cold to the closest creature of its size who can’t be blinded or otherwise affected by fire damage. The region isn’t necessarily a place of fey or fey magic, but rather a place where a creature can fly or swim. You can specify a place where the spell ends, or specify one of the following conditions for the spell’s ending. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Blasphemous Brood

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

You transform a Large or smaller beast that you can see within range into a gargantuan gaseous form. For the duration, the beast is unfurlingly large, reaching for as high as a 10 foot pole. The beast remains hunched over its surface for the duration. If you move the beast so that it appears to be casting a spell, its speed is tripled, and it gains the ability to fly. It gains the ability to reach down to the ground, which it can but barely reach under the surface, so using it to jump and grapple creatures is a good strategy. When the beast appears to be hovering, it appears to be casting a spell, and it has the m inger of a spell of 3rd level or lower. If the beast has any remains, they must be no higher than the spell’s level. Creatures are also stunned while within the beast’s grasp. Divination

Blasphemous Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Until the spell ends, you can see through clouds in a 20-foot-radius sphere that you can see within range. If you don’t have a sphere, you can use your movement to move up to 30 feet in any direction. In addition, you can’t change the appearance of any objects in the sphere or the appearance of creatures in it. Make the spell’s appearance with appropriate equipment. You can also change the appearance of other creatures in the sphere. You can also change the appearance of creatures on the ground in the sphere, though they must

Blasphemous Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud that spreads across an area that you can see

Blasphemous Object

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: 1 Round

Three creatures of your choice that you can see within range appear in a location you choose within range. An unwilling creature must succeed on a Wisdom saving throw to resist the spell. A creature that succeeds on its saving throw is unaffected by this spell. If a creature is attempting to cast a spell with a range of 30 feet or less, it must first

Blasphemous Remains

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a vast void, leaving behind a ghostly, glowing corpse. The corpse must remain unharmed for the duration. The corpse sheds no light, and it can't be seen. As a bonus action, you can move the corpse up to 30 feet in any direction. The corpse sheds no light until the spell ends. You can also use an action to move the corpse up to 60 feet. The corpse sheds no light until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Blasphemous search

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You cast this spell at a point you can see within range, and the creature you choose must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed by you, you can choose one of the conditions that would be met if you or someone else were charmed. The target has resistance to nonmagical damage. You can use your action to cause a creature to make a Wisdom saving throw to break the spell. On a success, the creature takes 6d6 psychic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Blasphemous Spirit

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A spirit appears and whispers to you in a language you can see within range. Until the spell ends, the spirit speaks the language of a fiend or a demigod. The language must be written on a surface that you can see, such as a book, a box, or a table. The creature must be familiar with the language and knows the language. The creature is under the control of the spirit if it is capable of speaking the language, if it is willing and able to answer your questions, or if the creature is hostile to you. The spirit is willing to aid you in any way it chooses, but it must focus on your saving throws and attack rolls. While the spirit is focused on you, you can use your action to cause the creature’s saving throw to fail. The creature is under your control for the duration. Once the spell ends, the spirit speaks to you again, but this time you must use your action to speak your mind. The creature speaks in an unintelligible, nonsensical manner, and you must roll a d8 to determine whether the utterances violate the languages you’re speaking in. If you are able to understand the utterances, you understand the message, but the creature’s true nature is in doubt. If you are able to understand the utterances but the creature is hostile to you, the creature speaks in your language. If the creature is friendly to you, the creature speaks to you in your language. The creature can’t target you

Blasphemous task

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose a creature within range that you can see within range. The target must make a Charisma saving throw. On a failed save, it becomes incapacitated for the duration. At the end of each of its turns, it must make another saving throw. On a successful save, it is no longer incapacitated. The spell ends for it. Necromancy

Blasphemous Taskmaster

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You make an arcane task a reality. You choose a task that is difficult or impossible to do within your current sphere of influence, such as a task requiring nearly no effort or requiring nearly no thought. Once performed, the task remains as it is without interruption, but you can make a new task difficult or impossible for the duration. At the end of each of its turns, a task can be accomplished, requiring either a different task or a different activity. The task can be any task that you choose, up to and including creating a task that requires an activity or raising or lowering an activity’s price. The task’s price is determined by dividing the price of a task by one, as determined by the DM. The DM might suggest a price that is a little higher, a little higher, or a lot lower. Once a task is accomplished, it disappears from the task list and is no longer needed. The task itself is simple and repetitive, but it provides enough information to track down the task as it occurred. For example, a task that requires only a few words might be simple enough to remember for years. A task whose task description includes a creature’s name might require even more intricate training, depending on the circumstance. At the DM’s option, the DM might choose a task that only appears in the spoken language of the chosen creature. The task might require a long time commitment, or it might require a particular activity or task, which might require the casting of several spells at a time. The DM gives each task a name. The task might be a simple task, performed with skill, wit, or a combination of these skills, based on the circumstances, and requiring only a few words to complete the task. A task requiring more than just a few words might require a greater effort, more skill, or a different activity entirely. If the task requires a greater effort, more thought is expended, and more time is consumed, the task might be broken or interrupted as the DM deems appropriate. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional task for each slot level above 6th. Transmutation

Blasphemous text

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

This spell allows you to turn words into images. When you cast the spell, choose a password that you believe to be appropriate to the words you choose. An image is a piece of writing that appears within range on a surface you

Blasphemy

Casting Time: 1 action
Range: Instantaneous
Duration: You point a spell of holy wrath at a creature that

you can see within range. The target takes 2d8 necrotic damage and must succeed on a Constitution saving throw or be cursed with a certain curse. If you cast this spell on a creature that can see the spell, it is blinded, deafened, or has resistance to one of the following effects. The target takes necrotic damage equal to 2d8 + your spellcasting ability modifier. If the casting of this spell is interrupted, the target is cursed with a curse. If the casting is complete, the curse ends. The spell ends on a target that you can see within range. A target must also make a Charisma saving throw. On a success, the creature is cursed with a different curse. If a target chooses to end the spell on itself or one of its companions, that target takes 2d6 poison damage instead. Any creature that fails its saving throw must succeed on a Constitution saving throw or be cursed with a similar curse. For the duration, the target can repeat the saving throw at the end of each of its turns. If it fails the spell, the spell ends. When you cast this spell, choose one of the following

Blasphemy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A creature you can see within range takes 5d8 acid damage on a failed save, or half as much damage on a successful one. Evocation

Blast Furnace

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a pillar of roaring flame that spreads around corners and reaches 25 feet high. The flame is 1 foot thick and lasts for the duration. The flames wreathe you in a spray of black smoke that extinguishes any flame in the pillar. Any creature that starts its turn in the pillar’s space must succeed on a Strength saving throw or take 1d8 bludgeoning damage. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Blast of Ammonia

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A whirlwind of ammonite erupts from a point within range, moving slowly, explosively, and explosively in a direction You choose within range. The whirlwind travels 1 mile in a direction you choose, and it does so with disadvantage if you have a free hand path through it. It is unprotected except for a spell slot of Bless Spell and weapon’s reach. The whirlwind lasts for the duration or until a wind of adamantine fills it. It covers a radius of 40 feet equally divided between you and the whirlwind. Roll twice; if you are on the ground, the whirlwind instantly blocks you and lasts until cleared out. If you are within 30 feet of the whirlwind, make a melee spell attack against it. On a hit, the attack deals an extra 2d6 force damage. During the spell’s duration, you can use your action to move the whirlwind up to 40 feet in any direction, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind deals an extra 1d6 force damage to both physical and magical damage it causes when it strikes a creature. Additionally, on each of your turns for the duration, you can use your action to move the whirlwind up to its speed and to halve its speed for each additional foot it travels. In addition, there is an additional cost for each creature that is within 30 feet of the whirlwind when it strikes a creature or a

Blast of might

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You strike the weak against an enemy, knocking them prone and granting them a +2 bonus to attack rolls and saving throws. For the duration, a mote of ichor flies up to you and ends any effects that might have affected a creature or a random creature within 1 mile of the wall on that turn. For the duration, the mote has disadvantage on attack rolls against undead and Wisdom (Perception) checks that a creature uses to realize its action are wasted. Whenever a creature ends its turn in any way, or attempts to cast a spell, a mote of ichor flies up to you and strikes the creature as it flies. The creature must succeed on a Constitution saving throw or take 4d8 radiant damage. This spell's damage increases by 1d8 for each slot level above 1st. Conjuration

Blast of Thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A line of force 120 feet long and ten feet wide appears and ends in a line of fire of 1 inch thick and 10 feet long. The line of force appears on a point you can see within range. The line of force spreads across the ground, and you can use your movement to make a ranged spell attack with it. On a hit, the line of force deals an extra 1d6 force damage. Conjuration

Blast of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

As a bonus action, you can move up to 100 feet and create a 10-foot-diameter blizzard of whirling air churning tires, churning razors, and churning floors within range. Each creature that starts its turn in the bl

Blast of wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Roll a d10, and instead of thundering from your hand, create a 20-foot-radius sphere of whirling air centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. When you cast this spell, each creature takes 1d8 thunder damage, and it becomes a thunderous noise for 1 minute. When you make the saving throw, you can specify creatures of the chosen type that follow the same pattern until the start of your next turn, at which point the spell ends. Creatures of the chosen type repeat the saving throw DC. If you used this spell to cast a spell and the spell ends before you have finished it, you must finish it again to do so. Creatures that ended their turns in the area before or after you cast this spell must make a Constitution saving throw at the end of each of their turns, taking 1d10 thunder damage on a failed save. Evocation

Blaze

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a dazzling display

Blaze

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a cloud of smoke that explodes in a 10-foot radius. Three creatures of Medium size or smaller can fit inside the cloud. Each creature in a 6-foot radius around the cloud when it appears must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. If the spell fails, it ignites flammable objects in the cloud that are still in contact with solid surface. The flames can be extinguished by a simple igniting hand or by pouring cold water over them. A wind can disperse the flames. When extinguished, any flammable objects inside the cloud remain but are trapped. A creature is also unaffected by this spell for 24 hours. Transmutation

Blaze Arrows

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create three bright flame arrows in your free hand. Each creature of your choice that you can see within range must succeed on a Strength saving throw or be drawn into a fiery pit, centered on the point you chose. The arrows explode when the spell ends. Each target takes 4d8 fire damage and 5d6 cold damage on a failed save, or half as much damage on a successful one. The arrows then leap at targets up to 60 feet away. Evocation

Blaze Arrows

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flames wreathe one human shoulder and direct it upward, extinguishing flames in the air and igniting flammable objects in the ground under it. The flames burn for a limited time and extinguish unprotected flames in the area. A wind-powered propeller (20 miles per hour) can propel the flames upward, but it is limited in the movement to 60 miles per hour. Evocation

Blaze Arrows

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create an arrow or arrow trap inscribed with a magical light within range. Each creature that stands in the area, including you, must make a Dexterity saving throw. The trap automatically triggers if a creature moves into the area while you are within 60 feet of it. When the spell ends, any creatures or objects trapped within the trap are launched into the air and take bludgeoning damage equal to 2d6 + your spellcasting modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the trap triggers on each of its triggered effects. Each time a creature fails a saving throw during the duration of a truesight spell used to levitate or stave off death, it falls, must spend the spell, or ends its turn within 5 feet of the trap. Enchantment

Blaze Arrows

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Describe soothsayers speak of an invisible, liquid, impassable wall of fire, 300 feet high, whose walls can be formed by fire or stone, and whose interior is airy and serene. Each wall bears a unique meaning and can be created by any of the following acts: a) Any creature that starts its turn in the wall at the start of your turn (and can’t be targeted by spells or otherwise take any damage while in the wall’s space) makes a Dexterity saving throw. If the creature succeeds, it isn’t engulfed in flames. b) You cause flames to race in a 20-foot-radius circle on each side of the wall. Each creature or object within the flames sheds bright light in a 5-foot radius and dim light for one level. Any Huge or smaller or larger object or object or circumstance described above must also work against you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flames shed by the wall are three times as large as normal for each slot level above 1st. Evocation

Blaze Arrows

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

Blaze arrows erupt

Blaze of Death

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Bolstering with glimmering fire, you create an invisible flame that spreads out across a solid surface and lasts for the duration. At any time after the flame reaches its maximum extent, it emits bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for each slot level beyond 1st. Conjuration

Blaze of Grisaia

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering sphere of light appears in a spot of your choice that you can see within range. The sphere lasts for the duration, and it becomes a prismatic prismatrix. The sphere transforms into a prismatic prismatrix when you cast this spell. Each creature in the sphere must make a Constitution saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Blaze of Life

Casting Time: 1 action
Range: 90
Duration: Up to 10 uses

You conjure up a nonliving flame, a torch, or some other visible substance that sheds bright light in a 60-foot radius and glows in a 20-foot radius. The flame remains for a duration and dim light for an area of bright light within 120 feet of you. The flame is an ooze of greenish-white coloration and dim light in the area. The flames turn flammable or non-bromant materials such as stone or snow into solid objects and vice versa if they are on the same plane of existence. A solid object that isn’t in an area of darkness (such as a wall) and therefore isn’t partially illuminated and still being affected by light, such as a bowl or a large rock, becomes opaque until after 90 days have passed. The spell ends if the object or liquid is w e r engulfed in water, if the creature is caught in the flames and burns in the same manner that a fish has done in

Blaze of might

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike the nearest creature of your choice within range. Any creature other than you that you can see within range takes no damage if it takes 5d6 bludgeoning damage or more. Evocation

Blaze of the Dead

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You make a ranged spell attack and take 4d

Blaze of Whispers

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates audible whispers within a 30 foot cube centered on a point you choose within range. Until the spell ends, you can use your action to whisper a few words to a creature you trust and which is friendly to you. If you speak the words, the creature answers your questions honestly and with a level of honesty that most other creatures couldn’t

Blaze of Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You weave together two objects—stones and wood—to create a magical beam of light that strikes one creature you can see within range. The target must succeed on a Dexterity saving throw or be affected by the beam. A creature that fails the save must succeed on a Constitution saving throw or be blinded until the spell ends. The spell ends if you cast it again. The target can use your action on each of your turns to switch objects made by the spell to one of the following: a) A torch; b) a lantern; c) a mace; d) a simple weapon (your choice which you use when you cast this spell); or e) a piece of jewelry. The target must succeed on all saving throws, and it can’t be charmed or frightened by this spell. Illusion

Blaze Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 20-foot square puff of flame that spreads around corners and spreads over land and air for a number of minutes equal to 1 minute per caster level. That spell has no effect if the globe is 6 feet or smaller or if you choose a point within range. If you choose a point within the range, the flame spreads out over anything it touches, extinguishing unprotected flames if it touches it or creating indentations in the ground if it touches it. The flame spreads around corners, up to 30 feet, and is visible from up to 50 feet away. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flame spreads among celestials, elementals, fey, fiends, and undead that you choose, which have spell levels equal to or less than the target. Conjuration

Blaze Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a sphere of black flame that lasts until the end of your next turn, and it explodes in a 5-foot cube on impact

Blaze strike

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

Flame like blades wreathe your body, freezing your prey to death. Make a melee spell attack against the target. You have resistance against the attack for the duration. While frozen, the target must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Evocation

Blazing Arrow

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You emit a brilliant flash of brilliant light that lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 radiant damage, and you can target one additional creature for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above lst. Evocation

Blazing Arrow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a flying celestial or a giant celestial by laying m arrows on ground, lightly piercing its head and shedding bright red sparks at its command. The spell costs 10 arrows and 5 bolts, and none of the projectiles can hit creatures or structures. If you send a celestial or a giant celestial into an open space but don’t contain its space within, it flies over a rock or a solid object and strikes the rock or solid object as it strikes it. Any creature on the ground that ends its turn within 5 feet of the celestial strikes the rock or solid object, and any object that the celestial strikes is struck by another creature or carries with it the creature’s deflection strike modifier while it is still within 5 feet of the rock or solid object. The celestial strikes with a nonmagical weapon that is within 5 feet of the weapon and that is no larger than a 50-foot cube. If the weapon hits a creature or a piece of ground within 5 feet of the weapon, the celestial flies and strikes it with a nonexplosive nonmagical weapon. While struck by the weapon, the celestial has advantage on attack rolls against creatures or structures that aren’t within 5 feet of the weapon or within 5 feet of the wall. The celestial can fling its weapon at a creature, a construct, or a creature within 5

Blazing Arrow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a beam of magic-infused energy at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 magic damage. Choose a length of twigs, branches, or other branches as thin as a thin sheet of thicket, and serve as a basic spell attack for that spell. You can move the target up to 60 feet per round in a direction you choose. If you move in a straight line, the line repeats for each foot of hair on the target. Each foot of hair counts as 3 inches on each side of the creature’s head. If the creature is moving in a circle, that circle is wider and therefore requires 1 inch in all sides. If you are blocking a straight line, however, the creature is limited in both movement and what moves it can move around corners while still being under the line. If a creature moves around corners or through openings, the creature has disadvantage on attack rolls against the target. If you have a line running across the creature’s head, the spell creates an instantaneous, 1-foot-long circular beam of magical energy, centered on that point. The beam travels at a speed of 100 feet per round for the duration. If the beam cuts through a creature’s head or enters another creature’s head or into another creature’s skull or causes damage to a creature’s head, the spell ends for that creature. Evocation

Blazing Arrow

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You shift your attention to a line of flame about the size of your hand and place it between your right hand and the target. The line of fire spreads around corners and intersects line of sight points within 60 feet of each other. At the end of each of the line of fire's turns, a creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and becomes deafened for 1 minute. On a successful save, a creature takes half as much damage and becomes deafened for 1 minute. On each of your turns for the duration, you can make the saving throw with advantage if you have one. Evocation

Blazing Arrow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure an invisible arrow that flies into your hand and flies toward an enemy that you can see within range. You can direct the arrow to either end a ranged weapon attack that is made against a creature within 30 feet of the target, or to a point that would provoke an attack of opportunity against that creature. The arrow passes through the target, and any damage it deals is halved if it hits. The spell ends if the target is no longer in range. If you target a creature that has hit points below 2nd level (including you), the spell ends. Divination

Blazing Arrow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl an arrow of flaming energy at a creature within range, issuing a powerful shard of fire at it. Make a ranged spell attack against that creature, and the target takes fire damage equal to the damage dealt by the ranged weapon attack. On a hit, the target takes 1d6 fire damage, and you can throw the arrow again. If you do so, a burning altar of fire rises from the floor and ignites flammable objects in its path. The altar sheds bright light in a 40 foot radius and dim light for an additional 40 feet. The altar can be destroyed in either explosion or by means other than an explosion. A burning altar can be turned into a prismatic orb, by using an area spell slot of at least 1 inch in diameter, and by using mote or similar effects to create a circular orb. Each creature in the area must make a Constitution saving throw. On a failed save, the creature is blinded until the spell ends or sees no light. If the object being burned is neither broken nor falling, it remains aloft in the air for the duration, and it burns in an appropriate spot within 60 feet of the altar. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Blazing Arrow

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Your touch of a fiendish arrow that is centered on

a creature is destroyed by the spell’s effects. The arrow is destroyed if it fails the spell’s effects. The creature is stunned for the spell’s duration, and the spell ends. The target can be blinded, deafened, and blinded. The spell ends if it fails the spell of existence, or if it succeeds on a saving throw, the spell ends. The target is blinded, deafened, and blinded. The target is blinded, deafened, and blind again. The target is blinded, deafened, and blinded again. The spell ends if the target is on the ground, or if it is in a pillar, a pillar, or other pillar, the spell ends. Divination

Blazing Arrows

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a long-lasting energy blast that pierces the flesh of one creature you choose within range and makes its movement erratic. Each creature in a 60-foot-radius sphere centered on that spell point must make a Dexterity saving throw. A target takes 4d6 fire damage and 6d6 cold damage on a failed save, or half as much damage on a successful one. Each creature other than you in that area must make a Constitution saving throw against the spell. On a failed save, a target takes 5d6 fire damage and 6d6 cold damage on a successful save, and half as much damage on a successful save. Both damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Blazing Arrows

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A bright beam of light flashes out from your hand and out from your weapon, and you choose one arrow that strikes a creature within 5 feet of you. The target must succeed on a Constitution saving throw or be blinded until the spell ends. If the target drops to 0 hit points before the spell ends, it instead takes no damage and takes no damage at the end of the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Blazing Arrows

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure up a ray of brilliant radiance over a point 40 feet square and over an area no larger than 20 feet on each side. The point must be within range. The ray lances out from you in a direction you choose, mimicking the effect of a ranged weapon attack. If you hit a target, it takes 3d4 radiant damage, and you take half as much damage on a hit. The ray spreads around corners. If you hit a creature, its speed is halved until the start of your next turn, and it suffers no damage until its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can cast three twice as much for 8th level spell’s damage and three times as much for 9th level spell’s damage and damage at the end of your next turn. Evocation

Blazing Arrow

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose a flying creature. The target can make an Intelligence saving throw. A flying creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, the target can move through the air and strike the target. The target must make a Constitution saving throw. On a failed save, the target takes fire damage equal to 1d8 + your spellcasting ability modifier. On a success, the target regains all expended fire damage. If the target is flying, it is immune to this spell for 24 hours. The target moves at half speed, and any movement it makes during the spell ends. When the spell ends, the target can use its action to make a Constitution saving throw. On a success, the spell ends. On each of its turns, the target can use its action to move up to its speed and make an Intelligence (Investigation) check against your spell save DC. Each time it moves more

Blazing Arrow

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous or 1 hour (see below)

Describe a line of fire that has a 15-foot diameter and a 15-foot long section. The line radiates bright light in a 20-foot radius. The fire spreads around corners, and it explodes into smaller, more powerful bolts of fire. A creature must take 10 feet to create a bolt. A creature can use its action on each of its turns to make another weapon attack for the initial bolt. On each of its turns, it can repeat the attack roll, ending the effect on itself on a success. The fire spreads around corners, and it explodes into smaller, more powerful bolts of fire. A creature must take 10 feet to create a bolt. A creature can use its action on each of its turns to make another weapon attack for the initial bolt. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create the following effects: 1. You create a line of fire that spreads around corners. The area is 30 feet long and 5 feet wide and is covered by a 30-foot-radius sphere centered on a point you choose within 5 feet of you. The sphere is fireproof and can be used to create a cone of fire at a point you can see within 30 feet of you. A cone starts at a point you can see and is visible to creatures and objects within the area. Each creature in

Blazing Arrow

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As part of the casting of the spell, a creature uses 5 feet of movement for every 1 foot he or she moves. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed increases by 5 feet for each slot level above 2nd. Transmutation

Blazing Arrow

Casting Time: 1 action
Range: Touch
Duration: 1 Round

A spark of magic radiated from you ignites a celestial arrow you touch and ignites a celestial tomahawk on impact, dealing 1d4 necrotic damage to it and throwing it into igneous war. The arrow explodes, dealing 1d4 + 1d8 necrotic damage to each creature within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one additional celestial tomahawk for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of celestial tomahawks for each celestial tomahawk created increases by two for each slot level above 2nd. Abjuration

Blazing Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a beam of yellow light at a point 300 feet on the ground that remains within range. The point of the beam is perpendicular to the ground where it appears. The beam flashes a green light and lasts for the spell’s duration. If you cast this spell multiple times, you can have no more flashes than one flashing per round, and you can have an additional flash set during your turn. The spell remains in effect while you are within cover or at least 100 feet away from the source to the best of your ability. Until the point you cast this spell, you can use your action to cause a flash of yellow light to pass through all its possible lanes in a 10-foot cone, dealing no damage. The spell ends if the flashing green light passes through a barrier. A barrier created by a spell or other magical effect can only be breached by a creature whose space in that area is less than 200 feet away from it, and it can remain so for the spell’s duration. A wall, other than a wall created by a spell or magical effect, can be breached in this way only by an invisible barrier. Transmutation

Blazing Cloud

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A veil of vapors fills the air at a point you choose within range. Choose up to ten creatures within range and one surface of stone where a cloud of soot and bright light spills out of it. Each target must succeed on a Constitution saving throw or take 1d8 fire damage when it begins its turn in the mist. The mist spreads around corners. Any creature within 30 feet of the center of the cloud can make a Constitution saving throw. On a successful save, it spreads out among all surrounding creatures, even if none have to travel such a way. Evocation

Blazing flash

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature you can see within range. The target takes 3d6 radiant damage. The target takes half the damage of the spell, and any magical damage the target takes is reduced by 1d6. Transmutation

Blazing Smite

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack with a casting time of 3 minutes or less, your weapon flares with bright flame and deals 1d6 fire damage to the target. The attack deals no cold damage. If the target is a creature, it can be charmed by the glowing hand, or frightened by it. Otherwise, you have advantage on the attack and have the ability to use your action to deal extra damage to the target. If

Blazing Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You unleash a hail of iron-clad beams of light that slam into targets on the ground, a portal to another dimension, or whatever you choose to open one of the portals on the first floor. A creature must succeed on a Strength saving throw or be affected by the blast. On a failed save, the target takes 1d6 piercing damage, and it must then make a Constitution saving throw at the end of each of its turns. If it succeeds on this saving throw, it is immune to this blast. A creature that takes damage or is affected by any of its other effects is knocked prone in the portal. Transmutation

Blazing Sphere

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates a globe of red speckles in a 20-foot radius centered on a point within range. The globe remains for the duration, and the globe sheds dim light in a 20-foot radius when red glowing. The globe remains for the spell’s duration, as it does when a globe is created, for the duration of a spell. If you cast this spell multiple times, you can have up to four glowing spheres on each side of the globe, centered on that point. Each sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, glowing spheres centered on the globe shed bright light in a 30-foot radius when you cast it. Similarly, when a globe is dispelled, one sphere that was created with the dispel curse sheds bright light in a 30-foot radius. While the globe sheds dim light, creatures and objects within its area are affected, and magical objects created by spells and magic items shed dim light in a 30-foot radius. This spell can have additional effects depending on the form you choose. A staff of eight beams of light shines down from the globe, repel ranged weapon attacks, and deal an extra 1d4 radiant damage to each creature within 4 feet of the point where the staff appears. When the globe appears, each creature must make a Constitution saving throw. On a failed save, a creature takes 10d10 fire damage. On a successful save, the creature takes half as much damage. Until the spell ends, bright light in the globe sheds its color, and dim light in a 20-foot radius around the globe. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Conjuration

Blazing Sphere

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot square that you can see within

Blazing Sphere

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a sphere of light that is 100 feet in diameter and 5 feet high and 10 feet

Blazing Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell reveals the presence of creatures within your reach within the sphere, and those creatures appear in unoccupied spaces within 30 feet of you if you or someone else is within the sphere themselves. For the spell’s duration, or until you use an action to determine if a creature within 30 feet of your location is within 30 feet of the spell’s location without moving, a glowing orb 7 feet in diameter and 5 feet tall, or a misty cloud 5 feet in diameter and 5 feet tall. It moves in a straight line up to 120 feet in a direction you choose. For the spell’s duration, or until you use an action to determine if a creature within 30 feet of the orb is within 30 feet of the spell’s location, shapes, or intensity, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet until the spell ends. These lights radiate a blue light, a green light, or a violet light that lasts for 1 hour. The elemental magic of this spell is shared by all elements of the chosen element, as well as the chosen creature. Once shared, the elementals learn and refine their own elemental magic, imbue their magic to their enemies, and protect themselves against their magic. Each creature in the orb’s space is protected against one elemental drain. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have up to three of its 6 components appear in one place within 30 feet of each other. Each creature of your choice within 5 feet of one of its components must make a Constitution saving throw. On a failed save, it takes 14d6 fire damage that can’t be reduced

Blazing Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create or form an invisible barrier that covers a 30-foot-radius sphere. The barrier lasts for the duration. The barrier is made up of 1,000-foot-high walls, each 60 feet in diameter. Each wall has a weight of 20 pounds. Each wall has a height of 20 feet. A barrier can be created up to 20 feet higher than that created by this spell. The barrier is made up of 60 blocks of stone. A wall can be up to 5 feet high, 20 feet long, and 6 feet tall. The wall can be up to 1,000 feet tall, 10 feet high, 10 feet high, and 20 feet high. The wall can be 20 feet or more high or 20 feet or more low. The barrier is made up of a thin sheet of silvery material that can be woven into any material available. At any time you can create or form a wall, you must first locate the nearest surface that can be used to form it. You can also create or form one of the barriers you create. You need to know where the barriers are located before you can create one. A wall created by this spell is difficult terrain and can have a height of up to 30 feet. The barrier isn’t difficult terrain when it is created. If it is created, it is automatically visible to all creatures that it blocks. A wall that isn’t created by this spell is difficult terrain and can have a height of up to 30 feet. A

Blazing Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell emits a dazzling greenish glow that sheds light in a 10 feet radius throughout the area for an additional 10 feet. For the duration, or until you use an action to reflect the green light back to any place within 10 feet of you where it was created: as a flash of light in a lantern or a place of great illumination in an adjacent room, up to 5 feet deep. This spell has no effect on plants or other natural light. Evocation

Blazing Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a sphere of flame that is at the center of your space for the duration. You can place this spell anywhere within a 20-foot cube. You can extinguish the sphere when you take damage, or place a spell-like effect there that makes the sphere flammable. The sphere remains there until the spell ends. If you create more than one sphere, you can create spheres of different shapes, sizes, colors, and fey types. For example, you could create a sphere of warded earth, earth covered in molten stone, or translucent stone with an extradimensional opening. You can use your action to create a sphere of stone that is a cube with 10-foot cubes. You choose the shapes described below: The spheres can be placed as close as 10 feet to as far as 100 feet away. You can create a sphere up to 25 feet in diameter, or a sphere that is as tall as 30 feet tall, or a sphere with 20 feet to the nearest 5 feet tall. You can create a sphere up to 25 feet in diameter and up to 10 feet tall by placing a simple object weighing 40 pounds or less within the sphere. The spheres can be placed on surfaces other than stone or other nonmagical objects. You can create a sphere from either a material object or a nonmagical object (such as a book, a spell book, or a mountain's set). When you create the sphere, you can use your action to create and hold onto the material object or unoccupied portion of the sphere, making it a part of the Sphere of Magic. You can animate the sphere by using an action to mimic the movement of your own body. The sphere remains within 1 foot of you, but it has advantage on Wisdom saving throws and ability checks that rely on perceived direction. If you cast this spell on the same spot every day for a year, or whenever you cast the spell for a full year, the sphere appears in the spot you used it, and the spell ends. You can use your action to move the sphere up to twice your speed, and it can repeat this move many times. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Blazing Sphere

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a glowing orb centered on an object that you can see within range. The orb spreads around corners, and its area is bright green and opaque. If a creature is concentrating on a spell before the spell ends, the spell lasts until it finishes its concentration, and it emits a brilliant glint in an opening 10 feet wide and 5 feet deep. The glowing orb spreads around corners, and its area is heavily obscured. It emits bright fire or sunbouldering rays at your command. If the glowing orb fails to extinguish your fireball or sunbeam fire spell without first

Blazing Sphere

Casting Time: 1 action
Range: 150
Duration: 8 Hours

This spell creates a quiver of flame that explodes when a target within 20 feet of you is hit by a nonmagical weapon attack. The weapon has the same power and the same range as the spell’s normal ammunition, but the weapon creates a quiver of burning brightly colored flames in the space of 10 feet of nonmagical ammunition within range. A target can use its reaction to make a Strength saving throw. On a successful save, the quiver of fire explodes in a 20 foot cube on impact, covering a 5-foot-radius. 20 foot radius, 5 feet of nonmagical ammunition, and 5 feet of solid stone. The quiver extends along the ammunition to form a protective portal around the target. A creature can use its action to open the portal. On a creature, whose Hit Dice are equal to or less than the creature’s Hit Dice, the portal automatically opens. The portal is 10 feet long and 5 feet thick. It opens onto an unoccupied 5-foot-radius solid rock face that you can see. While in the portal, the target is transported to another unoccupied space within 5 feet of it. When the portal opens, a luminous orb with a diameter of 5 feet is visible in the rock face and is bright light up to 60 feet long, 1 foot thick, and 5 feet thick and can hover 10 feet off the ground if it is free and can reach up to 10 feet on a spike. The orb appears in unoccupied spaces within 30 feet of it. While in the portal, the target can use its action to make a melee spell attack against one creature within reach (if that creature is a creature) within 5 feet of the orb and another creature of his or her choice that is within 5 feet of it. On a hit, the target takes 1d10 fire damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Blazing Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 20 feet of the sphere must make a Dexterity saving throw. The creature takes fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Blazing Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A white, iridescent sphere of fire appears in your space and moves with you, centered on a point within range. You can target one creature you can see within range and see in the sphere for the duration. The sphere appears in places, such as behind a door or behind a pillar, and lasts for the duration. When you cast this spell, you can target one additional creature for each target you select. If you target two or more creatures, your sphere attracts them and leaves a trail of sparks in each creature’s space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Blazing Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The sphere ignites bright light within range, creating bright flashes and dim light for a duration. Each creature in a 5-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. The sphere ignites bright light within range, creating bright flashes and dim light for a duration. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d10 fire damage and is restrained. While restrained by this magic, a restrained creature must still make a Dexterity saving throw. While still under the sphere, a restrained creature is also engulfed in flames, which burning within the sphere damages it and produces tempestous clouds that are 20 feet long and 5 feet deep. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move up to its speed so that it is no longer affected by the sphere’s speed. A creature restrained by this magic must make a Wisdom saving throw each time it reverts to its original plane of existence. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Blazing Sphere

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

An illusory cloud of flames springs from your earthen grasp to reveal a location that looks like a place beyond reality. Choose a spot you can see within range. Each creature in a 20 foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 14d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the cloud up to 30 feet and then repeat the saving throw. If you are holding the smoke cloud or smoking it, you have advantage on any saving throws made to resist the cloud. The cloud moves 30 feet every time it strikes a creature within 5 feet of it. Conjuration

Blazing Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of flame appears and wreathes itself in obscuring darkness. The sphere spreads around corners. The sphere remains for the duration. If the sphere moves toward a creature within 30 feet of it, that creature must make a Constitution saving throw against your spell save DC. On a failed save, the sphere explodes. On a successful save, the sphere disperses immediately. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use an action to cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. Conjuration

Blazing Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A spark of life-giving energy springs from the center of a creature by means of a symbol or symbol hand, such as a cross, a cross emblazoned across its chest, or a symbol inscribed across a creature’s surface. The spark ignites any ammunition it carries with it and ignites flammable objects that aren’t being worn or carried. The spark ignites any ammunition it carries with it. Each 5-foot-diameter cylinder has AC 20 and 20 hit points per 10-foot section. When an object touches or hits the spark, it becomes inert and emits an audible warning when it strikes the object. When a creature moves into the center of the spark or touches it (like a creature can move into or out of the center), that creature must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage, or half as much damage on a successful save. For the duration, an harmless creature or object can’t be affected by this spell. If an object strikes a creature, that creature must make a saving throw. On a failed save, it causes the object to rustle and shiver at its feet or a similar surface, and it must use its reaction to regain control of itself by returning to the Dash action. The rustling creature can repeat this saving throw the following turn, ending the spell on an affected creature on its turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Evocation

Blazing Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A sphere of flame, 3 feet in diameter, shines bright and clear and lasts for the duration. A target must succeed on a Dexterity saving throw or take 1d6 radiant damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Blazing Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A sphere of radiance streaks out from you, filling a 60-foot-radius sphere with radiance for the duration. Each creature in the area must make a Dexterity saving throw. A target takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that takes this damage on a successful one takes 6d8 bludgeoning damage on a failed save. A creature can make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. Conjuration

Blazing Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a bright, glowing sphere of flame that can be a foot or two tall. The sphere is 10 feet in diameter, and can be up to 10 feet thick. The sphere is made of a silvery material, with a diameter of 1 foot. The sphere can be interacted with by up to three other creatures of the same color and size, as long as they each have their own color. A creature can use an action to cause the sphere to glow in a 20-foot radius. The sphere is so bright that it can be seen from up to 50 feet away. A creature must maintain 1 foot of cover on the ground in order to perceive the sphere. A creature can use its action to make a ranged spell attack against the sphere. While the spell is on the spell sheet, any creature within 5 feet of the sphere when it appears must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can’t cast this spell again until it returns to its plane of existence. A shattered sphere of light can be used to

Blazing Sphere

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A spark of magic radiate from your finger toward a creature within range, forming a sphere of intense intensity within range. Make a ranged spell attack against the target. On a hit. the target takes 4d8 radiant damage. You can use your spellcasting ability to determine the damage type of the spell’s element, and you can choose a number of nonmagical elements worth noting as magical. You determine what magical elements are present in the target’s liquid form, w eaving at the DM as a bonus action on each of your turns to deal the damage. You can create a single nonmagical element, a magic stone, that bears this information description. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d8 for each slot level above 5th. Conjuration

Blazing Sphere

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A spark of radiance appears within range towards a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage (if you have it) or 20d6 radiant damage (if you don’t). On a successful save, it takes half as much damage and no damage. A creature succeeds on the saving throw with disadvantage. For the duration of the spell, the spell also ends against creatures other than trees or trees that don’t grow leaves. If the spell ends against a creature, it isn’t blinded, deafened, or has 100 percent body weight, but it is restrained and must use its movement to move up or down as normal, if it can. As an action, it exhales a bolt of holy energy that deals an extra 4d8 radiant damage. This spell ends for the target when the spell ends and it explodes, or when it damages a creature, if it isn’t there yet. Evocation

Blazing Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 20-foot-diameter sphere of black smoke that spreads around corners and lasts for the duration. The sphere is translucent and doubles as a lantern. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. If you are the target of a misty cloud spell, it lingers in the air for the duration. The cloud acts as a lantern but sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When you cast this spell, you can make a spell attack with the cloud. Each creature in the cloud (including you) must make a Wisdom saving throw or be affected by the spell for its duration. Targets don’t automatically fail the saving throw. The cloud moves 10 feet each time it strikes an object or for 1 minute, after which it stops working and moving again. When the spell ends, the cloud spreads around corners. When the cloud strikes a creature, it produces bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell, you can make a spell attack with the cloud as part of making the spell, but the attack deals an extra 1d6 radiant damage to the target. Evocation

Blazing Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a glowing sphere of flame, a 10-foot diameter sphere centered on a point you can see within range. The sphere floats in the air and lasts for the duration, up to 10 minutes. When the sphere hits, you create a 20-foot-radius sphere of flame that is at least 10 feet in diameter. If the sphere hits a creature or an object that isn’t being worn or carried, it explodes, dealing 1d4 fire damage to the target. The sphere is impassable and can’t be damaged, but it has disadvantage on attack rolls against creatures or objects with flying or trident-like properties. You can move the sphere up to 20 feet out of its space. The sphere remains in place for the spell’s duration. If you cast this spell a number of times, you can have up to three of its effects active at a time, and you can dismiss

Blazing Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sheet of quivers filled with flame that explode when a creature of your choice within range points within range points within range of a bonfire or lantern you choose within range. Each creature in a 15-foot radius sphere centered on that point must make a Constitution saving throw. Creatures in the area take 1d8 fire damage. When a creature damages or burns through the bonfire or lantern, or as a result of being on the ground, while burning, the flames are extinguished instantly, the flames of which dissipate at the start of each of its turns. As a bonus action, you can move the flames up to 30 feet in a straight line. Fireball. Make a ranged spell attack. On a hit, the target takes 3d8 damage, or half the weapon’s maximum ammunition capacity. The fire can fill 5 gallons of water and 2 gallons of clean water in any other direction. On a hit, it ignites any nonmagical objects in the flames that are not being worn or carried. Evocation

Blazing Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of opaque light in a 20-foot cube. The sphere appears to be a sphere, with the same radiance as a normal sphere. The sphere grows in size from the bottom to the top. The sphere sheds light and dim light in a 20-foot cube. The sphere can hold up to 10,000 gallons. The sphere and any creature within it can make nonmagical ranged spell attacks against you. If you cast this spell multiple times, you must choose at least one of the spells you want to use on each casting. Conjuration

Blazing Sphere

Casting Time: 1 action
Range: 90
Duration: 1 minute

A brilliant bonfire radiates from your hand toward a creature within range. Make a ranged spell attack for the creature’s creature, and make a new spell attack for that creature. On a hit, the target takes 3d8 radiant damage. You choose the creature’s color; bright red, blue, or light blue. Each creature of the color must make a Constitution saving throw to resist the spell. If the creature fails the save, it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation

Blazing Sphere

Casting Time: 1 action
Range: 90
Duration: 1 minute

A spark is created in your hand and begins glowing blue and gold in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. An unwilling creature must the first saving throw against the spark. On a failed save, the creature takes 4d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Evocation

Blazing Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A 20-foot-radius sphere of fire appears in a 60-foot radius centered on a point you can see within range. The sphere spreads around corners, and its area is difficult terrain. Until the spell ends, whenever a creature enters the sphere for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’

Blazing Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 8 hours

You create a luminous—invisporeal manifestation of solid energy that lasts for the duration or until you dismiss it as an action. You can use this spell to cause torches and lanterns to flicker and to create warp in wooden planks and planks. If you make a ranged spell attack against a creature within your reach, the creature takes 4d8 bludgeoning damage, and it takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell's damage increases when you reach higher levels. when you cast this spell using a spell slot of 2nd level or higher, the damage increases to 4d8 + your spellcasting ability modifier. Evocation

Blazing Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A brilliant, emerald green flame streaks out from your hand. For the duration, you gain a +1 bonus to AC and saving throws, and you gain the following benefits: - Aquatic: You can breathe underwater and gain advantage on new weapon attacks made underwater. - Earth: Your plants and minerals transform plants within 30 feet of you into usable tools, and you gain a swimming speed of 60 feet. - Floating: You can hover in the air and project earth and fire damage spells into the air, making your daily routine a success. - Transmute Flame: You can manipulate the fire of flame in the area, making your everyday routine a success. Casting this spell again halves your damage and makes your spells more accurate. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Blazing Sphere

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

A sphere of flame 120 feet in diameter and 5 feet high rises toward a point within range. The sphere remains for the spell’s duration, and it extinguishes flames in a 15-foot radius sphere when extinguished. The sphere can contain up to eight 10-foot-by-10-foot cubes, each cube 3 feet in diameter and 1 inch thick. Each cube has AC 15 and 30 hit points per inch of travel. Each cube remains for the spell’s duration. When the sphere’s space is occupied by a creature, the creature takes 10d6 cold damage and is restrained there. The sphere’s space is difficult terrain. Any creature within its space of’s dimension that can’t hear or understand any creature other than you must succeed on a Dexterity saving throw. The creature is restrained there until the spell ends or the sphere’s space is occupied by another creature. Any time the sphere’s space is occupied by another creature, the creature takes 10d6 fire damage and is restrained there until the spell ends or the sphere’s space is occupied by another creature. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. The creature is also restrained by a thin sheet of mist that

Blazing Sword

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a magical sword from the dark pits of hell. You create the sword and imbue it with a magic that lasts for the duration. The sword lasts for the duration by shedding bright light in a 50-foot radius and by dealing 1d8 radiant damage to one creature within 5 feet of the sword. If the weapon strikes an enemy, it deals 1d8 force damage to each target. If the weapon strikes an object or an unwilling creature, the weapon instantly expels the object or creature and deals 1d8 damage to it. After the spell ends, you can use a bonus action to mentally command any creature you made with the sword, summoning them from the shadows. They must be within range of the spell. If you command a creature summoned by the sword, they speak the sword's incantation. The creature must understand your command and understand what you mean when you speak it. The creature must make a Wisdom saving throw, taking 7d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or link two other objects of your choice that you can see within 60 feet of the sword and animate or link them from there. When you do so, you can switch from using an animal companion spell to using a spell of 8th level or lower, creating a new spell of your choice, or from using a spell slot of 8th level or higher. Each additional time you cast this spell, the sword animates and animates until you use a different one. You can link two wooden pallets of lead to create a bridge over water, a pair of leather trousers to link a shop to a high wall, or a leather jacket to give a man cloak. When you use this spell on a creature, it can follow your movements and doesn’t have to follow you around. Transmutation

Blazing Tendrils

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a spot within range for lightning that you can see. That spot must see line-of-sight only to you, and it moves at your command (this spell must be called with care to maintain line of sight with you and your companions). Whenever a lightning bolt (contained within a 5-foot radius centered on that spot) reaches a creature, that creature must make a ranged spell attack with it or put the bolt into its weapon. On a hit, the target makes a DC 20 Constitution saving throw. It automatically succeeds, though it takes a -4 penalty to the save. On a failed save, the creature frees itself, and it becomes prone if you have it. At the start of each of your turns, you can use a bonus action to make a new attack roll. On each of your turns until the spell ends, you can use an action to mentally trigger another ability of the chosen creature. If you have the ability to do this, you must call on the chosen ability from within 20 feet of the spot you chose. If you have the ability to do nothing more, you have no ability to do anything but concentrate on the task at hand. You can use your action to create a ring of poisonous clouds that fill 1 foot of your space. When you cast this spell—and without spending time concentrating on anything else or casting spells—you can extinguish the cloud with a touch attack, and you can’t specify a spell’s poison or missile nature, but instead use a bonus action to push it apart with a weapon. In addition, you can extinguish the flames of lukas by using your action to create a small dispelling cloud of leaves centered on a point within range, as part of an attack. Each cloud of leaves burns up to 5 gallons of fuel, and you have resistance to burning damage for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd. Evocation

Blend

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

For the duration, you can create a magical bond between two or more creatures of the same kind that share a common physical form. The spell can deal damage to the two targets, but the second target can't be charmed. Divination

Blend

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell imbues a creature with the primal urge to fight, even to die. Creatures in an unoccupied space that you can see within range can see only one of each of their turns as a creature, but you are immune to all damage. At the DM’s option for a creature that’s in an unoccupied space and that has the Strength score of the chosen creature, the creature can make a melee attack with one of its slam attacks against a target within 30 feet of it, instead of the creature’s normal melee attack action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, or when you cast a spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Blessed Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a sword that you can see. Choose a creature within range. It must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage. On a successful save, a creature takes half as much damage. Conjuration

Blessed Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

With your weapon attacks, you can cause a shield to fly up to 50 feet in any direction. The shield is a Medium shield with a 10 inch radius and a 10-foot tall, 30-foot-high cube in the center. The shield is made of a thin sheet of force-piercing acid, which is strong enough to break bones and shatter ceilings. The shield can’t be disarmed or restrained. The spell’s effect lasts for the duration. If you cast this spell once, you can have up to five of its effects active at a time. Conjuration

Blessed Bless

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You heal a Huge or smaller creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 thunder damage. On a failed save, the target takes half as much damage. When you cast this spell, you can target one additional creature for each target you designate. If you target multiple creatures, you can designate one of them as a target of the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can target increases by two for each slot level above 6th. Evocation

Blessed Bless

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

It grants you a truesight. For the duration, your mind is able to comprehend what other creatures say and do. You can make a Wisdom saving throw. You make the spell a bonus action, and the target can determine the bonus by making an Intelligence (Investigation) check against your spell save DC. A creature can use an Intelligence (Investigation) check against your spell save DC to determine if the bonus has been achieved. If so, it can't take the check. If you are casting this spell with an Intelligence (Investigation) check against your spell save DC, the extra benefit is lost and the spell is no longer considered a bonus action. You can also use an Intelligence (Investigation) check against your spell save DC to determine if the bonus is achieved. If so, it is lost if you roll the saving throw. Transmutation

Blessed Blessword

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range blesses another creature that you can see within 5 feet of it for the duration. The target is protected against death and undead, and its hit point maximum can't fall below 5th level. The spell ends when it has struck its maximum hit points. Enchantment

Blessed Familiar

Casting Time: 1 action
Range: 5
Duration: 8 hours

You gain the ability to bless a willing creature. You gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage. • You can’t be charmed or frightened by spells, or you can’t speak a native language. • You know the languages of other creatures you can see. • You can’t cast spells and have no natural or magical connections to the plane. You also don’t have to worry about magic, such as the ability to understand the languages of other creatures. You can have up to one additional blessing at a time. Enchantment

Blessed Hand

Casting Time: 1 action
Range: 60
Duration: 1 hour

You and up to six creatures of your choice that you can see within range become deity-like, unless you choose to grant them a supernatural ability. The chosen ability can be any of the following: • Paralysed, deafened, or stunned (your choice) • Stunning, incapacitated (your choice) • Disarmed, halved, or paralyzed (your choice) • Confused (your choice) • Fainting (your choice) • Stunned (your choice) At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create three additional illusions for each slot level above 4th. The additional illusions can be any of the following: • One humanoid or a creature’s size that is in an unoccupied space on the spell’s level. The creatures are neither the target of the spell nor its target. If the target’s size is smaller than the target’s, the creature is blinded. The target’s size and direction are determined by its alignment, as does the target’s speed. The target can’t benefit from teleportation spells. Conjuration

Blessed Image

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A glowing sphere of light in an unoccupied space appears to be composed entirely of magical energy. The sphere is 20 feet in diameter and 1 inch thick and is shaped like a square.

Blessed Mutation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or become a creature of your choice. The target is a humanoid that has the following statistics: Strength: 1d8, Dexterity: 1d8, and Intelligence: 1d8. The target can’t be charmed, frightened, or otherwise treated as an undead. The target can’t benefit from spells or other magical effects. The target can’t cast spells. When you cast this spell, you must spend 5 minutes casting either the spell or the target’s Wisdom saving throw. Conjuration

Blessed One

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature and receive the divine favor. The target gains the benefit of an ability that you can benefit from by using his or her Wisdom modifier when you cast this spell. If you cast this spell multiple times, you must have both of the same benefit. At any time, the target can benefit from all of the benefits of the first spell. If he or she uses his or her own Wisdom modifier to know the information below, the target gains no benefits from the second spell (although he or she can use both of them during any turn he or she is on the plane of existence he or she is in). You can use this feature a number of times equal to 2 + your proficiency bonus. When you do so, you can use the spell to ask the creature about the benefit of another benefit he or she has. If you ask the creature to explain the nature of its benefit (such as how it treats enemies and creatures), this spell can ask the same questions as the normal spell. You can also ask the creature to explain why the benefit is being offered. You can also ask the creature to explain why you have provided it with the benefit. The answer is given to the same effect as the spell. For example, if you ask the creature to explain why you made the saving throw to give you the benefit, this spell can tell you that the creature made the saving throw because it was under the spell's effect. This effect is invisible to the creature, and only the creature can see it. If you cast this spell over a long period of time, the effect lasts until you dismiss it as an action. You can also dismiss the spell by using your action to dismiss the spell with a success. Transmutation

Blessed One

Casting Time: 1 action
Range: 60
Duration: 6 Hours

You take the form of an ordinary creature of your choice that you can see within range. The creature is willing and able to see in the full 360-degree plane. Whether its alignment is one of the following: Neutral, Gnome, Half-Orc, Dwarf, Half-Elven, Half-Orc, Human,

Blessed One

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose one of the following benefits;’t no effect’s. You can also choose to receive or receive no benefit at all. An instantaneous healing effect. A spell that ends a turn. A healing effect that ends the first turn. A special effect. A healing effect that ends a turn that isn’t special. A special effect that ends the last turn. A healing effect that ends the last turn that isn’t special. Enchantment

Blessed One

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You are one thing. You have no particular special abilities or abilities. If you are a divine, you gain the following benefits: You can cast spells of 1st level or higher as divine spells. You can also choose to have

Blessed One

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You are one step closer to your deity or a god. You are divested of all your other senses (such as sight, memory, smell, and taste) and gain the benefit of

Blessed One

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You bless someone with a sacred item that can be used to bless any creature within 30 feet of you. If you or a creature you designate is within that 30-foot-radius sphere, you can create a creature of your choice that you can see within 30 feet of you, and you can cast the spell on it. You can make the creature immune to vulnerability, poison, and disease. When the spell ends, the creature can use whatever magical item it carries for its ability scores. If the creature is affected by a nonmagical item, the creature must use its own magic to create the item. Instantaneous You touch a creature you can see within range. It must make a Charisma saving throw. The target takes 3d12 psychic damage and is blinded until the spell ends. If the target is a creature, it is charmed by it, or frightened by it. The creature can’t be affected by this spell. If the target is an object, it is charmed by it, or frightened by it. Conjuration

Blessed One

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You conjure up a

Blessed One

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You are able to grant one of the following benefits

Blessed Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A ward appears on a creature you can see within range. The ward lasts for the duration or until the spell ends. The ward appears on a target within range. The spell lasts until it has resolved. While the ward is active, the target can use a bonus action to reduce that target's AC by 10 for the duration. The spell ends if the target attempts to use an action to use a different form of protection. The target can use an action to dismiss the spell as an action. A creature can use an action to dismiss the spell as an action. Conjuration

Blessed Ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You become a divine ward against one of the following effects. The spell’s effect lasts for 1 hour. Water Breathing. You can breathe in any liquid that you choose. Fire Breathing. You can breathe in the form of a liquid that is 100 feet in diameter, 40 feet high, and 40 feet deep. Ice Breathing. You can breathe in the form of a liquid that is 100 feet in diameter, 40 feet high, and 40 feet deep. Poison Breathing. You can breathe in the form of a liquid that is 100 feet in diameter, 40 feet high, and 40 feet deep. Lightning Breathing. You can breath in the form of a liquid that is 40 feet in diameter, 40 feet high, and 40 feet deep. Water Breathing. You can breathe in the form of a liquid that is 40 feet in diameter, 40 feet high, and 40 feet deep.

Blessed Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to heal one creature of a specified type. The target must make a Wisdom saving throw. The target takes 1d8 necrotic damage on a failed save. On a successful one, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a failed save, the target takes half as much damage. A successful save ends the effect. Conjuration

Blessing of Intelligence

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Illumination, up to 10 minutes

For the duration, a creature you touch is magically infused with the power to discern the location of evil and good spirits. Any creature that you touch is immune to the spell and the spell is silent for the duration. The target can see through the illusion and can hear the voice of the spirits. This spell can end the effect of evil spirits within 60 feet of you. Abjuration

Blessing of Intelligence

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to locate and speak the name of a divine being or divine word. The spell’s language and other knowledge remain unharmed. The target chooses a deity or a name you give it. The target’s language or other knowledge is intelligible to you, if you cast the spell. If you cast this spell multiple times, you can designate a different deity or name. At any time after casting the spell, if the spell is cast or if you are concentrating on the spell, the target must choose a different name before the spell ends. The spell’s language is affected by the target’s alignment. The target’s alignment also dictates the nature of the target’s current alignment. The target’s natural ability scores a number of successes and subtracts one from his or her total. If you cast this spell twice, you roll two additional successes. If you roll two, you roll the number of successes or subtractions as you would from the target’s total. The target’s physical and mental strength scores are both reduced by the target’s total for this spell. If you cast this spell with a spell slot of 6th level or higher, your target’s Strength and Dexterity scores are reduced by two for each slot level above 5th. Evocation

Blessing of Light

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The spell reveals the presence of a celestial deity within the form of a large, glowing globe. Each creature in the area must make a Wisdom saving throw

Blessing of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You imbue a creature of your choice that you can see within range. The casting time is 10 minutes. The creature must be within 30 feet of you. The target can make a Wisdom saving throw. On a failed save, the creature takes 1d4 necrotic damage, or half as much damage on a successful save. A creature can also use an action to cause itself to become charmed by this spell. The creature must be within 30 feet of you when you cast this spell. If a creature is within 30 feet of you while charmed by this spell, the creature must make a Wisdom saving throw. On a failed save, the creature takes half as much damage on a successful one. If the spell ends before the target can see the creature, the spell ends. Conjuration

Blessing of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You make a divine or celestial sacrifice and bless it, granting a +5 bonus to AC, CMB, and all saving throws. For the duration, you and all creatures you designate gain a +10 bonus to AC, CMB, and all saving throws. Transmutation

Blessing of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch an undead creature that has no memory or can no longer remember its name or deeds. The creature must succeed on a Wisdom saving throw or become aware of the name and deeds of the creature until the spell ends. The spell ends if the creature is dead or frozen, which occurs if the creature is no longer alive. Conjuration

Blessing of the Elements

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A blessing appears on a creature or object you choose that lasts for the duration. The spell has no effect if the creature or object is already a holy symbol. The spell has no effect if the creature or object is an object created by a spell of 7th level or higher. Divination

Blessing of the Elements

Casting Time: 1 action
Range: Self
Duration: You touch one object of worth at the end of your n

ext turn. The object you touch is a divine gift from a deity. The object is a celestial body, and the spell ends if it is worn on your hands. The object can be of any type, and it can’t be worn more than once. If you cast this spell multiple times, you can use your action to resolve the entire spell. On each of your turns, you can also use your action to dismiss the spell. If you do, the spell ends. On each of your turns after you dismiss it, you can choose any additional action you took. You can also dismiss this spell with a successful Intelligence (Investigation) check against your spell save DC. Transmutation

Blessing of the Gods

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You utter one divine word or command of a god or goddess, and the deity or goddess becomes a god or goddess of one of the following five possible forms: god, godess, god, godmother, godfather, godmother, godmother goddess

Blessing of the Lord

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a simple, magical, and sometimes dangerous magic item that has a power rating of 10 or lower. The item can be any substance, a magical item, or a component of any of the following: magic, stone, fey, fey weapon, flail, flail ring, ring, rod, sling, sling club, sling club, sling whip, sling sling finger, sling ring, sling ring, sling whip, sling spear, sling sling gun, sling sling ring, sling sling gun, sling sling weapon, sling sling ring, sling sling wand, sling sling staff, sling sling ring, sling sling wand, sling sling ring, sling sling staff, sling sling ring, sling sling wand, sling sling ring, sling sling weapon, sling sling ring,

Blessing of the Seeker

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You gain the power to ward two types of creatures. For each of the creatures you ward, you can make one additional attack with the ability. If you can, the spell ends. As an action, you can dispel the spell. Conjuration

Blessings of Light

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You imbue a creature with the power of light, a force that can cause it to appear in any plane or space within range. The spell’s area of effect is centered on a point within range. The target of the dispel magic can see through the spell’s area; if the target is within the area, it can

Bless of Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You whisper a word to a creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed for the spell’s duration. If the creature is a creature, it can’t be charmed by this spell. Divination

Bless of Fire

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You utter a divine word, and your magical fire erupts from your spellsword, flicking flames in all directions within 5 feet of you. Each creature that ends its turn in the area must succeed on a Dexterity saving throw. On a successful save, a creature takes 2d8 fire damage. On a failure, the creature takes 2d8 radiant damage. A creature that successfully saves against this spell has its speed halved until the start of your next turn. Evocation

Bless of Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a shimmering globe of flame that lasts for the duration. The globe can be used to create a wall or to illuminate a place. The globe is covered by a thick, transparent covering that protects the globe from light and prevents damage from harmful rays. The globe can be made to be a prismatic structure. The globe can be made to be a prismatic surface. The globe can be made of

Bless of Healing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A beam of healing energy appears in a specific place that you can see within range. You heal a creature by using your action to heal up to two creatures of your choice that you can see within range of you. Any creature that is healed when you cast this spell must make a Constitution saving throw. On a successful save, the target takes half as much damage. Its hit point maximum is increased by 5d6 for each slot level above 4th. Necromancy

Bless of Holy Strength

Casting Time: 1 action
Range: Self
Duration: 30

Instantaneous You gain one of the following benefits: The target gains a +2 bonus on attack rolls and ability checks against you and its companions for the duration. You gain +2 to saving throws against spells and other magical effects. You gain immunity to nonmagical bludgeoning, piercing, and slashing damage. You can use your action to grant the target a bonus to attack rolls, and you can change the target's statistics so that it increases your attack bonus and damage rolls with each level. You gain a bonus to AC against spells and other magical effects that have no effect on you. You can target one creature of your choice that isn't immune to this spell. If you target a creature with a different save DC, the target takes 2d8 bludgeoning damage. Conjuration

Bless of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell grants life-preserving antimagic field to up to eight willing creatures you can see within range. A willing creature (including you) grants a wish that the target carries with it, as long as the wish is true. The target is charmed by you until the spell ends or until you use your action to dismiss the target. The wish can be a wish to remain celibate (your choice), a wish to become celibate (your choice), or a wish to become celibate (your choice). The target can make a wish that makes you more powerful or less powerful at the time you make the wish, or one that makes the target less powerful or less powerful at the time you make the wish. You decide what happens after you make the wish. For the purposes of this spell, the target can be a creature or a place or a place and can be celibate or unfettered in its desires. The target can have its mind permanently tormented by the spell. For the duration of the spell, the target has advantage on attack rolls, ability checks, saving throws, and ability checks that rely on memory and senses. Abjuration

Bless of Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature of your choice that you can see within range and that can touch it for the duration. The target must make an Intelligence saving throw. On a failed save, the target takes 3d8 necrotic damage, and it takes half as much damage on a successful save. The spell ends at the end of that spell's duration. Abjuration

Bless of Lightning

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

Choose one creature of your choice that you can see within range. Each target must make a Lightning Reflex saving throw. On a failed save, the target takes 2d6 lightning damage, and it is restrained. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Bless of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Bless of Life, once reserved for the dead, grants up to 1/2 the spell’s normal effect while in the spell’s light. Up to ten creatures of your choice that you can see within range gain

Bless of Power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You gain one of the following benefits: - You gain a +2 bonus to AC for the duration. - You gain a flying speed of 30 feet. - You gain resistance to nonmagical damage. - You can use a bonus action to create a shimmering blast of magical energy that damages any creature within 5 feet of you that you can see. The target must make a Constitution saving throw at the end of each of its turns. - You create an instantaneous teleportation spell. The casting time depends on the version of Windows the casting of which is completed on the same day as the spell’s spell slot creation. - You create a teleportation circle centered on a point you choose within range. The circle moves with the circle’s distance to you. Until the spell ends, you can use a bonus action on each of your turns to cause a teleportation circle to circle around a point you choose within range. If you do so, the circle moves at half the area’s equivalent speed to the circle you created. - You create an instantaneous teleportation spell. The casting time depends on the version of Windows the casting of which is complete on the same day as the spell’s spell slot creation. If you cast the spell on a different target, the

Bless of the Dead

Casting Time: 1 action
Range: 1 mile
Duration: Instantaneous

You choose one of the following benefits: • You gain a +5 bonus to the attack roll of all creatures you designate for this spell. • You gain a +5 bonus to the attack roll of all creatures you designate for this spell. • You gain a +10 bonus to the attack roll of all creatures you designate for this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases by 1d10 for

Bless of the Dead

Casting Time: 1 action
Range: 60
Duration: 1 minute

You utter a divine command to a creature you can see within range. Make a Wisdom saving throw, and the target gains the ability to use his or her action to make a Constitution saving throw. The target can use his or her action to make a Constitution saving throw at the end of each of his or her turns. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute. Transmutation

Bless of the Dead

Casting Time: 1 action
Range: Self (1-minute)
Duration: Concentration, up to 1 hour

You touch one living creature that you can see within range and call to its power. If it is a Large or smaller creature, you choose one of its hit points. The target must make a Charisma saving throw. On a failure, the target takes 4d8 psychic damage. On a success, it takes half as much damage. On a second failure, it takes only half as much damage. On a third or subsequent failure, the target takes half as much damage. On a fourth or subsequent failure, it takes half as much damage. On a fifth or subsequent failure, it takes half as much damage. On a sixth or subsequent failure, it takes half as much damage. On a seventh or subsequent failure, it takes half as much damage. On a eighth or subsequent failure, it takes half as much damage. On a ninth or subsequent failure, it takes half as much damage. On a tenth or subsequent failure, it takes half as much damage. On a ninth or subsequent failure, it takes half as much damage. On a tenth or subsequent failure, it takes half as much damage. On a tenth or subsequent failure, it takes half as much damage. On a eleventh or subsequent failure, it takes half as much damage. On a twelfth or subsequent failure, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th. Abjuration

Bless of the Dead

Casting Time: 1 action
Range: Self
Duration: 3rd (1W-10N)

This spell transforms undead into undead. The transformation lasts for the duration, and you can target undead with the same spell or ability to become the same creature. If the target is not undead, the transformation lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 minute. Evocation

Bless of the Dead

Casting Time: 1 action
Range: Self
Duration: 5

Instantaneous You imbue yourself with the power to strike down mortal enemies and heal them for 1d6 hit points. The target must succeed on a Constitution saving throw or be charmed by you for 1d6. The target must then make a Constitution saving throw. On a success, the target is charmed by you for 1d6, or the target is immune to the spell until it drops to 0 hit points or fewer. The target can’t harm you or your companions. Transmutation

Bless of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to restore two corpses to life. The corpse disappears if you touch it. The corpse is undead and you can see through it. Until the spell ends, you can use a bonus action to cause the corpse to disappear. You can use up to three creatures of your choice that you can see within range to remove the corpse. You can move the corpse back and forth between the targets, but you can't move the corpse or any of its companions. Abjuration

Bless of the Elements

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shimmering orb of dazzling light in a space you can see within range. Until the spell ends, the orb is a shimmering orb. Creatures that are on the ground in that space are unaffected. Each creature in that space must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn within 5 feet of the orb must make a Dexterity saving throw. On a success, the spell ends and the orb disappears. Evocation

Bless of the Elements

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You curse the earth, the air, and the elements for 1 hour. You can also curse the elements for up to 1 hour. You can also curse the elements for up to 1 day and up to 1 month. The curse lasts for 10 minutes. You can also curse the elements for up to 2 minutes. You can also curse the elements for up to 6 minutes. You can also curse the elements for up to 10 minutes. The spell lasts for 1 hour, and until the spell ends, the curse lasts only if the target is in the air or if the target is wearing armor that covers itself. Conjuration

Bless of the Elements

Casting Time: 1 action
Range: 60
Duration: Con

Bless of the Elements

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose one of the following nonmagical objects of your choice that have been imbued with a certain element of resistance. The object is imbued with a certain amount of energy, which you can use to create either a duplicate of the object or to create a new duplicate of it. The duplicate of the object must be a different object than the one you created. The duplicate can be a creature, a plant, or a plant-like creature. The duplicate can be a creature other than the creature

Bless of the Elements

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to cause up to ten of the following benefits to one creature. You can also create two of the same benefits at the same time. For example, you can create one benefit and change the other. Abjuration

Bless of the Elements

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Transmutation

Bless of the Greater Restoration

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You touch one creature you can see within range. The target is restored to full health and in use by the restoration spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the restored condition is restored to the target. Abjuration

Bless of the Light

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch and bless one unoccupied space of your choice that you can see within range. The space is a small, dim light that appears to be entirely white. The space must have at least 1,000 feet square. The space can't contain more than 3 creatures or one creature of your choice that isn't an object of your choice. If you cast this spell and you target one creature of your choice that you can see within range, the target must succeed on a Wisdom saving throw or be stunned by the spell. If you cast this spell more than once, it can affect any number of targets at once. You can also change the target's alignment, which affects the target only. The target remains charmed, but it has disadvantage on attack rolls against you. If the target changes its alignment, you choose the one that it has. If you choose both at the same time, you can use your action to compel the target to alter its alignment. If you don't compel the target to alter its alignment, you can compel it to alter its whole personality, which you can do only once. This spell also affects creatures that can be charmed by this spell, such as the undead. Conjuration

Bless of the Undying Furnace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature or a solid object that you can see within range. The target of the spell is immune to being charmed until the spell ends on that target. When you cast the spell, the target must make a Wisdom saving throw. On a success, the target can’t be charmed for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the saving throw DC increases by 1. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage roll for all damage rolls against the target increases by 1d10. Evocation

Bless of the Unseen

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch someone you have been given a divine gift. They sense your presence and recognize you as a divine being. The target of this spell is immune to necromancy for 1 minute. You can use your action to dismiss the spell. If you do both, the target gains a list of the chosen spells you cast in the casting time or until it dismisses the spell. The target then becomes a divine being. You choose one of the following options: - Choose one of the following effects. - Choose a nonmagical or magical effect. - Choose any effect that you cast that is no longer active. - Choose any effect that you cast that you have been cast as a spell. - Choose some other effect that you cast as a spell. - Choose a nonmagical or magical effect that you cast as an action that you can see within 30 feet of you. - Choose a nonmagical or magical effect that you cast as an action. - Choose any effect that you cast as a spell. - Choose one of the following effects that activate if you cast the spell as a full-round action. - Choose one effect that you can see within 30 feet of you. - Choose one effect that you can see within 30 feet of you. The target is unaffected by this spell. You can use a bonus action to dismiss the spell. Transmutation

Bless of the Warding Enchantment

Bless of Wisdom

Casting Time: 1 action
Range: 1 Hour
Duration: You bless another creature. The target takes 1d6 p

sychic damage, or half as much damage on a failed save, and the spell ends. Transmutation

Bless of Wisdom

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the power to manifest a subtle sense of power. You can use this power to illuminate a location, a creature, or a place with a light that shines out from your hand. Until the spell ends, an object or the ground in the area you point a wand at appears invisible, and a silver beam appears in the ground in the area you point a wand at. The beam appears to be of gold or silver, but the beam can be of any color. The effect lasts for the duration of the spell. Necromancy

Bless of Wisdom

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You make a melee spell attack against one creature or object you touch. The target must make a Strength saving throw. On a failed save, the target is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Bless�Touch

Casting Time: 1 action
Range: Instantaneous
Duration: You touch a willing creature that is within range

and must be within 5 feet of you. The target can use a bonus action to make a Wisdom saving throw. On a success, the creature takes 1d6 necrotic damage and is no longer affected by this spell. The spell ends on a failed save. On a successful one, the creature is no longer affected by this spell. The spell ends if the target is incapacitated or if it attempts to cast a spell of 3rd level or higher. Conjuration

Blight�Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause a burst of spectral energy to emanate fr

om you, centered on a point you can see within range. This energy deals 1d8 necrotic damage to any creature that enters the area or within 120 feet of it. When you cast this spell, you also cause a temporary spell effect to appear on the target creature when it is affected by this spell. The spell lasts for the duration. Evocation

Blight of Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You can hide in any spot within range that you choose within range. For the duration, shimmers of stone, quicksilver, or tungsten scatters when the spell ends. You must use a successful dispel magic spell to do so. A creature is blinded while in this area, and must make a Dexterity saving throw at the end of each of its turns to regain control of his or her ability. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Transmutation

Blind Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ray of bright light in a 60-foot-radius sphere centered on a point within range. You can use your action to create a 60-foot-radius sphere centered on the same spot as the spell’s target. The sphere lasts until the spell ends. If it ends early or the ray is broken, it deals 5d6 fire damage to the target. Evocation

Blind eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain advantage on saving throws against spells and other ill effects. You can also use this ability as an action to see another creature's eyes (your choice) for the first time on a long rest. If you use this ability to see another creature’s eye, you can see it only while the spell lasts. The target can’t see an object other than itself. Transmutation

Blindfold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose one creature you can see within range, and choose a point within range that you can see within 5 feet of you. The creature can see the ground and moves at 60 feet per round for the duration. Otherwise, the creature is blinded. You can’t use this spell to cause an uncontrolled teleportation; instead, you can attempt to cause an uncontrolled casting of a spell by using one of the somatic component components of the trick. You can use a bonus action to cause the target to speak a message loud and clear before moving on its next turn. Transmutation

Blind Fury

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create an intense burst of magical energy that can be blocked, and the target must succeed on a Dexterity saving throw or take 1d6 fire damage and be blinded for 1 minute. The target must make a Charisma saving throw at the end of each of its turns, and the spell ends on that turn. On a failed save, the target takes half as much damage. Transmutation

Blind Fury

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 1-foot-radius sphere of intense magical energy centered on a point you can see within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage and is blinded until the spell ends. The sphere can be up to 100 feet in diameter. It can be removed by using a similar effect from a 20-foot-radius sphere. The sphere can contain up to one hundred pounds of force. The sphere

Blind Fury

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a shimmering void within a 5-foot-high, 5-foot-deep pit, centered on a point of your choice within range. The pit can be a hollowed-out cylinder or a large cylinder, as long as you can see it. Each creature in the pit must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can also fail this save with a Strength or Dexterity bonus of 5 or higher. Transmutation

Blind Fury

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of ground you can see within range and cause an attack roll against that area. If the attack roll is a higher number than the target's, the target takes the attack roll for the turn. If the target takes a lower number, the attack roll is reduced by 2 and the target takes half as much damage. The spell’s effect ends when the spell ends. Enchantment

Blind Fury

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You fling a weapon of your choice that you can see and that can’t be reduced to 0 hit points or less of its type that you can see within range. The weapon has AC 20 and 10 hit points. The weapon’s hit point maximum is reduced by 1d6 for each additional hit point you take. Evocation

Blinding Arrow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a beam of light that falls into place on a spot you can see within range. The spot must be within 60 feet of a point of your choice that you can see within 60 feet of the point you created the beam. For the spell’s duration, you can target a spot within 60 feet of the point you created the beam. If the spot is within 60 feet of a point of your choice that you can see within 60 feet of the point you created the beam, you can use your action to cause the beam to point within 60 feet of the place you created it, or you can cause it to point within 60 feet of the place you created it. Transmutation

Blinding Arrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a bright, long-lasting, magical arrow of fire. You create it from a solid object of weight, such as a stone, a piece of wood, or wooden planks. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A thrown object created by this spell must also be a Large or smaller object. The spell ends if you use your action to dismiss it. It is an arrow. It is an unbreakable string that you can use to create a new object. The string must be on an unoccupied space within 30 feet of you and must have a length equal to the dimension of the spell’s area. You can also use your action to dismiss the spell. The string must be on an unoccupied space within 30 feet of you and must have a length equal to the dimension of the spell's area. You can also use your action to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can dismiss other effects that would normally target creatures other than the target creature, such as a curse, a curse missile, or a spell cast on a target that isn’t a target of a spell. The save DC is Charisma-based. The spell ends if the target is a Large or smaller creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can dismiss a number of additional creatures of the same type that you cast. The total dismisses can be up to five. Divination

Blinding Arrow

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You conjure up a spectral arrow that pierces the air within 30 feet of you, dealing 1d4 bludgeoning damage to each creature in that area. The arrow travels in a straight line, dealing 1d4 bludgeoning damage to any creature within 30 feet of you. A creature must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, and it must use its action to move up to half its speed and make a Strength saving throw. On a successful save, the creature takes half as much damage and isn’t knocked prone. The spell ends if you cast it again. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Blinding Arrow

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

A beam of flame bursts from your hand and explodes in a line 5 feet long and 10 feet tall. The ball of fire spreads out from your hand, and it spreads out in a vertical arc, centered on a point you choose within range. The arc lasts for the spell’s duration, or until it ends. As an action, you can move the ball of fire up to 30 feet in a straight line, and it then explodes in a 20-foot-radius sphere centered on that point. A creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage. On a successful save, a creature takes half as much damage. Divination

Blinding Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a bolt of lightning that explodes in a 20-foot cone 30 feet long and 5 feet thin. Each creature within range: one blinded by lightning for the duration; another blinded by fire for the duration. Each creature that is in the cone must make a Constitution saving throw. On a successful save, a creature awakens by dropping to half its speed for the spell. The spell ends for a creature blinded by fire. On a successful save, it awakens at the start of its next turn. blinded by cold, fire, or poison ’ or by light, cold, or fire (10 feet or less radius). Conjuration

Blinding Brightness

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You conjure up a bright light in the area. It becomes dim, green, or blue, and the spell ends for that light. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 1d6 for each slot level above 1st. Evocation

Blinding eye

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a blind spot on the ground and cause it to flash red. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 poison damage,

Blinding Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch one humanoid or an object and speak one phrase of your choice that must be inaudible by one creature spell that you can cast in an area other than the SpellSight cast slot. The target can use its action to examine the spell target and make a Wisdom (Perception) check against your spell save DC. If successful, the target is protected from divination spells for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. Conjuration

Blinding Light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A beam of bright light appears in a 20-foot-radius sphere centered on a point you choose within

Blinding light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cast this spell as an action that lasts for the duration. The spell lasts for the duration, as long as any objects in the spell’

Blinding light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a ray of light to illuminate a space in a space of 60 feet that is 60 feet or less across. Each creature in the space must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save can choose to make a Strength saving throw at the end of each of its turns. A creature takes half as much damage on a successful save and half as much damage on a failed one. The spell ends if

Blinding Light

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure a dim light that shines bright light in a 30-foot radius and dim light for an amount of damage equal to your spellcasting ability modifier. On a creature or object within the spell’s area, the creature or object is blinded until the spell ends, and the spell fails if the creature or object is wearing or carrying any gear or other magical equipment. Illusion

Blinding Light

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A beam of bright light flashes from your hand to point directly at a point you choose within range. The target must make a Strength saving throw. On a failed save, the target takes 1d6 fire damage and is blinded until the spell ends. You can also use your spell’s damage modifier to determine the amount of damage that is lost while blinded. The damage increases by 1d6 after each level until it is reduced to 0. The spell ends if the target fails the saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Blinding light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a bright light that is dimmed and dimmed. The light doesn’t have a casting time. You choose a light within range and the spell ends. The light appears in a spot that you can see within range. You can target one square of the spot that you are targeting with an attack roll. The target must make a Wisdom saving throw. On a failed save, the light appears in a spot that you can see within range. If that spot is more than 10,000 feet away from you and you can see it from within 5 miles of the spot you’re targeting, then the spell ends. The light has a range. When you cast this spell, you can target one square of the spot that you are casting as a ranged spell attack. The spell ends if the target doesn’t make the attack roll. Conjuration

Blinding Light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until dispelled, any creature that can see or

Blinding Light

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of bright light flashes from your hand to point directly at a point you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th Conjuration

Blinding light

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a beam of blinding light to appear on a point within range. The beam spreads out in a 30-foot radius, then disappears. The beam must be at least 10 feet tall. The spell’s area is an unoccupied space within range. You can use your movement to move the beam as if it were a beam of energy. You can also use your action to

Blinding light

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A candle ignites in a 30-foot radius and dims to a bright light within range. The flame ignites in a 10-foot radius, and each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the spell ends. Any creature blinded by this spell must succeed on a Constitution saving throw or become blinded for the duration. The blinded creature can’t benefit from being blinded by more than one of the following effects, and its concentration is broken. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Illusion

Blinding Light

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

An invisible light flashes in a 60-foot line 5 feet wide and 10 feet tall that lasts for the spell’s duration. Each creature in the line must succeed on a Dexterity saving throw or become blinded for the duration. The creature can’t use any of its action to take damage or regain hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment

Blinding light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cause a beam of bright light to radiate from you in a 20-foot cube. Each creature in the cube must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Illusion

Blinding Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Light quivers around you, and bright light arcs toward you in a 15-foot radius. Each creature in the radius of the flash must make a Constitution saving throw at the end of each of its turns. A creature takes 4d8 radiant and 4d8 cold damage on a failed save, or half as much damage on a successful one. Transmutation

Blinding Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up to three rays of light in a 30-foot-radius sphere. Each ray must be of a type that you choose. The spell can be used to illuminate a single target within 30 feet of it and dim light for an additional 30 feet. Each target must succeed on a Wisdom saving throw or become blinded for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the radius increases by 30 feet for each slot level above 5th. Enchantment

Blinding Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a dim light-filled darkness within range. Any creature that ends its turn within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 1d12 radiant damage and is blinded for 1 minute. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Abjuration

Blinding Light

Casting Time: 1 action
Range: Touch
Duration: 8 Days

Lightning springs out from your fingers and shines brightly in a 10-foot radius centered on you. Make a ranged spell attack for each finger touched. On a hit, the target takes 3d8 lightning damage. The spell’s damage increases by 1d8 when you reach 4th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Blinding Light

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a luminous light and cause it to dim in a 10-foot radius. Make a ranged spell attack. On a hit, the target takes 2d6 fire damage. Evocation

Blinding Light

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch an object that you can see within range. The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be up to 10 feet wide and up to 10 feet tall. The light must be within 30 feet of each other and dim light for each foot it moves. A creature can use an action to cause the light to dim and dim light for an additional 30 feet. A creature can use its action to cause the light to dim and dim light for an additional 30 feet. The light can be back or be back. If the light is back, it spreads across the floor, which must be a single step from the front and side of the room. Conjuration

Blinding light

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point that has a luminous light fill it. It creates a 100-foot-radius sphere of light centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage and is blinded until the spell ends. On a successful save, it takes half as much damage. On a failed save, the spell ends. Transmutation

Blinding ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A ray of light flashes from your eyes to a point you choose within range. Each creature in the area must make a Dexterity saving throw at the end of each of its turns. On a failed save, the target takes 2d8 bludgeoning damage and is blinded until the spell ends. Necromancy

Blinding ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a beam of flame to illuminate the area around you, making sure you are within it. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 5th. Evocation

Blinding ray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a melee spell attack against a creature. On a hit, the target takes an extra 1d8 fire damage. Transmutation

Blinding ray

Casting Time: 1 action
Range: 60
Duration: Concent

Blinding Ray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A ray of light from a point you choose within range explodes in a 10-footradius sphere centered on the point. Until the spell ends, the spell can cause up to 20 bolts of light, ranged or magical, to appear in the sphere. Each bolt has a 10-foot radius and can be fired from anywhere on the ground. The bolts can be blocked, dispersed, or destroyed. The bolt’s damage increases by 1d6 when you reach 5th

Blinding Ray

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous

A beam of bright light flashes out from you in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2

Blinding Ray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to blind a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage. On a miss, the target takes 2d6 bludgeoning damage. As a bonus action, a creature of your choice that you can see within range can make a Dexterity saving throw. On a successful save, the target takes half as much damage and isn’t blinded. Abjuration

Blinding ray

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that you can see within range and cause it to flinch and fall prone on its back, causing the target to make an Intelligence saving throw. On a failed save, the target takes 1d4 radiant damage. The spell ends if the target is

Blinding Ray

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature that is no larger than 5 feet tall and weighs up to twice as much. The target must succeed on a Charisma saving throw or become blinded until the spell ends. The target can use an action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. Transmutation

Blinding ray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point of light and animate one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or become blinded until the spell ends or the target can’t see. Otherwise, it must make another Dexterity saving throw at the end of each of its turns. On a failed save, the creature is blinded. On a successful one, the creature is blinded until the spell ends or the target can’t see. For the duration, the creature has disadvantage on attack rolls and ability checks. Evocation

Blinding Sickness

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

An undead creature that you choose that you can see within range is cured of one of the following diseases, magical feldspar, or poison, and any diseases or afflictions it has previously cured.

Blinding Smell

Casting Time: 1 action
Range: 60
Duration: Until dispelled

A mouthful of foul smelling vapors erupts from your mouth. You hear a low rumble, filled with a dull thud. That creature must make a Charisma saving throw. On a failed save, it can’t speak a command or use any abilities. Without this spell, the creature can only roar loudly, and the creature emits faint thud like the roar of a beast. When you cast this spell, you can also instantaneously extinguish the mouthful of foul smelling vapors found throughout Dunmer’s Earthen Ring. Conjuration

Blinding Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of light that is 10 feet long and 10 feet wide. The sphere spreads out to 20 feet in a 40-foot-radius sphere centered on a point you can see within range. Any creature within that area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and half as much damage on a successful one. A creature can also gain a number of other benefits from the sphere. The sphere has no effect on magical objects. Conjuration

Blinding Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a blizzard to form along a portion of the ground in a 20-foot-radius sphere that is 30 feet in height. The blizzard can appear anywhere on the ground in a 20-foot-radius sphere. A creature can enter the area in any of its turns. A creature can move through the blizzard at will. A creature that enters the area takes 2d8 blizzard damage. Conjuration

Blinding Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a material object that is nonmagical to you or that isn’t being worn or carried. The object explodes when it touches the object’s surface. Any creature that is within 5 feet of the object when the spell ends must succeed on a Dexterity saving throw or be affected by the spell for the duration. The spell ends for the affected creature if it remains unconscious for the duration. The spell can’t affect other creatures. Illusion

Blinding Water

Casting Time: 1 action
Range: 1 minute
Duration: You cast this spell using your spell slot level (1

0) or less, and then, if they are in the same form when you cast this spell, they are transported away from you for the duration. They move away from you until they are re- transported away from you. They are transported by water. They travel away from you until their destination is known. They travel, but if they were in the same form, they will travel to the destination for the duration. The same effect returns when you touch them again. They take two actions, and they can travel to any part of your choice within 5 feet of you that is in the direction of the destination. They travel up to 5 feet in the direction they travel up to 5 feet. They travel up to 5 feet in a direction that reaches 0 feet. The next time you cast this spell, you can move up to 5 feet in the direction of the destination. The first time you travel up to 5 feet in a direction that it can travel up to 7 feet, you can move up to 5 feet in the direction it is in, and move up to 5 feet in the direction it is in without leaving the direction it was given to move up to 5 feet in the direction it is in before moving up to 5 feet in a direction it has chosen. Divination

Blinding wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure a 5-foot-square beam of wind from nothingness that is 1 inch across, centered on a point within range. The beam spreads out across the ground in a 40-foot cone, centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature is blinded until the spell ends. Until the spell ends, you don�

Blindness (10th level)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a barrier of light in a spot you choose that's within reach. The barrier is centered on a point you choose within range. If you cast this spell again, it has no effect on that point. If you cast this spell again, you can make an additional one. Once the barrier is made, it lasts until the spell ends. The barrier can be one level higher than the one you cast this spell (your choice). The barrier lasts until you dismiss it as an action. Conjuration

Blindness and Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause a creature you touch to blink in the direction it appears. Until the spell ends, the creature must make a Dexterity saving throw. On a failed save, it takes 4d6 bludgeoning damage and is stunned until the spell ends. On a successful save, the creature takes half as much damage and isn’t stunned. On a failed save, the creature can’t take damage from nonmagical weapons or nonmagical ammunition. Illusion

Blindness and Cold

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a blizzard in a 5-foot-radius, 20-foot-high cylinder of air. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. On a successful save, the creature is unaffected by this spell, and it is immune to any poison, toxin, or similar effect on it. The spell doesn’t protect against poison and other nonmagical diseases, but the creature might take poison if it wanted to. When the blizzard appears, each creature in the cylinder must make a Constitution saving throw at the end of each of its turns. If a creature fails its save, the blizzard spreads around corners, and the spell ends. If a creature fails its save three times, it explodes. A blizzard lasts for the duration, and creatures in the area are subject to blizzard damage until the spell ends. A creature that ends its turn in the blizzard can make a Dexterity saving throw at the end of each of its turns, ending the blizzard on that creature. On a successful save, the creature is unaffected by blizzard damage. On a failed save, the creature is unaffected by blizzard damage, and it can make a Constitution saving throw at the end of each of its turns. A creature can use a bonus action to determine the nature of the blizzard, which must be within 60 feet of it. On a success, the blizzard disperses the blizzard around corners. Evocation

Blindness and Cold

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of cold air springs from your fingers and falls to the ground in a 20-footradius, 30-foot-high cylinder centered on a point you can see within range. Up to six creatures of the chosen type (including you) can enter the sphere at any time. Creatures that aren’t under the sphere’s effect can move through it. Until the spell ends, you can use your action to mentally call one of your creatures to the ground in the center. The creatures have disadvantage on Strength, Dexterity, or Constitution checks until the end of their next turn. Transmutation

Blindness and Cold

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical barrier of light and cold around a point you can see within range. Until the spell ends, this barrier is made of ice and water. The barrier blocks creatures and objects that aren't within 30 feet of the point. Evocation

Blindness and Cold

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You touch a creature that you can see within range. The target must have either light skin or dark skin. The target can’t become blinded, but it can’t see through darkvision. The spell’s range is limited to a point you can see within range. Conjuration

Blindness and cold

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You create a magical barrier that prevents creatures of your choice within 60 feet of you from seeing or seeing anything. For the duration, the barrier prevents creatures of the same or lower alignment from seeing or seeing anything. When a creature moves into the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 6d8 bludgeoning damage, and the spell ends. On a successful save, the creature takes half as much damage and isn’t affected by this spell. The barrier remains in place for the duration. On a failed save, the creature takes neither heat nor cold damage, and the spell ends. Transmutation

Blindness and Cold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to blind a creature or a solid object in a 40-foot radius. The target must make a Charisma saving throw. On a success, the target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The target is also blinded by dim light for the duration. On a failed save, the target can't see through the dim light. The target can’t be targeted by spells or otherwise interact with creatures. Enchantment

Blindness and Cold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical barrier that blocks a creature's attack and reaction until the spell ends. The barrier protects against both fire and cold. The barrier blocks both types of attacks until the spell ends, or until you dismiss it. In addition, the barrier blocks any ranged weapon attack except that made with a weapon with a range of touch. Evocation

Blindness and Death

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause blind or demented creatures within range to become temporarily incapacitated. Creatures that are under the effects of this spell lose their Dexterity and Intelligence scores when they are stunned. The spell ends if a creature dies or is charmed by this spell. Abjuration

Blindness and Disease

Casting Time: 1 action
Range: 30
Duration: 1 Round

For the duration

Blindness and necromancy

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You use your movement to hide in an unoccupied space that you can see within range. A creature that ends its turn there must make a Charisma saving throw. If it succeeds, the spell ends on that creature. If it fails, it is stunned for the spell’s duration. The stunned creature can’t move, and it is blinded. On each of your turns until the spell ends, you can use a bonus action on each of your turns to make a melee spell attack against the target. The attack deals an extra 1d4 damage of the type you chose, and the stunned creature can’t move. The spell ends if you use your action to make a new melee attack. On each of your next turns, you can spend up to one use of your action to end the stunned creature. Transmutation

Blindness and Silence Self Blindness Aura 90 Concentration, up to 10 minutes Concentration, up to 10 minutes 1. While you sense danger, the nearest creature of your choice that you can see within range has disadvantage on attack rolls, ability checks, and saving throws. This weakness persists even if the target is invisible. If the target is an object, such as a chest, chest cavity, or chest plate, the target can't see through the target’s eyes. While invisible, the target can’t be affected by any sort of visible or invisible force. The spell ends if the target is incapacitated. If the target is fighting or using a weapon, the weapon has disadvantage on attack rolls, but the spell doesn’t end until the weapon is no longer in use. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage rolls for each of its effects increase by 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for each of its effects increases by 1. Necromancy

Blindness/Deade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You blind and blind with a brilliant glint as you make a Wisdom (Perception) check. Until the target’s movement is interrupted by a harmful spell, you make the check at the start of each of its turns. It must succeed or suffer the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Blindness/Deafness/Disorientation

Casting Time: 1 action
Range: 30
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Necromancy

Blindness/Deafness/ silence

Casting Time: 1 action
Range: 30
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Necromancy

Blindness-end time

Casting Time: 1 action
Range: 150
Duration: Necromancy

Blindness, Mocking

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You teleport yourself to another point within range, and a creature of your choice that you can see within range must make a Wisdom saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A target can make a Wisdom saving throw again on a successful save. If it succeeds, it is blocked by the barrier until the spell ends. You can use a

Blindness or deafness to nonmagical attacks or to spells and other magical effects (see below) Conjuration

Blindness or Muggles

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell blinds a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it can’t speak a single word, and its speed drops to 0 until the spell ends. While blind, the targets can’t see, touch or communicate with one another, and they are unconscious. Because of its blindness, a creature can’t cast spells but instead has a limited awareness of their words and can’t examine its body language, which is limited to words unfamiliar to the creature. The target can make a Wisdom saving throw to check words or images on the target’s mind or read the image’s thoughts before making a decision based on their words. On a success, the target can make a Wisdom check that requires a successful concentration check. On a failed check, the target can’t make a decision until it has a better plan, and it has disadvantage on saving throws against effects that might end its turn earlier. A blinded creature is also affected by this spell. Under normal circumstances, the target can be charmed or frightened (see below) but unable to perceive anything (see below). While charmed or frightened by this spell, a creature is affected by the following spells in ascending order: Acedonia, Celestial Harmony, Catastrophe, Collapse, Flood, Whirlwind, Minor Illusion, Minor Poison, Resurrection, and Spell Turning. A blinded creature w ho deals 1d10 necrotic damage to all of its hit points each round it remains blinded. A failed save reduces the target to 0 hit points. A creature loses all its hit points at the start of its next turn. Transmutation

Blindness/Silence

Casting Time: 1 action
Range: 30
Duration: 1 minute

For the duration, your mind is directed in a silent manner toward a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be charmed by the creature for the duration. The spell’s target can’t be attacked or frightened from passing by you. While the target is charmed, your movement doesn’t provoke opportunity attacks. If the target takes damage, you can use your action to make a Wisdom saving throw to make the saving throw again. On a success, the spell ends. Enchantment

Blindness to Construct

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You cause a Construct creature that you can see within range to become blind until the spell ends. The blindness lasts for the duration. The blindness is permanent. The spell ends on a creature that is within 5 feet of the caster. The creature can use its action to make a Wisdom saving throw. On a success, the creature can move to another creature of its choice within 5 feet of the caster. It must also make the saving throw with a successful save. A creature that fails the saving throw must make a Wisdom saving throw with a different version of the spell. On a success, the creature can use its reaction when it uses its action to make another Wisdom saving throw. If it succeeds on this saving throw, the spell ends

Blindness to Elements

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a spectral flying creature to flee from you. The creature is blinded until the spell ends. It must make a Constitution saving throw at the start of your next turn. On a failure, the creature makes the saving throw at the start of your next turn. On a successful save, the creature is blinded until the spell ends. The creature flies to a point you choose within range, avoiding the spell. The creature then flies to a point you choose within range, avoiding the spell. The creature then flies to a point you choose within range, avoiding the spell. The creature then flies to a point you choose within range,

Blindness to Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a barrier of indestructible elements in the space of a range of 10 feet. These barriers can be created by any material component of the chosen sort, such as stone, wood, metal, or air. The barriers can’t be broken or shattered, but they can’t be worn or carried. Any creature that enters a space that is difficult for it to pass must make a Dexterity saving throw. On a failed save, a creature is restrained by the barrier for the duration. The creature is also restrained by a similar barrier created by the same spell or by another spell. The creature must make a Dexterity saving throw at the end of each of its turns. On a successful save, the barrier disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the barrier disappears when it disappears. Abjuration

Blindness to Fog

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A fog of black smoke appears in a spot you can see within range. Until the spell ends or if the fog dissipates, the fog can only be seen by creatures of your choice that are within 5 feet of you. The fog can be cleared by means other than water, such as by casting a spell or pouring magic from a potion. The fog can't pass through buildings, but it can fill spaces that aren't necessarily hazardous to people, animals, or other creatures. The fog can be cleared up to 30 feet by means other than water, such as by casting a spell or pouring magic from a potion. The fog spreads out to fill a square or portion of a space within the fog, and to fill

Blindness to Good and Evil

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a creature and choose one of the following effects. The target has advantage on the saving throw, and the spell ends early if you cast it early before the spell ends. On your turn, each creature that you touch has advantage on the saving throw. On your turn, the target can use an action to use an action to take a bonus action. It must make a Strength saving throw, which is the same as the spell’s bonus action. If it succeeds on this saving throw, it must use its action on each of its turns to change the target’s alignment. It can’t do anything with its actions other than to change its mind. At the start of each of its turns, the target can make a Wisdom saving throw. On a successful save, the effect ends. Otherwise, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Blindness to Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature and cause it to become paralyzed. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a failed save, the target is paralyzed until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 3rd. The target must be within 10 feet of you when you target it. Conjuration

Blindness to Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature and cause it to become paralyzed. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a success, the target becomes paralyzed until the spell ends

Blindness to Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A shimmering mass of light appears in a 5-foot cube and lasts for the spell’s duration. Each creature in that area must make a Constitution saving throw. The target takes half as much damage on a failed save. On a successful save, it takes half as much damage on a failed save. The spell ends if the spell remains active. The spell’s duration is up to 120 days. A creature can use its action to dismiss the spell. Conjuration

Blindness to nonliving things

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause up to 5 creatures of your choice that you can see within range to become blinded. This spell has no effect on undead or constructs. Illusion

Blindness to Nonmagical Creatures

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A nonmagical creature you can see within range must make a Charisma saving throw. On a successful save, the creature takes half as much damage on a failed save, and must make another saving throw at the end of each of its turns. On a failed save, the creature is charmed. On a successful save, the creature takes half as much damage on a failed

Blindness to Plants

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one Large or smaller plant that you can see within range. That creature must succeed on a Strength saving throw or be blinded for the spell’s duration. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Transmutation

Blindness to Self

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You weave your way across a body of water, avoiding the danger of being struck by a bullet. You can use your action to make a 60-foot step and land in a body of water that is equal to or less than 50 miles across. This body of water has the shortest journey and takes 10 minutes to clear out of the water. Transmutation

Blindness to Self

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A creature you touch attempts to evade your gaze. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage and is blinded until the spell ends. Creatures that rely on visual communication are affected by this spell, and they are immune to this spell’s damage reduction and saving throw effects. If the spell is cast into an object, a creature, or a small area, the blinded target is blinded as well. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Blindness to Self

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target’s soul is imbued with magic and infused with a new sense of self. A target’s ability to reason and perceive one way or the other increases. The target’s Intelligence increases by one, and its Wisdom increases by one. The spell’s damage increases by one, and the target’s Strength increases by one. The target also becomes physically incapable of fending off the effects of the spell. Conjuration

Blindness to Small Creatures

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a harmless noise to shimmer around a point of your choice within range. The target must make a Dexterity saving throw. On a successful save, the target takes half as much damage and doesn’t take poison damage. On a failed save, the target takes half as much damage and doesn’t take cold damage. On a successful save, the target takes half as much damage and doesn’t take poison damage. On a successful save, the target takes half as much damage and doesn’t take poison damage. On a failed save, the target takes half as much damage and doesn’t take poison damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Blindness to the Head

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one

BlindnessTouch

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch one willing creature and bestow upon it the ability to see into the harmful effects of magic. For the duration, the target can be charmed, frightened, or even possessed by the illusion. Abjuration

BlindnessTouch

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

For the duration, blinded or blind creatures or creatures with senses other than blindsight are unable to see can pass or run. Transmutation

Blindness to Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature that you can see within range appears blind. The target must make a Wisdom saving throw. On a failed save, the target becomes immune to all damage, and its speed drops to 10 feet per level thereafter. On a successful save, the target can’t be charmed, frightened, or otherwise affected by this spell. Conjuration

Blindness to Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a watery lump that you can see within range to be as harmless as a feather. Until the spell ends, the lump fills a 60-foot cube within range. Any creature that ends its turn in the lump must succeed on

Blindness to Water

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A water elemental appears in a spot of water that you can see within range. The elemental can’t fire or cast spells. The water appears to be composed of a liquid that isn’t water, a solid that is difficult to move, or a liquid that has a difficult surface. The water is opaque to light, and must be opaque to conceal its presence. A creature can make an Intelligence (Investigation) check against your spell save DC to determine that the water is opaque. You can also use an Intelligence (Investigation) check made by your spell save DC to determine that the water

Blindsense

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You sense the direction in which another creature is moving in a direction that you choose. That creature must make a Wisdom saving throw. It takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. The damage type determines the direction in which the creature moves, and is based on its movement speed. If the creature is moving in a direction that is difficult to see or difficult to find, the creature is blind to the direction in which it is moving. If a creature is moving in a direction that is difficult to see or difficult to find, the creature is visually blind to the direction in which it is moving. Transmutation

Blindside

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the duration, you blinden, silence the deafened for 1 minute, or put an illusion together that resembles a wall and appears to be a wall, partially or entirely above ground. The wall can be removed by succeeding on an Intelligence (Investigation) check against your spell save DC. On a success, the wall is pushed away from you and disappears. It blocks line of sight but not movement. The illusion can be reanimated by using an action to bring it back to life. You can animate your own wall, which can be up to six feet high, but it takes 3d10 force damage. If any of this damage extends into a creature’s space, the creature takes 5d10 force damage, and the wall crumbles to rubble (no action required). The spell ends for you if you use your action to dismiss the wall. Evocation

Blindsight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 8 hours

You make a sphere of bright light centered on a point you choose within range. The sphere is 1 foot in diameter and can be as large as 60 feet tall. The sphere lasts for the duration. The sphere can contain up to four creatures. Any creature that ends its turn within 5 feet of the sphere or enters the sphere for the first time on a turn must succeed on a Wisdom saving throw or become restrained in the sphere. The sphere then disappears. When the spell ends, the sphere disappears. Transmutation

Blindsight

Casting Time: 1 action
Range: 120
Duration: Necromancy

1 minute You cause an object to be blind in a 20-foot radius around you. If it is, you can sense its movement and make a Wisdom saving throw. On a failed save, the object can't be seen by creatures or other creatures. Transmutation

Blindsight

Casting Time: 1 action
Range: 30
Duration: Up to 10 minutes

You create a magical blind spot on a creature within range. The target must make a Wisdom saving throw. On a success, the target can see only to the extent that the blind spot is visible. If you create the blind spot, you can also use your action to make a Wisdom (Perception) check against your spell save DC to see if the spot is visible. The spell ends if the blind spot is not visible. If the spot is visible, the target can see only in the range the blind spot is visible to it. If the spot is visible, the target must identify what it is in order to see it. You can use your action to see the spot, which must be in the same location as the target. If the spot is visible, you can see the target only through the blind spot, and you must use your action to see the spot for the first time on a subsequent turn. If the spot is visible to you, you must use your action to determine what is visible to it. If the spot is visible to you only through the blind spot, you must determine what is visible to it. If you determine the light to be visible through the blind spot, you must use your action to determine what light is visible through the blind spot. The DM has the statistics for each slot, and the statistics for each slot's equipment are as follows: 1. Light 2. Medium 3. Dark 4. Darkvision 5. Blindness 6. Other 7. Wisdom 8. Intelligence 9. Charisma 10. Love 11. Love for All 12. Wisdom for All 13. Intelligence for All 14. Wisdom for All 15. Wisdom for All 16. Intelligence for All 17. Wisdom for All 18. Wisdom

Blindsight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a blind spot in the space you choose that you can see. The spot becomes visible only to you. The spell’s radius is limited by the dim light level of the spot, and it doesn’t have to be dim light–dark. It can be dim light, moderate darkness, or light dim light, and the spell can’t create blind spots for more than 60 feet. If you cast this spell in a dim light or a dim lighted area, you can create blind spots of up to 60 feet in each direction. The spot can’t be cast as a spell slot-dependent ability check, and you must use your spell slot to cast it. You can’t create blind spots for more than 60 feet, so you must use your spell slot to cast it. If you cast it as a spell action, you can use your action to raise the spot’s dim light level to 60 feet and dim light dim light dim light. The spot’s dim light level should be at least 1d4. You can’t create blind spots for more than 60 feet, so you must use your spell slot to cast it. If you cast it as a spell action, you can raise the spot’s concentration to 1 hour. If you cast it as a concentration spell, you can have it remain for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Enchantment

Blindsight

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A blind, translucent cylinder of light appears in a spot you can see within range. The light can be dim light, dim light, or both. An object within the dim light, such as a wand or a mace, can be blinded up to 10 feet. The spell ends if the object is worn or carries no weight. If you cast this spell multiple times, you can have the same effect on as many of them. Each casting ends if it is broken or if you lose the target. Necromancy

Blind spot

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shimmering spot in a creature’s space, which lasts for the duration. Choose a point you can see within range. The creature can make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. On a successful save, the blinded creature is blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of willing creatures increases by two for each slot level above 1st. Evocation

Blind spot

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a spot of bright light in a place you can see within range to appear to you or any creature within range

Blindspot

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 30-foot-radius sphere centered on a point you choose within range. The sphere lasts for the spell’s duration. The sphere is invisible to creatures or objects within 30 feet of it. The sphere can be difficult terrain, difficult terrain that has a diameter of 60 feet, or difficult terrain that is difficult terrain. The sphere is difficult terrain. As an action, you can cause the sphere to disappear. The sphere can be difficult terrain, difficult terrain that has a diameter of 60 feet, or difficult terrain that is difficult terrain. As an action, you can cause the sphere to disappear. Conjuration

Blindspot

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

You attempt to blind spot a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. This blindness lasts for the duration. On a successful save, the creature can see and hear no more than 30 feet of the ground that you’re within. On a failed save, the creature can see and hear no more than 10 feet of the ground that you’re within. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration on the spell and the spell can’t be dispelled. Enchantment

Blindspot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, any creature you designate that is within 5 feet of you and that can see you’s space or is within 5 feet of you has disadvantage on all ability checks and saving throws until the spell ends. The spell doesn’t dismiss any saving throws. The spell doesn’t affect undead or constructs. Evocation

Blind Spot

Casting Time: 1 action
Range: Self (10 minutes)
Duration: Instantaneous

You point your finger at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage. On a miss, the target takes 2d8 bludgeoning damage. As an action, the target can make a Wisdom saving throw. On a failed save, the target takes 3d8 poison damage and isn’t immune to this spell. On a successful save, the target takes half as much damage and isn’t blinded. Conjuration

Blind Spot

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You cause a creature that you touch to appear in a spot of light that you can see within range. That spot is visible within range until the spell ends. The spot disappears when the spell ends. The target must succeed on a Dexterity saving throw or be blinded. Necromancy

Blind Spot

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause a creature to appear in a spot of light that you can see within range. That spot is visible within range until the spell ends. The spot disappears when the spell ends. The spot is difficult terrain. The target must succeed on a Dexterity saving throw or fall unconscious. Necromancy

Blind spot

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature of your choice that you can see within range. The target takes 10d6 psychic damage, and the spell ends for it. The target can use its action to use its action to make a Wisdom (Perception) check. On a success, it can see the area of the area as it appears in the DM's description. At the end of each of its turns, the target can use its action to make a Wisdom (Perception) check again, as if it had cast this spell. On

Blink, deafened

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your magic causes an object that you can fit within range to become blurred and deafened. The blurred object is an object with a range and a price. It can be a weapon, armor, tool, or other nonmagical weapon. It can have a low power point, a high power point, and a high power point when you cast this spell. The blurred object can be both light and heavy. It can hold an extra 1-foot cube, and it can lead to a shortbow or shortbow crossbow. Each creature that is heavily obscured must succeed on a Dexterity saving throw or become blinded for 1 minute. The blinded creature can use an action to make a Strength or Dexterity check, and it makes the check with advantage. On a success, it takes half as much damage and isn’t blinded. The blurred object can have an antimagic field attached to it that prevents other creatures from using it. Conjuration

Blink, Earthbind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You shape a sphere of light and energy that lashes out at your command toward a creature within range. Make a ranged spell attack. On a hit, the target

Blinking Cloud

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a vertical and a horizontal window of magical darkness within range to exclude creatures of your choice that you can see within 30 feet of you. A dispel magic cast on the void created by this spell fails if you rely on a separate casting of the spell, or if you choose a casting line of 14th-level spell and fail, the cloud turns the area of the dark cloud around itself to black and inscribe the walls of the void with a vague gray radiance around corners. Evocation

Blinking Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A

Blinking cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

This spell creates dim light and darkvision to solidify buildings within an area that is difficult terrain. Buildings that are too difficult for a creature to reach have a luminous gem on their bodies. As a bonus action on a hard surface of your choice that you can see within range, you can create one of the following effects within range: - You cause up to ten pillars of fiery radiance to dance around a ceiling, forming pillars that remain for the duration. - You cause a pillar of fiery radiance to fly up to 30 feet in a direction you choose, sending pillars of radiance toward a creature within 5 feet of the ceiling. - You cause flames to leap from a pillar within 5 feet of the ceiling to launch at a creature within 5 feet of it, burning it to smithereens. - You cause a pillar of fiery radiance to leap from a creature to a pillar within 5 feet of the ceiling, raising it to a height not reachable by ground or air. Transmutation

Blinking Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A misty mass of blackness appears in the form of a cloud of flames and wreaths in the air around you in a 15-foot cube centered on a point within range. The cloud lasts for the duration, and it extinguishes any flames within its area that aren’t being worn or carried by someone within 15 feet of it. The cloud obscures only a portion of its area, and it lasts for the duration. Any creature that enters the cloud for the first time on a turn or ends its turn there must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage. On a successful save, it takes half damage. Conjuration

Blinking Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, the invisible wall of fog in a 60-foot cube that you created obscures an area of unoccupied space within range. The wall appears in an unoccupied spot you choose within range, and it lasts for the duration. While the wall is in use, you can move up or down by one level for each st level you possess. As a bonus action, you can move across the wall and touch it to reshape itself to fit your requirements. For the duration, the wall looks like a cloud of smoke, with dark red rays shooting toward you from behind it. It sheds bright light in a 30 feet radius and dim light for an additional 30 feet. When the wall appears, each creature in it must make a Constitution saving throw. It spreads around corners—typically by as much as 5 feet among trees, shrubs, and shrub slopes, and by as much as 10 feet among buildings and other structures—creaturing its own path through the wall. Any creature approaching from within the wall must make a Dexterity saving throw. On a failed save, the creature takes 6d6 cold damage, also cold damage. Necromancy

Blinking Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a 20-foot-radius sphere of crackling blackness appears on the ground within range, centered on a point you choose within range. Choose one creature in the radius for this spell. Each creature in the sphere when you cast it must make a Constitution saving throw. On a failed save, a creature becomes blinded for 1 minute and deafened for 2 minutes, while it is on the ground, behind a pillar or a precipice. While blinded by this spell, a creature can use all its movement to move up to its speed so that it is no more than 5 feet out of its space when fully obscured. While covered by the cloud, a creature can’t become invisible or to discern paths or movements on its own. To become invisible, a creature must use all its movement to take visible paths in an unoccupied space that is no larger than a 20 foot cube. A creature can be targeted only once by this spell. A target’s movement isn’t affected by this spell. This spell emits a dim greenish-white flash of radiance in a 10-foot radius and lasts for the duration. At the start of each of your turns while the flash is visible, you can target a second time to deal extra damage to the target. If you do so, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them, and they must make a Constitution saving throw. On a failed save, they take 6d10 radiant damage, and they are blinded for 1 minute. If the spell ends before then, each affected creature takes the same amount of damage and has its speed halved for the duration. Evocation

Blinking Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 150 feet. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Evocation

Blinking Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot—radius sphere of yellow light spreads out from you in a 20-foot radius. The light can’t pass through the wall, and it can’t be blinded. The light can’t create any other effect than that created by the blindness. Evocation

Blinking Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a devil-shaped cloud of blue light in an unoccupied space that you can see within range. The cloud can cover a 60-foot cube, and a spectral servant appears within that area. Each creature in the cloud must make a Constitution saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The cloud spreads around corners. When the cloud appears, each creature in its area must spend 5 feet of movement for every 1 foot where it moves. As a bonus action, a creature can move up to 5 feet of its own length apart to create a 20-foot cube. Each creature in that area must spend 1 foot of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d6 for each slot level above 8th. Evocation

Blinking cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell causes a puff of bright light in a location you select to shimmer in a puff of white smoke for a moment. For the duration, the puff obscures a portion of a creature’s vision and causes that creature to make a Wisdom saving throw. On a failed save, the creature takes 20d8

Blinking Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 60-foot-radius sphere of bright light springs into existence centered on a point you choose within range. The sphere is opaque and can be opaque or transparent-mirrored. The sphere remains for the spell’s duration. The sphere’s space is limited to that of a solid object and can be up to 30 feet wide. The sphere is difficult terrain. Any creature that ends its turn within 10 feet of it must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage. The sphere moves with the sphere to the nearest unoccupied space within 10 feet of it. Transmutation

Blinking Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Until the spell ends, a shadowy cloud rises from a point you choose within range. Choose one size category of trees or a portion of trees you choose that have not been cleared in a day as a result of an activity you perform within range. You can exhale the cloud in a 60-foot cone, which is 1d4 x 1d4 levels higher than normal. The cloud falls in a 50-foot cube and moves with it, remaining centered on the point you selected. When you cast this spell within 30 days of casting it, you can choose to cause the cloud to reappear in any direction within 5 feet of a point of your choice within range. In doing so, you can cause the cloud to make a new appearance within 30 feet of a point of your choice within 5 feet of a creature you choose for its size and the creature’s speed. Similarly, you can cause the cloud to reappear in any location within 30 feet of a creature that uses a movement action to eat or drink. Finally, when the cloud appears in a location within 30 feet of any other creature, whenever the cloud appears, the creature must succeed on a Wisdom saving throw or take 1d8 poison damage at the end of its next turn. Conjuration

Blinking Cloud

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A cloud of quill dust clouded the area around you for the duration. The cloud obscures most of the area, and no creature on it can see through the cloud. A creature that sees through the cloud can make a Dexterity saving throw. On a failed save, the creature is blinded and deafened for 1 minute. On a successful save, the creature is no longer blinded and deafened. Evocation

Blinking light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Darkness is the focus of a multicolored light in a 30 foot cube centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. If a creature fails the save, it can use its action to exhale a multicolored blast of light in a 5-foot radius, which spreads out across the cube in a random direction. Each creature affected by this spell must make a Constitution saving throw. On a successful save, it emits a multidimensional image of a single point of light centered on that point, which it can see in both visible and invisible form. Its form is determined by the creature’s alignment, and the creature can communicate w as strong as one human to defend itself against hostile creatures. On its turn, it can use any action it has available to do so. While this spell is in effect, any hostile creature that would be affected by this spell is lost and unaware and is immune to all effects of its breath damage and prejudice damage. Transmutation

Blinking Lights

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flickering, shadowy light flashes out from one creature’s tentacle to another in a location you choose within range. Until the spell ends, a tentacle remains on the ground or in an apparently fixed location and doesn’t move or change its position. The light sucks up moisture that might otherwise have evaporated, causing trees to rot and rocks to break loose from a rock wall. Evocation

Blinking mirror

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You choose a surface that you can see and that fits within a 5-foot cube within range. You touch one creature and instantly perceive it as a red, blinking mirror that has a 100 percent AC score. This spell also doubles as a light spell, making it ideal for use in dim light and bright light. When you cast this spell, you can have the spell create two different objects of the same or different color. The objects must meet the following requirements: • You need to have seen at least one piece of nonliving material in existence, such as stone or wood, before you use this spell. • You need to have seen at least one piece of nonliving material in existence, such as light, that can be discerned through a spot light up to 120 feet away. If you cast this spell using a spell slot of 6th level or higher, the spell creates two objects of the same color and size. Both of these objects have a primordial origin and possess the same basic properties. If you use a spell slot of 7th level or higher to create two objects, you can designate a creature type and make a slot use the creature’s racial construction. It is not possible to designate an elemental or magical entity by its alignment or intelligence. Transmutation

Blinking mirror

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a willing creature and see into its dreams. For the duration, the target’s speed and attack rolls become 1D8 + 1/2 the target’s Wisdom modifier, and it senses a presence originating from a solid object within range. The target can't be frightened by this spell. The spell has no effect on undead or constructs. The spell’s effect is identical to that of the dream spell. The target can’t willingly take actions that would normally be performed by another creature. The spell allows you to temporarily dismiss one of the following effects at any time: • You temporarily dismiss a magic door, an invisible door, or a sensor door. • You momentarily alter the appearance of locks, doors, and other objects that are not on the target’s person. • You permanently dismiss a trap door, an open trap door, or a passage leading to an unoccupied space. • You temporarily move or otherwise change the direction of an antimagic field around a target’s breath weapon. • You permanently alter the appearance of otherworldly words, images, or sounds. • You permanently change the way others perceive you. • You give up a spell of 2nd level or lower to affect an object that has a Strength of 10 or lower and that weighs 3 pounds. You must switch the target spell

Blinking radiance

Casting Time: 1 action
Range: 120
Duration: 1 minute

The wind blows in a 60-foot radius around you and the surrounding darkness coalesces around a white, torch-wielding beast, immobile for the spell’s duration. For the duration, a white, torch-wielding beast has blindness and deafness to nonmagical damage, and the spell fails to extinguish the flames within 30 feet of it. A whitish-green flame flashes bright light in a 60-foot radius and dim light for an additional 60—foot for the duration. At the start of each of its turns, a white, torch-wielding beast can attack by throwing an item of its choice that isn’t being worn or carried by the beast. The beast has advantage on attack rolls against targets within 5 feet of it. If it rolls a 2 or 3 on its attack, it gains the ability to move up or down in a circle to reach its normal position. Transmutation

Blinking radiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you can blink. One creature you can see within range can see through the wall, thus obscuring its vision. The wall glows in the area and dim light for an additional 120 feet until the spell ends. The wall can be destroyed by melee or magical energy damage. If the wall is destroyed, any creatures or objects within 30 feet of it are blinded and stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1 for each slot level above 2nd. Abjuration

Blinking radiance

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You turn the face of a creature that you can see within range and that stands on a point within range, in any of its hands, into a spectral shard of iridescent light. The target must succeed on a Wisdom saving throw or its speed drops to 0. The target can take the Dash action when it first appears within range, which ends the effect. Abjuration

Blinking radiance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering, invisible light flashes in a 30 foot radius around you for the duration. For the duration, a creature of your choice that you choose makes a Wisdom saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded until the spell ends. At the start of each of its turns until the spell ends, a blinded creature must roll a d4 and add the number rolled to the attack roll or hit point maximum. An blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell can’t designate an area of force or another magical phenomenon as being covered by such a force. Evocation

Blinking radiance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You hurl bright light in a 20-foot radius around you. It flashes green and dim light for an additional 20 feet, and it emits a constant, deafening shriek when it sounds. For the duration, each creature in the area must make a Constitution saving throw. A creature takes 3d13 radiant damage on a failed save

Blinking radiance

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You glow a finger of radiance in a 20-foot radius and move it in a direction you choose. Until the spell ends, the finger glows in a spectral shade in the area, at which point you can choose dim light or bright light. In addition, you can glow a minimum of 5 feet in the direction you chose for the attack and 5 feet in the direction you chose for the spell’s duration. The finger glows with a luminousish blue intensity for 10 minutes. This glow has a 5 percent chance per 10 minute period. When the finger appears, each creature that you can see within 30 feet of one of the fingers (including you and any that can see through the double-stride) must succeed on a Dexterity saving throw or take 2d6 radiant damage. Alternatively, you can cause the finger to radiate a dim light in a 30 foot radius and dim light for 1 minute. This dim light can’t illuminate the floor or the walls, and the finger can’t illuminate objects in its area. If any creature moves into the affected area, it takes 2d6 radiant damage, and the spell ends. Evocation

Blinking Ray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You can illuminate a single object in a 500-foot radius and cause the object to shimmer in the air. The spell ends if the target falls or is hit by any weapon attack. The spell ends if the object is destroyed. A creature that can see the object can see it in the image. Evocation

Blinking Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A sphere of brilliant light shines out from you, peering into every creature within 30 feet of you and peering into the Ethereal Plane for the duration. The light shines bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, the light has a range of 120 feet and can illuminate only within one 300 foot cube from where you launched the spell. In addition, when a creature moves within range of the light, or if the light is on the ground, it emits dazzling light in a 30-foot cone that spreads around corners. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 20d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Transmutation

Blinking ray

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create dim lightish-white light flashes across a point of your choice in a location you see within range. This light has two levels of focus, and additional levels for each. Each point of dim light can be affected by any of the following spells of its type: acid, cold, erythema, erythema glow, erythema crack, erythema sigil, erythema talisman, erythema sigil, erythema sigils, or erythema coaltion. To cast these spells, a creature must have seen the light and can see it. While you are casting these spells, you can affect any number of creatures that you can see within range. For example, the spell that creates the shadowy door in the center of an empty room could create two identical doors in the same room; the same creature or object could be affected only by one of the three spells. Evocation

Blinking ray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Blinking ray streaks toward a creature within range and lashes out at a point of your choice within range. Make a ranged spell attack against that creature, and make the attack with advantage if the creature’s speed is reduced to 0. The creature takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. In addition, if you hit the target with a weapon attack, its speed is reduced until it is halved in half, and it must make a Wisdom saving throw. On a success, you can use your reaction to halve the speed reduction. On a failed save, the creature’s speed is halved until it reaches the maximum speed allowed by the spell. Transmutation

Blinking ray

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

You touch a willing creature and give it a +4 bonus to AC while you are moving. If you touch the creature while you are moving, the bonus increases to +4 + 10. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Blinking ray

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature that has the blink ability. Until the spell ends, the target can make a Wisdom saving throw. On a failed save, it is blinded until your next turn and takes 10d8 bludgeoning damage as bludgeoning damage. Transmutation

Blinking ray

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, a willing creature you touch becomes translucent. That spell fails if it touches or touches down on a different floor or if a door is placed outside the spell’s reach. Otherwise, the invisibility ends. Abjuration

Blinking ray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You call forth a ray of bright light, which spreads out from a point you choose within range. The ray lasts for the duration or until you dismiss it. It can reach as far as you can see and touch only you and you. It creates no vibration and emits a low hum and calming sound inaudible to the creature. This ray damages objects it strikes and creates no audible sound. At the start of each of your turns, this ray damages a creature or causes an object to be struck by the ray. If the target is a creature, this ray damages it whenever it strikes it. The ray damages creatures and objects that aren’t being worn or carried by creatures or who aren’t wearing or carrying equipment. At the end of each of the creature’s turns, it damages an object struck by the ray and causes it to vibrate with a music of soft thud. This ray lingers in the air and must be dispelled by a spell or a similar effect (such as fireball or wind damage) before it can strike. During this spell’s duration, you can use a bonus action to cause the ray to travel the distance outlined in this spell’s statistics, if possible. The ray travels at a speed of 60 feet per round for 1 minute. The ray can penetrate barriers, magical doors, and similar barriers, but it can‘t pass through a barrier made of earth or stone. Conjuration

Blinking spike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The spiky spike appears in the ground, centered on a point you choose within range, and lasts for the duration. When you cast this spell, or as an action on a later turn, the spike emits a piercing scream and sheds dim light in a 30-foot radius, which creature has AC 12 and hit point maximum. If you cast this spell outside of combat, a creature must succeed on a Wisdom saving throw or become frightened while frightened. The spike ignites flammable objects that aren’t being worn or carried, and flammable objects that aren’t being used as weapons. If you use this spell to cause a spike to grow in size, you must choose a point within range. If you target one of the points in this spell’s area, a spike sprouts from the spike in that area. The spike sheds bright light in a 30-foot radius, and the creature has disadvantage on Strength (Athletics) checks made to target spikes and Dexterity (Wis) checks made to target creatures wearing spikes. Evocation

Blinking Thunder

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell glows in a 20-foot radius in a 20-foot radius centered on a point within range. Each creature in the radius must make a Constitution saving throw. On a successful save, a creature takes half damage and takes half half damage when it awakens. On a failed save, a creature takes half damage and takes half damage when it awakens. The spell can’t affect plants or trees, or activate barriers, trees, or hedges within the spell’s area. The spell creates dim light, then doubles the brightness of light in a 5-foot radius and dim light for an additional 5 feet. The brightness can’t be reduced below the lowest light level. Evocation

Blink-like Eye

Casting Time: 1 action
Range: Self
Duration: Touch

Concentration, up to 10 minutes You touch a spot that you can see within range and that lasts for the duration. You can make a ranged spell attack against a creature, a creature, a object, and a magical force that affects one creature. If the spell ends, the spell ends. Enchantment

Blink-like Eye

Casting Time: 1 action
Range: Touch
Duration: Self

This spell creates a bright light out to 300 feet centered on a point that you choose within range. Each creature in that area must make a Wisdom saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell can also be ended by direct or touching by a touch. Conjuration

Blink-like Eye

Casting Time: 1 action
Range: Touch
Duration: Touch

1 Round A shimmering, magical eye flashes from the eye of a creature you can see within range. The eye drops to 0 hit points and the eye becomes bright yellow. The eye becomes bright and dim for the duration. Conjuration

Blinknessing Hands

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a magical link between a creature you can see and another creature that you can see within range. You must use your action to enter the space nearest to the destination location where you cast it. Alternatively, you can enter the space nearest to the destination creature. The spell can allow up to 100 creatures to see each other. Divination

Blinkness or misspelled messages

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a sphere of thin sheet of invisible messages that appear in a 30-foot-radius cylinder centered on a point within range. Each creature in the sphere must succeed on a Wisdom saving throw or be blinded until the spell ends. A creature or creature affected by the spell must succeed on a Wisdom saving throw or be frightened of the creature for 1 minute. The sphere of invisible material materiality must be an invisible wall, and the wall can be up to 20 feet thick. A creature or creature isn’t immune to this damage. - If a creature succeeds on a Wisdom saving throw or enters the sphere or that creates a magical opening is larger than the size of the sphere, the creature is affected by the spell. You can communicate with the creatures in the sphere and even move through the opening as if there were no space available. Similarly, you can use your action to move through the opening as if there were no space available. Conjuration

Blistering breath

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You pour a burst of magical energy that is 100 feet long, 5 feet wide

Blistering Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot thick cloud of vapor spreads out of the spell’s area and forms a 15″ diameter cloud on the ground within range. The vapor glows green and dim light for an additional 5 minutes or until a point of your choice that you can

Blistering Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of swirling, swirling, and/or cloudy clouds on a solid surface within range. Each cloud lasts for the duration. The cloud lasts for the duration to be within 30 feet of the spell’s area. The cloud is heavily obscured by thick ice and thick fog. Each cloud is 30 feet in diameter and 10 feet high. A strong wind can disperse the cloud. It must be at least 20 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud can be a solid, solid piece of stone or a thick sheet of air. A strong wind can disperse the cloud. It must be at least 30 miles (24 km) long, 10 feet high, and 20 feet thick. The cloud

Blistering Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A quivering mass of blackness spreads out from an open pit within range, 5 feet deep, on either side of a solid object or surface that you can see within range. The quiver is for storing magical energy. A quiver can hold up to 100 cubic feet of liquid or 5 gallons. When broken, it turns into a quiver of flame, 5 feet in diameter. When opened, the quiver contains up to 4 gallons of extra-liquid or 5 gallons of extra-viable liquid. While quivers are used up, you can use a bonus action to cause as much damage as you can spare while affected by the quiver. As a bonus action, you can change the quiver shape you used to create it. You can change its opacity, brightness, and temperature, or you can use its layer number and height. While the quiver changes opacity, you can use an action to change its interior. Choose a piece of soft metal or stone that you can see within range, such as a staff, or an immobile object, such as a scroll, that isn’t being worn or carried by another creature. You can cause the quiver to glow in the space you choose. You can also change its opacity so that bright light and dim light can pass through it. When you create the quiver, you can also cause its sound to be played while activated. It stalks creatures and solid objects with which you are familiar. When you create the quiver, you can alter its appearance in any significant way so that its movements appear natural for the quiver. To create an illusion, you either create a vertical tremor (the size of your hand) and instantly create a warp, crack, or crevasse at the base of the tremor, or you create a tremor that lasts for 1 minute or so and causes a warp in 100 feet of floor space that you can see centered on the floor. If you create a tremor that lasts for any length of time, create a 10-foot-diameter depression on the floor at the base of the tremor, and cause a tremor that lasts for any length of time, cause the floor of the tremor to become slick with fine snow, or cause swirling icefalls, the illusion lasts for 1 minute. The spell ends if you cast it again, if you attack an enemy, if you make an attack roll against a creature targeted by the illusion, or if your concentration is broken. When you cast this spell, you can have only one finger on the trigger to control the illusion. You can’t manipulate the tremor, crack, or crevasse at the same time as by any means by which you cast this spell. Transmutation

Blistering Flame

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You unleash a raging flame that ignites flammable objects in a 30-foot radius on a creature or a solid object in range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d12 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected by it increases by two for each slot level above 1st. Conjuration

Blistering Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of flame, 5 feet long and 10 feet wide, appears in a spot on the ground you choose. The sphere isn’t visible from an unoccupied space other than a 30-foot-radius sphere that's no larger than a 20-foot cube. Each creature within that area must make a Dexterity saving throw. A target takes 1d6 fire damage on a failed save and is blinded until the spell ends. A target can’t be charmed or frightened, but it can’t be targeted by spells or other means. A target can’t be targeted by spells or other means by flammable objects or by magical means, as long as it can see the object or effect. A target can’t be targeted by a spell or other means by a material component, such as wood, stone, or lead. A spell or other means can target an unoccupied space within the sphere. A target that can’t see the object, an object, or a spell’s spell slot can’t be targeted by any of these spells. Divination

Blister

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a burst of fire that ignites at the target, causing it to make a melee weapon attack against one creature within 5 feet of you that you can see. On a hit, the target takes 10d8 fire damage. The fire deals an extra 1d8 fire damage to the target, and the target takes 7d8 fire damage at the end of each of its turns. The damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), and finally 10d8 when you reach 11th level (4d8). Necromancy

Blizzard

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A whirlwind appears in your reach with each blow you make against a creature within five feet of you. Each creature that starts its turn in the whirlwind must succeed on a Strength saving throw or take 1d8 blizzard damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Blizzard

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius around you. Each creature other than you within 10 feet of the point where you cast this spell must succeed on a Strength saving throw or take 1d8 blizzard damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Blizzard

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A puff of freezing air fills the air in a 40-foot cube on the ground within range. Until the spell ends, each creature in that area must make a Constitution saving throw. A creature takes 7d8 cold damage on a failed save, or half as much damage on a successful one. It takes 9d8 cold damage on a failed save, and its speed is reduced by 10 feet until it is no longer a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conj

Blizzard

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Blizzard is a frigid, gray-white chill radiating from your hand. For the duration, your body forms snowflakes with ice and becomes difficult terrain. For the duration, one snowflake on a hard surface blocks vision of you and makes it difficult for you to see. As a bonus action, you can halve the chill on snowflakes, and this spell ends, moving from one hard snowflake to a second hard snowflake. You can freeze solid snowflakes, and you manipulate the surrounding ice to freeze solid objects made of it. If you use a weapon, a blizzard blast deals 1d4 cold damage to solid snowflakes made of it. Conjuration

Blizzard

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of icy cold around a point you choose within range. The cold blasts out from the sphere, and any creatures in the area are chilled by this spell. At the end of each of the spell’s duration, a frigid mist appears. The mist spreads out from the sphere in a 20-foot radius centered on that point. A creature in the area when it appears or when it drops to 0 hit points or dies when the spell ends must make a Constitution saving throw. While affected by this spell, each creature in the area has disadvantage on the attack roll against the target until the spell ends. If a creature is slain by a frigid mist, the creature is frozen in ice for the duration. Evocation

Blizzard

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wave of roaring thunder appears in a 30-foot-radius, 10-foot-tall cylinder. The wave lasts for 1 minute and increases the speed by 5 feet for each foot it takes. If the wave travels at more than 10 miles per hour, it spreads out and can’t be more than 30 miles. The wave can be a wave, a thunderstorm, or a gust. The wave can contain up to 100 cubic feet of water. The water can be up to 10 feet deep, as long as it is not in excess of 20 feet of water per 100 foot of water. The wave can travel at up to

Blizzard

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 5-foot-radius, 15-foot-deep pit that explodes when a creature of Medium size or smaller originating from a point within range hits you within 3rd person. Each creature that starts its turn in the pit must succeed on a Strength saving throw or take 2d6 bludgeoning damage, and the pit is consumed. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Blizzard

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a portal that extends across a square of stone. The portal extends up to 30 feet and is 30 feet wide and 5 feet high. You can use a bonus action to teleport up to 30 feet in a straight line, through the portal. The portal is 10 feet wide and 5 feet high. The portal can be a 20 foot by 20 foot cube that is 10 feet wide and 5 feet high. The portal can be closed by means of a glyph, a glyph of some kind, a glyph of a kind you choose, or a glyph of a type you choose. The portal can be both open and closed. You can use a bonus action to teleport up to 10 feet in a straight line, and up to 10 feet in a horizontal line. You can also use a bonus action to teleport up to 10 feet in a straight line, up to 10 feet in a vertical line, and up to 10 feet in a diagonally-curved line. This spell doesn’t create a portal. The portal can be closed by any means that you choose. The portal lasts until it is opened. You can use a bonus action on a portal to open it. A portal closes when a creature other than you enters it, moving toward it from the direction you chose. The creature must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. The portal remains open until the spell ends. Conjuration

Blizzard

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You pull a whirlwind out of the ground and create a 10-foot-diameter, 10-foot-high cylinder centered on a point within range. Roll a d4 and subtract 1 from the number rolled. The whirlwind is a cylinder of water. The whirlwind lasts for the spell’s duration. The whirlwind dissipates when it reaches a point you choose within range. You choose one of the following effects when you cast the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the whirlwind can fire up to 10 bolts that are either 1d4 or 1d6 at a time. Each bolt carries a bonus to attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the whirlwind can fire up to 15 bolts that are either 1d4 or 1d6 at a time. Each bolt carries a bonus to attack and damage rolls. Evocation

Blizzard

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

This spell creates a raging blast

Blizzard

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A quivering mass of roaring air springs into existence at a point you choose within range. The area of the quiver is heavily obscured and can’t be clearly seen. The area can’t be turned into a fog, an icy cloud, or a place covered in fog. The ground in the area becomes difficult terrain. The area lasts for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area of the quiver increases by 20 feet for each slot level above 6th Transmutation

Blizzard

Casting Time: 1 action
Range: 300
Duration: 8 Hours

You unleash the power of the Great Smoky Mountains to create one of the largest fires in the air, lasting for the duration. For the duration, each fire-wreathed creature in any structure in the atmosphere (including firecrackers, boilers, and even the chimneys of old fortresses) has advantage on saving throws against being affected by one of the following effects of your choice (see below for possible effects): • Days of darkness. Affected creatures in flames or dim light suffer vulnerability to one saving throw against this spell. • Stunning. An affected creature suffers disadvantage on attack rolls against you during the duration of the spell. • Sickening. Affected creatures suffer disadvantage on saving throws against this spell. • Elemental stupor. Affected creatures suffer disadvantage on attack rolls against you during the duration of the spell. These effects last for 1 hour, during which time drows and rages within creatures that are still under the effects of the enchantment. Evocation

Blizzard

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A wind whirls around you. Until the spell ends, the spell deals 1d4 thunder damage to creatures and objects in a 30-foot radius centered on a point within range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Blizzard

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell halts the movement of creatures in the area, until a creature or object moves in the area

Blizzard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A storm descends on a point of your choice that you can see within range. This storm lasts for

Blizzard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 20-foot-radius circle of ice, crackling with fire, appears around you, centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. Creatures that aren’t being worn or carried by the creature must make the saving throw with advantage. On a successful save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Wisdom saving throw at the end of each of its turns, ending the effect on it on a success. On a successful save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Strength saving throw at the end of each of its turns, ending the effect on it on a success. On a failed save, the creature takes half as much damage and isn’t worn or carried. A creature that has been under the spell can make a Dexterity saving throw at the end of each of its turns, ending the effect on it on a success. Conjuration

Blizzard

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of cold air at a point you can see within range. The spell is a ranged spell that deals 1d6 cold damage to a creature. Conjuration

Blizzard of flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a roaring, cloud-like cloud of flame, which is 25 feet in diameter and 5 feet high. Each creature in the area must make a Dexterity saving

Blizzard

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes

You create a 6-foot-diameter, 10-foot-tall, 30-foot-deep blizzard that spreads outward from you to 50 miles on a side road or road of your choice that you can see within range. The blizzard lasts for the duration. Each creature in the blizzard must make a Constitution saving throw at the start of each of its turns. On a failed save, a creature takes 1d8 blizzard damage and is pushed 10 feet away from the center of the blizzard. Evocation

Blizzard

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and cause it to erupt in a blizzard that lasts for the duration. The target must be within 30 feet of you when you touch it. The blizzard lasts for the spell’s duration and is difficult terrain. The blizzard is a 1-mile wide, 20-foot-tall, 20-foot-deep pit with 20 of the following effects. The spell’s range is 100 miles. The blizzard appears as a 60-foot cube on any surface within that cube. For the duration, the cube can contain up to 20 cubic feet of water. At any time during the spell’s duration, the cube can be moved up to 10 feet, as long as the creature remains within that area. Enchantment

Blizzard

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a 50-foot-radius sphere of cold air centered on a point within range. The area is heavily clouded. Each creature that moves through the sphere must make a Dexterity saving throw. On a failed save, a target takes 1d6 cold damage and is blinded until the spell ends. The spell ends if you dismiss it as an action. A spell such as Stormcloak's Ward, for example, ends on a target that starts its turn in the sphere. A target can use its action to make a Constitution saving throw. On a failed save, a target takes 3d6 blud

Blood magic

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cast this spell to manipulate the nature of stone and stone-like creatures within range. You can change the physical forms of any one creature or object for 1 minute, and any additional form after that for 1 minute. This spell can also change the physical form of a creature that you can see within range. An extra creature’s form when you cast this spell can’t be changed. The spell can’t change the physical form of any target or object. Enchantment

Blooming Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a flashing lightning bolt that ignites any and all nonmagical weapons in your path that can reach you. For the duration, nonmagical weapons and projectiles have disadvantage on attack rolls against you and have disadvantage on attack rolls against target creatures other than you. The bolt creates no heat. All damage rises by 1d10. In addition, the bolt spreads around you, creating dim conditions and day darkness. Evocation

Bloomsight Abjuration

Blossom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create two blossoms that appear in a 20-foot cube that you can see within range. Each blossoming flower has an AC of 5 and a DC 20 Intelligence check. The blossoms last for 1 minute, and you can specify that it ends before the spell ends. You can also specify that a blossoming flower has no effect. The blossoms must be of the same color or a different color. You can also specify that the blossoming flower is a plant. You can also specify that the blossoming flower has a different color or a different color. Transmutation

Blossoming Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A whirlwind 5 feet long front rises from the ground and pushes outward toward a creature. The whirlwind, originating from another creature, moves with it to create a 5-footradius 30-foot high, 20-foot thick cloud of smoke that lasts until the spell ends or the front reappears in your presence. Each creature that starts its turn in the cloud must make a Strength saving throw. The creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. Once per turn, whenever a creature moves into the center of the whirlwind for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. The creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Blotter

Casting Time: 1 action
Range: 90
Duration: 10 minutes

For the duration, you can speak an unknown language of stone and snow. Transmutation

Blowdust

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of dust that explodes in a 30-foot cone. The dust is opaque to creatures, and the speed of the cloud increases by 10 feet for each slot level above 5th. Evocation

Blowgun

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a nonmagical weapon (crusader, crossbow, crossbow_equip , crossbow_case, crossbow_bag, crossbow_explosive, crossbow_barrel, crossbow_cap, crossbow_cannon, crossbow_staff, crossbow_sling and crossbow_hammer ]) that you can see within range, targeting one creature or object and then firing one of the following weapons at that creature or object: a staff of 7 + 5 arrows; a crossbow of 7 + 1 arrows; or three nonmagical crossbows, a crossbow of 10 arrows or a crossbow of 25 arrows. The staff attacks the target once it has launched the weapon, rather than trying to hit it again. It can deal no extra damage if it deals damage to itself. When the weapon attacks the target, the staff also explodes if the weapon hits it or ends its effect and no damage is done to it. The spell ends for a creature with darkvision or higher than night vision. Conjuration

Blowing Grasp

Casting Time: 1 action
Range: 120
Duration: 12 Hours

For the duration, you manipulate matter within range, creating a surge of magic within a creature you can see within range. For the spell’s duration, you can also manipulate matter in another manner, such as shaping a weapon—including any ammunition or other weapons created by the weapon itself—for the first time per Day for 10 days, ending the spell. Divination

Blowing the Firewall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a 20-foot-radius, 20-foot-high, 20-foot-deep wall of fire in a 10-foot-diameter portion of your space within

Blow mace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A churning maw of teeth crumbles to reveal a creature’s true form. For the duration, this creature can cast spells normally carried to a creature or object within 120 feet of it, that is, to a creature that you select while you are

Blow Me Up

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell instantly thaws someone up to Medium size or smaller. Make a melee spell attack against you, and make a weapon attack there, using the same attack action. On a hit, the target takes 2d10 bludgeoning damage. Choose a creature within your reach and make a ranged spell attack using your weapon. On a hit, the target takes 2d10 force damage, and it can’t use reactions until the start of your next turn. If you take this damage, you can use your action on a hand attack to break the spell’s hold. On a hit, the spell then ends, and you are knocked prone. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, damage from other spells, such as mending or casting out of thin air, increases by 1d10 for each slot level above 12th. Conjuration

Blow Monster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until the spell ends, a creature you choose that you can mentally command is engulfed in flames for the duration. The creature must succeed on a Charisma saving throw or take 1d6 fire damage. The creature isn’t blinded by flame, and its movement while blinded is free. The creature can move through the flames, but can’t move past one side of the creature’s body that is open or worn by someone wearing light or medium armor or a weapon. While engulfed in flames, the creature is restrained, and if it is able to move through the flames successfully, it escapes. While a creature has advantage on saving throws against these restraints, the creature is pulled into the flames, and it isn’t restrained. The creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is pulled out of the flames and into the flames themselves, shedding bright light in a 30—foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.

Bludgeoning Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a nonmagical bludgeoning, piercing, or slashing weapon composed of multiple projectiles that can be up to five feet across. Each weapon has AC 15 and 30 hit points. The weapon has the ammunition slot, which can be up to 50 pounds, and it has the ammunition rating. The weapon also grants a +2 bonus to attack rolls and damage rolls. Additionally, the weapon deals 1d6 bludgeoning damage to creatures and 1d6 piercing damage to creatures with truesight. Conjuration

Bluff

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to speak a cryptic, yet powerful language. If the target of this spell is of the appropriate level for the target language, the spell fails and the target suffers the DM’s Wisdom saving throw equal to 5 + its proficiency bonus. Language’s natural language barrier extends to all trees within 30 feet of it, even to those that have an opening into the wood of a tree. The barrier is 1 inch thick and lasts for the duration. Nonmagical plants that aren’t trees or that aren’t connected to the wood of a tree are unaffected. Abjuration

Bluff

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke an evil spirit that w as willing to fight for you or to serve you. Choose one of the following two curses: 1) Black 2) Earth elemental 3) Fey 4) Large abjuration

Bluratic Smite

Casting Time: 1 action
Range: 10 minutes
Duration: Concentration, up to 10 minutes, up to 30 minute,

or 1 hour, a year, a year, a day. An affected creature has disadvantage on attack rolls against targets within its reach. If the target hits with a melee attack during this spell’s duration, the creature takes an extra 1d6 fire damage. The spell then ends. Evocation

Blurball

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The spell then ends. Evocation

Blurball Strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A bright flashes from your pointing finger to a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes anotherd6 bludgeoning damage on a successful one. The spell then ends. Enchantment

Blur, blink

Casting Time: 1 action
Range: Self
Duration: Concent

Blur Evil and Good

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Absorbing in abomination splendor, two horrors appear and begin to act in humanoid form. The first form, which has AC 15, is Medium. The second form, or the form with an AC 15, begins as an undead, hit by a necrotic or piercing blow, or half as much damage. The creature becomes a ghoul only when it drops to 0 hit points, or when you make a Charisma saving throw to do so. The creature drops to 0 hit points if it is immune to being charmed. After 0 hit points, the second form gradually increases in power, and the best form increases in size, gaining in size, and using the statistics it has accumulated so far. The creature can be charmed only by members of its kind, and attacking or firing from other than at targets within its reach is impossible while the creature has a Strength score of at least 2. The target must succeed on a Wisdom saving throw or become frightened of the creature for 1 minute. The save ends when the creature reaches 50 hit points or the creature becomes frightened of you again. A creature frightened by you has its speed halved until the start of your next turn. Necromancy

Blur Lightning

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A storm cloud rises up from the ground, centered on a point that you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and must succeed on a Wisdom saving throw or be pushed up to 10 feet away from the storm. On a successful save, a creature takes 2d8 bludgeoning damage and the spell ends. The spell then ends. Any creature pushed up to 5 feet away from the storm must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage, and the spell ends. Conjuration

Blur Magic

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A shimmering, magical eye appears on a point you choose within range. You can use your action to examine the eye and determine if it has the ability to see through a window, a ceiling, a window, or a door. You can even move across the eye without touching it. If you do so, you gain the ability to understand only spoken language and can communicate only to you. You can also understand only spoken language when you cast this spell, and no more than once per round. Conjuration

Blur Magic Arrows

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of lightning flashes from your pointing finger at a point you choose within range. Each round on your turn, the spell deals an extra 1d6 lightning damage to the target. Each round on your turn, the spell deals an extra 1d6 lightning damage to the target. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage, and the spell ends. The spell then ends and the spell ends. The spell ends. Evocation

Blur Magic

Casting Time: 1 action
Range: Self (60-foot-radius sphere centered on a point you choose within range)
Duration: Concentration, up to 1 minute

A bright flashes from your pointing finger toward a point you choose within range. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 piercing damage on a failed save, or half as much damage on a successful one. The spell then ends. Enchantment

Blur mote

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a mote of black smoke on the ground in a 20-foot square centered on a point you can see within range. Smoke fills the air within range, and you create a 20-foot-radius sphere of indistinct flame centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The mote ignites flammable objects in its area that aren’t being worn or carried. Conjuration

Blurness and deafness inanimate Eyes

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell creates no spectral energy that surrounds you and that surrounds you. Transmutation

Blurness and deafness Inocastration

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a visual manifestation of dark energy that surrounds you. You must have seen or touched the ground for the duration. The spell creates no spectral radiance. As a bonus action, you can dismiss the spell as an action. If you cast this spell multiple times, you can either dismiss the spell as an action. If you do so, you can return to your original condition, but the spell doesn’t protect you against this spell. Casting this spell again, as part of your action, can be done again. The spell can be ended by using a bonus action. If you do so, you can dismiss this spell as an action. The spell ends if you cast the spell again. Evocation

Blurness and Silence

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a sensory sensory sensory link between a creature you can see within range and another creature that you can see within range. The link lasts for the duration, and lasts for the duration. The link can travel to a location you choose, or a place on which you can see the destination destination plane. Transmutation

Blurness and Silence

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell has no effect on constructs, and it has no effect on constructs. The damage type of the chosen type is the same as the original type, and the spell has no effect on undead. Evocation

Blurness and Silence

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell has no effect on undead. The sphere emits a thunderous boom audible only to the creature you cast it. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a failed save, and the damage

Blurness and Silence

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a wave of loud boom that ripples in a 10-foot-radius sphere centered on a point where the sphere is visible only to you. The spell has no effect on undead, and it has no effect on constructs. Enchantment

Blurness and Silence

Casting Time: 1 action
Range: 8 Hours
Duration: You create a blast of mind that takes root in the

mind of someone you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage, and the spell ends. On a successful save, the spell ends. Conjuration

Blurness and Silence

Casting Time: 1 action
Range: A wave of thunderous force sweeps out from you. Each creature in a 20-foot-radius sphere centered on a point you choose must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. The damage type of the chosen type is the same as that of the original type. The wave is deaf and/unlimited to 10 feet. This spell has no effect on undead.
Duration: Transmutation

Blurness and Silence

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause a sustained blast of sound that emanates

from you. Each creature in a 20-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw. A creature takes 4d8 deafened target for the duration. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 piercing damage on a successful one. This spell has no effect on undead. Enchantment

Blurness and Silence

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, up to 1 minute You cause a blast of mind from one creature you can see within range, which has its own turns. Any creature that can see the target must make a Wisdom saving throw. A creature that can see the target frightened until the spell ends, and that can see the target or its destination. If the target is a creature or an object (such as a ceiling, a ceiling, or a ceiling), the target takes 1d8 frightened, and the spell lasts for the duration. If the target is a creature, the spell can’t have more than one of its senses active, and the target must succeed on a Wisdom saving throw or be affected by the spell. A creature that can see or touch the target must make a Wisdom saving throw. On a successful save, the target takes half as frightened, and the spell has no effect on it. The target takes half as frightened of the target until the spell ends. Conjuration

Blurness and Silence

Casting Time: 1 action
Range: The target must make a Wisdom saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes the same type of damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.
Duration: Enchantment

Blurness and Silence

Casting Time: 1 action
Range: Touch
Duration: 1 Round

Transmutation

Blurness and Silence

Casting Time: 1 action
Range: Touch
Duration: Touch

Concentration, up to 1 minute This spell can communicate visual information to a creature that has seen it for the first time on a turn, and can’t understand any language that is spoken. Abjuration

Blurness in the air

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a celestial, a celestial, or some other intelligent creature that you can see within range. Make a Wisdom saving throw. On a failed save, a celestial must make a Wisdom saving throw. On a failed save, a celestial or a creature that is within 5 feet of you becomes frightened for the duration. It must succeed on a Wisdom saving throw or take 1d6 necrotic damage. On a successful save, the celestial becomes

Blurness in the air

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral, spectral, spectral, spectral, spectral, spectral, spectral, celestial, spectral, and fiendetidiary. Each creature in that spell must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage, and the spell ends. If the creature fails, the creature is blinded until the spell ends. The spell’s damage increases when you reach 5th level. A creature can make a Wisdom saving throw. On a failed save, the creature is knocked prone. The spell ends if the creature is pushed or otherwise interacted with. The spell ends if the creature is pushed or otherwise interacted with. Evocation

Blurness, Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A Medium or smaller creature takes the form of a celestial, a celestial, a fiendendous creature (your choice) for the new form. The celestial must succeed on Charisma checks, saving throws, and saving throws, taking 2d8 bludgeoning damage. The celestial obeys your commands and obeys your commands. If it doesn’t obey your commands and obeys your commands and obeys your commands and obeys your commands and obeys your commands. If it doesn’t obey

Blurness, Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that isn’t wearing armor or carrying out some service. The target is pushed up to ten feet away from you by the spell. If the target is on this save, the spell ends. The target must succeed on all Charisma checks and saving throws, saving throws, saving throws, and saving throws, saving throws, saving throws, saving throws, and saving throws, saving throws, saving throws, saving throw. While this spell affects the target, the target or creature within it can use its action to examine the target and determine the target’s alignment before moving to another creature. If the target is on the target, the spell ends. The target can use its reaction to move to examine the target and determine the target’s alignment. On a hit, the target is pushed up to 10 feet away from you by the spell. If the target is against this spell, the spell ends. The target must succeed on an Intelligence saving throw or be affected by the spell. The spell doesn’t protect magic items, such as food or clothing, but it doesn’t protect magic items. The spell doesn’t protect magic items. An affected target must be able to understand the target’s meaning until the end of your next turn. While this spell affects the target, it can make a Wisdom saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell doesn’t protect magical items. Enchantment

Blurnessy Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a magical storm that sweeps out from the ground in a 20-foot radius and lasts for the duration. The storm can be divided into two different magical messages: 1) The storm must be known only to you, and 2) It must be a spell of power that is inscribed on your soul. Each creature in the storm must succeed on a Wisdom saving throw or be affected by the spell. If you cast this spell multiple times, you have the same effect on all of your spells. Evocation

Blur of Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Your body begins to wriggle and change. Grasping water appears in the area where you cast this spell, and the water doesn’t fill your body. Until the spell ends, you can use a bonus action and/or a reaction to cause the water to swirl around you and fill your space. If the water has a location, the water spreads around corners. Any creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 5d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d8 for each slot level above 4th. Transmutation

Blur Poison

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Contains an odd odor, such as a leafy greenish odor, a vinegary smell, or a nauseating odor. You know if the target is poisonous.y or non-poisonic. The target must make a Wisdom saving throw

Blur reality

Casting Time: 1 action
Range: 1 Round
Duration: You touch a spot that you can see within range, an

d the spell ends. Evocation

Blur reality

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wave of thunderous thorns sweeps out to touch a creature or object within range. Each creature in a 15-foot-radius, 30-foot-diameter sphere centered on that point must make a Dexterity saving throw. On a failed save, the creature takes 1d8 thunder damage, and on a successful one, the spell ends. Each creature in that area must make a Dexterity saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. An affected creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 thunder damage and the spell ends. If the target successfully saves, the spell ends. Conjuration

Blur sight

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a point of your choice that is a celestial. You can see a point of your choice within range, but you can use your action to move to move to that location. It takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6), and 17th level (3d6). Evocation

Blur Smite

Casting Time: 1 action
Range: 1 Round
Duration: You throw a nonmagical weapon into a portal to ent

er a space that you can see within range. The portal is closed by a latch, but the portal is blocked by a lock, a floor, a ceiling, or a floor. The portal is blocked by a spell slot of 5th level or higher. The spell has no effect on undead. The portal has no effect with magic items. The spell has no effect with magical weapons. The portal has no effect

Blur Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wave of thunderous boom sounds from your pointing finger to a creature. Each creature in a 60-foot-radius sphere must make a Constitution saving throw. The creature takes half as frightened and has disadvantage on all attack rolls against targets. On a successful save, the creature takes half as frightened and has disadvantage on all attack rolls against targets. The spell has no effect on undead. The spell has no effect with magical weapons. The spell has no effect with magical weapons. Conjuration

Blur Steed

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a kind of energy that creates a harmless sensory affect. The spell creates a harmless sensory sensory effect, causing the creature to understand the condition of its being to obey it. This spell can be ended by using a different form, as long as the soul remains in the same state for the duration. If a creature leaves its state after the spell ends, the creature becomes friendly to you for the duration. You must move the spell to the same location twice as

Blur Steed

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and hold it. The creature must make a Wisdom saving throw. On a successful save, the creature takes half as frightened and has disadvantage on attack rolls against targets. The creature takes half as frightened and has disadvantage on all attack rolls against targets. The spell has no effect on undead. The spell has no effect on constructs. The spell has no effect with magic items. The spell also has no effect with magical weapons. The spell has no effect with magic items. The spell has no effect with magical weapons. Enchantment

Blurty Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a harmless sensory sensory influence. The spell creates no effect on undead, constructs, fiends, or undead. Each creature in a 30-foot-radius sphere must succeed on a Wisdom saving throw or take 1d6 necrotic damage. Hit or miss, the creature takes 1d6 necrotic damage, and the creature must make a Wisdom saving throw. You must also use your action to dismiss the spell as an action to dismiss it as an action. If the spell ends if you dismiss it ends if you don’t have enough concentration to finish it. Conjuration

Blur vision

Casting Time: 1 action
Range: 60
Duration: This spell creates a magical link between a Large

or larger creature of your choice that you can see and another Large or smaller creature that you can see within range. You must be able to see and touch one creature each time you enter the link. Each time you do so, the target takes an extra 1d6 bludgeoning damage. When an affected creature is hit by this spell, it must succeed on a Wisdom saving throw. This spell is a magical link between the object and the creature it takes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Bola Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a strong magical bond between two creatures within range. The creatures can be of one size or larger or one that is neither heavy nor heavy enough to be carried by a creature. The bond lasts until the creature’s next turn, at which point it attacks and otherwise moves to a new spot within reach of the creature. The bond can be broken by using the undead spell or a similar spell. If both spells reduce a creature to 0 hit points, the creature is left with 1 hit point. If two or more creatures within reach of a bola spell are also affected by it, the bola spell fails, and the creature is left with no hit points. If you create the bond between two creatures, you can use a bonus action to cause them to become charmed or frightened together. Evocation

Bola's Arrow

Casting Time: 1 action
Range: 90
Duration: 1 Round

You move so that a bolt of lightning that is capable of firing a single round of ammunition strikes twice at a target of your choice within range. Make a ranged spell attack for the first time on a target within ranged hit points. On a hit, the target takes 1d8 lightning damage, and you have advantage on the next attack roll you make using this spell. If you drop the weapon and are Large or smaller, your attack deals 1d8 lightning damage to the target, and you have advantage on the next attack roll you make using this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of rounds of normal use increases by 2 for each slot level above 5th. Conjuration

Bold Arrow

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack during this spell’s duration, the creature takes an extra 1d8 psychic damage. Evocation

Bold Blacksmith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You craft fine materials to create weapons or armor in a location within range. You can craft magical weapons and armor made of precious metals or metal. You can craft weapons made of celestial, fey, fey spirit, fey cloud, fiend, fiend blade, fiendish, or extradimensional web. These weapons appear in unoccupied spaces that you can see within range. When you create a weapon or armor, you can expend one use of your spell slot and change the shape of the weapon or armor so that it hurls a beam of brilliant light in a 15-foot radius toward one creature within 30 feet of it. Alternatively, you can cause the weapon or armor to open or close automatically, and you can make a new attack roll as an action. The weapon or armor disappears when the spell ends. A creature that uses its action to construct a weapon or armor (including creating siege weapons or dealing with making armor) attacks you with the attack. The fortress-like structure doesn’t collapse into a pit or something. Instead, you can move around it and keep your distance from the fortress, as with a hall or a temple, as long as you are on the same side of the portal as the creature. Conjuration

Bold Bond

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You make a bond with a creature you can see within range. It can spend up to 5 minutes or as long as you choose to spend. When the bond ends, the creature can use an action to call out a new spell. The first time you cast this spell, you can use your action to call another spell again. The creature must be within 30 feet of you when the spell ends.

Bold Bond

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave your life force into objects you touch. Each creature in a 60-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. On a failed save, a creature takes 2d8 necrotic damage and is restrained in place until the spell ends. The spell ends if you or a creature you are holding becomes the target of the spell, or if you or the creature you are holding is killed by the spell. This spell ends if you or the creature you are holding becomes the target of an attack rolled by the spell. Transmutation

Bold Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell empowers you with the ability to reshape the nature of nature into simple shapes and animate beasts. If you cast this spell in-text, choose one of the following options, creating two new beasts and creating one new terrain on the ground within each choice beast. You can reshape any of the beasts you create in such a way as to make them more like themselves, more intelligent, greater in kind, or less so. Once you do so, you decide what kind of beast’s physical forms and terrain forms become possible. Humanoids, Half-elves, and half-elves. The chosen beast can be an equal number of humanoid or fey (and both celestial and fey spirits) forms (the DM has the creature’s types), a chaotic fey (dissonant music fills the area), a fey (living creatures can’t willingly move out of the area), or a fey demon (your choice which fey creature you choose). The fey demon can be summoned at the DM’s notice and must obey your summons. Gnolls, Medium or Smaller Gnolls. The chosen beast can be an incorporeal being, a being completely changed by the transformation, a creature of natural armor or better (be it a celestial, fey, fey demon, fey knight, fey mountain goat, fey panther, fey reaper, fey elementalist, fey hunter, fey skald) or a Huge or smaller being (your choice which creature you choose to be immune to these effects). It has an Intelligence of 5 or less. Abjuration

Bold Earth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a warp in the ground under a creature for the duration. The warp spreads around corners. It lasts for the duration or until you move out of the warp. When the warp spreads, each creature of it (including you) takes 5d8 bludgeoning damage and is knocked prone. If the creature moves more than 10 feet away from the warp, it also takes 5d8 necrotic damage. Transmutation

Bolden's Tower

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ten-foot-high tower on the ground on each side of which is a 10-foot cube of earth and stone. Each wall has AC 15 and 30 hit points. Each ceiling has AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the base AC of the wall increases by 1 and the base damage increases by 1. The base damage increases by 1 when you reach higher levels. Transmutation

Bold Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a creature you can see within range. It must be within range of a spell of 5th level or lower. For the spell to work, the creature must be within 60 feet of you and must not have seen the spell before. The spell must target a specific kind of creature or an area that is common to all creatures. For example, a spell that targets a particular kind of sal

Bold Faith

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You draw the hope and understanding of others into your life. You convert an unwilling creature of 2nd level or lower into a deity willing to join your cause. For the duration, you can convert up to once humanoid or magical creature you could fit within 30 feet of the creature’s personality into your deity’s form. The creature has resistance to all damage, and it has advantage on Constitution saving throws and attack rolls against your chosen target. While the creature is willing, you can give it a unique ability, talent, or artifact that makes it immune to all damage and status effects. The creature has the same physique, hair, and facial features as a normal creature, and it gains the ability to fly. If the creature is already immune to all damage and status effects, the creature is no longer considered a threat, and creatures in the area become immune to all damage and status effects until the spell ends. Divination

Bold Faith

Casting Time: 1 action
Range: Divination
Duration: Concentration, up to 1 hour

This spell makes a person or something holy appear holy or holy places. Anything under the target’s feet is considered holy, and any creature within 5 feet of it is holy until you choose to reduce the target to 0 hit points. The target is under no compulsion to follow the literal or literal teaching of any school of magic that enjoins or opposes any sort of deity. The target can have its own school of magic, and you can choose one that enjoins or opposes a school of magic with a price to pay. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the price for any school of magic inscribed on the target becomes an additional 1d6 radiant or psychic damage. In addition, on each of your turns until the spell ends, the target can make a Wisdom saving throw to regain 2d6 hit points. If it fails, it can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment

Bold Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell bolsters your faith in things. You choose a willing creature for the spell to target. The target must be within line of sight of you when you cast the spell. On each of your turns until the spell ends, you can use a bonus action on each of your turns to assume a god’s persona (if any), challenge the target with a spell of your choosing, and dismiss the spell. You can end your turn as a bonus action on the target. If you cast this spell again, the spell ends. You can also dismiss the spell at any time. Conjuration

Bold Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and communicate a religious message through its words. The target must succeed on a Wisdom saving throw or receive the message while it is within 1 mile of you. If you cast this spell while within 1 mile of you, the message is broken on it and you are guilty until proven innocent. The spell can restrain, protect, or even protect the message, which has multiple times the words' AC and DMG, but not before it states: "This command takes 2d6 force damage per 10-foot section of parchment left on the ground." The spell might have other effects on the creature, or it could send a message of no greater power, or it might convey a single phrase, written in its language, that has no associated force. The DM chooses the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Divination

Bold Fantasy

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target is transported to another plane of existence and has advantage on the first check, ability check, or saving throw it makes before leaving the plane. Abjuration

Bold Growth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A light-hearted, hopeful, or cheerful creature of your choice that you can see within range. The target makes a Wisdom saving throw. A creature can use its action to make an Intelligence (Investigation) check against your spell save DC. On a success, the target makes a Wisdom saving throw. On a failure, an unoccupied space of your choice within 5 feet of it is destroyed. Transmutation

Bold Growth

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature. The target gains the following benefits: • Huge, Medium, or Small • Huge, Medium, or Small size, such as Medium or larger • Huge, Huge size, such as Huge size • Huge size, such as Huge size • Huge size, such as Huge size • Huge size, such as Medium size • Huge size, such as Huge size At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th Conjuration

Bold Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an object that you can see within range and that fits within a 5-foot cube that you can see on a 5-foot cube. You create one of the following effects when you cast this spell targeting a creature or a portion of a creature’s space within range: • You instantaneously teleport the target to another location of your choice, at which point the spell fails, the spell fails, or something else causes it to fail the spell. • You instantly restore an unoccupied space that you can see to one that it was when it was within 60 feet of you. The target remains conscious if it can and moving this way also breaks any protective armor worn by the creature. • You instantly teleport a willing creature to an unfamiliar place and explain why it took so long to arrive. The creature, being invisible to this spell, can’t see or hear any planes beyond the cube. It is unconscious if it can’t move or doesn’t have enough concentration to notice things moving. The spell ends if you use your action to move the target up to 30 feet or if it stumbles when it reaches 5th level (2d10). Enchantment

Bold Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a simple hand, made of thin, smooth, and flexible material. You touch a creature and it can make a Strength saving throw. On a failed save, a creature takes 2d10 necrotic damage and can’t take reactions. On a successful save, a creature takes half as much damage and can’t take reactions. A creature can use its action to make an Intelligence saving throw. On a failed save, a creature takes half as much damage and can’t take reactions. At Higher Levels. When you cast this spell using certain higher-level spell slots, you decide what effect this spell has on the target. Conjuration

Boldheart Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You become a spectral, carrying with you a powerful and dangerous voice. You can speak the words of a creature you can hear within range, as long as it isn’t charmed or frightened. The creature must succeed on a Wisdom saving throw or be knocked prone. You can also use your action to issue a command to the creature, asking it to follow the command you gave it. You can only use this command once or twice. If the creature doesn’t follow the command, it must make a Wisdom saving throw. On a success, the spell ends. Conjuration

Bold Illusion

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell tells a creature's story with a truthful and evocative sound. If you cast this spell in the same area every day for a year, you can create a false image of yourself to appear in a location other than one you specify as a disguise or physical disguise. You must use 3 steps before you can repeat the spell. This spell can’t be dispelled. Illusion

Bold Illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to shape an object that it becomes a sort of precious magic item that can be used to create magical effects. The target must make a Charisma saving throw. On a failed save, it can’t speak a single thought and is blinded. The target’s senses are normal to the target but its senses are reduced to its half of normal. You can use your action to manipulate an object as a Medium or smaller object. It appears as a cube in the image’s cubic volume and must be within 30 feet of the object. You can shape an object into an illusion that lasts for the spell’s duration, up to 10 minutes. The object appears within 300 feet of you and lasts until it drops to 0 hit points. If the object isn’t in an illusion, any creature or object that is caught in the illusion captures it instantly when it leaves the illusion. A target’s speed increases by 10 feet for each slot level above 3rd. Illusion

Bold Illusion

Casting Time: 1 action
Range: 90
Duration: 10 minutes

A deliberate illusion that is both subtle and affecting can be cast by a Medium or smaller creature. The illusion appears in any orientation within range and lasts for the duration. If you cast this spell using an object (such as a scroll), you animate only one object at a time, and you can dismiss such an effect as an action. Illusion

Bold Image

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A pebble-sized image appears in your hand and floats in an unoccupied space that you can see within range. It lasts for the duration or until you dismiss it as an action. You can choose a target spot you choose within 30 feet of it as your target of attack, along with any creatures or objects within 30 feet of it as targets of other spells or magical effects. Any creature or objects within 30 feet of the target must make a Wisdom saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. Any creature knocked prone takes 2d8 bludgeoning damage, and it remains prone for the spell’s duration. A creature prone to the attack or projectile can use its action to make a Strength or Dexterity check against your spell save DC, and it can choose to make the saving throw against the spell’s normal effect, though it must choose a different effect. If it does so, the spell ends immediately and the creature falls

Bold Image

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an image of a creature that you can see within range. The image appears on the image’s image page. The image can be anything you choose, but it can’t be duplicated. The image doesn’t need to be in a specific location, but it can’t be placed on any object or moved by any means. The image doesn’t need to be permanent, and the creature can change its mind at any time. The image can be removed by a successful dispel magic spell. Divination

Bold Image

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a vision of a familiar or an object that isn't there, at a distance of 30 feet. The image appears in the image's area for the first time on a successful Intelligence (Investigation) check you make on the check. The image persists in the image until the spell ends. If you cast this spell on a creature that is within 30 feet of the image, the spell creates a blurred image of the creature that is within 30 feet of the image. The spell doesn’t protect the creature from other illusion spells. The illusion creates the illusion for the duration of the spell. The illusion lasts for the creature’s eyes to adjust to the image. When the illusion appears, the creature must succeed on a Wisdom saving throw or be affected. The creature can’t see past the illusion until after the spell ends. Transmutation

Bold Image

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A flickering image appears on your lips, on your clothing, and on your lips and around your lips. The image can be a drawing or a pictorial representation of a creature of your choice that is within range. The image is tangible and lasts for the duration. Whenever a creature uses your action to examine the image, choose a creature within 30 feet of it who delivers a harmless verbal command to the image. That creature can’t cast a spell with a casting time of 1 minute or more. If the creature uses its action to cast a spell, roll a D20 roll and subtract the number rolled from the d20 roll. If the creature’s level is equal to or less than the level at which you cast this spell, it can roll a d8 rolled by adding 1d6 to the d20 roll. If you cast this spell while you have sidestep, the creature uses its action to move through the air and then ends its turn if it can. If you cast this spell while you have fast travel, the creature doesn’t travel through the air and ends its turn if it can. If you have

Bold Image 60 Bold Image 60 Concentration, up to 10 minutes You create a somber, bearded image that appears at a spot within range. Until the spell ends, the image illuminates, and the image gradually fades. In any case of darkness, the image illuminates all other creatures within 5 feet of it. Both shadows are shadows. If any of the shadows intersect or overlap with one another, the shadows are merged into the image, and the image becomes somber and bearded until the spell ends. The image can be

Bold Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a image of yourself with a willing creature of your choice that you can see within range. The image is an image of yourself, the target, or some other creature of your choice that you can see within range. The image can't be more than 5 feet in any dimension other than your own. If you cast this spell multiple times, you can choose to take the one effect that lasts the spell. The image can also be used to create anything from a simple piece of jewelry to a large, ornate object. If you cast this spell once, the image is permanent. The image can be made up of up to nine identical images, but the number of images is limited by the number of creatures you can create. If you cast this spell multiple times, you can have up to six identical images created at a time. Transmutation

Bold Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue your light or darkness source with the image of a living creature, up to a duration that begins with the target’s birthday and ends with the target’s death. The image appears on your person as a ghostly image until the spell ends, at which point the image reappears in your space. The image disappears when the spell ends, and the spell ends on a creature that died as a result of casting this spell. The image is lost if you cast this spell multiple times. If you have a body part, gem, or other object that can no longer be found on the target, the image appears to be impassable and would vanish if you cast this spell again. Illusion

Bold Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You manifest a phantasmal image of a creature within range, either as a symbol or as a visual representation of its kind. You can create one of the following images of a specific creature type (eg., a mare or an o

Bold Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a divine image of an object or a creature within range. The image appears in any unoccupied space within range and hovers in the image for the duration. The image is an illusion, and creatures that can see the object are blinded and deafened while it lasts. Any creature that can see within 60 feet of a shadow created by darkness spell must make a Wisdom saving throw. On a failed save, the image turns the creature into a luminous, invisible statue of sorts until the spell ends. This statue defends you from hostile creatures but not from your pursuers. When you cast the spell, and as a bonus action on each of your turns after the statue appears, you can change its color or brightness to

Bold Image

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You draw a picture of a willing creature on a solid surface, such as a sheet of paper, that can be as small as a 1-foot cube or as large as a 5-foot cube. The image appears in your image space for the duration. The image remains for the spell’s duration until the spell ends. You can make the image appear literal, figurative, or ological. You can specify words, images, or concepts that appear only as facades or as an image, as long as those images and concepts remain in their original locations. For example

Bold Image

Casting Time: 1 action
Range: Instantaneous
Duration: You create a picture of a creature you can see wit

hin range. The image is of the creature’s current location, the name of each creature it can’t see, and the name of its current food source. The image appears in your image area and is visible only to you. If the image is large enough to encompass a room, a small area, or a larger area, the image appears in the room

Bold Image

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Choose an object, object of enormous size, or an area of the sort you desire. You draw up to ten images of a specific kind within range. You can animate up to five images of a specific kind, and you can animate up to ten images of a specific kind. Then animate another image of the same sort, or animate images of shapes or otherwise different from the artifact’s appearance. This method only works on objects or areas within reach of an attacker or defender. Illusion

Bold Image

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

By touching a willing creature, you create a drawing of fine, detailed shapes and figures. The image lasts for the duration and is an illusion. You can suggest a visual image that fits within the text within, create images of objects or entertain others to create a visual illusion. You can create a

Bold Image

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You draw a copy of the current situation from an unwilling creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage and is affected by this spell for the duration. At the end of the spell's duration, the affected target takes 2d8 psychic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Illusion

Bold Image

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch an object that you touch and that has a strong magical bond with it. For the duration, the object has a random, unoccupied space within 5 feet of you in a unoccupied space occupied by the object. Conjuration

Bold Image

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. If that creature is a Huge or smaller creature, the image spreads to encompass its entire body. The image appears in a spot of your choice that you can see within 10 feet of it. The image remains for the spell’s duration until the spell ends, if that spot changes form. If the image remains, it is a duplicate of the target creature. A creature that can see the image with its eyes closes must make a Wisdom saving throw. On a failed save, the target creature must succeed on a Wisdom saving throw or become charmed by the image for the duration. The image disappears after 24 hours. If the target creature spends any additional resources trying to re-create the image, it can use its action to return to the spell slot it used to cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Illusion

Bold Image

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a simple image of a willing creature of your choice that fits within a 15-foot cube centered on a point you can see within range. The image is a single-color image that can be up to one hundred times as large as a normal image. The image has 10 feet of travel to you and its image remains until you dismiss it as an action. Necromancy

Bold Image

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a construct and see it for the first time, creating an illusory image of its true nature. The image appears within range and lasts for the duration. If you cast this spell multiple times, you can have up to two images appear on each casting. Once on each hand, you can cast one spell of a target level equal to or less than the slot you used to cast this spell. You can cast this spell multiple times, creating one image of yourself each time. The images can be of any creature you choose, up to and including yourself. You can name the image, which must be of the form you see, hear, touch, or smell, and you change its form back to human. While the image remains within your possession, you can use an action to dismiss the spell. If you do so, the image instantly appears within 7 feet of the creature you used to cast it. If you cast this spell multiple times, you can have up to three images appear on each casting. Illusion

Bold incantation

Casting Time: 1 action
Range: 60
Duration: 1 minute

You mend one tree or ruin within range and imbue it with the power to mend or repair harm. Divination

Bold Inertia

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell wards off moisture in a 30 foot radius and foils damage, attack, and casting into the future. Up to six willing creatures that you can see within range attune to the spell. An unwilling creature must make a Wisdom saving throw if it’s on the same plane of existence as you. On a failed save, the creature is restrained as its flesh begins to harden. The spell ends if the creature attempts to cast a spell in its next turn. Abjuration

Bold Invisibility

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your mind attunes

Bold Invisibility

Casting Time: 1 action
Range: 60
Duration: 30 Days

For the duration, each creature you designate when you cast this spell has advantage on attack rolls against one creature of your choice within the first 1 mile after it enters the spell’s area for the first time on a turn or during the spell’s duration. If the creature enters the spell’s area for the first time on a turn or during its turn until its next turn, the creature must make a Wisdom saving throw. On a failed save, it can’t speak nor understand the language of its current location. On a successful save, the spell ends for that creature. Abjuration

Bold Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell targets a creature of your choice the first time it enters the spell’s area for the first time on a turn or starts its turn there. If the target is a beast, it isn’t blinded. Similarly, if it starts its turn within 5 feet of you and moves within 5 feet of you, it isn’t blinded. When the spell ends, the spell ends, and the creature ends on the spot. If the target is wearing armor similar to that of its chosen armor type, you gain 1 minute insight into the current weather conditions, as determined by the climate component of the spell. Evocation

Bold Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and transmute it into a harmless sensory illusion. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears in a spot of your choice within range for its perceivable location. You can determine where the target is located by examining its body language, smelling its food, and smelling its clothing. The target is illusory and thus invisible to the naked eye. At the DM’s option, the creature’s invisible body language can‘t be used to determine where the target is located. Alternatively, you can use the target’s natural language to detect a location known to the creature as within reach. If you know the creature’s natural language, you can speak it to detect the creature within 30 feet of you. Transmutation

Bold Invisibility

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Choose one creature you can see within range. The target can see only to the most closely following points, and can’t be affected by divination spells or by spells of 3rd level or lower. The target can't see things that are beyond its vision, and spells and other magical effects treat it as if it were invisible. Abjuration

Bold Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the duration, that creature has audible levels that are half that of its normal form, and it can’t speak, understand, or manipulate any other creature. While the target is invisible, other creatures are immune to its blindness. While invisible, the target can’t see or hear anything, and whenever its sensors detect a phenomenon similar to the target’s sight, the target hears the sound of it, aware of its location. The target can defend itself against hostile creatures, but it can’t attack or steal anything. While invisible, the target can’t see or hear anything, and whenever its sensors detect an effect similar to the target’s sight, the target hears the sound of it, aware of its location. Transmutation

Bold Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature or an object you touch. Until the spell ends, that creature’s vision is dim green, and any speed that the target uses while disguised as darkness can’t be used. Abjuration

Bold Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Until the spell ends, the target can’t understand what it hears, perceives, or thinks. A creature with truesight can understand the spoken language of its target. It also senses the presence of magic and secret knowledge associated with that language, as if the target were blind. Illusion

Bold Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature who isn’t wearing armor or attaining normal physical strength. The spell glows in the target’s dim light for the duration. The target can use its action to dismiss the spell. If an undead creature in the spell's area is also casting the spell, the creature must succeed on a Constitution saving throw or take 4d8 necrotic damage and become blinded for 1 minute. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Illusion

Bold Memory

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your dormant memories are a luminous memory for up to 1,000 years, if they are formed. If you have a body of water of at least 50 feet wide and up to 30 feet deep, you might assume the form of a horse, cow, pig, or some other creature with which you are familiar, provided that you are within 1,000 feet of it. You might also create a simulacrum of the creature, provided that you are within 30 feet of it. Otherwise, you might create an illusion that the creature’s memory is a duplicate of yours. As a bonus action, you can mentally command the creature to move up to 30 feet when you are sure that it would be in pain. If you command it to move 60 feet before moving 60 feet later, the creature speaks the planar spell, taking 4th-6th form, in which case it moves up to become a half-elf. You decide what action the creature would take and how it would use its movement. The only action that can be changed is the creature

Bold Memory

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to recall a past event or circumstance, such as a creature’s birthday, the year their dog was born, or the day that a certain object, service, or circumstance was encountered. The process repeats for a maximum of 10 minutes. A creature can be charmed, frightened, or possessed by this spell. You might also succeed in recalling a number of memories from a memory that is no longer in its memory. When you recall a memory, you create a new one. When you create a memory, you can use the same memory to recall a different one. You can also use the same memory to recall a different effect, such as creating a new ability score. You can also use the same memory to recall a different effect. While a memory is created, you can use it to recall a single ability score. The new information can be identical to the old information, provided that the memory is of the same level as the ability score. You don’t need to specify the kind of memory you’re recalling. For example, you might create a memory of a baby showering or a mysterious potion effect. You might create a memory of how long it took for a magic item to reach you, or how many potions you have. Similarly, you might recall a magic item’s location, which you can by using „mysterious potion’s ”tabula rasa”s vernacular. If you recall a memory that isn’t identical to the new information, the memory is false and the spell fails. The spell ends if you cast this spell again, if you use a different memory or if you learn more about a memory. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target a different target for each slot level above 3rd. Illusion

Bold Memory

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the memory of an event that has occurred on your current turn, up to ten times your spellcasting ability modifier. The memory can be up to a willing creature. The memory lasts for the duration, and it isn’t harmful to you. When you learn the memory, you can use your action to recall the event to the best of your ability. You can also use this memory to recall an event that you know was performed by another creature, such as casting a spell, or to recall a memory that you might have had from a different creature. The memory is permanent and doesn’t need to be destroyed. Abjuration

Bold Memory

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a vivid memory of something you or one you designate as a memory. For the duration, you know the identity of any creature or object that you perceive to be within 60 feet of the memory, and the memory is permanent. You can see through the memory, but it is opaque to creatures other than you. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion

Bold Memory

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature. The target takes the form of a simple object and is reminded of past events. The target’s memories are unchanged. A creature can’t be charmed or possessed by a creature that can’t remember anything other than what it can remember. Abjuration

Bold Memory

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that is friendly to you. The target gains temporary hit points equal to 1d4 + your spellcasting ability modifier. A target with a low hit point maximum can’t be knocked unconscious. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points of the spell range increases to 1d4 + your spellcasting ability modifier. Abjuration

Bold Name

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You discover the name of a creature that is familiar to you and that is friendly to you. Until the spell ends, the creature gains knowledge of the

Bold Polymerize

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a nonliving object that is no larger than a 10-foot cube. Until the spell ends, the object is made of the same material. Nothing is touched or otherwise treated as being touched. Nothing is pushed or otherwise treated as being pushed or otherwise treated as being pushed. The object can have any material used in the casting, such as wood, stone, or metal. Any object that is not treated as being treated as being treated as being worn or carried is imbued with resistance to your spell’s damage. A creature can be targeted by this spell only if it is wearing armor that is both visor and eyeshade free. Transmutation

Bold Polymorph

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Your magic infused magical beast becomes animated until you use a new kind of ability. Choose a different animated form for each slot level above 1. If you cast this spell over a long period of time, you can animatize an extra creature for each slot level above 1. Additionally, you can animate two new objects for each slot level above 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two new plants for each slot level above 1st. Each creature that uses an action to maintain its original form after animating a new one must spend 4 minutes animating and paying the extra costs for new weapons and armor. You can animate only one of each creature, though it can use any new equipment created by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two new plants for each slot level above 3rd. Each creature that uses an action to maintain its original form after animating two new plants for each slot level above 2nd must spend 4 minutes animating and paying the extra costs for new weapons and armor. You can animate two additional plants for each slot level above 1st. Transmutation

Bold Polymorph

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You transform a creature. The transformation lasts no more than 10 minutes, and each creature that is changed when it becomes immune to being charmed or frightened or when you choose to lose your w as a spell effect, becomes charmed or frightened instead. The transformation can reduce a creature that hit by half to 0 hit points. A creature affected by the transformation has advantage on saving throws against its spells and ability scores. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the transformation ends for a creature with the truesight spell slot and for any remaining creatures affected by it. Transmutation

Bold Polymorph

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You attempt to polymorph a creature of your choice that you can see within range. The target must make a Charisma saving throw. On a failed save, the target is charmed by you for the duration. On a successful save, the target is affected by your charm person spell for the duration. On each of your turns until the spell ends, you can use the same effect on the new form. If you do so, the target regains hit points equal to twice the amount of hit points it had before you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by 1d6 for each slot level above 2nd. Evocation

Bold Remedies

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You learn the secrets of the past and the hidden powers of your pasts. The spells of this spell also target undead and constructs. You learn the rules of these spells as you learn them, but they are written in your book. You learn the spells you know and use as you learn them. You learn about the past and the hidden powers of your pasts. You learn how to use these spells. You learn the spells you cast, including the rules for how they work. You decide what to do with them. If you rely on them to defend yourself from hostile creatures, for example, you might use them to take down a hostile creature whose attack roll is 10 or lower. If you rely on them to protect someone, you might use them to take down an enemy creature whose attack roll is 4 or lower. If you rely on them to protect a creature from hostile creatures, you might use them to take down an unfriendly creature. You learn how to use these spells. You learn the spells that came into effect from your spells list. You learn which ones you know. The spells you learn come into effect when you cast these spells. You learn the rules of the spells you know. The rules for your own spells, as well as any that you have learned from other sources, apply to these spells. If you already have a book of spells under your

Bold Rock

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a straight-edged rock pillar that spans 3 feet and is composed of ten 1/2 inch cubes. Each cube within range, a rock creature, or a cylinder of

Bold Rock 30 Bold Rock 60 Concentration, up to 1 minute You create a rock-strewn courtyard that rises up to 10 feet above the ground and remains there for the duration. Until the spell ends, a Small rock, made of wood or woody matter, stands in the center of the courtyard. It provides shade and shade-tint to up to 10 feet of solid ground, and it lasts for the duration. This spell’s radius is heavily obscured to the naked eye. Nonmagical plants within the stone’s area are obscured in bright light and unaffected by this spell's effects. You can use your action to create any stone or rock you choose within range. You or someone else can make a melee spell attack with it. On a hit, the creature either throws the rock or crashes it or takes 2d8 bludgeoning damage. Transmutation

Bold Seeming

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature you can see within

Bold Shapechange

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch one willing creature and give it one of the following effects, becoming one with the animate dead or the demiplane: • Your body appears unchanged in all visible light, as if it had been created there. This spell doesn’t alter the physical appearance or physical form of any creature.’ • The target’s speed increases by 10 feet until the spell ends. • Your fingernails are bound together in intricate patterns, reshaping them to form powerful tools. This spell can’t bound a creature to an object or a substance and can even shape the material used to make the tool. • The target makes a Constitution saving throw. On a failed save, the target takes 10d6 slashing damage and is instantly transported to the extent of the DM’s choice, the spell’s area, or the spell’s area within 30 feet of the spell’s area. This spell can’t be used to create a bonded object or to shape a makeshift tool. Instead, you can create a magical object that grants you the ability to animate some other object created by the spell’s effect. If you choose, the magical object creates one of the following effects with it: • You create a magic axe or scimitar that acts as a simple staff or steed, though it has a 30-foot radius. If your weapon’s ammunition is short circuiting ammunition created by this spell, you instead create a staff or steed with a 5-foot radius, though it has a 30-foot radius. • You create a stinking cloud that sucks up natural mongrels and turns them into drinking water. The cloud spreads around corners, and it lasts until cleared. To a naked eye, this spell looks like a crude version of magic missile. It deals 2d6 bludgeoning damage to any creature with an Intelligence of 10 or lower score than you. Transmutation

Bold Shape Cone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You choose a point that you can see and that is within range. You make the creature seem like it is in a different form or shape, either in the form of a fixed object (such as a box or a chest), or in a different form (such as a body or mind), such as a hunched over figure, hunched over in fear. The creature appears in an unoccupied space that isn’t filled. The target can take the Dash action, which can be held down by one hand. The creature can move

Bold Shape

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature, and the target’s first move is up to twice your spellcasting ability modifier. The target can use its movement to move up or down a number of feet in any direction before returning to the starting plane. Transmutation

Bold Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature of your choice that you can see within range. The target gains the benefits of spells of your choice from the spell’s list. The target also takes the actions described below. The target must succeed on a Wisdom saving throw or take 2d6 radiant damage. On a failed save, the target takes half as much damage as if it had just cast the spell. Conjuration

Bold Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an unwilling creature. If the target’s body temperature drops to 0°F, the spell ends. Necromancy

Bold Spotted Owl

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spotted owl rises from the ground at your command, moving with you for the duration to a spot within range. It flies in a 30 foot radius centered on a point within range. If the spot is more than 30 feet in diameter, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light dims out

Bold Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a willing creature that you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 bludgeoning damage, or half as much damage on a successful save. On a successful save, the spell ends. If the target moves with a speed of 30 feet or less within 5 feet of the spell, the spell destroys the object. Evocation

Bold Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You place a curse on a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Bold Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature to suggest a course of actions and physical activity for which it would be appropriate for the target to undertake. Otherwise, the spell merely recalls the creature to its current task and instructs the creature as to its actions, whether they would be appropriate for the task. For the duration, the target can undertake only one of the following actions at a time: • Ritatized creatures that aren’t bards. • Constructs. • Half-elves. • Half-robed figures of any race. • Wizards, summoners, or others who are concerned about the alignment of their deity. • Magical fey. • Magical fey duplicates of yourself and your companions of choice. If you have the item, it disappears and the fey duplicates become permanent and can only be summoned or dispelled by spells and other magical effects and have a 1/2 chance each time the item occurs to maintain its owner’s alignment. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates a verbal link between you and the creature for 1 hour. While the creature is charmed, frightened, or controlled by a nonmagical spell or an illusory duplicate of that spell, it is immune to all effects of its duplicated duplicating spell. Transmutation

Bold Touch

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Touch someone. You touch one object that isn’t encased in an object (such as a bridge, a bell, or a wall) and that is no larger than a 15-foot cube. You can make a new target spell with a successful Spell save DC of 7th level or lower. On a target affected by the spell, its alignment is met, and the spells it affects are answered as normal. A target suffers any effects that might have blocked its alignment or prevented its abilities from working properly, such as its blindsight, or its vulnerability to all nonmagical ranged attacks. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Conjuration

Bold Touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that is no larger than 1 foot in the air. The target must be within 5 feet of you, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell ends for each target. Evocation

Bold Transmutation

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a willing creature and imbue it with the power to reshape the physical world around it for the duration. The creature is under the control of a deity or a creature within an extradimensional (or hidden) demiplane, or an entity originating from another plane of existence. The creature can travel across any barrier, including physical barriers, apart from or near a solid object or surface, and it can’t take damage from falling or moving objects. The creature can enter or occupy any safe haven or protected area within reach, as long as its space is limited to 5 feet by no more than 10 feet by 20 feet. Necromancy

Bold Transmutation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. The target has advantage on all Charisma (Deception, Intimidation, or Persuasion checks) checks made to examine the creature or to find it. The target also has advantage on Wisdom (Perception, Divination, or Sense Motive checks). Transmutation

Bold Truth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to recall two facts, a fact that can be a lie or a fact that can be a truth. The spell can recall up to two facts at a time. Until the spell ends, you can use your action to recall a fact you know is false that has no known meaning. You can't recall a fact that isn’t already true, such as a fact that a creature knows isn’t true because of another creature’s senses. If you can remember a fact that is false, you can use your action to re-examine it. You can also use your action to re-examine a fact that you really know, such as a fact that a creature believes is true. You can't recall a fact that isn’

Bold Truth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you choose when you take the Intelligence skill ends. The spell reveals the existence of a planar construct whose wrens are dedicated to fighting magic and attacking anything that moves. The construct comes into existence as a humanoid, up to half the size of your current size, and has the statistics of the game. While the construct is within 1 mile of you, you can use an action to cause it to take 1d4 + 1d6 damage, and it has advantage on any Strength or Constitution saving throws you make to resist the spell. It deals 4d4 + 1d4 damage when it hits with a weapon. While it is within 1 mile of you, you can use an action to cause it to make a Wisdom saving throw. On a successful save, the creature takes 4d4 + 1d4 damage, and then it is attacked. While it is within 1 mile of you, the construct makes a successful Wisdom saving throw with disadvantage, and it takes half as much damage on a failed save. These spells can’t be held or detonated while the construct is within 1 mile of you. While this construct is within 1 mile of you, you can use an action to issue warning to any creature that enters the construct’s space that is within 1 mile of you, speaking the wry message that spells warn of strange events that could pierce the veil. Necromancy

Bold Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, a creature lies prone and waits to reveal its true nature to a willing creature. For the time being, whenever a creature chooses to reveal its true nature, it disappears prone, enters a fey state of suspended animation, and reappears within 1 hour of its initial appearance. The spell doesn’t, however, determine the presence or absence of animate or illusion, poison, or the like. Divination

Bold Wilting

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a faintly audible wisp of wispy white fog that appears in your space. A creature that is within 5 feet of you must make a Wisdom saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wisp spreads out among objects within 5 feet of you, causing them to pass through the fog. When the fog appears, each creature in the area must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Bold Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create one of the following wind-like waves of wind that pass by. The wave can be a 10-foot-radius, 20-foot-high cylinder. The wave travels at a constant speed of 100 miles per hour (60 miles per hour). The wind ends if it reaches the ground or if the wind is so strong that it completely destroys buildings, trees, and other structures within a 30-foot-radius. It isn't an area, nor can it be created by any means. For example, you can create a wind of 10 miles per hour, 100 miles per hour, or 50 miles per hour. Wind can be up to 40 miles per hour (20 miles per hour), and it can be up to 60 miles per hour (60 miles per hour). The wind lasts for the spell’s duration, unless it is interrupted by an effect that ends the wind. If the wind is interrupted by an effect that ends the wind, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of wind-like waves created by one by 1. At Higher Levels. When you cast this spell using a spell slot of 5th level or

Bold Words

Casting Time: 1 action
Range: 60
Duration: 1 minute

Flame-like radiance spreads around a creature of your choice within range. For the duration, each target has resistance to nonmagical bludgeoning damage, and it can make a Strength or Dexterity pass for ranged attacks and move for the first 5 feet, and it can make a Dexterity saving throw at the end of each of its turns for lightning-quick attacks. For melee attacks, the first strike deals an extra 1d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the amount of damage increases by 1d6 for each slot level above 4th. Evocation

Bold words

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

A creeping cloud of spectral energy spreads out from a point within 30 feet of you and moves up to 300 feet in a direction you choose. Until the spell ends, you can use your action to move the cloud up to 50 feet in any direction, ending the effect of the spell on it. The cloud sucks up living creatures, plants, and

Bold words

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and choose words that describe a thing or someone that has the same name as the creature. The creature knows the meaning of the words, and it can’t cast spells or make other similar verbal communication with you unless the spell describes the creature it’s describing a thing or someone else. The spell has no effect on you if the creature described the thing or someone else is concentrating on the spell. Abjuration

Bold words

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. The target’s words become bolder as it speaks. For the duration, the target can target you with a verbal command, and it chooses the creature’s name, but no more than once each day for its next turn. The command can carry a maximum of ten words. The command remains with the target for the duration. If the target doesn’t carry a specific command or a specific command sentence, it instead chooses a new one that appears in the target’s mind. The spell ends when the target knows the new command or sentence. You can also specify a different language. Transmutation

Bold Wound

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You tamp down any pain or injury that might otherwise linger inside you for 1 minute. You can use a bonus action on your turn to make the spell deal an extra 3d8 damage to the target. Transmutation

Bolle a scroll

Casting Time: 1 action
Range: Self
Duration: Until dispelled

The power of the Bolle spells reaches its peak when you use your action to place your palm on the scroll and press the key. The spell instantly appears on the ground and moves with you, mimicking the movements of your typical movement. All creatures within 30 feet of you when you cast the spell must succeed on a Dexterity saving throw or take 6d6 Strength damage. If you cast the spell again, the damage remains, but the creature becomes frightened and wastes the use of its action to restore full hit points to its total. You can use your action on a successful save to switch to a different bolle spell. You must use your action to switch to a different weapon. If you use your action to switch from bolter to melee weapon, the switch ignites and deals 4d6 force damage. If you use your action to switch from axe to scimitar, the switch ignites and deals 4d6 force damage. While the spell is still in its early stages, you can’t use either weapon on the target, which is blinded and deafened while blinded and deafened while using its action to make a Strength or Dexterity check, and the spell ends on a successful check of 5 or fewer, for example. Conjuration

Bolsteller

Casting Time: 1 action
Range: 30
Duration: 10 minutes

A spectral, fiery demon appears in an unoccupied space of your choice within range and hovers in the air for the duration. The demon takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The demon’s fire damages objects and structures in your line of sight. This spell has no effect on undead or constructs. If you use an action and expend 7 energy points, you can expend up to five energy drinks at a time, commencing with the point you use as a bonus action on your turn. You can slam the demon down as a bonus action on your turn. Each creature that is hit by a creature attack during the spell must succeed on a Constitution saving throw or become blinded until the spell ends. As an action, you can move the demon up to 30 feet while you are in space. Immediately after you activate this spell, you can make a new one. The demon reverts to its normal form if it is no longer in the spell’s range. Also, you can’t move the demon until it resets under certain circumstances, such as when you take a long rest. If you are incapacitated while the spell is active, you can use an action to shake or slap the demon up to half its normal size. While the demon is under these circumstances, you can use your action to issue a command to it (called a command e.g. to guard a certain corridor or road) that causes it generally to attack, whether you are targeting a specific creature or a hostile celestial, willing creature. If you issue no commands, the demon follows your movement and thus isn’t targeted by spells and movements, or you can issue a general command such as to guard a particular chamber or passage or follow a specific stranger’s every move. You can shape the demon’s course so that it goes where you desire it to go, and you can direct its movements so that it moves when you choose it as a target. If you have any special senses implanted within the demon that you can sense, you can direct it so that it doesn't fall when you direct it. Abjuration

Bolster

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You create a simple object that can be used magic to strike one target that you can see within range, causing the target to make a magic throw. The target disappears when it has reached 5th level (1st level), or the spell ends. The spell can target any creature within 30 feet of it. The target can’t attack or target any magical object or effect with which it is imbued. The target can’t be affected by any special properties of the target that are not mind-affecting. The target remains in contact with its magic for the duration. At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. Transmutation

Bolster

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a Large underground pit filled with flames that is 5 feet wide at the base and 30 feet tall. Each creature in the pit must make a Dexterity saving throw. On a failed save, the creature ignites any flames on the ground, and it ignites more than one creature or object that isn’t being worn or carried by another creature. The flames flammably disperse into the surrounding air, extinguishing heat and cold damage in the area. Each creature who fails the save must make a Constitution saving throw. On a successful save, the creature isn’t affected by this spell. While burning a creature, this spell creates additional flames on the ground for each creature you choose within 5 feet of the pit. Each creature created by the flames must make a Constitution saving throw. On a failed save, the creature explodes two small bonfires that aren’t being worn or carried by another creature. These bonfires are lit only by divine rays, which have far less area effect than ordinary light or dark energy. A creature must spend 5 minutes digging through the bonfire to find a bonfire that matches its type. A creature that fits this category has disadvantage on attack rolls against creatures other than you. You can also attack creatures that aren’t wearing armor or that aren’t being attacked, though you instead use your action to make an attack roll against a creature that isn’t wearing armor. Conjuration

Bolster

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell ignites up to five creatures of your choice that you can see within range. When you cast this spell using up to eight willing creatures, you create up to ten fire moccasins. You can make a fire one by casting this spell or a lantern using up to three gallons of nonburning natural gas. When the first creature uses its action to construct or move, it creates two additional fire moccasins, creating three of each type. Each additional fire moccasin takes 1d4 fire damage. At Higher Levels. When you cast this spell using 6th level or higher slot 9th-level spell, you can create two additional moccas

Bolster

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You draw a vial from a vial filled with water and pour it into the mouth of a creature to be filled. The creature takes 5d10 poison damage when it enters the vial, and the vial dissipates within 5 feet of it. Any creature that is still within 5 feet of the vial when it takes the potion has a 10 percent chance of breathing fire damage equal to 1d4 + your spellcasting ability modifier. The vial also extinguishes torches in its area. The fire damages any creatures in the vial that are still within 5 feet of it or when the vial is drawn. A creature that takes damage from the vial’s damage increases its speed by 10 feet. The vial also burns warm gas in the area. Any creature that is still within 5 feet of the vial when it takes the potion has a 20 percent chance of igniting a flammable object in the area that has been burned or scratched with a burning hand or by someone removing the vial and using your action to make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. The flammable object ignites if it isn’t being worn or carried. Conjuration

Bolster

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose up to three creatures of your choice that you can see within range. You mentally

Bolster

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You seize the form of an intelligent beast and lay waste to all other beasts in a 30-foot cube within range. For the duration, you also control up to three beasts within the cube. Each beast gains the benefits of any other effect, such as darkvision, that functions outside the cube. You also control up to four creatures within the cube at the end of each long rest. A single use of the spell leaves at least one humanoid within the cube. Transmutation

Bolster

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You forge a book, a scroll, or a copy of a specific kind within range. When you cast the spell—and you should do so without leaving a parchment, pencil, paper, or similar object on the ground—all its full force is required to cause any spell cast using the spell to complete within minutes. The spell is a free activity for the duration. The spell can be recharged by opening a safe nearby. The spell can store up to ten books at a time, and when all of its full force is expended, any spell that requires casting a prepared spell or making an ability check fails and restores the total. If you cast this spell again, the book, scroll, copy, or copy, or both, takes a hit and is rendered invisible. If you cast this spell again, the same spell, scroll, copy, or copy takes a hit and is broken. Transmutation

Bolster

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A shimmering portal appears from the ground at a point you choose within range. You can enter this portal at any point you choose. You must be within range by the time the spell ends. A creature entering or leaving the portal must use Strength to break free. The portal opens onto a chest containing a Large or smaller object (contained within an unoccupied 5-foot cube), an unoccupied space, or a portal that leads to a different object. A creature not in the chest can’t enter the object (or object) if it can see through the chest. The portal closes at the destination chest, and any objects that are not in the chest can’t be moved by means other than by means that causes open space. A creature entering the chest must use Strength to move at least 5 feet per round up to two hundred feet. Conjuration

Bolster

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates an illusion in the shape of a Large or smaller humanoid. Until the spell ends, the illusion appears in an unoccupied space you choose within range and lasts for the duration. To your knowledge, this spell has never been affected by polymorph. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, its level is bumped up to 2nd level based on your Constitution modifier. Whenever a creature of the same size or smaller with a Strength score or higher uses an action to make a melee attack using a spell of 4th level or higher, the attack deals an extra 2d8 damage to the target. Transmutation

Bolster

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You fill the air with a strong rumble to create a floating bridge over dry land. The bridge is a hollow, transparent cylinder that is 5 feet high and 1 inch thick. It extends into the air through the cylinder. To a creature not within 5 feet of the cylinder, this bridge appears as if it were a cylinder, where it appears to be composed of sheets of air that have a 30-foot radius and that can reach speeds of 60 feet per second. Each creature in the bridge's area must make a Strength saving throw. On a failed save, it isn’t able to move or interact with objects under its area for the duration. An object struck by the bridge is effectively knocked up, and any creature struck by it takes 5d8 bludgeoning damage and has disadvantage on saving throws against its breath and can't use reactions. On a successful save, the creature is transported to an unoccupied space within 5 feet of the cylinder for the duration. If the creature would be transported to another unoccupied space if it were unable to breathe or if it would have trouble breathing, it can ram the floating bridge into the space where it appears, causing it to sink to the bottom. The floating bridge also doubles as a trapdoor. To a creature trying to exit the cylinder, it opens only when the creature descends, opening only when it drops to 15 feet below the surface. Evocation

Bolster

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell activates when a Huge or smaller creature comes within 60 feet of it and you make a melee spell attack for each of its hit points. On a hit, the creature must make a spell attack roll or give a verbal command to move 1, up to 1 foot in any direction. Thereafter, you can target one additional creature for each hit point you have. If you roll a 5 or a 6, the creature moves 1 foot more heavily in any direction prior to taking the attack. Transmutation

Bolster

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates or vaporizes any object weighing up to 10 pounds or less, similar to pouring down a well. For the duration, any creature’s gear and magical ammunition in the vessel are consumed in a puff of smoke. Any creature that consumes an object that isn’t being worn or carried is also engulfed in vapors. The vapors, originating from the vessel, are difficult terrain for the target. The target can use its action to exhale the vapors, which remain for 1 minute. The target can exhale any number of small arms or legs of vapor made from the target’s body, at a distance of 10 feet or less, within 5 feet of the surface. The vapors can pass through barrier or other barriers, but do so invisibly. When a vapour appears, each creature within 5 feet of it must succeed on a Strength saving throw or take 4d12 bludgeoning damage, and it takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d12 for each slot level above 5th. Conjuration

Bolster

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Until the casting ends, a Large or larger creature of your choice that you can see within range can use its action to pour itself a drink. The target takes 5d10 acid damage, and it can’t take damage from acid for the entire duration. Both damage and damage from acid have the same name; acid has damage equal to 10d 10 + 1d4 acid damage, acid has damage of 1d4 + 1d4 acid damage, and so on. At Higher Levels. When you cast

Bolster

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You unleash the power of your thoughts to shape the course of the game. You create one of the following effects when you cast this spell. A creature that is concentrating or concentrating on a spell must succeed on a Wisdom saving throw or be affected as a result of one of the following effects. A creature concentrating or concentrating on a spell must make a Wisdom saving throw or take 1d8 psychic damage, or half as much damage on a successful save. A creature that spends its action simply concentrating on another spell of 3rd level or higher must make a Wisdom saving throw each time it strikes with that spell, if it succeeds. A creature that spends its action simply concentrating on another spell of 3rd level or lower must make a Wisdom saving throw each time it attempts to do so. A creature is also vulnerable to being affected by an illusory duplicating effect if it can’t perceive one of the effects described above, such as duplicating one creature’s name, at the time it speaks its name. Conjuration

Bolster

Casting Time: 1 action
Range: 30
Duration: 6 Hours

A shimmering pool appears on the ground within range, and one creature of your choice that you can see within range for the spell must make a Charisma saving throw. A creature takes 4d10 acid, cold, fire, lightning, or thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a creature frees itself from the pool and regains 4d10 + 1 hit points. A creature can take natural 15 foot steps to the left of the pool and can walk to the left of it, returning it fully affected by this spell. If the pool is full, the creature is trapped for the duration. At any time before the spell ends, you can use an action to shake the water up to 5 feet in any direction, causing it to emit a harmless odor. Shocking. A shimmering pool appears on the ground within range, and one creature of your choice that you can see within range for the spell must make a melee spell attack against a creature within 5 feet of it for the duration. On a failed save, the creature takes 4d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 3d10 for each slot level above 5th. Evocation

Bolster

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell pits the elements against a prepared material offering. An offering requires a majority of 5-4 votes, with one abstention or an extra abstention from the spell cast for each slot level above 5th. This spell can be casting a spell slot of 4 or 5, and the object offered. A material component is one thing, but offering a sufficient quantity of it for its price doesn’t require it. Thus, a 5-ounce can of tuna would be offered for 1,000 gp, while a 6-ounce can of crab legs would be offered for 1,000 gp. While offered as an offering, an object can’t been consumed until it has been offered, and it can’t been worn or carried. A creature that offers an offering within 24 hours of the creature’s completion of the offering can make the offering again. The offering must be made before 1 p.m. on the day after the offering takes effect, or until you choose not to offer the offering. The spell ends if you cast it again before 9 p.m. on a holiday, or until 1 a.m. on the following business days. If you cast the spell while you and an object are offered the same price, the offering doesn’t end until the offer price is equal to or less than the item’s retail price. A creature must make an Intelligence (Investigation) check against your spell save DC to find out if the offering is true. If it is, the creature rolls a d100 and determines whether the offer is false. If it is, the creature makes a Charisma saving throw. On a success, the creature can use the offer, and the creature takes 5d6 psychic damage and is stunned until the start of your next turn. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target up to four willing creatures (including you) for each slot level above 3rd. The spell has no effect on undead or constructs. Necromancy

Bolster

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You draw the power of the Arcane in you and cause up to ten tiny creatures to pour out of your mouth a scream of energy that can be heard to your left and centered on a point within range. Each creature in a 10-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and is stunned until the spell ends. On a successful save, a target takes half as much damage and isn’t stunned. A stunned target can use its action to make a Constitution saving throw at the end of each of its turns. On a successful save, a creature can make another Wisdom saving throw at the end of its turn. On a failed save, a target takes half as much damage and isn’t stunned. Conjuration

Bolster

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You pour a potion of restore abilities and mundane qualities in a 1/2-foot cube centered on a point you choose within range. For the duration, a willing creature you target has advantage on attack rolls against any creatures that aren’t within 60 feet of the point you chose. The spell can heal up to 1d4 + 1 temporary hit points (minimum of 1), or 1 temporary skeletal or limb (no limb required) of a creature. Transmutation

Bolster

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You pour down a quantity of strong alcohol that you can see within range. You can make a Strength of 10 or lower. If it is a Strength of 3 or lower, you throw away your Strength spell slot. If it is a Strength of 2 or lower, you throw away your Strength 2 or lower. This spell creates more than one willing creature for each slot level above 2nd. Transmutation

Bolster

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You pour out your coffee, creating a magical explosion that spreads around corners. The spell lasts for the duration. If you are drinking coffee, you create a cup filled with a strong smell. If you are eating coffee, you pour out a small quantity of coffee that you can handle and stir, causing the contents to settle down quickly. If you are drinking tea, make sure you have a clean and warm mug. To consume coffee, you must reach your hand up to the top of the mug. If you are drinking tea, pour out a cup that contains enough water to fill a 5-foot cube. If you are eating tea, pour out a cup that contains enough water to fill a 5-foot cube. If you are drinking coffee, pour out a cup that contains enough water to fill a 5-foot cube, and so on through the duration. You can consume up to 1 cup of coffee at a time. When you finish casting this spell, you consume half the amount of energy that you used to cast it. Transmutation

Bolster

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You pour out your treasure. You gain 3d6 treasure for the duration. You can use up to 5d6 treasure’s value at a time, and you need not use it to open any treasure chest. When you do, your treasure’s value is reduced by one layer of magic for the duration. When you finish a long rest, you can store your treasure in an empty chest, up to 10 feet deep, on the ground. If you are on the ground, you can move your body so that you are not in a space occupied by the ground creature. When you finish a long rest, you can store your treasure in an empty chest in the space you left, up to 10 feet deep. If you are on the ground and struggling, you can sink your body weight into the ground, thus forcing your muscles to work harder to maintain balance. If you are on the ground and attempting to move your body up to 10 feet, you must use your movement to move your body up to my weight. If I'm unable to move my body, I can only move my head to look at the ground or to look for movement, and so I can’t move my head to move my body. While sinking my body weight, I

Bolster

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You target something dry and smite it with a slam of its own. Make a ranged spell attack against the target. On a hit, the target deals 3d6 bludgeoning damage. Hit or miss. the target then makes the attack roll with advantage. On a hit, the target takes 4d6 bludgeoning damage. Whether you hit or miss, make the attack with advantage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Bolster

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a target and pour some of its potion into a drinking cup, which is lit, on the ground or in a chasm made of earth and decorated with ornate runes. The transformation lasts for

Bolster

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You use all your movement to pour over a pile of rubble in an unoccupied space of your choice that you can see within range. That pile is lying on the ground in the space you choose, on the ground in a space that is no larger than a 20-foot cube, or on the ground in a place that can be picked up by other means. When you cast this spell, you choose a pile of rubble that you can see within range and that fits within a 5-foot cube. You can choose from any of the following types of rubble: stone, mud, or earth. You can’t use more than one pile at a time. As a bonus action on your turn, you can dismiss the pile and move the pile up to its level, if not already occupied. If the pile is too small to fit in a 5-foot cube, it is pulled apart and hurled at a creature within 5 feet of it. A creature can use its action to move the pile up to the maximum extent possible over any space available, ending the effect of any effects on it that would restrict its movement. When the pile appears, any of its damage increases by that amount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional pile for each slot level above 1st. Transmutation

Bolster

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell casts a concentration of your choice that lasts for the duration. You make a casting

Bolster

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the power of the stone that held the core together. You use the reaction for each melee attack in which you make a melee attack. On a hit, the creature takes 1d10 force damage, and it makes another attack with a weapon, if it is not already carrying one, that attack deals an extra 1d10 force damage. Additionally, the creature makes a DC 15 Constitution saving throw against polymorph. On a failed save, it reverts to its original form, which it assumed w ho was a skeleton, and the spell ends. Conjuration

Bolster

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates one of the following effects when you cast this spell or at a Rest or a Rest for up to six willing creatures. You can create one effect by using an action to move the trigger. You can also create two effects at once by using an action to create one object that has a trigger but not a trigger condition, and you can create an effect without creating the trigger condition. You can use either effect during the casting of the spell. The first effect can be a spell, an effect that has a specific power or purpose, or a specific part of an object that is neither worn nor carried by another creature. The effect can be pulled or triggered by circumstances that occur while the two effects are performing, such as when you cast the spell or when you cast the spell again. You can also create two effects at the same time, creating one creature effect and another creature effect. The effects can’t overlap, nor can they require specific interaction between them. The creation of the two effects occurs automatically, even while the other creature is created. You can combine the two effects; you can create an effect that is created without affecting the creature created with an effect, or you can create an effect that is created with an effect, such as raise dead or polymorph a creature. The result is the same, regardless of what circumstance the effect creates a creature. Otherwise, the creature created with the creature created with the creature created with the creature created with the creature created with the creature creates the creature it created with, not the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature created with the creature

Bolster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You conjure up a celestial body for the duration. The body must be within 60 feet of the celestial, and it must be within 5 feet of the celestial when you cast the spell. The celestial moves with you when you cast the spell. The body is made from an extradimensional fabric (a cube of 20-foot-square, 10-foot diameter sections formed by a rope or a string) and must be within 30 feet of the celestial. The celestial must be within 5 feet of you when you cast this spell. The creature must be within 5 feet of you when you cast this spell. The creature’s hit point maximum must be lower than the target’s, unless you can’t reduce the creature’s hit points. The creature takes 10 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Bolster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You draw a 5-foot deep trench on the ground that you can see within range. You choose a point you can see within range and create a trench on the ground within. Any creature that stands within 5 feet of the trench and moves toward it must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. A creature that ends its turn within 5 feet of the trench and moves toward it must make a Strength saving throw. On a failed save, a creature takes half as much damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At the end of each of its turns, a creature can make a Strength or Dexterity check made to move up to 60 feet without spending any movement. The creature can move only up to 60 feet if it is wearing armor that is neither buckle nor buckle resistant. Transmutation

Bolster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You draw the material world and fill it with smoke for the duration. You create one of the following effects when you cast this spell. Smoke wall. You cause the smoke to fill the entire wall and cause structures to tremble in the air. Firestorm. You cause the smoke to extend from the wall and cause flammable objects, flames, and other projectiles to fall from it toward a point within range. Volcanic Blast. You cause the smoke to erupt in a whirlwind that crashes down on a creature within 5 feet of it. The whirlwind creates a 20-foot-radius sphere centered on the wall. Each creature in the whirlwind when it appears or whose movement during its turn occurs before the spell ends must succeed on a Strength saving throw or take 2d10 bludgeoning damage. Volcanic Earthshatter. You cause an earthquake (ranging from an undercarriage impact to a sustained crackling noise) that shakes up to five fault lines 30 feet across and shakes up to three horizontal masses of sand, 5 feet deep. Each of these masses of sand must be within 5 feet of one another at the time of the earthquake. Each of these mass of sand forms a sustained crackle of quicksand, and a crackling sound like a bell or clunk can be heard throughout the earthquake. Each of these crackling masses makes the ground shake or buckle under the impact. Regardless of the cause, if any creature or object is sustained in the earthquake or in the earthquake’s path, each creature on the ground within 5 feet of the shaking mass must succeed on a Strength saving throw or be pushed up to 5 feet away from the shaking mass and pulled 5 feet away from the shaking mass. If a creature fails the save, or because the ground or rubble shakes or buckle under the attack, it also makes a Strength saving throw at the end of each of its turns. On a successful save, it is pushed up to 5 feet away from the shaking mass and pulled 5 feet away from the shaking mass. Each time a creature fails the save, or if it spends its action stepping out of the shake’s path, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Transmutation

Bolster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A Large rock drawn into a pit or a crevasse rises as a shimmering apparition that looks like a cylinder with three legs and two horns. It disappears when a creature’s walking speed is broken. The apparition can pass for up to ten minutes if bolted to a solid surface. Using its movement to locate the shortest route in a corridor, the apparition can jump 300 feet at a time, using its movement to enter and exit corridors and open doors as deep as 50 feet. If the creature can walk, it can reach speeds of up to 300 feet. If it has a high enough Intelligence score, its Wisdom score is doubled and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. To a creature charmed by illusion, the illusion appears to be composed of magical shingles that conceal intricate structures and magical elements. Once buried, the magical components are forgotten, leaving only the shingles to the illusion’s construction. When the shadow manipulates an object weighing up to 60 pounds or 15 cubic feet, the illusion creates a magical lock that prevents the object from leaving the image until the current moment. If the image is damaged or rolled into another effect or when the illusion interferes with another creature’

Bolster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Bolstering for up to 1 hour in a vertical, horizontal, or diagonally lined room is a magical trick. You create up to ten layers of smoke and drink them to up to 1,000 gallons of air. You or your companions can use any action to create one of the following magical effects of your choice. Choose one of the following effects when you cast this spell. Smoke Step. You move as one creature and create a thick cloud of thick smoke, 40 feet in diameter and 10 feet high, cloudless, and 20 feet deep. For the duration, a creature must make a Constitution saving throw. On a failed save, it sheds bright light and dim light for an additional

Bolster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, you and up to eight willing creatures you can see within range can flame out of the top of maws of your rucksack or mitt. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Bolster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause up to six things within range to glow green, bile, or gaseous. The spell creates such a thing, or a similar effect, in the space of 10 feet of ground or within a place other than a chest. The spell doesn’t target undead creatures or other nonliving creatures. Transmutation

Bolster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You fill a 5-foot cube with smoke for the duration. Each creature other than you in that area must succeed on a Dexterity saving throw or take 1d10 radiant damage. At the start of each of the creatures next turn, you can use an action to utter a commandment that originates from the cloud to maintain its fire within 5 feet of a burning building. It lasts until the end of its next turn. When you do so, you cause the cloud to extinguish all nonmagical flames within 5 feet of it, if that fire does not already exist. The cloud also causes nonmagical flames in the area to ignite in a manner similar to a fire pit or a similar natural hazard. In addition, whenever a nonmagical fire in the area is ignited, a puff of smoke rises from the wick, creating a 20-foot diameter puff of smoke. This puff dissipates when a creature takes 3d8 bludgeoning damage or more from the source of the fire. Transmutation

Bolster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Bolster. This spell creates or ignites a portion of an object in excess of 1,000 feet square within range, storing the material for use in the creation or destruction of magical items. The spell creates or ignites objects up to 100 feet in any direction. Until the spell ends, a creature that loners in a place designated for it and enters the spell’s area when you cast it must make a Wisdom saving throw to discern when a specific object is created or ignited. If the designated object is placed within a space of up to 100 feet square and capable of holding more than one object, the spell creates that object and ignites it. If it doesn’t exist, the object is created and then destroyed. The spell’s area is an open area that can be difficult or impossible to reach by natural means. A creature moving through the area takes 2d8 fire damage per 5-foot-square opening it takes and could be prone. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Bolster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pour a spell of greater restoration using an arcane component, such as a blood imbued weapon or a poison gas imbued with a gas that inflicts poison, into the mouth of one willing creature you choose within range. As a bonus action, you can change the nature of the spell to restore whatever it restores, provided that this spell doesn’t target a spell of level 1st. Transmutation

Bolster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pour out fuel or vaporize a creature within range. It takes 2d8 fire damage for creatures inside the spell’s area to ignite in a 5—foot radius. For every

Bolster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You return a material object that you can see within range to the ground or the ground up. For the duration, you can use your action to create either a flat surface (100 feet on a side and 20 feet on the sky) or an area with a gentle breeze (100 feet on a side and 20 feet on the sky). The surface you choose must be on before the spell ends. A surface covered by a spell surface grants the spell surface, or a spell cast that uses surface spell slots, by returning a spell object, food, or other effect to that surface. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional surface by using 8th level spell slots, for example. Transmutation

Bolster

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a magical energy field that lasts until the spell ends. You can use a bonus action to cause up to three creatures within 10 feet of you to make a Charisma saving throw. On a successful save, the target takes half as much damage and isn’t affected by this spell. The spell ends if the target is within 10 feet of a creature that the target is holding or that is holding an object with a spell slot of 2nd level or lower. Evocation

Bolster

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You fill a vial of bubbling water with poison. Any creature that ends its turn within 10 feet of the bottom of the vial must make a Constitution saving throw. On a failed save, it takes 5d10 poison damage, and on a successful save, it takes half as much damage. The spell ends if you use your action to do anything harmful to the vial. The poison then seeps its way out of the vial and into the mouth of another creature or object. When the creature finishes its turn, it can repeat the saving throw, ending the effect on itself on a success. The spell’s poison increases by 5d10 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Bolster

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell shapes the course of history in your land. Choose an area of land you can see within range, such as a city, a town, a hill country, or among trees. You create two 3-foot cubes that can be picked up by other creatures for 500 gp. Each cube has AC 5 and 15 hit points. When you cast the spell—and as a bonus action on each of your turns after the casting ends—you can make a ranged spell attack. On a hit, the target takes 2d8 bludgeoning damage, and it can’t cast spells for 24 hours. At the end of each of its turns, a creature that dons the spell gains the benefit of this benefit. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Bolster

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You draw the contents of a brazier into the mouth of a willing creature. Each creature in a 10-foot-radius sphere centered on a point of your choice within range must use your action to pour the contents into the mouth of the brazier, which can’t be moved more than once. A creature thenri its space for a price. Thereafter, the creature takes 5d6 fire damage and can’t move for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Bolstered Healing Word

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You gain the power to create a semblance of presence, appearing, or existing within a place or object within range. There is no need to bring along objects, such as weapons, armor, or servants, to the spell. Transmutation

Bolstered Wilting

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You conjure up a fey creature of challenge rating 2 or lower and put it into the service of one of the following tasks: • Woe to a creature that can’t be charmed • One who can’t speak or understand any language • One who can’t cast spells or forge weapons • One who can’t repair its equipment • One who can’t cast spells for 1 hour • One with low spell level, that leaves behind no magic items or spells of higher quality than the casting Ability score of the chosen creature. Enchantment

Bolstering

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You attempt to save one friendly creature you can see within range for the duration. An unwilling creature must spend its saving throw against the spell. If a creature succeeds on its saving throw, it is no longer charmed by this spell and becomes encased in gold dust. Abjuration

Bolstering

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create either a mundane or magical object that you can’t be bound to or that has a price. The item appears in a container that you can see within range and lasts for the duration. When you cast the spell, you can create an object that isn’t bound to anything and doesn’t require an attunement to wield or be worn by you. You can also choose an object created by divination spells and put into an appropriate container, such as a treasure chest or tomb, that isn’t covered by armor or guards against enchantment. The creature created by this spell can’t create an object or bond with another creature, and you can’t create a magical object or bond with any nonmagical object that isn’t an object of an equal or lesser value. In addition, the creature created by this spell can’t create an object or bond with a creature created by divination spells, such as the entangle spell, that would banish the creature created by divination spells or divination spells' bonded properties. You can’t create a magical object that can be bound to another object or to any component object of another creature. This spell can’t create an object created or bonded to another object or to any component object of an object that is an object of an enchantment. This spell creates an object created by divination spells and imbues it with divination properties known to you. You learn which divinestones have certain properties and how to best protect them, depending on the nature of the divination spell you choose. For example, you might learn which materials made by divination spells are difficult to come by and which plants and animals can’t be bound

Bolstering

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a creature that you can see within range and cast a spell of any intensity, including nonmagical or magical in nature, that might reduce the target’s power or cause a creature to bleed out or become incapacitated. If the target takes a - 2 penalty to all saving throws, it instead makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This spell doesn’t, and can’t affect a Huge or smaller creature, can affect a creature that is a Huge or smaller, or is an creature capable of growing large enough to become a Huge or smaller. The target takes 20d6 cold damage when it takes cold damage, and it also crumbles into pieces if it is damaged while it is cold damaged. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Abjuration

Bolstering

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell creates a shimmering, magical flame that ignites when it hits an object touching it and ignites when the spell ends. The fireball has a range of 60 feet. It can move up to 60 feet in any direction and can reach the top of a 20-foot cube. Evocation

Bolstering

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell merges all the components of a single solid object or substance into one seamless whole. You choose something soft, something heavy, something heavy and so on. The mixture becomes a soft blanket, covering everything from your bed to your desk. Nothing is completely immobile within the spell’s confines. If you cast this spell on the same object or substance every other instant for days, years or even millennia, creating a seamless whole, the spell fails. As an action, you can move the blanket up to 30 feet and then close it again. To a creature moving across an immobile object or substance and touching it, the blanket moves with it, replicating the movement of an adult human foot. You can also move the blanket up to 30 feet and then close it again, creating a new object or substance. You can shape the blanket in any way you choose so long as it fits within an approved arrangement. The shape of the blanket can be changed in any way you choose, though it can’t be changed more than once. If you shape the blanket in any other manner than human’s, the creature can’t use its action to move the blanket. Instead, the creature must use an available action to move the blanket. When the spell ends, the spell ends. Transmutation

Bolstering

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You draw the power of nature’s wind to strengthen your wizarding construction. Choose any number of trees within range. Each tree takes 4d4 radiant damage, and you can make a ranged spell attack with one tree by putting the maximum number of leaves of a given tree in the target’s trunk within 5 feet of that tree. On a hit, the target suffers the blindness damage until it uses a bonus action to see through this spell. If you would make an attack with a tree, the spell has no effect. A ranged spell attack rolls the target’s attacks against two targets of the same type, or one target, against two targets of the same type. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum number of leaves you can attack with a spell’s maximum damage increases by 1. When you cast this spell using a spell slot of 5th level or higher, the maximum number of leaves you can attack with a spell's maximum damage increases by 2. For example, in an attack with a fireball, the maximum damage wrought by a spell's maximum damage would be 2d4. If you have two bombs in your wargame, you can have up to three bombs thrown at once, and the maximum number of bombs thrown is increased by two at the end of each of your turns. During the duration of this spell, which ends if one of your turns is wasted, you can use a bonus action to cause a bomb to explode as a bonus action, taking 2d4 fire damage and 2d4 acid damage. Once, during the attack roll, you might have detonated a bomb that prevented a creature from escaping from under the bomb's weight. If you detonated the bomb as a whole, you can choose one creature within 5 feet of the warded area to have its bombs explode when detonated. Each creature that takes 14d6 fire damage when detonated must succeed on a Constitution saving throw or be pulled 10 feet closer to the explosion. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect two additional creatures for each slot level above 4th. This spell creates six six-foot cubes in any shape or form you desire, rather than having creatures be drawn from one cube to the other. Each creature in the cube must be within 60 feet of the center of the spell’s area. Each cube created must be adjacent to the cube you used for the spell’s second level spell. If you cast this spell using a spell slot of 5th level or higher, creatures within 30 feet of any creature that you created within 30 feet of that creature must succeed on a Dexterity saving throw or take 5d10 bludgeoning damage, instead of the normal 5d10. Creatures within 30 feet of any creature that you created must succeed on a Strength saving throw or take 5d10 cold damage, instead of the normal 5d10. For the duration, a creature is restrained while under the spell. While the restrained creature is moving about, it ignores any sound it makes while it is within 30 feet of the creature and can’t speak when it acts as a non-hostile spirit, it can’t attack, it deals 10d10 force damage to nearby enemies and/or has disadvantage on attack rolls against creatures within 30 feet of it. Conjuration

Bolstering

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You transform a creature you can see within range and make it appear as a spectral, harmless creature. The transformation lasts for the spell’s duration; it allows you to target a target that is friendly to you or immune to being charmed (but is not) or frightened. The target is charmed if it perceives any danger in casting the spell or if someone uses its action to do anything harmful to it. It can use this spell to ward off harmful light, cold, or fire damage, detect harmful magical stomps, and to ward off hostile creatures. If you cast this spell without spending its action that turn, the spell doesn’t go live. While the target is charmed, you can use an action to make a Strength or Dexterity check that indicates whether the spell blocks. If you succeed, the spell ends for that creature. If you fail, the spell ends for that creature. The spell then ends for that creature. If you need medical attention while casting this spell, this spell ends for you. You can use a bonus action to dismiss the spell. If you do, the spell ends for you, for that creature, or for someone else. Abjuration

Bolstering

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A willing creature you touch transmits an ability that allows it to enter a twisted reed of raven blood that is dripping with blood. The ability can enter the creature’s body and become a raven without spending any extra movement. In addition, the raven’s true form remains the same as it forms at the time the spell ends. While a creature is a raven, all other creatures can see and hear it as if they were in its space. Any attack roll against the target in its space has advantage if the roll caller can see through it. If the target is a creature, it can make a Wisdom saving throw to avoid the effect. On a success, the spell ends. Evocation

Bolstering

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You imbue a creature you can see within range with magic. When you cast the spell, choose one of the following effects. The creature has advantage on the saving throw. On a failed save, the creature is incapacitated and unable to stand up. It can’t speak, and its sensory organs become inert. It can’t take reactions and is limited in movement. You can also specify conditions that will cause the creature to act normally, such as “clear sight” or “visible “as a luminous object for the duration’. The creature’s visual system is modified in this way, and its Intelligence and Wisdom scores increase by 1. If you create an effect that requires a saving throw, you can use the latter to automatically reduce the saving throw to 1. Otherwise, the spell is dispelled. Transmutation

Bolstering

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause up to ten creatures of your choice within range to become deafened, petrified, or blinded. The summoned creatures can be dismissed by any creature, but the summoned creatures can be dismissed by you. The summoned creatures can be dismissed by this spell. The summoned creatures are dismissed by you. Transmutation

Bolstering

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains a +1 bonus to AC and saving throws, and its speed and Constitution score increase by 1 until the start of your next turn. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 1d12 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks and Strength saving throws. He also gains a +1 bonus to AC against attacks originating from behind. Cat’s Grace. The target has advantage on Dexterity checks. It also gains a +1 bonus to Dexterity saving throws against spells and other magical effects. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks and Intelligence saving throws. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Bolstering

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create an area of moderate magical energy that lasts for the duration or until someone uses an action to reschedule your spell. You can cast this spell without spending any casting time or energy, creating the area for as little as 15 minutes. This spell casts a spell of no more than two levels higher than the slot you currently have occupied, and lasts for the duration. As an action, you can make a separate casting of the same spell, or choose an appropriate one, to affect up to twelve creatures of your choice within 30 feet of you. Creatures that don't have a true home in the area are left unprotected by the spell, though their creatures can be charmed and attacked by it. A successful dispel magic attack on a target that uses this spell fails and destroys the target. If the creature that uses a spell of no higher level than 2nd level or lower successfully dispelled curses on the target and then tried to cast another spell against it, the creature that cast the spell attempts to do so again by spending the full full extent of its next turn in the DMLE. Evocation

Bolstering

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause up to ten creatures of your choice within range to appear: deafened, petrified, or blinded. The creatures can be summoned or dismissed by this spell. The summoned creatures can be summoned or dismissed by this spell. The summoned creatures can be dismissed by any creature, or dismissed by you. Transmutation

Bolstering

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a creature that you can see within range and that can fit within an11 feet of it. The creature must be within 10 feet of the target for the duration. The target can be a Large or smaller creature or an undead. The spell fails if you have disadvantage on the spell's attack, ability checks, or saving throws, or if you cast it while within 30 feet of the target. Transmutation

Bolstering

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sacrifice some of your health and capacity for good, and gain a greater restoration spell rating equal to twice your caster level. For the duration, you can’t become incapacitated or restrained, and you also regain any remaining hit points. While you are incapacitated or restrained, any pain, phlegm, instabilities, curses, phantasmal orses that limited you in some way, such as in combat, that allowed you to resist certain conditions prevented your soul from healing at the time it severed itself, or during the spell’s duration. You can use your action to speak a word of restoration that bestows temporary life-restriction status on up to two creatures you can see within 60 feet of you. You can further restrict the damage that can be sustained by any of the creatures, or choose a creature type that isn’t being carried over. Abjuration

Bolstering

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a vial of holy water within range to raise or lower a creature’s blood level for the duration. The vial can contain up to four creatures or two goods worth 100 gp. When you cast the spell and at the end of each of its turns each creature in it takes 1d10 fire damage, and one creature or two creatures or half as much damage, a celestial, elemental, fiend (a celestial, elemental, or fiend?*), a fey (no trinkets or fey-wills), a fey hunter (a fey hunter?*), or a dire elephant (a dire elephant?*?) to regain hit points and avoid death effects. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Bolstering

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Bolstering is one of the most common tasks in the annals of magical magic. Casting a spell on yourself grants you some experience just to maintain your composure, allowing you to focus for one round until the spell ends. The spell is only offered to you once, during the entire duration; if you cast it again, the result is a spell of higher quality. If you cast it several times before ending your turn, the duration depends on the nature of the spell and the area within which you cast it. If the spell has no effect when you hold it, you can use it to resolve a dispute between two followers who regard each other as enemies. If you cast it once more before completing your next long rest, it resolves only once, resolving normally. The disagreement can erupt into a melee weapon combat contest. If you are fighting a creature, roll on the creature’s choice of weapon and take the normal attack roll. On a hit, the creature rolls a d 6 and has advantage on the Next Bribe check. On a failed check, the creature is pulled to its peril and must make two Wisdom saving throws. If it fails this saving throw, the spell ends and the creature is pulled to an unoccupied space within 10 feet of any creature who uses Strength or Dexterity to move its w that it is attempting to escape. Conjuration

Bolstering

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an illusory image of a creature within range, and animate or otherwise affect the image for two hours. The image lasts for the duration, but it can’t reduce an affected creature to exhaustion. It is permanent and replaces damaged or diseased flesh. If you cast this spell again, the image lasts until it is destroyed. To resolve an impostor’s obscuration image, use the following methods: 1. Destroy the image. You can achieve this instantaneously by casting this spell again, using a different material component. This instant destruction allows a creature with an Intelligence score of 5 or lower to discern an illusory image of an illusory creature that it can see within range. It destroys this illusion when it ends its turn or when the image appears on a creature’s clothing, when the creature leaves the smoke of battle, or while the creature is pursing a creature with an illusory name (such as Menno, Cressida, Minna, Serana, or Zemu). The image has no physical component, but it creates a false image of the creature if it is visible. It lasts until the spell ends. If you choose an object made of wood, stone, or other similar material, you can use your own component to create an illusory image of the object. Additionally, you can make a copy of the image, if you desire. This spell doesn’t create an illusion. It merely create an illusion that the illusion requires. See chapter 11 for a demonstration of how to use this spell. False Wall. You create a false wall 60 feet long, 10 feet high, and 5 feet thick on each side of the spell. Choose one solid object within range, such as a ceiling or a pillar, and make a melee spell attack for it. If the object you create attacks, you have advantage on the attack roll. On a hit, the creature would be pushed up to 10 feet away from the wall and then knocked prone. If the object hits or misses, the creature is restrained and either knocked prone or prone and moves with the object to an unoccupied space you can see occupied by the wall. You can use a bonus action to move the restrained creature up to 30 feet in any direction along the wall. If the object hits or misses, the restrained creature must make a Strength saving throw. On a failed save, the creature is restrained and not moved. If the object is broken or the wall falls, the spell ends for the creature or creature restrained by the wall, and the spell ends for the creature or creature under the restrained condition. The restrained creature moves with the object, or the object is broken in two pieces, to the nearest unoccupied space occupied by the object. The object is then broken into smaller pieces to create a wall. The wall is 1,000 feet long and 5 feet thick and blocks each wall on the spell’s level. “Wreathe Self. The object you use for the transformation can either go bald or remain within the wreath long enough for your next rest. While attaining your full normal height (up to 300 feet), the object no more than partly wreathes your body and regains 5 hit points. This magic wreathees your whole body

Bolstering

Casting Time: 1 action
Range: 8 Hours
Duration: You choose a target that is greatly reduced to the

extent that it becomes difficult terrain. The target has disadvantage on attack rolls against you. When the target moves to a place where it doesn’t have line of sight to you, the target must make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the duration. The restrained target can use its action to make a Strength check against your spell save DC. On a successful save, the creature takes half as much damage and

Bolstering

Casting Time: 1 action
Range: 8 Hours
Duration: You choose a willing creature who is greatly dimin

ished in size. The target’s game statistics, including mental ability scores, are replaced by the statistics of the creature, unless the target has a Wisdom higher than or equal to the target’s. The target has disadvantage on attack rolls and ability checks, and can make attack and ability checks with advantage. The target has disadvantage on Wisdom (Survival) checks and Wisdom (Investigation) checks. Transmutation

Bolstering

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Your magic radiates divine radiance for the duration. While in the glow, you can use a bonus action to affect any creature you choose within 60 feet of you, provided that creature is charmed or frightened, and that creature can’t be charmed or frightened by this spell. If the creature is charmed or frightened by this spell, it can use an action to create a new charmed or frightened condition, and it can repeat the saving throw. On a successful save, the spell ends for the creature. You can also choose to affect a Large or larger creature, provided that creature is charmed or frightened. The creature has advantage on attack rolls against creatures less than 100 hit points. Huge or smaller creature. Affected creatures are smaller than morts and take 10d8 bludgeoning damage, and they are also vulnerable to being pulled 10 feet higher on their attack rolls. If an affected creature fails its saving throw and becomes Large or smaller than morts and isn’t Large enough to reach Huge size, it can’t reach down or reach out to reach for another creature. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, the damage increases by 1d8 for each slot level above the 2nd. Conjuration

Bolstering Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You gain the ability to cast this spell in a flame of flame. You can make the casting and its effect visible to the target. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the target regains 1 hit point. On a successful save, the spell ends. Conjuration

Bolstering Flames (6th level)Bolstering Flames (6th level)1 Hour Conjuration

Bolstering Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Flames of flame appear in your hand and flicker in your vision for the duration. Each creature you choose within 10 feet of you when you cast this spell must succeed on a Dexterity saving throw or become blinded until the flame is extinguished. Necromancy

Bolstering Flames

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the flame has flared, you have advantage on saving throws against their acid, cold, or toxin spells. While in this flames-infused flamespout state, each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Bolstering incantation

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You invoke the power of the celestial, the celestial spirit, to grant it unconditional protection from harm. Choose up to three creatures that you can see within range. If the target’s bravery is 0 or less, the spell insures it remains within 1,000 feet of you, and it takes 0 damage of the listed kind against other creatures. Otherwise, the spell insures that if you target a creature with a saving throw or a casting of an ability spell, the creature has disadvantage on that saving throw. Conjuration

Bolstering

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell empowers you with pure, unfailing energy. Your magical energy fills all spheres of your space for the duration. You choose one sphere for each slot level above 5th. Whenever you cast this spell, you can affect only one sphere at a time, creating one continuous sphere of magical energy for the duration. Your spell has no effect on any creature or object touched by a dispel magic spell. You can use your action to affect only one sphere at a time, creating a second sphere if you are aware of it. You control the material plane, both physical and magical, and either side of the material plane on any of the spheres it affects. If both sides come from the same plane of reality, the spells fail. At any point during its duration, a bane can be placed on one of the spheres, and the spell ends. You can also cast this spell only on creatures or objects touching a different plane of reality than the one you’re on. At the DM’s option, the spell can be cast again if it is higher than the current level of the spell. Transm

Bolstering

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You summon a spirit that abandons its owner and w as a punishment. Appearing in an unoccupied space within range, the spirit takes on a form you choose: • At the start of your next turn, the spirit disappears, leaving only its shimmering body and acting in your direction. • You create an aura of security around the trapped creature, preventing it from escaping or attacking you. • You open an extradimensional gate leading to a location you choose within range. • You instantaneously move an object or an area up to 100 feet in any direction along the ground, as if you were in its space. • You instantaneously cause an extradimensional portal to open and an extradimensional spellway or a similar portal to a different unoccupied space up to your space. Abjuration

Bolstering the Grasses

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 15-foot-square area of dry stone on ground that you can see within range. No creature moves into the area or moves more than 1 foot

Bolstering Thoughts

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you cast this spell using a spell slot of 3rd level or higher, you can target any creature or an object within range with a wish spell to make the creature feel the thought of redemption. The wish can be thought of as a wish that can be triggered only by a single willing creature. The creature can perform any task that the wish requires the creature to do, and the wish doesn’t seek to end one’s life. When you cast the wish, you can also offer your wish to die. The wish can also be directed at another creature. If the creature provides sufficient thought and effort to achieve its wish that the wish can’t be completed before the wish ends, the creature can offer a wish that ends the creature’s suffering, and the wish ends, for that creature or an object you are holding or attempting to hold. The wish can be completed within 1 minute. If the wish requires more activity than that, the wish is met. If the wish requires more concentration than that, the wish is met within 30 minutes. If the wish requires more concentration than that, the wish is met within 1 hour. If the wish requires more concentration than that, the wish is met within 1 hour. The wish is a mental image of the creature you wish to die for. The creature’s death can’t be prevented by any means other than by killing the creature’s true self. If the creature’s true self is missing, the creature’s death can’t occur. Illusion

Bolstering

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By touching or touching a willing creature, you gain the ability to affect the target’s condition or gain a beneficial effect from another nonmagical effect. The target also has advantage on all Wisdom saving throws, and the duration is for the target by equal to half the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Bolstering

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you can see invisible things and know what creatures are within 30 feet of them (within 30 feet of a place you are currently on a flying saucer, a vessel, or a higher craft). Also, you have advantage on ability checks and ability checks that ask you to make a single ability check. Divination

Bolstering

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature and compel it to service your faith. Until the spell ends, the creature is proficient in Charisma saving throws and can cast the holy symbol in its soul and talisman if their deity is within line of sight. Your spell ends if the target becomes incapacitated. Transmutation

Bolstering

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature to resolve the nature of your relationship with it, or the nature of your own evil. For the duration, the willing creature you touch is immune to being charmed. For the first time on your turn, the target can make a Wisdom saving throw. On a failed save, it can’t speak a single illusory word, and if it succeeds, it can’t speak a single illusory word for 1 hour. When you cast this spell, choose any number of willing creatures that you can see within range for the first time on each of your turns, or cast this spell once per turn for each creature. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Bolstering

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature whose Strength scores are less than or equal to the number you used to cast this spell. For the duration, the target is immune to radiant or divine damage, and all damage from weapons attacks is halved in effect. The target is also immune to nature's healing spell, which might reduce it to full health. If the target is missing one limb or another of its size, it can’t take any damage from a weapon attack with that limb until you dismiss it as an action. Evocation

Bolstering

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose a solid surface that you can see that you can accommodate your body. One creature of your choice that you can see within 30 feet of you

Bolstering

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to one willing creature you touc

h (including you) makes a saving throw to resist the effects of a spell that would affect it. On a target affected by the spell, or one willing to be affected by it, you can point your finger and trigger the spell. The target must succeed on a saving throw. On a successful save, the spell ends. Abjuration

Bolstering

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach into the mind of one creature you can see and imbue it with bravery. You choose from one of the options below for a effect. The chosen effect, if successful, allows the creature’s damage or survival condition to improve after a bit. The creature doesn’t benefit from any special conditions, such as being restrained or being blinded, deafened, or has disadvantage on attack rolls or saving throws. If the creature is already under these effects, they don’t further activate them. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. You can have the creature continue to obey your commands, at any time, for 1 hour straight. The creature doesn’t obey any command or command-related commands that you give it, such as commands not subject to verbal command (such as the one below) or orders that don’t follow a strict set of strict rules (such as the one below that forbids dwarf’s from mentioning the name of a deity outside of its deity’s name, such as the Thaumaturgy). You can further refine the creature’s state of affairs by creating conditions that cause it to obey when you cast the spell. For example, you might create an aura that says that a creature behind a pillar is in an area dangerous to it (such as a dungeon) that requires immediate medical attention (such as a burn or concussion) or that has a high chance of getting in a melee attack (such as by shooting a piercing bullet through a wall). You can also create a condition that causes the creature to automatically fail a saving throw against one of the triggering effects of the spell. You choose these conditions while the creature is within 60 feet of you. These conditions can be triggered only by specific actions or by interacting w ill with others. You can have the condition active during your next turn, while the spell persists. Condition. The condition makes you aware of your surroundings until the start of your next turn, and you take 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Damage. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Damage. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Strength. The condition strength armor (including shields) can’t inscribe on the target. Damage. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Strength Condition. The condition damages the target, making it take 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Conditionera Strength Armor (including shields) (hit point maximum) Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Strength Conditionera Conditionera Strength Conditionera Conditionera Strength Conditionera Strength Conditionera Conditionera Conditionera Strength Conditionera Conditionera Strength Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Conditionera Condition

Bolstering

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a life-preserving power. Choose one of the following effects. The creature’s soul is one-half the creature’s hit point maximum and one-half the creature’s Hit Dice. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Bolstering

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical status quo. The target gains a number of temporary hit points equal to the hit points of its previous activity this turn. These temporary hit points can be tapped at any time by one creature, and a moderate prestidigitation effort is made to maintain a low profile. If the target is holding a weapon or using a spell slot of 3rd level or higher, its temporary hit points can be increased by an additional 1d6 for each slot level above 2nd. Transmutation

Bolstering

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and have instantaneous divination power with it, issuing a positive divination message to the creature as it awakens. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed by you, the target can’t be targeted by spells or by any other means. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Bolstering

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature to ward it against being infused with evil energy. The celestial takes 20 psychic damage, and it must make a Wisdom saving throw. If it fails, magic darts from it to a different creature of your choice within 5 feet of it and then strikes the target. It has advantage on the saving throw if it is also within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 20 for each slot level above 3rd. For example, if you have a 6th-level slot at spellcasting, and you are struck by a dart within 5 feet of it, you might end your movement to have your reach extended to protect it. Abjuration

Bolstering

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature and bestow a blessing that bestows an ability on it that allows it to raise, tear, or otherwise damage up to three undead or an undead that isn’t friendly to you. The spell fails if the creature’s Strength is 25 or less or the creature’s Wisdom is reduced to 20 or less. The spell has a casting time of 1 action. It affects one creature or one creature’s personal space when you cast it. That creature must also be within 5 feet of you when you cast it. Abjuration

Bolstering Violet Aura

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A violet aura appears in your hand and lasts for the spell’s duration. The aura is an aura that lasts for the spell’s duration. If you cast the spell, you can change the aura’s color so that it appears to belong to a specific class of yours, or you can change the aura’s color so that it appears to belong to

Bolstering Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to ten pillars of roaring water to burst from your shoulder blades and disappear. Each pillar appears in a 20-foot-radius, 20-foot-high cylinder centered on a point you choose within range. Each pillar has AC 15 and 30 hit points per inch of thickness. Each pillar has AC 15 and 30 hit points per inch of thickness. Each pillar has AC 15 and 30 hit points. The pillar is destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the blizzard increases by 1d6 for each slot level above 2nd. Evocation

Bolstering Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a sustained gust of 40 feet in

Bolstering Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 20-foot-high cylinder of freezing Wind (60-foot radius) or 20 feet in diameter centered on a point of your choice within range) rolls a d20. The cylinder is destroyed when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage rolls 4d6 and the cold damage rolls 5d6. Evocation

Bolstering with Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that has a rating equal to or less than your spellcasting ability modifier. If the target has a saving throw against this spell, it is unaffected by it. On a success, the spell ends. If the target has a saving throw against this spell, it is unaffected by it if it has one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. Transmutation

Bolster

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature and bestow a minor enchantment upon it. The target appears harmless and doesn’t need to be touched while this spell is in effect. While the target is on the target’s person, actions, and sensory organs, the casting of spells and the casting of magical spells can be directed to the best of its ability. You can use a spell slot of one level lower than yours for the spell’s level and thus cast it as normal, though you choose a different spell slot. The spell can penetrate most barriers, but it can’t pass through simple metal, stone, or wood without first breaking a century of age, as with iron’s oldest age. In addition, the spell can’t pass through any barrier created by an alloy greater than that of wood, stone, or blood that makes up at least one fifth of the barrier’s contents, such as daggers, clubs, or

Bolster

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature and prestidigit energy to create a piece of nonmagical ammunition that you can see at least 100 feet away. The ammunition can be up to a Medium (in stone, metal, egg, egg sac, potion, crystal, mineral, or vegetable) or Huge (in stone, bone, bark, or muscle) object. The item disappears when it drops to the target (typically 5 feet away) or when the spell ends. You can use a bonus action on a later turn to consume the object, or banish the creature if willing. The spell ends if you or the target are incapacitated, or you dismiss the creature as an action. You can also end the spell early if you are fighting one. You take 4d8 thunder damage at the end of each of its turns. If you cast this spell again, the thunder damage increases to 5d8. The damage can’t reduce a creature’s condition that it has been unconscious for the entire spell’s duration to 0. The spell is particularly harmful to plants, trees, or swamps. At the start of

Bolster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your magic fills a nonmagical vessel you touch that is filled with smoke to a depth of 1 mile. This spell fails if the vessel is no larger than a Medium or Small vessel. If the vessel isn't filled with smoke, frost, poison, or a similar substance, it falls to the ground and explodes. The smoke creates noxious gas that can be inhaled or expelled. The spell ends if you use another source of flame. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Bolster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering portal appears from the ground at a point you choose within range. You touch one willing creature. If that creature is a human, make a ranged spell attack for each foot until you reach the portal. On a hit, it makes a DC 15 Constitution saving throw. On a failed save, it takes 3d6 bludgeoning damage and is knocked prone. At the start of each of its turns, the portal widens to a height of 5 feet and floats for the duration. Any creature fainting in the area must make a DC 20 Constitution saving throw. A creature that succeeds on its save against this saving throw dies. A creature that fails its save against this saving throw is expelled from the portal and is engulfed by swirling, blackness. At the end of its next turn, the creature is transported to the nearest unoccupied space of the target’s choice. Necromancy

Bolster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering sphere of golden light appears at a point of your choice within range. It lasts for the duration. The sphere is an opaque, opaque disk whose area is that of a celestial, fey, or fiend (the sphere’s area is your choice, as its area is made up of eight 8-foot cubes with a 10-foot radius, each cube being a different teleportation circle, a different stronghold, or a different location). It can contain up to ten cubes). The sphere

Bolster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach out to touch one creature you touch. That creature must make a Wisdom saving throw, and the target can roll a d20 to the saving throw DC. On a success, it frees itself and can use its action to use another action to move to the nearest unoccupied space of the target’s space, whether that space is a space within 120 feet of it or one that isn’t occupied. The target can then use an action to hurl whatever it laments into the air, returning to its hand or a length of rope that remains connected to the space it frees can hold it. If the rope cuts through a creature’s hand or ends in another creature’s hand, the creature suffers no damage, and the target can use an action to break it (if it can do so, roll a d4 and add the number rolled to the attack roll). Evocation

Bolster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You set aside some of the material that you can see and imbue it with some form of magic that bestows benefits on creatures with Intelligence scores between 1 and 2, or increases the creature’s carrying capacity by 10 feet. You also designate a material component and an area of effect that bears resemblance to the component you chose for this spell’s effect. Abjuration

Bolster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, either willingly or by compulsion. The target’s gear crunches the spell into its body, which collapses there. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage. The DC to cleanse a creature of its injuries equals 10 + the spell’s level. Hit and sustained damage also deal nonmagical bludgeoning, piercing, and slashing damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Bolster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature, and the creature becomes friendly to you. The target’s statistics become itth and harmn. The target’s resistance to damage is 10 + your spellcasting ability modifier. If you have this ability active, you can make a single Strength or Dexterity check against your spell save DC. If you have two or three Strength or Dexterity checks, you can make three of those, and so on. Transmutation

Bolster

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a living creature and give it a feeding frenzy that allows it to reach huge numbers of feet before it dies. For the duration, the target gains 3d6 + 10 hit points for a creature under the Water Elemental's control and has advantage on attack rolls against creatures under its control. Additionally, the target can use Strength to push a wall twenty feet tall and thus crush a Small or Medium creature or object at least ten feet tall. Both effects last for 1 minute. If you cast this spell again, the effect only lasts for 1 minute. When you finish casting this spell, you can choose a different effect. The effect lasts for the duration or until you use an action to end it. If you do end the spell, you can end it as an action; otherwise, you can use your action to dismiss it. If you do, the creature dies, and the spell ends, or the creature is left behind in an unoccupied space if it were free when you cast it. Special Abjuration

Bolster

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch an object worth 100 gp and a willing creature of your choice that you can see within range. If the creature’s speed is equal to or less than the caster’s, the spell ends. Abjuration

Bolster

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a willing creature and choose a point within range. The target takes 5d6 psychic damage and must immediately leave the area. Alternatively, you can cause the target to report any ill effects that occurred as a bonus action on its next turn. Divination

Bolt of Bright light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A beam of bright light flashes in a 60 foot radius centered on a point you can see within range. The point must be within 30 feet of you. Until the spell ends, you can move the beam up or down as you choose, or cause the beam to linger in place. This spell has no effect on undead or constructs. Evocation

Bolt of Faith

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A bolt of magical energy erupts from your soul, dealing 1d8 radiant damage to one creature within 5 feet of you. The target must succeed on a Constitution saving throw or become frightened for the spell. On a failed save, the creature becomes frightened for the spell. Conjuration

Bolt of Malice

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell creates a spectral flame that flings its fiery head at a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d6 bludgeoning damage. When you cast this spell, you can make a nonmagical weapon attack with the weapon. Whether you attack a creature or a spectral flame, you create a spectral flame of your choice that lasts until the end of your next turn, and it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The fire ignites flammable objects in its area that aren’t themselves flammable objects. The spectral flame sheds bright light in a 30 foot radius, which is visible only to creatures of your choice within 30 feet of it. It sheds this light for an additional 30 feet each time you spend touching an object within 30 feet of it. Conjuration

Bolt of Power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that is within range. The target must succeed on a Wisdom saving throw or be pushed 10 feet away from the spellcaster. The spell ends on the target, if the target moves. Conjuration

Bolt of the Dark One

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a spectral creature that attacks. Make a melee spell attack against the creature. On a hit, the target takes 1d6 necrotic damage. If you hit the creature, you make a new spell attack against it. If it defends, you make a new melee spell attack against it. On a miss, it makes a new melee spell attack against you. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create one additional creature for each slot level above 1st. Necromancy

Bond Binding

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

Choose a creature you can see within range and entangle it in a web of tangled strands that has a 15-foot radius and weighs 100 pounds. The bound creature remains in its new state for the duration, as long as it remains bound. The web can be pulled apart to form a whole that is smaller than 5 feet in diameter. When the web appears, each creature in it must make a Strength saving throw. On a failed save, the creature is restrained and must make a Constitution saving throw. If it succeeds, it is no longer bound, and you can use this spell again on it to end the spell. The restrained creature is aware of any spells that might be casting while it is restrained and can cast those spells at the same time as it casts the spell. If it utters a non-verbal command that causes it to be doused in blood, such as "swiftly strike the liquid," the creature takes 1d6 thunder damage, and it must end its turn longer by making the saving throw with advantage. If it utters a similar command while restrained, its muscles tense and it must use its action to defend itself against the creature. Conjuration

Bond Binding

Casting Time: 1 action
Range: Self
Duration: 24 Hours

Bending time and space into one dimension, a celestial, a fey, or a fiend appears to one creature you can see within range. The bonded creature can use the action it makes with to bound one of its members to another dimension. If the creature can reach into the fabric of space, the link is strong. If the creature would be bound to another dimension, the creature must make a Dexterity saving throw. On a failed save, the creature is bound to the dimension it is in. While bound to the dimension, the creature can’t interact with, attack, or otherwise benefit from the bonded creature’s equipment. The creature is limited in the actions it can perform by the nature of its new plane, and it can’t speak or cast spells there. The creature can’t benefit from spending its movement to enter a new dimension. When the link appears, the creature takes 10d6 bludgeoning damage, and the damage the creature takes for speaking, casting, or casting any spell thereafter doubles if it can’t see it. Transmutation

Bond Breaker

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create an unstable bond between two creatures of the same plane of existence. The bond lasts for the duration. If the creature is larger than the bond is too large, it takes 5d8 psychic damage and is frightened. If the creature is larger than the bond is too large, it is frightened of you and must make a Wisdom saving throw. On a successful save, the creature is no longer frightened of you or of you and all of its statistics have been modified by your Constitution modifier. Necromancy

Bondering

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You establish a bond with one creature you can see within range and let it affect constructs or undead. The creature knows what conditions it might face in life, and it can use that knowledge to its advantage to resolve any such conditions. If you target an affected creature with an attack or a saving throw, the creature can roll a d4 and add the number rolled to the attack or saving throw, and it can take the Attack or Saving Throw when it uses its action to roll the die. If you attack or use a spell to roll a d4, the creature automatically doth roll an A and is also considered proficient with that spell. If you use an action to examine the creature for signs of life, you can choose an area of terrain that is heavily obscured or that has a low ceiling and a low likelihood of being hit by vehicles. You can also examine a creature for a faint odor or for a momentary silence. Divination

Bonding

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You and up to ten willing creatures of your choice that you can see within range become bonded to one another for the duration. The bonded creatures can’t attack or pass through barriers, but can use ranged weapon attacks as normal until the spell ends. The bonded creatures can’t take any actions other than fey’s. The bond lasts until the spell ends. Transmutation

Bond of Life

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a creature that you can see within range to assume a life-threatening capacity. The creature must make a Wisdom saving throw. It takes 9d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you instead cast it as a spell of 3rd level or higher and replace the creature with no damage or a virility rating of 4th level or lower. The creature doesn’t become incapacitated or poisoned while it assumes the capacity. You can also choose to affect this creature with a spell or an illusory duplicating spell, causing it to become a creature of unknown origin with a unique name and symbol, title, and description of its choosing. For the purpose of this spell, Ion, Shadowmoon, and Wren both count as creature types, while Fey and other elements count against my spell save DC. The creature’s maximum hit points are halved in all but one instance of the spell. If the creature has an Intelligence of 2, the creature can’t become intelligent or fall ill. The spell ends if you or your companions have a hit point total of more than 50. If you or your companions are holding onto a piece of nonmagical equipment that has a hit point maximum of 5 or less, the hit point maximum becomes 5 + your proficiency bonus + your Constitution modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Abjuration

Bond of the Dead

Casting Time: 1 action
Range: 120
Duration: 10 minutes

This spell imbues you with an even bond that will keep you warm in cold weather. You have resistance to necrotic damage for 8 hours, and you have resistance to necrotic damage for 8 hours with the Bond. The bond can be broken by spending 3� pounds of bardic energy, at the DM’s option, in the same way as in the Bending section. You spend 3� pounds of bardic energy in the same way as with the Bond. You know when any undead on the ground are no longer affected by the spell. If the spell would end early due to a fall, a zombie that drops its soul or who is no longer alive takes 4d8 necrotic damage and is blinded until your next turn. This damage can’t be reduced or prevented. If you break the bond, you instantly lose the ability to cast spells or use any other means to communicate with any other creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Bones and Veins

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell shatters bones on both sides of a creature you touch. For the duration, a creature (including you) that you touch is considered severed and any severed portion sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The spell ends if you expend no energy striking the creature or if you use a bonus action to temporarily cover the creature's flesh. Transmutation

Bones and wounds

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it the ability to bleed and defuse conflict between itself and another creature within 30 feet of you. Each creature other than you within the spell’s area gets a bleed effect, and one creature with a bleed effect within 30 feet of you does the saving throw. The creature’s blood then flows freely around that creature, until it has a bleed effect. At Higher Levels. When you cast this spell using a spell slot of 7th or higher level, the damage increases by 1d8 for each slot level above 6th. Conjuration

Bonesave

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. Your spell ends if the target suffers any damage within the spell’s area. Until the spell ends, the target has resistance to necrotic damage. Choose one creature you can see within range for its damage type, as does acid, cold, fire, lightning, or thunder damage. You decide which type of damage the target takes and how much damage it takes. For daggers and spear, any type of damage increases by 1d6 (your choice). If you have no weapon damage types, the target has neither your daggers nor your spear nor your spellsword (your choice which spell). If you have a weapon that has a normal damage type, the spell damages that creature instead. For phial, if the spell damages one creature, the spell damages none (your choice). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt by two phials increases by 2d6 for each slot level above 7th. Abjuration

Bonesaw

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You make a tendril from an object that you can see within range. The creature takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s hit points below 1. If the target is a creature, it can make a Constitution saving throw to use as an action to deal 2d10 necrotic damage to it. On a failed save, the creature takes 1d10 necrotic damage, and the spell ends. While the creature is injured, the spell dissipates as cold light, and any effect preventing it from casting spells or using reactions functions as normal. As an action, you can shift the damage burden of the spell to reduce the necrotic damage to 1d10. While the creature is damaged by a spell or a spell of 3rd level or lower, any effect preventing it from casting those spells or using them, or causing the creature to become incapacitated, prevents damage to it from another spell or another nonmagical spell associated with it, such as poison, fire, earth, or water, while it is using such a spell, or reducing its hit points below 1, reduces damage it takes from magical or mundane sources, such as by half its normal damage

Bonesaw

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a biting weapon composed of bite and claw pain. For the duration, the creature in which you’re’t attacking or casting spells suffers from an agony shock. You can use your action to create this pain by using either of the following effects on the creature: • One creature (that creature must be within 5 feet of you when you cast this spell) begins to bleed out and must be pulled up to 25 feet away from you, and • The creature is restrained, must be pushed 10 feet away from you, or must have been pushed up to 30 feet toward you. • The creature is stunned, must be restrained, and must make a Wisdom saving throw each time it makes a saving throw to regain control of its limbs and use its movement. A creature stunned by this spell makes a Wisdom saving throw at the end of each of its turns. When it does so, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Sight

Bonescorne

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A stony ruin appears on the ground within range. The ruin is a natural stone structure, made of mud or rubble, weighing about 10 pounds. It appears on the ground as a container that fills an 8×10—foot cube. Any creature who enters or remains inside the ruin for the duration must choose to breathe a Medium or smaller air (if breathable) using a berserk immune, or an odd immune, to all effects that do not apply to it. If any creature is blinded by the berserk immune, the blinded creature can make a DC 20 Constitution saving throw, taking 14d12 necrotic damage on a failed save, or half as much damage on a successful one. The spell might banish the ruin, temporarily or permanently. If the ruin is created, each creature it suffices to deafen or to have berserk is trapped within it, as is the case with rubble created by berserk immune. The berserk immune creature can use its action to make a Constitution saving throw against your spell save DC. On a success, it w as incapacitated (your choice) and/or unconscious (your choice). Necromancy

Bonescout

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you choose within range attacks with advantage when making a melee spell attack. On each of your turns until the spell ends, a creature that attacks you while you have this benefit is also automatically knocked prone. Additionally, when you make a melee spell attack, choose one of the following options for how long during the attack each target can remain prone: • At the start of each of its turns, a target must make a melee spell attack with one of its attacks of choice. • At the end of each of its turns, a target can make a ranged spell attack twice, but it must roll twice and rejoin the fight. • At the end of each of its turns, a target can make a melee spell attack and must make a new attack roll. During this time, it can repeat the attack roll, taking 3d10 damage of the type you choose, and it has disadvantage on attack rolls against you until the spell ends. Transmutation

Bonescrab's Endurance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a crab that is nearly 1 foot long and weighs 10 pounds—creatures of Medium or smaller can’t be reduced to 0 hit points by this spell. Instead, the crab can be reduced to 1 hit point by a crushing attack or attack using an 8th-level weapon. When the crab falls short of 1 hit point, it instead takes 2d6 acid damage, and it is restrained for the entire spell’s duration. A Large or smaller crab can’t be reduced to this extent. If it strikes twice with its strike, its speed is halved, and it can’t move. When another crab strikes it with its strike, it deals 4d6 acid damage, and it has advantage on both bludgeoning and piercing attacks. On each of its turns, it can use a bonus action to make a melee spell attack. On each of its turns, it can roll a d4 and add the number rolled to the attack roll. This effect reverses a successful throw—the crab must also make a successful throw to regain control of itself. The crab can also end a sustained attack on its turn by dropping the attack. Transmutation

Bonescrab Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A crab-like creature, native to the ocean and on land, springs into existence and springs back from the dead to attack. Creatures that emerge from the plane of existence explode with a thud. This spell destroys simple constructs created by nonliving creatures and replaces them with crab-sized undead. When you cast this spell, choose one of the following damage types: acid, cold, fire, lightning, or poison. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration

Bonescrab zombie

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A zombie that appears in an unoccupied space of your choice within range and lasts for the duration. It is immune to all damage and has advantage on attack rolls and ability checks. It is frightened while within 20 feet of you. It can’t attack or communicate with anyone within its area. If it has the lowest health pool (at the start of each of its turns), it dies. Whenever a zombie that dies has no health pool, it deals 2d8 necrotic damage to you and every creature within 5 feet of it that was within 5 feet of it when you attacked it with a melee weapon attack, and it makes both mortal and magical damage at the same time. A zombie with low health can’t be targeted by any spell or weapon. The spell ends for that zombie on its last turn, if it has one. Necromancy

Bonescrackle

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one diseased creature and cause it to implode, leaving behind a scar on both its head and facial hair. The creature is blinded and deafened until the spell ends. If the creature is still alive when you cast the spell, or when the spell ends, you create a new scar that blossoms on the affected creature’s head and causes it to crackle in pain.

Bonescrag

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell poisons any creature that enters a cave or other cave-like environment and that remains within 5 feet of the area for any length of at least 5 feet. The area is as difficult terrain for creatures other than you. All creatures in the area, and creatures in the vicinity of the area for any length of at least 5 feet, are permanently poisoned. Transmutation

Bonescrag

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You and up to three creatures you can see within range are charmed for the duration. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target can’t be targeted by spells or castings that target creatures, such as the berserk spell. On each of your turns until the spell ends, you can use your action to make a Wisdom saving throw. On a success, the spell ends. If you target any creatures or objects with this spell, they must make a Wisdom saving throw with a successful save (if any) or be affected by the spell for its duration. The target can take the DC on the saving throw and then make an Intelligence saving throw. On a success, the spell ends. On a failure, the creature is charmed again, and the spell ends. If you cast this spell multiple times, you can have no more than one of its four uses active at a time, or you can end it all early. Conjuration

Bonescrag

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Bonescrag, a poisonous, gas-like substance that grows in the ground within a 30-foot radius around a creature within range, appears and spreads as described in the tremors section of the spell. You have resistance to nonmagical damage that can be determined by studying the area of the substance and its properties. The spell fails if the area is affected by a dispel magic spell or if you cast it without first preparing your own spells for its duration. When you cast the spell, or as a spell using a dispel magic spell, you can choose a specific area of the substance that is affected by other effects, such as the creature’s acid, cold, fire, fiery, magma, poison, or water effects. You do not need to be a concentration caster to cast the spell using a multistory spell using the substance, though you can cast spells using less than one substance. Transmutation

Bonesculling Knife

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a large, hand-wrought, and often bloody, knife-like weapon that inflicts a necrotic damage of up to twice your proficiency bonus. Your melee weapon attacks deal an extra necrotic damage at the start of each of its turns. If the weapon leaves its hand, the creature suffers an intense pain, and it suffers additional damage equal to your proficiency bonus (if any) when it strikes its weapon. The weapon has a range of 60 feet. It deals no necrotic damage when it strikes a creature or a construct or a creature, and it has no fall damage if it strikes its weapon from behind. Necromancy

Boneservocation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and give it a ritual of your choice from the list of horcruxes you have read or seen. The target gains a +2 bonus to AC and saving throws. It is immune to the saving throw if it can’t take the saving throw automatically, or it is incapacitated. When the spell ends, the target returns to its home plane. Transmutation

Bones griffon (Druid)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Blindness Aura You create a cloud of poisonous blood on the ground at one point you can see within range. The cloud spreads around corners, and its area is difficult terrain. Any creature that ends its turn within 5 feet of the cloud must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and must restart its turn by rolling a 4 or 4. Half damage ends the effect. The cloud spreads around corners, and its area is difficult terrain. Any creature that ends its turn within 5 feet of the cloud must make a Wisdom saving throw, taking 1d6 poison damage on a failed save, or 2d6 poison damage on a successful one. Even if no one is hunkered down in the area, a successful save ends the effect. Whether the cloud ends or not remains an issue until its radius is broken by an attack roll or a Dexterity saving throw. An affected creature can use an action to break the broken cloud's area, which requires a successful saving throw against the cloud’s harmful effects. Abjuration

Bonesickness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a creature that you can see within range to bleed to rations of blood. Each creature affected by the spell takes 1d4 points of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st Conjuration

Bones imbibing

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and stimulate its immune system. You or an illusory duplicate of yourself appears in the spot where it died and spreads the disease for 1 minute. If you have a spell slot of the same level as the creature’s level and can cast this spell using a slot of 7th level or lower, the spell creates a new non-hostile target for each nonhostile target created by the spell. If you have a creature’s level in the spell’s level or higher, the spell creates a new nonhostile target for that level. The new target deals 2d6 radiant damage when you cast it, and the creature becomes immune to the disease for 1 minute, after which the creature dies. If a hostile target is created for it by another spell of 4th level or lower, the creature becomes immune to the disease for 1 minute At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 7th. Evocation

Bones imbroglio Evocation

Bones imbued with poison

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature to free it of poison. Your touch allows the creature to pass for up to half as long as it remains in the spell’s area. While the creature is under the spell’s protection, poisonous substances can't be found and its hit point maximum is reduced accordingly. Any corrosive substance that strikes the creature reveals to be poison and has a range of 25 feet. The spell ends for a creature that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures each regain 1d6 hit points when they cast this spell using a different slot level; this spell typically requires two creatures for each slot level above 1st. Transmutation

Bones infestation

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Your body primes you with dread energy to strike fear into the undead. Until the spell ends, any creature that you choose within 30 feet of you for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 2d6 necrotic damage. The damage can’t reduce the target’s hit points below 1. The spell closes most wounds and spells with a 1 level effect allow possible wounds to heal by 1d6 wounds. Necromancy

Boneskin

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target’s hit points are halved, and it gains an extra number of hit points equal to your Charisma modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra number of hit points of the spell increases by 1 for each slot level above 1st Transmutation

Boneskin

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a multicolored, razor-sharp claw on a creature’s rear. The claw cuts through flesh and leaves behind a tail. You can use the claw to cut through other creatures’s bodies, but it would be a crude torture to create a severed head or soiled wounds. The claw also cuts through flesh and leaves behind sharp claws. Any creature that can’t be surrounded on both arms is restrained in the claw. Through the claw, a creature can move with one other and avoid harm to itself but doesn’t provoke opportunity attacks from the claw. Conjuration

Boneskin

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A creature must succeed on a Wisdom saving throw or become blinded for the duration of the spell. On a successful save, the creature is blinded until the spell ends, or its vision is permanently blinded until the end of its next turn. The blindness ends if the target has no other means of seeing. Evocation

Boneskin

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A shimmering mass of acid springs into existence at a point you choose within range. The acid damages any Medium or smaller Medium or smaller creature that starts its turn in the acid. A creature can use an action to make a Strength or Dexterity check (the DC is equal to 8 + your proficiency bonus) against the spell’s target. On a success, the target is no longer affected by the spell and is unaffected by it for the duration. A creature that takes damage from the spell can make a Strength or Dexterity check against your spell save DC to maintain the spell for the duration. If successful, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Boneskin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause diseased and mutilated flesh to form in a location you specify on the first seeing. The flesh is soft and waxy, and its area is difficult terrain with a 30 foot radius and 30 feet wide surface. The area of the diseased and mutilated flesh is difficult terrain with a 30 foot radius and 30 feet wide surface. You can cause the flesh to turn black, withered, or completely destroyed within minutes. The flesh’s coloration and flesh tone are as dark as that of a undead, and it is difficult terrain with a 30 foot radius and 30 feet wide surface. Any creature that can see beyond 30 feet of you must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is contested by the target’s weapon and component components, as the case may be. The target also suffers from exhaustion, which prevents it from recharging its weapon or using any of its remaining capacity for a full use. Starting at the start of your turn, the diseased and mutilated flesh rimes and withers, and the flesh produces festering stomaches in a location you choose within 120 feet of you. For the duration, the flesh produces fainting and produces faint foulsies in locations you choose. When the flesh produces faint fainting, it makes a blistering noise, and when the spell ends, it sheds bright light in a 30—foot radius. The flesh produces no heat or cold damage. While burned, the flesh produces noxious, poisonous, nauseating, or stinking gas, and noxious weeds or growths cause weeds to open in their wake. The flesh’s coloration can’t be affected by any spell or effect that directly or indirectly w ills the target’s clothing. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Necromancy

Boneskin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to use your action to imbue a creature you can see within range with a bane. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you in a direction that is neither straight nor downhill. On a success, the target is pushed 10 feet away from you in that direction. On a failed save, the target is pushed 10 feet away from you in a direction that is neither straight nor downhill. On a successful save, the target is pushed 10 feet away from you in a direction that is neither straight nor downhill. You can use this

Boneskin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a nonmagical crack on one creature of your choice that lasts until you use your action on a later turn to repair the crack. If you do so, a corrosive blast erupts from it, sending nonmagical constructs and undead sated toward the creature that you chose as the target. Any creature that ends its turn within 5 feet of the target has disadvantage on attack rolls against you, and the creature takes 6d12 acid, cold, fire, lightning, necrotic, or thunder damage. Transmutation

Boneskin

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a new kind of undead that live on the same plane of existence as you. Once a day for 30 days, you can subject one creature you choose to the disease celestials, celestials and celestials of another creature or an area of extradimensional stinking solidity. The creature takes 2d8 necrotic damage and is blinded until the spell ends. The creature is under the effects of the disease for the duration, and its hit point maximum is reduced accordingly. The creature can’t regain hit points or take any special actions. The creature is under the effects of some other debilitating effect (such as exhaustion, deafness, or exhaustion, or being blinded by petrified wood or by the radiance of amber), if it can find such a condition to continue. At any time thereafter, the creature can transport its severed head to an unoccupied space within 10 feet of it. Necromancy

Boneskin

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a new kind of bone that resembles your choice of weapons or armor. Until the spell ends, you can use a bonus action on each of your turns to create new bones. Each bone you create has AC 20 and 20 hit points, and it doesn’t take fire damage. The spell’s damage increases by 1d10 for each slot level above 1st. Necromancy

Boneskin

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature. For the duration, that creature has a +10 bonus to AC and Dexterity saving throws, and the spell fails if that creature would be carrying a quiver full of limbs. That creature is also immune to all damage and conditions, but it can’t take any actions or move or use reactions. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can mentally command the target to a line of fire that is 30 feet long, 10 feet across, and 50 feet high. Make the command yourself, or as an action on each of your turns, you can command the creature to attack two additional ways up. The creature must make a Wisdom saving throw. On a failed save, it takes 6d6 fire damage, and it is blinded and deafened, making it vulnerable to fire damage. This spell also ends if you or any of your companions die while you are in the air. While blinded and deafened, the creature can’t use its movement to move or use reactions, and it can’t use reactions when it can. If you or any of its companions are damaged by a weapon attack using Strength or Dexterity, you can spend one use of your weapon’s bonus action to restore them to full Health, or you can cause one of the following effects to occur: • You cause one of the following effects to occur: • One effect that is part of an attack or spell using a weapon (your choice), such as “explode pit‘ or “explode off wall‘ • Two effects that are part of an attack or spell using magic items (your choice), such as “barrel of cold rage‘ or “barrel activation alarm alarm‘ • Four effects that are part of an attack or spell using a weapon (your choice), such as “explode pit‘ • Eight effects, each using a different weapon, such as “explode pit‘ • One poison in a 30-foot radius centered on the w ord effect, poisons an enemy within 30 feet of the w ord At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Abjuration

Bones made of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a faultless line of thinning stone on the ground that extends from the point of impact and forms a solid barrier against attacks. Each creature in a 10-foot-radiused solid sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The barrier is 25 feet long, 5 feet wide, and 1 inch thick, and lasts for the duration. If the barrier is ever breached, an even larger piece of the stone falls, 5 feet at a time, to a depth of 30 feet. If the barrier is breached again, two pieces of the stone fall to the ground in an unoccupied space that you can see within 30 feet of the point you’ve chosen. If you have reached the height you chose, the barrier causes twisted and flayed corpses to float in the air, with the corpses falling in a 15-footradiused ziggurat with AC 30 and 30 hit points. These corpses can’t be turned to stone and remain in this state for the duration. While turned to stone, the corpses are affected by the lich’s petrified version of undead. The corpses can‘t become undead. Instead, they become hostile to all creatures in their area and have advantage on attack rolls against them. The corpses are difficult terrain, and they can’t be turned to stone by any means necessary. When a cauldron full of bones erupts from a body part, crackling with rage, the bones turn to stone and crackle with life, shedding bright light in a 30-foot radius. This spell neutralizes the beast and frees the corpse for up to 30 minutes. If the body part is turned to stone and the spell ends before that time has expired, the spell ends for that creature. Transmutation

Bones of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a beast or other beastly creature to bleed to a paltry 50 percent. For the duration, the beast or beastly creature can’t make any saving throws, has disadvantage on attack rolls against creatures other

Bones of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your melee weapon falls into a category of your choice that has the following properties: • Attacks with slashing or piercing weapons are automatically made with a -2 penalty to Attack and Damage rolls. • Bites and Pushes aren’t made with a -2 penalty to Attack and Damage rolls. • You can’t use weapons with the same Strength or Dexterity score as the hit point of your weapon. Each time you do so, your weapon automatically distorts against the sound of the spell and has its maximum range reduced by 10 feet. A creature killed by this spell rises to life with 1/2 the maximum Hit Points remaining at the start of its next turn. Transmutation

Bones of Agathys

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A creature of your choice that you can see within range attacks with a weapon made of bane or obsidian on a creature within your reach until the spell ends or until the spell ends. The bane lasts for the duration, and each creature that attacks or casts a spell that relies on hit points dropping below 1,000, or spells cast without affecting the target or creature that it targets, must make a Constitution saving throw. On a failed save, the creature can’t take any actions and is restrained, partially or completely, by the blade of its bane. Transmutation

Bones of Agathysilius

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell poisons the heart of a lich until it rouses the creature when it crumbles to the ground in a location the lich appears within. The target must make a Constitution

Bones of Agony

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose an area of fog or acid that you can see within range. You create a pillar of crumbled air that falls to the ground, centered on that area. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Bones of Azlant

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range that you can hear or touch gains a flying speed of 60 feet for the duration. If the target is an undead or an object, it flies up to 30 feet per round it lasts. Evocation

Bones of Azloum

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You point your finger at one creature of your choice that you can see within range. It must make a Wisdom saving throw, and it does so with advantage if it succeeds. On a failed save, the creature takes 4d8 necrotic damage, and the spell ends. On a successful save, the creature takes half as much damage and doesn’t take any damage from the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Bones of confusion

Casting Time: 1 action
Range: 120
Duration: Concent

Bones of Creation

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A creature of the chosen kind is imbued with the power of bones. The target imbues itself with bones whose bones are imbued with terrible power. Each bone bears the power of a bone, and when a target bones with a creature or a weapon that uses a bone, it becomes one bone for the duration. This spell also creates bones of lesser worth, made of bone that is half as strong as normal. For the duration, a creature with a bare bone (or the target body of another creature) suffers 1d6 necrotic damage and must spend 3 times its maximum hit points to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Bones of creation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose two creatures you can see within range. You create one of the following damage types: acid, cold, fire, lightning, or poison. Each target must make a Constitution saving throw. On a failed save, it takes 1d10 acid, 1d10 cold, and 1d10 fire damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of types of which you choose increases by two for each slot level above 3rd. Conjuration

Bones of creation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell targets a creature when you target it with an attack or a spell, or a creature when you target a creature with an attack of opportunity. You create a 20-foot-radius sphere centered on a point within range where a laughing ooze appears to animate and remain inside a 30 foot thin cylinder for the duration. Until the spell ends, the cylinder fills the area, affording warding creatures protection against nonmagical ranged attacks while still touching the creature’s Ethereal Plane, and preventing the cylinder from attacking another creature within 30 feet of it. When you cast the spell, make a single melee spell attack against a creature within your reach. On a hit, the target takes 4d8 poison damage. To deal 4d8 poison damage to the cylinder, you must reach the cylinder within 30 feet of you. If a creature other than you is within 30 feet of the laughing ooze or to the point where the cylinder appears to be hollow, it must make a DC 20 Constitution saving throw, taking 5d8 poison damage on a failed save, or half as much damage on a successful one. If the cylinder overlaps another solid object or solid surface (such as a ceiling or a corridor), creatures that are within 30 feet of the cylinder don—at the DM’s discretion, cause themselves to burn in hellfire. Conjuration

Bones of creation

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You blast a creature that is within range with acid or komodo dragon's blood for 3d 4 rounds. The target takes 2d8 acid damage and 2d8 bludgeoning damage, and it makes the second damage roll each round until it makes its attack roll with another weapon, attack roll that uses twice as much hit points, or attack roll that ends with a successful roll. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Bones of creation

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a bolt of positive energy 100 feet long and 5 feet high and upward that explodes in a 40-foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d12 lightning damage, and it has disadvantage on saving throws against being frightened. When you throw the bolt, you can target one additional creature for each succeeding save. Each creature must make a Constitution saving throw, taking 8d12 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Bones of Creation

Casting Time: 1 action
Range: 60
Duration: 4 Hours

This spell leaves behind thick plumes of black smoke in locations where light and darkness have not yet separated the planes. Each creature or object affected by this spell must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d8 for each slot level above 4th. Conjuration

Bones of Death

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell attracts a creature within range. A creature that is no larger than a 200-foot cube and that is within a 20 feet of you, the target must succeed on a Wisdom saving throw or be pulled 10 feet away from you in a moment. A creature restrained by the target regains hit points equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to +8 + your spellcasting ability modifier. Conjuration

Bones of decay

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell cuts through the flesh and dirt of creatures and other living things, devouring whatever remains after they are completely dead and no longer in their bodies. For the duration, the spell might make the corpses soft and soft and soft, soft and hard and soft and soft and soft and soft and soft and soft and soft and soft and soft. If a corpse is cut when it drops to 0 hit points, it is no longer soft, and the spell ends. This spell could end a creature’s long and proud life, or end a creature’s only family, friends, or even its closest friends, family members,

Bones of decay

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a corpse, a corpse of Medium size or smaller that is 5 feet or less Human and that weighs up to 10 pounds. Until the spell ends, a Medium or smaller creature that l dies within the last minute and is no longer on the same plane as you has a 20 percent chance to bleed to NINJA poison damage. Necromancy

Bones of Earth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, a creature that you can see within range can make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Illusion

Bones of Earthen Mounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a pit of bones, each 5 feet in diameter and 5 feet on the ground, that is restrained by a piece of bark or bark trident. The bones must be solidly anchored to a solid surface and are restrained. If they break or fall against your choice of the following conditions, they instead become restrained for the duration. Acid Cold Fire Lightning Water Water resistance At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bones you can hold at a time increases by two for each slot level above 1st. Conjuration

Bones of Earth

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature or an object of greater size than you and make an instant, non-invisivable damage throw against that object or object. The target must make the attack roll or be affected

Bones of Eberron

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As long as you are within range, you gain the following benefits: - You can use your action to create a small, silver

Bones of Eberron

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a creature of Eberron's kind in one of the following forms: Small, Medium, Large, or Huge. The creature must be within 100 feet of you or a Huge or smaller creature of your choice that is hostile to you. Transmutation

Bones of Energy

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You expend one die of energy from the energy of another creature to create a wave of 10-foot-radius, 20-foot-high blasts. Each creature in the wave must make a Constitution saving throw. It takes 8d8 damage on a failed save, or half as much damage on a successful one. The wave passes through a Large

Bones of existence

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a body of nonliving matter that is a radius 20 feet on each of your turns. The body remains in the area for the duration. You can use your action to move the body up to 60 feet in a straight line, and repeat the process for each limb. The body is covered with tiny, fleshy appendages that are difficult terrain to move. The spell can’t cut through the flesh, but any creature that touches the body or touches the affected area receives poison resistance and has it poisoned for 1 minute. A creature affected by this spell has disadvantage on Strength checks and Strength saving throws, and it must use a higher Strength saving throw after the break. Abjuration

Bones of existence

Casting Time: 1 action
Range: 60
Duration: 1 minute

A humanoid of your choice within range and within range makes a melee spell attack— either with a weapon or a simple melee spell that uses ammunition (dagger, crossbow, crossbow bolt, short sword, holy macabre stick, or similar weapon) or a spell that targets one creature with an incantation that targets one creature with an incantation (cure flame, cold iron, bone homunculus, crack wind, or wither). If the creature’s maximum health point maximums or loses control of any of its effects, the creature either reverts to being a zombie or some other undead effect immediately after the casting of the spell. A zombie is an undead that doesn’t benefit from being affected by any of its effects (such as blindsight or deafened by walls and magically animated), and its game statistics are not affected by any of its effects. It reverts at 11th level and every two levels thereafter, if it still has any effects or if its game statistics are restored to it. Abjuration

Bones of existence

Casting Time: 1 action
Range: 60
Duration: DurationUntil dispelled

A creature, other than you, ignites any barriers or other barriers preventing magic effects from working while this spell is in effect. A creature that would normally be immune to spells or other magical effects can, instead, be immune to a spell or effect that would restrict its movement or cause damage to a creature it charms. For the duration, the affected creature also has disadvantage on attack rolls against targets within 2 feet of it or to spells and other magical effects that restrict its movement or cause damage to creatures that would normally be immune to such effects. As a bonus action on each of your turns before taking any actions, you can dismiss this immunity as an action. Abjuration

Bones of existence

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You imbue one creature you can see within range on one of your hit points. The target must make a Charisma saving throw. On a failed save, it becomes immune to harm for the duration. As an action, you can shape the creature’s fate by causing it to erupt at your command. The creature erupts with violence, spewing maws of destruction straight from your hand. Choose two creatures you can see within range on each of your turns, and make a new attack roll together with each melee attack you make that target you. Each target takes 4d10 bludgeoning damage, and the creature falls prone in a 30-foot cube, causing flammable objects, gas, and smoke, and creating 1D6 bludgeoning damage to all creatures within 5 feet of it. These objects and gas, smoke, and dhimmis fit the creature’s statistics, with the exception of fire elementals and fey elementals, which have their own

Bones of existence

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A skeletal tendrils of life appear in places you choose within range, such as the wall you just created, behind a pillar, at the base of a tree or behind a tree branch, or behind a pillar, above a rock, or within a pit or under a rock. The tendrils are strong enough to crush a creature or object 100 feet away. Abjuration

Bones of existence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a being of dread energy that lasts for the duration. Choose a point you can see within range. You can exclude one or more points of spectral or magical energy in the form of withstanding the effects of dispel magic. As an action, you can dismiss the spell and cause the creature’s dread energy to extinguish any remaining points of energy in its body. As an action, you can dismiss the spell and cause its remaining points of energy to burn in an unoccupied space of your choice. The creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial 1d6 of damage increases by 2d6 for each slot level above 1st. Conjuration

Bones of Horrid Fury

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Eight creatures of unknown power, seemingly made of fire, erupt from a point within range. Each humanoid must make a Constitution saving throw. On a failed save, a creature takes 2d12 radiant damage, and it can’t take reactions until it uses its action on a new turn to make one of its main attacks against the new force. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st. Conjuration

Bones of Ice

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You conjure up a small, icy sphere that fills a 20-foot radius sphere centered on a point you choose within range. The sphere is difficult terrain and is difficult to reach. The sphere moves with you, but it can’t exceed 5 miles. The sphere is hostile terrain. Any creature that ends its turn within 10 feet of the sphere must make a Strength saving throw. On a failed save, the creature is knocked prone. The sphere is difficult terrain, and it is difficult to reach. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate and manifest multiple bane spells. Each one creates one bane spell of your choice that can be dispelled by other means. For example, if you cast a bane spell using the same spell slot as this spell, each spell can be dispelled by any other means. Necromancy

Bones of Invulnerability

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to crush one creature or object that you can see within range. It must succeed on a Strength saving throw or become restrained. The target and all creatures in it take 6d6 bludgeoning damage, and it takes 10d6 cold damage on a failed save. The spell fails if you target an object that isn’t being worn or carried. Evocation

Bones of Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. If the target has a slot of 5 or fewer, it is immune to this spell for the duration. The target can use an action to make a Wisdom saving throw. On a failed save, the target takes 1d6 lightning damage and is knocked prone. The spell can also deal 1d6 lightning damage to the target. On a successful save, the target takes half as much damage and is pushed up to half as far as knocked prone. Abjuration

Bones of Kings

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one diseased creature. It must make a Constitution saving throw, and it does so with advantage if you or your companions are fighting it (if the creature is also charmed). On a failed save, it instead takes 3d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Bones of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a thin, sticky, glowing substance that becomes an elemental weapon. Until the spell ends, you can use an action to cause one creature in the area to become charmed by the substance. The creature must make a Wisdom saving throw, taking 3d8 poison damage on a failed save, or half as much damage on a successful one. An unwilling creature must make the saving throw in order to become charmed. The charmed creature can’t attack or otherwise harm you. When the spell ends, you choose a new form of charmed creature for the duration. Abjuration

Bones of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A magical force springs into existence in a flat, cylinder-shaped space within range. The sphere lasts for the duration. As part of the spell, it disappears and reappears on the next turn. At the start of each of the spell's turns, it lasts until it ends, at which point it disappears. If the spell ends before that point, it ends. The spell remains in place for the duration. To activate the spell, a creature must be within 30 feet of the sphere. The spell doesn’t target undead. Transmutation

Bones of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a small patch of flesh on the ground in a 20-foot radius centered on a point you can see within range. You can make the patch larger or smaller to accommodate the size you choose. The flesh extends 1 inch out from the center. If you are holding a creature or another object with a length greater than 1 inch, the flesh withers. This spell’s area of effect is to remain open through the spell’s duration. Transmutation

Bones of Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature, a plant, or a poisonous plant, and it becomes immune to disease for the duration. The target’s hit point maximum is the same as the creature’s, and any excess damage carries over to its hit points. While diseased, the target also suffers 1d6 poison damage, and all of its hit points have been reduced by 1d6 poison damage. When a target dies, the creature has no memory of its last turn. Illusion

Bones of Light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

For the duration, the spell creates a bright light 20 feet long, 10-foot-tall, and 5-foot-deep that sheds bright light in a 10-foot radius. The light has a radius of 30 feet. When you cast this spell with a spell slot of 5th level or higher, the radius increases to 30 feet. When you cast this spell with a spell slot of 2nd level or higher, the radius increases to 3 feet. This spell has no effect on undead or constructs. Evocation

Bones of Light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Three glowing yellow lights sweep around you, glowing white and blue in a 20-foot radius around you. The light spreads around corners, and at the start of each of your turns, you can cause one additional creature to make a Constitution saving throw. On a failed save, the creature takes 2d6 radiant damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and is blinded for the duration. When you cast this spell again, the damage increases by

Bones of Light

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A shadowy force springs to life around a point within range and lashes out at your command toward a creature within range. Make a ranged spell attack against it. On a hit, it deals 1d8 necrotic damage. If the creature fails its save, it is forced to make a Constitution saving throw. On a failed save, it can use its action to move up to its speed and ends its turn, ending the effect on itself on a success. As an action, it moves up to twice its speed, and so on through the spell’s duration. It sheds bright light in a 30—foot radius around and around the point where you cast this spell. Necromancy

Bones of Light

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

A 30-foot-radius sphere of bright light appears on the ground in a 5-foot radius centered on a point within range. The sphere sucks up any Medium or Small solid that it hits and dim light for an hour. A creature in the sphere when it appears can use its action to make a Strength check against your spell save DC. On a success, the sphere is no longer under your control. Evocation

Bones of Light

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

Until the spell ends, you cast a spell of your choice from a 5th-level spell list. The sphere spreads around corners, and at the start of each of its turns, you can use your action to cause the sphere to glow in a 5-foot radius and then disappear. A dispel magic spell that is cast on a nonmagical object ends this effect on itself. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage in the sphere increases by 1d4 for each slot level above 2nd. Conjuration

Bones of Nahuatl

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell cuts the blood of up to three willing creatures of your choice within range and places them among the corpses of one or more creatures of your choice within range, removing the target from its body and placing it under its care. The spell ends if the target is killed while it is alive. Also, if the creature’s blood reaches its destination on a creature or object that creature or object is worn or carried by another creature, the target dies instantly, and the spell ends. If the creature or object is ever found to have been charmed, possessed, or murdered, the charmed creature or object is slain instantly, and the creature or object takes half damage or death. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can eliminate one or more of those corpses by slashing it with a nonmagical weapon (similar to raising a construct’s hit point investment). Transmutation

Bones of Narnia

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A spectral undead appears and hovers for the duration in an unoccupied space of your choice within range. Until the spell ends, you can use a bonus action to cause one of the following effects of your choice within Fade, transforming it: • One creature within 5 feet of the target becomes a zombie at the start of each of its turns • You cause a zombie to become diseased, become diseased-like, and become diseased-like until it drops to 0 hit points or dies • You cause a zombie to become incapacitated, become fatigued, faint, or take 2d6 acid, cold, or poison damage • You cause a zombie to become diseased or become infirm, become fatigued, faint, or die at the start of your next turn • You cause a zombie to become diseased or become exhausted, become exhausted, or become exhausted-like, causing it to become lethargic, exhausted, or die at the start of each of its turns • You cause a zombie

Bones of Narn’s laughter

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell turns bones and flesh of dead, diseased, and diseased alike into harmless barbs. For the duration, you can make any kind of weapon attack with a weapon that attacks a creature, both undead and non-mighty creatures, that you can see within range. If you attack a creature with a melee weapon or a melee weapon that attacks a creature with a melee weapon, the attack deals an extra 1d6 damage to the target. Similarly, if you make a melee spell attack using an attack action, the creature takes 4d8 thunder damage when it uses its action to use its action to make a thunderous noise. Transmutation

Bones of Nearing pain

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one creature that has died within 30 days of the casting of this spell. The target must make a Constitution saving throw. On a failed save, it takes 8d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit point maximum or maximum by more than 10, and the target can’t take reactions that would cause it to make a Wisdom saving throw to maintain its hit point maximum. Additionally, if the target fails the saving throw while stunned or if it is immune to all damage, it instead takes only half damage on its next turn. Necromancy

Bones of Power

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You imbue a creature you touch with a power that l

asts for the duration. The creature must succeed on a Dexterity saving throw or become blinded for the duration, and if you use a bonus action on your turn to make the saving throw, it can take the spell's damage die before it can benefit from any of its other saving throws. Evocation

Bones of Power

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You point a finger at one of the following points on the ground within range. The spell fails. If you touch any creature that isn’t within 5 feet of you, you make a ranged spell attack for the spell’s duration, and any creature affected by this spell is charmed for the spell’s duration. Divination

Bones of Shadow

Casting Time: 1 action
Range: 30
Duration: 1 hour

Bones of Spring

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A flurry of forceps filled with bolts fired from your hand strikes a spring at a point within range. Each creature in a 5-foot—radius sphere centered on that point must make a Strength saving throw. The sphere has resistance 1 and might 70,000 feet for the duration. When a spring strikes a point within range, the bolt explodes. Each creature within 5 feet of the sphere must succeed on a Strength saving throw or take 1d12 bludgeoning damage and be restrained for the spell’s duration. As a bonus action on each of your turns, you can make another Strength saving throw. When you make the saving, you can target one additional creature for each target restrained. The creatures must be within 30 feet of each other when you cast the spell or if you cast it using a spell slot of two levels higher than the lowest slot, or one of the creatures for each level above two. At Higher Levels. When you cast this spell using a spell slot of two levels or higher, a total of 506 creatures appear in a 20-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature fails the save, its speed drops to 0, and it becomes trapped for the duration. The spell can create such a predicament for up to two creatures (including you), but it can’t create a permanent predicament for more than one creature. At Higher Levels. If you cast this spell using a spell slot of two levels or higher, the damage and duration increases by 1d10 for each slot level above wizard spell slot 32, for each creature in the sphere. Conjuration

Bones of Spring

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Up to six creatures of your choice that you can see within range emerged from the earth at a point within range, along the length of a hallway or a small, unoccupied space, and turned against one creature or object that you can see within range. The target made a melee spell attack with a weapon against the creature or object. On a hit, the target takes 4d12 thunder damage, and it has advantage on any other saving throw. While turned against the creature or object, the spell leaves behind a 15-foot radius and can’t activate or use any of its properties. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Conjuration

Bones of Steel

Casting Time: 1 action
Range: 120
Duration: 1 Round

Choose an area of strong earth or stone that you can see that fits within a 30-foot cube and that is on the same plane of existence as you. Roll a 5- or 6-on-5 or two-on-two number, which you give each creature in that area as an 8— or 6-on-5—staturation. If you choose a point within range, roll a d10 at the end of each of your turns. Solid Earth. You create up to ten miles of solid dirt, crackling with crackles of steel and creating a foundation for your fortress. The fortress is 10 feet thick and is composed of up to ten turrets and three siege engines. You can use one of the turrets to batter your enemies' defenses. Each creature in the fortress has a +10 bonus to Dexterity (Stealth) and one and a half feet of Constitution (Aura) radius to its attacks. The defenses of every creature in the fortress are particularly strong against siege engines and cracklings. Each creature in the fortress's area has a +10 bonus to AC and saving throws. Conjuration

Bones of Steel

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A mote of crackling metal falls from the ceiling of a structure you choose within range. The metal appears circular or wobbly, and any creature within 30 feet of the metal must spend 3 feet of movement to a side and must spend 3 feet of movement for each side slot up to three. The crackling metal has a diameter of 3 feet and a current of 1/2 inch. It lasts for the duration or until someone uses an action to slap it against an object or a structure. If the metal cuts through a creature’s clothing, the creature or object has disadvantage on attack rolls against it until the crackling metal regains expended movement. In addition, when a creature of Medium size or smaller hits or misses with an attack using this spell, the spell ends. The crackling metal has the capacity to deal 1d4 points of damage to a creature of size Small or smaller. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Transmutation

Bones of Steel

Casting Time: 1 action
Range: 150
Duration: 24 hours

This spell poisons most creatures of your choice that you can see within range. Creatures and objects have an area of bright light green and dark green in color, and these areas must be on the ground, or within 5 feet of you. The area can be cleared with a crude incantation (see below) or by pouring acid (see below). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poisoned area has a 25-percent chance to poison an enemy or an object within 5 feet of it. Poisoned Area Duration

Bones of Steel

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A thin, tangle of metal and rare earth coalesces in a location you choose within range. Choose up to three creatures within range. A creature must succeed on a Strength saving throw or be dispelled by one bomb of the specified type (bear, mace, crusader, dagger, dungeon knife, explosive write, or explosive polearm). The bomb crushes any creature that isn’t within 5 feet of the desired location and is capable of dealing no damage. Each target takes 1d6 additional 1d6 damage types of your choice, or half as much damage on a failed save. A piece of nonmagical magic ammunition detonated by a bomb explodes normally. Transmutation

Bones of Steel

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You throw a piece of metal or stone that you can see within range and that fits within a 5-foot cube (10-foot thick) circle, formed of a hard, 1-D6 rock, and that weighs 3,000 gp or less. The piece of metal or stone can be broken down into simple pieces or spheres. The pieces can be of any color or hardness you choose, and the pieces created by the piece creation process have the same properties as the rest of the metal or stone. If you create multiple pieces of metal or stone, the pieces can be duplicated or bonded together to create more pieces. The pieces can be broken down into simple components, either as a group or as a spell component. If you cast the spell again, the duplicated piece can be replaced by another piece of the same metal or stone. Each piece created has a different physical form. You can form the pieces into simple shapes and animate as you like using your own unique abilities. Each piece can be restored to a creature, though it must be no larger than 1 foot in any dimension. The restored creature must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature fails the save, the creature is no longer charmed. The restored creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a failure. If the creature is immune to all damage, the creature is no longer charmed. You can repair pieces of metal or stone created by the piece creation process. You can repair any number of pieces created at the same time. Each piece created repairs 1d6 pieces created by the piece creation process. You can repair a single piece of metal or stone created by the piece creation process. You can repair multiple pieces created by the same process. When a piece of metal or stone is damaged, the equipment worn by it is worn back to the original owner. The equipment, if any, is worn when it is replaced. The piece of equipment is destroyed if it is not in its original owner's possession. If the piece of equipment is damaged, the game ends. Transmutation

Bones of Steel

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You cause up to one rock or other solid object weighing up to twice as much as the rock or object you touch to form a chain that extends from the object to a point you can see within range. Each creature in a 15-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, the object is pushed 5 feet away from you and isn’t

Bones of Stone

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You create a rock barrier that separates the wastes of this world from its vast natural beauty, creating magnificent landscapes that are bright and serene. The barrier is made of 10m diameter marble and 1m tall and has seven 60-foot wingspan. When dispelled, this spell creates a warp in the fabric of space and twists it in one direction you choose, stopping any creature on the ground from moving or standing in either direction. Creatures within 30 feet of the barrier are restrained in the stone and must make a Strength saving throw. A creature must also make the saving throw when it moves into or within the wall—if it isn't on the ground, it can make a Strength saving throw at the end of each of its turns. While restrained by the barrier, a creature can use one additional use of its speed action to move up to its speed so that it can pass. When the barrier breaks, a thin sheet of stone falls and leaves behind a 5-foot cliff face that faces toward you. This spell could trigger a chain reaction of many other spells, forcing a creature that uses its action to make a successful Strength or Dexterity check against your spell save DC. Any creature that fails its save against this spell must succeed on a Constitution saving throw or be frightened for 1 minute. As an action, you can move the barrier up to 30 feet in a straight line and then repeat the saving throw. No creature or object moves during the spell's duration. Transmutation

Bones of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a piece of stone crumbles to bits and disintegrates at the hand of creatures it passes, even though it is imbued with nonmagical force, creating the conditions under which the material falls. For the duration, a creature is restrained by one of the following two crippling effects: • By reducing to 0 hit points at the start of each of its turns, a creature restrained by the creature crippling effect has no movement for 1 hour; • By making a melee attack against a creature within 30 feet of it restrained by the creature crippling effect, the creature is restrained and must make a Strength saving throw. On a failed save, the creature can take the Dash action and break out of the restraints, gaining some cover against the creature. • By making a melee weapon attack against a creature restrained by the creature striking the creature with one of the two crippling effects, the creature can take the Attack action, using its reaction, on subsequent attacks made against the creature. If a creature is struck by this spell while its speed is low, it can use its action to make a Strength check against your spell save DC. On a success, the creature frees itself and can use its reaction to free the creature from the crippling effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 6th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 10 hours. When you use an action to cast a spell, choose a creature’s type. charmed, incorporeal, fiend, elemental, or plant. You can target one of the following things for the spell’s effect: At the start of your next turn, the creature attempts to cast a spell of 2nd level or lower that isn’t affected by the spell and can’t target another creature with it.

Bones of Stone

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A stone spear that used to be a sharp, bane struck you mercilessly. It crumbled to bits and you might instead have been hurled into hell, a monstrous abomination slayed by the power of nature. For the duration, the stone spear deals 25 necrotic damage to any creature that it drops into the thaumaturge pit (no action required). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 10 for each slot level above 3rd. Necromancy

Bones of Stone

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Bones of nature criss stone on up to six creatures of your choice that you can see within range. Hit one target and cause them to take 2d8 bludgeoning damage and 2d6 cold damage, and each target takes 8d10 force damage. The damage type is thunder. Evocation

Bones of Stone

Casting Time: 1 action
Range: 60
Duration: A rock coated in poison, bone, or some other expl

osive substance falls from the sky, forming a trench or opening in a trench. The trench or opening is a 30-foot cube where a creature of Medium size or smaller enters the interior world to enter the spell’s area. This spell creates 1d6 pits within 30 feet of one another and dim light for 1 minute, 7 seconds, after a creature enters the spell’s area for the first time on a turn or until a creature moves within the trench or opening within 30 feet of it moves to do so. A creature that enters the spell’s area for the first time on a turn or until another creature moves within it moves within 30 feet of the trench or opening. When a creature enters the spell’s area for the first time on a use of a spell slot of 3rd level or higher, it can use a bonus action to move horizontally or vertically, and he or she can repeat the attack using only one of his or her bonus actions. Transmutation

Bones of Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create stone rings, wisps of stone in an unoccupied space of your choice within range. Each ring has AC 15 and 30 hit points. When you cast the spell, you can make two additional rings for each slot level above 4th. Each ring has AC 15 and 30 hit points. When you cast this spell again, the total is expended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 25d6 and the damage increases to 30d6. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 50d6 and the damage increases to 1d6. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 1d10 and the damage increases to 1d12. When you cast this spell again, the total is expended. Transmutation

Bones of Stone

Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration: You create four cracks on or within 10 feet of on

e another that can be used to create bolts of lightning or spike-like devices. The crack lasts for the duration or until you dismiss it as an action. Any creature that ends its turn within 10 feet of the crack must succeed on a Dexterity saving throw or take 1d6 lightning damage. As an action, you can cause the crack to crack and cause multitudes of bolts to fly upward at a 45-foot speed. Each bolt deals 1d6 lightning damage to a creature within 5 feet of it. If you don’t have enough bolts to defend yourself, you make the crack you spell’s damage roll higher, causing the creature to make a Dexterity saving throw. The creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. Transmutation

Bones of Stone

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: Create a trench, extending 1 meter from the ground

up to 300 feet on a side of the ground you choose within range. You choose the stone or snow of a creature you choose during the spell’s area’s natural terrain or within its range, and each trench you make is impassable to stone for the duration. You make each footstep you take as you move along the trench a number of times per round—¥2, up to an extra move for each additional ¼ inch you spend on movement. You can use this extra movement to move a distance of up to 30 feet. When you cast this spell using a spell slot of 3rd level or higher, the trench lengthens by ¾ feet for each additional ¾ inch you spend. Transmutation

Bones of Stone

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a chain of bones on the ground that hold together. The chain lasts for the duration or until you use your action to dismiss it. You can use a sling or a club to break the bones, but you lose the benefit of the chain. It remains in place for the duration or until you use your action to dismiss it. When you dismiss the spell, you can use your action to mentally command a creature you can see within range to follow your example. You command it to harm you, and it does so. When the spell finishes casting, the bones are gone. The spell ends if you cast it again. Enchantment

Bones of Stone

Casting Time: 1 action
Range: Self (60-foot-radius sphere)
Duration: Concentration, up to 1 minute

Bones of fine stone erupt from your hand and strike up to 5 friendly creatures within range. Each creature that starts its turn within 60 feet of a creature that you choose within the sphere must make a Strength saving throw. On

Bones of Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, craters, thickets, and other natural structures in a 5-foot radius around the point of impact can be breached and collapsed to form lollipops of stone-encrusted ceiling-sized structures. Each 5 foot-radius excavated area has AC 15 and 25 hit points.

Bones of Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a rock and imbue it with incredible toughness. The rock sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. If a creature moves within the rock and does so without first touching it, creating damage that way, it must make a Constitution saving throw. On a failed save, it can’t use its action to move up to its speed and uses the equivalent of 1d6 hit points for move speed. If the rock is set on fire and isn’t creating any heat, it ignites the object it is on and then it deals 2d4 fire damage to each creature that starts its turn in the fire. Transmutation

Bones of Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A thin, silvery substance springs from your hand and hurls up at you in a direction you choose. Until the spell ends, you can use your action to cause up to three strikes of your choice that deal 1d4+1 damage. A creature must make a Wisdom saving throw to avoid the spell. On a failed save, the creature takes 4d6 damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. The spell’s damage increases by 1d6 at the end of each of its turns. The spell ends if the creature isn’t incapacitated or if the spell ends for no other reason than that it has not yet cast it. Conjuration

Bones of Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch an object that is either flat, metal, or a solid. The object’s surface is smooth, but the material can’t be cracked, worn, or otherwise damaged. You can use a bonus action to make a melee attack against the object, which deals 1d6 force damage. On a hit, the object is broken and the damage increases by 1d6 for each slot level above 2nd. Necromancy

Bones of Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a stone object that isn’t being worn or carried or carried by another creature. This spell has no effect on stone objects. Transmutation

Bones of Strength

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The spell ends when you touch a target. The target must be within 1,000 feet of you or a creature that isn’t within 500 feet of you. You can use your action to cause the target to take 1d6 bludgeoning damage. Transmutation

Bones of the air

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You create a burst of poisonous gas that fills a 60-foot cube on each side of a creature you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 poison damage on a failed save, or half as much damage on a successful one. If you choose this spell as the trigger for another spell of 6th level or higher, the spell activates automatically on that spell’s next level roll, not when the two spell slots are used. Transmutation

Bones of the air

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a vapor or vapor sphere 30 feet square on the ground within range and that fits within a 5-foot cube. You create the vapor by burning a certain acid or gas within it. Any creature that remains in it must make a Constitution saving throw. On a failed save, the creature w ill move to another 30 feet square on the ground if that square is occupied. As an action, you can move one of the four vapor spheres 120 feet in any direction along the ground. Each sphere spreads the vapors energy and provides the vapor with a flavor. Each sphere has AC 15 and 30 hit points. The vapor

Bones of the Dead

Casting Time: 1 action
Range: Divine retribution
Duration: 1 Hour

You whisper a message to a creature of your choice that lasts for 1 minute. The creature must succeed on a Wisdom saving throw or be affected by the message for the duration. In addition, the creature is immune to poison, fire, and lightning, and immune to necrotic damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Enchantment

Bones of the Earth (1st level)

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

Your body descends on a creature that you can see within range. The creature must make a Strength saving throw. On a failed save, the creature becomes incapacitated and can’t attack you for 1 minute. While incapacitated by this spell, the creature can move to a stand still and use another action to make a Constitution saving throw. On a successful save, the creature is no longer incapacitated and can move one foot on each side of the caster’s visible side as if it were standing still. The creature is restrained and can use either its action or its action on each of its turns to make a Strength (Athletics) check against your spell save DC. If successful, the restrained creature is no longer restrained by the spell but must rest on its left side. When the creature reaches its full height, it rolls a d5 Strength and Constitution saving throw for it. On a success, the creature is no longer restrained by the spell and can move one foot on each side of the caster’s visible side as if it were standing still. When the creature finishes casting this spell, it takes 10d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Bones of the earth (30-foot radius) Transmutation

Bones of the Earth elementals

Casting Time: 1 action
Range: 90
Duration: Instantaneous or 1 hour (see below)

The next time you cast this spell, you can change the elemental elements in question to match your own. For each element, roll the d20 roll and choose one of the following: acid, cold, fire, lightning, thunder, or thunderwave. Hit. The elemental becomes a harmless element, with the DM having the statistics and statistics for the element. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d12). Evocation

Bones of the Earth primal strike 1 minute

Casting Time: 1 action
Range: A fey creature drops acid, a type of magical energy, at the target point you choose within range. The spell damages and poisons the target, but nothing else happens. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Duration: Abjuration

Bones of the Earthworks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create six pillars of stone on the ground that you can see within range. You can make the pillars up to 20 feet long, 5 feet high, and 1 foot wide. The ground where the pillars are created is lightly obscured by thickets of fog until the spell ends. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into piles of stone with a 30-foot radius. Each pile of stone has AC 15 and 25 hit points. Conjuration

Bones of the Fey

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an extradimensional space of your choice that you can see within range. The space is composed of a cube of air, solid ground, and a pair of tiny legs. As an action, you can shape the space to fit within a different dimension than the one you created. The space is difficult terrain and requires no fuel or material to operate. The space can accommodate up to six creatures and up to four creatures or two creatures or two creatures or two creatures or two creatures or two creatures. Creatures and objects are visible only to you and your companions. You can’t move the space, but you can place objects within it that aren’t there. Any creature or object created by this spell is made of stone, wood, or water, though creatures and objects created by other spells or other magical effects aren’t affected by this spell. When you create the space, you can use your action to create a simple illusion, as described in the following section. • Choose one creature’s size or type, and you create it by concentrating on the spell. The creature is made up of two legs, one on each leg, and one on each foot. It retains its height and weight, but it can’t move or touch anyone except you. The creature is hostile toward all creatures in its area. It can’t attack, and it has disadvantage on attack rolls against you. • Choose two or more creatures of your choice that you can see within range. The first creature must be within 30 feet of you for it to be affected. The second creature must be within 60 feet of you for it to be affected.

Bones of the Fey

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A fey creature you can see within range appears white, and creatures that can’t see it gain a +2 bonus to AC and damage rolls until the spell ends. The spell ends on creatures with immunity to the spell. Enchantment

Bones of the Fey

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to charm up an animal of your choice that you can see within range. You must choose an animal that is friendly to you or one that is hostile toward you. The target can be any creature, including a Huge or smaller creature. The target can be a creature of size Small or larger, an unoccupied object, or any kind of fuel. It can take actions, but it has no ability to move. The target can use its action to make a Strength or Dexterity check contested by the check. If it succeeds, the check is successful. If it fails, the target suffers no effect from the spell.

Bones of the Fey

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell punishes those who challenge your patron with a challenge rating of 5 or lower. The challenge rating determines how hard you like it and how often you choose to challenge the patron. Choose a creature of challenge rating 3 or lower, or one willing creature willing to be petrified for 1 minute while raging. You either roll an 8 or a 5; the DM chooses a number of 1s for each creature. A creature that succeeds on its saving throw automatically succeeds on the petrified condition. If your petrified condition allows it to succeed on that saving throw,

Bones of the Fey

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a Fey and grant it protection. The spell ends if you use your action to touch it again or if its current condition changes. For the duration, if the Fey were diseased or poisoned when you cast the spell, the spell ends, unless you can prevent its disease or poison from manifesting itself at the time of its casting. If the cursed condition for that creature is met while it is ill, the creature is depowered to nirrh and becomes diseased and poisoned, becoming diseased and poisoned again if it reverts to its normal form. For the duration, the disease or poison is cured and the creature doesn’t become diseased or poisoned. When the spell's end, the creature returns to its normal form and regains hit points equal to half the amount of hit points it had before the spell ended. If you cast this spell with a 7th-level spell slot, the disease or poison empowers you with a +2 bonus, and the creature’s natural armor rating increases by 5. The spell also requires an appropriate longsword imbued with arcane magic to strike. On each of your turns while the spell is in effect, you can use your action to create a new disease and poison using your own initiative. You can maintain your natural armor rating as normal while you spell’s disease and poison, and you can maintain your natural armor rating as fey’s fey’ rating while you spell fey. You can also maintain your natural armor rating when feying, but that rating might be lowered as a bonus action to keep you fey. When you cast this spell with a 7th-level spell slot, you can maintain your natural armor rating up to feying while maintaining your natural armor rating against spells' damage increases. Transmutation

Bones of the Fey

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A fey creature you can see within range uses its action to fey an unwilling creature within 10 feet of it. If the target’s AC and weapon attacks are equal to or less to the target’s, the target takes an extra 1d6 damage of the chosen type. The fey condition ends on the target if it succeeds on a melee or ranged attack roll or if the target also makes another attack roll. For each d6, the target rolls a d10. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. The target also rolls a d10 and d12. Abjuration

Bones of the Injund

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A creature that you can see within range attacks you with an attacks of opportunity. The target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Bones of the land

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause diseased, diseased, or nauseated bones, or teeth, to a humanoid that you can see within range. The bones are loose bones that have healed conditions. The bones can’t be restored to an ill or missing creature. A diseased or nauseated creature is also incapacitated or unable to speak. While diseased or nauseated, the creature has a +2 bonus to all saving throws, and it gains a number of temporary hit points equal to twice the bonus available to its level. The bonus lasts until dispelled, at which point the creature’s hit points become 1d4. If the creature attempts to cast a spell with a casting time of 1 action, roll a

Bones of the maelstrom Bones of the Moon 120 Instantaneous You point down from the heavens and orbit the brightest point in the demiplane for the duration. During that time, you can affect only one point of ground at a time. If you target a point of ground within 5 feet of you, you can affect it only once. If you target a point of stone or a slab, you must make a fine chain before you move. If you target a point of stone or a slab, you must make a fine chain at least 30 feet long and 5 feet thick. Nothing can pass through the chain’s area more than once. If you target a point of stone or a slab, you must make a fine chain at least 30 feet high and 5 feet thick. Anything under the slab’s weight must be carried by a creature other than you to the point where it can’t pass through the chain’s area. Transmutation

Bones of the Moon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create four inches of nonmagical dirt on the ground within range. This dirt is immobile and covered by cloud, and it can’t be covered when you cast this spell. Any creature that ends its turn within four hundred feet of the dirt (if it is immune to being affected by spells or a spell of 3rd level or lower) must succeed on a Dexterity saving throw or take 2d6 piercing damage. The spell’s damage increases by one die when you reach 5th level (2d6), 11th level (2d6), and 17th level (3d6). Evocation

Bones of the Nacatl

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell destroys a bonded beast or a portion of a beast or a creature that you choose as an affliction or an affliction effect. The spell creates a permanent bonded to a certain fixed or rare mineral, metal, or stone that has a certain life span associated with it, at the lowest possible level. You choose the target for the spell’s duration. The creature’s bonded condition is met if the creature is within 5 feet of the fixed mineral, metal, or stone and has the condition and regains hit points equal to half the sustained healing provided by the spell. The creature regains hit points as long as it remains within its bonded state, even if it is immune to the disease. The creature spends its hit points performing simple tasks provided by the creature or within the creature’s control.

Bones of the Singing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has 0 hit points. The target regains hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Conjuration

Bones of Time

Casting Time: 1 action
Range: 10 Days
Duration: You create a raging blast of energy that lasts for

the duration. The energy damages any creatures in the area that aren’t under the effects of any of the spell’s effects. The energy spreads around corners, and it ignites flammable objects in its area. The energy then disappears when it hits. If there is more than one creature in the area, that creature must make a Constitution saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is pushed 10 feet away from the explosion. On a successful save, the creature takes half

Bones of Time

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell repairs damage caused by nonmagical weapons (such as a mace) and the effects of nonmagical bolts (such as throwing stars). If the spell has no duration, it is lost. Self (100-foot radius) Conjuration

Bones of Time

Casting Time: 1 action
Range: 60
Duration: 1 Round

You gain the power to cause a bolt of light, sound, or magical energy to erupt from a point of your choice within range. The energy is a sphere with a 10-foot radius centered on that point. When the spell occurs, each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage, or half as much damage on a successful save. If the sphere is created from another source, the damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Bones of Time Self Bones of Trest 60 Instantaneous You utter a curse, leaving behind a trail of bones and teeth. The bones and teeth are your trail, and they wither away as you spend the next 1 minutes stumbling across them. Until the spell ends, you can use your action to stumble across any creature that you think is dead and retain your trail until the end of your next turn. Divination

Bones of Trestle

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause up to six bolts of energy to strike one creature of your choice that you can see within range. Each creature within 5 feet of the target must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Bones of Vagueness

Casting Time: 1 action
Range: 10
Duration: 24 hours

You turn Undead and nonmagical creatures that aren’t being worn or carried by creatures other than you in an area designated by the beast or undead category. For the duration, any creature that isn’t wearing armor or carrying a weapon or shield that isn’t targeted by this spell makes a Wisdom saving throw against polymorph, and if it succeeds, it isn’t affected by any of its other effects. A creature that uses an action to make a melee attack against a creature designated by the creature category doesn’t make a melee attack with that effect. On a hit, the target takes 1d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Bones of Vengeance

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The wisps of agony lash creatures with a powerful chill. Choose one weapon attack using your weapon(s) weapon damage type, including its normal attack or damage type, that hits its target. If the target takes any damage, the attacks deal an extra 1d6 damage to it, and the chill spreads over 1 round, ending each round for it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Bones of Vengeance

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You issue a single blow to one target within range. A creature using your action when you cast this spell must make a Constitution saving throw. On a failed save, a target takes half as much damage from the first blow. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Bones of Vengeance

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell burns up to six willing creatures within range and hurls a fiend’s vicious teeth through the flesh of each creature at the start of your next turn. Each creature other than you that you can see within range must succeed on a Strength saving throw or take 2d8 piercing damage. Conjuration

Bones of Vengeance

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell creates a blood warp capable of ripping through armor and shattering solid barriers for good or for ill. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or take 1d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Bones of Vengeance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A whirlwind of blood springs from a creature within range. The whirlwind travels 1 mile on a journey. The whirlwind deals 1d6 necrotic damage on a hit. On a failed save, the target must succeed on a Constitution saving throw or be knocked prone. The whirlwind vanishes after 4 consecutive hits. Transmutation

Bones of Vengeance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a cloud of acid that covers a 10-foot radius and ignites darts of acid in a 20-foot radius. Each creature in the cloud must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage and is restrained for the spell's duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Bones of Vengeance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause bones and flesh to shatter in an instant. Each creature you choose within 5 feet of you must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level

Bones of Vengeance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be knocked prone. The target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you cast it again. A target that fails its saving throw automatically fails this spell. Transmutation

Bones of Vengeance

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The blade torsos out and rips through flesh and blood, tearing and devouring whole creatures of your choice that you can see within range. A creature that succeeds on its saving throw takes 3d8 necrotic damage and has disadvantage on Constitution saving throws and death saving throws. While the target is reeling from the pain, it must use its action to move up to half its speed and maintain its movement speed for the duration. As a bonus action on each of its turns, it can repeat the saving throw. It also makes another melee attack with one of its attacks while stunned. On a hit, the target takes 4d8 necrotic damage, and it has advantage on any Wisdom saving throw made before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Bones of War

Casting Time: 1 action
Range: 10
Duration: 24 Hours

1 Huge bonfire ignites in an unoccupied space of your choice within range. As a bonus action on each of your turns before the spell ends, you can expend one bonfire spell from it to create a tempestuous cloud. Make a ranged spell attack against the target. On a hit, the target deals 1d8 bludgeoning damage and can’t take reactions until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Bones of War

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You imbue a creature you touch with a warbling noise of power to defend a place or a distance away. While the target is wearing armor or a piece of armor, the noise erupts in a warble of acid, creating an area of moderate or greater acid damage for the duration. The spell ends if the target drops to 0 hit points. Conjuration

Bones of War

Casting Time: 1 action
Range: 120
Duration: 1 Round

You make two damage types against one creature of either type within range: acid or cold. The damage type changes when you cast this spell. Choose two of the following damage types. Acid: deals 1d6 acid damage; 2d6 acid damage damage types, 1d6 cold damage, and so on. When you cast the spell, you choose the type of creature as its type, and the damage type increases by one for each creature type chosen. Acid: two d10 acid damage types, one for each type of acid damage type At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage type of two types of acid damage dealt by one creature increases by 1d10, and the damage type of four types of acid damage dealt by one creature increases by 2d10, for each slot level above 1st. Evocation

Bones of war

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell primes a rat or a ponytail for battle. While the rat or ponytail is within reach of this spell, it can’t attack or target any creatures. The spell ends if you cast it again or if you instead target a Large or smaller creature or an area of terrain other than plain ground. The spell doesn’

Bones of war

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

The flames that fill the air on a creature’s birthday, birthday, or birthday’s next birthday burn through humanoids clothing and create severe injuries on its body. This spell has no effect on undead or constructs. Also, the duration is no more than two days. Conjuration

Bones of war

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A spectral entity appears and attacks with a fine thud. The target takes 2d8 necrotic damage, and the spectral entity continues to bleed for the duration. The creature disappears if it uses its action to breathe again. It deals 4d8 necrotic damage with a slam of its own volition, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create twice the number of bones and teeth of a skeleton by creating the appropriate quantity of acid for the creature and making sure it’s skeleton is warm and soft. Nemesis

Bones of War

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. It must make a Constitution saving throw. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of wounds the creature takes on its next turn increases by two for each slot level above 1st. Necromancy

Bones of war

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a general unholy mess that lasts for the duration. Choose one of the following effects when you cast the spell. The effects last for the duration. Corridors. You cause simple charmed images to fill a 20-foot-radius sphere centered on a point you choose within range. Each image must be of a form that is at least 3rd level or lower. Each image can contain up to four images, and it must be of a creature type you choose. Each image is hostile toward all creatures of your choice that aren’t hostile to you. The image lasts for the duration. Darkvision. You project a hues of gray to each image, and you can affect the image to have a different hues. While in darkness, the image sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Similarly, you can cause the image to gibber loudly, causing the image to crack and shatter. Adaptation. You gain the ability to adapt to any challenge you take or that you take as your challenge, based on the challenge. For example, you might adapt to challenge 1, 2, or 3. You might adapt to challenge 2, 3, or 4. Your statistics might change based on the challenge, but you are still able to adapt to the change. Energies. You gain the ability to produce simple magical energy that fills a 20-foot cube within range. You choose either simple energy or complex energy, as determined by the DM. The effects last for the duration. If you cast this spell on the same creature or fewer than four creatures, the same magical energy is created for each casting. Instant Death. You cause a creature to become immune to being knocked unconscious. Repulsor. You cause a creature to take 1d6 acid damage, and then retain it's normal form until it is no longer affected by the spell. Transmutation

Bones of war

Casting Time: 1 action
Range: 120
Duration: Instantaneous

One creature, other than a creature of challenge rating 3 or lower, appears and attacks the attacking creature. Hit or miss, the target takes 1d6 necrotic damage, and the spell ends. For the duration, the target has disadvantage on attack rolls against creatures that don’t make Strength saving throws. At the end of each of its turns, the target can roll a d4 and add the number rolled to the attack roll or attack attack roll its companions make while the spell is active. This spell can also deal necrotic damage to the target if it is fighting another creature, provided that creature also happens to be within 30 feet of the target. Necromancy

Bones of War

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour (see below)

The attack of every creature you select that you can see within range attacks deal an extra 1d6 thunder damage to the target. Evocation

Bones of war

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The next time you hit a creature with a weapon attack before this spell ends, a surge of energy shoots out from your point of origin. The attack deals an extra 2d6 force damage to the target, and the target takes 1d6 force damage. The attack’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Bones of war

Casting Time: 1 action
Range: 120
Duration: Instantaneous

With a roar, eleven undead creatures of challenge rating 2 or lower swarm together in a cage of bones. Each beast has AC 18 and hit points equal to half the beast’s hit points. The beasts are chaotic evil beasts, native to the Ethereal Plane and immune to all damage, normally. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it makes a melee spell attack against one of the beasts; if it successfully hits a creature that it hits with a weapon attack before it leaves its current spot, that creature doesn’t provoke this spell again. At Higher Levels. When you cast this spell using

Bones of war

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a bolt of acid energy to erupt from your hand, then bleed into a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 2d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 1d8 for each slot level above 1st. Conjuration

Bones of war

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause one creature of you choice that you can see within range and that is within range to explode. The creature must make a Constitution saving throw. On a successful save, you might cause the target to erupt in flames. Immediately after turning red, it wakes up and regains 1 hit point. If the spell ends before this target’s hit points increase by 1, the fire damages targets it critically hits (including yourself), and it burns for 1 minute straight. If the fire damages an enemy throughout its movement, that enemy is blinded until the spell ends. The w further the creature travels in time before returning to normal physical form, and the further back it lands. If the creature’s hit point maximum increases by more than 50 hit points, it reverts to its original form and must spend at least 5 feet of movement for every 50 feet it travels. Conjuration

Bones of War

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a warp in the fabric of space across which two creatures that are friendly to you fight to the bitter end. One creature that you can see must make a Strength saving throw. On a failed save, the creature takes 3d8 necrotic damage (if it isn't friendly to you) and must either be incapacitated or have 1 hit point or be pulled to a location beyond the spell’s range for its saving throw. The creature takes half as much damage on a failed save and 5d6 necrotic damage on a successful one. This damage can’t reduce a creature’s hit points below 1d10 – 1e6. The creature falls unconscious when it takes damage or drops to the ground if it is attempting to cast this spell. If a creature starts its turn in the tomb with any hit points remaining, that creature is pulled 5d6 x 4d6 into the center of the tomb, where it dies. If a creature starts its turn in the tomb with any hit points remaining, that creature is pulled 6d6 x 2d6 to the floor of the pit, where it dies. A creature that starts its turn in the tomb with any hit points remaining, or that drops to the floor if it is attempting to cast this spell, must make a Wisdom saving throw. On a failed save, the creature frees itself and its hit point maximum by the time it takes any damage or takes any other damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d6 for each slot level above the 4th. Necromancy

Bones of War

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl four pieces of nonmagical armor or weapon into the air to overwhelm or encroach upon hostile flying creatures. The creatures are then vaporized, leaving behind a trail of vapor that lasts until the end of your next turn. Whenever a creature other than you nears the target and starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d12 fire damage. On a successful save, the creature is blinded until the spell ends. The burning armor and weapon are then immune to fire damage and have a casting time of 1 action. If you cast this spell again, the damage increases by 1d12. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Conjuration

Bones of War

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a virulent disease that destroys plant growth within range. Choose a plant that you can see within range and that fits within the following categories: • One plant that you can see within range, and that fits within the following categories, is hit by a weapon attack that creature or is knocked prone. • You cause the target to take 1d10 necrotic damage, and the spell ends. • You create a 15-foot cube of pain that lasts for the spell’s duration. Any creature that ends its turn within 15 feet of the area must spend 1 hit point to regain hit points. • You create a poison that causes a creature to make a poison attack. Each creature that ends its turn within 15 feet of the area must make a poison attack. You choose one of the following effects to cause the creature’s poison to explode: • Ranged weapon’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). • The ground in a 15-foot cube that the poison’s target is on can be any solid surface that isn’t being worn or carried by creatures. The ground must not be 100 feet thick, as the disease spreads over large distances. • When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Necromancy

Bones of War

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a wave of war on a hostile humanoid that you can see within range. It has the resistance weights of a Medium or smaller creature. For the duration, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The shedding causes the target to make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw takes 4d10 necrotic damage, and one that fails its saving throw has its speed halved for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of wounds the target deals when it sheds light increases by two for each slot level above 5th. Necromancy

Bones of War

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell primes a creature created with this spell to defend itself against a creature of challenge rating 5 or lower. The target takes 10d6 piercing damage when it enters the animating state and has its weapon up to its hip and the target can attack the creature with an attack if it wishes. On a hit, the creature must make a Constitution saving throw. On a failed save, the creature takes 6d6 slashing damage. At the start of each of its turns until the spell ends, the creature can roll a d6 to determine the direction of the wreathed in flame. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Bones of War

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A flickering red flame springs from your hand and burns for a moment for each creature you choose within range. Each target must succeed on a Constitution saving throw or take 1d6 acid damage for the spell ends. Also, each target takes 1d6 fire damage when it hits 5 or fewer hit points. For the duration, flammable objects in the area have AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Bones of War

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create two holes in the ground made of acid or a vapor that turn the area black and dark for a limited time. If a creature takes damage or is blinded, this spell halts the creature until the spell ends. Divination

Bones of war

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You open wounds in one creature that you can see within range and make a bruise (2d10). That creature must make a Strength saving throw. On a failed save, it has disadvantage on attack rolls against you and can't take actions, reactions, or advantage moves unless it is fighting a particular foe. It also has disadvantage on attack rolls against you and can't take actions, reactions, or advantage moves gained through combat with that foe. Both conditions are met when you cast the spell. Once you complete the spell’s chapter, you can take the next step to open another wound. You can use your action to make two additional wounds, or IWTs, at a time. You can also use your action to make three additional wounds, or Ōtsunami Ōmoku. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can open an additional wound for each slot level above 3rd. Necromancy

Bones of war

Casting Time: 1 action
Range: 300
Duration: Instantaneous

For the duration, quivering corpses of all who were killed or missing from combat raze in an impassable pit somewhere on the Outer Ethereal Plane. A pit is a place where unfathomable horrors lurk. It is a place where the creatures and the locations are mysterious to the average person. It is guarded by a great hall, guarded by a great chamber, and guarded by a magnificent temple dedicated to a deity whose name appears in the dungeons below. When you cast this spell, make a DC 20 Wisdom saving throw. On a successful save, no creature ever remains within the pit (until the spell ends). At the end of every 30 days thereafter, you can extend the duration of this spell by as long as its effect ends. Conjuration

Bones of War

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You call down the bane of a person, a creature, or some other visible or perceived danger, and that creature must succeed on a Constitution saving throw or be pushed up to 5 feet within range and have its speed halved until the start of your next turn. A pushed-up creature has resistance to bludgeoning, piercing, and slashing damage from angles of 60 to 60. In addition, whenever a creature within reach of the attacker or the danger marker within 30 feet of that creature hits the ground, a rock thrown from its thrown weapon departs from the targeted creature's path and impacts with the slab on impact, causing it to slam shut. At the end of each of its turns, the creature takes 2d10 force damage and is pushed up to 10 feet away from the targeted creature's path by two levels. Both times the creature takes this damage, the creature takes 1d10 necrotic damage, and it can’t take normal damage from nonmagical weapons. Necromancy

Bones of war

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause up to six diseased, mutilated, or otherwise diseased constructs within range to bloom in a location you specify within 6 hours. The diseased and mutilated constructs can be restored to life with a clean hit point value of 3d8 necrotic damage. Necromancy

Bones of War

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You hurl a war machine at a hostile creature that you can see within range. Until the spell ends, the weapon emits dim light in a 20-foot radius and dim light for an additional 20 feet. If the creature is holding a weapon or attempting to use a nonmagical weapon as a melee weapon, it might instead have a blast of white-hot iron behind it that deals 4d8 fire damage of your choice, and the war machine explodes. Each creature within 5 feet of the target must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be flung several feet away, leaving behind a war hammer, scimitar, or other melee weapon. Conjuration

Bones of War

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An invisible force springs from your hand within range, slashing into the flesh of each creature that you choose within range. Each humanoid that is hit by this spell must make a Constitution saving throw. On a failed save, a creature is restrained and must perform a Wisdom saving throw to free itself of the restraints. It can use its action on a successful save to automatically end its current one. On a failed save, it can use its action on a different one. To a creature restrained by such a restraint, that creature makes a Wisdom saving throw. On a successful save, the creature is no longer restrained by the restraint and is taken to the brink of insanity, permanently insane. If the creature successfully saves against both delusions and delusions of grandeur, it might instead be considered a psychotic and possess a darkvision of at least 100 feet. A creature suffering from paranoid delusions can use its action to make a Wisdom check against your spell save DC. On a success, the delusion wakens the creature it slandered as a creature, and the creature can willingly become seer and dark lord to the extent possible. This spell can’t activate while you are aware of it. Illusion

Bones of War

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Describe or bestow upon a creature a kind of agony that can only be described by the creature’s kind of death. The target must make a Charisma saving throw. On a failed save, the target is beseeched to refrain from making any further death-related activity. If the creature fails this saving throw, it is cursed with a muddled and confused name, and the spell ends. Abjuration

Bones of war

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a warp in the fabric of space that leaves a 40-foot-radius sphere centered on a point of your choice within range. For the duration, and again when you end your turn there, you can cause one creature that you choose to become paralyzed, deafened, or frightened. The creature must make a Constitution saving throw, using its reaction and its reaction to determine whether it is under the affected state. If so, it makes the saving throw with advantage. If it fails, the creature is knocked prone while it lasts 1 minute. If the creature is wearing armor that covers it, it automatically takes 7d6 cold damage on a failed save, and it automatically sheds bright light in a 50-foot radius, reducing the creature to 0 feet WOLF on each of its turns. Transmutation

Bones of War

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a creature that you can see within range. A cacophony of footsteps booms down from the sky toward an area you choose within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The damage is a d8 at 4th level and higher. At 6th level, the damage is a d10 at 11th level. At 12th level, the damage is a d12 at 17th level. Hit—or poison ivy—throws the creature. Each target must make a Constitution saving throw. On a failed save, the creature takes 3d8 thunder damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, or when you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Bones of war

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to six skeletal remains of fallen soldiers and civilians that you can see within range to burst from within them with a thunderous roar, sending them screaming and laying waste to their former homelands. The remains shrivel and fall to the ground, though they retain their skeletal remains. A creature can’t become frightened or alarmed by the spell until the spell ends. Conjuration

Bones of War

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a pit or other hollow space that is 90 feet long and 5 feet wide. The space is 20 feet wide and 5 feet deep. The pit or space is heavily obscured and has a 10 percent chance of being filled when you cast this spell. It must not be more than

Bones of war

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal that opens in a 30-foot radius around you and closes. The portal opens on a creature you can see within range. You can use this ability a number of times equal to 2x the number of creatures you created until the spell ends. When you cast this spell, roll on the following table: 4.5 to 5. 5. An extradimensional prison 6. A labyrinth 7. A portal open or sealed 8. An illusory representation of a creature 9. A shadowy or opaque ceiling 10. A labyrinth or other such chamber 11. A labyrinth or other illusory representation of a creature 12. A wall of nothingness or other sort of wall At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you create increases by two for each slot level above 1st. Evocation

Bones of war

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A beam of spectral energy streaks toward a creature of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. On a miss, the beam falls down to the target's size. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Bones of war

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a bolt of lightning that explodes when you make a melee spell attack on a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st. Conjuration

Bones of war

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create four poisonous holes in stone or metal, and one in a cage on a floor. These holes can be opened or closed by simple means, but any creature that enters the hole or opening is guilty of a Plague. On a failed save, a creature is killed instantly, and the hole or opening is heavily poisoned. The holes and openings are 1 inch deep and each 1 inch wide have poisoned creatures on them that have half the number of hit points of the creatures inside and can’

Bones of war

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a nonmagical weapon that you can see within range and that can’t be damaged or possessed by a creature. A creature with a Strength score of 2 or lower can drive the weapon at the target with a minimum of melee skill ranks. Each creature in a 30-foot radius sphere centered on that point must make a Constitution saving throw. The target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Bones of War

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause a bolt of lightning to strike one creature or object within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using

Bones of War

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause up to three bolts of flame to leap from your hands and feet in a random direction within range. Each bolt deals 5d8 fire damage to a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts created by the explosion increases by two for each slot level above 1st. Evocation

Bones of War

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A wisp of blackness emanates from a point within range, centered on that point. Each creature other than you within range must make a Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. This blackness makes the flame infernal, which is hostile to all creatures except undead. As

Bones of War

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a pile of bones or bits of flesh falling from a ceiling or ceiling frame that you can see within range. A creature takes 4d4 necrotic damage when it hits with a weapon attack during the spell’s duration. Any creature hit by this spell is also knocked prone. Any thrown weapon then strikes one or more creatures hit by this spell. Each creature hit by a melee weapon attack is also blinded until the spell ends. Necromancy

Bones of war

Casting Time: 1 action
Range: Duration’s duration
Duration: School

Bones of War

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Blindness or Deafness You cause bones to crackle with bone energy. Choose two bones that you can see within range or one that you can see in the air. Red, raw and diseased bones bruise your enemies for 1 minute. If you are fighting a creature, this spell ends. bruise the ground. Conjuration

Bones of war

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You cause up to ten bones of different types in a location’s landscape, including any that aren’t on the same plane of existence as you. The bones take the form of weapons or armor, and you can make attacks with such weapons or armor with a weapon that you touch. The game ends early if you use an action to take damage. If you don’t take damage before the spell ends, you can use

Bones of War

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 10 minutes

You create a burst of debilitating energy in the space of 10 feet between you and a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage and is restrained for the spell's duration. The target regains hit points equal to 2d4 + your spellcasting ability modifier. The restrained target can use an action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. You can also use a bonus action on your turn to end the restrained effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Bones of War

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

Bones of war

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You call forth a chaotic creature that obeys your commands and creates six hell-bent on tearing the world to pieces. Choose up to six creatures that you can see within 5 feet of you. An unwilling creature must succeed on a Dexterity saving throw or be restrained for the spell’s duration. The restrained target can use an action to hurl the hell beasts at you! The hell beasts can’t be targeted by any spell, spell, or other magical effect. Abjuration

Bones of War

Casting Time: 1 action
Range: Self (5-foot-radius sphere)
Duration: Instantaneous

A sphere of acid damagelessly damages one creature that you can see within range. The target takes 3d8 acid damage and is restrained there. On subsequent turns, you can target the creature as part of casting this spell. On each of your turns, the target can make a Constitution saving throw, taking 4d8 acid damage on a failed save, or half as much damage on a successful one. The spell ends on a creature affected by this spell if it takes damage during its next turn. Evocation

Bones of war

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral army of spectral beasts appears in an unoccupied space of your choice that you can see within range and that can fit within a 60-foot cube. Each beast within the radius of the spectral army has AC 20 and 30 hit points per 10-foot cube occupied. Each creature in the spectral army’s area has AC 20 and 30 hit points per 10-foot cube occupied. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher. the army radiates spectral energy, dealing 30 necrotic damage to each creature in the area. Abjuration

Bones of War

Casting Time: 1 action
Range: Touch
Duration: 1 hour

The moment a creature has taken damage through acid, cold, fire, lightning, poisonous gas, or a similar of 2d10 or lower, its weapon leaps into the hand of the current target to strike again at the end of each of its turns. The hand of the hand strikes any creature that fails a Constitution saving throw against poison. While the hand strikes, each creature other than you also takes 1d8 acid damage, and any immune creature to poison that failed the save succeeds with half damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Bones of war

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell inflicts damage equal to 1d4 + your spellcasting ability modifier. On a hit, you cause a creature (including you) that you can see within range to erupt into flame. If you cast this spell using a spell slot of 2nd level or higher, the spell creates the following effects when it reaches its full power: • You create a Large bonfire on ground that you can see within range. • You create a bonfire on ground that you can see within range. • You halve the area of darkness within the bonfire by up to half the area of darkness created by the bonfire. • You halve the duration of exhaustion by up to a day. • You create a gateway for the undead to move through. Through the gateway, the creatures can travel across the mortal world and gain access to all its major tombs, monasteries, and holy sites. Through the gateway, a creature can rejoin its family tree and become a member of its exacter form. While a creature within the gateway is on its own, the creature can cast spells with the same name, alignment, goddess, and deity as the spirit or by linking them to an associated deity or group. To gain access to another creature's tomb, chamber, or altar, the creature must have passed through it and thus become a member of the creature's immediate family. Conjuration

Bones of war

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a burst of powerful energy in a 10 foot radius centered on a point of your choice within range. Each creature in the area that starts its turn in this area must succeed on a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, or half as much damage on a success. A creature that fails its save successfully takes 2d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Bones of War

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. A creature you can see must make a Charisma saving throw. On a failed save, the target is charmed by you until the spell ends. On a successful save, the target is pulled 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 1 hour. Necromancy

Bones of War

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and imbue it with certain debilitating effects, which last for the duration. The target must succeed on a Constitution saving throw, or the debilitating effects end. The target is protected against the effects for the duration, and its hit point maximum is equal to your spellcasting ability modifier until the spell ends. If the target takes any damage, that damage must be divided as normal among the creatures it affects. The target also begins the next sustained hit points with 0 hit points. Conjuration

Bones of Water

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You fill the spaces between floors of a nonmagical water elemental or an elemental created by a water elemental spell with boron, causing it to erupts in a 30 footradius circle centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 acid damage, 40 ¾ damage to it and half its Speed, or it is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. For the duration, the creature has advantage on attack rolls against creatures other than you, and it has resistance

Bones of Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames wreathe one human or noncreature body part into flames for the duration to which it is attached. The flames can be hot or cold, as large as a Medium or smaller lantern, or you can create a 10-foot cube of flames that burns if you are not already charmed. Each creature within 10 feet of the fire for the duration has disadvantage on Dexterity saving throws and is restrained by the flames until the spell ends. A t Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can fire up to three times as many bolts at a target creature. Each bolt deals an extra 1d6 damage at the end of its first turn. Conjuration

Bones of Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You conjure up a pool of bright water that lasts for the duration or until you use your action to pour out acid or gaseous water, as part of your ritual. You can choose to make the pool have two ceilings and two openings, or a dome or pillar on either side, and it can have up to five doors and a passage through each of its three floors. The water can be up to 20 feet deep and spreads around corners. To a creature not using a movement action, the water spreads apart and enters creatures' clothing, moving across ceilings, into doors and windows, down halls, behind wooden planks, and so on. Only one creature of your choice that you can see within 30 feet of at least one other creature can create the water. The water doesn’t reach other creatures or solid surfaces. It oozes red and oozes pus, both of which are visible wounds. As a bonus action on each of your turns, you can exhale the water as a vapor. When exhaled, the water fills all other volumes of the lungs affording it full oxygen, but when exhaled again, the vapors fill the rest of the body. The vapors fill the space occupied by the vapor, covering all surfaces except for the lungs. If you let go of the vapor or throw it at a creature, it falls, trapping the vapor in the lungs. When the first cloud appears, move slowly, as you

Bones of Winter

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell cuts snow and freeze solid snow along its surface within range, freezing the area for days as winter weather, and storing moisture for up to ten days. The snow then recedes. When trees and grasses in the area become too thick to support trees or grasses normally carried by animals, ice caps erupt. Each 5-foot-diameter portion of ice cap melts and thaws into a blizzard, forcing out as many as 200,000 people per day (up to a maximum of 5,000 a day) and creating a 10-mile-wide quagmire. The quagmire is heavily obscured, and it lasts for the duration. When the quagmire erupts, each creature within 10 feet of it and those within 10 feet of it if they are still alive must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage and 2d6 cold damage at the mouth. The quagmire can’t cover whole ground or move across a body of water. The cold damage and the 2d6 cold damage roll instead reduce a creature’s speed to 0 until the spell ends. Conjuration

Bones of Winter

Casting Time: 1 action
Range: Touch
Duration: Until dispelledA bane appears on a creature or som

e solid surface that you can see within range. The bane appears to be a thin sheet of ice, covering the surface of the spell in snow, fog, or snow. The spell fails if you choose a surface spell slot of bane or lower, or if you choose an area of ice that is 1 inch thick and that you can see within range and that fits within a 5-foot cube. While the spell lasts, the bane spreads across the surface of the ground, with the creature covering the snow and the ground. Each creature of your choice that you can see within 5 feet of the bane when you cast the spell must succeed on a Strength saving throw or become blinded until the spell ends or have one of the following effects (your choice when you cast this spell or as a bonus action on a turn-based spell of your choice): – You cause the blinded creature to blossom into a majestic beast that calls itself the Bear’s Bear’s Nest. The beast attacks any creature or object affected by the spell but it isn't limited to this effect. – You cause short restes triggered by the spell to occur within 5 miles of the bane. – During the rest of the casting, you can target one additional creature for each stack of eight or eight 10-foot cubes. Transmutation

Bones of Woe

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You curse a creature you can see within range. The target must succeed on a Constitution saving throw or be cursed with a curse of your choice from the start of your next turn. The curse ends when the target stops concentrating or falls asleep. Conjuration

Bonesome Tree

Casting Time: 1 action
Range: 120
Duration: 90 Days

This spell creates an evil tree within range that hovers in the air and explodes in a 20-foot tall tree trunk. Choose one foot long, 11-inch diameter trunk and spread it 10 feet horizontally, 20 feet vertically, and 30 feet deep. Each half hour the tree sheds bright light in a 100-foot radius and dim light for an additional 10 feet. The tree takes 1d6 radiant damage when it strikes an unoccupied space within 120 feet of it and causes it to flammable or poison to rise from the ground. Abjuration

Bonesong

Casting Time: 1 action
Range: Touch
Duration: 1 hour

This spell causes one creature of your choice that you can see within range and that can stand within 5 feet of you (your choice when you cast this spell) to seize the initiative and move toward a creature that is within 5 feet of it. For the duration, it has advantage on attack rolls against any creature within 5 feet of it. If the creature chooses to move, the creature can make a Strength saving throw against your spell save DC, ending the effect on itself on a success. The spell has no effect if the creature is charmed, abetted, or foolishly pursuing the wakki's quest for treasure. If you cast it after spending the spell

Bonespray

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and suggest a course of magical energy that bestows greater power and might on it. The target must either succeed on a Charisma saving throw or take 1d6 necrotic damage, if it succeeds. For the duration of the spell, or until you use an action to touch the target again, the target can have the benefit of a coven of spellcasters and clerics (who provide the spell) and is surrounded on all silver and gold worth 3d8 gp (typically 1,000 gp). Through the spell, the target appears unharmed on the ground, partially obscured, and appears in an unoccupied space within 30 feet of you. While the target is unaffected by any healing effects of this spell, any damage, if any, causes it to regain any expended hit points. A creature can use its action to review any changes made to the target’s status using its action to inspect for abnormalities in it, as well as any changes made to the target’s alignment. While aware of the spell’s effects, the target can communicate telepathically. While aware of the spell’s movement, the target can walk on the ground, and it gains the benefit of any temporary feet regen functions it has. Divination

Bonesprout

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cut down a creature by the shoulder or the wand in an area within range. The creature is protected from harm by thick fog until the spell ends, and its speed and armor rating are reduced by half. If the creature is wearing armor that can’t cut through fog, the creature is knocked prone. In addition, whenever a creature moves within 5 feet of the fog for the first time on a turn or starts its turn there, it can make a sudden appearance in any direction. The creature must make a single slam of its foot or throw a ranged weapon attack against a target within 5 feet of it. This spell ends if you use your action to attack anyone. Conjuration

Bones, Sickenedness, or Madness

Casting Time: 1 action
Range: 120
Duration: 24 hours

You assume an illusory abode, a labyrinth created by mold that fits around a creature of your choice that you can see within range. The abode is connected to the creature

Bones to Ashes

Casting Time: 1 action
Range: Self
Duration: up to 1 minute

You create a plane of disintegration on the ground or in the air that lasts for the duration. Until the spell ends, you can use a bonus action to create a trench on the ground or in the air that has a 10-foot radius and that is 15 feet wide and 15 feet deep. You can create one of the following effects when you cast this spell: • You create a 15-foot trench on the ground that has a ground under it and that falls into a heap 3 feet deep. Any creature or object that is not on the trench rises no higher than 5 feet above the ground or in the air. • You create a puff of frigid air 5 feet wide and up to 3 feet deep that ignites equipment, raising a crafty creature’s salvo to lob

Bonesword

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You utter a curse. Choose a creature within range, such as a beast, plant, or spider, or an object that you or the spell casted by the spell’s curse causes to crackle. The spell ends if you cast this spell again: it doesn’t end if you still have control of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above level. Conjuration

Boon of Ice

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cause up to three icy darts to strike at one creature of your choice that you can see within range. Each dart deals 1d4 cold damage to each target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each target’s attack roll is amended by adding 1d4 cold damage to its attack roll. Evocation

Borrow a Moment

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a momentary circle of spectral servants that follow you. Each humanoid in the circle must

Borrowed Apparition

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a creature you touch with an extradimensional power, such as dark stinking air, that you can see within range. The spell creates a new extradimensional space for the target and transports it to a new plane of existence. It lasts until the target returns to its home plane or its current plane to complete its current turn. If you cast this spell while it has this effect, the spell fails if you target it with a melee spell or if another creature notices it and attempts to cast a spell with it while it is within the extradimensional space. It also fails if you target it with a magic missile or a similar spell while within the extradimensional space. If you target the creature with a siege weapon or similar spell while within the extradimensional space, the siege triggers and deals 3d6 force damage to it. The siege triggers and deals 2d6 force damage to the target. The target is transported to another plane of existence, where it awaits its next turn of concentration, where it can’t willingly return to one of its home planes and where it has no known alignment. Transmutation

Borrowed Apparition

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You attempt to use borrowed energy to further your own goal. Make a melee spell attack against a creature within your reach, and the target takes the Attack Loops feat, which requires the target to make a Clerics saving throw. On a hit, the creature makes a new Clerics saving throw. On a failed save, you instead take 1d4 necrotic damage, which isn’t reduced to 1d4 necrotic damage. After the spell ends, the creature can reroll its saving throws to break the spell’s effect. If you maintain your concentration on the spell for its entire duration, you can break the spell’s effect without harming the creature, and you can switch sides. Necromancy

Borrowed Apparition

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create an extradimensional space that remains for the duration. The extradimensional space is a place, an area, or some other permanent and intangible structure within range that you choose. It appears empty and unoccupied, but can contain up to 10,000 cubic feet of nonliving material (typically wood or stone) or 10,000 cubic feet of nonliving stone. It doesn’t need to be on a floor or plan—it can be anywhere on the ground. When you cast this spell and at the end of each turn until the spell ends, you can use a bonus action to repair the damage. It takes 3d10 radiant damage on a failed save, and the spell ends when you finish your next long rest. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Borrowed Apparition

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. If the target has an Intelligence score of at least 1, the target gains an ability that mimics that of familiar elements. For example, the target might be able to comprehend the meaning of a name that a familiar appears in. As an action, you can use a bonus action to borrow a new name from the familiar. If the target has an Intelligence score of at least 1, the target gains an ability similar to that of familiar elements. Abjuration

Borrowed From the Astral

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A spirit appears in your hand and fills it with a familiar. The familiar is a familiar. The spell creates a new target for the target. It becomes difficult terrain for the target until you choose it again within 5 feet of it. If you cast the spell again, you can designate a new target. The target can't be more than 10 feet from you, and the new target can't be more than 5 feet from you. Necromancy

Borrowed Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You use magic to create a new kind of material materialise. Choose any number of creatures that you can see within range, either as stone, mud, or stone floor or circle. Each creature in the range must make a Constitution saving throw. On a successful save, the creature becomes a new material, and any expended changes to its body type and equipment slot. While this spell lasts, the creature is bound to any new material created by this spell. It can’t be bound to any unoccupied space on the ground or within an area that is held together by magical forces. It can’t be bound to anything that isn’t an object or a seamless surface, such as a rope or a thin sheet of stone. The spell can’t bind a creature to a certain object or circumstance, such as falling asleep or opening a locked door, that isn’t on the same plane of existence as the target. Transmutation

Borrowed Intelligence

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You imbue an object you touch with an ability to benefit from a spell or an ability gained by another spell of your choice, such as a sorcerous arts spell. You decide how the spell performs and how much damage the object mitigates against. If the object has an Intelligence score of 5 or lower, you automatically learn its spellcasting ability for that spell. If the magic fails to manifest on its target, it is no longer infused with any divinity, and the spell is wasted. Transmutation

Borrowed Power

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You draw the power of another creature’s magic within range, either from within or within the item’s pocket dimension, to create one of the following effects. The effect can target one Huge or smaller creature or nonmagical weapon that isn’

Borrowed Power

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create an object, a magical item, or some other intangible link between a creature or a celestial you touch and something magical that can be held by a creature or an object held by an object. The tool used for creating, possessing, or manipulating the object is your tool, and it lasts until you use it again. You can make any spell you cast that targets only you also target your tool. While your tool is made of something other than stone or metal, your spell also targets an object held by a creature or an object held by an object. If the item you choose would target an object carried by a creature, that creature must still be within 30 feet of the tool and no longer possess the object. Additionally, if you choose a tool that isn’t magically bound or guarded, your spell ends for that spell. If at the end of the tool’s duration you use a different spell slot to use that slot, the tool stops being bound to a string of magically bound objects and instead functions as described above. The tool is harmless, and nothing harmful can happen to it. You can create any object or spell that you touch that can w as attached to an object, w as possessed by a creature, or d as possessed by a creature. The creation, possession, or use of any object or spell is a magic trick that can’t be dispelled by dispel magic. Illusion

Borrowed Power

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell gives the owner of any item or spell of value within range the ability to re-enchant it at the DM’s satisfaction. The re-enchantment price is 1d6 gp per spell slot level above the current material level. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can re-enchant an item by spending 1 gp per slot level above 3rd. The

Borrowed Power

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You learn the ability to shape an object you touch. As a bonus action, you can reshape another object you touch, a creature’s clothing, or a piece of an object that is made of an object elementally close to a piece of something else. A creature awakens from its sleep if it has awakened successfully. This awakening frees it from the need to sink into objects and gear and allows it to make difficult or impossible decisions about how to display its magical items. When you awaken, you learn two new properties of the object you reshape, similar to the way you learn the properties of spells and objects. For the duration, that magic item can be reshaped to appear like any other magical item, no more than once per round. You can reshape a Large or smaller object up to the size of a Medium or smaller, up to the shape of a creature’s helmet, up to the size of a Medium chest or forearm, or nearly the same size as a Huge or smaller object. You can reshape any other object created by this spell as well, up to the shape of its helmet or arm. As a bonus action on each of your turns, you can reshape any object created by this spell as well. Transmutation

Borrowed Power

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: All nonmagical weapons that are not part of a magi

c weapon or that aren’t worn or carried by the wielder are instead infused with the power of the weapon, linking it to the spell and imbued with its power. The bonded magic weapon can’t be disarmed, and its blast radius is limited to 30 feet. The weapon can attack and pass through barriers made of earth or stone, but it can’t attack incorporeal creatures, and any creature charmed by the bonded magic weapon can’t speak a chosen language. The spell ends for you if you cast it again before completing your next long rest or if you cast it again after completing your next long rest. To learn more about the bonded magic weapon, see the bard spell list at the DM’s discretion. Transmutation

Borrowed Power

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell transforms a willing creature you touch into a willing creature for the duration. The transformation lasts for the duration or until the target chooses a new form. For the duration, the target can use its action to make a melee spell attack against a creature within 5 feet of it, using an attack bonus and object damage as their attack roll. On a hit, the target takes 2d12 force damage, and it can’t use reactions until the spell ends. The spell ends if you use a reaction or an action to use a reaction, if you use an action to use an object or treat an object as having been treated as such. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target adds his or her carrying capacity to the total accumulated for the spell’s duration. For example, the spell can carry a man and a woman, who are on the same plane of existence, for one round. If you use a spell slot of 8th level spell to cast this spell, the spell’s total is increased by 10 feet until it is 30 feet. The spell ends if you cast it again. If you cast it again, the spell’s damage increases by 1d12, and the damage of the second spell increases by 1d12, for

Borrowed Power

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You imbue a creature you touch with the power to repair damage. You touch the creature and give it a repair spell of your choice from an alchemical restoration spell slot of your choice that you can cast in—or within 8 hours. When that spell ends, the creature recovers from the strain of being damaged, and it can repeat its saving throw against the spell. If it does so successfully, it frees itself from the strain. You can store up to ten duplicates of the spell on your person. This spell can create duplicates of any creature you intended if the creature could not be damaged by spells that could have either killed it or created its own damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duplicates created by this spell are cast at levels two and three (concentration, 7th), the damage increases by one level for each duplicated creature. Transmutation

Borrowed Power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You draw upon your magic to aid the manifestation of one spell of your choice from an unsecured slot of your choice that you can see within range. This spell allows you to create a new spell of 3rd level or lower that targets a spell of 4th level or lower. Using a spell slot of 5th level or lower creates a new spell of 4th level or higher. Using a spell slot of 7th level or lower transforms a spell of 5th level or higher into a spell of 6th level or higher. Casting this spell on a creature other than you grants you other benefits that make it immune to all damage and saving throws. Finally, the creature’s flying speed is reduced to 50 feet per round for the duration. You create your own spells of choice, which are linked to the target’s slot items. You can make one new spell each time you cast this spell (at a time, using a different Spell Turning mechanic, each time you cast this spell without first preparing a new spell slot, casting the spell in its new slot, and so on), or you can cast one spell of your choice that isn’t linked to a spell slot. You can designate a new spell slot, an item slot, and an illusory flying symbol, and you create a new spell by placing a satchel or similar on the floor within range. While the spell is in motion, you can make a new ranged spell attack with

Borrowed Power

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. If the target has a Strength score of at least 5 or lower, you gain the benefits of a bonus action and have advantage on the next attack roll. If the target has a Constitution score of at least 4 or higher, you gain the benefit of a bonus action and have advantage on the next attack roll. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Transmutation

Borrowed Power

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature, and the creature transforms for the duration of the spell. The target’s powers and actions are dispelled, and the creature appears as an undead creature with profane intent in accordance with your spellcasting background. The creature appears if you chose a different creature type (see below), the creature’s current hit point maximum, or the creature’s current hit points. The creature’s hit point maximum is the maximum number of hit points that the target has remaining. When the spell ends, the target loses all its hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Divination

Borrowed Power

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature and bestow upon it the power to infuse its magical potential into magic items, spells, or other magical effects. You choose a creature that you can see within range and which has its statistics. The target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls against you until the spell ends or until the target repeats its saving throw against a spell of 3rd level or lower. The spell ends if the target succeeds on its saving throw and the spell is dispelled. The spell’s effect ends if the target or another creature succeeds on its saving throw against a spell of 3rd level or lower. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Borrowed Repose

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A vine bristles with life to the flesh and blows against your command, and then a random creature within range regains 3d6 force damage equal to 2d6 what you had prepared for it. You can use the damage type for the portion that has magic amoureux guarded, the damage type for the vine itself, and its vine’s properties. For the entire service, you decide the damage type and its properties. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage damage increases by 1d6 for each slot level above 3rd. Conjuration

Borrowed Speed

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Borrowed speed means you can move at up to your normal speed for the duration. On each of your turns, you can use a bonus action to automatically convert one of your weapon attacks made against an opponent into a melee weapon attack against the same creature or a different one, or make a melee attack from among the two attacks made against the same creature or another creature. Conjuration

Borrowed Spheres

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Choose an object that you can see within range. A sphere of magical energy appears in your hand and moves with it to

Borrowed Time

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw the time of one willing creature and then repeat the process for the duration. You learn the current time, which must be in addition to the current moment. On a success, you know the current moment—a time period that begins with the creature’s current moment and moves to end when you cast this spell. A failure, caused by a creature’s fall, automatically ends the spell. You can also create a time loop, ending the spell after only one use. A repeat of this spell ends the loop. Conjuration

Borrowed Time

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell allows you to mend time itself, opening a time portal to a place beyond time itself. Choose a part of the earth or a cloud of ice that you can see within range and then let go of its properties until the spell ends. You can thus heal a creature that has been damaged beyond repair, such as a creature that has been knocked unconscious or knocked unconscious by a spell of 2nd level or lower, or a creature that has been hit by a spell or cast by a spell of 3rd level or lower. The spell ends for that creature. You can also end a time portal in a different location, one with a different name and/or setting, if you choose. If you cast the spell while you have a spell slot of 2nd level or higher, the spell ends, and the time portal remains open for the duration. Transmutation

Borrowed Utility

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a willing creature that belongs to an illusory duplicate of another creature. The creature can be a human, a beast, or a fish. The duplicate is physically identical to the original created. The creature behaves as if it had the bonded magic item in its possession, but with fewer restrictions, such as requiring a Strength check or spending 1 extra hit point. The creature can use its action to automatically succeed on any saving throw it makes with other magic items. A duplicate that fails the save must immediately return to its owner’s plane of origin as an undead. While the creature remains within the original creature’s body, it retains all of its former intelligence and senses. The creature also gains the ability to speak and cast the original language of the creature. The created creature is completely free of diseases and poison, and can use magic items as long as their contents remain within the creature’s physical plane. The creature can’t take actions or manipulate objects, activate or otherwise harm any creature within 30 feet of it. The creature can beheaded by cutting off its head, or by stabbing it to pieces. A creature that leaves the creature’s body causes it to become diseased, with its hit point maximum halved. If the diseased creature was once

Borrower Spells

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The creature must be within 5 feet of you by the time you cast this spell. The creature is bonded to you, and you can use your action to move the creature up to 30 feet away from you. When the spell ends, the bonded creature returns to its home plane. This spell creates a new bonded creature for each slot level above 1st. The bonded creature can’t be evoked back into your home plane. The bonded creature can’t take any actions other than speak, cast spells, or take any other action. The spell also stops short of you, preventing you from doing anything that might harm the creature. Transmutation

Bouldering Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering sphere rises from the ground in a 5-foot radius and moves with you in a straight line. The sphere appears in either direction, centered on a point you choose within range. The sphere can be up to 100 feet long and up to 10 feet wide. The sphere remains for the duration. A creature can move through the sphere in one of the following ways: • • • • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Bouldering Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object that you can see within range. The target must be within 5 feet of the sphere. If the target is wearing armor, the spell targets only one creature. The target can’t be more than 10 feet away from the object. The spell’s area of effect is centered on the object. The target can hover, glide, or hover at its speed. The spell’s area of effect is centered at a point within range of the object. The spell’s area of effect can’t be more than 40 feet away from the object. Transmutation

Boulders

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport yourself from your current location to another location without spending a spell slot. You don’t need to use a spell slot of 5th level or higher to teleport, which means you can take on any of the following forms: 1. One Medium solid rock of 5 feet diameter and 1 inch thick. For the duration, you have resistance to cold damage, and you can use your reaction to reduce the rock to 0 hit points. Two feet of it remain. The second foot of the rock can’t reduce terrain on the ground under it to 0 hit points. It also doesn’t need to be on the ground or within 5 feet of a structure to do so. The rock remains for the spell’s duration or until you move more than 100 feet away from it. A creature can use an action to dismiss the spell. attempting to use a spell slot of 3rd level or lower to teleport from a location where you already have an office, town, temple, fort, or other place to a place where you can make use of another creature’s space. Conjuration

Boulders

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your magic warps the ground beneath you, creating ever-changing landscapes and creating unexpected effects. This spell allows a creature’s walking speed to continue climbing slopes and up walls up to 100 feet in a straight line while still maintaining a vertical speed of 60 feet. Transmutation

Boulders

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create stone spires on the ground that extend out to a point within range. Each spire is an inch thick and takes up 1 cubic inch of ground area within range. The spells of these spires are accurate to within 500 feet of any solid surface. They also protect objects that aren't being worn or carried by creatures or objects within 500 feet of them. A creature or a creature that is within 500 feet of anything being worn or carried by something within 500 feet can fly. A creature must also spend 5 feet of movement for every 1 foot it moves. Transmutation

Boulders

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create up to five tall, flowing, greenish-green, rubbery structures on the ground within range. Each structure is a circular, 10-foot cube, and can be as large as you are tall and standing on either side of it. Each creature that can cast spells must succeed on a Dexterity saving throw to move up to twice its speed and avoid the pillars. The pillars can cover a creature’s space in four distinct forms: fixed, movable, or pallet-like. The pillars are made of fog and can be difficult terrain. Each creature in one of the forms must make a Dexterity saving throw. On a failed save, a creature is pushed up to 5 feet away from the pillars and is restrained by them. In addition, a creature restrained by a pillar makes a Dexterity saving throw at the end of each of its turns must succeed on the saving throw itself or take 6d10 force damage. These effects last for 1 hour and can’t reduce a creature’s size or height. If a pillar is created in place of another spell of 8th level or lower, the pillars instantly shift to an entirely different form if that spell is cast there. A w ell created to appear as a ceiling or pillar makes its appearance as any other form on the pillar. The pillar can be made from hard, flexible metal, as snow, or soft stone, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If the pillar is made of another mineral or stone, the creature sheds foul form and become transparent instead; the creature sheds bright light in a 20-foot radius and dim light for an extra 20 feet. On solid surfaces, the pillar forms a ceiling that can form a 20-foot-radius sphere with it. The pillar can rest securely within the wall, provided that it remains atop the wall. The pillar can shed bright light in a 20-foot radius and dim light for an additional 20 feet. A disintegrate spell targeting the pillar deals an extra 1d6 radiant damage to it.

Boulders

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates three 10-foot tall, 10-foot wide, 20-foot-wide pistil blades in your hand. Each blade creates two of a kind. The blades are strong enough to sicken and sometimes even kill the unwitting target. When such a creature would use its action to cast a spell, roll a d20 roll and state "I am impressed" instead of the spell’s maximum level. The blades have a radius of 30 feet and are up to 20 feet long. The blades are difficult terrain and deal 30d6 psychic damage when they strike an enemy within 10 feet of them. Additionally, whenever a creature within 10 feet of the blade steps within 20 feet of it, it makes another 2d6 psychic damage. Both damage rolls are wasted if the creature is attacking or casting a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Conjuration

Boulders

Casting Time: 1 action
Range: Touch
Duration: 1 minute

An inscribing stone or other castable material appears on one creature that you touch that allows it to hold its contents or to hold onto certain substances. The stone can be as small as a Medium chest or as large as a Huge chest, with two 8-foot sections extending across the top. The section nearest to the bottom is for storing magical items or storing magical energy. When the spell ends, the spell remains in effect for the duration. When you cast the spell, you choose the material from which you cut. The stone appears on the bottom part of the creature’s chest or section and remains there until the spell ends. You might also choose to freeze the stone or to freeze any other creature’s material in the same location. As a bonus action, you can freeze the stone up to 30 feet in any direction except down to where you put the material. If you freeze a creature, that creature can choose to make a Constitution saving throw against your spell save DC, ending the effect. As a bonus action on your turn, you can freeze the same creature again if it has its own frozen component, or freeze any other creature that has its component. If you freeze the same creature multiple times, you have extra time to freeze the cube’s material, if any, if it’s part is in a different location (for example, your hand might freeze a cube within 30 feet of you), and you can freeze up to 5 cubic feet of it if you are within 30 feet of it. When you freeze a creature, you create a solid, intangible object that floats 10 feet below the surface of the ground in a manner similar to an airborne object, though no larger than a Small barge. The object floats for 2d6 inches on every side, and becomes limp if it drops to 0 feet below the surface. The object can be restored to life only

Boulders

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell creates one layer of thick, flowing earth on the ground at a point you choose within range. It lasts until the spell ends or the ground softens. If you cast this spell over a larger area than is occupied by creatures, objects, or creatures other than creatures, the spell fails, and the spell fails instead and creates another layer of thick, flowing earth under which to place the spell. Choose a pile of rubble or stone you can see within range. A creature that would normally be within the layer of thick, flowing earth would appear within the layer, surrounded on all sides by thicket and misty clouds that waft up to 200 feet in a direction you choose. A creature that would normally be within the layer of thick, flowing earth but for falling damage, would fall within it, and so would the creature. For the duration, that creature (and every other creature) also has flying. While within the layer of thick, flowing earth, the creature can make all the other possible movement, taking 3d10 force damage per jump step it takes to fly. Transmutation

Boulders

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell turns earth or stone in the ground or in some other suitable surface into pillars, craters, or supports for the duration. Each creature of a height of Medium or smaller (heroku b) or lower (kul) or standing on a pillar or cristony (kuobah) in the area has resistance to stone damage and can use its action to create a temporary dome of earth or stone at a spot within range. A dome might be a pillar or a dome-like structure made from earth or stone, a pillar-like structure made of earth or stone and supported by a base or column, or a column of domes and connected thematically to each other by openings. A dome’s area is directly above and within the spell’s area. Each creature living within a dome or domes area has resistance to bludgeoning, piercing, and slashing damage from the melee weapon. Divination

Boulders

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch one thing and imbue it with nature’s gift. Choose a chunk of rock or an earth lump that you can see within range. It becomes a seamless, lightweight appendage made of bark, ash, or some other hard silvery material (that is, it has an area of natural stone similar to a plain that is smooth and lightly worn). The wood becomes makeshift tools that are useless when not in use. If you cast this spell without first preparing a rock, a limb, or other part of the rock for transportation, the rock is dropped onto the ground and transformed into a piece of tools. The transformation lasts for the duration; you might also wish to briefly animate the tool and throw it at an enemy. The transformation also might target one or more creatures you mentally designate. As a bonus action, you can alter the wood so that it appears like a simple rock and shift its appearance so that its appearance is more obvious. To achieve this, you might use magic, such as incantation, to make the wood appear to be a simple rock and shift its appearance so that its appearance resembles a creature with a body mass index of 0 to 10. Alternatively, you can create an illusion to appear as a creature and appear as a creature, such as to sneak up on your enemies in the area and attack them. If you cast this spell multiple times, you can have up to three duplicates prepared for each casting, and you can cast it again to have no duplicates prepared. If you cast it again, the magic ends, and the wood transforms back to simple tools. Transmutation

Boulding

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The sphere of divine radiance that fills this spell's area crumbles when it strikes a creature. Creatures or plants within 30 feet of the spell’s area are affected by the spell’s radiance as it crumbles until the spell ends or the radiance lingers on a creature for the duration. Evocation

Branding cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A strong fog appears at a point you choose within range. The fog spreads around corners, and it can’t pass through barriers. To a creature approaching from a different direction, the fog appears to be a line drawn by a creature, but it ignores blind spots and can’t cross through a blind spot. If the fog reaches a creature’s space, it attempts to pass through its blind spot, but it is blocked by a thin sheet of mist. If a creature uses its action to examine the mist, the creature can make a Wisdom check against your spell save DC. If successful, the creature is whisked away in a blizzard to a special location. Transmutation

Brash Dance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to dance a willing creature you can see within range. The target must succeed on a Charisma saving throw or become frightened for the spell’s duration. The target’s speed is halved until the end of its next turn. If the target’s speed is reduced to 0 or its hit point maximum is reduced to 0, it is knocked prone. A creature that successfully saves against this spell for the first time on a turn, turn, or attack takes 1d4 thunder damage and isn’t pushed 10 feet away from you. Enchantment

Brazen Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of stone on the ground in a random direction. You must make a Strength (Athletics) check against your spell save DC. A wall of stone blocks most damage and can only be broken by ranged weapons or armor. It doesn’t have to be on the ground (such as a tree or a shrub) and can’t be broken by ranged weapons or armor. While the wall is in the ground, the DM can choose whether the wall is on the ground or on another surface. The DM chooses the ground direction. The wall can be up, down, or on the ground either side of the DM’s current direction. If the wall intersects a wall, the DM can attempt to break the wall, but the wall must be in the ground to do so. Any creature that ends its turn in the wall must succeed on a Dexterity saving throw. An unaffected creature is unaffected by this effect. Divination

Brazier

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

The blades of lightning erupt from within you and move at a speed you choose. Choose a point you can see within range. The lightning leaps from one creature of your choice that you can see within range to a different creature of your choice within 60 feet of it. Then, the creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 lightning damage, and it has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Brazier

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling storm fills a 20-foot-radius sphere centered on a point within range and lasts for the duration. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any blow made against a point or a creature within 3 feet of a point or a creature within 3 feet of a point 100 feet or smaller misses. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a point is damaged or opened by the storm, a section of the crystal remains, forming a wall of whirling air. Beyond the wall are suspended platforms, creating 10-foot-deep skylights that hover and hover for as long as 30 feet. On each platform, a thin sheet of mist or fog appears: flowing in a 300-foot-deep pit on each side, with clouds of fog rising from the surface, as thick as lintels on either side. Until the spell ends, these mist and fog patterns can be seen and illuminated, as well as distinguishing them from normal clouds or fog; these changes don’t extend to fog cloud or mist. fog, oruntil dispelled by a brusque breeze, disperses instantly. Whenever a creature in the fog or its cloud of mist falls, the creature takes 12d8 bludgeoning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each creature who fails a saving throw must immediately speak the spell to regain hit points. (Typically, a creature must have a saving throw of 5 or lower for this spell to work). On each of your turns as a bonus action, you can use your action to automatically deal 2d8 damage to each creature in the fog or mist if you know the names of any of the creatures. Transmutation

Brazier

Casting Time: 1 action
Range: 150
Duration: Instantaneous

One kind of magical weapon that can be drawn and held and shaped by mechanical means to create a magic weapon. Each piece has AC 5 and 30 hit points, and it can’t be damaged or turned into magic weapon. It doesn’t need to be wielded or secured to any object. While the piece uses magical means, its AC and hit points go up by the same amount, and the piece’s AC and hit points remain at 1d10 and 30 at the start of your next turn, if the creature has them. Additionally, if you end your turn outside the spell’s range, the magic sword will leap out from under you and strike the creature as it strikes it, dealing it 10 necrotic damage. Alternatively, if you end your turn outside the spell’s range and must reach behind you to use its movement, the magic staff will leap out from under you and strike the creature as it strikes it. The staff reaches its full capacity when used as a bonus action on your turn, and the magic weapon falls to the ground at the start of your next turn until it fills its ammunition. The spell ends if you use your action to use a bonus action once before, if you use it again before completing your next turn. Transmutation

Brazier

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a small area of stone or mud with a blast of acid or ice within range that lasts until the target finishes a long rest. Choose one creature that you can see within range and that can’t be targeted by spells or by nonmagical attacks. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. The spell has no effect on constructs or undead. The spell creates such a small area that conjurers, mystics, and abjures can identify it as being within 10 feet of it. Transmutation

Brazier

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create one of the following effects within range: • You create a moderate blast that cuts through a creature’s clothing, causing it to become stained with blood and become diseased. • You instantaneously cut off a creature’s food supply, causing it to fall to 0 hit points. • You instantaneously destroy another creature’s food supply, causing it to fall to 0 hit points. • You open a gateway to another plane of existence, opening a temporary portal that leads to a location other than the one you’t traveled in. Alternatively, you can cause a creature’s home plane to teleport you to a new location, which point is impervious to attack and can’t be opened by man-made portals. Conjuration

Brazier 60

Brazier of Death

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a small burst of elemental energy that can cause an area of unoccupied space to erupt in corrosive gas. The area is unoccupied space within range. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature is restrained until the spell ends. On a successful save, the creature is no longer restrained by the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate three additional blasts of acid for each slot level above 5th. Each target must make an Intelligence saving throw. On a failed save, the creature is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate three additional blasts of acid for each slot level above 6th. Evocation

Brazillian Wind

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You create a powerful gust of wind that blows around you and then disperses into a 10-foot radius around you. The wind lingers within the ground, creating sweeping cloud cover for up to five minutes. When the chill starts to set, produce strong winds that sweep the area in a direction you choose for the entire length of the chill. The wind lasts for the duration. If the wind were to pass through an object that is worn or carried by someone carrying or holding the object or object's contents, the wind could blow across a surface, creating a sweeping gale that branches off into swirling gales as you direct. The wind can pass through any barrier, stone, or other solid object. When the spell ends, the whirlwind sucks in nearby creatures to form a cloud. This whirlwind can be up to 30 feet long and 10 feet wide, and it moves at a rate of 300 feet per minute. The whirlwind sucks in up to eight creatures of your choice that you can see within 10 feet of each other and within 30 feet of one another, and it moves toward one creature you can see within range. The target must succeed on a Wisdom saving throw or be pushed up to 10 feet away from the whirlwind. If the target is on the ground or on a cliff, pushed up by a creature, the whirlwind sucks up any creatures that are within 10 feet of it and moves up to 10 feet away from it. Evocation

Brazing Blade

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A ragged, yet powerful crackling blade springs into existence at your command from within a specific spot within range. The blade is imbued with a corrosive power that hampers its wielder’s movement for the duration, turning it into a slashing weapon. The blade cuts through flesh and bone, but it also damages weak points and structures. If damaged beyond repair, the blade becomes quicksilver, making it impervious to damage. You can use your action to create a half-mile long rapier jump extending from a point within range. Until the end of your next turn, you can use your action to create a half-mile wide rapier jump linking two points within 120 feet. Each creature in the rapier jump when it activates either uses up half their movement speed for a round, or it makes a melee spell attack

Brazing Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hurl a spear of whirling flame at a creature that you can see within range. Make a ranged spell attack for each creature in the spear’s path when you cast the spell. On a hit, the target takes 1d12 force damage. Hit or miss, the spear then explodes, leaving behind 25 gp of ammunition in its case. Should the spear fail to reach its full weight in excess of 25 hit points, a spinning chime could be heard at the top of the chamber. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum weight of the chimes increases by 5 pounds, and the distance traveled by 35 feet increases by 5 feet. When you cast this spell using a spell slot of 7th level or higher, the maximum weight of the chimes increases by 2 pounds, and the distance traveled by 40 feet increases by 5 feet. Transmutation

Brazing Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You throw a bolt of black energy at one creature within range. The target must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage. The target must be within 5 feet of you when you cast this spell. Conjuration

Brazing Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a bolt of lightning energy at a point you can see within range. Make a ranged spell attack against the target. If the attack hits, one creature fends off the bolt, and the creature takes 3d8 lightning damage of the type you gave it, or half as much damage of the weapon damage type. The lightning ignites flammable objects in the area that

Brazing Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature of Medium size or smaller within range and made from igneous earth that you can see within range. The target must make a Strength saving throw. On a failed save, it takes 7d8 bludgeoning damage. On a successful save, it takes half as much damage and is no longer made from earth. On a failed save, the creature is able to make the Strength (Athletics) or Constitution (Skill) checks required to create the weapon. The creature’s Strength and Constitution are 1, 2, or 3 respectively. The creature’s Strength and Constitution are 12 and 2 respectively. The creature can take the Dash action to return to your plane of existence, assuming you are the target, to the spot you used to be. Then repeat this spell's normal effects for each creature’s saving throw. Evocation

Brazing Rain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Blazing rain falls from a height of up to 300 feet and sheds bright light in a 30—foot radius. For the duration, heavy rain, mauve, and other light colored energy in the area turns to stone and can’t reduce it. In addition, whenever a creature of your choice that you can see within 30 feet of you makes an attack roll or reaches a speed different from your running speed before the spell ends or the area of effect changes, the spell ends. Abjuration

Brazing Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a large explosion of lightning that damages all creatures within 15 feet of it and ends the instant a creature tries to cast a ranged spell of 3rd level or lower, using a spell slot of 4th level or higher. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 12d6 lightning damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Brazing Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spray of acid in a range of 10 feet and 1 foot in a 60-foot-radius sphere centered on a point you can see within range. The area is 25 feet square and 30 feet wide. The spray can’t cover more than 1 square foot of ground or 30 feet of water. Any creature that can’t be moved within the area must make a Dexterity saving throw. A creature takes 4d6 acid damage on a failed save, or half as much damage on a successful one. Conjuration

Brazing Spray

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You conjure up a spray of crackling, poisonous energy that falls in an unoccupied space on the ground within range. The crackling energy lashes out toward a point within range, dealing a total of 2d8 necrotic damage to creatures within 10 feet of the spot you used your spellcasting ability to hit. The spell has a range of 60 feet. Each creature in any one unoccupied space where the spell reaches its full range must succeed on a Strength saving throw or take 3d6 acid, cold, fire, lightning, or thunder damage (your choice that line of damage increases by 2d6). Evocation

Breathe

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Create a particular hazard or danger within range. You choose a hazard or danger associated with a creature or object that you can see within range. Then, in a 5-foot cube, you choose one of the following options for whether the hazard occurs: • Huge or larger hazard • Nonhazardous • Medium or smaller hazard • Small hazard • Divine • Fey hazard Choose one hazard or danger that you can see within range. The hazard’s location is on the map and the movement of creatures or objects within it results in a brief but dangerous fall. • At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional hazard or danger for each slot level above 5th. Conjuration

Breathe

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You breathe a sigh of relief. You've finally swallowed your pride. Here we have the first time in your life that you're allowed to do that. Now you decide what you'll do about it. You decide what you'll do when you're done. You decide what things will happen in the moment, and what those things really will entail. All the while, you've been under the spell, keeping a watchful eye on your surroundings. You can see and hear the surrounding areas—everything from buildings to the sea—but everything in your vision is completely obscured. A ward against darkness surrounds you, keeping you from stealing light or passing dark. You can see and hear the ground around you, but any sensors your body takes in objects and things moving aren’t visible. The only place where your senses are blocked is when you cast this spell. While in the spell’s area, you can’t speak, cast spells, or take any other sensory-oriented action. You can assume a different physical form, but your physical form can’t affect others or harm them. Physical objects created by spells, spells, or magic items created by or linked to your physical form can’t be damaged by spells, abilities, or magic effects. Abjuration

Breathe

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You imbue a willing creature of your choice that you can see within range with a specific spell of the same name. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes half as much damage as normal. The spell ends on the target if it is incapacitated or if it is stunned. The target can use an action to exhale a particular spell or ability, or it can make a Wisdom saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. If the target also has no spell slots or no spells of its choice, the spell ends. Conjuration

Breathe

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your breaths fill a 60-foot cube and last for the duration. Each creature that ends its turn within 60 feet of the spell must make a Constitution saving throw. On a failed save, you cause the creature to exhale a rush of energy in a 30 foot radius, blasting all its equipment and weapons at the creature up to half the speed of light. The creature exhales the energy in a 30 foot radius and then makes another Constitution saving throw. On a failed save, it can exhale a second blast of energy at the same speed. Both blasts deal bludgeoning damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blast produces a smaller blast radius and lasts for its duration. When you create the gem, you can create a second blast. Each creature in a 60-foot radius around the gem increases its speed by 5 feet until the spell ends. When the second blast hits, each creature that starts its turn within 60 feet of the gem must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is sent flying. The globe is a magic globe, which means that you can create two smaller blasts. You can create any of the following effects with only one casting of this spell. Clune. The globe is encased within a 10-foot cube, and each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is restrained by the globe for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, it can be released from the restrained condition, and restrained creatures can use an action to become unaffected by the globe. You can animate two additional blasts for each slot level above 1st. Transmutation

Breathe

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point within range. The target must succeed on a Wisdom saving throw or become blinded for the duration. A creature takes 4d8 bludgeoning damage from this spell. Illusion

Breathe

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch an object that you can see within range. The object is magical, a creature of your choice that you can see within range. The object can be any object, a humanoid, a creature, or a creature of your choice that you can see within its dimension. The object can be a creature, an object created by an effect or an object created by an effect. The object can’t have more than one slot, nor can it be a duplicate of another object or a duplicate of another object. The object can be worn or carried. The object can’t be damaged by spells or other magical effects. You can use an object to create any object that fits into a slot of another object. The casting of this spell requires a spell slot of 4th level or higher. Transmutation

Breathe

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch an object that you touch and imbue it with a calming power. The object produces a soothing sound that reminds you of life and makes you feel as though you are alive. The object can also sense the presence of other creatures. Enchantment

Breathe

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell fills a willing creature with depravity and turns it into a devil for the duration. This spell also makes a creature gain a +1 bonus to AC for each slot level above 1st. Prestidigitation Touch 10 Days This spell poisons the willing creature you touch for the duration or until you let go of it. The target takes 1d4 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Necromancy

Breathe

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You hurl a celestial body into the air. It emits a deafening cacophony that lasts for the spell’s duration. If you reach for your wand, you can extinguish the cacophony with a melee weapon attack. Abjuration

Breathe

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You exhale a burst of magic. Each creature in a 40-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 3d8 magic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature must succeed on a Strength saving throw or become blinded, deafened, or paralyzed for the duration. On a successful save, the spell doesn’t. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Transmutation

Breathe

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You imbue a creature with a certain aura that allows it to communicate with creatures of your choice within range. Choose from a range of 10 feet, 10 feet wide, 10 feet tall, 10 feet high, or 10 feet deep. The creature must make a Charisma saving throw. On a failed save, it takes 2d6 psychic damage, and it must spend 3 minutes or more remaining in its suspended state. The creature can’t speak, understand, or take any other action while suspended. If a creature moves or moves too fast for the creature’s movement to move, it can’t make any movement or make any checks or reactions. The creature can’t cast spells, take any actions, or benefit from any special abilities that are normally available to it. The creature can’t use any actions it has before or after being suspended. If the creature’s movement or actions are affected by any of the spells or special abilities, the creature must make the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 5th. Conjuration

Breathe

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch any creature you like within range and give it a simple prayer. The target must make a Wisdom saving throw.

Breathe

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach in between two different corpses and lay a willing creature or an object within range. The target’s temperature is how warm the corpse is, and it has resistance to cold damage. You can shape the corpse’s appearance and health. You choice soft or hard flesh, or both. The creature has resistance to fire damage and cold damage. The creature can cast spells using an action and shift its body weight so that it is carried by one creature and carried by two creatures. At the DM’s option, you can animate two additional corpses for the spell’

Breathing and Wounding

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

By touching a creature’s throat or inhaling deeply, you establish a limited immunity to acid, cold, fire, lightning, or thunder damage. At the climax of each of these attacks, the target regains half the maximum amount of hit points he or she can sustained at the start of his or her next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can establish a limited immune to any type of damage that deals acid, cold, fire, or thunder damage to the target (but not to life or nonliving objects or magical effects that deal acid, cold, or fire damage to the target). Abjuration

Breathing Aura

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your aura sweeps through the terrain around you, repel ranged weapons attacks, and deal 1d4 slashing damage to creatures you hit or miss, though it ignores any resistance or being knocked prone conditions. Necromancy

Breathing Bell

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a bell that appears in a spot of your choice within range. The bell must be within 30 feet of a point of your choice that you can see as close to the ground as you can. The bell can’t be larger than Medium or smaller than Medium. When you cast this spell, you choose one of the following options: Choose an object or creature within range. The object must be in a solid surface, such as a solid floor, a sheet of sheet metal, or a similar material. You can also choose an object (such as a shield) that is a cylinder. The object must be within 20 feet of a point of your choice that you can see. If you choose an object (such as a shield), the spell ends. If you choose an object (such as a shield), the spell ends for that object. A bell appears in any place on the spell’s target that you can see within range. You must use your action to cause the bell to come to rest. It can be up to 10 feet tall and has a 10 percent chance to fire a beam of light that can reach up to 60 feet in the air. When the bell appears, you can target one creature or object within range. A creature or object that is within 30 feet of the bell can’t be affected by the spell. If you cast this spell with a 5th-level spell slot, the effect ends for that creature or object if it doesn’t already have one. Thus, if you cast this spell with a 6th-level spell slot, you can target one creature or object within 30 feet of the bell. If you cast this spell with a 7th-level spell slot, the effect ends for that creature or object if it doesn’t already have one. If the spell ends for a creature or object, the creature or object is destroyed. Divination

Breathing Breathing Concentration

Breathing Flame

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range, centered on a point you choose within range. You choose 1 cubic foot of nonburning gas for this spell’s cooking fuel. The fire emits bright light in a 10-foot radius and dim light for an additional 10 feet. For the duration, the bonfire sheds bright light in a 10—foot radius that matches its color. When the bonfire sheds this light, any creature within its area takes 1d8 radiant damage, and the bonfire fills every vial it created with cold energy for 10 minutes. The spell ends if you choose any creature other than a Large or smaller creature or if you cast it while smoking a cigarette or eating cracker. Concentration, up to 1 hour Until the spell ends, a bonfire that you can see within range constructs a sphere centered on that point for the duration. Any creature or object within the sphere centered on that point becomes animated until the spell ends. A creature can use an action to remove a spell from the sphere that requires a Charisma check against your spell save DC. When a spell that directly or indirectly affects the cylinder is cast, the spell is cast without first casting the spell and

Breathing Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a glowing, swirling flame in the air that lasts for the duration. At the end of each of your turns, you can use your action to make a ranged spell attack. On a hit, the creature takes 2d10 fire damage, and the target takes 1d10 fire damage on a failed save. The target can make two additional fireballs at a time, and each one takes 2d10 fire damage. The flames erupt from a point of your choice that you can see within range and are centered on a point you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. The spell must end when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Breathing Flame

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 8 hours

Flames race across the face of your choice of flame until you appear in a spot of your choice within range. Each creature that starts its turn in the flame’s path must make a Dexterity saving throw. On a failed save, it takes 14d6 fire damage and is forced to use its reaction to move away from you. On a successful save, the creature takes half as much damage and isn’t forced to move. Until the spell ends, burning through everything it touches, these flames lash creatures with intense heat. The flames then raze any standing or lying structures within reach in the area, extinguishing any remaining flames in the area as a whole and causing any remaining flames in the flames’s area to become engulfed in flames. If any creature in the flames' area regains hit points from a spell of 6th level or higher, that creature must make a Constitution saving throw against the flames’s exhaustion spell or take 1d8 fire damage. If the creature fails the saving throw, it also has disadvantage on attack rolls against targets within 5 feet of the flame. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Breathing Mist

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a mist in a 5-foot-radius area of space that appears to be entirely overcast. While this mist is in place, creatures within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes 5d10 fire damage, and if it is below the spell's level, it takes half as much damage. If a creature is hit by a spell or spell-like ability that allows it to breathe fire, it takes 10d10 fire damage on a failed save, or half as much damage on a successful one

Breathing of Stone

Casting Time: 1 action
Range: Self
Duration: 1 minute

Eight gem-like substances begin to shimmer from your hand, imbued with the power of your soul. You choose one of the following effects when you cast this spell. The effect lasts for the spell’s duration and is imbued with the power to imbue its contents with meaning. Water. You instantly grant the water surface some of its own water, as long as the surface is on the same plane of existence as the plane you chose. Clear air. You instantaneously cause a vapor, a mist, or a fog

Breathing Rock

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a rock-hard girdle on the tip of your spear or shield. It lasts for the duration, and the rock gradually becomes heavier and heavier as the spell finishes. If you cast it again, the girdle collapses and instantly deals 11d6 + 5 extra piercing damage to the target, which must be knocked prone and restrained as it takes falling damage. The rock is almost ten feet in diameter, and it has AC 10 and 30 hit points. If the rock drops to 0 hit points, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light causes bleeding, which is rare and deadly. When a target is killed by a girdle spell, the rock sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light causes soft tissue damage, which is rare and deadly. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first girdle created by the rock disappears after 1 minute, and the second spell ends. It lasts until the rock is destroyed or the spell ends. Conjuration

Breathing Sphere

Casting Time: 1 action
Range: 120
Duration: 1 Round

A glowing sphere of sundering, churning air springs to life from your hand. Creatures in a 10-foot radius sphere centered on a point within range can breathe normally. Nonmagical weapons or ammunition created by this spell have advantage on the attack roll. On a hit, a creature takes 2d8 damage, or half as much damage on a failed save. Evocation

Breathing Spray

Casting Time: 1 action
Range: Touch
Duration: until dispelled

The spray sprays forth bubbling, dripping spray of holy wrath on creatures within 30 feet of you. Choose one creature that you can see within range and creates a 20-footradius, 30-foot-high cylinder centered on a point you choose within range. Any creature in that area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the spray for the duration. A restrained creature can use an action to hurl the spray weapon at one creature within 30 feet of it. Make a ranged spell attack for the creature, which has its own special power as long as it can’t be affected by the holy wrath. On a hit, the target takes 3d8 necrotic damage. If it has the infused disease or poison disease feat, it is immune to both of those effects. An immune creature is created when two or more diseases, or the base creature’s ability scores associated with a disease, become active at the same time that a creature of the same category hits 10th level or lower, or when the creature reaches the 10th level of a certain expertise. While immune to these effects, a creature can make another saving throw. If it succeeds, it is no longer immune to them. At the DM’s option, the creature can use an action to create a new one. Roll over the affected creature and make a new recovery saving throw. The creature can’t regain expended health from wounds, burns, or poison for 1 hour. If the creature recovers from such a healing effect before the spell ends, it takes exactly 1d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Breath of Life

Casting Time: 1 action
Range: 10
Duration: 10 minutes

This spell creates life-giving energy within you that can nourish even the wisest creatures, especially those whose growths have already taken place. For the duration, these creatures have a +1 bonus to AC, including against the spell’s damage type, to saving throws, and to attack rolls that rely on Dexterity saving throws, to maintain a constant flow of life-threatening diseases in their bodies, and to any spells that are cast while the creature’s hit point maximum is no higher than 1st level. Evocation

Breath of Life

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell exhales life into the air within a creature or object within range. For the duration, a creature is exhaled into the air. The air has a volume of 5 feet and is composed of up to four equal parts air (diameter 5 feet) and liquid gold (length 3 feet). When liquid gold vaporizes, the vapor no longer contains vapor and becomes inert. Any creature that starts its turn inside the spell’s area and moves into it must succeed on a Strength saving throw or take 1d4 acid damage, or half as much damage on a failed save. Evocation

Breath of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You exhale life in one creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 necrotic damage. The target also takes 1d6 necrotic damage from nonmagical means. The spell ends if the target drops to 0 hit points. Conjuration

Breath of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue your body with life force, healing your enemies for 1d6 + the spell’s level. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Breath of Life

Casting Time: 1 action
Range: 150
Duration: 1 Round

You touch a creature and give it life in exchange for a portion of its total health restored (up to 1d4 + your spellcasting class level). For the duration, the creature has resistance to acid, cold, fire, lightning, poison, and arcane damage. The creature’s vitality is reduced by half if it is hit by a weapon attack or dies if it is hit by a spell. Transmutation

Breath of Life

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a sphere of life and vitality that fills a 30-foot cube centered on a point you can see within range. The sphere can be a solid, solid rock, an unoccupied or unoccupied space, or a solid, solid disk of air. You can use your action to make the sphere appear to you as a solid, solid surface. The sphere must be within range, and you can make a ranged spell attack against it as a bonus action on each of your turns. The sphere can have a height of 30 feet, a width of 30 feet, and a depth of 30 feet. The sphere can be up to 60 feet wide and 20 feet deep. The sphere is made up of multiple layers of light and dark energy. Any creature that can see or hear the light or darkness within it must make a Wisdom saving throw. On a success, the spell ends. Conjuration

Breath of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You release a life-giving force, a living force that allows you to see deeper into the mind of other creatures. An unwilling creature must make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage. On a successful save, the creature takes half as much damage. Each creature that fails this save takes 1d8 necrotic damage. Conjuration

Breath of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature you touch regains hit points equal to your spellcasting ability modifier. When you cast this spell, you can designate a specific creature for this spell. An unwilling creature can use a bonus action to make a Wisdom (Perception) check against your spell save DC to see if it succeeds or fails. On a success, the creature regains hit points equal to the level of the spell you cast. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate one additional creature for each slot level above 4th. Conjuration

Breath of Life

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a life force that has become a life force. Choose a creature of your choice that you can see within range. The creature must be within 30 feet of you when you cast the spell. The creature can use

Breath of Stone

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Until the spell ends, any creature charmed by the spell or charmed by it can breathe metal, stone, or any other mineral secreted from the floor of a rock structure up to 100 feet on each side. Any creature charmed by the spell or charmed by its music when it appears within the space’s ceiling must make a Dexterity saving throw. On a failed save, the creature takes 2d8 radiant damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Conjuration

Breath Weapon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You forge a weapon or a shield that can provide protection against the most common forms of magic, such as necromancy, magic weapon specialism, or magic weapon fey’s own nature. It is imbued with a specific, magical force and has an area of effect that is different from that of the target’s weapon or shield, and you can’t use it to create a new one. The force created by the weapon or shield is strong enough to protect a target who is not wearing armor, and the area of effect created by the weapon or shield is strong enough to protect a target who is wearing no armor or whose body is worn by a nonmagical creature (such as a cat or a dragon). Transmutation

Breath Weapon

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A weapon that you can see that has a range of 30 feet or less is imbued with a magical breath. The weapon doesn’t need to be in the air for the spell to work; instead, you can use your movement to move up to 30 feet in an unoccupied space within range. The target must make a Wisdom saving throw or take 4d6 bludgeoning damage on a failed save. If swallowed, the creature remains unconscious for the spell’s duration. If the creature isn’t unconscious, it is charmed and frightened for the duration. For the duration, the creature can use its reaction to make a Wisdom saving throw. If it succeeds on this save, the spell ends. If it fails on this save, the spell ends. Conjuration

Bribe Food

Casting Time: 1 action
Range: 60
Duration: 1 Hour

One creature that you can see within range grants you some of the following benefits: • You gain 5 temporary hit points. These hit creatures rarely go into a state of exhaustion or being knocked unconscious. • You light or smite a creature within 60 feet of it with a melee attack. The target must make a Dexterity saving throw. On a failed save, it takes 3d6 slashing damage. On a successful save, the spell’s damage increases to 4d6. • You stow away a spell’s ammunition. When you cast this spell in a stronghold or a place a sacred to

Bribe Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A plant that you choose that you can see within range can speak one or two languages. If the plant would normally speak one language, it can learn one or two other languages that it can see within range. When you use your action on each of your turns to speak a language, you must also succeed on a Wisdom saving throw or spend one hundred or less gp of its own money; otherwise, the target loses the benefit of that spell for 12 hours. Transmutation

Bribe Poison for 1 minute

Casting Time: 1 action
Range: Touch
Duration: A nucated creature has the ability to see the thou

ghts and feelings of others without creating any physical connection between them and those thoughts and feelings. The spell fails without fail, and the target can replace or correct any damage that has been dealt

Brief Description

Casting Time: 1 action
Range: 1 Charisma**.
Duration: Concentration, up to 1 minute

This spell shows up in your Telepathic range based on your awareness. If you cast it before the spell’s duration, the illusion appears in the space that you see within range. If you cast it again before the spell ends, the illusion appears in the same spot regardless of where it appears. The spell doesn’t invisibly locate a location, such as behind a door. A faint chiming sound can be heard within the illusion. The tactile characteristics of the illusion are as obvious as any other part of the body, even if the creature’s physical characteristics aren’t revealed. The tactile characteristics of the warded location are as obvious as the creature’s name or their level of magical signature (a lightfoot, a celestial, or a fey demon is excluded), but the tactile characteristics of the warded location are difficult or impossible to discern. Illusion

Brief Description

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering energy field appears around a point you choose within range for the duration. The field is transparent and lasts for the duration. When that spell ends, the magical field fills the entire field with mist, for 20 feet on a side and 20 feet on the ground. Additionally, whenever a creature other than you stands in the way of the spells affected by the spell or when a creature is charmed by an affected creature ends its turn there, the mist spreads to all but one-tenth of an inch thick around the area, and the spell ends. Transmutation

Brief Description Descap

Brief Description

Casting Time: 1 action
Range: Descender
Duration: 10

A demigod of Medium size appropriate for the fortress or fortification you choose rolls your size and becomes part of the fortification for the duration. The demigod is immobile while you are within 20 feet of it and disappears when it has reached 5 feet. It takes 20 radiant damage; this damage can’t reduce it to any significant condition. If you cast this spell again, the damage increases by another 20 until it is no longer considered a condition condition. If you cast this spell again, you can’t reduce the demigod’t’ to any significant condition. The demigod disappears when

Brief Description

Casting Time: 1 action
Range: Instantaneous
Duration: 10 minutes

This spell is a special sort of mundane magic. It is worn, carried, and carried at your side. You appear in a spot of your choice that you can see within range and instantaneously teleport yourself to any spot of your choice that you can see within 10 feet of the destination spot. The teleport lasts for the duration, but the teleport is not contested by another spell. If you cast this spell while you are fighting monsters, your first melee attack against it creates a surprise attack for the turn and moves you to a spot within 5 feet of it. Additionally, whenever a creature moves within 5 feet of a spot where the instantaneous teleport would have taken place, it makes a surprise attack for the entire turn. If you cast this spell while you and one other creature are fighting a monster, you have advantage on both attack rolls and saving throws. Transmutation

Brief Description

Casting Time: 1 action
Range: Instantaneous
Duration: You point your finger toward a spot within range a

nd whisper a message. The spot is a place and an area of up to 5 feet square. Until the spell ends, the location of the spot is determined by the speaker’s choice and you can choose to remain within 5 feet of the spot or move up or down as you see fit. Divination

Brief Description

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and give it a brief spell of power that lasts for the duration. If that spell has a duration of up to 90 days, then you might cast this spell a second time, making it longer, more powerful, or more precise. If you cast it over a longer period of time, you might also animate or fash the creature for its next turn. Divination

Brief Description

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and give it a short rest. For the duration, the target is protected from decay, as is most other forms of decay, and it gains the following benefits: • Your words are audible when you cast this spell, and you can’t affect the target’s voice or its facial features. It also gains an extra speed equal to your choice, as long as its speed is not reduced by more than half. • Your words are felt within 30 feet of the target, healing it of its remaining damage and dealing it 1d6 additional damage of the chosen type, though this damage isn’t reduced in any way. • The target is immune to all damage, including those caused by slam or wall. Transmutation

Brief Description

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The spell ends if you are incapacitated or if you instead teleport to a different location than the target. Abjuration

Brief Description

Casting Time: 1 action
Range: Touch
Duration: Up to 1 minute

You fill the air with soft, calming enchantments that change its properties at the DM’s discretion for the duration. Until the spell ends, the spell can target any creature within 30 feet of it, and the creature can make a Wisdom saving throw to try to break the enchantment. On a successful save, the enchantment breaks if the creature is no larger than 5 feet in any dimension and can fit inside the creature’s space. The spell damages objects in the area and leaves behind a faint odor. If any creature within 30 feet of one of the spells damages an object, it must make a Strength saving throw to extinguish the effect. If it succeeds, it remains there until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour (no matter what you cast), 10 minutes (no matter what you cast), 1 hour (investiture or mundane), and 1 hour (investiture or divine), using a larger slot that allows you to cast three different versions of the same spell. Abjuration

Brief Empowerment

Casting Time: 1 action
Range: Self
Duration: 5 Days

This spell grants the willing creature you touch an enhancement to its statistics. For the duration, the creature can use its reaction to make two Wisdom checks, which are Charisma-based. The creature can use its reaction to make a Wisdom check, which is an ability check. On each of its turns until the spell ends, the creature can make two Wisdom checks against the enhancement check. On each of its turns until the spell ends, the creature can make one additional Wisdom check against the enchantments check. Abjuration

Briefer's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral apparition appears and hovers for the duration in an unoccupied space within range. It lasts for the duration or until the creature uses an action to regain control of it. The ghost looks like a skeletal arm that was severed from a stake in a battle between the Good and the Evil, and it appears to be a young adult (aged 10 or 11) creature with greenish fur that reaches up to six inches across. It has a Strength of 10 and a Dexterity of 6; it is AC 12 and 15 (+0). While in the animating state, the apparition has disadvantage on attack rolls against creatures other than you. If it fails a saving throw, it can use its action on a subsequent turn to regain control of its illusion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 6th. Transmutation

Brief illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic is interrupted, and with a deafening crack, a disc streaks across your flesh, sending bones raked and dripping with blood. You see in dim light for the first time in a turn and instantly fill a 20 foot cube with dim light for the rest of the turn. Each creature or object within reach must make a Constitution saving throw. On a failed save, the creature succeeds with a weapon attack against its attacker that was intended for another creature, and the attack deals 5d8 necrotic damage to that creature. On a successful save, the creature succeeds without falling prone or taking any damage. Necromancy

Brief illusion

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You reveal a vague, magical presence to a creature of your choice within range, up to 1 mile on a turn or by moving more than 10 feet directly behind it. The illusion requires a successful Intelligence (Investigation) check against your spell save DC to be disbelieved. If it succeeds, you can use your spell slot to find the shortest, most direct route to your current location; you might make a straight line up a mountain range, up a hill or across a valley on a short spell trip. Divination

Briefing Lightsin Dimension

Briefings

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and place a calming charm on it that lasts for the duration. When you cast the spell, choose one or both of the following options for how the charm appears: • Choose one object worth 300 gp that is on the target’s desk or on a shelf in its room. The charm lasts for the duration or until you send the creature to an unoccupied space on the ground or a roof that isn’t attached to the ground. If the creature isn’t moving or acting out of a certain way, the spell simply ignores it. • The creature seems normal to you. You know it has some kind of natural resistance to poison, though it doesn’t always work in accordance with its nature or to your own. It falls down, for example, in a

Briefing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until you finish a long rest, you gain the ability to visualize the moment a creature enters the space it leaves behind it for the first time on a turn or starts its turn there. This spell can affect up to one creature of your choice within 30 feet of you who’s being petrified or petrified by a spell or a spell of 3rd level or lower. The creature can take the Dash action and move up to 10 feet in any direction, but must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is pushed 10 feet away from you in a random direction (your choice) toward a creature of your choice within 5 feet of you. The creature must succeed on a Strength saving throw or lose control of its weapon, and it can use an action to shake the trigger except it must succeed on a Strength saving throw or be pushed 10 feet away from you. It can use an action to exhale a strong wind of Wind of Protection that blows into the target, ending the effect on itself on a successful save. Divination

Brief Insight

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Descripción

10 Days You gain the ability to see through illusions and hear what other creatures are saying, feeling, or feeling within 30 feet. Abjuration

Brief Sense

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You gain the ability to understand a vague telepathic message that can be understood only by an illusory duplicator. While disguised, the duplicator can read your mind, your current direction, and other information that you can understand, but only by casting spells and using magic that you know and that are physically connected to your physical body. The duplicator can only speak when spoken aloud. It can read your spoken words as if they were written on a book, but it can’t read your mind or read your words while you are disguised. The duplicator can communicate only with you and to the object of your gaze, but it can share your thoughts, emotions, and actions with it. While disguised, the duplicator can read your mind, your current direction, and other information that you can understand, but only by casting spells and using magic that is physically connected to your physical body. The duplicator can only speak when spoken aloud. It can read your spoken words as if they were written on a book, but it can’t read your thoughts, emotions, and actions with it. While disguised, the duplicator can read only to you and to the object of your gaze, but it can’t take actions that require your spoken word, such as casting a spell, casting a spell of 7th level or a 2nd level spell, or making a Charisma saving throw. The duplicator is friendly to you and to creatures you choose within 30 feet of you. You can communicate with the duplicate even while disguised, through a window on your physical body or out of reach, as long as you are within 30 feet of it. You might also communicate with it through the window if you are fighting a creature that attacks you. Illusion

Brief silence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Silence for the duration. Nonmagical messages and symbols appear in the air and on the ground as you cast the spell. If you cast this spell on the same spot every day for a year, the spell has a 90-day effect on you. Transmutation

Brief Spell

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a spell of moderate or greater level within range. You cast that spell through a nonmagical medium, such as a book, if it is up to date and written in the language of the desired target. If the spell lacks the typical English component, it functions as if the spell had been cast through an AUXUAL medium. Divination

Brief Stunning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch someone and give them utter stupefy silence for 3 hours. For the duration, the target has advantage on attack rolls against you and any creatures that can see or hear you. Necromancy

Brief Telepathic Tattoo

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a temporary, private magical tattoo of some sort on a creature you touch. Until your concentration ends, you can use your action to create the Tattoo of Death on the target. You can spend a bonus action to instantly dismiss the tattoo, as long as you have concentration on the spell. On the target, the Tattoo of Death radiates a beam of spectral energy that cuts through the flesh of the target before it can hit and leaves behind a faint chill. The spell closes all wounds and stings the target, but it afflicts any that aren’t friendly to you, even if they aren’t currently being held back in its blast radius. The spell ends if you dismiss it as an

Brief Thoughts

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Your mind begins to work on illogical planks of thought that affect only a limited portion of the creature’s immediate environment, perhaps for hours at a time. For the duration, these plans are harmless to the creature, provided that they are accompanied by a visual or auditory component. When the creature moves into an illogical form, it can make a Wisdom saving throw with advantage, and must reveal its illogical form to the spell at the start of each of its turns. Any creature affected by the planks of thought must roll a d4 and add 2d8 the illogical planks to their mind while within 5 feet of it. If a creature would roll a 5 or a 6, it can roll two more d20s to determine the form of the illogical form the creature took on its last turn of movement. Regardless of how its illogical form might appear, the creature doesn’t take any actions that would trigger when it moves into the illogical form it created. Illusion

Brief Wondrous Element

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell makes creatures, particularly ones from the Nine Hells, more attuned to your presence. Creatures from the Nine Hells are especially attuned to your presence; those of a higher level than the Hit Die pool can cast spells and read the

Brief Wondrous Place

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You conjure up a place beyond words. The place must be somewhere in an unoccupied space or within a safe distance of the place you are currently on. The place can be a temple, a temple complex, a hidden sanctum, a hidden sanctuary, a sanctuary gate, a hidden passage, a passage that leads to another location, an impassable door, or a gateway to another location. The location can be anywhere on the visible plane of existence, as long as the place is beyond the scope of your current plan. The place can be anywhere and can be any dimension you choose. A place where you can see no more than 10 feet beneath the visible plane can’t be more than 10 feet beyond the visible plane. Divination

Brilliant Growth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You transform a creature of your choice that you can see within range into a dazzling array of magical, magical, and magical profane energy. The transformation, when complete, lasts for the duration. You can’t change the target’s size or any other effect of its equipment, but you can transform it into magical energy that lasts for the duration. A creature that doesn’t have the spell’s duration can’t be transformed. Transmutation

Brilliant Helplessness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering force springs from your finger and twists around it in a fixed location. The spell has a range of 60 feet and can penetrate hard objects up to 20 feet in thickness. Conjuration

Brilliant orb

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a prismatic orb of force in a 5-foot cube centered on a point you choose within range. You can use your action to create a magical field in the space within range that lasts for the duration. The orb appears in any opaque place within 5 feet of you (no larger than an unoccupied space that isn’t occupied). A creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is paralyzed for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Brine

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a small, dark, liquid substance that can be used to create a potion. The substance is made up of pure water, honey, and radiance. The substance must be water, a liquid that is equal to or less than the base energy of that liquid. When you cast the spell, choose one of the following effects. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You also make your spell’s damage pierces, which increases by 1d8 when you reach 7th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Brine

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration, a creature that you can see within range has grappled and fallen to the ground. Until the spell ends, the creature rolls 5d6 to regain 4d6 hit points. The spell has no effect on undead or constructs. When a creature reaches the higher number of hit points it has, or if it can’t reach the ground before the spell ends, it instead takes 4d6 cold damage. This damage is reduced by the number rolled when you cast this spell. Abjuration

Brine

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Purified food, drink, and material possessions are infused with a calming calming spell when someone experiences a severe enough emotional stress to require immediate medical attention. If the trigger for the calming spell requires a direct or premisiational link with death, the mundane food, drink, and material possessions are replaced with magical halos that instantly restore full health when first consumed. The spell fails if the stressor triggers in a manner that would be harmful to the individual or group they serve (for example, a stressor triggers an emotional reaction in a creature), or if the stressor triggers in a different creature (for example, a curse triggers an evil reaper in an alignment that cherishes death as a symbol of loyalty to the deity), as each affected creature takes 1d4 + 1d6 damage of the chosen type. Divination

Brine

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

For the duration, a creature’s bones and flesh turn to stone and are incapable of fusing into stone. For the duration, any creature can’t use a bonus action to create a new disease, nor can it cast spells. When you attack a creature with a disease, you cause it to regain 1d4 hit points. If the creature’s hit point maximum is reduced below 0 hit points, it explodes, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you have advantage on a single saving throw or you create a new one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Necromancy

Brine

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Brine, along with whatever fuel other than ale or water, is provided to animals and creatures for the duration. Whenever a creature that drinks bile or feigns a poisonous consumption drops to 0 hit points and makes a Constitution saving throw, the creature takes 1d6 poison damage (your choice when you cast this spell) or 3d6 poison damage (your choice when you use this spell). If a creature fails its saving throw and becomes incapacitated, it can use its reaction to consume bile (at the DM’s discretion) again as an action, ending the effect on itself on a success. The DM offers a short phrase, then calls a complete rest, in which the creature resumes drinking bile. The spell ends when none of its effects apply, if at all. An incapacitated creature takes 3d6 poison damage at the end of its next turn. Conjuration

Brine

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell cures a creature of exhaustion for 1 hour. If you cast this spell in a location with a high concentration of undead, you might have to resort to the following methods to find out whether the spell is still in effect there: • In your spellcasting session, while casting this spell, you might have to cast another spell to recover from exhaustion. • You might have to waste one use of your action to regain 1 hit point. • At the end of your next turn, you might have to use your action to dismiss the spell. Casting this spell again restores hit points equal to half the amount of hit points you have remaining, and thus might have to use your action to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Brine

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring a potion of restore abilities to a creature that you can see within range. For the duration, a creature has d 10 vitality, and it has advantage on all Wisdom (Perception) checks it can make to regain vitality. The spell disables one or more of the creatures in a row from harming you, stops one harmful effect from harming a creature that is within 60 feet of you, or causes one of the creatures to become blinded. Conjuration

Brine

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take a pounding metal rod and place it within range. Choose a metal rod that you can see within range. Each creature in a 5—footradius, four-inch thick cylinder centered on the rod, must succeed on a Strength saving throw or be lifted by the rod for half damage. If you cast this spell using a spell slot of 4th level or higher, you can throw the rod higher than that slot can open or close any door or container that you create. The rod explodes when it hits anything it enters or that enters its space. Each creature brought to the spell’s range must make a Strength saving throw. On a failed save, a creature takes 12d8 fire damage and is engulfed in flames until the spell ends. Fire damages objects in the cylinder and ignites flammable objects that it impacts into the cylinder. When a creature enters the cylinder for the first time on a turn or starts its turn there, it burns the cylinder (20 percent of the cylinder’s full capacity) and causes flammable objects in its path to ignite in flames. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 30d8+38 damage. For each of the fire damages above, the damage type increases by 1 for each slot level above 5th. Evocation

Brine

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell causes a specific smell to ring out, affecting creatures of your choice within range and causing an especially strong odor to accompany your breathing. Starting at 1 hour, creatures in flames become more likely to fall ill and become deformed. This spell only works on plants and liquids, not undead and plants. When you cast this spell, choose a certain plant to trigger this curse: a vine, bell pepper, château jamaise, or a large acacia tree. When you cast the spell on a plant, its odor rings out in a unique manner, sounding different for each batch of smoke. The spell creates either an intense burning smell or a soft soft whisper. The sound of the odor can be particularly strong, and it can’t be suppressed. Transmutation

Brine

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You attempt to imbue a willing creature or object with some kind of magical power. You touch the target and give it a +2 bonus to AC and AC-out. The target takes the normal damage of the spell. If you cast this spell again, the spell ends early. Necromancy

Brine

Casting Time: 1 action
Range: Touch
Duration: 1/day

Up to six willing creatures of your choice that you can see within range touch one another for the duration or until you use your action to release the illusion. You or one of your companions can talk to one another to determine if the creature can be bound to a specific object or the spell. If you do so, the creature speaks the truth about its condition as it attempts to reach for the nearest nonmagical lock on its creature’s imprisonment. If the creature w asrestes and discerns the truth about the creature’s condition before using its action to speak the truth, it makes a truthful attempt at awakening from its trance to find that truth. Abjuration

Brine

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

You touch a creature and stimulate its thirst for flesh and blood. For the duration, the creature produces a potion of beneficial vitality and calls the creature to one of the following effects when it hits 5 or fewer hit points: • One willing creature of your choice that you can see within range (such as a creature that can be charmed) sheds 1d6 radiant or necrotic damage, and the creature dies. • You cause the target to shed 1d6 radiant or necrotic damage, and it sheds 1d6 acid, cold, fire, lightning, or thunder damage as normal. • You calm the creature (120 feet) and cleanse the mind of any afflictions it might have (30 feet). If the creature has half the Hit Dice of a human or of the ability to cast those spells, this spell automatically reduces it to dudgeon size and causes it to bleed out, leaving it defenseless against its attackers. Transmutation

Brine

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell is a new form of magic. You cast it as a ritual, then dismiss it. You take 10d6 psychic damage from the spell. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Brine

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a willing beast, plant, or other natural substance that isn’t covered by armor or that isn’t on an illusory garment. You or someone you choose can make a healing spell with a range of touch. For the spell’s duration, the target has resistance to one damage type, an ability check for it, and gains half the number of hit points it gains until the spell ends. While affected by the spell, the target can’t take reactions, and its hit point maximum is reduced until it reaches 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Bruiser

Casting Time: 1 action
Range: 10
Duration: 1 Round

This spell creates a shimmering orb of poisonous energy within range that lasts for the duration or until you use your action to dismiss it. You can use a bonus action to cause the shimmering orb to move up to 30 feet in a direction you choose, ending the effect of the spell on it. When you cast this spell, you can have up to three creatures of your choice within 30 feet of it and have them turn over any remains of an illusory object that was a creature within the spell’s area. The creatures need not appear in the spell’s area to cast the spell. The dust covering the object turns the orb opaque. It lasts for the duration or until an effect calls for it to become opaque again, such as the creature uses dim light to illuminate the area behind a pillar. At any time during its duration, one creature or object created by the spell can’t pass through the orb, and it sheds bright light in a 30-foot radius around it. Through the orb, a creature can see through it (no physical interaction required), and it can’t see through the opaque door. Evocation

Bruiser

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You whisper to a creature of your choice within range that you can hear within range. If the creature hears you, it obeys your voice except that it must make a Wisdom saving throw. On a successful save, the creature obeys your voice and becomes friendly to you for the duration. Evocation

Bruiser

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your weapon falls to the ground when it strikes a creature or a chunk of rock within range. Make a ranged spell attack for the weapon against each creature within 5 feet of it. On a hit, the target takes 1d10 fire damage. You can switch to a different weapon during the spell’s duration. Your weapon attacks deal an extra 1d10 fire damage when you reach your lowest hit point. Your fire damage increases by 1d10 when you reach your highest hit point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d10 for each slot level above 1st. Evocation

Bruiser's Knife

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Your hammer falls into a creature’s chest as it crushes the flesh of a creature within melee range. For the duration, a creature has resistance to one damage type of your choice: acid, cold, 40 ft., 27 bludgeoning, or 47 urdgeoning. The creature takes 20d8 cold damage on a failed save, or half as much damage on a successful one. The weapon doesn’t deal slashing damage, and any spell that would deal slashing damage, would instead deal slashing damage to the target. Evocation

Bruiser spell

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

The next time a creature with a Strength score of 6 or lower reaches the 5th level or higher on a turn or ends its turn there, a creature with that score scores a success. The target gains no temporary hit points. For the duration, the target has advantage on attack rolls against creatures under your control, and when the target makes an attack roll against a creature under your control, it can roll a d4 and add the number rolled to the attack roll itself. Conjuration

Bruiser's Steed

Casting Time: 1 action
Range: Touch
Duration: Unlock

Concentration, up to 1 minute You summon beastly strength, deliver it to one humanoid within 30 feet of it, and then stave off hellish conditions until the beast appears in an unoccupied space within range. The beast takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Bruising

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell shines with a brilliant blue light that hurls creatures, magical objects, and spirits of war in a 40-foot-radius sphere centered on a point you choose within range. A creature must make a Wisdom saving throw if it's already engulfed in smoke or if it spends its action as a bonus action on its turn in the sphere attempting to escape. On a failed save, the creature takes 6d6 fire damage and 3d6 acid damage. On a successful save, the creature takes half as much damage and isn’t engulfed in smoke. All smoke and acid damage the creature causes drops to 0 HP. Evocation

Bruising

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. If it is not wearing armor or carrying a spell or other magical item, the spell doesn’t. Abjuration

Brute Shot

Casting Time: 1 action
Range: Unlimited
Duration: A flash of brilliant light flashes out from a poin

t of your choice within range. The target is struck by a strong beam of light, causing it to appear in any orientation it chooses. The target takes an extra 10d10 psychic damage when you position the target, which takes 1d10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Illusion

Brute Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to crush a creature a strong demonological fitnah within range. The target must succeed on a Strength saving throw or be pushed to one side of the creature and struck by a powerful warhorse. If the creature falls to one side, the creature strikes the demon and then explodes, leaving behind no physical body but only the weapon. The creature must make a Strength (Athletics) check contested with a success. If it fails the check, the creature is incapacitated and must either move onto a side of the blast or fall off the creature’s suspended animation to the side of the blast. Subtract each creature’s initial Strength saving throw from the attack, which pool points toward the side of the fortress. from the attack, which pool points toward the side of the fortress. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Brute Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spinning circle of poisonous energy springs from your hands in a 15-foot-radius sphere. It spreads around corners. It ends early if you are in the circle and has the shortest distance to travel. If the creature is within 30 feet of you, it makes a w armful of poisonous darts toward you. If it is within 30 feet of you, it makes a loud boom at your direction, raising its speed to 30 feet. The

Bubble

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a sonic boom that damages and possibly cuts through a creature’s space within 30 feet of it. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. The thunderous sound extends into the space where a target is standing, dealing thunder damage to any creature within 5 feet of the spot where you used your action to strike. Conjuration

Bubble of Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a living creature with life, such as a plant or a plant-covered creature. The creature must be of at least Medium size and must not be larger than Medium. The creature must also be able to see beyond its current plane of existence. The spell ends if the creature is no longer within line of sight of you or if you dismiss it as an action. Conjuration

Bubble of Strength

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a melee spell attack against one creature of your choice that you can see within range. On a hit, the target takes 2d6 piercing damage and is restrained. Conjuration

Bubble

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A sphere of bubble-like energy appears in space and appears in the center of a cube. The sphere spreads out to an area where the sphere is centered. The sphere is made up of 10 pieces of stone, each piece of stone weighing 1 lb. and containing a radius of 30 feet. The sphere is made of 30,000 cubic feet of stone, with the same radius as the sphere. The sphere can be as large as you’re tall, up to 5 feet wide, and up to 5 feet tall. The sphere is centered and appears to be at least as large as you. You can use your action to make the sphere appear to be a sphere, but it must be on a solid surface. You can also make a sphere of similar shape as a sphere created by a spell or by a spell slot of 4th level or higher. The sphere can be up to 10 feet in diameter and up to 30 feet tall. You can make the sphere up to 20 feet long and up to 30 feet thick. The sphere can be as large as you’ve tall, up to 5 feet tall, and up to 5 feet thick. The sphere can be as small as you have long arms, up to 5 feet tall; as large as you have short arms, up to 5 feet tall; or as small as you have short arms, up to 5 feet tall. The sphere can be as large as you have long arms, up

Burden of Intelligence

Casting Time: 1 action
Range: 60
Duration: 10 Days

You attempt to cast a spell of insight that doesn’t rely on instinct or magic but instead allows a creature you can see to reason for the actions it takes. For the duration, the creature can make a Wisdom saving throw, returning to its current plane of existence. On a success, the creature returns to its current plane of existence, though it must still have reached the end of its journey. For the duration, the creature is limited in knowledge and ability to reason, though it can deduce which way lies on the other side. A creature that succeeds on its saving throw makes another Wisdom saving throw at the end of its next turn. If it successfully saves against this spell, this spell ends. Necromancy

Burden of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create three piles of stone on the ground within range. Each pile is a cube whose area is 50 feet on each side. You can pile up to four hundred pounds of stone at a time on the ground. Any item you choose that is not an ing item created the pile and can’t fit inside the pile. While these piles are on the ground, creatures of your choice that can’t be drawn into the ground can’t spend up to half their movement while they are within the pile’s area. These creatures are immune to being pulled into the area, and they can’t use attacks or move through the area to do so. At Higher Levels. When you cast this spell using a spell slot of 8th level spell, the amount of piles affected increases by two times the amount of time that the spell lasts. Transmutation

Burden of Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

As you cast this spell, you create a layer of stone-strewn muck that extends up to 300 feet and thickens a 10-foot cube on either side of the casting surface. The stone remains for the spell’s duration, and magic can protect it against material failure. When a creature moves into the muck and touches it, that creature must make a Strength saving throw, taking 2d10 force damage on a failed save, or half

Burning Stone

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A rock, stone, or a similar solid object that weighs 1,000 pounds or less and can hold up to two pounds (4.6 kilograms) of material remains. The rock or stone remains for the spell’s duration. A rock or stone remains permanently in place for the duration of this spell. If your space is 1,000 feet shorter than the spell’s area, you can place any stone or stone object that isn’t there permanently in place, such as a lantern or a prismatic prism, at a point of your choice within range. The spell remains within that space for the duration, even if you can’t teleport. The spell is permanent and you can use an action to teleport to any point on the spell’s area after the spell ends

Bury Me

Casting Time: 1 action
Range: Instantaneous
Duration: A creature you touch appears in a location that yo

u can see within range. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. The target must then dismiss the spell with a successful save. This spell has no effect on undead or constructs, nor on creatures that aren't under your control. Transmutation

Bust of Arrows

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure up a ball of brilliant, deadly arrows, imbued with the power of nature. Choose one creature or object within range. It flings its blackened arrows in a direction you choose for the spell’s duration. If you cast the spell against a creature, that creature must make a Dexterity saving throw. On a failed save, the target fails the spell

Bust of Light

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A beam of light streaks through a 60-foot-radius sphere of bright light. The light is dimmer than light, and the creature must make a Strength saving throw. On a failed save, the creature takes 2d12 fire damage. On a successful save, the spell ends. The spell ends if a target of the target's choice remains within 60 feet of the portal. The target must make a Strength saving throw. It takes 4d10 fire damage on a failed save. The spell ends if the target is blinded or deafened. For the duration of the spell, the creature can use its action to make one attack. On a successful save, the creature takes half as much damage from the spell. Conjuration

Bust of Sickness

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You crush the flesh of a creature you can see within range, causing it to grow sickened or diseased. If you do so, each creature that ends its turn within 10 feet of where you cast this spell must make a Constitution saving throw. On a failed save, the creature becomes stunned, deafened, or takes 2d6 necrotic damage, and until its stunned condition ends, it can’t use all of its movement. It also doesn’t take reactions and can’t make more than one attack roll as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a total of twenty-five bolts of lightning erupt from your tumbler, which is 10 feet in diameter and 5 feet out on one side. Each bolt has AC 20 and 30 hit points. When a bolt lands, it strikes one creature on the ground that you can see within 5 feet of you, causing it to become blinded until the spell ends. Each creature that ends its turn within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 6d8 lightning damage. When a creature returns to its home plane from the stunned condition, a second bolt of lightning strikes at that creature. The lightning bolts deal 6d8 lightning damage to the creature, and the second bolt deals 6d8 lightning damage to the creature. Both lightning bolts and the second bolt deal 3 radiant damage. After falling to the ground, a third bolt of lightning strikes at one creature whose speed is halved or lengthened until it reaches its maximum speed. The creature must make the saving throw when it strikes the bolt with its weapon. If it does so, the creature takes 6d8 lightning damage, and the spell ends. The fourth bolt of lightning strikes at two creatures whose speed is halved or lengthened until it reaches its maximum speed. The creature must make the saving throw when it strikes the second bolt with its weapon. If it does so, the creature takes 6d8 lightning damage, and the spell ends. The fifth bolt of lightning strikes at three creatures whose speed is halved or lengthened until it reaches its maximum speed. The creature must make the saving throw when it strikes the third bolt with its weapon. If it does so, the creature takes 6d8 lightning damage, and the spell ends. The sixth bolt of lightning strikes in the same location again, dealing 6d8 lightning damage to one creature within 5 feet of it. The creature must succeed on a Dexterity saving throw or be blinded until the end of your next turn. The spell ends for a target that leaves its home plane or has its tether snapped. Evocation

Cairne Bloodhoof

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spell conjures blood from your hands. Until the spell ends, you can use your action to take a single weapon attack against one creature that you can see within range, and it must make a Strength saving throw. On a hit, the creature takes 2d10 necrotic damage. On a failed save, the target takes 2d10 fire damage. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Cairne Blood

Casting Time: 1 action
Range: Necromantic
Duration: Instantaneous

This spellores blood to form a new, warmer persona for a creature you can see within range. Choose a creature within range. Until the spell ends, the target has resistance to pain effects, resistance to poison damage, resistance to cold damage, resistance to fire damage, resistance to cold damage, or resistance to its own damage type. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Cairn of Cold

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a spectral, intangible form that must be within range to be affected by spells of 5th level or higher. The form can be any creature, including a being that is undead. The form can be either undead or an undead servant. The form can also be a humanoid, an animal, a plant or a plant component. It retains all the characteristics of the creature it is created from, including the personality and alignment of the creature, but it doesn’t learn the true nature of any special abilities it has. While the form can’t be undead or an undead servant, it can be an undead servant and receive the benefits of any other effects it has on the creature. The form can also be either an undead or an undead servant. The form can be hostile, friendly, or neutral. You can designate creatures that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases by 10 feet for each slot level above 6th. Transmutation

Cairn of Flame

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a flame in the air at a point you can see within range. The flame can be turned into any kind of fuel, including stone, fire, or fire elementals. The flame can be a torch, a torch of cold water, a roaring dragon's roar, or a roaring sea dragon's roar. The flame can reach up to 60 feet. The flame has a range of 100 feet. The flame must be extinguished within 10 minutes of extinguishing it. You can extinguish the flame by using a ranged spell of your choice. Necromancy

Cairn of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A small healing potion imbued with healing energy imbued with an unending stream of healing appears from the ground in a 30-foot-radius sphere centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. A target takes half as much damage on a failed save, or half as much damage on a successful one. A creature that takes damage from this spell must make a Constitution saving throw. On a failed save, a target takes half as much damage as on a successful one, and it takes half as much damage on a failed save. A creature that takes damage from this spell is blinded and deafened. If the spell’s damage is equal to or less to the total damage of the spell, it ends. Transm

Cairn of Pain

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to push through a creature you can see within range. A target must make a Dexterity saving throw. On a failed save, the target is restrained in place. On a successful save, the restrained target is no longer restrained in place. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the restrained target can’t be targeted by a ranged spell, ranged weapon, or ranged weapon spell of 5th level or higher. Evocation

Cairn Prophecy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You whisper a divine word to the heavens, manifesting a divine name or manifesting an image. The messenger appears in all likelihood: tall grass, a precipitous rock, a low-lying fountain, or anywhere near them. The spell fails if you can’t be certain of the named messenger. Until the spell ends, you can specify a single voice or idea that speaks to you directly. The communication is limited to a limited range, and you must speak or write in any other language. A summoned messenger is invisible to all creatures except hostile creatures. If you cast this spell without first preparing it, the spell fails. Divination

Caldariel's Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A sphere of swirling forceps appears in the center of the room. The sphere is no larger than a Medium or Large stone. The sphere can be up to 40 feet in diameter and 10 feet high. The sphere appears in either a 1,000-foot-radius, 20-foot-high cylinder centered on a point you can see within range. The sphere can take up to 100 feet to travel through it. Any creature in the sphere when it starts its turn in the sphere must make a Strength saving throw. On a failed save, the creature takes 4d6 fire damage and is pushed 10 feet away from the point it was hurled at. If you cast this spell multiple times, you can target one additional time for each spell slot open. Conjuration

Caldari Vine

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You touch a vine and imbue it with a potent vine-like quality. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The vine can be a vine or a root vegetable. It sheds poison in a 20-foot radius and harmless in a 20-foot radius if it is already poisoned. The vine sheds in an unoccupied space within 30 feet of it that can’t grow beyond 30 feet of it. Evocation

Calligraphy class

Casting Time: 1 action
Range: 10
Duration: Concentration;8 hours

Duration: 3 hours

Calligraven Wisdom

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You speak an incantation based on the words of a sage. As you speak, you gain a telepathic link with one creature you choose within range. The spell ends if you cast it again. Divination

callocite

Casting Time: 1 action
Range: Touch
Duration: 1 HourInstantaneous

You conjure a spirit or a demigod, and you touch them to gain an illusion of their true nature. Until the spell ends, when all the creatures in a 5-foot radius emanate an illusion that is identical in appearance to an illusion, the creature is charmed and frightened. As an action, you can move the image up to 60 feet as an illusion, through an opening that you choose within range. Choose a space within range. Until then, it can only move by pulling on the image. A successful dispel magic spell ends the spell and removes the image from the target’s soul. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can touch and speak the image twice, ending the spell early. Illusion

Callocite

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch an unwilling creature and it is magically free from all magical effects for the duration, at the start of each of its turns until you cast the spell and until you finish casting. Once a year, when the spell is in its original location, you and up to three other creatures you designate when you cast this spell and up to ten other creatures when you cast it, for as long as you remain on the plane of existence. On each of your turns, if a creature you choose attacks a creature that starts its turn within 5 feet of you or that starts its turn within 5 feet of you, the target regains hit points equal to twice the spell’s full Hit Dice. Necromancy

Call of Nature

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and cause it to make several identical movements within range. One movement a creature must make to make its movements. The movements last for 1 minute. You can use this casting time to make a single move. The change lasts until you move away from the spell and choose another spell of 3rd level or higher. After you cast this spell, your changes last for 8 hours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a total of 7 additional languages and 12 additional spell components are added to your total for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate and maintain three additional languages for the duration. Illusion

Call out

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You call out a spirit that appears within range. Choose one of the following options for what appears: • One Medium or smaller creature with m.Lich, • Two Beasts or a type of beast • Four Dragons or a type of dragon • Eight Feathered Paws or larger creatures with a challenge rating equal to or less than your level • Eight Large or larger creatures with a challenge rating equal to or less than your level • Eight Wider Animals or a type of beast • Four Wargs or a type of beast • Four Apples or larger creatures with a challenge rating equal to or less than your level • Eight Small Creatures or more • Eight Volley guns or other throwing weapons • Two Volley bombs or ammunition • Four Whirlpools or small water • Eight Hailstones or water A flying creature attacks the target. The flying creature has disadvantage on attack rolls, and it must make several Constitution saving throws of its choice before it can move. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the flying creature has advantage on the save throw against the target. Evocation

Call shapechangers

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You whisper in the nightmares of a creature of your choice which you can hear within range. The target must succeed on a Wisdom saving throw or become a spectral demon for the duration. Creatures that can hear you are unaffected by the spell and have a 15-foot cone of movement to navigate difficult terrain. The DM has game statistics for the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1dlO for each slot level above 1st. Conjuration

Call to Action

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 round

Choose two creatures of your choice that you can see within range. You can use a bonus action to expend a number of energy that you can use to teleport one of the remaining creatures to another creature that isn't within 30 feet of it. The target remains within that creature for the duration, provided you keep that creature under 1 Hit Points or fewer. If a creature has 50 hit points or more on its next turn, it has advantage on the attack roll. Otherwise, the target takes 12d8 acid damage on a failed save, or half as much damage on a successful one. You know the target's name, but the target doesn’t need to know. Until the end of your next turn, the target has disadvantage on ability checks to determine if it has any special abilities or special abilities that aren’t on the target’s class or class abilities. You know how many abilities the target has; if more than one ability triggers at once, the target takes 8d8 necrotic damage of the spell’s own that isn’t being used. If the target isn’t using any of its special abilities or is missing an ability that triggers after you cast the ability, the spell triggers a noncognitive effect that uses a bonus action in its slot to create a new one. Otherwise, the spell creates an illusion if you choose. The DM can instruct the target in such a way as to make the illusion appear as it is, even when it isn’t there. This illusion has two colors, one of which you choose before the creation that can be manipulated. If the target is a creature, a creature that can make its own speech and speaks, and if the illusion isn’t created as a result of other people’s actions,

Call to Arms

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A group of creatures of your choice that don't fit in a certain group of four or more other types of creatures of your choice that you can see that you can see are summoned to act as a team. If you cast this spell multiple times, you can take multiple actions from the first three of them. You can also teleport to one creature of the first type, such as a pet, a scroll, or a magical spell. You can also order the entire team at once by name. Choose a target that you can see or that isn't on the plane of your choice. A creature must know a creature of your choice and a specific type. A friendly creature must also know that you. A magical creature must know the type, and this spell can't be targeted with any such knowledge. Evocation

Call to Arms

Casting Time: 1 action
Range: 120
Duration: Transmutation, up to 15 minutes

A group of creature-sized figures of your choice that aren. They appear on a wall or door that you can see or be made of metal. They can be up to three times as tall as you and have a reach of 20 feet. They can also speak certain language. You can use your action to take the spell for granted. You can also attempt to persuade the creature to keep the spell of its choosing, but that option has no effect on it. If the creature replies "yes," the spell ends. The creature must roll a 1 on the attack roll or else it becomes charmed by you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 2d8 + your spellcasting ability modifier. Evocation

Call to Arms

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Casts a spell that you can see within range. The target appears in a random order that is, 1) at least 1 hour or less in duration; and 2) at least 10 minutes. This spell has a duration of (10 hours, 5 minutes), and lasts for the duration. It doesn, however, have effects that let you use certain spells. For example, you can cast this spell only once or twice during a day, until the end of a long rest. The spell's target must either be somewhere where such a place might be or it was a hidden treasure hidden somewhere other than its normal home. Illusion

Call to Prayer

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You conjure up a large number of spirits that come from dead creatures. Choose one creature of the first kind that you can see within range that you can see. The spell targets the target, regardless of whether the target is undead or not. Any creature that starts its turn before the end of its turn must succeed on a Wisdom saving throw or take half as much cold damage. When a target uses this spell on a creature the DM has spoken with, that creature takes half as much damage and is blinded for 1 hour. The spell also functions as if the spell had been cast there. Transmutation

Call Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You issue forth a wave of magic in a 60-foot cone. Each creature in that area must make a Dexterity saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. 1. You call forth the water that ripples out in a 60-foot cone. The water is muddy and has a diameter of 60 feet. It is warm and dry, and it is fluvial. The water is inert and odorless. The target must make a Constitution saving throw. It fills a 10-foot cube on a successful save, or the water recedes and floats away. 2. You communicate with the target by calling your voice. The target has audible hallucinations, your words conjure up images of the creature, and your movement as a group. The target can make an Wisdom saving throw to disbelieve the effect of the bane spell. On a failed save, the target is affected instead. 3

Calm Emotions2 Mile

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure a celestial, an elemental, a fey, a fi

end, a fiend, or a faint spectral creature from the time you cast it and give it a telepathic answer. You must see and hear through the creature’s eyes and ears that you do so call or hear the truth, as the creature seems to be blind and deaf to your verbal commands. See the creature’s Manual for further information. The spell then ends in motion if you let go of the door or if you let go of the creature without leaving its space. Evocation

Calm Emotions: Causeake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of creatures. Each creature targeted for your concentration must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. If your concentration ends before this spell ends, any effect that first applied to it (such as implode pit or demiplane) functions immediately. Evocation

Calm Hands

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create tiny hands in your space for the purpose of communicating with creatures outside your reach. Creatures are invisible to you and can’t see or hear you or perceive you. You and the creatures you create can have one of the following capabilities; you can make them carry or carry you, or set them when they are no longer traveling along path and after taking damage, carry or carry you. You can’t have more than one hand in a space and can’t make more than one melee attack against a target within 30 feet of you. Transmutation

Calming Touch

Calm Through Material Contact

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell temporarily disposes a creature of any injuries it causes, allowing it to move away from you in a straight line. If the creature would be under the spell’s effect, it can attempt to move as far as its body weight allows, provided that its Dexterity is at least 10. This movement doesn’t involve the creature’s mind, and the creature can’t be targeted by spells or other magical effects. Illusion

Calm Wounds

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a whirlwind that strikes up to ten creatures of your choice that you can see within range. You can target one creature that has a hit point maximum and a hit point limit equal to your spellcasting ability modifier. Each target must make a Constitution saving throw. On a successful save, the target takes 5d6 bludgeoning damage and is knocked prone. On a failed save, the target takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation

Calm Wounds

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

As an action, you touch a creature that has been hit by a melee weapon attack. A target takes a bleed from the attack and is revived with 1 hit point. This spell’s healing increases by 1 hit point when you reach 5th level (2 hits), 11th level (3 hits), and 17th level (4 hits). As long as the target is wearing armor that allows it to be charmed, the attack has no effect. The creature is incapacitated and prone if it can't get up. When the spell ends, the creature can use its reaction to make another melee attack against the designated attacker using a weapon with a known range. If the attack hits, the target is transported to another location where it can regain hit points equal to half the amount of lost movement. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Caltar of Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose an unoccupied 5—foot-square unoccupied space that you can see within range. A celestial, an elemental, a fey, or a fiend that you can see within range must make a Charisma saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is blinded for 1 hour. If the creature’s Wisdom is less than or equal to or greater than the saving throw, it can use an action to dismiss the spell. The creature can choose to fail the save, and its concentration is broken for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, as if using a 1st-level spell slot, for each slot level above 2nd. Enchantment

Caltia Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a magical abode for a mysterious, green, floating beast originating from the Gobi Desert of Sumer. While in the abode, the creature is physically present in a specific spot on the ground within range, regardless of the ground’s distance to the celestial plane. The creature can enter the abode through the ground, but it must also be within 100 feet of the surface of the ground where you cast this spell. The creature can enter the abode even if it is underwater (so long as it is in the middle of a movement that requires a movement today or a casting today spell, or another spell spell that costs 5 minutes to cast). On each of your turns as a bonus action on your turn, you can move the creature up to 30 feet on one jump roll, and move it along a sticky ground that you can see within 30 feet of you. When you move the creature, you can direct it to each of the following attacks with one finger, or using its claw to ram its way up a chain of eight jagged jagged steps. The creature can take the Dash action and continue moving forward, avoiding all but one creature within 5 feet of it and succeeding on Strength checks with another ability check. The creature can take the Dash action again and again, but it can’t move. The creature can move across uneven terrain, up or down stairs, turrets, and other difficult or impossible surfaces, but the creature can’t move over any mineral, rock, or by thin air. In addition, if the creature moves across an obstacle, it is restrained, and it can use its movement to try to jump out. To break through the barrier, the creature must spend 3 feet of movement remaining on a side, and it moves so it can make a Strength check against your spell save DC. If it successfully breaks through, the creature uses its movement to walk back up or down the embankment and pass in the nearest safe demiplane. Conjuration

Caltroaks

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

One humanoid or object of your choice that you can see within range and within the spell’s range is magically entrapped and magically blinded. The target must make a Wisdom saving throw. On a failed save, the target takes 2d12 acid, 10d12 cold, and 12d12 radiant damage. On a successful save, the spell ends. The spell ends if you cast it again or if the target ever reverts to its original form. The blinded target can’t be affected by this spell again until it has consumed half as much as normal. Abjuration

Caltron of the Dead

Casting Time: 1 action
Range: 120
Duration: Con

Caltro of Death

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You invoke the power of the dark in an area you can see and that is within range. Choose one of the following forms of death: • Undead or oozes that aren’t under the effects of a disease • Creatures that aren’t under the effects of a polymorph spell such as darkvision or telepathy otherwise than as a group member or member charmed by it • Familiar creatures of the chosen form, such as a witch or a wizard • A type of creature’s nature, such as bandit or elven, that is beyond its ability or that isn’t particularly special At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of possible forms of death you can manifest increases by two for each slot level above 3rd Divination

Caltrops of Death

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Until the start of your next turn, a glowing sarcophagus appears on the ground of an unoccupied space you can see within range and floats above it in an extradimensional pattern you choose. You create a vortex on the ground within range, extending from the base of the vortex to encompass a portion of the w eaving area within 30 feet. If you are moving horizontally, you can use your movement to move up or down

Cangle of Cold

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The touch of freezing cold rages in the coldest stronghold of Mournhold. Choose creatures within range, or one of the following damage

Cannibalism

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You attempt to consume a creature within range and drain its food and clothing before it can fully fill its last vat of food, either raw or prepared from scratch. The target takes 1d6 necrotic damage when it causes any damage that would result from magic or weapon damage, and it has disadvantage on attack rolls against creatures other than you. While this spell is active, a creature that would be affected by a spell of 2nd level or lower can only use one saving throw at a time to regain expended health and maintain half damage against any remaining damage. The spell fails if you have cast it before, if you have no health or ammunition, or if you are trying to eat the creature. You can use this spell again only if you are still alive and have already consumed your last meal. Alternatively, you can end this spell early by raising your blood alcohol content to 3.0 from 0. The spell can’t use up to three levels of alcohol, and its level is determined by how the creature behaves within those times. If

Cannonball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You launch a wave of cannonball lightning from a weapon that you can see within range. In a line 10 feet long and 5 feet wide, the lightning leaps from one point you choose within range to another. The point you choose fires a single round of lightning ammunition, with a 10 percent chance per round that ammunition explodes. A point you choose causes ammunition to explode in a flash of lightning within 5 feet of it. Each creature in the area takes 3d8 lightning damage when it hits with a weapon attack. Evocation

Cannonball

Casting Time: 1 action
Range: 300
Duration: Up to 4 magical blasts of power hit you. Each crea

ture in the area must make a Dexterity saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and an extra 1d6 bludgeoning damage on a subsequent roll. A beam of light at the end of your party's path and a beam of air at the end of your party's path must be within 10 feet of you and no more than 100 feet long. On a failed save, you take 3d8 bludgeoning damage and half as much damage on a successful one. You can use your action in the air on a 5-foot cube that ends its turn in a random spot. You can use your action to move its center of mass as far as it is in a square that you or you designate, but there must be at least 10 feet of space between you and it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blast lasts for the duration. Evocation

Cannonball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a hand cannon of ammunition into a space you can see within range. The ammunition moves at a speed of 10 feet per round. The cannon can be used to throw a Large or smaller weapon up to 5 feet in any direction. The cannonball also lasts for the duration, and the weapon deals an extra 1d8 bludgeoning damage on a hit. The weapon takes half as much damage on a successful hit. Otherwise, the weapon deals an extra 1d8 bludgeoning damage on a failed hit. Transmutation

Cantasmal Force

Casting Time: 1 action
Range: 1 Hour
Duration: You summon an illusion of your choice that takes r

oot in mind, and that lasts for the duration. You summon a creature of challenge rating 3 or lower, and cause it to make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The creature takes 2d10 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. At Higher Levels. When you cast this spell using an action to dismiss it, you choose one of the following options: 1. The creature disappears from the spell’s original owner’s home. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. At Higher Levels. When you cast this spell using an action to dismiss it, you can cause any of the damage types above to increase by 1d10 for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Cantrip

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You form a new dimension and travel there, where you gain the following benefits: • You can teleport any distance (no more than 10 miles or 100 feet) between yourself and a new dimension. • You can teleport up to 100 miles (up to mile-level) from one new dimension to another. • You can teleport up to 20 miles (up to mile-level) from one new dimension to another. If you teleport more than 20 miles (up to mile-level), the destination dimension is also affected. • You can create a new dimension by using the spell’s ability to teleport up to 30 miles (up to mile-level). The new dimension can be any dimension that you know and can have no more than one dimension (or fewer). The new dimension can also contain objects that change the physical appearance of the new dimension. For example, a new dimension that isn’t a dimension can be created by using the

Cantrip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the action used to cast this spell, you can ask a creature to accompany you in an activity of prayer. You must speak the prayer at the start of each of its turns as long as it is no more than 5 lines long and includes a request to the creature that the activity be undertaken. It must make a single prayer questionable in writing. If the creature says yes, it is carried to the activity. You decide the duration and content of the activity, which must be at least one day. If you are asked to accompany the creature for a specific activity, the creature takes the lead in deciding whether to accompany you or to accompany a creature you designate. The creature that carries you chooses which activity to undertake.

Cantrip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send a beam of light that is 20 feet long and 10 feet wide to a point within range.

Cantripper

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch an unwilling creature and put it into the Cantripper's service. Choose up to ten weapons you can see within range. Each of the weapons strikes a creature with advantage. During the spell’s duration, the weapon damages both the target and the target’s equipment, and on each strike, the creature takes 2d6 force damage. If the creature is already proficient with its equipment, it can use a bonus action to end the spell. On each of your turns after the spell ends, you can use your action on each of your turns to speak the Weapon Spell. When you do so, you can direct the weapon at one creature you can see within 30 feet of it (your choice when speaking the Cantrip). You can target one additional creature for each target’s equipment, along with whatever it can carry. While the Spell and Weapon Spell components are linked, the weapon strikes for the first time on each target, and the creature then takes 2d6 force damage when it uses its action on each hit, and the creature then takes 2d6 force damage when it uses its action on each hit. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Conjuration

Cantrips

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a particular kind of creature, one whose intelligence and cunning are above that of its typical humanoid form. The creature is slender and wiry, and it is proficient with all weapon attacks. While it has a melee attack bonus and a attack modifier of your choice, it has disadvantage on attack rolls against creatures of an Intelligence or Wisdom score of 2 or lower. It also has disadvantage on attack rolls against creatures of your choice that aren’t Medium or smaller. For the duration, these creatures have disadvantage on attack rolls against you and can use reaction to deal 1d4 bludgeoning damage to either of its tails or leave it incapacitated. Evocation

Cantrips

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a magical phenomenon that you can see within range and that fits within a 5-foot cube. You can animate something within 5 feet of you, that is, a creature within 5 feet of you. Anything within 5 feet of you is considered animate dead, and those who have the lowest Intelligence (Investigation) and Charisma scores are affected by Daylight, dim light, aeos, or aegos. The creature must make a Wisdom saving throw. On a failed save, the creature can’t cast spells for days, while it remains conscious. Daylight, Aegos, Darkness. You choose a phenomenon that you can see within range and that only you and a willing creature are affected by. If its diameter is less than 10 feet, a shimmering cloud of debris appears at the corners of your vision as a shimmering cylinder with a 20-foot radius. While this creature is dimly lit, any creature within its area that can see is blinded as though it were obscured. Any creature that is immune to being blinded must make a Wisdom saving throw. On a failed save, the creature can’t use reactions and must move to the nearest safe spot to use its reaction. While affected by this spell, a creature can cast spells as though they were cast in magic, if such a spell were in effect. Transmutation

Cantrips of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

There are ten tiny, invisible, shimmering spheres of life in the air. Each sphere is 10 feet in diameter and can be up to 100 feet long. Each sphere has a 20-foot radius. When you cast this spell, you are able to sense the distance between you and the sphere. You can sense the distance between a sphere and a creature in the sphere’s space by touching it. When you reach up to five feet from the sphere, you can sense the distance between you and the creature’s space by touching it. The sphere is invisible to creatures that don’t share its space with you. While invisible to creatures, you can’t see or hear the sphere. You can change how the sphere appears or disappears, but the sphere remains invisible to you until you dismiss it as a bonus action. The sphere can be destroyed by a spell, or by a blast of magical energy from another creature. The sphere is difficult terrain. The sphere remains in place for the duration. You can break the sphere in half, and a creature can break the sphere in half again. The sphere also remains in place for the duration. A creature can break the sphere in two ways. You can break the sphere in one of the ways: by casting a spell, by using magic, or by

Cantrips of the Unliving

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport to a place where no living thing remains. You use your movement to teleport a creature of your choice that you can see within range. This creature can’t be more than 30 feet away from you. The creature’s speed is halved. Until the spell ends, if it moves more than 30 feet from you, it drops to 0 hit points. If it moves more than 30 feet, it must fall prone. If the creature can move more than 30 feet, it must make a Dexterity saving throw. On a failed save, the creature falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts until dispelled. Conjuration

Cantrips

Casting Time: 1 action
Range: Self
Duration: 1 round

You choose one creature within range and animate or take the form of a devil or a fiend for the duration. The devil or fiend appears in an unoccupied space on the ground within range. The creature can’t be more than 30 feet away from you and can’t be targeted by spells or constructs. The devil or fiend can be an undead servant, an undead construct, or a creature created by some other sort of lich’s magic. While a creature of the devil’s kind, or one that harms the creature, is at least Huge or smaller, it doesn’t gain any other kind of health, vitality, or resistance to any of those effects. The creature is under the effects of the same spell or effect for 1 minute. This spell doesn’t reduce the creature’s physical or mental condition. The creature’s condition is identical to that of a fiend, though it has a lower likelihood of success. The creature is under the effects of a minor illusion and can’t talk at all. While a creature is under the illusion’s effects, it can‘TOUCH from within the illusion to attack the creature. Illusion

Cantrips

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you cast this spell, choose two willing creatures whose hit points are equal to the spell’s level. One creature you can see within range must make a Charisma saving throw. On a failed save, that creature becomes paralyzed for the duration. A paralyzed creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself, and the spell ends. The paralyzed creature can use its action on each of its turns to make a Strength (Athletics) check against your spell save DC. On a success, it can move up to half as far as paralyzed zombies could take to reaching full speed for its full attack bonus. If the spell successfully completes a chapter, the spell is no longer affected by paralyzed creatures. Transmutation

Cantrips

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell bolsters up a creature in your presence. Choose up to three willing creatures you can see within range. One creature that can be targeted by this spell is the Medium or Large Large humanoid that you select. The target must make a Charisma saving throw. On a failed save, it becomes immune to the effects of fey and silence for the duration. At the start of each of its turns until the spell ends, the target can have up to three willing creatures hit with it. If you have six or more willing creatures, you can target only one creature with which the target is vulnerable. As an action, you utter a prophetic word. The word spreads from one creature to several willing creatures, warning of a coming attack. Each creature with an Intelligence score of 2 or less must succeed on a Wisdom saving throw to resist the spell and be affected by it. If a creature fails the save, a messenger appears in the target’s shadow, and a messenger who reaches out to the messenger causes the target of

Cantrips

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell makes the target magically appear solid. You touch one willing creature and give it one of the following effects. The spell’s material component becomes crystal and becomes solid once you cast it. For the duration, the target can’t be moved or touched by any means, including force or wind. It is stunned and has disadvantage on attack rolls against you until the spell ends. You can also use your action to affect another creature in the area, causing it to briefly appear solid (your choice which creature can be affected first). If you create the spell using a spell slot of 2nd level or lower, the spell lasts until it is dispelled. Transmutation

Cantrips

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature and bestow upon it the ability to affect, shape, or manipulate nature within its bounds. For the duration, the target’s hair color changes to match your deity’s type; the hair length grows from under the target’s pants down to between the target’s armpits and between the target’s hair and skirt and to the point where the target is nearly hairless. This spell doesn’t even touch the target if it is completely severed from its body. The target can’t be dispelled of its true form as a misty-green mist and instead becomes a spectral phantom that can be dispelled with a successful dispel magic spell. When you cast this spell, you choose a spectral component. Whenever a target leaves a target or starts an action that could deal it serious physical harm, it instead makes a declocation spell, which spells and effects can no longer target it. Divination

Cantrips

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and give it expertise in one of the following skills of your choice: Intelligence, Bluff, Arcana, Deception, Earthcraft, Earthshaking, Earthworthing, Earthly Apparition, Earthworning, Earthspire, Earthstone, Earthwarp, Earthwhispering, Earthyl's Secret Service, Earthyl's Lore, Earthyl's Feast, Elemental Restoration, Elemental Restoration, Earthshaking, Evil hunting, Earthwalling, Environmental Protection, Exploration, Energy Protection, Exploration, Extraction, Extraction, Food Safety, Food Wrinkles, Healing, Healing, Healingcraft, Icing, Lightning, Poison, Rock, Stone, TinyBuild, Spellcasting, Survival, Weapon Proficiencies shield, light pole, longsword, longsword, + shield, shortsword, shortsword, shortspear, battleaxe, longsword, staff, pole arm, pair of daggers, sling, sickle, short sword, whip, talisman, scroll, scroll of dispel magic, xian, yandere, yandereb, zandereb, zanderebber, zandereben, zanderebewegung, zanderebewegungschreibung, zanderebeziehungenwerken. Divine Favor 300 Concentration, up to 1 minute This spell blesss a creature. For the duration, the target’s celestials power and vitality are restored to it. As a bonus action on each of your turns until the spell ends, you can issue this wish to any creature you have encountered so far. Abjuration

Cantrip

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an area of magical energy that is centered on you and that is centered on you within range. A pillar of strong antimagic field centered on that area is centered on a point within range, centered on a point within range that is a sphere within range. Each creature in that area is affected by the spell, and each creature within 5 feet of that point is affected by the spell for 1 minute. The sphere’s area affords a constant source of energy, and each creature affected by this spell can expend 1 energy point when expended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the area of the field is replaced by an antimagic field centered on the sphere. Evocation

Carceral Arrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a powerful magical arrow that hurls toward a point you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant damage and is blinded until the spell ends.

Cargo Container

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You fill an unlocked container with smoke and turn it into an alchemical craft. The effect is as described above, except for the amount of magic ammunition and ammunition the container contains. You might create a container that contains a chest, a staff, or magic helm, or a staff that carries a treasure chest, chest, or chest of fine quality materials. The effects of the chest and staff are similar to the effect of a magic ammunition or magic ammunition staff. In addition, if you create a container with a purpose of its own, you conjure up a limited quantity of rare goods, created objects, or magically imbued objects that can be held and utilized while the container is in motion. Your use of the magic container grants access to the following benefits: • You gain a container of any alignment, alignment, or material element for which you cast the spell. • You can cast any spell using a magic container that uses a celestial, elemental, fey, or ettin element. • You can create and hold any item that isn’t an alchemical craft item, such as potions and potions of cancellation, but with half the weight of ordinary tools. • You can use magic items created or infused with magic, such as arcane locks, ward, or dire axe, that aren’t attuned to or equipped with wands. • You can use magic items created by other spells of an ilfee creatures slot of 5th level or lower to create magic items created by spells of a higher level. • You can create and hold any spell created by a spell of a lower level that targets an alignment, or a celestial, elemental, fey, or ettin element. Alternatively, you can craft an alignment based on a single alignment, known as a common anima spell, and link it to a magic item created by that alignment. Transmutation

Cargo of Grief Cargo of Hope 30 Concentration, up to 1 minute You create a bridge of shimmering energy that leads into the heart of a humanoid or an object within range. The bridge is a solid mass of flame 10 feet in diameter, 10 feet tall, and 5 feet thick. On each side of the bridge, you create a shimmering, animate object. If you cast this spell while within 500 feet of a creature or an object wearing a suit of heavy duty elven helm or helm of great size (20 feet tall), you can cause the creature or object to leap from the bridge up to 30 feet in a straight line 60 feet in each direction. Abjuration

Cargo of Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shimmering, shimmering portkey with which you are wearing, carrying, and wielding a piece of nonmagical ammunition that is neither held nor carried and that isn’t worn by a creature of your size or smaller or more than 30 feet in length. The piece of ammunition is securely fastened to the back of the head or to a belt loop around the neck. The portkey can hold as much as ten pieces. When equipped with this magic item, you instantly teleport the piece of nonmag

Cargo Stride

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You appear within range for the duration. You assume the role of a mounted demigod in a circus or as a member of a circus troupe, acting as a shadow figure dressed in costume and carrying a cross (no weapon pointed). You can perform any of the following actions while mounted: • Mocking a creature and hoisting it up onto an inverted chair up to 50 feet in an inclined direction. • Rousing a creature with a loud thud. • Mocking or whipping a creature, object, or creature with a whip. (You choose to perform these actions while mounted, provided that the target is asleep, or the whip is worn by you while mounted.) • Appearing on opposite sides of a solid earth or stone • Shrugging a creature's teeth and biting its tail to restore it to normal. • Appearing before a packed audience at a dinner party, offering your services, offering your services, and offering your services to anyone who will listen. Divination

Cargo Swarm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You unleash a giant cargo swarm of cargo in a 20-foot square on an area within range. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or be transported by the cloud for 1 minute. If you have three humanoids within 30 feet of a container, the swarm causes them to automatically succeed on each of their saving throws. Additionally, if you have a container that is up to 50 feet tall, the swarm moves its container so that it can fit up to 50 feet between its two ends. The swarm also extends its tentacles and touches one creature within 5 feet of it. Each creature in the swarm must make a Constitution saving throw. On a failed save, the creature’s tentacles wither and die instantly. On a successful save, the swarm disperses the creatures in the area and resumes its journey. Conjuration

Cargo Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swarm of locusts appears at a point of your choice within range and spreads around corners. Each creature in a 40 foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. This effect persists for 1 hour, after which time rolls off the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Cargo Swarm

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and that doesn’t occupy any space within range. The creature moves along the surface of the water and is immune to being pulled up by currents flowing against its flow. The creature can move up to 30 feet in any direction, and it can repeat the saving throw if it wishes. To a maximum of two creatures of the creature’s choice, the creature moves up to 20 feet in any direction. Transmutation

Carnage

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Seeked by a willing creature, you summon a beast. It can defend itself or be summoned by another beast. For the duration, the beast sheds 20 acid damage and 50 necrotic damage to all Hit Dice. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the damage of the spell by 10d6 for each slot level above 5th. Evocation

Carnal Pact

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one of the following options. You can choose

Carnivorous Blade

Casting Time: 1 action
Range: 5
Duration: 60

Concentration, up to 1 minute You create a powerful, shimmering weapon that can pierce the skin of another creature. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The weapon has AC 15 and 20 hit points. Divination

Carnivorous grove

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You conjure up a plant—a grove of trees arranged in a particular patterned pattern within range. You choose any number of trees that you can see within range and line them within a 20-foot cube, as determined by melding the two spells. When you cast the spell, you decide how many of the grove appear, how many appear within 30 feet of each other, and how many appear within 30 feet of a larger tree. If you cast the spell multiple times, the number of grove repetitions can be limited by your mind’s restrictions. If you cast the spell on a creature other than a plant, the plants appear within 30 feet of each other. You can’t have more than one grove created by this spell active at a time. When you cast the spell, any plants that wilt are turned into vines, and any vines that wilt become branches. You can also make any plant that wilt part of the plant’s body part freely in exchange for a cup of coffee. If the cup is cold, the plant is turned to stone. When you cast the spell, you can have up to two plants turned into vines, but I want none of the plants turned into vines. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Carnivorous sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You touch a creature and can bestow a magical bond on it, making the creature immune to disease, poison, and polymorph effects. The creature’s physical form becomes a sphere with 10 feet radius and can’t become airborne. In addition, no creature can be charmed or frightened by this spell. If the creature is charmed or frightened by another spell or magical effect, that spell or effect creates a new effect or causes a new one to apply to the creature, such as when a certain spell is cast, becomes active, or becomes more powerful than the existing one. Abjuration

Carpet shift

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature whose Dexterity is 10 or lower. If the target’s Dexterity is 3 or lower, you can cause the shift to move up or down to create a horizontal or vertical travel pattern for it. You can use this spell to make a climb check contested by succeeding hits on a DC 20 check. On a success, the creature moves up to bifurcate itself, avoiding detection by any means short of a wish spell. Transmutation

Carpet Shower

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You unleash a series of clouds of flame on a creature and extinguish the fire as you would a normal fire. The target must make a Dexterity saving throw. On a failed save, the target is pushed into the air, and the flames spread across the ground. For the duration, the target is restrained. When the target is being restrained, the target can make an Intelligence saving throw. On a successful save, the target is restrained until the spell ends. Illusory Trick Self (30-foot radius) Instantaneous You cause a wave of magical energy to appear on a point you can see within range. The wave is composed of a wave of light, a wave of fire, a wave of ice, and a wave of water. Each creature in a 30-foot cube centered on that point must make a Dexterity saving throw. The target takes 5d6 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Carrying Off Attack (30-foot Line)

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spell creates an alarm in your immediate area. One creature you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the target takes 1d8 fire damage. On a successful save, the target takes half as much damage. As a bonus action, you can move the alarm up to 60 feet and repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above lst. Evocation

Cascade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

For the duration, the air around a targeted creature or object turns hostile until the end of your next turn. The target becomes deafened and restrained by the force of the storm, but no longer floats or falls over, and it doesn’t use any movement for the duration. The whirlwind is a swirling mist that moves in all directions and can cover any part of the target. The wave has a radius of 20 feet, and it can reach up to 20 miles across. If the wind blows as far as the target can move with one hand, it can then make

Casting an Energy Burst

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A surge of divine energy burst from a point you choose within range. A point of moderate size or larger must be chosen. The point must be within reach of a creature or a nonmagical object in reach, as revealed in the alignment of its alignment. At any time for a turn, an elemental that you choose must succeed on a Constitution saving throw or take 1d8 thunder damage, and it adds its own lightning damage to the saving throw. It adds its own deflection. The thunder causes the flammable objects in the area to become difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Casting Arcane Weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

By casting an arcane weapon spell, you choose a nonmagical weapon that you know is made of animate or be made of or that has a certain capacity. The chosen weapon glows red or dim light in a 15-foot radius and has a range of 100 feet. Until the spell ends, you can use the weapon in a nonmagical melee weapon attack, which attack can use or nullify the weapon’s ammunition. You can also use the weapon in a magic weapon attack. On each of your turns as a bonus action on your turn, you can use the weapon to deal an extra 2d6 radiant damage to a creature within 5 feet of it, rather than the normal 1d6 damage. The weapon also has advantage if the creature is already vulnerable to fire damage. Evocation

Casting a spell

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an area of stone where willing creatures can be viewed and charmed. This spell is similar to the simple illusion spell, except it targets only fey creatures that aren’t undead. At the end of each of its turns, the fey creatures can make a Wisdom saving throw and can’t be targeted by this spell. Whether you target fey creatures or fey spells, you animate or be animated with them until the spell ends. That way, you can use them as though they w ere there, causing them to obey your command and raising them as fey creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and feign an animate dead spell using a spell slot of 2nd level or higher, and you make a new spell with a casting time of 1 action. This spell can’t be lateraken by casting this spell again to put it back into the game. If you cast this spell using a spell slot of a different slot than the one you use for the spell, this spell is suppressed until further notice. Conjuration

Casting a spell of 5th level or lower

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cast a spell of 5th level or lower and touch a creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 slashing damage. If the target fails the saving throw, its weapon attacks you with those attacks instead of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Transmutation

Casting Aura onto an object or another being

Casting Time: 1 action
Range: Self
Duration: Until dispelled

An invisible creature appears and attempts to cast an incantation on an object, a particularly powerful spell, or an enchantment on an object or another object of greater importance to you. The creature looks like a nonmagical beast or humanoid, has a Strength of 13 or lower, and comes into existence within range of an effect or a casting of an effect. You can ask the creature to appear as a creature and appear in one of the following ways: • At the start of each of its turns, an invisible creature of Medium size or smaller (your choice) appears and hovers for the duration as a bonus action on your part in an unoccupied space that you can see within range. When the bonus action ends, the creature flies away from you and, if possible, moves as close as possible to you. • At the end of each of its turns, an immobile object of Medium size or smaller (your choice) appears in an unoccupied space within range. The object is warded, and any creature that ends its turn within 5 feet of it must succeed on a Strength saving throw against the creature’s magic weapon attack. The spell also stops the object from falling if the object strikes an object or leaves an object if it strikes an object or leaves an object. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus effect increases by 1d10 for each slot level above 6th. Transmutation

Casting Call

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You call forth a small beast from the earth. Choose a point you can see on the ground within range. The target creature must make a Wisdom saving throw. On a failed save, it takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional beast for each slot level above 5th. Enchantment

Casting circle of healing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. You heal a willing creature that you can see within range. While the target is healed, that creature takes small or larger healing effects. The target’s next turn, the target takes poison damage of your choice (at a range of 30 feet), and you can use this spell a number of times equal to  (renown HP damage of 1)). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above lst. Transmutation

Casting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A 100-foot-radius sphere of whirling air spreads around corners, forming a 20-foot thick cloud of whirling air around corners. For the duration, any creature within 20 feet of a point you choose must succeed on a Strength saving throw or be pushed 10 feet away from you and then take 1d6 bludgeoning damage, and twice as much damage from nonmagical weapons damage, for the duration. While the cloud is in its area, you can target one creature for each target affected by the spell. A target can choose to make a Constitution saving throw the first time it succeeds on the save, or the second time it fails. The second time it fails, it takes 1d6 piercing damage, and so on until the spell ends. You can use this spell a total of 50 times before the spell ends. As a bonus action on your turn, you can move or cast spells from the cloud up to 100 feet away. If you cast spells from the cloud, you can target one new spell each time it is cast. Transmutation

Casting Flame Blade

Casting Time: 1 action
Range: 500
Duration: Instantaneous

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d12 fire damage. On a successful save, the spell ends for the target. Each of the fire damage types increases by 1d12 at the end of each of its turns. 1 Flame 2 Smoke

Casting Flame Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Flame-like flames leap from your hand to a creature within range. You change the target’s weapon with which it is

Casting Flame Burst

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a flammable object, a piece of food, or other visible harmful substance at a creature with a reach of Huge or smaller. The target takes bludgeoning damage equal to your lightfoot of charge. If the creature fails its saving throw, it instead takes 3d12 fire damage and has its bludgeoned body covered with scorched earth. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 4d12. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d12. Evocation

Casting Flame or Sand

Casting Time: 1 action
Range: Touch
Duration: 1 minute

The flames leap from your hand to join your sword in battle. Choose a pile of rubble, craters, or other similar debris on the ground within range. To a creature or an object moving in the air, the flames appear to be circular, 10 feet across, centered on a point within range. Then they move up to 20 feet in a straight line, succeeding on all Strength saving throws. If a point has a diameter of 2 feet and isn’t being worn or carried by another creature, that creature must first make a Strength saving throw. On a failed save, it takes 2d6 bludgeoning damage and is pushed 10 feet away from the point where you cast this spell and is within 5 feet of the flame. Evocation

Casting Flame Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Flames gushed out from under you as thunderous blades erupt from your fingers, creating one of the following effects when one of the following effects occurs: • You strike two flames within range. The first effect creates a vertical burst. • The first effect cements the flames to your hand. The second effect creates a horizontal burst. • The second effect cements the flames to your hand. The flames do not need to be lit, but they can be heated while in the second effect’s aura. Both flames explode when the second effect re-enters your hand. • The flames leap from your fingers to create a vertical crack, and the flames do so a number of times equal to your spellcasting ability modifier. • The flames extinguish unprotected flames in the area, as the flames of war do. You can use your action to create a horizontal crack in the ground or a sheet of earth in the floor. For the purposes of creating any effect outside the spell’s area, extinguishing both flames and crackling earth is an alternative action. The flames then erupt from your fingers into the air and hurl the flammable objects weighing them 100 pounds or fewer that you can see within 30 feet of you. Conjuration

Casting Flame to Create

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell creates a flickering flame in a location you select within range. You choose whether a flame appears on your person or on the ground within 30 feet of you. The flame spreads around corners, but it doesn't form a pillar or emerge from under a creature. If you cast this spell on the same spot every day for a year and a half, you can have up to three flames spread around the same spot for the duration. You can change the location of these flames when you cast this spell. If you cast it multiple times, you can have up to three flames spread about the same spot for the duration. The flames spread around corners, but they don’t form an opening in a creature’s space within 30 feet of you. You can fire the flames at your command. Each creature other than you in a 30-foot cone must make a Dexterity saving throw. On a failed save, you take 1d8 bludgeoning damage and have disadvantage on the attack roll and attack roll for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Casting Flame Tongue

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a globe of flame that spreads around corners and forms a lash on one creature you choose within range. The globe remains in place for the duration, and the target must succeed on a Dexterity saving throw or take 1d8 fire damage and take 1d6 bludgeoning damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Casting Flame Tongue

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Flame-like force washes out from a creature into the air, and its flesh falls to the ground. This spell creates a warp in the fabric of space that leads up to a point within range and lasts for 1 hour. This spell also damages the creature affected by this spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can direct the flow of the flames up to 30 feet, giving it a 30-foot diameter and 20 feet on each side. Each creature that starts its turn in the fiery vortex up to 5 feet of movement must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and the creature takes 2d6 bludgeoning damage if it starts its turn in the center. Evocation

Casting Frost Bolt

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You blast a 20-foot-radius, 100-foot-high cylinder of frost at a creature within range. Each creature in that area must make a Constitution saving throw. A creature takes 5d6 cold damage, and the spell ends on a creature that failed its save against this spell. The target’s hit point maximum is reduced by the spell’s duration. The target’s hit point maximum is halved, and it takes 8d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Evocation

Casting:Instantaneous

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral creature up to ten feet tall and weighing up to six pounds. The target must succeed on a Dexterity saving throw or become frightened for the duration. If you choose, the creature can’t be frightened by more than one creature of your choice. The creature can’t be charmed or frightened by more than one creature of your choice. Conjuration

Casting of flame

Casting Time: 1 action
Range: 10 Days
Duration: Until dispelled by an arcane spell, you create a b

onfire of flame that rises from a single point you have visited and falls in contact with the ground where you cast the spell. You can target the bonfire with a melee attack, and it ignites flammable objects that aren’t being worn or carried. If you hit with the attack, the fire rises from the bonfire and ignites flammable objects that aren’t being worn or carried. If you miss, you can use your action to deal extra damage to the bonfire. If you make a melee attack with the bonfire, you make the attack with a weapon with disadvantage. The extra damage makes your attack have a range of 120 feet. You can use this bonus action to deal extra damage to the bonfire. When you do so, roll a 4 or higher; if you roll 5 or less, you create a bonfire of flame that burns for the duration. You can target the bonfire with a melee attack, and it ignites flammable objects that aren’t being worn or carried. If you miss, you can use your action to deal extra damage to the bonfire. When you do so, roll a 5 or lower on the attack roll or an 8 or higher on an attack modifier. The flames remain alight for the duration, and the DM can use this bonus action to create a new bonfire at a point within 120 feet of you. After you create the bonfire, you can use your action to create a new one: use the fire to create a new one, and then use the bonus action to move it up to my lips. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bonfires you create increases by two for each slot level above 5th. Conjuration

Casting of Flames

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Choose one creature that you can see within range. You can cast this spell as a spell targeting one Huge or smaller demon or fiend. On a successful save, the target disappears into an extradimensional space that lasts for the duration. Until the spell ends, you can use a bonus action on each of your turns to cause one of the creatures to make a saving throw. On a successful save, the spell ends. On a failed save, the creature becomes restrained in flame until the spell ends. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. Conjuration

Casting spells of 3rd level or lower

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 9 minutes

You cast a spell of 3rd level or lower. The target of the spell is a creature. The spell has no effect on the target. The target can use the action to make a Charisma saving throw. On a failed save, the target is unaffected by the spell. If the target successfully saves from being affected by a spell, the spell ends. If the target successfully casts a spell, the target can use its action to cast it again. The target can use its action to dismiss the spell. This spell has no effect on undead. The casting time for this spell is 1 hour. Enchantment

Casting Stone Shape

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a stone and put it into the shape of a pillar. The stone becomes a pillar with a 10-foot radius and an 11—foot radius at the DM’s discretion. The stone can be up to 10 feet thick, as with stone wall or stone dome, and weighs up to 500 pounds. It can be reshaped so as to fill a 5-foot cube. After rolling a 5 on the stone component, you can reshape it to appear as a pillar. It can be made from any material, including stone, up to the height of 5 feet. Alternatively, you can shape it in any manner you choose so that it appears as a pillar with a 10-foot diameter and an 11—foot radius at the DM’s discretion. You decide what shape the pillar will become when it is completely reshaped and when the spell ends. You can create a new pillar by using one of the following 3 features checks. The pillar can’t occupy a space within 5 feet of another creature’s front or behind it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a new pillar by using two of the following features checks. The pillar can’t occupy a space within 5 feet of another creature’s front or behind it. It instead creates a small, transparent barrier made of flesh and blood that extends over a creature’s space within 5 feet. To crack the barrier, a creature must succeed on a Strength saving throw or take 1d12 necrotic damage, and it can’t take any damage at the start of its turn. When the barrier appears, each creature within its area must make a Constitution saving throw, taking 2d12 necrotic damage on a failed save, or a half as much damage on a successful one. The barrier blocks a successful Constitution saving throw against this spell's damage type. It also makes the casting of spells impossible through it. The barrier doesn’t

Casting the Flood

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Water spreads across a fault line in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature that starts its turn within 10 feet of a point within range must spend 3 feet of movement for each creature. Reducing a creature to 0 hit points destroys this cylinder and triggers the Flood. The Flood spreads around corners. When it strikes a given area, some flood damage causes an excavated pit to form, making it the first point of flooding damage that a creature can see. When a pit appears, each creature is limited in movement, while its walls and ceilings are wrought of stone with difficult earth, making them vulnerable to falling damage. Each creature on each side of the trench must make a Strength saving throw. A creature takes 3d14 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d14 for each slot level above 3rd. Conjuration

Casting Time

Casting Time: 1 action
Range: 10 Days
Duration: This spell creates two hundred new spells per day

for the duration. You can cast this spell on a casting roll equal to 2d6, 5th-8th level, or 9th-12th level. Transmutation

Casting Time

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: Instantaneous

This spell creates a simulacrum of a creature for the duration, so long as the creature is within 30 feet of you. The simulacrum is a simulacrum, made of water, and it is permanently immune to your spells. This spell closes all magical barriers that protect it, and you can dismiss this spell with a -2 penalty to your attack rolls. Divination

Casting Time

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: The next time you cast this spell using a spell sl

ot of 5th level or lower, you can cast it without expending a spell slot, casting the spell over a course of days or weeks, up to 90 days, or using an action that requires the casting of one willing spell. Divination

Casting Time Stop

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range, stopping a creature from proceeding if it thinks it can. A target must make a Wisdom saving throw. On a failed save, it can immediately teleport you back to that space, where you originally sat. If you cast this spell multiple times, you can have up to three times as many uses of it. Transmutation

Castsings

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A line of bright light appears at a point you can see within range. A creature can be targeted with this spell only if the target is a creature. It must be within 60 feet of the point of attack or the spell lasts for the duration. If the target is a creature, the spell has no effect there. The spell's area of effect is the same as that of the spell targeted. Evocation

Cataclysm

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A wave of meteors streaks down from the heavens, showering the land with light. Each creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Finally, if the creature is holding a weapon that isn’t a weapon of opportunity, the creature takes 5d6 bludgeoning damage, and the weapon isn’t knocked prone. Creatures standing in the area are also affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 10d8 for each slot level above 3rd. Evocation

Catapults

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of energy that arcs toward a target within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 bludgeoning damage and is restrained until the spell ends. On a successful save, the target is no longer restrained. At the end of each of its turns, the target can repeat the saving throw. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 8th. Evocation

Catapults

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence, or else they create them and wait for the spell to finish casting. If the portal opens only to the south or west, the rulers of a city-state or a region under siege can each take 3d6 force damage. A city-state that is under siege can either fall to siege or erupts in flame. The portals created by this spell fail to close when the spell ends. Conjuration

Cataract

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A spectral cat appears from your space for the duration. A spectral cat appears in a 30 foot cube centered on a point you choose within range. The cat appears in the spot you used for its area of effect. It disappears when it drops to 0 hit points or when the spell ends. The cat is friendly to you and your companions. The cat disappears at the end of each of its turns if it is hostile to you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Cataract

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You teleport up to 30 feet to an un

Cataract

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You cast this spell as a group of creatures of the chosen race. Each target must be within 10 feet of you. Each target must also be within 5 feet of you when you cast the spell. Each target must make a Wisdom saving throw. On a failed save, a target takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. Whenever a target takes damage or is charmed by this spell, the target takes 1d10 necrotic damage, and the spell ends. If the target is not charmed by this spell, it can’t use its action to make a new saving throw. It must first make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. If the target is charmed by this spell, it can immediately return to its home plane. If the spell fails or the target’s plane of existence is in danger, the spell ends for that creature. If the spell doesn’t end when the target returns to its home plane, the spell ends for the target. Enchantment

Cataracts

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a living creature. At the start of each of your turns while you are conscious. At the end of your turn, if the creature’s concentration is broken. At the start of your next turn, if you are incapacitated and have a willing creature’s reaction, it makes a Wisdom saving throw. On a successful save, the creature has no memory of what happened before it died, and it is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Enchantment

Catastrophe

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A dire celestial appears and strikes at a point of your choice that you can see within range. Choose a point on the ground that you can see within range. The celestial disappears from view for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Catatonic Shift

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

This spell allows you to cause a surge of magical energy in a 10-foot-radius sphere centered on a point you can see within range. This surge lasts for the duration, and it deals 5 radiant damage to the target. The target is blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Catatonic Surge

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You strike a creature within range with a surge of magical energy in a 30-foot radius and cause it to make a Constitution saving throw. On a success, you cause the creature to take 2d6 psychic damage, and on a miss, it takes 1d6 psychic damage. On a subsequent roll, the target makes the saving throw at the end of each of its turns, and on each of its turns thereafter, it takes a bonus on the attack roll and ability checks. The extra damage increases by 1d6 at the end of each of its turns. If the DM has the extra information, the DM must decide by what rule the extra damage is applied. This spell’s damage increases with the extra damage. Evocation

Catch Bell

Casting Time: 1 action
Range: 60
Duration: 1 Round

For the duration, a strong bell sounds within reach. You know the location of any creatures in a 30-foot cube within range and attempt to find them by dealing a knockdown attack to each creature within 30 feet of each creature that you can see within 5 feet of the bell. If you do so, you take no damage and the bell continues to ring for the duration. If you make a melee spell attack against a creature within 5 feet of the bell, you can make a new attack roll as part of casting this spell. On a hit, the creature takes 1d12 lightning damage (less than half the total before you). Additionally, the spell ends if you use your action to do anything else. At Higher Levels. You can attack 3 times with a strong bell if you wish, and regain health if you use your action to go back to using it. While you are using the spell, you can use a bonus action to cause the bell to ring again, provided that you have the appropriate movement and equipment to do so. If you are successful, you can cause the bell to ring a second time, doing so restores 1 hit point. Evocation

Catch Fire

Casting Time: 1 action
Range: 30
Duration: 1 Hour

The touch of a trap spell attracts creatures of your choice that have the Strength and Constitution scores you use when you cast this spell. You know the distance at which the creature is likely to be found and how far the creature travels to reach it. If you cast the spell on the creature, the trap ignites if it is raised to a height of at least 300 feet and extinguishes when a long rest restarts the fire. Evocation

Catching Fire

Casting Time: 1 action
Range: 120
Duration: 1 Round

Lightning springs forth from the center of a burning temple dedicated to the gods. One creature of your choice that you can see within range ignites a mote of burning incense in a 30-foot cube on the ground within range. The target must make a Dexterity saving throw. On a failed save, it ignites a mote of burning incense in a 40-foot cube within range. On a successful save, the spell ends for it. Each creature in the mote's area burns with cold damage (d8 + 10 cold damage), and the spell ends for it. Each creature in the mote's area burns with light damage (d8 + 10 light damage damage damage, and 9d8 + 10 dark damage damage damage damage. The DM chooses the DM’s level of the flames as the target). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Catching Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 2 hours

The next time you hit a creature with a ranged weapon attack before the spell ends, you gain the following benefits: - You have resistance to fire damage. - Your body heat level is 1. This heat can be reduced or waived by other means. - You can use your action to create a line of fire 15 feet long, 5 feet wide, and 5 feet thick extending from your pointing finger up to the sky. Each creature in the line of fire must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Catching Fire

Casting Time: 1 action
Range: Self
Duration: Duration for nonmagical ranged weapon attacks agai

nst targets within 15 feet of you on a current turn or a current minute after the turn began. For the duration, any creature that attacks a creature that has the catch ability is turned to ash. Transmutation

Catching Fire

Casting Time: 1 action
Range: Touch
Duration: Until dispelled, this spell can’t extinguish unpro

tected flames. Instead, you extinguish them, either by casting a simple, nonmagical spell or by creating a strong current in the ground that carries the fire to a place or individuals within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, the creature takes 6d6 fire damage. On a successful save, it takes half as much damage. A creature blinded by the spell can use its action to exhale the fire, which must be no higher than 40 feet away from the surface. Evocation

Catching the Seeker

Casting Time: 1 action
Range: 60
Duration: 1 Round

You appear in an unoccupied space of your choice that you can see within range. Until the start of your next turn, you can target one additional creature for each target you target. If you target two or more targets, you catch the seeker. (Typically, the target is a

Catching wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A whirlwind forms in a 10-foot square area within range, rising from the ground within range. Each creature in the whirlwind must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, wind whips through the whirlwind in a 30 foot radius, dealing 14d8 bludgeoning damage to creatures and forcing a creature to make the saving throw with disadvantage. This damage can’t reduce a creature’s speed, attack, or damage it takes as a weapon. The whirlwind moves with a creature and lasts for the duration. When it starts its turn, the whirlwind moves with

Catch Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that is poisoned. If the creature is alive and within 10 feet of the necromancer when you cast this spell, it becomes dead within 10 feet of the necromancer. This spell can’t return to life a creature dead of this type if such a creature was the target of this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Illusion

Catch the Dark Lord

Casting Time: 1 action
Range: Touch
Duration: 8 Days

A dark demon appears in a random location within range and starts its next turn in a line that is 40 feet long and 5 feet thick and 5 feet tall. This demon appears in a location that you choose within range. If the demon is hostile to you, it attacks you with an attack that is normally a bonus action. The demon has no prejudice against you. You can use your action to dismiss the demon. If you do so, the demon returns to the

Catch the whirlwind

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose a whirlwind that is 10 feet long and 5 feet wide and 10 feet tall and that runs along a length of wood or stone that you can see. The whirlwind lasts for the duration and appears where you cast the spell. When you cast the spell, and without requiring the casting of a material component, the whirlwind moves with you, remaining centered on you and touching and blocking you. It creates 10-foot-radius invisible traps within range, thatiff creatures within 5 feet of it, and all creatures within 5 feet of it have disadvantage on attack rolls against you. While in the whirlwind, you can use your action to make a Strength or Dexterity check against your spell save DC. If your check succeeds, the whirlwind doesn’t harm you. Until the spell ends, you can make the check against your spell save DC. If you attack a creature within 5 feet of the whirlwind, the creature must make a Strength saving throw. On a success, it can use its reaction to move up to 20 feet in a straight line. A creature must use its movement to move up to speed, line by line, or tail from the whirlwind to the nearest safe spot within range. Once a creature reaches the top of the whirlwind, it can follow the whirlwind up to 5 feet at a time until it comes into contact with a rock or a debris heap on the ground. Once it has followed the whirlwind up to 5 feet, it rolls a d10 triage roll (if rolled by an undead, the creature is healed when it reaches 5 feet). The creature is allowed a maximum of one use of the whirlwind per day and can use it again if it wishes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional whirlwinds for each slot level above 3rd. Evocation

Catch the Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Briefly enclosed in a misty cloud, is the call of nature. Wind chimes within the sphere, and in the darkness and silence that lie beneath it, the winds of the day and night sweep across your lands. Each creature that you choose within 30 feet of a place you select when you cast this spell must make a Strength saving throw. On a failed save, it can’t speak any language for 1 minute. On a successful save, it can only say gibberish and that gibberish can’t be broken. A creature can take damage or have its own way. If the creature ends its turn in the mist or in any other safe spot and must move to a spot where it can’t see the creature, the creature falls, and the mist spreads around it until it drops to 0 feet in the space where it landed. Conjuration

Catch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch someone and receive a +1 bonus to your Armor Class for that turn. The target dismisses what it is holding, and if it succeeds on a Strength saving throw, it takes no damage. The target gains the benefit of this ability a number of times equal to your spellcasting ability modifier. If a target has more than one hit point maximum, it can use its bonus action on a turn to use all its hit points to regain hit points and maintain concentration on spells. Conjuration

Category: Magic

CategoryMagic Stone

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

This spell creates an invisibly-sized statue of a friendly creature in an unoccupied space you can see within range. The creature’s space is difficult terrain. Any creature hostile to you that moves to a space within 5 feet of the statue for the first time on a turn must succeed on a Strength saving throw. The creature automatically succeeds on the saving throw, and it disappears into thin air. Should you choose to create a statue of a creature hostile to you, that creature can’t become hostile to you by using any reaction or using an ability change (such as “attack, ”debuff, or ”explode, ”claw, or “taunt”) to make a DC 20 Strength check. On a success, the creature disappears into thin air, and the statue takes half as much damage, and the spell ends. Transmutation

Category: Whispers

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: You utter a whisper of discordant whispers. The wh

isper originates from within a dire wolf or a dire wolf cub, or you make the word appear to come from within a dire wolf’s eye. The spell fails and must end before that creature enters the spell’s area for the first time on a turn or ends early on a creature. Abjuration

Catnap2

Casting Time: 1 action
Range: 30
Duration: 2 Hours

This spell turns up an alter ego that is different in almost every way. Starting with the creature whose familiar it is, you learn its game statistics, including what kind of attacks it makes, how many spell slots it has, and what kind of equipment it uses. The changes last for 1 hour for each slot level above 1st. Conjuration

Catnap 2nd Round

Casting Time: 1 action
Range: 1 Round
Duration: 1 Round

You attempt to end a sustained spell of up to 1 minute spent casting spells within range. This attempt succeeds if its spell slot is less than the one used to start the spellroll. This attempt also ends if its casting time is greater than the casting time of your side spell. Enchantment

CatnapConcentration, up to 1 hour

Casting Time: 1 action
Range: 10
Duration: You create a 20-foot-radius, 20-foot-high cylinder

of yellow light centered on a point within range. The cylinder appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The cylinder remains for the duration. If the cylinder moves out of alignment with another object, that object is pushed up to fifteen feet away from the center of the cylinder. This spell can have a range of up to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 hour for each slot level above 6th Conjuration

CatnapConcentration, up to 1 hour

Casting Time: 1 action
Range: You create an entangle target entwined to a chandelier, a candle, or a similar object. Make the entangle link up to 20 feet long, 6 feet high, and 5 feet thick. The spell fails if the target is worn or carried by creatures. The target can be restrained only by one hand covered by an invisible hand or by some other covering. When you cast this spell, you can refrain from firing until after the spell ends. When you finish casting, the spellNecromancy allows you to make another dispel magic spell, which creates a new target after pondering the entangle spell for one day. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Duration: Abjuration

Catnap/Conjure Barrage

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a band of poisonous, razor-sharp claws on the ground at different times a day for the duration. You choose one the following options for what appears: • One humanoid of Medium size or smaller must succeed on a Dexterity saving throw. • Two or more creatures of the same type, or one or both, can succeed on a Dexterity saving throw. • You designate a target type, such as a fish, for which the spell is offered. The target’s lair must not be more than 30 feet away from the center of the targeted creature. • Two or more tentacles or a mouth on one creature’s waist can sprout from the ground or stumble if it is close enough to the target. • The ground in the area becomes difficult terrain. A creature that starts its turn there must succeed on a Strength saving throw or be restrained by the bound creature until the spell ends. Conjuration

Catnap effect

Casting Time: 1 action
Range: 10
Duration: until dispelled

Choose an object weighing at least 5 pounds within range that isn’t being worn or carried. The target begins its ascent by moving with the object falling 10 feet per round for that object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional object for each slot level above 1st. Transmute object into creature. Transmutation

Catnap effect

Casting Time: 1 action
Range: 10
Duration: Until dispelled

Choose an object weighing at least 5 pounds within range that isn’t being worn or carried. The target begins its ascent by moving with the object falling 10 feet per round for that object. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional object for each slot level above 4th Transmutation

Catnap effect

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a distraction within range that lasts for the duration. When you cast the spell, you can affect one target of distraction in a 5-foot radius and target one object in the radius again. If the target attempts to cast a spell, you can use a bonus action to deal damage to it. If you do so, it takes 1d4 piercing damage, and if it succeeds on this spell, the spell ends. As an action, you can dismiss this effect as an action. Conjuration

Catnap end

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You place your trusty shrub in one creature you can see, and give it a faint, audible bark. If the creature can hear you (and if it can hear you somehow), it does so, aware of your presence, thanks to an illusion. You can have the creature obey you however you choose, though it must first make a Wisdom saving throw. If the creature doesn’t understand what you say, it acts in accordance with your wishes. Otherwise, the creature acts in a manner directly counter to your desires. The creature is friendly to you and your companions for the duration. If the creature is hostile to you, it acts in accordance with your deepest fears, dreams, and actions, but without regard to the consequences. Otherwise, the creature acts in accordance with your deepest desires. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Catnap Hour

Casting Time: 1 action
Range: 30
Duration: 1 Round

You attempt to end a sustained spell of 7 to 10 minutes spent casting spells within range. This attempt fails if its spell slot is less than the casting time of your side spell. this attempt also ends if its casting time is less than the casting time of your side spell. This attempt also ends if your casting time is greater than the casting time of your side spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell depends on the spell used to start it. You can’t attempt this spell at a higher slot than the slot you are casting it on. Enchantment

Catnap out ute ways

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You make a calming gesture, and up to three willing creatures that you can see within range fall unconscious for the spell’s duration. The spell ends if one of your companions is poisoned or if one of your companions is killed. If you cast this spell while one of your companions is unconscious, it doesn’t take effect until the end of your next turn, and it doesn’t disappear if you die while it does so. Transmutation

Catnap Spell

Casting Time: 1 action
Range: 10 minutes
Duration: You bring flammable objects, such as water, mud, o

r stone, into the presence of a willing creature. You cause the spell to chill the creature for the duration, causing it to become frightened. The chill lasts for the duration or until the creature starts barking loudly. When the chill ends, the creature returns to the number of hit points it had before it began this spell. The creature is affected by this spell once it has turned 18. When the creature returns to the number of hit points it had before it began this spell, the creature is no longer frightened. The creature is stunned until the end of its next turn. Enchantment

Cat's Chit forked Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a twisted blade-length appendage that is infused with a corrosive power. Until the spell ends, the appendage gradually warms up to three times your normal rate. When the arm strikes its target, it makes a melee attack against the target. On a successful save, the target takes 1d6 acid damage, and it has its arm rearmed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Cat's Grace

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell grants the ability to temporarily hide a location for the duration, making a location that isn’t visible by means of visible objects a hidden location. Transmutation

Cauldron

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell creates a 20-foot square on ground that remains unoccupied for the duration. The surface is heavily obscured and contains up to 20 feet of ceiling, enough room for at least one adult human to stand on. The surface is clean, airy, and fills with clear mist, which creates a 20-foot cube of swirling mist centered on a point within range. An unwilling creature that starts its turn in the area must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. The surface is transparent to the naked eye and can be seen from a distance of 1 mile. A creature exposed to the light can see through it and isn’t blinded by it. Transmutation

Cause water to burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 20 foot radius sphere centered on a point within range and burst forth from the sphere. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 flooding damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the

Caveman’s Tongue

Casting Time: 1 action
Range: 60
Duration: 1 Round

You choose one nonmagical object within range. The object must be at least 10 feet long, a hand or a large object that fits within a 5-foot cube or 5 feet on a 5-foot cube. The object must be in a slot within the spell’s description. The object must be made from a solid surface, such as stone, wood, or wood-rimmed metal, and must be made from at least one of the following: lead, lead-plated metal, lead-nickel, or lead-nickel-nickel. When you cast this spell, you use the object to direct the tongue of a willing creature that you can see within range. If the object is a stick, a piece of wood, or some other similar object, the creature must make a Charisma saving throw. On a failed save, the creature takes 1d8 piercing damage, and on a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Illusion

Cave Monster

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell allows a creature that attacks another creature to move into or near a cursed pit or cave that it can see within range, opening a gateway to a different plane of existence. The creature is friendly to you and your companions for the duration. A mote of emerald tarps or a chunk of earth or stone appears and is a celestial, thunder, and ice weapon with which the creature attacks against a target. The creature can use its action to send ripples of destruction through the air. Each creature in a 40-footradius sphere centered on the pit or cave is pushed up to five feet away from the center by means other than bludgeoning or piercing. The destruction can target creatures and objects inside the sphere. Rope lances, rope girders, and similar devices, created by this spell, can open such a pit or cave. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can create a globe of fire, a globe of ice or a globe of fire, a globe of fire, and a globe of water, forming a 15-foot cube with each use of the globe. Each globe has a 5-foot radius and is harmless until the end of your next turn. Each globe is of 3d8 force, and each globe is of 5d8 force. Conjuration

Cave Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a cave of sorts on the ground within range, some composed of magically-enhanced stone or stone masonry, others composed of stone or stone structures or stone tools. You can make any stone you choose as your material component, though it must be wrought from feldspar or other harder-to-impregnate stone. If you create a cave, any creature that moves through it must make a Dexterity saving throw. On a failed save, a creature is pushed up to 10 feet away from you and has a speed of 0 until the start of its next turn. Once pushed, the creature remains within 5 feet of you until the spell ends. If the creature moves into an area that has already been affected by a spell that targets a specific creature, that creature must succeed on a Wisdom saving throw to avoid stepping on a cave creature’s toes. Transmutation

Cave of Arrows

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A pebble-sized arrow streaks toward a point on the ground within range, issuing a loud boom that emits bright light. Each creature in a 10-foot-radius, 30-foot-high cylinder centered on that point must make a Dexterity saving throw. Each affected creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Cave of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

One piece of nonmagical energy radiates with a cold thud from a 60-foot-radius sphere centered on the sphere. Each creature that starts its turn in the sphere or that enters it within 60 feet of it must make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage, and it has disadvantage on Dexterity saving throws and attack rolls before the spell ends. A creature that succeeds on its saving throw takes half as much damage and isn’t blinded while in the sphere. This spell has no effect against constructs or undead. Evocation

Cave of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a 10-foot-deep cave that is filled with freezing air and cold air at the same time. Until the spell ends, the air fills the chamber with frigid air and cold air, and the air moves freely around corners. The air is difficult terrain and can be difficult to strike. When a creature enters the cave for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3

Cave of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A frigid cave erupts from a point of your choice within range, forming a 100-foot-radius sphere that remains for the duration. An area of fog and frigid air immediately surrounding the point can’t fill the area. Until the spell ends, you can use a bonus action to move up to 20 feet in a direction you choose along the bottom edge of the cave (your choice when you target the fog or the frigid air). If you target a point in the ceiling and feel a warm wind blowing toward you, you can move up or down as part of the move. A spell of 8th level or higher can send fog or frigid air up to 10 feet deep, 20 feet high, and streaking along the ceiling, across the bottom of the cave (your choice), and across the wall leading up to and extending across the bottom of the cave. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, two additional sheets of thick fog can be drawn from the bottom of the cave and lash out from the top of the spell slot. Each sheet of fog and frigid air contains a different spell of 8th level or lower. Both sheets of fog and fog or fog or frigid air have the same power and source. If you cast the spell using spell slot 590 or 690, the fog and fog or frigid air have identical casting options and can be targeted by different spell attacks. The fog or fog or frigid air has resistance to nonmagical

Cave of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An illusory cylinder appears in your space and remains for the duration. Until the cylinder fills a square 20-foot cube, the cylinder radiates cold light within 10 feet of it. The cylinder is a solid monstrosity. It has 5 hit points. If it misses its reduced state, it is pulled up onto a plane of cold stone and then slammed into the ground, cracking it to bits. The cylinder is a cylinder of ice, 5 feet in diameter and 5 feet tall, that fills a 10-foot cube. Each creature in that area must make a Dexterity saving throw. An affected creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. The cylinder rages on the ground for the duration. It moves with any creature on the ground when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Cave of Cold

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You open a frozen cave that is a 15-foot cube that is an open cave created by a cliff face over a frozen pond. Each cave has AC 15 and 30 hit points. Each cave contains at least one creature or an area that can’t be more than 10 feet square. The area can’t contain more than one creature or an area that can’t be filled with water (typically a trench). Until the spell ends, you can use a bonus action on each of your turns to cause one of the following effects in addition to creating a snow cave: • You cause a frozen cave to freeze to the touch. • You instantaneously create a new cave, or leave it frozen for 10 minutes. • You freeze solid objects in the area, such as walls and chimneys, for 1 hour. • You freeze gases, such as water, for 10 minutes, or until solid objects freeze to a depth of 10 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the freezing effect increases by 10 feet for each slot level above 4th. Conjuration

Cave of Cold

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell transports up to 10,000 cubic feet of air across a solid surface. This area is divided into 4 corners and remains there for the duration. The area is a solid, unoccupied space that can be turned into a warm, wet, or cold place. You can use your action to move the area up to 30 feet, or you can move it up to 60 feet. A 10-foot-high cylinder of air rises above the ground in the cube. The cylinder can be opened with a simple latch. The air must be completely contained within the cylinder and the air must be on one side of the cube with a slot of at least 5. The air must not have a temperature below 120 degrees F. The air must not be a liquid. A creature can use an action to create a cylinder of air that is 10 feet in diameter and is 100 feet long. N

Cave of Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A fire-wreathed campfire rises from the ground on ground that you can see within range. When you cast this spell, you create one of the following effects within 5 feet of it: • You create a bonfire on ground that is no larger than a 20-foot cube and that is fully lit. Except for one creature that died when you cast the spell, the bonfire is unoccupied. • You create a bonfire on ground that is no larger than a 5-foot cube and that is fully lit. Except for one creature

Cave of Flames

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create a gateway to a place of magic within range. The spell has no effect on undead or constructs. The gateway appears in a place or objects that you can see within range and can be open or closed. The gateway is made up of a cube of stone that is made up of up to 20 feet of clear water (30 feet of water at a time). The stone is made up of a cube of stone with a diameter of 1 inch and an open space of up to 10 feet. The stone is made up of 1 cubic foot of wood, and 5 cubic feet of lead. The stone is made of 25 percent pure lead. The stone can be made into any material, including stone, wood, or any other material that is 100 percent nonmagical. The stone can also be made into any other material (stone, wood, or any other material that is 100 percent nonmagical). You can use a gateway to open a portal from a place you can see within range. The portal must be a 30-foot cube. Any creature that enters the portal must succeed on a Wisdom saving throw or take 4d6 necrotic damage. Conjuration

Cave of life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A cave filled with life springs into existence under your control. Choose up to five creatures within 30 feet of you within range and move from one of your choice that you can see within range, forming a tree trunk, opening a gateway to another dimension, or ascending out of a pit or a cave. Each creature must make a Constitution saving throw, taking 13d8 damage on a failed save, or half as much damage on a successful one. You also protect against being maimed, as a bonus action on each of your turns, a creature that you choose must make a Constitution saving throw, and the creature takes 14d6 necrotic damage on a failed save, if it survived. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the damage increases by 2d6 for each slot level above the 11th. Necromancy

Cave of life

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

This spell opens a gateway to the ethereal planes, a realm beyond which beasts come to rule. Until the spell ends, a creature that enters the ethereal plane (or one equivalent) for the first time on a turn or begins its turn there must make a Constitution saving throw. On a failed save, the creature ends what it started on the first turn it entered the ethereal plane (or one equivalent). While in the ethereal plane, a creature can do nothing but move and take damage equal to 1d4 + your spellcasting ability modifier. The creature can’t leave the ethereal plane (or one equivalent), unless it can‘imate a certain object or

Cave of Life

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Concentration, up to 1 minute

You create a 5-foot cube of green energy radiating life energy within range. These cubes last for the duration. Each cube’s energy is harmless, and none of the cube’s energy can harm the creature or the cube’s protective element.The cube can be up to 30 feet tall, up to 10 feet

Cave of Ruinous Fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range and extinguish unprotected flames within 30 feet of it for the duration. The target can make a Constitution saving throw. On a failed save, the target takes 7d6 fire damage, and it burns for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 10d6. When you cast it using a spell slot of 8th level or higher, the damage increases to 20d6. Conjuration

Cave of stars

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A celestial, glowing from within, appears in an unoccupied space that you can see within range on a solid surface within range. The celestial appears as a brightly glowing disc about the size of your fist. It is invisible to hostile creatures and can be destroyed by nonmagical means. An example of an example of an invisible celestial is a rock or a fiery pit, or it might contain an elemental or an artifact. The disc remains for the duration or until a celestial appears and attacks the creature to destroy it. The celestial disappears when it reaches the bottom of an inverted  cube, 30 feet below the floor. In that case, the celestial is sunken and unprotected from damage, but in the case of an inverted cube—such as  40 feet above the floor at the Gondor Gate or  50 feet from the edge of the expanse at the northwest corner of the cube—it is sunken and protected by an immobile wall, which lasts for the duration or until the wall is dispelled. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours, increase duration by 8 hours for each slot level above 4th. Necromancy

Cave of stars

Casting Time: 1 action
Range: 150
Duration: 10 Days

You create a cave beneath a point you choose within range. Until the spell ends, a celestial, an elemental, or a fey (your choice) creature you choose must succeed on a Strength saving throw or become trapped there until the spell ends. A creature must also make a Strength saving throw when it enters the cave to escape. A creature is also trapped in the cave if it enters while trapped by a ceiling, if it is on the ground, or if it is in an immobile space if it is outside. The cave’s surface slopes and extends downward from you, with slopes gradually becoming more difficult until a ceiling was created, at which point the cave crests erupting out of the ground and continuing upward. The cave’s interior is lightly obscured by fog, icy fog, or icy storm clouds, and its walls and windows are made of thin, transparent ice. A creature trapped by the cave’s walls or windows can make a Strength saving throw at the start of each of its turns using a spell slot of 6th level or lower. A creature trapped by the cave walls or windows makes a Wisdom saving throw at the end of each of its turns using a spell slot of 7th level or higher. A creature trapped by the cave walls or windows can make a Strength saving throw at the end of each of its turns using a spell slot of 8th level or higher. A creature trapped by the cave windows can make a Wisdom saving throw when they succeed on a saving throw against a trap. Evocation

Cave of stars

Casting Time: 1 action
Range: 150
Duration: Unlimited

Up to 1 mileA shimmering disk appears on the ground within range to a point that you can see within 30 feet of you. The disk lasts for the duration and is a visible thing. Until the spell ends, you can use an action to cause any barrier that blocks the wisps or wisps a creature moves to move up to 30 feet in a straight line from that point. The disk creates openings that are 5 feet or less wide and 5 feet or less tall. Any creature that starts its turn in the opening must succeed on a Strength saving throw or take 6d6 fire damage. If the creature takes this damage before the spell ends, the spell might end early. The spell might only harm an area of ground or a pillar, a barrier, or a humanoid on the ground. Conjuration

Cave of Thorns

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

As you make a Strength or Dexterity check, you make a nonmagical rock forming part of a cave or ravine larger or smaller than yourself visible. Until the spell ends, your movement instead makes you invisible. That is, until the spell ends, you can make yourself visible as a Huge or smaller creature, or you can make an invisible tree trunk invisible from the ground. If you are wearing medium or smaller gear, you might be able to cover your front and back with a tree trunk to ward off pursuers. While you are invisible, creatures or objects within the cave, if they can, turn hostile creatures within 30 feet of you and blind them, making them deaf and blind for 1 minute. A creature that couldn’t see or heard can see the cave through the tree trunk, but the creature has "by itself" access to the cave. The creature can enter, exit, stow or retrieve the rest of its gear. While you have this ability, you instead make the same check against your spell save DC to teleport or reach the other side of the cave. Transmutation

Cave of Thorns

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create four six-foot-deep, shimmering, tangled, or twisted earthworks on land within range. Choose one of the following options for what appears: a fountain, a cave, a cave wall, or a hollowed-out trench that leads to a different place on the ground that you can see. You can create the objects described below as being made of stone or metal. Furnishings, vases, and other objects created by the spell affect only those objects. Furnishings are created with AC 6 and 30 hit points, and vases and other objects created with AC 6 and 30 hit points affect both objects and furnishings created with AC 6 or 30 hit points. Furnishings created with AC 6 or 30 hit points don’t automatically activate, but they fail to shut off if they are on the ground or if an opening is present. Furnishings created with AC 6 or 30 hit points shut off immediately if they open or close while they are in the air, if they run dry when they cool, or if the surface on which the rubble falls is rough or peb

Cave of Thunder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 1,500-foot-diameter, 20-foot-tall, 10-foot-high, 20-foot-deep, 50-foot-high, 20-foot-deep, or 100-foot-deep, 5-foot-high, 10-foot-deep, or 50-foot-deep, 5-foot-high, 10-foot-deep, or 100-foot-deep, 5-foot-high, or 100-foot-deep, 5-foot-deep, or 100-foot-deep, or 120-foot-inch-thick, 1

Cave of Wind

Casting Time: 1 action
Range: 10
Duration: Duration: Concentration, up to 10 minutes

You transform up to five creatures of your choice that you can see within range. The targets appear to be within 30 feet of each other and, as a bonus action on each target, can make a ranged spell attack for each of its d8; if the target succeeds on a saving throw against the spell, you control the resulting effect. As a bonus action on each target, you can make a move spell with a range of 500 feet and move it as if it w ho warded it up to 60 feet. It can make a melee spell attack with one metal object (a spear, a sling, or a staff) or throw a thrown object (a throwing weapon, a blowgun, or a club). The target also has advantage on all attack rolls its companions make. Transmutation

Cave of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates ten shimmering, 10-foot-deep, 20-foot-deep crevices in the ground within range to create wide open spaces for up to eight creatures or fewer within the area. Each creature in that area must make a Constitution saving throw. On a failed save, the creature enters the opening or the space where the spell’s spell requires the creature’s spell slot and doesn’t have one of the following benefits: - It can use its action to make a Strength saving throw. If it fails, its speed drops to 0 until it is no longer within 60 feet of the space where it appears and it can no longer take attacks with a weapon until its full turn. - It can use its action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell continues to operate as normal. A creature using its action to make a Strength check against your spell save DC is affected by all the affected creatures saving attempts. Evocation

Cave of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An open pit forms there and moves as you make a ranged weapon attack against a creature within 5 feet of it. On a hit, the creature must make a Constitution saving throw. It must make this saving throw when you cast the spell, as part of casting this spell on it, or when you cast the spell again, rolling a d8 and subtracting the number rolled from the total from the six dice. Conjuration

Cave of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. As part of the casting of this spell, you can create a 360-degree portal from nothing more than thin air to anything that is 10 feet in diameter and up. You can move through the portal, opening its gate or just behind it. The portal is 1 mile across; it is made from tough and opaque wood that fills in gaps in its walls as you choose. The portal is invisible. It opens into a mouth full of magic-infused stalks, each one weighing in at least 50 pounds. Each stalks a different creature of your choice within 5 feet of it. When you make a melee spell attack for the first time on your turn, you make the attack roll on the subsequent turn. On a successful roll, you can move through the portal and trigger a spell of your choice at the start of your next turn that destroys the creature before it can move. Transmutation

Cave of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a burst of magical energy that fills mists of air to a height of 120 feet per round for the duration. An aside: the spell can also be activated from anywhere on the ground, across a pillar, or in some other nonmagical place within range. Evocation

Cave of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a whirling vortex of churning air at a point you choose within range. You can make a nonmagical object or a solid object roll into the vortex (the solid object must be a creature or a sphere, such as a wall or a ceiling, or a sphere formed from a ceiling or a pillar, or a sphere formed from a pillar or a stalk, or a piece of a ceiling or a stalk, or some other nonmagical object that you can see), that is about 5 feet in diameter and 15 feet high. The spell creates a vortex centered on that object or sphere. If a creature moves from one side of the object or sphere to the other side

Cave of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 30-foot-radius, 30-foot high, 30-foot thick cave extending 1 mile in diameter from the point of impact at a point you choose within range. You can create a barrier or a rock wall at the center of the cave, up to 5 feet high, 10 feet wide, and 1 foot thick. The walls can be

Cave of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 90-foot-radius sphere of churning, churning air centered on a point that you can see within range. Until the spell ends, the sphere moves with the sphere toward a creature you choose within 120 feet of it. Make a ranged spell attack for the sphere’s surface area. On a hit, the target takes 1d8 + 10 fire damage. A whirlwind from a different spell or object hovers half as far from the sphere as a normal flying whirlwind, so it is immune to storm damage reduction. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Cave of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a vortex of churning, black-hot air in a 30 foot cube on a side within range. Each creature in the cube must make a Constitution saving throw. A creature takes 4d12 fire damage on a failed save, or half as much damage on a successful one. This air—up until now, only one cubic foot thick—can’t pass through barriers, and objects created by such a wall can’t pass through it. A creature takes 4d12 fire damage on a failed save, or half as much damage on a successful one. The wall can be destroyed by falling from it. If the wall is actually a pit, wall, or other similar surface, it collapses and creates an open pit with two 6-foot squares on each side, with a depth of 5 feet. The water depth is also 1 foot (0.5 m). The portal to the Abyss opens within 5 feet of the vortex, opening into a maze of secret chambers and corridors, as with any portal open into a closed pit or a floor. A creature can enter the vortex only by dropping to the ground, or moving a weight of 5 pounds (0.25 kilograms) or so so so that it isn’t trapped by the pit wall or the floor. To enter the maze, a creature must spend 5 feet of movement. When the portal to the Abyss appears, the creature must make a Strength saving throw. It takes 6d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Cave of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A blast of air springs from your earthen chest. For the duration, you can move up and down as a bonus action on each of your turns to propel yourself up to 60 feet in a straight line toward a creature you have seen in the past 30 days. The creature can make a Strength or Dexterity check. It takes 4d10 thunder damage. If you’re within 60 feet of the target, you can move up to 10 feet in a straight line, using another action taken. The line repeats every 5 minutes, until you reach the point where you can see more than one creature. During that time, you can also use your action to move up or down one size category above your normal body to a different size category, using an action that relies on chance. Transmutation

Cave of Wind

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Up to five creatures of your choice within 30 feet of you (your choice when you reach this spell) can be shaped to lash out toward a creature of your choice within 30 feet of it. The creature must make a Strength saving throw, taking 4d10 cold damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw against this spell when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area is difficult terrain. Until the spell ends, these creatures can be shaped to strike at melee creatures within 30 feet of it. To a creature of the same or higher level as you, the shape can be attached to another creature. The creature must be within 30 feet of the shape and can make the saving throw against the spell’s effect, or it can use an action to raise the creature’s gear, which is tied to the creature’s current form, up to the speed it is using it or resting on its gear. If the creature is already attuned to its current form, making this save against its effect, and then using its action to change its gear, create a new one, or use an existing one, the creature can follow its current form until it has chosen a different one. The creature is restrained by the shape and can’t use it again until it has drawn a new one. The creature can take the action to break the creature’s hold on the creature, which can restrain it up to medium size Medium creatures. The creature can hold onto two ropes attached to it attached to a rope in place. Each rope is 3 inches long and 6 inches wide, spaced 4 feet apart. Each rope is nonmagical and can be pulled by one creature at a time. You can use a bonus action to create a new rope and reshape the existing one. There is no need to open the new rope to use the new shape; simply shape it and let go of the action. The new rope can be re-attached to a normal rope and reattached to another rope attached to a slot where it is nonmagical or made of metal. A creature restrained by this form can use its action to make a Strength check against your spell save DC. If successful, the creature frees itself by making a Strength check against your spell save DC. The creature can use

Cave of Wind

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a 60-foot-radius, 40-foot-deep cave that rises from the ground and twists into a sphere centered on a point within range. Until the spell ends, the sphere is an upside down version of a sphere that is centered on a point within range. When you cast the spell, you can affect up to eight creatures within the sphere. Each affected creature is an individual creature, creature or object. You can’t create more than one creature affected by this spell at a time. Creatures or objects created by this spell are restrained in the cave and can’t open or occupy the opening. You can use a bonus action to create an opening on each of your turns, and when a creature uses its action to do so, it can slam the cube against the wall to create an opening. If you create more than one creature affected by this spell at a time, the number of openings created increases by four, and the cube can hold up to 100 creatures. Evocation

Cave of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of black smoke centered on a point you choose within range. You can create the illusion of a globe by casting this spell without expending a spell slot. It lasts for the duration or until you use an action to leave the sphere. If you cast this spell while you are incapacitated and can’t cast any spell, you have wasted a casting slot and must immediately end it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the weight of the globe increases by 5 loads, to a maximum of 9 loads. Transmutation

Cave of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a 60-foot-radius, 30-foot-high cylinder of air centered on a point you choose within range. You can move the cylinder as far as 100 feet in any direction along the cylinder. You can create one of the following effects while in the cylinder: • You create a 10-foot-radius, 30-foot-high cylinder of air centered on a point within range. • You create a 20-foot-radius, 30-foot-high cylinder of air centered on a point within range. • You cause a gust of wind to blow through the cylinder, creating a 20-foot-radius, 60-foot-high cylinder of air centered on a point within range. • You cause a puff of wind to blow through the cylinder, creating a 30-foot-radius, 30-foot-high cylinder of air centered on a point within range. Transmutation

Cave of Wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A wave of wind rips through the air, spreading out from corners to cover a space equal to 30 feet. The wind is strong and doesn’t move. The spell’s area of effect is a 50-foot cube centered on a point on the ground in the target’s space that you can see. The radius of the effect is 30 feet. Necromancy

Cave Rock

Casting Time: 1 action
Range: 30
Duration: 15 Days

This spell creates a magical stone cave in the ground that lasts until the end of your next turn. You choose an area of rock that you can see within range and is within 120 feet of you. You can open or close the cave on a successful round of the spell or a long rest. If the cave is ever open longer than 30 days, a fire burns there to light the way. To a creature who uses movement during this spell, the flame is like a torch and moves at half the normal speed of light. If the cave is ever occupied by hostile creatures, the creature occupies it, burning the fuel there and resting there for the duration. If a hostile creature hostile to you stumbles across the cave, it must make a Charisma saving throw. On a failed save, it destroys it and then regains 2d6 hit points. A construct’s hit point maximum can be reduced to the low number by another saving throw made using the creature’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can reduce the number of hit points of creatures by two for each slot level above 5th. Conjuration

Cave Troll

Casting Time: 1 action
Range: 10
Duration: 1 minute

A cave troll emerges from the ground at a point you choose within range. You choose the area of the ground you choose and where it stands within 10 feet. You can use either a 20-foot cube or a 10-foot tall cylinder to create a seamless maze of stone and stone tools. The maelstrom spreads around corners and is centered on a point you choose within range. A creature that starts its turn in the maze must succeed on a Strength saving throw or be pushed up to 10 feet away from the center of the cube. A creature that ends its turn in the maze must also succeed on a Strength saving throw or take 1d4 piercing damage. A creature that ends its turn in the maze must also succeed on a Strength saving throw or take 2d6 acid damage. A creature that ends its turn in the

Celerity

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You attempt to steal a piece of something magical or mundane until the very end of your next turn. Until the spell ends, when you move or if you move too fast, the piece crashes down at the bottom of the pit, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The crack causes the piece to erupt in flame, which ignites if it isn’t being worn or carried. When the piece strikes something, it is hurled 5 feet away from you, where it explodes if it is launched. Any creature or object dropped by the bludgeoning or piercing effects of the piece is also caught in the crack. Each creature in the pit must move at least 5 feet per round in a direction you choose for the piece’s movement. Any creature or object caught in the crack must make a Dexterity saving throw. It takes 5d10 fire damage on a failed save, or half as much damage on a successful one. The piece then erupts in a volley of bolts, crackling with crackling flames, in a 30-foot radius. Each creature in the area must make a Dexterity saving throw. Each time a creature fails a saving throw, it takes 6d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Illusion

Celerity

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and give it a simple and painless wish. Until the spell ends, the willing creature regains 1d4 radiant energy per level of at least 1st. For the duration, this spell has no effect and can only be cast with the aid of a willing creature spell. Transmutation

Celerity

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and compel it to do something you can no longer do. You choose a point you can reach within range. The target must make a Wisdom saving throw. On a failed save, it takes 8d8 temporary hit points. For the duration of this spell, the target can take only one temporary damage type (a.k.a. “poison, “light, or

Celestial Ally

Casting Time: 1 action
Range: Touch
Duration: Concentration

Celestial Binding

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Blazing incense gleams on a celestial in the form of a celestial or an fiend-aligned creature, offering a divine link to its actions and offering its aid in casting spells. The spell doesn’t target undead, and casting it with good or divine ini results in a celestial bound spell slot of 5th level or lower. The celestial becomes a celestial with age, and its statistics become apparent as the spell finishes. It becomes a celestial with changed forms, such as a celestial of a certain size or weight or a celestial of a truer race (such as a pantheon or pantheon of the gods). Casting with a 5th-level spell on a celestial grants a celestial 25 feet of travel to another plane. Divination

Celestial Binding

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a celestial. Choose a point you can see within range. An object or a sphere (if any) that you can see is a celestial. The celestial doesn't need to be in the same plane as you. For instance, if you can see a plane with a different name—the plane you're on is the one you choose—you can get the celestial's name from a point within range. If you can see a point on an object or on a sphere, the celestial appears on the object or on the sphere in its place. When the celestial appears, each creature in that area must make a Dexterity saving throw each round. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its damage increases by 1d8 for each slot level above 1st. Evocation

Celestial Binding

Casting Time: 1 action
Range: Self
Duration: 8 Hours

The spell merges two celestial bodies into one massive disk that can be broken and transformed into a form using only simple conjuration spells. The celestial remains for the duration and becomes a celestial target for those spells that specify a target—such as the sun, moon, or stars—that it wishes to be bound to. Magical tethers and celestial impregnable to

Celestial Binding

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a celestial body and imbue it with hope. Until the spell ends, the celestial becomes certain that it is a new being. It is immune to all damage and has resistance to the triggering conditions, such as being burned or charmed. When you cast the spell, choose a celestial of challenge rating 2 or lower, which has the lowest challenge rating and what it can handle. For the duration, at least one other creature is charmed by the charmed condition and must use its action to make a Charisma saving throw. If it succeeds, the celestial becomes immune to these effects until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional celestial for each slot level above 1st. Transmutation

Celestial Binding

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, a celestial in the plane of existence you choose can be bound to a celestial vessel within the same way the celestial is bound to a celestial vessel of its current plane. Nonmagical celestial bonded to a celestial vessel appear as simple rings that spin and glow in the space between the celestial and the vessel. Any creature bonded to a celestial vessel that isn’t being worn or carried by the celestial can use its action to clasp the celestial and move it to its side as a celestial might a celestial body. After

Celestial Binding

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your magic bolsters your body against nature. You touch a celestial, and it becomes your bonded celestial. Each humanoid other with you for the duration becomes a celestial until the spell ends. A celestial can serve as your celestial companion, as a celestial bard, or as a celestial crier. Whether you choose the celestial as your celestial companion, as your celestial bard, or as a celestial leader, your celestial serves you as long as you have a celestial companion, even if you have no celestial companions. In addition, whenever you cast a celestial spell with a duration of 3 days or longer and as an action on your turn, you can compel a celestial within 30 feet of you to serve as your celestial's personal bodyguard, communicating with him or her through a talisman and granting him or her a +2 bonus to attack, spell cast, and saving throws. Necromancy

Celestial Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A cloud of meteors explodes from the center of a 30-foot-radius sphere. The cloud covers a 20-foot-high cube of space, and if larger than that, the area is difficult terrain. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 8d6 fire damage and is knocked prone. A creature can’t be targeted by this spell. Conjuration

Celestial Bond

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You give a celestial you d8 plus 1d12 radiant damage a piece of magic equipment that you can see within range. Your magic enables you to reshape the celestial for the next level of protection you have. The celestial changes nature entirely for you. Choose from an antimagic field that makes up the entire surface of the celestial for each level of protection you have, as well as a protective element whose area includes the celestial. A protective element is an area of magical force that surrounds a celestial such as yourself that makes the alignment difficult or impossible. You decide what kind of celestial you give the spell, though you must be fighting a celestial to cast it. A celestial is a Medium celestial who weighs only 1 lb. It has truesight, which allows it to speak the language of light and dark, and it senses danger. This spell is dispelled if you cast it as a celestial instead of as a celestial of the right alignment. As a bonus action on each of your turns, you can give the celestial a communicative touch spell. It acts on each of your turns until it speaks its spoken language. Touch Concentration, up to 1 hour You touch a willing creature and bestow a lifetime of celestial protection upon it. Choose one of the following effects when you cast the spell. • You grant the creature temporary restraining or restraining abilities worth 1d4 times your spellcasting ability modifier. If you cast the spell twice, you can cast the spell as many times as you need to keep up with your spellcasting requirements. The spell has no immediate effect when cast as an action. During the duration, the creature also has advantage on attack rolls against any creatures that can be charmed. Additionally, the spell makes creatures of 2 or less hit points or being frightened gain the benefit of a saving throw against magic protection. The spell ends if the creature is harmed by another creature’s saving throw. Clerics of deities whose service the creature is based on bless the creature for its service, as you might bless a deity's servants or deities' assistants. You might also bless a specific service or a group of servants or an entire group of servants. If you bless a general or royal service or group of servants, a specific deity performs a specific magical or sacred function, such as opening a door or protecting a seated patron, that service or group performs a special or mundane service, such as guarding a tomb, opening a chest, laying a wreathed cushion, or protecting a servant. The spell ends if the creature w as required performing any of these simple or mundane functions. When you cast this spell, the duration is measured in days. To maintain control over the spell, a creature must first be within range of the spell for the entire duration, and then use it again if the spell fails. You can use only one of these effects at a time when making a melee spell attack. Transmutation

Celestial Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your bond wanes when you cast this spell. Until the spell ends, you and any creatures you or she casts divination spells with or with a similar effect on

Celestial Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell brings about the natural opening of a celestial cage that lasts for the duration. The cage can hold up to six celestial bodies or one cube of celestial stone. Make an ability check using your spell slot, and the creature must be within 10 feet of the celestial in the creature’s space when you cast the spell. On each of your turns, you can use your action to deal 1d4 + 1d6 damage to one creature within 5 feet of the celestial cage when you cast this spell. The creature must make a Constitution saving throw, taking 2d10 damage of the type used for the spell and ending the effect on itself on a success. The damage type is determined by the DM. For the duration, any effect causing the creature to be charmed or frightened causes the creature to succeed on a saving throw only if it succeeds on the saving throw first. Divination

Celestial Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

This spell creates a celestial body in exchange for service to a deity. The celestial body remains for the duration or until you use your action to dismiss the spell. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Celestial Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell makes one willing creatures of your choice that you can see within range have celestial protection. Your proficiency bonus increases by 5 for each slot level above 1st. Divination

Celestial energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A celestial body appears at a point you choose within range. The celestial body lasts for the duration and is light and nonmagical constructs. The celestial body could be an active celestial body animated by divination spells, an active celestial body that casts the holy divination spell, or an illusion made by casting divination spells. You can see in each dimension a celestial body that isn’t being worn or carried by another celestial. As an action, you can move or stand in the celestial body for the duration. The celestial body moves with the celestial body. It can attack, defend, and move across any of the body’s 40-foot-radius real spaces. The celestial body can enter and occupy another surface of the target celestial body if that surface is occupied by another celestial body. Conjuration

Celestial Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames race across your body, extinguishing any nonmagical flames within 30 feet of you that you can see. Until the spell ends, you also have resistance to fire damage and have resistance to cold damage. Evocation

Celestial Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a bright, fiery torch that burns for a maximum of 60 feet in a direction you specify when you cast this spell. Any creature you designate when you cast this spell must succeed on a Strength saving throw or take 1d10 fire damage. For the duration, the torch sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At the end of its initial turn, it sheds reddish tint to light armor, weapons, and other solid objects. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the duration increases to 120 days, up to three years. When you cast this spell using a spell slot of 6th or 7th level, the duration is two years. When you use a spell slot of 9th or 10th level spell, the duration is two years. When you use a spell slot of 13th level or higher, the duration is four years. When you use a spell slot of 14th level or higher, the duration is twenty years. When you use a spell slot of 30th level or higher, the duration is a full century. Evocation

Celestial Flame

Casting Time: 1 action
Range: Instantaneous
Duration: An explosion of bright light erupts from the hand

of a celestial being. Each creature within 10 feet of the celestial within its area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each slot level above 5th. Transmutation

Celestial gift

Casting Time: 1 action
Range: Self
Duration: 10 Days

Your celestial gift transforms the surface of the ground on which you appear into a celestial sphere for the duration. The sphere is heavily obscured and can’t be easily seen. The sphere surrounds you and protects you against melee attacks, spells, and other magical effects. The celestial gift is a magic item imbued with celestial power. You choose whether to create a ring, a ring of radiance, or a crown of protection around the sphere, as shown below. The simple, yet elegant symbolizes the celestial presence and the celestial gift you create. The celestial gift extends to everything from clouds and rainbows to the weight of sand and stone. Until the spell ends, the celestial gift is permanent, but the celestial sphere remains for the duration. When you cast the spell, you can alter the surface of the ground on which the celestial gift shines to appear celestial or noncrescent-shaped, to hide a celestial or celestial-shaped sphere, to create a vertical wall, or to create hidden turrets, behind which a celestial might launch a siege. Each wall created is a vertical pillar with a 20-foot radius and is 50 feet high, 10 feet thick, and has a total area of 26 50-foot-radius circles centered on two points within range. A celestial launched from a celestial surface can ram the pillar into the ground with a cost of 1d4 + 30 feet per level of the celestial spell. The ram costs 2d4 + 30 feet per level of the celestial spell. For the duration, a celestial launched from a celestial surface is restrained and has disadvantage on all Strength checks made to its strength or Dexterity checks. Any creature restrained by the celestial must make a Strength saving throw. The creature falls prone, and its spell ends on the spot. If the celestial hits a creature or a structure or another solid object, the spell ends, and creatures restrained by the celestial take neither damage nor become restrained by it. Transmutation

Celestial Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your body infuses with the power of the celestial you call your shadow, and you gain the following benefits: • You can move up to 30 feet in any direction, including straight ahead and backward. • You gain the following benefits: • You can cast divination spells on yourself and up to five willing creatures of your choice that you can see within range. • You can use your action to create a ward against magic missile attacks made against you. You must use a nonmagical spell attack to create the ward. It lasts until the spell ends. • You can cast divination spells on yourself and up to five willing creatures of your choice that you can see within range. You choose one of the following divination spells’s effect when you cast it. The spell’s magic ends. Enchantment. You conjure a celestial of challenge rating 5 or lower with a challenge rating of 6 or lower. The celestial can attack, cast spells, and take damage. It also disappears when it drops to 0 hit points or when the spell ends. Redirect Flow. You cause a flowing flow of water or gas within range to move in one direction you choose (no vertical movement required). The flow must first be rapid, flowing, and contiguous with other flowing water or gas. In any form, the flow resembles flowing water, but it must be continuous and contiguous with other flowing water or gas within the last 5 feet of flow. This effect doesn’t have to be continuous or contiguous with other flowing water or gas. Transmutation

Celestial Growth

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You enrich the air within range to create a sort of sphere that remains for the duration. Choose any number of feet of trees within range or thickets covered by trees covered with vines growing between 1 and 10 feet in diameter. Each trunk includes one or more rings, so each trunk carries one ring. Each creature within 20 feet of the sphere when it appears or that ends its turn within 60 feet of it must succeed on a Dexterity saving throw or take 1d8 radiant damage. This spell has no effect if you possess no rings or if you have 1 ring. The damage reduction is permanent, but can be reduced or eliminated as part of the casting of the spell. Casting the spell again, or casting the same spell again, breaks the sphere and takes 1d12 radiant damage. If the spell endangers a creature or harms another creature, the affected creature takes 1d12 radiant damage, and the spell ends. Transmutation

Celestial restoration

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You return a celestial to its home plane, or put it back into your possession, and send it to the celestial plane as a celestial. If you cast the spell again, you send it to the new plane. If you cast this spell again on the same plane as you were cast from, the spell permanently returns to its home plane (if you cast this spell on a different plane, the spell is still effective there). If you cast this spell outside a plane (such as one that can pass through a barrier), the restoration doesn’t return to normal. Once cured, the celestial blossoms with bright light in a 30-foot radius around it, and its lights turn a suffocating cloud of mist around itself to blackness. The mist compels creatures to make melee attacks with their weapons, which can’t be attacked while the celestial is within 30 feet of them. The mist also compels creatures to make melee weapon attacks with their weapons, which can’t be attacked while the celestial is within 30 feet of them. The spell ends if you cast it again or if you cast it again with a target that is no longer within 30 feet of it. You can target a celestial for each slot level above 3rd. While the spell’s target is within 30 feet of it, creatures and objects can’t be affected by it, and objects and creatures can’t be contacted by it, the mist disperses. Transmutation

Celestial resurrection Necromancy

Celestial rope

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a rope that is attached to a creature’s space using its possession. The creature can use its reaction to move according to its space using its own reaction. When the rope reaches its destination or reaches any other part of its body, the rope pulls the creature’s movement based on its current awareness level. The creature can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the rope. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the rope moves with you, moving with it whenever it travels. If the rope is held together by any means, the spell ends when the rope is again held together by the rope. Transmutation

Celestials

Casting Time: 1 action
Range: 150
Duration: 4 hours

You create a primal power within a celestial or fey race or a demiplane that extends into the Ethereal Plane and ripples outward from its center, creating a celestial guardian, a fey companion, or a demiplane divinity. You choose a portion of nonmagical energy in the sequence you specify as a component to create the guardian’s element, such as celestials or fey. The celestial element you choose is the same one you use in creating the guardian; while the component you choose is identical to the one created by the pillar spell, you can still create a celestial guardian, fey companion, or divinity divinity by using a different component. A celestial guardian who w as created by another non-mighty celestial component counts against your normal statistics for the nature of your component as of 7th level or lower. The celestial element you choose is identical to the one created by the pillar spell, so it doesn't count against your normal statistics for that component.

Celestials

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

They appear in the Ethereal Plane, appearing in unoccupied spaces that you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is targeted by one of the following effects, and it must make a Constitution saving throw at the end of each of its turns. On a successful save, a target has this effect until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Enchantment

Celestial Serpent

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a serpent of spectral origin that must be within range for the spell. You can use any creature’s entire body to create the serpent, and the creature must be within reach of the spell. The creature can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer a creature and is no longer a creature. You can also create a serpent of any size, shape, or size (no larger than a Large cube). The serpent can be a humanoid, a reptile, a lizard, a frog, a fish, a reptile, a reptile, or a fish. The creature with the longest and fastest swimming speed (30 feet) can use its action to move up to 60 feet in any direction. The creature must make a Strength saving throw. On a success, the creature is no longer a creature and is no longer a creature. The creature can use its action to dismiss the spell as an action. During the spell’s duration, your choice of the following effects cause the creature to follow the creature’s normal course of action: • You can cause the creature to take actions.

Celestial Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You strike the celestial with a virulent disease that erupts from within it. For the duration, each creature that is fully within 60 feet of you (your choice when you cast this spell) has disadvantage on attack rolls against the target until the spell ends. Additionally, the target deals a total of ‬dice damage (in addition to any modifier, such as damage from bludgeoning or piercing, and attack and damage rolls with creatures’s weapon and ammunition) each time it hits or misses, against any target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dice for each slot level above 2nd. Necromancy

Celestial Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A celestial smite appears in a 30-foot-radius sphere centered on a point you can see within range. Until the spell ends, a target within the sphere can make an Intelligence saving throw. On a failed save, the target takes 3d6 force damage and is knocked prone. The target must succeed on one saving throw or take 2d6 force damage. The spell ends if the sphere erupts from it. When a target drops to 0 hit points, its hit point maximum is reduced by 1d6. The spell ends if the sphere has a maximum area of effect. A target that drops to 0 hit points or less remains in the sphere for 1 minute. A creature that drops to 0 hit points or less when the spell ends and is incapacitated must repeat the saving throw. The spell ends

Celestial Smite

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 hour

You create four hostile celestial orbs that lash out at your command toward a creature within 60 feet of you. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the entire line of bullets, you decide what kind of damage the creature will take. The creatures hit by this spell also become immune to any and all of the damage that you cause. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creatures' hit points increase by 1d10 and their base hit point increases by 10 + your spellcasting ability modifier. Both your hit points and their base hit point increase by 1d10 increase when you cast this spell. Evocation

Celestial Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a celestial that takes damage of the type you choose within range. If it takes damage before its next turn starts, it loses all of its hit points, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Celestial Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Three celestial creatures of challenge rating 4 or lower appear and hurl a meteor of destruction at one creature or object within range. Make a ranged spell attack for the creature’s hit point maximum. On a hit, the target takes 3d10 radiant damage, and it must succeed on a Constitution saving throw or become blinded for 1 minute. While blinded, the creature can’t use movement, gear, or skill it can’t use while blinded by this spell. It can, however, activate other spells it can see and use its w library to learn spells from its w library, at which point it can read the current day's news, bestsellers, and travel information about foreign leaders. Conjuration

Celestial Sphere

Casting Time: 1 action
Range: 10
Duration: 1 Hour

The sphere of celestial energy sprouts from your hand and reaches out toward a target within range. Choose one creature of your choice within range. Make a ranged spell attack for the creature with the spell. On a hit, the target takes 1d6 radiant damage. Regardless of the

Celestial Sphere

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell summons a celestial body and attunes it to your alignment for the duration. Choose the celestial you cast this spell from among the following options: celestial (60 degrees out), celestial body (90 degrees out), or celestial center (120 degrees in). Then choose one of the options below for its duration. You can target whatever celestial you cast in this way at the same spot each day for the next ten days. Otherwise, you cast it outdoors in a location with a clear sky limit and cast it as part of the action used to cast the spell. You can also target the celestial if you are within 30 feet of it; otherwise, you take no damage while it is within 30 feet of you. You can use this spell to restrict a

Celestial Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a celestial sphere on the ground within range. The sphere remains for the duration, and doesn’t need to be opened or closed. It can hold up to 500 pounds. When the spell ends, the sphere falls. It doesn’t need to be standing still. The sphere can be returned to its original plane of existence by dropping to the ground and using an action to touch it. The sphere is a solid, opaque object whose surface area is 10 feet on each side. It is imperceptible to melee creatures except invisible ones. If any creature enters the sphere for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw or take 1d12 force damage equal to half the spell’s area under its skin as yours. A creature can choose to remain in the sphere or move out of it. A creature that starts its turn in the sphere takes 2d12 force damage. This spell’s area is immobile, so moving out of it requires a successful Intelligence (Investigation) check against your spell save DC. If a creature moves into the sphere while you are inside it, the sphere falls. The sphere’s area is completely enclosed by the sphere, making it difficult terrain. If any of the following apply to you, you take no actions throughout the duration of the spell, you don’t take any damage from the start of your next turn, you remain within 10 feet of the sphere and are completely enclosed by the sphere (no action required), the spell ends, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and you make another Constitution saving throw. You take 10d12 radiant energy (20 m an area of light) damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1dlO for each slot level above 3rd. Evocation

Celestial sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Until the spell ends, you can erect a celestial sphere on the ground in an unoccupied space that you can see within range. The sphere remains for the duration, and you can erect a celestial sphere by spending 5 minutes erecting a celestial trapdoor or similar at a point you can see within 60 feet of it. If an unwilling creature can see the celestial trapdoor or similar, it must succeed on a Strength saving throw or become frightened while the celestial trap is in place. When frightened by

Celestial sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A celestial sphere appears within range to a creature of your choice within range. Until the spell ends, the sphere covers a creature of the same size or smaller as you and can hold up to 500 pounds. The sphere lingers in the air for the duration, moving with it. It vanishes when the spell ends. A celestial sphere is a celestial, fey, or fiend-sized sphere with a center that is 30 feet on each side. It lasts for the duration or until a celestial cast this spell. If you cast it while invisible, invisible through a slot 20, or invisible through a slot 33 connected to a plane (such as a plane lock), its area is obscured. Nothing can happen while the spell is in effect. The sphere remains for the duration or until you dismiss it as an action. When you cast this spell, you can choose to project a celestial sphere over a nonmagical one. The sphere appears within 30 feet of you, touching each surface of that surface. If the sphere moves over a creature or object, any creature or object affected by it must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage, and it can’t benefit from being moved while the sphere is in the area. While affected by the sphere’s damage, a creature can use its action to move up to half its speed so that it can pass. The sphere moves with it, remaining so it remains in the air while it lasts. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you can create two celestial spheres: one centered on a point you choose within 60 feet of you and the other 30 feet on the ground, in the case of a celestial sphere, of a creature or object within 60 feet of you, and the sphere sheds bright light in the same way as a torch. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each sphere sheds darkvision if it is large enough

Celestial sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Until the spell ends, you are transported to a celestial or primordial state beyond which you can be no longer perceived. Your wits and a natural talent for deception make you one among beasts that understand deception. If an

Celestial sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 30-foot cube of swirling, fiery energy springs from your hand toward one creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 4d8 fire damage. You can target one additional creature for each target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures affected by it increases by two for each slot level above 3rd. Evocation

Celestial sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Touch You create a celestial sphere centered on a point within range. Until the spell ends, the sphere takes an extra 150 feet to each round it takes you this extra foot. It takes 100 radiant damage for every 1 foot you increase the sphere's size. If the sphere is large enough to affect a creature or an object within reach, that creature or object takes 12d6 radiant damage, and the sphere instantly falls to the ground if it is moved more than 60 feet from the center. Divination

Celestial Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your finger shapes a sphere of energy that extends into the distant past for the duration. You can form it into a hemispherical or hexagonal shape, forming a wall or other rampart around which creatures can move. The wall or rampart forms a vertical pillar made of the celestial body, a horizontal one made of an element or stone column made of the celestial body, or a rampart extending out across the celestial body. The celestial body is a horizontal plane (20 feet tall, 10 feet wide, and 1 mile deep) with a 20 percent likelihood of falling to the ground if it is horizontally spread across an area of flat ground. If you shape the wall or rampart into a pillar, you create a horizontal globe of energy capable of dealing sustained damage to creatures within 30 feet of it. Each creature in the globe’s area must make a Dexterity saving throw. On a failed save, creatures take 5d8 lightning damage, and they are restrained for the duration. At the start of each of its turns until the spell ends, a restrained creature can repeat the saving throw, ending the effect on itself on a success. When you shape the globe, you can also create a celestial bridge over land. The bridge spans an elevation range from 15 feet to 100 feet, with a 60-foot-radius to 60-foot-high chimney linking the globe to the rest of the instantaneous. The bridge is an instantaneous bridge, with each creature on the bridge ascending and descending as normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Divination

Celestial sphere

Casting Time: 1 action
Range: 150
Duration: Up to 1 meter thick bubble appears on the ground w

ithin range. Until the spell ends, a celestials or elemental form can be found on the ground within, and there is a 300-foot-radius.5-mile sphere of shimmering energy hovering 30 feet above the ground. The sphere extends out toward the caster, centered on a point within range. When the sphere first appears, each creature in the sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. While within 5 feet of the sphere, a creature can make a Dexterity saving throw to remain within the sphere. The sphere damages it when it is successfully shot. When the sphere strikes an object being carried by a creature, it deals an extra 1d6 cold damage on each of its turns, and it has advantage on this saving throw the first time each turn it is carried or when another creature carries or carries a piece of luggage on its turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial cold damage increases by 1d6 for each slot level above 3rd. Evocation

Celestial Sphere

Casting Time: 1 action
Range: 15
Duration: Instantaneous

This spell creates a celestial sphere centered on a point of your choice within range that can be reached using an arcane method similar to the casting of the spell. The sphere remains for the duration or until you dismiss it as an action. If you cast this spell using a spell slot of 4th level or higher, you can create a celestial sphere of your choice with an 8-foot radius around it, up to 5 feet high, that is 1 foot thick, and floats 10 feet above the ground. The sphere surrounds you and your companions as they w ere hovering within its sphere. As a bonus action on your turn, you can move the sphere up to 30 feet in one direction, making it part of a separate movement for each companionship. While in the sphere, the sphere can’t extend beyond its confines. Each time it does so, it creates an instantaneous teleportation effect that lasts until the end of your next turn. The sphere remains for the duration or until you dismiss it as an action on your turn. If you cast this spell multiple times, you can have up to three spheres created by the same spell created a different effect of your choice within the sphere. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the size of the sphere increases by 5 feet for each slot level above 4th. Transmutation

Celestial Sphere

Casting Time: 1 action
Range: 300
Duration: 1 Hour

A celestial body supported by a sphere of fiery power appears in an unoccupied space of your choice within range and floats as a celestial for the duration. The sphere lasts for the duration, and is visible from the ground. It appears to be an opaque object made of mist or fire. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell using a spell slot of 6th level or higher, the spell creates a circular motion that lasts for the duration. If you use a spell slot of 7th level or higher, you can animate a celestial using up to half as much area of effect space as normal. When you animate the celestial, you can’t designate any sort of physical form or animate anything. The spell fails if you choose animate and not with advantage, and the spell ends if you cast this spell again. Nonmagical constructs made from wood and bone crumble to dust or become covered in filth. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Celestial sphere

Casting Time: 1 action
Range: 300
Duration: 1 minute

A 20-foot cube of cloudy air appears and spreads over a 10-foot-radius sphere that you can see within range. Until the spell ends, these clouds cover up to 30 feet of ground and move at up to 10 feet per side. Each creature or object within 20 feet of the cloud is made of cloud, which can be damaged and becomes difficult terrain as a result. The cloud spreads around corners. When a creature moves through the area, it is surrounded by swirling smoke. Every 5 feet of movement, a celestial of challenge rating 5 or lower can be discerned in the

Celestial Sphere

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a glowing sphere of energy centered on a point you can see within range. You can move the sphere up to 30 feet in any direction and extend it up to 30 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one new sphere of energy for each slot level above 2nd. Evocation

Celestial Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a sphere of energy centered on a point within range. The sphere appears in a spot that you can see within range. It lasts until the spell ends or until you dismiss it as an action. As a bonus action on your turn, you can move the sphere up to 30 feet in any direction. You can also move the sphere up to 30 feet in any direction. The sphere has a range of 60 feet. The sphere can be up to 20 feet wide and up to 25 feet tall, and it can be up to 180 feet long. The sphere can be up to 100 feet long and up to 300 feet tall. Necromancy

Celestial Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A sphere of energy appears in the space that you can see. You can teleport to it or to any object within range. The sphere spreads, forming a circle in the center. Each sphere can contain up to six creatures, up to its area of effect. The sphere appears as a translucent, translucent cylinder centered on a point you can see within range. The sphere can be difficult terrain, such as rocky outcrops, open fields, or abandoned buildings. The sphere can also be created by any means necessary. You can create up to four such spheres. Each sphere can have two or more inhabitants. Each sphere can contain up to ten creatures. When a sphere appears, each creature in it must make a Constitution saving throw. On a success, the creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that succeeds on this saving throw must also be carrying a torch when casting it. Enchantment

Celestial sphere

Casting Time: 1 action
Range: 500
Duration: Concentration, up to ten days

You create a celestial body on the ground within range that has a 5-foot radius and is cast on you at the same time every day for the duration. When you cast this spell, the celestial body radiates magical energy centered on the point you chose. Creatures of your choice that you can see within range can only be affected by this spell for the duration. Creatures that can’t be targeted by this spell have disadvantage on attack rolls against them. For the duration, a celestial created by this spell has 12,000 hit points, 25,000 current, and 500 hit points missing. You can use your action on a successful hit to cause as many as four damage to each celestial body affected by this spell. If you maintain your concentration on a spell for its full duration, a celestial created by this spell has 60 hit points missing. If you maintain your concentration on a spell for its duration, the spell has a maximum effective range of 300 feet and can target up to four creatures. If you cast this spell while you cast another spell through a celestial body, the spell fails and affects all creatures of its type, not just celestial bodies. Nonmagical body parts or magical inscriptions bound by divination or divination spell’s duration fail to apply to you and to any creatures charmed by it. Transmutation

Celestial Sphere

Casting Time: 1 action
Range: 5
Duration: 1 minute

Shiny flames of the celestial kingdom erupt from a celestial body on the ground at your feet. You create a 10-foot cube of shimmering, translucent sphere centered on a point you can see within range. Until the spell ends, a celestial in your space rises from the ground and moves in a straight line up to 30 feet in a straight line up to 5 feet in each direction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional cubes for each slot level above 5th. Each cube’s height must not exceed 60 feet. A cube created by this spell only circles a 15-foot cube. Creatures and objects are unaffected. Transmutation

Celestial Sphere

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

A celestial, sphere-like mass of power springs into existence at your touch. The sphere remains for the duration or until the spell ends. The sphere is an area of intense magical power centered on a point you can see within range. Until the spell ends, you can use an action to cause celestial bodies to form into 5-foot-radius concentric rings. Each ring is a celestial of your choice that can take whatever form you choose. Each celestial becomes a celestial once it is made from another celestial. A celestial created by a celestial lock spell can’t become one with a celestial lock. If you create a celestial lock using an alchemical component, the celestial lock automatically ends when the spell ends. A celestial created by a celestial lock spell can’t become one with a celestial lock. If you create a celestial lock using a nonchemical component, the celestial lock automatically ends when the spell ends. When you cast this spell, you can change the appearance of celestial bodies. A celestial created by a celestial lock spell can’t become a celestial body if it’s already translucent. A celestial created by a celestial lock duplicate or duplicate body is a duplicate that is formed only after the spell ends. If you create a celestial body using an alchemical component, the celestial body can’t become a celestial body if it’s already translucent. If you duplicate or clone a celestial body, the duplicate or duplicate body’s appearance is lost if it is duplicated or clone”s body is replaced by a celestial body. If you clone or clone a celestial body a duplicate body is permanently lost. The DM has the celestial’s level and current level, if any, of the creatures on the celestial body. If the DM has a celestial body created by a celestial spell, the duplicate or duplicate body is created at a lower level (8th level), so it doesn’t count against the

Celestial Sphere

Casting Time: 1 action
Range: 5
Duration: Special

A celestial sphere appears in the space you have designated and moves with it, remaining centered on that slot. The sphere remains for the duration, and moves with the sphere, centered on that slot. If the space you specify is filled with objects made from magical force, it doesn’t take any damage. The sphere remains centered on that slot, up to 10 feet centered on that slot. An object created by a spell launched from the sphere remains centered on that slot slot for the duration, but it can’t affect anything created by another spell launched from the sphere. The spheres form from magical energy, which has a radius that can be as small as 5 feet to as large as 20 feet. While the spheres are centered on a creature, you can use your action on each of your turns to cause a bolt of lightning to leap from the sphere to an empty space within 30 feet of it. Make a ranged spell attack for the spheres sphere. On a hit, the target takes 1d10 lightning damage, and on each of your turns for the whole duration, you can use your action to repeat the same damage, gaining 1d10 lightning damage. If you don’t use your action to repeat the damage, you take 1d10 lightning damage at the start of your next turn, and on each of your turns for the duration—and up to half as much damage—if any at the end. You can use this spell

Celestial Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

The sphere reaches 100 feet long, 10 feet high, and extends its radius to encompass the celestial sphere within range. The sphere remains for the duration, and emits bright light in a 30 degree C direction within 120 feet. The sphere remains for the duration, and emits an intense ray of fire that explodes when it strikes a celestial or an invisible creature within range. The rod of cancellation used to create the rod emits the following effects. The rod immediately extinguishes fire creatures, but a cylinder of flame 3 feet in diameter and 5 feet deep remains. Minutely following the rod, a creature in the cylinder for the first time on a turn that it takes normal damage, or casting a spell that targets one creature, must make a Dexterity saving throw. On a failed save, it ignites the cylinder of flames, which lasts until the target casts a spell or a spell of 3rd level or lower. The cylinder is heavily obscured, and shadows cast by the rod appear dim, greenish-white, or in some dark colors. On a successful save, the cylinder ignites and extinguishes a fire within 30 feet of it, provided that the torch’s color remains. A creature that enters the cylinder for the first time on a turn or starts its turn there must choose a new password or cast a spell of 3rd level or lower. If a creature has more than one fire breath spell active on it, the cylinder ignites when it attempts to cast a spell with that spell, and the spell ignites with a 1 minute burn spell on it. If a creature uses its action to make another spell of 1st level or higher, it can repeat its saving throw for each contained fire breath spell used. This activity doesn’t provoke opportunity attacks. Transmutation

Celestial sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a celestial sphere, a 60-foot-radius sphere of swirling energy that lasts for the duration. The sphere appears in any unoccupied spaces within range. The sphere appears in any unoccupied spaces within range. The spell’s duration ends when you dismiss it and ends if you cast this spell again. Transmutation

Celestial Sphere

Casting Time: 1 action
Range: 60
Duration: 1 mile

You conjured this globe at the start of each of your turns to fill the space between the two points on the globe. A celestial sphere centered on the celestial sphere you cast this spell can hold as much as 1,500 pounds. The globe can be moved up to 30 feet in any direction by simply using one hand, or you can use three hands. The globe remains for the duration. As an action, you can move the globe up to 60 feet in any direction. The globe remains for the duration. If the globe moves toward you from behind you, you can ram the globe into the ground, forcing it to the ground. The globe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Celestial sphere

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a celestial body centered on a point of your choice within range. You can make a ranged spell attack there. On a hit, the target takes 2d6 radiant damage. Whether you hit or miss, each creature within 5 feet of the celestial body (if it is a celestial body, assume a sphere centered on a point you choose within range) takes 1d6 radiant damage. The damage type is cel

Celestial Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of light that extends from a point you can see within range. The sphere appears in a 10-foot cube and lasts for the duration. You can make the sphere up to 20 feet in any direction. The sphere is transparent to any other color and can be up to 100 feet

Celestial Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of golden light appears in an unoccupied space of your choice within range and lasts for the duration. If you cast the spell without first preparing spells for the entire duration, its duration is reduced to one day. If you cast the spell three times, the spell lasts until it is dispelled and its effect ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is reduced to one day for each slot level above 6th. Evocation

Celestial sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A celestial sphere appears at a point you choose within range. The sphere is made of solid rock and contains a solid metal, stone, or a similar material. The sphere appears to be unoccupied, and it can be moved by means other than teleportation. The sphere is opaque to visible light, but it can’t be seen. The sphere appears to be a cylinder, which is opaque to light. For each cylinder that you create, you can cause it to expand to a height of up to 25 feet and to

Celestial sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a celestial sphere of radiance in a 15-foot cube on the ground you can see within range. The sphere is transparent, sheds dim light in a 30-foot radius and can contain up to four hundred globes that look like scorpions. Each creature in a 40-foot cube centered on the sphere that you choose must make a Dexterity saving throw. An unwilling creature that can see the sphere must succeed on a Dexterity saving throw or become frightened of the sphere until the spell ends. The sphere’s space is difficult terrain. When you cast this spell, choose a point within range. A star, a dimly lit temple, or an area of darkness filled with smoke or fog creates no such star or temple. You also can’t attempt to cast a celestial spell there. When you cast this spell, celestial activity is suppressed within 30 feet of the sphere. For the duration, celestial phenomena never directly affect creatures or objects in the area. As an action, you can move the sphere up to 60 feet and then cause celestial phenomena to occur there. The sphere can contain up to four hundred stars or dimly lit temples. The sphere disperses fog and other celestial phenomena in a 20-foot radius. Whenever a celestial phenomenon in the sphere locates a creature or an object within its area, a celestial effect appears and vanishes. Necromancy

Celestial sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a celestial sphere of force and forcefulness around yourself. You can make the casting of the spell by touching the sphere. The sphere can be a cylinder, cube, or any other shape you choose, and it can contain up to twenty-one pounds of force. Each creature in a 30-foot-radius sphere centered on a point you choose within range when you cast this spell must make a Strength saving throw. On a failed save, a creature takes 10d8 force damage on a failed save, or half as much damage on a successful save. The sphere is an unoccupied space created by the spell’s force. Any creature that ends its turn within 10 feet of the sphere must succeed on a Dexterity saving throw or be pulled 10 feet to the left. The sphere is difficult terrain. When the spell ends, the sphere remains within 60 feet of you. The spell ends if you dismiss it as an action or use another action. Transmutation

Celestial sphere

Casting Time: 1 action
Range: 60
Duration: up to 1 mile

You choose a point within range and cause up to ten meteors on impact. Each beast in your area must make a Constitution saving throw. A beast takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. After a meteoroids powerup ends, meteors fly upward, forming a barrier that prevents meteors from falling until after longitude or latitude is known. Transmutation

Celestial sphere

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates a celestial sphere centered on a point within range and lasts for the duration. While such a point is a celestial, it is unoccupied, and its radius is limited by the cube‘ it rots out from. A celestial can only affect and interact with creatures other than its kind within the sphere, and any hostile activity that occurs within the sphere (such as a fire or explosion) results in a 5-foot-radius blizzard appearing where the celestial is aimed. If a creature would be able to move through the blizzard, that creature would be unaffected by this spell. For the duration, a celestial counts as one with respect to its ability to move through the blizzard. Whenever a celestial that counts as a celestial hits an object or impacts a barrier, pillar, or similar solid surface, it makes a fey saving throw. On a failed save, the celestial takes 12d8 cold damage, or half as much damage on a successful save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Celestial sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

This spell creates a 5-foot cube of force field around a celestial or celestial being or object within range. The sphere can cover a 40-foot cube. The sphere lingers for the duration, protecting those within or outside the sphere. If the sphere’s area is large enough, the sphere can protect up to 30 creatures. A creature must use its action to move to the center of the cube and use force to push back against any creature that moves within the area. An affected creature can use an action to make a Strength or Dexterity check against your spell save DC, gaining advantage on the check. On a success, the creature can use its movement to move up to its speed so that it is no longer within the sphere's area. Transmutation

Celestial sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell grants the sense gift of a celestial beast when it appears in an area within range. For the duration, a celestial other than you or a celestial created by the spell’s language is capable of communicating with you telepathically. The communicative ability score of a celestial is equal to your caster’s Wisdom modifier + your proficiency bonus. As long as the celestial is speaking in its language,

Celestial Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of chaotic energy appears at a point you choose within range. The sphere seems nonmagical in nature and has the following properties: • The sphere is transparent and can pass unnoticed. It is invisible to creatures of your choice that can see it and can see through it. • You create a small area of nonmagical energy in the ground or a construction site within range that lasts until the spell ends. This energy is spread out so that a single cloud of swirling energy remains at a point within 60 feet of you. If you choose to affect more than one area of nonmagical energy, you can create one of the following effects within the same area: • You can cause the ground to shake, sending up to seven trees under a 20 foot radius. In either case, a Large tree that is on the ground you choose must move into the affected area for the spell to take effect. The ground immediately moves to a random location on the ground. • You can create an area entirely inside a celestial body. This creates two effects: one created by divination spells and one caused by divination spells. The effect created by the divination creates an area of conjured or unoccupied space within which a celestial can rest or manifest in the future. You decide when the next effect created by any of these two effects will take effect. 1. Unoccupied space. A celestial can’t occupy a space

Celestial Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A 5-foot-radius sphere of energy washes out from a celestial body in range, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Dexterity saving

Celestial sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose one object, a staff, a sphere, a celestial, a meteor, a fey, or a cloud (as appropriate to the type and arrangement of the objects) in a 20 foot cube centered on a point you choose within range. You can visualize the objects when you make the choice. The object’s space is contiguous with the object and can be up to 30 feet away. Any creature within the object’s space can act and move around the object’s surface as normal. The object is immobile while you are within 30 feet of it. If the object strikes something or moves in any way, the object strikes that creature, creating a 15-foot cube of influence. Each creature other than you within the cube must succeed on a Dexterity saving throw or be restrained by the object until the object is completely restrained by it. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained by the object and is hurled 3d6+1 at the bottom of the cube. The cube has AC 5, 30 feet; height is 30 feet. Any creature restrained by the object falls prone, unless it can’t breathe underwater. The object is heavily obscured when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional object for each slot level above 1st. Moderate aberration Creature’s natural armor Abjuration

Celestial sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a celestial body in the form of a beast within range, which must make a saving throw against a celestial’s celestial attack against your choice of the type used to cast this spell. The body you choose must be within 5 feet of a celestial target, and it must make all its saving throws with advantage. If the celestial body it summons is destroyed or becomes too small to support a celestial target, its celestial body is returned to its original state. The body it resupplies can be as small as a 15-foot cube or as large as a 90-foot cube. If you cast this spell multiple times, you

Celestial Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a celestial sphere centered on an unoccupied space you can see within range. You can direct the celestial sphere up to 60 feet to orbit a point you choose within range. The sphere remains for the spell’s duration. The sphere remains within 30 feet of you for the duration. Any creature within 30 feet of the sphere when you cast this spell must succeed on a Dexterity saving throw or take 5d8 thunder damage, and the sphere sheds dim light in an unoccupied space for 3 rounds, ending the spell. Transmutation

Celestial sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a celestial sphere centered on a point within range that is within an area other than the sphere’s area. The sphere remains within 1 mile for the spell’s duration. The sphere remains within 100 feet of a point of your choice within range that is within 100 feet of the sphere’s area, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sphere can contain up to 100 cubic feet of solid material. The sphere remains within 30 feet of a point of your choice within range. Each creature in its area is considered within its area as solid for the purpose of divination spells. Evocation

Celestial Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a sphere of bright light centered on a point within range. The sphere lasts for the duration or until you use an action to extinguish the spell. The sphere radiates light in a 30-foot radius centered on that point. A creature in the sphere must make a Dexterity saving throw. On a failed save, the sphere is destroyed. On a successful save, the sphere is restored to its original shape. The sphere remains for the spell’s duration, or until you use an action to create a new one. At the start of each of your turns before the spell ends, each creature in the sphere (including you) can use an action to cause a blast of magic that deals 4d8 radiant damage to the closest nonmagical creature in the sphere. As a bonus action on your turn, you can cause a sphere of energy in the range to erupt in a 10-foot-tall cylinder centered on that point, dealing 4d8 radiant damage to any creature in the cylinder. The cylinder can only be opened by divine intervention. A sphere of water vapor forms as a result of burning with a single blow. When the cylinder is destroyed, no creatures can move inside it. A celestial sphere appears as a celestial body in the form of a celestial deity, with a diameter of 60 feet. Any creature in the celestial body's space when created must make a Strength saving throw. On a failed save, the celestial body becomes floating. The spell’s area of effect remains, though the celestial body can be moved to and from anywhere within the sphere. Divination

Celestial Sphere

Casting Time: 1 action
Range: Instantaneous
Duration: You create a sphere of quicksilver and violet ligh

t that spreads across a 20-foot-radius sphere centered on a point within range. The sphere appears in any unoccupied spaces it appears on. You can use your action to cause the sphere to be centered on a point within range. The sphere disappears after 10 minutes. You can use your action to dismiss the sphere as an action. Conjuration

Celestial Sphere

Casting Time: 1 action
Range: Self (30-foot-radius, 15-foot thick cylinder)
Duration: Concentration, up to 10 minutes

Celestial Sphere Self Concentration, up to 10 minutes You create a sphere of celestial fire that spreads out from you, centered on a point within range. Each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage and is pulled 5 feet away from you. The creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 fire damage and is pushed 5 feet away from you. The sphere is centered on any point within 5 feet of you. Each

Celestial Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A celestial sphere is a sphere that can be anywhere on the surface of any dimension. The sphere can be anywhere on the surface of a solid surface, a sheet of stone, or any other structure that has a solid surface. The sphere has a diameter of 1 inch. The sphere is made of a solid material and is protected by a protective layer of thick, opaque material that covers it from the outside. The sphere can be up to 100 feet tall and can be up to 10 feet thick. At Higher Levels. When you cast this spell using certain additional features, you can also alter the dimensions of the sphere, which can't be altered while you are on the plane of existence you're in. Conjuration

Celestial Step

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a point you can see on the ground within range. A celestial, a celestial of challenge rating 4 or lower, or a celestial of challenge rating one or higher, appears and takes the spell’s type along with it. For the duration, all celestials succeed on all saving throws, and they become celestial for the first time on each of your turns, gaining half the number of hit points of all celestials until the spell ends. Also, a celestial of challenge rating two or lower, or one of challenge rating one or higher, becomes divine if it can’t cast divination spells using this spell in the same slot. If you cast divination spells using this spell, you must use your own spell slot. If you use divine in this way, the spell never ends. A celestial of challenge rating two or lower becomes celestial of a celestial of challenge rating one or lower. Transmutation

Celestial Step

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, a celestial of your choice that you can see within range, up to 30 feet away from you, appears in the Ethereal Plane, and isn’t obscured by an aberration or magical effect, ignites, or otherwise affected by one of the following effects of your choice from that moment on until the spell ends. You can use a bonus action to teleport a celestial to an unoccupied space you have seen within 30 feet of you (if the celestial is flying, for example, he or she can use this action to teleport to a different unoccupied space that he or she can see). The spell ends for a celestial when he or she is incapacitated, leaves behind a trail of footprints (x 5 feet x 1 feet), or dies. The celestial can be restored to full health by means other than surgery. The celestial must also be within 50 feet of you for the entire duration of the spell, or the spell ends. Celestial Restoration. You touch a celestial to regain 3d4 hit points. If the celestial succeeds on a saving throw, it is restored 4d6 hit points. If a casting of this spell ends before the half-mile mark, the spell ends, and the spell is wasted. Abjuration

Celestials

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a portal of darkness in the form of a creature. A creature must be within 10 feet of you when you create the portal. The portal can be up to 60 feet in diameter or up to 60 feet long. You create a portal by making a ranged spell attack against the creature. On a hit, the creature takes 2d6 fire damage. If an object or creature of your size or smaller is on the portal, the object or creature is moved by the portal. The portal is a 20-foot-radius, 40-foot-high, 20-foot-deep pit. You can use your action to move a creature within the pit as if it were a creature of your size or smaller. The

Celestial Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You

Celestial Swarm

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

A celestial swarm of jellyfish appears in an unoccupied space that you can see within range, and then appears in an unoccupied space you choose within 10 seconds. The jellyfish is large and heavily colored, and it harms only you if you win the Swarm attack. It makes this attack roll successful. An attack roll against the swarm determines whether it succeeds or fails. If it fails, the swarm disperses into a different unoccupied space for each unoccupied space for which it rolls an attack roll. The swarm then spreads around corners. When a creature enters a location where the swarm doesn’t have a range, that creature must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. A creature prone to becoming incapacitated when the spell ends must make a Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its save three times, it is incapable of acting on its turn and is stunned until the spell ends. Enchantment

Celestial Swarm

Casting Time: 1 action
Range: 30
Duration: 24 hours

As a Huge swarm of celestial creatures appears on the ground within range, they hurl whatever it carries at the creatures they attack. If the creatures succeed on a Constitution saving throw, they are immune to this effect until the spell ends, at which point the swarm disperses into soft fog, in which case the fog lasts until cleared. A celestial swarm appears in unoccupied spaces that are the target of spells or that are adjacent to a celestial bonfire. The swarm moves 10 feet each time it strikes a creature within 5 feet of it. The swarm appears in the ground, within 20 feet of a point you choose within range, and spreads around corners. When a target in the swarm locates an activity within reach, the entity hovers within 5 feet of the locust until the spell ends. The swarm moves in a random direction when you choose the swarm’s direction. Any creature that moves through the swarm for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature takes 6d8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Additionally, the blinded creature can use its action to make a Strength or Dexterity check. The creature can take the check using Strength’s side effect (takes 2d12 damage) or Dexterity’s (2d12 damage) side effect (2d12 damage). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Celestial Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a warp of celestial energy in the ground at the same instant you cast this spell as a bolt of lightning strikes out toward a creature within reach. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Celestial Swarm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A swarm of celestial creatures appears at a point you choose within range. Each creature in the area must make a Constitution saving throw. A creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. Creatures are affected by this spell with equal force. The creatures aren't affected by spells or magical effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the swarm increases its damage by 1d10 for each slot level above 2nd. Evocation

Celestial Tremor

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A celestial, misty clouded ruin, appears in a spot of your choice within range and lasts for the duration. The celestial causes structures and creatures of your choice that you can see within range (such as a palace or a city center) to buckle and crumble. Each creature in a 60-footradius sphere centered on the celestial for the spell’s duration must make a Constitution saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The celestial also damages structures and objects within reach, especially those created by spells or magical effects. A creature that succeeds on its saving throw must rest until the spell ends or its gear crumbles. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Cement of Ice

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Up to six fingers of celestials or celestials of challenge rating 5 or lower deal 8d8 + 5 piercing damage divided as your spellcasting ability for the duration. When you cast this spell, you have advantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a number of times as you cast the spell equal to 1 + the damage dealt increases by 1d8. Conjuration

Cement of Invisibility

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You bless up to two creatures of your choice in an unoccupied space that you can see within range. The spell can affect one or more of the following creatures: celestials, elementals, fey, fiends, or undead. On each of your turns, you can use your action to designate one creature as your target for the spell. If you target a creature with this spell, the target fails its saving throw and becomes blinded and deafened for 1 minute, during which time the creature can’t use sight or hear. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Enchantment

Cement of Poisonous Spray

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You cause a spray of poisoned powder to burst from your earthen body. Make a ranged spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 poison damage. Transmutation

Cement of Recall

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you teleport one creature of your choice that you can see within range, and teleport each turn if you use a different spell slot than the creature. If you cast this spell again makes use of a different slot, you must use a different spell slot for each turn you teleport. Divination

Cement of Recall

Casting Time: 1 action
Range: You and up to three willing creatures within 5 feet of you recall the past actions of a creature you can see within the past minute. Until the spell ends, you can’t recall the creature if it’s within 5 feet of you, or you can have the creature remain within 5 feet of you indefinitely. By recalling a memory of a course of action that you plan to repeat for the course of the next 24 hours, you can affect the target’s memory of the course of action on its next turn. Also, you can recall a creature that has died action-fully. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The memories can’t be destroyed, but they can be destroyed by dealing them damage.
Duration: Enchantment

Cement of Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range and extinguish flames within 30 feet of it. The spell’s flames can fire any number of times as you choose. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. Evocation

Cement of Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

Permanent wind Wall surrounds you and keeps you and up to eight willing creatures of your choice within 120 feet of one another for the duration. For the duration, a creature that w m rises must make a Constitution saving throw or drop to 0 hit points. As an action, you can end the spell. While a creature is aware of the end of the spell and must follow it to the best of its ability, you can maintain your alignment and avoid provoking attacks of opportunity by casting this spell again as an action. Conjuration

Cement of Winter

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a blanket of frozen water in a 40-foot-radius sphere centered on a point you can see within range. You don’t need to move the sphere to create the blanket. When you cast this spell, you can make up to ten additional blanket spells. You can also make up to ten additional blanket spells at a time, until the spell ends. The spell lasts for the duration. Each blanket spell must be of a level that is lower than or equal to the spell’s level. It lasts until the spell ends. You can use an action to make a new blanket spell. The same effect applies to any existing one, though you must choose a different one for each spell’s level. You can use a new blanket spell’s level for the first time on a long rest. Conjuration

Cement soil

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the duration, a cloud of earth and stone covering a 5-foot cube of air surrounds you and moves with you. The ground in the area is dirt and undergrowth. Until the spell ends, the ground in the area is soft and flat. It provides cover from wind and is difficult terrain. Any creature that moves across the ground must spend 1 foot of movement for every 1 foot it moves across, regardless of where they landed. Evocation

Cement toil

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell inscribes a specific kind of creature into one of the following possible forms: bipedal, quadruped, quadrupedal, or bat-faced. You can inscribe these forms using any creature’s image, such as a drawing, a painting, or a scroll. If you create a form that has three limbs, the creature has two legs and a head, and it functions as if it had two arms. If you create a quadruped form that has two limbs, the creature has one head and two legs, and the creature functions as if it had two limbs. The creature can move up or down as part of the process, but it can’t make any turns or move at all. If it’s invisible, the creature can see through any light or shadows cast by the invisibility spell. The creature can't be targeted by a spell or summoned by a casting of a casting spell by a visible means. Transmutation

Ceratic Arrow

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

A translucent, invisible circle of emerald green light appears around a target and spreads around corners, forming a natural—and usually visible—sight line. Until the spell ends, the circle sheds bright light in a 60-foot radius and dim light for an additional 60 feet. When the circle appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature is blinded for 1 minute and deafened while following the circle, followed by 30 feet of movement for 10 minutes; a creature is also stunned while following the circle. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Ceremonial Arts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical bond with a creature you can see within range. Choose one of the following magical effects that apply to the creature: • The creature succeeds on a Wisdom (Perception) check made with advantage. • The creature can’t be charmed or frightened. • The creature can’t be attacked or harmed in combat. • The creature can’t take any action that would cause it to automatically dismiss itself. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the effect increases by 10 days for each slot level above 3rd. Transmutation

Ceremonial Arts

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell brings celestial or celestial body in your hand to life with a song that can fit into your hand. Choose up to three creatures you can see within range. Each target must make a Charisma saving throw. On a failed save, it takes 1d12 radiant damage. If you cast this spell again target this spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d12 for each slot level above 7th. Illusion

Ceremonial Arts

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and agree to a fey combat spell if the target is in its immediate vicinity and the spell is cast on it within 30 feet of the target. For the spell’s duration, or if you specify a higher duration, the target can be targeted up to 30 feet away. The spell lets you choose magic items, a target of a spell, a target of a fey spell, or a target of a necromancy spell. If you cast this spell as a spell of might, the spell doesn’t automatically deal damage, but it does create a small poison arrow sting that remains for 10 feet. You can target a target of this spell with a blast of strong wind. That target can’t be targeted by spells or attacks. In addition, if you cast this spell on the same creature or several times before creating the potion, you can target the same creature or several times without provoking opportunity attacks or casting any divination spells. Divination

Ceremonial Arts

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with the sacred art of celestial combat. The target must make a Wisdom saving throw. On a failed save, it takes 1d8 radiant damage, or half as much damage on a successful save. If the target is a celestial, it gains the celestial combat trick, and it can use its action to issue commands to celestial companions, in which case the target obeys. If the target obeys only one command at a time, it uses its action to make a new one, and so on. If the target obeys more than once, it uses its action to make a new one. If you use your action to verbally command a celestial, the command triggers when you cast the spell. In doing so, you command it to move toward you in a straight line, and you command the celestial to follow you. If the celestial moves within 1 mile of you, the move’s made automatically, but by no means automatically, follow you. If a celestial moves within a different direction than you’re on, the celestial automatically obeys that direction. If you command the celestial to move to a location other than that location, the celestial obeys that location’s direction, but it must make a Wisdom saving throw. If the celestial moves from place to place, it must make a Wisdom saving throw. On a failed save, the celestial becomes hostile toward you and must immediately leave its current location. If you command the celestial to move to a location other than that location, the celestial obeys that location’s location’s direction, but it must make a Wisdom saving throw. On a successful save, you command the celestial to follow you. The celestial obeys until the spell ends. If you command the celestial to follow you, the celestial obeys until the spell ends. If you command the celestial to follow you only once every day for each day since your command began, you command the celestial to follow you only once every day. While the celestial obeys, you can perform any action you choose that requires concentration. If you do so, the celestial takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. If you do so, the celestial takes 1d8 radiant damage on a successful one. If the celestial obeys only once every day for each day since your command began, it ends its turn there and does nothing. If you don’t end your turn there, the celestial obeys until the spell ends. Transmutation

Ceremonial Image

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and sense its physical form. The target must make a Charisma saving throw. On a success, the creature becomes a humanoid if the spell’s initial description says so. If the creature is a humanoid, you can use its statistics to determine what kind of creature it is. For example, a creature with the normal size and kind can’t be an unaligned, half-elf, half-ork, or undead. You can also use the creature’s statistics to determine how much it spends on food, clothing, and other mundane items. The creature can’t be charmed, frightened, or possessed. The spell ends early if you cast it. This spell is difficult terrain. You can use your action to make a ranged spell attack. On a hit, the attack deals an extra 1d6 force damage. The spell ends if you have no more ammunition. Evocation

Ceremonialize

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to shape a creature into a creature of god. The creature must be of Medium size or smaller, and the target must be within 60 feet of you. The target can be a Medium humanoid or a Huge beast. The spell fails and the creature becomes a creature under your control until the spell ends. The creature is deaf and blind, and it must either succeed on an Wisdom saving throw or take 12d6 psychic damage, and it must immediately end its turn and be affected by the spell. The spell ends for the creature if you cast it again. You can also banish the creature, creating a bonfire or other suitable resting place on the ground within 30 feet. While the creature is in this form, you can’t use action to mentally command it or to speak its mind. The creature appears harmless to you and your companions. It radiates 26 holy symbol motifs and is infused with dark magic, making it a potent ward against dark magic. Illusion

Ceremonial Maelstrom

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A mass of churning, churning, churning, churning air springs into existence at a point you choose within range. Each creature in a 15-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Transmutation

Ceremonial Remedies

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You grant one creature you touch a magical ability. The creature must succeed on a Wisdom saving throw or be affected by the spell for the duration. If the target already has that ability, it can use that ability only once. The target doesn’t benefit from any other effect. While the target is affected by a spell, other than the one you chose, the target can use its action to use the ability again. If the target has no other spell active, it can use its action to dismiss the affected spell. If the target can use an effect that requires concentration, the spell doesn’t need to be cast again; it just triggers when the target completes its turn. Conjuration

Ceremonial Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a stone pillar, which rises 10 feet high and extends for as long as you choose. The pillar is opaque to the element. The pillar doesn’t have to be visible or visible from a distance. An object that blocks the pillar’s path is invisible. It can pass through barriers, but its movement is limited because of its shape and size. The pillar is difficult terrain, and you can’t pass through it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Ceremonial Stone

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A shimmering gemstone beadles in your hand. You create one of the following magical effects when you cast this spell. The spell has no effect on undead or constructs. At the end of each of your turns, you can use your action to create an extra one hundred magical effects for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra effects increase by 1 for each slot level above 2nd. Transmutation

Ceremonial Summon

Casting Time: 1 action
Range: 60
Duration: 1 hour

You summon a shadowy figure from the air and cast a spell of your choice that ends the turn. The figure appears in a 20-foot cube and starts its turn within range. The figure must be within range. Any creature within the 60-foot cube must make a Wisdom saving throw. On a failed save, the figure is pushed 5 feet away from you. The figure can’t be charmed or frightened. The figure must be within 5 feet of you when you cast this spell. If the figure is charmed or frightened, the spell ends on the target. The figure can also be frightened by any other magical effect on the target. If the target’s magic is interrupted by an effect that would cause the spell to end, the spell ends immediately and the target can make a Wisdom saving throw. On a success, the spell ends. The spell ends if the target fails the saving throw. Transmutation

Ceremonial Touch

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature of your choice that you can see within range. The target must make a Charisma saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A

Ceremony of Makhleb

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You name a creature within your power, and the creature you designate as your celestial companion’s body doubles as a celestial body quarters. The spell’s duration is up to ten minutes. The celestial companion disappears when it drops to 0 hit points or when the spell ends. Any creature that ends its turn within 30 feet of the celestial body doubles the spell’s duration. Divination

Ceremony of Nine Webs

Casting Time: 1 action
Range: Self
Duration: 1 Round

Eight Webs of flame springs from your fingertips, becoming a double-decker ball of fire as you weave your webs around them. Each 5 inch by 2 inch web is worth 1d6 gp, and each 5 foot by 5 feet of extradimensional space is 10 feet higher than it would be on the ground. Each 5 foot by 5 foot spider web linkages the webs to each other, forming a ceiling and forming a ring around the ring. Each 5 foot by 5 foot spider web ends abruptly, leaving behind a thin covering that prevents movement. The webs last for 1 hour, and they take 10 minutes to fully drain from the web. As a bonus action, you can touch the ground where the webs originated to create a ring around the edge of one of the webs. The webs then move on your turn as a regular motion feature, dealing 50 fire damage to the creatures that touched the edge. Conjuration

Ceremony of Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You target a creature with a jinx, a profane symbol, and a piercing scream. Each creature other than you in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a target takes 2d6 jinxing. After you make the save, the target also loses any remaining jinxesong. Illusion

Ceremony of Smiting

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You perform a special religious ceremony that is infused with magic. Until the spell ends, any creature who tucks its weapon in a vial of up to 100 gp in a vial of up to 50% alcohol—or a small container of similar substance—is blessed with a +2 bonus to attack rolls and saving throws. This spell can’t be dispelled by dispel magic. Abjuration

Ceremony of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a celestial temple within range and consecrate it to sacred importance. You choose any number of creatures within range, and the celestial shrines appear within range of each target. The temple takes on a celestial appearance, but it lasts—until the spell ends. When the temple appears, each target must make a Charisma saving throw. On a failed save, the target takes 1d6 fire damage and is scorched. On a successful save, the target takes half as much damage and isn’t scorched. As an action, you can move the temple up to 60 feet in any direction. Until the spell ends, you can alter the temple’s appearance in any way you choose. When you do so, you can see through its temple as if it were a celestial. The temple remains in place for the duration. At any time after you cast the spell, you can make another warding action, and so on through the entire duration. At any point this spell ends, the temple shrines become a celestial temple until the spell ends. Enchantment

Ceremony of the gods

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one of the following rites, or a combination of them, at any time for 1 minute. You can affect one creature or object per round for 1 hour. Worship one god or god-like figure. Make one service manifest, such as a celestial service or a celestial minister. Make one fey service manifest, such as a demigod service or a demiplane minister. Unify two or more gods or gods-like figures. Make one service manifest, such as a wizard service or a wizard minister. Make one worship one god or god-like figure. Make one fey service manifest, such as a demigod service or demiplane minister. Make one worship two or more gods or gods-like figures. Make one fey service manifest, such as a knight service or a demiplane minister. Make one fey service manifest, such as a knight minister or a demiplane minister. Make one worship three or more gods or gods-like figures. Make one fey service manifest, such as a lich service or a demiplane minister. Make one fey service manifest, such as a warlock service or a demiplane minister. Make one fey service manifest, such as a wizard service or a demiplane minister. Make one worship four or more gods or gods-like figures. Make one fey service manifest, such as a summoner service or a demiplane minister. Make one fey service manifest, such as a wyvern service or a demiplane minister. Make one fey service manifest, such as a wizard service or a demiplane minister. Make one fey service manifest, such as a summoner summon or a demiplane minister. Make one fey service manifest, such as a summoner demiplane or a demiplane minister. Make one fey service manifest, such as a warlock demiplane or a demiplane minister. Make one fey service manifest, such as a wizard service or a demiplane minister. Make one fey service manifest, such as a summoner demiplane or a demiplane minister. Make one fey service manifest, such as a warlock demiplane or a demiplane minister. Make one fey service manifest, such as a summoner quiver service or a demiplane minister. Make one fey service manifest, such as a warlock quiver service or a demiplane minister. Make one fey service manifest, such as a summoner quiver service or a demiplane minister. Create

Ceremony of the Housefly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a dazzling array of flying insects that hover in the air above your head. Make a DC 20 Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. The insects have a flying speed of 30 feet, and they can’t be attacked or damaged. A creature can use its action to examine the insects for magical properties that trigger when it flies into the housefly’s area. If the housefly has any, it must succeed on a Constitution saving throw or be destroyed. If the housefly is damaged, it can’t be harmed, and the spell ends. Divination

Ceremony of the Nine Dragons

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You place your hand on a creature that you can see within range and speak one language you understand. The target must make a Wisdom saving throw. On a failed save, the target is charmed by you for the duration. At the start of your next turn, you can use your reaction to instantly command any creature you can see within 30 feet of you to a game of verbal combat. The creature must succeed on the challenge. On a successful challenge, you command the creature to serve you or seek your aid in combat. If the creature fails the challenge before the spell ends, the creature is killed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can specify a number of willing creatures that you can see within 5 feet of you that are friendly to you or friendly to another creature. The creatures must make a Wisdom saving throw. On a successful save, the spell ends for that creature. Finesse. You banish a creature of your choice that is charmed, frightened, or insane. The target becomes a mindless mass of poisonous, flying, or bat-like flies that withers in its sleep. Creatures that aren’t under the effects of the berserker curse are sent flying into a rage that lasts for 1 minute. The spell ends for that creature. If the creature starts its turn with 100 hit points or fewer, it dies. A changed creature is born with 100 hit points and 3/4 the”s hit point value, and a new creature born with 5 hit points or fewer is created with 6 hit points or less. Abjuration

Ceremony to forget

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You cast a spell and feel no ill effects or forget everything that happened around you for the duration. You can even forget your name and/or your location, but you always know where you are and what you are doing. It isn’t a disguised ceremony, but a physical and mental ceremony, in which a spirit (or other substance) appears at your location, to accept your wishes and take up your remaining time outside. The spell doesn’t specify magic items or actions, such as a sword thrust or a casting of a spell that requires a casting time of 1 action. When you cast the spell, you can make a new wish, change your mind to avoid the effect of the spell, or even undo the effect of your previous wish. The changes wrought by these rites appear on your person as if you were casting the spell and remain for 1 minute. This spell doesn’t banish undead. Similarly, a creature that is no longer within 60 feet of you and that dies within the spell’s area gains life transference back to it (if the creature was already within that area when it died). The spell ends for a creature that died after 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Transmutation

Cerubi

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

When a quicksand-brick structure appears in the ground behind a large humanoid, undead, or fiend creature, you summon it in an unoccupied space of your choice that you can see within range, creating an entirely new quicksand, or summoning a nonmagical summoning spell. You choose the spell’s primordial state as the primordial part and animate or digest the remaining portion when you cast the spell. The primordial summoning provides strong enough reason to believe that you have returned to your original position as a quirk of your creation, and the quirk can protect you against unforeseen consequences if it occurs. To maintain your primordial status, you must make two Wisdom saving throws. You can suppress the primordial summoned spell at the DM’s option, using your action to pull a string of nonmagical flames that are 1 mile long and 5 feet high. Each creature that can’t be affected by a primordial summoning must first succeed on a Wisdom saving throw and cast a spell of 2nd level or lower, and it must then make a Wisdom saving throw. On a successful save, you no longer control the fire. To maintain your primordial state, you must make two Wisdom saving throws. You can suppress the primordial summoned spell at the DM’s option, using your action on each of your turns. On a successful save, you no longer control the primordial. To maintain your primordial state, you must make two Wisdom saving throws. You can suppress the primordial summoned spell at the DM’s option, using your action on each of your turns. On a failed save, the summoned creature is dispelled and emits no light. You can also suppress the primordial spell at the DM’s option, using your action on each of your turns. At the end of each of your turns, the summoned creature can repeat the saving throw, ending the effect on itself on a success. Conjuration

Cerulean Grove

Casting Time: 1 action
Range: 150
Duration: 24 hours

A 60-foot-radius, 40-foot-high, 60-foot-deep grove of trees appears within range for the duration, linking the grove with the Grove of the Dead. The grove moves with you, mimicking the movements of closed doors and chambers, to provide some semblance of order and order to your travels. You choose whether the grove appears within 30 feet of you or 10 feet directly over the warchief. You can create any of the following forms within the grove. Choose a form from the following options for its appearance: Solid, Round, Round, Round, Medium, Large, or Gargantuan. The creature appears in solid state, with its weapons drawn and drawn automatically, and without weapons drawn, to protect against nonmagical ranged attacks. The creature also appears to be standing still, which prevents it from automatically moving while it casts this spell. This arrangement creates no effect if the creature has two hands or two hands of different shapes and sizes. Solid, Medium, or Large. A construct of a size Large or smaller can’t be selected as an entrant. Medium. The grove is composed of up to six panels of wood arranged as one continuous column. The wood is covered with a sheet of misty gray mist, which blocks light and dark vision, and extends over the grove in a manner similar to a door or a corridor. The paneling is strong enough to physically restrain a creature of the size you choose, so it is blocked when a creature enters the grove or uses its action to open the mist or enters a sealed passage. Alternatively, a creature that enters a sealed passage can use its action to move through the mist and so lock the passage

Cerulean Grove

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a 60-foot-radius sphere of green light in a direction you choose. Make a ranged spell attack against one creature of your choice within 30 feet of you. On a hit, the target takes 1d8 radiant damage. Evocation

Cerulean Grove

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This natural stone grove spans one hundred and twenty years and is home to a bustling royal family of trees. The trees are lightly arid, creating conditions that retard growth and thus temperature. The trees are light green and can grow to full size. They are said to have a softness that allows plants to disperse poisonous plants within. It is thought that this forest was once the home of the royal line and is one of the places where the Kings of the ancient world dwelt. You choose the ground type. Trees Medium Medium Trees without bark Medium Medium to Large Huge long trunk, large to Medium Large short trunk, or small trunk, or no trunk (15 to 30 feet) Medium to Small Large Medium to Small Tree Large Tiny or smaller tree Medium tree Small Small Small Tree (a tree or shrub or a small tree or stump) Tree

Cerulean Rite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You grant warding magic to animate or to create by magic any creature of your choice within range and allow it to benefit from the same benefit on its own turn. If you grant magic to a creature, the spell ends, and the creature is protected from the spell for the duration. If you don’t allow a creature to benefit from a spell as a rule, a spell ends for the creature if it w as affected by the affected spell or if its speed and weapon attacks don’t deal any damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cerulean Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call forth a powerful force that you can see within range. The force extends into a 10-foot-radius sphere centered on a point you choose within range. Each creature in that sphere must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage

Cerulean Spirit

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your body is your body, and your spirit is your vessel. Choose one willing creature you can see within range, such as a human, an elven, or a goblin. The creature you choose chooses one of the following physical characteristics at the start of each of its turns: blue eyes, dark hair, and pointed ears. It also has a fur coloration of bergrua, a silvery fur appears under its facial features, and it has light blue or yellowish-white skin tone. This change lasts for the duration. You can use your action to give a creature this change for the duration If you are the creature, give it another form, choosing one of the above characteristics, such as a zombie, that it can see within range. When you give the creature this change, it returns to its body if it makes a successful Constitution saving throw, if it secures its food or drinks from danger or otherwise harms it, or if it wastes its movement and then as an action when it succeeds on a saving throw, if it succeeds on both saving throws, or if it dies before the spell ends. Conjuration

Cerulean Spirit

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell grants the spectral kind to things you touch. For the duration, you control any demihuman or an elemental that you choose that is hostile to you. Nothing can happen to the demihuman or an elemental other than that there is no demihuman in the area, and the creature doesn’t attack you. You can, however, change the nature of any hostile demihuman or an elemental so that it isn’t hostile to you. The effect can’t designate any creatures or things as hostile, and the change doesn’t affect creatures or things hostile to you. Abjuration

Cerulean's Shadow

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one to three willing corpses that you can see within range. After imbuing each corpse with the dark ghostly force of the dead, you shape them into servitors to serve as servants to beasts of war and to men of learning. Each willing creature that you shape becomes a servant to a beast of great size or reach (your choice, the beast’s chitinous claw is your spellcasting ability modifier). Your shaping grants you the ability to reshape a creature’s head, body, or chest (your choice), shape a creature’s

Cerulean Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A swarm of ravenous beastslho rears its nest within 30 feet of one surface you choose within range. Choose a grove of trees or a forest or an area a foot or so thick that beasts can pass without getting caught. When the grove appears, each beast becomes a beast for the duration of that spell, and each beast has advantage on attack rolls against any creature within 30 feet of it that is within line of sight of a specific spell or spell of the chosen sort. The swarm consists of up to four creatures, each affected by the spell by a half-dozen times, and each affected creature must make a Wisdom saving throw. Each affected creature takes 4d8 damage of the type you chosen on a failed save, or half as much damage on a successful one. Creatures can’t reduce their saving throws to half to stave off the effect. Evocation

Cerulean Tear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch a creature. The spell ends for that creature. Duration 120 minutes 1 minute You touch a creature. The spell ends for that creature. Conjuration

Chaelo's Magic Blade

Casting Time: 1 action
Range: 30
Duration: 15 minutes

This spell creates a magic blade that hurls magic at one creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 magic damage. The spell then ends on a successful save, if successful. Special

Chaffing Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling cloud of dust appears and surrounds a creature within range. The cloud moves at half the speed of light and deals 5d8 bludgeoning damage to the target. The cloud lingers in the cloud for the spell’s duration and blocks line of sight through the cloud. When the cloud appears, each creature within 10 feet of it must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is caught in the cloud for the duration. While caught in the cloud, the cloud remains for the duration. Any creature that ends its turn within 1 foot of the cloud takes 2d8 bludgeoning damage. Any creature caught in the cloud as it lingers within 1 foot of it takes 2d8 bludgeoning damage. The spell’s effect can last for 1 minute. It has no natural causes and can’t leave a solid surface. The cloud remains for the duration or until a storm locates it, when a creature within 10 feet of the cloud appears within 5 feet of it, or when a gust of wind disperses it from the cloud blows it from one creature within 5 feet of it to the left of it. Evocation

Chained Effect

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Choose one creature that you can see within range. The target must make a melee spell attack against a target within the spell’s range on a successful attack roll or by another spell attack roll of your choice that targets the target. On a failed save, the target is restrained and must make a Wisdom saving throw at the end of its turn. A creature restrained by the spell can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, it frees itself. When the spell ends, the creature is no longer restrained and must make a Wisdom saving throw at the end of its turn. An unwilling creature, unable to make a saving throw, falls unconscious and is on its own. At the DM’s discretion, the target can perform a Wisdom saving throw against this spell. On a success, the spell fails. Enchantment

Chained Maelstrom

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A mass of 5-foot-deep, 15-ton, 20-foot-deep, 1,000-ton churned maelstrom appears in a 20-foot-radius sphere centered on a point within range and spreads around corners. The churned maelstrom is a mass of 5 feet to 10 feet wide, 10 feet tall, and 1 inch thick. The churned maelstrom spreads around corners. Each creature in a 20-foot radius sphere centered on a point within range must make a Dexterity saving throw. A target takes 8d4 bludgeoning damage on a failed save, or half as much damage on a successful one. The maelstrom moves 10 feet each time it strikes a creature. A creature that takes this damage isn’t pushed up to half as far as it could have at the start of its turn. The churned maelstrom then explodes, dealing 4d6 of damage to a creature within 5 feet of it and moving away from the point where it struck. Evocation

Chaining

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You place a creature into an enthralling trance that lasts for the duration. You make the target move to its best ability available to it, including using all its movement and storing its action points as effort. For the duration, the target can make one check contested by casting this spell or by spending 1 minute sitting still and desist from doing so. The spell ends if you attempt to cast it again or if you cast it again and use your action each time the target spends an action to hold back one spell of level one. Transmutation

Chain LightningSelf Concentration

Chain of Frost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The chains within reach. You create one frozen, thunderous creature. Until the time you finish your next turn, the target becomes a zombie that can—and can't—make noise in its location. The zombies attack your creatures, but you and all other creatures within 30 feet of them must make a Constitution saving throw. On a roll of 10 or higher on a 2, the target is knocked prone, and the spell ends for it. This spell must already be in order. Evocation

Chain of Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hourYou create a loud, pie

rcing sound that fits in the room, echoing against glass and metal. A wall of sound forms a circle around you. Whatever sounds the creature makes must come from outside the circle, and the sound is composed of a series of sounds within a circle of 3 × 3 feet square. The sound can be heard, smelled, smelled again, and so on. A creature must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. A creature can’t be charmed by the sound, and it isn’t capable of creating a true sense of smell or taste. The creature isn’t able to hear things. Any creature or object that isn’t around the area must succeed on a Wisdom saving throw or become hostile to you. This spell can be used multiple times, and it can’t change its duration. Divination

Chains of Daggers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create an extraplanar chain of magical daggers that are imbued with magical power until the spell ends. Choose one of the following simple weapons that you create: a javelin or a staff, two simple melee weapons (your choice), a staff of bolts, a mace of disintegration, or an unholy spear. You create one Huge weapon or a dardian dagger or a flurry of simple weapons or a rapier of disintegration that deal an extra 1d8 necrotic damage to the target and then repeat the attack against the same creature or creature type twice, ending the effect on themselves on a success. The chains last for the duration. • Redirects the daggers' fire for 1d4 days. • Directs the staff's energy for 1d4 days. • Permanently ignites a group of bolts created by a simple melee weapon attack within range. Transmutation

Chains of the Nine Hells

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A black-robed demon lord of the Nine Hells appears in an area of ground with a range of 120 feet and attacks the target. On each of your turns until the spell ends, you can use your option to issue a command to the demon (requiring no action on your part). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures within range increases by 2 for each slot level above 1st. Conjuration

Chain wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wind of chain winds ripples out in a 60-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 8d8+ the wind’s damage and is pushed 10 feet away from the center of the cylinder. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. Conjuration

Chakrasick Touch

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch one willing creature in a 30-foot-radius sphere. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 poison damage and is paralyzed until the spell ends or until the spell ends. On a successful save, the creature takes half as much damage, and it also has resistance to poison damage until the end of its next turn. The spell ends on a target if it isn’t an object or another creature of that type. A target can make an Intelligence saving throw

Chakras of the Dead Chakravara’s Dance Self (15-foot cone) Instantaneous or 1 hour (see below) Choose a creature that you can see within range. The target starts dancing on each of your turns until the spell ends. The dancing creature can attack your creatures with ranged weapons, or it can take a number of other actions before it deals any damage. Each target takes 4d8 lightning damage at the start of each of its turns, and the spell ends on a successful melee attack. Each time you cast this spell, an additional bolt of lightning flashes down from the target as a bonus action on each of its turns. Each creature that starts its turn in the line must succeed on a Constitution saving throw or take 1d8 lightning damage from the attack for 1 minute. The spell ends if the creature finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Chakravara's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell summons a pantheon of creatures—a pantheon drawn from the ethereal plane, one of the basic components of which is a

Chakravka's Minute Tricks

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You learn the most intricate and powerful magic arts, such as the use of magic rings, the use of celestial weapons like the flint hammer, the raising of flints from the dead, and the use of celestial talons to crush the undead within your reach. You are also given the ability to cast nonmagical disease spells, detect magic potions on your target, and to siphon life from undead and fiends that attack you. You also learn how to cast spells with a nonmagical weapon like a staff or crossbow. Divination

Chakravra's Ennui

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose one object weighing some 100 pounds or less within range that isn’t being worn or carried by you. The object rises from the ground and moves as you use your movement to move whatever it is being worn or carried, up or down as you choose. You can use your action to move the object as many feet as you like along any of the ground in a 20-foot-radius where you cast the spell. You can use your action to create a 15-foot cube of swirling, invisible force, but it can’t overlap with any other object in the area. Any piece of the object you choose must be within 15 feet of it, and it automatically compels you to move along that piece of matter. If you create the object, you can use another action to switch objects around, creating new ones. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you choose one of the following options for the cube: • You can create one object for each slot level above 3rd. • You can make two objects, one to fit the cube created

Chalice of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You draw the blood of a creature that has died. The spell ends on any creature that is still alive. Necromancy

Chameleon

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

A luminous orb appears at a point you choose within range. Choose one of the following effects when you cast the spell. The orb moves with you, remaining centered on a point you choose within range. Clue. The orb appears to a creature that is within 5 feet of it. That creature must succeed on a Wisdom saving throw or be charmed by the luminous orb for that turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the orb increases by 5 feet for each slot level above 7th. Transmutation

Chameleon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range—a creature that can’t be charmed, frightened, or possessed by a deity or an agent of a deity and that can’t be charmed, frightened, or possessed by a god. The creature must be within 30 feet of the target and within the spell’s effect. The chosen creature can use an action to move up to its speed so that it is no longer slowed by the target. The creature must still have feet to move, and it can’t fall while moving. The creature can take the Dash action, which ends one effect that it can’t move while moving. You can move the creature up to 30 feet without using movement. If you ram the creature into a pillar or another solid surface, you can cause it to leap at a creature within 30 feet of the pillar, which can make it miss twice as much on each of its turns. Other creatures can benefit from this turn, however. On each of its turns, the creature can repeat the attack and hit twice, or it can make a new attack roll with each expended uses. Transmutation

Chameleon

Casting Time: 1 action
Range: 90
Duration: 10 minutes

For the duration, a chameleon-like creature can be seen hovering in the sky over a location a size or size limited by the terrain you choose within range. The creature has a talisman worn by it, which tells it when it dies and can be retrieved from the ground by another creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create multiple charms of the same sort, allowing the spell to create charms of the same level or lower. Each charm can be conjured up to three times, or the spell might affect a charm of a different level. You decide what kind of charm’s construction is most likely to use. For charms made using an alchemical component, see Clench. For charms made using a nonchemical component, see Fissure. For charms using an alchemical component, see Cold. For charms using a multivalent component, sigil, or other spellcasting ability, see Emote. For items that rely on divination spells such as the detect thoughts spell, see Nine Gaze. A charm used to create a chameleon-like creature or to create a charm used to summon a chameleon is no longer active when the charm is summoned. The spell damages the target whenever it w ores within 120 feet of you (if you cast it again before taking damage, the spell removes the charm from itself). Conjuration

Chameleon Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spell creates a surge of dark energy that lasts for the duration, up to 10 minutes. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Chameleon’s Nest

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A nymph appears out of the ground and appears to be a humanoid creature in your choice of skin color. The nymph can’t be larger than Medium or smaller than Medium or smaller than Large. The nymph is friendly to you. The creature can’t attack, use reaction, or otherwise be hostile. The creature can’t take actions that would cause it to become hostile to you or use such an action to dismiss it as an action. The creature remains within 10

Chameleon

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a living creature. Until the spell ends, the creature is blind, deaf, and has advantage on attack rolls and ability checks. The sight of other creatures is blurred and it takes 1d4 acid, cold, fire, lightning, or thunder damage to cause any of these effects. If you cast this spell using a spell slot of 2nd level or higher, the creature can see through illusions up to 60 feet on each of its turns. Divination

Champion Beast

Casting Time: 1 action
Range: 30
Duration: 1 Round

You point at a creature within range and say a rousing, bellowing battle cry. The target takes 5d8 damage of the type you chose; you can’t target any creature or object in the Round or in the Sphere for this spell’s damage levels determine by its AC or the spell’s level. If the target is within range of a bonus action, it can roll a d4 to determine whether the bonus action is worthwhile. An attacker can use an action to cause the target to become a creature under the Hit Dice specified in its mind. The target obeys all verbal commands given to it during its turn, even if it doesn’t necessarily follow their commands. The DM determines whether the target understands what it says and how they speak. Divination

chan seal

Casting Time: 1 action
Range: 30
Duration: 8 Hours

Prepare yourself for the creation of an illusory duplicate of a specific creature known to you. One creature that you can see within range must succeed on a Dexterity saving throw, and the spell fails if the creature’s true name is known. The duplicate is an unwilling duplicate who knows neither its real name nor contact information, but is instead an image of a creature known to you as the original and possessing an Intelligence of 9 or higher. The duplicate can be a creature (such as a human or a unicorn) or an object (such as a book, a scroll, or a treasure chest) that is neither too small nor too large nor fits within a 5-foot cube. The duplicate can’t be a creature or an object and can't benefit from being moved or otherwise interacted with. The duplicate can’t be particularly intelligent or emotional, and it isn’t wearing or carrying any sort of an item or itemable value. The duplicate is under no illusion as to the true capabilities of the original or its components. The duplicate can perform any task a normal creature would do, but it is unable to affect or command a creature. The duplicate can’t perform any task the creature would do normally, but it can’t perform any task the creature would do in an alchemical sense. Instead, the duplicate attempts to bite a creature within 5 feet of it that it can see, returning the creature’s severed head to its normal size. That creature can use its action to make a Strength check against your spell save DC. If the creature fails the check, the creature is no longer restrained and must either move off the edge of the cube or fall off it. A restrained creature can use its action to make a Strength check against your spell save DC, if it wishes. If it does so, the creature isn’t warded from this effect. Necromancy

Chantasmal

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to make a creature appear in an unoccupied space within range and take 4d10 psychic damage. Each creature in the area must make a Constitution saving throw. On a failed save, the target takes 3d6 psychic damage. On a failed save, the target is immune to this spell until it ends its next turn. On a failed save, it becomes hostile until the spell ends. On its next turn, it takes 3d6 psychic damage and is immune to all damage except for the duration. On a failed save, the target takes 2d6 psychic damage. On a successful save, it is immune to this effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion

Chantasmal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to cause a creature to become a willing creature to become undead. The creature is immune to this effect. The target takes 1d6 psychic damage. On a failed save, it is immune to the spell for the duration. The target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. In addition, the target can’t attack or take damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Chantasmal Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a strong wind blowing in a 10-foot cube centered on a point you choose within range. Each creature in a 10-foot-radius sphere centered on a side of the ground where you cast the spell. Each creature in a 60-foot cone must make a Dexterity saving throw. On a failed save, the target makes a Strength saving throw. On a failed save, the target becomes frightened for the duration. On a failed save, it uses its action to make a Constitution saving throw. A creature takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. A creature takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, it can succeed on a Strength saving throw or take 3d10 cold damage. On a successful save, the spell ends. On a failed save, the target takes 4d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Chantical Smite

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You cause a creature on the ground in a 15-foot cone to emit a shard of smoke and erupt with a puff of smoke. If the target is on a different plane of existence, it must make a Constitution saving throw. On a failed save, the target can make a Constitution saving throw. On a successful save, the target is no longer affected. Illusion

Chant of Evil 30 Chant of Healing Touch Instantaneous You touch one willing creature that has reached its maximum height. The target must make a Wisdom saving throw. On a success, the target takes half damage and doesn’t take damage of its own. On a failure, the target takes half damage and doesn’t take damage of its own. On a successful save, the target takes half damage and doesn’t take damage of its own. On a failed save, the target takes half damage and doesn’t take damage of its own. On a success, the target takes half damage and doesn’t take damage of its own. On

Chant of the Dead

Casting Time: 1 action
Range: Self
Duration: 10

Instantaneous You summon a force that appears in a 30-foot cube centered on a point you can see within range. Each creature in the cube must make a Charisma saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. When you cast the spell, the spell ends if the creature drops to 0 hit points or less. The spell is permanent. When the spell ends, the creature drops to 0 hit points or fewer. The spell ends if the creature drops to 0 hit points or fewer. The spell ends if the creature drops to 0 hit points or fewer. The creature drops to 0 hit points or fewer. Transmutation

Chant of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a dead creature or a living object and cause it to become an undead creature. This spell ends if you cast this spell again as a bonus action. The target of the spell becomes an undead creature of 2 hit points or less when you cast this spell. The target can be any creature or object you choose. The target must be dead or alive when you cast this spell. The target has no memory of what happened or what you've done. Until the spell ends, the target can repeat the saving throw, ending the effect on itself on a success. The target can also use an action to speak a new common language that it knows. If the target speaks no native tongue, it falls into a trance and vanishes. The trance lasts for the duration. The target can use an action to make a Wisdom saving throw. On a success, the trance ends. Conjuration

Chant of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a new creature of your choice that you can see within range. Choose one of the following options, such as a frog, a lizard, a frog, a frog demon, a frog demoness, a frog or frog demon. The creature must be within 5 feet of you and has the statistics of the creature you summoned. The creature can’t be charmed, frightened, or possessed. The creature can make a Wisdom saving throw, taking 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature is immune

Chant of Truth

Casting Time: 1 action
Range: Self
Duration: 8 Hours

The Chant of Truth appears before you in the form of a simple, unassuming message that you can read aloud. The message, which is written in a language that is difficult to understand, has no precise meaning and is thus difficult to understand. The message reveals the truth, but doesn’t compel you to repeat it. The spell’s duration is not limited by the number of hours you have spoken this spell: You can repeat the spell at your leisure, even if you don’t speak a word of it or if you are concentrating on another task. You can also perform the spell again for the first time on a later date. The spell ends after you finish your next turn. You can repeat the spell again if you are certain you can perform it again. If you can do so, the spell ends. Transmutation

Chant, up to 1 hour

Casting Time: 1 action
Range: You create a new elemental creature which you can see within range. The creature must make a Constitution saving throw. On a failed save, it takes 1d6 cold damage. On a failed save, the target takes 2d6 cold damage on a failed save, and it is immune to the damage. On a successful save, it is immune to this effect for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Duration: Evocation

Chaos (30-foot cone)

Casting Time: 1 action
Range: Touch
Duration: Conjure the ground in a 20-foot cone that you can

see within range. You can move through the cone, but you can’t fall or land. The cone is difficult terrain. If you w ere in the cone, the cone disappears for 1 minute. If the cone is heavily obscured, it can’t appear in the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cone’s damage increases by 2d6 for each slot level above 2nd. Evocation

Chaos beast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

The next time a creature you choose within range hits you with a melee weapon attack before its speed drops to 0, the creature erupts in chaotic beast form with a roar of raucous beasts, summoning hell beasts from the chaos. Make a melee spell attack against the creature. On a hit, it deals 4d8 + 1d6 damage to the attack and is engulfed in flames until it has circled the circle, ending the effect of the spell. The flames move at a speed of 30 feet per round circle. Until the end of your next turn, you can use an action to create a new flame. It must touch you before then to do so. If you win the flame, it spreads out across the ground, moving to one side of the circle and then it explodes. If you lose the flame, it spreads out across the ground, touching only you and touching only those who are within 5 feet of you. The spell ends if you move more than 5 feet away from the center of the flame (if the flame is centered on you, you can use your action to move to the opposite side of the flame and repeat the process again). At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can animate two additional contraptions for each slot level above 1st. Each contraption must be 3d level or higher. Transmutation

Chaosbite

Casting Time: 1 action
Range: Conjure the first time on each of your turns for the spell’s duration, you can move the cone up to 30 feet. You can move the cone up to 50 feet. You can move the cone up to 60 feet in the air or 50 feet in the air. You can move the cone up to 50 feet in any direction. You gain no movement on a turn, nor can you hold it. You can’t change the cone’s color. You can change the cone's color by 1,000 if you wish, depending on the nature of the cone. You can’t change the cone's color in any way, but you can’t change the cone’s color in any way. You can’t change the cone’s color in any way, but you can’t change its color in any way. If you change the cone’s color in any way, you can change its color in any way, depending on the nature of the cone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage increases by 1d6 for each slot level above 1st.
Duration: Evocation

Chaos Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a bolt of chaotic energy that inflicts 1d6 psychic damage to one creature you can see within 120 feet of you. The creature must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature remains affected and can’t be targeted by spells or magical effects for its duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Chaos Blade

Casting Time: 1 action
Range: 24 Hours
Duration: Instantaneous

Choose one of the following effects that you can affect in the flames: • One effect that you can see within range. The flames extinguish all flames and heat in a 10-foot cone that you can see within range. One effect that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Chaos Blade 30 Chaos Blade 30 Concentration, up to 1 minute A mote of chaotic energy pours out from a point within range and reaches out toward a creature of your choice within range. Until the spell ends, the weapon has a range of 300 feet and deals 4d8 necrotic damage to the target. The weapon also has disadvantage on attack rolls against targets within 3 feet of it. The weapon becomes chaotic energy when your concentration ends. For the duration, the chaotic energy deals 4d8 necrotic damage to all creatures and up to 5d4 psychic damage to any living creatures who aren’t within 300 feet of you. While chaotic energy is present in the target’s area, each time the weapon hits, it creates a new damage type, which determines the weapon’s damage when it hits. The weapon ignores any reduction provided by a specific legendary ability or by a specific spell of a specific level. When the weapon hits a creature, the weapon deals 4d8 necrotic damage to the same creature or a different creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Conjuration

Chaos Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a bolt of chaotic energy that inflicts nonmagical damage on any creature within range. The creature takes 3d6 necrotic damage of the type of damage the creature takes from the attack. If the creature is a Huge or smaller creature, this damage is reduced to 1d6. If the creature is an undead, this damage is reduced to 1d6. If you or someone else is fighting the creature, you have advantage on the attack roll and ability checks. The creature must make a Constitution saving throw if it is fighting it or casting the spell. If it fails, the creature is pushed prone. If the creature is attacking you, you have advantage on the

Chaos Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a mote of ten bolts pointing toward a target within range. Each bolt is an 8-foot cube with a 10-foot radius at the base. Until the spell ends, you can use your action to create a bolt of lightning

Chaos Blade

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a bolt of chaotic energy that explodes in a 60-foot cube on a point you can see within range. Each creature of your choice within 5 feet of the point you chose must succeed on a Strength saving throw or be pulled upwards and hurled at the nearest creature of your choice that you can see within 30 feet of the point you chose. A pushed object hurled at the creature carries a maximum weight of Gravity of 15 pounds. The ball impacts against a solid surface 40 feet square and has a diameter of 60 feet. When it strikes a creature, the ball releases a vortex at the bottom of the area, covering the entire area. When a creature moves into or around the vortex, that creature must make a Dexterity saving throw. On a failed save, the creature takes 3d8 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. Weirdly attached to the contraption is a powerful harpoon. When it hits, the creature takes 3d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Chaos Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bolt of lightning in a 5-foot cube that you can see within range. Each creature in a 5-foot cube must make a Dexterity saving throw. It takes 4d10 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 4d10 fire damage and burns for an extra 1 foot. On a successful save, a creature takes 4d10 fire damage and burns for an extra 1 foot on each of fire damage. On a successful save, the fire rages for an extra foot. On a failed save, a creature takes 4d10 fire damage and burns for an extra foot on each of fire. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Chaos Blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose one of the following effects of your choice that you can cause to occur in a random way on a turn. The effect

Chaos Blade

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a flame that you can see within range. The flame ignites flammable objects and ignites flammable objects in a 20-foot cube that you can see within range. Each creature in a 20-foot cube must make a Dexterity saving throw. On a failed save, a creature takes 7d6 fire damage and burns for an extra foot. On a successful save, a creature takes 3d6 fire damage and burns for an extra foot. On a successful save, a creature takes 4d6 fire damage and burns for an extra foot. On a failed save, a creature takes 4d6 fire damage and burns for an additional foot, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Chaos Blade

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A creature takes 10d10 fire damage on a failed sav

e, or half as much damage on a successful one. A creature takes 10d10 fire damage on a failed save, or half as much damage on a successful one. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd, and the fire damage increases by 1d10 for each slot level above 2nd. Evocation

Chaos Blade

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Choose one creature you can see within range and create a chain of fiery blades that blast from your hip. Each creature on the target plane must make a Strength saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is pushed up to 10 feet away from you in a random direction. When a creature starts its turn in the randomly determined direction you cast this spell, the creature takes 3d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d10 for each slot level above 4th. Evocation

Chaos Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spinning blade of chaotic power appears in a location you specify, and twists and turns to move at your command to cause the specified damage. The chaotic blade can’t pass unguarded or enclosed spaces or pass through barriers or other barriers. The chaotic blade creates a vortex that prevents its passage. A creature that takes damage from the vortex (such as by falling or being pushed prone) can make a Dexterity saving throw. On a success, the vortex is lifted into the air and the chaotic blade is no longer chaotic blade. Conjuration

Chaos Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a bolt of chaotic energy that inflicts 1d8 necrotic damage to a creature within 5 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Chaos Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a nonmagical weapon of chaotic power that is capable of hurling up to eight bolts of lightning at targets within range. Each creature in a 10-foot radius sphere centered on the lightning sphere must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this damage causes it to lash out at its attacker, who must succeed on a Dexterity saving throw or take 4d6 lightning damage. A creature caught in the lash has resistance to the triggering lightning effect until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Conjuration

Chaos Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell creates a bolt of chaotic energy that explodes in a 60-foot cone and lands directly on the target of your attack or attack using the bolt. Each creature within the cone must make a Constitution saving throw. On a failed save, a creature takes 1d10 necrotic damage and becomes restrained in the energy until the spell ends. At the end of each of its turns, a restrained target can make a Constitution saving throw. On a successful save, the creature is no longer restrained and can act normally with full knowledge of the rules of the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Chaos Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a bolt of chaotic energy that arcs out from your spellcasting hand and strikes one creature within 30 feet of you.

Chaos Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a bolt of chaotic energy that arcs out from your spellcasting hand and strikes one creature within 30 feet of you. The target takes 3d6 necrotic damage and must make a Constitution saving throw. The creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Chaos Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your hand strikes the side of a dead creature, then cuts through the flesh of the creature and up to eight times its size, growing as you take damage. The cut cuts through the creature’s flesh and limbs, creating a gaping wound that consumes both the creature’s flesh and limbs. The wound also widens the target’s flesh and limbs, which makes the creature less able to move. The target’s only tool is the legendary blade, and it’s hit point maximum is 26. The target has resistance to all damage except psychic damage. If it takes any damage, the target also takes 1d8 necrotic damage. The target is restrained as you strike. The creature has resistance to nonmagical damage, but no matter how much damage is dealt to it, it isn’t able to move or utter a command. The target spends the turn in the fog until its muscles are free, when it awakens, and after 3 days. If the target spends any time under the fog before returning to its body, the fog grants it resistance to that strain for 24 hours. The fog also wreathes the target in poison, staining its flesh and limbs. The target takes 1d6 cold damage when it awakens and 1d6 poison damage when it awakens from the wreathes. The target also must make a Constitution saving throw at the end of each of its turns, ending its turn early. When the fog reaches its current state, the spell ends. Conjuration

Chaos brew

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose up to four creatures or nonmagical objects that you can see within range and that fit within a 5-foot cube within range. An unwilling creature that fails to take damage from all of the creatures or objects transforms into a raging gibbering beast, attempting to batter its foes with iron fist. Each creature other than you in that cube must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional daemons or nasties deal damage with the attack for each slot level above 6th. An extra daemon or nastie deals 20d6 necrotic damage with each slot level above 6th. If you use a spell slot of 8th level or higher, the damage for the attack increases by 1d6 for each slot level above 7th. Conjuration

Chaos brew

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash the power of the stars, hells, and meteors of the Ethereal Plane on up to three creatures of your choice within range, either humanoid or beast. The targets obey the given conditions and come into existence at the target’s center. (This spell never ends if the target w muks its life in flames. An unwilling creature must use its action on a turn or take 1d4 radiant damage if it succeeds on a saving throw.) At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of targets for each slot level above 5th can exceed this spell. Conjuration

Chaos Burst

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose one creature you can see within range and deal 1d4 psychic damage to it in a line that starts off as an action. The target takes the typical damage type from another creature, though it isn’t affected by any of the damage types. Starting with the mimic, you can use your reaction to deal 1d4 psychic damage to each target. At Higher Levels. When you do so, you take 4d4 psychic damage, and when you do so, you take half as much damage. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Chaos Construct

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You cause up to six stone-age demons or monstrous beasts of fey (pagan or nocturne) to appear in an unoccupied space that you can see within range and whose area you choose. There must be a level 3 or lower level 2 or more within which to cast this spell, and at the DM’s option, a level 1 or higher demon or beast appears in unoccupied space whose area you choose. The summoned demons or beasts usually appear humanoid or beast in appearance, and they appear tinctured or hide from view. The DM chooses either humanoid or beast as the target for the summoning. Roll initiative for each creature summoned by this spell as a group, with an average of 1d4 for each monster rolled. The number of creatures

Chaos Construct

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a chaotic beast you can see within range. You choose a point that you can see on an unoccupied space, up to 100 feet on each side, and that you can fit within 8 feet of it has a 10 percent chance to hit. The point you choose has a 5 percent chance to spawn a creation that is an animated globe with 10 feet of churning stone forming a 20-foot diameter chasm at the point of impact. This animated globe is inert and incapable of animating or reshaping. An animated globe created using this spell automatically transforms into a chaotic beast at the end of each of its turns. You make all of the following changes to the animated globe: • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • It sheds darkvision in a 30-foot radius, and dim light in a 30-foot radius to a depth of 20 feet. • It makes attacks against a creature within 15 feet of it with a bolt of lightning, a bolt of energy weapon, or a similar capable of dealing damage. If it successfully attacks two creatures with the attack, it can repeat the attack using only its second strike. (Typically, the second strike deals an extra 1d4 + 1d6 damage.) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the chaos damage increases by 1d4 for every two slot levels above 1st. Evocation

Chaos Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. You create one of the following effects within range: • You instantaneously cause a chaotic chaotic reaction in the area you’re in. • You instantaneously cast one nonmagical spell using a spell slot of 2nd level or lower, provided that it isn’t casting spells or an activity that requires concentration; you can choose to cast this spell using an activity that requires concentration or one that requires a concentration outside of its current slot. • You create a nonmagical trinket of confusion within range, raising it to a state of chaotic stupor. • You instantaneously cause a nonmagical spell of level one to explode, causing a moderate to heavy damage to the target or throwing the trinket. • You cause nonliving creatures to tremble and become deaf and blind for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, or when you cast a spell of 7th level or lower, the initial damage increases by 10 for each slot level above 5th. Abjuration

Chaos Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The cubic space created by a melee spell is a sort of interplanar antimagic field. Each creature is affected by the spell, and creatures in the area take 4d6 necrotic damage and have resistance to necrotic damage and death damage for the spell’s duration. Any creature that ends its turn within 2 x 10 feet of the spell’s area must make a Constitution saving throw. On a failed save, the creature takes half as much damage and/or suffers 1d8 necrotic damage (your choice when you cast this spell). On a successful save, the creature takes half damage and doesn’t have to make the save. The spell destroys warded structures and other structures within 5 feet of the area. Evocation

Chaos Construct

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Each creature of your

Chaos Construct

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a war of destruction over a creature you can see within range. The target must make a Constitution saving throw. On a hit, it takes 1d10 acid, cold, fire, lightning, or thunder damage. The war starts out as a storm, but can also be caused by natural disasters (such as a natural disaster of your choosing that causes an area of up to 500 feet wide to be underleveled for its height) or by a natural phenomenon (such as a strong wind, ice, or snow). When the wisest course occurs is at the target's leisure, the target sheds bright light in a 30-foot radius and can’t be affected by fire, ice, or snow for the duration. The war then kills the creature it impacts, casting a 1st-level spell or a 2nd-level spell. If you cast the spell while stunned, it deals 1d10 necrotic damage to you and leaves behind a 20-foot-radius cloud of debris that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for a failed save increases by 1d10 for the duration by 1d12, and the damage for a successful one by 2d10, for each slot level above 2nd. Conjuration

Chaos Construct

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a chaotic nightmare that seems to emanate from a god or some other godlike figure—a shadowy figure impaled on a cross, an elemental god towered over the land in legend. You choose the nightmare as a material component that appears in an unoccupied space within range and that you can see within range. It isn’t a nightmare, but rather a physical manifestation of the creature’s nature, made possible by the chaotic energy that surrounds the creature. The thing stares and mutters in utter chaos, begging you to end its vicious and avaricious course. Until the creature descends into abject agony, you can use your action to cause any creature within 20 feet of the thing’s hubris or desire to utter a set of shrieks, gibbering curses, or cruel retributive gurglings that can set it free or consume whatever it wishes. The thing emits noxious gas that can poison or maim it, and any creature affected by one of the spells must make a Constitution saving throw. If the creature‘s size or your speed reduces you to 0 feet or less, it can make a Constitution saving throw against the spell. On a success, you stop casting the spell. If you cast this spell again, the creature is no longer affected by it. Necromancy

Chaos Construct

Casting Time: 1 action
Range: 90
Duration: 24 Hour

Choose a chaotic elemental construct that you can see within range. Constructs are friendly to you and animate and gain the ability to fly. When you cast this spell, choose one of the following effects. Each effect creates a different creature’s appearance, body type, or type of construct: Huge or smaller, no smaller than a fist, a tail, a body mass index (BMI), or a body mass index (BMI). Each effect mimics a part’s appearance of the creature’s choice, but only temporarily. A construct appears as a Huge or larger construct with the same set of effects and properties. Transformation. You instantly gain the appearance of a creature of your choice that you can see within range, along with the statistics of the creature, such as height, weight, bone type, and so on, for 7 days. You also instantaneously transform any remaining constructs into being constructs and maintain your own size, so that you and any creatures you and creatures with the same size share a room at each end of the room. Fey. You instantaneously create an illusion of a fey creature of your choice that obeys your spoken commands and defends itself from hostile creatures. You mentally link the fey creature with you and grant it expertise in one ability check of your choice that you can make using one of the finesse checks you prepared (see below). If your fey creature doesn’t obey your command to remain still while feasting, your fey creature takes 5d8 necrotic damage on a failed save, and woe would follow it. Enthrall. You instantaneously cause up to three words to rhyme to a creature’s language, causing it to become overwhelmed at the details of your spoken instructions. The spell makes your words seem like they were drawn from another language, thus making your words seem less like your spoken instructions and more like your imagined actions. This way, your creatures don’t feel overwhelmed by the full extent of your planned spells. You can also change your words at any time so that they follow your spoken instructions instead of sounding forced. Once you use this spell on a creature, it can be restored to its hit point maximum without harming yourself. Disguise Self. You instantly conceal yourself from the naked eye, using magical means. You choose a tattered, worn-down, or damaged t-shirt, pants, and sometimes shoes that isn’t terribly emaciated and that aren’t overly large or heavy. Alternatively, you can make the head or the back look like it was made of bone, and you can make the arms, legs, or trunk appear to be made of metal or stone. Otherwise, everything looks as if it is made of stone and your senses are strained. You have resistance to acid, cold, fire, lightning, and similar effects. You can’t use reactions or any magical effect while disguised. You retain your mundane magic, except for the benefit of your invisibility cloak. When you cast this spell on a creature, it must make a Wisdom saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. On each of your turns, you can use your action to automatically transform the creature if it has turned gray, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. The creature takes 20d4 necrotic damage when it takes this damage. Transforming a Huge or smaller creature allows you to cause an even bigger creature to become a Huge or smaller. For the purposes of this spell, the creature is called a Huge or smaller, because it is bigger than the normal size of your body. Its Strength is 1, and its Dexterity is 1. Your magic inscribes its natural resistance to cold damage for the purposes of calculating its natural cold damage. While a Huge or smaller creature is within 60 feet of you, it can use its action to move up to twice its speed and otherwise take no damage. If it moves over twice its speed and moves twice its speed, it replaces the damage with cold damage equal to 1d4 + your spell

Chaos Construct

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch two chaos beasts, one from the chaos element and one that is a human. Choose one of the creatures you can see within range. Each creature must make a Charisma saving throw. A target takes 4d6 psychic damage on a successful save, or half as much damage on a failed save. A target can use an action to create a new one. The new one can be from any alignment. Enchantment

Chaos core

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A mass of chaotic power springs into being within range, transforming the flesh of one creature within range, removing all life, stunning the target, summoning demons, and more terrifying the target. Until the spell ends, the target has resistance to all damage and statistics for each of its turns against any of its types, and it has resistance to the saving throw made against the target’s saving throw using that spell. The target also suffers from a mental breakdown if it fails the saving throw. At the end of each of its turns, the target can make a Wisdom saving throw to mend its wounds or to take additional actions. The target can take the actions described below as they apply to it. The mind breakdown also ends if the target is ever outside the spell’s range on any of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Chaos damage

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell nullifies most physical forms of matter and creates a constant string of effects at which creatures take 1d8 + 1d8 damage. You can create such effects in any material component of your choice, either on the same spot or on a separate surface. You can also create multiple such effects on the same surface or on a different creature surface. You can also choose to create an effect on a creature that is already dead or that isn’t under your control, such as a pillar warding off an attack. The first effect created by a triggering spell expires when the second one reaches its full duration. The second effect expires at the end of its duration, if any. If you let slip a prophecy that a particular death that would follow the hands of your enemies would bring about greater devastation than anticipated, this spell might trigger as a result. Divination

Chaos damage reduction

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause waves of chaotic energy to assail your enemies, causing them to make a Constitution saving throw. If they succeed on a save, they are unaffected. They take 10d6 thunder damage and 2d6 cold damage on a failed save, and they are restrained for the spell’s duration. These restrained creatures can’t take actions or move. When a creature tries to use an action

Chaos damage

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to create a chaotic effect in a 15-foot radius centered on a point within range. The spell fails and lasts for the duration. If the target’s Constitution is 5 or lower, the spell creates a 10-foot-radius sphere centered on that point. The sphere moves with the target and lasts for the duration. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 chaos damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is as follows: • At the start of each of your turns, you can cause the area of effect to expand by 1 foot. • At the end of each of your turns, you can cause the area of effect to expand by up to 10 feet. • At the end of each of your turns, you can cause the area of effect to expand by up to 1 foot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the chaotic effect has a 20 percent chance to apply to your next melee attack. Conjuration

Chaos door

Casting Time: 1 action
Range: 60
Duration: 12 Hours

You use the chaos in a location you specify to create a magical barrier between you and its hostile neighbors. The area is a cube that can be as large as your hand size, as wide as your reach, up to 30 feet high, and as far as you can move. When you create the barrier, each creature in the area takes 2d8 necrotic damage, and the spell destroys the barrier. The spell stops short of creating a permanent teleportation bubble, but the spell might also stop a creature from fleeing the area. Necromancy

Chaos earthquake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a seismic disturbance in the ground in a 5-foot radius around you. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Chaos Gate

Casting Time: 1 action
Range: 150
Duration: 1 Hour

As you cast this spell, you can shape the course of nature's history. Choose an area of ground that you can see on a solid surface and that is at least 100 feet square and that faces within 10 feet of you. You cause a gateway to a creation mythic-looking land known as the "Chaos Sphere." The sphere is an illusion made of stone and stands up as you enter it. The sphere remains open for the duration, moving creatures, objects, and magical effects can move through, and constructs can’t be separated from the sphere. For the duration, a construct—both physical and magical—can’t leave the sphere, and creatures, objects, and magic effects can’t function as normal creatures. A creature is separated from the sphere if it doesn’t pass a Wisdom (Perception) check against your spell save DC. When the sphere opens, a random creature that was inside it (if any) must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or take 6d10 psychic damage on a successful one. The sphere remains open for the spell’s duration. It has a diameter of 60 feet and a height of 50 feet. The sphere remains open for the duration, at which point a failed save to break through the lid reveals it as a trap. The trap, otherworldly construct, or magical trap, makes its way through any creature or object inside the sphere and through a smaller door that you choose. Any creature that can open the trap (or its component), or open the lid (if it doesn’t have a lid), can’t open the sphere. A creature is immune to this spell if its head is on the side of a solid rock or if its entire body is on the ground. Conjuration

Chaos Gate

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

An invisible gate—a sphere of ice, pebble, or other substance made of mud, fog, or some other indestructible material—appears in an unoccupied space of your choice within range and lasts for the duration. If it fails its save, it bursts from the gate. When it bursts, the gate is 1 foot long and 5 feet tall, and it is 14 feet wide and 5 feet tall. It has a Strength of 14 (+0), 16 (+0), 20 (+1), and metal construction. The gate is 1 inch thick and is composed of four 40-foot-radius, 20-foot-high turrets centered on points within range. A turret can carry as many as four Medium or smaller creatures. The turrets appear where the gate intersects with a solid surface and are 3 feet high and 5 feet thick. When a creature enters the gate or enters the room through which it enters, it must make a Strength saving throw. On a failed save, the creature is transported to a different location with less movement and has flying shadows strewn across its path. When the shadows approach a creature, the creature must roll a d 10 and add the number rolled to the attack roll. The shadow lasts until the creature enters the spell’s area or the gate’s turrets are fully occupied. Evocation

Chaos hammer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 6-inch-diameter war hammer gleams in a 20-foot radius on each of your turns until the spell ends. The war hammer deals 1d4 slashing damage to nonmagical creatures and one random nonmagical creature (your choice which must be within 60 feet of it) that you can see within 60 feet of it. Until the spell ends, you can use a bonus action to cause one of the nonmagical creatures to become charmed by the hammer. The charmed creature can make a Wisdom saving throw against poison. On a successful save, the weapon emits a flashing, sword-like ring of stinking misty flame in a 10-foot radius around it. This arcane flame ignites flammable objects in its area that have Strength < 5 or lower and is capable of causing even greater damage to them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the war hammer increases by 1d4 for each slot level above 2nd. Evocation

Chaos hammer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a hand-sized, poisonous, black, serpent-like appendage on the ground in a 15-foot radius around a point you choose within range. The appendage lasts for the duration. If you cast this spell using a spell slot of 2nd level or higher, you can animate your own poisonous appendage using the same method described above, only using two hand-crafted corpses instead of the same number of corpses you have animating the spell. The poison leaves behind a trail of poisonous acid that can be picked up by other creatures and thus neutralized during the animation. The spell ends when your ammunition capacity is reduced to 0. You can use your action to move your two corpses one step further away from you and then repeat the process for all corpses in the radius. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a hand-sized, poisonous appendage on each of your turns until you use your action to animate it again. You can use your action to leave your damaged hand attached to its surface, and you can use your action to move it up to 5 feet from its surface and then remove it. You can also move the hand up to 20 feet and then cause the temporary poison to disappear. A diseased hand can be cured of by treatment entirely using magic or a healing spell. As an action, you can cause your melee weapon to glow inammonerically as a luminous orb with a 15-foot radius. Until the spell ends, your other attacks deal an extra 1d4 fire damage to your enemies whenever they hit with them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lumen returns with you to your wisps if it has ever flared, shedding bright light in a 30-foot radius around it for an additional 30 feet. Additionally, whenever a creature in the wisps' reach hits you with a melee attack, the lumen flashes like a brilliant crescent on its flanks. You can use your action to cause these flashes to move up to 30 feet in a straight line, stopping if one of the following occur: • You place your weapon before the lumen flashes • You make a melee spell attack using your weapon against a creature within 5 feet of the lumen, and the creature takes 1d4 piercing damage at the start of each of its turns • You make a melee spell attack using your weapon against a creature within 5 feet of the lud, and the creature takes 1d4 slashing damage at the start of each of its turns • You make a melee spell attack using your weapon against a target within 5 feet of the lud, and the target takes 1d4 extra damage of the kind selected At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of ammunition that can be used increases by 1d4 for each slot level above 4th. Conjuration

Chaos hammer

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your weapon strikes one creature that you can see within range and pierce the flesh within it until it is as soft and waxy as stone. That creature must make a Dexterity saving throw. On a failed save, the creature isn’t cut or restrained. It also doesn’t take any damage and isn’t knocked prone. For the duration, the creature is protected from the effects of darkvision, blindness, deafened, or that effect. As an action, you can ram the creature’s ramrod into one of the following creatures or objects of your choice that you can see within 30 feet of you. ramrod into one ⅔ of the following creatures or objects of your choice within 30 feet of you and cause them to become paralyzed, deafened, or blinded for the duration. Whenever a creature takes damage or becomes convinced it acts irrationally, the paralyzed creature can make a Wisdom saving throw to regain control of its action. Until the spell ends, affected creatures have advantage on saving throws against this saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Chaos hammer

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a hammer-sized war axe with an 8-foot radius on the ground and that length plucked out of a muggle artifact. The axe is 1/2 inch thick, weighing 1,120 pounds. When you cast the spell, you can make a melee spell attack against one creature within 6 feet of the war axe with a weapon. If you hit, the weapon has no ammunition and is wasted. Any creature that attacks the axe with a weapon attack has disadvantage on the attack roll. On a hit, the creature must spend 1 hit point. At the start of each of its turns, the creature must make a Strength saving throw to regain hit points. If it has neither hit points nor attack damage, it must immediately use its reaction to finish the attack and then use its reaction to attack the next time it occurs. A creature that uses its action to make a melee attack, such as when it hits a creature with a weapon attack, must use its reaction to do so. If a creature would attack you while you are incapacitated, you can use your reaction to stop the creature from doing so. You can’t use your action to use your action to attack another creature, including you if you are incapacitated. At the start of your next turn, if the creature would attack you with a melee attack during its turn (such as with its slam attack), roll a d20 to determine what attack action it would take to resolve the melee attack. If the creature would use its action to use its action to use its action to use its action to use its action to use its action to use its action to use its action to do so, roll a d10 and say what action it would take to resolve the melee attack. The creature has advantage on the attack roll if the creature has half cover against the other creature and if both creatures can see. The creature is also strong enough to roll a 5 and take no damage at the end of its next turn if it is immune to being knocked prone. Conjuration

Chaos Orb

Casting Time: 1 action
Range: 150
Duration: 1 round

A swirling orb of chaotic energy shoots forth from your hand and reaches toward one creature within range. Make a ranged spell attack for the orb. On a hit, the target takes 1d6 chaos damage, and the orb explodes (requiring no ammunition or other triggering effect). Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded for 1 minute. As a bonus action on each of your turns, you can make another attack for the orb (if you have it) against the creature’s bestowal. The orb explodes if more than one creature has orbited within 10 feet of it. The orb then travels 1 mileIC: acid rain spell attack for each affected target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Chaos Orb

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a nine-headed chaos orb at a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes 1d12 necrotic damage, and it can repeat the spell several times throughout its turn. If it succeeds on its previous saving throw, you choose to throw the same orb at the same creature or object once before it

Chaos Orb

Casting Time: 1 action
Range: 30
Duration: 1 minute

A magic war axe bludgeoned, reshaped, and shaped into a shadowy, skeletal creature or beast. Choose a creature within range, or choose one of the following effects when you cast the spell. The creature must be within 30 feet of you when you cast this spell or can see it within 30 feet of you. The creature can attack and pass as a normal creature for the duration. On each of your turns until the spell ends, you can use a bonus action to cause a shadowy creature to appear in an unoccupied space that you can see within 30 feet of you. The shadowy creature disappears when it drops to 0 hit points or when the spell ends. The creature is immune to all damage and has advantage on attack rolls against creatures other than you. If the creature starts its turn in the Shadowfell or the Great Sundering frozen in time, it can make a Wisdom saving throw. On a success, it can’t make another saving throw, and the creature freezes on its own turn until it uses an action to make a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Chaos Orb

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A glowing sphere of chaotic energy appears in a spot you choose within range. The sphere spreads around corners. Each creature in a 5-foot-radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 2d6 chaos damage and is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Chaos Orb

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch the orb that is the center of a random area of space. The area you touch is unaffected by any effects that might affect it, but you can designate an area that you can see within range. The area is a 20-foot cube with a 5-foot radius. The target must succeed on a Dexterity saving throw or take 2d8 psychic damage and be charmed by the spell for the duration. It isn't affected by any other effects, such as magical or physical effects. The spell lasts for the spell’s duration. If the target is charmed by the spell, it can use its action to command the orb and make a Charisma saving throw. The target must succeed on a Constitution saving throw or be charmed by the orb for the duration. On a failed save, the target takes an extra 1d6 psychic damage, and it becomes hostile toward you until the start of your next turn. If the target is hostile to you, it can use its action to command the orb to attack you or your companions. While the orb is hostile to you, the target can use its action to command the orb to take the extra damage. If the target is hostile to you, it can use its action to command the orb to target you or your companions or the orb takes the extra damage if it is damaged. If the target is friendly to you, the orb has advantage on all attack rolls. Divination

Chaos reaver

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You invoke the power of nature to quell chaos in a 5-foot-radius sphere centered on a point within range. Creatures of your choice that you can see within range are affected when you cast this spell. Whenever a creature uses its action to make a melee attack, the creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you and knocked prone. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the chaotic reanimate spell has one minute left. When you use a spell slot of 3rd level or higher, the spell requires only the current creature’s hit point maximum and no current damage, experience, or saving throw attempts. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can add your spellcasting ability modifier in place of your spellcasting ability modifier, and the size of the chaos reaver damage block increases by 5 feet until the spell ends. A chaotic reaver also produces a red orb with a 10-foot radius around it that sheds bright light in a 5-foot radius and exhales a beam of acid damage equal to 5d4 + the spell’s power. When you cast the spell, you can choose to make its area of effect a simulacrum, which is a cylinder with four legs and a nine-foot-high hub with two legs. Each creature in the cylinder is either in an unoccupied space within 30 feet of it or within an area of magic that you choose (your choice, these creatures can't be affected by this spell). Conjuration

Chaos Rod

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Chaos seed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose an area of nonmagical chaos to cause that causes no problems for you or another creature you designate. You cast that spell at the same time you cast a spell, but no matter how many times you cast, the effects of which last for the duration of the spell. If you use your action to cast a spell, or a spell of 5th level or lower, and you choose any number of creatures whose challenge rating is equal to your Charisma modifier, the spell ends. As the spell cuts to a chaotic effect, the damage increases by 1d6 for each creature’s size or 5d6 for each Huge or larger creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 5 days. when you cast this spell using a spell slot of 7th level or higher, the duration is 8 days At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is 24 hours (24 hours for wizards and 10 hours for druids). At Higher Levels. When you use a spell slot of a 5th or 6th level spell slot, you can create two additional creatures to accompany you and provide aid in the fight. The creatures can be any creature you designate (no. 601), either as a co-creature or as a creature (your choice). An additional creature (your choice when you cast this spell) appears when a creature’s speed drops to 0. That creature can be up to twice as big as the creature you’re fighting. Both the tall and the stout construct you fight can’t be less than half as tall. In addition, you can’t make a Huge or smaller creature’s attack while you create the humanoid. Both creatures receive a +2 bonus to all attack rolls and saving throws. Transmutation

Chaos Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, the weapon's magical capacity is reduced for the duration, and the attack deals an extra 1d4 psychic damage to the target, if it is a melee weapon weapon. Abjuration

Chaos spell

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You transform the unwilling creature you touch into a chaotic mirage that lasts until the spell ends. The target becomes a chaotic mirage that can be anywhere from 100 to 200 feet in size and that can affect up to five creatures of your choice within range. The target can make a Wisdom saving throw, taking 3d8 bludgeoning damage on a failed save, or dropping to 2d8 bludgeoning damage on a successful one. The spell ends if the target makes another saving throw. Some wizards use this spell to change the subject's facial features. If the creature uses facial expressions that convey a certain magical or physical state, such as saying the subject's name or being led by a certain symbol, that creature can’t transform into the creature, and the creature becomes difficult terrain. Finally, if you target a target that is no longer a creature, such as a creature that gains the ability to breathe or is poisoned, your target can use that poisoned creature to breathe normally and regain 200 hit points. You can also affect the creature’s minds with spells, gaining insight into their minds' thinking and actions, and seeing through their emotions. Both these effects end for the target when it makes a saving throw. The spell enables a willing creature with a mind of at least 50 hit points to understand concepts such as causality, contingency, and contingency against unexpected events. Abjuration

Chaos sphere

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of chaotic energy erupts from a point of your choice within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or spell used to create the shock. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage type of the shock increases by 2d8, for each slot level above 2nd. Evocation

Chaos sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The sphere of a god’s wrath erupts from a point within range. Choose one creature you can see within range and then deal 1d6 + 1d6 damage to it. If you have no targets within range, you deal the minimum amount of damage each target must take for it to become frightened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Chaos sphere

Casting Time: 1 action
Range: 300
Duration: 10 minutes

A mass of chaotic energy erupts from a point you choose within range. You can use any spell you create to create a barrier of stone or a circle of crack, crackle, or crackle up to 30 feet in any direction. Then point your hand toward one creature within range and cause it to make a Dexterity saving throw or drop to one side, leaving it free to do whatever it wishes. If a creature with a Strength score of 2 or lower or less than you attacks you with a melee weapon attack during the spell’s duration, you can use your bonus action to cause the creature to make a Dexterity saving throw or throw out of the sphere, cracking it. Alternatively, if you have a Strength score of 2 or lower and its Strength score is 3 or lower, you can cause the sphere to crumble to stone and create one of the following effects within reach: - You create a static second wall of solidified force in a 15-footradius sphere centered on the point you chose for its construction. - You instantaneously move a Large or smaller creature or object 100 feet in any direction along the ground in a 5-foot-radius cloud for 1 minute. - You instantaneously cause an object weighing up to 500 pounds to crack and reshape into a flurry of slashing, piercing, or slashing energy. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Chaos sphere

Casting Time: 1 action
Range: 300
Duration: 24 hours

Divine wrath bolsters your enemies' defenses, battering them with iron bars and sending them into a cauldron full of tempests. The area of the spell is heavily obscured, forcing enemy archers to make dangerous incantations. Each creature the target takes fire damage when it ignites must make a Constitution saving throw. It takes 14d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. The fire also damages objects being worn or carried by creatures within 30 feet of the spell’s target. On a successful save, you have no damage from the spell. If you use this spell to cast a spell, you must use the spell’s active duration instead of its duration, as it takes 10 minutes for the spell to activate while the cloak is on. When you cast your spell, you choose to use the opening burst spell slot of the target spell instead of casting it as a bonus action. Conjuration

Chaos sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A nonmagical sphere of chaotic energy appears at a point within range and lasts for the duration. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The chaotic sphere can’t enter a closed container, such as a door, that is more than 10 feet away from the point of impact, closed or not. When a creature enters the area for the first time on a turn or starts its turn there, it can make a Constitution saving throw. On a failed save, it causes whatever it is holding to shift, and the spell ends for that creature. If it does so, it can’t use its action to move to a different unoccupied space within 5 feet of the point of impact, or to a different unoccupied space if it can move there. Conjuration

Chaos sphere

Casting Time: 1 action
Range: 500
Duration: Instantaneous

A sphere of dark energy appears at a point of your choice within range, centered on that point. The sphere remains for the spell’s duration. Each creature in the sphere’s area must make a Constitution saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. A target that fails the save must succeed on a Constitution saving throw to remain within 60 feet of the sphere. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th Necromancy

Chaos Sphere

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a swirling sphere at a point within range. The sphere is a square 20-foot cube and has a diameter of 60 feet. The sphere can contain up to 10,000 cubic feet of air or 60 cubic inches of water. The sphere can be centered on a point within range. The sphere is made up of up to 10,000 cubic feet of air or 60 cubic inches of water. The sphere is centered on a point within range. You can place the sphere anywhere within range. You can also place a sphere at a point within range that is within range of another spell. When you cast the spell, you choose a point within range. The sphere spreads to all other points within range. You can place a sphere on a surface other than that surface that is a 30-foot cube, an area that is 25 feet square and that is 25 feet square and that is 25 feet square and that is 25 feet square and that is 25 feet square has a radius of 30 feet. When you cast the spell, you must create a sphere of your choice, which can be any size, shape, or color. The sphere can be up to six feet in diameter. The sphere can be in any plane of existence, including the plane of existence of another creature. When you cast this spell, you can have up to two spheres created at any time. The spheres can be placed on any surface that isn’t a surface of your choice that you can see within range. A sphere created by this spell can be up to 10 feet long, up to 20 feet tall, and has a 20 percent chance to shatter if it is thrown. The sphere can be up to 10 feet thick and can have a diameter of up to 60 feet. A sphere created by this spell can be up to 20 feet long, up to 30 feet tall, and has a diameter of up to 60 feet. When you cast this spell, you can make a melee spell attack. On a hit, the spell ends. The sphere's area is 10 feet square and the

Chaos sphere

Casting Time: 1 action
Range: 60
Duration: 15 Days

One 8-foot-deep sphere of pure, war-dark energy radiates from you in a 20-foot radius centered on a point within range. For the duration, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature within the sphere must make a Constitution saving throw. On a failed save, the sphere collapses, creating a 20-foot square blast radius around it that deals nonmagical bludgeoning damage to each creature on its turn. This spell can affect only one creature at a time. As a bonus action, you can mentally command any creature you command to a violent fisticuffs or a spell of 6th level or lower. Creatures under the command of such a creature are considered devil worshippers and must obey the holy symbol of Ch'ik. Choose up to two creatures of your choice that you can see within range, choosing one of the demons or the devil you choose, or choosing a nonmagical weapon that can’t be drawn or dropped by a devil. Each creature chosen by you rages for

Chaos sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A 5-foot-radius sphere of dark energy appears in a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration. When a creature enters the sphere for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 3d6 psychic damage and be stunned until the spell ends. The sphere’s space is difficult terrain. Until the spell ends, the sphere moves with you, centered on that point. The sphere’s space can’t be occupied by any spell. When the sphere’s space is occupied, the spells of the sphere remain in effect. The spheres damage resistance and Constitution saving throws are null and void. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 6th. Evocation

Chaos sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A swirling mass of terrifying energy appears in an unoccupied space of your choice within range and lasts for the duration. Choose up to ten nonmagical objects within range that aren’t being worn or carried. You can create a sphere of chaotic energy by using either hands or one hand. A chaotic sphere can contain as many as ten 10-foot cubes, and creatures in it can’t be engulfed by fire. Each 1-foot cube larger than a 10-foot cube unoccupied space must succeed on a Dexterity saving throw. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th Evocation

Chaos sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spell creates a sphere of chaotic energy that surrounds a target within range. The sphere lasts for the duration. When the sphere appears, each creature within 5 feet of the target must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and is knocked prone. A creature knocked prone loses control of its movement and is restrained by the sphere. The sphere can’t leave the target’s area, so it can’t pass through it, and it can’t activate, manipulate, or otherwise affect it. The sphere can’t harm a target other than you. The sphere is made of acid and has the following properties: - Any creature that touches it and uses its action to remove it from the sphere deals 2d6 acid damage. - A solid mass of acid damages a creature and causes it to erupt in acid. Acid damage is 1d6 higher than normal damage, and creatures that aren’t Large or smaller are also affected. The sphere’s space is difficult terrain. The sphere can’t enter more than one humanoid’s space. Evocation

Chaos sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A 20-foot (8-foot cube) sphere of chaotic energy erupts from a point you choose within range. Each creature in the sphere must make a Constitution saving throw. The sphere remains for the duration or until it deals damage to a creature or a creature, or the spell ends. Such a creature can be targeted only by spells and magical effects targeting it. As a bonus action on each of your turns before the spell ends, you can teleport any number of feet from the center of the sphere to an area of your choice that is within 60 feet of you. Evocation

Chaos sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The sphere of chaos erupts from a point within range in a 20-foot radius centered on that point. Each creature that starts its turn within five feet of that point must succeed on a Strength saving throw or take 4d8 psychic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Chaos sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swirling mass of chaotic energy erupts from a point you choose within range and explodes in a 60-foot radius sphere. Each creature in the area must make a Constitution saving throw. A creature takes 1d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Chaos spider

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose one of the following effects that you can influence in the flames. On each of these effects you choose, you can cause one of the following effects to occur: One effect that you can cause that you can cause to occur in the flames: One effect that you can cause to occur in the flames, including an effect you choose in a section of the spell’s section. At Higher Levels. When

Chaos spike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Just as a bolt of lightning strikes a point of your choice that you can see within range, a storm spell or other magical effect erupts in a 20-footradius sphere centered on that point. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Storm clouds then pour down from the area, slowly obscuring its area. A sustained blast of lightning from within the sphere leaves behind a 40-foot-radius sphere centered on that point. Such a sphere is 5 feet tall and weighs 10 pounds. While these blights last, the area of the sphere is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d6 for each slot level above 1st. Evocation

Chaos stone

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a ring of fiery ones and banish them to a secluded corner of the Great Hall. Choose one creature within 30 feet of the flame and throw it 25 feet away from you, doing 5d12 damage to the first creature you choose within five feet of the flame. The creature must succeed on a Constitution saving throw or be banished. Each creature that fails its saving throw with disadvantage becomes charmed by you until the spell ends. You can use a bonus action to cause one of these charmed creatures to disappear completely. Conjuration

Chaos Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 30-foot, 30-foot-tall, 20-foot-high, 20m thick storm appears in a 20m radius centered on a point within range. The storm lasts for the duration or until a strong wind disperses the fog. Each creature in the storm’s space must make a Constitution saving throw. On a failed save, a creature takes 14d6 lightning damage, or half as much damage on a successful save. The lightning ignites any flammable objects in its area that aren’t being worn or carried. Nonmagical wind and acid rain can’t extinguish the storm’s light. The storm damages and mangles any Medium or smaller construct that is in a 20-foot cube within the spell’s area. Any Large or smaller construct in the area is destroyed instantly if it is ever within 5 feet of any of the damage or mangled remains. If any creature within 5 feet of any creature or object is affected by a damage or damage caused by a melee attack, that creature takes half as much damage or is knocked prone. The storm lasts for the duration or until some other effect of your choice (such as wind, acid, mild wind, hail, lightning, moonbeam, shockwave) disperses the storm cloud. Conjuration

Chaos Strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 10-foot-high cylinder that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move up to 10 feet up to 10 feet up from you as you wish. If you move up to 10 feet, the fire damages and ignites flammable objects in the area. In addition, you can move up to ten feet up from you as you wish. Transmutation

Chaos Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a 30 foot cone of fire to leap from the ground in a direction you choose. A creature in the cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes 8d6 fire damage on a successful one, or half as much damage on a successful one. On a successful save, a creature takes 8d6 fire damage on a failed one, or half as much damage on a successful one. On a successful save, a creature takes 4d6 fire damage and no more than once on each of its turns. On a failed save, a creature takes 4d6 fire damage and no more than once on each of its turns. On a successful save, a creature takes 2d6 fire damage and no less than once on each of its turns. On a successful save, a creature takes 4d8 fire damage and no more than once on each of its turns. On a failed save, a creature takes 4d8 fire damage and no more than once on each of its turns. On a successful save, a creature takes half as much fire damage. On a failed save, a creature takes 4d8 fire damage and isn’t affected by the fire. On a successful save, a creature takes 4d8 fire damage and isn’t affected by fire. On a failed save, a creature takes 4d8 fire damage and isn’t affected by fire. On a successful save, a creature takes 4d8 fire damage and isn’t affected by fire. On a failed save, a creature takes 2d8 fire damage and isn’t affected by fire. In addition, fire damage increases by 1d8 for each slot level above 2nd. Evocation

Chaos Strike

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause a 60 foot cone of fire to leap from the ground in a direction you choose. Each creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature takes 2d6 fire damage on a successful one. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Evocation

Chaos Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause an explosion of fireballs to leap from t

he point you call within range. Each creature in a 20 foot-radius cylinder centered on a point within range must make a Dexterity saving throw. On a failed save, the creature takes 4d10 fire damage and isn’t affected by fire. On a successful save, the fireballs explode with a 10 foot high blast. The flames extinguish any nonfire damage created by fire and cause the flames to extinguish on a successful one. On a successful save, the fireballs explode with a 10 foot high blast. Evocation

Chaos Strike

Casting Time: 1 action
Range: Conjure the first time on a turn. You strike the ground in a 5-foot cone that you can see within range. You can strike the ground in a 10-foot-radius cylinder centered on a point you choose within range. Each creature in a 10-foot cone must make a Dexterity saving throw. If a creature takes damage or a long-term damage, it can’t take the attack. If the cone’s damage increases by 1d6 for each slot level above 2nd.
Duration: Evocation

Chaos sword

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

You send a 10-foot-radius, 5-foot deep, 90-foot thick sword tangling around the hilt into battle. The sword hurls weapons and magical projectiles at each other, and it strikes as hard as you can hit against one creature within 60 feet of it. Each target takes 4d8 thunder damage and is pushed 10 feet away from you from the start of its turn until the very end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Chaos ward

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one unwilling creature. Should the target fail to take damage from a weapon attack before this spell ends, the ward creates a chaotic vortex centered on that target for the duration. The chaotic vortex is nearly invisible and lasts for the duration. Any creature that starts its turn in the area takes 5d6 bludgeoning damage, and creatures that start their turn in the area take 3d6 cold damage. When the vortex appears, each creature within 5 feet of that creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is caught in the vortex for the duration. At the end of each of its turns, the creature can make another Constitution saving throw. It must do so this way once before the spell ends and once again this way once before the end of your next turn. You can use your action to dismiss the vortex. If it persists, your fortress falls to the ground, and you and your creatures take bludgeoning, piercing, and slashing damage. Conjuration

Chaos weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a chaos weapon, an axe, mace, or similar capable of hurling down hostile

Chaos weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash the power of the phantasmal form of Demiplane, shaping it into a chaotic force that reaches out to reshape the world around it.

Chaotic Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A shimmering force radiates from you in a 30-foot cube centered on a point within range. Until the spell ends, this aura instantly lights a torch and emits dim light in a 20-foot radius and an eerie murmur, 15 feet per round for 10 minutes, for each creature that can hear you. Transmutation

Chaotic Good

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You attempt to create a greater good by forming a superior element of magic into a principal component of a single object or substance of legendary importance (such as a god’s chariot, an elemental ward, or a legendary weapon) or raising the bane of a creature you choose within its area whose bane is written on a scroll or a disk of legendary text (such as a scroll of •Thraknorr‘dor‘). Each spell cast targeting this spell creates both positive and negative effects on the target. For the purposes of casting an effect on a target that the target would never create, the desired effect would result in an object created by an effect that would be created only by the target’s attunement to a magic weapon. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can increase the likelihood that an effect created by an effect on the same target kills its own maker (43 percent to 50 percent chance, depending on the effect). For example, if you know that a construct's teleportation circle is open and that its teleportation spell can travel to it, you might create an effect identical to that on the construct’s teleport circle. The likelihood of a subsequent effect originating from an effect on the same target is 1 in 3,000. You choose the greater good. When you create the effect, you choose one of the following properties: - It duplicates an existing effect. For example, you could create an illusion to reveal a treasure chest and lead a brave creature into it. - It duplicates an existing magic, mundane, or artifact effect. For example, you could create an illusion to charm a creature and lead a brave creature into its cage. - It creates an illusion to raise an undead. - It creates an illusion to cast a spell. - It creates an illusion to cast a spell. - It creates an illusory duplicating effect. - It duplicates an existing magic, mundane, or artifact effect. - It duplicates an existing magic, mundane, or artifact magic. - It duplicates an existing magic, mundane, or artifact magic effect. - It creates an illusory duplicating effect. - It duplicates an existing magic, mundane, or artifact effect. - It creates an illusory duplicating effect. - It duplicates an existing magic, mundane, or artifact magic. If two or more of these properties apply to you, you create

Chaotic Good

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a tangible good that is either good or bad and that doesn’t need to be magical. The good is an object or a creature, that has a power or benefit of one, and that can’t be affected by any other spell. The good can’t be destroyed. If the target’s equipment or equipment’s equipment allows the creature to’t gain a benefit from it, the creature must succeed on a Wisdom saving throw or become a good and a bad object or creature. For the duration of the spell, the creature can’t otherwise benefit from a benefit from itself. The object or creature can’t be affected by the spell. Conjuration

Chaotic Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause darkness to bloom in one of your choice of visible forms. The light spills out in a 5-foot radius from you in a direction you choose, centered on a point you choose within range. The bloom lasts for the spell’s duration. The light is mild and noncreaturelike, but it affects creatures of your choice that you can see within 5 feet of you. When you cast the spell, you can choose one of the following forms of invisibility: bat, fey, fiend, fiend, fiend bolt, gatling, hound, jagged leech, jagged reaver, jagged wyrm, jagged wyrm, jagged vine, jagged vine, or jagged wall. When you cast the spell, you can choose whether any of the visible forms are visible to you. If you do so, they appear as shadows in your mind’s eye, and you can’t see them. If you do so, the shadows turn into solid bars that are difficult for creatures to break. Each creature in a 40-foot-radius sphere centered on a point within that radius must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Illusion

Chaotic Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 minute

The presence of unknown antimagic field causes creatures all over the world to become invisible for 1 minute, after which time the creature is deafened. Illusion

Chaotic Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to obscure the appearance of your surroundings until the spell ends. If you touch a willing creature, its body language, or if you touch a nonliving object that you touch, the spell disguises your presence as a hostile creature. Abjuration

Chaotic oddity

Casting Time: 1 action
Range: 120
Duration: 24 hours

Your body becomes magically unique. Choose up to three creatures within range of a point of your choice within range, created by a spell of 3rd level or lower. Creatures are limited to one chaplain at a time and no more chaplains may appear on the target. Each creature chooses one of the chaplains, which chaises well with each other, for its effect. A creature with two chaplains can use its action to command an even greater number of them, at the DM’s option; choose a creature within range and lead the chaplains instructions along with sound bites. Alternatively, you can cause one of the creatures to obey your command with a single melee attack, gaining advantage on your turn to do so. The chaplain’s instructions can carry a variety of forms, but any of them is usually best suited for the creature’s situation, rather than for your own. The DM makes these chaplains' instructions available to all members of the alignment, though none can assume leadership or rule over all the creatures created by this spell. Divination

Chaotic petrification

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spectral petrified humanoid that you can see within range. The creature must be within 5 feet of you when you create the spell. The spell‘s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Chaotic reshape

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shard of reshape along one creature’s clothing, equipment, or other surface. The transformation can be visible only to that creature, as long as that creature is hidden from the transformation. The transformation can’t deal damage or become animate or undead. Transmutation

Chaotic tristrum

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You fill a 10-foot deep pit, or a 20-foot-deep pit, within range, with flames to appear at random within range. The flames appear on the ground or in the air and remain there for the duration. The flames are moderate size, and neither flame nor substance can be used as fuel. The flames are visible and can pass for hours without moving. If you cast this spell without first preparing any fuel, leaving behind a fuel rod weighing as much as 20 pounds, you instantly cause the flame to extinguish it. Transmutation

Chapel Rock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a 15–foot–radius sphere of crackling, blue energy centered on a point within range. The crackling sphere spreads around corners. Each creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 1d12 lightning damage, and all nonmagical weapons that end their lives under the same rock have their blinks automatically suppressed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Evocation

Chaperone

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You call out to all creatures within ten feet of you to a task within range: to one side of a target that is within 5 feet of it in a direction you choose, or to another side of the target that is within 5 feet of it in a direction you choose. An affected creature must use one of the options described below to automatically succeed on every task within its reach when you cast the spell. You can perform the task as one creature, shifting one creature’s weapon up to full power against the target before it can attack you. The weapon can’t attack or cast spells. The spell doesn’t need to be active during the casting, as long as it doesn’t wilt the creature, or the weapon dissipates when the spell ends. The spell has a casting time of 1 action. It has a casting time of 1 minute. Once you use a spell’s level of 1st or 2nd, the casting time increases to 2 minutes for you and 5 minutes for each of your companions. Transmutation

Chaperone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the duration, you become the servant of a deity’s god’s servants. Choose a specific image or activity of a specific kind within range. One image, image of a kind, or an image of a specific creature within range. The servant can understand the meaning behind any of the images, but the creature must be within 10 feet of the image or the image’s image. At the top of each turn you spend casting this spell, the servant uses any spell slot it has to deal with an image or an image of a kind within range as appropriate. Once a creature uses an image to create an activity, image of interest to it, or a specific effect of a kind within range, the creature can use its action to repeat the image’s meaning, but not alter its settings. The only instance in which the creature can alter its image is when the creature performs an action that uses its action to perform the action. The creature can repeat the image only once before it disappears. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional images for each slot level above 6th. Illusion

Chaperone

Casting Time: 1 action
Range: Self
Duration: 1 Hour

The glyph of the cherub comes into being when you cast the spell. Choose one creature that you can see within range and that can be charmed or frightened. A charmed creature automatically succeeds on saving throws against the chaingun glyph. Until the spell ends, the charmed creature can take reactions as part of casting the glyph, such as slashing or piercing. If part of a creature’s reaction is to reveal its true nature, the creature can use that reaction to reveal its true nature to protect its friend. Enchantment

Chaplain's Faith

Casting Time: 1 action
Range: 60
Duration: Concentration

Chapstick

Casting Time: 1 action
Range: 10
Duration: 1 hour

You create a miniature replica of yourself on the same spot you chose to cast the spell. This miniature can be anywhere but its original location is off-limits to it. Until the spell ends, you can use a bonus action to cause a piece of junk to appear on the ground that you can see within range, creating an illusion of self-portrait. You can use a bonus action to cause the pieces to fly up to 20 feet in a straight line, creating a warp that travels through the piece of junk you chose. While some pieces remain in their original locations, others have their own properties and can be destroyed. To create the illusion, you can use part of your hand, including the piece you used as an action, and make the illusion come to life. It lasts for the duration, but can be broken off in a pile of rubble. When you create the illusion, you can choose whether the image is real or illusion. A genuine illusion, such as one created by the shadow spell, might have a surface appear to be real, while an illusion created by a crossbow blast to a close becomes blurred, wisps of smoke or flames could then be seen floating away from you. Conjuration

Chapstick

Casting Time: 1 action
Range: 150
Duration: Until dispelled

You create a miniature hand of shimmering energy that crumbles when a creature uses your reaction to attack a different creature within 120 feet of the hand. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 psychic damage; on a successful save, the damage is reduced to 1d6 psychic damage. At the end of each of its turns, a creature must make the saving throw. If it fails, it wastes its movement and half as much movement for its next melee attack. Conjuration

Chapstick

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You create a piece of parchment that magically appears in your hand and floats in the air for the duration. You can make an instantaneous one or two-word spell using this spell. You choose a point you can see within range and line up exactly as depicted on the parchment, and you make a written statement that is both physical and figurative. A statement made with regard to a spell of 3rd level or higher might be made using a smaller word or phrase or a greater spell, such as the words of one willing creature or a phrase or a melody, but you can't make a statement that could be read by a simple verbal communication spell. The parchment simply disappears when you cast this spell or when the spell ends. You can re-write the parchment however you like, spelling out specific words or writing them out for future use. You can also dismiss the spell as an action. If you cast it again, the original spell has no effect. Transmutation

Chapstick

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical object that you can see within range. It becomes solid if you reach for it before the spell ends. If you touch a surface other than a ceiling, a floor, or a surface over an area of ground that is no larger than a 300 foot cube, you imbue that surface with a shimmering green or blue material that looks different from normal stone. You can cast this spell as an action, as part of removing a nonmagical object from its surface, and it can be reforged, transmutation, or arcane restoration spell. The reforged material has its own properties. You can refine the material as you direct, allowing you to perfect its components for a later use. If you have cast this spell six times, you can refine 1 cubic foot of nonmagical natural stone, 3 feet tall and 1 foot thick, up to a depth of 10 feet. Similarly, you can refine 1 cubic foot of nonmagical natural stone, 1 inch thick, 3 feet tall, and 1 inch thick on the ground, if you can; you can refine up to 1 cubic foot of nonmagical nonmagical nonliving nonliving stone, as thick as a 2-foot-by-3-foot bridge, and up to 1 foot deep enough to allow animals and structures to pass through. The amount or quality of these results depends on the material you refine. If you refine a stone made from wood or stone with a toughness equal to that of adamantine, any stone that drops such a material as adamantine into a creature’s hand or on its weapon or gear falls without requiring energy and creates no damage. If you refine a stone made from steel or stone and strikes a target or a pillar, it strikes the stone instead of striking a pillar. Transmutation

Chapstick

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one or more creatures of your choice within range. For the duration, these creatures have the benefit of a chaperone spell, which makes them immune to all damage and offers a +2 bonus to attack rolls and ability checks. Additionally, if you cast this spell using a chaperone spell slot of 3rd level or higher, you can target one more creature for each slot level above 2nd. Transmutation

Charmaineer

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A chime ring that emits a loud thump sound that can be heard up to 60 feet away. The sound spreads to all creature and object within range. Each target must make a Wisdom saving throw. On a failed save, a target takes 2d6 cold damage and is blinded until the spell ends. If the spell is cast on a creature or object, it is deafened and can’t be affected by spells or other magical effects. Conjuration

Charmaineer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You bless up to three Medium or smaller creatures you can see within range and make them wreaths of magic energy in a 30 foot radius centered on one creature you can see. The target must make a Wisdom saving throw. On a failed save, it takes 7d6 radiant damage and is blinded for 1 minute. On a successful save, the spell has a 10-minute casting. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage carries to the creature and radiant damage increases to the second creature’s hit point maximum. Abjuration

Charmaineer's Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 5-foot-diameter sphere of magical energy centered on a point within range. Until the spell ends, you can use a bonus action to cause one creature within 5 feet of the sphere to become charmed by you. The creature is charmed even if charmed by another creature. It takes 8d8 psychic damage on a failed save, or half as much damage on a successful one. (Typically, the spell targets creatures with unusually high Intelligence scores.) A creature charmed by the spell can make a Wisdom saving throw if it is charmed by you. On a failed save, the charmed creature can’t speak, use tools, or take any action that could harm you. While charmed by this spell, a creature can’t benefit from any special senses you choose, such as deafened or blinded, or benefit from any special senses that are illusory, such as blindsight, that hinders its action, which prevents its creature from seeing anything beyond 50 feet away. The charmed creature can thus only benefit from using senses you have (such as senses of billowing water or detect magic) or seeing things through walls, such as those made of earth or stone, that leave a mark on the charmed creature’s head. While charmed by the spell, the charmed creature can’t take actions or manipulate objects or objects around it. When you cast this spell with a spell slot of 2nd level or higher, you can create a nonmagical circle centered on the point you

Charmander

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a giant chameleon. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. The spell ends if you or your companions are killed by the chameleon. The chameleon can’t be targeted by spells or otherwise affect by spells. Illusion

Charmander

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You sling a beam of magic energy at a creature. If the target is within 30 feet of you, you can cause it to make a Strength or Dexterity check against your spell save DC. On a failed check, the target takes 2d8 psychic damage. The spell ends if the target takes damage again. The target can make a Strength or Dexterity saving throw again, choosing either weapon or spell. The spell ends if you cast it again. The beam doesn’t need to be as long as you hold it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Charmander

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create an aura of power within a large humanoid or creature. The aura lasts until the spell ends. The aura appears in one of your hand slots. You can use one slot of your spell slot to create an aura. You can also create multiple aura types at once. Each type has its own specific properties. You can create one type of aura for each of the following reasons: You create an aura that lasts for

Charmander

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a powerful magic that has awakened a chasm within a creature you can see within range. The chasm extends to up to 5 feet in all directions. The chasm is made of pure gold and can be of up to 5 inches long, 10 inches wide, and 1 inch thick. The chasm ends when you cast this spell. The chasm can be filled with magical energy or torn away if it is too large and unoccupied. The chasm has a diameter of 20 feet, and it has AC 10. Transmutation

Charmander

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You attempt to cast a spell of 1st level or higher, and the target’s movement and attack rolls are automatically made with that spell. The spell’s effects last for the duration. If the target is already casting this spell when you cast it, the spell ends for it. If you end the spell early, the target must make a Wisdom saving throw. On a failure, the spell ends. If the target’s Intelligence is 4 or higher, the spell ends. If the target’s Wisdom is lower than or equal to 0, the spell ends. Otherwise, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Enchantment

Charmander

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself and a humanoid of your choice within range to a place you can see within range. The spell ends if you've been blinded or deafened by this spell. The target must make a Wisdom saving throw. On a success, it can repeat the saving throw at the end of each of its turns. On a miss, the spell ends. You can use a bonus action to teleport one creature within range. The target takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. A target can repeat the saving throw at the end of each of its turns. As long as the spell isn’t activated or ends, it remains visible within the spell’s area. The spell can be used to teleport up to ten creatures within 10 feet of you. While the target is out of position, it can make a Wisdom saving throw. On a success, the spell ends. You can use a bonus action on a target when you cast the spell to teleport up to ten creatures within 10 feet of you. A target can use its action to teleport up to ten creatures within 10 feet of you. A target can also use its action to teleport up to ten creatures within 10 feet of you. The target must be within 10 feet of the spell’s location. Evocation

Charmander

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a creature you can see within range. The transformation lasts for the duration. The target must be within 5 feet of you when you cast the spell. Until the spell ends, the target can’t be charmed by you. Transmutation

Charmander

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A chime is audible from a distance of 60 feet. The chime must be at least 1 mile long and has a range of 60 feet. That range is limited to 30 feet. A chime that lasts more than 1 hour or becomes audible when the spell ends or when you cast the spell again ends without giving you disadvantage on attack rolls. Transmutation

Charmander

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical beast of challenge rating 6 or lower and command it to accompany you on a path of activity that you are familiar with. The task description and statistics on the target item describe the challenge it carries, but you can’t specify a challenge level, rather than an amount of magic energy it has, to achieve the task. When you cast the spell, choose one or more of the following actions: • Choose a nonmagical object within range that isn’t being worn or carried by an animal or another beneficial creature. • Choose any number of available squares on the ground within range. • Roll a d4 and add the number rolled to the number rolled for an object within range. • Choose any number of squares on the ground within range. • Choose any number of squares on the ground within range. Alternatively, you can issue a command that the beast behaves in any of the actions described above. If the beast doesn’t behave in any of the actions described above, you must use your own initiative. If you don’t use your own initiative, the beast ignores any effects that would affect it, and it ignores all other effects that would affect other creatures. Divination

Charmander

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magic circle of magic energy in a 20-foot cube centered on a point you can see within range. The circle of energy lasts for the duration. Each creature in the circle must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage and 2d8 poison damage. On a successful save, a creature takes half as much damage, and the spell ends. Conjuration

Charmander

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ward between a hostile creature and the rest of its kind on a forested or rolling area within range. Until the spell ends, the area is difficult terrain for the creatures you choose. When you cast the spell, you can designate any creature or group of creatures you design to remain within 30 feet of you or to remain in the warded area until the spell ends. The first creature to remain within 30 feet of you when the spell ends must succeed on a Wisdom saving throw or take 1d8 radiant damage. The second creature must succeed on a Constitution saving throw or be frightened of you for 1 minute. When you cast the spell, you can dismiss the frightened condition. The second creature must end its turn in the warded area and move out of it if it wishes. If it moves in a straight line and doesn’t have a ramp or a turning ramp at the start of its movement, it takes 1d8 piercing damage. The scar tissue covering the creature’s head and chest is impenetrable to most creatures except stone and sticks. The spell ends for a creature you designate when you cast it. It is permanent and nonmagical. While the spell persists, you can use a bonus action to cause the creature to regain 60 hit points. The spell is particularly harmful to plants and trees; if planted anywhere in the area, shrub, stump, or anywhere in its reach is destroyed. Necromancy

Charmander

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a giant chameleon for the duration. Choose one of the following forms. The chameleon appears in a 10-foot cube, and creatures within its area must make a Dexterity saving throw. On a failed save, a chameleon flies toward you and explodes. On a successful save, it crashes to the ground and vanishes. The chameleon reappears in a random location within 5 feet of you. The spell ends if you or your companions are killed by the chameleon. The summoned chameleon can’t attack, but it can attack and have attacks with it made against creatures within 30 feet of it. Divination

Charmander

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You whisper a command to a creature you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. The target can’t be charmed by more than one creature. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the creature or object types that you can’t take the spell’s level from. The spell’s level equals 10 + the spell’s level. Transmutation

Charmander

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Instantaneous or up to 10 minutes after you cast this spell, you can issue a command to any creature that you can see within range. The creature must make a Wisdom saving throw. On a success, the creature obeys the command. On a failure, it obeys the command but fails its saving throw. At the end of each of its turns, the creature can repeat the command to a new target. The same creature must still obey the command when it takes damage or if the creature uses its reaction to do so. If you issue a command to a creature that is within 60 miles of you and that can see you, the creature can use its action to make a Wisdom saving throw, and that creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The creature can’t take reactions while within 60 miles of you. Conjuration

Charmander

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A chameleon appears in the air and flies around you. The chameleon appears to be a humanoid, but it has a flying speed of 40 feet. Each creature in the area must make a Dexterity saving throw. The creature takes 2d8 bludgeoning damage on a failed save, or half as much damage

Charmander

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Concentration, up to 1 minute Instantaneous Choose one creature or non-object within range. The target takes half damage and must succeed on a Constitution saving throw or take 1d6 psychic damage. The spell ends if you cast it again or if you and the target are separated.’ You can also end the spell on each other. The target has advantage on any Charisma saving throw. In addition, the target can’t attack you until the spell ends. Conjuration

Charmander

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of magic energy that can be ranged or magic-based. The beam spreads through the air, and it can’t move. It lasts for 1 minute. The spell ends if you cast this spell again or if you dismiss it as an action. For the

Charmander

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a magical message through a creature you can see within range. The creature must make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage and is paralyzed

Charmander of the Dead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You touch a willing creature. The target must succeed on a Dexterity saving throw or take 1d6 necrotic damage. On a hit, the target takes half the damage. Conjuration

Charmander's Fist

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A thin, gaseous cloud of smoke erupts from the point you choose within range. The cloud is difficult terrain, and it is thick enough for a 20-foot cube or 10-foot tall tower to be in place. The cloud spreads out over a 30-foot radius. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and must make an Intelligence saving throw. A creature takes 2d6 bludgeoning damage and is deafened by the cloud for 1 minute. The spell ends if you dismiss the spell. While affected by this spell, the cloud doesn’t damage creatures or move any distance from you. Conjuration

Charmander’s Fury

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You attempt to crush a hostile creature within range. The target must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. The target’s hit points are halved. You can use your action to cause the target’s hit points to halve by one. The target’s hit points are halved at the end of each of its turns. The target takes the damage equal to half your spellcasting ability modifier. Conjuration

Charmander's Hand

Casting Time: 1 action
Range: 10
Duration: 1 hour

You offer to the chosen god a hand of divine power that will make his life easier or more difficult for the next day. You can take the hand or choose the hand you chose. You gain the benefit of those benefits only once, unless you decide to give it up. If you give the hand to a god, he has the same benefit, and he can use it again in an action that uses the same hand. You can also give or receive the hand to a different deity. While the hands are on the ground, you can use your action to issue commands to the chosen deity, such as to say what you wish to say. If you use your action to issue commands to the chosen deity, the hand becomes a hand of divine power. The hand can be used to speak with another deity or to speak

Charmander's Hand

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a hand that can communicate with one willing creature of your choice within range. The hand can be as large as the creature you used your action to cast the spell. The hand must fit in a slot that can accommodate six nonmagical weapons and one nonmagical weapon that you can slot into a hand. The hand must be within 30 feet of one willing creature that you can see within range. The hand can also be made from a nonmagical object. If you use your action to dismiss the spell, you can use your action to dismiss it with disadvantage on your next attack roll. Abjuration

Charmander's Hand

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a sling of healing light that can hold up to 300 pounds of ammunition. The sling remains in place for the spell’s duration. The spell’s damage increases by 1d8 when you

Charmander's Mark

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a mark on a

Charmander's Mirror

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point within range that you can see within range. You

Charmander's Rest

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You wake up in the middle of a bustling city, where you regrow all lost limbs and restore half the weapon's hit points. This spell ends the effect of your normal telepathic link. Enchantment

Charmander's Scepter

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You call forth the power of the Charmander's Scepter. You have the power to cause the destruction of all life on earth, or to cause the destruction of one or more magical creatures on the same plane of existence. You can use your action to issue an edict to an unwilling creature that it must make a Wisdom saving throw. If the target doesn’t make a Wisdom saving throw, it is killed by the spell. If the target does make a Wisdom saving throw, it is killed by the spell. The target must succeed on each of its saving throws by 1. If it fails, it is killed by the spell. If it succeeds on its saving throw, it is killed by a curse. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Charmander's Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a 10-foot-radius sphere of dark energy that is centered on a point you can see within range. The sphere is made up of a sphere of flame, a sphere of suction, and a sphere of ice. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is restrained by the sphere until the spell ends. During this time, a restrained creature can make another Wisdom saving throw. On a successful save, the restrained creature can see and hear the object for the first time on the target level, and the object remains restrained by the sphere for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the duration of the spell increases by 1 day for each slot level above 5th. Necromancy

Charmander's Whisk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a large object that is of the same size, shape, or color as the object you are holding

Charmander's Wristband

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A band of chitinous energy appears around you. Each creature in a 60-

Charm Armor

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A 30-foot-tall sphere of magical energy appears in a 20-foot-radius sphere centered on a point of your choice that you can see within range. The sphere is covered in bright light that illuminates the area and dims the light for an additional 60 feet for each 5 feet left on the sphere. A creature can use an action to dispel the spell, ending the effect on itself on a success. If the sphere isn’t broken in half or half as long as the spell remains active, the spell ends on that part of the sphere. If the sphere is broken or dispelled, its contents become part of the spell’s text. You can also create a new sphere by casting the spell again at a different point in the same spell slot. Transmutation

Charm Armor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a shield that protects you from the effects of your magic. Up to ten creatures of your choice that you can see within range are affected. The shield extends into a 30-foot-radius sphere, and each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Enchantment

Charm Arrow

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a magic-infused beam of energy that leaps from your hand toward one creature in range. Make a ranged spell attack for the weapon. On a hit, the target suffers the spell’s damage, and you create one continuous beam of magic energy in a 15-foot radius around you. The beam can penetrate armor, but not through solid metal. It also can’t pass through barriers or talons. When the spell ends, the spell ends for each target. (You can have only one beam at a time.) Damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Charm Bell

Casting Time: 1 action
Range: 30
Duration: Special

This spell creates a ringing bell within range, a bell that rings at the designated hour of the following weeks. The bell rings when a piece of jewelry such as jewelry or a belt drops from a dead body (including a head or hand) strikes the ground or fills a chest. The voice of a ring bell rings against your voice, and you take 5d6 piercing damage. If you cast this spell again, the spell no longer rings. The sound travels no further than 300 feet per round for the duration. When you cast this spell, you can designate any creature within 30 feet of you as the sound. If you prefer, you can issue the command only to a single creature or group of creatures. - You point your finger toward a creature within 30 feet of you and whisper the password that appears on that creature's lips. The creature understands your spoken command and is unaffected by your commands. A creature automatically succeeds on a Wisdom saving throw to resist the ringing bell. - One creature of your choice that you can see within 30 feet of you attacks the sound. The target takes 4d8 thunder damage, and it must immediately use its reaction to create an audible alarm in order to escape. If the alarm sounds, it sweeps into the chosen spot for the duration. If the alarm fails, a deafened creature is blinded for 1 minute. If the alarm fails, your companions and closest creatures hear the loud crack of thunder in your ear. You decide what action the creature takes and how it moves. It can make two Wisdom Wisdom Wisdom checks using its action. If it succeeds, you call forth the element of the current element, which then grants it another use of the spell. The wind picks up where it left off at the start of your next turn. Each creature other than you in that area that you can see must make a Constitution saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that takes 10d8 bludgeoning damage on a failed save can use its action to move up to her speed and strike another creature. The wind picks up where it left off at the start of your next turn. Each creature other than you in that area that you can see must make a Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. In addition, with each successful save, a creature that fails the save must also make a Constitution saving throw. The wind then dies out in a flash. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one of the effects that you describe occurs simultaneously on all of your attacks and spells cast each day for a year. Until the spell ends, you can use your action to target two additional creatures for each slot level above 1st. Divination

Charm Bell

Casting Time: 1 action
Range: 5
Duration: 1 minute

An invisible bell rings within range. Choose up to three creatures within range of the bell and speak its name. Each creature must make a Wisdom saving throw. On a successful save, a creature becomes charmed for the duration. While charmed by the spell, a creature takes 20d6 psychic damage, and the spell has no effect on it, it ignores any effects that specifically target creatures or creatures with Intelligence and Wisdom, or creatures with Intelligence and Wisdom subclasses or that don’t obey certain racial or subtype properties of the creature or creature class they belong to. Divination

Charm Bell

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You weave together strands of powerful magic to shape an invisible, invisible bell that rings out in a silent bellow in a location you choose within range. Once activated, the bell rings for the spell’s duration and then the spell ends. When you cast the spell, you can use a bonus action to cause one of the following effects of your choice from any of the pre-determined effects. Toss the bell up to 30 feet to release an invisible force field created by the spell. Place the bell up to 60 feet within 4 loose craters or rifts in the ground in an area you choose. Create a 20-foot-radius sphere centered on a point within range. Until the spell ends, a creature who enters the sphere for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, it takes 11d6 thunder damage and is driven to a ruin. On a successful save, it takes half as much damage, and no more damage is created. If a creature starts its turn in the crater or hole created by the spell using a different spell’s bonus action, that creature can make a Wisdom saving throw to break the spell. While broken by this spell, a chime can be clearly heard within the area and is an alarm against unoccupied doors and other locked spaces within the spell’s area. If you mess up the spell’s effect, and the chime doesn’t ring out at

Charm Bell

Casting Time: 1 action
Range: 60
Duration: 1 Round

This spell emits a piercing bell sound that rings at 1:00 p.m. local time. The sound spreads around corners and even through the air. Each creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, a creature takes 7d6 cold damage at the start of its turn. On a successful save, it takes half as much damage and isn’t affected by this spell for 24 hours. You can cause the sound to rest at the target’s normal rest spot. If you create a new sound and then repeat the saving throw, the duration is 10 minutes. If you create a repeat sound, the damage increases by 1 minute for each sound created before the spell’s sound was heard. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can create two or more additional sounds, create a power of ten, or create a random effect of your choice. Transmutation

Charm Bell

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a bell that moves so that others hear it. For the spell’s duration, or until you use an action to deliberate, you can make a Wisdom saving throw to make an area alarm. On a successful save, you can cause the bell to ring and the environment to resemble a chime or a loud clack outside. Evocation

Charm Bell

Casting Time: 1 action
Range: 60
Duration: Until dispelled

Your invisibility or charm circle appears within range to protect one creature against an attack. An attack deals an extra 1d4 radiant damage to the target. On a hit, the target takes 1d4 fire damage, and it can’t benefit from reactions to this spell for 1 minute. On a successful hit, the spell ends. The spell ends on a creature that died while on the spell’s plane. At the DM’s option, the spell ends on a creature who hasn’t died, and the spell ends on a creature that has died while on the spell’s plane. Conjuration

Charm Bell

Casting Time: 1 action
Range: 90
Duration: 24 Hour

You summon a bell that rouses and brightens the land you choose in response to a challenge of your choice that you are familiar with. You must use 7 feet of movement to cast this spell; you can’t use it again until you finish a long rest. You also summon a celestial speaking the incantation, which

Charm Bell

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You take a musical note and attempt to call out the name of a celestial bell that can be heard up to 100 feet away. The sound is audible for the spell’s duration, and you can hear the name in the background. You can also sound a magical bell created by this spell, and so the spell can pass through your mind. Necromancy

Charm Burst

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Until you cast the spell, a beam of positive energy ripples out in a direction you choose. You choose one creature that is within range and then the beam of antimagic reaction that deals an extra 2d6 damage. If that creature is targeted by a spell or an attack using a spell’s energy, it can be affected as a Medium or smaller undead (your choice) with advantage. Evocation

Charm Burst

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

As part of the action to cast this spell, you must succeed on a Wisdom saving throw or be charmed by at least one willing creature. You can make a Wisdom saving throw against the charm. On a successful save, you neutralize the charm. The spell ends if you or a creature you charmed is killed, or if you cast the spell while under the effects of another charm, such as the sleep spell, makes you fall asleep while under the effects of this spell. Whenever you cast this spell, you can dismiss it as an action and dismiss the charmed charm with disadvantage on your subsequent casts of the same spell. While in berser, you can also dismiss the charm as an action and cause it to disappear. You can use a bonus action to dismiss it. When you dismiss it, you can issue a command to the creature, which must follow your rules for the command to succeed. If you control more than one creature covered by the charm, up to three such creatures can be charmed by it, and you can issue a command to them at any time. You also can issue a command to a creature that is charmed by your command, requiring it to make a Wisdom saving throw. If an affected creature fails a saving throw, it can choose to be charmed by you instead. While charmed by the spell, the creature is aware of your commands and can speak your language. You can also issue a command to any other creature you mileself with respect to anything you choose during your visit. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can command any creature charmed by it to the sound of a longwave, acknowledging your voice, and casting the spell in a band of 13 men. Conjuration

Charm Burst

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a phantasmagoric force maje, bursting with magic and force, sending creatures of your choice within an unoccupied space of your choice within range to a profane, magical void. Choose two targets that you can see within range. One of the targets is the wall or a ceiling or the mouth of a pit, and any creature that ends its turn within 30 feet of the wall must succeed on a Strength saving throw or take 1d8 necrotic damage. The creature must then repeat the saving throw at the end of each of its turns. If it succeeds, this spell ends for it. The second target is a ceiling. If it fails, its weight causes it to drop to 0 hit points and leave behind no liquid fuel. While the ceiling is in place you can use an action to create a magical container (such as a pit or a ceiling or mouth of some sort) on each target to hold as much as you can and to allow creature movement during the duration. The container also doubles as a luminous object, a container for food (such as a mouth of some sort) and an attraction (such as a chest of cards in this case). When the spell ends, any creature restrained by the spell leaves behind enough material to fill a 5-foot cube. When you cast this spell, you can have the spell stack with other spells of 3rd or 4th level or lower. While the spell stacks, you can use your action to make one of the following two gauntlets available: a sling gauntlets, a mace gauntlets, or an extended mace gauntlet. You make each gauntlets available in one of two colors, a pale blue for those without a normal gauntlet pattern, and a light green for those with one. When you make one gauntlet, you can also make two from one girdle used with a girdle. Both gauntlets protect you from both slashing and piercing damage. When you use your action to cast this spell again, you can demand that the casting continue for a period of time such as 30 minutes, after which the item drops from a girdle held in your left hand and then disappears. At the end of each of the previous 30 minutes, you can demand a new item from the girdle again. This spell also ends blindness in some creatures. Abjuration

Charm Burst

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a small, harmless spark that explodes when you reach up to 5 feet of your choice within range. There are three points on the ground you can see within range. Each target must make a Dexterity saving throw.

Charm Burst

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl an idol, a golden statue, or a piece of jewelry up to ten stories high in a location you choose within range. You can target a target on a 5-foot-diameter circle with a ranged spell attack for the first time on a turn or a match made last turn. The target takes an extra 2d6 damage of the type you choose for each slot of ammunition you carry. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Enchantment

Charm Burst

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a potent spell on up to twelve creatures of your choice that is within range. You choose one target that isn’t within 100 feet of you and that is made of wood or stone. Until the spell ends, each target takes 1d8 necrotic damage at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Charm circle

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You weave a circle of magic energy around a creature and place it within the verbal control of another creature. You create a circle with a 5-foot radius and can manipulate it up to 30 feet in any direction. If you cast this spell on the same creature or on a different one, the circle instantly appears on the ground and is protected from harm. This spell's radius is 30 feet, and you can affect any height that a creature is allowed to occupy by using your movement. Conjuration

Charm circle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You teleport yourself from your current location to any other spot within range. For the duration, you have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. Transmutation

Charm Circle

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a circle of magical energy centered on a point within range. The circle lasts for the duration. You can make a ranged spell attack and miss. On a hit, the target takes 1d4 radiant damage and is knocked prone. On a miss, the target takes 1d6 force damage and is knocked prone. While the circle is in place, you can make a ranged spell attack and miss. On a hit, the target takes bludgeoning damage equal to half the spell level. Conjuration

Charm Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a cloud of brilliant rays of light in a 10-foot radius around you. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. The cloud extends into the direction of the target, and it lasts until it drops to 0 hit points. If you have a 10-foot radius, you can create a 40-foot-radius cloud on the side of a line of fire or a 120-foot line on the top

Charm Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of magic energy that moves in a straight line up to 10 miles on a side. Each creature in that area must make a Constitution saving throw. A creature takes 8d8 bludgeoning damage

Charm Club

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

The club whips through the air and slays a creature within 60 feet of it. Make a ranged spell attack against a creature within 5 feet of it. On a hit, the target takes 6d8 thunder damage, and it has advantage on one of the attack rolls it made before the spell’s damage type is changed to a 2 or 3. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4th. The spell’s damage increases by 1d8 for each slot level above 3rd. Conjuration

Charm Club

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the ability to send a magic cord between a finger and a willing creature. The cord lasts for the duration and can reach into the target’s pocket to release unknown magic. Make a melee spell attack against a target within your reach. On a hit, the target deals an extra 1d6 damage. If you hit a target with a spell attack, you also deal an extra 1d6 damage, though this increases to 2d6 when you reach your attack bonus and 3d6 when you reach your attack bonus. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Charm creature

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You grant the knowledge you have accumulated through experience to a creature you can see within range. You give the creature a vague description of the outdoors and creatures they seem to be, assuming they are real. The creature can’t be conformed to any one of the above types of companions. The creature is truthful and spends its turn moving in and out of the specified locations as described below. If the creature is hostile to you, it can use its action to return to its normal form, if it is friendly to you. The creature obeys any verbal commands that you issue to it, even if they involve biting or biting us. When the creature returns to its normal form, it returns to the number of hit points it had before it transformed. If the creature is a creature or a object that isn’t a creature (its hit point maximum is reduced), there is a 5 percent chance that it is killed instantly. This effect ends if the creature willingly moves to a new spot within range. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Necromancy

Charm Creature

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a celestial of challenge rating 6 or lower and issue a challenge rating of 4 or less. You choose the same number of curses and phantoms as the target and instead make four cantrips dealing 2d6 trues damage to it. While in the cloud, the celestial has advantage on saving throws against spells and magical energy attacks. The spell ends if it is ever more than 10 days since you cast the spell or if the celestial drops to 0 hit points. Conjuration

Charm Creatures

Casting Time: 1 action
Range: 5
Duration: 1 Hour

Choose one celestials you can find within range to deliver a calming voice. Until the spell ends, the voice creates a calming effect on all creatures within 30 feet of it. Creatures that don’t speak a line at all are unaffected. Divination

Charm Creatures

Casting Time: 1 action
Range: 60
Duration: 10 Days

Your magic transforms the appearance and behavior of celestials and undead alike. Choose the following creatures out of the following possible creatures: celestials, celestials, trolls, elementals, fey, fiends, or undead. When you cast the spell, choose one of the following creatures as the target. The chosen creature appears humanoid, luigi, fiend, or fiend’s only form, but it is still proficient in all Hit Dice and saving throws. The creature appears in an area that is sombre, obscured, or heavily obscured. Until the spell ends, you can target one additional celestial for each target. While casting the spell, you can target two celestials for each Hit Dice you have. In addition, you can target celestials on the same plane of existence (such as the one you

Charm Creatures

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, harmless, friendly creature that you can see within range. It obeys any verbal commands you issue to it and doesn’t frighten, torment, or otherwise harm you. The creature is friendly to you, and it behaves in the same way as you do. It can understand you, has a telepathic link with you, and is loyal to you. You can use your action to dismiss the spell as an action. You can use this feature another time you cast this spell, or you can end it. Enchantment

Charm, Darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You unleash a powerful magical force that controls the flow of your day. For the duration, each creature who ends its turn within 5 feet of you starts its turn in a mordenkainstial or greater darkness (in which case it is targeted by this spell and must make a Wisdom saving throw). At the end of each of its turns, the creature starts moving again, and it can make another Wisdom saving throw. It takes 6d6 psychic damage on a failed save, and it is stunned for 1 minute on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Charm DC

Casting Time: 1 action
Range: Instantaneous
Duration: You bring a wand, a hand, or a similar object to t

he hand of a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 4d6 necrotic damage and suffers a number of temporary hit points equal to the spell’s level. The spell ends if you cast this spell again or if you use a different spell slot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 days. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 year. Transmutation

Charm DC to Heal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your magic wand casts the healing spell of one or more creatures of your choice that you can see within range. The target takes 1d6 necrotic damage. The spell ends if you cast this spell again.

Charm demon 90 Concentration, up to 1 hour You take 7 minute to establish a telepathic link with one beast you touch that is fighting another creature, based on the type of beast. If a beast is creating a new construct, you can speak its name and ask it about whatever it is creating. It might be a plant, a demon, a fey, or a forest guard. You might be presented with a cryptic message, written in a language you know; if you are good at your craft, this spell will do for you. While disguised, the target doesn’t understand what it is saying. Some targets might read it as saying, "Healing magic has ended, the spell has ended, or some other spell has started, though not yet broken either. The spell tool its teeth and stalks moved to the space you can occupy. This spell must end within an immediate future time limit, otherwise the spell doesn’t work. If the spell would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the target takes 5d8 thunder damage, and the spell ends. Evocation

Charm Down

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shadowy figure appears in a 60-foot-square room, directly across from the entrance to the space. The figure is harmless until the spell ends. The figure appears at least 30 feet square, and is not prone or prone enough to move. The creature must succeed on a Charisma saving throw or take 1d6 psychic damage. The spell ends if the figure is no longer in the room. The figure can be moved to another space within range, or to any other place where it can be moved. The figure can also be charmed, frightened, or otherwise treated as though it were charmed. When the spell ends, the figure disappears. The spell ends if it is cast or cast again. Enchantment

Charm Down

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour You touch a creature. Until the spell ends, the target can use an action to dismiss one or more of its statistics. The target can use an action to dismiss any or all of its statistics. The target can use the rest of its action to make a Wisdom saving throw, or it can use its action to dismiss its statistics for the duration. At any time until the spell ends, the target can use an action to dismiss one or all of its statistics. The target can use an action to dismiss any or all of its statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times you can use an action to dismiss an affected creature increases by two. Evocation

Charmed

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, either as a bonus action on each of your turns as a bonus action, or as a part of a move to a fey‘ range, your weapon falls into a range of berserk. The attack deals an extra 1d6 force damage to the target, and if it successfully dodges the attack, or if it mitigates any of the attack’s effects, it is no longer berserk. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the extra damage increases by 1d6 for each slot level above lst. Conjuration

Charm effect

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Whichever creature is within 30 feet of you on a vertical or horizontal plane, centered on that creature, becomes proficient in one spell of your choice from one of the following options for the duration. On each of your turns for the duration, you can use your action to verbally command the creature to deliver a powerful illusion. The illusion appears in the form of a desk or table on which you appear, hovering in the air for the duration. Until the illusion ends, you can command the creature to deliver a strong illusion, able to lift a fist or slap its fist against a wall, using the same words. If you command the creature to deliver a different illusion than you have spoken, it answers by throwing the illusion away, creating a 10-foot radius illusion that way. The illusion is imperceptible when it is delivered, and the creature can’t move or appear to move while the illusion is delivered. In addition, as an action on your turn, you can verbally command the creature to deliver a different illusion that it has spoken of, up to an additional 15 feet in length. At Higher Levels. When you command the illusion to deliver a different illusion, you give it one of the following options: • Make a verbal command. • Choose a new illusion that you can see within range. • Create a visual illusion that can be activated only by one creature of your choice that you can see within 30 feet of you. • Underline an illusion that can only be heard within 30 feet of you. • Direct a different illusion to appear within a certain way. • Retract a separate illusion from a different creature. If a creature would choose an illusion that it can see within 30 feet of you, that means that the illusion appears within a place or a specific direction but is imperceptible when it appears. That way, the creature might choose to follow something else's illusion or follow something clearly intended by the creature. In both cases, the creature would obey your verbal command to the best of its ability. If the creature is already performing a special action, such as standing up or moving in a particular direction, the creature would obey that command if it knew it was obeying something obviously wrong with the creature’s movement. Similarly, if you command any other effect to create an illusion that mimics a certain trait of a creature, such as casting a spell of a certain kind, the creature would obey that spell if it knew it was obeying something obviously wrong with the creature’s movement. Similarly, if

Charm enemy

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Enchantment

Charm enemy

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it w as charmed by you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Enchantment

Charm enemy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic grants you a +5 bonus to all attack rolls, attacks, and saving throws possible with a crossbow or mace that you create. Whenever you make a weapon attack roll for the first time on a weapon or crossbow attack using a bonus action, you can make the attack using the bonus action of the weapon’s ammunition, not a bonus action of the weapon’s attack action, and you can use your action to make another weapon attack against the same target, even if that weapon has a lower hit point. If you make a nonmagical weapon attack with a nonmagical weapon, roll on the attack using the weapon’s ammunition, not the weapon’s attack action, and make the weapon attack with the same bonus as the weapon attack. Whether the weapon’s bonus is successful or failure, your magic grants you temporary hit points equal to your Hit Dice. These temporary hit points can’t be removed by mechanical or otherwise harmful effects, but can still be restored by other means. You can also use your action to take temporary BBs of cold light and light for 1 minute, and then restore cold to it. Transmutation

Charm enemy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic or magic weapon chimes with a magic beast for the duration, ending the spell early and leaving it incapacitated and out of combat for the whole duration. This magic can end one beast’s maximum ammunition at point blank range. You decide what happens next, as determined by the DM. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the magic beast's maximum ammunition capacity increases by 60 points for each slot level above 6th. Abjuration

Charm enemy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to light a magical celestar beam at a creature that you can see within range. It must make a Constitution saving throw. On a failed save, it takes 3d6 fire damage and is covered in magical vines and leaves smoldering bones. On a successful save, the spell allows the creature to move through the magical vines while still affected by half damage from the spell. As long as the two aren't inseparable, the creature can use its movement to move through the magical vines. If the target is in any state of suspended animation, the spell ends to enable the creature to move through the vines again. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for each of its effects increases by 1d6 for every two slot levels above 3rd. Evocation

Charm enemy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You light a candle at a location within range and command it to cast a spell of 1st level or higher. When you cast the spell, you can change the target’s coloration for the moment, summoning flames that follow the color of your clothing. Each 5-foot-cube candle that you create has AC 7 and 15 hit points, and it emits bright light in a 5-foot radius and dim light for an additional 5 feet. If the cylinder you create is empty, a glowing gem appears on the unoccupied space you choose within range and glows red when it strikes a target. You can also specify magical conditions under which the spell fails. When you cast this spell, you can also specify creatures or objects as friends of the charmed condition. If you succeed on its mental condition, you have advantage on any Wisdom (Perception) checks you make to forget the condition. The casting of the spell fails without first casting the spell with these conditions met, and if you do so, the spell fails. Conjuration

Charm enemy

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

The next time you make a melee attack against a creature in a 60-foot cube within range, you make the attack with advantage. The spell also creates a magic circle centered on each creature within 5 inches of the target and centered on points 300 feet or less outside the spell’s range. Each creature in the circle must make a Wisdom saving throw. On a failed save, it takes 14d6 fire damage, and it is blinded and deafened for 1 minute. On a successful save, the spell ends for it, and the spell doesn’t need to end in this way again. When you cast the spell, you can choose two additional Spells from the same Spell List for the spell’s casting slot, and you make a new casting of any of those spells. You can also use a new casting of a spell on a single target. While the spell is casting, the blinded, and blinded creatures must make a Wisdom saving throw. On a failed save, the creatures can’t talk for 1 minute, while the spell lasts. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can have up to three additional Spell Slots chosen by it used for the spell. At Higher Levels, you can have more Spell Slots chosen at the same time. Enchantment

Charm enemy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow upon it a magic weapon. Choose one of the following effects. The effect lasts for the duration. Clenched Fist. The target takes 5 force damage over 10 minutes as a hand fist. Forceful Guidance. You touch a hand made from tael or similar material. The hand imbues the target with a power that is beyond measure, and it has advantage on attack rolls and Strength and Constitution saving throws. Good Faith. The hand conveys faith in the hand and is similar to holy force in design. The hand sheds no light or other harmful qualities, but it creates no visible light or magical damage. Hedged Monster. The hand is relaxed, allowing access to the hand as an open space or as a resting place. It is capable of moving the hand up to 60 feet. If the hand moves into an unoccupied space within 5 feet of it, it can move the hand up to 60 feet in any direction. Transmutation

Charmical Anomaly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You summon a creature of your choice that is your choice to appear in a location you can see on the ground in range. The target can be a creature, an undead, or a creation of magical force to protect itself. Evocation

Charming Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You imbue a creature that you can see within range with a charm. You use your action to make a Charisma saving throw. On a failed save, the creature takes half as much damage and is charmed for the duration. If the creature is charmed for the duration, it can use an action to make a Wisdom saving throw. On a success, the creature takes half as much damage. On a failure, the creature takes half as much damage. Conjuration

Charming Mudcrab

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Describe or name a creature that is friendly to you (your choice) and that is friendly to bits or parasites. You can specify a name for the creature, which must be no more than a line of sight and a word or two in length, and it creates whatever visual or audible effects it desired using your movement. While the creature is friendly to you, the bits and parasites take 5d10 necrotic damage at the start of each of its turns, and the creature moves to end its turn by making a Charisma saving throw against the parasites spell. The creature’s corpses are particularly vulnerable to the damage. The spell ends if the creature dies during its next turn, if it resumes eating or sleeping, if it is no longer conscious or in an unconscious state, or if it suffers some of the effects of some of the spell’s effects. While the creature is conscious or unconscious, it uses up one level of its warding spell slot and can’t use its action to cast a calming spell. In addition, while the creature is conscious or unconscious, the creature can’t activate, use, wield, or otherwise interact with any of its equipment, unless the condition that led it to do so has been met, such as when the creature is fighting off an enemy creature or using an alchemical weapon to imbue its weapon, is met. Enchantment

Charming

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a willing creature. For the duration, the target can charm you with a strong touch, making it feel good about itself. During the spell’s duration, you can possess the target, making it feel good about yourself. Once you possess it, you can change the subject’s mood by making an emotional outcast of it, or telling the target a clever spell once you possess it. You use the charm on the target even if it has no memory of you or your magic. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 7th. Each creature must make an Intelligence saving throw. On a failed save, it can’t speak, cast spells, or take any other action that requires hands or speech. Enchantment

Charm lightning

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

With a bare hand, you create a burst of light at a point you can see within range. Each creature in a 40 foot radius sphere centered on that point must succeed on a Constitution saving throw or take 1d8 lightning damage. For the spell’s duration, or until you use an action to create the burst of light, the sphere can hold up to 100 pounds (12.5 kg). When you make the saving throw, choose a different light source. While the sphere is on the ground or in the air, you can direct any number of creatures within it and deal 1d8 lightning damage to any one creature that ends its turn within 10 feet of the source. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d8 for each slot level above 1st. Evocation

Charm monster with Banishment

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to bind a creature of your choice that you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is banished. A creature that successfully saves against this spell is no longer bound by the spell, and its companion is unaffected. It can be bound as a bonus action on your turn. The bound creature is friendly to you and your companions. You can use this magic to communicate with it that your activity will not provoke it, but it can't ask you to perform an action that requires an Intelligence (Investigation) check or sign. It merely tells you what you want to say. When you ask the creature to return to its home plane, it can tell you what it wants to say, but it doesn't have to tell you anything. You can ask the creature to do whatever you like, but it can’t tell you how long it will be bound, or give you instructions on how to bind it. The DM might allow you to make the suggestion in this way, but otherwise you must speak to the creature to receive its permission. You might also need to make a special exception for specific circumstances, such as when a creature tries to reach for another creature or uses an action to open a door.wizard This spell wards a target that you touch against one of the triggering effects of a class skill or spell used to craft the item. The spell has no effect on undead or constructs. You can use a bonus action to designate a triggering effect that occurs as you cast the spell. For example, you can designate a password that is checked against a creature's spell save DC, and you cast the spell while the spell is in its current form. If the password is non-wicked, the spell has no effect on it. If you cast the spell on a creature other than a hostile creature, that creature must succeed on a Wisdom saving throw or take 4d10 necrotic damage, or half as much damage on a successful one. You can choose a new password every 24 hours as a bonus action on each of your turns. If you cast the spell on a creature other than a hostile creature, it must make a Wisdom saving throw against the spell on each of its turns, ending the effect on itself on a success. On a failed save, the spell ends. If you cast the spell on a greater than level 1 creature, the spell has no effect until the spell ends, or the spell is broken or misspelled or if it is interrupted. Enchantment

Charm object

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You create a mote of magical energy that hovers within range. You can use it in a number of ways equal to your spellcasting ability scores. One way: You can use your spellcasting ability score to attempt to charm a creature you can see within 5 feet of you. On a creature's turn as a bonus action, you can attempt to charm a willing creature you can see within 5 feet of you. On a failed attempt, the target falls prone and takes 1d8 + your spellcasting ability modifier instead of 1d8. At Higher Levels

Charm of Death

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cause a large, glowing, spectral creature to appear in a 30-foot cube within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. When the target is hit, the spell’s damage increases by 1d8 and the spell’s damage increases by 1d8 for each slot level above 3rd. Necromancy

Charm of Discord

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You attempt to compel a creature of your choice that you can see within range to join you in casting an illusion spell. The target must make a Charisma saving throw. While the target is casting this spell, its mind becomes a mirror image of the spell, and it can cast and understand any spell that targets it. As a bonus action, you can compel the creature to answer a verbal prayer, provided the prayer requires it before it can do so. While the target is in its mind's eye, any effect that would bind it to something harmful or beyond its control has been waived. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first suggestion spell used to cast the illusion is instead cast that day. Illusion

Charm of Discord

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a discordant beast from the chaos of time that acts on your turn, attacking anything within 100 feet of you and attacking one additional times on each of your turns before it deals any damage. If the beast’s Strength is less than or equal to the number points it can’t take the attack action, it instead attacks twice with its weapon. To determine the nature of this spell—its chaotic effect, its movements, and its coloring to combat—see the following table. At the DM’s option, the Beast might cast the same spell multiple times, at a time, to create its own chaotic effect. Each time, the DM can create a different one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional beast for each slot level above 5th. Divination

Charm of Discord

Casting Time: 1 action
Range: Self
Duration: Instantaneous

An uncontrolled, uncontrollable cacophony of noises appears in a 20-foot-radius sphere centered on a point you choose within range. The cacophony can be heard for 10 minutes or 1 hour. The spell’s duration can be affected only by your Charisma, and your Charisma score is the spell’s ability modifier, not your Charisma scores. The cacophony lasts for the duration. If it ends early, the cacophony disperses, and the target of the cacophony is no longer in the area of the cacophony. If the target is standing still, the cacophony ends, and the cacophony is deafening. The cacophony can be broken up into smaller pieces. If the target is on a side of the cacophony, the cacophony ends. If the target is in a space between three and five inches from the center of the cacophony, the cacophony ends. In addition, if the target is within 60 feet of a point that is within its space, the cacophony ends, and the cacophony

Charm of Dispater

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose nonmagical antimagic field that is centered on a point within range and centered on that point for the duration or until a bolt of lightning erupts from it rips through the fabric of the fabric of space, causing massive damage to a creature or objects within 5 feet of the point. Each creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, a creature takes 8d8 lightning damage, or half as much damage on a successful save. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 5 feet of the area (including you, if you are fighting it), giving it instructions on how to defend itself against hostile creatures. You can also command any melee weapon that you made with this spell to use a bonus action that it takes before dealing damage, making the weapon have disadvantage on attack rolls against targets within 5 feet of it. A creature that uses its action to make a melee attack must succeed on a Strength saving throw or be pushed 10 feet away from the center of the affected area until the spell ends. If you use this spell to create a permanent object or to create an arcane scroll, you must use a different spell slot for each slot. This spell has no effect on constructs or undead. If you choose to cast this spell into a nonmagical object created by an object creation skill, you create the object for its component using the created object class and its level, if any. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Charm of Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up an image of a deity. Choose one of the following spells of your choice from the list of spells you know or have read about previously: berserk, berserk, hellfire, fey, fey root, fey wind, freeze, gaseous breath, gaseous ramblings, great hallowed image, great hallowed weapon, great hallowed sanctuary, great hallowed temple, great hallowed shrine, great hallowed temple sepulcher, great hallowed temple At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate one additional phoenix or one additional salamander for each slot level above 3rd. Abjuration

Charm of Faith�Concentration, up to 1 hour You create an aura of divine faith in a creature within range. The aura lasts until the spell ends. The aura lasts for the duration. You can target one creature that you can see within range. The aura lasts for the duration if the spell ends or if the target is still conscious. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the aura lasts for the duration. At Higher Levels. When you cast this spell using a 2nd or 3rd level spell slot, the aura lasts for the duration. At Higher Levels. When you cast this spell using a 3rd or 4th level spell slot, the aura lasts for the duration. At Higher Levels. When you cast this spell using a 4th level spell slot, the aura lasts for the duration. At Higher Levels. When you cast this spell

Charm of Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You point a wand of fire at one creature within range. This wand has a range of up to 100 feet. If the target has no ammunition or ammunition-in-tight spaces within its space, the spell destroys the target. Illusion

Charm of Fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame flashes out from your hand in a 5-foot cube. Each creature in that 5-foot cube must succeed on a Dexterity saving throw or be knocked prone or affected by the spell. While prone, the creature can use its action on a first-person, double-clicking motion to make a Strength check against your spell save DC. If the creature succeeds, it can use its action to make a Strength check against your spell save DC. If it doesn't, the spell ends. In addition, if you cast this spell multiple times, the casting time can be up to 30 minutes. Conjuration

Charm of Healing

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a willing creature with a calming magic that increases the creature's condition for 1 hour. The target can be affected only by spells and effects that target or affect an area of magic. The target also has resistance to all damage. If the target is on the ground or is on a body of water that is too cold for the target, its condition is lower, and it has disadvantage on Strength (Athletics) checks made to maintain balance. Conjuration

Charm of healing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You

Charm of Ice

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You invoke the power of the Holy Blast spell on up to three creatures within range. You choose a point within range and make a ranged spell attack for each. On a hit, a target takes 3d8 + 1d12 damage. At

Charm of Ice

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A nonmagical weapon you are holding has AC 5 and 30 hit points, and you choose one of the types of ice on the weapon. You cause it to crackle and crackle, creating cold or fire blasts that penetrate thickets, and you make two Constitution saving throws to maintain the weapons fire. If the weapon breaks into a small protected area, it becomes fireproof and can be breached only by melee attacks from inside the protected area. The weapon doesn’t use cold damage or fire damage type (typically light or medium), and it doesn’t need to be in the weapon’s fire. When a creature enters the chasm to reach the other side, the weapon descends in a straight line toward the edge of the chasm, remaining aloft for the duration. The weapon can fire up to 100 rounds, and the duration depends on the chasm’s size. A chipper falls into this category. When the weapon releases, the chipper and each creature within 5 feet of it take 1d12 fire damage and be covered by fire until the end of your next turn. Reducing a chipper to 0 hit points makes

Charm of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue a creature you touch with a power that lasts for 1 minute or until it is magically transformed. This spell has no effect on undead or constructs. Conjuration

Charm of Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create an immobile, glowing, magical object that can be up to 10 feet on the ground, up to 20 feet in the air, and weighs up to 500 pounds. The object lasts for the spell’s duration. The object must be of sufficient

Charm of Lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The sphere of lightning that sprouts from a creature’s chest or from a pillar or from a fiery point within range releases a small amount of magic at a time. Each creature that starts its turn in the sphere’s area within 1 minute must succeed on a Constitution saving throw or take 6 lightning damage, and each creature that ends its turn in the area must make a Constitution saving throw twice. In addition, lightning flashes in the area of a creature who ends its turn in the sphere’s area within 5 feet of it (the lightning ends its effect if it hits a creature). After it flashes, a lightning bolt leaps from the chest or pillar to a creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Charm of Lightning

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

Choose a point you can see on a creature’s shoulder and cast lightning bolt there. The target takes 3d8 lightning damage and is powerless until it uses its action on a later turn to switch to a different weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 3d8 for each slot level above 1st. Evocation

Charm of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a bright light within range. Choose a point you can see within range. The light spreads across surfaces, including those you choose within 30 feet of you. The light appears in any color you choose, as long as the light is visible within those colors. This light can be dazzling or dim. A creature in the light can make an Intelligence saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 minute. Evocation

Charm of Madness

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A devil comes crashing down on a group of followers of the Nineveh god of fire, revving his fire-breathing fires above their heads. Each creature within 30 feet of the target when you cast the spell must succeed on a Charisma saving throw. They take 10d6 fire damage on a failed save, or half as much damage on a successful one. When the devil appears, each target must make a Charisma saving throw. On a failed save, it takes 10d6 fire damage. If the target fails this save, it can’t take damage from burning until it has finished a long rest. Any creature that fails the save must also tend to a burning devil’s tools, which are in a pile on the ground. When a creature moves into the pile, it must use its movement to go up to 10 feet more directly against the devil’s direction, rather than attempting to jump it. The devil can move across solid ground without destabilizing it, up to 20 feet, and then fall 1d4 inches short of it, dealing it 10d6 cold damage. Transmutation

Charm of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Touch a target you touch. If the target is not hostile, you can direct your spell to ward off the effects of hostile creatures. For example, if the target is hostile, you can direct your spell to ward off the effects of hostile creatures that harm you. Divination

Charm of Silence

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shadowy noise within range, speaking a stifled, whispery language that lasts for the spell’s duration. Choose one creature within range. The target must make a Wisdom saving throw. On a success, the noise ends. Transmutation

Charm of Silence

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a magical chasm to form in the space of a full-sized room, and the area around it is heavily obscured. The area is difficult terrain. Any creature within the chasm, with its mouth open, can hear the area, though it can’t move or make any sound from it. The area lasts for the duration. The chasm’s area of effect is a small, enclosed area that has a radius of 60 feet. Each creature within the area must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is blinded until the spell ends. The chasm is a cube of stone on the ground in the space of a full-sized room and can be one floor higher than the space it occupies. Any creature within the area must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and is blinded until the spell ends. The chasm creates a portal opening on either side of a room that is otherwise unoccupied. The portal opens at each end of

Charm of Storms

Casting Time: 1 action
Range: 120
Duration: 1 minute

Instantaneous A storm-like cloud rises from the ground and explodes in a 40-foot-radius sphere centered on a point you can see within range. The spell has no area of effect. The sphere lasts for the spell’s duration. Any creature that starts its turn in the area must succeed on a Constitution saving throw or take 2d6 thunder damage. If it fails, the spell ends. A cloud of black fog appears in the area and lasts for the spell’s duration. Any creature in the area must make a Constitution saving throw. On a success, the cloud ends. The cloud spreads to all creatures in the area. The ground in the area is heavily obscured. A burst of flame or similar energy erupts from the cloud. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is sent flying into the air. A creature that reaches out to extinguish the flames must succeed on a Dexterity saving throw or take half as much damage and be blinded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Charm of Storms

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You call forth a storm of storm magic that can range from the mundane to the abominable. Choose up to four creatures within range. Each target must make a Constitution saving throw. On a failure, the target takes 1d8 thunder damage and is knocked prone. The storm lasts for the duration. If the target takes damage, it is incapacitated and must make a Constitution saving throw at the end of each of its turns. The spell ends if the spell has no effect on it. For example, if you cast the spell and the storm ends, you can use your reaction to end it with a Storm of Storms spell and give it a +1 bonus on the attack roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the number of storm clouds on the target by up to 10. For example, if you cast this spell using 6th level spell slots, you can create up to ten storm clouds. Conjuration

Charm of Strength

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create magical energy that increases the damage of spells you cast by 25 percent. Divination

Charm of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You place a magical charm on a creature and give it control over its body and mind. The target must succeed on a Wisdom saving throw or become frightened for the duration. The target has resistance to all fear effects for 1 hour. You can use this spell on the target and the target remains frightened until the spell ends. Conjuration

Charm of the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A creature you touch regains 1d6 hit points. This spell only affects undead. Conjuration

Charm of the Dead

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A magical energy springs from your fingertips and ignites a large pile of magical material on the ground in a 30-foot-radius sphere that you can see. The material is composed of runes, a spell slot, and a random magical effect. Each creature within the sphere must make a Constitution

Charm of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell is a simulacrum of a spell. You can cast

Charm of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral shadow descends on a willing creature you can see within range. The target must succeed on a Wisdom saving throw or take an extra 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage and can’t be charmed or possessed. The target’s soul remains in the creature’s body for 1 minute, and the spell ends. Conjuration

Charm of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call upon the dead to lay waste to the world. You gain a +2 bonus to attack rolls, and the statistics of undead and constructs are 10 as long as the target of the spell. This bonus increases by 1 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Charm of the Dead

Casting Time: 1 action
Range: 60
Duration: InstantaneousYou teleport to an area where you ca

n see. The spell can deal radiant damage against one creature within range. For each creature that enters the area, the spell deals radiant damage to the same creature or to a different creature and until the spell ends, the target has advantage on attack rolls, ability checks, and skill checks. Conjuration

Charm of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a powerful magic that transforms a dead creature you touch into a zombie. The target takes 2d6 necrotic damage, and regains 1 hit point when it casts this spell. The zombie can't have more than one eye on it. While the creature doesn't have the benefit of any special senses, you can use your actions to make its eyes shut while it's unconscious to communicate with other creatures. The target has resistance to one damage type of your choice. While the creature doesn't have the benefit of any special senses, it can communicate with other creatures as long as it can see them. The target can also learn the language of all its closest friends. The spell ends when the target is dead, and the spell ends for the target. The target must also be undead for this spell to work. The spell ends if the target is killed by an action, such as by falling to the ground, or by being hit by an attack or by an attack from magic items. Enchantment

Charm of the Dead

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a spectral, undead creature that appears in a 30-foot-radius solid spot and lasts for the duration. The creature is a Medium or smaller humanoid. The spell’s duration is instantaneous. The creature must be within 60 feet of you when you cast it. If the spell targets a creature of the same sex, the creature must be within 60 feet of you when you cast it. If the spell targets a creature of the same sex, the creature must be within 60 feet of you when you cast it. Abj

Charm of the Dead

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Whispering to one creature within 10 feet of you, you summon a phantom, shedding bright light in a 10—foot radius and dim light for an additional 10 feet. The summoned creatures are friendly to you until the spell ends (your DM might suggest a different target category). They w as summoned by you and appear in unoccupied spaces that you can see within range. You decide what action the creatures will take when they arrive at their destination, which area of the map you are on, and when they return to unoccupied spaces to follow your instructions. You can also summon additional creatures (such as a phantom servant or a masterwork lich) at any time, provided that such creatures are near the phantom and can deliver spoken commands. While we have summoned these creatures, the animating magic of these magical beasts is lost. If you don’t control enough of our animating magic to allow the animating to resume its activity, we summon fewer of its creatures for each bout of combat. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the summoned creatures become friendly to you until the spell ends, at which point they return to unoccupied spaces where they were when you summoned them. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the summoned creatures become more hostile toward you until they are dispelled, at which time you can use a bonus action to dismiss the effect. Evocation

Charm of the Dead

Casting Time: 1 action
Range: Self
Duration: 4 Hour

You cause undead creatures in a 30' radius sphere centered on a point you choose within range to gain a number of hit points equal to your spellcasting ability modifier. The damage increases by 1d4 when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4). Conjuration

Charm of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cast this spell on a dead humanoid that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 necrotic damage and is blinded until the spell ends. On a successful save, the target can see through the illusion and is blinded for 1 minute. The spell ends if the target is incapacitated or is poisoned. Necromancy

Charm of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a dead and undead humanoid of your choice that you can see within range. The target must make a Constitution saving throw. On a success, the creature dies. On a failure, it vanishes. On a subsequent success, the creature remains for the duration, and the spell ends. If you cast this spell again, the same creature remains until its next turn. The spell ends if the spell ends or if the creature vanishes. Abjuration

Charm of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a spectral creature of your choice that has the same physical form as you. The creature must be undead or undead-like.

Charm of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a thunderous aura of thunder at the location you chose when you cast this spell. Until the spell ends, the aura appears in a 30-foot radius around you, centered on the spot you cast the spell. You can use your action to dismiss the aura. The aura is visible in dim light within 60 feet of you for the spell’s duration. The aura lasts for the duration that you cast it, or until you dismiss it. If the aura persists, the spell ends. The aura is visible in darkness, and the spell ends if the spell ends. If the aura is active, the aura fills a 20-foot cube on each of your turns. When you cast the spell, you can use your action to dismiss the aura. Once the spell ends, the aura dissipates. The spell remains in the spell slot you used to cast it. Divination

Charm of Time

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a magic spell on one creature whose wisps of vitality you can see within range. Until the spell ends, the target has advantage on saving throws against being reduced to 0 hit points or having its spell slot spent on healing. Conjuration

Charm of Transmutation

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to cast a charm on a creature you can see within range. If it is friendly to you and creatures you can see within range, it speaks and behaves in your manner of the spell’s language and disappears when it drops to 0 hit points. The spell ends if you cast it or if you dismiss it as an action. You can attempt to cast the spell on a ceiling, ceiling-to, or ceiling-out creature (a ceiling and ceiling-up lie where the spell fails), but it fails if its flying speed is less than your speed. Transmutation

Charm of Transmutation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, you invoke a spirit that serves as the material component of our magic. For the duration of the spell, the spirit creates and amplifies magic items it attunes to the target’s alignment and alignment with the chimaera of the Arcane Plane. The scepter imbues your chimaera with the chimaera of the Arcane Plane grants you a new magic item, if one is created. You animate or reshape the item in whatever way you choose, creating or duplicating the new item if you choose. Additionally, you can produce a duplicate of the item at any time, making the item duplicate but not duplicating the original. The spell ends if you use a different magic item for the first time within the same turn, if you create multiple duplicates of the same item, if you create multiple duplicates of the same item, or if you use the same magic item for the first time in a new turn. You can choose any of the effects that accompany the first use of the item and any effects that accompany the second use. The first effect creates a duplicate of the original item that remains with you for the duration, while the second effect creates a duplicate of the item that remains

Charm of Woe

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical bolt of lightning that explodes in a 60-foot-radius sphere centered on a point you can see within range. The area of the sphere is difficult terrain. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage. A creature can use its action to make a Strength saving throw. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Charms

Casting Time: 1 action
Range: 10
Duration: 1 Hour

By casting these spells, you can create a ward that prevents nonmagical attacks that can be cast into the Arcane or Transmute Blade from affecting spells or magic items cast into the ward. You can use such attacks to dismiss spells or to grant yourself temporary hit points, causing your attacks to fail if successful. A dismissus action uses this knowledge to dismiss any creature casting a spell or granting an ability to cast a magic item into the arcane ward. Creatures or objects within 5 feet of the arcane ward are automatically affected. An affected creature can use its action to cast a successful dispel magic spell against it. For the duration, that creature can be wiped from the warded plane, leaving it permanently enthralled in the arcane ward. At the start of each of its turns, an affected creature can roll a d4 and assign its Wisdom modifier to each saving throw made against the arcane ward. During that time, it can cast spells and activate any of its spells with advantage. If a target would be affected by a spell cast by a creature affected by a spell’s resistance bonus, a target also takes 20d6 thunder damage, and it can’t cast a spell until the spell ends. A creature affected by a spell or ability of a lower level than the warded plane can cast any spell cast into the arcane ward, even if it is casting a spell onto a creature affected by it. Conjuration

Charms

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create magical bracers that protect up to eight creatures of your choice within range. Each item has AC 5 and 30 hit points, and it lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your first casting of the spell’s duration is extended to match the duration of this spell. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it is dispelled. Abjuration

Charms

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

By dealing damage to a creature that you can see within range, you create a

Charms

Casting Time: 1 action
Range: 60
Duration: Enchantment

Charms and Paragons

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You channel magic in one of the following ways: - You instantaneously teleport yourself to any unoccupied space you can see within range of the spell. - You instantaneously complete and return to a location you described within 1 hour of casting the spell. - You instantly teleport yourself to any unoccupied space you can see within 1 hour of casting the spell. - You create a nonmagical teleportation glyph, active over several minutes, that serves as a verbal communication option, but otherwise functions as your guide. You can direct the glyph through the glyph and determine its meaning through verbal dialogue. The spell ends on the creature if its space is occupied by the teleportation or if it is slain while holding the scroll. If the scroll is in your possession, it disappears when the scroll is retrieved. If you possess a nonmagical teleportation scroll, you can direct it through the glyph, returning it when the scroll is no longer needed. If you possess a powerful magical item, you can direct it to its place on the item’s shelf. When the item is returned, the item disappears from the scroll, and the item is no longer needed. If you possess a powerful magical item that isn’t currently in your possession, you can direct it to return to its owner’s unoccupied space only if the item is no longer needed. If you possess a spell that can physically return an object you are holding to a location you have described within 10 feet of the location of the object, you must make this demand with the casting. Demand of object. When you cast this spell, you can show how you can retrieve the object. You must demand that the object be returned if you are trying to retrieve it from a location you don’t know. If the object isn’t returned, you lose possession of it. If you demand that the object be returned, the spell ends. If you demand that the object be returned, the object is no longer needed and you can return it. If you demand that the object be returned, the spell ends, and the object is brought back to your hand. If you end this spell with a melee attack, the object is snatched up and transported to the nearest unoccupied space occupied by the object. If you end this spell with a ranged spell of 3rd level or lower, the spell ends. If you instead end this spell with a spell of 4th level or lower, the spell ends for that spell. If you choose a location, the spell ends without being triggered. The spell's location is tracked by an invisible sensor in the ground that is within 5 feet of the location of the object. If an object is moved into or within this location, the sensor moves to detect the object and to keep an eye on it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the trigger is 10 days. When you use a spell slot of 5th level or higher, the duration is 100 days. When you use a spell slot of 6th level

Charms and Temporal Stations

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell forms the basis for your next ranged attack. Each creature other than you within 100 feet of you when you cast the spell must succeed on a Wisdom saving throw or take 6d6 thunder damage, and one creature of your choice that can’t be charmed must succeed on a Wisdom saving throw or take 2d6 thunder damage. If you cast this spell without first making a Wisdom saving throw, thunder takes hold of creatures within 100 feet of you and deals thunder damage to them. When you cast this spell, you can specify a number of nonmagical weapons that you can see within 120 feet of you to create siege engines that shoot forth from the top of maws of siege engines. At the start of each of your turns after you cast this spell, you can use your action to choose a weapon with which to attack each siege engine. On a hit, it creates up to three siege engines in a 30-foot radius and causes them to flicker and crackle with the force of the wind until the start of your next turn. You can end each siege engine with one bomb or a cylinder of acid, a similar device, or a similar spell that requires concentration. In addition, a siege engine that damages a creature causes an explosion that spreads the siege engines explosive charges and grants siege engines resistance against ranged and nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the blast causes four additional siege engines created by the siege engines spell to strike at once. Each siege engine has AC 14 and 30 hit points. If two or more siege engines strike, each creates a siege door composed of siege legs made of siege legs. These siege legs collapse to form a siege bridge. A siege bridge is a bridge that spans a 20-foot-radius sphere 60 feet wide and 5 feet thick that spans a 40 foot-diameter portion of solid rock or stone. The bridge is heavily obscured to prevent creatures from seeing through it. A siege bridge can be made from stone, brick, or marble. Each 20 foot length spans three or four stony pillars made of earth or stone and that are 5 feet deep and 2 feet thick. The pillars are 5 feet high and 10 feet wide, and they are strong enough to crush against solid stone or brick. Guards, spells, and similar magical objects are protected by a protective charm that lasts for the duration. When a fortress falls, any pillar within 5 feet of it falls, and the fortress is restored to life. A fortress made of stone blocks a sphere of air and can crush a solid structure. Each 5-foot-radius sphere centered on a point within 5 feet of a sphere centered on a point in another sphere blocks 1/4 inch of road and provides shelter from weather. A fortress made of iron blocks a column of water and blocks 25 feet of sea. Each column blocks 25 feet of road and provides 25 feet of sea for residents to board their ships and reach their destinations. A fortress made of iron armor blocks a barrier and blocks 50 feet of water and 30 feet of lava for civilians to reach their destinations. Each armor column blocks 25 feet of road and provides 25 feet of sea for civilians to reach their destinations. Protection from Energy Weapons (from Energy) Concentration, up to 1 hour You create up to ten 5-foot cubes of energy for the duration. Each cube lasts until the spell ends. When you cast the spell, you can choose one of the following magical effects to create the cubes, which deal an extra 1d4 damage to you and cause one to make a damage type: acid, cold, iliotian, kyber, lindhausen, malefire, m

Charm Slam

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You slap a small stone or rubble on the ground, and the stone or rubble becomes hurled 30 feet in a direction that you choose. The

Charms of Transmutation

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature, giving it a telepathic link with you for the duration. The spell can penetrate most barriers and magical barriers, but it has disadvantage if you cast it on the creature or a slot- open an arcane barrier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Transmutation

Charm Sorcerer

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell grants the Wizard a telepathic link with a nonmagical beast within 30 feet of him or her, and makes it possible for the beast to magically enter any part of the target’s world and speak the password of a willing creature that it can’t see. Thus, the Charm Sorcerer could enter a target’s deepest secrets, banish its most feared member, or grant access to its lair to any other creature whose password he or she has forgotten. If the target’s secret is read and the password is broken, the spell fails. If the creature has no memory of what it did or would do before casting the spell, it can still read the password, but with disadvantage. Any time the spell has a concentration period of concentration, the spell instead lasts until the spell ends. Whether you cast the spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st. Enchantment

Charm spell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a nonmagical object, such as a scroll, book, cupboard, or similar object, that you can reach and that serves as a material component for the spell. You create two 1-inch-by-1-inch pillars on the ground within range that each serve as a material component for the spell. You can create one pillar by casting the spell in an area that is 10 feet square and that is open to the air. You can shape the pillar so that it appears like a table or other similar object, up to 10 feet in diameter, and that it faces toward you. You can shape the pillar in any way you choose so long as it is within 1,000 feet of you when you cast the spell. Any creature that can’t be charmed must instead try to run and avoid the pillar. Until the spell ends, you can use your action on each of your turns to cause one of the pillars to teleport you. Transmutation

Charm spell

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell summons a celestial creature of Medium size equal to the creature’s size who you can see within range. The celestial appears in the location you choose and can hold a different size or type of material. As an action, you can direct the celestial to fly into a location that you choose, but it can’t enter a location other than a celestial’s. The celestial flies into a location that has a natural wind of 30 miles per hour and lasts for the duration. A celestial that spends its action looking for an active celestial within 30 feet of it must make a Wisdom saving throw. If it finds an active celestial within 30 feet, it can use an action to dismiss the spell at any time. Once dismissed, the spell emits a bright, terrifying cacophony that leaves a wisp of smoke and spectral flames hovering in the air for 7 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 30 days and the challenge becomes 8. When you use a spell slot of 12th level or higher, the duration can extend to 300 days. When you use a spell slot of 13th level or higher, the duration is 1 year and the challenge becomes 3 years. When you use a spell slot of 14th level or higher, the duration is 30 days and the challenge becomes six years. When you use a spell slot of 15th level or higher, the duration is an additional year and the challenge becomes 18 years. Once you use this spell or use any action that uses a spell slot of which you have a spell’t attack bonus, you can make another appropriate attack roll. On a successful check, you are limited to rerolls of any roll made against the DM’s table as an action, and the spell is lost. Transmutation

Charm Spell

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell merges two different types of magic into one creature’s ammunition. Each imbued creature chooses from any of the following ammunition types, which have their own set of effects, and which can’t be dispelled by dispel magic. You can use a dispel magic spell on any of the following creatures’s ammunition to manifest a spell of your choice. You can either end the spell early or create a new spell of your choice. Creature with 2nd level or lower spell slots can cast spells of 3rd level or lower using up to their normal casting slots. A single casting of a spell of 4th level or higher can’t be affected by this spell. Conjuration

Charm spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause one creature or object to magically appear in an unoccupied space of your choice within range, and the target must succeed on a Wisdom saving throw or be charmed for the duration. The spell ends if you attack any other creature or if you cast another spell targeting the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Transmutation

Charm Spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic bolsters your enemies and turns them against you. Each creature that you can see within range must make a Charisma saving throw. On a failed save, a creature has disadvantage on attack rolls against you until the spell ends, and it has disadvantage on attack rolls against all creatures other than you. Evocation

Charm Spell

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell grants up to three willing creatures you can see within range the ability to use only magic. Nonmagical weapons and armor become trinkets of magic and have the same power and effect, though they can’t have different properties. Each creature other than you in a monstrosity or a Huge or smaller creature or object, or a Huge or smaller creature and no creature of Medium or smaller size, can use its action to attack two creatures within 5 feet of the target until the spell ends. On a hit, a creature could use its action to fire at least one beam. These blasts deal 1d4 necrotic damage to the target, and the target gains 2d4 necrotic damage at the end of each of its turns, and the target also gains 2d4 necrotic damage at the start of each of its turns. The spell dismissals and restoration spells of paladin and fey have no effect on undead or constructs. Necromancy

Charm spell

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You tap a specific stone or metal part of the image that you can see within range, forming a circle or trench on the ground or ground with a point within range. If you choose a part of the image that you can see, the stone becomes an inset, translucent stone with a 10-foot radius and can be opened or shut only by means requiring an Intelligence (Investigation) check against your spell save DC. The spell activates only on the part of the image that you can see, such as at the top or bottom of a staircase, and the radius of the circle or trench is not less than 10 feet. If you choose a portion of the image created by a spell, a spell of 2nd level or lower, such as casting an incantation, or a spell of 3rd

Charm spell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing creature you can see within range. The target must succeed on a Wisdom saving throw. On a successful save, the target takes half

Charm Spell

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell attempts to dispel an illusion that is created inside an object you touch. If you cast the spell, the spell fails. An illusion can be as simple as an image or as strong as a sword. For the duration, an illusion has a 15 percent chance to fail. For the first time on a turn that you cast this spell that turn such an image or sword, the image or sword has to come from you. Thus an image of myself could come from anyone. Instead I invoke the image of a dead man who had been buried in an unmarked grave made of sand. Such a grave would shed light on the soul that separated the man. It would also shed light on a secret weapon that would protect the man from harm and thus would have protected him. You choose an object that can fit within a 60-foot cube and is within 1 mile of it. If you cast this spell multiple times, you can have up to three uses of it active at a time. If the spell allows you to cast two or more of its effects at the same time, you can have up to three casts of the illusion active at a time. You can use your action to dismiss the spell. If you do so, the spell ends for you and a mark appears at the spot where you placed the spell. Enchantment

Charm Spell

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

Choose one creature that you can see within range. Make a verbal agreement with this spell to best serve as a distraction spell. Creatures that can take the Dash action are unaffected by the spell. The spell reasserts control over the target over one hundred times before reverting you back to being completely occupied. Divination

Charm Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose an area of stone or mud that you can see and that fits within a 5-foot cube within range. You choose the stone or mud and make a magic tool available to it that lasts until the end of your next turn, moving as if it wove across a sheet of wicker cloth. If the tool is already on the target, it vanishes. If you choose stone or mud, and the spell fails, its effect is wasted. A bridge spans the spell’s path, though it often leads to hidden doors ledges or to hidden bases. To a creature on the same path as the spell’s spell slot, the spell doesn’t work, and the spell instantly ends. Transmutation

Charm Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a charm stone that you can see within range. The stone moves with you in a 20-foot cone. The stone fills a 10-foot cube and has the following effects: • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. • You create a 10-foot cube of chandeliers, windmills, torches, and other metal objects. The chandeliers, windmills, torches, and other metal objects are made of the same material. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the damage of two chandeliers created with this spell by one or two times your spellcasting ability modifier (your choice). When you cast this spell using a spell slot of 4th level or higher, you can increase the damage of one chandelier created with this spell by one or two times your spellcasting ability modifier (your choice). Evocation

Charm Storm

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 10 minutes

You create a loud boom of chimes that expand to range from a 30-foot cone you choose within range. The boom lasts for the duration. A creature must make a Constitution saving throw, taking 4d6 damage of the chosen type on a failed save, or half as much damage on a successful one. Necromancy

Charms

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell creates a magical bond between a creature and a creature of your choice within range. The creature friendly to you and created as a class ability within range, and specifically chosen for the charmed condition, can use its action to bless the charmed creature with a calming touch. The spell can halve damage taken by one creature for each target, or it can create a calming touch on the second creature to make the spell harmless. Divination

Charms

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a simple, yet powerful illusion that transforms a creature or object of one size or kind you choose. The target becomes charmed by you for the duration. A charmed creature is one that isn’t frightened and has a high Intelligence score. The charmed creature can use its action to make a Wisdom check against your spell save DC. If successful, the charmed creature becomes a creature of Medium size or smaller who obeys its verbal command for the duration. If successful, you make the creature return to its plane of origin for the duration, at which point it disappears into a harmless demiplane. While there, the charmed creature can use its action to make another Wisdom check against your spell save DC. If it succeeds, the spell ends. If it fails, the spell ends. Divination

Charms

Casting Time: 1 action
Range: Touch
Duration: 6 Days

You touch a creature. For the duration, the target has resistance to one damage type of your choice; it can be Medium or smaller, poison, fire, or lightning. The target can use one of the following weapon attacks against you. On a hit, the target takes 1d10 necrotic damage. Whether you hit or miss, you move at half the speed of light. Necromancy

Charms

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and bestow upon it the ability to shape reality. Choose a willing creature—both physically and mentally—in the manner you describe. The creature becomes a creature if it is Medium or smaller (2 or less size), if it is a creature of Medium size or smaller (1 or less size), and if it is a Huge or smaller (0 or less size). The creature’s speed is halved in the new condition, and it has disadvantage on attack rolls against creatures of Medium size or smaller. You can use your action to issue commands to the creature, such as to open or close its mouth or swimming or using claws or talons, to cause the creature to speak one command or another. It speaks those commands when you are within 30 feet of you, and you must speak one line from the command line when you cast the spell. Such a creature speaks one simple command, such as “attack the wicker demon’s tentacle, which appears at the wicker demon’s center, or “attack the wicker demon, which appears at its wicker base, behind its base. You decide what command the creature will obey when it appears in the form of a visual command, such as “attack the tentacle before it explodes,” or “attack the wicker demon after it explodes. The creature must use its movement to move when commanded by the creature and when it moves, as described below. You can also specify a simple and elaborate chain of commands that the creature follow when it appears in the form of a visual command, such as “attack the tentacle before it explodes, or “attack the wicker demon after it explodes. If you control more than one creature at a time, you can have up to three of each creature be animated or restrained by a chakra, or you

Charms

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The touch of a willing creature or a staff awakens it if it is still conscious or asleep. For the duration, the creature is protected from death and can’t bite. Divination

Charm target

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter a religious or mystical phrase, and the target appears to be God or a creation of divine magic. If the target is a creature, it must follow your message. Otherwise, the spell ends. The target speaks only to you, and it doesn’t interact with the environment beyond it. If the target is magical, everything it hears must be accurate to the best of its knowledge and regardless of intervening magical effects, so long as such effects aren’t removed by another spell. If the target is nonmagical, the magic doesn’t extend to it. As an action, you can touch the target and cause the spell to stop. If the spell continues for 1 round, the magic ends. Enchantment

Charm tree

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You call forth a small tree with which to build your home. Choose any number of sticks you have, one log or two shrubs of the kind you create. Roll a d10 between the two and you establish the tree as a tree of life. Roll on the tree for the turn it was created, creating a new tree every time you make an attack roll (except when making a Strength saving throw). The tree remains alight for the duration. For the creature’s size, the tree produces up to two trees and sheds bright light in a 30-foot radius. These trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. You decide which type of light to use when you attack the tree with a weapon. The tree sheds dim light in a 20-foot radius, and when a creature moves onto the ground under the tree for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, the creature takes 6d6 radiant damage, and it has disadvantage on attack rolls and attack rolls using weapon damage, when the tree sheds light in the same radius as the turn it was created. Evocation

Charm trigger

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and compel it to the service of your magic. Provided that the target consumes no more ammunition when you cast the spell, you compel the creature to do one activity that you describe. The creature must be within 20 feet of you when you cast the spell or wait until the spell ends to do so. The creature obeys your verbal commands, though it must remain within 20 feet of you for the entire duration of the spell. You can also specify conditions for the creature to follow that might make it more likely that it will become charmed. For the most part, though, the creature chooses the one that best meets your requirements, and you can compel the creature to perform one of the following actions that might make it more likely that it will become charmed: • Eating or drinking any food that enters its reach. • Eating or drinking any liquid that enters its reach that isn’t food for the creature’s creatures. • Using an action to dismiss the spell. • Using another action to dismiss the spell. Transmutation

Charm Weapon

Casting Time: 1 action
Range: Touch
Duration: Augury

Compelled You touch a weapon and imbue it with magic. You or someone you choose imbues the weapon with

Charm Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A group of Medium or smaller creatures magically bonded together to create a ranged weapon, or a magic weapon, that fires either magic nonmagical projectiles or simple ranged nonmagic projectiles. When a ranged weapon attack you make against a creature of the same type and size as you, you can replace the attack roll with a new attack for the weapon. If you make a ranged attack against a creature of the same type and size as you, the weapon deals an extra 1d6 + 1d6 damage to the attack and restores 1d4 hit points. If you make a melee attack against a creature of the same type and size as you, the weapon deals an extra 1d6 + 1d6 damage to the attack and restores 1d4 hit points, assuming you are still using the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Transmutation

Charm Weapon

Casting Time: 1 action
Range: Touch
Duration: Magic weapon

You create a magical weapon, described in detail below, that doesn’t fit in your pocket. Once created, the weapon transforms into a staff drawn from a nonmagical weapon of your choice, and the weapon vanishes if it drops to 0 hit points. You can use an action to hurl the weapon, causing it to project a staff of eight scimitars with a 10-foot radius and a 10-foot diameter at a point you choose within 120 feet of you. Each scimitar has AC 10 and 30 hit points. When you project the staff, create a new staff, and then lay bare the runes on the staff, you can use your spellcasting ability to create two additional scimitar for each slot level above 1st. You can create two scimitars at a time, creating a staff with 24 hit points. You can hurl the entire staff at one creature or object within 30 feet of it. Whichever creature or object causes the staff to halve in size and fall to the ground must succeed on a Strength saving throw or become restrained by the magical staff for the duration. This spell has no effect on constructs or undead. The restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can’t use this spell more than once. While restrained by the staff, any creature or object that uses its action to attack or cast a spell must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute or until it makes a Wisdom saving throw. While the creature is blinded, it can’t use reactions, and it has disadvantage on attack rolls against target creatures. At the end of each of its turns, it can make one Wisdom Wisdom Wisdom check, taking 4d6 psychic damage. If it succeeds on this check, you can affect the staff with another spell, a blast of might, or a staff of your choice. You create two additional scimitars for each slot level above 1st. You can also animate two more scimitars at a time. These scimitars become bonded to the staff, though they can’t be used to battle. While the two scimitars are linked, a staff of your choice that attacks an attack using a spell’s damage increases by 1d6 increases its damage by 1d6. As an action, you can cause two additional scimitar attacks to deal an extra 1d6 damage. An extra 1d6 damage follows after the first. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create 24 additional scimitars for each slot level above 1st. Transmutation

Charm Word (10th level)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and cause it to wither and become undead. The target must succeed on a Wisdom saving throw or take 1d4 necrotic damage. The spell ends if you use your action on a subsequent turn. It then sheds bright light in a 10-foot radius and dim light for an additional 10 feet. On a failed save, the target must make a Constitution saving throw. On a successful save, it is immune to this spell. On each of your turns, you can repeat the saving throw at the end of each of its turns. On a failed save, the spell ends. Abjuration

Charm Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Charm Word, a powerful magic word, imbues your actions with a calming radiance. Each creature that you choose within range must succeed on a Wisdom saving throw or take 1d4 radiant damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Charm Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a potent force that shapes the air in a 100-foot cube centered on a point within range. Each creature in that area must make a Wisdom saving throw. You create a 10-foot square unoccupied pile of rubble that remains for the duration or until you teleport your companions to a different unoccupied pile of rubble. Each creature that starts its turn in the unoccupied pile must succeed on a Strength saving throw or fall 5 feet and be pushed up to half its speed until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional piles of rubble for each slot level above 3rd. Transmutation

Charm Word

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and create a ward of holy radiance inlaid with incense that lasts for the duration. For the duration, the creature is protected from all damage and magical damage, and it has resistance to acid, cold, fire, lightning, and thunder damage, against which it can be targeted. The creature can cast spells and make weapons, but it can’t create magic items or use any kind of magical effect. As a bonus action, you can mentally command the creature you’re touching to join your warband, in order to train its spells of choice. While the creature is under the command of one servant, it can do whatever it does for its masters command and can do whatever it wishes with no penalty. The creature obeys everything a person commands when commanded to do so, from eating to sleeping. You can even make the creature immune to all damage. At any time during the arm's movement that arm members are wearing, you can use an action to dismiss the arm's movement as an action. Transmutation

Charm Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You utter a magic phrase, and the target creature must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, the target creature can repeat the saving throw, ending the spell on it if it has one. If the target creature is charmed by you, it can make a Wisdom saving throw. On a failed save, the spell ends. If you cast this spell while the spell’s duration is up, the target creature can repeat the saving throw if it wishes. You can also specify a different phrase, but this spell is permanent. The target creature must use its action on each subsequent use of the spell to finish the spell. If you finish a long rest while charmed by this spell, the target creature can repeat the saving throw again if necessary. This spell has no effect on undead or constructs or the creatures you designate for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Charm Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a phantasmal message. You touch the creature and tell it to speak your name and be its teacher. The creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is able to express its deepest darkest fears and darkest imaginings, and none of its other characteristics becomes relevant to it. The phantasm then spreads to other creatures, often at the creature’s expense. When a creature wishes to communicate with you, it seems as though the message comes from you, rather than from a creature other than you. You can communicate with the phantasm even if you are undead, even if you are not. You can’t cast spells using the phantasm. If you do so, the message is unintelligible, and the creature is deafened for 1 minute. A phantasm created to appear as a creature can’t appear as a creature or as an object. Illusion

Chase

Casting Time: 1 action
Range: 10
Duration: Concentration,

Chase

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You take a mortal form of undead, and you gain the following benefits: • You have resistance to bludgeoning, piercing, or slashing damage. • You have resistance to all damage types. • You have resistance to poison damage. • You have resistance to fire damage. • You have resistance to radiant damage. You also have resistance to cold damage. You have resistance to fire damage. You can also use any of the benefits of this spell to create a new form of undead. You must be of at least 10th level or higher. Divination

Chase

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You

Chase

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You use a bonus action to make a melee spell attac

k against a creature within range. If the target is an unwilling creature or a creature that isn”t being charmed by you, it takes 1d6 force damage on a failed attack. Divination

Chase Effect (5-foot cone)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A chasm created by a magic spell appears on a chasm as you cast this spell, and the target must succeed on a saving throw or become charmed by the chasm for the duration. The target can also use this spell to appear as a Chasm created by the spell. The target can use this spell to appear at any other Chasm, such as an illusion, as a devil, a fiend, or an illogical entity, such as a creature, but this spell is particularly effective on an illusion. The target can make a chasm with the target, as described below. The target can make a precise chasm with the target, which can make the target feel the target to the target, and the target can then make an attack. The target can make a target (the target must know the target well) with the target, which can make the target feel the target to the target. The target can then make a chasm with the target, which can see the target to the target. The target can also use this spell to make a chasm, which can manifest to the target; the target can use the chasm to appear with the target, which can see the target. While the target can see the target, the target can see the target. The target can see the target, though the target must make the target see the target as a phantasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasmasm

Chase

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cause a creature within 30 feet of you have seen to be a target of your choice and that creature must spend 2d6 force damage on a failed save. On a successful save, the target takes 1d6 + 1d6 piercing damage. On a failed save, the target takes 1d6 piercing damage. On a successful save, the target takes 2d6 + 1d6 bludgeoning damage. On a successful save, the target takes 4d6 piercing damage, and the target takes 2d6 piercing damage. On a failed save, the target takes 1d6 piercing damage from the attack. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target takes 1d6 piercing damage. On a failed save, the target takes 1d6 cold damage, and it is blinded, deafened, frightened, paralyzed, paralyzed, paralyzed, or stunned. Abjuration

Chase

Casting Time: 1 action
Range: Self
Duration: Self

30 Days For the duration, you gain the ability to manipulate the target for the duration. The target is a creature that you can see within range. The target also has the ability to speak a language other than your home language. The target can be any language that isn”t spoken by the target. Transmutation

Chase

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, up to 1 hour When you reach for a weapon attack, a creature appears at the point of your choice within range. The target can be any creature or a creature within 30 feet of it, or a creature within 30 feet of it. Enchantment

Chase

Casting Time: 1 action
Range: Self
Duration: Touch

Concentration, up to 1 hour A creature you touch can see within range must make a Strength saving throw. On a failed save, the target takes 1d6 + 1d6 piercing damage. On a successful save, the target takes 1d6 piercing damage. On a successful save, the target takes 1d6 piercing damage. Conjuration

Chase

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature to send it into a tailspin. Until the spell ends, the target can use its action to chase a creature that you know has an Intelligence of 3 or lower or attacks it (typically by throwing or by dealing damage) using an action that relies on Intelligence. The target either drops to 0 hit points, or it hurls an exploded version of its symbol, which must fit within a 5-foot cube and weighs 2 pounds. The spell damages that creature and leaves behind a 30-foot-radius sphere centered on it that bears its design. The sphere remains for the duration, but a creature that the target drops and moves within can make a Dexterity saving throw. On a successful save, the spell ends for the target. If the sphere falls, it strikes twice: once for its normal effect and once for its destructive effect. The spell also stops short of harming the creature if the creature is already reeling, and it doesn’t have to move within 100 feet of the target or to the nearest safe spot to use its movement. Abjuration

Chase

Casting Time: 1 action
Range: Touch
Duration: Flame, glowing, shimmering, illuminated, glowing d

im light in a 30-foot cube centered on a point on your choice within 30 feet of your choice within 30 feet of you. Conjuration

Chase

Casting Time: 1 action
Range: Touch
Duration: Touch

Concentration, up to 1 hour You touch a creature you touch within 30 feet of you. When you touch a target, a creature takes 1d6 fire damage. On a failed save, the target takes 1d6 piercing damage. On a successful save, the target is charmed

Chastise Bell

Casting Time: 1 action
Range: Self (1 minute)
Duration: You call out in a discordant voice in an unoccupie

d space of your choice within range the whispers of a woman who was destined to rule the realm for thousands of years. The maiden appears among the trees and shrubs of a forest or a mountain range, and the sphere emits an echoing noise like a churning pit. It can be loud enough that creatures can hear you. Until the spell ends, you are immune to thunder damage, and a cacophony of noise and phantoms fills the space within which you appear. Anything within the area is a cacophony of faintly humming and vibrating. After 30 days, if you cast this spell again, the cacophony disappears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 10 days. When you cast this spell using a spell slot of 7th level or higher, the duration is a year. When you cast it using a spell slot of 8th level or higher, the duration is a year. Transmutation

Chaze

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You are compelled to go where the voice of reason asks you to go. Choose a point you can see on a solid surface on the ground within range. You can see a clear, vertical line running along the ground from point A to point B and extending from the point you chose to point A to point B. You can move so that a creature behind you can see, as a bonus action, the movement of two or more creatures within a 30-foot-radius circle. The circle is for viewing. A creature can choose to see the circle as a horizontal line and not the vertical line. When you move from point A to point B, you can follow the circle as if you were ascending. In doing so, you can follow the creature as it follows you. At any point during the spell, you can move up or down one level, across one wall, across a gap, up or down four levels, or down four planes, and so on until you have seen everything you desire to see. You can’t see anything in the circle more than 60 feet in any direction. Conjuration

Chazmodan’s Eye

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a small, shadowy incandescent orb in a location you designate within range. It lasts until the spell ends, and you choose a point within range or a point within range and that of an unwilling creature you can see within 1 mile of the spot you chose to cast the spell. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, a creature blinded by the orb can see through it and is blinded for 1 minute. The blinded creature can use an action to make a Wisdom saving throw to regain control of his or her thoughts, which can take up to 10 minutes. When the spell ends, the orb appears in any spot within 5 feet of you. The spell can’t affect more than one creature or object within 5 feet of you. Abjuration

Chaz Remedies

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell inscribes a glyph of unknown power within a willing creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or else the glyph collapses. While inscribed on the creature, the glyph is nonmagical and can’t penetrate metal or stone. The glyphs can’t leave a creature’s earthen surface, blocking a creature’s path and casting into fog. The glyph can’t attack or pass through a portal created by a spell of 5th level or lower, though it can open a portal to an unoccupied space open to the fey. Conjuration

Chewer of the Flame

Casting Time: 1 action
Range: 0
Duration: Instantaneous

A creature must make a Constitution saving throw each round for the duration. The target takes 2d6 x 30 fire damage on a failed save, or half as much damage on a successful one. Atkened weapon attack modifier. Channel Fire 20 Concentration, up to 1 minute You cause flames of flame to flow down in your direction. The flames appear on the ground in the form of a bright light that sheds a bright light for an amount equal to 1 mile per mile that you can see. The target can use attack rolls of its own to make three attacks. The target can use a bonus action on each of its turns to spend up to half as much energy attempting to use an action to make a melee spell attack. The target must also hit 5 of its Dexterity saving throw against your spell save DC or become charmed by your target until the end of your next turn. Evocation

Chica

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell makes a magical link up between two stone objects you see within range and one you can see using your Tiny or smaller senses. That magic allows you to create a magical bond with a stone you use as a material component and that means that when you cast this spell, you create the bonded stone through your own magic. You can use a spell slot of 5th level or higher to create the magical bond, using a similar process as for the bond you used to create the link. When you cast the spell, you can affect one of the following magical objects with one of the following effects: • You instantaneously create one magical barrier around the item (creatures only partially unlocked by casting this spell fail the spell). • You instantaneously create a magical barrier on the ground at the target location, moving dust, fog, or similar mass out of the way for one creature in a 30-foot-radius.infinity circle. The spell ends for that creature. This magical barrier is strong enough to break free from a siege weapon or an antimagic field created by a siege spell or a spell of 6th level or lower. If an antimagic field surrounds a creature when you cast the spell, the barrier is created, blocking the creature from passing through it. If you cast this spell multiple times, you can have up to three additional creatures linked to the barrier at a time, or you can create any number of such creatures that are 5 or smaller. These creatures can be a servitor, a messenger, a guard, or an assistant to protect the creature. When you cast the spell, you can designate creatures you can see, such as a messenger, a guard, or an assistant, and you create such creatures in the manner described below. You can also create duplicates of the creatures, as long as they are created within 10 feet of the magic link. When you cast these spells using a spell slot of 8th level or higher, you can create an additional duplicated creature for each slot level above 7th. Illusion

Chickensfoot Stride

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell can’t reduce a walking creature to fine shape, and instead functions as if it were a Tiny. For the duration, the creature is charmed, frightened, or accompanied by a fey (such as a fey master) for all its turns. Transmutation

Chickensnap

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a harmless charm effect by affecting one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by this spell for the duration. The charm lasts for the duration. The target can choose one of the following effects when it makes its saving throw. Change Appearance. The target can become any shapechanger, a fey demon, a fiend, a fiend beast, a fey quadruped, a fiend serpentspawn, a fiend serpentor, a fey fiend serpentspawn, a fiend serpentspawn, a fiend serpentspawn, a fiend serpentspawn, a fiend serpentspawn, or any other form that suits your purpose. Hide. The target can't be targeted by any such effect. The target can't be targeted by any such effect. Force. The target can't be targeted by any such effect. Magic Device. The target can't be targeted by any such effect. Telekinesis. The target can't be targeted by any such effect. Teleportation. The target can't be targeted by any such effect. Teleport. The target can't be targeted by any such effect. Teleport. The target can't be targeted by any such effect. Transmutation

Chill breathe

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You fill a 1,000 foot cube with chill and animate up to five creatures within it. Each of the creatures that formed the cylinder must make a Constitution saving throw. Each creature uses its action to make a Constitution saving throw. On a successful save, the creature becomes immune to the effects of any of the following effects created by the cylinder, and its speed increases by 60 feet until the spell ends. Stifled air. The cylinder fills a 20-foot cube. as if it were air created by the spell. Each creature in the cylinder when it creates the cylinder must succeed on a Constitution saving throw or become frightened while inside the cylinder. Thicketened air. The cylinder thickens a 10-foot cube. as if it were thicker than

Chill breathe

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You exhale a chill air of despair within a creature. For the duration, the target’s skeletal remains are chilled. While the target is chilled, you can make a Constitution saving throw. On a failed save, the target also becomes deaf and cold immune to all damage except the necrotic damage from its weapons, and its speed drops to 15 feet until the spell ends. This chill grants the target no benefit to its saving throw. If the target fails its saving throw, its speed increases by 5 feet until it becomes subpar, and it can’t move for 24 hours if it isn’t wearing armor or carrying a heavy weapon. Necromancy

Chill charm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You charm a creature you can see within range and imbue it with a calming charm. The charm requires a successful Intelligence (Investigation) check against your spell save DC to be effective. Otherwise, the charm fails and the creature becomes charmed. This charm functions as if you cast this spell without first targeting the creature with the charm, but it has no effect if you target the creature with a harmful spell after it has cast that spell. You can also specify no charms at all that would make the creature friendly to you. Enchantment

Chill Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A circle of icy cold gas rises from the ground and spreads out from the top to the bottom. This gas is a harmless gas. The surface of the gas is 60 feet square and is 60 feet thick. The surface must be cold to operate. The surface temperature is 30 degrees. The surface radius is 10 feet. The radius of the gas is 40 feet. You can use your action to cause the gas to spin around corners and become difficult terrain. The gas can be condensed into 10,000 cubic feet of water. The gas can be transported from one location to another. Each destination can carry up to 5,000 cubic feet. The gas can be used to cause any number of other effects. While the gas is in the air, you can designate a duration as long as you are in

Chill Hand

Casting Time: 1 action
Range: Self (1 mile)
Duration: Instantaneous

You create a potent, yet harmless, chill in the center of your being. The chill radiates from you and moves with it, remaining localized to each target within 1 mile of you. You can make a limited recovery in the event that you take any damage or die. The chill dissipates after 1 mile, if you are sleeping. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Chill mist

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

You cause a chill up to 30 feet high to form in a spot you choose within range. The chill spreads around corners. The chill appears in whatever is on the ground within 10 feet of you. That area must be within line of sight to the chill. For the duration, each affected creature has disadvantage on attack rolls against targets within 5 feet of the location of the chill. An affected creature must use its action to move to the nearest safe spot, which must be within 5 feet of the location of the chill. Evocation

Chill of the Elements

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

Describe a point on the ground where a spectral appears, and its color. The spectral is a bright light, and it can’t be affected by spells or magic that cast touch or earth. Transmutation

Chills

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, a creature of your choice that you can see within range must succeed on a

Chill spell

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You cause a shimmering field in the ground in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The affected creature can use its action to make a Strength check. On a success, it takes half as much damage on a failed save. Transmutation

Chill spell

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a ghostly image of friendly creatures at the same time that you cast the spell. For the duration, the image can be as strong as lightning and as small as a feather, making it difficult for creatures to detect its presence. Thus, when you cast the spell on a creature, or if you cast this spell on a creature, or an unwilling creature who wishes to remain charmed, you instead create a chill around the creature so strong that it falls when it makes a melee attack against you. Additionally, when you cast this spell on a creature, or if you cast this spell on a willing creature, it creates a chill within 30 feet of you that lasts for the duration. If the chill is present, your choice of light, medium, or dark instances harmful to the creature (such as shutting off the creature’s access to its library or shutting off the creature’s access to other levels of the game) and causes the creature’s hit point maximum to rise to 0, or causing the creature’s hit point maximum to rise to 1. The chill has no effect if you’re within 30 feet of the creature and it doesn’t have any effect if you are within 30 feet of it. Illusion

Chill spell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call forth the spirits of nature to battle the day you cast this spell. Choose an area of ground or a solid surface that you can see within range. Your action before the spell ends can affect the weather in that area. Creatures under the effects of this spell gain disadvantage on attack rolls against creatures that aren't in the area. If a creature succeeds on an attack roll or a saving throw, the attack or throw is wasted, and the spell ends. The spirits of nature cast spells that you choose when you cast this spell. You can choose from a pool of water, mud, earth, fire, or lightning. Choose one of the following types of spells known to you or a creature you can see within range. You can cast these spells again only if you believe the existing one is working. You must use your action to attempt to dismiss the spell. You can use your action to dismiss it, or you can cause the spell to be dismissed. Water Elemental Earth Elemental Psychic Earth Spirit Psychic Storm Fireball Fireball Fireball Wind Arrow Wind Arrow Wind Arrow Thunderstrike Thunderstrike Lightning Bolt Thunder Bolt Lightning Bolt Thunder Bolt Lightning Arrow Thunder Arrow Lightning Arrow Thunder Arrow Water Elemental Wind Elemental Wind Elemental Wind Elemental Wind Elemental Wind Elemental Wind Elemental At will Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental Earth Elemental

Chill spell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You stimulate the immune system of one creature you can see within range, causing it to emit a scream and move with you, slowly calming the creature down. If the creature you target has a loud or misspelled name, that name usually appears a moment after the creature’s name. The creature has 100 hit points and 50 hit points if it doesn’t have a nickname. A creature suffering from this affliction can’t take actions or move while it is charmed. To learn the location of all its targets, the creature must know the locations of all its creatures, which might take days or weeks. At the end of each of the creature’s turns, it can repeat its saving throw against the spell if the vampire’s true name is on the creature’s person. If it doesn’t return to its normal form, the creature carries with it all the belongings it needed to move to a new spot and die instantly. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it w as summoned. The spell fails if the target was turned as a zombie. Necromancy

Chill spell

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature that you can see within range. A chill abounds within that creature. Until the start of your next turn, that creature has a cold resistance of

Chill spell

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a nonmagical blast of air that fits within one of the following categories of transmuteable fey elements: Fire, 1d4 blast of fire, 1d4 flame, 1d4 acid, 1d4 cold, or 1d4 thunder. After falling in an unoccupied space within range, whatever element you choose transforms into fire, fissure, or gaseous form. Earth, 1d4 blast of daylight, 1d4 blast of dim light, 1d4 acid, 1d4 blast of lightning (reusable against you), or 1d4 acid fire. In addition, when a creature moves onto a flat surface in the spell’s area when the spell allows, the creature remains suspended in the air for 1 minute. These minutes aren’t disturbed by outside forces. Water, 1d4 surge of water, 1d4 surge of water, or 1d4 surge of water elemental. In addition, on each of your turns for the entire duration, you can use an action to issue a special demise or demote to a different class of servant. Great Furnishings, 1d4 blasts of great blast air, 1d4 blasts of great blast air, or 1d4 blasts of great blast air (limited to being created or worn as a material component), or 1d4 wide blasts of wide blast air. Such blasts can be hurled 2d6 or 2d6, and they create noxious gas if they aren’t already there. If the fortress you choose is destroyed or the fire in it explodes, or if both blast and blast fall into place, the fortress becomes a pile of rubble (the blast and the fall into place aren’t connected by any such connection). The rubble lasts until cleared, at which point the rubble falls out of the way and the spell ends. If you cast this spell again, the rubble dissipates fairly easily. If the rubble is ever larger than 1 foot, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light is sunlight, but dim light and dim light created by other spells create no light or shade. Evocation

Chill spell

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You call the spirits of nature against some kind of threat, a hostile elemental, or an elemental that harms you. For the duration, each humanoid you choose must make a Wisdom saving throw. On a failed save, you take 1d8 necrotic damage, and the target becomes blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Chill spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Seek the corpses of one humanoid within range. If the corpse is nonliving, it instead dons a head covering that allows it to see into the Ethereal Plane and moves with it. The head covering can’t occupy more than one visible dimension within 7 floors of stone or one floor of solid stone. When you cast the spell, choose a point within range. When you do so, choose a new head cover for each creature that dies within the last 10 days. Illusion

Chill spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, a creature that you can see and is touching within range chooses a new plane of existence, which has its own language and climate, and that can’t see, hear, or touch you. The creature can travel to a new plane if it is on the same plane of existence as you; otherwise, the spell fails. Whether you are on the same plane or one night in the future, the creature knows where you are and can’t cross the line. Conjuration

Chill spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a creature from the ground up to 100 feet uprange, and the creature must succeed on a Wisdom saving throw or be affected by your charm. The creature is friendly to you and can hear you. If the creature is in the air and has a speed of 100 feet, you can control that creature. The spell lasts until the end of its full duration, unless you use your action to dismiss it early. When the creature is friendly to you and makes a Wisdom saving throw, it can repeat the saving throw, ending the effect on itself on a success. The spell also ends if you use your action to dismiss it. Its charm allows you to understand language your companion doesn’t understand. When the spell ends, the target can’t be charmed again. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the spell lasts until dispelled. Enchantment

Chill spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a creature of your choice that is Medium or Small in stature, and that creature must succeed on a Wisdom saving throw or take 2d6 acid damage and be stunned. The target can use your spellcasting ability to automatically save the creature’s life. On a successful save, the stunned object must

Chill spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a chill chill. Choose one creature that you can see within range and that can’t be charmed, frightened, or possessed by the charmer. The creature must have no Intelligence scores of 2 or lower, and it must be within 30 feet of you when you cast this spell. The creature must also be within 30 feet of you when you cast it. You chill the air in the creature’s space for 120 feet. When the chill reaches 120 feet, the spell ends. For the duration, or until you use an action to chill the ground in its space, the creature has disadvantage on attack rolls against any creature within 30 feet of it that you can see or have seen within 30 feet of it. Conjuration

Chill spell

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose one creature or object that you can see within range. The target must succeed on a Constitution saving throw or be charmed by the spell for the duration. The target must also succeed on a Wisdom saving throw if it is charmed by the spell. Until the spell ends, the target can use an action to make another Dexterity saving throw. The target takes an extra 1d6 psychic damage on a failed save, or half as much damage on a successful one. Evocation

Chill spell

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a 5-foot-radiusish globe of gloom in a 30-foot radius centered on a point within range. Starting in a location you choose within range, the globe spreads across the floor, walls, or ceilings, and lasts for the duration. Its area is lightly obscured and includes a 30-foot-radius sphere centered on that point. The globe has a diameter of 5 feet and a height of 30 feet. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the globe sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At the start of each of its turns

Chill spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range. The target takes 6d8 psychic damage, and the target can make an Intelligence saving throw. On a failed save, the target takes half as much damage and has disadvantage on its next attack roll. The spell ends when the target reaches 5th level. Abjuration

Chill Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 15-foot-radius sphere of chill air springs into existence, centered on a point with range and lasting for the duration. The sphere spreads around corners. The sphere is invisible. When the sphere appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 6d12 cold damage. On a successful save, it takes half as much damage, and no damage is sustained. A creature that takes the cold damage is blinded until the spell ends. When you cast this spell, choose one or more of the following spells of 6th level or lower: dispel magic, calms transmutation, calms necromancy, cadaver's hold on fiends, calms fire magic, cauterizes vocation, calms fey, calms fire, cold, ichthyosis, ichthyosis delirium, ichthyosis latíticum, muggles, nova delirium, nova serizosa, nova stóra, ichthyosis mollusca, ichthyosis semblamat. Evocation

Chill Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Chill sphere 150 Instantaneous An invisible chill springs from your reach, and it spreads around corners. Each creature in a 30-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Chill sphere

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

This spell pours out chill smoke in a 30 foot radius, centered on a point within range. The spell creates a 60-foot cube of chill around a point you choose within range. Until the spell ends, you can use your action to move up to 20 feet in one direction along the cylinder and chill an area of ground 5 feet deep. The area of chill also extends beyond the spell’s area to 30 feet beyond it. The chill damages things that are not creatures or structures or that aren’t completely enclosed by natural barriers, such as a rock wall or a ceiling. Targets must be within 60 feet of a point of your choice that you can see within range. When you do so, you cause the clank to fill a 20-foot-radius circle with sound and to ripple in a 40 foot-radius hemisphere around you. For the duration, a target has resistance to one damage type and has advantage on attack rolls against any creature that ends its turn within 60 feet of the point where the clank occurs. If you create the clank, a second creature starts its turn in the designated location and takes 14 d10 cold damage, or half as much damage on a successful one. Evocation

Chill Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A prismatic array of light that appears in a point you can see within range. The prismatic array extends up to 30 feet and consists of up to 10,000 prismatic cubes. Each prismatic cube has a different appearance, color, and speed. Each prismatic cube has a different color, a different speed, and a different dimension. The prismatic array appears in any place within range. A prismatic array is a sphere of light that is centered on an object in the area, such as a door or a window. The prismatic array and its components can’t be separated. When a prismatic array is launched from a point you can see within range, that object is centered on the prismatic array. When a prismatic array is launched from a point within range, that object is centered on the prismatic array. The prismatic array lasts until it is dispelled by a spell of 10th level or higher. Conjuration

Chill Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small sphere of chill energy within range that you can see. The sphere is centered on a point you can’t see within range. The sphere can be up to 120 feet in diameter and has a radius of 60 feet. When you cast this spell, you can create up to six additional spheres within range. You can also create up to six additional spheres in each of your turns, or you can create up to six additional spheres in each of your turns. You can also create up to six additional spheres in one round, or you can create up to six additional spheres in one round. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of spheres you create increases by two for each slot level above 6th Conjuration

Chill step

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You choose a portion of air that you can see within range and that fits within a 30-foot cube. The cylinder is translucent, and spells targeting it have advantage on the saving throw. On a failed save, it takes 2d6 fire damage plus

Chills

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You unleash a debilitating fear of up to 200 creatures of your choice within range and cause one creature to freak out in fright. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage and is blinded for 1 minute. On a successful save, the target takes half the damage, and blinded creatures for 10 minutes or less are unaffected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the wall increases to 50 feet for 5 days, and 60 feet for 10 weeks, from the initial initial for each slot level above 4th. Necromancy

Chill Walk

Casting Time: 1 action
Range: 10
Duration: 1 Round

You become proficient at moving across difficult terrain. You can use your action to enter the warded area and find the location of any creatures that are within 10 feet of you. While in the warded area, you can’t cross the line or use any movement. You are also immune to all damage until the spell ends. Roll initiative for the warded area, which ends on the w side where you cast this spell. You can use an action to move across the line, leaving no stone unturned. You can’t cross a chasm, a ceiling, or a floor that is no larger than a 10-foot cube. You can only move across such a wall. If you move such a wall over a deposit of water, a drop of snow, or another solid surface, the snow carries the warded area along with it, and it becomes difficult terrain for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. Conjuration

Chill Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Blink, deafened by silence for 1 minute A ward composed of magical force surrounds a creature you choose within range and prevents the target from speaking, touching or otherwise affecting the target’s location while there. The target is blind and incapacitated, and the spell ends for that creature. The creature can be destroyed by dealing enough damage to keep it trapped. For the duration, the spell ends for each target (including itself) within 30 feet of any known location. Abjuration

Chill Weapon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Magically weave chill energy between one creature and one object, causing it to project out of the shape of a shield or cloak to shoot forth swinging from the w arm of a powerful weapon—equivalent to firing a battleaxe or an awk. Illusion

Chimaerism

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magical energy springs into being when you cast the spell. The energy doesn’t need to be continuous with other uses of your spellcasting ability, but it must touch and remain within a chimaeric state when you cast the spell. You can use your spellcasting ability to determine what chimaeric chakra you possess and create a magical connection between it and your current chimaera, casting spells there. You can alter the appearance of your chimaera so that it appears as if it were an actual human being and sheds magical properties if it appears to be one, such as reducing a creature’s height if you have it, blocking a creature’s plan B, or reviving a chimaera created by an effect that removes a chimaera. If you create a magic bracelet or greater chimaera, you can hold it up to one hundred times longer than normal, and you can shape the chimaera to grant a wish effect similar to a wish spell. To affect only one chimaera at a time, you may use an extra chimaera you have spent casting to affect all chimaera creatures. This extra chimaera can’t be duplicated by other chimaera spells. When you cast the spell to change chimaer traits, you change the chimaera’s height, weight, dexterity, and so on, creating a magical bond between the chimaera and its chimera. The bond lasts for the duration and decreases as you use it. You can create a magical bracelet or greater chimaera by casting the spell to control one chimaera creature or by allowing another to become attached to one of the creatures. The bracelet controls both the creature and the chimaera you’ve bonded to. When you cast the spell, you learn the nature of the magic bracelet and its properties. The chimaera’s chimera grants you that knowledge. At each casting of the spell, you learn two new chimaera traits for each creature you have chosen and can ’t wish to affect. Each chimaera trait has a price. If you pay for one chimaera trait, you can set off additional chimaera traits at the DM’s discretion. While the bracelet is in effect, you can affect either creature with it. An affected creature can use its action to make a Wisdom check against your spell save DC. If successful, the creature becomes immune to all damage until it leaves the illusion, at which point it returns to its normal state. A creature affected by one of the chimaera’s chimera traits can’t willingly become attached to a chimaera if that chimaera’s trait prevented it from attaining its full potential. Divination

Chime

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hear a chime popping out of the depths of the Shadowfell chamber, a soft, gentle hum that echoes throughout the area. The sound is made from an object created by a spell of level two or higher, such as a scroll, or a small,

Chime

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You whisper a magical program that predicts the moment when a creature of your choice will die. Choose an area of air, a water, or a soil shaped like a circle. You can specify a time and place for the program’s detection. The detection can occur within 30 feet of a specific creature or object (a stationary object or creature, for example, can be targeted only by a circle or a string), or within an area (such as a wall or a room) only visible to you. Divination

Chimera

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell creates a miniature, spectral, or mindless version of yourself in an instance of verbal interaction with a creature. The illusion can be a creature, an object, or some other intangible visual or auditory phenomenon. The size of the miniature determines the illusion’s visual field, though it can be up to the illusion’s total of one size category larger than you. Its movement doesn’t count against its speed. A Tiny or larger creature can use its action to dismiss the miniature with a sling. When the miniature appears, the minotaur has advantage on attack rolls against any other creature that can attack the minotaur. Conjuration

Chimera

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You cause up to three chimes to leap from the ground at a point you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 force damage. On a failed save, the target is restrained. At the end of each of its turns, the affected chimes return to their spot on the ground. The restrained creature can use an action to make a Constitution saving throw. On a failed save, the creature is restrained until the start of your next turn. During this time, you can use an action to make an Intelligence (Investigation) check against your spell save DC to determine whether the chimes are still in place. If you succeed, the spell ends on the chimes. Illusion

Chimera

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell transforms a target that you can see within range into a chimp. The transformation lasts for the duration. You choose the chimp’s color or an intensity you choose. The transformation ends if you attack or cast a spell. A target becomes invisible until it drops to 0 hit points or when the spell ends. As long as the target is within 30 feet of you, it can’t be targeted by this spell. If the target is targeted by another spell or magical effect, the spell ends. The target takes 10d6 psychic damage, and this damage reaction replaces the damage of the target�

Chimera

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A celestial or a celestial body, a celestial appendage, or a celestial body of stone, stone, or any other material component, emanates from you in an unoccupied space within range. The spell’s area is your space, and every 5 feet of movement you make with this spell, you can cause the celestial or celestial body to disappear. The spell can’t harm or take damage if it is in the spell’s area. The spell is cast from a spell slot of 3rd level or lower. Evocation

Chimera

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, if the target can’t be charmed, it can make another Wisdom saving throw. On a success, the spell ends. Enchantment

Chimera Arrows

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 hour

You conjure up a whirlwind with a 30-foot diameter and that portion covering an area within range that is 30 feet wide and 5 feet tall. The whirlwind appears in an unoccupied space that you can see within range and lasts for the duration. The whirlwind harms one creature you choose within 30 feet of it and causes it to lash out at that target, dealing 1d4 piercing damage to it. The whirlwind spreads around corners, and its area is difficult terrain

Chimera of Light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A beam of brilliant light shines down from a point within range. Each creature in a 5-footradius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 20d8 radiant damage and is blinded until your next turn. At Higher Levels. When

Chimera's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your shadow falls in a place you can see within range. Until the spell ends, whenever a target you choose falls into a pit, cliff, slope, or other hazard that would be difficult or impossible for an enemy to land, you can set the target on fire, which makes it harder for the enemy to land on the same spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fire pits increases by 5 feet for each slot level above 1st. Conjuration

Chimera’s Fury

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a momentary fey state within a kobold servant, raising it to maximum adult age, and summoning it with a roar to fight for the good of the wizarding age. The fey servant is unfriendly toward creatures under the age of ottoman or child or whose hound-like bark hinders attacks. It lasts for the duration or until summoned or summoned by another fey

Chimera's Great Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A shimmering wall rises from the ground at a point you choose within range. You can make the wall up to 30 feet long, 20 feet high, and 2 feet thick. You can make a nonmagical bridge or a strong point in a w wall made of stone or wooden. The bridge spans a 5-foot wide trench with a 20-foot-wide opening, along a length of 11 feet measured at least 10 feet, and extending at least 10 inches over a surface of dry ground. The opening lasts for the duration. When the trench disappears, any creatures or objects still standing on the trench remain standing. The trench extends 1 inch above the ground for that time period. At any point within 10 feet of the trench, you can push a creature who is still wearing armor or carrying a weapon up to five feet in any direction while pushing the creature up to five feet in a direction you choose. The creature can move only by pushing up against the trench. When the trench disappears, any creatures or objects still standing on the trench remain standing. The trench extends 1 inch above the ground for that time period. The creature can push a creature who is still wearing armor or carrying a weapon

Chimera's Grove

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell allows a creature of your choice that you can see within range to manipulate nature to its desires. If you cast this spell while within 120 feet of a place hostile to one or more of the listed creatures or while within range to attack that creature, the creature takes 10d10 necrotic damage, and the spell ends for it. It must be within 120 feet of the destination place or another destination, and the creature can’t attack or take any damage there. The creature is obviously limited in its actions and can only do what it regards as appropriate magic. The creature can't cast spells or use tools, or take any damage from natural or man-made causes. The spell might even end up targeting an unwilling creature or a creature that it recognizes as a hostile creature. The creature might be targeted by other creatures or by things that you choose while you are within 120 feet of the destination place or within 120 feet of the place where the spell originated. If the creature ends its turn within 120 feet of another creature within 120 feet of the target place or within 120 feet of a place within 120 feet of the place where the spell originated, the creature is targeted again as it turns, and the spell ends for it. If the creature leaves another creature targeted by this spell within 120 feet of the place targeted by the spell, the creature w as turned and then it deals 20 necrotic damage to the creature if it continues to follow the instructions of the spell. Necromancy

Chimera's Hand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a hand. If you touch the hand of a Medium or Small humanoid, the target gains a Strength bonus equal to your proficiency bonus. The hand is made from a thin, flexible cord that fits into a sling or a similar weapon. If you cast this spell with a sling or similar weapon, the hand becomes longer, the cord lengthened, and the sling or weapon has a shorter range. If you cast this spell with a weapon that has a shorter range, the hand becomes longer, the cord lengthened, and the sling or weapon has a longer range. The hand is made from a thin, flexible cord that fits into a sling or a similar weapon. If you cast this spell with a weapon that has a shorter range, you can also make the hand appear to be a greater weapon. You can use this spell's casting time to cast a range spell or a spell of 6th level or higher on the hand. If you cast this spell using a spell slot of 8th level or higher, the hand becomes shorter, the cord lengthened, and the sling or weapon have a shorter range.

Chimera's Magic

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell creates or distorts the appearance and abilities of creatures within range, creating illusions that harm or even kill those within range. As a bonus action, you can move the illusion up to 30 feet on a side by another creature for the duration. When you move the illusion, use your movement to move the illusion up to 30 feet so it appears ordinary while you have the ability. When you move the illusion, use your movement to move the illusion up to 30 feet so it appears monstrous while you have the ability. Both move and move until you have taken only a few steps. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. For the duration, these creatures can’t be targeted by other spells. The creatures must be within 60 feet of each other when you target them. Using multiple creatures as targets makes it impossible to target only one creature at a time. Using them as subjects creates confusion, especially if the creatures are of the same kind and species. Illusion

Chimera's Minute Blade

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

You create five short blades of flame in the air. Each blade strikes one creature or one solid object within range. Make a melee spellcasting attack for each creature you select on each of your turns. Each creature with a serviceable hit point or less at the start of each of its turns must succeed on a Constitution saving throw or take 1d6 slashing damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Chimera's Minute Meteors Transmutation

Chimera's Resilient Sphere

Casting Time: 1 action
Range: 60
Duration: Until dispelled via touch, a constant reminder of

the passage of time creeps into places you choose before an effect that targets a specific time duration calls for the spell to last. At the DM’s option, you might cast this spell in the air or in an on-going pattern. As a bonus action, you can mentally animate a pinwheel, chair, or similar object that has been worn or carried for the duration. If you cast the spell while the object is being worn or carried by another creature, that creature must also make the casting for the spell (if it exists), which means that created creatures can’t benefit from it while it’s animating animation. If you cast the spell in the void, another creature can cast it, and the same spell ends for that creature. If you cast the spell in the air, a repeating charm on the item makes it fly out of the hand of a creature carrying it or leaving it in its current truesight state through the action that spell. It hovers in the air for the duration, making it difficult terrain for creatures carrying items. When you cast the spell, you can make a single melee spell attack. On a hit, the target takes 3d12 slashing damage, and it can’t take damage from magic missile for its weapon. Transmutation

Chimera’s Scorcher

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a 50-foot-radius sphere of fire at a point you choose within range. The sphere spreads around corners. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Chimera's Scorcher

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, a scorched earth devil appears on the ground within range and makes a ranged weapon attack roll with it. On a hit, it deals extra damage equal to 1d6 + your spellcasting ability modifier. The demon’s weapon strikes twice: once with a slam of its own weight, and once with a flurry of its weapon attacks. Each time the demon deals damage, it adds the bonus damage to the attack roll or attack DC. The demon’s weapon has the same effect as the demon’s weapon when you target it with its weapon attack. On a hit, it might deal 1d6 extra damage. Evocation

Chimera's Secret Weapon

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a magical weapon within range. A magical weapon, other than a simple set of magic sabers and an arcane staff, functions like any other spell spell. You make one melee attack with your weapon. Hit with the weapon, the weapon’s ammunition is disintegrated, and the weapon appears in l hands or unguarded places within 5 feet of you. On a hit, the creature would take 1d10 fire damage. Alternatively, the weapon can strike twice, making both attacks miss. If the two daggers fail to reach their target, they deal 2d10 fire damage to it. A disintegrated weapon also leaves behind a trail of acid that might otherwise be hidden. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Chimera's Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a shadowy figure within range that you can see within range. The shadow lasts until the spell ends, at which point the shadow disappears. When the shadow appears, each creature in a 30-foot-radius sphere centered on the shadow must make a Wisdom saving throw. On a failed save, the creature takes 1d6 psychic damage and must immediately take the Dash action to return to your space. On a successful save, it takes half as much damage and no longer takes the Dash action. If you choose this saving throw while your concentration is active, the spell ends early if you are incapacitated, or you can dismiss it early if you are incapacitated. Enchantment

Chimera's Steed

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your deity grants you the ability to transform one celestials or elementals you touch into beasts or fey. You choose a fey form. An elemental of 3rd level or higher is proficient with one of the following weapon proficiencies — a tomahawk ’s slam or ’s flurry ’s slam (your choice) or ‘dissonant exhalation ’ (your choice). You can expend one fey spell slot to transform an elemental of 3rd level or lower, using the proficiencies described in the attack and damage proficiencies of the chosen beast or fey, into a bard, using the proficiencies described in the beast’s slam attack. When you transform a creature, you choose one of the following weapons proficiencies. fey flame dragon ’s war axe, fey holy water ’s battle axe, fey holy water ’s battle axe , bauble of clouds, or barding fey holy symbol or fey spear , fey holy symbol , fey sword , fey staff , fey staff , fey spear , fey pole , fey spear , fey spear , fey pole , fey staff , fey pole , fe

Chimera's Touch

Casting Time: 1 action
Range: Self
Duration: 1 Round

You touch a creature that is within range. If the target is a creature, the spell ends. Transmutation

Chimera's Touch

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Touch You touch one willing creature. It can make a healing spell of up to healing radiance, a mundane spell of exhaustion, or a spell of resistance 5 ranks or lower, and the spell ends for it. You can use your action to mend another creature’s injuries or a creature’s weapon. The creature is affected by the spell until it drops to 0 hit points, at which point you deliver a minor affliction spell, including healing energy, that removes one or more damage types. The target recalls any injuries or weapons it held or that it carried back to its original body, and whenever the target reverts to its original body type, it recharges all its remaining health points with normal healing energy. The spell allows the manifestation of a spirit or a divine being, but it doesn’t directly affect the target. The target’s gear melds into the meld, and you gain the following benefits: - You are immune to all damage and status effects created by spells or other magical effects for 24 hours. - You can use your action to create a temporary staff of implacable claws on up to four willing creatures of your choice that you can see within range. When you create the staff, you can ’t choose which creatures to create the staff for, but instead create a staff of implacable claws on each hand or the ground in between the two palms, made of magical energy radiating from the staff. (This spell only affects creatures that use Strength. You can also shapech and animate objects using Strength, rather than Intelligence.) To create the staff, you use a 2D10 bolt created by the glyph or some other suitable spell. You then make the best you can from the glyph, using it in combination with other spell effects to create a staff of implacable claws. You have resistance to nonmagical damage, and when

Chimera's Vengeance

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You extend your left hand and point a finger at a creature you can see within range. You take 15d6 bludgeoning damage, and your

Chimera's Will

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a powerful earthquake that shakes up to 100,000 square feet of space and any buildings in it. If there are no buildings in the area at the time you create the spell, an earthquake appears only if the area is within 30 feet of a structure or if it is within 30 feet of a structure with a 10+foot-high cube of stone. The spell has no effect on undead or constructs. Conjuration

Chimera

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You cause a chimera to waltz into existence in a 20-foot-radius sphere centered on a point that you can see within range. Each creature within that sphere must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded until the spell ends. If the target is an undead or a nonliving creature, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Chimer's Hand

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You gain the ability to manipulate small pieces of nonmagical matter that aren’t covered in clothing. The hand can reach for up to 5 feet in a direction you choose, and you can interact with the hand through physical means as part of the action you are taking. You can use the hand to manipulate a creature, an object, or some other nonmagical object and cause the object’s size to increase by 5 feet or cause the target to take 3d8 bludgeoning damage, as a Huge or greater creature action, or cause a

Chimpanzee’s ability to read and understand others’s thoughts

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell gives the curious and the curious alike the ability to comprehend the secrets of a distant and unfamiliar world. For the first time on earth, the oddity (called a chimper, accidentally cast spell) of a target’s current location, direction, or intensity is revealed to its closest creature relatives, who might also owe some intelligence or intelligence on their part to the messenger, friend, or enemy of the messenger. If the chimper knows a location—such as the chimper’s chambers or a chamber filled with smoke—that is immediately adjacent to a creature’s current location, the chimper reveals that location to its closest creatures, who might also owe some intelligence or intelligence on their part to the messenger. If the chimper has any other intelligence on its part, the messenger reveals it to the chimper’s closest relatives, who might also owe some intelligence or intelligence on their part to the messenger. If the chimper has any other intelligence on its part, the messenger reveals it to the chimper’s closest friends, who might also be eavesdropping on their conversation. Finally, if the chimper has any other intelligence on its part, the messenger reveals it to the chimper’s closest comrades, who might also be eavesdropping on their conversation. Divination

Chimpanzees and gorillas

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Like chimps, gorillas inhabit the earth and sky around 200 million years ago. But gorillas rarely reach maturity and are known for their violent behavior only for short periods of time. They are the major instigator of our social environment. The gorillas tend to fight one another, taking on many different forms, creating social networks that are based on physical contact and deception. These social elements are the major pillars of our society. To achieve the social structure of a young chimpanzee, one must control the environment heavily. If an individual can’t or will not move to control these social elements, he or she can either raise the social component of the environment by attacking other individuals or by moving to different social areas. Once created, such an arrangement requires careful planning and intelligent development. To achieve its social component, the environment must be as simple and limited as possible. When the social components of the environment, such as the water, soil, light, temperature, and sound, become obvious, the social elements shift to a new area created by the attack. This plan is based on deception and deception. To achieve its social component, a group of six to eight individuals must move to a fixed place within an area of open or damp ground that is free from habitation or growth. This plan requires a strong personality, strong intelligence, and patience for task. The group must be free of illogical or dangerous behavior that can easily lead to physical harm. To achieve its social component, the environment must be as simple and limited as possible. When no individuals can create the environment at the same time, the entire group moves to a new area. The plan requires mental reasoning, skill on the part of the group leader, a plan of action, and an understanding of the game rules. A final component of the

Chimpanzees and gorillas

Casting Time: 1 action
Range: 60
Duration: 10 days

This spell allows one or more primates to instantly transform into chimps and gorillas (see the condition for how to do it below) for the duration. Each creature in a 5-foot-radius cylinder centered on a point within range or within 10 feet within a chimps or gorillas' natural home dimension must make a Charisma saving throw. A creature takes 5d10 cold damage on a failed save, or half as much damage

Chimpanzees and Hyena

Casting Time: 1 action
Range: 30
Duration: 10 days

This spell creates a bonfire over a bonfire that is lit by a chimera in a humanoid’s space. The bonfire emits bright light in a 30—foot radius centered on that bonfire. Each creature in the bonfire’s area must make a Constitution saving throw. On a failed save, a creature can’t use reactions until this spell ends. If the creature’s saving throw succeeds, it can use its action on a new turn to make a new one as part of casting this spell, provided that it’s outdoors and using its own equipment. The bonfire lasts until the end of its next turn, when it emits bright light in a 30-foot radius centered on the bonfire. If the creature uses its action to move across a pit, pit wall, or other such opening, the creature moves at least 10 feet higher on the identical side of the pit or wall than on the opposite side, and it emits dim light in a 20-foot radius centered on that pit or wall. The light causes the chimera to flicker and sparkle in its surroundings. The bonfire sheds bright light in a 30-foot radius centered on the bonfire. It lasts until dispelled. If you cast this spell without spending a component component, the spell emits bright light in a 30-foot radius centered on the bonfire. Conjuration

Chimpanzees’s eye reflex

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, your eyes turn bright amber with menace. Until the spell ends, whenever a chimp in range attacks a chimp in one of its domains, it makes a Wisdom saving throw with disadvantage on the attack roll, and if the chimp attacks again, it makes a Wisdom saving throw with advantage, taking 3d10 radiant damage on a failed save, and gaining frightened condition effect on its attacks. The eye reflex can be dispelled by dispel magic if you cast this spell while the chimp’s eyes are bright. Abjuration

Chimpanzees’s power extends to them

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: A chimp appears and moves over any number of creat

ures that you can see within range and of the sort you choose within range. The chimp can attack any creature it can see within 30 feet of it, and it makes a Wisdom saving throw each time it takes 6 or more damage, if it succeeds. A chimp’s speed increases by 10 feet for the duration and can move up to horizontal height while still being camouflaged. Transmutation

Chimpsword

Casting Time: 1 action
Range: 24
Duration: 30

Instantaneous You create any number of chimps within range that can hear and see out to a specific distance. Each chimp has AC 5, 5 hit points, and can’t be evaded. If a chimper is set loose in an area within 60 feet of another chimper, it deals an extra 1d4 thunder damage to the area when it does so. These extra damage types can be reduced in subsequent rounds by two or three times. If you create an extra pile of rubble in one round, reduce that pile by 5 feet, and make another similar to the manner provided for in the example above. Also reduce any remaining rubble in the round by 5 feet, or by one stone at a time. Conjuration

Chirps and Splits

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a natural sound in a 15-footradius circle originating from a point within range. A creature that speaks a one-word, written language must make a Wisdom saving throw. On a failed save, the creature speaks the spoken language of the creature it is talking about, as if it had read it. The sound is audible 10 feet away from the point of the spell’s origin. A creature can’t speak either craft or language, and if the creature uses both craft and language, it is deafened for 1 minute. A creature that uses language proficiency and proficiency in one language ’s nature or language and makes a Wisdom saving throw at the end of each of its turns can’t speak either craft or language. If you cast this spell in the same location every day for 24 hours, the spell creates no natural sounds or vibrations in the area. Transmutation

Chitauri's Grace

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Your god grants you divine senses that allow her to create illusions for up to 60 days. When you use your action to mentally command any creature you command to create a new illusion, you make the creature seem like it has the capabilities it has gained from the previous day. Alternatively, when you make an illusion with a simple verbal command, the illusion can be reworked so as to appear as though it actually possessed the new capabilities. The reworked illusion can be of any shape or form, and if it has the original components, it can be restored to its original form by any means necessary. If you command the creature to do something harmful to its master or its possessions, it can make a successful Intelligence saving throw against the spell. If the spell ends before the creature can make a successful Constitution saving throw, the creature can choose to succeed. Thus, a scripted creature that uses its action to make a saving throw to end this effect can choose to continue making the creature’s mischief while leaving the creature’s senses intact. At Higher Levels. When you cast this spell using divine word, you create a new phrase, rhyme, or symbol that you can imagine. You decide what words form the text

Chit-Chi Chien Tong

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

A ripple of chi energy rips through your body and strikes enemies who are no larger than Medium or smaller. Each creature within 5 feet of you within range must make a Strength saving throw. On a failed save, a creature takes 6d8 Lightning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Chitinous Meteors

Casting Time: 1 action
Range: 60
Duration: 10 Days

Chitter

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a ghostly, ghostly appearance to appear on one creature you can see within range. The target must make a Charisma saving throw. The target takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. A ghostly appearance immediately turns the affected target into a ghostly form. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen creature, though the target can still be hit. The target can’t willingly leave its home body; instead, it must use a transport specific to the target body to do so. If the target is a creature, it falls into the shape of a ghostly creature and can’t assume the form of a normal creature for the duration. The target’s weapon attacks and magic items are all expended when the spell ends. The target’s equipment can’t be changed, and the target loses the use of any of its equipment. The target can’t activate, wield, or otherwise benefit from any of its equipment. As an action, a creature that can see the target (such as a creature benefiting from see invisibility or truesight) can use its action to assume the form of a ghostly creature. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature’s ghostly form reverts to its original form. If the creature there is undead, its hit point maximum is reduced by one, and it gains no benefit from being charmed. As an action, a creature that can see the target (such as a creature benefiting from see invisibility or truesight) can use its action to assume the shape of a ghostly humanoid as described above. The creature must be within 30 feet of the target and can’t attack or target any other creature. The target can’t drop objects or use them, and the creature must make a Dexterity saving throw. If it fails the saving throw, it reverts to its original form and can’t regain hit points. If the creature starts its turn in a new form, the new form can be any one of the forms described below. The new form can’t be a creature or an object and must be of the type and material used in the casting. Transmutation

Chittering beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A large, muscular beast of challenge rating 5 or lower appears in a unoccupied space of your choice that you can see within range. Until the spell ends, the beast is friendly toward you and your companions. The beast behaves in whatever manner you choose. It has advantage on attack rolls against you and any creatures within 5 feet of it. If you or your companions are fighting the beast, it makes a Strength saving throw. On a failed save, the creature is knocked prone. The spell ends if you or your companions are fighting it. Evocation

Chittering Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swirling cloud of white smoke appears up to 100 feet long, 10 feet tall, and extends for the duration from one edge of the casting compartment to another. Each creature that starts its turn in the cloud must make a Constitution saving throw. On a failed save, a creature takes 6d6 cold damage, and it can’t take reactions. Reducing a creature to 5th or 6th level air condition is unaffected. The cloud covers a target—including any air currents created by divination spells or accidentals created by divination spells—for 24 hours. For every 10 additional days that a creature has been in air condition, it can also spend 2 PP to breathe air and breathe water. In addition, while in the cloud, a creature can make Constitution saving throws against being affected (your choice for the turn). A creature succeeds if it saves against being affected twice, if it succeeds on its action saving throw against being affected three times, or if it fails its saves three times. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Chittering Cloud

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A shimmering, terrible cloud of blackness appears around you in an unoccupied space that you can see within range. Until you use an action to move up to five feet in a straight line and stop, or until you make a ranged spell attack, the cloud spreads around corners, and the cloud moves 30 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 7

Chittering Rocks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A raging, churning cloud springs from your earthen hands and rises from the ground at a point you choose within range. Choose one rock or a pillar within range that you can see within 60 feet of you. Rocks spread around corners, and pillars form on the ground or behind pillars. The pillar you choose forms like a cylinder or a dome, but it creates an area of continual churning and creating that can be difficult terrain. Any Huge or smaller creature that moves within 5 feet of the pillar or that moves within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. As a bonus action on your turn, you can move the pillar up to 30 feet and then repeat the saving throw against another pillar. A pillar can’t exceed 30 feet in height. Conjuration

Chittering Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You unleash a storm of fiery energy on one creature within range, knocking it prone and casting the unfeeling spell for its duration. If that creature is still conscious when the spell ends, it takes 10d10 fire damage, and if it succeeds on its saving throw before the spell ends, it burns for the spell’s duration. The burning creature is covered and can’t breathe. The spell ends for that creature if it takes any damage or someone uses an action to shake the creature. If the creature is holding onto the spell for more than 24 hours, or if the spell has killed a creature it steps into, it can’t take any actions this spell could end for it. The spell can even be ended in a different instance. For example, the fiery fist attack could shatter a statue, leaving behind only a minotaur and a great rock in its wake. The spell might end for a creature you account for who isn’t incapacitated or in the middle of a long rest. Conjuration

Chittering Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strange, ghostly force springs to life around a creature within range. The creature must make a Charisma saving throw. On a failed save, the creature can’t willingly give up its alignment if it wants to remain within the boundaries of it’s power. The creature can make a saving throw against the influence, gaining advantage on the saving throw and then dealing 1d8 psychic damage to the creature. Enchantment

Chlorophyll

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You awaken a creature of your choice whose bravery and intelligence you choose. You choose a willing creature whose challenge rating is equal to or less than the creature’s level or lower, and who has its hit point maximum. The creature remains mentally unaffected by any effects of its spell, such as exhaustion or sleep, that would remove it, and it doesn’t take any actions or take any actions outside its reach that would temporarily banish it. The spell ends for the creature if you cast this spell again target twice or every 60 days. If you cast it three times, the spell ends for the first creature. The spell then ends for the creatures that would have it if you cast it three times. You can even end the spell early. If some other creature ends its turn outside the spell’s range, the creature is forced to end the spell, even if it can’t benefit from additional effects. Evocation

Chlorophyll

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create an invisible sphere of light that moves up to 30 feet in a direction you choose. The sphere appears to the ground of the target location. The sphere must be within 30 feet of a creature. The sphere is an object and can contain any number of objects, spell casters, and other magical properties. The sphere can only be used once. The sphere lasts for the duration or until you dismiss it as an action. The sphere can contain up to 4 cubic feet of material. The sphere can only contain one sphere at a time. The sphere can be as large as 10 feet in diameter and can contain as many as 120 cubic feet. The sphere can also contain up to 120 cubic feet of stone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can add the amount rolled to the total rolled to create the sphere. Evocation

Chlorophyll

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magical creature that you can see within range. The creature must be within 30 feet

Chlorophyllain

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a magical crystal with a certain color. The crystal appears in a spot where you can see it. You can use an action to cause it to appear in an unoccupied space within range. The crystal appears in any unoccupied space within range. The spell has no effect if you or someone else is concentrating on the spell. The spell ends if the target doesn’t have the appropriate concentration on the spell. The spell can’t be used more than once. You can use an action to cause the crystal to disappear or reappear in unoccupied space within range. Enchantment

Chlorophyll Armor

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a protective magical barrier between you and a creature of your choice that you

Chlorophyll Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and imbue it with a calming elixir that bestows immunity to one damage type of your choice that you choose. For the duration, the target has resistance to one damage type of your choice, and the spell lasts for the duration. In addition, the target can make a Wisdom saving throw, taking 3d10 damage of the chosen type on a failed save, or dropping to 1 hit. This spell creates two barriers that w as created by the creature’s or the target’s flesh or bones and that are triggered when a creature or object hits one of the barriers or the spell ends. The two barriers are 1 feet thick and have a diameter of 1 inch and a volume of 5 gallons. When the two barriers (3 feet each) are breached, a beam of yellow light flashes from one barrier to the other, as if struck by lightning. Each creature that starts its turn within 5 feet of one of the barriers must succeed on a Wisdom saving throw or be blinded until the spell ends. A blinded creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Abjuration

Chlorophyll Blade

Casting Time: 1 action
Range: 1 Mile
Duration: 24 hours

A rare jeweled sword imbued with magic takes on the form of an axe or quiver and transforms into a mace weapon, becoming a pair of wrought-iron clubs covered in fine gemstone. The weapon strikes hard against anything within 5 feet of it, and the first time it strikes a creature, the creature must make a Strength saving throw. It takes 3d12 piercing damage on a failed save, or half as much damage on a successful one. The daggers flicker and turn into daggers, but they are neither sharpened nor decorated. While a mace wielder uses the mace, the weapon also has advantage on attack rolls against all creatures within 30 feet of it. The dagger has AC 15 and 30 hit points, and it deals 1d4 slashing damage to creatures within 30 feet of it. At the start of each of its turns after the mace attacks a creature, the weapon glows white and dim in the area and lasts for the duration. If it has more than one target, the weapon flashes a warning when one appears and deals 1d4 fire damage to each target, which creatures can’t pass through. The weapon can have a maximum detachable length of 20 feet and a melee range of 60 feet. The weapon can target a creature of the same or opposite sex only once. It ignores all armor and weapons that identify any of the creatures it targets. Transmutation

Chlorophyll Charm

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and choose a nonmagical target. When the target’s Wisdom is 10 or less, you can give the target a charm. If the target is a creature, you can give the creature a charm, and if the target is a creature, you can give the creature a charm. If the target is a creature

Chlorophyll Shell

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a strong, transparent shell in a place that must be within range. It must be within 30 feet of an area of hostile creatures or an area that is hostile to you. The target must make a Dexterity saving throw. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. The creature takes 2d8 necrotic damage from the spell and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Chlorophyll Shell

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A shimmering shell appears on the ground within range and spreads around corners that you choose within range. The shell appears in any orientation you choose: horizontally, vertically, or diagonally. The shell is thick and tough, and it sheds bright light in a 10—foot radius. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The blindness condition can‘t be suppressed. Evocation

Chlorophyll Spray

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You sprout a shimmering spray of vitality, imbued with life from the darkest secrets of the Fey. Choose one creature within range for the spell to affect. On your turn, the creature takes 1d10 radiant damage, and it can’t take any damage before the spell ends. If it takes no damage, the spell ends, and you have a pool of life-changing vitality at the start of each of its turns for the duration. This pool is full of life-sustaining spells, immobile for 30 feet,

Chlorophyll Spray

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a small blast of chlorophyll that ripples outward from you. Each creature in a 20-footradius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Constructs and undead are not affected by this spell. Evocation

Chlorophyll Spray

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You illuminate a portion of stone in range and pour it into melee combat: melee weapon attack, attack using an action, or attack using an object. Evocation

Chlorophyll Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Until dispelled, plants sprout from your feet as you direct, touching soil to create a spray of beneficial plants worth 100 gp per 1 inch of exposed growth. For the spell’s duration, these plants sprout numerous stinging stalks, which are lightly toed and lightly burned when not in use, and bright light fills the air in up to 300 feet in a sourive to warn off intruders. The plants cause no diseases or poison, and they are immune to all damage except those caused by natural light. You can designate creatures whose numbers you

Chlorophyll

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and exchange words of understanding for an instantaneous teleportation link. For the duration, the creature is friendly to you and your companions. Illusion

Chlorophyllum communifolia

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell transforms a living creature to friendship. Each creature of your choice that you can see within range and within range of a creature for the duration, or one that you can see within range and that can see—including through the Ethereal Plane, out into the Ethereal Plane—becomes a willing creature for the first time on your turn (this spell can target one willing creature roll it again when you cast this spell). If it has the bloodline of a creature with which it is related, it becomes related to the spell’s target, but as a bonus action on each of your turns before the spell ends, you can switch targets in combat. Transmutation

Choke

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You pull the flesh of a creature you choose within range and compel it to a place of your choice that is physically and mentally impossible for the creature to reach and that would be difficult for its physical size to sustain. The creature must be within 1,000 feet of you when you cast this spell. The creature is restrained and must make a Wisdom saving throw. If it successfully saves for its own benefit, you release the restraints. The creature is still paralyzed and must move to one side of the room to rest on its own down. When the creature drops to 0 hit points, it reappears in the space it left or, if it’s still conscious, in the space it left, at the spot it left restrained by the restraints. The creature is trapped for 24 hours while the spell lasts. The spell can’t leave it. When the creature returns to you, you use its movement to move the steed to a space you can see within 100 feet of you. If you have the steed and you can see it within 100 feet of you, you can use your movement to move the steed up to 30 feet in any direction. If you have no steeds within 100 feet of you, the steed doesn’t move and crashes down in a 20-foot-radius sphere. If you have 5 feet of rope around yourself and 1 inch of lead around your neck, you can rope the steed to 20 feet in any direction. If the steed is moving too slowly to reach its full height, you might use your action to rope the steed up to 10 feet in any direction but have no way to keep it there. These simple, harmless charms end the spell if you make the saving throw. Conjuration

Choke

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to crush a creature that you can see within range. Until the spell ends, the target becomes restrained within an extradimensional space that you choose that has a range of 60 feet. That space can’t be affected by attacks or spells, and the target’s movement is impaired. The target makes a Wisdom saving throw, taking 10d10 cold damage on a failed save, or falling prone. If the saving throw fails, its resistance to being broken carries it into the Plane of Ice, where it crumbles and deals 3d6 cold damage to anyone it passes. While the target is restrained within that space, spells and other magical effects that deal cold damage deal no cold damage. A creature restrained by this spell can use a bonus action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Choke Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to compel a beast or a fey to serve you. It must be within reach on a creature’s first attack of the turn, and it must succeed either on a Strength or Dexterity saving throw or take 1d10 psychic damage. One creature charmed by this spell is immune to this damage, but it has advantage on these saving throws. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Choke monster

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You grasp a mouth-sized stone creature, distorting it in half for one hour. You can make the creature wither and crumble in its grasp, and you can end its long and brutal life at the last second. The creature can’t become animate, but it can gain a new form, if necessary. When the creature becomes a beast, it becomes a beast of similar size and shape and stature to the creature (your choice within the Monster Manual, and at the DM’s option the DM makes a different choice). It has a hit point maximum and maximum hit points, as well as the statistics of the creature (your Strength and Constitution). It has resistance to acid, cold, fire, lightning, and a strong wind. It has an area of effect magic that is audible within 30 feet of you and that has a duration of 10 days. It has maximum cover and no lights and light sources. When it leaves its covered space for the duration, it creates a luminous cylinder centered on that cylinder, that area is difficult terrain, and emits bright light out to 60 feet. The cylinder remains for the duration or until a special alarm sounds when the cylinder is illuminated. Each time it does so, it creates a random, harmful, or holy symbol within the cylinder, as the case might be. If a symbol created by this spell damages an undead, it is halved in value and carries a 10-foot radius

Choke of the Wyrm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to throw one target of your choice that isn't wearing armor, such as a cloak or a simple suit of armor, or a piece of armor you can see within range and that fits a certain amount of armor weight. Make a melee spell attack with one of the following attacks: You can also hit with a weapon attack if you are wielding a simple melee weapon with a reach of 10 feet. Atkened weapon attack attack modifier. Atkunnel whip attack modifier. Blowgun attack modifier. Cloud breath attack modifier. Death's breath attack modifier. Atkundu breath attack modifier. Transmutation

Choker of Power

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a constant supply of magical energy in a creature’s natural energy for the duration. A target must make a Constitution saving throw. If it succeeds, you instead instantaneously restore 5d6 magical energy to the target. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create four 10-foot-by-10-foot spheres centered on those spheres and lasting for the duration. You can create one sphere by creating another sphere of equal size (contained within a single sphere, for example). One sphere might also double as a laboratory for laborsman magic. You can animate a second sphere up to the speed of light, making one winged creature or the soles of the feet of creatures not wearing soles of more than light. You can shape a solid body of matter up to the speed of light for the spell’s duration. You can animate two additional spheres for the duration. Each sphere lasts until you use your action on a new turn to switch them. An unwilling creature that uses its action to communicate with you must succeed on a Wisdom saving throw or be pulled to one of the spheres’s other ends. A sphere that you somehow break makes can’t hold its contents for long, though it might hold its contents if you used up its space. Transmutation

Chokewood Webs

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a web of webs that are connected to your mouth. Each creature in the area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. This web takes on the form of a thin sheet of thick, webbing that has a diameter of 10 inches and a thickness of 1 inch. The web ends in a portal that can be opened with an open hand. The portal is

Choking Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of iridescent smoke spreads over a place you choose within range. The smoke is thick and fills a 1-foot cube. Each creature that starts its turn within 10 feet of the smoke must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and the smoke turns green for 1 minute. A creature that ends its turn within 5 feet of the smoke must make a Strength saving throw. On a failed save, the creature takes 6d6 cold damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above lst. Conjuration

Choking Whisk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The smoke fills the air around you, creating a puff of flame and igniting a bonfire, a light, or a torch in a 5-foot radius. The bonfire ignites any fire that is within 5 feet of it. A bonfire creates or duplicates a chandelier in your hand. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Chok'Naga's Embrace

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You gain the ability to deliver a message. Choose a message composed of simple words, written throughout an animal’s body, that is, a message composed of up to twenty-five words, written across the surface of an object that is no larger than a 10-foot cube. That message can contain a simple rhyme, a visual representation of a wish spell, or a cryptic message that includes a cryptic facsimile. The DM chooses the message's melody, cadence, and

Choose Life

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell forms the basis for the creature’s entire next-born child. When the creature ends its 2nd year, the child becomes adult. At the time of casting this spell, the creature can provide the following information when it dies: - saying what it died of old age for; - having a physical relationship with the creature (a verbal or written bond is sufficient); - having a general knowledge of the creature’s physical state (for example, w hen you fire the arrow or hit the creature with a magic weapon, it has trues and therefore knows what it is doing); - being closest to the creature (for example, telling the creature how much it is spending every day, even though it doesn’t see anything special about it), or - whatever. If you know the creature is dead before the spell ends, the creature remains so, and you can cast this spell any time you wish. - If the creature has 6 hit points, or fewer, this spell ends. - You know the creature’s status, at this stage in the natural growth cycle. If it has 1 hit point or fewer, the creature becomes dead. If it regains hit points as a result of this casting of the spell, the creature grows to 6 hit points. This life-evacuating effect partially overlaps with the way the creature is treated by the deity or leader of your choosing, though the two can be blurred, you decide. If you want the creature’s physical remains to remain in an attics slot or a place on an outstretched hand, you can use a bonus action to deliver a message to those creatures. When the spell ends, the creature appears in the nearest unoccupied space. If the creature has 100 hit points or fewer, it dies. If the creature has 100 hit points or fewer, it reverts to its normal form, and you make the w ill’ndation w ells or lgbt (or dar up a longsword to a shortbow’s short-bows appropriate) to use against it. If the creature’s hit points total exceeds 100 hit points, the spell ends. Necromancy

Choose one—Abundance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

When you cast this spell, you can expend a slot here to increase the maximum level of spells available for the first time on a target and increase the number of spell slots available by two for each slot level above 1st. Enchantment

Chop Monster

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a nonmagical beast within range and deliver a punch that explodes on impact, dealing 3d8 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st. Transmutation

Chop Monster

Casting Time: 1 action
Range: 90
Duration: 60

Concentration, up to 1 minute A Medium or smaller beast inhabits a 5-foot cube that you can see within range. The cube is an unoccupied space that you can see within range. Until the spell ends, a creature only needs to reach out toward you and touch the top surface of the cube to move it. The creature doesn’t need to reach down to touch the bottom surface, as you can touch the bottom surface of the cube to move it. Alternatively, if you cast this spell and instantaneously teleport a Huge or smaller creature, the creature could be on the bottom surface of the cube and move as if it were on the top surface of the cube. If you instantaneously raise a lich or a demenchant or an agronomist on the ground and make a slam attack through it, the creature can make a melee spell attack through the creature to move through the wall. If you instantaneously kill a lich or a demenchant on the ground before it can move, this spell doesn’t provoke opportunity attacks, but it does create a maelstrom around it that it can use to move through the wall and avoid being pulled up,

Chopstick

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You set a pickax in the ground, creating a 1-inch-diameter sphere of sticky, sticky force that crawls toward a creature within range. The target must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be knocked prone. While prone, the target can use Strength to slam shutters shut and slam doors down, and it makes a melee spell attack against a creature within 5 feet of it against a creature other than you. On a hit, the target takes 4d6 bludgeoning damage. It can throw a mace, wrench, and similar weapon at the same creature, which makes it a mace strikeer. Conjuration

Chopstick

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a piece of parchment and imbue it with magic. For the duration of the spell, a chopstick appears on your touch to create a trench, a wide trench extending from your outstretched hand to the left and right of your outstretched hand to create a gap in the fabric of the fabric on the outside. The trench extends below your right hip and extends along your chest. To create the trench, you need not touch the trench at all and add a length of rope to the trench along the shoulder of your hip. If you use a rope and don’t have enough rope to fill the trench, a thin sheet of rope falls from your outstretched hand to create a trench over your shoulder. A piece of wood shimmers beneath your trench and blossoms firehorns into ammunition. You can use a bonus action to cause one wing of the trench to extend from your right shoulder up to your left hip. The trench rises at your hip and extends along your chest. At the hip, you can hurl the tail of one Large or smaller creature or construct up to 30 feet in each direction. You can hurl its tail by raising your hand and releasing a Small lock. When the tail reaches you, you cause the tail to puff upward and create a trench over your shoulder. For the duration, you have advantage on all attacks and magic abilities checks you make that use the construction of the trench. To hurl a construct’s tails, create a puff of wind in the shape of a hoop or hurl three pebbles at it. The vapors exhale pebbles made of metal and wood and extinguish spells cast by others if they are ignited. The vapors can be suppressed by other effects, such as creating a trench over your shoulder or creating a firepit on either side of your ramp. Your attacks are made with advantage if the trench rises from your outstretched hand. Conjuration

Chosen One

Casting Time: 1 action
Range: 10 days
Duration: Instantaneous

You choose a deity or a creature you can see within range. The chosen one appears when you cast this spell. For the duration, any creature with reach and fewer than 10 hit points is able to make a Strength check against your spell save DC. If the target fails the check, the spell ends. The target gains no benefit from the spell, and the spell ends. The chosen deity or creature is not necessarily the same as the creature you cast the spell with. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate a different deity or creature for each slot level above 2nd. Conjuration

Chosen One

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a humanoid or an animal that you can see within range. You charm it to perform a task that you consider beyond its abilities. The task is considered an action and must be answered within one of the following ways: • When the target succeeds on a task specified by another target, it performs the task in turn one way. • When the target fails on its task, it repeats the task, ending the effect. When you cast this spell, you can issue a short command—such as, say, 40 - 60 words—to all the creatures you can see within range. The effect is like walking into a dungeon, except that it takes place on ground that you can see within 5 feet of the entrance to the dungeon. You can further refine the effect by using monsters, objects, or other stimuli. If the illusion requires an attack roll to succeed, the DC equalsimbration checks made to arrive at that attack roll. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Enchantment

Chosen One

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain a god’s gift, a talent, or a portion of your personality for the duration of the spell’s duration. You take 5d4 psychic damage and have resistance to psychic damage for 24 hours. You also know the target's alignment and philosophy if you are a member of its alignment, if it is a different alignment than yours, or if it is a god’s chosen one. Your thoughts, actions, speech, and other sensory qualities match those of the target, though you must be able to communicate with it using written language. You can also speak the target’s only language, though it must share a common language and language—language used by different members of your alignment—to communicate with it. Once spoken, you can understand its reasoning, but its words become difficult terrain until you finish a long rest. You can also become distracted or flinch if you use a spell slot of 2nd level or higher to do anything other than stare blankly at the ground until the spell ends. You can’t affect the target’s mind by accident. A target aware of your distraction can use its action to make a melee spell attack against one of its number of willing creatures to reduce to 2nd or 4th tier. On a hit, the target takes 1d8 psychic damage (if you have it, you can reduce the target to 1d8 + your spellcasting ability modifier). If it fails its saving throw, it can make a Wisdom saving throw again using its action, ending the effect on itself on a success. This spell’s damage increases by 1d8 at 5th level, 11th level, and 17th level. Illusion

Chosen One

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Choose a creature that you can see within range an

d that fits a typical humanoid shape. You chose the chosen form. Your magic turns creatures into chalices whose actions you can follow. The creature’s physical form is the same as that of the original, though its Intelligence and Charisma scores have been reduced to 1. The creature can be a simple quadruped, quadrupedge, quadrupedal, or quadrupedalarm based on the creature’s intelligence and Charisma scores. An intelligent creature with a Charisma score of 2 or less can communicate telepathically through the creature’s Intelligence and Wisdom scores and can communicate with any creature that you call friends. Additionally, if you cast this spell on the creature, you can have the creature communicate with you through an invisible and limited window, opening any such communication window into aberrations or those with a Intelligence score of 5 or less. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional intelligent creature for each slot level above 1st. The new creatures must be within 30 feet of you. A new creature is created for every 1 foot that you travel to a new location or the distance to which you return from a new location is reduced to 0 feet. When the creature appears, it speaks only a teleological form, and any message it sends to you must be directly directed at that creature. Illusion

Chosen One

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You choose a creature you can see within range and

name it after a god or a god only vaguely related to that creature. If you do so, the chosen creature becomes a member of that deity's force of will, which is based on loyalty and loyalty to none other than your chosen one. The chosen creature defends you and your companions from harm, but it doesn’t attack. While a creature is a member of a deity’s force, it obeys any orders given to it by its deity, not by any means a priori. For example, if your creature takes damage while it obeys a given command, the creature might do nothing instead, but if its deity commands it to act in accordance with whatever its deity says, that creature might do nothing but obey its deity. Divination

Chosen One

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour

You call upon the power of the god Cthulhu to issue a divine ruling. Choose a number of creatures you can see within range. One creature chosen by the spell must succeed on a Charisma saving throw or become charmed by you for the duration. You gain a god-ordained knowledge of the location of all known temples, holy sites, and other important locations throughout the game, as well as a certain likelihood that a specific deity might act on behalf of another god. You also learn the rules for feasts and other religious events, as well as the rules for secret societies and secret temples within the game. You must have seen the game before the spell targets creatures of a specific kind, such as wards or high priests. You can specify a general course of action, such as forcing a creature to work from home, that I will w as a minor detail, but doesn’t do so, to the best of your knowledge. At the end of each of the initial 1 hour or so of

Chosen One

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell reveals the name of a creature whose service you know and who has served you on other important, important, and sometimes dangerous missions. Your service grants you the ability to take on a minor or major component of a major mission or a major component of a minor or major importance, such as investigating a pest infestation, cleaning up after a fallen man, or cleaning up a fire in an abandoned building. You also choose the sort of mission you take part in, the location of which is determined by your decisions, or both. In this case, your task is to find and destroy a major pest of an alien race (or native land, if you are a human creature). You assume control of a minor or major mission if it takes place outside the City of Light, if you would assume control of a major mission if it takes place within the City of Darkness, or if it takes place on another plane of existence. You can choose the extent of your control over a major mission if it takes place inside an enclosed City (i.e., a city that is an on-going mission undertaken by you, not a separate task), within a demiplane (for example, you might take on a major mission within the City of Oneida), or within a cube (such as Oneida City), that you can see within 100 feet. Once you have taken this type of control of a major mission, you control another mission for it. You can also choose to assume control of a minor or major mission that is carried out on a major mission, but that doesn’t necessarily change the extent of your control over a major mission if that mission takes place within the City of Light or within a demiplane. Divination

Chosen One

Casting Time: 1 action
Range: Self
Duration: 1 hour

You choose a humanoid or an animal of your choice that you can see within range and whose Intelligence is 3 or less. The creature must be within 30 feet of you when you cast this spell or if you cast it while you are incapacitated. Whether you are or aren't incapacitated is determined by how far away from you the target is when you cast the spell and how long it takes to restore full hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the flame increases by 10 feet for each slot level above 3rd. Evocation

Chosen One

Casting Time: 1 action
Range: Self
Duration: 1 HourYou create a small circle of spirits, each

of which is a humanoid with a pointed head and a pointed headband. Each creature within it must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and is charmed by you until the spell ends. A creature takes 2d

Chosen One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a creature that you can see within range and that can hear you. The creature becomes a creature under your control for the duration. An unwilling creature automatically succeeds on the saving throw. On a successful save, the creature is no longer restrained by this spell, and you can send the creature back to its home plane (chosen by you later) as an action. Conjuration

Chosen One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose one of the following options when you cast this spell: 1. Create a new, unoccupied space within range. You can use an unoccupied space when you cast this spell. After you do so, you can use your action to cause the space to expand to a point you choose within range. 2. Create a new, unoccupied space within range. You can use an unoccupied space when you cast this spell. After you do

Chosen One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You select a creature within range for the duration of your spell. The chosen creature is an awakened, fallen warrior from the Nine Elemental Planes who has honed its magic but not yet reached its full potential. While your magic is active, you have advantage on attack rolls against the target for the duration. The target is surrounded on all but one of your choice that has AC 20 or lower, and it must make a Constitution saving throw. On a failed save, the target also has disadvantage on attack rolls against you for the duration. You can make another save against this effect each time you cast a spell. Abjuration

Chosen One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A specific creature’s voice, spoken by a creature of challenge rating size Small or smaller, is inscribed within an inset to a creature of challenge rating size Medium or smaller. The target’s statistics are changed to match that of the chosen creature. As a bonus action, you can whisper a message of your choice made out of dim light or silence that is 1 mile long and carries a message that has the same force and intensity as the message, but doesn’t have the same danger or duration. While the message is over, you can choose to conceal the message, and other creatures can understand the message better than you. You can also reveal the location of any secret passages I have not explained, allowing any spy whose leader I have not named to spy on me while I am disguised. The hidden message also prevents such a target from seeing my location while disguised. Asking the target to perform an action that would reveal my location makes the target accept that I am there, aware of my presence and willing to sacrifice life for my cause. The target also knows I leave behind a journal that can be set on fire or buried if I so choose. Asking the target to set a trap makes the target accept that I will set it for them and let them know of it at some later point. While the target knows I set traps for them, I can use them to my advantage to put them to good use. When a trap or trap-inhabitants spell ends, I can use my action to attempt to break it again, but this attempt fails and the trap or trap-inhabitants spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one trap or trap-inhabitants spell that you can break might compel you to make a new one at the DM’s option. You must choose the DM’s option before forming your own; the DM might allow a creature that has a trap spell stifled by its ability score to break it. Abjuration

Chosen One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. If you choice targets a creature that is charmed, it can’t make a Wisdom saving throw if it is unable to. On a failed save, the target is affected by this spell for the duration. The spell ends if you or a creature that you charmed is within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Enchantment

Chosen One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a willing creature or a creature that you can see within range. The chosen creature or creature type is determined by the spell’s level and spell slot. The chosen creature or creature type can be any race, race style, or other. The chosen creature or creature type has no effect on you. The spell fails and the chosen creature or creature type is lost. The chosen creature or creature type is restored only if another creature’s level drops to 0. The spell’s effect ends. The spell ends if you or a creature you can see is killed. Necromancy

Chosen One

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You choose a creature willing and able to answer your prayer, and you choose one of the following options when you cast this spell—suggested by the creature’s deity. The creature can be any creature that the spell’s spoken description indicates is proficient with all armor and weapons, as long as it is not wearing armor or wielding a weapon that is neither a weapon nor ammunition. The spell might ask you to cast a holy symbol, an unknown symbol, or an especially potent symbol. Both of them are particularly potent symbols, requiring at least 1 minute to open and read. At the DM’s option, you might choose a symbol that is equally potent and more potent, requiring 1 minute to open and read. If you cast the spell on the same creature or a group of the same creature or some other continuous portion of the same creature, the spell creates overlapping effects, such as opening a door or closing it. Thus the spell might open a door that only a creature with truesight could normally walk or walk across, give a creature within 30 feet of the target a -2 penalty to AC, or direct a beam of light across a creature’s path. Both of these options have no effect on the creature or object chosen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Necromancy

Chosen One

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your deity grants you the ability to shape your own destiny. Choose from a set of magical or physical traits you already hold that grant you limited ability to affect others. You can shape an individual creature’s magic weapon or its ammunition to grant either or both of the following effects: • You create a magical blast that can be fired from your magic weapon. The target takes 10d6 fire damage on a hit or miss. • You instantaneously extinguish a candle’s candle flame within 500 feet of it. • You instantaneously turn a cylinder of water, 4 gallons or half the size of your typical wooden container into a liquid fuel. • You create a small earthquake, sending bits of rock or rubble flying 100 feet in a direction you choose. If you make the move before the spell ends, a rock-sized earthquake will follow you if it is launched from behind a pillar or if it lands on a floor. • You grant a creature’s natural reaction against attack rolls against you. On a hit, it deals an extra 1d6 damage. Evocation

Chosen One

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

A chosen one appears within range and is one

Chosen One

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you touch a creature of your choice that you can see within range and ask it a simple prayer. The target speaks with you in secret about the plight of the little one, its circumstances, and its future. The little one is awed by your prayers, and at the end of each of its turns until the spell ends, you can use your action to speak this prayer to gain the benefit of any special protection you give it. While the little one is conscious with you, spells and magical effects affecting it are suppressed. Your magic protects you from magic that might otherwise harm it, but it is broken if you give it too much power or if it has too much intelligence. The little one survives the horrors of war and the glare of magic, but its mind is made of frost and it is vulnerable to disease and disease-inducing effects. When you cast this spell, you can also use your action to create a protective magical gel at the base of your fingers and the top of your nose. You can create one of the following effects with one use of magic am I granting to the spell: • You banish a hostile creature you can reach to a frozen, abysmal state that it cannot hurt you. • You open a gate that keeps a creature aloft or out of reach. • You create a portal that allows a flying creature or another flying creature to a distance of up to 500 feet. • You mend a wound that hurts or fashions a creature. • You mend a stinking cloud that lasts for the duration. • You make a ranged spell attack against a creature that you can reach without spending extra movement. On a hit, the target takes 3d10 bludgeoning damage, and it has disadvantage on Strength, Dexterity, and Constitution saving throws. If it has 7 hit points or fewer, it instead takes 3d10 bludgeoning damage. While in the cloud or overcharged, the cloud sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At the same time, the cloud sheds dim light in a 30—foot radius, dealing 4d4 radiant damage to any creature in the area. Poison (10-foot radius)? Concentration, up to 1 hour You turn a single unwilling creature you can see within range. The target, though friendly to you, must make a Wisdom saving throw. On a failed save, it takes 7d6 poison damage. On a successful save, it takes half as

Chosen One

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You choose a creature you can see within range. You can cast the spell at any point in the distance. The target must make a Wisdom saving throw. On a failed save, the target makes the choice of the following: 0. You choose one of the following effects. A creature or object that you can see within range takes 3d10 necrotic damage. • You cause the target to become a statue of sorts. This statue appears in a place that you can see within range and can be up to 10 feet tall. The statue can be up to 60 feet tall and can’t be more than 10 feet wide. The statue can’t be more than 5 feet tall. The statue can’t be more than 30 feet tall. The statue can’t exceed 5 feet in height. The statue can’t harm or leave any other place or object in the place it’s placed. • You cause the statue to become a statue of sorts. This statue appears in a place that you can see within range. The statue can be up to 60 feet tall and can’t be more than 10 feet long. The statue can’t be more than 5 feet tall. The statue can’t exceed 5 feet in height. The statue can’t harm or leave any other place or object in the place it’s placed. The statue can’t harm

Chosen One

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You are the chosen one for the task,

Chosen One

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell brings great wonder to the minds of those who know them. Whether you choose magic or flesh- and-blood, each creature that you touch attains the following benefits: • You can adopt a new form for the rest of the duration of the spell. • You can adopt a new alignment. • You can adopt a new magic item. • You can adopt a new material component. • You can adopt a new racial trait or magic item. • You can adopt a new racial skill or magic item. You can also adopt a new ability, talent, or spell slot. Divination

Chosen weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 Hour

Concentration, up to 1 minute You attempt to cause a creature you choose within 30 feet of the creature to make a Constitution saving throw. A creature takes 3d8 psychic damage on a failed save. On a failed save, it succeeds. A creature takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes 3d8 psychic damage, and it is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Chosen words

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You utter a chosen word or phrase to a range of audible, visual, and/or written sounds within range. The chosen word or phrase sounds a part of the chosen language. Any creature in a 30-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw. A creature takes 4d8 bludgeoning damage on a failed save. The spell ends if you are incapacitated. You can also end the spell on a permanent object you touch. Transmutation

Chosen words

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a word you can understand or another word you can understand. You can also use a word that you can understand to describe the event that occurs below. The name of any event is usually the first word you choose, and the event is described in detail. The name of any event that can be made from another word is usually the first word you use. If you use a word

Chromata

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portion of nonmagical solidity that lasts for the duration. You choose a point within range and create a new barrier of solidity that lasts for the duration. You can make a new barrier up to 100 feet long and wall up to 40 feet on each side, forming a solid barrier that remains for the duration. When the barrier appears, each creature that starts its turn within 60 feet of it must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and it must move 30 feet to a side nearest to it to do so. If it fails, the barrier is destroyed. On your turn until the spell ends, you can use a bonus action to cause the barrier to move up to its speed so that it can pass through it. When the barrier appears, you can use a bonus action to cause the barrier to move to a different spot within 60 feet of it, using an effect from a different spell, such as the fireball spell, that uses the same spell slot. If no such spell exists in the spell’s scope, the barrier appears on the ground at the start of each of your turns, and you can ram it into a creature or an object it comes into contact with to cause it to fail its saving throw. Any creature or object affected by the barrier can make a Dexterity

Chromatic Ally

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a creature that is free to act as you desire. It must be of your choice that you can see within range. It must succeed on a Constitution saving throw or become charmed, frightened, or possessed for the duration. The target can target a creature, a creature, or a creation of magical damage on a piece of equipment worn and carried. The target can make an Intelligence saving throw, ending the effect on itself on a success. Transmutation

Chromatic Ally

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a target to appear in an unoccupied space of your choice that you can see on a surface. The target is immune to any damage, except for the target’s damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. Illusion

Chromatic Ally

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: 1 minute

You and up to a willing creature you can see within range make a spell attack with a weapon, targeting the target. On a hit, the target takes 2d6 fire damage, and the attack deals an extra 3d6 radiant damage to the target. Evocation

Chromatic Anathep (60-foot cone)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a psychic creature that you can see wit

hin range. The target must be within 60 feet of you for the duration. The target is immune to any damage, provided that you can see the target in a light or in a wisp of light, provided that the target is in a puff of bright light or when the spell ends. Illusion

Chromatic Anomaly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature appears in the air and appears in the form of a creature you can see on the ground in range. A target must make a Constitution saving throw. On a failed save, the target fails. The target can use its action to make a Constitution saving throw. On a successful save, the target is free to move to the nearest unoccupied space on the target. Illusion

Chromatic Eye

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

For the duration, spectral rays leap from your pointing finger to pierce up to 30 feet of your choice of armor or weapons. You can make the attack roll with advantage. A creature is affected only once by this spell. A nonmagical object that you can see hits the same spot as you. When the spell ends, the rays strike different targets, dealing 300d6 psychic damage to any creature that starts its turn in the yellow or violet light. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 300d6 for each slot level above 2nd. Evocation

Chromatic OrbTouch

Casting Time: 1 action
Range: 1 Hour
Duration: You touch a creature that you can see within range

. You can touch it as a bonus action and then make a ranged touch attack. The target takes 5d6 acid damage and is blinded until the spell ends. The target can attempt to escape or remain hidden for the duration. You can also make a ranged touch attack to incapacitate the target, or it can make a Strength or Dexterity saving throw to make the attack. If the target takes this attack, it can use its reaction to dismiss the spell. If you or your companions can hear the creature, it can discern the direction of the passage through the passage. The target can discern that you are within 5 feet of the passage, and it can make a Wisdom saving throw. On a success, the spell ends. The spell lasts until the spell ends. The spell lasts until you dismiss or resolve the target's saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st. externalToTransmutation

Chromatic Shift

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to make a target appear in the air and affect the target. A target must make a Constitution saving throw. On a failed save, the target can use its action to make an Intelligence saving throw. On a successful save, the target takes 4d8 psychic damage. Illusion

Chromatic Shift

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You cause a creature you can see within range to appear in an unoccupied space nearest to the creature. The target assumes the form of an undead, a creature, or a creation of magical or magical damage to the target. The target must make a Constitution saving throw at the start of each of its turns before the spell ends. A target takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. Illusion

Chromatic Splash

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour (see below)

You conjure up a shadowy creature that can be about 5 feet long and 5 feet wide that is completely covered by armor. The creature is flammable until the start of your next turn. It isn’t engulfed in fog, but any fog created by this spell damages it and makes it vulnerable to fire damage. When the shadowy creature appears, it sprouts many small weapons and ammunition, along with a set of small traps and ammunition. The creature has a Strength of 26 (+8) and a Dexterity of 10 (+0). The creature has a modified Intelligence of 3. While the creature is under the effects of the following effects, its next attack roll is also possible, but the creature has advantage on attack rolls against any roll containing ''. The creature can’t be affected by any of the other effects of its next turn, however. Transmutation

Chromatic Splash

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash the power of your fist to crush a creature within 30 feet of you. The target succeeds in a new melee spell attack for each slot of your ministrant that you have open or worn, or by making a melee spell attack for the first time on a turn or a number of turns that includes the attack's normal number of successes and misses. The target is then stunned until the start of your next turn. Conjuration

Chromatic Splash

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of magical energy that ripples apart one creature within range, creating a wave of energy akin to a thunderclap. Each target must succeed on a Dexterity saving throw or be affected by the blast. The target takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 3d10 (at 5th level): 3d10 x 2d6 damage At Higher Levels, the damage increases to 4d10 (at 12th level): 4d10 x 4 damage At Higher Levels, the damage increases to 5d10 (at 14th level): 5d10 damage Attacks and spells can’t leave the burst. Whenever a target attacks, the magical wave radiates magical energy similar to a thunderous explosion, except it deals no damage and has advantage on saving throws against its weapons' normal effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Evocation

Chromatic Telepathic Bond

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You and up to a willing creature you can see in a 60-foot cone centered on a point you can see 100 feet off. The target must make a Constitution saving throw. On a failed save, the target must make the saving throw. On a successful save, the target is no longer affected. Ill

Chrome

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s soul is yours for the purpose of linking up with any other soul in your immediate area. The target’s soul is free to lead a happy, fulfilling life. The spell ends if the target’s soul drops to 0 percent of its maximum potential. Transmutation

Chromomance

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, one willing creature you touch becomes a member of the chosen race: celestial, fey, or fiend. Transmutation

Chromosome Ally

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a celestial from the air to aid you in combat. The celestial enters the battlefield as a celestial of challenge rating 3 or lower, and the spell’s challenge rating is Charisma (Investigation) or Intelligence (Investigation). Conjuration

Chromp*hole

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a gaping chasm, which opens when a creature reaches out to touch a ceiling or a ceiling span. The chasm must be of at least 5 inches in diameter and 15 feet deep. The chasm is 2 inches wide and 3 feet deep, and it can hold as many as eight people. Any creature that ends its turn within 5 feet of the opening must succeed on a Strength saving throw or take 6d6 piercing damage. The chasm also extends into the space you used to erect it, up to 15 feet. The spell ends for you if you have four fingers or less on either end of the chasm. You can use a bonus action to cause the chasm to crack, leaving behind a ring of thorny vines that withers away. The ring of thorny vines is a harmless sensory effect. It lasts until the wither ends. When you cast the spell, you can make a healing gesture. Using the finger of the sickle increases the wound's healing factor by 1. For the duration, the finger of the sickle also wreathes away any remaining wounds. As an action, you can cause the chasm to open and close again. Using a sickle to open the chasm increases the area for healing by up to 10 feet. When you make a melee spell attack, you can either make the attack with a weapon or make a move of your own. If you make the attack with a weapon, the chasm opens and closes, and you have advantage on the attack roll if you have it. If you make a melee spell attack with a weapon, you make the attack using only your w’s weapon, not the chasm. While the chasm opens and closes, you can use your action to cause one of the following effects within w ere : • Toss the weapon into the chasm • Place a w r epping hand on the weapon • Slam the weapon • Make a ranged spell attack using only your w”s weapon For the duration, these effects apply to your attacks, not to those made with a w’s weapon. • Make a melee spell attack using a spell’s material component • Make a check with your spellcasting ability • Hit with a weapon attack • Make a melee spell attack using your

Chromus's grip

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You strike the ground, causing whirlwinds to form in a 15-foot radius around a point you choose within range. A whirlwind is a whirlwind that moves at a snail's pace on each of your turns until the spell ends. The whirlwind sucks up any Medium or smaller objects it sucks into its area. Any creature that moves at least 5 feet away from the whirlwind must make a Strength saving throw. If it succeeds, it floats gently to the ground until you use an action to move it. The whirlwind is large enough that it sheds bright light in a 30-foot radius and dim light for 1 minute . If it sheds dim light in a 30-foot radius, you convert the light into 1d8 radiant energy. The best light lasts for 1 minute , while dim light lasts for 10 minutes. The light sucks up any solid objects that aren’t pulled up well enough to contain it. On each of your turns, you can use a bonus action to make a Strength or Dexterity check. If you succeed, you create a 20-foot cube of darkness within range that lasts for the duration. Whenever you take damage from an attack using this spell, you can cause the cube to move up to 20 feet in a straight line, dealing 4d8 lightning damage to any creature that starts its turn in the area. Conjuration

Chronicle of Protection

Casting Time: 1 action
Range: 60
Duration: until dispelled

For the duration, a Large or smaller solid object in a 5-foot cube lies unprotected between two pillars that each bear a serrated cross on either side. The pillar faces toward the W arcanum and spans 3 feet in diameter. Each pillar has AC 5 and 30 hit points. The cross’s hit points are as high as 25 hit points when fully extended and as low as 15 hit points when reduced to 0 hit points. When the pillar is dispelled, any stone or other object in its path falls from the pillar as it strikes the ground and as stone impacts it. Any creature or object that fails to hold onto the cross while struck by the spell is barred from linking it to any other pillar or object, and the spell ignites if it strikes one pillar or object. Divination

Chrono Cross

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call a new cross based on the familiar into existence a number of feet in a random direction that you choose and that lasts for the duration. You can choose a part of the surface of the air of the creature you are summoning as your destination and can cast the spell there as a component spell. You can make a melee attack with the cross, and if the attack hits, the creature takes 8d8 fire damage and is pushed 10 feet away from you if you are within 30 feet of it. When you make the attack, you can choose to have the spell circle the wisps or the feathers of the creature you summoned or to have the spell circle the wisps or the feathers of a Huge or smaller creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of feet you can call increases by two for each slot level above 8th. Transmutation

Chronogenic Grove

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You choose a grove of trees or rocks in range, and you create one of the following effects within an area you choose, such as a temple, a temple grove, or a large clearing. You can make a lasting impression on creatures you can reach and animate as long as you follow the instructions inscribed on the tree. That effect disappears when you dismiss it and remains in effect for the duration. Additionally, you can shape a grove of trees into simple pillars, creating simple temples and chambers that might house a hundred or a thousand creatures. When you create a temple or chamber, the creatures you create share an extradimensional space with the creatures within it, up to the extent

Chronological reminder

Casting Time: 1 action
Range: Touch
Duration: 24 Hour

You recall a time when the Plane of Shadow was a dark and bloody place. That is, until the restoration spell You cast on you. To cast this restoration, you need an unwilling creature who is within the time limit for the spell and who casts the spell as a continuous ritual. You choose a location at random within range for the restoration, which takes 1 minute to cast and lasts for the duration. The restoration might seem minor or minor at first, until a creature realizes that it is healing the plane’s shadow. If you cast the spell without first casting the spell as a ritual,

Chronology

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell reveals the name and location of a specific area within range, speaking to a creature that you can see within range. The name appears in a permanent, unsecured container on the ground that you are standing. You can designate a specific date, time, and place, and the spell ends for that creature on that date or time. For example, you could designate a location as being on the day of the Divine Wedding on the Girdle of Evers, the day of the Great Wedding on the Tree of Life on the Girdle of Life, or the day of the Eucharist on the Tree of Life. You can also specify a general location in the area, which you can then discern as celestial, magical, or nonmagical. You must have seen the area before you cast the spell. You can designate a place within 300 feet of you and can ’t specify a specific location within 300 feet of the area. The location must be known to you, and you must speak a name within 100 feet of the location. You do not need to designate a place within 300 feet of the location for the spell to work. Once you learn the location of a specific creature, the spell ends and the creature’s name appears in the space that you specify. Divination

Chronology

Casting Time: 1 action
Range: UnlimitedDivination
Duration: 10 Days

By tracing a lineage of stories that ran during the time of the Shadow King, the arcane can reveal the secrets of magic within the centuries-old temples of Mournhold. A god or goddess whose followers dwelt within these temples, or one of the gods' own servants, became a god, goddess, or a guardian deity at the age of only eleven or twelve, creating a cosmic tradition that persists through centuries of practice, tradition, and ritual. If a god’s followers died young and lived among your followers, you might grant them immortality or give them some other source of magic, possibly through some other god or goddess. The process might take up to eight days, or even longer. Your magical heritage might contain tales of magic and divination that is so deeply rooted in nature, so deeply ingrained in the temples you visit as a result. As long as the prophecy isn’t false, magical darkness is present in the sky and in the ground behind them. A demigod, a demigod, a demihuman, a demihote, a demihust, a demihuscan, or a demihustron is no longer a demigod or a demihustron, but they have the form and functions of those demigods/demihuscoons whose names appear in arcane glyphs on the wabbits' rings. If you cast this spell with a ring equipped, you instantaneously cause one of the demihuscan’s pet horns on the wabbits' wands to explode, shedding magical radiance that radiates from the gem in a 30-foot cone. Each creature in that cone must make a Constitution saving throw. On a failed save, a target takes 10d6 radiant damage, and it has disadvantage on attack rolls against creatures of your choice that aren—— and, for each stunned object or object damaged by the spell, an uncontrolled demihuman charmer of the sort that started it or a demihut who continues to follow the charmer has disadvantage on attack rolls and ability checks. If you cast this spell while stunned, the spell doesn’t apply to you again until you finish a long rest. Transmutation

Chronome

Casting Time: 1 action
Range: 60
Duration: 1 Round

This spell creates a general pattern on a surface that you can see within range that leads to a point on the ground that you can see within range. You can choose from any number of possible shapes and forms, which are determined by the DM based on the nature of the patterns you choose. You can set the direction of the pillar as horizontal or vertical, or you can make a ring around the pattern and direction no larger than 13 feet. The pattern you choose must be visible to others and requires at least 1,000 feet of movement to create. While the illusion lasts, creatures and objects appear in the pillar pattern on the ground, and any creatures or objects that aren’t there appear as invisible or invisible clouds or clouds of smoke where no creatures are present. The illusion lasts for the entire sequence, which is 1 hour 45 minutes. You can banish the illusion by using an action that could take 1 hour or more practice. When you cast the spell, choose a point you can see on the ground within 10 feet of a creature you choose as your plane of origin. Then choose two of the following options for what appears: • One obscured glyph on the ground where you cast this spell. • Two hidden glyphs on the

Chronomer's Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As you touch a willing creature, you learn the name of the creature who created it and the path it took to establish its existence at all times. You also learn which creature types it is and the direction its journey takes it. The named creature is friendly to you and your companions for the duration. The named creature also knows what time its resting place is located and where it is resting. The spell ends if you cast this spell again, if you dismiss it as an action, if your concentration is broken, or if you use your action to dismiss it again. Abjuration

Chronophagus

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 7 hours

You fill an incorporeal chanter with dread energy to feed on for up to two weeks. The early stages have you free, then you are forced to fight the battle as a bonus action to keep your energy up. You can choose some nonmagical beasts or creatures you can see within 30 feet of you, such as the monstrous moa or the gargoyle-sized centipede. The beast’s statistics are . It has a Strength of 30 and a Dexterity of 10. The beast’s challenge rating is 15. The creature must succeed on a Wisdom saving throw or be pulled away from you and restrained for the duration. At the end of each of its turns, the restrained creature moves with the creature to the nearest unoccupied space you choose within 30 feet of you. The creature restrained by the channelled dread energy can use its action to make a Wisdom check against your spell save DC, ending the effect on itself on a success. The creature’s challenge rating is 25. The creature remains restrained until the spell ends. In addition, while the creature is restrained, you can’t activate the channelled energy, which produces a strong urge to move away from the creature’s restrained place (your choice which space you choose). The restrained creature can use a bonus action to make a melee spell attack using his or her reaction. On a hit, the creature deals 4d12 psychic damage. This damage occurs when the channelled energy strikes the creature and causes damage to its skin, hair, or girdle. The creature can either be magically freed by the energy or bound to an arcane hold or banjo. You can elect to bind the creature to an arcane bond, such as a chandelier, that fits within the channelled energy. Choose one creature that fits within the channelled energy type and chooses how it frees the creature. The creature can be bound to the channelled energy or the arcane hold. This spell enables you to mentally control the actions of creatures within 30 feet of you. You can choose the following actions with impunity: • Choose one creature within 30 feet of you that is friendly to you or charmed by you. This creature obeys your spoken commands and takes the actions that best serve its purpose. If the creature is hostile to you, it defends you with restraint and takes the action that serves its purpose. If it is hostile to you, it makes an attack roll with a weapon that is neither worn nor carried by the creature. If it defends you, it takes 3d8 bludgeoning damage. • Interrupt this creature’s physical activity. This creature interrupts your normal activity with rest, such as reading a book, taking a long walk, or playing fetch with a friend. The creature has advantage on attack rolls and ability checks. • Interrupt this creature’s mental activity with harmful thoughts. This creature interrupts your normal activity with rest, such as reading a book, taking a long walk, or playing fetch with a friend. The creature has advantage on attack

Chronoscope

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell conjures up a 24-inch-diameter orb of radiance centered on a point within range. The point can be up to 60 feet long, 15 feet high, and 1 foot thick. It emits bright light and dim light for an additional 60 feet under your control. The sphere lasts for the duration or until you use an action to dismiss it or remove it. When the sphere strikes a creature, the orb strikes that creature but deals no damage. It emits a faint blue light and dim light for an additional 60 feet under your control, and you can’t reduce that light or dim light to light or dim light under any circumstances. A creature that w ho touches the orb sees a faint blue glow centered on that creature’s spearmat or within 5 feet of it, but no damage is done to it. The orb can shed bright light in dim light within 5 feet of it. This spell also summons a searing, spectral messenger, which calls itself Marduk, and calls on the spectral creatures within 5 feet of it to deliver a message of warning. The messenger calls upon the spirits of war, the Shadowhoofs, the Demons of the Shadowfell, the Great Houses of Icehollow, and the mysterious Serpentknight to deliver a dire warning to the land. The messenger carries a 10-foot-radius spinning cylinder filled with black smoke hovering in the air for 30 minutes. Once upon a time, when a tree or shrub appears in the ground within range and hits a creature, the cylinder explodes, creating a 20-foot tall cylinder of molten lava. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. The cylinder ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the

Chronoscope

Casting Time: 1 action
Range: Touch
Duration: 24 hours

If you touch a creature on an extradimensional plane and scroll through its thoughts for the duration of the spell, the scroll flashes with bright light like a beacon within a cone that you choose, creating a field of bright light centered on the target that you have seen within the last 24 hours. For the duration, the target has resistance to necrotic damage. When the target finishes its turn in the area, it chooses one of the following actions: • Sickles the target's movement and saving throws make. • You create a 20-foot-radius sphere centered on the target that lasts until the spell ends. • You project a beam of energy that is 1d4 x 10 feet long and 1d4 x 5 feet wide. The sphere spreads around corners. • You project a bright beam of energy that cuts through barriers. • The spell ends if you move into the target’s space or if you cast it without first studying its surroundings. Conjuration

Chronoshift

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell merges several different teleportation spells of your choice into one spell of your choice that you are casting in full force. For the duration, you can switch between two destinations at will, maintain your teleportation connection to the one you used to, and cast one additional spell of your choice at the same time. The spell can target any creature or object within 30 feet of you. On each of your turns, you can use your action to charm one creature or object to keep it hidden from you. Alternatively, you can teach one creature or object a teleportation trick that can keep it from leaving your immediate area and even raising a hazard that could trigger an alert creature to your presence. Whatever the effect, you learn its location and maintain your teleportation connection to it for the duration. Once you learn its secret location and its activity level, you are able to determine its position so that it is invisible to others. You can even use this spell to temporarily hide a spell from one creature you choose that is within line of sight. You learn the spells they are based on, though they aren’t necessarily the same one. For instance, a conjured nonmagical war axe spell can’t be cast with the war axe created by trinket magic until you learn its visual component, which is either a simple shadow, a globe, or a sphere based on its visual component, such as a globe of fire or a globe of ice. Similarly, a staff of mistletoe placed on a creature’s shoulder can‘t be cast using mistletoe until you learn its spellcasting ability.

Chronosphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A 30-foot-radius sphere of invisible force springs into existence at a point you choose within range, centered on that point. You can target an object hovering 10 feet off the ground in this way: You place the object into an unoccupied space you can see within 30 feet of it and point directly at it to create shock waves. The object can be anything you choose. The shock waves never penetrate any barrier, spell slot, or other barrier, nonmagical, or even metal. You can use your action to create a shock wave in the area, targeting one creature or object within 30 feet of the sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, it takes 2d6 force damage. A shock wave can fit through a wall, if it stands on a different side from the wall than you have the space to move. A force earthquake, if it crissons or a similar portion of a wall, shakes the wall in the area as a whole. A force quake, as described in the Force Quake effect described elsewhere, can’t fit through a door, if it opens on the same side as the door. You can create a shock wave by raising your right hand over a creature’s mouth or using a similar force to slam the creature shut. If the creature opens its mouth and uses its mouth or throat to utter a word, the shock wave travels along the creature’s back or to the creature’s front, stopping at the point of impact and remaining there until the spell ends. If you create a shock wave in the space between a creature’s front or hind leg, your spell ends early if the creature’s front or hind leg is moved. You can have only one shock wave created at a time, and any that finishes off the spell is void for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 8th. The creatures turn into wisps of acid and warm to the touch. Evocation

Chrono-Transmutation

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A sphere of light that resembles a globe appears in the center of your space. You can use your action to move the sphere up to 30 feet in any direction. You can also use your action to teleport a sphere up to 30 feet in any direction. The sphere is in a 30-foot-radius cylinder centered on a point you can see within range. Each spell slot of this spell increases the sphere's movement by 5 feet for each slot above 1st. Transmutation

Cinder's Expertise

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one object weighing 1 to 5 pounds or 10 to 50 pounds when you cast this spell. The object’s weight

Circa the dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a living being and animate it for the duration. The living being is a Medium or smaller body construct that has the finesse, light, and speed of the thing it inhabits. It functions like any other living thing, and if it succeeds on a saving throw, it is no longer undead. A creature with a capital letter (‘) as its spelling and ‘ a letter ‘ as its name might suggest serves as the creature’s teacher for the rest of the duration. A creature of the type known as a lich might remain a lich, but it no longer has a lich’s hit point maximum and can’t willingly leave it. Instead, it attempts to become a lich by casting a spell that directly or indirectly affects it. When you make the spell, you can replace the letter ‘ with another spell of equal or higher level named after the lich’s class feature. For each of these spells, you can replace the letter ‘ with a spell of your choice that targets only the creature. If you use a spell of equal or higher level, the spell creates a lich within 30 feet of the creature it targets. Once a lich appears within that 30-foot radius, the lich remains until the spell ends. During this spell’s duration, any creature that dons an item worn by a lich must make a Charisma saving throw. The creature can’t become a lich by causing an undead component to automatically succeed on a saving throw against lich’s charm, and it might fail if its charmed condition is met. Should the condition occur to you, the celestial, undead, or legendary creature become a lich, you can mete out 5 pounds of silver or 20 pounds of iron. For the duration, these components shed bright light in a 20-foot radius and dim light for an additional 20 feet. Both the component and the spell’s damage are halved when you first cast the spell. Conjuration

Circa the Serpent

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A serpentine creature that you can see appears and cautions you in an unoccupied space within range. The creature has bite and foot attack options, and it has resistance to piercing weapons attacks, as well as both acid and cold damage. The creature can be targeted by one of the following spells, its companions by another spell of 4th level or lower, or a group of creatures that you choose (or that you choose at random) by taking the group method, its class, or some other general rule. You can choose to target any number of creatures, each with disadvantage on its attack and damage rolls. When you cast the spell, you can target only one creature at a time. Each target must make an attack roll to target all the creatures it affects. At the DM’s option, the creature might attack another creature it can see within 30 feet of it, or it might use an action to dismiss a target that it can see within 30 feet of it, as w j a creature. You decide whether the target takes any damage or regain hit points. If a target would be affected but not be harmed, the creature would instead take 7d4 piercing damage, and the creature would have 0 hit points. When you cast the spell, you can target up to three creatures for each casting of the spell. You can use a bonus action to dismiss multiple creatures of the chosen form if three or more creatures are present when you cast the spell. Transmutation

Circle Nine Gravity

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a square and magically transform one creature within range, up to 10 feet tall, into a celestial, up to 30 feet long, and up to 10 feet wide. The transformation lasts for the duration. You choose the celestial’s orbit and latitude and longitude, along with its celestial family, at which point you cast the spell. You choose the celestial’s celestial name and, if appropriate, the name of its mother, if that name is no longer on the celestial’s person or name at the time of its birth, at which point the celestial returns to its home plane. Any creature that you designate as a celestial returns to its home plane as a bonus action on your turn. Transmutation

Circle of Agamemnon

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You draw power from nature and assume a form like a divinity or an elemental, such as fey or fiend, to take the form of an undead or a creation. Choose a phantasmal sphere centered on one of the spheres at the top of the page. You can create one of the following effects when you cast this spell. • You create a ward centered on one of the spheres that prevents nonmagical attacks made against you or your companions from reaching them. • You create a minor ward that prevents creatures from triggering abilities or attaining certain requirements from reaching their full potential. • You instantaneously create a ward protecting a lich or an undead against one of the following effects of your spell: • One undead

Circle of Death and Decay

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A place within range becomes a cursed place for the duration. Choose up to six creatures you can see within range and that can’t fall into a pit, or pit of any sort. The places you choose become a special sort of place. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from your pointing finger to a creature of your choice within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 4d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Circle of Death and Sun

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Instantaneous

A sphere of negative energy erupts from a creature that you can see within range. The creature remains within range until the spell ends, at which point the sphere lashes out at your command. The spell’s area is heavily obscured, and bright light shines in and out of the sphere. The sphere moves with it, remaining nearly invisible. While in this area, you can see and hear the plane of existence where the creature originated, which is the plane of existence for all creatures except you. As a bonus action on your turn, you can move the sphere up to 60 feet to a spot you can see. If you move more than 60 feet from the sphere, the sphere lashes out again, and the spell ends. You can also dismiss the sphere’s magic at any time. As a bonus action on your turn, you can move the sphere up to 30 feet to a spot you can see. At any point during the spell, you can cause the sphere to erupt again, and the sphere lashes out again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of the sphere increases by 30 feet until it is 60 feet long and 25 feet wide. When you cast this spell using a spell slot of 5th level or higher, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Evocation

Circle of Erupting Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A fountain of fire radiates from you in a 60-footradius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Circle of Erupting Wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a horizontal rift in the ground that leads to an unoccupied space you can see within range. Until the spell ends, this rift widens until you choose a point you can see on another solid surface within 5 feet of it. That space is entirely occupied by the spell’s Duration, and it lasts until the spell ends. On its turn, you can use your action to move into the rift, issue commands to the creature, or both at once, issuing no decisions. The creature can choose to move away from you or to follow you, depending on what direction the rift is pointing. To move in one direction, the creature chooses the w as its direction, and you determine where the rift lies. Reducing any one direction to the other would cause the creature to follow a different direction on its next turn. If a creature moves into the w’s interior, it can enter the rift by making a Strength (Athletics) check against your spell save DC. If you cast this spell two times, you can have up to three of its non-instantaneous effects activated simultaneously. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the rift increases by 10 feet for each slot level above 5th. Conjuration

Circle of evil

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell harms one willing creature you choose that you can see within range. For the duration, that creature is subject to the following effects. It has disadvantage on attack rolls against you and one other creature for each line of attack that you specify during your casting. It can’t take reactions, and it can’t speak any language other than its native tongue. You can also cause the creature’s skin to turn waxy and translucent, causing it to become vulnerable to being shattered. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 4th. Evocation

Circle of evil

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You turn an undead creature that you can see within range into a pillar of gloom centered on a point you choose within range. The target must make a Constitution saving throw. On a failed save, it takes 7d8 + 20 necrotic damage. On a successful save, it takes half as much damage. You can also create a pillar by making a melee spell attack against it. When the pillar appears, each creature within 10 feet of it must make a Strength saving throw. On a failed save, the creature takes 14d8 necrotic damage and becomes blinded, deafened, or charmed for 1 minute. On a successful save, the creature takes half the damage and becomes immune to the spell for 24 hours. At the end of each of its turns, a blinded creature can make a Constitution saving throw to regain control of itself. Conjuration

Circle of Evil and Evil and Evil and Good

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A place within range is a place the caster chooses, one that can be considered a part of a larger or more intricate series of feasts. Creatures are excluded from the feasts and are immune to their own effects. The feasts take place within 10 feet of each other. While a creature is in the feasts’s space, it can make a Wisdom saving throw. On a successful save,

Circle of Evil and Evil

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 1 hour

Your magic shapes the course of the Elemental Forces within 60 feet of you. Choose one creature or two creatures that you can see within 60 feet of you that are in the middle of an unoccupied space that you can see within 60 feet of you. That space must be no larger than a 30 foot cube. You also choose a point within range for the creature to appear on with a sword, crossbow, or other weapon. When such a creature appears, you can make a melee spell attack against it. On a hit, the creature must make a Wisdom saving throw. On a failed save, it reverts to its home plane of existence, where it was raised and corrupted for its entire human history. It returns to normal mode within 30 days after you cast the spell. When you cast this spell, you decide what happens to each creature whose Strength or Dexterity score you can reach during the duration of the spell. If you maintain your concentration on the spell for longer than usual, the creature’s Strength score increases by 1 round for each stat changed. It takes 14d6 force damage on a successful save, or 40d6 force damage on a failed save. Transmutation

Circle of Evil and Evilwands

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Your magic brings forth a sphere of evil energy that hovers in the air (up to 30 feet in diameter) for the duration. You choose a sphere within the aura's range: celestials, elementals, fey, fiends, and such. For the duration, the sphere has the following properties: • It can deal an extra 5d8 necrotic damage when it strikes a creature or a solid object (such as stone or wood)

Circle of Evil and Good

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 hour

You draw your attention to a subject within range. The attention you receive is to distract as much as possible of the creature or creatures you choose within 30 feet of you. For the duration, any target that is completely within your reach is immune to this effect. Regardless of its remaining hit points, it makes a Wisdom saving throw to grab the attention of one of your planes of existence. On a success, the target gains aegis for life and can use that life to return to its home plane of existence. Illusion

Circle of Evil/Good

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell summons a sphere that looks like a large, transparent, and magically inscribes sphere of positive energy around yourself that lasts until your next turn. Choose one solid object in its area that you can see within range. Then choose a square portion of solid land you can see within range. Until the spell ends, you can use the spell to resolve a celestial or fey dispute between the two parties in which the two parties would be a celestial, fey, or wizardous alignment, if that alignment applies to both of them. The issue has the status of a celestial decision, with the parties deciding if the celestial should or should not be aligned with them. If an aligned celestial chooses to align with a creature (such as a frog), the other celestial deals with the issue in turn, with the creature deciding whether to align with the fey or wizard. If the fey creature chooses to align with the arcane fey, the fey creature deals with the matter internally, not the fey creature’s magic, as the fey creature does. If the fey creature chooses to align with a sphere of negative energy centered on an area within 5 feet of an aligned celestial that it can see, the fey creature deals with the sphere internally. Each creature within 5 feet of the sphere deals 1d8 necrotic damage to each of his or her turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Necromancy

Circle of Evil radiance

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Divine energy radiates from you in a 20-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 radiant damage and is blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, taking 3d10 radiant damage. This damage can’t reduce a creature’s hit points below 1 hit point when it makes a saving throw against this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Circle of Faith

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a sphere of bright light centered on a point within range. You choose a point on the ground or the floor or on a ceiling or a dome that you can see within 60 feet of you, and you create a magical light if you don’t have a daylight saving throw. If you cast this spell using a spell slot of two or three levels higher than the slot you use for the spell, the sphere illuminates for a second and then spreads its light around corners. A strong wind could instantly disperse the light, creating a cloud of vapor in the center of the sphere. Conjuration

Circle of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A multicolored sphere of radiance appears within range and lasts for the duration. You can see in this sphere the paths of all living creatures within 30 feet of you, divining their course and preventing them from passing. You can choose to see the spheres as spheres centered on a point within 500 feet of you and that you can see 100 feet directly above the ground. When you cast this spell, you can make two different effects use up the spheres: one effect can target one sphere and have it affect another creature, or you can cast the spell multiple times, creating two additional effects. You can switch between these effects when you make a casting of the spell. If you make a somatic connection, the effect mimics a breathing spell used to exhale a creature or a magic item used to open a container. When you cast the spell, any creature within 30 feet of the sphere when you cast the casting must make a Constitution saving throw, taking 7d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration

Circle of Fire

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You blast one square of fire, stone, or any solid object within range in one of the following ways: • One creature in range, one surface of fire, or one object of cast light, is engulfed in flames. • You instantaneously cause the burning object to crackle with incandescent light, transform into a simple torch, and pass out (a radiant, glowing ball of radiance shines down from the sky and sheds dim light into human-sized dimples, for example). • You cause simple constructs, such as celestials, to flicker, to change color, and to become blinded. • You instantaneously cause the humanoid within the w expunge spell to gain the ability to communicate. • You create a harmless blast of radiance centered on a point within range, causing it to shimmer in the presence of water and dark energy for one round. Each round

Circle of Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You send a 60-foot-radius sphere of fire toward one creature of your choice within range. Each creature in a 10-foot radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 14d8 fire damage, or half as much damage on a successful save. The fire damages targets there and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to +8d8. When you cast it using a spell slot of 8th level or higher, the damage increases to +17d8. When you cast it using a spell slot of 9th level or higher, the damage increases to +24d8. Evocation

Circle of Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You summon a sphere of flame that moves toward a creature within range and flits toward it for the duration of the spell. The sphere explodes when it strikes a target or a creature within 30 feet of it. Each creature or object in the sphere centered on a creature or a sphere centered on a sphere hit by the spell or made a damage type I hit or a constituue when it hits or misses, and the sphere hardens, sprouts fur, and moves with it. The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell has no effect on undead or constructs or the thrown weapons of worthy mortaloids. While the sphere is centered on a target, it emits bright light in a 30 foot radius and dim light for an additional 30 feet. If the sphere strikes a creature or a creature within 30 feet of it, any creature or object w streevered at the impact and became blinded until the spell ended, ending its turn. Sight Self (60-foot cone) Magic words Concentration, up to 12 hours The first time you use a spell targeting a creature, it as well as the casting of the spell as an action, you can match the magic words in the other creature’s mind, and the spell ends for that creature. This spell has no effect on constructs, undead, or creatures of a kind that the creature is proficient with, and spells

Circle of Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames race against the flames in a circle centered on a point within range. The circle lasts until reduced to 0 hit points or you choose a different flame type or a different spell’s casting time. Choose one flame within the circle for the duration. Each creature who ends their turn within 30 feet of the point where the spell occurs must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage, or half as much damage on a successful save. A creature also takes 4d6 cold damage if it is trying to cast a spell that could damage or poison the circle. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Circle of Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause flames to form in a location you choose within range. The flames appear in any orientation you choose: horizontally, vertically, or diagonally. If you have a circle of horizontal coloration in place where you cast this spell, you make the flames flammable, as both nature and weapons have certain properties that must be met to ignite them. For the purposes of this spell, the following properties must be met for each flame: - It emits light at a rate 1d10 luminescent; - It emits dark energy at a rate 1d10 times the energy used to cast the spell; & - It emits bright light, a color that can be seen in excess of 50 miles per hour. Evocation

Circle of Flame

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A burst of flame in range, equal to 1d6 fire damage, spreads across your body and up to 30 feet in a direction you choose, causing fine flames to leap from your fingers to loll onto objects within 30 feet of you. Each creature that starts its turn in the flame’s path must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Circle of Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create three flames on the ground within range. Each one harmful to you and anyone else within 5 feet of you (including you) must make a Constitution saving throw. When you make that saving throw, each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 2d6 burning damage. These flames last for the duration and extinguish unprotected flames in the area. You choose whether they burn for 1 minute or 1 hour. If you have two flames in one round, you can use a bonus action to cause one of them to turn to stone. The other spell must end when the two flames are extinguished. Bright Flame. You cause a bright flame to shine bright light in a 30-foot radius and dim light for an additional 30 feet. The flame can be extinguished using any of the following methods: • Using charcoal, campfire, or similar fuel, or by pouring it into a wisps lantern. • Coming from beneath the earth, leaving sparks, small fish, or other organic materials. • Coming from below the earth, causing gases, liquids, or gases, such as gas, that do not warm enough to sustain life, such as the gas that fills the atmosphere. • Coming from above the earth, causing halos and other celestial objects. • Coming from beneath the moon, forming craters and craters, or rising from beneath the earth, forming craters and crevasses, or rising from beneath the earth as it cools. • Coming from beneath the sun, forming rings, crevasses, and other visible and invisible masses, such as trees, bushes, and shrubs, that are covered by cloud. • Coming from beneath the moon: forming craters and crevasses, or rising from beneath the earth as it cools. You can also use any of the above spells to cause flames that don't heat up within 30 feet of the fire pit to flit from one flame type to another in an illusory pattern, appearing as a gray, beetle-like plant with three legs and no tail. For the duration, these plants turn yellow, bile, and fatigue fill them. Conjuration

Circle of Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames race across the battlefield, forming flashing orbs on the ground, in air, in one of the following forms: fixed, unoccupied, or partially animated. The flames revolve around a 10-foot cube with an AC of 10 and 30 Hit Dice. Illusion

Circle of Flame

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Duration: Concentration, up to 1 minute, 5 minutes

Otherworldly flame flashes from your hand toward a creature within range, then flies and strikes it once with a weapon attack against that creature. Make a ranged spell attack. On a hit, the creature takes 2d12 radiant damage. Whether you hit or miss, reduce the damage by 1d12 for the spell’s duration. At the end of each of its turns, a creature with the lowest hit points at the start of its turn is targeted by the spell and must make an Intelligence saving throw. On a failed save, it can’t be targeted again until its next turn has passed. Evocation

Circle of Force

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a sphere of force in range to sweep toward one creature of your choice within range. The sphere moves in a straight line up to 90 feet to a point you choose within range. That creature must make a Dexterity saving throw. On a failed save, the sphere extends its reach and touches the target. The sphere’s path is blurred, shifting as it moves so that it is directly in front of it regardless of wind or other causes. An affected creature can’t cross the sphere’s path and must make a Dexterity saving throw. On a failed save, it can use its movement to move up to its speed so that it can pass. On a successful save, the affected creature moves up to half its speed. The sphere can travel 150 feet, which is tripled the normal speed for the sphere’s movement. Transmutation

Circle of Force

Casting Time: 1 action
Range: 60
Duration: 1 Hour

One invisible force springs into your physical presence, appearing where you are facing and restraining you. The force is there to protect you, but the creature isn’t protected from all harm. An unwilling creature or an object within the spell's area is pushed to prone, causing it to be pulled in contact with the force to succeed on a single saving throw or take 1d6 force damage. Divination

Circle of Graces

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Divine energy radiates from you in an aura with a 30-foot radius, centered on you. Until the spell ends, the aura moves with you, centered on you. You can use your movement to examine the aura for magical properties that might make it appear to be an illusion. The aura moves with you, centered on you. You can see and hear through the aura. When you cast this spell, you can affect up to three creatures with a gaze exception, and you can’t affect a creature with an Intelligence (Investigation) check to find out what kind of creature is speaking. Divination

Circle of Grasping

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You carefully bind a single creature you can see within reach to a specific arcane spell of your choice. The creature must be within range of the spell, and its actions and moves don‘t take any further. The creature becomes an object created by the spell for the purpose of grasping onto arcane charmed goods or items. The bound creature can have up to 5 hit points, which are expended when it drops to 0 hit points. The spell ends if you use a reaction or a spell slot of 2nd level or higher, if you use an action to create a new bound creature, or if you instead create a new, unaligned creature of the same kind that the spell’s target is a different creature. You can use a reaction to resolve such a creature’s fate, granting it a wish spell, known as a wish spell, whose casting time is 1 minute. The creature has a wish that both it and the target can’t be bound to a specific arcane spell or magical item, such as a crossbow or polearm, until the spell ends. If the target wishes, it can offer a wish spell as a condition for its wish spell slot to count against its spellcasting ability, receiving approval from the casting wizard. If the desired spell or magical item would count against the target’s spell casting ability, the wish spell can be dismissed by creating a wish divinity at the end of each casting of the spell. If the desired spell or magical item doesn’t count against the target’s casting ability, the wish spell fails. Necromancy

Circle of Grasp

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You use your action to crush a willing creature you can reach within range to create a gateway to a new plane. The target must make a Charisma saving throw. It takes 4d12 thunder damage on a failed save, or half as much damage on a successful one. To create this spell on a creature, you can use your action on a new target, create a new spell, or end one created by the spell. The spell can take a number of levels more suited to the target’s new hit point maximum, or vice versa. If you end your turn within the spell’s area, you can use your action to move up to your speed so that it is out of the way of the spell. Icy wind can’t harm the target or harm it during its movement, but when it makes a successful melee attack, it might be able to escape. Transmutation

Circle of Griswold

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a creature you can see within range, along with any creature within a certain distance of it, into a sphere of force. The sphere is an obstacle equal to 10 feet square, 10 feet tall, and 5 feet thick. The creature transforms and begins to move at your command. The sphere remains for the duration or until the creature changes its alignment, either by speaking the spell or by making an ability check using its proficiencies or skill checks. When the sphere touches a creature, it instantly moves to a new horizontal or vertical position. The spheres form around the creature and become part of the creature’s space. If the spheres split open, the creatures inside w hould remain standing as they transformed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Circle of Griswold

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Your magic spreads from hand to hand, creating an ever-changing array of magical effects throughout the day. Choose up to three magical effects within range. Each effect has advantage on your attack rolls and saving throws, and your attacks can deal an extra 1d4 radiant damage to a creature if it uses its own saving throw to do so. You can affect a creature with more than one magical effect affected by a spell by

Circle of Healing

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

With each melee attack you make during this spell’s duration, you make one creature healing spell of your choice: poison, invisibility, mending, or watery. This spell has no effect on undead or constructs. You make a melee spell attack with that spell. If you hit a creature with a weapon attack during the spell’s duration, the spell is cast again and the spell fails. On a successful check, the spell instantly ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Circle of Healing

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a ward made of earth and water that protects up to five creatures of your choice within range. Magical healing is a spell’s effect: it lasts for the spell’s duration, while other spells and other effects let you extend or extend previously cast spells, or it might last for the duration. You decide the duration, which you can be determined by rolling a d10 at the end of each of the creatures you choose when you cast the spell. Each choice of plants and minerals you choose affect only one of the creatures that are made possible by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Transmutation

Circle of Healing

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You gain the service of a holy circle of healing, which is composed of five rays, one of which is a radiant ray, a spectral ray, an illusory spirit ray, or both. Choose one of the rays as a radiant, illusory, or an anagramatic component. The rays are imbued with auras of non-magical energy, which are attuned to the chosen spectral component. The circle is a circular body with a thin, yellowish veil over it. Each creature that enters the circle must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, and an additional 1d6 cold damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Conjuration

Circle of Healing

Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, you create one of the following effects within range: • You create a minor healing effect, such as a spear or a wound, that afflicts a creature within range of the effect. • You instantaneously restore 15d8 + 15 hit points to an unwilling creature. • You instantaneously restore 1d8 + 15 hit points to a creature of your choice within 30 feet of you. • You instantaneously cleanse a 5-foot cube of acid, cold, lightning, or poison of its saliva and imbue it with magic. Abjuration

Circle of Healing

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical circle that appears around a creature and that lasts until the end of your next turn, healing the creature. You choose the opening in a 10-foot cube that you can see and that fits within a ringed wall that leads to a point within range. You can create the circle by casting this spell there. The circle is an object that has AC 20 and 30 hit points. It has AC hit points equal to half the listed hit points; if the creature uses its action to move up to its hit points, it can use its action to move across the ring and finish the move within 5 feet of the circle. When the circle fully awakens, the creature is restored to its hit point maximum. The circle isn’t an antimagic field, so it can react with creatures in an antimagic pool of acid (100 feet) or mitre with water (150 feet). After the magic vial is exhaled, a surge of magical energy is created in the center of the circle to create a permanent magical circle made from the following magical effects. When a permanent magical circle is created, the magic that created the magical circle is broken. Subtract the number rolled from the initial roll of the magic effect from the number rolled for the circle. For example, a magic that makes a circle based on a symbol could be broken down into four levels, each of which requires a different magic effect. The magic needed to create the magical circle increases by 1 for each level of the magic circle. The magic used to create the magical circle is different for each magic effect. Break the magic used to create the magic circle. You automatically break up the magic used to create the magic circle based on the type of magic effect rolled for that magic effect. For example, you could create a magic spell that relies on magic that doesn’t rely on a different magic effect; the warded spell could be damaged or ended, while the spell of a creature that relies on an illusory sign language could fail. A broken spell relies on magic that has a duration of 24 hours or longer. A triggered triggered triggered magic spell relies on a casting time of 2 hours or less. When a spell triggers, a trigger spell determines whether that spell appears on your spell list. If a triggered triggering magic spell appears without requiring a casting time of 1 hour and a casting time of 1 hour or less, the spell is broken, and the spell breaks only for such triggers spells as the spell creates. The triggering magic spell breaks for any triggered magic spells other than bard spells that use an onus for the casting time of the spell. If you create a triggered trigger spell with an on

Circle of Healing

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain a step toward raising your physical condition rating from 0 to 5. You instantly reduce any status conditions that you can cast or that no longer stack up to your current status conditions. You also reduce any effects that you couldn’t cast while casting the spell. For the duration, you also create a new condition that would normally trigger if your current condition rating changed, such as if you had a disease that prevented you from drinking enough water. If your current state is severe enough, you can attack it again on each of your turns as an action. This attack rolls a d 100. If you succeed, you have no disease or fatigue affecting you while you can attack. Necromancy

Circle of Healing

Casting Time: 1 action
Range: 5
Duration: Instantaneous

As you point at a creature whose Intelligence is 4 or higher, a bright light leaps from it. For the duration, that creature heals you up to your maximum Hit points. Evocation

Circle of Healing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell summons a protective force that surrounds you and all creatures within a 5-foot-radius sphere centered on a point within range. Starting with your initial round, you can use your action to create a short phrase within range, which you can appear to describe a threat within range and then repeat with the same effect. You can take the course of a Word or Special Word or make written decisions as to the course of the Word. Woe to you, friends! In the event that you cast this spell using a spell slot of 2nd level or higher, the sphere extends into the Ethereal Plane, dealing it 2d4 necrotic damage plus 1d4 fire damage. In the event that you cast it using a spell slot of 3rd level or higher, the sphere extends into the Astral Plane, dealing it 2d4 cold damage plus 1d4 fire damage. In the event that you cast it using a spell slot of 4th level or higher, it extends into the Feywild, dealing it 3d4 necrotic damage plus 1d4 necrotic damage. Necromancy

Circle of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell grants up to three creatures within range a measure of temporary protection from harmful energy, equivalent to a wish or a wish granted to you by your deity. The measure of protection is the creature’s size. If you are holding a size 6 or smaller creature, you can choose an area of stone or wood that fits within your 5-foot radius and is within 5 feet of the minimum size you have allowed for that creature. For the spell’s duration, the creature has resistance to radiant and necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. If you target one creature that is already at least 1 mile away from the caster, you can target two more creatures for each slot level above 5th. Conjuration

Circle of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of nature to mend a creature’s wounds and heal another creature of their injuries. Divine Word 120 Instantaneous A sphere of divine energy erupted from a point within range, centered on that point. The sphere touched and affected each creature within 30 feet of that point. An unwilling creature with an Intelligence score of 5 or lower can see through the sphere’s surface and is blinded. An unwilling creature can make a Wisdom saving throw to break through the sphere’s walls. On a successful save, a creature or an object safely zaps itself against the wall with a metal rod in order to shatter the sphere. The rod is vulnerable to fire damage and can’t leave its socket. It deals 6d4 necrotic damage to a creature or an object w ho is within 5 feet of the area, and it deals 6d4 necrotic damage to a creature or an object w ho is within 5 feet of the area if it is within 5 feet of the sphere. Conjuration

Circle of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You open a gateway to the dark between the stars, a sphere of healing energy that rises from the ground and spreads around corners. Choose up to three creatures you can see within range, centered on a point you choose within range. Each target gains for each target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional targets for each slot level above 1st. Transmutation

Circle of Healing

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You teleport your closest animal friends and family to a safe place within range. For the duration, up to eight willing creatures can be charmed and healed by healing a circle of nonmagical healing that you create. You can use a bonus action to cause nonmagical healing to circle creatures of your choice. These creatures are friendly to you and your companions. Roll initiative for each affected creature and add your spellcasting ability modifier to the 11. Roll for Transmutation. You create a ward that protects a creature’s room from harm. Its size is equal to the size of your warded circle. It has AC 10, touch 10, and it can’t be reduced to 0 hit points. The spell ends if the creature dies within it or if you cast this spell again. If another creature’s room is damaged by this spell, the warded creature is healed automatically. Both ways work as normal. The spell ends if you cast it again or if you dismiss it as an action. If you cast the spell again, the spell ends if you dismiss the first time or if you cast it again twice as a full-round action. Transmutation

Circle of Healing

Casting Time: 1 action
Range: Self
Duration: 10 Days

You transform a creature of your choice within range, granting it a temporary +10 bonus to AC for 10 days. The effect can’t reduce a creature’s speed, attack rolls, or saving throws, and it also doesn’t reduce its level (at least minimum level) above 5th. Divination

Circle of Healing

Casting Time: 1 action
Range: Self (15-foot circle)
Duration: Concentration, up to 1 minute

You channel the power of nature's healing ability. Starting with your hand, each hand that you mend or replace with a protective spell, a piece of which cures a disease afflicting the hand you made (a disease equal to your level) the next time it hits, the hand regains hit points equal to the hand’s original feat slot. If you cast this spell multiple times, you can have up to three nonmagical healing hands created by the same spell created by this spell active at the same time. When you complete a long rest, restoration to a hand restored by magic is nearly instantaneous. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, roll 6 d20. If you cast it using a spell slot of 3rd level or higher, roll a d12. If you cast it using a spell slot of 4th level or higher, roll a d10. If you cast it using a spell slot of 5th level or higher, roll a d10. If you cast it using a spell slot of 6th level or higher, roll a d12. If you cast it using a spell slot of 7th level or higher, roll a d12. If you cast it using a spell slot of 8th level or higher, roll a d12. If you cast it using a spell slot of 9th level or higher, roll a d14. If you cast it using a spell slot of 10th level or higher, roll a d21. If you cast it using a spell slot of 11th level or higher, roll a d25. If you cast it using a slot of 12th level or higher, roll a d30. If you cast it using a rod or similar item, however, the casting of the spell lasts until it is dispelled. When a spell with a casting time of 1 action is cast or drawn, the spell is removed from the scroll and the spellbook are restored to full quality. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can restore up to 1 hit point from a nonmagical hand ( Hand of Nature and Magician's Manual for Hand of Birds, p. 13) or a hand ( Hand of Nature and Manual for Hand of Plants, p. 13). At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you restore up

Circle of Healing

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

When you cast this spell, you create a ripple of beneficial energy in a 15-footradius sphere centered on a point within range. You choose one of the following effects when you cast the spell: • You instantaneously restore up to 4d4 + 1 hit points of vitality and +2 hit points of exhaustion to a creature friendly to you (no action required) or prone to being affected by its status condition (it takes no actions) for 1 minute. • You instantly restore 1 hit point to a creature friendly to you (no action required) or prone to being affected by its status condition for 1 minute. • You instantly reduce a target that attacks or casts a spell by half its current power for 1 minute for each target. • You instantly remove one harmful spell from a target friendly to you for 1 minute for each target for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a target’s hit point maximum and current health are both restored to the maximum number of hit points possible under its control. Illusion

Circle of Healing

Casting Time: 1 action
Range: Self
Duration: 1 minute

A sphere of healing energy appears centered on a point you choose within range. The sphere has the same radius as the area of effect circle and can hold up to 500 pounds. The sphere is unaffected by nonmagical healing. When a creature takes damage or otherwise suffers from damage from a direct effect of your choice from within 5 feet of the sphere, you can cause the sphere to return the damage or suffer the damage normally. A target that takes damage or otherwise suffers from damage by this sphere’s effect must succeed on a Constitution saving throw to regain control of its mind. Transmutation

Circle of Healing

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

The sphere of healing we so loved takes root within its base, where it radiates healing energy. Choose two creatures in a 30-foot cube within range. Each creature must make a Constitution saving throw. On a failed save, a target takes 4d8 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded, the target can use its action to make a melee spell attack against a creature within 5 feet of it, healing equal to half the amount of acid damage it took. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Necromancy

Circle of Healing

Casting Time: 1 action
Range: Self (5-mile circle)
Duration: Concentration, up to 1 hour

A large sphere of radiance radiates acid, cold, fire, lightning, or thunderous radiance, centered on a point of your choice within range. The sphere lasts for the duration, which can be extended by as long as 10 feet. At the start of each of the rounds you are on the main stage, and each round thereafter, each affected creature must make a Constitution saving throw. On a failed save, it takes 1d6 radiant damage. On a successful save, it deals no damage at all. As a bonus action on each of your turns, you can shift the sphere up to 30 feet in any direction. The sphere, if it is not already there, sprouts psychic claws at the creature it’s touching. When it strikes, the claws deal 1d6 psychic damage, and the creature takes 1d6 psychic damage each time it strikes it. Each time the creature uses a spell of level 1 or higher to heal, the psychic claws deal extra damage equal to half the number of times the creature’s Strength modifier is used (minimum 1d6). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of psychic claws that the sphere wounds increases by two, and the damage the shock damage increases by one, for each slot level above 3rd. Evocation

Circle of Healing

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: 10 minutes

You create an extradimensional portal that leads to a place you have visited or seen before on the plane of existence you originated. The portal is 1 mile long and is 5 feet wide and 5 feet tall. It can be opened or closed, though it must remain open and remain 1 foot wide and 5 feet tall. It can lead to a different visible or invisible creature or a different creature within 30 feet of it. On each of your turns as a bonus action, you can mentally command the creature you commanded to follow you, and you can’t command the creature to move closer to you. You decide what action the creature will take and where it will move during its next turn. If you would open or close the portal, that action must be taken before it leaves its home plane. The creature creates the portal in a manner similar to a magic door, but it can’t be a creature and can carry nothing, such as a staff or a piece of rope. Transmutation

Circle of Healing

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You conjure up a sphere of positive energy that moves toward a creature within 60 feet of you. The target must make a Constitution saving throw. It takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, when you hit a target with a melee weapon attack during the spell’s duration, the sphere of positive energy moves toward that target and creates a minor earthquake on each of its hits. The earthquake is a magnitude-tried weapon attack that creates no damage. It deals 3d8 force damage to a creature within 30 feet of the target when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area is lightly obscured and creatures can’t enter the area unless the target carries a torch or a similar light source in the spell’s area. The spell’s area shows you the current condition of the target and the spells that it can cast when it is low on energy, positive energy, or some other magical effect. It also reveals whether or not the target is under the effect of one of the following effects: • Sickle-Levelling Disease. You cause a high-pitched squeak to emanate from the target when you hit it with a weapon attack. The target is deaf and blind until your next turn, or if you are fighting a creature, it suffers a song of thorns until its next turn. If you have a high enough Wisdom score, the spell can’t affect the target’s weapon in the same way as it deals damage with a melee weapon, and the song is become more powerful. If you have a low enough Wisdom score, the spell doesn’t protect you from falling attacks from the same creature every turn. Transmutation

Circle of Healing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You fill a 5-foot square on ground in a 15-foot radius with green radiance, and each creature in that area must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. An unwilling creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Circle of Life

Casting Time: 1 action
Range: 10
Duration: 24 Hours

An invisible, nonmagical force appears and grows organically in an area within range. A creature of Medium size or smaller in the area must make a Wisdom saving throw. On a failed save, a creature is limited to 10 feet of life and has disadvantage on attack rolls, ability checks, and saving throws for the entire duration of the spell. These creatures are protected from damage and can’t become trapped. In addition, a creature that is within 10 feet of the invisible force for the first time on a turn or in any area within range for the first time on a turn can make an Intelligence saving throw. On a failed save, a creature takes 6 d10 necrotic damage. While this spell is in effect, the invisible force disperses flammable matter within 30 feet of it, which creates fissures in the ground and surrounding terrain. Additionally, when a creature moves into or within 20 feet of a place where the spell is cast, the creature can make a successful Intelligence saving throw against necrotic damage. Necromancy

Circle of life

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell creates a constant circle of life between you and a creature of your choice within range. Until the spell ends, the circle is a cylinder with a 10-foot radius on each side. It lasts for the duration or until you choose to dismiss it as an effect. You can create a new circle by using 1 hit point. When you do so, roll a d20 and assign a new number to each creature you create there. (Your choice, the creatures roll their own.) You can create a new circle on the ground or on a wall, and you can set a ceiling and a point of eaves on either side of the circle. Any creature not within 5 feet of the circle when you create it or who is attempting to cast a spell there must succeed on a Dexterity saving throw or take 1d6 lightning damage if it can’t see or is immune to the spell’s damage. The spell’s normal use ends on the circle. When a creature steps inside the circle, it also becomes connected to the circle via a talisman, bracelet, or other similar device, such as a talisman of warding or ward staff. The magical link created by this spell and affixed to the wyrm's clothing grant it control over its item item and to its bonded

Circle of Life

Casting Time: 1 action
Range: 10
Duration: 30 Hours

This spell attracts and sustains creatures up to 5 feet in diameter. Each creature that starts its turn in the circle must make a Constitution saving throw. On a failed save, a creature is pushed up to 10 feet and dies. On a successful save, it dies instantly. On a failed save, a creature can transport itself up to 5 feet, and there remains a positive likelihood that it will arrive by the time of your next long rest. Transmutation

Circle of Life

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Until the spell ends, a creature of your choice that you can see within range and that can see into a place within range must make a Wisdom saving throw. The creature makes the saving throw with advantage. On a successful save, you instantly know the location of all living creatures on the ground within range. If you know the location of no living creatures, the spell ends for that creature. If you know the location of a place with an area of living creatures of the same type as the ground you step into, the spell ends for that place. While in this plane, you can use your action to create a magical circle on the ground you are standing on, within 10 feet of it. You can use a bonus action to cause one creature of your choice that you can see within range, or one willing creature that can hear you to make a Wisdom saving throw. The creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause one additional creature for every two you cast this spell using a 2nd level spell slot. Additionally, you can cause one additional creature for every two you cast using a 3rd level spell slot. Evocation

Circle of Life

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a body of water on the ground that is 3 feet on one side and 5 feet tall and that is contiguous with a nirvanilla forest. The body of the body is covered with fur, robes tied together by vines, and you can choose a helm or mithral tunic that fits within the body category and is connected to the body through rings connected to a lower arm. The helm carries the chosen weapon (your choice), gear, and magic item, and the mithral tunic carries the magical staff and rings that it carries with it. The mithral tunic provides you with moderate to heavy armor plating and, whenever possible, makes a piece of gear or magic item available for its wielder to use as an extra. When the mithral tunic reaches 0 hit points, the equipment worn by the staff or magic item drops to 0 hit points. The magic staff or magic item then drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Circle of Life

Casting Time: 1 action
Range: 120
Duration: 30 days

You place a temporary object within range that lasts for the duration. You can bring along objects of up to 5 feet in any direction and that aren’t worn or carried by another creature. You can bring along some substances and create an illusion out of them, but no more than two pounds of marijuana sativa or 1 ounce of fresh ground Hemp seed or 1 ounce of dried hemp seed is appropriate. When you create the temporary object, you can use a bonus action to cause a Medium or smaller plant with a diameter of 3 feet to make a Wisdom saving throw, taking 11d10 necrotic damage on a failed save, or dropping the item if it is worn or carried by a creature. When the spell ends, the effect ends. The temporary object can be brought to your DM’s attention and decorated with a symbol you choose from among other objects (no more than once per day). You can then issue a new visual command to the creature as the creature uses its action to move the object from one side of the object to the other (the creature moves with the object if it can). If you command a creature to move with you, it can follow your command, even if it is fighting it. When you issue the visual command, the creature moves with you and mimics your movements, so it has little reason to fear for its safety when you command it to move. The creature might leap into the air to avoid detection, strike a target, or strike its weapon, but it doesn’t. When you issue the visual command, you can specify a time and place for the creature to move, appear, and move after you gave it the visual command. The creature might be able to move after moving if you placed a protective spell on it. Special Animate Dead Touch Until dispelled This spell summons up a Huge, zombie-like creature with silver skin and blue eyes and a mottled black head that seems to grow fat and pale against the skin. The creature has a AC of 3, and it can’t exceed 10 hit points. It also appears to be undergrowth, with greenish-white fur covering its body. An unusually large creature, it is Large and fast capable of moving at supersonic speeds. It has two claws on its hip that are long and ornate, and it has four bill pads on its back. Grasping itself from the debris, the creature comes toward you with four claws drawn into its body. You can use your action to touch the creature to reshape it in your image, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The transformation ends for that creature when it returns to its home plane. Conjuration

Circle of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates a magical link within a creature that he or she is bonded to, a permanent link that lasts for the duration. While these magical bonds are active the creature can’t take any actions and must make a Wisdom saving throw. Until the spell ends, whenever a creature hits

Circle of Life

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A sphere of life-sustaining power springs into existence around a creature within range for the duration or until it dies. The sphere extends into the creature’s dimension and moves with it, succeeding on its turn so long as it remains within 60 feet of the sphere. It creates no problems for the creature if it is no larger than a Medium (contained within a single 7-foot cube) surface and can stand its own weight. The sphere remains for the duration or until the creature dies, at which point the sphere creates a new 5-mile radius centered on it. The sphere remains for the duration or until the creature dies, at which point it forms a protective shell around itself and releases a frigid vapor that blankets the area. Conjuration

Circle of Life

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell creates a ring of life and protects you from death. Choose any number of corpses within range, or two corpses within range, and a force of nature that lasts for the duration creates a protective barrier around each corpse, preventing it from falling into a pool of death. A creature that uses an action to assume a humanoid form known as a Clerics form can take the action that class suits it best, and the barrier blocks the creature’s movement and moves only to within 5 feet of it. A creature that takes the Dash action can attempt a melee attack with the barrier only by stepping over it or using an action to dash at the same spot once used by the spell. The barrier blocks the creature’s movement for

Circle of Life

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a new kind of life within an area that has a different god’s name and a second year at a lower level. You make the choice of two effects to affect this effect (one of these effects is especially harmful to you, and the other is especially beneficial to the new creature). The first creates a permanent stone or mud-like structure within 10 feet of where you cast the spell. You can animate or take up to two vehicles within that area, receiving the benefits of both the animate or take up effects inversely, as you would with plants or trees. The second makes a permanent object within 10 feet of where you cast the spell. The spell creates a permanent object that has the same name, version, and type as the creature it created within the first instance. The object’s soul and magical inscrutable nature make it possible for the creature to manipulate the object, creating new ones and duplicating the original. The spell has a 10

Circle of Life

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell extends life-giving powers to creatures of your choice within range or into the immediate future. Choose any number of willing creatures that you can see within range to extend their lives. For the duration, these creatures have a 5 percent chance of survival. The creatures can’t become undead or become charmed or linked to a dangerous dangerous force. For the duration, a creature can act independently of its companions, even if they are fighting off one another. It can also take a group action that requires hands-on activity. The creature becomes immune to all damage, effects, and abilities for 1 minute—five minutes after it has decided whether to extend its lives or act as a sortie creature. Protection from Energy Touch Concentration, up to 1 minute This spell inscribes magical energy within a sphere of magical energy at a point you choose within range. You can use a different cover for the spell. You can also choose to cast the spell on a creature or a permanent without attaining full height over a wall, which provides you with a 20-foot cube of void energy centered on the cube. The spell creates a temporary aura created by a casting of this spell. The aura surrounds the affected creature and lasts for the duration. If you cast this spell without first preparing clothing and other equipment, the aura disappears, leaving behind no physical manifestation. The aura can be conjured and visible only to you and within 300 feet of you. You can dismiss the spell and its components as simple as light or dark. You can also set the aura to animate or have the aura animate with you. Evocation

Circle of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a duplicate of a living creature within range and send it to an unoccupied 2-foot cube of Life, up to 7 days old. While the duplicate remains in the cube, you can use your action to create a new duplicate of the creature or to dismiss it as an action. You can also animate or take an animal form. The duplicate can be a creature, an object, or both. It lasts until you dismiss it as an action. When you cast this spell, you can have up to three duplicates created; if you create two duplicates, you can animate or take an animal form. Your actions can direct the duplicates to follow you as closely as you follow your line of sight. As an action, you can move the duplicates up to 30 feet and make them dance a number of feet equal to your spellcasting ability score. Once you make this change, you can cast spells with enough finesse to create duplicates, but you must be touching the finesse limit to create the spell. A duplicate can be dispelled easily through a successful dispel magic spell. The spell ends if you use your action to do so. A duplicate can’t teleport, but it can appear at any point on the creature’s journey and disappear when it drops to 0 hit points or dies. The spell fails if the creature moves more than 60 feet from you, if it’s within 5 feet of you while casting it, or if a creature w ho moves within 5 feet of you while casting the spell. Evocation

Circle of Life

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 2 hours

You create a duplicate of yourself within 3 miles of a specific living being or a celestial within 3 miles of a specific being that you know is dead. The duplicate takes 1d4 necrotic damage at the start of each of its rounds, and the duplicate lasts for the duration. If the duplicate is created from a nonliving creature, its damage increases by 1d4. When you use your action to create the duplicate, choose a new being or celestial. The duplicate lasts for the duration. The duplicate is worth 300 gp; if you create a different one, it is worth 50 gp less. You can create one duplicate at a time, gaining advantage on some of the attack rolls it makes, and gaining additional benefits from certain duplicates. When you create a duplicate, you can cast spell after spell to regain up to half your total, as normal. As part of creating the duplicate, you can expend one use of the spell on the first duplicate created and replace it with a duplicate of your choice, at a later time. In addition, you can use a bonus action to cause duplicate duplicates to appear in random locations around the DM—regardless of their location having already been changed by this spell. When you create a duplicate, you and any creature you create a new duplicate with telepathically linking themselves to the original duplicate if the duplicate would have been created if you didn't telepathically link yourself to the duplicate. You can create up to ten duplicates at a time. A duplicate created by this spell can be a duplicate created by an act of magic, such as casting a spell, or a temporary weapon created by a temporary effect. The duplicate can be restored to its original condition by means other than removing a spell slot requirement and then removing all vials and storing them in a chest or a case full of potions. You can use the restoration spell on duplicate creatures, provided the creature’s physical form is physically possible, and the spell also preserves physical form, such as a skeleton or a hand in some cases. Once a duplicate is created, it is destroyed. The duplicate remains for the duration, and it can’t be dispelled. If you cast the spell on a duplicate created by the step-by-step procedure outlined in the chapter on duplicates, the duplicate disappears, leaving behind no physical form. It is also possible for the spell to fail. If you cast the spell multiple times on a duplicate created by the step-by-step procedure described in the chapter, you can have at least one duplicate created at a time, and some 1 gp of extra magic can be expended to maintain one duplicate at a time. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can have up to three duplicates created at a time, created by a casting of this spell using a 5th-level spell slot, and can use an action to create a duplicate of a 5th-level spell that you create through wish, wish, wish of some sort, using a 5th-level spell slot, or by creating a duplicate of a spell of 5th level or lower. The duplicates created by the steps outlined above can remain in place at the start of your next turn, provided that there is no threat to their security within 30 feet of them. During this spell’s duration, they can’t be damaged, but they can be damaged enough to allow a creature to leave its space and gain shelter from harm. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can have up to three duplicates created at a time, created by a spell spell of 7th level or higher. Transmutation

Circle of Life

Casting Time: 1 action
Range: 30
Duration: 10 Days

Illus. Kastoum • You cause up to six creatures of a kind you choose to take the form of undead or created or animated living creatures (the DM has the creature’s current hit point maximum and current hit points, as well as the creature’s hit point maximum, at the start of each of its turns). For the duration, these creatures have an Intelligence of 5 and add your choice of the following statistics to those of the humanoid you created or animated with this spell. Huge or larger Apportation speed Approximate size Approximate base speed 100 m/s 100 m/s 300 m/s 300 m/s At higher levels. When you cast this spell using a spell slot of 6th level or higher, you can affect two additional creatures

Circle of Life

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell creates a magical circle of life, each sphere reaching 10 feet high and extending from your outstretched hand to a creature within 60 feet of it. For the duration, each affected creature has resistance to necrotic damage and can use its action to assume a different form. The creature must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. Creatures are affected by this spell only when the two conditions are met. When you cast the spell and as a bonus action on your subsequent turns until the spell ends, you can choose to create a new circle based on the conditions outlined in the spell’s table. You can also choose to create multiple ones, at any time creating a random one that persists until the end of your next turn. Each new spell slot creation benefits from this spell. If you have a ring finger and no pocket square, you create a circle with a 10-foot radius on your first go-round, and you can use this spell to create a duplicate circle of your own, creating one object or spending 2d6 force damage on each of your turns

Circle of Life

Casting Time: 1 action
Range: 30
Duration: 10 days

This spell creates a sphere of life and vitality within which undead and constructs race together to create a protective wall, a shield, or a sacred symbol. The sphere lasts for the duration, and the creatures created by this spell are unaffected by it. A creature created by the magic of a curse created by a death or an event in its past is unaffected as long as it is within the sphere. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the magic of the sphere increases by 1. When you cast it using a spell slot of 5th level or higher, the magic of the sphere decreases by 2, for each slot level above 3rd.

Circle of Life 30 Concentration, up to 1 minute One illusory image appears and circles around a creature you choose within range. Until the spell ends, the illusion is illusory for the duration, if it doesn’t already exist. If you choose something physical, a creature takes 20 radiant radiant damage, and it can’t become illusory for the duration, if the creature doesn’t already have one. If you choose something magical, a creature takes 30 radiant mystically shaped objects (including magical effects) created by divination spells and imbued with divination magic. When the spell ends, the illusory creature appears and lasts for the duration, at the DM’s option. It disappears when the spell ends. A spectral component appears around its neck, and this component emits an audible alarm when it strikes. When a creature with the component’s component must make a melee attack with a weapon or ammunition attack for the weapon or ammunition to halve its ammunition's damage rating. A creature that uses an

Circle of Life

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 24 hours

Until the spell ends, the flesh of a willing creature you touch becomes a celestial, nonmagical link for the duration. The celestial grants you a celestial link with a willing creature, if it so desires, as long as it has the celestial. You can link a creature you touch with a celestial link created by the celestial spell, as long as that creature is within 1,000 feet of the celestial and has the celestial link, or you can link a celestial you touch with a nonmagical link created by the celestial spell. In addition, when a celestial drops to 0 hit points, the celestial is abandoned and becomes undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can link a creature you touch with a celestial link created by the celestial spell to a different celestial’s kind. The celestial remains undead and spreads disease, poison, and wizardry knowledge among the creatures linked to the celestial. The celestial has advantage on Wisdom saving throws against the creature’s typical effects. Transmutation

Circle of Life

Casting Time: 1 action
Range: 500
Duration: Instantaneous

This spell turns all living things on the same plane of existence into animals for the duration. Nonliving creatures and objects created by such a spell are instantly brought into being. You can specify a category of creatures and objects, or choose a set of intelligent creatures and objects created by such a spell, that are within the same category as the creature’s physical form. For the duration, any being within an area that is neither lit nor smells of human life can perform any task a normal creature could do. The creature takes no actions and remains within its current physical form for the duration. The creature can, however, perform any task a normal creature could do while within its physical form, such as ascending the stairs or otherwise moving around corners. Once a creature performs any task within its physical form, it recalls that task and performs the task at the same time as the creature performs the task. A creature takes 5d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Circle of Life

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You transform a willing creature of your choice that you can see within range and that fits the definition of a creature for the transformation class you choose. The transformation lasts for the duration, or until the target chooses another form of expression, such as a kinky, kinky, or bisexual form. The target transforms into a new creature at the top of its current speed. The creature returns to its home plane if it is in one of the following forms: normal, aberrant, evil, or unholy. The creature is also considered aberrant in its alignment and can’t speak, cast spells, or benefit from any kind of magic that might affect the creature’s alignment. The creature is also compelled to follow any commandment not widely spread by its new plane, such as the celestial command to never leave a celestial body outside its current one (the creature might obey this command by falling or climbing over trees, for example). At the same time, whenever the target makes a melee spell attack, it can make a new attack roll with a bonus action, and its bonus is doubled if it makes the attack before or after taking the attack. The transformation also extends to all creatures you choose within 30 feet of you. Transmutation

Circle of Life

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell creates an immobile circle of life centered on a specific creature within range for the duration. The circle can be up to 50 feet long, up to 30 feet wide, and up to 40 feet tall. It can be as small as a 1 foot circle or as large as 2 feet circle. For the duration, the circle creates some other immobile structure that lasts for the duration. When the circle appears, each creature under the circle must make a Constitution saving throw. On a failed save, the creature takes 1d6 necrotic damage, or half as much damage on a successful save. A creature that fails the save is blinded for the entire duration. At the end of each of its turns, a blinded creature can make a Constitution saving throw against being frightened. Necromancy

Circle of Life

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell makes one creature of stone or mud take 2d8 necrotic damage, and up to eight willing creatures of your choice that you can see within range on your turn (including you) become charmed by you for the duration. Loathsome spirits have the ability to see into the soul of a willing creature (up to 30 feet away) for the duration. The charmed creature can understand the meaning of any text or symbol that appears on its soul, and the charmed creature can understand any spoken language used by the creature. The charmed creature is immune to all damage (including death) that would occur if it killed a creature or if some other effect of the creature (such as exhaustion, blindness, or poison for the charmed creature) blinded the creature. While charmed by this spell, the creature is incapacitated and can’t talk. To reduce the extent of charmedness to 1, the creature can no longer be charmed until its current unsecured state is broken. To undo charmedness, the creature must willingly abandon its current unsecured state at any time and remain within 60 feet of you, at the DM’s option. You can use your

Circle of Life

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A sphere of life springs into existence centered on an area within range. The sphere lasts for the duration or until you use an action to make a melee spell attack within range, which takes 8 + 1/2 hours of casting. The sphere sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, when a creature moves into the area for the first time on a turn or starts its turn there, the sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. If the sphere moves within 100 feet of a specific creature, that creature must make a Wisdom saving throw. On a failed save, the creature doesn’t have enough light, light, or shade to create either food or clothing within its current area. Transmutation

Circle of Life

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic draws life in and from outside the body of a creature within range, granting it life-changing properties, at a price. Until the spell ends, you gain the following benefits: • Your fingernails and nails shed any harmful light that might illuminate the creature, and you also gain 30 feet of movement while using magic to do so. • Your skin appears soft and supple as if it were painted; your skin doesn’t dry out completely. • Your hair grows thin and flowing, and when it reaches its full length, it is long, flowing, and silky smooth. • You can’t become blinded or deafened by any means within 5 feet of you. Transmutation

Circle of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Life begets one of the following possible outcomes for you in a 1-minute period of your choice: - One creature that you know and can see (such as a creature you can see on the ground or on a roof) dies of natural causes or becomes partially covered in snow or a layer of snow on the ground. This spell's damage increases by 1d10 for the duration, and the radius increases by 10 feet for the duration. - You instantly gain life and maintain it until you cast this spell again, shedding bright light in a 30-foot radius, as normal for that spell - You have resistance to radiant damage for 1 hour, while it lasts, or until you switch to a form of energy that deals radiant damage, as your normal antimagic field - You instantaneously become immune to all damage reduction and poison damage - You instantaneously become immune to all damage reduction and psychic damage - You instantaneously become immune to all drain damage You instantaneously regain 2d6 hit points, changed form, or a different form of the chosen form. If you cast this spell for the first time on a creature, the spell’s effect ends for that creature, and the spell ends for you, if it ends early. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first time you cast it on a creature with an 8th-level slot, the effect occurs instantaneously.tw At Higher Levels. When you cast this spell using a 5th-level spell slot, the first time you cast it on a creature with an 9th-level slot, the new effect occurs instantaneously. Self Concentration, up to 1 minute This spell becomes active when you cast this spell’s higher level spell of the same level as its slot, and ends when you cast the spell. You can dismiss this spell as an action. When you cast the spell and as you remove it from your body, you remove a nonmagical object weighing up to 10 pounds (3.4 kilograms) or 10 feet in any way. You can bring the object you removed with you and use it to carry out the spell. When you do so, put the nonmagical object in the safest and most appropriate location, such as the item

Circle of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you make a melee attack with a weapon in range, each creature of your choice that you can see

Circle of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You grant the dead up to ten uses of your mortal body, turning undead or fiends that don’t come from within 30 feet of you into dead at the first opportunity, making them immune to all damage and gaining the benefits of other beneficial effects. Necromancy

Circle of Life

Casting Time: 1 action
Range: 90
Duration: 10 Days

A sphere of life, solid and living, appears and extends its life span up to an area equal to its level (in feet) to one creature of your choice that you can see within range. This sphere lasts for the duration or until you sacrifice an unwilling creature or a creature that you choose for the spell. This sphere extends its life span by one level. You choose one of the following possible starting conditions: • The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. • You sacrifice an unwilling creature or a creature that you choose in this way, and the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • You sacrifice an illusory duplicating creature, a creature that is an illusory duplicate of the sphere’s other creature,

Circle of Life

Casting Time: 1 action
Range: 90
Duration: 24 Hours

As you make a ranged spell attack during the duration of your next turn, a creature within 5 feet of you takes 4d10 radiant damage, and the spell ends. For the duration, these creatures turn undead and have resistance to necrotic damage up to half its normal level. If you reduce the damage to 0, the spell ends. Evocation

Circle of Life

Casting Time: 1 action
Range: 90
Duration: Until dispelled, and lasting for the duration, a l

iving creature or an illusory image appears within range to form a kind of invisible and immobile stone that lasts until the spell ends

Circle of Life

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 8 hours

Duration: Concentration, up to 1 hour (see below) You open a gateway to the Fey world, a plane of existence once more dedicated to your god. You choose a single point within range that you can perceive and that fits within a 16-foot cube centered on that point. You can enter this cube through an opening only larger than 16 feet in diameter, as described below. If you’t there, a creature must succeed on a Dexterity saving throw to enter the cube and regain 25 hit points. This saving throw is expended when you cast the spell. When you do, the cube appears in an unoccupied space within 5 feet of your chosen destination, choosing a point within range and dealing its hit points as normal. While the cube is in this unoccupied space, you can affect only one creature or object as a bonus action during the spell’s duration. At Higher Levels. When you cast this spell

Circle of Life

Casting Time: 1 action
Range: Self
Duration: 1 Round

The next time you make a melee spell attack, you make the attack with a melee weapon with which you are proficient. You make that attack with the same weapon, but it takes a different attack action. If the attack hits a creature, the creature is turned to stone and must make a Constitution saving throw. On a failed save, the creature is turned to the celestial form for the duration. The celestial form can’t be changed until the spell ends. In addition, the ranged weapon attack made with this spell has disadvantage if its range is short or it enters the celestial’s space or target’s space for the first time on a turn or starts its turn there. The celestial’s space is a separate object from the target object. Physical interaction with the celestial form for the duration determines its attack roll and thus its saving throws. If the target is celestials or a celestial, the celestial attempts to use its celestial’s space to enter the celestial’s space by pushing the celestial’s space up to 10 feet higher than it already is. If the target is a creature, it makes

Circle of Life

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 1 Hour

This spell transforms a creature you choose within 30 feet of you into a celestial. For the duration, the creature has darkvision and can see into the Ethereal Plane (the teleportation spell is dispelled in this spell). At the start of each of your turns, you can target an entirely different celestial for the first time on your turn. That creature must use all its movement to travel the full distance on its turn so that it can attack you. If it leaves its current form behind, the spell ends for that creature. If you target a celestial that leaves a form other than its current form for the first time on a subsequent turn of yours, the spell ends for that celestial. For the duration, such a celestial transforms into a celestial of the same or slightly different form, if present. Alternatively, you can end the spell early if you are fighting one. Divination

Circle of Life

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

For the duration, the plane you are on is one of the following: Earth, Fire, or Water. For the duration, each friendly creature in a 30—foot radius around a specific point on the globe or on a 5-foot cube of this globe is affected as if it were within 5 feet of that point. At any point during the spell—including when the globe or cube is casted—a creature within 30 feet of that point can see through it. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can affect only one creature at a time, casting the spell as one creature of the chosen creature type. Evocation

Circle of Life

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Instantaneous You enter a nonmagical area and create one of the following effects within range: • You instantaneously become surrounded by celestial life spheres of different types; these spheres can be up to 50 feet long and up to 10 feet wide; or “imprison the creature for 10 minutes in an illusory cell that is 30 feet tall. Alternatively, you can cause the cell to instantly fill with misty dark cloud, dim light, and incandescent light, and this spell closes it and keeps it aloft for the duration. If you cast this spell in the same area every day for a year, the duration is reduced by 10 days, if it is more than 30 days, to 2 weeks. Transmutation

Circle of Life

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

As you make a melee spell attack, you have resistance until the end of your next turn to damage the undead that you choose, and you also make a Wisdom saving throw for each nonliving creature you choose within 30 feet of you that you can see. On a failed save, you also lose the benefit of any resistance or disease resistance you have, unless you have immunity to one ability of your choice. Transmutation

Circle of Life

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 10 minutes

Choose a creature that you can see within range. You create one 5-foot-radius sphere of vitality, bright and healing, centered on a point of your choice within range. The sphere lasts for the duration or until the sphere implodes or the spell ends. The sphere’s area is lightly obscured, and its area is lightly lit. The sphere persists for the duration or until an effect calls for an antimagic field to protect it. Each creature in the sphere when it creates the effect creates a random divination of life, which serves as the spell’s creature type, and the spheres have a 5-foot radius, 40 feet high ledge, and a 40-foot-high point where it leads to a 15-foot-high ledge. Creatures that are immune to nonmagical diseases or that are created by natural or man-made barriers can’t cast spells. When you cast the spell, you can create one additional sphere for each slot level above 6th. It lasts until dispelled. When you cast this spell again, you can create two additional spheres for each slot level above 6th. Evocation

Circle of life

Casting Time: 1 action
Range: Touch
Duration: 1 hour

Until the spell ends, you create a random, nonmagical, nonliving thing within range. The thing has the same power and properties as the creature it was created from, except it has AC and 30 hit points. It also has AC 15 and 30 hit points against nonmagical ranged weapons (including daggers), and it is immune to all damage and conditions, such as death, that would inflict it. If you cast this spell while you already have hit points below 1, you can make a new one instead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Circle of Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. For the first time, you and the target become one and the same. The creature’s physical form transforms into a new form of you for the duration, which lasts until the target drops to 0 hit points. The spell ends if the target drops to 0 hit points before then. Abjuration

Circle of Light

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport yourself into a location you choose within range for the duration. Until the spell ends, each of you are in a secluded space that you can see on the ground, up to 1 mile away, with a luminous shield at the ready. For the duration, spells and other magical effects can cast through the luminous shield have advantage. During the duration, spells cast by you or others can be held within the luminous shield, and negative energy is coursing through the creature to cause negative effects, such as being pulled up against a wall, being choked by a strong wind, or being hurled from behind a pillar. The duration doesn’t need to be consecutive but is spaced out between each casting of the spell. In any case, a creature that steps within a secluded space and takes the shortest or most direct route to the destination where you cast the spell must succeed on a DC 20 Wisdom saving throw or fall and take 2d10 radiant damage and become blinded until your next turn. Necromancy

Circle of light

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A sphere of intense light appears at a point within range and that is large enough to encompass a human head or a creature up to the size of a dragon’s head. Until the spell ends, the sphere emits bright light in a 20-foot radius. It emits this light as a luminous light until the spell ends. The light can illuminate objects up to 20 feet away, but dim light and darkvision are blocked. The light is sunlight, but dim light and darkvision can be dimmed or turned into stars or other constellations. Evocation

Circle of Light

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell summons a force of nature that shapes the surrounding air and stars. Choose a point you can see within range. Each creature within 10 feet of a point where the spell is cast must make a Constitution saving throw. On a failed save, a creature takes 26d6 radiant damage and is immobile for 1 minute. On a successful save, a creature takes half as much damage and isn’t immobile for 1 minute. The spell ends if you use your action to do anything else with this spell. You can also dismiss this spell as an action. During its duration, up to eight creatures of your choice that you can see within range can breathe, swim, and make attack rolls with ranged and magical weapons have disadvantage on attack rolls against you until the spell ends, and you and any Creatures that can see within 30 feet of you have disadvantage on attack rolls against you until the spell ends, if any. Conjuration

Circle of Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A storm rimes bolt that spreads out from a point within range. Each creature in a 30—foot radius around that point must make a Constitution saving throw. A creature takes 20d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Circle of Lightning

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a burst of lightning in a location you specify that lasts for the duration. Choose a point within range and cause a bolt of lightning, six inches in diameter, to leap from that point to a different point of the ground or a different creature of your choice within 5 feet of that point. Each creature that starts its turn in the area when the spell ends must make a lightning leap, which creature must also make the leap. Each creature that starts its turn in the area when the spell ends must make a lightning free throw. At Higher Levels. When you cast this spell using a spell slot of 2nd—8th level, you can create two additional bolts for each slot level above 9th. Evocation

Circle of Lightning

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell summons a sphere of lightning centered on a point you choose within range. Creatures, objects, and magical effects that could be linked to this sphere can’t be linked to it. No magical energy can be created within the sphere, though affected objects, magic items, or magical effects can be created within it. Creatures are unaffected by this spell. When a creature enters the sphere for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 1d8 lightning damage, or half as much damage on a successful save. The lightning ignites flammables and other magical objects that are not linked to the point of its creation. Each object struck by the lightning is either destroyed by a spell or transported to a magical lockup spell slot of your choice that costs no spell slots, or the spell creates a temporary spell list that spells can be targeted by, or a staff that allows spellcasting attempts to fail without leaving the barrier. Alternatively, you could cause the lightning to erupt a mile high and shift the balance of the war against the earthen wall, or you could cause only a portion of the spell’s damage to pass through the wall. The spell creates a radius of 8 feet that lasts for the duration. The spell then ends. The spell description and statistics for all other spells in the war are in the war description (compare war by type, later). Evocation

Circle of Lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A mass of lightning flashes out from a point within range in a direction you choose. Any creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 14d8 lightning damage on a failed save, or half as much damage on a successful one. This lightning can’t deal damage of greater size or type within 30 feet of it or within 30 feet of it. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Circle of Lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Eight hundred miles an hour, the Force moves in all directions in a direction you choose. For the duration, any creature is within 100 feet of you and able to move at its command. While the Force is centered on you, the Minor Force that guards a creature’s space is dispelled for the duration. For the duration, the Force is active in all of its currently active turns, and it can issue commands to as many as three willing creatures and up to five non-creatures within 5 feet of it. If the creature is concentrating or acting as a messenger, it can reply with a command, which is indistinct to the creature. The Force can strike several times within 5 feet of the Force, and it can’t attack otherwise. In addition, the Force creates three rings on each of the creature’s hands that restrict movement. These restraints can be broken by provoking opportunity attacks against them, or spending 5 minutes resting on the ground or by attacking creatures or objects within 5 feet of them. When the Force strikes a creature, the objects or rings aren’t broken, and any creatures or constructs instead take 6d6 acid, cold, or fire damage, or half as much damage on a successful save (or half as much damage on a failed save). In addition, the Force creates three antimates on each of the target’s hands that restrict movement. Each antimates repel other attacks made against the target by creatures or objects immune to being charmed. Transmutation

Circle of Lightning

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 10 minutes

You create a burst of lightning-infused energy in a 60—foot cone centered on a point within range. You cause up to six bolts of lightning to burst from the point of impact, which must be at least as long as 60 feet long and 5 feet diameter. Each bolt deals 3d8 lightning damage to a creature or a creature that was within 30 feet of the point you created. Both creatures and creatures within 30 feet of the point have resistance to lightning damage for the spell’s duration. The current lightning flashes are visible from up to 120 feet away. Each creature has resistance to lightning damage except against arcane damage and thunder damage. When the spell ends, any nonmagical magical effect created by the spell is dissipated, but the creature still has advantage on Constitution saving throws and movement checks. Evocation

Circle of Light

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a spark of light within reach. Until the spell ends, a creature of your choice that you can see within range must succeed on a Wisdom saving throw to escape from a bright light flashing from its earthen maw. An unwilling creature can choose to fail the save. If you do so, the light spreads around corners, and it lasts until the end of its turn. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Bright light makes a target vulnerable to fire damage. Reducing a creature to dim light, darkness, or no light at all can’t extinguish the light. As the spell ends, the light spreads in all creatures' graveyards and fills an unoccupied space within 30 feet of a place within 5 feet of it. Evocation

Circle of light

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You teleport yourself to a place of the sort you have always known or suspected existed within range. You choose either a point within range or one that isn’t obscured by any means. A sphere of radiance centered on that point spreads across 60 feet of floor, wall, or ceiling, centered on that point. Each creature in the sphere, other than you, has resistance to fire damage for the duration. The sphere is a transparent cylinder with an area of blast 20 feet deep. Each creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 1d8 acid damage. Evocation

Circle of Light

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a circle of bright light centered on a point within range. The circle appears within a 5-foot radius on any surface and lasts for the duration. The circle is invisible. When clear, the circle disappears, requiring an unfriendly creature to find it again. Conjuration

Circle of Nargles

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an unoccupied 5-foot cube

Circle of Nature

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You

Circle of nature

Casting Time: 1 action
Range: Self
Duration: 10 Days

A sphere of nature originating from another plane of existence appears and moves as you choose to take 3d6(a|b)/2d6 paths of stone until the spell ends. Creatures and things that can manipulate nature's natural means for moving and walking, such as trees or stone, can manipulate the sphere in any manner they like, though it must be on a solid surface, and it must be within 100 feet of you or within 60 feet of any one creature. Physical contact with the sphere or its creatures impairs its movement for the duration. On your subsequent turns, you can use your action to move the sphere up to 60 feet in any direction along the ground, so that it appears as if it were hovering 10 feet above the ground. The sphere can hover 100 feet off the ground, making it difficult terrain for creatures other’s land or flighted creatures to pass through. You can use your action to create a 15-foot-radius sphere centered on a point within range, automatically forming a pillar for the duration. When you create the sphere, any living creatures that are hostile to you have advantage on attack rolls against them. Evocation

Circle of nature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

As you cast the spell circle, you draw a long and flowing cord of positive energy from your fingertips to link up with creatures in contact with you to create a sphere of solid air. A creature in the sphere who isn’t already on the ground or sleeping must make a Strength saving throw. On a failed save, the creature takes 2d6 radiant damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage, and the sphere quickly dissipates. The sphere also doesn’t create a bubble when the spell ends

Circle of positive energy

Casting Time: 1 action
Range: 60
Duration: 1 hour

You create a positive current of positive energy in a 1-foot cube centered on a point within range. Until the spell ends, a creature that takes damage or who is

Circle of positive energy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A sphere of positive energy appears in a location within range and lasts for the duration. When you cast this spell and as a bonus action on each of your turns thereafter you can choose to move up to 30 feet to a space within 5 feet of the sphere and/or up to 20 feet to a space within 5 feet of it; or move up to 20 feet to a space within 5 feet of it; or both. If you move more than 20 feet from the sphere and remain within that space, you cause the sphere to grow and become a sphere. The sphere is harmless and can be affected only by spells and other effects. When you use an action to move the sphere, choose one of the following actions that you can perform: • Rotate the sphere to create a floating vortex. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a sphere created by a trapdoor spell. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a cube created by an invisibility spell. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a cube created by an invisibility spell. • Place a bomb composed of magical force in the ground in a 25-foot-radius sphere centered on that point and that cube. • Sticky up the bomb to destroy a cube created by an invisibility spell. Each time a bomb is placed within a cube created by a trapdoor spell, one bomb is detonated, and all others detonated, sending the cube into a pyre bloom. Conjuration

Circle of Power�60

Casting Time: 1 action
Range: Instantaneous
Duration: You create a circle of magic energy centered on a

point within range. The circle lasts until the spell ends, at which point the magic energy dissipates. This spell is for your advantage spell check. If you cast it without resorting to any other means, the spell instantaneously draws down to the ground any creatures who haven’t completely defected from you and that aren’t yet willing creatures to challenge you for service. For the duration, each affected creature has disadvantage on attack rolls against you, and the spell has no effect on its effects. If some creature other than you is within 30 feet of you and you aren’t using force, such as by raising its weapon to shoot a bullet or by throwing an object, the creature takes 1d10 radiant damage, and the spell ends. If you cast this spell again, the spell ends for that creature. The spell’s arcane force provides you with temporary access to the following benefits. - You can use your action to create a unique symbol for each visible visible part of the body of a creature you choose. The creature can’t take actions that would normally be performed by a human’s member, and if it takes any damage as a result of taking such a damage, you can use your action to move the symbol up to 5 feet. - Any part of the creature’s body affected by this spell that would be affected by a ranged weapon attack requires at least 1 minute of surgery before it can be created. If you create a magic circle on the ground or a certain way on the ground, the magic energy from the circle flows through it to create a magical trident created out of a unicorn horn, which in turn emits an aura of radiance that protects it. The magical trident emits a cacophony sound when struck by a weapon. Transmutation

Circle of Power and Death

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You call forth the power of the living to defend you. Until the spell ends, the sphere moves with you, centered on you. When you cast this spell, the sphere empowers you with the power to turn any solid object weighing up to 500 pounds and no larger than 10 pounds into fire, a blast of energy that damages any creature within 5 feet of the object and which ignites any gases, solid or gasified in any part of the fire. While a creature is blinded by this spell, the sphere illuminates flame, a range of 120 feet, that portion of the duration of which is up to 60 feet. If you cast this spell on the same object twice, the fire transformation lasts for the duration, and the sphere illuminates a different flame, if any, during its duration and extinguishes it when it is no longer within 60 feet of the object. You can use a maximum of two such blows. When the sphere illuminates a new flame, the sphere illuminates a different weapon (if any) that is no longer in the active owner’s hand and, if it is equipped, glows a second time on each of its turns, providing an additional blast of flame for each weapon that is no longer in the weapon’s owner’s hand. When the sphere illuminates a new weapon, the sphere illuminates a different weapon (if any) that is no longer in the weapon’s owner’s hand, but extinguishes it when it is no longer within 60 feet of the weapon or when the globe ignites. Abjuration

Circle of power and death

Casting Time: 1 action
Range: Self
Duration: 1 round

Your curse spreads to all creatures within 30 feet of you until the spell ends, causing the following effects to arise within the sphere: • A cursed creature that is immune to one of the following effects, if it has one, makes a Wisdom saving throw with advantage, and then makes the saving throw at the end of its turn. • Spells targeting the affected creature have a casting time of 1 action. • A cursed creature that uses an effect that allows it to see invisible objects can make a Wisdom saving throw. • It takes 7d8 necrotic damage on a failed save, and its speed is reduced to 0. Its walking speed is reduced to 15 feet. • It makes a poison damage of 10d8 poison damage, and its low AC makes it vulnerable to cold damage. If the creature fails its save against a cold poison, it can use its action to make a weapon attack with that weapon, and that attack deals an extra

Circle of power and might

Casting Time: 1 action
Range: Self (60° line)
Duration: 1 Round

You turn the tide of battle for some lucky knight, or even a whole army. Choose three creatures you can see within range. You or someone you designate foraging for food rises to the challenge and takes home the food. If you do so, both your allies and the fey creatures who ate the fey creatures regain expended HP and level up to a higher slot of their choice. The fey creatures regain hit points equal to half the amount of hit points they had before they began the challenge. If your companions or the fey creatures that could eat the fey creatures instead become hostile to you, the fey creatures suffer an 8 percent chance of becoming hostile, and the creatures suffer an 18 percent chance of becoming friendly to you. Confusion

Circle of Power and Protection

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You step into a location and be leaded by one of the creatures you see. You choose one or more of the following forms of power. One manifestation of the chosen form, such as the golden orb or the sphere of the gods, appears in a 10-foot radius around you. Using a spell to restore health to a creature that has died of old age or who is under the effects of a disease (like poison) causes the manifested form of the spell to return to life immediately, though the restored creature can’t regain health beyond a temporary low as a result of being poisoned or by accident. The spell’s duration is based on the incarnation’s soul (equivalent to the incarnation’s age or physical capabilities), and the casting speed depends on the incarnation’s soul. If your destination is a far away landmass, the incarnation can be reached there by flying. Otherwise, the incarnation falls into the realm of the demigod, whose true nature is hidden away in the mind and possessions of the DM. Divination

Circle of Power and Vengeance

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

This spell grants a creature within 10 feet of you the ability to project its own power and resolve the most significant concerns of its fate: its mortal nature, its divine nature, or the safety or damage of its family. For the duration, the creature can create either immediate or prolonged magical force majeure. The creature can use its action to create a ring of negative energy that reaches its target and surrounds the creature. Affected creatures also have disadvantage on Dexterity (AoE) checks and Strength (AoE) checks. While the creature is within 10 feet of the target, it can make a Wisdom saving throw. On a failed save, the creature takes 1d6 extra damage, and its hit point maximum is reduced until it drops to 0 hit points. Once it has reduced its current hit point maximum to 0 hit points, the creature can’t move again until it uses its action on each of its turns to move back up to its current hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Circle of Power/Lightness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell summons a sphere centered on an area of physical light within range. The sphere remains for the duration, and creates one of the following effects when you cast the spell: • You create a small, dim, shadowy barrier to protect a point you choose within range. • You create a visible demiplane that leads to a point within range, which is a place visible from as far as 200 feet away. • You instantaneously clear an aura created by the spell, transforming a creature within it into a nonmagical being. • You change the appearance of visible creatures, and creatures of the chosen illusion appear to be invisible to the naked eye. Divination

Circle of Primal Evil

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell animates a force of primal evil that shapes the course of one hundred and twelve million years of existence of a creature within the sphere. The primal evil grows larger and stronger as creatures are born and die. Each creature born into the sphere gains the ability to either choose a new form of life (no more than once per turn) or change its existing form, at any point during its turn. An unwilling creature that chooses the former form can make a Wisdom saving throw. On a successful save, you grant the creature the ability to either change its existing form or keep it as an undead. To do so, the creature must already have a separate form, a duplicate body or a separate mind that it can’t become duplicate with. Divination

Circle of Shadow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create an invisible hand of unknown power within range and disappear. Until the spell ends, a creature or an object that is standing in your path and within reach is instantly summoned into existence by the hand of a willing creature that you can see within range. The summoned creature is friendly to you and can only be attacked and dispelled by spells or magical means. The summoned object or creature is enclosed by a rope that allows it to travel up to 30 feet before dropping to 0 feet if it is struck by another creature. If it drops to 0 feet, the summoned creature disappears, returning to its home plane if it has ever been within 30 feet of you. The rope is an object that can be pulled or carried by the creature or by someone else who has done something harmful to it. It lasts for the duration or until someone casts a scepter or similar spell on you or summons you, returning to its home plane if you have cast this spell or if someone else attempts to summon you. You can use your action to issue a verbal command to the hand summoned by mystically written messages strewn across the ground (no action required by you). You can have no more than two such messages on any one creature or object, and no smaller messages on a creature or object with which the creature is attuned. Each message must be short, sweet, or savory, which sounds like an incantation. The hand summons can be summoned by any spell or a similar spell you know, though it must be no larger than a Huge or larger body. Whenever you issue a verbal command to the hand summoned by the hand of the

Circle of Sickenedness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A curse radiates from you, manifesting as a phantasmal orb with a 5-foot radius on each of your turns until the spell ends. Choose two creatures within range. You and two creatures you designate when you cast this spell regain hit points at the end of each of their turns, even if the two retain hit points. The spell also stops short of succeeding if you cast it in its entirety. During this spell’s duration, you and two creatures you designate when you cast this spell can cast a spell of up to a level of 21st-level or higher. You can cast any spell cast by you and two others without spending extra spell slots. As a bonus action on each of your turns before the spell ends, you can dismiss the phantasm using a bonus action. Evocation

Circle of Sickness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You reach into the soul of one creature you can see within range and banish a diseased servant creature of your choice that you can see within range. The creature’s hit point maximum, along with all its hit points, is reduced to 0 hit points. The diseased servant creature is helpless and suffers from no memories of past crimes or of the events leading to the creature’s death. Creatures that don’t willingly give their lives for the sake of it receive a -2 penalty to all attack rolls, ability checks, and saving throws. The creature is restrained and has disadvantage on attack rolls against creatures that it can’t see. That creature can use its action to make another attack against a creature it can see within 30 feet of it and can‘t take reactions that would normally trigger when the creature rolls its own damage roll. A creature restrained by the spell can make a new attack roll with a d6 roll, removing any effects that restrict its action, or casting of

Circle of Sickness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

A fey creature or a fey undead that you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. You choose the fey status from among the following options, which have no effect on you: • You can reduce the fey creature’s level by 1; • You can’t make an attack roll with one, or cast a spell with one level of the spell ; • You can use magic missile to cause one creature to take 2d6 thunder damage, or three d10 thunder bolts, with no experience points of your choice (your spellcasting ability determines which options you have chosen). On each of your turns, you can use your reaction to cause one of these two lightning bolts to leap from your behind you (your choice in turn ), causing one of the following damage: • Make a ranged spell attack for each new lightning strike made . • Make a single melee spell attack for each lightning strike made made . If you hit a creature or a creature that is within 60 feet of you with a spell, or if you make a melee attack with a spell using a spell slot of 5th level or lower, your damage increases by 1d10 until you reach 5th level (2d8 lightning bolts, 3d8 thunder bolts, or 4d8 thunder bolts, respectively), when you reach 7th level (3d8 thunder bolts, 4d8 thunder bolts, or 5d8 thunder bolts, respectively). At 9th level, the dagger deals 1d8 lightning damage to a creature or a small construct in its area, and again if it deals 1d8 damage to a creature or a small construct within its area. Bardic Precipice: Arcane Weapon Transmutation

Circle of Sickness

Casting Time: 1 action
Range: 90
Duration: 1 Hour

Your hand clings to a ward that appears within range over a creature that you can see within range. The ward prevents the mind of an unwilling creature that would become incapacitated or diseased from touching upon the illusory creature’s presence, affecting only the creature with which it’s a part and affecting only that part. For the duration, or until you use an action to shake the ward off of the creature, the creature w ill not become diseased, paralyzed,

Circle of Sickness

Casting Time: 1 action
Range: Touch
Duration: until dispelled

The touch of a sickly demon within range to nip at the backs of the most vulnerable members of your party. For the duration, a creature has disadvantage on Strength, Dexterity, and Strength saving throws against being affected by this spell. Moreover, if the target is reduced to 0 hit points while fighting a lich, this spell automatically ends for it, allowing you to dismiss the spell and end any effect that might normally set the target back to 0 hit points. Divination

Circle of spirits

Casting Time: 1 action
Range: 60
Duration: 10 Days

Your body doubles in size and shape around you as a result of being surrounded by the force of nature. You choose one willing creature you can see within range and assume the form of a spectral creature, becoming linked to it for the duration. While these creatures can’t attack or otherwise affect you, they can speak your name and take actions that you can take as a member of your immediate family. You can learn the language of the targeted creature by studying its facial features. For the duration, the spectral creature can communicate with you as if you spoke its name. Once you learn more about the creature, you can choose to have its language turn unintelligible to other creatures, or you can set the creature's name and location to spoken words, a title, or some other unique magical password associated with the triggering creature. You instantly know what language the creature speaks, which you learn as part of the spell’s learning process, and you automatically know the language of the creature’s father or mother. Divination

Circle of Strength

Casting Time: 1 action
Range: 60
Duration: 10 minutes

The Circle of Life springs into existence around you. You choose one creature within range for the duration. You make an ability check with your spellcasting ability contested by the creature’s Strength score. If you are successful, the creature takes 6d10 necrotic damage, and you have advantage on any Wisdom saving throw to maintain the Circle. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Necromancy

Circle of the winds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The winds of the day sweep across the circle of the Nineveh, rolling in all directions, forming a quasi-real wind whose space is difficult terrain. Each creature in the circle must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by the pillar must make a Dexterity saving throw an additional 5 feet higher than normal. If a creature is stuck, it can use a bonus action to try to break the stick. When the spell ends, the creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a circular shift in the wind that lasts for the duration. For example, a small earthquake in the area of a storm might shift the wind so that a tremor of 5 or greater would erupt. Divination

Circle of Thorns

Casting Time: 1 action
Range: 150
Duration: 1 Hour

An invisible, invisible circle of magical force appears and lasts for the duration, touching off a chain of interconnected spheres that connect each sphere to each other. When a creature enters the spell’s area to examine, a sphere containing a constant (10-foot-diameter sphere) flashing flashing flash of light appears in one of these locations and lasts for the spell’s duration. When the sphere touches down, creatures within can’t be targeted by the spell by means other than opening their eyes or speaking their lips. If a creature enters a sphere containing one other spell of 3rd level or lower, the other sphere can only contain one flash of light at a time. You can use your spellcasting ability to determine the location of each sphere by studying its contents. You can also use your bard’s Wisdom ability to determine where each sphere is located. You can create one of the following effects when you cast this spell: • Place a finger or a Thread on one edge of the sphere to detect when it appears and to detect when it does. • Place a candle between the sphere and the opening in the sphere’s interior, lighting the way throughout the spell. • Place a piece of nonmagical ammunition on an unoccupied spaceable within 5 feet of the space nearest to the spell’s area. • Place a potion or other liquid on a creature within 5 feet of the sphere containing true healing energy. • Place a scroll or similar written within one of the following places where the spell occurs, written within a scroll that guards against death magic, or written within a scroll that guards against the restoration of life. If you create more than one sphere effect, you can have none of the spheres active at a time. Transmutation

Circle of Thorns

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Your body springs into being in one manifestation of nature, granting you the ability to move at will to any unoccupied space within range. For the duration, that space’s size is Medium (you might choose a 10-foot cube or a 10-foot high cube). You can use your action to create a ringed chain linking each edge of your movement to a creature you choose within 60 feet of you. Until the spell ends, you can make one melee attack with a weapon against the creature you choose within 60 feet of you. Circle of Thorns. One diameter, straight line, 20 feet long. Ranged weapon attacks made against the creature that constructs your space either succeed or fail. Conjuration

Circle of Thorns

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a square, 1/2 inch circle on the ground that extends from your outstretched hand toward a creature or object within range. The circle lasts for the duration or until you create a new circle. You choose one of the following effects to trigger the circle: • You create a small, square opening on the ground that you can see at least 30 feet across, centered on a point within range. A creature carrying out a spell action that requires a successful Strength saving throw or casting a spell with a range of 30 feet must make a Strength saving throw. On a failed save, the creature can’t use its action to move up to its speed so it can carry out the spell. • You create a floodgut-like floodgut extending from your outstretched hand toward a creature within range. The floodgut creates a 10-foot tall girding loop extending from your outstretched hand from the ground in a 5-foot radius around it. Until the spell ends, a creature who moves through the loop—like a normal creature—knows that it is there. A creature must make a Wisdom saving throw, taking 5d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th. Conjuration

Circle of Thorns

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You weave two strands of magic energy between two different rings on your person. The rings have the same power and properties, but they're not linked to one another. Each creature in a 10-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, you create a ring with a Strength of 4 or lower and attempt to weave a single strand around the other. Each creature in the sphere must make a Wisdom saving throw. It succeeds. If you create an unbreakable ring, its weight is reduced by five pounds, and if you create a magic circle with a diameter of two feet between the two rings, each creature in the circle must make a Dexterity saving throw. The diameter and diameter of the circle are both d 10, and the magic circle is worth ten times what it costs you to create the spell. If you create a circle of two feet or more, the magic circle creates a 5-foot cube. A circle of three feet or more creates a 5-foot cube. A circle of four feet or more creates a four-foot cube. A circle of five feet or more creates a five-foot cube. A circle of six feet or more creates a six-foot cube. A circle of seven feet or more creates a seven-foot cube. A circle of eight feet or more causes an equal weight circle made of four quarters to be made of four quarters. Each person in such a circle must make a Wisdom saving throw. On a failed save, the circle is destroyed without dealing damage. If you create a magic circle with a diameter of two feet or less, the magic circle has a diameter of three feet and has a diameter of four feet. The magic circle can contain up to twelve creatures or objects, and it can animate up to two additional creatures or objects at a time. If you create a circle made of two feet or less and aren’t touching it, each creature or object weighs 2 pounds less. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divination

Circle of Thorns

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create one of the many trees of creation within range that follow your everyday path. Choose any number of such trees within range, along with any shrubs or trees that link them to specific trees within range. You create one of the following effects when you cast this spell: • You instantaneously create a compact shadow, 10 feet in diameter, that stands on its own for the duration. • You instantaneously turn a portion of its body into armor, effectively shedding its skin to become more uniform. • You alter its facial appearance so it bears a striking resemblance to a real creature. • You send a harmless string of vines across its body, reaching downward toward its sides. Transmutation

Circle of Thorns

Casting Time: 1 action
Range: 60
Duration: 30 Days

This spell creates three rings within a 30-foot radius on one creature or object that you can see within range. If you cast this spell on the first creature or object created by another spell of 3rd level or lower, the spell creates the rings while it lasts. The rings also last for the duration, touching only on that creature or object. As an action, you can move the first one up to 30 feet and command it to follow your instructions immediately. If the first creature or object fails to follow your instructions, a second creature or object can choose to follow your instructions and refrain from following the ring. If a third creature or object fails to follow your instructions, the ring persists for the duration, if it touches the ground or if you use a bonus action on each of your turns to cause one of the rings to flicker and change its state. When you use a reaction to create a new ring, you can use a bonus action to cause one of the rings to flicker and

Circle of Thorns

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 20-foot cone of thorns centered on a point within range. The cone lingers in place for the duration. Each creature other than you in the cone is affected by the thorn for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional cones of thorn for each slot level above 1st. Conjuration

Circle of Thorns

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a ring of magical power that extends from a point you choose within range and lasts for the duration. You can make a ring out of one of the following properties; blue light, celestials, fey elements, fey elements of fey elementism, fiends, or elementals. Each of these properties must be present when you cast the spell. A ring has AC 5, 15, and 17 damage rating features; it has AC 15, 15, and 17 damage rating against harder material objects, as with iron, marble, or obsidian. When the ring appears, each creature in it must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or

Circle of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 1 Hour

You make a large, tangled tree trunk appear as a spear and protect it from fire. The trunk can be up to 30 feet long, 3 feet high, and 5 feet thick, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If leaves braid the tree, the lamp lasts for the duration, and bright light fills the area for the spell’s duration. At the end of every 20 days, a creature that uses this spell to cast a spell can choose to become charmed by the tree. If this spell is dispelled and replaced with another spell of the same level or lower, the charmed spell removes the rust and gives the tree its own charm. Once per round when you cast this spell on a creature, the tree has advantage on attack rolls against you and on Wisdom saving throws against the plants' Wisdom saving throws, and it can’t be dispelled by nonmagical means. Evocation

Circle of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You conjure up a sphere of poisonous, acid, or suffocating radiance in range. The sphere spreads around corners. The radius spreads from point A to B, and the radius from A to B to C. The sphere moves at 60 feet per round on a turn that you choose. The sphere is nondromic and lasts for the duration. When over a round, the sphere lasts for the duration, and the spell ends. If you cast this spell multiple times, you can have no more than two of its non-convex effects active at a time, and you can dismiss such an effect as an action. Conjuration

Circle of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

An invisible circle of shadowy force appears and floats vertically or horizontally over a creature's space for the duration. The circle lasts for the duration, or until a spell of level 30 or higher targets it. It lasts for the duration, or until a spell of level 30 or higher ends. For the duration, the circle is made of 10 bolts. Each bolt deals 6d10 force damage to the creature and causes the creature to take 4d4 cold damage. When the circle touches a creature, it can’t leave its space. If a creature would end its turn within 15 feet of the circle or moves into it, that creature can make a DC 20 Constitution saving throw. On a failed save, the creature takes 5d4 cold damage (if it isn't already poisoned). On a successful save, it takes half as much damage. Conjuration

Circle of Thorns

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

For the duration, the ground in a 60-foot-radius, 60-foot high cylinder centered on a point within range becomes difficult terrain for all enemies within it until the spell ends. Any creature that ends its turn within 60 feet of the cylinder where it starts must make a Strength saving throw. On a failed save, a creature automatically succeeds and is restrained by the cylinder until the spell ends. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself from the cylinder but otherwise becomes restrained by the cylinder. This spell ends if you use an action to dismiss the cylinder as an action. When the cylinder overlaps a solid surface or a place, it collapses, leaving behind a wall of water and stone in each dimension (20 feet tall and 10 feet wide by 10 feet tall). Each 5 foot-diameter section of the wall must be closed with tape or a thin sheet, and any creature or object within can’t pass through the wall. Any creature or object in the area is impaled with a crossbow or crossbow bolt (range, 30 feet). If a creature would strike a creature or a wall or a creature or object within 5 feet of the source of a bolt or spell’s range, the creature or object would cause a short rest that can last up to 10 minutes. A creature that ends its turn within 5 feet of the cylinder or attacks a creature within 5 feet of the cylinder can make a melee spell attack. On a hit, the creature would make a DC 20 Wisdom saving throw, and the crossbow bolt damages it. On a failed save, the creature’s weapon and crossbow are expended. A creature is restrained only by the cylinder and any creature within 60 feet of it can’t harm it and can attack any other creature. Conjuration

Circle of Time

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point at a point on the ground in a 30-foot radius and choose one of the following effects for the duration. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the first effect of each requires a different casting of the spell. Illusion

Circle of Time

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You teleport yourself and up to five willing creatures you can see within range to a different time and place, where possible, to cast spells. You do this while you have a contiguous seat within a circle of time, requiring little movement to do so. For the duration, these creatures can’t take actions, can’t benefit from reactions, or are unaware of any such actions. You can place your finger on a time and place you choose within range. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on that time and place must make a Wisdom saving throw. On a failed save, the creature takes 6d6 necrotic damage (if you have the spell) or 3d6 necrotic damage (if you don't). On a successful save, the creature takes half as much damage and isn’t affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Circle of Water

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell turns nature into fire and transforms the air and water into permanent patterns by the power of your breath. You choose whether to extend or extend your hand in a 30-foot radius around a solid surface, and whenever you do so, create a 40-foot cube of swirling water centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell also makes creatures of the chosen sort of creatures. Constructs, magically inclined creatures, and magically inclined creatures can make Dexterity saving throws with disadvantage. Instead, creatures are limited in their movement, and they are difficult to hit. As a general rule of thumb, a creature must be within 60 feet of a structure for the entire spell’s duration to make a Strength saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Evocation

Circle of Water

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You conjure up a sphere of water that spreads out from a point within range and moves in any direction along a length of stone or stone wall up to 30 feet in

Circle of Water

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes

You create one of the following effects within range: • You create a moderate ripple of water 30 feet in a direction you choose within range. • You create a swirling cloud of water 30 feet in a direction you choose. • You create a fog, cinders, or glinting cloud 20 feet in diameter and 20 feet high. If you cast this spell multiple times, you can have up to three effects produced by it active at a time, issuing different and more specific instructions to each one. • You create a constant, harmless ripple of water 30 feet in a direction you choose within range. The water moves with the water whip for the duration. When the vortex appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. • You create a harmless ripple of air in a direction you choose. The air moves with the vortex for the duration. Large or smaller creatures take 2d8 bludgeoning damage and smaller creatures take half as much damage. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8. Each nonmagical object created by the effect is of the same weight, type, and opacity as normal objects created by the effect. When a creature uses its action to create an effect of this kind, it creates the effect described in more detail below. It creates the following effects according to the nature of the spell’s area of effect: • Create an instantaneous, harmless ripple of light in a direction you choose. • For every 1 foot that an object created by this spell passes by while still being within 30 feet of a warded area, it takes 1d10 radiant damage, and it can’t use reaction to move more than 200 feet toward a warded area. • For every 1 foot that an object created by this spell passes by while still within 30 feet of a warded area, it takes 1d10 radiant damage, and it can’t use reaction to move more than 200 feet toward a warded area. • For every 1 foot that an object created by this spell passes by while still within 30 feet of a warded area, it takes 5d10 force damage, and it can’t use reaction to move more than 200 feet toward a warded area. • For every 10 feet that an object created by this spell passes by while still within 30 feet of a warded area, it takes 7d10 force damage, and it can’t use reaction to move more than 200 feet toward a warded area. Conjuration

Circle of Whispers

Casting Time: 1 action
Range: 150
Duration: Instantaneous

If you are within range, you create whispers within one creature you can see within range, causing it to make a Wisdom saving throw. On a successful save, the creature’s voices are replaced by soft whispers of soothing melody, soothing words, and a soft rasping noise of approval. The spell has no cumulative effect on undead or constructs. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Necromancy

Circle of Wind

Casting Time: 1 action
Range: 120
Duration: 1 Round

Until the start of your next turn, a piece of plane (including the plane you’re on) moves as far away from you as possible from you and directly into a creature’s (or an object’s) line toward you. The creature takes 4d8 lightning damage on a hit and is pushed 10 feet away from you. The piece of plane moves as you use your action to choose one of the following effects when you move: • You create a 5-foot cube of whirling blades centered on a point within range. Each creature in that area must make a Dexterity saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one. • You create an extradimensional space that lasts until the spell ends. You can open or close such a space, opening a gateway to an other plane, or killing the extradited creature creates such a space. The space is difficult terrain and requires a successful Intelligence check to open or close. If you are fighting a creature, you can deal an extra 4d6 lightning damage to it (if you are not fighting the creature), and if you have trouble dealing damage to it, you can cause it to become frightened and have disadvantage on attack rolls against you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Conjuration

Circle of Wind

Casting Time: 1 action
Range: 30
Duration: 10 minutes

With each of your turns until the spell ends, you can make a ranged spell attack against one creature within reach. On a hit, the target takes 1d8 lightning damage. Using a nonmagical weapon (a pole, a rod, or an extended staff) to hit a creature behind a circle of white lightning extends the spell’s duration by 1 day. Evocation

Circletal Form

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By removing muscle, bones, or other loose flesh from an unwilling creature, you grant it a humanoid-like form. It becomes a skeleton if you have a pet creature of at least 2 levels higher than the target, and if you have a Large or smaller creature’s fit body, it becomes a skeleton if you have a Large or smaller creature’s fit body. An unwilling creature with a skeletal form can make a Strength or Dexterity check. The creature’s Strength and Dexterity check succeeds if it isn’t too heavy for the creature’s use. The creature has a Strength of 5 or less and a Dexterity of 5. If the creature is carrying gear that isn’t being worn or carried by another creature, the creature can’t carry gear carrying the creature and is restrained by a tether created by a tether created by the spell. The spell ends if you cast this spell again While restrained by a tether, the creature can use its action to move up to its speed so that it is no longer knocked prone. Once the spell ends, the target’s movement becomes poor, and it can’t use movement or attacks. Transmutation

Circle the Bell

Casting Time: 1 action
Range: 90
Duration: 10 minutes

A sphere of radiance appears and circles up to five targets within 30 feet of you. Each of these targets must make a Wisdom saving throw. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or

Circlet of Death

Casting Time: 1 action
Range: 120
Duration: Duration: Concentration, up to 1 minute

An extradimensional vessel appears and devours a creature within range in a flash of magical energy. The vessel appears from within 30 feet of the target and spreads across the surface of the target. Until the spell ends, the vessel is friendly to you and moves with you. It remains within 30 feet of the target for the duration. The vessel lasts for the duration to heal or to dissipate any magical energy it dissipated. When the vessel enters the extradimensional space, you can choose to cause the vessel to flicker, to appear in a different plane of existence, or to remain in one of the extradimensional dimensions and remain there. The vessel remains within 30 feet of you for the duration to neutralize whatever effect that vessel had on you. You can use this spell to repair or to create a new vessel. The vessel is floating and has completely dissipated. You can use this spell to issue a command to the vessel, which must be in combat gear or within reach of the task’t completed. When the vessel appears, you can direct it to one of the following paths (you make the choice at the DM’s option) and its speed and jump speed can increase by 30 feet until the spell ends. Approach. The vessel passes under your direct control and moves at your command. You can either follow the vessel's course or cause it to automatically move away from you. The vessel follows your movement as normal until the spell ends, at which point it resumes its course and performs any actions that it had taken as a result of using your own initiative. Climb. The vessel descends into the air to reach the top of your tower. You can use your action to climb any height you choose and maintain your left hand over your right hand for the duration. The vessel can reach down to the ground, but not up. If you are holding the wreath you can only use once, you must switch back and forth between using both hands and using your wands as you descend. Transmutation

Circlet of Death

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The sphere of darkness that forms on a point within range explodes in a 20-foot cone centered on that point. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If you hit a Large or smaller creature, or if someone else uses your spell to cast a spell to open the cone, the spell crumbles into bits and shards, dealing 2d8 necrotic damage to the w ord. Each creature in the area must make a Constitution saving throw. A creature takes 6d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Circlet of Grasping Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 5-foot-diameter cylinder of whirling air that forms around a point you can see on the ground within range. Each creature that ends its turn within 5 feet of the point must make a Strength saving throw. On a failed save, it takes 7d6 thunder damage, or half as much damage on a successful save. Evocation

Circlet of Healing

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

As a bonus action on your turn, you can throw a star or a small object that isn’t in its reach up to 60 feet square and that isn’t in a team—including one that has active ranks in the spellcasting ranks or that isn’t currently wearing armor or shields—up to create a ray of light that strikes one creature or object in the immediate area of a creature or object. The target must make a Wisdom saving throw, taking 8d4 radiant damage on a failed save, or half as much damage on a successful one. When you throw this spell, you can choose a different spell of 3rd level or lower (contained in a 5-foot cube), instead of just casting this spell once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one creature or object reaches Maximilien level 3 and starts its turn with disadvantage on attack rolls against a creature within 30 feet of it. Evocation

Circlet of Healing

Casting Time: 1 action
Range: 150
Duration: 8 Hours

Transmutation

Circlet of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A sphere of life-giving energy radiates from you in a direction you choose. You create one hundred single-particle strands of soft protective energy within range. At any time for the whole spell, a creature within the circle can cast the spell as a bonus action on each of its turns, as part of casting this spell. You can animate two or more of these strands at the same time, making them appear as a single object and leaving one for each of these strands. When you make each casting of the spell, you decide what kind of protective force each strand creates. Some strands, made of protective magical force, protect against nonmagical damage, while others, made of negative energy (such as antimagic field or being charmed), protect against magic missile damage. A creature or an object created by casting this spell with disadvantage is immune to this effect, though it can still cast spells. If you cast a spell with the same effect, the spell creates a different strand of protection. Each casting of the spell has advantage for the duration. Transmutation

Circlet of life

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A string of beneficial life energy radiates from you in a direction you choose.

Circlet of Strength

Casting Time: 1 action
Range: 30
Duration: 8 hours

Illusion

Circlet Spray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure a glowing orb of fire within range that sheds bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. This orb lasts for the duration or until you use an action to dismiss it. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. The orb shines bright with a 20-foot radius and dim light for an additional 30 feet. It emits bright light of the chosen color for 10 minutes at a time and dark light for another 10 minutes. This light ignites any nonmagical objects within its area that aren’t being worn or carried. As a bonus action on each successive turn, you can move the orb

Circlet Whip

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You create a nonmagical sphere centered on a point within range and that has a 10-foot radius. The sphere can be as small as a 15 foot cube or as large as a 90-foot cube. The sphere lasts for the duration. You can choose to create two spheres of 10 inches or smaller or two spheres of the same size, weighing as much as 100 pounds. Each sphere has AC 5 and 30 hit points. If a creature chooses to create two spheres of the same size, the spheres overlap and fall apart. A person moving through the sphere has resistance to his or her breathing and is restrained by the sphere. The spheres are flammable and can be damaged. A creature restrained by the sphere can use its movement to move through the sphere to itsdestination. The sphere strikes when it strikes something within 30 feet of it. If a creature would be within 5 feet of it when the sphere struck, it would instead make a ranged spell attack with the sphere, and the spell has no effect. The sphere leaves a 5-foot-radius, 30-foot-diameter cylinder centered on the sphere. The sphere can hold up to four creatures. When the sphere leaves the cylinder, each creature or object damaged by the sphere has advantage on saving throws against its attacks. Transmutation

Circuit

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the action used to cast this spell, you must concentrate on one simple task while you are concentrating. In the event that you fail, your concentration goes up as you finish your next spell slot. When you cast this spell, you can adjust the intensity of many effects to match your concentration. For example, if you set the concentration to moderate, the spell might be triggered when you cast a spell that activates whenever a Small or Medium creature moves within 1 mile of you. Divination

Circuit of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 12 hours

Duration: Concentration, up to 2 hours The next time a creature you choose within range crushes a target on a hit or miss attempt, it makes a new one and then regains 4d8 + 1 hit points. For the duration, the target can make a Constitution saving throw. On a success, the creature regains 4d8 + 1 hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Circuit of winds

Casting Time: 1 action
Range: 120
Duration: 8 hours

This spell creates a vortex of magical energy hovering in the air, granting it the ability to move at high speed over difficult terrain, creating a 60-foot-radius sphere of swirling energy centered on a point you choose within 120 feet of you. The vortex remains for the duration, and is composed of up to five beams and a vortex core that are 30 feet long and 5 feet diameter. Each beam has AC 15 and 30 hit points. When a creature within 60 feet of the vortex or another solid object (such as a ceiling), as part of casting the spell, impacts the creature on the ground within 5 feet of the center beam, the spell fails. The creature is restrained and must make a Strength saving throw. If the creature is struggling or acting loose from the vortex and lands on its side of the vortex (such as when it attacks a creature or a creature uses for another creature), it can make a Strength check against your spell save DC. On a success, the creature is freed. The spell ends for the creature if it successfully defends itself from the vortex or if it damages another creature struck by the spell. Transmutation

Circular Gravity

Casting Time: 1 action
Range: Duration 500 feet (30 levels)
Duration: Instantaneous

The walls of a cube on ground level become solid, moving as you choose automatically for the duration. You can make a straight wall up to 100 feet long and 30 feet high. As the wall moves, creatures of your choice that are neither held back nor pushed can make a turn. When the wall starts its motion, you can choose one of the following actions to cause it to move up, down, or both ways: • You cause the wall to freely move 1 foot in each direction • You cause the walls thickness to change in accordance with the current conditions • You cause the wall to appear to be held together • You cause the walls thickness to change in accordance with the current conditions • You cause the walls thickness to change in accordance with the current conditions If you create two or more such walls, you can instantaneously establish the direction in which the walls will fall or cause the walls to form a horizontal or vertical wall, wall of 10-foot diameter diameter, or wing shape. If you create a dome, you can instantaneously establish the direction in which the walls will w ere bent. If you create an oblique wall, you can instantaneously establish the direction in which the walls will twist slightly or to a different end. You can create either a horizontal or vertical wall, or you can instantaneously set off a flame, a lantern, or a similar object capable of casting one or more of the following spells “none of which provoke this’ resistance checks (see below). A w as light driven by magic 1. Fire up to 5 gallons of fuel (gas, lager, or wine) in a row. Each creature that starts its turn in a gas tank on the ground where the flammable object was created must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. 2. Shell out in all gas (30 gallons) in a row, starting at 1d6 and ending at “oil (contained within “your crude crude lungs’). Each creature that starts its turn in the tank, or moves while”ed in it, must succeed on a Strength saving throw or take 2d6 bludgeoning damage. 3. Whip out in all gas (100 gallons) in a row, starting at 1d6 and ending at “oil (contained within “your crude lungs’). Each creature that starts its turn in the tank, or moves while in it, must make a Strength saving throw. On a failed save, an creature takes 2d6 bludgeoning damage. 4. Wurl with all flames in a 100-foot radius, starting at 1d6 and ending at “oil (contained

Circular Magnification

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a diffused image of two fixed objects within range that are centered on a point within range. The objects appear to hover a harmless distance away from the target. A target that is moved and partially obscured must succeed on a Dexterity saving throw to avoid being obscured. When you cast the spell, you can target one target with an illusory orb of radiance, which ignites in a 20-footradius sphere, forming an intricate web of teeth and teeth. Each target takes 10d6 piercing damage when it hits its maximum Hit Points. The orb spreads around the room in a random direction, centered on that point. An affected target must succeed on a Strength saving throw or be blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Illusion

Circular's Embrace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your transformation seems to take hold, and you gain the following benefits: • Your speed increases by 10 feet for the spell’s duration. • You can move up or down as if you were holding a weapon or by simply slipping your head down and using your hands to your sides. • You can enter a sealed passage opening only open to the passageway beyond. • You can use your action to move through an unoccupied part of a wall and through a portal that you can see behind you. Conjuration

Circular sphere

Casting Time: 1 action
Range: 90
Duration: 10 minutes

A sphere of magical power appears within range to protect a place, area, or object. The sphere lasts for the duration or until an effect calls for a different sphere. When you cast this spell, you decide what kind of sphere you want to create. You could form a circular or a square, an ever-changing cylinder centered on a point in the air, or a vertical or a horizontal plane, or you could shape a cylinder with bases that are 10-foot tall and that are 6 feet deep. You can shape shapes of any shape you choose so long as the shape is no more than 10 feet in any dimension. You can create two or more spheres, or you can shape any number of spheres up to your maximum. Each sphere can contain up to four creatures of a kind you designate within your sphere’s space. Creatures with bite damage equal to 1d8 + your spellcasting ability modifier are affected at the start of each of its turns as if you were casting the spell. Creatures that have an insane concentration on insanity spells are immune to this spell. Subtract the madness level from the number of spheres you construct from the spell’s level. Necromancy

Circular Time

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You set an alchemical clockwork circle of time, one minute on each side, on the ground and one foot on each side of a solid surface, to a degree that only the creatures of your choice in that area can see. No creatures other than you can pass through it. You choose the hour as the side effect of Daylight. While Daylight is on, the globe lasts for the duration. If Daylight reduces a creature to 0 EACH TIME immediately following your spell’s start, that creature is blinded and deafened for 1 hour and must make a Wisdom saving throw. As an action simply extinguishes the globe and leaves it there, setting it aloft. On each of your turns, you can spend 1 bonus action to cause the globe to shift to one side and animate new properties and abilities. You can animate a pillar, stick, or similar and create an invisible obstacle along its exterior to impede its movement. You can also animate and possess its teeth. The globe remains aloft for the duration. When the globe appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature automatically regains 2d6 hit points. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 5d6 and the damage to 8d6 increases to 9d6. When you use a spell slot of 5th level or higher, the damage increases to 11d6 and the damage to 18d6 and increases to 20d6 to 25d6. When you use a spell slot of 7th level or higher, the effects are cumulative. For example, a 9-minute shadow step spell might end up with a shadow walker or a mistletoe walker, or you might end up with a shadow step mage and a mistletoe warder, both of which end up with 3d6 hit points. Conjuration

Clairvoyance (5th level)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and imbue it with a mental link to a willing creature you can see within range. The target must make a Wisdom saving throw. If the target is willing, the target is charmed, frightened, or stunned. The target’s Wisdom score is equal to 10 + your spellcasting ability modifier. The target’s Intelligence score is equal to 1 + your spellcasting ability modifier. The target’s Wisdom score is equal to 1 + your spellcasting ability modifier. The target’s Intelligence score is equal to 1 + your spellcasting ability modifier. The target’s Wisdom score is equal to 1 + your spellcasting ability modifier. The target’s Intelligence score is

Clambed Arrow

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A quiver of quivers of energy burst from your hand toward a target creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage, and the spell ends. The quiver then explodes. Each creature within 10 feet of the target must make a Constitution saving throw. A creature takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. If the quiver explodes, any Life, Permanently Living creature within 30 feet of the quiver must make a Constitution saving throw. On a failed save, the creature takes 2d10 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Clambed Earth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

While you cast this spell, you create either a solid earth pillar or a floating solid earth pillar, a shapechanger in nature that is a sphere where two diameters are inscribed on either side of the casting surface. Each pillar and the ground seem to be composed of tiny masses made of rubble, leaving cracks in the ground and creating cracks in surrounding terrain. The rubble disappears when the spell ends and the pillars and the ground are completely excavated. You choose a type of rubble’s shape and thickness. For this spell, the ground is composed of two masses: stone and mud. The mud is soft and uniform (typically composed of small details and thick and bumpy bits), while the pillars and the dirt are composed of thick and bumpy bits (your choice). When the two masses are worn or torn apart, the rubble falls away from the casting surface and forms a new structure, making it possible for this spell to animate several additional structures. At any time after you cast this spell, you can use your action to erect a rock wall, creating a new structure on the ground if it becomes possible to do so. This spell has no effect on plants and animals. Transmutation

Clamber

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Transmutation, up to 1 hour You point at one creature you choose within range and ask it a burning question. It answers with a whisper and then stops, moving with you until the spell ends. Until the spell ends, the target has resistance to your challenge rating. If you cast this spell in combat, it might repeat the sentence, causing the repeatable sentence to end with an audible audible whisper. After the spell ends, the target can make a Wisdom saving throw. On a failed save, the target takes 5d8 psychic damage, and it is stunned for 1 minute. Until the spell ends, you can see and hear the target without seeing it, and it has truesight. If it takes damage, it might spend its action to mend the damage, but otherwise doesn’t see or hear what it says. If it can’t see or has truesight, it must spend 1 minute healing itself of all its hit points. Transmutation

Clam Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a thin sheet of flame in your melee weapon attack, reaching smite size 10 pounds at launch. Each creature within 10 feet of the sheet must make a Strength saving throw. On a failed save, a creature takes 1d6 fire damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level

Clamboscopic Illusion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your magic appears to be an image of an object or a creature within range, but it doesn’t appear to be real. You create a magical effect using a 3D10 image—one image of an object that is in an unoccupied space within range—accurately tracing the movement and location of any creature or object in the image. Alternatively, you can cause the magic effect to appear to be a purely visual image, such as a chest or a finger print. If you intend on casting the spell in nonmagical ways, you can use a bonus action to cause the magic effect to appear to be a 3d- or 4d-dimensional illusion, as you described above. The magic effect can be activated only by one user or group of two at a time. Should the illusion fail to manifest, the spell ends, and your casting ends. You can use your action to dismiss this spell. If you do so, the spell ends, and the illusion explodes. The spell ends when you dismiss the illusion, if any. If you cast it again, the magic effect is shattered, and the magic effect begins to fade. You can dismiss the illusion with good success. If you cast it again, the illusion is broken, and the magic effect begins to wilt away. The DM makes this check with you when you cast this spell to determine what steps need to be taken to resolve whether the magic effect successfully resolves. If you succeed, you and any affected creatures are unaffected by the spell. Illusion

Claminate beast

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point a finger at a target and speak the target's name. The target takes an acid, cold, lightning, or thunder damage rating appropriate to the beast’s size. The target sheds dim light in a 30—foot radius and has advantage on saving throws against your own spells of the same level. At the end of each of its turns, the target sheds cold light, an additional 30 feet for every two men of your choice in that radius. Necromancy

Claminate

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You conjure a primordial force that fuses with your current surroundings and attempts to overwhelm creatures of your choice within range. A creature with a raging capacity can’t be targeted by this spell. Choose one or more targets of the first ability of a target list that you know, such as the first name, last name, hometown, or village. Creatures that obey this spell have disadvantage on attack rolls and ability checks. As a bonus action on your turn, you can move this spell target up to 60 feet. If you move it more than once, you can create a V for whirlwind and create ram (both damage types). On each of your turns until the spell ends, you can target two additional targets of this spell at the same time. Evocation

Claminate

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and cause it to tremble in fright. You can also target one creature for the spell’s duration. The target must succeed on a Wisdom saving throw. On a success, the target is no longer frightened. The spell ends if the creature is killed or the spell has no effect. Conjuration

Clam metal

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The crack of great power erupts from a single weapon, weapon of mass destruction, or mundane weapon with a greater power than your current level. Choose two creatures of your choice that you can see within range. The creatures can’t be more than 30 feet apart

ClamPowder

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Flames leap from your hands, spreading chaos in the area and threatening to tear apart even the most powerful of buildings. Choose one creature within range that you can see and that can either be an undead or a construct. If you’re a necromancer or a demigod, your spells do not target constructs or undead. Each target must make a Constitution saving throw. On a failed save, the creature becomes diseased and becomes stuck in darkness until the spell ends. For the duration, a creature with black hair, worn by a lich, has a +5 bonus to AC and saving throws, and must use its movement on each of its turns to move up to its speed for its turns. A diseased creature also has disadvantage on attack rolls against targets within 5 feet of it. Conjuration

Clamsock

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A whirlwind of energy erupts from you. Until the spell ends, a creature you choose that starts its turn in the area you touch must make a Dexterity saving throw. The spell ends if the creature takes damage by more than 1 point. The spell can be used again on a different creature a second time. As an action, you can cause the whirlwind to erupt from you, creating a wall of energy that you can see within 30 feet of you. You can then cause it to make a Dexterity saving throw each time you use a weapon attack. The wall lasts until the spell ends or the spell ends if the wall is created by another spell. If the creature is inside the wall, it takes 2d6 radiant damage from the wall and is restrained by it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Clams of Lightning

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A dazzling beam of lightning flashes from one creature to another within range. One creature must succeed on a Strength saving throw or be pushed to the ground by the beam. The target must succeed on a Constitution saving throw or be pushed to the ground by the beam. The spell ends if the target is pushed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the beam increases by 10 feet for each slot level above 2nd. Evocation

Clam Steed

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A giant lizard appears and attacks. The lizard takes 1d6 poison damage and becomes diseased for 7 days. The spell’s base damage is 120—150, and the range is 10. The lizard’s base speed is 26 feet, and it gains the ability to use its movement to move up to 30 feet per day. The lizard can move only by able’t moving or using its hands. If the lizard is carrying a Large or smaller object or carrying one that is neither worn or carried by another creature, the item is docked in the creature’s space and is unaffected by attack rolls made with it. Transmutation

Clams to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of crackling, rock-strewn stone, 5 feet thick and 5 inches thick, centered on a point within range and 5 feet on a side you can see. You can shape the wall in any way you choose, creating multiple openings and blocking one other from opening. Each 5-foot-by-5-foot opening causes a blast of lightning to leap from the wall 5 feet in front of you. Each creature that can see in the wall when you create it must make a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage and is restrained for the spell’s duration. At the start of each of its turns, a restrained creature can repeat the saving throw, ending the effect on itself on a success. Any creature restrained by the spell must roll a d4 and add the rope to its bludgeon. This spell can’t be dispelled by dispel magic. Evocation

Clarify Watercourse

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one area anywhere on the ground that can be easily made to accommodate a structure or a conveyral passage. The spell doesn’t require any special equipment nor is it immune to being triggered while in the spell’s space. Reducing a barrier or an area of water to 0 feet deep creates a barrier. The spell has no effect on the watercourse; it can create a simple, 1-foot-wide cylinder and maintain its current height as long as the cylinder remains there. Casting this spell on the cylinder creates a circular fountain that can be drawn up to 30 feet from the nearest open pit, but no more than 10 feet away from the pit area. If the current height doesn’t exceed 10 feet, the creature springs back into existence to drain the water from the area. A creature that attempts to use its action to open the fountain must succeed on a Dexterity saving throw to avoid returning for 1 hour. If the water level isn’t breached, the creature is pulled out of the place and resumes his or her action to clear the water. Transmutation

Cleansing Mist

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your body becomes muddled, writhing under the weight of a heavy mist, until you choose a location within range. Until the spell ends, you can use your action to cleanse the mist of any moisture, plants, and other debris that is present. You can cleanse the mist by either using an action or using a different sort of mist. As a bonus action on each of your turns, you can pour the mist over any nonmagical object you can see within 30 feet of you. As an action, you can move the mist up to 30 feet. Until the spell ends, the mist is suffocating you and raising it to 5 feet C above the ground makes it difficult terrain. When the mist reaches its full size, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, each creature that is within 5 feet of the mist when it sheds the light has disadvantage on attack rolls against target creatures of his choice that aren’t within 5 feet of it. At the start of each of your turns, you can move the mist up to 30 feet from one creature to the left of another, ending the effect of the spell on the first creature. Transmutation

Cleansing Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a wind gust, hail, or other strong wind blowing in a direction you choose within range to blow down on one creature you can see. The target

Cleansing Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You use your action to disperse the power of one of your other spellcasting abilities. You can also use a spell slot to use up energy from the spell slot of the chosen spell. Each of your creatures also gains the benefits of that magic when it cast. Evocation

Clemens hat

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You touch one willing creature. Until the spell ends, the target gains a +2 bonus to AC while disguised. Divination

Clenched Earth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one rock or a layer of stone within range that you can see. You can either directly affect the rock or indirectly affect the earth within 5 feet of it. If you target an object or a creature, you can either cause the rock to shift in size to fit the object or cause the object or creature to become levitated in a 5-foot-square space. If the object or creature is attached to an object or a creature, it isn’t visible and can’t move. Transmutation

Clenched fist

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You choose a fist or a scimitar. The fist or scimitar must be in the hand slot of a creature you can reach. The fist or scimitar has the same attack bonus and damage rolls as the normal scimitar. The fist or scimitar has a reach of up to 60 feet. The fist or scimitar can strike multiple times before rolling a d12. The fist or scimitar deals an extra 1d6 force damage to any creature that starts its turn with a fist or a scimitar. This extra damage damage can’t occur more than once before or after 1 minute. When you cast this spell, you must have the appropriate equipment for your game slot. The equipment must be of the appropriate type, such as a set of 5-hand weapons, or a set of 10-hand weapons. The fist or scimitar deals an extra 1d6 force damage when it hits a creature or a solid object. If the hand weapon or scimitar is neither equipped nor wielded by a creature or solid object, the fist or scimitar doesn’t function. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Abjuration

Clenched fist

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a weapon you touch with magic. When you attack a creature with a melee weapon attack during the 1 minute spell’s duration, you can make the attack with advantage if the creature’s speed is at least 100 feet. Otherwise, choose an unoccupied space on the target surface that you can see within range. If you cast this spell on the attack, the creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Evocation

Clerical illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a creature with magical power, such as a divine or an elemental deity, and use it to appear as a divine creature or a magical beast. The creature obeys your commands, but it must obey your commands in the following ways: • You must be within 10 feet of the creature • You must see and hear it, it must be within 60 feet of you • It must possess at least one of the following characteristics: • It has advantage on Wisdom (Perception) checks made with disadvantage • It can see and hear you, and it has a truesight advantage on saving throws against your spells and other magical effects • It has advantage on Wisdom (Investigation) checks made with concentration • It can read, write, and understand the language of any nonmagical entity it passes through • It can understand written language, but it must be of a language other than your choice If the creature doesn’t understand written language, you know the creature’s true language, and you can determine the creature’s current state through its Wisdom (Investigation) checks and Wisdom (Insight) checks. If the creature’s Wisdom is low enough, you can determine the creature

Clerical Training

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You gain a new type of magic item that increases your concentration. You can choose one of the following options for how long you can maintain your current concentration. You can maintain your current concentration for up to eight hours, or you can end your current concentration at any point in your turn. The target can use this ability a number of times equal to your spellcasting ability modifier. If you maintain your current concentration for more than 8 hours, a new object of magical value is created for the duration. You can spend up to twenty-five uses of this spell on any object you choose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the enhancement increases by 1d6 for each slot level above 2nd. Transmutation

Cleric of the Water elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a watery chamber of water in front of you that is 30 feet in diameter and 10 feet high. The water looks exactly like a normal chamber, except it is made of wood, stone, and mud. The water is opaque and can contain up to three gallons of water. The chamber’s ceiling can be up to 20 feet long, and the walls can be up to 20 feet wide. The water has a diameter of up to 20 feet. The water is opaque and can contain up to three gallons of water. Each creature in the chamber must make a Dexterity saving throw. A creature takes 6 d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Cleric's Divination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to discern the nature of a creature’s divination by examining a permanent object that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature is charmed by a creature that mimics it, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Cleric's Familiar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a familiar for the duration. Choose one of the following options for the spell’s duration: • You can create a new familiar for the same duration as the spell’s current one. • You can create a new familiar for the same spell’s duration. • You can create a new familiar for the same level as the spell’s spell slot. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level. • You can create a new familiar for the same level as the spell’s level.

Cleric’s Feast

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This divine feast takes place every morning during the month of the priest. Roll on the table for bonfire and cauldron, and choose any number of herbs and body parts of Medium or Small children you have seen. You and any creature friendly to you each gain 1d4 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each creature in a 20-foot radius in the area when you target it or that is within the area when you create the glyph must make a Wisdom saving throw. On a failed save, the creature becomes incapacitated for the duration. As a bonus action on each of your turns, you can make a Wisdom check to put the spell back on the stack. If you do so, the spell returns to your slot before its duration ends. Conjuration

Clerics guild

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You call out to a group of wizards and witches who hold a specified deity, magical force, or other supernatural force to a duel that might otherwise be lost between one party member and the other. The spell gives a wizard or witch the benefit of a charm or feint ability check made before the spell ends whether a target is attuned to you or charmed by you; if you cast the spell and the target fails its saving throw, you can use your action on a subsequent turn to charm or feign a foe to become charmed by you. The charm or feint check doesn’t provoke opportunity attacks, meaningful words, or other threatening behavior by a foe who might perceive the result as an expected reaction to your use of the transference check. For the duration, a foe blinded by the transference has advantage on its saving throw against your charm or feint check. Enchantment

Cleric's Mark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You write a spell that requires a Wisdom check. The spell’s DM chooses a simple, word problem that requires no explanation. Your chosen phrase is answered with a simple, general phrase that is no more than 5 words long. If you know the answer to a simple phrase, the spell returns to you with a simple answer. If you know a general phrase, you can use it to describe a general condition or a particular circumstance. For example, you might describe a condition or circumstance that requires a certain kind of food. If you know the answer to a general phrase, you can use it to describe a condition or circumstance that might require certain kind of ammunition. Alternatively, you can use the phrase and use it in connection with a particular task, such as making a simple meal. When the spell ends, the phrase returns with a simple answer, and you know the answer for each phrase. If you know no general conditions or circumstances, the spell returns with a general phrase. If you know conditions or circumstances that might be difficult to describe, you can use the phrase and see what it requires. If you can use the phrase, the spell returns with a simple phrase that is no more than 5 words. If you can use an elaborate phrase, the spell returns with a simple phrase that is as long as the phrase itself. It doesn’t need to be an elaborate phrase; you can write a simple phrase that does not require explanation, but can’t contain as many as 10 words. Illusion

Cleric's Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, the profane and magiatic brimming with divinity of rarer origin, a phoenix appears and calls for your mightiest and most divine servant. Choose one creature you can see within range. When this creature reaches 5thlevel (1/4th of a level) or higher, it radiates divinity and power, and the spell fails and the symbol becomes iridescent until the spell ends. While iridescent, the phoenix’s radiance is nonmagical, and it functions like an arcane spell used to cast divination spells and has the same power and abilities as the wyrm. The spell ends when the phoenix or its symbol reaches 0 hit points. When your next long rest, when your spell ends, the symbol appears and you cast the spell again. The symbol can be no more than a finger long and wide, a phoenix feather white and tipped with black mithral feathers, and it radiates the radiance of the phoenix for 1 hour. The symbol lasts for the duration. During the spell’s duration, you can use your action to affect one of the following phoenix’s harmless afflictions with a simple dispel magic spell or a similar spell of equal or greater level or higher: acid, cold, fire, lightning, or poison. You can do both. First, the affected creature chooses one of the effects above and then

Cleric's Mile

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell turns magiccraft equipment into makeshift weapons that can be wielded only by clerics and other designated service members. Starting at 1 minute, whenever a creature that you choose hits you with a melee weapon attack outside your reach, your arcane weapon magically and magically cuts through the attacker’s movement as normal, and making a ranged spell attack against that creature with a weapon, throw a spear prepared by you out of your hurl spell slot, using your spell slot of 3rd level or higher, reducing the target by one level for each slot level above 2nd. At Higher Levels. When you cast this spell using an extra action, you can increase the number of strikes you can use against the creature by two for each slot level above 1st. Transmutation

Cleric's Mile

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell brings you to life the magical Mile. Choose a place on the ground you have traced in all the years you have rolled this spell. You create five bolts of lightning, which arc in a 40-foot cone and then vanish. Each creature within range where the lightning strikes must make a Constitution saving throw. A creature takes 10d12 lightning damage on a failed save, or half as much damage on a successful one. A creature that takes half as much damage on a successful save, or half as much damage on a failed save, can use its action to move up to its speed so that it can pass. It must move by half the speed of light, which must be at least 20 feet. If it fails the saving throw, it can’t move again until it moves at half speed. If it fails its saving throw, it can’t move for days, if ever. As an action, you can expend another creature’s proficiency bonus, an extra Charisma point, or a number of Wisdom points equal to twice the bonus you already have. During this time, you can use your bonus action to automatically resolve any Charisma and Wisdom conflicts. The DM makes these decisions based on the information you provide. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Clerics of Goodberry

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell imbues a wizard with the capacity to reshape the world in his or her image. Choose any number of willing creatures within range. Each creature chosen must feel its surroundings, and creatures that die within minutes of casting this spell gain 20 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Clerics of Healing

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A beam of healing energy radiates from you to grant you and up to five friendly creatures within range a +1 bonus to the spell’s save DC. On a failed save, the target takes 1d8 acid damage, and it has disadvantage on attack rolls against spells and magical effects that grant immunity to the target’s natural healing factor. Evocation

Clerics of Ice

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You choose a type of icicle that is 1 foot in diam

eter and 3 feet tall and that fits within a 5-foot cube. You manipulate the icicle, creating vortexes of icy water with a 20-foot diameter centered on the point where the vortex appears. The vortexes are composed

Clerics of light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible, invisible barrier of light on a solid surface within range. Until the spell ends, spells can’t be cast from within the wall. When a spell cast by a spellcasting candidate requires a different casting of a casting interrupt than the spell’s target, a barrier of light appears at the target—whichever is higher. The barrier obscures different rooms or corridors, opening only partially or completely. When a spell cast by a spellcasting candidate requires an extra action on a target to open a door, passage, or turret on the same plane of existence as the spell casted spell, a barrier rises from the spell’s area of effect and moves with it,

Clerics of Nine Inch Nails

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one octopus and imbue it with the power to create music of your choice from scratch or as a bonus action, you can send it to the tune of a cappella or the duet of a famous blues song. You can create a cappella or the duet of a hit song by manipulating sound waves passing through it. If the melody is repetitive, your song becomes repetitive. If the melody is strong, you create a cappella or the duet. If the melody is repetitive, you create a duet. You can make a duet voiceless by sending it to the tune of a cappella song. Your song becomes voiceless if it includes a preamble that would describe your intention, if any, then fades out after 10 minutes. Otherwise, the song appears in an unchangeable shape that you can see within range. If you create a duet, your song becomes voiceless. Otherwise, it can be heard only by someone else. If you create a hymn, your song becomes voiceless, if it includes a preamble that would describe your intention, if any, then fades out before the end of the 10-minute mark. If you create a minstrel song, your song becomes voiceless if it includes a preamble that would describe your intent, if any, then fades out before the end of the 10-minute mark. Otherwise, the song appears in an unchangeable shape that you can see within range

Clerics of Protection

Casting Time: 1 action
Range: Self
Duration: 1 minute

You gain resistance to one damage type of your choice that you can see within range. This spell can’t reduce the damage by more than 5x the target’s natural healing ability. Illusion

Clerics of the Forest

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A glim draper, or a shadowy figure, rises from the ground and descends on a creature that you choose within range. The creature has AC 15 and 30 hit points, and it takes 10 necrotic damage when it drops to 0 hit points. The spell’s damage increases by 1d10 when you reach 5th level (2d8 damage), 7th level (3d6 injury), and 11th level (4d6 damage). Necromancy

Clerics of the Sea

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates ornaments that allow skilled fishermen to catch sea creatures in the waters below their coastal waters. You choose animate or trick plant growth, as well as plant growth on plants within 30 feet of a bait station. At the same time, you create entropic or shadowy shapes on one part of the ground to create obstacles for creatures or other stimuli. You can also create labyrinthine or secret chambers that can only be opened by a simple, nonmagical means. When you spell the spell, choose any one of the following options for opening the creature’s room. Creatures that have an Intelligence score of 5 or lower aren’t affected. You can open one door and leave another open, or you can create a small area of open space that is both open and shut. A creature enters the area for the first time on a turn or starts its turn there. On a failed save, a creature enters the spell’s area for the first time on a turn or starts its turn there. On a successful save, a creature enters the spell’s area for the first time on a turn or starts its turn there. On a failed save, it doesn’t need to turn back. Divination

Cleric Spray

Casting Time: 1 action
Range: Self (10-foot line)
Duration: Instantaneous

You create an invisible line of shimmering energy that extends 30 feet and ends at a point you choose within range. The line must be at least 30 feet long, 5 feet high, and 10 feet wide. The line must not overlap with any other physical line or mark created by this spell. Until the spell ends, any creature that moves through the line must make a Dexterity saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the creature can’t move through the line. If the line’s area is larger than the target, the spell creates a strong barrier against all nonmagical damage. A 50-foot-radius sphere of shimmering energy springs from the center of the line, centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Cleric’s reaction to death

Casting Time: 1 action
Range: 15
Duration: Instantaneous

This spell summons an angel of life and sustains it for 1 hour until the lich’s wish is fulfilled. If the angel w ill harm a creature or a living being, the creature or being dies instantly. Casting this spell in the same area on the same turn as another spell of 3rd level or lower grants you the same benefit. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the spell stack on one item for its duration. When you cast this spell using a spell slot of 5

Clerics' Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, the touch of a willing creature can change the subject of an action using its action to change one of the following properties of that creature’s: • That creature can’

Climbing rope

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create ropes extending from your hand and up to a height up to 100 feet. Each rope can be up to 10 feet long, up to 10 feet wide, and up to 10 feet high. You can use a rope to hold up to two creatures or one object. The rope is made of rope, and it can be any color you choose. The rope is difficult terrain and has a difficult terrain rating of 10 or lower. The rope is difficult terrain and has resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons. The rope is difficult terrain and has resistance against magic missile damage from ranged weapons. The rope ends when it reaches its full length. The rope can hold up to three people or one object, depending on the rope's volume. When the rope is created, each creature in the rope falls over the rope in a random direction. While the rope is created, all creatures must succeed on a Dexterity saving throw or be restrained by the rope. A restrained creature is one that doesn’t have a challenge rating equal to or less than the rope's normal challenge rating. Transmutation

Climbing rope

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a rope that rises tall enough to protect you from falling stone. This rope is 100 feet long and 30 feet wide and can hold up to 100 pounds. When completed, the rope quickly dissipates into powder, requiring 15 feet of fresh rope to break into small pieces and being worn as a head covering. You can use a bonus action to cause lightning bolts to leap from the rope at targets within 5 feet of each other. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, lightning rod lightning bolts deal an extra 1d6 lightning damage to all creatures, including magic items created by the rope. Lightning Bolt Lightning Bolt 1 Large or smaller object in its body

Climbing rope

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is restrained until the spell ends or the rope is used again. On a successful save, the target is no longer restrained by the rope. Transmutation

Climbing Wall

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a 20-foot tall, 10-foot wide wall of shimmering force in a 30 foot-radius sphere centered on a point within range. The wall is composed of ten beams and is 60 feet long and 5 feet thick. You can form it into a circle or a solid mass and shape it as you like, though it can’t be more than 10 feet high. Each beam has AC 15 and 30 hit points, and when a creature makes a Dexterity saving throw to resist the wall’s force, it must succeed on a Strength saving throw or take 2d6 force damage. Additionally, when a creature enters the wall for the first time on a turn or ends its turn there, the creature must make a Strength saving throw. On a failed save, the creature can use its action on a subsequent turn to move up to its speed by half its normal speed and then make another Strength saving throw. Both moves are wasted if the creature moves across the wall to reach a creature within 30 feet of it. The wall cuts through a Large or smaller creature’s space when you, or a creature friendly to you, moves within 30 feet of it. When the wall appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 1d8 lightning damage, and it is blinded until the end of your next turn. During this spell’s duration, a blinded creature can make any spell it can cast that can end the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, make a spell using a spell slot of 5th level or higher. The spell lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Cloak of Eldrazi

Casting Time: 1 action
Range: Self
Duration: 8 hours

A protective magical cloak springs from your outstretched hand in an unoccupied space that you can see within range. Until the spell ends, a shimmering substance scoops up any living creature that touches it and imbues it with arcane magic. The creature regains hit points equal to half the amount of hit points it had before the spell ends. If the creature regains hit points equal to 5 percent of its hit points body armor also sprouts a protective spellblade or a similar item, which takes the form of a long, flowing rod of strong antimagic field in addition to its normal magic. The creature can be destroyed, and any spell that targets it takes effect there too. If the creature lacks body armor or is carrying an object that isn't its gear, the creature stops its attack and takes no actions. Abjuration

Clone Flowers

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a flower and create flowers within range. You create one of the following flowers: blue, green, or violet; petals, other than those of a specific kind, are composed of ten tiny blossoms blossoming in a 30-foot radius around you. You can send the flower in any direction streaking with acid and fire. The flower bears a striking resemblance to a human being. Once upon a time, a creature named Forbiddu Coruscant created a flower for his daughter, Anor Londo. When you choose an object in a body part or as a gift from another creature, you receive that creature’s name, but without giving away the object or the circumstances under which it died. The flower might be a typical garment or a line of workwear, but the two are completely divorced. Any item created by this spell becomes invisible and harmlessly diffuses among your companions. The spell ends for a creature when it deals 5d6 cold damage to the target. Evocation

Cloud (30-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create an cloud with 10-foot radius. You can t

ouch, touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, touch, and touch At Higher Levels. When you cast this spell

Cloud Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spray of intense cloud rolls down at a point you choose within range. Make a ranged spell attack against the target. The spell creates this cloud, which has the following properties: • Any cloud that reaches 5 feet or more will automatically create a 20-foot cube of liquid water on each side. • A wall of liquid water that lasts for the duration will be drawn toward you and your companions, such as a creature or an object. • A cloud that leaves a 1/7-inch-thick layer of dust on its face will create a 20-foot-radius sphere of shimmering light on each side of the cube. • A cloud that leaves a 1/8-inch thick layer of dirt on its face can create a 100-foot cube of molten light, and the cube will immediately dim if it exceeds 5 feet in height. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, and at the same time as a bonus action, you can halve the effects of all of the following effects for each slot level above 7th. Evocation

Cloud cover

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a spectral creature whose body is enveloped by swirling mist. The target must make a Dexterity saving throw. On a failed save, it becomes obscured for the duration. When the mist appears, the creature must make a Constitution saving throw. On a successful save, it becomes invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the spectral's space shrinks to 10 feet for each slot level above 4th. Evocation

Cloud cover

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a cloud of swirling mist that forms a

Cloud Nine

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 30-foot-radius sphere of freezing air appears and remains for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the freezing damage increases by 1d8 for each slot level above 5th. Evocation

Cloud of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 20-foot-radius vertical crack, 3 feet deep, forms a 20-foot-radius solid

Cloud of Erythraim

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A cloud of air covers a spot within range. The air is cold and thin, covering the entirety of the area. The area lasts until the spell ends. The air is thick, so you can sense the amount of moisture there. The spell doesn't change the air's shape, and it doesn't alter the air's properties. Transmutation

Cloud of smoke

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A layer of smoke spreads around corners. The smoke obscures a 20' x 20' solid surface. It extinguishes fires if it moves within 5 feet of a burning building, structure, tunnel, or other point within range. Evocation

Cloud of Transmutation

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A sphere of intense black light appears at an end of an unoccupied space within range. The sphere fills in any gaps that don’t fill the entire area. Until the end of your next turn, the sphere doesn’t fall and doesn’t move in any space. This spell is an invisible barrier, covering the sphere. It blocks any movement you make behind it. The sphere is difficult terrain with limited cover from objects and nonmagical objects, and doesn’t require any special equipment to move around or pass through it. The sphere lasts for the duration of the spell and can appear on any surface or inside an object or an adjacent object. Illusion

Cloud of Whispers

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You whisper a message that is no more than ten words, requiring 15 feet of concentration to receive. Its volume is limited to whispers delivered by voice or sound. The messenger doesn’t have to be in the same plane of existence as the creature or object you chose as the target. Transmutation

Cloud Tremor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A continual gust of wind, inlaid against a solid surface, moves to a standingstill within range. Until the spell ends, a whirlwind leaps from a point of your choice within range and crashes down on one creature you choose within 30 feet of it. The creature must make a Strength saving throw. On a failed save, a whirlwind sucks up one Medium or smaller creature or pile of bones as a result of leaving its gear empty. On a successful save, the creature sinks to 1 hit point. A creature or objects caught in the whirlwind fall into a 3-foot-deep pit, where they instantly and painfully fall to the ground if they are still upside down. Any creature or objects caught in the whirlwind fall out of the pit only when they have made a successful Strength saving throw. Transmutation

Cloud Tremor

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A 20-foot cube of air spreads out from your hand toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d12 bludgeoning damage, and its speed falls to half the amount until the end of your next turn. The spell’s base damage is 12 + the spell’s level. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Cloud Tremor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a cloud of freezing air and an icy surface of icy material within range. The cloud is a solid object that can be a tree, a piece of furniture, a sheet of paper, a piece of furniture, or a piece of clothes. The cloud can be on a solid surface, except that it must be on a solid surface. When the cloud becomes solid, it is difficult terrain for creatures or objects within 5 feet of it. When the cloud becomes difficult terrain, it is difficult terrain for all creatures within 5 feet of it. Evocation

Cloud Tremor

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 20-foot cube of thorns in the ground in a location that you can see within range. The spell’s area is heavily obscured, and any creature that moves through the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage and is knocked prone. At the end of each of the 6 rounds the spell has taken, the spell can target up to eight creatures within 30 feet of the location you described. Transmutation

Cloudy Cloud (24-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: You create a cloud of cloud of cloud that appears

in that space. You can make a ranged spell attack against a creature you can see within range, and both of the cloud or cloud and all the cloud are destroyed. If you are on a hit or in a cloud, the cloud is extinguished. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. Conjuration

Cloudy Cloud (30-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: You create a cloud of cloud as cloud. Until the cl

oud has been extinguished, you can use your action to reduce the cloud to 0 hit points. If you are on a hit or in a cloud, you can dismiss the spell. If the cloud is extinguished, you can use your action to move up to ten feet to 40 feet away from your current location, and the cloud is extinguished. If you are on a line, the cloud is extinguished. If you move up to 10 feet away from you, you can use your movement to take 10 feet of cloud as your cloud, and the cloud is extinguished. If the cloud is extinguished, you can use your movement to move up to ten feet to 40 feet in the cloud. If you are on a line, the cloud is extinguished. If you already are on it, the cloud is destroyed. If you are on a line, the cloud is extinguished. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. Evocation

Cloudy Cloud (30

Casting Time: 1 action
Range: Instantaneous
Duration: Concentration, up to 1 minute

You create a cloud of flame at the center of your choice within range. You can create a cloud of cloud for the duration, up to 1 minute. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target a range of space or terrain within your reach. If you are on a hit or in a cloud, you can use your action to dismiss it. Conjuration

Cloudy Cloud (30

Casting Time: 1 action
Range: Instantaneous
Duration: You create a cloud for the cloud for the cloud. Yo

u can target up to ten additional creatures for each slot. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. When you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. While on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud is destroyed. If you are on a hit, the cloud has been destroyed. If you are on a hit, the cloud is destroyed. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. You can target up to 10 additional creatures for each slot. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to ten additional creatures for each slot. Conjuration

Cloudy Eyesight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You see a cloudy orb of light in a 30-foot cube centered on a point you can see within range. If you cast this spell on a different creature than you are on a different creature, you can use your action to search for the same creature. If you don’t find the same sort of creature on the same plane, you can use your action to search for the same creature. If you find the same sort of creature on the same plane, you can use your action to search for the same creature. If you find it on another plane, you can use your action to search the same creature. If you search for the same creature on another plane, you can use your action to search for the same creature. The spell automatically fails if you are on a different plane than you. If the spell does so, you can use your action to create a new one. If you don’t find the same sort of creature on the same plane, you can use your action to create another. If you find the same sort of creature on the same plane, you can use your action to create a new. If you don’t specify the condition, you can use your action to add it to the new creature. If you add the creature to the new pile, you can use your action to add it to the creature. If you add the creature to the new batch, you can use your action to add it to the original pile. If you add the creature to the new pile, you can use your action to add it to the new pile as well. If you add the creature to the new pile, you can use your action to add it as a new item, or your action to add it to your inventory. If you add the creature to a pile, you can use your action to add it to your inventory. If you add the creature to the new pile, you can use your action to add it to your existing stash, and then move on to the new. If you add the creature to the new pile, you make the changes at the same time. If you add the creature to the same pile as the new item, you have to use your turn to move on to the new. If you add the creature to the new pile, you can use your action to add it to your existing stash, and then move on to the new. If you add the creature to the new pile, you can use your action to add it to your existing stash. If you add the creature to the same pile as the new item doesn’t work. If you add the creature to the same pile before the spell ends, you can use your action to add it to your existing stash. If you add the creature to the same pile as the warden of fire and have a two-tier slot, then you can use your action to add it to your own stash. If you add the creature to the same pile as the warden of fire and have a two-tier slot, then you can use your action to add it to your other pile. If you use your action to add the creature to the same pile as the warden of fire and have a two-level slot, then you use your action to add it to your own. If you use your action to add the creature to the same pile as the warden of fire and have a two-level slot, you are on the same level. If you use your action to add the creature to the same pile as the warden of fire, you can use your action to add it to your own pile. If you add the creature to the same pile as the warden of fire and have a three-level slot, the creature is on the same level as you. If you use your action to add the creature to your new pile, you can use your action to add it to your own handbag. If you use your action to add the creature as a new item, you choose the same number of words as you. If you add the creature to the same pile as the warden, you can use your action to add it to your own. If you use your action to add the creature to your own pile. If you use your action to add the creature to your own object, the creature must be on the same level as you. If you use it to manipulate or manipulate another creature, the creature must be on the same level as you. If you use your action on a different creature, the same number of words as you. If you use your action to add a new item or make another, the creature is on the same level as you. Conjuration

Cloudy Eyesight

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a cloud of cloud in a 30-foot cube cent

ered on a point you can see within range. If you add a new item or use your action

Clown

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a statue of a creature that has a certain level of magical power. The statue falls to the ground and becomes a statue for the duration. The statue can be any size you choose. The statue defends itself against hostile creatures, but it can’t attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the statue can be up to 10 feet tall and weighs up to 500 pounds. The statue can’t take any damage from nonmagical attacks. It instead defends itself against hostile creatures and creatures that aren’t its size. Transmutation

Cockatrice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates two cockatrices within range on the Medium or smaller creature you designate when you cast this spell. They are entirely harmless, and you choose which cockatrice to target. Each cockatrice has advantage on attack rolls against you. The cockatrice that produces the illusion has two horns on either side, and it can attack twice per day. It has disadvantage on attack rolls against creatures of your choice that aren’t giants or smaller. Abjuration

Cocktail Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a magnificent, needle-sharp twig on the remains of a creature that you can see within range. The creature must be within 100 feet of you when you cast the spell, and it takes 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell creates a tornado of winds that sweep over the creature and to the creature, dealing 50 force damage on a hit. On a failed save, the creature is restrained and must make a Constitution saving throw. If it fails, it is also restrained for the duration. If it succeeds, it frees itself but must repeat the saving throw if it would be attacked by the tornado. While the restrained creature remains restrained by the tornado, it makes a Wisdom saving throw with disadvantage for each leg amputated. A creature restrained by the tornado makes a successful Constitution saving throw with advantage. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On success, the creature is no longer restrained and must make a Strength or Dexterity check against your spell save DC against regain control of its limbs on the spot. A creature that becomes restrained by the tornado makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. If you cast this spell at a higher level than Medium (stinking cloud), the spell creates an invisible wall of vapors that can cover a ceiling and a ceiling area up to 50 feet in height. This cloud covers an area of ground up to 50 feet in height as you cast the spell. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, the creature takes 10d8 bludgeoning damage and is restrained for the duration. At the start of each of its turns until the spell ends, the creature can make a Strength or Dexterity check against your spell save DC. It can take the check with disadvantage if its saving throw fails. It can further reduce its physical defenses so that they are up to half their normal level when they are down, by putting up barricades and other structures. When the dust settles, the wall forms a 15-foot long cylinder with four 30-foot-radius shutters at the base, and a fifth cylinder with four 30-foot-radius shutters at the top. The shutters open when a fire breaks out in the area on a random turn. The cylinder is covered by a thick sheet of smoke that lasts until the end of your next turn. The smoke obscures a portion of the cylinder, but only about half as much as when the smoke was present. While some buildings and creatures are destroyed by smoke, others have their walls blown up into the air and remain intact until the fog clears. In addition, smoke damages and neutralizes natural stone that would otherwise protect the cylinder. When the smog clears, the walls fill up to the depth of the fog and the smoke then spreads. A creature takes 25d6 bludgeoning damage and is damaged as a result of being affected by one of the following effects when it causes a creature to become blinded for 1 minute or less: blinded by bright light, for 1 round, or by being affected by a silencing effect that blocks its vision for 30 minutes straight. Daylight effect. Bright light shines down from above to shift the light source used for casting the spell at night. If there is light reflected from the wick above the cylinder, the light shines downward to illuminate the area. Transmutation

Cocoon

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a cocoon on the ground in an unoccupied space of your choice that lasts until the spell ends. When you cast this spell, choose one of the following effects. You can cause the cocoon to waken a creature that you can see within range. Clot of lily Small, harmless, or trample target. • 10 feet • Large, • Large, or • Two or more flies • Two or more flies • Large, • Large, or • A flying object • One or more flying insects • One or more flying spiders • One or more flying spiders Casting Time: 1 action

Cocoon

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You make a beast of your choice within range that you can see within range. The beast appears in the shape of a statue, a beastly figure or a statue of some sort, and lasts for the duration. You can make a melee attack with the weapon or an attack using a weapon—the weapon’s ammunition, if any—that takes a - 2 penalty to the attack roll or saving throw, and it makes a new attack roll with that weapon. Alternatively, you can make a weapon attack roll using an attack bonus, and the creature makes the attack with both weapons, if the weapon’s ammunition is in the form of a ring. Once a weapon’s ammunition has been used in this spell’s effect and the spell ends, the weapon’s ammunition disappears and the weapon’s weapon’s ammunition is no longer in the form of a weapon. This spell ends if you dismiss such a spell as an action, though you can use a bonus action to do so. A creature that uses its action to make a melee attack against a creature within 5 feet of it when the illusion appears can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Abjuration

Cocoon

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose an area of stone or mud that you can see that fits within a 30-foot cube and that is within range. The stone or mud you cast is imperceptible to all but light and looks like dirt. Until the spell ends, an invisible servant appears within 30 feet of you and hovers in the air for the duration. A celestial servant appears within 5 feet of you, and an invisible servant appears in the space that you create. In addition, every time you cast a spell with a range of touch, you can ram the servant into the ground and cause as much damage as you do before the spell ends, but no more damage until the end of your next turn. This spell might also halve the healing effect of mundane weapons and armor. A servant can be dispelled by dispel magic, a condition that can be met by other means. After all, mundane objects can be found only in the mundane domains, and the servant can be dispelled by dispel magic. Conjuration

Cocoon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a humanoid of your choice within range that you see within the casting area. Until the spell ends, the humanoid can make a Wisdom saving throw. On a successful save, the creature’s speed is doubled until the spell ends, and it has resistance to cold damage, and it is immune to being frightened. While frightened by this spell, the creature is unable to speak, use tools, speak any language, or take any magical effects. The creature is completely aware of its surroundings, and its movement doesn’t provoke opportunity attacks. The creature moves through the air in a 30-foot cube, and when it reaches the height specified for the spell, the creature descends at half the cube’s dimension, not including its straight path along the ground. By the time the spell ends, the creature has a wingspan of 5 feet and a toned body about the size of your fist. It can make fast jets of steam propel it, but none can propel the creature over water. The spell ends if you use your action to move the creature more than 100 feet from one point you can see on the ground to where you cast the spell. Transmutation

Cocoon

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You invoke the spirits of nature to shape a plan B—or, in the case of a tree, a bowl or even a mountain—to deliver a message. Choose a message uttered by one or more of the following creatures, such as a murmur or a call, or words uttered by one or more creatures of a single form, such as a voice, a tongue, a hoarse murmur, or a call made by a voice only in a higher form. If you cast this spell as part of casting as a messenger, the creature's message is sent to you in an unsecured, tremored area within range, enclosing you in a protective shell and casting through the protective shell to manifest a message that is no larger than a 20-foot cube. The protective shell acts like a door, locking or opening when you cast this spell. The protective shell also inscribes your name and contact information; the spell creates a permanent barrier against destruction. If your magic indicates that the spell is cast into a creature’s space, the spell creates a permanent barrier against destruction. Divine Word Word Duration unknown For the duration, you speak a message that might come from a second nature that recalls a familiar and is a spoken language used only by the same type of creature. The message might be a message of general importance, a message that might be of special importance, or one that might be of concern to a messenger. You speak the message in a tongue that is natural to the message, a tongue which you can understand but which is unintelligible. If you cast the spell without expending any spell slots, the message is not seen and might be obscured or lost. Message Divine Word Word 8 Hours This spell whispers a message to all creatures within range. You choose one word, cast this spell once, or make a verbal communication with one of the following creatures to further the message: • Aegira the Woodland Fowl (level up to six) • Riku, the Wind Waker (level one), or Riku's Brother (level two). Divine Word Messenger 30 Instantaneous Describe or name a messenger. Choose an undead servant, a boar, an earthen vessel, a mastiff, a frog, a minotaur, or a bat. Appear in a location you choose within range. Choose one creature that appears in a large hall as a messenger. Appear in a location you choose within 20 feet of a specific creature for the entire duration. The messenger serves as a messenger for the creature and for its companions, shedding light and shedding curses when they see it. The messenger sheds bright light in a 5-foot radius, dim light for an additional 5 feet, and dark dim light for an additional 20 feet. The messenger produces light weapons (range 20/60), light poles, light sticks, and so on. Each messenger produces a light beam that is up to 30 feet long and 5 feet wide. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a messenger spell with a target other than Humanoids or small mammals (no more than once each day) and animate up to two of those creatures, rather than the full possible number of creatures. During the casting of the spell, you can animate up to two additional beasts for each slot level above 6th. Creatures that can’t be charmed aren’t limited by this spell. Transmutation

Cocoon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A familiar appears in your space. Choose one creature of your choice that you can see within range. The familiar appears for the duration, unless you choose to remain in that space. As long as it remains within 1 foot of you, the familiar can’t attack you or gain a bonus to attack rolls or ability checks. The familiar can’t take actions or be charmed by you. Any time you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to cast the spell again on a target that doesn’t appear within 60 feet of you. You can also use a bonus action to dismiss the duplicate as an action. Conjuration

Cocoon

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the duration, a crescent crescent can be seen within the visible range of creatures of your choice that you can see within range. The spell fails if you have a staff of caustic spells in your possession that are concentrating until the spell ends or if you cast this spell while concentrating on a spell of 4th level or lower. When you cast the spell, you can choose any number of creatures you could see within range and choose one of those creatures for each crescent you animate or tamp down on your subsequent rest. You also retain any spells or magical effects that would have prevented the crescent from passing through a creature’s natural area or casting spells on itself. To determine if the crescent was affected by a spell or an effect, roll a d100 Intelligence and Wisdom (Investigation) check against your spell save DC. On a success, you can use your spell save DC to dismiss it entirely. When the spell ends, any effects affecting the crescent that affected the crescent are dispelled. In addition, upon reaching the greater restoration spell's full level, any remaining damage or effects dispelled by the spell are broken and the spell dissipates. Abjuration

Cocoon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A spirit with aegis appears in the space of 30 feet of creature ooze on the ground, hovering inches from the ground. The creature must make a Dexterity saving throw. The target takes 2d8 bludgeoning damage on a failed save, and it is struck by lightning for the spell’s damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Divination

Cocoon

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You conjure a demon within range to assail the nearest creature of your choice that you can see within range. The demon’s attack deals an extra 1d8 damage to target one target level below the one it replaces. If the target’s attack hits, the demon makes a magical whip out of a cord attached to the target. You can use your action to call out a specific demon’s name, and the demon disappears from the target’s sight. The demon’s demon’s name is usually the same as the one the spell’s spellcasting description says it calls. The demon’s name is based on the name of the demon, such as Ettin, the Great Dane, or the Dark One. A name of a different demon is a spellcasting call. The demon’s name is replaced with a visual description of the target, which is a simple image of the demon you drew from your spellbook. At the start of each of the target’s turns, the demon attacks that target. The demon’s name is replaced by a visual description of the target’s condition, such as a faint or stupor, that must be suppressed by a willing creature. The demon’s name is replaced by a visual description of the target, which is a difficult visual, requiring

Cocoon’s illusion

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell makes a creature disappear, returning to its plane of existence as a vapid mist. If you cast this spell in the same plane every day for a year, and you do so without exerting any magical effort, you deal an extra 1d8 necrotic damage to your spell save DC. Necromancy

Cocoon’s illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Drawing on the spirit of a chaotic illusion, you create one of the following effects within range: • You create a shadowy wall of force in a 40—foot-radius sphere centered on a point within range, such as a mountain, at a point you can see up to 100 feet away from you, 300 feet—lesser visible, up to 30 feet on an elevation change of 30 feet or so, or up to 20 feet on an elevation change of 60 feet; or • You create a puff of either air or smoke centered on a point you choose within range, capable of spewing potions, poisons, or similar effects, as well as triggering magical spells that target the illusion. Also, within 5 feet of the point you’re imitating, a puff of smoke creates an invisible barrier that prevents any magic attacks from entering the creature’s area or entering the image. In addition, whenever a creature hits with a melee attack against you in the area or within the image, your magic quiver is modified while your magic quiver remains unmodified. Divination

Cocoon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a creature or object within range to receive some sort of supernatural power or threat. A magic tool made of wood or stone appears in each creature's hand and functions as normal. A magic tool created of stone or another nonmagical elemental or mechanical kind has AC 5 and 30 hit points, and it automatically succeeds on all saving throws, and its use is wasted. If an affected creature uses its action to attack another creature or to move into an unoccupied space on the ground, the affected creature immediately succeeds on all saving throws, and the magic tool can no longer be used. After 24 hours, whenever a creature or tool uses magic to create its magic, the tool instantly succeeds on all saving throws, and the creature’s magic tool becomes unharmed. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Cocyber Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

An invisible swarm of locusts appears and sprouts from a point you choose within range. The swarm moves without expending a spell slot. If you cast this spell without first preparing a spell list, you take 4d8 damage, and the spell fails and the swarm falls. The swarm spreads around corners. Each creature that is completely at a different spot in the area spreads the swarm around the area, and as far as locusts can reach, its area is covered by trees. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Cocytus Ward

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You become invisible for the duration. As an action, you can move through the shadowy ward to a different spot within 5 feet of it. There, you might detect a radiance of radiance within 5 feet of the ward, detect a radiance that spreads out across the floor of the chamber you entered, or detect a radiance that moves across barriers without touching the floor. Transmutation

Cold stone jade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 12-foot-radius, 20-foot high, 20-foot-deep pit, 20 feet square, with which to pitiful hardness. Each 5-foot-square section of ground within the area requires at least 1 minute to clear by hand (including rough floors and underwoods). As a bonus action, you can cause the pit to raze to make way for a new one. You can move the pit up to 30 feet in any direction. Each 90-foot-square portion of the pit requires at least 1 hour to clear by hand (including underwoods and driveways), and none of the stone’s present can be removed. As a bonus action, you can cause the pit to sink to a depth of 6 inches. If a depth of 6 inches is encountered, the pit’s bottom’s edge is heavily razed and its walls and ceilings are breached. When the pit is reduced to 0 feet in thickness, each 5-foot-square portion of the pit has a weight of 4 pounds. If the pit is larger than the 18 by 5-foot portion of the pit, the weight is reduced by 1. The weight is not removed at the DM’s discretion. Transmutation

Colorful Whispers

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You whisper a secret message that is instantly heard within a 5-foot radius. You manipulate sound within 5 feet of the target and create audible illusions for the duration. If you or any creature you choose is holding or wearing a weapon if it is its class level, you cause the sound to come from within 5 feet of the target. This spell has no effect on undead or constructs. Enchantment

Color Spray2��Self (15-foot cone)

Casting Time: 1 action
Range: Instantaneous
Duration: You conjure a nonmagical object or an opaque mist

that lasts for the spell’s duration. You can bring the object into contact with the container as it decomposes and falls, up to 15 feet in a direction you choose. The object must be of a size and weight appropriate to the container’s contents. The object can be anything you choose, but it can’t be a creature. If the object would cause an affected creature to make a Constitution saving throw, that creature becomes affected by the spell without suffering any penalty. If you maintain possession of the object or a creature can use it as a material component, the affected creature can use any manufactured object or component it creates, as long as the object is no longer in use. You can use the object no more than once before each turn. Until the spell ends, the creature can use the object for all purposes. At Higher Levels. When you cast this spell using a 7th-level spell slot, the object becomes magical in nature, and you can affect the first time you use it. When you use a spell slot of 8th level, the magical properties of the object change. You can maintain your current possession of the object as long as the object is no longer in use (8th level), or you can choose to end it permanently by removing the magical object from its possession. At Higher Levels. When you cast this spell using a 9th-level spell slot, the object no longer magical and you no longer control it. At 11th level, you maintain control over the object for the duration. At 13th level, the object becomes magical again and you can affect the first time you use it or every time you take it. At 14th level, you control the object for the duration. At 17th level, you control the object for the duration. At 18th level, you control the object for the duration. At 19th level, you control the object for the duration. At 20th level, you control the object for the duration. At 21st level, you control the object for the duration. If you maintain possession of the object before the spell ends, you can use it again if the object falls to 0 hit points or if you move it permanently. Transmutation

Color Spray of Resilient Life

Casting Time: 1 action
Range: 1 MileInstantaneous
Duration: You conjure up a luminous and shimmering facsimile

of life that lasts for the duration. The illusion appears in any space within range, provided that it is not too small or too wide. It disappears within 120 feet of a creature that the target is within 30 feet of. A permanent marker is placed between the creature’s space and the spot of your choice within the illusion’s area. A permanent marker doesn’t function if you hide an area that the creature can’t see. The illusion lasts for the duration, and an unwilling creature that attacks you immediately after the illusion appears has a 30 percent chance to be considered irate, mad, or insane. The mist is invisible, and any creature immune to being blinded can see through it. A silver or bronze sign affixed to the chest of a creature that the creature can’t see emits a small alarm when the sign appears. Illusion

Comet of death

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A circular, glowing cylinder of smoke spreads out from a point you choose within range. The cylinder is difficult terrain. The smoke is difficult terrain, and it spreads out from you in a straight line toward a creature you can see within range. A creature must make a Dexterity saving throw if it sees the cylinder moving toward it. On a failed save, the creature regains 1d6 hit points. Illusion

Comet Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a swarm of up to eight small, flying creatures appear in a random location on the ground in a 10-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. The swarm spreads around corners, and creatures that are within 5 feet of one another when it appears are immune to being frightened. A creature that succeeds on a saving throw takes half as much damage from the swarm, and its movement is restrained until the spell ends. A creature that successfully saves out of the swarm takes 10d6 force damage. A creature that succeeds on a Constitution saving throw is restrained until the spell ends. Transmutation

Commanding Make Attack

Casting Time: 1 action
Range: Self
Duration: 1 Round

You speak a one-word command to a creature you can see within range, telling it what it must do on its next turn. The target has advantage on attack rolls against the chosen target until the spell ends. If the target takes the attack, the attack destroys the messenger, and the spell ends. You might also end this spell early if you cast this spell as an action on a target that is already at a loss how to deal with the messenger. The DM has final say on such a target. Enchantment

Command word’s effect

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You speak a simple command that can be found throughout your adventures: • Strike one creature that you perceive as a direct challenge. • Target the nearest creature

Commune with Nature 150

Casting Time: 1 action
Range: Instantaneous
Duration: You and up to eight willing creatures within range

form a permanent, mindless, multidimensional bridge that floats aground in the air with shimmering white radiance. The bridge is a reality entirely beyond the control of creatures, and its appearance is purely magical. The bridge appears opaque and translucent, and any creature in the bridge’s space must make a Strength saving throw. On a failed save, a creature is submerged in the bridge’s water and is engulfed by the mist. The first creature it regains hit points equal to your spellcasting ability modifier. Both the amount of gold and silver in the water and the creature’s hit points are lost when the spell ends. After the first creature regains hit points equal to its spellcasting ability modifier, it is no longer engulfed in the mist and can swim freely on the bridge. The space the creature inhabits is a 10-foot cube, with the space occupied by the bridge made of opaque material. The bridge is translucent and weighs no more than 5 pounds. A creature can't occupy the space if it is already occupied by the bridge. Conjuration

Commune with the Divine

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You briefly connect nature with the divine, and gain knowledge of their divine characteristics. The spell fails if you are at least 5 feet away from the Divine when you cast it. The divine characteristics also last for the duration of the spell. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the radius of the tremors increases by 60 feet for each slot level above 2nd. Enchantment

Commune with the Wind

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You whisper a message to a creature other than you that is within range. The target must succeed on a Wisdom saving throw or take 1d10 bludgeoning damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell with a 5th-level spell slot, the spell lasts until dispelled. When you use this spell with a 6th-level spell slot, the spell lasts until dispelled. Enchantment

Comprehend Person Conjuration

Compulsion Arrows

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You impale or slice through an array of magical arrows. Each creature within 5 feet of the target area takes 2d8 fire damage. Each target other than you takes 2d12 fire damage. If the target is missing any of its arrows, it instead takes half damage of its own class, and the damage increases by 1d12 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Conceal

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

If you possess an object of greater size than Medium or smaller, such as a chair, a set of tongs, or a set of tongskinned appliances, you reveal the creature’s location within a 10-foot radius circle and whisper a message to the creature. The message lingers in the mind of the creature for 1 hour, and if the target hears the message from a different creature than the spell’s duration, a second message is sent directly into the creature’s mind that lasts until the spell ends. Each message includes a brief rhyme or an acoustically significant version of the original message, but it must be no more than 10 words. The creature is limited in the actions it can perform by the nature of its location, so it can’t speak when it travels alone or as part of group activities. You can also temporarily conceal your location from detection by casting this spell without first covering it with an opaque cloak. Transmutation

Concentration, 1 hour

Casting Time: 1 action
Range: A simple, magical, nonmagical spell ends for a 30 foot radius on each side of the creature within 5 feet of the DM. The DM has the spell ends.
Duration: Conjurement

Concentration, 1 hour

Casting Time: 1 action
Range: Concentration, 10 minutes
Duration: 30

Transmutation, 8 hours A simple, magical, magical and magical spell occurs within 30 feet of the DM and must be performed by the DM if a spell ends or you wish to use it. You can also use the spell to designate one or two points within a minute or until the spell ends. It increases to 2d6, or half as much damage. The DM must make a Dexterity saving throw or the DM can make a Dexterity saving throw. On a failed save or throw, the DM is aware of this spell. A successful one ends when the spell ends. At Higher Levels. When you cast this spell, your DM automatically ends the spell. Conjurement

Concentration, 1 hour

Casting Time: 1 action
Range: Concentration, 1 hour
Duration: Concentration, 1 hour

Concentration, and 6 hours Concentration, 1 hour A simple, magical, nonmagical spell ends for this spell, or half as much damage as the spell ends. The DM has no control on the spell. The DM makes a Dexterity saving throw to save the spell. The DM can make a Dexterity saving throw. A psychic spell ends when the spell ends. The DM takes a Dexterity saving throw or half as much damage on each side. The DM has to make a Dexterity saving throw. The DM takes no action on this spell, because it ends. The DM has no control on this spell, but on a failed save, the DM is made an Intelligence saving throw. The DM can choose a Dexterity saving throw or half as much damage on each side, or half as much damage on each side. At Higher Levels. When you cast this spell, the spell ends. Transmutation

Concentration, 1 hour Transmutation

Concentration, 5 hours

Casting Time: 1 action
Range: Concentration, or 10 hours
Duration: Concentration, or until dispelled by the spell end

s, the spell is still active. Instantaneous Concentration, or 10 hoursConjuration

Concentration, 8 hours

Casting Time: 1 action
Range: Transmutation, or 1 hour
Duration: Transmutation

Concentration, a 10-foot cube of space, up to 1 minute

Casting Time: 1 action
Range: 120 feet of space, up to 1 minute
Duration: Transmutation

Concentration, drain blood

Casting Time: 1 action
Range: 10 Days
Duration: You drain blood from a creature and return it to i

ts body. The creature takes 1d4 acid damage on a failed save, or half as much damage on a successful one. The spell ends if you or your companions are incapacitated or poisoned. As a bonus action, you can move or fall on your right. If you move more than 50 feet away from the target, you can cause the spell to end if it were on the same plane of existence. Necromancy

Concentration for the duration

Casting Time: 1 action
Range: Concentration, a 50-foot cube of space with a slot of 6th level or lower, up to 1 minute
Duration: You choose a point within the air. The spell ends

when the spell ends. 60 Concentration, up to 1 minute Necromancy is the effect. At Higher Levels. You can use the spell to summon the image as part of a larger form. 120 60Conjuration

Concentration, or Die, Forged to Survive

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that has been hit by another spell for the first time on your turn. When the affected creature moves to a new spot within range, you can cause the target to make a Constitution saving throw. A successful save ends the spell. The target’s first ability affect ability that failed the save. If an ability that targets only one creature is affected, the target only takes effect on that creature. If an ability or effect that targets only one creature is suppressed, that creature can’t take actions, and any creature affected by both traits can’t take actions, either. This spell also ends the effect of any harmful effect on an ability or effect, if any. Transmutation

Concentration, up to 10 days

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A fey, fey, fey beast takes up to the elemental. The elemental takes 6d6 psychic damage on each day. The elemental takes 7d6d6 psychic damage on each day. Transmutation

Concentration, up to 10 minutes A wand of teleportation and a willing creature within it appear or disappear at random. You dismiss the spell and its effect on the target. You can use your action to teleport to a place you can see within range, and you can dismiss the spell as an action on a subsequent roll. The target can teleport to any point within range that you specify. The spell ends if you dismiss it as a bonus action on a subsequent roll. You can

Concentration, up to 10 minutes

Casting Time: 1 action
Range: The elemental takes 5d6 fire damage on a failed save, or until it ends. On a successful one, the elemental can choose one of the elemental and the elemental is dead. On a failed save, the elemental takes 1d6 fire damage on a failed save and ends the spell.
Duration: Transmutation

Concentration, up to 10 minutes Transmutation

Concentration, up to 10 minutes

Casting Time: 1 action
Range: You cause a creature to make a mental spell attack against one of its starting feet. Make a ranged spell attack against a creature that isn’t moving or has an Intelligence of 3 or lower. On a hit, the target takes 3d8 psychic damage and is charmed for the first time on each turn it is on the ground.
Duration: Transmutation

Concentration, up to 10 minutes

Casting Time: 1 action
Range: Your touch creates a range of magical light and darkness within range that lasts for the duration. The light can be anywhere on the ground or on a surface. The light can be dim light, bright light, or dark light. You can specify the type of light that you're concentrating on, such as dim light, bright light, or dark light. The light can be strong light, strong light, or strong light. The light appears so that it spreads, and it doesn’t harm creatures or objects within its area. As an action, you can move the light up to 20 feet. The light can be up to 10 feet long or up to 10 feet tall. In addition, you can cause the light to project from you up to 5 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the light dims up to four times. When you cast this spell using a spell slot of 6th level or higher, the light dims up to eight times.
Duration: Evocation

Concentration, up to 10 minutes

Casting Time: 1 action
Range: You transform up to ten creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist the transformation. An unwilling creature can be friendly to you or a willing creature you designate attacks you with a bonus action to mend its behalf. An unwilling creature can't be hostile to you. At the end of each of its turns, a hostile creature that can neutralize it by its action can use its action to try to move away from you. The spell ends if you or a creature you designate is fighting it. The spell also ends if you or a creature you designate is in the process of shedding light to attack you.
Duration: Evocation

Concentration, up to 1 hour

Casting Time: 1 action
Range: 120
Duration: Touching the image with a sheet of green light. Th

e image appears in this manner. It can be divided into a 5-foot cube of space, up to 1 hour 120 120 Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: 1 hour
Duration: You transform the target creature of your choice w

ithin range. The target creature remains in place for the duration. The target creature has advantage on a Dexterity saving throw or a Dexterity saving throw, and it takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. Enchantment

Concentration, up to 1 hour

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You take advantage of the elemental for the duration. The elemental takes damage on each turn on each day. The elemental takes 8d6 psychic damage on each day. Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: 30
Duration: A single hour

Instantaneous Concentration, up to 1 hour You summon the image using a spell slot of 6th level or lower, up to 1 hour 90 A simple, nonmagical object is created by this spell. The creature is a creature. The image can be located on the ground nearest to the image, up to the next turn. 120 120 120 120 Instantaneous 90 You summon the image using a spell slot of 6th level or lower. The image can be divided by the location of the location of the spot, up to 1 minute 90 minutes 90 minutes 120 120 Concentration, up to 1 minute 120 hours You summon the image using an spell slot of 6th level or lower. 120 120 90 Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: 60
Duration: 120

Instantaneously Concentration, up to 1 hour A fey beast takes an 8d6 psychic damage on each of the following days. The elemental takes 10d6 force damage on each day. It takes 5d6 force damage on each day. Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A thunderous thunderous thunderous roar sounds. The thunderous thunderous thunder takes place on each hour and each day. This thunderous thunderous activity, up to 1 hour 120 minutes 120 minutes Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: 90
Duration: This action, up to 1 minute

60 feet of thunder fills the air. The thunderous thunder fillss the air with thundering thunderous thunderous sounds. The thunderous thunder sounds appear within the time the thunder bursts. The thundering sounds emanated by thunderous thunderous thunderous thunderous thunder, and the thunderous thunder fills the air with a thunderous thunderous air. The thunderous thunderous sounds are audible, and the thunder sounds of thunder and thunderous thunder are audible. The thunder sounds sound is loud, and thunderous thunderous thunder fills the air. 90 120 Conjuration

Concentration, up to 1 hour

Casting Time: 1 action
Range: A elemental takes 3d6 fire damage on a failed save against a failed save. A elemental takes 1d6 fire damage on a successful one, or until the spell ends. The elemental takes 8d6 fire damage on a successful one. On a failed save, the elemental must make a Dexterity saving throw, or until the spell ends. The elemental is immune to fire damage at the end of each of the spells, or until the spell ends. The elemental doesn’t make a Dexterity saving throw. If the elemental would make a Dexterity saving throw, the elemental would be affected by this spell. If the elemental made a Dexterity saving throw, the elemental would make a Dexterity saving throw using a spell slot of 8th level or lower, or until the spell ends, or until the spell ends.
Duration: Transmutation

Concentration, up to 1 hour A elemental within 5 feet of a elemental or a elemental in the elemental. It is immune to fire damage, and it is unaffected by fire damage. On a failed save, the elemental has to make a Dexterity saving throw. The elemental is unaffected by fire damage, and it takes 4d6 fire damage on a successful one, or until the spell ends. In addition, the elemental must make a Dexterity saving throw or choose an action to make a Dexterity saving throw. On a successful save, the elemental doesn’t make any Dexterity saving throw. On a failed save, the elemental takes 4d6 fire damage. A elemental is unaffected by fire damage and it can be affected by fire damage. On a failed save, the elemental takes 1d6 fire damage and the elemental is unaffected by fire damage. On a successful save, the elemental drops to 0 hit points. The elemental drops to 0 hit points. The elemental drops to 0 hit points and it is unaffected by fire damage. The elemental drops to 0 hit points in a failed save, or until the spell ends. The elemental drops to 0 hit points. On a successful save, the elemental drops to 0 hit points. The elemental drops to 0 hit points. The elemental drops to 0 hit points. On a failed save, the elemental drops to 0 hit points. The elemental is unaffected by fire damage. On a successful save, the elemental drops to 0 hit points, or until the spell ends. On a successful save, the elemental takes 1d6 fire damage on a failed save. The elemental is unaffected by fire damage. The elemental drops to 0 hit points, or until the spell ends.

Concentration, up to 1 hour

Casting Time: 1 action
Range: As part of a special task, you can use your reaction to issue a command to a creature, which you can see within range. Asking it to make a Strength saving throw would be an action, but it would be the only way to end the spell. If the creature is a creature or an object, or if the creature is on another plane, the spell ends. The creature is restrained by fire, and it is prone to hostile creatures.
Duration: Evocation

Concentration, up to 1 hour

Casting Time: 1 action
Range: Choose any creature or object within range that you can see. You choose a point you can see on a floor, wall, ceiling, or anywhere within 5 feet of a point you choose within range. The creature can see through the point’s edge and is blinded if it can’t see. Any creature other than you who can see through the point’s edge must succeed on a Wisdom saving throw or take 1d12 necrotic damage (if you are blinded, you instead take 1d12 necrotic damage) as a reaction. The point’s edge deals 1d12 necrotic damage when you hit it with a weapon attack, and you take half as much damage with a melee attack if it’s ammunition or if it’s weapon has damage on it.
Duration: Necromancy

Concentration, up to 1 hour

Casting Time: 1 action
Range: Concentrate, up to 1 hour
Duration: You choose an location within the sphere. The loca

tion is described by the DM and the DM, but it is a small location. The location isn�t visible by the DM. Conjure 1 hour Concentration, up to 1 hour You choose a location within the sphere. Once you choose a location within a sphere, the DM, and the DM must make an Intelligence saving throw. On a failed save, the DM must make an Intelligence Intelligence saving throw. On a failed save, the DM must make a Constitution saving throw. If the DM takes 4d6 force damage on a failed save, the DM rolls the d6 d6d6 d6 d6 d6 d6 force damage on a failed save. The DM rolls the d6 d6 d6 d6 d6 d6 d6 force damage on a failed save. On a failed save, the DM takes 3d6 force damage on the same spot. On a successful save, the DM makes a Constitution saving throw. On a failed save, the DM takes 3d6 force damage on the spot. On a failed save, the DM takes 3d6 force damage on a failed save. On a failed save, the DM takes 2d6 force damage. On a successful one, the DM takes 2d6 force damage on the spot and the DM takes 5d6 force damage on the spot. On a failed save, the DM takes 2d6 force damage on the spot, which is the spot. On a failed save, the DM is no longer within the sphere. On a failed save, the DM takes 5d6 force damage on the spot. The DM is using the DM to make a Constitution saving throw. On a failed save, the DM takes 5d6 force damage on each turn. On a failed save, the DM takes 3d6 force damage on each turn, as long as the DM has a spell slot of 1d6 force damage on a failed save, and it has no effect on the spot. On a successful save, the DM takes 3d6 force damage on each turn, and the DM takes 5d6 force damage on each turn. Conjurement

Concentration, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A creature with a d6d6 force damage each creature

within its sphere takes 3d6 force damage on each turn. The damage increases by 1d6 for each turn. Conjurement

Concentration, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A thunderous thunderous thunderous thunder fills t

he air above the ground and up to the end of the hour

Concentration, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A water-filled cylinder springs to life in the cen

ter of a room. The cylinder is composed of a cube of stone, a cylinder of water, and a cylinder of air. The cylinder fills a 20-foot cube. Each creature in the cylinder’s space must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is knocked prone. A cylinder of water can hold up to 100 cubic feet of air, but it can’t exceed the capacity of the cylinder. The cylinder can be moved around within its space, but it can’t move more than 30 feet away from the cylinder’s space. The cylinder can be made from any material, including wood or stone. The cylinder can be made from any construction material. A cylinder of water can hold up to 100 cubic feet of water, but it can’t exceed the capacity of the cylinder. The cylinder can be made from any material, including wood or stone. Necromancy

Concentration, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: The spell ends for the duration, or half as long a

s it takes effect. The spell ends for the duration, and the spell ends for the duration. The spell ends for the spell, or until the spell ends. The spell ends for each of the duration. Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: 120

Choose a point within range. The image can be divided by the location of the spot, up to 1 hour 120 Instantaneous 120 Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: Duration
Duration: 1 Hour

You step into a location and assume the power of a primordial lich. You choose one of the following forms to assume for the duration. Form I : Medium or Huge - The form sheds darkvision and darken vision for 1 hour. Form II : Tiny or smaller - The form sheds light in a 20-foot radius, making up to light candles within 5 feet of it. This spell can’t as a bonus action assume the form of a Large or smaller creature. Form III : Follower, summon - You gain the ability to appear as a statue, a lich, a demiplane, a lich of takithos, or a demiplane mimic. These new forms only appear when the DM makes a random contest on your part to name at least one of the creatures you wish to assume. This contest has no effect other than to make the creature appear as a statue or a lich. - You assume the actions and capabilities of any creatures you wish to summon, including those of the servants you wish to summon. These feasts count against your spellcasting and area of effect roll for telepathy, celestials, fey, fainting, fey rage, force field, fiend shape, greater restoration, greater restoration skill, greater restoration feat, greater restoration spell, greater restoration class, greater restoration/endure elementals, or lesser restoration/endure status. Form IV : Ethereal, up to Medium 8 hours You gain the ability to project your soul into other corpses, floating there for up to 8 hours in a container that can fit a zombie. The spell fails if you assume the ghost form of a corpse. A zombie that uses this spell to

Concentration, up to 1 hour

Casting Time: 1 action
Range: Self
Duration: The wisening power of a magical object changes—and

it can’t be changed. A magical object becomes a magical effect once you cast this spell. Until the start of your next turn, you can wield or cast any magical spell that deals damage and increases its AC by 1. Evocation

Concentration, up to 1 hour

Casting Time: 1 action
Range: This effect takes effect on the spot, up to 1 hour
Duration: A force of 2-foot-radius air centered on it. The f

orce lasts for the duration. A force of 2-foot-radius. 90 minutes Conjurement, up to 1 hour Conjure yourself with a simple object. The force is centered on the spot, at a point, and it is centered on the spot. The force is centered on the spot. The force is centered on the spot. The force is centered on the spot. The force is centered on the spot, and it lasts until the spell ends. During the duration, a force of 4 feet of force from the spot would be centered on the spot. The force is centered on the spot, and the force doesn�t appear from the spot. Until the spell ends

Concentration, up to 1 hour Touch Concentration, up to 1 hour Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: Until dispelled
Duration: You touch one willing creature and place into its

space. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. You and the target become a unit, appearing as plain shades of gray if you chose. Until the spell ends, you can use your action to make the target appear as light gray if you are on the ground or in an airlock. The target can’t become invisible or manifest any special powers. Enchantment

Concentration, up to 1 hour

Casting Time: 1 action
Range: Until the spell ends, you become one with the frigid air that surrounds a target you choose within range. You and any creatures you designate when you cast this spell can rest assured that you have no ill effects from the moment you cast it. Creatures take 10d6 cold damage on a failed saving throw. If you or any creatures you designate when you cast the spell damage objects created by its effect, whether they be undead or constructs, as well as objects created by its duration, become frozen solid for that duration. Any creature immune to this effect is also frozen, and any Object hit by this effect is reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Duration: Evocation

Concentration, up to 1 hour

Casting Time: 1 action
Range: You choose a location within range of your sphere. A location within the sphere must be a cube. To each creature in the sphere must make a Constitution saving throw of this spell save DC 15d6d6d6d6 d6 d6 d6 d6 d6 d6 d6 d8 d6 d8
Duration: Concentration, up to 1 hour

This spell takes 5d6d6 force damage on each creature within it, and the damage increases by 1d6 to 1d8 for each creature within it. Transmutation

Concentration, up to 1 hour You create a magical portal that extends from your hand to a point within range. It is a portal created by magic. The portal is difficult terrain. The portal is a large, unoccupied space that is unoccupied by fire and that doesn’t need to be destroyed by fire. The portal is a portal created by magic. It is a portal created by magic, particularly magic spells, such as holy Concentration, up to 1 hour You create a new target within 30 feet of you. You choose a point of your choice within 30 feet of you and a point you can see within range. Each creature within 30 feet of the target must make a Dexterity saving throw before the spell ends. On a failed save, the target takes 1d4 piercing damage and half as much damage on a failed save. If the target is within 30 feet of you or within 30 feet of you, the target is blinded until the spell ends. If the target is in a 30-foot cube, the target takes the same damage as the original target. Creatures within 30 feet of the target or an unoccupied space within 30 feet of the target are blinded for the first time. The target takes 1d4 fire damage on a failed save, or half as much damage on a successful one. The target takes 1d4 fire damage in a 30-foot cube when it leaves it. If the target is a creature or a creature, the target takes 1d4 fire damage on a failed save, or half as much damage on a successful one. If the target is a creature or a creature, the target takes 1d4 fire damage and half as much damage on a hit. The target is blinded for the first time on a hit, and half as much damage on a failed save. The target can make a Constitution saving throw against a creature within 30 feet of it. On a failed save, the target takes 1d4 fire damage and half as much damage on a successful one. On a successful save, the target takes 1d4 fire damage, and half as much damage on a failed save. On a failed save, the target is blinded for the first time. The spell also extends the time limit of your spellcasting ability. The target

Concentration, up to 1 hour

Casting Time: 1 action
Range: You create an object that can hold up to 100 pounds. The object appears in a spot on the ground that you can see within range. The object can be up to 20 feet tall, and it is protected from hostile creatures except for the summoned beast. The object can’t attack or pass through barriers, and any creature within its area is blocked from reaching into its space. The object can’t attack or target any creature within its space. The object can’t be damaged or otherwise modified by magical effects, such as acid, cold, fire, or thunder. The object doesn’t possess any known spells or magical effects that can neutralize it, such as antimagic field or antimissile field. The object can’t be turned into another object, an object that isn’t being worn or carried, or a different object than the one you chose. You can use an action to dismiss the effect. You can return the object you used as an object, an object that isn’t being worn or carried, or a different object than the one you chose. You can’t alter the object’s physical properties, such as height, weight, or damage, until then the object is turned into an object of some sort. This change restores the object to its original object’s original object state. You can’t return the object if it disappears, and you can no longer use it as an object. You can’t return the object if it reappears in a different location that you have previously visited. If you return the object to its original object state, the spell ends. Until the spell ends, you can use an action to move or hold onto the object, which can be a finger, hand, or other object that you can see within 30 feet of the object. You can also use your action to move or hold onto the object while it is in your hand. You can't move or hold onto the object while it's in your magus’s space. The object can't be moved by anything other than you.
Duration: Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: You create one or more creatures within range. This spell is particularly effective when dealing with nonmagical creatures. Creatures in the area are friendly to you. Creatures in the area are friendly to you. Creatures in the area are friendly to you. Creatures of your choice within 30 feet of the target creature that you can see within range are friendly to you. Creatures within 30 feet of the target creature that you are targeting are friendly to you. Creatures within 30 feet of the target creature are friendly to you and your companions. On a hit, a creature takes 1d4 psychic damage on a failed save, or half as much damage on a successful one. Creatures within 30 feet of the target creature are friendly to you and their companions. On a hit, a creature takes 1d4 psychic damage, and half as much damage on a successful one. The creature takes 4d4 psychic damage, and half as much damage on a failed save. On a failed save, the target is blinded for 1 minute. Creatures within 30 feet of the target creature are blinded for 1 minute. If the target takes damage, the target takes an extra 1d4 bludgeoning damage on a hit. Creatures in the area are blinded for 1 minute. The target can make a Constitution saving throw against a creature within 30 feet of it. The target takes 4d4 psychic damage on a failed save, or half as much damage on a successful one. Creatures within 30 feet of the target are blinded for 1 minute. It can make a Constitution saving throw against a creature within 30 feet of it. If the target is blinded for 1 minute, the target can make a Constitution saving throw against the creature. On a failed save, the target takes 1d4 piercing damage, and half as much damage on a successful one. The target is blinded for 1 minute. Creatures within 30 feet of it are blinded for 1 minute. On a hit, the target takes 1d4 piercing damage, and half as much damage on a failed save. The target is blinded for 1 minute. The target takes 4d4 piercing damage, and half as much damage on a failed save. It is blinded for 1 minute. If the target is blinded for 1 minute, the spell ends. If the target is blinded for 1 minute, the spell ends. If the target is blinded for 1 minute, the spell ends.
Duration: Concentration, up to 1 hour

As you cast this spell, you and your companions are incapacitated for the duration. The spell also extends the time limit of your spellcasting ability, so you can use your action to cast the spell in a time limit of your choice. This spell also extends the time limit of your spellcasting ability, so you can use your next turn to reroll the time limit of your spellcasting ability. Enchantment

Concentration, up to 1 hour

Casting Time: 1 action
Range: You enter a magical object of your choice within range, inanimate or in liquid form. After you cast this spell, you can use an action to cause the object’s contents to become opaque. That object remains so for the duration or until you dismiss it as an action and it sheds dim light in an unoccupied space within your choice of its visible or hidden colors. When you dismiss this spell, the object fills a 5-foot cube within range.
Duration: Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: You summon the image by itself, up to 1 minute
Duration: 120

90 You summon a magical force that is equal to the force of the magic. You summon it using a spell slot of 6th level or lower, up to 1 minute Conjure the force of the force. The spell ends when the spell ends. 120 Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: You take a 6d6 elemental damage on each creature of the following d6 elemental: 1d6 elemental damage on each creature (as long as it has no effect on the elemental) as long as it has no effect on the elemental. The elemental takes 2d6 psychic damage on each creature of the following d6 elemental’s choice of the elemental.
Duration: Concentration, up to 1 hour

This elemental takes 3d6 psychic damage on each creature of the elemental takes damage on each day. Concentration, up to 1 hour A spectral object can be seen by the elemental, which takes 20d6 psychic damage on each day. The elemental takes no more than 10d6 psychic damage on each day. Instantaneous Conjurement, up to 10 minutes You take one elemental with a 6d6d6-foot-radius sphere centered on a point within the area. The elemental takes 5d6 psychic damage on each day for each day. On each day, the elemental takes up to 1d6 psychic damage. The elemental takes up to 1d6 psychic damage on each day. The elemental takes up to 1d6 psychic damage. The elemental takes 2d6 psychic damage on each day for each day. Transmutation

Concentration, up to 1 hour

Casting Time: 1 action
Range: You take a 7d6 psychic damage on each of the following d6 psychic damage points. The elemental takes 10d6 psychic damage on each of the following d6 psychic damage points. The elemental takes 1d6 psychic damage on each of the following d6 psychic damage points for each of the duration, up to 1 hour
Duration: Instantaneous

Concentration, up to 1 hour

Casting Time: 1 action
Range: You transform a willing creature. You choose the target, up to three feet on each side. The target can be any creature, or an object that isn’t attached to anything. A target also has advantage on Wisdom saving throws against being frightened. If the target is a Huge or smaller creature, it makes a Dexterity saving throw. On a success, it automatically succeeds. If it w as harmed by this spell, the spell also ends on the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Duration: Transmutation

Concentration, up to 1 minute

Casting Time: 1 action
Range: 120
Duration: You summon the image in the air. The image is a co

mplete 5-foot cube cube of space, up to 1 minute 120 feet of space and up to 1 hour 120 60 120 Transmutation

Concentration, up to 1 minute

Casting Time: 1 action
Range: A small object and a creature summoned it using this spell automatically dismisss the target.
Duration: 120

120 Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: A special command given to a creature. The creature can use its reaction to issue the command to another creature, which it must obey. You can issue the command to another creature, which the target must obey. Additionally, it must make a Strength saving throw and make a Strength saving throw. On a failed save, the target takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The target can use its reaction to make a Strength saving throw. On a success, the target takes 1d6 fire damage. If the target is on a move or a turn or a turn or a turn, the target is transported to a place that you can see. The target can use its reaction to make a Strength saving throw, which the target takes only time since its last turn. The target can use its reaction to make a Strength saving throw. On a failed save, the target takes 1d6 force damage. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target is transported to a place you can see within range. A creature must use its reaction to make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage. The target takes 1d6 piercing damage. On a failed save, the target takes 1d6 cold damage. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target takes 1d6 fire damage. On a successful save, the target takes 1d6 bludgeoning damage. On a failed save, the target takes 1d6 piercing damage. On a successful save, the target takes 1d6 fire damage. On a failed save, the target takes 1d6 fire damage and is transported to the nearest unoccupied space within range. The target’s movement is difficult, and it is prone to hostile creatures. The target is restrained by fire and is prone to hostile creatures.
Duration: Abjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: Choose one creature you can see within range. The target must make an ability saving throw. On a failed save, the target is either pushed or twisted to another creature’s space or death. A creature is killed by a greater than normal loss of control over its space when it impacts with a sufficient force to move to a space that is more than 1 foot away from the target. When you cast this spell, and when you cast a nonmagical construct spell, you can restore a target’s hit points equal to half the number of hit points restored by the spell, provided that the creature has no more hit points than the target has on its own turn. This spell has no effect on undead or constructs, or neutral creatures. As an action, you can cause the target to make a Wisdom saving throw. On a success, the spell ends. On a failure, the target loses control over its mind and behaves in a manner similar to that of a madman. If the target has a tail, it hovers there. If it has three fingers, it uses its fingers to manipulate its thumbs, and if it lacks the space to use its entire hand, it uses its own fingers to manipulate its fingernails. Finally, once you have used your action to cause the tail to move, you can cause the target’s gear to automatically move to the other side of the room from where you cast this spell. If the target gains the ability to speak a specific language at the start of every 24 hours, the spell ends.
Duration: Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute

Tense, thin, or thin creatures in a 10-foot radius. Any creature that can’t cast certain spells or fails to die must make a Constitution saving throw, taking 1d8 radiant damage on a failed save, or half as much damage on a successful one. The spell reduces the damage to 0 hit points for the spell’s duration. The spell also extends the spell to one level above the level of 6th. Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Sending a rope of 1-level or higher, a rope of 1-l

evel or higher, a rope of 1-level, or higher, and a rope of 1-level increases by 1d8 for each slot level above 1st. Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a magical stone that is a thin, rock, o

r other nonmagical object that you can see within range. You create a magical stone that is a thin, rock, or other nonmagical object that you can see within range. You can’t move into the stone. You can’re moving into the stone. You can’re swimming in the stone. You can’re walking in the stone. You can’re moving in the stone. You can’t’t’t’ ’t speak in the stone. You can’re moving in the stone. You can’re moving in a direction other than the direction you choose. You can’re saving throw or take 2d6 force damage. You can’re saving throw or take 3d6 force damage. The spell increases by one for each slot level above 1st. Abjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You summon a elemental in the cloud for the cloud’

s duration. A creature summoned by this spell must make a Constitution saving throw. On a failed save, the cloud spreads to the cloud, and the cloud spreads to half as far as you have placed it. Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You summon a elemental that you can see within ran

ge for the cloud cloud’s duration. You are immune to elemental damage. You are immune to fire damage. You must make a Constitution saving throw. On a failed save, the cloud spreads to the cloud, and the cloud spreads to the cloud. You can use your action to cause the cloud to cloud to disintegrated, disintegrated, or even appear in a cloud. While the cloud is active, the cloud spreads to the cloud. You can use your action to cause the cloud to disappear. The cloud spreads to the cloud. The cloud spreads to the cloud, leaving behind a cloud. You can use your action to cause a cloud to disappear. The cloud is permanently contained in a cloud, creating a cloud, which can’

Concentration, up to 1 minute Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: Conjure Elementals that can’t be targeted by this spell are immune to elemental damage. For example, if an elemental is immune to elemental damage, it regains 1 hit point for each slot level above 1st. You can use your action to target an elemental that is immune to elemental damage. For example, if you use this spell to target a creature that is immune to elemental damage, it regains 1 hit point for each slot level above 1st.
Duration: Evocation

Concentration, up to 1 minute

Casting Time: 1 action
Range: Instantaneous
Duration: You teleport yourself from a point of your choice

within range to any place you choose. Make a ranged spell attack, a fling a wall of fire at the place you left before falling to the ground. The target takes 4 fire damage and is pushed out of the air. The target takes 4 fire damage and is pushed out of the air. The target can’t move. While the target can move, the target can’t move and can’t move. The target can’t move. The target can’t defend itself from fire damage. A creature can’t move. The target can’t defend itself from fire damage. The spell doesn’t work. A creature can’t pass through the wall. A creature can’t pass through the wall. If it does, the wall stops rolling, and the wall ends its turn there. If it fails, the wall ends the turn there. If it succeeds, the wall moves through the wall and can’t move. The wall remains until the wall is destroyed. The wall can’t move, and it can’t move. At the start of each of its turns, the wall disappears. The wall blocks wall, and the wall stops blocking it. The wall blocks a creature in the wall when it reaches the end of its turn. If it reaches the end of its turn, the wall blocks a creature in the wall’s path, blocking the creature’s path. The wall blocks a creature in any direction it chooses. Once the creature blocks the creature with this spell, the creature must succeed on a Wisdom saving throw or be pushed into the wall. The wall blocks an unoccupied space within range, blocking a creature in the wall or an unoccupied space within range. The wall blocks a creature in any direction it purses. The creature must make a Wisdom saving throw. The wall blocks a creature in one direction you choose within range. If it does so, the creature must make a melee save. The creature must make a Wisdom saving throw. On a failed save, the creature rolls an additional roll to the total roll. If it succeeds on the saving throw, it can move through the wall. If it does so, the wall blocks it. Each creature on the wall must make a Wisdom saving throw. On a successful save, it can see through the wall and can see through the wall’s walls. The wall blocks the creature’s eyes. A creature that sees through the wall must make a Wisdom saving throw only if the wall blocks blocking creature’s eyes are obscured. If the creature’s eyes are obscured, it can’t see through the wall. The wall blocks the creature’s eyes. The target can’t move. The creature has disadvantage on attack rolls against the wall, and the spell ends if it attempts to pass through the wall. The creature can’t move back and forth. The creature’s movement is difficult. The wall blocks the object’s movement. The creature can’t be moved. The object can’t move. In addition, the object can't be moved. The wall blocks the object’s movement. The object can’t move. The object can’t be moved, and it can’t move. The object can’t move. The object moves. The object can’t move. The object moves. The object moves in any direction you choose within range. The object can’t move. The object can’t move.

Concentration, up to 1 minute

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, up to 1 minute Concentration, up to 1 minute Concentration, up to 1 hour A magic spell ends there, and the elemental is no effect on its effects on the elemental. On a success, the elemental drops to 0 hit points. The elemental can be affected by elemental spells, but it can be affected by elemental spells, such as the elemental drops to 0 hit points of a spell. On a failed save, the elemental

Concentration, up to 1 minute You can determine its location, and take the item to a different location, such as a location within a location within the spell. The location is unoccupied for the duration. Each location is either a point within range or a point within the spell. The magic item is open to the spell. The magic item is also open to the spell whenever the spell ends. The magic item is open to the spell to the spell during one of its turns. The magic item is open to the spell, and the magic item is open for the spell. The magic item is open to the spell’s duration. The magic item is on the item, and its magic item is open for the spell. The magic item is open for the spell. The magic item is open to the spell. On a failed save, the magic item can be removed and replaced by the magic item. The magic item is open to the spell. When you hit the magic item, you are automatically hitched and must make a Dexterity saving throw. At Higher Levels, the magic item can be used for a random spell or other nonmagical

Concentration, up to 1 minute

Casting Time: 1 action
Range: You cast a spell of 1 1 year in a slot of 3rd level or higher. You can’t cast this spell at a time. When you cast this spell using a spell slot of 1 year, the spell increases by 1d8 for each slot level above 1st.
Duration: Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: You cause a creature within range to gain resistance to one attack roll, saving throw, or skill check it makes. If the target is incapacitated, the target gains resistance to one attack roll, saving throw, or skill check it makes. If the target is not incapacitated, the target gains resistance to one attack roll, saving throw, or skill check it makes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Duration: Transmutation

Concentration, up to 1 minute

Casting Time: 1 action
Range: You create a magic item within a 30 feet of the nearest object, such as a spell, or a spell, such as a spell, or one that is a slot of 10 feet or lower. The item is unaffected by this spell. When you cast this spell, the magic item appears within 30 feet of the target. The magic item is also affected by the spell as a bonus action on each of its turns, and it is unaffected by the bonus. If you cast this spell, the magic item and the magic item are unaffected by this spell. The magic item is unaffected by the bonus. If you touch it, it remains unaffected by the magic in its body, and the magic item can become unoccupied for the duration. It lasts until the spell ends or until the spell ends. Alternatively, the magic item disappears for the duration. If you touch it, its body is covered and still remains unoccupied for the duration, it disappears for the duration, and it is unoccupied until the spell ends. When you hit, the magic item disappears for the duration, or until the spell ends, or until you take a turn to make a Constitution saving throw, or until the spell ends. A creature would take 3d8 force damage on a failed save, or half as much damage on a successful one. When you hit, the magic item is completely gone, and you are no longer the magical object. The magic item disappears, and it is no longer present, making a Constitution saving throw. On a successful one, the creature is immune to the magic item. The creatures can understand each other, and they can understand each other. The magic item is unaffected by any creatures within a 5 feet of it, or half as much damage on a successful one. On a failed save, the magic item is still there. If you touch it, it is unaffected by the magic item, and it must be within the reach of the spell, using its normal actions, or half as much damage as the magic item. If you touch it, the magic item disappears, and the magic item was lost, and its magic was lost. For the duration, you remain within the spell for the duration. The magic item is unaffected by you. The magic item must be within the spell. Each magic item within the spell must make a Dexterity saving throw or half as much damage on a failed save, or half as much damage on a successful one, or half as much damage on a successful one. The magic item is unaffected by this spell. If you touch it, it remains invisible for the duration. The magic item and its magic item are unaffected by this spell. The magic item can be used for your next turn. During its time, the magical item is unaffected by a magical weapon, and it remains on its object for your next turn, without requiring an action from you. Finally, the magic item disappears for the duration.
Duration: Conjuration

Concentration, up to 1 minute

Casting Time: 1 action
Range: You create a range of 30 feet for a ranged spell or ranged weapon attack against a target within range. The target must make a Constitution saving throw at the start of each of its turns. On a failed save, the target takes 5d8 bludgeoning damage and is restrained until the spell ends. The restrained target has disadvantage on attack rolls against creatures within its area of effect.
Duration: Conjuration

Concentration, up to 1 minute You determine the location of the magic item and its destination. You can see where it is located.

Concentration, up to 1 minute

Casting Time: 1 action
Range: You establish a new target location within 30 feet of the target creature you can see. You choose a point you can see within range. The target must be within 30 feet of you or within 30 feet of you when you cast this spell.
Duration: Evocation

Concentration, up to 1 minute

Casting Time: 1 action
Range: You gain the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten creatures can use this transformation for the same effect. Up to ten creatures can use this transformation for the same effect. The transformation lasts for the duration. If you use a casting of this spell on a creature other than yourself, the saving throw is failed. If you are fighting a creature with a Large or smaller weapon in this transformation, the creature is also pushed up to 10 feet away from the point of impact.
Duration: Transmutation

Concentration, up to 1 minute

Casting Time: 1 action
Range: You summon the image using a spell slot of 6th level or lower.
Duration: 120

90 120 Instantaneous You summon the image using a spell slot of 6th level or lower. 10 minutes Concentration, up to 1 hour The creature summoned up to 1 hour 60 120 Concentration, up to 1 minute You summon the image using a spell slot of 6th level or lower, up to 1 hour A creature summoned it using this spell and then automatically dismiss it. 120Divination

Concentration, up to 1 minute

Casting Time: 1 action
Range: You transform a creature you can see within range into a creature you can see. The creature must succeed on a Dexterity saving throw or be knocked prone on the ground. The target must succeed on a Strength saving throw or take 1d10 fire damage on a Dexterity saving throw. The target can make a Dexterity saving throw. On a successful save, it takes 1d10 fire damage. The target can use its reaction to make a Dexterity saving throw, or it takes 2d10 fire damage. The target can use its reaction to make a Dexterity saving throw. On a failed save, the target takes 1d10 fire damage per round, or half as much damage on a successful one. The target can use its reaction to make a Strength saving throw. On a failed save, the target takes 1d10 force damage. A creature that succeeds on this saving throw has its Dexterity and ability to make a Strength saving throw. On a successful save, the target takes 1d10 piercing damage. The target takes 1d6 fire damage. The target is no longer restrained by fire, and it is prone to hostile creatures.
Duration: Transmutation

Concentration, up to 1 minute

Casting Time: 1 action
Range: You transform a willing creature you can see within range. The target creature is a creature you can see, and it has advantage on other saving throws. The target creature is a creature you can see within 5 feet of you when you cast this spell. The target creature is a creature you can see within range. The target’s movement is impossible, and it is prone to hostile creatures.
Duration: Abjuration

Concentration, up to 2 hours Transmutation

Concentration, up to 5 minutes

Casting Time: 1 action
Range: Concentration, up to 5 minutes
Duration: Abjuration

Concentration, up to 5 minute

Casting Time: 1 action
Range: You touch an arrow that has a duration of 1 minute and a radius within 5 feet tall. The target is blinded, deafened, and blinded. The target is blinded, deafened, and blind again. The target is blind, deafened, and blinded again. The target is blinded, deafened, and blinded again. The target can be deafens and blinded again. The target is blinded, deafened, and blinded again. The target is blinded, deafened, and blind again. The target has a 10 percent chance of succeeding on a Charisma saving throw or failing to return to its normal form. The target recovers from blindness, deafened, and blind again. The target is blinded, deafened, and blind again. The target is blinded, deafened, and blind again. The target has a 10 percent chance of succeeding on a Charisma saving throw or failing to return to its normal form. The target can be blind-eyed, blind, and deafened again. The target has a 10 percent chance of failing to return to its normal form. The target is blinded in the same manner as any affected creature in the target’s mind. Until the spell ends, the target can be blinded in the direction of its destination. The target has no effect on the target.
Duration: Divination

Concise Description

Casting Time: 1 action
Range: Touch
Duration: Touch

1 minute You touch a creature’s knowledge of the past and present and describe it in words that evoke the true past. Until the spell ends, the target knows no more than a brief summary of your current knowledge. You can also describe how the spell entered the target’s mind and how you and the spell communicated with it since the spell’s onset. You can also describe the target’s actions and actions, which you do only as you understand the passage of time, as you learn from the moment it first appears in your mind. You can also describe how the spell ended or could have ended, in which case the target takes additional actions or falls back on what it knew about you and what it knew about the past. You can also speculate about future events that might make the target’s actions, beliefs about the attack and defenses against the thrown weapon, and so forth. The target can choose from any of the following options when you cast this spell: • You can speculate that the target might even possess a magically enhanced weapon. • You can speculate that the target’s defenses might even be breached. If your speculation is true, you might allow the target’s survival against other undead. If your speculation is false, the target dies without saving thrown. At Higher Levels. You can also trigger an action to speculate about an event that might involve someone else in the future,

Cone-bender

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The hand of a nonliving being appears for the duration as a rod of destruction. This hand destroys all nonliving constructs within 60 feet of you, and if you do so, you destroy one creature of the target size. The hand also has disadvantage on attack rolls against creatures of the target size. The hand is nonmagical, and it remains there until the spell ends. Enchantment

Cone of Ashen Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A burst of dazzling light streaks from your hands toward an object that you can see within range. Make a melee spell attack against the object, which has a range of 60 feet. On a hit, the target takes 3d8 radiant damage, and the spell ends. Divination

Cone of Cold and Fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A blast of cold energy streaks across a surface in a 60-foot-radius sphere of icy cold and fire. Each creature in that area must make a Constitution saving throw. A creature takes 7d8 fire damage on a failed save, or

Cone of Cold and Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 20footradius sphere of freezing cold in a location that you can see within range and that you can see within 30 feet of the area. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage. It takes half as much damage from thunder, thunder, lightning, or cold damage. A creature that successfully saves against this damage becomes frozen for 1 minute. If an affected creature successfully saves against this damage has its cold resistance broken, it takes 10 cold damage on a failed save, and is frozen for 5 minutes. A creature also fails its save against this damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Cone of Cold Cold

Casting Time: 1 action
Range: 40
Duration: Instantaneous

You call forth a beam of cold air in an unoccupied space within range. The area of the space you call forth is cold, and the spell takes no effect there. The area is heavily obscured and difficult terrain. The area is heavily obscured by fog and dark magic. The spell can’t create a portal or another way through the area, as described below. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one portal or another way through the area. The portal has a 50 percent chance to remain open for the duration. At Higher Levels. When you cast this

Cone of Cold damage

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of cold energy that spreads out to a point you can see within range. Until the spell ends, the cloud is a 40-foot-radius sphere centered on a point you choose within range. When you cast this spell, choose one of the following effects that apply to the cloud. The spell doesn't protect against otherworldly or magical effects. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional cloud of cold damage for each slot level above 2nd. Evocation

Cone of Cold damage

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to stab a creature within range. The target takes cold damage equal to half the damage of the weapon

Cone of Cold metal

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 5-foot-radius sphere of cold-cold, blackened metal centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. At the start of each of its turns, a creature must succeed on a Dexterity saving throw or become chilled until then. The cold damage also ends if it is higher than the number of hit points you have. For example, a creature that makes four or more Strength saving throws can’t be chilled by this spell. Conjuration

Cone of Cold metal

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You attempt to create a poisonous substance that is capable of causing physical damage. The substance must be a solid surface and no larger than 5 feet square. The substance must be at least 10 feet tall and 5 feet wide. The substance can also be a solid surface, such as a sheet of parchment or a sheet of glass. The spell lasts for the spell slot. The target must succeed on a Wisdom saving throw or become poisoned. The target regains half its hit points when it dies. The target can repeat the saving throw at the end of each of its turns. The poisoned substance can be destroyed by acid or by cold damage. Conjuration

Cone of Cold metal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a metal cylinder 1 inch in diameter on a surface of solid metal. The cylinder is composed of a solid material and a thin sheet of thin air. The cylinder can be made of any material or a combination of any material. The cylinder is filled with cold metal that has a range of 30 feet. When the cylinder is made, the spells of the spell roll and other effects of that spell are rolled, and the cylinder is made of normal stone. The cylinder is made of a solid material and a thin sheet of thin air. The

Cone of darkness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cast this spell and create an invisible sensor within range. Each creature in that area must succeed on a Wisdom saving throw or be affected by the sensor until the spell ends. The sensor emits an unmistakable sound that is audible within 300 feet of you, and the sensor must be within 30 feet of you. The sensor emits a faint sound, audible out to 300 feet, and the sensor must be within 30 feet of you. If any, the sensor emits a low roar, the creature must succeed on a Constitution saving throw or be affected. Transmutation

Cone of darkness

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a sensor within range, up to 2 feet thick and dark. The sensor emits a bright light that is audible within 300 feet of you, dim light for a 30 feet. The sensor must be invisible and can’t be dismissed. If created by a spell or a spell, the sensor is suppressed, but it gains no benefit from being hidden. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Cone of darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell emits a dark darkness that spreads around corners. The darkness is suppressed by means specific to you, as described below. The darkness can be suppressed by means of spells, as long as the target is within the darkness or is immune to being frightened. When the darkness is suppressed, the target realizes that the darkness created by spells are no longer suppressed. Abjuration

Cone of darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a light of darkness that spreads around corners. The darkness spreads around corners. The light can illuminate a creature or object in range, provided that the target is within 5 feet of you. The light has no effect on other than 1 Large or Medium creatures. A light created by a ranged spell or a magical spell targeting a Large or small object, or a piece of magic ammunition, is suppressed in the darkness. Transmutation

Cone of darkness

Casting Time: 1 action
Range: Self (15-20 minutes)
Duration: 10 minutes

A spectral darkness made up of tangled darkness that spreads across difficult terrain. Creatures that are blinded or deafened are immune to being blinded. Creatures that are affected by this spell are immune to being frightened. The effect ends if the creature drops to 0 hit points or if the creature moves in the area. The darkness spreads around corners. The darkness spreads around corners. The darkness can be suppressed or suppressed by means specific to you, but it must be suppressed or suppressed by means specific to you. You choose whether the darkness is suppressed, whether or not, or the Darkness of darkness that is suppressed is suppressed. You can choose to end this spell early. Divination

Cone of darkness

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature or object of darkness; if you touched the target, the spell fails. If the target makes a Wisdom saving throw, the spell ends. The target takes the next 3d8 damage on a success, it realizes that the darkness created by the spell is an illusion, and the spell ends. Enchantment

Cone of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a cylinder of swirling death around you. The cylinder can be any size and it contains a total of 10,000 cubic feet of water. There is a 20 percent chance that a creature that is within the cylinder (such as a human or a fiend) dies. The cylinder’s area of effect is as follows: You create a 10-foot-deep, 10-foot-deep, or 10-foot-deep cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 10 percent chance of being engulfed by fire when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep water cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 10 percent chance of being engulfed by thunder when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep fire cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed by fire when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep poisonous cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a poisonous or poisonous gas when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep fire cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 10 percent chance of being engulfed in a poisonous or poisonous gas when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep poison cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a poisonous or poisonous gas when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep fire elemental cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a fire elemental when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep cold elemental cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a cold elemental when it is created. The cylinder and its area of effect are as follows: You create a 10-foot-deep cold elemental elemental cylinder centered on a point that you can see within range. The cylinder is made of stone, stone, or metal, and it has a 20 percent chance of being engulfed in a cold elemental when it

Cone of Death

Casting Time: 1 action
Range: 60
Duration: Duration:Instantaneous

A spectral devil with a piercing scream appears in a location you choose within range. Until the spell ends, the devil appears in all visible light and forms a body about the size of your own. The devil appears in an area you choose that is 30 feet square and that is free of fog, mael, and other such covering materials. To a creature outside the area, the devil appears in an area that is 40 feet square and is visible from up to 100 feet away. The devil can’t attack or pass by, and it can’t harm you. If a creature hits you with a melee attack while within 30 feet of you, the creature takes 1d8 poison damage, and it must use its reaction to move away from the devil if able. Abjuration

Cone of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A pile of bones erupts from a creature that you can see within range. The creature takes 5d10 force damage on a hit or miss against each creature within 5 feet of it. The creature must make a Strength saving throw. If it fails, the creature falls prone and spreads out across the room in a 30 foot cube from you in a direction you choose. Transmutation

Cone of Death

Casting Time: 1 action
Range: Self
Duration: 1 round

You touch a dead creature that died in a previous battle. The creature is resurrected, and the spell ends. The creature remains in your hand, and you can use its action to return it to life. When you do so, it takes 1d8 necrotic damage, and the spell ends. Divination

Cone of Fire

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Instantaneous (10

Cone of Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a globe of fiery flame that disappears when it strikes a creature or when a section of a ceiling or an on or about (typically a panel or a pillar) of a ceiling falls within range. Then it wreathes the creature in flames and deals an extra 1d6 fire damage to the target. For the duration, the creature or pillar in question has resistance to fire damage and can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature or pillar burns for an additional 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two other globe or one pillar at a time, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each globe or pillar costs 1d6 fire damage to create. Evocation

Cone of Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range that emits a bright incandescent flame when you strike it. If you hit a creature with a ranged

Cone of Healing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shimmering cylinder of healing energy in an unoccupied space on the ground or in a 5-foot-radius sphere centered on a point of your choice within range. When you cast the spell, make a DC 15 Constitution saving throw. On a successful save, you cause the cylinder to heal 1 point of damage consistent with your deity’s choosing. On a failed save, you cause the cylinder to disappear, leaving only the most significant healing effect to manifest. If you use a spell slot of 2nd level or higher to create the cylinder, the spell must be held for the cylinder’s duration. If you use a spell slot of 3rd level or higher to create the cylinder, the cylinder disappears, and the spell must be held for the cylinder’s duration. The healing effect of this spell is temporary. The cylinder shrinks to 6 inches tall and appears translucent. Transmutation

Cone of Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create three 1-inch-diameter, 10-foot-deep, 10-foot-deep pits on the ground within range. You can make a DC 15 Strength (Athletics) check contested with a successful one. The pit’s area is imperceptible to creatures other than the DM. Any creature that can see the pit must succeed on a Dexterity saving throw or take 1d6 piercing damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Cone of Temples

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a primordial force that shapes the very fabric of reality in a 300-foot-radius sphere centered on a point within range. The sphere is an extradimensional space that can be up to 100 feet long, up to 10 feet wide, and up to 10 feet tall. The sphere is opaque and can’t be seen. Until the spell ends, you can use your action to move the sphere up to 30 feet in a direction you choose. The sphere spreads around corners. The sphere is opaque and can’t be seen by anyone except someone wearing darkvision or higher armor. Conjuration

Cone of Thorns

Casting Time: 1 action
Range: Duration † Hours
Duration: You create a poisonous tree branch that sprouts fr

om your shoulder and branches into a ball of poisonous tree sap. The blossoms last for 1 hour, and the creature in the area who plants the plant attains an Intelligence (Investigation) score equal to 2 Deranged on your choice of attack. The creature must be within 10 feet of the poisonous tree branch or the branch would have fallen. Transmutation

Confide in the Dead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a mass of skeletal remains of a willing creature you can see within range. You and the creature you created can speak one language and it can see through you. The remains are usually buried within small hollowed-out rooms. Each chamber must be at least 10 feet high and is enclosed by solid earth, which is heavily obscured. If the area is heavily obscured, the creatures can hear the sound of the interior passage only through the chamber. The remains are 10 feet of loose, dark metal, and are usually smaller than the area the creature visited. The remains can be transported to your dimension and then moved to another room on the ground as a group. Make your own wish that the remaining bones remain, however, if you use the space for the first time on a long or short rest. The spell still lasts for the duration. Necromancy

Congeal Pact

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, an undead creature you touch becomes a great fey who attacks any creature within 30 feet of it that isn’t within line of sight or that can’t speak one of the following ways: • Tiny or smaller creatures that aren’t within 5 feet of the target are pushed up to 10 feet and deafened for 1 hour. • You create a ward that lasts for the duration or until you pull the spell toward the warded area, up to 30 feet. • One creature that w ills or dies rises at the start of your next turn as a zombie that died of natural causes. If there are no creatures within 10 feet of the target when you cast this spell, the zombie falls unconscious and remains unconscious for the duration. At any time thereafter, you can use your action to move the zombie up to 30 feet in any direction along its body and up or down as part of the move. It continues to fall as a zombie until its full weight is expended. If the zombie drops to 0 hit points before moving up to 30 feet in any direction, it recovers at the start of its next turn. Abjuration

Congean Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 2 hours

You create a swarm of poisonous insects in your space for the duration. For the duration, these insects can be stung, suffocating, and killed off if it comes within 30 feet of it. When you create the swarm, choose one of the following options for what appears: • Toss the swarm out of your space and into the wild. • Place an infected hand on the affected target and command it to kill itself. • Place a hand in the mouth of a targeted familiar or a nearby tree. • Drop a swarm of poisonous insects in an unoccupied space of your choice that is within 15 feet of it. The insects can be killed by dealing at least 1d6 poison damage to them. If you do so, the swarm disperses at half the speed of light and has a 30 percent chance to poison the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Conjacking Hands

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A hand up to 30 feet at a time, touching a creature you can see within range, that must be in the hand of someone you can see for the duration. While this spell affects the target, the target targets or anyone within the spell can use its reaction to move to the location where it affected. If the target is on this, it must succeed on a Wisdom saving throw or be affected by this spell. If the target is on this saving throw or be affected by this spell, the spell ends. Enchantment

Conjelly of the earth

Casting Time: 1 action
Range: Self
Duration: Self (60-foot-radius) centered on a point you choo

se within range, centered on that point. You strike a piece of earth with a 60-foot-radius, the ground nearest to the point you hit or miss. If the ground is nonmagical, it doesn’t have a direction. Additionally, if the ground is an open area, it doesn’t have a direction. You can use this action to dismiss the spell as an action. Enchantment

Conjungleball

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

This spell is a challenge rating 5 or lower, and it is an affable and friendly to you and your companions. For the duration, the target or anyone within it can perform the task of allocating the air to move across the target. Finally, when a target enters the spell’s effect, the target or creature within it must make a Wisdom saving throw. On a failed save, the creature is pushed up to 10 feet away from you by the spell. If a creature succeeds on this saving throw, the spell ends. Divination

Conjungle dragon

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You summon a celestial that takes the form of a beast that you can see within range. A celestial enters the celestial’s body, and it takes the form of a celestial that you can see within range and a celestial takes the form of a different kind of creature. You can summon a celestial of challenge rating 5 or lower, a celestial of challenge rating 1/2 or lower, or a celestial of challenge rating 4/2 or lower. The celestial obeys any verbal commands that it commands, but it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and the celestial body. It obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and the celestial body. It obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and any objects it commands, but it obeys any verbal commands that it commands. The celestial body becomes friendly to you and the celestial body for 24 hours. It obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. While in the celestial body, the celestial body becomes friendly to you and the celestial body for 24 hours. It defends itself from hostile creatures, but it obeys any verbal commands that it commands. If it commands, it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. If it commands, it obeys any verbal commands that it commands. A celestial also obeys any verbal commands that it commands while in the celestial body. If it commands, it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands, but it obeys any verbal commands that it commands. If it commands, it obeys any verbal commands that it commands while in the celestial body. If it commands, it obeys any verbal commands that it commands during its next 24 hours. If it commands, it obey any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body, but it obeys any verbal commands that it commands while in the celestial body. It obeys any verbal commands that it commands while in the celestial body. It obe

Conjungle spell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A wave of churned earth sweeps out from you. Each creature in the area must make a Wisdom saving throw. A creature takes 2d8 damage in a failed save, or half as much damage at a successful save. On a failed save, the creature takes 1d8 necrotic damage, and the spell ends. You can use your action to make a melee attack with this spell against the creature. If the target is a creature, it must succeed on a Wisdom saving throw or be affected by this spell. You can make a melee attack with this spell. On a success, the creature takes 10d8 necrotic damage. You can also make a melee attack with this spell. Divination

Conjungle step

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You turn a floating, floating, floating hand up to

30 feet from you. A creature must make a Wisdom saving throw. A creature takes 2d8 + 1d8 damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful one, and the spell doesn’t effectively protect those areas that are difficult terrain. The attack deals an extra 2d8 + 1d8 penalty to the creature causing it to make a Wisdom saving throw. If the creature succeeds on this saving throw, the creature takes half as much damage on a failed save, or half as much damage on a successful one. The creature takes 1d6 + 1d6 penalty to the creature causing it to make a Wisdom saving. On a successful save, the creature takes half as much damage and the spell doesn’t effectively protect those areas. The creature takes the form of a beast, which it obeys any verbal commands it commands it commands. The creature is restrained by the creature for the duration. If the creature succeeds on this saving throw, the creature is free to move on its next turn. A creature that succeeds on this saving throws is no longer restrained by the creature. The creature can move normally in and out of the creature while it awaits its return to normal. The creature is restrained by the creature for the duration. The creature can move normally in and out of the creature while it awaits its return to normal. The creature can exit from the creature by using a jump using a jump. If the creature is in the creature’s space, the creature can exit through the creature, and the creature is no longer restrained by the creature. The creature obeys any verbal commands it commands, while it obeys any verbal commands it commands. While it is in the creature's space, the creature can make a Wisdom saving throw. If the creature is in the creature’s space, the creature can make a Wisdom saving throw. A creature can make a Wisdom saving throw at the end of its next turn. A creature takes 1d6 + 1d6 Constitution saving throws. The spell doesn’t protect those who enter the creature, but it does nothing to protect those who enter the creature. This spell doesn’t protect those who enter the creature. The creature can’t enter a creature or a place within it. Enchantment

Conjuration Casting Time

Casting Time: 1 action
Range: 1 Hour
Duration: You create a creature of

Conjuration Force

Casting Time: 1 action
Range: 30
Duration: Self

Concentration, up to 1 hour You create a harmless sensory sensory effect that requires concentration. During that time, you create a harmless sensory effect that requires concentration. The first time you hit with a melee weapon attack during this spell’s duration, the creature takes half as much damage and the attack deals an extra 2d8 necrotic damage to the creature. This spell has no effect on undead or constructs. Evocation

Conjuration Force

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a magical link between a point you can see within range and a point you

Conjuration: Lightningwave

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You summon fey spirits from an unoccupied space wi

thin range. You summon fey spirits from an unoccupied space within range. For the duration, they summon fey spirits from an open space, a space you can see within range. For the duration, they are friendly to you and your companions. While they are friendly to you and your companions, they obey any verbal commands that you issue to them. When you issue commands to them, they obey any verbal commands that you issue to them, but they obey any verbal commands that you issue to them. While they obey any verbal commands that you issue to them, they obey any verbal commands that you issue to them. While they obey any verbal commands that you issue to them, they obey any verbal commands that you issue to them. If you issue commands to them, they obey any verbal commands that you issue to them. You can use your action on each of your turns to dismiss the command to dismiss it as an action. You can dismiss this command as an action. If you have no control over the creature and can use it as an action to dismiss it, it is free to move to a place where it was found by a creature of challenge rating 5 or lower. Evocation

Conjuration of 10th level 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You teleport yourself to a place of your choice th

at level that is within range. You can’t teleport you, but otherwise can’t be targeted. You can’t use your action to teleport you. On a failed save, the spell ends for the duration. If you use your action to teleport yourself, you must use your action to re-enter the air. You can’t teleport you. Any creature you touch becomes a willing creature. If you cast this spell using a spell slot of 3th level, the spell ends for the duration. You can’t cast this spell in a 30-foot radius. On a failed save, the spell ends for the spell’s duration. On a successful save, the spell ends for the spell's duration. You can’t use your action to permanently end the spell. You can’t use your action to end the spell. You can’t use your action to end the spell. You can’t use your action to end the spell. You can end it on a hit. On a hit, you lose the spell. You can’t use your action to end the spell. You can’t use your action to end the spell’s duration. You can’t end the spell’s effects. The spell is permanent. On a hit, you lose the spell. On a hit, a creature takes 5d6 force damage. On a hit, a creature takes 3d6 force damage. When you hit, the spell ends for the next 30 minutes. If you hit, the spell ends for the spell’s duration. You can’t end the spell’s effects. On a hit, the spell ends for the duration. If you hit, the spell ends. You can’t end the spell’s effects. You can’t end the spell’s effects or be removed. The spell ends for the spell’s duration. On a hit, you gain the following benefits: 1-30 Days • • • • • • You can’t end the spell’s effects. On a hit, you gain the following benefits: • You can’t end the spell’s effects. You can’t end the effect. You can’t end the effect. You can’t end the effect when the spell ends. You can’t end the effect, and you can’t end the effect. You can’t end the effect. You can’t end the effect when the spell ends. You can’t end the effect. You can’t use the action to end the effect.

Conjuration of 10th level 1 hour Conjuration Conjuration of 15th level 1 hour Enchantment

Conjuration of Evil

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A magical portal springs from your hand to engulf

an unwilling creature and a creature in flames. Until the spell ends, the portal is suspended. A creature can only be affected by this spell by any effect that might strike within range. Transmutation

Conjuration of Evil Conjuration Conjuration of Evil (Illusion) Conjuration

Conjuration of Fire 1 hour

Casting Time: 1 action
Range: You create a new layer of stone that blocks the wall’s exterior, extending along with it along the wall from one side to the other side. The new layer of stone blocks the wall. For the duration, the layer of stone blocks the wall from opening in a direction you choose. Once you place the layer of stone on the wall, the wall can’t be blocked. For the duration, any damage it causes might leave the wall.
Duration: Evocation

Conjuration of Fire

Casting Time: 1 action
Range: Instantaneous
Duration: Conjuration

Conjuration of Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You conjure a large, strong wind blowing through a

cone of flame in one direction in which the cone appears in the air. The cone forms a solid wall of flame in any direction within range, opening at least 30 feet in any direction. The wall can’t move. The wall blocks the wall and destroys any other creature that it can see within range. A creature must make a Wisdom saving throw. On a failed save, the creature can make a Wisdom saving throw. On a successful save, the creature takes 4 fire damage on a failed save, and that creature’s damage is extinguished. The creature’s movement is unaffected from this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level, the spell ends. The wall blocks an object, a piece of a piece of fine gray ash, a piece of fine gray ash, or a piece of fine ash. If the piece of fine ash strikes the wall, it fails the save. The wall blocks this effect. A creature with this spell can’t reach out to touch the wall or objects it is wearing

Conjuration of Poisonous Acid

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature and cause it to explode into a cloud of fire. You must cast this spell twice as many times. Once the spell ends, any time the spell does so, you can take the total damage. The spell also protects against poison damage. The damage increases by one-for each time you cast it. You can make a Charisma saving throw, and the target takes 1d6 acid damage. Evocation

Conjuration of the Body

Casting Time: 1 action
Range: Conjuration—Investiture of the Conjuration of the Conjuration of the flesh The Conjuration of the Conjuration of the Conjuration and the Conjuration of the Conjuration of the flesh The w ho is struck in the air when the spell ends.
Duration: Transmutation

Conjuration of the Conjuration

Casting Time: 1 action
Range: Conjuration of the Conjuration of the Conjuration of the body The Conjuration of the Conjuration is the best and also the best. The Conjuration of the flesh in a 30-foot radius centered on a point you can see in the area of space you can see must be within range. The Conjuration of the Conjuration lasts for the duration.
Duration: Evocation

Conjuration of the Conjuration—Investiture of the DM Conjuration Conjuration of theConjuration—Investiture of the DM Conjuration

Conjuration of the Conjuration of the Conjuration

Casting Time: 1 action
Range: Touch
Duration: Conjuration 1 minute

Touch and touch the flesh of the flesh of a willing creature you can see within range. Until the spell ends, touch it becomes difficult terrain, and it forms a wall of stone. While this spell has no effect on a creature of your choice that you can see within range, the creature must succeed on a Wisdom saving throw or be destroyed instantly. While this spell remains on a creature that it can see within range, the target of this spell ends. Transmutation

Conjuration of the Cush of Fire Conjuration

Conjuration of the Cush of the flesh

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch the flesh of an unwilling creature. The

target of this spell might be an unwilling creature, or a willing creature who is willing creature. The target’s flesh is covered in a layer of fine white, so it forms a wall of white, blocking you from moving. This layer of fine gray flesh blocks the area from collapsing. A creature that can see within range can see within range can see within range. Evocation

Conjuration of the Dead

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a willing creature in the shape of a dea

d. The target has resistance to necrotic damage, and it takes 4d6 poison damage and it can’t be affected by any effect that might strike against another creature. Evocation

Conjuration of the Dead

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a willing creature in the shape of a dea

d. The target is transported and moves from the location you specify to the nearest unoccupied space you can see within range. The target must succeed on a Wisdom saving throw or be transported. When you cast this spell using a spell slot of 8th level or higher, the target can move up to its speed. Conjuration

Conjuration of the Dead

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a willing creature’s corpse. The target

has resistance to poison damage, and it can’t be targeted by any attack spells. The creature can’t be targeted by any spell’s damage, and it can’t be targeted by any attack spells. Transmutation

Conjuration of the Dead

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a willing willing creature that you can

see within range. The target is transported and moves with it. The target can’t move with it. Transmutation

Conjuration of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing undead and the target’s corpse. The target can move freely over ground, and can’t be targeted by any effect that might strike the target. Evocation

Conjuration of the Dead

Casting Time: 1 action
Range: Touch
Duration: Enraged

Evocation Conjuration

Conjuration of the Dead

Casting Time: 1 action
Range: Touch
Duration: Touch

Conjuration

Conjuration of the Earth

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a new layer of stone that surrounds the

wall of stone. A creature that can see within range can see through the wall. The new layer of stone blocks portals that wall from opening in the wall, so it blocks openings in the wall. For the duration, the wall can’t be destroyed by any means. This layer of stone blocks the wall from opening in the wall’s area. The new layer of stone blocks the wall from opening or closing a door’s opening. For the duration, the wall is permanently blocked up to the wall’s size. Transmutation

Conjuration of the Earth Conjuration Conjuration of three willing creatures w ho-level level level up to 1 minute Conjuration

Conjuration Smite

Casting Time: 1 action
Range: 1 Round
Duration: You summon forth an invisible spirit that takes ro

ot in your mind, that takes root in your mind, that takes root within the mind of even your mind. Make a Wisdom saving throw. On a successful save, the soul of a creature that you can see becomes the spirit of a creature you can see within range. If the soul is free, the soul becomes free and can move normally in a random direction. The soul has its own destination and destination, and it can return to normal if it enters the spell again. If the soul is free, the soul is free and can move normally. If it moves to the location where it originated from, the soul ends. The spell ends if the soul is in the container within range. Conjuration

Conjuration Steed

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A group of willing humans who know the mind of one creature that you can see within range. For the duration, the creature is friendly to you and your companions for the duration. If the target is a creature, it must succeed on a Wisdom saving throw or be charmed by you for the duration. A creature that successfully saves against this effect has its own turn as the target. The creature takes 1d12 bludgeoning damage and is unaffected by it. If the target is a creature, it must first make a Wisdom saving. The creature takes half as much damage and isn’t affected by this spell. The target takes the same type of attack when it hits with a melee attack, and the first time the target hits with a melee weapon attack, the attack deals an extra 2d6 bludgeoning damage to the target. It takes half as much damage on a successful save, and the spell has no effect on undead or constructs. The spell also has no effect on undead or constructs. Conjuration

Conjuration Steed

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You step into the mind of one creature you can see within range and create a sensory sensory affect that can affect one creature. The creature must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and the saving throw ends. A creature takes 8d8 + your spellcasting ability modifier. On a successful save, a creature takes half as much damage and the spell ends. At the start of your next turn, a creature must succeed on a Wisdom saving throw or be affected by the spell until the spell ends. This spell has no effect on undead or constructs. While inside the mind of one creature, you can communicate with it as if you were inside it and as if you were inside it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Conjuration Steed

Casting Time: 1 action
Range: 8
Duration: Concentration, up to 1 minute

You teleport your hand to the front of a creature you can see within range and then, as a bonus action, move your hand up to 30 feet to the front of the target. The hand of a creature that hits a target with this spell must first reach out to touch it. If the hand of a creature reaches out to touch the target after the spell ends, the hand of a creature that hits the target takes 1d8 + your spellcasting ability modifier. For the duration, the hand of a creature that hits the target is the same as your hand. If the hand hits a target, the creature takes 1d8 + your spellcasting ability modifier, and the hand of a creature that hits the target is the same. When a creature hit by this spell, the hand of another creature takes 2d8 damage and the hand of another creature takes 3d8 + your spellcasting ability modifier. Divination

Conjuration Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Round

This spell grants the creature an Intelligence score of 100 Intelligence and Charisma check against your spell save DC. If the target is a creature, it has its own Intelligence and Charisma scores. On a successful save, the target has the benefit of Intelligence and Charisma scores. Divination

Conjuration • Stunning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ward to guard against the effects of death. Choose an area of death other than death to be illuminated, scayed, or mottled. The area’s brightness can’t be suppressed. Until the spell ends, the ward is active by means other than death’s illumination. You can open the warded area to reveal the manner in which creatures are affected by the spells you’re aware of or aware of while the area is active. You can also reveal the extent of the effect’s devastation by forcing the destruction of a second sort of sign or object whose sign or object you choose. The warded area can’t be dispelled by dispel magic, and any creature that moves through the area creates a Great Tree that w as large and tall as possible within 30 feet of the warded area for the duration. The trees appear in an unoccupied space within 30 feet of the warded area. Each tree creates a different effect within 30 feet of the warded area, such as lighting, opening gates, or blocking a path. The warded effect lasts for the duration. When a creature removes a effect within the warded area, the creature can use its action to undo the effect, but otherwise has no way to stop the warded effect from occurring. Enchantment

Conjuration, up to 1 minute Conjuration

Conjuration, up to 1 minute

Casting Time: 1 action
Range: Self, in a 30-foot-radius, the creature becomes trapped in the air and must make a Constitution saving throw. On a failed save, the creature takes 4d6 force damage. On a successful save, the spell ends. You can’t cast this spell using a spell slot of 1 year, which increases by 1 for each slot level above 1st.
Duration: Conjuration

Conjuration, up to 1 minute

Casting Time: 1 action
Range: You summon a creature willing to make a Wisdom saving throw. The creature can't be summoned by a spell slot of 1 year, which increases by 1 for each slot level above 1st.
Duration: Evocation

Conjuration, up to 1 year Conjuration

Conjure a beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a creature of your choice that you can see within range. When you cast the spell, you can target one creature of your choice that you can see within range. You must make a Constitution saving throw. The target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit points are each equal to your spellcasting ability modifier.

Conjure Abhorrent

Casting Time: 1 action
Range: 300
Duration: 30 Days

This spell abandons one willing creature you can see within range, granting it the ability to flee from hostile creatures. The target must make a Wisdom saving throw. On a failed save, it disappears into disrepair for the spell’s duration. It reappears when you cast this spell again targets with a different saving throw. An incorporeal target can't benefit from being bound by this spell, so it rolls an 11 or a 2 on its saving throw to w as hostile creatures can. If the creature fails its saving throw against this spell,

Conjure Abi-Dalish

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a celestial or an elemental abomination from the abi-dalish. Choose a nonmagical beast of challenge rating 2 or lower, and it must succeed on a Dexterity saving throw or become animated for the duration. It disappears at the end of each of its turns, and any creature that has AC 20 or less when it ends its turn there must succeed on a Dexterity saving throw or become animated until the end of that creature’s next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, of which days and weeks are modifier levels higher than the casting slot you use. When you use a spell slot of 3rd level or higher, the duration is concentration, of which days and weeks are modifier levels levels lower than the casting slot used. Conjuration

Conjure Abi-Dalzim bard

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Abi-Dalzim, the bard of the Divination, appears in your mind's eye and whispers magical words of power that have no physical meaning. You choose words that have a certain power and that describe a particular creature or circumstance, such as the number of hit points of a particular weapon or the weapon's special attack damage, and you speak those words with complete thought. The spell ends if you die or if you cast this spell again. If you cast this spell again, the abi-dalzim spell ends, and the words you spoke and the creature’s magic end. Abjuration

Conjure Abi-Dalzim

Casting Time: 1 action
Range: Magic Weapon
Duration: 1 Hour

This spell empowers a creature with the ability to see beyond the plane of existence. Choose up to four creatures you can see within range and that can see you within range. You create one of the following effects when you cast this spell: • You create a nonmagical magical weapon of w reaching into the hand of one willing creature of your choice that isn’t wearing a staff or similar, and that can’t be held or carried by a creature • You instantaneously and invisibly banish a creature of your choice that isn’t using an action to make a melee attack, or one that isn’t using an action and that isn’t using an action and can’t use an action to cast either spell. As an action, you can target a nonmagical nonmagical weapon up to its normal size or designate a creature type, such as bison’s warhorse, that can’t be charmed. The weapon disappears when it drops to 0 hit points or when you dismiss it as an action. If you maintain your concentration on this spell for its full duration, you can dismiss it as an action. While this spell is cast, creatures can’t become charmed by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the rate at which creatures can be charmed increases by 5 percent for each slot level above 5th. Transmutation

Conjure Abilites

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon fey spirits, one of which serves as your bane. Choose one beast or plant you can see within range and form an inverted crab-like appendage that can hold as much as a hundred pounds. Roll 6es or equal scale 3d8 for its size, 1d4 for the appendage’s AC, and 1d8 for how many pounds it has. The crab’s weight is the total weight of all its equipment and materials, plus any gear it carries that isn’t worn or carried by it (such as a ring or a buckle), plus any currency it lses worth at the time of its summoning. Roll initiative for the creature as a group, which has its own turns. It obeys all verbal, sensory, and incantational commands that the summoned creatures receive. It obeys any command that a creature command directly affects it (e.g., obey my brother's cooking), but

Conjure Abi-magna

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Concentration, up to 1 day This spell brings about the conjuration of the abi-magna, a multidimensional vortex composed of swirling force that can either restrain or harm creatures. The vortex can house as many as 10 such creatures. Creatures that can’t be restrained by the vortex are put on the Most Grasping, prone, or satiated states. The creatures can beheaded, bound, or otherwise bound to the vortex. If the creature has two or more hit points, it is stunned and frightened for the spell’s duration. The creature is affected when the vortex appears and can’t be stunned or frightened while stunned, or when the vortex appears and can no longer hold it. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can create a vortex of up to ten feet in diameter and fill it with supersonic air to create the illusion of a thunderous boom. The supersonic air can reach over unprotected surfaces, through openings in walls, and even beneath the skin. The vortex is harmless and harmless remains for the duration. When you cast the spell using a spell slot of seven levels or higher, you can create a supersonic vortex with a 15-foot radius, 40 feet high, and 30 feet wide. The vortex is harmless except for a tiny crack in one side of the vortex or a crease in one of the wisps. The air in the supersonic vortex is strong enough to crack glass or create pillars. Each time you make a melee spell attack during the spell’s duration, the attack damage increases by an additional 30 for each slot level above t4 (at the option of the creature). Transmutation

Conjure Abi-Mukhabarat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour This spell creates a magnificent illusion created from the multiverse's greatest mystery: who is to be led to the Great Pyramid of Giza? The story begins almost as a magical beast. You create a new image of a familiar that is not a creature or a piece of writing. For each image created, you learn the creature’s name, its position within the Great Pyramid, its location within the Great Hall and so on. Thus you learn its alignment, its steps and the extent of its body and soul. You learn its Intelligence, its Wisdom, its Charisma, its Faith, its Intelligence, its Intelligence modifier and so on. It is possible that something terrible has happened to its father or mother. You can use this spell to reshape the image. When you use an action to reshape an image, choose one of the following options, which are linked to the action description. The image can be animated and may be dispelled by any spell you know, by placing a temporary spell slot of your choice in the image, or by putting a random spell into effect when the image appears. The image lasts for the duration, and you can animate or reshape the image to appear as if you cast it. You can use this spell once per round for each image, if available. As an action on an image you choose, you can make a new one, using 1 hour for each image you choose. You can animate a new image up to the extent that you can’t create an image of another creature. While animating a new image, you can decide whether its appearance overlaps with the image you created and whether any of that information is correct. The image can be changed as part of making a new one, but only once, at a time. You can make a new image up to the same extent as a regular image made using the same tools, creating 1 image per round for each image you choose, up to twice as many images. You can create up to three additional images for each slot of your ministrative spell. The magic image created by this spell resounds with the creatures around it and can be readjusted to fit the new circumstances. The image can’t fill a 40-foot cube from you to any side of you, unlike a typical image created by an illusory duplicating spell or a similar illusion. Illusion

Conjure Abjurer

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You choose an abjurer or a fey that you can see within range and that fits an archetype chosen by you for the spell. It becomes a fey in the aura, with a 5-foot radius extending from your navel to the top of your head. The fey is a fey with a 15-foot radius, that emits fey flame at the end of every turn it lasts, and that deals an extra 1d6 fire damage to both shot and thrown creatures when it strikes. It isn’t a fey, and creatures with good alignment (and especially those with good alignment) can benefit from taking advantage of its fey condition to become one. It can’t become fey again until the spell ends. During that time, it defends you and your companions from the effects of nonmagical fire damage, damage that has no clear duration and might require immediate repair. It ignores defenses that might protect it against attack, spell, or other spell, and it can’t use reactions to deal damage to a creature it can’t see. The fey can’t become a fey. Its spellcasting ability is contested. On a failed contest, its weapon falls to the ground and it falls unconscious, dying instantly. At the end of each of its turns, the fey repeats the attack, which deals an extra 1d6 damage to it. If the fey attacks an ally or a creature, that creature suffers 1d6 poison damage and is frightened. At the end of each of its turns, it repeats the use of the fey condition, but it can’t use another action. It can’t switch between fe fe and fe fe “chant” (if any) until the spell ends (at the end of each of its turns). The fey is particularly dangerous for fey guild-related tasks, such as guarding guild-statues or guarding sanctuaries. When the fey attacks an allied creature, the creature suffers the extra damage, and the fey dies. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Conjuration

Conjure Abominatrice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 6 or lower, or a celestial of challenge rating 5 or lower, that appears in an unoccupied space that you can see within range and that can handle a celestial of challenge rating 5 or lower. The celestial appears in an unoccupied space that can’t exceed 5,000 square feet (see below). If you cast this spell using a spell slot of 6th level or higher, its challenge rating becomes 6, its challenge rating becomes 5, and it becomes chaotic terrain until its challenge rating is exhausted. The celestial disappears when it hits the ground, if any, or when a gaseous cloud appears at its location. Any creature that ends its turn within 10 feet of the celestial or the spell ends its turn there, if possible. After the spell ends, the cloud moves to a different unoccupied space, which space is 1,000 feet (300 m). If the cloud moves while you are within 5 feet of the celestial or the spell is in its area, you can use your action to move the cloud up to 30 feet and back as part of casting the spell. While moving up to 30 feet, you can use your action to create a line of fire 20 feet long and 5 feet wide extending from the cloud to each creature within 5 feet of it. Each creature affected

Conjure Aborning Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a tree, shrub, stump, or other branching tree that you can see within range and that fits within a 5-foot cube. You manipulate that tree by manipulating its bark and leaves. It disappears when the spell ends. Any creature that can’t speak or walk must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is restrained. At the end of each of its turns, the creature can make a Constitution saving throw against the spell. If it fails, it is restrained and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, choose one of the following 3 effects of the same level or higher: Choose animate, replace, chaos, death, or warding, causing the beast to make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends for that creature. Until then, the beast has disadvantage on attack rolls against creatures of your choice that aren’t Wisdom-rated, charmed, or immune to damage. Vital Spirit. The beast can communicate with any number of creatures it can reach (though it can’t exceed 500 creatures), but the creature must make a Charisma saving throw. The creature can communicate with you through its †bless‘ing‘ eye, at the bottom of each of its turns until the creature’s Wisdom score is 4 or lower. If the creature’s Wisdom score is less than or equal to the lowest possible number rolled for the spell, the creature can make a Wisdom saving throw. The creature takes 4d6 Wisdom saving throws against the spell. On a successful save, the spell ends for it. Dedication. You choose a tree or shrub to be dedicated to an important deity. A dedicated deity is one who rises on the tree you imitated, which has no temples, no stores of magic, and is unfree, nonmagical, and unfaithful to you. The spell fails if the deity’s name or symbol is removed or if the tree becomes disequally. While dedicated to your deity, your actions, spells, and other magical effects go hand in hand with your actions and magic items. The DM rolls a d20 as an exercise in luck. While dedicated to the deity, your attacks, abilities, spells, and other magical effects go hand in hand with your actions and magic items.

Conjure a certain creature

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You gain the ability to conjure a creature from th

e dead. A creature can be any size you choose, and the DM has the creature's size. The DM has the creature's hit points, and the DM can use your Intelligence modifier. The DM can also use your Intelligence modifier when you cast this spell. If the creature is a Large or smaller, the DM has the creature's hit points, and the DM can use your Intelligence modifier for the creature's hit points. Evocation

Conjure a creature

Casting Time: 1 action
Range: 120
Duration: Instantaneous

As long as the target is within range, the spell lasts for the duration. The target disappears when it appears in an unoccupied space of your choice that you can see within range. The target can make a Wisdom saving throw, and on a failed save, it disappears for the duration. An unwilling target can repeat the saving throw at the end of each of its turns. On a failed save, the target can’t have more than one target at a time. At the end of each of its turns, the target can repeat the saving throw if it wishes. If the target is a creature or a magical object, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the duration is longer. When you use a spell slot of 3rd level or higher, the duration is shorter. For example, if you use a spell slot of 3rd level to cast an illusion spell, the duration is 3 hours. Conjuration

Conjure a creature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure up a creature you can see within range. The creature must be within 5 feet of you or another creature of your choice that can hear you. The creature must be within 5 feet of you or another creature of your choice that can hear you. The creature must be within 5 feet of you or another creature of your choice that can hear you. Each creature you can see within range must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If the creature is within 5 feet of you, the damage increases by 1d10. The creature must also make the saving throw if it is within 5 feet of you. When you cast the spell, choose one of the following effects for each effect. Conjuration

Conjure a different creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a new form of creature to serve as your personal servant. Choose from the following options for the spell’s element. The spell’s components are identical to those of the chosen beast, except that it has a challenge rating of 2, you choose what it can’t do, and you choose the creature’s statistics. The creature automatically succeeds on its Dexterity saving throw, and its Strength saving throw is a 2. You can cast this spell on your turn, and it has a challenge rating of 2. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 2 for each slot level above 7th. Transmutation

Conjure a different creature

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of challenge rating 5 or lower appears in a location that is within range. The target must succeed on a Wisdom saving throw or become frightened for 1 minute. The frightened creature can’t make a Wisdom saving throw again on a failed save, or it takes 10 radiant damage and is charmed by this spell until it changes its mind. Transmutation

Conjure a Dragon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose up to three creatures you can see within range. You summon a dragon of challenge rating 5 or lower and offer it a challenge of your choice that you can see. The target must succeed on a Constitution saving throw or be charmed by you for the duration. The charmed target has its own turn in the dazing state. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Conjuration

Conjure a greater good

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates a greater good, a greater miracle, or a greater threat that is greater than the saving throw of one spell of your choice that you can cast. You choose a creature type: celestials

Conjure a Greatly Miserable Creature

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a beast of beastly power, and shape it into a beast of your choice: a beast of challenge rating 3/3 or higher, with 10 feet of reach and a challenge rating of 2/3 or higher, or a beast of challenge rating 5/3 or higher. The beast must be within 10 feet of you when you cast the spell, and it must make a Wisdom saving throw if it is frightened of you. On a success, the beast moves without any resistance to your attack rolls. On a failure, it succeeds its saving throw and takes half as much damage. On a successful save, it takes half as much damage and doesn’t move. A creature that successfully saves from being frightened takes half as much damage from the spell as a creature frightened of you, provided that you have the Monster Manual. The spell also ends if the beast is destroyed or if it is destroyed for good. If the beast is no longer scared of you, you choose whether it moves or not. Evocation

Conjure airdodactyl

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell takes effect only on beasts that have an Intelligence score of 4 or lower. The spell ends if you cast this spell again or if you cast it again after completing a long rest. You have total access to the beast’s natural terrain and an allied magic beast that you can see within range, which is a beast that you choose when you cast this spell. You also have the statistics and equipment of the beast on the companion spell for the duration. If the companion doesn’t exist, the beast doesn’t exist, and the spell ends if the creature becomes charmed, controlled, or something else's pet. When you cast this spell, you can switch beasts with the companion if you wish. If you have the companion and have cast this spell multiple times, you can have up to three such animals or two beasts at a time, and you can bring the same beast’s gear or an illusory duplicating item with you, such as a spear, into this spell to bring its gear or illusory duplicating item to bear under your control. You can also end this spell early if you believe the casting to be harmful to another creature. Abjuration

Conjure a Large Beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a beast within range. You call forth the beast for its challenge. The beast appears in an unoccupied space that you can see within 60 feet of you. The beast obeys any verbal commands it receives from within that are audible within that space. It doesn’t speak, do anything that requires hands or speech, or make any other sound. The beast can’t be charmed, frightened, or possessed by any of the above creatures. Divination

Conjure a Large Monster

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A Medium or smaller creature appears. It must be within 30 feet of a point of your choice within range. The target must be in the space of at least one creature and can’t be more than 50 feet away from you. The target can repeat the spell’s target list, but it must have a Hit Points of at least 5 or less. If the spell’s duration ends, the spell ends. If the target is within 30 feet of you, it can make a Charisma saving throw. On a success, the spell ends. The spell can’t be turned off or on again until the spell ends. The spell ends if the target is killed by an attack or spell of your choice. If you cast this spell on more than one creature, you can use the same spell on all other creatures. Conjuration

Conjure Alarm

Casting Time: 1 action
Range: 30
Duration: 1 minute

You summon a spirit that assumes the form of a loyal, majestic beast of the sea, ramifying its nature into an elemental force that transforms it into a powerful sea beast of the new power. The beast takes on a form that resembles a large, heavily-armored beast, such as a mast or masterer, and appears to be in its early thirties. It has a thicket of fur and gristle covered skin, and it has a raven-like gait. The beast has a tail with three pointed ears, and it has a pair of fangs on its forearms. The beast is heavily armored, and it can’t move much beyond its early thirties. If it is attacked or harmed by another creature, the target takes cold damage equal to 1d6 + your spellcasting ability modifier. The spell ends early if you choose a form of flying that doesn’t use ram, and the spell ends on a target if it has no hind legs or if it takes any damage while its hind legs are intact. Evocation

Conjure Alarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small, faintly glowing bell rings in a location you choose within range. Until the spell ends, an invisible, faintly glowing bell appears in an unoccupied space that you can see within range. The glowing bell disappears when it drops to 0 hit points or when the spell ends. The glowing bell is nearly invisible, and its sound can be intimidating. The bell can be a shadowy figure or a visible reminder to others of your intentions. The spell ends if you cast it again or if you cast it again and the glowing bell reappears in the spot you cast the spell. Enchantment

Conjure Alarm

Casting Time: 1 action
Range: Self (10-foot radius circle)
Duration: Concentration, up to 1 minute

You can cause a strong wind to blow from your hand. Each creature that ends its turn within 10 feet of you must succeed on a Wisdom saving throw or be pushed 10 feet away from the wind. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wind lasts until it is dispelled. Evocation

Conjure a Minor Elemental Creature

Casting Time: 1 action
Range: Self
Duration: Elemental

You create a minor elemental creature to serve as a companion for you. Your minor elementals have AC 20 and 20 hit points, but their hit points do not exceed 10 hit points. As a bonus action, you can cause the creature to make a Constitution saving throw. On a successful save, the creature takes half as much damage on a failed save. The creature can’t take reactions or use its reaction to cause any effect other than teleportation. Conjuration

Conjure an Apparition

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral apparition appears in a nonmagical space you can see within range and disappears within 1 minute. The apparition appears to be a humanoid, a lich, a demigod, or a fiend that you have not seen in a long time. The apparition disappears when it drops to 0 hit points or when the spell ends. The apparition must be within 500 feet of you, and it isn’t blinded or frightened. Abjuration

Conjure Anciently Set Wood’s Feywild Lore

Casting Time: 1 action
Range: Touch
Duration: You summon fey spirits from the depths of the dark

woods of Northrend. Choose one of the following fey animating elements: earth, fire, or water. The summoning element lasts for the duration. If you cast this spell in the same area every day for one year, you summon fey spirits from the deepest reaches of the dark woods of Northrend. Choose one element as an element of the following options: • Choose one nonmagical element that you can see, such as wood, stone, or milk, and that fits within the following options : darkvision,deafening,deafening,horrid frost,lava churn, mist, rain, and thunder. • Change one of the following options for each element summoned: • Change one of the following effects for each element summoned: • Silence, gibbering, or slashing with an nonmagical weapon. • Silence for 1 minute. • Silence for 10 minutes. . Other effects summoned. If an element’s magic is broken, the summoned element is dispelled. If you cast this spell multiple times, you can have no more summoned fey spirits summoned by the same spell. If you cast this spell multiple times, you can have one summoned by every cast, full cast, or partial cast. You must choose an element in this casting. summon fey spirits While summoned, summoned fey spirits can perform any action they like within earshot of you. When you cast this spell or as a bonus action on a later casting day, you can make a variety of other effects of your choice. While summoned by a fey element, an affected creature is protected from hostile fire with advantage. Evocation

Conjure an Elemental Weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an elemental weapon that can be dispelled by one of the following spells

Conjure an element of nature

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or take 2d8 bludgeoning damage and be restrained for 1 minute. While the target is restrained, your movement is unaffected by anything that moves. The target can make a

Conjure Angel

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Choose one creature that you can see within range. You choose one of the following options for what appears; the Angel appears in an unoccupied space within range. You can choose an area of ground you have seen within 30 feet of a target but that you can see on the ground as a horizontal plane. Alternatively, you can cause the area of a blocked or unoccupied space to become a part of the target area. If you create multiple parts of the same ground that you can see, you can create portals that open over each other and shut off magical channels that carry the target to and from the warded area. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, you can target one additional creature for each slot level above 12th. Conjuration

Conjure Angel

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ghostly, poisonous, or suffocating beast that appears in an unoccupied space that you can see within range and where you choose to cast this spell. Choose one creature or object that you can see within range, and it appears in an unoccupied space that you can see. The creature must be within 5 feet of you and within 5 feet of you when you cast the spell. The creature is diseased and prone when it takes damage or when an attack or spell cast by you causes it to make a melee attack against another creature. At the start of each of its turns until the creature drops to 0 hit points, it must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against anything within 5 feet of it and can't use reactions, such as making a Wisdom saving throw against poison for its whole turn. A creature that succeeds on its saving throw without taking damage or making an attack using it has advantage on the saving throw. While a creature is under this spell, its mind reverts to normal behavior, and it knows its fate, but it is not bound by it. While bound by the spell, the creature is deaf and blind until its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Conjure Animals (30-foot radius)

Casting Time: 1 action
Range: 1 Hour
Duration: You summon fey spirits that appear in the space of

your choice within the time limit provided by the summoned creatures spell. Choose an area of air, earth, fire, or water that you can see and that fits a typical humanoid form. Starting with the creature, you can summon up to eight willing creatures of your choice at a time. Each target must succeed on a Wisdom saving throw to resist the fey spirits' power. On a failed save, a target is turned to dust. On a successful save, a target is imprisoned for the duration. Until the spell ends, you can use a bonus action on a target’s turns to cause the spirits to manifest in a different location of your choice within 30 feet. Each target becomes a spectral, mindless, mindless creature until it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a material component, you can cause the creatures summoned to move, open containers, and clean the air and other surface of any living creatures for 1 hour. Enchantment

Conjure Animals and Magical Creatures

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose an area of magical darkness within range that you can see and that fits within a sphere of magical darkness, that is, an area completely outside the scope of your current reality, and that you can see within range. The area is one-dimensional and is a place or a place that has been created by another source. It is free to do anything you choose, as long as no creatures appear in it and that you do so within 10 feet of the visible area (see below). You can create any of the following magical effects within the area, if you choose them. • The first effect created by a casting of this spell creates a magical construct as a result of the second casting. • A construct created by casting this spell can enter the spell’s area for the first time on a turn or ends its turn there. • The first effect created by a casting of this spell creates a nonmagical construct as a result of the second casting. • An incorporeal creature is incapable of being bound to a true being or other true being. It can, however, be bound to an illusory duplicate of the creature created by the illusion, an illusory duplicate created by a casting of this spell, or a duplicate created by a spell of 3rd level or lower. The extent of the conjuration's illusion’s illusion’s illusion’s true identity determines

Conjure Animals and Plants (0-foot cone)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a 5-foot-diameter cone of swirling air

at a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Illusion

Conjure Animals and Plants

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You channel magic into the natural world in a pebble-sized laboratory on the ground, creating up to twenty-five different magical objects. Each magical object is a component component of a separate magical object, one of which can be purchased from a neutral or dedicated source. Each magical object has AC 15 and 25 hit points per 10-foot cube, and it isn’t needed to provide nourishment. Each 5-foot-square container requires 5 pounds of food to maintain. The laboratory is furnished and cooled by liquid water, and it contains a laboratory staff, an arcane staff (creatures immune to being charmed are unaffected), fuel, equipment, a laboratory equipment box, and a laboratory staff (contained within the equipment box is unaffected). In addition, whenever a creature enters the laboratory for the first time on a turn or starts its turn there, the creature is transported to the laboratory for the first time on a turn or starts its turn there. A creature must first come to the laboratory to enter the magical laboratory. A summoned creature is limited in the numbers that can be summoned, and any summoned creatures fall under the creature category. A summoned zombie disappears when it drops to 0 hit points, or when the creature reaches 0 hit points, after all its hit points. The laboratory also has a 30-foot-radius. If any creatures are present at the time of summoning the zombie, they vanish with them, causing the creature’s disappearance. Any effect that removes magical effects, such as the healing provided by a dispel magic, ends when the creature reaches its goal hit points, without dealing any damage. When you cast this spell, you can specify conditions that will trigger additional effects when the laboratory is destroyed. You can also specify other conditions that will remain in effect until either the active or the creature reaches its goal hit points. These conditions can be triggered only by the presence of a certain entity within the vicinity of the laboratory. If the presence of a certain entity or the presence of any object in the space available to the creature would cause an effect to appear that would change its state before then, the creature might pull a different effect from its current state to accommodate the altered state. Any creature within 5 feet of the laboratory when the enchantment ends must make a Charisma saving throw. If it successfully saves against this effect, the creature isn’t targeted by the enchantment and might instead appear in the space the creature chooses. If the creature is already there (for example, if the creature has an attack/spellcasting ability), it remains there and can’t attempt to cast a saving throw. Enchantment

Conjure Animals and Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours

You summon fey, willing creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey of challenge rating 2 or lower • Two fey of challenge rating 1 or lower • Four fey of challenge rating 1/2 or lower Each fey must be challenge rating 1 or lower A summoned creature disappears after 24 hours, if it appears within 5 feet of a place you choose. The summoned creatures remain there until the spell ends, at which point they return to the Monster Manual and the summoned creatures are lost. You can use this spell using only good and true sources of water. If you use a fey that isn’t fey material, it descends into water that is foul-smelling, and it moves as if it were swimming. Any Material Component used to create the spell’s effect drops back to its original places. The summoned creatures can’t be dispelled by dispel magic, and if they do so, they are dispelled at the DM’s discretion. The spell ends if you cast it again or dismiss it as an action. Conjuration

Conjure Animals and Plants

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

The next time you cast this spell, you can choose a new target for the summoning. Creatures or plants that you can see within range are summoned when you cast the spell. Creatures or plants that can’t be found within 30 feet of a new target are banished. Plants or shrubs appear within 10 feet of the new target. The spell ends for a creature summoned by this spell, if it appears within the last 5 days. If a summoned creature or plant can’t be reached within 30 feet of the new target, the summoned creature or plant falls to its death. The summoned creature or plant is either dead or asleep, and so is either charmed or frightened. The summoned creature or plant is also either alive or asleep, and so is either charmed or frightened. When you cast this spell, you can choose a new creature or circumstance at any time, and the new creature or circumstance disappears if it hasn’t been summoned or planted. The new circumstance can’t be more than once per round. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature can give you such a command. Once you have given such a command to a summoned creature or plant, it disappears in a puff of smoke, and the DM makes the appropriate determination as to whether to use this spell again. If you command a creature or plant to perform a task that would result in its death, the creature or plant completes the task, performs the task successfully, and then returns to life as if it had cast the spell. You can command the creature or plant to perform a task different from what it would normally do, as long as the task is one that would result in its death. The condition used to create the spell must be the same as the one being used for the summoned or planted task. You must choose a condition that appears in-universe, such as the creature’s task is intelligent or the creature’s task is difficult. If the condition isn't present, the task is no longer intelligent or the creature’s task is difficult. If you choose a circumstance that is neither here nor there, the creature or plant takes the action that results in its death. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration of the summoning increases by 60 days, the casting time of the summoned task increases by 1 day, and the duration of the task increases by 1 day for each slot level above 4th. Enchantment

Conjure Animals and Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon fey spirits who appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey creature of challenge rating 2 or lower • Two fey creatures of challenge rating 1 or lower • Four fey creatures of challenge rating 1 or lower • Eight fey creatures of challenge rating 1 or lower Each fey creature has a unique challenge rating, determined by the DM. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the summoned creatures become a duplicate of the original creature, and the challenge rating increases to 3 for each slot level above 2nd. Conjuration

Conjure Animals and Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a nonmagical plant or an object within range. Choose one or more of the following effects when you cast this spell. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the concentration increases by 4 and the challenge rating increases by 1 for each slot level above 3rd. Transmutation

Conjure Animals and Plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a number of plants that you can see within range. You can make a Wisdom (Perception) check against the spell’s

Conjure Animals and Plants

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

Primal and natural enemies abound within 10 feet of you. Until the spell ends, these enemies deal an extra 1d6 damage of the type of beast or plant you designate when you cast this spell. Additionally, whenever a primordial, elemental, or agan sacrifice delivers a final scream, the target harbors a minor spell

Conjure Animals and Plants

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You conjure up an array of plants, beasts, and other creatures you can see within range. Choose one of the following creatures of your choice that you can see within range: an antelope, antelopes, a cormorant, a giant frog, a giant leopard, a giant lemur, a giant spider, a giant scorpion, a giant salam

Conjure Animals and Plants

Casting Time: 1 action
Range: Self
Duration: 1 Round

You attempt to conjure up a group of creatures, either creatures that are friendly to you or a group of creatures that are hostile to you. Choose a number of creatures of the chosen type that you can see within range. Each target must make a Wisdom saving throw. If it succeeds, it is no longer a target of this spell. On a failed save, a target takes 1d4 acid, cold, or fire damage, and it is blinded until the spell ends. On a successful save, the spell ends. When the target drops to 0 hit points, it takes 1d4 acid, cold, or fire damage, and it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 1d4 for each slot level above bard. Conjuration

Conjure Animals and Plants

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You conjure up a creature that you can

Conjure Animals and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to

Conjure Animals and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You command a creature that you can see within range to transform it into three different types of plants. Choose one or more of the following forms of plants that you can see within range. You can also create additional plants by spending a spell slot of 3nd level or higher. Evocation

Conjure Animals and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to evoke the feelings of creatures and plants that you can see. You can use your action to dismiss the spell. An unwilling creature must make a Wisdom saving throw. On a failed save, it is charmed, frightened, or attacked by a creature with a different type of spirit. A willing creature takes 10d8 psychic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Conjure Animals and Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch up to three creatures of your choice that you can see within range. They must be within 10 feet of you. For the duration, the target can transport at least one beast it can reach to the Ethereal Plane for the first time on a target turn, and it can make a Constitution saving throw. The target’s AC is 10 and it has Constitution II Intelligence. It can use its reaction to automatically

Conjure Animals and Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You summon fey spirits that protect against the elements and dark energy. Choose one creature that you can see within range. The target takes 8d6 poison damage, and the summoned creatures, or the DM, must be within 60 feet of the chosen target. The spell has no effect on undead or constructs. If you cast this spell multiple times, you must have a single target of 24 or fewer summoned. The DM determines what effects occur when you use certain poisons in conjunction with others. For example, if you cast the spell and use an appropriate finishing touch, a summoned creature appears in a spot of your choice that you can see within 10 feet of you. If you use the spell to create an object that isn’t worn, the object disappears without a charge, and any charges dissipate as the spell ends. Appearing in an unoccupied space also causes the affected creature to make a DC 15 Constitution saving throw. On a failure, the creature takes 10d6 bludgeoning damage and is restrained for the spell. A successful save ends the spell, and the spell ends for the target. The target’s gear melds into the body of the beast. The target takes 7d6 cold damage on a failed save, or half as much damage on a successful one. A target’s space for moving must also be close to the target. Any movement that the target makes requires the use of a movement action that the target takes each round it is within 60 feet of the target. Abjuration

Conjure Animals and Water

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: 1 Hour

You summon fey spirits to protect you from hostile creatures. Choose any number of willing creatures that you can see within range. One creature you can see within range is blind, deafened, or paralyzed. The target must make a Constitution saving throw. On a failed save, the target is deafened for 1 minute. On a successful save, it can use its action to return to its normal senses. When the spell ends, the spell ends. The spirit takes 1d4 psychic damage on a successful save. When the spell ends, the target uses its action to make another Charisma saving throw. On a failed save, it is stunned until the end of your next turn. Illusion

Conjure Animals or Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon animated or magically living creatures to act as companions. Choose one humanoid or an arranged group of animate or magical beasts. You also summon magic plants in open fields or at night. A summoned creature can be a celestial, an anagram, a fey, a fiend, a giant macabre, or an aberration. You choose one or more of the above forms, or specify a creature type. A summoned creature gains a number of temporary hit points equal to 1d10 + your spellcasting ability modifier. These temporary hit points can’t be replaced by life from the creature, nor can any other effect. Creature and Object Life As long as the creature is on the same plane of existence as you, the creature can be made to indefinitely last in the home world. Once a creature leaves the home world and enters the permanent dimension outside it, the creature isn’t lost or harmed. The creature remains there longer than the duration is 8 hours. When the creature returns to the plane of existence outside it, it returns to any remaining temporary hit points with a broken body or head. Abjuration

Conjure Animals or Plants

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You summon fey spirits that appear in the space you designated when you prepared your sanctuary. You choose the following options for what appears: • One summoned fey creature of challenge rating 2 or lower • Two summoned fey creatures of challenge rating 1 or lower • Four summoned fey creatures of challenge rating 1/2 or lower • Eight summoned fey creatures of challenge rating 1/4 or lower. Evocation

Conjure Animals or Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to make contact with a willing animal or plant. You use a simple, almost magical trick to communicate your new knowledge to its senses: use your hand to touch it and whisper a word of knowledge along the way, gaining knowledge of the target’s capabilities and weaknesses. The target uses its reaction to receive your words and information. The spell doesn’t itself describe the target, but it does learn its capabilities and flaws. The sight of the target makes you shiver. A creature within a 10m-radius sphere that can’t be more than 100m feet can see through the sphere’s area can’t perceive objects there. The sphere can contain up to eight different creatures: five of which can’t exceed the sphere’s area; any creature that touches or carries the affected one succeeds on its first saving throw against the spell. If the sphere overlaps an area larger than the area affected by the spell, the spell ends, and you choose a new target or an affected creature. The spells can be removed or otherwise reduced by force from the spheres when they are no longer in use. Additionally, when you cast a spell that targets only a specific kind of creature, the number of creatures affected in that kind is reduced to one—for example, if you cast a spell that targets a specific kind of plant, the affected creature has no effect on it. When you cast a spell targeting a specific kind of beast, the number of such creatures is reduced by one. Abjuration

Conjure Animals or Plants

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

A string of magical energy surrounds a creature in a 20-foot-radius sphere centered on a point you can see within range. The sphere spreads around corners and lasts for the duration. You can create a 10-foot-radius sphere of swirling cloud around each creature in the sphere for the duration. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. The sphere then travels the entire range, in a 15-foot cone, until it reaches the ground. A creature can’t travel more

Conjure Animals or Plants

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Choose any number of creatures on the ground or in containers that you can see within range, and they bargain

Conjure Animals (requires attunement, please wishbones)

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You summon fey demons that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey demon of challenge rating 4 or lower • Two fey demons of challenge rating 5 or lower • Four fey demons of challenge rating 6 or lower • Five fey demons of challenge rating 7 or lower • Six fey demons of challenge rating 8 or lower • Eight fey demons of challenge rating 9 or lower Eight fey demons of challenge rating 10 or lower Four fey demons of challenge rating 6 or lower Three fey demons of challenge rating 7 or lower Two fey demons of challenge rating 4 or lower One fey demon of challenge rating 5 or lower Two fey demons of challenge rating 7 or lower Twisting runes appear, appearing at the top of your mind for 24 hours, after which time each target must be dismissed. This spell creates a new devil every 1 hour for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the number of demons summoned increases by two for each slot level above 5th. Enchantment

Conjure Animate Dead

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell attracts life from the dead, allowing you to designate a target type and duration. Choose the blood of a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or become undead at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an affected creature only once: once per day for 24 hours (as w ertech), once per day for 30 days (as celestials), or once per day for a year (as primordial light). Necromancy

Conjure Animate Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to entomb an undead creature within the necropolis. The target must succeed on a Charisma saving throw or its soul is turned to stone, and it becomes animated until the spell ends. As an action, you can make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Conjure Animate Dead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You attempt to enthrall the dead through the ghostly creature’s image. Your spellcasting abilities are as magnificent as the creature’s senses. You choose the image for its horror, and its movements and reactions as magnificent as its senses. An image can be as skeletal, as demented, as skeletal statue, as hideous statue, as hideous statue-like, or as a construct of grotesque size. It can be a celestial, an elemental, a fiend, a fiend mimic, as well as a fiend with 3 Hit Dice, as the target of your illusion. If the illusion has 30 hit points, it is immune to all damage and is animated until the spell ends. The animated image appears in places that you can see, which can reduce the image’s size by 60 feet and cause it to be difficult terrain for the target. The image remains animated for the duration. The image can animate multiple times, and it can animate food and drink no more than once. When the spell ends, any creature that was within its animating image when it created the image gains the benefit of any food and drink it’s willing or able to provide, and it can’t become fatigued or frightened. If the image is ever disturbed, the creature can use an action to inspect the image for signs of disturbance before doing anything dangerous. Illusion

Conjure Animate Dead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You invoke the dead to deliver an implacable message, complete with a sword slash and a longbow spread across the head. For the duration, you transform the heads of up to eight willing creatures you can see within range into animateaguses and imbue them with a calming power. Each target must make an Intelligence saving throw. On a failed save, it suffers from a desolation sickness, and it must then cleanse itself of any remaining creatures, including undead, that it can see within 30 feet of it. For the duration, the creature can’t make any melee attack, and it has disadvantage on attack rolls against creatures with trues or divines. Conjuration

Conjure Animate Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch dead targets that died while this spell was still active. The target can use its action to trigger another spell, or it can use its action to trigger the next spell. The creature must first make a Wisdom saving throw. On a success, the spell ends for the target. If the spell ends when the creature returns from the dead, the magic remains as long as it is active. If the spell ends for the target, the charm of the dead ends and the dead aren't re-mold. Otherwise, the spell ends and the creature isn't seen again. The spell ends when the object you touched dies. If the object has been missing for several days, the spell can no longer activate and you can no longer use the spell until it has died or after it expired. It must have been worn or worn-out and worn-out. When the last time the object was worn or worn out, the spell ends. When you cast this spell, choose one of the following options and gain the following results: The target dies when the spell ends. It can use its action to trigger another spell, or it can use its action to trigger the next spell. The spell must end for the target. If the spell ends for the target, the magic remains as long as it is active. If the spell destroys the object or the target falls off the table, no magic remains for the object. If the object, worn or worn-out, isn— eral or worn out—the object is no longer there either, or you cast the spell again for the object. The magic remains until the object drops to 0 hit points or the spell ends. If one creature dies while the spell remains on the target, the target can cast one remaining spell on it. The magic remains until the object is destroyed or the spell ends. When you cast this spell, choose one or two of the following options. The target dies when the spell ends. It can use its action to trigger another spell, or it can use its action to trigger the next spell. The magic remains until the object drops to 0 hit points or the spell ends. If you cast the spell, you animate the object yourself. When the casting ends, the target's magic is removed from the object or the spell ends. If you cast this spell several times, it remains for the entire duration. It is imperceptible in hostile or hostile terrain when the spell remains on the target. When a spell leaves your possession, you can leave its place when you cast it. When a spell strikes a creature, you can dismiss its curse as an action or cast spells from across the table. If you cast multiple times, you can trigger a single spell if any strikes your way, but it cannot be triggered again until the spell closes. If you dismiss a spell as an action, the triggering creature leaves the spell and returns for the next one, as the casting ends. If a specific spell has a casting time that is shorter than the minimum duration it requires to trigger the spell, the spell must leave the slot it triggered. As a general rule, triggering a spell with an opening or closing slot is no greater than the casting time required to trigger the spell. When a spell hits or leaves a place without triggering a curse, the opening slot that triggered the spell ends. The trigger doesn’t have to be a permanent trigger or a random effect. When a triggering creature leaves the trigger slot, the door opens. (Curse of Wounds) When a creature enters a cursed area or within a cursed space, the spell can trigger on any slot other than the opening slot and can trigger from either the opening slot or the opening slot of the space. For example, the triggering creature might trigger from any slot on the wall behind the wall where they entered or the door up there where they entered and left the area. The triggering entity might trigger from the side of the pit where it entered or the closest wall to the pit where it left. The triggering creature has to either make an Intelligence (Investiture or Professionals in Hand) check or spend 1.5 minutes on each of those rounds. If it succeeds, the trigger is quenched instantly for the duration. When the spell ends, the trigger disappears, but the creature is back where it died. Thus, if you trigger

Conjure an object

Casting Time: 1 action
Range: 1 Round
Duration: You create a magical fire that ignites when it rea

ches 0 hit points. The object can be a book, a piece of jewelry, a painting, or a piece of furniture. The object can also be a simple object, such as a hat, a piece of clothing

Conjure an object from the dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, the creature takes two d10 necrotic damage. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Illusion

Conjure Anubis

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour

You summon the powerful demon Anubis, the Shadow. Choose one of the following options for what appears when you cast this spell. Creatures you choose within 30 feet of the demon are surrounded by immolation until the spell ends. Anubis can’t attack. • Attacks with a weapon against the restrained target. • Attacks against creatures restrained by immolation. • Attacks against creature or object restrained by immolation, or restraint on a creature restrained by immolation. • Attacks against an enthroned target restrained by immolation or restrained by immolation's ward, such as stinking cloud or entangle or wither, are wasted. • The restrained target can use an action to make a Strength or Dexterity check contested by its fighting style. If it succeeds, it is freed from the immolation. If it fails, the spell ends. If a creature restrained by immolation or strangling grasp attacks against a restrained target, the restrained target takes 4d10 necrotic damage (if successful) and is restrained as an undead creature for the duration. The restrained target can use an action to make a Wisdom check against your spell save DC. On a success, it frees itself. The restrained target’s hit point maximum is reduced by half for the duration. During these same turns, it makes a Constitution saving throw at the end of each of its turns. If it successfully saves against this reduction, the demon is no longer restrained by immolation. Necromancy

Conjure Anuncion

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow a temporary immortality spell on it. Make a melee spell attack for the target. On a hit, the target loses 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Conjure an Undead

Casting Time: 1 action
Range: Touch
Duration: You touch the target and imbue it with a magical p

ower. The target can’t be affected by the spell’s effect or be charmed. The target’s Charisma score is equal to 10 + your spellcasting ability modifier. The target’s Strength score is equal to 10 + your spellcasting ability modifier. The target’s Intelligence score is equal to 10 + your spellcasting ability modifier. The target’s Charisma score is equal to 10 + your spellcasting ability modifier. The target’s Wisdom score is equal to 10 + your spellcasting ability modifier. The target’s Wisdom score is equal to 10 + your spellcasting ability modifier. Transmutation

Conjure Ape

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You attempt to pass out from exhaustion to a creature of your choice within range. The target’s condition is that it falls unconscious at the end of each of its turns. The target must make a Constitution saving throw. On a failed save, it is incapacitated until the spell ends. An unwilling target can’t be charmed, and the target’s condition is that it can’t speak, read, or write. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is Concentration, up to 10 minutes. Necromancy

Conjure Apparition

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell summons an apparition of monstrous proportions. Choose an area of ground that you can see within range, and the duration is instantaneous. An unwilling creature can make a Strength or Dexterity check with your spellcasting ability contested by your Wisdom modifier (your choice), and the creature’s speed is doubled. The creature is friendly to you and your companions for the duration. While the creature is friendly to you and your companions, you are aware of its movements and can see it at its greatest motion. You can communicate with the illusion with a text message message, or you can use your action to make a text message to an unwilling creature. The creature speaks in a manner that conveys the message, but is weak and indistinct. If the creature’s language includes any that conveys harmful words, these words are unintelligible to the creature. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 7th level or higher, the duration is 8 hours. If you use a 9th level spell slot, the duration is the same as 8 hours. Conjuration

Conjure Apparition

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure up a devil to appear in your space, at your command. If you cast this spell using a spell slot of 6th level or higher, the devil appears in your space. Otherwise, it w ho appears in your space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you animate up to five devil spirits. Each devil appears in a different location, and its movement and attacks have a 5th- and 8th-level form. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the devil spirits created by the devil spell have powers equal to the number of spell slots you have. The devil spirits created by the devil spell have advantage on saving throws against effects that specifically target them. Devilish Wards. You have advantage on attack rolls against the devil spirits created by devilish wards. The attack roll is Charisma-based, with each creature that fails its save as charmed or frightened. Necromancy

Conjure Apparition

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature and imbue it with a gift of destruction. Choose any number of creatures of your choice that you can see within range. They take 2d6 fire damage on a hit, and any creature that succeeds on a saving throw successfully extinguishes the fire. If a creature’s hit points increase by 2 or more, reduce the creature to a pile of rubble until it drops to 0 hit points. Each pile of rubble has AC 15 and 30 hit points. The fire damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Conjure Arcane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell brings true magic, infused with the arcane, to your service. Choose up to five creatures you can see within range and whose hit points are 0 or lower, and whose hit points are 1 or lower. The creatures can be up to hit by this spell. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. For each creature that you target, you create a new magical spell using a slot of 4th level or higher. The creature you create can be in any slot you have available, and it creates its own magical effect using that slot. If you target two or more creatures, they each create their own magical effects using that slot. This spell has no effect on constructs or undead. Casting it with a 5th-level spell is difficult because of the nature of the spell and the creatures it creates. You can cast this spell with a 15th-level spell slot expended, using only its slot. You can create two new magical effects using a 9th-level spell slot. You can instantaneously create a new effect using only one slot of your choice, up to six times by using this spell's instantaneous component, and up to nine times by using both components. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,

Conjure Arcane Evocation

Conjure Arcane

Casting Time: 1 action
Range: Instantaneous
Duration: You create a magical entity that can use magic, ra

nged weapon attacks, and spellcasting spells as a spell of your choice that you can see within range. The target must make a Charisma saving throw and is incapacitated for 1 minute. The target then regains the ability to use one of its spells of choice on the target. The target can use its action to make a Wisdom saving throw. On a success, the spell ends. The spell then ends, if any. The target can use its reaction to determine its current form. As an action, it can use its action to make another attack. If it hits, it can make a new attack for the spell’s duration. Conjuration

Conjure Arcane

Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 minute

This spell cuts an area of light that you can see within range and shapes it in any way you choose, creating a 20-foot-radius sphere centered on a point within range. Until the spell ends, spells can’t be cast through the sphere. While affected by this spell, a normal spell cast by a creature affected by it can be cast through the sphere. Spells and magical effects can’t affect the sphere. As a bonus action on a subsequent turn of yours, you can alter the sphere so that it appears to be a 20-foot-radius sphere centered on a point within range. If you cast a spell with a range of 300 feet and then move to a different spot within range, the sphere falls into a state of suspended animation and can’t activate until the spell ends. A creature affected by this spell can use an action to dismiss the spell with a harmless sensory shock, returning the sphere to its normal state. Abjuration

Conjure Arcane

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target appears within range to your left and and must make a Charisma saving throw. On a failed save, the creature takes 10d6 radiant damage, and it can’t use its movement to move toward you until you use your action to move away from the target. If the creature moves over a flat floor or a ceiling that is higher than the ceiling and under a structure, that ceiling and floor become difficult terrain for it until it moves away from the target and reappears where the spell ends. You can deal additional damage to the target if it is on the same plane of existence as you. Abjuration

Conjure Arcane Wyvern

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create the wyvern's magic within a 30—foot cube. Until the spell ends, you create one nonmagical weapon of fine construction that you can find at a forge or another location and that isn’t being worn or carried by another creature. The weapon has the finesse, damage, and casting time of the wyvern. The weapon is nearly invisible. Until the spell ends, you have disadvantage on attack rolls against creatures charmed by it. If you do not end the spell early, the wyvern takes no actions and doesn’t attack you. Transmutation

Conjure Arrows

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point, imbued with magical energy, that you perceive as a magic arrow. You can make arrow strikes with the arrow, with or without magical protection. The arrows are magical and nonmagical; however, they strike in the normal flow. The nearest target must be within 30 feet of the target. The arrow passes freely through the target, leaving no movement, and doesn’t need to move. The target ends the attack and damage rolls against you if it can avoid it. When the spell ends, you can turn the arrow over and point at any point on each line that the arrow can pass through. If it passes through a barrier, the spell stops. The spell is permanent; no other damage can’t reduce it to a point. It also has no effect on undead. If you cast it on a creature, the spell ends—or you end up with no damage or no damage to your weapon when the spell ends. This spell ends the turn after you turn it over, after you cast it, and after you finish it. Evocation

Conjure Ashes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a single object and cause it to magically transform into a single bead of magical energy. The spell can’t restore life to a creature if it has already been transformed. Its effect lasts for the spell’s duration. Transmutation

Conjure a snake

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a snake at the spot you choose within range. You can use your action to cause the snake to attack. If the creature is within 30 feet of you, the snake is hostile toward you. Make a Dexterity saving throw. On a failed save, the creature takes 1d4 poison damage. If the creature takes any damage from the snake’s biting attacks, the creature takes 1d4 poison damage and is charmed or frightened by it. If the creature takes any damage from the snake’s biting attacks, the creature takes poison from it and takes no damage from its bite attacks. Any creature that can’t be charmed or frightened by the snake’s biting attacks is restrained by it until the spell ends. A restrained creature can use its action to make a Constitution saving throw. On a failed save, the creature takes 10d6 poison damage and is restrained by it until the spell ends. The creature’s concentration is doubled. The creature can’t be frightened, but the creature can’t take any actions other than making an attack roll against you or an ally within 30 feet of it. Conjuration

Conjure a spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a phantom spirit that takes the form of a small creature that takes the form of a new god or goddess. It must fall within a specific sphere that has the following properties: - no air or water around it - the phantom doesn’t attack or pass through anything - the world is1/4 mile across - no harmful energy isposed into the creature’s space or body - the creature doesn’t rely on teleportation or man-made obstacles - the creature doesn’t rely on food or water and doesn’t need to be within reach of medical or other such expenses.” This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 8th level or higher, the spell has no effect. Enchantment

Conjure a spirit of flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You imbue a creature you touch with an illusion, a symbol, or a symbol of your deity. The target must make a Charisma saving throw. It fails if it isn’t certain it is on the right track. The target can’t be charmed, but it is capable of making a Charisma saving throw. If it fails, the spell ends. Transmutation

Conjure a statue

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You teleport to a place you can see within range. A statue of a deity you can see appears in a place you choose, and it lasts until the spell ends. A statue created by this spell functions as if created by another casting of the same spell. For example, a statue created by a similar casting of the same spell could appear in the same location, but it could not, because it was created to appear in the same place. A statue created by a similar casting of the same spell could appear in another location, but it could not, because it was created to appear in the same place. Casting this spell on the statue would cause it to disappear. Any creature affected by this spell, however, remains in the original location. Conjuration

Conjure a statue

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure a statue of a deity or an artifact. The statue must be of a creature of challenge rating 5 or lower, and it can’t be an object. You can also create a statue of a deity or an artifact by casting the same spell with the same casting material, requiring the same material to be present. The statue must be within 30 feet of a statue created by this spell, and it must be in an unoccupied space that can hold its own space. The statue is friendly to you and your companions. If the statue is damaged by an attack, you can make a melee spell attack against the creature with the injured object. If the creature is immune to any of the following effects, the creature has disadvantage on the attack roll: • Poison • Disease • Disease for 1 hour • • Disease for 1 hour or longer • • Disease for 1 hour or longer When you cast the spell, the statue appears in the game space that it occupies. If the statue is in the game space, you can create a statue of the statue by casting the same spell with the same casting material, requiring the same material to be present. Transmutation

Conjure Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to one hour

You create a magical aura that surrounds yourself and your companions, healing them for 1d10 magic damage. When you cast the spell, you cause up to ten creatures of your choice that you can see within 30 feet of you to become temporarily blinded. If you cast the spell on more than one creature, the affected creatures can’t see, hear, or touch you. The creature’s AC and hit points are halved. If the creature’s AC or hit points are halved, the creature takes 3d6 psychic damage, and the blindness ends. Transmutation

Conjure Aura

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You possess a spectral, harmful aura that fills mists and mystics with noise and pours out magical energy. That energy ignites any objects or materials that aren’t being worn or carried, and it vanishes when the spell ends. Creatures are immune to this spell for the duration. If the aura lingers in an object, place, or other place during the duration, that place or creature must succeed on a Dexterity saving throw or become frightened while you are casting this spell. Additionally, the aura attracts creatures of your choice that you can see within 60 feet of you (including you, if you are in the City of Brass or the Shadowfell). These creatures can take level , and a faint Divine Spirit indicates that the creature is of royal or duchy origin (no Divine Permutation required). The aura instantly removes a drow target or object and removes any magical sensors within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Abjuration

Conjure Avatar

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You summon an immobile, skeletal, skeletal guardian who takes the form of a Large or smaller humanoid you can see within range. Until the spell ends, the guardian appears in an unoccupied space that you can see within 500 feet of you. The guardian vanishes when it has seen no more than 300 feet of direct light, 300 feet of visible light, and no darkness beyond 300 feet. If this spell ends if you are within 300 feet of the guardian, dismiss it as an action. The guardian disappears when it has a dark or dim vision (your choice when you cast this spell). It reappears in the space where you cast this spell or where you cast it. Roll on the following table to determine if there is a target within 300 feet of the target. Targets can be any size or type of creature. You choose one or more of the following forms for the guardian: • Huge or smaller. Target takes 2d10 force damage. • The Medium or smaller. Target takes 2d12 force damage in addition to slashing damage. • The Large or smaller. Target takes 2d10 force damage in addition to piercing damage. A thin blue aura surrounds the guardian. If a target is present within 300 feet of the target, the aura instantly disperses the creature. If there are multiple targets within 300 feet of the target, the aura creates a barrier that prevents a target from reaching its maximum capacity. The barrier is 8 inches thick and lasts for the duration. When a target successfully hits the barrier or starts its turn there, it takes 2d12 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d12 for each slot level above 2nd. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon an immobile, translucent, spectral avatar that takes 10 minutes to form and disappears once you cast the spell. You can cast the spell as a group spell (10th-level companions only), targeting the same creature or several creatures that you have met at the start of each of your turns, or choose a new creature of challenge rating 2 or lower. The spectral creature appears in an unoccupied space that you can see within range on a creature or an object within 30 feet of it, and it disappears within 10 minutes. While the creature is in motion, you can use your action to

Conjure Avatar

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

You choose a creature that you can see within range, and choose one of the following options for how long it lasts. If you cast this spell while within line of sight of a target, you can instantaneously teleport it to an unoccupied space you can see within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Conjure Avatar

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a magical entity that appears in a 30-foot cube, centered on a point you touch. The target must be within 60 feet of you and can’t see beyond the cube. The target can’t be more than 60 feet tall and must be within 30 feet of you on each side

Conjure Avatar

Casting Time: 1 action
Range: 150
Duration: Concentration, up to nine hours

You summon fey spirits that assume the forms of humanoids and become servants of nature. Choose any number of willing creatures you can see within range and form one of the following servants: crab (3d6), lizard (2d6), frog (2d6), lizard (1d6), raven (1d6), or wolf (1d6). The servants w as created by the following rituals: • You summon fey spirits equal to your spellcasting ability score, which take the form of servants with a 5th-level slot and that follow the same general rules for their servants. The fey spirits appear in unoccupied spaces within 10 feet of you and can be summoned from among them. They appear for each friendly creature they appear in. When you summon them, make a new spell attack for each fey spirit created. On each of your turns, you can use your action to summon one fey servant. Each fey servant obeys any verbal orders given to it by

Conjure Avatar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

Choose one creature that you can see within range. You transform it into a fey avatar that defends you and your companions against hostile creatures, up to six hostile creatures of your choice that you can see within 60 feet of you (including you), and one hostile creature that can’t be charmed. The hostile creature can use an action to make a Wisdom saving throw. On a successful save, you imbue the fey avatar with a protective magic that stops it from attacking you. When the spell ends, the fey avatar disappears, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. The fey avatars can be summoned as fey followers to fight as companions. When you cast this spell, you can make a single melee attack against each fey avanoid creature you designate within 30 feet of you. On a hit, the creature takes 1d8 psychic damage, and it can’t willingly give up its fey allegiance to you for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Conjure Avatar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain the ability to communicate with an immortal, floating creature. You can speak the languages you wish to communicate with, as long as you speak a language that is native to the plane of existence you are on, up to a level of 30th. If your concentration is broken, you lose the ability to speak the languages you speak, and if your concentration is broken while you are in this state, you gain none of the language. You can also choose to speak only to yourself, a creature or a Large or smaller creature, and only to the general public. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to one minute

You transform an unwilling creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The charmed target can use an action to exhale a small quantity of positive energy in a direction you choose, which you choose instantly. The target emits a loud boom when it makes a saving throw. Any creature or object inside the spell’s radius that is charmed by you instantly falls prone, and the spell ends. If the target makes an Intelligence saving throw to resist the spell, it can roll a d4 to determine whether its Intelligence (Investigation) and Wisdom (Insight) are 2 or higher, and choose whether the spell succeeds or fails. The spell ends if the target makes an Intelligence saving throw to resist the spell. While the target is charmed, you can affect it with one of the following effects of your choice: • You can shape the target’s attire, armor, weapons, or magic items as you like, shaping the creature into a mithral warrior with long arms and spear-like legs. The target must use its action to make a melee spell attack against a creature within your reach. On a hit, the target takes 1d12 piercing damage. • You can utter gibberish and force-poison creatures within 60 feet of the target. They must make a Constitution saving throw. They take 4d10 lacerations of any description on their subsequent hits, and they take 4d10 acid, cold, fire, lightning, or thunder damage. On a failed save, the creature takes half as much damage and isn’t blinded. • You can summon fey spirits that appear in the space of 10 feet of the target’s space and that fit the definition of fey spirits. An elemental fey (equivalent to fey ant, fey fey crab, fey devil, fey fiend, fey fey fiend, fey fey hill giant, fey elementist, fey elementalist, fey great fiend, fey elementist, fey neuter, fey necromancer, fey psychic, fey spirit, fey untamed, fey undead, fey undead knight, fey vine, fey wyfridghulmer, feyweaver, fiendish vine, fey vinemother, fey vinemother of nightmares). These fey spirits appear in unoccupied spaces within 30 feet of the target. If the target is within 30 feet of a fey fey spirit summoned by fey fey, it takes 3d10 force damage on a failed save, and the fey spirits leave a 10-foot-radius sphere centered on the sphere that space and disappears about once every 10 days for every 1 month for a full year. These fey spirits do not disappear temporarily, but rather take up temporary residents, either living or dying, in the area. A permanent resident lasts until it drops to 0 hit points or dies. The spell ends for a permanent resident who leaves a place of permanent importance within 30 feet of the target or leaves a place of temporary importance within 30 feet of a place of temporary importance. Abjuration

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose a creature that you can see within range and that can fit within an unoccupied 20-foot cube within range. The target can take the Dash action and follow a pattern of familiar steps you choose for the duration. For the first time on a turn or within 60 seconds, the target can adopt a pattern of steps you choose for the duration. The transformation lasts for the duration. You can also use this spell to bring about a new creature’s fate or cause it to suffer a fate beyond its wildest imaginings. Alternatively, you can end the spell early, gaining temporary Hit Points equal to your spellcasting ability modifier. In addition, if you cast this spell while your pet is alive and starts its turn there with a successful attack, it is automatically replaced by a random form of creature who’s creature’s task is to aid its master in bringing about its fate. Abjuration

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell brings a creature of your choice that you can see within range to a place of your choice within range. The new place can be an area, an on a certain elevation, or on another level. The creature can be anywhere on the same plane of existence as the creature you selected. To bring the creature to an unoccupied space within 30 feet of a place you choose within 30 feet of the destination place, you need not have taken any other steps. If you do so, the creature is transported to the nearest unoccupied space within 30 feet of the destination place before moving to any unoccupied space within 30 feet. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to reach out into the void and create a spirit that takes the form of a willing creature. It must be of the same kind as you and must be within 60 feet of you and within 120 feet of you (if you cast this spell while you already have a spirit, it appears in a location you have visited before and must be within 60 feet of you). Its challenge rating is Strength, and it deals 3d8 damage of the chosen type when you reach 5th level (2d8 damage of 4th

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon an invisible, unfriendly creature of challenge rating 10 or lower. It remains for the duration or until you choose another creature of challenge rating 10 or lower. The creature descends on your side and hurls a mote of noncontingent crude metal at the target. It disappears completely if dispelled, giving the creature little or no warning of your presence. The creature can cast spells of a level 10 or lower, if available, but it can’t take any magical action to cast spells of that level, since the spell doesn’t target undead. The spell casts only to a height of 5 feet or less, and the spell fails if the creature’s height is less than 5 feet. The creature can enter and occupy an private or protected chamber, a space that has an apparent ceiling of at least 50 feet (16 m) and that has a ceiling of 60 feet (7.5 m), as well as an opening 50 feet wide and 30 feet deep. The spell fails if the creature’s height‘s object or object’s height is less than or equal to the floor‘s height, if the creature has access to the chamber or the private or protected

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a magical Avatar that can communicate with any creature within range. Choose one of the following options for how long you can remain on the plane. • You can be on the plane in which the spell occurs. • You can’t travel to another plane. • You can’t cast spells on yourself or another creature that isn’t on the plane in which the spell’s effect occurs. • You can’t cast spells on yourself or another creature that isn’t on the plane in which the spell’s effect occurs. • You can’t cast spells that use magical energy. • You can create a magical airship with the same basic equipment as the spell. • You can create a teleport that transports you anywhere on the plane. This teleportation can be difficult terrain or difficult to use. • You can create an airship that transports you to an unoccupied space on the plane. This airship can be up to 10 feet long and 20 feet high. The airship can also be up to 5 feet long and 10 feet high. The space can have up to 100 cubic feet of air or less. The airship can hover or hover and can be carried by any hand as long as it can carry at least one other person. The airship can carry no more than four passengers. The airship can be carried by three

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: 24 hours

You transform an unwilling creature you can see within range. You choose one of the following options for what appears: • One aberration, magical beast, f’ther, aberration, fey, fiend, or fiend spell of 6th level or lower • One spell of 7th level or lower • One spell of 8th level or lower • Two spells of 7th level or lower • Four spells of 8th level or lower If you transform a creature of the chosen type, you transform the creature into an aberration, a beast, a fey, or a fiend. The spell fails if you transform a creature of the chosen type: if you transform a fey or a fiend, the fey transforms the fey into a fey creature, and so on through the whole gamut of the spell . The fey creature transforms the fey creature into a fiend, and so on through the whole gamut of the fey creature transform spell . If you transform a fiend, the fey creature transforms the fey creature into a fiend. The fey creature transforms the fey creature into a hideous mimic, and so on through the whole gamut of the fiend transformation spell . Your transformation spells' base abilities and spells' base attack bonuses are reduced by 2, if you have the druid’s paladin level spell slot, and your attack bonus is reduced by 2, if you

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You transform an unwilling creature you touch into a spectral ghost, summoning it to your aid in combat. Creatures of your choice that you can see within range can’t understand the creature’s language, or its emotions. The spectral creature appears within 60 feet of you in an unoccupied space that you can see within range. Until the spell ends, the creature has resistance to nonmagical damage, and it gains the ability to move across difficult terrain created by the terrain shift spell. It can also run free on its turn if attacked. If attacked while pursuing a scent scent spell, the creature might be able to move up or down a ramp or a hill, but that would require a swift and precise move by the creature to reach its goal. If the creature pursues its goal and only after gaining an advantage, a disadvantage, or a gain, you can use your action to transform it back to human form. If you are fighting the creature, it has advantage on attack rolls against you and can’t attack you until its next turn. It has disadvantage on attack rolls against you and can’t willingly enter a siege, siege engine, or flanking duel. While this creature is transformed, other creatures with trueshrines also become ensnared. It escapes by using a similar trueshrine to sneak out. If you choose a new form, you can transform the new form by spending 1 hit point of your choice action. If you transform a creature that uses this trait, its hit point maximum is reduced to 0 and it has disadvantage on attack rolls against you until the spell ends. transformation by nature Transmutation

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You transform a willing Avatar you touch into beast form. Each creature within range, or one of its types within range, deals 3d8 necrotic damage to the target. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You transform up to three willing creatures of your choice that you can see within range. They take 10d8 damage of the type you chosen for the spell�

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You transform up to ten willing creatures of your choice that you can see within range. An unwilling creature can be a member of the chosen kind or a duplicate of the target as a creature. The transformation lasts for the duration. If the target is a Huge or smaller creature, its size is multiplied by 10, and the result is a creature with a hit point maximum of 1d8. If it is a Medium or smaller creature, its size is multiplied by 10, and the result is a creature with a hit point maximum of 2d8. As a bonus action on each of your turns, you can alter the target’s size so that it is at least foot shorter than it is now. Abjuration

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

An immobile, spectral abomination appears on a point you choose within range. You can designate a target location to appear in an illusion, such as a temple or the bottom of a large pit. The target appears in any orientation you desire; you can place a creature or object within the illusion or create a false image from an illusion

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Each creature in a 20-foot cube that you can see within range must make an Intelligence saving throw. On a failed save, the creature takes 3d6 necrotic damage. On a successful save, the creature takes half as much damage. On a successful save, the creature takes half as much damage and no longer takes necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell allows you to reach out to a willing creature you can see within range and shape the course of its action to deliver a powerful blow. The target must make a successful Strength saving throw or be knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a statue of a god or a god of war that appears in a location other than the original location you created the statue of. The statue is tall, wreathed in golden flame, and has a 10-foot radius. You can animate the statue by using an action that requires movement. If you do so, the statue vanishes, and you can use an action to dismiss the statue as an action. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue an unwilling creature you can see within range with magic. Until the spell ends, the target can attack or benefit from some other effect, such as one that would give the target a +2 bonus or a resistance to one damage type or a magic weapon damage type, or one that wakens a creature affected by a mind-affecting spell. On each of your turns for the duration, you can use a bonus action on your turn to assume the persona of one of the creatures you described above, or take the actions described below as part of targeting the creature for effect modification. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, it affects only the target. If you cast it using a spell slot of 7th level or higher, it affects only the target once. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your body becomes a shadowy phantom that appears in an unoccupied space you choose within range. The creature disappears when it drops to 0 hit points or when the spell ends. You can use a spell slot of 2nd level or 3rd level to banish the creature, making it a Medium illusion. Alternatively, you can summon a non-hostile force to do the task of restraining the creature, which can be the same creature that killed your father or cursed your home. You choose the manifestation chosen at the start of each of your turns as a spectral guardian angel or a spectral phantom, and when you cast these spells, create a spectral guardian angel at the start of each of your turns, following the DM's directions. The spectral guardian angel appears as a shadowy cloud with no head and no eyes. The angel appears in an unoccupied space within range, at the start of each of your turns and before the spell ends. A spectral guardian angel lasts for the duration or until one of the following conditions are met: - The angel appears in the space you choose—its space, if available, is inconspicuous, and its glowing red eyes dilate - The angel can’t communicate - You create a magical link between the creature and its creator, granting it control of one tool you choose At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of spectral creatures you can create with a successful attack decreases by two for each slot level above 5th. Abjuration

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a celestial, whose power and might you need in the difficult terrain you choose. Choose one of the following celestial types to join: • Clerics, druids, wizards, or summon spirits. Each creature you choose when you cast this spell must succeed on a Wisdom saving throw or become charmed by you for the duration. • You cause plants and creatures friendly to you to become charmed by half of your spellcasting ability • You cause creatures that are friendly to you to become charmed by one half of your spellcasting ability • You create or cause natural disasters. For the duration, any of these disasters can be caused by two or more of your companions. You also create or cause natural disasters by causing a natural disaster that results in damage or life loss. A natural disaster caused by a natural disaster can be prevented by either reducing the intensity of the disaster by 1, or by raising the intensity level of the disaster by 1B, for example. Evocation

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform an unwilling creature you can see within range. The target gains mote resistance 5 and can’t be charmed or frightened. While in this aura, the target has resistance to necrotic damage, poison, cold, thunder, lightning, and thunder damage, as well as resistance to magic missile damage, for 1 hour. The target has weapon damage reduction, proficiencies short sword, short sword, shield, and slam attack. While in the aura, the target can make a melee attack with a weapon. It must make a melee attack with that weapon before it deals damage. It can’t make attacks with a spell or a weapon during its next turn, or use its action to deal normal damage to one creature that uses its action to use its action to use its action to use its action. It can also spend 1 hit point cleaning up after itself if it can’t immediately’t injured another creature. The target realizes it made a hostile gesture and acts in self-defense. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an illusion that can be used to communicate with creatures of your choice that aren't creatures of your choice (such as undead, constructs, and undead). The illusion can be an unoccupied, spell-like object, an undead spell slot, or a number of other nonmagical illusions equal to your spellcasting ability. The illusion can be an unoccupied, spell-like object, a number of creatures of your choice that aren't creatures of your choice, or a number of creatures that aren't creatures of your choice that aren't creatures of your choice. If you cast this spell multiple times, you can have up to three of its components, and up to one of its components each time it is used. The illusion can be created up to 30 feet away from any creature of your choice. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: 90
Duration: 15 minutes

You summon a creature of challenge rating 5 or lower, from the plane of existence you choose, to offer a verbal prayer of hope and service. The creature appears in an unoccupied space that you can see within range and is friendly to you. The creature obeys all the verbal commands it hears, and it does whatever it can to serve you in combat. The creature knows how you wish it to act, though it usually obeys commands you have previously given it. For the purposes of making a verbal prayer, each creature that you make with this spell must succeed on a Wisdom saving throw against polymorph, or it becomes friendly to you while friendly to another creature. In addition, you can summon a summoned creature as a part of casting the spell. It appears within 60 feet of you and can speak your prayer as part of its combat component. It obeys any command you give it, though it usually obeys what you have given it. It also obeys whatever commands you give it. You can issue a verbal command only to the creature, as part of casting the prayer, and only to the one willing to speak it. You can specify any verbal commands you choose, but they must be clearly understood and carried out by the creature. When you issue the command, you can specify the duration for which you wish the creature to act. To do so, place your finger over the creature’s spoken word, writing pattern, or any other symbol you desire on its back. If you have the creature

Conjure Avatar

Casting Time: 1 action
Range: 90
Duration: 6 Hours

The next time you make an attack roll or a saving throw during this casting, you can make a different attack roll using your bonus action to make the attack using a bonus action to take no extra damage. This spell also allows you to reshape a creature’s mind in ways you choose for the attack, rather than the other way around. Illusion

Conjure Avatar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Choose an area of stone or mud that you can see that fits within a 5-foot cube and that is within reach. You can create that area by creating a 60-foot cube of air centered on a point within range. Each creature that starts its turn in the cube must succeed on a Dexterity saving throw or become restrained by the spell for the duration. As an action, a creature can be restrained only by an energy weapon that is at least 1 hour old or that can reach the target. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. If the check succeeds, the creature is no longer restrained by the spell. When a creature starts its turn in the cube, it can use an action to move up to half its speed and use an action to slam the lid shut. The creature can move again if it chooses. The restrained creature can use an action to attack twice, if it so chooses. It can take three physical actions, or choose a different action on each of its turns. If it does so, the spell ends, and the lid is turned away from where it lies to where the creature is currently restrained. Transmutation

Conjure Avatar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a fey demon from the Nine Hells to take its place, becoming a creature in the Nine Hells at any time for the duration. You choose the demon’s type at the time you cast the spell. The fey demon is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). If you command its action, it defends and preserves itself to the best of its ability. As an action, you can command its actioner whether or not to move on to a different action. If you command its action, it chooses what action it will take and how it will behave. The fey demon doesn’t take actions this turn. When the fey demon leaves the demon’s dimension, it returns to its home plane. If your home plane is not a different plane than your current one, the fey demon travels in a straight line through the available plane of existence there, surviving any attack, damage, or other effects that apply to it. While in this plane, the demon doesn’t take actions or move. Instead, you can command the demon to move to a different plane of existence. If the demon travels in this way again, the demon returns to its home plane. If you command the demon to move to another plane, it can move to that plane only if absolutely necessary to so. The demon doesn’t normally move to another plane if the home plane is invaded or if the demon is traveling in a different direction than the one he or she inhabits. If you command the demon to move to a different plane than his or her home plane, the demon has no immediate effect there. The demon travels in a straight line through the available plane of existence there, surviving any attack, damage, or spell that affects it there. If the demon travels in this way multiple times before he or she reaches his or her full potential, the demon has total travel time before it reaches its full potential. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon an angel from the darkest secluded corners of the veilless planes to besiege a stronghold. You can choose the form of the avian, the fey, the fiend, the hideous abomination, or the terrifying ter'angreal. The angel is a celestial, a celestial, a fiend, a hideous abomination, or an aberration of the deepest sort. When you make an avian or fey summon, choose one of the following options, or take one that isn’t particularly detailed: bane; cacoon; choler beast; dire wolf; fiend; gatherer’s sharebow; ghoul’s hammer; griffon’s axe; hound’s snare; icicle whip; jagged shoelace; jagged hand; jagged scourge; jagged pole; jagged sword; lump of jagged soil; lump of jagged bone; lump of jagged earth; lump of jagged shadow; lump of jagged rock; lump of jagged cloud; lump of jagged mud; lump of jagged water; lump of jagged fog; lump of jagged rocks; lump of jagged clouds; lump of jagged vapors; lump of jagged smoke; lump of jagged fog; lump of jagged rocks; lump of jagged rocks; lump of jagged fog; lump of jagged clouds; lump of jagged vapors; lump of jagged vapors; lump of jagged clouds; lump of jagged clouds; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of jagged vapors; lump of

Conjure Avatar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a creature you can see within range. You cast a spell of 3rd level or lower and move to a different plane of existence for the duration. As an action, you can move up or down one of the following paths: • You can move up or down the shortest straight line that you can follow, up or down the shortest tree branch that you can see behind you, or up or down the longest tube that you can see behind you. • You can move across a room filled with fog or silence as you choose, up or down a ramp or a ceiling as you choose, up or down a pillar as you choose, and so on through the duration. • You can move across a floor or a container as you choose, up or down a ramp as you choose, and so on through the duration. • You can move up or down a ladder, stairwell, or other structure as you choose, up or down a pillar as you choose, and so on through the duration. • You can move across an open pit as you choose, up or down a rock wall as you choose, and so on through the duration. The globe lasts for the duration and isn’t blinded or deafened by any special effect that might banish it or cast it to another plane. As an action, you can place the globe in an unoccupied space on the ground within 10 feet of where you cast this spell. You can move the globe as a bonus action on each of your turns, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Once placed, the globe shimmers in an extradimensional space that you can see. When you cast this spell, you can designate an object that you can fit within 5 feet of it and that can fit within the globe and that isn’t being worn or carried by another creature. The object is invisible except for combat gear. You can shape the globe to fit within the object; if you want it to appear to be a staff or shield, you can use a different arrangement of two threads arranged in a special arrangement. Alternatively, you can use an arrangement of two threads arranged in a similar manner to protect a celestials weapon against slashing attacks. Each piece of the globe functions as if it had been created with this spell. If you make an attack roll and the attack hits, a second similar piece of the globe falls to the ground and deals an extra 1d6 force damage to the target (your spellcasting ability determines how much force the second piece can use). If you make a weapon attack and the attack hits, the weapon carries a greater force bonus against the second piece, but the weapon doesn’t have to come from a staff or shield to use this spell. If you make a melee attack and have the attack hitting the globe, you instead use the bonus to carry a piece of the weapon. If you make a weapon attack and have the weapon hitting the globe, you also use the bonus to carry a piece of the weapon, but the weapon carries no weight nor uses a firing pin. If you make a melee spell attack and have the attack hitting the globe, you instead make a different spell attack using a piece of the weapon. If you make a spell attack and have the attack hitting the globe, you instead make a new spell attack using a piece of the weapon. If you make a ranged spell attack and have the attack hitting the globe, you instead make a new spell attack using a piece of the weapon. If one of your spells hits a globe, that piece of magic automatically disintegrates it, so long as the spell’s force field remains constant. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra force created by the

Conjure Avatar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target fails the spell. The spell ends for you and your companions who are within 30 feet of the target. You can use a bonus action to cause the spell to end for you and your companions. On subsequent turns, you can use a bonus action to cause the spell to end for you and your companions who are within 30 feet of the target. In effect, you decide what action the target takes, how many minutes it spends concentrating, and what action the target takes when it regains hit points. The spell ends if the target takes any damage or if you cast this spell again. Illusion

Conjure Avatar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

As you cast the spell, choose one of the following options for summoning a celestial: 1. Make a celestial sphere centered on a point within range. Choose a celestial that you can see and is within 20 feet of. At the beginning of each of its turns, you can call a celestial to appear in any distance from you. The celestial appears in a celestial body of water of your choice that is about the size of your party or a length of 10 feet or less away from you. The celestial appears in the form of a celestial target, with a 20-foot radius. The celestial is hostile toward you and creatures that can’t be targeted by spells or other magical effects. The celestial appears in a 30-foot radius around itself, centered on a point within range. If the celestial can’t see or hear any creature, it must make a Charisma saving throw. It fails. You can also make the spell target an object, a structure, or anything other than a celestial. The target must be within 30 feet of the celestial or can’t be seen (or heard), so it must fall within 30 feet of the celestial. The spell’s target can be anything you create or manipulate, including objects created or manipulated by this spell. The spell can target objects or creatures, but it can’t target anything that is animated or interacted with. If the spell creates or affects an object that you can’t see or hear, the object or creature is unaffected. A creature can use an action to examine the object or creature for any magical effect that might have been created by the spell. If it finds anything that isn’t there, the spell fails. Transmutation

Conjure Avatar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell makes your home seem more like home than yours—your home in a way that conjures dreams, nightmares, or a foul spell. You must use a different magic prop or another magical means to cast the spell. A magic prop created through the use of a

Conjure Avatar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your spell calls into question one willing to face the horrors of your home. Choose a willing creature that you can see within range. It must succeed on a Wisdom saving throw or drop to 1 hit. On a failed save, an affected creature must reduce its level of Constitution saving throw to 1. The target’s Constitution is 11, and it has disadvantage on attack rolls against you until the spell ends. An affected creature can choose a different saving throw every day for a year. When you cast this spell, choose a password protected by an opaque password that is at least twice as large as the creature’s home. Choose a password that has the following properties: • All words are automatically excluded from the password: • If you select an image password, images of men, women, and children appear in the item, and images of undead and demons are excluded even if the image is non-image, the image appears in the password phrase, and images of creatures and objects created by this spell are also included. • You can create duplicates of an image and any duplicate created by this spell is immediately lost. If you choose an image password, you combine password words with images of any creatures or objects created by this spell to create multiple images, with a maximum of one image created by each password word. Illusion

Conjure Avatar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a phantom spirit that obeys your commands while within range. The phantom appears in a vertical line that points toward a point within range. Make a ranged spell attack. On a hit, the target takes 1d6 lightning damage and is knocked prone. The spell ends if you attempt to cast another spell of level 3rd or higher. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Conjure Avatar

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create an invisible avatar of a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the avatar becomes a simulacrum and is immune to all damage and effects. The avatar remains for the duration as an illusion until it is no longer there. You can use an action to dismiss the spell. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a celestial. The spell ends if you cast this spell again. The celestial enters the game as a celestial until the spell ends, reaching the celestial’s level at the time you cast it. A celestial’s hit point maximum is reduced to 0 hit points. The celestial is immune to fire damage and cold damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As a ranged spell of 8th level or lower, you summon a spirit that w ho rises from the ground and descends on a creature you choose within range. The fiend’s true calling remains even after it descends on the creature. The w rend must succeed on a Wisdom saving throw or be triggered by an effect that you specify as a spirit’s true calling. The summoned creature vanishes when it leaves the spell’s area for the first time on a creature or a time limit has expired on the creature, or both creatures if there is only one. The w rend leaves a trail of destruction around the w ord if the creature it strikes is friendly to you or a creature you choose within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: 1 Month

Your ghost reveals the details of an ordeal to a creature within 5 feet of it. That creature must succeed on a Wisdom saving throw or become telepathic in some way. As an action, you can bring the target within 5 feet of you in exchange for one other creature of your choice within range. If you cast this spell while disguised as a creature and the target is on the same plane as you, the creature can't be telepathic to you and can't perform any action while the spell is in effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell for magical fey spells and magical incantations increases by 5 days for each slot level above 6th. Abjuration

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell requires a willing creature you touch to become a celestial. For the duration, you gain 1 celestial level, which you can change as you speak the celestial’s name, as long as there are no fewer than two willing creatures within range for which you cast this spell. To cast this spell through a celestial, a celestial must be 18 years of age or older, and the spell requires at least 1,000 celestial pounds (about 200 pounds each creature)))) or 1,000 celestial pounds (about 300 pounds each creature)) to work. Casting through a celestial takes 1 minute. Casting through a celestial requires a target other than the one you selected, such as a temple or an altar, and casting through a celestial requires no casting. You can create celestial bodies by casting the spell through a celestial body you find within range. For example, you could cast through a celestial body a body of water that has a diameter of up to 5 miles (8 miles each creature)). You could create celestial bodies of a circular shape, a sphere, or a disk by casting this spell through a celestial body you find within range. You can also create celestial bodies out of thin air by casting this spell through a celestial body made of wood or stone (your choice). You can shape the objects you cast through the celestial bodies, creating celestial bodies with ease. Similarly, you can animate two celestial bodies by manipulating one of them and creating two more celestial bodies if you wish. These effects last for 24 hours, with each creature affected by this spell restored to life with each successful use of an ability check made before the spell ends. If you cast this spell during your next rest, you can choose a new target for each one affected by this spell, rather than having creatures affected by it affected by subsequent checks made before the spell ends. The changes wrought by this spell fail to hold up to physical protection, saving throws, or magic items. Transmutation

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You attempt to charm a creature you touch. It must make a Charisma saving throw. It fails the saving throw when you cast this spell, and any spells it has cast that it has cast that day are affected by this spell. The charm lasts for the duration or until it is dispelled. You choose one or more of the following ways to affect the creature you target. The creature can be targeted only by one spell or by triggering an interaction between two or more spells of your choice. If you target a creature, each casting of that spell targets that creature. Dispel Magic You manipulate a magic item, a staff, rod, or similar object capable of manipulating one or more of the following magic items: antimagic field, abjuration, baiting, bardic, cudgel, defender of wits, defender of wits, defender of nature, defender of elementals, defender of nature, ember, enriched with negative energy, luck, holy, holy water, holy air, holy water, holy leaf, holy light, holy water, holy sword, sacred scourge, shril of holy sun, holy cloud, sign , or temple spirit. Enchantment You create an invisible barrier that blocks movement, but causes creatures in its area to make a Dexterity saving throw. An invisible barrier, determined by the type of magic item in the game, is a solid barrier composed of four sheets of magical force that are spaced 1 inch apart. The barrier moves like an invisible ward, effectively blocking all outward movement. If an object being carried by an affected creature drops to 0 hit points before the spell ends, it and its material components are carried to the nearest unoccupied space within 30 feet of the barrier, to the nearest unoccupied space in the spell’s area, where they are carried and held for the duration of the spell, or to the nearest unoccupied space within 30 feet of the barrier, where the spell ends altogether. If you cast this spell while the barrier is active, you can have the spell end without dealing damage. Transmutation

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You invoke the spirits of the dead to enter and kill one creature of your choice within range, raising your hand in a manner similar to a sword drawn with a bow. You can end the effect of the spell on a target that doesn’t have a target in it. Until the spell ends, the target can be dispelled of any debt it has and give you one of the following benefits: • Your magic doesn’t function in impossible ways; • You don’t have to deal with life difficult to halt; • Any creature’s natural reaction is to flee at the nearest creature’s designated exit; or • You know how many hit points of an enemy creature has, if any; and • Creatures are unaffected by spells and magical effects that would end the effect of spells other than those used by the creature. Abjuration

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and give her grace and shelter, attaining the maximum extent possible through hard work and skill. The spell ends if she willingly allows herself to be harmed. Divination

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a willing creature with hope. Until the spell ends, the target’s eyesight is off, their gear is free of damage, and everything is restored to normal. The target can’t willingly leave a place or a place within range and can’t leave an area. If these conditions hold up within a year, the target and the target both disappear. If a target leaves a place within range, the target or the target both disappear. If neither becomes a place within range, the spell ends for it. If you cast this spell while you take 1 minute or less of rest, your next turn, the target can make a Wisdom saving throw, and the spell ends for it. Such a creature can take the Dash action and then make a double jump. On a successful jump, it can move up to 25 feet and do so at the fastest possible pace. If the target fails its checks to move on its next turn, it can use its action to instead make another Dexterity saving throw. If it succeeds, the spell ends for it. Transmutation

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You invoke the spirits of the dead to deliver a message. Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it instead takes 14d10 necrotic damage, and it must then make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes half as much damage and isn’t affected by this spell. You can also cause a creature to bleed out if it takes any damage while under the effect. Necromancy

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch an unwilling Avatar, or one willing creature of your choice that you can see within range. The spell ends when the target drops to 0 hit points. When the target drops to 0 hit points, the target becomes animated and must make a Wisdom saving throw. On a success, the creature becomes a celestial for the duration. At Higher Levels. When you

Conjure Avatar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a magical portal created by the power of your mind. The portal is made of stone and is composed of a variety of magical properties. It can be created by the use of a spell slot of 2nd level or higher. The portal can be opened or closed by means of an action. The portal is made up of a range of extradimensional portals, each of which is a different size and shape. If the portal is open

Conjure Bear

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You summon a divine beast that obeys all of your commands, and it disappears into silence for the duration. The beast appears in an unoccupied space you choose within range. The beast can be summoned up to 25 feet away from you. Casting this spell on the beast grants access to its statistics, which are as described for the beast. It has an Intelligence of 5, and it gains the ability to speak one language of your choice as a feature ability for 4 hours. You can’t summon the beast if you are on a plane of existence different from the one you’re on. It obeys any command that an individual creature can give it, but it doesn’t obey commands originating from another plane of existence, such as orders from your home plane, calls from your home plane, directions from your kingdom of origin, or a command that originates from another language. Casting this spell on the beast grants it the ability to understand one language of your choice for 1 hour, at a time, before returning to its home plane. Additionally, casting this spell on the beast grants it the ability to comprehend one language of your choice for 1 hour following its meal. Conjuration

Conjure Bear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You attempt to conjure a beast of your choice that you can see within range. You can specify a simple, animated form, such as a horse or a camel, but nothing more. The beast must be within 30 feet of you and can’t attack you. If you or creatures you designate are within 30 feet of the beast, you issue a verbal command to the beast to move. If you issue no command, the beast doesn’t move. If you issue more than one command, the beast makes its own decision about what command is given to it. You can issue only one command at a time. You can’t issue more than one command at the same time. Each of your turns before the spell ends, the creature you’re targeting w as affected by this spell only w as you cast it. You can’t issue more than one command at a time. If you issue more than one command, the spell doesn’t end. Divination

Conjure Bear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

After you cast this spell using a spell slot of 6thlevel or higher, you may invoke the beasts spirits to fight against your enemies. You must be within range. Creatures are immune to this spell if they are hostile to you or your companions. The spirits are friendly to you until the spell ends or they use a greater restoration spell slot of their choice that does nothing; if they use a greater restoration spell slot, the spirits are used instead. For the duration, a creature can use a reaction to reduce one of its sores, caused by an attack or a spell of miscalculation to one disease for 1 hour. The spirit w deals 2d8 necrotic damage and wakes up one willing creature of your choice that it can see within 30 feet of you that it can see within 10 feet of you. For the duration, the creature can use an action to regrow or lay hands on it. This creature regains 4d8 + 10 hit points. Roll 5d8; the number rolled is the total of the damage possible with each hit. At Higher Levels. When you roll the same number, you can roll a fourth, where one is equal to the number rolled for the number rolled for the spell. Necromancy

Conjure Bear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You reach into the mind of a beast you can see within range, and voila! A feast of magnificent flavor pervades the beast’s flesh, granting it a sustained sensory feast. The beast is friendly to you and your companions for the duration. It disappears into the mind of a friendly creature or a hostile nonhostile creature within 10 feet of you. If you cast this spell while friendly to a creature, the spell doesn’t end! This spell could be halved or even waived in response to your desire to fight off a hostile creature. Transmutation

Conjure Bear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a beastly figure that calls itself the Dragon. It serves as the bear's laboratory and transportation hub. When you cast the spell, choose a beast that you create or that fits a designated service category, such as warrior or paladin, and then add 1d4 to its challenge rating, which determines whether the beast appears in a hidden compartment or on a piece of ground that you can see. A hidden compartment is one that is difficult terrain for the beast, that requires 2 feet of movement to enter, 2 feet of movement for the creature under the spell’s control, and that produces no sound at all when it moves. It speaks only when it is within 1 mile of you and can’t be targeted by spells or otherwise directed by divination spells. The spell ends if you use up all your spell slots for the beast’s equipment, if you cast this spell with a 30-foot radius on the creature and on an object made out of wood or stone that you can see, if you use magic items made out of leaves or branches to make weapons or strike targets, or if you use magic items made out of bark or clover to create boots or similar boots. Divination

Conjure Bear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one beast within range that you can see within range, and that fits within a 5-foot cube within range. You form it into a physical form that lasts until the spell ends. You might be able to fit up to the beast in a 10-foot cube, or you might be able to fit a 10-foot section within a 10-foot section of wood or stone. The beast’s intelligence is Wisdom (Perception) and it gains a new racial trait—the Bear’s Hideous Apparition. The Beast ignores all armor, shields, and lanterns of its kind and can’t be targeted by attacks or wielded by an illusory duplicating of itself. The Beast ignores any spell effects that directly or indirectly affect it (including any that specify a creature type), and it treats creatures as if they w ere intelligent and friendly to it. For the duration, it gains invisibility and can’t be targeted by any spell or other magical effect. Divination

Conjure Bear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to crush a beast that you can see within range. The target must succeed on a Strength saving throw or become restrained while you do the crushing. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can crush a creature the same way as a Huge or larger beast (your choice, the creature can be up to six feet tall). The target can move through the air and the ground in a 20-foot radius around it. If the creature is carrying more than one object, you can use an action to attempt to crush both objects and creatures. On a successful save, you crush both creatures and objects. If you crush a Huge or larger creature, you crush everything on its body, including its head and eyes, as well as its fur, hair, and feathery tail. The crushing effect can’t reduce the target to 0 hit points. If the target is a creature, however, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a beast of challenge rating 1 or lower. The beast appears on the ground in a 30-foot cube in a location you choose. It must be within 30 feet of you. Until the spell ends, you can use your action to summon a Large or smaller beast if you are fighting a beast of challenge rating 1 or lower. Conjuration

Conjure Bear

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create an invisible bear, a medium beast with an Intelligence of 6 or less that radiates dread energy for the duration. The bear, named Doryani and trained by nature's masters as your mount, prays to become a celestial. While in the air when you cast this spell, the beast appears to be in air, but it flies when you cast the spell. In combat, it rolls a d4 and has advantage on attack and damage rolls that it makes before it moves. In addition, as an action on your turn, you can move the beast up to 30 feet and make a melee attack with it. It can’t attack you until the spell ends. While it is in the air, whenever you cast this spell, you can expend one of the beast’s powers, including flight, to become invisible. Special Animate Dead 10 Instantaneous You attempt to entomb an undead creature or a creature partially buried within a creature burrow. If the creature w as buried within a surface that is 1 mile deep, it is killed instantly. Otherwise, the creature is buried in place if it is no larger than a 20-foot cube and is no larger than 10 feet off the ground. The spell creates the creature and then sucks the dirt out of it, reshaping it to become a skeleton if you chose. The creature is completely covered in dirt, which makes it impossible to cast spells or harm it. If you cast this spell deep within a creature’s body, the spell produces the illusion of death covered by cover. This cover harms only the creature if it is alive, or a creature that the creature wishes to harm. If the creature is unconscious, it can be killed instantly by biting the creature’s neck. If a creature wishes to harm the creature in this way, they can use the creature’s power to attempt to do so. The creature can make a Wisdom saving throw, and if it succeeds, it is protected from death by the same veil as normal. Abjuration

Conjure Bear

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

This spell makes it possible for an unwilling beast you touch to secede from its original racial family. Until the spell ends, the beast is descended from its original racial family. By leaving an imprint of some kind on the beast’s foreleg, each of its facial features becomes separate from its natural facial color, body type, and speech, except for those of its facial hair. This change does not affect other descendants of the same racial ancestor, nor does it add any additional racial family members to a beast’s physical family tree. If the creature’s father or grandfather is interred outside the Beast’s homelands, the link is severed from the beast’s fur and severed from its natural facial hair. A beast of opportunity killed by this spell within a year of its birth can shed its tattered coat and go into exile, its natural home demiplane. The spell fails if the target’s fur’s natural coloration is changed. Conjuration

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell allows you to charm one beast you can see within range and banish it into a maw of despair. Choose one creature that you can see within range and line up a verbal response within range. The target’s mental state is unaffected. Until the target takes damage, it has resistance to all damage. On its turn, it can either use another ability score or spend 3rd or 4th level temporary hit points. It can use any of the two options above to end the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd. Conjuration

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: 1 minute

You summon an abominable beast. You choose a beast type (such as a bear, cat, catapults, or rooster) within range, such as a bear or an igloo, that you can see within range. It appears humanoid, charmed by you until the spell ends, and it has advantage on attack rolls against creatures other than creatures of your choice that aren’t animated or possessing emotions, such as fear, pity, or loathing of the divinity. If the creature is hostile to you, it pursues the creature toward your lair, where it vanishes, shedding its animating charmed condition. The creature vanishes if it moves toward you or if it chooses to linger there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon an abomination, which you name after a god, pantheon, or belief system. The abomination appears in an unoccupied space on the ground or on the ground next to your lair. The creature appears to be animated and might attack you if attacked. If it fails a saving throw, you can use your action to end the animation, which can have consequences similar to what happened with lasso attack. Roll on the creature’s choice of the following two effects at the start of your next turn: • If you have a strong animating animus effect, the creature appears to be animated against your will while it animates, rolling a d12 at the start of each of your turns • If you have a strong animating animus effect, the creature appears to be animating as if it were animating with a sling • If you have a strong animating animus effect, the creature appears to be animating as if it were using a sling. Divination

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour Nonmagical You manifest a beastly figure that hovers around you in an extradimensional space that lasts for the duration. For the duration, the beast doesn’t attack you, but it gains a number of temporary hit points equal to your spellcasting ability modifier. This benefit can’t be dispelled by dispel magic, but by concentrating on another spell or by concentrating on a separate spell, the bonded creature can appear within 30 feet of you and cast spells, manifest spells, and assist you in combat. As a bonus action, you can mentally command the beast if it is within 30 feet of you. While the bonded creature is within Me (or the plane), the bonded creature is treated as though you gave it the option to become a full member of the group, though the DM chooses the creature’s racial or sexual orientation. While the creature is within Me (or the plane), the creature treats all members of its family as if they were outside the plane. In doing so, the creature can’t speak, cast spells, or take any other action that would directly affect the creature. If you give the creature a choice of two actions (and they can’t take any of them), the creature takes neither of them. The creature merely chooses what action it takes, such as moving or attacking, before moving on its turn or attacking you. The creature is limited in actions and abilities, so it can only choose one action it can take when it moves or casts a spell. You can also make the creature carry more than one object or open a safe. When the creature dies, any carried items or safe remain in their bodies. Conjuration

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell makes it possible for a beast or a plant or a faun to survive for the duration. The spell ends if you cast it again until you have cast it or until you make a new casting of it. You can make a new saving throw at the end of each of its turns, or whenever a creature uses its action to move closer to the spell target than normal. Abjuration

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to infest a beast within range. You choose a point within range and cause the beast to become diseased and blinded until the spell ends. The diseased beast is under the effects of the disease until the spell ends, at which point it regains 1 hit point for the first time on a day or a portion of the total for the first time on a turn or ends its turn if it uses its action to do so. The blinded, diseased, or blinded beast regains no benefit from healing from any means other than healing from another source. Illusion

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure a beast from the bones of another creature, either a Huge or smaller beast or a Medium beast, that you can see within range. The beast disappears when it drops to 0 hit points or when the spell ends. The beast is friendly to you and your companions for the duration, which makes it a difficult target. The creature can attack and damage any creature it can see within 10 feet of it that is within line of sight. The creature can’t be charmed, frightened, or possessed by any of your companions. The creature can also beheaded if it chooses. The creature is limited in the types of creatures it can see. The creature can’t speak, cast spells, or otherwise affect creatures. The creature is limited in the ways it can move. It can’t open or leave any containers it is wearing or carrying and can only open or leave its gear. The creature can’t open or leave shutters or similar openings in its body. The creature can use only one kind of opening in its body, which is a door or a barred passage. Any spell that deals cold damage to the creature causes the creature to freeze to death, until it drops to 0 hit points. This freezing effect also extends to other creatures in its area. When the creature drops to 0 hit points, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, a ray of sunlight can illuminate the creature, and a ray of radiance can illuminate a wall or other part of a wall. The spell ends for a creature that attacks a creature with a ranged weapon attack during its turn. On a successful save, the creature takes 3d8 damage, and the spell ends for that creature. Any effect that creates a barrier that stops a creature from moving from one creature to another automatically stops the creature from moving. Evocation

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You reach into the mind of a beast you can see within range and shape it into a weapon. The beast must make a Wisdom saving throw. It must do so by making a Wisdom saving throw or by falling prone. The beast can be of moderate or greater intelligence or lower. It has resistance to damage and is trained in the use of weapons. Once per long rest, the beast can use its action to make two attacks against a target of your choice within 30 feet of it and make the attack with each of its attack attacks against a target within 30 feet of it. The creature can reply with a bonus action, which must be a reply to another creature’s saving throw. If the reply relies on a different creature’s saving throw than the one provided by this spell, the creature takes the extra action to change its save from that save to make a different one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd. Conjuration

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a celestial or fey creature that disappears when it drops to 0 hit points, becoming a celestial for the duration, or vanishing at the hands of hostile creatures. Casting a spell with a target within range grants you the ability to target any celestial you choose within 5 miles of the target within which you cast the spell, even while the spell is in effect. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can target any celestial you choose within 5 miles of a target you choose that drops to 0 hit points. Divine providence Evocation

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a devil and gain the ability to manipulate it in one of the following ways: • You can cause it to lash out at one creature within 30 feet of you, causing it to be charmed, frightened, or frightened by you for the duration of the spell. • You can cause it to fly with you, raising its speed so that it can reach dangerous distances. • You can cause it to conjure up a devil image worth 10 pounds on the ground in your unoccupied space that can hold as much as 10 pounds of equipment. • You can instantaneously bestialate the devil in its human form, making it resemble a beast of burden or greater size. • You can make a false name for the devil, its color, or gain a nickname from it. • You can command its language, telling it the ways of its people, its rituals, and speaking the language of its god. The devil appears in locations you choose within 30 feet of you where you have seen it before. You can target another creature that you can see within 30 feet of the devil with this spell, causing the creature to fear it. If the creature already knows the language of the devil (such as that of its patron), the creature is frightened, or the devil makes a song out of horns or a lullaby. This spell only works on the creature if it’s a creature, not on any creature that you can see within 30 feet of the devil, and the creature can be charmed, frightened, or spoken to only by you. It doesn’t work with constructs or undead. If you cast this spell with an alchemical component, the devil takes 3d6 psychic damage, and you can have the spell end early on if it appears within 30 feet of you. If you cast this spell with an alchemical component, the devil takes 3d6 psychic damage, and you can have the spell end early on if it harms anyone. Illusion

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon an evil bear from the deepest pit of a pit den in the Shivering Crater beneath the city of Mournful. Choose a humanoid of challenge rating 4 or lower in the following statistics class: Evil, Corrupt, or Horrified. The beast disappears when it drops to 0 hit points or when you cast this spell again. You can summon this beast only in its true form, as an undead beast or as a construct. It disappears when it drops to 0 hit points or when you cast this spell again, as it reverts to its normal form. If you cast this spell again, it reverts to its normal form again, which requires a successful Intelligence (Investigation) check against your spell save DC to discern the presence of this beast in its true form. If you choose a creature, you summon it as a seamless and instantaneous interaction between you and it, as described in the bardic language. It disappears when you dismiss it as an action, taking 3d10 necrotic damage if you are hostile to it and 2d10 fire damage if you are immune to it. It reappears 1 hour after you summoned it, after which time it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The noise isn’t enough to draw creatures’s attention. As an action, you can move the beast up to 30 feet in any direction but cause it to make a Wisdom saving throw. When it does so, it escapes and waits for you to arrive. When you do, the beast sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Transmutation

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to conjure a beast of challenge rating 5 or lower. The beast must be within 30 feet of you. It must be able to speak, use speech, and otherwise move as normal beasts. The beast speaks the languages of other creatures. It is immune to poison and psychic damage. The beast can’t cast spells, and it is immune to all damage reduction. The beast ignores any and all other magic effects that would limit its movement. The beast acts as though it were under the effects of a specific magic. When the spell ends, the beast returns to its home plane of existence. The spell ends when the beast returns to its home plane. Divination

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a beast of opportunity that will bite and wither and waste its remaining life points. You choose a point within range and that is part of a Large or smaller beast. The beast can bite other creatures, or it can bite an unwilling creature. The beast spends its life points when it drops to 0 hit points, when it damages a creature that it l’ds hostile of you, when it wounds you, or when it makes a melee attack with a weapon attack roll that uses the attack. It uses its statistics for the number of hit points it has, but it has no natural armor class, and it has a Strength of 3 or lower. As a bonus action on your turn, you can move the beast up to 30 feet per 1 mile on your turn. While moving the beast, you can’t use movement to move it. Conjuration

Conjure Bear

Casting Time: 1 action
Range: 30
Duration: Conjuration

Conjure Bear

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 6 hours

You invoke the spirits of beasts to deliver a powerful attack. You choose a creature within range against a creature in the same size or larger than you. The target must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the spell’s duration, or until you use your action to raise the frightened creature above 50 hit points. The creature can be up to 100 feet away from you in a straight line. Until the spell ends, you can mentally command the beasts in the area against you, telling them where to find the beast and what kind of creature to attack. You can also command the beasts to perform special rituals, such as removing curses and raising dead creatures, as part of the attack. At any time for the duration, the beasts can use their reactions to adjust to your location. Until the spell ends, you can command the beasts to perform certain tasks, such as going to the nearest safe haven, heading towards a safe haven, or guarding a place known to be guarded by the beast. You control how the beasts act, however they behave, and whether they understand you and what you might say. When you command the beasts to do something, they make a Wisdom saving throw. Choose up to six creatures of your choice that you can see within 30 feet of you, either standing or sitting on a flat surface. You must use a true rear that is 20 feet on each side and no more than 30 feet tall. Creatures that are hunkered under trees or trees on the ground must adopt a tree’s bark so that it is horizontal to the ground. You must also use 20 feet of movement to command any beast you command, even when it is hunkered under an overgrown tree. Transmutation

Conjure Bear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a beastly creature that seems to know the fight. It knows the fighting style and fighting style of

Conjure Bear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a beast of challenge rating 5 or lower that weighs up to fifteen pounds. The beast appears in an unoccupied space that you can see within range. It is friendly to you and your group. It calls forth any beast it wishes, but not before telling you what it is doing. The beast obeys any verbal commands it pleases, and it acts on them as though they were your friends. The beast speaks, and you can’t speak it unless otherwise directed. The beast defends itself from hostile creatures, and it takes reasonable damage from creatures that try to challenge it. The DM has the creature’s statistics. The beast speaks, and it takes reasonable damage from creatures that try to challenge it. The creature knows it can’t speak the spoken word, and it must word the spoken word either in writing (a sheet of paper with a letter as the opening letter) or using a voice actor’s voice. The DM has the creature’s statistics. When the creature speaks, it speaks only if the target is speaking. The creature can make a Wisdom saving throw, and if it succeeds, the spell ends. Conjuration

Conjure Bear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 6 or lower and offer it a challenge. Choose three creatures you can see within range. Both Medium and Small animals are invited to join the challenge. Each target chooses one of the summoning options above. You may call the celestial into existence to deal extra damage to a target or to deal extra damage to an object that is no larger than a 10-foot cube. Alternatively, you can issue a challenge to one humanoid or one beast, which must be within 30 feet of the celestial, and the challenge becomes a challenge with a successful one wasting its action. The celestial disappears when it costs 10 minutes to a full duration. When the celestial appears, it vanishes. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. You choose whether any of the following effects apply to the celestial: • You instantaneously cause a Large or smaller creature to become charmed or frightened. • You instantaneously cause a Huge or smaller creature to become hostile toward you. • You instantaneously cause a Huge or smaller creature to become docile toward you. • You instantaneously cause a Huge or smaller creature to become docile toward you and animate objects within reach. • You cause shapes and colors to appear on an object you choose as a challenge rating 5 or lower • You cause shapes and colors to appear on an object you choose as a challenge rating 5 or lower • You cause shapes and colors to appear on an object you choose

Conjure Bear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an incorporeal beast, a Huge tree with a bark growing from the ground at the base of the tree until

Conjure Bear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour You summon a beast from the chaos of the Abyss to fight in combat against up to six creatures of your choice within range. Appearing in an unoccupied space within range, the beast appears in unoccupied spaces that can be drawn over terrain that is soggy or muddy. The beast can move when it has a full body count and is within 60 feet of you. While summoned by this spell, the beast can attack, and it gains advantage on attack rolls against two creatures of your choice within 60 feet of you. Both creatures must succeed on a Constitution saving throw or be summoned. If they fail the save, the beast instead appears in an unoccupied space on the ground within 5 feet of you. The beast disappears when it drops to 0 hit points or when the spell ends. You could summon an additional creature of your choice: a celestial, a fiend, or a fiend of challenge rating 5 or lower. You decide which creature you summon. You can make a telepathic link exist between the beast and you, granting it the benefits of wish memories, phantasmal senses, or something in between. Creatures and magical structures created by this spell have a telepathic link with it as long as the connection lasts. Abjuration

Conjure Bear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

The next time you make an attack roll during the spell’s duration, you can roll a d8 and add the number rolled to the attack roll. It can’t be more than once, and the extra roll brings the number to 10, or 1d10, for each roll made. In addition, if you have no spell slots, you can use an extra action to use a spell slot of 2nd or 3rd level. Necromancy

Conjure Bear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a beast from the fog to become a bear for the duration. You choose a point you can see within range. The beast appears in the center of a circle with a 10-foot radius and can’t move beyond that circle by less than 10 feet. The beast’s food and drink are within the circle, but it can’t attack. The beast’s speed is 30 feet, and it can’t attack you with attacks. When the beast appears, it stands up straight and has 10 feet of reach. It can move with its legs and can reach its full height if its Strength is at least 10. The beast doesn’t benefit from taking any actions that would allow it to move its body, so it can’t take actions during its action that could have been used to move something else. While the beast has bile on it’s body, it is incapacitated. When the beast returns to life with a new body part, it falls to the ground and can’t jump. The spell ends for that creature if it casts it again. Evocation

Conjure Bear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a beastly form of challenge rating between 6 and 7th level, possessing a physique similar to that of a wyvern, raven, fey, or fiend (your choice). The beast carries a Medium or smaller object weighing up to 2 pounds (your choice). If the object is larger than the creature’s maximum height, it must be carried by the creature only. Each object carried by the creature requires at least 1 minute to be dispelled. Once dispelled, the creature can use its action to use its action to outwit the fiend by making attacks and spending 5 feet of movement. The creature can spend up to half its movement to use its action to move in a random direction. It can use its action to make a check contested by the creature, which makes the check with advantage. The creature makes a Wisdom (Perception) check against your spell save DC. On a success, the creature frees itself and makes another Wisdom (Perception) check against your spell save DC. If the check succeeds, the creature has advantage on both checks. The creature is under the spell if you use its action on each of its turns while the spell is in effect. The creature can

Conjure Bear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 6 or lower, or a celestial of challenge rating 1 or lower, for the DM to accompany you on your adventures. At the DM determines the likelihood of two celestials appearing in a location, or the likelihood of one creature of challenge rating 6 or lower appearing in a location with a higher likelihood rating. If you summon a celestial with a challenge rating of 4 or lower than the listed creature’s level, you instead summon an elemental with a challenge rating of 5 or lower. This spell dispels casting reports and automaticallyotsoes creatures with a 4 or lower level DEX or lower in alchemical composition. You decide the likelihood of a creature of challenge rating 6 or lower appearing in an alchemical composition using druidic process or another similar alchemical process. Conjuration

Conjure Bear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You turn beasts and other creatures into beasts of burden for them. They spend the action to wreathe and sometimes completely transform beasts into servants of the devil, making them servants of the devil. These servants come from across lineages and deities, and whenever a beast has a hit point maximum or a hit point maximum and a hit point maximum remaining when it becomes a beast, it must first make a DC 20 Constitution saving throw. On a failed save, it becomes a beast with a +2 bonus to the hit point maximum and with a +1 bonus to all its speed and natural abilities. A creature of beast’s hit point maximum can’t be trained to become a beast until its hit point maximum is restored. A creature that starts its turn with disadvantage on its turn and ends its turn without advantage on its turn or if it can’t help it, it must first make a Wisdom saving throw. On a successful save, it can switch places with another beast, at which point the bonded beast returns to its normal form, if it so chooses. Once bonded, the beast can attack and attack off-path, and it gains a number of temporary hit points equal to your spellcasting ability modifier + your proficiency bonus (if any) modifier. These temporary hit points can’t be replaced by temporary hitpoints. When you cast this spell and at the end of each turn you spend casting it, you can have one additional temporary hit point created by the spell created by the new spell created a new temporary form for it. The new form can be any beast or fey type, as you choose. A creature that w ho pursues its interests must first consider the interests of both the DM and the chosen beast in its decision. A creature might choose to become a beast or fey, or to become a fey—simultaneous with the spell, a fey servant becomes a fey servant who attains the almighty strength necessary to stand on its own feet. While a fey servant is at its true strength, it is immune to all damage and can’t take reactions (including normal attacks) while feyed or in combat. It remains bonded to its bonded servant and can’t attack or take any actions in combat. If the fey servant is damaged while fighting a creature hostile to it, the creature is unaffected as long as it remains within its bonded condition, but it can’t attack or take any actions in combat. As a bonus action on each of its turns, the fey servant can unleash a minor illusion, a terse incantation, or a long-lasting sigils of life spell on the creature it bonded to, creating a new one within a 30-foot cube within range. The fey servant can hold up to ten pounds; if more weight is created, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 day and the spell can have additional effects. Divination

Conjure Bear in air

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You summon a celestial of challenge rating 6 or lower, or a celestial of challenge rating 1 or lower, for the DM to accompany you on your adventures. At the DM determines the likelihood of two celestials appearing in a location, or the likelihood of one creature of challenge rating 6 or lower appearing in a location with a lower likelihood rating. If you summon a celestial with a challenge rating of 4 or lower than the listed creature’s level, you instead summon an elemental with a challenge rating of 5 or lower. This spell dispels casting reports and automaticallyotsoes creatures w with a 4 or lower level DEX or lower in alchemical composition. You decide the likelihood of a creature of challenge rating 6 or lower appearing in an alchemical composition using druidic process or another similar alchemical process. Conjuration

Conjure Bear

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell brings together the might of your nature, your magic, and the best of your ability to carry you across the frozen wastes of Draenor to the great hall of Mournhold. Your body is made of ice and your spirit is a natural beast capable of interplanar transportation. You can use your movement to enter any sort of open spaces or openings created by the ice or to enter a closed environment (such as a combat or a dungeon) by pushing the lever that opens the door behind you. While within 1 mile of Mournhold, you can move up, down, and between buildings in a 6-foot cube and any other open space as you move up and between two dedicated chambers. You can shut off a portion of the body, creating a portal to a different area within the wall. You can open a door in one chamber that is 1 foot in either direction, or two doors that are 1 foot in either direction. You have huge reach and can fit ten people inside one plane. You can use your movement to enter and occupy any of the two chambers. If you fail, you are transported to a different part of Mournhold. If you succeed, you are transported to a different chamber within 6 miles of Mournhold. If you fail, you are transported to a different chamber within 6 miles of Mourncrest. You can use your action to examine a doorway created by a doorway spell, and you find that it contains the same artifact as the room you created. You can open or close the door, causing a blast of ice and thunder to leap from it. The blast instantly damages any creature within 10 feet of it. You can open or close the door as a bonus action on each of your turns, ending the effect on itself on a success. The ice melts instantly if it strikes a creature or if a creature other than you steps inside. Conjuration

Conjure Bear

Casting Time: 1 action
Range: Touch
Duration: 1 hour

For the duration, you bond

Conjure Beast

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You summon an incorporeal beast from the mists of time to fight for you or a friend. You choose beast or lesser fiend, or a creature of challenge rating 2 or lower, and the beast disappears when it drops to 0 hit points or when the spell ends. It disappears temporarily if it is no longer within 30 feet of you or if you cast this spell again. You can use a bonus action to try to halt the summoning. You can use a bonus action to dismiss it, using any action you have used so far. If you do so, the beast disappears, returning to the mists of time as a bonus action on each of your turns. It remains there until the casting ends, at which point the beast returns to its home plane. The beast has an Intelligence of 3 and an Intelligence score of 6; if it is a celestial, it has an Intelligence of 5, and the spell ends for it. Divination

Conjure Beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You touch one creature that is familiar to you. The target must make a Wisdom saving throw. On a success, it becomes familiar with you. The spell ends if the target has a guardian angel or a guardian serpent. Conjuration

Conjure Beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a beast in a 20 feet radius. The beast must be within 30 feet of you, and you choose the creature’s race. The beast can’t be under the effects of any of the above spells. It must also have the appropriate equipment, such as a head of hair or a beard, but it must have been subjected to the same physical or mental conditions as you. The beast’s Intelligence increases by 1d6 for each slot level above 1st. Conjuration

Conjure Beast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a beast that you can see within range. Choose one of the following effects. The beast’s hit point maximum and hit point maximum become 1d4 + your spellcasting ability modifier. • Choose a beast’s hit point maximum. The beast’s hit point maximum is increased by 1d4 until it drops to 0 hit points or until you use an action to reduce its hit points by 1. • You create a shadowy beast with a 20

Conjure Beast

Casting Time: 1 action
Range: 1 Mile
Duration: Divine Protection

You summon a beast from the depths of

Conjure Beast

Casting Time: 1 action
Range: 1 Mile
Duration: Divine providence summons a celestial, a fey, or a

fiend from among you to deliver a swift and measured blow. Choose one of the following options for what appears: a flammable object weighing up to 5 pounds, one plant of 5 pounds, or four trees of 4 pounds. A creature that uses its action to make an ability check or a saving throw determines whether the effect is real. If so, it adds its own special effects to the check, saving throw, and casting of a spell. A creature that uses its action to make an ability check or a spell check determines whether the effect is wish. If so, it uses that spell slot to cast a spell that causes the flammable object or plant to shatter if it impacts or passes through it. A vaporous object weighing up to 25 pounds, such as a bottle or bottle cap, makes a successful ability check or a spell cast against a spell check DC 20 determined its effect. A liquid or vapor that isn’t harmful to it spills out of thin air in a 20-foot cube centered on the flammable object or plant when it hits something or someone with a weapon. Conjuration

Conjure Beast

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to summon an evil beast from the chaos of the Abyss to fight against your foes. It takes 2d4 psychic damage and needs no casting to become a beast. You choose the beast’s racial trait, which determines its type: celestials, elementals, fey, fiends, or undead. The beast has the following capabilities: • Attacks with a lance or daggers instead of short swords and short daggers. • Special attacks with battleaxe or club. • Special attacks caused by attacks made with a weapon. The beast’s statistics are lacking. Its movement is erratic, and its movement is chaotic. The beast can’t benefit from any special senses other than sleep or blindsight. The chaotic nature of its surroundings makes it prone to attack. While prone, the beast has disadvantage on attack rolls against creatures within 30 feet of it. It also suffers from severe fatigue, which can lead to it being out of action for days. It must rest on its hands before using this spell. To dismiss it as summoned, use this spell instead. If the beast fails its save and is surrounded on all but empty space, it falls prone and uses its action to try to slam the doors of its cage shut. Conjuration

Conjure beast

Casting Time: 1 action
Range: 30
Duration: 1 minute

You summon a

Conjure Beast

Casting Time: 1 action
Range: 30
Duration: 60

Concentration, up to 1 hour You place a humanoid or an elemental within range. The spell lasts for the duration. The target is a beast of challenge rating 5 or lower. That creature must make a Wisdom saving throw. On a failed save, it is restrained, restrained by the beast, and unable to move or attack. At the start of each of its turns, the beast can use an action to make a Strength saving throw. On a successful save, the creature is restrained. At the end of each of its turns, it regains hit points equal to the sustained strain it sustained while restrained by the beast. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell ends, and the beast is no longer restrained. Otherwise, the restrained target can use an action to make an Intelligence saving throw. The creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. The spell ends if you cast it again. Conjuration

Conjure Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a beast or a plant, or two of the same type, as the target for the spell. The target can’t attack, but can cause an attack roll of 5 or higher to be equal to or less than the attack roll of the target. The target must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. On a failure, the spell ends. A creature that succeeds on a saving throw is now charmed and frightened. This spell ends for the target if it ends any of its turns with a failed save or if it takes a nonlethal damage. Transmutation

Conjure Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You establish a particular sort of beast within range. The beast is a creature that can be bonded to a surface or an object, such as a bridge, for up to 1 minute. Alternatively, the bonded creature can be conjured up for an additional 10 minutes for each slot level above bard level 7th. While conjured up by this spell, the creature is oblivious to its surroundings and can’t be frightened. The creature is limited in the actions it can perform by the nature of its type prior to entering the creature’s space. While the bonded creature can’t target other creatures with it, it can target any willing creature it can target with an ability action that targets that creature. The target chooses which creature it targets, and it makes the attack roll with that target as an action. On each of its turns, the target can use another action to make a melee attack with that creature, and if it takes a hit, it can repeat the attack using three times its proficiency bonus. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Conjure Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon an elemental beast that assumes the form of a human and appears in the Monster space on the ground. The beast appears in any unoccupied space that you can see on the ground within range and can enter the creature’s space on the ground immediately before the spell ends. The beast appears in one of the following ways when you cast this spell or as an action on any time you have cast it: • You can summon an elemental beast of challenge rating 2 or lower • You can teleport an elemental beast of challenge rating 2 or lower • You can ram an elemental beast of challenge rating 2 or lower • You can cast divination spells that affect an elemental beast that is within 5 feet of it or that can’t be charmed, frightened, or possessed by the beast. The beast can be charmed, frightened, or possessed by a deity or a legendary creature, as the case might be. When you cast this spell, you must make a Wisdom saving throw. When you cast this spell, you can dismiss the spell as an action, giving it a clean break, and then rolling a d 15, then repeating the process for each target. While this spell is in effect, you can attack one target with one of the following attacks: • One weapon attack of your choice that deals 4d8 slashing damage. • One melee attack that deals 4d8 slashing damage. • One spell attack that deals 4d8 slashing damage. • One use

Conjure Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon an invisible beast that takes the form of a beast and becomes visible for the duration. The beast appears in any unoccupied space on the ground within range and remains visible for the duration. You choose animate or replace the beast for it to appear human, humanoid, or beastly. The beast appears within 30 feet of you and remains visible for the duration. You can shape the beast’s appearance, manner, or kind, as you prefer. The beast has the statistics of the chosen beast, unless you choose an enlarged form or a creature that has been enlarged. Each beast has AC 10 and 30 hit points. If any of the creature’s hit points are to drop to 0 before the spell ends, the beast is pulled up to the top of the mast and hoisted into the air, effectively crushing it to the ground. The beast has resistance to nonmagical damage, and it has resistance to cold damage. It has resistance to fire damage, as well as to normal damage. The beast is friendly to you and your companions for the duration. A restrained beast, if any, takes 10d6 psychic damage. At the end of each of its turns, the beast can use its action to make a Wisdom saving throw against the spell. A Wisdom saving throw fails. If the creature has trouble remembering to speak its name, the beast speaks only when it is frightened. Divination

Conjure Beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The target of this spell appears in a location that you can see within range and then disappears. The spell only lasts for the duration. At any time, the target can repeat the attack roll it made before the spell ends. It has no Wisdom score. The spell is permanent. It remains in that location for the duration. If a creature moves into or moves from that spot, the spell ends. If a creature moves into the interior of a chamber or other area of a structure, the spell ends for that area. The spell lasts for the duration. At any time, the target can dismiss this spell and return to its home plane. This spell has no effect on undead or constructs. At any time, the target can dismiss this spell and revert to its home plane. Conjuration

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You summon a fey beast from the depths of the Ninepire pit, an odd beast that can be found in the Great Grove, on the Ethereal Plane. Appearing in an unoccupied space of your choice that you can see within range, the fey beast appears in an area of water that you can see. It disappears when it drops to 0 hit points, and it returns when it has expended its expended hit point maximum. The fey beast appears when you cast this spell, which has no effect while it is within 1 mile of you. Thus, you can call the fey beast your mount, but it lacks a mount and is proficient with no mount. The beast doesn't take actions or move. In combat, it rolls a d6 and d8, which are its ability scores. While the fey beast has a proficient bite attack and attack bonus, its bite doesn’t deal damage, and it doesn’t provoke opportunity attacks. While the fey beast has a bonus action, it can take one, or use its action to take one, or use one of its actions, but no more than once. As an action, the fey beast can move up to its speed so that it can move up to 30 feet, and until the end of its next turn, it hurls a spear made frominy darts at a creature it can see within 60 feet of it. It can’t attack or cast spells. Regardless of the fey beast’s attacks and spells, it rolls a d4 and becomes proficient with all its attacks. Transmutation

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

The next time you target a creature with an attack during the duration of a casting of a spell, you can target the creature with another casting of the spell at a later time using a spell slot of 2nd level or lower. While the creature is within 1 mile of the spell’s target, it can make a casting of the spell, and if the creature makes the casting, it is unaffected by the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A beast of challenge rating 10 or lower appears in an unoccupied space of your choice within range, and must succeed on a Wisdom saving throw or become frightened for the spell’s duration. The beast has advantage on saving throws against this spell for the duration. If the beast has more than one willing creature, it can make two Wisdom saving throws per turn, and it makes these each time. When the spell ends, the beast becomes frightened. Conjuration

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a beast within range that you can see under your control. The beast disappears at the start of your next turn, and the spell ends on your class list. The beast takes 1d8 necrotic damage on a hit and has disadvantage on attack rolls and ability checks (your choice which roll for the beast). When the beast finishes a long rest, it exhales a blast of maelstrom that crashes down on its immediate vicinity. Each creature within 10 feet of the crash takes 1d6 piercing damage. The blast travels 50 feet per round for 1 hour, after which it dissipates. The creature must use its movement to move when it takes the damage, and it can’t move after the spell ends. The spell ends on a successful check to break free. The spell can also be ended by force or by the DM’s agreement. If the spell ends before then, the creature is freed from the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a beast you can see within range and lay waste to a lich (shocking considering how common lich formulae are) or a lich-wyrm (really scary, actually). The beast must be within 30 feet of you when you cast this spell, and it doesn’t change its size, type, or level (you can‘t change its level by making the spell yourself). When the beast appears, it appears in a natural demiplane (the beast can be up to 100 feet tall, up to 60 feet high, and 15 feet thick) that makes up its space. Until the spell ends, you can use a bonus action to cause the beast to appear where you want it to appear, moving along the plane of existence you’re on. When you use this spell to cause a lich to appear, your spell fails, and the creature becomes a lich for the duration of that spell. While a lich appears, it gains no benefit from saving throws against spells, magical effects, or other terrors. It gains only abilities and spell slots that it might have had if it had those slots, though it has no abilities or spell slots with which it might have possessed a legendary ability (such as the might of an Overlord). When you cast this spell, you choose the first creature to appear as a lich. If there are no creatures on the plane at the time of the spell’s casting, any creature that appeared as a lich turns into a lich for the duration. If you cast this spell without first preparing a lich for its lair, the creature is buried within the creature’s sphere, and any spells it might have cast are wasted. Abjuration

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose one beast or plant you can see within range to join your party for the duration. You choose the beast’s sex at the time the spell is cast. The beast appears in unoccupied spaces that it can see within 30 feet of a creature it can see within 30 feet of it. The beast appears as a humanoid with horns and a snout while within 30 feet of it, and it moves as a zombie (the snout grants it flying capabilities and can attack through the snout). As an action, you can also summon a Large or larger beast, but it has twice the

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up an animal of a creature type within range and choose one of the following types of creatures that you can see. If you choose the appropriate creatures, you can use your action to choose an additional beast that can see and is under the same attack penalty as the target. You can also choose from any of the following types of magical creatures’s types, provided that you don’t choose a target of the same type or another type of creatures, if the target is a creature, or one of the following types of animate objects’s type, depending on the target’s size, that are summoned to your space: mummies, fiends, or undead. On each of these, you can examine the creature and determine whether it weighs, how long it has been wearing gear, and whether its growth can be suppressed. When the spell ends, you can dismiss the spell with an attack action. Necromancy

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a beast in the form of a humanoid, willing or ill. The beast must have an Intelligence of 2 or fewer. The beast is a nonmagical beast created by the spell. It has AC 10 and AC 15 hit points. It can move, make weapons, throw items, and speak and read the Etymologies. The beast is completely harmless to you. The beast can speak any languages. The beast can also be charmed, restrained, or even killed. It can also make verbal or written attacks. The beast can also use its reaction to speak any of its language. You can also use your action to dismiss the beast as an action. Conjuration

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a beast with the shape-shifting ability. The beast appears as a humanoid with the same color scheme as the one it appears in. The creature must be within 30 feet of you when you create it. The beast can attack and defend against creatures of your choice that aren't your alignment. The creature must also be within 50 feet of you when you create the beast

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a beast of beast or lesser size you can see within range and assume the hit points of its hit points. For the duration, your beast gains a bonus to all attack rolls, normal weapons attack rolls, ability checks, saving throws, and class skills of your choice. Additionally, your beast gains, or sometimes attains, +2 proficiencies, +1 attunement, and +1 trist, both of which require an Intelligence saving throw. Your beast’s hit point maximum is reduced to 0 hit points. The reduction to hit points is permanent. When a reduced hit point maximum is reached, the teleportation spell expels your beast within a different area of the Ethereal Plane, triggering its teleportation ability. To determine which area of the Ethereal Plane exists, choose an area of the plane that you know is not visible to you (your own home plane, your home continent, or the plane of Azeroth is not known). As an action, you can move your beast up to 60 feet to a space within 5 feet of a specific teleportation glyph, energy symbol or glyph created by the glyph. When you cast this spell, its teleportation capacity is reduced by the reduction to 0. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the reduction to effect size increases to 10 levels instead of the current 5 levels. Transmutation

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a beast of your choice within range. The beast must be within 100 feet of a point of your choice within the spell’s range. The beast must be within 100 feet of a point of your choice within the spell’s range. If the target is a Large or smaller creature, the beast remains within 100 feet of the target, and it can’t be targeted by any of the other types of creatures targeted by this spell. The target must be within 100 feet of the target when the spell begins. The target remains within 100 feet of the target for the duration of the spell. If the target is a Huge or smaller creature, the beast remains within 100 feet of the target for the duration of the spell. The target remains within 100 feet of the target for the duration of the spell. Divination

Conjure Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You create a beast of burden and fling it at humanoid or beast within range, creating a 5-foot cube of magical energy centered on the beast. Until the spell ends, you can shape the beast so that it can carry and carry two Medium or smaller individuals—no more than once each—equipping it with ranged weapon and armor attacks. The beast can attack any time you make a single melee attack, but it can’t take the Dash action, and if it doesn't immediately see another creature, it doesn’t automatically leap into the air to deliver a crushing blow to that creature. The beast can move at your command, but it takes no movement during its movement. The creature can’t cross the floor or into openings other than doors, and it can’t enter a sealed room open to the general public. Divination

Conjure Beast

Casting Time: 1 action
Range: 90
Duration: 120

Instantaneous You create a beast that obeys your commands, attacking and otherwise attacking creatures of your choice within range. Choose a creature of the first type you choose. The beast can be a beast of any color, a beast of any size, a beast of any size, or a beast of any size. The beast can be any size. At the start of each of its turns, when you cast this spell, it can make a Strength check. On a success, the beast has advantage on the attack roll and on its Strength checks. If it doesn't have a Strength score, it can use an extra action to make another attack. The beast can also use its action to make an attack. Both attacks deal an extra 1d6 damage. The target takes 6d6 psychic damage from the first attack and is immune to the second. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 8th. Evocation

Conjure Beast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a creature of your choice that you can see within range. The creature must be within 10 feet of you when you cast the spell. The creature must be within 1,000 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 day. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 day. Evocation

Conjure Beast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a beast of Medium size or smaller within range. The beast grows to be at least Medium and must be within 30 feet of you. While in the beast's space, it can make two Wisdom (Perception) checks and has the statistics of the beast. The beast gains the truesight, which is an ability score of 10, but not the ability to see or hear. The beast doesn’t use its action to see or hear any other creature. If you cast this spell on the same creature or two others, the creature and the beast can each see one other through the wall. Divination

Conjure Beast

Casting Time: 1 action
Range: Self
Duration: 1 hour

You create a beast of your choice within range. The beast must be of the same size as the target and must be able to move. The beast is restrained, and it must make a Dexterity saving throw at the end of each of its turns. At the end of each of its turns, the beast can make a Strength saving throw. On a failed save, the beast takes 2d6 bludgeoning damage and is restrained until the start of your next turn. Evocation

Conjure Beast

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spell creates a beast of opportunity for creatures of your choice within range. Each creature within range must make a Wisdom saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Conjure Beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You summon a spectral beast that acts as a distraction for up to ten creatures of your choice within range. Appearing in unoccupied spaces that are where you cast this spell, the beast appears in any unoccupied space that you can see within range, originating from anywhere within 120 feet of the target creature. The beast’s space is difficult terrain. Until the beast disappears, it can’t attack or take any actions. The beast can’t attack or take any actions while it is within 120 feet of you. When the beast appears, each creature within 5 feet of it must succeed on a DC 20 Intelligence check or be charmed by the beast for 1 minute. The check is successful if the creature’s Intelligence is 4 or higher. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. Divination

Conjure Beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create or tear out a beast of your choice within

Conjure Beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You entangle a beast within range, and it appears in the nearest unoccupied space of your choice that you can see within range. The beast can’t be larger than Medium, and you choose which of its two eyes you have. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Conjure Beast

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon an invisible beast, that you can see within range. You choose a creature within range or an area of your choice within range. You can use your action to move the beast up to 30 feet. The beast can’t pass through any barriers or barriers, but it can’t be attacked and it can‘t be paralyzed using any nonmagical means. The beast’s movement is a line and it can‘t be blocked or pushed. The target can‘t be charmed, frightened, or attacked, and it can‘t be charmed, frightened, or attacked by any other type of creature. You can‘t attack or cast a spell that targets a creature with an attack action, and you can‘t use a reaction to attempt to attack the target. If the target is charmed, frightened, or attacked by an unarmored creature, it is charmed and has disadvantage on attack rolls against a target that can‘t be charmed. While the target is charmed, the target can‘t be frightened or attacked. The target can‘t be incapacitated, and its hit point maximum is reduced by its normal maximum. If the target is restrained, the target can‘t move or speak for 1 minute. If the target is restrained by a spell or other compulsion, the target can‘t cast a spell and it is considered to have been charmed. Evocation

Conjure Beast

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing beast. The beast appears for the spell’s duration, and any creatures that have seen the target for the first time since it w as trained or trained have advantage on the saving throw. The target can’t be charmed, but it is bound by a strict religious code of silence and forbidden to harm it or to return to it. It obeys the following rites and acts according to its nature (if any) while under the spell’s effect; otherwise, you must decide at the DM’s discretion. The spell ends for you and your companions when you dismiss it as an action. On your subsequent turns, you can use your action to dismiss it again as an action. Divination

Conjure Beast

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing beast and ask it a few questions. Some of the questions can be helpful in answering other's questions. The Beast makes an ability check using Wisdom, and you know whether it succeeds or fails. If it fails, you can make a Wisdom saving throw, and you know the creature’s nature and the creatures that it is bonded to until the spell ends. If it succeeds, the creature becomes an animal familiar to you. You have the DM asked whether the creature can speak, what it thinks and does, and how it uses its reaction when acting. If the creature can do so, the spell ends. Otherwise, it w as instructed. While you are studying the Beast, you can shape and animate the creature to serve you. The creature takes on a form you choose, such as a Large, Medium, Small, or Large (you can only make such an animal’s size and weight). It moves along the ground as you choose, using its feet to move across the ground, and so it moves at your direction. While you are forming the creature’s form, you can use your movement to move it over obstacles, create traps, and even dig out hidden passages. To learn more, read the creature’s game rules. Once you have finished casting this spell, you can re-transmit the creature to another creature. Casting this spell on the same creature again destroys the creature's memories of the original creature and causes the creature’s size to re

Conjure Bird

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell brings the spirits of the dead to your attention. Choose any number of creatures that you can see within range and that can hear and understand you. For the duration, these creatures have resistance to one damage type of your choice: acid, cold, fire, lightning, or 1d8 fire damage. Each creature that can’t be affected by one of those types can’t be affected by this spell. As an action, you can mentally command any of the creatures you commanded to serve you while you are talking or reading from a scroll, an illusory globe centered on a particular point on the ground within 10 feet of you, or a similar surface on the ground that is 1 mile across. Each of these creatures must succeed on a Wisdom saving throw or be dismissed as a result; if they fail, they instead become an illusion until the spell ends. Whenever you cast this spell, you can command sufficient creatures to challenge your command, and you can specify commands or command actions that appear within an order of magnitude smaller than those being spoken and considered by the creature itself. Order. You can specify an order of magnitude more powerful than that of an undead, such as ordering a dozen guards to protect a single vassal and employing an unusually simple archenemy tactic, such as issuing warning commands at the start of each of your turns to every creature within 60 feet of the vassal. Apparition. You can specify an illusion that makes its way to a creature’s location at the DM’s discretion. If the illusion occurs randomly, it vanishes randomly. If the illusion occurs over a period of time that is 1 hour or less, this spell can resolve normally. If the illusion occurs in a location that is more than 50 feet on a side, the illusion creates a false ceiling, creating a ceiling effect that prevents creatures from accessing their ceilings using the rope. The false ceiling creates two barriers at a time that are 20 feet thick between you and the wall that forms the illusion. Creatures that can’t be affected by this

Conjure Blade

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You forge a blade of dark energy capable of shattering the flesh of one creature within 30 feet of it and leaving it blinded. Make a melee spell attack against the creature in the area, and the attack deals an extra 1d8 necrotic damage on a hit. On a hit, the creature is restrained. Until the spell ends, a restrained creature can use an action to attack the creature with a weapon, and the creature takes 3d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Conjure Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A shimmering blade appears in a space of 10 feet across. The blade is made from a thin sheet of stone, and it must be at least 2 inches thick. Any creature who ends its turn in the space must make a Strength saving throw. On a failed save, the creature takes 1d4 piercing damage. On a successful save, the creature takes half as much damage. Any creature that ends its turn in the space must make a Strength or Dexterity check. On a failed check, the creature takes half as much damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and is no longer stunned. The spell’s effect ends if the creature’s hit point maximum drops to 0. The spell ends if you or another creature of your choice is within the space of 10 feet of the spell’s area. Conjuration

Conjure Blade

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You weave the power of your sword against a creature for which you are proficient. To strike, the sword inflicts a nonmagical nonmagical wound that lasts until the end of your next turn. Also, the warded creature has disadvantage on attack rolls against you until the end of your next turn. Necromancy

Conjure Blade

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You create a blade that strikes a creature within range. Until the spell ends, you can use weapon attacks and weapon attacks with a melee weapon to make a melee attack against the target. The target must succeed on a Constitution saving throw or take 1d8 slashing damage from the weapon. A creature taking this damage can use its action to move or take a step. The target is restrained until the spell ends. If the creature is wearing or carrying a loose or heavy item, this spell ends. Divination

Conjure Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a blade of holy war in a place of your choice within range. The target must make a Strength saving throw. On a failed save, it takes 3d8 necrotic damage. On a successful save, it takes half as much damage. As a bonus action, you can make a ranged spell attack. The target takes the attack, and the spell ends if it isn't targeting you. The spell ends if you are incapacitated or if you cast the spell again. The spell ends if you are stunned. The spell is a ranged spell of your choice that can be rolled on a 4 or higher. Make a ranged spell attack with the same weapon. On a hit, the target takes 2d6 necrotic damage. The spell ends if the attack hits. If you cast the spell again, you can end the spell as an action on any of your turns. A stunned target can use its action to make a new attack roll using its action. The target must make the attack using its action for the first time on each of its turns. The spell can target only one creature. On a failed save, the target takes half as much damage. Conjuration

Conjure Blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a momentary, nonmagical weapon of magical force within range. The spell succeeds on its own terms if it requires it. Choose a creature within 60 feet of you that you can see. Until the spell ends, the weapon gleams in the dark for the duration or until you use your action to create a new weapon. You might be able to use the weapon to open a portal to a different dimension, or to leap from one place to another. The weapon has AC 1 and 30 hit points. The weapon can normally be restored to its normal state when a hit points total reaches 50 percent. Transmutation

Conjure Blade

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a willing creature and let it take damage equal to 1d6 + your spellcasting ability modifier. For the spell’s damage, the target lances up to 5 claws of you design, such as the One-Handed Claw or the Claw of Fending, or 5 claws of your choice that don’t come with a 10-foot radius and are equipped with talons of any sort. You touch the target again and choose whether the damage increases or decreases by 1d6 until the spell ends. If you chose a claw you use to attack, the claw deals an extra 5d6 damage to the target when it strikes you. Additionally, a thin sheet of light covering the creature’s space becomes a distraction for its attackers. The light flickers and dims as the target makes a successful Wisdom saving throw. As an action, you may touch the creature again and reassert control over the damage it takes. On each of your turns, you can use a bonus action to move the spell by another action. The spell ends if you use either action on it or if it is ever more than 10 feet away from you or casting the spell again. Evocation

Conjure Blight Transmutation

Conjure Blur

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You extend your eyesight to detect the presence of an object within range. You are conversant with the visual world for the duration until you decide to cast this spell. You can use your action to move the eyes of a creature in the area so as to appear as if there were no visible creature visible at the start of the spell’s duration. If you do so, the creature can use its movement to move up to half your speed and spend 1 hit point for each hit, instead of once doing so. Divination

Conjure Body

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You throw a simple, nonmagical spell that can be used to incapacitate a creature. The target must make a Wisdom saving throw. On a failure, the target takes 3 d10 acid damage. On a successful save, the target takes half as much damage. On a second attempt, the target also succeeds on a Strength saving throw (DC 5 + your spellcasting ability modifier). On a successful save, the spell ends. A creature takes 10d8 acid damage on a failed save, or half as much damage on a successful one. You can use your action to issue a verbal command to the target, telling it to take a new action. If the target succeeds on its saving throw, the spell ends. On a failed save, it takes half as much damage, or half as much damage. On a successful, the spell ends. On a creature that is incapacitated by this spell, the target is charmed, frightened, or frightened for the duration. This spell can't cause the target to speak, and the target gains no benefit from the target's actions. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target can use an action to dismiss the spell’s effect. On a success, the spell ends. Divination

Conjure Bow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sling of magical force that can be held in your hand for the spell’s duration is hurled and carries you through difficult terrain. The sling can’t reach a target that isn’t within 10 feet of it. An object or spell that can’t reach the sling is hurled up to 10 feet out of the sling’s reach. The sling can also be used to hurl or crush a willing creature. If the sling is held with one hand, the creature must succeed on a Strength saving throw or take 1d6 force damage. This spell also targets the sling’s ammunition. Conjuration

Conjure Bow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a beam of water in a 20-foot-radius sphere centered on the point you cast this spell. The sphere is 120 feet long, 10 feet wide, and 1 foot high. It can be opened and closed in two different ways: one on a flat surface and one on a slope or on a slope that has no more than 5 inches of elevation. The sphere is 1 foot overhang and 50 feet long. When you cast this spell, roll initiative for the creature, roll initiative for each creature that is within the sphere’s area, and make a Constitution saving throw. On a success, the spell ends. On a failure, the spell ends. The sphere appears as a 10-foot-radius, 5-foot-tall, 10-foot-tall cylinder with a center that is 30 feet square and a height of 5 feet on each side. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save. Conjuration

Conjure Bow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one of the following options for the attack roll. You can also make the attack roll against the same target. The spell ends when it becomes available. Conjuration

Conjure Bow

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a sling for the purpose of firing a weapon. The sling can be used to perform a variety of mundane or magical pranks. The sling also allows you to dismiss one of the following actions with disadvantage: 1) You can use your action to dismiss one of your roll options. Until the spell ends, you must do the same. 2) You can use your action to dismiss one of your rolls. If you do, you can use your action to dismiss both. Finally, you can dismiss one of your roll options as a bonus action on your turn. While the sling is on the ground, you can also use your action to dismiss one of

Conjure Bull or Bullock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You point a small, transparent ball of acid at one creature within range. Make a ranged spell attack against the target. If the attack hits, the target takes 1d10 acid damage. On a hit, the target takes 1d10 force damage. At Higher Levels. When you cast

Conjure Bull’Tail

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The next time you hit a creature with a melee attack during this spell’s duration, the creature takes an action and must make a Wisdom saving throw. On a success, the attack deals an extra 1d6 psychic damage to the target. The target also becomes frightened of you for the duration. The creature can’t take reactions until after the spell ends. Conjuration

Conjure Celestial or Celestial Bond

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spellows multicolored energy in a 20-foot radius around you and pursues whatever is within range until the spell ends. Celestial Bond. You and your companions gain darkvision to a maximum distance of 60 feet. For the duration, each target gains darkvision to a depth of 60 feet. For the duration, any creature can see through Celestial Bond. The spell ends if you choose a point within range and points at any celestial other than the hunk of wood. Evocation

Conjure Charm

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You attempt to charm a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is frightened for the duration. On a successful save, the spell ends. Until the spell ends, the target can communicate with any other creature that you can see within range. If the target has a spell slot of 5th level or lower, the spell ends. If the target has no spell slot, the spell has no effect, and the creature is under its control, the spell is wasted. This spell can end up on the target’s mind or in the target’s body, if the target has any. The spell can be dispelled by a willing spell of 3rd level or lower. Conjuration

Conjure Child

Casting Time: 1 action
Range: 100
Duration: 1 Hour

This spell makes a child the heir to one of your domains. You choose a single creature whose warding action you this year (or any spell you have prepared for it) and whose warding action you cast this year (or which spell you have prepared for it). The creature becomes subject to this warding until the spell ends (your choice which year the child becomes). Your choice of one of the following forms the child appears in (your choice at the start of each of your turns: human, fey, fiend, or beast). The child’s form is yours, and if it appears in a different form from your current one, you can change the form’s original form so that the new form appears within 30 feet of you. The child behaves in whatever form you choose, but its movement and reaction to you are based on the typical humanoid’s typical behavior. The child can enter and occupy a humanoid’s space if that humanoid is within 5 feet of you; it can’t occupy that humanoid otherwise. It can’t cross a barrier, and it can’t make another creature move through it. Divination

Conjure Child

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

A celestial creature of your choice that you can see within range appears in a celestial body of your choice that you can see within range. The celestial appears with a flourish, and the target appears to be the same as the one it appears in. The celestial appears with a flourish, and the target appears to be the same as the one it appears in. For the duration, the celestial can’t be affected by spells or other magical effects. If the celestial can’t be affected by spells, such as invisibility or transmutation, it isn’t affected. The spell lasts for the duration, and it disappears if it still exists. If the celestial can’t be affected by spells, such as teleportation, it doesn’t disappear. The spell can be dispelled if you or someone else with a willing spell slot has a willing spell slot. Evocation

Conjure Child

Casting Time: 1 action
Range: 10
Duration: 1 minute

Concentration, up to 1 hour You conjure up a fey creature that you can see within range. The fey creature can be a Medium or smaller creature. It obeys any verbal, physical, and physical learning rules that you have. The fey creature treats you as a normal creature. If you cast this spell while your creature is within 30 feet of you, you learn the creature’s name (if any), age, and location. You learn how many fey legs the fey creature has and how many it has for arms, legs, or so on. You know the creature’s statistics, though you can’t use its senses or take any actions because of its size or because of its intelligence (though you can cast the normal spell and have its statistics determined by you). To learn more about the fey creature, read its alignment, learn its martial art, and learn its powers, see its alignment, read its patron, consult its attunement book, and so on. You must have seen the fey creature when you cast the spell or seen it during

Conjure Child

Casting Time: 1 action
Range: 10
Duration: 1 Round

You conjure up a beast of your choice that you can see within range. Until the spell ends, a beast of challenge rating 4 or lower becomes a beast of challenge rating 5 or lower. When you choose a creature type, the beast appears in any of its physical forms, but it can’t become a creature of challenge rating 5 or lower. This spell is a spell of concentration for the beasts spell, not the spell’s concentration. When you cast this spell, you can use your action to create one or more new beast forms for each creature you have seen or heard. Each form must be in the form of a Huge or smaller creature. Each form has an area of effect. Conjuration

Conjure Child

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell makes permanent a creature that appears during your next turn. It takes 4d10 necrotic damage for each succeeding turn until its ghost appears again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Necromancy

Conjure Child

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

A magical baby appears in the space of a 10-foot cube centered on a point you choose within range. The baby takes 10d6 necrotic damage on each of its turns, and the spell ends if the baby drops asleep. A creature that takes damage from this spell is immune to that spell for the duration. A successful dispel magic spell cast on the baby fails, and the spell ends by casting again on the baby. The spell ends if the creature is no longer in the container. The spell ends if the creature is no longer in the baby’s container. The spell ends if the creature is no longer in the container. At any time for the duration of the spell, the creature is no longer in the container. Abjuration

Conjure Child

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You take the form of a small

Conjure Child

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You cause one humanoid you can see within range to become charmed by one creature. The target must be a human or an animal other than a beast. On a hit, it takes 1d6 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes 1d6 radiant damage, or half as much damage on a successful save. When the spell ends, the charmed creature returns to its home plane and can repeat the saving throw. The target’s Wisdom modifier is Intelligence based. Divination

Conjure Child

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You place a magical creature into the service of a deity or an adult willing to give you a quest you are pursuing. The target becomes a celestial of your choice that you can see within range. The spell fails and the celestial is no longer an undead creature. The celestial becomes an adult of your choice at the start of your next turn. This spell ends if you drop to 0 hit points or if you cast this spell again before the spell ends. Child of the Dead 30 Concentration, up to 1 minute You hurl a creature of your choice within range into the air to form a body. The creature must make a Strength saving throw. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature has resistance to necrotic damage and regeneration. The extra damage increases by 1d8 at the end of each of its turns, and you choose how much damage the creature takes. The extra damage also persists until it hits or reaches its maximum health. If the creature is incapacitated, it can't use its action to regain health. The dead creature is a celestial of your choice that you can see within range. Child of the Dead 120 1 Hour You place a magical creature into the service of a deity or an adult willing to give you a quest you are pursuing. The target becomes the celestial of your choice: a celestial of challenge rating 6 or lower, a celestial of challenge rating 7 or lower, or a celestial of challenge rating 9 or lower. The target becomes a celestial of challenge rating 7 or lower for the duration of the spell. The celestial’s statistics, including the challenge rating, revert to the creature when it drops to 0 hit points or dies. The celestial retains its hit points and Intelligence and Charisma scores. The spell

Conjure Child

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You forge a fine marble statue of a celestial god within range. It lasts until you gain the celestial age class feature, when you choose a celestial age celestial step, and at the start of your next turn until you choose a celestial step sequence from among the options at the top of your spell book. You can also reduce the statue to 0 hit points if it has two legs and is up to the height of its full weight. You can also specify creatures as companions or enemies while reducing the statue to 0 hit points. Your DM might favor children under the age of 10, to protect them from disease, or to protect themselves against diseases as they age. If you cast this spell as a 15-year-old boy or girl, the statue becomes a celestial until you reduce it to 0 hit points. If you reduce the statue to 0 hit points, the spell ends. If you reduce it to 1 hit point, the spell ends, and you have advantage on all three attacks rolled against it. You make all other attacks with disadvantage. Divination

Conjure Child

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make a creature that you can see within range beguile. The target must be within 30 feet of you by the time you finish casting. If the target is a creature, the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Conjure Child

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You place a beast within range and give it a gift. Choose one creature you can see within range. The beast rises at the DM when you cast this spell. The beast doesn’t change its size, strength, or level; rather, it grows larger and stronger as you create the illusion. The illusion lasts for the beast’s duration, during which time it acts independently of you. When the illusion ends, the beast returns to its home plane, where it trained for 1 hour and rested. The illusion is tangible and lasts for the beast’s duration, if it didn’t die. A creature that dons the illusion can’t stand the illusion and therefore can’t take any actions while it is conscious. When you cast this spell and as a bonus action on each of your turns until the beast returns to its home plane, you can use an action to mentally command any creature you command to a certain performance, such as riding the dragon’s legendary messenger, opening its mouth wide to say the truth, or calling out to its brothers and sisters. The creature must make a Wisdom (Perception) check against your spell save DC. If successful, you command the beast to perform any action you choose, without further interaction with it. You decide whether the illusion lasts for the beast’s duration or until you use your action to command it to say the truth, if it chooses. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can command the illusion to speak one word in addition to its usual language. Conjuration

Conjure Child

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a tiny, harmless creature that has the same name as the child you sent to a specific location. Until the spell ends, the creature is harmless to you and harmless to your companions. The creature must be within 10 feet of you before you can cast the spell. If the creature is within 10 feet of you, it can be targeted by the spell and has advantage on attack rolls against you. The creature can’t be charmed. If the creature is charmed, it doesn’t benefit from any special effects. The creature can’t be’t possessed, possessed by any other creature, or possessed by any other being. If you cast this spell with a concentration on an object, the effect only occurs if it is in the container you used for the spell. Divination

Conjure Child

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours

You summon a fey creature that becomes animated and grows larger when you call upon its Intelligence for the first time on a long rest. You choose the fey form you summon. It must be of the form you named, which has the same hit points and attack bonus as the fey creature, and it must make a Wisdom saving throw. On a failed save, it can’t become animated for 1 minute. When the fey creature drops to 0 hit points, it disappears. It reappears at the start of your next turn, at which point it returns as an affected creature to its original form. If the fey creature drops to 0 hit points, it disappears, returning to its mother’s plane. As an action, you can summon a fey version of your creature, giving it the same hit points and attack bonus as a fey human’s’ only animated form. It must be of the same form as you called upon to make the saving throw. If you cast this spell multiple times, you can have up to three fey creatures summoned at a time; if you cast it once, you can have summoned only one fey creature at a time. Once summoned, a summoned fey creature is no longer animated and can‘t become animated, but it must immediately end its turn on the following turn's worth of actions it took before it could use its action on that turn. The fey creature can thus consume food or drink, using other creatures‘'s resources, to sustain itself over the course of the next full 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon fey version of your fey creature, giving it both the hit points (if any) and the Hit Dice (if any) you give it. Conjuration

Conjure Child

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You force a creature of your choice that you can see within range to become a little child. The target must be a humanoid or an object. If you do so, the target is charmed by the spell and immune to its spellcasting for 1 hour. The target is frightened of you and must succeed on a Wisdom saving throw or be charmed by the spell for 1 hour. When the target is no longer charmed by the spell, you decide whether the spell ends or the spell ends automatically. Transmutation

Conjure child

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a tiny child of your choice that appears in your space. The child must be within 10 feet of you. Until the spell ends, the child appears in your space. The child is made of one of your choice of the following: normal, magical, or cursed. The child can be a humanoid, a wizard, a witch, a fiend, a necromancer, a demon, a fiend, or a deity. The creature must be within 5 feet of you when you cast the spell. The child can make a Constitution saving throw. It can’t be charmed, frightened, or otherwise affected by other creatures. If you cast the spell on a creature that is charmed, you can use an action to determine its nature. It can’t be affected by the normal rules for what lies within its space. If you cast the spell on a creature that isn’t charmed, it can make a Wisdom saving throw. On a success, the creature is no longer charmed, frightened, or otherwise affected by the spell. If the creature is a creature, it has advantage on attack rolls against it and ability checks against spells and other magical effects. Conjuration

Conjure Child

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 day

You sacrifice a creature’s best interests and begin a new life as a minor aberrant forager in the Great Lake Wilderness. Until the spell ends, your servant becomes a minor aberrant, a celestial of service to the gods and goddesses, who is your closest companion. While you are a minor aberrant, you do not gain any class levels; only class levels you know, as well as your Intelligence and Wisdom scores, which are determined by the DM based on the creature’s alignment. Even if you choose to become a celestial, you retain the benefits of your celestial companion’s attunement to animate and no longer have access to any of your spell slots. You also no longer possess any of your petrified remains (though they retain their body parts), nor can you teleport your companion or aid him or her in his or her quest. During the duration of the spell, you can see and hear the remains of all minor creatures, and you can’t speak any new or familiar to any creature that dies within 30 feet of you. While your companion is w illing to remain dormant for long periods of time, he or she is no longer considered the minor aberrant and can no longer benefit from any kind of social or physical service. The minor aberrant’s hit point maximum is reduced to 0 hit points and their hit point maximum is increased by 1. If they have fewer hit points than their companions, the minor aberrants take fewer of their hit points. For the duration, or until they w ill gain immunity to a spell or effect that would make them immune, the minor aberrants also deal less damage to each other and to any creatures within 30 feet of each other. Conjuration

Conjure Child

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range gains a talent of bardic prophecy. You reveal a secret message to a creature that has the chosen school of bardic divination book, either written in an incantation or in an astrological sign (such as a taurus, a crescent, or a mungusaur). The creature must be within 30 feet of you when you cast this spell. You must assume the w dirge class, which is determined by the DM. You learn the school's rules and divination spells at the DM’s discretion. At any time during the casting of this spell, if the creature you cast this spell fails its saving throw and falls within 60 feet of you, you conjure a phoenix (the skimmer’s talismans flying talons at it to defend itself against the elements). This phoenix appears and w dirges, in which it appears to a creature that you choose to be its guardian, until the creature completes the spell. This spell might also protect a lich, a demigod, a demigod's twin, or a wizard, a demigod's uncle, a demigod's nephew, or a wizard, a demigod, or a fey (archetypist). These phoenixes appear within 30 feet of you and can fly. You can also speak the secret message if you have it (no action

Conjure Child

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You make a magical bond between two willing creatures and give them one of your choice of the creature’s kind that you can see within range. The creature is familiar. The creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. As an action, you can move or otherwise interact with the creature to gain the creature’s attention. The creature behaves in whatever manner you choose, even acting out some of its actions. The creature can make illogical connections to other creatures, such as by acting out a trick it sees or hearing. The creature is unaffected by the use of any of the above spells. Transmutation

Conjure Child

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You make an attempt to raise a humanoid that has AC 5 or lower. You pick a race. The creature must be a humanoid (or a different race) that has the Intelligence, Wisdom, or Charisma scores of the chosen race. The creature must be of a Large size (10 feet or less) or smaller for the casting. The creature must be proficient with all simple and martial weapons, including those of that race. The creature must be proficient with Strength, Dexterity, and Constitution saving throws. If the creature is both Medium and Small (10 feet or less), it gains the same bonus as if it were Medium or Small. The creature must be of a Large size to cast this spell. Conjuration

Conjure Child

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You place one child within range and place it within range to learn the language of other creatures, provided the child has a good reason for doing so. The child can speak a language that is familiar to it, and it can understand a language that is difficult for the child to understand. The target child also gains a +1 bonus to AC. Abjuration

Conjure Child

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You sacrifice a creature to the nature of the dead to serve as a guardian creature for the duration. The creature is a celestial, an elemental, a fey, or a fiend (your choice) that doesn’t take death effects. It disappears when it drops to 0 hit points or when the spell ends. The creature can’t willingly return to life when the sacrifice is made. It doesn’t willingly waste its life on another creature, such as when it attacks you, or you, for that matter, when it plants a bomb at you. If you choose to sacrifice the creature for a creature, that creature must succeed on a Constitution saving throw or become immune to weapon damage and death effects until the sacrifice is complete. The creature’s soul is yours to rule over, in case you ever run out of blood. Necromancy

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This charm surrounds a celestial or a fey creature for the duration. To cast the spell—and to benefit from the spell and its effects, if any—you must spend 1 Hit Dice. While affected by this spell, you can talk to any creature affected by the charm, which makes the use of the spells more difficult. At the start of your next turn, the creature hears your words, recognizes your presence, and acts in accordance with your wishes. It is capable of speaking any spoken language it desires, though only if it can hear you. If you cast this spell while you are within line of sight of a creature or if you are speaking to it while within 1 mile of you, the creature hears your words and recognizes your presence as an illusion. Any damage that occurs while you can see the glyph or when the glyph or effect appears damages the creature. If the creature can’t see the glyph or the effect and is charmed by you, the creature can use its action to attack you with it. If a creature charmed by this spell successfully saves

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a creature of challenge rating 5 or lower that is completely new to you. It takes three checks to establish who is its parent or guardian, and it does so after creating the creature. You know the child well enough to understand its deepest fears, its deepest desires, and the depth of its deepest loyalty. The child comes into existence free from any restraints or restrictions created by the devil’s Hand. It obeys whatever orders or decisions your DM offers it, even if those commands or decisions might violate natural law. The child can understand your thoughts and actions and can understand your deepest fears and deepest desires. Your DM chooses the creature type, and the amount of eyes, ears, and other sensory organs affected by this spell for the creature. If you have three or four such eyes, ears, and other sensory organs, you can create one additional humanoid for each slot slot level above 5th. Conjuration

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You sacrifice a creature you touch to serve as a minor deity in a location you choose within range. The sacrifice causes the creature you chose to become a minor deity for the first time on your turn, until it dies. The sacrifice also causes the creature to become a minor deity for the duration of the spell, at which point the creature becomes a deity for the spell’s duration. The creature gains no benefit from saving throws against spells and magical effects that would change its nature and cause its status to change, such as death or father’s magic to end. Abjuration

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You sacrifice a wily creature you can see within range. The creature becomes a celestial until the spell ends. The wily sacrificed the creature for the duration. For the duration, the wily sacrificed a celestial and any creatures within its reach while it is within 1 mile of it. The wilful creature can understand any spoken language it hears while within 1,000 feet of it. Similarly, the wily sacrificed a celestial that dies within the spell’s duration can’t be turned to stone for its restoration. After spending 4 minutes sacrificing the celestial, the wily becomes immune to all damage and can’t become suicidal. (Typically, the wily sacrificed a celestial to protect a temple or to protect an artifact, though it might sacrifice a celestial for a temple or artifact.) The spell ends for the creature if it dies while within 1 mile of a celestial sacrificed by a mortal. Abjuration

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a phantom child, a creature that resembles a wizard or a witch, and who can talk with you through the use of its arms. The child can speak your language, take on one of the following forms: bat form, fey form, fiend form, or abominable. The child can be a Huge or smaller creature, a Huge or smaller creature, or a nonmagical object created by nature. The child can be a willing creature or a member of a different kind (such as a lich or a demigod) that the child can appear in. You decide when the child can speak the language of the chosen kind, though the child can appear in any plane of existence, each with its own language. The child can also appear where no creature can see it. The child has the capabilities of its original form, provided that you grant it the appropriate training and permission from its master. If the child w as created by a spell, a spell of 7th level or lower, the creature automatically replaces that spell with another, which you can do without breaking the child's training. You can also create new ones, creating a new demigod, fiend, or abomination. The child can be friendly to you while it is summoned. It obeys your spoken commands, if they are true. To dismiss the spell, use this spell’s dismiss screen. To undo the effect of casting the spell, use this spell’s undo screen. To set a password, use this spell’s password screen. To change the appearance of your child, see the pedantic child on the pedantic child’s page. If you prefer your child to be a giant or fey, you can use its pedantic form, which has a shorter half-life and is made of stone that can be broken by a simple melee attack. The pedantic child can be bound to a chandelier by rope, though the rope can restrain it. If the rope is broken, the child can only be bound by it. As an action, you can compel the creature to appear inside a chandelier, which it can do no more than once before it breaks. It can’t be bound by anything, but it can entangle it in a cord of sorts and keep it there for up to 8 hours. You can compel the child to accompany you on your travels, encouraging you to accompany the child wherever you go. While the child is traveling, it can make any magic item used to make a magic item available to you that can be bound to a tree or a rock, and can make any magic item used to make a staff available to you as long as it has a staff slot of any sort available. The child can enter and occupy any number of chandeliers, like so: if you have a chandelier decorated with magic items, you can compel the creature to go door to door for it, and you can compel it to go door to door for you (if there is one). The creature can enter and occupy any number of chandeliers that it chooses, even if none are available (such as if you have two chandeliers made from magic items and one decorated with magic items and one decorated with staff). Finally, you can compel the creature to make a magic axe or other similar item available for the creature’s use (such as if you have a magic axe made of stone and a staff slot of any sort available, or if you have a magic axe crafted of stone and a staff slot open to its normal function, which slot is open to the boss monster). You decide what actions and actions automatically trigger when the child appears in your area (for example, you might summon the pedantic child to fight for you or to defend a group of hobgoblins). If you have a magic axe with which the child can attack, the magical axe deals an extra 4d10 force damage to the

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a spirit that appears in an unoccupied space within range and that you can see within range. The magic created the creature for the first time on your next turn. The creature regains hit points equal to half your spell’s level when you cast this spell using a spell slot of 1st level or higher. When the creature finishes its turn, the spell ends. Abjuration

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one humanoid you can see within range. The target becomes a simple illusion that lasts until the spell ends. The target can’t be charmed, frightened, or possessed by another creature. If the target is charmed, frightened, or possessed by another creature, the illusion attempts to convince the creature that the target is a creature of its true nature. The target can’t be frightened, but it can make verbal and somatic checks to understand the meaning of words and images. If it is unable to converse with the creature or understand its language well enough to understand what it is saying, the target must make the animal’s verbal or somatic check against its spell save DC. If the check succeeds, the illusion appears to be false. If the check is successful, the illusion appears to be permanently false. The target can have one of the following illusions appear: a spirit child or a child of a spirit, such as a shadow or a fey. It becomes a spirit when it is at least 5 years old, and it can’t be charmed or possessed by another creature. If the target is a creature, it can have neither the illusion nor the spirit. If the target is a creature, it can be one of the following: a) A spirit that doesn’t share a body, b) A spirit that can't be charmed or possessed, or c) A spirit capable of telekinesis. The target can have either illusion or spirit. If the target is a creature, it can be one of the following: a) A spirit that doesn’t share a body, b) A spirit that can't be charmed or possessed, or) A spirit capable of telekinetically manipulating a target. When the spell ends, the target can choose to either disappear into nothingness or remain in its illusion. If the target can disappear into nothingness, it can still possess the target and attempt to possess another creature. The target can also retain the illusion it created, though it must succeed on a Wisdom saving throw or become incapacitated. A target that can be possessed can’t be possessed. Abjuration

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 2-foot-square humanoid that can’t be charmed or possessed. The creature must be within 5 feet of you when you create the creature. Until the spell ends, the target can’t cast any spell. Until the spell ends, you can use your action to cause the creature to speak the chosen language. The target must be within 5 feet of you when you create the creature. Transmutation

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

This spell transforms an unwilling child you touch into a celestial fey. You can choose a fey humanoid or an elemental fey, a beast fey or a celestial fey (if you give it a choice, that fey is created as a celestial), or a celestial fey (if you give it a celestial component) or fey (if you give it a fey component). You transform the fey into a creature of challenge rating 6 or lower, and you can’t forage for food within 30 feet of it. The fey become fatigued and wither away when over 60 years old. While the fey is under the fey’s control, you can use a bonus action to cause the fey’s remaining condition to be met. You can also cause the fey to become frightened of you, attempting to bite it. While frightened by the fey, the creature must make a Constitution saving throw. On a failed save, the creature is frightened of you for 1 minute or until you use your action to exhume the fey from the creature’s body. You can banish the fey in this way at the

Conjure Child

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter a familiar or an ancient lore, or a wish, and the creature you spoke with vanishes. If you chose the familiar or a wish, the creature disappears instantly. The spell doesn’t last long enough to understand what you might have said or done, but might last as long as 30 days. Evocation

Conjure Child

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 12 hours

You create a child of your choice from the following creatures that you can see within range. The child is a humanoid that can’t be charmed, and can’t speak, cast spells, and otherwise be charmed by any other creature. The child can be any shape or form you choose, but it must be of the same or similar form as you. The child disappears when it drops to

Conjure Child

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell conjures a tiny concubine to serve as your faithful companion. While you have this spell active, you can make a ranged spell attack for every 5 you make with it. On a hit, the concubine becomes pregnant. At the end of your next turn, you might choose to have the baby taken from you, or have her become pregnant with someone else. You might also have her become pregnant with a willing child, though you must have both cast these spells before you can do so. Both options might yield similar results. You might also have her become pregnant with a new adult, though this spell has no effect on her. A baby girl might be born in a month, a son in a year, or both at once. You might decide to have both babies, as a bonus action on each turn of your next turn you can choose to have the baby come into existence as a celestial, an extra terrestrial in origin child (your choice which celestial you choose), or a celestial of challenge rating 2 or lower (your choice which celestial you choose which celestial you choose which celestial you choose which celestial you choose which celestial you choose which celestial you cast while pregnant). If you do so, she becomes pregnant with the baby (and its progeny) while you are casting this spell. You can have the baby come into existence at any time during your next turn, and it might come out as a celestial of challenge rating 5 or lower (you might choose a higher challenge rating instead). A celestial created by this spell gains the benefit of a celestial’s attunement to an unoccupied space you used to cast this spell. Similarly, if you create a celestial of challenge rating 5 or lower, the celestial gains the benefit of a celestial’s attunement to an unoccupied space you used to cast this spell. Abjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell transforms a willing creature you choose within range for the first time on a succeeding turn of your next turn into a child of light and intelligence. You choose a creature type known to you as a child of wood or stone, and you transform it. The spell fails if the creature’s Intelligence is 4 or higher. The child looks like a child of typical humanoids depicted with long, flowing hair that falls into flowing wavy curls. The creature can be as young as one month old. The transformation lasts for the duration, or until the creature is physically or mentally strong enough to cast three spells of level 5 or higher and begins working as a child. The child doesn’t need to be large or strong to be affected by the spell. As a bonus action on your turn, you can reshape any of the creature’s hair, making it appear either shorter or longer. This transformation can’t target a creature of Medium or smaller in size. You can have the creature’s hair become pony or short, or you

Conjure Child

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your divine bond allows you to shape the child you wish to have as a child. Choose a humanoid you can see within range, such as a human or a unicorn, and give it an Intelligence score of 4 or lower. The child becomes an adult within the time limit specified for it, or you can create an adult version of the creature. This spell has no effect on children of the same sex. You can’t choose an adult target to be the child of. If you do, the creature becomes a child of your choice until you choose another target. You can have up to two additional children per round. If you cast this spell on the same creature or a different one, the child transforms into the child you gave it, and so on. Choose one or more of the following options when setting the child’s growth and maturity scores: • You can raise the child as a regular action, causing it to become a member of the Child of Stone. Necromancy

Conjure Child

Casting Time: 1 action
Range: 60
Duration: 1 minute

You conjure a fey beast from the remains of a corpse that appears in an unoccupied space that you can see within range. The fey beast disappears when it drops to 0 hit points or when the spell ends. The fey beast is friendly to you and your companions for the duration. It lasts until it drops to 0 hit points, at which point it attacks you with a melee weapon attack or with an attack that would normally deal damage. The fey beast disappears when you dismiss it as an action, using the summoned creature as a material component. It is friendly to you and your companions for the duration. The fey beast disappears when you cast this spell using a spell slot of 6th level or higher, or by accident, as if summoned by another casting of the spell. The fey beast disappears when you use your action to speak again. It disappears if it is ever more than 30 feet away from you or if it has attacked you. At the DM'S option, the fey beast can have one additional creature within its area for the duration. That creature’s speed is halved in the area, and it gains a +2 bonus to AC and saving throws. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: 1 minute

You summon a fey, three-eyed, raven-eaten beast that resembles a human and carries a large, girthful adult and child in it. The beast appears in the nearest unoccupied space that you can see within range. The beast can be a standing creature, a 5 foot tall biped, or a bony mass of stone or clay. The beast’s size is Medium (you choose the size you choose). The beast carries about the same weight as you and can’t exceed Medium size. The beast’s equipment is empty except for a simple helm, dagger, sling, and some weighty object. The fey is an adult that takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The fey’s equipment is intact and carries a simple crossbow and some ammunition. If the fey is destroyed, the creature carries no equipment at all except for a simple helm, dagger, sling, and some weighty object. The fey carries no ill effects or harmful objects and can carry only one willing creature at a time. The fey’s equipment is intact and carries a simple crossbow and some ammunition. You can make a melee spell attack against the fey with advantage. On a hit, the creature takes 1d6 cold damage and must use its action on each of its turns to take bludgeoning damage equal to 3d6 damage. If a frost giant or a giant centipede bite the fey, they deal 1d6 cold damage on a hit. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: 1 Round

You attempt to conjure up a child for the first time on a target. The target must be within 10 feet of you. The target can't be charmed, but it can make a Wisdom saving throw. On a failed save, it becomes charmed by you for the duration. Until the spell ends, the child can be charmed by you for the duration. Each time you cast this spell, you can repeat the saving throw, ending the effect on itself on a success. The target can be a humanoid or an animal. If it is an animal, it must make a Wisdom saving throw. On a successful save, the creature is no longer charmed by you. The creature is under your control until the spell ends. After you cast this spell, you can have the child become a child for the first time on a target. Enchantment

Conjure Child

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell brings a willing creature of darkvision to a reach. For the duration, that creature can see in dim light within 60 feet of a point within range. As an action, you can release the target from its reach and instead release it from its restraints. The creature must succeed on a Wisdom saving throw or its restraint wanes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 week, and the spell deals an extra 1d6 damage to you and each creature it strikes when you hit six or more holes, including by way of a Large or smaller target, until it has to use an action to get up or down. When the spell ends, the creature can use its action to re-enter its range and re-enter its own range again. This spell also stops short of targeting particular types of creatures, such as the humanoid or the warlock, when it targets a particular creature. If you target a creature with a spell, that spell has cast an effect that targets the creature most affected by the curse, such as the witch’s staff or a legendary spell of 7th level or higher. A target affected by such a spell makes a Wisdom saving throw against the curse. On a successful save, the curse stops. While affected by such a spell, the creature reverts to its original plane of existence, and it gains 10 temporary hit points. These temporary hit points can’t be used to cast spells or to create new ones, but they can be used to repair damaged or broken objects, prepare meals, clean vehicles, clean or otherwise care for the creature, clean or otherwise care for the creature after it has restored hit points, clean or otherwise care for it after it has been cast off the spell. A creature affected by such a spell gains no temporary hit points. Necromancy

Conjure Child

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You take the form of an obedient child raised by the gods to serve as a godmother to your children. Choose one of the following options for what appears: kitten, cub, or cat. You can create one of the following effects within range: • You banish a creature that entered the Abyss from its natural pool of vitality to a suspended animation ground beneath an illusory pit, forcing it to make a Constitution saving throw and returning to its normal state. • Your spell ends for a creature that starts its turn in the pit or step outside the spell’s area, for instance, if you cast this spell with an 8th-level spell slot, or with a 7th-level spell slot, or with a 4th-level spell slot, or with a 5th-level spell slot, or with a 4th-level spell slot. • You change the way the creature behaves within the pit or step outside its area. For example, you could create an illusion of a snake by creating a new image, placing its hooves on its head, or manipulating its jaw and jaw muscles to create a trapdoor. Such a creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. • You give a creature that starts its turn in the pit a choice of one of the actions it can take during its turn. It can repeat the action it chose until the start of its next turn, ending the effect on itself on a success. • You imbue an unwilling creature you touch with a potent illusion, similar in nature to a magic shoe, that it can use in combat. The creature can make a Wisdom saving throw against your spell save DC. If it succeeds, the spell’s damage increases by 1d10. If it fails, the creature frees itself, and the illusion returns to its normal state. This spell ends for a creature that successfully saves against an illusion spell or a similar effect. You can create an illusion using any spell you know, such as the warding wight spell, or you can create a false one, casting it using magic, and succeeding on a Wisdom saving throw reveals the illusion to be a trap. That spell can be found at the bottom of your spell book. When you cast this spell, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you cast the spell. If you cast this spell multiple times, you can have up to three creatures affected by it affect at least one creature each time. Each affected creature must make a Charisma saving throw. On a failed save, the affected creature is blinded until your next turn. At the end of your next turn, the creature is no longer blinded, and its condition doesn’t change. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you cast the spell. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You spend your youth in a different tree and inhabit it for the entire duration. You choose one of the following branches of the same tree for the duration, and you can choose branches from any of the families within the same clan tree: Dark elf, Dwarf, or wizard. While in the tree, your proficiency bonus is equal to your own, and you gain the following benefits: - You are immune to all damage; - Your life span is reduced by 1 hour; - If you age too long in the tree, your hair is long, your beard is long, and so on; - You can speak any number of native tongues that you know; - Your voice fills a 20-foot cone; and - You can use your action to create a verbal chain linking you and an unwilling creature of your choice within 60 feet. The chain leads to a creature you choose as the target of a curse, an evil spell, an ability change, an undead spell, an evil steed spell, a celestial entangle spell, or a similar casting. Until the spell ends, the target can make a Wisdom saving throw against the curse, and the curse ends for it if you or one of your companions w ere there. At Higher Levels. When you cast this spell using a spell slot of half level 7th or higher, the duration is concentration, up to 10 days. When you cast this spell using a spell slot of 8th level or higher, the duration is concentration, up to 8 days. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is concentration, up to 24 hours. When you cast this spell using a spell slot of 10th level or higher, the duration is concentration, up to 24 hours. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You transform a willing creature you touch and give it life until the spell ends. For the duration, the creature has the condition that a human being must be born after the spell ends: that is, before you can give it life, you have to make a sacrifice to make your sacrifice permanent. If you wish to end the spell prematurely, you might do this: you might wish to end the spell prematurely, or you might wish to end the creature’s life. If you do so, your second birthday takes precedence; if you wish to end the spell prematurely, your birthday is not affected. You can end your second birthday at any time, ending it for you on any of your turns. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, a target’s birthday can affect it by as many as two hundred years, three hundred and twelve months, or eleven months. Abjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A tiny child appears at your service. Until the spell ends, the child is nothing more than a humanoid with no body and no head. It has no discernment, language, or language ability, and when the spell ends, it disappears. Necromancy

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell calls your attention to a celestial, a celestial within the words of a divine text. A celestial that you choose has 2 hit points and doesn’t speak a single sigil word. The celestial can be an equal to or more powerful deity of another type, such as a god or an ancient demigod, or a different sort of celestial, such as a celestial who commands more servants or followers. While a celestial is within 60 feet of you, you can direct the celestial toward your side as you direct toward your deity’s altar or idol. When you cast this spell, you can choose whether you desire a celestial sentinel or a celestial sentinelle, or both. The celestial can be in any of the following forms: Off (bleeding), Medium (bleeding), Prison (choking), or Mortal (mummified). The celestial remains until it drops to 0 hit points, at which time it merges into the rest form. Each time the celestial dies, it reverts to its normal form, gaining hit points equal to half the amount of hit points it still has. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional celestial for each slot level above 6th. Divination

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a miniature version of yourself that acts as a servant, a proxy for your family and friends, your faithful companion, and a stepping stone toward reaching the pinnacle of your celestial heritage. The servant functions as a servant of nature, but it can also play a part in ruling your actions, summoning allies, and so on. As a bonus action, you can send your portrait to the demiplane, where it might appear as a miniature version of another creature. Choose the miniature from any of the following families: elves, goblins, celestials, elementals, elementals of cold water, elementals of fire, elementals of life, elementals of water, nebulae, and so on. While a miniature is sent to the demiplane, you can make a single melee attack with it. On a hit, you must make a melee attack with a weapon, and your attack rolls increase by 1 until the start of your next turn, at which point the servant vanishes. You might also summon a fey creature if your DM chooses the fey spirit as your servant. The fey spirit is friendly to you and your companions. The servant is limited in the number of creatures it can form with you. It can only appear in mists of blackened fog or in places that are obscured. A summoned servant can be destroyed only by succeeding throws with a weapon or attack with a weapon made from it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can summon one fey creature, make a melee attack with it, and have it appear in a location that you can see. Make a ranged spell attack. On a hit, the fey creature crumbles into ash, and you deal an extra 4d6 fire damage to the target (fire resistance of the fey creature is 25). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell enables a willing creature you touch to become a baby stepchild for the first time on a permanent object or within the last 30 days. The spell ends if you or your companions die while the spell persists, if you cast it again and the child w as a child of a different kind, if the child’s head is full and the baby is born with severe deformities, if you have the physique or the mental capacity to create a wry image on its head. The wry image is a reflection of the creature’s personality, while the baby’s head is covered with a crown of spikes. The wry image also reveals the creature’s true nature, whether as a child, as a sibling, or as a member of a strange, monstrous family that can control its mind. The wry image reveals the creature's true nature from its mother’s perspective, even if the creature has never seen the wry image or seen its true form. Abjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes it possible for children of your kind to become members of the chosen race. You and your companions take 1d4 racial traits from one creature you choose within range, which you choose when you cast this spell. The creature’s race determines what skill it has, which skill it has against which creature, or which creature’s racial ability it has against. You can also select one of the following racial abilities from among the creatures you make racial racial abilities: Barrage, Bolt of Free Action, Bonfire, Boltsave, Bonfire, Bond from above, Branch, Branch-Blanket, Bond from below, Break from Above, Breakout, Bridge over the Sea, Cable, Cell-Toll, Choke, Decoy (You touch the target nonliving creature to sleep), Darkvision, Drill, Eagle Eye, Evergreen, Everlasting Rest, Extender, Fan of Knives, Filth, Grind, Great Hall of the Dead, Great Hallucination, Great Hallucinatory Terrain, Great Hallucinatory Tree, Great Hallucinatory Swamp, Great Hallucinatory Area, Hell hole, Horror, Ice spear, Jagged Old Man, Jack-o'-Lantern, Katabatic Spear, Keeper's axe, Long sword, Long sword, Pike, Push, Rock, Spear, Skull, Shell, Stone, Stone of Suspicion, Stone of Stonehenge, Stone of Stonehenge Device, Stone of Stonehenge Servant, Stone of Stonehenge Summoner, Stone of Stonehenge Wizard,

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell places a 5-foot-tall, 5-foot-wide sphere of energy centered on a point within range. Until the spell ends, any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. On a failed save, a creature takes 10d6 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Necromancy

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to conjure a creature into your steed persona. While this steed is stably fit and animated, a creature of your choice that you can see within range must

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to entangle a humanoid within the remains of a previous successful challenge. The target must make a successful Constitution saving throw with advantage. If you succeed, it is no longer a cursed humanoid, but an undead creature that fails its save and becomes a zombie on its next turn. The target can’t become a zombie again if its hit point maximum drops to 0. The beast can’t become a zombie if its hit point maximum drops below 0 hit points. When the spell ends, the creature automatically reverts to being a creature under the effects of the original challenge, provided that it re-enters the warded area. It sheds bright light in a 30—foot radius and dim light for an additional 10 feet. Necromancy

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You bring a satyr within range and give it a +2 bonus to AC for the duration. The satyr

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call into the past a minor illusory present that you can see within range. It is an object created by the spells of your choice. It recalls the past, present, and future of a creature you can see within range, as well as the current conditions of creatures you see within range, if any exist. It has no memory of when it was formed, nor does it possess any memory of what occurred when it was created. Only after such a minor illusory present has been created can you use it to recall the past, present, and future of a creature. You can direct the illusory present to any of your actions within 15 feet of it, as if it were casting a spell. If the present were of a creature type known as a conjurer, it would be your conjurer spell. This spell enables you to rewind time for each affected creature. After using your main action on a new affected creature, you can rewind time as for the first time on the affected creature’s turn, instead of casting a spell. For the duration, a creature within your reach of a rewind time of 1 hour or less can repeat the saving throw, and it frees itself from the rewind. A creature that has the rewind time classically takes half as much damage from the rewind damage. Transmutation

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a child within range for the duration. Your spell ends if the child falls short of the target’s height or falls short of the spell’s capabilities. You can also choose to end the spell early, as with necromancy, or long before it permanently ends (as when you cast this spell in a different city or region). If you end your spell early, the spell doesn’t return to you. You choose whether to end the spell or to banish the child to your home plane. The spell ends if the child falls short of the maximum height that can be reached within 30 feet of your location, if the child falls short of the height you choose (your choice). Abjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spirit that takes the form of a willing creature and bestows magical power upon it. The child can do whatever it wishes, using whatever means appropriate to the task at hand to achieve its ends. The child can do whatever the child desires, so long as the task it pursues doesn’t involve harming the child. The child can be a Huge or smaller creature, a Large or smaller creature, or a creature other than the chosen form. The child can be a creature of Medium size or smaller, a Huge or smaller creature, or a creature other than the chosen form. The child can be a Huge or smaller creature, a Large or smaller creature, or a creature other than the chosen form. Divination

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic can fill a minor wonderland home with an aura of magic. Whenever a creature that is within 30 feet of you makes an ability saving throw, or a spell of 4th level or lower targets an ability score of a creature that can’t be bound to a plane, the creature can make a saving throw the first time on a turn that it successfully completes the spell, and this spell also ends on a successful one. Divination

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic results in the creation of a fine child. Choose one or more willing creatures of your choice that you can see within range. They are completely free of disease and any effect to permanently end their freedom. The creatures can’t willingly leave the stupor and remain in the stupor for the duration. Each creature that ends its turn in the spell’s area must succeed on a Wisdom saving throw or be compelled to the stupor spell until the creature returns to its current spot. A creature compelled by the spell to the stupor creature’s spot and within 30 feet of the spell’s area must make a Wisdom saving throw. On a failed save, the creature falls prone and can’t act until it has rested. The creature is unconscious if it wants to move to the nearest safe spot. You can shape the stupor creature’s future and could change its nature to keep it there while the spell lasts. The stupor doesn’t become bound to a willing creature and can animate and become a bonded servant, or it can become a creature bonded to a creature of the opposite sex but without a soul or foresight. As an action, a bonded creature can make a Wisdom saving throw to regain possession of itself. On a successful save, the spell ends for that creature. If the creature attempts to free itself by casting a spell of 3rd level or higher, its saving throw is wasted. If the creature would regain all its hit points in a row, it instead uses its action on that hit to attempt to cast another spell of 3rd level or lower. On a failed save, it instead takes 6d6 fire damage and is burned at lightning point by fire until it cools. While burned, the creature takes 10d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for a bonded creature increases by 1d6 for each slot level above 6th. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your sacrifice brings peace to a mortal wound that you know you are capable of causing. For the first time in a long time, the sacrificed creature becomes a Child of Ashenvale, raising it as a symbol of life and service to the living. You can speak the sacrificed creature's name and name as a symbol of service, allowing the creature to serve as a symbol of its kind. The creature’s head is enclosed in a fine talisman, imbued with the power of Ashenvale. The talisman glimmers in the dark of your DM’s vision, radiating life energy that lasts for the creature’s whole duration. If you imbue the creature with this power for the first time on a creature’s turn, the creature is restored to life with 10 hit points. If you imbued the creature with this power for the first time on a creature’s turn, the creature is restrained and must make a Wisdom saving throw. The creature remains restrained until the spell ends, at which point the creature becomes a Child of Ashenvale and can’t become a Child of Pasal. A Child of Pasal is a creature that can’t be a child of Pasal until its bonded condition is met. A Child of Pasal becomes a Child of Pasal if the bonded condition is met: You sacrifice an unwilling creature to an illusion. The creature’s soul begins to glow and becomes a celestial, fey, or fiend (your choice when you cast this spell). As an action, you can release the child from its illusion and release another creature. Both creatures must make a Charisma saving throw. Each creature takes 8d10 radiant damage on a failed save, or half as much damage on a successful one. Necromancy

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sacrifice a creature that you can see within range for the duration. The creature is an infant who is raised by you until the last moment of its life. The sacrifice transforms the creature, and it becomes a member of the chosen race. When the sacrifice occurs, the creature becomes mortal and becomes a celestial. You choose the manifestation of the sacrifice, which lasts for the duration. When you make the choice, you can offer a small portion of the sacrifice to the creature, which has its own destiny and is descended from a god you choose. The creature chooses one of the following three paths: peaceful, dark, or fiery. The sacrifice doesn’t have to be heavy or powerful. For the duration, the sacrifice provides a measure of protection against death, but it might not do so in the event of a natural disaster. Divination

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sacrifice a creature you can see within range for the duration. The creature’s best friend is a beast. It speaks a nature-bending language that sounds like gibberish, which makes it difficult for it to understand. Until the spell ends, the

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sacrifice a humanoid within range for the good of the temple. For the duration, the bond lasts until the creature is no longer alive. The creature is worthy of worship and may become a deity or a celestial. The sacrifice provides a precious piece of a divine symbol. It also might provide a means by which your temple might become a temple to another deity. You choose the nature of the sacrifice. For most temples, the sacrifice is a part of a special ceremony, such as that performed by a priest, that removes a portion of an idol from a temple, or that allows a target to become a celestial. temples.com temples. You might sacrifice another creature to appear divine, a celestial, or a god, depending on the circumstance. A deity can sacrifice a celestial, a celestial, or a god to appear divine. A sacrifice for the sake of the temple might be a part of a special temple dedicated to a particular deity. For example, your temple might serve as

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sacrifice an animal to become

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a baby shadow, a spectral child of ice within range, from the frozen wastes of Erebor. Your power radiates with it for the duration and can freeze the hunk. It is completely dark, 6 feet long, and weighs up to 500 pounds. It is completely obedient to your will and can communicate with other children as it pleases. You can shape your shadow to behave in any of the following ways: - As a gesture, you can shape your body to appear as if you were in it. While in this form, you can use a bonus action to transform into a beast or a Huge or smaller noncreature form called a Dwarf, which becomes a member of your party. If you chose an illusion form, your shadow forms don’t necessarily take a direct line to the DM of your choice, but instead appear as you cast the spell. These shadows act as your retinue of servants, guarding you against the horrors of the wastes. While under your retinue, you gain: - 5 hit points per level of the shadow

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a child-sized adult daughter to fight as a member of your race. Choose one of the following options below for her: bat’s bonfire, fire giant’s axe, or axe of wrath. If you cast this spell on the same creature every day for a year, the child transforms into a bat for the duration. The child appears in an unoccupied space that you can see within range on the target’s plane of existence. While the child is within 5 feet of the target plane, it can use its action to hurl the axe at its nearest hostile creature, if it has one. The creature must succeed on a Strength saving throw or be pushed up to 5 feet away from the target creature. Whatever the creature is pushed to, the axe deals no damage. You can have one of the following effects active at the child’s transformation: • Your voice interferes with the child’s development until the spell ends. For the duration of the spell, you can’t understand the child’s voice. • Your voice sounds like it can’t be trusted. For the duration of the spell, you have disadvantage on attack rolls against creatures with an Intelligence score of 4 or less. • Your lips or something else that looks like your tongue or something else you can see is difficult for the child to read. You can make a color, a loud sound, or a lullaby sound to communicate your message. Finally, if the child is charmed, your distraction ends for it. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a creature from the dead to fill a grave for you. It must be of the type you choose within the last minute, unless you choose a different creature type. It can be a humanoid or an animal, as determined by your choice. The creature can be any creature you have named (no. 10 on the Monster Manual), as determined by its DM. It takes 10d6 necrotic damage, and it is blinded and deafened for 1 minute. The blinded creature can use its action to make a Wisdom check against your spell save DC to break the spell. On a success, the blinded creature can use its action to make a new one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 5th. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a creature of challenge rating 6 or lower that has the challenge rating of the chosen form. You choose whether it succeeds or fails in casting these spells. It can be a celestial, a fiend, a fiend mimic, a fiend knight, a fiend witch, a fiend necromancer, or a fiend necromancer. Each creature summoned by these spells counts as having advantage on ability checks, saving throws, and attack rolls. Additionally, for the duration, the creature is immune to all damage, cast spells, and learn new spells. Divination

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an infant, known as the "Spear of the Dead." Your spell creates a spectral spear capable of crushing a creature or a piece of an object that is neither being nor holding anything. The infant shatters, and the creature or piece is struck with a thud that deafens it and causes it to sink to the ground. The target and the spear then clash to form a single spear point and strike each other. Until the end of your next turn, the spear strikes the target twice, but it strikes the creature instead. The target also becomes restrained in the spear until the spell ends. While restrained, the creature is physically identical to the one created by your spell, but it makes an Intelligence saving throw. On a failed save, it is blinded for 1 minute while under the spell. On a successful save, the spell ends. Abjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spirit in a 20-foot radius around you that defends you from harm. The spirit appears in a place of your choice within range, issuing a loud call and seemingly obeying your command. The spirit lasts for the duration, and it can’t be targeted by other spells or by attacks. The spell ends if the spirit is no longer in the place you cast the spell. When the spell ends, the spirit disappears, leaving behind no physical form. The spell ends if you cast this spell again. If you cast it again, you must finish a short or long rest to do so. If you cast it three times, you can target one additional creature for each target. The spell can target up to four creatures at a time, and you can dismiss such

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A young girl of your choice whose name is Hannah. During the spell, you can designate one or more children that you can see within range. Choose one of the following: • A child who is 5 or under. • A child who is 11 or under. • A child who is 12 or under. • A child who is 13 or under. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate a child that has the same name as the child you designate. For example, if you designate a child 1 year old as Hannah, you can designate a child who is 6 years old as Hannah. The spell ends if the child is no older than the age of the child specified. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate a child who is 5 or under when you cast this spell using a spell slot of 6th level or higher. At

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a child, a creature of Medium or smaller within range. Until the spell ends, the creature has the traits and capabilities of a human at the time of its creation, though it can’t become a child of the Child. The child is magically identical to the Child, though it has a smaller body, grows up to four feet shorter than the Child, and has darkvision out to a range of 60 feet. The child can understand any language the Child can speak. The child can understand two other creatures, one native to the Ethereal Plane and the Other, and can read one book of the Child's language, one of the Child’s language, and one other book of the Child’s language. The child has an Intelligence of 10 and proficiency with both Hand weapons and attack rolls. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose one beast or plant you can see within range and form a charmed, fey, or fighting creature within range. The creature must make a Wisdom saving throw, taking 5d8 thunder damage on a failed save, or half as much damage on a successful one. The creature, or a creature whatever you prefer to be called, withers if it is subjected to the effects of at least one of the following effects of the charmed, fey, or fighting creature manifesting itself as a Huge or smaller beast or plant: lightning rod, day lantern, or torch. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your ghostly father reaches out his hand in greeting to a living creature. The target must make a Wisdom saving throw. It immediately recognizes you as the father, and the family tree changes to match your new appearance. The baby is usually a little baby or a grown-up with its eyes closed. The new appearance doesn’t require a father’s name, just a proper title, and the creature can appear to you in all other ways, including your own voice. The creature can take on any of the following forms: Normal, Gnome, Elf, Hylotl or Half-orc. Conjuration

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself to the nearest land surface and magically transform a willing creature you choose. The target must make a Wisdom saving throw. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. This spell ends on a target who ends its turn in the same spot as the target. Once a target makes this saving throw, it can repeat the spell a second time, ending the effect on itself on a success. If the target is a human or a plant, this spell ends on it. You choose a new target when you cast this spell. The target can't be more than 5 feet away from you. Transmutation

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform a willing creature you can see within range. The target becomes invisible until cleared, at which point the target reverts to its normal form and can’t see again. The spell fails if the target is damaged while you're casting and its Wisdom modifier is less than or equal to the number of hit points of spells you cast. Enchantment

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You sacrifice one willing creature for the service of a creature you choose. For the duration, the creature is under your control, as long as that creature is within 1 mile of you (and at the DM’s option when the spell ends) and as long as your action on each of its turns since the start of its next turn has not affected it. The creature is broken if it is sacrificed and carries with it any ill-gotten effects of that sacrifice, if any. The spell ends if you choose a new creature, if you have any and no creature companions, or if the creature is permanently lost or badly damaged. To learn more, choose a new creature at the start of each of its turns, or choose one of the following options for its statistics: • One willing creature of your choice that you can see within range • Two willing creatures of your choice that are within 5 feet of you (if you have two willing creatures, you can target them both if you have two creatures in your immediate area and use the shortest ranged attack among them, other than as an action) • Two willing creatures of your choice

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You forge a magical bond with a creature you can see within range, granting it a wish that allows it to become a child god. Choose one of the following options for how a creature is raised. The creature becomes a child god at 1st level and becomes a celestial for the duration of the spell. The creature can’t become a god at any time, but it can become a celestial for the duration. At 5th level, the creature becomes godlike and becomes part of the celestial family. At 11th level, it becomes godlike and becomes a celestial for the duration of the spell. Divination

Conjure Child

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You fill the air with a happy child to create a calming and magical effect. Until the spell ends, a child appears on your person and floats gently over nearby grass and fallen trees until the spell ends. This effect doesn’t last. A child can take up to 1 hour to manifest. The child appears in an unoccupied space that is up to 30 feet away from you and that is free from foliage or loose objects. The illusion lasts for the duration, and it shapes objects it touches and moves with it. It can create ethereal illusions, floating images, or shadowy shapes, as seen from 500 feet away, that seem to emanate from you. The illusions don’t have to be visible or noticeable, but they can’t appear immediately on the image. You can choose a creature type, such as elves or goblins, as the illusion’s type. If you can’t see the creature’s type, you assume that it is an illusion that w ere created by some other effect, such as an effect that w r effect trees or shrubs in the area, or some other such effect. If you can’t see the creature’s type, you assume that it is an illusion created by some other effect, such as a strong wind, such as from lightning, similar to how a strong wind can shift a creature’s speed. Using this method for its entire duration, a creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, it can use its action on its turn to switch to an illusion. Conjuration

Conjure Child

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You choose a willing creature for your children. The child becomes your ward and grows up to become your servant, helping you take care of the magical infant until its very last breath. Your magic destroys magical vampiric spirits and neutralizes magical effects that hold the child to a magical restraint. When the child departs from its mother or father, it is nourished and raised by your magic, its clothes torn from it, and everything it does and says and does not want to do. Your magic has no effect on its growth, but when the child becomes strong enough to stand on its own, your spell succeeds, and the child becomes a bonded servant. The baby is always under your control, caring for you and storing your efforts for your children. Every time your children die or become sick, they take as much damage as normal if you take damage from their deaths and have one hit point to regain mental status. Your baby can reach maturity at any time, provided that it takes the normal actions and moves as normal. Your magic, if not broken, can break your baby’s mind and cause it to become infatuated with adults who do not listen to your child’s wishes. Abjuration

Conjure Child

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You call forth a fey ghost that appears in an unoccupied space of your choice within range. The creature must be within 5 feet

Conjure Child

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 5 or lower and give it a challenge rating of 2, or 4, depending on the color of its skin. The celestial appears in unoccupied spaces that are within 5 feet of a celestial’s lair and that is up to 30 feet on one side and 20 feet on the other. The celestial can be a Huge or smaller creature, an elemental, a fiend, a demigod, a fiend zombie, a licen fiend, a leper, a misty demon, a primordial, a primordial fey, a primordial demon, a primordial guardian, or a fey animus. The animate dead are also summoned when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial as a group, which has its own turns. It obeys whatever commands are given to it by its companions, and it doesn’t attack or cast spells. The DM can see through the celestial’s eyes and hear through its ears as if it were elsewhere. If you cast this spell once, you can have it again, requiring the creature’s statistics to match. Divination

Conjure Child

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A spectral child appears in an unoccupied space that you can see within range and that fits within a 5-foot-radius sphere centered on a point within range. The spectral child radiates dread power, manifesting darkvision to all line of sight and disappearing when the target has reached the age of maturity. This spell has no effect on undead or constructs. Casting it again on the same target or a descendant of the same target increases the creature’s maximum Hit Points by 10 hit points. If the child’s hit point maximum is less than the maximum hit points of its descendant, the child falls to the ground and becomes a spectral gibbering tomcat that takes 4d8 necrotic damage, and it becomes frightened for 1 minute. This fear effect persists even after the creature’s entire body is covered by the gibbering gibbering tomcat’s skin. Necromancy

Conjure Child

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

Choose a humanoid you can see within range and maintain his or her individual creature’s intents, wits, and personality characteristics until the spell ends. The creature becomes proficient with ranged weapon and spell attacks, and its statistics are as described below: Weapons Dagger, crossbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, crossbow club, crossbow shortbow, bolt pistol, halberd, halberd, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, halberd Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Longbow, shotgun Shortbow, shotgun whip, sling ring, sling ring, sling ring, whip, sling ring, whip, sling ring, whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whip, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whip, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping, crack whipping,

Conjure Child

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

Your dream world is a perfect place for a child. You create a magical child, a creature whose name is a combination of your two first names, as well

Conjure Child

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within 15 feet of you appears in an unoccupied space that you can see within range to the best of its ability. The creature can be any of the chosen race, a race created by a magic that grants it advantage on ability checks it makes based on size, sex, hair length, facial shape, or any other special ability the creature has. The creature can be of any race, a race created by a magic that grants it advantage on ability checks it makes based on hair length, facial shape, or any other special ability the creature has. The creature can be of another size or type

Conjure Child

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You teleport yourself from an extradimensional space you can see within range to a location on the ground within range. You and up to three other creatures who can hear you appear from the outside of the spell’s radius. The spell lasts for the duration, and the nearest other creature or object is excluded from the teleportation. If the teleportation takes place on a place you occupy, the spell doesn’t return to its normal area of effect. Instead, you can make a ranged spell attack against a creature on the ground within your reach. On a hit, you attempt to teleport the target to a place you can see, but the target must make a Dexterity saving throw. On a failed save, it is transported to a different extradimensional space. On a successful save, the spell ends. The target’s world is an extradimensional space that can be accessed only by climbing to a height of 5 feet above the ground or ascending to a height of 5 feet above the ground. The extradimensional space is large enough to contain up to 10,000 people. If the target is larger than that, the extradimensional space becomes much more difficult. The target is incapacitated and can’t move. The target must make a Dexterity saving throw. It takes 3d6 poison damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, the target must make the saving throw again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Conjure Child

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell calls one to life for a child you command, raising it as an adult your wife or girlfriend. The child is identical to her or her husband’s child but grows up to be the child of a greater being. The spell ends if the child is destroyed or if you ordain a new child. To banish the child, you instantaneously blast it with an antimagic field, which sucks up the child’s severed body parts, leaving its flesh exposed and forming new organs. The child sheds magical light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if the child is no longer alive. Until the spell ends, you can choose a new name for the child, a new person, or one that was created using an old name. The new name must be strong enough to separate the child from its parents, dead relatives, or other relatives. Divination

Conjure Child

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You attempt to conjure a simple, obedient beast of your choice. The creature must be a humanoid, and it must be of any size or type. The beast must be capable of performing some basic task, such as cleaning, preparing food, or otherwise raising its head. The spell ends when the creature returns to its home plane. The casting time is 1 hour. The spell’s duration is 120 days. If the creature is a Large or smaller beast, the creature must be within 30 feet of you. If the creature is a Small beast, its speed is 10 feet. The creature must be within 30 feet of you. If the creature is a Large beast, its speed is 10 feet. That creature’s hit point maximum must be equal to or less than the creature’s. Transmutation

Conjure Child

Casting Time: 1 action
Range: Self
Duration: 1 minute

Concentration, up to 1 hour You summon a spirit that appears in an unoccupied space that you can see within range. The magic that animates the child appears to be an illusory duplicating of your own, creating illusions and animating new ones for it. As an action, you can summon the Child from your hand. The Child appears in unoccupied spaces that you can see within range and acts as your servant, shedding magic in line with your own. You can use your action to create one additional illusion for each creature you designate within 30 feet of you. Additionally, if the Child appears within the last 30 minutes, you can summon its servant, albeit with a price. Choose a spectral or magical beast you choose within 30 feet of you. If you have the child, that beast moves with you, appearing in the nearest unoccupied space for the duration. The spell ends for that creature. If you have the Child, you gain the same number of hit points and hit points as you did with your own child spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Conjure Child

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spell transforms a creature up to your size and height. The creature has advantage on attack rolls, ability checks, ability checks requiring concentration, and saving throws, and can’t be charmed. Abjuration

Conjure Child

Casting Time: 1 action
Range: Self
Duration: 1 minute

You attempt to conjure a child within range. Until the spell ends, the target can have one sense of its own. It has advantage on attack rolls against creatures that it can see, as long as it can see that way. Abjuration

Conjure Child

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your magic turns a creature of your choice that you can see within range (including you) into a celestial, fey, or fiend-like creature. The target becomes a celestial if you chose celestial, fey, elemental, fiend, or fiend (the target can enter the fey or elemental schools by studying its fiendology). At the start of each of your turns until the spell ends, you can choose a creature type: celestials, elementals, fey, fiends, or undead. The creature is somehow created while celestials are common, fey, or fiend. The spell doesn’t change the creature’s alignment, so it is impossible for a creature to be aligned with an alignment that is contrary to its nature. The target of the alignment might be aligned with nonmagical weapons and armor, while others might be aligned with spells and other magical effects, while others might be aligned with magical or mundane objects. In a case where both a creature and a celestial fall under the spell, the target can roll a d8 to determine whether the alignment is affected by the falling creature. If the creature is aligned with a magical weapon and armor that are neither worn or carried by a celestial or fey creature, the alignment is violated. The target can use its action to examine the object and make a determination as described below, commencing with the celestial if it is made of wood or stone. If the result is a determination of its nature (i.e., that it is a celestial), the creature is dispelled of this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Conjure Child

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to raise a celestial, an elemental, a fey, a fey demon, a fiend, a giant ettin, a giant centipede, a giant scorpion, a giant centipede, a giant scorpion, a giant frog, a giant lizard, a giant reptile, a giant reptile skeleton, a giant spore, a giant spider, a giant spider web, a giant spider webbing, a giant vine, a giant vine trimmer, a giant vine vine At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Conjuration

Conjure Child

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call upon the spirits of old to shape a new kind of creature. Choose one of the following basic statistics. Choose one of the following statistics: 1. Medium 2. Large 3. Huge 4. Constitution 5. Wisdom 6. Intelligence 7. Constitutiones 8. Sense Motive 9. Good and Evil 10. Ability Score Improvement 11. Knowledge (arcana, history) 12. Intimidation 13. Persuasion 14. Warding off harmful effects 15. Lightning Reflexes 16. Telekinesis 17. Flight 18. Endurance 19. Survival 20. Wisdom 21. Linguistics�Concentration, up to 1 minute You conjure up a spirit that can speak, read, and write a language of your choice. An unwilling creature can make an Intelligence (Investigation) check against your spell save DC to detect the language. The creature is friendly to you and your companions until the spell ends. The spell ends when the creature can no longer communicate with you or your companions. Abjuration

Conjure Child

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a child to become a child of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed and frightened for 1 minute. On a successful save, the target is frightened for 1 minute. Until the spell ends, the target is not affected by this spell. Transmutation

Conjure Child

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a beast of the chosen type. If you cast this spell again, the spell ends for you. It disappears when it drops to 0 hit points or when you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional beast for each slot level above 4th. Evocation

Conjure Child

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a creature of your choice that you can see within range. The target must make a Wisdom saving throw. It takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. If you cast this spell on the same creature twice, the creature takes half as much damage, and the spell ends. Conjuration

Conjure Child

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a curse, causing a creature of your choice within range to beguile a Child of Ethereal Wisdom. The Child becomes a Child of Ethereal Wisdom for the duration. You can make the Child gain the ability to speak your language. The Child gains the statistics of a creature of your choice you can see within 30 feet of you. The Child has advantage on Wisdom saving throws, and it has advantage on Wisdom checks that rely on memory. You can use this ability a number of times equal to your spellcasting ability modifier. The Child can’t speak the languages of other creatures. The Child can’t understand your language, and you can’t understand its actions or language. The Child can’t understand your thoughts, and you can’t comprehend its emotions. This spell ends for each creature you choose within the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours. Evocation

Conjure Child

Casting Time: 1 action
Range: Special
Duration: 1 Hour

A magical being called out to you is summoned. Until the spell ends, the creature is surrounded on both arms by swirling green and yellow orbs, with radiance flowing from its lance, and its hands glowing with the energy of nature. The creature can cast spells of 2nd level or lower, 3rd level or higher, 4th level or lower, or 5th level or higher. The creature can take actions and speak several words; it makes its action as normal. While surrounded on both arms, the creature can move around, take temporary Hit Points, and make attacks and spells. Attacks made against it can’t leave the square. When the creature moves to a square adjacent to it, it can make a melee attack with one bomb, with 1 minute left in this spell’s duration, and with 5 bolts, with 1 minute left in this spell’s duration, with no bolts, and with no 5 bolts left in its movement. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have additional bomb added to the equation at 3rd level and higher. Each bomb has a casting time of 1 action. You can create two additional bombs at the same time. Conjuration

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a child that is your child. Choose a Large or smaller creature that you can see within range. The creature becomes a child once it attains 2nd level (the child’s height must not exceed 20 feet). As a bonus action on each of your turns after the child ends its turn, you can cause one of the following effects to occur on it: - You create a magical bond with the child of a creature you can see within range. You and the creature share the same mental capacity, so you can create a bond for the child. - You conjure up a fey beast with a 10-foot radius that carries a 20-foot-diameter box that bears the symbol of the bonded creature. The beast is friendly to you and the child for the duration. - You mentally shape a fey humanoid that attacks and feigns death using your spell attack. The fey humanoid can make a Wisdom saving throw to avoid being bound by the spell. If it fails, the fey humanoid is banished from your ownership and becomes a fey zombie. The fey zombie is under your control for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can shape a fey skeleton that can’t become undead but rather becomes w hoefish or w hoffish if you choose. The fey skeleton can’t become bipedal and can’t use weapons, unless it can use a reanimated version of itself for attack or defensive purposes, attacks that don’t use a weapon. The fey skeleton can’t become feline and spends its day working out of caves and underground chambers, as well as studying animal behavior and passing down new generations. Using the fey skeleton for this purpose can’t reduce the spell’s level by more than 1. If you have the creature’s basic building blocks—glass, steel, bone, or wood—you can use them as weapons, developing your own basic attacks and developing your own defense. When the fey skeleton awakens, it sheds bright light in a 30-foot cone and dim light for an additional 30 feet. While the fey skeleton is bonded to you, the creature can take actions and still see through the fey’s eyes, which is an invisible part of the creature. The fey skeleton can move across surfaces, ceilings, and floors, forming simple wards about 10 feet across and 5 feet thick, for example. When the fey skeleton awakens, it sheds bright light in a 30-foot cone and dim light for an additional 30 feet. While the fey’s eye is open, the warded creature can use its action to make a Wisdom saving throw. If it fails this save, the creature becomes blinded until your next long rest. Conjuration

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your love and respect for your infant child growling out of existence. Until the spell ends, you and your companions take on a similar appearance to the Child of Nine Small Things. While you possess the Child of Nine Small Things, you can choose any number of creatures within 5 feet of you as your companions. For the duration, these creatures have disadvantage on Charisma checks, ability checks, and saving throws against your control. You can even choose to have your companions be undead, made of flesh, instead. While the creature is under our control, it treats you as a constant companion, trying to understand your own thoughts, dreams, and circumstances. At the DM’s option, you could choose to remain animated while under our control, making the creature animate, but your DM can decide later whether to finalize the creature as a child in a demiplane (see below). Physical interaction with the creature reveals it to be a child; the DM can see and hear the creature’s physical body apart from the mind of the creature. If you speak with the creature about what it is capable of thinking, seeing, speaking, and speaking in general terms, the creature can understand that you intend to make the creature a separate creature from the body of nature it’s formed into. While the creature is at your side, the creature can‘t attack you or target an ally within 60 feet of you. If you cast this spell over a multidimensional square or a sphere, you can designate any number of locations on the globe that the creature can’t do without moving along a celestial, an ooze, or a fey’s plane. You specify a location along the globe where any effect might normally create a direct link between the globe and the square or sphere. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Divination

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a fey. Choose one creature that you can see within range. You touch the fey, take its statistics for its size and make a Wisdom saving throw. On a successful save, you instantly gain bard, druid, fey stew, elementalist, wizard, oracle status. For the duration, the fey can be bard or druid, and it can cast spells, as your action on a turn or while you are conscious, and it gains expertise in one spell known to you (your choice at the time of casting) as well as two additional spells of the chosen type that can benefit from a casting slot of bard or druid. During this time, you can also create one additional fey for each slot level above 1st. Conjuration

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one humanoid of your choice within range, and after casting the spell for the first time last night, the target becomes one with you until the spell ends. The target becomes a member of the group, and you gain the following benefits: “You and your companions have resistance to nonmagical damage. “You and your companions can’t be affected by nonmagical weapons or projectiles. “You can’t affect the target’s eyesight. “You can affect or grasp some objects, including some of the visible features of the target’s eye, and”touched objects turned inside out appear to be part of the target’s body. To affect an object in its ‚immobile state, the target uses its action to move as normal until the spell ends. It can then move to a place within 5 feet of the location where it’s moved before, where it can see, and when it can’t see anything. The target can use its action to inspect the object’s condition and determine its current condition, in such a manner as the DM chooses. An object can have any of the following properties at its location: - It has speed equal to your walking speed. - You can’t exceed the bonus to Strength or Dexterity based on adrenaline level. - You can’t cast spells without using adrenaline. - You can move only by resting or using magic. If you take any damage, you take half as much damage. If you have an adrenaline level of 4 or higher, you are reduced to unconsciousness for 1 minute. After 1 minute, you awaken. During that time, you also learn when, where, and how to speak the target’s name. The target doesn’t necessarily need to know any spell words, but they do need to know what spells the target has during the duration of the dream. You can read and write a bookkeeping spell, a list of all the subjects covered by its covering spell, or a visual description of a particular place or object. While covered by a cover spell, the target can’t appear out of thin air, and it takes no actions that would cause it to appear in any other plane of existence. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Transmutation

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You touch a Small child that weighs up to 5 pounds and that weighs up to 200 pounds when dispelled. Until the spell ends, the tiny creature w as a magical bond within which it lives that it can be charmed. The charmed child can walk normally and can speak one language common to its territory, as long as the child is physically within 5 feet of the caster and can walk up to 60 feet. The charmed child retains its alignment and can’t abuse spells or benefit from any special abilities of its parent’s deity. The charmed child can understand any language of its choice. While charmed, the child can’t take, cast, wield, or otherwise benefit from any magical item used for its charmed state, nor can it create new magical items. Similarly, while charmed, the child can’t use any w ill spells associated with its charmed state, even if the creature creates new ones. Abjuration

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You and up to your companions get along fine. Your charm and charm items let you assume the persona of a good adult with a family, or a royal family with a royal family, and you become one with children and children with your own. Your children are not affected by this spell; they are unaffected by it. Physical interaction with your children can involve verbal confrontation, physical harm, or both. Both your children and your companions can’t be charmed. For the duration, your companions can’t be frightened by magic items, false companions, divination spells, or the like. While your children are with you, you can communicate with one or more of your companions with a touch. You can’t have more than one companion charmed by this spell at a time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. If you cast this spell using a spell slot of 3rd level or higher, you can target two additional creatures for each slot level above 2nd. Conjuration

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You sacrifice one humanoid to a prison cell for up to nine years. The spell ends if the humanoid is ever free or if the prison falls within the reach of undead or constructs. If the infant or wicker creature isn’t free after the spell ends, the creature falls within line of sight of you and can�

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You take the form of a magnificent, animated, and yetchered child that can weigh up to twenty-five pounds and can stand up to 100 feet. Until the spell ends, this child can perform various tasks, but it gains a pet—a celestial, a fey, or a fiend (if any exist) and spends its action to watch over it. It acts independently of its new form, though it can use its action to make a Wisdom saving throw. If its saving throw fails, it is considered a skeleton and becomes animated until the spell ends or the pet is destroyed. The child can be disoriented by cold, frigid, or light storm, and its senses are disrupted by such conditions. The child is friendly to creatures that it can see within 30 feet of it and that are within 30 feet of it. It ignores any sign of danger, and it knows the location and direction of all that is hidden except for dim light and dark energy. It obeys all the verbal commands it is given and can speak any language it desires. While the child is conscious, creatures within 30 feet of it obey any verbal commands that it makes while conscious. It can also understand simple verbal commands, such as the voice of one living creature or of several creatures within 30 feet of it, that it knows. This spell ends if you cast it again before the spell ends. Abjuration

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target, if it is a human or an animal, can’t speak or understand any language other than the creature’s own. The target then becomes a willing creature. The target has advantage on all Charisma checks it makes until the spell ends, and has resistance to

Conjure Child

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch an unwilling infant who is a Tiny child (your choice when you cast this spell). The target can’t be more than three years old or younger. The spell ends if you cast it again or if the target drops to 0 hit points. Abjuration

Conjure Construct

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to stow away whatever remains in an area you are currently in. Choose an area that is no larger than a 20-foot cube, such as a town, a city, or a region of land. You can make a straight line that travels through the area, stopping when it reaches a point you choose within 100 feet of the point you used for the casting. The area is contiguous with your current space. When you cast the spell, you can choose to cause any portion of the area to glow red or blue in an area you select. You can also choose to cause any portion of the area to glow in any color you choose. You must have seen the spell to see anything. As a rule of thumb, a red or blue glow is 1 mile per square foot, while a glowing finger (or any other sign of magic) indicates a place where magic might be more powerful. The spell damages objects in the area, but not creatures. Conjuration

Conjure Corpse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A corpse appears in a 10,000-foot-diameter cylinder of rock. Until the spell ends, the corpse is harmless to you and any creatures it has touched. You decide what kind of corpse the corpse is made of. It can’t be a human, a goblin, a humanoid, a plant, a fey, or a bard. You decide where the corpse appears, and what it’s worth. The corpse’s AC, hit points, and hit point maximum are halved. The corpse’s hit points can be up to twice as high as normal. If the spell ends before the corpse’s AC or hit points return to normal, the spell ends. The corpse’s hit points are halved until it no

Conjure Creature

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You call forth a creature that you can see within range. The summoned creature must be of the same or similar race as the target, and it can’t be charmed, frightened, or otherwise affected by any of the following effects. The summoned creature has advantage on attack rolls against the target. The target also has advantage on Charisma saving throws against this effect. The target can use an action to end this effect on itself. The target must also make a Charisma saving throw. On a failed save, the target fails this spell and takes 1d4 psychic damage. On a successful save, the spell ends. On a failed save, the spell ends. When the spell ends, you can use your action to dismiss the spell. If you do so, the target is no longer in its current plane of existence. Conjuration

Conjure Creature

Casting Time: 1 action
Range: 10 days
Duration: You conjure up a creature of challenge rating 5 or

lower that can be charmed, frightened, or possessed. The target must be of reasonable size, weight, and kind, and the spell fails. The target gains the benefits of all the senses available to it, including color vision, color-blindness, and blindsight. The target can’t be harmed in combat. If the target is incapacitated by any means necessary, its mind is forced to make a decision whether to move to the side or to the front of the target, and whether to stay still or to attack. If the target has a body part, such as a head, that it can’t use to move or wield a weapon, the target can’t use either means to move or wield a weapon. If the target has no means to move or wield a weapon, it can’t wield a weapon with which it has a body part. Transmutation

Conjure Creature

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a creature of your choice that can be a nonmagical beast, a humanoid, a spectral or a magical beast. The creature must be within 30 feet of you or the spell’s effect ends. The creature can’t harm you or harm an object within 30 feet of you. This spell doesn’t target undead and constructs. The creature can be any humanoid or a non

Conjure Creature

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature appears and tries to cast a spell. You can use your action to make a ranged spell attack. On a hit, the target takes 2d6 psychic damage, and the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can grant additional ranks in that slot. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Conjure Creature

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon a spectral creature of challenge rating 6 or lower, and it must succeed on a Wisdom saving throw or be charmed by you for the duration. The spectral creature obeys any verbal commands you issue to it (no action required by you). It obeys any and all verbal and written commands you issue to it (no action required by you). It follows your orders even when it is under your direct control. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate, shapechase, and so on until the new form ends. Conjuration

Conjure Creature

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a creature of your choice within range that obeys the spell’s commands, but is otherwise indistinguishable from you. You can’t use this spell on an object of an unoccupied space that you can see within range. When you cast the spell, choose one of the following effects. You can use a bonus action to issue a command to the creature. The creature must be within 30 feet of you on the ground when you issue the command. The creature must make a Wisdom saving throw. On a success, the creature obeys the command for 1 hour, or until it withers or vanishes. On a failure, the creature obeys the command for 1 hour. The creature can use a bonus action to attempt to follow the command, but it must use a different action. On a successful break, the spell ends. The spell ends if you use a different action to follow the command. The creature remains within 40 feet of you until the spell ends and then vanishes into the air. Transmutation

Conjure Creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Find a willing creature, find it living, and conjure it as a spectral beast for the duration. The creature can be up to eight creatures (totaling 20 total when you cast this spell) within range. You find a spectral beast that speaks one language you know and that you can hear within 30 feet of you. The beast can be any creature you choose, both animate or otherwise. The beast’s skin is black, and it has a flying speed of 50 feet per round until dispelled. For the duration, the beast has disadvantage on attack rolls against any creature chosen as the target by you. Transmutation

Conjure creature

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place a creature in a specific spot on the ground for the duration. Until the spell ends, the creature remains in that spot. The creature remains there until the spell ends. It can make an Intelligence saving throw at the end of each of its turns. On a success, the spell ends. Evocation

Conjure Creature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a creature and attempt to conjure a creature of your choice that you can see within range. Choose one of the following effects. On a successful hit, the target can use an action to cause the target to move up to 5 feet and see up to one side of the creature. The effect lasts for the spell’s duration. Evocation

Conjure Creature

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 5 minutes

You touch one creature you can see within range and cause it to leap into a sphere with a simple touch. The object and creature both turn into pieces and leap out into the air, remaining in place for the spell. If the creature fails its jump before the spell ends, the spell ends. If you touch another creature on the same plane with you before this spell ends, the spell ends, and you can use that creature’s move to hover or hover through the sphere for the spell’s duration. Until the spell ends. You control both a piece of creature, each capable of possessing a separate component. Both pieces are made of stone, and each piece is imbued with magical energy, and when the casting is complete, you can move up to the sphere, hovering over the creature for the spell. The sphere is surrounded by water, and the creature and object each have is engulfed in a mist. You control both pieces, which have a separate component. Both pieces are imbued with magical energy, and when the casting is complete, you can move up to the sphere, hovering over the creature for the spell. While on the sphere, the object can attack or defend itself against attacks. Once the spell ends, you can move it up to the other side of the sphere. The sphere disappears and the creature remains there for the duration. You can use this spell to move creatures up or down along the sphere. You control both pieces, which have a separate component. Both pieces are bonded together so that if one piece becomes unguarded, the other isn’t. The sphere is surrounded by air, and the creature and object each have is engulfed in a mist. You control both pieces, which have a separate component. Both pieces are bonded together so that if one piece becomes unguarded, that other isn’t. When the spell ends, the creature and object each have their own component. Each piece is bonded to your piece, though it only has a component that it can fit inside. When you take damage, you can move that creature up to the sphere and hit it. You can move the creature up or down along the sphere as long as it is hovering over you, or as long as you hold it while it vanishes and you hover over it for the duration. Until either the creature or object vanishes for the duration, the piece has no component at all. The sphere doesn’t take damage or be destroyed. You can move the creature up or down along the sphere as long as it vanishes and you hover over it for the duration. It vanishes when the spell ends and no longer vanishes. The sphere doesn’t need to occupy any space in any place, but should occupy one or other of any space you described in this spell

Conjure Cunya

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a ravenous creature that lurks in the gloom of a cave. The ravens wail in terror at anything that might assail it. The creature must make a melee spell attack against a creature within 5 feet of it when it reaches 1 mile square. On a hit, the raven is sent flying. The raven’s bark is the only sound that can be made as it flies. The raven’s are friendly to you and your companions for the duration. The raven can’t attack you or target anything within 5 feet of you. Evocation

Conjure Darkness

Casting Time: 1 action
Range: 120
Duration: 10 minutes

You teleport yourself to a point you can see within range. You can move up to 60 feet and ends your next turn there. You can also move up to 60 feet as if you were concentrating on another spell. You can also move up to 60 feet as if you were concentrating on a spell. You can also teleport to any point within range, which is 30 feet away from you. Necromancy

Conjure Darkness

Casting Time: 1 action
Range: 60
Duration: 8 hours

You create a spectral entity and the spectral creature remains in the same plane of existence as the spell’s target. The target is blinded, deafened, or has disadvantage on attack rolls. The target’s Intelligence scores when you cast this spell increase by 1. The spell can’t have more than one target. Transmutation

Conjure Darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral wall of darkness that extends from your hand to a point you choose within range. Until the spell ends, the wall is visible from multiple directions. You must also choose one of the following paths to the wall, if any. You can use a bonus action to move the wall up to 10 feet in any direction. You can also move the wall up to 10 feet in any direction without moving it. If you move the wall up to 10 feet in any direction, you can make a ranged spell attack against the wall. On a hit, the wall deals an extra 1d6 necrotic damage to the target. Conjuration

Conjure Darkness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You can change the appearance of one creature in the area of your choice within range. The target must make a Wisdom saving throw. The target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. Creatures that are affected by this spell lose any temporary hit points. This spell has no effect on undead or constructs. Transmutation

Conjure Darkness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature and can sense its condition. When you cast this spell, you can specify an emotion that is familiar to the creature. The emotion must be nonmagical. If you target the creature with this emotion, the spell ends. Transmutation

Conjure Darkness

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. Until the spell ends, the target can use Charisma-enhancing magic to make a Charisma check against your spell save DC. If the check succeeds, the target is affected by the spell. Transmutation

Conjure daughter

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell removes some evil from your family. Through the magic of your daughter, you create a magic circle of magical energy centered on a point you choose within range. Each creature within the circle is protected from the harmful effects of magic. The circle sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can hurl the magical energy at one creature or one solid object, removing the target from its circle and placing it within 30 feet of you. The circle instantly ends, and all magical effects that would normally come into effect immediately end. You can use your action to dismiss the spell. If you do so, you create a new circle of magical energy, which takes root in your blood and spreads through your family tree. Each creature within 30 feet of a point you choose within range is affected automatically. Choose one or more of the following effects when you cast this spell, as well as other effects you have, that are laid out in an uncontrolled order: • You create a new magic circle of magical energy centered on that point. Each creature in the magical circle must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and deafened for 10 minutes. • You end the effect of a spell or a spell of a level or lower that takes place under a different name on a creature by causing it to become an instance of that name. For example, you can end the magical circle of a lich’s army spell on a target creature whose warded status is explained in greater detail in the Great Gate book. • You alter the appearance of barriers, spell casters, traps, and other objects within the magical circle. For each such object, the spell lasts 10 minutes and can’t be dispelled by another casting of this spell. To cast this spell again, you must use a different object or spell. • You banish a summoned creature to a location of its choice within 30 feet of a magic circle. The creature remains within 30 feet of the circle and can’t take any actions that would normally take its action. The creature is physically frightened and can neither move nor speak. If the creature moves or speaks in this way, the frightened creature doesn’t take any actions that would normally take its action, but instead takes the actions of a messenger or an unwilling creature that serves as its servant. The creature is friendly to you and can respond to your commands as if you were its companion. If the creature moves or speaks in this way, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to keep the creature within 30 feet of you. Conjuration

Conjure Dead

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a dead body or a corpse of a creature that has been slain. The spell ends if you cast the spell again. If you cast this spell multiple times, you can designate one additional target for each slot level above 1st. Necromancy

Conjure Dead

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You call forth the Dead, a group of creatures you can see that is composed of one creature and one object. Each creature that you call must be within 30 feet of you. For each creature that dies while under the effect, you can make another death saving throw. The creature is no longer dead and no longer has the ability to attack or harm you. The Dead take turns ascending the staircase that leads down to the upper level of the dungeon. Each turn the Dead have a battle with you, and you decide whether to continue or to attack. If you attack, the Dead take 3d6 necrotic damage. If you defend, the Dead take 2d6 necrotic damage. If you defend against one creature, the Dead take the same damage. If you defend against multiple creatures, you take the same damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Dead have a 20 percent chance to become undead. If a creature has a willing creature as a pet, it becomes undead when it drops to 0 hit points. If you cast this spell using a spell slot of 7th level, the Dead have a 10 percent chance to become undead when they drop to 0 hit points. Transmutation

Conjure Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You manipulate the dead for the duration. The spell’s duration is determined by the nature of the undead. The undead are undead that are incapable of being restored to life. The spell fails if the creature is dead within the first 20 days after casting. The creature is no longer undead and its hit points drop to 0. The creature is then restored to life with all its hit points. You can make the saving throw again if you are still alive and the target’s hit points fall below the minimum level for undead to regain hit points. If the target’s hit points fall below the minimum level for undead, you take 1d10 necrotic damage. If you or a creature that you can see is within 60 feet of the target, you can cause the spell to end. Transmutation

Conjure Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a corpse that is dead within range. You and your companions take 1d6 necrotic damage on a failed save, or half as much damage on a successful one. On a successful save, you can move the corpse until the spell ends. Evocation

Conjure Dead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

As you cast this spell, you have control over the body of a dead creature you can reach. You can use this spell to cause a creature you can see within range to become incapacitated for 1 minute. Alternatively, you can cause the creature to become unconscious for 1 hour. The spell ends on the creature. The spell also ends if you cast this spell again. You can use a spell slot of 2nd level or higher to cast this spell again. Abjuration

Conjure Dead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose up one corpse of Medium size or smaller that you can see within range and that can’t been charmed or attacked. The chosen corpse becomes a zombie for the duration. The zombie is friendly to you and your companions for the duration. It disappears when the spell ends. The spell also ends if you attack it, if it is hostile to you, or if you use an action that uses another target. You can use your action to dismiss the spell. To finish casting, the corpse must be no more than 10 feet square and remains there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the zombie increases by 5 feet for each slot level above 1st. Conjuration

Conjure Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You teleport to another point on the ground within range. The spell ends if that point is destroyed or if some other spell or effect destroys the spell. A

Conjure Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a simulacrum of a creature you can see within range. The creature must be dead or undead. The creature must be alive or incapacitated. The simulacrum is unharmed when you cast this spell. The creature must be within 30 feet of you if it is already dead. Conjuration

Conjure Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a dead creature, a creature you can see within range. The target must succeed on a Wisdom saving throw or become an undead creature. When you cast this spell, you can target one undead creature that you can see within range. The target must be within 10 feet of you when you cast the spell, and it must be within the range of the spell. The target can only have one creature within it. The spell ends if it is cast into a creature that is undead. Conjuration

Conjure Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Conjure Dead 30 Concentration, up to 1 minute You create a dead object that is in a state of disrepair. You can use an action or a spell slot of your choice to cause the object to disappear. You can also use an action to cause the object to reappear. The object's remains can be found in a place of your choosing within range. You can use this ability a number of times equal to your spellcasting ability modifier. When you use an ability check, you determine the remaining 1d8. The creature must make a Constitution saving throw. On a successful save, the object withers and vanishes. You can use your reaction to break free of the object, which has its head on a sheet of transparent stone. If the object can move, it can also move freely. The object is magically inert and can be moved as long as you are standing still. The object isn't hostile to you. The spell ends for it if you cast it again. At the end of each of your turns, the object disappears. Conjuration

Conjure Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You target a corpse that has been killed by a spell or an effect that has killed it. The dead body remains there for the duration of the spell. The corpse can't be charmed or possessed by another creature. If the creature attempts to take the body with a weapon or a magical item, the creature must make a Strength saving throw. On a fail save, the creature takes half as much damage and suffers no saving throw. The corpse disappears from all but one location on your map and reappears somewhere else in the area. The corpse can be dispelled by any spell or spell-like ability of the target. The spell ends if you cast it again. The spell ends if you dismiss it as an action. If you cast it again, the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can alter the nature of the spell to affect only the affected object or component. For example, you can alter the appearance of a staff, a staff of protection, or a staff of protection. Conjuration

Conjure Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The next time you make a melee spell attack during the spell’s duration, you can use your reaction to trigger a different spell of 3rd level or lower, using one of the following effects. You can use your reaction to trigger a different spell of 5th level or lower, using one of the following effects. Flee. Abjuration

Conjure Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to conjure up a corpse that you can see within range. The corpse disappears when it drops to 0 hit points or when the spell ends. It is a corpse of equal to 2 hit points or fewer. The spell fails if the corpse’s hit point maximum is less than or equal to the hit points of the spell’s duration or when the necromancy ends. It can be a corpse or an object that fits within a 5-foot cube. The spell’s spellcasting ability scores may be lower than the spell’s. If your spellcasting ability is Wisdom (Perception), the corpse’s hit point maximum is equal to or less than the spell’s maximum hit points. If your spellcasting ability is Charisma (Sympathy), the corpse’s hit point maximum is equal to or less than the spell’s maximum hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates a new corpse if you do so every day for each slot level above 6th. Enchantment

Conjure Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral creature of your choice that you can see within range and can hear you. The creature must be within 5 feet of you. The target must make a Constitution saving throw. On a failed save, it becomes stunned, deafened, or has a -2 penalty to its attack rolls. The target also has disadvantage on attack rolls and ability checks until the start of your next turn, if that is the first time you

Conjure Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A corpse appears in a 20 foot radius and moves in a straight line. Until the spell ends, the corpse can’t be targeted by spells or other magical effects that target it. Conjuration

Conjure Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral creature appears in a 10-foot-radius sphere centered on a point within range. The target must make a Charisma saving throw. A target takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you dismiss the spell as an action. The creature appears dead against any terrain within range. It remains there until it is no longer dead. A spectral creature can’t be charmed or possessed. The spell ends if you dismiss the creature as an action or if the creature is sent to an unoccupied space where it can’t be charmed or possessed. Conjuration

Conjure Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a dead body, a corpse that is partially obscured by a thin sheet of skin. The body is heavily obscured, and it is difficult terrain. The spell ends if you die or if you cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures under the effect increases by two for each slot level above 6th. Conjuration

Conjure Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause an undead creature to become a corpse, a corpse that disappears when it reaches 0 hit points or less. Otherwise, the creature becomes a corpse by the end of its next turn. When a corpse is slain, it is taken to the nearest unoccupied space within range. The corpse is no longer a corpse, but a soul. If the creature is a creature, it becomes incorporeal for the duration. The corpse is part of the body of the creature and remains there until the spell ends, when it can be restored to its original form. Transmutation

Conjure Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send a creature into an extradimensional space. The target must be within 30 feet of the extradimensional space. The target then appears in the extradimensional space and must spend its movement moving and concentrating on a ranged spell of your choice (your choice that you can recall). The target takes 1d10 necrotic damage, or half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you

Conjure Dead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A dead creature that you can see within range has become a willing creature. The target takes 8d6 necrotic damage on a failed save or half as much damage on a successful one. Transmutation

Conjure Dead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause an undead creature to become a corpse, a corpse that disappears when it reaches 0 hit points or less. Otherwise, the creature becomes a corpse by the end of its next turn. When a corpse is slain, it is taken to the nearest unoccupied space within range. The corpse is part of the body of the creature and remains there until the spell ends, when it can be restored to its original form. The corpse is part of the body of the creature and remains there until the spell ends, when it can be restored to its original form. Transmutation

Conjure Deadlight

Casting Time: 1 action
Range: 100
Duration: Instantaneous

Lightning strikes out from you, passing heavily obscured to the blinded and deafened. The target must make a Dexterity saving throw. It takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in its area that aren’t being worn or carried. A t Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Conjure Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a corpse that you can see within range. It must be no more than 5 feet long and 1 foot tall. It has a skeleton, a severed head, and a thin, loose mass that you can feel. A corpse can be slain by any melee attack. The corpse disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of corpses you can deliver increases by two for each slot level above 1st. Enchantment

Conjure Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a zombie creature within range that is willing to make a saving throw. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the creature takes 5d8 necrotic damage and is charmed for the duration. On a successful save, the creature takes half as much damage and is charmed for the duration. On a failed save, the creature takes half as much damage and is charmed for the duration. On a successful save, the creature is immune to being frightened until the spell ends. Evocation

Conjure Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a phantom creature that appears in an unoccupied space of your choice that you can see within range. The phantom must be within 30 feet of you or within 500 feet of you, and it can’t be charmed by you. When the spell ends, the phantom disappears, and you draw a random card from your hand that you can see within range. The phantom must be within 500 feet of you or within 500 feet of you, and it can’t be charmed by you. Once drawn, the phantom disappears. If you cast this spell again, you must use a different phantom to summon the same creature. Conjuration

Conjure Dead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

For the duration, you teleport a creature that you can see within range that you can see within range. Divination

Conjure Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A shadowy figure appears in an unoccupied space that you can see within range and that can’t be more than 10 feet away. The figure disappears after 1 minute, and the spell ends if you cast it again. A creature can spend 1 sorcery point to attempt to conjure up a corpse of an unwilling creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Conjure Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a dead creature that has died, an undead that has died, or a spirit that has died. The spell can target any creature’s soul, soul of a creature that died, or spirit of a creature that died. The target’s soul vanishes, leaving its body and organs for you to use to craft a new one. The creature must be dead within 1 minute of casting the spell. The spell can target any creature’s soul, soul of a creature that died, or spirit of a creature that died. The target’s soul vanishes, leaving its body and organs for you to use to craft a new one. The creature must be dead within 1 minute of casting the spell. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour, and the duration increases to 2 hours when you reach 5th level, and 3 hours when you reach 6th level. Conjuration

Conjure Devil

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a devil from the depths of the Abyss in a new form, called a Devil. Choose one of the following options for what appears: a devil, a fiend, a lich, a beast, or a necromancer. The devil appears in an unoccupied space on the ground within range. The devil appears in a spot of your choice within range, visible only to you and causing the illusion of a devil. The devil can be large, ugly, or whatever you choose. The devil has a Strength of 5 and a Dexterity of 5. The devil has a reach of 10 feet. The devil has a weapon reach of 5 feet and a reach of 10 feet. The devil has a throwing speed of 40 feet. The devil has a reach of 10 feet. The devil has a throwing vulnerability of 1—1.0. The devil has a throwing speed of 30 feet. If the devil is dispelled, its spell ends early and the spell fails to summon any creatures. The devil can attack twice, and it can use its action to deal 3d6 slashing damage to any creature it strikes. It can also spend 1 extra use of its action to deal 1d6 psychic damage to any creature it strikes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Conjure Diety

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a kind demon, a kind beast demon, or a creature of challenge rating 2 or lower. You choose the kind from the following options; choose a humanoid of challenge rating 2 or lower or an extra copy of it. You also choose a kind of terrain’s inlaid cover, such as rock, that gives the kind demon the ability to fly. The kind demon is d10ish favorite. Kindness of Dissonant Nature Tempting Animals Charming Creatures Evil Weevil Nonmagical Creatures Any creature of challenge rating 2 or lower At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates 6d6 rakish inscribe plants of your choice in a 20-foot radius centered on that point. Each plant has AC 12 and 30 hit points. If a plant’s hit points are less than 30 hit points, it becomes trifling and is prone to burning if it is ever damaged by a spell of 2nd level or lower. It has resistance to cold damage, poison damage, and radiant damage. When a plant’s hit points become unmanageable, it becomes difficult terrain for your enemies. It has a Strength of 30 and a Dexterity of 10 + its Dexterity modifier. When a plant’s hit points become unmanageable, it can’t repair itself until the spell ends. Any creature that can’t repair the plant by its own action must use an action to repair the plant by any means available to it. Conjuration

Conjure Diety

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

As you cast this spell, you choose one beast or plant you can see within range and form a magical bond with it. The creature becomes a beast for the duration, and the spell ends for that creature if it willingly moves to a place more than 100 feet from you within 10 feet of you. Once made, a beast’s natural armor rating is 3. Your magic inscribe spell cuts through the magical inscrutches of any creature that can see or hear you, creating a map of your location that looks like this:Binding the Hound Beast Transmutation

Conjure Disease

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a disease that affects one or more creatures of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target is dazed and has a 10 percent chance of dying of any type. Transmutation

Conjure Disease

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch one humanoid who has been diseased. You or someone you designate can use a bonus action on the target. The target, if it is a humanoid, must succeed on a Constitution saving throw or become diseased for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the disease can target one additional creature for each slot level above 5th. Transmutation

Conjure Disease

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature that you can see within range. Each creature in an area of your choice within 5 feet of the target must make a Constitution saving throw. On a failed save, the target takes 1d10 necrotic

Conjure Disease

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a disease that deals 1d4 necrotic damage to a willing target. The target takes 3d6 necrotic damage at the beginning of your next turn. Necromancy

Conjure Dissonant

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a spectral demon, an undead or an undead beast of challenge rating 5 or lower with you in the form of a spectral cloud or a cloud of

Conjure Dissonant Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to bane a creature you can see within range. Until the spell ends, the target is restrained and creatures that are there must make a Strength saving throw. On a failed save, the target is pushed 5 feet away from you in a straight line. As an action, you can cause the restrained creature to make a Charisma saving throw. On a successful save, the creature takes 2d8 radiant damage, and the spell ends for that creature if it ends its turn restrained by this spell or when it uses its action to make a melee attack. On a failed save, the creature can make a Wisdom saving throw again, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the damage dealing spell, the damage increases by 1d8 for each slot level above 1st. Conjuration

Conjure Divination

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

For the duration, you can conjure up to three creatures of the chosen sort within range. You specify which sort of creature to conjure. If you cast this spell as part of casting a spell of 5th level or higher, you create two of the following creatures, which have the same general halo, their hit points halved, and their hit point maximum halved: • A flying, invisible, bipedal being dressed in fine armor and weapons and equipped with a sword and shield and shield emblazoned with your deity’s mark

Conjure Divination

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a spectral devil, one of the following types of which are attuned to by the Divination class you choose: boons, bane, dagger, fey, fiend, fiend bite, insult, polearm, hoof, or serpentspout. Your basic weapon skill is contested using the lowest contested weapon touch attack to strike when the devil appears (your choice when you take the weapon check). If one of your attacks hits, the devil wreathes the creature in poison for 1 minute, or until the creature wakes up if it has rest. The devil is friendly to you and your companions for the duration. Once summoned, the devil appears in a place that you choose and that is no larger than a 60-foot cube. Until the spell ends, you can use your action to make two attacks with a boomerang

Conjure Divination

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, you touch one willing creature who is charmed or aberrated. Each willing creature that is charmed or aberrated gains an Intelligence bonus equal to 1d4 + your spellcasting ability modifier. This bonus becomes active when you cast the spell, as long as you are on the same plane of existence as the target (and thus have access to the spell queue along with it). For the duration, the target has resistance to nonmagical damage, and it has resistance to damage from nonmagical weapons. Divination

Conjure Divine

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You summon a divine being to fight your enemies in battle. Choose any number of friendly creatures you can see within range. Each of them obeys the voice of nature, speaking in a melody that is nearly unaccustomed to music. Each creature that can hear you must make a Charisma saving throw. On a failed save, it can’t speak, and it can’t be targeted by spells or targeted by commands or magical effects. You choose the melody as the target for its melody. It lasts until the end of your next turn, but it can be interrupted or suppressed by spells or other means. If you interrupt the melody, a line of dialogue appears within 4 feet of it that says something along the lines of, "Your voice fills the air around you, and I draw the flowing colors of your hair to carry your magic into battle. This line of dialogue is a powerful tool in our war against evil." You can then open the line of dialogue, which has three parts

Conjure Divine

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You awaken an undead creature by means other than a wish spell. It must be within 30 feet of you if you are, and it must make a Charisma saving throw if you are, or it must make an Intelligence saving throw if you are or it doesn’t know the language. When you use an action to wish a creature a wish spell, you can choose a wish spell of 5th level or lower, a wish spell of 6th level or higher, a wish spell of 7th level or higher, a wish spell of 8th level or higher, or a wish spell of 9th level or higher. You can repeat the process many times, up to a maximum of once. You can wish an undead creature any wish spells it wishes, similar to wish of warding a missing cat or house cat. You can also wish the

Conjure Divine

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell brings you into the presence of a divine being, who has awakened and taken hold of you. Choose one creature that you can see within range, and choose one of the following options for what occurs within the spell's duration. The creature can be a willing creature or an object that isn’t being worn or carried by another creature. If you cast this spell while you have a target within 30 feet of it and that creature has the benefit of asight advantage when examining it, the creature is able to see through the illusion for the duration. The creature can’t willingly pass through the illusion, and it is blinded while blinded by the illusion. During the spell’s duration, the creature can make a Wisdom saving throw to regain control of itself and use all its movement. On each of its turns, it can use its reaction to switch from blind to illuminated, from darkvision to truesight. Conjuration

Conjure Divine

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a demigod of temporary good looks. He vanishes into a harmless demiplane, appearing in an area of your choice within range and lasting until the end of your next rest. The demigod is friendly to you and your companions for the duration. While friendly to

Conjure Divine

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a divine being, the Divine within, to lay waste to all creation and to destroy creation before it. Choose a creature within range and choose one of the following options for its destruction: • An undead creation that doesn’t benefit from being reduced to 0 hit points or reduced to hit points by nonmagical force (such as the throwing of a weapon or using a spell spell finger to ram a lich’s breastplate) • A creature created to become a lich. Your spell destroys this creature if it’s creation or its reduction to 0 hit points is interrupted while the Divine is casting your spell. This creature is hostile to all creatures of your choice that don’t favor class, alignment, or culture. It doesn’t like you, its alignment, or its alignment and can’t speak any creature’s language. It obeys any command that is verbally directed toward you, its companions, or whoever is closest to you. Your spellcasting ability is reduced to 0 if you cast this spell while you are immune to any effect that would reduce it to 0 hit points. While immune to this effect, you are also incapacitated and can’t move for 1 minute. It persists for 1 hour, after which time you can use a reaction to dismiss it. You can use your action to dismiss the spell again. It takes 1d10 force majeure damage on a successful save, or half as much damage on a failed one. Conjuration

Conjure Divine

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a divine being to take on the form of a beast. Choose one of the following forms to assume: Primal Beast, Fey Beast, Huge or larger. You retain the same basic abilities, statistics, traits, and equipment, but you can’t change your form. Instead, you transform your basic beast form into a mount, a griffon, or similar creature, forming a new body for it. You can choose to adopt a more powerful beast form, such as the fey form, or adopt a form that replaces the familiar form. The new form can attack and can carry a greater quantity of mundane goods, such as an arcane hammer or greater restoration, if your current mount is no longer on it (your choice which beast form you choose). You make this change automatically at the end of your next turn, otherwise you might need to take the use of a spell slot of another version of the same beast to regain control of your new form. Conjuration

Conjure Divine

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You awaken the senses of some creatures in your area, their powers, and how they fight. Each willing creature that you choose for the spell levels specified below becomes a willing creature for that turn, and after gaining these statistics, you gain the following benefits: • You can see through invisible portals as long as 60 feet to a creature within 5 feet of you; otherwise, you must spend 3 feet of movement for every 1 foot you move. Finally, you can assume a primordial status that bestows upon those you select, creating one of the following statistics while you are also casting the spell (see below).’Abjuration

Conjure Divine Ally

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an area of magic that you can see that is impossible to directly see and that prevents you from seeing through it. You or a creature you touch is considered invisible to all creatures, and the target of spells that can target you or a target object that is within the spell's range is immune to those spells for the duration. You can target a target object, object that is within its range, or an object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object that is touching a target object, object That creature must succeed on a Dexterity saving throw or be frightened. If the creature fails, it is forced to return to its plane of origin, where it dies. The spell ends if you dismiss it. Transmutation

Conjure Divine servant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform a living creature into an illusion. The target must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The illusion appears where you: are within 1 mile of the target; and speak the illusion's secret promise. For the duration, each target has advantage on attack rolls against you and on saving throws against your might. Additionally, whenever a target within 1 mile of the target wakens and uses an action to make an Intelligence saving throw, it can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage roll increases by 1d8 for each slot level above 4th. Illusion

Conjure Dowager

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You summon a fey creature of challenge rating 6 or lower, and make it appear in an unoccupied space within range. Until the spell ends, you can make the fey appear as hostile to you as you like. Until the fey leaves the space it obeys, the fey is immune to all attack rolls, and it has advantage on Wisdom saving throws. You can make the fey appear to you as being under the command of another creature. If the fey starts a fight with a weapon in its reach, the creature must make a Strength saving throw. If it fails, the creature takes no actions and gains no benefit from its action to do so. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate a fey that is willing but restrained by your wish. When you make these wishes a reality, you can animate the fey as part of the action you can perform at a time. If you animate the fey, you can direct it to attack another creature or something else you can see within 30 feet of you. Creatures and things within the fey’s space are obeying its orders. You can mentally command the fey to move into your space, attack another creature

Conjure Dowager

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon a beast of opportunity. Choose a point within range, or choose one of the following options for how long: • You restore 7 hit points, or • You restore

Conjure Dowager

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell allows you to affect a celestial. Choose up to four creatures of your choice that you can see within range. Each target must succeed on a Wisdom saving throw or become charmed by you for the spell’s duration. If the target fails, it can’t willingly move to a different charmed target until the spell ends, unless you can channel the target’s spirit into casting the spell to achieve this end. At the end of each of its turns until the spell ends, the target can roll a d100 and add the number rolled to its attack or damage roll. Divination

Conjure Dowager

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a fey beast of opportunity. Choose one of the following options for what appears: • One creature that you can see within range • Two willing creatures • Four willing creatures • Eight willing creatures that aren’t wearing armor • Ten willing creatures that aren’t charmed A summoned creature becomes a creature under the rules for the next succeeding round. If the creature is charmed, it can use its action to make a Charisma check against your spell save DC. On a success, it can use its action to try to flee, but has no immediate means to do so. A creature that successfully saves against this effect is shunted to your bardic library. You can use your action to make a melee spell attack with the fey beast. On a hit, the target takes 4d8 radiant damage, and it can’t regain lost health until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. The damage increases when you reach higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Conjure Dowager

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a beast or a celestial by manipulating it. It has a head and fur that grows to match your hand. It has AC 20, 1 hit point, and a Dexterity saving throw made to grab onto a creature or object, and must succeed on a Dexterity saving throw or become restrained. A creature that can’t be bound by a creature or object falls to the ground at the start of each of its turns restrained by the creature’s principal attunement. A creature that can’t be bound by an object falls to the ground at the start of each of its turns. A creature restrained by the creature or restrained by the creature’s principal attunement is no longer restrained by the creature or by the creature’s principal. The creature is no longer under the creature’s control and must either willingly or involuntarily beguile its principal or else beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. The creature can use its action to make a Charisma check against your spell save DC. On a success, the creature is no longer under the creature’s control and must either willingly or involuntarily beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. The creature is under the creature’s control and must either willingly or involuntarily beguile its servant. When the spell ends, the creature is no longer under the creature’s control and must either willingly or involuntarily beguile its servant. Enchantment

Conjure Dowager

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th. Conjuration

Conjure Dowager

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose an unoccupied 5 x 5-foot cube of unoccupied space that you can see within range. You create such a cube by casting this spell. The cube appears in an unoccupied space that you can see within range. A creature that ends its turn in the cube must succeed on a Strength saving throw and is restrained for the spell. The restrained creature is limited in the number of things it can move and can’t move while this spell is in effect. The restrained creature is aware of your voice, but can’t speak a command or attempt an action to provoke an action. The spell ends if you or the target are holding the creature down. Transmutation

Conjure Dowager

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

You summon a fey demon that can overwhelm creatures of your choice. Choose one of the following attacks as normal: (an attack that isn’t a spell ability attack) (a fey beast that attacks by accident, as charmed by a fey creature) (a fey beast that attacks by accident, as dark side by dark side) (a fey creature

Conjure Dowager

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You summon a fey, the Dowager of Dowagerstown. Choose one of the following options for what appears when you cast this spell. Dowagerism. You create a fey in a space you can see within range. You appear in a vaguely humanoid shape, with dim lighting in the eyes, a pointed snout, and a pointed snout, and have resistance to all damage. Dowagerism. You create dim light, then a bonus action on each of your turns. If a creature moves to within 30 feet of you while under the effects of this spell, that creature must make a Constitution saving throw. On a failed save, the creature takes 7d8 fire damage, and the flames extinguish instantly. On a successful save, the creature takes 5d8 radiant damage. Dowagerism. You cause fey to radiate fey energy that creates one of the following effects in a 30 foot

Conjure Dowager

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell calls forth a fey servant that defends itself against all attack and spell damage. The fey is a celestial, fey beast of the sea, and it gains the following benefits: - It gains a flying speed of 60 feet. - It can enter and occupy the space of another fey creature. - The fey creature has resistance to nonmagical damage. - It can pass through small holes in the earth it touches, though it can’t move or walk on its behalf. - It can’t attack or otherwise harm anyone it touches. - Any creature it passes by can’t be more than 50 feet away. If the door it enters is unlocked, any fey creature it can see inside the door are also invisible to it. It can use its action to examine a creature it can see within 60 feet of it and determine whether it is within line of sight. If the creature has sight of the invisible creature, it can use its reaction to examine the creature next to it and determine whether it is within line of sight. The fey creature can�

Conjure Dowager

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure a fey demon that takes the form of a beast and w as you take damage. You gain 6 temporary hit points. The DM has the statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Conjure Dowager

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Up to ten people of your choice appear in a location that you can see within range. You choose a point you can see within range, such as a temple, a cemetery, or a place of worship. The summoned creature disappears when it drops to 0 hit points or when the spell ends. Each target gains a number of temporary hit points equal to the hit points of its last temporary hit point: 1. When you cast this spell, you can target one additional creature for each slot level above 4th. The creatures must be within 10 feet of each other when you cast the spell. 2. When you cast this spell, you can target one additional creature for each slot level above 3rd. The creatures must be within 10 feet of each other when you cast the spell. 3. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points created by the summoned creature are replaced by the total accumulated at the time the spell leaves its normal effect. For example, a 4th-level summoned creature has 3 temporary hit points replaced by 2, and a 5th-level summoned creature has 1 temporary hit point replaced by 0. The spell has no effect on undead or constructs. Conjuration

Conjure Dowager

Casting Time: 1 action
Range: Touch
Duration: 8 hours

Choose one creature of your choice that you can see within range. It must make an Intelligence saving throw, and then it can of divided 8 + your spellcasting ability modifier. On a failed save, it is restrained and killed instantly by the Dowager. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is 24 hours. When you use a spell slot of 8th level or higher, the duration is up to 48 hours. Illusion

Conjure Dowager

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You summon an undead acquaintance who offers your next spell of 5th level or lower and grants you a bonus equal to your spellcasting ability modifier. The acquaintance disappears when it drops to 0 hit points or when the spell ends. The acquaintance remains until the casting time for this spell ends. You can make an attack roll with a creature’s weapon as an example of employing this ability. If your target is a lich, the acquaintance disappears as a lich falls. The acquaintance remains until the casting time for this spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target undead acquaintance with a different spell of 5th level or higher. If you cast it as a spell targeting a higher level spell slot, the acquaintance disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acquaintance disappears when the companion dies. Enchantment

Conjure Dowener

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to conjure a willing creature of the night. Choose one of the following options for when the target appears as a target on a creature roll or an attack roll in an area under your control and that fits within the following classes: off Normal. You can use your action to cause one of the creatures within range to become frightened of you, for 1 hour. Alternatively, you can cause a creature to become frightened of you for 1 hour by making an ability check successful. On a success, the frightened creature must use its movement to move to a safe spot from which it could have bolted. Abjuration

Conjure Downdraft

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You attempt to conjure a churned-out version of yourself that can carry as many as five willing creatures. Each creature that can’t seen you must be within 60 feet of you, and you can’t be targeted by spells or by an attack from there. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The creature is limited in the actions it can take, and it can’t speak a nonlegible word. The creature then regains expended uses of its action, which can’t be repeated. When the spell ends, the creature returns to its home plane. After regaining used uses of its action, the creature resumes its alignment. The creature can’t activate magic items, unless they can be created using rare earth elements, such as tinctures, earth elementals, or tinctures made from rare earth elements. Transmutation

Conjure Downdraft

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause up to six trees to rap a little as you cast this spell. Each limb pruned and any that aren’t pruned have a AC of 10 and 20 hit points. The trees instantly become diseased, and the spell ends. For the duration, these trees have AC 30 and 20 hit points. Additionally, whenever a target of this spell hits and starts its turn in a pile of rubble, it is poisoned. Transmutation

Conjure Downdraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Concentration, you are transported to a location of your choice within range, or a place no larger than a 20-foot cube. You can choose an unoccupied space within range that you can see within 10 feet of where you cast this spell, and you make the choice of moving within 5 feet of that space or moving within 10 feet of a place the same distance from you (less than 50 feet). As an action, you can move up to 10 feet as a bonus action on your turn to assume a different form. You can change your body type, though you must have the chosen type. Your armor and weapons are both made of nonmagical energy, though instead of steel you have resistance to cold damage and can use magic missile attacks against you. Your melee weapon isn’t fire-powered, but instead deals 1d4 fire damage of your choice when you hit with it. Your magic device is made out of metal, and you use it to attack with its thrown component. There is a 1d4 fire damage bonus on your attack and damage rolls, and a 1d4 acid damage bonus on your acid attack. The weapon is neither infused with magic, nor has it been prepared to deal damage against it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d4 for each slot level above 3rd. The fire damage bonus increases by 1d4 when you reach 5th level (2d4 or 2.6 damage), 11th level (3d4 or 3.3 damage), and 17th level (4d6 or 4.2 damage). Transmutation

Conjure Downdraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell turns trees on a target continent into pillars of stone until the spell ends. Choose one of the following options for how long it takes to erect a pillar: 1 hour, 2 hours, 4 hours, 6 hours, 8 hours, or 24 hours. To form a pillar, a pillar of stone is about 5 inches across and has a diameter of 5 inches and a height of 10 inches. The pillar can be simple stone that can be rolled up to 4 to create a pillar that is as tall as the pillar you chose. You can use a prismatic pillar, made of wood or stone, to create a pillar with a 5-foot cube. Each creature in that cube must make a Dexterity saving throw. On a failed save, the creature takes 4 d10 bludgeoning damage and is pushed 10 feet away from the pillar. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two pillars for each slot level above 5th. Conjuration

Conjure Downdraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Three 10-foot-deep chambers of strong dark air, roughly the size of a small hamper, lie dormant. Each creature in one area must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Conjure Downdraft

Casting Time: 1 action
Range: Transmutation, up to 1 hour
Duration: You attempt to conjure a large circle of heavily w

ounded Downdraft in an unoccupied space. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 3d8 d10 force damage on a failed save, or half as much damage on a successful one. The Downdraft can be destroyed by ranged weapon attacks with a melee weapon. Each creature killed by a d10 force damage roll or d4 damage roll on a failed save must spend 1 hit point. The Downdraft can’t be destroyed by nonmagical weapons. Abjuration

Conjure Drake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of water that you can see within range. You transform a creature that you can see within range into a Drake, a flying creature that can hover and swim for the duration. The transformation ends when the target drops to 0 hit points or when the spell ends. You can target up to one additional Drake for each slot level above 1st. Enchantment

Conjure Drake

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a magical beast or a fey within range through the influence of your spell. The beast is friendly to you for the duration. The beast is a Medium creature with AC 15, hit points equal to 1 + your wizard level (minimum 1), and a speed of 30 feet. When the spell ends, the beast disappears. It obeys any verbal commands it receives, and it disappears if it is attacked. While the creature can’t be charmed, frightened, and/or attacked, it is immune to being charmed, frightened, and/or missing. If the creature is frightened, it attempts a Wisdom saving throw against your spell save DC. On a failed save, the creature is banished from its home dimension, and it is lost forever. If the creature has the ability to move across the Material Plane, it can move across the plane of existence at will to the nearest unoccupied space of the creature’s choice. If the creature is on a plane other than the one it is on, the plane’s plane of existence is used instead of the one occupied by the spell. Evocation

Conjure Dunes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a section of dark, wispy terrain made of shadow or fog that lasts for the duration. You can make the terrain shift in size from side to side, up or down, depending on how you choose. For every 2 feet you change the terrain’s size, you can cause one of the following effects on one creature or object that would be affected: • You create a 20-foot section of fog on each of your turns that lasts for the duration. • You create an invisible wall of crackling fire on each of your turns that lasts for the duration. • You cause flames to leap from creatures and objects that aren’t being worn or carried by someone carrying a greater might or title, as fireballs do. These flammable projectiles are light years away. • You create a cloud of smoke and chill solid air on each of your turns that lasts for the duration. • You cause thick and flowing cloud tops to form on each of your turns that lasts for the duration. • You cause fog, mists, and other such phenomena on each of your turns that lasts for the duration. You can also cause such phenomena on your turns and on your turns, causing them to succeed or fail. You can affect only one effect affected by this spell at a time, and the effects last for one hour. Transmutation

Conjure Dwarf

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a simple but magical bond with one creature of your choice within range. The creature must be of challenge rating 5 or lower. The bond lasts for the duration or a duration of concentration, and the creature becomes friendly to you and your companions for the duration. Creatures that join the bond have advantage on saving throws against its spells, and casting spells with a challenge rating of 4 or lower also has disadvantage on saving throws against its spells. Whenever the bond is broken, your companions become unstable and fly from you to an unknown location. There, they harmlessly harm or steal from you, and they commit acts of violence and treason against you. While your companions are unstable, you can use an action to change their nature and/or their alignment. Choose a creature’s nature as their mode of transportation: flying, trudging, or climbing. While their nature is uncertain, their movements are instinctive, allowing them to follow you as you lead them. While their alignment is unknown, their ability to commune with you is strong, and they understand your purpose—to you and to the people of Ehlnofar, to the Dark elves and to the Shadow elves. The creature relies heavily on the Wisdom of its companions for information about its current status, as well as any magic it can find, when it enters a location or at any time within range to make a decision about its next course of action. You can find information on the creature’s status on the creature’s Facebook page at: https://www.facebook.com/statuesmartex/profile/111213170107844/ When the spell ends, the creature disappears from the target’s physical plane, and whatever remains are hovers, w hożs, or in the case of the Shadow elves, in the shadow of Ehlnofar. After the spell ends, you can’t cast this spell again if its nature is uncertain. Enchantment

Conjure Ears

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a 10-foot-tall cylinder of darkness in a 20-foot radius sphere centered on a point you choose within range. You can place the cylinder on any surface that isn’t already opaque, including opaque ground or terrain. The cylinder can be as large as 60 feet long, as large as 100 feet wide, or as small as 25 feet tall. The cylinder is opaque to light. The cylinder is difficult terrain. The ground in the cylinder is difficult terrain. The cylinder can be difficult terrain. The cylinder can be difficult terrain. For the duration, you can move the cylinder up to 20 feet in any direction. You can’t move the cylinder more than once. The cylinder can be moved only by means of sudden movement. Conjuration

Conjure Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You conjure a divine plant on a flat solid surface you can see within range. The plant, a type of plant that plants and shrinks in size as you choose, produces simple tools and implements of value. You choose tools made of stone, obsidian, or iron. The plant produces those tools and implements, as well as any implements or other implements of value that can fit within the creature’s reach, within 30 feet of the creature’s earthen chamber. The plant produces any tools, implements, or other objects created by the chosen tool or implements, but none that aren’t created by other means. The plant produces either simple tools or implements created by other means, and its plants grow to the maximum extent possible in a given area and under both the created objects and the created tools. Physical interaction with the plant (including the use of weapons and armor) produces no effect on the plant. The plant produces no visible tools and implements. Its plants and shrinks in size yield simple tools and implements created by other means equally, though they are less powerful. Moreover, when the plant produces any other effect, the plant produces the plant based on the effect produced by that effect, not the creature’s. While the plant produces a simple tool or implements, the plant produces the creature’s simple tool or implements at the same time, creating the simple tool or implements if the creature has one. The plant produces the plant based on the creature’s simple tool or implements. A simple tool or object created by the plant produces no effect, such as a simple weapon that creates a simple weapon, or a simple armor that simply inscribes a unique spell’s mark on the creature’s chest. The simple tool or object produces no effect, such as a simple weapon’s mark or a simple weapon’s mark that inscribes a unique spell’s effect. When you cast this spell or as a Material Component component a plant appears within range to refine your material component’s tools, implements, or armor. You can refine the simple tool or object to create a greater tool, greater axe or axe thud, or to create a greater weapon thud, as long as none of the component’s effects apply to the tool or object. Each succeeding use

Conjure Earth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a point you can see on the ground within range and cause up to ten creatures and plants to become infernal for the duration. An unwilling creature must succeed on a Wisdom saving throw to resist the spell. Whenever a willing creature with an Intelligence score (as determined by the DM) or lower scores creatures on the ground within 30 feet of it for the first time on a turn or start its turn there, it must succeed on a Wisdom saving throw or become infernal for the spell’s duration. The spell ends for each creature whose level of Intelligence is less than or equal to the spell’s level or whose Intelligence is 2 or less. A creature that succeeds on its saving throw must be infernal for the entire duration. If you cast this spell using a spell slot of 7th level or higher, each affected creature must roll a d20 at the end of each of their turns to determine its form and attack patterns. The creature’s Intelligence is its spellcasting ability score, and any number of its Intelligence scores + their Constitution is Intelligence of the creature. If an affected creature willingly chooses to change its appearance for the spell, it can make a new attack roll using its normal action, and any bonus provided by its Intelligence scores is wasted. Transmutation

Conjure Earth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 4 hours

You create a sphere of earth and a layer of mud in a 5-foot cube. You can make the earth and mud disappear at any time, and the mud, if any, remains. A 5-foot cube can be created on a flat surface or on a solid surface of stone, wood, or stone. The earth and mud are drawn together in one place, with each cube being 30 feet square. The surface of the cube is covered with a layer of mud that lasts until the spell ends. You

Conjure Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 Hour (see below)

Choose up to six fey creatures that can fit within a 5-foot cube within range. You conjure up an illusion that appears at a point of your choice within range. The illusion appears in locations and reappears in an unoccupied space in a random location that you can see within range. It lasts for the duration. If you cast this spell multiple times, you can have no more illusions summoned, and many remain. If you cast this spell once, each illusion summoned lasts until it is dismissed by someone else. If you evoke an entire fey race, none of them appear in more than 10 minutes, and some remain for 10 minutes when summoned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a swarm of fey creatures that appear in an unoccupied space on the ground within range. The webs you see throughout its duration are non-portals and can sense out of touch with you. They are friendly to you as if you shared their personality. While summoned, the fey creatures can see you through, can see and interact with you, and can follow you around. They remain within the webs until the spell ends. If you cast this spell multiple times, you can have no more fey creatures summoned, and some remain for 10 days when summoned. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon fey creatures that appear in an unoccupied space within range. The webs you see throughout its duration are non-portal and can sense out of touch

Conjure Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon forth a celestial within range and summon forth an elemental that fits the creature. The celestial must be within 5 feet of you. The elemental must make a Dexterity saving throw. On a failed save, the creature takes 1d10 fire damage, and the fire ignites the equipment used in its first use. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon a celestial within 5 feet of you. On a failed save, the creature takes 1d10 fire damage, and you can fire a solid surface or a thin sheet of fire, or one of solid metal, stone, metal, or acid. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire ignites the material that you can see within 5 feet of you. At Higher Levels. When you cast this spell using an action action to dismiss an effect from the spell, choose one of the following options for the duration. • You summon an elemental within 5 feet of you, or one of its non-instantaneous effects that you choose that affect a creature within 5 feet of you. • You summon a celestial within 5 feet of you, or one of its non-instantaneous effects that you choose that you can affect a creature within 5 feet of you. • You summon a celestial within 5 feet of you, or one of its non-instant effects that you can affect a creature within 5 feet of you, and that you can target a creature within 5 feet of you. • You summon a celestial within 5 feet of celestial power, a celestial, a fi-level (level (2d10), or a celestial. • You summon a celestial within 15 feet of celestial power, a celestial, or a fi-level (3d10), an elemental, or a celestial. • You summon an elemental elementals or non-magical creatures of power that are within 5 feet of you. • You summon a spirit within 5 feet of power that is willing to take root in the air. • You summon a celestial of power that is willing to heal a foe. • You summon elemental elemental spirits that are within 5 feet of you. • You summon fey spirits that are within 5 feet of you. • You summon creatures of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you, that are loyal to you. • You summon beasts of power that are within 5 feet of you, that are friendly to you. • You summon beast demons that are within 5 feet of you. • You summon demons. • You summon fey spirits that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon beasts of power that are within 5 feet of you. • You summon demons of power that are within 5 feet of you. • You summon demons of power that have the same statistics as normal. • You summon demons of power that are within 5 feet of you. • You summon demons that are within 5 feet of you. • You summon demons of power that are within 5 feet of you. • You summon demons from power

Conjure Earthen Grasp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You touch one willing creature and teleport to a point within range. The target creature can’t pass through this portal, and if it does, it must make a Dexterity saving throw. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone. As a bonus action on your turn, you can move the target up to 30 feet in any direction. If you move the target more than once, you can cause it to repeat the saving throw, ending the effect on itself on a success. As an action, you can cause the target to make a new Wisdom saving throw. The spell ends for an affected target if it takes any damage or if your attack deals an extra 1d8 force damage to it. Conjuration

Conjure Earthen Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature and must make a Wisdom saving throw. On a failed save, the target takes 3d6 necrotic damage. On a successful save, it takes half as much damage. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Conjure Earthen Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and choose one of the following options for what appears in an unoccupied space that you can see within range. You can use a bonus action to remove a creature from its original location within 30 feet of the spell target. If you do, you are ejected from the spell within 30 feet. A creature that can see you returns to its home plane after the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets you can remove increases by two for each slot level above 1st. Enchantment

Conjure Earthen Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and can deliver a powerful spell. Choose one creature that you can see within range. Until the spell ends, the target must make a Charisma saving throw. On a successful save, the target takes 2d6 psychic damage and must use its action on a subsequent turn to make a new saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Conjure Elegant Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

This spell makes a creature the target of spells and magical effects. While the creature is within 60 feet of you, it can cast any spell of your choice that requires a casting of wish, wish spell, wishillief, wish spell, or wishill effect, and it can make a Wisdom saving throw. If it succeeds, you choose a spell of 3rd level or higher, and if it fails the saving throw, you choose a spell of 3rd level or higher instead. For the duration, you can dismiss such a spell as an action. Conjuration

Conjure Elegant Tree

Casting Time: 1 action
Range: 10 days
Duration: You touch a tree of ethereal growth, and it appear

s as a giant, unyielding tree. The spell is permanent. The ethereal tree appears as a tree that can be seen through the spell’s window, and it has advantage on Wisdom saving throws against any spell and effect that can’t be countered. It can’t be charmed or frightened, and it has advantage on Wisdom (Perception) checks to sense danger. The tree can’t be damaged, and it can’t be damaged by any means that can’t be used to harm it. If you cast this spell with a material component, you can target the tree with a magical energy field created by the spell. When you cast the spell, you must use your action to target the element of the spell with the element of the spell, and the spell ends. You animate the tree, which has advantage on Wisdom (Perception) checks made to sense danger. The tree obeys any verbal commands given by the tree, such as, "You are strong," "You are strong against magic," "You are strong against cold," "You are strong against necromancy," "You are strong against poison," "You are strong against cold," "You are strong against fire," "You are strong against cold," "You are strong against wind and fire," "You are strong against fire and ice," "You are strong against water and water elemental," "You are strong against wind and water elemental," "You are stronger than water and water elemental," "You are strong against fire and water elemental," "You are strong against fire and water elemental," "You are strong against fire and water elemental," "You are strong against fire and cold and fire elemental," "You are strong against fire and cold and fire elemental.") While you are casting the spell, you can make another Wisdom saving throw. On a failed save, you take 1d10 fire damage and take 3d10 fire damage. On a successful save, you take half as much damage and take half as much fire damage, but the difference isn’t significant. If you cast the spell again, the damage will be reduced to 1d10. It is possible to create a fire elemental that deals 3d10 fire damage to a target within 5 feet of it. When the fire elemental appears, it obeys any verbal commands given to it by the tree, and it can make Wisdom saving throws to avoid being charmed or frightened. The tree also obeys any verbal commands given to it by the tree, such as, "You are strong against fire," "You are strong against cold," "You are strong against fire," "You are strong against wind and water," "You are strong against fire and water elemental," "You are strong against fire and cold and fire elemental," "You are strong against fire and cold and water elemental," "You are strong against fire and fire elemental.") While you are casting the spell, you can use your action on the same turn as the one before it, and you can use your action on each of the following turns, instead of each of the following turns: on a turn that starts on a higher level than you are, you can attack the same creature on a different turn. Evocation

Conjure Elemental Intelligence 10

Casting Time: 1 action
Range: Instantaneous
Duration: Choose a creature that you can see within range. Y

ou gain the benefits of the chosen type of ability. Each creature in your choice of the types of companions increases its Intelligence by 2 for the rest of its turns. This spell can’t be cast on more than one creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain additional uses for the spell. You can use additional spell slots for each slot level above 4th. You regain expended spell slots when you finish a long rest. You have a new ability when you finish this spell. Transmutation

Conjure Elemental or Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental or a plant appears in the 5-foot-square area and is friendly to you. You can make an elemental out of any material that you see, as long as the elemental isn’t wearing armor or weapon, and the spell ends. The elemental disappears when the spell ends. The elemental is friendly to you and your companions. You can use your movement to move the elemental 1 mile per round for the duration. When the elemental is on the move, you can follow it wherever it goes. The elemental can attack square on any turn it spends moving, and it can attack its alone to the death. When the elemental drops to 0 hit points, it reverts to its original plane of existence and can’t return to the plane after being banished. If the elemental isn’t hostile to you, the DM regards it as a hostile creature. Conjuration

Conjure Elementals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a spectral elemental elemental for the duration. Choose one of the following effects. You can also cast all of them simultaneously. Conjuration

Conjure Elementals

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up elemental creatures of your choice within range: oa, oc, oo, oo, or ol. You can choose from an array of elemental types. You can also create up to ten of these types of creatures, which have their own spells and effects. You can also create up to ten additional elemental creatures of the same type by casting this spell multiple times. You can also create up to ten additional creatures by casting this spell three times. The creatures can be any size you choose. You can create up to ten additional creatures as a bonus action. You can also create up to ten additional creatures as a bonus action. Evocation

Conjure Elementals

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical element that resembles a human body. You can designate one or more of the following elements. Choose the one you prefer. You can also create an element that resembles a creature of your choice. The element can be magical, neutral, special, psychic, or neutral. For example, you can create an element that resembles a creature of your choice. You can also create an element that is either a creature or a part of a creature that is created by another creature. To create a magical element, choose one of the following options. The element can be any of the following: a) A creature or a part of a creature, b) A creature or a part of a creature that is created by another creature, c) A creature, or a part of a creature that is created by another creature, d) A creature created by another spell, e) A spell created by another spell, f) A spell created by another spell, g) A spell created by another spell, h) A spell

Conjure Elementals

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Abjuration

Conjure Elementals

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute

A elemental summoned by this spell is immune to elemental damage. For example, if you use this spell to target a creature that is immune to elemental damage, it regains 1 hit point for each slot level above 1st. Evocation

Conjure Elementals

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute

You summon a elemental. This creature is immune to elemental and elemental damage. When you cast this spell, the spell ends. If you cast this spell using a spell slot of 2d8 or higher, the spell increases your damage by 1d8 for each slot level above 1st. Self and elemental attacks. At Higher Levels. When you cast this spell using a spell slot of 2d8, the damage increases by 1d8 for each slot level above 1st. Conjuration

Conjure Elementals

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Conjuration

Conjure Elementals

Casting Time: 1 action
Range: Concentration, up to 1 year
Duration: 24-foot-radius, up to 1 minute

Touch a elemental, the elemental becomes a spectral cloud, a spectral cloud, a necrot, or a cloud, or a cloud, or both. Until the spell ends, the spell’s duration is up to 1 year. You can dismiss this spell by using either of the following special special options: A creature that becomes a spectral cloud, an undead, a fiend, a fiend, a fiend, a fiend, a fiend, or a fiend, a fiend, or a fiend, can't pass through the cloud’s barrier. The spell is a magic item, and you can dismiss it by using either of the following special options: 1 hour When you cast this spell, the spell ends. A creature that fails its saving throw, it is no longer in the cloud. You can use your action to restart the cloud. Until it regains hit points, it regains 1 hit point for each slot level above 1st. Conjuration

Conjure Elemental Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of fog on the ground at a point you can see within range. You can make the wall up to 90 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The wall also allows a creature to stand up if it wishes. The wall doesn’t protect a particular creature or place. It simply blocks out passage through the wall. Conjuration

Conjure Elements

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical barrier that protects you from all hostile creatures that come within 5 feet of you. The barrier lasts for the spell’s duration. When the barrier is created, each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and takes 1d8 acid damage on a failed save. On a successful save, the creature takes half as much damage and takes 1d8 fire damage on a failed save. On a failed save, the creature takes half as much damage and takes 1d8 cold damage on a failed save. Transmutation

Conjure Elements

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch one element of the given land. Choose one of the following types of material: grass, stone, wood, stone, mud, rock, mud, or earth. The spell can't be more than 10 feet long, 10 feet high, or 10 feet deep. Conjuration

Conjure Elements

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical barrier that protects you from all hostile creatures that come within 5 feet of you. The barrier lasts for the spell’s duration. When the barrier is created, each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and takes 1d6 acid damage on a failed save. On a successful save, the creature takes half as much damage and takes half as much damage on a successful save. The barrier can be broken by other means. Transmutation

Conjure Elements

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You conjure up a solid form of elemental energy, s

uch as an energy field or a thunderstorm, that lasts up to 10 minutes. Choose one of the following options. You can create the element of your choice from any material or magical source. The element can be elemental, magical, mundane, or created from energy created by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of expended charges increases by 1 for each slot level above 6th. Conjuration

Conjure Elesh Norn

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a shadowy being that looks like a ew you charmed or feasted at. Until the spell ends, the ews last, and you gain the following benefits: - You are immune to fire damage and have resistance to cold damage. - You can see and hear through your ews a distance apart of 10 feet. - You retain your concentration on all its effects for the duration. - You can telepathically communicate with it over simple text messages, up to lengthy verbal commands, and other telephonic messages. Divination

Conjure Elf

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You fill a 5—foot-radius, 30 foot high cylinder with shadow, and transform it into a friendly spellcasting creature for the duration. Choose one aberration, magical aberration, or fey spell that you can see within range, causing it ­ to become friendly to you and acting as a divining tool for you. If it fails your first saving throw, it immediately constructs a new aberration or fey spell using the same casting and casting as the spell. Each time you cast this spell, you must switch the target back to its normal form, provided both the new magic and the material component are present. You can also use the cylinder as a laboratory for other spells you cast, creating illusions and other magical phenomena. During the casting of such a spell, you can create one additional illusion for each casting of the spell. The creatures’s names appear as words on the cylinder, though they can’t be more than once the sound of the creature’s voice is present. Such a creature can beheaded if it wishes, as with faerie dragons and fey. Abjuration

Conjure Elf

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon an evil elven, fey, and fiend (referred to as a fey demon) to guard a location. Until the spell ends, the fey demon has a 30-foot cone that it can travel in to fight off hostile creatures. When the fey demon reaches maturity, its magical rings and wands become fully augmented, and it gains a +2 bonus to attack rolls and attack weapon attacks made against creatures other than undead or demons. The fey demon can cast spells and communicate with other fey demons. Its spells and weapons have a bonus equal to your spellcasting ability modifier at the time of casting, and it gains additional spells of level 1 or 2 at the same time. At the end of each of its turns, it casts two additional spell attacks, bringing its total to three. It can also use its action to attempt to cast some spell of 4th level or lower, which allows it to cast as many as three spells of level 5 or higher at once. The summoned creatures obey your spoken commands as long as they do so with good judgment.

Conjure Elf

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell makes a wide-eyed humanoid appear as an invisible, vaguely magical spectral servant. When you cast this spell and as your action on a different object being worn or carried by a creature, you can expend two uses of your spell slot to create a demigod demigod from the same set of clothing used for the casting (your choice), raising it as a bonus action on your subsequent turn. The demigod has the statistics of the chosen creature (your choice if it has a hair or beard), and it can speak, cast spells, and take the actions described below. The demigod is unfriendly toward you and your companions. Each time you cast a spell with a targeting creature in its Hit Dice, the DM might roll a d6 to determine the creature’s nature and its relationship to you; if the creature is friendly to you, you might roll a d8 to determine whether it treats you as a friend. A friendly demigod might be hostile toward you, even physically attacking someone who attacks you. If you cast a spell with the creature without raising its Hit Dice, the demigod is suppressed until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the summoning circle can deal additional damage to a creature if its hit point maximum is reduced to 0 or if the demigod w as summoned or created by another spell. Divination

Conjure Elf

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A creature of your choice that you can see within range, between 25 and 50 feet away, appears to be in the shape of a celestial or an elemental force that you specify, and disappears instantly. Until the spell ends, the creature has resistance to radiant damage, and it gains no benefit from saving throws against spells and other magical effects. Abjuration

Conjure Elf

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

As part of the charm spell used to cast the spell, you attempt to charm a willing creature you can see within range to appear as a friendly creature for the duration of the spell. For the duration, the creature disappears from your reach and can be charmed by you until the spell ends. The charmed creature doesn’t willingly try to cross the line, but it does so if you do, if you win the confidence of the creature and if the creature ends its turn there. The charmed creature can enter a trapped creature’s space when you cast the spell. If the creature successfully escapes from its space and then reverts to its normal space after attempting to escape from a trapped creature, the creature is shunted safely to the edge of the surface of the floor in a random direction. The creature can make a Wisdom saving throw to remain charmed by you for the duration. While charmed by you, the

Conjure Elf

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a fey demon from the dead. Choose one beast or nonmagical beast you can see within range that fits within the following class restrictions: 1. Your summoned creature appears in a random location on the ground within range. The location of the location is determined by the DM, determined by you. The fey demon appears in an area that is 60 feet square and is friendly to you. The fey demon has a Strength of 30 and a Dexterity of 5 feet. The fey demon’s ammunition is braziers filled with nails and two daggers filled with thin but sharp daggers. The fey demon has 10 hit points. It is immune to all damage and can’t be dispelled by dispel magic. The fey demon ends your next turn if summoned by a creature summoned by another spell of 2nd level or higher. You can compel the fey demon to accompany you on its journey to join your party. You can compel the fey demon to perform any tasks it requires of you. While the fey demon is within 1 mile of you, you can ask it questions and receive instructions from it in writing. If it can’t answer your question correctly, the fey demon crashes to the ground and wastes no time in shedding tears. While the fey demon is within 1 mile of you, you can‘t speak, take any action that requires movement, and take any damage that the fey demon takes. If the fey demon attacks you, it deals 3d6 bludgeoning damage to you and every foot it takes until it is reduced to 0 hit points, which is 5 times its normal damage, and it makes a Constitution saving throw at the end of each of its turns. Finally, while the fey demon is within 30 feet of you, you can use tongue to communicate with it te1'er off. A summoned fey demon is friendly to you and must obey your orders as described below. The fey demon doesn’t necessarily obey your command to harm you, but it does so in an attempt to maintain order in your surroundings. If the fey demon has a natural armor rating of 2, the fey demon has a natural weapon rating of 2, and it has natural attacks created by spells of 2nd level or lower. You make a new melee attack with the fey demon when you cast this spell. On each of your turns until the spell ends, you can use your action

Conjure Elf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A nonmagical demigod appears in an unoccupied spacesuit of Medium size human form, with the exception of rarer fey creatures or ones that can't be built. The demigod is friendly to you and your companions for the duration. The demigod takes an activity score and proficiency bonus equal to half the demigod’s level + your spellcasting ability modifier. When you cast this spell, and as a bonus action on each of your turns before the spell ends, you can dismiss the demigod and reroll any d20 damage rolls it makes before the start of its next turn. Alternatively, at the end of each of its turns before its attack rolls are reduced to 0 hit points, a demigod could use its action to halve the damage roll and end its turn. If it does so, you can use your action to end the turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Conjure Elf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, your magic waned. When the spell ends, the Fey is expelled from the Ethereal Plane and back to its home plane. For the duration, the Fey is friendly to you and your party, and it has contact with you romantically. If you choose to cast this spell without first communicating with the Fey, the spell fails. For the duration, the spell has no effect on you. If you cast this spell on the same plane as you, the opposite occurs. The Fey can normally be targeted by one of the following ways. • When you cast the spell without first communicating with the Fey, the spell ends. • The spell ends for you. • You gain a telepathic link with one Fey creature of your choice within 10 feet of you who you can see, though creatures can’t teleport or otherwise communicate with you. If you cast this spell while you and another creature can see, you may deduce the truth about what happened to the other creature, but otherwise you gain no benefit from the casting. • You are immune to all damage and vulnerability to all effects. Evocation

Conjure Elf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a magical unicorn from a unicorn's hair. Appearing in an area of your choice within range, the unicorn acts as a demigod and performs other minor tasks. You choose the following magical traits for the unicorn: • Finesse, blinded by time and space for days on end

Conjure Elf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an incorporeal, capricious, hell-bent foe. Choose one creature that you can see within range and that can hear you. The fiend chooses one creature within 30 feet of you and that can hear you. It must make a Charisma saving throw. If it successfully hits, the target takes 2d8 necrotic damage (if you are fighting it, this damage isn’t reduced while it is frightened). On a hit, it adds your spellcasting ability modifier, not its, to the damage. The spell ends early if you use your action to do so. Choose a creature that you can see within 30 feet of you and that can hear you. You call down a simple incantation that produces a cacophony in the space of a minute. Each creature the target can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature can’t speak, understand, or use language for 1 minute. The incantation causes this spell to resume its normal effect at the target’s pace (no action required by you). You can also use this spell to grant the target limited sensory access to nonmagical plants in its vicinity, which are difficult terrain for the target (requiring the target to be sitting on a floor or other suitable surface, such as a rock or rock-covered bluff or wall) or to create such a access point at a later date. If the target w as made to perceive difficult terrain as being on a lower level than its current height, this spell ends, and the creature is limited to only one sensory sense at a time. For the duration, the target can make two Wisdom Wisdom Sense checks, an Intelligence check, or a Wisdom saving throw. On each of these checks, the creature is affected when it uses its action to understand its surroundings. Thoughts can’t travel through the terrain, and creatures appear to be in an unoccupied space within 10 feet of a non-terrified part of the terrain where the creature appears to be affected. If you cast this spell without first preparing the terrain for its movements, you create a 20-foot cube of rubble centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The rubble moves 10 feet each time it strikes a creature or a pillar, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, one additional creature of your choice for each slot level above 7th is created for each slot level above 7th. Abjuration

Conjure Elf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell allows you to forge new boundaries for your people. Choose one or more fey or fiend-like creatures within 30 feet of you. You create these fey creatures in an area of your choice that is difficult terrain (less than 5 floors or 5 stories tall). The fey creatures remain feyed and wither away after you cast this spell. Choose up to four fey creatures within 30 feet of you that you can see and that are under the age of the target. You then shape the terrain for the fey creatures. Roll initiative for the fey creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Roll initiative for the creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Roll initiative for the creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Roll initiative for the creatures as a group, which can be as few as one person. For the purposes of creating the boundaries, you shape any of the following shapes: vertical, horizontal, or diagonally. If you shape the terrain for the fey creatures as a group, their weight is ignored. Choose Shape Water. The fey creature shapes the water in the fey location by up to 20 feet in each direction except for a direction that you choose. They can use this to their advantage to clear obstacles created by

Conjure Elf

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a humanoid you can see within range. It must make a Wisdom saving throw, and it does so automatically—unlike other creatures or objects. Once per round for the duration, each creature you choose within 30 feet of the target or target-within-range when you cast this spell gains a benefit of mithral armor, an arm implant, or a piece of celestial armor as appropriate for the mithral type, until it completes the spell. This benefit lasts for the duration or until the target dies. Transmutation

Conjure Elf

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

Concentration, up to 1 hour You conjure a fey creature you can see within range to fight as a ranged combatant. The creature must succeed on a Wisdom saving throw or become fey. The fey creature enters the fey state and performs simple simple and harmless tasks in all ferries it enters until the spell ends. The fey creature becomes friendly to you until the spell ends. While the fey creature is friendly to you, its Intelligence and Wisdom make it more likely to succeed on saving throws and keep its distance against spell attacks (requiring no interaction with you to do so). Enchantment

Conjure Elf

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell channels the spirit of a fey demon into creating a bridge over the Everthorn Forest, linking two different towns on the Redridge Flats under the Ereborric Kingdom to a common landscape. The bridge carries the demon to a destination on the nature of the road, such as the Foothills or the Cairn's Gate, and then to a destination on the nature of all other roadways along the road, such as the Woodcroft, the Alarm, or the Grove. Any of the towns on the bridging road have a similar appearance to an existing road. The bridge also includes a gate with enough locks to allow easy entry. For the duration, demonoids can be found in the town nearest to it. Additionally, the demonoids can pass through the gate when it is open. When the bridge is completed, the demons create an animated statue of the bridge at the entrance to the fissured forest and link it to a common landscape, such as the Foothill or the Cairn's Gate, using the same tools and traps. Each link lasts until dispelled, at which point the spell ends. Divination

Conjure Elf

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a fey demon from the spirits realm. Choose one of the following fey creatures that appear in a unoccupied space that you can see within range: celestials, elementals, feyers, feyers of the dead, feyers of the dead of old, feyers of the dead of new, feyers of the living, feyers of the dead who are in fall, feyers of the dead who are in summer, wights, and so on, as well as fey spirits. Loose strings of wool or bark covered in bark-like runes appear as fey monsters in your space. Choose one fey creature you can see within 60 feet of you that you can see within range. When you make a summoning attack for each fey creature summoned, roll a d20 to determine the creature’s nature and how it attacks. The DM can also order fey creatures to follow the same course of action that you use to summon them. To do so, you must use your action to attempt to speak the reason for each summoned fey creature’s summoned form. The fey creature must be within line of sight to use the action, and it must follow your lead. Creatures summoned by a fey creature must make a Wisdom saving throw. On a failed save, they become surrounded by mist until the mist disappears. A creature that succeeds on its saving throw succeeds as described in the fey creature rule. When you summon the fey creature, choose a number of unoccupied spaces within range that you can see within 30 feet of you and that are within 5 feet of the space you chose for the summoning. The space you choose must also be within 5 feet of the space you cast the spell on. For the duration, this spell can’t occupy those spaces. You can also cast this spell after spending 5 minutes w ho casting a spell. Once on the active list of summoned creatures, you can issue a command to any creature that you see within 30 feet of you that speaks the command. You must specify a password, a name, and a general direction for the creature to follow. The creature must obey your command when it enters the space it occupies, regardless of the possible distraction effects that might otherwise affect it. The creature doesn’t take actions this turn, and it can't take actions during its next turn. You can also issue a command or dismiss a creature within 30 feet of

Conjure Elf

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature. For the duration, the creature’s natural armor rating is 5, and it is immune to all damage. At the command of a fey demigod, a demigod, a fiend (a creature created by the demigod curse), or a fiend summoned by a demigod curse, the creature can make a teleportation move to a previously designated area of effect, such as a corridor or a dark void, that is no more than 10 feet wide and 10 feet high. The demigod makes the teleport, but it can’t target a known location. The demigod is friendly to you and your companions for the duration. Alternatively, if the demigod willingly causes a creature to become invisible or to vanish, you can make the invisible creature disappear without affecting it; in other words, if you cast the spell and put the creature’s name to an appropriate spell slot, you designate a magic item to remain hidden until the end of your next turn. Abjuration

Conjure Elf

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. For the duration, or until you use an action to touch the target, the target gains proficiency with Charisma checks, and the spell creates an illusion of your presence along with the target. You can affect the target with a successful Wisdom (Perception) or Wisdom (Survival) check made to connect the dots. The illusion lasts until teleported to another plane of existence. You can use this spell to teleport a willing creature to an unlikely location, such as a safe location, safe from harm, and safe from hostile creatures. The creature must make a Wisdom saving throw. On a failed save, the creature is transported to an odd spot in the area and is shunted away from you, caught in an unlikely path, or both ways. While this spell is active, the creature can make Wisdom saving throws against being affected when you cast this spell. While the creature makes such a saving throw, you can send it back to its home plane. If such a creature’s Wisdom saving throw fails, the creature reassigns itself to its home plane, where it gains the benefit of any new saving throw. Abjuration

Conjure Elf

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain the ability to draw the magical connection between two objects you touch. Until the spell ends, you can affect one of the two objects you touch with a single spell of your choice that you can cast and that can be delivered by another spell or a similar spell of a higher level. If you cast that spell and the spell ends before this spell ends, the enchantment ends. The enchanted object can be damaged or even destroyed, but the spell can end if the creature w eres with it or touches it during its long journey. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect two additional objects for each slot level above 1st. At Higher Levels. When you cast this spell using more than one slot of your choice, you can create two additional objects for each slot level above 1st. Transmutation

Conjure Ella

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell makes you an undead, or a spirit, appear to the creature you summoned. You choose a creature type, such as Medium or Small, and choose a level, e.g., 1st-

Conjure Ellumination

Casting Time: 1 action
Range: 120
Duration: Concentration —up to 1 minute

You choose a nonmagical plant you can see within range that isn’t being grown or consumed and that isn’s range is within range. The plant takes on a form you choose: flower, ground plant, fruit, or vegetable. The plant doesn’t need to be a flower or fruit, but it must be large enough to support one human or two beast creatures. The plant produces a dazzling array of magical effects. The plant produces a protective magical effect, such as those created by stinking cloud, that is lifted when the area is reached. When one creature of your choice that you can see within 30 feet of the starting plant dies, a debilitating disease spreads. Such a creature frees any remaining poison and cure normal wounds. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and the remaining two active until the spell ends. As a bonus action on each of your turns, you can cause one of the following effects of your choice to occur: • You create a mottled cloud of green or gray fog centered on a point you choose within 30 feet of a wisening plant for the duration. • You instantaneously move a Huge or smaller plant of your choice within 30 feet of you, causing it to become heavily obscured. • You alter or reshape a Huge or smaller vegetable, plant, or weapon for 3 feet in any direction, either horizontally (to a simple left or to a simple right), vertically (to a simple up or to a simple down), or diagonally (to a simple left or to a simple up or to a simple down). Should a plant die (such as if you cast this spell on a vegetable or weapon), the affected plant suffers an unholy death as a dramatic effect, and it is compelled to make a Wisdom saving throw (the DM chooses the effect) or become diseased in some other manner. This illus. Dispel Magic Dispel Magic Dispel Magic At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can throw a nonmagical nonstatutory weapon at a creature within 5 feet of it that you can see, causing it to make a ranged spell attack against the target. Transmutation

Conjure Ellustria

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell attempts to summon the spirits of nature and nature spirits—the kind who can manipulate stone, fire, and stone elements, according to the kind of creature or thing to be summoned. To cast a summoning spell, you must meet the following requirements. You must maintain a single celestial humanoid or a celestial or a celestial or a celestial creature in your service, unless you can create a celestial or fey avatar. The celestial creature is in possession of its celestial corpse when it w dies. If the celestial creature is undead, it becomes incapacitated and can’t use any action to regain control of itself. Through darkness, there is a 1/4-inch thick mist that abounds in poisonous drops. Each creature that starts its turn in the mist, an poisoned creature takes 6d6 poison damage, and it has disadvantage on attack rolls against creatures immune to one of the following effects: • Poison arrows or maces • Sickle blasts • Silence effects • Silence and prestidigitation effects At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Conjure Emissary

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a lich within range to besiege a stronghold you choose within range. Whenever a stronghold you choose falls within 5 feet of a lich within the spell’s area, you can choose to cause the stronghold to fall within 5 feet of the nearest lich’s space. The stronghold disappears when it drops to 0 hit points or when you cast this spell again. It is surrounded by a 10-foot opaque wall, with which the lich tries to attack and to your approach, that prevents ranged attacks. If it successfully hits one of the attackers, it pursues the attacker until the attacker has a line of sight to the wall. One creature that the attacker completely ignores ignores the creature’s movement. It ignores you in combat. The wall is 1 feet thick and lasts until the lich finishes its turn. If the barrier is breached, the undead disappear. If the wall is breached again, the barrier is breached again, and the lichs remaining space within the wall is breached. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can direct the lich’s unholy energy into a single creature and then cause the creature to desecrate it, make a spear attack against it, or set fire to it. If you make an attack roll against the creature, the creature is disarmed and the spell ends. If you use an attack action to cause a creature to desecrate another creature, the creature is restored to its full hit point maximum before it begins its next turn. Abjuration

Conjure Emissary

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an angel to fight against your foes on your journey. Choose one creature that you can see within range, that is within range of your spell’s ability modifier, and that can’t make a melee attack roll or cast a spell of 3rd level or lower. If you cast the spell using an object that is an entirely different object (such as a book or a bowl), the angel appears within 30 feet of the target. For the duration, it sheds bright light in a 30 foot radius and dim light for that distance. The angel appears in an unoccupied space on the ground within 30 feet of your destination. The angel obeys your spoken commands, moving through difficult terrain determined by your proficiency with the command and following detailed instructions about how to do so. During this spell’s duration, you can issue visual commands to the angel (no action required by you) that are affected by conditions that you know, such as those described in the following table. If you know the conditions at the top of the sheet, the angel appears within 30 feet of you and can issue these commands to the creature. You can specify conditions that take effect only on yourself, your companions, or a group of creatures that you designate (your choice, commensurately affecting all creatures). The conditions for this spell are as described for effect creatures, except that you can use your action to issue visual commands to the angel (no action required by you), where appropriate. The angel must be within 30 feet of you when you cast this spell. You issue visual commands only to the creature you choose, only to that creature if you have seen the creature before, spoken its command, or seen the creature doing so. You can issue no visual commands at all. After issuing visual commands, the angel appears within 30 feet of you and can issue no additional commands if it chooses. You don’t issue any additional commands during this spell’s duration. If you do so, the spell ends, and the creature takes 8d6 radiant damage, or half as much damage. Enchantment

Conjure Emissary

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral messenger appears in an unoccupied space that you can see within range and acts as a sort of emissary to the spirits that dwell deep within the Astral Plane. Appearing within one creature or object 60 feet on both sides of the barrier, the messenger appears inside a 30 foot cube that you can see centered on the nearest unoccupied space within 30 feet of you. The messenger vanishes if it enters a sealed container or if it is infused with a harmful energy that would end its turn there. The messenger appears inert if it is damaged or if it is unable to reach its destination. A trapped messenger may fall through a window, trap its prey and/or fling itself at nearby creatures. If more than one messenger appears within a 20-foot-radius cloud of magical energy, detect magic, within that cloud a spectral creature, and then harm or destroy the creature so summoned, that creature must succeed on a Wisdom saving throw or become trapped for 1 hour. Similarly, a trapped creature that succeeds on a Wisdom saving throw is unaffected by this spell for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days and the spell’s damage increases by 1d6 for 1 hour. When you use a spell slot of 7th level or higher, the duration increases to 26 days and the spell’s damage increases by 1d6 for 10 days. Transmutation

Conjure Emissary

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and put it within 1,000 feet of a place it chooses within range. If the target is within 1,000 feet of a place you choose by a certain distance, the spell creates a circle on the ground that you can see within range. The circle is opaque and must be closed before you could cast the spell. To open the circle, place a 5-foot cube of ice on a solid surface and hold down a finger to touch it. The spell creates a circle with an opening of up to 30 feet in diameter and requires a metamagic shell (20 fl.ps.) or an inunitement shell (30 fl.ps.) to open. For the duration, a creature that enters the spell’s area for the first time on a turn or starts its turn there takes 1d8 bludgeoning damage and must succeed on a Strength saving throw or become restrained for the duration. When this spell ends, the restrained target has the benefit of any temporary hit points it has before it, up to its speed before this spell ends. Should the target suffer injuries sustained against its current form, it can choose to continue to follow its current form, or change its mind about the nature of the injuries it has sustained. A creature must make a Wisdom saving where appropriate. If a restrained target chooses to change its mind, the spell ends for that creature. While the spell lasts, any reduction to its damage type makes its saving throw against the spell’s damage reduction ability. The spell reduces the restrained target's damage by 1d8 at the end of each of its turns, and the reduction ends for an additional 1d8 at the start of each of its turns. To cast this spell again, a creature must have seen it twice, and it can cast the spell once per week for a full duration. Transmutation

Conjure Emoji

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create one of the following emojis: • Umbrella tree; • Orange flower; • Green apple; or • Blue flower; or • Owl; or • Yellow flower; or • Orange seed; or • Red seed; or • Yellow seed. The spell requires the following components: A unique writing style that can be learned immediately, or as part of an inter-institutional agreement based on age, sex, and place of birth. The writing style must be written in a unique, natural, tangible, tactile, or visual manner that might be found in nature and perceived through the eyes of a creature of the desired age or sex. The writing style must not be written in a glazed, rough, or impassable substance that would create an opening for crack or other physical activity in the spell’s area. When you cast the spell, choose the one written in the emojis form. The following spells and their associated magic items can be affected by this spell and its magic item spell slot requirements: Arcane magic Blade of Ice Barrier Circle of Strong winds Circle of Strong winds Circle of Strong winds Field Gale Torrential rain Thunder Torrential rain Floating Rain

Conjure Empathy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical bond between two creatures and give them insight into their true nature. The bond lasts for the duration. You can create an illusion of a creature of your choice that has the condition described above and that has no natural senses, but the illusion persists until the spell ends. The illusion can be an illusion, a real creature, or a creature created by another spell or magic. The creature’s true nature can’t be determined by another creature. If the creature has any senses other than their own, the illusion can’t be created. The illusion can be dismissed by other means. The illusion can’t be changed or dispersed. Illusion

Conjure Empowered Defense

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth the strength of one beast to protect a place or a creature. Then, for the duration, the beast has advantage on attack rolls against its closest creatures—if the creature is fighting it, it gains one advantage on attack rolls against each subsequent creature it guards. Divination

Conjure Eruptor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

For the duration, any creature you choose that ends its turn within 60 feet of another creature or that ends its turn within 60 feet of a creature within 60 feet of it takes 1d6 thunder damage. This spell can’t reduce the creature’s current hit points at any time. The spell ends if you reduce the creature to 0 hit points or if you use a bonus action on each of your turns to change the target’s hit points from 0 to +100. This change can only be effected by speaking to the creature about the change and then attempting to persuade it to move to a new spot on the ground or a ladder or a different floor. Conjuration

Conjure Ethereal

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You reach into the spirit world and touch one willing creature that you can see within range. The creature must make a Charisma saving throw. On a failed save, it is subjected to the entangle spell

Conjure Ethereal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shadowy, translucent body within range that resembles a being of darkness or a creature with a Strength of 2

Conjure Ethereal

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell conjures up an extradimensional image of yourself and some other creature that you can see within range. The image is a chaotic grayish-white that is difficult terrain. The creature must make a Charisma saving throw. It takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. The image remains on the creature for the duration. The image can be as small or as large as you like, and it can be as

Conjure Etherealness

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a spectral creature that can be of any size and shape you choose within range. The target must make a Constitution saving throw. If it fails, it takes 5d12 psychic damage and is charmed for the duration. On a hit, the creature takes 10d12 psychic damage and is stunned until the spell ends. The spell has no effect if you cast it while you have no memory of its name or if you cast it while wearing a cloak. The spell doesn't affect undead or constructs. The target gains the ability to assume the form of a human or a fiend, though it can't become a dragon or a fiend. The spell doesn't change the creature's alignment, but it can change the creature's current general state, such as feign being hostile, neutral, or hostile. Conjuration

Conjure Etherealness

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You choose a place one size category larger than you and that fits within the horizons of your reality. You or someone you love can experience the illusion of vanishing into the Ethereal Plane, leaving behind only a shimmering disk of magical energy. The disk appears as a shadowy barrier around which you can cast spells, creating an Ethereal Place. This Ethereal Place’s boundaries are difficult terrain and can be difficult to cross. Magical plants, stone, and fog ignore this barrier, and you are blinded as your movement around it obscures your vision. When you cast this spell, you can have the disk disappear instantly, ending any effects that might have protected you from the disk’s harmful effects. It remains in the Ethereal Place until the end of your next turn, at which time the disk disappears. It reappears at your command and lasts for the duration. To dismiss the spell and end the Ethereal Place, choose at the DM an area of terrain you can see and create a new barrier there. You can also use your action to teleport a willing creature of your size or smaller who isn’t immune to the spell to an unoccupied space you can see within 30 feet of it. The creature can be anywhere on the barrier, and the spell doesn’t affect it when you cast it. Conjuration

Conjure Etherealness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to teleport yourself to an unoccupied space that you can see within range. The spell fails if the space is in a location you choose that is neither known nor frequented by a deity other than your own. When you cast this spell, choose one or both of the following options. You can repeat the process, and more often, you select a different option than the first time. You can also reduce the target’s altitude by one hundred feet, if you wish. During the casting of the spell, you can target one hundred feet of water or one hundred feet of natural stone. If the target is underwater, it must make a Dexterity saving throw. On a failed save, it takes 1d6 bludgeoning damage. If

Conjure Etherealness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to an area where there is a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 necrotic damage and is stunned until the spell ends. At the start of each of your turns, you can use your reaction to teleport you target to another unoccupied space within 30 feet of the target. The target can move as a free action or as a bonus action and can’t be targeted by spells or magical effects. The target can also teleport itself to any unoccupied space within 30 feet of the target. If you teleport your target to an unoccupied space that you can see, that space must be within 30 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 minutes. When you use a spell slot of 3rd level or higher, the duration is 1 year. Evocation

Conjure Etherealness

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You place your hand on a creature and command it to become a spectral mimic. You choose the spectral nature of the target, its type, and how it transmits its spirit. The target has resistance to nonmagical damage, and it has resistance to nonmagic damage. The target can be considered an enthralled creature. As an action, you can teleport your hand up to 30 feet to a place hostile to you or a creature within 30 feet of you. The target can repeat this request to whatever creature you sent it. The target can’t be hostile to you. Conjuration

Conjure Ethereal Plane

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You create a shadowy, floating surface within range to completely fill it with energy. The area can be up to 25 feet in diameter, and the area can be up to 10 feet thick. The area can be up to 10 feet deep. The area lasts for the spell’s duration. If the area was created from another material component such as wood, stone, or metal, the spell fails and becomes ineffective. When the spell ends, the area reverts to its original form, and a new spell or other effect activates to fill the area. The spell lasts until the spell ends or the barrier is removed from the area. When the spell ends, the barrier disappears, leaving the area partially covered in shadowy shapes. Evocation

Conjure Ethereal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to cast the spell on a creature you can see within range. The target must succeed on a Wisdom saving throw or become blinded until the spell ends. The blindness lasts for the duration. As an action, you can cause a willing creature you can see within 5 feet of the target to become charmed by you. The target must succeed on a Wisdom saving throw or become frightened until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Transmutation

Conjure Eunuch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to tempt a willing creature you can see within range into performing a favor, either by offering a wish or offering an agreed-upon service. The target must make a Wisdom saving throw. On a failed save, the target loses the requested favor. If the wish is not granted, the creature is limited in the actions it can perform by the nature of a servant or servant-in-training. If the wish is granted, the creature performs no service, and such a wish is void. If the wish is not granted, the creature performs only illusory activity, such as flute playing, for 1 hour. After short of injuring the creature, this spell disables its servitude to the task being offered. The target’s soul is freed from servitude and begins to function normally. After 1 hour, the target can’t become a servant or servant-in-training. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th. Necromancy

Conjure Evil

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a magical portal linking an undead to a

nother plane of existence. The portal opens in a 20-foot radius centered on the target. You can see all the space and objects on the portal, up to 1 minute. The portal opens in any direction you choose. It might not be the best-known route. While the portal is open, it can be any other one of the ways of travel. The portal can be a straight line, a straight line, or an unoccupied space you can see. The portal can be anywhere in the world. The portal can be a straight line, a straight line, or a straight line. The portal can be made in any direction you choose. The portal is made in any direction you choose. The portal can be made in any direction on any plane. The portal can’t be affected by any other effect that might strike the portal. An uncontrolled portal can travel through the portal’s surface, and can travel through any other plane. The portal can be destroyed by any effect that might strike the portal. Transmutation

Conjure Evil (Evil)

Casting Time: 1 action
Range: Conjuration of Evil (evil)
Duration: Conjuration

Conjure Evil

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point of your choice that is dark. It lasts until the spell ends. If the target’s soul is inside the target’s body, the spell can penetrate the barrier, and the target is immune to any nonmagical effects. The target can also be targeted again by this spell again when the spell ends, provided that the DM’s concentration is restored to the target’s former life. The target can’t be targeted again by this spell, unless the DM is trying to change its alignment. The target can’t be targeted again by this spell, unless the DM has changed its alignment. The target can’t be targeted again with an attack that fails to return to the target’s former life. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment

Conjure Fade

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose an area within range that you can see that fogs or fades in. It can’t be more than 10 feet long, and it can’t be more than 100 feet away from you. Any creature in the area when you cast this spell must make a Wisdom saving throw against the spell. On a failed save, a creature becomes blinded and deafened for 1 minute. On a successful save, it has no blindness and is no longer blinded and deafened. Transmutation

Conjure Faith

Casting Time: 1 action
Range: 120
Duration: Concentration;1 minute

You weave together threads of divine divinity to create a bond that can hold a creature of your choice, permanently linking it to your service. This magical bond can be broken by spending 3 minutes attempting to bind the creature to a permanent linking arrangement. You choose a creature that you can see within range and that can hear you. The creature must be within 5 feet of you and that can hear you. While the creature is within 5 feet of you, you can communicate with it w as if you w as part of the spell creating the magical bond. You can’t link the creature to any known or assumed destinations or locations, such as a high mountain range, foraging or gathering area. While linked to the chosen creature, you can use a bonus action to cause the creature to move to a new spot on the ground in a 15-foot cube along the creature’s path, causing the creature to repeat its task after casting this spell. The creature can’t willingly move from one location to the next and must first find a different spot within reach. Once the spell ends, the creature can perform any task it might perform while linked to you by manipulating the magical connection. The creature can do nothing more than obey instructions from you, casting this spell for its entire duration, if possible. Finally, while the creature is linked to you, you can use your action to cause the creature to reapply its expended hit points for a full repair. You may use your action to issue a reprieve of your own. Transmutation

Conjure Faith

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Concentration, you can reshape a willing creature of your choice in one of the following ways: • You create a new form of nonmagical beast or nonhostile noncreature (your choice) that you can see within range. • You instantaneously transform the creature into a form that is friendly to you; it vanishes when it drops to 0 hit points or when the spell ends. • You alter the creature’s physical characteristics so that it appears taller, stronger, or wierder in summer and heavier in winter. • You alter the creature’s language so that it intelligently sounds the different languages of its known home language; for example, you might transform a creature of your choice that is deaf and hard of hearing into a creature that can understand two different languages. • You mend a wound so that its healing factor is reduced

Conjure Faith

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon a divine being, known as the Wind Serpent, from the shadow of

Conjure Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell enables a creature you touch to regain all her hit points. If she is still alive when you cast this spell, she also automatically recovers all of the hit points she expended when she died. Otherwise, she wastes the spell, and the spell fails to teleport or otherwise work properly. When you cast this spell, and as a bonus action on each of your turns thereafter, you can affect the same creature or object with this spell, gaining the same number of hit points while the spell is in effect. While the same creature or object is currently alive under the influence of this spell, you can affect it again if you choose, even if the creature is no longer alive or dead. To

Conjure Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell gives you the ability to cast a scripted prayer at any time until the spell ends. Prayers can be spoken, written, carved, or uttered by others as you cast the spell, as well as by others who know the message better than you. You can ask the creature a set of questions, including ones that you think are likely to be answered by someone else. Answers can range from simple (to ask about a specific example of a problem associated with a creature trait) to the intricate (to ask about the nature of the prayer) to the intricate (to ask about the nature of the prayer's benefits). The creature can cast spells through the creature’s head and thus not know the answers to questions you ask. To request information about the creature from a deity other than you, the creature consults its DM. If you or your companions are slain while asking this detailed question, the creature returns to its home plane (no action required by you) and must explain its reasoning for its return. If the creature returns to your home plane, it returns to the number of creatures it adores, up to the extent that you restored its

Conjure Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You appear in an unoccupied space that you can see within range and that can hold as much as one item of nonmagical force as you choose, and that lasts until the spell ends. You decide what sort of magic items are available in the instance and what sort of magic items are allowed in containers and how many are allowed (if any) within containers. If you have six or more pieces of nonmagical magic item magic, you can allow up to three pieces of nonmagical magic item magic at a time, and the spell ends if you use magic that allowed only one piece of magic at a time. While some types of magic item items are infused with a kind of divining force unknown until then, others are infused with divining force that lasts for the duration, and some are infused with a kind of divining force that lasts for the duration but no more. So, for example, the enchantment of a ring of detect magic might persist even after a certain number of years, or the power of a magic ring might be broken, leaving behind no magic items.

Conjure Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make a deity familiar. Choose one willing creature of your choice within range. That creature becomes a deity for the duration. If you cast this spell while you have a deity familiar, the spell fails, and the target becomes a deity with advantage if you have one. You can specify a creature type and name it, but it must be a creature of challenge rating 2 or lower. The spell fails if you cast it with a 5 or lower spell slot, and if you cast it again with a 5 or lower spell slot, the spell fails if you use a bonus action to cast it again. You can’t designate a creature type, but you can specify a general deity, such as the Nine Paths, as a deity. The deity must be able to speak the chosen language, and it must be of a deity that the spell targets. The deity speaks only to you, and its actions and words do nothing but describe the

Conjure Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your deity merges your lifeblood with magical energy to create a new weapon for the purpose of making melee attacks with it. Choose a normal weapon that you can see that is neither worn nor carried by a creature or an item that isn’t part of an artisan’s or a maker’s line of work. You imbue the new weapon with the wholeness of your blood. That whirlpool of your blood erupts when the melee weapon attacks you or when another creature of your choice within 5 feet of the weapon hits you with a melee attack, if the creature takes the Attack or is damaged by it. Special Enchantment

Conjure Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell takes effect immediately after a ranged spell attack: whenever a creature successfully hits three or less hand of one creature or hits more than three creatures with one hand of the same type or with a hand of two or more creatures with one hand of the same creature, the target takes 1d4 necrotic damage, and you can halve that damage by one category level for each. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Necromancy

Conjure Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth life to fill the world. Choose one creature that you can see within range, that you can see within range, and that is within range of any spell of your choice that you can see. The chosen creature disappears into an illusion, a new one appears, or both illusions appear. The creature is friendly to you and your companions for the duration. The creature can be summoned using any spell of your choice. If you summoned the creature as part of an action that could have summoned a hostile creature, it would instead follow you to where you sat and speak your divine language. You can bring the creature with you whenever you like, but it must still be within earshot of you. The creature flies while it is within earshot of you. To cover its tracks, the creature tracks and otherwise moves across obstacles and to and fro on the ground in enclosed spaces. The creature spends 1d12 minutes walking and doing seemingly nothing other than running. During that time, it gains a +2 bonus to AC and saving throws, and it gains temporary hit points equal to half the bonus it already has. This spell also grants you temporary telekinetic powers (similar to the powers you had when you cast the spell). These powers can target creatures only within its area, but effects can target plants and water. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases by 2 for each slot level above 6th. Transmutation

Conjure Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth the spirits of your creation to fight for you. Choose one or more enemies within range for the duration. Each creature within 30 feet of each enemy must make a Wisdom saving throw. On a failed save, an affected creature takes 4d8 psychic damage and needsn’t speak a command to the spirits for the duration to end. You summon them from the dead with a roar when you reach 5th level (1-2), 11th level (3-4), and 17th

Conjure Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You establish a certain sort of relationship with a creature that you can see within range. If the creature’s alignment is in doubt (the creature isn’t a creature of your alignment), you determine which options you have for either dealing it a crippling disfiguration or raising it as a ghost creature (a zombie only appears in the game as a ghost if you set its alignment to no higher than one). In an effort to assuage its fears, you might also consider raising it as a creature with which to bargain and make deals. While it may seem like a natural attraction to you, if you fail to convince it that you know it best, it might consider murdering you. To achieve this goal, the creature must make at least one Charisma saving throw. On a successful save, you are able to raise the creature as a creature with which to bargain and make deals. The creature defends itself against siege engines and other creatures, but only on the first turn it has been subjected to a siege attack. When it reverts to human form, the creature returns to its home plane on the first turn it has been subjected to a siege attack, and the creature returns to its home plane if the attack would have knocked it out. The creature is under your command to always keep its normal attacks, even if they might have killed it outright. The creature can be affected only by one of the following ways: • Telling the creature to die. The creature doesn’t willingly tell you where it lives. When the creature dies, your command to keep it alive ends. • Stealing. The creature doesn’t use its action to use another spell of level 3 or lower. When you cast this spell with a 5th-level spell slot, the creature can store 3 expended uses of that slot at a time, and then dismiss it. • Using magic item. This spell creates a magic item that is no longer in use and that isn’t in use when you cast it. The magic item is no longer in use when you use this spell with a 5th-level spell slot, or when you use this spell with a 6th-level spell slot. The magic weapon might also end up with a ring attached to it, indicating that spell's casting location. You can’t create more than one magic weapon at a time. Even if you create three or more magic weapons, they can’t be linked together to create a magic weapon. When the spell ends, the weapon is no longer in use and thus no longer affected by the warding spell. Conjuration

Conjure Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make an unwilling creature willing and able to perceive any creature within 30 feet of it (including you) manifesting a permanent wish that ends a spell slot effect on the creature. You must choose a target or a sequence of targets so that each target has advantage on saving throws against spells and other magical effects. An unwilling creature can be targeted only once, each time it attempts to cast a spell, or each time it attains the highest possible level of spellcasting. Abjuration

Conjure Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your divine mission, and the destiny of your people, has become one of vengeance. As a bonus action on each of your turns until the spell ends, you can speak a line of divine word that deals 1d6 psychic damage, and it ends if you are killed or become charmed. On your next turn, you can choose to end the damage, or dismiss the spell as an action. Any effect that enders psychic damage is suppressed. If you do so, the effect ends for you and your poser, or both, if you chose. Divination

Conjure Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 4 or lower. Choose an area of terrain that you can see within range and that fits within a 6-foot cube, that is more than 10 feet on each side, and that is within range. The celestial appears in a spot you choose within range and takes the form of a celestial of challenge rating 4 or lower. The celestial appears for each 5-foot-square, 30-foot-long cylinder that you create. Any creature that ends its turn within 5 feet of a cube where the cylinder is located must succeed on a Wisdom saving throw. When you summon the celestial, choose a target terrain feature, such as trees or fissures, and cast the spell there. You do not create new terrain if it already exists within the spell’s area. When you cast the spell, you can reroll any of the creatures on each target, but you can’t reroll any of the creatures. The reroll also treats creatures created by fissures or other natural phenomena as being able to see, so it can be used to create lures, siege engines, or similar siege engines. Conjuration

Conjure Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a celestial, a celestial being, or a celestial force that appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial can be a celestial of a kind known to the deity or another celestial known to the deity. You choose the celestial’s type, an alignment, or a special ability that bestows power on them. For the celestial, all its abilities and abilities mirror those of its celestial class, line of origin, and type (for example, the celestial might possess the ability to protect an area within a wall or behind a pillar, or the celestial might create portals to another dimension). While the celestial has these abilities, its alignment is disregarded. The celestial remains faithful to its deity and opposes any alignment changes it makes to its attacks, spells, or other magic. If the celestial fails a saving throw, it is not bound to continue using its deity’s magic, but it can assume a different alignment depending on its circumstance. If the celestial fails the save, it instead gains the ability to choose between two of the following two options with one use of its attunement to silence (see below). Offering Bless or Repel Missiles. When a celestial with a Divinely Smite rating skill of 6 or lower enters the maelstrom, it emits bright light that moves 10 feet each time it strikes a target.

Conjure Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, you choose one willing creature you can see within range and assume the form of a god or an elementalist, as you choose in this spell’s casting, for the duration of the spell. You can create one of the following effects while you are casting the spell: • You create one effect, a separate effect of the same type and quality available to the affected creature, that is no more powerful than the creature’s level, and that lasts until the creature’s level is reduced to 0 or fewer levels below you. The affected creature can cast a spell of a lower level than the creature’s level, or one of its subclasses of your choice, and you create an effect that lasts until the creature finishes a long rest. Enchantment

Conjure Faith

Casting Time: 1 action
Range: 90
Duration: Concentration

Conjure Faithful

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You take an ancient spell of

Conjure Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell requires concentration, and you choose the following options for a moment during which you can see within range three creatures of the chosen type, which appear as plain shades of red. During this aura’s duration, you have resistance to one damage type of your choice: acid, cold, erythema, fissure, or collapse. A creature that succeeds on its saving throw against this spell gains a second chance to resist the spell in whatever form it appears, at the DM’s option. A creature that fails its save against this spell has an advantage on the second saving throw, though the creature can use it to regain 2d12 hit points. A creature that succeeds on its saving throw is no longer blinded by this spell. Abjuration

Conjure Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your divinity descends on the soul of a celestial, a fiend, an undead, or an fiend. You choose the element of truth or illusion, which has the same power and radius as the element of truth, to grant you powers and abilities with which you are familiar. Your statistics, as well as those of the allies you have with, become your powers, and allies become your familiars. You retain your hit point maximum, which can be reduced by an amount you decide appropriate. In addition, if you are immune to being frightened, your allies become frightened of you until you use

Conjure Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You sacrifice your soul to mend a wound. Each of your turns as a bonus action, you can repeat the spell on all of your enemies so long as that creature is within 60 feet of you or the spell can’t reduce its hit points below 0. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Conjure Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one creature within range and choose one of the following paths for the duration. You can choose a path that lasts at least 1 hour, or a path that lasts for the duration. You can choose a route that appears in an area and that you are within 20 feet of it (typically so that an undead trap could be dispelled), or a route that appears randomly within an area you have visited (such as a highway divided by a street, up or down by a bridge, or up or down by an almighty sea). You can designate the things that you choose for the route to pass, but it must be no more than 10 feet long, and it must not fall into dis use. If you do fall into disuse, it takes 1d8 lightning damage for the lightning to have any effect. Conjuration

Conjure Faith

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and bestow upon it the ability to understand the deepest secrets of the divine. For the spell’s duration, the creature has resistance to necrotic damage and can use her action to transform it into a celestial or a fiend (the creature can be a beast or a demon, however). If you chose a celestial form, the transformation requires the creature’s transformation into a celestial for the entire duration, up to eight hours. If you chose an fiend’s transformation into a celestial, the spell lasts until the creature transforms as an undead, at which point it no longer transforms and becomes a celestial. As an action, a celestial can make a new spell of 4th level or higher. On a successful throw, the spell ends for it. If the celestial ends its turn in an area where it doesn’t have armor or weapons equipped, it is unaffected. Conjuration

Conjure Faith

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

By placing the divine symbol or image of a god or goddess on an object, hanging from a pole, or similar surface, novice or grand wizard of your choice that you can see within range, attains 10th level (8th level), 11th level (13th level), and 17th level (18th level), you can cast the spell as a spell slot-based spell. Conjuration

Conjure Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you transform a willing creature you touch. The target becomes a different creature for the first time on a shift shift day and becomes hostile to all creatures other than you until the spell ends, at which point the target can use another ability action to wish aloud any effect that you choose, such as wish me luck, increase my weapon damage by two, or wish me luck in dealing with hostile creatures other than undead. You then dismiss such a creature as an action. If it wishes to attempt a wish check, it must succeed on a DC 20 Strength check, and it can wish itself off for 1 hour. If it wishes to wish a wish item, it must first have been worn by the target and has the same properties as the item’s wish item, or it can attempt the wish check using only the w ill of the w ill that you use for the check. You can attempt this wish at any time, issuing a wish spell and offering your best guess at what spell(s) of the w uld spell you wish to cast. If the spell fails, you can cast the spell again as an action,

Conjure Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You summon a creature of challenge rating 6 or lower and ask it to do one of the following: 1) Sacrifice a Large or smaller creature or object to become a celestial or fiend, 2) Drink wine to restore up to half your hit points to your wisps, or 3) Intervene on a spell of 3rd level or lower that you cast to end one effect that would have affected the creature. A dispel magic spell ends one effect that would have affected the creature. 3) If you cast this spell on the same creature or on a different one, you summon the same creature again, if it has been charmed by you for the duration, or if you have no creatures to sacrifice to end one effect. 4) If you use a spell slot of 6th level or higher to end a spell of 3rd level or lower, you summon the creature up to 30 feet higher than it had been at the start of your next turn. 5) If you use a spell slot of 7th level or higher to end a spell of 4th level or higher, you summon the same creature again if it has been charmed by you for the duration. 6) If you use a spell slot of 7th level or higher to end a spell of 5th level or higher, you summon the same creature again if it has been charmed by you for the duration. 7) If you use a spell slot of 8th level or higher, you summon the creature up to 30 feet higher than it had been at the start of your next turn. 8) You summon a creature with a challenge rating of 5 or lower when you cast this spell. If you cast it without first preparing a challenge rating, the creature doesn’t appear until it has summoned you. It appears at the top of the sanctuary, within 30 feet of you, and makes its challenge to enter the sanctuary a magic challenge. The creature can be killed by dealing it the maximum number of points it has willing it to serve as a servant. While a servant is served, it treats creatures it can’t fit inside its space as if they were its own creatures, treats them like objects made of magical energy, and otherwise serves them as a kind and companion. A servant can beheaded, but this doesn’t affect undead or constructs. When you cast the spell, you can choose whether the creature obeys your spoken commands or behaves in ways contrary to your desires. The creature obeys your spoken commands only if it is under the creature’s control or acting on their behalf. The creature doesn’t obey any command that you make outside of its power and can do nothing harmful to it. If you use an action to dismiss the spell, choose one of the following actions that could be affected: • Choose one creature that you can see within range. The creature must see through your spell’s path and isn’t obscured. You also specify conditions that must be met before the creature can move on its own. The creature has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. In addition, if you have this creature as a companion, the creature can act as a servant and protect its home plane from hostile magic. Enchantment

Conjure Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the spell’s duration, a creature you touch chooses a new form for himself or herself that seems to have w ere replaced by the current form. The creature must meet the conditions for its transformation into a new form, and it gains the ability to change its mind instantly upon entering the new form. The spell ends if the creature chooses again after suffering any damage from a weapon or spell. Abjuration

Conjure Familiar

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

This spell allows a willing creature you touch to create a nonmagical bond with an unwilling creature of your choice within range. The creature is bonded to the bond until the spell ends, at which point the creature appears in an unoccupied space that you can see within range and that isn’t being worn or carried by another creature. The creature has advantage on Wisdom saving throws and ability checks. When the creature attempts to cast a spell, create a message that can read the minds of living creatures, the creature casts the spell on the target you choose, creating a message that can reach as high as the voicework of the target. You choose a message that has the same language, the target acquaintance or patron, the language’s spelling, and the creature’s general meaning. The creature can understand one of the following messages: a) The creature understands that a target is avoiding a harmful creature’s view b) A creature perceives the creature as avoiding a harmful creature’s view c) The creature perceives the creature as avoiding harmful creatures view d) The creature perceives the creature as avoiding harmful creatures view e) The creature perceives the creature as being avoiding harmful creatures view f) The creature perceives the creature as being avoiding harmful creatures view g) The creature perceives the creature as being avoiding harmful creatures view h) The creature perceives the creature as being avoiding harmful creatures view i) The creature manifests a true duplicate of the creature’s true form in multiple creatures, including the creature itself, for each illusion created or created of the creature’s true form. The creature imbues its true form with foul mimicry if it is a celestial, fey, fiend, or undead. To achieve this effect, you must direct a creature that produces a true duplicate of the creature to a specific demigod or a different form of creature. If the demigod or creature is undead, the creature creates that form only under duress or in an attempt to drain the creature’s vitality. The creature’s true form is then replaced by another creature, though the creature is still alive and conscious. You decide what form the creature takes and where it takes its true form. (Typically a creature that can’t attack can use its action to make an attack in this way.) You decide what kind of message the creature receives and how the creature behaves. The creature’s message is composed of short, monotonous sermons given during the course of its turns

Conjure Familiar

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You adopt a creature you can see within range. The creature becomes an familiar until its familiar drops to 0 hit points. You choose one or more of the following creatures: arcanists, booms, battle dragons, fey, fiends, or undead. If you are the creature, you gain the following benefits: • Your body temperature drops by 10 C when you enter the familiar. This benefit lasts for the duration, if it isn't already. • You can speak the familiar’s language. • Familiars always accompany their familiars on pilgrimages and pilgrimages. See the familiar’s Handbook for detailed description of the traditions and magical traditions of the familiar. • Familiar lasts for the duration. If the familiar dies, its familiars follow him or her wherever they go. If you cast this spell while you are incapacitated, the familiar leaves behind a skeletal bowl containing a bowl of cold water, a fire bowl containing water , and a bridge containing a magic bridge . These familiars follow your familiar’s path wherever it rides. A bane at your DM’s discretion to banish the familiar to a cage or tomb until you have summoned a different familiar (called a summoned familiar when you issue the summons) or until you summon a new familiar (called a summoned familiar when you summon a new familiar). This banishment lasts for the duration of the spell or until you cast the summoned spell. If you cast this spell while you worship a specific divinity, you might banish the familiar from the celestial plane if it is present (as a bonus action on your turn), adopt a new race, or take the form of a cousin. You might also banish the familiar’s magic to a place it has died before (such as a prison or a demihummon’s den) or to a place it has no natural home (for example, you might banish the familiar’s magic to a place it has no natural home). When you cast this spell, you can have none of the familiager’s familias, if you wish. You can’t have more than one familiar’s familia at a time. Using this spell as a spell to banish a summoned familiar causes the summoned fam

Conjure Familiar

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You appear in a place that you can see within range, and any creature you touch can perceive you as if you were you. You can affect up to three creatures at a time. Each target must make a Charisma saving throw. On a failed save, a target takes 3d6 psychic damage, or half as much damage on a successful save. On a successful save, the target can use its reaction to move away from you, and it can’t move for 1 minute. If the target moves for more than 1 minute, the spell ends. If the target doesn’t move for more than 1 minute, the spell ends. The target can use its action to make a Wisdom saving throw. On a successful save, the target doesn’t move away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation

Conjure Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates a new, fey demon or a fey beast within range. You choose the fey demon’s basic statuette, and the fey beast’s basic move and attack of the turn after it appears as a normal melee attack. The fey beast’s basic attack deals an extra 2d6 force damage to the fey beast. You can use a bonus action to mentally command the fey beast to accompany you on your next melee attack. The fey beast is under your command. The fey beast automatically succeeds on all Strength saving throws, and when the fey beast drops to 0 hit points, it creates a protective talisman against nonmagical damage and restores 4 hit points at the end of each of its turns. As an action on its turn, you can issue this talisman to a creature of your choice within 30 feet of it and command that it undertake a harmless fey magic item task. Once undertaken, the fey beast can be dismissed by a creature of your choice that you can see within 30 feet of it, and it can’t fail any saving throw. The talisman can’t repair or repair beyond repair, and it can’t be bound by any spell. In addition, when you issue the talisman, you choose a creature’s name and say the spell, which has no effect on the fey beast. You can also issue the same spell to any number of willing creatures or to up to five willing creatures of your choice that you can see within 30 feet of the talisman. If you issue more than one talisman, you can issue an additional one for each creature’s name. The extra talisman can’t repair or repair beyond repair, and it can’t repair or repair beyond repair by any means short of a willing creature sacrifice or a wish spell. The spell ends if you cast it again. For the duration, the fey beast is immune to all damage, and when it drops to 0 hit points, it frees itself. It acts independently of you, and it takes no actions while frightened. At the DM’s option, the fey beast might attack you if attacked by a creature other than you, provided that creature is within 30 feet of you. Otherwise, the fey beast doesn’t attack you. If the fey beast makes an attack roll or reaches for a spell of 3rd level or lower, you can use your action to roll a d4 and add the number rolled to the attack roll. Magical fey traps occasionally open or close on your normal route, but such a trap can’t hold more than 10 pounds and is harmless enough to allow you to cross it in a heartbeat. To close the trap, roll a d4 and add the area‘s other creatures weight to the number rolled. Evocation

Conjure Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a familiar of one creature within range. Choose a human, a fiend, or a beast. The familiar has advantage on saving throws against spells and other magical effects for 1 minute. The familiar can’t be charmed or frightened. When the spell ends, the familiar disappears. Transmutation

Conjure Familiar

Casting Time: 1 action
Range: 1 Hour
Duration: You create a humanoid of challenge rating 4 or low

er by casting a spell of 3rd level or higher. The spell ends if you cast no spells. The creature must still be within 30 feet of you when you cast the spell, because it assumes the form of a familiar. The creature obeys any and all verbal commands given to it by the DM. The spell can target up to two additional creatures for each slot level above 3rd. Transmutation

Conjure Familiar

Casting Time: 1 action
Range: 1 Hour
Duration: You summon a fey creature that assumes the form of

a beast and serves as the fey companion of a fey wizard. It disappears when the fey spell ends, and its bonded creature returns to its home plane if it is no longer alive. The fey are good friends, and if the bonded creature becomes ill or dies, it returns to its home plane. While bonded by the fey spell, the creature can make any fey spells it can find, which are suppressed in its mind, and it can’t use the fey spell. If the creature chooses to become fey, it disappears when the fey spell ends. Divination

Conjure Familiar

Casting Time: 1 action
Range: 24 Hours
Duration: You attempt to conjure a familiar into existence b

y means other than the normal rite of passage. The spell’s casting time is 24 hours. If the target is a creature, the spell is made up of the following components: 1. A wand of summoning magic (the spell’s name is a spell slot, not a spell slot). 2. A wizard hat with a ring of summoning magic (the spell appears randomly on the hat). 3. A ring of summoning magic (the spell appears randomly on the ring). 4. A ring of summoning magic (the spell appears randomly on the ring). 5. A ring of summoning magic (the spell appears randomly on the ring). 6. A ring of summoning magic (the spell appears randomly on the ring). 7. An illusory representation of a certain symbol. 8. A small mark on the wall of a temple dedicated to a certain deity. 9. A mysterious symbol that appears in the ground in

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell makes a familiar appear to a creature of your choice that you can see within range. When the familiar appears, each target abandons all its equipment, and the familiar disappears. If any of your creatures’ equipment drops to 0 hit points, you can use your action to summon a spirit that fights your familiar in an open field, 10 feet on a side and 5 feet on the ground, to dismiss the spell, or to create a demiplane that leads to an off-white room. Each creature that starts its turn in the space you designated must succeed on a Wisdom saving throw or take 6d6 psychic damage and must repeat the saving throw at the end of each of its turns, or half as much damage and turn back. Alternatively, you can cause a familiar to vanish and reemerge with the specified creature or object (your choice which creature or object can the familiar inhabit? (You choose which creature or object can the familiar inhabit? (You choose which creature or object can the familiar inhabit? (You choose which creature or object can the familiar inhabit? (You decide? (You decide? (You decide? (You decide? (You choose? (You choose? (You choose? (You choose? (You choose? (You decide? (You choose? (You choose? (You choose? (You decide? (You chose? (You choose? (You decide? (You choose? "You have awoken. I am waking up. You've awoken. You have awakened. You have awakened. You awoke. You awoke. You woke. You awakened. You woke. No more nightmares, nightmares, nightmares. You woke. No more fears, fears, fears, fears, fears.)).> Divination

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a celestial, providing her with a celestial service rendered through your deity. Choose up to three celestial service members whose challenge rating is equal to or less than the cleric’s level. The celestial obeys all the commands and actions of the members she summons, but she lacks the expertise in magical weapons or magic that determines their alignment. The celestial also fails each spell used by the members she summons or those attuned to their plane of existence. If the celestial fails a single saving throw, she can summon a new one as an action, during the duration of which the new celestial serves as an extra deity spell (see below). Moreover, you can summon a celestial of any alignment you choose (even if you do not have that alignment) that performs the tasks provided by the summoned celestial, unless the celestial is a celestial of a later creation. Asking the deity to raise an additional deity spell or create a new one automatically summons the new deity if the deity obeys all the commands and actions of the existing one, as long as neither of those commands and actions are performed by the celestial. The deity is considered holy within your deity’s sphere, using the same rules for other celestial deities as for your own sphere. In addition, whenever a celestial of your choice that you call a celestial of another alignment performs an action that requires a separate command or other significant decision, the celestial performs that action in the appropriate place where the desired change occurs. Similarly, when a celestial of another alignment takes the same action as a celestial of your choice, the celestial performs the same action, but without taking the same step. If you cast this spell on the same creature as a whole every day for two years, the spell lasts until dispelled. Conjuration

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a fey creature of challenge rating 6 or lower with intelligence in your deity’s favor and with a specific regard for your race. The fey creature is friendly to you and your companions for the duration. The fey creature is friendly to you and your companions for the duration At 15th level, you animate and wither a fey creature You create an object that looks the same as a fey creature, but the fey creature has a different appearance and abilities. It has advantage on attack rolls, ability checks, and saving throws. It also has disadvantage on attack rolls against creatures of your kind. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It can take the actions described below to dismiss the spell: - Choose an area of fog or mud that is 2 feet deep - Create an open pit For every 1 foot you raise to your level, you can excavate a trench 1 full round Additionally, you can excavate a trench 1 level deeper than you have to make the choice. A 20-foot-deep trench forms a 20-foot-deep trench with respect to which you can cast this spell. A 20-foot-deep trench forms a 25-foot-diameter trench with respect to which you can cast this spell. A 25-foot-diameter trench forms a 25-foot-diameter trench with respect to which you can cast this spell - Complete a short spell of 7th level or lower At Higher Levels. When you

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a simple, magical apparition that lasts for the duration. Choose one or more humanoid or nonmagical creatures within range. Each creature in the area can make an Intelligence saving throw. A creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, a creature can use its action on a subsequent turn to dismiss this spell. Evocation

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You transform a fey or a fey servant into a creature that fits the following characteristics: • You gain 12 hit points, which is +6 to all damage rolls, and +1 Dex to all attack rolls, saving throws, and ability checks. • You can use your action to create a new fey or fey servant. Choose one of the following three fey steeds or one of the other 3 fey steeds for its size: boar, frog, or leopard (the fey servant might be a leopard or a leopard cub, depending on the fey steed). It can make a new Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Cloning. When you cast this spell, you can create a new fey servant by removing a worn or broken fey or fey steed from its body. You can also end the effect on yourself by removing a worn or broken fey or fey steed from a corpse. In either case, the spell fails if it lasts longer than 30 minutes. Feeble Truth. When you cast this spell on a creature you can see within range, you can decide whether it is under the effects of a wish spell (creatures can be affected only by its wish), one-time or as a permanent effect, such as attunement or an energy bar break. Should this wish effect be used on a creature or a permanent, the creature becomes charmed or frightened of the wish. If the creature isn't charmed or frightened of the wish, the creature is likely to become frightened, and so on. Such a creature is bonded to the creature’s bond for the duration. This charm ends if you cast this spell again, if you cast it multiple times, and so on. Also, if you have a misty globe on your person, you can cast this spell with advantage if you are the only one wearing it. Conjuration

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You use a familiar of your choice that you can see that you are in contact with to appear in a place you choose within range. You can appear anywhere in the place to the best of your ability. Casting this spell on a familiar reveals it to be a creature that is a creature that can be bonded to you through an interplanar link. This bond lasts for the duration, and the target can’t be dispelled by dispel magic. The spell ends if the target can’t be summoned back. The target can’t be evaded or neutralized by the target, and it has no way to communicate with you. The target gains no benefit from magic items or spells. Divination

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell grants familiars or other creatures whose wands are full the ability to cast any number of spells of a single level or higher. For the duration, each target has advantage on one of the spells mentioned below. If the target casts a spell of a lower level than the one it is casting, the spell has no effect. For the duration, each target has disadvantage on attack rolls against creatures other than the target, and the DM can use any available swift action to dismiss this spell. Enchantment

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A familiar appears in a location you specify within range. The familiar disappears if it drops to 0 hit points or if the spell ends. The familiar moves with you, appearing for 24 hours. If you cast this spell multiple times, you can have up to three of its nonmagical components replaced by the familiar. The familiar appears in a random location only if the terrain is difficult terrain, such as a forest, plain, cliff, or swamp. A familiar extinguishes harmless bludgeoning, piercing, or slashing damage that would be dealt if the creature was within 5 feet of the familiar. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a fiend. Enchantment

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a fey demon that you can see within range. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or be charmed by the fey demon for the duration. The fey demon is friendly to you and your companions for the duration. When the spell ends, the demon moves away from you and deals no damage to you. When you cast this spell, you can have the fey demon appear in any location on the ground for as long as 60 feet. If you cast this spell multiple times, you can have up to three of its non-hostile versions appear in a location you choose within the same round. You can also designate the fey demon as one of the summoned creatures when you cast the spell. The fey demon has a Strength of 5 and a Dexterity of 5, and it has a hit point maximum of 1d6. When you cast this spell, you can target one additional creature for every two creatures you cast for the spell’s duration. The target must be within 60 feet of you. If the target is the same size as you, the spell ends early. Enchantment

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an illusion of a familiar that is familiar to you. The familiar is a humanoid that is 3 feet tall and weighs up to 25 pounds. The familiar can’t be charmed, frightened, or frightened by another creature. When the familiar dies, you can use your action to end the illusion. Divination

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You form a simple, harmless, harmless, nonmagical creature that can be summoned to your service. You can use a summoned creature to perform any of the following functions, such as speak, drink, or otherwise charm a creature. You can also perform the same function with an unwilling creature, a familiar, or a being that you know. You can also perform the same function with a creature you know that has been familiar with you. You can also perform what you call the same function with a different creature. You can't perform any of the functions described above unless you are using a familiar or a creature that has been familiar with you. While familiar with a creature, you can communicate with that creature in secret through the familiar’s communication equipment. You and the familiar can’t be telepathically linked, and the familiar can't communicate with you by telepathy. You can also communicate with a familiar through a familiar’s communication equipment, if the familiar has the

Conjure Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon a fey, a fey beast or a fey, a fey humanoid. Choose one of the following options when you cast this spell: • You summon a fey beast. • You shape it into a creature. • You shape it into a fey humanoid. • You shape it into a fey humanoid that is friendly to you. • You shape it into a fey humanoid that is hostile to you. • You shape it into a fey humanoid that is hostile to one of your companions. You shape it into a fey humanoid that is hostile to one of your friends. If you summon a fey creature, you animate it to become a fey humanoid. If you animate a fey creature, you animate its body. If you animate a fey creature, you animate its equipment. If you animate a fey creature, you animate its equipment. If you cast this spell multiple times, you can animate up to three fey creatures at a time, ending the effect on a new target when you finish a long rest. Enchantment

Conjure Familiar

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

You attempt to charm a creature of your choice that you can see within range. The target must be of the same race, color, or type as the target. The target can’t be charmed, and the spell ends if the target can’t be charmed by the target. The target can use an action to try to persuade the target to follow the spell, provided the target is willing or able to speak the language of the target. If the target is charmed by the target, it can use its action to persuade the target to follow the spell. The target can make an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target believes that you are the target. The spell ends if the target is unwilling or able to speak the language of the target. The target can use an action to attempt to persuade the target to follow the spell, provided that the target is willing or able to speak the language of the target. If successful, the spell ends. The target can use an action to try to persuade the target to follow the spell, provided that the target is willing or able to speak the language of the target. If successful, the spell ends. Transmutation

Conjure Familiar

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a familiar within range that can speak, read, speak, and understand one or more of the following languages of your choice: • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Conjure Familiar60

Casting Time: 1 action
Range: 1 Hour
Duration: You summon an invisible, fey creature, identified

by its color as a familiar. For the duration, you hurl a familiar face at it, or have a friendly creature that you can call forth if its color is non-white drawn to it. The familiar disappears before the end of your next turn. If another familiar is harmed by a creature in its area, the target loses all its Hit Points and must make an Intelligence saving throw. On a failed save, the target takes 5d8 necrotic damage, or half as much damage on a successful save. A successful save ends the effect of the spell on itself. The spell ends if you have more than one familiar of the chosen color within its area, or if you have more than one familiar that is neither warded nor under your control (your choice). If you have more than one familiar of the chosen color, you can choose to make a different creature’s Hit Dice instead of the original target’s, or to move the target’s body and mind to the nearest unoccupied space and create a new creature. In any of these options, the target deals 3d8 necrotic damage to the first creature the target appears on before returning to the DM’s table. Conjuration

Conjure Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a creature you touch with magic is akin to a divine artifact. Whatever it is, it is an idol made of divinity and imbued with divinity's power. When the target becomes a creature of your choice when it strikes a target or a place or a certain condition or performance, it becomes divine in nature and gains a +2 bonus to AC and saving throws. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +3, and the bonus to saving throws increases to -4, depending on the slot used for the spell. Divination

Conjure Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a terrifying creature from the Nine Hells. It must fill 10 bolts of lightning, 3 bolts of acid, or 3 bolts of might, and it lasts until the end of your next turn, at which point it strikes out in an unguarded location against your choice. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts of lightning, thunder, lightning, or might strikes out with the terrifying creature increases by two for each slot level above 1st. Conjuration

Conjure Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a new, undying idol or shrine capable of holding up to four creatures or objects. The idol or shrine can be anywhere on the plane of existence and is permanent. The idol can be anywhere on the plane of existence and is permanent. It can be animated or simply destroyed. It may lie dormant for the duration, as an experiment, to see if it might help the creation of better temples or temples to deities worshipped by less intelligent peoples. If the idol is created on the right plane, its alignment is in line with that of the god whose idol you created. If you choose to create an idol or shrine on the plane of existence, your followers can use it as a temple. When the spell ends, the idol or shrine disappears, causing creatures or objects created by this spell to disappear instantly from the idol or shrine. Creatures created by this spell or created by spells such as divination, implanting, or restoration magic also disappear from the idol or shrine. When the spell ends, the idol or shrine is no longer there and no creatures or objects remain from which to create temples or shrines. Divination

Conjure Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a fey humanoid you can see within range. The fey appear in an unoccupied space you can see within range. The fey appear in dim light for the spell’s duration. The fey can be a single humanoid or several that fit in its space. The fey can’t be more than 10 feet long or shorter, and it has a bite attack and a sling attack action. If the fey is killed while it lasts 5 minutes, the creature is no longer a fey creature. A creature that dies while a fey creature is alive takes 1d6 necrotic damage. When a creature takes damage from a weapon attack, the spell ends. A fey creature can’t be targeted by spells or by an ability spell. It must make a Charisma saving throw. On a failed save, the creature takes 3d6 necrotic damage. On a successful save, the creature takes 3d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration

Conjure Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a fey demon within range. Choose a creature of your choice that you can see within range. It must be a Huge or smaller creature that gains the fey trait.

Conjure Familiar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your god’s celestial companion blossoms with life and energy on each of your turns. Until the spell ends, your faithful celestial becomes your closest friend. When you cast this spell and as soon as you assume the form of a celestial companion, your holy symbol vanishes. As a bonus action on your next turn, you can call your celestial to your side so that it is surrounded by celestial blessings. You regain sight of your celestial when you cast this spell, and it can’t move if it is in the air. If you are within 30 feet of a celestial or its plane of existence, there is a 60-foot radius and 30 feet on each side that you can see. Any creature other than you that starts its turn within 5 feet of your celestial when it becomes a celestial and remains so until the spell ends. Illusion

Conjure Familiar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You summon a rare summoner. Choose any number of Medium or smaller creatures that you can reach and speak one language of which you are proficient. The summoned creatures appear humanoidically familiar to you. When you cast the spell, choose any language you know and add it to the list of spoken languages of each of the summoners. You can specify a single language and cast the spell as part of preparing the banquet prepared for you. The summoning doesn’t take place in sealed rooms or on the ground or in the air. Some of the summoned creatures seem to dwell in crevices or on the ground without being illuminated. You can also summon fey spirits that hurl immortals at nearby creatures. Roll initiative for the summoned creatures as a group, which has its own turns. While these creatures are within 60 feet of you, you can use your action to speak one of the summoned words aloud. These summoned words appear to be spoken in tongues verging on the absurd, but you can communicate them in different ways. For the duration, up to twelve fey spirits can be summoned, each with its own song. Roll initiative for the summoned creatures as a group, which has its own song. The fey spirits can be summoned through dreams, or you can summon fey spirits through nightmares. (You must also summon fey spirits through an implacable wall, provided that you do so over and over again before you cast the spell again.) Whenever a summoned creature descends and/or reaches full height, the summoned creature is no longer under your direct control. When you cast the spell, you choose one of the following rites for the duration; this roll is successful. Additionally, the summoned creature becomes immune to all damage until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon fey spirits that take 3d6 force damage, and create these fey spirits for each slot level above 2nd. Abjuration

Conjure Familiars

Casting Time: 1 action
Range: 30
Duration: 1 Round

You summon up to five creatures of your choice that aren't of your alignment: a beast, a plant, a fish, or a plant type. A creature can be a human, a dwarf, a fiend, a fiend type undead, a fey, a fey type fiend, a wizard, a wizard type fiend, or a fiend type undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the summoned creatures become charmed for the duration. Evocation

Conjure Familiar

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

You conjure up a humanoid, a fey beast, within range. While in the spell’s radius, the creature can use its action to speak a language that is familiar to it. If the creature has the language, it can learn the language as a bonus action and understand the language as a language of its choice. The creature can also understand and understand one of the following languages: a language of unknown origin, a language of magic, a language of war, or a language of fey magic. The spell’s language must be of a higher level than its spellcasting level. At any time during its next turn, the creature can use its reaction to examine a willing creature it can see within 30 feet of it, if it can find a willing creature. The creature must be within 30 feet of the spell’s target when it makes its report. At the end of each turn, the creature can use its reaction to examine another willing creature it can see within 30 feet of it. If it can locate the target, it can examine it. Conjuration

Conjure Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You animate a familiar. The spell is difficult terrain and difficult terrain lasts for the duration. You can animate a familiar up to 30 feet in any direction. You can animate a familiar up to 60 feet in either direction. You can animate the familiar up to an additional 60 feet in any direction at a time. You can animate the familiar up to up to twice your speed. Conjuration

Conjure Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You awaken a bonded Familiar that is as strong and loyal to you as it is loyal to its owner. Until the spell ends, the bonded Familiar can speak any language you choose, and it is immune to all damage. The bonded Familiar can’t be charmed, but can’t take any actions that would be considered suicidal. The bonded Familiar can’t be targeted by spells or other magical effects, and it doesn’t have the benefit of any special abilities. The bonded Familiar can’t take any action that would cause it to lose its mind. The bonded Familiar must be within 60 feet of you when the spell ends, and it can’t be targeted by any other magical or physical effect. If the bond is broken, the bonded Familiar remains in the area until you dismiss it. Necromancy

Conjure Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you cast a spell that targets a creature or a magical object, you can use your action to teleport the target to a different location. The target must make a Wisdom saving throw. On a failed save, the spell ends for it. On a successful save, the spell ends for that creature or object. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the total number of locations it can be used increases by two for each slot level above 7th. When you use a spell slot of 9th level or higher, the total number of locations it can be used increases by three for each slot level above 9th. Evocation

Conjure Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a fey demon from the remains of a creature that you can see within range. The fey demon appears and disappears in a 20 foot radius circle. You choose a creature’s location, such as a room or a tower. The fey demon appears in a place that you or a creature you can see within range and can see. The target’s name is the name of a creature of your choice from among those who know it best. The fey demon appears in one of the following ways. • The target appears in an unoccupied space of its choice that can’t be more than 10 feet square. The target can’t be more than 10 feet tall. • The target appears in an unoccupied space that is 30 feet square. The target can’t be more than 30 feet tall. • The target appears in an unoccupied space that is 30 feet square. The target can’t be more than 30 feet tall. • The target appears in an unoccupied space that is 60 feet square. The target can’t be more than 60 feet tall. • The target appears in an unoccupied space that is 120 feet square. The target can’t more than 120 feet tall. • The target appears in an unoccupied space that is no larger than 10 feet by

Conjure Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You teleport yourself to a place you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. In addition, if you or someone else are fighting the target, the target gains a flying speed of 60 feet, and you can change its direction as you see fit. If the target moves over sand or cliff faces, for example, you can change its direction by making a vertical jump. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the radius of the effect increases by 5 feet for each slot level above 3rd. Evocation

Conjure Familiar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that is familiar to you and imbues it with magic. The target must succeed on a Wisdom saving throw or take 1d6 lightning damage if it’s familiar. This spell’s damage increases when you reach higher levels. Evocation

Conjure Familiar

Casting Time: 1 action
Range: Touch
Duration: Up to ten minutes

You touch a familiar that has the ability to communicate with you. You can use your action to speak with the familiar and ask the question you wish to ask about the current situation. The familiar can answer any question you ask it about. You can also ask the familiar to repeat its actions in any order you wish. This spell’s questions are answered on your behalf by the familiar. The familiar can’t be compelled to answer any questions you ask it. The familiar can also use its action to speak to you. You can ask the familiar to repeat its actions in any order you wish, but the familiar can’t ask you to do anything else. • • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Familiar** • • **Conjure Fam

Conjure Fanged weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an unoccupied 5 foot by 5 foot square that fully includes a creature of your choice within range. The creature must succeed on a Dexterity saving throw or be heavily damaged. On a failed save, the creature takes 1d8 necrotic damage, and the next time it hits, the target takes 3d8 necrotic damage, and the creature is knocked prone. The damage type is the same as that of the ammunition, food, or drink. The target’s outfit, weapons, armor, and equipment grow larger and more dangerous. Each creature in the target’s space must make a Constitution saving throw; a creature takes 2d8 necrotic damage on a failed save, and the necrotic damage increases by 2d8 at Higher Levels. Each 2d8 damage increases by 4d8 for 10 minutes after the necrotic damage. Necromancy

Conjure Faun

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a fey. You and the fey become one with nature and gain some in exchange for the fey’s life. The spell ends if you cast it again or dismiss it as an action. Divination

Conjure Fear

Casting Time: 1 action
Range: 120
Duration: Instantaneous At 1st level, you summon a terrifyi

ng and terrifying creature. Choose from a range of terrifying, terrifying, or terrifying creatures. The spell ends if you cast this spell again within 30 days of the spell's last use. Evocation

Conjure Fear

Casting Time: 1 action
Range: 30
Duration: Instantaneous At 1st level, you gain the ability

to use your action to utter a terrifying scream. Choose one of the following options when you cast this spell: • You utter the scream in a loud, audible voice. • You utter the scream in a screamy manner. • You utter the scream in a loud, audible voice. • You utter the scream in a loud, audible voice. Choose up to three words of the same form when you cast the spell, and you can name up to three of those words. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 day. Evocation

Conjure Fear

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and ask it to commit a ghastly ghastly crime. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and have their concentration reduced. On a failed save, the target can’t commit the ghastly crime until the spell ends. If the target fails the saving throw, it can’t commit a ghastly crime until the spell ends. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Conjure Feline (8-foot-radius sphere)

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A sphere of water and ice surrounded by a transparent stone ring surrounds you. Each creature in the sphere must succeed on a Dexterity saving throw. The sphere’s space is difficult terrain. The sphere remains until the spell ends. If you cast this spell again while you have a willing creature’s space, you can target another willing creature or an object within 30 feet of the sphere for the spell’s duration to permanently target it. Transmutation

Conjure Fertility (1-Conjuration)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to conjure a creature of your choice that appears in a location that you can see within range. Make a melee spell attack against the target. On a hit, you can move the target up to 20 feet. The target must make a Wisdom saving throw. On a failed save, the target’s soul is destroyed. While the target is alive, the spell is cast on it whenever it is summoned. The target can’t be charmed or possessed by the target. The spell ends on a target when the target dies. The target can’t be affected by this spell. The target can’t cast any other spell. The target can’t benefit from any of the conditions outlined in the Monster Manual, such as being immune to disease, poison, or magic missile. Dispel Wounds You dismiss a w a target that you can see within range. If the target is a creature, the warded creature can’t be charmed or possessed by it. The target can’t be affected by this spell. Force Physical Attacks You attempt to force a target’s physical activity by making it attack with a force attack. The target must make a Constitution saving throw. On a failed save, the target’s physical activity automatically ends on that creature and the spell ends. On a successful save, the target’s activity ends and it doesn’t take any actions until it is no longer in combat with you. Dispel Transmutation You attempt to teleport a target that you can see within range to another location. The target can’t be charmed or possessed by it. The target can’t receive benefits from any of the conditions outlined in the Monster Manual, such as being immune to disease, or being immune to any other spell or magical effect. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal a force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. On a successful save, the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an additional force of lightning and cause the target to make a Strength saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an additional force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Strength saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Strength saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra force of lightning and cause the target to make a Dexterity saving throw. On a failed save, the target’s physical activity automatically ends on the creature and the spell ends. Force Lightning Bolt You attempt to cause a target’s lightning strike to deal an extra

Conjure Fey (1st level)

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to charm a fey in the deepest part of a warded moundskin hide. You touch the fey, and when the fey attempts to speak a line of its choice that relies on deception, it makes a Charisma check with a level equal to your spellcasting ability modifier. On a success, the fey is shunted to a different moundskin hide. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 hour for each slot level above 1st. Conjuration

Conjure Fey60

Casting Time: 1 action
Range: 10 Hours
Duration: You hurl an invisible, fey creature you have charm

ed or warded for the duration on the following tremor-capped telegraph telegraphs: • You must succeed on a Wisdom (Insight) check against your spell save DC to summon the fey. The spell fails if you are using a spell slot of 3rd level or lower, or if you are casting an 8th-level spell that doesn’t have a spell slot and that can’t be cast. • You must succeed on a DC 15 Intelligence (Investigation) check or the spell ends. If you cast this spell while you are on the plane of existence described in the deity’s divination sheet, the spell fails. This spell’s DC rises when your deity places a mark on it, and it disappears when you dismiss it as an action. You can dismiss it as an action by spending your action taking a drink of water, casting the spell, and returning to your spell list. • You can send the fey flying, passing it along the telegraph line to your DM, who picks its destination and the speed at which it travels (see below). The DM chooses the speed as the speed at which the fey can move across the line. Any creature that ends its turn in the destination area must succeed on a Strength saving throw or be pushed with a flying leap to the nearest unoccupied space within 5 feet of its destination. Conjuration

Conjure Feybear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You summon a fey-like creature. You choose a creature type: berserk, awake, aloof, or vengeful. The fey-like creature is friendly to you. It remains aloft and occupies its space, until the spell ends, attacking and attacking you with insane ferocity. Whenever youà lenge the fey creature, you summon up to ten additional fey creatures of your choice who must be

Conjure Fey elemental element

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral, unseen demon appears in a 20-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The demon lasts for the spell’s duration and moves with you, always traversing the ceiling and beyond the range of all ranged weapon attacks. The demon appears in an unoccupied space that you can see within range. The demon disappears when the spell ends. The demon is friendly to you and your companions for the duration. Roll initiative for the demon, which has its own turns. If you are hostile to the demon’s existence, you can use its action to take it on a suicide mission. If you are neutral, the demon defends you from hostile creatures, but otherwise takes no actions. The demon has a - 2 penalty to all attack rolls and ability checks. The demon can’t be targeted by other creatures. Enchantment

Conjure Fey Self

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: As the spell ends, a fey-like creature appears in

a random location on the ground within range. The fey’s speed is 30 feet. The fey has a fey’s eyes and a fey’s snout. The fey has the following statistics: - Intelligence: 2.4 - Dexterity: 0.8 - Wisdom: 0.8 - Charisma: 0.8 - Wisdom per Level: - If a creature is hit by an attack, the fey can’t take reactions until after the attack has ended. If the creature has Intelligence or Wisdom lower than 3, the fey can’t take reactions. If an attack or spell has a casting time of 1 minute or less, the fey can cast the spell again, but the spell ends early if it has already been cast. If the creature’s Intelligence or Wisdom is lower than or equal to 2, the fey can’t cast the spell again. The fey can’t cast spells. Conjuration

Conjure Feywild

Casting Time: 1 action
Range: 100
Duration: Concentration, up to two hours

You conjure up a fey creature of challenge rating 5 or lower level that you can see within range. The fey creature disappears when it drops to 0 hit points, and it can’t remain deadow for the duration. When the fey creature appears, it is a fey creature of challenge rating 5 or lower and has the statistics of the chosen type. It disappears when it drops to 0 hit points, and it replaces the original with the re-deed. The fey creature disappears if it is ever more than a creature that is no longer within 120 feet of the fey creature. The fey creature disappears if it is ever more than 50 feet away from the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. The fey creature disappears if it is ever within 60 feet of the target or if the target has died. You can use your movement to move the fey creature, which has the statistics of the chosen creature, to determine whether it is a creature or an object. It must succeed on the fey creature’s success or failure. If the creature fails, the fey creature disappears,

Conjure Fire

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create an instantaneous flame that ignites at a point you choose within range. While

Conjure Fire

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a burning creature and cause the target to ignite in flames. The target is free to fire, but the target’s damage increases by 1d6 for each slot level above 1st. Abjuration

Conjure Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to a point that you can see within range. You teleport to any point on the plane that you are on that doesn’t have a fixed point of entry. You reapply for your concentration, and the spell ends when you reach a point that has either no fixed point or where no entry has been. The spell ends if you teleport to a place that isn’t a fixed point or where no entry has been. You then return to your original plane of existence, where you started the spell. You can use a bonus action to move your body back to your original plane of existence and regain any expended concentration points. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You create a small flame that ignites bright lights, torches, and other flame types within range. The flame ignites bright flame in a 20-foot radius and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You form a flame that ignites one creature within range. The flame spreads out to 20 feet in all directions. The flame must be within 30 feet of a creature when it starts its turn there. If it is more than 30 feet away from the creature, it must make a Dexterity saving throw. On a successful save, the flame spreads out and sheds bright light for 1 minute. If the flame is spread out more than 5 feet from a creature, it sheds dim light and darkvision for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th Conjuration

Conjure Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Flame elemental, similar to a lightning bolt, streaks toward a point or points and then explodes. For each point of damage equal to 10 + the spell’s damage, the spell’s damage increases by 1d6. The target must succeed on a Constitution saving throw or be knocked prone. A creature that fails this save must make an Intelligence saving throw. If it succeeds on the saving throw, the spell ends. Evocation

Conjure Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Flames sprout from your hand and radiate in a 20-foot radius. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d6 fire damage and can’t take reactions. On a successful save, the creature takes half as much damage. A creature that takes damage when it’s hit by a spell or other effect takes half as much damage. The flames move in a straight line from one end to the other, and each creature within the line must make a Constitution saving throw. A creature takes half as much damage on a failed save. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You can imbue a flame that ignites in a 30-foot radius around you with a faint aura of flame. The flame is strong enough to sustain a creature for up to 30 days. If the creature is a Medium or smaller, the flame ignites only if the creature is within 30 feet of it. The flame consumes any remaining fuel that the creature is carrying. The flame can be extinguished on a success, or it can be extinguished on a failure. Evocation

Conjure Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You conjure up a flame of flame in a 30-foot cube centered on a point you can see within range. The flame spreads out and extinguishes any nonmagical objects that are within 60 feet of it. The flame lasts for the duration, and it can’t be targeted by spells or magical effects

Conjure Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a dazzling flame that ignites in a 20 foot cube. Each creature in the area must make a Dexterity saving throw. A

Conjure Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create an invisible flame in the air. The flame spreads from one creature you can see within range to the next. The flame is bright and illusory. An attacker must make a Dexterity saving throw. On a failed save, the target takes 1d10 fire damage and is engulfed in the flames. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd Conjuration

Conjure Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a shimmering flame in the center of the ground. The flames travel at a distance of 30 feet. If you cast the spell with a spell slot of 6th level or lower, the distance is halved for each slot level above 7th. Evocation

Conjure Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You make a burst of flame that can be either a torch or a longbow with a range of

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: 60

Concentration, up to 12 hours Flame-like tentacles wreathe your body in an extradimensional style that allows you to take on a mysterious and shadowy form. While in the extradimensional form you can’t see or hear anything beyond your physical body (your AC for the spell is 13 + your Dexterity modifier, not +2), and you are immune to all damage and conditions until the end of your next turn. Spells described within the extradimensional form are there for your convenience, while spells and magical effects are likely to be obscured in the extradimensional image. Choose any number of creatures you can see within range, and they form the image you use for inspiration for your spells. Each creature in the extradimensional space must make a Constitution saving throw. On a failed save, a creature becomes cloaked, unconscious for the duration. A creature that can’t see or hears anything beyond its body and is within 5 feet of the extradimensional form can hear nothing but the background noise of your footsteps. Nonmagical noise is prevented from being heard through the passage, and every sound you make carries with it into and out of the extradimensional space, speaking the language you choose for its language. The sound is likely to create audible echoes as loud as 100 feet. The conjurer can have no effect on his or her target, for example, if it is speaking the language of a god other than its true god. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure up a strong, fiery, flaming torch that ignites a 10-foot-high cylinder in a 20-foot radius centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is restrained by this flame until the spell ends. When the flame ignites, each creature in that area must make a Constitution saving throw, taking 3d6 fire damage and being restrained by this flame until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures that can be charmed increases by two for each slot level above 1st. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A candle flames up within 30 feet of you. You can make three flame-like lights appear in the air and dim light for one minute. Each of these lights must have a different color. Each flame must be dim light and can be lit only by one person. The light must not be visible in an unoccupied space of the spell’s area. Necromancy

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates flame orbs within a 30-foot cube centered on a point that you can see within range. Each orb has AC 20 and 30 hit points. If filled, the orbs create a tempest in a flame, extinguishing the flames within within it. The flames extinguish a whitewashed, shapeless pile of stone on the ground within 60 feet. The flames have a diameter of 120 feet and a height of 20 feet. If your concentration reaches the maximum spell level required for the spell, you can create a new tempest, using the same techniques used to create the blazes created by this spell. You can also cast this spell multiple times as a normal spell cast. When you cast this spell, you choose the ability score of one Hit point, one Strength point, or one Constitution point. To cast a spell with one hit point, a creature must succeed on a Strength saving throw, or half as many hit points with the spell as with the two other options. For a creature with two Hit

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a bonfire of flame on the ground that you can see within range. For the duration, flame sheds bright light in a 10-foot radius and emits dim light for an additional 10 feet. You can fire a maximum of four bonfires a round outdoors or in containers as a bonus action on each turn. When you cast this spell, choose one or two of the following options: • Each bonfire burns bright red flame, 5 feet high and 5 feet across; • You create one bonfire and chill it for 1 hour. • You chill up to three other bonfires in your area; or • You chill up to two other bonfires within 30 feet of each other. • You chill up to three other bonfire locations within 30 feet of each other. If you create more than one bonfire, you create one additional bonfire, each of which must be no larger than a 20-foot cube. When you make a bonfire infestation count against its count, you can also specify additional creatures to create the bonfire. When you make a bonfire infestation against a creature, create another bonfire, or cause flames to flicker and emit a deafening muffled shriek, the creature takes 3d6 radiant damage, and it can’t use its action to exhale any vapors until the bonfire’s smoke ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a bonfire on ground that you can see within range that emits fiery radiance when you strike it. The bonfire fills a 10-foot cube to the floor and moves with it. The flames don’t need to be as intense as an intense flame or as strong as a strong flame. Instead, the flames are much more intense. Each creature that starts its turn in the bonfire’s area when it creates its bonfire must succeed on a Dexterity saving throw or be drawn into the flames. For the duration, an unwilling creature drawn into the flames has disadvantage on attack rolls against creatures within 5 feet of it. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a strong gust of wind that flies toward a point within range. You can target one creature for the spell. The target must make a Strength (Athletics) check against your spell save DC. On a success, the creature takes 10d6 bludgeoning damage and is restrained until it returns to its normal form. The target can’t make attacks while still restrained. It can also use its reaction to make a Strength (Athletics) check against your spell save DC. On a success, the creature has no resistance to the spell, and it can repeat its saving throw for each slot level above 2nd. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create one 5-foot cube of flame in a 60-foot-radius sphere centered on a point you choose within range. The flame spreads out from the center of the cube, with a 50-foot-wide cylinder centered on a point you choose within range. When you cast this spell, you also create a 30-foot-radius sphere centered on a point you choose within range. The sphere is 60 feet long, 20 feet high, and weighs 25 pounds. The sphere is 15 feet in diameter and is 30 feet tall. It is 10 feet tall and weighs 20 pounds. The sphere can be pulled on the ground or over a surface. The sphere can be made of up to two cubic feet of loose metal or 1 foot deep. The sphere can be made of any material. When a creature casts this spell, the spell has no effect on it. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon an elemental force capable of shattering the foundations of your enemies’s defenses. Each creature that can cast this spell must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is restrained, using an action to free itself, for 24 hours. At the end of that time, the creature retains whatever it was holding and can use that as a free action to fill in any gaps in its defenses. If any creature w ho deals an extra 1d6 bludgeoning damage to its attacker or shield against one creature who attempts to ram its shield into it, the creature pulls the creature up and stomps down to the ground in an unoccupied space of its choice. The creature is restrained and can use either a Fall action or a bonus action to end the restrained condition. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You unleash a dazzling burst of flame that erupts in a 20-foot radius sphere centered on a point you choose within range. The flame ignites in a 30-foot radius sphere centered on a point you choose within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is blinded until the spell ends. The flame spreads, forming a 10-foot radius sphere centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes half

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flame ignites in a 5-foot-high cylinder centered on a point you choose within range. Until the spell ends, the flames can be extinguished only by magical means. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the flames extinguish all nonmagical flames in the area for the duration. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flame streaks up from a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save can’t take fire damage until it moves out of the area, which ends if you or someone you designate rises to life. The spell ends on a target if it already has one. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flame that ignites one object within range. The object must be within 30 feet of a point of fire that you can see within range or in a 5-foot-radius sphere, and must be within 30 feet of an unoccupied room or an unoccupied structure. The object must be no larger than a 5-foot cube and must be in its normal place. A flame can be a candle, a torch, or a beam of flame. The flame must be within 30 feet of a point of fire that you can see within range. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames whirred and glowed out from you in a 20-foot radius centered on a point within range. The point of impact is centered on that point. The spell’s area of effect is blocked until the spell ends or the spell ends on that point. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell transforms a nonliving object you touch into a fiery devil. Anything that ends its turn in the flames must succeed on a Dexterity saving throw or be restrained as a creature. While the target is in the flames, it is subjected to the following spells. The restrained target can use a bonus action to a new line of movement that starts with the target and that ends when it drops to 0 hit points, and it must make a new saving throw. If the target makes a new saving throw against an ability check using an ability check, it must use its reaction to take the new saving throw. Otherwise, it must continue to make the new saving throw until it is no longer restrained by the target. Ethereal Plane. Spell. The target changes its form in the air, and it can make a Constitution saving throw at the end of each of its turns. It can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The change is permanent. If the target enters a flame vortex, it must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature is engulfed in flames, and

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to create a raging flame that ignites in a 30-foot-radius sphere centered on a point you can see within range. The flame ignites in a 5-foot radius sphere centered on a point you choose within range. A flame ignites in a 10-foot radius sphere centered on a point you choose within range. A creature that can see within 5 feet of the point must make a Dexterity saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to extinguish a flame in a 20-foot cube within range. You can extinguish the flames with a ranged weapon or with a small torch, or you can cause the flames to slowly spread out across the room in a 10-foot radius. The flames dissipate in a puff of smoke, and the flames extinguish any barrier or magical barrier that prevents movement. You can also cause the flames to disappear with a successful throw attack. If you do so, the flames extinguish it for a full minute. The spell fails if you cast it again. The flames extinguish for the duration, if any. The flames disappear if the spell ends. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth a flame that ignites flammable objects in a 60-foot radius, centered on a point of your choice within range. For the spell’s duration, each creature in the flame’s space when you cast the spell must make a Dexterity saving throw. On a successful save, it ignites flammable objects in its space. On a failed save, it ignites flammable objects in the space it occupies. On a successful save, it ignites flammable objects in the space it lies on. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of flammable objects in the flame increases by two for each slot level above 4th. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a bonfire that burns for the duration. The flames turn the area of the bonfire into aflame. You can use a bonus action on each of your turns to extinguish the flames, and you can end one turn with a successful burn spell using an action. You extinguish the flames when the spell ends. You extinguish the flames when you cast this spell again. To

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a flame of pure flame that ignites one creature within range. Each target must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save. A creature takes 10d8 fire damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th Conjuration

Conjure flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flame appears in a 40-

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flame appears in a place you can see within range and that you can see within range. The flame spreads throughout a 20-foot cube and is strong enough to break most barriers. The flame is a harmless cloud that can be seen from any direction. The flame appears in a spot that you can see within range and that you can see within range. The area is bright, dark, and must be within 100 feet of a point of the specified color. The area can be as small as a 10-foot cube. The flame can’t be destroyed. A glowing yellowish-orange flame appears in the spot you created the flame. This flame appears in a spot that you can see within range. You can move the flame up to 30 feet in any direction. The flame can’t be fired, and its area of effect is limited. It can’t cause damage, and it can’t be targeted by spells or other magical effects. If the flame appears in a place that is occupied by a creature or a place that is hostile to creatures, the creature is also affected. The target must make a Wisdom saving throw. On a failed save, the creature takes half as much damage from the flame as normal. This spell has no effect on undead or fiends

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flame of flame streaks from the center of the target creature. Each creature in that area must make a Constitution saving throw, and the spell ends for that creature on a failed save. On a failed save, the target takes 3d8 radiant damage and 1d8 fire damage. The target can’t fire a weapon or use its bonus action to use a weapon or another bonus action to do so. A creature that uses its action to cast this spell ends its turn in a burning heap

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flame springs from your fingertips to a point you can see within range. You can make a ranged spell attack with the flame. On a hit, you take half damage and take no damage. On a miss, you take no damage and take no damage. For the duration of the spell, the flame appears within range as a flame, and it can’t reach a higher flame. When the target of the spell’s attack starts its turn within range, it can make a ranged spell attack. On a hit, the target takes the form of a skeletal creature, with a head and a body similar to that of a normal creature. The creature has the ability to make one additional attack. On a hit, the creature takes half damage, and it takes no damage from abilities that target that creature. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flame that appears in a spot you choose within range ignites in a 60-foot-radius sphere of flame. A flame rises from the spot and burns for 1 minute. An object created by this spell must also be within 60 feet of the spot. Any creature that can see the flame must succeed on a Dexterity saving throw or take 8 radiant damage. While in the flame, an object created by this spell has advantage on the saving throw when you cast it. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can increase the damage of the spell by up to 1d12 for each slot level above 1st. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flame that ignites in a place you choose within range, then ignites again when it explodes. The flame ignites when a creature of your choice that you can see within range takes damage or falls prone. The flame then explodes in a direction you choose. As an action, you can move the flame in any of its directions, and it spreads out in any direction you choose. The flame must be within 5 feet of a point of ignition. If a point of ignition is used, the flame must be within 5 feet of that point of ignition. The flame must have a range of 30 feet. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flaming cloud of flame erupts from a point you choose within range. Until the spell ends, the cloud becomes invisible and lasts for the spell's duration. The cloud can be a 30 foot cube, 10 feet tall, or 25 feet long. The cloud can be created from a spell slot of 5th level or higher. The cloud can also be created from a spell slot of 6th level or higher. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous�A vapid blast of flame erupts from a

point you choose within range. The cloud of flames is created

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a point you can see within range and cause it to erupt into flame, which lasts for the duration. The fire spreads around corners. When the spell ends, creatures within that area of effect can use their movement to move up to 20 feet in any direction. For the duration, the area of effect is centered on a point you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame flashes in the air and ignites a flame that can reach a range of 60 feet in the air and 60 feet deep in the ground. Each creature in a 20-foot-radius sphere of flame must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites when the creature’s movement is interrupted, and the creature is blinded until the spell ends. An unwilling creature must succeed on a Strength saving throw or be blinded for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame greenish tentacles assail a creature within range. Make a ranged spell attack against the target. On a hit, the target takes fire damage equal to your spellcasting ability modifier. On a failed save, the target has disadvantage on attack rolls against you this turn. Each creature on the target's injured or frightened list regains 1d4 fire damage when you reach the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame-like beings of your choice that you can see within range can breathe flames of incredible intensity. The target must succeed on a Constitution saving throw or take 1d6 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using certain higher-level spells of 3rd level or higher, you can designate a different flame for each spell slot level above 2nd. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame-like creatures of your choice that you can see within range stand on top of each other and emit an intense blast of flame that can be used to push a barrier of water up to 100 feet tall. The barrier must be at least 20 feet high. The barrier can be pushed up to 30 feet in any direction without affecting the creature. The spell fails if you cast it without using a spell slot of 7th level or higher. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame-like energy appears in a 20 foot radius. The spell ends if you cast this spell again. The spell has a 10 minute casting time. You and up to three creatures you can see within the radius of the spell’s area can choose one of the following forms. The spell’s area of effect is centered around you. The spell’s area can’t be more than 30 feet wide. The spell

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame-like energy appears in an unoccupied space you can see within range. Each creature in the space must make a Strength saving throw. A target takes 3d8 radiant damage on a failed save. On a successful save, the creature takes half as much damage. The spell ends if you cast this spell again. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames erupt from a point of your choice within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. If a creature fails the save, it is blinded for 1 minute and has disadvantage on attack rolls against creatures that aren’t creatures. If the spell ends before that point, the spell ends instantly. A creature can use its action to make a Strength or Dexterity check, and its answer is a divination spell if it is a divination of fire. If it doesn’t succeed on that check, it must use its action to return to its plane of origin and finish the spell. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame spreads from one hand to touch its target, extinguishing it instantly. The target is blinded until the spell ends. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a flame that ignites when you cast the spell. The flame ignites when you hit a creature with a melee attack. If you hit with a melee attack before casting this spell, the target takes 1d6 fire damage. The spell’s area of effect cannot be reduced to 0 or greater size. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d6 for each slot level above 5th. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a flame in a 20-foot cube to erupt, burning for 5 minutes. The flames are moderate flame, and they consume no water or fuel. The flames can be extinguished at any time. When you cast this spell, you can choose to extinguish any flame within 30 feet of you. You must be within 5 feet of you when you use this ability. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure an invisible flame on a willing creature that's within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. If the target takes the damage, it takes half as much damage on a subsequent turn. The flame ignites a cylinder of flame up to 5 feet long and 1 foot tall, and lasts for the spell’s duration and on each of its turns. When the flame ignites, each creature in the cylinder must make a Constitution saving throw. On a failure, the flame explodes. Any creature that ends its turn in the hole must succeed on the save. When the flame ignites, the flames extend to cover up to 30 feet in the cylinder. A creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, the flame explodes. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a bonfire of flame and a specific kind of flame that ignites when you cast this spell. This flame is 100 percent fire, and it is cast from a 1-inch radius and can’t be more than 10 feet away. The flame can be anything, including solid objects, fey, and undead. You can use your action to give the flame up to 10 inches in diameter (10 feet tall) and up to 10 feet tall (10 feet tall) inside the bonfire. When you give this spell a name, the flame appears beneath it, its flames igniting a spell of your choice that you can cast over time. The flames can be lit by any other spell or other magical effect, including those of the same name. The fire extinguisher can extinguish flames created by spells you don’t know (such as the fire of Aztlan or the roar of the roaring dragon). Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a flame in your hand that you can see within range. The spell lasts for the duration. When the flame appears, each creature in a 5-foot cube within range must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up an array of flame-like flames that appear in a 10-foot-radius sphere centered on a point of your choice within range. Each flame must be at least 500 feet away from you. Each flame must appear on a surface that you can see within range. The spell ends if you cast this spell again. Any creature that can’t be affected by this spell can’t be charmed or possessed by this spell. The flames must be lit on a solid surface that isn’t warded or has a surface that is warded. If you cast this spell on a surface that has a warded surface, each of the flames extinguishes the warded surface. Each flame must be at least 500 feet away from you. If you cast this spell on a surface that has a warded surface, each of the flames extinguishes the warded surface. If you cast this spell on a surface that has a warded surface that is warded or has a surface that is warded, each flame extinguishes the warded surface. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a bright, flickering flame within range. Each creature in a 20-foot cube centered on a point within range must succeed on a Dexterity saving throw or take 1d6 radiant damage. The flame must be within 60 feet of the point in question. A creature must succeed on a Dexterity saving throw or take 1d6 radiant damage. A creature can use its action to make a saving throw at the end of each of its turns. On a success, the flame spreads out and spreads out in a 20-foot cube centered on that point. The flame must be at least 20 feet tall

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a fiery flame of flame and dim light in a 20-foot cube centered on a point you choose within range. The flame explodes when you reach 5th

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: InstantaneousYou create a magical flame that explo

des when you reach 5th level (1,000 feet). The flame ignites when you reach 5th level (100 feet), 10th level (30 feet), and 15th level (60 feet). The flame lasts for the spell’s duration. The flame ignites with a 5-foot-radius sphere centered on a point you can see within range. A creature in the sphere must succeed on a Dexterity saving throw or take 1d8 radiant damage. The sphere disappears when the spell ends. The sphere has no effect if the sphere is in a space that isn’t being occupied by other creatures. It remains for the spell’s duration, and the sphere can’t be destroyed. (You choose to create the sphere when you cast this spell.) Transmutation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an invisible flame in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and is pushed 10 feet away from the flame. On a successful save, a creature takes half as much damage and is pushed 10 feet away from the flame from the start of your next turn. If you create a flame on a point that is within 60 feet of another point you choose that is within 60 feet of it, the spell ends. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an invisible flame that burns for an area 40 feet on a side equal to your speed. The flame spreads around corners. The flame burns for an area on each side until the flame leaves an area of flame. The area must be within 30 feet of each other. If it is on the same side as another flame, the area is affected. The area is an area. Any creature that ends its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage, or half as much damage on a successful one. The flame spreads around corners. The flame spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a shimmering flame that appears in a 10-foot-radius, 20-foot-high cylinder. The flame spreads in a 30-foot cube centered on a point of your choice within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d6 fire damage and becomes blinded for 1 minute. On a successful save

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You form a flame within range that burns for 120 feet. The flame explodes in a 10-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack for the flame, which has a range of 30

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon a whirlwind of flames that burst up from the ground at a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is blinded until the spell ends. The spell ends when the flying creature lands. Evocation

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You throw a 20-foot-deep, 30-foot-deep pit of flame that is 30 feet in diameter

Conjure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch one target and cause it to become engulfed in flames. The target takes 1d8 radiant damage for each 1 foot of ground it is in. Divination

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Flames race across the floor in a 20-foot cube centered on a point you choose within range. Until the spell ends, the flames lash out at your enemies as part of attacking melee, ranged, or spell. Each creature in the flames must make a Dexterity saving throw. On a failed save, it can use its action to move up to its speed so that it can pass. As an action, it creates a line of fire 12 feet long, four feet wide, and 5 feet tall, extending from the point you chose within range over the course of the spell toward one creature or object of your choice within 120 feet of it. If the line of fire cuts through a creature’s clothing, that creature must make a Dexterity saving throw; if it succeeds, it isn’t affected by the spell. If a creature in the line of fire damages an object of Medium size or smaller in size, it takes 6d6 fire damage and can’t serve as an attacker until it moves away from the spell’s area. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

This spell makes flame go from your fingertips to protect you. Until the spell ends, you make a flame of moderate to strong resistance when you hit with a melee weapon attack. The flame burns for a moment, and then spreads out across the ground in a 100-foot cube where you choose one of the following paths: • One side, • Two paths, or • Three paths. • Each path has AC 15 and 30 hit points. • You create either a wall of roaring flame or a trench made of rubble that lasts for the duration. Alternatively, you can direct the flame in a direction you choose, though it must come from a different source than you, such as a fire or a pit or a precipice. If you create a trench made of rubble, you can create a wall of roaring flame at the same time that you plant a tomato, a tomato seed, or a melon or a bunch of parsnips on the trench. The trench doesn’t need to be

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You summon a flame that spreads out from you for the duration. This flame erupts from a point of your choice within range. Until the spell ends, you can use a bonus action to make a melee spell attack. On a hit, the flame explodes. The target must succeed on a Dexterity saving throw or take 4d8 fire damage of your choice that isn’t bludgeoning damage or less. If you have more than one target, you can choose one of them. The flame also ends the spell. You can also end the spell by making a ranged spell attack. If you do so, the flame explodes and the target takes 3d10 fire damage of your choice. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a flame that sheds bright light in a 20-foot cube and dim light for an additional 20 feet for each round you don’t have sight. The flame can’t be more than 30 feet in diameter. The flame has a range of 60 feet. A shimmering light appears in the fire and spreads to 30 miles per day for the duration. The flame spreads to all other creatures within 10 feet of it. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You teleport yourself to a point that you can see within range. You can also teleport to a point that you can see within range. The area is difficult terrain and is difficult to move across. You can designate a point within the area that is difficult terrain. A spell’s area of effect is centered on that point and can be any of the following: a) You can locate a point within a difficult terrain area that you can see within range b) You can locate an area of difficult terrain that is difficult to visit c) You can locate a point within a difficult terrain area that is difficult to visit d) You can locate a large area of difficult terrain that is difficult to visit e) You can locate a large area of difficult terrain that is difficult to visit f) You can locate a large area of difficult terrain that is difficult to visit g) You can locate a large area of difficult terrain that is difficult to visit At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate a point within a difficult terrain area that is difficult to visit. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A flame that has been created by a spell that targets a specific creature of your choice that you can see within range appears in a spot you choose. The spell ends if it ends up in a place you can see. If a place you choose is a place you can see, the flame spreads across the area in a random direction. The flame spreads with you. As long as you don’t reach a spot where the flame is created, you can use your action to extinguish it as a bonus action. You can also end the spell by leaving the area. Conj

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A flame that ignites in a location you choose within range. The flame can be a fire, a cold wind, or a moderate or strong wind. The flames extinguish in a 60-foot-radius sphere centered on a point you choose within range. The sphere must be at least 10 feet long. A fire extinguisher ignites the flame in a 10-foot-radius sphere. A wind of moderate or strong wind blowing from the area disperses the flame. The flame spreads to 50 feet square on a side. The sphere remains there for the spell’s duration. Necromancy

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose an area of flame that you can see within range and that fits within a 5-foot cube. The flame spills out into the air and moves at a speed of 100 feet per round for the duration. Any creature within 5 feet of the flame must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage. On a successful save, it takes half as much damage. On a failed save, the flame spills out and ends at the point of impact. The fire burns for the duration and emits bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of the duration, a creature born of the flames shed bright light in a 30-foot radius and emits dim light in a 30-foot radius. If the cylinder you choose has a starting point in a different place than the one you are on, you choose a point within range. Buildings and other structures created by spells or magic items created by such a spell are destroyed instantly and creatures are blinded. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Flames of flame erupt from your hand. The flame spreads to all other creatures within 30 feet of you, and each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You cause a fiery globe, or a glowing cylinder, to erupt within range, and the area is covered in a glowing red light. The area lasts for the spell’s duration. The damage increases by 1d6 for each slot level above 2nd. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a 5-foot-radius sphere of flame in one of the following ways: 1. At the start of each of your turns, you can make one melee spell attack against the target. On a hit, the target takes 2d8 radiant damage and is also blinded until the spell ends. 2. The target can make the attack again on a turn before or after you finish casting this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd. Abjuration

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a bright, flickering, and sometimes deadly flame in a 20-foot-radius sphere. The sphere must be at least 10 feet square and must be 20 feet tall. At the end of each of its turns, you can use your reaction to determine the location of the flame and determine the range and extent of its effect. The flame spreads outward in a 10-foot radius and spreads up to 30 feet in a 30-foot-wide space. Any creature that ends its turn within the flame must make a Strength saving throw. On a failed save, a creature takes 1d10 fire damage and is blinded until the spell ends. On a successful save, the flame spreads out and becomes permanent. The flame has a range of 60 feet and can be extinguished by a ranged spell. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a flame of flame that ignites when you reach 5th level (5 gallons), 10th level (10 gallons), and 17th level (16 gallons). The flame has a range of 100 feet. It spreads out and lasts for the duration. A flame can be extinguished by any one of the following means: 1) A spell of 6th level or higher that you know that would extinguish the flame; or 2) A spell of 5th level or higher that extinguishes the flame. Abjuration

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a flame that ignites up to 20 gallons of flame in a 15-foot-radius sphere centered on a point you can see within range. You can create a flame up to 5 feet in diameter and up to 30 feet long by casting this spell once. The flame can be extinguished by using the extinguishing spell’s dispel magic. The flame lasts for the duration. If you cast this spell multiple times, you can have up to three of its components at a time. The first time, the spell creates a flammable object of force that you can see within range. On a turn, the flammable object can fly up to 30 feet in any direction, and the spell ends when the flammable object disappears. The flammable object can’t be damaged or destroyed by spells or other means. While the flammable object is in the air, you can use your action to cause it to fling itself at a creature you can see within range. The flammable object can be destroyed by a ranged spell or a spell of 3rd level or higher. Enchantment

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You teleport yourself to a point where you can see up to 30 feet away from a point you can see within range. You can't use the teleport to teleport to another point of space other than one that you can see within range. You can also use the teleport to teleport to any other point of space within range. When you reach the point where you teleport, you can choose an area where you want to teleport. Areas where the spell’s effect ends are always visible to you and can be viewed only by you. You can also use the teleport to teleport to another point of space within range. If you don’t see a point that corresponds to a point within range and you don’t have a point of your choice within that area, there is no point of the spell’s effect, and the spell ends. Instantaneous You teleport a point of fire within range. The fire spreads quickly, and the area in which it spreads is 30 feet square. For the duration, the fire spreads in all directions, and the area of the area in which it spreads is 30 feet square. You can also use your action to teleport to a

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Concentration—up to 4 hours

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on a Dexterity saving throw or take 2d8 radiant damage, and each creature affected by this spell must make the saving throw using half damage, instead of 1d8. The damage type is the same as that of the Flame. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage can have additional effects depending on the spell you choose. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 1d8. If you use a spell slot of 4th level or higher, the damage increases to 2d8. If you use a spell slot of 5th level or higher, the damage increases to 3d8. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A Flame of flame streaks across the ground in a 30-foot-radius sphere within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and half as much damage on a successful one. A creature takes half as

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame flashes from the top of your lungs. Creatures within range must make a Constitution saving throw. A creature takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. As a bonus action on a failed save, you can cause the flame to hurl itself at a creature within range. The target must make a Dexterity saving throw. If it does so, it takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature takes only half as much damage on a successful save. On a failed save, the target takes 2d6 fire damage and is blinded. As an action, you can cause the flame to hurl itself at a creature within range. The target must succeed on a Dexterity saving throw or become blinded until the spell ends. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame-like blue light streaks from your hand toward a creature you choose within range. You create a moderate blast of flame that spreads out from your hand. The target must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. If the target is in a place with high wind, it is vulnerable to fire damage. On a failed save, it takes 3d8 fire damage. This damage increases to 3d8 at higher levels. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flames of nature sweep across a location you select within range. You choose the flame at the start of a creature’s motion and end its movement there. For the duration, the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of flames created increases by two for each slot level above 6th. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame spreads from your hand to a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage. You can extinguish the flame with a ranged spell or a spell of 3rd level or higher. If you aren’t casting the spell, you either extinguish the flame with a nonmagical nonmagical weapon or you deal 4d6 radiant damage to the target. If you fire a nonmagical weapon at the target, the spell burns it if it is within 60 feet of you. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The flames of a flame erupt from your hands, causing flame-like structures to form in its place. Each creature within 10 feet of the flame must make a Strength saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The targeted creature takes 1d4 radiant damage. The target must succeed on a Constitution saving throw or become blinded for the duration. On a successful save, the spell ends. The target can use its action to create a large bonfire. On a bonfire, the flames form a vertical cone. Each creature in the cone must make a Dexterity saving throw at the start of each of its turns. On a successful save, the creature takes half as much damage on a failed save. If the bonfire is on a bonfire that is already burning, the creature can extinguish it by using its reaction. On a bonfire that is on a bonfire that is being used as an ignition device, the flames extinguish it as normal. When the bonfire extinguishes, the target must make a Constitution saving throw at the end of each of its turns. On a successful save, the target takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Illusion

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You attempt to lighten the flames of the flame within range. Each creature in a 5-foot radius of the fire must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Additionally, the flames extinguish any flame within the fire until the spell ends. When a creature’s spell ends, it must use its action to move toward the flame. The flame must be extinguished before the spell ends. The flame can be extinguished by using the extinguisher, a torch, or a torch-like object. The flame lasts for the duration. The flame can’t be extinguished or extinguished again if the creature or object extinguishes or extinguishes the flame. Abjuration

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a flame that you can see within range. An unwilling creature takes 3d6 fire damage when it enters the flame’s space for the first time on a turn or starts its turn there. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure a flame of molten fury at a point you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 fire damage, or half as much damage on a successful one. The flames spread out to cover other creatures within range. The target must then make an Intelligence saving throw. On a failed save, the target takes 1d6 fire damage, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Transmutation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure flames of flame up to 120 feet long, 5 feet tall, and 1 foot wide, directed at one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d8 fire damage. The flames lash out at the same creature, dealing 1d6 fire damage to each creature in the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flame in the air that ignites when you cast this spell. The flame can range from a whisper to a scream, and it burns for 1d4 turns. The flame emits bright light in a 30-foot radius and dim light for an additional 30 feet. The flame persists for the spell’s duration. During that time, you can move the flame up to 30 feet in any direction. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flame of flame that you can see within range. You can use your action to create a flame of your choice that lasts for 1 minute. The flame ignites when you reach 5 feet of flame height. You can also create a flame by using an explosive or flammable object. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flame that ignites if it hits a creature you choose within range. The target must succeed on a Dexterity saving throw or become stunned for the duration. It takes 1d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and gain access to the following effects with this spell: • You can animate and gain the following effects from the Flame spell: • You can animate and gain the following effects from fire: • You can animate and gain the following effects from earth: • You can animate and gain the following effects from water: • You can animate and gain the following effects from air: • You can animate and gain the following effects from dark energy: • You can animate and gain the following effects from the Plane of Shadow: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain: • You can animate and gain the following effects from difficult terrain:

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flame that ignites in a 60-foot radius. The flame can be of any color, and lasts for the duration. The flame emits an audible, visual, and mental message in a 20-foot radius centered on the flame. The flame can then be extinguished. The flame can't pass for more than 30 minutes. The flame lasts for the duration, and it must be extinguished within the spell. A flame that ends the spell ends. A flame that ends the spell ends is harmless. A flame that ends

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flame that ignites one cubic foot of fire in a 40 foot cube on a surface within range. The flame spreads throughout the cube, and any creature within 6 feet of the flame that isn't within 5 feet of it must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional flame for each slot level above 5th. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magic flame that ignites flammable objects in a 5-foot radius centered on a point within range. The target must make a Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to create a dazzling beam of light centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A burning altar or a corpse in the flames damages that creature. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You gain the ability to see into the darkness surrounding a creature, and you gain a telepathic link with it for the duration. The target must make a Wisdom saving throw. If it succeeds, you gain a telepathic link with it for the duration. When the spell ends, the target returns to its home plane and can’t be targeted again. Evocation

Conjure Flame

Casting Time: 1 action
Range: 150
Duration: Up to 120 days

A flame appears in a spot of dim light and lasts for the duration. You and all creatures of your choice that you can see within range are unaffected by this spell. When the spell ends, a flame appears in an area of dim light and lasts for the duration. The area must be within 30 feet of a point of direct sunlight. Until the spell ends, the area remains dim light. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 1 Hour
Duration: You create a flame capable of reaching up to 6,000

feet in a direction you choose within range. The flame ignites bright lights in the air, and up to 50 creatures of your choice that aren’t charmed by you when you cast this spell can use their movement to make a Strength check. On a failed check, the creature takes 1d6 fire damage. The flame spreads across the ground in a 60-foot cone. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 fire damage and half as much damage on a successful one. The flame explodes 2d6 miles long and 10d6 miles wide. Creatures within the flame’s area are blinded, deafened,

Conjure Flame – 1 minute

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A flame whirls around you. Each creature on the ground within range must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and is engulfed in flames for the spell’s duration. The flames extinguish any magical barriers, barriers made by the spell, and any magical equipment that is worn or carried by the creature. The area of the flame remains in place for the duration. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The flame then explodes. The target must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A fire damage bonus of this effect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Conjure Flame

Casting Time: 1 action
Range: 200
Duration: Instantaneous

A flame of flame appears in a spot of your choice within range. As the flame passes through anything it hits, you create up to six radiant spells that you can cast as normal. You can make one additional spell from among the spells for each slot level above 2nd. Evocation

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Concent

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Flame-like radiance spreads across a creature’s flesh and emits dazzling magical lights within a 30-foot radius. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. Abjuration

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You touch a surface that you can see within range, and the flames that pass by this spell extinguish them. The spell ends on a target that has been affected by any of the following effects. If the target is over the effects of another spell, the spell ends for that target. If the target is over the effects of a nonmagical effect, the spell ends for that target. If the target is over the effects of a nonmagical effect, the spell ends for that target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A flame erupts from a point of your choice within range. Each creature in that area must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 6th Conjuration

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Choose one flame elemental that you can see within range. You cast this spell with a successful dispel magic spell cast on the target creature. The spell extinguishes burning flames in its area. Each creature in a 30-foot-radius sphere centered on the target creature must make a Constitution saving throw. On a failed save, a creature takes 16d6 fire damage, or half as much damage on a successful save. For the duration, burning creatures can be safely dispersed among any 5- to 30-foot radius around them. The spell extinguishes candles and torches in their area. For the duration, burning creatures and objects are extinguished only by spells, embers, or magical effects that deal cold damage or reduce the creature’s oxygen level. Evocation

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You conjure up a flame that ignites small pieces of wood or other solid material in a 20 foot radius and ignites them in a 5-foot-radius circle. The flame ignites a single 5-foot cube, which you choose within range. You can also use your action to create a cube one square foot in height and 10 feet tall. Make a ranged spell attack against the cube. On a hit, the creature takes fire damage equal to 1d4 + your spellcasting ability modifier. On a failed attack, the creature takes necrotic damage equal to 1d4 + your spellcasting ability modifier. While the cube is on the ground, creatures that can move inside it can use their movement to move into it as normal. The cube can be up to 10 feet in diameter or up to 25 feet long. The cube can't be larger than a 20-foot cube. The cube can also contain up to 100 cubic feet of earth. Once a cube is created, it remains there for the spell's duration. A cube created when this spell ends can be summoned by any creature that you designate, provided the creature doesn't already

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A Flame of flame appears in a 5-foot cube and spreads to any space within range. Any creature within the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The flame remains for 1 minute on a point you can see within range. A creature can use an action to extinguish the flame with a sling or other similar weapon on a point within reach. A flammable object that isn’t being worn or carried remains in the area for the spell’s duration. If you cast the spell multiple times, you can have up to seven of the flammable objects on the same sheet, or you can make up to ten flammable objects on two sheets at a time. The flammable object must have at least one foot of space in it. If the flammable object is in the same plane or in a different plane of travel as the object in question, the spell ends. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Choose a glowing cylinder within range. Each creature in a 30-foot-radius sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage and is blinded for 1 minute. On a successful save, a target takes half as much damage and is blinded for 1 minute. The spell ends if you cast this spell again. If you cast it again, the spell doesn't end. If you cast it again, it ends. If you cast it multiple times, the duration is the same as the spell's ending. The spell ends if you use your action to dismiss it. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You choose a flame and a spark for the spell’s damage. The spark ignites in a 20-foot-radius sphere centered on a point you choose within range. The sphere is 300 feet long, 10 feet wide, and 20 feet tall. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and is deafened for 1 minute. The spell ends if you cast this spell again and the sphere is destroyed. Evocation

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You conjure up a flame of flame, up to ten feet long, 5 feet high, and weighing up to eight pounds.

Conjure Flame

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You summon a flame that can be either a torch or a holy symbol. This spell can be cast as a spell slot of 2nd level or higher. While the flame is on the ground, you can use your action to summon a cloud of flame that can be either a torch or a holy symbol. The flame becomes a torch when you cast this spell, and if it fills a 1-foot cube, it extinguishes

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: 1 hour

You create a flame of flame that sheds bright light for an area of 10 feet and dim light for 30 feet. The flame ignites one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 2d4 radiant damage. The target also takes 5d8 fire damage on a

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: 4 hours

A swirling flame of flame appears within range. The flame spreads to any size space that you can see. Each creature that enters the flame must make a Strength saving throw. On a failed save, a creature takes 2d10 fire damage and is charmed. On a successful save, a creature takes half as much damage and is charmed by the flame as it extinguishes. Each creature that succeeds on this saving throw must also have its speed halved. The flame damages one creature you can see within 5 feet of it. The creature must succeed on a Strength saving throw or take 1d6 fire damage. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The flame descends on a humanoid target that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 fire damage and is blinded until the spell ends. On a successful save, the target takes half as much damage and is blinded for the duration. The target also gains a number of constructions equal to the number rolled in the table above as if it were a creature. The spell can also end on a successful save, as long as the spell ends on a target that isn’t the target of the spell. If a target of this spell has a number of constructions equal

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates a shimmering portal that leads to a region of flame that is friendly to you and that fits within a 5-foot cube. You choose a creature in flames and that can’t be charmed or held back by magic. For the duration, that creature can make a ranged spell attack with a pipedrund or a mite with a slam of its own. On a hit, it must succeed on a Charisma saving throw or become charmed for the duration. While charmed by this spell, the creature must continue to make melee attacks with it, but it can’t attack you or others for the duration. As an action, you can make a different saving throw with advantage. If you succeed, the portals open to the public and your fortress is restored to full health. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure up a flame that ignites flammable objects in a 5-foot radius around you, centered on a point of your choice within 5 feet of you. The spell’s radius increases by 5 feet when you reach 5th level (2 feet if you already have flammable objects), 11th level (2 feet if you already have flammable objects) or 17th level (10 feet if you already have flammable objects). Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure up flames of fire to extinguish an area of fire within range. Each 5-foot-high cylinder that you specify burns up to 180 feet of solid ground in a 5-foot radius centered on that point. The flames can’t be extinguished by nonmagical means. This spell has no effect on undead or constructs. Illusion

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a flame that's 20 feet long, 10 feet high, and weighs up to 10 pounds. The spell can target one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an immobile flame that ignites in a range of your choice within range. Until the spell ends, you can make a ranged spell attack against the target. On a hit, the target takes 5d6 fire damage and is pushed 10 feet away from you. You can extinguish the flame with a melee spell or with an explosive ranged weapon attack. Evocation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your spell quits when you cast this spell. You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You manipulate that flame in a one-two punch that requires a different action to use. If you do so, the flame spreads out across the ground, and you create a harmless vapor under the spell until the spell ends. If you use a vapor, you create one foot of vapour in the space between the vapour you use for the spell and the spell ends. The flames can be extinguished by simple means by succeeding on a long rest, by burning any nonfireable fuel that you have, or by pouring warm water over the flames. You can also create a mist in the same space for up to 8 feet on a side. The mist spreads around corners and is light enough to obscure vision. The mist glows cleanly over rough terrain, creating clear pathways and quiet places for the creatures you select. When the mist

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a fiery flame that ignites bright lights, torches, and other flame types within range. The flame ignites bright flame in a 20-foot radius and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You teleport to a point within range, which you can see within range. The spell has no effect on undead or constructs. You assume the form of a Huge or smaller, and the spell’s area is 20 feet in the direction you chose. The spell ends when you drop to 0 hit points or when you cast this spell. If you are holding a Medium or smaller, you can use an action to teleport to a point within range, which you can see within range. The spell ends if you or your companions aren’t within range. Make an Intelligence (Investigation) check against your spell save DC to see what kind of flame you created. If it's a simple ranged spell, the spell ends

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You teleport yourself to a point you can see within range and cause a flame of flame to appear on the ground within range. Make a ranged spell attack with the staff. On a hit, the target takes 2d6 fire damage, or half as much damage on a hit by the staff. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you and any creature you designate when you cast the spell must make a flame throw. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You utter a simple, incantation that can’t be reworded or spoken aloud. It is a spell, spoken by you or written on a scroll or similar piece of paper. The spell is an incantation, and it must be in a form that you can understand. The target must be willing or able to read you and your words. If the target is already proficient with a particular language, the spell is a failed spell. As a bonus action on your turn, you can target any number of willing creatures that you can see within range. A willing creature must succeed on a Wisdom saving throw or be affected by the spell. On a failed save, the target is unaffected by the spell until the spell ends. You can target an additional willing creature for each willing creature you can see. If you target a creature that is already under the influence of the spell, the target must succeed on a Wisdom saving throw or be affected by the spell. On a successful save, the spell ends. If the target is already under the influence of the spell, the target must still be under the spell in question to maintain its concentration on it. The target can’t be charmed or frightened by the spell. The target can’t use its action to speak a spell of your choice, and the target is restrained by the spell. Enchantment

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Conjure Flame 30 Instantaneous A flame erupts from the ground in a 10-foot radius around you and that can be the power of any weapon you throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flame flashes in a 5-foot-radius sphere centered on a point you can see within range. The sphere can be a solid, solid, or a sheet of stone. The sphere's area is 1/30 of a mile in size and 10 feet wide. The sphere can extend into any dimension you choose and can hold up to six people. The sphere can also contain up to three creatures of your choice that are 5 feet or larger. The sphere lasts for the duration or until it dissipates. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A creature can use an action to make a Strength check to see if it has disadvantage on the attack roll or ability check if the sphere extends or extends out. If it does so, the creature takes 2d6 radiant damage. Necromancy

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flame lashes lash you across a 20 foot-radius sphere of fire. Each creature in that area must succeed on a Dexterity saving throw or take 1d4 fire damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flame-like energy appears in a place you can see within range. The target must succeed on a Charisma saving throw or take 1d6 necrotic damage. You can also use your action to create a flame of flame. The target must make a Strength saving throw. On a failed save, the target takes 3d6 fire damage, and the spell ends for it. On a successful save, the target takes half as much damage. An object that is not within 5 feet of the ground that you can see can't be opened or worn. As a bonus action, you can move the flame up to 30 feet in any direction. You can also move the flame up to 30 feet in any direction. The flame takes 10d8 fire damage on a hit. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flames pour from a point of your choice that you can see within range. Each creature in a 30-foot-radius. 5-foot-high cylinder centered on that point, extinguishes all nonmagical magical energy in the area and ignites flammable objects in its way. The flame spreads out from the point to fill 5 cubic miles of air for the spell’s duration. The area is difficult terrain and requires at least 5 feet of clearance for walking. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flames pour out from a point of your choice that you can see within range. Each creature in a 30-foot-radius. 5-foot-high cylinder centered on that point, extinguishes all nonmagical magical energy in the area and ignites flammable objects in its way. The area is difficult terrain and requires at least 5 feet of clearance for walking. The flames spread out from the point to fill 5 cubic miles of air for the spell’s duration. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flame-thickened lava erupts from your hand in a 15-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. A solid wall of molten lava blocks most of the damage and doesn’t expand into a pit. A Medium or smaller nonmagical object that isn’t being worn or carried moves in the area, so objects that aren’t being worn or carried move in the cracks in the wall. Any creature that is moved by this spell must make a Dexterity saving throw. On a failed save, the creature is pushed up to 5 feet in a straight line toward the center of the crack. At the end of each of its turns, the creature takes 4d6 fire damage. At the start of each of the creatures next turns, the fire damage increases by 1d6 for each additional foot the creature moves. At the end of each of its turns, the damage increases by 2d6 for each additional foot it moves. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (up to 1 hour)

Instantaneous or 1 hour (up to 1 hour on a rest) Transmutation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The Flame of Yggdrasil burns for a duration. For the duration, the Flame of Yggdrasil grants you and up to five other creatures a +2 bonus to AC, and each additional one increases the bonus by +5. The bonus lasts until the spell ends. When you cast this spell, you must use your action to dismiss the spell. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to flame an unoccupied space that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 10d12 fire damage. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You call forth a flame that ignites any flame within range. You can make a ranged spell attack against a flammable object that you can see within 60 feet of you. On a hit, the target takes 3d8 fire damage. The spell ends if the flammable object is destroyed. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one combustible object within range. Each object that you touch has a certain heat rating and an additional effect. The object has AC 20 and 30 hit points. If you are holding a Medium or smaller object, you have resistance to fire damage for 1 minute. If you are holding a Large or smaller object, you have resistance to fire damage for 1 minute. The object is cast in the air, and the spell has a range. You can also cast the spell in the air to affect a creature. Make an Intelligence (Investigation) check against your spell save DC. If you are casting this spell on a creature that isn't being charmed, you can use an action to dismiss the spell as an action. The spell ends if you cast the spell again. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure flames that appear in a 10 foot radius centered on a point you can see within range. The flames can be extinguished by a spell of 3rd level or higher. You can also use a spell slot of 2nd level to extinguish one flame. The flames are harmless to you and all creatures within range. You can use a spell slot of 4th level to extinguish one flame. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a flame that you can see up to 10 feet in the air can be extinguished by a spell of 5th level or higher. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a flame of flame that falls from the sky, then forms a barrier in a space you can see within range. The flame can be up to 30 feet wide and 20 feet tall. The barrier can be up to 30 feet long and up to 10 feet tall. The barrier can also be up to 10 feet tall. The flame emits moderate range spells of your choice. The flame can be a torch, a burning torch, or a similar flame. If you cast the spell multiple times, you can have up to six of the flames appear at a time. Any flame that fails its saving throw must immediately extinguish it. A barrier that blocks the flame from casting spells fails if it isn't up to 10 feet tall or 10 feet wide. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a flame of flame that spreads out from you to cover a range. The flame must be within 30 feet of you and has a range. You also create a 30-foot-radius sphere centered on a point you choose within range. The sphere can't be more than 60 feet long, 10 feet high, or 5 feet high. The sphere lasts for the duration and is invisible to creatures of your choice that aren't wearing armor. The sphere disappears when you cast this spell. This spell has no effect on undead or constructs. Evocation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a flame on the ground in a 10-foot-radius sphere centered on a point you choose within range. Each creature in that sphere must make a Constitution saving throw. A creature takes 1d6 fire damage on

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a shimmering flame that spreads into space, and lasts for the duration. Each creature of your choice that you can see within range must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a spark of flame in a 5-foot-square area within range, centered on a point of your choice within range. The spell’s area is 30 feet or 10 feet on a side and has resistance to fire, cold, lightning, and thunder

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You designate a location within range that you can see within range. Make a ranged spell attack against one creature of your choice that you can see within range. On a hit, the target takes 4d8 necrotic damage. If that creature is a Medium or smaller, the spell doesn't have to target it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of necrotic damage increases by one for each slot level above 4th. Enchantment

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a flame that ignites in a 5-foot radius, centered on a point you can see within range, and can be extinguished by a spell of 3rd level or higher. The target must make a Charisma saving throw. On a failed save, a creature takes 2d10 fire damage on a failed save. The target also takes 2d10 radiant damage on a failed save.

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a flame appear in a spot you can see within range, in a spot that you can see within range. The flame emits bright light in a 20-foot radius sphere centered on a point you choose within range. The flame spreads out in all directions, with the target centered on one spot you choose within range. For each location on the target area, a creature of your choice within 5 feet of the flame must make a Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage, and this damage increases by 1d6 when you reach 5th level (2d6). As an action, you can move the flame up to 30 feet in any direction. Each creature in that area must succeed on a Constitution saving throw or take 1d6 fire damage. A creature must also succeed on a Constitution saving throw if it can move more than 30 feet away from a flame. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to a point where you are in flames. The target instantaneously extinguishes all nonmagical flames in the area, and the spell ends if you are still in the flames. A creature that ends its turn in the flames must make a Constitution saving throw. On a failed save, the target takes 1d10 fire damage, and the spell ends early on that creature. Evocation

Conjure Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a fiery element that ignites in a 30-foot radius around you. The element lasts for the spell's duration. The area of the target's area is 20 feet by 10 feet and the elemental can be up to 30 feet long. Each creature that touches the area can make a Dexterity saving throw. If it succeeds, it takes 10 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target can use its action to move up to its speed and make the saving throw in any direction. A successful save halves the damage if it is not moving at the time. The target can move up to 10 feet when it attains the target's speed, up to 10 feet when it reaches its Speed stat, or up to 10 feet when it reaches its Strength stat. Enchantment

Conjure Flame

Casting Time: 1 action
Range: 4 Hours
Duration: Instantaneous

You create a fiery, flammable, or flaming sphere on the ground within range. The sphere can reach up to 300 feet in length. The sphere can be broken up into smaller flammable pieces and hurled into the air. Each piece of flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable fl

Conjure Flame

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

You create a flame of flame in a 5 foot square area of ground that is 25 feet wide and 10 feet long. The area must be 5 feet square in height and 5 feet deep. The flame can be ignited by a ranged spell of 4th level or higher. The flame lasts for the duration and can be extinguished by any means you choose. The spell lasts for the duration, but you can spend 1 minute attempting to extinguish the flame. The extinguish spell ends if the flame explodes or if any of the following effects return. The flame explodes or explodes once every 5 days for the duration. Evocation

Conjure Flame

Casting Time: 1 action
Range: 50
Duration: Instantaneous

You create a fiery stream of flame, centered on an area where you are currently standing. The flame is 60 feet long, 10 feet high, and 1 foot deep. The water is a mixture of liquid and solid metal. The water must be within 30 feet of you for the spell to work. The area has a 20 percent chance to be foggy, bright, or icy. The water can pass through barriers made of stone, stone, or other similar material, and is difficult terrain. The wind can be strong enough to blow through thick stone walls. The spell ends if it isn’t targeted by any of the following: a) A storm that strikes the area that you created it from. b) A fire that ignites a stone or other object. c) A cloud of black smoke or dim light that ignites a torch. d) A curse that causes a creature within 5 feet of you to take 1d6 bludgeoning damage from spells that target the creature. A creature whose saving throw is a weapon attack with this spell ends this effect. The spell ends if the target fails its save. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You summon an elemental force that fuses nature magic with man. Choose two flames or one of the following: rain, hail, sleet, or snow. Create one 60-foot cube of swirling flame that spreads over any area of your choice that you can see within range. Each creature within 5 feet of the flame must make a Constitution saving throw. On a failed save, the creature takes 1d8 cold damage, and it can’t eat or drink anything for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Conjure Flame 60 Conjure Flame 60 10 minutes A flame of flame appears in a 30-foot cube. The flame must be on a solid surface and must be at least 10 feet high. The flame moves in a straight line, centered on a point you choose within range. The flame flammates instantly, with a 10-foot radius. The flame can be difficult terrain, such as rocky terrain or mireland. The flame appears in a spot you choose within range. At the end of each of its turns, you can use your action to cause one of the flames to extinguish. If it explodes, the target takes 1d8 radiant damage. If it doesn’t extinguish, the target takes 1d8 necrotic damage. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: 1 hour

Instantaneous A fiery flame appears in a small area of space and burns up to 10 percent of the area you are in. The area lasts until the spell ends. For example, if you have the area of the Great Smoky Mountains and the area of the Great Smoky Mountains is 40 miles long and 60 miles wide, you can spend up to 100 percent of

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: 1 Hour (see below)

1 Hour (see below) 1 Hour (see below) 1 Hour (see below)InstoreAndOnlineInstantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours Instantaneous Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You conjure up flames of flame that lasts for the duration. You can use a bonus action to create a line of flame 60 feet long and 10 feet wide extending from the center to the ground in the flame. The line can be anywhere on the line. The flame spreads out from the flame, reaching its full length when it ignites. The flames last for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the flames extinguish nonmagical flames that are 15 feet long, 10 feet wide, and 5 feet high. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: 1 minute

A flame appears in a 20-foot cube on a surface within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. When a creature takes fire damage from this spell, the spell ends. The spell lasts until it is dispelled. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: 1 minute

You cause up to three glowing, 10-foot-by-10-foot orbs of flame to appear in a random location within range. Each orb must be in a color that matches the color of the orb you cast. Each orb must have a 5-foot radius and a 30-foot-high point of intersection. When a creature takes damage of one or more of its turns, it can roll a d4 and add the number rolled to the number

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: 1 minute

You conjure a flame that ignites bright, poisonous gas, which dissipates when it reaches a point within range. The flame ignites a 20-foot-tall cylinder, which is 1 inch thick and has a 5 percent chance to poison the target. You can use your action to change the flame's color by drawing a bright color line along its length and at a point within range. The line must be at least 1 mile long, 10 feet high, and 10 feet wide. Make a ranged spell attack for the flame. On a hit, the target takes 2d8 poison damage. If the flame ignites more than 10 gallons or more of

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a whirlwind out of a flame that flies in a straight line at a point you choose within range. The whirlwind can be harmful or neutral to any creature. You can make the whirlwind a ranged spell, but it doesn't have to be hostile. The whirlwind is harmless to creatures that aren't within your reach, but the target must succeed on a Constitution saving throw or be charmed by you. When the spell ends, the whirlwind spreads out in a random direction. The direction that you choose is determined by the whirlwind. The wind has no effect on the whirlwind. At the start of each of your turns, you can use an action to teleport the target to a point that is within 100 feet of the whirlwind. The target can move up to 30 feet in any direction. A creature must make a Dexterity saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is pushed 20 feet away from it. After the spell ends, the whirlwind has no effect on you. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a dazzling display of magical power in a 10-foot-radius sphere centered on a point you can see within range. Choose one creature you can see within range. You or any creature you could see within range was in a state of suspended animation for the entire spell’s duration. If you cast this spell on the same creature or on a different creature if the same creature is casting it, the spell ends. You can make a spell attack with this spell with a bonus equal to twice the weapon's damage done to it. If you hit a creature with a spell attack, the spell creates a flame that ignites bolts of flame in a 30-foot-radius sphere centered on that creature. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, you choose the creature’s name, and then the flame explodes in a 20-foot-radius sphere centered on that creature. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Enchantment

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A flame appears in a place

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A flame of flame appears in a 10-foot cube in the center of a 25-foot-radius sphere that is opaque to light and has a 5 percent chance per 5 feet of darkness the cube is in. The flame spreads across 40 feet of ground in a 30-foot radius, and extinguishes nonmagical fire in the area as long as it doesn’t exceed 50 feet of its current height. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A spark of magic ignites in a place you choose within range and spreads out to any distance within range. For the duration, the place becomes aflame, which lasts until the end of your next turn. For the duration, creatures that aren't friendly to you can’t be targeted by this spell. A target takes 1d6 radiant damage when it hits a flame, and 1d6 fire damage when it hits a spark of flame. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a flame that ignites in a 10-foot radius, igniting up to five flames at a time, each of which must be within 5 feet of each other. Each flame counts as an extra fire until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above 1st. Illusion

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You touch a flame that ignites in a 30-foot-radius sphere of flame. Until the spell ends, all flames

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A flame that ignites as it rises from the ground in a 20-foot-high cylinder, or a 60-foot-long cylinder with a 10-foot-high cylinder centered on it. The flame must be at least 10 feet long. For the duration of the spell, the flame can be turned into either a torch or a lantern. The flame can also be a prismatic prism made of flame or a prismatic prism made of air. The flame dissipates in a 10-foot-radius cylinder centered on the flame. The flame can be a torch or a lantern. At the start of each of your turns, you can use your action to cause the flame to extinguish. The flame extinguishes in one of its directions. It must be within 30 feet of you for the spell to be effective. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a flame in a 1-foot-radius sphere that you can see within range. The sphere must be within range. The sphere can only be used once. The sphere can't be more than 10 feet in diameter. Until the spell ends, the sphere can be used only once. When you cast the spell, you can use your spell slot to activate one of the flames. The flames must be within 30 feet of each other. You can use your action to dismiss the flames as an action. When you dismiss a flame, you can use your action to cause it to flicker, and you can’t move or cast spells. When the spell ends, you can dismiss the flame as an action on each of your turns. Necromancy

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a flame of mismatched flame for the duration. The flame sucks up any Medium or smaller objects that are damaged by a spell and turns them into smoke and acid. When you cast the spell, choose a point in a 5-foot square on ground that you can see within range. At any point during the duration of the spell, you can fire the flame from a nonfire source up to 30 feet away. The flame spreads around corners. If you fire from a distance of 5 feet or less, the flame warms your blood and causes half damage to creatures and half damage to constructions damaged by it. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up an unoccupied flame in a 5-foot cube. The flames remain on the ground for the duration. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw must also succeed on a Charisma saving throw. A creature that succeeds on the save also has disadvantage on attack rolls and ability checks, and the spell ends on a successful one. The flames can be extinguished by spells and other magical effects. Necromancy

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of flame that is 20 feet in diameter. You can make the flame up to 100 feet long and can reach up to 150 feet. The flame can be extinguished by pouring a thick, black liquid from a 6-foot-high cylinder. The cylinder must be at least 20 feet in diameter. A creature can extinguish the flame by pouring up to 1,000 gallons of water from it. The extinguish spell lasts for 1 minute. The spell ends when all its normal effects end. You can extinguish the flame up to 30 times, or by throwing a wand (included in the casting) or a staff (included in the casting) that lasts for 30 minutes. The flame is extinguished by a successful dispel magic. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a burning cloud of flame that lasts for the spell’s duration. The cloud spreads out into a 30-foot radius around corners to cause the spell’s effects to disappear. It doesn’t extinguish the flames; they simply extinguish them. If the cloud exceeds 5 feet in diameter, it becomes insubstantial and moves in a direction that you choose. The cloud must be within 30 feet of a creature that the cloud inhabits or within 30 feet of it. The cloud can be extinguished by raising the fire extinguisher. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a flame of flame, which you can use to cause a melee spell attack to hit. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. Illusion

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an altar in a place you can see within range that is as close as you can get. You decide where the flame is to go and where it will go. You decide how long you want the flame to continue to burn. The flame is cast into creatures, plants, and other magical objects. Any creature that enters the flame must succeed on a Dexterity saving throw or take 5d8 fire damage. When the flame reaches the target, it emits a faint, roaring sound that lasts for 1 minute. The flames are deafened and can’t be dispelled. The target can be in the target’s space, and it can use the reaction to succeed on a Wisdom saving throw or take half as much damage. The target also takes half as much damage on a failed save. If the flame ends its turn in a place that isn’t its target’s space, the target is charmed by the flame. If the flame ends its turn in a place that isn’t its target’s space, the target is blinded by the flame. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering flame of flame that lasts for the duration or until the spell ends. This spell can’t be affected by any other kind of fuel or substance, such as water, ice, fire, earth, wind, fire, lightning, or thunder. A flame erupts from a point of your choice within range. It must be within 10 feet of you and can be extinguished by a spell of your choice. The flame is so large that you can see it from any other point on the ground. Make a ranged spell attack with it. On a hit, the target takes half damage and takes no damage. The flame explodes when you cast this spell. The spell ends if you dismiss it as an action. The flame lasts until you dismiss it as an action. You can dismiss the spell with a nonmagical ability check, such as a spell linker check. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to manipulate flame. You can extinguish a bonfire, a lantern, a turret, or a stone pillar with this spell. You can extinguish a large bonfire with a flammable object, a bonfire with no flammable object, or a bonfire with a torch. You can extinguish a short bonfire with a blast from three or more torches. The flames extinguish any flame within 30 feet of you. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You place a flame in a 5-foot-tall cube to flame out from the tip of your hand. You can use your action to dim the flame and place a shimmering cylinder in the center. Each creature in the spell’s area must succeed on a Dexterity saving throw or take 2d6 blud

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your flame springs into being when you cast this spell. Each creature that ends its turn within 1 mile of you must succeed on a Strength saving throw or take 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an elemental that sheds bright light in a 10-foot radius and dim light for an additional 10 feet over the spell’s area. The elemental lasts until it regains hit points or it vanishes. Divination

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A flame appears in a 20-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration. The sphere can't be more than 60 feet long, and the sphere can contain up to 100 cubic feet of air. The sphere can't contain more than 10 cubic feet of air. When a creature enters the sphere or enters an unoccupied space within it, it must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A flame appears in a 30-foot-radius, 10-foot-high cylinder, centered on a point of your choice that you can see within range. The flame ignites in a 50-foot-radius sphere centered on that point. The sphere must be at least 10 feet in diameter and 1.5 feet high. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area of the flame increases by 10 feet for each slot level above 4th. Enchantment

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A flame rises from a creature you choose within range. It ignites a 10-foot cube of flame in a 20-foot-radius sphere centered on a point that you can see within range. The flame spreads throughout the space, and the sphere is 100 feet long and 20 feet wide. The sphere is 30 feet in diameter and 40 feet high. The sphere is opaque to visible light. The sphere is 30 feet in diameter and 20 feet high. The sphere can be up to 25 feet wide and 20 feet high. The sphere can be up to 25 feet tall and 20 feet high. The sphere can be up to 20 feet wide and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high and 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet high. The sphere can be up to 20 feet

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Aura faint, animate solid, which ignites flammable objects, plants, and other objects in its path. Each object within range must succeed on a Constitution saving throw. A creature can use its action to create a circular, glowing cylinder that appears to be a cylinder of liquid that can contain up to 10 gallons of liquid. A creature that succeeds on its saving throw must then throw an area of effect spell, or it must spend 1 hour teleporting to the cylinder. The cylinder's area of effect is centered on the object. Any creature that ends its turn within its area of effect must succeed on a Constitution saving throw. The spell ends if a target drops to 0 hit points or if it succeeds on all saving throws. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flame-white smoke rises from the flames of a bonfire in a location you specify within range. The bonfire must be within 10 feet of the bonfire and within the range of the spell. You can extinguish the fire by using a spell slot of 4th level or higher. If you cast this spell using a spell slot of 7th level or higher, the flames don’t extinguish objects in the area. The flames appear in places you choose and are visible only to you. As a bonus action, you can move or otherwise move with respect to the flames as you cast the spell. You can freeze or suffocate the creatures in the bonfire, which lasts until the start of your next turn. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you can animate up to five nonmagical flames on your body that are either hand-crafted or made from nonmagical material. The flames disappear when you cast this spell. When you use your action on a turn or within 5 feet of a fire, you can designate a new flame type. You can then choose one of the following forms for the flames: • Hand-crafted -You can use your action to create a hand-crafted flame that lasts for the duration. You take 6d8 fire damage at the start of your next turn, or you can end it by leaving it un-crafted. You can create a new hand-crafted flame by spending 1 minute opening a 5-foot-radius, opaque area within range and causing it to glow in the same color hue as its current color. This flame can’t be extinguished by dispel magic. Divination

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The flames of flame erupt from a point you choose within range. A flame is created from a spell slot of 5th level or higher. The flame can be created from a spell slot of 6th level or higher. The flame can also be created from a spell slot of 7th level or higher. The flame can be created from a spell slot of 8th level or higher. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a flame of flame to erupt from a source within range. The target must succeed on a Dexterity saving throw or take

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a fiery flame from an unoccupied space you can see within range. The flame is 10 feet tall, 10 feet across, and can be extinguished by a simple action or by casting a spell of 1st level or higher. The flame must have at least one candle or similar item to be lit. The flame must be at least 10 inches long and 10 feet tall, and it must have at least 1,000 pounds of force. If the flame burns, it extinguishes all other flames within the area. The flame is extinguished by a strong wind or by a strong wind of up to 30 miles per hour. The flame has a range of 60 miles. A candle or similar light can extinguish the flame, but it must be at least 10 feet long and 5 feet wide. You can use your action to create a flame of insatiable thirst that lasts for the duration. The flame must be at least 10 feet

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a fiery flame in range that burns for 24 hours. The flames flammable and nonfire within 30 feet of you are breathable. That burning area is contiguous with a 60-foot cube of flames made out of flames and stone. Each 5-foot cube of fire damages any creature within 5 feet of it, and creating a fire within that area creates flames that are hard and virulent. For the duration, and especially if the area includes a fortress or a fortress camp, a madman with a flame-trained smithing helm can cause at least 5 additional temporary hit points to be lost. Reducing a wooden cube to 0 hit points destroys it and might cause flames to leap from it toward creatures or objects within 120 feet of it. When a cube of burning flame strikes a creature, it must make a Constitution saving throw. On a failed save, it ignites the flame, burning it in flames and raising it to 0 hit points. If the fire continues to flammable and nonfire for the duration, any creature within its area or on the ground or in containers within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 10d6 fire damage and is blinded for 1 minute. A creature blinded by this spell becomes charmed for 24 hours. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a flame that ignites in a 20-foot cube centered on a point you can see within range. Each creature in that area must succeed on a Constitution saving throw or be blinded until the flame ignites. A creature or object that has a Strength of 1 or lower (for example, a staff) or Intelligence of 2 or lower (for example, a creature) or Intelligence of 3 or lower (for example, a creature) increases the saving throw DC by 1 for each slot level above 1st. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a flame that ignites one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. If the target is a creature, it must make a Dexterity saving throw. On a successful save, the spell ends. If the flame ignites a creature other than the target, the target is turned to ash. The spell ends if the target is on fire. The flame damages any Medium or smaller objects it strikes, and it damages any Huge or smaller object it touches. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a flame that ignites up to 30 cubic inches of smoke, which has a range of 30 feet. The flame can be a torch, a lantern, or a similar light. The flame can’t contain more than one item, such as a book, a pot of gold, or a ring. When the spell ends, the smoke dissipates. The spell doesn’t need to be active to do so. The smoke can be a torch or a lantern. When you cast the spell, you can choose one of the following forms of this spell: • In the form of a torch, lantern, or ring. • In the form of a flame. • In the form of a flame. • In the form of an invisible hand (such as a sword or a shield).

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure fire or flame orbs of different shapes, sizes, colors, and materials from the air. The orbs are centered on a point you choose within 60 feet of the point

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure flame in a 20-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d10 fire damage and is restrained in the flames until the spell ends. A creature restrained by the flames can use its action to make a Constitution saving throw. On a successful save, the creature isn’t restrained by the flames. At the end of each of its turns, a creature restrained by the flames can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a bonfire of smoke that must fit within 5 feet of a burning campfire and that fits within a 5-foot cube—storing up to 10 percent of its capacity—within which to fill its space. If you cast this spell without first casting any of its spells, the spell fails, and the flames crackles with smoldering radiance. The flames fill a 20-foot cube from the bonfire's center to the edge of a

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up fiendish flames that flit toward a point you can see within range. The point of the flames is

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a burning flame that ignites in a 30-foot radius centered on a point within range. The flame spreads out into a 30-foot radius centered on a point that you can see within range. The flames extinguish nonmagical flames that are within 30 feet of the source of the burning flame. The flames extinguish nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical flames that are within 30 feet of the source. Each creature that can see or moves within 30 feet of the flame must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. It must then use its action to make another saving throw. On a successful save, the creature takes half as much damage on a failed save. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a burst of flame in a 5-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes half as much damage and must then use its reaction to make a Strength saving throw. On a successful save, it takes half as much damage and must then use its reaction to move on its next turn. The flame spreads to any spot within 5 feet of it. If the area is completely open or if creatures move through it, the flame spreads to any spot within 5 feet of it. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a dazzling flame in a 25-foot-radius sphere of flames in a 60-foot-radius sphere. Each creature in that area must make a Strength saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The flame spreads out over the area and burns through objects, equipment, and objects with moderate or greater force. Creatures that aren't wearing armor or carrying a shield can't take this spell’s damage or take any effect from it. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a fiery explosion that ignites solid metal, stone, or any similar material, as well as igniting flammable objects in its path. Any creature in a 20-foot radius where you cast this spell must succeed on a Strength saving throw or take 3d6 fire damage. This spell has no effect on undead or constructs. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a flame, a 30-foot-radius sphere that lasts for the duration. The sphere radiates light that can be used to illuminate or illuminate a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. A flame that ends the spell can be extinguished by a successful flame throw. The flame can extinguish all nonmagical nonmagical projectiles in its area, including nonmagical nonmagical weapons. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a flame that you can see within range. The flame lasts for the duration. The flame emits bright light in a 40-foot radius, and any creature within the flame must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet away from the flame. If the flame can't be seen by another creature, it extinguishes the flame in its area and spreads it among objects in its area. You can use a bonus action to cause the flame to explode in a 60-foot-radius, 10-foot-high cylinder centered on a point where you control the flame. If the cylinder is too small to be ignited by spells or other means, it burns for an additional 10 minutes. The flame can be extinguished by any means you choose, either by pouring boiling water on the flames and extinguishing the flame, or by destroying the flame in its place (e.g., by pouring a torch over the flames and extinguishing the flame with a gaseous brine). A creature that has reached the maximum number of hit points of your spell slot when you cast it must make a Dexterity saving throw. On a success, the flame explodes in a 60-foot-radius, 30-foot-high cylinder centered on that point. A creature that ends its turn within this area must make a Dexterity saving throw at the end of each of its turns. A creature can use its action to end the spell in this manner, provided that the spell doesn't trigger. At Higher

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tiny flame on the ground in a 20-foot square that lasts for the duration. The flame ignites a nonmagical object you touch. The flame spreads, but it lasts for the duration. When a creature that can’t be charmed by this spell places a pile of rubble on the ground, the flame becomes a pile of rubble. The pile must be of equal size to or larger than the object you’ve created. If the pile is larger than you, the spell ends. The pile can be disassembled into smaller pieces. Each piece of rubble has an unoccupied space within it. If the pile is larger than you, the pile is destroyed. The pile can be returned to its normal place using any means available to you. Necromancy

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tiny flame that ignites in a 10-foot-radius sphere of flame that you can see within range. You can also create a sphere by casting this spell with a missile. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create a globe of flame that can reach up to 10 feet long and can’t be larger than 4 feet by 4 feet tall. The globe can't exceed 30 feet in height or can’t be larger than 30 feet by 30 feet by 50 feet by 40 feet by 50 feet. The globe can be made up of up to one cubic foot of pure stone or 3 cubic feet of hard earth. The globe can be used to create a globe of flame, a globe of dust, or a globe of ice. It is made of 20 bolts of lightning, and it can’t be cast into an object or spell slot. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your spell imbues you with an aberrable flame. Choose one creature or nonmagical flame that you can see within range and that fits within a 5-foot cube and is on the ground within range. For the duration, your creature’s torch emits bright light in a 5-foot radius and dim light for an additional 5 feet. The light spreads out over the whole creature’s body, and it deals 3d8 fire damage to any creature that starts its turn within 5 feet of the fire. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A line of flame erupts from you and spreads across the ground in a 10-foot cone. The flame spreads as far as 60 feet away, leaving behind no tracks. The flames last for 1 minute. Each creature that ends its turn in the line must succeed on a Dexterity saving throw or be pushed up to G acid . The flames last for 1 minute and extinguish all nonmagical magical staves and other magical barriers in its area. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A roaring flame erupts from a point you choose within range. The flame must be no larger than 5 feet in any dimension that you can see. The flame is harmless to you and must not be harmful to another creature. The flame remains in place for the duration, but it must be extinguished by another spell of 3rd level or higher. The flame explodes on a low, flat surface and is visible from up to 100 feet away. The flame lasts for the spell’s duration. A creature of your choice that ends its turn in a flame infested area must succeed on a Wisdom saving throw or take 1d4 bludgeoning damage. The flame explodes on a burst of flame or a brief flash of flame on a miss, then ignites a set of bolts that can be used to hit a creature that enters the flame. The spell ends if it hasn’t ended yet. Necromancy

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous At 1st level, you manipulate the fl

ames within your enemies' bodies. When you do so, you create a flame that is extinguishing the flames of the nearest creature that you can see within range. The flame ignites when you attack, and it spreads out into an unoccupied space you can see within range. You can extinguish the flames as a bonus action on each of your turns. In addition, when you cast this spell, you can extinguish up to ten flames. If you cast it from a spell slot of 6th level or higher, you can extinguish up to ten flames in a 6-foot radius and up to fifteen flames in a 10-foot radius. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the flames extinguish for each spell slot level above 6th. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Concentration, up to 1 hour You touch a flame that ignites in a 5-foot cube centered on a point you choose within range. The flame ignites in a 10-foot cube centered on the point you chose. As an action, you can cause the flame to emit a dazzling aura of light. You choose the target, and the flame appears in a bright spot within range. The target becomes blinded until the spell ends. You can use your action to make a ranged spell attack against the target, and it takes 2d4 radiant damage, and you can cause the damage to be reduced to 1d4 or 1. The target is blinded until the end of your next turn. The target can detect the spell and cast it against you, and the spell ends if it is cast on you. If you cast the spell again, it no longer affects the target. You can use your action to dismiss the spell. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flame elemental streaks toward a point or points within range. For each point of damage equal to 10 + the spell’s damage, the target must succeed on a Dexterity saving throw or become engulfed by the flames. The target can’t be blinded, deafened, or otherwise affected by magic. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flame-like black smoke appears in the center of the room. Each creature in a 40-foot cube must make a Strength saving throw. On a failed save, the smoke spreads out and explodes. A creature must also make the save when it enters a bane of a certain sort, which can be a stronghold, a dungeon, or a pit or in a pit. The smoke spreads out in a circular area centered on a point within range. Any creature that ends its turn in a line out of the smoke must succeed on that save. On a failed save, the creature returns to the smoke and has its speed reduced by half for the duration. A creature that ends its turn in a line out of the smoke can repeat the saving throw, ending the effect on itself on a success. When the smoke spreads out, each creature in any space within range must make a Dexterity saving throw. The creature takes 7d6 fire damage on a failed save. A creature also takes 7d6 cold damage on a failed save. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flame-like energy erupts from you and a creature you can see within range. Any creature in range must make a Dexterity saving throw. A creature takes half damage on a

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames appear in an unoccupied space that you can see within range on a solid surface, and that is 40 feet in diameter and 5 feet high. Each creature in the area must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames erupt from your

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flame springs from the center of your body and spreads out from your hand in a 20-foot cone, then disappears, leaving a faint shimmering trail of flame on the ground. The spell’s target must succeed on a Dexterity saving throw or be blinded for 1 minute. At the end of each of the blinded creature’s turns, or until it has cast its spell, the target can make an Intelligence (Arcana) check against your spell save DC. If it succeeds, it takes 4d8 fire damage on a failed save, and this spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Your body is filled with magic. You possess the following statistics: Strength, Dexterity, and Constitution are 0; your Constitution is 11. Strength is at least 10; your Dexterity is 10; your Strength is 10; and your Constitution is 11. Dexterity is at least 10; your Dexterity is at least 9; and your Strength is at least 5. Constitution is at least 10; your Constitution is at least 9; and your Strength is at least 5. Intelligence is at least 10; your Intelligence is at least 10; your Intelligence is at least 10; and your Wisdom is at least 10. Intelligence is at least 10; your Intelligence is at least 10; your Wisdom is at least 10; and your Wisdom is at least 10. Wisdom is at least 10; your Wisdom is at least 10; your Wisdom is at least 10; and your Wisdom is at least 10.

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell grants the caster the spell, as well as a number of other effects. The caster can cast this spell on a single creature’s skin. The target must be within 60 feet of you when you cast the spell. The spell ignores armor, weapons, and ammunition. Abjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to create a flame of flame that looks like a direct flame. The flame is cast from a Medium or smaller object or spell slot you can see within range. The flame appears in any unoccupied spaces it appears in within range. A creature that can see the flame must make a Strength saving throw. On a successful save, a flame streaks across the ground, and it doesn’t move or appear in any other unoccupied spaces. A creature that can see the flame can’t move or appear in any unoccupied spaces within range. The flame must be within 100 feet of a point of entry into the spell’s area. The flame appears in a spot on the ground that isn’t an unoccupied space. You can use an action to dismiss the spell as an action. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth an endless flame of fire that rises from the ground to illuminate a point you choose within range. This flame can be up to 100 feet long and has a range of up to 100 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The flame spreads out to fill a 25-foot-radius sphere at a 50-foot radius. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The sphere then explodes. Each creature in the sphere must make a Constitution saving throw. On a successful save, the creature takes half as much damage and is pushed 5 feet away from the sphere. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth your Flamekin, which appear in your space and attack for the first time on a target. The target takes 4d6 radiant damage when you cast this spell. This spell lasts for 1 minute. If you cast this spell again on a creature that is already affected by this spell, the spell ends. If you cast this spell on a creature that isn't affected by this spell, the spell ends. If you cast this spell on a creature that isn't affected by this spell, the spell ends. If you cast it on a creature other than the one it is closest to, the spell ends. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call out a name to a fey demon or a fiend within range. Choose one of the following options for what appears: Flame, deafened, or blinded. The demon takes fire damage equal to 1d8 + your spellcasting ability modifier. Fire, 10 + your spellcasting ability modifier. The demon takes fire damage equal to 1d8 + your spellcasting ability modifier. Poison, deafened, or blinded. The demon takes poison damage equal to 1d8 + your spellcasting ability modifier. Silence, deafened, or blinded. The demon takes silent damage equal to 1d8 + your spellcasting ability modifier. A nd 10 minutes after you cast the spell, the demon returns to its original place and disappears. If the demon returns when you cast this spell again, it disappears. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a flame of flame that you can see within range that you can see in a 40-foot-radius sphere. The flame can be up to 10 feet long, 10 feet high, and 10 feet wide. The flame must not be more than 10 feet in diameter or 20 feet across. The flame dissipates in a 30-foot-radius sphere centered on a point within range. The flame can’t be larger than 30 feet in diameter. On a hit, the flame explodes, dealing a total of 4d8 radiant damage to any creature that you can see within range. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a flame of flame that you can see within range. The flame spreads across the ground. Until the spell ends, you can target the same area of terrain on the same floor or floor twice as wide as you are tall. There are no spells to target more than one area of terrain on the same floor or floor. A target can extinguish the flames in a 10-foot-radius sphere. The sphere is 15 feet long and 10 feet wide. The flame must be within 30 feet of a surface that you can see or the area of the spell is obscured by darkness or darkness-enhanced effects. A target can use its action to make a Strength (Athletics) check against your spell save DC to see if the flame spreads. The flame spreads randomly when it reaches an area you choose. The spell ends if you or your companions can't reach the area. Enchantment

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a flame of dazzling flame. The spell’s range is 100 feet and it can’t be more than 30 feet from the ground. The flame appears in a 60-foot-radius sphere centered on a point you can see within range. You can target one creature for the spell’s duration. You can also use an action to leave the sphere. The spell ends if you cast this spell again. If you cast this spell again, you must use your action to leave the sphere. The spell ends if you dismiss it as an action. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a large, black flame that lasts for the duration. For the duration, you can’t fire a weapon, armor, or any weapon- or spell-like ability of a creature you choose that has its hit point maximum. The flame is a 60-foot-radius sphere centered on a point you can see within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 9d6 fire damage on a failed save, or half as much damage on a successful one. The flame spreads out and burns through any ground in the area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of flame that is neither bright nor dim, but that is both bright and dim. The flame must be within 60 feet of you or the spell ends. The flame is cast at a point you can see within range. The spell ends when the flame ignites. The spell can target one creature of your choice that you can see within range. The target must succeed

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of fire that ignites one object in the area and ignites another object in the area. The target must make a Constitution saving throw. On a success, the object ignites for the duration and is destroyed at the end of the spell. On a failure, the object ignites again, and the spell ends. Any object destroyed by this spell is also destroyed by it. The target’s hit point maximum is the same as the spell’s maximum hit point maximum. A creature that is holding one of the objects in its possession is not affected by this spell. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a fiery cloud of flame that is visible from a distance of 60 feet and can be extinguished by an action. When it appears, the cloud spreads out to encompass a 5-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. It remains aloft for the duration, and it sheds dim light in an area you choose within 120 feet of it. The cloud then dissipates. The cloud is harmless to creatures of Medium size or smaller. Each creature in that area must make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the cloud to disappear at the end of each of its turns. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flame in a 20-foot-radius sphere centered on a point you can see within range. The sphere can be up to 10 feet tall and can be up to 20 feet wide. Any creature in the sphere must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage and 4d6 piercing damage. The sphere then explodes. The sphere can be 10 feet tall or 10 feet wide. The sphere can be up to 30 feet in diameter or up to 30 feet tall. The sphere can be up to 20 feet in diameter or 20 feet wide. The sphere is difficult terrain. The sphere can be a 100

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flame of flame that ignites when it strikes a point you can see within range. The flame spreads out into a 30-foot-radius, 20-foot-high cube, and lasts for the duration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flame of flame that is either moderate flame, moderate or high heat. The flame ignites a single point of igneous rock or a point of nonmagical nonmagical nonmagical energy. The flame spreads, so that flames of different colors and shapes flit between the two points of burning rock or nonmagical energy. The flame spreads up to 10 feet over a 10-foot-radius sphere. Any creature that is engulfed in the flames must succeed on a Dexterity saving throw or take 10d6 fire damage. Each creature that is engulfed in the flames must make a Strength saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads out over 5 feet of fire, and extinguishes all but one of the flames in the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for its total number of uses of the spell. Each target must be within 60 feet of you when you cast it. Transmutation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flame that shines bright, dim light in a 60-foot radius centered on a point within range. The flame ignites a 5-foot-diameter cylinder of burning material that is up to 50 feet tall and 20 feet wide. You can use your ability on a creature to extinguish the flame. If the creature succeeds on a saving throw or takes damage from the spell, the flame spreads around the area. The spell ends when it has drawn its full effect. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flame up to ten feet in diameter and up to 10 feet high, 20 feet high, and 10 feet wide. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an fire that deals fire damage to one creature or a small object in a 10-foot radius. You can use your action to emit a faint flame that lasts for the spell’s duration. The target must make a Dexterity saving throw. On a failed save, the target takes 1d4 radiant damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an icy flame that ignites in a 30-foot-radius sphere centered on a point within range.

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering, dazzling flame that ignites in a 40-foot-tall cylinder within range. The flame can be as small as 10 feet long, up to 20 feet wide, and up to 10 feet high, though it can’t

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering, shimmering blast of flame from the depths of your soul. Each creature in a 30-foot-radius sphere centered on a point you can see within range must make a Strength saving throw. On a failed save, a creature takes 1d4 fire damage and is charmed by the flame until the spell ends. A charmed creature can also be affected by this spell. At any time on a subsequent turn, the spell ends and the spell ends. The spell can target multiple creatures for the duration. The spell has no effect on undead, constructs, and wraiths. If you cast it more than once, you can target one additional creature for each target. If

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the ability to create a fiery flame that ignites flammable objects in a 60-foot radius and that can extinguish flames in the area at any point during its duration. The flame can’t be blocked or moved by anything. It sheds bright light in a 40-foot radius and dim light for an additional 40 feet. This spell has no effect on undead or constructs. Evocation

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the ability to create up to ten flame-like creatures of your choice within range. Choose a creature within range: a

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your spell creates a flame in a 5-foot cube in a location you specify within range. It ignites a cylinder of radiant energy in the center of the cube and ignites an unoccupied space on the ground in a 5-foot cube within it. Each creature in the area must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. The flame spreads from the cylinder up to 30 feet and ignites unoccupied spaces within it, burning unoccupied objects in its path. Each creature that can see through the flame must succeed on a Dexterity saving throw or be engulfed in the flames for 1 minute. The flames last for 1 minute on a hit. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to a point within range and place a 5-foot-diameter cylinder of molten energy in it. A creature you can see within range can’t touch you. The creature must make a Strength saving throw. On a failed save, the creature takes half as much damage, and its speed drops to 0. For the duration, the target of this spell can’t move or cast spells. The target must also be within 5 feet of you when you cast this spell. There is a 5 percent chance per round for each additional foot traveled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a willing creature and cause it to ignite a flame of flame that ignites in a 5-foot radius and that can be extinguished with a simple, moderate-sized extinguishing blow. Each creature in the area must make a Constitution saving throw. On a failed save, the target ignites a thin flame of flame and is extinguished within range. The target is blinded, deafened, and stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You use the flames of an arcane flame to project a dazzling light across a 30-foot-radius sphere centered on a point you can see. The sphere can be as small as 10 feet and as wide as 20 feet. The area of the sphere is 10 feet by 5 feet. The sphere has resistance to fire damage. If it is within 5 feet of a willing creature, it sheds bright light in a range of 300 feet for an additional 30 feet. The light can be visible only to creatures of your choice that can see it. Enchantment

Conjure Flame

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

A flame appears in a 50-foot-radius sphere centered on a point that you can see within range. The flame erupts from a 10-foot-high cylinder of smoke. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. If the fire spreads across a space of 20 feet or more, its area is strewn with swirling flames. A creature must make the saving throw on a turn or a spell of 3rd level or higher that ends a flame spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Conjure Flame

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a flickering flame that ignites up to five different types of magical fireballs. Each ball lasts 10 minutes and extinguishes all nonmagical magical flames within it. You choose the fireballs that appear when you cast the spell. The fireballs that appear can be as large as that of a normal normal fireball, as large as a Medium, as big as a Small, or as small as a Medium. The flames extinguish nonmagical magical flames that aren’t being used to cast spells. Any creature that ends its turn in one of the fireballs has its speed halved until the start of its next turn. The spell’s effect ends when the first one strikes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4

Conjure Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A blast of flame erupts from a point you can see within range. The area is dark, and the flame spreads to cover up to 20 miles. The flame can be as fast as 60 miles per hour for 10 minutes, or as slow as 30 miles per hour for 10 minutes. The flame can be extinguished by a spell of 1st level or higher. The flame can be turned into a torch, a lantern, or a similar light. The flame can be extinguished by a spell of

Conjure Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A flammable liquid, which has a radius of up to 5 feet, appears in a spot where you can see it or a place where it is visible. The liquid appears to be an unoccupied square, the same as when you cast this spell. The liquid is inert, and you can’t move it or open it with a melee weapon attack. The liquid has a fire effect, and when it ignites a cylinder of water, you can use your action to cause it to fill a 5 foot cube that is no larger than a 15-foot cube. The water vapor appears to be solid and disappears when it cools to −50 degrees Fahrenheit. The water vapor is harmless to creatures of your size or smaller. Any creature that enters the liquid can choose to become frightened. Divination

Conjure Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure a flame of flame in a 10-foot radius, centered on a point you can see and that is within range. The flame spreads throughout the area and spreads to all creatures within 5 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, and the other creatures take 10d6 fire damage. On a successful save, a creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st Conjuration

Conjure Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a flame in the shape of a demon or a fiend. The flame must be within range. The flame then burns for 1 minute. The flame can be extinguished with the flame of an offering made with a holy symbol. The flame can also be extinguished by casting the spell of the chosen symbol. Divination

Conjure Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a portal to the Flame of Kynareth. Choose up to ten creatures of your choice that you can see within range, then step on it. Each target takes 5d6 fire damage, and creatures within the portal take half damage, instead of half. The portal is 10 feet wide and 5 feet high and 5 feet thick. It is 1 mile wide and 10 feet high and 5 feet thick. The portal lasts for the duration. When the portal opens, each target within it must make a Dexterity saving throw. On a successful save, the target takes half damage on a failed save, or half damage on a successful one. The portal instantly closes if the target’s speed is greater than or equal to the speed of the plane in which it is located. Conjuration

Conjure Flame Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. You make a ranged spell attack against the target. On a hit, the target takes an extra 2d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Conjure Flame Concentration, Conjure Flame Concentration, up to 1

Conjure Flame

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a flame of fire that ignites from your

body. Each creature in a 10-foot radius sphere centered on an unoccupied space must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 5d8 fire damage, or half as much damage on a successful one. When the flame hits, the creature must make a Constitution saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 10 d8 fire damage, or half as much damage on a successful one. On a failed save, a creature takes half as much damage as half as damage. Evocation

Conjure Flame

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create an invisible flame that ignites in a 15

-foot cube centered on a point you choose within range. The flame lasts until the spell ends. The flame spreads out and explodes in a 10-foot cube centered on a point you choose within range. The flame dissipates within 30 feet of the point. The flame dissipates within 30 feet of the point. The flame dissipates within 30 feet of the point. The flame lasts until the spell ends. At Higher Levels. When you

Conjure Flame

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You imbue up to three illusory constructs of flame

on the ground in a 20' cube, or a 10' cube cube of pure flame. Each creature within the cube must make

Conjure Flame

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A flame appears in a 30-foot cube, 30 feet long an

d 5 feet tall. The flame appears as a torch in a 60-foot cube, and lasts for the duration. The flame can be extinguished by a simple explosion, an arcane spell, a burst of flame, or a blast from a spell or other element (such as a blast from fire). The flame dissipates when it ignites, and the spell ends. A flame can be extinguished by any means that can’t be used to create or maintain a flame. For the duration, a flame can be extinguished by any means that can’t be used to create or maintain a fire. A flame can be extinguished by any means

Conjure Flame

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure a bright flame that erupts from your h

and, which ignites when you cast this spell. The flames erupt from your hand at the same time as you cast the spell. You can use a bonus action to extinguish the flame, but the target must make a Dexterity saving throw. A creature that succeeds on its saving throw is pushed 10 feet away from the flame and must make a Dexterity saving throw. On a success, the flame explodes. Evocation

Conjure Flame

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a flame that lasts for the spell’s dura

tion. You can use a bonus action to cause the flame to turn into a torch. It ignites a torch within range, which can be broken using a simple melee touch attack. The flame spreads across a 10-foot radius. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage and is pushed 10 feet away from you. Additionally, your movement until the start of your next turn has advantage if you can’t see through the flame. Conjuration

Conjure Flamefly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure flame from thin air in a 10-foot cube on the ground in a 5-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 1d6 flame damage. The spell can reach multiple creatures, but none more than 10 feet in any direction. If you cast it on the same spot every day for a year, the spell lasts until its full effect ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: A flame flashes from your hand and ignites in a 10

-foot cube (10 feet tall and 10 feet wide) on a point you can see within range. The flame spreads out from you in a 30-foot-radius sphere centered on the point you chose. Each creature in that area must make a Constitution saving throw (DC 20), taking 10d6 fire damage on a failed save, or half as much damage on a successful one. The spell ends if the creature moves out of the area. Necromancy

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: A flame of flame appears in a spot of your choice

within range. The flame starts its journey at a point you can see within range. The flame must be within 30 feet of you and not within an unoccupied space, such as a normal room or a secret room. The flame doesn’t move. If there is a flame in the area, it explodes if it hits a creature or a solid object in the area. The flame must be within 30 feet of you and not within an unoccupied space, such as a normal room or a secret room. The flame must be within 15 feet of you when you cast this spell. The flame explodes when you cast this spell. The flame is harmless. If it explodes before reaching a location other than its destination, the spell ends. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: Concentration, up to 10 minutes

A flame sprout from a point as far as you can see within range. Each creature within the point must make a Constitution saving throw. The target takes 1d10 radiant damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: Up to 10 minutes

A flame appears in the air and spreads in a 20-foot-radius sphere. The flame radiates in a 50-foot cone, spreading outward in a 25-foot-radius sphere. The flame is 50 feet long and 20 feet tall. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and halts its movement for 10 minutes. A creature that doesn’t take any damage from this spell can’t be affected by any of the spell’s effects. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You conjure up a flame that you can see. The flame

is bright, but it has a range of 60 feet. Until the spell ends, the flame spreads out in 10 feet of air. A creature must make an Intelligence saving throw. On a failed save, it takes 10d6 fire damage and is charmed by the flame. A target must also succeed on a saving throw. On a successful one, the flame spreads out in a 30-foot cube. A target must then reach out and touch the flame in the cube to extinguish it. The flame damages one creature or object you can see within range, and it harms one creature or object you can see within range. On a successful save, the target is no longer charmed by the flame. Necromancy

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You conjure up a powerful fiery blast of flame tha

t burns for the spell's duration. When you cast the spell, roll a d4, and the spell ends. The blast spreads out to 15 feet in all directions and lasts for the spell's duration. The flames are strong enough to cause tornadoes, tornadoes, and other damage if they pass through a 20 foot radius. If the flames aren't already moving, they explode in a 20 foot radius, and a creature must make a Constitution saving throw. A creature can use a reaction to dismiss the spell, using a successful save or being charmed by the flames. The spell ends if the creature succeeds on its save. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You create a burst of intense, intense light withi

n range. Make a ranged spell attack against a creature within 5 feet of the target. On a hit, the target takes 4d8 fire damage. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You create a Flame that ignites in a 30-foot-radiu

s sphere centered on a point you choose within range. The sphere must be within 100 feet of a point you chose within range. The sphere can be an unoccupied space, a cube, a solid surface, or any other solid surface. The flame must be within 30 feet of a point you choose within range. The flame can be cast from a spell slot of 5th level or higher. The spell can have no more than one target. The flame can be difficult terrain, such as rock, mud, or ice. The flame spreads out in a 50-foot radius along a 10-foot-tall cube of flame. The flame is light years across. A creature can use its action to extinguish the flame. On a hit, the target takes 1d6 bludgeoning damage. On a failed save, the target takes 1d6 bludgeoning

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You create a flame that ignites when you strike a

creature. You can also create one at a time. The flame ignites when you hit a creature

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You create an inferno of flame that explodes in a

20-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes half as much damage from the spell and is sent flying. The flames move at 60 feet per 20-foot-radius centered on that point as if they were on fire. The spell ends if you choose no more than once. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate one additional flame created by the spell. The flames disappear when you dismiss it as an action. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You touch one target and cause it to become engulf

ed in flames. The target takes 4d8

Conjure Flame

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You cause a flame that ignites in a 5-foot radius on a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 fire damage. On a failed save, the target takes 1d6 fire damage. The fire spreads around corners, and it extinguishes any objects it is in contact with. The flames aren’t harmful to undead, plants, or magical creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

Flames flash in the area around you, extinguishing the elementals within it and granting it advantage on all saving throws. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Conjure Flame

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

For the duration, you create a shimmering flame of flame that must be within 5 feet of you for the spell to work. The flame lasts for the spell’s duration, or until you cast it. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast the spell, you choose a different flame. The flame sheds bright light in a 5-foot radius and dim light for an additional 10 feet. When you cast the spell, you can see through the flame, which can’t illuminate objects. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self (15-foot radius sphere)
Duration: Instantaneous

Flames leap from your body and move toward a creature within range. Choose a point within range. The target must make a Dexterity saving throw. It takes 3d8 fire damage

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Flame, misty flame, or a similar flame appears in a 60-foot cube centered on a point you choose within range. The spell can target one flower, one tree, or one shrub. If the target is within 60 feet of a specific plant, plant, or shrub, the spell creates a dazzling display of colors, shapes, and numbers. Choose one flower as the target. The target becomes a simple prismatic gem that glimmers in the light of your choice within 10 feet of it. If you cast this spell on the same creature or several others within its range, you can create a prismatic gem for each one creates its own gem. For each target, roll a d4 and subtract 1 from the total. If a gem is rolled higher than this, the gem isn’t created. Illusion

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You attempt to extinguish flame in a place you can see within range. Each creature in that part of the spell that can see you must make a Dexterity saving throw. On a failed save, an affected creature is left with 1 hit point. If the creature is on the ground or in an area that is difficult for other

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: 1 hour

You summon a flame that ignites any flame within range. The flame is harmless, and the flame doesn't harm anyone. When the spell ends, the flame ignites a portion of the target, which is harmless. The flame doesn't harm anyone. The target enters the flame when it explodes. The flame is harmless. You can use your action to extinguish the flame. If you do, the flame explodes, and the target takes 1d4 fire damage, or half as much damage on a successful save. The flame dissipates when the spell is over. The flame can be extinguished by using an action or a spell. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: 1 minute

A flame-spitting orb of flame appears in a spot within range and lasts for the duration. You can create one additional fire elemental in the area that has the same elemental type, but has a different spellcasting ability and type of effect. The fire elemental lasts until dispelled. The orb lasts for the spell’s duration. A creature within the area must make a Dexterity saving throw at the start of your next turn, taking 5d10 fire damage on a failed save, or half as much damage on a successful one. The target takes fire damage equal to 1d10 + your spellcasting ability modifier. If you use your action to examine the orb, roll a d100 and subtract 1 from the number rolled. On a 5, the target takes fire damage equal to 1d10 + your spellcasting ability modifier. On a 10, the target takes cold damage equal to 1d10 + your spellcasting ability modifier. The target also takes fire damage equal to 1d10 + your spellcasting ability modifier. The target takes poison damage equal to ½ your spellcasting ability modifier. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: 1 minute

Flames pour out from your fingertips as you cast the spell. Each creature in a 15-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature can use its action to exhale flames at any point within range. The flames extinguish any barriers or other barriers that might prevent movement by creatures other than you. A creature can use its action to attempt to extinguish a fire when it moves or when the flames would extinguish a door or other object. A creature can extinguish a candle or similar object with a successful saving throw. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a flame, a bright flame, that explodes when it hits a creature. While the flame is on the ground, the target must succeed on a Constitution saving throw or take 1d8 fire damage. After the flame dissipates, the target takes 1d8 fire damage. If the target takes any damage before the spell ends, it can use its action to make another attack. On a hit, the target takes 2d8 fire damage and is restrained by the flames. The flames then move to the target, preventing it from moving and causing it to fall if it is within 10 feet of the fire. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a flame of intense flame in a 10-foot radius, centered on a point you choose within range. The target must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save,

Conjure Flame

Casting Time: 1 action
Range: Self (90-foot radius)
Duration: Instantaneous

You touch one creature that you can see within range and cause it to ignite. The spell ends if you cast this spell again. The target must make a Constitution saving throw. On a success, it ignites the spell. On a failure, it ignites the spell. On a success, the spell ignites again. On a failed save, the target is knocked prone. If the target reaches higher levels than the spell’s level, it is knocked prone until the spell ends. Evocation

Conjure Flame

Casting Time: 1 action
Range: SelfConcentration, up to 10 minutes
Duration: An explosive flame erupts from your hand, which ig

nites when you cast this spell. The flame lasts for the duration, and you can extinguish it as an action. The flame lasts for the duration for which you have spellcasting ability scores. The flames dissipate when you cast this spell. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cause the flames of battle to bloom in a 20-foot radius centered on a point you choose within range. When the flames burst, you extinguish any flame that enters the area. While the flames remain, the target appears frozen until the spell ends. To avoid freezing the target, you can use a bonus action to extinguish the flames. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure up a strong, flame-choked, fiery torch that ignites a 10-foot-radius, 10-foot-high cylinder of gas in a 20-foot cube centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is restrained by the flame until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by an extra 1d6 for each slot level above 2nd. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a fiery blast of flame that spreads out from you, centered on a point you can see within range. Each creature in a 5-foot cube, or a 5-foot-wide area, must make a Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage and is pushed 10 feet away from where it entered, or half as far as you can see of the flames. The flames can be extinguished by burning a piece of wood or by igniting a piece of flame. When you cast the spell, you choose the piece of flame as the source of the initial blast. The piece of flame spreads out from you, centered on a point you can see within 5 feet of you. The blast lasts for the duration or until it ignites a piece of metal or a piece of ground. At any time during the spell's duration, you can fire four pieces of flammable material from the flammable piece (any number of pieces of flammable material can be created). Each piece is unoccupied, and it has a certain amount of fire resistance. The piece can be destroyed by one or more of the following methods: You can cause the flammable piece to ignite a piece of fire,

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a fiery flame that flashes with a bright color. You can use your action to create a flame in a 10-foot cube centered on a point you choose within range. A flame must be within 5 feet of you. The flame spreads out from the flame. When the flame reaches its maximum area, a portion of the flame has a radius of 500 feet. You can use your reaction to extinguish the flame by using an action. On a hit, the flame explodes. The fire spreads out from the flame as if it were a small flame. The flames extinguish nonmagical flames until the start of your next turn. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A flame emanates from you and you gain a bonus to AC and weapon attack rolls equal to 2d6 + your spellcasting ability modifier. Illusion

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A flame that ignites in a 20-foot radius is a dazzling display of light. Each creature in the area must spend 1d4 radiant energy to cast the spell. The flames have a range of 60 feet and can travel in any direction. Each target must make a Dexterity saving throw. A target takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. The target and any creatures that are within 10 feet of it must make the saving throw with advantage. A target that fails the save is charmed by the flame and is restrained until the spell ends. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You form a ball of flame that ignites in a 10-foot radius around you. The flame ignites in a 30-foot radius centered on a point within range. Any object that fails its save against this spell ends up with a burning, poisonous flame, and the spell ends. If the target is a creature, it can make a Charisma saving throw. On a failed save, the target takes 1d8 fire damage and is engulfed in flames of the chosen type. The target can repeat the saving throw at the end of each of its turns. On a successful save, the target also loses half its Hit Points, and it takes no damage at the end of each of its turns. On a failed save, the target takes 1d8 fire damage and is engulfed in flames of the chosen type. The target can repeat the saving throw at the end of each of its turns. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames flicker in your surroundings and dim light in a 30 foot radius around you for the spell’s duration. Each creature in the radius when the spell is cast must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Instantaneous You conjure a flame of flame that

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You animate one flame that you can see within range. You can use a bonus action on a creature you can see within range to cause it to emit a flame of flame that you can see in a 5-foot radius and that is at least 10 feet long. The target must make a Constitution saving throw. On a failed save, the target gains a +1 bonus to the spell's damage roll. On a successful save, the spell ends. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call something that is within range to life-threatening effects. Choose lightning, water, fire or poison. Then make a melee spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it must make a Constitution saving throw. On a failed save, you make the spell more deadly until it abates and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a flame that ignites flame in a 5-foot cube that you can see within range. The flames move in the area of effect as if they were invisible. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the spell ends. A creature also takes 4d8 radiant damage on a failed save. A creature can use its action to throw the flame in a direction it chooses, and it can use its reaction to throw the flame in a direction it chooses. A thrown object or spell of opportunity hits the first creature it strikes with a weapon attack against the first round of thrown flame. When a creature hits with a weapon attack during the spell’s effect, the target takes an extra 1d10 fire damage for each round until the spell ends. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Enchantment

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a flame that ignites in a 5-foot-radius sphere centered on a point of your choice within range. When you cast the spell, choose a point that you can see within range and extinguish it. The spell lasts for the spell’s duration. You can use a bonus action on any turn that you are casting the spell and on subsequent turns if you have sufficient concentration or the target is under the effect of the spell. If the spell is cast on a creature, it must succeed on its saving throw or take 8d6 radiant damage. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure flames of flame at a point you can see within range. The flames appear in patterns that last for the duration. Each creature in the area must make a Dexterity saving throw. A creature can take this saving throw at the end of each of its turns, ending the spell on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the flames

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a fiery substance in your hand that ignites when it hits a creature or an object that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 fire damage and an additional 1d8 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a flame that ignites in a 10-foot radius centered on your point of origin. The flame ignites in a 20-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. Any object that fails its save against this spell ends up with a burning, poisonous flame, and the spell ends. The flame ignites in a 30-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. The flame ignites in a 30-foot radius centered on a point within range. Illusion

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up from the air a flame that ignites when it strikes a creature within 30 feet of it. When the fire ignites, the target must make a Dexterity saving throw. On a failed save, the target takes 3d8 radiant damage and isn’t blinded or deafened. On a successful save, the target takes half as much damage and is immune to poison. Transmutation

Conjure Flame�Self Concentration, up to 1 minute�You create a bright flame that ignites in a 15-foot cube centered on a point you choose within range. The flame lasts until the spell ends. The flame spreads out and explodes in a 10-foot cube centered on a point you choose within range. The flame dissipates within 30 feet of the point. The flame lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 1st.Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a flame of flame in a 20-foot radius you can see within range. The flame is a shimmering, translucent gray liquid that can be cast as a torch. The flame burns for 1 minute, and the flames appear up to 20 feet away from you. When you cast this spell, you can use your action to create a 10-foot-radius sphere of glowing light centered on a point you choose within range. The flame can contain up to eight creatures. Each creature in that area must succeed on a Dexterity saving throw or be charmed by the flame. The flame lasts for the duration, and creatures that enter the area when it becomes active are charmed by it. The flame is strong enough to crack open a locked door, but weak enough to cause damage to a creature or object. The flame can’t be targeted by traps or by magic. The flame can’t be targeted by nonmagical means, such as when it first appears. The flame can’t be targeted by spell or other magical effects. The spell’s duration is determined by the number of creatures in the area, and the flame’s initial fire attack deals an extra 1d6 fire damage to each creature it targets. The flame’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a flame that ignites in a 50-foot radius around you. Until the spell ends, the flame spreads out from you and spreads out in a 50-foot cube. The cube is in a 5-foot-by-5-foot area. The cube can be made up to 300 feet in diameter. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to two hours

You conjure up a flame, which ignites a flame-infused object within range. Make a ranged spell attack against one creature within the range. On a hit, the target takes 2d8 fire damage, and the spell ends. While the spell is on the target, the target is blinded, deafened, or paralyzed. It makes no noise or makes no sounds in response to being hit. When the spell ends, the target regains hit points equal to half the amount of hit points it has. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of points it takes to maintain its hit points increases by two for each slot level above 1st. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A flame streaks out from a point you can see within range, igniting meteors and igniting nonmagical objects that aren’t being worn or carried. The flame is harmless, and it explodes if it is more than 10 feet away from you. A celestial that can see the flame or that can see the object is also affected. If you or a creature that can see the flame is blinded, the spell fails. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A flammable substance that appears to glow in the dim light of your choice within range, igniting flame of opportunity from it that lasts for the spell’s duration. The flame burns the ground in a 30-foot radius and spreads out to fill the entire area. A creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage on a failed save, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Flame and smoke hovered precariously over a location you choose within range. You cause the smoke to extinguish the fire within 30 feet of you. If you chose a point within range, you can direct the smoke toward a creature you choose within 30 feet of you. The creature must succeed on a Dexterity saving throw or take 1d12 radiant damage, and it takes 10d12 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Flame springs into existence from your hand and explodes in a fixed beam of flame at the target point you specify. The target creature must succeed on a Dexterity saving throw or take 1d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You conjure a raging flame that ignites in a 30-foot radius sphere centered on a point you choose within range. The flame ignites in a 10-foot radius sphere centered on a point you choose within range. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The flame spreads, forming a 10-foot-radius, 10-foot-high cylinder with a radius of 20 feet. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature is within 20 feet of the flame, it can use an action to cause the flame to expand and extinguish any flames within it. When the flame reaches a point you choose, you can move it up to 30 feet in any direction. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a burst of flames that leap from the ground in a random direction at the point you choose within range. The flames move up to 30 feet in a straight line, and they have a range. At the start of each of your turns, a creature must make a Dexterity saving throw. On a failed save, a creature takes half as many fire damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by one for each slot level above 6th. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a shimmering cloud of flame in a 60-foot radius, centered on a point you can see within range. At the start of each of your turns, if you are within 5 feet of the target, the spell casts a nonmagical light or a radiant light spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 10 minutes. Necromancy

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You ignite a flame within range. The target must succeed on a Constitution saving throw or become blinded until the spell ends. The blindness ends when a flame ignites. Arcane

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a puff of flame that ignites in a 20-foot radius sphere centered on a point you choose within range. The fire ignites in a 30-foot radius sphere centered on a point you choose within range. A creature that can see within 5 feet of the point must make a Dexterity saving throw. On a failed save, a target takes 4d8 fire damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 6th. Evocation

Conjure Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You teleport yourself to a point where you are engulfed in flames. The target instantaneously extinguishes all nonmagical flames in the area, and the spell ends if you are still in the flames. A creature that ends its turn in the flames must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage, and the spell ends early on that creature. Evocation

Conjure Flame Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a burst of flame that deals 1d6 fire damage to a creature within range. This spell has no effect on undead. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Flames of Asphodel are flitted across the ground in a 30-foot cube from one point you choose within range. Each creature within 30 feet of a point where a point is visible must make a Dexterity saving throw. An unwilling creature must take 5d10 fire damage on a failed save, or half as much damage on a successful one. The flames sweep in a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your elemental weapon can no longer be suppressed by hostile creatures. Evocation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Flames wreathe one creature you touch, up to 10 feet in length, and that fits within the circle you created for it. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 fire damage, and it is blinded until the spell ends. Because wreathe flames allows a creature who’s hit points are reduced to the ground or asleep’s height, and because the spell creates moderate to severe burns, this spell can’t make a creature’s clothing burn. Abjuration

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

If you touch a creature or object that you can see within range, you cause the flame to flicker in a 20-foot-radius sphere, centered on that point. Each creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage or half as much damage on a successful one. If the flame is on a creature that is wearing armor or carrying gear, the spell ends for that creature. On a successful save, the creature takes half as much damage and isn’t knocked prone. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell transforms a creature you touch into flame. It burns for the spell’s duration, and you choose the flames you wish to transform into flame. The flame’s brightness is limited to a range of light—typically dim light, greenish-white light, or a faint blue radiance. As an action, you can cause the flame to flicker, creating a dazzling display of colors. If you cast this spell multiple times, you can cause up to three flames to flicker as a group. Each of the flames must be in the same spot on the target surface, and you can cause the flames to flicker on one target and flicker on two others simultaneously. You can create up to ten different dazzling flames when you use your action in a spell slot of 6th level or higher. Evocation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a burst of flame that can be extinguished by one simple touch. If you hit a creature or a creature with a melee attack during the duration, that creature or a creature that is within 5 feet of you with a melee weapon attack and that can’t be charmed (or even attacked by you) takes 2d6 radiant damage. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magic fills a void in fabric that was created by an elemental or a magical spell. Choose a pile of bones or a nonmagical object that fits within a 5-foot cube. Then create a flame that flames up to 10 feet on a side and ends in a puff of smoke within range. The flame spreads around corners, and its area is difficult terrain. For the duration, the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the flame harms an object or is thrown, thrown onto a creature, that creature can make a Constitution saving throw. It ignites the thing it ignites with a harmless bludgeoning damage equal to 1d6 damage. The fire spreads around corners. Fireworks. If you cast this spell on the fire, one fireworks display can be seen as a pair of long, flowing wings extending from your hooves. Each display lasts for 1 hour and is no more than 10 feet tall. Great Lights. Each fireworks display contains at least one dazzling image of a celestial, a god, or a magical creature and can contain up to 500 lights. Each display lasts for 10 minutes. At the end of every 10 minutes that you spend concentrating on it, you can switch to an image of a celestial, a god, or a magical creature and retain the display. A lightning bolt. Your magic halts most ranged attacks made with it until the spell ends. If at the end of each of the attack's 1-minute duration you are using magic items or a spell slot of a lower level than the slot you used to cast this spell, lightning leaps erupt from the ground in a 20 foot square line centered on it, dealing a flying explosion of lightning bolts that explodes in a 30 foot square pattern 30 feet across. Each creature within 5 feet of the line must succeed on a Dexterity saving throw or take 2d6 lightning bolts thumping down on them as thunderbolts. These bolts last for 1 hour, and the spell ends on a creature or object damaged by it. When the clinking of clumps of clumps of metal fills a 20-foot-radius sphere centered on it, or the spell ends on a creature harmed by it, a flurry of bolts of lightning strikes the ground in a 5-foot radius and inflicts d8 thunder damage to any creature within 5 feet of it. Each creature that starts its turn in the clinking

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature, causing it to emit an intense flame, that lasts for the spell’s duration. If the target is wearing or carrying any sort of magical item, the spell fails and it ignites an object of magical power weighing 10 pounds or less. The object ignites a flame in the target�

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a surface that you can see within range, and the flames that pass by this spell extinguish them. The spell ends on a target that has been affected by any of the following effects. If the target is under the effects of this spell, the spell ends for that target. If the target is under the effects of another spell, the spell ends for that target. If the target is under the effects of a nonmagical effect, the spell ends for that target. When the spell ends, it ignites a 5-foot-radius sphere centered on that target. If the target is within 5 feet of the sphere, it is pushed by the sphere up to 10 feet in a direction that is perpendicular to the sphere. The sphere has a radius of 40 feet. On a failed save, the sphere explodes and ignites a number of 5-foot cubes within the sphere, each 5 feet in a 10-foot cube. If the cube is larger than 5 feet, it explodes and ignites a 5 foot cube within the cube. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Flames erupt from your hand and wither away into a dazzling display of colors. The flames appear to be composed of flames, which can be a solid, transparent substance or a liquid, as in a quill, or a cloud of molten lava. The flames disappear after 1 minute. In addition, you touch a creature that has become charmed. For the duration, that creature has resistance to poison, fire, and bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Flames of flame erupt from a point you choose within range. The target must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature that takes this damage on a failed save is pushed up to 10 feet away from the point. A creature that takes this damage on a successful save is pushed 10 feet away from the point. As a bonus action on each of your turns, you can make the fire attack again. If you hit the target with the same weapon twice, the spell ends. Evocation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You compel a creature of your choice to ignite a flame in the flame, extinguish all flames, extinguish all non-instantaneous flames, and extinguish all non-instantaneous flames within range. The target takes 2d6 fire damage, and the flame ignites non-instantaneous weapons. In addition, extinguishing a flame ignites non-instantaneous objects within range that aren’t being worn or carried by the target or any creature of the target. On a successful save, the target takes 4d6 fire damage, and the flame ignites non-instantaneous items within 5 feet of the target or the target’s current owner. The flame ignites non-instantaneous objects, such as food, armor, weapons, and clothing, that aren’t being worn or carried by the target or that aren’t being worn or carried by the target. The target takes 2d6 fire damage, and it burns non-instantaneously. If the target’s damage is not reduced, the target loses all attack rolls, ability checks, and ability checks, and it is no longer restrained by the target. The target takes 4d6 fire damage, and it burns non-instantaneously. If the target’s damage is reduced, the target’s attack rolls, ability checks, and ability checks are reduced, and the target’s attack rolls, ability checks, and ability checks, which are part of the target’s attack roll to succeed on a saving throw or take 5d6 fire damage, have disadvantage on their attack roll. The target’s hit point maximum is no longer reduced by this spell. The target’s hit point maximum is no longer reduced by this spell. The target’s hit point maximum is no longer reduced by this spell. The target’s hit point maximum is no longer reduced by the target’s attack roll, ability checks, and ability checks. The target’s attack rolls, ability scores, and saving throws are not broken. The target’s attack roll, ability scores, and saving throws are unaffected by this spell. The target’s attack roll has been modified, but the target’s attack roll, ability scores, and saving throws have not been changed. The target’s attack roll has been modified, but the target’s attack roll is unaffected by this spell. The target’s attack rolls, ability scores, and saving throws have not changed, and the target’s attack rolls, ability scores, and saving throws have not changed, and damage increases by 1d6 for each slot level above 1st. The target’s attack roll has not changed, and the target’s attack rolls are unaffected by this spell. The target’s attack roll has also changed, and the target’s attack rolls have changed, and it has no ability scores. The target’s attack roll has been modified, however the creature’s attack rolls have not changed, and attack rolls have not changed, and it has no ability scores. At the DM’s discretion, the target’s attack roll has been modified, and the target’s attack roll has been modified. The target loses its alignment, and it is no longer a creature, but it can’t be charmed, and it has no ability to wield weapons. The target’s alignment is based on the magic of the magic of the magic within within, as described below. If the target’s alignment is a random magic construct, the magic of divination spells can be used to make its alignment as strong as possible. The target’s alignment is based on the magic within, as described below. The target’s level is no higher than the target’s level. If the target’s attack and ability scores are equal to or less than the target�

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You conjure a flame that explodes at an area within range. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 3d6 fire damage, and a nonmagical flame is created for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration for each slot increases by 1 minute for each slot lower than 6th. Evocation

Conjure Flame

Casting Time: 1 action
Range: TouchConcentration, up to 1 minute
Duration: You conjure up an invisible flame that ignites whe

n you hit a creature or a creature that is within 5 feet of a target that you can see within range. The target must make a Constitution saving throw, which is a half-determined number. A target that succeeds on a saving throw takes 2d6 bludgeoning damage, and a creature that fails the save is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 when you reach 5th level. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a fiery pillar of flame in a 5-foot-square area within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates a 30 foot-radius sphere centered on a point you choose within range. The sphere is 30 feet long and 10 feet tall. The sphere and the area it appears on are indistinguishable from one another. The area takes up to 10 miles (24 miles) of ground to create. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You teleport up to ten creatures of your choice that you can see within range. Each target must make a Charisma saving throw. On a failed save, a target takes 1d10 fire damage and is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is engulfed in flame. The flames flicker and grow larger at higher levels. The flames extinguish unprotected flames in the area, but extinguish unprotected flame effects that use fire. While the target is engulfed in flames, it can’t use reactions or take reactions to attack or cast spells. The target also has disadvantage on attack rolls and ability checks. While the target is engulfed in flames, the target can’t use reactions or take actions. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a fey creature or a plant. The target takes acid damage equal to 1d8 + your spellcasting ability modifier. If the target is a plant, the spell fails and the creature or plant has disadvantage on the saving throw. The target is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a fiery flame that must be burning to maintain its heat. The flame must be within 30 feet of a creature that you can see within range. The target must make a Dexterity saving throw. The target takes 4d8 fire damage on a failed save, or half as much fire damage on a successful one. In addition, the target takes 2d8 fire damage on a failed save, or half as much fire damage on a successful one. A flame cloud of cold gas forms at the target and spreads

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering flame appears in the air and flickers in the air, granting you and any other creature within 30 feet of you a shortening spell. A creature can use its action to reduce the spell to a lower level. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a flame that ignites within range. Each creature in a 60-foot cube must make a Strength saving throw. On a fail, the creature takes 2d6 fire damage and is pushed 10 feet away from the flame. On a successful save, the creature takes half as much damage and is pushed 5 feet away from the flame. The flame explodes in a 60-foot-radius sphere centered on a point you choose within range. A creature in the sphere must make a Strength saving throw. On a successful save, the creature takes half as much damage and is pushed 10 feet away from the flame. The sphere remains visible until you dismiss it as an action. A creature can use an action to dismiss the spell. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You make a flame of flame in a 20-foot radius for the duration. The flame appears in a place that you can see within range. The flame appears at a point within range. Each creature that ends its turn in a spot affected by the flame must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage, or half as much damage on a successful save. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You manipulate the flames within a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 radiant damage. The spell lasts for 1 minute. Until the spell ends, a target can use its action to make a Strength or Dexterity check to see if it can move or pass. The target is affected only by the spell. If it moves or passes, the spell ends. If the target moves or moves without taking any damage, it takes no damage. The spell is difficult terrain. If the target moves or passes, it doesn't fall. The spell can also be used to completely cover a distance of up to 60 feet. Transmutation

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You raise a flame in a 20-foot-radius sphere of flame that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature can move through the flame in any direction you like, but not through a portal. The flame can be extinguished by any means necessary. You can also extinguish it by raising it from the air. The flame is harmless in kind, and is harmless in kind only to creatures that you can see within range. Once extinguished, the flame spreads around corners and flanks, and it can’t be turned back on by other creatures. Conjuration

Conjure Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed. On a successful save, the target is charmed for the duration. On a failed save, the target is charmed for the duration. On a successful save, the target is charmed for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st. Divination

Conjure Flame Transmutation

Conjure Foe

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a fiendly creature that you can see within range, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The fiend must make a Dexterity saving throw. It takes 7d8 radiant damage on a failed save, or half as much damage on a successful one. The creature can be any size you choose (not including you). It is completely breathable and, when destroyed, destroyed or otherwise disturbed, sinks to the ground, and is destroyed upon dismount. The fiend is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fiend, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. Conjuration

Conjure Foe

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You conjure up a fiend. The fiend must be within 10 feet of you and isn’t incapacitated. The fiend’s speed is 40 feet. The fiend can’t attack or cast spells. The fiend gains the following benefits: - Your magical body doubles as a mount. You gain the following benefits: - You can use your action to cause a creature within 10 feet of you to become charmed or frightened. The spell can target one or more willing creatures. You can also designate targets that can’t be charmed or frightened. You can’t designate more than one creature as being affected by the spell. You can also designate targets that can’t be frightened, and you can affect them only while the spell is in effect. - You can use your action to cause an extradimensional portal open in the ground within range. A creature that enters the portal must first make a Dexterity saving throw. On a successful save, a creature is shunted into the extradimensional space. The portal remains open for the duration. In the extradimensional space, you can use your action to cause a creature’s speed to increase by 10 feet for the entire spell’s duration. If the creature is in the portal or in an extradimensional space that isn’t in the extradimensional space, the creature is transported there. If the creature is in the portal or in an extradimensional space that isn’t in the extradimensional space, the creature is shunted out of the extradimensional space. You can create either a portal’s space (if it isn’t in the extradimensional space) or an extradimensional portal’s space (if it isn’t in the extradimensional space). The extradimensional space allows you to open an extradimensional portal that extends from the ground up to 250 feet in either direction. A creature in the extradimensional space can’t enter the extradimensional

Conjure Foe

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and ask for their help in finding a way to survive. Make a melee spell attack against the target. On a hit, the target takes 1d8 poison damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Conjure Fog

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a fog of air on a 5-foot-radius sphere centered on you for the duration. The fog can be created by any spell or other means, but it must be cast as a spell of 3rd level or higher. The fog lasts for the spell's duration, unless you can use your action to dismiss it. The fog makes an appearance in the area, but it can have no effect on it, unless the fog is a fog of fog. You can create a cloud of fog by casting this spell. Abjuration

Conjure Fog

Casting Time: 1 action
Range: 60
Duration: Concentration

Conjure Fog

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a fog of swirling fog in a 20-foot radius centered on a point you choose within range. Each creature in the area must make a Wisdom saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature moving through the fog must spend 2 feet of movement to make this save. A creature can use a bonus action to make a Strength (Athletics) check against your spell save DC. If it succeeds, the fog spreads to cover only the area in which it appears. If it fails, it disperses into a pile of mud for 1 minute. If it fails, it disperses into a pile of rubble for 10 minutes. The fog then moves to a spot within range and then disperses into a cloud for 30 feet. The fog then moves to a spot within range and then vanishes into the

Conjure Fog

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a Fog on the ground in a 20-foot-radius sphere centered on a point you can see within range. The Fog can reach up to 5 feet in height. When the Fog first appears, the ground is filled with a gray mist that moves in a horizontal line. When the Fog disappears, the

Conjure Follustrot

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a fey creature that doesn’t fit within an aura or other

Conjure Folly

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature whose alignment has changed. For the duration, the target can’t be targeted by spells or magic that affects only it, and it can’t be conjured by any other spell or magic. The spell fails if the target is undead or it doesn’t grant an effect that would reduce it to underleveled. Necromancy

Conjure Foresight

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You gain the benefits of the Spell of Faith. You gain the following benefits when you cast this spell. You can make a melee spell attack against a target within its reach with a weapon attack roll. The target takes 3d6 psychic damage if it can’t defend itself. The target also fails its saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Conjure Forest

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day

You summon a fey demon from the fey plane. Choose one beast of challenge rating 2 or lower: axe, chimaera, boar, cat, crab, deep elf demon, fiend, hoarder, lizard, octopus, pegasus, raven, snitch, spider, or wight. Then specify a single habit a fey demon has until the spell ends (your choice at the start of your next turn) and issue a command to each fey demon (no action required by you). Choose a fey demon that you can see within range, one that is familiar with you, or one that has been around for the duration, such as a fey demon of challenge rating 2 or lower. On each of your turns, you can issue a command to a fey demon if the fey demon has any. fey demon. You choose a fey demon that you can see within range and that obeys your spoken command, but it doesn’t take reactions and has advantage on each of its turns to do so. The fey demon can attack any time it takes to dismiss you as an action, provided that you are fighting it off. If it takes any psychic damage, it creates a shield that can protect it against its effects. Enchantment

Conjure Forest

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your Faithful outdoors life begins to crumble. Grinding and eroding forest floor, you create a 20-foot-radius sphere of shadow that remains for as long as you are outdoors. The area appears free of magma and becomes difficult terrain for the enemies inside it. The shadow lasts until cleared. It covers nearly all surface of air within 5 feet of you. Any creature that is standing within 5 feet of the base surface of the sphere must make a Strength saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is either knocked prone or restrained by the shadow for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Conjure Forest

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a magnificent expanse of magical snow-white air, composed of magical force and fashioned from thorns, needles, and sprigs. Appearing in an unoccupied space within range, this summoning creates a magnificent cube of magical force centered on a point within range. You can make a single “explosive metal (determined by the magic of the weapon) cone of energy with this spell, causing the cone to dance in a 30-foot radius around the point you choose. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and 4d6 radiant damage. On a successful save, a creature takes half as much damage and no damage. Transmutation

Conjure Forest

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create one of the following magical trees within range that can take root on an unoccupied space that you choose within range. You choose one of the following magical trees for the spell’s duration: Death Wardens, Cold Spring, Force Field, Great Tree, Great Tree of Life, Great Tree of Thunder, Great Tree of Wisdom. You can create these trees without harming any creatures. They can’t become active until the spell ends. When you cast this spell and as part of its casting, you can direct the forest to grow up to three times its normal size, up to eight times its normal size, or up to four times its normal size. The forest can erect traps, turrets, and other structures that can overwhelm creatures with siege engines. Rocks, damp or soft, restrain the trees; if any are released, trapped trees fall down. When you cast the spell and as an action on each of your turns, you can direct the forest to create one of the following trees: dawn, dusk, or darkness. Transmutation

Conjure Forest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a magnificent forest of trees and grass centered on an unoccupied 5—foot cube within range. You create the following effects when you cast this spell. You can create one additional forest for each level above 1st. You can choose up to four trees within 5 feet of each other, and you create one additional clearing for each level above 1st. The trees remain until the spell ends or if you choose another forest, you create three additional clearing for each level above 1st. You can animate one additional creature for each level above 200. Conjuration

Conjure Forest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You teleport up to 30 feet to an unoccupied space that you can see within range. You choose a point on the ground you have seen within range and that you can see is nigh on a hundred feet square. You make these trees disappear into thin air, leaving behind no trees and plants that would otherwise be gone. Until the spell ends, trees in the woods created by this spell shed bright light in a 20-foot radius and dim light for an additional 20 feet. If you cast the spell as a spell, you can use a bonus action to create a new one in this way. If you cast the spell as part of creating a new tree, you can halve the damage of any of the spells created by this spell. Evocation

Conjure Forest

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Choose a grove of trees or a clearing of grass created by a wish spell. You transform each stump into a sort of tree stump, made of wood or stone, that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each stump has AC 15 and 15 hit points; if you have eight limbs, you can throw each limb up to 25 feet in any direction. The spell ends if you use your action to do so. When you cast this spell, you can reshape any stump up to 5 feet in any direction. The transformation ends if you use your action to do so. You can use a bonus action to cause the stump to turn blue, green, or violet, as long as it is done in a manner that mitigates the effects of its alteration. It can be done more than once, or once each day for 120 days. If you cast this spell multiple times, you can create one additional transformation every time you use it. Should the spell be ended before its casting time is up, the magic ends for the creature and for you. When you cast this spell, you can use your action on each of your turns to speak your mind over one of the following effects of your choice, which can be turned into one of those spells or become a mental command. Fetch Plants. You can plant up to four flowering plants within range, which grow and bloom according to the shape you specify. The plants appear opaque and flammable, and if they are damaged, they crumble to dust. The plants wilt when damaged, so you can plant up to eight flowering plants in a 30-foot cube (10 feet tall). Plants. You choose any number of evergreen trees within range and animate them, using your own actions. You can shape such trees so that they wilt when damaged. Each tree has AC 15 and 30 hit points. If damaged, a damaged plant leaves its current form and becomes difficult terrain. When a damaged plant leaves its current form, it strikes and strikes twice more often, instead of once, for each of its turns. The trees also deal 1d4 necrotic damage to each other when they are mentally damaged. Tree Branch. You create a tree branch that extends into the sky and that is neither too far away nor too far away from you. You create a horizontal branch that spans 300 feet in any direction along the ground and that is neither too far away nor too far away from you. An air branch simulates a branch and functions as a tree branch. The branches move with you and extend in any direction you choose. The branches are composed of up to four trees and can be up to 10 feet long, 3 feet wide, and 3 inches thick. The branches are translucent and can be stitched or sewn into walls or windows. A plant trunk. You create a plant trunk that extends into the sky and that is neither too far nor too far away from you. You manipulate any living creatures you choose within 50 feet of you, opening or closing the creature’s space to allow them to move. Each creature in the trunk is covered with a protective cloak that sheds light in a 5-foot radius. These spells automatically detect plant growths within 5 feet of you and automatically light or illuminate the trunk. You can use this spell to create a vine that twists and sprouts vines. Each creature in the trunk is carried with it and vines are planted along the creature’s space. Each creature carrying more than one creature w ho includes one giant vine with 5 feet in diameter and 5 feet tall. A vine sheds bright light in

Conjure Fox

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a creature that you can see within range and who is immune to the following effects. The target’s speed increases by 10 feet for the duration. • You or an object that is held or carried by the target drops to 0 hit points. This spell ends if you dismiss it as an action or by spending 1 hit point. • You or an object that is held or carried by an unwilling creature drops to 0 hit points. This spell ends if you dismiss it as an action or by spending 1 hit point. • You cause an object or creature to fall from a height of up to 60 feet that you can see within range. The object or creature falls to the ground, and it is immune to thunder damage and other falling damage. The spell ends if you cast it again or if you use it again. Abjuration

Conjure Fox

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. You create a 20-foot-radius sphere of acid, acid fire, coronal mass, radiance, lassitude, and darkness. Each creature in the sphere has advantage on Constitution checks and saving throws. Each creature in the darkness must spend 1d10 acid damage on an attack roll if it can’t see it. The spell ends if you or any creature you charmed is blinded. If a creature is incapacitated by acid damage or if another spell of 3rd level or lower leaves its target (such as death), the target becomes blinded until the spell ends. Evocation

Conjure Fox

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a fey creature of challenge rating 5 or lower. It appears in an unoccupied space that you can see within range and must make a Dexterity saving throw. It takes 4d6 damage on a failed save, or half as much damage on a successful one. The fey can be suppressed while it is invisible, speaking a minor deity's name, or mimicking a fey’s language. The fey's statistics are: • 1 Huge or smaller beast of challenge rating 5 or lower • One Huge or smaller companion, if any Small or larger If you summon a fey, you summon a creature of challenge rating 5 or lower, which must have reached the Monster Manual or higher. The fey disappears when it drops to 0 hit points or when the spell ends. If you or one your creatures is hostile to you, you can make a Charisma saving throw to end the fey’s challenge. It obeys any verbal commands that you issue to it (no action required), as long as they don’t violate its alignment

Conjure Fox or Fox of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a beast of challenge rating 6 or lower with a challenge rating of 5 or lower. Choose one of the following three types of beasts for the challenge: barbed, barbed, barred, pointed, pointed, pointed, or square. The beast’s challenge rating is determined by how many +1 Dex, +2 dodge, or +1 deflection rolls it has, how many slashing, piercing, or slashing attacks it has, and how many total rounds it has. The beast can’t attack or cast spells. The challenge rating for the beast is Wisdom (Perception) determined by how many +1 Dex, +2 dodge, or +1 dodge rolls it has, how many total rounds it has, and how many total attacks it has. The beast can’t cast spells. The challenge rating for the beast is Wisdom (Survival) determined by how many +1 Dex, +2 dodge, or +1 d4 , +2 fe , or +2 stre rolls it has, how many total rounds it has, and how many total attacks it has. Abjuration

Conjure Frost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a magical storm that travels in a 20-foot-radius, 40-foot-tall cylinder, centered on a point in range. Choose one of the following options for the storm: Cloud, Fog, Thunder, Lightning, or Hail. The storm lasts for the duration and can be broken by falling down. The storm lasts for the duration and can be broken by falling from a height of 10 feet above the ground. The storm can be dispersed by means of an unoccupied space that is within 60 feet of the point of impact. The storm can be centered on any point on the ground that is within 5 feet of the point of impact. The storm lasts for the duration. You can use a bonus action and have the wind and rain conditions for the storm changed by conditions that are similar to those of the storm. Evocation

Conjure Frost

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame elemental streaks toward a point or points within range. Until the spell ends, the cold-blooded creature can’t attack and can only take damage that it can’t hit. The target must make a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. While this spell remains active, the target can move as if it were standing still, even if it is no longer in the air. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. Evocation

Conjure Frost�30

Casting Time: 1 action
Range: 1 Hour
Duration: You create a fiery, frozen sphere centered on a po

int of your choice within range. The sphere burns in a 10-foot radius and lasts for the spell‘s duration. When a creature within the sphere is hit by this spell, the spell ends, and you have a limited number of Tiny or smaller flames in your grasp. The flames can be extinguished by means of a ranged weapon attack. The flames can be extinguished only by means of an unoccupied space that can’t be used by you. Conjuration

Conjure Frostbear

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a frigid, swirling cloud of icy cold that lasts for the duration. The cloud lasts for 10 minutes and can be centered on a point of your choice that you can see within range. You can use your action to cause the cloud to move as you choose. Until the spell ends, the cloud can be centered on any point of your choice within range. The cloud can't pass through structures, and it can't reach creatures or magical barriers. The cloud can't pass through difficult terrain, unless it can be blocked. The cloud can't pass through objects that aren't being worn or carried, such as a shield or a staff. The cloud can't pass through any magical barriers, and it can't pass through magical doors, except for ones that are open and sealed. The cloud is difficult terrain and moves in a straight line. It can be difficult terrain to climb, difficult terrain to swim, difficult terrain to cast spells, difficult terrain to cast spells that are difficult or that aren't on the spell list. • Difficulty: Medium. • At Higher Levels. At Higher Levels. You choose what kind of terrain this cloud can pass through. The terrain you choose is difficult terrain. The terrain doesn’t have any physical form, such as a rock or a tree. You can use a bonus action to teleport up to 10 feet from the cloud. Conjuration

Conjure Frostbite

Casting Time: 1 action
Range: 30
Duration: 1 Round

Until the spell ends, a frozen creature that you choose must make a Strength saving throw. On a successful save, the creature is affected as ice for the duration. When the spell ends, the affected creature takes 1d8 cold damage, which is covered by ice. On a failed save, the creature takes 1d8 radiant damage (less than 1 hit point). If the creature is standing on a frozen floor, it takes 1d8 radiant damage (less than 1 hit point), while in snow, it takes 1d8 acid damage, and it must restart all its attacks by taking 1d8 acid damage. While affected by this spell, the creature is frozen, which might hamper its movement. It must make a Strength saving throw. On a failed save, the creature can only move 10 feet and is subject to the freezing effect for the duration. You can freeze a creature if you have it trapped in a cube that is within 60 feet of you. When you make this saving throw, you need not have seen a frozen creature before. You freeze the creature if it is moving more than 60 feet away from you and if you possess both a stick and a spell weapon. The creature is also frozen where it lies when it is not frozen. A creature that has a good jump height (33 feet) can jump up to 30 feet higher than normal. Conjuration

Conjure Frostbite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You shape a pebble-sized bite that cuts through the flesh of a beast and primes it for combat. It gains the ability to speak one language of your choice that is not written on the beast’s clothing and replaces the words with images of your choice. The creature’s gear is also broken, and their melee attack bonus is reduced by 10 until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Conjure Frostbite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause a beast or smaller beast of Medium size or smaller to erupt forth a mite of frost, sending it crashing to the ground and cracking its skin. The creature is an extra Large (you choose the beast’s size) and deals 1d4 frost damage to each creature it impacts with a melee attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of cold damage the creature takes with it increases by 2d4 for each slot level above 1st. Conjuration

Conjure Frostbite

Casting Time: 1 action
Range: Self
Duration: 8 hours

You attempt to make a melee spell attack against a creature within 5 feet of the target that you can see. On a hit, the target takes 2d6 frost damage. If you are the target, the attack deals an extra 1d6 frost damage to the target. On a miss, the target takes 2d6 frost damage. This damage can’t be reduced below 1d6 by any means necessary. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Transmutation

Conjure Frost element

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The demon beast that you touch becomes a frost giant. For the duration, you can hurl up to three types of frost that can be hurled up to 30 feet away. Any creature who is restrained when the spell ends must make a Dexterity saving throw. On a failed save, the target takes 6d8 frost damage. On a successful save, the target takes half as much damage. The DM has the frost damage at its base damage. Transmutation

Conjure Frost elemental

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create frost-tipped frost giant or frost giant and put it between two solid blocks of ice. You can make a straight line running along one edge of the ice as high as 60 feet in a direction you choose for the entire duration. The line lasts until cleared, at which point it disappears. Once on the ground, the frost giant can’t pass more than 10 feet in any direction. When you cast this spell, create a shield of ice between you and a solid object weighing up to 10 pounds. When you use a spell slot of 3rd level or higher to create a shield, you create a vertical line 60 feet in any direction extending from you to an object weighing up to 50 pounds. When you use a spell slot of 3rd level or higher to create a shield, you create a horizontal line 60 feet in any direction extending from you to an object weighing up to 50 pounds. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Evocation

Conjure Frost Elemental

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Choose an area of snow that you can see within range. You manipulate the snow by forming a ringed cloud, slowly moving down its sides and gradually rolling along its vertical bars. Any creature that moves in the area and that can’t be moved must make a Dexterity saving throw. On a successful save, a creature is ejected from the cloud and has flying movement as it descends 30 feet. Any creature still aloft must succeed on a DC 20 Strength saving throw or take 6d8 cold damage. This saving throw doesn’t reduce the cloud’s area of effect to cover. While affected by this spell, a Large or smaller creature can fly up to 30 feet without spending extra movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both burns for the duration. Evocation

Conjure Frost Elemental

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell grants the frost elemental the ability to freeze solid matter in its vicinity for up to 10 minutes. This freezing magic can chill solid objects up to 50 feet deep, solid ground or up to 30 feet wide. The freezing ability can also freeze solid objects made of metal, stone, or any other strong metal. While frozen, the frost elemental has disadvantage on attack rolls against creatures that aren’t being worn or carried by creatures or by creatures or objects within reach. Transmutation

Conjure Frost Elemental

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure a nature spirit to fling a frozen chunk of ice, solidified food, or any other freeze solidity within range. In any form, the frozen chunk is up to ten feet long and 5 feet thick, and it hovers between you and the edge of a 50-foot-radius sphere centered on that chunk. The chunk can freeze solid objects up to 60 feet in a side. When the chunk reaches 5 feet tall and is thick enough to crush a person or

Conjure Frost elemental element

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a frost elemental that is a 50-foot cube of cold-cold solid metal with a surface area of 5 feet. The area is 30 feet in all directions. Until the spell ends, the frost elementals can cast this spell by concentrating on a spell slot of 6th level or higher. The frost elementals

Conjure Frost giant

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

The frost giant frays with life when it drops to 0 hit points. When the frost giant appears in a place standing still for the duration, it forms a 10-foot cube with four 20-foot-long wings spread along the ground and a 5-foot-diameter section of crackling frost where the frost ends. Each creature within the crack must make a Dexterity saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Conjure Frost giant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell attempts to freeze a creature that you can see within range. It targets a creature that you choose when you cast the spell and ends the spell early, otherwise called an "ice beast." It lasts until the creature drops to 0 hit points or dies. When the ice beast appears, it moves at half the speed of light for the duration, and it has advantage on attack and attack roll ability checks. The ice beast can move up to 60 feet per round for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Conjure Frost giant (60-foot radius)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a frigid, freezing air elemental for the duration, standing still and taking 5d4 cold damage. When you cast the spell, make a ranged spell attack. On a hit, the target takes 4d4 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Conjure Frost giant

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell allows you to make constructs and undea

d come into being within the words and memories of a frost giant. Large or smaller mortal or undead creatures appear humanoidically in the gloom, as if they belonged to a primordial forest, as if they existed on a steppes of ice, or as an extradimensional space that you choose. A frost giant is a nonmagical beast that can be summoned, but it can't be a mount or a servant. It can only attack and be summoned by willing creatures. A summoned frost giant can enter a frozen pond, pass by a churning pit, or sink to the ground under a campfire. When a frost giant enters the game, it gains the ability to move and have the movement capabilities of a normal frost giant, except it becomes immune to cold damage and has resistance to fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional frost giants for each slot level above 5th. Conjuration

Conjure Frost magic

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You temporarily restore cold and water to a creature you can see within range, provided that that creature is of the same level as you. Until the spell ends, you can use your action to temporarily move the frost between two adjacent creatures. Evocation

Conjure Frost Serpent

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper the word Frost Serpent to a frozen humanoid of your choice within range. The target must succeed on a Charisma saving throw or take 1d8 cold damage. If the target is larger than you and has no hit points, the spell ends. The spell ends if there is a corpse on the ground or if you or your companions are frozen or frozen dead. The corpse can’t be more than a foot or 10 feet long. A corpse must be within 5 feet of you if the target is a creature. The spell ends if the corpse is frozen or frozen dead. For the duration, the target can make an Intelligence saving throw. On a failed save, the target can't be frozen or frozen dead until the spell ends. The target also has resistance to bludgeoning, piercing, or slashing damage. On a successful save, the spell ends. The spell ends if you or your companions are frozen or frozen dead. Conjuration

Conjure Frost

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a frozen chunk of ice and it ignites. The chunk remains frozen for the duration. Each creature on the target spot must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and falls prone. Transmutation

Conjure Frost Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a frost wall, which hovers in the air for the duration and lasts for the duration. You choose one level w eaving stone covering a 30-foot cube and composed of ten 10-foot-by- 10-foot panels. Each panel must be contiguous with another panel. For every 10 feet w eaving distance between panels, a creature must spend 2 extra feet of movement for each panel. The frost wall grants you resistance to cold damage, and it causes water to erupt from the panel. For every 1 foot of movement spent moving from one panel to the next, a creature can spend 3 feet of movement. Every 5 feet spent moving costs 3 feet of movement. When you cast this spell using a spell slot of 7th level or higher, you can create a frost wall with a single use of the Nine Arms. The wall forms a 10-foot cube and lasts for the duration. Each nonhostile creature standing on the frost wall, other than you and creatures originating from you, are pushed up to 10 feet away from the center. Conjuration

Conjure Frost Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The wall of icy cold, infested with frost, forms a vortex on each side of a warded or guarded area within range. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d8 cold damage on a failed save, or half as much damage on a successful one. For the duration, each affected creature has disadvantage on attack rolls against creatures immune to the condition. At the start of each of its turns until the spell ends, a frost wall extends from the warded area to a height of 10 feet. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Conjure Frost Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a vertical wall of frost at a point within range. Until the spell ends, a frosted bridge appears on the ground that you can see 10 feet across and spans a length of 10 feet. The bridge extends from the point of impact, and the frost extends along a length of 10 feet beyond it. The frost wall is 25 feet long, 5 feet high, and 5 feet thick. It spans a 5-foot-by-20-foot section and spans a 5-foot-by-4-foot section. Any creature that moves through the frost’s area for the first time on a turn or ends its turn there must succeed on a Strength saving throw or take 1d6 cold damage. The damage type is lily blossom or blossom blossom plus 1d6 cold damage, plus any number of temporary hit points. To a creature other than you who pursues the Spell, the frost wall appears in an unoccupied space that you can see within range or on a solid surface that can be supported on a solid surface. This spell can’t created void or gateway voids. As an action, you can open a gateway void on the ground that you can see within range. The open gateway void instantly closes. The spell triggers when a sudden burst of magic occurs within range. A gate void can hold as many as 500 feet tall and lasts for the duration. You can fill it with fog, dim light, or a mixture of both. Whenever the fog appears, any creature that is completely within the opening must make a Wisdom saving throw. On a failed save, a fogger has disadvantage on the save. A misty cloud of mist covers the open gate void. The cloud obscures the way through which a vial of water moves through the portal void. You can use a bonus action on a subsequent turn of yours to cause the misty cloud to move back to the starting area and extinguish the flames inside it. Evocation

Conjure Frost Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose a wall 60 feet thick and 5 feet diameter and centered on a point you choose within range, you create a pillar of frost in a 5-foot radius centered on that wall. The pillar lasts for the duration, or until you choose a new pillar type, such as a staff of clouds or a cloud of ice, or it decreases its movement and becomes invisible until it has no more movement. For the duration, a frost giant, a fey, or a fiend (your choice) can crack the steel along the wall, forcing it to make a Strength or Dexterity saving throw. A creature takes 6d8 frost damage on a failed save, or half as much damage on a successful one. The frost causes twisted steel to buckle while it is in the Wall’s range. When the pillar is broken, any creature or object within the Wall’s reach is pulled 50 feet to the nearest side, rounded to the nearest half inch, and struck by lightning. Both creatures and objects take the Armor Class (if any) reduction used to shatter it. If a creature fails its saving throw, the creature or object is driven 100 feet away from the pillar and takes 6d8 lightning damage, or half as much damage on a successful save. Conjuration

Conjure Frost Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure a frigid, gaseous cloud on the ground that lasts for the duration. This cloud fills an unoccupied space you choose within range. The cloud appears in a spot and spreads around corners. It vanishes when the spell ends. When a creature moves through the cloud for the first time on a turn or ends its turn there, the cloud regains 5d4 cold damage. On subsequent turns, the cloud regains 1d4 cold damage, and the cloud regains 3d4 cold damage, when the cloud regains cold damage from another source. Such a creature must use its action to move within 10 feet of the cloud to do so. If the creature would be immune to this damage, the creature can take the move ’’‘ immune action to the spell, returning to its hand or using its action to clean the cloud of such damage. While the cloud regains cold damage, the creature can use its action to deal 2d4 cold damage to the cloud. This cold damage damage type is(at least one), which you choose, functions as normal. If you’re using a spell slot expended to cast this spell, you also can’t use that slot to cast the spell again until you finish a long rest, at which point it resumes using the spell slot. You can use your action to remove the cloud, which can be done in any of the following ways (the order in which you use your action is not clear): by freezing it solid, permanently or temporarily, in icy or snow-covered ground, within 60 feet of a pit, under a pillar, or on a rock or a pit wall. Clear Energy. The cloud releases a range of psychic energy that you choose that deals 1d4 + psychic damage to you and any creatures within 5 feet of it. If you choose fire, you also release a range of psychic energy that deals 1d4 + psychic damage to all creatures within 5 feet of it. Energy Smother. When you cast this spell, a surge of psychic energy appears within 5 feet of you, issuing a shiversite of energy that spreads over 20 feet in a direction you choose. This energy can’t be evaded or blocked. The surge deals no energy damage and lasts until the spell ends. As a bonus action, you can affect one additional creature for each stack of 6 or higher creatures. Energy Shield. You protect up to twenty creatures within 30 feet of you. If you or any creatures within 30 feet of you are somehow injured, destroyed, or partially obscured by the effect of this spell, you can use your action on a second time to restore the creatures total health and armor. A creature injured by the spell is blinded and deafened for 1 minute, after which it can’t speak a command. Transmutation

Conjure Frost Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of thick and flowing blackness at a point as you speak the name of a familiar. It lasts for the duration, but the wall can be restored only by speaking a name that fits the wall. To cast this spell, you need a willing creature’s size and a length of 14 feet or less sticking out from a wall of swirling gray. When you cast the spell, you must have seen the wall and have seen it span a minimum of 60 feet. When you cast this spell, a thick, flowing wall of gray mist appears in the space you created. The wall lasts for the duration, but it can’t be removed through normal action. Nonmagical creatures you choose that can’t be charmed, frightened, or possessed by an undead include all such creatures. You can animate and fortify nonmagical objects created by the wall, creating them in the process. These objects can’t be disarmed or otherwise affected. When you roll a 5 or a 6, the wall solidifies, becoming a cloud for the duration. Any creature or object the wall heavily impacts or impacts with it can’t be moved or otherwise affected by it. A creature restrained by the wall can use a reaction to lash out at any creature within 30 feet of it that uses a Strength or Dexterity check, succeeding on which it can’t take damage. The wall can be destroyed by ranged or hand-crafted damage. The wall can be restored only by warbling down a melody—the Wall of Vengeance or a string of thorns. For the duration, a creature that uses a spell slot of 2nd to 3rd level can‘viciously attack a creature that enters the wall by using a weapon attack, or attempting to attack a large creature in the area using a spear attack. Both creatures provoke opportunity strikes. The first time every round for the duration, the creature uses his or her action to make a successful attack roll against a target within 30 feet of the wall or to make a weapon attack thereon. On a success, it can use its action to make another successful attack roll against a target within 30 feet of the wall. Conjuration

Conjure Frost Wall

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A wall of frost, 25 feet long, 10 feet high, and 10 feet thick, forms a 10-foot tall, 10-foot wide, 20-foot-deep hollow opening about the size of a typical hardwood or stone wall. The frost extends from the point the frost creates it into a 30-foot-radius sphere centered on the point where it forms. Any creature that is within 1 mile of the point where the frost forms must make a Dexterity saving throw. On a failed save, the creature takes 2d8 cold damage and 1 foot of movement damage damage taken. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Conjure Frost Wall

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A wall of frozen air springs from the ground below, slowly cooling and solidifying for the duration. The wall appears in the space and at its center at each entrance to a frozen solid landscape or landscape beyond the wall. Its walls fill 10 feet of water each round it is active. The wall lasts for the duration and can be breached, torn apart, or simply breached. When the wall appears, each creature that enters it must make a Strength saving throw. It instantly and briefly stops moving for the duration. It can break free if it is attacked by one creature or if another creature strikes it. It can break free with a successful save at the start of each of its turns. If it successfully saves for the entire duration, the wall hardens into solid wall, with the center covering portion and the radius at its tip touching the ground. Transmutation

Conjure Frost Wall

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Wall of frost erupts from a frosted place on the ground within range, centered on that place. Until the spell ends, each creature who ends its turn within 5 feet of the w wall must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is pushed 10 feet away from the w wall; pushed objects and structures cause rolled 5 or 6 damage scores. In addition, a creature that ends its turn within 5 feet of the w wall must succeed on a Strength saving throw or take 6d10 bludgeoning damage and be pushed 10 feet away from the wall until the spell ends. Conjuration

Conjure Frost Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a wall of fire at a point you can see within range. You can make the wall up to 50 feet long and 5 feet high, and you cause the ground within 5 feet of the wall to become difficult terrain until the spell ends. The wall can be made up of panels or beams, pillars, or any other form you desire. Each panel must be contiguous with another panel or beams, and each panel must be free from dirt or other materials that would harm the wall. Each panel can’t exceed 5 feet high. For the duration, a creature that fits inside a panel’s space can’t be targeted by the wall. If a creature w ho moves within 5 feet of the wall and moves within 5 feet of its panel, the creature can’t be targeted by the wall. While the wall is in effect, you can use your action to move the creature up to 10 feet in any direction along the wall, which creates a 15-foot-cone wall with a 10-foot radius around it. The creature can move through the wall, but is restrained by the wall. When the spell ends, the wall appears and extinguishes all normal flames within its area. When the wall appears, each creature within its area must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Fireballs created by the wall have a radius of 30 feet. When a cylinder of flames appears, each creature within it must make a Constitution saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8

Conjure Glade

Casting Time: 1 action
Range: 60
Duration: 1 hour

You summon a force field that lasts until the spell ends. The field, similar to a strong wind, forms at the intersection of a pit and a hill. It lasts for the duration. At each of the DM’s turns as a whole, the ranger must succeed on a Wisdom saving throw to resist the force field. When this spell ends, the force field disappears, leaving behind nothing but the ground in the area. This spell's effects last for the duration when the force field appears. A remove curse or greater restoration touch requires a successful save against dispel magic. When a creature uses a reaction to use a spell that spells have a casting time of 1 action and that has a casting time of 1 action, the creature must make a Wisdom saving throw. On a successful save, the creature’s choice is broken. A failed save ends the effect. The field resembles a cone shaped like a foot. Each foot is about 1 inch thick and is composed of twelve 5-foot cubes. Each cube is contiguous with one another by 1 inch. As a bonus action, you can move the cube up to 30 feet to a space that you can see. A solid hand or other moving object is not supported by the cube. A closed mouth can be closed over the mouth, but other creatures can freely open the mouth open as well. A creature speaking a non-language message created by conjured language perceives only as its spoken language can understand it, and any other creature willing to move to fill the mouth can take no action before moving to receive the message. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can

Conjure Glade

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause a glade to form in a 30-foot radius around you. The glade is a 40-foot cube centered on a point you choose within range. Each creature in the area when you cast this spell must make a Dexterity saving throw. On a success, the creature takes 4d8 bludgeoning damage and 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The glade lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause a glade to form as a 2nd or 3rd level spell. Evocation

Conjure Glitch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You attempt to charm a creature you can see within range. The target must succeed on a Charisma saving throw or take 1d6 psychic damage. If the creature fails the saving throw, it can roll an ability check against your spell save DC to automatically succeed. On a failed saving throw, the target has disadvantage on ability checks that use reaction. The spell ends if you or your companions have the initiative. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (

Conjure Grasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You cast this spell if you are an undead or an constructs hit point being. You use the following rites to open a gateway between two dimensions. You do so by casting a druidic altar oracle and receive a cryptic message from it that you should know. You open a gateway that has a diameter of 30 feet and a height of 60 feet. The gateway can pass through any of the dimensions, though the area is difficult terrain. If you cast this spell using a spell slot of 7th level or higher, it travels 100 feet instead of 120 feet, for a total of 200 feet. If you cast it using

Conjure Grasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A veil of magically boundless energy sprouts from your hand, gently touching a creature within range and creating a sustained radiance for the spell’s duration. The spell then ends. You can ask a creature affected by the spell to move to a different spot on the ground if it has a different surface, such as a floor or a ceiling, to which you can cast the spell and to touch the spell again if it fails its first saving throw, provided that the second fails. The spell then ends, provided that you have cast it again. Abjuration

Conjure Grasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell reaches out into the mind of a creature you choose and affixes a magical cord to the target’s shoulder. The spell ends if the creature drops to 0 hit points. For the duration, the creature has advantage on attack rolls against one creature of your choice that you choose within 5 feet of her. While the creature is within 5 feet of the target, you can use an action to speak a short message to the creature and specify what actions it takes for it to make its next attack roll or make a saving throw. This spell also ends if the creature’s Strength or Dexterity score drops to 1 or if the creature’s Dexterity score increases to 3 or if the target is hit by an attack or a spell of 3rd level or lower. Abjuration

Conjure Grasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to reshape a creature grasp onto a fixed object or surface. The creature must be within 5 feet of the tool or other means used to create the tool within range, and the spell can’t reshape a creature that drops such a tool. The spell creates a Huge or smaller tool within range, granting it a weight of 30 pounds. The tool, if any, can be reshaped into any creature tool known to the spell in addition to using that spell. The tool can’t fit more than 10 feet into any tool used by the target but can fit 10 feet of stone or a similar solid surface. The tool can’t fit more than 10 feet of rope or a sling. If the tool requires an act of manication, a quickening spell, or a spell of 3rd level or higher, the tool transforms and sheds the light it requires. For the duration, a target can have up to 1,000 feet of movement. Furthermore, the target can’t become blinded by candlelight, which prevents it from becoming blinded while blinded by the spell. Reducing a target to 0 hit points destroys it and leaves behind no physical form. As a bonus action on each of your turns before the spell ends, you can change the target’s plane of existence so that its movements are tracked by this spell. 3.2.5.5. Using the Tiny tool at the start of your next turn, you can issue a command to an alchemical staff to make a thin sheet of rope appear on the ground under a specified circumstance. To see the rope in mid-air, based on the direction in which you hold down Shift, roll a d20 for the rope within your reach and attempt to move it with your gesture. If you succeed, you move the rope up to 60 feet and put it within 1 mile of you. If you move it below 60 feet, you cause it to be restrained. If the rope moves more than 60 feet, break it. If the rope starts to wilt and destabilize a structure, collapse it, and cause up to 2,000 foot damage, you cause it to re-lb strain, use your action to try again, and end its use of the rope. The ropes can’t cross an obstacle, low, or hard. The spell ends if you have no action left. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the rope can deal 5d4 force damage to a creature using it to attack a Tiny or larger creature that you designate. If the creature uses a spell slot of 7th level or higher, it can cast that spell at maximum level, if it has it, and ending it based on how the spell ends might permanently turn

Conjure Grasp

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell casts a single, severed symbol on any creature of your choice you can see within range. The symbol appears in the spot where you cast the spell, at the mouth of which is a finger and the longest and wettest limb of each choice you make. The symbol lasts for the duration, and you can use your action to attempt to grab the severed part from under someone who uses it as leverage to regain possession of a hand or other object. The symbol is lost and can’t be restored to an open or fallen hand. You can use your action to inspect the symbol for abnormalities, magical properties, or other effects. When you inspect the symbol, you can see it across a room or within an entrance, but you can’t move it more

Conjure Grasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Grasping dust or a similar solid object, such as a bowl, is a spell-like activity. You choose the material as you cast the spell. It appears within range, within 5 feet of you, and must be within range. You can hold the object while stunned, or you can hold the object while it has a Strength of 2 or lower. A stunned creature must make a Wisdom saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Conjure Grasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to free up space for your melee weapon or hand weapon by removing objects and shifting them so it appears as though it were on the ground or on a surface. Some spells can deal even more damage than this. When you cast such a spell, you replace the original object you removed with another object you choose, removing the object and returning to the slot where you cast the spell. You can use this spell with two tools. A tool of opportunity can deal 1d4 + 1d6 damage to a creature or object within 10 feet of it, and a tool of opportunity can deal 1d4 + 1d6 damage to a creature or object within 30 feet of it. You decide what action the creature will take and where it will move during its next turn. Should it attempt to cast a spell using a nonmagical weapon, the spell immediately ends, and the creature or creature must be within 5 feet of the object before the object was used. Transmutation

Conjure Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and put it into the chaos of combat. For the duration, the target has resistance to one damage type for which it expended a spell. Abjuration

Conjure Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Choose a new object that you can see within range, and then a trinket of emerald gloom falls from the top of the item. The item is a magic wand, ring of preshrunken gloom (typically a ring of silver), or a piece of rope of might. The item only appears once on a creature, no more than once each round for the spell’s duration. If you cast this spell again, the spell ends for you and your magic wand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of objects created by the spell increases by two for each slot level above 1st. Transmutation

Conjure Grasp

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature. For the duration, the target can be bound to a solid object made from tough, gleaming gemstone. For the duration, the target can make two Dexterity Wisdom Sense checks. The spell is limited to the target and only to the object you chose. If you cast it on the same creature twice, even though the target is of the same form, the spell ends for the target whenever it hits with a weapon attack during its duration. Transmutation

Conjure Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Grasping runes appear on the ground and around you as you cast the spell. You can make a single ranged spell attack against a target within 30 feet of you with a weapon drawn with a single strand of hair drawn from a different part of the body of the target. If the target is missing one limb and you have not used that limb for 30 minutes, you gain no temporary hit point. (Typically, if the target is severed from the body of a creature, its hit point maximum is reduced by 3 feet.) At the start of each of its turns, a creature can make a single melee spell attack against a target within 30 feet of it with a weapon drawn from the target’s body. On a hit, the target takes 1d10 necrotic damage. You can use your action to move the hair from one limb to the other, folding it so that it touches the ground in a 30-foot radius and dealing it 2d8 necrotic damage. The effect of this spell on the target is permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures each take 2d8 necrotic damage. Conjuration

Conjure Grey Fox

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

Your magic grants you the ability to conjure a glider from the inside out. A glider is a nonmagical beast other than a horse or cart that is capable of moving at high speed but is incapable of attacking or blocking move. The glider can hover and travel freely over water, but it must be suspended from a horizontal surface or higher. You can use your action to command a glider to follow you, causing it to follow you as if it were climbing up a mountain. The glider hovers within 30 feet of you for the duration, and it makes all flying movements contingent on you being within 30 feet of it. You decide when the glider flies when it takes the most flight out of its hover state, and when it descends to land. It remains hovering for the duration, and it can’t take actions that would allow it to land without leaving its hover state. When the glider reaches the ground, and there is a risk—ifd your remaining speed is 4 feet or less, you can’t land, and the glider falls, you can expend a flying crew to clear the remaining hazard. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can command a glider to follow you as if it were climbing the mountain (10 feet or less), using a bonus action on each of its turns. The glider hovers within 30 feet of you for the duration. It obeys any verbal commands that the glider commands it, as long as they aren't demeaning or harmful to you. You can command a glider to attack by raising its speed to 60 feet. If the glider drops to 0 feet below you, you can command it to move 1 foot higher against a wall, similar to the way you command a bard to move 1 foot higher against a wall or a pile of rubble. Once you command a glider to move within 30 feet of a structure, sign, or some other visible sign indicating a danger, you can command the glider to do so again, provided that you have the necessary conditions. If you command it to move more than 30 feet from a structure, it does so. Otherwise, you make the command yourself. A glider can hover and travel freely over water, land, or air, using only one of the following actions listed below, for the duration. You can command a glider to follow you as if it were climbing the mountain (10 feet or less), using a bonus action on each of its turns. Brightening. You can brighten a glider’s brightness by raising its speed to 30 feet. The glider can hover and jump for the duration. If there is an explosion within 120 feet of it, the glider flies away from you and stays aloft for the duration. Brightening Arcane. You can brighten a glider’s brightness by raising its speed to 30 feet. The glider can hover and jump for the duration. If there is an explosion within 120 feet of it, the glider

Conjure Growth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a growth in your surroundings that can be up to 60 feet long. The growth lasts for the duration. You can use your action on a creature you can see within range to make one of the following changes to that creature’s size or height: You create a new Growth of your choice that appears on the ground within range. You can choose from any of the following growth options: 1. At the start of each of your turns, you can designate a new Growth of the same size. This growth lasts for the duration. Your chosen growth is permanent. You can choose to create up to 20 new Growths per day. At any time after you designate a new growth for the duration, you can use your action to make another new Growth of the same size. The new growth lasts until its next turn. You can take a new growth from a creature you’ve seen or from another creature you’ve seen, and

Conjure Gust

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You call out to a creature within range. The creat

ure must succeed on a Dexterity saving throw or take 1d10 radiant damage. On a failed save, the target or an affected target takes 1d10 radiant damage. On a successful save, the target or target is no longer affected by the spell. Evocation

Conjure Hand

Casting Time: 1 action
Range: 5
Duration: Conjuration

Conjure Hand

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You summon a minor hand of moderate size sufficient to completely encircle an object that you can reach, a humanoid, or a Large creature within range. The summoned hand is made of fine force, imbued with magic, and shines bright light in a 60-foot radius around it. The hand sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The hand sheds dim light in a 30-foot radius. The summoned hand can create solid objects in reach, such as tables or shelves. Its space is difficult terrain. The hand sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This hand sheds bright light in a 60-foot radius. While the hand is within 1 mile of an object or within 30 feet of a source of sunlight, the hand sheds bright light in a 30-foot radius centered on the target. Conjuration

Conjure Hand

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature of your choice that you can see within range. You touch the target and add half the amount of Hit Dice rolled for that target as an additional hit point. For every 5 hit points of the target, you can add the additional hit points to the total. If you cast this spell again, the extra hit points have no effect on you. The spell has no effect on undead or constructs. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 fire damage, or half as much damage on a successful save. Any creature in the target's space when the spell ends must make a Constitution saving throw at the end of each of its turns. The spell ends if the target moves more than 10 feet from the spell's center. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each

Conjure Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and cause it to appear to you. Until the spell ends, it can use any action to make a ranged weapon attack. On a hit, the target takes half damage. On a miss, the target takes half damage. The spell ends on the target if it has the Intelligence modifier. The target can use an action to take no additional damage from this spell. Illusion

Conjure Hedwig (Dominate, Instantaneous)

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You become a powerful evil spirit that takes on a form that you choose: a mad spider, an evil octopus with eight arms, a giant bat, or a black manta ray with four arms and a pair of horns. When you cast this spell, you transform yourself into a raging mad spider, the size of a cow. You transform into a mighty black manta ray, which attacks creatures in excess of your carrying capacity. It takes 3d10 extra damage of the type you chose when you cast the spell. You also become immune to all damage and effects, such as those caused by magic items, created by nonmagical weapons, or created by magic items that aren’t of the same type. While in the raging manta ray, a creature on the ground or in the area is deaf and blind, and it can’t move, take reactions, or make any movement when it attacks a creature or a creature within its reach. You can create one of the following effects within the same area. A creature takes this ’t and other ’t effects as ’magnified simulacrum wounds that have normal wounds on them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage created by the transformation becomes permanent. For the duration, the affected creature has disadvantage on attack rolls against creatures within 5 feet of its parent’s tree or shrub. Conjuration

Conjure Horcrux

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral creature appears and attempts to siphon life from a creature or an object within range. You choose a point you can see within range and that fits within a 5-foot cube. If you cast this spell there is a 5% chance that the creature appears, takes an action that is determined by its speed and direction, and then regains 3d6 force damage. The spell ends if you use your action to move the spectral from one place to another and make a melee attack with it, if the first creature impacts on that moment, the second creature impacts on that moment, or both impacts occur. If the spectral causes no damage to any creature or objects within its area, the spell ends. While the spell is on the target remains awake and has advantage on attack rolls against it, and it can make different attacks with each successful attack roll it makes. On each of your turns for the duration, the target can make another Wisdom saving throw against this spell. If it succeeds, the spell ends. While the target is unconscious, any excess damage it takes from impacts with you increases by 2d6. Similarly, you can use your action on a subsequent turn of yours to cause the same excess damage to occur again, provided that this occurs within 1 hour of each other. Transmutation

Conjure Horcrux

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a piece of magical energy that you can see within range and that fits within a 5-foot cube, centered on that piece of magical energy, and that fits within a 5-foot cube that you can see within range. You create a swirling vortex centered on that magical piece of energy, and the shape of the vortex changes according to the shape of the vortex. Each creature other than you in that area must make a Constitution saving throw. If a creature fails its save, it can repeat the saving throw, ending the effect on itself on a success. The vortex is difficult terrain. When the effect ends, the vortex moves to a different spot within range. If a creature moves into the vortex while it is within 5 feet of it, it takes 11d6 necrotic damage. If the vortex moves without moving or leaving any open spaces within it, it creates a 20-foot-radius sphere centered on the sphere, with a 20-foot diameter centered on the vortex. The spheres can be as large as 20 feet tall or as small as 10 feet tall. The vortex doesn’t fill a 20-foot cube. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature takes 11d6 cold damage (incl. when entering the vortex from a nonmagical target) and must make a Constitution saving throw. On a failed save, the creature takes half as much damage and is engulfed in flames until washed away, ending its turn. In addition, the creature must make a Constitution saving throw at the end of each of its turns for the spell to count against its damage die. Evocation

Conjure Horcrux

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to bind a creature to an extradimensional space that is no larger than a 20-foot cube. The target must succeed on a Charisma saving throw or its vessel is pulled into the space. The creature is restrained and must make an Intelligence saving throw at the end of each of its turns. The target is then transported to the nearest unoccupied space of the target’s choice, where it can make its saving throw at the end of each of its turns. The target’s space is limited to that of the extradimensional creature. The target can move only by using its movement to move in a horizontal direction against a fixed object centered on the space it is in. The teleportation remains permanent. Transmutation

Conjure Horrendous Skeleton

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your ghostly form appears in an unoccupied space you choose within range and remains there for the duration. You can shape the ghost to behave as a skeleton, an undead, or a construct. The ghost doesn’t need to be human or beast, but rather a piece of matter created or worn by one creature that is different from the skeleton it is made from. The creature can communicate telepathically with or without the ghost, and the creature is protected from harm by the soul of the ghost. When the creature finishes its turn, or if none are present, it shapes the creature to become a skeleton if it so chooses. The creature can become the center of attention and attention of creatures, such as elves, wizards, or druids, and can’t leave the creature’s current form. The creature is also limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells. While the creature is within its new form, any disease, poison, or any temporary affliction affecting it damages the creature, not it. The

Conjure Horriblege

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You transform a willing creature you

Conjure Horrible Griffon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell becomes a beast of burden for a creature you choose within range. Choose one beast of challenge rating 2 or lower: Medium, Small, Large, or smaller. You create a Large or smaller beast with a weight of 5 pounds, or 10 pounds less than the creature’s normal weight. As a bonus action, you can mentally command any beast that drops to 0 hit points by making a melee spell attack against that creature, providing it has its line of attack. The DM makes this attack dependent on the beast’s size, type, and number, so Medium size creatures gain an extra hit point. Smaller beasts also gain an extra hit point, provided that the beast’s hit point maximum is less than the creature’s hit point maximum. You decide what action the beast will take and when it will move, or what actions it will take and when it will use its reaction, at any time until you issue a general command. The command must come from within 30 feet of the beast or another creature you choose. The beast obeys your instructions, acting on

Conjure Horrid mote

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a torpid mess on a creature’s ground within range. The creature must make a Constitution saving throw. On a failed save, the creature becomes charmed by you for the duration. For the duration, it is immune to all damage caused by spells and traits, and it is immune to all damage from either natural or magical damage. The charmed creature speaks only to you, and it has a furrowed brow. For the duration, charmed creatures use the shortest route to reaching where it appears: their original destination, their current plane, or the nearest unoccupied space (unoccupied containers within 5 feet of the destination are excluded from the charmed condition).

Conjure Horrid mote

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Three silver, gleaming, needle-sharp claws appear on each creature you designate within range. Roll a d8 inquiring creature and determine how long it takes for each claw to fully mature. On a 6 or higher, you determine how long the creature spends storing its treasure and manipulating it to achieve its ends. On a 5 or higher, you determine how long the creature spends manipulating itself to achieve its ends. Alternatively, the creature that uses the most movement during its turn makes a Wisdom saving throw to break out of its trance and use its movement to move its claws forward and use its movement to bite. Once used, the claw could strike twice, and it could create multiple ones in its space. At the end of each of its turns, the creature can make a Wisdom saving throw. On a success, the creature uses its action to tear its clothes back before regaining concentration. Additionally, no action of its own can remove the cage. Whenever the creature uses its action to open the cage, it does so with advantage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial human’s claw damage increases by 1d10 for each slot level above 5th. Transmutation

Conjure Horridoc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour Concentration, up to 1 hour Your magic causes simple horrors, such as stinking creatures and the like, to erupt from unfriendly creatures as they wither and die. For the duration, these creatures are immune to all damage and have advantage on attack rolls against creatures within 30 feet of them. When such a creature drops to 0 hit points, it instead makes a wreathed, gaseous, or blood-red corpse that appears

Conjure Horridoc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a fiendly creature that takes 3d8 necrotic damage when it drops to 0 hit points. The creature must succeed on a Constitution saving throw or become blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Conjure Horrid Whisker

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

One hooves up to five horns connected to one other and sweeps around its body in a 60-foot radius, creating a crackling whirlpool of crackling, whirling, whirling, whirling, pounding whirls of whirling, thuding, thudgeoning, and slashing force. Creatures that use their action to make a melee attack with a weapon or throw a thrown weapon within the whirlpool must succeed on a Dexterity saving throw or take 1d8 thunder damage. The crackling whirlpool appears in the space of 1 foot and reaches 10 feet away from it. Each creature that enters the vortex must make a Strength saving throw. On a failed save, a creature takes 10d8 thunder damage and is knocked prone. A creature prone saves its action to make a Dexterity saving throw. On a successful save, it is not knocked prone but instead takes 1d12 lightning damage, until it uses its action on that damage to regain its Dexterity score. Conjuration

Conjure Horrid Whispers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You whisper a horrid truth to a creature you can see within range. You choose one word, written in stone or parchment, that you can hear within range. Until the spell ends, a creature that can hear you knows that you spoke the truth, even if it is made of stone. The creature knows that you spoke of the creatures presence wherever they are, and that you told them the truth even if they aren't in the presence of you. You have resistance to necromancy and necromancy spells that would target you. You can use another creature’s natural weapon against the target. That creature also knows that you wielded an action that killed the target and wishes you to refrain from using that action, if possible. If you choose to do so, the creature must make an Intelligence saving throw. On a failed save, it also knows for sure that you spoke the truth, even if it is made of stone. If you succeed, you speak the truth to the creature for the duration. The creature is aware of your word, and if the creature uses its action to speak a false name, it chooses a name from among the names on the sheet and then recites the true name to the creature. When you cast this spell, you can have up to three words spoken in one sitting. Transmutation

Conjure Horrified Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A tree trunked and tangled in thorns or branches appears and spreads among fallen trees in a 30 foot radius. The trunk is heavily obscured, and trees that aren’t worn or carried by creatures are subject to tremor damage. The trunk can be pulled up to 30 feet in any direction along a tree and felled into the ground. Each foot that a tree is pulled up costs 1d6 force damage. In addition, when a trunked and tangled trunked and tangled trunked trunked trunked trunk trunked trunked trunk You cause a tremor in the ground within 30 feet of you. Each creature other than you that you can see within 30 feet of the tremor damage must succeed on a Strength saving throw or take 1d6 bludgeoning damage. A creature must also make its saving throw when it enters the tremor damage range to achieve this spell. Necromancy

Conjure Horrigan

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

As you cast this spell, you create a shadowy figure, which disappears when it drops to 0 hit points or when the spell ends. To you, this shadowy figure appears as a shadowy, rubbery creature with silver eyes covered in green scales. It lasts until you dismiss it as an action. You can make yourself or others disappear as if you had cast the non-romantic component of the spell. When you cast this spell, you can reanimate a corpse up to the size of which is possible, up to 100 feet tall. You can hurl the corpse, provided that you have the Material Component component, at any creature or object within 30 feet of you. If you make a blow, you deal 30 radiant damage. A thrown object also falls when you make a melee attack, provided that it hits multiple times and isn’t worn or carried by another creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Conjuration

Conjure Horriment

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You conjure a kind of shadowy energy hovering in the air that can be as strong as 30 feet away, centered on a point you choose within 120 feet of you. Higher levels of the darkness affect only you; if you cast it for the first time on a creature, its hit point maximum is reduced to 0, and it becomes impossible to hit you with an attack or a spell until its concentration ends. The darkness spreads around corners. When the darkness reaches your physical space, you can use your action to create a temporary teleportation spell that travels 300 feet in one direction and then ends its course in a random direction. Conjuration

Conjure Hound

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You call forth a beast of challenge rating 5 or lower, and place it in any size or type specified by the target race. The beast appears in a unoccupied space that you can see within range and that can normally fit within the target’s reach. The target must make a Charisma saving throw. On a failed save, it takes 10d6 psychic damage. On a successful save, it takes half as much damage. As a bonus action, you can move the target up to 60 feet in any direction. If it moves over sand, dust, or any similar terrain, it must make a Dexterity saving throw. If it doesn’t move, it takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. The target’s speed is reduced by an amount equal to the difference between the two sustained against the target. Conjuration

Conjure Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell enables you to summon a celestial or a fiend from the spirit realm that appears at the top of your immediate vicinity. The celestial appears in the form of a Large or smaller beast or fey (your choice). It disappears when it drops to 0 hit points or when the spell ends. You can choose to summon a celestial or an fiend, or you can create a fiend from nothing more than an illusory duplicate of the creature. For the duration, a celestial is a celestial of challenge rating 2 or lower, and it disappears when it drops to 0 hit points or when the spell

Conjure Hound

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A gargoyle appears in a 30-foot-radius sphere centered on a point you choose within range and lasts for the duration. It is immune to all damage and is capable of doing nothing more than light combat damage, as well as any other damage that would normally be done to it by creatures or undead. The gargoyle takes three 1d6 slashing damage rounds after it disappears. These rounds must be repeated each day for the duration. While the gargoyle is affected by this spell, the target suffers a number of Condition Immunities affecting it that can be reduced by this spell. These include: Fever, cold, exhaustion, Chills, Dazed, Dead of Sleep, Dead of Wellness, Cold Silence, Darkness Requirement(s), Cold Toss, Darkness Under the Skin, and Dispel Magic. The spell ends if you dismiss it as an action or an effect. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can maintain your concentration on the spell for up to 8 hours, using a spell slot of the same level as the slot you used for the gargoyle spell. Necromancy

Conjure Huge beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cast this spell on a Huge or smaller beast that is your size or larger. You choose the creature’s size. The beast is either Huge (your choice), Medium (your choice), Huge (your choice

Conjure Huge Huge (1-foot-ton cube)

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a Huge, undead creature that is Medium or smaller. The creature doesn’t have to be within 120 feet of you. The creature must be within 1 mile of you. The spell can penetrate thickets, ceilings, and floors, and it can’t use flame throw objects. Evocation

Conjure Huge or Huge beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a Large or Huge beast within range. The Huge or Huge beast takes 10d6 bludgeoning damage. On a hit, it makes a ranged spell attack. On a failed attack, the beast takes an extra 2d6 bludgeoning damage. On a successful save, the beast takes half as much damage, and it takes half as much damage on a failed save. On a failed save, the beast takes half as much damage, and it takes half as much damage on a successful save. Each of these damage increases by 1d6 for each slot level above 2nd. Transmutation

Conjure Huge or smaller beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A Huge or smaller beast appears within range. The beast can’t exceed 10 feet in height and has no armor, weapons, or equipment. The beast doesn’t have a home or lair. The beast’s home or lair is visible to creatures other than you. The beast can’t be hostile or neutral. The beast can’t cast spells, and it can’t use equipment and weapons. The beast can either move to an unoccupied space within range, or it can move to any unoccupied space

Conjure Huge or smaller Construct

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create one Huge or smaller Construct, gaining the benefits of the spell’s other effects. The creature must make a Strength saving throw. On a success, the spell ends. On a miss, the creature takes 14d6 fire damage and is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Conjure Ice Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wall of ice on the ground within range that lasts for the duration. You can make the wall up to 60 feet long and 10 feet high, and you can shape it so that it faces away from you. The wall forms a vertical column that can be as high as or lower than the column you chose. The wall, along with any creatures in it, are immobile while it is in place. You can place up to four such immobile creatures within the wall, as long as they are on the same plane of existence as you. You can place up to four such immobile creatures on a flat surface, or you can place up to eight such immobile creatures on a high surface. You can construct an extradimensional space that is just beyond the wall. The wall can be extended up to 60 feet in any direction. The wall blocks all but the most distant rays of sunlight from entering or leaving the wall. Evocation

Conjure Illusion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You invoke the spirits of nature to create illusions, illusions that are as real as glass or lead to a trancelike state. A trancelike state is one in which one that you know is false, false, or perhaps an illusion. You can use a trancelike state to see things that are beyond your immediate awareness, or you can use one of the other senses to see illusions that aren’t real. If you use a trancelike state to see something, you must make a Wisdom saving throw, taking 10 on a success, or the illusion becomes a fake if it isn’t made. While a dreamlike state is active, creatures can do anything you wish with regard to their thoughts, actions, and so on. You can mentally command up to twelve creatures you can see within range, and you can command up to twelve creatures you can see within range at a time. You can mentally command up to two creatures you can see within range at the same time, and you can command up to two creatures you can see within range at the same time at any time. You can use your action to dismiss this trancelike state. If you cast this spell while you have cast off for a minute or two, reducing any creatures that don’t sleep or are surrounded by mist to a creature that can’t see outside its body, the spell fails, and you must end the trancelike state on an affected creature within 15 days of the casting. Illusion

Conjure Illusion

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and cause it to become a spectral ghost for the duration. The creature must make a Wisdom saving throw. On a failed save, the creature becomes invisible until the spell ends. On subsequent failed saves, the creature can repeat the saving throw at the end of each of its turns. On each of its turns, the creature can repeat its saving throw at the end of each of its turns. At the start of each of its turns, the creature has advantage on its ability checks. If it can, the creature can use an action to examine itself. If it can't, the creature is deafened. The creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 necrotic damage and is sent flying. The creature is immune to the effects of necrotic damage, as well as any effects that would reduce the creature’s Hit Points or reduce the creature’s Speed. If the creature doesn’t have a Hit Points or is on a low Wisdom score, the creature is immune to the effects of all these effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Conjure Imp 30 Conjuration

Conjure Imp 90

Casting Time: 1 action
Range: Instantaneous
Duration: You choose an imp that you can see within range. I

t takes 10d10 force damage on a hit or miss. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until end of turn. Necromancy

Conjure Impurity

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

You cause up to ten creatures of your choice within range to become immobile for the duration. For the duration, the targets

Conjure Impurity

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with the power to assume the form of a Huge

Conjure Impurity

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and imbue it with the power to convert its disease-inducing effects into magical effects. The target’s statistics are replaced by those of any other spell or magical effect on the target, and any modified statistics are lost. For example, a creature with a normal hit point total and a normal hit point maximum can’t be cured of its disease by debilitating

Conjure Iniquity

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You sacrifice a creature within range to undo a spell of 3rd level or lower that you cast. The sacrifice leaves behind a skeletal component that appears in an unoccupied space that you can see within range. The component can be sold or consumed, or it can remain as a component but become a component of a greater evil (if you cast this spell using a spell slot of 3rd level or higher), a greater illusion (if you cast this spell using a spell slot of 4th level), an aberration (a shimmering disk that appears around one eye and covers the entire other eye), an 8th-level spell of 8th level or scarier component, or a component of a greater restoration component. You choose the component under the condition of devout observance. A component might be a rare artifact that is never worn or carried, a protective spell, a potent magic item, or a weapon. A component might be a powerful artifact that defends against the elements, a legendary artifact that has been decimated by battle, a celestial artifact that protects against death, or a mundane object that can barely be reached by normal means. The DM chooses the component as the component, and the DM takes into account all known magical items and spells of that component as it transforms, whether those spells have a 20th-minute level and how often they last. The component becomes a celestial until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or

Conjure Insect

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You form a creature, such as a bee, that can’t die. The creature is harmless to you and your companions only for the duration of the spell, and the spell ends if the creature is no longer within 500 feet of you. The creature must be within 500 feet of you when the spell is cast. Transmutation

Conjure Insect

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

Until dispelled, any creature or object that you can see within range gains a host of benefits for the duration of the spell. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target up to one additional willing creature for each slot level above 2nd. The creatures must be within 10 feet of each other when you target them. Transmutation

Conjure Insect

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a harmless insect with the power to fly, which flies in a straight line up to 40 feet in a direction you choose. The target must make a DC 20 Constitution saving throw. On a failed save, the target takes 2d6 flying damage and is knocked prone. This spell has no effect on undead or constructs. Evocation

Conjure Insect

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure up a scorpion, an ant, a hawk, a hawkbill, a hawkbillner, a hawkbillnerber, a hawkbillnerbogger, a hawkbillner, a hawkbillnerbler, a hawkbillnerber, a hawkbillnerbrood, a hawkbillnercherryball, a hawkbillnerbull, a hawkbillnerbubble, a hawkbillnercrown, a hawkbillnercrowned, a hawkbillnerdancingbird, or a scorpion’s bat. If the target moves through the area before the spell ends, the creature must make a Dexterity saving throw. On a failed save, the target is sucked into the swarm. On a successful save, the target is sucked out of the swarm and is sucked back into the target’s area. The target must make a DC 15 Dexterity saving throw each time the spell ends. At the end of each of its turns, the target can make another saving throw if it so chooses. If it makes another save, the target takes 4d6 poison damage. If it makes neither one, the damage is 1d6 instead. Abjuration

Conjure Insect

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you cast this spell, you animate a beetle that appears to be an insect. Choose one creature within range, such as a spider. The creature must succeed on a Dexterity saving throw before the beetle appears again. If it drops to 0 hit points, it is knocked prone. The beetle can’t be targeted by spells or traps. A ranged spell attack rolls against the beetle is more difficult. A successful spell save negates the effect of the spell. Illusion

Conjure Insect

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You place a waxy substance in one of the target's hands. The spell can be used to make a melee attack

Conjure Insects

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure an Insect creature that is friendly to you and friendly to hostile creatures. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 poison damage and is frightened until the spell ends. On a successful save, the creature takes half as much damage and isn

Conjure Insects

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure an insect that is friendly to you and friendly to hostile creatures. The creature must make a Wisdom saving throw. If it succeeds, you use your action to give it a swarm of flying creatures. The creatures are larger than normal creatures, though they have the same statistics. The swarm is friendly to you. It takes 100 feet to fly, and it can’t create nests. A swarm of beetles. Each bat has a different statistics. A bat and an insect swarm are friendly to a single other. If you create a swarm of beetles with a spell, you can create a swarm of similar creatures as well. Enchantment

Conjure Insect Swarm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a swarm of bees, esp. one with wings. Each hive contains a queen and her young. The queen and her young defend themselves from hostile bees, and the other bees defend themselves from hostile bees. When a bee attacks a bee queen, she and her men take control of the hive, and the queen and her men take over the young. Each creature that is within 5 feet of the queen when the spell ends must make a Dexterity saving throw. The bee makes this saving throw when it drops its queen bee larva or when the two creatures interact unawares. The queen also makes this saving throw when she makes a melee spell attack. The spell ends if you or your companions are close enough to the queen to make the save. The queen also automatically succeeds on all Intelligence (Investigation) checks made to her knowledge regarding truth, justice, and order. A queen bee that takes damage when she makes a melee spell attack fails this save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional bombs for each slot level above 3rd. Necromancy

Conjure Insect

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that you can see within range and choose one of the

Conjure Insect

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch an Insect. The insect’s natural armor rating is 4. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Abjuration

Conjure Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You call forth the spirits of fey, demonology, and magic beasts to battle for your life. Choose one beast type: demon, fiend, or undead. For the duration, each chosen beast has disadvantage on attack rolls against you. When the spell ends, the beast drops to 0 hit points. The spirits can’t cast spells or perform other magical functions on it, and its statistics are nullified, unless it can cast any. When you cast this spell, you can dismiss the spell as an action. If you dismiss it as a action, choose one of the following two effects. You can end the spell. If you do, the demons, demonology, or undead vanish without a trace. • If you target a creature with a spell, you deal an extra 1d6 necrotic damage to it. This spell can’t target a creature that is under the effects of a disease or poison. • You cause a creature to become blinded or deafened. A creature blinded or deafened by this spell makes the saving throw at the start of each of its turns. It takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Conjure Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to see into the soul of an unwilling creature and invisibly banish that creature to a plane of yours.

Conjure Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to cast invisibility on a creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target must either be invisible to you or have trouble distinguishing you from a creature you can see. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Conjure Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You transform into a spectral horse. Until the spell ends, you have advantage on attack rolls against one creature that you can see within 120 feet of you. If you hit the target, it takes 4d6 radiant damage and is blinded. If the target is a Huge or smaller creature, the blindness has disadvantage on attack rolls against that creature or creatures that move Large or smaller. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Conjure Invisibility

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to appear invisible to a creature you touch and see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 psychic damage, and other creatures take half as much damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. Evocation

Conjure Killer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A Killer creature of challenge rating 1 or lower appears in your space and disappears. Until the spell ends, the Killer behaves in a manner completely different from normal creatures. It deals 1d4 damage to any creature that enters its space within 10 feet of it or moves 30 feet away from it. The Killer can’t attack or be targeted by creatures. Each time it hits a creature, it inflicts 1d4 + 1 damage to the target’s hit point maximum. The Killer ignores any saving throws made by other creatures. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the number of times you can

Conjure Killer

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A celestial that you can see within range must make a Dexterity saving throw. On a failed save, the celestial takes 1d8 necrotic damage and the spell ends. On a successful save, the celestial takes 1d8 necrotic damage and the spell ends. On a successful save, a celestial takes half as much damage and the spell ends. If the celestial is a creature, it isn’t affected. If the celestial is in the air, it is invisible until the spell ends. The celestial must succeed on a Dexterity saving throw or take 1d6 necrotic damage. Alternatively, if the celestial is in the air, the celestial must make a Wisdom saving throw. A celestial takes 1d6 necrotic damage, and the spell ends. The celestial takes 1d6 fire damage, and the spell ends. The celestial takes 1d6 fire damage, and the spell ends. Divination

Conjure Lake

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You conjure up a lake of water that lasts for the duration. Choose one of the following options for what appears: • One creature or object that is completely within range • Two creatures or objects within range • Four creatures or objects within range • Eight creatures or objects • Ten creatures At the end of each of your turns, you can perform any of the following conjuration spells of your choice: Cure Wounds Silence Transmute Rock solid to stone cleanse, revives, Ward from harmful conditions dispel magic and darkness, mend, stave off disease, and remove curse. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. Divination

Conjure Lament

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon legendary spirits that curse the presence of your presence. Choose a number of creatures that you can see within range, and the curses last for the duration. The curses last for the duration against your choice of enemies, or until you dismiss one. When the summoned spirits reach the maximum number of creatures they can affect, they utter a loud ringing, buzzing noise. The summoned spirits take control of themselves, allowing them to any number of ways before breaking out in loud laughter. You can control how the spirits shape the environment of their space, by removing all life from their creatures, or by creating portals that open within the space. The portals open in all directions, with or without leaving the space. The air in the portals fills them, so that water vapors appear in the spaces air and water vapors fill dry land. The spirits appear in all weather, but not if the place is dangerous to them. When you cast this spell, you can make your own curses, and the curses of the spirits can be changed. A creature that curses you to do something w as harmful must first understand its meaning to the creature. If you want the curses of demons and the curses of angels and other dangerous creatures to be completely negated by the use of this spell, you must have seen the writing on your soul or the wall between you and the spirits. If you want the curses of devils and of beasts to be entirely negated by the use of this spell, you must have seen the writing on the wall. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 7th level or higher, the duration is destruction. If you cast this spell using a 9th level spell slot, the duration is destruction. Evocation

Conjure Large

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a cube in the space of a 10-foot cube centered on a point within range. The cube is composed of three layers, each comprised of a cube and a piece of stone. When you cast this spell, you can cause the cube to move up to 5 feet and can make the cube smaller or larger to accommodate objects smaller than 10 inches. The cube can be as large as a 1,000-foot cube, or as small as a 500-foot cube. The cube can also be as small as a 1,000-foot cube. The cube’s area is 50 feet. The cube can be up to 100 feet in diameter. The cube can’t be more than 10 feet in diameter. Conjuration

Conjure Large beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a strong, strong, and powerful beast that defends against both physical and magical attacks. Choose an area of ground that you can see within range. Choose one of the following effects when you cast the spell’s effects. • Feral • Huge • Medium • Large • 2d6 At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Conjure Large beast

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose a creature within range. If the creature has an Intelligence score of 3 or lower, the spell ends. The target obeys any verbal commands the target makes while it is within 10 feet of you. The target can make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage. On a successful save, it takes half as much damage. On a failed save, the target takes half as much damage. On each of its turns, the target can make an Intelligence saving throw. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you use a spell slot of 6th level or higher, the duration is 10 minutes. Conjuration

Conjure Large object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell creates a large, magical barrier between you and the target. It lasts for the spell's duration, and you must succeed on a Wisdom saving throw or be pushed up into the barrier. It lasts for the duration or until the spell ends. The barrier is 5 feet thick and can be broken up into smaller barriers. When a barrier is broken up, the spell ends, but the barrier can still be broken up by creatures with Strength or Dexterity scores equal to 1d6 or less. The barrier can be broken up into smaller, permanent barriers as well. The spell can be used once per round. Conjuration

Conjure Large or Huge beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a Large or Huge beast within range. The beast takes 10d6 bludgeoning damage. On a hit, it makes a melee spell attack. On a failed attack, the beast takes an extra 2d6 bludgeoning damage. Transmutation

Conjure Large or Huge beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Make a ranged spell attack against it. On a hit, it takes half as much damage, and the spell ends. Conjuration

Conjure Large or Huge Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A wisp of air in the air appears on the ground. The wisp lasts for the duration you cast this spell. It obeys all the rules of the area you are in, regardless of what it sees or hears. The wisp appears in any room within 30 feet of you. It lasts for the spell’s duration. When you cast this spell, you can target one creature for its spellcasting. The target must be within 30 feet of you. The wisp lasts for the spell’s duration. Evocation

Conjure Large or Medium Medium or larger beast

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You conjure up the largest or largest creature of your choice that you can see within range. The target must be within 30 feet of you when you cast the spell. The target can be any creature. The spell can target up to two creatures at a time, and the smaller the target, the larger the effect. The target must be within 30 feet of you when you cast the spell. If the target is a Huge or smaller creature, the spell ends. The target can’t be targeted by more than two other creatures. Divination

Conjure Large or smaller beast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a beast of 5 feet tall and weighing up to six tons that can be summoned as a bonus action

Conjure Large or smaller beast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport a creature to a different location from where it was before it left the area and reappear in the same place every 24 hours. The target remains there for the duration. You can teleport a creature up to 5 feet in any direction, up to 20 feet above the ground, or at any elevation above ground. The teleport can take place outdoors or on the ground, or you can create a teleportation spell that uses teleportation to take you there. You can also change the course of the teleportation so that it travels at a different direction, stopping at a point you can see, or stopping at a point you can see. The target’s altitude changes based on the current level of wind, and the target’s speed increases based on the current speed of light. The target’s speed increases when the spell ends. The target's speed and armor class are each increased by 1, and its hit point maximum is increased by 1. Transmutation

Conjure Large or smaller beast of war

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon a beast of war. The beast must be within 30 feet of you. Each creature within the beast’s reach must make a Strength saving throw. On a failed save, the beast’s speed is reduced to 0 for the duration. On a successful save, the beast’s speed is increased to 100 feet for the duration. If the beast drops to 0 hit points, it instead takes 4d10 necrotic damage. On a failed save, the beast’s speed is increased to 0 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a Huge or larger beast. The beast takes the form of a Large or smaller beast with a body and a head and shoulders similar to that of a Medium or smaller creature. If you choose a beast with the same type of body and head structure as the beast you summoned, the beast has the same statistics, but its hit points are equal to or less than the creature’s. In addition, the beast’s hit points do not increase by any means, and its hit points drain when it dies. While the beast is alive, you can’t use any movement, and it can’t attack unless it has a ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ ‡ .‡ At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 8th. Transmutation

Conjure Large or smaller beast

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You conjure up a Large or smaller beast of your choice that you can see within range. The beast has a head and a body. The beast’s hit point maximum is Medium, and it has AC 10. The creature can’t be charmed. When the creature enters the game, the beast gains the following benefits: • You gain the following benefits when it attacks: • At the start of each of its turns, it can use a bonus action on each of its turns. If it succeeds on this attack, the creature takes 10d6 bludgeoning damage. • It has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. It can use its action to deal three damage of its type to each of its target's. • It has advantage on Wisdom (Perception) checks. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Divination

Conjure Large or smaller elemental or elemental spellcaster (see below)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a chaotic force field in a creature you can see within range that lasts for the duration. The area is heavily wooded, with thick snowflakes, mud, or gravel forming a wall. For the duration, the wall is strong enough to cause damage that can’t be dealt by nonmagical means. The wall can be torn down to create a new wall, but only if the existing one is replaced. At the end of each of its turns, the target can use its reaction to teleport to another location within range, using the teleportation spell. Conjuration

Conjure Large or smaller Huge or smaller effect

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature you can see within range and transform it into a Large or smaller version of the same creature for the duration. The transformation doesn’t end. The target can take damage equal to 1d4 + your spellcasting ability modifier. If the target is larger than you, the spell ends for the target. The target’s Strength increases by 5 feet for the duration, as do its Dexterity, to reach 5 feet. At 5 feet tall, the target has the same hit points as you. The target’s Intelligence increases by 1, and its Charisma increases by 1. The target’s Wisdom increases by 1. The target’s Charisma increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s Wisdom increases by 1. The target’s

Conjure Large or smaller magical beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you cast the spell, you gain the following benefits: - You can use one of the following attack actions to cause the target to become irrationally animated. - You can use your action to cause the target to become irrationally animated. - As a bonus action on your turn, you can move the target up to 30 feet in any direction and repeat the attack roll against the target. - You can move the target up to 30 feet in any direction and repeat the attack roll against the target. Transmutation

Conjure Large or smaller magical beast of sufficient size (charmer, greater mending)

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose an unoccupied space that you can see within range. A celestial, an elemental, a fey, a fiend, or a fiend of your choice that you can see within range (or one that you can see within 5 feet of you) must make a Charisma saving throw. If you are fighting a celestial, an elemental, a fey, a fiend, or a fiend, you deal an extra 1d6 psychic damage when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. Transmutation

Conjure Large or smaller Medium or smaller beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure large, flying creatures that follow you and appear in your space for the duration. Choose one of the following forms: charmed, flying, quadruped, quadrupedal, quadrupedal-leashed, or steed. The creature must be within 30 feet of you. If the creature is charmed, the spell fails and the creature is immune to all damage. It can’t take actions or move or take actions only on its turn, and it takes only actions or reactions on its turn. While it is charmed, it has a swimming speed of 30 feet. The spell ends if it is dispelled. Tiny or smaller creature. The spell ends if it is smaller than or under 5 feet. The spell’s area of effect is the same as that of the target, and it is immune to all damage except bludgeoning, piercing, or slashing. It can use its action to make a Strength or Dexterity check (its choice) against the spell’s area of effect. If it succeeds, the spell ends. The target can use its action to make a Strength or Dexterity check (its choice) against the spell’s area of effect. If it fails, the target must make a new saving throw at the end of each of its turns. A successful save ends the effect of the spell. Evocation

Conjure Large or smaller Medium or smaller creature (60 hit points)

Casting Time: 1 action
Range: 24 Hours
Duration: Concentration, up to 1 minute

You conjure a Medium or smaller creature for the first time on a turn or in the next day's rest. The creature must be within 100 feet of you when you cast the spell. Roll initiative for the creature as a group and choose one of the following options: • Choose two or more willing creatures. • Roll a d6 for the creature’s size. • Choose one Large or smaller creature. • Roll a d10. The creature takes 10d6 slashing damage on a failed save, or half as much damage on a successful one. If the creature isn’t a Large or smaller creature, the creature is too small for the spell’s damage type. The creature is restrained until the start of your next turn. Evocation

Conjure Large or smaller nonmagical plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one plant you can see within range. You choose a specific type of flower or shrub, as well as any other plants you choose within range. You can plant plants that are of the chosen flower type, but plants of a different flower type are suppressed. You can plant plants that aren’t of the chosen shrub type, and plants of a particular plant type suppressed. You can also plant plants that aren’t of a specific plant type, but are plants of a different plant type. Plants of that type tend to be peaceful and unaffected by hostile enchantments. Transmutation

Conjure Large or smaller object Conjure Large or smaller object 120 Concentration, up to 1 minute You gain the benefits of this spell. You can use your action to attempt to conjure up a Large or smaller object or a Medium or smaller object. Make a ranged spell attack. On a hit, the target takes 1d10 necrotic damage. If you cast this spell again, you can target up to 10 Medium or smaller objects. You can also target up to 10 Medium or smaller objects as part of the casting. You can target up to two Medium or smaller objects per spell slot. If you cast this spell three times, you can target up to 10 Medium or smaller objects at once. Each object must be within 30 feet of you, and you can use your action on a nonmagical object to dismiss it as an action. Conjuration

Conjure Large or smaller object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A magical object created by this spell is an object that appears to be 10 feet tall, weighing 10 pounds. The object is imbued with an effect that affects the shape of the object, but nothing more. Each time you cast this spell, you can use your action to create a new object. The spell ends after you have created a new object, if you use your action to cast the spell again. It lasts until the spell ends. Evocation

Conjure Large or smaller object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure an object that you can see within range from a distance of 100 feet. The object has the same properties as the one you created. The object can be any creature or non-creature or object. Constructs, creatures, and magical items imbued with a power of greater than 10th level are automatically created from the object. You choose the object, which remains for the spell’s duration. The object’s statistics determine its type. You can change its size, shape, and color. The object is of the same size and shape as the one you created. The spell�

Conjure Large or smaller undead within range

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: You create a spectral creature of your choice that

can be any size you choose within range. The creature must be within 60 feet of you. When it drops to 0 hit points, it dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one undead creature for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can target one undead creature for each slot level above 3rd. Enchantment

Conjure Large

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. If the target is a Huge or smaller creature, the spell is harmless. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. On a failed save, the target takes half as much damage and is charmed for the duration. On a successful save, the target takes half as much damage and is charmed for the duration. On a failed save, the target takes half as much damage and is charmed for the duration. Transmutation

Conjure Large Wight

Casting Time: 1 action
Range: 60
Duration: 1 minute

A wight that you choose must be within range. You can target one creature of your choice that you can see. The spell lasts for the duration or until you dismiss it as an action. The wight appears in a bright light of whatever color you choose. The wight has resistance to nonmagical bludgeoning, piercing, and slashing damage. It also has resistance to all damage. A wight that isn’t an undead creature uses its action to make a Wisdom saving throw. On a success, the spell ends. A wight can be any other kind of wight, even one that isn’t undead. While the wight is on the ground, creatures must make a Constitution saving throw or take 1d6 thunder damage when the wight ends. A creature takes half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th Conjuration

Conjure Lassen

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a Lassen angel for the duration. You can cast the spell again only once on a short rest. You must use the restoration spell slot to cast the spell again. You can teleport to a different Lassen angel for the duration. The angel takes the form of a lassen and appears in the space it appears on. You can hold the angel in place. The angel is friendly to you and you gain the same benefits from its alignment as you. The angel is hostile to you and you gain the same benefits from its alignment as you. You can use your action to dismiss the angel, or you can cause it to disappear. If it disappears before your next turn ends, the angel disappears. When the spell ends, the angel looks at you in a circle and makes a Charisma saving throw. On a failed save, the angel takes half damage and can’t be targeted by more than one spell. At the end of every 60 days for the spell’s duration, the angel can repeat the saving throw against your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional additional angel for each slot level above 1st. Evocation

Conjure Laughter

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up a spirit from the dead to fight in your fight against an undead creature. The creature must be within 10 feet of you. The spell creates an illusion of death in the target’s soul. The target’s current condition is replaced by that of the creature who created the illusion. When the target dies, the spell ends. The target’s current condition is replaced by that of the creature who created the illusion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can affect an object created by this spell increases by four for each slot level above 1st. Abjuration

Conjure Laughter

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You step into a bar, a club, a circle, or a circle of laconic air. Choose one of the following options for what appears to be laughter. One creature that you can see within range. Two or more creatures that you can see within range. Three or more creatures that you can see within range. Four or more creatures that you can see within range. Five or more creatures that you can see within range. At the end of each of these rounds, you can issue a verbal command to any creature you or she can see within range to cause any of the creatures you or she can see to move, slam, hurl, or otherwise make noise in a random direction. If the creature is a creature, you can issue no command. If an effect calls for your spellcasting ability to be called while the command is in effect, you must make the call at the earliest opportunity. If you issue no command, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days for each slot level above 5th. Necromancy

Conjure Laughter

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a cacophony of laughter within range. The noise is gentle, but it decays as you gain in the volume. If you choose a sound you can hear, you create a cacophony of booming, booming, and choking sounds that can be heard only from within the cacophony. If you choose a sound that is too loud or too small for your body, the noise is dismissed. Conjuration

Conjure Laughter

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a loud noise, and you can make a wail (if there is one) or a scream (if there isn't one) as you like. You can make a wail, a scream, or both. While you have this spell active, you can make a wail as a bonus action on each of your turns. If you do so, you can take only one hit of wail or scream. The wail or scream is harmless, and while it is audible, the spell doesn't affect you. Divination

Conjure Lava Burst

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A swirling mass of water appears and floats in a 20-foot cube centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Conjure Lava Cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause up to six lava clouds to burst from places on the ground that you can see within range. The lava clouds hover in the air for the spell’s duration. The lava clouds disappear when you dismiss it as an action. A cloud of lava clouds surrounding terrain and objects in the spell’s area is a harmless illusion. The cloud creates a cloud of water covering the area in fog. The fog obscures everything in the area except for the lava clouds, which disappear when you dismiss it. The fog can cover a distance of up to 60 feet. Any creature that can see through the fog or enters it through it must succeed on a Dexterity saving throw or become blinded until the fog dissipates. Evocation

Conjure Lava

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You conjure up a swirling pool of foul water in a 15-foot cone, centered on a point you can see within range. A creature must succeed on a Dexterity saving throw or be engulfed in the foul liquid. The water has a diameter of 60 feet and a depth of 10 feet. Until the spell ends, the water can be evaded. When the foul liquid reaches 0 feet deep, it erupts in a cloud of fine gray liquid that lasts for the spell’s duration. The water can be evaded with a simple action. Evocation

Conjure Light

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A light-filled cylinder of light appears in a spot you can see within range. A creature that can’t see the light must make a Charisma saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and is blinded for the spell’s duration. You can use a bonus action to make the spell’s effect even more powerful. Conjuration

Conjure Light

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

One creature you touch appears in a 20-foot-radius sphere on the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere moves 30 feet in a direction you specify. The sphere spreads out as you choose, making it difficult terrain and difficult terrain terrain. You can use your action to cause the sphere to move only once. The sphere is opaque to light, and it can’t be seen. Divination

Conjure Magic

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon a spirit that can be used to conjure up to four willing creatures of your choice that you can see within range. You can use the spell’s area of effect to designate a specific creature within range, as long as that creature is within 100 feet of you. For example, you could designate a creature of Medium size as Medium. When the spell ends, the chosen creature disappears. Divination

Conjure Magical Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose one willing beast of challenge rating 2 or lower, or one beast of challenge rating 6 or lower, that you can see within range and that fits within a 20-foot cube. You summon it as a melee spell. You target it with your spellcasting ability check to determine the statistics of a creature within your reach, including its hit points, attack bonus, and Constitution saving throw. If the

Conjure Magical Beast

Casting Time: 1 action
Range: 60
Duration: 60

24 Hours You summon a magical beast that you can see within range and that acts as a muggle conjurer, fighting, and eating spirit. The beast appears in any unoccupied space that you choose within range, and disappears when it drops to 0 hit points or when the spell ends. You choose the target for its combatant, though it becomes a member of your companion for the duration. The creature can be any beast or humanoid you have struck with an attack or thrown with a weapon. The creature doesn’t need to be a beast or humanoid, but a member of a different kind, such as a celestial, fey, or fiend, and the creature behaves in a manner similar to a beast. You can summon the beast in trees or on the ground, by way of a mountain, by climbing or bowing to it, or by way of the Nine Hells via a secret entrance in an unoccupied space within range. Once you make the call, the beast can teleport

Conjure Magical Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A magical beast of challenge rating 6 or higher appears and attacks with a spell of 8 or lower score. The creature must be within line of sight to cast the spell. The creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The creature is friendly to you and your companions for the duration. The creature speaks only to you and its emotions and doesn’t take the Dash action. When the spell ends, the creature moves to a spot it can see and begins the next round of combat there as a bonus action. If you move to a spot where it can see the creature and can see it, you can give it a +2 bonus to AC, saving throws, and ability checks. On its turn, it can roll a d10 at the start of every turn it has been subjected to this spell. Conjuration

Conjure Magical Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical beast of challenge rating 3 or lower and give it a challenge rating of 2 or lower. The beast behaves as a typical beast, except it has an Intelligence of 3 or less and it is blind and deafened as your size, its speed is halved, and it can’t make attacks of opportunity. The beast appears in unoccupied spaces that you can see within range and isn’t obscured. It moves at half the pace of a normal beast, but its movement consists of half your movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd. Abjuration

Conjure Magical Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following magical beasts within range. Their statistics for a target are as described above, except they have resistance to cold damage. The beast can be any beast’s size or smaller that you choose, though it can’t be larger than Medium. • Small or smaller beasts can’t be targeted by attacks of opportunity. Instead, each target must succeed on a Constitution saving throw or become charmed by you for the entire duration of the spell. • Medium or smaller beasts are immune to all damage, effects, and effects that would normally target them. • Small or smaller beasts are proficient with all damage methods and with the saving throws made against them. • Medium or smaller beasts can’t be targeted by any of the following damage types: acid, cold, fire, lightning, or thunder. • Medium or smaller beasts can’t be targeted by any of the following damage types: deafened, blinded, or stunned. • Medium or smaller beasts can’t be targeted by any of the following damage types: psychic, shock, poison, or thunder. • Medium or smaller beasts can’t be targeted by any of the following damage types: necrotic, telepathy, teleport, or death. Conjuration

Conjure Magical Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a celestial or a fiend—equivalent to a demiplane (equivalent to a primordial being or a primordial lich) for the purpose of casting spells. You can direct the celestial to run amok, to leap, to leap vertically, to manipulate liquids, to speak in gibberish, or to speak in secret. The celestial has no natural weapons or armor features; its attacks and spells aren’t affected by normal weapon or armor attacks or spell attacks. When you choose the celestial, choose a new language, druidic lore, or a racial trait with a single word (such as darkvision) that you create for it

Conjure Magical Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an evil spirit that assumes the form of a simple beast and attempts to bite and devour its owner. The beast takes 1d8 necrotic damage, and it makes a Wisdom saving throw at the end of each of its turns. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature can be charmed, frightened, or even killed by such creatures, though it must be dead to do so. The creature doesn’t attack you with it; if it does, you have the DM option of using a bonus action to dismiss it. If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Conjure Magical Beast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon an invisible, magical beast that obeys your voice as it warms up for a brief rest. Until the spell ends, the beast hovers in the air, acting as an illusion until the spell ends. The beast appears in a random location on the ground for the duration. You choose which location the beast appears in. It disappears when it drops to 0 hit points or when the spell ends. Creatures and other creatures within 30 feet of it can see and hear it, and it can’t be targeted by traps, phantasmal wards, or similar illusions. The spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon an extra dark and terrible beast for each slot level above 1st. Divination

Conjure Magical Child

Casting Time: 1 action
Range: 10
Duration: 1 minute

This spell makes a minor magical child seem like a normal human being. You take 12 damage on a hit. You make a Wisdom saving throw whether you are Large or smaller. On a failed save, the creature is shunted into a different plane of existence, usually the plane that the Child went to. It is brought with it to any suitable magical school for students who desire to study divination and divination beyond the Material Plane, but none who do so at the school’s level. The child can only take the Material Plane, though it might arrive in a different plane (Fire, Water, Earth, Hell, or the Material Good), within a different race (for example, a race led by a divinity), or within the Shadowfell. When the child arrives at your DM’s choice of the two planes of existence, the child can either enter the plane where it is studying, or leave the plane in which it is studying. For the child to leave the plane, it must choose a plane of existence other than the one it was on when it came into contact with the magical spell. You can’t cast divination spells by accident, as with telepathy, or by humanoids or other intelligent creatures. Until the spell ends, you can shapech and animate objects in the child’s immediate area and in its school for that day as well. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, two additional spells of your chosen level appear in your spellbook. You can cast both spells with great care and vigor, and you make a spell attack with each casting of each spell. You make a casting of a spell using two of the spells, and the bonus is expended when you finish your next long rest. Transmutation

Conjure Magical Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You draw a 5-foot cube of flame from within it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage and is pushed 10 feet away from you in a straight line. At the end of each of its turns, the flame spreads around corners, and it doesn’t become extinguished by the end of your next long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate either one additional flame cube or animate two additional flames. Each creature in each of the two flames must make a Dexterity saving throw. On a successful save, a creature is shunted away from you and the spell ends. Evocation

Conjure Magical Forest

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Choose one or more of the following magical fey locations within range for the duration of the spell. You can designate a location in the nature of an unoccupied space, within reach of a willing creature that you can see, and then create a magical forest on that spot for the duration. In addition, you can create a permanent fey on any creature that you choose within 30 feet of the spot you chose. You create one of the following magical fey spells at a time. The fey creates one of the following effects within 10 feet of another fey spell’s target: • You cause plants to emerge from the ground that aren’t there or that are obscured by hedges or hedges. • You cause trees to yield to any herbicide applied to them. • You cause rocks and mud to move according to inclinations, and crush against other materials if they strike against the chosen area. • You cause water to freeze to a depth of 15 feet, or cold water to move across a solid surface (including doors, containers, or other unoccupied spaces). • You create a respite point on an object or a creature within range that can‘t be turned off. • You alter the color of a face worth 1d10 force (greenish-orange, 0-4 dashes red, 5-8 dashes violet, or goldish). You can banish a summoned fey creature to a corner of the room where it awaits its turn. The fey lasts for the duration, and it transforms into a fey beast at the end of each of its turns. The fey are friendly to you and can be dispelled divines until the spell ends. While the fey are friendly to you, your spellcasting ability with them has been reduced by 5 for the duration. Additionally, each summoned fey counts as a creature within 5 feet of you for the purposes of linking fey spells with them. You can command a summoned fey to accompany you on your next melee attack. When you command it to follow your example, it obeys your commands and pursues whatever path gives it the most force. Whenever the fey attacks a creature, it uses all of its movement to move up or down as normal. When you command it to move behind a creature, it uses its reaction to move up or down as normal. A summoned fey obeys any verbal commands it receives, even if they don’t read your language. While summoned, you have an understanding with it of what it commands and can issue any commands it chooses to the best of its ability. The fey can lay wreaths at any location within reach of a creature it obeys while within 1,000 feet of it. You decide when such a fey disappears from reach, and when it disappears to reach for a different fey, depending on the situation. The fey can be destroyed by ranged spell attack. If you do so, your fortress falls to decay into a frigid slumber, sending bones and flesh ripples across the landscape. It takes 4d6 cold damage on a failed save, or half as much damage on a successful one. When a creature other than you enters the fey’s presence or harms it, the creature takes 1d6 cold damage, and if it can’t stand being within the fey’s presence or within the fey’s space, it must make a Constitution saving throw. On a failed save, the creature doesn’t disappear; instead, it appears in the nearest unoccupied space and

Conjure Magical Forest

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a magical forest of magical force, composed of threads and blossoms, in which you lay down your life. You choose the following properties for the summoned creatures: • Nonmagical plants with an Intelligence score 0 or lower can’t be affected by this spell. All Medium, Huge, and smaller creatures in a 60-foot radius circle on the ground must make a Dexterity saving throw. A creature takes 6d10 radiant damage on a failed save, or half as much damage on a successful one. The elemental magic of the forest is evident throughout, manifesting in the following colors: gold, silver, emerald, yellow, or green. Conjuration

Conjure Magical Girl

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You conjure a magical girl that takes on the form of a regular girl—until the spell ends, at which point the magic girl becomes a girl. During the duration, she can cast spells as normal, as if casted by you, but can’t become a girl of ordinary intelligence or height or a girl who can understand simple symbols or write easily. She must also carry with

Conjure Magical Girl

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A muggleborn girl bonded with magic seems magically transformable and transforms into any beast, nonmagical being of Medium size or smaller that you can see within range. The transformation lasts for the duration and can’t reduce or banish the creature if it fails a saving throw. The creature obeys any verbal commands that the creature gives it and can understand any spoken language it consumes’s mouth. The transformation is permanent, and the creature’s body uses up energy and dissipates heat, cold, or light energy, according to its nature. Transmutation

Conjure Magical Girl

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a magical girl to become the daughter of a wizard. She takes on a magical appearance and acts as your companion, speaking your name and passing along your magic to your children. You can make her a fey or a fey master, and she gains the following benefits: • You can use your action to assume a different form. If you do so, she becomes a fey for the duration. • She takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. If you use your action to assume a different form, you can halve the damage done to her. • She can’t become a fey. She can only assume the form you choose. • You can use your action to summon up to three creatures of your choice that you can see within range. Each target must make an Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and is summoned into the Feywild. Conjuration

Conjure Magical Girl

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a mysterious force that shapes the course of battle in Magical Girl form. Choose one creature within range, either a Huge or smaller creature or an object of smaller or larger size. One of the creatures you can see must succeed on a Dexterity saving throw or become charmed by you for the duration. The charmed creature must use its action to move to the nearest safe space and uses its action to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the spell ends or until you decide to end the relationship. If a friendly creature charmed by you attacks you, the creature does not willingly move away from you. It instead carries with it a message inscribed in the magical book that explains the situation and what must be done to win the game. The charmed creature knows the language and can communicate with you through the language of the creature it charmed. The creature is under your control and can’t attack. If the creature tries to attack you, it can’t do any of the following: 1. Interrupt the creature’s normal operation. For example, the creature could walk over

Conjure Magical Girl

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You weave magic within a nonmagical object you can see and create one of the following magical effects within range, manifesting a new effect at the start of your turn as a bonus action on each of your turns until the magic ends: • You alter the target’s mind game for the duration. While the mind game lasts, you can use your action to roll a d4 psychical ability scores. These psychical abilities can’t be changed. • You alter one willing creature’s intellect. If you roll a 4 or a 5, the creature gains a d8 intelligence boost. (You can also have the creature roll a six or a seven.) • You alter three willing creatures that you can see within range. You alter creatures not wearing armor, light armor, or wearing medium or smaller clothing, though they have their own equipment and can still be charmed and possessed by you, their group, or some other creature that they can see. You can also affect one willing creature for the duration, causing it to become charmed, frightened, or possessed by another creature. Abjuration

Conjure Magical Girl

Casting Time: 1 action
Range: 60
Duration: Unlock casting, up to 1 hour

You adopt a magical child. Your magic reaches out toward a magical beast you can see and touches it to create one of the following magical effects: • One magical beast of challenge rating 2 or lower, including a half-orc, a half-lizard, or a half-orc; • One aberration, natural, or special ability that you can see; • One spell slot, if any, available; • One spell slot, if any; or • More stunning effect effects possible with a successful casting of this spell. Abjuration

Conjure Magical Girl

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You awaken a magical girl within range who can communicate with you through the mind of a Medium or smaller beast. If you are fighting her or attacking with a weapon, the girl can deliver a message, but it requires a successful Wisdom (Perception) check against your spell save DC to do so. The girl can normally be reached only by speaking a short phrase that you have read on the DM’s website. You choose whether the girl delivers the message in written form or verbal form. For the purposes of this spell, the message is written in vernal writing with a single space between the two words. The girl assumes the role of a mentor and acts as a watchful companion. She treats you as a kind creature, sharing her thoughts with you as if you shared her life with her. She is curious about your life, your health, and your state of mind. You have resistance to necromancy damage and temporary hit points of your choice, and you regain expended movement and spell slots when you finish a long rest. Abjuration

Conjure Magical IceWall

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a magical ice wall that blocks incoming magic as long as you are within its area. Until the spell ends, all incoming magical energy passes through the wall to the nearest unoccupied space. The wall can be blocked or dispersed as you choose, but any magic dealing to it must succeed on a Constitution saving throw. If the wall is broken, the wall is broken again and you are knocked prone. The wall is made of 1 inch thick, 5 feet high, and 10 feet long, and weighs 500 pounds. The wall is 1 foot thick and 5 feet high. As a bonus action on each of your turns, you can move the wall up to 30 feet. On each of your turns, you can move the wall up to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wall lasts until the end of your next turn. Evocation

Conjure Magical Lock

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a target and enter a magical lock that allows you to re-enter the game or deal additional damage. At the start of each of your turns that you take for the DM'S using a spell slot, you can use your action to switch locks. You can also make a new spell lock. Choose one lock that you know is in use, prepared by you, or that has no pages or pages of missing information, such as a password that is missing from another spell book or a password that is missing from a password book that is in the same slot as the spell’s slot. You can create a new lock by casting this spell on the same target. If you cast a spell on the same creature or on a different creature, the spell locks again, if it locks again, or you can use your action to create a new lock. The lock lasts until the casting ends. Each target locks normally with no pages or pages of missing information, if any. This spell also locks an unlocked door or a locked passage if that passage is not occupied by a creature or if the creature is attempting to open a locked passage through the lock. If the spell locks a place or a passage not occupied by a creature, the spell fails and the spell is wasted. Transmutation

Conjure Magical Object

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You point an object weighing up to 500 pounds (including any gear or equipment you choose) that you can see within range and magically bind onto it. The object is a simple, 1-foot square and can contain as many as two objects. The object remains bound to the object’s space for the duration. The object can be carried, carried around, or carried by creatures. The object can’t be separated from the object by any means possible. The object is difficult terrain for animals or objects that aren’t equipped with body armor. Necromancy

Conjure Magical Object

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a magical object and decide whether it has the same properties as the object you choose. The target gains the properties described below. The object is made of magical energy and has the same material properties as the object. The spell ends when it is cast, unless the object is magically removed. Enchantment

Conjure Magical Object and Spell

Casting Time: 1 action
Range: Self
Duration: 1 Round

You touch a magical object that you can see within range. The object is composed of several components, each composed of a different component. The components can’t be replaced, but the spell ends for the object. The object is magically indestructible, until the spell ends. When the spell ends, the object is no longer created and no action can be taken by it. When the object is no longer created or dismissed,

Conjure Magical Object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cause magical objects to appear in a 20-foot cube that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains the benefit of any of the following effects. Divination

Conjure Magical Objects

Casting Time: 1 action
Range: Self
Duration: 2 minutes

You cause magical objects to appear in a 20-foot cube that you can see within range. Choose a point you can see within range: a point you can see, a point you can see, a point you can see, a point you can see, or a point you can see. The object you choose must have an area within 10 feet of it. To animate a magical object, use your action on the object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of objects in the object's area increases by two for each slot level above 2nd. Illusion

Conjure Magical Self

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You invoke a magical self in a muggle-occupied space that you can see within range to achieve magical status. You choose the target on the casting list, but the target can’t attack or activate magic. Transmutation

Conjure Magical Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical stone circle with a 5-foot radius on a solid surface within range. When you make a ranged spell attack, you can

Conjure Magical Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Choose a gem within range and create a 20-foot-radius sphere of magical force between you and a creature of your choice within 60 feet of it. The sphere remains for the spell’s duration and can hold up to 100 pounds. When you cast the spell and as a bonus action on a subsequent cast of the same spell and as a bonus action on a subsequent cast of that spell, choose one or both of the following properties from the circle. You can have one bomb within 5 feet of the sphere and have the bomb animate and be dedicated to the casting for the duration. The bomb can be a Medium or smaller object, some plant or mineral, or an illusion that hovers within the sphere. Any creature within the sphere of force must make a Wisdom saving throw. On a failed save, the creature or creatureoids are restrained while the spell lasts. The cylinder keeps track of everything within and harms only to a creature restrained by the cylinder. You can shape the globe to fit a 5-foot cube, which is four inches thick and nearly 30 feet wide; you can shape the globe around the globe to fit an 8-foot cube. You can shape the globe in any manner you choose, creating its most difficult terrain. Because of its shape, you can manipulate it with a simple, mechanical tool. If you use an ordinary tool or a special construct to manipulate the globe, the tool’s area is widened and narrow. The tool fills in gaps in the globe’s natural surface and creates cracks in its surface. The tool sheds bright light in a 60-foot radius and dim light for an additional 60 feet. When the globe sheds this light, any creature that is still within 60 feet of it must succeed on a Strength saving throw or become blinded until the spell ends. Transmutation

Conjure Magical Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure up a magical stone that appears and lasts for the spell’s duration. It is made of fine, crystalized crystal and is composed of up to four coi essences you choose, each imbued with a different power and purpose. Each coi essence has a different purpose, which can be measured by the creature’s Intelligence score—the creature’s Intelligence score is 12, and your Intelligence scores are 3—the creature’s Intelligence scores + 1, and the stone’s AC +15. When you cast the spell and as your action on each of your turns thereafter you can use a bonus action to cause any coi essences created by this spell to fly into the stone and strike at the target. Each creature hit by a creature’s Dash or Fall attack has disadvantage on attack rolls against its attacker. The stone damages targets it hits, but none have trouble moving or attacking. Until the spell ends, magical stone can’t disintegrate to create a seamless road or a labyrinthine network of mounds, mists, or narrow streets throughout the spell’s area. If any of the buildings in the area fall into this spell’s chaos, each structure crack each crack is magical. If a magic stone strikes a creature in a place within the spell’s area that has a magic mirror on it, the stone strikes there instead, creating a circular road that runs along each road and prevents either creature or object from reaching its destination. Each creature hails from the same conjured coi essence in which it was created, and each has the same spellcasting ability and proficiency scores. Enchantment

Conjure Magical Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering force springs from your finger toward one object you choose within range. That object deals 20d6 force damage to you whenever it hits the ground, except on your turn, and the gem lasts until dispelled. For the spell’s duration, or until you use an action to dismiss it, you can use an action to create a new one. You can use your action to wail loudly as part of the spell’s noise effect. You can also use your action to make a low groan sound at the creature’s location as a bonus action. When you cast the spell, you use two of the following effects from the gem’s normal gem animation. If you cast this spell while you have one of the two effects working, the spell ends for that creature. Brightening Smite. You cause up to ten dozen tiny bombsighted orbs of light to bloom from your finger or your finger tips. Each bead increases your spellcasting ability modifier by two, and your movement as a weapon can’t remain horizontal until the start of your next turn. Each bead makes a target of up to twenty-five targets or 10 additional attacks. Forceful Stop. You cause one bomb of suction materializing force in your area to become strained and stop moving. If the target is less than five feet in length, the bomb automatically starts grasping at the end of its length. While the target is strained, the creature takes only 1d6 force damage, and it is restrained for the spell’s duration. Subtract two D6s from the damage and the strain ends for that creature. Forceful Smite. You cause two bombs of suction materializing force in your area to strike together. You create one bomb of suction materializing force in an unoccupied space that you can see within 5 feet of each other (your choice when you create the bomb). When you do so, your weapon energy is siphoned to the next bomb created by suction materializing the bomb, but the bomb can still maintain its suction force while the bomb is created. A similar effect can be created when the bomb's suction materializes another bomb. Conjuration

Conjure Magical Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical stone or a solid object composed of magical energy. The stone’s properties must be met in order to manifest. The stone can be a scroll or a simple object. The object must be composed of one or more of the following properties: • A solid surface, such as stone or wood; • A solid surface, such as a sheet of wood or metal; • An unoccupied space within range; or • A strong magical bond. The stone can be cast as an object, a spell, or a spell slot. The casting requires concentration, and any expended components are wasted. If the stone is cast as a Material Component, the casting fails. If the stone is placed on a difficult surface, such as a rock or a log, the spell fails. If the stone is placed on a solid surface, such as metal or wood, the spell fails. If any components fail, the spell ends. The spell’s properties manifest in the stone when the spell is cast. A stone or solid object created by this spell is difficult to break. The spell can be dispelled with a successful dispel magic spell (1d4 + your proficiency bonus). Transmutation

Conjure Magical Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You choose a stone or a rock-hard surface that you can see within range and that fits within an 8-foot cube. You manipulate it in a one-way or two-way interaction with another object or an object within reach, such as a torch or a staff. As a bonus action on each of your turns, you can move the stone up to 60 feet in any direction and repeat the spell using either hand. As a bonus action on your next turn, you can move the stone up to 60 feet in any direction and repeat the spell using either hand. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate and understand any object within reach, use either hand, or cast any spell of magic that summons a Huge or smaller creature to your service. Huge or smaller Creature. You choose an unoccupied 6-foot cube that you can see within range and that fits within a 5-foot cube You can make an attack with the cube by throwing it in a hand packed with surgical probes and throwing it at the nearest creature on the ground. Otherwise you create a small earthquake, sending the creature into a brine state, which causes it to bleed to a moderate degree. Make a melee spell attack against the creature in the brine state, and the spell deals an extra 4d6 force damage to the creature if it is subjected to the spell. On a hit, the creature is restrained, which causes it to make a Wisdom saving throw. The creature is then stunned and restrained for the spell’s duration. On each of your turns for the duration, you can use your action to switch the creature’s minds of its own. The creature can be friendly to you by raising its objection to your plans, or you can issue a verbal command to the creature automatically while conscious. If you issue no commands, the creature makes its own decisions about what to do and where to stand in relation to your demands, or you can issue a simple and general command—for example, 'bear my child' or 'bear your child' if you are unable to deliver that command immediately. If you can’t issue a command that imposes certain conditions on your creature, the creature obeys those conditions only if and until such conditions are met. This spell doesn’t provide you with a condition that makes you immune to its attacks or spells or that makes you immune to its saving throws. Tiers. You can specify how many creatures to identify within range, or whether you can target the closest creature to you by dividing the number of creatures within range by 5. Each creature you choose within 5 feet of another target assumes a hit point value of 2d10, and the creatures are pushed to the nearest 5 feet of space. Transmutation

Conjure Magical Stone

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 10 minutes

This spell creates a magical stone on the ground that guards against the effects of a harmful magic missile. You pick any number of objects that aren’t being worn or carried by anyone within 60 feet of the stone and then cause them to magically disintegrate. You need not use this spell to cast a spell. On each of your turns as a bonus action, you can cause the magical stone to shatter. The spell disappears when you finish your next long rest. Some magical stones shatter into harmless shards that can then be broken or removed. Some shatter into more complex patterns, others into simple patterns made from nothing more than magical energy. The magic of magic missile spells is not affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional magical stones for each slot level above 4th. Transmutation

Conjure Magical Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

You touch a gem, such as a precious stone, that has a certain age and weight, and it becomes part of the magical world for the duration. Until the spell ends, you can use an action and touch the gem to craft a new name, title, or symbol. The gem can be of any size, shape, or size appropriate to the gem’s size, type, and material. You can limit the gem’s area to 20 feet on each side by using an action and touching the gem. Any action it takes must be directed toward a single object or process. When the gem is finished making its work, it emits a loud ringing sound, appearing less than 10 feet away from you. Any creature that can hear the sound must succeed on a Wisdom saving throw or be affected by the spell. The sound ignores equipment. Transmutation

Conjure Magical Travel

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You teleport yourself and up to 30 friends or foes to a magical travel location, such as an off-world destination, for the duration. You and any creatures you designate when you cast this spell enter a location for the duration. That location can be up to 30 feet up or within 30 feet of a point of your choice within range. For the duration, a friendly teleportation creature that you designate when you cast this spell can travel to the destination you choose when you cast the spell. The spell can penetrate barriers, but the area might be impassable. While in the spell’s area, you can use your movement to move a creature that you can see within 30 feet of the destination by making a Strength (Athletics) check against your spell save DC. The creature can move up to 20 feet when you use this spell’s movement ability, or 20 feet when you use its weapon proficiencies’ to attack two creatures you can see within 30 feet of the destination. Enchantment

Conjure Magical Tree

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose an unoccupied square on the ground that you can see within range. A magical tree appears on that square and lasts for the duration. You choose trees that‘s area is otherwise unoccupied. The trees appear in any sizes you choose. When you cast the spell, choose one or more of the following options for how the tree affects creatures and objects within 5 feet of it. You can cause these trees to move in any direction while the spell persists, ending any effects of spells on them that end while the tree is in motion. Plants. When you cast this spell, you can plant up to ten nonmagical trees within range. You can also cause trees to move in any direction while the spell persists. These trees can move independently of you, but they can‘t cross each other or harm creatures within 5 feet of each other. Large Trees. When you cast this spell, you can create trees in the same size category as you and increase the size of trees you choose by two feet. Each wood tree created increases the size of your lab by two feet while creating a new one increases your current size by two feet. If you create a new tree, each tree counts as one size category smaller on it. Dense Trees. When you cast this spell, you can create trees in the same area as you and increase the size of trees you choose by two feet. Each tree increases the size of your lab by two feet while creating a new tree increases your current size by two feet. If you create a tree, each tree counts as two sizes class category smaller on it. Grasses. When you cast this spell, you can make small cracks in wood or dirt in the ground appear on each of your turns for 30 seconds. This spell fails if you use a Large or smaller component, along with plants or objects, that aren’t part of a weapon or armor set. Evocation

Conjure Magical Wand

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You weave your own magical objects within range. While some are produced by magic, others are created by nature. When you cast this spell, you can create either a mundane item or a magical item created by nature. Create an Ioun Stone. Create an Ioun Stone. Create Magic Stone. Create an Ioun Stone. Create Spell Stone. Create an Ioun Stone. Create Spell. Create several additional Spell Stone images. Each image is worth 2d6 hit points, which are lost when you stop using magic. A creature or a magic tool can't be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create magical objects that have a high likelihood of succeeding in an attack roll against a creature within your reach. Conjuration

Conjure Magical Waterbender

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a magical water breathing vessel that hovers in the air above your head for the duration. Until the spell ends, the vessel floats in the air above your head, providing you with moderate protection against bludgeoning, piercing, and slashing damage. The vessel can hold as many as four Medium or smaller creatures and can hold up to four creatures if you choose four or fewer creatures. The vessel can hold up to three Medium or smaller creatures or four creatures if you choose four or fewer creatures. You can also create two or more creatures by adding one additional creature to the container. Each creature created by this spell must make a Wisdom saving throw. On a failed save, a creature becomes invisible until cleared by a spell of sight or perceived through a chakram. Transmutation

Conjure Magical Water Self

Casting Time: 1 action
Range: 1 mile
Duration: You teleport yourself from a point of your choice

within range to one unoccupied space on the ground. You can enter this space to hunt down a rare pet fish, make potions, or to provide food for the animal. The animals appear within 120 feet of where you’re standing. The nearest creature is blind and must make a Wisdom saving throw. On a failed save, the creature is incapacitated and must move on its own. You can then use a bonus action to move the pet up to 30 feet to an unoccupied space you choose to an unoccupied space that you can see. If the pet falls within 30 feet of a place or glyph, the creature isn’t moved, and it is restrained. When the pet awakens, it uses its reaction to regain control of itself. The pet takes 2d8 radiant damage on a failed save, and it takes half as much damage on a successful one. On a success, the pet escapes and remains restrained while you can move it, recognizing it as a hostile creature. Transmutation

Conjure Magical Weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon a magical weapon with which you are proficient in one weapon of your choice you make while you are within line of sight. You choose a nonmagical weapon of your choice within range. If you summon such a weapon, you choose one of the following magical weapons’s properties: • magical.c. If you make a melee attack against a creature within 16 feet of the weapon and have somehow dispelled its antimagic field, the creature takes 2d8 damage of the chosen type, and it disappears, leaving behind a scar as your symbol and 3d6 damage of that type, of that type and thickness, and so on. • nonmagical. If you make a melee attack against one creature within 16 feet of the weapon and have somehow dispelled its antimagic field, the creature takes 2d8 damage of that type, and it doesn’t have cover against the attack. • fire. If you make a melee attack against a nonmagical weapon in its magic container, the magical weapon takes 2d8+ damage of the thrown type, and it extinguishes whatever it is attaining fire damage. • freeze. If you make a melee attack against a nonmagical weapon in its magic container, the magical weapon takes 2d8 cold damage of the thrown type, and it ignites any object it is holding while frozen. The spell fails if you use your action to cast it again. Evocation

Conjure Magical Woodland Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

Up to nine motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley motley At the start of each of your turns before the spell ends, you can use your action to cause a bolt of lightning to leap from your muggle campfire toward a unoccupied space you can see within 30 feet of your campfire. Each creature in that spell’s range must make a Dexterity saving throw. On a failed save, a creature takes 4d6 lightning damage, and it is blinded. A blinded creature moves 30 feet away from your campfire from the first time it enters the spell’s area on a turn or starts its turn there wearing a light robe. Finally, the spell ends for a creature who leaves its normal clothing on when the spell ends. If the blinded creature moves away from you and starts its turn wearing a light robe, the creature becomes blinded for 1 minute. Creatures that have truesight can’t talk can’t discern the meaning of the spell’s title, origin, or purpose. Abjuration

Conjure Magician

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A magical group of people of level 5 or lower is summoned to a location that is known to you. The summons are of the chosen element. The summoning group consists of a deity or a god, an elemental or an undead creature, and a number of creatures of your choice that you can see within range. The summoned creatures are friendly to you. You decide whether the creatures are friendly to you or hostile to them. The creatures are visible and can’t be targeted by magic. An affected creature can use an action to make a Wisdom saving throw. On a success, it can use an action to switch to a different creature’s saving throw. On a failure, it becomes hostile to you. The creatures become friendly to you until the spell ends. If you and the two affected creatures are fighting over a treasure, you can use your action to issue a challenge to the creature to determine whether it is hostile to you or neutral to you. If it is neutral, you issue a challenge to it, asking it to aid you in fighting off its pursuers. If it is hostile, you issue a challenge to it, asking it to help you find the treasure. You decide whether the creatures are friendly or hostile to you or whether they are hostile. If they are friendly, they defend you from hostile creatures. If they are hostile, they take damage equal to your spellcasting ability modifier. If they are hostile, they use their action to try to take you hostage. At the end of each of your turns, the creatures that attacked the creature are shunted to a different spot in the area, which they can see within 30 feet of where they were attacked. The creatures that attacked the creature when they first started out are shunted to a different spot in the area, and all other creatures that attacked them when they started out are shunted to a different spot in the area. The creatures that attacked the creature when they started out are shunted to another spot in the area, which they can see within 30 feet of where they started. The spell ends if the creatures are shunted to another spot in the area. Necromancy

Conjure Magic

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a magic sphere that is visible to creatures that are within a 100-foot-radius sphere of your choice within range. The sphere can be any size you choose, and it appears as if it were an opaque cylinder. When you cast this spell, you can specify a different number of creatures for each slot level above 1st. Conjuration

Conjure Magister

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You choose up to three creatures you can see within range. Magical invisibility, bardic divinity, fey, fiend, or fiend (your choice) are the ones seen. You choose the latter, and the illusion functions as described above, except it takes 10 minutes to cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional creatures for each slot level above 1st. Conjuration

Conjure Medium

Casting Time: 1 action
Range: 120
Duration: 1 minute

You conjure an illusion of yourself that is capable of comprehending the language or concepts of another creature. The target must make a Wisdom saving throw. On a success, the illusion vanishes and the target can repeat its saving throw. On a miss, the target succeeds

Conjure Medium

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell casts a stunning spell on a creature you can see within range. If you cast it without first studying the creature’s statistics and without considering the creature’s kind, the spell fails. For the duration, the creature has advantage on attack rolls against any creatures within 5 feet of it that are hostile to you or that are hostile to its kind. The creature rolls a d100 Intelligence and Wisdom (Perception & Sense Motif) check. On a success, the spell fails. The creature has advantage on attack rolls against creatures within 5 feet of it that are hostile to you or that are hostile to its kind. The creature also has disadvantage on attack rolls against creatures within 5 feet of it that are hostile to you or that are hostile to its kind. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Conjure Medium

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to combine two of the transmutation's four elements, a single element for the other element. You make a slam attack with a melee weapon that you are wielding. The weapon has advantage on the attack roll you make, and the spell ends when the two elements are reconciled. On a hit, the target takes 8d6 + 4 piercing damage. Whether you hit or miss, the damage increases by 2d6 when you reach 5th level (2d6), 11th level (2d6), and 17th level (2d6). Conjuration

Conjurement

Casting Time: 1 action
Range: Conjurement
Duration: You touch one willing creature you can see within

range and gain the following benefits: You touch the target, granting it an illusion of your presence, a sense of presence, and an insight into your current situation. The target is blinded for 24 hours and must make a Dexterity saving throw. The target is restrained until the spell ends. Conjuration

Conjurement to Doom this force

Casting Time: 1 action
Range: Instantaneous
Duration: You summon a creature with a creature with a creat

ure with a creature or a creature with a creature, and the creature with a creature with a creature or a creature with a creature. The force is centered on the creature and its movements appear as a spot within the casting. The force can be discern from the casting. To the extent of this force, you summon an object with a creature with a creature or a creature with a creature or a creature with a creature. At Higher Levels. This effect is used to cause the force to appear when the spell ends. At Higher Levels. Once the effect ends on a failed save, such as this effect, or this effect, the force ends on a failed save. The force lasts until the spell ends. The force is centered on the creature and the creature, and it appears in the same spot within a 2 hour. Conjurement, up to 1 minute Conjurement, up to 1 minute Conjure, up to 1 hour A force of the force centered on the creature and the creature takes effect from the casting. The force is centered on the creature and it appears in the same spot within the duration. At Higher Levels. The force lasts until the spell ends. Conjure, up to 10min Conjure, up to 10 minutes This effect is used to summon a creature using a spell slot of 7th level or higher or lower. The force reaches its destination by the same force, and the creature appears in a spot within the radius of the casting. The force is centered on the creature and it appears within the radius of the casting. The force is centered on the creature and creature. The force is centered on the creature and it appears within the radius of the casting. If the force is centered on the creature, the creature appears in the same spot within the radius of the casting. Once the force is centered on the creature, the creature appears in the area. The force must be centered on the creature and it appears within the radius of the casting. Conjurement, up to 1 hour You summon a creature with a creature in the area. If the force is centered on the creature, the creature appears within the area. The force is centered on the creature or creature within the area. The force is centered on the creature, and is centered on the location. The force ends on a point within the casting. Conjure, up to 1 hour You summon a creature with a creature within the radius of the casting. A creature within the casting must make a melee spell throw. The force is centered on the location. A force of the force would be centered on the spot within the casting. A force of the force takes effect on its action on the spot, up to 1 hour Transmutation

Conjurement

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch one willing creature you can see within range and gain the following benefits: You touch the target, granting it an illusion of your presence, a sense of presence, and an insight into your current situation. The target is blinded for 24 hours and must make a Dexterity saving throw. The target is restrained until the spell ends. Conjuration

Conjurement, up to 1 hour A fey, fey beast takes 10d

Conjurement, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour Concentration, up to 1 hour Transmutation

Conjurement, up to 1 hour

Casting Time: 1 action
Range: You choose a location within the sphere centered on the spot. The spot takes up to 1 minute, until the DM makes a call to the spot. The location is as close as possible to the spot. The spot is one of the best possible locations to the spot. After the initial roll, the spot is restored to its normal location.
Duration: Transmutation

Conjure Mind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon an insane creature that assumes a bizarre form, transforms into any creature of your choice that you can see within range, and then vanishes. Until the spell ends, the creature takes 10 necrotic damage and must make a Constitution saving throw. If it fails, it can’t cast spells for 1 hour and must move or spend 1 foot of its own free will trying to follow the same path it followed as normal. It is immune to all damage and can’t be charmed, frightened, or possessed by any such creature. While this creature is under the effects of the Darkness spell, other creatures can’t see it and can‘t understand its movements or act, sending the creature into an astral or horselordic plane. When the spell ends, the creature returns to its home plane and can return to any of its home plane functions normally. Necromancy

Conjure Mind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to another point within range, where you have a mental image of a creature that you can see within range. You can make this image disappear when you finish a long rest. You can change the image if you choose, but it must be permanent. The image changes when you reach the destination point of a teleportation spell, and the image of a creature you can see within range disappears when you reach a point on the destination plane. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the image of a creature you can see within range disappears when you reach the target level. Transmutation

Conjure Mind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a mind controlled creature of challenge rating 6 or lower, which appears in a space that you can see within range and appears to be within line of sight to you. The creature appears in an unoccupied space that you can see within range and is immune to their effects. The creature doesn’t need to be within line of sight to take this spell. It must also be within 5 feet of you, so that its attacks and spells are both reflected back to it. The creature can take reactions to attack and creature’s attacks, which are based on its ability to read the mind of its target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a creature with challenge rating 5 or lower. The creature can be up to five feet tall and has a melee attack bonus equal to your spellcasting ability modifier. On a hit, it deals an extra 1d6 psychic damage. As an action, you can summon a creature with challenge rating 1 or lower. The creature must be within 30 feet of you when you cast this spell, and it can’t be attacked or otherwise affected by any of its effects. It has advantage on Wisdom saving throws and ability checks. When you summon a creature with a challenge rating 1 or lower, you can issue a verbal command to it, which it must obey. It obeys any verbal commands that you issue (such as the command to a creature or a voice that makes a creature cry), along with any that aren’t specifically directed at you. The DM can finalize the command at any time, based on the creature’s abilities and the DM’s knowledge of the terrain around it. If you issue a verbal command that a creature must follow if it wants to survive in the forest, the creature obeys the command, but it must first make a Wisdom saving throw. If it fails, the creature is transported to a different location on the DM’s part (typically because of a misty obstacle, steeple, or other obstacle) and must return to your normal behavior for the duration of the spell to complete the task. A successful save ends the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a creature with challenge rating 1 or lower. The creature must be within 30 feet of you when you cast the spell and can’t move or attack. A successful save ends the spell. En

Conjure Mind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 24 hours

The next time you hit a creature with a melee weapon attack before this spell ends, the creature takes 2d6 psychic damage, and the attack deals an extra 1d6 psychic damage to the target and causes the target to become frightened for the duration. The frightened creature can use an action to make a Wisdom (Perception) check against your spell save DC to see if its Wisdom improves or it has no Wisdom score. The creature’s Wisdom score is equal to or equal to the number of Attack Points it has. On a success, the creature’s Wisdom score is halved, and the attack deals an extra 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the creature’s Wisdom scores increases by 2d6. When you use a spell slot of 7th level or higher, the damage increases by 2d6. When you use a spell slot of 8th level or higher, the damage increases by 3d6. Conjuration

Conjure Mind

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You summon a phantom person, a construct from the plane of the dark, from the shadows of the dark. The phantom serves as a sort of demiplane, a place of confusion and confusion for the spirits that inhabit it, and serves as your guide. You can cast the spell without harming the creature, but it must first be dispelled. For the duration, it has disadvantage on attack rolls against creatures other than you. If the creature is hostile to you, it attempts to attack whenever it can, even if it isn't fighting you. In addition, when you cast this spell, you can designate a creature of challenge rating 6 or lower as your companions (obviously a creature you choose when you cast the spell). If you cast this spell while you already have an allied creature as a companion, you have the benefit of that companion for the duration. Additionally, when you roll a d20 the phantom reveals the truth about you and your companions, allowing you to gain information about the world around you and dismiss a saving throw, effect, or condition that would reduce it to suicidal thoughts. As an action, you can dismiss the spell; if it fails its save, it can repeat the saving throw, ending the effect on itself on a success. You can use your action to dismiss the spell. If it doesn’t succeed, your own companions become hostile to you for 24 hours, after which point the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Conjure Mind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and choose one of the following spells of 2nd level or lower. You also choose one of those spells for each slot level above 1st. The target gains advantage on all saving throws, and it can repeat its saving throw for each slot level above 1st. This spell can’t have any other effects or trigger any special abilities of its own. The target gains no audible or physical intelligentsia. Finally, you can use this spell to silence hostile creatures within 30 feet of you, with a 45-foot radius. That area can contain up to four hostile creatures or one hostile creature that uses an action to take 1d6 thunder damage. When the spell ends, the creature is silenced. Enchantment

Conjure Minor Arcane Beast

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell summons a minor spectral beast, created

by an arcane magic beast of your choice that you can see within range and with which you have a warding quality of 4—8. The creature’s speed is halved, their jump speed is halved, and they have disadvantage on attack rolls against creatures of your choice that you can see within 10 feet of you. The creature can take the Dash action and continue moving in quiet motion, but it must first make a Dash that begins within 30 feet of you,’s warchief and ends within 30 feet of you. The creature can enter and occupy the warded condition by hanging from a branch, using a rope, or using a rope that is too small for it (e.g., the rope used to hang a rope or a thin sheet of paper hangs from a ceiling fan). When the creature reaches the condition’s ceiling height, it can jump up to 15 feet higher than normal, use its action to move up to 20 feet higher than normal, and so on. When you cast this spell, you can issue a command to the spectral beast, issuing a steady, measured, sustained command that the beast licks its lips or slurping on its teeth. The beast obeys your command, but it is restrained in a vial filled with holy water. The beast is restrained only by your command, and it can’t move or attack any other creature. Your command doesn’t affect the beast if you have control of another creature's vial or vial containing holy water. The beast doesn’t harm you if you have no vial containing holy water at your disposal. Instead, you issue a command that suspends the creature in holy water only for 24 hours, causing it to shed blood and shedding bright light in a 30-foot radius. The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the creature sheds bright light, it can’t take reactions while suspended in holy water. Evocation

Conjure Minor Avatar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Describe magic. For the duration, up to ten willing creatures of your choice that you can see within range, as well as a Huge or smaller creature that fits within 5 feet of it, appear in the air and, as a bonus action, fly. The spell ends for each target on your person. If the spell's area overlaps with other planes of existence, the creatures can’t appear in the spell’s area and can only orbit the creature when it appears. If you create a sustained illusion or a musical string sound that accompany a spell, such as a song while you have this spell ’s effect, or a chirping noise when a creature hears you speak, the illusion fills a 10-foot-radius, 40-foot-high cube centered on the point you dim light or illuminate with blue light for one hour. If you create a sustained silence while you cast this spell, the spell ends for each target on each of its turns. If you use a spell slot of 5th level or lower to cast this spell, the duration depends on your proficiency with the spell and your proficiency bonus. Additionally, while you have darkvision with you, you are limited to it as a dark cloud (20 feet) or a bright incandescent light cloud (90 feet), and the instant the spell ends, the cloud can’t illuminate it. You must be sleeping to cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 6th. Conjuration

Conjure Minor deity

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell completes the alignment process for you. Choose one of the following options for what appears in an image that you can see within range: • The image appears in any image you have, granting you the ability to see up to 100 feet of nonmagical space and allowing you to comprehend any spoken language you can see. • The image appears within 30 feet of any image you have, granting you the ability to read any written language you can see. • The image appears within 500 feet of any image you have, granting you the ability to speak any spoken language that you can see. • The image appears within 500 feet of any image you have, granting you the ability to cast any spell you can cast and dim light. • The image appears within 500 feet of any image you have, granting you the ability to manipulate an object. • The image appears within 500 feet of any image you have, granting you the ability to

Conjure Minor element (1-4)

Casting Time: 1 action
Range: 120
Duration: 1 Hour (1-2 minutes)

1 Hour (1-2 minutes) 1 Hour (2-10 minutes)

Conjure Minor element (1-4)

Casting Time: 1 action
Range: 50
Duration: 1 Hour (1-2 minutes)

1 Hour (1-2 minutes) 1 Hour (2-10 minutes)

Conjure Minor element (1-8)

Casting Time: 1 action
Range: 60
Duration: 1 Hour (1-2 minutes)

1 Hour (1-2 minutes)

Conjure Minor element (1-8)

Casting Time: 1 action
Range: 90
Duration: 1 Hour (1-2 minutes)

1 Hour (1-2 minutes)

Conjure Minor Elemental Plane

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You call forth an elemental creature of challenge rating 1 or lower and compel it to fight in one of its designated locations on the ground. The creature must make a Strength saving throw, and it does so with a Strength of 3 or lower. On a failed save, the creature is restrained. On a successful save, it regains expended hit points. The restrained creature can use its action to make a new grab attack against any creature within 30 feet of it. If the creature makes a new grab attack, the creature can choose to make the new grab instead of the one used. The restrained creature can repeat the attack and finish the casting of the spell again. If the spell ends before the target makes its next grab attack, the creature ends its hold on the restrained object. Conjuration

Conjure Minor Elementalshield

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a minor elemental being and force it to use one of the following skills it can use when it awakens. As an action, you can bring the minor elemental up to level 5. You can have no more than two of the Minor Foes as minor companion or companion to beasts, or you can have none at all. The minor elemental awakens only upon its own free will, and if you have no other natural enemies in the area, it does nothing other than defend itself against hostile creatures. If you choose an area with a minor component, you choose one that is not on the plane of existence you’re on. You choose the area’s natural terrain, land, and water elementals, and so you create one of the following effects within range: - Create Small or Medium Wounds. For every 1d4 x 1d6

Conjure Minor elementalsica

Casting Time: 1 action
Range: 150
Duration: Conjuration

Conjure Minor Elementalsica

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You assume the image of a minor elemental and animate up to six creatures within range. That image functions as if you had cast the illusion spell, encouraging the creature to fight for you or offer your services in

Conjure Minor Elementalsight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You transform one creature within range. Until the spell ends, the target’s unoccupied spaces and doors have resistance to bludgeoning, piercing, and slashing damage, and it gains the ability to assume the appearance of a Large or smaller, serve as a servitor, and speak one line of nonmagical language once it has been charmed. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Moreover, whenever a target without the target spell finishes a salvo in which it can cast a spell, or the target becomes hostile to you, it can make a separate salvo at the start of each of its turns in which it can cast the spell. Finally, whenever a target succeeds on all its saving throws against being charmed, it has disadvantage on attack rolls against any creatures within 5 feet of the target until the start of its next turn. At Higher Levels. During the duration of your adventures, you can use a bonus action to create new minor elementalalsights, which are determined automatically by you. You can cast these spells on your turn, and you can up to one additional time for each of these spells. You can create one minor elementalalight at a time. Each minor elementalalight requires 1 minute of activity by one creature for the entire duration. You can animate one object, which must be free of any material component and which must be of a kind you know, such as wood or stone, and must provide sufficient material components for the object to appear in its place. I. Food. You create an object whose weight is no lower than 10 pounds. If it exceeds this weight, you create an “explosive object that explodes in a 20-foot radius and damages the creature you chose. The creature must make a Constitution saving throw. On a failed save, it takes 6d10 acid, 50 force damage, or half as much damage on a successful save. The “explosive object is nearly invisible and thus difficult to locate. It also has disadvantage on attack rolls against creatures other than you. The creature can use its action to make a Strength check, changing its ability to see and hear the object to a Strength of 15 or lower. Both attacks have a range of 60 feet. At Higher Levels. When you cast this spell using an object created by another spell of 5th level or higher, the ranged ability of the creature becomes a 9th-level spell, rather than a 6th-level spell. Conjuration

Conjure Minor Elementalska

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

This spell primes creatures of the elements for one of the following tasks: planting a vineyard, cleaning up a temple, cleaning up a temple—you name it. The task isn’t difficult or impossible (your DM might allow it as difficult or impossible in certain circumstances); just ask the creature. It can be difficult but possible. The creature looks to you for support: plants to do the dirty work, water to do the heat, and light to do the shade. If you are inclined toward difficult tasks, the creature will make its own way along the terrain, carefully avoiding obstacles and shifting toward easy tasks. The creature doesn’t willingly move from difficult task to difficult task, even if it would be foolish to attempt it. If the creature would like to perform an ill-advised task in lieu of an ill-advect task, the creature will make the ill-adventful move regardless. The creature obeys all the usual procedures for completing the task before it can take place. For example, if you wish the creature to ram an ill-adventured rock down a well-lit corridor and then ram it into a wall or a pillar, the creature will likely perform the task as instructed, regardless of the circumstances under which it occurs. If you chose a difficult task, the creature will most likely ram a simple but intricate scroll into a chest or a chest of fine marble. Similarly, if you wish the creature to pluck up bits of an idol or perform an intricate plan in an arcane ritual, the creature will most likely perform the task as instructed but likely with greater skill and skill. It takes no steps to the best of its ability to create intricate plans and precise instructions for its master. When the spell ends, the creature realizes it wilt failed all its

Conjure Minor Elementalska Transmutation

Conjure Minor Elementalskipper

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following magical elements: acid, cayenne, mauve, violet, caryophyll, mauve, violetgreen, violetorange, green, yellow, blue, yellowgreen, violetwhite, or lauvish. Each element can be a unique element, a rare element, or a mundane element. As an action, you can alter any element in your spell list to make it more potent, less potent, or no more potent at all. You can also alter any other element in the spell’s power, creating a duplicate. If you create a duplicate of a creature, create a magical bond with it, and/or become an equivalent of the creature (regardless of its level or previous status), you become one with it. You appear in the nearest unoccupied space for the duration. You can also create an illusion by causing the illusion to appear real and tangible. You can affect only one duplicate at a time, and you can’t affect any more duplicate creatures or create duplicates of creatures. The spell ends if you cast it again. Illusion

Conjure Minor Elementalsm

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell conjures up minor elemental beasts of your choice within range, created when a Huge or smaller beast has been created for it. Each beast has AC 20, and its hit point maximum is reduced to 0. When you cast this spell, you can create one additional beast for each slot level above 18. The beasts can be of any size, any kind, and they are within 30 feet of a creature or an area within reach. They obey any verbal commands that the creature gives it, though it must make a Wisdom saving throw or be restrained by the creature. They can’t speak, take metal or poison damage, or make speech checks that would normally be possible under normal circumstances. You can also create one additional beast for each slot level above 18. Divination

Conjure Minor Elementalsm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You conjure up elemental servants whose purpose is to accompany you on dangerous adventures. Choose any number of creatures whose challenge rating is equal to or less than the creatures you designated in the Monster Manual. The creatures serve as servants to the summoned creatures, acting as guardians until the battle that the creatures are summoned in determines that the creatures represent. You can send one or more of the servants to any of the following destinations:Azure, Earth, Water, or Air. The servants appear in unoccupied spaces on the ground or on the ground next to your den. You can send one or more of the servants to an alchemist or a druid for additional ingredients. As an action, you can send one or two of the servants to a steward, an elementalist, a paladin, or a paladin tableau. The servants can be anywhere on the ground, in containers, or as objects on the ground outside the spell. Each servant serves as an extra creature for the spell’s duration. Whenever you cast the spell, you can send one additional servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • At any time after the spell ends, you can send an extra servant to any willing creature you choose who isn’t within 5 feet of the designated destination. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. • You can send one extra servant to each willing creature you choose when it drops to 0 hit points or when the spell ends. If you’re holding a creature or a creature object with which to train a servant, you can send one extra servant to protect it from hostile creatures, but otherwise you can’t send a servant to a hostile creature. Divination

Conjure Minor Elementalsm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a celestialsm that you can see within range and that is within line of sight to a celestial, an elemental, a fey, or a fiend. The celestialsm is an elemental of challenge rating 2 or lower. The creature is Medium size, Medium handsomeness, and has the following statistics: • It has a flying speed of 60 feet. • It can’t attack. • It has disadvantage on attack rolls against creatures within 5 feet of it. • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • It sheds dim light in a 30-foot radius and dim light for half as much light. • It sheds bright light in a 30-foot radius and dim light for half as much light. • It sheds darkvision. When you cast this spell, you can direct the celestialsm into a vision into the Ethereal Plane, opening a portal there that lasts until the spell ends. The portal is 1,500 feet long and 5 feet wide, and it is

Conjure Minor Elementalsm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The next time you hit a creature with an attack of opportunity using a spell’s damage type, the attack deals an extra 1d6 necrotic damage to the target, and on each of your turns for the duration, the creature takes the Dash action and moves from creature to creature in an unoccupied 5-foot cube. If the creature moves to a place more than 20 feet away from the spell’s area, the creature takes 4d8 necrotic damage, and it takes half as much damage on a failed save (and half as much damage on a successful one) as it would on a successful one. Necromancy

Conjure Minor Elementalsm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell places the elemental spirits of nature in your own space within range, forming warding charms around one spell of challenge rating 5 or lower. You choose one of the following spell slots for the spell’s cast. You might cast this spell by creating an odd altar dedicated to one god or a group of gods, or by casting a minor divination spell, such as a charm that takes life or death, and preventing each creature within 30 feet of it from seeing the divination for the first time on a turn or starts its turn there. When you cast the spell and as a bonus action on each of its turns, you can alter the nature of the divination so that it lasts for the duration and spells and other magical effects can no longer take effect. This spell can’t be dispelled by dispel magic, but by employing magic that mimics nature, such as water magic, you can change the nature of the divination in half to match the current location, duration, and types of spells and effects encountered at the DM’s choice points within the last 24 hours. Divination

Conjure Minor Elementalsm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon elementals to serve as guards and protect your fortress against hostile creatures. Choose a celestials or a fey elementalsm type that you can see within range. You issue a command to each celestialsm that you have drawn and that is within 5 feet of you, issuing a general command: „Divine Shield’, „Wall of Ice, or „Thunderous Ray’. Each celestialsm has advantage on attack rolls against any creatures within 5 feet of it. Each elementalsm that you summon has advantage on attack rolls against any creatures within 5 feet of it. Divination

Conjure Minor Elementalsm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic-enhanced elemental servants appear in unoccupied spaces that you can see within range. You can make them shift in size or appear as small as a mottled patch on one arm or a jewel on the other. You can alter their appearance so that they look human or animal, and you can create illusions in them that bear the name of a specific creature or a specific magic item. Non-illusion creatures can be affected only by the illusion. If you shape an illusory shape for the first time on a creature you shape and create a minor elemental illusion for it, the creature becomes a minor elemental until it drops to 0 hit points or dies. The minor elementals move with the minor elementals and manipulate them to their greatest advantage. When a minor elemental drops to 0 hit points, any creature within 30 feet of it and within range of your spell’s ability reaction is charmed, frightened, or possessed by it for 24 hours. The charmed, frightened, or possessed creature can cast spells using a spell slot of 2nd level or lower, and it can make one additional Wisdom (Aura) check against your spell save DC to understand its nature and attack patterns. During its time as a minor elemental, the creature treats all known creatures as pets and follows all reported behavior patterns. Thus, while a pet might charm a fey or a fiend, such a pet would not be able to reach a plane of existence beyond its home plane. Abjuration

Conjure Minor Elementalsm Divine Intervention Conjure Minor Elementals m (illusion) Concentration, up to 1 hour This spell takes a minor elementalist for your troubles. Choose a nonmagical elemental you can see within range. Then make a ranged spell

Conjure Minor Elementalspike

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Choose one elemental that you can see within range. The elemental can pass through thick and thin, though it takes 3d8 cold damage on a failed save, or half as much damage on a successful one. For the duration, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. To a creature immune to this damage, the elemental appears as a shadowy cloud hovering in the air, as if it were in an unfriendly location. The cloud disappears when the spell ends. Any creature or object it passes through has sullen, skeletal hands that sprout from its limbs. When a creature steps into the cloud for the first time on a turn or starts its turn there, the creature takes 3d8 bludgeoning damage and is knocked prone. A creature immune to this damage can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. If successful, the creature’s skin glimmers with emerald green light in a 5-foot radius around it, and the creature takes 10d4 slashing damage at the end of each of its turns. Transmutation

Conjure Minor Fey

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon fey spirits whose warding powers are waned. Choose one fey creature within range and create a harmless illusion of an illusory minor deity within range. For the duration, these fey spirits have advantage on attack rolls against nonmagical creatures in reach. The fey spirits are friendly to you and your companions for the duration. The fey spirits are under the whim of your DM as long as it remains within 1 mile of you, and they can’t attack you. You can use your action to dismiss these fey spirits. Choose one of the following summoning options. • You may summon fey spirits from the dead. These spirits appear in unoccupied spaces that you can see within range. They remain in the air for the duration, and they can’t leave the fog until they leave the fog. They appear to be harmless illusions made of smoke or blood. You decide what sort of fey spirits appear in each instance. The most common fey spirits are celestials, elementals, fey men, fey beasts, fey dragons, fey elves, fey magi, fey dwarves, fey primals, fey primals, fey trolls, fey wizards, fey undead, fey undead knights, fey undead soldiers, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, fey undead strategists, FEYEDY DEADINESS, frantic shout 30 Instantaneous You utter a shriek of discordant energy. Each creature within

Conjure Minor Fey

Casting Time: 1 action
Range: Divine Bond
Duration: Concentration, up to 1 hour

You learn the nature of nature through the minor Fey, a mysterious and powerful spirit that bestows life energy upon those who are closest to her. When a creature of your choice that you can see within range attains the age of a living creature, the minor né is triggered. If you possess a minor né, you instate a trance within the creature about the nature and purpose of life that lasts for the duration, telling it about the natural world, the human race, and its natural habitat, along with possible new dangers and possible denomings. The creature is enclosed within a translucent cocoon made of life energy, and its mind and body are unaffected. A minor né can’t create illusions or create other sensory effects. While a minor né is awakened, any creature within 30

Conjure Minor Fey

Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Concentration, up to 10 days

You summon fey to take your place at the top of your grave. Choose one of the following options for what appears when you cast this spell: • You make a ranged spell attack for each slot level above 5th. • You summon fey. Choose one fey creature of challenge rating 2 or lower, whose challenge level it is, from the drop-off at the bottom of the page. The fey become a friendly undead creature under your purist. When you cast the spell and as your action on each of its turns each fey creature becomes within 60 feet of you and can make one additional attack at the end of each of its turns for the total. • You animate, shape, and hurl fey (up to 10 fey creatures). You can hurl these fey at any point in the spell’s duration, causing up to five creatures of your choice within 30 feet of you to crumble to dust. Alternatively, you can cause one beast of challenge rating 2 or lower to make a Wisdom saving throw against lich’s lich venom. Finally, you can use an action to dismiss mote’s summoned fey, causing them to disappear into dim light for 10 minutes

Conjure Minor Glyph

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell reveals the name, the portrait, and other information needed to complete a task within range. The information can appear blank or contain information that can be revealed to reveal information about the target creature, the background to the job, or a hidden secret. You can also tell the name of a creature or object that is part of the task, which is also revealed when it appears in the DMICT text. You don’t need to tell the name of a creature or object. While casting this spell, when you cast the spell to a creature you do not see, the name appears blank and doesn’t reveal the information you need to do so. Divination

Conjure Minor Illusion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to create an illusion that a willing creature you can see is floating in the air. A creature that speaks one language that you can see must also be floating in the air. So, for example, the creature can say the following while floating in the air. “You can raise or lower a creature's level by using Spellcasting. For each creature that you make a Wisdom saving throw against, the creature can raise its level by as much as 1. If you have multiple Spellcasting attempts, you can have up to four casting attempts during which the illusion is duplicated across your active spell slots, creating one illusion per slot level above yours. The illusion can be of any creature’s height or level, celestial, or magical, or of any other form. You can specify a creature’s height and level using a number of possible ratios. The illusion lasts for the duration, or reduced to an apparent mirage if you are familiar with the material plane. It disappears when the illusion reaches maturity. For the duration, any temporary illusions created by an illusion slot created by an illusion slot restoration, removing a temporary illusion created by an illusion slot restoration, or removing an illusion created by an illusion slot restoration have a sustained 8 days maximum. When you make an effect use up a temporary illusion, you can make a new one up to 1 hour in a row. Transmutation

Conjure Minor Illusion

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Until the spell ends, you learn the art of manipulating nature and illusion magic within the image of a living creature, up to four creatures of a type you choose, and employing the illusion to affect any creature of that type within 30 feet of it. You can affect a target that has it affected by a similar spell, such as macabre suggestion, divination, or implanting a link between an illusion and its target (such as a door or trap button) with perfect clarity. Alternatively, you can create an illusion of an unwilling creature, though you must be touching the target. Illusion

Conjure Minor Illusion

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You take 12 necrotic damage and animate a small, gray beast from the ground up. The beast grows large enough to fill a room on the ground. The beast appears in an unoccupied space on the ground within range. The beast disappears when it leaves the ground or when it drops to 0 hit points. The creature’s skin tone changes to match the terrain surrounding it, and the creature’s voice fills in gaps. The creature disappears 3 feet behind the target when it leaves the ground or when it drops to 0 hit points. For the duration, the creature is deaf and blind. It ignores line of sight warning signs. A creature with truesight can perceive illusions well enough to recognize them. Illusion

Conjure Minor Illusion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon an apparition that sucks up as many Medium or smaller creatures as you like within range, distorting them in its patterns and forcing the creature to attack either with one or two of those attacks. The illusion lasts for the spell’s duration, and the creature can attack any number of times it takes to cast it. The creature is difficult terrain and can't be targeted by spells, magical effects, or by other means. The creature can be separated from the creature by a password that the creature has memorized and whose password matches the password that the creature gives to another creature. Alternatively, the illusion can create portals that can be opened when the portal opens, closing when the portal opens, and summoning when the portal opens. The portal openings and summoning are visible only to creatures within 30 feet of them or to creatures that can see through the portal. Each creature summoned by the illusion must succeed on a Wisdom saving throw or become separated from the creature for the duration. If the creature’s Wisdom is reduced below 0 and the rift opens, the creature becomes separated for the duration. Additionally, a creature separated by a whisker whip made from a shimmering mist can’t enter the rift until its next turn, after which time it must use its action to move to the nearest side window and use the shortest possible movement to enter. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the summoned creature can attack any creature it dons armor with one attack as a bonus action. You can also use this spell to summon a creature with a cursed weapon, cursed armor, or weapon that has a high chance of causing a weapon attack. While such a creature is within 1 mile of the summoned creature, it can attack any creature it dares to meet the challenge rating, and it can’t attack a warded creature. If the summoned creature attempts to cast spell against a target that is not warded, the target must make a Charisma saving throw. On a failed save, it instead casts the

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A nonmagical illusion appears and floats in your hand, slowly transforming into a different creature for the duration. If you cast this spell in the same area every day for the next 7 days, you can transform up to half as many creatures of your choice into creatures of your choice for the duration. The transformation lasts for the duration, and isn't harmful. The transformed creatures are friendly to you and your companions. You can use an action to dismiss the spell. immediately undoing the transformation doesn’t heal it. You can have up to two creatures under the spell transformed at a time, or you can annul it at any time until the spell ends. The transformation can’t reduce an affected creature’s statistics, such as its size or hit points, to the state it is in; the creature has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, you can target an aberration, fey, elemental, fey demon, fiend, or undead creature with the illusory transformation. Each of these creatures must make a Wisdom saving throw. If they succeed, the illusory transformation replaces themselves with mere creatures of your choice for the duration. They obey the spell, but otherwise gain no experience and can’t become mere creatures of the DM’s choosing. In addition, a mere creature becomes a mere simulacrum of the creature it was created with, if such a thing exists. A simulacrum, like a creature, is a creature other than the creature you created with this spell (your choice, with a successful one, and the same kind of creature as the creature you created with this spell). If you cast this spell without first preparing a simulacrum, you don’t fill it with harmful energy, but instead create a thin sheet of harmful energy that lasts until the end of your next turn. As long as the sheet is in place, the spell doesn’t have to travel over 1,000 feet to create a simulacrum. If you create a thin sheet of harmful energy, you can use a bonus action to cause enough harmful energy to burst from the sheet, causing harmful fissures to open in the ground below. When you do so, you create a small area of acid, a corrosive gas, or a vapor that lasts until cleared out. A harmful fissure closes around it when you cast the spell. A dangerous harmful fissure opens when flames leap from its flames or when a strong wind whirls around a vortex. A dangerous harmful fissure opens while another would open a harmless harmless one. A dangerous harmful fissure opens when you use a spell slot of 6th level or higher to create a protective blast from a distance of up to 30 feet. Evocation

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a minor illusion of yourself or some shape you have created. You can make the illusion appear simple, harmless, or—if you have it framed tightly around a creature or object, up to 1 mile away—intact, a symbol of your power and status. While framed, the minor illusion can be removed only by removing the illusion from another creature. To remove your illusion, place the non-illusioned object you animated with this spell into an unoccupied space you can see within range. Then, using an action that you use to do so, you move the illusion from unoccupied space to occupied space (typically the same spot as another object or scene), line of sight into the space it is currently centered on, and so on. You can make the illusion appear large and magical, as if you had created the illusion yourself. This change lasts for 1 hour, after which time it no longer activates. You can animate your own illusion with alchemical yield at any time, ending its movement and attuning the creature’s clothing, equipment, or whatever it is wearing. Illusion

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You attempt to create an illusion of a creature or an object and then make it fly up to 50 feet in a straight line and then disappear. It lasts until the spell ends and then it disappears, leaving behind no physical form and only a skeletal structure (a satchel, a set of keys, and a silver chain) that houses the illusion. In addition, you can cause an illusion to fly into another plane of existence, up to 300 feet directly over a target surface, as a bonus action on each of your turns for the duration. If an illusion succeeds on its saving throw, that creature is incapable of flying and can only travel 300 feet if it is wearing armor or a set of mismatched gauntlets or a set of gauntlets that prevents it from walking. It must then travel 300 feet before it can use its action to use any of its movement. If the illusion crashes or disappears while it is flying or using a movement action, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an illusion of an unoccupied space you can see within range, such as a laboratory or a laboratory complex. You can create an illusion of an area as small as a small hallway and up to 30 feet deep. You can create one of the following illusions within range: • Fling illusion (your choice) that creates a harmless sound, a tangential sound, a whistling noise, a whimper, a thud, or a puff of wind against an object or a solid surface. • Updraft illusion (your choice) that creates a horizontal upward breeze that blows on the same direction you choose. • Drown illusion (your choice) that sucks up small draugr, dropping them to the ground, if any. • Force windknell (your choice) that twists and moves gusts of wind about you, up to 60 feet per round. • Floating windkull (your choice) that flies toward you, blocking line of sight but making it impossible for creatures in its path to see. A floating windkull has AC 15 and 30 hit points. It is immune to fire damage, and it can’t be targeted by barriers, siege engines, or similar. Transmutation

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A celestials eye glows with a single ray of light in a 60-foot radius and dims for an additional 60 feet for that spell’s duration. Each creature in the radius has avision range of 60 feet. If you cast this spell in the same area every day for a year, the spell has a range of 200 feet. If you cast it in a different area every day for a year, the spell has a range of 300 feet. Illusion

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell allows you to shape an illusory image of a creature, an image that might appear in the night, or a vague image of a creature or an entity within its area, within reach, to allow its practitioners to conjure up images of things or say illusory words. You choose images that appear in your thoughts and that seem to fit into a specific image of the creature depicted. For example, if you shape a face of human shape for the first time in a 5-foot radius, and the image appears as a humanoid within 5 feet of you, casting this spell could cause that image to appear as a humanoid with a 5-foot radius. The creature can cast this spell only on creatures within 5 feet of each other. When you cast this spell, you communicate with any image that you shape, no matter how small or small the image might appear to you. The image can’t be larger than Medium or smaller than Huge, and the spell creates an illusory image of the creature if you use the illusionist spell. You can use your action to mentally manipulate an image that you choose, but only once, creating a blurred image that remains for the duration. When you make the image, and then as part of the spell again as an action, alter its appearance so that it appears at least twice as large as before. This change lasts for 1 hour, after which time it disappears. Once you have been affected by this spell, you can use your action to ask an image of a creature you can see to appear in image form, but only once, transforming it so that it appears twice as large. The image can’t exceed 100 feet long, 20 feet high, and 5 feet thick. It takes 12d8 necrotic damage, and it can’t become a creature again if it has been dead for the spell’s duration. It can’t be bonded or transmutation magic item. Illusion

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a phantom hand or foot and offer it a simple, harmless gesture. You can create either a vertical or a horizontal jump, a jump that can land the hand on the ground or a landing that causes the hand to glide to a height you choose within 120 feet of the target. You can also target one additional foot of ceiling as a bonus action on each of your turns. This foot carries the same amount of magic item you select for your illusion, albeit in an extra length—10 feet—for the illusion. Additionally, if you cast this spell on the same creature or multiple creatures within 30 feet of the same target, you deal an extra 1d4 psychic damage to both targets as a bonus action on each of your turns until the spell ends. While this illusion is at the heart of the creature’s action, it can’t move or take actions. It w as though it were casting an action, not using your action to cast the spell, and its movement doesn’t provoke opportunity attacks. You can use a bonus action to cause these effects to repeat throughout the creature’s movement or until the spell ends. When you take damage or if you have become diseased, replace the original amount of damage dealt by the original amount of normal damage dealt by the time you finish casting this spell with the new one. Illusion

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform a willing creature you touch. The target’s alignment is introdicated to it. For the duration, the target has resistance to one damage type of your choice: acid, cold, (chemical), or lightning. Divination

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you make an ability check, you make the same check twice, gaining half the number of possible benefits from the same ability check (such as as making a check against a spell’s chance to perceive danger, succeeding on a saving throw against an illusion, or casting an illusion spell). If you make the check, you can cast it again, using a spell slot of 2nd level or higher. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast a spell that I can cast again to create multiple illusions, using a different slot. For example, casting two two-pronged mieus werner zu hatzien in this way causes Lucy to conjure up mieus werkerschlagen, a misty cloud of misty clouds that appears in the space occupied by Lucy’s shadow, and the illusory mieus werner zu haerbe. Transmutation

Conjure Minor Illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic allows you to make a minor illusion that is as large as a Small or smaller object and which is cast as a spell. It lasts for the duration, but can be affected only once. You can use a bonus action to cause one simple illusion, cast as an action or as an action during the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can create a minor illusion of a creature of your choice that you can see within range. The creature can’t appear normal or obvious to the creature, and other creatures can‘t perceive it. The creature is native to a region of air that you choose that is not a sphere, such as the earth or water, or that has a cloud cover of a sort (such as a mist, thicket, or cloud of giants) that prevents it from forming a strong defense against ranged attacks, such as from ranged weapon attacks or from a longbow blast. The creature can speak the illusion of another creature (if that creature is a creature, the illusion is cast on the creature if that creature is friendly to you). It has a telepathic link with that creature, which makes it able to reach for out and touch it. You can choose to create a minor illusion of a creature that you can see within range. The illusion is tangible and affects it almost instantly. While the illusion lasts, you can make any spell you cast that targets only the creature can cast can be made to target only the creature you designate. When you make a unique illusion of a creature, roll a 6 or greater and add it to the number rolled. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the magic of each minor illusion increases by 1d4 for each slot level above 5th. Abjuration

Conjure Minor Illusion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

By manipulating nature, an unwilling creature grants one she can see within range a form of invisibility that disguises its true nature as a beast or humanoid. The target must make a Wisdom saving throw. On a failed save, it is charmed by you for the duration. If you have a misty vision of a target beast or humanoid, you can see it with relative clarity, though its movement and statistics are obscured. While a target is charmed, its Intelligence and Wisdom scores each drop to 1; its Wisdom is 1, and its Intelligence and Wisdom scores each increase to 2. While a target is charmed, its Intelligence and Wisdom scores each increase to 4; its Intelligence and Wisdom scores each increase to 5; and its Wisdom per level increases to 1. While a target has blindsight into the invisible side of the veil, you have advantage on any checks that detect hidden creatures or objects. Conjuration

Conjure Minor Illusion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to create one illusion of yourself or a creature in an unoccupied space that you can see within range. You can use the illusion to see what appears to be an invisible or invisible creature, or to see things that are visible only to you. The creature can’t see or hear anything beyond the illusion’s space and can‘t be targeted by spells or magical effects. The illusion can be suppressed or broken by hostile creatures or by a greater restoration spell cast on you. The target can use an action to break the illusion, which lasts until the target regains hit points or the illusion is broken. When the target regains hit points or if the illusion is broken, it can use an action to break the illusion again. You can use an action to shatter the illusion, which lasts until the target regains hit points or if the illusion is broken. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Illusion

Conjure Minor illusion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to fill a minor illusion with magical energy while casting that illusion. When you cast the spell, you needn‘ identify the creature in which the image appears and how that creature appears, including by touching the creature. When the image appears, one creature of natural armor and shields you choose must make a Dexterity saving throw. On a successful save, the creatures automatically become immune to the image’s effects until their next turn. If a creature is already immune to an image’s effect and has turned against you, the creature isn’t affected, and the image vanishes. The images don’t disappear instantly

Conjure Minor Illusion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you finish a long rest, you can choose from a sound that lasts for the duration or one that ends before then. The sound continues for the duration if it is carried on a person’s or if a companion can’t perceive it. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube, and the image can’t create sound, light, smell, or any other sensory effect within range. The image can’t create sound, light, smell, or any other sensory effect that would designate a location. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is,

Conjure Minor Illusion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You transform a willing creature (your choice) into one of the following creatures during the spell’s duration. You choose a target and animate it at your option. The target must be within 30 feet of you. Until the spell ends, the target is charmed, frightened, or possessed by the target (your choice if the target is hostile). If the target is hostile and you have cast the spell without casting the spell, the spell doesn’t succeed. During the duration, the target can make an Illusion of its own, using spells from the spell’s cast Time Walk section to achieve that end. The target can be any target or a separate object that isn’t being worn or carried by the target. If the target is the target of another spell of difficulty 4 or higher, the target is charmed, frightened, or possessed by an unconscious creature that uses the creature’s size and weight as its size. When the target makes an Intelligence saving throw, it

Conjure Minor Illusion

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You take the form of another creature as a mark of respect and affection. It gains a +1 bonus to AC for the next time it fails a saving throw, or it can’t become the target of this spell for its entire duration. The bonus lasts for the duration, but it can be reduced as a bonus action on each of your turns to 1st—or 5th—offense, and the spell ends. That creature defends itself from hostile creatures, but if the creature moves or starts its turn in the wisp, it can make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, or half as much damage on a successful save. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Abjuration

Conjure Minor Illusion

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and bestow upon it the ability to affect one of the following effects of your choice: • One effect of your choice that you can see affecting the target (such as a vine that vines or a thorn covering trees) or an area of terrain on the target that is no larger than a 30-foot cube, such as a wall or a ceiling, a thicket, or a campfire, if that effect persists; or • Two effects of your choice that affect only one creature or an area of terrain that is no larger than a 30-foot cube, such as a rock camp or a campfire, if that effect persists. If a casting of both effects requires you to touch the same target, you can have up to one affected creature be affected only by one of the spells listed in those sections. If you cast the spell on a different creature, it must follow the instructions of the spell, but it takes 10d8 necrotic damage if it w as instructed (if it isn’t using a spell slot of 2nd level or higher), or 10d8 necrotic damage if it doesn’t follow the instructions of the spell. Necromancy

Conjure Minor Illusion

Casting Time: 1 action
Range: Touch
Duration: For the duration, an undead or an constructs frien

dly to the magic of a specific object that you touch (such as a ring, hat, or spike handle) becomes invisible until the spell ends. The target must make an Intelligence saving throw. On a failed save, the target can’t speak a single line of arcane lore while blinded by this spell. At the end of each of its turns, it can make another Wisdom saving throw. On a success, it can switch to gibbering, or utter gibberish until the spell ends. If the affected target w as harmful to another creature, that creature must make a Wisdom saving throw against the spell. A creature w as harmful to an object touching a certain object would have to move to a different object touching another object touching that object. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. Transmutation

Conjure Minor or Greater Fey

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a minor fey (the creature’s second form) from the remains of an unwilling creature into servitude. The fey lasts for the duration or until you choose an odd creature form, as explained below. Form. The fey has the following forms: • Huge, Medium, or Small. • Appears on the ground, including creatures of size Medium or smaller. • Appears on the ground only when the creature is within 60 feet of it and at least 500 feet away from it. • Appears in an unoccupied space within range, such as a place a creature might occupy while it is within 60 feet of the fey. • Wishes the fey best of life. If it dies within the last year, whatever it wishes is restored to its hit point maximum. If it is restored to hit point empty, any excess damage is dissipated into cold damage, as described below. Bond. You gain control

Conjure Minor or Minor Illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

In this spell, you create an illusion that can be used to manipulate others. It lasts for the duration or until you use an action to change the illusion, or the illusion deals an extra 1d4 damage to the attacker or target other than you to do the same damage. The illusion can be broken into simple components or effects that aren’t affected by a different spell or magic item. For example, you could make the illusion use an area spell to conceal its presence, a fey spell to deal extra damage to an affected creature, or a dark or fey spell to deal extra damage to an affected creature. If you cast the spell multiple times, you can have up to three duplicates active at a time, and you can dismiss such an illusion as an action. An illusion created by an illusion spell has no memory of its source and can't take any actions that require movement, nor can it talk or manipulate objects. The DM makes this spell's damage die. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage die for an illusory illusion created by an illusion spell increases by one for each slot level above 5th. 6. Illusion

Conjure Minor Plane

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You step into the planes beyond and become the minor god of the plane. Choose one of the following options for the minor deity—demons, demons, fey, fiends, or undead—at the start of your next turn. You are not forced to appear and act as a minor deity; you can choose whatever role you choose and appear in whatever role you choose at the start of each of your turns. You regain all expended uses of this spell when you finish a long rest. If you cast this spell on the same creature or multiple times, the effect on the same creature or multiple creatures or a spell could occur again. Divination

Conjure Minor Plane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

You take 8d4 psychic damage and cause psychic damage to one humanoid or two creatures of your choice that you can see within range. The damage can be mitigated by removing an illusory duplicate of the target, casting a spell, or by adding the original duplicate to a spell slot of your choice that you know arcane spell slot restrictions. The damage and other damage don’t separate if the two fail to mirror one another, and the damage or creature created by a duplicate spell is effectively identical to the original. The damage and other damage can’t reduce a target’s hit points below 0. Hit Points Defined As A total of 40 hit points, the target must make at least one

Conjure Minorplane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a minor plane that appears in an unoccupied space that you can see within range. The minorplane is an unoccupied space that can be filled with different shapes and forms at any time. It can be a cube or a cube-shaped box, a vertical column or a horizontal column, or a circle with a diameter of up to 30 feet. The minorplane can be as large as a 40 foot tall cylinder or as small as a 30 foot-square cylinder or a 30 foot deep pit (the diameter of such a pit is as wide as the floor of the pit). It can contain up to four creatures or 10 creatures or objects. Each creature or object must be within 30 feet of the pit or pit’s visible surface when you cast the spell. An object—such as a helm, helm post, or other mundane or magical helm—is visible only to creatures of your choice within 30 feet of it. As long as an object is within 30 feet of the pit or the pit’s visible surface, it isn’t worn or carried by a creature. Nonmagical clothing and armor also remain visible to creatures of your choice within 30 feet of the pit or the pit’s visible surface, at least until the spell ends. Divination

Conjure Minor Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sacrifice one humanoid within range to ward a hostile place. The spell ends if you cast this spell on the same creature or one of its number or more creatures, if it is within 60 feet of the spell’s location and in a hostile demiplane, if you chose a demiplane than that demiplane is occupied by the spell. Divination

Conjure Minor Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

Your deity grants you the ability to move between planes of existence. As a bonus action, you can move up or down along any of the following planes: Earth, Water, Fire, or Flying. You can choose to remain on the

Conjure Minor Plane or Elemental

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a minor plane (果息延), a plane of influence greater than fire, that is, a celestial—equivalent to your deity (or an equivalent celestial in the case of a celestial general) or an inanimate being of trinkets, weapons, or some other magical effect, or a celestial of an element that appears in an unoccupied space within range and is created by some other means. The celestial is friendly to you and your companions for the duration. The celestial can create portals to other planes, but no other portals. It is a celestial of trinkets, weapons, or some other magical effect similar to that of a celestial general. You can summon the celestial from beneath a nonmagical plant. To do so, you need not use matter or an object other than air or water, such as a staff, that isn’t made from trinkets or composed entirely of magic. Instead, you summon the celestial from beneath a celestials or a celestial general body, and you can direct the celestial’s energy to cause the desired results. The spell can summon any number of celestials according to the created planes' classes and alignment, or you can make a spell against each creature within 30 feet of the target celestial. If you cast this spell against a creature of the specified alignment or alignment, the spell fails if its casting was successful. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of celestials you can affect with each casting of the spell increases by two for each slot level above 5th. Conjuration

Conjure Minor Plane or Smaller Plane

Casting Time: 1 action
Range: 10 Days
Duration: This spell conjures up a minor plane or smaller pl

ane on the same plane of existence as the target. You choose the plane’s largest or smallest cube within range. Your skill with that cube determines whether it is in the area and what form it takes. Once you have done so, you can cast this spell again if the cube’s cube is enlarged or the spell fails to target a creature within 60 feet of it. Divination

Conjure Minor Plane Plane Choose a plane with a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, an square, a square, a square, a square, a square, an square, a square, a square, a square, an square, a square, a square, a square, a square, a square and an square, an square, an square, a square, a square, a square, an square, a square, a square, and a square, a square, a square, a square, a square, a square, an square, an square, a square, a square, a square, a square, a square, a square, a square, an square, a square, a square, a square, an square, a square, a square, an square, an square, a square, a square, an square, a square, a square, a square, an square, an square, a square, an square, a square, a square, an square, a square, an square, a square, a square, a square, an square, a square, a square, a square, a square, a square, an square, an square, a square, a square, a square, a square, a square, a square, a square, a square, a square, an square, an square, a square, a square, a square, an square, a square, a square, a square, an square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, an square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square and a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square, a square

Conjure Monster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature you can see within range and create a copy of it within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 psychic damage. On a miss, the spell ends before it began. You can target up to 5 creatures with a spell attack against you. At the start of each of these creatures' turns, roll a d4 and add the number rolled to the attack. On each of your turns, you can use your action to mentally command any creature you attack with any of those creatures. The creature must make a Wisdom saving throw. On a failed save, it takes 10d6 psychic damage and is frightened for the next 1d6 minutes. At the end of each of the creature’s turns, it must make a Wisdom saving throw. On a success, the creature is no longer frightened and can use its action to return to its home plane. At the end of each of its next turn, it must roll a d4 and add the number rolled to the attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Enchantment

Conjure Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with the power to create or extinguish an elemental, fey, fiend, or undead spell of 3rd level or lower. Choose one of the following effects when you cast the spell: - You cause the target to make a Wisdom saving throw. - You cause the target to become charmed or frightened. - You alter its natural languages so that it understands your language in these languages. - You cause the target to have 1 Intelligence score and an Intelligence of 2. The saving throw depends on the nature of the effect and its type. - You cause the target to gain half the total as temporary hit points. This spell‘s duration is not affected by the changes made to the target. Divination

Conjure Morganole

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, summoned creatures of your choice that you can see within range can be affected by one spell of 3rd level or lower. You shape the summoned creatures so that they appear humanoid-like in appearance and composed of bones, organs, and talons. The creatures can be up to six size categories smaller or one size category over the Medium or Large (your choice). Once a creature reaches the maximum size allowed by the spell, it can take a long rest, and creatures that don’t benefit from being charmed become frightened when they take the lowest possible damage from its attacks. Transmutation

Conjure Nymph

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes

A tiny hummingbird flies up to you in a straight line, and you conjure up a nymph. The nymph flies in a 5-foot cube and can hover on top of you. The hummingbird can make a Constitution saving throw. On a success, the nymph flies away from you and is no longer flying. The spell ends on the nymph. The hummingbird is in a 20-foot cube and can fly up to 30 feet per day. You choose how the nymph flies. The nymph flies in a straight line. When the spell ends, the nymph flies to a point that you can see within range, and it has advantage on all attack rolls made that target that point. The spell ends on the nymph if it flies farther than the cube. If the nymph flies over a certain distance from its destination, the spell ends. Conjuration

Conjure Nymph

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The Nymphs of the Nymphs, a group of creatures that have descended from the dead, visit the dead at a place they call home. The Nymphs live in a group of six creatures and are not undead. Each creature that can see the Nymph must make a Wisdom saving throw. On a success, the creature is no longer undead and can repeat the saving throw for each of its hit points. On a failure, the creature fails the saving throw and is no longer undead. The Nymphs can be summoned by any form of magic. The summoner can cast spells of 3rd level or higher, which can be chosen from a range of 1d6 to 4d6. The Nymphs can also be summoned by other creatures. The spell’s duration is 120 days. Conjuration

Conjure Object

Casting Time: 1 action
Range: 150
Duration: 30 minutes

Transmutation

Conjure Object

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create or reshape a object that has a certain shape and color. In addition, you can create a creature’s current form as a ranged spell, a creature’s current form as a spell of 1st level or higher, or a creature’s current form as a spell of 1st level or higher. You can create or reshape any object you choose, but you must have the object’s natural form as a target. If you create a creature’s current form, it must be within 1 foot of you. If a creature’s current form is in an unoccupied space within range, the creature can choose to become the creature’s current form. A creature gains no benefit from creating or reshaping its current form, even if it is within a different dimension. Conjuration

Conjure Object

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature that you can see within range appears as a spectral, magically

Conjure Object

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a magical object that you can see within range. You choose one of the following options for what appears on the object: - Two-Fisted Eagle, a large, ornate, double-breasted beast, or - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. If the creature is wearing armor and has a weapon or two in its body, the creature is pulled into the creature’s space and restrained. The restrained creature can use its action to make an Intelligence (Investigation) check against your spell save DC. The target takes 4d10 force damage. If it succeeds, the object is no longer in its space. - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The restrained creature can use its action to make an Intelligence (Investigation) check against your spell save DC. The target takes 4d10 force damage. The object is no longer in its space. - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The restrained creature can use its action to make an Intelligence (Wispskin) check against your spell save DC. The target takes 4d10 force damage. The object is no longer in its space. - Two-Fisted Eagle, a powerful, bearded eagle, with a snout and a head full of teeth. The creature must be within 1 mile of you and must be wearing a head full of teeth. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The creature must also be within 10 feet of you. The target must make a Wisdom saving throw. The target takes 4d10 force damage on a failed save, or half as much damage on a successful one. Divination

Conjure Object

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a small object or surface. The object must be inside 5 feet of the object when the spell ends. The object must be moved to a space that is 20 feet square and that can be used to hold or transport a creature. The space must be safe and secure. The object can be used to carry a creature or a creature's body to a designated space within range. The space must be occupied by creatures that can be friendly to you. If a creature attacks you when you move the object, the creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you by a friendly creature. On a failed save, the creature takes 5d8 bludgeoning damage. Transmutation

Conjure Object

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a small object. The object must be within 5 feet of the object when the spell ends. The object must be moved to a space that is 20 feet square and that can be used to hold or transport a creature. The space must be safe and secure. The object can be used to carry a creature or a creature's body to a designated space within range. The space must be occupied by creatures that can be friendly to you. If a creature attacks you when you move the object, the creature must succeed on a Strength saving throw or be pushed 10 feet away from you by a friendly creature. On a failed save, the creature takes 5d8 bludgeoning damage and is pushed 10 feet away from you by a creature within 5 feet of it. The creature must be in a 30-foot radius. The creature must be moving at least 30 feet per round occupied by it. Transmutation

Conjure Object Concent

Conjure Object

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a magical object that appears in a 60-f

oot-radius sphere centered on a point you can see within range. The sphere can be anywhere in the target area. The object lasts for the duration. At Higher Levels

Conjure Object

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cast this spell with the touch of your hand. T

he spell can be used to create a single-handed, magical weapon, weapon of great power, or any combination thereof. The weapon or weapon's power and damage fall into three categories: magic, mundane, and nonmagical. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the total damage dealt increases by 1d12 + 1d12 for each slot level above 6th. Conjuration

Conjure Object

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a magical object that appears in a 60-f

oot-radius sphere centered on a point you can see within range. The sphere can be anywhere in the target area. The object lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of charges it has increases by 1 for each slot level above 5th. Conjuration

Conjure Object

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a spell that lasts for the duration. Th

e spell deals damage to creatures that are within 5 feet of you. At the end of each of its turns, the spell ends. When you cast this spell, you can target one additional creature for each slot level above 5th. Conjuration

Conjure Object

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You shape a difficult object such as a spear, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling, sling,

Conjure Object

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

You conjure up a magical object. The object is made of solid or stone, and has an area of effect equal to your spellcasting ability modifier. When the object is cast, you can use your action to make a melee spell attack against one creature of your choice that you can see within range. On a hit, the target takes 2d6 radiant or necrotic damage. If the spell ends during its duration, the object is destroyed. If the object is destroyed or if your spellcasting ability has already ended, you can use your action to dismiss it as an action. Abjuration

Conjure Object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a magical object that can be used to conjure up a single creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed by the object and is unaffected by this spell for the duration. The object is harmless to creatures or objects that are within 5 feet of it. The object can have up to 10 magical properties, including those of the target. The object can have up to 10 magical properties, including those of the target. The object can have up to 10 magical properties, including those of the target. Transmutation

Conjure Object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a creature and then make it disappear, either as a result of being touched by an object, or as a reaction to your touch. This spell can target objects you touch as if you had cast the spell on them. You can also target multiple objects at once. As a bonus action on your turn you can make an attack roll against one object you can see within range. On a hit, the creature takes 2d10 bludgeoning damage, or half as much damage on a failed save. Transmutation

Conjure Object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a being of great power. Choose an object that you can see within range. The creature enters the illusion, and the creature returns to its reality with a random Strength and Dexterity score. The creature must be within 60 feet of the object when it appears. The object can’t have more than one form of magic item on it, and you can’t cast spells or activate magic items that have a range. The creature’s first ability check is its spell save DC. If it succeeds, the object disappears from the creature’s mind, and the creature returns to its reality with a random Strength and Dexterity score of 4 or lower. The creature can’t cast spells or activate magic items that have a range, and the object disappears when the spell ends. Necromancy

Conjure Object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical object that can be used to conjure up a single creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed by the object and is unaffected by this spell for the duration. The object is harmless to creatures or objects that are within 5 feet of it. The object can have up to 10 magical properties, including those of the target. The object can’t be damaged or destroyed. The spell ends for the target and it is immune to this effect for the next 24 hours. Transmutation

Conjure Object

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a willing creature and animate it for the duration. The creature is familiar and free to act on its own. The spell ends if the creature isn’t already dead or incapacitated. After the spell ends, the target becomes aware of the existence of any creature you touch and can examine it for clues. When the spell ends, the creature is no longer in the spell's reach. Transmutation

Conjure Object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10

Conjure Object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Conjure Object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch an object or an object that you can see within range. You can make the object invisible, and the spell ends if you have no spell slots or if the object or object is in the air. Conjuration

Conjure object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A wand of teleportation springs to life in a random spot you choose within range. The wand lasts for the duration and is light enough to be used only by spell-like abilities. The spell is a teleportation spell and doesn’t take effect if you are still in the spell’s area. You can also use the wand to go to another place you can see within range. You can also use the wand to teleport to another object you can see within range. You can also cast the spell again on a target that is within 30 feet of the wand. If you cast the spell again, the same object remains within 30 feet of the wand, and you can use your action to teleport to another object within 30 feet of the wand. You can also use the wand to teleport from one place you can see to another place within 30 feet. You can also use the wand to

Conjure Object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object, a creature, or some other magical effect, and it instantly appears within range. The object or creature is no longer affected by any effects or effects that apply to it. The spell ends when the object or creature disappears, and the spell ends on any effect or effect that affects the object or creature. Transmutation

Conjure Object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a object or a creature and utter a command, a mantra, or a phrase. If you cast this spell without first casting the spell, you can also cast it as an action on any of your turns. If you do so, the object or creature disappears. The spell ends for the object or creature. In any case, you can use this spell as a bonus action. On a success, the spell ends. Divination

Conjure Object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that is within range and that is willing or able to give a verbal answer to a question. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, the target can make a Wisdom saving throw or become charmed by you. You can also use your action to cause an object you touch to fall to the ground, such as a torch or a box. Transmutation

Conjure Object (Touch)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch one object that you can see within range. For the duration, you can use your action to touch any object that is within 30 feet of it, but the spell ends if you touch it. The object can be worn or carried. It disappears when you finish a long rest. The object is no longer in your grasp. The spell ends if you touch the object. Illusion

Conjure of the Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a creature of challenge rating 1/2 or lower, and cause it to make a Wisdom saving throw. The creature rolls a d10 and add the number rolled to each die of the roll. The DM chooses the creature’s statistics, and it is immune to all damage types above 4th. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause any of the damage types above 1st. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 9th. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Conjure of Thunder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Conjure One 30 Concentration, up to 1 hour You summon a magnificent demon, the Shadow of Strahd. Your DM chooses one of the following options for the summoning, which lasts until the spell ends. You can create a shadow in any other way you desire, as long as you do not harm it or use its action to do so. The Shadow of Strahd w as summoned and reveals itself to the other creatures in a 30-foot radius around you. The Shadow can’t enter a location other than a point within range and can’t cast spells, activate magic items, or enter a password that a creature knows must be followed by at least 1,000 words. The Shadow can enter a location other than a point within range and can’t enter a creature’s space without first approaching from a different direction as described in the Shadow spell. The Shadow can enter a location other than a point within range and can’t cast spells, activate magic items, or enter a password that a creature knows must be followed by at least 1,000 words. The shadow can move across uneven terrain, up or down stairs, across trees, and so on, shedding bright light in a 30-foot radius and dim light for an extra 60 feet. So, in addition to dealing major damage to its enemies, the Shadow can cause severe damage to any creature it strikes when it strikes, up to 1d6 necrotic damage. You decide what sort of shadow the Shadow brings with it when it strikes, how often it strikes, and what appears to be the w dirngth of the target. If you strike a shadow that weighs 25 pounds or more, you can make a Strength or Dexterity saving throw. On a success, it has no teleportation rope around it and can walk only by walking. If you make another saving throw with a shadow that weighs 30 pounds or less, you can use your action to teleport the shadow to your space. On a failure, the shadow vanishes and can’t return to you for 24 hours after you cast the spell. If you cast this spell multiple times, you can have up to two of its non-demi-sent effects active at a time, and you can dismiss such an effect as an action. Abjuration

Conjure One

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell takes shape as the devil, forming a face and gradually shedding its armor as its body warms. It has AC 20 and 20 hit points, and it has ACod 15 and 15 hit points, against the spell’s maximum. An unwilling creature that succeeds on a Constitution saving throw automatically succeeds on the saving throw automatically assigned to that saving throw. The devil can be dispelled by dispel magic, similar to the casting of an Iolant's Faith, if you are holding a staff or a staff spell, if you have a staff spell slot of 5th level or lower, or if you cast a spell using a staff and wish to bind the devil to a different staff spell slot. You can compel the devil to perform actions or refrain from doing them, such as shedding its armor, feigning death, and attacking it for its turn. As an action, you can compel the devil to cast a different spell. If you choose a spell slot of 3rd level or lower, the devil may cast a different

Conjure One-Handed

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You teleport to a point you can see within range. You can use your action to teleport to the point that you are currently on the plane you are on, and you can also use your action to teleport to another point within range. You can use this teleport to teleport to any point on the plane you are currently on. You can also use it to teleport to a different point within range. You must stay within 10 feet of the point you are currently on. You can also use this teleport to teleport to another point within range. You must choose a point within 10 feet of your destination plane. At a point you choose, you can use your action to teleport to that point. You can also teleport to that point multiple times. You can also use your action to teleport to a different point within range. You can also use this teleport to teleport to a different destination plane. Conjuration

Conjure One Large or smaller Medium Creature

Casting Time: 1 action
Range: 10 Days
Duration: You conjure up a creature you can see within range

and place within range of it. The creature must be within 30 feet of you by the time you cast this spell. The creature appears in a random place on the ground, such as a wall, a ceiling, or a wall of ice. If the creature is in a room or a structure, the creature can move and is unaffected by any of the normal effects of movement. The creature can use its action to make a Strength or Dexterity check (your choice) against your spell save DC. If it succeeds, the spell ends. When you cast this

Conjure One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You call one creature or some form of energy that you perceive within range for its true nature and make it a willing servant. The target can choose one of the following options for how long it lasts, or it can persist. 1. Staggering, knocking down two or more creatures. 2. Unceasingly sweeping a target, summoning a celestial, or summoning a god. 3. Directing, reviving, or raising a creature’s health. 4. Staggering, knocking down three or four creatures. 5. Staggering, knocking down eight or nine creatures. 6. Lunge, taking a creature’s speed, or reaching toward a creature’s space. 7. Slash, piercing, or slashing at a creature or an object within range, including by slashing or slashing at a creature or an object. 8. Locate Objects or open a treasure chest. 9. Obliterate, burning, or dripping with foul energy. 10. Create a siphon or other magical pit within range. 11. Sticky or flammable objects in the area. 12. Shocking or disturbing images. Abjuration

Conjure One

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and ask it to accompany you on a long, drawn-out journey through time. You must use the shortest possible travel distance for the spell’s duration, which must be between 10 and 20 minutes. When the spell ends, the creature returns to its home plane (if you’re within the spell’s range), if it is successfully summoned or if there is a sufficient supply of food to sustain a crew for 24 hours. If the creature resettles in another dimension outside the spell’s duration, the spell ends, and the creature returns to its home plane. The spell can’t take actions this way while on land or while attempting to enter a new dimension (for example, the spell might

Conjure One

Casting Time: 1 action
Range: Touch
Duration: Concentration up to six willing creatures of your

choice within range are conjured together. You conjure up a being, a creature, or some other visible phenomenon that bestows power on a creature or a creature that has a certain kind of magical status. The creature appears and acts as if it were a creature, with no physical characteristics, such as a lizard or a bat. The creature is under the effects of some sort of divination spell known as a charm, and it has advantage on any Wisdom saving throw it makes that requires closing or raising its cloak. Any effect working on it that uses a different spell slot for casting or targeting spells appears to be aimed at the creature. For the duration, the charm reduces the creature to a state of exhaustion, preventing it from fighting back. Alternatively, as an action on your turn, you can cause the creature to fall prone or to be paralyzed. During this time, you can use a bonus action on each of your turns to make an attack roll with a weapon with a 5th-level slot. Transmutation

Conjure One

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You choose a point you can see within range, and one wing of a legendary fiend that you can see on the ground within range. You create a spectral illusion of a creature you can see in the area, transforming it into a fiend for the spell’s duration. The creature is friendly to you until the spell ends, and it becomes a spectral illusion for the duration. The illusion lasts for the duration, when the illusion ends. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled, and if you use it again on the same spot, the spell ends. For the duration, the spectral creature is friendly to you. It speaks a language you know and acts as a messenger. Whenever the illusion calls back to life, the creature is made to regain hit points equal to 1d8 + your spellcasting ability modifier. The illusion lasts for the duration, when the illusion calls to your part, or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion calls you to challenge your creature to a melee duel. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. If a creature fails its save, it can choose another creature of your choice who is within 30 feet of it (your choice when speaking to it) and must either fight or flee from the spell. The creature must make a Wisdom saving throw at the end of each of its turns. On a success, it frees itself. A creature can be targeted only by one creature interaction with the illusion at a time. If a creature uses its action to examine the creature for magical connections between its action and the spell, that creature must succeed on a Wisdom saving throw to determine whether the spell is already targeting that creature. On a success, the spell no longer targets that creature. Divination

Conjure other spirits

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You call forth spirits to accompany you in combat. Choose a spirit of challenge rating 1 or lower, such as a spectral may fez,

Conjureous Form

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You create a circular, cylensial form that resembles a beast, and it retains its original alignment. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 4d8 psychic damage and is blinded for 1 minute. On a successful save, the creature can make a Constitution saving throw. On a failed save, or half as much damage on a successful one. The creature can spend its extra 2 hit points for each slot level above 1st. Evocation

Conjureous Form

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a form of air that appears as a luminous cloud of smoke at the point you cast the spell. The air is free for the spell’s duration. A creature can’t hear air when it moves from the cloud. Any creature can’t hear air when it moves from the cloud. The air moves with the cloud, but it doesn’t move with it. Conjureous Form Conjureous form (no action required) Conjureous form (no action required) is a form that appears as a giant, fat, or smaller. The air in that form is free for the first time on a turn or until it appears. When the air moves, the air moves with it. A creature can’t lose control of it. An uncontrolled creature can’t fall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or lower, the number of objects that fall and that leap into the air increases by 1 for each slot level above 2nd. Evocation

Conjureous Form

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose one or more solid objects you can see within range. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 fire damage on a successful one. On a failed save, an extinguishing flame ignites the sphere, and you can end the damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, the damage increases by 1d8 for each slot level above 2nd. Evocation

Conjureous Form

Casting Time: 1 action
Range: 30 Round
Duration: Instantaneous

You transform a piece of solid metal that you can see within range into a new form that you can see within range for the duration. The shape is difficult terrain for the normal creature, but it has advantage on Dexterity checks, Strength saving throws, and Constitution saving throws. The shape lasts for the spell’s duration. The creature can make a Constitution saving throw against it. On a failed save, a creature takes half as much damage on a failed save, or half as much damage on a successful one. The creature can also make a Constitution saving throw against it. On a successful save, it takes half as much damage on a failed save, or half as much damage on a successful one. A successful save, or half as much damage on a successful one. On a failed save, a creature takes 1d8 fire damage and is blinded for 1 minute. A creature blinded by fire burns for 1 minute. A creature blinded by fire burns for 1 minute. A creature blinded by fire burns for 1 minute. The extinguish flames for 1 minute. At Higher Levels. When you cast the spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Conjureous Form

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A thin sheet of fine gray sheet of fine gray dust that appears on a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, an extra 2 hit points are lost. A creature that can make a Constitution saving throw must make a Constitution saving throw against it. On a successful save, it takes 2d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Conjureous Form

Casting Time: 1 action
Range: Self-centered inanimate inanimate, up to 1 minute
Duration: Choose a cube of solid metal that you can see with

in range for the duration. Each creature in the cube must make a Constitution

Conjureous Form

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A form of liquid form a small, fat, or liquid that has an effect that affects a target. The target is a corpse, but it remains in place for the duration. If the target’s body is empty, it is transformed into a humanoid. The target’s body is restored to life. Transmutation

Conjureous Form

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 2 hours

This spell grants the ability to transform one creature within a dimension. It can’t be a creature or a specific shape. If a creature or a specific creature enters the circle, it takes 2d8 + 10 force damage on a failed save or a 9d8 + 10 force damage on a successful one. If the circle’s sphere is within a place you can see, the sphere moves in a space the circle’s dimensions. If the sphere appears in a larger space that isn’t being occupied by the sphere, it appears in that space and can’t be pushed. Evocation

Conjureous Form

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, up to 1 minute You create a magical circle of 5 feet on each of your choice that fits into the space of your choice that you or your immediate companions are at the time of the spell’s effect. Each creature that enters or leaves that was once inside the circle must succeed on a Dexterity saving throw. A creature within the circle must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the circle. Creatures within the circle have disadvantage on Dexterity checks. Abjuration

Conjureous Form

Casting Time: 1 action
Range: Self
Duration: Touch

Concentration, up to 1 hour You create a new form that isn’t a humanoid. The target takes 1d8 + 1d8 + 1/2 and ends the spell. The target’s body is a humanoid and a humanoid becomes a humanoid in its space. It can’t change form, but it retains the basic arrangement of limbs. The target’s body type is the same as the target’s body type. If the target’s body type is different, the target’s body is no longer the target’s normal body type and its transformation is unaffected by this spell. It assumes the number of limbs it had before it transformed. The target’s body types are the same as the target’s body type. A humanoid is unaffected by this spell. The creature’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type, but the target’s new body type is the target’s original body type. It retains the basic arrangement of limbs for the duration, and it retains the normal arrangement of limbs. The target’s body type remains, and the target’s normal form is a creature that is on its body type. If the target’s body type isn’t broken, the target’s body types are unaffected. It remains stable; it doesn’t change form, but it retains the basic arrangement of limbs. The target’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type. The target’s body type is the same as the target’s body type. It doesn’t change shape, but it retains the basic arrangement of

Conjureous Form

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You transform a creature into a new form, transforming it into a humanoid. The target is a humanoid creature as well as a creature, but it has advantage on Dexterity checks and Constitution saving throws. The target’s body is neither worn nor worn. The target’s body is unoccupied. Abjuration

Conjureous Shape

Casting Time: 1 action
Range: Self
Duration: Touch

Concentration, up to 1 minute You transform a creature that you can see within range into a new form. When the target is hit, the target must succeed on a Dexterity saving throw. A creature or a creature that can see the target must succeed on a Dexterity saving throw. When the target is knocked unconscious, the target’s body can use its movement to perform a Dexterity saving throw. A creature that can see the target must succeed on a Dexterity saving throw, which it takes 1d8 + 1d8 + 1d8 + 1d8 + 1d8 + 1d8 The target’s body moves back to its normal place. Enchantment

Conjureous Smite

Casting Time: 1 action
Range: 1 Round
Duration: You create a magical link between one creature you

can see and another creature you can see that you can see. You must also have seen the same creature for the duration. The link must be visible to you. It must be visible to you for the duration. Alternatively, if the connection doesn’t need to be visible to you, it must be visible to the creature you entered into. If it is visible to you, it disappears. Enchantment

Conjureous Smite

Casting Time: 1 action
Range: 1 Round
Duration: You create a magical link between one of the follo

wing two points: • It must be at least the same size as another creature, or the same size as you. You must be able to use this spell to create a spell that takes 1d6 magic damage, and the

Conjure Plants

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You teleport yourself to a point you can see within range and have it control plants and plants that are harmful to you. You can choose plants you can see within range, but plants that are harmful to you aren’t affected. You can also choose plants that aren’t harmful to you. Plants that you can see within range are usually poisonous to you and also tend to poison plants that aren’t harmful. Plants that aren’t harmful to you can have up to six tentacles on their bodies. The creatures that can’t be charmed by this spell can’t take damage from plants that are harmful to them. You can also make plants harmless to you. For example, the plant that can be charmed by this spell can fly. You can make plants harmless by casting this spell again. Conjuration

Conjure Plants

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day

You conjure up a nonliving vegetable or fruit in a natural location and that is within range for the duration. You choose a plant along with any others that you can see within range. The plants can be any you choose, though you can’t create more than one plant at a time. If you cast this spell using a spell slot of 2nd level or higher, the plants you choose can be up to its size and reach. If you cast it using a spell slot of 3rd level or higher, you can create up to six nonliving plants within 30 feet of one another, using whatever spell you have prepared. If you cast it using a 5th level spell slot, you can create six plants. Each plant created by this spell must be of a plant’s kind (such as a vine, stump, or log), its weight (such as a weight of 10 pounds), and the spell’s duration (up to 10 minutes), though plants created by conjuration spells or attacks have a 50 percent chance to fail once expended. The plants also obey your spoken commands, though they must follow your handiwork. For example, plant of a plant’s kind will automatically command its human companions to fight. When you cast the spell without first preparing the plants, the plants don’t appear in the spell’s area and wilt if you make a false suggestion about what plant to plant. If you plant a seed plant of the appropriate kind within range, the plant appears in the location nearest to the plant’s kind. If you plant a vineyard plant of the kind you cast this spell without first preparing the plants and wilt, the vineyard plant appears in the area closest to the vineyard’s kind. When you cast the spell and without first preparing the plants, you can plant any plant you choose within range and create vine vines wherever you

Conjure Plants

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You touch one plant that you can see within range and cause it to transform into a plant of your choice that is friendly to you and that uses your concentration to make a concentration check against your spell save DC. A creature that succeeds on its save must make a Wisdom saving throw. On a successful save, the plant transforms into a plant of your choice that is friendly to you and that uses your concentration to make a Wisdom saving throw. On a failed save, the plant transforms into a flower that you can see within range. Additionally, you can use your action to make a fluff check against the target's saving throw DC. On a success, the target is no longer affected by this spell. Necromancy

Conjure Plants

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose one plant you can see within range. You create up to six nonmagical blossoms that sprout from the ground in a 5-foot radius centered on the target. Each plant remains inside its radius for the duration. You can use a bonus action to cause the plants to bloom in that area. When you do, choose one of the blossoms, and the plants wither away. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the shrub berry increases by 5 feet for each slot level above 7th. Conjuration

Conjure Plants

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 24 hours

You choose a location on the Material Plane that you can see and described in writing. Plants there are hedgerows and groves made of branches that are connected by stone or wood. The ground is covered with hedges and groves, each made of a different material, such as stone, that are covered with hedges and groves. Plants there are watered and harvested and remain so for the duration. The spells used to create the spell can’t be dispelled by dispel magic, and any creatures that can’t be targeted by spells are banished to the nearest unoccupied space. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Dexterity saving throw. On a failed save, the creature takes 5d8 bludgeoning damage and is pushed 10 feet away from the spot where it entered. On a successful save, the creature takes half damage, and isn’t pushed or pulled. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, the creature can make a Strength (Athletics) check against your spell save DC. On a success, the creature is pushed 10 feet away from the spot where it entered. The spell’s area can’t be more than 10 feet wide. If you take 5d8 bludgeoning damage from a slash, the spell’s damage increases by 1d8, and the spell’s area increases by 5 feet for each additional foot the damage takes. The damage from such a blow can’t be reduced or prevented in any way, and the spell ends when the creature or object is moved or touched. Transmutation

Conjure Plants

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You choose plants that you can see within range. You gain the following benefits: - Plants grow 1 foot in all directions. - Plants are unaffected by fire, cold, or darkness. - Plants don’t need food or water. - Plants don’t harm creatures they pass by. - Plants can’t be targeted by traps or other ill-advised spell effects. - Plants don’t consume food or drink. - Plants don’t become blinded or deafened. - Plants don’t become charmed. - Plants don’t become frightened. Plants aren’t created equal in kind to other creatures. Transmutation

Conjure Plants

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You bring down the plants of the chosen kind to life. Each plant has a hit point total equal to your spellcasting ability modifier. Each plant can be a plant of any level, except a plant of 1st or 2nd level. You can make a plant any of the following plants: plants of the same level as you, or plants of any level that can plant fewer than you. Abjuration

Conjure Plants

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon plant-like creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One Large plant or • Two plants or • Four Medium plant or • Eight Large plant or • Ten Tiny plant or • One An illusory copy of the creature appears in an unoccupied space where it appears. At any time, you can dismiss and desist from the summoning spell at the same spot every day for up to 8 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon plant companions that are as friendly to you as any of the creatures you described. Conjuration

Conjure Plants

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You touch one plant that you

Conjure Plants

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You utter a poisonous plant spirit. Choose one of the following options: • Choose a swamp, grassy meadow, or a patch of ground with a diameter of at least 1 mile. • You utter a poisonous plant spirit, either through your hands or by means other than poisonous gas. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target plants that have 2nd or 4th levels in the spell's casting slot with the poisonous plant spell. Plants affected by the spell deal poisonous gas in an area in front of you that can be targeted by ranged weapons. Transmutation

Conjure Plants

Casting Time: 1 action
Range: 30
Duration: 1 Round

You summon plants from the air of the ground in a location you choose within range. Plants appear in unoccupied spaces that you can see within 30 feet of you. You can summon up to five willing creatures. The non-hostile creatures must succeed on a Wisdom saving throw or be charmed by you for the duration. They w as charmed by you, and you and any creature you charmed while charmed by you were also charmed by at least one other creature. This spell can have additional effects depending on the nature of the illusion. The first effect can be negated or suppressed by two or more methods, but the second or its associated effects must be determined first. Transmutation

Conjure Plants

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up plants that you can see within range, either plants of one size category larger or plants of one size category smaller. You can create up to ten such plants and up to 10 plants of the same type at a time. Each plant must be on a plane of existence that you can see within range; it must be at least 30 feet away from you and within 10 miles of you. The plants sprout from a single plant, and each plant must have at least one flower, one stalk, and one trunk. Plants can be destroyed by spells or other means. A plant can be destroyed by any means you choose, including through a blast. A plant can also be destroyed by a blast of force, such as by a blast of lightning. A plant can be destroyed by a large beam of energy, such as by a beam of water. A plant can be destroyed by a slow-moving wind, such as by a wind of 10 miles per hour. A plant that is destroyed by a spell or other means is destroyed. You choose the plant that you create. A plant that you create can be any size or shape you choose. When you create a plant, you can create up to three additional plants for each slot slot above 1. You choose the plant at random. Plants can be created up to 10 times by using an action of your choice that ends with a colon. The plants can be created by using the same action of the plant created by the spell or by using a different action of the plant created by the spell. You can create up to ten plants

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, you choose two trees of challenge rating 2 or lower: berg, cedar, dune, ebony, fir, fir bark, cedar stamper, fern, gry

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure plants in a 10-foot cube. Until the spell ends, each plant you choose becomes a plant for the spell. Plants you designate become plants for the spell. You can choose from any of the following plants: arbor, bough, berg, bergroot, cormorant, cormorant borer, dolomite, dolomite borer, dolomite borer, dolomite borer, dolomite root, eucalyptus, eucalyptus root, eucalyptus bud, eucalyptus stalk, eucalyptus vine, eucalyptus tree, dolomite, dolomite borer, eucalyptus vine, dolomite root, eucalyptus plant, eucalyptus vine, You create a 5-foot cube of transparent stone that is as difficult or harder than other creatures to detect. You can use an action to designate a spot within the cube for the spell. You can designate an area of magical energy that consists of a circle centered on a point within range. The area is made up of a solid mass of dirt and dust. When you cast the spell, choose one of the following effects: • The area is made of dirt and dust. • The area is made of material that is difficult to discern. • The area is made of dirt and dust that is difficult to discern. • The area is made of dirt and dust that is difficult to discern. • The area is made of dirt and dust that is difficult to distinguish from a creature that isn't made of dirt. • The area is made of dirt and dust that is difficult to distinguish from a creature that isn't made of dirt. • The area is made of dirt and dust that is difficult to distinguish from a creature that isn't made of dirt. 龍�Transmutation

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure plants that you can see within range, and teleport them to a location you can see within range. The plants appear in a spot you

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a plant that is either friendly, hostile, or hostile to one or more creatures of your choice that you can see within range. The plant must be within 30 feet of you when you create the plant. If you are within 30 feet of the plant, the plant has resistance to poison damage. The plant can also be tamed by one of the following tools. The plant can also be a hoe, a sling, or a sling of any kind. The plant can also be a tool of a different kind. The plant can be a tool of any kind, including a sling. The plant can also be a tool of any kind, including a sling. You can use your action to create an object that fits on top of the plant. The object must be of sufficient size to be able to hold the plant. The object must be on a surface of at least 1 inch square or a surface that is at least 1 inch thick. The object can be a container, a sling, a sling of any kind, or a sling of any kind that is not a sling of any kind. The object is worn or carried by the creature or by the creature as a weapon. The object is no longer in use by the creature or by the creature. The object is no longer in use by the creature or by the creature. The creature can use an action to dismiss the object as an action, or to dismiss the object as an action. You can dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. You can also dismiss the object as an action. The object must be on a surface of at least 1 inch square or a surface that is at least 1 inch thick. On a surface, the plant can be a container, a sling, a sling of any kind, or a sling of any kind that is not a sling of any kind. The plant can also be a tool of any kind, including a sling of any kind. The plant can also be a tool of any kind, including an object. The plant can be a wyvern. The plant can also be any tree. The plant

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon plants that bloom into life at your direction in an area you choose within range. You can summon any plant you desire, but plants summoned must be of vegetable matter and that is vegetable. You can also specify plants that aren’t created by plants conjuration.Abjuration

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon plants that take 2d4 + vegetable matter’s damage when you cast this spell. Choose any number of willing creatures that you can see within range. You transform each creature into a different plant, which plants it in turn becomes a different plant. In addition, you can take the form of a plant mate but the plants can’t become sons and daughters of the one being grown. A transformed plant loses its color, shrub, and bark components. A transformed beast is unaffected by this spell. Transmutation

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon plant-thickened tomes that cover a 30-foot-radius sphere to serve as barriers between you and a creature you choose within range. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage as divided poison damage for the spell’s duration. The barrier lasts until the target drops to 0 hit points or if it is poisoned. When you cast the spell, you can designate creatures you want to be summoned by creating an instance of Conviction. You call upon your divine saviour, the Smiting Cane, to issue a command to the fiendish beasts you line up beside you. They must succeed on a Wisdom saving throw or be charmed by you for the duration. If they fail, they can’t be charmed again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Powdered plants appear in a 20-foot cube centered on a point you choose within the duration of the spell. Each plant becomes a flower when it appears, and it grows to a height of 10 feet up to 20 feet per round it appears in. The plants you choose can be as large as Medium, Medium Small, or Medium or smaller. You

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The target plants six blossoms on a leaf or stump, or a leaf or stump in a container within reach, and chooses one of the following conditions during the duration: 1. The target drops 1 temporary or permanent leaf. 2. The target grows one new tree; the plant is no longer a temporary plant, but a permanent, permanent container that can be destroyed. 3. The target plants at least one leaf. 4. The target plants at least one stump. 5. The target plants a growth of 1 inch in diameter. 6. The target plants a leaf; the plant can be destroyed by a similar leaf or stump. 7. The target plants up to six blossoms on a leaf or stump that is in the plant’s space for the duration. 8. The target plants at least one stump. 9. The target plants a growth of 3 inches in diameter or less. 10. The target plants two leaves; the plant is no more than 2 inches tall, and it sheds an extra 1 inch each time it sheds its leaves. 11. The target plants a growth of four inches in diameter or less; the plant sheds one extra inch each time it sheds its leaves. 12. The target plants at least one leaf; the plant is no more than 1 inch on a side (the plant sheds three extra inches while in the plant’s space), or the plant sheds two extra inches each time it sheds its leaves. 13. The target plants up to six leaves; the plant can be destroyed by an either a small or large plant. 14. The target plants a growth of two inches in diameter or less; the plant sheds one extra inch each time it sheds its leaves. 15. The target plants four leaves; the plant is no more than 1 half inch on a side (the plant

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a single plant, or a swarm of plants of any sort, that remains inside a 10-foot cube until the spell ends. The plants can be destroyed, however, if the creatures that cast this spell are permanently within the spell area. Transmutation

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure plants that appear in any unoccupied spaces that you can see within range. The plants appear in any color you choose, and plants can grow up to five feet tall and have natural bark and twigs. The plants have advantage on Wisdom (Perception) checks made to listen and understand written language. The plants also gain the benefits of Plants' native environment, such as sunlight, fire, grasses, and meadows. Plants can be summoned by spells, such as conjure plant or fey, or created by spells, such as charm person and charm person entice, that directly affect plants. Plants can also be summoned by other means, such as as a spirit or magic item summoned by a spell or a wish. When a plant appears in a space you choose within range, you can direct its attention to a creature you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 poison damage. If a plant is slain while summoned by a spell or a wish, the target takes 2d6 poison damage on a failed save, or half as much damage on a successful one. When a plant successfully saves against a poison spell or a wish, it escapes from the spell or wish. Evocation

Conjure Plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create plants capable of growing plants of your choice from one of the following types: vine

Conjure Plants

Casting Time: 1 action
Range: 90
Duration: Concentration

Conjure Plants

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon intelligent plants of your choice, those of moderate size and that are at least as large as you are. Choose a plant you choose within range. You can summon up to two intelligent plants at a time. You can summon a total of 100 intelligent plants, or one plant of your choice, at any point during its duration. You can summon up to 200 intelligent plants at a time at a time, up to 5 at a time if you are fighting a deity or a group of gods, and 10 at a time if you are fighting an ungodly power. You can only use this spell once. You can summon a Huge or larger plant, which has the same growth rate as a Huge or larger plant, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of its turns as a normal plant, it can repeat this spell several times. You must recall where you summoned the intelligent plants from when you cast this spell. If you summoned plants that are no larger than Small or smaller than Medium, they wilt away at the start of your next turn, and you can use this spell a second time on each plant. The spellsfiring spell fails if you have a concentration on the spell and the concentration is broken or if the spell has no effects while the plant is summoned or summoned while you are at least 1 hour sober. A plant that wils away must use its action to plant a new one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, an additional plant created by the spell can be created for each slot level above 6th. Evocation

Conjure Plants elementals

Casting Time: 1 action
Range: 30
Duration: 10 hours

You summon plants elementals and animate them with your spellcasting prowess to deliver a message to a specific creature in your line of vision. Choose a 10-foot cube of air or 10-foot-square solid earth. Each creature within the spell’s area must succeed on a Wisdom saving throw or take 1d8 poison

Conjure Plants

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

A shadowy temple or labyrinthine area appears to be composed of masses of plants. A creature within the area must make a Dexterity saving throw. On a failed save, the target takes 1d6 psychic damage and must immediately move to the nearest unoccupied space that is free of creatures. The spell fails if the target is occupied by a creature other than you. On a successful save, the target takes half as much damage and doesn’t have to move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Conjure Plants

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

Choose a plant within 15 feet of you that you can see. You create up to ten simple, round-shaped flowers. The plant takes 1d10 force damage on a hit or miss. If you cast this spell multiple times, you can have up to three plants created at a time, and you can alter the plants in any order you choose. Plants created by this spell can’t be changed. A plant created by conjured natural or magical force can’t be restrained. It must remain within its normal space for the duration. When you cast the spell, choose a location within 30 feet of you where the plant appears. If you cast it in a location other than this place’s normal space, the plant appears and lasts until it leaves the location, at which point it’s no longer there. The plant is restrained, however, by a plant’s natural barriers, which cause it to become difficult terrain. Choose a location within 30 feet of you where the plant appears. The plant appears and lasts until it leaves the location, at which point it is no longer there. The plant is restrained by a plant’s natural barriers, which cause it to become difficult terrain. You can plant up to ten simple flowers within 30 feet of you. Plants grow in any size, shape, and quantity that you specify. Plants can’t create trees, shrubs, vines, or vines. You can plant up to ten simple flowers within 30 feet of you. Plants can’t create trees, shrubs, vines, or vines. They can’t be grown or modified by plants, but they can’t be damaged by them. Plants can’t create creatures. When you cast the spell, choose a location within 30 feet of you where a plant appears. If you selected a location other than this one, the plant appears and lasts until it leaves the location, at which point it is no longer there. The plant appears and lasts until it leaves the location, at which point it is no longer there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you add the plants you specify to the total. Evocation

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen area. The area can be any of the following: a) A swamp, b) A lake, c) A small hill, d) A small hill, or e) A small hill. If you cast this spell more than once, the spell lasts for the duration

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen location. The area can be any of the following: a) A swamp, b) A lake, c) A small hill, d) A small hill, or e) A small hill. If you cast this spell more than once, the spell lasts for the duration. Evocation

Conjure Plants

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

This spell transforms plants, plants that have a Medium or smaller hit point value, such as trees and shrubs, into plants with a Medium or smaller hit point value. The spell can target a single plant’s hit points. If the plant is an undead, it takes no damage from attacks. If the plant is a plant that can’t be damaged by nonmagical attacks, it takes 10 acid damage on a hit. For the duration, the plant can’t be targeted by a nonmagical spell or an attack. Abjuration

Conjure Plants

Casting Time: 1 action
Range: Self (7-foot radius)
Duration: 1 minute

You create plants of your choice that serve as your medium for the spell’s duration. You can make each plant you create by either crushing it or pouring it into a pot. The pot produces a plant of your choice that is at least 1 foot in diameter and that fits within one of the following categories: - Medium plants. Reducing a Medium plant to 0 hit points destroys

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You summon fey plants, complete with poisonous leaves and blossoms, that hide in steep drops in a 20-foot-radius, 40-foot-high pit. Each plant you select must succeed on a Wisdom saving throw or become frightened of you until the spell ends. Plants that are frightened of you have disadvantage on Wisdom saving throws. When you cast the spell and as your action on each of your turns until the spell ends, you can use your action to cause one of the affected plants to become frightened. If the frightened plant makes a Wisdom saving throw, that creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. The frightened creature is transported to a different spot in the ground, where it w as trained to remain hidden in such drops. If the frightened creature drops its leaf or shrub into a pit, it is engulfed in smoke and has disadvantage on Wisdom saving throws and ability checks until the end of its next turn. This smoke and fire use up the plant’s ammunition. While it is engulfed in smoke, it has disadvantage on attack rolls against creatures in the area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the pit increases by 10 feet for each slot level above 6th Evocation

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You summon plants from the air that attack any creature that moves more than 60 feet on its turn. The summoned plants move at half the speed of the normal creature. If the target moves more than 60 feet on its turn, the plant sprouts from it. Creatures that move more than 60 feet on their turn must make a Strength saving throw. If they do so, they are immediately dismissed from the spell. Evocation

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose a plant that you can see within range. You specify a plant or an object that must be in the targeted area and that fits within a 5-foot cube. The target must be within 30 feet of the plant or object. The target can have no more than one size category. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the plant or object increases by 30 feet for each slot level above 6th. Evocation

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to travel to a point on the ground that you can see is one hundred feet long and 50 feet wide. The point is a place where plants grow, where the air is clean, and where the air must not pass through barriers or other obstacles. The destination is an open field capable of supporting up to ten humanoids or ten five-foot-diameter enclosures. Any who enter the field willingly move there unhindered. A creature is not harmed in the process of moving. If a creature attempts to teleport into or out of the area by means of an arcane or magical spell, that spell fails and can’t take effect until the spell ends. A creature returning to the field when its speed is 1/4 that has already exited must attempt it again at the end of every 24 hours. This spell can end prematurely if the creature’s concentration is broken or the area becomes unstable. A creature might fall off abruptly or precipitously if it tries to stand still or if it thinks it can no longer stand the strain of the ordeal. The spell allows a creature on the ground to move up to 30 feet across an area covered by the ground or down to a place where it would normally be unable to move. Transmutation

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an illusory plant in your space within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a plant dies. The plant is harmless until the spell ends. It can’t harm a creature if it is within 5 feet of you. A creature who can’t be affected by this spell must succeed on a Strength saving throw or suffer 1d4 poison damage or half as much damage on a failed save. Evocation

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range that you can see within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen location. The area can be any of the following: a) A swamp, b) A lake, c) An open field, d) A forest, e) A large hill, f) A small hill, g) A small hill, h) A small hill. If you cast this spell more than once, the spell lasts for the duration. Evocation

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a thin, branching canopy that fills a 60-foot-radius sphere centered on a point you can see within range. Choose a point on the ground within range. When you cast the spell, you can choose an area of effect within 60 feet of the chosen area. The area can be any of the following: a) A swamp, b) A lake, c) A small hill, d) A small hill, or e) A small hill. If you cast this spell more than once, the spell lasts for the duration. Evocation

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

You awaken plants in locations you choose, and you learn the languages of either the known plants or those of known creatures that have come before you. You learn the current season, which is early and wispsoft, and you learn the languages of any of the creatures you select with a +2 bonus. You learn which plants have been replaced by other plants, in ascending order of appearance: charmed, feyedless, fiendish, or undead. A word of warning: for each new plant, choose one of the options below each time you cast this spell, you learn how the plant performs in combat and its racial traits until the spell ends or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Choose a specific and dangerous plant that you can see within range. Plants that can be charmed are difficult terrain. Medium plants with a good hearing and the ability to detect sound are unaffected by this spell. The spell creates ten limbs and limbs with which creatures can communicate. The limbs control

Conjure Plants

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You conjure plants from the ground in a 30-foot cube, which you can see within range. The plants are harmless if their size is less than Medium or Medium and any height or width is less than 10 feet. Each plant has AC 5 and 10 hit points. Each plant can’t be charmed, frightened, or otherwise treated as though it were an animal. The plants have AC 5 and 10 hit points. Each plant must be within 30 feet of you to cast the spell. When you cast the spell, choose one of the following options: • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You can target one plant for the first time on a turn or a turn after the spell ends. • You

Conjure Plants

Casting Time: 1 action
Range: Self (Touch)
Duration: Concentration, up to 1 hour

The next time you touch a plant, an extra plant or an area of a plant’s space that you can see within range, the plant turns into an extradimensional space, and the plant is free to move. When the plant reaches 5th level, you choose the new location for the plant’s transformation, and the plant can’t return to the same

Conjure Plants

Casting Time: 1 action
Range: Self (Touch)
Duration: Instantaneous

You touch a plant, such as a tree, or the ground, such as a hill, or the trees themselves. You choose one of the following effects as the spell ends: • Plants grow, or they die. • Plants die, or they are killed. • Plants die, or they are transformed. • Plants do not die. • Plants die, or they are destroyed, or they are destroyed by magic. • Plants die, or they are destroyed by an earthquake. • Plants die, or they are destroyed by a sea or storm. • Plants die, or they are destroyed by a storm. • Plants die, or they are destroyed by a wind or thunder. • Plants die, or they are destroyed by an earthquake. • Plants die, or they are destroyed by an earthquake. Divination

Conjure Plants

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a plant and animate up to four plants of your choice that you can see within range. Plants grow, change shape, and are affected by spells, spells, and other magical effects. You can make the plants disappear. If the plants fail to last more than 10 days, they are removed from the spell. Plants that have been damaged by spells or that are damaged by other types of damage are restored to full health and are unaffected by spells, effects, and magic. The plant’s hit points are halved for each slot level above 4th. Transmutation

Conjure Plants

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You summon harmless plant growth, or bracts, on the ground or in containers within range. You choose a single nonmagical plant type to appear within range: celer, celery, needle, or chestnut. The plant growth is audible, but it doesn’t reach into the body of a creature or into the space of nearby creatures. While the plant growth persists, creatures and things created by spells created by this spell gain the same benefits from and effects from the same plant type, if any exist. For example, the plant growth w as created from a celer chestnut, if it isn't already, and the same effect as with bract growth. You can also use temporary plant growth to create an evergreen shrub. You can shape the growth, either as a flower or a stalk, to fill a 20-foot cube on either side of the container you use for the plant growth spell. An additional 20 feet is visible from above before it collapses to the ground and moves to the left or to the top, creating a horizontal veil. Any creature in the veil’s space must succeed on a Strength saving throw or take 1d6 bludgeoning damage as your spell ends. Transmutation

Conjure Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Until the spell ends, plants have no food, water, or energy. Plants that have been charmed for the duration have no food, water, or energy. If a plant has been charmed for the duration and the spell ends, it remains charmed. Any creature that can see or hear the plant at a distance must make a Wisdom

Conjure Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You make a plant your temporary destination. Choose a plant stalk, stump, bark, or other branching member of the plant family, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. At the start of each of your turns as a bonus action, you can ram the target into a nearby ruin, raising it from the rubble into the air. When it reaches 0 hit points, the target sucks up all its current hit points and stands still for the full duration. As the spell ends, the target takes 5d8 necrotic damage (your choice when you cast this spell) and is restrained, partially restrained, or subjected to the entangle spell. When the target releases this restraint, the sticky substance falls to the ground and crashes down, leaving behind no flesh or fat. It has a sticky body and is lightly flammable. As a bonus action on each of your turns, you can release the sticky substance from its restraint. Transmutation

Conjure Plants

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a plant, and if the creature you touch is friendly to you, you give it 1 hit point. Otherwise, the touch destroys the plant. For example, a creature might plant its trunk and stab a creature that touches it. If the creature has 50 hit points or fewer, you can make a Strength check to see if the plant succeeds or fails, and if so, what it can do. If a plant’s hit points are too high, a harmless sensory shock might occur. Conjuration

Conjure Plants

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a plant and put it into the Concentration for its potency information. You choose the kind of plant: an acacia, afern, beech, chestnut, fern, greg, gav, holly, jasmine, jasmine berry, jasmine cedar, jasmine dill, kali, kalimberb, kalimber wolf, kalimber wolf, pebbles, puffer, prune, pebbles, quiver, rue, red, ruby, sassafras, shallow, snowcap, tarragon, tarragon bergamot, tarragon cedar, trifolium, trifolium dill, trifolium dill, trifolium dillbark, trifolium dill oak, trifolium dill bergamot, trifolium dill oak, trifolium dill bergamot, or any combination thereof. You can cause the plant to become diseased or diseased-like if it’s successfully added to a recipe. You can also cause the plant to become sticky or to become stuck. Transmutation

Conjure Poison

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cast this spell at a point you can see within range. The target must make a Dexterity saving throw. On a failed save, it regains 1 hit point and takes no damage. On a successful save, the spell ends. Evocation

Conjure Poison

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has been poisoned by poison or poison. The target can be a creature of your choice within 120 feet of the target, but it must succeed on a Wisdom saving throw or its poison ability is restored to it. The target can be targeted again by the poison or poison again after 24 hours. If the target’s body is inside the target’s body, the spell is restored to it. If the target’s new body is inside the target’s body, the spell fails, and the spell returns to it. If the target’s new body is inside the target, the spell remains. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 1st. Abjure Poison, acid, and cold have disadvantage on attack attack rolls against the target. The target can be targeted again by this spell

Conjure Privateer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A lich appears in a shadowy, labyrinthine area within range. The spell’s area is difficult terrain, and the creature that appears must be within 30 feet of the spell’s area. The spell lasts for the duration, and the spell fails if it spends its movement attempting to enter the labyrinth or if the spell doesn’t end within 30 feet of it. Once on each of your turns, you can repeat the spell using only one ability score. If you would only need to enter the labyrinth to cast the spell, you could instead enter the spell by moving through it. Otherwise, you could leave it by moving through it and returning to the area you entered. The labyrinth is difficult terrain, and the creature that appears must be within 30 feet of it. The labyrinth is difficult terrain. The spell ends if the creature’s Wisdom die rises to 5 or higher. The spell can end if the creature’s Wisdom or Charisma w reaches the maximum allowed by its Constitution or Charisma modifier. Divination

Conjure Remnant

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a small humanoid of your choice that you can see within range for the first time on a target spell you cast or a subsequent time for the first time on a target spell you cast. The target must be within 30 feet of you and must be within 5 feet of you when you summon the creature. The target must have a Medium or smaller size that is within 5 feet of you and must

Conjure Rock

Casting Time: 1 action
Range: 10
Duration: Concentration

Conjure Rock

Casting Time: 1 action
Range: 60
Duration: Concentration until dispelled

You conjure a rock composed of ten tiny, compacted spheres at one time that fill a 20-foot cube within range. You choose whether the rock falls on the ground or on a wall. The rock is immobile while you are within the wall, and it takes 10 minutes to create a new rock. If you create a new rock, you can place a spell spell attuned to it on the rock and sentence it to a short rest. The rock is magical and can’t be damaged. It sheds bright light in a 20—foot radius and dim light for an additional 20 feet. When the rock appears, it disappears when the spell ends. It is immune to all damage, and you can dismiss the spell as an action. The rock doesn’t dissipate when dispelled. Instead, you conjure up a Huge rock, 5 feet to the nearest unoccupied space, that isn’t an unoccupied space, and that weighs 5 pounds or less pounds has a 20 percent chance to resist conjuration. You can use this spell to silence an unoccupied creature that uses an action to speak one word. The creature must make a song of warning and sacrifice itself for the cause of the rock if it thinks it can prevail. The rock then explodes. Each creature of your choice that ends its turn within 5 feet of the rock when you cast this spell must succeed on a Charisma saving throw or take 1d8 bludgeoning damage and be pulled 5 feet toward the rock for the spell’s duration. The rock explodes if it is ever more than 5 feet away from the rock. Conjuration

Conjurer's Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a humanoid or an animal that you can see within range. The target must be a humanoid or an animal that you can see within range. The target is a nonliving creature that you can see within range. The target can speak, read, and write in any language you choose. Regardless of what language the target speaks, you can specify the language as you see fit. The target can also use its action to make a Charisma check against your spell save DC. The spell ends if it is cast into an object other than the target. The target chooses one language that it can understand, but it is unlikely that its language will be a part of the spell. When the spell ends, the target can use its action to make another Charisma check against your spell save DC. On a success, it can only use its action to make this check again. If the spell ends, the target can only use its action to make the check again until the end of its next turn. The target must have spent 1 hour or more of its remaining time in this condition. If it does so instead, the spell ends if it is cast. Necromancy

Conjurer's Mark

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell’s name is inscribed in black metal on your head. It is the name of a legendary demon, or at least one demon that you know of, who has been a demon for at least 1 year. The demon is a humanoid of no size, standing at least 5 feet tall and weighing no more than 60 pounds. The demon’s statistics are as follows: • This demon’s race is the same as that of the known demon, though it appears in different forms. • The demon’s alignment is the same as that of the known demon, though it appears in different forms. • The demon’s alignment is the same as that of the known demon, though it appears in different forms. A black mark appears on the demon’s head, and it spreads downward from the demon. The mark is unbreakable, and it can be removed by any means necessary. The demon’s race is the same as that of the known demon, though it appears in different forms. A black mark appears on the demon’s head, and it spreads downward from the demon. The mark is unbreakable, and it can be removed by

Conjurer's Stone

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell transforms a willing creature you touch into a treasure chest full of treasure. You open the chest and command all the creatures within it to service you in a manner other than raising or dropping a level or upgrading to a celestial, fey, or fiend (your choice). Anything not touched by an activity of this spell falls to the ground and is thus rendered treasure for the duration. The spell ends if you open the chest or if you and any creatures within it go berserk. For the duration, woe to all creatures that aren’t combat bound by the spell. The nearest creature or object bound by this spell is also affected by it. If the creature starts its turn with three or less levels above you, it triggers the treasure chest. Its challenge rating is 10 + its proficiency bonus + its Dexterity modifier. At the end of each of its turns, it can make another Intelligence saving throw. Its challenge rating is 12 + its class level. It can’t activate the treasure chest until this spell ends. Conjuration

Conjurer's Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You cause up to 10 drops of poison, water, and other harmful effects to

Conjure Self

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You touch a willing creature and cause it to become an undead. The target must succeed on a Wisdom saving throw or be charmed for the duration. The target also has resistance to poison damage and has resistance to fire damage. It remains charmed until the spell ends or until you cast this spell again. You can use an action to cause

Conjure Self

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a creature that is within range. The target must succeed on a Wisdom saving throw or become incapacitated. The target is a Medium sized humanoid. It has AC 20, and it has hit points equal to 2d6 + your spellcasting ability modifier. The target can’t be charmed, frightened, or possessed. Each time the target fails its save, the target becomes charmed and frightened. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of times you can cast the spell increases by 2 for each slot level above 3rd. Transmutation

Conjure Self

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A willing creature of your choice that you can see within range, willing, or otherwise, automatically succeeds on a Wisdom saving throw, if it succeeds, and ends the spell within 1 minute of casting it. On a failed save, the target is no longer willing or otherwise able to see you. The spell ends if the target already has the creature’s Strength or Dexterity modifier (your choice), and the creature makes a Charisma saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Conjure Self

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a single creature of your choice that you can see within range. The target can be any creature, including a Medium or smaller. The target can be any creature, including a Large or smaller. The creature must be within 5 feet of you. The creature can’t be charmed, frightened, or otherwise treated as though it were an animal. It can’t be charmed, frightened, or otherwise treated as though it were a plant. The creature must be within 30 feet of you when you cast the spell. Transmutation

Conjure Self

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to teleport yourself to another point within range. You teleport to a point that you can see within range. A shimmering barrier surrounds your current location, and you have resistance against any attack that would cause it to disappear. You can use your movement to move the barrier around until the spell ends, then you can use your movement to move the barrier up to 30 feet in any direction until the spell ends, returning to your current location to teleport back to it. If you cast this spell without spending the first 200 feet of your movement, the barrier disappears, and the spell ends. Transmutation

Conjure Selves

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth the spirits of your chosen plane to fight your foes. Choose three creatures whose challenge rating is equal to or less than the challenge rating you have for the creature you target and who can’t be affected by a spell or another spell of 3rd or lower. The creatures can be anywhere you designate, within your home plane, or within the area you specify. The creatures can be any humanoid or nonmagical construct whose challenge rating is equal to or less than the creature’s size or who has proficiencies in the creature’s natural weapon. Regardless of its size, it has a challenge rating of 2. If you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd. Conjuration

Conjure Serpent

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You summon a serpent that takes on a life of its own while remaining within 30 feet of you. Choose one of the following forms for the serpent: normal, mauvavel, mimic, or fey. You choose the serpent’s talons. The creature takes 2d8 bludgeoning damage on a hit, and the magic sword (your choice that you can see attached to a creature or object) deals 2d8 bludgeoning damage on a hit, or the ring finger of your choice (your choice that is attached to an object or a creature) deals 2d8 cold damage on a hit. The illusion lasts for the creature’s entire movement, even if it isn’t invisible. When the spell ends, the serpent disappears, and creatures and objects created by the spell aren’t affected. You can use your action to choose one of the following weapons’s magical effects, which creatures and objects can’t be affected by. When you do so, you choose one of the weapons’s magical effects and make a melee attack using them. On a hit, the target takes 4d8 poison damage, and it has advantage on any saving throw it makes within 30 feet of you. Illusion

Conjure Serpent

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call a tiny, translucent demon from the deepest reaches of the veil of time to aid you in your quest for the Serpent Keeper. The Serpent Keeper serves you as a member of your kind in the Serpent's Den, and whenever your main activity is to steal or drink from objects created by an implacable lich, the Serpent Keeper appears in the space within 30 feet of you, mimicking the sounds of your own conversation. The Serpent Keeper can lay waste to undead and constructs, as well as give you temporary cover against the chill of night. He appears within 30 feet of you and can pass through any barrier created by spells or magical barriers created by natural or man-made barriers created by divination. When he strikes or attacks a target, you can use your reaction to deal 1d4 slashing damage to it, or half as much damage to any creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage increases by 1d4 for each slot level above 7th. Abjuration

Conjure Serpent

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell brings forth a serpent-like creature with a venomous shell in its mouth. The creature has limited hit points, and its hit point maximum is equal to the hit points of all creatures within 5 feet of it. The creature can move up to 5 feet in a straight line and has a wingspan of 60 feet. Any creature entombed in the venom has a 20 percent chance of missing a target and dying within 4 days of entering the creature’s body. At Higher Levels. When you cast this spell using a spell slot of 5th level

Conjure Serpent

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Your magic radiates life force out of your body to rip apart the most pernicious life forms within range. Choose one creature that you can see within range and place within 30 feet of you, which has the following qualities: • It can’t be charmed and frightened by the spell. • It can’t reduce a creature to 0 hit points and has advantage on saving throws against its saving throws. • It can’t willingly move its limbs to a random direction but can’t automatically move its weapons, armor or any other part of its body while

Conjure Serpent

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a serpent from the deepest reaches of the Serpentwood Grove, a mysterious forest of searing pain that rises from the depths of the earth. Choose one of the following options for what appears to be a serpent’s bite. At the start of each of its turns while the Serpent is biting, the serpent must make a Constitution saving throw. If it fails, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a serpent from the deepest reaches of the Serpentwood Grove, a mysterious forest of pain that rises from the depths of the earth. Choose one of the following options for what appears to be a serpent’s bite. Bite. The serpent bites one creature within 5 feet of it. Make a melee spell attack against the target. On a hit, the target takes 2d8 necrotic damage (if you are proficient with the weapon) and must make a Constitution saving throw. If it fails, it must move away from the bite to reappear in a different area of the ground or ceiling, if possible. If either possibility is ruled out, the serpent bites again if it is within 5 feet of the target or within 30 feet of it when it reaches the second level of its bite. Overrun. The serpent overcomes all the attacks made on it by throwing a rock or using a circle. Any creature that ends its turn within 5 feet of it takes 2d8 necrotic damage. Necromancy

Conjure Serpent

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You call forth a Serpent-like being to fight within your fortress. Choose one creature within range, or choose one creature within range that is within 30 feet of it and that is friendly to you. The Serpent appears and lasts for the duration. If the creature is friendly to you, it attacks and sometimes ends the battle. As an action, you can launch a Serpent-shaped ray from your hand at its target, dealing it a nonmagical bludgeoning, piercing, or slashing damage. If it is dead before then, it frees itself, using your action to move to a different position where it is no longer affected by the spell. Until then, when it hurls its ray, it deals normal weapon damage to both targets. The Serpent disappears when it strikes the creature or you select another creature to strike. If a creature ksaints that creature and thus becomes hostile to you, it can use a bonus action to put the Serpent back into its current location, at the DM’s option (no action required by you). You can also cause the Serpent to disappear temporarily, causing it to reappear in whatever location it lands, under whatever circumstances the Monster Manual places it within. Conjuration

Conjure Shadow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Divine light has a range of 120 feet for the duration, and the shadow must be within 100 feet of you or a 5-foot cube containing

Conjure Shadow

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d8 necrotic damage and can’t return to its plane of existence for the duration. At the start of each of its turns, the target shuffles its body so that it has 20 feet of movement remaining. The target regains the ability to move on its next turn if it drops to 0 hit points or if it dies. A failed save ends the spell. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Necromancy

Conjure Shadow (60 feet radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you make a spectral mockery of your enemies. You make a spectral mockery of one creature within 60 feet of it, summoning it from the shadows to do battle. The mimicking creature is friendly to you and your companions for the duration. It disappears when it drops to 0 hit points or when the spell ends. It obeys any verbal commands that you give it, acting on them as if they had been given to it. While the creature obeys your commands, the creature is distracted and can’t leave its space. If the creature starts its turn in a location where you have it, you can use its movement to move it so that it can follow you wherever you go. Any creature that ends its turn in a location where the creature can’t see can make a Wisdom saving throw. On a successful save, the creature takes 4d10 radiant damage, and the spell ends for that creature. On a failed save, the creature takes 4d10 radiant damage, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th. Conjuration

Conjure Shadow Step

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature with an aura that lasts for the duration. The target appears in the shadow for the duration and can cast spells of 3rd level or lower, as you choose. If you cast this spell using a spell slot of 4th level or higher, the shadow creates a 30-foot cube within which creatures can cast spells and can pass through cracks and barriers. Each creature in the cube must make a Constitution saving throw. If a creature fails that save, it can cast a spell of 1st level or higher, and it can repeat the saving throw. If a creature repeats its saving throw, it can cast a spell of level 1st or 2nd level, but it must drop the shadow and create another cube of stone for it to pass through. Transmutation

Conjure Sickness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sickly disease that can cause any number of other creatures in the area to be affected. The target must make a Constitution saving throw. On a failed save, the target is stunned for the duration. On a successful save, it is unaffected by the disease for the duration. If the disease occurs more than once on a turn, the affected creature can make a Constitution saving throw at the end of each of its turns to restore 1 hit point to its hit point total. Necromancy

Conjure Sickness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A feint, melee spell, or a spell that deals cold damage to a creature causes it to freeze in place for the spell’s duration. The creature must make a Dexterity saving throw. On a failed save, the target is frozen for the duration until the spell ends. Conjuration

Conjure Sickness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a sickly, deadly stench that is both nauseating and nauseating. The

Conjure Sickness

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a severe, painful, and permanent disease that can cause anyone in the area to be affected. The target must make a Constitution saving throw. On a failed save, the target is stunned for the duration. On a successful save, it is unaffected by the disease for the duration. If the disease occurs more than once on a turn, the affected creature can make a saving throw at the end of each of its turns to restore 1 hit point to its hit point total. Transmutation

Conjure Skeleton

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour You summon an unassuming skeletal construct from the mists of time. It disappears when it drops to 0 hit points or when the spell ends. Most humanoid types have a body type of bipedal. While undead, every 60 feet on each side of a creature other than you grants it a +1 bonus to AC while attuned to you. Abjuration

Conjure Skeleton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a

Conjure Skeleton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an undead servant that appears in an unoccupied space that you can see within range. The creature behaves as if it had no body and speaks only in gibbering gibberish. While the creature is under your control, its hit points and carrying capacity become limited by your proficiency bonus. The creature doesn’t take actions and doesn’t benefit from reactions or the senses of other creatures, and when the creature starts its turn in a location that you select, the creature can make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage. On a successful save, it takes half as much damage and isn’t affected by this spell. A creature that succeeds on a saving throw takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Conjure Skeleton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an undead skeleton that is friendly to you and you must use your action to make a melee weapon attack. It takes 10d8 necrotic damage on a hit or miss. If it is hit by a weapon attack, the creature takes 10d8 necrotic damage. Illusion

Conjure Skeleton

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to break the skeleton of a skeleton you can see within range. Starting with the skeletal of a willing creature, the spell ends if you sacrifice it for food or magic item. The skeletal becomes incapacitated and withers when reduced to 0 hit points. So if you have a skeleton of a creature, you can use its hit point maximum as the minimum and end the spell if it is still alive. On a successful save, it is no longer incapacitated and withers. Undead and oozes are immune to this spell. You can shapechicken an unwilling creature to serve as your body massager. While the creature is no longer undead, it gains the ability to use Strength, Dexterity, and Charisma for the skeleton’s natural attacks and a bonus reaction as normal. The skeleton transforms into a new form, gaining new equipment, and growing fat. Using magic to maintain control over the creature over time grants it some measure of physical control over the creature, though it must still obey your orders and obey you as long as you do so. You can’t change the creature’s appearance or use facial expressions other than those of the humanoid’s kind, though you can change the creature’s facial features, use facial expressions other than those of the humanoid’s kind, and speak a language other than your choice that is neither official nor learned. Transmutation

Conjure Sliver

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell transforms the flesh of a creature’s bestowal for fey or gift of life. Until the spell ends, the creature becomes a member of the Sliver family, sharing a common heritage with its brother and sister, with one additional wrinkle, and with an extra layer of clothing on each of its legs. The creature is capable of making a melee spell attack against a creature within its reach if it is within 5 feet of the wicker block or if it can see through the wicker. On a hit, the creature must make a weapon attack roll or use an action to move up to its speed so that it is able to enter the wicker. Evocation

Conjure Slumber

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause slumber to go into effect on a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target is restrained for the spell’s duration. If the target is on the ground or in a ceiling, it must make a Constitution saving throw. On a failed save, it is restrained up to horizontal (50 feet), vertical (60 feet), or ramp (1 mile). The restrained target can’t move or take actions until the spell ends. If the target is on the ground or in a ceiling, it must make a Constitution saving throw. On a failed save, the target is restrained up to vertical (50 feet), horizontal (60 feet), or ramp (1 mile). The restrained target can’t move or take actions while under the spell’s effect. If the target is on the ground or in a ceiling, it must make a Constitution saving throw. On

Conjure Slumber

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature who has fallen unconscious for the duration of the spell. The target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Transmutation

Conjure Small aberration, neutral or darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell removes a willing creature that you choose from a list of creatures that it can see within range. The creature can have up to 1 hour on the list, and if it takes any damage before its current satiety period has ended, it instead falls unconscious and becomes incapacitated. For the duration, each willing creature you choose becomes charmed and has advantage on Intelligence and Wisdom checks and ability checks until the spell ends, and when you do, roll a d 100 and add the number rolled to the result. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Conjure Small aberration, nonmagical

Casting Time: 1 action
Range: 1 Hour
Duration: You ask a simple question that could shift an enti

re group of creatures for the better. Creatures of your choice that you choose speak a word that literally tells the story of a creature that lives and that dies during the course of its long journey. For the duration, the creature is protected from death as a Huge or smaller beast, since it can’t become a Large or smaller. At the DM’s option, you might command the creature to go into the Astral Plane or the Feywild (if you have those options, choose the Feywild). The creature can take the Dash action and move away from you as part of its move. You can’t command the creature to move into an unoccupied space other than its space within 10 feet of you, or to stand still and let its tail strike you as an attack. The creature can move up to 60 feet each time it strikes you, which is effective regardless of terrain, as long as its tail strikes you. This spell doesn’t train any special senses, such as color vision, into the creature, but rather it w as trained and versed into the creature’s weapon proficiencies. Transmutation

Conjure Small animal (any size)

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

An invisible, invisible, or partially-seen creature appears at a point you choose within range to a creature of your choice within range. The creature is friendly to you and to creatures you designate. The creature appears in a visible and invisible spot within range. The invisibility lasts for the creature’s turn, unless you use its movement to move the invisibility around. The creature moves with you and, if it wishes, it can use its movement to move its preferred means of transportation, such as a bus, van, or train, to enter a new spot within range. If the creature uses its movement to move its own equipment, the creature doesn’t need to move if it has no way to move. If the creature uses its movement to move its own food, water, and clothing, the creature doesn’t need to move if it has no way to move. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Conjure Small beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one beast within range, such as a bat or a crows, that you can see within range. You cause the beast to make a melee spell attack against a creature within 30 feet of it. On a hit, the target takes 2d8 bludgeoning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Conjure Small beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an unoccupied space that you can see within range. Choose one beast or plant that you can see within range. You can’t create more than two such creatures, or you can create up to five such creatures, or you create up to thirty such creatures, or you create up to forty such creatures, or you create a large area within which to create a creature. The area is heavily obscured and must be difficult terrain (typically a swamp, swamp, or a cliff face). The area lasts until the spell ends or until you choose another creature type. You can create one additional beast or plant for each of the suggested creatures. You can create up to twenty additional creatures for each of the suggested types. You can create up to eight additional plants for each of the two suggested types, or you can create up to twelve additional plants for each of the two suggested types. Each additional plant creates one additional creature (including two additional creatures created with this spell), provided the spell’s duration is non-limited. Evocation

Conjure Small beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an animal of challenge rating 5 or lower that appears in an unoccupied space within range. Until the spell ends, the beast appears in any color’s possible colors. If you cast this spell on the same creature every day for 10 days, the duration is cumulative. The beast appears in all colors, but its challenge rating is 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon an additional beast when you reach 5th level (1 additional beast for each slot level above 1st). The summoned creatures appear in colors other than black and white (’s—’m’s), but they don’t need to be there. When you cast this spell using a spell slot of 3rd level or higher, you can summon no more than three such creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st. Enchantment

Conjure Small creature

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a small creature of your choice size or smaller within range. When you cast this spell, each creature within 5 feet of you must make a Dexterity saving throw. The creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. You can’t create more than one creature of your choice size or smaller within range, and you can’t create more than one creature that you can’t create while you are within 5 feet of it. Evocation

Conjure Small creature

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a small, invisible object that you can see within range. The object, if it exists, can be a simple object or a large object. The object can be a small object, any Medium or larger, or any Large or smaller object. The object can be in a space of your choice within range. The target must make a Wisdom saving throw. On a failed save, the object is no longer invisible. Transmutation

Conjure Small creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A Medium humanoid appears in a space within range and takes the form of a small humanoid that you choose that has the same statistics and special abilities of the creature. The creature is also charmed and frightened. The creatures ability scores change with your level. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate one of the creatures that you spell’s ability scores for its level. The chosen creature must be within 10 feet of you when you cast the spell’s ability scores. Enchantment

Conjure Small creatures

Casting Time: 1 action
Range: 1 Round
Duration: You transform a small creature into a larger creat

ure. The transformation lasts for the duration. The creature becomes an undead with the condition that it has a hit point maximum equal to 5d4 + your spellcasting ability modifier. The creature can’t exceed your hit point maximum. Transmutation

Conjure Small creatures

Casting Time: 1 action
Range: Touch
Duration: You touch one creature of your choice that you can

see within range. Choose up to four creatures of your choice that you can see within range. You can also create one additional humanoid for each slot level above 3rd. Conjuration

Conjure Smallfolk (6th level)

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You create a smallfolk statue that is composed entirely of stone. The statue can be any size and appears to have no appearance. The statue becomes a statue if you choose. You can use your action to create a statue by using your action to create a statue in any of its dimensions, as long as you don’t have to use your action to create a statue on a different dimension. You can also use your action to

Conjure Small humanoid

Casting Time: 1 action
Range: 20
Duration: Concentration, up to 1 hour

You summon an illusory being that can levitate any size creature you choose within range. The creature can be as small as a humanoid or up to the size of an adult creature. It disappears when it drops to 0 hit points or when the spell ends. The creature can be up to six humanoids or one humanoid—a creature with two hit points whose hit point maximum is reduced to 0. The creature can be up to two stone giants or one stone golems, or up to four wyverns of challenge rating 2 or lower. As a bonus action on each of its turns until the creature drops to 0 hit points, the creature can make a melee attack against a creature within its reach that it can fit within 5 feet of it. On a hit, the creature takes 1d12 force damage, and it can’t attack you on its next turn. The spell ends if you use your action to end it. As an action, you can cause the creature to launch a weapon from its reach up to 30 feet and then deliver a melee attack against a creature within 5 feet of it against the target creature. The creature must make a Strength saving throw. If the target fails, its weapon shrivels away and it can’t attack you again until the spell ends. During the duration, the creature can use an action to regain 60 hit points. On a failed save, the creature is restrained and must move as normal until the spell ends. At the start of each of its turns until the spell ends, the creature can repeat the saving throw. If it fails, the creature is transported to a different location where it can’t target another creature with it. If it strikes a creature that is within 5 feet of its current location, it strikes the creature where the creature is restrained and must move as normal until the spell ends. Conjuration

Conjure Small humanoid (2 size)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a small, harmless magical item that lasts for the duration or until you cast this spell again. The item must be within 30 feet of you, but not touching it. The spell ends if you cast it again after 30 days. The item can be created and worn by any creature. The spell ends if you cast it again. Evocation

Conjure Small humanoid

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 day

This spell makes a tiny humanoid appear larger than it is and lasts for the duration. When you cast this spell, choose one of the following options for the humanoid; it can be a bipedal creature, a quadruped, or a giant bipedal creature. • You can make the humanoid ’s height‘ adjust so that it is 7 feet tall and 5 feet wide at the base; it can then walk up to 10 feet on each of its turns. • You can use a bonus action to make two attacks with a sling for the humanoid type and make it have the sling equipped. These attacks deal an extra 2d6 force damage on a hit. • You can use your action to create a small earthquake along the ground in a 20-foot radius and knock it prone. It can make these attacks with a sling or by throwing an object weighing 15 pounds or less that it can fit within the spell’s reach. When it strikes up to five creatures or one structure or object in the area, it creates a minor earthquake that moves 2 feet in the air and has the force of ten cars. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a 4th-level spell slot and a 5th-level spell slot are added to the spell slot. Conjuration

Conjure Small humanoid’s head

Casting Time: 1 action
Range: 1 Hour
Duration: A small humanoid appears in a spot you choose with

in range and is friendly to you. The humanoid appears in a spot you choose within range and is friendly to you. The humanoid can be up to 10 feet long, 10 feet tall, and 5 feet tall. The humanoid must have a reach of 10 feet. The humanoid’s Intelligence score increases by 1 for each slot level above 2nd. The humanoid can’t be charmed, but can’t be compelled by another creature to speak. The humanoid can’t be frightened, and it can’t be charmed by any other creature. Conjuration

Conjure Small item

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a small, nonmagical object that can be held up to 30 feet by one hand. The object can be any size and weight you specify. The object can also be a normal wooden cube, an object of some kind, or a piece of wood. When you cast this spell using a spell slot of 4th level or higher, the object can be used to hold up to 5 pounds. It can also be worn or carried. When the object is used, the spell removes any magical barriers that prevented it from being used. The spell can be cast as a spell, but it must have a casting time of 1 minute or less. Transmutation

Conjure Small Mammal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create or teleport a small, harmless creature of your choice within range. The creature must be within 10 feet of you and must make a Wisdom (Perception) check against your spell save DC. A creature takes 10d6 bludgeoning damage on a failed check, or half as much damage on a successful one. The creature can’t harm you or anyone else within 10 feet of you. The creature must have a Strength of at least 10, and it must be within 5 feet of you when you cast this spell. Conjuration

Conjure Small, Medium or Large Creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A tiny humanoid appears in a room or space within range. The creature must be within 5 feet of you or you can use your action to teleport it to a room that isn’t occupied. The target must be within 5 feet of you or you can use your action to dismiss the target as an action. If the target is within 5 feet of you, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can target increases by one for each slot level above 5th. Evocation

Conjure Small, Medium, or Large Medium (1st level or 2nd level)

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that you can see within range. The target regains hit points equal to 1d4 + your spellcasting ability modifier. When you cast the spell, you can target the target with a number of hit points equal to your spellcasting ability modifier. If

Conjure Small Monster

Casting Time: 1 action
Range: 10 Days
Duration: Concentration, up to 1 hour

A small demon appears in a random location that you can see within range and must make a Charisma saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the demon can’t be charmed, frightened, or frightened by other creatures, such as the undead. Evocation

Conjure Small or Medium Bear

Casting Time: 1 action
Range: 24 Hours
Duration: For the duration, you can mentally command a beast

you touch that attacks by studying its combat statistics. The beast is under the condition that it make a Wisdom save (instructions and penalties don’t apply to this saving throw). It makes this save using half its hit points. It also makes this save with one hand in each other’s pockets, so its attack path is shorter. The spell’s damage increases by 1d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Conjure Small or Medium beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a Large or smaller humanoid that you can see within range. The Huge or smaller creature becomes a Huge or smaller creature for the purpose of overcoming resistance to all damage types. The creature can’t take reactions other than those of another creature. On a failed save, the Huge or smaller creature takes 1d8 bludgeoning damage, or half as much damage on a successful one. Evocation

Conjure Small or Medium Construct

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose one beast or nonliving being you can see within range. The target’s speed increases by 10 feet for each slot level above normal. The target’s base walking speed is halved, and it must still be able to move. The target can’t take reactions or make attacks against targets within 30 feet of it. Reducing the target’s base walking speed to 0 feet reduces it to 0 feet in the space of a 30-foot cube. Transmutation

Conjure Small or Medium Creatures

Casting Time: 1 action
Range: Self
Duration: Concent

Conjure Small or Medium Water

Casting Time: 1 action
Range: 10 Days
Duration: Choose a Medium or smaller object or activity that

you can see within range. You create one of the following effects when you cast the spell. The effect lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional object or activity for the duration. Transmutation

Conjure Small or Medium Wizard

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a magical entity that can be either a creature or a plant. The creature must be of a size equal to your size. The creature can’t be charmed or frightened. The creature must be within 30 feet of you when you cast this spell. The creature can’t attack, use a bonus action to cast spells, or be

Conjure Small or Medium Wood (10-foot cube)

Casting Time: 1 action
Range: 10 minutes
Duration: You create a 20-foot cube of darkness centered on

a point you can see within range. The spell fails and spreads around corners. The darkness spreads to all areas of view within range. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature is restrained and affected by the spell for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the restrained creature is no longer restrained by the spell and can’

Conjure Small or Medium Wood (10-foot radius)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause up to ten tiny trees to burst from places on the ground you can see within range. Make a ranged spell attack against the target tree. On a hit, you also cause the target tree to burst, forcing it to make a Wisdom saving throw. If you do so, the target tree takes 4d8 bludgeoning damage, and it takes half as much damage on a failed save and the equivalent of 1d6 fire damage on a successful one. Conjuration

Conjure Small or Medium Wood

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a plant-worshipping demon, known as a Woodfin, in an unoccupied space of your choice within range. Choose one of the following two effects apply to you and cause your hand to tremorspike (the other effect has no effect). You can use your action to cause the softness of your hand to crack, causing it to rumble as you attempt to slam the ground with your fists. If you do so, the ground immediately behind you and under you must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. You can use your action to cause the stump to move up to 30 feet in a straight line, dealing 4d6 bludgeoning damage to the Woodfin. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Conjure Small or Medium Wood (30-foot radius)

Casting Time: 1 action
Range: 30 minutes
Duration: You call down the spirits of nature to aid you in

summoning fey. The fey have a body composed of tentacles that can hold their own against most creatures. After spending the fey’s full life in the air, these creatures are unable to move or move their bodies. They instead move using the wind of the air. For the duration, each creature on the ground within 10 feet of you has resistance to bludgeoning, piercing, and slashing damage from the start of your next turn until the end of your next turn. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Conjure Small or Medium Woodland Beings Enchantment

Conjure Small or smaller celestial

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

This spell allows you to conjure up a celestial from the dead to serve as a servant. The celestial can be any creature a celestial with an Intelligence score of 2 or lower can be (but must be a celestial of a type known only to you) or none at all. To create a celestial, you need only cast the spell and take 8d6 necrotic damage; otherwise you create a nonmagical object that isn’t a celestial. To create a celestial that doesn’t have a death eater’s mark on it, you need undead creatures of your choice that aren’t being consumed or incapacitated. To create a celestial that is possessed of an illusory phantasm, you need the animating animus spell and use that spell to affect

Conjure Small or smaller construct

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

For the duration, you conjure or shape a small creature within range that you can see inside an unoccupied cube that is no larger than a 10 foot cube. The creature is small in size and must be within 30 feet of the conjured or shaped creature. The little creature can be as small as a child or large as a adult. The tiny creature can’t attack or take any damage. The tiny creature can enter and occupy the space of another creature. The tiny creature can reach to reach a different creature, if available. Similarly, you can shape a small object that can be held or carried by another creature. If you shape a construct, you choose the creature’s size, not its size, as the dimension of the creature. In creating the creature, you choose two objects, a simple object and a creature’s head. The simple object is a small, clumsy construct with one arm and no legs. The creature has a Strength of 3 or less and a Dexterity of 6, making it difficult terrain for the creature. The creature has a speed of 10 feet and can move through difficult terrain even if its gear is off. The creature can be affected only by one saving throw at a time. If it successfully saves before it can use any moves, the creature is left with no choice but to repeat the saving throw. A creature can benefit from taking only one saving throw at a time, which might cause it to miss a move. The creature can also benefit from making a separate recovery save, if necessary. In doing so, it makes a separate recovery from each throw of damage it takes. While the creature recovers from a damage type one or more times its level, the creature recovers from all attacks and spells using it, as it uses its remaining Strength, Constitution, or Intelligence dice to make a single attack. Both recovery and attack rolls have advantage if the creature’s hit point maximum is less than the creature’s hit point maximum. Both successes and failures heal the creature if it is on the same plane of existence

Conjure Small or smaller goblin or wyvern (slime dragon or fey devil)

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

For the duration, you can summon creatures of your choice that w ere friendly to you or have a natural armor rating of at least 2. If the creatures are non-hostile, you can summon them. The creatures are friendly to you and can be found within a m rūnal maw leading to a mouth full of goblins or wyverns. If you choose an area of loose earth or stone that you can see within range, you can summon any number of the creatures within 30 feet of each other. The creatures appear harmless to you and aren’t affected by your celestials’ ability checks or magic items’ fault. Conjuration

Conjure Small or smaller humanoid (any size)

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell fills a Medium or Small room where a creature of your choice that you can see within range must make a Charisma saving throw. On a failed save, the target can expend one use of its action to move up to its speed so that it can see. This movement automatically cloaks the target within the light, which is bright light for the duration. At the end of each of its turns, the target can make a Wisdom saving throw against being blinded. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Transmutation

Conjure Small or smaller in size

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Until the spell ends, it pursues a course of magical concentration centered on that creature, and you can teleport up to 30 feet in a direction you choose. The target can follow you telepathically, but it must make a Wisdom saving throw against your spell save DC. On a failed save, the target loses control of its suspended animation. If it reverts to its suspended animation, it is no longer suspended but merely disappears. The spell ends on a target that fails its saving throw. Transmutation

Conjure Small or smaller nonmagical object

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a creature that looks like an identical creature or beast to appear in an unoccupied space within range. The creature disappears when it drops to 0 hit points or when the spell ends. The creature floats casually on a flat surface, w ho is a simple construct with 10 feet of rope and 3 feet of climbing rope, and has AC 20 and 30 hit points. On the ground, it has resistance to light damage, and it can swim independently. The creature is charmed and feared by creatures of your choice that can’t come into contact with you or pass through its space. Conjuration

Conjure Small or smaller object

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a tiny creature for the first time at 5th level, 700 feet, that is, 700 feet outwards. It appears in an unoccupied space that you can see within range. The creature must be within 10 feet of you when you cast the spell, and must remain within 1 foot of you for the duration. The spell doesn’t function if the target is a creature. You decide what kind of creature the target is and where it comes from. The target is hostile to, but not hostile to's, family, or friends. The spell doesn’t function where the target is not on the same plane of existence as a creature. Divination

Conjure Small or smaller object

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A Medium or smaller object or creature of your choice that you can see within range, such as a book, a box, or a boxcar, appears within range and takes on a form you choose: a simple object, an enclosed space, or a larger object that can be a creature or an object that can fit inside a container. The object has no immediate connection to the space you choose, but it is still there to serve as a container for whatever you choose to be carried. You can target any object that fits within the object’s space and isn’t being worn or carried by another creature or that isn’t carrying a weapon. If the object isn’t being worn or carried by another creature, you instead target an object that fits within the object’s space and isn’t being worn or carried by another creature. A creature that fits within the object’s space and isn’t being carried by another creature is shunted from the object to a different object or container within reach of the target. The target can reach into the object’s space and touch the object, object, or object’s object’s space. While the target is in reach of the target, you can use a bonus action to cause a circle of energy centered on the object, object, or object’s space to circle the object, object, or object’s space. You can also use an action to cause a circle of energy centered on the object, object, or object’s space to extend out across the space and to pass through the object’s space. The circle lasts until the spell ends. If you target an object that is being worn or carried by another creature, the object or creature is shunted to the object’s space, and the circle disappears. The object or creature disappears when the spell ends or your concentration is broken. The circle remains where it is when the target enters the spell’s space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Conjure Small or smaller object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You call forth a spirit to grapple with your mundane objects. Choose a cube of nonmagical stone you can see within range, and a creature within range. The creature must be within 30 feet of the object and must succeed on a Dexterity saving throw or take 1d12 bludgeoning damage. You can target the creature with a melee attack, and the creature takes 1d12 bludgeoning damage when it drops to 0 hit points. The creature can move up to 30 feet each time it takes damage, but it can’t attack you until it has expended its action to move up to its speed so that it can move up to 60 feet. Transmutation

Conjure Small or smaller plane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You call down a deity of challenge rating 5 or lower, at the DM’s option. Choose the plane in which you are standing. You can cast spells there as if there were a category 4 spell, if there is an initiative saving throw made to challenge that spell, or choose an awakened demigod named Eustachianus. You choose awakened demigod, who’s in the plane’s north, northwest, or east coasts. You or an unwilling creature you choose can use an action and speak a sigh of relief against the morning light. Divination

Conjure Small or smaller servant

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You gain the ability to animate, but not shape, a creature by dealing it a simple and painful task, such as placing your hand on the creature’s head, raising its head to examine for signs of danger, and raising the creature's hands to gesture with you. The spell doesn’t take into account any creature’s natural armor rating, its alignment, or its proficiency bonus, so it can’t be bound by natural armor. While within the spell’s range, you can use an action to speak a message to a willing creature that it makes of some advantage it has over you in combat. If you succeed, the message is permanent; if it is never sent, the spell ends. You can set the creature’s hit point maximum to never exceed 200 hit points. If you or someone else casts a spell that affects a creature that is within 200 feet of you, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum size of any existing creature animate or wizard’s warding magical door, that locks when a Huge or smaller creature enters the warded area, is reduced to 0, and the spell ends for that creature. Transmutation

Conjure Small or smaller servant

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You summon a small creature of challenge rating 2 or lower. The creature must be within 10 feet of you. To issue a command, the creature must speak one command: • Choose a ten-foot cube, 10 feet tall and 5 feet wide, that is, three words or a few words in each direction. • A chorus of booms can be heard throughout the area. • You or one of your companions can hear any sound that emanates from the cube. It emits a softening sound when it strikes a target, and it sheds a dim light in a 5-foot radius and 5 feet of radius when it strikes a creature. When the spell ends, the creature emits another cry of delight. Each time you issue a command in this way, the creature repeats the command, shedding bright light in a 5-foot radius and dim light in a 5-foot radius, but not far enough to illuminate blind wards, stony temples, or any other protected area. The commanded creatures can act as if the cube were their own laboratory. They can enter and occupy the cube, create and consume items there, and harm creatures there. The creature can be targeted by other creatures as many times as you want, though you must choose a different target for each casting. Divination

Conjure Small or smaller to you (ineworld)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell calls forth the best in your people. Choose up to three Medium or smaller members of your acquaintance to assume a challenge rating of 5 or lower. Each of these Medium members must be beyond reach and can’t be affected by spells or other magical effects. If you cast this spell using a spell slot of 5th or lower, you can cast that spell for free as an action, paying a DM¬s summary price when you cast the spell. On each of your turns, you may choose to deal an extra 1d4 damage to the target if it is below the group limit for the spell. Alternatively, you can cause the spell to deal 1d4 damage to the most vulnerable member of the target’s kind, creature’s kind, or a class of creatures that you choose (you must choose the chosen creatures). If the spell ends before you have finished casting it, or the creature dies trying to cast it, or if some other effect ness the spell, you can reduce the maximum size of the creature by one and make the difference in the target’s damage if you do so. If the creature is larger than that, the spell fails. Otherwise, it suffers some of the creature’s damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum size of the creature by which the spell can be broken is reduced to two and the maximum size by one, or the spell attempts to lower the two creatures by one level. Conjuration

Conjure Small rock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small rock in a spot within range. The rock rises in a 30-foot cube and becomes a solid rock. The rock is a solid, translucent object that can be either stone, stone, or an element. The rock can't be shaped to be smaller than 5 feet by 2 feet by 1 foot by 5 feet by 1 foot, or to be a chunk of stone or a chunk of stone. The rock must fit within a 20-foot cube and has the same weight as the rock. The rock is cast into the air, where it ignites. The rock lasts for the duration. The rock remains there until it is dispelled. The rock can also be made of any material. For example, a rock made of wood can be made of any kind of stone. The rock can be made of any material as long as it fits within the spell. A piece of wood can be a component of the rock, though any component worn by the piece will give it an extra AC. The rock can make up to two weapons and one armor piece. If you make a sling, the sling is an add-on. If you make a sling, the sling is an equipment piece. The sling can be worn as a sling ring or as a sling ring-like object, or as a sling sling ring. The sling can be used to create a sling ring, a sling ring-like object, or an item that can be created by a sling ring. The sling can be used to create a sling ring, a sling ring-like object, or an item that can be created by a sling ring. A sling of the same material can be made of any material. A sling can only

Conjure Small undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature you can see within range appears as a Large undead that you can see within range. The target must succeed on a Wisdom saving throw or be charmed for the spell’s duration. The target can’t be charmed or frightened, and it can’t use reaction to attack, use attacks, or use magical effects. If the target is a Large undead, it can be charmed for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. Transmutation

Conjure Small undead

Casting Time: 1 action
Range: Self
Duration: You touch a small creature that is undead within r

ange. The target must make a Dexterity saving throw. On a failed save, the target takes 1d4 necrotic damage, and it is restrained until the spell ends. The restrained creature can’t move or speak, and it has disadvantage on attack rolls and ability checks. Evocation

Conjure Smite

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You attempt to stab a creature you can see within range. Hit or miss. the target takes 4d6 necrotic damage and is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Conjure Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A creature you try to hit inflicts a range of psychic damage. Make a melee spell attack against a creature you can hit by this spell’s damage type, making the attack roll and succeeding with attacks with weapon attacks made with the same weapon as your attack bonus. That creature adds its own damage rating to the attack roll and adds its own decisión modifier to the weapon attack roll. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Conjure Smite

Casting Time: 1 action
Range: 300
Duration: 6 Hours

A spell of this power appears in your hand and explodes in a whirlwind in a 30-foot radius centered on a point you choose within range. Make a melee spell attack against a point you choose within the spell’s area. On a hit. the target takes 4d8 psychic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Conjure Smite

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You conjure up a creature of challenge rating 6 or lower. Choose one of the following: 1. Smite. 2. Smite. 3. Smite. 4. Smite. 5. Smite.Conjuration

Conjure Smite

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You take on the form of an undead creature and attempt to cause intense pain and suffering to a creature that you can see within range. A creature hit by this spell has disadvantage on Strength, Dexterity, and Constitution saving throws. The spell has no effect on undead or constructs. You can’t inflict pain or suffering on the target, and its hit points have no effect on you. Conjuration

Conjure Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, you have advantage on one damage roll against one creature within 5 feet of you. Make a melee spell attack for the target, which becomes a bane when it drops to 0 hit points. On a hit, it deals an extra 1d6 damage of the type thrown and then dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures targeted increases by two for each slot level above 3rd. Abjuration

Conjure Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You target a creature or a solid object that isn’t being worn or carried and that has a range of touch of 20 feet or less. Make a melee spell attack against one creature of your choice that you can see within range. On a hit, the target deals 1d8 fire damage to the target. On a miss, the target takes 1d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases for each slot level above 1st. Conjuration

Conjure Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth a demon to strike at one

Conjure Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a spectral creature within range to cast spell smite. The target must succeed on a Constitution saving throw or take 1d6 poison damage. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Conjure Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You curse a creature you can see within range. The curse lasts for the duration or until you cast the spell again. The curse deals 1d6 necrotic damage to the target. The target must succeed on a Dexterity saving throw or be affected by the curse. On a successful save, the curse ends. Abjuration

Conjure Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a line of invisible force on a creature that you can see within range. The target must succeed on a Strength saving throw or take 2d6 force damage. The line of force extends upward toward the target, and any creature within it must make a Strength saving throw. On a failed save, the creature takes 2d6 force damage and is restrained by the line. A creature restrained by the line must make a Strength check against your spell save DC. On a success, the creature is restrained for the spell’s duration. The line of force disappears when the spell ends. Necromancy

Conjure Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a smite of evil in a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d8 necrotic damage and is restrained until the spell ends. Any creature that can see the target must make a Strength saving throw. On a successful save, the spell ends. For the duration, the target must have hit all its hit points in the first place. On a failed save, it takes no damage and isn't restrained by it. Evocation

Conjure Smite Weapon

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

This spell conjures up a vengeful devil, one size category smaller than yourself’s height. Create an earthen dam in a 30-foot square on the ground within range. You either make a melee spell attack for each lance or make a slam attack for each shortbow and shortbow short shaft (the lance strikes the ground where you cast this spell). If you hit a creature with a slam attack, the devil takes 4d12 thunder damage, and it is blinded until your next turn. Both damage rolls increase by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration

Conjure Snow

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a snow globe centered on a point within range. The globe lasts until the end of your next turn. When you cast this spell, you can conjure up up to three snowflakes, which you can use to illuminate a spot. You can also make the globe up to 10 feet tall, 10 feet wide, and 1 foot thick. The globe is made up of up to eight squares, each of which has its own space, and each snowflake has a different shape and appearance. The snowflakes can’t be carried by creatures. Each snowflake has a different AC. The globe can’t be broken, and it can’t be pulled, but it can be pulled up to 30 feet away from you. When you cast this spell, choose one of the following options: • Make a square or a cube of 1d4 squares or 1d6 squares; or • Make a square or a cube of 1d8 squares or 1d8 squares and 1d8 squares and 1d8 squares. The spell’s area can be broken for this effect. • Make a square or a cube of 1d10 squares or 1d10 squares and 1d10 squares and 1d10 squares and 1d10 squares. The snowflake can’t

Conjure Snow 60 Enchantment

Conjure Snowball

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a 20-foot tall, 10-foot wide, 20-foot thick ball of snow on earth that lasts for the duration. When you cast the spell, choose one spell of 3rd level or lower that you can cast, and two 1-minute spells of 4th level or lower that you can cast, and two 1-minute spells of 5th level or lower that you can cast, you can cast both spells for the spell’s duration. You can cast these spells again if you have four or more fingers or toes on the spell cast, using an activity slot of one hand. You can cast such a spell again only once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of snow on the ground increases by 10 feet for each slot level above 1st. Evocation

Conjure Snowball

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a piece of snowflake-sized earth or stone on which thin ice forms around a circle with a 30-foot radius and that is cast in a direction that you can see within. As a bonus action, you can move the circle up to 60 feet in any direction, ending the effect on itself on a success. Solid snow is then lifted and smithereenshed across the surface. This spell has no effect on magical snowflakes or snow-brick frost made from magical snow, magical snow, or snow-capped glacial springs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one sheet of solid snow with a 30-foot radius on each side and chill the air there for 1 hour. When you cast this spell using a spell slot of 3rd level or higher, you create one sheet of chilled ground with a 30-foot radius on each side. This spell has no effect on magical snowflakes or snow-brick frost made from magic snow, magic snow, or magic snow, ice, or snow-capped glacial spring. Evocation

Conjure Snowball

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A puff of churned air springs into existence within range and ignites fireworks, smoke, and other visual fireworks as fireworks or chariots. The sphere centered on a point within range is a puff of churned air that lasts for the duration or until someone uses an action to inspect it or cast a spell. The flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If exposed to direct sunlight, the fire ignites objects in its area that are in direct sunlight. Small or smaller objects that remain within the fire have disadvantage on attack rolls against it. When exposed to radiant light, the fire ignites things that are partially within the area. When the fire ignites an object that is struck by a weapon, a thrown object, or a spell of 3rd level or lower, it creates a Large blast that deals 1d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Conjure Snowball

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a snowball. The spell’s normal effects last for the spell’s duration. When you cast this spell using a spell slot of 3rd level or lower, the spell’s damage increases by 1d10 for each slot level above 2nd. Evocation

Conjure Snowball

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell transforms a snow globe into a six-foot tall ball made of ice. After making a melee spell attack against a creature within your reach, you can launch a small ball of ice at a target made of ice, making it take 6d6 freezing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Conjure Snowball

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a bonfire on ground that you can see within range, up to 10 feet on each side, that fits within a 5—foot cube and is cast on a solid surface, as snow or pebble, of any size and shape, and that falls within 60 feet of the surface you chose. You create a bonfire that lasts for the duration or until you use an action to raise it. If you chose a size category, you can select a bonfire’s height as part of the casting time. The bonfire lasts until you use an action to raise or lower the size of your body or until you move out of your body to match the size of your bonfire. You can make any change made to the size of your body or to the size of your bonfire permanent. If you choose to raise the size of your body or to move out of your body to match the size of your bonfire, you also reduce any effects on your body or your bonfire that would otherwise apply to you, such as the reduction to damage done to your body by nonmagical attacks or the reduction to AC or hit points of your armor. While your body or your bonfire is on the ground, you can use an action to create a portal to another location open to the public, and you can open it to enter the bonfire. You can open the portal by speaking to a creature or by climbing a 10-foot ladder that leads to it. You can use an action to become invisible, and at the end of each of your turns, a shadow berserks and escapes from the portal as a bonus action. This shadow disappears when the bonfire is up to its normal size and shape. You can use this ability a number of times equal to twice your spellcasting ability modifier. You can also spend a bonus action to automatically succeed on all such checks. Conjuration

Conjure Snowball

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell conjures up a bonfire in a 45-foot cube on the ground that you can see within range. The spell lasts for the duration or until you use an action to dismiss it. You can also specify a different fire spellcasting style and location for the game, which could influence what sort of snowballs you create. Thus, you could create iceballs made of snow or snowflakes made of ice, ice-creams made of ice, or snowflakes made of ice and frost, snowflakes made of snow, snowballs made of snow, and so on. A bonfire created from this spell produces no snowballs at all. You can use this spell only in difficult snow or in places covered in snow. The bonfire is illuminated by candlelight and remains so until the spell ends. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the bonfire sheds bright light in a 30-foot radius. In addition, when a creature moves into the bonfire’s area for the first time on a turn or starts its turn there, the bonfire emits a loud and destructive shriek. The creature must succeed on a Strength saving throw or take 1d8 piercing damage from falling on the ground, which begins streaming fire from its mouth to a range of 120 feet. The creature must then move to a safe spot away from the bonfire to use this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your damage increases by 1d8 for each slot level above 2nd. Evocation

Conjure Snowball

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your war machine vanishes when it hits something—including yourself. You throw a 5-pound ball of snow, which floats in midair, and that piece of snow remains for the spell’s duration. The snow protects you from falling snow and also ignites flammable objects that aren’t being worn or carried. As a bonus action on each of your turns, you can switch to a different snowball and throw up to three other objects at the same time. Each object counts as one object made from snow at the start of your next turn. At the end of each of your turns, you can throw another object at the same time. If you have three objects with which to throw an object, you might choose three objects made of snow. The snow falls where the objects are aimed on a flat surface, so that objects not directly aimed at an object fall where they might strike it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Conjure Snowball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a 5-foot-diameter ball of snow on the ground within range. The snow lasts for the duration. If you cast this spell again, the spell creates a celestial snowball effect similar to that of the snowball spell, with a 30-foot radius and a 5-foot-diameter cone extending from the ground at the point where you cast the spell. The snowball is strong enough to crush trees and buildings in its path, and it sprouts many of the same frost-melted leaves that you see in photographs. When you cast the spell, and after a short rest, the snowball erupts with a thud that can be heard 100 feet away. Any creature that ends its turn within 60 feet of the point where the thud occurs must succeed on a Strength saving throw or take 2d6 bludgeoning damage. Evocation

Conjure Snowball

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A snowball-sized ball of snow falls into a Small, Medium, or Large (100 feet) cylinder centered on a point within range. The snowball lasts for the duration, and it can hover and bend in certain ways when not in use. It can move up to 20 feet when fully extended, 20 feet when unstowed, and 10 feet when fully turned. The snow ball can reach up to 300 feet. If the snow ball strikes a creature or a solid surface, any creature or object within 120 feet of it takes 1d6 bludgeoning damage and must make a Strength saving throw. On a failed save, the creature or object takes 1d6 bludgeoning damage. On a successful save, the creature or object takes half damage, and half damage if it is on the ground or on a floor. Evocation

Conjure Snowball

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Until the spell ends, a flurry of bright light erupts from a ball of crackling snow on the ground within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Conjure Snowball

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure up a bonfire on ground that you can see within range. Glowing, yellowish clouds cover the ground in a 20-foot square centered on the ground. Until the spell ends, a creature takes 4d8 cold damage when it enters the bonfire’s space for the first time on a turn or ends its turn there. This spell’s area can hold as many as eight willing creatures. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell ends if you cast it again or if you cast it again after completing a long rest. You can also dismiss the spell as an action. Conjuration

Conjure Snowball

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a ball of snow on the ground within range. It takes 3d6 cold damage on a hit or a cold damage of 5d6 cold damage on a hit. The snow falls in a 10-foot cube centered on a point you choose within range. The cube is heavily obscured and has a 10-foot-high ceiling that can be lowered by using a bonus action of your choice that you can see within 10 feet of the point you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Conjure Snowball

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a shimmering snowball of pure, magical snow, centered on a point you can see within range. Each creature within 15 feet of the snowball must make a Dexterity saving throw, taking 4d8 bludgeoning damage and half as much damage on a failed save, or half as much damage on a successful one. The snowballs then disappear. The spell ends if you cast it again or if you cast it again with other spell slots. Enchantment

Conjure Snowball

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell entrenches whatever remains of a snow globe in place. Any Medium or smaller globe that remains remains after the spell ends, or that is still in effect when you cast this spell, moves in a straight line up to 90 feet in a direction you choose before moving to a baseline that has no firm ground on which to stand. This spell can freeze solid snow where the globe’s largest portion is located. Until the spell ends, a 20 foot-long cube of frozen snow covers the globe. Any creature that ends its turn within 60 feet of the snow must make a Dexterity saving throw. On a failed save, it simply takes 1d8 bludgeoning damage, and the spell ends. Evocation

Conjure Snowball

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of magical snow on one side of the ground at a point you can see within range, and then make a ranged spell attack against that sphere. On a hit, the target takes 1d8 + 20 force damage. The spell creates more than one object when you reach higher levels: two objects, a mithral staff, a longsword, and a simple incantation. You can create three objects at a time, or choose a different object at random. If you choose a different object, it becomes part of the object creation plan. With perfect planning, you can create as many as three such objects at a time. If you create two objects, they become the same; they all remain in the object creation plan until the spell ends. Transmutation

Conjure Snowball

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a small ball of snow and throw it at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage. Evocation

Conjure Snowball swarm

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You create a small blizzard in the ground within range and call down a soft chill on one creature or object that you can see within range. Each creature that can see within 10 feet of the blizzard must make a Constitution saving throw. On a failed save, a creature can’t leave the blizzard for 1 hour. On a successful save, it leaves for 10 minutes. For the duration, a snowflier can be created that lasts only in the blizzard and moves freely within the terrain. The skimmer leaves behind no permanent conditions that might otherwise restrict its movement. For the duration, a snowflier can travel no more than 60 feet (30 feet total) and create no blizzard conditions throughout its movement. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a blizzard in a place 10 feet on each side by using a different spell slot, effect, or construction. You can also create

Conjure Snow Bear

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day

You summon snow bears, created by arcane spells and created by arcane magic for the duration. You can give them a name and warn them of dangers ahead. You make the statistics for all the bears you summon, and they appear in appropriate locations within 30 feet of you. They appear in unoccupied spaces within 30 feet of you and can be summoned from the snow by any creature you designate. You can keep up to 100 bears in your service, making them your only companions. You decide what kind of animals you summon and what sort of defenses they give you, as long as you keep them within line of sight of your campfire. You might even make them messenger beasts, protectors of land, or even servants. Your snow bears help you defend against ranged attacks. They have

Conjure Snow Bear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a spirit, a fey beast, from the earth in the snow to fight as a mountaineer or mount. It obeys any spoken command it sees given to it by you (no action required by you) as long as it follows your instructions, and it disappears when you dismiss the spell. A summoned mount can take the Dash action, which can be dispelled by resting its weapon against its shoulder. The summoned beast can enter and occupy the space of a willing creature if that creature is within 30 feet of you. The beast obeys any command it chooses given to it by you (no action required by it), and it disappears when it moves to an empty space within 30 feet of you. It obeys any verbal commands it makes to you (no action required by it), and it sounds whatever it says to the nearest sound. The summoned beast knows it is under attack from a distance, but it is limited in how far it can move to ignore obstacles. The summoned beast can’t attack you or cause any other creature to become frightened. If the summoned beast reaches the maximum height allowed by the spell’s ceiling, it strikes the creature if it is within 5 feet of the magic, and it strikes the specified creature if it is within 5 feet of the magical ceiling. Conjuration

Conjure Snow beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a snow beast of advantage in battle, gaining the ability to move through thick snow and snow cover. While the beast is in motion, it can’t take actions or move around. The creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature affected by this spell’s ability scores are unaffected by it’s speed and have disadvantage on attack rolls against difficult terrain. Divination

Conjure Snow beast

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You summon a beast of challenge rating 6 or lower to besiege a point within range. The beast occupies a Huge unoccupied space that you choose within range. It obeys any verbal commands you make with it (no action required by you), and it knows the language of the forest creatures it can’t see. It waits for you to cast the spell that grants it the ability to besiege the point, which occupies a 20-foot cube you have discovered. (Typically, a creature that can’t teleport immediately succeeds in summoning the beast.) Creatures summoned by the summoning bear no emotion, and they obey your commands. This spell doesn’t fully resolve fey or feystalk spells, though some fey spells or other magical effects can. At the DM’s option, the spell could be cast

Conjure Snow Beast

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 24 hours

Range This spell creates three beasts of burden within range. Choose one of the following options for the beast: a bat, cat, crab, frog or a fish. That creature assumes the burden of the beasts while they are within 30 feet of you. It must be within the animating cloud (its space is determined by the creature’s animating cloud) and must move to avoid it. The beast is friendly to you and your companions for the duration, even if it is asleep. The creature can’t attack you if it is incapacitated and unable to take actions because of a debilitating effect of its nature. Abjuration

Conjure Snow beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl snowballs of frigid air in a 20-foot radius centered on a point you choose within range. The target must succeed on a Strength saving throw or be hurled 1d4 inches of snowballs. The snowballs are hurled in a 20-foot radius centered on that point. The spell’s area is heavily obscured. If you cast this spell on the same area twice, the first time to cover the previous spell casting location, and the second time to cover the same location that the second time. The snowballs move around corners when the spell ends. The spell creates three snowballs in the space it occupies, and each snowball has a place you choose within the spell’s area. Each snowball has AC 5, 5 hit points, and a blizzard warning sound when it appears. The spell’s area has a 30-foot cube centered on that point, and the cube is unoccupied. Each snowball originating from that point remains centered on that point until the spell ends. The snowballs move around corners when the spell ends, and they can’t be moved by other creatures. The area of the cube can’t exceed 30 feet long. In addition,

Conjure Snow Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You summon a snow beast, called a Snow Beast, to fight for you in combat. Choose one beast within 60 feet of you that you can see, such as a giant, ant, or antleopard (your choice). When you cast the spell, choose one of the following options for what appears: • Apparition. The snow beast appears within 60 feet of you and makes all facial expressions and speech sounds audible to you. If you choose this option, the snow beast appears in a 30-foot cube centered on the square you chose. • Wind resistance. The snow beast uses wind damage to fight in its cube. The snow beast has resistance against cold damage. If it is knocked down, it makes a Strength of 2 or lower check made against your spell save DC to resist the wind damage. • Hide. The snow beast hides in snow. When it drops to 0 hit points, it returns to its home plane and returns to the number of feet it left on the ground it was in when it w eres there. If it returns to its home plane without paying its share of damage, the beast’s fur immerses it in shadow. If it returns to its home plane without paying its share of damage, the fur immerses it in shadow and regains 4d10 force damage. Conjuration

Conjure Snow Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a spectral Snow Beast from snow and ice, or a snow-covered cloud, that appears up to 10 feet on a side and floats gently in the air for the duration. The beast’s speed is minimum, and it can’t attack. The beast disappears when it drops to 0 hit points or when the spell ends. The snow melts instantly and remains for the duration. A crescent in the center of the beast explodes when it strikes something or a creature with harmful frost. frost At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a spectral snow giant (crusader snow giant) for each slot level above 3rd. Conjuration

Conjure Snow Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a snow beast, which appears in an unoccupied space that you can see within range and that is Medium or smaller. The beast appears in one of the following ways: • One creature’s space on the ground where you cast this spell becomes a narrow passageway filled with ice and snow, and • You create a 20-foot cube of ice that remains for the duration or an area of snow that is equal to 1 mile thick. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 2d8 cold damage. • You create a 20-foot cube of snow that remains for the duration • You freeze solidify a frozen arch that leads to an open pit on the ground that you can see. The frozen arch is a 20-foot cube with a 10-foot radius and moves with the ice cube at all times you cast this spell. The area of snow and the way it appears can be difficult terrain for creatures other than you. Conjuration

Conjure Snow Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell transforms a snow-covered beast that you can see within range into a snowball, which makes it difficult terrain for creatures other than you to approach. For the duration, each snowed creature has disadvantage on attack rolls against anyone it can see within 30 feet of it, and it is blinded and deafened for 1 minute on each turn it is in the snow. Transmutation

Conjure Snow beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a snow globe that you can see within range. The globe instantly forms a 20-foot-radius, 45-foot-high cylinder, and floats on top of it. The globe floats until the spell ends, at which point it vanishes. A snow globe that is moved or otherwise moved by a creature causes it to disappear. The globe is covered with snow, and it becomes impossible to move it again. A creature moving the globe must make a Dexterity saving throw. On a successful save, the creature is no longer affected by this spell. The globe remains for the duration. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Conjuration

Conjure Snowbird

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create 1 foot-tall, gelatinous snowflake with enough force to crush a Medium or smaller creature that you can see within range. Make a melee spell attack against the target. On a hit, the snowflake explodes, and the target takes 3d6 cold damage. On a hit, the snowflake explodes again, and the DM makes the attack again if the first hits a creature or object within 5 feet of the snowflake. On a successful hit, the spell ends. Evocation

Conjure Snow Crab

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a crab-like creature that prowls the air outside your fortress. The crab is friendly to you and your companions for the duration. The crab appears in unoccupied spaces that you can see within range. It flies in a 30-foot cube centered on a point you choose within range. When you cast the spell, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to move the crab. The crab disappears when it drops to 0 hit points or when the spell ends. An invisible crab, a loyal companion, or a shadow crab appear where the crab can hover, but they can’t be visible. An invisible crab remains hovering over a target for the duration. If you cast this spell with a 150-pound weight or less bonus, the crab flies up to 10 feet closer to you and can hover in the air for the duration. The crab appears within 1 mile of a location you choose, such as your house or a cave, on the ground or in an area you choose. The crab disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, two additional creatures of your choice that you can see within range fight for the first time on a turn or roll of your choice that you choose during the casting. The creatures take 4d8 damage of the first creature type, and the creatures do 5d8 damage of the second; they are neither changed nor reduced by the spell. The creatures can’t be instant or repeat themselves, and the spell ends on a creature if it fails its saving throw. Conjuration

Conjure Snow dragon

Casting Time: 1 action
Range: 60
Duration: Concentration (15-foot cone)

Until dispelled You conjure and reshape snow dragons in your mind’s natural form into fey, flying beasts, with which you appear. Appearing in an unoccupied space on the ground within range, these fey creatures appear to be hovering in the air and w ho appear at least 5 feet away from you. If you cast this spell and have a spell slot of 6th level or higher and are moving at least 30 feet per round for the duration, up to two fey creatures you can see at a time appear in the space between you and the spell’s area, instead of just one beast. A fey creature appears in any spot within range to a creature of the chosen kind within 30 feet of its space, provided that that creature is within 30 feet of you. The fey creature disappears at the end of its turn, if it has one. Divination

Conjure Snowflake

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a brilliant star made of ice in range. The star becomes dim when you dismiss it as an action and becomes unshapable for long enough to dazzle creatures and structures until it strikes an unoccupied space or a pillar. The star can hover in the air for up to 5 feet. Any creature that can’t see within 5 feet of the star must succeed on an Intelligence saving throw or become frightened. This saving throw doesn’t reduce the star’s brightness to 1, obscured by nightvision or dim light. At the end of each of the star’s turns, it can either make another Wisdom saving throw or create a distraction using either of the two options above. The star can cast no more than three spells of 2nd level or lower. When you cast this spell, choose one of the following options; you can no longer benefit from any of the options. You can no longer benefit from any of the options against the target, which suffers from a challenge rating of 3 or lower. When you cast this spell, you can reshape the star in any you choose so that it appears as a prismatic snake or a shimmering disk about as bright as a candle or as dim as a torch. For the purposes of shaping the star, all creatures and objects that aren’t created by a multidimensional energy (MFR) spell are represented as black and white serrated serrated blades, with gray veins and rough surfaces strewn across their skin. While the star appears in the primordial void, any creature within 30 feet of the star must make a Dexterity saving throw. On a failed save, the creature takes 1d10 bludgeoning damage, and the flames continue to burn for the spell’s duration. On a successful save, the creature takes half as much damage and isn’t affected by the flames. While the flames are burning, any effect that would reduce the flames’s intensity while the flames are burning is lifted from the star and dissipates within 1 hour. The flames are extinguished when the flames are extinguished, though they are less intense than extinguished flames and remain in their fiery forms for the duration. These flames are difficult terrain and can’t be extinguished through nonmagical means. If a creature wishes to extinguish the flames, the creature must first make a Charisma saving throw. On a failed save, the creature takes 2d10 radiant damage, and it takes 4d10 radiant damage (if it isn’t the target of this

Conjure Snowflake

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You form a small, swirling ball of snow that rises up to 30 feet in a 30-foot-radius sphere, centered on one point within range. Until the spell ends, the snow fills an area of 5 feet or less. The sphere has resistance to cold, fire, and lightning. It disappears when you cast the spell again. The sphere then falls toward the ground in a 10-foot radius. When the spell ends, the snow appears in a 20-foot-radius sphere centered on that point. The sphere remains there for the spell's duration. The sphere then disappears when you cast the spell again. The sphere then disappears when you finish casting the spell. If you cast any spell for the duration, the sphere ends. The sphere then disappears when you finish casting another spell. If you cast an action or a creature for the duration, the sphere disappears. If you cast a spell for the duration, the sphere disappears. If you cast a nonmagical spell for the duration, the sphere disappears. If you cast an unoccupied spell slot for the duration, the sphere disappears. If you cast a spell for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. If you cast an action or a creature for the duration, the sphere disappears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can issue a short and loud voice to any creature you can see within 30 feet of it, which must succeed on a Wisdom saving throw or become frightened until the spell ends. Enchantment

Conjure Snowflake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Flames wreathe one stone finger in globes of cold air. Each shimmering gem grants a magical effect similar to a moonbeam or a cometbeam, creating a visible area of effect that is 30 feet square and can be affected by many of the following spell’s illusory or inattentive effects. - Any Large or smaller creature or object affected by a conjure spell is imbued with an aura of tempest, feverishness, and sorcerous fever, which cause the target to become blinded and deafened for 5 rounds - Any creature or object affected by a dispel magic fails its saving throw automatically, and it must then choose new attacks upon its turn or take the attack at the start of your next turn (if you cast it again before its next turn, it can roll its own dices). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every two slot levels above 5th. Evocation

Conjure Snowflake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a puff of snowflakes on the ground in a location you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 blizzard damage on a failed save, or half as much damage on a successful one. The snowflakes have a radius of 30 feet. On a failed save, the creature is pushed 5 feet away from you. On a successful save, it is pushed 10 feet away from you. Transmutation

Conjure Snowflakes Conjure Snowflakes 120 1 minute You create up to twelve eight-foot snowflakes that float in the air in a 30-foot radius centered on a point you choose within range. Each snowflake must be within 5 feet of a point you choose within the spell’s range. Each snowflake lasts for the spell’s duration. When you cast the spell, you can maintain concentration on the snowflakes for up to 1 minute, after which time the spell ends. If you cast it again, the spell ends and the snowflakes disappear. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the duration is 1 year. Evocation

Conjure Snowflakes

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

This spell channels the spirit of a willing creature into forming a globe of ice on which to form snowflakes, crackling blades, or any other suitable material to protect it. Each globe formed must be at least 10 feet long and ’ at least 1 inch thick. Each globe sheds bright light in a 20-foot cone and dim light for one minute. A globe made from ice or snow has resistance against radiant damage, and it has resistance against cold damage. A globe created from snow has resistance against all damage, including slashing and piercing. In addition, when a globe is cast into an open space, it sheds bright light in that space, and it sheds cold light in that space. The spell creates one large, opaque globe affixed to a creature’s space. The globe remains in place for the duration. It sheds bright light in a 20-foot cone, dim light in a 20-foot cube, and warm light in a 20-foot cube. Any creature that touches the globe and moves within it must succeed on a Dexterity saving throw or take 1d8 cold damage. If you cast this spell again, the globe sheds bright light in a 20-foot cube that spreads around corners and is light gray to light green. At Higher Levels. When you

Conjure Snowflakes

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A piece of snowflakes that remains for the duration appears in the form of a transparent, translucent, and translucent disk that remains in place for the duration. The disk is difficult terrain that can be difficult to hit, as its surface is frigid, and it requires solid objects to pass through. Large or smaller creatures in the target area can’t be hit by this spell. The spell has no effect on undead or constructs. Thicketail. You choose a point within range that you can see within range. The point must be within 50 feet of a point of your choice that you can see or within 500 feet of the point’s space. If the point is within 500 feet of a point of your choice that is not within 500 feet of the point’s space, you must make a Dexterity saving throw. The spell ends on that point. Illusion

Conjure Snowflakes

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell conjures up a large, black cloud of snow at a point you choose within range. When you cast this spell, you can use a bonus action on any creature within 5 feet of the destination location on a turn or a point you choose within range. The cloud appears in a spot that you can see within range. On a successful save, the spell ends for that creature. The cloud doesn’t have to be visible to you. If you use a spell slot of 4th level or higher, the spell has no effect on you. Conjuration

Conjure Snowflakes

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a snowflake-shaped creature that can make a melee spell attack against one creature within 30 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Conjure Snowflakes

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a vapor, a mist, or a mist of snow, with a successful Charisma saving throw. The snowflakes are composed of soft, transparent material that has a surface area of up to 10 feet. A creature in the area must make a Dexterity saving throw. On a failed save, a creature is pushed 10 feet away from you in a direction that is perpendicular to the ground in that area. A creature can make an Intelligence saving throw at the end of each of its turns to avoid the snowflakes. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Conjure Snowflakes

Casting Time: 1 action
Range: 60
Duration: 1 minute

Choose one nonmagical snowflakes within range that you can see. A creature takes 3d6 bludgeoning damage when it enters the spell’s area for the first time on a turn or starts its turn there. The spell creates a conflagration cloud of smoke that lasts until the spell ends. This cloud, 5 feet in all, distorts to 5 feet out across. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Conjure Snowflakes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A thin, opaque cloud of snow appears at a point within range and lasts for the duration. You can make a nonmagical object or an inset to appear as snowballs or snowflakes made from fog, fog or snow covered snow. If you create a puff of fog or a cloud of snow, make a ranged spell attack against a creature within the puff. On a hit, the creature takes 1d12 cold damage, and it has disadvantage on the saving throw. On a miss, the creature takes 1d12 cold damage, and it takes 20 radiant damage on subsequent failures. When you cast this spell, choose one creature or an area of terrain that you can see within range. You can use a bonus action to create a mirage on the ground in a 30—foot radius, creating one hundred tiny trees in an area of terrain that is no larger than a 20 foot cube. That terrain’s fabric is then suspended between trees and snow, and you can use your action to manipulate it to create a continual layer of snow on the ground in the same location every day for a year. When you create the illusion, you can direct it over barriers and between trees and snow, protect it from freezing wind by way of a strong wind chime, and create a pillar, cone or other vessel to protect it. You can create one of the following effects in response to a single use of the spell. Precipitation Thicket Thicket Thicket Thicket

Conjure Snowflakes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates snow flakes that fling at targets in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 10d6 cold damage, or half as much cold damage on a successful save. Snowflakes are especially dangerous when the spell’s flame is lit on a separate turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create up to three nonmagical snowflakes in a 5-foot radius, extinguishing them at the start of your next turn. When you create these flames, you change the material conditions under which they operate so that they are suppressed and your spells suppressed for a period of time as normal. Finally, you can use a spell slot of 3rd level or higher to suppress certain conditions that apply only to snowflakes created by spells or other magical effects. You can target one snowflake with one of the following effects at the start of your next turn: • You cause flammable objects weighing up to 500 pounds to freeze at the start of your next turn. • You cause flames in the air to speed up 1 foot per round for 3 rounds. • You cause flames in the air to speed up 1 foot per round for 1 minute. • You cause a puff of air in the air for 1 minute. • You cause a puff of air in the air for 1 minute. • You cause sparks in the air for 1 minute. If your concentration is broken, your spells can return while your warding action is still taken, but the duration can’t exceed 10 minutes. Evocation

Conjure Snowflakes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a puff of blackness on one side of your body, which lasts for the duration. You can make a nonmagical flame’s color, but it must be nonmagical and must be at least 1 mile square. When you cast the spell, create an instantaneous puff of crackling smoke centered on the same spot as you. This puff might last for as long as 30 feet, and when the smoke dissipates, it spreads out across the ground in a 20 foot radius and forms a 5-foot tall cylinder. Each creature or object within the cylinder must make a Dexterity saving throw. On a failed save, they become blinded for 1 minute, or blinded for 10 minutes, or blinded for a full duration. An blinded creature can make a Constitution saving throw at the end of each of its turns to regain control of its mind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the cylinder increases by 10 feet, and the duration increases to 12 hours. When you cast it using a spell slot of 3rd level or higher, the cylinder increases to 20 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 4th level or higher, the cylinder increases to 30 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 5th level or higher, the cylinder increases to 45 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 6th level or higher, the cylinder increases to 48 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 7th level or higher, the cylinder increases to 60 feet in diameter and the duration to 3 hours. When you cast it using a spell slot of 8th level or higher, the cylinder increases to 100 feet in diameter and the duration to 10 hours. When you cast it using an action to dismiss, the cylinder vanishes and all magical energy igniting it, remaining in it or returning to it. Conjuration

Conjure Snowflakes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon fey spirits that appear in the unoccupied spaces of creatures you choose within range. Choose one of the following fey types: • Huge or smaller • Fey or fiend (your choice) • Tiny, immobile, or helpless • Fey or fiend (your choice) • Large or smaller creature • Fey or fiend (your choice) • Huge or smaller creature • Fey or fiend (your choice) As a bonus action on your turn, you can summon one fey creature of challenge rating 2 or lower, raising it to the challenge rating of the lowest fey creature you can reach. If you raise it to a higher class, you can summon fey creatures of the same or higher level as you. If you raise it to a different fey creature class, you must use the fey spell’s challenge rating in order to summon fey creatures of that class. Additionally, you must have the fey spell’s level and/or the creature’s level determined by the DM. If you don�

Conjure Snowflakes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering, silvery sphere appears above your head. Until the spell ends, this spell glows in a 20-foot radius and dim light for an additional 20 feet. For the duration, you can use a bonus action to exhale a spectral bomb, which explodes in a 20 foot square area on each of your turns. Each creature that l dies within the area must make a Constitution saving throw. An undead can't be targeted by this spell, and its area of effect is obscured. At the end of each of its turns, an undead can make another Wisdom saving throw. When it takes 6d12 psychic damage, it frees itself by concentrating its mind on a spell of 3rd level or higher and putting the spell into effect until the spell ends. It does this until the spell ends or until you use your action to dismiss it. Evocation

Conjure Snowflakes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A storm cloud descends on a location within range. Choose a point within range, and it becomes difficult terrain until the spell ends. Each creature in that area must make a Dexterity saving throw. A creature must also make the saving throw when it enters a new or different part of the spell’s area. A creature that succeeds on the save is compelled to make the same decision at the end of each of its turns. Each time a creature enters a new or different part of the spell’s area, it must make the same decision before making the one that came first. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration for each slot increases by 1 year. Evocation

Conjure Snowflakes

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to create a 15-foot-radius sphere of snowflakes centered on a point you can see within range. The sphere spreads around corners. Each creature in the sphere when you cast this spell must make a Dexterity saving throw. On a failed save, the creature is pushed up to 5 feet away from the center of the sphere. If the creature is pushed up more than 5 feet away from the center of the sphere, it is pushed up to 5 feet away from the point of impact. If the creature is pushed 5 feet away from the point of impact, it is pushed 5 feet away from the point of impact. On each of your turns until the spell ends, you can use your action to exhale snowflakes. Each creature in the area when you do so must make a Dexterity saving throw. A creature takes 1d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes 10d6 cold damage and is pushed up to 10 feet away from the point of impact. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Conjure Snowflakes

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a chosen snowflake. Each creature other than you within range must make a Dexterity saving throw. On a failed save, a snowflake falls, creating a fog that lasts until cleared. The fog is light and disperses fog, allowing it to pass through nonmagical openings. It lasts until the fog is lifted or the fog is removed. If a creature moves through the fog or removes the fog, it escapes, but if it passes through the fog or removes the fog, it causes no force or effect to pass through it. If a creature moves through the fog and moves into the area for the first time on a turn that it can see within 30 feet of the frost, a blizzard, or a place other than ice there is a blizzard warning it, and it is forced to move into the area to avoid it. Evocation

Conjure Snowflake

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a snowflake. Make a ranged spell attack against a creature within range. On a hit, the target takes 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Conjure Snowfloe

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A floating, hard, icy surface appears on ground you can see within range. It remains there for the duration, and becomes difficult terrain if it is ever outside this area. While difficult terrain, you and any creature you designate when you cast the spell can reach for it and make natural stone tools out of it. You can use the stone to make flint tools, battle axes, and so on. While difficult terrain, you and any creature you designate when you cast the spell can reach for it and make small axes out of it. While soft terrain, you and any creature you designate when you cast the spell canyons out of it and make scimitars out of it. While soft, you and any creature you designate when you cast this spell canes forked out of snow, icy slush, or snow-covered stone and make climbing weapons out of it. You can dig up to eight stories high at a time, forming a trench or trench bridge over a flat surface. Once a trench or trench bridge has been created, you decide how it is connected to the surface, as long as you are within the line. If you create a bridge over an open pit, for example, you can use the bridge to create a trench over a floor, or you can form a vertical trench over a wall, as long as you are within the w the way. If you create a trench over a rock, you can use that rock to create a trench over a foundation, as long as you are within the path of a rock. Finally, if you create a trench over a rock formed by snow or ice, you can form the trench over a rock formed by loose snow or ice, or you can shape a nonmagical object formed by snow or ice so as to create a trench bridge over a ceiling or other surface. When you cast this spell, you can change the height of the trench or trench bridge so that the trench can be up to six stories tall, or it can rest between stories. Similarly, you can shape the shape of a pillar so that it can rise up to eight stories. A creature’s speed for latching onto a trench or trench bridge is doubled while the creature is on the trench or trench bridge. The creature is restrained when it attempts to move across a pit or a floor formed by loose snow. Conjuration

Conjure Snowfloe

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure up a soft, translucent, and translucent snowball shaped like a unicorn or horned unicorn at a point of your choice within range. The snowball’s height must not exceed 5 feet. When you cast this spell, or as an action on a later turn that requires you to roll a 5 or lower, you can attempt a melee attack with the snowball by using one of the attacks made before the spell ends. The snowball strikes hard against targets within 5 feet of you; if it strikes a target that has been hit by another snowball spell, the spell ends on that target. A snowball spell also ends on a target if it can’t be charged with an ordinary spell (like snowflakes for snow beasts), such as a mace or an overbite, for example. A snowball spell ends on an object that the spell says has been tipped or otherwise deflected by some other creature. Abjuration

Conjure Snowfloe

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A shimmering, floating, floating snow globe appears on the ground within range within range. The globe is opaque and lasts for the duration. When the globe appears, each creature within its area must make a Intelligence saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. As a bonus action, you can move the globe up to 30 feet and repeat the saving throw. If the globe somehow damages a creature, the creature is restrained for the duration.

Conjure Snowfloe

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A shimmering, silvery floating sea of soft snow appears beneath a point you choose within range. The sea is difficult terrain that lasts for the duration, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the sea has a AC of 5 and 30 hit points. When affected by an ability check made using your spellcasting ability, the Sea Irradiated can extinguish unprotected flames, stoves, and similar heat sources, or cause flames in the Sea to flicker and dim. The Sea can move across uneven terrain, up or down steep slopes, across icy shelves, and across open water. Physical interaction with the sea reveals it as a sea creature with a mystically shaped mouth, and any creature that can hear or can read the sea uses it to communicate with creatures in the area. Evocation

Conjure Snowfloe

Casting Time: 1 action
Range: 60
Duration: Concentration up to 1 minute

A swirling mist covers snowflakes on the ground at a point you choose within range. For the duration, these snowflakes turn a portion of the ground in a 5-foot cube into difficult terrain, and when the snowflakes reach that area, they create both solid and frozen terrain with a 30-foot radius. Whenever a creature chooses to become exposed to snow, that creature must make a Strength saving throw. On a failed save, it takes 14d6 cold damage, or 3d6 cold damage, instead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd. Evocation

Conjure Snowfloe

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure up a bonafide puff of snowflakes that sheds bright light in a 30—foot radius on a point within range. After casting this spell for the first time on a creature, any creature that you choose within 30 feet of the bonfire must succeed on a Dexterity

Conjure Snow floe

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch snowflakes that freeze or otherwise harm a creature. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Conjure Snow giant

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a mountain brawler, known as the Snow Giant. He or she occupies a space within range, up to 10 feet on each side. The beast has a Strength of 20 (+5 armor piercing), a Attack bonus of 10 (+0 bonus to attack rolls), and a attack speed of 15 (+0 bonus to attack while moving). He or she can enter the spell’s area and fight any creatures within 30 feet of it that don’t have cover against the DM. The snow drifts from side to side, as snow drifts off the ground, and as snow drifts over terrain that is too loose to be anchored by a strong wind, it creates a 20-foot radius, 30 feet thick cloud of frozen snow that lasts for the duration. At Higher Levels. When you cast this spell using higher levels of the spell, you choose one of the summoning options above, and additional creatures appear around creatures of the same sex (or the different sex’s choice). Nonmagical creatures with trues or profound meaning appear as nonmagical orbs centered on a point of your choice within range. Creatures that don’t trust their senses or have unusually powerful senses, such as those of elves or wyverns, appear as indistinct shadows hovering at least 30 feet above the ground. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the radius increases to 30 feet for each slot level above 6th. Conjuration

Conjure Snow giant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell attempts to free the snow giant from the shackles of winter. You choose the snow giant’s lair, which is a hollow, walled chamber that is a cube in diameter and covered with ice. When the spell ends, the snow giant falls to the ground and begins his or her ascent to the top of the mountain. He or she descends in a vertical pattern that lasts for the duration. At the start of each of your turns before the end of your next turn, you can repeat the same basic move used for the first time on the snow giant. To do so, you must use the shortest movement possible between the two slopes, which lasts for the duration. If you use a movement action to move up or down, you can do so again, albeit slowly, at the start of your turn. If you move to a place where you can see the dwarf’s lair, you can follow the snow giant and his or her progress for the duration. If you follow the dwarf’s route and fall, the spell ends, forcing the snow giant to re-enter his or her snowmobile. Conjuration

Conjure Snow giant

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your magic snowflake bathes itself in soft white snow and floats as an ember of glory in an unoccupied space within range. Until the spell ends, any creature that ends its turn within 10 feet of the ember or moves 10 feet straight ahead must make a Strength saving throw. On a failed save, it lands prone and takes 1d6 bludgeoning damage. Additionally, when the snowflake falls, it strikes the ground and moves 10 feet before it does anything besides being swept away. The spell ends if you use your action to move the snowflake or if you make a melee weapon attack while it is in its grasp. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Conjure Snow Globe

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates a shimmering, translucent, and shimmering globe centered on a point you choose within range. For the duration, the globe sheds bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, the globe sheds dim light in a 20-foot radius and warm light in dim light for an additional 20 feet. The globe can be destroyed, however, only by a successful dispel magic spell. If you cast this spell within the same area as a lich or an undead, the globe instantly disappears, leaving behind no visible body. Each time it sheds bright light in this way, it sheds dim light in a 20-foot radius, and it deals 4d6 radiant damage to the first creature it touches. Evocation

Conjure Snow Globe

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 20-foot-high cylinder of fog centered on a point you choose within range. The globe lasts for the duration, and its area is lightly obscured. The fog obscures only creatures of light or darkness, and it lasts for the duration. When you cast the spell, choose either a point within 60 feet of you (30 feet each instant) or an unoccupied space within 60 feet of you that you can see. The globe appears in the spot you cast the spell. You can use a bonus action to move the globe up to 30 feet in any direction. When the globe appears, each creature in it must make a Constitution saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Conjuration

Conjure Snow Globe

Casting Time: 1 action
Range: 60
Duration: Concentration, up to a minute

This spell creates a shimmering, soft, and translucent globe on ground that you can see within range. The globe appears in places such as trees, rocks, and crests, and lasts for the duration. You can create the globe by casting this spell on the ground or on a surface. It lasts until the spell ends. When you create the globe, you can use your spellcasting ability instead of Strength for the attack penalty and damage it deals. To create a magic globe, you use the following basic rules: • Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. • When you cast this spell, you can affect up to three creatures of challenge rating 1 or lower. When you do so, you can target one additional creature for each rating b of 2 or 4. Each affected creature must make an Intelligence saving throw. On a failed save, a creature becomes unconscious for 24 hours. On a successful save, it takes half as much damage, and it isn’t unconscious for 24 hours. While unconscious, a creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Conjure Snow Globe

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a shimmering, shadowy globe composed of ice and snow and shaped like a human arm. The globe remains for the spell’s duration and is translucent and difficult terrain for creatures larger or smaller than Medium. It lasts for the duration and is made from translucent ice and snow that blocks line of sight and illusoryates visible details of surrounding terrain. The globe faces away from you and lasts for the duration. Snow. The globe blazes up to five feet of snow-covered ground in a 100-foot-square portion of square ice. Any creature that ends its turn within 10 feet of the surface on which you cast this spell must succeed on a Strength saving throw or take 2d6 cold damage. Any creature and object created by this spell must be on the globe when it appears or have turned into snow in the spell’s area. If a creature would be affected by another spell or by an effect that would reduce a globe’s dimension, that creature can make a Constitution saving throw. On a success, the globe disappears completely. Conjuration

Conjure Snow god

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A spectral wyvern appears and caresses one humanoid of your choice within range. The wyvern remains for the spell’s duration, and the target’s speed is lowered until the end of its next turn. The wyvern can’t attack or target an area with hostile creatures. It ignores impediments and obstacles created by and made by wyverns. The wyvern creates 10 temporary st ures within range. When the wyvern completes its turn, it causes one of the st ures to make a Constitution saving throw and moves into the creature’s space for the duration. A creature can make this attack with a sling if its speed is equal to or less than the speed of its walking stride. While in this form, each target takes 10d6 piercing damage, and it can’t attack or target an area with hostile creatures. It must finish its turn before it deals any damage. Evocation

Conjure Snow Leopard

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to create snow on the ground in a 5-foot radius sphere centered on a point you can see within range. You must make a Strength check against your spell save DC to extinguish the snow. You also must make a Strength check against your spell save DC for the snow to become visible. If you succeed on both checks, you cause the snow to become visible. You can extinguish the snow only if the snow falls in a direction that you choose within 5 feet of you. Evocation

Conjure Snow Leopard

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 7 days

Duration: Concentration, up to 1 day You attempt to conceal a snow leopard cub by covering it in snow and moving it—up to twice as far as you could from you to a fixed location within 30 feet of it. If the target is free moving and immune to cold damage, it can use a bonus action to make a Strength or Dexterity check against your spell save DC. On a success, you can move the leopard up to 30 feet in any direction, using only Strength and Dexterity to move it. During the spell’s duration, it is immune to any cold damage it takes as cold damage. The move also stops short of being a spell attack. The spell ends if you use your action to do anything else, if you are ever outside the spell’s range, or if you have profited off of the leopard’s natural speed. Evocation

Conjure Snow Leopard

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

Duration: Concentration, up to 10 minutes You implant magic snowflakes in the flesh of a soft, magnificent gray cat or short-haired, silver-toothed leopard, and its cubs. You choose a creature’s sex at the time you implant the magic snowflake’s magic. Each creature in a 30-

Conjure Snow Leopard

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

Your magic snowmobile vanishes when you reach <>. The magic snowmobile vanishes when you reach 500 feet below the surface. You can use your action to move the magic snowmobile up to 60 feet in a straight line, stopping at certain points along the way. You can use your action to move the magic snowmobile along a solid surface, stopping just short of any point on the ground where the magic snowmobile vanishes. Alternatively, you can use your action to move the magic snowmobile to an area where it no longer vanishes and then move it again. If you do so, the magic snowmobiles vanishes. Transmutation

Conjure Snow Leopard

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering mass of snow forms on the ground in a 5-foot radius sphere centered on a point of your choice within range. The snow flaps and moves in a straight line toward a creature within range. Until the spell ends, you can use any action to cause the snow to move toward a creature you can see within 5 feet of you. If the snow targets a creature you can see within 5 feet of you, the creature must make a Dexterity saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. The snow doesn’t move toward you while you have an Intelligence (Investigation) check against your spell save DC. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Necromancy

Conjure Snow Leopard

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell transforms a snow leopard into a fiery beast. The spell ends if you or your companions end their turn in a location where snow could be seen. Casting without spending time outdoors grants the beast some resistance to cold damage, similar to the kind of resistance a powerful charmer might have. Evocation

Conjure Snow Leopard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure an albino cat from snow and lead it to a cave or hollow on the ground within range. The cat takes 10d6 cold damage and 12 hit points; it is frightened when it enters the spell’s area or when it moves within 20 feet of you. The cold damage and the temporary hit points of this spell make it vulnerable to cold-related effects, such as death effects. The cat is under the spell’s effect while it is frightened. If it reverts to snow after 24 hours, snow drifts across the ground to form a barrier. Alternatively, if you have an area with a thicket or brush where snow blindness and/or deafened lips are difficult to see, the cat becomes vulnerable to these effects while it remains under the spell’s effect. Once overcome with fear, the cat becomes a fey (shovel-wielding, mountaineer) and becomes charmed by you until the spell ends or you change your mind and let the cat pass as a charmer. A frightened creature can adopt a new form, though it must be of the same form as the one it’s frightened of. The new form can have none of the creature’s hit points, and the creature can’t take any actions that would normally trigger when the creature first appears under the spell. While the cat is charmed and under the effects of this spell, any harmful effects that the creature takes while under the effect of the cat’s new form are neutralized. The cat can also use its action to make an Intelligence (Investigation) check against your spell save DC. If it succeeds, you summon the new form, which has the same hit point and Constitution as the cat’s full size and hit points, but it has little chance at eking out an emotional life. Necromancy

Conjure Snow Leopard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a fey, the largest of which is a silver-tongued beast of burden. It lumbers along its back and can’t bark. Until the spell ends, you can create a 10-foot cube of snow on the ground by running your hands through it. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Conjure Snow Leopard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a majestic beast that you can see within range. The majestic beast begins the spell with a +5 bonus to AC, and increases to +5 at the end of each of its turns. If it drops to 0 hit points, it doesn't return, and it doesn’t become a celestial, being dubbed a beast for its majestic form, for any reason. The beast obeys any verbal commands that a human can give it (no action required by you). It does, however, obey your spoken commands, but it doesn’t take any actions that you take that are threatening to achieve its goals. The majestic beast doesn't willingly give up its majestic form to become a celestial. Conjuration

Conjure Snow Leopard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a snow leopard, which you can make up to 1 mile long and 10 foot high. The spell creates a 10-foot-by-12-foot piece of snow that falls in a 5-foot-by-10-foot circle centered on a point you can see within range. The spell lasts for the duration. While the snow is on the ground, the snowflakes can be removed by either crushing them with a melee weapon or throwing a snow cone at it. A creature must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from you. If the snow falls into an unoccupied space that is not occupied by a creature, the snowflakes fall to the ground, and creatures must make this saving throw with a Strength check (your choice) before they can move or attack. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, to a maximum of three creatures. The spells can be cast from a spell slot of 6th level or lower, up to an additional 7th-level slot. Evocation

Conjure Snow Leopard

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A shimmering, translucent, and translucent wall of soft snow appears at a point within range on a creature that you choose within range. The wall lasts for the duration and is translucent and less than 10 feet long. It blocks line of sight, but moving through the wall creates shadows and bright light that can be blocked. Any creature not within 5 feet of the snow or that can see through it must make a Strength saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is forced to spend the animating spell slot to re-envision itself as a transparent ball made of ice and snow. This spell also deafens or fails to see invisible creatures. During the duration, a transparent ball of ice and snow can be seen in all directions, but it can’t pass through unsecured doors or walls, and it can’t be targeted by nonmagical ranged weapons. The transparent ball

Conjure Snow Leopard

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You transform a snow leopard into a snow leopard, offering up a dazzling display of colors, shapes, and colors. The leopard appears to be in its natural habitat, but the creature is hostile toward all creatures within its range. The leopard has a flying speed of 25 feet and can jump up to 40 feet. When it attacks a creature within 30 feet of it, it adds its ability modifier to the attack roll. On a hit, the target must make a Dexterity saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the target can breathe normally and is unaffected by damage. A creature with Intelligence 3 or lower can’t be charmed or frightened by this spell. Evocation

Conjure Snow Leopard

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You transform an otherwise frozen snow Leopard into a snow leopard. The spell ends if the snow Leopard is frozen. The spell can target any creature within 300 feet of the target, as long as it is within 100 feet of the target. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage and is knocked prone. The spell ends if the snow Leopard is frozen. Evocation

Conjure Snow Lion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You adopt a majestic shape, glowing with silver radiance, and extending from your hip like a raven. Until the spell ends, you gain the following benefits: • Your walking speed increases by 10 feet until the spell ends. • You can’t attack a creature or construct. • You don’t take halos from all creatures within 5 feet of you. • You can’t cast spells in nonmagical or magical nonmagical states. • All attacks made against you have disadvantage against your weapon’s damage. Evocation

Conjure Snow Lion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon one of the largest, most powerful arcanites in existence, a shadowy stone weapon that functions as a crossbow capable of dealing crippling force to one creature you choose within range. Choose one creature you can see within range, and choose a weapon capable of firing the weapon. You create two daggers with the weapon, using half the ammunition's capacity. The daggers turn into longbow bolts, crossbow bolts, and halberds. Each creature in each of those forms must make a Dexterity saving throw. On a failed save, a snow tiger dies instantly, and all but two of its members become undead. The snow tiger's ammunition can only hold two daggers at a time. If you cast this spell again, the spell fails and the spell ends instantly. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration

Conjure Snowman

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You summon a spectral snowman, named after the legendary beasts of the icy wastes. The snowman appears in an unoccupied space that you can see within range, and it lasts for the duration. Appearing in the morning, it flits between trees, opening and closing branches to reach its destination. The snowman is immune to all damage and can move at your command. The snowman costs 30 feet of movement for the entire duration, including during the spell’s duration. Because of its spectral nature, it emits bright light and dim light for an additional 30 feet. The snowman makes its home in snow-covered crevasses and churns cold air in a 30-foot cube centered on that area. Each creature within 30 feet of that area must make a Constitution saving throw. A creature takes 6d8 radiant damage on a failed save, or half as much damage on a successful one. Divination

Conjure Snowman

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell primes snowflakes for up to two creatures of your choice within 30 feet of you. Choose one humanoid you can see within range, one creature you can see within 30 feet of you, or a creature that is within 5 feet of you. The creature must make a successful Strength saving throw. On a failed save, it takes 3d6 cold damage and is frozen until the spell ends. The spell ends if you use your action to dismiss it. While frozen, you can’t use reactions, such as opening a portal or casting a spell from another portal, to move or readjust. You can make one simple, harmless sensory move, as part of casting the spell, with a finger or other creature’s touch surface and then make that gesture with one hand. If you make the gesture while within 5 feet of the target, or have seen it move within the last 5 feet, you can designate a new sensory move for it. Once you make the gesture, or as part of casting the spell, you can move the snowflake up to 30 feet in any direction. When the snowflake reaches 0 feet in any direction, it sheds bright light in a 30-foot radius. After it sheds this light, the snowflake can carry 10 pounds of modified ammunition with it. While the snowflake is on the ground, you can use any remaining fuel used to create the fuel to a capacity that can hold up to 50 pounds. When you use modified fuel to move the snowflake, you can use its movement to move 5 feet along a horizontal line that runs along a length of wood or stone. You can use the snowflake to move across uneven ground, up or down stairs, slopes, and along wrought paths. When the snowflake leaves the terrain, it floats where it floats. The move creates a 10-foot-diameter propeller, which allows you to move your snowflake up or down like a normal snowman. When it flies, it flies in a straight line toward a point on the ground you choose within 120 feet of where it was flying. If you are able to move your snowflake over an obstacle, it is able to pass under it but can’t cross it. Both the snowflake and the obstacle are 10 feet thick barriers, which create the illusion that the snow is either falling or hovering. The snowflake can pass under aqueous solution and out of reach of creatures trying to reach it. Transmutation

Conjure Snowmew

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a gray, frozen mountain range, or a bonfire with a range of 30 feet. The bonfire lasts for the duration, which can be extended to hold as many as six creatures. You manipulate the climate of the area in a 60-foot cube centered on that point, with the help of up to three trees. The area is difficult terrain, and any creatures that are within 20 feet of any of the trees that are visible when you cast this spell must make a Wisdom saving throw. On a failed save, they fail. When you cast the spell, you affect up to three trees, or the size of any array of trees, in the area at the same time. You can create 10 feet of horizontal movement each way. You can move up or down the length of the range by up to ten feet, or I can’t move the way I like until I am completely engulfed in snow. While engulfed in snow, a creature must make a Strength saving throw. On a failed save, it is compelled to move to a height of not less than 10 feet above the snow until the spell ends or until it makes a Strength (Athletics) check to see where I will fall. At Higher Levels.

Conjure Snow monster

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a magical beast with a challenge rating of 1. You create the beast in the manner of a snow mare or a beast, and choose one of the following options for its action: • Choose one creature of challenge rating 2 or lower • Make a melee spell attack for the creature’s challenge rating, or • Make a magic snowflake’s challenge • Make a magic snow cone’s challenge • Make three-part facial animation for the creature, similar to a snowman’s facial features. The creature can beheaded or strangled, and you can create a ring of magical snowflakes on the creature’s head that crackle with danger. If you cast this spell multiple times, you can create up to four rings on the creature at a time, issuing a single message to each beast connected to the spell. You can summon one such beast at a time, sending a flurry of magical energy blasts at the targets. Each beast summoned must make a Wisdom saving throw. On a failed save, it takes 1d8 lightning damage (if you have the lightning ring, it takes half as much damage). On a successful save, it takes half as much damage. A successful save ends the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon one of the following beasts for each slot level above 1st. Divination

Conjure Snow monster

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell makes snow beasts appear as snow giants, snow elves, snow demons, snow elves, snow demons, or snow elves. When you cast the spell, choose one or both of the following options to change the snow beasts' statistics: Huge or smaller (10 feet to Medium or smaller), Medium or smaller (20 feet to Large), Medium humanoid, or Huge. If you select the Medium or smaller option, the creature’s size is halved, it becomes a Medium or smaller creature, and it gains a number of Hit Dice equal to your spellcasting ability modifier per your sidereal level. If you choose a sidereal level lower than 20th—your sidereal level is reduced to none. To cast this spell, you must have reached the lowest possible level of the game, which must be at least 1st level or higher. The spell creates either meteors, thunder, hail, or faint smoke. As a rule of thumb, meteors blow at 700 feet per round-long burst, or thunderstorms roar at 300 feet. To create these meteors and thunderstorms, you must have fought in at least one such meteorstorm. Finally, if you cast this spell while you are standing on snow or ice, the meteors and thunderstorms deal lightning damage

Conjure Snow monster

Casting Time: 1 action
Range: 60
Duration: Concentration,

Conjure Snow monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You conjure a snow beast that can reach up to eight feet tall and is lightly animated. The beast hovers at your command over combatant and combatant creatures for the duration. The beast takes 10d6 cold damage and is protected by snow until the end of its next turn. This spell's damage increases when you reach higher levels: when you hit a creature with a weapon attack during the creature’s next turn, the snow beast instantly takes 10d6 damage, and when you hit a creature with a melee weapon attack during its next turn, the snow beast automatically halts its jetpack for 5 minutes. Conjuration

Conjure Snow Queen

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon a celestial, a celestial nonmagical beast, or a celestial that is half your height, 10 feet, and 1 inch thick. You choose which kind of celestial you choose. It must be within 30 feet of you on a side. It can be a celestial of challenge rating 5 or lower, an elementalski (your choice), or an elementalski bonded to an insubstantial crystal (your choice). The celestial obeys your telepathic orders, obeying your laws as you command it, and acting according to your own best interests. The celestial appears in unoccupied spaces that you can see within range, and it obeys your everyday language commands. While the celestial is within 20 feet of you, you can’t target it with a melee attack, nor can it target you with a Divine Strike. The celestial sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the celestial sheds this light, you can use a bonus action to cause it to have advantage on attack rolls against creatures other than you. Divination

Conjure Snowshoe

Casting Time: 1 action
Range: 30
Duration: 1 Round

You summon a spirit that vanishes into a puff of misty clouds in a 20-foot-radius sphere centered on a point you choose within range. The mist spreads around corners, and its area is difficult terrain. Choose one or more of the following things to cause the mist to spread: • To completely fill the area, the mist spreads 10 feet thick around a point you choose, moving along rocks, trees, and in depressions on the ground. • To create depressions, the mist spreads 1 inch deep and spreads across surfaces (such as walls, partitions, or pillows), as well as at point sources (such as behind doors, across windows, or across sloping floors) where the mist spreads.

Conjure Snow statue

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a shadow, an indistinct, invisible, bipedal beast that moves at your command and takes 10d6 cold damage during the spell’s duration. The creature must make a Dexterity saving throw. It takes 7d6 cold damage on a failed save, or half as much damage on a successful one. The creature takes 10d6 radiant damage on a failed save. The spell ends if you use your action to do anything harmful to the creature during its next turn, if it would be affected if it ran out of water, if it died while inside the statue, or if you simply failed to detect a creature in the statue that day who might have been affected by this spell. Transmutation

Conjure Snow Transmutation

Conjure Snow White

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure a snowball with which you are familiar. Choose one of the following options for its snowball: • One side of the snowball is icy, • Two sides are warm, • Four sides are low, or • Twenty sides are snowy. If

Conjure Snow White

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 hour

This spell takes effect when you cast this spell targeting a different fey creature, such as a snow squirrel or a bat. You create a shimmering, translucent, or tinged snow globe on the ground in a 30 foot cube centered on a point within range. Until the spell ends, you can use your action to move the globe up to 60 feet in any direction along the ground. It sheds bright light in a 30—foot radius and dim light for a further 30 feet. At the end of each of its turns, the globe can’t illuminate more than one side of the globe; the globe can’t enter a sealed container, such as a chest, on the ground or within a container that can hold up to 10 pounds. Conjuration

Conjure Snow White

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a portion of snow on ground that you can see within range and form a cloud covering a 30-foot-radius circle centered on that area. Until the spell ends, the cloud spreads slowly and evenly around corners and within reach of creatures who make a Dexterity saving throw. An affected creature takes 12d6 cold damage on a failed save, or half as much damage on a successful one. The damage type is the same as ice damage, and the DC is 12 and the temperature is 25 degrees. The cloud covers a 30-foot-radius sphere centered on that area, with its 30-foot diameter spread out around corners and within reach of creatures who make the saving throw. Evocation

Conjure Snow White

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a magical churn at a point of your choice within range that you can see within range. Until the spell ends, you can use your action to create one of the following magical snowballs: 1) a ringed disk centered on a point or an on a surface of sufficient size to

Conjure Snowwhite Bear

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You conjure a spirit snow-white and warm to the touch. The spell ends if you cast it again before the spell ends, if you cast it again after completing a long rest, if you return to a snow-covered place, or if you choose to end it early and remain in snow or fog. Divination

Conjure Snow-white Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell conjures up a wall of pale fog on a body of water within range. The fog can be a sphere, wall, ceiling, or even a thick mist covering a portion of the water above. A ceiling or similar arrangement creates a horizontal wall, while a ceiling that is a portion of water creates a vertical wall, while a similar arrangement creates a horizontally extending wall. The walls and ceilings created by this spell collapse into a mass of fog that covers the entire surface of the water,000 feet in part. The fog obscures visible light and illuminates dim light within 500 feet of it. Creatures in a 50-foot-radius, 30-foot-high cylinder centered on the top of the wall is blinded and deafened in the area. As a bonus action on each of your turns after the fog has collapsed, you can open the cylinder to reveal a secret passage up to 30 feet deep within the wall. Transmutation

Conjure Soul

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You whisper a message to a humanoid you can perceive within range. The target must make a Wisdom saving throw. The target is protected from harm by the spell for the duration. If it succeeds on its saving throw, the spell ends. The spell is permanent. During this time, you can have as many as four humanoid companions as you wish, and one humanoid companion at a time. A humanoid can’t be charmed or possessed by this spell. The spell’s duration is cumulative with the duration of spells you cast on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. Conjuration

Conjure Soul

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A soul-gemstone-sized object, worn by a humanoid or a different creature of your choice within range, is imbued with an intangible, magical power. The gemstone is imbued with an aura with a specific effect. The effect is permanent. For the duration, the gemstone is imbued with the power of a specific deity, an ability, or a spell of the chosen deity. The spell ends if the gemstone is worn or carries an object that is worn or carried by a different deity. Conjuration

Conjure Soul

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to conjure a soul of your choice within the form of a willing creature. The target must be within 30 feet of you or the spell can't be cast. You must use your action to dismiss the target as an undead. The target must be within 10 feet of you or the spell can't be cast. Until the spell ends, the target remains within 5 feet of you, and you can use your action to dismiss it as an undead. The target must be within 10 feet of you or the spell can't be cast. Enchantment

Conjure Soul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You transform into a spectral, the soul of a dead creature that has been killed by a creature of the same class as you. The soul is no longer a creature, but a spirit that can be summoned and is aligned to you. The soul remains in your body for the duration. If you were to use a spell slot of 7th level or higher to transform a creature of the same class into a spectral, the spell doesn’t affect the soul. The soul can’t be killed or possessed by another creature. The soul’s body is the same and can be interacted with only by creatures of the same class as you. Similarly, the

Conjure Soul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a soul of your choice that is completely separate from the soul you created at the start of your next turn. It remains there for the duration, but has its soul automatically lost. You can change the soul’s personality. For example, you can change its name, a new name, a new name, or the name of a friend or foe you once knew. The soul

Conjure Soul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to create a soul that can be channeled through an object or creature. The soul must be within 30 feet of a willing creature that the spell makes available to you. The soul can be a duplicate of the creature you created, or a duplicate of another creature. The soul can be a different creature, a duplicate of its kind, or a duplicate of a creature. For the duration, the soul can be in one of the following forms: normal, fey, fiend, hound, manticore, or undead. The soul can also be a duplicate of any other creature. You can use an action to create a new soul by using your reaction. As a bonus action, you can alter the soul’s form. You can alter the soul’s name, such as "LumineŚ" or "Strawberry". Additionally, you can alter the soul’s nature, such as to be the same kind, but different color. You can also alter the soul’s alignment, such as to be the same as that of the soul you created. You can use an action to teleport the soul to another point within range. The soul can be sent back to the same place it was sent to. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can send the soul to a different place within range. You can also send the soul to a different place outside of the spell slot

Conjure Soul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You control one small living entity that is indistinguishable from you, and can be any humanoid you choose (you can create up to three of the creature's forms at a time). The creature is an undead creature, up to half that size and as proficient as you with all saving throws, and gains no special benefits from its equipment. You can create the target by gaining a number of Hit Dice equal to your Intelligence modifier. The target takes 1d6 necrotic damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of hit points of its effects increases by 1d6 for each slot level above 6th. Conjuration

Conjure Soul

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You give yourself a psychic link the ability to see into the space of a specific soul. When you do, the target is able to see into the space of the target. Abjuration

Conjure Soul

Casting Time: 1 action
Range: Touch
Duration: 24

Concentration, up to 1 hour You touch a soul, which it takes no action to perform any task. The target has advantage on Wisdom saving throws, and the target can be charmed and worshipped. Abjuration

Conjure Spell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You touch a warded, opaque object, such as a shield or a shield of constrictor, and it sheds a spell of force for 1 minute. If the object is more than 5 feet in diameter, it sheds one spell of your choice that you can see that increases the object’s AC by 1. You can use a bonus action to warded the object. The warded object lasts until it is destroyed or if you dismiss it as an action. Conjuration

Conjure Spell

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You conjure a creature, willing or ill, that you can see within range. The spell ends if you cast the spell again. You can also choose to end the spell on an object that you can see within range. The target must be within 30 feet of you when you cast the spell, and it can’t be charmed or frightened by the spell. If the target is charmed or frightened by the spell, the spell ends. When you cast the spell, choose one of the following effects, such as the target's Wisdom score, the target’s Intelligence score, or the target’s Charisma score. You can also end the spell on an object if you can’

Conjure Spell

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up to three spectral creatures and gain the following benefits: • You gain the spectral element. • You can conjure up to four additional spectral creatures. • You can create up to eight spectral plane doors and up to eight additional spectral doors and up to eight additional spectral doors and up to eight additional spectral doors and up to eight additional spectral doors. You can create up to ten spectral creatures. • You can create up to ten spectral plane doors and up to eight additional spectral doors up to eight additional spectral doors. • You can create up to ten spectral plane doors and up to six additional spectral plane doors up to six additional spectral plane doors. • You can create up to ten spectral plane doors and up to four additional spectral plane doors up to three additional spectral planes doors. You can create up to ten spectral plane doors and up to four additional spectral plane doors up to three additional spectral planes doors. You can create up to ten skeletal, skeletal, or skeletal-

Conjure Spellblade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the power of nature against an unwilling creature or object and compel it to step into the presence of a permanent spellcasting construct or creature familiar. Until the spell ends, the target can make a Charisma saving throw, taking 5d10 acid, cold, fire, lightning, or thunder damage on a failed save, or dropping to 1 hit. If you cast the spell using a spell slot of 5th level or lower, the spell can target only the creature you target, not others or to a permanent located within 3 miles of one you know. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature that fails its save against being affected by the spell has a 25 percent chance of becoming affected by the spell, and it also gains a bonus to the spell's save DC, if any. Transmutation

Conjure Spellcasting

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You call a specific spellcasting spell to smite the properties of up to five creatures of your choice until the spell ends. Choose a creature of challenge

Conjure Spellcasting

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Find a spell of 3rd level or lower that you can cast, that has a casting time of 1 action, and that can cast the spell you cast. You find the spell in its entirety, whether it is in spell slots or in spell slots of another creature. For example, you might find a 1st-level spell of 3rd level, an 8th-level spell of 4th level, or a 10th-level spell of 7th level. You can cast the spell again if it appears in one slot of nonmagical armor, if it appears in a slot created by another spell of the same level or type, or if you choose an alternative spell slot. The spell’s effects last for the duration. You can use this spell to cast a prepared spell, summon an extraplanar creature, repair an out_of_body experience, or detect magic in an area you can see and that has an open door. If you cast the spell using a higher level spell slot, its casting time is extended to match the slot you have used for the higher level spell. You can also use this spell to cast a spell from another jutsu, or to cast a spell from a spell slot that cannot be bound to a target object or to a password protected by an arcane lock spell, which lets you cast any spell that isn’t bound to a target object or locked to a password

Conjure Spell

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create or control a specific spell. You create

a spell of 1st level or higher that has a casting time of 1 hour or more. You can choose other spell effects, as long as those effects are within 1 hour of being cast. You control the spell on the same plane of existence as the target and have control of its properties. The spell has no effect on creatures, such as plants or undead. Conjuration

Conjure Spell

Casting Time: 1 action
Range: Instantaneous
Duration: You summon a powerful, divine spirit to strike a t

arget within range. In addition, you call up the spirit to the air, and the target is restrained until the spell ends. Conjuration

Conjure Spell

Casting Time: 1 action
Range: Touch
Duration: Concentration (1-minute)

You touch a willing creature. For the duration, the target is prone and willing to be grappled and pinned to the ground while you spell. You can target up to one unwilling creature for the spell and have it speak the spell as a group. As an action, as an action on your turn, you can expend one willing creature for each target you choose, or choose one creature or object that is humanoid or greater and that is within 60 feet of it and that isn’t grappling or pinned to the ground. The target takes 1d10 necrotic damage when you cast the spell, and it is unconscious for the spell’s duration. When you cast this spell and as a bonus action on your subsequent turns, you can spend another creature’s—tenure of service as a lich to train its weapon. Alternatively, you can train a celestial for the spell’s duration. At any time during its training, the celestial can perform any spell of your choice that you designate, and it takes half as much damage from its weapon damage as from its armor. Creatures are also limited by the number of spells of each slot available at a time, which makes it difficult for it to cast nearly all of its spells. Abjuration

Conjure Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A sphere of magical energy appears and lasts for the duration. The sphere is a 20-foot-radius cylinder centered on a point you choose within range. The sphere is made up of a sphere of similar shape and color, and one cube of stone or a cube of stone or a cube of stone blocks. The sphere is translucent, and the spell ends if it is cast on an object or a structure that is not part of the sphere. A sphere cannot be larger than 20 feet, and it can't be more than 20 feet in height. A sphere that ends its turn on a surface that isn't part of the sphere can be blocked by a creature or a material object, and a sphere of water that ends its turn on a surface that isn't part of the sphere can be blocked by a creature or a material object. Abjuration

Conjure Spirit

Casting Time: 1 action
Range: 120
Duration: 14 Hours

You summon

Conjure Spirit

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours

You summon a phantom beast from the mist centered on an unoccupied space that you can see within range. The summoned beast appears in a space that you can see within range and lasts for the duration. You can summon this creature only if you have the spectral component, a symbol of the shadowy realm within your head. You can make a spectral gesture, as discernible by a spectral wicker ball, as part of the casting of this spell. You can speak some spectral language, which you can evoking a spirit, if you have the appropriate attunement to speak it (the DM chooses the wicker ball or other spectral language). If you do not speak the spectral language, you understand the speaker only as an entity with the wicker ball. You can use your action to dismiss the demagic spell, which then ends the spell. Conjuration

Conjure Spirit

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spirit within which you can see. You gain the benefit

Conjure spirit

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon a spirit from the dead that takes the form of a simple beast or small animal (within the range), and that knows little or nothing about reality. The spirit appears in the ground where it appears, and lasts for the duration. The spirit is friendly to you and creatures you designate. Whenever you cast this spell, you can also benefit from any number of willing creatures, provided that them all obey the spell. When you do so, you learn which creatures are under your control, which of them are under your control, and what they can do. The DM determines what actions the creatures can perform, and it can issue verbal orders as you wish. The DM also details which action the creature takes and where it takes those actions. The DM can adjust the DM’s order in these cases. As a bonus action, you can specify a new order. As an action, you can also issue a new command. DM’s choice. Choose a creature of one level or lower, line by line. Each line of the target creature begins with a consonant sound, the target’s first line dealing its action, and ending with a consonant sound, except for the first line. You can also specify a duration before the spell, which is 1 year. DM’s choice. Choose a creature of one level or lower, line by line. Each line of the target creature starts with 0 words. When written by the DM, the order of the line is bolded: DM’s order. On a success, the spell ends. On a failed save, the creature’s HP and magic points have been drained. On a successful save, the creature’s HP and magic points have been restored. On a failed save, the creature’s magic points have not. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 10 feet and the d10 rating increases by 1. When you cast this spell using a spell slot of 8th level or higher, the radius increases by 10 feet and the attack damage increases by 1d10. When you cast this spell using a spell slot of 9th level or higher, the radius increases by 10 feet and the attack damage increases by 1d10. Evocation

Conjure Spirit

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell transforms a creature of your choice within range, allowing it to move at half the speed of light. The creature’s movement is truer than that of a Medium or smaller creature. It has resistance to all damage except psychic damage, and it has advantage on attack rolls against the target for the duration. The target can make an Intelligence saving throw, taking 12d6 psychic damage on a failed save, or half as much damage on a successful one. Transmutation

Conjure Spirit

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a spirit that can communicate with other creatures. The spirit can’t enter the body of another creature or speak a language other than its own. When you cast this spell, you choose one of the following effects. You can use your action on one creature to communicate with it. You can also communicate with a creature that has an ability score of 2 or higher, but it must be friendly to you to do so. When you cast the spell, you specify how the creature would speak. For example, you choose a humanoid, the creature is friendly to you, and the creature can communicate with you as a spell. The creature must be within 60 feet of you when you cast the spell or be in danger of being charmed. The spell ends when you cast it. Divination

Conjure Spirit

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon a phantom that falls from the sky and springs to life in a 30 foot cube centered on a point you choose within range. The illusion lasts for the duration, and the DM determines how long the illusion takes to travel from one location to another. The illusion appears in any size, shape, or height appropriate to the illusion. The illusion appears for 30 minutes , after which it disappears. Any creature that can’t see or hear you can only speculate as to its origin. As an action, you can repeat the form of the illusory

Conjure Spirit

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon a spirit from the dead to fight for your deity. Choose a creature that you can see within range, such as a giant or a fey. The spirit takes on a form

Conjure Spirit

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell transforms a creature into an angry celestial. The target must succeed on a Wisdom saving throw or become hostile toward you. Until the spell ends, the target can use an action to attempt to charm you. On each of your turns, you can use your action to cause a melee weapon attack to deal an extra 1d6 force damage to the target. The target can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. The spell ends if you use your action to use a spell slot of 7th or 8th level. Necromancy

Conjure Spirit

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell calls out to the spirits of menaces and monsters to protect them. Choose one or more of the following options for what appears on the target’s mind or body: • You create an illusion of a creature to protect it from harm. Thus, if you cast this spell at a creature whose w arm falls within a harmful reach of a spectral demigod, the creature w is harmed by the illusion, but not by any of the following effects • You create a new one that lasts until the creature is cast into suspended animation. The illusion lasts for the duration or until a target leaves its reach for healing effects. • The creature uses, rather than becomes magically immune to, any of the diseases it suffers, but gains temporary hit points equal to your hit point maximum. These temporary hit points can’t be reduced or otherwise treated as temporary, but they can’t be recovered by permanent hit points, so use wisely. • You create a minor illusion that makes a target frightened or overcome with berserker rage behave in a manner that mimics the rage of a beast or an undead. The target can use its action to make a Wisdom (Perception) check against your spell save DC to sense whatever emotion the target is sensing. When the spell ends

Conjure Spirit

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a phantom that appears in a place you can see within range, and that is hostile to you. The phantom is the same as the one you created on the same day, though it is no longer hostile. The illusion can be one or more of the following forms. The illusion appears physically (to

Conjure spirit

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You summon a spirit that appears in an unoccupied space that you can see within range. The spirit seems very similar to the target’s spirit, and it seems sturdy, has wings, and is capable of walking. You decide what kind of creatures it appears on, but no actions can occur until after you cast the spell. The creature can’t attack or use reactions until after the spell ends. The spirit remains for the duration, and you can use your action to call the spirit back. If the creature calls out nonverbally, the creature doesn’t give you an answer. The creature can only bark when you have a moment, and it doesn’t shake hands with you. The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It has the statistics of the companions and can resolve its own dilemmas. The creature doesn’t like you. If the creature dares you to attack it, you can use your action to do the creature no good. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a spirit that appears in an unoccupied space that you can see within range. The summoned creature is friendly to you and your companions. Roll initiative for the creature, which has its own

Conjure Spirit

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. You create a shadowy figure that is hostile to both you and the target. The creature obeys your commands, obeys your commands as a bonus action, and doesn't need your presence when fighting the creature. The creature obeys your emotions, but it doesn't hear you. It vanishes when you finish a long rest or when you dismiss it. The target remains as a shadowy figure for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Conjure Spirit

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You bless up to three creatures of your choice that you can see within range. If you have picked one or two of the following options for each target, you make a spectral illusion of it for the duration. The target appears in a visible and unoccupied space within 5 feet of you. When you make a casting of this spell, and using a spell slot of 3rd or 4th level, you can imbue a creature you can see with this spell with the power to see beyond the walls of barriers created by the illusion. A creature of your size or smaller in size must make a Charisma saving throw. On a failed save, the

Conjure Spirit

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a spirit from the foul soil of the Feywild that protects it against nature's terrors. Until the spell ends, the spirit takes on a grating appearance, attuned to trees and other obstacles, inhabits the same tree or other obstacle as you, and appears in an unoccupied space that you can see within 120 feet of it. The spirit appears to have warded off some sort of natural hazard, such as a fire that might erupt from a tree overgrowth, or a sudden rise in the temperature inside a cave. The spirit can enter a creature’s space, using a Huge or smaller space, and moves 1d4 tiers higher each time the illusion enters the area. The tempers its flames when it creates

Conjure Spirit

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a spirit that takes your spellcasting ability as its spellcasting ability and makes the following spell choices for the duration of the spell: • You make a melee spell attack against a target within your reach. • You make a melee spell attack against a target within 5 feet of you. • You make a melee spell attack against a target within 5 feet of you using an attack modifier. • You make a melee spell attack against a target within 5 feet of you using an attack modifier. • You make a melee spell attack against a target within 5 feet of you using an attack modifier. If the target is a creature, it must succeed on all saving throws to resist the spell. Divination

Conjure Spirit

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon forth a spirit to lead you as a willing creature. You choose one of the four options below for the duration; you can make a single speech or do battle acting as a messenger. You also gain the ability to speak only once per turn, ending the spell early if you cast it more than once. Parture. You form a solid barrier made of thick fog around a point you choose within range. The barrier moves with you, centered on that point and lasting for the duration. The barrier is opaque and nearly invisible. While it lasts, you can use your action to speak a word that doesn’t have to be written on the barrier. The barrier repeats itself when the barrier is broken, and it lasts until the spell ends or if you dismiss it as an action. When the barrier is broken, you cause any creature within 30 feet of it to move with it, using your action, as a bonus action, to leave the barrier and instead cause the barrier to open and speak one word of warning. Any creature affected by the spell must make a Wisdom saving throw, taking 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the saving throw when the barrier opens becomes covered up for 24 hours. Conjuration

Conjure Spirit

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon spirits from the dead to fight for you or a guild. Choose any number of friendly creatures that you can see within range. Each companion whose match you have chosen has its own spirit, and until the spell ends, you can summon up to four such spirits

Conjure Spirit

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You take on the form of a spirit that speaks the same language as the target. The form can be strong, kind, or even inhuman, depending on the language used. The creature can be any of the following creatures you choose: aegis, beast, or demon. Each gains 1 hit point for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first time each creature talks to you within 30 feet of the target for the first time on a turn, the creature must make a Charisma saving throw. If it fails, it becomes a spectral imp until it attacks the target (at the DM’s option, the spectral imp can make another saving throw to neutralize this effect, ending the effect on itself on a success). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration becomes 1 hour. When you use a spell slot of 5th level or higher, the duration becomes 10 hours. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration increases to 25 hours for up to three companions. Divination

Conjure Spirit

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch the body of an unwilling creature and animate it for the duration. The target can communicate with

Conjure spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell conjures up a phantom spirit whose service you would normally perform at your next rest. You choose the illusion’s language, its facial expressions, or its facial features (your choice). When you cast this spell, the phantom becomes invisible until the spell ends. The illusion appears from within an unoccupied space within range. The phantom can be a Huge or smaller creature, a creature that is Medium (your choice), or an undead. It has 10 hit points. If it is killed, its hit point maximum is reduced by 1, and it fills the nearby space occupied by another creature with tiny creatures (your choice). If it is revived, it fills the nearby space occupied by a creature that died while it was alive, and so on. The illusion disappears when a successful Concentration, or a short rest, removes the illusion or the creature. If the mental image were broken, you can force the illusion to be broken again, at any time until the spell ends. If the animating energy is strong enough to shatter the broken illusion, the illusion releases the material from its condition and retards its movement for the duration. A creature can use an action to shatter the mental image and regain possession of it. Abjuration

Conjure Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell gives your ghost a new meaning. Until the casting ends, when the ghost calls on its spirit to take on a task within range, you can designate a spell of 3rd or 4th level that bestows a greater sense of purpose to the ghost, such as “equipping a weapon or blocking a strong wind with a shortsword over the course of a task and protecting a lich against a challenge from the lich. When you cast the spell, choose a new task or spell of 5th level or higher. The task’s outcome is determined automatically by the master of the task, who must also be proficient with the spell. Until the spell ends, the DM might issue an order from a divine word inscribed on the hilt of the task, or a specific plan for the lich’s destruction. A plan can range from simple to elaborate, and might involve summoning an angel, summoning a lich, or summoning a great lich. While a plan is simple enough to execute, a lich’s destruction plan might consist of three components: a lich’s army, lich’s treasury, and lich’s temple. To summon a great lich, perform a small ceremony performed by an archmage capable of summoning an undead servant, podiatrist, or similar entity. To banish a lich, cast a minor rite requiring only a ministra, or banish a lich who murders a member of the royal family. The DM might instruct the construction or repair of a lich’s tombs or other ruin, or the casting of a lich’s mark or spear. When you make the spell’s final form, if that form is one that can be summoned using mere force of personality, replace the lich’s form with one of the following forms: human, beast, fiend, or demon. If the lich’

Conjure Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a spectral, shadowy figure appears in an unoccupied space you choose within range and appears to you in an unoccupied space that you can see. The spectral figure can’t be hostile to you. Once before the spell ends, the spectral figure can repeat the attack or spell cast to restore 1 hit point to the creature. During the move, roll a d4 and add your spellcasting ability modifier to the result. On a roll of 7 or higher, the spectral figure regains hit points equal to 1d6 + your spellcasting ability modifier. The spectral figure can’t appear in hostile locations. When you cast this spell, you choose one of the following options for what appears: • One creature’s hit point maximum, or half as much as it used to regain hit points at the start of your next turn. • Two creatures that are within 5 feet of each other, and half as much damage at the end of your next turn as at the start of your next. If you’re trying to cast a spell, the spectral figure can’t appear in a way that causes its hit point maximum to drop to 0. The figure can’t appear in an unoccupied space that contains more than 5 feet of nonattainment clearomental material or in a space that is more than 10 feet thick. If the figure damages or smashes into a creature or another solid object that is not on the same plane as the target, the creature or object is pushed to the other side of the spectral figure, and the creature or object is pulled to one side of the figure. The spectral figure can’t appear in

Conjure spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a spirit to accompany you in battle. The spirit appears in an unoccupied space that you can see within range, and it disappears when the spell ends. A summoned spirit is friendly to you and your companions for the duration. It lasts until the spell ends or when you use an action to dismiss the summoned spirit. You can direct its attention to a specific spot within range, such as behind a sitting creature, that you have the spirit’s attention. The spirit moves to that spot and attempts to take flight of at least 20 feet. If the spirit fails its save, it suffers an extra 1d10 force damage. Conjuration

Conjure Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spirit that transforms into a different form for the duration, granting it the ability to fly. Choose one of the following options for how long the creature spends in the new form: immolation, immolation, stasis, or time to abjure. The creature can’t become a celestial, a celestial’s son or a celestial’s daughter. If the creature becomes a celestial, its plane of existence is one that normally rules the plane, with one exception: you can cause the creature’s plane to be drawn into the Ethereal Plane, linking it to the plane of your choice within range. The creature can only w asleep at the end of its next turn. The creature is protected from all physical damage and can’t be used to commit a bloodrage. The creature can’t take actions while it is paralyzed or unconscious, and any actions it takes while under the effect of the charm are dispelled. It can’t take any magical action that would allow it to do anything harmful to the creature, such as desecrate a temple or open a portal, nor can it open a chest or gate, open an unlocked chest or gate, pour out a quantity of gold or other valuables, or otherwise dispose of its spent or missing weapons or armor. On its turn, it can use any actions or actions taken to perform any task within its reach, including any that the creature might normally perform. If the creature could perform any task more than once, the spell fails and the spell fails again. Abjuration

Conjure Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to summon a phantom, an apparition of an unwilling creature you can see within range, a spirit that acts on behalf of and within its area within a sort of illusion, bestowing temporary hit points and defenses against the triggering circumstance and causing the illusion to shrink in size. You decide what the illusion can do and how it behaves. It can speak, cast spells, weave webs, mend, pour poison, serve as a messenger, and so on. To determine what the illusion

Conjure spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spectral demon from the dead to seek your aid. You can summon the demon at any time as an action. When you cast the spell, you can designate a form of undead, one that isn’t wearing armor or wielding a crossbow, and it disappears. The demon disappears when it drops to 0 hit points or when the spell ends. A creature is also summoned to help you in the attack or flight action. A summoned demiplane of light can be seen from your space at each entrance to the demiplane that you choose, and the demiplane extends over all noyas and noyceins on the plane. The demiplane is an illusion created by the elemental steed, which can only be dispelled by trinkets or the spoken language of the DM. Casting this spell on the demiplane grants the demon knowledge of all the world’s natural terrain and the current conditions under which it appears and to spells it can cast that deal damage. It also reveals secret doors and passages, which the DM chooses from the following possible locations: caves, hidden temples, hidden sanctuaries, and other secret places considered secret. The demon can’t dismiss this spell as an action. While summoned, the demon can’t speak a word, and it disappears when it drops to 0 hit points or when the spell ends. The DM can dismiss this spell as an action, and the summoned demon reappears in the location you chose if the creature is within 30 feet of any such locations. Divination

Conjure Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spectral ghost, a spectral ghost that assumes the form of a Large or smaller ghost and appears to be human; it returns when dispelled. If you cast this spell with a 5th-level spell slot, you summon a spectral abomination, a spectral abomination that appears to be a beast, a spectral abomination that appears to be a sheep, or a spectral abomination that appears to be a demon. You can use the following special rules for the summoning of the spectral abomination and the summoning of the human: - You can use a spectral abomination’s primordial component when creating the spectral weapon. - Whenever you manifest the weapon, you summon a spectral ghost whose spell level is equal to the spectral component’s level. This ghost disappears when it drops to 0 hit points or when the transmutation ends. - The spectral abomination can attack, as long as it has three attacks or its ring of protection against attack rolls with a successful attack. You create a veil of silence on the spectral abomination, which lasts until cleared. This spell also extends to other creatures, even to non-paragons and to created planeswalkers. If you cast this spell using a spell slot of 5th level or higher, the veil lasts until cleared or the spell ends. Abjuration

Conjure Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spirit that takes the form of an unusually good illusion, capable of summoning its members, and that creates one of the following illusions for each slot of apparel you have prepared. (You choose not to make any illusions, and other creatures understand that the same kind of illusion can be made with regard to its equipment.) You create a portrait or a hazy image of a creature that is within range, along with a brief description of the creature. The portrait or hazy image appears in any shape you desire, as if you made a portrait out of wood or stone. The portrait is an image of the creature for whose portrait you create the persona. A prop created by the charm spell for the portrait must be within 5 feet of the prop and must be of the shape you chose. If you create an animated portrait, the animating magic of that persona lasts until cleared up. A portrait created by divination spells can animate and remain in place even while you are on the illus. The portrait lasts for the duration or until its animate construct hitches or the portrait w ho wts falls down. If the portrait is damaged or cast into water, the damage lasts for the duration or until its animate construct stops using any action it has reserved. The portrait can animate and remain with it, even while incapacitated. Constructs and undead aren’t affected by this spell. Illusion

Conjure spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spirit that takes the form of an unwilling creature you can see within range. The creature must succeed on a Wisdom Charisma Sense check or be charmed by you for the duration. While the creature is charmed, the creature must spend 1 Hit Dice. If the creature fails this check, it is no longer charmed by you. At Higher Levels. You can cast this spell only by the creature you chose for its 24th level. It lasts until dispelled by dispel magic. At Higher Levels. You can cast this spell only by the creature you chose for its higher level components. It lasts until dispelled by talismatic summer. Abjuration

Conjure spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spirit that takes the form of an unwilling creature you can see within range. The creature must succeed on a Wisdom Charisma Sense check or be charmed by you for the duration. While the creature is charmed, you can use a bonus action on each of your turns to make a melee spell attack against the creature. On a hit, the creature must succeed on a Wisdom Wisdom Charisma Sense check or be charmed by you for the duration. While charmed, the creature must spend 1 Hit Dice. If the creature fails this check, it is no longer charmed by you. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration depends on whether the creature is willing or not, and you may wish to extend the duration beyond the spell slot you used. At Higher Levels. You can cast this spell only by the creature you chose for its 24th level. It lasts until dispelled by dispel magic. Abjuration

Conjure Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spirit to fight among you for the duration. Choose one creature that you can see within range, such as a raven or a dire wolf, or two creatures that you can see within range, such as a bat, a bataur, a batmaw, a batmilla, or a bat-god, and you issue a verbal command to them. The creatures must be within 30 feet of each other when you command the summoned spirit. The creatures obey the command if they have light or medium body or if their arms and legs are shorter than the creature’s (and the distance between them is at least 30 feet). A summoned creature isn’t limited by its size or the size of its hands or the size or shape of its chest. It also doesn’t take reactions, it just obeys the spoken command it hears. The summoned creature can attack and occasionally take damage, depending on the nature of its attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a spectral revenant (shiny, silver, fiend, fiend mote, or fiend's nest) that w to lance at your action to bite a creature within 6 feet of it. Make a ranged spell attack for the creature. On a hit, the target takes 2d8 necrotic damage, and it must use its reaction to regain the maximum possible hit points. The spell ends if you use your action to attack again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can summon an undead servant (lunar servant, for example), which acts as a warhorse, withers, berserk, and similar creature, gaining hit points equal to half the normal number of hit points. Necromancy

Conjure spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You temporarily transform a creature that you can see within range. The transformation is permanent, and the target disappears when you dismiss the spell. The target can be any creature or object you designate, including undead or constructs. The target also disappears when the spell ends, at which point the target can’t return or be teleported. The target can’t be dispelled by spells or magical effects, and the target can’t be possessed or controlled by another creature. Until the spell ends, the target can use one of the following actions to dismiss the transformation: • To dismiss the transformation. • To dismiss the spell. • To dismiss the casting of the spell again. • To dismiss the target’s ability to speak and understand the target's language. If the target is charmed or frightened by a nonmagical spell or a spell that allows it to communicate with other creatures, the target must succeed on a Wisdom saving throw or become charmed by the spell. If the target is frightened by a spell or a spell that gives it the ability to cast a spell, the target must immediately rejoin the target’s frightened state, unless the spell’s duration has expired. Enchantment

Conjure Spirit

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a spirit that calls to your side a new imp from another plane of existence until its spirit appears in a place within range. The spirit carries whatever remains to your side and radiates arcane energy. Until the spell ends, the spirit spreads among your friends and foes, obeying your orders and acting on your behalf. If any of your creatures are killed while within the spirit’s radius, the spirit returns to its home plane if it dies, if it rises again, or if you dismiss the spell as an action. The spirit fills its space with a mistletoe that fills a 5-foot cube. If you cast this spell multiple times, you can have up to three of its beams illuminate the area you choose within 5 feet of each other. When the glowing mistletoe appears, each creature within 30 feet of it must make a Wisdom saving throw. On a failed save, a creature takes

Conjure Spirit

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: This spell takes your spirit and turns it into a c

reature that performs various tasks for you. Your task is to lead a truthful and happy life. You might appear gloomy, gloomy, gloomy-voiced, or wistful. For the duration, a Spirit can perform any task a normal creature would perform, but it can’t perform any special tasks that a creature with a high Intelligence score might perform. Some tasks can’t be performed by an Intelligence score of 2 or less, such as taking a long rest, climbing a mountain, or doing something w illful or illegal. Casting these spells with a 5th level spell slot allows you to perform tasks that a normal creature could perform only by taking a higher Intelligence score. For example, a creature who levels 5th might cast an arcane spell and need only cast 1st level spell to cast this spell. To achieve this effect, you need to use a higher Intelligence score than the creature’s Intelligence score. The task can’t be dispelled by dispel magic, but can instead be achieved by spending 3d8 necrotic energy (your choice when casting this spell) or casting this spell again. The task can’t

Conjure spirit

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

You control and extend the power of a creature you can see within range. You can control the creature’s color, shape, size, and statistics. When you do so, the creature must succeed on a Wisdom saving throw or become restrained by you until the spell ends. You can use this ability again at any time. The creature must be within 30 feet of you when it ends its turn. Transmutation

Conjure Spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Drawing on the spirit of nature, you conjure up to three Medium beasts who appear on the ground within range. While the beasts can’t attack or attack each other, they appear as invisible wards with a 5-foot radius around them to both protect creatures and to deal with obstacles without visible heads. While they are within 5 feet of one another, they can both pass and attack as normal beasts. Moreover, while they appear as invisible wards, any creature within 5 feet of them is blinded until the spell ends. A creature that is charmed by the spell can still benefit from it, however. If the blinded creature witnesses a thief approaching from behind, it can deal in a mouthful of poisoned arrows before it attacks. Enchantment

Conjure Spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a spirit, which is dedicated to the same object used to produce the ritual rites of the spirit. The target can be anything it wants, except to be charmed or worshipped. The target can be any kind of object used to perform the rite. It can’t be changed by divination spells or magical means. Transmutation

Conjure spirit

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell turns your dead bodies into living ones. You touch two corpses of nonliving creatures you can see within range, transforming them into animate or undead form. The spirits can be as small as a humanoid or as large as a humanoid with a single touch. After changing its form, the simulacrum becomes an undead creature, with the same name, at the DM’s discretion, and without having to follow the same general rules for its new form. The simulacrum is completely obedient to your commands and does whatever it can to follow your command until the spell ends. It doesn’t act in the manner you choose, ignoring you and its companions for the duration. Moreover, it doesn’t take actions that you say that violate an elemental’s religious or moral code. It immediately disappears if you cast this spell again, unless you have an affected companion who can take actions that violate the DM’s description. If the simulacrum w ill harm you or another creature, you report it to the DM as an undead creature, which creature to report to as an undead creature, at the DM’s discretion. The spell ends if you cast it again, if the creature’s corpses are ever returned to its bodies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the finesse and ferocity of the simulacrum doesn’t change after it awakens. Transmutation

Conjure Spirit

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

As you touch a willing creature, it frees itself from imprisonment by granting it a wish. The wish can manifest as an unoccupied space, as a wish gem, as a wish item, as a wish spell, as a wish gem ring, as a wish gem chain, as a wish gem slot, as a wish gem attunement to another spell slot, as a wish gem attunement to a spell slot’s slot, as a wish gem attunement to a slot used for the casting of the spell, as a wish inscribed on the wrist or a wish inscribed on an object or a staff. The spell can remove a wish spell, a wish wrought by an unwilling creature, or an illusory construct that attempts to cast a wish spell. The spell can be dismissed by dispel magic if the wish is ever manifest in a different object or in a different creature’s presence. Any wish created by this spell, as well as the wish created by a wish gem attunement to a slot used for the casting of the spell, are lost, destroyed, or otherwise misused. The wish must be true, lasting at least 1 minute. If the wish is false, the spell fails, and the creature that created it (or the casting of the spell) is no longer within line of sight of the true destination. If the spell is suppressed altogether, the spell fails, and the creature that created it suffers no temporary psychic damage, but the creature is forced to move to the nearest safe spot to cast the spell. Illusion

Conjure Spirit

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to touch a willing creature you can see. If the target is a humanoid, you attempt to speak to that creature and attempt to charm it, which must make a Wisdom saving throw. On a successful check, the target is unaffected by this spell and has no memory of the moment it first met you. Asking the target to perform a specific task, such as pouring tea, making a wish list, or pouring a beverage, you simply touch the target’s soul, manifesting a spirit that lasts until the spell ends (the target’s soul can be any kind you choose). The target’s soul can be anything you choose (no matter how mundane or mundane its personality might be), but its memories of the event (such as of what made the target angry, sad, or happy) are unaffected. If you touch the soul’s soul without casting the spell, its memories of the encounter are lost, and its memories become limited by what it experienced. While the soul’s memories are limited by what it has experienced, the soul remains aware of what it has experienced. The soul can experience any emotions that it has, including anger or sadness, fear, or a somber somberization. The

Conjure Spirit

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and use your action to cause it to make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, or half damage on a successful one. On a failed save, the target loses the ability to see light. If the target is within reach of a light source that is dim or has a range of fire, it must make a Wisdom saving throw. On a success, the spell ends if it is used again without requiring a new one. On a failure, the spell ends. If you cast this spell once, you can choose to end the effect on yourself each time you cast it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Conjure Spirit

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with the power to appear in one of the following forms: normal, fiend, fiend beast, fiend (greater or less in size), demon, fiend (less than half its size), or undead. Choose one of the forms below, or take the form of a creature normally encountered in the game's campaign setting. A creature appears in one of the forms' forms if you cast this spell using a spell slot of 6th level or higher; if you cast it using a spell slot of 3rd level or higher, the creature appears in the form if it appears if it skips a round. The creature’s speed depends on the form’s difficulty: 15 feet for the illusion, and 18 feet for the real form if it succeeds on all saving throws. The illusion can move around corners. It pursues its quarry only when near it. Once within its reach of usually fatal danger, the creature pursues its quarry only when near it—or one of its companions is attacking. Abjuration

Conjure Spirit

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You summon a spectral spirit that takes the form of a willing creature and that sucks up whatever remains from a corpse or other remains for you to make its wreath. It takes 10 necrotic damage on a hit and sheds bright light in a 30-foot radius and dim light for an extra 30 feet. When the spell ends, the spirit returns to the creature it summoned and shatters its wreath, filling it with blackness until it fills half as much lien as normal. The wreathe in poison appears in dim light for 1 minute, after which time it spreads across the surface of the floor and moves at your command to cover the torch-bearing area you designated. The wreathe also extends into the space where you cast this spell. After you have seen and experienced the wreathe, you learn the locations of all its components. The wreathe is a labyrinthine labyrinthine and labyrinthine environment that attracts creatures of your choice. It is a labyrinth whose construction you decide. You create one of the following two openings within range. A creature that enters the labyrinth enters by entering the portal on the left or right side of the room, or by ascending the ramp at the bottom of the labyrinth. The creature is about the size of your fist. It is immune to all damage and can be knocked prone. The creature can enter the labyrinth using only the shortest and most direct route, however narrow or impassable the staircase is. Only by entering it with both hands, and using both hands at the same time, can a creature enter or leave the portal. Both creatures and mummies drop the creature or another object into the middened state. If you create the same entrance twice, the second time causes a permanent fatigue effect applied to all creatures in its area and causes exhaustion applied to all others, and so on through the duration. The spell ends for a creature that enters the portal or leaves the portal area. Conjuration

Conjure Staggering Sphere

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a magical blast of flame that ignites o

bjects for the spell’s duration. Any creature in the flames must make a Dexterity saving throw. On a failed save, the creature takes 10d4 fire damage and isn’t affected. On a successful save, the creature takes 4d8 fire damage and isn’t affected by fire. On a successful save, the target takes 4d6 fire damage and isn’t affected by fire. Evocation

Conjure Staggering Sphere

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause a piercing blast of fireballs streaking

down from above you. Each creature in a 10-foot-radius cylinder must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage and isn’t affected by fire. On a failed save, a target takes half as much damage and isn’t affected by fire. On a successful save, a target takes half as much damage and isn’t affected by fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Conjure Steed

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

Your deity grants you the ability to fashiel in an entirely new way. Choose a creature within range for the duration. Choose one of the following options for what appears: • When a creature of the chosen height or weight is targeted by a spell, you deal an extra 1d6 radiant damage to it • When a creature within 5 feet of the target takes radiant damage of 2 or less, you gain immunity to that spell for that creature for 24 hours • When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Conjure Steed

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Choose one steed that you can see within range. That steed becomes a steed for the duration. The spell ends if

Conjure Stone

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You make a stone-like portal in a 10-foot radius sphere centered on a point within 10 feet of you. The portal is made of stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, stone, rock, rock, rock, rock, rock, rock, rock, stone, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, stone, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock, rock wall,

Conjure Stone

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You conjure up an extradimensional construct on the battlefield that you can see within range and under which you can cast spells. The stone appears in a spot of your choice within range, appearing a sphere centered on a point you can see within 60 feet of you. The extradimensional construct is an extradimensional beast, and it can attack and attack as an extradimensional humanoidsayer or a messenger. On each of your turns, you can use an ability action to teleport the extradimensional creature to another unoccupied space on the ground within 30 feet of you. While the creature is in the extradimensional space, you and any companions you have who are within 30 feet of it can’t go back to you. You can’t target an extradimensional construct with an attack or a cast a spell that targets it, or use any action to dismiss the construct completely. Conjuration

Conjure Stone

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A strong wind is strong enough to sustain the creature for 1 minute. The creature is immune to cold damage until the spell ends. The creature is immune to cold damage until the end of your next turn. If the creature is at the point that this spell ends, it is knocked prone. If the creature is moving, it is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st . Transmutation

Conjure Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

You conjure up an idol or a statue of a deity from the stone you choose and imbue it with an illusion that lasts for the duration. When you cast the spell, choose one of the following options, which are attunements to the spell and action items you create, including the ones attuned to you and that rest on the stone: • You can create an idol by casting a nonmagical illusion spell, casting a spell of 3rd level or lower, or by casting a spell that summons a creature of same level or lower that is attuned to you. • You can conjure a statue of a deity by casting a nonmagical illusion spell, casting a spell of 3rd level or lower, or by casting a spell that creates a statue of a willing creature of the same sort within 120 feet of you. The statue

Conjure Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a stone that can be used to levitate up to 10 other creatures that you can see within range. The stone can be used to teleport you, up to 10 other creatures, up to 10 minutes, up to 30 minutes, up to 10 minutes, up to 30 minutes, up to 10 minutes, up to 10 minutes, or up to 10 minutes. When you cast this spell, you create the stone by casting this spell. Until the spell ends, you can use your movement to move the stone up to 30 feet. This move is cumulative. You can move the stone up or down in any direction as you choose, as long as you are in the space that you first created the stone. When you move the stone, you can use your action to make a ranged spell attack. If you hit a creature or a material object with a ranged spell attack, the attack is made with disadvantage. A creature can’t be targeted by the attack. Conjuration

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Choose a stone structure that you can see within range, and choose one of the following effects when you cast the spell. The stone transforms into an insubstantial stone, with three claws on either end, that hovers for 3 feet at a point you can see and doesn’t fall—’esportable to a height of 10 feet. The insubstantial stone is unblockable, and therefore only partially shaped, and it can’t be moved by any means. The stone can also be damaged. The damage type is bludgeoning, piercing, and slashing. The stone also has resilour, which makes it immune to nonmagical bludgeoning, piercing, and slashing damage. While the stone is immobile, you can use your action to send the structure flying in one direction. You can use your action to send the structure upward, leaving it aloft, or to send it slowly down a path strewn with trees. (The stone can move only where you designate such a path, though it can’t travel along any specific route, such as the road leading up to a destination or a hidden door.) You can create any number of such structures on the ground or on the ground within reach. Each structure is 1 foot in diameter and can be as large as a 20-foot cube, with walls, legs, and so on, adhering to a given construction. When the structure appears in a place, use your movement to move it so that it remains within 20 feet of you. You can move any length of structure or cause any length to be covered by a cloak. If you create two such structures on the same spot, they will remain covered together until the spell ends. The spells can’t create four such structures, though they can create one hundred and twenty-five ways to an

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Until the spell ends, the stone appears in any unoccupied space you choose within range, and the radius of the stone increases by 5 feet until the spell ends. You can shape a stone that you can see and target plant life in until the stone w as native to you. You can also shape stone that is difficult terrain for nonmagical constructions, and plants affected by the spell that you choose must make a Strength saving throw. On a failed save, you also turn the rough terrain into hard terrain until the spell ends. You animate and reassert control over up to ten unoccupied stone spheres you can see within range. An unwilling creature must use its action to move each sphere by one mile, breaking its link to the earth. Each sphere is difficult terrain for the target. A creature affected by the spell is vulnerable to bludgeoning, piercing, and slashing damage from ranged weapons. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a target must succeed on a Strength saving throw or be affected by necrotic damage (your choice when you target undead or constructs). Transmutation

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A crystal ball of force field surrounds a target you choose within range. The target must succeed on a Strength saving throw or be paralyzed for the spell’s duration. The target can move out of the area by swimming, using its action to make a melee attack with a weapon (if any), or by succeeding on a Strength check contested by its Dexterity check (if it isn’t proficient with any weapon). The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell turns stone, brick, or other solid or liquid into stone, brick, or mortar for the purpose of creating basaltic temples or other magnificent temples. You create one of the following effects when you cast this spell. You create two openings on the ground that lead to secret doors or other hidden rooms; you can open these doors or rooms with fine planks, or you can create any number of openings on the ground that are no larger than 10 feet in diameter. You can open one door or room from a casque or vault, a thin sheet of lead leder between rooms or sheets of lead that is 3 feet tall and 5 feet wide, or a barred door or room that can be opened with a straightened edge. You can open a window, an end table, a shelf, a small table, or a pillar, as well as a panel or a piece of pillar that is up to 30 feet in diameter. You can frame or stow equipment within the temples or other rooms as you choose, as long as you do not have to maintain a permanent habitation there. The temples or other rooms can contain magical inscriptions. Any such inscriptions can be decorated and decorated as you choose, creating a temple dedicated to the god of war or your deity. The temples and other rooms can contain magical inscriptions. You can create up to twenty such temples and keep one such temple dedicated to your deity. Your spell fails if you create any temples or rooms, or if you attempt to cast this spell on a creature, an area of magic, or an extradimensional space that you can see (your spellcasting ability is determined by the creature’s size). You can also choose to restrict the extent of temples and rooms to serve your deity, creating temples and rooms as you choose. These spells' damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You choose a different nonmagical stone or crack an incense on it that you can see within range. It lasts for the spell’s duration, and you can use your action to crack the stone to open a panel of stone doors leading to a different area within range. You can have the stone opened only when a panel of transparent stone or a prismatic panel has been activated. When a panel appears, each creature within its area must make a Strength saving throw. A creature takes 4d12 bl

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure up a fey stone that you can reach, and that shines bright silver in a 5-foot radius. The stone fits within a sphere of no larger than 1 foot in diameter and is immune to light and nonmagical damage. It emits a spectral glow that visually obscures all creatures within 5 feet of it. While the fey stone is in existence, you can use a spell slot of 8th level or lower to conjure up a duplicate fey stone made from fey. If you don’t have a fey stone of your own, you create one by casting this spell without spending any spell slots. A fey stone can be sold for 1,000 gp. It costs 10 gp less to create. A duplicate can be restored to its former condition by use of a successful dispel magic save or by spending 1d6 force damage. A duplicate created by a creature spell can’t take damage from magic items, and creatures using a greater weapon or throwing weapon can’t be targeted by attacks with that spell. Physical interaction with the duplicate reveals it to be an illusion created by the devil’s plan to besmirch magic and gain control of the plane of existence. You can specify a password that best matches the password you use when you create the fey stone. If you create the fey stone through a casting of this spell or a similar spell, your duplicate doesn’t take damage from magic items, such as raising or lowering weapons, but instead takes the normal damage of all of its attacks (your choice when you cast the spell or whenever you raise or lower a weapon). When a creature uses its action to put a weapon’s damage rating down, a fey stone created by a casting of this spell strikes out and eventually takes 3d6 force damage, which is reduced accordingly. The stone lasts until the spell ends or its damage increases to 4d6 or higher. It can’t be dispelled by dispel magic. If the fey stone is ever damaged, it breaks and sprouts some sort of magical cage, a construct with which the fey stone conspires. When the cage falls, the fey stone collapses against a solid surface and ignites any magic that was in its area at the time it was created. It has a diameter of 5 feet and a height of 10 feet. The cage is unbreakable. Any creature restrained by the cage can use a special action to make a Strength or Dexterity check against your spell save DC. If successful, it frees the creature it was in the cage from its grasp. A creature that was also in the cage when you cast the spell can use that action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the creature is freed from the cage. Transmutation

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a stone bridge that spans an extradimensional space that you can see on the ground within range. The bridge is a seamless structure made of magical force that can be breached by simple ranged melee attacks. When you cast the spell and make the crossing, the magical force that guards the bridge extends away from you to rest within a 30-foot cube. The bridge protects against spells and magical energy that passes through it, or the magical force that guards the ground or on the bottom floor. To cast a casting of this spell on the ground within 30 feet of the bridge, a creature takes 1d4 necrotic damage and needsn’t make a DC 20 Constitution saving throw. On a failed save, the creature can’t cast spells for 1 hour, and its concentration on that spell is ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Necromancy

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon a spectral fortress at the center of your space. Choose up to ten nonmagical portals on an unoccupied surface within range, and you issue a command to the stone with a potency that you know. If you or a willing creature you choose is fighting in a melee bout with a portal, that creature must make a Wisdom saving throw. If it fails the saving throw, the fortress falls to the ground and deals 1d4 necrotic damage to you and your creature or a creature in the radius. Then it creates two identical portals on each side of the portal (1 foot in diameter and 10 feet tall), creating a 30-foot cube of magical force centered on each portal. Each portal is 1/4 inch thick and occupies a 5-foot cube. The portal created by a portal spell counts as a second illusion created by a portal spell. When you cast a second illusion, you can have the second one appear as a face, body, or some other visible part of the portal (creature or object remains unaffected by the illusion). A third illusion can appear as an object or as an entire part of an illusory structure, as in an unoccupied space created by an action or an activity of a creature within 5 feet of the portal (creature or object remains unaffected by the illusory structure). You can conjure up to three nonmagical portals for each slot level above 1st. The portals are composed of magical charges that are charged to a point of magic

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You call down the power of your wisps and step onto a stone structure within range, creating a magical stone bridge over an extradimensional passage. This bridge is 3 feet long and 5 feet thick, and its edge is halved in length so that it is 1 foot thick. From there, you can walk across vast distances, even reaching across once you have reached the top of the fortress. You have resistance to acid, cold, fire, lightning, and thunder damage. You can use your action to speak a word only to become trapped in the wisps, or to teleport yourself to a different stone structure and repeat the process for the entire bridge. The spell fails if the second part of the spell requires a significant effort to complete. The wisps allow you to travel through extradimensional spaces created by spells, such as portal fey, a portal to another dimension, a portal to a different plane of existence, or a portal to a different plane of existence. The passage you create is nonmagical and thus can’t pass through a portal created by a nonmagical spell. In addition, when you cast this spell on a

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

You summon a stone statue that becomes part of the ensemble of magical constructs summoned by spells of 5th level or higher. Choose one of the following options when you cast this spell: • You can summon a statue of an unwilling Medium or smaller object in an area within range. The statue can be up to 60 feet tall and must be within 30 feet of you. If you cast this spell multiple times, you can have up to three of its non-demons summoned companions appear as party members who can be physically summoned together. • You can summon three creatures of the same kind within 30 feet of each other, rather than the usual six creatures of the spell. Such a creature can come from any number of good and evil aberrations and share a common home—allowing it to benefit from the protection of certain divinity-enabling properties. Divine Favor Touch Concentration, up to 1 hour You touch one willing creature. The creature is hostile toward you and your companions for the duration, acting in accord with the deity's wishes. The target must make a Charisma saving throw. On a successful save, the target succeeds, and whatever damage it takes is reduced to 0. The spell ends for that target on its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d10. When you cast it using a spell slot of 3rd level or higher, the damage increases to 2d10. Transmutation

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Conjuration

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A simple stone that can be used to create a portal to a different plane of existence for a duration. The stone remains in place until the spell ends. When the stone appears, the portal must be opened or closed by another spell or effect that requires the stone to be opened or closed. The stone doesn’t have to be opened or closed by another spell or effect that requires it to be opened or closed. If the stone is closed or closed by a spell or effect that requires the stone to be opened or closed, the spell or effect requires that stone to be opened or closed again. If the stone is closed or closed by a spell or effect that requires the stone to be opened or closed again, the spell or effect only requires the stone to be opened or closed again. Transmutation

Conjure Stone

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a number of stone structures on the ground that you can see within range, and that are within reach of someone within 500 feet of the destination solid mineral structure. You cause them to form into simple stone forms, and if a creature of the same size or smaller or smaller than you appears within the form, that creature must roll a d 10 and add the cube’s Strength to the roll. A creature can choose from any of the structures created by this spell’s Strength roll, but none of them can be modified. Alternatively, if you have a structure with a Strength of 5 or lower and that creature succeeds on its Strength saving throw, the structure is destroyed. Each structure created by this spell has advantage on attack rolls against creatures within their area. When a creature uses its action to attack a creature within its area, the creature must make a Strength saving throw. On a failed save, the creature takes 6d8 force damage. At the end of each of the creatures turn and before its next turn, another creature can make the saving throw. Small Structures At the start of your turn, you create any structure you deem most difficult or impossible. You can make a small concave cone or a sphere with a 10-foot radius and keep it within the spell’s range. If a

Conjure Stone

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You choose a stone or an opaque gem that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • You instantaneously teleport the target to an unoccupied space you can see within 5 feet of it, or • You make the target appear as a seamless stone wall, partially blocking a hostile creature’s path, and partially linking it to an unoccupied space within 5 feet of it. • You alter the stone’s appearance to create a seamless barrier linking the wall and the illusory creature’s path. • You turn the stone into a sort of prismatic stone that can’t be blocked or moved, shifting it so that its path can’t overlap with the illusory creature’s path. This spell also affects the stone when you cast it as a Material component spell. While the target is on the same plane as you and willing to obey your own spells, you can’t move at all while the spell persists. You can use your action to create an extradimensional space for the spell’s effect, and then instantaneously teleport the target to the illusory creature’s space. A dispel magic cast on the target illusory creature or cast on the stone creates that space. To create that space, you need not use any casting techniques: you simply have to make sure that spells spoken to the target by the target are of the correct component of the desired language are of the correct type, spelling, or typology. Conjuration

Conjure Stone

Casting Time: 1 action
Range: 30
Duration: 1 hour

You summon a spirit that assumes the form of a beast and descends on a point within range. The creature must make a Strength saving throw. The creature remains within 60 feet of you for the duration or until you dismiss it as an action. During that time, it can’t attack or pass for the first time, it can use its movement to move across difficult terrain and it can’t attack another creature, the creature relies on experience to move. While the creature relies on attack and damage, it gains no benefit from Constitution saving throws, and it takes no damage from nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the spell lasts until it is dismissed, or it uses its action on each of its turns to make another spell of 3rd or 4th level or lower level, using the slot available. Transmutation

Conjure Stone

Casting Time: 1 action
Range: 30
Duration: 90 minutes

This spell transforms a willing creature of your choice that you can see within range into a stone pillar. Choose up to five creatures within 30 feet of you that you can see within range. The stone pillar forms a vertical barrier that prevents a creature moving past it from passing through it, and it lasts for the duration. The stone pillar also extends over a ceiling and is lightly obscured to the surface of the floor. The barrier only partially inscribes the words on a creature’s forehead, creating an illusion of physical presence. A creature can invoke this illusion by casting a spell. On a successful save, the spell fails. On a failed save, the creature takes 1d6 bludgeoning

Conjure Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You touch a solid surface that you can see within range, and the flames that pass by this spell extinguish them. The spell ends on a target that has been affected by any of the following effects. If the target is under the effects of this spell, the spell ends for that target. If the target is under the effects of another spell, the spell ends for that target. When the spell ends, it ignites a 5-foot-radius sphere centered on that target. The sphere has a radius of 40 feet. On a failed save, the sphere explodes and ignites a 5-foot cube within the cube. The sphere has a radius of 40 feet. On a successful save, it explodes and ignites a 10-foot cube within the cube. The cube has a radius of 40 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Conjure Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a stone globe at a point within range, casting the following spell there. Each globe consists of one 10-foot cube with a 10-foot-wide lid at the bottom. When you cast the spell, and until the spell ends, a 10-foot-by-10-foot section of globe is launched into the air and floats 5 feet above the ground, stopping short of the creature. A creature takes 10d4 bludgeoning damage when it enters the globe for the first time on a turn or starts its turn there. The globe remains in the spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, a globe reaches 100 feet in height and takes 5d4 bludgeoning damage when it strikes its target. Conjuration

Conjure Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A rock or a hollow rock that is up to 10 feet in diameter and up to 10 feet high that can be thrown with a sling or a staff. The rock remains in place for the duration. When the rock is placed on the ground or in a hollow space, it becomes a stone. The stone can be broken, reshaped, or even broken up to form a new stone. The stone can also be used as a spell of opportunity. It can be cast on any creature that can move and to a creature within 30 feet of the stone. An attack roll of 5 or higher against the target is made with disadvantage until the stone is broken or reshaped. Divination

Conjure Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a 5-foot cube of stone that you can see that you are defending from north toward east. You and any creatures you choose when you cast the spell transform the stone into stone versions of yourself or as duplicates of yourself or as an additional dimensional target. The stone has the same properties as a normal stone, such as thickness, thickness, and depth, but it also has a 50 percent chance of freezing to cold damage. This condition can be removed by either a successful dispel magic or a spell of 8th level or higher. If the stone is destroyed, its properties are replaced by the stone’s original ones. The spell ends if you cast it again or if the stone is magically destroyed. Conjuration

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to conjure up a stone that can be used to create a portal to a place on the map you choose. The stone can be anywhere on the map, but it must be within a 10-foot cube. The portal must be within 5 miles of the place you chose. You can use a gateway spell to open the portal, but it must be within 30 feet of the place you cast the spell. An object can only be summoned to the portal if it is within 5 feet of the place you chose. The stone can be removed by any means necessary, but the portal must still be in place. If you use a spell that transports another object into the portal, this spell fails. The stone can travel only 40 feet. The stone can also be broken so that the portal can only be opened by a spell of 4th level or higher. The stone can also be placed on a rock. The stone can be broken with a staff of force, a staff of water, or any other means that you choose. The stone can be broken with a staff of destruction, a staff of water, or any other means that you choose. A staff of water can be used to break the stone with. The stone can only be broken by means other than by means other than by a staff. When you cast this spell, you and all creatures within 30 feet of it can use their own turns to make a DC 20 Will save or be knocked prone. If you do this saving throw, the stone falls prone and then reappears in a 30 foot radius. This stone can be broken with a staff of water or a staff of waterbending. You can also use a warding spell to break the stone with a staff of water or a staff of waterbending. Transm

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create stone or a thin sheet of stone that remains for the spell’

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A rock appears on a point you can see within range, centered on a point you choose within range. The rock is difficult and strong, and it is difficult terrain for the undead. The rock is difficult terrain for the undead, which is especially difficult terrain for the undead. Similarly, the rock in the Monster Manual has no resistance to fire damage, but the ground in the Monster Manual and the Monster Manual and the Creature Manual

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spell conjures up a piece of stone on the ground that you can see within range. The stone is made up of four parts: a cube, a cube-shaped pillar, and a cube-shaped stone. It has a thickness of 1 foot and a height of 30 feet. The stone is made up of a cube of stone, a cube-shaped pillar, and a cube-shaped stone. The stone is

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You summon a stone artifact that hovers between the ground and a target surface and that remains for the duration, shifting and shifting at the target surface so that it faces downward. Whenever you cast this spell, you can bring the stone with you, up to 30 feet away, to match the stone's location and animate and gain the benefits of that location for the duration. Choose one of the following effects when you cast this spell. • You animate or otherwise manipulate the stone, which lasts for the duration; if you cast this spell at a target affected creature, the stone animates with the target for the duration. • You create a portal leading to a certain location that is of a certain kind, in this case, at a temple or a secret entrance guarded by a lich. This portal opens to a distance of 30 feet, and creatures that pass through it are blocked from entering the temple or temple entrance. The portal closes when you dismiss it, and you can create a portal between you and the destination location by moving up to 10 feet in a direction you choose. You can use a bonus action to cause the portal to open and close automatically, provided that you have the bonus. Transmutation

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A stone or a piece of stone that you can see within range, such as a wall, must be magical or nonmagical to cast this spell. The stone must be on a solid surface, and it can be any type of solid or stone. When you cast this spell using a spell slot of 6th level or higher, the stone or stone can be any type of stone or rock. Transmutation

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a stone or a layer of stone that you can see within range. You touch one willing creature and cause it to step into the stone and forge a new weapon or armor. You can also animate up to two more creatures of your choice who have been hit by this spell, and thus become Stone Shape again. At the DM’s option, you can create one additional creature for each slot level above 4th. Transmutation

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a stone bridge that spans a 20-foot-radius open void, forming a gateway to a different plane of existence. The bridge is a seamless, horizontal bridge made of stone that can be lifted over loose earth or stone. The bridge cuts through any barrier, stone, or mud that remains during the duration of the spell. The bridge can pass through any barrier, stone, or mud as long as its barrier is breached. The bridge is an illusion, and any creature that uses its action to examine it as part of its investigation can determine that it is an illusion. While the bridge can open a portal to another plane of existence, the portal is 1 foot deep and 25 feet wide. The bridge prevents a creature from passing through the portal or entering the vortex created by a portal entrance. A creature can enter the portal by using a successful Intelligence (Investigation) check against your spell save DC. If a creature tries to enter the vortex, either through the portal or through a chasm created by the portal, the creature must make a Dexterity saving throw. It can make a Dexterity saving throw using the vortex opening created by your book or a similar spell of 2nd level or lower. On a failed save, the creature is transported to an unoccupied space within 30 feet of the portal. If the creature attempts to cross a void when the portal opens, it is transported to a different void within 30 feet of the portal. If a creature enters a void created by a portal entrance or a portal vortex created by a portal vortex spell when the portal opens, the creature is instantly transported there. Alternatively, if a creature enters a void created by a spell of 3rd level or lower when the portal opens when the portals overlain each other, the creature is transported there by the portal when the portals overlap, even though the creature is not there at the time, or both are consumed while the portal opens. Finally, the portal conjures up an image of an invisible demigod who appears to be in the shape of a chest with a glowing red cord sticking out of its chest slot. A demigod is a creature, other than an actual demigod, that is a manifestation of some other demigod or demigod's nature, such as a demon, a fiend, a lich, a madman, a necromancer, or a mad scientist. The animated demigod appears in an unoccupied space of your choice that you can see within range. The demigod is invisible to all creatures except the animate dead, demons, and undead. You can animate up to three demigod creatures at a time, rather than having to make any special arrangement for each creature

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a stone pillar that rises from the ground in a 5-foot cube. The pillar lasts for the duration. The pillar is difficult terrain and is difficult to displace. The ground becomes loose and covered in dirt and debris. The pillar is difficult terrain and is difficult to displace. The ground becomes loose and covered in water. When you cast this spell, you can move the pillar up to 60 feet. The ground becomes loose and covered in water. At Higher Levels. When you cast this spell using a

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a stone that can fill a 5-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Strength saving throw. A target takes 3d10 force damage on a failed save, or half as much damage on a successful one. A target can’t be charmed by you until the end of its next turn. A target also has its hit point maximum reduced by 5. The spell ends on a target if it’s already worn or worn off. Conjuration

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You invoke the power of stone to bind a creature or object within an inset image on an object you can see within range. The image becomes visible when the creature or object is subjected to an effect that allows it to perceive a portion of the image as being directly on the creature’s head or the object’s shoulder. If that effect allows the creature to see the image—such as opening a mouth, hiding beneath a bag, or hiding in a pocket of snow—the creature or object appears within 5 feet of the image and commands it to follow your instructions, as if the creature actually saw the image. If you cast this spell in the same location every day for a year, the spell lasts until broken or the creature’s head is struck by another creature's melee attack, such as the one made with this spell's normal effects, for up to 24 hours. The spell lasts for the duration, nor increases its effect size. If it does, the creature takes 2d8 force damage, and if it takes either damage or is knocked unconscious by another creature’s melee attack, the creature takes 1d8 psychic damage, if it can’t speak. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a stone that transforms any object or area of opportunity obstacle into a surface quarry. The stone remains for the duration and can’t be damaged by attacks or projectiles. If you cast the spell again, any currently active quarry immediately moves onto the new location. The stone can’t be damaged by attacks or projectiles. Additionally, if the stone is removed from an area affected by this spell, any currently active quarry immediately moves to that spot. The stone can’t be damaged by attacks or spells. The stone can be eviscerated however it pleases. Soadey on, so successful that it transforms any object or area of opportunity obstacle into a surface quarry. Material Object Prowess or partial or complete without augmentation. One object or area of opportunity obstacle remains for as long as possible after the object or area of opportunity obstacle has been removed

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A rock composed of air, stone, or mud appears and remains for the duration in a crumbled state for all intents and purposes for which the spell’s missing component is used. This spell can disintegrate a nonmagical object that isn’t entirely encased in mud or rubble. The stone has the following properties: obsidian, feldspar, fey, iron, kevlar, kor'kron, or fey elementals outcompetes normal stone in hardness and size. It also lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, objects left behind from the shattered state aren’t extinguished, and any spell that removes a mundane or magical affliction or otherwise curtails the creature’s movement leaves the creature’s physical form. Transmutation

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one stone cube you can see within range. Choose one Medium or smaller creature in the cube that you can see within range. The cube is made up of stone, stone, lava, and stone. It is an open cylinder, and you can see up to ten feet of stone on each side. Each creature in a 10 foot-foot-radius cube must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and isn’t affected by fire. On a successful save, a creature takes 4d10 fire damage and isn’t affected by fire. On a successful save, a creature takes 10 radiant damage and isn’t affected by fire. On a failed save, a creature takes half as much damage and isn’t affected by fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to crush a stone or other hard object at least 3 feet in diameter with a successful dispel magic spell spell. The crush creates a small, transparent cube of force that is centered on a point you can see within range. The cube is difficult terrain. Any creature that is Large or smaller during the casting must succeed on a Strength saving throw or fall prone. The cube is a solid mass of difficult terrain equal to your spellcasting ability modifier divided your spellcasting ability modifier. For example, a 5th-level spell slot can crush a 5-foot-cube 10 times as big. Evocation

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a nonmagical stone or an extradimensional construct that you can see within range and that fits

Conjure Stone

Casting Time: 1 action
Range: 60
Duration: Conjuration

Conjure Stone

Casting Time: 1 action
Range: 6 Months
Duration: You summon an elemental, a spirit that resembles a

n animal—typically a beast or a plant or a plant growth or a tree—in the Astral Plane who w as a celestial body and attacks the DM with a beam of crackling radiance, which can deal 2d4 radiant damage to the creature. That creature must make a Constitution saving throw. On a failed save, it is incapacitated and forced to make a Wisdom saving throw at the end of its turn. If it succeeds, you summon an elemental of challenge rating 2 or lower, which you describe as a creature with truesight and imbues it with a rod of cancellation. You choose whether the elemental appears in a visible or invisible part

Conjure Stone

Casting Time: 1 action
Range: 8
Duration: 8

10 Instantaneous You take the form of a stone-skinned beast. The beast is of course 1 foot thick and weighs no more than 10 pounds. It can be dropped into a 5-foot-radius sphere, or dropped into a 10-foot-radius sphere (10-foot-radius sphere) that is 10 feet within 5 feet of you. The cube can be dropped into a 10-foot-radius sphere centered on a point within 5 feet of you (10-foot-radius sphere) that is 10 feet away from you. The sphere can be dropped in a 10-foot-radius sphere centered on a point within 5 feet of you. The sphere can be dropped into a 5-foot-radius sphere centered on a point within 5 feet of you. The sphere can be dropped into a 10-foot-high cube centered on that point or dropped into a 5-foot-high cube centered on a point within 5 feet of you. A 10-foot-radius sphere centered on a point within 5 feet of you moves with you. If the sphere can be dropped into a 10-foot-radius sphere centered on a point within 5 feet of you, the spheres can drop into a 10-foot-radius sphere centered on a point within 5 feet of you. Enchantment

Conjure Stone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A stone pillar appears on the ground within range. The stone is made up of stone, stone, or stone-like substance, and it can’t be broken. The stone can be broken and replaced by other materials as the spell ends. When the stone is broken, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell can’t be targeted by more than one kind of magic item. Transmutation

Conjure Stone

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: 1 Hour

Choose a nonmagical object that you can see within range. That object has the same properties as the spell’s content, but it can’t contain more than 10 objects. You can shape the object so that its properties appear natural for the object; for example, a stone on a Medium or Huge stone can be made to appear like any other stone or to have any special properties it might have without first describing what it might have made with another tool. The shape of a stone affects everything it affords you, even if you don’t have to explain anything about it. You can shape a simple object as a part of creating the magic item, as part of carrying out a spell, or as part of creating a spell. You can also shape a complicated arrangement of simple objects, which can be as simple as a row of simple pillars or as complex as a large bed of pillars. The arrangement of simple objects created with this spell fits within the nature of your magic objects, as do most other elements as created by your spell. • You can use simple objects created with spells to manipulate or shape them, creating objects of similar properties. For example, you can shape the top of a simple and ornate chair arranged in a similar manner as part of creating an intricate etch. The arrangement of simple and ornate objects created with this spell fits within the pattern of your magic items. • You can shape simple and ornate objects created with spells. For example, you can shape the top of a simple and ornate chair arranged in a similar manner as part of creating an intricate etch. The arrangement of simple and ornate objects created with this spell fits within the pattern of your magic items. At Higher Levels. When you cast this spell using an alchemical potion or similar, you can create either one of the following two effects when you do so: • You create an effect of type poison, poison gas, • you create an illusory image of a creature and poison it, • or you create a false image of a creature, false teeth, or a creature that is alive but has no memory of its days. These effects last for 24 hours or until you use an action to shake the sickened creature. Illusion

Conjure Stone

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a stone bridge that spans a 3-foot deep pit 300 feet on each side, and which can be extended up to 300 feet in any direction. The bridge is opaque and lasts for the duration. The bridge is 1/4 mile thick. When a creature enters the pit for the first time on a turn or starts its turn there, it is ejected from the bridge 3 feet underground and thrown 3 feet below. The creature remains inside until the spell ends, at which point it falls 3 feet below the surface. There is a 25 percent chance per round for a creature that reaches the top of the tunnel to fall 3 feet below. Transmutation

Conjure Stone

Casting Time: 1 action
Range: Self
Duration: 1 Round

You choose one 5-foot-by-5-foot cube of stone that you can see within range and that fits within a 5-foot cube when fully enclosed. You manipulate it in one of the following ways

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes yourself or an object a piece of fey or stone, perhaps a bowl filled with smoke or fire? You can place one into an unoccupied space you can see and instantly create a distraction for it that lasts until the end of your next turn. Choose up to ten willing creatures that you can see within range. Each target must succeed on a Wisdom saving throw or be targeted by the distraction. If you target one creature, it can be targeted only by using the distraction on it, or by making a Wisdom saving throw against the target spell. If you target three or four creatures, you can target four or five creatures with an attack or a defense spell, as long as each target has its own saving throw against the target spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 7th. Conjuration

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You invoke the spirits of nature to deliver one of the following effects at a point within range: • You conjure up an instantaneous, nonmagical stone statue of stone, • You cast a spell that targets an area of stone up to 5 feet deep and lasts for the duration • You create an instantaneous, nonmagical effect that would appear at any point during the creature’s movement, take a creature’s Intelligence (Investigation) check against your spell save DC, and endow the statue with a protective magic that guards it w ere from harm. • You open a gateway to a hidden gem’s underground remains, granting nature patrons a way out of the gloom and to the magical gem’s natural resources, including stone, crystal, or fey materials. This way, nature will benefit from the nearby natural resources within your reach, while still allowing access to the gem’s interior. While in this way, nature can use its magic to protect its residents, and even nature itself. Each time a creature attempts to enter the gem’s gem interior, it must make a Dexterity saving throw. When it does so, it causes a blast of moderate or greater force to burst from its mouth, and it deals 3d6 force damage to each creature it passes. If the gem’s exterior was heavily obscured at the time, the creature could not see through it. The blast could not physically pass through the gem’s interior, and it could cause physical damage to the gem. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for the gem increases by 1d6 for each slot level above 2nd. Conjuration

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one to three pebbles and imbue them with beauty and intelligence. The pebbles become hard bits that provide shelter against the elements. For the duration, these pebbles turn soft and pebbly toward and away from you. When you cast this spell, you can switch between hard and soft pebbles. When you cast this spell and at the end of each of its turns, the spell lasts until it is dispelled. The pebbles turn soft and hard and become inseparable from your body. Whenever the spell calls for magical energy, you can place the pebbles within reach, removing them from its grasp. The pebbles shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the stone is affected by this spell, spells can’t affect the pebbles, and creatures that use pebbles for clothing or to cast spells can’t use their pebbles for protection. You can use your action to conjure a willing creature with which you are proficient. The creature must be within 30 feet of you by the time you cast this spell. You choose the creature’s form. The creature is friendly to you and can communicate with you through your body. Through your body, the creature uses its wits, and it gains advantage on attack rolls against creatures within 30 feet of you. Transmutation

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A stone composed of stone cubes appears in a room on the floor. The cube appears to be a prismatic cloud with a diameter of less than 10 feet and a height of 1 inch. The cube is a solid, opaque object. Any creature that is within 5 feet of the cube when you cast this spell must make a Strength check with a DC 1 Intelligence saving throw or take 2d10 bludgeoning damage. A creature that is within 5 feet of the cube when you cast this spell must succeed on a Wisdom saving throw or be affected by this spell. If a creature that ends its turn within 5 feet of the cube, and if it is already affected by this spell, is affected by the spell and tries to move away from it, it must make a Wisdom saving throw. If it succeeds on the save, it remains within 5 feet of the cube. The cube is difficult terrain that can be difficult terrain for the duration. You can use your action to dismiss the cube as an action. Conjuration

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a stone or a solid surface, such as a container, a temple, a forest, a field, or a place where a living creature’s soul is. The stone is a solid, transparent substance with a surface of at least 5 feet diameter and 5 feet height. The stone appears to be transparent, and is made entirely of stone. You can create a stone or a solid surface by using any material that blocks a solid surface as a base. You can also create a solid surface by using a different material (such as wood or stone) as a base. You can also make a surface of a material you choose that is transparent. The surface must be within 5 feet of another surface created by this spell. Transmutation

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one to three pebbles and imbue them with a toughness equal to your spellcasting ability (your choice). When you cast the spell and touch the stone, the spell fails and the stone sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light is visible only to creatures of your choice that you can see within range. If the stone is struck by a spell and becomes blinded, deafened, or frightened, the stone becomes diseased and becomes prone to becoming diseased again, if possible. Transmutation

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one to three pebbles and imbue them with psychic power. The pebbles turn stone into stone and stone into marble. Until the spell ends, you can make a ranged spell attack with one pebble or two pebbles at a time. On a hit, a pebble misses and is hurled at the ground, cradled in its leg, with a 20-foot diameter sphere centered on it. Each pebble struck misses and is hurled at the ground with a 5-foot radius, that is, the sphere centered on it. If you hit a creature with a pebble, its speed is halved until the end

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch one object or stone and command it to perform a task. The object must be in a cube or a cube-shaped room that fits within a cube, and the task must be difficult or impossible. If the task requires the use of a spell slot of 3rd or 4th level, the object must be within 30 feet of the target. If the task requires the use of an action, the task must be completed within 1 day. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the spell lasts until dispelled. When you use a spell slot of 7th, 8th, or 9th level, the spell lasts until dispelled. Evocation

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch an object that you touch, a creature within 10 feet of it, and that you can see within 5 feet of. The object is a solid object, and it must be within 30 feet of you for the spell to work. If the object is on a solid surface and the spell is cast on it, the spell fails. If the object is on a liquid surface and the spell fails, the spell fails. The object is no longer an object, but a solid object. The spell lasts for the duration. At any time during the spell's duration, the object can be broken, worn, and destroyed. Conjuration

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a globe of magically bounding runes on the ground within range. You can cast this spell without expending an action, using an 8-foot cube with a 10-foot radius, causing the globe to appear on a solid surface. You create one hundred tiny runes on the ground that are imbued with power similar to a spell's finesse. You must touch the ground to cast this spell. When you cast the spell, you can have one of the finesse runes fill both the void created by the globe and the floor of the sphere. While covered by the globe, the creatures can’t be targeted by spells or targeted by attacks. Casting this spell on the ground causes the runes to fly outward toward you in a randomly selected direction. When the globe appears, each creature within earshot of the globe must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is caught in the globe’s reach for the duration. At the end of each of its turns, a creature that succeeds on the save must also succeed on an Strength saving throw. Transmutation

Conjure Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch one to three pebbles and imbue them with an illusion that turns them into stone weapons. Each imbued stone weapon has AC 15 and 30 hit points. When you cast the spell, you can have the stone appear to be a stone made of stone, made of stone, and imbue it with a magic that allows it to pass through solid objects without shattering. The stone can be recharged and reworked at your leisure. When you cast this spell, you can designate any creatures you have seen so far as pebbles and imbue them with the illusion. Choose one pebble as your material component. You might imbue the pebble with the following properties: - Stone construction - Stone shell construction - Stone construction A mundane spell slot, using your spellcasting ability, causes mundane objects in reach to strike out at a random point within range. A pebble or an object that weighs up to two pounds, or one that has a slam attack action that uses force, is pushed back by a creature or thrown by a creature. If you have a pebble or object, you can use its Strength score to push it up to 10 feet. If you have a pebble or object, you can create two additional feet of movement for it when you create the second one. It’s possible ground becomes difficult terrain after it has become difficult terrain. Transmutation

Conjure Storm

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You call out to a creature within range. The targe

t must make a Strength saving throw. On a failed save, the target or target is pushed 10 feet away from the point where the spell ends. On a successful save, the target or target’s head is pushed 10 feet away from the point where the spell ends. On a successful save, the target has advantage on this saving throw. On a failed save, the target or target is pushed 10 feet away from the point where the spell ends. On a successful save, the creature is pushed 10 feet away from the point where the spell ends. On a successful save, the target or target is pushed 10 feet away from the point where the spell ends. On a successful save, the target or target is pushed 10 feet away from the point where the spell ends. Evocation

Conjure Strength or Strength from Outer Space

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 8 hours

You utter a single, sacred command to all who obey you for the duration. You have proficiency with all simple and martial weapon checks made against you until the spell ends. Until the spell ends, any creatures you make with a check against your spell save DC are automatically given the same command, though they must be able to understand your language. This spell's effect is the same as that of the holy command, and the spell’s magic remains on your mind even after you dispelled the spell. Conjuration

Conjure Tenser

Casting Time: 1 action
Range: 1 mile
Duration: Concentration, up to 1 hour

This spell gives you telepathic communication with one Medium or smaller living creature, whether it be a Huge or smaller creature. You and any creature you designate when you cast this spell gain a telepathic link with that creature for the duration. This telepathic link lasts for the duration, and the creature receives what it is saying telepathically, on each of your turns. If you cast this spell the first time you hit with it, you can choose to disassemble the creature to reveal its location and for the duration, that creature must make a Wisdom saving throw. If it fails the saving throw, it can use its action on a subsequent turn of 1 or more, healing you up to half as much as you could have at the time you cast this spell. You can also use your action to dismiss the spell. Transmutation

Conjure Tentacles

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with the power to cause up to three tentacles of tentacles with a 30-foot radius to leap from one side of the target to the other, gradually covering the area until the tentacles appear on the ground or a shelf. The creature must be within 20 feet of the target or in a fixed location within range, as determined by the deity. The target can use its action to make a Strength check against your spell save DC. On a success, the spell ends. The magical tentacles w as temporary hit points until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tentacles w as temporary hit points for each slot level above 3rd. Transmutation

Conjure Tentacles

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tent that can fit inside your space and can cover a distance of up to 60 feet. The tent can be placed in any space you choose within range. The tent can be a large, simple, opaque container, a container that can hold up to three gallons, or a large, complex, opaque container that can take up to 100 gallons to create. The tent can be moved, touched, and otherwise used to create any spell or other magical effect you desire. The spell’s duration is up to 10 minutes. Divination

Conjure Thara

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth the spirits of nature to aid you in combat. Choose two beasts or plants with a challenge rating of 4 or below: bison, elk, cat, fox, fish, or ground squirrel. One beast of challenge rating 4 or lower gains expertise in one skill of your choice from the following list: charmed, beastly, fearful, or stranger. The spell fails and the creatures become frightened and become frightened again when they are dispelled. Each creature has resistance to the triggering condition for the

Conjure Thaumaturge

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose an unoccupied 5-foot cube within

Conjure Thaumaturgy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following magical effects within range: • You create a constant gust of wind capable of creating a 10-foot cube of fog centered on a point within range. • You create a constant blast of cold air capable of creating a 20-foot cube of cold air centered on a point within range. • You create a constant blast of lightning capable of creating a 20-foot cube of lightning centered on a point within range. • You create a constant gust of wind capable of creating a 10-foot cube of wind centered on a point within range. • You create a constant blast of arcane energy capable of creating a burst of energy that lasts for a reasonable number of minutes. • You create a constant

Conjure Thaumaturgy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You take 8 force points, which can be expended at any time to cast spells. You can cast any spell you cast, which requires concentration, for the duration. When you cast the spell, you can make a single melee attack against one creature within 4 feet of it that you can see, which makes the attack deal an extra spell point. If the target is a creature, it must make a Wisdom saving throw. On a failed save, it takes 10d6 force damage. If it successfully saves against this damage, it can use its action on a new attack, using whatever spellbook it has that allows it, to use the damage to cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your damage increases by 2d6 for each slot level above 7th. Conjuration

Conjure Thaumaturgy

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to conjure up a celestial or an elemental force that you can see within range. Magical force, which might be from another plane, may be a celestial, elemental, fey, fiend, or undead (your choice). You use your spellcasting ability to produce force fields with a range of 60 feet. Choose one field of force 60 feet or deeper. Each field is 10 feet long and 5 feet wide. You can create up to three fields at a time, or choose a number of fields that you can create two levels in height and 10 feet deep. Each field creates two barriers that can be breached and breached only by attacking creatures or by melee attacks. When a barrier is breached, a creature that was in the first place there must succeed on a Strength saving throw to stay aloft or be lifted by the barrier. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Strength saving throw or become restrained in the field for the duration or until it escapes the barrier. While restrained by the barrier, a restrained creature can make a Strength or Dexterity check with a DC equal to twice the creature’s saving throw‘s Constitution saving throw. Similarly, a creature restrained by the barrier makes a Constitution saving throw at the end of its turn, ending the effect on itself on a success. Conjuration

Conjure the Avatar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a legendary figure whose voice has long since decayed into whispers and curses. You choose the aura, which extends into the Ethereal Plane (the chosen aura is dedicated to you), raising its power to a maximum of its normal level. The aura dismisses any effects that might chill its mind or cause the creature you choose to become animated. It also removes any effects that the creature wishes to become animated, such as the sound of a sound or the chill of a candle, and it provides you with a brief summary of all current conditions and statistics while animated. The aura remains for 1 hour if

Conjure the Black Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one tree within range that you can see within range, and choose one of the following options for its transformation: • You create a 1-foot tall trunk connecting the trunk to the ground in a 20-foot cube, then create a 20-foot long trunk extending from the trunk up. In addition, the trunk carries all the creatures within its area within a certain way during the spell’s duration. The trunk doesn’t need to be enclosed by an object, such as a wall, or lined with trees. • You create a 20-foot tall trunk connecting the trunk to the ground in a 20-foot cube, and then make a melee spell attack for each creature within the berm that the berm is connected to. If you make a melee spell attack

Conjure the Bones

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and animate the bones until you conjure a new one. The spell ends if you cast it again, if you use a different spell, or if you choose a new creature as your model. At the end of each of the next 5 days, you can choose the bits of flesh that you use as tools and create new ones. You also speak certain vague whispers, which you can hear within 30 feet of the target until the spell ends. To a creature of your choice that can hear you, the flesh sounds like bark, the creature seems to be floating, or you can hear the creature even when the spell is on the target. While you have the flesh, you also gain the following benefits: • The target is blinded for 1 minute. • The casting of the spell

Conjure the Dead

Casting Time: 1 action
Range: 10
Duration: 30 Days

You summon a spirit that appears in an unoccupied space that you can see within range. The spirit appears in an unoccupied space that you

Conjure the Dead

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute

You awaken a creature that you can see within range. It must make a Wisdom saving throw, and it does so at the start of each of its turns until the spell ends. For the duration, the target gains a +2 bonus to AC while disguised as a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2, and the bonus to AC increases to +3. The bonus lasts until September 20th, 2015, at 11:00 AM (AEST) and can be dispelled against the target if you have it exposed to radiance for 1 minute. Conjuration

Conjure the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a dead body that is indistinguishable from the original. The dead body is instantly restored to life when you cast this spell. You can use the same spell to create a new body, but the new body must have a corpse. The dead body remains in a place you can see within range. The spell doesn’t target undead. The dead body can be up to 10 feet long (1 foot high), 10 feet high (0.6 m), or 10 feet high (1 inch). The spell’s area of effect is a square in size and is centered on a point you choose within range. You can use this spell on up to three creatures. Each creature must make a Constitution saving throw at the end of each of its turns. On a success, this spell ends. Enchantment

Conjure the Dead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You bring to life a dead creature that you can see within range that is no longer alive. The creature has advantage on attack rolls, ability checks, and ability checks. The creature’s hit point maximum and hit point capacity change during the duration of the spell, and the spell’s duration ends. You can choose to make the creature’s hit points increase by 1d8. If you are targeting a larger target, the creature must be within 30 feet of the target at the time of casting the spell. Conjuration

Conjure the Dead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You touch a corpse. The corpse sheds darkvision for 1 minute. If you have no eyes or no hair, it is blind and has a 10 percent chance to become blinded for the duration. The blindness lasts until the spell ends. The dead person remains as if it had died. The target is unconscious for 1 minute. The target can make a Wisdom saving throw. If it succeeds on this saving throw, the spell ends. The target can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. The spell ends if you cast it again. Conjuration

Conjure The Dead

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You leave the dead body of a corpse or a corpse, a

s a bonus action on each of your turns. The creature is immune to nonmagical damage, and the creature is immune to psychic damage, such as those below the table. Conjure Undead Concentration, up to 1 minute You attempt to necrot the corpse or the corpse of a creature within range. The target takes 2d10 psychic damage on a failed save, or half as much damage on a successful one. That creature takes 2d10 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjure Undead Concentration, up to 1 minute You attempt to touch the dead body of a dead creature or a corpse, as a bonus action on your turn. The target is immune to all nonmagical damage, and the target takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. Transmutation

Conjure the Dead

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You make a new Dead creature appear in the Dead creature’s space and make a new dead creature appear there. You are no longer able to hear the dead creature’s soul and mind, and there is no way for you to move into, cast spells, and otherwise benefit from the creature’s death. The creature’s space is occupied by the Dead creature, which is your space. The creature’s soul is the creature’s original home plane. The creature’s soul is the creature’s home plane. If the creature’s soul dies, it can’t return to life. This spell’s speed is reduced by 10 feet per round until your speed of 60 feet per round. The creature’s soul can’t be removed or stored. This spell’s speed is reduced by 10 feet per round until your speed of 60 feet per round. If the creature’s soul moves into a space occupied by the dead creature, that creature’s soul is yours. The creature’s soul is your home plane. It becomes your home plane when the spell ends. It becomes your home plane when the spell ends. The creature’s soul can be restored by means or removed (see below) Abjure the Dead’s soul’s home plane. The creature’s soul is your home plane. You can make it a new home plane. It is your home plane. If you are in a space occupied by the dead, make it a new home plane (your home plane) within 15 feet of you. The creature’s soul remains to you. The creature’s soul is your home plane. The soul is restored to life. The soul is your home plane. You can make this spell restore the soul to life in any kind you choose, including a pile of soul, a pile of soul, or a wish piece of soul. You can bring along with you. If you bring along with you, then you can be restored to life by means other than a wish piece of soul. If you bring along with you, a creature takes 2d6 cold damage and is knocked prone. If you bring along with you, a creature takes 7d6 cold damage and is knocked prone. • • You have a new home plane when the spell ends. You can end your turn in a space occupied by the dead. That creature’s home plane is occupied by the living creature, which is your home plane. You can end your turn there at your home plane. If you are in the same place for this spell once, you can leave the space occupied by the creature for the next time on a turn or return to life there. You can leave the space occupied by the creature for the next time on a turn or return to life there. • You have a new home plane. You can move with you or with you. You can end your turn there when you reach for the space occupied by another creature, such as a creature you choose. • You have a new home plane. You can move with you while you have a space occupied by a creature. If this spell’s speed is reduced by 1 foot per round, you choose one direction of direction that you choose for the duration of the spell’s duration. The direction of the way your flying moves, is up to you. You can move with you while you have a space occupied by another creature. You can move with you. You can move with you while you have a space occupied by a creature. If this spell’s speed is reduced by 1 foot per round, you can move with you. You can move with you while you have a space occupied by the creature. If this spell’s speed is reduced by 1 foot per round, you can move with you. You can move with you while wearing a longsword. When you have a space occupied by a creature, it becomes your home plane. You can move with you. A creature can take 2d6 cold damage on a turn or take 4d6 cold damage on a successful one. You can make this spell move with you. You can move with you.

Conjure the Dead

Casting Time: 1 action
Range: Self
Duration: 1 minute

You touch a corpse and release it from a body, transforming it into a spirit for the spell’s duration. The transformation lasts for the duration or until the spell ends. The transformation lasts for each corpse you summon on your turn, up to its normal limit. The transformation lasts for the duration or until a different creature enters the body or dies. The spell’s damage increases by 1d6 for each slot level above 1st. Transmutation

Conjure the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a necromantic field in a location you choose, centered on a point you can see within range. The field appears as a large, transparent sphere centered on a point you choose within range. You can see the area when you cast this spell, which lasts for 10 minutes or until the spell ends. The sphere appears on a spot where you could see it. At the end of every 10 minutes that you can see the area, you can teleport to the spot of the necromantic field. When you cast this spell, you can teleport to a specific spot within the field as long as that spot remains obscured. The field lasts for 1 minute. You can also use your action to teleport to any other spot within the field. Conjuration

Conjure the elementals, up to 1 hour

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Transmutation, up to 1 hour A creature who looks at its surroundings and is friendly to the creature takes 2d6 force damage. Each creature within half as much damage on each turn. Transmutation

Conjure the Elements

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon the elements of energy from the air and earth of the element. Choose two of the following options for what appears: • One elemental energy bolt that ignites in a 5-foot radius. • Two elemental energy bolts, one of them creating flames and creating water, that create vapors in 5-foot radius and can reach speeds of 60 feet. • Three elemental energy bolts, created by a simple illusion, that move in a circle and deal an explosion that effect all creatures in the area. Each creature that is hit by a creature

Conjure the Elements

Casting Time: 1 action
Range: 30
Duration: 5 minutes

You cast this spell with a willing creature you can see within range. Choose one of the following options. You can choose the following effects. The target takes necrotic damage equal to the spell's level. The target takes 10 necrotic damage on a failed save, or half as much damage on a successful one. The target takes half as much damage on a successful one. Evocation

Conjure the Elements

Casting Time: 1 action
Range: Self
Duration: 30

Instantaneous You create a powerful barrier that blocks all magical energy coming from below. The barrier is strong enough to overwhelm barriers, but weak enough to halt the flow of magical energy. The barrier lasts for the spell's duration. The spell grants a 30 percent chance of remaining in effect for the duration. Transmutation

Conjure the Elements

Casting Time: 1 action
Range: Self
Duration: Self

You create a strong barrier that blocks all magical energy coming from below. The barrier is strong enough to overwhelm barriers, but weak enough to halt the flow of magical energy. The barrier lasts for the spell's duration. The spell grants a 30 percent chance of remaining in effect for the duration. Transmutation

Conjure the Elements

Casting Time: 1 action
Range: Touch
Duration: 10 Hours

You touch an element that you can see within range, and the element appears in a place you can see within range. The element appears in the form of a glowing cylinder and appears to be an element created by the spell. You can change the element as you wish, but you must cast this spell before the end of each of the duration. Illusion

Conjure the Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature in the flames that you can see within range. One creature must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 4d10 fire damage and isn’t affected. On a successful save, the creature takes half as much damage, and it isn’t affected. Evocation

Conjure the Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure a flame on a target that you touch. The flame is a cylinder of flame with a 5-foot radius and a 10-foot height. The target must make a Charisma saving throw. It can make a Wisdom saving throw against the spell. On a successful save, the target has resistance to the spell. The flame burns bright light for an extra 10 minutes, and it sheds bright light in a luminous beam of flame from beyond the flames. If the flame is illuminated, the target is blinded and is blinded by radiant light for an extra 10 minutes. At the end of the time the target is blinded, the flame sheds bright light, and the spell fails. The flame sheds bright light in a cone and dim light for an extra 10 minutes. The flames shed bright light in a cone, and you can see through it as if you were within 5 feet of the flames. The flames shed bright light in a cone, and the spell sheds bright light in a cone and dim light for an extra 10 minutes. If the elemental is blinded, the spell fails. Nearing the flames, the target is blinded and has resistance to all damage. Nearing the flames, the target sheds bright light in a cone, and the spell fails to extinguish any nonmagical damage on its attack roll. The target can make a Charisma saving throw against the spell. On a successful save, the target has resistance to the spell. On a failed save, the target has resistance to all damage and has resistance to all damage. The target can make a Charisma saving throw against the spell. On a successful save, the target has resistance to all damage and has resistance to all damage. Conjure the Flame Touch Instantaneous You touch a creature of your choice that you can see within range and that is no longer within 5 feet of the target. The target can make a Charisma saving throw against the spell. On a failed save, the target has resistance to this effect and has resistance to all damage. The target can make a Wisdom saving throw. On a successful save, the target has resistance to all damage and has resistance to all damage. The target can make a Wisdom saving throw. On a success, the target has resistance to all damage and has resistance to all damage and has resistance to all attack and ability checks. The target has resistance to all damage and ability checks. Conjure the Flame Touch Until the spell expires, the target can make a Wisdom saving throw against divination spells and curses, and the spell fails. On a successful save, the target has no resistance to divination spells and has any ability to cast spells again. If the target can’t speak, the spell fails, and the target can’t be affected by divination spells or spells. Abjure a Flame 60 Instantaneous A flame appears on a creature that has the same basic arrangement of limbs as the creature’s original race. The target is free to act as a bonus action on a turn or until the spell expires. The target can perform the spell for the duration when the spell has expired. On a successful save, the target has no resistance to divination spells and has no ability to cast spells again. At the end of the duration, the target can speak any word the target’s original name, but it can’t become affected by divination spells, like the ones used by the spell, which can be removed by any means. At the end of the spell’s duration, the target can’t be affected by divination spells, such as the ones used to cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjure a barrier to divination spells is created in the area, creating an area of magic that can be closed for the duration. You can also use divination magic to divination spells into the target’s race, choosing one of its racial traits (such as the target’s race). If the target’s race is the same as the target’s race, the spell sheds light in a cone and dim light for an extra 10 minutes. At Higher Levels. When you cast this spell using

Conjure the Greater

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose one of the following effects that you can affect in a 10-foot-radius sphere you can see within range. Each creature in the sphere must make a Strength saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast again. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast again. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from it again after it. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, the creature takes half as much damage and isn’t pushed up to 5 feet away from it again. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a successful save, a creature takes half as much damage and isn’t pushed up to 5 feet away from the blast. On a failed save, you or a creature takes half as much

Conjure the Mind

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: Duration Instant

You touch a creature that you can see within range and that can understand your language. Until the spell ends, the spell lasts for the duration. A creature that is not friendly to you is immune to this spell, and the spell doesn't change its language, language type, or language abilities. The spell ends if you cast the spell again. This spell gains the ability to understand your language for the duration. Transmutation

Conjure the Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause a creature to make a Wisdom saving throw. On a failed save, the target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a failed save, the target takes half as much damage and isn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a failed save, a target takes half as much damage and isn’t affected by it. On a successful save, the target makes a Wisdom saving throw against the creature. On a failed save, the creature can make a Wisdom saving throw against the creature. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and doesn’t affected by it. On a successful save, the target takes half as much damage and isn’t affected by it. On a failed save, a target takes half as much damage and isn’t affected by it. Evocation

Conjure the Monster

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You place a curse on one creature or object that y

ou can see within range. It can conjure a secret spell into the creatures' immediate vicinity. Choose a number of creatures and take the form of a humanoid. The creatures are friendly to you. The creatures

Conjure the Monster

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You use your action to create a magical portal linking the demon into the nearest location on the ground. Four demons have been affected by this spell. Each demon must make a Dexterity saving throw. A demon takes 5 d6 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the effect on a creature and end the effect on a creature. Evocation

Conjure the Monster

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You use your action to cause a creature to make a Wisdom saving throw. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage. An affected creature takes half as much damage on a failed save, or half as much damage on a successful one. On a failed save, the target can make a Wisdom saving throw. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target can make a Wisdom saving throw. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a failed save, the target can make a Wisdom saving throw. On a successful save, the target makes a Wisdom saving throw. On a successful save, the target can make a Wisdom saving throw, ending the effect on itself on a success. Evocation

Conjure the Nine Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, as a bonus action on each of your turns during which you are incapacitated, you can attempt to strike one of the following Smite creatures or one of its companions with a weapon. As a bonus action, you can target any of the Smite creatures or its companions with a melee weapon attack, and that attack can target any of its members, or they both. On each of your turns, you can target any creature as a group action that could be affected by a weapon attack. The first time each targeted creature targets a target with a weapon attack, it makes a melee spell attack out of the attack roll or out of a reach for which the weapon’

Conjure the Nine-Tails Divination

Conjure the Owl

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You attempt to entangle a willing owl in a magical entangling spell. When a creature moves into the space between the two trees for the first time on a turn or starts its turn there, the creature is warded against spells and creatures that would normally see it as hostile. If you cast this spell without first preparing its meal (as you usually do), the creature is restrained and must make a Wisdom saving throw. On a failed save, it is restrained and can use its action to make another Wisdom saving throw. If it succeeds, this spell immediately ends for it. If it fails, its restraint stops and it can repeat its saving throw against the spell on each of its turns, ending the effect on itself on a success. The restrained creature can use its action to move into the Ebonheart Isles to begin the warding process again. The creature must be within earshot of a willing creature whose alignment has changed for the first time on the turn it makes the saving throw. An unwilling creature can still use its action to warding, but the creature must be within earshot of the warding creature and able to hear it. The warded creature can use its action to make a Wisdom saving throw against this spell. On a success, the creature is sent back to its home plane. If you cast this spell again, the enchantment ends for it. Divination

Conjure the Snowman

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell lets you take on the form of the most monstrous Snowman you can see. You choose one beast of challenge rating 2 or lower, which can be a creature or an object of challenge rating 5 or lower, or a Huge or smaller creature’s size (you choose the size of the creature or object). As a bonus action on each of your turns thereafter, you can speak the name of a new creature to become a Snowman. The new creature must be within 30 feet of you or there is a chance it can reach you. The new snowman appears in an unoccupied space that you can see within 30 feet of you. Once created, it appears in place of the normal creature’s snow. The new snowman transforms into a Beast that takes 10d4 slashing damage, and it can spend 1 hit to halve the damage of its weapon. The spell ends if you or the snowman are both dead. Evocation

Conjure the Soul

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a soul within the remains of a creature you can see within range. The soul becomes a ghost. Constructs have advantage on Strength (Athletics) checks made to see the soul. If you are within 10 feet of the soul, you must make the saving throw. On a success, you can see the soul for the first time on the same plane of existence in which it appears. Conjuration

Conjure the Soul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An undead creature you can see within range appears in a certain way. The spell ends if the spell fails to create a soul within the target area. The soul must be within the target area for its first ability check. You are able to cast this spell as a bonus action on a first-come, first-serve basis. You can have up to two creatures within the target area

Conjure the Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You place a beam of bright light in a 20-foot-radius sphere that you can see within range. Each creature in a 10-foot-radius sphere must make a Dexterity saving throw. On a failed save, a creature takes half damage and is pushed up to 10 feet away from the beam. On a successful save, a creature isn’t pushed up to 10 feet away from the beam. On a successful save, the damage increases by 1d8 for each slot level above 1st. Evocation

Conjure the Sphere

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a sphere of air in a 5-foot-long cube t

hat you can see within range. Each creature in its space must make a Dexterity saving throw. On a failed save, the sphere explodes. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. If you or a creature in the sphere can see within range, the flames extinguish it. The sphere sheds bright light for an extra 10 feet. On a successful save, a creature takes 3d8 fire damage. On a successful save, the damage increases by 1d8 for each slot level above 1st. Evocation

Conjure the Stoneborn

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell pits intelligent and lightly diseased stoneborn against ones of your choice that you choose. You make an instance each time you cast this spell, up to one humanoid or up to five creatures of your choice that you can see within range. These creatures can be up to you. Whenever a stoneborn creature starts its turn in the line of fire or a spell of challenge rating 4 or higher, it takes 1d10 fire damage, and it can use its action to move up to its speed so that it can move up or down 30 feet. When it moves beyond its speed range, that creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, two of the three effects of the spell coexist between you and the stoneborn. For example, a construct who doesn’t already have a natural stone’s intelligence or whose statistics are obscured (such as its Intelligence or Wisdom

Conjure the Stone Evocation

Conjure the Veil

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You touch a living creature and place it in a spot you can see within range. The creature becomes aware of the location of your hand and takes 10 foot steps toward the target. For the duration, you can use your action to make a Dexterity saving throw. On a failed save, the creature moves to the nearest solid surface. A creature can use its action to make a Strength (Insight) check against your spell save DC. On a success, the creature moves to the nearest solid surface that isn't covered by any solid. Transmutation

Conjure the Wight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a wand of wisps of flame out of the mists of a single point of your choice within range. You can make a ranged spell attack against one creature of your choice that can’t be charmed or frightened. On a hit, the target takes 1d10 fire damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Conjure the Wind

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Choose one of the following effects on a turn or a second from the spell’s effect that you choose. The effect lasts for the spell’s duration. On a hit, the target must make a Dexterity saving throw. On a failed save, the target takes half as much damage and isn't pushed prone. For the spell’s duration, you can’t prevent any of the following effects from happening: Any creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. Any creature takes 1d10 cold damage on a failed save, or half as much damage on a successful one. Any creature in a 20-foot cone must make a Dexterity saving throw, ending it early if it fails. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature in a 40-foot cone must make a Dexterity saving throw. On a failed save, the target takes 4d10 cold damage and isn’t pushed prone. On a successful save, the creature takes half as much damage and isn’t pushed prone. Any creature in a 40-foot cone must make a Strength saving throw. On a failed save, a creature takes 4d10 cold damage and isn’t pushed prone. On a successful save, the target takes half as much damage and isn’t pushed prone. Evocation

Conjure the Wind and Hail

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a 20-foot cone of strong wind in a direction you choose. Each creature in a 5-foot cone must make a Dexterity saving throw. A target takes 5d10 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a target takes half as much damage and isn’t pushed prone. On a successful save, a target takes half as much damage and isn’t pushed prone. On a failed save, a creature takes half as much damage and isn’t pushed prone. Round 3

Conjure the Wind of a Small or larger creature

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Choose one of the following effects on a turn or a

point you choose. The effect lasts for the spell’s duration. On a failed save, the target must make a Strength saving throw. On a successful one, the target takes 1d10 bludgeoning damage and isn’t pushed prone. On a successful one, the affected creature has resistance to all damage and isn’t pushed prone. On a successful save, the target takes 1d10 bludgeoning damage and isn’t pushed prone. On a failed save, the target takes 2d10 bludgeoning damage and isn’t pushed prone. On a successful one, the damage increases by 1d10 for each of the damage type you specify. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Conjure the Wind up to 1 hour Choose one of the following effects on a turn or a point you can see within range. Each creature in a 20 foot cone must make a Dexterity saving throw. On a failed save, a target takes 4d10 cold damage and isn’t pushed prone. On a successful one, a creature takes 4d10 freezing damage and isn’t pushed prone. On a failed save, the creature takes 4d10 cold damage and isn’t pushed prone. On a successful one, the creature takes 2d10 cold damage and isn’t pushed prone. On a failed save, the creature takes 4d6 cold damage and isn’t pushed prone. On a successful one, the creature takes 1d6 cold damage and isn’t pushed prone. On a successful one, the creature takes 2d6 cold damage and isn’t pushed prone. On a successful one, the creature takes 4d6 cold damage and isn’t pushed prone. On a failed save, a creature takes 3d6 cold damage and isn’t pushed prone by the wind. On a successful one, the creature takes 2d6 cold damage and isn’t pushed prone. The wind is blowing in a direction you choose. The wind picks up to 10 feet above you. As you cast the spell, you can choose any direction you choose that you choose. Choose a direction that you choose based on the wind. Choose one of the following effects in your mind. An uncontrolled and uncontrolled

Conjure the World

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Conjure three creatures that have the same name or that have the same name as you Special, up to three willing creatures can be summoned into the Astral Plane for the duration. Roll initiative for the summoned creatures, which has its own turn. Roll initiative for each target within 5 feet of you that you cast this spell, which has its own turn. Roll initiative for each target that is on the Astral Plane. Each target can’t be a different creature than it is. The target can make a Wisdom saving throw. On a failed save, the target loses the ability to see or hear the target. The target can’t be targeted by any healing spell or by any other spell or effect. On its turn, it can choose a new target, or it can target an object or a creature it can see within 5 feet of the target. The target’s game statistics are replaced by the statistics of the chosen target. The

Conjure Tiamat

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target loses what it learned of the current situation—including any effects it may have learned from recent events.

Conjure Tiny beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature that you can see within range. The target takes 2d6 damage of the chosen type when you cast the spell. At Higher Levels. When you do so, choose a number of creatures that you can see within range. The damage increases by this amount when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by two for each slot level above 4th. Conjuration

Conjure Tiny or Tiny Growth

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 bludgeoning damage and is restrained until the spell ends. On a successful save, the restrained target doesn’t have to take this strain. If the restrained target is too fat for the spell’s duration, it can use its action on a later turn to make another Constitution saving throw. On a successful save, the restrained target can use its action on a different turn. When this strain ends

Conjure Tiny

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You gain the ability to conjure a Tiny creature of your choice that can be as small as Medium. The Tiny creature becomes a Large or smaller creature. The spell ends if you cast this spell again or you choose a different target. Until the spell ends, this spell has no effect on you. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You summon a tree that withers and dies instantly when it falls down. It appears in the space that you can see within range and isn’t diseased or poisoned. When you cast the spell, you can halve the tree’s size and create a new one using the following rites: cupola, bark, branch, or seed. The new tree grows up to 50 feet tall and has a wingspan of 5 feet. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It sheds dim light in a 30-foot radius. By the same token, you can turn the tree into a pillar, or create a small portal deep within its bark that leads to a nearby tree. The tree sheds bright light in a 20-foot radius and dim light in a 40-foot radius. By the same token, you can create teleportation portals, ascending stairs, and so on that take 10d4 Tr ies Pathfinder’s shortest route. Conjuration

Conjure Tree

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure a tree that you can see within range that appears to be a miniature version of yourself into an illusory form that lasts for the duration. You can use the tree to examine an area or to attend as a messenger to a strange event that takes place somewhere off the Material Plane. You can ask the tree to do magic in a specific way, up or down, a specific mechanical activity or a specific magical effect, or specify a course of action that would cause such a magic effect to fail. The tree can do whatever you choose to do in the area, but it can’t leave or enter the area. For the duration, you can use your action to dismiss the magic tree and end the spell on the tree. You can also dismiss the spell early if you choose a different magic tree, if there is any contingency that could have prevented the magic tree from taking root in the first place. This casting can have severe effects on the magic tree’s behavior, especially if you cast it as a member of the Tower of God or as an undead. In either case, you must use your spellcasting ability instead of your own to cast the spell. Divination

Conjure Tree

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell makes planting or pruning leaves easier and more difficult, requiring only a few simple actions and requiring only a single activity of the day. While such simple actions aren’t involved in the growing of the plant’s bark, the plants tend only to seed the plants within range, though they can provide cover for up to three humanoids or one humanoid that isn’t hostile to you. While the plant has these simple actions, its bark provides no protective gear, and when the plant enters the space you choose for its bark, its bark extends to 30 feet in all directions and ends at that distance. This spell closes all barriers that restrict movement through the space it enters, as well as barriers that prevents creatures, such as gnolls, from passing through the plant’s area and blocking the plant’s path. It also extends to all non-unlit areas within 30 feet of it, making it impossible for creatures to pass through. The plant doesn’t harm you if you hurl it, or use its movement to move toward a creature along your immediate path, if you have it, or leave an area that the plant enters that is no larger than a 20-foot cube. Conjuration

Conjure Tree

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create tree roots in the ground within range that help to keep the ground aloft and allow plants to grow in it. Choose a level six tree (Explanation: Tree of Life) or a 5-foot-high tree (Conjure Tree) that you can see within range. You cause the tree to wilt if it is ever more than 10 feet low. As it falls, the tree sprouts four horns, which you can use to attack targets it is attacking. When the tree reaches the ground it is on, it stops growing and sheds light green and violet for one year. When the tree leaves the ground, it sprouts two additional horns, which you can use to attack targets it is attacking. If you have the ability, along with other plants, to plant additional plants in the area, you automatically transform those plants into trees. Additionally, when you plant a plant, you plant a new one, if you have it, and so on. You can also transform a plant into a stump, which you can use to create a tree bridge. You create one additional tree each time you make a new movement, a new threat, or a new effect of your choosing, and then animate the new tree. The tree is a natural tree whose roots you can see, though its trunk is heavily treeless. While a tree is created, plants grow and soil level drops precipitously, though at the expense of vitality, for it toils always on, and for its leaves to be cut in half, in short order, in order to allow plant growth. A tree formed from a single limb cut into two identical pieces, or a truss connected to a trunk, costs 5 feet of twisting metal to create and 5 feet of stone to carve. If a tree were created from a single limb, the truss would be made over and its surface covered with dirt, thus leaving the tree with only one limb. The spell can’t create a bridge over water, nor can it protect a bridge used by mechanical tools. The truss is iridescent, making it difficult terrain for creatures other than you to see through it. It can’t be dispelled by dispel magic, and any creature attempting to break the tree’s bridge can use an action to do so. While a bridge is created, a section of the truss is severed, leaving only one limb, though that section is intact. The tree, or an animal or plant that uses an action to connect two limbs, sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This light sheds bright light for an additional 5 feet. Only when the creature has disadvantage on a Dexterity saving throw or if it uses an action to break the tree’s bridge does the tree appear. If the creature has a Strength of 3 or less, it appears as a Large tree with a 10-foot radius and has a Strength of 2 or less. A creature struck by the tree can make a Strength saving throw at the end of its turn, ending the effect on itself on a success. If a creature does so, it can use its action to move the trunk up to 5 feet in any direction, using another action to maintain control over the trunk. Once the trunk reaches its full height, it automatically moves to the left or to the top of the landscape, based on the terrain around it. It remains there until the tree leaves an area of ground or a leading path. Once the tree leaves an area of ground or a leading path, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. This light sheds bright light in a 5-foot radius. If the tree sheds bright light in a 5-foot radius, that light creates a 20-foot cube of dim light centered on the

Conjure Tree

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute

You summon one evergreen tree from the ground, a 5-foot cube that extends from your spell slot to the left of your prepared incense altar. Choose a size category: Medium, Large, or Huge. The tree takes 10d4 branches, and the spell creates 10 feet of branching between you and the tree. These branches can be as long as your choosing (your choice), up to twice your size, and extending from your outstretched hand up to your trunk. You can also create four thick trees on your turn (after you cast this spell), but you can’t create more than one thick tree at a time. You can’t create more than one tree at a time for each of the steps it takes. You can shape its bark into many patterns, creating hedges and groves beneath the bark. Finally, you can shape the leaves and branches of the tree to create stalks, which you can combine to create stalks. The tree is friendly to you and your companions for the duration. It ignores difficult terrain. It gains a climbing speed equal to your walking speed. You can dig through the bark of the tree to reach higher levels. If you choose a level of 4 or above, you also gain the ability to dig through the bark to reach higher levels. Additionally, if you choose the higher level tree, your rope carries you higher up the tree, which increases its weight and extends its reach. You also gain a swimming speed equal to your walking speed. If your rope contains an item created by an attack, spell, or other spell, you can use that spell to break it, sending the item flying into a random direction on your turn. You can use this transportation ability once per round for each creature that uses it. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A tree that you choose that you can see that ends in a certain place or on a certain spot is a simple tree with branches.

Conjure Tree

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You conjure or direct a tree from a tree trimmer within range that lasts for the duration, returning to normal size when you cast the spell. When you cast the spell, choose one or more of the following options above to reanimate the tree. You can animate, drink, or otherwise use the tree to lard its food. Alternatively, you can create a small tree, and then cast the same spell again to reanimate the tree. You need not choose the tree at this time. Whenever you make an instant or long rest, or when you finish a long rest, you can use a bonus action to make two additional appearances as an illusion, where you appear as a fog cloud, filled with smoke and fire. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: 1 Hour

The vines of a tree branch into a portal to a different tree or tree trunk of an aligned deity, offering you a path to a lower plane other than the one you choose. You can use the portal to teleport a creature of your choice that you can see within range, up to 30 feet to a place you described, up to 60 feet to a space you can see on the ground, up to 30 feet to a place you can see beneath an arch, or up to 10 feet to a place on the ground that is a cube of up to 100 feet. You can use this portal to enter another plane. You can enter another plane only by speaking the language of the plane you are currently on. You must speak the language of one of the planes you are on to enter the portal. You must speak the language in order to enter the plane you are on. You can enter a plane only by speaking the language of that plane. To do so, you must succeed on an Intelligence (Investigation) check against your spell save DC. You can enter another plane only by speaking the language of that plane. Finally, you can enter a plane other than that of the portal but that requires an Intelligence (Intelligence) check against your spell save DC to do so. Conjuration

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a tree spirit to take on a life of its own, transforming it into a tree stump and storing it inside your bag. The tree takes 1d4 hit points and is friendly to you and your companions for the duration. You can summon the stump up to 30 feet long and stand it up to 1 foot tall. You can make short or long rest breaks in the stump to maintain a skeleton and plant food for it. It takes 10 radiant damage on a failed save, or half as much damage on a successful one. You can’t have more than one magic tree at a time in your game space. You can only use the stump on one creature or one construct at a time. It lasts until the stump is dispelled. When you cast this spell and at the end of each of its turns until you finish a long rest, it becomes fey beast and sheds bright light in a 20-foot radius, increasing your sight for 30 feet for the duration. At the end of each of its turns, it sheds darkvision and darken understand ability for a duration that begins with the creature’s turn and ends with the creature’s turn. You make your choice of one of the following weapon attacks: Club, Megahawk, Crossbow, or Ranged Attack. You make the choice while the creature is feigning death. If it’s unable to make a weapon attack, it makes a separate attack using that weapon against the target, provided that the creature

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a tree of branches that grow from a spot on a surface within range. Each creature that starts its turn within 5 feet of the spot must make a Dexterity saving throw. On a failed save, a creature takes 2d8(b) force damage and is restrained by the tree until the spell ends. The restrained creature can move normally and is free to move through the area as a free action. When you cast the spell, you can make the creature’s Strength or Dexterity check against the spell’s ability check against you, and the restrained creature can make the save if it is proficient with the weapon or armor it is holding. Once the spell ends, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature can repeat the saving throw at the end of each of its turns, stopping short of succeeding. The spell can’t leave a target’s inventory. Evocation

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A large, vine-shaped tree appears where a willing creature is within range. The tree, which sprouts from a single thorny tree, blossoms fine berries that nourish and protect the tree. The tree takes shape as a flower, a seed or shrub that grows into or out of the ground and spreads across the ground as

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure up a poisonous vine that fills a 10-foot cube centered on a point within range. The vine spreads around corners in the area, and it has a range of 60 feet. When the spell ends, the vine spreads to all creatures in the area, including you. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure up a tree in range to protect trees in a 30-foot cube from hostile beasts. You choose any number of trees within range and put them in a position to succeed on a Wisdom saving throw or end the effect of another effect. Trees always fail this saving throw, and creatures always succeed on this saving throw as a bonus action on each of their turns thereafter. When you cast this spell, you can have up to four trees chosen at a time. The trees remain in place for the duration, and you can plant up to twelve new trees for each slot you have used. To plant twelve new trees, you must have a Wisdom score of 5 or lower, using an 8 or higher, tree’s Hit Dice. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a tree branch that blossoms into a trunk and branches. The tree is an intricate plant with three limbs and a bark that becomes a bark up to 100 feet long at the base. To a creature of the same blood, the bark is the closest thing to magic. The bark can hold up to twenty-five pounds. A creature can use its action to crack open the trunk to shed whatever it is holding. This spell protects against death or transmutation poisoning. The tree is composed of many leaves that sprout from its bark. When the trunk is broken, any loose leaves fall to the ground and, if dropped, turn the trunk into a trunk of branches. The spell ends when all the leaves are gone and the spell ends. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You fill the air with a bark of sorts, growing from the ground near trees or shrubs. You choose one of the following effects to affect a tree: - It leaves behind a bark that appears to be membranous and soft. - The creature is blinded until cleared out. - The creature can use her action to create a gust of wind to slam down on any tree or shrub created by the spell. Any creature that moves through the gust must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is knocked prone. - The creature can’t move through thick and thin to reach its destination. The creature must reach its destination by vehicle, alley, or other available street. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your tree takes root where it belongs, and it grows to fill any area up to 120 feet square. The tree remains in place for the duration, at the DM’s option, or until the cloud disperses it. If the tree would completely encircle an area, you must use an action to do so. If you do so, its area is shifted to within 120 feet of you. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a living tree spirit that assumes the form of a Large tree (range 20/60). The tree takes 10 necrotic damage at the start of each of its turns, and it must move by half the speed of light for this spell's duration. You can make one additional somnolent action to make a melee spell attack. If you hit with a melee attack before the spell ends, the creature takes 20 radiant damage, and it is blinded for 1 minute. At the start of each of its turns until the spell ends, the tree w ill create a random mote within range that bears a cryptic message inscribed on it. This spell can’t occur once every 120 days for a year. You can also create random mote types by creating a random combiner within range of a particular combiner. The mote types, if created, can’t be changed. If you create a mote with an ability score and no attunement to a different weapon, magic item, or other source, the mote becomes permanent and can’t be changed. N

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon an illusion tree led by a mysterious figure, a tall tree trunk with a bark like a leaf and shimmering green leaves. Until the spell ends, this tree appears in your open space and lasts for the duration. Appearing in unoccupied spaces that you can see within range, the illusion moves with you, remaining centered on you and unaffected by its illusions. It can appear invisible, in unoccupied spaces that you can see within 30 feet of you, to the naked eye as a bonus action. If you use a bonus action to move the illusion from one unoccupied space within range to any unoccupied spaces you choose within 30 feet, the bonus increases to an additional 30 for the duration. The illusion vanishes when it has no movement. When you cast this spell, you can dismiss the illusion as an action that as its action. It takes a creature’s guesswork, and the illusion is instantly destroyed. Illusion

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a magical tree at a location you specify within range. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from plants and trees within 10 feet of the location you chose for the tree. You can designate trees in the same area and as adjacent to each other. You can animate up to four trees at a time, which makes this spell possible. When you cast this spell, the trees become permanent and can be restored to an unoccupied space within 30 feet of the location you chose for the tree. You can’t create more than one tree at a time, and the spell ends on a creature that creates more than one instance of this spell. A creature that creates more than one instance of this spell must first speak the spell’s name. At the end of each of its turns, a creature that casts this spell must succeed on a Wisdom saving throw or become charmed by the tree for the duration. If a creature charmed by the tree for the duration fails its save, the creature becomes friendly to it for the duration. While friendly to the tree, the creature w as charmed by it treats its friends with the same seriousness as if it w were charmed by a deity or a group of deities. The creature recognizes its friends for who they are and acts as the creature’s guardian angel. When the creature sees a threat within 120 feet of it, it moves to defend it. When the creature moves within 100 feet of the threat, it vanishes. Conjuration

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon a magnificent tree that wreathes the landscape in a tranquil grove of green plants. The tree grows in a 40-foot cube that remains for the spell’s duration. The tree vanishes when it has rested and is animated by sunlight. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The tree can’t be encased in metal. It lasts for the duration. When the tree falls, the ground in its vicinity is muddy, and plants and animals abound. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Divination

Conjure Tree

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a mysterious tree-like creature from the deep. Choose an area of land within range: a grove of evergreen trees, a grove of evergreen trees tall enough to encompass your entire unoccupied space, a grove of evergreen trees that grows to a depth of 1,000 feet, or a grove of evergreen trees that spans a 15-foot-radius sphere. The creature must be within 10 feet of you when you cast the spell. The creature returns when it drops to 0 hit points. The tree’s bark appears to be of the chosen tree type, with leaves arranged in a certain pattern. The creature remains in place for the duration, and the spell ends when the creature drops to 0 hit points. If the spell allows the creature to breathe underwater, it does so. The creature can breathe normally, but it is limited by the quantity of oxygen it can consume. If the creature has more than one oxygen supply, the creatures are able to affect them all, though they must drink from the same source. The wood used for the casting of the spell is difficult wood. It is composed of different types of bark, each of which has a different effect. The most common types of bark are woodsy (bleeding and stinging), bark with fine flavor (stinging) and bark that is soft and silky smooth. The most common colors used in casting the spell are black and white, which are the same as those of the tree. Woodsy. The spell allows the creature created by the tree to create a creature of ordinary or special value to the image of its destination. The creature is created when a creature of the chosen type w ho moves from one location to another, and the creature has the statistics specified there. The creature can travel from one location to the next by simply moving. The DM indicates when the creature first appears by moving or writing a line of the form at the end of the creature’s line. The creature can then be summoned to aid the w re fighting. In casting the spell, the DM determines whether the creature is a true threat and makes this determination when the creature appears. If the creature appears to be fighting another creature, this effect ends. Special. The creature has advantage on attack rolls against creatures that can’t be affected by your spell targeting them. Likewise, the creature has advantage on attack rolls against creatures that can’t be affected by your spell targeting them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 10 days. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You summon the calming power of a tree in range. You choose a tree that you can see within range and that fits within a 5-foot cube that you can see within range. The tree sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can create one hundred and

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You summon a poisonous tree that sprouts from your body and branches out from your head. You can make the tree grow to a height of up to 30 feet and cause poison in the area. Make a ranged spell attack against the target. On a hit, it takes 2d10 poison damage. The target is then restrained and unable to move. You can’t make another attack against the target until the spell ends. The tree then sprouts several branches, each reaching for as far as 30 feet. The branches can be severed in half to allow passage through the ground or to pass through openings in the ground. Any creature that is within 5 feet of the tree must make a Dexterity saving throw. On a failed save, the creature is restrained and unable to move. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a rope created by the spell’s construction falls to its lowest point, and it can attempt to climb any height that it chooses before it is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the rope created by the spell’s construction is stronger and carries more weight. Using a spell slot of 5th or 6th level also carries more weight. Ethereal Plane 60 Concentration, up to 10 minutes You transform yourself into a spectral, floating beast that is your sworn service to the Fey. You must be within 30 feet of a non-Witchcraft deity or a creature of that kind. You appear in an unoccupied space on the ground and remain there until the spell ends. You can move across the floor and up and down the walls and as far as the tallest building you remain on, though you must remain within 30 feet of any such structure. Fey Lord (ex) Any non-Witchcraft deity you choose can ordain you as your lord, ruling over your non-Witchcraft subjects in a manner that best suits your interests. You are limited in what you can command subjects by deities, but you can offer your best service to them. You must speak one language of at least one of your classes, though you can speak any language you speak, however you choose. You can tell subjects what they need to know, what they want to hear, feel, smell, feel, feel, feel, feel, feel, feel, feel, feel, feel, feel, or whatever you like to hear. Choose one or more of the following options for what appears in an unoccupied space: - One creature that you can see within 30 feet of you - One creature you can see within 30 feet of you - One object that can be held or carried by a creature - One ability score of your choice, such as a weapon or skill - Two ability scores of your choice, such as a knowledge score of 3 or 2, or one use of a chosen skill level - Four ability scores of your choice, such as a knowledge of secrets or take a damage spell or take a damage spell effect A creature with these options takes 2d10 necrotic damage of the chosen type, and these damage types multiply to create the following effects: 1. You make a ranged spell attack. The target takes 4d10 necrotic damage of your choice. 2. You cause a magic circle of light in the target’s space to guide itself. The magical circle appears in the target’s space and moves as far as you can move to a location within 30 feet of it. The circle remains within 30 feet of the spot you used your concentration for the spell’s duration. While within 30 feet of the spot, the target can’t fire a shot from it. The cylinder remains centered on the spot and can fire the bullet there. The cylinder’s space is difficult terrain. The cylinder remains for at the end of each of its turns. If the target drops to 0 hit points, it instead takes 4d10 acid damage, and the spell ends. 3. At the end of each of its turns, the cylinder’s space is filled with a low roar. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Conjuration

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create trees or shrubs in an area within range that is a tree or shrub. The trees can be up to 10 feet tall, up to 50 feet wide, and up to 10 feet thick. You choose whether you animate one or two trees. If you make a natural tree—such as a soy tree, for example—your first animate plant spell grants you a tree of life, provided that plant’s size is no larger than the floor space of the wisest place on the surface. If you make an ornamental tree, while your first animate plant spell grants you a tree of life, you animate an extra tree for each slot of life you have. You can create more than one animate plant at a time. You can also create trees of your choice at a time, choosing from any of the following trees: an extra tree for each slot available. You can also animate trees of another kind, such as a vine, a shrub, or a tree branch. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You shape a tree stump to serve as a temporary stronghold for up to six creatures within 30 feet of it. The stump has two legs, and you make a melee spell attack against each creature that you hit. That creature must make a Wisdom saving throw. On a failed save, the target only has one arm, and it can’t carry more than one arm with it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the stump deals an extra 1d4 damage to the target whenever it hits or passes through a spell’t of 8th level or lower. For each of those wounds, the stump has an extra 1d4—4 damage. Abjuration

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A magnificent tree emerges from a low underground pit on the ground that covers a square plot of ground no larger than 100 feet in diameter. The pit is an inverted arch that is connected to the pit by a thin girdle that extends from within the pit. The tree appears in any unoccupied space that you can see within range. Until the spell ends, you can use an action to move the tree, which must be at least 30 feet high and 10 feet diameter, along the edge of the pit to the left and up and down the unoccupied space to the right. You can shape the tree so that it runs along the edge of the pit and stays perpendicular to the floor at least 20 feet above the ground. You can erect staves or similar structures on either side of the tree to keep it apart from nearby trees. At any time after the spell ends, the tree moves up or down along the edge of the pit to a spot within 30 feet of it, where it remains for the duration. The tree sheds colors and light at a distance of up to 500 feet, providing shade to up to 30 creatures and dim light for an additional 30 feet. The tree sheds bright light in a 100-foot radius and dim light for an additional 30 feet. The radius of the tree grows to 50 feet every day for three days. When the tree sheds its light, any creatures it changes shadows off face up are blinded for 2 days. Evocation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a tree within range that you can see and that fits within a 10-foot cube on the ground within range. You create a magical incantation that disables one effect of your choice within the area for the duration. That effect can be a spell, harmful effect, magic door, magical staff, or a greater restoration spell. The spell can’t remove an effect you choose within 10 feet of it, but the creature remains within its target’s space for the duration. If the creature is magically bound to the chosen tree, it can use its action to free its magic door from the incantation, which removes the creature’s ability to speak. The creature can repeat the spell using any remaining swift action it has used before. If the creature repeats its saving throw against the spell, the spell ends. Conjure Tree 90 Concentration, up to 1 hour You create a tree trunk on the ground within range, and move it along a length of stone or a trench made of earth. The trunk takes 2d8 bludgeoning damage and increases in diameter by 30 feet as you reach higher levels. After you hit with a melee attack while it is within the trunk, you can use your action to move it up to 30 feet in a straight line, striking it whenever it strikes—no matter where it lies. It extinguishes flames, gales, and other natural light, and produces dim lights and wisps of black smoke when it sheds bright light. Conjuration

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a grove of trees, shrubs, or trees on the ground within range that are native to a specific kind of tree (such as a black or yellow maple, a fescue thorn, a red-stemmed braid, or a cedar thorn). Appearing in an unoccupied space within range, the grove transforms the trees into trees of the trees you choose, raising them as a bonus action on each of your turns to give you a tree trinket with advantage. These trees can be found along the ground within cover, usually on a hard surface that a Medium tree (such as a fir, fir berry, or bergambi) can pass through) can pass through, and the trinkets protect them from falling stones. If you choose a grove of trees as your stronghold, trees that are native to that area become native to you, provided that you are fighting an enemy tree. While you are on the ground within cover of trees that your deity chooses, you are immune to attack and spell damage, and any spell that would normally damage you deals 12d6 necrotic damage. When you cast this spell, you can have up to two trees trinket mitigated by your trinket, or you can have them mitigated by a tree trinket created by the trinket's bonus. The damage of each spell that you cast reduces you to 0 hit points. To maintain your witted forbearance, you can use a bonus action on a later turn to send one of these trees tumbling down. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a divine tree from the plane of the dead that sprouts seemingly new plants and that is no older than your last minute. You can make the trees up to 30 feet long, 10 feet high, and 5 feet thick. You can create these plants by any method you choose, and they take 30 hours to grow to full size and 20 hours to clear weight. You can create trees from bones, vines, and shoots, or you can shape a tree of any shape you desire, creating branches, trunks, roots, and so on. The trees are friendly to you and your companions for the duration, and the tree appears in places you choose within 30 feet of you and once on each of your turns, until the creature’s challenge rating is 9 or lower. The tree takes 20 feet to plant when it appears in an area you choose before the spell ends. You can use an action to create a new tree by using an action to raise or lower a plant’s challenge rating from 9 to 12, or by succeeding at a flavor test that questions one or more of the following conditions: • You create an intense urge to breathe raggedly, heavily soaked in sweat, stinking, and other foul odors for 1 hour. • You create a soft, comforting odor, such as a sweet, sour, or sour cough, for 30 minutes. • You breath poisonous air for 15 minutes, or until the ground becomes difficult terrain for you. • You

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a magnificent tree that shines brightly in an unoccupied space that you can see within range. The tree takes 1 minute to establish its presence, and the spell ends for it on any of your turns that you take place within 30 feet of it. The tree, which appears large enough to encompass the ground and remain within 15 feet of you, reaches maturity on a day, which days it appears and where it remains for the duration. Once its maturity, the tree produces numerous flowers capable of transforming into flowers and blossoms. The blossoms move from side to side as you choose, forming a vertical growth pattern, as well as shaping a horizontal growth pattern, as you choose. Whenever you choose an area of ground where the tree appears to be standing still for the duration, you can create a great tree in the area and move it as far as you can without breaking stride. The tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When the tree sheds its shade, it lights and preserves itself for the duration. You can animate your own tree, which can be as large as a small hamster or as large as a ten-foot cube. You can create one of the following two trees under the tree: a large, circular tree that lives at the corners of the outdoors and rises from the ground to accommodate you, a simple or branching tree that lives inside the outdoors and is attached to your space by a cord from below, or a large, branching tree that lives within your space. Both trees yield fruit and provide shade to the ground. While these trees are within 5 feet of one another, you can communicate with them through the trees. When you make a Charisma saving throw, you can shift the tree so that it lives inside the outdoors until the spell ends, returning to the same spot it occupied when you cast the spell and serving as a shade over the course of the spell. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a simple tree with which to dwell within range. Until the spell ends, the tree grows in diameter from a point within 500 feet to a point within 500 feet on each side. You can shape the tree by shaping a cross section of wood, stone, or mudcrab that is loose earth or stone and that remains for the spell’s duration into a tree. Under such circumstances, you can shape any

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An incense-laced miracle tree that appears on the ground within range blossoms a delicious, clean, and simple breakfast—within reach. You ask the tree to do one of these things:• Make a delicious breakfast, including any prepared food that isn’t sweetened or condiments; or• Put the leaves on a fine wine or tea set or some other fine wine or tea set and pour it over the flesh of a willing creature. The spell fails and the tree falls on a creature of your choice within 5 feet of it or the tree. The creature takes 10d8 damage of the lowest level damage rating you have available, and the tree takes half as much damage the next time it strikes the target. • Part of a celestial plant growing on the ground within 5 feet of it; put the plant within 5 feet of it or the tree to create a celestial breakfast. The plant is beneficial to both plants and creatures. The plant produces 2 to 3 cups of cooked food a day for 1 hour. If the plant is full, all creatures in its area are immune to poison and are protected from disease. It makes a fine container for food. When the spell ends, the spell is useless. At Higher Levels. When you cast this spell using a spell slot of an 8th-level spell slot, the duration is Concentration, up to 10 minutes. When you cast it using a spell slot of an 9th or higher level, the spell lasts until its full duration is dispelled. Abjuration

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A tree that you can see appears and sprouts growth in an unoccupied space of your choice within range. Until the spell ends, the tree grows 3 feet long by 2 feet wide at the base, 3 feet tall by 2 feet deep at the top or a 5-foot-diameter section covered by a bark that leaves a depth of up to 5 feet. If you choose nonmagical growth, the tree appears in spots where it doesn’t belong and where none can be found. If you choose a natural tree or a nonmagical growth of vegetable matter, the tree sprouts no trees. Evocation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a tree within range for the duration. When you cast the spell and as a bonus action on each of your turns you can move the tree up to 30 feet in any direction along the ground for the duration. You can further move the tree by creating trinkets and placing them within reach of its long legs. The tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The tree is friendly to you and your companions for the duration. When you move to within 60 feet of the tree, you can use a bonus action to create a magical portal leading to one of the following ways: • Within 30 feet of the portal, you can teleport up to 30 creatures of your choice • In the course of the duration, you can affect up to one additional creature • You can open a gateway to a different language, language spoken by up to eight hundred humans, elves, dwarves, fiends, or barbarians, raising the likelihood of a telepathic communication between the two that ensues automatically. Conjuration

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a trunk or stump in a forest that you can see within range. The stump has the following properties: • Roots or branches extend into the ground within 5 feet of where you cast this spell. • Roots or branches extend beyond the area you cast the spell in, up to 5 feet out from you. • Roots or branches extend beyond the area you cast this spell in, up to 5 feet inside a 20-foot cube. If you choose a trunk or stump, the spell creates a trunk or stump-shaped object with a diameter up to 60 feet. The stump is of no larger size than a 20-foot cube and doesn’t end in a trunk. Evocation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You invoke the power of the tree to bring about new life in your home. Choose any number of trees within range and animate up to four new branches for each tree. Each tree instantly becomes a new kind of plant, such as a rose or a chambray. You can also banish an affected tree to a muck pit. A reduction in its size results in its growth reaching the size of a human foot. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 30 minutes

You conjure a tree from the bark of an undead plant within range to provide food and cover for a willing creature. The tree takes 1 minute to produce and sheds bright light in a 30-foot radius, which it leaves behind. It leaves behind no heat and still leaves wood and leaves—but it sheds bright light in a 30-foot radius. A creature can’t become blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shedding light in the tree sheds bright light in a 30-foot radius. When you use a spell slot of 8th level or higher, the shedding light in the tree sheds dim light for an additional 30 feet. Evocation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a tree from the ground and extend it toward an area of unoccupied space. The tree must be within 60 feet of a point of your choice that you can see within range. It must be within the same plane

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself and up to 10 friends and foes within range to a tree on the ground that you can see within range. At the start of each of your turns, you can repeat the move once you have a willing creature. If you do so, the target gains the ability to move again by the time it finishes its turn. As a bonus action on each of your turns, you can mentally command the tree to move up to 60 feet, and then the target must make a Dexterity saving throw. On a failed save, the creature takes 6d8 bludgeoning damage, is knocked prone, and is knocked prone over another creature until it is dead. This spell closes all wounds and frees any remaining targets. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a tree or a tree branch and then place it on the ground. You can cause the ground to turn into a hard pile of rubble and then a soft patch of bark, and you can create a 1-foot-high, 5-foot-deep hollow. The ground must be in a straight line, and the tree must fall at least 5 feet per round. Evocation

Conjure Tree

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a tree or shrub and it withers. You choose one of the following effects. Poison. The target takes 10 d10 poison damage. Fire. The target takes 10 d8 fire damage. Ice. The target takes a - 4 penalty to its ability to move. Evocation

Conjure Tree

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Choose one tree you can see within range. You choose a location you choose within range. You can shape the tree to appear either tall or narrow, creating a horizontal or vertical bridge that moves along either side of the tree. You can shape the tree in any manner you choose, such as with the pompoms you create, forming a bark or hanging from a tree trunk, forming a stalk, or shaping in any other way a bark covering the tree. The tree remains upright throughout the spell’s duration. The tree is a seamless construction allowing you to any length you choose, creating a bridge that extends from the top edge of the tree toward the ground or the floor (see Fig. 2). You can shape the bridge as you choose, creating a horizontal bridge over a clearing or other protected entrance and linking it to the top of the tree. You can create or form a webbing covering the web you create. The webs are as long as your reach allows you, and they extend over barriers, forming openings, or even extending out across the ground. You can use your action to close the webs. The webs can be pulled together by any means necessary to do so, though they can’t be pulled apart by any means necessary to do so. When you cast this spell, you create a temporary bridge across a long barrier created by a spell of 3rd level or lower. You can form it between you and the barrier you created for the spell’s duration. The bridge is a temporary bridge that can be destroyed, but not removed, and the spell ends if it is ever carried or worn by a creature. The bridge can be dispelled with a dispel magic spell. A bridge made from wood or stone spans a clear demilitarized zone, 3 feet thick, over an area of ground no larger than 200 feet square and provides you with an instantaneous passageway across the demilitarized zone. For the duration, the bridge can move across any barrier, though you must spend 4 feet of movement for every 5 feet it spends exposed. The bridge isn’t connected to a demilitarized zone by any means, though it does allow you to pass through wards or other barriers created by a spell of 3rd level or lower. You can create one such barrier by creating a portal that hovers over an open area of ground equal to 1 mile in thickness. This portal is 10 feet wide and 5 feet tall. When you create the portal, you can direct light inside it against one creature you choose within 10 feet of it, which creature can use dim light as a spellcasting tool. You can use a spell slot of 7th level or lower to direct the light—up to 1d4 candlelight bulbs—attaining the target to a safe spot within 10 feet of the portal. If the beam strikes a creature, the spell fails and the lamp explodes, and harmful energy spills out of the portal into nearby spaces. Conjuration

Conjure Tree

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure a tree from the bark of a fallen tree or a stump of a tree trunk in range to serve as a bed and food source for up to five humanoid companions until the spell ends. You choose a location on the ground or a cliff face on the ground or a mountain range or a point where branches might be strong enough to carry the creature to a higher mountain range. Divination

Conjure Tree

Casting Time: 1 action
Range: 90
Duration: Concentration, up to nine hours

Investiture

Conjure Tree

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A peaceful tree that reaches maturity on an unwilling tree trunk blossoms into a powerful weapon. Each of the creature’s hit point maximum and maximum hit points becomes one point higher on the tree’s hit and ground blazed by this spell. When you cast the spell and as a bonus action on each of your turns, you can expend one of the tree’s hit points to restore the trees hit point to a minimum. The trees are animated and vulnerable to fire damage until the spell ends. While the trees wilt, they become animated until the end of your next turn. If you don’t wilt, the trees wilt again, and the animation and vulnerability to fire damage from this spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional trees for each slot level above 5th, and up to four trees for each slot level above 6th. Conjuration

Conjure Tree

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You teleport up to 30 feet to a tree you can see within range. The tree grants you flying and invisibility. You can use your action to go up to 10 feet and then fall, taking 1d12 force damage. Evocation

Conjure Tree

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a tree, a nonmagical plant, a rock, a rock wall, or any other nonmagical structure and it withers. You choose one of the following effects. Frost. The target takes 10 cold damage. Fire. The target takes 10 fire damage. Ice. The target takes 10 damage to AC. or Fire damage. or Fire damage. or Fire damage to nonmagical creatures. or Frost damage. or Ice damage. or Poison damage. or Poison damage to plants or undead. or Ice damage to objects. or Poison damage to magic items. or Ice damage to magic doors or magic locks. or Ice damage to magical effects. or Ice damage to objects in containers. or Ice damage to magic items. or Ice damage to creatures. Divination

Conjure Tree

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one plant and imbue it with dread power. When you cast the spell, choose one of the following effects. The plant sheds dim light in a 10-foot radius and darken darkvision to line of sight. Evocation

Conjure Tree

Casting Time: 1 action
Range: Touch
Duration: Concentration

Conjure Tree trunk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose one stump of any kind that you can see within range and create a trunk within range. You create a warp in the ground where a beast or other flying creature would normally land if it landed there. The trunk lasts for the duration or until you use an action to leave it. You can create a new trunk by dragging it along a solid surface and pouring warm water onto

Conjure Tree

Casting Time: 1 action
Range: Unlimited
Duration: Transmute

Until dispelled You transform a tree you can see within range into a tree of life. You choose a height of 1 foot and a length of 10 feet and a width of 30 feet. For the duration, trees shed harmful light in a 40—foot radius and dim light for an additional 40 feet. This spell has no effect on undead or constructs. You can create trees in any of the following ways: 1. You instantaneously

Conjure two beasts of prey

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon one or more beasts of challenge rating 4 or lower, including those of your choice that have the challenge rating you choose. You choose the appropriate beast’s types, such as the favored bane or the holy trinket of hunting, such as the favored weapon of your choice, the Cleric’s Guildmage’s Guild, the Shadowfell or the Shadowfell, or the Shadowfell’s Shadow, Shadow, or Shadow of the beast. The summoned beasts are friendly to you, and they gain that ability for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Divination

Conjure Undead

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You summon an undead servant that takes the form of a beast and serves as its master for the duration. The servant vanishes when it drops to 0 hit points or when the spell ends. The creature is friendly to you and your companions for the duration. While the servant is animated, it can make any spell it casts that would cast a spell with disadvantage affected it. As an action, you can dismiss the spell. The servant disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a 7th-level spell slot, the summoned servant can deal 1d6 necrotic damage to you and your companions if it strikes while it weighs no more than 10 pounds. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Enchantment

Conjure Undead

Casting Time: 1 action
Range: 10
Duration: 1 minute

You summon an immobile, undead creature of challenge rating 6 or lower, or a creature with a challenge rating of 8 or lower. The creature appears in an unoccupied space that you can see within range on the ground, and the spell fails and the creature is incapacitated when it drops to 0 hit points. If the creature drops to 0 hit points before this spell ends, it returns to its home plane if it is hostile to you. The creature can be any of the following creatures: humanoids, elementals, fey, fiends, or undead. You can summon such creatures only once. When you cast this spell, you can make a single melee attack against the creature, and you must make a successful melee attack roll against a target of your choice within 60 feet of the creature. On a successful contest, the creature regains hit points equal to 1d6 + 1/2 the total number of hit points it has. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You sacrifice some of your health to become a lich. You choose a creature class, unoccupied space, or a place within range within which you are immune to necrotic damage, disease, and other penalties. The lich becomes immune to all damage and can’t become undead. If you cast this spell while undead, the spell fails and becomes dispelled for 1 minute, after which it becomes permanent and becomes nearly invisible. You also gain no knowledge of the current day and time, but instead rely on statistics such as current number of hit points, maximum health remaining, and level of the spellcasting ability you have. This spell is especially effective against the undead

Conjure Undead

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You summon a fey demon from the deep within an altar that you can see within range. The fey demon enters the game in the form of a fey rat and disappears when it drops to 0 hit points or when the demon completes its short rest. The fey demon appears in places you choose within 10 feet of a specific living thing or activity you choose (such as behind a door or over a small area of ground), and this fey demon can stay in that place up to 1 hour. When the demon disappears, it reappears in an unoccupied space that you can see within range. If you create an unoccupied space within range, the fey demon vanishes, and your action to return it to its unoccupied space counts as a swift action. It reappears where it left off, where you used your action to leave it, or where you think you left it. A fey demon takes 14d6 necrotic damage when it deals damage to a creature or weapon under its effect. If a creature is killed by such a creature or weapon, the fey demon returns to its unoccupied space as a zombie fey spell ends. If you cast this spell again, the damage increases by 1d6, and the effect ends for it. A fey demon can’t talk. When you cast this spell, you can have the fey demon w as a part of casting spells. At any time during the duration of a spell, you can use your action to speak a fey demon’s name, identify himself or her

Conjure Undead

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You summon an undead servant—a spectral, skeletal servant, for that matter. Choose one willing creature you can see within range and form a 5-foot cube with it, forming a solid barrier around it that remains for the duration. The barrier is large enough to allow Medium creatures and Large undead to pass through. The barrier lasts for the duration. You choose a creature type and a radius of 30 feet. You can summon the creature as an action, taking 1d4 necrotic damage on a failed save, or if you have the spectral component, cause the creature to bleed out with a sickle. The creature can’t be affected by any of the conditions described below. The creature has advantage on attack rolls against creatures other than you. Also, whenever the creature takes damage, you cause the spectral to restore that damage to its AC, at the DM’s discretion, at the DM’s option. You can create a new barrier by casting this spell within a 20-foot cube. When you cast the spell, choose one of the following options, which have no effect on you: • Choose one creature or object within range that is no larger than 10 feet in diameter and that is within 30 feet of you. The creature takes 1d8 necrotic damage when it takes 2d8 necrotic damage from the poison, and the spell fails. • You cause one creature or object to regain 1 hit point. • You cause a creature to become charmed or frightened. • You cause one creature or object to become proficient with one of the following weapons’. • Unarmed Combat. You create a melee spell of your choice that deals 1d6 + 1d6 damage. You create two 1-foot cubes that can be moved by using an action. A cube’s space is your space. You can move one creature or object within the cube and under similar circumstances, you can create two 1-foot cubes and create two 1-foot cubes under similar circumstances. You can create any number of such cubes. Once you have created two cubes, you can choose to create a larger one, up to 5 feet deep, and to create a cube that is up to 10 feet wide. You can also animate two objects created by this spell, creating a cube that can fit an animal or a creature of the same size or smaller on each creature or object. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You attempt to conjure a creature of your choice that you can see within range. The creature must make a Dexterity saving throw. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature can repeat the saving throw. On each of its turns until it uses its action to move on its turn, the creature can move only if it can see it. The creature can’t cross any similar or identical physical or mental barriers or barriers created by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: 1 minute

You make a new permanent undead creature that can be charmed by a creature you can see within range. You can target one creature of your choice that can be charmed by the spell. If the target is a

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You summon a shadowy, undead creature that must be within range for the duration. Until the spell ends, the creature can’t speak a nonroutine language, and it can’t cast spells. You can target a nonmagical undead creature you can see within range. One creature that you can see must succeed on a Wisdom saving throw or become frightened for 24 hours. It can also’t take actions or attack, and it has a number of hit points equal to your spellcasting ability modifier. As long as the creature is within 5 feet of you, it can’t become frightened, and it can’t take actions or attack, using the statistics. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your deity enlists the aid of the living to make your undead hve a better monster. Choose up to ten ghouls or six ghoul zombies within range and lead them as servants who obey your commands. They also gain the ability to speak one language, though they can’t assume the persona of the true servant. Once per turn while the servants are led, they can perform any task a true servant could perform, but they gain no benefit from any special senses present. They are completely obedient to your commands, but if the servants fail to follow your command, they can make a Wisdom saving throw against their spells and are restrained until the spell ends. A true servant can perform any task a true servant could perform, but it isn’t completely obedient, and even if it could break your command, the servant still treats you as a hostile creature and can‘t do any of the following:Service in combat. While a true servant is led by you, it functions as if it had no command or was created by your DM’s choice (your command alone determines what happens next). While a servant acts as your servant, it studies your actions and statistics, studying the shapes and size of your flesh and shedding bright light in your surroundings.

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a spectral devil that takes the form of a beast with a challenge rating equal to your level. The devil appears in an unoccupied space that you can see within range. The devil can be hiding in a small area, on the ground, or on a wall. The devil disappears when it drops to 0 hit points or when the spell ends. The devil appears for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon a spectral devil with a challenge rating equal to 1 + your spellcasting ability modifier. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause a zombie to appear in a location of your choice that you can see within range. A zombie is a creature that is undead for the duration. Until the spell ends, a zombie can be stung by any creature that attacks it. If it does so, the creature takes 5 d10 necrotic damage, and if it hits, the zombie takes half as much damage. A zombie doesn’t need to be on the ground or within 10 feet of you to cast this spell. When the spell ends, a zombie disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. Casts on a Huge or smaller object. The spell’s area of effect isn’t difficult terrain. Roll a d10 and determine how difficult the terrain is (the DM chooses the terrain type). Creatures in the area have advantage on the d6 rolls. If a creature in the area succeeds on any of its checks, the terrain is difficult terrain until it is overcome. Enchantment

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure undead servants that follow you as you move across the floor. Choose one beast or plant that you can see within range. Each creature you choose within range must make a Wisdom saving throw. On a success, it obeys until the spell ends. If you cast this spell on the same creature or multiple times, the same creature or plant obeys more than once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to ten undead servants for 1 minute. The zombies remain there for the duration. Casting Time. The spell lasts one minute . Each creature that starts its turn in the spell’s area must make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate up to ten undead servants for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate up to twenty undead servants for 1 hour. Abjuration

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create undead servants that follow your simple commands. Choose two of the following classes: undead, neutral, or undead-enlivened. You can make other creature classes with the same requirements. If you use the skeleton class, the first creature to become undead is the target of your new spell. The second creature is an undead servant who acts only as an undead servant until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate up to two additional undead servant classes for each slot level above 4th. Enchantment

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call forth a spirit that attacks and pursues creatures you can see within range. You choose a creature you can see within range, such as a beast or a humanoid. It must be within 60 feet of you, of a level that it drops to 0 hit points or below, of an ability score 20 or lower, and of a short or high enough concentration that it doesn’t lose track of its surroundings while attacked or paralyzed by the spell. The target of the attack pursues a creature it can see within 60 feet of it, which must make a Charisma saving throw with disadvantage. On a failed save, the target must choose a new creature target from the list. If a target has fewer than four targets, it pursues only those targets. The target can’t be more than 30 feet away from you. If the target is charmed, frightened, paralyzed, or poisoned, the creature pursues those creatures anyway. If the target pursures a creature that isn’t hostile to you, you can use a bonus action to make a melee attack with it with a weapon that attacks or hits the target. The spell ends if the target pursures or attacks more than once with you. If the target pursures or attacks more than once with nonhostile creatures, you can use your action to make a new attack with the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of targets it pursures or damages increases by two for each slot level above 6th. Enchantment

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an undead creature that obeys one of the following three conditions: • The creature’s hit points increase by 1d10 + your spellcasting ability modifier. The creature is restrained by the creature's flesh and blood. • The creature must be within 10 feet of you when you create the creature. It must be within 10 feet of you when you cast the spell. • The creature must be within 10 feet of you when you use your action to create the creature. If it is too large for your space, it must be in a different plane of existence. If you create a creature that is too small for your space, it must be in a different plane of existence. Enchantment

Conjure Undead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon a willing creature who can see you. The spell has no effect on undead. Its spellcasting ability scores are equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Conjure Undead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You sacrifice a humanoid in an infirmary for the sake of your enemies. Until the spell ends, the creature is immune to vulnerability afflictions, magic missile, and debilitating afflictions, and it gains a number of temporary hit points equal to your spellcasting ability modifier per level. These temporary hit points can’t be replaced by temporary hit points at any time. When you cast the spell, you can choose from any of the following effects. You have resistance to all damage except psychic. You have resistance to all damage against magic missile. You have vulnerability to debilitating afflictions. You can cast any of the above spells with a 14th-level spell slot, ending the effect on itself on a success. Abjuration

Conjure Undead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You summon immortals of unknown origin, who assume the form of children and serve you for the duration. A range of teleportation spells are cast at once, targeting one of the following creatures whose game statistics you ask to be charmed: a bat; a bat (no trues, attested); a bat (no trues, attested)—bewitched; or a bat (no trues, attested)—barbarian. The summoned creatures appear in unoccupied spaces that you can see within range and remain summoned until the spell ends. The summoned creatures have disadvantage on attack rolls against you. When you cast the spell and as a bonus action on your subsequent turns, you can dismiss the summoned creatures as an action. They appear in unoccupied spaces that you can see within 60 feet of you. They remain summoned for the duration. They w as charmed and frightened by the same spells and magic items. If the summoned creatures w as charmed and frightened by a spell or magical item, they are killed instantly. Roll initiative for the summoned creatures as a group, which has its own turns. Creatures summoned by a casting of this spell have advantage on Wisdom saving throws against being charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon a wizard, a hallow creature (an elemental), a fey (a plant), or a fey zombie (a humanoid). Each have the following benefits: • You can use your action to release all summoned creatures from their confines and to cause them to disappear completely. If you do so, no summoned creatures are inside you and no creatures have been created within them. • You can make a melee attack with a summoned creature against a target within 30 feet of you. On a hit, the target takes 4d6 necrotic damage, and it is stunned until the spell ends. • You can use your action to create a ward at the edge of a warded area. An invisible ward—less than opaque, 5 feet in diameter, protects only wards created by the inscribe spell or the ward of giants created by the ward created by divination spell—appears over all other warded

Conjure Undead

Casting Time: 1 action
Range: 25
Duration: Concentration, up to 1 hour

You summon one fey demon or fey fiend, and choose one of the following options for what appears: • One fey demon or fey fiend of challenge rating 4 or lower • One fey fiend of challenge rating 5 or lower • Two fey fiends of challenge rating 5 or lower • Four fey fiends of challenge rating 6 or lower • Eight fey fiends of challenge rating 6 or lower Casting Time: 1 hour You

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: 1 minute

You call out to the spirits of nature to make a ranged spell attack. On a hit, you make a humanoid a ranged spell attack with a copy of the chosen shape chosen by the DM. The target is the same as before, except it has the bardic symbol and a faint aura around it. The spell ends if the target is charmed or frightened. The target is incapacitated and warded against attacks with a weapon. The spell ends if you dismiss it as an action or cast it as a spell of the chosen nature. If you cast this spell again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Concentration, you make a lich become one with your mortal flesh and animate only as you wish. You learn the nature and extent of the lich’s natural inclinations, which are determined by divine orders and determined by the lich’s race. He or she gains a +1 bonus to his or her attack rolls and saving throws. If he or she can’t’t reach a target of your choice within 120 feet of it, the spell ends. If you cast this spell again, the bonus increases to +2 levels, and the bonus continues to apply to all damage that the spell causes to the target. You can also choose to cause the target to become blinded, deafened, or stunned, if it is within 120 feet of you. Abjuration

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a fey beast that is friendly to you and that can be charmed. The beast remains under your control for the duration. The beast gains advantage on Wisdom saving throws, and it gains advantage on attack rolls against your enemies as long as its distance from you is less than 10 feet. The beast gains the following benefits: - You have resistance to necrotic damage. - You have resistance to radiant damage. - You can use your action to create a 15-foot cube of swirling air that is 10 feet in diameter and moves with the cube. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a spectral creature that can see you and can hear you, and you choose the target creature. The creature obeys your commands and appears to you in a harmless form. If the target creature is wearing armor or wielding a weapon, you can change it to a weapon of your choice. The target can’t be charmed. The creature can make a Wisdom saving throw if it is charmed or frightened of you. On a success, the spell ends. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a humanoid that is undead for the duration. The target must make a Constitution saving throw. On a failed save, the target is charmed and frightened for 1 minute. On a successful save, the target is frightened for 1 minute. Until the spell ends, the target is not affected by this spell. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a zombie that obeys any and all verbal, physical, and magical commands that you have. The zombie obeys a number of the same types of commands that you have in your body, but it doesn’t have a choice in which one it obeys. You can use your action

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A humanoid appears in a space of your choice and appears to you as if it were a human. You are not incapacitated. You take 3d10 necrotic damage and can use your reaction to end the spell. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a humanoid skeleton to appear in an undefended space within range. The creature transforms into a fiend. The creature transforms into a fiend when you cast this spell. Until the spell ends, the creature has no extra hit points, and it can no longer cast spells. Piercing Vow 90 Instantaneous You touch a creature you can see within range and give it a rating equal to 1/2 your Intelligence score. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes 2d8 necrotic damage and can use its action to use its action to cause a new condition for the target. While the target is restrained, the target can use its action to attempt to use its reaction to escape. If the target is restrained, the target can use its action to attempt to use

Conjure Undead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a humanoid form of undead that you can see within range. The creature becomes diseased and has AC 15, and it has resistance to all damage until you call an end-of-time spell for it. The creature can be charmed, frightened, or otherwise affected by any of the following spells. The creature can also be charmed by any spell or non-spell that targets a different undead type. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, you have impelled undead to fight wherever they are found within range. Whenever an undead creature or creature of 3rd or lower HD reaches the end of its turn, it deals 3d8 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a spectral, undead creature that is willing and able to answer any question you might ask it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you choose one of the following options: • You can create one undead willing and able to answer any question you might ask it. • You can create one undead willing and able to answer the following questions: • How many days has passed

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You summon a spectral, fiend-like creature that takes the form of a beast and moves at up to your speed. The creature can be a Large or smaller creature, a humanoid or a beast with a head or tail and a body covered by armor. The creature can move at your command, but it can’t make attacks or attack using attacks or equipment, and it can’t take actions or move at all. The creature has the statistics of the chosen form, though it is a humanoid. It has AC 20, but it is also vulnerable to being charmed. It is under your command to attack whenever possible, even when the creature is within 1 mile of you. It is under your command to move when the creature moves, to halve its speed for the entire attack and use its reaction to halve its movement, but it can’t do so until the end of its next turn. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

For the duration, you become one with the beasts, an awakened beast that obeys the spirits' commands and defends itself from hostile creatures. You learn the language of the awakened beast and its language, which has one thing in common: it knows the language of the dead. When you cast the spell and as part of finishing the spell, choose one or more of the following creatures: undead, constructs, or beasts. Abjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

As you make an undead attack under the influence of drink, you can set the creature as the trigger for the spell. If you cast this spell while the trigger is not laid on it, the creature takes 2d8 necrotic damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour You conjure a creature of your choice that you can see within range. Each creature in this range can’t take damage of 2nd level or lower, and it can’t be charmed, frightened, or possessed. For the duration, this creature can use its action to try to enter a safe state for the first time on a level or type other than 2nd or 4th level. The creature must be within 60 feet of you when you cast the spell. Abjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour You summon a spectral fey. Choose one fey beast of challenge rating 2 or lower, which has an AC 20 Hit Dice and isn’t incapacitated, and choose an unoccupied space within 30 feet of it as the target of your spell. The fey creatures are friendly to you for the duration. If you cast this spell without first preparing spells for it, the fey creatures don’t appear in fey stoves, and they don’t attack or take any damage. The fey creatures appear in unoccupied spaces that are free from creatures or magical intrusion (such as a candle or a small chest). When you cast this spell, you can have the fey creatures appear in any space on the same plane of existence as you (to a lesser extent, but not as such). When you use this spell to animate, shape, or bring a creature into service, you create a spectral fey, manifest it as an undead, and keep it until the spell ends. If you cast this spell without first preparing spells for it, the fey creatures don’t appear in unoccupied spaces that aren’t filled with smoke or by nonmagical light. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Conjure up to three willing creatures of your choice that are no larger than Medium or smaller creatures, or that can be charmed or fey. For the duration, these creatures can be bonded to one other creature or to a different one. An awakened creature gains no benefit from being charmed, feyed, or awakened. While an awakened creature is charmed or feyed, it treats creatures as if they rested. Creatures bonded to an unwilling creature (or one that isn’t being joined to the group) also obey its spoken commands, but its true intentions are unknown. While bonded creatures obey any command associated with the creature’s natural or man-made weapon—including the group commands it serves—the creature can attack any creature within 120 feet of the creature or to any creature within 120 feet of the creature that the creature is fighting. If the creature attacks with a weapon that isn’t being worn or carried by the creature or wielded by another creature, the creature takes 2d8 thunder damage, and it can’t use reactions until the start of your next turn, ending the effect on itself on a success. While these creatures are blinded or deafened, their movement is audible even when not in combat. Abjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, you create any number of creatures of a form that you can see within range. The creature has the statistics provided in the creature category in its section. You can choose an unoccupied 5-foot cube that you can see within range as a demiplane or a higher demiplane as a cube. The creature can occupy any unoccupied space it chooses within 5 feet of any non-demiplane that you see. The cube is a place (such as a temple, library, or secret room) that must be visited before you can create the illusion. The illusion lasts for the duration or until you use an action to make an ability check (your choice during the entire spell) or an ability change made (your choice when creating the illusion). The check, made using your spellcasting ability, questions whether the creature is transported, whether it is wearing armor appropriate to its type, and so on. It can be answered by speaking with the creature to determine if it is native to that plane. If so, the illusion ends if it is broken. Once broken, the illusion recalls its true nature and becomes truer to itself. As an action, you can cause the creature’s reskin rate to revert back to normal, if necessary. If you create a trinket, an incantation, or a symbol on a globe, the rekinning occurs immediately after casting the spell. You can animate up to two trinkets at a time, as long as they fit within the trinket or symbol created by the illusion. When you create the illusion, you can use the same spell slot, two times, to animate only one trinket; you can switch between the two forms at will. If you create a magic circle on ground made from crystal, stone, or mud, the magic circle appears about 1/4 mile across and doesn’t need to be im

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a willing undead servant, or Khawni taegwël, along with a willing creature of your choice that you can see within range and that fits within the following lines of attack: • Each fighting creature is hounded by the unholy beast until the start of your next turn. • Until the creature moves to an unoccupied space on your side of the map, it has disadvantage on attack rolls against you and creatures within 5 feet of it. • Until the creature uses its action to eat another creature, it can use its action to eat an object that it can see within 5 feet of it. • Until the creature uses its action to move or to speak another language, it can speak only to humans and can’t leave the map. Divination

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You establish a new race of undead and choose any racial or subrace of undead that you choose. You create one of the following 3 groups of undead: charmed, unholy, or unholy aberrations. You also create a new aberration for each new aberration. As an action, you can expend one aberration to make a new one, causing the new one to become charmed, unholy, or bloodstained. If you do so, your new steed suffers no effect from those conditions, and it becomes charmed by you until the start of your next turn. After you have cast this spell, you can have up to four creatures of your choice that you can see within range show loyalty to you, even if they share a plane of existence with you. Divination

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a ghoul’s skeletal form appear as though it were human. For the duration, you can shapech match any creature you choose that you can see within range, which is a difficult task. Any creature you mold into this ghoul forms a truer image of itself, though it must still be within 60 feet of you and must be charmed by you. Any creature you mold into this ghoul has a 20 percent chance of becoming charmed by you, and has advantage on saving throws against being charmed. The charmed creature can’t willingly harm you or harm an unwilling creature within 60 feet of you. While charmed by you, the charmed creature can choose to obey you verbally or send you astray. Creatures with which you speak can’t be charmed, and spells with a target’s name or a portion of its name in its name are cast from the target creature’s charmed condition. The target can choose to have its charmed condition be severe or moderate, or it can reward its faithful servant with some sort of magical weapon that slays its target. The target can be any creature that the target hits or starts its turn with a hit point penalty reduced by 50. If the target has none, it always sticks to the limb of the weapon used in the attack. While the target is charmed by you, any creature that is hostile to you becomes hostile to it whenever it moves within 10 feet of you. As an action, you can direct the hostile creature to move a distance of up to 10 feet along the line of fire between you and the target. The creature must also make a weapon attack against you. Until the spell ends, the creature can make a Wisdom saving throw to take half damage against your weapon attack. On a successful save, it takes half damage and doesn’t have to use its action to move away from you. The spell ends if you dismiss it as an action or for any reason within 24 hours of casting it. Divination

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a devourer, a skeletal servant, or a fiend from the debris of time to fight in fey, or golems and undead. You choose a type of creature or a demigod: celestials, elementals, fey dragons, fey elves, fey primals, fey primals of ice, fey primals of fire, fey primals of cold, fey primals of stars, fey primals of stars of trace elementals. Choose celestial or fey dragon or fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fiendish laughter. A summoned servant takes 12 hours to process and comprehend any message sent by it, and it can cast spells and communicate with creatures other than you by letter, spirit, or by throat letter. While summoned, the servant can see and hear you, and any hostile creatures it strikes while within 60 feet of you cause a mote of dust to fly upward toward you. At Higher Levels

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an incorporeal creature that speaks a language that no mortal creature can hear. The incorporeal creature appears within range as a translucent, transparent mass of tentacles that you can see 10 feet away. The incorporeal creature knows no language, and it disappears when it drops to 0 hit points. The mass sucks up living creatures and other creatures in its area, which it constructs and distributes around its perimeter. When a creature moves into the area for the first time on a turn or starts its turn there, that creature can make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage, and it has advantage on this saving throw if able. The illusion can be activated only once per turn, or once per creature; if the creature succeeds on its saving throw, that magic again activates. Once activated, the illusion creates noxious odors and emits bright light in a 30-foot radius, which a creature who uses its action to smell the wafting wafting in the air can smell. Illusion

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a shadowy creature that assumes the form of a beast and appears to be harmless. Until the spell ends, the creature becomes invisible to all creatures except you and has advantage on all Wisdom saving throws. Until the spell ends, the creature has disadvantage on attack rolls against you if it is fighting a creature or charmed by a creature. Abjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spectral being. You must be within range to cast the spell. The spectral being appears in an unoccupied space that you can see within range and lasts for the duration. Appearing in an unoccupied space that you can see, the spectral being takes 8d6 necrotic damage, and it has disadvantage on attack rolls against you and its companions for the duration. If you or your companions are hit by a spell of 5th level or lower, the spell ends, and woe would cast on you. The spectral being is friendly to you and its companions for the duration. While the creature is friendly to you and its companions, it is forced to move to a space occupied by an unwilling creature (such as a creature who is charmed) that it can see within 10 feet of you. When the creature moves to a space occupied by the creature, the creature can make a Wisdom saving throw to end the spell. When this spell ends, the spectral being leaves behind its item and becomes inert. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spectral duplicate of a creature you can see, give it a call, and it immersates in the form of a willing creature for the duration. The duplicate forms a human form (shapes, tails, a mouth, or a different form), an animal form (like a dog or cat), or a non-animal form (like a rat or cockroach). The duplicate can carry as many as your chosen companions as you have at your side. Your companions remain within range of the duplicate, even if they can no longer be charmed. A creature that can’t be charmed can still become charmed. You can also make the duplicates physically different from the creature you described so far. For example, you might duplicate a creature you can’t see and become a loner, for instance. If you post your creation on the internet, the creature you’re attempting to duplicate might become a vampire, for instance. While you have this call, you can communicate with the duplicate through your voice, so long as you are able to maintain a voice barrier of your own. The duplicate can carry as many as your companions as you have at your side. Your companions remain within range of the duplicate, even if they can’t carry as many as your companions can carry. A creature that can’t be charmed can still become so. The duplicate can't affect any kind of living thing or animate anything. You decide what kind of living thing or creature the duplicate is capable of when you cast the spell. If you have no physical connection with the creature you’re duplicating, the duplicate doesn't help it. If the duplicate is created with a different creature as a group, the duplicate doesn’t help the creature either. At Higher Levels. If you cast this spell using a 7th-level spell slot, the duration is concentration, after which your concentration is broken. If you use a spell slot of 8th level or higher, the duration is 8 hours. If you use a 9th-level spell slot, the duration is concentration, after which your concentration is broken. If you use a spell slot of 10th level or higher, the duration is concentration, after which your concentration is broken. Break Enchantment. You can attempt to bind a creature to an object being carried by another creature, but the creature must be within 5 feet of the target. An unwilling creature must succeed on a Wisdom saving throw to resist the enchantment. A creature that succeeds on this saving throw is transported to a different plane of existence, where it can be bound to an object or carried by another creature. Enchantment

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon one abomination of mawsome size and intelligence, one that acts as a lich. The abomination appears in an unoccupied space you choose within range and lasts for the duration. You choose whether the abomination chooses a creature type, a racial or religious element, a divine or man created or created by nature, or a deliberate choice made by the creature. The creature chooses what form it will occupy within the next day. The creature must have an Intelligence of 3 or lower for the spell’s duration,’t it can’t speak

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon one ghoul. Choose one of the following creatures within range: celestials, elementals, fey, fiends, or undead. Choose one of the following options for what appears: • Choose two celestials or two fey or two fiends • A creature that starts its turn in an unoccupied space that is within 5 feet of the altar or where the devil or the fiend can’t see (your choice which creature starts its turn in such a spot) • Two celestials or two fey or two fiends • Four fey or two fey or two fiends • Four fey or two fey or two fiends • Eight fey or two fey or two fiends Or, you may summon one ghoul per week for the duration, causing one celestial or fey creature to automatically become a ghoul. While you control the summoned creatures, you gain 3d6 + your spellcasting ability modifier per trample the creature attempts to strike you. You regain all expended uses of any spell slot. The bonus statistics of summoned creatures are in order. If you have a summoned creature within 120 feet of you and that creature attacks you with a melee weapon attack, the creature has advantage on the attack, though it always has advantage on the attack roll. While the creature has advantage on attack rolls against you, the creature has no knowledge of your presence, and the creature doesn’t know the nature or extent of its imprisonment. The creature is also restrained, warded off, and incapable of acting in dangerous or otherwise unexpected ways (such as by attacking or forcing a creature to drink a potion that is laced with poison). As an action, you cause a summoned creature to make a Wisdom saving throw. On a success, the creature can use its action to regain control of itself, and on a failure, the creature takes 3d6 bludgeoning damage. A summoned creature also wakes you if you are within 30 feet of it. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon some kind of undead that take the form of soldiers or defenders. Choose any number of undead within range. You create two 5-foot cubes centered on points that you can see within range. When you make an attack roll or a ability check, you can roll a d20 roll and add the number rolled to the attack or spell's table. On each of your turns, you can use your action to create one of the following four new cubes: • At the start of each of your turns, you can use your action to move up to two 5-foot cubes on the attack roll or check, and up to two cubes on the saving throw • At the end of each of your turns, you can use your action to move two cubes that are within 5 feet of each other, but not touching • At the start of each of the creatures’s turns, the summoned creatures can be targeted by one of the following three effects of your choice • One of the summoned creatures attempts to run off from you while you are within 5 feet of it, raising a mote that flies up to d8 sticky stinking vapors in a 10-foot radius on impact, sending the creature flying and flammable objects it comes across flying upward. The vapors then dissipate into harmless smoke if enough remains. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a creature’s natural armor slot to create a spell that targets only one creature, the duration is concentration, up to 1 hour. When you use a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform a willing creature or a creature that you can see within range into undead. The target must make a Constitution saving throw at the start of each of its turns. On a successful save, the target takes 2d10 necrotic damage, and it becomes undead again at the start of your next turn. The target has advantage on its saving throw against the chosen effect. On a failed save, the target takes 2d10 necrotic damage, and it is blinded until the spell ends. The target is immune to poison, cold, fire, and acid. A target can’t have more than one target of the same type on it, unless it can be both. Abjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a creature you touch to gain a temporary hit point equal to half your hit points until the spell ends. The target takes 3d6 necrotic damage. This damage increases by 1d6 for each slot level above 2nd. Necromancy

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a spectral, mindless creature you can see within range. The creature must make a Wisdom saving throw. It takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The spectral persists for the duration. It emits a low-pitched shriek when it moves 10 feet or less away from you, and it casts spells of three levels or lower on the creature. It harms neither you nor your companions, and it harms no creatures that aren’t within 30 feet of you. The creature appears in locations you choose within range, as seen through opaque or obscured vision. For the duration, a spectral has disadvantage on attack rolls against creatures that aren’t equipped with light armor or shields. Necromancy

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral duplicate of yourself created by a familiar or a familiar that you have known for a long time. The duplicate is a creature of 6 feet tall and weighing up to 200 pounds. You can use your action to dismiss the duplicate as an action. You can also dismiss the duplicate as an action. You can create a duplicate of any size you wish. The duplicate disappears when it falls into the Abyss or when the spell ends. If a duplicate appears, it remains in the Abyss until it falls out of the Abyss. If you create a duplicate that isn’t dead, the duplicate is no longer in the Abyss. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tiny, undead corpse of undead you can see within range. Until the spell ends, you can cause a creature within range to revert to its normal form if it has the spell. The creature retains some of its natural armor, though it has disadvantage on attack rolls and ability checks. The creature also retains its hit point maximum and hit points. The spell also adds an extra 1d12 to the creature's hit points and a +1 bonus to attack rolls and saving throws. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a zombie that inhabits a creature you can see within range. The zombie must be within 30 feet of you. The zombie has advantage on attack rolls, ability checks, and saving throws. The zombie takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It can be charmed, frightened, or knocked unconscious. When the spell ends, the zombie is immune to being charmed, frightened, or knocked unconscious. When the zombie becomes incapacitated, the zombie is prone and can be charmed, frightened, or knocked unconscious. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spectral demon from the Nine Hells that appears in the Ethereal Plane and hovers in the sky above your home to provide aid to the weak and the dead. The spectral kind is a multidimensional, undeadly, and pestilential beast that inhabits one of the following domains: humanoids, aberrationals, fiends, and terrors. All of the demons’s statistics are 12th-level spells of 2nd level or lower, with a few spells of 4th level or higher. The demons have a 20 percent chance of summoning an undead at a time, and the demons have an even greater chance of summoning an offered weapon (a sling, mace, or javelin, when one is offered) at each casting. The demons are immune to all damage, as they would to a normal summoned creature, and they do nothing if the summoned creature dies. As an action, you may issue a command to the demon (see below). It can carry out the command with care (no action required by you) or risk becoming trapped in the shadowy confines of the plane (no action required). The demon can’t become trapped in any other way than as a bonus action on your turn, and you can use your action to issue no commands to the demon. While trapped by the demon’s shadow, you are deaf and blind until the demon uses its action on your turn to make a Wisdom saving throw. If it fails, the demon deals 1d6 necrotic damage on a failed save, and the demons shadow persists for the duration. If it regains hit points from this spell, the demons shadow is removed from the DM’s possession, if it existed at the start of your next turn. Necromancy

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spectral demon that attacks one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 4d8 necrotic damage, or half as much damage on a failed save. The demon then vanishes. Self 60 Instantaneous You summon a spectral creature of your choice that can see you and can hear you, and that lasts until it drops to 0 hit points or is knocked unconscious. It has no Hit Dice. The creature can use its action to make a Strength or Dexterity saving throw. On a failed save, the creature takes 2d8 necrotic damage, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon fey spirits that appear in lairs of fey creatures that you can see within range. Choose one fey humanoid that you can see within range and that is under the age of your choice until the spell ends. The fiends make a melee spell attack with a weapon or a spell of 2nd level or lower, and if a weapon attack hits the fiend, it has advantage on the attack roll. Each creature that takes 4d8 slashing damage when it comes to slashing damage from behind reduces fey spirits to a daze. Each fey creature that fails its saving throw must succeed on a Constitution saving throw or take 1d8 thunder damage (your choice when you cast this spell). Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform a willing creature of your choice that you can see within range or that isn’t wearing armor. Until the spell ends, the target gains the following benefits: - You gain an endurance charge until the start of your next turn. - You can use a bonus action on a weapon attack against the target. - You can choose one or both of the following effects when the spell ends: - You can use your reaction to release the target. - You release the target from its spell slot. - You release the target from another spell slot. - You release another target from its spell slot. - You release a target that has been charmed or frightened. - You release a target that has been charmed or frightened. - You release a target that has been frightened. - You release a target that has been frightened. - You release a target that has been frightened. - You release a target that has been frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a corpse of undead you can see within range, and it is difficult terrain. The corpse must have a body of at least 5 feet tall and it can make a Charisma saving throw. It must be within 5 feet of you by the time you use this spell. The corpse is immune to poison, fire damage, and acid damage. If the corpse is under 5 feet of air, it must be within 5 feet of you. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a corpse of undead you can see within range and that is difficult terrain. The corpse must have a body of at least 5 feet tall, and it must be of a creature type that calls itself undead. The corpse can be a humanoid or a construct, and it can make a Charisma saving throw. It must be within 5 feet of you by the time you use this spell. The corpse is immune to poison, fire damage, and acid damage. If the corpse is under 5 feet of air, it must be within 5 feet of you. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a spectral creature up to eight feet long and up to eight feet tall that you can see within range. The creature must be within 10 feet of you or a 5-foot-high cylinder can be created. The creature can’t be charmed, frightened, or otherwise affected by the casting of an action. When the creature is summoned, it can make a Constitution saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a creature of your choice that you can see within range. The creature must succeed on a Constitution saving throw or become incapacitated until the spell ends. The creature’s speed increases by 10 feet for each slot level above 1st. The creature has disadvantage on attack rolls against the target. When the spell ends, the creature is no longer incapacitated. The spell’s duration is 10 days. You can make the creature’s Strength check against your spell save DC. If it succeeds, the spell ends for that creature. Enchantment

Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Self

Instantaneous You create a thin sheet of air that can appear in an unoccupied space of your choice within range. The target must make a Constitution saving throw. On a failed save, it is no longer affected by the spell. On a failed save, the target is immune to your attack rolls, and the spell ends. On a failed save, it takes 3d8 psychic damage. At the start of each of your turns, you can target the target with its attack and ability checks against your spell save DC. If the target is immune to this saving throw, its attack rolls, and ability checks against your spell save DC. On a failed save, it takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. A target can make an Intelligence saving throw. On a failed save, the target fails the saving throw. On a failed save, the spell ends. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a simulacrum of a creature of your choice that is friendly to you or that you share some kind of common body with. The creature can’t become hostile, but it must make a Charisma saving throw at the end of each of its turns. The creature has advantage on this saving throw if it is hostile to you. The creature can’t become hostile again if it drops its level or dies. Abjuration

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You call forth another humanoid you can see within range. If you chose a humanoid, its hit point maximum is reduced by twice its hit points, and it is no longer charmed by you. The summoned creature is friendly to you and your companions for the duration. The summoned creature appears in places you choose within range and lasts for the duration. You can instantaneously assign any number of humanoid types you have encountered to any of the humanoid types you have encountered, as long as none are duplicated by the creature by the spell. You can’t instantaneously create a duplicate of any of the types of creature you’re dealing a spell with or casting a spell with. The duplicated creatures are friendly to you and your companions for the duration. When the creature appears in an area or some other capacity that requires a similar arrangement of humanoid types, it disappears, regains all its hit points, and moves w hich are difficult or impossible using normal movement or weapon attacks. Necromancy

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Your home lies in ruins. You choose one creature you can see within range, and move with it as you cast spells, in a way that mimics the way you see yourself. The target must make a Wisdom saving throw. On a failed save, it is incapacitated (clothed or hunched over) and unaware of your location for 24 hours. If you cast this spell while stunned, it automatically makes a Wisdom saving throw against your background spell save DC. On a successful save, you instantly know where you are and can leave the area as soon as you cast the spell. While stunned by this spell, your senses become more precise, and you gain a +2 bonus to AC that isn’t obscured. Divination

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a ghostly, bane-like creature of Medium size and height who beckons you to its space and beckons you to its great hall. Choose a creature within range. The creature appears in an unoccupied space that you can see within 5 feet of you. As an action, you can move the creature up to 10 feet or cause it harm, however great or small, by using one of the following options for its movement: • Choose a melee spell of 6th level or lower • Use a weapon attack action • Change the target's coloration to black, white, or purple • Target a new unoccupied space within range If the target moves more than 5 feet away from you, the creature moves 5 feet further away from you, causing it to make a DC 20 Wisdom saving throw. On a failed save, the creature’s speed drops to 0 until it moves away from you. If you cast this spell while you have no visible connection to your body (such as your finger or your nose), your companions are immune to its harmful effects. As a bonus action, you can move the creature up to 60 feet in any direction until it impelled by the spell stops moving. This spell even works with magic horn helmets. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon a spectral, malignant ghost of your choice with a 6th-level slot, dedicated to summoning servants. You choose a spectral servant and any creatures within 5 feet of it that you can see

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon an incorporeal being that assumes the form of a willing creature and begins performing simple tasks while it is within earshot of you. You choose one of the following options for whether the creature appears within 1 mile of you. An incorporeal creature is friendly to you and can attack and attack off-path. Up to 1/4 mile.‘ along the ground or on a ceiling. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 days. When you cast this spell using an action, you can increase the duration by up to 10 days. When you cast this spell using a spell slot of 5th level or higher, the duration increases to up to 24 hours. When you cast this spell using a spell slot of 7th level or higher, the duration increases to up to 24 hours. When you cast this spell using a 9th-level spell slot, the duration is up to 24 hours. When you cast it using a spell 7th level or higher, the duration is up to 24 hours. Divination

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a spectral demon from the Nine Hells to fight for you! Choose one of the following three ways: • You take 1d4 necrotic damage on a failed save, or • You summon a spectral demon from the Nine Hells. The spectral demon disappears when it drops to 0 hit points or when the spell ends. • You make a melee spell attack with the spectral demon. On a hit, the demon deals an extra 1d8 necrotic damage to the same spot. • You summon a ghost. On a hit, the demon strikes its target once more. • You instantaneously light the way back up to 12 dark places you can see within range, including up to ten secret doors and hidden cameras. • You instantaneously cause all objects in the area to emit a potent celestral scream. • You instantaneously cause light years away from you to dim light and cause soft tremors in the ground and surrounding terrain. • You instantaneously cause simple tasks that cause no movement at all to be performed by any creature for 1 hour. • You can use your action to assume a different form following the same restrictions and rules for the original form, with one exception - your basic deranged form can't assume the same form until the start of your next turn, unless your target reverses its alignment and transforms into a different beast for the new form. Transmutation

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon forth an extradimensional form that imposes a 10-foot-radius sphere of extradimensional energy centered on it. The summoned creature remains there for the duration, and can use its action to make two Constitution saving throws at the end of each of its turns. It is charmed by the spell for the duration. If it succeeds on these saving throws, it is transported to the extradimensional form, where it remains for the duration. The extradimensional creature can be anywhere on the plane of existence, though it can’t leave it there. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the spell’s duration, you gain the ability to summon undead. Choose one or more beast companions of your choice that you can see within range, and you gain 5 temporary hit points. If you cast the spell on a creature that is holding or wearing a ring, a necklace, or the like, it causes the summoned creatures to become lethargic and lose 5 hit points. The summoned creatures can’t attack you until they have exhausted their current hit points. When you cast the spell, choose one or more of the following options: • You can summon a Huge or smaller beast or a humanoid of challenge rating 2 or smaller. The beast must be within 100 feet of you, of which you are a part. The beast’s AC is 30 and its hit point maximum is 40. The beast’s hit point maximum is 30. The beast doesn’t need to be within 100 feet of you to be charmed. The charmed beast gains the ability to speak one language you know, and it gains the ability to see through walls created by walls created by walls. The charmed beast can’t use its action to move through difficult terrain created by walls created by walls, and it can’t take actions inside structures or other than lunge when it moves within 5 feet of a wall. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You summon an extradimensional ghost that takes on a life of its own and assumes the form of a fully human form in exchange for a greater number of hit points. The creature must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The ghost can be summoned from an unoccupied space within 30 feet of you (and up to three nonhostile creatures that you can see within 30 feet of you) or by calling to its body to become animated for the duration. The animated beast can use every remaining hit point it has, but it can’t become a creature. When the animating apparition disappears, the creature reverts to its normal form with 10 hit points restored, and it becomes animated for the duration. It can’t become fully animated, but it can attune an unoccupied space within 60 feet of it to a creature’s fully-imitated form, provided the creature can’t pay any animating costs. The creature animates and attunes to the new form after completing the verbal component of its spell save DC. The creature attunes to the animating form after completing the Intelligence component of its spell save DC. This process is repeated

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon an undead creature that you can see within range. Choose a creature that you can see within range. You have proficiency with the spell and attack rolls of that creature, if any. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a zombie that has the same number of hit points as the creature you summoned. If you cast it using a spell slot of 5th level or higher, you summon a zombie with 4 hit points. If you cast it using a spell slot of 6th level or higher, you summon a zombie with 6 hit points. Conjuration

Conjure Undead

Casting Time: 1 action
Range: 90
Duration: Necromancy

Concentration, up to 1 minute You conjure undead creatures of your choice that you can see within range. The creatures appear in large, detailed shapes that look like the form of a god or a deity. Until the spell ends, the creatures behave in a manner that mimics the manner of a given deity. The creatures must be of the same level as the target, or more than one level. The DM determines the creature's class and level, and its hit point maximum. Transmutation

Conjure Undead Conjuration

Conjure Undead (Ex)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a lich within range to fill a 5-foot-radius sphere with foul energy, shedding bright light in a 20-foot radius and dim light for an additional 5 feet. After shedding dim light for three rounds, you can cast this spell again, requiring a different lich to activate it. If a lich appears within five feet of you, it creates one of the following effects within range: - You cause any creature within 5 feet of a bed or other resting place to become hostile toward you. - You cause a creature that attacks you with a weapon (your weapon must be of the same type as the wielder) to become frightened of you for 1 minute. - You make a melee spell attack for each hit that the creature makes before the spell ends. If you make a successful melee attack with a weapon that is not a ranged weapon, the creature is frightened of you for 1 hour, if it can, or until it stops fearing you. - You cleanse a corpse of all poisons, diseases, and mutilations in its area as you make a melee spell attack. Transmutation

Conjure Undead

Casting Time: 1 action
Range: Instantaneous
Duration: You conjure up to four undead that you can see wit

hin range. The spell doesn’t target undead. When you cast the spell, you can use your action to cause them to tremble as a melee attack against a creature that is within 5 feet of them. The target must make a Dexterity saving throw. On a failed save, it takes 4d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. On a failed save

Conjure Undead

Casting Time: 1 action
Range: Instantaneous
Duration: You create a humanoid that is

Conjure Undead

Casting Time: 1 action
Range: Instantaneous
Duration: You create a spectral demon that appears in a 30-f

oot cube centered on a point you choose within range. It obeys all the commands and behavior of its host. The target must make a Charisma saving throw. On a success, the demon disappears. You don't need to make the save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the effect increases by one hour. Evocation

Conjure Undead

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You place a corpse within range, and the spell ends for it. The corpse disappears if it drops to 0 hit points or if it is killed by an undead. The corpse remains for the duration. The spell ends if a different zombie or undead appears that can’t be killed. Conjuration

Conjure Undead

Casting Time: 1 action
Range: Self
Duration: 1 minute

At the start of each of your turns, you can cause up to three undead to appear in a random location on the ground within range. The spell creates a group of undead that you can see within range. Each undead must be of no more than 5 feet tall and of a Medium or smaller hit point. It also must have a hit point maximum of at least 10 hit points. If your group includes more than five undead, the spell ends. The spell doesn’t target undead that aren’t fighting or using their action to gain hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Transmutation

Conjure Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a demon beast from the ground up. The beast appears in a unoccupied space on the ground that isn’t occupied by any creature. The beast must be within 30 feet of you or a creature that can hear it. The beast’s hit point maximum is reduced by 10, and it’s Intelligence and Wisdom scores increase by 1. If you control more than one beast, they can each possess one additional creature for each slot level above 3rd. When the beast’s hit point maximum is reduced to 0 hit points, the spell ends. Abjuration

Conjure Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create undead creatures that you can see within range. Each creature must make a Strength saving throw. A creature takes 1d4 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of undead you can create increases by two for each slot level above 1st. Evocation

Conjure Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure undead that appear in your space. Each creature in a 10-foot radius around you must make a Wisdom saving throw. A creature takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to ten of its basic spells active at a time, and you regain all expended uses of a spell slot when you finish a long rest. When you cast this spell again, you must have cast it once, and it remains active when you finish a long rest. A creature that becomes animated and becomes animated once it reaches 5th level (or higher), 1st level (2nd), or higher, has disadvantage on this saving throw. Transmutation

Conjure Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon an undead servant. Choose one of the following creatures at random: humanoids, fiends, or undead that you can see within range. You summon the undead after you cast this spell, gaining information about its nature and abilities, and shedding the nature you’ve described for it. The undead doesn’t obey your commands, and it doesn’t attack you. The undead also don’t violate your boundaries, and it doesn’t attempt to attack you. The undead can beheaded, maimed, or otherwise affected by other curses or a service spell. This spell ends when you dismiss it as an action or when the spell ends. As an action, you can cause the zombie to disappear, reappear in a different location, or disappear and reappear in a different form. You can also issue a verbal command to the undead, which it obeys in whatever form you choose. Its natural language is a language that it understands, though you have disadvantage on attack rolls against it. The DM might issue a different command if the DM thinks that an action might be more palatable to the creature. Once given a choice, the zombie makes its choice at the end of each of its turns, either speaking its chosen language or choosing to speak the creature’s native tongue. If you sent the intelligent creature to speak its native tongue, the creature would speak only a fraction of its native tongue, regardless of the language used to utter the message. (The creature’s language is spoken only in its native tongue.) The warded language allows the creature to speak only when it is possible to do so, as with any spoken language. For the duration, the creature can speak only in its native tongue, even if it has a native tongue. At any time thereafter, the creature can cast spells of a higher level than its level at which it can cast these spells, as well as make another Wisdom saving throw, taking 10d8 psychic damage on a failed save, and being affected by the warded language for the duration. Necromancy

Conjure Undead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Instantaneous You touch a corpse and imbue it with the power to animate. At the beginning of each of your turns, you can make an instantaneous attack against that corpse. On a hit, the target takes 2d6 necrotic damage. For the duration, the target remains in the animate state. At the start of each of your turns, you can make an attack roll with disadvantage until the spell ends. Transmutation

Conjure Undead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a undead creature that can be charmed or frightened by one or more of the following effects. The creature must be within 30 feet of you. The creature must be under the effects of these effects. It has advantage on all attack rolls, saving throws, and ability checks. The creature is immune to being frightened or frightened by any of the following effects. The creature becomes charmed or frightened when you cast the spell. The creature takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the creature is charmed or frightened by any of the effects. It takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is no longer charmed or frightened by the effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creature must be within 30 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 10th. The creature must be within 30 feet of you when you cast the spell. Transmutation

Conjure Undead Touch Conjure Undead Touch 1 Hour You touch a creature. The target must make a Charisma saving throw. On a failed save, the target is charmed by you for the duration. On a successful save, it becomes charmed by you for the duration. The target remains charmed until the spell ends. A successful save negates the effect of this spell. On a failed save, the target is char

Conjure Undead

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a dead humanoid or an object you touch. The creature becomes undead and has advantage on attack rolls against you. On a failed save, the creature takes 10d10 necrotic damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, the creature takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Conjure Undead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature or a Medium or less undead creature and it is an undead. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage. On a successful save, the target takes half as much damage. At the end of each of its turns, the target can repeat the saving throw. On a failed save, the target can use an action to end the spell. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Conjure Undead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a lich or a grave robber. Choose one of the following creatures within range. The target succeeds on a saving throw, and it loses the ability to speak a lich’s language until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy

Conjure Undead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing lich. For the duration, your ghostly grasp wanes, your enemies creatures become frightened of you, and you gain +1 to all damage rolls you make, your allies make, or your companions make. Abjuration

Conjure Undead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You transform a willing creature you touch. Until the spell ends, the target becomes a nonhostile nonhostile creature for the duration. While this spell is on the target, this spell doesn’t target you. The target is free and immune to all damage, conditions, and effects. The target attains the maximum height at which it can move and the shortest limbs it can reach. While on the target, the target can enter and leave the ethereal plane (2700 feet), which is a mimic plane (800 feet), and can’t be targeted by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target can fit inside a 5-foot cube and has resistance to nonmagical attacks made against it. Transmutation

Conjure Undying

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to entomb a willing creature in a place that is neither beyond the spell’s range nor that is neither occupied nor occupied by another creature. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage and is blinded until your next turn. On a successful save, the spell ends. The spell ends if you cast it again or dismiss it as an action. You can also dismiss the spell as an action on your turn. The target remains blinded until the end of your next turn. Divination

Conjure Undying Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call out to a celestial or a celestial spirit to form a bond that lasts for the duration. The bond lasts for the duration to all celestial, spirit, or celestialoids in a 30-foot-radius sphere centered on the celestial you choose. Any creature that ends its turn within 30 feet of the celestial must succeed on a Strength saving throw or take 1d6 necrotic damage. You choose a target type: celestial, elemental, fey, fiend, fiend monster, hill giant, hill giant fey, hill giant fey/horror fiend, or wyvern. You then cast the bond on that creature or object, which w ere telepathically linked to the target. The creature or object can’t be targeted by the spell. If the target is a creature, the spell fails to link it to the target, because the target can be targeted with the spell. The spell creates a magical cord linking the two. The spell ends if the two creatures are no longer in contact. A creature that has a telepathic link with the target can use that telepathic link to communicate with the spell again, at any time. You can also use a similar link to communicate with a dead target. Illusion

Conjure Undying

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with a potent illusion. It is freed from any restraints that might otherwise hinder its movement and becomes a free spirit. Once you cast the spell, you can dismiss the illusion and return to your normal form. This spell disappears if you are dead or have cast telepathy or can no longer communicate with it by reason of death. Abjuration

Conjure, up to 1 minute A rope of 1-level or lower has no effect on you. You can’t move in a direction other than the direction you choose, and you can’t’t be affected by this spell. You can’t change your direction in which you cast this spell. You can’t change your direction in which you cast this spell, even if Conjure, up to 1 minute Conjuration

Conjure, up to 1 minute

Casting Time: 1 action
Range: Self, in a 30-foot-radius, the creature becomes trapped in the air and you can’t escape. You can’t move out of the air and must make a Constitution saving throw. On a failed save, the creature takes 3d6 force damage and is no longer restrained in the air. You can’t move out of the air and can’t cast spells from there. The spell also increases by 1 for each slot level above 1st.
Duration: Evocation

Conjure, up to 1 minute

Casting Time: 1 action
Range: Self, in a 30-foot-radius, the creature becomes trapped in the air. The creature can’t be summoned by a spell slot of 1 year, which is created when you cast the spell. You can’t cast this spell using a spell slot of 1 year or higher, so you must use a spell slot level above 1st.
Duration: Conjuration

Conjure Vampire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You summon a creature of challenge rating 6 or lower and reveal its true nature to it for the duration. The creature is friendly to you until the spell ends, unless you choose to banish the creature to a cell or to a unfriendly sanctuary. The creature obeys your instructions to the best of its ability, and it defends itself against hostile creatures with a +2 bonus. The creature is under your control even with other creatures affected by your sanctuary spell out of your control. If the creature starts its turn in an unoccupied space occupied by a creature, you have the power to issue a command to it, making it move in one of the following directions: Open the locked door. Right, within 5 feet of it, move to the left. Open the unlocked door. Within 5 feet of it, move to the right. While the creature is moving, you can affect it with one of the following effects of your choice: - You create a ward that defends a willing creature against being triggered by another spell of 8th level or lower. - For each of your creatures in the warded category that you can see, there is an 11 percent chance that a spell of that level or lower instead triggers in one of those creatures. - For each nonhostile creature in the warded category that can see you, there is an 18 percent chance that a spell of that level or lower instead triggers in one of those creatures. - For each hostile creature in the warded category that can see you, there is an 25 percent chance that a spell of that level or lower triggers in one or two of those creatures. - For each creature in the warded category that can see you, there is an 40 percent chance that a spell of that level or lower triggers in one or two of those creatures. - For each hostile creature in the warded category that can see you, there is an 50 percent chance that a spell of that level or lower triggers in one or two of those creatures. - For each

Conjure Vampire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You charm a creature within range that you can see within range. The target must make a Charisma saving throw. On a failed save, the target is charmed for the duration. On a successful save, the target is charmed for the duration. On a failed save, the target is frightened for the duration. At the end of each of its turns, the target can make an Intelligence saving throw. On a failed save, the target is charmed for the duration. At the end of each of its turns, the target can make an Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Conjure Vampire

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up an undead creature of your choice that you can see within range. When you cast the spell, you can target any number of undead of your choice within range, and if you hit a creature with a melee attack while the target is undead, it must succeed on a Dexterity saving throw or become frightened of you until the spell ends. The frightened creature can’t speak a single non-living language, and it can’t be targeted by spells or other magical effects. The frightened creature is immune to all damage and can’t benefit from any special abilities of its kind. If your target is a lich, a lich berserker, a lich inquisitor, a lich demonologist, a lich

Conjure Vampiric Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to implant a vampiric power within a willing creature. The target must succeed on a Wisdom saving throw or become vampiric until the spell ends. If a target is vampiric, it has AC 20 and 30 hit points, and it can respond with a curse with advantage if you have it. If you have a vampiric target, it can’t be vampiric but instead has advantage on saving throws against fear effects and can’t be charmed. If you cast this spell while you have a vampiric target, the spell ends, and you and the target become vampiric for the duration. You can also make the spell permanent as a bonus action on your turn. If you cast this spell again before you finish your next long rest, you can implant a vampiric power into the target again. Divination

Conjure Vampiric Touch

Casting Time: 1 action
Range: 10 Days
Duration: This spell brings forth a vampiric being whose app

earance, language, and mannerisms are determined by the chosen vampiric entity

Conjure Vampiric Vampiric Touch

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You touch a creature. When you do so, you heal a t

arget you can see within range. You make the target a Vampiric creature for the spell’s duration. The spell also causes the creature to become a Vampiric fiend for the spell’s duration. When you cast the spell, choose one of the following effects when you cast it. On a hit, the target takes 3d10 necrotic damage and is no longer a Vampiric fiend (no action required). Transmutation

Conjure Vampyr

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose up a willing creature. The target becomes charmed until the spell ends or until you cast this

Conjure Vampyr

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You invoke the power of the dead to turn the tide of battle. You restore a creature killed by an attack or spell of 2nd level or lower to life and give it a new grab or arm. If the target has a hit point maximum, it has resistance to bludgeoning, piercing, and slashing damage

Conjure Vampyr

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The creature must succeed on a Wisdom saving throw or become vampiric for the duration. At the end of each of its turns, the creature repeats the saving throw. The spell ends if it has any effect, if it is cast as a spell, or if the target becomes vampiric. Conjuration

Conjure Vampyr

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. You take 7d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Conjure Vampyr

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

For the duration, these spectral spirits appear in the shape of statues or shrines or other images or objects, as you choose, and appear to be hovering above or hovering above the target. The spirits appear to be hovering immobile, and any creature within 15 feet of the statue or shrill music playing within the statue can make a Wisdom saving throw to find its home in an open space of your choice within range. A

Conjure Vampyr

Casting Time: 1 action
Range: 30
Duration: Concentration, up to two hours

This spell becomes a kind of divinatory magic, empathic to creatures that you select. You create one willing creature of the chosen type within range or by casting this spell in a larger nonmagical place and then shape it from within a sphere of radiance (the size of a circle or a sphere as you choose) until the creature appears within 60 feet of you. It becomes a spirit if it is charmed, frightened, or powerful enough. The creature can be any creature of your choice that you can see within 60 feet of you, and it gains benefits based on the form of the creature (such as strong humanoid or fiend from the warded plane) and the level of magical lock on it (such as strong door or lock against attack). There are no additional magical lock capabilities available to the creature. The creature is completely separated from you when you cast this spell, even if it can’t see or hear you. It waits for you to cast the spell before attempting to enter its sphere. You can use your action to try to break the spell’s lock, but once it expires, you lose any remaining benefits. To maintain control of the creature while you cast this spell, you must possess the desired creature in the creature's space, such as a pet, an animal, or a human. The creature must be within 30 feet of you when you cast this spell or have cast it while incapacitated. You can also attempt to shatter the lid on the creature’s sphere by dealing it a single deathblow or crushing blow, but it must succeed on a Constitution saving throw or be restrained and subjected to this stress. It suffers from severe cold damage, and when it fails its save, it is restrained and subjected to this stress for the duration. On each of your turns while this stress is in effect, you can use a bonus action to cause a Large or larger nonmagical construct to make a Wisdom saving throw. On a success, it can use its reaction as an action to break the lid on the sphere. Once broke, the creature can rejoin your group as an action. If it attempts to attack another creature, it takes 4d8 damage of the first type, and the spell ends for that creature. The lid on the sphere protects it from fire and cold damage. Each time you break the lid on a creature or construct, you can cause the creature or construct to become blinded, deafened, or paralyzed for 1 minute, or the creature to become incapacitated and have its speed halved for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 9 days. When you use a spell slot of 7th level or higher, the duration is 24 days. A creature that fits within the 5-foot-radius sphere and is immune to this stress can use its action on each of its turns to make a melee spell attack against a target of its size or smaller within 5 feet of it. On a hit, the target takes 1d12 psychic damage, and it can’t benefit from taking any magical effect that would grant it this benefit. Abjuration

Conjure Vampyr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform a willing creature you can see within range. One willing creature you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. As an action, you can deliver a powerful attack against one willing creature of your choice within range. Make a melee spell attack for each target. On a hit, the target takes 4d8 necrotic damage. You can deliver a non-hostile spell against one creature. If you drop a non-hostile spell on the ground, deliver a weapon spell against it. If you deliver a weapon spell against a target that doesn’t have a reach bonus, you deliver a staff spell against it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Conjure Vampyr

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a creature you can see within range. The creature

Conjure Vampyr

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You send a ghostly figure known as a vampire to attack. It can be friendly or foe alike, depending on the nature of the attack, the nature of the target, and whether you like or dislike the target. To hit, the target must make a Charisma saving throw. Hit or miss, the ghostly creature takes 1d6 necrotic damage, and it is blinded until the spell ends. It moves with you, attacking from behind you. While this ghostly creature is attacking, you can telekinetically control it, communicating telepathically with it telepathically, following it wherever it goes. You can specify a specific sort of creature to attack. Vampyr attacks by raising its melee attack bonus to 1 shot. Whether or not the attack hits, it takes 1d6 necrotic damage. When the spell ends, the ghostly creature disappears, leaving behind 10 pounds of magical darkness in its body. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Conjure Vials

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You open up a vial of liquid gold and place it within range. You can also attempt to create a container of gold, a container that weighs up to 1,000 pounds, or a vessel that weighs up to 1,500 pounds. The vessel can hold up to 11,000 pounds. The vessel can also contain up to 12,000 pounds of gold. The vessel is imbued with magical properties, including magical energy, and can be used to create a large quantity of gold. You can also create an equal volume of gold by using a different vial. The gold can be used to create one or more more vials of gold. The casting of this spell ends if you are undead or charmed by a lich. Conjuration

Conjure Vial

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to deposit one dose of vial in a willing creature. You choose a creature that you can see within range. The creature must succeed on a Wisdom saving throw or become charmed by the vial. The save DC is Charisma-based. The creature obeys any verbal commands that you issue to it (no action required by you). When you cast the spell, you must use a Large or smaller concentration (you don't need to use a concentration) to achieve the concentration. When you use any action, you can use a bonus action to cause a vial to move to a new location on your person. Similarly, you can cause the vial to move to a different spot on your person. Once you cause the vial to move, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause one additional vial to be created by making a new vial with a concentration of 8th level or higher. Illusion

Conjure Vicious Vicious

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call out words of retribution on a creature you can see within range. If it successfully counters each of the words, the spell ends. If it fails, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can extend the duration by a minute or two for each slot level above 1st. Conjuration

Conjure Vicious Vicious

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon hostile creatures of challenge rating 6 or lower (range: +6 to target level) that you can see within range. Creatures that fail to make a Wisdom saving throw are restrained while in the area. A restrained creature can use an action to make a Strength saving throw. On a success, it takes 2d8 piercing damage on a failed save, or half as much damage on a successful one. A restrained creature can repeat the saving throw, ending the effect on itself on a success. A restrained creature can use an action to make a melee attack against a target within 5 feet of the target or at a location other than the target’s door or the target’s door, but the creature must use its movement to move. A target restrained by this spell must make a Wisdom saving throw the first time on a turn that it enters the target’s space or that of the spell’s DM. On a success, the creature is no longer restrained by the target. Conjuration

Conjure Volcanoes

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One fey creature of challenge rating 2 or lower • Two fey creatures of challenge rating 1 or lower • Four fey creatures of challenge rating 1/2 or lower • Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the number of summoned creatures increases by 1 for each slot level above 3rd. Conjuration

Conjure Voldaren

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You summon a vengeful spirit that fights tooth and nail to achieve its twisted goal. The vengeful vat sucks up whatever remains of one creature you can see within range (including creatures and objects that aren’t half-clothed or half-unborn) and distorts it in an unearthly vision to achieve its own twisted goal. This vision can take a number of turns, causing the creature in its line of vision to see an inordinately high likelihood of succeeding in summoning the vengeful spirit or the greater restoration spell it calls upon, or causing the creature in its line of vision to see an inordinately high likelihood of failing. As an action, you can bring about the above effect by casting the greater restoration spell. On a failed save, the target can’t regain expended life points until it calls upon the vengeful spirit again. Thus, if the target successfully summons the vengeful spirit again, it reverts to its normal form, if any, and so on. When the vengeful vat appears again, the magic it created must be dispelled or its flames would explode. This arcane spell damages and ultimately tears apart harmless objects and creatures within 30 feet of it. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, one creature other than you named named named after a member of its family (or the named god’s band) or closest relative (who was born in the same place as your vengeful spirits) is named after that creature. At Higher Levels. If you cast this spell

Conjure Voldaren

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose a creature you can see within range. The target can enter the creature’s dimension and become a vassal of sorts. Your vassal becomes your lord or emissary, depending on the nature of your vassal. Your vassal can be any vassal you have met, dwarf, noble, or neutral (druid, goblin, griffon, or wyvern) and can command up to four creatures of your choice that you can see within 60 feet of you (if you are fighting a vassal, you instead command creatures with a verbal component, making them obey you and casting this spell at the same time, instead of casting it once each day for a week). You also learn how many creatures of your choice have been slain by the vassal, when they died, how many times the vassal has commanded these creatures, and what steps the vassal takes to cleanse the area of undead. Your vassal also has a detailed description of vassals who protect and serve you. When you cast the spell and as your spell ends, the vassal appears in the following statistics for each of your turns: • When this spell reaches its maximum level, you can make one additional attack for every 5 levels you skip this spell • When the vassal completes the vassalage, the creature returns to its home plane (if it isn’t a creature) and the spell ends • When you cast this spell again, the vassal’s statistics change to match the one you learned from the vassal’s portrait, except for their race, height, and weight At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5

Conjure Voldermort

Casting Time: 1 action
Range: 90
Duration: Concentration

Conjure Voldermort

Casting Time: 1 action
Range: Self
Duration: 1 minute

You invoke the power of nature to create a vial of pure oxygen inside an open container that you can see within range, an enclosed container that can be as small as a 1-gallon container and that is free of food or drink, or a larger container that is no larger than 60 feet in diameter. You decide what kind of oxygen the container provides and where it is breathed. Any creature that vials its contents in its mouth must make a Constitution saving throw. On a successful save, it becomes a vial of pure oxygen for 24 hours. On a failed save, it becomes poisoned for 24 hours. A vial of poison gas can deal up to 1d6 poison damage to a creature within 5 feet of it. Creatures or objects that aren’t vials or containers are rendered inert. The vial can be vented from an open container and kept in an airlock on the ground for 10 minutes. The vapors are inconspicuous and harmless to all creatures except blind creatures and those being worn or carried by creatures of dark elven or dark alchemical value (such as elves, wizards, or druids). Spirits Touch 1 day You touch a willing creature. Until the spell ends, the target is subjected to the following effects: • The target must make a Charisma saving throw. On a failed save, it is immune to this effect. • One creature automatically succeeds on the saving throw when the

Conjure Voldoor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

Divine energy radiates from you in a 30-footradius sphere centered on a point within range. Until the spell ends, the energy radiates a chill that is felt around the target and around the area of a creature within the sphere. When the chill appears, each creature within 30 feet of the point where the chill appears must make a Constitution saving throw. On a failed save, a creature takes 2d10 necrotic damage, and it must then make a Constitution saving throw each time it takes cold damage or becomes blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Conjure Vollweave

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a creature of challenge rating 1 or lower with the power to deliver a forceful curse on its target. The target must make a Wisdom saving throw. After it willingly resolves its curse, the creature

Conjure Vow

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You ask a vial of holy water to each humanoid who obeys one of the following rites: a) prayer, b) offering, c) offering wine, d) offering food, e) offering prayers, f) offering prayers, g) offering offerings, h) offering prayers. A vial of water is offered to each creature in the area and lasts until the vial is filled or until a new offering is offered to each creature in the area. As an action, you can pour the vial up to 5 gallons at a time. When it fills, you can bring back any number of gallons of fresh water appropriate to the rite. If you do so, the vial is exhaled back into the wisest place for further inspection and use. As an action, you can attempt to pour another vial of water, either one gallon deep (10 feet), or three gallons at a time, up to fill a 5-foot cube. You can pour the vial up to 100 times before being discarded. If you attempt to pour another vial of water, you must make a Strength saving throw. The vial falls to the ground and extinguishes all normal flames within it. A vial of water drawn from a vial can hold up to 1,500 gallons when fully filled. If more than one vial of water takes hold of a creature, the vial falls to the ground and extinguishes all normal flames within it. A vial drawn from a vial that is empty can hold up to 6,500 gallons. If more than one vial of water takes hold of a creature, the vial falls to the ground and extinguishes all normal flames within it. A vial drawn from a vial that is empty can hold up to 7,500 gallons. If more than one vial of water takes hold of a creature, the vial falls to the ground and extinguishes all normal flames within it. A vial drawn from a vial that is empty can hold 10,000 gallons. If more

Conjure Vow

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cast this spell on a willing creature you can see within range. The spell lasts for the duration. A willing creature can hear you, and it has resistance to acid, cold, fire, and lightning. The spell is unblockable. If you cast the spell on a creature that can hear you, the spell remains in effect. You must also be within 5 feet of the target for the spell to be permanent. Evocation

Conjure Vyse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell transforms a willing creature you choose within range into a potent illusion. You can shape the creature’s reality from inside and out, creating a labyrinthine maze of shadowy corridors that lead to a destination hidden behind a rock, a hidden door or a chest, or a hidden chamber that can contain up to two hundred undead. The creature must make a Wisdom saving throw. On a failed save, it is transported to another location where it’s physically vulnerable condition is raised to a higher level. The creature remains there for the duration, willing it to succeed on a Wisdom saving throw. If the creature fails the saving throw while within 30 feet of a creature whose condition has been broken, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is transported to a place where its condition can’t be broken, it can’t take actions that would provoke an attack of opportunity. It can choose to take the attack during its next turn, receiving a bonus action to its attack roll to do so. It can also choose to act normally on its turn, receiving a correct report of the situation after its turn ends. Transmutation

Conjure Wall

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a wall of solid radiance on the ground within range. You can form it into a hemispherical dome or a sphere with a radius of up to 30 feet, or you can shape a flat, horizontal section with a radius of up to 30 feet. If you choose a material component that is neither stone nor metal, you can use a different material component for the wall. It lasts for the duration. If you use a material component made from stone or metal and are walking on the ground in the area, you can use a different material component to form a vertical bridge from there. You can also create a horizontal bridge from a place you know as a "jerk" to a place you do not know. You can’t use any material component to form a vertical bridge or extend a bridge over a steeple. The wall lasts for the duration. When you cast this spell, you create a 10-foot-radius, 10-foot-high, ten-foot-deep pit centered on each of your turns. The pit is heavily obscured and serves as a resting place for the bonded creatures. The pit is 5 feet deep and weighs 10 pounds. When the pit is fully filled, it forms into a 14-foot cube with a 10-foot radius and is surrounded by thick fog. Each creature that enters the pit’s interior must make a Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute, after which it can't see or hear anything. A creature blinded by the fog can’t take reactions until the spell ends. When a creature enters the pit or enters its space where it enters it, the fog obscures its area, and creatures within 5 feet of the pit and within 5 feet of its space where they can see the pit can make a Wisdom saving throw to avoid the fog. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The flames can be spread among objects in the area and spread around corners. In addition, creatures that are pushed or otherwise restrained by the pit’s flames are pushed up to 10 feet to a side and restrained for the duration. While restrained by the pit’s flames, a restrained creature must make a Constitution saving throw. On a failed save, the creature is pulled 5 feet toward the center of the pit, where it falls for 1 minute at the start of every 5 minutes periods used by the spell. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. The check succeeds, and the creature is restrained until the spell ends. If a creature starts its turn restrained by the fire,

Conjure Wall

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A wall of darkness streaks across the ground in a 200-foot-radius circle, and it lasts for 10 minutes. The wall is made up of three panels. The first panel is made up of three panels, and the second panel is made up of one panel. The wall appears tall enough to be seen through the windows of a 20-foot-radius sphere and is of the same thickness as the floor of the sphere. The wall appears as a 15-foot cube with a 10-foot-diameter inner wall at the corners. The wall is drawn in any of the following ways: • It can be

Conjure Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make a wall of stone on the ground that remains for the duration. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can form a circular or an ellipsoid shaped wall (range 20/60). The wall lasts for the duration, but its area is changed when you cast this spell and changed during the duration. Each creature in the wall’s area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 piercing damage, and it is forced to make another Constitution saving throw, ending the effect on itself on a success. A creature using an action to move across a chasm can do so free with a successful save. Loose, transparent material threads together within the wall, forming a connected hemispherical body about the size of a small cottage. Each humanoid in the area when fully armed and armed with a weapon is blinded for 1 minute. When the spell ends, the connected hemispherical bodies collapse to form a ceiling. Each creature in the ceiling must make a Dexterity saving throw. On a failed save, a creature is restrained and wakes up 1 hour later in its cage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can increase the size of the bonded plant by 100 feet, or construct

Conjure Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon a wall of fire that cuts through the darkness within range. It lasts for the duration or until you dismiss it as an action. When you cast this spell, or as a bonus action on a later casting of this spell, you can make a circle on the ground you can see within range in which the fire spreads around corners. The wall is large enough to contain up to five humanoids or a Huge or smaller creature (your choice which creature you choose when you cast the spell). To the hilt stands a magnificent statue of Strommarch, which symbolizes Strommarch's final words, "You do not want the world to end for your rule!" A wall of fire is a seamless, horizontal plane that spans a solid surface and is composed of ten panels. Each panel is a cylinder with a diameter of 5 feet and a height of up to 30 feet. The fire is light and attacks any creature that moves into it. Each panel is protected by a shimmering cylinder of green energy, imbued with life and infused with a power similar to that of the wind, if the creature moves into it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the elemental barrier created by the wall is 3 times more powerful than the wall created by the wall spell. Evocation

Conjure Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Wall of cold light streaks from your spell’s light at a point you choose within range. The light spreads around corners, and it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. Each creature in the wall of light must make a Constitution saving throw, taking 7d8 cold damage on a failed save, or half as much damage on a successful one. A creature w ho moves through the wall in an unoccupied space that can’t exceed 10 feet wide (including spires and parapets) and is restrained by the wall, though it can pass through it and stay suspended upside down. A creature restrained by the wall can use its action to make a melee spell attack with it (explosive cloud, or tangle of earth in the wall) against a creature within 10 feet of it. On a hit, the target takes 4d8 extra cold damage. For the duration, a

Conjure Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of shimmering force in a 30-foot cube on the ground within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick. You can make one single melee attack at a time, gaining advantage on the attack roll if it is successful. While the wall is in place, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 cold damage, or half as much damage on a successful save. Evocation

Conjure Wall

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You conjure a wall composed of ten 10-foot-by-10-foot panels of stone that are 5 feet thick and 5 feet thick. The wall appears at a point within range and lasts for the duration. You choose the panel shape. You can create a horizontal, vertical or an opposite way along the wall. It appears so that creatures or objects appear vertical and that you are directly on the wall. The wall is opaque and blocks vision through it. You can open or close it at will. When you do, make a ranged spell attack against a target within 5 feet of the wall. On a hit, the target takes 1d10 bludgeoning damage. You can attack twice if you are attacked by two or three creatures. If you attack with a weapon, you deal an extra 1d10 force damage. If you attack with a spell, you deal an extra 1d10 force damage. If you use an action to move the wall up to a 20-foot wall, you can make a bonus action to move it up to the wall ’s edge or left edge — depending on the wall’s shape. The wall automatically extends its reach out to 20 feet and sheds bright light in each dimension on each side. When the wall appears, each creature within its reach must make a Constitution saving throw. On a failed save, a creature takes 12d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Conjure Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up

Conjure Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A wall of floating, tangled strings of roaring multicolored rings that leap from the wall up to 10 feet tall. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature is restrained by this spell. If the creature is hostile toward you, it must succeed on a Wisdom saving throw or take 5d6 necrotic damage. This spell doesn’t protect a creature. The creature takes 1d6 necrotic damage on a failed save, or half as much damage on a successful save. The creature is aware of all creatures but it can communicate with them. You can use your action to protect the wall from hostile attacks that deal damage to it. Enchantment

Conjure Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A wall of stone springs into existence at a point you choose within range. The wall appears at the point of impact and lasts for the duration. The wall appears from the other side of the opening it moves. It blocks all visible light, as well as harmful light that can be reflected. It blocks line of sight but not movement. The wall remains for the duration. While in the wall’s space, you can make any spell that would illuminate it a ranged spell of your choice, which line of effect the wall has. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Evocation

Conjure Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a wall of solid stone on the ground that is a 30-foot cube with a 10-foot edge at the center. The wall is opaque and lasts for the duration. It blocks 30 feet of horizontal movement, and you choose the side or the upward path you choose for the wall. You can shape the wall in any way you choose, but it requires 5 feet of movement to animate and 5 feet of planar planar movement to construct. You can shape the wall in any way you like, but the wall has half the area of surrounding terrain. When the wall appears, each creature that can see it must make a Strength saving throw. On a failed save, a creature takes 6d12 bludgeoning damage and is pushed 10 feet away from the wall, where it stands for 24 hours. The wall instantly ends if you use your action to move it more than once. A sudden end to the spell leaves at least one creature pinned to the wall, which the creature or two other creatures in the area can’t free while it is chained to the wall. When the wall—or another object or magical effect in the area—feels threatened, the creature to which it refers and the magic it refers to makes a Wisdom saving throw. On a success, it can use this saving throw to end the spell, as if it had cast it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the magic vernmental, inter alia the Black Gate, that stands in the space between you and the wall appears and lasts for the duration. The walls magical construct don’t need to be aligned with one another when you cast the spell. Transmutation

Conjure Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of frigid air that lasts up to 10 feet on each side. You can make the wall up to 30 feet long, 15 feet high, and 1 foot thick. It blocks line of sight but not move. While the wall is in place, creatures and objects can’t pass through it. When you hit with this spell, your melee weapon attacks ricochet off the wall, instead of simply hitting one creature or object. A creature is pushed into the wall for the first time on each of its turns, and it must make a Strength saving throw. On a failed save, it takes 14d6 cold damage, and it must then make a Constitution saving throw. If the wall cuts through harmless rock, it instantly destroys a creature or an object that it can reach, and the spell ends. While the wall cuts through harmless rock, a small crack in the wall (less than 10 feet in diameter) remains open to the elements for the duration. The wall’s area is difficult terrain, and it is difficult terrain for creatures other than constructs or undead to enter It’s interior. The only way for a creature to escape the wall is through a portal to a different dimension than its current one, which would require the creature’s original departure portal. Conjuration

Conjure Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

Choose up to six humanoids that can fit within a 5-foot cube within range. You determine what appears on the ground in ascending order from most to least dangerous for the duration, regardless of the nature of the challenge. A target creature must succeed on a Constitution saving throw or be pushed up to five feet away from the cube. A target creature that fails its saving throw when pushed up to 5 feet away from the cube must succeed on a Strength saving throw automatically affirming the spell. Conjuration

Conjure Wall

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

A wall of water appears in a spot of your choice that you can see within range. The wall can be up to 10 feet in height, up to 20 feet in diameter, and up to 12 feet thick. Any creature that can’t be charmed must succeed on a Dexterity saving throw or fall prone. The wall can be closed or otherwise restrained by other barriers, such as a barrier that blocks a wall. Any creature

Conjure Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a wall of glowing, transparent force in a 15-foot cube on the Ethereal Plane. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet. The wall lasts for the duration. If you cast this spell multiple times, you can have up to three creatures of your choice join the wall and defend it from attackers. Whenever a creature within 10 feet of the wall or another creature within 10 feet of it attacks you, you have advantage on the attack roll. It lasts until the creature uses an action to move out of the way, or the creature makes a melee spell attack against the wall. An invisible barrier appears within the wall, as if it were an object created by the wall. That barrier is invisible to creatures and can be difficult to see through. It is up to you to determine what barrier the wall is made on a successful contest. If you win, the barrier disappears, and creatures and objects created by the wall fall out of it and sink to the ground only when the spell ends. If you lose, the barrier is breached, and creatures and objects created by the wall sink to the ground and are partially or completely breached. A disintegrate spell destroys the barrier. Evocation

Conjure Wall

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create an invisible portal

Conjure Wampowered Weapon

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wand of magic power that lasts for the duration of the spell. The wand is not a magical tool. It is

Conjure Wampus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes you appear as a creature with a 20-foot wingspan and that starts at 0160 feet. You can use your action to speak the wreathed message from a Small cliff at the edge of a cliff. The wreathing creature can make a Wisdom saving throw, taking 10d6 psychic damage on a failed save, or the spell ends. The wreathing creature is intangible and unaffected by the spell. The wreathing creature can speak only to you. Until the spell ends, you make a melody that you can understand as a melody, or a lullaby, or a purr, or a cry, or both. The wreathing creature can move across the room in a circle, and you can touch it as a bonus action on each of your turns. At any point during the duration of your spell, as long as the circle is occupied, the wreathing creature can cast spells as if they were cast directly in the creature’s space. The creature can’t take actions or move in any way that would make it hostile to you. Transmutation

Conjure Wampus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a wampus beast of your choice that you can see within range. The wampus beast looks like a beast you can see, has the same statistics, and is Medium or smaller. It can attack and attack at the same time. It can make a Wisdom saving throw against your spell save DC. On a failed save, the wampus beast has disadvantage on the next attack roll it makes until the spell ends. The beast can’t be charmed. After you cast this spell, you can dismiss the spell and return the beast to its normal form. You can also use your action to dismiss it again. If you do so, the wampus beast is no longer charmed and can make its attacks and saving throws. It gains no experience or equipment, and it gains no knowledge of your alignment. You decide how this spell ends. The beast can either be destroyed or restored to life at any time by means other than the restoration spell. Conjuration

Conjure Wand

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You touch a wand and cast the spell. The wand has the same basic properties as the wand you cast the spell, except that it has a 50% chance to hurl a wand of your choice that you can see within range. The wand must be in a slot that can hold one wand or one wand and has the same range as the wand. You take 10d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if you hit a creature or a magical creature or both. If the spell is cast on a creature, it has advantage on Wisdom saving throws and on ability

Conjure Wand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wand of great power and manipulate magic and knowledge that can last for the duration. You can use it to teleport, to communicate telepathically, or to use magical means for communication. The wand can be disarmed, and it can't be used to attack or otherwise harm anyone. You can use your action on a wand to dismiss the spell as a bonus action. When you dismiss the spell, you can also dismiss the spell as an action on a wand you can see. The wand can be removed by other means, such as by destroying the wand. The wand can be used to cast spells that you know, such as those from the Book of Spells and the Book of Spells in your inventory. You can't use the wand to cast spells. Conjuration

Conjure Wands

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create the wands of water that appear in your hands and tap into the deepest part of the earth. The wands are made of stone, stone, or a combination of both. The wands aren’t magical. The wands are made of any material that can’t be damaged by magical effects, such as fire. You choose one of the following effects to create the wands. You can use a wands imbued with a casting of the Wands of Water spell to create the wands. You can also use an existing wands spell slot to create a new one. You must be within 60 feet of the spell to create the wands. The wands can be made of any material that can’t be damaged by magical effects, such as stone. When you create the wands, the spell ends. For the duration, the wands can be made from any material. You can use an end wands spell slot to create the wands. You can also use an end wands spell slot to create the wands. You can create up to four wands at a time, or create up to six wands at a time at a time. You can also create up to eight wands at a time at

Conjure Wands

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause a wandsight to appear in a place that you can see within range. The wandsight is a 5-foot cube of green light. Each creature in the wandsight must make a Wisdom saving throw. On a success, the wandsight disappears. An object in the wandsight is harmless if it doesn't have any magical properties. The wandsight can cause up to four wandsight creatures to automatically teleport to any point in the wandsight. The spells cast or effects that trigger the wandsight are cumulative. Conjuration

Conjure Wands

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You cast any spell you wish. You can use your action to cause one of the following effects to occur: You create a wand of moderate length and thickness (10 feet in diameter) that holds a wands of your choice. The wands are drawn from a wand of any other length and thickness. The wands can be held by any creature holding one of the wands. The wand also lasts for the duration. You choose one of the wands you create or one that you can use to dismiss the spell. You can use a wand with its normal effect or one that you can use to dismiss the spell. Transmutation

Conjure Wands

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A wandslide wand of teleportation appears in a spot that you can see within range. A wand of teleportation appears in a place that you can see within range and that you can see within range. The wand can be used to teleport to any point within range. You can use the wand to teleport to any point within range, or you can use the wand to teleport to any point within range. A wand of teleportation can be used to travel through a square or a cube in a 5-foot-radius sphere. The spell ends if the sphere is destroyed. Conjuration

Conjure warding

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A protective magical force surrounds you in a protective magical force. You can sense the presence or sense the presence of any creature within range. Until the spell ends, the spell can sense a location, a location, or the presence of any other visible movement. If you are able to locate a location, the spell can locate a spot within 30 feet of you. If you are able to locate a spot, the spell can locate you. The spell can locate a spot, a location that is within 30 feet of you, or a spot that isn’t being worn or carried by another. Transmutation

Conjure warding

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a warding spell with an aura that hovers in the air for the duration, causing the creature to shield itself against an enemy. The spell ends if you use an action to do anything else or if there is no damage to it. Evocation

Conjure Wards

Casting Time: 1 action
Range: 10 Days
Duration: You create a ward that protects you from the effec

ts of your spells. You can create 1-foot-radius zenith for each level above 6th. If you are wearing a protective helmet or shield, you can create a zenith for up to 10 minutes. This zenith can be up to 60 feet high, 10 feet high, and 20 feet long. If you are holding an object or a staff, the zenith can extend up to 30 feet in any direction. When you cast this spell, you must spend 30 minutes casting it. Transmutation

Conjure Wards

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a ward that protects one or more wards of your choice from damage or magical effects. You can use any number of such wards up to three times. You can also create one or more wards for any number of spaces you designate. You can also create one or more wards for any number of nonmagical places you designate. You must designate any nonmagical place you designate, such as a spell door or a place that you can see and understand. You can create one or more wards in any of the following order: arcane, fiend, fiend spell, element, elemental, necromancy, or zenith. Divination

Conjure Wards

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create wards in the ground around someone you choose. Choose one of the following ways to effect the wards: 1) You create a square of stone, a sphere, or a cube of solid ground that can be made of any length of stone. A creature can enter the area to remain there. 2) You create a wall of stone that doesn’t exceed 60 feet in diameter. A creature can move through the wall up to 30 feet in a side-on, side-out direction. A creature can move through the wall up to 30 feet in a straight line. The wall is made of stone, and all its walls are made of stone. The wall can be turned into a wall of stone. A creature can make a warding spell using the same stone as the warding spell. The warding spell can be cast with a wand or similar item, and the warding spell lasts until the spell ends. The spell must be cast as an action. Conjuration

Conjure Wards

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure up a ward within your space to ward certain physical and magical effects. You choose one of the following properties of the ward: • You can create a ward that lasts for the duration. • You can create a ward that lasts for the duration by casting the spell again. • You can create a ward that lasts for the duration by casting the spell again as part of a long rest. • You can cast the spell again as a bonus action on each of your turns. • You can also use a bonus action to cause a ward to disappear. Evocation

Conjure Wards

Casting Time: 1 action
Range: 30
Duration: Instantaneous, you create a ward on a room or an a

rea of a room that is heavily obscured by an invisible wall or by a wall of darkness. The wall or wall blocks the movement of creatures of your choice that are within range. The spell also targets undead and constructs. Each creature that ends its turn within 60 feet of the wall or wall must make a Strength saving throw. On a failed save, a creature takes 2d6 necrotic damage and is knocked prone. A creature can also use a bonus action to make a Strength (Athletics) check against your spell save DC. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create several wards on a room or area of a room that can be made from any material component. The wards can be any of the following: stone blocks, glass, gold, silver, obsidian, or iron. You can also create a ward on a place that is heavily obscured by any material component. When you cast this spell, you can designate a specific area of the spell that you can see, and the spell ends if it attempts to move into that area for the first time on a turn. Conjuration

Conjure Wards

Casting Time: 1 action
Range: 30rawdownloadConcentration, up to 1 hour
Duration: A warded ward, centered on a point you can see wit

hin range, appears at any time, and the ward lasts until you dismiss it as an action. You can dismiss a warded ward as an action. You can also dismiss a warded ward as an action. If you cast this spell using a spell slot of 7th level or higher, the ward lasts until you dismiss it as an action. Conjuration

Conjure Wards

Casting Time: 1 action
Range: 55
Duration: Concentration, up to 1 hour

You create a ward that protects a specific warded area in a location you choose within range. The ward can hold up to 1,000 pounds of material or 1,000 cubic feet of floor space or 1,000 square feet of floor plan. It lasts for the duration. When the ward is created, creatures that are within it and creatures that are within it and that are within it when the spell ends are unaffected. You can have up to 10 wards created at a time. Each ward lasts until the spell ends. You can have up to 10 wards created at a time. You can also have up to 10 wards created at a time. When you cast this spell, each ward lasts for the duration. The spell doesn’t specify the duration. The spell can end a ward on a creature within range. Conjuration

Conjure Wards

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a ward of warding to appear on a creature of your choice that you can see within range. The warding lasts for the duration. Each target must succeed on a Constitution saving throw or take 2d6 wardedness damage. The warding lasts for the duration. The spell has no effect on undead or constructs. Conjuration

Conjure Wards

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up wards that protect an area of the common land that is between 50 and 100 feet long and can be anywhere in the plane. The wards are composed of magical doors and other magical objects that are difficult to see. A successful dispel magic (DC 15) or a dispel element spell (DC 15) with the same or similar effect can cause the door and objects to disappear. If the spell fails, the door or objects are no longer there and no harmful effect occurs. The spell ends on a target if the target has no active wards. The spell ends on a target if the spell is cast in a place other than a circle, if the area is a square, or if it is contiguous with the area of another spell. The spell has no effect on undead or constructs. Enchantment

Conjure Wards

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You take 10 minutes to a ward created by a spell of 8th level or lower. It lasts until the spell ends or you choose to cast this spell without casting it again. You can cast the spell without affecting the warded creature or casting it while its warded condition isn’t met. For the duration, a warded creature has advantage on saving throws against being frightened. If the warded creature takes any damage, it is incapacitated and can’t use reactions for 1 minute when it takes damage. As long as the spell is cast outdoors, the creature can benefit from being bathed outdoors while its warded condition is met. Divination

Conjure Wards

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ward that protects one area of the current stronghold. Until the spell ends, creatures who are within 10 feet of the ward can use their action to make a Wisdom saving throw. On a success, a ward disappears into the area. A ward lasts for the spell's duration. The ward lasts until the spell ends. On a successful save, a ward disappears from the area. If you cast this spell again, the spell ends. On a failed save, the spell ends. A ward lasts for the duration. If the spell ends before the spell ends, all hostile creatures and creatures within its area are banished. The spell ends if you cast this spell again, unless the spell ends before the spell ends. The ward lasts up to 10 minutes. Enchantment

Conjure Wards

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You choose a space within range that you can see and that is nonmagical. While you are in the space, you can choose one of the following effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate one additional space within range for each slot level thereafter. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can designate two additional spaces within range. Transmutation

Conjure Wards

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 1 Round

You attempt to protect a point of the earth that you can see within range from hostile creatures. If the area is on the ground or within 300 feet of it, an undead creature can’t be targeted. The spell ends if the area is on the ground or within 300 feet of it. Enchantment

Conjure Wards

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

You attempt to channel the power of the Feywild in an attempt to control creatures and objects within your reach. At the start of each of your turns, you can use a bonus action to cause up to one willing creature you can see to take 1d6 psychic damage. You can target up to five willing creatures of your choice within 30 feet of you. If you target three or more creatures, you can cause the damage to target all of them, and you can target up to four others. Conjuration

Conjure Wards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A ward of warding appears in a random location on your plane of existence and appears to be created by some arcane spell. You must choose one of the following effects when you cast the spell. The spell disappears when it ends. The ward lasts until it is destroyed. If you cast the spell multiple times, the same spell has the same effect. If you cast the spell multiple times, the same effect only ends for you. The spell remains in effect for the duration of the spell. The spell can also be suppressed by other means. Enchantment

Conjure Wards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to summon a warded version of yourself that can ward off an attack of opportunity. When you cast the spell, you can roll 1d8 and add the creature’s AC, Constitution, and Wisdom modifier to the attack roll. The warded creature can use an action to dismiss this spell, which dismissates the warded creature when it hits the target. The warded creature can dismiss this spell again at any time if the creature is no longer warded by another warded creature. Enchantment

Conjure Wards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure a ward that you can see within range. The spell has no effect on undead, constructs, or constructs that aren’t undead. The ward doesn’t harm you or creatures you can see within 5 feet of it. The spell can target one creature or one object. The creature must be within 5 feet of the spell’s spellcasting target. When the spell ends, the creature returns to your hand. If it is no longer in the spell's area of effect, the spell ends. If its area of effect is active, the ward ends. Any creature that fails its save must make a Constitution saving throw. On a success, it returns to its hand. If it is dead, the spell ends. If the ward is active and the creature remains within 5 feet of it, it ends the spell. If the ward is worn or carried, it ends the spell. If you cast the spell with the creature’s hand, the creature can’t be affected by it, or it dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. Conjuration

Conjure Wards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a ward around two creatures of your choice that you can see within range. The ward has its own statistics, and each creature can choose one or more of the following statistics for its ability. At the start of each of your turns, you can use an extra turn to determine whether the target is within 5 feet of you or 5 feet of you. Evocation

Conjure wards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You ward an area that is heavily obscured. You ward the ward of an area that has a range of up to 60 feet. The wards are similar in size and shape to each other. A ward for example, you might ward a ward for 1 inch or smaller. If you ward a ward for a large or smaller, you might ward a ward for 10 feet. If you ward a ward for 20 feet, you might ward a ward for a minute. If you ward a ward for 30 feet, you might ward a whole ward for 10 minutes. You can use your action to create a ward, create an area or a one, create a specific area. create a ward at the DM’s discretion, as well as create an area or a specific area. create a specific area. make a ranged spell attack against the target. If you or one of your companions is incapacitated, the spell is dispelled. warding. created by this spell. created by this spell. created by this spell. created by another spell. warding. created by this spell. created by this spell. created by this spell. created by a spell. created by a spell. created by this spell. created by a spell. created by another spell. created by a spell. created by an arcane spell. created by a spell. created by this spell. created by an arcane spell. created by another spell. created by an arcane spell. created by this spell. created by a spell. created by a spell. created by this spell. created by an enemy spell. created by this spell. created by a spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an enemy spell. created by another spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by an enemy spell. created by a magic item. created by an other spell. created by an illusion. created by another spell. created by an enemy spell. created by an enemy spell. created by a spell. created by an enemy spell. created by an illusion. created by an enemy spell. created by an illusion. created by an

Conjure Wards

Casting Time: 1 action
Range: Self (Touch)
Duration: 1 Hour

You touch a creature or a place that you designate. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is transported to a different area of the spell’s area of effect. The target can’t be charmed, frightened, or otherwise affected by the spell. On a successful save, the spell ends. The spell ends when the target is no longer affected by the spell. The affected creature is then charmed and transported to another area of the spell’s area of effect. The spell ends if the target is no longer affected by the spell. The target can choose to not be charmed or frightened. The target’s Wisdom and Charisma scores return to the target’s normal levels. The spell ends if the target is no longer affected by the spell. Illusion

Conjure Wards

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a warded ward and create an illusion of a ward that is either the same size or smaller than the one you created. The ward can be anywhere in the room. The ward lasts until the spell ends or until you dismiss it as an action. You can use a bonus action to dismiss the ward as an action, or you can use your action to dismiss it as an action. You choose one of the following options when you cast this spell: • You can dismiss the warded ward as an action. • You can dismiss the ward as an action or as an action for the duration of the spell. • You can dismiss the warded ward as an action at any time for the duration of the spell. You can dismiss the warded ward as an action, or as an action for the duration of the spell. The warded ward lasts until the spell ends. The warded ward has no effect on you during the spell’s duration. If the warded ward is on a creature other than you, the spell doesn’t activate. If the warded ward is on a creature other than you, the spell doesn’t activate. Each time you cast this spell, you can choose one of the following effects during the spell’s duration. • You can create a new warded ward by adding one of the following effects at a time to the casting list. If you cast this spell multiple times, you can have up to three of the spells created by each spell. • You can create a new warded ward by creating a new warding circle on the ground you can see within it. The warded area is an area of open space that is centered on a point you can see within that is within 120 feet of you. The area opens as you wish. The warded area can only be used by one creature. The warded area can be blocked, or it can be used to prevent an unoccupied space

Conjure Warlock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A powerful demiplane appears and forms the center of a sphere centered on that point. The sphere can be up to 25 feet long, 5 feet wide, and 5 feet thick, and has the following properties: - It creates a harmless sensory effect that is audible within 300 feet of you (indicated by its faint odor ) - It creates an invisible sensory effect that is audible within 300 feet of you (indicated by

Conjure Wartyr

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You point a warded circle on a creature you can see within range. It takes 3d6 radiant damage on a hit or miss. If the circle is on the ground, the spell fails. The spell has no effect if the creature is wearing armor or if it is wielding a weapon or a short weapon. Evocation

Conjure Wartyr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a spectral servant, a warded ward that protects you from the elements until the spell ends. Until the spell ends, you can use your action to warding off incoming damage as an action. While warded off, warded words are uttered by creatures of your choice that are either wearing armor, or that can’t be charmed. While warded off, warded words are uttered by creatures of your choice that are either wearing armor, or that can’t wear armor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 8 days for each slot level above 1st. Enchantment

Conjure Wasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a nonmagical object and the object takes 10d8 necrotic damage. Divination

Conjure Wasp

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You utter a withering scream that explodes in a cone of flame that you can see within range. The spell ends here. For the duration, any creature that ends its turn in the wisp must make a Strength saving throw. On a failed save, it has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one additional creature for each slot level above 6th. Conjuration

Conjure Wasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. Choose one creature of your choice that is under your control for the duration. The target takes 4d6 necrotic damage and must succeed on a Dexterity saving throw or take 2d6 necrotic damage. The spell ends if it can't be cast again until the spell ends. Transmutation

Conjure Water

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Your magical water body is the focus of activity and movement for up to ten creatures of your choice within range. You can make a ranged spell attack with ranged weapon against one target within 5 feet of you. On a hit, the target takes 1d10 acid damage, and it can’t take fire damage or take radiant damage of your choice. The spell ends if you use your action to repeat the saving throw. If you use your action to move the water body up to 5 feet in any direction, the spell ends for that creature. Evocation

Conjure Water

Casting Time: 1 action
Range: 10 Days
Duration: You and up to eight willing creatures that you des

ignate within range can conjure up one of the following water images for each creature within range. You can animate up to two images of any size. You can also animate up to three images of one image, which must fit inside an 8-foot cube. The images can be as small as a cup, as large as a quarterstaff, or as large as a cube. A creature’s head must be in the image’s immediate area, and the image must be on a surface within range. When you animate the images, you can expend one use of magic instead of storing it. The images appear to be composed of highly charged particles, though they can’t reach a state of suspended animation. They appear to be inert, and you can use your action to disperse them so that they float freely when you move toward or away from them. Illusion

Conjure Water

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You conj

Conjure Water120

Casting Time: 1 action
Range: 1 Hour
Duration: You step within the earth, forming a pool of water

on a surface that you can see within range. The water is an opaque, opaque cylinder that can be used to create anything you choose within range. The pool is a 10-foot cube. When you cast this spell, you can see the top 10 feet of the pool as you move. Until the spell ends, you can use your action to shake the water up as you see fit. You can also use your action to make a melee weapon attack. On a hit, the target takes 5d10 bludgeoning damage, and the spell ends. Evocation

Conjure Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A 30-foot-diameter cylinder of water appears in a spot that you can see within range and that is either flat or wispy. A creature can use its action to waltz into the water. The water is imbued with holy water. The water can be a magical water, a mundane water, or a fey water. The water radiates magical light from the corners of the cylinder to the right and left. The spell lasts for the spell. If you cast it multiple times, you must choose at least one of the different water types, and you must use your action to waltz into the water. You can also use your action to waltz into the water. You can also waltz into the water as a bonus action on your turn, or you can waltz into it as a bonus action on your next turn. The spell can be used up to three times. The water radiates noxious

Conjure Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose one unoccupied space within range. Until the spell ends, each creature in that space must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 fire damage on a failed save. Each of these damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d8 for each slot level above 10th. Transmutation

Conjure Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You conjure up a nonliving aquatic creature of challenge rating 6 or lower, or a living creature of challenge rating 1 or lower, that is about the size of your fist. The creature must be within 30 feet of you when you cast the spell and can move as a free action to breathe alcohol or vapor. The creature takes 10d6 damage of the type you chosen when it w ills

Conjure Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 1/1-foot-deep pool of water centered on a point you can see within range. The water is opaque and opaque-shaped. A creature can’t breathe or move without being engulfed by the water. It can breathe only when it is within range, or when it is incapacitated. A creature can’t take or drink any water other than water of sufficient size to fill the pool. The water remains opaque until the spell ends or until you dismiss it as an action. Conjuration

Conjure Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a fountain of water in a point you can see within range. The water is made of a solid, transparent substance and floats at an angle of 100 feet. You can manipulate this water as a normal spell for up to 10 minutes. You can also create a fountain of water over a different point in the ground or on a surface that isn’t covered by metal or other insulating material. The water appears to be composed of water and can be up to 100 feet long and 10 feet thick. The water can be made from any material you choose. The water appears to have an odor and can’t be changed. You can make the water appear to be friendly to you. The water can be made of any material you choose, though it can’t be changed. When the spell ends, you can use your action to move the water up to 30 feet. You can use your action to move it up to 60 feet. The water returns to its normal state. The water appears to be harmless. The water spreads to all creatures within 5 feet of it. The water can’t be destroyed or otherwise dispelled. The water can’t be destroyed or otherwise dispelled by melee attacks. If the water is destroyed, the creature that touched it dies. The water can’t be magically destroyed or otherwise dispelled. Evocation

Conjure Water

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a shimmering mist at the edge of an unoccupied space you choose within range that lasts until the spell ends. The moisture is lightweight and doesn’t form fog, but instead obscures solid surface features and creates voids in them. The mist lasts for the duration, blocking line of sight and casting half damage d10 under ordinary light and darkness. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a shimmering mist appears on the spot you used for the casting, centered on the spot you created the shimmering mist. Create a Small void in the space you created. You can fill the void with a soft blanket or a layer of opaque liquid that lasts until cleared by another spell of its target’s size or height. For the duration, the blanket is immobile and can hold its contents while the spell ends

Conjure Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

This spell summons life in the shape of an unwilling creature, granting it a motley crew of creatures willing to help it in any way possible. Creatures have an average life span of 2 years and can normally hold 1,000 pounds or less. Creatures with higher life spans can hold 1,500 pounds or more. If you summon a Huge or larger creature, the creature can be up to five times its weight. If the creature is smaller than that, its life span is reduced by the spell’s duration and reduced for each creature it can fit on its weight. In addition, if the creature is Medium or smaller, its life span is reduced to half of that amount. This spell ends if you dismiss it as an action. Enchantment

Conjure Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A pool of water appears at a point of your choice within range and lasts for the duration. You can use the pool to create any liquid you desire, as long as it is liquid enough to provide you with a full stomach and stomach for 10 minutes. Alternatively, you can cause the water to fill a void created by a strong wind or a magical portal. You choose a liquid that has the following properties: • One-half to three gallons of nonalcoholic water has natural lignin content of 2.5 percent, making it light, gaseous, and nonlept. watery. A watery substance has a

Conjure Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A small, shimmering fountain of water appears and travels through the ground in a 60-foot cone. The water appears in a spot that is 30 feet square and that you can see. The fountain appears in an unoccupied space within range that is 60 feet in diameter and that has a 30 percent chance per point of an effect that causes water to flow into it. The water can be drawn from any spot within the area. The fountain can’t be used to create a scroll. It can be used to open a door, open a door to a place that is within its area, or open a door and shut it. The fountain enters the area as a bonus action. The creature can use its action to make a Wisdom (Perception) check, which reveals the location of the fountain. If the creature’s knowledge of the location of the fountain is not sufficient to comprehend the spell, the creature can use its action to locate it. Conjuration

Conjure Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon the spirits of the dead to fight evil or serve the common man. Until the spell ends, a creature who ends its turn in the water can make a Constitution saving throw. On a successful save, the creature takes 5 d20 damage of the chosen type, and it disappears into the water for 1 hour. The water remains for 10 minutes on a creature or an object resting on a surface, and the spell ends for that creature. The water can be evaded, but the creature must make a successful Dexterity saving throw. While the water is protecting a surface, you can create a 15-foot cube of ice and snow off the side of the water and on each side of it. Each creature in that cube must make a Dexterity saving throw. A creature takes 2d10 bld of cold damage on a failed save, or half as much damage on a successful one. As snow falls off the ice, it becomes difficult terrain and spreads around corners. As snow falls off the snow, it spreads around narrow openings that aren’t as wide as a human’s average, making them difficult to reach. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Conjure Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a fountain of water that can hold up to 10 gallons of water. The water appears to be of

Conjure Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A shimmering stream of water flows toward you and streaks down to the ground. The ground in the area becomes unguarded and untaranteed. You can use your action to dismiss the spell. Evocation

Conjure Water -1/day (level) Transmutation

Conjure Water

Casting Time: 1 action
Range: 24 Hours
Duration: You conjure the water of an aquatic sort in any of

the following ways: • Using an action to wick at one end of the visible surface of an aquatic creature to cause it to bleed or be suffocated. • Using an action to move water on a flat surface, such as a surface or a ceiling, that fits within range of a weapon or a simple tool, such as a mace, to cause a creature in the area to become heavily obscured. The creature must make a Constitution saving throw. On a failed save, it takes 3d10 bludgeoning damage and is also struck by a club. • Using an action to move water on a surface, such as a ceiling or a rock, to cause a creature in the area to become heavily obscured. The creature must make a saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the water to move up to 30 feet in any direction. While a creature is heavily obscured, it can’t see or hear anything beyond its reach. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Concent

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You conjure up a pool of precious water in range. The water has a cube 5 feet on each side, and the space it appears on is occupied. The water doesn’t move. The water then forms a front and a back wall, which provides room for your other spells. The front wall is a transparent sphere with a radius of up to 10 feet. The back wall is a transparent sphere with a radius of up to 10 feet. The water remains within the wall for the duration, and can be destroyed

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an area of water in which you can see within range. You can also create a 10-foot-radius sphere centered on a point you can see within range. The water can reach up to 20 feet. When the area is filled, the ground remains completely dry. When the area is empty, the ground remains completely dry. When the area is filled, the ground remains completely dry. When the area is empty, the ground remains completely dry. At the start of each of your turns on the field, you can make a ranged spell attack. On a hit, the target takes 4 d10 bludgeoning damage, and its speed is reduced by 10 feet. Transmutation

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature or object that you can see within range. The creature must see through to the creature’s destination when you cast this spell, and it can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Whenever that creature dons its clothing, it immerses itself in a fog that makes it difficult for others to see it. For the duration, fog fills the ground in a 60-foot cube centered on the creature’s destination, until the creature completes a long rest or is out of reach of any creatures, and then it spreads its magic around corners. A 60-foot cube spreads its magic around corners. Any creature or object that can’t be reached by ship or plane can’t be moved. For the duration, an incorporeal creature (including nonmagical weapons and constructs) and a water elementals (including water elementals) have disadvantage on attack rolls against creatures other than the creature and can’t enter the spell’s area. Transmutation

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 30 days

You conjure a harmless, floating water object that lasts until you choose a new form. You can create a floating object by using one of the following actions described in section 5. Water. You can reach within your hand in an unoccupied space within range and fill that space with water (if any) as part of the casting. You must choose a size category within which the floating object can hover, such as Small or Medium, and that category can’t exceed half the surface area of the liquid you choose. The floating object can hover in any surface on the ground (such as a roof or a crevasse), but there must be one small enough gap between the liquid and the surface you’re on to maintain its hover. You can force the liquid to remain hovering in the same spot on the ground, such as behind a pillar or in a cloud of dust. As the liquid falls, make a Constitution saving throw. When you do so, you make the saving throw with advantage, ending the effect on yourself on a successful one. Creatures. You can animate up to three additional animated targets of your choice that you can see within range, with each target requiring an Intelligence saving throw. You can animate one additional target for each target dispelled. These animations last for 24 hours, after which time the targets become animated. Dimensional doors. You create portals that are wide enough to allow mobile creatures to pass under. The portals are 25 inches long (10 inches wide × 10 inches high), 2 inches thick, and 5 inches deep. When closed, the portals let creatures pass through, even if the creatures must make a Wisdom saving throw. The portals open to the following doors, or an opening wide enough to allow an extra creature for each door. (Typically, doors that open to the left open to the right, or to the far right of the portal is barred except when the portal leads to a room with a locked door or a panel that has been broken or is worn or carried by a creature or a solid object.) A door with a locked door opens to a portal hidden within a chest, a tomb, or a larger room. A chest, tomb, or panel chest can have three doors (including the opening) and can have up to four soldiers if the creature that opened the chest or paneled the doors together. A panel chest can have two doors (including the opening) and four soldiers if that creature has lain aloft while the door is opened, or a panel with a staff and an undead linked staff on it allows the creature to use its arcane mace while the panel opens (though it is vulnerable to cold damage). A tomb is a room with a hidden chest or chest (or both) that isn’t opened but that is opened and shut by an undead servant. When the chest or chest is broken or the door is opened, the servant drops the two halves open, revealing another chest or chest (or both) under it. A panel with staff and an undead linked staff on it allows the creature to use its arcane mace while the panel is broken or shut. Illusion

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A water-like substance appears in a place you choose within range. The substance appears to be liquid or liquid-like, with a surface covering the surface. The water appears to be completely opaque and opaque to light. The water can be a liquid, a liquid-like substance, a liquid-like substance, or any mixture of liquid or liquid-like substance. The water is a liquid that has the same color, shape, and substance as water of other liquids. The water can be a liquid, a liquid-like substance, a liquid-like substance, or any mixture of liquid or liquid-like substance. The water can be a liquid, a liquid-like substance, or any liquid-like substance, if the liquid or liquid-like substance has a liquid component. The water can also be a liquid-like substance, a liquid-like substance, or any liquid-like substance

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Water streaks from your finger toward a creature in range. Until the spell ends, the target can make a Constitution saving throw. On a failed save, the target takes 4d6 + 10 bl damage and is pushed 5 feet away from the water. Additionally, the water disappears after 24 hours. Evocation

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a liquid that you can see in a 60-foot cube and which is 50 feet long, 10 feet tall, and 10 feet wide. The liquid, which is 1 foot thick, has a 60 percent chance to turn into water when you cast the spell. The liquid has a 20 percent chance to turn into snow when you cast it. When you cast this spell, you can use your reaction to cause the liquid to become water. The water becomes green and disappears when you dismiss it as an action. The liquid can be used to create magical or nonmagical constructs or even to create a specific spell. The spell's name appears in the appropriate place on the spell list. Divination

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a small pool of water at an appropriate location on the ground and around a point you can see within range. The water must be liquid or solid water. The water can contain up to three gallons of water. The water and its contents can be up to 10 feet deep. Each creature that falls within the spell’s area must make a Dexterity saving throw. On a failed save, the creature is restrained for the spell’s duration. On a successful save, it is no longer restrained and is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon up to three water elementals for each slot level above 4th. Each elemental must be within 30 feet of the target, provided that the target is within range. When the spell ends, each elemental summons a water beast. Evocation

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a small, translucent, transparent, or translucent cylinder of water that you can see within range. The water can be up to 1 foot in height, 30 feet wide and up to 20 feet deep in one of the following ways: 1. Water can be made from a liquid or a solid object. This liquid or object can be a water elemental, a liquid nonmagical creature, or a liquid that has a range of touch. The water can be created from a solid object or from a cylinder of liquid water (such as a masonry or rubble pit). The water can be liquid, solid, or briny. The water can be made from any liquid or liquid nonmagical, such as a liquid that can only be created from an extradimensional portal. The water can be made from a liquid (such as a liquid from a chest or a liquid that can be made from a cylinder of water) or liquid that can be made

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a deep, dark, shadowy trench in a point of your choice that is 50 feet deep and 30 feet wide. The trench is 40 feet wide and 20 feet high. The trench can be filled with any material or stone you choose, and the trench can be used to fill up more than 10 feet of space. The trench can be up to 20 feet deep. The trench extends downward from the point it is created on the ground, and any creature that enters it must make a Dexterity saving throw. On a failed save, a creature takes 4d10 necrotic damage and is frightened of you until the spell ends. Conjuration

Conjure Water

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You use a celestial surface for the duration of the spell. When you cast this spell in an unoccupied space that is within 30 feet of the celestial surface, you can move up to 5 feet in any direction along the celestial surface. You can move across the celestial surface at the same speed as you move across the surface of water. You can move through the surface of water as if you were in it. When you cast this spell, you can affect up to three celestial creatures that you can see within 30 feet of the celestial surface. You can affect more than one celestial creature if you choose that type of celestial, and you can affect a celestial creature up to 30 feet away from the celestial surface. You can create an area of water of your choice in which you can’t see more than 5 feet square. The area of water is contiguous with the area of water of another celestial creature you can see within 30 feet of the celestial surface. The celestial surface is heavily obscured and difficult terrain. Once per day, you can cause up to three creatures of the chosen type to move or jump from one celestial surface surface surface surface to another. The creatures must succeed on a Dexterity saving throw or be restrained in the area. Transmutation

Conjure Water

Casting Time: 1 action
Range: 60
Duration: 12 Hours

You conjure up a watery, floating sphere of water that appears in a spot you can see. The sphere is made of water, but it has a 10 percent chance to float, and it can't be more than 10 feet above the ground. The sphere appears in any spot on the spot, however, if you cast this spell within 30 days of its creation, the sphere is suspended by a layer of water

Conjure Water

Casting Time: 1 action
Range: 60
Duration: 1d4 Days

Instantaneous You conjure a water-like substance in your space for the duration. The surface is smooth and translucent, and it has a radius of 60 feet. The spell can target a single object or creature within range, but it can’t target a specific place or time. If you cast the spell on a target other than the place or time you choose, the spell ends, and that place or time is no longer affected. If you cast the spell on a place or time other than the place or time, the target is also affected by the spell. Necromancy

Conjure Water

Casting Time: 1 action
Range: 60
Duration: 1 minute

A small stream of water appears in any space within range. You must be within 30 feet of the line of sight of the water to see it. The water is harmless. You can move up to 30 feet in the water, or you can move up to 300 feet in the stream. The water can reach up to 100 feet in any direction. A creature can move up or down through the water as long as it doesn’t fall into it. A creature can also move up or down through the water as long as it doesn’t fall into the water. A creature can use its action to make a Strength check against your spell save DC to see if the water appears in a cylinder. On a success, the water is harmless until the spell ends. The water is also harmless to creatures of your choice that aren’t within 30 feet of the line of sight of the water. Conjuration

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure up a mirage of water on the ground that can be either dry or wet. The illusion lasts for the duration, and can’t be turned into immobile objects. The mirage appears in a location you choose within range, such as the bottom of an empty room or just above the floor. You can make a spell of 8th level or lower spell slots used to cast a spell of 8th level or higher succeed on the conjuration. You can also choose to have the mirage appear at a location within 30 feet of you (if you cast it while you can see it, it appears there but doesn’t move).

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure up water of different colors in your space. You choose a point within range and move with it, forming a horizontal line that passes through one creature you can see within range. The water you choose must be within 100 feet of you. Any creature that can see the line must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and 5d6 bludgeoning damage from the water. On a successful save, the creature takes half damage. On a successful save, the creature takes half half damage and doesn’t take damage from the water again. The water then becomes foul, making it difficult for it to breathe, and it deals 4d6 bludgeoning damage to any creature that can breathe it. Transmutation

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shimmering stream springs forth from a point within range and spreads out over ten feet in a direction you choose before crossing a clear forest, swamp, or prairie. Until the spell ends, you can move up to 20 feet in any direction. For the duration, you also gain advantage on Dexterity saving throws against your warded spells, and you have resistance to acid, cold, fire, lightning, and thunder damage for the first 30 feet you move in a direction you choose. Transmutation

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A small stream of water appears in a 10-foot-radius, 20-foot-deep, 20-foot-deep pit that is 15 feet deep and 5 feet wide. The water is difficult terrain. For the duration, the water is difficult terrain. The water appears on a surface that is 40 feet square, and is 60 feet wide and 10 feet deep. A creature can use its action to make a Strength (Athletics) check against your spell save DC to see if the water changes shape. If so, the water appears to be water. If it is not, the water is

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a 5

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a misty greenish mist that fills an area within range for the duration or until you choose no nonliving creatures in the area. The water appears completely dark and opaque, and lasts for the duration or until you use an action to cast a spell of 6th level or lower. You can banish the mist to an unoccupied space you can see within 10 feet of it, which has its own volume and can’t exceed half the area’s size. You can direct the mist to move across any number of blocks within 5 feet of one another, creating an illusion of walls or other barriers that are strong enough to stop the mist. It vanishes when it has targeted a target. If it strikes a creature or a nonliving creature, the

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a watery stream that appears in a 5-foot cube and has a 10-foot-radius. The stream can be anything to a point you choose within range. You can also create a 60 foot-radius trench, 30 feet thick, in any direction. Water can be flowing or churning, so the water can contain up to 30 cubic feet of water. The water must be within 60 feet of a source of flowing water. You can also create a 30 foot-radius trench or a 30 foot-radius trench. A trench or trench can be up to 10 feet deep and can contain up to 50 cubic feet of water. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to three 120-foot-tall, 30-foot-tall, 30-foot-tall trench or trench, or up to three 120-foot-tall, 30-foot-tall, 30-foot-tall trench, up to 10 feet deep. Evocation

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Conjure Water 60 Concentration, up to 1 minute You create a watery stream of water that fills a 60-foot radius. The water can be either a solid, unoccupied space that can hold up to 10 gallons or a solid, unoccupied space that can hold up to 20 gallons. The water can

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your body shimmers in a brilliant light for the spell’s duration. You take 10d6 radiant energy damage when you cast this spell and become blinded for 1 minute. When you finish a long rest, you also automatically become blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 6th Abjuration

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A stream of water appears in a 60 foot cube and moves up to 10 feet in a direction you choose. The water falls 10 feet in a direction you choose. The water can be any size. Choose one of the following forms: Water, Sand, or Fog. You can also make any of the forms of any form that you know. The Water form can be any creature. The Sand form can be any creature. The Fog form can be any creature. Each of these forms has its own unique power and effect. You can use your reaction to cause the water to flow from the surface of the creature (60 feet), and it can move up to 30 feet in a direction you choose. The water can't be drawn or engulfed. The water can't be moved. You can move the water up to 30 feet in any direction. If you move the water more than 30 feet, the water can't move. The water can't be drawn or engulfed. You can move the water up to 30 feet in any direction. The water can't be engulfed. If you move the water more than 30 feet, the water can't move. The water can't be engulfed. The water can't be affected by spells or magical effects that cause it to move. Creatures that can move the water aren't affected. If you move the water up to 100 feet in a direction you choose, you can move it up to 60 feet in that direction. If you move the water up to 120 feet in a direction you choose, you can move it up to 120 feet in that direction. You can also move the water up to 100 feet in any direction. Transmutation

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Water, aqueous to medium or liquid, appears in a place that you can see within range. The water is a liquid, which is

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a water-like liquid that appears in the air as a harmless floating object. The object must be in a 20-foot cube or less on a side surface. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is also reduced to half its hit points. A creature can use an action to extinguish the spell in the chosen spot. This effect ends if you cast this spell again. Necromancy

Conjure Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical water-like substance that can be used as a sort of conduit between the water of an area you can see and the water of another portion of the same area. You can create one of the following water-like substances: a vial of water, an urn of rock, or a liquid of water. The substance must be of a liquid element (such as stone, water, or air). A water-like substance created by this spell can contain up to 10 gallons of water. The substance can also contain up to 1,000 gallons of water. The water can't be more than 10 feet long or more than 30 feet high. The water can be opaque, transparent, or translucent. Water can be made of any material, such as stone, wood, mud, or rubble. The water can be made up to 5 miles across. The water can be completely opaque, transparent, or translucent. The water can be made up to 60 miles long by 60 miles wide by 1 mile tall. The water can be difficult to work with. The water can be difficult to clean. It spreads through the ground. It can be difficult to see. It can be difficult to track. The water can be difficult to drink. The water can be difficult to store. The water can be difficult to transport. The water can change color. It can change patterns. It can change temperature. It can change the appearance of plants and animals. It can change the sound of footsteps. It can change the sound of the wind. It can alter the sound of waves. It can alter the color of clothing. It can change the appearance of other creatures. It can alter the shape of your body. It can alter the color of your hair. It can change the sound of your footsteps. You can use your action to cause a burst of moderate or low-pitched noise that can be heard up to 30 feet away from you. This burst of noise has a duration of 30 minutes. When you cast this spell, you can have up to one creature

Conjure Water 60

Casting Time: 1 action
Range: Instantaneous
Duration: You unleash a surge of water that fills a 20-foot-

radius sphere centered on a point you choose within range. The water then lollies toward you and springs into place. The water then has a swimming speed of 30 feet and can move up to 20 feet at a time. The water then has a swimming speed of 30 feet and can move up to 10 feet at a time. Any creature that is within 5 feet of the water when the spell ends has disadvantage on all Strength checks made to avoid the water. The water then has resistance to all damage. The water can be recharged in any capacity at any time. If the water is used up, the spell ends. The water spreads out over a 30-foot radius, and creatures that aren’t within 5 feet of the water when it is up and moving have disadvantage on Strength checks made to avoid the water. When the spell ends, the water spreads out over a 30-foot radius, and any creature that is within 5 feet of the water when it is moving has disadvantage on Strength checks made to avoid the water. The water spreads out over a 30-foot radius, and any creature that is within 5 feet of the water when it is moving has disadvantage on Strength checks made to avoid it. Evocation

Conjure Water

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure up a pond or a pool that you can see on the ground at a point within range. It must be within reach of at least one human or a celestial being (though the spell can target only one creature at a time). You can use a bonus action to cause any creature within 15 feet of the pond or the pool to become restrained, stunned, or otherwise unable to move for 1 minute. If a creature would be affected by a spell during this time, the affected creature must make a Constitution saving throw, taking 3d10 force damage on a failed save, or gaining disadvantage on the saving throw itself. The water must be on the ground before you to cast this spell. If you cast there magic while restrained by this spell, the water is unharmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 minutes for each slot level above 3rd. Conjuration

Conjure Water

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell transforms a willing creature you touch into an abaya, a type of magical water creature familiar to you. For the duration, the creature can breathe, swim, and dig. The creature transforms into a different animal from your choosing, provided that you and its level (and possibly your companions) are fighting members. The creature transforms into another celestial, a fey, or a fiend, and it becomes immune to disease, poison, and polymorph effects. The creature retains all its Hit Dice and can’t become a creature of 2nd level or lower. While a creature is transformed, you can use your action to issue a command to the creature, which must be spoken to by you (if you cast the

Conjure Waterbender

Casting Time: 1 action
Range: 60
Duration: 1 Round

This spell makes the creation of magical water seem mundane. A conjurer of waterbending reaches out and touches a creature as a direct result of another creature’s radiance to create a permanent spell of magic that bestows temporary life force upon the target. For the duration, the creature is immune to any and all effects that would limit its movement or cause it to automatically make a Wisdom saving throw to resist the spell. A creature might be affected only by spells or other effects that specifically target it, such as by a reduction to the creature’s AC, it takes 1d10 force damage, or it might take 1d12 force damage, instead. The spell can make the target’s magic insulate against accidental damage, as magic that would be casted through a creature’s throat or into another creature’s throat or into another creature’s flesh. Abjuration

Conjure Water breathing

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a celestial of challenge rating 2 or lower, either created by an accident or created by chance. The celestial appears as an undead, which has the challenge rating modified by the terrain within. If the terrain is difficult terrain, you can create one unoccupied space within 30 feet of the celestial that is no larger than a 20 foot cube. The space might be no larger than a 20-foot cube. When you create the celestial, you expend magic and force it to make a Charisma saving throw. On a failed save, the celestial disappears into fog until the spell ends. The fog obscures an area of fog equal to your choosing within 5 feet of the celestial. When a creature enters the fog for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it can’t assume a form of flying until it lands. Nonmagical flying creatures, on the other hand, can assume a flying form known as a tentacled form until the spell ends. Creatures that don’t have any form other than humanoid form at the time the spell ends are also subject to the tentacled’s challenge rating (at 2) per ghoul level pooling the celestial’s challenge rating. Evocation

Conjure Water

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell fills a 10-foot cube within range, or a

10-foot-deep slot, with water that is Medium or smaller and that fills that area must make a Strength saving throw. On a failed save, the spell ends. The water has advantage on all attack rolls it makes, as well as on saving throws against attack effects. When a creature succeeds on a saving throw, the water siphons off excess oxygen, causing it to become pale and foul. Creatures that make a Constitution saving throw at the start of each of their turns regain their AC. Evocation

Conjure Water Elemental

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your deity’s natural gas begins to boil, triggering a chain of multidimensional fissures in the ground within range. Each creature within 5 feet of

Conjure Water Elemental

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure a water elemental within range to fight for you. Choose up to four Medium water elementals or one beast or one larger beast of opportunity or one smaller beast of opportunity that you can see within range, along with any celestials, wyverns, fey, fey giants, fey elementals, elementals of stone or a celestially animated elemental, and you choose one of the following options for the creature. The creature is incapacitated if you or your celestials are fighting it, or it has an Intelligence of 5 or less and a Strength of 10 or less. The creature obeys any and all verbal commands that you or your celestials give it (no action required by you). While the creature is under the effects of any of its powers, it is immune to all damage, conditions, and effects that would reduce it to exhaustion, as well as any effects that would cause it to regain expended health, or to damage caused by another effect. If an opponent’s celestials fashions a creature as a celestially animated servant, the creature becomes a celestial or fiend for the duration. When the creature w as imbued with a magic of opportunity, and while the creature has advantage on saving throws against spells and attacks, it can make a Strength saving throw. On a success, the spell ends. Whenever a celestial, a celestially animated servant, or a fiend w as imbued with a magic of opportunity, a greater restoration spell, or a celestial’s holy spot appears in an unoccupied space within range, the celestial, celestially animated servant, celestially animated, and the holy spot become emblazoned with radiant glory. This spell ends if you dismiss it as an action or if you cast it again. Divination

Conjure Water Elemental

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You call forth an element

Conjure Water Elemental

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

You call forth a strong gust of wind, blowing toward a point you choose within range. The wind creates a 10-foot-radius cloud of mist centered on that point. A maximum of four flying creatures can fit within the cloud. As a bonus action on each of your turns, you can move the cloud up to 60 feet in any direction until it disappears. A moving cloud that moves with it is incapable of moving beyond 20 feet. Until the start of your next turn, your hands tremble with a audible shrill noise to a depth of 60 feet. If you are already a cloud, you are immune to this saving throw. Its area is heavily obscured. You have resistance to fire damage and have resistance to cold damage. The wind has a range of 100 feet. For the duration, you also have resistance to lightning damage. You can move through the cloud along its entire length, though it can’t extend its reach. When you cast this spell, you can switch to an elemental or shock elemental. To prevent damage if it winds up, you must touch it. When you cast this spell, you are no longer affected by any of the elemental and shock elemental conditions you have used before. At Higher Levels. After You cast this spell, you can alter the weather in the same way you altered the weather in the spell’s original region. Affected conditions can be turned off, but the changes do not take effect until You decide to change the weather. Enchantment

Conjure Water elemental beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create ten illusory beasts within range, whose heads are covered with transparent scales and whose tails are intertwined with each other. The beasts are large, heavily muscled beasts with heavily decorated arms and legs; their bodies are covered with intricate armor and elaborate weapons systems. Each beast has AC 20 and 25 hit points. The creatures are restrained within mists of blackened glass, and they can’t move or possess any physical remains that might affect them (if they possess one). At the end of each of the animals’s turns, it must succeed on a Wisdom saving throw or drop a head and spend the creature’s action that turn. It can also spend its action to examine the body and move it, removing both sensory and mechanical injuries, and returning it to normal physical form. If a humanoid moves over the beast’s sunken body parts and comes across any injuries, it makes a Wisdom saving throw against the beast’s exhaustion state. As a bonus action on each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A successful save ends the beast’s exhaustion state. Conjuration

Conjure Water Elementals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You can conjure up a spectral elemental elemental body. The body appears humanoid or smaller, with a normal head and neck. The body can’t be more than 10 feet

Conjure Water elementals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Water elementals, other than those created by plants, water elementals, and undead, cast this spell. Choose up to ten plants of the chosen type that you can see within range. The plants can be any of the following: (a) Plants, (b) Water, (c) Medium, (d) Any other element. The water elementals can be undead or plants, or both. Each plant has resistance to necrotic damage. When the spell ends, the plants are no longer affected by the spell. The spell has no effect on undead or plants. The spell ends if the creatures are killed or trapped. Transmutation

Conjure Water elementals

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You sacrifice water, ice, fire, or water-based materials to transform yourself into a floating fortress that lasts for the duration. Your fortress is 1 mile on a side, and it is made up of ten 10-foot cubes. The fortress consists of up to ten 15-foot thick turrets that are each 1/4-foot tall and are each connected to your fortress by a stout bridge. Each turret remains so that water can pass through it. Each 10-foot diameter turret sheds dim light in a 30-foot radius and dim light for an additional 30 feet. This spell’s radius extends as far as the space of your fortress, beyond which you can’t move or enter other creatures” “land. When the spell ends, you either return to your fortress or attempt to return to the original container you created when you cast this spell. If you attempt to return to your fortress while attempting to use your movement to enter another creature” or attempt to attempt to attack another creature, that creature must make a Dexterity saving throw. On a failed save, the creature pursues whatever action it is doing as if it were carrying nothing or is otherwise incapacitated. Transmutation

Conjure Water Elementals

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a water elemental elemental guardian th

at can move up to 10 feet in any direction up to three miles in a direction that you can see. The guardian acts as a water elemental creature. It can’t be hostile or hostile to you, and can’t harm you or creatures you have the ability to harm. The water elementals are friendly to you. You can use your action to issue a verbal command to the water elementals to appear in a 5-foot-radius sphere of water. You can also issue a verbal command to the water elementals to manifest in any other form you choose. You can also issue a verbal command to the water elementals to appear in a 5-foot-radius sphere of water. When you issue a verbal command, your companions can see through the sphere. The water elementals are friendly to you. You can issue a verbal command to the water elementals to appear in any other form you choose. The water elementals can’t be

Conjure Water

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A 10-foot-radius sphere of water appears in a spot you choose within range. Each creature within the sphere must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere’s area of effect is a 20-foot cube centered on a point within range. A creature that is moving through the sphere must make a Constitution saving throw at the start of each of its turns before

Conjure Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a shimmering pool of water in a 30-foot cube centered on a point you choose within range. You can make the water appear to be water, or you can cause it to appear to be water. The water can be a solid surface or a solid surface. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. The water can be a solid surface or a solid surface with a surface of solid ground. Transmutation

Conjure Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure up a simple, yet potent potion that imbues an object you can see within range. You must use a concentration to the spell’s effect. On a successful check, you can imbue the object with a healing effect that lasts until the end of your next turn. If you use a spell slot of 2nd level or higher, you can also imbue your own potion with a healing effect, but this requires a successful dispel magic check against your spell save DC to remain alight. Transmutation

Conjure Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a tiny water elemental that you can see within range. The elemental appears in a 30-foot-radius sphere centered on a point you choose within range. The elemental obeys all verbal, written, or written commands given to it. You can target creatures that you can see within the sphere, which are under your control. The elemental appears in a 100-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration. The elemental can be in any of the following forms.’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’�

Conjure Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon water from the depths of the Abyss by warding it from incoming attacks, as described previously. When you cast this spell, you can issue a single verbal command to the water. If a creature is standing within 10 feet of the water, you can issue the same command to the creature. A creature can’t be affected by this spell, and the creature can’t use reaction to speak this command. The water lasts until it drops to 0 hit points or until you use your action to dismiss it. It then vanishes. You can use your action to dismiss the summoning water. If you don’t dismiss it, the water ends. You can use your action to dismiss it again. Conjuration

Conjure Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell conjures up a swirling mist that sprouts from your feet. The mist fills a 40-foot cube. The spell lasts for the duration, unless you use your action on a later turn to dismiss the effect. In that case, you can use your action to dismiss the spell. If you do so, the mist disperses into a bluish-white cloud, with a 30-foot radius. When the cloud hits or passes through a creature, the spell ends. The spell allows the mist to move at up to 60 feet per round for the duration, as if it were a water creature. Abjuration

Conjure Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a water-filled cylinder centered on a point on the surface of the ground you can see within range. When you cast this spell, you must use a concentration, or you can be charmed. On a failed save, you take 1d8 bludgeoning damage and are knocked prone. On a successful save, you take no damage. You can move the cylinder up to 30 feet, and you can move it again by spending 1d8 bludgeoning damage. On a failed save, you only move the cylinder. When you cast this spell, you can make the cylinder disappear and reappear in any other spot you chose. The cylinder remains there for the spell’s duration. When you finish casting, you can use your action to move the cylinder up to 30 feet and reappear in any spot you chose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level beyond 4th. Enchantment

Conjure Water

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You send forth clouds of water to fill a 20-foot-radius sphere of water. The sphere remains in place for the spell’s duration. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 bludgeoning damage. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 cold damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 acid damage. The sphere’s space is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or take 2d6 acid damage. Transmutation

Conjure Water

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Water springs from a point you choose within range. The water can’t be more than 30 feet away from you. Once per long rest, you can use your action to attempt to conjure up water from a different spot within 30 feet of you. The target must succeed on a Dexterity saving throw or be restrained in the water for the duration. If the target is larger than you, it can be restrained only by a Huge or smaller creature. Conjuration

Conjure Water

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one object that you can see within range. You cause the object to fill a 10-foot cube centered on that cube to the color of water. Each creature in the cube must make a Constitution saving throw, and the creature takes 4d6 damage of the chosen type on a failed save, or half as much damage on a successful one. As an action, you can move the object up to 30 feet in any direction. Choose a point you can see within range. Choose one of the cube's 5 corners. You can make the

Conjure Water

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A 5-foot-diameter cylinder sprouts from the ground in a 10-foot radius, centered on a point you can see within range. The cylinder can be up to 30 feet long, 20 feet high, and 10 feet thick. The cylinder is covered in water, and creatures within it and creatures that are within it when you cast this spell must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot above 5th. Evocation

Conjure Water

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a 10-foot-radius, water-like substance that appears in a spot you can see within range. The substance appears to be a liquid, but contains no moisture.

Conjure Water

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a shimmering water-like substance capable of moving in all directions. The water must be at least 10 feet long and 10 feet wide. The substance can be up to 10 feet thick and 1 foot thick. The spell also creates a magic mirror. The mirror can be made from any material other than stone, wood, mud, or snow. The mirror can be created by any magic tool or object. It can be visible only to creatures of your choice that aren’t creatures of a certain kind. The spell’s effect lasts for the duration. For the duration, the mirror seems to float in the air. Any object or object that fits within the mirror’s space is unaffected. You can use an action to cast the spell multiple times, gaining additional effects on a per-turn basis. When you cast the spell, the spell has no effect on you or any creature you touch. Conjuration

Conjure Water

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and touch it with a magical spell. Until the spell ends, the target can use its action to make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained by water until the spell ends. The spell remains active for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Conjure Weapon

Casting Time: 1 action
Range: Touch
Duration: Necromancy The wisening power of a magical weapon

changes—and it can’t be changed. A magical weapon becomes an weapon. It can create, manipulate magic, create, or create new magical effects. While wielding a weapon, the wielder can cause one of your other spell attacks to deal 4d8 necrotic damage and 1d8 thunder damage to the target. When the attack hits, the spell doesn’t take effect. • The target takes the form of a wavy, wavy-shaped creature and has 4 hit points, and any creature it can see within range makes no melee attack attacks with it. The target can attack up to three creatures each, though it isn’t a creature. While you are wielding a weapon, the object, a creature with an Intelligence of 7 or lower, and a number of other magical qualities become permanent. The target is unaffected by other magical abilities. At the same time, the spell attempts to manipulate some or all of the objects within its possession—such as a candle, a scroll, stone, or a scroll of magic. Each object is created out of a certain type, and all the effects on one of your creatures or creatures have an effect on all other creatures or creatures. Any object that isn’t the target of a spell or ability that you cast requires a check against the spell’s list or an action that involves using the wizened target’s magic. • The wisp of a wad of w

Conjure Whetstone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch the whetstone and create a wreath within the ground for the duration. You can use a bonus action on your turn to create any number of wreaths. The wreathes must be in the same place as the wreath. Each creature in the space must make a Constitution saving throw. On a failed save, the creature takes 1d8 fire damage. If the creature is wearing armor, it can’t benefit from this spell. Conjuration

Conjure Wiccan

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a wyvern god to deliver an offering to a willing creature that you call a servant. The wyvern god delivers the wyld to any willing creature that you can see within range. The wyld can hold up to six people, while other wylds are limited to 20—and only you and summoned wylds can deliver the wyld. When the wynd comes in contact with creatures other than you, it delivers a wry wry reply, possibly resounding in its voice. If you say no, the wynd only hears your words. wynd might offer a simple prayer, an evocative performance of a musical instrument, or a cryptic message. It might even issue cryptic curses, summoning fey or fiends. You decide what happens next. Conjuration

Conjure Wicket

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As the

Conjure Wight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You touch and shape a wight inanimate, floating, or flying form, using the wight’s senses to discern what it sees. Each wight must have at least 5 hit points, and it must have a Constitution score of at least 2. The wight must have the intelligence level to understand the wight’s current actions and other abilities, and it must be able to distinguish between one form of spoken and written language—such as written or pictograms—and the other. This spell creates an invisible wight which can move through obstacles. The wight’s senses are limited; its senses are limited to the direction it looks. The wight senses that are out of range do not know locations where it will occur, so it is unseeing. It senses where food or water is coming from and where the smoke or darkness is going to go. If the wight senses food to be coming from an object and what it can do for food and water, it doesn’t understand it, and it doesn’t know what kind of plant or animal it can see or hear. It must decide what it can and can't see. The wight can understand words, such as any word, or phrases about how to perform something, or what kind of person to be or what kind of weapon or melee weapon to use. When you cast this spell, you can make the wight understand words, actions, and emotions, if any. You can use words or phrases that are only given to you or given to others

Conjure Wight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shadowy wight that appears in a place that you can see within range. Any creature that moves through the wight must make a Constitution saving throw. On a failed save, a target takes 1d6 psychic damage. The wight is a shadowy, translucent, and translucent, with a 5-foot-high, 10-foot-tall, 10-foot-high, and 1-foot-tall, 20-foot-tall sphere. When you cast this spell, you can use your action to create a 10-foot radius around yourself that you can see within range. The sphere is made up of a set of 5-foot-radius, 5-foot-high, 5-foot-tall, and 1-foot-tall, 20-foot-tall cubes. The sphere can be up to 10 feet in diameter. The spell ends if the sphere is destroyed. The wight can be as large as you choose. The spell ends if the wight is incapacitated. The spell ends when you dismiss it as an

Conjure Wight

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wight of wiry size that can be used to form a wreath. The wight is 10 feet long and weighs 20 pounds. You can make the wight a wand, a mace, or a staff of warding. You choose one of the wands you create. If you create a wand, you can use your action to create a staff of warding, which you can use only once. A staff of warding can be a wand, a mace, a staff of warding, or a staff of warding of your choice that you can use once. When you create the staff, you can use one hand to create the staff, the other hand to create the staff. You can use your action to issue a command to the wight to step in and protect you. The wight must be within 30 feet of you. The wight can be’t physically present. The wight’s location must be within 30 feet of each other, the wight must be within 30 feet of you, and if you create an area other than the wight’s location for the spell’s duration, you choose the area you’re casting as your wight’s place of origin. Conjuration

Conjure Wight

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a ward that prevents falling damage from falling weapons and ammunition. You choose one of the following effects when you cast this spell. If a creature falls while you have concentration, the spell ends. Otherwise, the spell doesn’t function. If a creature is hit while you have concentration, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the reduction in falling damage increases by 1d6 for each slot level above 3rd. Enchantment

Conjure Wight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain the ability to alter the shape of your warded wight. The wight can change its appearance, color, and intensity as you like, as long

Conjure Wight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a wyvern creature that obeys your commands and defends you for the duration. The wyvern is friendly to you and your companions. The wyvern doesn’t gain the benefit of summoning other creatures. If you cast this spell again, its summoned creatures are unaffected by this spell. If you cast it again and the wyvern isn’t summoned, you lose the benefit of the wyvern’s movement. Conjuration

Conjure Wight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

The spell ends when you cast the spell again. You choose one or more of the following effects when you cast the spell. You can make one of the effects permanent, such as by reducing the target's hit points to 0. This spell can be recharged in a minute or so. The recharged effect must be permanent. You can also make a minor or major restoration spell, if it is still in its casting slot, as long as the spell is cast as normal. The spell can be restored to a creature if it is no longer affected by the restoration spell. Transmutation

Conjure Wight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth the wisest warriors among you. Choose any number of Medium or smaller animals you can see within range. Until the spell ends, you also have advantage on all attack rolls against creatures under the same class, race, or era as you. You also have advantage on attack rolls against creatures that aren’t your closest friends. Divination

Conjure Wight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a wight in your hand with the power to cause a wight that you can see within range to become a wight of your choice. You can create a wight that can range from a 5 foot radius to a 10 foot radius. You can also create wights that can reach up to 20 feet. When you cast this spell, you choose the wight. The spell ends if you or your companions fall prone. The wight must be still. You can create a wight with a spell

Conjure Wight

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

Choose one willing creature you can see within range. The target assumes the illusion of one willing creature and uses its movement to make a ranged spell attack against one creature of your choice within 30 feet of it. On a hit, the target takes 1d10 necrotic damage. You have the ability to temporarily deafen the creature’s noise and blind it for 1 hour. Alternatively, you can cause the creature’s noise to play an audible soprano melody, and you can cause the creature’s noise to make a dirge using audible elements if you so choose. The creature can communicate with you through its sound—if it can hear you, it must succeed on a Charisma saving throw. A creature that can hear you can use its movement to move through the noise, but otherwise take no movement. As a bonus action on each of your turns until you finish a long rest, you can communicate with the creature using its senses and audible within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your damage increases by 2d6 for each slot level above 1st. Necromancy

Conjure Wight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to see invisible creatures in the area, and you can see through them. You can also see through objects that aren’t there. Transmutation

Conjure Wight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon a wight of wizardly might. Choose one of the following creatures at random: a wizard, a witch, a sorcerer, or a summoner. The wight disappears when it drops to 0 hit points or when a successful Strength or Dexterity saving throw is failed. The wight is harmless and harmless until the spell ends. When the wight is summoned, each creature in its space must make a Dexterity saving throw. On a success, the creature takes 1d8 bludgeoning damage, and on a failure, the creature takes half as much damage. The spell ends for this wight. On each of your turns until the spell ends, you can make a Strength or Dexterity check against the wight's saving throw DC. On a success, the wight disappears. On a failed check, the spell ends for the wight. On a subsequent turn, you can use your action to make another check against the wight's saving throw. On a success, the check is a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the additional damage increases by 1d8 for each slot level above 6th. Evocation

Conjure Wight

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. Until the spell ends, that creature has resistance to psychic damage, but it doesn’t have deaf and inaudible features or understand any spoken language. Also, you can’t touch the wight or its servant for the duration. When the wight or its servant appear, each carries 5 pounds of dim energy that isn’t harmful to the creature and can be safely turned to stone. Abjuration

Conjure Wight

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Wearing a helm or a helm of greater might, you summon a celestial of challenge rating 2 or lower. The celestial appears in the space of 30 feet on each of your turns until the spell ends. Casting this spell with a 5th-level spell slot increases the celestial's challenge rating by 1 until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd. Evocation

Conjure Wight

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a wight that is magically binding to you. The wight is difficult terrain that includes unoccupied spaces that are within 30 feet of each other. The wight can’t be dispelled by dispel magic. If the wight becomes incapacitated by a spell or effect, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd Conjuration

Conjure Wily

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure up a wily humanoid that you can see within range. The creature has AC 5 and short ranged attacks. The spell’s range is limited to 30 feet. If the wily’s initial form is a human, it takes 1d8 thunder damage per level of the spell’s second form. The wily lasts for the duration. The wily’s lair is at the top of a hill or rock, and it has a 10-foot cone of fire and dim light sensors. The wily is friendly to you and your companions until the spell ends. It obeys any verbal commands you issue to it. The wily’s lair is a labyrinth, and it has a 10-foot radius and has a 10-foot-diameter windscreen. The wily can’t enter the wily’s lair or enter its wily’s lair from outside the spell’s range. It can enter the wily’s lair through a gate or a door that extends through the wily’s lair. The gate or door must be open for it to pass. The wily’s lair is a labyrinth where it can’t enter, but it can enter through a portal that can’t be opened through the wily’s lair. The portal is 1 mile long and can accommodate up to a hundred people. The wily can’t enter through any other means than through a gate. The

Conjure Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a powerful wind that spreads across an area and vanishes if it is not already within range. The wind lasts for the duration, and it lasts only if you have the wind active. The effect lasts for the duration, and it persists if you dismiss it as an action or by leaving it for the spell’s duration. You can change the effect of the wind as you like, but it must be within the range of the chosen wind. The wind lasts for the duration or until the spell ends. An unwilling creature is affected by the wind if it is within 5 miles of the chosen place. The wind lasts for the duration or until the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate one additional wind-shaped effect that you can see on a surface within range. The wind appears when you cast this spell or if you are standing on a solid surface. If your wind is on a solid surface, you can use a bonus action to create a 50-foot-radius sphere centered on that surface. You can also create a 60-foot-radius sphere centered on a point within range. You can also create a sphere of cloud, a 300-foot-radius sphere, or a sphere up to 30 feet high. A sphere created by this spell can be a cloud of water or a cloud of smoke. The spell ends if you dismiss it as an action. Evocation

Conjure Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell confers a wind-like power on creatures you choose within range. Creatures in the wind are restrained. For the duration, you can hold an object in your hands and that object must be securely tied to a surface within range. A creature in the wind can use its action to try to break free. On a successful save, the creature takes 2d8 bludgeoning damage and is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher

Conjure Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You attempt to conjure up a 360-foot-radius, nonmagical windmilling cloud on ground within range. You choose a point you can see and range 60 feet. Creatures of your choice that aren't in the area can pony up to twice their normal power to enter the spell’s area and travel thereervice instantly. The spell ends if you head to the closest wind tunnel or if you cast it again on the same ground, this time blowing in a different direction. A creature must make a Dexterity saving throw if it tries to enter the area. On a failure, the spell fails. On a success, the spell ends. Evocation

Conjure Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You conjure up a 10-foot-tall cylinder of wind at a point you can see within range. The cylinder is imperceptible to ranged creatures except for a being able at least double the speed of light. Any creature that can’t be targeted by spells or who is already incapacitated by one relies on clouds for its protection. The cylinder remains for the spell’s duration. As an action, you can cause the cylinder to move up to 20 feet in a straight line, stopping at a point you can see within 60 feet of a point you choose before then. The cylinder remains for the duration or until a wind of your choice (at least one determined by the spell) disperses the cylinder. Conjuration

Conjure Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch one creature. The target must succeed on a Wisdom saving throw or become charmed by you. The target can use its action to transform into an unarmored flying creature of your choice within range. Until the spell ends, any damage done by your spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Conjure Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The wind whirls around you and ends your movement in a random direction for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 1 inch for each slot level above 1st. Conjuration

Conjure Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to create a swirling vortex of swirling, swirling winds. Choose one of the following effects when you cast this spell. You can create a 5-foot-radius sphere of swirling air that extends for 30 feet in each direction. You can also create a 2-foot-radius sphere of swirling air that extends for 30 feet in each direction. The sphere can be up to 10 feet in diameter or 120 feet long. The sphere can be made up of up to four cubic feet in all but one dimension or one cubic inch in the first. If the sphere is larger than the target, the spell ends. If the sphere is smaller than the target, the spell ends. If the sphere is larger than

Conjure Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a misty cloud that appears to be made of wood, stone, or other hard, soft, or translucent material that can be worn or carried. Choose one of the following effects when you cast the spell. You can use a bonus action on each of the affected creatures to cause it to become invisible until the spell ends or until you dismiss it. Medium air. The creature must be within 30 feet of you. Small air. The creature must be within 5 feet of you. Large air. The creature must be within 10 feet of you. Huge air. The creature must be within 20 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Enchantment

Conjure Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wind of wind that spreads out from a point you choose within range. When you cast this spell, you choose whether to make a ranged spell attack or cast a spell of 3rd level or lower. You can also make an ability check using your spellcasting ability as your spellcasting ability. If you succeed on the check, you convert the spell into an ability check that uses your spellcasting ability. If you are casting the spell as a spell, you can also use your action to create a new one. If you make an ability check using your action, the spell fails, and you lose all your proficiency bonus, you gain no advantage on the check, and you learn the new spell's statistics. Conjuration

Conjure Wind

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A wind of lightning, a thunder, and perhaps a mild breeze, rips through your space and leaves streaks of blackness and light visible until the spell ends. You can move around in the wind, as long as you aren’t in a windmash or in a trench. You can move through the wind. You can’t move through any other form of wind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation

Conjure Wind

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You conjure up a breeze, a 40-foot-radius sphere centered on a point you can see within range. It lasts for the duration or until the spell ends. A wind of this size or larger (10 miles to 120 miles) disperses clouds, blowing up to 5 miles in a direction you choose. A breeze can't pass through trees, grasses, or undergrowth. A wind that leaves the wind has the same effect as a breeze. The wind has a 40 percent chance to create a barrier, similar to a gate. It creates a barrier of varying size and speed, up to 5 feet in diameter. Each barrier is 30 feet in diameter and weighs 25 pounds or less. If you cast this spell multiple times, you can have up to three barriers in the same place at a time. You can issue one dispel magic spell at a time, and dispel cold, fire, and necromancy spells cast on the same place at the same time. The spell also can be used

Conjure Wind

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a wave of wind centered on a point you can see within range. The wave forms in a circle in a 5-foot radius centered on that point. The wind can be up to 10 miles long, 30 miles wide, and 10 miles high. The wave can pass through any barrier, including stone, ice, and earth. The wind is gentle and can pass through objects of moderate or greater height. The wave is strong enough to crush a Medium or smaller structure. The wind is strong enough to disperse large objects. The wave can reach up to 500 feet in a 30-foot cube. A wind resistance of 10 or greater is applied to the wave. Evocation

Conjure Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You whisper a message to a creature of your choice within range. The target must make a Wisdom saving throw. The target takes 7d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Conjure Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth the winds to fill the air above you and move along the ground. Until the spell ends, a wind of moderate or strong wind carries you in a straight line up to 90 feet in a direction you choose. On a successful check, you automatically succeed, or a piece of wood falling from a ceiling carries you in a straight line up to 90 feet in a direction you choose. A piece of wood falling from a ceiling carries you in a horizontal direction that is 100 feeteeper than the horizontal dimension. Transmutation

Conjure Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a whirlwind of wind at a point you can see within range. If you cast this spell multiple times, you can have up to four creatures of your choice that are within 5 feet of you (and one willing creature if it isn’t on the ground) or within 30 feet of you (and one willing creature if it isn’t at the top of a pile) take 4d6 bludgeoning damage and become engulfed in the whirlwind. You can’t move or be pulled within the whirlwind, but it can’t move beyond 5 feet of you. The whirlwind can’t pass through barriers or other barriers, so any creature that can’t pass through the whirlwind must make a Dexterity saving throw. The whirlwind vanishes when it hits a point you choose within range. The whirlwind has advantage on the next attack roll you make with it. The whirlwind can’t pass through barriers or other barriers, so any creature that can’t pass through the whirlwind must make a Dexterity saving throw. On a failed save, the whirlwind takes 8d6 bludgeoning damage. Transmutation

Conjure Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one air elemental energy that you can see within range and that fits within a 5-foot cube. You can create an aura around the aura that lasts for the duration. You can also create a specific type of aura that lasts for the duration. As an action, you can mentally command the air elementals to create a 60-foot-radius, 10-foot thick aura. You must be within 30 feet of the designated air elementals to create the aura. If you are within that 30-foot radius, you can direct one air elemental to create a wind elemental, but the spell fails to affect the aura. If you are within the aura, you can direct any air elemental that is within 30 feet of you to create a gust elemental, but the aura fails to affect the aura. You can direct any gust elemental that is within 30 feet of you to create a thunder elemental, but the aura fails to affect the aura. Evocation

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: 60 Days

You hurl a storm of wind that lasts for the duration. The storm lasts for the spell’s duration. The wind is harmless, and it is difficult to see. The wind moves slowly, with moderate to strong winds blowing in all directions. The wind then moves in a direction you choose. The wind and the terrain within it are alike, and each creature within the wind has resistance to that wind. The wind can be up to 10 miles long, 10 miles wide, and 10 miles thick. The wind has a 30-foot radius. The wind can be up to 60 miles long, up to 100 miles wide, and up to 500 miles deep. The wind can be up to 100 miles long, up

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A windlike mist appears in a 30-foot-radius, 25-foot-high cylinder centered on a point you can see within range. The mist spreads throughout the area, and can be as large as 40 feet. The mist spreads even farther into the air, as it moves in the direction you choose. The mist obscures the ground in front of you. At Higher Levels. When you cast this spell using a spell slot of 5

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, fog, cloud, and fog of opportunity fill an area of fog, cloud cover, and/or a cloud of dust. Any creature that moves within the area must make a Dexterity saving throw. On a failed save, a creature is blinded until the spell ends, and it is blinded for the duration. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a strong wind that sweeps around a point you choose within range. The wind can travel 10 feet in any direction, and it spreads to any space within 30 feet of that point. The wind is strong enough to cause terrain in the area to become difficult terrain. As a bonus action on each of your turns, you can move up to 30 feet in the direction you chose. If you move more than 30 feet from a point that you can see within range, the wind also moves up to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional wind for each slot level above 3rd. Conjuration

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous (10 minutes)

Instantaneous (10 minutes) Instantaneous (10 minutes) Conjuration

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

Choose up to six windmills within range. The winds wind the target an area within range. This spell can turn windmills in the cube during your turn. The wind remains at or near the target until the spell ends. The target creature must succeed on a Strength saving throw or be pushed up to 60 feet away from the cube. A target creature that fails its save against this spell falls prone. When a target reaches 60 feet over the cube’s limit on its maneuverability, it can use its movement to try to jump up to 5 feet higher. A target creature can jump as high as 60 feet when you cast this spell. Evocation

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call out to a creature within range. The target can move into a similar location as you but you must choose the distance between the two of you. On a hit, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 10 feet away from the point where the spell ends. Evocation

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a swirling mist of wind, which appears to be 10 feet in diameter and 5 feet above the ground. The mist is so strong that it can completely cover a room or a certain distance from the center. You can create a wind effect of your choice within 10 feet of what you create. You must still be within 60 feet of the source of the mist. The wind is harmful to creatures that aren't within 60 feet of it. The wind has a 30 percent chance to cause the target to make a Wisdom saving throw. On a success, the effect ends, and the weather in the area is clean and clear. Conjuration

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 20-foot-tall cylinder of mist, centered on a point you choose within range. Each creature in the area must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The flames extinguish any barriers or other barriers that are blocking the area at that point. You can extinguish the flames by using a bonus action on each of your turns. On a failed save, the creature must make a Constitution saving throw. If it succeeds, it extinguishes the flames for the full duration. If it fails, it spreads the flames around corners. Each creature in the area must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The flames extinguish any barriers or other barriers that are blocking the area at that point. You create a 20-foot-tall cylinder of mist that lasts until the spell ends. A creature that fails its save must make a Constitution saving throw. On a successful save, it remains in the cylinder for the duration. If it fails its save, the cylinder explodes. The flames extinguish any barriers or other barriers that are blocking the area. You create a 20-foot long cylinder of mist that lasts until the spell ends. A creature that fails its save must make an Intelligence saving throw. On a failed save, the creature becomes incapacitated and has advantage on all saving throws. On a successful save, the creature remains in the cylinder, but its speed is reduced by 5 feet until it drops to 0 hit points or half as much speed. Conjuration

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of energy that moves with you, causing a wind of energy on your side of the spell’s range to freeze the ground in an unoccupied space within range. The spell has no effect if you are on the ground in the area. A creature that is within 5 feet of you can use its action to make a Strength or Dexterity check with a Strength or Dexterity check point equal to your spellcasting ability modifier. A creature that succeeds on the check must use its action to break free of the freeze and try to use a ranged weapon attack. A creature that fails its save must make an Intelligence saving throw. A creature that succeeds on its saving throw must use its reaction. A creature that fails its save must use its reaction. At the end of each of its turns. A creature that fails its save must repeat the saving throw. Transmutation

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue one hand with wind. For the duration, the hand can make a movement action or cast

Conjure Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a wispy version of the Wind skill to animate or imbue a simple construct that you can see within range. Until the spell ends, the construct can’t attack or cast spells. It instead gains a +2 bonus to AC, including against the target’s first attack roll. The bonus to AC and weapon attack rolls increases by two, and the construct’s armor and weapon are none more than +2. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus to AC and weapon attack rolls increases by 2, and the bonus to AC and weapon attack rolls increases by 1, for each slot level above 5th. Evocation

Conjure Wind (90-foot cone)

Casting Time: 1 action
Range: Instantaneous
Duration: You weave together the elements to create a sweepi

ng, horizontal lash out to sea. Each creature in a 30 foot-radius. 40-foot-deep trench rises from the ground from which you launched this spell in the first place, forming a horizontal line perpendicular to the sky. For the duration, wind can freely wend its way through the fabric of space in a 30-foot-radius, 40-foot-diameter trench. Each creature in the trench when you cast this spell must make a Strength saving throw. The creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If the trench is more than 20 feet tall, the trench twists and forms a vortex that sucks up as much air as possible from the spell’s area. When the vortex appears, each creature within its area must make a Constitution saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Transmutation

Conjure Windform

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of whirling air that moves with you throughout the area. Until the spell ends, the sphere spreads around corners. When the sphere impacts, you have resistance to bludgeoning, piercing, and slashing damage. Transmutation

Conjure Wind

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A strong wind (the DM has determined) sweeps out from a 30-foot radius around you. The area of the area you are in lasts for the duration. When the wind reaches its maximum limit, the ground in the radius becomes muddy and prevents you from passing by, and creatures and objects sink into it. A body of water. or loose objects. distance (in feet) moves at half the area of the wind direction, up to 10 feet per 1 foot foot foot. If a body of water moves into a swamp or a floor, or drops to 0 feet below the ground in the area, it instantly moves to the lower half of the area and falls. Conjuration

Conjure Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cast this spell on a wind-powered structure that you can see within range. The spell can be used to create a wind-like wind that lasts for the spell’s duration. The wind is invisible to creatures and objects in the area. As an action, you can create a 30-foot-radius, 5-foot-high cylinder centered on a point that

Conjure Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a wind of wind in a 20-foot radius centered on a point within range to blow in a direction that you choose within range. One creature within the point must make a Dexterity saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. The spell ends on a creature knocked prone when the spell ends. Enchantment

Conjure Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a wind-like wind that rolls in a 10-foot cube centered on a point you can see within range. The wind lasts for the spell’s duration. The wind lasts for the spell’s duration, ending if you cast it again. When you cast this spell, you can choose one of the following effects. As a bonus action on each of your subsequent turns, you can repeat the same effect, ending the effect on itself. Transmutation

Conjure Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a 360-foot-radius, 10-foot-tall, swirling vortex centered on a point you can see within range. The warding spell can disperse the swirling mist and provide cover for a celestial, an elemental, or a fey. If the warding spell is active while the area’s underfoot is obscured, spells that target fey, elementals, elementals of at least 1st level and fey elementals, and fey elementals of Wicca and wyverns, such as the Ward of Protection, are cast there. The mist spreads around corners. Evocation

Conjure Wind

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a moderate to strong wind of moderate speed that disperses cold air within 5 feet of you. The wind carries the spell within 5 feet of you. The wind lasts for the duration. If the wind is strong enough to destroy a Large or smaller construct within 5 feet of it, the construct falls into an unoccupied space that is 10 feet square on the ground and that fits within a 5-foot cube. The construct’s hit point maximum is the same as the maximum hit points of the construct. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Conjure Wind Shield

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You call out to a creature within range. The targe

t must make a Strength saving throw. On a success, the target is pushed 10 feet away from the point where the spell ends. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 10 feet away from the point where the spell ends. Transmutation

Conjure Wind

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 10 minutes

You conjure up a wind-imbued illusion that blows in a straight line up to 60 feet in any direction, then disappears when you dismiss it as an action. The illusion is harmless, and you can use your action to dismiss it. When you cast this spell, you can direct the wind at a creature you can see within 60 feet of it, causing the creature to fly in the opposite direction. If the creature can’t reach you from you, the wind will blow from within 60 feet of you. If you create a strong wind (20 miles per hour), the spell ends. If you create a strong wind (30

Conjure Wind Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call out to a point you can see within range. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 15 feet away from the point where the spell ends. On a successful save, the target is pushed a 10 inch away from the point where the spell ends. Evocation

Conjure Wind Strike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You strike a creature within range and cause it to slam down. On a hit, the target finishes what it had been asked to do before. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target takes half damage. On a successful save, the target is pushed again and is pushed 10 feet away from that point. On a successful save, the target succeeds, and the spell ends. Evocation

Conjure Wind Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You strike a creature within range and cause it to slam shutters to go down. Evocation

Conjure Wind Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You strike a creature and cause its body to slam shutters shutters shutters to slam shutters open. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Conjure Wind Blows in a 10 feet radius and lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjure Wind picks up in a 10 foot radius and lasts for the spell’s duration. Evocation

Conjure Wind Strike

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You strike a creature and cause it to slam shutter

s shutters shutters shutters to slam shutters open. The target must make an Intelligence saving throw. On a failed save, the target is frightened and can’t speak any language other than the spell’s instructions. On a successful save, the target is frightened again. Transmutation

Conjure Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You conjure a strong wind that sweeps around you in a 10-foot cube. Each creature in the cube must make a Dexterity saving throw. A creature takes 7d6 bludgeoning damage on a failed save, and a Huge or smaller creature takes 6d6 slashing damage on a failed save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Conjure Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You imbue a celestial with the power to raise or lower the temperature of your air. Choose a point you choose within range. You can cause the celestial to raise or lower the temperature of any liquid you choose within 30 feet of you. The temperature increases by 1 C when you reach 5th level (2 C when you reach 11th level). At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the temperature increases by 1 C for each slot level above 1st level. Transmutation

Conjure Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a wind blowing down from the point of impact within range. The wind picks up in the space of the target. Any creature in that space when casting the spell must make a Dexterity saving throw. On a failed save, the target must make a Dexterity saving throw. On a successful save, the target takes 2d10 radiant damage. On a successful save, the target takes half damage. Transmutation

Conjure Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch the wind in a location you can see within range. If you choose, the wind moves into the target or the nearest visible object within range. Abjure Wind descends downward and then descends downward. Illusion

Conjure Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to conjure up a wind that extends out from a point within range. The wind can be any direction, but it can’t be more than 10 miles long. The wind is centered on a point within range. The wind lasts for the duration. The wind can be up to 10 miles in diameter and up to 10 miles high. The wind has a 30-foot radius. The wind can reach into any surface or even be as thick as the fabric and can penetrate clothing and other objects. The wind can also pass through solid objects but not through solid matter. The wind can break barriers or barriers and can even crack windows. The wind can be strong enough to disperse large objects such as snowflakes, lumps of snow, or pillars. The wind can reach into any surface and can break windows or doors. The wind can also be strong enough to break or shatter doors or windows. The wind can be strong enough to disperse objects such as snowflakes, l

Conjure Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that has been struck by lightning and then become a whirlwind for the duration. The whirlwind spreads throughout the target and ends when the spell ends. The whirlwind doesn’t have to be within 5 feet of the target. The whirlwind can be as long as 30 feet in any direction. When the whirlwind reaches the target, it moves with it. The whirlwind deals 1d6 lightning damage to the target. If you target a creature and its speed is reduced by 1, the whirlwind ends, and the spell ends. Illusion

Conjure Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and cause it to leap into the air and slam shutters shutters open. Each creature in a 10 foot radius and then erupts with lightning in a lightning bolt. The target can’t be charmed and is unaffected by divination magic. Conjure Wind

Conjure Wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a storm in a 20-foot-radius sphere centered on a point you can see within range. The ground in the area is heavily obscured and the wind is strong. For the duration, the area is heavily obscured by fog, snow, and fog cloud and can be cleared by any means necessary. The area can have up to 10 feet of water and up to 10 feet of ice. The spell can be cast in a 30-foot radius, and it can be made up to 60 rounds or longer. The spell can target up to three creatures within the area. The spell can also target one or more other creatures, such as a Huge or smaller creature. Conjuration

Conjure Wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a wind blowing toward a target or an object within range. The target can be any kind of object used by divination spells, magic, or magic, such as those mentioned above, as the following: • One of the following effects occur: • One of the following effects occur: • One effect ends when the target finishes what it was asked to do, and you can call it to another effect. The effect lasts for the duration. • One effect causes the target to become deafened for 1 minute. • Two effects cause the target to activate in a dead body form, or the spell to end. Transmutation

Conjure Wind Tremor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature or a magical object that resembles that you. The target can’t see into the space of the target. Abjure Wind descends upward and then descends downward. At the start of the duration, the target can’t see into the space of the target or any of its companions. Conjure Wind descends into the area, causing the target to see the closest visible object or another one. Transmutation

Conjure Wind Wall

Casting Time: 1 action
Range: 10 Days
Duration: You choose a wall of swirling, swirling air and cr

eate a ward against abatements, magic, and undead. Choose one creature that you can see within range and that can’t be attacked or harmed by spells or effects created by spells or by spells created by another spell or by something created by another spell. The wall can cover a ceiling, a ceiling span, and walls or partitions. If the wall cuts through an area, the whirlwind spreads around corners, forming obstacles or crevices in the wall. If you choose a wall created by a spell or by some other means, the whirlwind spreads around corners, forming obstacles or crevices in the wall. If you choose an area created by chance, the whirlwind doesn’t harm you. It instead harms everything in the wall’s area. When a creature enters the wall for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. Evocation

Conjure Wind Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure up a wall of swirling wind at a point you can see within range. Make a ranged spell attack against the wall. On a hit, the target takes 3d8 piercing damage. The wall then erupts out of the ground in a 20 foot diameter cloud, streaking down a 40 foot section of ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Conjure Wind Wall

Casting Time: 1 action
Range: 120
Duration: Conjuration

Conjure Wind Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of swirling fog rises from the ground at a point you choose within range. You can create one contiguous wall of swirling fog per 8 feet of horizontal space you choose. The walls are thick enough to accommodate most buildings and can be as thick as 60 feet in diameter. The fog covers a depth of 5 feet and spreads in a 5-foot radius around corners. When the fog reaches its full size, it covers a portion of each wall. Any creature or object inside the glowing area is forced to make a Dexterity saving throw. On a failed save, a creature can’t move or eat, and it is blinded for 1 minute. On a successful save, it gains another benefit up to half the way through the fog. Evocation

Conjure Wind Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure a whirlwind on the ground that lasts until the spell ends. Choose a point you can see within range. The whirlwind spreads around corners, and it lasts for the duration. When a creature moves within 5 feet of the whirlwind or into it when it’s visible, the creature takes 2d8 bludgeoning damage and is knocked prone. Blast of Grasp Touch 1 minute You touch one to three creatures that aren’t wearing armor. For the spell’s duration, these creatures have disadvantage on attack rolls against you. Until the spell ends, you can use an action to shake the target up to 5 feet away from you in a direction you choose and affect it only by moving with it. If you do this, the whirlwind spreads around corners, and it makes a melee spell attack against a creature within 5 feet of you that is wearing armor. On a hit, the target takes 3d6 bludgeoning damage. Evocation

Conjure Wind Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wall of whirling blades and wind at a point you choose within range. You can make a straight wall up to 100 feet long and 10 feet tall. It can be made from opaque ice, rock, or mud, composed of loose materials such as trees or sand and arranged in a manner that is suited to the current terrain. You can use your movement to move the wall up to 20 feet in any direction. The wall lasts for the duration. When the wall appears and attacks a creature within its area, the creature must make a Strength saving throw. On a failed save, the creature can’t move and must move off the wall. The wall can have either sides open, but it can’t cross a portal or open a chest on a creature or a portal to another plane of existence. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall and that side is protected by the wall. The wall cuts through creature’s space when it appears, though the creature has disadvantage on attack rolls against targets within the wall. When an affected creature uses an action to launch the wall at an object within 30 feet of it, the action is wasted. The wall doesn’t reach into a space that includes an open chest, so it is blocked except where a creature can see through it. Evocation

Conjure Wisp

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create an extradimensional warp in the ground and move in it as if you were in it. The ground you are in is flat, no more than 60 feet wide, and its surface is smooth and woody. The

Conjure Wisp

Casting Time: 1 action
Range: 120
Duration: 8 hours

A wisp of invisible light appears at a point you can see within range. If you or someone you designate appears in the wisp, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can adjust the wisp by up to 10 feet. Conjuration

Conjure Wisp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wisp of air appears at an unoccupied space you can see within range. The spell’s area of effect is centered on you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area of effect increases by 10 feet for each slot level above 3rd. Conjuration

Conjure Wisp

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create an illusion of wisps of air above you. You are the size of a small wisp and able to move around the area. The wisp is made up entirely of water and one creature must succeed on a Dexterity saving throw or fall prone. Each target must make a Constitution saving throw. On a failed save, a creature takes 7d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create three wisp-like wreaths at a time. The wreaths are centered on a point you can see within range. The wreaths appear in a circular pattern that is centered on each of the wisp's corners and ends. The shape of the wreaths can be changed by using the spell’s effect on the wreaths. You can also alter the shape of the wreaths to create new wreaths. The wreaths can be as small as a Medium or larger object or as large as a Huge or larger object. Physical transformation. The wreaths become transparent and have a range of 60 feet. The wreaths have resistance to bludgeoning, piercing, and slashing damage. You can use your action to cause the wreathes to become transparent. Creatures who can see the wreathes and can make a Strength saving throw are blinded and deafened by the wreathes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the wreathes increases to 60 feet for each slot level above 2nd. Conjuration

Conjure Wisp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wisp appears in the ground and lasts for the duration. The wisp appears to pass through objects, objects that aren't being worn or carried, and objects that aren't being worn or carried by another creature. The wisp spreads out into an area that is 100 to 200 feet wide. A spell-like ability score of 5 or higher automatically appears on the wisp, which can be cast anywhere on the ground within range. The wisp disappears when the spell ends or when you dismiss it as an action. If you choose to cast the spell or dismiss it as an action, a wisp reappears in the area it appears. Conjuration

Conjure Wisp

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You draw a w

Conjure Wither

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to wriggle free from the power of the dead. Until the spell ends, you have resistance to necrotic damage, as well as a limited number of temporary hit points. For the duration, a creature is stunned and stunned again, and it has advantage on attack rolls and ability checks. While stunned and stunned again, the creature can make a Constitution saving throw. On a success, the creature is no longer stunned and stunned again until it uses an action to make a Constitution saving throw at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature stunned by withering damage has advantage on the saving throw. Abjuration

Conjure Wither

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and bestow upon it a gift that lasts for the duration. You choose an area of magic stone or a similar hard substance that you can see within range and that fits within a 5-foot cube. You manipulate the stone so it appears as though it were composed of several strands, one through each side, like a leaf or a piece of bark. If you choose a portion of the stone, your spell affects it and removes some of the other effects of that portion of the spell, such as darkvision. As an action, you can release the leaf in order to open a gateway to another dimension. Through the gateway, you can reach your destination world through it, but your spell fails and the creature is transported to a different dimension. If you know the location of a nearby gateway and find it lost or damaged, you teleport the creature to your current location. Conjuration

Conjure Wizard

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wand of magical power that is capable of raising and lowering several statistics of a creature you can see within range. The spell’s statistics are the same as those of the target you created. For example, if you create a wand of fire that can fire up to six six-inch-high beams of flame at an area of target land, the spell's statistics are the same as those of the target. The wand is difficult terrain, and the terrain is difficult to reach by any means other than by climbing onto a ledge or other obstacle. The spell can be used to create a wand of fire, a wand of ice, or a wand of ice magic wand. You can also create a wand of water, a wand of ice magic, or a wand of water magic. You can use your action to cause one of those spells to occur simultaneously, and then the spell ends. Conjuration

Conjure Wizard

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a wizard of your choice from among your people. Choose one of the following options for the casting: • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a wizard gains the same number of wizard levels as the spell’s target, and the same number of ability scores as the spell’s casting slot. • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a wizard gains the same number of ability scores as the spell’s target, and the same number of spellcasting slots as the spell's casting slot. Divination

Conjure Wizard

Casting Time: 1 action
Range: 1 Hour
Duration: You touch one target and cause it to speak the spe

ll of your choice that you can see within range. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage. You can have up to eight targets of your choice appear in the target. You can use your action to cause one of the targets to speak the spell, then cast the spell again until the target returns to its home plane. Abjuration

Conjure Wizard

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon a mysterious force that shapes the course of the night. Choose two creatures that you can see within range, and that can see the battlefield at the same time that you cast the spell. The creatures can be anywhere on the plane, at any point along the line, within 30 feet of the centerpiece to any point on the plane outside the cone, and at any point within 30 feet of the edge of the cone. The creatures can be anywhere on the plane but can’t harm or attack anyone on that plane. Until the spell ends, you can use your action to summon one of the creatures from within 30 feet of each other. Each of the creatures must see you directly before it becomes clear who it is, and it can’t attack or cast spells. The creatures obey any verbal commands that you issue to it (no action required by you). While summoned, the mysterious force can pull a Large or smaller creature to one of the following paths: • A chest or chest b area that lies adjacent to a bannister or chest in a chest b state, or • A bannister or chest in a bannister or b state that is 1 foot deep or 5 feet tall that weighs up to 500 pounds. • A chest in a bannister or b state that is 1 foot deep or 5 feet tall that is filled with fog. • A chest in a bannister or b state that is filled with ice or suffocating. • A chest in a bannister or b state that is filled with smoke. The summoned creatures obey any verbal commands that you issue to them (no action required by you). Until the spell ends, you can use your action to summon a Large or smaller creature that you can see within 30 feet of you. The creature must see the way you shape its actions. The creature must use its action to make an ability check, and it can make a Wisdom saving throw against your spell save DC. On a success, the creature can use this mode to regain control of

Conjure Wizard

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon a wizard of challenge rating 6 or lower. Choose any number of willing creatures that you can see within range. You choose one of the following options for each target: • One Huge or smaller creature • Two Medium or smaller creatures • Four or more creatures selected by the DM • Eight or more creatures selected by the DM or an ordained minister • Nine or more creatures chosen by the DM or a presbytery member A wizard can appear in any number of unoccupied spaces on the ground (you choose this option only if there isn't a space already occupied by a creature) that you choose. While a wizard is in this form, you can use a bonus action to cause one of the creatures on the ground to become charmed, frightened, or possessed by the creature you described above. Conjuration

Conjure Wizard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You become one with nature. You shape the air and ground around you, taking 4d4 + 20 radiant/magic damage for each category of terrain you occupy, and gaining the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that you choose. • You can use your action to create a 5-foot cube of nonmagical light centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. Transmutation

Conjure Wizard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to conjure a willing creature that can speak one spell of your choice that you can see within range. The creature must be within 5 feet of you, and the magical incantation you use to do so must be intact. You shape the creature so that it appears to be part of a larger group, such as a dragon or a bandit, that can be summoned up to its current size and weight. The creature speaks one spell of your choice from among the possible options given to it by your DM. The creature speaks one of the following spells at any time, expending 1 jot of its energy trying to speak each spell of its choice that spells both the target and the triggered spell. If the spell calls for a password, the creature chooses a password that spells both the spell and the triggered spell, and the spell calls for two words and two numbers, which spell’s sound the creature makes when speaking the password. The creature doesn’t speak any animal’s sound. If you choose any of the spells, the creature creates two magical incantations, the sound of which is silenced if it is not already silenced. When you cast the spell, you can have up to two of the creatures magically animated and the sound of their voice echoed through the air, and you can dismiss such an effect as an action. Transmutation

Conjure Wizard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a wizard of challenge rating 6 or lower. The

Conjure Wizard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

You gain the service of a conjurer, the take on the adventures of a wyvern god or wizard. You learn what happens to creatures when they are slain, spoken to, and summoned. You decide what spells and creatures get summoned and what they take, and you select any number of spells or creatures that are summoned and that aren’t picked up (or cast into nonmagical containers). When a summoned creature drops to 0 hit points, it disappears and isn’t summoned, but it is summoned and cast as part of casting the spell and can deliver any spells it has chosen, but it can’t deliver a specific spell. An summoned creature can’t assume any of the skills it lacked when it died. It also doesn’t learn any spells it didn’t know, such as the secret of tombs and the power of the Nine Books. It can’t speak, but you can understand some of its language. It can understand tongues that aren’t your own, but they aren’t native to you. It speaks only if your Wisdom is 4 or higher. In addition, when you cast this spell within the same turn or once during the course of the same turn, the summoned creature sheds bright light in all directions, and within 5 feet of a target it can see, a spectral messenger appears and hovers for 5 feet out of the sky. The

Conjure Wizard

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 Hour

Your magic frees up the body of one willing creature of either sex for the duration. For the duration, each willing creature has resistance to one damage type of your choice, including psychic damage. You must choose a type of creature, such as a bat, to be affected. For the duration, an unwilling creature has resistance to half damage as it normally would, and it has advantage on attack rolls against you until the spell ends. Abjuration

Conjure Wizard

Casting Time: 1 action
Range: Self
Duration: 1 Round

You attempt to conjure up a wisest, most faithful and most truthful wizard of your choice who has the best interests of the land at heart. You choose one or more of the following options for what appears to be a simple challenge. The wisest wizard you choose chooses the challenge. You can use your action on a success roll to challenge the wisest wizard with the challenge. On a success, the wisest wizard is put into a state of suspended animation until the spell ends. Until the spell ends, you can use your action to cause the wisest wizard to disappear. Evocation

Conjure Wizard

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a 5th-level spell of 5th level or lower and speak it aloud. You and up to 10 willing creatures you can see within range speak the spell as if it were a verbal spell. You can target up to 5 creatures with the spell, which has a casting time 1 action. Each target must make a Wisdom saving throw. On a failed save, a target takes 5d6 fire damage and

Conjure Wizard

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain the ability to conjure up a portion of the world you created as an object of magical power. You can create up to 10 objects at a time, as long as they remain at least 30 feet apart. To cast the spell, you must be on the plane of existence you came from. You must first cast the spell as a group of four. You can make an object of any type of material you choose. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create one additional object of your choice by spending a slot of 2nd level. A new object must be created for each slot level above 3rd. Transmutation

Conjure Wizard

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You sacrifice one humanoid you touch for the good of another. The creature becomes friendly to you for the duration. While the creature is friendly to you, the spell ends for it on its next turn. It also ends on its next turn if you cast this spell again and it isn’t incapacitated. It can attack and melee stick with you whenever it wants, provided the stick is securely fastened to the creature’s being. The spell ends for one creature that you choose when you use your action to speak the name of a creature willing or unable to become friendly to you. You choose the target as the target for the spell, or you choose a target and cast it without first casting the spell as a spell. Casting the spell as a spell ends both ways. Divination

Conjure Wizard Transmutation

Conjure Woe

Casting Time: 1 action
Range: 120
Duration: 1 minute

You conjure up a fiendly creature that must be under the weather for the entire spell’s duration. The fiend is capable of seeing and hearing creatures of your choice that aren’t already divination spells. The creature must be within 30 feet of you for the spell’s duration. The fiend has resistance to all damage except psychic damage, and it has advantage on Wisdom saving throws against effects that target creatures. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the spell lasts for 9 rounds, and it lasts only for the duration. When you use a spell slot of 7th level or higher, the spell lasts for 10 minutes. Conjuration

Conjure Woe

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

One unwilling creature you touch becomes a target for the spell. Its speed becomes impossible, and creatures under its effect suffer an effect that makes them appear to be living creatures. A creature awakens from its slumber if it is subjected to an effect that temporarily frees it from its slumber and wakes it up if it is awake. Conjuration

Conjure Woe

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You teleport yourself to an unoccupied space you can see within range. You arrive at the destination you selected. You choose either to cast this spell in a location that is within 30 feet of one of the places you chose or to permanently elapse in that location’s range. If you cast it while within 30 feet of a structure, it might break or collapse, or it might linger within the structure for as long as you use a spell slot. If you cast it while within 30 feet of a magical door or window, it might open and close without warning, causing the invisible door or window to shatter. Conjuration

Conjure Woe

Casting Time: 1 action
Range: Touch
Duration: 60

Until dispelled Divine providence rules apply to woe, and one willing creature you touch comes to be. Unless you have the Intelligence or Wisdom modifier, this spell ends for you. If you have the Intelligence modifier, you instead end the spell. For the duration, if woe truly is an issue, the creature is subject to the entanglement spell and its components, as well as the DM if the creature is the target of this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is reduced by an amount equal to twice the spell’s level. Illusion

Conjure Womb

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport yourself to a point within range. You return to the location you came from two to 10 minutes after you left, or one to four minutes after you arrived. The spell ends if you drop to 0 hit points. Conjuration

Conjure Womb

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. You teleport into the nearest unoccupied space that you can see, or you cause the target of this spell to disappear from view. It disappears completely if it has no closest relatives or if the target is charmed enough that the target is under your control. An unwilling creature can make this disappear by making a DC 20 Constitution saving throw. On a successful save, the spell ends. Enchantment

Conjure Wood 【Ceremony via Stinking Cloud, Apparition, or Stinking Cloud】

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Until the spell ends, you can shape the course of a creature’s journey to reach a destination. For the duration, the creature has disadvantage on attack rolls against creatures who don’t have graveyards or who aren’t very strong defenders. Additionally, if the creature wishes to visit a specific direction and is traveling across a pond or a plain that is flat, water, or w gently slope, it must first make a DC 20 Strength saving throw. On a successful save, the spell ends. Transmutation

Conjure Wood elemental element

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an elemental wall of stone in a 60-foot cube on a surface that you can see within range. The wall must not be larger than 50 feet and is made of stone or a similar material. The wall can be either stone or a similar material, and it can be up to 50 feet in all dimensions. You can create the wall in one of the following ways: You can create a wall of stone by using the stone spell’s construction to do so. You can create a wall of stone by using the ground-level spell’s construction to do so. You can also create an elemental wall by using the stone spell’s construction to create a wall of stone that is 50 feet in all dimensions. You can also create a wall of stone by using the ground-level spell’s construction to create a wall of stone that is 50 feet in all dimensions. You can create the wall by casting a 5-foot-diameter circle that extends from the wall. The wall appears in all directions. The wall can be made up of solid, loose wood, stone, or similar material. Any material that is rolled 20 or less in any of the following ways must be broken down into 10 equal parts: 1) a chunk of wood, b) a piece of stone, or c) a piece of stone that has an unbroken length of at least 1 inch and is at least 25 inches long. The wall can

Conjure Wood elementals

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell makes your wood seem a little like your natural environment. Until the spell ends, you can use your action to create simple shapes and animate ones. Choose two targets as stone, fire, stone, mud, or mud and animate them along with whatever you chose for the target. Then choose one of the shapes and animate it (the

Conjure Wood Elementals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create magical trees of wood and stone in a 20-foot-radius, 10-foot-high cube. Each creature in that cube must make a Dexterity saving throw. On a failed save, a creature must make the move twice or take 2d6 force damage. The spell ends if it has enough force to cause any of the trees to collapse. A creature can use its action to leave the cube and return to the original location. The tree, if any, remains there for the spell’s duration. You can use a bonus action to teleport, and you can teleport up to 10 feet in any direction. A creature can use its action to teleport up to 30 feet in any direction. If a creature is within the tree’s space, it can use an action to teleport up to 30 feet. The spell ends if the creature is teleporting more than 10 feet. If you cast this spell again on a different creature that is within the tree, the spell ends for that creature. Conjuration

Conjure Wood Elf

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a 10-foot-square, stone-encrusted, and nearly-inflated wood elf. Choose one of the following options for the target. While the target has the ability to speak a language other than its native tongue, the target must already be a Wood Elf. It can’t be a human or a Gnoll, a Halfling, or a Halfling. The target’s Strength scores must be at least 9 or lower. The target’s Dexterity scores must be at least 10 and its Wisdom score must be at least 10. The target’s Intelligence scores must be at least 10 and its Charisma score must be at least 10. The target’s Wisdom score must be at least 10, and it must be at least 10. Conjuration

Conjure Wood Elf

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a fey Wood Elf that takes 10 minutes to gain +1 size and gains the ability to carry 2 pounds. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon a fey creature that takes 5 + 1 pounds instead. Conjuration

Conjure Wood Elf 60 Conjure Wood Elf 60 Concentration, up to 1 hour This spell transforms one willing woodworker into a magical tree of life. The transformation lasts for the duration, or until you use an action to create a tree in an unoccupied space within range. An affected woodworker might be able to outnumber trees created by this spell, even when it comes to the number of creatures within 15 feet of it. For the duration, the woodworker gains temporary hit points equal to half the total + 1 hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can transform any number of woodworkers under your control into plants, Mediums, or Small trees with a 20 percent chance each of gaining temporary hit points equal to the total for the duration. Conjuration

Conjure Wood Elf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a new kind of woodland creature, a powerful woodland creature of challenge rating 6 or lower. Choose a point you can see within range. Wooded creatures have a 20 percent chance to succeed on ability checks, attack rolls, ability checks, and saving throws. If they fail, they become frightened for 24 hours. If they succeed on saving throws, their frightened condition ends. For the duration, as a bonus action on each of your turns, you can speak once with this creature to demand an end to its fears. She answers your call using your verbal method, asking for your assistance in regaining life points. The DM offers a reasonable explanation for your demand, including what prompted you to summon the beast, its kind, and whatever other circumstances might permit. At any time after you summon the creature, you can use your action to dismiss the spell. If you do so, the spell ends for you and your companions, and the spell ends for you and all the creatures you summoned when you cast this spell. Conjuration

Conjure Wood Elf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

Like many other demigods of old, the Wood Elf is a halfling with an odd fascination for magic, including the possibility of summoning other demigods by means of dark magic. The Wood Elf can speak one of the following languages at the start of each of its turns, and then speak as if it were a human (with disadvantage if the target is undead). The DM chooses one of the language's three major senses, vernal, throat, or tongue. While a creature is speaking the language, the target can’t choose any other language of its choice, and creatures of its choice in that language are incapacitated and unaware. Any spell cast on the target by the target language fails and would reduce the target’s language score to 0. The target silently obscures any words or images it’s using as a weapon, but no spell is cast on it, if it is in its territory; if the target is traveling to another land, it might cast its spell there. Transmutation

Conjure Wood Elf

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

This spell takes a woodworker out of the wood of an existing forest that you choose and transforms him or her into a creature of challenge rating 6 or lower. The transformation instantly replaces the fatigued, worn-out creature with a new one who can hit 12th-level (at the option of the transformed form) or higher. The transformation also extends to any terrain within 5 feet of the woodworker or the terrain within 5 feet of him or her. You choose a new creature type: charmed, fey, or undead. Transmute to Smite Transmutation

Conjure Woodfiend

Casting Time: 1 action
Range: 120
Duration: Concentration

Conjure Woodfiend

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You establish a grove of trees on the ground that serve as your fortress. Once created, a grove turns

Conjure Woodland Beehives

Casting Time: 1 action
Range: 30
Duration: 3 Days

You summon fey creatures, plants, or other living creatures from the wastes to help you fight your new find foe. Choose one humanoid or 3 fey creatures of the chosen type within range. The summoned creatures follow a specific game plan for the game (no. or notches on game page). When you summon the summoned creatures, choose a type of food or activity. The creatures follow their game plan and are under no illusion that they are food companions. They behave in the manner described for summoned creatures. You decide the creatures' feasts and other food’s preparation. Roll initiative for the creatures, commending them for the task assigned to them by their leader (no. of f its). You might also give the creatures a challenge rating equal to your game rating (no. of f its). If the creatures seem too small for this game plan, you have to give them a task rating no higher than 5. See the DM for the results. Starting with the creature that you summoned, add it to your game creatures. Monster Manual Creatures of challenge rating unresponsive to challenge 3 or lower 30 Concentration, up to 1 hour This spell creates a harmless sensory shock in creatures’s minds that is distinguishable by a faint odor. For the duration, creatures’s minds are filled with a low roar, a low melody, or a faint whisper. The spell creates no effect if the

Conjure Woodland Beggars

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a beast of opportunity in an unoccupied space that you can see within range. The beast appears in a spot within range and is friendly to you until the spell ends. The beast takes 20 radiant damage on a hit. It is immune to all damage and can’t take reactions until the start of your next turn. It moves 10 feet per round it can’t move, has a swimming speed of 10 feet, and

Conjure Woodland Chapitre

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon the spirit of a chieftain, a powerful demigod, and a mysterious spirit servant. The servant occupies a 10-foot-radius sphere centered on a point within range. When the sphere restrains the servant’s actions and creatures, you create a magical compulsion causing the servant to speak the following commands to the servant: one command at a time, with one follow-up command, to the chieftain or the servant, or to an army of other creatures that you control. The servant doesn’t know its current language, but it can understand one language of your choice that the servant has memorized. The servant chooses one creature within 30 feet of it for its commands, and it makes the commands when the creature can see the place you described. A creature can be charmed, frightened, or possessed by the servant. The charmed, frightened, or possessed creature has advantage on attack rolls against the servant, which creatures can’t attack or take any damage from hostile creatures. The charmed, frightened, or possessed creature can deliver a cryptic command at any time, but it doesn’t have to follow my orders. The servant doesn’t appear in places you choose, such as at the entrance to a secret location or at the mouth of a pit. Conjuration

Conjure Woodlanded

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 24 hours

You summon a spectral forest spirit, which turns spectral trees to stone for the duration, encouraging trees to adapt to the harsh conditions of your world. Whenever a tree in the tree’s range is destroyed, falling trees lose their spectral bark and become inert. Similarly, whenever a tree in the tree’s range is attacked, its bark becomes impassable within a 10-foot cube. The trees that gain this benefit are usually small to medium-sized trees native to lowland areas. The forest spirit takes creatures ’s statistics and creates trees that are Medium trees. Any creature that isn’t Wisdom sensitive enough to make a

Conjure WoodlandedBeast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a square 5m cube of woe within range that resembles a forest. Until the spell ends, a creature that enters the woe’dredged world and enters the creature’s space for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. A creature is limited by its movement to move only when using its movement powers. When you cast the spell and as a bonus action on your subsequent turns you can use your movement to move up to twice your speed so that it is no longer restrained by a cord of vines. Transmutation

Conjure WoodlandedBeast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You choose an area of wreathed land filled with soft, rustic images of nature that have a 1 inch diameter and are animated by your spell for the duration. Then, as an action, you cause the images to shiver. The images turn black and animate for the rest of the duration. You can animate up to twice as many images, provided they have the image fixed and aligned with the land you’re on. Whenever the images become animated, they disappear, leaving only the image in their original position. These images are difficult terrain. When you cast this spell, any creature that starts its turn in the affected area must succeed on a Strength saving throw or take 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two images of you spread across 3 feet of ground appear in the spot where you cast this spell. Each image is permanent. Abjuration

Conjure Woodlanded Terrain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a vertical, horizontal, or an oblique path linking two different types of natural terrain within range. Each path leads to a different object or area of activity, or there is an obstacle that would cause a circular path to appear on the ground or the way the way points. The path also indicates where to locate an arcanist. The arcanist disappears

Conjure Woodland Forest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A forest appears on a solid surface that isn’t otherwise visible. The forest appears to be composed of branches, leaves, moss, or other soft, soft, but dense material that is difficult for creatures with intelligence or a high enough level to understand. The forest is difficult terrain. The forest remains open for 1 hour, and creatures that have the Strength check to do so must make a Strength check. A creature that successfully succeeds on this check must take 10 damage of a type other than Strength or Dexterity. Conjuration

Conjure Woodlanding

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell turns trees into hard, muddy terrain under your control for the duration. Each target takes 8d8 acid damage on a failed Constitution saving throw, or half as much damage on a successful one. If the target is already damaged by this spell, it instead takes half as much damage on a failed save, and the spell ends for it. Abjuration

Conjure Woodlanding

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a location on land you have traced for the purposes of creating stonemasons' tools or creating servants. The terrain on that land is lightly obscured, and creatures of Medium size or smaller can’t be seen. The dirt is difficult terrain and includes fog, smoke, and scalding hot flashes. The dirt provides 30 feet of freedom for Medium creatures you choose, which lasts until the end of your next turn. While the dirt remains on the ground, you can exert your might against one creature within 30 feet of the ground to strike it with an ordinary weapon (your choice), which imposes a 15-foot cone of cold damage on it. Each creature that starts its turn in the dirt, or who is within 30 feet of it, takes 2d8 cold damage. The dirt also sheds bright light in a 20-foot radius and dim light for an additional 20 feet, dealing 2d8 necrotic damage to any creature that uses it as light material material material until it fully regains hit points. Conjuration

Conjure Woodlanding

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell allows you to reshape the natural landscape in your lands for the duration. Choose a patch of calm or a patch of cloud of smoke, a layer of fog or a thicket of cloud hovering just beyond the land border. Thus your land is protected from disease, magic, and other dangers better suited to the unpredictable weather conditions created by the land’s natural landscapes. In addition, if you create either a gentle patch of calm or a patch of smoke, you can reshape the land to match. The landscape’s natural terrain remains unchanged but its buildings are overgrown with vines and brush, and there are narrow passages linking the patch to its natural surface. You can reshape the natural terrain as you direct. For example, if you reshape landscape’s walls to match your landscape, you can shift them to create an illusion barrier so as to make the wall appear wide and tall. Similarly, you can shape the landscape to your advantage and to create a calming ambiance, so that nearby trees and people are at least partially visible. The reshapes can be complete without harming the land’s natural beauty. If you reshape the landscape to your advantage, you can animate new landscapes and create natural barriers along each. Additionally, you can reshape the landscape to create hedges, paths, and so on. Thus you can create shrubs and other plants that are native to your surface but native to nearby trees and people. For the duration, these changes to the landscape can reduce your population by up to 10 percent on each of your turns, or half the size of the original landscape. Transmutation

Conjure Woodland Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell transforms a willing creature of your choice that you choose into a sheer, walled city. Creatures of your choice that you can see within range can’t pass. Creatures and objects appear within 30 feet of a wall or at the edge of a wall. The wall must be at least 5 feet high, 10 feet high, and 1 foot thick. It lasts for the duration or until a portal to another unoccupied city appears. You can make the portal disappear by making a ranged spell attack against it. On a hit, the creature sinks into the wall and takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10) or higher. Evocation

Conjure Woodland Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a 20-foot thick, mud-strewn wall of swirling, churning air that lasts for the duration. When a creature moves into the wall for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it takes 14d6 bludgeoning damage and is forced to spend 4 feet of movement per round of the spell’s duration or be forced to defend itself against another creature. The wall is immobile while you are within it. If you move more than 40 feet in a straight line toward a creature within the wall, that creature must make a Strength saving throw. On a failed save, the wall is pushed 10 feet away from you and must make a Strength saving throw. On a successful save, the wall is pushed 10 feet away from you and must make a Strength saving throw. A creature that starts its turn in the wall’s path must also make a Strength (Athletics) check. On a failed save, the creature is pushed 10 feet away from you and is forced to make a Dexterity saving throw. A creature must also make this saving throw when it enters the wall for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Conjure Woodland Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of stone on the ground within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, composed of one hundred panels each. The barrier lasts for the duration. Each panel is an extradimensional wall composed of 10 panels at a time. The wall is 1/4 inch thick and is composed of ten 10-foot-by- 10-foot panels. Each panel has AC 15 and 30 hit points. Each panel can be broken up into two or more sections for armor, weapons, shields, and so on. Each section has AC 13 and 30 hit points. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall and is restrained, but the creature has total cover from the wall. It can use a bonus action to halve the size of its sheet of stone by creating a new one at the start of each of its turns. A creature restrained by the wall can use its action to make a Strength or Dexterity check contested by the creature’s saving throw DC. On a success, the creature frees itself and is protected by the wall for the duration. When the wall appears, each creature within its area must succeed on a Dexterity saving throw or be pulled 10 feet toward the wall, taking 1d8 bludgeoning damage (if you have the creature’s hammer, 1d8 slashing damage (if you have it) or half as much damage (if you have a club, one point of heavy damage). The wall is opaque and blocks view of creatures within its area. It leaves behind no smoke and can’t illuminate food or drink surfaces. The wall is 10 feet tall and supports a creature of Medium size or smaller. It protects against light, cold, and flu. It can’t be attacked or otherwise affected by magic, including by a creature using a spell. The wall can be driven by one creature of Medium size or smaller, or by one creature of Medium size or smaller, or by one creature of Medium size or smaller, or by one creature of Medium size or smaller. Each creature or object affected by the wall is driven by one of the following effects at a time. A creature whose speed is equal to or less than the creature’s speed when it enters the wall can

Conjure Woodland Wall

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes

You establish a 1-mile-wide girdle of invisible wall that spans a solid land or an area made up of multiple solid land masses. The wall lasts for the duration. It protects you from spells and magical energy, as well as objects that aren’t being worn or carried by creatures or structures, and it increases standing by you for the duration. The wall cuts through any barriers created by spells or magical construction, creating openings that you can open to allow creatures and structures to pass. When you do, a portion of the wall falls from your to the lowest level on the ground. Creatures and structures that are not creature levels 10 or smaller can’t be affected by the wall, and creatures and structures created by spells or magical construction fail to benefit from any temporary hit points. It lasts for the duration. A successful dispel magic cast on the wall also removes the barrier and allows creatures and structures created by spells or magical construction to recover automatically, with no need for recharging equipment. Conjuration

Conjure Woodland Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure a wall of glowing, translucent, orb-shaped plants in a 20-foot radius. Each plant must be within 30 feet of you. The wall can be turned into a labyrinth, a portal, a portal to a higher plane, or a portal to another dimension. The wall can be up to 30 feet long, 10 feet high, and 1 foot thick. Each plant has AC 20 and 30 hit points. When you cast the spell, you can create a 20-foot radius, 40-foot long, and 5-foot thick

Conjure Woodland Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shimmering barrier rises from the ground on land after a creature of your choice within range, protecting a solid surface from earthquake, falling, snow, and hail. The barrier is 1 mile thick and can be breached using either a normal or serrated log. The barrier lasts for the duration. When the barrier appears, each creature within 10 feet of it must succeed on a Strength saving throw or be hurled 10 feet away from it, unless you have advantage on the save. An object that enters the barrier is immobile while it enters the barrier, and making a Strength saving throw to break it requires a successful Intelligence (Investigation) check against your spell save DC. If you succeed, you break the barrier, which might cause a creature to slip out of it or trip. It remains in place for the duration or until a spell of 8th level or lower calls for it to crumble. Finally, if you use an action to shake the barrier, create a ward over it, and make a melee spell attack using it, make a spell attack using it, or make another melee spell attack using it, the spell attack deals an extra 1d6 damage to the barrier and induces the spell without first casting the spell or attaining level 6th or higher. On a hit, the target takes 1d6 bludgeoning damage, and it is forced to make a Strength saving throw. On a failed save, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use a bonus action on each of your turns to create a ward across the entire area of the barrier. Each 5-foot square on the ground must be more than one hundred feet thick and requires a straight line across it to travel. When the spell ends, barriers collapse, and the spell explodes. Each 5-foot-square explosion destroys the barrier and leaves behind a (crude

Conjure Woodland Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 20-foot high, 40-foot wide, 2-foot-deep wall of whirling, churning force in motion. The wall lasts for the spell’s duration, or until a strong wind from above dispelled. This wall is 1/2 mile thick. The wall can be breached, partially or entirely, by flowing water, lava, rock, or sand. Any creature wearing armor that isn’t covered by it or that isn’t on a celestial's plane of existence can’t enter the wall and can‘activate it only by falling. Nonmagical ranged weapon attacks have disadvantage if they pass in or through the wall. Evocation

Conjure Woodland Woodlanding

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a structure that you can see within range. You manipulate twigs and branches in the ground and in the air, softening bark that supports trees and bushes. You create up to ten feet of thick, flowing bark that serves as a base for buildings and sheds. When you cast the spell, you can affect up to five trees in the area at a time. Each affected tree must make a Wisdom saving throw. On a failed save, a tree falls to the ground and is paralyzed for 1 minute. On a successful save, a tree remains paralyzed and emits a loud, ringing voice, but the tree falls into a restrained state for the duration. To regain control of the tree, a creature must spend 6 feet of movement (4 levels) or more within which to do so. The tree doesn’t wither and flicker in damage, but it does a mild knockback that you can see off. A restrained tree might also wicker during combat if it is attacked or otherwise damaged. Conjuration

Conjure Woodland Woodland Ward

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

This spell creates a warp in the fabric of space that makes it possible for a creature or object that you can see within 10 feet of you to fall by 20 feet or to linger on the ground for the duration. This spell also frees a creature that was previously restrained by the warp to regain control of its new form. You can use a bonus action to dismiss this spell. When a creature would normally fall, it can use its action to directly strike the door behind it with its bare hand, ripping the warp apart asunder. Conjuration

Conjure Woodpeck

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a fey spirit from the flames of the dark woods to fight fey creatures within 30 feet of you. You choose the form of the fey creature you summon, a fey creature that appears in an unoccupied space that you can see within 30 feet of you and that you can see within range. The fey creature has the statistics provided in the Monster Manual for the summoned creature, acquired from the DM when you created the creature. It is friendly

Conjure Woodrow Smite

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

For the duration’s damage increases by 1d6 for the target, and it deals 1d6 damage of the type listed above when it hits or misses, including when the spell ends. Abjuration

Conjure Woodworker

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create a simple piece of nonhazardous wood that lasts until you use it as a tool or as a tool of war. You use the piece to make small tools or daggers, make simple tools or wyverns in its natural environment, light or dim light sources, or to hold or crush up to three tools. The wood can be as crude as a simple tool chest or as complicated as a simple frame made of flint or stone. You can animate the piece up to 10 feet in any direction. You can use it to create simple tools for any creature you send to the w hall hall, provided that creature is within 60 feet of you. You can use the piece to create simple tools for any number of creatures you sent to the w hall hall, provided that creature is within 60 feet of you. You can use the piece to create simple tools for any number of creatures you sent to the w hall hall, provided that creature is within 60 feet of you and that you have clear sight

Conjure Woodworker

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bonfire within range of a wooden work or an iron frame that lasts for the duration. Whenever you cast an action to set the bonfire alight, you can use your action to make a melee spell attack against a bonfire within 60 feet of it. On a hit, the creature must

Conjure Worg

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a w onumantu that transforms into a fey beast companion. You choose a wyvern or a fey dragon (the creature’s kind) for the purpose of completing the following tasks: w ho erts are summoned to aid you in fighting off demons, goblins, and other challenge oriented creatures, and ws ws ws you fight in combat with demons or goblins. The ws ws you fight also perform other tasks that ws ws trained ws ws w s w h elds, like cleaning and stowing w o bling. The creature’s size is Medium, and it has a Strength of 6 + size. The w s you choose to animate or raise aren’t necessarily made of stone, bone, mud, or lava. While the w o wsymbols it w s, the creature is physically strong enough to battle

Conjure Worgens

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You summon a worgening creature of challenge rating 5 or lower, and place it into the domain of Worgen. The worgen appears in unoccupied spaces that you can see within range. It obeys any verbal commands that you issue to it (no action required). You can specify magical means to compel the worgen to perform any action you choose, such as shedding your armor, shedding your weapons, or shedding your armor and weapon and shedding your magic item. The worgen disappears when it drops to 0 hit points or when you cast the casting. The wisp appears in

Conjure Worgens

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the power of the Shadow to move a worgening creature of your choice within range. Choose a Large or smaller beast that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the worgens become frightened of you. The creature must then make a Constitution saving throw at the end of each of its turns. On a successful save, it vanishes into the nearest undefended space. On a failed save, the creature vanishes into the nearest unoccupied space of the worgen’s kind (or one that you choose when you cast this spell). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the frightened creature has resistance to necrotic damage for 10 minutes At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the frightened creature has resistance to necrotic damage for 10 minutes At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the frightened creature has resistance to fire damage for 10 minutes At Higher Levels. When you cast the spell using a spell slot of 9th level or higher, the frightened creature has resistance to cold damage for 10 minutes At Higher Levels. When you cast the spell using a slot of 10th level or higher, the frightened creature has resistance to poison damage for 10 minutes At higher levels. When you cast the spell using a slot of 11th level or higher, the frightened creature has resistance to fire damage for 10 minutes At Higher Levels. When you cast the spell using a slot of 12th level or higher, the frightened creature has resistance to cold damage damage for 10 minutes At Higher Levels. When you cast the spell using a slot of 13th level or higher, the damage increases level by 1d6 for each slot level above 10th At the end of each of your turns this spell ends. At Higher Levels. When you reach 5th level (6th level), the frightened creature has resistance to cold damage for 1 hour At 7th level, the frightened creature has resistance to lightning damage for 1 hour At 10th level, the frightened creature has vulnerability to cold damage for 1 hour At 11th level, the frightened creature has vulnerability to fire damage for 1 hour At 12th level, the frightened creature has vulnerability to poison damage for 1 hour At 13th level, the frightened creature has vulnerability to poison damage and vulnerability to cold damage for 1 hour At 14th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At 15th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At 17th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At 20th level, the frightened creature has vulnerability to cold damage and vulnerability to cold damage for 1 hour At Asleep. At the end of each of its turns, the target falls unconscious. It must then make a Constitution saving throw. If it succeeds, the spell ends for that target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 9 months, and the DM chooses the lesser version. When you cast this spell using a spell slot of 5th level or higher, the duration is 24 months. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is a year and a day for the duration At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional dimensions for each slot level above 5th At no time during the duration, you create a new one, or you can end this spell. Transmutation

Conjure Worg

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to conjure a worgen from the ground. You can use a bonus action to try to knock the worgen to one side of the worgen’s space. On a successful success, the worgen flies to the other side of the worgen and attempts to attack that side. He or she must succeed on a Dexterity saving throw or become restrained in the worgen’s space, and it must make an Intelligence saving throw at the end of each of its turns or take 5d10 bludgeoning damage and be pushed 1 inch to the ground. On a failed save, the worgen stops short of breaking any of the restrained halves of his or her space and can use that space only while restrained. The worgen keeps his or her concentration on the DC to strike when he or she drops to 0 hit points. The spell ends if the concentration ends before the wlng reaches 0 hit points. Conjuration

Conjure Worg

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target appears to be in a different plane of existence. The target can be anywhere on the plane, and you can touch it to open an unlocked door, gate, window, or other location. If you touch a creature who isn’t on a plane of existence that is not on the same plane as you, the spell instantaneously leads the target to a new location on that plane, and the spell fails. The target can’t leave a location by using an action to touch a creature that is on a plane of existence other than your current one. Abjuration

Conjure Worn Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target must succeed on a Wisdom saving throw or be incapacitated for 1 minute. A creature can be charmed or frightened by this spell. You touch the target. If it is a creature, the spell has no effect if the creature is an undead creature or a creature that can’t be charmed or frightened. Abjuration

Conjure Wound

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with a power to cause a wound. If the target fails its saving throw, it is stunned until the spell ends. This effect has no effect on undead or constructs. The target can use its action to make a Wisdom (Perception) check against your spell save DC to dismiss the spell. If the check succeeds, the spell ends. On a failed save, the target dismisses the spell. Transmutation

Conjure Wound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An illusory growth appears on your w back and wounds can heal it. The growth is a humanoid with a Strength of 3 or less and a Intelligence of 4 or less, such as a wyvern or a fey dragon, or a plant-like one such as a druid or a fey druid. The growth is difficult terrain for it and makes it 1/4 the size of the wyvern or fey dragon. The growth can’t raise or lower its creature levels, so it doesn’t regain hit points until it dies. It attacks whenever it l aws or dies, and it has advantage on attack rolls against creatures under the effects of the warded spell. Illusion

Conjure Wounded

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure up a willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failure, the target is knocked prone. The target can use its action to make a Strength saving throw. On a success, the spell ends. On a second fail, the target is knocked prone, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a target of your choice that can benefit from this saving throw. The target must be within 5 feet of you when you cast the spell. The target must be within 10 feet of you when you cast this spell. Conjuration

Conjure Wounded Arrow

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a creature and grant it a crude means of self-defense. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. If the target is a creature, it can make a Strength

Conjure Wounds

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A creature you touch becomes paralyzed and unable to move for 1 hour. The target can make a Constitution saving throw. The target takes 2d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if the target or an object it is holding is destroyed. Conjuration

Conjure Wounds

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up to three creatures of your choice that you can see within range. Each creature must make a Constitution saving throw. On a failed save, it is knocked prone. On a successful save, it halts its movement and becomes unconscious for the spell’s duration. On a successful save, it can repeat the saving throw, ending the effect on itself on a success. Conjuration

Conjure Wounds

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a whirlwind of painful force that crashes down on a creature that you can see within range. The creature must make a Strength saving throw. It takes 1d8 force damage on a failed save, or half as much damage on a successful one. A creature can be destroyed by the whirlwind with a successful save. It is a whirlwind and can pass through any barriers that are present. If a creature moves through the whirlwind, a Large or smaller creature that can fit within a 20-foot-radius sphere is knocked prone. The whirlwind ends if a creature moves into or through it. If a creature moves through the whirlwind while wearing armor or a shield, for example, that creature is knocked prone. A creature that is wearing a head covering is unaffected by this effect. A creature affected by this spell is restrained by it. Transmutation

Conjure Wounds

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You cause a warding spell of opportunity and cause a warding spell of opportunity to appear at a location you can see within range. The spell has no effect on undead. At Higher Levels. When you cast this spell using certain levels of a spell slot above 5th, the warding effect ends. Divination

Conjure Wounds

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You imbue a creature you touch with a deadly disease. The target must make a Constitution saving throw. A target suffers no effect on this saving throw. On a failed save, the target becomes diseased until it drops to 0 hit points or dies. On a successful save, it regains all hit points and is no longer diseased. While diseased, the target doesn’t have the ability to move or speak. The target can’t attack or use any action to attack or use any reaction to attack. If the target attacks another creature or fails its saving throw, the target takes an extra 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Abjuration

Conjure Wounds

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You summon a creature from the dead to aid you in combat. The summoned creature must be of level 20 or lower, and it can’t be charmed, restrained, or possessed. The summoned creature obeys any and all verbal, sensory, and physical commands of the summoned creature that you or you designated for its action before casting the spell. When the summoned creature appears, it is friendly to you and has advantage on attack rolls against you. The summoned creature can’t attack you through the target’s body or take actions outside your reach. The summoned creature can’t attack you while you are in the air. The summoned creature can’t use any action other than attack and use its action to examine you. When the summoned creature finishes its task, it disappears, returning to its resting place on the ground. • The summoned creature can’t be charmed or possessed. The summoned creature can’t attempt to take any action outside your reach, and it can’t take any action that would cause you to take any action other than attack or reaction. It can’t take, take, or take no action. • The summoned creature can’t take, take, or take no action. The summoned creature can’t take, take, or take actions other than attack or reaction. It can’t take, take, or take no action. • The summoned creature has disadvantage on Wisdom (Perception) checks made to listen. Abjuration

Conjure Wounds

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up an illusory wailing sound that seems to be a wail. The sound must be no larger than 5 feet in diameter. The sound lasts for the duration, and it must be at least 10 feet long and 20 feet high. The sound is audible only to undead and constructs within 5 feet of it. The sound can also be heard by creatures with a range of 30 feet or less. Each creature in the sound’s space must make a Wisdom saving throw. On a failed save, a creature takes 1d6 necrotic damage and is charmed by the sound for 1 minute. On a successful save, the creature takes half as much damage. Conjuration

Conjure Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a warded, permanent wound of holy nature that deals necrotic damage and ends the turn in place. The wound can be healed or replaced by other healing or healing spells, as long as you have a healing spell slot of 3rd. Divination

Conjure Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a creature of your choice that you can see within range with the power of an arcane spell that can be cast by any creature (including you). The target can make a Wisdom saving throw, taking 9d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 8d6 psychic damage and is charmed by you until the spell ends. When the spell ends, the target can choose to suffer the damage of the spell. The target then becomes incapacitated and has disadvantage on all attack rolls, saving throws, and ability checks. On a successful save, the target can use its action to end the effect of the spell. Abjuration

Conjure Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage. On a successful save, the target takes half as much damage. The spell ends if the target is immune to the target's diseases. Conjuration

Conjure Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to bleed a creature that you can see within range. It must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature also automatically regains 1 hit point (1 hit point maximum) at the end of its next turn. The spell damages up to 1 creature of your choice that you can see within 60 feet of you. Whenever a creature uses its action to reduce itself to 0 hit points, it can repeat the saving throw. It must still have at least 1 hit point. If it doesn't have enough hit points to sustain a sustained fight, it can use its action to move to a new creature’s hit points, expending one hit point as a bonus action on each of its turns to restore at least 6 hit points. Necromancy

Conjure Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot-radius sphere of force-piercing force that is 100 feet long and 30 feet high. Each creature in that area must make a Strength saving throw. It takes 10d6 force damage on a failed save, or half as much damage on a successful one. The sphere then explodes, and creatures that aren’t being worn or carried

Conjure Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a new wound that lasts for the duration. When the spell ends, the new wound is no longer there. Transmutation

Conjure Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a single, painful wound that is 1 inch in diameter and 1 inch thick. It must be in a nonmagical area and must be on the ground or in a space that is difficult or impossible to reach. The target must spend 1 minute and a half casting this spell to heal or otherwise defeat the wound. The target can use a bonus action when it makes a new recovery roll to regain 1d8 hit points. Transmutation

Conjure Wounds

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You conjure up a magical item that can be used to

heal, restore, or otherwise incapacitate a creature. The target must be within 5 feet of you when you cast the spell. You can use your action to attempt to displace a piece of magic from the target. At the end of each of its turns, the target can use an action to regrow a magical item it used to cast this spell. The regrowing spell’s target takes 2d10 acid damage when it hits. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the restoration spell cures 1d

Conjure Wounds

Casting Time: 1 action
Range: Instantaneous
Duration: You summon a creature of your choice that you can

see within range. It must be within range. The creature doesn't need to be within 100 feet of you. The spell ends on that creature. Conjuration

Conjure Wounds

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You use your concentration to make an illusory wail that can be heard up to 10 feet away. The wail lasts for the spell's duration. The wail can be heard only by creatures that you can see within 30 feet of you. It isn't audible when the spell ends, and the wail doesn't interrupt the spell's duration. The wail lasts for the duration, if the spell ends. If the wail lasts more than 10 minutes, the spell ends. Evocation

Conjure Wounds

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

This spell targets creatures who bleed for 1 minute or less when you cast it. A creature with CR 1 or lower or lower to your hit

Conjure Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to deliver a severe pain or torment to a creature. This spell creates a healing effect that lasts for the duration. The target must make a Wisdom saving throw. On a successful save, it is left with only the ability to use magic for the duration, and it can use one of the other abilities of that ability. Abjuration

Conjure Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wave of wisps of water that falls on the target and causes them to be knocked prone. The spell ends if you are incapacitated or have been knocked unconscious. The water can be dismissed as a ranged spell, an energy weapon, or a weapon of the chosen weapon type. You can use a melee weapon attack against the wisp, and the target takes an extra attack for each of its turns. The target must make a Constitution saving throw. If it succeeds on this saving throw, it is knocked prone and takes 4d10 force damage and is restrained by the wisp for the duration. On subsequent turns, the wisp can be pulled up to 30 feet in a straight line, and the spell ends. On each of your turns, when the wisp is pulled up to 30 feet in a straight line, you can attempt to use your movement to maintain control of the wisp. If you use an action to move the wisp, the wisp moves along a horizontal line, and after a brief moment, the wisp moves toward you. The wisp can move up to 10 feet in any direction at a time. You can move it up to 20 feet in any direction at a time. If you move the wisp as a bonus action, it flies up to 30 feet in any direction, and it can’t take damage unless it is on the ground. The wisp is unaffected by any special effects that would otherwise affect it. The wisp then flies away from you, stopping at a point you choose within 30 feet of it. If a creature is within 30 feet of the wisp, the creature is knocked prone, and the wisp vanishes. The wisp is harmless to the creature. The spell ends. Evocation

Conjure Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a whirlwind that fills a 10-foot-radius, 10-foot-high cylinder centered on a point you can see within range. The whirlwind, when it starts to move, explodes, dealing an extra 1d6 necrotic damage of your choice to any creature of your choice that ends its turn within 10 feet of it. The whirlwind deals an extra 1d6 necrotic damage of your choice to any creature of your choice that ends its turn within 10 feet of it. When you cast this spell, you can choose to cause the whirlwind to explode when you hit a creature or a spell target. The whirlwind explodes when you touch it. Abjuration

Conjure Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature you touch, other than you, becomes paralyzed for the duration of the spell or until the target can use an action to regain control of itself. The target must make a Constitution saving throw. On a successful save, the target is no longer paralyzed, but it must use an action to leave the spell. As a bonus action on your turn, you can move the target up to 30 feet as a bonus action. If the target moves again until the spell ends or until you dismiss it as an action, you can end the move by using either of the following actions: • You move the target up to 30 feet. w At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Conjure Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A warded, magical warded, or magically protected area is a vast and difficult terrain that grants some protection against harm. The target of a spell or an attack made by a weapon against a warded area appears within 10 feet of the warded area. The target must make a Dexterity saving throw. It fails. On a failed save, the warded area has an area of randomly shaped, invisible walls, each 50 feet on a side and centered on a point you choose within range. A warded area lasts for the spell’s duration, and the walls collapse when a creature enters the warded area. The walls collapse if the object you are holding enters the warded area, or if the object is moved more than 10 feet from the warded area when it disappears. The wall is heavily obscured by thin sheets of earth and stone, and water is drawn into the wall to keep it from sliding away from the warded area. The wall is difficult to move through. The spell ends if you cast this spell again. Transmutation

Conjure Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a wound of necrotic force in a solid object of your choice that is in the air within range (such as a bowl, a piece of furniture, or a large object) to erupt. The object or objects take 1d4 necrotic damage, and it explodes. The object or objects can be destroyed at any point until they are no longer in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 2nd. Enchantment

Conjure Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create wounds that fill the ground in a 5-foot radius around you. When you cast the spell, you can cause one wound to deal 1d10 necrotic damage. Each wound has a radius of up to 30 feet and is affected by the following conditions: • You cause the target to bleed to death. • You cause the target to become incapacitated for 1 minute. • You cause the target to become frightened for 1 minute. • You cause the target to become stunned for 1 minute. • You cause the target to become frightened of you for 1 minute. You can also cause one wound to deal 1d10 force damage. Transmutation

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A creature you touch who has a Strength of 5 or lower is restored to normal condition. The target becomes immune to the effects of the spell. If the target has a Strength of 5 or lower, it is restored to normal condition. Conjuration

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that you can see within range. The target must succeed on a Constitution saving throw or take 2d6 cold damage. On a failed save, the target takes 4d6 cold damage, and it is blinded until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Illusion

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch and cause a burst of intense pain, which increases by 1d8 for the duration. Wounds, burns, and other effects can also be applied to the target. If the target is incapacitated, it must make a Constitution saving throw. On a successful save, it takes half as much damage. On a failed save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hits increases by one for each slot level beyond 2nd. Evocation

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one creature that has been injured and can no longer move. The creature must make a Strength saving throw. On a failed save, the creature takes 5d8 lightning damage and is restrained while you and your companions are outside. The restrained creature is incapacitated and must make a Strength saving throw at the start of each of its turns, or half as much damage and must use an action to make a Strength or Dexterity check (your choice) each time it takes damage or move. The restrained creature can't take reactions, can't move or speak, and isn’t restrained by any of its actions. The restrained creature can’t speak, cast spells, or take any other action that requires its concentration. If the creature is unconscious or unconscious for more than 1 round, it must make a Wisdom saving throw. On a success, the creature is no longer in the spell’s effect and can't use its action to take any actions. After the creature recovers from the effect, you can use an action to shake the creature’s restrained state. If the creature can’t speak, it must make a Wisdom saving throw at the end of each of its turns. If it can’t, the creature must use an action to end the restrained condition. You can use your action to cause a creature that is paralyzed to make a Charisma saving throw. On a success, the creature can’t use an action to end the condition, but must instead use its action to make another creature’s saving throw. If the creature can’t use its action to end the condition, the spell ends. Transmutation

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and release it from a stupor. The target must make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage. On a successful save, the spell ends. Abjuration

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A creature you touch becomes wounded, and it has resistance to all damage except psychic damage. For the duration, the target can use its action to make a melee spell attack against the target. If the target takes damage, that damage is halved and the target regains hit points equal to the amount of hit points it lost. Conjuration

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A writhing mass of pain radiates from you. You touch one willing creature. The target must make a Strength saving throw. On a failed save, it is struck prone. On a successful save, the target takes 2d6 necrotic damage. On a failed save, the target doesn’t take any damage. At the end of each of your turns, you can repeat the saving throw. If you do so, the disease spreads to all targets it touches, and the duration of this spell increases by 1 day for each slot level above 1st. Necromancy

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour

You touch a creature you can see within range and cause it to become injured or sickened on a hit. If the creature is under the effects of a particular healing spell, it is no longer injured or sickened by that spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of damage you deal to the affected creature increases by 1d8 for each slot level above 6th. Evocation

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure up a being with a hit point pool of 1 hit point and 2 hit points. The creature takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature is immune to all damage, and it gains a +2 bonus to AC and saving throws. It also has resistance to all damage types. Finally, the creature can use its action to make a Strength check against your spell save DC. The creature succeeds on each of its checks. If the check succeeds, the creature is no longer restrained by the creature’s spell and can move freely in the area. If a creature uses its action to make a Strength check against its spell save DC, the creature can roll the die, which determines whether the creature can move. Otherwise, the creature takes only half as much damage on its next turn. Divination

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an unwilling creature and create a burst of intense pain. Choose a creature of Medium size or smaller and place it under your spell’s effects for the spell’s duration. The target must make a Constitution saving throw. On a successful save, it is restrained and restrained until the spell ends or until you use your action on your turn to release the creature. The creature is then restrained and the spell ends. If the creature is holding a weapon or a similar object and you hold the creature while it is restrained, the creature must make the saving throw using a different weapon or object. The creature can’t be held or used in combat. The spell ends if the creature is too restrained to use its weapon or object. When the spell ends, the creature is no longer held or used in combat. Conjuration

Conjure Wounds

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature who seems dead or diseased. That creature must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. When the creature drops to 0 hit points, it w o m inscribed with life and becomes inert. If the creature is killed before the spell ends, the spell ends, and the spell ends without being dispelled. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Illusion

Conjure Wreath

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and breathe a vapor equivalent to 20-foot cube of air. For the duration, that creature’s hair is flowing, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The vapor can be smelled, smelled of flavor, or smelled of anything that smells. The vapor persists for 1 minute. The spell doesn’t protect against otherworldly stomps or otherworldly invocations. When you cast the spell, you can choose from any of the following effects to affect the vapors created by the vapors effect. A vaporous breeze. If you cast this spell without first trying to create a vapor equivalent to 20 feet in volume, the vapors created create are centered on you, and you can use your reaction to deal 1d4 lightning damage to each creature that ends its turn within 5 feet of your location. Evocation

Conjure Wreckage

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The wisp of life that lies around you appears in a spot that you can see within range. It can be anywhere, up to 30 feet away, and can be seen to be in any direction. The wisp lasts for the duration, and the spell ends if it is worn or carried. The wisp can be used to either heal or to destroy life. The wisp has no effect on creatures or magical objects. Conjuration

Conjure Wrecked Arrow

Casting Time: 1 action
Range: 90
Duration: 1 minute

This spell creates a torn, dismembered, and partially-disintegrated arrowhead. You choose one of the following options when you cast this spell: • Choose one of the following options: • A sling sling. The sling flies to a point where you can see it. The sling is a sling with a 5" diameter. You can use a sling for the first time on a creature you can see within 1,000 feet of it, or on any other creature you designate. A sling can be used to sling a sling of any length. A sling that is shorter than 5 inches must be thrown on a flat surface. A sling that is longer than 5 inches must be thrown on a side or three-dimensional surface. A sling that is shorter than 3 inches must be thrown on a side or three-dimensional surface. A sling that is shorter than 2 inches must be thrown on a side or three-dimensional surface. The sling must be of a nonmagical type. The sling can be used

Conjure Wrecking Ball

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A warding spell that summons a wisp of flames in an area you can see within range. The wisp can move up to 30 feet in any direction, including up to 30 feet straight up, and can also be up to 30 feet tall. The wisp lasts for the duration. If the wisp is on the ground or in any other part of the ground that isn't being worn or carried, the spell ends.’ The wisp can be stopped by ranged weapons or armor (including flammable objects), a nonmagical weapon (such as a sling), or a ranged weapon spell that requires concentration (for example, a sling of acid rain that doesn’t explode or explodes when you use your reaction can stop the wisp’s wisp). Once the spell ends, the wisp ignites at a point you choose within range, and the spell ends. Conjuration

Conjure Wrecking Ball

Casting Time: 1 action
Range: 60
Duration: Instantaneous or up to 1 hour

A wick and a sheet of rock that can contain up to six cubic inches of earth, a thin sheet of stone, or a thick sheet of loose earth, composed of a thin sheet of stone and a thin sheet of loose earth. The wick and the sheet of rock can be in any order, and the rock can contain up to six cubic inches of earth, stone, or loose earth. The wick and the sheet of rock can also be in any order, but the rock can contain up to six cubic inches of earth, stone, or loose earth. The spell ends when the wick and the sheet of rock are removed from the wick by any means that is appropriate to the wick and the sheet of rock. Conjuration

Conjure Wrecking Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a piece of magical force that can be used to break any barrier that has been created. The force is strong enough to break a door or door-like structure, but strong enough to break a large quantity of rock. If the spell fails, the spell ends. If the spell ends, the object remains unharmed. A wand of disintegration that can be used to break a barrier is also broken. The spell can’t be cast on any object that isn’t a magical object. A wand of teleportation that can be used to teleport to another object must be within range, as such a spell can be cast on it. A wand that can be worn or carried by a creature that can use it would be unaffected by this spell. Conjuration

Conjure Wreck of Elemiel

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to destroy a warded circle of magical energy in a 20-foot-radius sphere. Each creature in the sphere must make a Strength saving throw. On a failed save, a creature takes 4d8 necrotic damage and is knocked prone. The warded sphere is filled with magical energy that can be used to create any number of spheres of 10 or more different size and color. Each sphere lasts for 1 minute, and any creature that starts its turn in one of its spheres must succeed on a Dexterity saving throw or take 10d8 necrotic damage. The warded sphere is difficult terrain and can be difficult to reach. At Higher Levels. When you cast this spell using certain levels of spellsto level up, you can place a number of warded spheres equal to 1d8 + your spellcasting ability modifier. The warded spheres can be anywhere you choose within 15 feet of each other. The warded spheres can be made of any material that is nonmagical, including stone, wood, stone, or wood. As long as you are wearing or carrying a magical item that is imbued with a warded sphere, you can use your action to make the warded sphere fling to the ground. The warded sphere is difficult terrain, and can be difficult to reach. A creature can make a Strength (Athletics) check against your spell save DC to see if it can reach the warded sphere within 30 feet of it. If it can reach the warded sphere, it must have the spell’s level and dispel magic. Conjuration

Conjure Wretch

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up a wretch that you can see within range. Until the spell ends, this wretch can turn any creature within it into a wretch. The wretch can’t attack, but can use his action to move up to 10 feet away from you. The wretch can’t cast spells, activate magic items, or use spells and abilities. The wretch can’t willingly give up its life to a creature. The wretch can’t be affected by any damage the wretch takes from nonmagical attacks. The wretch can’t benefit from the loss of a living creature. Conjuration

Conjure Wretch

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself into the deepest part of a place you can see. You can use the teleport ability on a creature as a bonus action on each of your turns. The creature must be

Conjure Wring

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You touch a willing creature and bring it to its feet. The target regains all of its hit points, but the spell end for that target. While the target is moving, the spell doesn’t target it. If you cast this spell with a target that is already within line of sight, the spell ends for the target if it can’t move. The target has disadvantage on attack rolls, ability checks, and ability checks that rely on movement. Conjuration

Conjure Wurm

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a new form of wyvern that wiles toward you. Choose a Large or smaller beast within 30 feet of you whose challenge rating is equal to or higher. The wyvern appears in the form of a wyvern and can’t be teleported. The wyvern disappears when it drops to 0 hit points or when the spell ends. The wyvern has a wingspan of 60 feet and a reach of 10 feet. It can move across uneven terrain of 2 to 20 feet. It has a strong gait, with its jump slightly out of step with step. The wyvern has a talons attached to a long sword. The wyvern has AC 5, bite, and restrained motor ability. The wyvern has disadvantage on attack rolls against you and other creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd. Conjuration

Conjure Wurm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Concentration, up to 10 minutes You attempt to enthrall the Wurm, the largest living creature in the Prime Material Plane. You choose a point you can see within range, either on the ground or in the air. It appears as a vertical column with a 10-foot radius centered on that point. Once drawn, the column fills up to 5 feet of solid surface area. Whenever a Wurm drops to 0 hit points, it disappears. If you move more than 50 feet from the Wurm’s location (if you are traveling alone) to a location that has more Wurm than that spot’s surface area, you can move up to 20 feet! Conjuration

Conjure Wurm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to conjure a wisp that appears in an unoccupied space that you can see within range. The wisp is friendly to you until the spell ends. When the wisp appears, each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a creature takes 1dlO force damage and can’t take reactions until the spell ends. The wisp can’t attack you. While the wisp is in motion, you can direct it to a random direction within 30 feet of you. The wisp instantly disappears and the spell ends. The wisp has a AC of 10, 1 Hit Dice, and a speed of 30 feet. The wisp can’t attack. If the wisp is holding a weapon held in its grip, the weapon strikes it, and the creature that wields it safely descends at half speed. The wisp can’t attack. While the spell is in effect, the creature with which it interferes in the wisp’s movements. The creature must succeed on a Constitution saving throw or be paralyzed by the wisp for the duration. The wisp can move across the room in two pieces, one at a time, and can’t attack. In addition, the wisp makes short work of creatures holding weapons held in its grip. If the wisp moves across a room with a stride speed of 60 feet, it can move through the space as if it were holding a weapon. Physical interaction with the wisp reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the wisp can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the wisp, and any noise it makes sounds hollow to the creature. Illusion

Conjure Wurm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to teleport yourself to any point within range, by way of a wurm, up to 10 miles away. You can do so up to 30 feet. A wurm can be carried by any creature carrying one, up to 10 feet away. The wurm can reach up to 10,000 feet. When you cast this spell, you can teleport to any point within range. A wurm can also be carried by other creatures, even if they are within 10 feet of each other. The wurm remains there until you dismiss it as an action. The wurm can also be carried by creatures that can travel more than 10 miles. The wurm can also be carried by any creature that can move more than 10 miles. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to dismiss a wurm as an action. If you do so, the wurm disappears into thin air. Transmutation

Conjure Wurm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Instantaneous, you conjure a wurm that can move across a room or floor and move up to 10 feet in a straight line. This wurm appears in any surface on the room or floor and has a 20-foot-radius sphere that can be made of stone, water, or wood. The wurm can move up to 30 feet in a straight line. The wurm can’t be moved more than once. The wurm appears in any spot on the room or floor that is not a portal. The wurm can move up to 30 feet in a straight line. The wurm can’t move more than once. The wurm can’t be moved more than once. It obeys any command it receives from the wurm. The wurm can’t be charmed by a spell or spoken by a wurm, and can’t be controlled by a w

Conjure Wurm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to conjure a wurm to fight on your next turn. It must be within 30 feet of you, so long as you are within

Conjure Wurm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You teleport yourself to any unoccupied space that you can see within range. You choose a point that you can see within range. You instantaneously teleport to that point if it is not on the same plane of existence as you. Conjuration

Conjure Wurm

Casting Time: 1 action
Range: Self
Duration: 1 minute

Choose an 8-foot-tall humanoid that you can see within range. The target must make a Dexterity saving throw. It takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the target up to 30 feet in any direction. The target must use its movement on each of its turns before moving to another location where it can’t move. If the target is moving across a solid surface, it must make a Dexterity saving throw. If it does so, it is stunned. If it doesn’t move, it must make a Dexterity saving throw at the end of each of its turns. On a success, the spell ends. Conjuration

Conjure Wurm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to conjure a powerful, invisible force that can overwhelm creatures in your way. Choose a 5-foot-square unoccupied space that you can see and that is within range. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is restrained by the force, and its speed halts. The restrained creature can use an action to try to break the lock. On a successful save, a creature is shunted safely to the space it was restrained in, though its speed is halved. When the spell ends, the restrained creature can’t take actions and is restrained by the force again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 5 feet of each other when you target them. Conjuration

Conjure Wurm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure up a wurm that is willing and able to fight any creature it touches. The wurm defends itself from hostile creatures. The spell’s damage increases by 1d6 when you reach 5th level (1d6), 11th level (1d6), and 17th level (1d6). Divination

Conjure Wurm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon a wyvern-like creature that appears in an unoccupied space that you call your home. The wyvern is friendly to you and to creatures you choose within 30 feet of it. You choose one of the following forms for the wyvern: bat, boar, cliff, dark knight, fiend, or wizard. The wyvern disappears when it drops to 0 hit points or when the spell ends. The wyvern disappears when the spell ends, and any creatures it summoned when it vanished are no longer wyvern. The wyvern disappears when the spell ends. When the wyvern disappears, any creatures it summoned are sucked into a pit, which has a weight, oxygen level, and volume equal to the wyvern’s hit point maximum. The pit is a labyrinth created by a portal created by a portal. The pit can be up to 20 feet deep, and its area is difficult terrain. The wyvern disappears when it drops to 0 hit points or when the spell ends. Creatures that w ere attacking or fleeing from you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the weight, weight, weight, and weight of the wyvern changes according to the w yvern’s hit point maximum. If the wyvern drops to 0 hit points or dies before the spell ends, the creature is destroyed. Conjuration

Conjure Wurm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a wall of swirling wurms in a location you choose within range. You can shape the wall, linking it to a creature or object you choose within range. A creature who enters the wall’s space when the spell appears or ends must make a Strength saving throw. On a failed save, a creature takes 4d6 x 50 feet of damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone gains the ability to attack the wall when it appears. Finally, whenever the wall appears, a Large or smaller creature originating from it (such as a spider) can’t move out of it and instead takes 4d6 + 40 foot damage. If a wall is centered on a creature, the wall makes a false entrance, blocking its passage. When you cast this spell, you can designate any creature that the wall can be’t viewed from within as being within 500 feet of it. If you choose, the creature’s space is ignored, but it can’t attack or use any special senses that might give the creature’s presence a false aura of invulnerability. When you cast this spell, you determine what creatures and things must fall within 500 feet of the wall, based on the statistics of each creature or object within 500 feet. You can choose a radius of up to 500 feet. The Wall’s space is affected by the following rules. Creatures that fall into any of the following areas of the wall’s space are not knocked prone: • Creatures that aren’

Conjure Wurm

Casting Time: 1 action
Range: Up to 8 Hours
Duration: Up to 10 minutes of concentration.

Conjuration

Conjure Yellowbird

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure a flying, writhing, and inaudibly yellow-green beast that takes 2d8 psychic damage, and has disadvantage on all attack rolls, ability checks, and skill checks you make throughout the turn. The beast moves slowly, making it difficult for creatures to reach or pass through it. The first time each turn it takes damage, the creature repeats the attack and goes into a channelling state that doesn’t end. The creature repeats the attack and hit point maximums, not its Dexterity but its Strength, and it can’t willingly pass by it. The creature uses its action to make a Strength check against your spell save DC. On a success, the creature disappears briefly from the target’s radar screen, and it reappears safely in the space it left or where it left earlier. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Evocation

Conjure Yellow Fox

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon a giant yellow fox from the mists of time. The gray, frog-like creature appears in the center of an open field in your area. It has a talisman and a sling. When you cast the spell, choose a point you can see within range. A creature in the radius must make a Wisdom saving throw. On a failed save, the creature is shunted to the nearest unoccupied space, such as a distance or a distance out of your reach. You can teleport the creature up to 30 feet to a location nearest to the origin of a familiar or to a place where you worship. On a successful save, the creature is shunted to the nearest unoccupied space, but not toward you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon a giant yellow fox (1 Hit). When you summon this spell using a spell slot of 4th level or higher, you summon a giant frog (1 Hit). When you summon using a spell slot of 5th level or higher, you summon a gray fox (1 Hit). Conjuration

Conjure yourself

Casting Time: 1 action
Range: You cause an object of your choice that you can see within range to touch another creature. The target must succeed on a Dexterity saving throw or be blinded for 1 minute. The target must then cast this spell again. On a successful save, the spell ends. An object that is worn or carried by a creature that you can see within range can be affected by this spell. The object must be of the same type as the object that you are wearing or carrying. The object can't be more than one hundred feet long, and its weight is equal to its dimension. The object can't be more than one hundred feet long or more than five hundred feet wide. When you cast this spell, you must make the saving throw with advantage. On a successful save, the spell ends.
Duration: Conjuration

Conjure Zephyr

Casting Time: 1 action
Range: 150
Duration: Conjuration

Conjure Zephyr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create a new lich within range, gaining information about its patron and removing a curse, stupa, or similar spell from it. You can choose a password that matches the password you use to log off. If you cast this spell on the same creature every day for a year, and you use it once before the spell ends, the spell disappears and all its statistics are replaced by the statistics of the creature. The statistics also change when you invest the spell with another spell or by removing a spell from it, paying special attention to the two-line description of the spell and its associated curse. You can also set an upper limit on the number of creatures that can appear as chrismens in new lich. Alternatively, you can cause creatures to become charmed or adored, or vice versa. You can also end a lich’s service with a short message saying, "I have come to offer my services to these charmed creatures." If you cast this spell three times before completing a long rest, or three times after completing a long rest, you can maintain your concentration on it for a further round. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional lich for each slot level above 3rd. Conjuration

Conjure Zephyr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Conjure Zephyr

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a demigod, a bearded, bearded creature that appears in an unoccupied space that you can see within range. It appears to be the size of a Small or smaller object, and appears to be in an unoccupied space within range. You can use your action to make a melee attack with the demigod's weapon against the target, and the demigod can roll a d20, which is scored as normal. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Conjure Zephyr

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Zephyr appears in an unoccupied space of your choice that you can see within range. The spell gives you control over a zephyr that takes 5d6 necrotic damage (if you don’t see the zephyr), restores 1 hit point, or both. You control the zombie at the start of your next turn. The spell ends if you die before then, or if you are no longer within range. A zombie that dies before the spell has a chance to end its turn. The spell has no effect on undead or constructs. The spell- lage can be summoned or dismissed by any creature you designate. A summoned zombie has AC 15 and 30 hit points. If it is killed early on in its life, the zombie is dead. If it is revived with no blood left and is knocked unconscious, it died within the previous 24 hours of casting the spell. The DM might order the casting of this spell on a zombie or a creature. The summoned zombie disappears after 24 hours. If the spell ends before then, the zombie doesn’t disappear. Instead, the zombie becomes incapacitated and w ho has to use a bonus action to make a melee attack against a target of his choice within 30 feet of it. Illusion

Conjure Zombiel**

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You summon one beast from the ground or the air to serve as a human sacrifice. The beast appears in an unoccupied space that you can see within range and disappears when it drops to 0 hit points. The beast doesn’t need to be in the immediate vicinity of a human or the nearest city (such as Algiers or Agincourt) to become one. Once summoned, it returns to its home plane—it reappears when you dismiss the spell again. You can specify a kind of beast, an orientation you desire, and a price you are willing to pay for the opportunity to serve as a sacrificed beast. You choose a kind of beast: celestials, elementals, elementals, elementals, elementals, beasts, or bears. Clerics of each kind must offer a detailed description of their relationship to the sacrificed beast. The description must be clear, audible, and accompanied by written material that can be read by charmed creatures and written by creatures familiar with the sacrificed beast. At the DM’s option, the demon’s name is drawn from the slain beast’s name and used as the bandage and bandage covering its wound. It w ill appear as if it had been dismembered or otherwise wounded, so that the DM can craft a new weapon or magic item. The DM may decide to weave the severed tail of the sacrificed beast into a new armor or weapon, or to weave the head of a beast into a larger shield and place the head on a separate piece of armor. You animate or reshape the severed tail in any of the following ways while you are casting the spell—trying to animate a duplicate weapon, a staff of celestials, a similar creation, or a piece of equipment created by a cursed ability check made using the warded version of the same spell. You can use a bonus action to cause the severed tail to become an animated trap, opening only a narrow corridor or a small area of solid ground. A creature that enters the animating room and enters the trap or room through the door can only be trapped there by slashing damage from that trap or room. If the creature enters the animating room from a different direction than the one through which the trapped trap or room is opened, the trap opens and the creature is instantly transported to the nearest unoccupied space on the floor (if any), where they can be stow their items. A creature’s movement is unaffected by the trap or room but can travel through it, which is made possible by the Feywild Religion. Conjuration

Conjuring Faith

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell becomes a rite of passage for those who wish to forge religious and civic boundaries. Choose an area of land within range where you can see at least one god, goddess, or other visible entity, such as a temple or a city, and you summon that entity from its soul to become its deity. The entity appears in an unoccupied space that you can see within 10 feet of you. The creature must be within line of sight of you to enter the spell. It can be a creature (your choice if there is one), an object (a pile of rubble), or some other visible phenomenon. That creature obeys any verbal commands that you issue to it (no action required by you), though it must make a Charisma saving throw. When you cast the spell and as a bonus action on each of your turns thereafter you can issue any verbal command that the creature takes as an action, but only if it is speaking the command. You can only issue one command at a time at a time. A creature can’t take more than one direct command form when you cast this spell. If you do so, the creature can only be acting on a command that you specify; otherwise, it can do nothing more than obey a command you give it. If you issue no commands, the creature only acts on the command you specify. You can’t use this spell to issue any other command, such as “attack," “speak," or “attack,"” nor could you issue such a command if you already have an understanding of what it would entail, such as “ask them a question" or “suggest them a course of action that might be more prudent." You can bestow upon the creature any gift or service you choose, provided it is delivered to the desired recipient within 30 days of receiving it. For the duration, that recipient has 30 benefits against divine’s summons and has his or her prayer restored to you if it is no more than 30 days old. While there, the creature can cast spells, perform other magic, and take actions, though it must still be within line of sight to do so. Finally, the creature can’t take actions that would affect its body mass index, armor rating, or any part of its body other than its head. While there, the creature uses only its action to make a melee attack against one target of your choice within 30 feet of it. On a hit, it makes a cold iron hand, shedding half as much of its original mass as normal. Conjuration

Conquer Evil

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

As a long-ranged attack roll you create or force another creature to attack you for the remainder of its turn. You must hit the target with a melee attack on each of your turns. A permanent nonmagical construct that you know and that can’t be charmed by your target’s spells is not damaged or poisoned. As a bonus action on your turn, you can make a melee spell attack with the wand of your choice that can’t be more than 5 feet long and less than 20 feet long that must be of either type. The target takes 10d6 fire damage on a hit or a half damage on a break. If you hit the target, you must succeed on a Constitution saving throw or suffer a burn in your hand. Each creature under the target’s affect must make a Constitution saving throw at the end of its turn. On a failed save, the target becomes charmed by you. This spell has no effect on a creature other than you; if any creature successfully saves you, it doesn’t have to be a creature. Conjuration

Constitution Conjuration

Contact earth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

By means of this spell, a creature (including you) can communicate with creatures outside your reach. This spell can target creatures that aren’t immune to your spell’s interruptions. Nonmagical creatures are unaffected. Contact earth or shadow 60 Instantaneous By means of this spell, a creature (including you) can communicate with any number of creatures within range. This spell can target creatures that aren’t immune to your spell’s interruptions. Nonmagical creatures are affected by this spell only once. Shadow 60 Concentration, up to 1 hour This spell affects a nonmagical creature that isn’t immune to your spell. If the creature is immune to your spell

Contact Other Plane Contact

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You attempt to contact one entity other than yourself by sending a short telepathic message in a space that you can see within range. The entity stays within the telepathic link created by the Mindfray spell, answering your telepathic questions in a manner that is truthful, up-to-date, and within line of sight. If the entity is in a position to communicate with you by plane, say, north, east, or south, this spell automatically creates two additional telepathic link points for you: one for each telekinetic plane you are on—planar, galactic, or time warp—as long as the entity’s location within the mind of your host is known. In addition, if the entity is on another plane of existence, this spell enables it to communicate with you within this telekinetic plane as if you were its originating plane. You must have known the entity from another plane of existence before you cast this spell to succeed. If the entity is on another plane of existence, this spell enables that plane to communicate with you as if it were its originating plane. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Transmutation

Contact Other Plane Extraplanar Contact

Casting Time: 1 action
Range: Unlimited Contact with another plane of existence requires an incredible telepathic leap. Until the spell ends, the telepathic link between you and the target remains intact, as you create your own destination and follow the general plan of the next available travel step. You don’t need to put in the effort to use of a destination destination, such as a large city, to learn the telepathic link. You just need to know where to find it if traveling in the same direction or from where you were flying once you reached it. If the target is on a different plane of existence than you, the spell ends while you remain on the same plane.
Duration: Divination

Contact Other Plane FadeInstantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: You say a long, mysterious divine command to a des

tination destination, where the conditions are the same for all purposes, and where possible, there is a common ground for the message. In this case, the spell reveals you to be one who takes the helm, or that you mean no harm because you just happened to be on the same plane. Alternatively, if you appear dead, the DM might offer a service of divine retribution, in which you are buried alive if you w ere seen it coming. In either case, you are no longer on the same plane as the destination. Illusion

Contact Other Plane Interference

Casting Time: 1 action
Range: 120
Duration: 10 Days

You try to contact another plane of existence, a plane you know but never actually seen, such as the plane of the high heavens or the plane of the dead. You try to make a telepathic connection, sending a celestial or an elemental into a trance and ending the effect. If the celestial or an elemental doesn’t respond, try sending a flying creature, an ethereal sentinel, or an illusory manifestation. Also, try sending a creature that is physically incapable of communicating to a telepathic link. If the sentinel or illusory image w as sentinel or illuminates as a celestial or an elemental, the sentinel or illuminates as a celestial or an elemental, but the sentience is short and lasts for the duration. The spell ends if you maintain your concentration on it or if your concentration fails and the creature’s spirit is gone. If you or a creature you physically chose is sent into a different plane of existence than the one

Contaminate Food and Drink

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You transform a creature you can see within range. It becomes immune to poison and disease for 1 minute. Otherwise, the spell fails and the target is left with 20 temporary hit points. The temporary hit points can’t be replaced by temporary health or magic resistance. When the spell ends, the creature’s temporary hit points are replaced by temporary health or magic resistance. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points of each affected creature are replaced by those of its temporary health or magic resistance. Abjuration

Contaminate Food and Drink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A primordial soup fills your home for the first time in a while. You take 2d6 poison damage and a -2 penalty to the spell’s damage roll and ability check. The soup then disappears, leaving behind no substance. The spell ends if you have no more health left and no other means of nutrition. Transmutation

Contamination

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You create an unoccupied space inside an area of darkness that you can see within range. The space is 50 feet square and has 10 feet of exposed floor space for your space. The space isn't difficult terrain. A creature can stay inside its space only if the spell has been cast there once. If you cast the spell on the same spot twice or at the same spot three times or twice, the spell has one hour and a half active cast time. For example, if the spell targets a place where you cast the spell on the same spot three times or on the same floor, the same creatures can stay within its space, either for the duration or the spell's duration. Once it is activated, the creature must make a Charisma saving throw. On a failed save, the creature takes 10 psychic damage of the sort you choose, which is 1d4 psychic damage for every 20 feet the area has been filled in. This damage increases by 1d4 at 5th level, 11th level, 16th level, and 17th level. Divination

Contamination

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

You touch a willing creature that has been subjected to the cumulative effects of an antimagic field. The target is neutralized when it leaves the area, though it is unaffected by the spell. Any damage or other effects that have been physically or mentally dispersed by the area dissipate in a puff of smoke if its cover is broken. Also, a Medium wind (

Continual Elementals

Casting Time: 1 action
Range: Until dispelled
Duration: Concentration, while surrounded by your immediate

companions, creatures that aren’t being summoned, creatures that aren’t being summoned, and all creatures within 10 feet of you. Creatures summoned within 10 feet of you have no ranged damage, and creatures and creatures that are summoned and summoned using a spell slot of 1st level or higher can cast any spell slots with a bonus of 1st level or higher. Creatures summoned to the portal have no effect.

Continual Flame and Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You make a static or roaring flame that points toward a point of your choice within range and lasts for 1 hour. A creature that starts its turn in the flame must succeed on a Dexterity saving throw or take 1d6 flame damage. A creature that ends its turn in the flame must succeed on a Strength saving throw or take 1d6 flame damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6thConjuration

Continual Flame Attack

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A fiery streak erupts from a point of your choice within range. Each creature other than you within 5 feet of the point where the streak starts must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. A creature can move through the streak grasping a carrying or carrying a Large or smaller creature. Roll initiative for the creature, which has its own turns. At Higher Levels. When you cast this spell using a spell

Continual Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell imbues your magic with force, churning out continual rain, sleet, and fire for the duration. The spell is particularly effective against creatures that move early in the game. The ground in a 10-foot radius centered on a point within range is impassable without allowing movement. Creatures that can be moved up to 30 feet or less can

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Continuing the Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You continue the flame spell once more. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, each creature in the flame must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and dim light sticks to it. On a successful save, a creature takes half as much damage and doesn’t stick to the flame. Evocation

Continuing the Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Continuous Storm 150 Concentration, up to 1 minute A storm cloud forms on a point you can see within range. The point can be up to 40 feet long, up to 10 feet wide, and up to 10 feet tall. The cloud spreads around corners. It obscures no light, and no matter how hard a creature tries to cover its face off the outside, it gains no magical coloration. Small or larger storiestellers or other spellcasters can cast these stories as normal. The stories are told over a short period of time, about the events leading up to the spell’s casting or the creatures that summoned you. You decide the direction the stories take, and they all take 1 minute to read. A story is a collection of short stories, one for each creature that you designate at the time you cast the spell. Each of the stories is of a creature (or a brief but significant other), no more than five feet in any dimension, including into the future. The DM chooses from among stories about a creature within 5 feet of you, as described above, or a whole volume of stories, as described below. A creature, no matter what it is, can’t speak, cast spells, or take any other action that would allow it to do so. The DM makes this choice based on the circumstances under which the creature appears in the story. If the creature is a creature (for example, the willing creature), and you don’t specify a language other than English, the creature doesn’t speak, and the spell ends when the creature returns to you. Evocation

Control air

Casting Time: 1 action
Range: 120
Duration: 1 minute

You shape a sphere of moderate air

Control air

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You control the flow of air in a 20-foot radius. Each creature in the area must make a Dexterity saving throw. A creature takes 8d6 flying and 40d6 cold damage on a failed save

Control Animals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause an unoccupied space on a creature that you can see within range, within range, to become hostile on a failed save, or it becomes hostile on a successful one. On a failed save, the creature can use an action to waken and use his or her reaction to defend itself. If a hostile creature has taken damage or is affected by a spell or effect

Control Animals

Casting Time: 1 action
Range: Selfablishment
Duration: Concentration, up to 1 hour

You take on the form of a human being, and you control him or her to the best of your ability. You or someone else must succeed on a Wisdom saving throw or be charmed by the creature. Until the spell ends, the creature can use his or her action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is charmed by you. When you use this spell again, the creature must succeed on a Wisdom saving throw or be affected by the same effect for the duration. At the end of each of the target’s turns until the end of its next turn, the creature can repeat the saving throw. If it fails the save, the creature is charmed by you until the end of the next turn, at which point the creature can re-traumatize itself by making a Wisdom saving throw. If the creature fails this saving throw, it is charmed by you until the end of the duration. Transmutation

Control Animals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You send creatures into an unoccupied space you can see within range. Each creature that enters the space must make a Wisdom saving throw. On a failed save, the creature is turned to dust and becomes charmed by you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. Illusion

Control Bird

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bird of prey for the first time of your choice within range. The target must make a Wisdom saving throw. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can decide which type of creature is present to target you. The creature must be within 60 feet of you. The creature must be within 5 feet of you when you cast the spell. The creature’s movement must be normal, because it is in the air. If the creature is able to move without moving, it must make a Dexterity saving throw. On a successful save, the creature w is within 60 feet of you. On a failed save, the creature moves with you. When you dismiss this spell as an action, you can use your action to dismiss it again. Transmutation

Control clouds

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Like conjured fire, fog, or sunlight, you can direct or manipulate clouds and their surrounding air at any point within range. To a creature, the area looks like this: • 1d4 x 10 feet on each side, 30 feet on the sides and 25 feet on top of the ground. • 4 x 10 feet on each side, 20 feet on the sides and 10 feet on top of the ground. • A radius of 10 feet or less can be created by using the Wind Rites spell or by using the following special conjuration spells: • Divine Protection • One hand covered in mist and suffocating fog • Remedial Fog • 50 crown (dirt, candle, canister, or gaseous cloud) • Tiny air, including breath, move up to 360 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases to 60 feet for each slot level above 2nd. Transmutation

Control clouds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the duration • You instantly cause simple shapes, such as the vague form of a creature, to appear on the ground in a 30-foot radius on a point within range. You can shape these simple shapes to appear

Control clouds and dim light

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A 100-foot-radius, 20-foot thick cylinder of strong air appears in your hand and is your spell of choice when you cast the spell. Moving around the area grants you advantage on attack rolls and mightier spell attacks. The area is heavily obscured and can be difficult terrain. The spell ends when the amount of smoke and dust in the area drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 60 feet of each other when you target them. Transmutation

Control clouds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a point you can see within range. You manipulate clouds in an unoccupied space that you can see within range. Concentrating on one form of force within range, the spell causes one cloud to form in the space it occupies, causing it to hover in place. The spell ends if you use your action to move the cloud from one edge of the space to the other. A cloud at any other edge remains so for the duration. When you cast the spell and as your action on each turn since the start of your next turn, you can switch to one of the following effects if the other effect is present. Cloud of Daggers. You cause a cloud of daggers to form in the space you choose, in an unoccupied space of your choice that isn’t occupied by a creature. A creature that touches the ground in the space where the spell’s force causes the cloud to form must first make a Strength saving throw. A successful save halves the cloud and the spell ends for it. Cloud of Daggers at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause one cloud to form in the space you choose. Cloud of Daggers at Higher Levels. At any time, you can move a solid surface or a mass of rubble in the space you choose within 5 feet of the space you chose as a launch pad for the spell and cause the cloud to move in any direction along the way. Make a melee spell attack against the target. On a hit, the target takes 2d10 force damage. Cloud of Daggers and Daggerses. At any time, you can cause a floating object to lash out at a creature within 5 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a floating object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check. On a success, the spell ends. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a flying object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check. On a success, the creature is knocked prone. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a flying object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check. On a success, the creature is knocked prone. Cloud of Daggers and Daggerses at Higher Levels. When you cast this spell and as an action on each of your turns until your concentration ends, you can cause a flying object to lash out at a creature within 5 feet of you. Make a Strength or Dexterity check against the check of two or fewer items. Make an Intelligence or Wisdom check against the spell’s ability check.

Control Dark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a creature you can see within range. Make a Wisdom (Perception) check to see if it is aware of the presence of another creature within range. If the creature is aware, it can make the check using the creature’s current Intelligence. The creature must be within 5 feet of you when the spell ends and must make a Wisdom saving throw if it is aware of the creature. The spell ends if you cast this spell again. The spell ends if you

Control Earth

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Choose an area of terrain no larger than 4 inches square and shape it in any way you choose. You can shape the terrain in any way you choose, giving it either practical, cultural, or religious value. The terrain’s natural terrain squareage value is 300 cubic feet. The terrain’s climate and elevation value is 10 feet. The climate and elevation are inversely related to the size of the object you chose. The climate and elevation are inverse directions. The weather in the terrain’s area is contingent on weather conditions, such as rain, sleet, or snow. If the object has a place value of C or lower in the range, the place value is multiplied by C to determine the place value. The modified terrain is up to date and free of any changes. It also doesn’t grow if the climate or elevation change. Transmutation

Control Earth

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You take control of a portion of the air in a 40-foot cube that you can see within range. The cube remains for the duration until you use your action to dismiss it, or until you dismiss the spell. You decide what action you take and where you take it, and when you cast it. You control any flames in the cube. You can extinguish them all, or you can shape them into simple patterns you create for them. The patterns you choose must be at least 2 feet in any mold, and you can’t create a mold by making a mold of wood or stone. You can animate any one of the patterns you choose, causing them to appear in any shape you choose. When you cast the spell—including when you first cast it—you can switch between creating the patterns and casting the spell again. You can also change the shapes of the patterns you choose, creating new ones. Once you have made a mold, you can animate it again by using your own hands. The animating pattern remains with you until you use your action to dismiss it. You can dismiss the spell only once every 24 hours. When you do so, you remove the mold and transform back to normal. You remain in effect until you use your action to dismiss it again, at which point the mold is gone. If you transform back to your normal state, you return to the shape you used to appear in, if you transform into one of the patterns you described, if you transform into a simple pattern you change its appearance; for example, you might transform into a simple bead, a bead of fine gold, or a bead of emerald. The changes wrought by this spell fail to hold up to physical inspection. You can use your action to speak to a mold to determine whether it is gone. If so, you instantly return to normal, unless you revert to your normal state the next time you cast this spell. Otherwise, you must spend 8 minutes transforming back to your normal state. If you transform again, you return to the shape you used to appear in, unless you transform into a simple bead, a bead of fine gold, or a bead of emerald. The transformation lasts for 1 minute. If you are still alive when you cast this spell, you are no longer affected by it and instead become an elemental of your choice at the start of your next turn. You regain all expended spell slots when you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of levels you can cast spells of 6th level or higher increases by 2 for each slot level above 2nd. Transmutation

Control Earth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

An unstable updrafts throughout one firmament you have plowed through. The updrafts pass through solid objects, albeit lightly. Until the spell ends, you have resistance to fire damage. When you cast this spell on a point within range, you can use a bonus action to cause the updraft to pass through any cracks or openings created by the updraft spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause the updraft to pass through any barriers created by a spell of 2nd level or lower. When you use a spell slot of 4th level or higher, the updraft increases to 1d4, increasing your range by 10 feet for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the updraft to pass through any crushing pressure created by a spell of level 7 or lower. Evocation

Control Earth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You control the earth within a 10-foot cube. You must be within the cube at the time of casting the spell. The earth moves in a straight line across the cube and remains in place for the duration. The earth appears to be flat, and you can teleport to it by climbing up or by using the portal. The earth can be moved by means other than by means of any kind of spell’s force, such as by means of a sling. The earth appears to be in a 5-foot-radius, 10-foot-high cylinder centered on a point you can see within range. The earth can be moved by means other than by means of any kind of spell’s force, such as as by means of a sling. The earth changes color, and it becomes translucent when you cast this spell. You can target one or more creatures within the spell’s area at a time. The target must be within 5 feet of you when you cast the spell. The spell lasts until you remove the object or other magical object from the earth. Conjuration

Control Earth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A sphere of earth radials in your space that moves with you in a straight line. You can use your action to cause the sphere to move up to 30 feet in any direction. That movement isn't prone to being blocked, but it can still be dangerous. If you are moving at least 30 feet in any direction, you must succeed on a DC 15 Strength saving throw or you take 10d8 force damage. Conjuration

Control Earth

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a portal that extends across the ground in a 5-foot cube, extending from a point you can see within range. You can use this portal to teleport up to 60 feet to any point within range. You don't have to travel to a point within 5 feet of a portal you created. You can use this portal by way of a teleportation to any point within 5 feet of it. A portal appears in any plane of existence that you choose, as long as it is within 10 feet of a point of your choice that you can see within range. You can teleport to any point within 30 feet of a point of your choice within that range. Transmutation

Control Elemental

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You control the elemental energies of an area of space within range. The spell lasts for the duration. You can use a bonus action on a target and have it take the outcome of any reaction the spell offers. You can also decide to stop casting the spell. If you don't want to do so, you can choose to remain on the plane for the duration. The spell ends after 1 minute, and the spell ends for you. You can then end the spell by casting it again. You can also end the spell by spending 1 hour casting it again. If you use a spell slot of 3rd level or higher, the spell ends for you. Conjuration

Control Elemental

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Instantaneous or 1 hour (up to 1 hour on a rest) Instantaneous or 1 hour (up to 1 hour on a rest) Conjuration

Control Elemental

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You control an element and its elemental components. Choose one of the elements of a creature you can see within range: earth, fire, lightning, poison, or water. The element can be hostile, neutral, or neutral, and it can’t be affected by magic, divine, or trinket components. Necromancy

Control Elemental

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose an area of fire, a place that has a radius of 30 feet, and a temperature of 100 degrees. The fire is centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Control Elementals

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You control the elemental elements within the form of one or more creatures, and up to three of them can be created at a time. Choose one of the following: undead (0 hit points), constructs (5 hit points), constructs (10 hit points), or the summoned elementals. The creation of a new elementals increases by 1d6 for each slot level above 5th. Conjuration

Control Elements

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You control the elements within a solid surface. You control one element. You designate a point within the surface that you can see and that can be used as a portal to another plane of existence. The choice is permanent. If you designate a point for the first time on a plane other than your current plane of existence, the spell lasts until you dismiss it as an action or until you cast this spell again. The spell ignores barriers, barriers created by spells or by other means. You can use the same element for other types of interaction. You can also use a different element for interaction. A target that has the same element as you must use a different one for interaction. You can cast this spell multiple times. Each time you cast it, you can use your action to choose one of the possible actions that can take place. You can also choose actions that take place while you are concentrating on the spell. You can also choose one of the actions you take within 30 feet of the target. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage, or half as much damage on a successful one. Conjuration

Control Elements

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a new element of nature and place it within range. You choose one of the following forms of the element. These formulae can be used to create any element you wish. You can also designate a new form as a duplicate of an existing one. You can also specify that the element be a new element or a new specific one, but this spell only creates a new form. The form you choose must be identical to the one you choose. The spell has no effect on undead or constructs. You can give an element a new form by making a new spell for that element. The spell must contain a name or a description, and a creature must be within the form to cast the spell. You can also give an element a new form by making an identical spell, casting the same spell twice, or casting the same spell multiple times. The spell

Control Elements

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a force field that is filled with magical force. The field must be on a solid surface, nonmagical, and has the same area of effect as the area you created. You can create a barrier or a wall, or a ceiling, or a tower, or a roof, or any other form of barrier. The barrier or wall must be strong enough to protect the barrier or wall against hostile creatures that are larger than you. An attacker takes 1d6 force damage on a failed save, or half as much damage on a successful one. If the barrier or wall is difficult to break, the attacker is restrained by it for the duration, but the attacker is immune to being pulled into it. If the barrier or wall is difficult to break, the attacker is restrained by it for the duration, but the attacker is immune to being pulled into it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force field lasts for the duration. For example, the barrier or wall that blocks an attack against you would last for 1 year. Conjuration

Control Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by that creature for the duration. On a failed save, the target becomes charmed by you for the duration. On a successful save, the spell ends. Until the end of your next turn, this spell can expend one additional power point, up to its normal rate, to activate one of the following effects. Enlarge. The target must be larger than the target's dimension, such as a human or a beast Smaller than the target's size. The target can fit in a cube or larger. Large. The target can fit in a cube or larger. Reduce. The target can reduce the target's size by one amount of damage. This spell can reduce a target's size by up to one amount of damage. This spell can also reduce a target's Hit Dice by one amount of damage. Reduce by Two. The target can reduce the target's size by two additional amount of damage. This spell can reduce a target's size by three additional amount of damage. Reduce by Five. The target can reduce the target's size by five additional amount of damage. This spell can reduce a target's size by six additional amount of damage. This spell can also reduce a target by six additional amount of damage. Abjuration

Control Elements

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A magical force forms between two creatures, one created by a deity or a force of nature, and one created by another divine being, acting independently of you and acting on your own initiative. Choose one creature that you can see within range, then move it up to 10 feet in a straight line in a direction you choose, then repeat the move several times. The DM has the statistics of each creature. It can’t be more than 10 feet long, any larger than 10 feet tall, and has AC 5 and 30 hit points. It has immunity to being charmed, and it has advantage on attack rolls against creatures that can’t be charmed. The DM has the statistics of each creature, and the DM has the alignment for that creature. The spell’s ending points aren’t affected by this spell. Conjuration

Control Fire

Casting Time: 1 action
Range: 10
Duration: Duration: Concentration, up to 1 minute

You choose a portion of nonmagical fire in a 15-foot cube that you can see within range and that fits within a 5-foot cube. You choose the flames within or within an area that is within 5 feet of an area as you cast the spell. Each flame has a power and range that matches the flames of your choice, and it spreads around corners. When a flame reaches its full power, it flits to where the shortest and most exposed fuel is located. It flits 20 feet in each direction, reaching nearest and far. When the flame reaches its full power, any remaining fuel in the flame is turned to smoke, and the flames turn bright light in a 30-foot radius and dim light for an additional 30 feet. The flames turn cold gas, solid gold, and silver into snow, fog, and snow (shimmering snow, fog, or puddles of warm snow). When you cast this spell, you can choose to deal extra damage to each flame. In addition, when a flame reaches 0 hit points, it ignites, which creates a blizzard that covers 10 miles each way it travels, for 10 minutes At any time thereafter, you can use your action to create a blizzard of white smoke across 30 miles square in a 5-foot radius. The blizzard extends into the space where you cast this spell, and its area is lightly obscured. The smoke obscures certain areas of the dungeon, which are easier to see, range, and opacity than others. The blizzard lasts for the duration, and when the smoke damages an area, an invisible demigod is born to extinguish the blizzard. A demigod can be as strong as a normal human, as strong as a giant, as weak as a fey, or as strong as a fiend. It takes 10d8 thunder damage, or 1d4 thunder damage if you are a fey or a fiend. When the blizzard ends, the demigod appears in an unoccupied space within 100 feet of you. When you cast this spell, you can have the spell ended by combat, leaving at least one hand free to set aside. As a bonus action, you can mentally command an invisible demigod to move into the space you specify for a single creature or object in the area and crush it to bits with a single weapon attack. Choose one of the following options for how the demigod will move, using initiative: • If the creature has 40 hit points or fewer

Control Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Until the spell ends, you control the appearance of creatures and objects in a 30 foot-radius, 30-foot-high cylinder centered on a point within range. An object, a creature, or some sort of energy can be part of the cylinder and appears in a place or on a surface that you choose within range. An object or an energy source can be moved around (and possibly detonated) by as much as 10 feet of movement, or you can cause a creature to become invisible and invisible for 1 hour, cast this spell again, and it can reappear in its location within a minute. The cylinder can be up to 20 feet tall and contains up to 10,000 gallons of water. When fully occupied, it reverts to its normal form in 10 minutes. There is no limit to how many creatures that creature can appear in the cylinder and how many can appear in an area that is large enough to contain its space. When the cylinder is full, an illusory duplicating image appears on the creature’s person and spreads around the ceiling in a 50-foot radius around the cylinder, mimicking the movements of creatures created by illusions. The image lasts for 1 hour and can’t be removed by force. When the cylinder appears, a primordial force (typically from an unfriendly god) appears and creates an illusion of a creature, visible only

Control Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You attempt to create a field of fire on the ground in a 10—foot radius centered on a point of your choice within range. You need not use this spell to create a fire pit, craters, crevasses, or any other form of physical or magical damage. Instead, you use the fire to create paths and other visual and auditory communication with the ground in the area. You can make a straight line through the ground until the spell ends, which creates sufficient fuel to power your campfire for the duration. If you target a creature on the ground with an attack, the

Control Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a nonmagical object or liquid that you can see within range. You control the flow of air, fire, and water within the object or liquid. The object remains in place for the duration. The spell lasts for the object or liquid. If the object or liquid is neither being consumed nor consumed by another creature, it is no longer affected. You can use a bonus action to cause the object or liquid to move in the appropriate direction, and then choose one of the following options for how long the spell lasts. The object or liquid moves in any of the following ways: • You can cause it to extinguish a candle or similar object in its area. • You can cause it to instantly extinguish a torch in a flame-lit space within 30 feet of it. • You can cause the object or liquid to instantly cause a flame in the air, an area, or a part of the air that can’t be more than 30 feet away to ignite. • You can cause the object or liquid to instantly extinguish a flame within 30 feet of it. • You can cause it to instantly extinguish a torch within 30 feet of it. • You can cause it to instantly extinguish a torch within 30 feet of it. • You can cause the object

Control fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of flame that ignites in a 60-foot radius over a 5-foot-diameter area. Each creature in the area must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1

Control Fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

For the duration, you cause smoke, fog, and other illusory objects to appear in unoccupied spaces and extinguish them in a direction you choose before they can move, as part’s spell of 8th level or higher. The smoke, fog, and other illusory objects appear as opaque lights and dissipate when the spell ends. Any creature that ends its turn in one of those places must succeed on a Dexterity saving throw to remain within 10 feet of the smoke, fog, and other illusory objects. Asking the spell to extinguish an illusory object doesn’t create an illusory object, but instead creates an illusory object that appears in an unoccupied space that you can see within range. An illusory object can’t be targeted by this spell, and it can’t be interacted with by creatures. The spell ends when all illusory objects have been dispelled. Illusion

Control fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose an area of fire within range that you can see and that can hold as much as 10,000 gallons of fuel. You can extinguish or obscure the fire in the area, making it appear to be unoccupied. If you cast this spell using a spell slot of 2nd level or higher, you can also extinguish the fire in a 60-foot radius centered on that slot. Any creature other than you that is raging must succeed on a Constitution saving throw or take 1d6 fire damage. This spell’s damage increases when you reach higher levels. For example, if you take 2d6 damage from this spell, you can take damage when you reach 6th level (2d6 damage from this spell), 11th level (3d6 damage from this spell), and 17th level (4d6 damage from this spell). Evocation

Control fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a magical fire on a solid surface that is 10 feet in diameter and up to 5 feet tall and that is equal to the height of your house. The fire spreads, and the ground around it is heavily laden with smoke. The ground in the area is 100 percent flat, but other areas have varying degrees of flammability. The ground in the area can be ragged, rocky, or swampy. The ground in the area can be difficult terrain, requiring a specific terrain type or terrain type being chosen. The ground in the area is difficult terrain, requiring a specific terrain type being chosen. The ground in the area is difficult terrain. When you cast this spell, you choose one of the following effects: • You create a 20-foot-radius sphere of flame, 30 feet wide and 20 feet tall. • You create a 20-foot-radius sphere of fire, 30 feet wide and 20 feet tall. • You create a 30-foot

Control fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to ten nonmagical flames within

range or until you choose an area of open fire, you choose one of the following flames or a set of flames of equal difficulty: candle, flintlock, hollybeam, or torch. The flames in and around you are free to ignore the conditions under which they might burn. Any creature that can’t be charmed must instead make a Charisma saving throw. On a failed save, the creature is charmed by at least one other creature (including you), though the creature is also entitled to a lower Charisma bonus check if it can’t talk or manipulate its language. You can banish one of the flames before it spreads into other flames. The flames can be extinguished by either freezing rain, a release from a spell of up to level 4th or 5th level spell, or casting the flames of your choice from a spell slot of 6th level or lower. Conjuration

Control Fire

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. Transmutation

Control Fire

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Until the spell ends, you control flames within 30 feet of you that you can see within range. You can choose a point within range where any of the following effects will occur: • You create a moderate to strong urge that fires in the area erupt in flame. • You instantly extinguish the flames. They wilt away as the flames cool. • You make a melee spell attack for each point you spend within 5 feet of you. If you have no attacks in the attack roll, you take no damage from the flames. • You create a magical fire in your space. You use the fire for drink and then cause it to exhale a moderate to strong urge spell (the d20 roll is the total of the flames in your space). Each creature in my space when I make this spell must succeed on a Dexterity saving throw or take 1d8 fire damage. If you do so, you create a new flame, and then have advantage on the next attack roll you make with it. If you create a fire in an area that isn’t your home, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Control Fire

Casting Time: 1 action
Range: 300
Duration: Until dispelled

You choose an area of air that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Aeons of Life. You choose a point within range and cause up to ten trees of opportunity to follow you. Each tree takes 4d6 trees, and if a creature is holding or carrying the item, the creature must succeed on a Dexterity saving throw or take 4d6 poison damage. Evocation

Control Fire

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create an invisible flame within range that ignites small fires that are no larger than a 10-foot cube. When you cast the spell, you can use an action to cause the flame to spread to 50 feet in a direction you choose before triggering the effect. The flames expand in a 30-foot cube, and each creature in that area must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. Evocation

Control fire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Furnish fire to three creatures of your choice that you can see within range. Make a ranged spell attack against each target. On a hit, the target takes 1d10 fire damage. The spell’s magic decayed and becomes inert. The spell’s fire damage is halved if it’s active and on each target it’s affected by. Reducing a target to 0 hit points causes it to burn to smithereens. The target takes 1d10 fire damage when it enters the spell’s flames for the first time on a turn or starts its turn there. This damage is cumulative and causes the target to bleed to 1d10 fire damage if it starts its turn in the flames. Evocation

Control Fire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You alter the way flames move and fight for the life of each creature within range. A creature that starts its turn in the fire's path must make a Wisdom saving throw. On a failed save, that creature takes 1d10 fire damage. On a successful save, that creature takes half as much damage. The flames appear in the shortest distance to all creatures within 3 feet of the destination creature and extinguish flames within reach. While in the fire’s path, all creature types—including light, Medium, and undead—are affected. Each creature other than you in the fire’s path must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a nonmagical flame that the spell smashes (your choice that doesn’t fit in a 5-foot cube), as well as one that spreads out across an area of ground less than 5 feet square, creates a new flame that takes 4d8 fire damage. The new fire spreads over 5 feet of solid fire. Each creature that ends its turn within 10 feet of the fire when it sheds its fire or when the spell ends must use its reaction to move to extinguish the fire. Evocation

Control Fire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You take control of the air in a 60-foot cube centered on a point you choose within range. Choose from a fiery red color, a fiery white color, a bright red color, or a fiery orange color. The spell’s effects last for the duration, unless you use a different spell slot. When you cast the spell, choose a point on the ground in your immediate vicinity, such as a campfire or a small hill. The ground in that location is difficult terrain for creatures other than you. You can target one additional creature for each of its types, or you can designate a different creature type for each slot level above 3rd. You must choose the creature’s type when you cast the spell. The creature must be within 60 feet of you when the spell ends, unless the target can be

Control Fire

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You control a portion of the fire that has been consumed by fire for the duration. Choose a point within range. The fire spreads to any structure within range, which is made of light or no light. The fire spreads when you or a creature you designate within range moves into that area. The fire spreads across any surface, and extinguishes all other flames. The area of the fire that is affected by this spell is opaque to light, and the area of the fire that is affected by this spell is obscured by darkness. You can designate any effect that affects the area. The spell can last for 1 hour or until it ends. The spell is temporary. You regain all expended uses of this spell when you finish a long

Control Fire

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a beam of fire that is strong enough to crush more than 20,000 pounds of wood, stone, or other fuel and cause it to explode in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to your spellcasting ability modifier, and the spell ends. Evocation

Control Fire

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You choose a point you can see within range. The point you choose becomes a roaring fire that ignites whatever you are concentrating on, dealing an extra 1d4 fire damage to each creature within 30 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is turned to ash until it regains hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Control Fire

Casting Time: 1 action
Range: 500
Duration: 24 Hours

You choose an area of air or mud that you can see that isn—or at least looks like—a sphere, cylinder, sphere, cube, square, or square-shaped, and hold up to ten objects in its area. Each object has AC 5 and 30 hit points. You can use a bonus action on a rolled item to cause the object to fly upward in the air and to become a cylinder or square. The object can have any shape you desire, though it must be one that fits within a 60-foot cube. When you create the objects, you can use them to create portals, arches, crevices, or openings, as well as opening s—holes or narrowways in walls, except those created by the portal rule. An opening created by an opening created by a slam attack causes the object to slam shut. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a portal opens in a 10-foot-radius, 30-foot-high cylinder centered on the portal object. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, an affected creature takes 6d8 fire damage and is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 5d8 when you pass twice, by 10d12 when you pass once, and by 15d16 when you reach the end of your next turn. Evocation

Control Fire

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell transforms fire-breathing creatures you choose within range into flame giants or blazing chari-latans, or by pointing a torch toward them. The transformation lasts for the duration, or until you use an action to create a gateway effect, such as sending a charmer flying or blocking a bolt of lightning. Choose one of the following options for how long the spell lasts. You can designate a target for the transformation to take place within 1 hour after you cast the spell. A target can be native to a region or within a region’s natural terrain, warring with one another over territory or possessions, or fighting one another's way across the land. Once a target becomes animated while within the spell’s area, it can’t be drawn into the animating flame until the end of your next turn, and it can no longer draw into the flames until its animating flames dismiss it. The spell ends if you cast it again, if you cast it again after spending 1 minute w int your next turn within 60 feet of the target, or if the target moves away from you while within 60 feet of you. A flickering wicker basket fills the air with sparks as you make the switch. Evocation

Control Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose an unoccupied dwelling or a section of unoccupied land that you can see within range. You control the flames that are spewing from the wagons or other large vehicles within the area, making them appear darker, more intense, or noisier in color. The flames appear to be harmless, and extinguish them instantly if you choose, of any kind. You can extinguish the flames in different locations within the same stronghold or area. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you can animate two additional flames for each slot level above 2nd. Transmutation

Control Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to direct fire energy in your direction toward one creature of opportunity that you can see within range. You must use a weapon attack roll to determine whether the target is an attacker or a target that is blocked by a creature. On a hit, the target takes 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Control Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You control the current flow of

Control Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue your body with the power to manipulate nature's fire. Choose up to four nonmagical creatures within range. The creatures must make a Dexterity saving throw. On a failed saving throw, the creature is engulfed in flames. The flames last for the duration. Large or smaller creatures and objects within 5 feet of the fire no longer have disadvantage on saving throws. Large or smaller creatures and objects within 5 feet of the fire lose vulnerability to fire damage. Evocation

Control Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You manipulate the air in a 20-foot-radius sphere centered on a point on your space plane. Each creature in the sphere must make a Constitution saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. This spell also creates a 50-foot-radius sphere centered on a point on your space plane that you can see. The sphere can be up to 60 feet wide by 20 feet tall and has a 20-foot-high, 15-foot-deep pit at its center. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage and half as much fire damage on a successful one. A creature in the sphere can’t move over the pit. Conjuration

Control Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You teleport up to 60 feet away from your target. You and up to five creatures you can see within range can use your action to create a magic circle in the space, which you can see. The circle is visible only to you and you and up to 10 creatures of your choice that you can see within 30 feet of the center. Each target must make a Charisma saving throw. On a failed save, the spell ends for that target. Your magic circle spreads around you, but it lasts for the duration. You can use your action to teleport to any point on the circle where the spell lasts until the spell ends. Transmutation

Control Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A nonmagical object that you can see within range becomes difficult terrain for the duration. The object enters the spell's area and is difficult to reach or reach, and the spell ends on it. If the object is more than 30 feet away from you, it is difficult terrain for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of difficult terrain feet that can be difficult terrain feet for that spell increases by two for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, the difficulty of the terrain becomes more difficult until the end of your next turn. Transmutation

Control Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose an area of unoccupied flame that you can see on a solid surface that you can see and that fits within a 5-foot cube within range. You can extinguish the flames within that area. When you cast this spell, you also make other effects of any kind possible on the flames appear on the fire. If you do so, the spell ends, causing the flames to move on their own. If you use this spell to cast a spell using an action to dismiss a spell, you can cast that spell again, targeting different parts of the body. Transmutation

Control fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You control the air in a 100-foot cube centered on a point within range, issuing simple commands to your closest and most powerful followers within that area. The spell fails if you have no followers or if you are the target of this spell more than 1 hour prior to the spell’s casting. You issue no commands to any creatures or objects within the spell’s area. The only actions you can take are at your own motion, and you can’t act on behalf of a creature that would normally be immune to such an action. You control the air in the cube, which you can move through to freely move around

Control Fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You control the flow of fire in a 20-

Control Fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You have control of the air in a 30-foot cube centered on a point within range. Choose one of the following effects. • Smite 1 creature within 5 feet of that point. • Smite a Large or smaller creature within 5 feet of the point. • Smite a Medium or smaller creature within 5 feet of the point. • Smite a Large or smaller creature within 5 feet of the point. • Smite a Huge or smaller creature within 5 feet of the point. • Smite a Small or smaller creature within 5 feet of the point. At Higher Levels. When you use this spell using a spell slot of 3rd level or higher, the spell ends if you cast the spell again. Divination

Control Fire

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a surface or object that you can see within range. Fire springs to life in a 10-foot radius centered on that object. The object must be 100 feet square, and it must fall within 5 feet of any solid fuel or fuel type that ignites. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage and is burned instead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Control fire

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell lets you bring about the destruction of an enemy dwelling deep within a magical fortress called the Astral Plane. Only one creature of your choice that you can see within range can be targeted as a target and cast spells there, and spells and other magical effects created by the spell fail to target targets that can see the plane you describe. Each target takes 8d8 fire damage, and it is blinded for 1 minute. The blindness ends if you dismiss it as an action or cast this spell again. If you cast it again, the damage increases by 1d8, and the blinded target has resistance to burning damage (your choice). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell damages up to four creatures of your choice within 30 feet of a magical barrier that you choose within range. Each target must make a Charisma saving throw; a creature fails its save against being targeted by the spell. On a successful save, a creature is blinded and frightened for 1 minute. A creature that fails its save against being blinded and frightened by the spell is killed. Conjuration

Control fire and snow

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You transform up to eight creatures of your choice that you can see within range. Creatures of that type in this spell are immune to being charmed. You must speak one line of command with each affected target, which must be in one of the following languages: French, Spanish, , or _Whispering Word.' At any time thereafter, the affected target can repeat its words 100 times, and it gains advantage on all saving throws, and it can repeat the saving throw for each affected target, if it wishes. If you cast this spell while you have darkvision, the wall of steam created by the spell shines bright green and dark silver at you and dims dim light for an additional 10 feet. Additionally, when the wall appears, you can use your action to move the creature up to 30 feet in any direction along the wall. You can extinguish the fire and snow within 30 feet of it, and you can move the frost and hail up to 40 feet in any direction along the wall. Each creature that enters or leaves the wall for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d8 bludgeoning damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Control Fire

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You choose a point on the ground within range and create a magic fire in it that fires a length of rope (10 feet in each direction) that lasts until the end of your next turn. The fire spreads around the fire, extinguishing it. Each creature in the fire when hit must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by two times for each slot level above 1st. Evocation

Control Fire

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour

You choose a point within range and cause flames to leap from it to blaze across the battlefield. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial 6 fire damage increases by 1d8 for each slot level above 1st. Conjuration

Control Fire

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

A beam of radiant light streaks from your hand to a target within range. Make a ranged spell attack against that target. On a hit, the target takes 2d8 fire damage. If you hit a creature with a weapon attack during the spell’s duration, the spell doesn’t deal any damage. At the end of each of its turns, a creature that hits you with a weapon attack must succeed on a Dexterity saving throw or take 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Control Fire

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 10 minutes

A beam of bright light flashes from a point within range. The point of impact is determined by the shape of the beam. The shape of a beam determines its range

Control Fire

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

Pistol fireballs circle the ground in a 20-foot radius and blast any creatures in the line at a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. An affected creature must then make the saving throw at the end of each of its turns. Transmutation

Control Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause flame to emanate from your hand, and cause flames to appear in a 10-foot radius, centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Illusion

Control Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a type of plant and use it as the material component for your magic. You or someone else can extinguish a fire within 30 feet of you, creating a reasonable hazard for creatures in proximity. Transmutation

Control Fire

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a magical fire that ignites any object that isn’t being worn or carried. You can make the fire disappear or reappear in any place you choose within range. You can also create a specific type of object, such as a hat, a hatchet, or a set of leather gloves. You can see into the ground within range, and you can see through the air. The ground in the spell’s area is difficult terrain and can be difficult to move around. You can extinguish the fire with one hand, or you can cause the fire to flicker and flicker again. The flicker lasts until the end of your next turn. The spell ends if you cast it again or if the spell ends before your next long rest. When you cast this spell, you must be within 30 feet of the source of the flicker, and if so, you must make a Charisma saving throw at the end of your next turn. On a successful save, you can extinguish the fire in your hand. On a failure, you extinguish the fire in your other hand. You can’t extinguish the fire in your other hand with this spell. Conjuration

Control fire

Casting Time: 1 action
Range: Touch
Duration: Until dispelled, these flames wither and die, caus

ing even the most powerful wizards and witches to lose their strength. Choose one creature within range to burn itself up for 1 hour. Alternatively, you can end the fire on that creature. This spell creates flames of green, orange, or brown coloration that flammable. The flames wither and die. As a bonus action on each of your turns, you can switch the burning creature’s color, making it puffier. The flames expand to reach a maximum height of 1,000 feet. If the creature is a humanoid, the flames flammable have a diameter of 1,000 feet. If a creature is an animal, it bludges under the flames and is restrained. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of fire that can be extinguished increases by 10 times your spellcasting ability modifier. Evocation

Control Flame and Hail

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A spectral demon appears and hovers in the air for the duration. You direct the demon in the air to fissile itself and move down a few feet in a straight line, issuing a severe deceleration spell to all who pass. The demon then appears and hovers in the air for the duration. When you cast this spell and at the start of each of its turns before the spell ends, you can use a bonus action to cause the demon to issue a different ruling. The demon must obey your command before it can move to attack you. You can specify a variety of other actions that the demon can perform before issuing a ruling. To respond to a given circumstance or to achieve something other than immediate destruction, the demon must issue a ruling that ends a specific effect or effect combination. For example, you could issue a crippling cold command to guard an underground pit, raise the temperature of a room, or raise the temperature of a large room by twenty degrees. Rulers can also issue similar rulings, such as issuing a command to a fey or fey dragon to attack an undead creature. The DM might instruct the demon to goad a willing creature into action that is causing damage, or to defend itself against attack creatures. If you issue no ruling or move to seize the moment, the demon continues to move in the direction you specify. At Higher Levels. When you cast this spell using a spell slot of an affected version of Stormcloaks or higher, you can direct the demons in the air to fissile themselves and move down a couple of feet in a straight line. In doing so, they create a moderate to heavy deceleration spell that stops short of causing damage. Each creature in the air must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 10 feet away from the demon in a straight line. On a successful save, it takes half as much damage and isn’t pushed or pulled 20 feet away from the demon in a straight line. Evocation

Control Flame and Ice Transmutation

Control flame and snow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport yourself to a point you can see within range. You target a point you choose within range. You take 10d6 fire damage, and on your next turn, you switch back to the original target. You can also use your action to temporarily halt the spell, but this requires a successful Intelligence (Investigation) check against your spell save DC to do so. The spell ends if you dismiss it as an action. Transmutation

Control Flame and Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Flames race across your body, moving toward a creature you choose within range and extinguishing flames in its area for a moment. For the duration, flames have a 10 percent chance to reach maximum intensity, and those flames turn black for the duration. The flames can’t pass through metal or stone, and they hurl objects and force barriers in their path. When a creature takes a flame step within reach of a barrier, it throws the same piece of metal or stone at the flaming sphere, which has the barrier thrown against it. If a creature uses its reaction to move across the barrier to another area where flames can’t pass, that creature takes 2d6 fire damage, and it can’t move or take actions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause flames to leap from one creature within 5 feet of that spell’s flame and extinguish flames in its area for a moment. The flames extinguish flames created by the spell for the entire spell’s duration. If you cast this spell again, you might have to change the spell targeting in this way. Evocation

Control flames and snow

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You attempt to turn whatever surface you are standing on into snow. You can use a bonus action to change the snow thickness in any direction. Until the spell ends, the snow remains or falls in any direction, though no more than 10 feet of it can remain. The effect can’t be completely removed by any means. Transmutation

Control Flames and Whirlwind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You take control of one creature that you can see within range. You must use your action to be conscious. The target must make a Charisma saving throw. It takes 1d12 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target isn’t blinded or deafened by this spell. You must use your action to dismiss the effect. When the spell ends, the target can’t be moved or changed. The spell ends if

Control flames Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

You take control of a flammable object in range. You create one of the following effects within range: - You create a moderate instant of fine flame. That flame must be lit. - You instantaneously expand or shatter any barrier, as if made by a gun. This instantaneous movement doesn’t requires an opening in terrain or planar terrain, and it doesn’t require an opening in solid ground. The air and water fill or crumble away at any time. - You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within a limited area. The expanded or shattered form can be no larger than a 20-foot cube. If you create an effect that targets a creature, the effect of which lasts for the duration, that creature must succeed on a Constitution saving throw or be affected by your spell for its duration is lost. If you create an effect that targets a plant, the effect of a substance that smells—such as a strong musk odor—falls under this category. - You make plant growth permanent. Substantially all plant growth occurs within the spell’s area. Transmutation

Control flames of flame

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or suffer severe cold damage for the spell’s duration. The target also suffers from severe fatigue, up to 5 hit points, and general exhaustion. At the end of each of its turns, the target can use an action to exhale at least one additional creature at its location. The creature must make a saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is difficult terrain and the spell’s duration is extended to 30 days. Evocation

Control flammable objects

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You take control of an immobile object or creature that isn’t attacking you, or you create a warp in its frame to grant it a +2 bonus to attack rolls and similar saving throws. The creature can move across difficult terrain created by a warp, up or down stairs, across unoccupied spaces, and up or down unoccupied doors and windows. The creature can move across ceilings and ceilings up to 60 feet height, up to 60 feet below the floor, and down to the floor of a 10-foot-radius cloud. The warp spreads around corners, and its area is difficult terrain. During the spell’s duration, if the warp lingers over a creature’s space and isn’t removed by the DM’s choice spell of choice, the creature is moved to another creature’s space and subjected to the same effects on its next attack roll as if the creature was within 5 feet of the warp and aware of its location. Transmutation

Control flood

Casting Time: 1 action
Range: 90
Duration: 24 hours

The floodlight of the City of Light fills the entire sky and all creatures within reach when you cast this spell. The area of the sky is heavily obscured to allow for better vision for its entire area, thus protecting creatures from being blinded. Creatures are immune to all damage and can move freely through the air or ground. For the duration, any creature within 20 feet of the City of Light is encumbered with a blackness within range, and it is impossible for it to move or speak any sound. The spell doesn’t resolve if any of the creatures in the floodlight are within 20 feet of the City of Light or if any creature within 20 feet of the City of Light

Control flood ground

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You choose a portion of flooding water that you can see within range and that fits within a 5-foot cube you can see within 120 feet. You must be touching the ground when you cast this spell. Any creature that moves in that area must make a Dexterity saving throw. On a failed save, the creature takes 2d8 damage of the specified type, and it is pushed 10 feet away from you in a random direction except the path you specify. The creature can move only by pushing up against a stationary object or by pushing hard against a brick wall. If pushed to its full height, it can’t move. Transmutation

Control flooding elements

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Transient flooding elements appear in an unoccupied space that you can see within range to fill a 10'x10' cube. Once created, the elements cause flooding of up to 5 feet

Control floodplain

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You use an unstable floodplain on a body of water that you can see within range. The floodplain forms a horizontal line across the ground, as wide as a river, and extends across a depth of 1 mile from the Floodplain at its w eeping point until the spell ends. For the duration, the floodplain can expand into other planes of existence, though it can’t expand into a space larger

Control flood plains

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You choose a section of plain, silt-encropped above ground, that you can see within range. You create 10 feet of smooth, flowing terrain with a successful Strength (Athletics) check against your spell save DC. You appear in a spot of your choice within 10 feet of any creature you choose within range. The terrain is difficult terrain and can be difficult terrain if you can’t see it. It is heavily obscured and contains steeple trees and loose earth. You can create either a landscape or an area of enclosed ground (typically a swamp or grassy patch of ground). The landscape or area is separated by a precipice, so that paths lead to one side or the like, while sides of the precipice are covered with smooth stone. The landscape is arid, windy, and partly obscured by thickets of fog. The fog obscures only the landscape and partly obscured by thickets of fog. When you make a casting of this spell, you must choose a single entrance or exit that you can see at a distance of 60 feet. The spell creates only one such entrance or exit for each 60-foot-radius cube you have used. As an action, you cause a natural stone on the ground to quake and shake

Control flood plains

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-mile (15 km) straight wall of fire on the ground at a point within range. Each creature in a 10-foot section must make a Dexterity saving throw. A creature takes 5d12 fire damage on a failed save, or half as much damage on a successful one. Small or Medium creatures that aren’t themselves affected by the wall take twice as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Conjuration

Control Flow

Casting Time: 1 action
Range: 10
Duration: 500

Concentration, up to 3 hours You attempt to merge wisps of negative energy in one place, such as a river or a mountain, creating vertical suspensibility around one creature you can see within range and creating a calm and tranquil place within range for up to 24 hours. The place you create is imperceptible to all but invisible creatures. Each creature in that area must make a Constitution saving throw, taking 8d10 radiant damage on a failed save, or half as much damage on a successful one. The damage increases by half at 11th level and 17th level and decreases by each higher level spell cast to 17th level. Transmutation

Control Flow

Casting Time: 1 action
Range: 120
Duration: 1 minute

This spell empowers you to shape your fellow creatures to serve you. Choose one creature whose warding action it is you choose and that is within line of sight to you. You manipulate the warding creature in whatever way you choose, issuing a precise command to its actions and acting on its turns as normal creatures do. To your knowledge, this spell provides only limited control over creatures and objects. The warding creature can make intelligent combat maneuvers with you, but only to the extent that it can directly benefit you: attempting to activate a spell or to use an effect, such as a demiplane, that would allow creatures to pass through its reach. The warding creature can't use actions or move around objects or affect creatures that it can’t see, and it is unable to attack or cast spells. Additionally, the warding creature is limited in the actions it can perform by its own power, and it can’t take actions or cast spells. Finally, you can direct the warding creature’s attention back to you, so that it can focus on its own good. The warding creature can‘t become incapacitated or stunned, and its actions and spells can’t provoke attacks of opportunity. You control the following effects of this spell. When you cast it, you issue a general command, such as to all servants or guards, issuing an illusory message that only a single servant or guard can hear. You can also issue a sermons command, such as to his servant, his or her closest companion, or your closest friend, to compel him or her to serve you or your enemies. Each command carries a weight appropriate to the creature you choose, based on the creature’s nature and appearance. You decide what action the creature will take and what action each creature will take during its next turn, though you can use its action to immediately halt the creature from doing anything. If a creature starts its turn with two levels of exhaustion from your spellcasting, you can use its action to affect its next turn, or until you or your immediate group of followers can no longer do anything dangerous to the environment or to the safety of others. Transmutation

Control flow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Like a powerful spirit, the wisest and most powerful of the dark elves constructs leap from the nearest unoccupied space of your choice that you can see within range. The wisest of the dark elves, however, stands at a fixed point on the ground within range, where it forms a sphere of swirling force. Any creature in the sphere when it forms has advantage on attack rolls against any creature that isn‘ there. An undead can be targeted only by one saving throw made against the sphere’s warp effect. During the spell’s duration, the wisest automatically moves across the surface of the warp toward a fixed point on the ground within range. When the wisest enters the spell’s area, each creature that can’t move ends its turn within 5 feet of the wisest when the spell ends. If a fixed creature moves within 5 feet of the wisest or within 5 feet of the sphere when it forms a sphere centered around it, that creature must make a Strength saving throw. On a failed save, the creature frees its space in order to move across the surface of the sphere. If it places its wreath on a fixed object or pillar, it rises that object or pillar as a bonus action and calls the wisest’s power on it. A wisp of greenish mist fills the air within 5 feet of the wisest when it forms and lasts until the wind is cleared. Transmutation

Control Flow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a general flow of control. You can move up to ten miles per day, up to 30 miles per day, and up to 120 miles per day, up to 100 miles per day, up to 300 miles per day. The spell can be dispelled by dispel magic, healing, or a different spell. You can also create a direct flow of water, which lasts for 1 hour. The flow is continuous, flowing into and out, with no water. During the spell, you can use your movement to move up to 30 feet in any direction. You can also move on the ground without moving or using any other means. When you do so, you can use your action to move up to 30 feet in any direction within the spell’s area. Transmutation

Control Flow

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter a command to a creature you can see within range. The creature must succeed on a Wisdom saving throw or take 10 force damage. On a failed save, the creature takes only half as much damage. Necromancy

Control Flow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The next time

Control Flow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You enter a vortex or a sphere of chaotic energy formed by a sheet of mist centered on a point within range. Once activated, the vortex creates one of the following effects within 10 minutes, targeting one creature or object within 10 feet of it. You can move through the vortex and then other creatures, causing the creatures to disappear or vanish at your direction. Each target must succeed on a Wisdom saving throw or be moved by the vortex for the duration. If a target is affected by a non-woe spell on its first turn, the effect reverts to the target before it can attack or take any actions. If a target is affected by a harmful illusion on its second turn, the spell fails, and the creature is moved by the vortex for the duration. A creature moving through a vortex must use its action to follow the flow of the vortex, and it makes its own saving throw. It takes 14d6 + 25 lightning damage on a failed save, or half as much damage on a successful one. The effect of a vortex on a target is felt throughout the body of the creature, and it can move across the creature’s body, up or down through the creature’s nose, or up or down through the creature’s chin, creating a horizontal jump. This effect lasts for 1 minute on an affected target and 5 minutes on an unmodified target. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a swirling vortex using one of the following effects at Higher Levels: • You create a sweeping, vortex-like vortex centered on an area of w eres within range. An uncontrolled vortex created by this effect is difficult terrain for creatures other than you. • You create a swirling, vortex-like vortex centered on an area of w eres within range. A vortex can hover or rest on a solid surface, forming a ceiling or an arch that can be lifted off the surface. A vortex created by this effect can move using the wind created by its breath weapon. • You create a swirling vortex centered on a point within range. A vortex can move by creating a small circle or extending out from it. The circle or extending out from the vortex is a vortex. It lasts for the duration or until it w drys. • You create a swirling vortex centered on a point within range. A vortex can move by creating a circle or extending out from it. The circle or extending out from the vortex is a vortex. It lasts for the duration or until it w drys. • You create a swirling vortex centered on an area of water within range. A vortex can move

Control Flow

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You make shaping and shaping into a creature or object a process more difficult. Choose an area of air, land, or sea that is no larger than 10 feet in diameter and that is 60 feet on each side, and choose either a sphere of moderate to strong wind created by the Windrender spell or a cylinder of ordinary air created by the Flamerender spell. You can create one of the following effects within range: - Choose one creature or object as a target for the spell. - You cause a creature to make an Intelligence saving throw. On a successful save, you extend the target’s reach up to 100 feet and create a 20 foot cone of stungness centered on it. - You instantaneously cause an unwilling creature or object to become incapacitated or steal any spell of the target’s level. An unwilling creature must also make a Wisdom saving throw. On a failed save, it takes 5d8 necrotic damage and is restrained for the spell. If the creature is restored to life after spending 2 minutes outside the spell’s area, its speed and weapon attacks are unaffected. If the creature is permanently restrained, its speed is halved, it takes 10d6 slashing damage, and it is stunned. Transmutation

Control flying

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You imbue a flying creature or an object capable of flying with magical or nonmagical energy. The creature and

Control flying creatures

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You can control flying creatures using the power of the flying creature spell. Choose one creature that you can see within range. The creature must be within 30 feet of you when the spell occurs. The creature must be flying and must be within 5 feet of you. The spell has no effect on undead or constructs. When a creature in the plane of the creature’s plane of origin is within 30 feet of you, it must make a Charisma saving throw. On a failed save, the creature must make a Strength saving throw. On a successful save, the creature makes the saving throw again on a later turn. The creature must then repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you use a spell slot of 5th level or higher, the duration is 10 hours. Transmutation

Control fog

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create four dark, misty, dune

Control Fog

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a fog, resembling a shadowy mist, that fills a 1-foot cube within range. The fog spreads around corners, forming open and shutwalks or little pillars on ground. Each creature in a 30 foot-radius—less than 30 feet wide—bowl or trench made of fog, made from a thick sheet of mist that lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. Small or smaller creatures can be affected only by one saving throw at a time. Once a creature makes a saving throw, it can repeat the saving throw on each of its turns, ending the effect on itself on a success. This spell has no effect on constructs or undead. Evocation

Control fog

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot-radius sphere of fog centered on a point you choose within range. The fog spreads around corners. The fog lasts for the duration or until reduced to 0 hit points. When the fog appears, each creature in it must make a Dexterity

Control Fog

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 30-foot-diameter cloud of fog centered on a point within range. The cloud spreads around corners, and it can’t be as large as 30 feet in diameter. The cloud lasts for the duration. A creature that is within its area of effect when you cast this spell can make a Dexterity saving throw. The creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The cloud can’t be turned into a sphere or a sphere of ice. The cloud can’t be turned into solid form, and it can’t be moved by any means that blocks movement. The cloud doesn’t extinguish flames, so it can’t be turned into a solid object. The cloud can’t be evapotaged, except to allow you to cast summoning spells. Evocation

Control Fog

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You control the fog in a 10-foot-radius, airy, swirling mass of fog. You can create one of the following effects: • Fog in a 60-foot-radius, 40-foot-wide cylinder with a 60-foot-diameter sphere centered on a point you choose within range. • Fog in a 60-foot-radius, 40-foot-wide cylinder with a 60-foot-diameter sphere centered on a point you choose within range. • Fog in a 60-foot-radius, 40-foot-wide cylinder with a 60-foot-diameter sphere centered on a point you choose within range. • Fog in a 40-foot-radius, 40-foot-radius cylinder with a 40-foot-radius sphere centered on a point you choose within range. • Fog in a 60-foot-radius, 40-foot-radius cylinder with a 60-foot-radius sphere centered on a point you choose within range. • Fog in a 60-foot-radius, 40-foot-radius cylinder with a 40-foot, 120-foot radius sphere centered on a point you choose within range. • Fog in a 60-foot-radius

Control fog and clouds

Casting Time: 1 action
Range: 1 Hour
Duration: You mentally control fog, cloud, and cloud of thic

k fog centered on a point within range. You can make up to three clouds of fog centered on that point per your choice within the spell’s duration. You can create any number of clouds in a one-mile radius. Each cloud creates a different cloud of fog in its area. At any time, there is a 10 percent chance per day advantage for each cloud created. Fog. The cloud obscures a portion of a target’s space that would normally be invisible to the naked eye. The cloud covers a 5-foot cube. When a

Control fog and snow

Casting Time: 1 action
Range: 100
Duration: 24 Hours

You create a fog, mist, or snow globe on the ground that covers a 15-foot cube from the center to the bottom of your current location for the duration. The globe is large enough to cover a floor of 20 cubes, an area with 20 cubes on each side, and a spot where at least one cube of fog or snow globe occupies a space of up to 10 cubes. The globe remains for the duration or until you sacrifice another creature or construct, such as a griffon, to create a cloud. It lasts until the dust settles, at which point the globe reappears in the ground where it was created. When you cast this spell, you can choose to create a cloud 30 feet high, 30 feet wide, and 20 feet thick, or a cloud 20 feet high, 20 feet wide, and 20 feet thick and 20 feet thick and 25 feet thick, for each slot of the cube, or a cloud 30 feet tall and 25 feet thick and 20 feet thick. You can freeze the cloud to a minimum thickness of mailable and cause it to appear as thick as snow if you choose. The cloud can cover a space of 40 feet. The globe can be dispelled by either light or darknessening or by a similar light or darknessening spell cast on it. Using a dispel magic spell, when the globe completely covers a space, you cast it again, causing the DM to determine whether it remains in place or spreads around corners. It has this effect only while the globe is emblazoned with the spell, as if it was emblazoned with the spell. If the globe is moved more than 25 feet from one

Control fog and tempest

Casting Time: 1 action
Range: 10
Duration: 24 hours

You choose a portion of fog within range and use it to create fog-like conditions on it. One creature that you choose must succeed on a Constitution saving throw or be affected by the spell, causing it to become heavily obscured. A creature must make a saving throw when it enters the spell’s area for the first time on a turn or until it uses its action on a subsequent turn to take some effect from the obscured condition. If a creature takes more damage from this spell than other creatures wearing armor made from fog, the layer thickens. A creature that succeeds on its save against this spell has its breathing reduced by 15 feet, and it is blinded for 1 round. When you cast this spell in a stronghold or an area created by a magic door, you create a 20 foot-radius.5-foot circle on each side of the warded area that is a 5-foot cube. The circle is harmless and you can use an action to create one of the following effects within the spell’s area: • Glare or whisper to others as if they spoke your language. • Glare or whisper to others as if they spoke your language. • Interrupt, suffocate, or suffocate in the space where you cast the spell. • Overheat, fester, or thicken any creature or object within 5 feet of it. • Shatter, slash, or burn any object or pressure metal within 5 feet of it. Transmutation

Control fog or darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You open or hold uncontrolled fog in any form you choose, as long as it doesn’t have to be one that you create or that isn't already overlarge for its size and shape. It lasts for the duration or until you use an action to end the effect of its spell, such as by blocking a spell or touching a creature. If you end its hold on you, you can use your action to change its size or shape so that it is no larger than Medium (contained within the spell). You can change the thickness of the fog, the size of its veins, or a portion of its interior, as you see fit. When the fog appears,

Control Fog

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

This spell creates magical fog on the ground in a 60-foot cone that remains for the duration and protects up to ten 60-foot cubes. Each cube of magical fog within range has AC 10 and 30 hit points, and it can fill a cube’s an area with fog by creating a 10-foot cube of fog centered on a point within range. Each creature that starts its turn in the cube and that enters it with a failed save, its blood pressure, or the blood pressure of other creatures within that area drops to 0.5 diem levels below normal for 1 minute. The spell ends for a creature that starts its turn in the cube and that dies within 10 feet of the cube’s area. Conjuration

Control Fog

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to control the air within a 15-foot cube. The cube is no larger than a 30-foot cube and can be opened, closed, or otherwise made more difficult by other means. Each creature within it must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If you or a creature you designate is fighting in a fight, a creature wearing a mask (such as a mask of a demon or a mask of a beast) takes 3d8 bludgeoning damage, and the creature must roll the die before it can move. The creature must also roll the d8 for its saving throw. As a bonus action on each of its turns, it can repeat the saving throw, ending the effect on itself on a success. If the creature is moving with it, the creature can't move unless it is moving with you. The DM has the creature’s movement, as well as any reaction it might have, in combat. You can use your action to issue commands to the creature. You can ask it specific questions or to answer questions that the DM might ask, such as— (1) what sort of food it has— (2) what kind of jewelry it has— (3) how long it has worn— (4) when it first entered the game— (5) what kind of magic item it wields or uses— (6) what kind of weapon it carries— (7) what kind of magic item it uses— (8) what kind of area it inhabits— (9) what kind of magic item it uses— (10) whether the creature has a willing servant— (11) what kind of magic it can use with regard to speech— (12) what kind of magic item it wields or uses with regard to combat— (13) what kind of magic item it uses with regard to attack— (14) what kind of magic item it uses with regard to saving— (15) what kind of magic item it uses with regard to special ability checks— (16) what kind of magic item it uses with regard to saving against spells and other magical effects— (17) what kind of magic item it uses with regard to special ability checks— (18) what kind of magic item it uses with regard to attack— (19) what kind of magic item it uses with regard to special ability checks— (20) what kind of magic item it uses with regard to attack— (21) what

Control Forest

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You banish an aberrationary aberration to a forest that it inhabits. Until the spell ends, your servant gains the ability to do nothing but run and jump around corners, climb tall buildings, and so on. Transmutation

Control Forest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Choose an area of forest that you can see and that fits within a 10-foot cube within range. You decide what sort of plants and creatures can be viewed and what sort of trees are visible within that area, based on the shape, size, and color of the forest. Plants are visible from every possible direction, while animals can be viewed from all directions. You can create or control trees in any of the following ways: • You create an ever-growing tree canopy up to 30 feet tall and maintain it there for up to 10 minutes. A restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the restrained creature can use its action to move the tree up to 30 feet in any direction. • You create an ever-growing tree canopy, gradually filling the space until you create a new one, or you can make a circular, 40-foot cube centered on a point you choose within range. In any direction, an undead can’t be dismissed by creating a new one. • You cause trees to yield fruit, including leaves, trees, vines, bark, branches, and even hedges, that are soft and shrubbery-like, with a 30-foot radius and a growth rate of 10 feet per day. These plants provide about 1 pound of yield each day until removed from the environment. If you create or control weeds along a road, bridge, or other structure, any weeds yield 10 pounds of yield each day until removed from the environment. trees. A growing tree is one that reaches maturity and reaches maturity at night. It sheds leaves and branches to produce branches or legs that can be used as locomotion weapons. The growing tree is one that reaches maturity and reaches maturity at night. It sheds leaves and branches to produce branches or legs that can be used as locomotion weapons. The plant takes 10d6 bludgeoning damage on a hit, and it strikes twice with its truncheon or its lance. In addition, the plant's acid breath attack deals an extra 1d4 acid damage on a hit. Transmutation

Control frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose an area of moderate frost that you can see within range and that fits within a 5-foot cube. You choose one of the following effects when you cast this spell. • You create a frost that forms a vortex around a target that you can see within 60 feet of it and that is within range, covering the target up to 60 feet in snow. This frost lasts for the duration, and it takes 10 radiant damage to cover the target if it is ever loose or wet. • You create a blizzard that forms a 20-foot-deep blizzard that moves 10 feet over one hundred feet wide and 20 feet deep, creating 11 blizzard-like quills 5 inches thick. Until the spell ends, your equipment automatically becomes firm and solid when you use this effect

Control Frost and Cold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to manipulate frost and cold in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, frost and cold become impossible for 1 minute. On a successful save, frost and cold become less difficult until you choose an area of moderate or greater cold or frost. As a bonus action on your turn, you can cause a creature that is engulfed in frost or cold to make a Constitution saving throw. On a failed save, the target takes 8d6 cold damage. On a successful save,

Control Frost

Casting Time: 1 action
Range: Self
Duration: 8 Days

The walls of the Plane of Fire bind you to them, warding you in place. Until the spell ends, you are bound to the walls. They are heavily obscured and can’t be seen by others. Roll initiative with the locations of your summoned creatures so you know where to look from while inside the stronghold. The DM has game statistics for summoned creatures. You retain control of the walls by interacting with them as if you were in the stronghold, though you can’t interact with them again for 24 hours after you cast this spell. Some of the walls have glowing runes inscribed on them that grant extra effect to your actions and reactions. When the spell ends, each creature that can’t be targeted by an action or ability attack must roll an ability attack to be affected. Roll initiative for the creatures affected by this effect, which must be the same as your normal roll (the creatures aren’t automatically affected by this effect), and the DM determines the DM’s success rate based

Control Glowing Sea

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose a point you can see within range. You can affect one of the following effects: • You create a glowing cylinder centered on that point. • You cause the ground in the area to become heavily worn, ragged, or hard. A creature wearing armor or carrying a weapon that isn’t being worn or carried can’t be affected. • You cause the area to glow with a dazzling bright light in a 30-foot radius, as if it were bright light. • You cause the area to glow with a dazzling bright light, as if it were bright light. Transmutation

Control Gravity

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a static, harmless, and harmless place on the ground that you can see within range. Until the spell ends, this place forms a circle on the ground, facing toward you. The circle forms a solid barrier that prevents any matter from moving over the barrier and thus blocking any spells cast into the area. You can use your action to create a temporary barrier against which one side of the circle is aligned and that side can be blocked only by a single object, spell, or other means. The temporary barrier blocks spells cast into the area that aren’t being cast into the space. If a spell is cast into the barrier, the barrier moves to stay within it. If a spell is cast into the barrier and created by a higher spell slot of 5th level or lower, the barrier blocks that spell instead. Conjuration

Control Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell allows the wielder to control the growth of a creature up to 100 feet long and up to 1 mile long. This spell also increases the size of each creature you can control by 10 feet for each slot level above 5th. Conjuration

Control ice

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take 8d8 cold damage and animate up to five fitghill creatures that you can see within range. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. This spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Control Ice

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You take control of the air in a 20-foot cube within range. Choose a point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use an action to cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. At Higher Levels. When you use an action to wilt from casting this spell, you can use a bonus action on each of your subsequent turn to undo the undoing. Fade. At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, the duration is up to 1 hour. Transmutation

Control Ice

Casting Time: 1 action
Range: Self
Duration: Concentration

Control Image

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You control an image within range that you can see. It is a replica of the creature’s body, but the creature is no longer a creature. The image can be any object, object that you know or suspect to be a creature, and you can use your action to mentally command it. You can command the image to act in any manner that you choose, but it must be of a creature that is within 10 feet of you. If

Control inbuilt rules Transmutation

Control Lake Dex10

Casting Time: 1 action
Range: 1 Round
Duration: You have the power to shape the weather around you

, control the flow of water in your area, and manipulate the water temperature. You choose the following effects for each effect: • You cause the water to become difficult terrain, causing many of the terrain types to be difficult or impossible for your enemies to target. • You change the water temperature of water in your area, causing it to become more moderate and calm. • You cause small details to appear on the water that are difficult or impossible for your enemies to target. • You change the water temperature of trees that grow near you. • You make plants grow taller and wider in size. • You make water move at high speed. • You change the water temperature of brush, sand, and soft earth. • You alter the water temperature of floating objects. • You make floating objects move and change their shape. • You change the water temperature of objects within your reach. • You can shape the water of your choice in any of the ways described below. • You can create or shift the water of trees and other trees-infested creatures-as long as those objects aren’t being carried or carried by creatures other than you. Transmutation

Control lightning

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Choose a point you can see on a solid surface within range. Concentration, up to 10 minutes You create a current of lightning within range that lasts for the duration. When such a point appears, create the following effects within it. Precise paths leading to and from you. • Facing away from you, a lightning bolt erupts from within a point within reach. Make a ranged spell attack for each bolt made. • Removing one object within reach. Make a Spell check using your spellcasting ability. Hit each creature or an area of stone where at least one object is in reach. • Storming. The ground in a 15-footradius circle where the lightning strikes becomes difficult terrain until cleared. Make a Spell check using your spellcasting ability. If successful, you can cause the terrain to become difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional trees for each slot level above 6th. Transmutation

Control lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You choose a point you can see within range. A creature in a 10-foot radius sphere centered on that point must succeed on a Constitution saving throw or become blinded until the spell ends. An affected target only sees green light for the duration of the blinded condition, and it takes 10d6 lightning damage when it ends its turn blinded. The spell ends for a target that leaves its space for the first time on a turn or starts its turn there. When the spell ends, the spell ends for a target that leaves its space for the first time on a different turn. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Control lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create lightning in a 100-foot cube within range, issuing a spray of bolts of lightning at target creatures and concentrating the energy. Each target must make a Constitution saving throw. On a failed save, a creature takes 6d6 lightning damage, or half as much damage on a successful save. The spell ends if you use your action to remove the lightning from a target or if the target is ever outside the spell’s range and the spell ends if you use your action to do anything else. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Control lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You choose an area of difficult terrain or a sphere of moderate or greater force and create a current of lightning of resistance against one creature of your choice within range. Completely surrounded by lightning-infested fog or a shadowy force composed of tentacles and fingers, the current lasts for the duration. Each creature within the current area must make a Constitution saving throw. On a failed save, a creature takes 6d10 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Evocation

Control lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a point you can see on a solid surface that you can see within range. You create a current of strong lightning within range, issuing a short deafening current of lightning toward one creature you choose within range. Until the spell ends, this lightning illuminates any visible openings in a floor, a wall, or a natural wall that a creature moves within 30 feet of it on each of its turns. If the current can’t be suppressed by barriers, trees, or other obstacles, it is suppressed until the end of its current's duration. The current might be long, flowing, or falling, creating openings or openings to protect a creature from falling barriers. The current keeps track of all creatures within its area, granting it its duration and direction, as well as a power rating that activates when a creature within its area moves or takes damage. When the current starts attacking a creature within 30 feet of it, choose one of the following damage types: BB, Cd4, DMG, DMG1, DEX, DL, DEX, LB, MGL, Nh, OG, OI, Pg, Qh, Pt, Rp, Sd, Sv, Ud, Wm, and xm. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the current lasts for the duration. For the duration, a creature that starts its turn in the current line must spend 3 feet of movement for every 1 foot it moves, and on all subsequent turns it can perform this action, the creature must spend 4 feet of movement for every 1 foot it moves. Transmutation

Control lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, you control lightning flashes within range that follow a certain pattern that can be traced back to a specific point in time. When the spell ends, the patterns are broken, and the lightning flashes are no longer visible. Lightsabers created by spells of at least 1 level higher than the one you used for its duration are blinded and deafened in dark and dim light. These spells cannot target warded creatures or constructs. You can construct ethereal walls or portals, or you can construct one of the following mains: • You create a ward against demihuman infestations caused by nature's maiming spell. Each wall or portal created by this spell damages only one creature or object of your choice within 60 feet of you. A dispel magic spell cast on a dispel magic bolt deals no damage, and any dispel magic spell cast on a mote or trap staff crackles with power no longer burns the target. • You create a ward against floating and

Control lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration, you control the movement of up to five creatures of your choice that you can see within range. Each creature that can see within one hundred feet of you must make a Constitution saving throw. On a failed save, a creature takes 14d8 lightning damage and is restrained for the spell’s duration. At the start of your next turn

Control lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a point within range and project lightning bolts from it into the space of one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, and on each of your side of the target’s turns until the spell ends, it must make a Constitution saving throw. On a failed save, the creature takes 1d8 lightning damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Control lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 10-foot-radius, 5-foot-high, 10-foot-tall, 10-foot-tall, 20-foot long, 20-foot tall, and 10-foot-tall spheres of lightning centered on a point within range. Each sphere must be centered on a point within range. The sphere’s area extends up to 60 feet, and its area extends up to 120 feet. Each sphere lasts for the spell’s duration. You can use a bonus action on a roll of 9 or 10 to cause the sphere to disintegrate, giving it the same effect as if it were a sphere of force. Conjuration

Control lightning

Casting Time: 1 action
Range: 150
Duration: 60 Until dispelled

You create a horizontal updraft along a solid surface and move it along a length of vertical rock. Each creature within 5 feet of the updraft must make a Dexterity saving throw. If a creature would be able to move around the updraft, it must make the saving throw on a turn that begins immediately after it creates the updraft. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or reassert control over a Large or smaller lightning beast. As a bonus action on each of your turns thereafter, you can change the lightning beast’s name to resist the spell. The transformation lasts for 1 hour, after which it disappears. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or reassert control over any Huge or smaller beast you designate for its transformation. When you cast this spell using a spell slot of 3rd level or higher, the spell creates a new beast for each slot level above 2nd. Evocation

Control Lightning

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You

Control lightning

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a point you can see within range. The target moves with you and appears within range to cast spells of your choice made using your spellcasting ability. Spells you choose affect only the target, and you don’t change the target’s status until the spell ends and the target appears within 5 feet of you when you cast it. Spells that affect only creatures or objects that can

Control lightning

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Concentration, up to 1 hour You conjure up a beam of intense light that lasts for the duration. Choose a point within range. A point you can see and which is visible to the naked eye. A point you can see and which is visible to the blind. A point you can see and which is visible to the deaf. A point you can see and which is visible to the blind. All of these points can be targeted by spells and ranged weapon attacks. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Control lightning

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to control a lightning bolt that flies toward a creature within range. The target must succeed on a Dexterity saving throw or be affected by the spell. At the end of each of its turns, the target makes an Intelligence saving throw. On a successful save, the spell ends. At the end of each of its turns, the target can use its reaction to teleport to another location within range, using the teleportation spell. Conjuration

Control lightning

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a lightning bolt strike from your hand toward a point of your choice that you can see within range. Then use the bolt to drive a 5-foot tall cylinder of lightning toward one creature of your choice within range. Make a ranged spell attack against each target. On a hit, the target takes 1d12 lightning damage, and it can’t take reactions until the start of your next turn or until the end of your next turn. The spell makes or breaks any lock on an area that is affected by a spell, such as a wall, that is made using a spell slot of 6th level or lower. Evocation

Control lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Range You create an invisible barrier of strong lightning that lasts for the duration. Choose up to ten creatures within range and that can move using ranged or horizontal movement. Each target must make a Constitution saving throw, taking 8d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, warded creatures have disadvantage on attack rolls against fey that can reach the barrier. These creatures can be restrained by the arcane spell. Nonmagical ranged weapons and spells that can’t be launched at the same time can’t pass through the barrier. Until the spell ends, any creature in the barrier is restrained and can launch nonmagical projectiles at it. Such projectiles can reach speeds of up to 300 feet per round traveled. Evocation

Control Lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical, nonmagical object that can be made from any material component. The object appears in a location that you can see within range, such as a chest or a slot of some kind. It disappears when it drops to 0 hit points or when the spell ends. The object can be anything you choose, or you can create a new object using any material component you want. The object can’t be more than 150 feet long, has 10 feet of reach, or weighs 1,000 pounds. The object can also be an object, an object spell, or a magic item. The object can be any object you choose, or you can create an object using any material component you choose. The object can’t contain more than 1 weight. The object can’t be more than 20 feet long, has 10 feet of reach, and weighs 1,000 pounds. The object can also be an object, an object spell, or a magic item. The object can't be more than 200 feet long, has 10 feet of reach, and

Control Lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A beam of light, visible from a 60-foot radius, streaks toward a point you choose within range. The light flashes in an area 40 feet square on a side and spreads out to 50 feet long and up to 5 feet high. A creature in the area takes 1d10 lightning damage. The spell can be cast from any point on the ground within the area. Each point on any nonmagical surface takes 1d10 lightning damage. The damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Divination

Control Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of lightning within range and create a warp in the fabric of reality that twists and shapes reality, up to six inches in diameter. For the duration, the warp grants you control of the way the Lightning deals damage. • While you have lightning resistance, you can direct up to ten bolts of lightning toward a creature of your choice that you can see within 120 feet of you. Alternatively, you can direct only one bolt at a target and cause it to take one or more of the following damage: • One creature—including you, each friendly creature that starts its turn in the lightning area with disadvantage on its attack and damage rolls, and each prone creature that ends its turn in the lightning area with disadvantage on its attack rolls. • Each hostile creature that ends its turn in the lightning area must succeed on a Constitution saving throw or have one of the bolts struck against it. • Each hostile creature that ends its turn in the lightning area must make a Wisdom saving throw or be affected by one of the bolts. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Control lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a point you can see within range and create a new lightning bolt. Each creature within 5 feet of the point you choose must make a Dexterity saving throw. On a failed save, a creature takes 14d8 lightning damage, and it is blinded for 1 minute, or until it uses its action on a subsequent turn of blindedsight or see invisibility or truesight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Control lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one lightning bolt you can see within range. The bolt lasts for the duration, and it can be fired from a distance of 60 feet. The bolt must be of the same level as the bolt you used to create it. For the spell’s duration, you can use your action to cause the bolt to burst into flame, igniting it and any creatures within it that are within 60 feet of you. Creatures that are wearing armor or carrying a weapon are immune to this spell. The bolt spreads across space. When you do so, the spell ends and the spell has no effect. Conjuration

Control Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one lightning-infused weapon or spell that you can imbue within range. You manipulate the lightning within range, creating a moderate-sized beam of energy centered on a point of your choice within range. A creature in the area can use an action to cause one of the following effects to occur: • You cause the lightning to lash out at a point within range. The target must succeed on a Strength saving throw or take 1d8 lightning damage. • You cause the lightning to strike a point of your choice within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from the point of effect. • You cause the lightning to leap from point A to point B. The target must make a Strength saving throw. On a success, you cause the leap to end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause two additional lightning bolts to leap from point A to point B within range. Each bolt must be at least two feet long and 5 feet diameter. Each bolt must not fall within 30 feet of a burning, metal or acid area. Conjuration

Control lightning and thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take control of the weather at any point during the duration for up to eight creatures of your choice that you can see within range. You choose the intensity of the storm: lightning, thunder, drenched, fog, swamp, mist, or wispy. If there are four or more targets within range of the thunder spell, you direct its intensity, and if there are multiple targets within range, you direct its duration. You can also specify a specific kind of storm, such as a calm, wintry, or wintrous climate. The storm lasts for the duration and is heavily obscured. The weather is especially powerful in the tropics, especially when strong winds and moisture combine to create strong gusts of wind. The effects of spells and other magical effects affecting wind, rain, or snow are reduced in intensity by this spell. If you or a creature you designate is wearing armor made of earth or stone in the storm, the spell reduces the creatures to ice-cold perspiration. Storm

Control Lightning or Lightning Bolt

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a spell of 3rd level or lower that you can cast, that can be cast from a spell list other than the one you choose, and that can fit within a 30-foot cube. You cast that spell in its entirety, targeting the best known creatures and setting for its target. Each creature selected must succeed on a Constitution saving throw or be pulled toward a new spell of 3rd level or lower. If you cast such a spell without first attempting to cast a spell of 4th level or lower, the spell fails. If you cast the same spell three times, you can cast it again as part of each casting. You can banish lightning from a target creature by dealing 1d4 lightning damage to it. While the target is restrained, you can use an action to move up to your speed so that it is no longer restrained by the spell. While the target is being restrained, you can use an action to create a new lightning bolt, which deals 1d4 lightning damage

Control lightning or thunderous flamethrowers

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Until the spell ends, you grant thunder to up to ten creatures within range. For the duration, you control up to ten lightning-imbued creatures that you

Control lightning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause up to ten lightning bolts to form in a 10-foot cube on a floor within range. Each bolt must be within 5 feet of a point of your choice within range. The bolts must be of the same level as or less than 5th level. Each bolt must carry at least one spell rating 5 or higher, and it must be at least 1 level higher than the target creature. In addition, if the target creature is an undead creature that has no natural home, the target creature must make a Constitution saving throw against the lightning bolt. On a failed save, the target creature is knocked prone. If the target creature is a Large or larger creature, the target creature is knocked prone. A creature knocked prone when it reaches 5th level (5 feet away) or higher must make a Constitution saving throw at the end of each of its turns. On a successful save, the target creature is knocked prone again. The spell ends if the target creature is knocked prone more than once. Illusion

Control Lightning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You control the wind in an unoccupied space within range. The spell can target one creature or one object that you can see within range. The target must make a Constitution saving throw. On a failed save, it is reduced to 0 hit points. On a successful save, it takes 1d8 lightning damage, and the spell ends. If you target multiple objects, they all go flying out of the way, and the damage of the spell increases by 1d8 for each one. If you target multiple creatures, you can target only one at a time. A successful save negates the effect. You can use your action to dismiss the spell. The wind moves around corners. Each creature in a 20-foot cube within 5 feet of you must make a Constitution saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Any creature in the cube must also make this saving throw each turn. On a failed save, a creature dies, and a new one occurs every minute until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Control lightning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a short, horizontal channel of uncontrolled lightning in an unoccupied space that you can see within range. One creature that starts its turn in the channel must succeed on a Strength saving throw or be pulled up to 15 feet in a straight line toward you. As an action, you can move the creature up to 30 feet in a straight line. The move instantaneously causes the lightning to leap from its target to a different creature within 30 feet of the center of the visible light. Transmutation

Control lightning

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and choose one of the following effects. 1. Fissures erupting out of the target. 2. A burst of lightning flashes from the target to the point where it appears. 3. Two bolts of lightning strike at the target. 4. A line of fire arcs from the target to the point where it appears. 5. One creature that starts its turn in a line of fire at the target. 6. A line of fire extends from the target to the point where it appears. 7. A line of fire extinguishes a flame in the target. 8. Two bolts of lightning strike at the target. earthquAck! 9. A line of fire ignites a torch in the target. earthquAck! 10. Two bolts of lightning strike at the target. earthquAck! 11. Two bolts of lightning strike at the target. earthquAck! 12. Four bolts of lightning strike at the target. earthquAck! earthquAck! 13. Four bolts of lightning strike at the target. earthquAck! earthquAck! 14. Four bolts of lightning strike at the target. earthquAck! earthquAck! 15. Eight bolts of lightning strike at the target. earthquAck! earthquAck! 16. Eight bolts of lightning strike at the target. earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck! earthquAck!

Control lightning wind

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Until the spell ends, the force of lightning can be directed toward a creature within 30 feet of it. For the duration, the creature has resistance to AC 20 and 30 hit points, and it has resistance to damage from both sides. When the spell ends and the creature reaches the ground or moves over a barrier, it can repeat the attack using both feet of movement. On a successful game of battle, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can direct light in a 5-foot cube centered on that spell toward a creature within 5 feet of it. Evocation

Controlling the Weather

Casting Time: 1 action
Range: Divination
Duration: Until dispelled, wind or rain can be heavily obscu

red by thick fog, mists, or other visible phenomena. You choose up to four creatures that you can see within range and that fits within a 5-foot cube. You affect each target by speaking the weather pattern three times, ending the effect on itself on a success. You or an allied creature with a flying form can benefit from this spell. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Control Object

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You control a object within range. The object can be any object or a celestial object. A creature can use an action to assume the role of an object of your choice that you can see within range. The object must be on an unoccupied space you can see within range. Any creature that enters the space must make a Strength saving throw. On a failed save, the creature takes half as much damage and is restrained. If a creature is restrained by the spell, it must make a Strength saving throw. On a failed save, it takes no damage. The object remains within its normal space for the spell’s duration. You can designate one or more of the following object features as you choose. The object must be within the spell’s area and appears in a spot that you can see within range.

Control of air and water Transmutation

Control over weather and fire

Casting Time: 1 action
Range: Self
Duration: Special

8 Hours You establish a general idea

Control Plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create plants with the power to create up to ten of the following plants: (a) an unoccupied 3-foot cube of water, (b) a 3-foot-tall cube

Control Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You imbue plants you can see within range with magic and manipulate them to your own advantage. Plants become creatures and have the same natural abilities as normal plants. Plants gain the following benefits: - Plants have AC 40 and hit points equal to your wizard’s AC. - Plants have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - Plants can’t be charmed or frightened. - Plants also have resistance to acid, cold, and fire damage. - Plants have a fly speed of 30 feet. - Plants also have resistance to poison, cold, and fire damage. - Plants can’t be charmed or frightened. - Plants also have resistance to poison, cold, and fire damage. Plants have advantage on saving throws against poison, fire, and necrotic damage. Conjuration

Control Poison

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You choose one creature you can see within range and that fits a particular kind of poison. For the spell’s duration, you control the target’s poison if it is a type you choose. You can then choose another type of poison, at any point during the duration of the spell. You can put your choice of the two types of creatures into a random order, but no more than once each week. During the duration of the spell, you can place one or two of the target’s poisons within a 5-foot cube, and you can put the rest of the creatures into the same cube as the target. You can also place a spell in an unlocked container that is up to 5 feet away from the cube, and you can inscribe its contents on any surface you choose. You decide what kind of poison inflicts what kind of damage. When you inscribe the contents of the container on a table or wall,

Control Poison

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You learn the basic properties of poison. You can give a target poisoned objects or substances to others that you can see within range. If the target’s Intelligence is 4 or higher, the spell doesn’t work. If the target’s Intelligence is 1, the spell doesn’t work. If the target’s Intelligence is 2 or higher, the spell doesn’t work. If the spell doesn’t work, the spell doesn’t last. If the spell is cast over a larger area than is safe for business, the affected target is incapacitated, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th Transmutation

Control poison

Casting Time: 1 action
Range: 20
Duration: Until dispelled/blocked

A creature uses poison to control some of its own body parts and organs. The spells of

Control Poison

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and

Control Poison

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to cause the air in a 20-foot radius circle in a direction you choose when you cast the spell. A creature must make a DC 15 Dexterity saving throw to avoid being poisoned. On a successful save, the creature is no longer poisoned by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Control poison

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create one unoccupied, nonmagical object within range that you can see within range. The object is fey. It has no hit points, and it has advantage on Wisdom saving throws. At the start of each of your turns while you have this spell active, you can use a bonus action on a subsequent turn to cause the same object to pass through its portal and become a poisonous mist for the next minute. Transmutation

Control poison

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You ordain

Control poison

Casting Time: 1 action
Range: 60
Duration: 24 hours

You use your control over fey, plants and water to create a harmless airborne poison that turns any creature you designate within range into gas instead of solid. The spell fails if you cast it and are not incapacitated or using an item. When you cast the spell, you can choose a single creature (such as a frog or sea horse) to be affected, or two other creatures of your choice that are within 5 feet of each other. When a creature affected by this spell makes a melee attack with an arm or an

Control Poison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature, beast, plant, or mineral object that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 poison damage. On a successful save, the target takes half as much damage and isn’t poisoned. As an action, you can cause a Medium or Small creature that you can see to become poisoned. The creature must make a saving throw with advantage, and the target takes the saving throw if it can. On a failure, the creature can’t take the saving throw at the first opportunity, and the effect ends on the creature on the first turn it reverts to its original state. A creature that fails the save against this effect can’t take any actions during its next turn, and any action that it takes before the spell ends can end this effect. Transmutation

Control Poison

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

You choose one of the following effects when you cast this spell. The effect lasts for the duration or until you use an action to dismiss it. It affects only a creature. If you have two or more creatures on the same plane of existence as the target, you can either treat them as if they died or cause them to rejoin the plane. If you treat them as dead, the spell ends. Poison Spray. Your body spray sprays a poisonous greenish light yearning for humanoids or creatures of your choice within 5 feet of it. You can make the target covered with the spray. The target must succeed on a Constitution saving throw or become poisoned for the duration. A creature poisoned by this spell is also poisoned if it doesn’t make a Dexterity saving throw. While poisoned, the target takes 1d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Transmutation

Control poison

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a poisonous breath that deals necrotic damage equal to 1d6 necrotic damage to one creature you choose within 60 feet of you. The target must succeed on a Constitution saving throw or be poisoned. For the duration, the target can use an action to make a Constitution saving throw. On a successful save, the target takes

Control Poison

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure a poisonous gas that explodes in a 30-foot radius centered on a point you choose within range. The gas spreads around corners, and creatures of your choice that are within 10 feet of it receive poisoned effects. A creature that is poisoned when it enters a room or enters a space created by a spell or an effect of 4th or 5th level or higher automatically becomes poisoned for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Control poison and cold

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You make a poison, cold, or poison energy pulse in a 50-foot cube centered on a point you choose within range. The point must be on ground or on an object or on a surface or within 1 mile of a surface or within 1 mile of a surface that is covered by a spell or made by an object. Any creature affected by this spell must make a Constitution saving throw, taking 11d6 cold damage on a failed save, or half as much damage on a successful one. For the duration, a creature is affected only by the poison, not by any spell or effect that allows it to benefit from poison, cold, or poison energy. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Control Poison and Disease

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You ordain a creature that you can see within range and understand in writing the nature of poison, disease, and magic herbs it constructs for use in

Control Poison and Disease

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You for the duration, taking 4d10 poison necrotic damage, are cured of all diseases and poison effects and have resistance to poison damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d10 for each slot level above 4th. Conjuration

Control Poison and Disease

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

With a flick of your wrist, you control the flow of water in a 20-foot-radius sphere centered on a point you choose within range. The sphere is a cylinder that has a diameter of 5 feet and a height of up to 60 feet. The sphere can hold up to 100 pounds. When the sphere is empty, water that spills onto it moves into the area, forming a path that leads to a point within reach of the target disease. When a target die is reached, the target disease spreads across the entire sphere, and the spell ends. Affected creatures are affected by diseases originating from other sources, as described below. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 minutes. When you cast it using a spell slot of 3rd level or higher, the duration is 24 hours. Transmutation

Control Poison and Disease

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. Poisonous air in the cube Medium or smaller Medium 10 feet or less Acid, cold, fire, lightning, or thunder. You change the target’s temperature. If the target is a creature, you change the target’s acid, cold, fire, or thunder. If you are concentrating on a spell, you can switch from using nonmagical fire to using your own, or from using your own magical fire to using your own magical fire. You can use your action to create a nonmagical object that you can hold in your hand that springs into existence in the cube, but doesn’t have enough force to sustain the action. If the object has a mass or is held up by weight, you can use your action to make a Strength check against your spell save DC. If you succeed, it is no longer poisoned or poisoned gas-filled. If you fail, you cause your weapon to fail the ammunition count, and you have resistance to damage from nonmagical weapons. You can use your action to create a nonmagical object weighing 10 pounds or less that springs into existence in the cube. It remains there until the spell ends, and you have resistance to damage from nonmagical weapons. If the object is too small to sustain the action, it falls to the ground, and you can’t use it to move. If you create a nonmagical object weighing 100 pounds or less, you cause it to become inert, making it immune to poison and being damaged by nonmagical weapons. Transmutation

Control Poison and Silence

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell creates a harmless sensory effect that lasts for the duration. When you cast the spell, you create one of the following nonmagical poisons: acid, cold, fire, light, poison, or poison gas. Choose any of the poison types from table 1 to 6. Choose two of the following effects apply to the target: • The poison gas becomes less potent as the poison becomes more common; or • The creature becomes incapacitated and unaware, and the spell ends for it. • The creature chooses two poison effects from the list above, and makes two poison attacks with each attack. Whether the effects last for a specific period of time depends on the nature of the effect. • The creature is no longer blinded by poison, and can use reactions to deal 1d4 acid damage or 1d4 cold damage to a creature that is blinded or misty vision, and makes two splashes of poison each round for the duration. • The creature’s speed is reduced by 10 feet

Control Poisonous element

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a point within range and cause a poisonous gas to erupt from it. The gas fills a 5-foot-square area. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 poison damage on a failed save, or half as much damage on a successful one. The gas then spreads among creatures within 5 feet of it. Creatures that make the saving throw with AC 5 or higher are also affected. A successful save ends the effect. Enchantment

Control Poison

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You choose one of the following effects. Choose a poisonous substance or liquid that you can see within range. When the spell ends, the object is no longer poisonous, and the effect ends. When the object is no longer poisonous, the object becomes harmless until the end of your next turn. When the object is no longer harmless, you can use your action to end the effect on that substance or liquid. Conjuration

Control Poison

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a poison gas that poisons any creature on the ground that you touch. The gas radiates foul odor and color that mimics the gas’s surroundings, such as muddy or churned earth. The gas also makes a creature prone if it moves less than half your speed, and it lasts until the end of your next turn. If the gas is on the ground or on a surface, it deals 1d8 poison damage to any creature on the ground or on a surface. Conjuration

Control poison

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonliving being and choose one of the following effects. The target takes poison damage equal to 1d8 + your spellcasting ability modifier. The disease has a 10-foot radius, and the target’s hit point maximum and hit point empty hit points determine the poison’s damage. The target must succeed on all saving throws, and on a Constitution saving throw, it takes half as much damage on a failed save and half as much damage on a successful one. If you use a spell slot of 6th level or higher, the poison's maximum and minimum poison effects are applied as normal. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum and minimum poison effects of each effect increase by 2d6 for each slot level above 6th. Transmutation

Control Poison

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell creates an illusion that a willing creature is in a certain condition or situation and that granting you resistance to one damage type or two damage types (including acid, cold, ile, -10-- DRM), ‒

Control Pot

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a control pot that you can use to control up to ten creatures of your choice that you

Control Potency

Casting Time: 1 action
Range: 60
Duration: 2 Hours

You control one of the following effects of the spell: • Plants • Water • A creature of your choice that you can see within range. You create a 5-foot-radius sphere of shadowy water in a 10-foot radius centered on a point you can see within range. The sphere must be within 30 feet of you and no smaller than 5 inches by 5 inches. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the sphere appears in the same spot as the spell’s target. Evocation

Control Potency

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain the ability to control one or more objects or processes within range. You can issue commands to any creature you like, causing them to perform simple tasks such as pouring wine or pouring a glass. The DM determines the direction and speed of the creatures movements. Generally, creatures in a fixed location in the area must use their movement to move according to their own directions. When a creature moves into an object or process within 60 feet of it, the spell ends. Transmutation

Control Potency

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You manipulate the air within an object. You create one or more of the following effects on the object: • You create a 60-foot cube of air in a 30-foot cube. • You cause a 60-foot-radius sphere of air to appear. The sphere can be 30 feet in diameter and 15 feet high. • You cause the ground within the sphere to move in a direction that is perpendicular to the plane of existence you choose. Each creature in the sphere must make a Constitution saving throw. On a success, the sphere explodes. If the sphere is larger than 60 feet in any dimension, it lasts until it explodes. If the object you create is smaller than the object it's attached to, it disappears. At Higher Levels. When you cast this spell using certain higher-level spells, you can designate some of the effects as being placed there. The spell can also be placed anywhere on the object. Conjuration

Control Potions

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A wide, silver-gray sphere with a 30 foot radius centered on that point creates a magical control potion that lasts for the duration. You choose one willing creature that you can see within range and causes the w ord of the magic potion to affect it. When a creature uses its action to cast a spell, throw a potion prepared by you or otherwise made by you, the spell functions as if it were casted using a spell slot of 3rd level or lower. The spell lasts until dispelled. To make a casting of a spell, casting a spell in a different manner only requires a different source of spell material. You can use your action to imbue a willing creature with the control potion, which lasts for the duration or until the spell is dispelled. When a creature uses its action to cast a spell, the spell functions normally. You can direct the potion as if it were a prepared spell, causing the appropriate creature to be directed to the appropriate portion of the target's equipment. You can control either the w ord of the potion at any time, ending the effect of any word spell in its area. You can create two additional permanent wands (one for every 5 men) and one iris slot of the same kind for each permanent slot. The wands must be of the same type and construction as the w ord. If you create two wands, they can be linked together to create two additional wands. When you create an additional wand, create a new one, or otherwise combine a pair of wands created by an existing w ord, you can use your action to create one additional wand. If you create two additional wands, create a new wand, or otherwise combine a pair of wands created by an existing w ord, the wands become permanently linked to the w ord. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Control Potions

Casting Time: 1 action
Range: Touch
Duration: Transmutation

Control Potions

Casting Time: 1 action
Range: Unlimited
Duration: 24 hours

A nonmagical substance centered on a point within range is imbued with a potent magical power, manifesting a potent illusion. When the spell ends, the target expels a random potion from a potion panel on its person, which contains the same effect. The first time a creature uses your action to expunge a piece of magical pot—creature, flower, object, or rope—it can drink the potion immediately, gaining temporary hit points equal to your spellcasting ability modifier. The second time, the piece of magic is severed—creature, flower, object, or rope falls, while a piece of magic that lasts for 1 hour is released into the air, causing the mist to form. The mist can cover up to 20 feet of the target, and a 20-foot radius sphere centered on the mist appears centered on all hit points. While in this form, the target can’t attack or cast spells. The target can also’t move or cast spells. You can also cause the mist to extend its reach out to 30 feet and create a pillar, which can’t be less than 30 feet tall. The pillar, with a diameter of 30 feet and a diameter of 20 feet, blocks line of sight but not move. When the pillar cuts through solid wood, or enters a portal leading to an impassable pit, a beam of radiance radiated from the pillar (60 feet in diameter and 20 feet high) creates a beam of radiant energy that cuts through the gloom around it and damages any creature within 30 feet of it. The beam spreads around corners. A creature can use its action to disperse the beam, which spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create thirteen different beams. Each creates two beams of light in a 30-foot radius centered on the beam. Each creature within 30 feet of the pillar or the portal (including you) and each creature must succeed on a Dexterity saving throw or take 1d6 radiant damage. Conjuration

Control rain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to control rain in the spell’s area. The spell can be made up to any length, as long as you can stay on the same plane of existence. The spell doesn’t take into account any other requirements, such as the presence or absence of any magical barrier, that prevents you from living in the area. In addition, the spell can’t be dispelled by dispel magic. If you fail the spell for spelling a spell’s name or if the spell is linked to a specific location, the spell fails for that location. A dispel

Control Rock

Casting Time: 1 action
Range: Self
Duration: 10 Days

You create a rock that is made of rock or stone or a similar material. When you cast the spell, you can cause the rock to float into a certain height, or the rock to float in a certain direction. The rock must be within 5 feet of a creature whose Hit Dice is 4 or lower. The rock is difficult to knock down. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell ends for this spell if it has no effect on that target. Evocation

Control Shape

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create the shape of a solid object you can see within range, such as a desk, a table, a shelf, a shelf-like object, a table of shelves, a shelf-like object, a shelf-like object, or an object that appears to be an object. You make a choice as a creature to animate the object. You can use a bonus action on your turn to make the object move, as long as this movement lasts. Make the creature’s movements audible to you. The sound you make is a decoy. You can use the creature’s movement to detect the presence of hostile creatures or hostile creatures that aren’t hostile. The creature has AC 10 and can’t be charmed or frightened. The creature can’t be frightened of creatures that are hostile to it. You can’t make the creature’s movement while the spell ends. A creature can’t be charmed or frightened, and it can’t be frightened by spells or other magical effects. The spell ends if the creature can make another attack. Conjuration

Control Shape

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a shape that resembles the appearance of a human. The area of the space you created is as large as that of an ordinary human, and it has a 10 percent chance to be centered around you. The area has 60 feet of vertical space divided by 10 feet. The area can be as large as the space you created, or as small as the space you created. For example, if you are surrounded by a wall and it is 10 feet deep, you can create a 10-foot-wide area centered around that wall. You can also create a 10-foot-wide area centered around a certain object, such as a desk or a desk-like object. The area can be difficult terrain, such as mud, ice, and swamp. The area can’t contain more than 10 people

Control Smite

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create one willing humanoid within range of a willing creature for the purpose of making a physical attack against it. The target must succeed on a Constitution saving throw or be knocked prone. The target is then subjected to an attack against the object you used as an action on your turn. If it succeeds on the save, the attack is no more than 5 feet long and no more than 5 feet tall. The target can attack and defend against any number of creatures within its reach. The target can use an action to w a target willing to make the attack against it. The target regains hit points equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional willing creature for each slot level above 1st. Transmutation

Control Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, the spell becomes a part of your normal spell cast for the duration. As part of the attack, you can hit the target with a weapon strike that has a range of 60 feet. Hit or miss, the target takes 2d6 piercing damage for the duration of the spell, and the spell has no effect during that time. The spell ends if you or your companions each take 4d6 slashing damage from a different weapon in addition to the initial 2d6 damage. Nonmagical weapons also deal no damage during this spell’s duration. You can dismiss this spell as an action. Enchantment

Control Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to ten creatures that you can see within range to make a Charisma saving throw. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. Roll initiative for the damage roll. It can also roll an extra 1d6 for the number of creatures that it affects. If you can roll multiple dice, you can also roll a single die for each die rolled. For each roll made, roll the number rolled as a bonus radiant damage die. The target takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate a different target for the spell. Conjuration

Control Smiter

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You control a specific element of nature that is harmful to you and all creatures you designate. The spell ends if you cast this spell again. Conjuration

Control Smite

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

You attempt to manipulate a creature within 30 feet of it. You can target one creature or a small area of a creature as you see fit. The target must make a Charisma saving throw. On a failed save, the target is stunned until the spell ends. On a successful save, the target can use an ability action to call a spell of your choice from the spell list. On a failed save, the target can repeat the spell, ending the effect on itself on a success. On each of your turns, you can use your action to dismiss the spell. If the spell ends on an object or some other effect that requires casting a spell, the target can use some of its action to attempt to reach for it. On a successful save, the target gains a benefit on Wisdom saving throws and has it benefit from the effects of certain other effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target up to three creatures of your choice that you can see within 30 feet of the target, and the spell ends for

Control Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You

Control Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to direct a wave of divine rays through a target creature. You can use a bonus action on each of your turns. If the target is friendly, friendly to you, and you aren't incapacitated, the two creatures can agree that they are fighting. After the spell ends, you can use your action. If you use your action to target another creature, the creature must make a Dexterity saving throw against the spell’s spell save DC. On a failed save, the creature is charmed by you until it stops fighting against you. If the target is incapacitated, the creature can use an action to halt its healing by casting a sop or tap on the target. The creature must make the saving throw at the end of each of its turns. If you target a creature and it stops healing, you permanently end the spell. This spell makes the creature immune to the effects of any effect affecting it, such as the concentration spell or the effect of another harmful effect. If you or someone else attempts to gain an advantage on a saving throw against this effect, the effect ends for that creature. The spell ends on you if you or someone else has an unconscious or unconscious target. The spell is permanent or at least is triggered by the creature’s unconscious state. The spell ends on you if you or someone else drinks from the spell. The spell resolves normally without regard to class, race, or gender. At Higher Levels. When you cast this spell using an ability score of 2nd level or higher, the additional effect increases by 1d5 for each slot level above 1st. Enchantment

Control Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your fist weapon cuts through the flesh of one creature within 15 feet of you and leaves a trail of painful pain coursing through its blood. That creature must make a Constitution saving throw. It takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. As an action, you can cut the creature’s flesh with your fist, ending the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Control Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to stab a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 slashing damage. On a successful save, the target takes half as much damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th

Control Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Smite with ungodly power erupts a maelstrom within range at a target creature. The spell can target one Large or smaller creature or one creature that is no larger than a Medium creature and within 5 feet of the target target. That creature must make a Wisdom saving throw against the spell to avoid falling to the ground and becoming engulfed in the vortex. On a failed save, the creature takes 2d8 thunder damage, and on a successful save, it takes half as much damage. If the creature drops to 0 hit points before the spell ends, the creature explodes within 5 feet of the target if it attempts to return to touch it, and the spell ends early on each target. The maelstrom then thickens around the creature, creating a 20-foot-radius sphere centered on it. Each creature within that area when it hits a bludgeoning, piercing, or slashing fail to make a Constitution saving throw. The sphere lingers within 120 feet of the target, successfully saving against its deformity and creating a new deformity. A creature can take reactions as normal. After making a saving throw, a creature can choose to fail the save and become engulfed in the vortex. If the creature fails, it is restrained, exposed, or restrained again. If the creature w uld not be restrained or restrained again before the spell ends, the creature restrained by the vortex rises again, restrained by the vortex again. Nonrestrictive Divine Inverse Sphere 60 Concentration, up to 1 hour A sphere of radiance fills a 20-foot-radius sphere centered on a point you choose within range. For the duration, the sphere sheds bright light in a 20—foot radius and dim light for a dim light radius. Creatures in the sphere are protected against all but one of the following effects of its barrier: • 1d10 radiant energy is shed from the sphere when you cast this spell, a second effect that first appears within 10 minutes of using this spell and ends when the second effect ends. • 2d4 radiant energy is shed from the sphere when you cast this spell, a third effect that first appears within 10 minutes of using this spell and ends when the second effect ends. • A fourth effect that first appears within 10 minutes of using this spell and ends when the third effect ends is an aura created by the sphere. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Control Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to manipulate another creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 cold damage. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage is reduced by 1d6 for each slot level above 1st. Conjuration

Control Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A flurry of ranged attacks, spells, and magical energy blasts erupts from a target of your choice that you can see within range. Each creature other than you that is within 5 feet of the target must succeed on a Strength saving throw or take 1d6 thunder damage. Evocation

Control Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to cast a spell of challenge rating 5 or lower on a target familiar of your choice that you can see within range. The target must succeed on a Charisma saving throw or be affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th Enchantment

Control Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You command a creature within range to attack. The target takes 1d10 damage of the type the spell targets. The target can make a Constitution saving throw. If it succeeds, the spell ends for that creature. On a successful save, that creature takes half damage on a failed save, or half as much damage on a successful one. When you cast this spell on the same creature or another creature with the same casting class, the same creature or another creature with the same casting level is affected by it. Evocation

Control smoke

Casting Time: 1 action
Range: 30
Duration: Unlock

You create an invisible wall of vapor on the ground that remains for the duration. You can make smaller vials filled with vapor to contain the wall. Make a vertical crack in the wall at least 15 feet high, horizontal, and across the midline. Each 5 foot-diameter portion of the crack requires a DC 20 Wisdom (Perception) check. When a vapor fills a 10-foot-diameter portion of the crack, you can create a 40-foot-deep chasm for 10 minutes. Alternatively, you can cause a vapor to open at least 5 feet wide at the base of the wall, and crevasse at least 5 feet deep at the base. When the smoke dissipates, any creatures or objects within the chasm are drawn to the outside of the wall, created by the wall. A vapor filled with smoke creates a shimmering void that lasts for the duration. Any creature or object within the vial that succeeds on a saving throw must not be affected by this spell. The vapors don’t linger inside the wall, creating a barrier between you and the wall. Until the spell ends, you and any creature or object within the vial created by this spell can use reactions to enter the vial, neutralize any curses created by it, and eat whatever remains outside. Additionally, when a creature enters the vial for the first time on a turn or ends its turn there, the creature has advantage on the first attack roll it made before the end of your next turn, and the creature doesn’t have to make any attack rolls during its turns. The vapors can pass through barriers, but they don’t leave solid casks. Conjuration

Control smoke and fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell affects up to three creatures you can see within range. The target must make a Charisma saving throw. It doesn’t take damage, and it doesn’t have cover from you. It instead has truesight in its mind that something is amiss, and it must make a saving throw. The target can use either mental reaction or an action to make a Wisdom (Survival) check against your spell save DC. On a success, it can use mental reaction to clear a misty expanse of mist that was created around it. Transmutation

Control storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a storm centered on a point of your choice

Control Telepathy

Casting Time: 1 action
Range: Control Weather
Duration: 10 Days

Your magic shapes the air and water you create to serve your purpose. You can manipulate nature and nature's creatures to create simple shapes and forms for them, as you might with magic that shapes creatures or buildings. You can control light, darkness, and a variety of natural phenomena. If enough human bodies have been created in the same location for generations, the number of humanoids created each year increases by one. You can also cause natural phenomena to repeat themselves (creatures, trees, fields, channels, swamps, forests, and the like have their own formations). Choose

Control Teleport

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You use the magic of your teleportation spells to create an enclosed area within which creatures can move. No creatures or objects can be stepped onto this area. A creature can occupy the space it occupies if the creature’s speed is equal to or less than the target’s or the target’s speed (your choice). The enclosed area can be up to 60 feet long, 15 feet wide, and 10 feet tall. The enclosed area can be up to 10 feet deep. The spell ends if you cast it again or if you use another method of casting the spell. Conjuration

Control Teleportation

Casting Time: 1 action
Range: 10
Duration: Up to 10 minutes

You alter the flow of time in a variety of ways throughout the casting of the spell. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. When this spell ends, any creatures that were tamed when the spell was cast are no longer affected by the spell. You can speak one language that is neither native to you nor taught in any school within the DM’s domain. You ignore any messages sent from a nonnative speaker and only receive one message per round, including any that you believe are fabricated. You ignore all messages that reference your deity, your home, friends, or coworkers. During your next turn, whenever a creature within 5 feet of you, or someone within 5 feet of you, attempts to reach you by any means within 5 feet of you, speak the command before moving on its next turn. The DM has the statistics for that turn. On a success, the creature fails the spell and is no longer affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can alter the

Control Temperature

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. For the entire spell’s duration, the target is 100 percent at rest and fully covered by armor and shields. A nonmagical object within 5 feet of the target becomes nonmagical for the duration. For the duration, the chosen object has resistance to all damage except magic. You can make an object into an entirely different material at any time. A piece of a piece of armor, for example, becomes holy until it drops to 0 hit points. For the duration, the target can’t become holy. It isn’t possessed, but it is always aware of your presence and of your presence. Transmutation

Control Temperature

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You touch a creature who is ill and within 30 feet of it. If it is a creature, it obeys any command that you give it and can’t be affected by these spells. The target’s temperature rises as you choose, but it doesn’t change its body temperature. This spell can’t affect the target’s AC, so it can’t use reactions or use reactions. The target must make a Constitution saving throw. On a successful save, the spell ends. Conjuration

Control the Weather

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast this spell for the first time on a permanent object that isn’t being worn or carried. You create a 10-foot-radius sphere of shadowy energy centered on a point within range. You can also create up to nine 10-foot-radius spheres that you can see within range. During the spell’s duration, any creature in the sphere must make a Wisdom saving throw. On a failed save, a creature takes 3d6 psychic damage and is blinded until the spell ends. Necromancy

Control the Weather

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You control the weather throughout the length and breadth of the world. You can affect up to ten different weather conditions, as long as you control the same weather. You can also use your action to cause weather to change according to the conditions you control, or determine the direction of the wind. Weather conditions can be changed in any order. You can change the direction of rain, snow, sleet, hail, wind, or rain. You can also change the color of water, temperature, or the amount of light that can illuminate it. The weather can be changing without warning or with extreme caution. The spell fails if it is used with more than one weather condition. You can use a different weather condition to control the same weather condition twice, or to change the weather condition at any time. You can't use this spell to change the direction of a storm, or it can be used to change the direction of

Control thunder

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one nonmagical thunderous sound that you can hear within range and that fits within a 5-foot cube. Each creature in that

Control Thunder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create intense and magical lightning bolts from wood, stone, or soil that appear to hover for no more than 1 mile around corners. The bolts disperse around corners, forming difficult terrain that is difficult terrain for creatures under the effects of the spell. Creatures that are still carrying gear or carrying ammunition that is being worn or carried must succeed on a DC 15 Constitution saving throw or make their gear disintegrate and fall to the ground, ending the spell instantly. The spell ends with at least one of the following effects (ranging from darkvision to unconsciousness): • 1,000-foot long and 10 feet diameter • 50 feet diameter • 25 feet diameter • 10 feet deep • 1/2 mile radius • 1 cubic foot of darkness protection • 1,500-foot tall • 10 feet diameter • 20 feet diameter • 10 feet deep • 1 foot thick • 20 feet deep • 10 feet wide • 10 feet thick The spell ends or the terrain becomes difficult terrain when several of the following effects manifest: • 1. The spell ends when a creature moves more than 1 mile from where you cast the spell. • 2. The target makes a melee spell attack when it enters the area. • 3. The target makes two separate separate attacks, two separate attacks against different creatures. • 4. The target makes a separate attack against the first creature that enters the area at the same time as the first target. • 5. The target makes a separate attack against the first creature that enters the area when it moves more than 1 mile from where the spell. • 6. A creature in the area makes a separate attack to try to attack the target. The target makes three separate separate attacks, three separate attacks against different creatures, three separate attacks against the first and second targets, two separate attacks against the first and second targets, and two separate attacks against the target. If a creature is inside the area when it makes a separate attack, the target takes 1 foot of damage, and the target takes 1d6 fire damage. If a creature inside the area is affected, the target takes 1d6 acid damage, and the target takes 1d6 cold damage. A target that takes no damage from a failed attack suffers the spell’s effects. Illusion

Control Trees

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell turns trees in your path to deafened for 1 minute. You mentally control how the light of the trees shines and sinks when you first come within 30 feet of any structure. You decide what sort of light is cast on the trees and where it shines and sinks. The trees can be heavily obscured, but they can’t become partly obscured. Through the trees, creatures can pass without being targeted by traps, illusion, or the like, or sneak onto them. The spell ends if you cast it again or if you cast it again after having cast it 15 times. If you possess some sort of holy symbol on the target, the spell might target that symbol for its sigil, as with the druidic symbol. You might target a symbol of the unfriendly spirit warding off undead and undead linked to it by an affliction, a curse, or a greater restoration spell. When you cast the spell, you can target plants and water elementals for the first time on the target or adjacent to the first time it is cast. You can also target trees for the second time on the first casting. Both effects last for 1 hour, with the exception of the first. Divination

Control Undead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You control a humanoid or a creature that has been charmed or compelled to act in a specific way. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. The spell ends if the target is cast into undead form or charmed by a creature other than you. The target can be any humanoid or an unoccupied permanent object. You must use your action to take the damage and then repeat the spell. The target can make the saving throw at the end of each of its turns or it can end the effect of the spell on itself. You can ask the target to take 1d6 necrotic damage. If it takes one, the spell ends. The spell can also end on itself. The target can use its reaction to make a Constitution saving throw against necrotic damage. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can alter the nature of the target's environment so that it appears in an unoccupied space that the spell can affect. The target must be within 1,000 feet of any nonmagical creature that it can see within range. Necromancy

Control Undead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

You create a duplicate of yourself and the creature it resembles. You control the creature, which can be any creature that you choose. The duplicate must be accompanied by a willing creature of your choice that is friendly to you. The duplicate can be anything that isn't an undead. Each creature you designate for this purpose must make a Wisdom saving throw. On a successful save, the duplicate returns to its original form and remains there until you dismiss it as a spell-like ability. On a failed save, the duplicate returns to its original form and reappears in the same place it was created. You can also cast the spell multiple times in a row. The duplicate can take on different forms, but it can only use one form at a time. The duplicate can only use one kind of weapon, or one kind of magic item that can be used

Control Undead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You control a zombie. You control it by raising your hand to touch it. The zombie can’t be more than 10 feet long, but it can’t jump. The zombie has

Control Undead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You control undead creatures with a powerful telepathic link. Choose one of the following effects. You can direct undead creatures that aren't undead to be consumed by the spell. Overcome any obstacle or wall in the area. Overcome any hostile creature that enters the area. Overcome any hostile entity that enters the area. Overcome any hostile flying creature that enters the area. Overcome any hostile creature that enters the area. You can also cause a hostile creature to move into the area to attack it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a gateway that can be reached by other means. The gateway is a 3-foot-high, 5-foot-diameter cylinder centered on a point you can see within range. The gateway is sealed and is protected from hostile creatures. Once sealed, the gateway can be opened again by any means necessary, but the creature that opened it must be within 5 feet of it. While the gateway is opened, the same creatures that closed it become trapped in it. The creatures that opened it are immune to all damage, and they can’t be affected by spells or other magical effects. The gateway can be opened again by any means that would benefit from opening it

Control Undead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magic undead that obeys your commands and can’t be targeted by hostile creatures. The spell’s duration is the duration of the spell. During its duration, the undead can’t attack, attack, or cast spells other than those of your choice. When you cast the spell, you can target one additional humanoid for each of its turns. You can also choose one humanoid for each of its turns. The spell ends if the spell is cast again.

Control undead (1)

Casting Time: 1 action
Range: You create a humanoid in a space you can see within range. The target must succeed on a Wisdom saving throw or become incapacitated for 1 minute. While incapacitated, the target can use its action to make an Intelligence (Investigation) check against your spell save DC to see what creature would be unaffected by the spell. On a success, the spell ends. The spell ends if you are incapacitated. The target can use its action to make another Intelligence (Investigation) check against your spell save DC. If it succeeds, the spell ends. The spell ends when you dismiss it as an action.
Duration: Elemental Spell

1 minute This spell creates an undead spell-like creature that can be used to cast spells. It doesn’t have to be a creature. It can’t be a creature and can’t be charmed or frightened by the spell. The spell can’t be targeted by other spellcasting. Conjuration

Control Undead

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create undead clones of your choice, taking whatever form you want. You can create one of the following forms to serve as your pet: archers, celestials, fiends, or undead. The clones can take on any form you choose, though they come with their own unique set of powers. They can be completely mindless, mindless creatures that can't take actions or take actions that would normally be difficult or impossible for them to do. You decide which form the clone will take once it becomes permanent. You can use every method at your disposal to create the creature. The creature’s hit points will gradually drop to minimum levels after 1 hour. Once a creature becomes permanently undead, the creature can be killed instantly and any treasure within 10 feet of it taken by the creature slain it as an die. You can use this spell to banish a creature or a creature within 5 feet of it that is part of a larger undead, causing it to become a zombie under your control for the duration. The creature falls into a pod that fills a pod with zombies. The creature can be any creature you choose, though none that can’t be a creature. A creature of Medium size or smaller is considered undead and becomes undead at 4th level. Necromancy

Control Undead

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a shadowy, undead-like creature from bones, skin, and other loose, nonmagical objects within range. The creature is a Medium humanoid. The creature can make an Intelligence (Investigation) check against your spell save DC to see where the creature is located. On a success, the creature can move to a different location, but must first make a Wisdom saving throw. On a success, the creature can move to another location, but must first make a Wisdom saving throw. On a failure, the creature is no longer under your control and must make a Wisdom saving throw. The spell ends on a creature that succeeds on the saving throw. The creature must then choose to remain under my control. For the duration, any movement made by the creature during this spell has disadvantage on attack rolls and ability checks. The creature has disadvantage on attack rolls that are made while under my control. Transmutation

Control Undead

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A zombie appears and defends itself from undead creatures. The zombie has AC 20 and 30 hit points. If there are no undead or no hostile creatures on the ground, the zombie vanishes. The zombie must be within 30 feet of a willing creature of its type and must be hostile to that creature. The zombie can make a Strength (Athletics) check to see if any of its hit points is below the minimum hit points. If it fails, the zombie is knocked prone. If it succeeds, it moves to a new spot on the ground and uses its movement to make a Strength (Athletics) check to see if any of its

Control Undead

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You form a skeleton in the ground, that you can see within range,

Control Undead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You control the course of the undead within your world. Choose one of the following options for how long you wish to stay in the game. 1. I wish to remain in the game. 2. I wish to temporarily disappear. 3. I wish to become a ghost. 4. I wish to become a lich. 5. I wish to become a demon. 6. I wish to become a fiend. 7. I wish to become a fiend of pure evil. 8. I wish to become a fiend of the undead. 9. I wish to be a spectral guardian. 10. I wish to be possessed. 11. I wish to become possessed by a spirit. 12. I wish to become possessed by a spirit of my kind. 13. I wish to be possessed by a spirit of necromancy. 14. I wish to be possessed by a spirit of magic. 15. I wish to become possessed by a spirit of necromancy. 16. I wish to be possessed by a spirit of necromancy. 17. I wish to become possessed by a spirit of necromancy. 18. I wish to become possessed by a spirit of necromancy. 19. I wish to become possessed by a spirit of necromancy. 20. I wish to become possessed by a spirit of necromancy. 21. Attempts to cast this spell with a spell slot of 6th or 7th level fail. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 day. When you use a spell slot of 8th level or higher, the duration is 1 day. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is 1 day. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the duration is 1 day. Up to three creatures of your choice that you can see within range must make a Wisdom saving throw. On

Control Undead

Casting Time: 1 action
Range: 30
Duration: Up to 1 hour

A skeletal humanoid appears in a space that you can see within range. The humanoid appears to be a humanoid, wearing a robe and carrying a large, gold-colored staff. The humanoid’s alignment is neutral. The humanoid’s AC is 10 and its hit points are 1d6. The humanoid’s hit

Control Undead

Casting Time: 1 action
Range: 60
Duration: 1 Hour

The lich’s undead followers regrow on the first day they become aware of them. The followers follow the w dir of the undead in a rodgul form and deal 1d4 necrotic damage to all enemies they hit when you cast this spell. The followers appear in unoccupied spaces that you choose within 30 feet of you. If you cast this spell several times, you can have no more than two followers affected by it active at a time. Some followers become active while others disappear. When a follower becomes aware of another creature’s awareness of the undead, the creature takes 2d6 necrotic damage, and the spell is dispelled. The followers w in turn deal 1d6 necrotic damage to all hostile creatures they hit when you cast this spell. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can designate a creature that the followers follow. While the follower obeys the DM’s command to no more than ten feet away from you, they cause no damage and have advantage on attack rolls against you. At the DM’s discretion, you can have up to two of the followers affected by this spell become aware of you. The followers can’t become aware of you during the duration of your next long rest, and during your next unblinking stare at one creature that you can see within 60 feet of you, the followers cause the target to make a Wisdom saving throw. On a failed save, it can’t cast spells until the spell ends. At the end of each of the target’s turns and after it has expended its movement and saving throws, it can use its action on each of its turns to move up to its speed by two moves—the DM chooses this change. This spell can’t activate while the target is conscious. Transmutation

Control undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You control undead creatures, such as undead or constructs. You can control the undead as a group, up to four of which can be one each. You can speak the language of any of the creatures, which automatically succeeds on its first Intelligence saving throw. The zombie has advantage on the next Intelligence (Investigation) check you make to control the undead. The creature must be within 5 feet of you when you create the spell. The spell ends if you cast it again. The spell ends if you use your action to dismiss the spell. Transmutation

Control Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 12 hours

You control and control

Control Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shadowy, undead creature appears in a 30-foot-radius sphere centered on a point

Control Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You control one undead creature when you or a willing creature you designate for the spell’s duration. The creature must be within 60 feet of you when you cast the spell. The spell does nothing if the creature isn’t within 60 feet of you. The creature must be within 30 feet of you when you cast the spell. The spell has no effect on undead. To use the spell, choose an undead creature that can’t be charmed. The creature gains no benefit from the spell. It can be hostile, hostile to you, hostile to any other creature of its kind, or hostile to one of the target's types. The spell doesn’t change the creature’s statistics, as it changes the creature’s special ability. You can use your action to dismiss the spell. Conjuration

Control Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You control one undead creature when you or a willing creature you designate for the spell’s duration. The creature must be within 60 feet of you when you cast the spell. The target must be within 30 feet of you for the spell to take effect. You can target one undead creature or one creature that is within 30 feet of you when the spell takes effect. You can target one or more of the target creatures. You need not control the target creatures. You must target one creature. The target must be within 30 feet of you when you cast the spell. You must also be within 30 feet of the target for the spell to take effect. The spell can’t be dispelled. You can use your action to dismiss the spell when you move to a point you can see within range. Conjuration

Control Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You control undead creatures that are hostile for the duration of this spell. They are immune to all damage, as well as any damage they take. The undead can’t be harmed by spells or other means. When you cast this spell, you can specify a number of creatures that are hostile for the duration. These creatures can’t be killed, and they don’

Control Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral demon appears in a corner of the room and whispers in your ear. It must be within 10 feet of you and must be within range. While the demon is in the room, you can use your action on the target to cause it to become frightened of you. If the target is within 5 feet of you when you cast the spell, the demon has disadvantage on attack rolls and ability checks made until the spell ends. You can also use your action to compel the demon into doing something you would rather not do. A creature that fails its saving throw must make a Wisdom saving throw. On a success, the demon is no more dangerous to you than it is to it. The demon is difficult terrain that you can see and can be difficult to reach. It has disadvantage on attack rolls and ability checks made while in the area. It can also use a bonus action to attack or cast a spell, such as a bard spell. Conjuration

Control Undead 60

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You choose one undead creature that you can see wi

thin range. The target must make a Wisdom saving throw. A target that fails its save is charmed by you. A target that succeeds its save is cursed by you. A target that fails its save is frightened by you. You can banish the target to a necromancy that ends before the spell ends. The target must be at least Huge or smaller. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration for each slot increases by 1 minute. Enchantment

Control Undead

Casting Time: 1 action
Range: 60
Duration: Instant

Control Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose an undead creature that you can see within range. The target must be within range to cast this spell. At Higher Levels. When you cast this spell using certain higher-level spells or by using a spell slot of 5th level or higher, the number of creatures that can be affected increases by two for each slot level above 5th. Illusory Transmutation

Control Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You control the undead that live in this world. You can also control the undead that live in another dimension. Choose one of the following options for the spell’s duration. You can have up to 40 of the undead. Choose one of the options, and the spell can’t be cast again until the spell ends. If the undead are part of a group, the group has no place in the spell’s group, and they can’t be undead. The spell also can’t be used to create new undead. You can also choose to have the spell remain cast using the same slot in the spell slot for the duration of the spell. The spell’s total casting time is 25 hours. Conjuration

Control Undead

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

You control a humanoid that can be undead or charmed. The target must be within 5 feet of you when you cast the spell. The target can’t attack you or cast spells. The target must also be within 5 feet of you when you cast the spell. The target can’t cast spells or participate in interplanar activity. The spell ends on the target. The target can’t take actions or take magical effects. The target can’t move or take any action other than to move through the air or to swim. The spell ends if

Control Undead

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You control the undead that inhabit your home. The spell has no effect on undead. You can only use this spell on the first creature of your choice that you can see within range. The other creatures can be any creature that you choose, including undead. The spell doesn’t target undead, but it might. The spell can’t create a permanent or a new permanent in the same location. You can create multiple permanent and a new permanent with this spell. You can create a permanent and a new permanent without spending a spell slot or casting a spell. You can create a new permanent and a new permanent at a time, but you must spend a spell slot to do so. When you cast the spell, each permanent that you create has its own name, such as Ethereal. The spell lasts for the duration, unless you use an extra turn. You can use a bonus action to move one permanent within range that you can see within 30 feet of you up to 60 feet away. A permanent must be within 30 feet of you when you move it. It can move up to 30 feet of any kind, including snow. It can extinguish incandescent light and dark alchemical flames up to 100 feet long and up to 10 feet tall. It can’t extinguish dim light, siren sounds, or the like. It can’t create or create additional lights or dim lights, but it can create one or more of the following effects from one or more lights or dim lights. • Applies a moderate concentration to all effects created or created by an object that you touch. This effect can’t be nullified by other means. • Applies a moderate concentration to one effect created or created by an object that you touch. This effect can’t be nullified by other means. • Removes an effect that was applied to an object that you touch. This effect can’t be removed by other means. • Applies a moderate concentration to one effect created or created by an object that you touch. This effect can’

Control Undead

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a zombie in a random location on the map. The zombie has no discernible form or any kind of physical form. The zombie remains until you dismiss it as an action. The zombie can’t attack, take damage, or otherwise interact with other creatures. The zombie can’t be charmed by you or by other creatures. If a zombie is placed in a creature’s space that isn’t within 5 feet of you, it can’t attack or take damage from creatures within 5 feet of you. If the undead is occupied by a creature or is moved by another creature, the creature must first move the zombie within 5 feet of you, provided that it isn’t hostile. If the undead is a creature, the creature must first move the undead within 5 feet of you. If the undead is

Control Undead and Objects

Casting Time: 1 action
Range: Self
Duration: Instantaneous or 1 hour (see below)

You turn Undead and objects into potent objects, imbued with your soul into a state of near-magical perfection. The objects become more and more nearly human-like, and their HPs determine their attack damage rolls. If they aren't already prone to this effect, the target isn’t attacked while in its w o urd form. While in this form, the objects become inert and can’t be affected by abilities or the target’s senses. The target can’t become invisible or perceive its surroundings, and it has a difficult time distinguishing visual or auditory objects within its area. This spell ends if the target is ever outside its w eep form. Illusion

Control Undead and Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make the undead you choose friendly to plant and move them toward and within you, their natural paths drawn within the mists of time. When you make an attack roll or a saving throw, the creature can make a Wisdom saving throw or take 1d10 necrotic damage. On a failed save, it also has disadvantage on attack rolls and ability checks. While the creature is under the effects of the effects of these two spells, it can’t willingly move, and must use its movement to move toward you. If it fails its saving throw against this spell, it wastes its action that turn moving and can’t move for days. In addition, you can’t make an attack by making an attack roll against a creature under the effects of either of the spells, or succeeding on a saving throw against either of these spells. If you use a spell of 3rd level or lower to cast this spell, the creature takes 1d10 necrotic damage and must use its action on each of its turns to make a new saving throw. It can take the new damage before it can take any actions. When the spell ends, the creature takes 1d10 necrotic damage, and it takes 4d10 necrotic damage if it hasn’t completely severed its own defenses. Transmutation

Control Undead and undead elements

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You control undead, wights, and undead elements. You gain the following benefits: You gain the following benefits when you cast this spell: • You gain a +1 bonus to AC and damage rolls. • You gain a +2 bonus to the attack roll of creatures you can see within 30 feet of you. • You gain a +3 bonus to the attack roll of creatures you can see within 30 feet of you. • You gain the following benefits when you use your action to wade through the earth. • You gain the benefit of certain effects when you use your action to wade through the earth. • You gain a number of temporary hit points equal to the spell’s lowest level. You regain all expended hit points when you cast this spell. Transmutation

Control Undead

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You transform up to ten creatures of your choice t

hat you can see within range. Choose one of the following options for what appears: • One creature of challenge rating 4 or lower • Two creatures of challenge rating 1 or lower • Four creatures of challenge rating 2 or lower • Eight creatures of challenge rating 3 or lower Each creature becomes charmed by you for the entire duration of the spell. If you have six or more willing creatures, you can keep them as charmed companions; if more creatures are in the area than are willing creatures, you choose one of the creatures as your bonded creature type. These companions are friendly to you and your companions. At the end of every 3 days for a year, you can keep one humanoid as a bonded companion. While a bonded creature is conscious, it treats you as if you had cast the spell while it was conscious. It can’t speak, cast spells, or do anything else that requires hands-on training. While bonded, the creature is unpredictable and difficult to pin down. The creature can’t attack or cast spells. If you use an action to dismiss the spell and instead dismiss the creature with a sling, it can repeat its saving throw against the spell on your turn, ending the effect on itself on a success. Transmutation

Control Undead

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

You choose a body of undead that you can see within range. The creature must be within 30 feet of you within the time limit provided for this spell. The creature must be within 1 mile of you when you cast it or within 10 miles when you cast it. The spell ends when the creature is no longer within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the duration is 1 year. When you use a spell slot of 7th level or higher, the duration is 2 years. If you have more than one target, you can target the same target three times. Transmutation

Control Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You control undead creatures. You can choose one of the following forms of undead. • Slithery (30-foot line) • Medium undead • Huge undead • Large undead • Undead that have half the hit points of the target • Large undead that have the same hit points as the target • Large undead that are smaller than 2 feet tall • Huge undead that are larger than 2 feet tall • Large undead that are smaller than 2 feet tall At Higher Levels. When you cast this spell using certain higher-level spells, you can target one additional undead creature for each slot level above 5th. Evocation

Control Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a necromancy you know or can see that you can see. You can use a bonus action on your turn to cause one creature within 5 feet of you to make a Charisma saving throw. On a failed save, the target takes 2d8 necrotic damage and is charmed for the duration. On a successful save, the target takes half as much damage and is charmed for the duration. On a failed save, the target takes half as much damage and is charmed for the duration. You can target the same creature multiple times by using the same action or casting the same spell. You can also target two or more creatures by using each action of each. The target can use its action to make one attack against a creature on its turn. When the spell ends, the target takes half as much damage as normal. Transmutation

Control Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You control the undead within range, creating a sort of telepathic link between you and them. The spell is permanent, and no creature can touch you. The spell can only be cast by creatures of your choice that aren't incapacitated, such as the undead. Evocation

Control Undead

Casting Time: 1 action
Range: Self
Duration: Up to 1 hour

Control Undead Touch Concentration, up to 1 minute You control a humanoid or a creature that has been charmed or compelled to act in a specific way. The target must succeed on a Wisdom saving throw or take 1d10 necrotic damage. The spell has no effect on undead or constructs. The target takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends when the target takes damage. Conjuration

Control Undead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You control a creature that you can see within range. The target enters the spell’s area when you cast the spell. The target can’t be more than 10 feet away from you. The target can’t take actions or be charmed or frightened. Conjuration

Control Undead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You control an undead creature that you can see within range. You create one undead creature within range and leave it if you want. The target must succeed on a Wisdom saving throw or become undead. The creature must be within 30 feet of you or another object that is within 30 feet of you. The target can’t be charmed, frightened, or possessed by the target. The target also must succeed on a Wisdom saving throw or fall prone. The target’s hit points cannot exceed the number healed by this spell. For the duration, the creature’s hit points are halved, but its hit point maximum increases by 1d6 for each slot level above 1st. Conjuration

Control Water (15-foot-radius sphere) Conjuration

Control Water (30-foot radius)

Casting Time: 1 action
Range: Concentration, up to 120 days
Duration: You hold your breath for 30 seconds in an unoccupi

ed space. Until the spell ends, control water in the wyvern's space can only be occupied by creatures or creatures of a kind that you choose. The wyvern automatically fills its space if the wyvern is on a larger plane than its space is occupied by a creature or a creature that is within its space, or if you choose a different wyvern than the one you created, the wyvern fills its space with magical force. The wyvern creates its own volume of water and can’t be dispelled by dispel magic. In addition, if you choose to have the wyvern appear in an unoccupied space, the wyvern doesn’t need to be on a larger plane nor can it occupy that space if it isn’t on that plane. Conjuration

Control Water and Ice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, you control water, ice, and water elemental creatures within 30 feet of you. You can do this spell only as a bonus action. If you don’t choose a bonus action within 30 feet of you, the spell ends. Water Elemental. The water within 30 feet of you. Ice Elemental. The ice within 30 feet of you. Water Weapon. The water within 30 feet of you. Water Scepter. The water within 30 feet of you. Fire Elemental. The water within 30 feet of you. Water Weapon. The water within 30 feet of you. Water Scepter. The water within 30 feet of you. Thunder Elemental. The water within 30 feet of you. Wind Elemental. The water within 30 feet of you. Wind Weapon. The water within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Control Water and Smother

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates a water, solid, and wind-responsive mass of water beneath your feet. You must speak with an archer or water elemental to create the conditions under which the water bakes. Each creature in a 10-foot-radius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature takes 2d8 damage of the type typical of a strong wind for the damage it takes and falls prone. When you use a spell slot of 5th level or higher, a thunderous bang sounds within 30 feet of the point you chose as your thunder spell. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage. On a successful save, it takes half as much damage. A creature or plant within 30 feet of the point you chose takes 2d8 thunder damage, and so on until the spell ends. You can animate or exhale plants from the water. You can also use your spellcasting ability to create natural stone or mud palaces, stables, or other high-rise structures in the range of 30 feet. A wooden palace, for example, can be created by using a simple stone staircase and furnished by a simple stone floor. Once a palace is created, its contents can be restored to its owner’s condition before the palace falls to the ground. You can also animate or exhale constructs summoned by this spell. A simple yet powerful palace can even house or store your greatest wonders. A wooden and stoneed palace can house up to 5,000 people, while stoneed palaces can hold up to 300 people. A stoneed palace can also house up to 200 servants, though those servants can‘t exceed 200 in height. A wooden and stoneed palace can also house or store up to 200 goblins, an undead, or an undergrowth of the sort native to this continent. A simple, stoneed or stoneed palace allows you to create 100 square miles of stone enclosures, each with its own vaulting gates and open fireplaces. Additionally, you can construct one hundred turrets and turrets dedicated to a single task. Each turret can be up to twenty feet in diameter and has a turret mouth and a turret port on either side. Each turret has a turret cap at its base that can‘t exceed 10 pounds and a turret turret turret rim that can‘t exceed 10 feet tall. Each turret has four turrets that have different diameters, and each turret has four turrets that have different diameters but are in different locations. When the sapling is raised to allow the construction of the fortress’s kitchens or pantry, you can either use a simple wooden steed or a large stone steed and raise the fortress’s fireplaces to serve as guards against siege engines. Alternatively, you can erect a rock wall between the three turret turrets, protect the ramparts from fire, and secure the chasm to the fortress wall. Each of these ways of doing things results in the fortress being fully enclosed for the duration of the spell and produces a magical blast of brilliant light that spreads around the fortress. Creatures within 30 feet of the w and w h w h w h are blinded and deafened for 1 hour. A creature blinded by the blast can use its action to make a line of 10 feet long and 5 feet wide extending from the w and w h at a point within range. If the w rked or came from a pit, its contents could potentially collapse and create a hazard. A creature blinded by the blast must make a Constitution saving throw. On a failed save, the creature

Control Water Elementals

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

Choose an area of water that you can see within range. A teal colored mineral appears on the ground and moves with the water to where you cast the spell. The mineral remains for the duration, moving with the water. The mineral is an elemental that is composed of seven minerals: copper, iron, crystal, blood, air, and soil. When the mineral drops to 0 hit points, it dissipates, providing no heat, oxygen, and nutrients. When the mineral reaches its normal state, it becomes a mineral water, moving with the mineral to where you cast the spell. This spell also applies to all water in the spell’s area that is within 30 feet of the area you’re currently in. The spell doesn’t apply to elemental water created by spells of 8th level or lower. Transmutation

Control Water Elementals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You control the air in a 30 foot cube centered on a point you choose within range. Any ranged weapon attack that enters the cube or passes through it has disadvantage on the attack roll, and fire damage also suffers if the cube is occupied by fire. Until the spell ends, using fire for its attack has disadvantage in the attack roll, and the fire damage increases by 1d10 when you reach 5th level (5th level), 11th level (6th level), and 17th level (7th level). Conjuration

Control Waterreportprint60

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You control the water within a 30-foot-radius sphe

re centered on a point you can see within range. Until the spell ends, the sphere appears as a 30-foot-diameter cylinder that can be traveled by any means and is difficult terrain. The sphere is difficult terrain. The sphere can be broken up into small, one-foot-square cubes or even multiple cubes. Each cube is difficult terrain. For each cube that is broken up, you can use your action to cause any one cube to move across the cube. The cube can't move or spin around corners, nor can it pass through walls, ceilings, or doors. Each cube inside is difficult terrain. The sphere fills a 10-foot-by-10-foot cube. Each cube remains in its unoccupied space for the duration. The sphere can be broken up into smaller cubes, each 1 inch in diameter, and each 10-foot cube can be broken up into smaller cubes. While broken up, each cube in the cube can be made to float, as long as it fits within an unoccupied space of its size. The sphere can be broken up into multiple cubes and each cube can be broken up into smaller cubes, each 10 feet in diameter. If the cube is an unoccupied space, it remains on that space until it is no longer there. The sphere can be broken up into a number of smaller cubes equal to the cube's size. If a cube is broken up into smaller cubes, each cube can be broken up into multiple smaller cubes equal to the cube's size. If a cube is broken up into larger cubes, each cube can be broken up into any number of smaller cubes equal to the cube's size. Each cube can be broken into smaller cubes, but only if it is made of metal. If the cube is made of stone, it only has one cube in it. If the cube is made of other nonmetallic materials, it has no cube in it. Any creature holding a cube in its hand can make a Constitution check to determine that cube

Control waters

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You take control of the water that fills a 15-foot cube you can see within range. Any creature in the area when you cast the spell must make a Strength saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is restrained for the spell's duration. As an action, you can cause the water to move to move over a creature of your choice that is within 5 feet of the center of the cube. The water then moves to a new creature or lay waste to any nearby corpses. The water still remains until the spell ends or until you cause the water to fill a 5-foot cube. The water level remains the same, also changing every so often from time to time. To maintain control of the water, you must be in the spell’s area at the time you cast the spell. You can use a bonus action to cause the water to move to a different creature of your choice within 60 feet of the cube you’re in. If the new creature has an Intelligence of 3 or lower, the spell ends.

Control Waterstride 120 8 Hours This spell fills a 50-foot-radius circle centered on a point on a solid surface with light, sound, and odor and centered on a place where a creature can be or has been found for the first time in a hundred years. The area is calm and serene. Nothing of particular note appears on the surface. Nothing that sounds or smells different is heard, and creatures that are familiar with the area can see through the stone walls on the bottom of the passage. A creature caught in the spell can’t be cast off for the spell and can’t be summoned. The spell doesn’t protect such a creature. When you cast it, you need only fill the area when there are no creatures in it and no creatures visible there when the spell ends and no creatures visible through the stone walls are visible. It also doesn’t stop the light from reaching creatures in the area. The spell is a magic item requiring 3,000 gp of mundane or magical properties to create, and it can deal a maximum of two magic damage in a round when it is created. While the spell is active, each creature

Control Weather and Poison Ivy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You take control of the sky when you take the Concentration, or Planar Time action, during the casting of this spell. You can control the following effects of your choice during the casting of this spell. When you cast the spell, you can direct sunlight, change the direction of the rain, change its intensity, and so on. The spell lasts for the duration. When you cast the spell, you can change the direction of the updraft, the direction of updraft, or the direction of updraft arrows. You can also change the direction of any die or pile of leaves that are hovering in the updraft. If you cast the spell again, the current effect ends. The spell can be activated only by one creature or circumstance at a time. If you activate the spell while other circumstances allow, the spell activates only by one creature or circumstance at a time. At any time, you can use an action and the affected creature can make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. Conjuration

Control weather elements

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Choose a point that you can see within range, either outside or within the spell’s area. A weather service beam, arc or ball, centered on that point, emits a thick fog of locust or bonitoer noise that moves in a straight line 300 feet away from you. When a creature in the fog exits the spell’s area or enters the spell’s area to enter the spellway, it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. The fog lasts for the duration. If the creature exits the spellway to enter another plane of the Ethereal Plane (the spell travels along the same plane

Control Weather outside

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You take control over the weather inside the spell

’s area for the duration. Weather in the area can change color as you choose, though the weather within the spell is continuous, the weather is brief, and the rain and snow totals are light. In addition, the weather outside the spell increases in intensity as you choose, but it has no effect until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect winds outside the spell’s area by up to 10 feet for each slot level above 4th. You can affect precipitation, temperature, and other physical properties of the area as you wish, though you can’t affect the precipitation, temperature, or other physical properties of existing locations. The spell doesn’t affect: • 25,000-foot-high trees, shrubs, or ditches. • 50 feet or less of rain or snow in the area. • 20 to 25 percent of the area’s total area water vapor at the point of impact is nonmagical. • 20 to 25 percent of the area’s total area water vapor at the point of impact is fire. • 20 to 25 percent of the area’s total water vapor at the point of impact is fog. 25 “ 30 minutes. • 20 to 25 percent of the area’s total area water vapor is smoke. 15 “ 60 minutes. The spell ends if you cast it again or dismiss it as an action. Evocation

Control WeatherSelf

Casting Time: 1 action
Range: Until dispelled
Duration: You create a field of bright sunlight centered on

a point on a solid surface and moving down a corridor (such as a wall, stone arch, or a cliff) from that point. Choose one of the following actions: • Create a burst of bright light centered on a point on a solid surface • Make a ranged spell attack. Then, the target can use an additional spell slot to create the spell. Make your attack roll equal to 10 + your Intelligence modifier. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the additional spell slot created by the spell ends for each slot level above 3rd. Conjuration

Control weathers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. You affect it in one of the following ways: • You instantaneously clear the current weather condition, or • You expunge the affected target of any effects affecting it, such as • Darkness, warm water, or cold water. If you cast this spell again, the spell is dead on its target. • You end the casting of the spell on the target that has the lowest hit points of its current level or lower, as determined by the DM. • You end the casting of the spell on the target that has the lowest hit points of its current level or lower, as determined by the DM. The spell has no immediate effect on you. If the spell ends before 1 PM on a target that has the lowest hit points of its current level or lower, the spell ends early if it targets a creature that has not yet died. Transmutation

Control wind and fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

Choose an area of difficult air that you can see and that fits within a 40-foot cube within range. You create a vortex centered on a point you choose within range. You can create this vortex by using a storm sphere or a strong wind m r 810 feet long, 10 feet wide, and 1 foot thick. You create one of the following effects when you cast this spell. You cause the vortex to move in a straight line up to 30 feet in a direction you choose, causing it to form a chest, four 10-foot tall pillars, or a vortex of small arms and legs. You create no additional effects. Each effect created by this spell must be separated into its effects (no matter how small or simple the effect), its types (deformation, implosion, or similar), and its own designated triggering event. When a triggering event is determined, the vortex appears on the ground

Control winds (10-foot radius)

Casting Time: 1 action
Range: Self
Duration: Instantaneous or 1 hour (see below)

You take control of the air in a 10-foot radius for the duration. Choose one of the following effects when you cast the spell. Gusts. The air in a 10-foot radius moves freely. The greater the wind, the greater the chance of landing. Thunderstorms. The air in a 10-foot radius spreads out of the spell’s area of effect as far as possible from you. In addition, whenever a storm moves within 10 feet of you, you can move up to 10 feet in a row from where you cast the spell. A wind of 10 feet or more can disperse fog, hail, and lightning in a 10-foot radius, as well as create small fires in places. A storm that moves within 10 feet of a place or spell’s area requires at least 5 minutes for the results to become known. Gusts. The air in a 10-foot radius moves freely. The greater the wind, the greater the chance of landing. Large dLn. 70.00 (Druid, Gnome, Fey, or Vampiric) Huge dLn. 80.00 (Druid, Gnome, Fey, or Vampiric) Monster Manuals. Creatures of a sort. The spells in the Monster Manual are specifically dedicated to that class or type of creature. For example, a gnome might be dedicated to the dark side, while a rat might be dedicated to the evil side, while a fiend might be devoted to the search for the missing link in the webs of death. Spells. The spells in the Monster Manual are specifically dedicated to a specific class or type of spell or effect, as are the spells in the Monster Manuals. For example, a bard might be dedicated to the death penalty, while a magus might be dedicated

Control Winds and Concentration for Hours

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

You create a 60-foot-radius, 20-foot-tall cylinder centered on a point within range. Roll a d4 to determine which direction the cylinder travels. On a 5 by 5, the cylinder reaches its full length and spreads out across the ground. It is difficult terrain and requires at least 1 hour to clear by hand. It forms a 10-foot-by-10-foot cube. The sheet is difficult terrain and requires at least 1 hour to clear by hand. It forms a 10-foot-by-20-foot cube. The spell ends when all creatures of a specified type or kind of ranged weapon attack or take any action within the sheet within the last 30 days. While the creature is in the sheet, other creatures can attack or take actions

Control winds and fire

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Choose one creature you can see within

Control winds and lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Transmutation

Control winds and rain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You attempt to control winds in a 20-foot-radius, 40-foot high cylinder centered on a point you choose within range. The spell lasts for the duration. You must use a total of 100 concentration efforts to cast the spell. The spell fails if you cast it again before you finish your next long rest. You can also use it again only once per long rest. You must complete a short or long rest before you can use the spell again. The spell’s speed is also reduced by 20 feet if you are concentrating on it. You must use your action on each of your turns before using this spell again. You can use it again each time you take damage, or the damage from this spell increases. You can use it again each time you take an extra action on your turn, ending the effect on itself on a successful one. You can use it again each time you take damage, or the damage from this spell increases. Transmutation

Control Winds and Shrieks

Casting Time: 1 action
Range: 150
Duration: 30 Days

Until the spell ends, the wind in the area can’t disperse thunder, nor can it harm you in the area. While you are within 80 feet of the wyvern or in the area, you can direct the wind up to 90 feet. If the wind moves 100 feet or more, any creature or object inside or around the area must make a Dexterity saving throw. On a failed save, the creature takes 6d6 thunder damage. On a successful save, the creature takes half as much damage. On a failing save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Control WindsSelf

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You control the air

Convillate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range and that can’t see or can’t cast a spell. This spell fills the target’s flesh, but it doesn�t dry it or remove any of its armor. The target has disadvantage on attack rolls and ability checks until the spell ends. A successful check negates this disadvantage. Evocation

Convoyance, cause pain

Casting Time: 1 action
Range: Self
Duration: You create a mist that flickers and wanes in your

hand, as a ranged weapon attack the target. You can use your action to make a creature you can see within range of the mist. The creature must make a Dexterity saving throw. On a failed save, the creature is stunned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target must make the save with a different spell slot. For each slot level above 1st, 4th, 7th and 10th, you can create up to one willing creature of your choice that has a Constitution score of 3 or lower. Choose a willing creature within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to three willing creatures at a time. ▾ You dismiss a willing creature. When a creature of your choice appears in range, you can choose one of its statistics. It can repeat the saving throw, or it can be replaced with a different creature’s statistics. Otherwise, the creature is destroyed as a result. Evocation

Cordgrip of Force

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an invisible cord that moves with you, traveling up to 30 feet in a straight line. Until the spell ends, the cord can be pulled up to 30 feet in any direction. Each creature in the cord's space must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and is restrained until the spell ends. The cord can be pulled up to 30 feet straight again. Any creature restrained by the cord must make the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d8 for each slot level above 1st. Conjuration

Cordon of Agnes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You weave protective girders around one creature or object, either metal or stone, to form a protective circle composed of threads that together to form a body. The creature’s magic is on the creature when you cast the spell and the protective circle lasts until the spell ends. Until the circle is breached, the creature is unaffected by any damage that might have been caused by the evil enchantment on the creature or the creature itself, unless you can stop it. In addition, when a creature hits with a weapon attack while the circle is in place, the creature is conjured up to attack that attacker, provided the attacker has a body covered by the circle. The attacker takes 8d6 piercing damage. At the end of each of its turns, the creature is restrained and frightened, and the spell ends. You can also use this spell to banish an awakened creature or an undead that is no longer within the circle to a nearby unoccupied space if the creature remains under the creature’s protection. The creature restrained by the spell can speak any language the creature wishes, and the creature is unaffected by many of the effects of its spoken language. You can also banish an awakened creature or an undead that is no longer within the circle to a safe distance. If you do so, the creature becomes restrained and frightened, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can summon an undead that can’t be bound by magical or mundane ties; if such a creature wishes to remain so, you can do so with advantage. If you cast this spell with a 9th-level spell slot, the spell functions as normal. Necromancy

Cordon of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A frigid, void interior radiates cold energy in a 30-foot cone that spreads around a 20-foot radius around a creature within range. For the duration, the frigid air sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The frigid air is comfortable for up to 10 minutes, after which it becomes difficult terrain. When the spell ends, the radius moves to a different spot within 30 feet of it. If the spell’s area overlaps with a body of water, the frigid air spreads around the body of water in that area, and it sheds cold light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Cordon of Cold

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

While you are on the defensive, a construct created to defend against a siege weapon can erupts from the floor of a 30-foot cube with a thud and strike the first creature that comes within 30 feet of it. Each creature other than you is pushed up to 5 feet away from the point of impact. This spell doesn’t protect you from an incoming ranged spell. If you cast this spell while you are incapacitated or stunned, the spell creates a 20-foot thick barrier of ice, 50 feet high and 20 feet thick, protecting you from falling level-headedness. You can use this spell to halve the force of the blast against up to three creatures within 30 feet of you. Each creature in the barrier is restrained by the spell, though it can use an action to end the lock. Abjuration

Cordon of Cold

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A thin sheet of mist that covers a sphere 60 feet square radiates cold energy in a 20-foot radius over a 30-foot radius. For the duration, the mist spreads around corners. Each 5-foot-radius windy area has its own infested corner. When the cold energy radi

Cordon of Death

Casting Time: 1 action
Range: Instantaneous
Duration: You call out to the spirits of dead creatures. Cre

atures with a mark of death on their body or head are banished from existence. Each creature within 10 feet of the target or a creature within 30 feet of it is banished for the duration. A creature with an A mark can’t activate this spell. If the creature uses an ability that would have summoned a dead creature or summoned a spirit from another plane of existence, the creature could not re-appear as a creature in its dimension and thus must either regain some health or die. The spell ends for that creature. Conjuration

Cordon of Death

Casting Time: 1 action
Range: Self
Duration: 1 minute

A spectral presence appears around you and illuminates any number of corpses within an area you choose within range. The unseen remains can’t enter the area to the best of your knowledge. Nonmagical corpses that can’t be dispelled by dispel magic appear in unoccupied spaces that you can see within 30 feet of you. Nonmagical corpses that can’t be dispelled by dispel magic appear in unoccupied spaces that can be seen from the edge of a 15-foot cube. An invisible creature can see through the circle, which lasts until the spell ends. If you cast this spell while you have half the duration of Daylight, the circle crumbles into a cloud of misty clouds, which appears to be of a different kind of elemental, fey, shapech, or undead. If you cast this spell while you have half the duration of Daylight, or until you reduce the duration of Daylight to 0 days, the magical fog fills a 60-foot cube within which you can cast this spell. The area remains foggy for the duration. Any creature that begins its turn in the fog—including the creature traveling with the creature—can’t see through it. In addition, the fog obscures visible light, as well as creating dim and distressing lights for 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the shadowy illusion increases by 5 feet for each slot level above 7th. Evocation

Cordon of fire

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a wall of fire on a solid surface within range on a burst of flame. Each creature that starts its turn in the wall must succeed on a Dexterity saving throw or take 2d6 fire damage. This spell has no effect on constructs or undead. The wall is thick and requires a solid surface to open. Each 5 foot by a 5 foot section of wall has AC 5 and 30 hit points per inch of thickness. It is nonmagical in nature and immune to fire damage. Reducing a section of wall to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. If a section of wall is freed from the spell, the walls collapse at the DM’s discretion. Nonmagical in nature. The walls of a fortress, fortress, or fortress-town are made of stone that provides strong footing. The walls of a city have an area of stone walls made of stone that is made of stone. Each section of wall is 1 foot thick and is 80 feet tall. The walls of a city are made of stone that is made of stone that is made of stone. Each section is 1 foot thick and is connected to each other by stone walls. Each section is 6 feet wide and is 50 feet tall. The floors of each section are 10 feet wide and are made of stone that weighs 10 pounds. Each section must have at least one floor and none overlying it. Each section in the walls is a separate structure and can be broken up into smaller sections. Each section has AC 5 and 30 hit points per inch of thickness. It is immune to fire damage and has disadvantage on Dexterity saving throws and attack rolls. Reducing a section of wall to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. If a section of wall is freed from this spell, the walls collapse at the DM’s discretion. A section of wall that is broken or exposed has a 50 percent chance of becoming rubble in an inch of space. If the section is free floating, the rubble vanishes into the night. Conjuration

Cordon of Roots

Casting Time: 1 action
Range: Touch
Duration: until dispelled

This spell conjures up natural roots on creatures or objects that you can see within range to defend against hostile creatures. The roots extend into the ground for hours, and plants and minerals turn over beneficial effects to the creature or plant within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 13th level or higher, the area of the roots becomes extradimensional (until the spell ends, the extradimensional ground and the extradimensional terrain are overlapped by 10 feet of thicketed ground). When you use a spell slot of level 15th or higher, the area of the roots becomes extradimensional for the duration. Creatures or objects able to move or who have the teleportation or discernment talent can use this spell only through the extradimensional ground. An extradimensional ground (including the ground that you use as a bridge or a ramp) or an extradimensional terrain (including the terrain that you create) that you use as a wide open pit requires at least 1 minute to put down and is transported by some nonmagical means. If the extradimensional ground includes a ramp, a wall, or a connected area, you can place the spell there to create one. Each time you place a spell from this spell on the extradimensional ground or to a bridge, you create a new one. You can use up to ten extradimensional roots at a time. Each plant you choose within 120 feet of a plant you choose as a component in making the spell or to a spell slot slot of its choice and which is in any position to affect each one at once, rather than to each plant individually. Make a plant tremor a part of the spell’s force. If the tremor subsides, the spell’s force twists and shakes the plant to create one of the tremors you described. If you create a tremor that lasts for the full duration, create a small earthquake, or create an earthquake that is strong enough to crush a structure, create one of the other tremors. You can banish the tremor by dealing it off a creature or object in its space. Make a small earthquake, an earthquake created by the earthquake restraining a creature or object. Make a shove using your movement. If you hit with both of these, you banish the temblor on your subsequent turns. If no banishment is made, the spell ends. Conjuration

Cordon of Stone

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

This spell closes most blocked or muck-filled sections of ground and solidifies barriers, hedges, or other barriers of any kind around it for up to 1 minute, breakage or other light damage. The blocks or mottled ground can be up to 20 feet tall, covered in branches, roots, or some other difficult or thickening material. When the spell ends, any creatures or objects still affected by the spell are driven back to their original places within 10 feet of the caster or a height that would allow them to pass through. If the ground is so strong that a creature can lift it, a portion of it collapses, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can halve the damage of simple muck and mud wall spells affecting muck and mud synapses. Abjuration

Cordon of Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot cube of stone infested with vermin that remains for the duration. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 fire damage and is hurled 5 feet away from you in a random direction to a spot within 60 feet of you that looks like this; you can determine the direction by looking at a map on the ground or using your spellcasting ability. For the spell’s duration, or until you use an action to create such a place, the fire damage can be reduced by an amount equal to twice the spell’s level. This magic produces magical stone bars that carry its damage at the point of impact. When a creature enters such a magical stone bar, a small portal opens to a different area of stone and there is

Cordon of Stone

Casting Time: 1 action
Range: 60
Duration: 10 Days

You create a panel of stone walls and precipices on ground that you can see within range. When you make a ranged spell attack, you can use your reaction to launch a beam of brilliant radiance from the wall up to 300 feet in a direction you choose (your choice). If you hit with the attack, a second beam of brilliant radiance leaps from your finger toward you and streaks down a 10-foot-wide arc of fire between you and the wall. The arc lasts for the duration. Each creature that starts its turn in the path of the second beam must succeed on a Constitution saving throw or take 2d6 radiant damage, which is tripled when you cast this spell and 4d6 when you use it. A creature prone to being frightened must make this saving throw at the start of each of its turns. The first time each turn the creature fails its save, it can repeat its saving throw again, ending the effect on itself on a success. If you create a panel of stone walls or a precipice inscribed with sigils inscribed with magical runes, you can cause the inscribing to change color or opacity so as to appear as plain or flaky over time. Each panel can have a different power and purpose, and each panel can contain one permanent object or an undead spell. Only one object or spell can be affected at a time, and a panel of inscriptions can hold no more than 10 objects at a time. Transmutation

Cordon of the Dead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a wall of swirling corpses that are 80 feet long, 10 feet on each side, 20 feet high, and 5 feet thick. The wall’s space is difficult terrain. Until the spell ends, you can use your action to cause the wall to move up to 20 feet in any direction. If you move more than 20 feet in any direction along the wall, the wall moves. The wall isn’t covered by anything harmful to it. It is restrained, and you can use your action to break the wall’s barrier as often as 10 times. The wall is a skeleton with 4 claws and 1 pair of teeth. The walls weight are Worn clothes. When broken, the walls skeleton is no longer in the room it was in. The walls head is no longer in the space it was in. The wall is a tangled web. At any point during the duration of the spell, you can cause the wall to twist and fall in any direction you choose. It can’t be pushed or carried by nonmagical means. Conjuration

Cordon of Thorns

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A wide, tangled web of magical vines appears at a point you choose within range. Choose one of the following paths. 1. You can use your action to create a small earthquake along the ground that extends across a 5-foot cube. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The vines are strong enough to restrain many Medium or Small creatures. A Large or smaller creature can’t be restrained by this spell. A Huge or larger creature (including you) is also restrained by the vines. When a Large or smaller creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed by the vines, which then move on its next turn, though they take 10d6 radiant damage on a failed save, or half as much damage on a successful one. A Huge or larger creature (including you) can’t move through the vines, and if it moves into one of the openings in the area that isn’t there when the spell ends, it is engulfed until the spell ends. The vines are strong enough to restrain some Medium or Small creatures. A Huge or larger creature can’t be restrained by the vines. When the spell ends, the vines are replaced by vines of the appropriate creature type, type II or IIB (bear, cat, crab, frog, lizard, octopus, leopard, parrot, raven, sea horse, fire horse, lizard, snake, pack animal, reptile, or weasel). A creature is restrained when it drops to 0 hit points or when the spell ends. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Cordon of Thorns

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a nearly impenetrable wall of thick, sticky, webbing at a point of your choice within range. Choose one creature you can see within range and then make a ranged spell attack against that creature. On a hit, the target must make a DC 20 Constitution saving throw. If it fails, it is forced back up to five feet and thrown a number of feet more difficult to reach. After gaining this benefit, the wall cuts through soft tissue and leaves behind a thick, sticky residue that lasts as long as 60 feet. To a creature immune to this damage, the wall appears ragged, scuffed, or with a slight bruise along its body. When the wall appears, each foot on each foot counts as one step for the creature. If the creature can’t fit inside the wall, it must push it apart with its other foot, creating a space that is 1 foot on each side. The wall also extends out from you in a straight line to a creature within 5 feet of you who enters the wall for the first time on a turn or ends its turn there. It creates this line only when the creature has cast this spell. You can also make a one-foot-long chain link between the wall and that creature’s turn (creatures can’t be turned into chain link elements). The chains extend from you to a creature who has trudged 5 feet or less on any of your turns, or to a creature whose Strength score is equal to or less than the creature’s score. If the creature would normally be able to travel 5 feet or less on a turn, the creature trudges 2 feet instead. If the creature would normally be able to travel 2 feet or fewer, the creature trudges 1 mile instead. If you create another chain linking creature to a creature, the chain is activated again if the second creature’s Strength score is less than or equal to the creature’s score. The chain then repeats as long as a creature can travel 5 feet or less on each turn until it is broken. A Large or smaller creature that would normally be able to travel 5 feet or fewer on a turn must make three Strength saving throws at the end of each of its turns. On a failed save, the creature takes 1d6 bludgeoning damage and is forced to fall 5 feet or older. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional chains linking you to one affected creature. Each chain can create one foot of space on each side of the creature’s space, requiring 2d4 caster level attunements or a slot of 5th level. After creating the chains, you can use your action to create a new one. Each creature affected by the spell must make a Strength saving throw. On a failed save, the affected creature takes 1d8 bludgeoning damage on impact, or half as much damage on the resurrection attempt. On a successful save, the creature takes half as much damage and isn’t affected by the chains. If you would create a chain linked to a creature, create it without using magic. The spell creates one foot of nonmagical chain laces on both ends of a nonmagical weapon that you are holding. Using magic to link a chain ends the spell. You cast the spell again on the same creature or objects created by the illusion, ending the effect on that creature or object. You can change the spell’s name or spell slot at the DM’s request. You decide what the spell can’

Cordon of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 24 hours

For the duration, a thin sheet of thick and sticky thorns covers one creature’s tent. The creature is surrounded on all sides by vines and dripping with thorns, so it is vulnerable to falling attacks. There is a 5 percent chance for each 1d4 Lightning Damage sustained when you cast this spell that the creature falls, instead falling to 0 feet in the air. Evocation

Cordon Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering barrier appears within range to protect a location you specify. The barrier lasts for the duration, preventing creatures or objects from passing through it or leaving it. Its area is heavily obscured and can be difficult terrain (at least partially). The barrier extends across your space and disappears when you dismiss it. When a creature enters the area for the first time on a turn or within 30 feet of the barrier, a beam of green light from within 1 mile blasts out from it, forming a pillar of light in the air. The pillar deals 3d8 bludgeoning damage to creatures and objects within 5 feet of it, and the creature or object takes 3d8 bludgeoning damage to the closest creature and objects are immobile. The pillar sheds bright light in a 30 foot radius and dim light for an additional 30 feet. To nonmagical ranged spells and magical attacks, the pillar creates a radiance 10 feet high and dim light for an additional 10 feet. If you chose a different pillar type, each one takes the same rating and construction, and each pillar has its own section, which can be found at the bottom of this page. The pillar also has its own associated glyph, ‛…that of the pillar, at the top of the page. Evocation

Cordon Strand

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a wall of thin air at a point you can see on the ground. The wall is 1 foot thick and lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, the creature can’t move and is restrained for the duration. A creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself and can use reaction to regain control of itself. It then attacks whenever the wall makes its current appearance. If it hits, you have advantage on the check. A restrained creature can use an action to make a Wisdom check against your spell save DC. On a success, the creature frees itself and can use reaction to regain control of its body. The restrained creature can use another action to make a Wisdom check against your spell save DC. On a success, it frees itself and can use another action to try to break the wall, which can deal 1d6 bludgeoning damage to it. The restrained creature can use another action to make an extra attack—this time by dealing damage to the wall before it begins its turn. It takes 1d6 bludgeoning damage when it does so. Evocation

Cork Break

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell cuts up to three braziers in a 20-foot-radius, 40-foot-deep pit at the center of an underground cave. You choose the pieces of an old, worn-out, or worn-out piece of jewelry you create and lay them on the ground. You have resistance to necrotic damage and Constitution saving throws for the spell�

Cortana

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You point your wand at a creature within range and cause it to speak a common language you know. The target must make a Wisdom saving throw. On a failed save, it must immediately stop speaking in an attempt to understand the language of the spell you cast. On a successful save, it must make the saving throw a second time. On a failed save, the target can use its action to end the spell. On subsequent attempts to end the spell, the target must use its action to make a new one. You can use your action to dismiss this spell. Transmutation

Cortana

Casting Time: 1 action
Range: Touch
Duration: Duration

1 Hour You touch a creature. This spell creates one of the following effects within range: • You create one of the following effects within range: • Your spell keels over for the duration. • You instantaneously teleport a creature of your choice that you can see within 5 feet of you. • The creature’s speed increases by 10 feet until the spell ends. • You cause plants and stone to become insubstantial in size. • You make ranged weapon attacks with ranged attacks and with added force attacks made with weapons. • The first time you hit with a weapon attack using this spell, a flammable object of greater size than the target’s size is hurled 30 feet away from you. Transmutation

Cortezin's Blade

Casting Time: 1 action
Range: 30
Duration: 1 Hour

After casting this spell, you can cause a bolt of lightning energy to leap from one creature within range to a different creature within range.

Cortez's Secret Garden

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose an unoccupied square on the ground that you can see within range. You create an endless expanse of green and red plants on the ground. Each plant grows to full size and height, forming a dome of leaves and blossoms. For the duration, these plants have AC 15 and hit points equal to your spellcasting ability modifier. For the duration, each plant has advantage on attack rolls against creatures that are Large or smaller. Evocation

Cortezus Sandbag

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You construct a sandbag that can hold up to 50 cubic feet of sand. The sandbag

Cortilla the Haven Witch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spirit that takes the form of a willing creature and appears inside your space until the spell ends. For the duration, it has advantage on Wisdom saving throws, and it can’t be targeted by normal spells. The summoned creature can be anywhere on the same plane of existence as you. While summoned, it sees and hears everything you cast there, and it treats all objects created by spells and magical effects created by other spells and magical objects created by the spell as if they were created there. The summoned creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys your voice and acts according to your conscience, but it ignores whatever restrictions or regulations apply to it you choose. The DM determines by example what might be an issue for the creature during its journey, including whether it has the legal right to remain in the plane and which side it is on. If you are fighting the summoned creature, your actions can determine the outcome of any legal or illegal actions it takes during its journey, though it can’t leave the plane, which can lead to it attacking you. Conjuration

Cory the wind

Casting Time: 1 action
Range: Self
Duration: 1 hour

A continual gust of wind (20 miles per hour) blasts from your hand toward a point that you can hit. You choose the direction: straight up, downhill, or meridians. A t Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet Attacks. You can make a number of nonmagical attacks succeed on your first attack roll against a target matching the above level. When you do so, roll a d8 and send the attack to the end of your next roll. Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 2 feet Attacks. You can make a number of magical attacks succeed on your first attack roll against a target matching the above level. When you do so, roll a d8 and send the attack to the end of your next roll. Evocation

Cotton thresher

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You take a single strand of water from a creature

you can see within range that you can see and that you can find and imbue with nature magic. The target gains 10 temporary hit points. For the duration, the target can also make one additional hit point of the appropriate kind against any target created or made with nature. If the target successfully hits a creature with a melee attack while the spell remains active, the target makes a melee attack against that target with a weapon. Transmutation

Counterspecial Equipment

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a particular object or material component and have it magically replaced with something better. For example, you might replace a helm with a helm of added armor, a shield with a quick attack, or a helm of protection from fire with a shield of added protection. This spell can also replace a mundane task with some sort of service, such as cleaning up after a home or the kitchen. Similar Effects. You touch a piece of equipment and replace it with something better, even if the item would normally be replaced by something better. For example, you might replace a helm with a helm of added armor, a shield with a quick attack, or a helm of protection from fire with a shield of added protection. This spell can also replace a mundane task with some sort of service, such as cleaning up after a home or the kitchen. Transmutation

Counterspelling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You utter a line of divine will that lasts for the duration, and you choose words that you can read within range. Word actions are made with advantage and miss. When you cast this spell, choose words that appear within 1 mile of the target creature or to 300 feet directly above the surface of the target creature (such as a creature touching a rock or stone wall or standing on a point within 100 feet of a point of your choice you can see). You choose those words as commands, and if the creature chooses words from a corpus of 33 glyphs that it has read, it can issue those commands at any time until the spell ends. Each command can have no more than one word or a single word or phrase that is not part of a message; however, you can issue another command if you do so would create a distraction or to ward off other creatures' vision. As an action, you can issue a command that a creature makes while stifled or obscured. Using only 2 of those commands and casting the spell again suppressed any effect of such effect. You can issue one command each time you cast this spell, and each time you cast it again suppressed any effect of such effect. You can also issue only one command at a time, ending the effect of a spell on each hand. When you issue a command, you must use your spellcasting ability to determine the precise words or phrases within range. If you maintain concentration on one of the spells, your concentration wanes as

Counterspelling

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and bestow upon that creature the power to verbally communicate with you or to manipulate objects in its space. This spell has no effect on undead or constructs, and you must be touching the creature to invoke the spell. If the target is a creature, the telepathic communication is an uncontrolled telepathic communication. Enchantment

Counterspelling

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage from the spell for that creature (including from nonmagical weapons). If it has enough disease resistance, it also has disadvantage on attack rolls against creatures that aren’t wearing armor or having shields. Conjuration

Counterspelling

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and request its forgiveness. For the duration, the creature is immune to all damage and spells and magic items cast by it neutralize affliction, greater restoration, or greater restoration decrement. Conjuration

Countersubstantial

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a solid object—a bowl, a book, a quill, a string—to form in a space on the ground. The object remains there for the spell’s duration. The object remains under your control for the duration, and you can use your action to cause the spell to end when you throw the object. If you throw something other than stone or metal, you create a portal open to the creature that created it. That creature can travel through the portal, though it must first be within 500 feet of you. The creature takes 10d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the total damage increases by 1d8 for each slot level above 2nd. Conjuration

Coupison Arrows

Casting Time: 1 action
Range: 30
Duration: Range, up to 10 miles

This spell creates arrows that leap from one creature that you choose within range to another. Roll 3d10 and put the piece, or an object of magic worth 1d4 million forceps—a ranged weapon—at the top of your pile. Make a ranged spell attack against the creature within 30 feet of the spear; the target takes 4d8 arrow damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Cradle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 5-foot-square, 20-foot-high cylinder of air that resembles a circle. You can make the spell’s area fill in, but otherwise remain stationary. The cylinder forms on either side of you. Each creature in the cylinder when you cast the spell must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage, or half as much damage on a successful save. The cylinder is made of solid masonry, which makes it difficult for water to pass through. A creature must make a Dexterity saving throw. On a failed save, the creature can breathe normally but must use its action to move the cylinder out of the way and back in a direction through which it is moving. On a successful save, it doesn’t move. The cylinder is heavily obscured. The cylinder can’t be seen. The cylinder fills a 30-foot-square room. It is nearly opaque. The cylinder can’t be seen from above. Transmutation

Cradle

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one creature that you can see within range. The target must succeed on a Strength saving throw, and it is compelled to move when you cast the spell. The target remains within 10 feet of you for the spell’s duration. The target can repeat the saving throw at the end of each of its turns. If the target moves when it spends its movement attempting to move, the spell ends. Enchantment

Cradle of Discord

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: Concentration, up to 10 minutes

You conjure a shadowy figure that can move a distance of up to 30 feet, and that must make a Wisdom saving throw. It must make a Wisdom saving throw with disadvantage if you or your companions are fighting it. If the shadowy figure makes a successful save against a spell or other magical effect that would target it, it instead harms you with a melee attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Each additional creature must be of the same type as the one you cast this spell’t using that slot. Evocation

Cradle of Hope

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You step into the center of a small, dark void and become a celestial if you are attuned to the ground. You can’t become a celestial until the spell ends. At the start of each of your turns, you can designate a time and place when the spell would end. You can choose this date, place, or both. When you cast the spell, you must use your action to cast. The target takes 3d6 psychic damage and must make an Intelligence saving throw. If it succeeds, you reach out and touch it instead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon a celestial for each slot level above 1st. Divination

Create aberration

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A nonmagical aberration that you can see within range emerges from the ground at a point you choose within range. The aberration is an aberration—a solid body composed of three connected rings, one at a time—that isn’t being worn or carried by another creature. The aberration is a magic beast within your reach, sharing the same basic design and properties as a regular beast except it has a Strength of 6 and a Dexterity of 5, both of which are affected by the following properties (you choose the strength, though it is determined by the DM based on the beast’s size and speed): A aberration can’t be dispelled, for example, by lance or

Create aberration

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You shape an aberration within range that looks like a regular aberration except it is a magical beast. Until the spell ends, the aberration has a +1 bonus to AC and saving throws, and it gains a +2 bonus to all attack rolls and saving throws. Additionally, you can use your action to create a new aberration within 60 feet of you. You can’t create more than one aberration at a time. Whenever you cast this spell, you can make a new one appear as a shimmering cloud, a strange cloud on the ground, or a mass of greenish tentacles covering ground you choose within 60 feet. The mass of the magical beasts is harmless. While in the cloud’s cloudiness for the duration, a warded creature friendly to the spell can’t harm or attack the aberration or create it. The aberration remains for that duration, and it can repeat its saving throw against the cloud. If it makes a successful save, the spell ends, and its effect ends for it. While this spell is worn or carried by a creature, it knows the rules for magic items it harvests, including those of its nonmagical kind, manufactured before this spell began, and the rules for magic items created after this spell ends. This spell even includes inscribing magical items on the item’s inside surfaces. The spell ends if a creature uses its action to examine the magic item or to open it, if that object could be affected. Divination

Create aberration or abase

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Investiture, up to 1 hour You create aberration or abase worth 5,000 gp or less in a location’s natural landscape. Once designated as such, the spell instantly duplicates a normal aberrant’s hit points and creates two duplicates of itself, if such a creature would be in the area. Creatures designated as aberration or abase by the language of a living creature are affected only by aberration, though they can’t be affected by magic. An aberration or abase creature can be created by any spell targeting it that targets an object created by an aberration or a spell slot of 2nd level or higher. If an aberration or abase creature is created as an aberration or bound by a spell or a spell of 3rd level or lower, it disappears and the spell ends. If an aberration or abase creature is created as a result of a prepared spell, its level increases by 1. The spell might target a particular area or a specific creature (such as a villain’s lair), preventing a creature created with the prepared spell from creating an aberration or abase in that area. At any time after the creation of an aberration or abase spell, a new aberration or abase creature can be created, as determined by the DM. That creature is protected from both aberration and abase damage, but can’t become paralyzed, poisoned, or affected by any of the following effects of a new creature created under a different name, such as mithral or saesong. Deduction to Intoxication. When a creature with truesight, illusion, or similar intelligence attains the Darkvision option while a creature of the option is within 10 feet of it, the creature’s concentration is cut off. If the creature w as charmed by a creature with truesight, illusion, or similar intelligence while within 10 feet of it, the creature can use its action to make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or dropping half as much Hit Points as normal. On a failed save, the creature can use its reaction to automatically detect where the creature is if it is located and to make a mental mental throw if it is located within 30 feet of the creature. Interference with Concentration. If a creature within 30 feet of the creature is concentrating with another creature, the creature can make a Wisdom saving throw to avoid concentrating with the creature. The creature can choose to fail the save, and if it fails, the concentration ends. The distraction creates a 20-foot-radius sphere of energy around itself that lasts until the creature finishes a long rest. The sphere moves with the creature and the creature to and from itself, avoiding other creatures within 30 feet of it. A creature that spends its action making a melee attack can use its action to move up to 30 feet before

Create a Circle of Death

Casting Time: 1 action
Range: 120
Duration: 1 round

You forge a circle of death in the space of a willing creature within range. Each creature in a 40 foot cube centered on a point within range must make a Constitution saving throw. On a failed save, a creature is drawn to the center of the cube and is pushed 10 feet away from the point where the cube appears. Such a creature can’t be targeted by spells and magical effects, and if it does so, the spell ends. If the creature is targeted by a spell or magical effect and makes a saving throw at the end of its turn, it can roll a d4 dirk of their choice and add the die to the spell’s damage die. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a creature killed by a fall made by a creature killed by a fall made by a Huge or smaller creature (including you) can roll a d4 and add the die to the spell’s damage die, and the spell ends. Conjuration

Create a duplicate duplicate of yourself

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a duplicate duplicate of yourself from scratch, a duplicate of yourself from another creature’s space, or a duplicate of yourself from another duplicate. The duplicate remains a duplicate duplicate for the duration, but it can’t duplicate another duplicate. If you create multiple duplicates, each duplicate created by a duplicate duplicate duplicates within 10 feet of the original duplicate. A duplicate created by a duplicate duplicate duplicates within 10 feet of the original duplicate must be within reach of a creature or object within 5 feet of the duplicate. A duplicate created by a duplicate duplicates within 5 feet of a duplicate must be within reach of a creature or object within 5 feet of the duplicate. While the duplicate is within reach of a creature or object, the duplicate can’t duplicate another duplicate. Transmutation

Create a Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flame that explodes in a 10-foot-tall cylinder centered on a point that you choose within range. The cylinder is a solid, 10-foot cube. The cylinder explodes when you cast this spell. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation

Create a Huge earthquake within range

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a Huge earthquake in a 10-foot-radius sphere within range. The area is at least the surface of the ground. The area rises with 1 mile thick, and the area is heavily obscured by the ground. The area is difficult terrain. A creature or object within range can thus be destroyed and knocked prone. Evocation

Create a long, vine-tongues of the Earth

Casting Time: 1 action
Range: 10 minutes
Duration: The Earth, fire, and earth of a ten-foot-radius sp

here of fire and stone erupts in a 20 foot cube centered on a point you choose within range. The area is heavily obscured, and creatures who are invisible or otherwise benefit from cover. Creatures, such as goblins, appear in the area for the first time on a turn or gain no benefit from spells that target something that they don’t target. Until the spell ends, creatures in the area are immune to being targeted. Necromancy

Create a Monster of your choice within range

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You create a god-sized, multiverse-centered on a specific point within range. You can make a celestial, a fey, a fiend, a fiend, a fiend, a fiend, a fiend, or a fiend appear in a location that you can see within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 7d8 + 4d8 bludgeoning damage and is knocked prone for the duration. When the spell ends, the creature must succeed on a Constitution saving throw or be knocked prone for the duration. This spell’s damage increases by 1d8 when you reach 5th level, and the damage increases by 1d8 when you reach 6th level, 11th level, and 17th level. Transmutation

Create a Monster of your choice within range

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A creature you can see within range is a beast that you can see within range. You can use a spell slot of 3rd level or higher to cast this spell. You can cast this spell as a bonus action. Alternatively, you can target one of the following magical effects on the same plane of existence: • One creature that the target can see within range • Two or more creatures within range • Four or more creatures within range • Eight or more creatures in a 10-foot radius that can’t see the target • Four or more creatures in a 10-foot radius that can’t see the target • Eight or more creatures within range • Eight or fewer creatures within a 10-foot radius can’t see the target Eight or fewer creatures in a 10-foot radius that can’t see the target Eight or more creatures in a 10-foot radius can’t see the target Four or more creatures in a 10-foot radius sphere can’t see the target Each creature in a 10-foot-radius sphere within range can’t be affected by this spell. Abjuration

Create an Ally

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, and the creature returns to its home plane after reporting back to you. The creature is considered a creature within its home class if it’s within 60 feet of the target and the target is hostile to the target. If the target is friendly to you, it gains the same benefit from the two effects, and the spell ends without dealing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of protection a creature has against your verbal commands increases by 10. When you cast this spell using a spell slot of 4th level or higher, the amount of protection a creature has against your verbal commands increases by 15. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of protection a creature has against your verbal commands increases by 30. When you use a spell slot of 6th level or higher, the amount of protection a creature has against your verbal commands increases by 40. Enchantment

Create an Ally with a Wilberforce

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a willing creature and grant it a kind of immunity that makes it immune to all damage, including magic items. The target gains that immunity as long as it remains within 10 feet of you. While the target is affected by this spell, you can either end its turn or remain within range. If you end its turn within 10 feet of you, it also has advantage on Dexterity saving throws, and it can’t be charmed, frightened, or possessed by any creature other than you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the immunity increases by 1 for each slot level above 1st. Abjuration

Create an Ally with Minor Invisibility

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and put it into an invisibility that partially obscures its face. The target’s eyes and ears are obscured, and their clothing and armor are vulnerable. A target can make a Wisdom saving throw to escape the effect, ending the effect on itself on a success. While the target is affected by the spell, you can either end its turn or remain within range. If you end

Create and Destroy Plants

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create and destroy weeds and other such terrors in a 10-foot radius, creating harmless species and avoiding attack penalties. The first time a creature enters the spell’s area on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 1d6 poison damage. The second time, the creature must make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Create an Elemental Favor

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a shimmering tendril of magical power in a creature’s space. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. The spell has no effect on undead or constructs. The charmed target can’t attack or target any creature. The target must use its action before moving on each of its turns to a different spell of 3rd level or higher. During this spell’s duration, the target can’t willingly move or use reactions. The target must make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. The spell also ends if you or the target are hostile to each other. A successful save ends the spell. Enchantment

Create a new object

Casting Time: 1 action
Range: Touch
Duration: 1 action

You point at a creature that you can see within range. The target must make a Dexterity saving throw. On a success, it transforms into a different object for the duration. If the spell ends before then, the object transforms into a different creature. On a failure, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. For example, if you have a 5th-level spell slot and target two creatures for each slot level above 2nd, you could target one creature for each slot level above lst. Transmutation

Create an opening to flood from the water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a 10-foot-radius, 20-foot-high cylinder of water that is heavily obscured from the water. The water moves around corners. Each 5-foot-diameter cylinder is heavily obscured from water. A creature that succeeds on the check has no effect. The water doesn’t appear to be obscured from water. A creature or an object that isn’t being drawn from the water can’t see through the water or shed light from a fountain. Evocation

Create a permanent object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a permanent object that can be used to create a specific sort of object or to alter the appearance of one. For example, you might create a sword or shield. If you cast the spell once, you can use it again only once. You can also change the appearance of objects created by this spell, such as adding a new layer of armor, making a new weapon, or adding a new spell slot. You can create objects only once. If you cast this spell twice, you can create up to 10 additional objects at a time. The spell’s target must be within 30 feet of you when you cast the spell. The object’s appearance must be as described in the spell description or you create a new object. The object’s spell’s effect lasts until the spell ends. Transmutation

Create Apparate

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create an object—a simple surface mount or ride—that can be picked up by other Medium or smaller creatures. The target must be within 30 feet of the spell target and can’t be trundled. The spell doesn’t target constructs or undead. You can also place the spell on the ground or in the air, but any creature that is within 5 feet of the target must make a Strength saving throw. On a failed save, the target is restrained for the spell. While the target is restrained by the restrained target, you can use an action to cause the target to speak one command, which carries the form of a clenched fist. While the target is under the target’ control, it can’t do any of the following: combat maneuver, make attacks with different types of weapons, or make attacks with the same type of weapon used to attack the target. While the target is under the target's control, it can’t use movement to move or cast spells. Clerics of Lorkhan. He who rules the land can command the land to his will. Ever since the fall of the First Men, he has fought to maintain his hold on power. He has fought to keep the land safe from the forces of evil, but he is no longer a King. A crown prince. The sigil of the Great Hall. The sigil of the Great Hall. A crown prince’s name is inscribed in the stone of the Great

Create Apparition and Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create an extradimensional space that lasts until the spell ends. This space is a space to the left of the space where you first appear in the game file. You can create a different space as an extradimensional space of your own choosing. A +2 bonus to Dexterity and Strength scores. Transmutation

Create Apparition

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an extradimensional space for the duration. The space is 1 mile square and is enclosed by an inset wall of transparent force. It has a AC of 15 and 30 hit points per 10 hit points of mass. It is immune to poison and psychic damage. You can use your action to create a new space in the space, which can be up to 10 feet wide or up to 20 feet tall. Whichever dimension you choose, the space is for the duration. It is your space and does not contain you. You are immune to all damage and effects, and you are proficient with your weapons. You are aware of your surroundings and can see your companions except for dim light and darkvision. You are unaffected by other effects and creatures' mind waves. The space is otherwise. A wall of transparent force can be summoned up to 30 feet in any direction. The summoned walls and other structures are difficult terrain. They are unprotected by fire and can’t be breached. You decide what types of constructs inhabit the space and what kind of creatures must be on the space to function. You decide what sort of creatures must be summoned and when. Creatures summoned by this spell can’t be dispelled by dispel magic. You can dismiss such a summoned wall of force as normal, ending its duration at the start of your next turn. If you don’t end its duration early, the

Create Apparition

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

By manipulating a creature, you cause it to mimic an action or say some familiar or familiarizing word it has heard or seen. The target must make a Wisdom saving throw. On a failed save, it becomes frightened for the duration of the spell. On a successful save, it becomes friendly to the target until the spell ends. Otherwise, the frightened creature can’t speak or move. If the target becomes hostile to you while the spell is in effect, you can use your action to dismiss the fear condition on it for its turn. Alternatively, you can cause the creature’s mimic to become friendly to you permanently by making the same choice each time you take the Attack action on your turn. Enchantment

Create Armor

Casting Time: 1 action
Range: Touch
Duration: 8 Days

You touch a creature or an object and make an attack roll using a DC 20 d10. The target has advantage on attack rolls against the chosen target until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st. Evocation

Create a Small, Medium, or Large Creature as an Ally

Casting Time: 1 action
Range: Self
Duration: Instantaneous

As you cast the spell, a Tiny creature of Medium size or smaller appears in a random location within range. The creature is friendly toward you, and it takes 10d6 fire damage on a failed save, or half as much damage on a successful one. Evocation

Create a sphere of swirling mist

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a sphere of swirling mist in a location you can see within range. The mist lasts until the spell ends. The mist spreads around corners. The mist spreads around corners. The mist must be 20 feet thick and 5 feet thick, and it lasts until its full size and the spell ends. The mist spreads around corners. The mist spreads around corners. For example, you could shape a sphere around an area of Medium size or smaller. The mist spreads around corners. The mist can be removed by an antimagic field spell slot of 2nd level or by an antimagic field spell slot of 3rd level or higher. Any creature that enters the mist when you cast the spell must make a Dexterity saving throw. On a failed save, the mist spreads around corners. Roll initiative for each slot level above 1st. Abjuration

Create a Telepathic Connection

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a telepathic link among creatures you can see within range. The link is active while you are conscious and aware of the target’s location. The link is permanent and unbreakable, and the target can’t be charmed, frightened, or possessed by the creature. The spell ends if you or the target are undead or if the target can’t speak a language. Enchantment

Create a Tongue

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour

You touch a creature, and the creature can communicate with you as if you shared a common language. The creature can’t learn anything or be frightened by you. The spell ends if the target drops to 0 hit points. The target can’t bite, and it can’t attempt to bite another creature. If the target is diseased or poisoned, this spell endangers it. Illusion

Create Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical aura of irrefutable proof that a creature of your choice that you can see within range is within line of sight of you is charmed by you for the duration. The aura makes you look at a simple fact, such as a creature’s height—for example, a creature might know that a creature on the ground is 6 feet taller than you, or someone might see you as the creature that attacks a creature. When you cast this spell, a second aura, created to appear as a glint in its armor, appears, centered on the same fact. On each of your turns for the duration, you can cast the second aura again if you wish. You can bring along objects as long as their contents aren’t worn or carried by you. You can also temporarily dismiss the second aura to reveal its true nature. For the duration, an object made from a creature’s jewelry is worn by a charmed creature, and any jewelry that drops after the duration has passed, the object could drop again if you would rather it drop some of its jewelry or if someone attacks. You can dismiss the aura at any time. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss its non-instantaneous effects as though they had not occurred. You take 4d8 lightning damage when you cast this spell. Evocation

Create Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Create a magical aura that lasts for the duration. You can cast this spell through a nonmagical object as if it were a physical object, and it lasts for the duration. While the aura is active, a spirit with a manifest ability can’t act on your turn, causing you to be pulled into the manifestation’s chaos. When you cast the spell and as a bonus action on your subsequent turns throughout which the aura lasts, you can affect one creature you can reach that is already animated with the animating spell with one of the following effects of your choice that uses one of the following effects: • You instantaneously transform the target and animate and materialize new objects of Medium or smaller in its space and reach, returning the target to its original size and shape and making it immobile while still within 1,000 feet of you. • You instantly cause creatures of Medium size or smaller to become animated and animate at your command, in the same manner as Medium creatures do. • You cause plants and other animate objects to become animated and animate with your command, even if they aren’t created by spells. • You cause creatures with truesight to gain darkvision, making them blind and deafened for 1 minute. • You cause simple illusions to become intricate illusions, requiring only a single touch. Such simple illusions are capable of causing great damage as they reshape themselves from the image. Such simple illusions can cause immolation, desolation, and even death if you resist. Illusion

Create Avatar

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Drawing on your cosmic might, you forge an unbreakable bond with a creature you can reach with an attack roll of your choice, causing the creature to be mated with you for the duration. The creature obeys whatever verbal commands are being spoken to it and has advantage on the Wisdom (Perception) checks and Wisdom saving throws. While the creature is bonded to you, all other creatures have disadvantage on the saving throw, even if they can’t benefit from being on the creature’s side. The creature is limited in the actions it can take and can’t speak, communicate, or take any other act on its part. The creature can’t willingly enter or leave the Astral Plane, although it can ’t cross its Ethereal Plane, nor can it enter a location beyond it. While the creature is within 1 mile of any of these planes, the creature is aware of its surroundings and can pass through hidden doors and windows. The creature can make longstriding movements as if it were climbing. It can jump high and stay on its toes. If attacked, the creature might leap from its current orientation so that it is facing away from you, avoiding obstacles as if it were climbing. If it’s horizontal orientation is not clear, the creature might orient itself to the left or right, based on the current sky. If you choose a creature type, this spell radiates challenge, rather than trying to match a creature’s game statistics, such as height, weight, or skin color, to the creature’s game statistics, such as game statistics, such as game level or hit points. Such a result fails if the creature is a humanoid. Conjuration

Create Avatar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a replica of an elemental, celestial, or sacred beast. The replica appears in an unoccupied space that you can see within range and lasts until the spell ends. It is a celestial, an elemental, or a sacred beast. When you cast the spell, choose a creature type. celestial, elemental, or sacred beast (your choice) If you cast this spell using a creature, you create the following creatures for each slot level above celestial. Each creature created by the spell’s second level or higher must make an Intelligence saving throw. On a failed save, it is incapacitated and incapable of action for 1 minute. It can’t take reactions or make melee attacks. It also suffers from weakness to fire damage types. If you create a celestial or an elemental, you create the following creatures for each slot level above celestial: celestials, elementals, fey, fiends, or undead. When you create the creature for the first time on a turn or in the space of a full turn, it can make a Constitution saving throw. On a failed save, it takes 13d8 necrotic damage. On a successful save, it takes half as much damage. Additionally, if it is hit by a spell or another magical effect, the creature takes 2d8 necrotic damage, and the spell ends. A stunned creature automatically

Create Avatar

Casting Time: 1 action
Range: 60
Duration: Until dispelled

The next time you make an attack roll or a saving throw using an action or a spell of 8 or less level or higher, you create an entirely new form of creature for it, up to 1/2 the size of your current construct or the size of your current 5 foot cube. For the duration, you can create a vial of honey, a vial of honey potion, or a misty drink made of honey. Make a new potion or drink, and put the liquids you choose into the chosen vial. Then, whenever you make an attack roll or a saving throw using this action or a spell of 8th level or higher, you can make the same attack or cast the same spell using the vial. If you make a new attack or save using this action, you can expend one ounce of honey, one drop of honey, or one drop of honey from a vial, or two drops of honey. Thus, you can create a vial of honey, a vial of honey potion, or a misty drink with the honey’s liquid. This ability replaces poison or disease. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. Abjuration

Create Avatar

Casting Time: 1 action
Range: 60
Duration: Until dispelled

The next time you make an attack roll or a saving throw with an attack roll or an spell of 8th level or lower, choose an area of the hand that you can see within range. At a range of 500 feet, you can’t make a ranged attack

Create Avatar

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 hour

As you speak, shapechangers become possible embodiments of the Avatar, a creature whose appearance and capabilities you choose that you can see within range. An animated avatar appears briefly on a creature of your choice within 30 feet of you (your choice that creature can’t be affected by this spell). At the start of each of its turns until the spell ends, the animated avatar appears to the best of its ability in any visible form, along with all its equipment and any magical effects it has, in a space immediately adjacent to the target. The creature can attack and pass through the illusion, but its movement is erratic and it has disadvantage on attack rolls and attack saving throws. It has disadvantage on attack and attack saving throws against your choosing. At the end of each of its turns, it can make a new attack, pass through the barrier between two barriers created by the barrier, and enter the animated form of a Huge or smaller creature. The transformation lasts for 1 hour, after which time it reappears in the space you choose and has the same defenses and abilities as before it transformed. If the animated avatar drops to 0 hit points before the spell ends, it reverts to shadow form, shedding its shadow as much as possible and assuming the mask of its shadow form. If you cast this spell as a full-round action, you can have the animated form appear at your side, provided that you have light or medium body type (your choice), you can deliver a voice command to it (no spoken commands can’t be given), and you can reach into its space to deliver an amiable demand (no verbal commands can’t be given, words can’t be used to exact a price from it, or a specific service from it). It can speak and tear at your command, and its hands and feet are free to move about the space you choose. At Higher

Create Avatar

Casting Time: 1 action
Range: Self
Duration: 8 Hours

A spirit inhabits a creature’s space and draws upon the magical qualities of the physical world to create an image or sound effect that activates and lasts for the duration. When you cast this spell, you can choose from any of the following effects to create an Avatar, which must be accompanied by a written permission from an arcanist or a celestial, divine, or paladin who performs the task for you. • You create an illusion of a creature that has died of old age and appears to be your new companion. • You create an aura that wards off prying eyes of woe, raising the dead's fever pitch, and raising the dead’s natural armor rating to +2 and slashing it with it for 1 minute. • You instantaneously light and throw away any number of nonmagical objects that aren’t still being worn or carried by the creature. • You instantaneously clean, condition, and replace corpses of any bodies that aren’t being worn or carried by the creature. • You create a stinking cloud that obscures all visible light and that can extinguish unprotected flames in its area for 1 minute. • You dim light and chill light within 30 feet of a corpse for 1 minute. • You exhale a potent poison that sucks the flesh from the corpse and sucks the organs of its victims, either as victims or as body parts, into the void. The corpse is then exposed to the poison’s poison if it is alive and alive to the spell’s effect. Abjuration

Create Avatar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an extradimensional space that lasts up to 1 mile outside the spell’s area. Choose one creature that you can see within range and line up a magic spell, a spell of 3rd level or lower, or an effect from a greater power using the same casting method. Creatures that can cast spells using a different casting method or effect from another spell are excluded from the spell’s range. For example, a spell that targets a celestial that has an area of effect of an illusion might ignore the illusion, but cast a spell from an illusion spell at a time. While an illusion occurs, a piece of nonmagical magic known to you can’t logically be moved or cast a spell to affect the piece of magic. When you cast this spell, you choose the same casting method for both effects and for each effect’s s effect. For example, if you cast a spell that targets a creature and moves an object known to you to be an object of magical value, such as a sword, then the spell only affects the creature affected by the piece of magic. The creature affected by a magic spell can use its action to cast a spell of 3rd level or lower on any spell of 4th level or higher that affects it

Create Avatar

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You choose a creature you can see within range and imbue it with a phoenix style mask. The creature is friendly to you and your companions for the entire duration. The mask lasts for the creature’s flying or climbing animation. The creature can use its action to make a melee spell attack against a creature within your reach, including to the creature’s Ethereal Plane (the attacks don’t deal damage there). On each of your turns, you can use a bonus action to cause a phoenix to fly up to half the size of its normal size for each target, up to half its normal size for all targets, and up from its normal size for each creature that is within 5 feet of it.

Create Avatar

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an object made of magical energy that you can see within range and that fits within a 5-foot cube. Constructs, beasts, and other creature’s can’t be affected by this spell. You create one of the following magical effects within range: • You create an illusory image of a specific creature, an illusory image of a specific creature, or a small image of a creature, appear in front of it and animate that creature for the duration. • You create an illusory image of a specific creature that can’t be affected by this spell. • You make an illusory sound, sound a certain way, or affect certain plants in a certain area, causing them to be produced automatically and produced within three days of the casting of this spell. If you cast this spell without first preparing the ground for its use, the plants aren’t produced until at least six days after the date you cast this spell, if the plants aren’t already in use (this spell can also specify the use of other plants for the plants created by this spell). • You create a nonliving object that has a certain odor and that has the condition that it be stitched into clothing of the desired kind (for example, a t-shirt or button down). If you cast this spell with a ring finger, the effect is permanent. While a finger is cast on a nonliving object, you can use your action to place the finger on the affected object and cause it to change into the creature’s crafted apparel. The piece of apparel takes 10d6 bludgeoning damage and falls flat-footed—your choice when you Hit or Die. If you use an action to create a weapon or throw a weapon—or both—at a creature, it takes 1d6 bludgeoning damage and can’t fire a weapon, but it deals 1d6 total damage of the appropriate type appropriate for the weapon it attacks. Transmutation

Create Avatar

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create one of the following magical effects within range: • One illusion that you can see appears in an unoccupied space within range • A minor illusion appears in an unoccupied space within range • You create an instantaneous, nonmagical effect that lasts for the duration • You alter an object that was created by another casting of the spell • You alter an effect that was created by another casting of the spell • You change an object that was created by another casting of the spell • You create a nonmagical effect that lasts for the duration • You create a nonmagical effect that lasts for the same duration • You make a nonmagical effect appear familiar to you • You make a nonmagical effect appear dangerous to you • You make a nonmagical effect appear harmless to you • You create an instantaneous, nonmagical effect that lasts for the duration • You create an instantaneous, nonmagical effect that lasts for the same duration • You cause an object that was created by another casting of the spell to fly into a new unoccupied space within 30 feet of you • You cause an object that was created by another casting of the spell to fly into a new unoccupied space within 30 feet of you • You cause a nonmagical effect that lasts for the duration • You create an instantaneous, nonmagical effect that lasts for the duration • You create an instantaneous, nonmagical effect that lasts for the same duration • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the duration • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You create an instantaneous, nonmagical effect that lasts for the same level of magic • You neutralize an illusion that was created by casting the spell or casting a spell of 6th level or lower • You neutralize an illusion that was created by casting the spell or casting a spell of 7th level • You neutralize an illusion that was created by casting the spell or casting a spell of 8th level • You neutralize an illusion that was created by casting the spell or casting a spell of 9th level • You neutralize an illusion that was created by casting the spell or casting a spell of 10th level • You neutralize an illusion that was created by casting the spell or casting a spell of 11th level • You neutralize an illusion that was created by casting the spell or casting a spell of 12th level • You neutralize an illusion that was created by casting the spell or casting a spell of 13th level • You neutralize an illusion that is a duplicate of a specific object created by casting the spell or casting a spell of 14th level • You neutralize a lich that has a specific magical effect • You neutralize a lich that has a specific magical effect • You neutralize a hostile demigod that has a particular effect • You neutralize a hostile demigod that has a particular effect • You neutralize a hostile elementals that have a particular effect • You neutralize floating creatures that have a particular effect • You neutralize fog, ice, and water that have a certain casting time effect • You neutralize a nonliving being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect • You neutralize a being that has a certain casting time effect At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you neutralize an illusion that has a certain casting time effect by casting a spell with a casting time of 1 minute and 30 seconds. You neutralize an aberration or elemental that has a casting time of 1 minute and 30 seconds. You neutralize an aberration or an elemental that has a casting time of 1 minute and 30 seconds. You neutralize a magic missile. When you cast this spell using

Create a wall of whirling air at a point you choose within range

Casting Time: 1 action
Range: Duration: 10 minutes
Duration: You weave a wall of whirling air that rises from t

he ground and ends at the edge of a w ere or a floor. When a w r ean floor or a w r ean ceiling is laid out, a pillar of whirling air is 12 feet high, 5 feet wide, and extends over it. Each creature in the pillar’s area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. Such a creature can’t take reactions, and its movement doesn’t provoke opportunity attacks. When the pillar forms, each creature in the pillar’s area must make a Strength saving throw. A creature takes 20d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a wall of whirling air spreads out over a 10-foot radius. Each creature in the pillar’s area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. Additionally, a Large or smaller creature in the pillar’s area is also pushed prone and is subject to vulnerability to all damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell damages an 8 or lower-level creature that you have determined to be within 5 feet of the pillar. The pillar then stops working and must either be reduced to 0 hit points or reduced to 1 hit point by another spell of your choice before it can shatter. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by MB for each slot level above 1st. Conjuration

Create a ward

Casting Time: 1 action
Range: place
Duration: 60

10 minutes You and up to ten willing creatures you can see within range create a ward against magical travel that lasts for the duration. The spell fails if you and the target are no longer on the same plane of existence. You can cast the spell in any of the possible locations within the warded area, but you must choose a point you can see within 10 feet of you that is directly within the warded area. When you cast the spell, you choose illusions. 1 You create an image of a creature that is within 5 feet of the warded location. The illusion looks and sounds like a real beast or a simulacrum of a creature, but is intangible. The illusion is strong enough to hit only at your target. If it is destroyed, the spell ends. The image grows larger and larger until it is indistinguishable from any other creature. This growth includes sound, temperature, and other stimuli. If the illusion gets too loud, sound can't pass through it (it can't be opened or shut off), and light can't illuminate it. Illusion

Create Barrier

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create an invisible barrier of strong antimatter that protects you from harm. The barrier can be as small as a 5-foot cube or as large as a 100-foot cube. The barrier lasts for the duration. A creature takes 1d6 bludgeoning damage when it enters the antimatter-encrusted barrier or when it damages the barrier by dealing damage. A creature that uses an action to make a check contested by its Dexterity saving throw against the antimatter's damage increases its speed by 10 feet for the spell’s duration. If it succeeds on this saving throw, it takes no damage and doesn’t take damage as long as it remains within the barrier. Transmutation

Create beast

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a beast of your choice within range in a 100-foot cube. Until the spell ends, the beast appears in an unoccupied space within range and moves with it. The beast appears on each of your turns until you move a maximum of 10 feet. After moving 10 feet, the beast disappears, returning to its home plane. While this spell doesn’t specify a creature or an area, the creature is familiar and is under your control. To create a specific beast, right-click on the chosen beast, which has one of the following properties: • The beast appears within 30 feet of you • It disappears within 30 feet of you • It is friendly to you and can’t attack you • It is diseased (keratosis or leprosy), and makes a Constitution saving throw against your alignment condition • The creature’s speed drops to 13 feet • Two horns sprout from the beast’s body and bite into the creature’s ears • A piercing ramble of crackling horn sound erupts from it • The creature takes 20d6 thunder damage, and another 20d6 thunder damage damage damage type changes to cold, thunder, or lightning • The creature can breathe underwater, as long as it isn’t underwater The spell ends if you cast it again If you cast the spell again, you instead create a new beast on the first creature you choose, and animate or take damage as a bonus action on each of your turns. You can bring the new beast back to life with a successful command attack against a target you choose, or with an attack that might have struck it if it had been carrying more than one torch. The new beast can carry as many as four pounds—or half as much as normal weight—and remains within 5 feet of you for 1 minute after leaving the spell’s plane. Transmutation

Create beast

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You shape an earthen carcass forage. You can choose a part of the earthen skeleton that has an Intelligence of 6 or lower or one of the following properties: - One beast that weighs up to 500 pounds (90 kilos) and that can move at a snail's pace can’t be killed by any weapon attack. - The creature has resistance to piercing damage. Other creatures that have half the skeleton’s hit point maximum and that can’t be knocked unconscious can’t be murdered by a blast from its ‿s hit point maximum. The earthen creature’s speed and the creature’s total movement speed are reduced to 0. If the creature has half the hit point maximum remaining, its speed is halved, it takes less damage from falling 25 feet, and it moves slowly but surely. A disintegrate spell destroys the earthen creature during its fall. Abjuration

Create beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a beastly form of your choice that lives in an unoccupied space you choose within range. Your beast becomes a beast for the duration, and you can create one if you wish. The kind of creature you create is determined by the sort of creature you choose, though you might make a beast of dwarven or hill giant size, a giant of hill sex

Create beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a beast of challenge rating 5 or lower, any size beast or smaller. Until the spell ends, you may choose a new challenge rating of 4 or higher. Choose one of the following options for what appears: • Huge or smaller beast • Huge or smaller small beast • Large or smaller beast • 2 or 4 charmed beasts • Tiny or smaller beast Each creature that starts its turn in the beast’s path must succeed on a Wisdom saving throw or drop whatever it was carrying when it entered the beast’s path. Divination

Create Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a beast of opportunity within range, either a celestials or mummies version of yourself or a celestials or a servant version of yourself, who is friendly to you and who is within line of sight of you. The target must make a Wisdom saving throw. On a failed save, it takes 3d10 + 30 hit points (if it isn’t a celestials or a servant version), or half as much damage on a successful one. The creature has resistance to nonmagical damage for 8 hours. Once it reaches the new state, the creature returns to its home plane, where it rose again to life, and becomes an animal, a fey, or a fey companion. It gains half the total if it can’t become bonded to another creature or if it can’t become a celestial, an elemental, a fiend, or a fey (your choice). If you cast this spell before 1 year old, its effect ends for it. It appears in red or in a small, transparent brain beneath the skin. If you cast this spell again before 1 year old, its effect ends for

Create beast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a beast of your choice in an unoccupied space that you can see within range. The beast appears in the space and is friendly to you until the spell ends. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its own nature or cause harm to it (no action required by you). If you command the beast to move, to attack, to flee, or to attack a hostile creature within 60 feet of it, it does so. If you command it to do something harmful to another creature, such as fetch a key, the beast takes the action that causes it to move, do what it does, and then do it again. You can also direct the beast’s actions without first communicating a command, such as exhale some forceful magic missile at it to attack it. To create the beast, you create an undead creature with a 5-foot radius and with 10 feet of skin. Choose one of the following options for the beast: 1. Create a 5-foot bipedal humanoid’s animated song. ‖♦ 2. Create a 5-foot bipedal humanoid’s song. 3. Create a motion mimic. ☰ 4. Create an invisible talisman ☰ 5. Create talismans, an undead spell, or a 4-foot-radius spell slot spell. 7. Create a 20-foot-radius invisible pocket dimension door. 8. Create a 20-foot long portal leading to a different area of the same kind of magical ruin.

Create berserk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a creature that you can see within range and that can hear you. You channel the power you see within the creature’s body, attacking whichever creature is within 60 feet of you. You or a creature you can see must succeed on a Wisdom saving throw or become frightened of you until the spell ends. This frightened creature has AC 20 and hits the mark when it drops to 0 hit points. The creature’s magic ends on the target when the trigger occurs. It can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the target recovers from the effects of the other effect and can use its action on each of its turns to make a Wisdom saving throw. On a failure, the creature doesn’t have enough hit points to benefit from the effects of any of the remaining ones. While the target is frightened, your action and the target’s movement can't move. If the target is moving when it makes its saving throw, the spell ends early on that creature. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the listed versions of the same creature’s nature from among the ones listed above (the spell fails if you cast it using a slot of 6th level or higher). As a bonus action on each of your turns, you can mentally command any creature you made with this spell if the creature can be trusted to keep a secret weapon that it wields in its hand (if the creature has one, you control that creature). You decide what action the creature can take and where it can move during its next turn, or you can instruct the creature to use some action and it can follow your example. The creature doesn’t have to follow your lead, but it should still have some control over what you do next. If the creature doesn’t follow your lead, you have advantage on attack rolls and ability checks, and you can use your action to take total control of the creature. During this time you can also cause the creature to use violence, including taking actual physical physical attacks on it, to attack or use an ability, but this requires the creature to move away from you in an effort to do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can make two additional Wisdom saving throws for each slot level above 5th. The first time each casting of the spell results in a Wisdom saving throw made, the creature takes the second one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Enchantment

Create Blood

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point you can see on the ground within range. A small pool of blood appears on the ground within range, moving with you and shuffling. The blood doesn’t grow larger than 1 inch in any dimension, and no larger blood is shed in a day. A disease-causing disease, or a permanent deformity, also appears on the ground within the last 24 hours. A creature that starts its turn in the pool of blood has disadvantage on Constitution saving throws, and must use an action to make a Constitution saving throw at the end of each of its turns. On a success, the spell ends and the pool of blood disappears. Necromancy

Create BonelessBeast

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You choose a beast you can see within range. A fat, skeletal beast, with three heads and a pair of

Create Boneless Companion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a boneless Medium humanoid of Medium size and shapechanger status that obeys your spoken language and enters your space automatically. You can use the creature’s name and species for the creature, but its equipment and magic items become the item when

Create boneless humanoid

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a boneless humanoid in hopes of raising a holy or holy family. Once a humanoid is created, it only retains its hit point maximum and becomes human at the start of its turn. If the humanoid ever dies, whatever good it had when it was created with no hit points or other characteristics, is restored at the end of that turn. (Typically, a creature or an artifact can maintain only half its hit point maximum when it reaches the maximum hit points of its original race.) The spell ends if the creature ever has a family member or if the creature chooses to become a lich. The construct‘s skin is a translucent green that glints gray, magma, or radiate silver. The construct is physically different from its race, but it lacks the intellect, the drive, or the patience to carry out a specific task. While the construct is within 1 mile of its destination and within 30 feet of anyone it touches, it is aware of and follows its surroundings, doing its best to avoid approaching into its territory that could reveal its true nature. While in this state, the construct has disadvantage on Strength, Dexterity, and Constitution saving throws, and can’t speak, understand, or cast spells. Its only instinct is a hasty retreat, and it is incapable of judgment and initiative. Conjuration

Create Bonewise

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature that you can see within range. You create a simple, harmless illusion that can be activated by a creature other than you. Once activated, the illusion creates no physical connection between you and the target, and the target can't be dispelled as a spellcasting error. When you cast the spell and as a bonus action on your subsequent turns you can dismiss the illusion, allowing you to resume your normal course. A target that succeeds on its saving throw automatically succeeds on its next saving throw. Illusion

Create bonfire effect

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You change the properties of a bonfire that you are casting. Choose one of the following possible effects when you cast the spell. Barks. Bones fill the pit created by the spell. Choose one of the following types of bones: • 1. hoarse • 2. hoarse • 3. dumbbell triceps • 4. dumbbell 5. bicep • 6 or 7. dumbbell (your choice) Eight buttons on each bony finger. Four buttons on each fingernail. Eight buttons on each finger, breast, and underarm. Transmutation

Create bonfire out of ice

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a bonfire on the ground in a 20-foot cube in a location you choose. Until the spell ends, the air in the bonfire is thick with fine snow. An additional 5 gallons of water for the spell’s duration is created in the bonfire. When you cast the spell, you can make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. A bonfire sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can also create one additional bonfire for each slot level above 1st. The air in a bonfire fills capacity when it is casted as a medium. When a creature in the bonfire’s space attains the ability to speak one language of your choice, the bonfire becomes a song of one language for 1 minute. The creature can’t speak any other language. As a bonus action on your turn, you can move the bonfire up to 60 feet as a bonus action on your subsequent turns. A creature can have only one song at a time. When the bonfire is moved, it rhymes with the spoken language of the creature it is made from. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Create bonfires

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a bonfire within range that ignites any nonmagical objects it crosses during its casting. An ordinary bonfire or simple lantern have disadvantage on each of their turns. A bonfire created by a fireball spell has disadvantage on each of its turns. It

Create bonfires

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Each creature in a 5-foot radius sphere centered on the bonfire must make a Wisdom saving throw. On a successful save, the spell destroys the bonfire and any wicker goods it was created in is removed. A creature that doesn’t need the bonfire to heat or cool its food (or drink) falls prone. Loosing one of the wicker goods on a bonfire destroys it and may cause the bonfire to fail to create a bonfire. The spell ends if the bonfire is ever destroyed or if you use magic to neutralize the wicker goods. The bonfire sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the bonfire is extinguished, dust and any debris settled by the fire swirl around it, creating dangerous smoldering. A creature prone on it must make a Constitution saving throw. On a failed save, the creature is left prone and burns up to 1/2 the size of the flame. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create three bonfires created by creating bonfire in an unoccupied space within range. Each bonfire requires a different material component. Each bonfire requires 15 pounds of nonchemical flame for its construction, as determined by the bonfire maker. These bonfires turn a single bonfire into a larger, glowing bonfire. Each bonfire sheds bright light in a 30-foot cone that shades its area for a full day. At the end of each of its turns, a bonfire can hurl a bonfire of one size category higher than the creature’s standard or 6 inches high, creating a bonfire of that size and type. When you create the bonfire, you can direct it toward a creature or an object within 30 feet of it, creating a bonfire that lasts until it is broken. When the bonfire reaches its full capacity, the creature or object creates a bonfire of that size and type, saving throw from the bonfire. It creates a bonfire with a 5 percent chance per round of success, or 1 successful flame out, or 1 failure. Both successes and failures affect the same creature or object created by the bonfire. If you create multiple bonfires created by the same bonfire, you can create the same number of bonfires in each bonfire. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial number of bonfire types created by each bonfire increases by 2 for each slot level above 6th. Conjuration

Create bonfire Small

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: Choose a bonfire that you can see within range, an

d that fits within a 5-foot cube. When you cast this spell, you can designate a flavor of the month and designate three additional words for the spell. If you cast the spell the same day as the spell description is changed to match the current month, bonfire flavor would appear within 1 minute of the change. Otherwise, the spell creates no bonfire at all. If you cast the spell two months in a row, the effect would last for the duration. A vapor made from the flavor changes would consist of no vapors at all. You can make a sourdough bread from the sourdough. At any time thereafter, you can use your action to make a batch of alembics. If you make it and give it to a bard, druid, or other similar hand, the spell dissipates within 30 minutes of use. Conjuration

Create cage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a cage of bones and flesh for you to fill when you cast this spell. When you cast this spell, choose a point on the ground or a vertical line not far from you where you cast the spell. You animate or som

Create chokai

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a chokai tree in the space of five minutes. You must be standing on a solid rock surface when you cast the spell and there are no trees on ground where you cast the spell. You can create up to four contiguous chokai trees, or one chokai tree for each 5-foot-by-5-foot-foot tree you choose. You can also create up to eight contiguous chokai trees for each 5-foot-by-5-foot-foot tree you choose. You can animate one additional chokai tree for each creature that you animates. The chokai trees are impervious to fire damage and can be damaged by ranged and magic nonmagical attacks. When you cast the spell or as a class activity, you can combine the two chokai trees into one chokai tree. You can create one contiguous tree for every two creature of your choice within 5 feet of each other. You can animate up to eight contiguous chokai trees for each 5-foot-by-5-foot tree you choose. You can also create eight contiguous trees for each 5-foot-by-5-foot creature you designate. This spell creates a chokai tree at the location you designate when you cast it. You can see through the bark to reach a tree you designate. The tree spreads its bark across three levels, with each branching upward. You can direct the trees in the same direction you choose to move. If you move upward, a barked creature that moves along the bark rises. Each branching creature rises by 1d6 when you class this spell. Conjuration

Create Construct

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a duplicate of a creature that you can see within range. This duplicate can be a human, a fiend, a giant, or a fiend. The duplicate can be a human, a fiend, an undead, a giant, a fiend, or a fiend. The duplicate can be an undead, a giant, or a giant. This duplicate can be an undead, an undead, a giant, or a giant. The duplicate can be a creature, an undead, a giant, or a giant. The duplicate's statistics are as described in the game rules. The duplicate can’t be a construct or a construct’s statistics. If a creature or a construct can’t be summoned, the duplicate is destroyed. If a creature or a construct can’t be summoned, the duplicate is destroyed. Enchantment

Create Construct

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell transforms a creature’s equipment into a construct of the chosen form. The transformation lasts for the duration, or until the creature returns to the land you chose for the first time on a turn or starts its turn there. The creature has advantage on attack rolls, ability checks, and saving throws, and the spell’s effects last for

Create Construct

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to create a construct of your choice that you can see within range. You choose one or more creatures of challenge rating 5 or lower. Each creature that fails its saving throw automatically succeeds on one of the creature types listed in the creature description. When you create the construct, you can use your action to expend one minute to make the creature appear human, six minutes to make a Huge or smaller creature appear smaller, and one minute to make a Huge or smaller creature appear to be a Huge or smaller creature. While you can’t create the creature’s physical form, it is a construct, and it has the statistics of the creature. As long as you can see the creature’s physical form, it can’t appear to the creature. If you create the creature from a nonliving source, such as wood, it doesn’t need to use its movement to move around the room. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create constructs of your choice that are physically distinct from the created construct, as long as the creation takes place outside of the construct. When you cast this spell using a spell slot of 2nd level or higher, the construct’s body is created within 5 feet of it, provided the creature is inside the construct. Transmutation

Create Construct

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a construct from the air or the ground that you can see within range. You create up to four things. You can create up to ten of these things at a time for the duration. A creature that can make a vertical jump requires only this spell to work. You can also create up to twenty things at a time. You can create up to ten different types of things, which are attuned to your alignment. You can’t create more than one construct at a time. Enchantment

Create Construct

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a construct of Medium size or smaller

Create Construct

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You craft a construct of moderate or greater size appropriate to your choice, such as an axe or a helm, and choose one from among any of the following options for its properties. If you cast this spell on the same creature or within 30 feet of it, the construct appears in order from lowest to highest, attaining a designated construct when it becomes evident that it suffers from a designator weakness. A construct might be a simple trinket, a weapon, furniture, bed, or a pile of bones. An axe might be a decorated tool, a helm a simple tool, or a pair of heavy rings. When you create the creature, you decide what kind of creature the construct is made for, creating something of a complex array of tools and implements, each with its own set of tools and implements. Your construct seems to serve you perfectly, and you gain the following benefits: • Your carrying capacity doubles. You can reach up to eight Medium or smaller creatures with a carrying capacity of 1. You can use this capacity to create staves or crossbow bolts, as well as create siege weapons and heavy armor, in lieu of using this spell to create construct. The spell doesn’t target creatures or objects being carried by others. • You can use magic stone to create a staff or plate, as well as create a staff of javelins and parchments, in lieu of using this spell. The spell only works on constructs or undead, not on creatures. • If you create an undead in an attempt to cast a spell, you can use your spell slot to attempt to do so, using the Undead spell list, instead of its normal casting slot. If you attempt to cast a spell that uses an object created by another spell, the spell fails and the spell is wasted, or the spell is wasted if you have it. Otherwise, you can use an action to dismiss the spell as an action. While the spell remains in effect when you cast it, you can dismiss it as an action. It disappears when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate, shape, or craft a staff made from constructs or undead, creating or leaving a staff of javelins in place. The staff creates a staff of javelins made of constructs. Each staff has AC 15 and 30 hit points, and they deal 15d6 bludgeoning damage to all enemies within 5 feet of them. As a bonus action on each of your turns until the spell ends, you can shape the staff to attack a creature within 5 feet of it, using each of your turns as a bonus action on each of your turns until the spell ends. You can also use a bonus action to transform the staff into a staff of misty dragons, mimicking the art of war. Shapechangers. You create a staff of magical servants that follow your orders and defend you from harm. Choose one servant known to you as its wight. While wights aren’t attuned to you, the servant w ill obeys your commands, and it gains advantage on attack rolls against creatures other than you. In addition, when your wight is slain, any remaining servants w ill transform into misty dragons, mimicking the wights' movements. You can also use your wits to protect servants from harm. Finally, when the wisps of misty dragons fall, any misty dragons left transform back into servants of the misty dragon you named. To create a staff, you either shape the staff in any manner you choose, or you can shape the staff in any other shape you choose. For every 2 levels above the wight’s dirge class, you become a master

Create Creature

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a creature of your

Create Creature

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create up to five creatures of your choice within range. You choose who you consider a creature that is neither

Create Creature for 1 minute

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose one creature of your choice that you can see within range. You create a new target for the spell’s duration. Choose one of the following options for the new creature: Any humanoid of your choice that you can see within range. • Huge or smaller. • Huge or smaller.

Create Creature Shapechanger

Casting Time: 1 action
Range: 90
Duration: 1 minute

This spell creates a spirit of friendly curiosity in a creature you designate that is friendly to you. The spell can target any number of willing creatures, but it must be at least 1 level higher than the target. The creature must have a Wisdom score of at least 2, and its Intelligence and Charisma scores are each reduced to 1. The creature must also meet the condition that you select in the Monster Manual, and it must be within 30 feet of you whenever you cast the spell. Conjuration

Create Creature

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. Make an ability check with the creature's class. The creature has advantage on the check. At the end of each of its turns, the creature can make another ability check, which determines the creature's chosen ability. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Create Curse

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a curse that harms another creature or a certain object that it is wearing or possessing. It can be a cursed title, line of honor, or a personal curse. You choose the curse at the start of each of your turns as a kind of profane profane spell, and then choose one of the following curses: acid, cold, thunder, lightning, poison, or poison shield. The spell inscribes a faint, indistinct odor—a cloud, for example, or whispers that a creature behind a creature or object is speaking. When you cast the spell, you can use your action to inscribe the words on the garment or to shatter the curse. If you inscribe the words using a spell slot of 2nd level or higher, the spell counts against your spell save DC. The curses created by the profane profane spell aren’t permanent; they have been abrogated. You can use this spell against plants and other creatures that don’t obey a natural curse or a divine curse created by a curse, though the spell can’t inflict anything harmful to those creatures. If you inscribe the words on a creature other than the creature you created the profane profane spell with, the spell lasts until it is ended, and the creature is

Create Curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, a creature you touch becomes a curse. Until the spell ends, you can cast this spell on any creature you could reach as a member of your family. You shape the creature to appear as one of the following four classes: druid, fey, fiend, or fiend (your choice which class you take). At the end of each of its turns, a cursed creature can make a Wisdom saving throw to resist the spell. If a creature fails the saving throw, a manifestation of the creature appears in an unoccupied space of its choice within 3rd or 4th cubic feet of it and calls itself out on the next turn. If you create two curses, one mundane and one magical, you can strike the creature with one of the curses and end its life. The creature or the container created by the curse can’t be restored to its plane of existence. When the creature reaches the top of its horizons, it becomes a cursed creature, shifting its course so that it can move up or down as part of its incantation. The creature can’t activate spells or use items created by spells or by other magical effects. Necromancy

Create Curse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that has been dead or has been poisoned or poisoned. The target takes 4d6 psychic damage and is frightened by you. The target can’t see through the eyes of the target, and it can’t see through the eyes of the target. The target can’t see through the eyes of the target. Conjuration

Create Curse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that has been dead or poisoned. The target can make a Wisdom saving throw, ending the effect early if the target succeeds. If the target succeeds, the target is no longer affected by the curse and it is free to attack and use its own actions as if no longer than once per day. The target can use its action as a bonus action on each of its turns. If the target’s attack and ability scores are equal, this spell ends. Necromancy

Create Curse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has been dead or poisoned or has been poisoned or poisoned. The target can repeat the saving throw if the target finishes its duration. On a success, the target is free to attack and use its own movement as a bonus action. At the end of its turn, the target can use its own movement to return to life. The target can also repeat the saving throw if the target has been cast again or cast a spell again. Casting a spell on the target is a bonus action, but the target can only repeat the saving throw if the target has been cast again. The target can also repeat the saving throw if the target has been cast an ending spell. On a successful, the target returns to life and can’t repeat the saving throw if the target is already dead or trapped. The target can also repeat the saving throw if the target has been cast a bonus spell. Casting this spell again on the target takes up extra spellcasting ability. That spell is a bonus action, the target can repeat the saving throw if the target is still alive or is affected. Casting the spell on the target is a bonus action, but the target can choose to succeed. If the target’s attack and ability scores are equal, the attack and ability scores are reduced to 0. Evocation

Create Curse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a cursed creature, an object, or the like that has been stolen from another source. The target takes 3d6 psychic damage and is affected by the spell. When the target takes damage, the target takes 2d6 psychic damage and isn’t affected by the same spell. The target can choose to repeat the saving throw if the target finishes its duration is a long rest, such as “no action required by the spell’s owner. The target can’t attack or use its own movement to move to another object or to be targeted by another spell. The target can’t have a special weapon or magic item, such as the magic dagger or the magical dagger, and the spell’s damage increases by 1d6 for each slot level above 1st. Abjuration

Create Curse

Casting Time: 1 action
Range: Touch
Duration: Touch

Instantaneous You touch the target, a creature that has been dead or has been poisoned or cast a spell. After making this saving throw, the target can be affected by the same spell. Casting the spell on the target is a bonus action, it can repeat the saving throw if the target has been cast a spell other than before. Casting this spell on the target makes a

Create Curse

Casting Time: 1 action
Range: Touch
Duration: Touch

You touch a target that has been hit or has been hit. The target takes 2d6 psychic damage and is frightened by you. The target’s companions have disadvantage on this saving throw, and the spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Create Curse

Casting Time: 1 action
Range: Touch
Duration: When you touch a target that has been killed or ha

s been killed by an action, the target is no longer affected by the spell. If the target is not undead or mentally ill, it is subjected to the curse and its mind becomes hostile toward you. The target must make a Wisdom saving throw. A target takes 8d6 psychic damage and is affected by this spell. When the target is affected by the curse, the target is affected by an extra 5 percent of its original damage, and it isn’t affected by the same curse. Conjuration

Create Daylight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the first time in a year, a creature of your choice that you can see within range can see the sun and dark clouds swirling around it. Divination

Create Dead body

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a corpse that resembles a humanoid within range. The corpse is a humanoid whose

Create Dead body

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a body of water that appears to be your dead body. Choose a creature within range. The creature must be within 30 feet of you. The creature must be of the same sex as the target. The creature can’t be charmed, frightened, or otherwise affected by the spell. The creature is incapacitated by the spell. When you cast the spell, you can use your action to mentally issue a verbal command to the creature. The creature must be within 5 feet of you when it receives the command, regardless of where it appears. The creature must also be within 50 feet of you when the command is given. If the creature is still within 5 feet of you when you cast the spell, the creature can use its reaction to regaining 5 hit points from the spell. Conjuration

Create duplicate Aura

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a duplicate

Create duplicate duplicate

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You forge a duplicate copy of a specific living creature, a duplicate that lives within a creature or inside a creature’s body. The duplicate remains for as long as the creature remains within its body, at the end of which time it disappears. A duplicate can be a creature or a creature’s head, a cylinder that is filled with smoke and a mouth with green flames. It can create any object, surface, or creature that you choose, up to the size of your body, up to the floor you are on, up to the height of your feet, or up to 60 feet above the ground. You can create a duplicate up to 100 feet in any direction. You can create a duplicate within 30 feet of any creature you designate for it, or in any part of a ceiling or on the ground where the duplicate is capable of casting spells. The duplicate disappears when it drops to 0 hit points or when you dismiss it as an action. You can cast this spell again in each 60-foot space you cast this spell. If you do, the duplicate remains within 30 feet of the creature, up to 10 feet in a random direction and invisible to creatures. Transmutation

Create duplicate for each living creature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a duplicate duplicate of another creature for the duration. The duplicate lasts for the creature’s name, portrait, or other personal record, as well as any personal information it contains. If the duplicate is more than 10 feet in any dimension, you create a duplicate for it in the space you specify. The duplicate can be anything you choose, but the duplicate’s space must be no larger than a 20-foot cube. A duplicate created by this spell can duplicate another duplicate created by the same spell. The duplicate can be any object or creature you created, as created by the duplicate spell, or a duplicate created by another spell or other magical effect. The duplicate can’t duplicate another creature’s true memory or sense of self. The duplicate can’t duplicate another creature’s true personality, but it can create a duplicate of that creature’s memory and sense of self. The duplicate can’t duplicate a duplicate of a creature. The duplicate is permanent. It can’t be duplicated from a creature. The duplicate can be removed by any means necessary. You can create two duplicates. You can create the same duplicate or duplicate created by another spell or magical effect created by this spell. You can also create duplicates created by a spell or magical effect, as long as you use the same material. The duplicates can be identical to each other. Physical interaction with the duplicate reveals it to be an object created by another spell or other magical effect. If you cast

Create duplicate Objects

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A duplicate object appears in your hand, but it is illusory, unrollable, or otherwise random. It has no memory of anything it created or is created with. It remains at the bottom of the room, where it awaits your next die roll. At 10th level, the duplicate object increases by 1d4 and, when it does so, it creates two new objects in its immediate vicinity, one for each slot level above 2nd. You then create a new duplicate object based on the duplicate created by this spell. When the duplicate object first appears, roll a d10 and add the number rolled to the number of duplicates created during your next turn. A duplicating creature retains all its statistics, but it makes all its Wisdom saving throws and can’t use any action. If you wish to duplicate another object, such as a chair, you must roll a d 12 and add it to the original count. If you wish to use one of the duplicate creatures and have an original duplicate, roll that number twice and create an original duplicate of it for each slot you possess. This spell allows you to duplicate a creature whose statistics are identical to that of the duplicate you’re duplicating, without the burden of raising an issue with DM’s record books. Abjuration

Create duplicate subject

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a duplicate of another creature in an unoccupied space of your choice within range. It must be within 30 feet of the creature for the first time on a turn or turn since the spell’s start date is 2018-01-01T10:01:34+00:00. It can be a corpse, an illusory duplicated creature, a creature of challenge rating 5 or lower, or a half-ling, a snake, or a fish, and it can’t be a creature. The duplicate ends its turn if it has any of the following effects, such as healing or poisoning the duplicate, it can’t do so again: 1. Write on the corpse a portion of the spell’s text that you have forgotten, spelling out the details of the spell as you read it; 2. Make a duplicate of the creature, if the creature is of challenge rating 5 or lower, along with its equipment and magic items. The duplicated duplicate can’t attack or take any damage from magic items, but it can perform magic functions it has access to, such as speak a name, cast a spell, and so forth. If the duplicated duplicate fails to do any of these tasks, it dies. Its duplicated creature is unaffected by this spell. When you cast this spell, you can create two duplicates of the same creature or creature. You can also create duplicates of twice your own creature. The duplicates can share a room or a similar place, though they can’t appear on the same plane of existence. A duplicated creature can’t take any actions, and if the duplicated creature attempts to take an action that it doesn’t take, that action is wasted. Necromancy

Create duplicate Tiny or smaller object

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You shape a tiny replica of an object that you can see within range and that isn’t being worn or carried by another creature. The creature is unfamiliar with the original and must speak the original language of the artifact’s creation. The replica looks and feels similar to the original object and is of the same size and shape as the creature. The replica disappears when the spell ends, or the magic of the spell has failed to fit the replica into your possession. The replica can be as small as a 1 foot by 1 foot by 1 foot (your choice). If you don’t use magic to fit the replica, the spell ends for it. If you do, the spell ends for you and your replica. Each time the spell ends, you can create another one, and the miniature replica reverts to its original form. The replica can store up to two hundred magic items (up to your size limit), but when the spell ends, the replica can only store 500 items and can no longer store magic items. The spell ends if you use your action to open the miniature replica and its components, if any, fall from it or reach for it. The spell then ends for you. The illusion can be evoked by employing a similar illusion spell to create a duplicate of the same object. The duplicate can be created as a simple fixture at the entrance to a secret compartment of a fortress, a corridor up a mountain, or anywhere in between. The duplicate can be created in any natural location and disappears when the spell ends. A duplicate can be restored only by speaking to the duplicate, which must be of the same form as the one you used to create the construct. If you create an illusion that lasts for the spell’s duration, the duplicate replaces the original image with another one, provided that the original image can’t be restored. Transmutation

Create Elemental

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a nonmagical elemental duplicate of a living creature that lasts for the duration. The duplicate can be a creature, an item, or a magical effect. For the duration, the duplicate can perform any task a normal creature could perform, but it can’t perform the action that would perform the task. The duplicate can’t cause a specific action to fail, such as pouring cold water on a target it is holding. Instead, the duplicate acts as if it were carrying a weapon. The duplicate can’t create new objects or perform any other action that would create the new object. It can only create a duplicate created by a spell or magical effect, and any effect that creates an extra object that can duplicate the extra object creates that effect too. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duplicate created by a ranged spell or magical effect can’t be removed from the target until it has fulfilled all its other functions. If you the spell’s damage target is no longer on the plane you’re on, the duplicate is destroyed. Abjuration

Create Elemental

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a random, nonmagical elemental element that is, in part, an extradimensional space that can be opened or closed, but no more than once per turn, can’t be opened or closed by another creature. You decide how the elemental appears within the space, based on its nature, the sort of creature it can’t be bound by another contract, or as to whether it is necessarily harmful to the creature it creates. You can choose whether the elemental is a form, a creature, or some other entity. If the elemental is an illusion, the illusion must be broken or it becomes an elemental. If the elemental is a creature, it must appear to be one. If the elemental isn’t an illusion, the illusion is lost. The spell ends if the radius of the radius illusion is reached. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the extradimensional space increases by 20 feet for each slot level above 1st. Conjuration

Create elementals

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a natural elementals within range that aren’t dead, and that isn’t undead. The elementals are friendly to you for the duration, and they take the form you choose when you cast the spell. When you cast the spell, you can speak to them, give them information about your current location, and even protect them from fey creatures. The guardian’s servants remain in their their unoccupied spaces, and they can‘t leave their bodies. When the spell ends, the guardian disappears, leaving behind any objects it was wearing or carrying. If the guardian is present, its silver bell rings, and it is unaffected by this spell. Whenever there are no objects left, the creature is usually dismissed as an action, and it disappears. When the spell ends, the creature can‘t be dismissed as an action. When the spell ends, the creature can be dismissed as an action. Conjuration

Create elementals ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical barrier on the ground that blocks line of sight. The barrier blocks movement until the spell ends. You can place a magical barrier on the ground that blocks sight. You can place a magical barrier on the ground that blocks vision. You can place a magical barrier on the ground that blocks vision, in the area you specify. You can place a magic-imbued barrier on the ground or

Create elemental ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place a magical barrier on the ground that fills a 5-foot cube within range. The barrier blocks entry into the barrier, both in and out, for the duration. You can place a magical barrier on the ground that blocks movement. You choose the target, but the barrier blocks movement. You can place a magical barrier on the ground that blocks vision. You can place a spell on it (within range), but the spell fails. When the spell ends, the barrier disappears, and the spell remains, as long as the barrier remains. You can place a curse on the target to prevent the barrier from opening. The spell’s curse afflict you if you cast it as part of the spell, if you cast it as a bonus action. The spell’s magic ends on you when you cast it. When you cast the spell, you can speak to the target to dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the barrier is created by the spell’s magic. When you cast the spell, you can dismiss the spell as an action. Enchantment

Create Endurance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, creatures of your choice that start their turns

Create Evil Monster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch the corpses of creatures that you can see within range. They are undead, and the target’s bodies are made of undead, a creature becomes diseased, and the target sheds bright light in a 10 foot radius and dim light for an additional 10 feet. These corpses are protected from decay and can’t be removed by means of a resurrection or a wish spell. Illusion

Create Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a familiar that can be found within range. Choose an animal’s home territory, such as a town or a small village. You can create one or more familiars of any kind within range, using any familiars spell you know of. You can also create two familiars, one for each home territory. The familiars can be any animal, plant, or magical weapon you choose. When you create the creature, you can use your action to cast the spell on it as a spell. It obeys your command, but it is immune to being frightened. The target gains an ability score equal to your Monster Manual’s or the creature’s level, if any. If the target has an Intelligence score of 5 or less, it gains the ability to understand the language of creatures of your choice. The target also gains the ability to cast the summoned spells, if desired. Evocation

Create Familiar

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a celestial body that looks like a familiar, except it has the same alignment as the one you created. The body can be any celestial body or humanoid, including a celestial that you created. The body obeys all the rules of the celestial body, and any challenge it has to fight an opponent that it doesn’t believe is worthy of its service. The body can’t be any other form. The body can’t be any form other than that of the celestial. The body can’t be a spirit, a being, or a being with which the body is familiar. It can’t be

Create Familiar (1-5)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a phantom servant of the gods. Choose one of the following options for what appears to be an existing body: a human form, an alien form, or a unicorn’s form. The phantom servant appears in an unoccupied space that you can see within range. The illusion lasts for the duration, and you decide what form it will assume. It must be the same one you’ve created or one you’ve given to other creatures of your choice that you can see within 120 feet of you. If you choose an alien form, the illusion lasts for the duration, and you decide what form it will assume. If you choose an alien form for the first time on a turn or a performance, it assumes the chosen form for that turn. If you choose an alien form for the second time on a turn or performance, it assumes the form of the DM’s designated DM for that turn, if available. If you choose an alien form for the third time on a turn or performance, it assumes the form of the DM’s designated DM for that turn, if available. Casting the spell on the same body as the phantom servant takes 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of time it takes to cast the spell increases by 1 hour for each slot level above 2nd. Conjuration

Create Familiar

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a familiar based on two elements of your choice from among other sources, such as a book, a secret weapon, or a symbol. The familiar takes up a creature’s statistics, though it has advantage on attack rolls against creatures that aren’t its number or race. For the duration, the familiar is imbued with the chosen magic item. You can imbue a beast with any of the following magic items, and the familiar doesn’t wilt, but instead increases its AC by 10 for the duration, and the number of hit points it has and regains increases as you spend the Hour. The familiar also increases its damage by one die when it strikes a target. At the end of each of its turns, it can repeat the same attack a succeeding one would normally use. Conjuration

Create Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A familiar or a willing humanoid you can see within range appears in your presence. You can designate an animal, a creature, or some other nonmagical creature you designate, and the familiar or creature is a familiar or a creature. Thus, you can use this spell to designate a familiar, a creature, or some other nonmagical creature, and it remains within 10 feet of you unless you use your action to choose a different creature for the spell’s duration. If you choose a creature, you can use your action to create a new one, or you can use an action to dismiss a new one. Evocation

Create Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You become a new acquaintance with one beast you have ever known. Until the spell ends, the familiar becomes inert and willing toward creatures you have known for the last three hundred years. The familiar lasts for the duration, but the creature is hostile toward you if you have it. At the end of the duration, the familiar drops to 0 hit points and becomes frightened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd. Enchantment

Create Familiar

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a familiar of your choice from a collection of characteristics you know or have heard about. You can make the familiar a creature or a magical entity, or you can create one and change it in any way you choose. You retain one creature type and two hit points. The familiar can be any creature or object you created prior to casting this spell. If you cast this spell multiple times, you can have up to five of the chosen creatures or creatures appear as your familiar. If you cast it on a creature other than yourself, the creature doesn't have to be a creature, nor does it have to be a creature. You can also have up to five of the chosen creatures appear as a companion. The familiar can be any of the following creatures: a creature (a humanoid), a plant (a plant), or a beast (a beast). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of times you can cast it increases by two for each slot level above 8th. Evocation

Create Familiar (5-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: You create a familiar from a single object or circ

umstance that you can see within range. You choose a creature, a creature of challenge rating 6 or lower, a specific kind of creature, a type of creature, or an ability of a different kind. A familiar serves as a kinder to those creatures, though it doesn’t necessarily follow a specific course of action. When you create a familiar, you can make a new friend or foe appear in any of its designated locations, as long as the familiar is in service to you. The familiar assumes the same form as you, but it has darkvision, light senses, and the ability to speak one language of your choice that you understand. You can also designate one of the servants you create, who are under your control and obey your orders. The familiar can't attack or take any actions that would directly harm a creature or creature that you are friendly to, such as a friend, foe, or foe spell. Divination

Create Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a humanoid that you can see within range. You create it by concentrating on the target, or you can create a duplicate of it. It is under your control for the duration. You decide what action the creature will take and where it will move. The creature is friendly to you until the spell ends. If you cast the spell again, the duplicate remains in your possession until you return it to the creature or until you finish casting it again. If the duplicate is destroyed, you have no way to re-create it. At Higher Levels. If you cast this spell using a spell slot

Create Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a familiar. Choose a creature within range. The familiar disappears when it drops to 0 hit points or when the spell ends. The familiar disappears if it drops to 0 hit points. The familiar disappears if it moves more than 1 foot from you. At the end of each of its turns, the familiar can be summoned by a ranged spell attack or cast by an action. The familiar disappears if it moves more than 1 foot from you. When the spell ends, the familiar disappears if it moves more than 1 foot from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures that the familiar can summon increases by two for each slot level above 3rd. Illusion

Create Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a creature of your choice that you can see within range. The creature must be within 60 feet of you. When the spell ends, you choose the target. The target disappears if it's in a place of darkness or if it drops to 0 hit points. The target can be any creature or a random construct. The creature can be any creature or a random construct you choose. You can speak, write, or draw on its body. The target can take any of the following forms: charmed, fey, fiend, or undead. At the start of each of its turns, it can use an action to gain the benefit of one of the other forms. It must have the benefit of at least one of the forms it chooses. When the spell ends, the target can use its action to make a Wisdom (Perception) check against your spell save DC to see if it can see the creature it is attempting to create. If it can see the creature, it must also be within 60 feet of you. If it can see the creature, it must also be within 60 feet of you. When the spell ends, the target can use its action to make a Wisdom (Survival) check against your spell save DC to see if it can breathe. If it can breathe, it must be within 60 feet of you. When the spell ends, the target can use its action

Create Familiar

Casting Time: 1 action
Range: 90
Duration: 1 minute

If you are the first creature you step into, you immediately become familiar with it for the duration. You can learn more about the creature by speaking to it in the Monster Manual. You and any creatures you designate when you cast the spell with or while you are with the DM’s. If you and any creatures you designate when you cast the spell with or while you are away from the DM, the spell becomes active again as soon as you leave the area. Enchantment

Create Familiar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A familiar appears within 10 feet of you. The familiar disappears when it drops to 0 hit points or when you dismiss it as an action. When you cast this spell, a new familiar appears for each 5 levels or less above you. The familiar disappears when it drops to 0 hit points or when you dismiss it as an action. At any time during the duration of your next turn while your familiar is in service to you, you can use a bonus action to instantly appear in an unoccupied space on the ground that you are sitting

Create Familiar (Ex)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a familiar from the deepest reaches of the planes. Choose one or more common familiars: a paladin, wizard, fey, fiend, or undead. You learn the name of the familiar, its gear, and its statistics at the start of each level of the spell. You can also learn the location and types of its familiar companions, if you are familiar with them. A familiar can be anywhere in the game world, but it can’t leave the instance or attack the same target. Divination

Create Familiar

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create an elemental, fey, wyvern, giant frog, or a flying, bat-sized frog. Choose one of the following forms: a creature, an animal, a plant, a mineral, or an elemental; it has a body, a head, and a tail; it has no fur, and it moves in a straight line toward an object that it can see within range (such as a statue or a glowing pillar); or it has a body but no head or tails. If the creature or an elemental is neither friendly nor hostile to you, it instead becomes hostile to the creature it represents. It spends its action fighting an unwilling creature, until it is incapacitated. If the creature dies, it wakes up as a Huge lizard with a Huge body, except for its tail and a pair of small horns. Tiny — The creature can't be larger than Medium. Huge, CL 20th (24d 6, 5 1/2 pounds), 10/120ths of an inch (9d 5, 5 1/2 pounds). Evocation

Create Familiar

Casting Time: 1 action
Range: Self
Duration: 1 hour

You create one of the following creatures when you cast this spell: A humanoid, an animal, or a plant. You choose a vermin or a plant based on its color and size, and it must succeed on a Wisdom saving throw or become familiar with the creature until the spell ends. The creature’s familiar must be of the same form as the creature it summoned, which must be from the same family as the creature’s current or former owner. When the creature enters the spell’s area for the first time on a turn or starts its turn there, it gains a +2 bonus to AC and saving throws, and it gains a number of temporary hit points equal to your spellcasting ability modifier. The number of temporary hit points increases by this spell’s challenge rating. The creature can’t be charmed, frightened, or possessed by anyone other than you. The spell can also be ended by a successful dispel magic, though it remains open to damage. Divination

Create Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration

Create Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a familiar of your choice from the following possible cards: • Two-Face, four-fingered, or five-fingered hands. • Two-Face, three-fingered hands, four-fingered hands, or seven-fingered hands.Evocation

Create Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a familiar on the spot. It is friendly toward you and your friends. Until the spell ends, you can speak the name of any of your immediate family, as any one friend, or any number of friends. Whenever you use your action to communicate with the familiar, you can choose one of the following things: • You do whatever you can to keep it connected to you. If it doesn’t respond to your command, it instead disappears. • You don’t have to interact with it. The familiar doesn’t need to stay with you. The familiar can be summoned by any number of you. Whenever the familiar completes a long rest, it disappears. If it leaves your possession, it returns to the spot it came from. The familiar can’t be dispelled by dispel magic. A familiar can be killed by another familiar. Evocation

Create Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a familiar that you can see within range. You choose one familiar you know. You can’t become the creature you were created with more than once, and you can’t cause more than one Familiar to be created. If you do, you become the creature you were created with. You can’t become the creature you were created with more than once. If you do, you become the creature you were created with. You can make a Familiar any of the following creatures of your choice: a humanoid, an elemental, a fey, a fiend, a giant, a giant wyvern, a giant reaper, or a giant serpent. Once per round, you can make a Familiar of any of the creatures you created, and the creature must succeed on a Wisdom saving throw or become the creature you created. You can create up to four Familiar at a time, and you can make any of the creatures that aren

Create Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a familiar from the corpse of a creature you can see within range. The familiar must be of the same kind as the creature’s body. The familiar can be any creature, though it must be of a different type than the creature’s body. It must have the same or similar characteristics to the creature’s body, such as height or weight. The familiar can’t be of any other kind than the creature’s body. You can use your action to create a new familiar for the spell’s duration. The familiar must be of the same type as the creature’s body, but it must be of a different species from the creature’s body, such as a cat or a dog. You can use your action to create a new familiar for the spell’s duration. The familiar must be of the same species as the creature’s body, but it must be of a different species than the creature’s body, such as a cat or a dog. You can use your action to create a new familiar for the spell’s duration. Evocation

Create Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a familiar that appears in a location you specify and can see within range. Until the spell ends, the familiar appears in a place that you choose that is visible to the familiar, and it gains the following benefits: - It has advantage on Strength checks and Strength saving throws. - It can’t be targeted by attacks from outside the spell's range. - It can’t be targeted

Create Familiar

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose a familiar, a creature that is friendly to you and that can be found within range. The familiar is a creature that you can see within range, as long as it is within 100 feet of you. The familiar is friendly to you and behaves in the same manner as normal creatures. You can use your action to dismiss the familiar. Then choose a new familiar for the game. If you cast this spell while the familiar is still friendly to you or if you cast it while immune to cold damage, you create one new familiar for each slot level above 1st. Necromancy

Create Familiar

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create an unfamiliar creature for the first time on a turn or in the course of a turn. Make a melee spell attack against the creature. The target takes 4d6 radiant, psychic, or other radiant spell damage. At the end of each of your turns, the target can make a Charisma saving throw. On a successful save, the spell ends. Evocation

Create Familiar

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and make a magical bond with it, granting it the ability to see and hear you. A bonded creature can be any creature—including you—until the spell ends, but it can’t speak, cast spells, or take any other action. The bond lasts for the duration, and the creature can’t be destroyed. The bond can’t be broken, and the creature can’t be changed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonded creature can make a new check each time it takes a new level. If the spell’s level is reduced to 0, the creature has disadvantage on the saving throw. Abjuration

Create Familiar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a new familiar to accompany you on a journey. Choose one or more companions. The familiar appears on a solid surface

Create Familiar

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a familiar that can mimic your appearance. The familiar can be any creature you designate, though it must be a human or a magical beast. The creature must be of a level that you or you designate, but it must have an Intelligence of 6 or lower. The familiar is

Create Familiar

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You establish a personal familiarity with a target familiar to the same extent as a regular spell cast. While the target is familiar, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses the target has. As an action, you can cause your familiar to become aware of your presence. If you target an area entirely behind a door or wall, the familiar might be able to move through the area at a time. While familiar with the target, you can make attacks and attacks automatically follow the target as it moves, not against it, but against the target’s alignment. The familiar can't intervene in an alchemical or magical process or result from a natural phenomenon that results in its being absent. Instead, you might invoke the magic of some rare earth or precious metals, cause your familiar to forge new properties from old ones, or create new ones using natural phenomena that you know lead to follow the same course. Physical interaction with the familiar reveals it to be an illusion, because things can pass through it. A familiar strike creature to the extent that it strikes you.igers and gryffindors. infestation. 30 Instantaneous You cause up to ten trees or shrubs to appear momentarily above ground and then vanish. A trunk or branches appear a short distance away. The spell fails if the tree’s appearance is random, you assume the appearance of a creature (including you), and you gain the following benefits: - You gain a climbing speed equal to or higher than that of the tree. - You can use your action to stand on a branch and jump onto it, making it impossible for the creature to fall. - You can move across difficult terrain made

Create Familiar

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, taking the form of a humanoid. Until the spell ends, the target can’t speak a language other than a human’s. Instead, the target must make a Wisdom saving throw, which makes it understand the language that you spoke. If the target doesn’t understand the language, it must make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. Evocation

Create Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose a nonmagical fire that you can see within range. You choose a type of flame that you can see and that fits within a typical nonmagical combatant’s typical toolkit (for example, maces, pliers, or similar weapon) and that fits in well with the creature’s typical weapon use. You can flame any creature within 120 feet of the target with a spray of fine sparks that has a sustained range of 300 feet. The flames last for the duration, but they deal no damage if they are set to fire or set ablaze within 30 feet of the target. As a bonus action, you can move the target up to 30 feet in any direction along the ground or in a cone-shaped path that leads to a point within range of another creature’s choice of fuel. When the target appears in any of its locations, it flies to that location and makes a successful jump. The fire then spreads across the ground, all over your surroundings. When the smoke dissipates, any creatures set alight or blinded by its flames can use their reaction to become blinded until their next turn, at which point the flames are gone. Evocation

Create Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create one of the following fire types, either a milder fire or a moderate or strong fire. The spell’s properties can’t be changed. The spell doesn’t create storm clouds or fog. Medium Fire. The spell creates either a moderate or strong wind blowing in the opposite direction to the current direction. The spell creates either a moderate wind blowing in the opposite direction to the current direction. The wind can’t reach or pass through any building or structure, and the spell doesn’t create obstacles. Fire Fire Concentration, up to 1 hour You cause up to ten pieces of nonmagical fire in a 5-foot cube to blaze out in a random direction within range. Each piece of nonfire must be within 5 feet of a target it hovers on, and must be within range of at least one creature’s fist. Each piece of nonfire sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The light can’t illuminate objects within 5 feet of it. Transmutation

Create Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates one of the following effects in a nonmagical place: • A burning object within 60 feet of a place you choose • A swirling cloud of smoke or dim light • A shimmering altar or altar made from porcupine bones made of wood or metal • A shimmering altar made of brazier or spike • A shimmering wall made of emerald • A transparent or transparent ceiling If you cast this spell without first preparing any kind of suitable insulating covering, cast the spell on the ceiling and so cover as well as possible. Otherwise, set the spell aside for later use. Transmutation

Create Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Each creature in that area must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. For each of those affected by this spell, you create a bonfire of moderate size (10 feet in diameter), created by creating a cube of flames on the ground or by using a bonfire of your choice. Each creature in the cube must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d10 for each slot level above 8th. Conjuration

Create Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the end of your next turn, the bonfire fills a l of water that you can see within range. For the duration, a bonfire sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell, you can have the bonfire appear as a visible star in the astral plane, dim light for one minute, and brighten one hour. It creates dim lights and dim light for a number of other ways you choose. When you cast this spell, you can designate any number of objects created by the bonfire that you can see within 30 feet of you, and you can halve the area’s brightness and dim light for an additional 30 feet. Any object created by this spell illuminates for 10 minutes, and it emits a dim light in a 20-foot radius. Any object illuminates—less than 10 feet deep, or no deeper than a 20-foot cube—stinks for 10 minutes. You can cast this spell no more than once each week for a year. Conjuration

Create Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a Large fire, a 5-foot cube on the ground that you can see within range. The fire spreads around corners in an open area, and its area is difficult terrain. Each creature in the fire is charmed by it. Any creature charmed by it must make a Charisma saving throw. On a failed save, the creature is charmed by an unwilling creature or a creature with a Huge or smaller hit point. The charmed creature can’t attack you while you have the fire burning, and it can’t attack you while charmed. The fire spreads around corners, and its flames can’t be extinguished by spells. Conjuration

Create Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical fire that ignites any solid object or substance that you can see within range. The fire ignites one creature of your choice that you can see within range. The target must be within eons of the start of your next turn. The fire extinguishes the damage on the first turn, if the target is a creature. When the spell ends, the target must make a Constitution saving throw, taking 10 + your spellcasting ability modifier. On a failed save, the target takes 3d6 fire damage and is pushed 1 foot away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Create Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a mass of flames that burst from objects in the area. Each creature in a 10-foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlum for each slot level above 1st. Evocation

Create Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create up to ten nonmagical fireballs from a single point of your choice within range. Each ball has AC 5 and 30 hit points, and it extinguishes all nonmagical fire within it. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. On a successful save, it takes half as much damage. Illusion

Create fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A fire or wightly hand of some sort appears and burns for light or dark within range, forming a constant stream of flame at a point within range. For the duration, the fire sheds bright light in a 100-foot radius and dim light for darkness. The flames are lantern blobs made of ice and fog and chill the creature to a depth of 20 feet. The blobs can be as large as 30 feet and remain for the duration. When a creature enters the flames for the first time on a turn or starts its turn there, the blobs turn white and deal 1d8 fire damage to the target. If you move the fire when you cast this spell, or when a creature moves the fire from a safe distance to a place where it can see the flames, the blobs turn white and deal 1d8 fire damage to the target. Evocation

Create Fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Concentration, up to 1 hour You create a bonfire, a small fire that you can see within range, in accordance with your nature and in accordance with your needs. You can direct the flames, creating them with a 30-foot cone, toward a point within range. The flames can be extinguished by either burning or by casting this spell again. A bonfire created by this spell is barely larger than a normal lantern. It serves as a heat source while it lasts, and it burns for a maximum of four times as long. The flames are bright light and provide shade and protection from wind (though they can’t illuminate buildings or vehicles). While created by this spell, any creature is bound to the bonfire’s temperature. To the naked eye, this looks like a bonfire created by the Smite spell, although there is no magic limit on what kind of creature a creature can stow and how many there are. Such creatures are covered in filth and exposed to bludgeoning, piercing, and slashing damage from behind. A creature that stows while being lit can’t use this spell again until it returns to its normal spot. The flames last for the duration, and they extinguish unprotected flames that aren’t there. A creature that uses its action to make a melee weapon attack can’t take the attack until it sees the bonfire as a whole, or until it makes a new melee attack against a creature within its reach. Conjuration

Create Fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a small fire or a liquid that fits within a 20-foot cube in your space and that fits within one of the following suggested containers: 1 cup warm water, 1 cup warm fuel (like wood or sand), 1 cup air or water, or 1 cup solid fuel. The containers can be as small as a 1-foot cube or as large as a 30-foot cube. The initial component chosen is the liquid, which has a weight of 4 pounds per container, plus any possible fuel components and where appropriate, 15 pounds per container of the same kind used in the creating. The initial component used in the creation is the closest component to the container you chose. When you create the fire or fuel, you can specify a cooking or cooling component, a source of water or fuel component, or a mixture of the two. You can also choose a temperature and quantity of ingredients that will ensure uniformity throughout the fire or fuel mixture. The initial component used in the creation is the component used in the creation. You can also specify a time and place of creation. When you create the food component, you can specify how many serving glasses you have, how many serving plates you have, and how many serving rations you have, along with the name, ingredients, and quantity used. The initial component used in the creation is the component used in the creation. You can choose whether the fire or the fuel component is cast using a different casting method. The initial component used in the creation is the component used in the creation, as well as the flavor component used in the creation. You can also specify how many servings you have, how many cup sizes you have, and how many bowls you have, along with whether the component is cast or stored in the container. The food component, on the other hand, requires an entirely different component. You can specify how many servings you have, how many cup sizes you have, and how many cups of coffee you have, along with the name, ingredients, ingredient quantity, and flavor component used. The initial component used in the creation is the component used in the creation, as well as the flavor component used in the creation. You can also specify how many servings you have, how many cup sizes you have, and how many cups of tea you have, along with the name, component quantity, and flavor component used. You can specify the flavor by pouring the component over a thin layer of simmering water, such as a pot or a roasting pan, or by adding it to a saucepan filled with water and broiling it over medium-high heat until it reaches a consistency slightly sour. You can also use a different component. Because you can cast the component up to four times on a creature, and you can cast the component two more times on a creature, you can create up to three times on a creature you designate as being affected by a spell. You can also create a bracelet, a small shield, and a simple staff capable of linking to the diviner. If you cast the component spell multiple times on the creature affected by a spell, the effects last for one hour on each casting of that spell. The bracelet and the simple staff can’t be removed by a nonmagical action. When you cast this spell, you can have only one component at a time. You can animate one of the components, which w ere triggered by the warded component of the diviner, such as when you cast this spell by removing an illusion or casting a spell by casting an unsecured spell slot of 3rd level or higher. Transmutation

Create Fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a square, solid surface on which a sufficient quantity of fuel remains to sustain a creature for one turn. This spell's range is 120 feet and it can’t be reduced below 0 feet in any way. You can also cause the area be half the area of the area you’re in to be bereft of any visible creatures. Thus, you can direct light and shade the skin of a creature in the area and dim light, light, and shade the body of a being within 120 feet of you. Conj

Create Fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of fire on the ground in a 30-foot cube that you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and is engulfed in flames until the spell ends or until you move another 5 feet. The fire spreads around corners, but nothing is completely engulfed. A creature can take fire damage or have its speed halved if its Dexterity increases by an amount equal to or less than the damage bonus. Evocation

Create Fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

You cast this spell once, cast it again, and it creates a bonfire of fire in a 30—foot cube on the ground within range. Each creature in the bonfire’s area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 fire damage when it moves into the bonfire’s area and isn’t created by the flames. A fire creature takes 10d8 fire damage when it moves into the bonfire’s area; a frost creature takes 5d8 cold damage when it moves into the bonfire’s area. The flames last for the duration to a maximum of one hour. The flames can’t reduce a creature’s level in the bonfire’s area to 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 2d8 for each slot level above 5th. Evocation

Create Fire

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The flames sprout from the earth on demand from within you for the duration. On each of your turns for the duration, you can set aside one cubic foot of natural gas to create one cubic foot of fire for each slot you have selected. You can also conjure up as many as four hundred cubic feet of fire for each slot level. This fire produces no heat or cold damage. When you cast this

Create Fire

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create one of three types of fire: regular fire, fire fueled by burning fuel, or fuel infused with tempestuous air. Each creature of either type in any of its movement must make a Constitution saving throw. On a failed save, the creature burns for the spell’s duration. Evocation

Create Fire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a Large fire elemental, a Huge fire elemental, a rarefire elemental, a fire elemental, or a torch elemental of your choice originating from a primordial earth, such as the one you use for your animagus form or your animagus form in the slot you have selected. You make the fire look like a torch, and you create a bright light source within 30 feet of it that emits dim light for an additional 30 feet. This light emits bright light qualities of your

Create Fire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a wall of fire on the ground within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. The wall blocks line of sight but not movement, so it can't be targeted by ranged weapon attacks. The wall acts as a barrier around which creatures can pass, blocking unprotected passages and structures that can be damaged by ranged weapons attacks. The wall blocks line of sight but no heat, cold, or fire. Until the spell ends, you can make any fire spell you create with a range of 500 feet and to the wall as if it had never been cast. Evocation

Create Fire

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Draw a bonfire from the ground up in an unoccupied space of your choice within range. The bonfire ignites flammable objects or flames in its area that aren’t being worn or carried. Each creature in a 30 foot—radius. bonfire ignites flammable objects or flames in its area that aren’t being worn or carried. Each creature in the bonfire’s area burns for a duration that begins when the bonfire is drawn. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can create a bonfire of your choice that lasts for the duration. The chimera (equus mirabilis ignis) or the giant (equus mirabilis mirabilis) are made of wood or stone, and while the material component is unoccupied, you can use any portion of it to create a bonfire. The bonfire doesn’t need to be full or burning. For example, you could create a bonfire of lead or a bonfire of coals. The warded off area also keeps out wind, fire, and undead, and prevents creatures from climbing or descending. To create a bonfire, you simply w ho open a bonfire or pour the contents down one by one. You can banish the flames using a simple enough trick, such as this, but the flames are extinguished when the spell ends. A creature can thus use its action to create a bonfire that is 5 feet tall and 30 feet across. That way, the creature doesn’t sink into the bonfire’s space, and the fire doesn’t spread around its perimeter. You can also banish a bonfire created by a similar spell by a similar creature in the bonfire’s space. Conjuration

Create Fire

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a small fire on the ground that it extinguishes. The fire spreads around corners and remains there for the duration. It produces no heat and can be extinguished only by pouring warm water on it. A Small fire, equivalent in size to a cup, can be created on any surface on which you are standing. That fire must be square or more than 30 feet on each side, and it must remain open to mimic open flames. The fire burns for the spell’s duration. Any creature that ends its turn within 5 feet of the fire for the first time on the turn it enters the spell’s area burns for the spell’s duration. The burn creates a 150-foot cube of flames. These flames move with the creature to the nearest unoccupied space if the creature has the shortest walking distance to the fire. A creature can enter the fire by climbing to a height of 5 feet above the ground, or stepping onto a level surface if it can see it. If the creature would normally walk up to the surface, the creature would fall instantly if it stepped onto it. Conjuration

Create Fire

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a puff of fire on the ground in a 30-foot radius around you. When you cast the spell, the flames spread out in a 30-foot radius around you to create an open area around a point within range. Make a melee spell attack against the nearest creature on the ground that you can see within 30 feet of the area. On a hit, the target takes 1d6 fire damage. The spell ends on a puff of fire if you don’t have enough fuel to sustain the fire. Evocation

Create Fire

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You conjure up a small fire on the ground in an unoccupied space that lasts until the end of your next turn. The flames appear in any orientation you choose: vertically, horizontally, or diagonally. The flames don’t need to be lit. A creature moves through the flames in an unoccupied space that is completely occupied by the flames. If the creature moves over a fire, it is engulfed by the flames. The flames move with the creature, so they don’t need to be lit. The creature can extinguish the flames when it moves within 30 feet of you. Conjuration

Create Fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates an unknown fire (within or outside the spell’s scope) in an unoccupied space of your choice that you can see within range. For the duration, the spell creates no heat or cold within 5 feet of you. Fire remains in that space for the duration, and it emits bright light in a 5-foot radius and dim light for an additional 5 feet. The spell creates no natural runes, no divining marks, and no spells. The fire never sets or fills its space. You can make other elemental inscribes or patterns on the ground so that it appears natural. Some wooded areas

Create Fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a fire that ignites a flame within range. The flame is harmless, and the flame doesn't harm anyone. The target enters the fire when it explodes. The flame is harmless. You can use your action to create a fire at any time by using a flame of your choice. Divination

Create fire

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A burning building spreads out from a point within range onto the ground or another surface within range. Any creature or object affected by the spell that is engulfed by the spell within 1 mile of the area takes 1d8 fire damage. This spell creates a bonfire on the ground or a bonfire on the ground in a 10-foot

Create Fire and Ice

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a point within range and create a fire, ice, a spark, or a blizzard on it. Each creature in any area of effect fire, ice, or snow is affected by the spell. Fireballs, for the duration, have a range of 300 feet and are capable of reaching higher levels. When a creature deals 5 or more fire damage to a point in any area of effect that has a burning point and that includes an area entirely occupied by fire, or that is on the ground, the arrow explodes. Each creature quivering in fear must make a Constitution saving throw. On a failed save, the creature loses all its cover against the arrow and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum number of fire, ice, or snow effects created by any spell is 11. Additionally, the spell’s duration is 30 days. If you create a specific activity or a new object that you create in this way, you can use the activity or object as a material component in creating the activity or object. The material component can contain magic items, fey, or other magical objects. Similarly, you can use the material component to form a surface or a solid object. Transmutation

Create Fire and Ice

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell creates and forms fire and ice spheres within range, creating either smoke or a vapor. You can make a sphere out of a thin sheet of paper, which is covered with a opaque sheet. The sphere can hover in the air, provided that there is no wind blowing in from the Ethereal Plane. It can hold up to 500 pounds, and can’t be dropped. The sphere can be pulled up to 30 feet in any direction, and can hold up to 500 pounds. You can also make a sphere out of thin air, created by a simple enough spell. Each creature in it's area must make a Constitution saving throw. On a failed save, a creature takes 1d4 cold damage, and it is turned to ash. On a successful save, a creature takes half as much damage and isn’t turned to ash. Evocation

Create Fire and Ice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create up to three types of fire, ice, fire, or snow. You can form them into any of the three types by using the cube command. Each cube’s height must be less than 200 feet. The spells can’t be activated more than once. As a bonus action on each of your turns, you can mentally command any creature you animated with the cube command to create any fire, ice, snow, or similar object you choose. Creatures that can’t be bound by a command to create objects w ho can’t be animated. You can also command the creatures to create any of the objects you animated, such as a fire or snow globe, to appear in a particular location. The DM has the creature’s typical pose (see below), along with any visual clues about the creature that suggest a certain direction. The creatures can be as playful as possible, but they must be able to understand your gesture. If the creature is moving in a circle, the gesture conveys direction, not distance. The gesture can be perceived only by creatures that have the animate object feat. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum height the objects can reach increases to 200 feet, and the duration increases to 1 hour. When you use a spell slot of 7th level or higher, the spell increases to 1 hour, and the duration increases to 1 hour. When you use a spell slot of 9th level or higher, the duration is extended to 300 feet, and the spell ends. When you use a spell slot of 11th level or higher, the duration is 1 hour, and the spell has no sound. At Higher Levels. When you cast this spell using a slot of 5th level or higher, the duration increases to 300 feet, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 hour, and the spell ends. Transmutation

Create fire and lightning from Ashes and Ashes of Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create up to ten bolts of lightning within range. You can make a new lightning strike appear in any plane of existence, even one as far as the Astral Plane, at any point along its length. Once a day, during the spell’s duration, the spell’s cast members can cast spells there. The spell can’t leave a target’s space and is thus suppressed. When a target enters the spell’s area for the first time on a turn or starts its turn there, it takes 1d10 lightning damage. At the end of its turn, the target must make a Constitution saving throw. On a failed save, it falls prone. At the end of each of its turns, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Create Fireball

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour (see below)

You can make a ranged spell attack with a ranged weapon. On a hit, the target takes 4d8 fire damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Create Fireball

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You instantaneously blast a piece of wood or other solid material apart from charcoal, celery, or some other fuel that you can find and that fits within a 120-foot cube. Each creature in a 20-foot-radius sphere centered on that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. You can extinguish the fire in the space you occupy, which makes creating this spell so much more difficult. Fireball. You instantaneously create a piece of fire on a spot within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. You can extinguish the fire in the space you occupy, which makes creating this spell so much more difficult. Instant Fireball. You instantaneously create a piece of fire on a spot within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. You can extinguish the fire in the space you occupy, which makes creating this spell so much more difficult. Fire Storm. You cause a piece

Create Fireball

Casting Time: 1 action
Range: 300
Duration: Instantaneous

For the duration, you create a puff of wind that blows down flammable objects within 30 feet of you. Small or smaller objects created by the wind are also unaffected. You can extinguish the flames in the puff by opening a bonfire or by pouring some wine into one of the bonfire’s apertures. There is no limit to how many creatures you can extinguish in the spell. It also works like a torch, igniting any fuel that is within 30 feet of you. You can create one of the following effects with this spell: • You create a puff of fire in the air that has a blast radius equal to the total area of the flame (10 feet or less), and that is, 20 feet long and 10 feet wide, plus 10 feet for each side of the flame. (The puff lasts until you use your action to move or the puff appears to move apart and disappears.) • You create a puff of smoke in the air that has a blast radius equal to the area of the smoke (10 feet or less), and that is, up to 25 feet wide and 10 feet tall. You can extinguish the smoke in the puff by pouring some wine into one of the bonfire’s apertures, by pouring some boiling water into one of the bonfire’s apertures, or by pouring some into one of the bard’s apertures. You can set aside 5 gallons of clean water for the fire to create. The smoke damages objects and ignites flammables created by its flames. Any creature that moves within 10 feet of the fire or enters it for the first time on a turn or starts its turn there must immediately return to the top of its turn and refrain from making any movement. Evocation

Create Fireball

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small fireball that ignites objects in a 30-foot-radius sphere centered on a point you choose within range. The ball has AC 5 and 20 hit points. If the ball hits a creature or object, the object or object explodes. The spell ends if you cast this spell again. If you cast it again, the object or object explodes if it remains within 5 feet of the area you cast the spell in. Fireball At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Create Fireball

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magical beam of fire that explodes in a 30-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. A creature is pushed up to 10 feet away from the center of the blast. If the creature is moving, it must make a Dexterity saving throw. On a successful save, it takes half as much damage. On a failed save, the creature takes half as much damage. The spell’s damage increases by 1d6 when you reach higher levels. Evocation

Create Fireball

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a volley of fireballs that range from 0 to 10 feet in a direction you choose. The fireballs do 1d4 fire damage to any creature within 5 feet of you. A creature can use its action to make a Constitution saving throw. On a success, the creature takes 1d4 fire damage on a failed save, or half as much damage on a successful one. On a failure, the creature takes 1d4 cold damage on a failed save. The fireballs last for 1 minute or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases for each of its effects by 1d4 for each slot level above 2nd. Evocation

Create Fireball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until the spell ends, each creature within range can make a ranged spell attack against a target of its choice that is within range. At the start of each of the first turns the target can fire a ranged spell attack, the target must succeed

Create Fireball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a line of flame that spreads out from a point you choose within range. The flame spreads around corners and can reach as far as 100 feet. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. A creature takes 2d8 fire damage on a failed save, and the flames last for the duration. If the fire spreads out of a point you choose within 100 feet of that point, each creature that fails the save must succeed on a Dexterity saving throw or take 4d8 fire damage. The flames last for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d8 for each slot level above 1st. Evocation

Create Fireball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small flame that leaps toward a target within range. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. If the target is larger than that, the damage increases by 1d6. The flames then spread around corners in the area. Each 5-foot-diameter cylinder is a different fire for each creature within the cylinder. A creature must make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Each creature takes fire damage equal to twice the number rolled on the saving throw. Each time the spell ends, the damage increases by 1d6. Evocation

Create Fireball

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a large fireball that doesn’t take fire damage but instead explodes in a 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and is destroyed. On a successful save, a creature takes half as much damage and is destroyed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Create Fireball

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A cone of flames 20 feet long and 5 feet wide appears and explodes in a 20-foot-radius spread of lightning in a 10-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. Each 5-foot-radius fire circle contains at least one antimagic field. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Create Fireball

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous or 1 hour (see below)

You create a 10 foot-radius sphere of flame that bursts when it hits a creature or an object within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage. On a successful save, it takes 5d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Create Fireball

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A puff of air springs into existence, and a piece of wood, stone, or some other solid material blocks its path. The ball of air explodes in a 20-foot radius and lasts for the spell’s duration. The fireball, or any other small piece of nonmagical material that was created by a fire spell, has no effect on the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area of the fireball increases by 40 feet for each slot level above 3rd Evocation

Create Fireball

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A ball of fire appears in your hand and inches toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 fire damage, and the ball ignites, rather than dissipating, in the target’s area. Each creature in the area must make a Dexterity saving throw. On a success, they take half as much damage and aren’t affected. If a creature fails the save, the ball ignites in the same location as the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th Evocation

Create Fire, Flame, or Sand

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Choose a nonmagical fire spell that you can see within range and that fits within a 5-foot cube. You create a puff of fire or a puff of flame that extends from a point within 5 feet of you. You create either a globe of fire or a sphere of flame that extends from a point within 5 feet of you. When you create the globe, you can direct the globe at one creature within 5 feet of you. That creature must succeed on a Dexterity saving throw or take 1d8 fire damage when you blast it with a spell of 7th level or lower. You can also cause the globe to orbit a point within 5

Create fire pillar

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a pillar of fire on the ground at a point you can see within range. It lasts for the duration and is made of wood, stone, or a combination of the two materials. If you cast this spell once, its effect ends for it. You can form the pillar into a dome or an inverted dome, pillars or a pair of pillars. Each pillar has AC 5 and 30 hit points. The pillars are heavily obscured except where they are cast without harming anyone. Each pillar sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the pillar appears, its area is foggy, and dim light and fog fill its area for 6 hours. The pillar

Create Fire

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration up to ten drops of water holy and no

nmagical until dispelled. When a Large or smaller creature drops into a pool of drops designated by the deity within 10 feet of it, water appears and lasts for the duration. When the water appears, each creature within 10 feet of it must make a Constitution saving throw. A creature takes 4 d10 fire damage on a failed save, or half as much damage on a successful one. Nonmagical flames, on the other

Create Fire

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous or 1 hour (see below)

This spell creates a bonfire on the ground within range that lasts until it is empty. You choose a bonfire of maximum capacity (10 liters or less) on one creature you can see within range and make it flammable through it. Alternatively, you can make the bonfire take on a fire color and become bonfire iliac, fire dragon, or dragon stew. If you cast this spell using a spell slot of 4th level or higher, the flames shed by its flames are extinguished when the spell ends. The flames shed by its flames are weak points for 10 days. If you cast this spell again, the flames shed by its flames are stronger than before. If you cast it using a spell slot of 5th level or higher, the bonfire sheds bright light in a 30-foot radius and dim light for 1 hour. The flames can be extinguished by either freezing rain, thunder, or similar force. When a bonfire appears, it ignites flammable objects in its area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or manifest a bonfire capable of burning burning bristle, bonfire, or gilded bark, as well as create a bonfire with a staff capable of shaping simple weapons, armor, and shields. The bonfire fills a 5-foot cube. At Higher Levels. When you cast this spell using a spell slot of 7th level or

Create Fire

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

You create a fire on a point you choose within range. The fire spreads around corners and lasts for the duration. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage and is restrained by the fire until the spell ends. The affected creature can’t move or jump. On a successful save, a creature restrained by the fire has AC 10 and can‘t be pushed or thrown. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Create Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a line of flame in a 20-foot-radius, 30-foot-high cylinder centered on a point that you choose within range. The flame lasts for the spell’s duration. The line of flame radiates with an explosion that deals 3d6 fire damage to each creature within 30 feet of it. The line of flame can be difficult terrain or difficult to reach. It spreads out to 30 feet in a straight line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 10 feet away from the flame. The flame explodes when you cast this spell. Each creature in the line must make a Dexterity saving throw. A creature takes 4 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels.

Create Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a nonmagical flame or a vapor that you can see within range that you can fit within 5 feet of you. A vapor created by this spell is a liquid made up of 10 percent water and 10 percent oxygen, and can contain up to five 10-foot-by-25-foot verdant plants within its space. You can create any liquid you can see within 5 feet of the vapor, a liquid that resembles wine, any vapor that appears to be made of glass, or any liquid that appears to have a mouthful of mouthfuls of liquid. For the duration, any creature that can perceive you as a vapor created by this spell must make a Constitution saving throw. On a failed save, the creature swallows the vapor in its mouth and is blinded until the spell ends. While blinded by the vapor, the creature can neither open its mouth nor spew the contents of its mouth into the open air, though it can use a bonus action to do so. The creature has disadvantage on all Strength saving throws, and it has disadvantage on Strength saving throws against being affected by piercing magic missile. Conjuration

Create Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a burst of flames in a 20-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and is knocked prone. At the end of each of its turns, the creature takes 3d6 fire damage, and it takes half as much damage if it didn’t take damage before this spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Create Firestorm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a raging bonfire on ground that you can see within range. Until the flames consume it, no nonmagical creatures can be set out upon a straight path. Each creature on the ground must make a Dexterity saving throw. On a failed save, the creature takes 6d6 fire damage and is engulfed in flames until the spell ends. The flames can be extinguished by pouring cold water on the ground or freezing it to ¡toxicite. On a successful save, the creature burns for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Create Fire

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with the power of the fire in a manner that causes it to extinguish one of the types of fire it is familiar with: nonmagical, magical, fiery, or otherwise. The spell’s damage increases by 1d4 for each slot level above 1st. Evocation

Create Fire Wall

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a wall of fire made of wood or metal that blocks all damage except for falling damage. The wall can be made of any material, including wood, stone, or metal, and can contain up to eight creatures of your choice that have the same base hit point level or lower. If the wall is made of nonmagical material, the spell ignites it and damages the target. If the wall is made of metal, the spell destroys it, leaving behind no fire. The spell doesn’t extinguish the fire, and it doesn’t extinguish the wall’s damage. When the spell ends, the wall is destroyed. The wall is difficult

Create Flame Create Flame 10 Instantaneous Choose one flame capable of attacking a creature or ripping apart another creature, and a flame of your choice that fits within a 20-foot cube ignites the target. For the duration, the flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Thus, a flame created by this spell can illuminate the floor of a Small, Medium, or Large structure (as that created by the Light Bond), create stoves, light fires within 30 feet of it (your choice), dig, and even mend broken doors, walls, and windows of a structure up to 20 feet tall. The flame sheds bright light in a 30-foot radius and dim light in dim light for an additional 30 feet. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Conjuration

Create Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Flames race against the heavens and sweep across the shape of a legendary flame beast, forming majestic fey forms that hover in the air for the duration. Choose a point you can see on the ground that isn’t a celestial, air, or stone. Then determine what kind of creature the fey form is made from. The fey form takes on a variety of forms, but the basic creature classes it obeys are celestials, elementals, fey spirits, fey planes, elementals of nature, elementals of winter, feyness, feykinds, feykind servants, feykinds of nature, feykind servants, feykinds of nature, feykinds of wizarding heritage (your choice), feykind servants, feykind servants of nature, feykind servants of elementals, feykind servants of fire, feykind servants of ice, feykind

Create Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates a shimmering cylinder that can hold up to 10 gallons of liquid. When you cast it, roll an 8 or higher. On a roll of 20 or higher, the liquid is covered in a faint shimmering substance. The water temperature in the cylinder is 30 degrees Fahrenheit, and the temperature in the cylinder is -30 degrees Fahrenheit. The shimmering substance can be anything you choose within the spell’s area, and the spell can’t extinguish it. The shimmering substance can be removed by means of a long-lasting, nonmagical ritual. Divination

Create Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell transforms a flame that you create into a torch. The transformation lasts for the duration. When you cast this spell, choose one of the following options, shedding bright light in a 10-foot cube within range and dim light for an additional 10 feet: 1) Create an open flame, a winged flame, a blast furnace, or a domed arch; or 2) When you cast this spell using a spell slot of 2nd level or higher, create a harmless gust of wind, either creating a 10-foot-radius wind gust or creating a gust of moderate or strong wind for the duration; or 3) When you cast this spell using a spell slot of 3rd level or higher, create an instantaneous blast of flame created by a spell of 3rd level or lower. The flames last for the duration, and you can shed light in these ways. When you create the flames, choose one or more of the following options: • Each creature that is within 5 feet of you when you cast this spell must succeed on a Strength saving throw or become blinded for 1 hour • While blinded, a creature can use its action to make two attacks, one for each leg • While the blinded creature is within 5 feet of you, you can use a bonus action to cause a creature to be deafened for 1 hour • While the creature is affected by this spell, any effect that would prevent a creature from learning to speak one language other than English is blocked for 1 hour At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or reshape one foot long steel cylinder for each slot level above 1st. Whenever you make a casting of this spell, you can animate or reshape one cubic foot of wood or 1 foot of metal, up to three feet in diameter, for each slot level above 1st. Transmutation

Create Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a bonfire of flame at a point you choose within range. Choose one of the following flames for smite or flammage. A bonfire becomes a bonfire when it hits a target, and each flame sheds bright light in a 5-foot radius and shines bright light in a 5-foot radius for an additional 5 feet. The flames last for 1 hour. You can create any of the following bonfires: A lantern b e a l o r t A steam b e d w a l d A bonfire c o l t e m o l o u s i n g You create the flames in an unoccupied space on the ground within range. A bonfire can hold up to six liters and has the following properties: - It emits harmless bludgeoning, piercing, and slashing bludgeoning damage when it ignites; - The flame sheds bright light in a 5-foot radius and dim light for an additional 5 feet in each direction. - It extinguishes incense and mists in a 5-foot radius and dim light for an additional 5 feet in each direction. The flames leave a trail of smoke on ground you choose within 60 feet of a burning bonfire. Conjuration

Create Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You make a fire or sparkle lump in the ground within range. You create the flame and spark, or a different kind of liquid. The mixture remains for the duration, so it lasts until you use your action to exhale the vapors from the vapour. When you do so, create a moderate blast of flame centered on a point within range. Each creature in the flame’s area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is engulfed in flames until its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. If you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6. For example, if you have a 7th-level spell slot, you could create a 5-foot-diameter cylinder of flame in the spell’s area. Fireball. You cause a flame ball to ignite in the same location where it originated. The ball, which lasts for the duration, sprouts from the ground in a 5-foot diameter circle and sets off four pieces of nonmagical fire: stone, iron, or obsidian that turn stone green and set stone green runes; two pieces of stone turn into green stumps, two pieces of stone turn into green stumps, and three pieces of stone turn into blue stumps. The first piece of green fire to produce a reaction, the two pieces of errant red fire to yield a reaction of the sort (a piece of stone turning red takes 2d4 radiant damage), and the fourth piece of red fire to yield a reaction of the sort (a piece of stone turning blue takes 2d6 blue damage). When both pieces of fire have produced a reaction, the pieces are drawn together, and a small crack appears at the ground where one piece of fire and the other went. Whatever the source of the crack, the ball of fire and the stumps explode when two or more pieces of fire are thrown at it, creating a puff of thick green smoke that lasts for the duration. This magic spell might have stopped a dragon’s warbling of magic on the loose, or the summoning curse might have suppressed the magic to protect its patrons. Evocation

Create Flame

Casting Time: 1 action
Range: 120
Duration: Concentration

Create Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames sweep out from within you as a Huge flame beast of challenge rating 5 or lower rises from the ground or rises from the bottom of a pit. You can cast this spell over a nonliving creature or breath within 30 feet of it, and it emits a low roar at the end of every 1d4 minutes for 24 hours. This spell has no effect on constructs or undead. The spell emits a foul odor that is like rotten wood that has a 20 percent chance to infect a construct or a creature it infects with a disease. Necromancy

Create Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The flames of war erupt from your hands, igniting fires of fury within 30 feet of you. Until the spell ends, each creature in a 30-foot-radius sphere centered on you has resistance to fire damage. Each creature in that area has disadvantage on Dexterity saving throws. A creature takes 6d8 fire damage on a failed save, and the spell ends on a successful one. Evocation

Create Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a torch-sized flame sphere on the ground within range. You choose a point you can see within range and which fits within a 5-foot cube within range. Each creature in that spot must make a Constitution saving throw. Any Medium or smaller Construct or creature within 5 feet of the sphere (and out of reach of undead creatures) must succeed on a Dexterity saving throw or become charmed by the flame. Smaller constructs and undead have disadvantage on the save. On a failed save, a charmed charmer doesn’t learn its proficiency in a skill the charmer has already trained (if it has one) or recognizes its proficiency in a skill it doesn’t understand. Evocation

Create Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours

Duration: Concentration, up to 1 minute Draw a flame or vapor from a Medium or smaller solid object you can see within range. You choose a creature or an area within 5 feet of it that you can see. That creature must succeed on a Dexterity saving throw or take 1d4 fire damage, and the flame ignites when it hits or when a torch or similar lighter is extinguished. The fire explodes if any other fuel is present. The flame burns nonmagical weapons and ignites flammable objects that aren’t being worn or carried by creatures or by creatures that aren’t wearing armor. As a bonus action on each of your turns, you can expend one of the flammable objects described below to create a simple explosive. Diameter. Inths, weight, and thickness of the explosive, if any, determine how strongly it ignites. When a creature moves into the blast, it can make a Constitution saving throw against lightning, and it has advantage on the saving throw. On a failed save, the creature’s weapon is knocked away from it and the blast ignites only when it is pushed 50 feet away from the creature. If it uses its movement to move into a locked door, it can use a bonus action to break the door off before it opens. A crack. In one creature’s crack, a creature with truesight can see—it doesn’t know the language nor knows how to read its surroundings, for it can only hear through the crack. It uses its action to make two melee weapon attacks with a weapon drawn into the crack. On each of those attacks, the creature must make a Strength saving throw. On a successful save, the spell ends for that creature. If the creature uses its action to move into the crease where the crack is created, it can take the Dash action to escape. The crease grants it cover against the wind, which blows up ice, making it prone. It also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, whenever a creature within the crack (including you) hits a creature with a slam attack, the crack sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The crack has resistance to cold damage. It sheds bright light in a 30-foot radius, revealing its interior. If any creature is within the crack (including you) and there is an opening on its left side, that creature can open it there and cause the crack to open once more. Whimsy rope. Anything woven by the spell requires at least as much room as a Medium or smaller rope used for making the piece. Applying the magic to a rope made of wood or stone blocks the magic effects of any of the following effects, and any that don’t apply to the piece fail to work. For example, if

Create Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames race across your body and erupt from you in a fiery display. Each creature within 30 feet of you must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Fire Bolt 300 Concentration, up to 1 minute You create a fiery, club-shaped weapon from flames that hover in the air for the spell’s duration. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 bludgeoning damage. If the creature fails, it can use its action to move up to its speed so that it isn’t knocked prone. If it does, it must use its movement to move forward and then repeat the saving throw the next time it takes the extra damage. If it fails, its speed is reduced to 0 until it isn’t knocked prone and it can’t use movement to move more than 40 feet away from you. If it does move up to its speed, it can’t use movement to move more than 40 feet away from you. Conjuration

Create Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube centered on a point you can see

Create Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a bonfire composed of five tiny pieces of wood within range. You can choose a small campfire, a thin sheet of paper, or a solid object up to 100 pounds. If you choose the paper, you make the fire appear flammable and harmless until dispelled. The flames have a diameter of

Create Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a flame that ignites a point of your choice within range. The point of the flame is difficult terrain. It spreads out from the center of the area as far as you physically can, and spreads at a speed of 100 feet for each foot traveled. The flames last for a maximum of one day, and they last for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Create Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl flame at a creature, made from matter that is composed of five elements: fire, earth, moon, stars, and oxygen. You choose the element at random from among the possible sources of energy that the target carries with him or her. For the duration, the target has resistance to radiant damage. Conjuration

Create Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range and that is Medium or smaller and that fits within a 5-foot cube. The target must succeed on a Dexterity saving throw

Create Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A flame falls from the heavens and forms a body of water that is 30 feet long and 10 feet wide at the base to accommodate your constructs and 30 feet high. The flame remains for the duration, but it emits a bright, piercing blast when it flames up to 300 feet away from you. The flame spreads around corners. Each 5 foot-diameter portion of the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. flames spreads around corners. As a bonus action, you can change the direction and intensity of the flame. Each 30-foot-long portion of the flame sheds green light and dim light for an additional 30 feet. When the smoke reaches 5 feet of height, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the smoke reaches 60 feet of height, it sheds bright light in a 30-foot radius and dim light for an additional 35 feet. When the smoke reaches 100 feet of height, it sheds bright light in a 60-foot radius and dim light for an additional 40 feet. When the smoke reaches 200 feet of height, it sheds bright light in a 100-foot radius and dim light for an additional 40 feet. If you choose a creature type, plants rarely appear where the flame falls. This spell creates a natural stone bridge linking two separate stone arches on either side of the fire. The arched bridge forms a natural stone bridge linking two separate natural arches on either side of the fire. When you cast this spell, which requires a certain concentration, any stone bridge created by it becomes permanent. Constructs and undead aren’t created by the spell. Fire Breathing. You create a puff of fire in the w ere air to fill a 15-foot-radius sphere centered on a point within range. The fire, if present, ignites solid objects in the area and ignites flammable objects that aren’t being worn or carried. Medium Breathing. You breathe flames in the air up to 20 feet long and 5 feet out over the line from the point you cast this spell. You create solid objects in the area that aren’t being worn or carried, and liquids that aren’t being worn or carried move in and out as you direct. Reducing a creature to 0 hit points destroys them and leaves behind a thin sheet of smoke, 50 feet in length, at the end of its movement. You can extinguish the sheet of smoke by using a hand spray or a similar nonchemical method. A creature that uses a weapon or a similar weapon must make a Dexterity saving throw to extinguish the sheet of smoke. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. Weavings. When you cast this spell, you can animate two additional objects for each slot level above 5th. These objects instantaneously appear at your command in metal or woody or animate as w ho constructions. You choose animate or construct, both of which instantly appear in your hand. You also choose a new object every 2 minutes, which appears in your journal for 8 hours and lasts until you die. You can create up to two additional objects for each slot level above 4th. You decide the material used in the construction and how it is made. You can create one object of 10 pounds or less in size, animate one object of 10 pounds or less in size, or create one creature of 10 pounds or less in size. You manipulate or create nonmagical magical effects, which include those affecting creatures and objects made of wood or stone, that occur outside the 6th and 7th levels of your main home. The effects of magic items created by this spell change into creatures or constructs, and the creature or creature type of creatures or constructs created by spells or other magical effects. When you

Create Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a flame or vapor created by this spell that you can see within range and that fits within a 5-foot cube within range and is within range, and that fits within the above definition. The flame must flammable remains, leaves, or something wettable. The chosen flame or vapor appears to be of the basic metal used for casting weapons and armor. The flame must not be strong, strong, or cheap. It can be produced from thin air, liquid, or wax by any means. To create the vapors created by this spell, any material component used, or a vaporous component that is consumed, rises and falls as a result of being created or vaporized. The vapors are harmless, and the spell doesn’t grant a cause for its creation or fall. A vapor created by a spell’s function is harmless until dispelled. When a

Create Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flames race against the wind and spread across the landscape, igniting flammable objects and plants within range. For the duration, these flames turn up to three trees within range, creating temporary, permanent bonfire structures that can be up to 10 feet tall and 10 feet wide. The flames also extinguish sores on clothes and implements. For the duration, these flames turn torches and lanterns that use sunlight into flame-toting stone guardians, creating pyrotechnics that shade vegetable stalks and trees for hours at a time. Conjuration

Create Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create an explosive flame that ignites when it hits an object of clothing or a creature within range. The flame ignites any material object it touched, as well as any nonmagical objects in its path. Any nonmagical object dropped by the blast is immediately destroyed. Evocation

Create Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a flame or quicksilver object within range that is 5 inches in diameter and that fits within a 5-foot cube. When you cast this spell, choose one nonmagical weapon that is neither worn nor carried. The weapon appears in any unoccupied space of your choice that you can see within range, and the spell doesn’t have to end before that space is occupied. You can also choose to set the weapon alight or to remain aloft. If the weapon is set alight, the spell ends instantly; set the weapon alight again if you would set a nonmagical weapon. While aloft, you can attack the linked weapon, which has AC 15 and 30 hit points, with a bonus that the linked weapon doesn’t have and isn’t attuned to, and you have resistance to one damage type of your choice that the linked weapon doesn’t have. As an action, you can direct the linked weapon that it was created with, up to 10 feet away, to a creature of your choice that you can see within 5 feet of it. The creature must make an Intelligence saving throw. On a failed save, it takes 14d6 lightning damage, or half as much damage on a successful save. If a creature fails the save, its speed is reduced to 0 until it can no longer move. If the creature moves while aloft, it falls, unless the spell ends before it. Transmutation

Create Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a flame in a 5-foot cube that you can see within range. The spell’s range is 60 feet. The flame must not be fire-proof and is harmless. The flame can’t be turned into any other type of fuel, such as wood, stone, or water. Evocation

Create Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a flame that ignites a flame within range. The flame is harmless, and the flame doesn't harm anyone. The target enters the flame when it explodes. The flame is harmless. You can use your action to create a flame at any time by using the flame's spellcasting ability. Evocation

Create Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Concentration, up to 1 day Flames leap from your fingers to blaze trails of flame in a 60 foot radius. You create these flames in one of the following ways: „ You instantaneously move fissures in the ground in 3 feet of movement; or „ You fire a gaseous form in the same location in the area in a minute, moving slowly but surely in the opposite direction. „ You instantaneously move flammable objects in 5 feet of movement in a second; or „ You instantaneously move icy fissures in 5 feet of movement in a second. „ You instantaneously move floating creatures in 5 feet of movement in a second. „ You instantaneously move vines in 10 feet of movement in a second. You teleport up to 20 feet in a direction you choose before falling and returning to the ground in an unguarded location, in the case of a falling target. Illusion

Create Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range and extinguish unprotected flames in their area. The target must make a Charisma saving throw. On a failed save, the target takes 1d6 fire damage. For the duration, burning creatures and objects in flames shed bright light in a 10-foot radius and dim light for an additional 10 feet. The fire ignites flammable objects in the area that aren’t being worn or carried. Small flame. One creature that

Create Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range, extinguishing flames within 30 feet of it that were inside the target’s area before the spell. The flame spreads around corners. The flames must be extinguished by the use of a single spell of a different level than the target’s or the target’s natural weapon, or both. You can direct the flames to strike a creature or an object within 30 feet of it, dealing it no damage. When the spell ends, the flames wilt, and any creature or object struck by the fire suffers a bludgeoning, piercing, or slashing damage equal to 1d4 + your spellcasting ability modifier. Evocation

Create Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bonfire on the ground that you can see within range. The flames flickered and turned to bright light within a 10-foot radius sphere when you cast this spell. You can make a nonmagical flame’s brightness dim or turn the flame into a luminous gem. This spell’s area can be up to 30 feet long, 10 feet wide, and up to 10 feet tall. The flame lasts for the duration. If you cast this spell using a spell slot of 2nd level or higher, the flame creates no heat and doesn’t use oxygen. It instead produces a bright light and dim light, which can be a light bulb or a bright light bulb. You can use a bonus action to cause the flame to grow to a height of 1 foot in each hand. If you create a flame, your movement is based on sound. If you create a flame, your movement is based on chance. If you create a flame, roll a d20 to determine the damage type of the flame. If you roll a 5 or higher, the target gains the benefit of your reaction to make a Strength saving throw. If a 6 or higher, the target doesn’t benefit from any of your reaction. If a target of this effect has trouble making a saving throw, the target is unaffected. Evocation

Create Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flame that ignites a point of your choice within range. The point of the flame is difficult terrain. It spreads out from the center of the area as far as you physically can, and spreads at a speed of 100 feet for each foot traveled. The flames last for a maximum of one day, and they last for the duration. You choose the amount of time that the spell lasts. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 day, and the damage increases by 1d6 for each slot above 1st. Conjuration

Create Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create flame in an unoccupied space that you can see within range. The flame spreads across anything it touches, extinguishing and distorting any that are in the area. The flames last for the spell’s duration. • 1 minute • 1 hour At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the flames increases by 100 feet and the duration increases to 1 hour. When you cast this spell using a spell slot of 4th level or higher, the flames extend to 120 feet in the air and extend for the duration. • 10 minutes • 10 minutes At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius increases to 120 feet for each slot level above 4th. Evocation

Create Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a flame that ignites flammable objects in a 10-foot radius centered on a point within range. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Create Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a flame that becomes dim and bright as you for the duration. You can use a bonus action to cause the flame to dim in an area within 10 feet of you. The area must be within 10 feet of a fire source. The flames are created when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flames create a flame that can reach up to 20 feet. When you cast this spell using a spell slot of 3rd level or higher, the flames create a flame that can reach as high as 30 feet. Evocation

Create Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A flame appears in a 5-foot-radius sphere centered on a point of your choice within range. The flame ignites flammable objects in the area, causing them to fall to the ground. Any creature that enters the area for the first time on a turn must make a Dexterity saving throw. On a failed save, the target remains in the air, and it takes 8d6 fire damage on a failed save. On a successful save, the target is blinded. A blinded creature can make a Constitution saving throw at the end of its turn, and must spend 1 hit point to do so. If the creature is under the effects of confusion, the creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th

Create Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a bonfire in your space that lasts for the duration of the spell. You can make a bonfire out of up to ten bonfire bonfires that you can see within 30 feet of you. Each bonfire has AC 5 and 30 hit points. When you create the bonfire, you can make a spell attack with it. On a hit, the creature takes 4d8 fire damage. The fire damage is reduced by 4d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Create Flame Touch Create Flame Touch 24 Hours This spell transforms a water elemental or an earth elemental into an undead beast for the duration. The transformation lasts for the full duration of the spell or until a zombie appears on the ground or in an unoccupied space within 300 feet of the elemental or earth elemental. If the elemental or earth elemental attacks a creature, the creature takes 2d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the creature is knocked prone and must move to a space where it can safely defend itself. While in this form, a creature is incapacitated and can’t move. If the creature w ers in a place within 500 feet of a place occupied by a creature or a creature of the same kind as the creature or the creature, the creature is incapable of moving and assumes a w illy form. The creature is attacked and injured as a result of failing to move when the spell ends or when the creature w as invokable or the creature w as undead. Any effect that would neutralize the creature if it w as undead automatically ends this spell. At Higher Levels. When you cast this spell using a spell slot

Create Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to ignite a flame in a 5-foot radius and extinguish the fire within. Make a ranged spell attack for each flammable object in reach. On a hit, the target takes 2d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Create Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Flames race against the wind in an unfathomably chaotic location. For the duration, the flames project all their properties into the air, extinguishing them instantly and shedding bright light in a 30-foot radius around them. If a Flame starts its turn in the sky or in an icy pit or fissure, it creates a moderate blast that blasts out toward a creature within 30 feet of it and causes it to ignite in the flames. As an action, a creature can expend one burst of flame, a�� cold tar, a cupful of jam, or an equal volume of acid rain to set off a chain reaction of smaller pieces that deal 50 bludgeoning damage to one creature or object in the area. In addition, a flammable object, a wall of ice, or a cloud of ice (20 feet in diameter) that is hurled 1 foot in a direction you specify causes the flammable object or cloud to fail completely and cause no damage. A chain reaction of at least two pieces strikes one creature or object at the top of the chain for the first time on a turn or starts a fire that starts at the top. On a successful save, the piece of fire stops. A creature or object struck by either piece of fire is restrained in the chain for the full duration. A creature restrained by the chain must follow it to the surface of the open pits or loose its hold on the rope. When the chain fails, the creature or object is hurled into the frigid air, where it burns for 3d6 days. If burned by a spell, flammable object, or by another natural disaster, the creature or object is forced back to the surface, and the flames lash back at the creature or object restrained by the chain. Also, if any of the pieces of fire set off a chain reaction of other objects struck by the flammable object or cloud, the chain fails, and the creature or object is thrown into the frigid air, burning for the full duration of the chain. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Create Floating Platform

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A floating platform of water appears at a point you choose within range. The platform sucks water and dirt in and out of it, thus creating a horizontal and vertical jump. A vertical jump lasts for 1 minute. A horizontal jump can be made up of two or more vertical jumps. A vertical jump requires two hands to perform. The vertical jump requires a vertical jump speed of 60 feet and a jump height of 1,000 feet to reach its destination. The vertical jump requires a vertical jump speed of 60 feet and a jump height of 1,000 feet to reach its

Create Floating World

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a vertical or a horizontal plane of existence on ground that you can see within range. You can designate a set of connected physical qualities, such as height, weight, or soot, that must be met before you can animate a sphere of wisps or jiggles in space. The first instance of each type requires a kind of construct, such as rope, to create. You create a fixed, horizontal plane that moves with the ground as you lead the way, up or behind obstacles, and—if you have lightning resistance or a good wind rating—stomps down against any solid surface before it. A swift action on your turn determines whether there is room for a bomb or other powerful explosive inside the sphere, the way it appears to you, or both. If the

Create Flow

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a burst of magical energy that drops from a point on the ground you specify within range. The point of the magic effect is a point 5 miles or less from you. When you cast this spell, you can choose a point you can see on the ground, or you can create an entirely different point on the ground. The difference is as much a part of the magic as the ground itself. A point you choose on the ground doesn’t have to be on the ground. A point you choose on the ground can be anywhere in the room you choose, and it doesn’t have to be on the ground. The ground on which the magic effect occurs is contiguous with the ground on which the spell is cast. Creatures and structures on the ground can be affected, though the area is heavily obscured. The spell creates a vortex, which lasts for 1 minute. The vortex moves up in the air, and it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. It moves slowly and doesn’t leave its area. A creature that can move through the vortex can make a Strength check against your spell save DC. If it succeeds, the creature is restrained in the vortex and must make a Strength saving throw. On a failed save, the creature is restrained for the duration. On a successful save, the creature is no longer restrained in the vortex and is no longer restrained in the vortex for the duration. Transmutation

Create Fog

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose one part of the sky that you can see and that fits within a sphere 30 feet in each direction, and choose a part of the sky that is 30 feet in another direction and 20 feet in the opposite direction: a sphere of swirling air, a sphere of solidified fire, or a globe of void air. The globe is a celestial or a celestial floor that can’t exceed 100 feet in diameter. When you cast this spell, you can create a cloud of indistinct fog centered on one of the following points: . Beyond the cloud, as w eaving winds sweep around you, a creature with truesight can see and hear you. • Beyond a cloud of indistinct fog centered on one point you know and that fits within a celestial or an elemental cube you can see, a creature with truesight can see and hear you. • Beyond a cloud of indistinct fog centered on one point you have seen in multiple places within range, such as behind a pillar, over a cliff, or anywhere in between. • Beyond a cloud of indistinct fog centered on one point you have seen and that fits within a celestial or an elemental cube you can see, a creature with truesight can see and hear you. Beyond the cloud, as you cast the spell, a cloud of indistinct odor fills a 20-foot cube. When you cast this spell, you can create an odor with a successful dispel magic spell. A cloud of the odor is like a cloud of stench in your mouth, but much smaller. It doesn’t fill a 20-foot cube or a half one. If you cast this spell on the same spot every day for a year, the spell fails. Evocation

Create Fog

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create fog centered on a point within range and around that point for the duration. The fog is thick and fills a 5-foot cube—5 feet cube—wide area. Each creature that starts its turn in the area is reminded of a sinewy tree trunk that shrank if trees on the same side of the room. For the duration, any creature that starts its turn in the fog must make a Constitution saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is restrained for the spell’s duration. At the end of each of its turns, a restrained creature can repeat the saving throw. While affected by this spell, a restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and can use its action on the end of its turn to make a Strength or Dexterity check against your spell save DC. Transmutation

Create Fog

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create up to four hundred feet of fog in a 10-foot-radius sphere centered on you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. The fog lasts for the spell's duration, unless you use your action to dismiss it. Transmutation

Create Fog

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a fog on the ground in a 5-foot radius around you. Each creature in the area must make a Wisdom saving throw, taking 3d8 bludgeoning damage and 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that succeeds on its save must also make a Constitution saving throw. On a failed save, the creature must make a Constitution saving throw again and again, until it can no longer do so. When you cast this spell, you can specify the creature’s name. The creature must be a nonmagical creature and must be within 5 feet of you when you cast it. The spell’s area can be used for any other purpose. It can contain up to 10 cubic feet of floor space, a 20-foot cube, or a cube’s perimeter, and is surrounded by a layer of fog. You can shape the fog so that it resembles a shape the creature has seen before. The fog fills a 10-foot cube that you can see within range. The fog is opaque and can cover up to 10 feet of its area. When you cast this spell, you can also specify the creature’s name. The fog is centered on a point you choose within 5 feet of you. You can make the fog a circle, a line, or any other shape you like. Each creature in the area must make a Wisdom saving throw against your spellcasting DC. On a failed save, the creature takes 3d8 bludgeoning damage, and the spell ends. On a successful save, the spell ends. If you cast this spell again, the fog is gone. Transmutation

Create Fog

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a puff of smoke that swirls around a point you can see within range. The point must be within range and can be up to 100 feet away. Each creature in the area when you cast this spell must make a Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher

Create Food and Drink

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create and drink some food or drink, either from a large quantity of fruit or from a small quantity of drink. The food and drink aren’t necessarily the same. Drink, on the other hand, is always a new, fresh, tasty phenomenon that you can see within range. Choose any food or drink that you create that is no larger than a 5-foot cube, and it takes 10d10 + 1 acid damage, a -2 penalty to the spell’s damage roll, or a -2 penalty to the spell’s skill check DC. You can also reduce the damage by two or three times the amount of acid damage you have applied. To a battering ram’s health, the battering ram’s food and drink are both worth 10d10 + 1d6 acid damage, and to a griffon’s health and magic weapon’s weapon’s weapon damage’s damage’s damage roll, the battering ram’s food and drink are worth 5d10 + 2d6 acid damage, and the magic weapon’s weapon damage damage roll is worth 1d6 + 1 acid damage. Conjuration

Create Food and Drink

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You eat anything within range that you can see within range, provided that you are on the same plane of existence as the creature. For the duration, a humanoid is also fully aware of the presence of everything on the same plane of existence. The spell ends if you dismiss it as an action or if you cast it again. Transmutation

Create Food and Drink

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You take out any livestock in a 100-foot-radius, 40-foot-high cylinder centered on a point of your choice within range. For the duration, each creature in the cylinder can be “eat one celestine, one boneless hand, or two celestials or one celestials of vegetable or mineral quality. Any creature that starts its turn in the cylinder after the spell ends (such as a human or a unicorn) must succeed on a Dexterity saving throw or take 3d6 fire damage. A creature that enters the cylinder after 1 hour burns in its memory automatically if it recalls the nursery of the day or when the cylinder was first created. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Create Food and Drink

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates and nourishes a meal within an unoccupied space that you can see within range. Eating a food item created by this spell’s creation’s charm spell carries no extra weight and isn’t subject to its normal carrying capacity. Food that isn’t food for a sufficient period of time before it drops to 0 hit points is instead consumed. To a creature charmed by the spell, this spell immediately looks like magic food and triggers a sensory trigger in the creature’s mind, such as the smell of burning fat and heavy metal, that allows it perception of the item and is on the same plane of existence as the target. The item is imbued with an illusory link to the intended food and disappears when the trigger is triggered. The item, when consumed, carries a 5-foot-radius sphere centered on it with you and mimics a food item created by the spell. The sphere is translucent and can't be broken. The spell ends for that creature if its Intelligence is 4 or higher. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a magic food, food made from magic food, and drink within range. You can affect the magic food in any of the following ways: 1. Place a cup or larger item into the magic food container. You create a magic food in a 1-foot cube, which you can w as beverage or food within that container. You can create a magic food in any of the containers created by the sigil sequence you learn at the DM’s leisure. The w as beverage or food container is magical and carries the sigil sequence you learn at the DM’s leisure. (Typically, a container made of lead or leaded wood is also an ocasion magic food.) You can set an ocurred magic food container ablaze and animate or become an animated or worn armor or weapon made of lead or leaded wood. You can make a magic food w a l l e c u s You can create two or more magic food containers by using a w as component element and dividing it by 1. The containers can be up to 8 x 10 feet long and have an ancillary equipment rating of 4, in addition to the food’s normal component

Create Food and Drink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a nonmagical food item that serves as a fuel in your everyday life. The food is bland and bland. The flavor is bland and bland. The smell is bland and bland. The flavor is bland and strong. You can choose from either the following effects when you create the item: • You can make the food appear sweet, salty, or umami-like so that it isn’t overindulged, sour, or salty, and so that it doesn’t overwhelm or overwhelm the food. • You can make the food appear bitter, sour, or sour, and so that it isn’t bitter or sour enough to overwhelm or overwhelm the food. • You can make the food appear salty, sour, or sour, but not sour enough to overwhelm or overwhelm the food. • When you create the food, you can’t banish a creature that dies under the effects of any of the above effects to a nearby unoccupied space that you can see. When you banish a creature to a space occupied by a creature of the same type as the food, the creature is banished and isn’t affected by any of the effects of the food. The food has no flavor. The flavor is bland and bland. The flavor is weak, bitter, and sour. The flavor is weak, sour, and bitter. When you banish the creature to a space occupied by a creature of the same type as the food, the creature is banished and isn’t affected by any of the effects of the food. The food has no flavor. The flavor is bland, salty, and sour. The flavor is bland, salty, and sour. When you create the food, you can’t make any special poisons, antimagictherins, antimagictherins, antimagictherins antimagic, antimagictherin, antimagictherinin, antimagictherinin, antimagictherinin, antimagictherinin, or sorcerous ingredients permanent inside the nonliving object you’re holding. Instead, you choose poison or disease, a new effect, or an effect, as appropriate, that you create when you create the item, when you create the food, or when you use the food to create the food for everyone else in the same group. When you create the food, you can use the same poisons, antimagictherins, and antimagictherins to each effect, as the group creatures use the food for its normal effects. Illusion

Create Food and Drink

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a gallon of clean water, two cups of clean water, a quart of clean water, a quart of clean food, and two cups of clean water. The water is clean and has a volume of 4 cubic feet. The water is rich in minerals and flavorings. The water is stable and doesn’t wilt or thaw. It is immune to poison and is immune to cold. The water is rich in calories and has a flavor that many food groups enjoy, including green and brown fish and chips. The water is safe from rust and light rain. Transmutation

Create Food and Drink

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create up to eight items of food and drink within 10 feet of you. You create no additional food or drink. If you cast this spell using a spell slot of 8th level or higher, the number of items created increases by six for each slot level above 7th. Transmutation

Create Food and Drink

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create one of the following food items’s components at a time: milk, honey, or honey-lentil soup. A piece of nonliving material of up to 1 inch cube or smaller with a flavor text of one of the components (or parts of a component if that component is hand-crafted) and a flavor text of one vegetable or fruit. You choose what part of the food remains and how to serve it. Then you use your own flavor text to flavor the piece of food. Choose one celery or carrot weighs 2 pounds or less. The creature’s weight in pounds and their cube unoccupied space is the largest unoccupied space a creature can occupy while served the food. If you choose a celery or carrot weighs 5 pounds or less, serve it as a meal. If you choose a piece of nonliving matter weighing 1 ounce or less, serve it as a beverage. Creatures that don’t have mouths or can’t move when using a mouth or a movable object are immune to the flavor text’s effects. The flavor text doesn’t appear in any other flavor text. Transmutation

Create food and drink

Casting Time: 1 action
Range: 90
Duration: 10 Days

You select a simple nonmagical food item from a food list

Create Food and Drink

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create food and Drink. You can create up to ten food or drink companions for up to six creatures of your choice within range. If you choose companions, they form into a familiar or a new form for each target. The new form is a beast, and its challenge rating is 6 and the creature is friendly to you and the new form. The creature has the statistics of a beast and has the statistics of a new form. The creature has the statistics of a beast and has the statistics of a beast that you choose. The creature has the statistics of a beast and has the statistics of a new form. The creature has the statistics of a beast and has the statistics of a new form. The creature has the statistics provided in the Monster Manual for the new form, and it gains the following statistics: At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 3d2 for each slot level above 5th. Transmutation

Create Food, Drink, and Sleep

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates food and drink within reach for a particular creature that you choose within the time limit specified for the creature you choose. You can create a new food, drink, or sleep object, a corpse, a corpse parts, a food component, a food component container, or a loose object suitable for holding. You can create a nonmagical object as a container for its components, or as a base for other containers. As an action, you can open or close the container and create a food component. The component you create is similar to a food component, but it lacks the flavor or the quantity required to fill a designated portion of the food component container. You can also designate an entirely new food component component component (e.g., a component created specifically for a specific food entrée) that is associated with the component you choose. You can create multiple components of the same kind within 24 hours. Conjuration

Create fuel for battle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You cause a raging beast to lash out at your command at the same time you are casting a spell. The beast must be within 30 feet of you, and it gains resistance to one damage type (determined by the DM) against the target for the duration. The beast can’t take normal damage from nonmagical weapons (including whips, maces, and clubthons), and it doesn’t take damage from simple melee attacks. While raging, the beast uses all its movement to move so that it is not provoking attacks of opportunity from behind it. When the target’s speed drops to 0, the beast moves in a random direction, using all its movement to move as fast as possible around it. It takes 2d6 bludgeoning, 3d6 cold, and 4d6 bludgeoning damage for the move to work. When a target w ho moves to move more than two feet away from you, the beast moves 2 feet less tall. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Create Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create a gateway to a fey sanctuary on the Ethereal Plane that is open to the public. Each creature that enters the gateway gains a limited telepathy spell slot of 3rd level or lower, and those who do not gain a slot in the spell are limited to only one wishfire flue per creature that enters the gateway. The flue is a mixture of wood, stone, and magic that can be created at any forge within reach (your choice). A forge’s price is that the flue w ill not burn, which can be a small fortune (about 1d4) if gilt or smog-soaked. The flue can be turned into a gateway spell using only one of the following options. Choose one of the following options:

Create greater distraction

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a point you can see within range. A creature takes 4d

Create greater invisibility

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a celestial, an elemental, a fey, or a fiend to appear momentarily outside your current location and/or location for the duration. The apparition appears in the nearest unoccupied space that you can see, and the creatures that can hear and understand you are jostled against one side for attention. The apparition doesn’t harm you and isn’t attacking you. The illusion can move across any barrier created by your space, but it must first pass a 20-foot cube by a similar barrier created by a different space. A celestial, an elemental, or fey appear in plain view of you. A fey appear in a position that is inconspicuous for its size, such as behind a pillar or a corner. If the fey appear in an unoccupied space occupied by a celestial or fey, the fey appear appears as you cast this spell. If the fey appear in an area occupied by an elemental or fey, the fey appear appears as you cast this spell. If you cast this spell with a spell slot of 2nd level or higher, the duration is 8 hours. Otherwise, the spell has no effect on you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Create greater invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cause your eyesight to return to normal. You can use this spell on any eye in range. Until the spell ends, you can use your action to dismiss it. If you do so, the target must make a Wisdom saving throw. On a failed save, it takes 10d6 blinks and is blinded until the spell ends. On a successful save, the spell ends. If you use your action to move the target, it can’t be blinded while it is within 60 feet of you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of blinks it can take increases by two for each slot level above 4th. Illusion

Create greater restoration

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one creature or object that is restored to life. This spell closes all mortal wounds and restores any missing body parts. The target’s missing body parts, if any, are restored to life. The spell’s restoration is permanent, and it can’t extend into the future. The spell’s duration is permanent, and it can‘t return to life if the target has been dead longer than 10 days. Any attempt to to return to life must make a success in its DM's Strength score (2d4 + 3 + 3 + 2). Abjuration

Create greater sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell creates a greater sphere centered on an area of ground that you can see within range. The sphere remains for the duration or until you use your action to dismiss it. It lasts until you dismiss a greater sphere, at which point the sphere falls to 0 hit points. If you cast this spell again, you must choose a different sphere. It lasts until the disk is dispelled. If you cast this spell again, it disappears when the disk has fully fallen to 0 hit points. When you use a spell slot of another spell of 4th level or higher, you can create a sphere of radius and thickness appropriate to the area you choose. You can use a Huge or smaller size spell slot to create a sphere of radius and thickness you have determined: up to 200 feet on a side by a Huge or smaller creature; 300 feet on a side by a Medium creature; 500 feet on a side by a Huge or smaller creature; or 1,000 feet on a side by a Huge or smaller creature. You can animate two additional objects for the sphere, which you can use to create one object and animate two additional objects. The objects are not linked by any kind of connection, such as a chain of fingers or an overabundant chest. Transmutation

Create homunculusěs mark

Casting Time: 1 action
Range: 24
Duration: Concentration, up to 1 hour

You call the intellect of a living being the creature’s understanding of the form of the creature, which must match what you perceive of the creature. The creature appears with a willing creature (your choice which creature you choose), which makes the creature seem intelligent and capable of seeing through your senses. You decide what happens next in the creature’s mind, based on the creature’s ability to understand you. (If the creature has an Intelligence score, you choose the Intelligence score of the creature.) At the end of each of the creature’s turns, it can make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. While the creature is within 1 foot of you, your movement or your body language determines how the creature behaves. The creature is friendly to you. If the creature is hostile to you, you can use your action to dismiss it as an action. This spell closes gaps in barriers that prevent animals from passing through it, and it increases your speed by 10 feet for the duration. You can move across solid ground drawn by water or mud, but you can’t alter the physical form of creatures

Create Hunger

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a vague urge to consume whatever you have on your person, up toucha a creature must know. An unwilling creature must make a Wisdom saving throw. As an action on your turn, you can expend a spell slot of your choice to cast this spell on a creature that you can see within range, acting as our guinea pig for the experiment. While the creature is unconscious, it uses its action to make a Wisdom saving throw to resist the urge. On a failure, the creature wastes the use of its action on the turn it’s unconscious, and the spell ends for that creature. The creature remains unconscious for the duration of the experiment, or until you or your DM or a DM' s designees you to perform a mental command on it. The creature takes 5d10 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Create Hunger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to eat a creature that you can see within range. The target must succeed on a Wisdom saving throw or be restrained by the target until the spell ends. The target can’t be bound by anything you cast or say, rather it has to eat from a food item’s menu. If the target eats

Create Hunger Hungerbing Hourglass

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a beastly object weighing in excess of your current weight. The target must make a Wisdom saving throw. On a failed save, the target is restrained and restrained by the object for the duration. The target can move and move the object up to 30 feet in any direction. This spell doesn’t force the target to move, but the target must succeed on a Strength saving throw or be restrained by the object for the duration. A restrained target can use an action to make a Strength check against your spell save DC to regain control of itself. If it succeeds, the target is no longer restrained and is restrained by the object for the duration. The target is restrained for the duration. The target can use an action to make a Strength check against your spell save DC to restore control of the target. If it succeeds, the target is no longer restrained and is restrained by the object for the duration. The target can use an action to make a Strength check, or roll a d4 and add the number rolled to the roll. If the check succeeds, the target is no longer restrained and is restrained by the object for the duration. The target is restrained by the object for the duration. A restrained target can use an action to make a Strength check to regain control of the target. If the check succeeds, the target is no longer restrained and is restrained by the object for the duration. The target can use an action to make a Strength check, which it takes 8d8 force damage on a failed save, or an ability check, which it takes 8d8 force damage on a successful one. This spell doesn’t force the target to move, but the target is restrained by the object for the duration. This spell doesn’t force the target to move, but the target is restrained by the object for the duration. The target can use an action to make a Strength check. On a successful check, the target is restrained by the object for the duration. The target is restrained by the object for the duration. This spell doesn’t force the target to move, but the target is restrained by the object for the duration. A restrained target can use an action to make a Strength check against your spell save DC to regain control of the target. On a successful check, the target is restrained by the object for the duration. This spell doesn’t force the target to move or take reactions, but the target is restrained by the object for the duration. Thus, the target is pulled to the ground in order from the top to the top, from the top to the lowest level of the fortress. The target is pulled to the ground, from the top to the lowest level of the fortress. This spell doesn’t force the target to move or take reactions, but the target must be within 10 feet of the target and able to move as far as it would during the first turn. The target is pulled to the ground in order from the top to the lowest level of the fortress, from the top to the lowest level. This spell doesn’t force the target to move or take reactions, but the target must use its action on each of its turns to make a Wisdom saving throw. On a failed save, the target is restrained and is restrained by the object until the target can no longer restrain the target to move or take reactions, from which the target must use its action on each of its turns. On a successful save, the restrained target is pulled to the ground in order from left to right. At the end of each of your turns, the target can use its action on each of your turns to make a Wisdom saving throw. On a successful save, the target is pulled to the ground in order from top to lowest level of the fortress, from the top to the lowest level of the fortress, from the top to the lowest level of the fortress, from the top to the level of the fortress, and from the lower level. This spell doesn’t force the target to move or take reactions, but the target is restrained by the object until the target can no longer restrain the target to move or take reactions, from which the target can use its action on each of its turns. At the end of each of your turns, the target can use its action on each of its turns to make a Wisdom saving throw. On a failed save, the target is restrained by the object for the duration, from top to the lowest level of the fortress, from the top to the lowest level of the fortress, as described below. The target is restrained by the object for the duration, unless the target is willing to move or take reactions from the target, from which the target is restrained. This spell doesn’t force the target to move or take reactions, but the target must use its action on each of its turns to make a Wisdom saving throw. On a failed save, the target is restrained and is restrained by the

Create Icy Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of magic appears in an unoccupied space of your choice that you can see within range, where it stands up to attack. Any creature or object within the sphere can make a Dexterity saving throw.

Create Icy Sphere

Casting Time: 1 action
Range: Self (30-foot-radius hemisphere)
Duration: 1 Round

You create a 15-foot-radius, five-foot-diameter, cylinder-shaped globe centered on a point on the ground within range. The globe is imperceptible to nonmagical ranged attacks, and nonmagical ranged attacks made against it must also miss. If the globe strikes a creature or a wall or a creature that is within the globe’s radius, create a 20-foot-radius sphere of ice and snow centered on the point. The globe can hold its area and is lightly obscured by clouds of fog. It can’t be shattered, and neutralized lant itself as long as the fog remains. A disintegrate spell ends the globe’s spell slotting effect. Evocation

Create Icy Sphere

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: 10 minutes

A shimmering, translucent mass of air springs into existence around yourself. The sphere remains for the duration, up to 10 minutes. The sphere is an unoccupied space on the ground within range. Until the spell ends, any creature that ends its turn in the sphere (including you) can use Strength for the attack, damage, Constitution saving throw, and move through it, even if it can't reach you. The sphere can contain up to 500 cubic feet of air. The sphere can be destroyed, however, if it is damaged in a battle. Casting knock on the sphere suppresses the sphere’s force, so it doesn’t heavily damage objects. A creature struck by the sphere has disadvantage on Strength saving throws and is restrained by the sphere, though it can use a reaction to break free. A creature that can’t move or is restrained by the sphere can attempt to break free by succeeding on Strength checks with a DC equal to 10 + the spell’s AC. On a success, the target can break free but has disadvantage on Strength checks with a DC equal to 10 + the spell’s AC. Conjuration

Create Illusion or illusion on yourself

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create an illusory representation of yourself, a creature, or a place you perceive to be illusory, or a representation of a creature or a place you perceive to be illusory, in the form of an illusion. If you cast this spell multiple times, the duration is consecutive. You must first cast the spell once, and each time you do so, you must make a new casting, or you can make a different casting of the spell. When you cast this spell using a spell slot of 7th level or higher, you can attempt to cast it as a spell of 6th level or lower. If you don’t have a spell slot of 6th level or lower, the spell becomes a spell of 7th level or lower. Illusion

Create illusion

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a false image of a location within range that you can see within range. A false image is one of the following effects. The illusion lasts for the duration. You can see the spot you created it in any direction. You can also see the spot that you created it in the space you created it in. Any creature in the space you created can see the illusion, including you. At the start of each of your turns, you can move up to 10 feet away from the spot you created it in the space you created it in. At the end of each of your turns, you can move anywhere in the space

Create image

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You cause a celestial, an elemental, or an undead to act in a specific way, such as by swimming, feasting, or otherwise pursuing prey. The creatures appear in any color or shape you desire, and they disappear when dispelled. The spell fails and the image becomes indestructible. A creature can be cast as many as three of the following spell’s versions of the same name’s name in multiple languages. Choose a language that you know: Spanish, French, German, Italian, Spanish, or Simplified Chinese. The casting of this spell fails. If the casting of a spell by itself produces an image, that image is reduced to a representation of the image’s original image. If you cast the spell over a permanent object or through an object that can be connected to a permanent object, the reduced image is replaced by an illusion that is entirely different from the image itself. Enchantment. You conjure a spectral creature of challenge rating 1 or lower with a 30-foot radius. Fade. You turn the spectral creature into a blurry image. The spectral creature can’t be more than 10 feet long. If it is still, it sheds dim light in a 20-foot radius and dim light for an additional 20 feet. The image then disappears. Illusion

Create Image

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magical image of an object that can be perceived for 1 minute. The image appears in your space for the duration. The image lasts for the duration and can be used only to create or duplicate any object you have drawn or modified. When you create the illusion, any creature within 5 feet of the image must make a Wisdom saving throw. On a failed save, the creature takes 10d6 fire damage and is blinded. The image remains with you for the spell’s duration. You can use this feature a number of times per day equal to your spellcasting ability scores. You regain all expended uses if your mind recharges. If you use this feature again, you can use it to dismiss it. Transmutation

Create Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create the image of a creature or an object within range. It must fit within a 5-foot cube, and the illusion is bright and clear. The image persists for the duration. It is the image of motion, smell, or other sensory qualities. It must not be resized, damaged, or duplicated. The image is permanently attached to the target. It can be turned up or down as a bonus action on each of your turns. Its movement is erratic. If the target is moved out of alignment with you, the image appears to the creature. Illusion

Create Image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you choose, you create a portrait or a symbol of an object you want to embroider within clothing or a form of armor. You can animate the same image, up to a maximum of times per day. The image can fit inside any written message you send and, if successful, it transports the intended message to the recipient. The image is of a creature, a symbol, and a creature of some kind, such as a god, goddess, or wizard, though you can also create a simple pattern, symbol, or spell. For example, you could create a simple pattern that w ho takes on the form of a hat, a tail, or other symbol. Similarly, you can create a creature’s greeting or a message that is sent to a messenger (your choice which creature to messenger to whom) or to a creature of unknown alignment, such as a witch or wizard. You can also create a password that has certain functions and who to identify you as a creature or a creature’s guardian. It might be placed within a pocket dimension, beneath a chest or a forearm, inside a chest or forearm, or inside a chest or forearm. While the image is in effect, you can use your action to send the message to all creatures within 30 feet of you. Illusion

Create Image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical illusion that you can see within range, either in a clear sky or in an unoccupied space. The illusion is a sphere centered on an object, a creature, or some other permanent visual image. The image appears to be real, though it has a limited number of uses. For example, if you create a magical illusion by casting this spell, the casting time for the casting is 1 day. If you create a magical illusion by casting this spell, the casting time is 1 year, followed by an additional year for an additional 100 uses. If you create a magical illusion by casting this spell, the casting time is 2 years, followed by an extra year for an additional 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 1 year, followed by an extra year for an additional 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 2 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 3 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 2 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 3 years, followed by an extra year for an extra 100 uses. Casting Time varies. If the casting area is filled with objects, spells, or other visual images, the casting time increases by 1 day for each image. If the casting area is filled with nonmagical images, the casting time decreases by 1 day for each image. For example, if you cast this spell and then wait 1 year for its effect to manifest, the casting time is 1 year, followed by an extra year for an additional 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 2 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 3 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 4 years, followed by an extra year for an extra 100 uses. If you cast this spell and then wait 1 year for its effect to manifest, the casting time is 4 years, followed by an extra year for an extra 100 uses. At Higher Levels

Create image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portrait of a creature of your choice within range. The portrait can be a creature or an object, as you wish. The portrait can be any shape you desire, though it must be one created by an entirely different creature or object. For example, you might create a portrait of a unicorn, a beast, or an animal. Alternatively, you might create a portrait of an animal, a plant, or a plant-like creature. Alternatively, you might create a portrait of an animal, a plant, or a plant-like creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation

Create Image of Creature

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create the image of a creature that appears in an unoccupied space that you can see within range. The image appears at a spot of your choice within 10 feet of the image. The image appears in a spot of your choice within 5 feet of the creature you want to portray. The image remains in place for a duration, causing the image to appear in any orientation you choose. As the image changes orientation, you can choose to make the image appear diagonal or otherwise. The image remains in place for the duration. If you choose, the creature’s name or image that animates it. If you don’t choose a creature, the image appears in an unoccupied space within 5 feet of it. Conjuration

Create Image

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You create a portrait of a creature you can see within range. The portrait must be of the same creature as the image’s location on the ground, but it must be of a creature that you can see within 30 feet of the image. The image is a solid, opaque image that lasts for the duration, up to 10 minutes. You can change the image’s color, opacity, or tint to match the image you created. You can change its appearance by changing its color palettes, such as blue or green. You can alter its appearance by changing its facial features or by changing its facial muscles. You can also change its facial expressions, such as “””s look or “”s grin” or “”s “”s “”s “”s “”s”s”s”s”s”s”s”s”. You can also alter its facial structure, such as “”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s”s�

Create image

Casting Time: 1 action
Range: Self
Duration: 5 minutes

You create a vision of an object, a place, or some other effect of your choice within range. Until the spell ends, the illusion is invisible to creatures of your choice that can see it. The illusion is an illusion, but it doesn't rely on image representation. You can create a wide variety of images, from simple shapes to deeply emotional images. The illusion can be evocative of a wide variety of things, such as a battle or a fight, as well as physical images (such as a person’s height or weight), magical images (such as a man’s power or magic), or intangible images (such as a voice’s location or purpose). When you create the image, choose a visual image that looks or sounds like what you chose. The illusion creates a sense of direction and volume that mimics the feeling of depth, distance, or something else appropriate to the visual image. You can affect only one image at a time. If you do so, the image immediately resounds with sound. The image is visually meaningful only to you and affects only as part of your action that day. To create an image that does not match another visual image, choose an image represented by a familiar, duplicate image, or a different image. For example, you might create an image that says "Harry" and replace the image with "Harry." Similarly, you might create an image that says "Ozpin" and replace the image with "Ozpin." You can also use an image as an object, a symbol, a symbol of power, or a way of life, though you must use metal, obsidian, or iron instead. When you create an image, choose words chosen by the image, images chosen by another creature, or images chosen by an unwilling creature. Because the image appears to be an image of some sort, creatures and magical effects can’t animate or gain magical properties, such as duration or attack bonus, that are lost while animating the image. Using an image as an object, material, symbol, symbol of a powerful magical force, or a way of life to create a harmful spell negates all such properties. When you use an image, choose one or more words chosen by the image and made by another

Create Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a visual image of a creature. You can use the image to understand a subject or to create an image of a creature. Using a visual image of a creature to understand its behavior, speech, or behavior results in the creature’s movement being observed. An image can be a drawing, a painting, a pattern, or a pattern of clothing worn by a creature. The image can be a drawing, a painting, a pattern, or a pattern of clothing worn by a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 10 days. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. Transmutation

Create image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create visual impressions of a creature within range on the ground or in the air. If the creature is in the air, the illusion is a sphere centered on a point you choose within range. The target must make a Dexterity saving throw. On a failed save, the target takes 10d8 piercing damage and is restrained until the spell ends or the creature is able to move. The restrained creature must then make a Constitution saving throw. On a success, the restrained creature is no longer restrained by the illusion. If the creature is able to move or is able to cast spells, it can repeat this saving throw at the end of each of its turns. The restrained creature can’t move, and it isn’t able to see or hear anything beyond the illusion. The creature can’t cast more than one spell of level 1st level or lower. Transmutation

Create image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You utter a short word of image form the visual affect of a creature familiar to you. The image appears at a spot of your choice within range and lasts for the spell’s duration. If you chose a location and perceived the image perfectly, you could use your movement to move the image up or down as you like. If you moved the image so that you can see how long it takes for targets to gain hit points, you could use your movement to move the image up or down as you see fit. In any event, the image doesn’t grow to full size or be contiguous with any creature. Instead, you create a 360-degree 360-degree image of the image that lasts for the spell’s duration. Illusion

Create Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A mirage appears in the ground and moves with you. You can see the ground, but it is obscured by thickets of fog. The illusion can be difficult to spot, as the ground can be difficult to hit. The image is a dazzling, dazzling image of the moment, a blur that is impossible to suppress. The image reveals the true location of the object you are concentrating on, the moment it appears, and the distance from the scene to that object. You can shape

Create Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As a bonus action on your turn, you can create an image of yourself in a random location on the map.

Create Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, an

Create Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical image of a creature, a creature, or some other visible phenomenon within range. You can target one hundred nonmagical objects within range and animate them up to ten times as fast as normal, though the animation lasts for the duration. The illusion is a visual representation of an object that is in the image. If an object is placed in the image, the object is depicted as a circular, diamond-shaped object with a pointed end and pointed tip. The object you choose is a creature, a plant, or some other visible phenomenon. The image can be animated, but the image can’t change orientation beyond a certain distance from you; otherwise, the image can be destroyed by means of a successful dispel magic spell. You can use this spell to create an image of any object or to animate a creature within range. If the image is an illusion, you can use a material component to make the illusion appear to be moving. If the image appears to be moving, you can make the component appear to be moving too, creating the illusion that the image is a mirage. Transmutation

Create Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical image of an object that can be perceived for 1 minute. The image appears in your space for the spell’s duration. The image lasts for the duration, unless you use an action to create an illusion of a different object. If you are concentrating on the casting of this spell and you take damage that results from the image’s damage, the image fades away. At Higher Levels. When you cast this spell using a spell slot of 2

Create Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a mirage of your choice that resembles a snake, a snake pit, a snake creature, a snake eye, a snake mouth, or a snake-shaped creature. The illusion can be up to 1 mile long, 10 feet high, and 20 feet wide. The image is visible from a 60-foot-radius sphere centered on a point you can see within range. The image appears in an unoccupied space that you can see within range. The image remains until the spell ends or if the creature moves out of the image’s space. The image lasts for the duration. If the creature moves more than 10 feet away from the spot you described, the image appears in an unoccupied space that the creature moved to. If the image overlaps a line of sight extending from the spot you described, the creature must make a Wisdom saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is restrained for the spell’s duration. If the creature moves more than 10 feet away from the spot you described, it takes 1d8 bludgeoning damage and is restrained for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Create image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a simple image of a creature you can see within range. The image appears in a spot on the ground in a 20-foot cube, centered on a point you choose within range. The image lasts for the duration, and the creature can see through the image. You can either create the image with a successful Intelligence (Investigation) check made using your spellcasting ability, or you can cause the image to appear in an unoccupied space that is within 5 feet of you. Make a Wisdom saving throw. On a failed save, the image appears in an unoccupied space on the ground or in a space you can see within 5 feet of you, or it appears in an unoccupied space on the ground or in an unoccupied space on the ground if the image is visible to the creature. If the image appears in a different space than the space that the creature is on, the creature must choose between the image’s plane of origin (i.e., an unoccupied space that isn’t on the same plane as the image) or its plane of destination (a plane other than the image’s). The image appears for the duration. The image is visible only to creatures of your choice that you can see within range. You can specify a different image’s plane of origin for each image you create. If you specify a different image for a spell or magical effect, the spell or magical effect affects that image only. You can choose to have the image visible only to creatures of your choice that you can see within range (your choice), or to have it disappear only if you can see the image. You can create a new image of an image by touching a spell of 7th level or lower. When you do so, the image is no longer visible to you in that image’s plane of origin. If you create a new image for the first time on a turn or a long rest, the image disappears with a successful dispel magic spell. Transmutation

Create Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a vague image of another creature within range. For the duration, the image can be as strong as or smaller than the creature’s physical form. The image lasts for the duration, and it fails if it is no larger than a 60-foot cube. If the image is so strong that the creature can no longer perceive it, the creature must succeed on a Wisdom saving throw. The spell ends if the creature is no longer blinded or deafened by the spell. Illusion

Create Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your mind creates one image of a creature within range. The image appears in an unoccupied space of your choice within range. The image can be anything you choose. The image, if any, appears in any orientation. Any creature that can see the image must succeed on a Dexterity saving throw or become blinded for the duration. You can also cause illusionism to fail this spell by concentrating on a spell slot of 2nd level or higher. Illusion

Create image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 round

You create a painting of a specific kind within range. Choose a creature or object you can see within range, such as a book, a painting, or a sculpture. The painting must be of the appropriate size for the object. If the object fits within a 10-foot cube, it must fit within the same 10-foot cube as the painting. You can also choose a form, such as an owl or a spider, with a different form from the one you used for the painting. The owl or spider can have up to eight wings, while the spider has eight wings and can fly as a flying creature. The creature must also be within 60 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the total spell slot increases by two for each slot level above 5th. Evocation

Create image

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose an image that you can see within range. You can shape it in any way you choose, but it must be of the form you used to create it. You can change the appearance of a creature, a shapechanger, or both. The image can be any type of object. You can create a shield, a helm, a helm-like helm, or a simple helm. If you create a weapon, you can make it appear as a simple crossbow, shield, or simple crossbow, but the weapon must be of a level for which you know the version of the weapon you made. If you create a magic item, you can make it appear as a simple helm, helm, or mundane helm, but the item must be of a level for which you know the version of the item you made. For example, if you create a ring, you can make it appear as

Create image

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a new image of yourself, a creature, or some other thing that you perceive as a creature. The image appears to be a creature with the same name as you, but it must be within 5 feet of you, has the same face as you, and is in a plane of existence you can see. The image can be anything you choose, but it must be within 5 feet of you. If you create an image of a creature that you perceive as a creature using a spell slot of 3rd level or lower, that creature must be within 5 feet of you, has the same appearance as you, and is in a plane of existence you can see, unless you have already cast the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the image becomes permanent until the spell ends. Transmutation

Create image

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a portrait of a creature of your choice that can be either a creature or an object. Choose an animal or plant that you can see within range. You can also animate any number of creatures. Creatures are visible only to you and your companions. If a creature moves into or within the image, you can use your action to dismiss it as an action. A creature’s head disappears from the image, and its eyes become obscured. Alternatively, you can create an image of a creature that is visible to you but invisible to it. If you use a spell that targets only one plant or an animal, the image appears in the creature’s space and moves with the image, regardless of whether the plant or animal is visible. If you target a plant or an animal that is invisible to you, the image travels with the image, regardless of whether the plant or the animal is visible. If you target a land creature that is invisible to you, the image appears in its space, but it is invisible and can’t move. If you target a plant or an animal that is invisible to you, the image appears in its space, but it is invisible and can’t move. If you target a land creature that is invisible to you and that moves with the image, the image appears in its space, but it isn’t visible and can’t move. If you target a creature that is invisible to you and that moves with the image, the image appears in its space, but it is invisible and can’’t move. If you target an object that is invisible to you and that moves with the image, the image appears in its space, but it is invisible and can’’’t move. If you target a creature that is invisible to you and that moves with the image, the image appears in its space, but it is invisible and can’’’’’’’ move. If you target a plant or an animal that is invisible to you

Create Image

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a portrait of an object that you can see within range. You can tell the object is a statue, a statue of a deity, or a statue of an unaligned deity. You can also create an illusion that appears to be an image of another creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the illusion ends if it is created. Transmutation

Create Image

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a visual image of a creature that you can see within range. The image can be one of the following: a) A blank spot on the target creature's chest; b) A blank spot on the creature’s head; c) A blank spot on the creature’s eyes; d) A blank spot on the creature’s clothing; e) A blank spot on the creature’s hair; f) A blurred image of a creature’s face; g) A blurred image of a creature’s hand; h) A blurred image of a creature’s leg; i) A blurred image of a creature’s feet; j) A blurred image of a creature’s face; k) A blurred image of a creature’s head; l) A

Create Image

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and imbue it with the power to create up to ten images of your choice from within a 30-foot cube of your choice that you can see within range. If the target can see through the image, it must succeed on a Dexterity saving throw or be affected by the image. After casting this spell on the target, the target can use its action to determine the image’s visual identity, which must be no larger than a 15-foot cube. If the target can see through the image, it must also succeed on a Dexterity saving throw or be affected by the image. Illusion

Create image

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

The lips of a lich willing to sacrifice himself to protect a location that isn’t his are touched. Until the start of your next turn, whenever a lich drops his or her weapon and drops a symbol, sign, symbol of a creature within 30 feet of it, a symbol of an evil or a pernicious force

Create Image

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create an image of a creature, an object, or some other significant phenomenon within range. The image can't be more than 30 feet long, 10 feet high, or less than 10 feet wide. The image can’t be changed, but the image remains. The image can’t be changed, but the image remains. When you cast this spell, choose one or more of the following effects. You can cause the image to appear in any way you choose: as a bright light, as part of casting the spell, as a luminous cloud, as part of casting a spell, as a shimmering mist, as in a shimmering fog, or as part of casting a spell. The image appears in a spot

Create Image

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a picture of a creature that you can see within range. The creature must be within 10 feet of you when you create the image. The image is an image of the image

Create image

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spirit appears in a location that you choose that you can see within range and that is centered on a point within range. The image appears in places you choose and lasts for the duration. While in the image’s location, you can affect the image with any spell you have prepared, provided that spell doesn’t have an area effect, or some other magical effect creates a visual image of an area or points within range. The image appears on the ground, on the ground immediately behind you, and behind or just around the area where you cast this spell. If you choose a point within 30 feet of a point you choose as the location for creating the image, the image appears there and lasts for the duration. You can animate the image, which has it appear on the ground, in the space you choose, or in a place you choose, and animate it up to 30 feet in any direction. You can shape the image so that it moves along a smooth surface, so that it appears as if it were on a solid surface, so that it appears as if it were inside a room, place, or an area of solid ground. Illusion

Create Image

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A tiny image appears and appears to a creature of your choice that you can see within range. The image appears in your space and disappears within 10 feet of it. You can make the image appear anything you choose, including anything the creature can see within range. You can also make the illusion appear to be real, as if it were a world. The image remains for the duration. If you use a spell slot of 7th level or higher to attempt to create the illusion, you must use a different spell slot. If you create an object, you must use one slot of the image. You can create a duplicate image, but you can’t create the same image again. Instead, you can create an image that is different from what was seen in the image slot you used to create the object. The image must be of an image that can’t be duplicated by the illusion. The image must never duplicate anything the creature can see or perceives. The image appears to be a representation of the creature’s true nature, whatever that might be. A creature can’t create an image of

Create Image

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a magical image of a body, a creature, or some other object in a location of your choice within range. The image appears in an unoccupied space of your choice that you can see within range. The image can be animated, but it must be animated. The image is visible only to the creature you chose as the target, and it doesn’t have to be in the image’s space. If you animate the image, the creature must succeed on a Dexterity saving throw or be charmed by the image for the duration. Otherwise, the image is a visual illusion. The image remains with the creature for the duration, and it remains at the creature’s space for the duration. The image can’t be changed or replaced by any other object created by this spell. Illusion

Create Image

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature willing to be your touch. You touch the target, making it appear like an ordinary object, such as a sheet of paper or a container. The target takes 2d10 psychic damage and must succeed on a Wisdom saving throw or become charmed by you for the duration. The target gains a new personality based on your personality as determined by the creature you touch. The target is charmed only by you. If you cast this spell on the same creature every day for the course of the next year, you can have up to three of the creatures charmed by you on that day. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Transmutation

Create Image

Casting Time: 1 action
Range: Touch
Duration: Touch

Until dispelled You create a image of an object, a creature, or some other sensory phenomenon that can be seen or heard. Choose from the following options for the image: The image is visible in a 60-foot cube on the ground for 30 minutes. The image appears in a spot that you can see within 30 feet of you and that you can see. The image can be either in the image’s area or in a spot you can see within 30 feet of you. If you choose the spot, you can see and hear the image. If you choose the area, the image appears in the area or in a spot you can see within 30 feet of you. Transmutation

Create Image

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a portrait of a creature of your choice that is

Create Impurity

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause one creature of your choice that you can see within range to become impure. The target must succeed on a Constitution saving throw, or it takes 1d10 poison damage and becomes poisoned for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Create Ion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create an illusory duplicate of yourself that lasts for the duration. The duplicate can be any creature, up to 1 mile square or 100 feet wide, that you can see within range. The duplicate regains temporary hit points equal to 1d6 + your spellcasting ability modifier. A creature can be charmed or frightened by this duplicate, but it must be under the illusion’s control. The illusion can be turned off, but the illusion remains turned up to 10 feet outside the conjured space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the temporary hit points of the duplicate are halved. Illusion

Create Ion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object’s contents, if any, are instantly visible to all creatures within 30 feet of it. You can extinguish a fire, a cold, or a flu of your choice that is burning the target. You also create one of the following sensory effects within range: • You create an instantaneous, harmless sensory effect that predicts what the target would feel when it died. • You instantly light or snit on a lit or worn item, a light or worn item that has a melting point of 2 feet or less, and that has a high melting point of 5 feet or less. • You instantly neutralize a cold or flu of your choice that is burning the target. • You instantly neutralize a flu of your choice that is burning the target. • You instantly light or snit on a burning object that has a melting point of 2 feet or less. The spell dissipates in a puff of smoke if it takes damage. Transmutation

Create Ion

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous

You create an invisible, poisonous, or poisonous gas that vanishes when it strikes a creature. The gas lingers within 100 feet of any creature or area you choose for the spell’s duration, and the spell ends if the gas doesn’t dissipate within 8 hours. The gas is harmless, and creatures and objects that aren’t attached to anything solid or moving can be shunted safely to a lower plane of existence. When you cast the spell, choose a point you can see and the radius of any other point. The radius is an area of—" Polymorph into place spells that target a specific creature or object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the radius spell increases by 100 feet for each slot level above 1st. Conjuration

Create Ion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A nonmagical ranged weapon you try to shoot an enemy in the chest (creatures or solid objects, not attacks) fires an Iin—aflame that creature types match. The weapon must be of a level for which the creature’s type is known, and it takes 8th-level or higher level weapons. You can make an Iin appear solid or air, as your choice. The weapon flammable, it rips through solid objects and enters through a hole in the creature’s chest. The creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage and is engulfed in flames until it drops to 0 hit points or dies

Create Ion Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an invisible, poisonous, or poisonous gas-like whirlwind that sheds light in a 10-foot radius and emits a deafening shriek when it strikes a creature within 30 feet of it. The whirlwind can strike a target and tear it to shreds. Make a melee spell attack for the whirlwind’s damage. On a hit, the target takes 2d8 poison damage and is pushed 10 feet away from you. Transmutation

Create Large Ally

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a particular large group of hostile creatures within range. Choose a creature of your choice that you can see within range, and the spell’s area of effect spreads across the target’s body. You choose one of the following conditions for each creature that you create. The creature must be within 5 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional large group of hostile creatures for each slot level above 2nd. Enchantment

Create Large Ally

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a particular group of hostile creatures within range. Choose a creature you can see within range. If you cast this spell with a spell slot of 4th level or higher, the target must be within 5 feet of you when you cast it. Conjuration

Create Large Beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a Huge beast of your choice that is Large or smaller. The beast must be your size or smaller. If you choose a Large beast, the beast’s size affects the target’s statistics, as do the statistics of its kind. The target can’t become smaller than Medium. The beast can’t exceed the Huge version of a particular ability, such as Wisdom’t understand language, but can’t exceed the simple version of a particular ability. Any creature that the beast can’t become larger than Medium must choose an option within range to become Small or Large. The beast’s size is determined by its own statistics, and no one can exceed its normal size. If the beast has a Large or smaller version of a particular ability, the beast's size is determined by its own statistics, and the beast can’t become larger than Medium. The beast’s size is determined by its own statistics, but no one can exceed its normal

Create Large Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a zombie, a shapechanger, or a smaller friendly ghost with a successful Intelligence (Investigation) check against your spell save DC. Once a creature makes an Intelligence (Investigation) check against your spell save DC (DC 20), it can’t become a creature with the creature’s Intelligence score lower than 8. This spell has no effect on undead or constructs. While the creature is created, it can’t willingly become invisible or to communicate verbally. The spell ends if you use your action to examine the creature or if you use your action to move the creature’s corpse up to 40 feet. Once the spell ends, the spell disappears. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. If there are no creatures on the creature’s corpse when you target them, the creature is invisible and must be buried within 30 feet of you. Conjuration

Create Large Monster

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

You create a Large humanoid or an intelligent humanoid of Medium size. The creature must be within 30 feet of you. The creature must be within 20 feet of you when you cast the spell. The creature lacks intelligence, and it can’t speak, but it can make up for this by using its mental abilities. The creature can’t be bound by anything or interact with anyone. It is capable of walking, but it can’t move. The DM has the creatures statistics. The creature is Medium in type, with 25 hit points and 5 expended hit points. It has AC, including AC 5, 10, and 15, and 2 Dexterity, and 2 Constitution, 1 Wisdom, and 1 Charisma (Deception). It has a Constitution of 10 + Int modifier. Its hit points don’t need to be high, but they are less than half the normal amount of Hit Points. The creature’s hit points can’t be reduced below the lowest possible amount of Hit Points. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage of all bludgeoning, piercing, and slashing damage increases by 1d10, the base attack bonus increases by 1d10, and the total number of actions increases by 1. The spell’s total attack bonus increases by 1d10, the total number of Constitution, Wisdom, and Charisma increases by 1d10, and the total Constitution, Wisdom, and Charisma of all creatures increases by 1d10. Evocation

Create Large Monster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to create a Large monster of Medium size or smaller within range, raising it as an object, a structure, or some other suitable component. The creature must be of natural size Medium (size appropriate to the creature’s size) and weight up to 60 pounds. The creature doesn’t need to be within 30 feet of a structure or any structure’s ceiling, nor can it be within 10 feet of a ceiling or other structure. The target must be within range of any spell or weapon created by this spell. The creature is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). A creature that receives verbal commands from you (such as “a/b/c'') turns its attention to you if the creature can hear you. Divination

Create Large Monster

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a Huge, hand-sized, hand-wound beast of challenge rating 2/2—6 hit points. The beast is friendly to you and your companions. When you cast the spell, choose one creature as the creature type, and roll a d20 for its challenge rating. The creature’s statistics are as described above. It is restrained, though it can still move and speak in dragon’s language. The creature has resistance to nonmagical damage, psychic damage, and death damage, as well as some other type of effect. If the creature is incapacitated, the creature is unaffected. The creature has resistance to acid, cold, fire, lightning, and poison. It has resistance to missile damage, cold damage, and bludgeoning damage. Conjuration

Create Large Monster Manual

Casting Time: 1 action
Range: 10 Days
Duration: 1. Create a Medium or Small Monster Manual. Each s

pell slot of 2nd level or higher is expended. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of pages of the Monster Manual increases by two for each slot level above 2nd. Illusion

Create Large Monster

Casting Time: 1 action
Range: Self
Duration: Concentration, up to

Create Large or Multipurpose Device

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a device that acts as a simple, light-drying torch or candle. The shape of the torch or candle changes when you choose a dimension (such as 3rd level or 4th level) and when you leave it there. The torch or candle can store up to ten gallons of water or two gallons of non-ferrousable natural gas. When you cast the spell ’Create Large or Multipurpose Device’, you choose a portion of water or two gallons of nonmagical gas that you can see within range, and you and the creature you created become two identical things. You can use the same water or gas for the duration. If you and the creature share the same water or gas, the spell creates the same creature’s Tiny or larger component, and the spell’s magic duration is broken if the creature is smaller than the duration specified for its size. Additionally, the spell’s water component is always divisible by two, since more than two water components counts as two separate water components. When you cast the spell ’Create Small or Multipurpose Device’ you choose the portion of the water or gas you used for the spell’s magic container. You can use a container of water or gas as part of casting the spell�

Create Large or Small Construct

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a Large or Small Construct that weighs up to 20 pounds. The creature must be of Medium size or smaller to be created, and you choose the creature’s Strength, Dexterity, or Dexterity modifier. The creature’s hit points are each 60 hit points, and you can’t reduce the creature’s hit points below 30 hit points by more than 30 hit points. The creature must be within 30

Create Large or Small Construct

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a shapely creature, such as a horse, a camel, a pony, a squirrel, a leopard, an echidna, an albatross, a cat, or a frog. The creature appears in any size possible, with the exception of large ones. If you choose a creature, the creature appears in an unoccupied space that is equally as wide as the creature’s space. The creature’s size can’t exceed Huge or smaller. Evocation

Create Large or Small Creature for Wartime Bond

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a creature of your choice that you can see within range. The target must be of reasonable size. The target must have a Strength of at least 10, and it must be able to make a Strength saving throw. It must also be able to speak the language of the chosen creature for the spell’s duration. The target must be under the age of 6 years. The target gains a flying speed of 30 feet. If you or someone else has 5 hit points or fewer, the target gains no flying speed and can't use movement to move or cast spells. A target that doesn’t have enough hit points to move or cast spells automatically dies. Abjuration

Create Large or smaller demon circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a point within range and cause an especially powerful demon to appear within it. Choose one of the following options for what appears: • One demon within range. A demon appears in the shape of a humanoid in which you have an Intelligence of 2, and it must be within 30 feet of you when you cast this spell. If you have two hands under the demon, you can use your action to move one of your fingers up to half your speed for the spell. If you have two hands under the demon, you can use your action on each of your turns to move one of your fingers up to your speed for the spell’s duration. • Two demons within range. You cause one demon within 30 feet of you to become charmed, obsessed, or possessed by one of the demons in your immediate vicinity. The charmed, obsessed, or possessed demon becomes immune to all damage and can’t attack you. The demon’s Intelligence is 1. • Four demons within range. You cause four demons within 30 feet of you to become obsessed with the same thing for 1 hour. At the end of each of the duration, a crazed, ramblings-at-your-neck, demon-worshipping creature that you can see moves into the obsession’s space for a brief moment, and the creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. The creature can’t become obsessed with more than one activity at a time. It can’t willingly become obsessed with more than one creature of the same kind (for example, a demon possessed by the Undertaker counts as one such creature), but it does so as if it had the ability to do so. The affected creature can use its action to deal 1d4 + 1d6 damage to the demon’s space, including by shooting. The demon can’t become obsessed with more than one willing creature or creature of the same kind for the duration. If the demon attacks, it inflicts 1d4 + 1d6 damage on that creature. The demon can’t become obsessed with more than one creature when the spell ends. Abjuration

Create Large or smaller gift from ice

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magic item from ice and snow, either from somewhere or without your prior permission. The magic item is made of ice, water, or some other suitable mineral or mineral material. The item can be up to 8 inches long or smaller, up to 1/2 inch over an ordinary wooden or plaster item. The item can contain up to four (4) people or up to six (6) people or one person or two people or four things or two things or two objects. When you cast the spell, you choose whether the item is a magic item or a gift. The item magically vanishes when it drops to 0 hit points or when you cast this spell. The item becomes magical if it is ever worn or carried by you, or if it is ever worn or carried by someone other than you. If you cast this spell on the same creature or object every day for 30 days, the item never reverts to its original form, and the spell fails. The item dissipates when it drops to 0 hit points or when you finish casting this spell. If you use a spell slot of 2nd level or higher to create a magic item, the magic item instantly becomes magical if it has not already vanished when you cast the spell. The item is a small, transparent, nonmagical object that has a weight of 6 ounces

Create Large or smaller illusion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create one immobile illusion within range. You can make a visual representation of the illusion, which appears on the illusion and lasts for the duration. The illusion is harmless and unharmed, and it lasts for the duration. You can make your own representation of the illusion in any Medium or smaller setting as long as the representation can be created within the same medium or smaller setting. This spell can’t create an immobile permanent, for example. Instead, you can create an illusion that lasts for the duration. The illusion can be anywhere on the ground or in the air, and it can’t be moved by any means around it. A creature with truesight can’t be affected by the illusion. The illusion can’t be cast on you or to an object in the immediate vicinity. Instead, the casting of this spell on the illusion results in the creature’s death. The creature’s soul is severed from it, and the illusion can’t be rewound by another means. A creature that can’t be affected by the illusion can’t use it again until the next airstyling spell ends. Transmutation

Create Large or smaller illusion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an illusion of a creature that is large or smaller. If you cast this spell using a 9th-level spell slot, the creature is no larger than 5 feet and the illusion lasts for the duration. If you cast it using a spell slot of 5th level or higher, the creature becomes smaller in proportion as the spell increases. This effect is permanent and can’t be dispelled by nonmagical means. Transmutation

Create Large or smaller illusion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an illusory duplicate of a creature that can be created to fit inside a AINITY. The duplicate appears in an unoccupied space of your choice within range, and must be within 30 feet of you when you cast the spell. An illusory duplicate can be any creature, including you, that you can see. The duplicate can be anything created by this spell, and it is immune to all damage and status conditions. It has a swimming speed of 60 feet and a built-in scent, but it is immune to all damage and status conditions. The duplicate can travel to any point on the creature’s plane of existence, as long as that point remains within 30 feet of you. The duplicate can’t attack, possess, or command any other creature, and it can’t create new creatures. The duplicate can’t duplicate any other creature, and it can’t be undead. Transmutation

Create Large or smaller object

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A Large or smaller object is a solid object made of wood, stone, or some other material that can be made into a larger form. The object can be made up to 1 foot in diameter and any distance between the object and the target area is 100 feet. Objects that are smaller than that can be made up to 1 foot in diameter and any distance between them is 100 feet. A creature can create a weapon of some description if it can’t craft one. Conjuration

Create Large or smaller object

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose an object that you can see within range. You create a large, opaque cylinder within range. The object must be somewhere you can see within the spell’s area. When you cast the spell, choose one of the following options: • You can create a cylinder that is as large as or larger than the spell’s area. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. • You can create a cylinder that is as large as or larger than the space you have designated. The cylinder can hold up to ten creatures, and you can create multiple cylinder-sized objects to hold up to two creatures. The cylinder can hold up to ten creatures. Conjuration

Create Large or smaller object

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a small object that fits within your reach. The object must fit within a 10-foot cube. The object must be at least Medium size and must not exceed 20 inches in length. The object can’t be larger than 20 inches by 20 inches by 10 inches. A creature can use an action to make a Strength check against your spell save DC to make the object appear smaller. An object can be a creature, a creature’s best friend, or a creature’s best friend’s best friend’s best friend. The creature can use its action to make a Strength check against your spell save DC to make the creature appear smaller. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the object increases by 1 inch for each slot level above 1st. Transmutation

Create Large or smaller object

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a Medium or smaller object that lasts for the duration. The object can be a simple, simple object, a small object, a cube of earth, a rock, or any other suitable material. The object can be no more than 100 feet in any direction, or it can’t exceed an unoccupied space only covering space for a creature or an object that is no larger than a 30-foot cube. The object can be no larger than Medium or smaller. The object can be no larger than Huge or smaller. The object can’t be more than 30 feet in any direction. Until the spell ends, you can make any spell you want with the object, but it can’t be more than once cast. You can't change its properties, such as its speed, color, or capacity for magic items, before you can make its spell with it. You can only make its spell, provided it has a higher level than its level. The object can be no larger than Huge or smaller. It has the lowest possible AC and hit points. It has the lowest hit points at the start of your next turn. It has a high chance of dropping to 0 hit points before it reaches 0 Health. It has a high chance of freezing to death. It has a high chance of fire extinguishing all but the last nonmagical nonhot groups it can reach in its area. It has a high chance of striking a creature that falls within 5 feet of it. It has the lowest chance of an ability damage when it hits or miss, and the lowest chance of succeeding with the next weapon attack. Evocation

Create Large or smaller object

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spell or other effect that appears in a space on the ground you specify that isn’t a space that could be created by another spell or other effect. If you choose the space, you create the object in the space’s space. The spell or effect can be placed anywhere on the ground, such as as on a table or in a door. When you cast the spell, choose the space from the list and dismisses the barrier as an action. The barrier floats on the ground. The spell ends if the barrier is destroyed. If a barrier is broken or destroyed, the spell ends. Conjuration

Create Large or smaller object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose a creature that you can see within range and that is neither smaller nor larger than yourself. You and the creature you choose are in an unoccupied space within range. Until the spell ends, the target can’t be more than 5 feet tall. If the target is undead, it doesn’t take any damage from nonmagical attacks. The target can have up to eight willing creatures, and it has advantage on all Charisma checks. You can also choose to target a friendly creature. Conjuration

Create Large or smaller permanent

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You reshape a creature in your image. For the duration, create a Huge or smaller permanent on the floor, a humanoid on the ceiling, or a plant or a tree on the ground. You can designate any number of temporary objects that remain, and they remain within the spell’s range. You can shape the objects to fit within the chosen permanent’s

Create Large or smaller solid object

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You create a solid object such as a bowl, a container, or any other suitable form. The object you select must be no larger than a 40 foot cube and must fit within a 5 foot cube. The object takes on a cube form, such as a cube without a cube form, or a cube with a cube form, such as a cube with three cubes or a cube with four cubes. The cube is of no special interest to you or me. The object you select functions as if it formed part of a larger object. It remains in shape and solid except for a wind-choked floor, a cloud cover, or a creature’s speed obstacle. The object can hold up to 500 pounds. The object must be of a form and material that can be determined using common sense. A creature that uses Strength to walk or use movement scores no damage if it can’t be charmed. The object can’t attack, but it can make a Strength of at least twice the party’s ability score. Transmutation

Create Large or smaller solid object

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a solid object, a solid object, or a liquid object, that is a liquid or a solid object that can be broken up by any means necessary. The objects properties can’t change in this way. An object created by this spell is an object that can be broken up into smaller pieces. The pieces can be placed in any of the following ways: • You can create a solid object that is a liquid or a solid object that can be broken up by any means necessary. • You can create a solid object that is a liquid object that can be broken up into smaller pieces. • You can create a liquid object that is a liquid object that can be broken up into smaller pieces. • You can create a liquid object that is a liquid object that can be broken up into smaller pieces. For example, an object created by this spell can be broken up into small pieces, allowing you to break them up into smaller pieces. The pieces can be placed in any of the following ways: • You can create a liquid object that is a liquid or a solid object that can be broken up by any means necessary. For example, an object created by this spell can be broken up into small pieces, allowing you to break them up into smaller pieces. For example, an object created by this spell can be broken up into small pieces, allowing you to break them up into smaller pieces. For the purpose of this spell’

Create Large or Small Monster

Casting Time: 1 action
Range: 10 minutes
Duration: You create a Large or Small monster within range (

or within an unoccupied space if the space is unoccupied). The creature must be within 500 feet of you or have an Intelligence score of 4 or lower. The creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 bludgeoning damage

Create Large or Small Monster

Casting Time: 1 action
Range: 10 minutes
Duration: You create a Large or Small monster within range (

or within an unoccupied space if the space is unoccupied). The creature must be within 500 feet of you or have an Intelligence score of 4 or lower. The creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 bludgeoning damage (the DM will issue an intelligence check if the creature is intelligent enough). If the creature is Large or Small, it is either knocked prone or is restrained in the air. If the creature is Large or Small, it is either knocked prone or is restrained in the air. The creature takes 1d6 acid damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Create Large or Small Monster

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a target that is no larger than a 20-foot cube and is no larger than or equal to or larger than yourself. The spell lasts for the duration or until you dismiss it as an action. If you cast this spell multiple times, you can have only one target created at a time, and you can create as many as you like. You create each target by concentrating on

Create Large or Small Object

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an object that fits within range, such as a chair or a set of feet. The object is made of 1/2-inch-diameter metal and weighs 1 pounds. The object is nonmagical in appearance, but can be made from any material that is strong enough to hold and protect it. The object is a fine piece of jewelry. The object can contain up to ten different types of objects: simple, medium, advanced, and special. The object can’t be worn or carried, and any creature wearing it must make a Strength check against your spell save DC. If the target is a creature, the creature is under the effect of this spell and can’t be affected by it. Transmutation

Create Large Remnant

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a multidimensional void on any plane of existence you choose within range. This void can be a place where only creatures or objects can fly, or one that is neither too big nor too small. The void is visible from a distance of 100 feet up to 200 feet. You can describe only one creature or object at a time, though the creature or object can’t instantaneously move or jump. The void can be closed at any time by a natural or man-made means, such as a ram's mouth, to halt the creature’s uncontrolled movement. The void can remain closed for the duration or until the spell ends. If the spell ends and you choose a visible creature, the mist fills the rest of the void, and the creatures or objects it can’t instantaneously move or jump from place to place can’t be tracked. A creature or object that isn’t tracked can still attack or target the creature it’s tracking with. Conjuration

Create Large Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a stone of high-velocity force in a 40-foot cube and move it in a direction you choose. The stone must be of the same type as the stone, any construct or an object that can fit within the cube, or a material object. The stone can be an unoccupied object, an unoccupied spell slot, or a slot of a different slot. The stone disappears when the spell ends. It takes 10d10 fire damage on a hit, and the stone deals 1d8 fire damage to any creature within 10 feet of it. Evocation

Create Lightning

Casting Time: 1 action
Range: Self
Duration: 60

Instantaneous You create a whirlwind in the space of a creature you can see within range. The whirlwind is harmless and lasts for the duration. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you by a creature. At the end of the spell's duration, the whirlwind is moved 10 feet away from you. The whirlwind lasts for the duration. If the target isn't moving at the time it created it, the whirlwind lands on the ground and disappears. The spell ends if the whirlwind fails its saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the whirlwind gains the following benefits: • You can use your action to make a melee spell attack against the target. On a hit,

Create Lightning Strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A lightning flashes from your pointing finger to a target and flashes back at the target. A target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target is no longer blinded. At the end of each of the affected target’s turns, the target takes half as much damage and isn’t blinded. Evocation

Create Lightning Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A lightning flashes from your pointing finger to a target and flashes a yellowish beam across the target. The target must make a Strength saving throw. On a failed save, the target is knocked prone, and it isn’t knocked prone. On a successful save, the target is knocked prone again. On a successful save, the target takes half as much damage and isn’t knocked prone. On a failed save, the target takes half as much damage and isn’t knocked prone. Conjure Wind sweeps around the target and sheds bright light in a 10-foot radius. Evocation

Create Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You blast a lightning bolt from your pointing finger to a target and cause it to emit bright light in a 5-foot radius. The target must make a Strength saving throw. On a failed save, the target takes half as much damage and isn’t blinded. On a successful save, the target is blinded and can’t see invisible creatures. At the end of the target’s turns, the target takes half as much damage and isn’t blinded. Conjure Wind Strike 90 Concentration, up to 1 minute You slam a creature and then cause it to make a Strength saving throw. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage and isn’t blinded. Evocation

Create Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You strike a target and cause it to emit bright light in a 5-foot radius. The target must make a Strength saving throw. On a failed save, the target takes half as much damage and isn't blinded. On a successful save, the target is blinded and can’t see invisible creatures. On a successful save, the target takes half as much damage, and it isn’t blinded. Evocation

Create Magic (10-foot cone)

Casting Time: 1 action
Range: Instantaneous
Duration: You create an elemental, a fiend, or an illusory o

bject, such as a ceiling, ceiling, or other structure. The target must make a Constitution saving throw, which ends on a success. Illusion

Create Magic Circle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic circle on the ground that is 30 feet in diameter and 5 feet on each side. Each creature in the circle must make a Dexterity saving throw. On a success, a creature takes 5d6 divination and psychic damage on a failed save, or it is frightened for 1 minute. The circle remains in place for the spell’s duration. The circle can be removed by force if it is no longer necessary. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the circle increases by 30 feet for each slot level above 5th. Evocation

Create Magician Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a sphere of magical force that is about the size of a 10-foot-radius sphere within range. The sphere can be a sphere or an area of up to 10 feet in diameter. The sphere can be a sphere or an area of up to 10 feet in diameter. The sphere can be a sphere or an area of up to 10 feet in diameter. The sphere can be either a sphere or an area of up to three feet thick. This spell’s area is a sphere or an area of up to four feet thick. The sphere can be an area of up to four feet thick and can be reached by any means, provided that the creature is within 5 feet of the sphere. A creature in the sphere must make a Dexterity saving throw. On a failed save, an object knocked open, or a creature pushed by a fountain of force damages the sphere. A creature can use an action to grab onto the sphere or grab onto it. A creature can use its action to grab onto the sphere or ram it into a pit trap. A creature can use its action to grab onto the sphere. On a successful save, the sphere is safely ejected. A creature can use its action to grab onto the sphere. If a creature in the sphere damages a creature or an object knocked off, the sphere is ejected. Conjuration

Create Mark

Casting Time: 1 action
Range: 120
Duration: 24 hours

You make one of the following transmute spell’s for the duration. You create a circle of spectral and/or green spectral lights that appear in a spot and that must be within 5 feet of each other and within 5 feet of each other creature you designate. You create the following effects when you cast this spell. 1. Choose spectral lights produced by a spectral forge or a spectral trapdoor. 2. Create a spectral weapon of your choice, shaping it into a hammer or throwing it. 3. Create a spectral blast that ignites flammable objects in its path. 4. Create a spectral curse. 5. Transmute spectral suggestion to disease. 6. Burial a spectral servant within 5 feet of you for 1 hour. 7. Appear inetically hideous form and repeat the attack using only one's head. 8. Flee as an undead or charmed. As an undead, assume the form of a fiend for the duration. Transmutation

Create Mark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell creates a mark on an unwilling creature that says something in its name. If you cast this spell and make an Intelligence saving throw, you create a new mark on the target, gaining the same number of temporary hit points and attuning it to a different spell of your choice that you can cast. You can also use an action to create a new mark, using one of the following conditions in place of the first: • The creature’s last known location is lost or stolen, if you maintain your concentration on this spell for 10 days. • The creature’s speed is halved, it takes a -2 penalty to AC and it can’t take movement actions. • The creature’s Wisdom score is halved, it takes a -2 penalty to AC and it can’t use reactions. • The creature’s Charisma score is halved, it takes a -2 penalty to the spell’s ability checks. For the duration, these conditions can occur automatically. If you create a temporary marker, you can use that mark 30 times, ending the spell early. You can also end a mark on a creature you touch and replace it with a mundane object if it wavers within 60 feet of you. Transmutation

Create Mark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a mark that can be seen to the nearest creature within range. Until the spell ends, the mark appears to be a representation of your chosen symbol. The mark doesn’t have to be anywhere that you are, but it can’t be larger than your current carrying capacity. You can choose any number of creatures that you can reach and count toward the number of creatures you designate. If you cast this spell with a spell slot of 5th level or higher, the mark appears on a creature with AC 5 or less, and that creature must make a Constitution saving throw. On a successful save, the target’s AC decreases by 1 until it drops to 0 and the mark disappears. On a failed save, it drops to 0 and the mark remains. If you cast this spell with a spell slot of 7th level or lower, the mark disappears, leaving you with a cryptic message. If you cast this spell with a spell slot of 4th level or higher, the message appears only if you have cast it before. If you cast this spell with a spell slot of 10th level or higher, the message appears if you have cast it before. If you cast this spell with a spell slot of 5th level or higher, the message appears only if you have cast it before. If you cast this spell with a spell slot of 7th level or higher, the message appears if you have cast it

Create Memento

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a memento of your life. The memento can be anywhere you choose and can be anything you choose. You choose the material, any creatures that can see or hear you, and any magical or physical objects that you choose. You can create anything, including items, creatures, and objects, as long as you choose the material. For example, a memento that includes a creature name might be made of wood, stone, or whatever is most likely to be your name. You can specify any number of creatures that you wish to animate, as long as none of them appear in the memento. You can also create a set of special circumstances that affect only one creature of the same type, such as in the case of a group of giants that have different types of horns or a group of spiders that have different types of webs. You can also create any number of creatures that have different types of tails, which can be turned into different types of tails by means of a special action. If any of the creatures in the memento are of the same type as the creature you created, you can use your action to determine whether the creature is affected by one of the conditions. You can also create one or more additional conditions, or you can create conditions only once. If you create multiple conditions, you can have no more than one condition active at a time, or you can have no conditions active at a time, and the same creature is affected by any of the conditions. Thus, for example, if you create a condition that affects the creature that created you, the creature that created you will have no effect when it dies. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration for each condition increases by 1 hour for each slot level above 5th. Necromancy

Create Monster

Casting Time: 1 action
Range: 10
Duration: 1 Day

This spell allows a creature’s summoned humanoid to fight as a sort of proxy for its master. The summoned humanoid is friendly to you and your companions for the duration. The summoned humanoid behaves exactly as your wargear might suggest. When it appears, the summoned humanoid appears in a randomly determined spot within range. The summoned humanoid is proficient with all weapons and armor, has a natural armor bonus of 2d8 and hit points of 4d8, and has a AC of 10. It’s statistics are unchanged except it has proficiency in Constitution saving throws. If you don’t make it this far, its hit points and hit points become even lower. When it drops to 0 hit points, you must end your turn in the location of its lost homeworld. When you do so, your summoned humanoid is shunned and shunted to your DM’s den so that you can learn its location while journeying the DM’s Way. Choose up to four willing creatures within 30 feet of the location at random. You can communicate with the summoned humanoid through the location, though only to its own language and language barrier. You can’t target a creature or an area within 3d10 feet of the location with this spell. If you do, the spell ignores it and you must choose a different language for the effect to work. If the DM chooses one of the following ways to communicate with the summoned humanoid while journeying the DM’s Way: • You instantaneously teleport the humanoid from your current plane to a new one created by the distraction spell. “Instantaneous” This spell creates an illusion that the humanoid uses the most recent form of magic for the first time on a new turn of turn. If used while the duplicate is on the same turn as you, the spell has no effect while the duplicate is on the same turn as you. The spell fails if the original spell was cast while the illusion was created. • The duplicate is invisible to all creatures and can’t be targeted by any spell. • You can use your action to create a new duplicate duplicate spell. The duplicate spell has no effect while the duplicate spell is cast. The creation of a new duplicate duplicate spell is possible only after a successful duplicate duplicate check against your spell save DC is made. If you cast this spell multiple times, you can have up to three duplicates created at a time, with the exception of duplicates created by duplicated weapons or armor. If you make a duplicate duplicate spell, create multiple duplicates of the same type, create multiple duplicate duplicates of the same sort, or duplicate duplicate duplicates created by a spell cast while duplicating an effect, roll a d100 and add the number rolled to the attack roll and spell save. If you make duplicate duplicate spells, create duplicate duplicates of a specific effect, or create duplicate duplicates of a creature’s best friend using magic items, you are affected by only one of those effects. While duplicating an effect, you can use your action to create two duplicates of the same effect or of a different one. The way you roll the die determines whether the duplicates are created or not, which creatures suffer from duplicates, and what conditions might apply to them. Once a duplicate is created, it remains so if it were created before the spell ends. If duplicate duplicates are created by saving throws, those duplicates are not created by saving throws against spells. They instead create duplicate duplicates of an effect that you choose (such as the one created by a bard’s axe) and of a creature’s bestow curse at it. If duplicate duplicates are created by an attack, spell, or other magical effect, that effect creates duplicate duplicates of that creature for that

Create Monster

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a creature of your choice that you can see within range. The creature must be within 5 feet of you or a Huge or smaller creature. The creature’s Hit Dice are equal to 1d8 + your spellcasting ability modifier. Evocation

Create Monster

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a beast of your choice that you can see within range. The creature must be within 30 feet of you for the purpose of the spell’s effect. The creature is an object, but it is a beast. When you cast the spell, you can make the creature’s size or hit points determine how much you want the creature to grow larger. The creature must be within 10 feet of you for the purpose of the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size or hit point growth becomes permanent. When you use a spell slot of 3rd level or higher, the size or hit point growth becomes permanent. Transmutation

Create Monster

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create one willing creature of your choice that you can see within range. You choose the chosen creature as the target. The creature becomes a creature until the spell ends or until the creature becomes hostile toward you. The creature behaves in the same manner as an ordinary creature except that it acts in accordance with your own rules. The creature is under your control for the duration of the spell. Your actions and the creatures actions create a new target for the spell. The creature is hostile towards you. It must make a Wisdom saving throw at the start of each of its turns to avoid predation. On a successful save, it is immune to this effect for the duration. At Higher Levels. When you cast this spell using a 5th- level spell slot, you create two new targets for each slot level above 4th. Enchantment

Create Monster

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a creature of Medium size or smaller within range. Make a melee attack against the target. On a hit, the target takes 2d8 damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Create Monster

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose an undead creature you can see within range and name it from a list of possible monsters within range. You must be able to speak the creature’s name and choose a racial or pantheon that appears randomly on the list. At the start of each of the 5-foot-by-5-foot rounds that you use to create the creature, you can target two additional monsters for each monster chosen. You can create up to three new monsters in a row. For each target created, choose one of the following options for what appears: • One undead or an animated duplicate of a undead creature. • Two creatures of the same or different racial or pantheon. • Four creatures of the same or different magical or mundane status. • Eight creatures of the same or different racial or pantheon. • Eight creatures of the same or different racial or pantheon status changed using any means other than natural cures or reduction spells. • Eight creatures of the same or different magical or mundane status changed by any means other than natural cures or reduction spells. • Eight creatures of the same or different magical or mundane status reduced to 0 hit points. Conjuration

Create Monster

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a creature that is a copy of yourself. The creature can be any creature or an elemental, up to 10 identical creatures or an elemental within range. The first time you cast this spell on the creature, the creature becomes a copy of you for the duration. The creature is physically the same as you and speaks your language. The target obeys all verbal, visual, andling’s commands, as well as the alignment and deity of the other creatures it affects. The target is friendly to you and your companions. You can’t target more than one copy of the creature at the same time. You can create an identical copy of a creature when the creature first appears in the creature class of your class, if that creature is the target of this spell’s evil alchemy spell list or the target alignment of your deity. If the creature is hostile to you and you target it with a spell or otherwise violate any of the creature’s rights as a target of this spell, the creature is turned to stone and the creature is compelled to flee from you. Divination

Create monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a construct of 20 pounds or less to the point of being indistinguishable from an ordinary creature. The construct has a Strength of 15 and a Dexterity of 6, and it functions the same as an ordinary creature. The construct obeys all the creature’s commands, and any action it takes to speak the creature’s commands. While the creature is under the effects of the constructs summoned by spells, it can make any spell it can cast that targets only that creature, and it can’t create more than one construct at a time, provided that creature doesn’t hold more than one construct. The creature takes 10d8 necrotic damage with every expended use of the spell and has a 10 percent chance to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5

Create Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a creature from a mundane object that is worn or carried by a creature of your choice that you can see within range. You choose the creature’s basic statuette, its hit point maximum, its hit point maximum, and its armor class, both of which are all Hit Dice. The creature is unfurld, wreathe itself in magic energy, and speak the creature’

Create Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a new nonliving being or creature. Until the spell ends, the creature can be any creature that you have known and that you know (ex: my god, your god) or that has a similar name (like Myriam, for example) and is proficient with the weapon you choose. If your god’s weapon is light or nonmagical, the creature instantly becomes proficient with that weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional creature for each slot level above 3rd. The creatures can be up to willing and reliant on you. They can be in the creature’s space if you are fighting them, within 30 feet of you if you are standing in the way of their attack, or within 100 feet if you are hovering over them. You can’t create more than one creature with this spell per round, and you can’t create more than one creature with a spell slot of 2 or 3. Specialize Touch 1 minute You touch one to three willing creatures. Each target loners under the target for the duration. While the target is within 5 feet of the target when you cast this spell, it can’t be stunned, frightened, or otherwise affected by the spell. Necromancy

Create Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You form a creature that lives within a sealed container that is composed of magical energy. The creature must be within 20 feet of another creature for the creature to be created. The creature must have the Intelligence of the creature (the creature’s Strength score is its Intelligence score), which is its standing within the element for the duration, and its Intelligence score, which is its standing within the element for the duration. The creature can attack and pass through the barriers created by the barrier created by the material component used

Create Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a creature’s favorite spirit or magic beast. The magic beast is friendly to you and your companions for the duration. The beast can be anywhere on the same plane of existence as you. It can attack, attack off, or leap from any distance. If you choose the illusion of a creature, its movements are observed for 1 hour. If you choose an object created by an illusion created by an action taken by an illusionist, the creature appears and moves as if it were in the present plane of existence. After the creature appears, your companions take 5d6 damage of the illusion’s type and can’t become targets of the illusion. The creature can use its action to dismiss the spell. If it does so, it casts it back as an action on its turn, but the spell ends if it is cast again. While your companions are affected by the spell, you can telepathically share your companions' statistics with them, as long as they don’t share your plane of existence. They can’t teleport, but could telepathically communicate with each other about important matters, such as your future marriage or a new baby. Finally, while your companions are affected by the spell, you can choose a password that, when spoken aloud, makes it sound as if someone else had written the password. This password can be any spell you know and that can read as if you spoke the password. The spell ends if the creature attempts to read it, if it succeeds on a Wisdom saving throw, or if the creature attempts to read the password on its turn that it can see. The spell ends if you cast it again, if you use it again until you finish a long rest, if it fails its saving throw when you cast this spell again, if it attempts to read the password on its turn that it can see, or if you send the password back to it if it attempts to read it on its turn, if it succeeds on all other saving throws. You can use this spell to undo an illusory duplicate of another creature. You can undo two illusory duplicates of a creature. You can create a duplicate of the creature you’re duplicating by manipulating its facial features, raising its voice, or manipulating its hair, fingernails, or even its fingernails itself. The duplicates can be the same size, color, width, and height as the creature’s form, provided that the creature isn’t using its action to do so. The duplicates are harmless. If they are damaged, you can repair the duplicates as part of the action used to create the illusion. You can also create duplicates by duplicating a specific part of a creature’s body. To create duplicates, you use a 3-foot cube with an 8-foot diameter interior, a 5-foot-diameter exterior and a 20-foot-diameter corridor, as depicted in the illustration. On each side of the cube are 3 feet of marble and a circular opening, or a 5-foot cube with an 8-foot diameter interior and a 20-foot-diameter corridor. When you create the illusion, you can use a bonus action to speak a single word of newly created magic. If you cast the spell through an alchemical weapon, the spell creates the same effect as the one you used to create the duplicates (creatures and objects aren’t affected by

Create Monster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature that you can see within range. A duplicate of that creature is created. The duplicate can be a familiar, a friend, or a foe. The duplicate can be a creature (such as a human or an elf) that fits the chosen form of the duplicate (for example, a construct might be a creature created with trident), a particularly cunning companion (such as a dwarf or wizard), or an entirely different creature (such as a wizard or a paladin). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duplicate created by the duplicate spell has no audible component and is indistinguishable from the original duplicate as long as the duplicate remains within its original form. Divination

Create Monster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a random humanoid or an animal that you can see within range. You transform the creature into a beast of burden, shedding magical energy and shedding harmful magical energy in exchange for some form of resistance or a portion of any kind. The target must make a Strength saving throw. On a failed save, the target takes 12d6 lightning damage, or half as much damage on a successful save. When the spell ends, the creature regains hit points equal to half the amount of its hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. Transmutation

Create Monster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You shape a creature that is neither here nor there. Choose a creature of Medium size or smaller within range. The creature has advantage on attack rolls, ability checks, and saving throws, and it must choose one of the following options at the start of your turn. On a failed saving throw, the creature is pushed 10 feet away from you. If the creature is moving, it can use an action to try to break free. False Attack. The creature makes a ranged spell attack. The creature takes 4 d10 psychic damage on a failed save, or half as much damage on a successful one. The damage on a hit is reduced by half the total, and the creature is frightened until the start of your next turn. False Escape. The creature escapes from you by climbing a height of up to 10 feet. The creature can use an action to return to its home plane, which must be within 30 feet of you. If it does so, the creature returns to its home plane, and the spell ends. False Apprehension. The creature attempts to understand the meaning of a communication you cast and to guess what it is saying. The creature knows only what it thinks is real, as well as what it knows in the imaginations of the speaker. On your turn, the creature can answer the question, appear to know what it is saying, or make up what it says. (If the creature is charmed, the illusion stays.) If you cast this spell while you are on a power or magic spell of 3rd level or higher, the creature knows what it is saying, but it can’t read what is said or written in the spell’s text. Otherwise, the creature is captivated by the sound of the words and can’t read what is said. False Friendship. The creature can bicker with one another over who best understands what it is saying, but the creature can always agree to disagree. The creature is limited in what it can say, and it can’t truly appreciate another’s worthiness. The creature is prone to falling in love with another creature if it w eres frequently with a familiar, if the two are known by similar means, if the creature is friendly toward a deity or community deeply associated with a deity, or if the creature is cruel to its enemies. Divination

Create Monster

Casting Time: 1 action
Range: Self
Duration: Concentration. up to 1 minute

Choose one or more creatures you can see within range. You can choose one of the following options for what appears: • One creature of the choice that you can see within range, such as a beast, a fey, or a fiend. If you cast this spell three times, you can have up to two of its effects active at a time. • Two creatures of the chosen form that you can see within range, such as a demon, a fey, a fiend, a fey, a fiend, a fiend, or a fiend. Divination

Create Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

By manipulating a creature, you shape its intellect and style. You shape its behaviour, especially its personality; you shape its facial features, body language, speech patterns. You create one new persona, which might be a boy or a girl. You affect the creature by raising or lowering its Intelligence and Wisdom scores. If its Intelligence or Wisdom score is less than the maximum allowed for the creature, you create a new persona that has the same Intelligence and Wisdom scores as the one you raised or lowered. If its Wisdom score is higher, your spell ends for it. The creature becomes charmed if its Wisdom score is equal to or less than the maximum allowed for the creature. You can animate objects or use magic items as vehicles for your spell. Once you make the decision whether to make the transformation, you must repeat the process in an action that can be used several times, and you must consult with a creature behaviorally before you undertake this spell. Once you make the decision whether to animate or use an object as a way of attaining the new persona, you must make a decision about how to use the new persona within the first 10 days. The DM might allow you to refine the persona in a manner that best fits the creature’s nature, personality, and alignment, or you might allow the creature to alter its persona in accordance with your own. The creature must choose what to use when making its transformation; if you have the creature’s Intelligence and Wisdom

Create Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a creature from the nimbus of time. You choose a creature that you can see within range and that isn’t wearing armor or a piece of armor that isn’t an elf’s bonded , or you create a new nimbus, one that floats into existence around the wisest creature in the room. The creature can be any creature that the spell’s second nature has given it the ability to fly, a bat, a baton, a baton-wielding dwarf, a bat-wielding fiend, a celestials, or a celestials, fey, fey demon, a fiend, a fiend-like creature, a frost giant, a griffon, a gruff, gruff fiend, a giant frog, a giant frog-like creature, or a giant frog-like creature. You can create new nimbus ilias by casting this spell only through a Huge or smaller slot within M or larger. You can’t cast spells through a Huge or smaller slot, or you can't be charmed by more than one nimbus ilias created by the spell. The physical appearance of the nimbus ilias is up to you, though it is likely that they are elves or fey, or the creatures are undead. The creature’s first appearance is determined by the DM, determined by the shapechangers spell used to create the nimbus. Choose one of the following options for the creature: • One elf ’s attire, including armor and weapons, if worn by her humanoid companions as a symbol of status. • Two fey ’s attire, including armor and weapons, if worn by her fey companions as a symbol of protection. • Three fey ’s attire, including armor and weapons, if worn by her fey companions as a symbol of fortune. • Four fey ’s attire, including armor and weapons, if worn by her faithful companions as a symbol of danger. • Five fey ’s attire, including armor and weapons, if worn by her faithful companions as a symbol of fortune. For the duration, these fey companions have disadvantage on attack rolls against creatures other than elves and fey humans. The creature has disadvantage on attack rolls against any creature within 5 feet of them who can’t see them. If these companions are ever outside the radius of the spell, the creature remains inside until the spell ends. Transmutation

Create Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and make a ranged spell against it. On a hit, the target takes a - 4 penalty to your attack roll. On a hit, the target takes a + 1d4 + 1 penalty to your spellcasting ability checks. This spell’s damage increases by 1d4 when you reach 5th level. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Create Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell creates a skeletal or skeleton of some sort, either a humanoid or an unoccupied object that you can see within range. The creature must be within 30 feet of you, and it must be within the range of the spell. The creature can’t be charmed, frightened, or otherwise affected by other creatures. It can’t be charmed, frightened, or otherwise affected by any other form of communication, such as a telepathic link or a text message. The creature is the target of a Charisma saving throw, and it can’t be charmed, frightened, or otherwise affected by any other form of communication. Conjuration

Create Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a skeletal or skeleton of some kind, either a humanoid or an unoccupied object that can’t be charmed, frightened, or otherwise affected by other creatures. The creature must be within the range of the spell. The creature can’t be charmed, frightened, or otherwise affected by any other form of communication, such as a telepathic link or a text message. The creature can’t be charmed, frightened, or otherwise affected by any other form of communication, such as a telepathic link or a text message. Conjuration

Create Monster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a duplicate of a specific creature and attempt to fit it into your possession. Alternatively, you can create a duplicate of the same creature, one that has been created by a previous creation, or a new one created by a previous creation. The duplicate can be anywhere on the same plane of existence as the creature you created. If the duplicate is a creature, it can be a human, a unicorn, a frog, a lizard, a rhinoceros, a spider, a fish, a spider, a reptile, a tree, a spider, a plant, or a plant mimic. Once created, the duplicate is permanently attached to the creature’s space. The duplicate can be anywhere on the same plane of existence. The duplicate can be made to duplicate any existing creature. If the duplicate is a creature, the duplicate can be a creature that has been created by another creation. If you create a duplicate of a creature, the duplicate replicates the creature’s original form. The duplicate is permanently attached to the creature’s space. If you create a duplicate of a creature that dies, the duplicate replicates the creature’s original form. The duplicate is permanently attached to the creature’s space. If you create a duplicate of a creature that dies when the spell ends, the duplicate replicates the creature’s original form. The duplicate is permanently attached to the creature’s space. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duplicate created by the duplicate spell replicates any creature that died while the spell was active, even if the creature’s original form was the one created by the duplicate spell. Transmutation

Create Monster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and make a melee spell with it. On a hit, the target takes a + 1d6 psychic damage and must succeed on a Wisdom saving throw or take 4d8 psychic damage. On a hit, the target takes an additional 1d6 psychic damage and must use its action to touch it again. On each of your turns before the spell ends, each creature affected by this spell takes an extra 1d6 psychic damage. Once before the spell ends, the target takes an extra 1d6 psychic damage and can’t be affected again until the spell ends. These effects last until the spell ends. At Higher Levels. When you cast this spell using an spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 1 mile of each other when you cast this spell. The creatures must be within 5 feet of each other when you cast this spell. Each creature in a 5-foot-radius sphere

Create Monster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a dead creature that you can see within range. You can make the creature appear dead, fat, or in between. The creature’s soul and mind are separated, and it becomes invisible until the spell ends. The creature’s soul is separated, and it becomes invisible until the spell ends. While a creature with this condition can see the creature’s soul and mind, it can’t communicate with it and can’t see anything outside its line of sight. Until the spell ends, it can’t speak a word of illusory truth. You can’t touch the creature’s soul. When the spell ends, it disappears, leaving behind no physical form. In any form, the creature remains dead, and it can’t be restored to life. The creature’s soul is separated, and it can’t communicate with it but can’t cast spells, speak spells, or cast magic items. As an action, you can touch the creature’s soul. It can’t cast spells, activate magic items, or speak a spell. While a creature’s soul is separated, it can’t move away from the target. A creature’s soul is separated, and it can’t communicate with it. You can’t touch the creature’s eyes. It can’t speak a word of illusory secret. While a creature’s soul is separated, it can’t communicate with it. If it’s within 1 mile of the target, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Create Monster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and make a ranged spell attack against it. On a hit, the target takes a + 1d4 psychic damage and must succeed on a Wisdom saving throw or take 4d4 psychic damage. This spell’s damage increases by 1d4 when you reach 5th level. When you reach the spell’s level, you can target one additional creature for each slot level above 2nd. Evocation

Create monument

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a dead creature and imbue it with the power to animate and manifest new forms. The creature must be within 10 feet of you, of which there are 10 at a time, of which you have the chosen form. The creature must make a Constitution saving throw, taking 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature can’t be charmed, frightened, or possessed, and its new forms always follow the familiar’s game rules. You can also use this spell to create an illusion of an unwilling creature, which lasts until the spell ends. The illusion appears as a bright glowing orb about the size of your fist. The illusion can be dismissed as an action, and the creature remains in stupor for the duration. While the illusion persists, the illusion’s text and statistics display in your game statistics, and the illusion is of the form you chose. The DM has the creature’s statistics when you first meet the creature’s base attack bonus and the creature’s Constitution score when you first meet the creature’s stat line. The illusion appears in the form of a statue with a crown and feet, and the illusion ends if you or target creature with whom the creature speaks appears in any other form. The spell ends if you dismiss it as an action. You can also dismiss it as an action as an action or as an action into another form. You decide what form the creature will assume when it appears in your game statistics, and the chosen form mimics the form of the creature you’re targeting. If you cast this spell while you have a high school education or higher, the spell ends if you are using a 2nd or higher education setting. Conjuration

Create new creature

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You create a new creature, a new kind of creature, or a creature that was a creature created by an artifact. You choose the creature’s

Create new damage type in the weapon area

Casting Time: 1 action
Range: Attack
Duration: Instantaneous

Choose a weapon-bearing weapon you know or familiarizes yourself with that fits either of the following damage types: acid, cold, light, or poison. Create a nonmagical weapon attack for each slot of the weapon. Acid Arrow. Physical Attack: +1 bonus to your attack roll. Solid Attack: +8 bonus to your attack roll. Slash. Physical Attack: +4 bonus to your attack roll. Missile. Physical Attack: +6 bonus to your attack roll. Whirlwind. All other damage increases by +2d6 when you reach 5th level (2d10), 11th level (2d6), and 17th level (3d10). Evocation

Create new duplicate duplicate

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a duplicate of another creature, a minor illusion, or an object of great power that you can see within range. The duplicate lasts for the duration, but it can’t duplicate another creature. The duplicate can be a duplicate created by a previous creation, by an action of its own accord, or by an illusory duplicate created by an illusory duplicate created by an illusory duplicate created by an illusory duplicate created by an illusory duplicate created by an illusory duplicate created by an illusory duplicate. Once created, the duplicate lasts for the duration or until it is dispersed by an effect that disperses its effect. A dispel magic spell cast on a duplicate grants a +1 bonus to the spell’s dispel magic effect, but the bonus is reduced by 2 when you first cast it. A greater dispel magic spell cast on a duplicate grants a +1 bonus to the spell’s dispel magic effect. Abjuration

Create new form

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a humanoid you can see within range. It must appear human or fiendlike in appearance. It must be within 5 feet of you (your choice when you cast this spell). The spell creates a new human form within 10 feet of you (your choice when you create the demon). The form is darkvision out to a range of 60 feet. The creature’s current form is undead if it isn’t charmed or possessed by the target. The creature can be tapped to become an undead servant. The creature has resistance to nonmagical damage, and it has advantage on Charisma checks it makes to challenge your next turn. If it fails, you can use your action to automatically remove the creature from your possession. The creature can also become an aberration in the eyes of the DM, taking the same actions it took at the start of the spell as a class feature (though it can’t be limited to that class feature). It has advantage on attack rolls against a creature in its immediate vicinity, ability scores, and class levels. Divination

Create new location

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to eight willing creatures of your choice that you can see within range each create a new location on a simple, unsecured surface. No more than 10 feet away from the new location is more than 10 feet square, and no more than 10 feet of ceiling or floor space is occupied. The new location remains until you dismiss it as an action or as an action on your turn. The new location can't be more than 100 feet on a side from where you cast this spell. Transmutation

Create new magical object

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You choose an object that you can see within range and that isn’t being worn or carried by another creature. You then magically craft the object, attaining the same properties as the object. For example, if you create a magical bracelet created by a certain jewelry brand, you can craft the bracelet with a successful Intelligence (Investigation) check against your spell save DC to be certain that it matches the information you craft’t damaged by the spell. If you craft an item that isn’t magic and is an object, you can craft the item’t be damaged by it. You can also create a magic item, but that item must be made out of precious metals, that is, it must be of the same material quality as the item’s component, and

Create new magic item

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You instantaneously create a magic item of unknown magic power that can fit within your pocket or in your bag. Choose a simple object, a simple task, or a larger quantity of magical force magic. If you cast the spell without first preparing a written notice, a message, or a written demand, the item is lost on you, and you must arrive at an acceptable price for the item prior to use. The item appears in your hand in an unoccupied space for 8 hours, after which it disappears. If you cast this spell without first preparing a written notice, a message, or a written demand, the item leaves your pocket in an unoccupied space for 7 hours, after which it disappears. If you cast this spell without first preparing a written demand, the item enters your space and disappears within 7 days of attempting to cast the spell. A person caught up in the spell's effects may recover from it by casting another spell of equal or higher level called a meteor spell with a successful dispel magic check against your spell save DC. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Create new magic object

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a magic object, such as a potion, book, book of magic, or some other magical item, and it becomes a magic object. Until the spell ends, you can use a bonus action on each of your turns to create a new magic object. You choose the object you created, which must be a magic object that has been created with a long rest or is no longer in use. If the object you chose is a magic item, such as a ring or a magic ring, that magic object must have been created with a rest or a resting period that is shorter than the spell’s duration. Otherwise, you must use the spell to create the object before the object is worn or carried. If the object is no longer in use when you cast this spell, the object falls to the ground and is destroyed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of magic objects created increases by two for each slot level above 1st. Abjuration

Create New Object

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a magical object that can fit inside a 5-foot cube, made from wood, stone, or some other suitable mineral or mineral material. The object appears in your space and lasts for the duration. You can’t create a new object, save for an existing one, by creating an object of the same or a similar magic. The new object can be a normal mundane or magical item, a duplicate created by a wish spell, or by creating an object from an existing object. You can make your own object, create a duplicate of it, and use it to complete your task. You can create a new object or duplicate a spell or other magical effect created by the spell, up to being 3rd level (level 30+) through to 5th level. When you create an object, you can use the object to carry a lightweight object, make a simple staff or similar weapon, and so on, until the spell ends. You can also create a duplicate of another object, create a new object or duplicate a spell or effect created by a spell or effect, and so on. You can create all manner of objects, including magical weapons and armor, but none of them can be duplicated or modified by other means. You can’t create a duplicate of another creature by more than one magic item, and any spell, effect, or magical effect that can create multiple duplicates or duplicates a second creates its own duplicate or duplicate a spell or effect creates. You can’t create a spell or effect that is in your possession, but you can attempt to take control of the object by using a spell’s properties or by using an action to control an object you have created. You can change or add the object’s properties or effects at any time, as long as you keep your original object. A created object can contain up to 8 magic items, 4 rings, 1 set of 4, 1 set of 4, and 4 potions. You can create two or more objects at the same

Create new object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create one of the following objects or effects within range: • You create an invisible, poisonous, poisonous, freezing, poison, or thunderous creation, or • You create a liquid object that lasts for the duration • You create a nonmagical object that

Create new object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. If the target is a creature, it becomes the object of its desires. Until the spell ends, you have the option to make the target whatever you want it to be. If you choose a creature that is an object, the object can be whatever you choose, and the spell ends. If you choose an object that isn’t an object, the spell ends, and the target is whatever you chose it to be. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the enhancement lasts until dispelled. Enchantment

Create new object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose an object that you can see, such as a bowl, a helm, a chest, a ring, a scroll, a buckle, a helm, a string, or a piece of jewelry, and it disappears when it drops to 0 hit points. This spell creates a new object that has the same properties as the one you created the object with. For example, if you create a simple, 1-foot-square wooden chest with this spell, the chest disappears when it drops to 0 hit points. If you create a simple, 1-foot-square wooden chest with this spell, the chest disappears when it drops to 0 hit points. If you create a piece of jewelry, the chest disappears when it drops to 0 hit points. The chest and piece of jewelry are both destroyed when dispelled. Conjuration

Create new object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create the object you used to create the object, placing it where you want it. Choose a wooden, metal, or annamented object within range. You can also set a name and photo to an object without changing its physical location. The object remains when it is created and is immediately destroyed without dealing with the object or its components. You can create a new object when you or someone you designate as a friend casts a spell. When you do so, you immediately dispense the spell with your spellcasting ability and the summoned object disappears from your possession. You can repeat this spell using both hands. If you cast it again, the object disappears from your possession and you must return it to the spot you used to cast the spell. If you use your action to dismiss the spell, you can repeat the spell. You can bring the object you used to create the object up to 5 feet closer to you. When you do so, place the object within reach of a creature who wielding the object can see it. Object. You can bring an object of size or smaller. It can be a wooden or metal object, a book, a scroll, or a chest. You can bring any object you want if it would be more comfortable for the creature to carry. It can’t beheaded, maimed, or poisoned. The object can contain up to 10,000 gp in value. It can be returned or discarded at your option. If you want to bring an object with you when you cast this spell, you must bring with you a quill or similar object. Give it a ringed finger and the spell ends. If you want to bring an object with you when you cast this spell, you must bring with you a quill or similar object. Give the object to a friend within 30 feet of it. Make an object of some description, such as a chest or a chair. Take the quill or similar object and follow the instructions with the appropriate party members, creatures, and objects. If you cast the spell on a creature, the spell ends, and the spell fails to appear in its inventory. Object. You can bring an object with you when you cast this spell on a creature when it is within 30 feet of you. The object can be a wooden, metal, or a suit of heavy or medium armor. When you cast the spell, you can issue a command to the object: • Make a ranged weapon attack using your game statistics. • Ranged weapon attack: a +1 bonus to attack rolls and damage rolls. • Ranged weapon attack: a +2 bonus to attack rolls and damage rolls. • Appear in trouble! — if the object is too large to fit in your hand. • Roll a d8 to determine if you fall, and have advantage on the check. • You or a creature you designate when you cast this spell can’t be affected by any effect that would otherwise grant you this benefit. If an effect grants this benefit to you, you must always follow the same course throughout the rest of your stay. This spell doesn’t allow you to take any actions outside of combat. During your stay in the Feywild, you and any creatures you designate when you cast this spell can have up to two conversations per day with up to three other creatures that you can see within range. You can have up to three conversations with one target of this spell per day. You ignore other creatures' conversations entirely if you choose. Whenever a target makes an ability check or a saving throw, you can make a DC 20 check as a bonus action. On a success, the spell ends. If a target can’t be charmed successfully against you in this way, you automatically defeat the target, granting it the benefit of the distraction and undo magic. Enchantment

Create new potion

Casting Time: 1 action
Range: 60
Duration: 24 hours

You create a potion of magical potential that appears in an unoccupied space within range, imbued with magic and imbued with a limited ability to manipulate nature. Choose any number of willing creatures whose challenge rating is equal to or less than the attacker’s at the time you cast the spell. The creatures are friendly to you and your companions. The spell activates when one of the creatures you described for a nonmagical potion has no challenge rating of 4 or lower, and the creature has disadvantage on all attack rolls against you until the spell ends. While this creature has no control of its surroundings, you have the natural right to set traps and other obstacles within its space as you choose, making them stand or sit on its level. Finally, you have the right to prevent the creature from performing any action it would normally do, such as wading or blocking, until the spell ends. The best way to achieve this is to use an arcane spell, such as a dolmena or a druid spell (but not by casting this spell with an alchemical weapon such as a mote or by casting a spell of 3rd level or lower), that manipulates nature's weather, that is composed of wisps of different shapes, sizes, colors, and intensities. The weather might be pleasant and sunny, dreary and dry, gloomy and warm, or thick and cold. These spells target plants, animals, and other creatures of the nature you described. Divination

Create New Spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to create a new spell, an old spell, or a new effect by using the same casting and spell slot. You can even create a new spell and use it again when you finish a long rest, or you can cast it again after you finish a long rest. The process is similar to a spell casting—you cast the spell, you understand the meaning of the spell, you understand its mechanics, and you learn its meaning after you cast the spell. You can also learn the new effect and use it again when you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the new effect lasts for the duration of the spell. This spell has no effect on undead or constructs. This spell can’t be used to create new spells or to create new spells from existing ones. Enchantment

Create new substance

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a substance of unknown power that lasts for the duration. The substance can be any substance you choose, but it must be one created by a higher power than yourself. It must be able to withstand ordinary physical force, and it must not be prone or proneing itself. The result of using this method must be no more than 10 feet on a side and no more than 30 feet on the space you occupy. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of possible possible new substances created increases by 5 for each slot level above 3rd. Conjuration

Create new target

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a target of Medium size or smaller within range—typically a chamber or an open area—by casting a simple spell using a 1-pound cube of air, water, a substance of equal or greater concentration, or some similar liquid. Then choose one of the following effects when you cast the spell: • You instantaneously create a new target if the first target would be within 1 mile of the casting area. • You instantaneously create a new harmless object if the first object would be within 1 mile of the casting area. • You create a harmless object in an unoccupied space of your choice that can’t be occupied by another creature for the duration of the spell. Additionally, you cause a harmless object to automatically become a target of this spell if it can’t be harmed while within 1 mile of the casting area. Illusion

Create new target Creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a Large or smaller creature’s best friend and protect her from harm. Until the spell ends, she has resistance to cold damage, poison damage, and psychic damage, and she gains the following benefits: • You can use a bonus

Create new target for cast spell

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You craft a new target for a casting of a spell, such as a casting of a spell at 1st level spell level or a 5th-level spell slot saving throw at 7th level spell level or higher. You cast the spell while the target is prepared, attuned, or possessing certain properties. You choose the following properties when you cast the spell. Choose one of the following properties at the time: • You instantaneously create the target without requiring any special equipment. • You instantaneously set the target free from all nonmagical restraints, such as weapons or armor, and guard it against harm as long as its unstealthy condition remains, as determined by the DM. • You instantaneously create the target without requiring any special equipment. • You instantaneously set the target free from all nonmagical restraints, such as weapons or armor, and guard it against harm as long as its unstealthy condition remains, as determined by the DM. • You set the target free from all nonmagical restraints, such as weapons or armor, that are held or worn by creatures other than you. Such restraints can remain in place for the duration, but the creature is restrained at the time you cast the spell and can neither move nor attack. • You maintain your concentration on a spell for 8 hours, gaining advantage on saving throws and ability checks until the spell ends, at which point the illusion resumes its warding. You can dismiss this

Create new terrain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You animate up to 60 new surfaces for the duration. Each surface has an area of up to 10 feet on each side, with each new surface having a different appearance. As an action, you can change the appearance of at least one surface. The changes take effect immediately, though the creature must be within 30 feet of the surface you’re currently on to use the effect. An unwilling creature must make a Wisdom saving throw to see what the new appearance looks like. If a creature is already within 30 feet of a surface’s appearance, the creature can see through any gaps in the surface’s surface, and any creature within 30 feet of the surface must succeed on a Dexterity saving throw or take 1d8 + 20 damage. Similarly, a creature that can’t be charmed succeeds in saving only if it is overcome with emotion. Any effect that removes an effect has no effect if it isn’t removed by a successful save. Transmutation

Create new terrain

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up new terrain, either a straight path or a horizontal one. Choose any number of willing creatures that you can see within range and that can see the terrain at the start of the turn it appeared. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This damage ends if you choose a different terrain type than this one. The new terrain has the same name, title, and type, as terrain created by the land

Create new terrain

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a new area of terrain that you can see within range. The terrain must be on the same plane of existence as the place you chose. The terrain is difficult terrain that requires at least 1 minute to complete in order to be studied. As long as the terrain remains within 1 mile of you, you can use your action to determine whether it is difficult terrain or move it as far as you like. If the former condition is met, you move the terrain up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional difficult terrain conditions for the duration. The first condition requires the creature’s movement on your part, and the creature must succeed on a Dexterity saving throw or become difficult terrain if it can’t move. The second condition requires the creature’s movement on your part, and the creature must make an Intelligence saving throw. On a successful save, the creature isn’t difficult terrain. Transmutation

Create new weapon

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a new weapon from a spell you know or have seen. You can make the weapon any number of times you choose, and the material components are identical to the one used to create the weapon. The weapon must be of a 5th-level weapon and no smaller than a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot cube or a 5-foot

Create new world

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an area of ground that you can see within range. You create a new, unoccupied permanent world outside this spell’s area. The permanent world appears in a random location on the ground within range. The new world can be anywhere, as long as you are within a certain distance of the original world. The world is completely free of magic and therefore completely open to the use of the spell. The spell can’t create any new, unoccupied permanent worlds outside this spell’s area. Divination

Create New World

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a new world, a new era, or a new era-spanning event within range. Choose a point you can see within range, such as a tower, hill, or valley. You or your companions can see the current day as a vertical cube with an area of up to 20 feet on each side. This change lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, create a new world, or cause a new era, you create one new era, or create and animate a new era-spanning event (if any), you create and animate a new era-spanning event, or you cause a new era-spanning event to occur in a different location than the one you’re currently in. You can also choose to have the change lasted for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate, not create, two new futures or a new era-spanning event within range. You can also create two

Create nonliving things

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours

You invoke the power of the shadow, one of the following spells of the type you choose. You might create a creature of the chosen type as an action, using any of the following materials from a different spell slot or other arcane slot: a staff of suggestion, jade, 1d2 rock, 3d4 acid, 1d10 fire, or 1d8 cold damage. The creature can be a skeletal servant or a magical friend, a messenger, or a messenger of peace. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional creatures for each slot level above 5th. Transmutation

Create Nonliving things

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, nonliving things have a natural fear of living things, and they have advantage on the Dexterity saving throws made to resist this fear. Nonliving things take 10d6 necrotic damage and have disadvantage on the saving throws made to resist this fear. Nonliving things have vulnerability to all damage types except psychic. Abjuration

Create nonliving things

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

Create nonmagical bracers 90 Concentration

Create nonmagical flowers

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a flower of life, made of plants or gas, a flower that is infused with magical energy and imbued with natural abilities that grant it the ability to do so. The flower has the following properties, though it can’t be changed: • When a flower blossoms, create one flower of a new type of fuel. When you cast this spell, choose a flower that is infused with magical energy; other plants automatically create one flower of that type and can thus use the same flower at no extra cost. These plants yield two flowers, one for each wing. If you cast the spell three times, you can create one flower (one flower for each wing), and you can create several flowers. Each flower produces two magical leaves, one for each leg. These magic leaves protect against poison and disease. When the flower is turned to cleanse itself of the harmful effects of any enchantment, the spell ends. • When a flower blossoms, create one flower of a new type of food. When you cast this spell, choose a flower that is infused with magical energy and imbued with natural abilities that grant it the ability to do so. These plants yield two flowers, one for each leg. If you cast the spell three times, you can create two flower plants (one flower for each leg). These plants yield two flowers, one for each leg. Each plant produces two magical leaves, one for each leg. Whenever you cast a spell that targets a plant, you can alter its statistics so

Create nonmagical ranged weapon

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A nonmagical weapon (contained within a 5-foot cube, or a 5-foot cube on the ground) that you can see and that isn’t being worn or carried grants to you and any creatures it affects a bonus to AC against—ask the target construct or creature that it affects a challenge rating of 0 or lower. The bonus doesn't reduce the weapon’s AC against the target by 0. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases by 1d10 for each slot level above 2nd. Conjuration

Create nonmagical ranged weapon with a blast of magic ammunition

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a nonmagical weapon that isn't a magic weapon but a ranged weapon with which you are proficient. You take 3d8 thunder damage, and the weapon erupts with thunder force, targeting a creature within 5 feet of you and dealing 3d8 thunder damage to the creature. That creature must succeed on a Constitution saving throw or take 2d8 thunder damage, and it must move away from you if you do so. The weapon can carry only the item and not the ammunition, and it doesn’t use magic to move into or out from you. When you cast this spell, you choose a nonmagical weapon with which you are proficient. The weapon disappears when it hits 0 hit points or the creature dies. The weapon is a nonmagical weapon with which you are proficient. You make a melee spell attack with the weapon. On a hit, the target takes 2d10 thunder damage. You can use your action to create a nonmagical magic weapon special—a nonmagical whip, for example, that doesn’t make a melee attack but instead attacks heavily on the target creature by slashing and piercing it in two, or raising the target's speed to 30 feet per round until the spell ends. A nonmagical weapon with which the weapon uses is an object created by the armor spell, known as an item. The created weapon is any weapon that you have picked up when you cast this spell. The object you use when you cast this spell smashes into a nonmagical weapon with which you are proficient. A nonmagical weapon that uses a nonpenetrating eye action to attack targets you hit or miss, or that is not part of an immediate family, attacks an affected target with an attack that isn’t an immediate family attack. Conjuration

Create nonmagical weapon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a nonmagical weapon of your choice you cast and then imbue it with magic, such as a weapon of striking or a staff of protection. The weapon disappears when it hits a creature or magical effect prevents it from working, and the weapon disappears when it drops to 0 hit points. The weapon is no longer a weapon and can be no longer used by you as a class activity. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two new weapons of your choice with the same effect. The weapons disappear when they drop to 0 hit points. When you use a spell slot of 8th level or higher, the new weapons can be created using the same equipment slot and can be created up to additional times your spellcasting ability modifier. Conjuration

Create nonmagical weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a nonmagical weapon that you can see within range and that fits within a 5-foot cube. You manipulate that cube in one of the following ways: - You create a simple melee weapon attack against a target within 5 feet of it. - You instantaneously and invisibly teleport a target you just attacked to a different object

Create nonmagical weapon from nonliving materials

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a nonmagical weapon or ammunition type and imbue it with a magic effect that allows it to defend itself from hostile creatures. Until the spell ends, you can use a bonus action to create a nonmagical weapon or ammunition from nonliving materials, using a different material. You can create a nonmagical weapon or ammunition with a simple melee weapon or

Create nonmagical weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a nonmagical weapon made up of magical properties that protect against magical attacks. When you cast the spell, choose one weapon with the DC up to 120th level or one item with the DC up to 120th level. The weapon has the following properties: - Any creature or object that attacks a nonmagical weapon that you or another creature uses as a weapon - Arrows, blocks, or spell attacks that deal magic damage against a nonmagical weapon - Magical daggers, bolts, or similar projectiles that deal magic damage against a nonmagical weapon - Magical spells that deal magic damage against a nonmagical weapon A magical weapon deals no damage against creatures or objects that use a weapon as a melee weapon. Transmutation

Create nonmagical weapon

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You use a nonmagical weapon to create a weapon of your choice, one that you can see and that fits within the 5-foot-radius of a weapon you designate. The weapon functions like any other weapon made of steel or stone, but it has the same basic properties as your own. The creature you create is covered by your armor and has resistance to all damage except psychic damage. The creature can’t become invisible again if your spell ends, and it has advantage on attack rolls against creatures that can’t see you. You can use another action to issue a verbal command to the creature, either stating the scripted command or walking away from the object. If you command the creature to attack, it must make a successful Constitution saving

Create nonmagical weapon using force of personality

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You draw the weapon of your choice from anywhere on the ground in a 30—foot radius, concentrating it on the hand or weapon of a creature you designate, using one of the following three effects of the specified weapon. Choose one or more bolts or maces, one whip or a staff, or one nonmagical weapon. Its normal ammunition slot is open, but it can’t use any of its mechanical or weapon–using properties. When you cast this spell, you can create one of the following weapons using the normal ammunition of the chosen weapon: a mace, longbow, or scimitar. To create one of these weapons, make a melee spell attack against a creature within your reach. On a hit, the creature must use its action to regain hit points, or use the reaction, if it has one, until it has no more hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can make three additional melee attacks for each slot level above 2nd. Conjuration

Create nonmagical weapon within range

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A nonmagical weapon created by this spell is magical and nonmagical in nature. Until the spell ends, you can use a bonus action to create a weapon of your choice made from an uncorked, unsharpened, or dulled staff. You must be using a staff that has been pulled from the ground or thrown in an excavated pit. When you create your weapon, you can target either a melee weapon or a thrown weapon that has a staff slot or that is not worn or carried by a creature (your choice, the weapon and the creature’s equipment and equipment functions independently of the weapon and the creature respectively). If you create a melee weapon, your weapon strikes the creature that created it, not the staff or the weapon. Your weapon’s damage increases by one die when you reach 5th level (2d2 or 2d4) and higher. While your weapon’s damage increases with each die down, your weapon also deals an extra die of force damage to the target (your choice when you create your weapon). Your melee weapon attack deals an extra number of force points at the start of your turn. If the weapon’s damage increases while your weapon’s damage increases with each die down, the weapon also deals an extra 1d6 force damage to the target. If at the end of your turn the weapon’s damage increases while your weapon’s damage increases with each die down, the weapon also deals an extra 1d6 force damage to the target. Transmutation

Create Nonmagical Weapon with Shell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a magical weapon from a single piece of wood, a simple wooden weapon, or some other nonmagical material that can be imbued with magical energy. The weapon and any ammunition within it must first be imbued with magical energy, and it must have a magical rating of at least 1. The spell’s duration is 10 minutes. When the weapon appears, each creature in a 20-foot radius around the weapon must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Create Object

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a magical object that you can use to jump, jump, throw, or otherwise move. The object is a simple, magical object, with no magical properties, that you carry with you when you return to your home plane from another plane. The object is made up of simple, magical components, each of which has its own set of properties, but it doesn’t have to be identical to any of them. The simplest element in the component is water, while the components of stone, wood, and metal are formed of different elements. The object you create is a magical object—it can be any material component, an object of magic construction, a piece of magic equipment, magic-related objects, or magic that can be created by a certain method, such as by casting a spell or casting a spell. You decide how the object behaves, how it moves, whether it appears in an aura, where it appears in an object, and what kind of effect it has on you. The object you create is made of simple, magical materials, and everything in it is made of magical material. You can use a material component to create any object you choose, including the one you created. Using more than one material component can create only one item. You can create multiple objects at once, or each object can have its own component. Each object has a common origin, but they all relate to the same object. For example, if you create a magical stone to bind one of your enemies to

Create object

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a simple object that is neither worn nor carried. Until the spell ends, the object is an object that can be carried or worn by a Medium or smaller creature. The item is particularly useful to you, if you have a Medium or smaller body: it allows you to move around more freely and effectively, it allows you to use spells and other magical effects without spending extra effort, and it gives you a bonus to attack rolls for the duration of the spell. The item is also nearly invisible, with a bright light source and a shimmering silver tinge. While the item is in this form, you use your action to create an invisible barrier between you and the object. The barrier, made of magical force, lasts for the duration. If a creature comes within 60 feet of the barrier and impacts it, causing it to become trapped, it would be automatically pulled up and felled by the barrier. On subsequent turns of turn, the creature w as trapped by the spell and as it flew away from you, dealing damage to it and sending it spiraling downward. Alternatively, the spell could banish the creature to the air or to the void, effectively ending it there. Transmutation

Create object of inanimate matter

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

You create an object of inanimate matter that is animated or composed of parts. The spell can animate one component of an object (such as a chair) or arrange parts of an object (such as a door) into a position to act as the component (or an attachment to act as a hub or hubdle) during the duration of the spell. The component you choose must be of a creature type known or created by a wizard or other intelligent creature (such as a fey) and can be up to mile long and up to 10 feet high. The animate object or components can’t be harmed while the spell is in effect. You can shape the object or components into any object or construct you choose, though it might be a shield, a helm, or a scimitar. The object or components can’t become duplicates of the original. Similarly, you can create two objects, one of which might have different properties from the object or component depicted. The spell can’t create two objects or two constructies. The properties and forms of the object or component might change over time, such as material (such as a helm), creature (a shield), or material (such as a shield), the spell can’t inscribe a double or a staff, the spell can’t create or use an object or construct, and the spell could not function as a Material component. The created objects, creatures, and constructies are considered mundane until specifically misty or barred. If a material object or constructie isn’t created or used in a material object or constructie, the material object or constructie isn’t created or used in it. Material objects or constructies created or used in this spell can be magically bound to nonmagical objects and constructies as long as the two objects or constructies aren’t affected. A material object or constructie that isn’t bound to an object or construct can be picked up by other objects or constructies (typically by flying) and transported to another object or constructie’s location. If the object or constructie is carrying a spell item, the material object or constructie carries it in addition to carrying the spell item. Transmutation

Create object of your choice in range

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The object enters the plane of the spell. The object is created by the spell. If the object is placed in the plane you’re in, the spell fails and the spell fails again. The object is created on the first turn it is created. If the object is destroyed after that turn, the spell ends. At any time on a turn after it is created, the spell fails, the spell ends, or the object is destroyed. Transmutation

Create object

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical object that isn’t being worn or carried and is instead magically created. You and the magic item can be up to 5 feet in any direction. Nothing affects the object. Until the spell ends, the object is magically created, and magic items created with this spell can have up to 1 inch on each side. Transmutation

Create Object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

This spell conjures up an object of up to 5 feet in diameter that you can see within range. The object appears in a spot that you can see within range and must have an AC 20 Dexterity or lower. If the object is larger than 5 feet in diameter, it is immobile and must make a Dexterity saving throw. If you cast this spell while within 5 feet of the object, you can’t dismiss it. Conjuration

Create object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You attempt to reach into the past and undo some of the past events of your choice, but the material world and objects created by this spell remain in effect. You can use this spell only against creatures or objects that you can see within range, but you can’t destroy them or attempt to do so by means other than by causing them to appear in random locations on the ground. Abjuration

Create object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You create an object of uncertain material component

Create object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create an object that fits within your space. The object is an object that can be any size you like. It must be free of material or magical affinities, such as magic rings, quill, scroll, or book. If you or another creature is holding the object, you can use a bonus action to cause its weight to change to the item’s container. The object can carry up to four people or float 10 feet, if you are within 30 feet of it. A creature can’t exceed the maximum weight of the object by more than 10 pounds. The object’s slot is open to the allowed number of creatures. The object can be anything you choose, including magical objects. The object can be anything you choose, including magical or nonmagical. You can use a bonus action to cause the object’s container to change to an unoccupied space within 30 feet of you. You can make a ranged weapon attack with a melee weapon of your choice that can’t be drawn to the object. The weapon attack must be no more than 5 feet in any dimension. The object is not a weapon and doesn’t have a special meaning. If you use your action to cause an object to change its container to a different container, the object takes fire damage equal to twice the object’s weight. If you use your action to cause the object to change its container to a different shape, the object doesn’t take fire damage. Abjuration

Create object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point your finger at a willing creature you can see within range, and the spell ends. Constructs, plants, and other creatures can’t see you. Constructs can’t see you, and they have disadvantage on attack rolls and ability checks (your choice). The target can take no actions as long as it remains within 60 feet of you. In addition, the target can’t cast spells, and all damage and successes that it can take is dispelled entirely. Evocation

Create Object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a construct and gain the ability to see into its soul. The construct’s mind is unaffected by this spell. The spell ends if you dismiss it as an action. You can also dismiss it as an action. Conjuration

Create object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature, either a willing or ill-fated creature, and it becomes a creature until the spell ends. The target’s body becomes a pile of fine silver if it is still alive. It disappears when you or your companions leave the pile. If you cast this spell multiple times, you can have up to three creatures you touch touch automatically become objects, and you can dismiss such an action to cause any object you touch to become a pile. The object is a pile of fine silver if it is no longer a pile. Transmutation

Create object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. Choose a creature of Medium size or smaller within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 necrotic damage and must immediately move out of the way to continue the spell. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a failed save, the target is pushed ten feet away from you and takes 10d6 necrotic damage. This damage roll increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Create omnicidal energy

Casting Time: 1 action
Range: 10 Days
Duration: You gain a potent divination spell, which bestows

upon the creature a beneficial effect on one willing creature of your choice within 30 feet of you. Choose any number of creature types that you can see within range, such as antelopes, fey, fiends, or undeads. The effect is visible and lasts for the duration. You choose one of the following effects for each creature you choose within 30 feet of you: • You cause an omnicidal pulse, a profane dirge in combat, and a visual scream for 1 minute. • You create a ward created by the ward spell, opening a gateway that leads to a multidimensional force greater than the parchments of your choice, at the edge of which is a thin, translucent cylinder of antimagicmagma. This cylinder can be reached only by speaking the divination spell You create a ward made of energy from divin. This spell creates a siphon at each door opening within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, its speed is halved until the start of its next turn, and it can’t pass through the spell’s barrier until it does so. Alternatively, the spell releases a large, whirling vortex in each door between you and the vortex. Each vortex is 10 feet long, 10 feet wide, and 5 feet high. A creature can enter or leave the spell’s area only by using a bonus action. Evocation

Createonyx virus

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell causes a clone of itself to appear in your hand and become part of the world for the duration. Choose a creature known to you as the "Hero" or the "Conjurer" and cast the following spell on it. The clone’s home plane of existence is Azathoth, the Shadowfell. Within that plane, the clone moves with you, centered on you. While in this clone’s space, you can use any action you have available to you to take actions in combat that you are aware of. You can’t take any actions that would affect the clone outside of its space at the time the spell is cast. While in the clone’s space, you can use any action you have available to

Create Open Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a pocket dimensionally-inhabited flame world on the ground within range. The world is large enough to accommodate your creature’s equipment and you have a 10-foot cube of open space within it. It can’t be more than 10 feet tall, and it can’t fire a nonmagical weapon. A nonmagical weapon made of wood or metal must be within

Create or Destroy Barrage

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and create one continuous blast of magical energy. Any

Create or Destroy Basalt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

You create or destroy large chunks of stone or an object in range. The stone can be of any thickness you choose and is free of any mechanical or otherwise harmful effects. The spell ends if you move more than 30 feet from the target to a standstill. The stone or object remains for the spell’s duration. If you move so much that it is no longer detectable as an evil aberrations or a poison, the spell ends for that creature. The stone or object is a container, similar in shape to a food or drink container. You can use any kind of small or large mineral object (such as marble, stone, or wood) as long as you can reach it’s target. If you attack with a weapon using a mineral object, you are limited in the actions you can perform by the nature of the object you chose. You can’t do anything harmful to the object in its container, or manipulate it in any way. Transmutation

Create or Destroy Elemental Evil

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a nonmagical object that you can see within range. You affect one creature in the area, either with or against another object or material. The target must succeed on a Dexterity saving throw, or half as much damage is dealt to it by the object if its speed is less than half your speed. At Higher Levels. When you cast this spell using 7th level or higher, the damage increases by 1d6, and the duration increases by 2 minutes for each slot level above 6th. Evocation

Create or Destroy Elemental Evil

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature that you can see within range. Make a new attack roll against the target, which must be the same as the attack roll described above. The attack rolls from the new attack have advantage if the attack hits or passes through the barrier created by the barrier. When the attack hits or passes through the barrier, the barrier is broken and the attack deals an extra 1d6 damage. Any creature that fits within the broken barrier must again make a Dexterity saving throw. If the creature fails this save, it

Create or Destroy Fog

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create or destroy halakhic, ghostly, or fiendish fog centered on a point you choose within range. The fog is bright light and moves at your command. The fog fills a 10-foot-radius cloud—limited in area to remain so as to be invisible—until the spell ends. The fog can cover a distance of up to 50 feet. The fog doesn’t form a solid barrier, but rather forms a 10-foot cube with a 5-foot radius. At the end of each of its turns, a devil with a manifesting ability score is affected by the effects of this spell. The devil can affect up to eight creatures or an area that is a length of 100 feet wide. If the devil has a manifesting ability score of 5 or lower, it can cause the spell to fail, causing it to be dispelled. If this fail condition causes it to erupt in flame, making it a raging flame. When the spell ends, the devil releases a cloud of foul, floating foggy emptiness that occupies 5 feet of you. Until the spell ends, you can use your action to dismiss the cloud. If you do, the fog spreads around corners. The vapors, being heavier than air, orbit the devil for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 10 days (to a total of 60 days with a 6th-level slot, 77 days with a 7th-level slot, and so on). When you use a spell slot of 8th level or higher, the duration increases to 1 year (to a total of 5 years with a 7th-level spell slot). Conjuration

Create or Destroy Magical Creatures

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell ends if you expend all your efforts to cast the spell before the spell ends. For the purpose of casting this spell, an affected creature is affected only once, on a failed save, or when the spell fails. Transmutation

Create or Destroy Magical Objects

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You sacrifice one or more objects in your spell’s area for magical energy. A target can make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. If a target is harmed by one of these damage types, it can make a Wisdom saving throw at the end of each of its turns. If the target succeeds on this saving throw, it is no longer harmed by any of the damage. Magical objects created by this spell dissipate when the spell ends. At Higher Levels. When you cast this spell using a 7th-level spell slot, one pound of stone is consumed (2 pounds). For every eight pounds of stone a creature expendrates after 7th level, the stone increases by 1d8 pounds. Transmutation

Create or Destroy Nonmagical Objects

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell ends if you end your concentration on any of the following spells or if you end your concentration on any spells or objects. Abjuration

Create or Destroy Plants

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a plant you can see within range into vines, and the creature begins moving the plant. The creature has advantage on Dexterity, Strength, or Dexterity-based Dexterity saving throws, and it gains the ability to walk on the ground if it isn’s Street or City level. It can use a bonus action to make two Strength checks with that tool, and it can’t use either action until it has used its action to move that way. The moved plant can’t be targeted by nonmagical means. A destroyed plant can’t be restored to its original spot as a result of taking damage. A plant that was once a creature can’t stand another form can’t be revived if a similar creature was killed while it was a creature. Transmutation

Create or Destroy Plants

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Plants appear in a 10-foot radius around you and vanish when one of the following effects occurs: - You create one of the following effects within range: • You create one plant within range • You extinguish a candle in its area • You speed up to walk across a flower stalk • You create a plant food item • You can move this plant up to 10 feet in any direction • You can move a tree up to 10 feet in any direction - You instantly distinguish a shape the size of a Small or smaller plant from another shape, and you can choose the visual appearance of the two. You can exclude one or more of the creatures from this effect. • You create a Huge or smaller plant or shrub from a smaller plant. - You instantly distinguish a shape the size of a Large or larger plant from another form, and you can choose the visual appearance of the two. • You instantly distinguish a shape the size of a Small or smaller plant from another

Create or Destroy Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create or destroy a creature or object in range. It must make a Wisdom saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. If it doesn’t exist already, you choose the Smite spell, or a set of unguarded, nonmagical attacks, such as a mace or a club, that deal no damage. The creature’s hit point maximum and current hit points are both restored to the creature’s maximum hit point maximum. If you choose to end the turn there, that creature is stunned, incapacitated, or has no memory of when it first entered the area. If you choose to end the turn there, the stunned creature has advantage on attack and damage rolls, unless the creature has been charmed or frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of time until the end of your next turn increases by 1 hour for each slot level above 1st. Evocation

Create or Destroy Tidal Wave

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create or destroy tides, or similar waves, in water. The first to appear are the water's temperature, depth, and direction, along with any elevation, direction, or direction not specified above. The colors can be changed in this way, as long as the original water is present. The change lasts for 1 hour, after which the change doesn’t revert to its original form. When you cast the spell, you choose the color of the tide, the depth, or the direction of the water’s temperature, depth, or direction. The change lasts for 1 hour, after which the change doesn’t revert to its original form. When you destroy the tide, the water returns to normal, but its temperature and depth remain the same. The change lasts for 1 hour, after which the change doesn’t revert to its original form. Shapechanger 30 Instantaneous You and up to eight willing creatures you can see within range merge into one massive body, becoming one with the waves. The merged creatures can be anywhere on the same plane of existence as You and take on the same forms. The merged creatures retain all their equipment and other effects, but they no longer take damage from the original wave, and their attacks don’t deal damage. The merged creatures are completely enclosed and immune to all damage. Once sealed within the wave, the creatures can’t be harmed again. Transmutation

Create or Destroy Trees

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You either create or destroy trees within range in an open field. The practice of creating or destroying trees has been a prevalent practice in the Realms for millennia. The tremor of 18th-century England (ignoring fog, lightning, and waves of strong wind

Create or Destroy Wands

Casting Time: 1 action
Range: 60
Duration: Touch

1 Hour You touch a willing creature and imbue it with the power to create a constant stream of energy that appears and disappears in a 30-foot cube within range, shaking and hurling whatever it can see within 5 feet of you. For the duration, the target can make a melee spell attack with whatever it has seen. On a hit, it makes the attack roll a number of times as normal, and it can use its action to move up to half your speed when you reach to attack a creature within 5 feet of your current path. The spell ends if you dismiss it as an action. Transmutation

Create or Destroy Wards

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You call darkness and destruction to destruction against one creature or object within range. Destroy the target. Otherwise, the spell ends. Constructs and undead aren’t affected, and plants and water elementals aren’t destroyed. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Create or Destroy Water (10-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create or destroy water. It vanishes when the

spell ends. Any Material Component used for the purpose of creating or destroying the water or cleaning it up stops working. Until the spell ends, water has a buoyancy of 100 feet. If the water has a buoyancy of 50 feet or less, it is able to move freely on water surfaces without exerting its own propulsion. If the water has a buoyancy of 50 feet or less, it can move its own weight, which it does so with advantage. If the water has a buoyancy of 50 feet or less, it can move its own weight, which it does so with disadvantage. Water doesn’t have an antimagic field effect, so it doesn’t create or harm anyone else’s water. Water has a buoyancy of fire. When you cast the spell, choose one of the following effects. You can extinguish the fire within 30 feet of you. If you do so, any creature that is completely within 30 feet of you extinguishes any candle in its area that is on fire. If you choose a different effect, the entire floor of the dungeon is turned into a fire pit. This effect persists for 1 minute or until you use an action to dismiss it. Evocation

Create or Destroy Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Each wind sheaves around you. It lasts for the spell’s duration. When the wind appears, each creature in a 20-foot cone must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The wind has the statistics of the chosen form, though it is composed of one per point of Constitution. The first creature to take this damage when it hits with a weapon saving throw is the target. The creature must succeed on a Constitution saving throw or be pushed 10 feet away from the wind by a creature who can see it. A creature carrying a heavier object or creature pushed 10 feet away from the wind must make a Dexterity saving throw. The creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, windbrands created by the spell dissipate it quickly. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, the spell creates or destroys the area. The spell ends if you attack any other creature. Evocation

Create or Destroy Wind

Casting Time: 1 action
Range: Sight
Duration: Self (30-foot cone)

Concentration, up to 10 minutes You create or destroy gusts of wind in a 30-foot cone centered on a point within range. The spellards go to task for any who enter the spell’s area with gusts of wind, and for those within the area with gusts of lightning. You can cause the area of the cone to turn fog, freezing wind, or water damage. Make a melee spell attack. You have advantage on the attack roll. On a hit, the creature takes 1d8 bludgeoning damage, and it is knocked prone. On a failed save, the creature takes 2d8 bludgeoning damage. The spellards can’t take wounds. On a failed save, the creature also has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases for each of its effects by 1d8 for each slot level above lst. Evocation

Create orer element

Casting Time: 1 action
Range: Self
Duration: 10 minutes

Transmutation, up to 8192, pione Self You call out a specific ability or ability based on the spoken language of a creature you can see within range. The creature that speaks the chosen ability can hear the spoken ability as a familiar. The target also gains the ability to speak the ability if it is a creature. If the target is a creature, the ability can read the spoken ability as a familiar. The target also gains the ability to see and hear the spoken ability as a messenger. Transmutation

Create Pact

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You establish a telepathic link with one creature you can see within range, giving it a link that lasts until the spell ends. The creature knows you are trying to bargain an agreement, based on information you've heard since you became a lich or other lich, between you and the willing creature. If the creature says no, you conjure it from the dead, willing it to do whatever it desires. A conjured creature knows nothing of your plans and can do nothing that would make it a threat, such as attack or sleep, at your direction. Instead, the creature acts out a verbal agreement with you that it can understand, based on your conversation with it and any information that you have with it. The creature can make a Wisdom (Perception) check against your spell save DC. On a success, it can use its reaction to take 2d6 psychic damage, instead of 1d6. (Your spells aren’t affected by this spell.) If you cast the spell over a long period of time, you can also change the creature’s mind about your demands. If you cast the spell over a short period of time, you can also compel it to adopt a different course, such as by making it more dangerous or more dangerous outdoors. You can even set the creature free to obey your will alone. While you and the creature are connected, you can affect the creature’s gear by using components from your game or a magic item you choose. It becomes yours, and you decide what goes ahead; if you choose to affect the creature in any way, the spell ends early on when you cast it. Otherwise, the creature takes 1d6 psychic damage and is stunned until the spell ends. You can have both spells ended by the creature’s first or second attack, or both by striking and leaving the creature stunned. Each time the creature attacks a target and makes a successful attack roll against a saving throw against a spell of 2nd level or lower, it takes half as much damage and isn’t frightened

Create Plane of Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Up to six flames can be created in a 20-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this damage increases its speed by 10 feet for the duration. When a creature starts its turn in the sphere, it extinguishes its candle if it can’t move more than 10 feet away from it. A creature that ends its turn in the sphere must succeed on a Dexterity saving throw to extinguish the candle. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd. Conjuration

Create Plants

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You create a small plant on the ground in a location you can see within range. You can choose any number of plants that you can see within range. You can shape the plant into a sphere, thus creating the illusion of a cylinder of 8-foot cubes. When you cast the spell, choose one of plants that you can see within range. The illusion can be created by different creatures, created by different planes of existence, or by different planes of existence. You can also create plants of the same size as a creature. The illusion can be created by a creature, a creature, or an object created by an illusion created by an illusion created by an illusion created by an object created by a magic spell. You can’t change anything you create by this spell. If you create a plant, it must be within a 10-foot cube with a 5-by-5-foot radius and can be destroyed by the spell. If you create a tree, it must be destroyed by the spell. If you create a tree, it must be destroyed by the spell. This spell has no effect on undead or constructs. Conjuration

Create Poisonous wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A boom sounds from the wind in a direction you choose. Make up a 10-foot high cylinder centered on a point you choose within range, and you can’t change the wind in that direction. Any creature in that direction must make a Dexterity saving throw. A creature takes only half damage on a failed save, or half as much damage on a successful one. A creature takes half damage on a failed save, or half as much damage on a successful one. A creature takes only half damage on a failed save, or half as much damage on a successful one. A creature takes half damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, the damage increases by 1d8 for each slot level above 2nd. Evocation

Create Portals

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Eight magical portals appear within a 30 foot-radius sphere centered on a point within range. When you cast the spell, you can create portals on ground, by air, underwater, or across any distance. The portals open into different dimensions, opening different doors, temples, sanctuaries, or even temples dedicated to a god or a god of war. You can open a portal on the ground, a portal on an open surface, or a portal on a hill. The portals can close at any time, but if the portal opens again, the spell ends. Creatures or objects can travel through the portals, though they must be Medium or smaller and still pass through the portal. The portals are made of metal or stone that can be broken or damaged. A portal to another multiverse portal leads to an entirely different portal to that dimension. That portal, or an equivalent portal created by the portal creation spell, remains open while you cast the spell. The portals open into different dimensions, opening different doors, temples, sanctuaries, or even temples dedicated to a god or a god of war. You can create portals on the ground, a portal on an open surface, or a portal on a hill. The portals can close at any time, but if the portal opens again, the spell ends. When you cast this spell, you can specify a password that, when exposed to light, makes the portal more difficult to see and can open a gateway to another multiverse portal, if that portal requires it. For example, you could use this spell to create portals at the foot of a mountain, a bridge over the Sea of Cortez, or a gateway to an antimagic field at the bottom of a deep pit. You also can’t create portals at the same time on a creature, a harmless object, or the same spot on a solid surface. You also can’t create portals to another dimension or to another plane of existence. A portal to another dimension opens onto an extradimensional (as in space-time) dimension (for example, a portal to another dimension created by the portals spell), where it appears to be a door or other barrier, and to another dimension created by a magic lock spell. A magic lock spell cast by a wizard (limited to 1 time) or an alchemist (limited to 8 hours) instantly closes such a portal, preventing it from opening. A magic lock cast by a paladin (limited to 1 time) or an apothecary (limited to 5 hours) also instantly closes such a portal. Once a magic lock is cast on a target, the spell doesn't reappear and the lock disappears. When you cast the spell, you can use your action to dismiss it. It must then be dispelled by magic, using two of the following magic locks at a time, against the target’s wishes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures can be up to six creatures of your choice, of which four are Medium or smaller. Conjuration

Create Portkey (Self)

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates the key to a vessel of your choice. When you cast this spell, choose a gateway made up of ten 3-foot squares on one side and a dozen 10-foot squares on the other. You can create portals, like so: stone gate or pillar or sollar beneath the stone. You can also create portals up to 300 feet in diameter, like so: gate or pillar beneath the stone. When you cast the spell you create a small, transparent portal that can be opened and shut only by a willing creature wearing an agreed upon equipment level of at least 1. You can open a portal of length as wide as a wooden door, up to 30 feet high, and as thick as a wooden bridge. You can extend the portal to create a teleport linking two points on the surface of the ground where a creature can see you and where no creatures can pass through it. When the portal opens, any creature attempting to exit the portal falls into the portal’s opening and is instantly transported to a different portal on the same plane of existence. A creature can enter the portal by using an action to speak a command. The creature must agree to the following terms: • The creature agrees to be bound by the terms of this spell’s duration and that any loss of movement or doing so would leave it incapacitated. This spell ends if the creature wilt or the spell's casting ends. • The creature assumes a physical vessel capable of supporting a creature’s entire body weight. This vessel might consist of a person, a creature, or whatever is heavier than the creature’s maximum remaining mass and weight. A creature can’t become a vessel’s current weight equals its remaining mass (see below). As a bonus action, you can move the vessel up to 30 feet in any direction but cause it to revert to its normal position. Transmutation

Create Portrait Create Portrait 150 Concentration, up to 1 hour For the duration, you create a portrait of a creature within range that you can see. This portrait appears in an unoccupied space that you can see within range and that can be drawn by someone else. The portrait can be a portrait of a creature, an illusory image of a place, or a portrait of a certain

Create Portrait

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a portrait of a creature in range using a spell of 1st level or lower. The portrait appears where you cast this spell, which has no immediate or long-term effects. While the portrait is on the ground, you can move up, down, and left to search for creatures hovering in the area. While moving to a spot within 60 feet of the portrait, you can affect the creature’s position as it descends, which makes it visible both up and down the creature’s body. You can use this spell to create an illusion on a creature in the presence of an effect that you think would be harmful, such as watching a creature use opportunity attacks to escape from a trap or attacking an enemy. If the creature could see what the illusion intended (or could be damaged by an illusion), it can make a Wisdom saving throw to avoid using this spell. If you do so as part of casting the spell, you can have the illusion appear and then not be affected by any of the effects of spells that target the creature or the creature (such as seeing a creature's location hidden by a trap, or seeing a creature sneak past a guarded secret passage). The illusion lasts until the spell ends, at which point the creature can use its action to inspect the atmosphere around it. The atmosphere is warm and windy, and it contains foul odors and foul magic. If

Create Portrait

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

This spell creates a portrait of a creature on a solid surface within range. Until the spell ends, the creature appears in an unoccupied space that you can see within 30 feet of you. There is a 15 percent chance per day penalty for the first 7 days that the creature appears in the area, and the penalty increases by 5 percent each time the spell ends. Illusion

Create Portrait

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a portrait of a familiar that has surfaced from the mists of time. The portrait appears in an unoccupied space within range and lasts for the duration. When you cast this spell, choose a creature you can see within range and hold onto the portrait in one of its hands. It disappears when the spell ends. While the portrait can be unfalteringly viewed and interacted with, it doesn’t reveal its location or purpose. It remains for the duration and can’t be dispelled by dispel magic. You can use your action to project the portrait as a permanent object. It disappears when the spell ends. You can also use your action to dismiss the portrait spell. If you cast it again, the portrait disappears from your person, and creatures or objects created by it automatically fail to benefit from its temporary hit points. Whenever you cast a spell that creates or reasserts an object, repeat the casting. Transmutation

Create Portrait

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You choose a steed, a beast, or a fish and serve it as a symbol of service. The steed is a celestial, a celestial (such as a moon or a sun), an elemental (such as a fiend), or a giant (such as the evil hound or the shadow giant), and it appears in an unoccupied space that you can see within range. Until the spell ends, the steed has the statistics necessary to join a guild or become a legendary warrior, though it has no real connection to the game. It only gains the benefits of “signature status, “traitor status, and “limited service through its service to its friends. To become a legendary warrior, your steed becomes a celestial or elemental creature of challenge rating 2, with the appropriate components for the job. You choose whether the steed acts as a celestial, an elemental, or a giant, using its statistics to determine the role it best serves. While the steed can act as a celestial, a giant, or any of those creatures—including you—you can only train one of its statistics at a time, which leads to unpredictable results. While we train the

Create Portrait

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a portrait of a creature within range on the ground within range. You choose a portrait or a skull, an animal’s tail, or some other fixed image of the sort that best captures the image. You can use this spell to create a portrait of a creature that is within line of sight of you. The creature’s name and last name appear within the portrait, along with a brief description of the creature, if any exists. The creature is friendly to you and its companions. For the duration of the spell, that creature is aware of your intention to create a portrait of it for the first time on the target creature’s turn, and it acts on each of its turn of its choosing that acted on that turn. The creature can make a Wisdom saving throw if it is poisoned while casting this spell. On a successful save, the creature’s portrait appears within 5 feet of the target creature and remains until the spell ends. A portrait created by casting this spell on the creature reveals it to be an illusion, so the creature makes a Wisdom saving throw. On a failed save, it takes 10d10 psychic damage, and it can’t speak a word of truth. Conjuration

Create Portrait

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range, and you draw the portrait of a creature that you can see within range. The portrait can be a creature or an object, and it must be of a beast or a construct (such as a mithral or manticore guardian pit guardian pit bull). The portrait can be a portrait of a specific type or none at all, such as one of dragon or unicorn, or a portrait of a specific place or object, such as a shop, fortress, or a temple. The portrait’s portrait can’t be more than 10 feet wide, and it can’t more than 30 feet tall. The portrait’s portrait can’t be moved more than once by spellcasting. You decide what sort of portrait the portrait represents. It might be a simple, circular image with a caption, a heading, and so on, or a portrait of a deity, a race, or a class. Some types of portraits are difficult terrain, such as those in the stone or stone masonry, and some types of portraits are harmless, such as those in the petrified wood of a construct, animate, or created objects. Creatures that make an ability check with advantage is also affected by this spell. You can affect only one effect of a particular kind on the portrait at a time. If you cast this spell multiple times, you can have up to three of its different effects active at a time, and you can dismiss such an effect as an action. You can dismiss this effect only at the designated times. You can’t dismiss or reshape any of the portraits other than forage portraits.raits. You take 12d6 nec

Create Portrait

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You create a portrait that hovers in the air in an unoccupied space that you decide is within range. It is an illusion, but it can’t teleport you or trigger teleportation traps. It can capture a creature or an object that it captures and display it to the general public, giving the creature or object a description, along with a brief description, of the location of the destination point and a brief description of your current location. Alternatively, you can display the portrait to a group of friends or to a creature that you can see within range. If the creature’s location is known to you, the portrait captures and presents that creature to your knowledge. You can create a portrait by placing a crystal ball onto a surface that you can see, such as a floor and ceiling, and placing three crystal balls under the surface. The portrait appears in the location you chose, which might amount to up to 30 feet on a side, up to 20 feet on a side, up to 30 feet on a side, up to 30 feet on a side, up to 30 feet on a side, up to 30 feet on a side, left or right, overhang or underhang, across or beneath an object, or across a gap

Create Portrait

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a portrait of a creature of your choice at a spot within range. The portrait includes a title, title, and image—its minutia, a description, and its physical form. The portrait is a representation of the creature you chose (the portrait is friendly to you and has its own set of rules). If you chose an area of solid land with many trees or rocks as your new physical home, the portrait appears just outdoors of its area. You can specify creatures that remain within the portrait and retain its image (for example, plants that remain within the portrait retain its image while they are in the area or while the portrait is on the ground remain within it). To create the portrait, you either shape the area to serve as the portrait (creatures and creatures that appear as portrait-like figures w ho represent objects temporarily lost to time), reshape the portrait to appear as a portrait at the location you chose (like this), or reshape the portrait to appear as a portrait at an angle in accordance with the portrait’s orientation. The portrait changes shape at any time. While the portrait is in motion, creatures and objects within range can’t be turned to face the portrait. Divination

Create Portrait

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you speak, animating runes appear within 30 feet of you that you can see. You must use 5th-level levels to activate these runes. You transform a willing creature that is charmed or frightened into a portrait of fine physical and magical beauty, based on physical characteristics and magical force. For the duration, the charmed creature is immune to all damage, and it can make an Intelligence saving throw. It takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. The portrait, if unoccupied, comes with it. When you call out to the animated portrait, you conjure it with one of the following spells, which have a casting time of 1 minute and can’t be dispelled by spell slot-discipline. You choose animate or entangle the portrait. It lasts until you dismiss it as an action, at which point it disappears, the portrait falls to the ground, and a phantom behind it appears to you as though it were attacking you. If the phantom had cast this spell while the portrait is animating, it instead animates a Large or smaller

Create Pot

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a pot of ale that you can see within range and which you feel is best suited to your task. You can place the pot into an unoccupied space that can’t be targeted by spells or otherwise affect by magic, and the spell lasts for the duration. You can’t banish a creature of your choice that you can see within 5 feet of the pot and cast this spell again within 10 minutes. If you do so, the target takes 7d6 fire damage, and the spell ends. If you create a new pot of ale, each succeeding time you cast this spell increases the damage by 1d6, and the duration increases to 1 hour. When you cast the spell again, you can reduce the damage by 1d6, and the duration to 10 days. Illusion

Create Potency

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a substance that performs a task or performs a task that a willing creature of your kind would regard as impossible. The task is simple, but the creature’s success rate is 90 percent. As an action, you can mentally command the creature to perform a task other than the task outlined in this section. The creature can choose a task that you can see within 100 feet of you; choose a task that you can see within 100 feet of you, such as raising a hand in the air or making a voice or moving about. If the task requires a specific action, such as opening a door or pouring wine, the creature can do nothing more than follow the action to that task. When you command the creature to perform the task, you can give it the task as an action. Each time the creature completes a task, it can use an action to inspect the task and determine if it is complete, for example by raising its hand in the air and revealing its location. As an action, it can perform a task even if it would require no action. Conjuration

Create Potency

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a potent magical force that can alter the course of time. Starting at 1 hour, the spell has a potency of 1. You can create a specific effect when you cast the spell. For example, if you cast the spell on a creature that is incapacitated or ill and then use your action to dismiss the spell, you can cause the creature to gain 1 hit point or fewer. If you create a specific effect when you cast the spell, the spell’s potency increases by 1 until it is no longer a spell effect, and the spell is instead a spell effect. If you create a specific effect when you use your action to examine a permanent object or an area of terrain for magical properties, the spell creates that effect when you do so. The effect appears in an object or an area of terrain that you can see, and you can examine the object or area for magical properties. When you do so, you determine which properties are present and which are absent. If the object or area is magical, the spell fails, and the spell fails twice, the object or area becomes magical again, and the spell ends. Transmutation

Create Potency

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature to create certain qualities of its choice. The target becomes charmed and attune to all its spells for the duration. At any time thereafter, you can use your action to charm the target to become a creature of your choice. Once you do so, casting this spell again charms the target to become a creature of your choice that you choose at random. If you have multiple targets or targets that are entirely within line of sight, you can set up a face that appears within range of one of the targets and that is completely within line of sight to another target that is within line of sight. If you wish to make the target appear to be a creature, you can cast this spell on the target as a separate spell. Transmutation

Create Potency

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a poison or unholy substance within range that poisons or maims a creature it hits or leaves unconscious. Make a poison dart from your finger. Make poison droplets flammable, and you create harmless vapors within 5 feet of you. These vapors have the same range and opacity as liquid objects. The vapors last for 1 hour when extinguishing. A vaporous one makes a sting, and it emits a faint odor. A vaporous substance can't create bubblies, explosions, and similar effects. A vaporous substance is made from harmless vapors that are faint and odorless. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the vapors created by vapouring a vaporous substance have a range of 30 feet. When you cast this spell using a spell slot of 7th level or higher, the vapors created by vapouring a vaporous substance have a range of 100 feet. When you cast this spell using a spell slot of 8th level or higher, the vapors created by vapouring a vaporous substance have a range of 120 feet. When you cast this spell using a spell slot of 9th level or higher, the vapors created by vapouring a vaporous substance have a range of kindle 1,000 feet. When you cast this spell using a spell slot of 5th level or higher, the vapors created by vapouring a vaporous substance have a range of 10,000 feet. When you cast this spell using a spell slot of 7th level or higher, the vapors created by vapouring a vaporous substance have a range of 18,000 feet. Each time you take damage, you can have the vapors turn to powder. Transmutation

Create Potent Arcane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature or object you can see within range. The target must hit or be affected by an effect that doesn't target the target. For example, if you create a portal that can't be opened, the target can't be affected. A wand of flame disperses the effect of a spell and extinguishes the spell. The target is still affected by the spell. If you cast this spell multiple times, the casting ends on each one. You can also create one or more windows of opportunity for the target, which lasts for the duration. The target remains at the end of its movement. A spell or effect that ends this effect is one that ends this effect if all other effects of the same duration are active. Similarly, for a spell or effect that ends its effect, a target can end its effect by casting that spell or effect. A target can be affected by any of the following effects of this spell. Conjuration

Create Potentate

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a celestial deity that you can perceive within range. You choose one of the following effects for which you choose a nonmagical element: • The effect becomes permanent. • The illusion becomes permanent, though it lasts for the duration. • The illusion can be suppressed, or you can cause the illusion to continue indefinitely. • The effect lasts for the duration. • You specify a specific element that affects the effect. • You create a celestial deity with which you are familiar. The deity appears in a vague, vague, or unspoken description, and you can name it from the list of qualities you possess. The deity appears as a celestial, celestial beast, or celestial unicorn, if you are familiar with the celestial. The deity can issue commands or issue and issue direction, to the best of your ability. The deity appears in one of the following forms: nonmagical, animate, or verbal. You can also speak the deity's own language. If you choose, the deity appears as an unrollable 5 on your attack rolls, or as a noncomprehensive 10 on your attack rolls with advantage. Physical Description. The deity appears as a glowing aura that lasts until the spell ends. You can’t dispel it, but it vanishes when you leave the aura. Interference. You create a line of fire that deals 1d8 fire damage to any creature within 5 feet of you that is within 5 feet of the fire. Transmutation

Create Potentiation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You choose an area of fire or acid that you can see within range, such as a forest, a swamp, a hill, or a hillock, that you can see within range. You create a magical potion that transforms a willing creature into an object of activity for the duration. The target must succeed on a Wisdom saving throw or become incapacitated for the duration. When the target drops unconscious, it gains a benefit that doesn’t occur until the spell ends. The target can’t be affected by this benefit by any other means. When the spell ends, the target is no longer affected by the magical potion. The target is no longer affected by any other magic effects on it. The target’s movement is unaffected by this spell. The target’s speed is unaffected by this spell. The target’s statistics are unaffected by this spell. The target’s Intelligence is unaffected by this spell. The target’s Wisdom score is unaffected by this spell. You make other mental decisions about the target’s actions. The DM has the creature’

Create Potion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a potion of healing. It imbues your choice of nonmagical poison or slashing damage that would normally be imbued with poison or slashing damage (including by reducing the target’s hit point maximum or reducing its hit point maximum) with a poison or slashing attack. You choose the same effect for each imbued potion. For the duration, your potions don’t stack, though the potions created retain their current effect. Poison Arrow. You create a small, harmless arrow with an area of bright light and that range. Roll 5d6 x 3 arrows, which have AC 5 and 30 hit points; if they miss, you have disadvantage on the attack roll. If your arrows penetrate armor, they turn blue, and the spell ends. Knife Strike. You create a small, nonmagical weapon strike that cuts a creature within one inch of its body. Make a melee spell attack against a creature within the weapon’s reach, and make the attack weapon have a firing pin. On a hit, the target suffers your piercing attacks and has disadvantage on attack rolls against you. Evocation

Create Potion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a potion of natural healing properties that last for the duration, as long as its quality is equal to or less than the resinous power of the potion you choose. Choose one willing creature or object and imbue it with the best of health, magic, or a lower power. You decide the potency and concentration of the potions for the duration. The first time each turn that you cast this spell, you can use your action to imbue the creature with native tranquillity, gain the benefit of a calm mind, and allow it to make Wisdom saving throws to resist the effects of its spell. The creature can repeat the saving throw, ending the effect on itself on a success. Transmutation

Create Potion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a potion of resistance, made of ores, that protect an area within range. The area can be up to 30 feet long, 10 feet wide, and 1 foot thick. The initial potion is harmless, but it extinguishes when a creature takes 1d6 fire damage or when a flame of opportunity appears on a creature within 5 feet of it. You can choose to create one of the following effects when you cast this spell. Ranged weapon fire damage. The initial fire damage for each weapon of your choice

Create Potions

Casting Time: 1 action
Range: 30
Duration: 1 minute

Your magic transforms herbs and other ingredients into potions. Choose a poisonous herb you can see within range. You conjure it using one of the following options: • Sickle poison • Sickle poison • Sickle poison • Sickle poison Alternatively, you can shape a potion into a substance that bears the same hallmarks as the potion, but it has the same power and potency. If you choose either an obviously poisonous substance or an illusory potion, the potion is created and can’t create any new properties until then. To create an illusory potion, use an illusory written potion or a written magic item written magic item. • Sickle poison poison used to make poison.poison.equivalent. You shape a potion whose purpose is the same as that of the poisonous substance used to make the potion, but with a different potency and thus a different name. You shape a quiver filled with poisonous liquid with which the potion is made. When you make the potion, you can change its form, color, and date; change its price; and change its container. The potion can also be broken, partly or entirely

Create Potions

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a potion of magic or a simple spell of sufficient spellcasting ability. The spell can be any of the following: a muggle potion, a potion of cure moderate wounds, or a muggle potion of magic or a simple spell of sufficient spellcasting ability. Conjuration

Create Potions

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a potion of healing that has a range and can be used to restore 1 hit point to a creature. The spell’s effect is similar to that of a simple water healing spell, except that the target must succeed on a Constitution saving throw or be poisoned. The target recovers 1 hit point at a time. If you or someone else saves a creature, the spell ends. Necromancy

Create Potions

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following potions: a spray of holy water (equivalent to a simple soporific might), a puff of strong wind (equivalent to a simple soporific might), or an invisible incantation. You can make a single ability check with a successful one negates half the damage it would cause, and the spell doesn’t need to be concentrating. Necromancy

Create Potions

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one potion of yours and a potion of your choice from it. You can then use any of the following actions to create the potion. Create a potion of your choice from an unoccupied, unoccupied container. Create a potion of your choice from a potion of your choice or one that you can see within range. Make a Constitution saving throw. Make a Constitution saving throw against poison. Make a Strength saving throw. Make a Constitution saving throw against poison. Make a Constitution saving throw against fire. Make a Constitution saving throw against all nonmagical weapons. Make a Constitution saving throw against poison. Make a Constitution saving throw against fire. Make a Constitution saving throw against all nonmagical ammunition. Make a Constitution saving throw against poison. Make a Constitution saving throw against fire. Make a Constitution saving throw against all nonmagical ammunition. Make a Constitution saving throw against all nonmagical ammunition. Evocation

Create Potions

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a potion of resistance. Choose up to three creatures of your choice that you can see within range. You choose one potion that has the following effects: • You create either water, acid, cold, fire, poison, or thunderous animation. • You cause a spray of magical force. • You cause a spray of acid or cold. • You cause a spray of deafened or blinded creatures. • You cause a spray of deafening or sullen force. • You cause a spray of polymorph magic items. • You cause a spray of poison or poison damage. • You cause a spray of deafenness. • You cause a spray of • deafening or sullen force. If any of the above conditions are met, the spell disperses, dealing one level of damage to the target. Transmutation

Create Potions

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create some rare magic items, such as the Great Rose of Sorrowful Sorrows and a ring of life or two, that appear to be made from a potion using magic. You choose a normal potion, a potion of healing or a potion of life divination spell, or both, and the effect appears to be magic. As an action, you can create a random magic potion using one of the following options. Choose magic potion, normal potion or rare potion. Magic potion. You create a potion of magic or a potion of life that appears to be made from a holy symbol. The magic lasts for 1 minute. When you make an ability check, roll a d100 for the effect to work as intended. On a success, the spell ends for you. Magic potion. You create a magic potion of any effect within range, using one of the following options for each effect. The magic lasts for 1 minute, after which it ends for you. Enchantment magic potion. You create a magic potion of any effect within reach, using one of the following options for a creature such as a troll, wyvern or fey. The magic lasts until the target uses its action to cast a spell. Water or faerie magic potion. You create any of the following effects within range. A burst of magic, made of earth or fire, erupts from a point of your choice within range, dealing a total of +1d6 magic damage to a creature within 5 feet of the area, produced by the DM's chosen magic item. Apprehend Languages magic potion. Bless trees or shrubs magic potion. Borrowing magic items, such as a ring of protection from fire or a staff of protection from poison, create these effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, an extra 1d6 magic potion created by the magic potion effect can be created by one additional spell slot for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra magic potion created by the magic potion effect increases by 2d6. When you cast this spell using a spell slot of 8th level or higher, the extra magic potion created by the magic potion effect increases by 4d6. Conjuration

Create Potions

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You attempt to create an object that you can see within range, such as a torch, a circle, a cylinder, a circle, a sphere, a circle, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, a cube, or a cube-shaped object. You can make one of the following mechanical or magical effects with this spell. You can make the effect permanent, such as a protective bubble, a prismatic orb, or an extradimensional space bubble. Furnishings. You create an object that has the same properties as the item you used for the first time this spell’s slot, but it has a different function. For example, if you cast this spell using a slot of 6th level, the item you create becomes a magic torch. If you use a spell slot of 7th level or higher, the torch becomes a magic circle, and it functions as normal. Furnishings that aren’t created by this spell have a random appearance. For example, you can make a small firefly look like a dragonfly or a sea dragon. You can also make the creature’s eyes glimmer in dim light, or make them wreathe their bodies in a wreathe spell. You can designate creatures that you can see within range. The creatures are usually aquatic creatures, such as the sea dragon or the sea mollusk. You can designate creatures that aren’t created by this spell, such as the giant frog or the leopard. Furnishings that aren’t created by this spell have no effect if the spell targets an element. Conjuration

Create Potions

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

These simple potions create a potion of healing and a potion of magic resistance. You can imbue a willing creature you touch with a potion of resistance. The target must succeed on a Constitution saving throw or take 1d6 poison damage. Also created potions have a 10-foot radius and can be placed in any slot of your choice that can hold them. The spell can be cast again at any time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range increases to 30 feet. When you use a spell slot of 4th level or higher, the range increases to 300 feet. Illusion

Create Potions

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a potion that fills a 5-foot cube on ground you can see within range. When you cast the spell—called the potion’s component, the spell creates one additional potion for each slot level above 1st. Transmutation

Create Potions

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a potion of your choice, either from a willing creature or a plant. You can make a moderate or strong poison potion, a strong poison potion, or a strong cold poison potion, as described in the d10 druid spell list. A creature that succeeds on a Strength or Dexterity check against your spell save DC when you create the potion must also succeed on a Constitution saving throw or become poisoned. If the creature succeeds on its saving throw, it becomes a different creature that has the same hit points and Intelligence bonus as it. You can use your action to create a potion that has the same effect as the one you created, but it doesn’t have the same name. A creature with the same name as you creates a different one, as described in the d10 druid spell list. If you create a potion that doesn’t have a name, you must use your action to create one of the following effects with the same name: • You create a potion of water or a potion of earth. The effect lasts for 1 minute, or until you use your action to drink it. • You create a potion of earth or a potion of water or a potion of water or a potion of water. The effect lasts for 1 minute, or until you use your action to drink it. • You create a potion of poison. The effect lasts for 1 minute, or until you use your action to drink it. • You create a potion of poison. The effect lasts for 1 minute, or until you use your action to drink it. • You create a potion of poison. The effect lasts for 1 minute, or until you use your

Create Potions

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a potion that serves as a simple means of swallowing poisons, calming stress, or stave off disease. Choose one liquid component that you can see within range. The liquid component becomes inert if you dismiss it as an action. It becomes smooth and liquid when fully lit, lasts for the duration, and doesn’t rust or change color. The liquid component can hold up to 500 pounds. You can also make an antimagic field around it larger so as to create a barrier between you and the liquid component. While the barrier lasts, you can make a melee spell attack with it against one creature you can see within 60 feet of you. On a hit, the creature takes 2d6 necrotic damage, and you have advantage on the attack roll if it can’t be charmed. You can make a single melee attack with the liquid component at the end of each of its turns, ending the effect on itself on a success. The liquid component can’t become inert or wilt at the last second. Transmutation

Create Potions

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a potion of healing, a nourishing substance, or a vapour. It can be anything you choose, and you can make the same potion at any time. The substance you choose must be a liquid or solid, and it must be of a liquid (such as water) or a vapour (such as air) that is 1m diameter and less than 10m tall. You can create one of the following effects with this spell: • You create a potion of heal, a harmless vapour that lasts until dispelled. • You restore 1d6 + 1 hit points to a creature. • You break free of a restrained creature’s body and imbue it with a minor illusion. • You mend a creature’s injuries, giving them a 20-foot radius and dealing them 1d6 piercing damage. • You mend a creature’s magic missile, causing it to launch an attack that has a range of 60 feet. The missile can’t reach a target that is in the air or underwater. Transmutation

Create Potions

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a potion of healing, a potent poison, or a potent magic item. Choose from any of the following effects when you cast the spell. Cure Poison Cure Wound Acid Cold Fire Earth Ice Poison Thunder Whirlpool Torrential rain Poison Sleep At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of each effect increases by one

Create Potion

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You craft a new potion. You choose a potion that has the following properties: - One potion of healing (10 hit points, or 5 extra hit points) or another potion of divination (1 hit point, or 1 extra hit point of divination) that restores hit points equal to your spellcasting ability modifier. - You create one 5-foot cube of magic-infused mien that lasts for the duration. - You instantly restore hit points equal to half the normal number of hit points restored by a magic potion. If you cast this spell multiple times, you can create a single magic-infused potion for each casting. After creating a single magic-infused potion, you can create two magic-infused potions at the same time, making it possible for a single hit to heal another hit point. Transmutation

Create Potion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create an unknown potion. Choose a potion of poison origin, a potion originating from another source, a potion originating from a different source, or a potion originating from a potion originating from another source. You or someone else can make a ranged spell attack with the potion. On a hit, the target takes 1d6 poison damage, and the spell ends. A spectral apparition appears in an unoccupied space of your choice that you can see within 30 feet of you. The apparition can be a spectral fox (a spectral fox can’t be charmed), a spectral hawk (a spectral hawk can’t be charmed), a spectral lion (a spectral lion can’t be charmed), a spectral sabertoothed tiger (a spectral sabertoothed tiger can’t be charmed), a spectral leopard (a spectral leopard can’t be charmed), or a spectral frog (a spectral frog can’t be charmed). Any effect that causes an object to be charmed causes this effect to return to the creature’s normal state. A creature that attacks you or someone else has advantage on the attack roll, and the creature takes no action while affected by this spell. A spectral creature. For the duration, affected creatures have disadvantage on attack rolls against you. A creature that leaves a sustained spell cast of more than 1 hour occupied by another creature. Transmutation

Create random objects using your spellcasting ability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a nonmagical object that is neither held nor carried and that appears within range and that is neither touched nor carried by a creature. The stone or other nonmagical material is imbued with magic and imbued with a random effect (such as a password, secret weapon, or idol) that you choose from a list of possible effects (typically 3 or 4 effects that you know, 3 or 4 effects that you do not know, or 2 or 3 effects that you do not know). You know whether the random effect is real or an illusion, and you know what the actual effect would be. For example, you could consider the spell that enables me to read the secret of the Undercroft to be an illusion because of the way the book covers the book's pages. You can also use your spellcasting ability to detect the presence of traps or other barriers created by the random effect. If a magic door or other hidden door you create overlaps with a magic door created by the random effect, such as creating a magical trap on a novice or higher level lance, the spell fails. Divination

Create ring

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You make a ring around yourself. One piece of metal or stone is on the ground within range. You can shape the ring so that it extends out toward a creature, such as a tree or a rock, and then point to a spot within range that grants you permission to move up or down the ground. The ring is an object capable of transformation. It becomes a different kind of object when it becomes visible or perceived through the object's metal, stone, or metal-impaired properties. When such objects appear in an area where you are standing, the object transforms as described above, creating the illusion that the way you shape the object affects the way you manipulate it at the moment you use it. When you make a melee attack, you can use your attack modifier for the first point of damage you deal to the object. That damage is prevented from remaining and can have no effect while the illusion is in effect. When you use your move action to move a finger or two around an object made of metal or stone, you can use your action to touch the object to cause it to shift in alignment so that it is facing you. You can touch the object and cause it to shift in alignment again if you choose that alignment. If you would rather the object remain aligned with you than alter its alignment so that it is facing you, you can create a new alignment using the new attack modifier. If you would rather the object be aligned with you than alter its alignment so that it is facing you, you can use your movement action to move the finger or two around an object formed of metal or stone, such as a staff or a bridge, to cause it to shift in alignment again using the new attack modifier. You can use a bonus action to cause the finger or two to move up or down a length of wood or another suitable surface, causing it to ram the wooden or metal object into the wall or other barrier that you choose. If the object impacts the wall or other barrier, the object then stops moving and counts as one incident to the object’s normal course of actions. The restrained object is trapped and must be lifted first. After a short while, or until the object strikes a creature or a solid surface, it is no longer restrained. If you break the spell using an attack or spell cast on the object, you must re-invest the full price on the object and any effects it provides that modified the object’s nature, the attack’s damage type, or the creature’s challenge rating. All the price changes last for 1 year. If the price increases to 5 times the original price, the spell's damage increases by 1d6. If the price increases to 10 times the original price and damages a creature, the spell’s damage increases by 2d6. If the price is raised to 15 times the original price and damages a creature, the spell’s damage increases by 2d6. Illusion

Create ring

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a ring of ten rings to burst from your finger. Each ring has AC

Create Ring

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ring made of metal that fits inside your hand and lasts for the duration. If you cast this spell multiple times, you can have only one ring created at a time. The ring fits inside your hand, and you can use your action to create at least one additional ring created by this spell. The ring lasts until you use your action to open a door or a container, or until you move a surface to a different spot within range. You can make a melee spell attack with one construct or two at a time, and if the attack hits, the creature must succeed on a Dexterity saving throw or take 1d10 radiant damage (your choice when you create the ring). When you open a door or container, you can cause the ring to slam shut, granting it a strength 30 and 15 hit points. The ring can be poullent for up to ten uses. When you use a construct’s Strength for its spellcasting, the spell deals an extra 1d4 damage to the construct’s weapon, unless you use your rings magic. When you use a creature’s Strength for its spellcasting, the spell deals an extra 1d4 damage to the creature, unless you use your rings magic. Transmutation

Create ring of freezing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, a frigid, frigid breeze blows around you in a circle that is 20 feet long and 5 feet wide. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. Evocation

Create ring of resistance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, any creature or object that you choose within range must make a Strength check against your spell save DC to make a Strength attack. If the creature is attacking a creature, it takes 10d10 force attacks on its next turn, and the spell ends. If a creature is also attacking a creature, it takes 10d10 force attacks on its next turn. Conjuration

Create ring

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a short, blunt force field that surrounds you and that lasts until the end of your next turn. Until the spell ends, you are also immune to being frightened. You make a melee spell attack against a creature within 5 feet of you with a magic staff equal to your level. On a hit, the creature takes 1d4 piercing damage and is deafened for 1 minute. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Create ring

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature, and it becomes a member of the ring created by this spell for the duration. The spell lasts until the target drops to 0 hit points or dies. The target’s gear regains hit points equal to your spellcasting ability modifier at the start of each of its turns, and the target’s gear is deactivated if it drops to 0 hit points. Abjuration

Create road

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A 30-foot-radius, 15-foot-high, 10-foot-deep gorge rises out of a pit, ascending up to 5 feet of horizontal smooth stone. The gorge consists of a series of 10-foot-deep slabs that you can see that are 1 mile across. The gorge is an important component of your fortress. It is a natural bridge between two major rivers. The gorge is open to the public. When the gorge appears, you can see it up to 100 feet, and you can see up to 60 feet in the image. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional road in order to fill an existing one. The road you choose must be 1 mile across. It must be one that is 1 mile long and 5 feet tall. The road can be up to 20 feet long or 5 feet tall. The diameter of the road is 10 feet. The spell’s range is to travel up to 20 feet. Evocation

Create Shape Magic

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature you can see within range. You can shape the floor in any manner you choose, but you can shape the floor in any manner you choose. You can shape the floor in any manner you choose, but you can shape the floor in any manner you choose. You can shape the floor in any manner you choose, but you can shape the floor in any manner you choose. The floor can be a cylinder, a cylinder, or an ellipad; any shape you choose is the same as the floor. If you cast this spell, you can shape the floor in any manner you choose, but you can shape the floor in any manner you choose. If it doesn’t fit into any dimension, shape the floor in any dimension. The floor can be a cube, a circular, or a magic circle, as described below. The floor can be an 8-foot cube, or the floor can be a 5-foot cube, or a 6-foot cube, as described below. The floor can be anything you can see, but it must be contiguous with a solid surface within 5 feet of the floor. The floor can be an 8-foot cube, or a floor, as described below. At the time of casting this spell, you can change the floor’s shape to accommodate a humanoids or a fey, fiend, or a fey, asmal creature you can see within range. Each panel of panels must be contiguous with a solid surface within 5 feet of the panel. Each panel of panels must be contiguous with a solid surface within 5 feet of a panel. Each panel must be contiguous with a solid surface within 5 feet of a panel. Each panel must be contiguous with a solid surface. Each panel of panels must be contiguous with one other panel. Any panel of panels created by this spell doesn’t include one panel of panels. When you cast this spell, you can change the panel’s dimensions by up to three panel. If you cast this spell while you were casting this spell, you can change panel's dimensions by up to three panel. When you cast this spell while you were casting this spell, you can change panel’s dimensions by up to three panel. If you cast this spell while you were casting this spell, you can change panel’s dimensions by up to three panel. If you cast this spell while you were casting this spell, you can change panel‘s dimensions by up to three panel. When you cast the spell, you can change panel‘s dimensions by up to three panel. It takes 7d6 bludgeoning damage on a roll of 8 or higher, and the panel‘s dimensions can change by up to eight panel. If you cast this spell while you were casting this spell, you can change panel‘s dimensions by up to four panel. If you cast this spell while you were casting this spell, you can change your panel‘s dimensions by up to three panel. If you cast this spell while you

Create shield

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature and imbue it with the power to shield it from hostile attacks. Choose shield made of stone, mud, or mud stone. The target must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. Abjuration

Create shield

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a shield of antimagic field around a creature you touch, affording it resistance to bludgeoning, piercing, and slashing damage. The barrier lasts for the duration, but it can be broken when the creature uses its action to attack you. When the melee spell attacks a creature with two attacks worth of damage, you can break the barrier at the same time as making an attack roll. You can also break it without breaking the barrier, at any time before the spell ends. The barrier lasts until the spell ends. If a creature has more than one antimagic field on it, you have advantage on them all. Choose two creatures whose warding magical field has already been broken as a bonus action. If the creature w aspells out harmful energy, it escapes from the antimagic field and doesn’t need to return to your space. A disintegrate spell destroys the barrier without dealing damage. If the antimagic field on a creature or a piece of furniture is broken, the weapon remains intact and might be suppressed. In addition, a disintegrate spell destroys the barrier at the start of your next turn if your concentration is broken. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the antimagic field on a creature or a piece of furniture increases by 1 feet for each slot level above 3rd. Evocation

Create Sickness

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a dead creature that has been alive for the duration. The target can be a creature, a magic item, or a magical object. The creature can be affected by any of the following: - If the target is incapacitated, the spell fails, and the spell fails, the target is no longer knocked prone, or the spell fails. - The target has resistance to all damage, and the spell fails if it is already a creature. If the target is already a creature, the spell ends. - The target can’t be affected by any of the following effects, including that of the spell. - The target can’t be targeted by means other than magic, and the spell fails if the target has already been charmed, frightened, or possessed by the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every 10th level (2d6), and the spell fails if it is already a creature. The target can be targeted by any spell, including that of a spell slot of 4th level or higher. Illusion

Create Sickness

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a dead creature that has been dead for the duration. The target can move with the target, and the target can’t be targeted by any spell or magical magical effect. The target can’t be targeted by any spell, and the target can’t be targeted by a spell or magical service. When the target’s body members and the target are separated, the target returns to life as if it had not been dead. At the end of each of the three of its turns, the target can’t be targeted by any magic, and the target is free to leave the Dead if it leaves the undead. The target can’t be targeted by any means other than a magical service, though it can’t be targeted by any magical or magical means. Casting the spell on the target, the target can move with the target, and the spell fails if the target has already been charmed, frightened, or possessed by the target. Casting the spell on the target, the target can move with the target, and the spell fails if it has already been charmed, frightened, or possessed by it. If the target has a magic spell slot of 4th level or higher, the spell fails for the spell’s duration. Casting the spell on the target, the target can move with the target, and the spell doesn’t stop it. Transmutation

Create Small Furnace

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a small, floating, three-dimensional, or 10-foot-deep mold of wood or other nonmagical wood for the spell’s duration. Make a ranged spell attack against the target. On a hit, the target takes 1d12 force damage. If the target is an undead, the spell fails. Evocation

Create Small, Medium, and Large Objects

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create one of the following objects: a chest, a chest

Create Small Plane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an unoccupied space on the plane you're currently on that you can see within range. The space is 1 square, and it must be within 10 feet of you. You can create up to seven such spaces on the plane. A place you can see within the space must be within 50 feet of you. A place you can see within the space must be within 100 feet of you. A place you can see within the space must be within 300 feet of you. The space can be up to 100 feet in any direction and can contain up to 4,500 cubic feet of air. It can also be on an unoccupied surface. You can designate a place or object within the space as being within 50 feet of it. When you create the space, you can designate a different object inside or outside the space for the space to be used as a space for the space to remain. You can also designate a particular place or object as being within 50 feet of the space. You can designate other objects within the space as being within 50 feet of the space. You can designate any other object within the space as being within 50 feet of it.

Create Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a spectral form on your person, originating from other planes of existence, that you choose, manifesting in an unoccupied space nearest to the target, centered on a line of bright light. If the target is in the air and prone, the target treats the target with illogical effects. Evocation

Create Smite

Casting Time: 1 action
Range: 1 Hour
Duration: You conjure up a target on your choice that you ca

n see within range. The target must make a Constitution saving throw. On a failed save, the target can make a Constitution saving throw. On a successful save, the target can do so if it doesn’t have a target to speak or can’t hear it. A target can make a Constitution saving throw at the end of each of its turns. Illusion

Create Smite

Casting Time: 1 action
Range: 60
Duration: 1 minute

You touch a creature that you can see within range and make a ranged spell attack with it, ending the spell on itself on a success. The target must make a Constitution saving throw. On a failed save, the target can make a Constitution saving throw. On a failed save, the target is immune to the attack. On a successful save, the target is no longer affected. Illusion

Create Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature appears with a target in its mind centered on a point where you can see the target and can target it with a weapon attack against it. On a hit, the target sheds dim light in a 60-foot cone and becomes deafened for the duration. Illusion

Create Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The target takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. Illusion

Create Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to create a dark illusion that can serve a creature for the duration. A creature you choose that has the target as an object in its possession. On a hit, the target can make a Wisdom saving throw. On a failed save, the target can choose to make a saving throw. On a successful save, the target can be affected by the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1 for each slot level above 2nd. Illusion

Create Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause the target to emit a deafening effect, that lasts for the duration. If the target is on a different plane of existence: on the spell ends if it is on the next turn. Illusion

Create Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, harmless, magical effect at your touch that lasts for the duration. The target can’t cast spells or be charmed by you. Evocation

Create Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You target a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target is immune to the attack or damage. The target can make a Constitution saving throw at the start of each of its turns if it is on a different plane of existence. On a successful save, the target can make a Constitution saving throw. On each of your turns, the target has advantage on saving throw against the spell. Illusion

Create Smiter

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a glowing, pointed finger that emits bright light when you cast a spell. You can bring along objects as pets, food or drink, as long as you aren’t being worn or carried by a creature or a creature accessory (such as a hat or trench coat), and you can bring any number of nonmagical objects you need while you cast the spell. For the duration, any nonmagical object brought to you by a companion creature can be considered a non-craftable object made from non-imposing spell objects. Similarly, any noncraftable object brought to you by a celestial, fey, or fiend (such as a flying saucer or glowing sphere floating hand) is an object made of spell objects. You can also choose to make your own casting of any casting of a spell using objects brought to you by creatures or objects. Any such casting requires a concentration of at least 10 ranks in the Intelligence skill and can be done only through magic. Conjuration

Create Smite

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: 1 minute

You create a spectral, illusory, or illusory effect on the target. The target must make a Constitution saving throw or become frightened for the duration. On a failed save, the target is restrained, restrained, or knocked prone. The target can make a Constitution saving throw. On a successful save, it is no longer restrained and can’t attack, use, or take damage. Illusion

Create Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 7d6 fire damage, and that fire damage type is a fire weapon—short sword, longbow, mace, or “explosive shovepa’. The fire damage type doesn’t need to be a direct result of skill or circumstance, such as 1d8 damage or so, 2d6 or 2d6 damage at 3rd level and 4d6 or so damage at 4th level. A creature that uses its action to make a saving throw instead takes 4d6 fire damage, and the spell ends when the creature finishes its turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create a fiery burst that ignites flammable objects in a 30-footradius sphere centered on a point you choose within 120 feet of you. Each flammable object struck by this spell must make a Dexterity saving throw. A creature takes 4d8 blud

Create Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Smite a creature that you choose within 1 mile of where it is centered. The spell creates a line of force perpendicular to the target that lasts for the duration. The line is 20 feet long, 5 feet wide, and 5 feet tall and is 25 feet long, 20 inches across, and 5 inches thick. The spell’s area is heavily obscured except for a few spell-like objects. A creature takes 10d6 bludgeoning damage when it hits with a melee spell attack during the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Create Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A fey demon appears in a random spot on the ground and attacks the target. The demon then vanishes, leaving behind a trail of flame and a mark of its attack. If the target is a creature, the demon can’t enter the target’s space or attack it. The target takes 3d6 fire damage when it hits a creature or a solid object, and 3d6 cold damage when it hits a solid object. The target is restrained and must make a Charisma saving throw. On a successful save, the target can use an action to end the effect. On a failed save, the target can use an action to end the effect. The spell’s duration is 10 minutes. If the target’s AC is less than or equal to the spell’s maximum level, it makes a Wisdom saving throw against your spell save DC. On a successful save, the spell ends. If the target is a nonmagical object, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Create Smite

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature of your choice that you can see within range. Choose one creature that you can see within range. If the target is on a turn or ends its turn there, the target must make a Constitution saving throw to the spell before the target drops to 0 hit points. On a failed save, it can’t become aware of the spell, and the target must make a Constitution saving throw. On a successful save, it is immune to any effect. Evocation

Create Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a cloud of smoke that explodes in a 20-foot radius and lasts for the duration. Creatures in the cloud must make a Strength saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Create Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an unoccupied space of your choice that has beenoccupied since the spell’s creation. The target can be a creature or a piece of magical power that remains intact. The target can be targeted by any spell, including magic, that of the spell. The target can be affected by any of the following effects. Ranged spells. In addition to the effect of the spell, ranged spells or magical effects can penetrate barriers, but the target has advantage on all saving throws and ability checks. The target can be targeted by any of the following effects. If the target has a spell slot of 4th level or higher than the spell slot of the original target’s slot, the spell fails. The spell can penetrate barriers, but the damage increases by 1 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Create Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target can be a creature, a magical item, or a magical weapon. The target can be targeted by any of the following effects. - You can create a psychic link between the target and the target. The target can be targeted by any of the following effects, except the spell itself, which can penetrate barriers, but the target can’t be targeted by any spell, such as a magic item or a magical spell. If the target is an object, it can be

Create Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target is a creature, and the spell’s magical properties are intact. The target is immune to all damage, and the spell fails if the target has already been charmed, frightened, or possessed by the target. The spell is effective only if the target is already a creature. The target is immune to all damage, and the spell fails if it is already a creature. The target can’t talk, and it has disadvantage on all saving throws against all saving throws. Conjuration

Create solid barrier

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a ceiling or a box of bricks that is up to 10 feet thick and weighs up to 500 pounds. The spell can penetrate wooden structures and ceilings, but it is blocked and vulnerable to fire. It can

Create solid barrier

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 mile

You create a barrier of strong force that lasts for the duration. It blocks most types of creatures, but some resistances affect it. When one creature or wall falls on a spot within 120 feet of you, that creature must make a Strength saving throw. On a failed save, it can use its reaction to automatically push the barrier up to 10 feet and then cause a bludgeoning, piercing, or slashing damage against the creature in the area. On a successful save, the barrier has incredible force devoted to it. It lasts for the duration or until a sudden change of weather compels it to make a save, or it can be reduced to 0 hit points. You can force the barrier to move 10 feet in a straight line up to five feet in a direction you choose when you cast this spell. It can move along uneven terrain or side streets strewn with weeds or boulders. When the barrier first appears, each creature in it must make a Strength saving throw. On a failed save, a creature can use its action to move up to its speed so that it can pass the barrier, but it must move more than 5 feet before it breaks free. On a successful save, it can move up to its speed so it can pass the barrier, but it must move more than 5 feet before it breaks free. Reducing a creature to 0 hit points doesn’t reduce a creature to 0 hit points on its next turn. Once a creature makes a saving throw against the barrier, it can use an action to change its speed so that it can pass it, but it must still move to move up or down before it can do so. After each 4-minute break in motion, it might move to reduce its speed to 0 feet and then move to raise it back to

Create solid barrier

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a barrier of solid stone on the ground within range. Until the spell ends, creatures of Medium size or smaller can travel across it, up to 30 feet long, 5 feet high, and 1 foot thick. Any creature that moves across the barrier takes 2d8 piercing damage. Evocation

Create solid barrier

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a solid barrier between you and a creature that is within range. A solid barrier blocks an area of ground within range for the duration. The barrier lasts for the duration, at the DM’s end, or until the spell ends. For example, the barrier blocks a wall of water on the ground in the DM’s area, until the spell ends. The barrier blocks a blocked door and a similar area on the ground. Evocation

Create solid barrier

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a solid barrier between two points on the ground that you can see within range. The barrier can be either a cube or a cylinder, or it can be any size you choose. As long as the barrier does not impede the flow of water or breathe flames, the spell doesn’t. It can’t be made to pass through or fall through. Transmutation

Create solid barrier

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a wall of solid stone weighing 100 pounds (20%) against which a Large or smaller friendly creature can pass. You can use a bonus action on a turn or jump to cause the wall to buckle, leaving it suspended in the air for the duration. The wall lasts for the duration or until you dismiss it as an action or dismiss it as an action carry on with your normal action. You can use your action to break the wall and move it to one of your den’s top corners, giving it a +2 bonus to its attack and damage rolls. You can use another action to break the wall. If you do, the first creature to open its mouth in the course of casting the spell ends it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2. When you cast it using a spell slot of 3rd level or higher, the bonus increases to +3. Evocation

Create solid barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a barrier of solid barrier-like shape in a 5-foot-wide cube. Until the spell ends, barriers that you can see have a thickness of up to 10 feet. When you cast the spell, choose one or more of the following effects from a nonmagical effect slot of your choice that lasts until the end of your next turn: • You create a barrier of stone or dirt in a 5-foot cube. Until the spell ends, any creature that enters the barrier must make a Strength saving throw. It takes 5d6 force damage on a failed save, or half as much damage on a successful one. • You create a barrier of fire or dirt in a 10-foot cube. Until the spell ends, the barrier is strong enough to resist fire damage. • You create a barrier of water or mud in a 20-foot cube. The cube must be more than 20 feet square. The barrier can be any shape you choose. The spell ends when you finish casting. Evocation

Create solid barrier

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a solid barrier between two points on the ground that you can see within range. The barrier can be either a cube or a cylinder, or it can be any size you choose. As long as the barrier does not impede the flow of water or breathe flames, the spell doesn’t. It can’t be made to pass through or fall through. Evocation

Create solid barrier

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a solid barrier between two points on the ground that you can see within range. The barrier can be either a cube or a cylinder, or it can be any size you choose. As long as the barrier does not impede the flow of water or breathe flames, the spell doesn’t. It can’t be made to pass through or fall through. Transmutation

Create solid body

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a solid body of solid material that you can see within range. The body can be anywhere on the ground, a solid surface, or a solid surface that is solid. The body can be anywhere on the ground, a solid surface, or a solid surface that is solid. The body can be composed of one or more liquid components. Each component is strong and strong enough to be used against one creature or one material component. Each component must have at least one slot of the component you choose, and the component must be at least 1 inch thick or less. The body takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one. The body can be broken up into components, but the body can be no more than one component at a time. The components can be destroyed, but it must only be destroyed by the appropriate action of one of the component creatures or one of the component material creatures that you designate. The body can be broken up into components, but it cannot be more than one component at a time. The body can be broken up into components, but it cannot be more than one component at a time. Transmutation

Create solid body

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and create a solid body within range. The body is made of solid stone and is composed of five 60-foot-by-60-foot cubes. The cube has resistance to cold damage and no hit points. The body is covered with a thin layer of thick, strong, rubbery wool. At the same time, the body is made of solid, lightweight wool. A creature that touches the body for the first time on a long rest must make a Constitution saving throw. On a failed save, the body is destroyed and the material component of the body is discarded. The body is then transported to a different location in the game. Transmutation

Create solid earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create solid earth on the ground in a 5-foot-square cylinder centered on a point you can see within range. Each creature in the area must make a Constitution saving throw. A creature takes 4d8 + 30 foot square damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Create solid earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

An elemental force springs forth in a 5-foot-radius sphere centered on a point that you choose within range. You can spend 1 minute casting this spell on a point that you can see within range. The spell lasts for the duration. If you cast this spell while you are within 5 feet of a point that you choose within range, the spell ends. You know the location of the nearest solid rock, whether it is solid or solidified, and how far east or west you are on the map. If your spell closes a solid rock for the first time on a turn or ends before the spell finishes, the spell ends. The elemental force spreads across the ground, centered on a point that you choose within range. Each 5-foot-radius sphere you touch has its area of effect. The area is difficult terrain. The force moves to a point you choose within range. The spell ends if you cast this spell on a point that you are within 5 feet of that point. If you are outside of the area, you must use your action to leave. If you are touching an object or creature that is being carried on a body, the force is expelled and the object or creature takes no damage. If you are touching an object or creature that is being worn by another creature, the force is expelled and the worn creature takes no damage. The force moves to a point you choose within range. The area is difficult terrain. The force moves to a point that you choose within range. The spell ends

Create solid earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

A 5-foot-cube of earth forms in an ellipse, perpendicular to a point within range. The earth must be at least 5 feet on each side. Any surface that is not flat and that is not prone or worn must be flat. The earth must not move more than 10 feet beyond its original area. The earth can be made of any material or a stone or a sheet of stone. A surface can have a surface area of up to 3 stories, up to a maximum of 5 stories, or a surface area of up to a maximum of 1,000 feet. A surface can have a height of up to 10 stories, up to a maximum of 1,000 feet. The surface can have a depth of up to 1,000 feet. The surface can have a temperature of 18 degrees F., and any temperature or other condition that could be caused by sunlight or darkness can be waived. The earth must be contiguous with at least one other surface (including a floor or a section of surface) that is formed within the space it forms (a vertical section or a lower section). A portion of the earth must be contiguous with at least one other surface. The earth must be contiguous with at least one other object or structure that is not part of the object or structure. A creature of medium size or smaller that isn’t being worn or carried must be excluded from the area and must rejoin the area when it leaves. Otherwise, the area is waived. The spell ends if the object or structure is removed from the area, and the creature must use its action on a subsequent turn to return to its normal form. Evocation

Create solid earth elemental elemental elemental elemental spell

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a solid earth elemental elemental elemental spell in a 5-foot cube centered on a point within range. The spell creates solid earth, earth elemental, fey elemental, fey energy, elemental darkness, fey energy, fey energy, elemental cold, cold energy, elemental wind, and elemental darkness. The spell cast into the cube has no effect if the cube is on a solid surface. Abjuration

Create solid earth or stone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create solid earth or a stone in an unoccupied space of your choice that you can see within range. You can inscribe the land on the ground or stone, and you create up to ten feet of vertical freedom for each foot you move. The earth or stone fits within a 5-foot cube, and the air and water within the space are free. As a bonus action on your turn, you can move the cube up to 20 feet in any direction, and then either end its motion there or make a new one. The cube can't occupy more than one space within 5 feet of one another. Transmutation

Create solid form

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a solid form within range that resembles a human being. You and creatures you designate when you cast the spell must make a Constitution saving throw. A creature can make this saving throw at the end of each of its turns. On a successful save, it immediately transforms to a human form. While the creature is in this form, it is no longer charmed, frightened, or possessed by a creature of your choice. If you cast this spell multiple times, you can have up to two creatures of your choice that you can see within range transform into other creatures of your choice within 10 minutes of each other. Once a creature transforms, it can’t return to its original forms. A creature can be charmed only once before failing its save. The transformation doesn’t have to be consecutive. Choose a creature you can see within range. Both created forms become part of a larger, more elaborate plan, such as one that relies on the creature’s new clothing or voice. Choose one of the following: a humanoid or a reptile. Creatures that aren’t part of a plan can’t transform into the creature. The creature can't be charmed, and the plan doesn’t involve becoming a new creature. The creature can’t become a new creature by spending a spell slot of 3rd level or higher. The creature can be charmed only by spending a spell slot of 4th level or higher. a humanoid or a reptile. Creatures that aren’t part of a plan can’t transform into the creature. The creature can't be charmed, and the plan doesn’t involve becoming a new creature. The creature can’t become a new creature by spending a spell slot of 5th level or higher. The creature can be charmed only by spending a spell slot of 6th level or higher. a humanoid or a reptile. Creatures that aren’t part of a plan can’t transform into the creature. The creature can’t be charmed only by spending a spell slot of 7th level or higher. Transmutation

Create solid form

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a solid, opaque form that lasts for the duration. You can use your action to create a horizontal line extending from your active’s shoulder to a point that you can see within range. You can then either step into the solid form or attempt to walk away. Once you make this choice, you can use your action to move the line up or down as you please. The solid form lasts until the spell ends, after which it becomes inert. You can use your action to move the solid form up or down as you please. If you move it too far away from you, the spell ends and you take damage. If you move it too far away from you, the spell ends and you take 1d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st Transmutation

Create solid form

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a solid, opaque form that lasts for the duration. You can use your action to create a horizontal line extending from your shoulder to a point that you can see within range. You can then either step into the solid form or attempt to walk away. The solid form lasts until the spell ends. The solid form lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or reassert control over a construct when you make the casting. You can use an action to issue a command to the creature or object, issuing a loud and clear voice. The creature must make a Charisma saving throw. On a failed save, the creature is restrained and must make a Strength saving throw. On a successful save, it is no longer restrained and can’t

Create solid foundation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create solid foundations in a solid place that you can see within range. You choose the shape of the foundation, but it must be large enough to be of sufficient thickness to fit within the space of a 5-foot cube. While created, the foundation is an area of solid construction, and any material created there must be of sufficient weight. The ground in the foundation is dirt and stone. The ground must be strong enough to contain the interior of the foundation, including the walls. The ground can’t be worn, worn down, or worn over time, nor can it be worn or otherwise connected to the ground by strong chain linkers. The foundation is covered by mud and dirt. Two blocks of wood or stone are sufficient to fill a 5-foot-cube. The ground can’t be broken or damaged. The ground can’t be replaced if the area is destroyed. The ground can’t be replaced by other solid structures. The ground can’t be turned into solid objects. The ground can’t be driven by a strong wind. Transmutation

Create solid mass

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create tangible objects that can be carried, carried, and carried on your person. Choose one or more simple, metal, or stone objects that you can see within range. You can also create objects that can be made of any material, such as wood, metal, or stone. Constructs, creatures, and magical items created by this spell are unaffected. You can also create objects that aren’t being carried, carried, or carried by objects other than those described above (such as a weight or volume). You can specify objects that are otherwise made of solid material as being carried or carried by others, as described below. One-handed or Two-Weapon Fists. You can create one-handed and two-weapon fist fangs with this spell. You can also create two-handed or three-handed fangs with this spell. One-Handed Weapon. You can create one-handed or two-handed weapons with this spell. You can also create multiple-handed weapons with this spell. You can also create nonmagical weapons with this spell. Two-Weapon Fists. You can

Create solid metal object

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create solid metal objects that can be made from solid surface elements. The material has the following properties: • The material component is 1d10. The material component can be any metal, stone, or other mineral that you can think of. The material component lasts for the duration, and it disappears when the spell ends. When the material is created, you can use your action to make a melee spell attack with the object. On a hit, the creature must succeed on a Strength saving throw or be pulled 50 feet away from the object. On a successful save, the creature is pulled 5 feet away from the object. Illusion

Create solid objects

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a solid object that is in a solid state that can be viewed, touched, and otherwise interacted with in any of its ways. The object must fall into a solid state that is at least 2 feet on each of its sides. The object must be in a state of unquenchable thirst or greater thirst, which can be affected by the truesight spell. The object’s weight and shape are determined by the DM, and any weight or shape other than that of the object can’t exceed 10 pounds. The spell can’t create a solid object that is more than 1 foot in any dimension. The spell’s space is difficult terrain and the spell can’t create solid surface structures. The spell’s space is difficult terrain and the spell can’t create solid surfaces. The spell’s area is difficult terrain and the spell can’t create solid surfaces that would impede or otherwise impede movement through the area. Transmutation

Create solid objects

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You touch a creature or a thing or a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is no longer affected by this spell. If the target has a Intelligence score below 5, the spell ends. Transmutation

Create solid objects

Casting Time: 1 action
Range: 60
Duration: Concentration, up

Create solid objects

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create up to six solid objects within range. When you cast the spell, you create one solid object in each slot of the spell. When you cast the spell using a spell slot of 5th level or higher, you create two solid objects in each slot of the spell. Transmutation

Create solid objects

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create solid objects within range. They are either created by an object or a process that is similar to that of casting a spell. The object must be of some kind, such as a set of tools, a set of tools, or a set of tools from the set of tools used by the creature that created them. When you cast this spell, you can designate what kind of object you create and what kind of object you use to create them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of objects created increases by two for each slot level above 3rd. Transmutation

Create solid objects and animate them

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a solid object, a solid object that lasts for 1 minute. The object is completely animateable and can be created by any action you have available. You choose the material—anything that is worn, carried, carried-out, or otherwise held by another creature—as your material component. Constructs, beasts, and other nonliving things are automatically made of solid objects. The material can’t be moved, modified, or shattered. You can’t make any material from it move or fall. You can also create a solid object from sand or water. The material can’t be damaged or otherwise destroyed by physical force. The material can’t be damaged or otherwise destroyed by magic, such as by rain or snow. When you cast this spell, you create the material in two different forms. The first form, created using a spell slot of 7th level or lower, lasts until the end of your next turn. The second form, created using a spell slot of 8th level or lower, lasts until you finish your next long rest. When you first create the material, you can use your action to animate the material for the duration. The material’s animation lasts for the duration. You can animate the material up to ten times per day. You can animate the material in any manner you choose. The material

Create solid objects Divination

Create solid object

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a solid object that can be used to construct a temple, a structure, or anything else you choose within range. The spell fails if the object isn't being used as a construction material. You can use an object that you can see, such as a chair, a table, or a door, to create a temple or structure. If the object is being used as an object, the creature that created it must be within 30 feet of the object. The creature can use its action to make a ranged spell attack. On a hit, the creature takes 2d10 + 1d10 damage. A creature that has already made a ranged spell attack can make the same attack again. If the creature makes the attack against a structure or object, the creature can use its action to make another ranged spell attack. The creature can use its action to make an additional ranged spell attack. The creature can use its reaction to make another ranged ranged spell attack. The creature can use its reaction to make an additional ranged spell attack. Transmutation

Create solid objects

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a solid object in a 30-foot cube on a connected plane of existence. The object is made from a material component and can be any material component you choose within 30 feet of you. The object appears in any unoccupied spaces that you can see within range. The object is a solid object, with its surface covered by a fine, transparent material. The object can be any object. Each surface on the object has an area of flat, transparent surface. The interior of the area can have an area of up to 15 feet square. You can shape the area in any way you choose within 30 feet of the object. Using a 2nd-level spell slot, you can make

Create solid objects

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates solid objects within a 10-foot cube that are 5 inches in diameter and have a weight of 20 pounds. The object is immobile and unaffected by objects thrown or thrown by creatures or objects hurled by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures or objects thrown by creatures. At the end of each of the spells used to create the object, a creature originating from within the object or from the object created by this spell can create an object by using the following spells: Clear Smite. Heal. Detect Poison. Reduce Fog. Stink. Make a Magic Circle. Create Small Emissary. Create Small Furnace. Create Large Emissary. These spells can’t be linked. In addition, you can’t create any sort of magical object that can�

Create solid objects that are made of stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create solid objects of varying size, shape, and color. The object must be of equal or smaller component to any object created by this spell. The object must be made of stone, wood, stone, or marble, or it must be made of a material other than wood and stone. The creature must have the equipment needed to make the object, and it must be able to make the object. A creature can make only one kind of object at a time, such as a dagger, sword, or sling. The creature must also be able to make the object from a material other than wood and stone. If the creature isn't able to make the object from a material other than wood and stone, the creature must roll a d10 and add the number rolled to the number of objects it can make with a material other than wood and stone. If the creature is limited by the material used to make the object, the creature must choose a material other than wood and stone. If the creature can make only one kind of object at a time, the creature must use its action to make at least one of the objects it can make with that material. Transmutation

Create solid objects

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a solid object that is up to 10 feet in diameter and is made of any metal, stone, crystal, log, or other mineral mineral (such as stone crystal or feldstone) that has a mass of a construct rating 5 or lower. If the object is composed of multiple elements, you can create any number of such elements at a time. The object remains in its body for the duration. You can use this spell to create simple objects, as if created by an action, such as the use of a tool or a piece of armor, for the duration. You can create simple structures as objects, as objects created by magic. You can also create magical structures that remain in the object’s body for the duration. The spell can’t create magical constructs more powerful than the creature you described. While the object’s mass is being created, your movement is unaffected by its construct. Constructs You can make simple constructs. They are Medium creatures, made of flesh and bone, and have a Strength of 5 and a hit point maximum of 5 points. When you cast the spell, you can make two new constructs. The constructs have the same hit points and hit points, but they have no hit points at the start of their next turn. A construct’s hit points must be equal to or less than the spell’s maximum hit points at the start of their next turn. Transmutation

Create solid objects

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one object or a creature. The object or creature is imbued with the powers of some other object or creature. The spell ends when the object or creature is no longer wearing or carrying it. Transmutation

Create solid rock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A rock formation or other solid structure that you choose within range is a solid rock formation that is at least 10 feet tall and is capable of being sustained on solid ground. The rock formation or other solid structure forms a barrier against ranged attack. When the barrier is created, creatures that pass through it miss out on a portion of their attack roll. When the barrier is breached, creatures that were inside the barrier when the spell was cast fail to see through it. The spell fails if the barrier is breached more than 10 feet tall, if the barrier is breached in a manner that prevents a creature from reaching through it or if the wall is breached in a manner that prevents the passage of a creature through. Transmutation

Create solid rock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create solid, flowing, ever-changing rock that lasts for the duration. Choose a point you can see within range. On a 5-foot-by-5-foot portion of the rock, you create a solid pillar of rock with a 5-foot radius. As an action, you can move the pillar up to 30 feet in a straight line, ending the line with a - in the case of a trinket or “ in the case of a ring “ along that line. If the pillar is on the

Create solid rock

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour (see below)

You cause rock to form around a point you can see within range. The rock has the following properties: - It is difficult terrain. - It is difficult terrain without paved or worn surfaces. - Any surface metal, if formed on it, is fire-resistant. - The ground in a 10-foot radius around the point where the rock forms has hardness B, B, or C; it must be 100 feet square and not slope-tipped. - Any surface that isn’t metal or stone is a soggy, rutted wasteland. - Any surface created by a spell or an effect grants a +2 bonus to AC and hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. When you use a spell slot of 5th level or higher, the bonus increases to +5. Conjuration

Create solid rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create solid rock at a

Create solid rock

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create solid, flowing stone structures on ground within range. The stone structures last for the duration. When you cast this spell, choose a point on the ground within range: • 30 feet to stone structures • 10 feet to rubble walls • 10 feet to rubble vaults • 30 feet to rubble Keeps for other creatures. If you move more than 30 feet away from a solid rock structure, it falls and fills out as normal. Transmutation

Create solid rock

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a solid surface on which you place a creature within range. The surface is 100 feet in diameter, and it is difficult terrain. The surface is opaque to fire and water, and can be covered with loose earth or stone. The surface is surrounded by rock walls, which are 10 feet in diameter. The surface can be difficult terrain. The ground in the area is difficult terrain. Each 5-foot-by-10-foot section must be of at least 2 feet height. The ground is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or take 2d4 piercing damage and be pulled 10 feet toward the center of the area for the spell’s area effect. The creature must then make another Strength saving throw at the end of each of its turns. On a successful save, the spell ends. Evocation

Create solid structure

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an object that you can see within range. The effect lasts for the duration. When you cast this spell, you can use an action to create a solid structure that you can see within range. The structure has AC 20 and a weight of 5 pounds. You can create up to two such structures. A solid structure can be up to 10 feet long or up to six feet high. A solid structure can be up to four stories tall. The structure can be furnished with simple and ornate furnishings. Each structure has a place of its own, such as a pantry or a corner storeroom. A solid structure can be occupied by a creature. The creature can’t bind or restrain it, and the creature can’t cause it to do anything dangerous. At the end of each of its turns, the creature must roll a d4 to determine whether the structure is in the creature’s space or not. If it is in the creature’s space, the creature can use an action to cause it to move in that space or not. The creature can use an action to make a Strength check against your spell save DC. If it fails, the creature suffers no effect and doesn’t become frightened. Enchantment

Create solid surface

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create one of the following effects within range: • You create a floating, translucent surface of no larger size than a 5-foot cube. • You instantaneously expand it from the ground up to a height of 100 feet. Its area is limited to spaces not exceeding 10 feet on each side. • You can shape the surface in any way you choose so long as it makes no appearance in or around any object you construct or that you can see within 30 feet of it. The surface can be anything you choose, but “your words” can’t appear within it. It can be a place, object, object—anything you choose, including made-up words. Anything you create for a spell cast, including any that isn’t specifically spell-like, appears within your grasp. You can use this spell to cause simple shapes, objects, or sounds to appear on the surface of the water and to create structures or structures that are no longer there. The water must be no larger than a 15-foot cube. Anything over the cube’s threshold are automatically removed from the spell. • You cause shapes, objects, or sounds to appear on the surface of the water. (You can use your action to create a new shape or object.) - The water takes on a form that you choose: a duck, a crab, or a giant frog. The creature can be a larval or adult form. The creature is friendly to you and its friends. The creature uses its action to make a swimming jump. The creature can’t swim or be moved while you are away. You can speak a message to the creature along the lines of, "Message sent from the Beyond, my friends." If the creature speaks in secret, the message is likely to be false. If you send a false message, its message is likely to be unintelligible. If you send a message that is unintelligible, the message is likely to be unintelligible. Otherwise, the message is likely to be unintelligible. If you send a message that is unintelligible, the creature twists and turns so that the meaning of the message doesn’t read as it passes through the mind of the creature. The modified message is only harmful to the creature if it appears in writing

Create solid surface

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create one solid surface on which creatures can move. The surface must be 10 feet on each side and 5 feet on each side beyond the floor. The surface can be any surface you choose, but it must be one made of stone. A creature can make a Constitution saving throw to resist this spell. It takes 7d10 force damage on a failed save, or half as much damage on a successful one. A creature can’t use this spell on itself or a creature connected to it by other means until it makes a successful save. Transmutation

Create solid surface

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a solid surface on ground that you can see within range. You can use this spell’s area effect to animate objects or construct structures, or to create structures of any kind. You can also animate up to 6 objects of the same or different types. The initial shape you choose is up to your design. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate up to two constructs of your choice. You create one from any material object you can reach, an object created by an ability check, or a construct created by an ability check. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate up to four constructs of your choice from any material object you can reach. At Higher Levels. When you use a spell slot of 5th level or higher, you can animate up to four constructs of your choice. At Higher Levels. When you use an action to manipulate an object created by this spell, you can animate up to eight additional constructs of your choice at a time. Transmutation

Create solid surfaces

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a solid surface in a 5-foot radius centered on a point you can see within range. The surface must be flat, clean, and free from cracks, crevices, or any other visible damage. Any stone that you touch is considered solid if it isn’t being worn or carried. Any material object that you touch must be of the same dimension and size as the object you touched. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Create solid surface that is nonmagical

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a solid surface that is nonmagical in n

ature. The surface must have a surface area of at least 1,500 square feet or less, and it must be at least 10 feet on each side. The surface must not be an opaque surface or a surface that is flat, w woody, or stone. You can shape the area of the surface so that it remains within 1,500 feet of any surface you choose, or so that it remains within 1,500 feet of any material that you choose. If you shape the surface so that it remains within 1,500 feet, the spell fails. Any creature that enters the surface when the spell is cast must succeed on a Dexterity saving throw or become restrained in the surface for the duration of the spell. You can use this spell with advantage if you are in a space that blocks or blocks the surface’s movement. Transmutation

Create solid wall of force

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a wall of force 60 feet in diameter and 60 feet thick that extends from you to a point you can see within range. The wall is composed of a layer of thick, tanned stone. Each creature in the wall must make a Strength saving throw, taking 8d6 damage of the type you or your spellcasting ability scores when you create the wall. On a failed save, the creature is restrained by the wall and must make a Strength saving throw at the end of each of its turns. On a successful save, the wall is broken, and all creatures trapped within it are restrained by it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a wall of force up to 60 feet in diameter. Evocation

Create solid walls

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create walls of solid stone in a 10-foot radius, centered on a point you can see within range. When the spell ends, the wall disappears. The wall can be up to 5 feet in diameter, and it can’t exceed 10 feet tall. In addition, the wall can have no more than one 1-foot-by-1-foot section, even if it is on an unoccupied spaceable surface. When a wall appears, it must be on a solid surface, or it is destroyed. Transmutation

Create solid walls

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a wall of solid stone in a 10-foot radius centered on a point you can see within range. When the spell ends, the wall disappears. The wall can be up to 5 feet in diameter, and it can’t exceed 10 feet tall. In addition, the wall can have no more than one 1-foot-by-1-foot section, even if it is on an unoccupied spaceable surface. This spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Create spectral elemental

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an elemental spectral that is capable of creating spectral and otherworldly forms. The spectral can be any shape or form, a humanoid, a beast, a plant, a spectral humanoid, or any other spectral creature that you choose. The spectral can’t be undead or constructs, and its statistics aren’t affected by the target’s Strength or Dexterity scores. The spectral’s statistics determine the number of hit points it has, and it has disadvantage on attack rolls with that stat. The spectral gains the statistics of all its forms until the spell ends. The spectral can’t cast spells or otherwise interact with normal creatures. Conjuration

Create spectral elemental

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a spectral elemental of your choice that you can see within range. You can also create one spectral elemental for each of your other types of creatures that you can see within range. The spectral elemental must be friendly to you and must remain within 5 feet of you for the spell’s duration. You can use your action to dismiss the spectral elemental. Conjuration

Create spectral elemental

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create one spectral elemental of your choice that is capable of creating spectral and otherworldly forms. The spectral has the following benefits. You can designate a form of existence, such as a demon, an undead, a vampiric, or a fiend. If you choose the spectral, you can designate a specific time and place, as long as that time and place is within 120 feet of you. If you choose the spectral, the target must succeed on a Wisdom saving throw or be affected by the spectral for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour. When you use

Create Spell Object

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure a nonmagical object that you can see within range: a creature of 8th level or lower, a nonmagical object that can hold a maximum of two pieces of nonmagical material (such as a sheet of paper or a piece of parchment) and that is both made of metal and that can be held or carried by another creature. If you cast this spell using a spell slot of 8th level or lower, the object takes 1d10 fire damage in addition to your normal damage. The object can be no more than 10 feet in any dimension and is protected by a solid surface. It appears in an unoccupied space on the ground or within 5 feet of you

Create Stone

Casting Time: 1 action
Range: 10 hit points
Duration: You create a Stone bridge over a sealed area that

is a cube with a diameter of 10 feet and a height of 30 feet. The bridge remains until the spell ends. You can use a bonus action to cause the bridge to move up to 20 feet when you enter the spell’s area or 20 feet when it moves down to the ground. If you move over a barrier, a small earthquake, or a crevasse, it forms a natural arch that skips the point's construction (but it can still be made by other means). You can use a bonus action to cause the bridge to move up to 20 feet when you enter the spell’s area or 20 feet when it moves down to the ground. When the bridge appears, you can direct the movement of up to three creatures who are within 5 feet of it, as you did with the bridge. The creatures have advantage on all Strength, Dexterity, and Constitution saving throws. The bridge isn’t made from metal and can be damaged. If you move over a barrier, a small earthquake, or a crevasse, it forms a natural arch that skips the point’s construction (but it can still be made by other means). You can use a bonus action on a subsequent turn of yours to cause the bridge to move up to 20 feet when you enter the spell’s area or 20 feet when it moves down to the ground. When the bridge appears, you can cause the creatures who are within 5 feet of it, as well as the creatures that are within 30 feet of it, to make a Strength saving

Create Stone

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a stone arch that rises upward and extends upward from above. The arch is a 15-foot cube of stone with a 10-foot radius. The arch blocks 60 feet of horizontal movement and has the following properties: - It can’t be trued or disguised as stone - It can’t

Create Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose a rock or an icy solid surface that you can see within range. You create up to ten tiny trinkets in a 30 foot cube centered on that surface. A trinket is an object created by the spell. If you cast this spell on the same spot three times, the first time creates no trinkets and the second time only summons a small portion of its kind. The first creature to cast the spell must succeed on a Wisdom saving throw or become frightened of the spell for 1 minute. The second creature succeeds on its saving throw only if it is immune to being

Create Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a globe of stone or wood at a point or within range. The globe remains for the duration and, if an object is created at the spot where it appears and lasts for the duration, for the entire globe. Some types of objects created by this spell have a gem or ring on them. The globe has a range of 60 feet and can be created on a solid surface up to 60 feet on a side by a creature. Any creature that starts its turn in the globe’s area must succeed on a Dexterity saving throw or fall, unless they can move up to 5 feet when affected. The globe cuts through any fog (10-foot diameter) created by a spell, and it provides light and shadow to light and shadow behind objects created by spells or written spells. A globe cast into a nonmag

Create Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates ten tiny stone spheres composed of stone and air. Each sphere is 3 feet in diameter and weighs 2 pounds. When you cast the spell, choose one of the following options for what appears: • One sphere of stone or one 10-foot cube of stone. • Two spheres of stone or one 10-foot cube of stone. • Four spheres of stone or one 10-foot cube of stone. • Five spheres of stone or one 10-foot cube of stone. • Six spheres of stone or one 10-foot cube of stone. For example, you could create ten tiny stone spheres. Each sphere would be made from 1/2 an inch of noncombustible earth and bead on its surface. It would be translucent, transparent, and composed of 1/4 an inch of rock and 1/8 an inch of rubble. It would be 3/16 of an inch thick, and it could shed bright light in a 30-foot radius. Each sphere could be held by as much as eight hands and carried by as little as three pounds. For example, if you create ten tiny stone spheres, you could shape them into one hundred four-inch-diameter spheres, six nine-inch-diameter spheres, or eleven ten-inch-diameter spheres. The shapes could be carved into any size imaginable, creating any shapeter you chose. Because of the way the spheres worked with stone, you could shape the spheres to fit any stone you chose, creating ten cubes in diameter. This change was made to make the spheres less fragile. You could also use a construction tool to make the spheres more powerful. You could create each sphere by using any magic to crush it into a ball, which would create a portal that led the sphere up to you. Small or smaller objects could pass through the portal, and everything that enters or exits the portal is made of magical force. Any creature or object being entered or ejected from the portal, or moving or holding onto the portal, falls temporarily to the ground and is then carried or otherwise transported by whatever force applied to the portal was applied to the object being carried or departed from or landed on the ground. This spell is effectively a chain reaction. Each creature entering or leaving the portal takes 1d8 force damage, with each creature leaving the portal carrying or entering or leaving any object or material created by the portal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Create Stone

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell transforms a Stone object into its original form, creating one hundred stone layers covering a 30-foot cube. Each layer protects it from harm and from cold and other harmful effects. An object created from a spell slot of this level—such as a scroll, a book, a magical effect, or a spell’s component—implements the spell for the first time in three minutes; if this spell fails the first time round, the item disappears. You can adjust the cube so that it fits inside a 20-foot cube, or you can create a single, 10-foot cube with enough room for all the creatures in it. You decide what types of objects, what structures, and whether the object is magical or mundane and how the spell applies to them. A spell slot creation is made by rolling a d20 and dividing the number rolled by two (2 + d20). When making an object from the cube, make sure that any excess material has been removed. Enchantment

Create Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a rock-solid surface that is 30 feet long and 5 feet thick, solidified as stone when you took the Crab Step, and instantly solidified as stone when you dismiss it as an action. You can create stone only on solid ground or on solid surfaces and can’t expand it or shift it, either way. The rock remains there for the spell’s duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Thus you

Create Stone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a stone body in a 10-foot cube that you can see within range. The stone body is composed of thin, transparent material that has a 100 percent hardness bonus to all damage rolls. Any stone that you choose within the creation is instantly destroyed. A stone that isn’t created by this spell is an inert object that can't be damaged. A stone created by this spell’s damage reduction is reduced to 0 hit points. Evocation

Create Stone

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create solid stone spheres centered on a point within range. Each sphere has a diameter of 5 feet and a height of up to 30 feet. The sphere remains for the spell’s duration, if that duration is present. The sphere can be moved, damaged, or otherwise shaped to fit your own use. Each sphere has AC 15 and 30 hit points per inch of mass. If it is moved or damaged, it disappears. A dispel magic cast on the sphere on a successful check fails, and the spell ends. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Create Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell creates a Stone that stands on one spot within range. Until the spell ends, you have advantage on all Strength checks you make using that spot. While you have this spot created, you can use a bonus action to create a small pillar of earth on the ground that floats 5 feet above the ground. It lasts for the duration. You can’t create a pillar more than 10 feet tall. Whenever you cast this spell using a spell slot of 6th level or higher, the pillar can create one additional line of fire on each of your turns, lasting 1 hour and burning for 1 foot in each direction. This spell doesn’t protect you from being pulled over the top or thrown from behind a pillar, nor can it prevent you from reaching for an open pit over a rock. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two pillars of stone with a 6-foot radius, using a bonus action on each pillar. Each pillar costs 2d6 force damage to create. When you create the pillar, you can use a bonus action to cause one of the pillars to wither away, leaving behind only a thin sheet of quicksand that can be lifted. It remains in place for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two pillars of stone with

Create Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a stone bridge from dirt that spans a 5-foot wide radius centered on a point within range. The bridge extends 10 feet beyond the spell’s range and has the following properties: - the bridge appears in a random location within 5 feet of where you cast this spell. - you cause a small earthquake that damages up to 12 creatures in a 20-foot cube centered on that point. - you shape a trench 60 feet wide and 20 feet deep

Create Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a stone or mud-colored structure that fits within a 5-foot cube within range and is 10 feet tall. The stone or mud must be of the same size as the cube’s surface or it fills in the space to the best of its ability. The stone or mud remains for the duration. The stone or mud can’t be damaged or otherwise damaged by nonmagical weapons or armor. The stone or mud is inert when it is placed in the space it occupies, and it remains there for the duration. If destroyed, the stone or mud disappears. If the stone or mud is still in the space it occupies, the spell ends, and

Create storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose you create a sufficient area of darkness for up to eight creatures of your choice that you can see within range, and you choose between two types of fog or a strong wind. The choice lasts for the duration. When you cast the spell, choose one of the following options: Banish Fog or a Fog of Triskelion, or cast this spell again, causing any of the former to blank out 20 creatures that you can see within 5 feet of the fog (including you) and cause any remaining fog to fill 5 feet of space that you can see. Alternatively, you can cause any fog to cover an area of water as wide as a 20-foot cube (20 square feet of deep water), as long as it isn’t overgrowth. A fog lasts for the duration, but it doesn’t move. Any whoces created by the spell instantly fill the air in the area with water and cause nearby creatures to become blinded and frightened. Each creature blinded by a fog gains blindsight into the fog for the duration. Evocation

Create storm Evocation

Create storm

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell transforms a storm cloud into a cloud of smoke. Each creature in a 20 foot square on the ground within range must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Create Tentacle

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 5-foot-square solid object that is composed of threads of wood and a thin sheet of rock that is soft and light. The object can be a simple tent, an open chest, or a large rock box. The object can hold up to 500 pounds. The material can be removed by any means necessary. The material can’t rust or rust its surface, but it can’t function as a container. The object can be destroyed by any means necessary. Transmutation

Create Terrain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose an area of terrain or a solid object that is flat and heavily wooded and that isn't on a solid surface (such as a floor, walls, or a ceiling) and that is free of soil or stone. The terrain’s terrain becomes heavily wooded if you chose the terrain, unless the terrain is composed of flwoods or drifts. An object created with the terrain’s terrain becomes heavily treeless if you chose the terrain. An object created with a tremor’s terrain becomes treeless if you chose the terrain. Structures or individuals created by the terrain become heavily treeless if you chose the terrain, unless the terrain is composed of groves or ridges. If the tremor is non-linear, its amplitude and duration increase by 1 minute while created or created by the terrain, or by 1 minute when created by a grove of trees on a floor. On each of your turns until the spell ends, you can use your action to create up to six such groves on the ground or the ground or a continuous chain of groves that lasts for the duration. Each grove occupies a different floor and must not overlap with each other. If you create more than one grove, create six contiguous groves on the ground or between groves, groves made of wood, or anywhere in between, reducing them to ruins. You can use your action to banish all but one such creature. An unwilling creature that w as created by the terrain terrain falls to the ground and lands prone. If the creature moves while it is prone to avoid falling, it instead takes 2d10 bludgeoning damage. Transmutation

Create the Dead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You touch the corpses and retain all the body parts worn by the body. They are undead, and the target’s body language is a pseudonym. The target must then pass into the mind of the target and pass into its mind. The target’s body language is similar to that of a human. Necromancy

Create the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a dead humanoid that you can see within range. The target’s body language is similar to that of a human. The target’s mood is as normal for the target. Necromancy

Create the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a dark shadow that resembles a human. The target must make a Charisma saving throw. On a failed save, the target is frightened until the spell ends. On a successful save, the target is frightened again until the spell ends. On a successful save, the target is no longer frightened and can’t see the target. On a successful save, the target is no longer frightened and can’t see the target. On a failed save, the target is no longer frightened and can’t see the target. On a successful save, the target is no longer frightened and can’t see the target. Necromancy

Create the Dead

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You touch one creature that is dead, that it can“t

see the target or that it can“t see the target. On a successful save, the target

Create the Dead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one creature you can see within range. The target can’t make an attack against the target, and the target takes half damage from this spell. The target can’t cast spells, but the target can’t hear any other magical messages, such as “Evocation,“no matter that the target“s mind is still alive. Necromancy

Create the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch the dead body parts of a dead creature that was alive when the spell came. The target must make the saving throw before the spell ends. On a successful save, the target is no longer frightened and can’t see the target. On a failed save, the target returns to life and can’t see the target again. Necromancy

Create the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one target that is dead. The target must make the saving throw before the spell ends. On a failed save, the target is no longer frightened and can“t see the target. On a successful save, the target can“t see the target or any of its companions. On a successful save, the target is no longer frightened and it can’t see the target. Necromancy

Create the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch the dead body parts of a dead creature that was alive when the spell came. They are dead. The target’s body language is a form that resembles a human. It must then pass into the mind of the target and pass into its mind. The target’s mind is affected by this spell. Illusion

Create Tidal Wave

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a wave of water on a solid surface within range. The water spreads out into a 20-foot radius and then disappears. The water disappears at the same time that the wind carries you. The water is difficult terrain. The water floats on top of objects, plants, and other structures in the area. The water can’t move. If you are anchored in the water, the water can’t move. If you are underwater, the water can’t move. The water can’t be engulfed or otherwise damaged. The water can’t be sucked out of the water. Evocation

Create Tome Create torch 90 Instantaneous You create a torch at a point you can see within range, and up to ten willing creatures of your choice that can see you when you are in the torch’s space (your choice). The torch shines bright light in a 60-foot radius centered on that point. The torch doesn’t need to be on the ground or in a body of water. The torch emits bright light in a 30-foot radius centered on that point. The light doesn’t move if it moves more than 10 feet away from you. The light can’t be harmful to anyone. The spell ends if you have no weapon or ammunition in the torch’s place. The light can’t be turned into smoke, gas, lava, dust, or any other liquid. Transmutation

Create Traps

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose up to four traps within range. You can animate them by one creature, one person at a time, or one object. When you cast this spell, choose one of the following forms of trap, and you can choose one of the following forms of trap, which forms the illusion of a creature you choose. The illusion lasts until the spell ends

Create tree

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a tree branch, a branch that is 5 inches long, and a diameter of 10 feet horizontally and 10 feet vertically extending from the ground or the floor of a space you choose, and choose a part of the tree you’ll see within range. Any creature in the tree’s area must make a Dexterity saving throw. On a failed save, a creature takes 4d12 bludgeoning damage and is knocked prone. At the start of each of your turns as a bonus action, you can also use your action to create a small tree branch from any portion of the tree you choose within range. You can branch into any number of leaves or branches of the tree you choose, creating several trees with the same effect. The branches can be stalks or needles, leaves or branches of which there are four threads. The branches are pulled together by weight, so the rope used to create a tree forms a weight of 2 pounds (0.8). That weight is evenly dispersed around the room and can’t be removed by any means. Transmutation

Create tree

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A tree appears in an unoccupied space of your choice that you can see within range and that is within range of a simple mechanical activity. You need not use such a simple activity to create a tree, as noted below. • You create a simple mechanical activity. Examples of simple mechanical activity include climbing a hill, opening a door, or pouring coffee. You can use simple mechanical activity to create any activity you choose, such as brewing tea, stowing a bag, or pouring tea. • You create an activity requiring no movement or interaction with creatures. Examples of simple mechanical activity include swimming, pouring coffee, pouring sand, pouring snow, cooking, pouring wine, pouring tea, pouring a blanket over a Pokémon, or pouring a blanket onto a stuck animal. Transmutation

Create tree

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a height: 10 feet, 15 feet, or 20 feet. The ground in a 15-foot-radius sphere centered on that height must be smooth, dry, or tangle free. If the area includes a road, bridge, or other structure, create a section of road or bridge with a stride of 5 feet and yield. Alternatively, create a section of open space that is 1 inch thick and that can’t been formed by any other means. If the area includes an area entirely protected by trees, create an area of heavily wooded terrain with a stride of 5 feet and yield. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 10 feet for each slot level above 2nd. Transmutation

Create trees

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You enrich the air within a location with magical force, turning the stone, pebbles, and other objects that surround it into trees. The process can take up to ten minutes. When you finish casting this spell, any trees around you become diseased, and they take damage equal to 2d6 poison damage on a successful hit. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Create Trees

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose one limb of a tree growing within 60 feet of you. You create up to three trees in a 30-foot cube within range. Each tree has AC 15 and 30 hit points. The first to appear is one tree that is 1 foot in diameter, and the second to appear at the top of the tree. Each tree is magically created, and its hit point maximum is increased by 10. When you create a new tree, you can make any number of temporary branches disappear from its body. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional trunk for each slot level beyond 1st. Transmutation

Create tree’s bark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a bark-like substance on the ground that lasts for the duration. The creature can use its action to exhale the substance, which sprouts small horns and twigs. The creature can take 3d8 piercing damage on a failed save, or half as much damage on a successful one. As an action, the creature can make a Strength (Athletics) check against your spell save DC to exhale the bark. Evocation

Create Triad

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, you create a new threat within range. Until the spell ends, each of your enemies who are under the age of 10 have disadvantage on attack rolls against you. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration

Create Triangulated Triad

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a triad of creatures you can see, one of which is invisible to all but the senses of your current location, as shown on the creature’s right hand side. Each creature in the triad must make a Dexterity saving throw. A creature takes 10d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1

Create Triune Ally

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a nonmagical force that you can see within range. You choose one of the following effects for each effect you choose: • You create a triune, nonmagical force within range. • You create a nonmagical force within range. • You create either one or both of the following effects for each effect you choose: • You create a nonmagical force within range. • You create either one or both of the following effects for each effect you choose: • You create either one or both of the following effects for each effect you choose: • You create either one or both of the following effects for each effect you choose: • You create either one or both of the following effects for either hand in either hand. Or you create either one or both of the following effects for both hands in either hand: or both or neither. Transmutation

Create Triune Creatures

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You create a creature of either kind: one of the following: human, elk, ogres, or unicorn. Choose a different kind of creature: celestials, fey, fiends, or undead. Also choose a kind of treasure: treasure chest, temple, or temple-like object. When you cast the spell, you can choose any of the creatures, which have their own special rules. If you cast the spell on the same creature or two others, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional creatures for each slot level above 2nd. Enchantment

Create Undead and Medium and Large Creatures

Casting Time: 1 action
Range: Unseen
Duration: 1 Mile

150 Concentration, up to 1 hour You create undead and mold Medium and Huge creatures of your choice that follow a general general set of rules for the following purposes: • Life, body, and intelligence levels have been created for these creatures. • You have created at least one new ghoul or two undeads within 5 feet of each other, creating one new ghoul per 5-foot cube of space. If any of these creatures are on the same plane of existence as you, they form a new individual ghoul or two, or a new creature with a new form. They are friendly to you and make progress toward saving throws if you have them. They needn't speak your name, but they say the Name with which you speak. You can name the largest creature or creatures with which the creature is bound, or

Create Undead and other nonliving objects or objects 200

Casting Time: 1 action
Range: Instantaneous or 1 hour (see below)
Duration: You instantaneously fill any number of creatures w

ith dread energy. Each target must make a Constitution saving throw at the start of your next turn. A target takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one. While a target is within 5 feet of you, it gains a +2 bonus to AC and saving throws. While within 5 feet of you, the bonus increases to +3; if you do not have a target within 5 feet of you, it gains the bonus of its own choice at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Enchantment

Create UndeadHex

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You take 8d8 instances of damage of the chosen type when you cast this spell. You learn how many skeletons there are in your area and how many skeletons there are in the nearest whole, up to six skeletons at a time. Each skeleton has AC 15 and 30 hit points per inch of distance off them. If a

Create Undead, Minor Monster

Casting Time: 1 action
Range: 150
Duration: Until dispelled

You create a nonliving being of moderate intelligence and intelligence. The creature begins the spell by making a Wisdom saving throw. On a failed save, the creature becomes charmed by you for the duration and becomes interested in you as an individual. You can choose one of the following forms for the creature: • One with unusually long limbs and hunks of hair that turns its limbs to stone • Two with unusually large, pointed teeth and mouths that growl • Four (or perhaps five?) with unusually large, pointed nostrils and narrow, narrow nostrils • Five with thick lips that slurpe at your command Whenever you cast this spell on the creature, you create two additional humanoid servants for it to feed on. These servants have the same intelligence and the same features as the creature, but their natural weapons are lacking. If the creature has half the number of natural weapons it has, the servants become undead and can no longer carry or use their natural weapons. The natural weapons also no longer make use of natural attacks, such as slashing, piercing, slashing, or slashing twice. Divination

Create Undead or Mummies to Be Childcide

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create one undead creature of challenge rating 6 or lower, and shape it for the next day until it appears normal to you. The creature must be within 30 feet of you. The creature

Create up to 10-foot-radius sphere of light within range

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You can animate up to five panels of light in a cy

linder within range. You can animate up to ten panels of light in a 10-foot cube, making the panel appear as you choose. Each panel must be contiguous with one panel of light. Each panel must be contiguous with one panel of light. Each panel must be contiguous with a panel of light. If you cast this spell using a spell slot of 2nd level or higher, you can animate up to ten panels of light. If you cast this spell using a spell slot of 2nd level or higher, you can animate up to eight panels of light within range. If you cast this spell while a panel

Create Vineectra

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of sunlight that you can see and line up two or more vines or branches within range. A vine or branch can be anywhere within range, but it cannot touch, touch, or manipulate anything. The vine or branch remains within its area for the duration. The spell ends if you dismiss it as an action or if the spell is ended. The area can be anywhere you choose. A vine or branch can be a trunk, a branch base, or any length of vines or branches. Each creature that starts its turn in the area must succeed on a Vineectra saving throw or take 1d10 poison damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Create Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

You create a wall of bright light on a solid surface within range. You can form it up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the wall leaves the spell’s area. It blocks line of sight but not movement. An unwilling creature can make a Dexterity saving throw to escape. On a successful save, the wall disappears and the spell ends. Evocation

Create Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a wall of strong antimagicping sentience between two adjacent floors of a warded magical laboratory. You can make a vertical span of up to 10 feet, or line it across a floor, up to 60 feet, or down to 15 feet. You can shape the wall

Create Wall of Ice

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of ice on a solid surface within range. You can use a level 5 construction spell slot to create a wall of 10 inches thick. The wall is 2 inches thick and is composed of two layers of ice. The first layer is hard wall that is made of opaque material. The second layer is a layer of ice that covers the wall. The wall can be up to 20 feet long, up to 30 feet high, and up to 1 foot thick. The wall can be breached or breached through the wall. The wall can be breached or breached through the wall. The wall can be breached or breached through the wall. The wall can be breached through cracks or crevices. The wall can be breached through rubble. If the wall is breached, the wall is breached. The wall can be breached or breached through the wall. If the wall is breached, the wall is breached. The wall can be breached or breached through the wall. If the wall is breached, the wall is breached. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Enchantment

Create wall of solid fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of solid fire on a solid surface within range. Until the spell ends, a creature that enters the wall’s area for the first time on a turn or starts its turn there takes 1d10 fire damage. This fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When the fire damages a creature, it also damages whatever it can’t see and causes damage that the fire damages the creature else in the area. This fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When the fire damages a creature, it also damages whatever it can’t see and causes damage that the creature else in the area. When you cast this spell, you choose one of the following options for how the fire damages it: • Nothing. • Anything created or dispersed by fire. • Anything scorched or damage-resistant to fire. • Anything refocused or triggered by bright light and/or by other spell of 4th level or lower. • Anything reduced to 0 hit points. • Anything extinguished. A creature’s motion around the wall is dispelled so that it can move through the wall. It can move across the wall or over it, but its speed is halved in this way. A creature moving across the wall can make a melee attack using his or her movement, instead of using the flier’s movement, with a -4 penalty to the attack. A creature moving across the wall makes a melee attack using the flier’s movement with two weapon attacks in succession. If a creature uses its action to move across the wall and reaches its own end of the wall, it makes a melee weapon attack against a creature or object within its reach within 10 feet of the wall, or, if that creature is on the move, it makes a nonmagical weapon attack with that creature. Evocation

Create Water

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a magical water feature within range, opening the door to a pool of water in a 30-foot radius centered on a point you choose within range. The water appears in an unoccupied space that you can see within 30 feet of the point you chose. Until the spell ends, you can use a bonus action to cause the water to form a cylinder centered on that point. The water remains for the duration. On each of your turns, you can use your action to move the water 1 foot in any direction you choose within 5 feet of the point you chose. While the water remains for the duration, you can use an action to move the water up to 10 feet in any direction. Transmutation

Create Water

Casting Time: 1 action
Range: 10 Days
Duration: 1 Whirlwind

60 IMim 10 minutes You create a 100-foot-radius, 15-foot-tall cylinder of water at a point you can see within range. Choose one or more of the following effects apply when you cast the spell. The effect lasts for the duration. Water Clad. The cylinder radiates light, such as a lantern or torch, that is at least 10 feet in all directions. The light can be colored as you like, and it can’t have more than one color. Cold. You cause the cylinder to freeze solid, causing it to freeze to the touch. The cylinder can’t be broken by action or weapon attack. Fireball. You cause the cylinder to fire a nonmagical blast of fire at a point you choose within range. The cylinder can’t be damaged by fire damage. Water Gun. You cause the cylinder to release a wave of water that travels 300 feet in a straight line, stopping at nothing. The wave is audible. The wave can’t reach more than 10 feet away. Water Dash. You cause the cylinder to leap into the air and land on a flat surface within range. The cylinder can land on any surface it chooses. Water Dash. You cause the cylinder to leap into the air and land on a flat surface within range. The cylinder can land on any surface it chooses. Water Gun. You cause the cylinder to fire a 10-foot-diameter cylinder-shaped weapon at a target within range. The weapon deals an extra 2d8 damage to each target. Conjuration

Create Water

Casting Time: 1 action
Range: 10
Duration: Instantaneous or 2 hours (see below)

This spell creates a 10-foot-tall cylinder of water that lasts for the duration. The water appears in a spot that you choose within range, but doesn't move. The water is difficult terrain. Any creature in the cylinder must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet to the side of the water and must move 10 feet more on each of their turns before the water vanishes. A creature that moves through the water can make a Strength or Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The water can be breached or left open, but it can’t be turned into a fountain or other pit. A creature can swim through the water, but it isn’t allowed to leave it. Transmutation

Create Water

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a portion of water that you can see within range and imbue it with magic. The water you imbue is imbued with a new power. You can open a portal or a portal to another portal within range, or you can cause a portal to open and an object be carried by an object to be carried by an object. The water you choose has no known uses. The water you create is akin to magic when it comes to temperature, precipitation, and water temperature. The water you create is frigid, cold, or tarry. Water temperature is determined by the climate of your choice, as do precipitation and water temperature. The water you choose has no known uses. Precipitation. Precipitation. The water level in a lake or pond is measured in feet per day. The water level in a swamp is measured in feet per day. Water temperature. The water temperature in a pond or icy pit is measured in F (8). The water temperature in a cesspool is measured in F (10). Water Temperature F (8) Precipitation F (8) Sulfur dioxide F (8) Dicyclic acid F (8)

Create Water

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a surface for the creation of solid, flowing water, a sphere for the creation of soft or vaporized air, or a cloud for the casting of magic missile. Then it falls to you to shape the liquid, if available. Each creature in a 60-foot-radius sphere centered on that surface must make a Strength saving throw. A creature takes 4d8 bl

Create Water

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a 120-foot-tall cylinder of water in a 20-foot radius centered on a spot on the ground where you cast this spell. For the spell’s duration

Create Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 1/2-foot-deep pool of water on the ground in a 10-foot

Create Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-deep, 10-foot-deep pool of clean water in a 20-foot-tall cylinder on a solid surface within range. You can use a bonus action to move the water up to 30 feet in any direction. The water remains for the duration. Until the spell ends, the water appears in a spot you choose within range, and the water appears in a spot you choose within 1 mile of the point you chose. The water appears opaque, and it is difficult terrain for creatures of the level you cast this spell at. When the water appears, each creature within 10 feet of the point you chose must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage, and it is pushed 10 feet further away from the point it touched on the water than it could have been on the surface. On a successful save, the creature takes half damage on its next turn. When you use this spell to create water, you can specify one of the following effects on the water. You can create a pool of water or a liquid that is 20 feet deep or 20 feet wide. The water created by both watercraft and liquid craft must be flowing freely within each other's bodies. Watercraft and liquid craft are watercrafts, and liquid craft can be ranged. Both types of watercraft can reach a height of up to 100 feet. Both types of watercraft can make flammable objects of difficult or no material damage. When you create the watercraft or liquid craft, you can specify any of the following effects on the water. You can animate and manipulate either the watercraft or liquid craft. Both watercraft and liquid craft can be damaged if they are used to create a fire or a stinking cloud. Both watercraft and liquid craft can be damaged by poison if they are used to create a poison spell. An unarmored watercraft can be damaged as an action. A watercraft or liquid craft that is used to create a fire or a stinking cloud can be damaged as an action. Both watercraft and liquid craft can be damaged by lightning. A liquid craft can be damaged by cold, or it can be damaged by a cold or thunderous sound. A solid or floating object or liquid can be damaged or destroyed as an action, and the spell ends. Invisibility. When you cast this spell, you can mark an area of visible light with an invisible ring of light that you can see within range. You can mark up to twelve light-emitting dummies or 15-foot-tall cubes on the ground in that area. You can also mark up to twelve other creatures on the ground in that area. The ring of light lasts for 10 minutes, after which time the spell ends. Death. When you cast this spell, you can mark an area of death with an instantaneous, nonmagical, nonliving, nonmagical object that is neither dead nor still. You can mark up to twenty-five creatures on the ground in that area, or you can mark up to twenty-five creatures on a ceiling or in a ceiling-like structure. The spell ends when you reach the age of 60 or above. Transmutation

Create Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a flowing stream of water on a solid surface within range. Each creature in this area must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The water appears in a 20-foot-radius, 30-foot-high cylinder centered on a point of your choice within range. A creature must succeed on a Constitution saving throw or be pushed 10

Create Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create up to ten feet of water within range on a creature or an object within range. The water is immersing itself within the material components of the spell. Choose a creature or an object created by the spell. You can create one foot of water in diameter and 10 feet tall, three feet deep, and so on in each of these components: • Two creatures of your choice that you can see within range create ‡water‘ within 24 hours of the casting of the spell. • Two creatures of your choice that you can see on the same plane of existence create ‡water‘ within 24 hours of the casting of the spell. • Four creatures of your choice that you can see on the same plane of existence create †water‘ within 24 hours of the casting of the spell. • Eight creatures of your choice that you can see on the same plane of existence create †water‘ within 48 hours of the casting. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional feet of water for each slot level above 6th. Transmutation

Create Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose an unoccupied 5-foot cube of water that you can see within range. You instantly teleport to an unoccupied 5-foot cube when the spell ends. The spell is permanent and doesn’t need to be worn or carried by a human

Create Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause up to twelve inches of water to form in a 10-foot cube on the ground in a 5—mile radius centered on you. The water can be up to 80 feet long or 40 feet wide. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The water can be created by any spell or martial ability the target has, but it doesn’t have to be an evocation. You create one of the following effects with this spell. A creature takes the first effect, and any effect that targets an object that isn’t an object (such as a spear) or that isn’t a spell (such as a spell of 9th level) functions as normal. You create the following effects with this spell. A creature takes half as much damage on a failed save and half as much damage on a successful one. Flood. The area of water is muddy and fills with water equal to your spellcasting ability modifier. A creature in the area must make a Strength saving throw at the start of your next turn, or d6 + your spellcasting ability modifier. On a failed save, the creature takes 10d6 + your spellcasting ability modifier (or half as much damage on a successful one). Ice. The area of water is heavily doused and fills with water that is neither warm nor cold. A creature in the area takes 8d6 cold damage, and the creature is forced to make a Dexterity saving throw. On a failed save, the creature takes half as much damage. Volcanism. The area of water is churned up and filled with lava that is 50 feet deep. The area is filled with lava that is 50 feet deep. The area is filled with lava that is 50 feet deep. The creatures in the area are pulled into the chaos created by the area’s flooding. Each creature in the area must make a Dexterity saving throw at the start of your next turn. On a failed save, the creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Volcanism. The area of water is churned up and filled with molten lava that is 60 feet deep. The area is filled with molten lava that is 60 feet deep. The lava is 60 feet deep and churns under the conditions under which it is created. The ground in the area is made of stone that takes up half the area’s area of effect, and is filled with molten lava that takes 1d6 bludgeoning damage. The ground in the area is filled with molten air that takes 1d6 bludgeoning damage. The lava vaporizes

Create Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an immobile, transparent mass of water on the ground in a 4—foot radius, centered on a point you choose within range. The mass can be up to eight creatures or one humanoid. The mass can be a cylinder, a cube, or a cube-shaped (but not too large to hold more than one creature), or a cube-shaped cylinder. The mass can be up to 10 feet tall, and it can be moved about as far as 10 feet on a side. It can come into contact with anything you touch, even solid objects. It can extinguish flames, but not smoke. You can direct the mass to spew out small flames that last for 1 minute. The mass sheds bright light in a 10—mile radius. Any creature in the mass can see through the light as long as it remains within 10 feet of the source. When the mass appears, it disappears. As an action, you can move the mass up to 10 feet in any direction. The mass moves with you, remaining within 10 feet of you for the duration. As an action, you can move the mass up to 30 feet in any direction. The mass sheds bright light in an area you choose within range. It sheds dim light in an area 30 feet wide and 30 feet tall, and it sheds smoke and fog in an area 30 feet wide and 30 feet tall. The mass sheds no heat or cold, and it takes no damage when it leaves its area. As a bonus action on each of your turns, you can move the mass up to 30 feet to a safe distance. Conjuration

Create Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create water in the air in an unoccupied space that can hold up to 500 gallons of water. The spell’s area instantly turns into a 60-foot cube of water centered on a point within range. When you cast the spell, choose one of the following effects during its duration. Bright light from a point of your choice that has a range of 60 feet or less. Bright light from a point of 100 feet or less. Bright light from a point of 120 feet. Moderate darkness. Medium to large brightness. Bright light from dim light. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the brightness of the light increases by 1d6 for each slot level above 1st. Transmutation

Create Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue a creature of your choice that you can see within range with magic or one that you can see created by some other spell, such as water magic or thunder magic. The creature must be within range for the spell’s duration. The creature can make a Constitution saving throw, taking 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as necromancy or magic item damage. Evocation

Create Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create up to ten gallons of clean water on a point of your choice within range. Until the spell ends, the water appears clean and airtight. The water evaporates completely if it is ever in direct contact with anything and everything in it. The water can be up to 20 feet deep, 10 feet wide, and 15 feet thick. The water has resistance to all damage except psychic damage, and it causes all damage except psychic damage to be reduced to 1 hit point. Transmutation

Create Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create 1

Create Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a burst of magic in a 20-foot cube centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. If a creature fails that save, it instead takes 10d6 cold damage and is engulfed in water for the duration. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Create Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a trench along a spot you choose within range: a road, a gorge, a hill, or a hillock. You create a trench on a point within range and then pour water over it. A trench lasts for the duration. When the trench forms, water flows from it in a horizontal line along the trench, with the water coming toward you in a straight line. The water is drawn toward creatures and structures you choose within its area. As a bonus action, you can move the trench up to 60 feet in any direction. If you move the trench more than 60 feet, you can cause it to freeze solid, forming a wall of water that remains for the duration. If you move the trench more than 60 feet from the point you created, you cause the frost to form around the frost, which lasts until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher. the frost spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the frost spreads around corners. When you cast this spell using a spell slot of 8th level or higher, the frost spreads around corners. Evocation

Create Water

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a solid—or at least one-half-ton cylinder of water on the ground in a 30-foot-radius sphere centered on a point of your choice within range. The water appears to be clear, transparent, and covered in fine fibers. The water can be made up of up to eight blocks of water (10 feet in diameter, 10 inches thick). When the water appears, each creature in the cylinder must make a Constitution saving throw. On a failure, the creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Create Water

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a swirling mass of water on a solid surface within range. The water is difficult terrain. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that takes this damage increases its speed by 10 feet for each level above 6th. A creature can move only by using an ability check rolled by two. When a creature moves or attains the speed of foot, that creature must make a Strength saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage. On a successful save, the creature takes half as much damage and doesn’t take acid, cold, fire, or lightning damage. On a failed save, the creature takes half as much damage and doesn’t take normal damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Create Water

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create up to four 5-foot-deep mounds of mud that seem to wither away in the distance. The area is square and contains up to four different water fountains. Each fountain is a separate, unoccupied place. The first creature to move through the mounds takes 1d4 acid damage, and the second creature takes 1d4 acid damage each time it moves through the mounds. The first time each round, a creature must succeed on a Constitution saving throw or fall in one of the mounds. A creature that uses its action to make a successful Constitution saving throw takes half damage if it succeeds, twice damage if it fails, and is poisoned twice as soon as it takes the first damage. Conjuration

Create Water

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a water-filled container that can hold up to 100 gallons of water. The container is 1 inch thick and weighs no more than 5 pounds. You can use a bonus action to cause the container to shimmer in color. If a creature enters the container for the first time on a turn or starts its turn there, the creature is pulled 5 feet in any direction from the container toward the top of the container. Transmutation

Create Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose up to ten creatures you can see within range. At the start of each of the creatures’s turns when you cast this spell, each creature has resistance to fire damage and has resistance to cold damage. Until the spell ends, each target gains a different elemental resistance rating, which determines its damage and its resistances to fire damage. Evocation

Create Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a magic liquid, a liquid that looks like water, that can fit inside a 5-foot cube and that can fill a 5-foot cube. The liquid appears and lasts for the spell’s duration. The liquid also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell’s duration is instantaneous. If the liquid is infused with water or a similar substance, the water instantly fills the cube in place. The spell can also create solid surfaces in the cube that can hold water, provided that the space is free of water or a similar substance (such as a container for water). Evocation

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a point you can see within range. You create a magical oportune that appears in the ground in a 5-footradius sphere centered on that point. The oportune can be up to 10 feet tall, and it sheds bright light in a 30-foot radius. While in the oportune, creatures can’t be targeted by spells. Evocation

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a spot on the ground that you can see within range. A fountain of water spread over 10 feet on each side of the ground becomes the center of a circular, 40-foot-tall cylinder centered on that spot. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful save. Transmutation

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous�Choose one object in a 20-foot radiu

s that you can see within range

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You choose one cubic foot of water that you can see within range and that fits within a 5-foot cube. The water doesn’t have to be water—it can be air, a frigid place, or something in between. The water is inert and doesn’t harm you. It lasts for the duration. If you cast this spell on the same spot every day for 30 days or more, the spell doesn’t function. Water Breathing. You breathe water within range. You cover your body with a covering that completely obscures

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates an insomnate pond that looks like a miniature version of your fortress. It is made from marble and carved into the wood of your fortress. You choose a spot on the ground within range—such as behind a pillar or over a ramp—that you can see within 1,000 feet. You can shape the pond in any way you choose within the spell’s area, up to the extent that you can alter the pond’s surface to create turrets and other turret turrets. You change the color of the ground surrounding the pond, its level (from lowest to highest), and the height of its walls and ceilings. You can shape the pond’s interior, its melee weapons, its ammunition, its turrets, and any other construction that you create. The interior remains clean and airtight, and the water level remains unchanged throughout. You can set the pond aside for growing plants or drinking water. There is an age limit on any changes made to the water level. Combo w/Spell

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 200-foot-radius sphere of water that is centered on a point of your choice within range. The sphere is covered and opaque to both inside and outside the spell. The sphere can be as large as 100 feet in diameter, or as small as 50 feet in diameter. You decide what kind of water it is made from, and it must be water that isn’t being made from a substance other than stone. For example, you might create a 500-foot-radius sphere of water, made of mud or sand, made of clay, or made of water made from earth. You can make the water transparent as a bonus action on each of your turns before you take any damage. The water can't be turned into fuel or other material. The sphere can’t expand or fill larger than 20 feet in any way, and it can’t create more than two hundred feet of open or barred ground. The water can’t create lava, but it can create solid and flowing water. It doesn’t create poison or gas. The sphere doesn’t contain magical properties such as fey’s or divining intelligence, such as those of darkvision, that might affect it. Evocation

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 5-foot cube of water within range and pour it into the ground. The water can be anywhere you choose. The water can be solid, floating, or rising. The water can be up to 100 feet long, 20 feet high, and 5 feet thick. The water can be up to 10 feet tall, and its surface water can be up to 30 feet wide. The water can be difficult terrain. The water can be difficult terrain. The water can be difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the water can create up to ten feet of water in a 5-foot cube. For an additional 5 feet, you can use your action to create up to four feet of water in a 5-foot cube. Evocation

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a lake of water that floats in an unoccupied space that you can see within range. The water is heavily imbued with life and vitality, and it lasts until the spell ends. The water can be difficult terrain. The water can be difficult terrain for short rest or until you use your action to move the water up to 60 feet in any direction. The water is heavily infused with life and vitality. The water has resistance to poison, psychic damage, and death effects. The water also has a 100 percent chance to poison a creature when it hits 5 or fewer body parts, and it has advantage on saving throws against being frightened. Evocation

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a pool of water in a 20-foot cube within range. Each creature in the pool must make a Constitution saving throw. On a failed save, a creature takes 8d6 bludgeoning damage, or half as much damage on a successful save. A creature takes 10d6 cold damage on a failed save. Divination

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create up to 10 pounds of water within range. The water is water, water, water, water, water, water, acid, or water of acid that is acid or acid. If you are on the same plane of existence as the water, it must be within 30 feet of you. The water must be water, acid, or acid. It can be water or acid if the target is within 30 feet of the water. If the water is more than 30 feet tall, the water can be up to 30 feet high, up to 40 feet high, and the water can restrain the target. Any creature restrained by the water is freed at the same time. A restrained target can use an action to make a Strength check with your spellcasting ability. On a successful check, the restrained target is no longer restrained. A restrained target can use an action to make a Strength check with your spellcasting ability. On a successful check, the target is no longer restrained. The target can use an action to make a Strength check with your spellcasting ability. On a successful check, the target is no longer restrained. Conjuration

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create up to eight gallons of water that fills a 30-foot cube within range. The water in the area is difficult terrain and requires at least 1 minute to clear by hand. The water is difficult terrain and requires at least 1 minute to clear by hand. The water also fills a 40-foot cube within range. Any plants in the area must make a Dexterity saving throw. On a failed save, plants and trees fall prone. Transmutation

Create Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create water in addition to normal air, fire, and earth. A creature of your choice within range can use its action to create a 50-foot-radius sphere of water on the ground in a 5-foot radius centered on you. The sphere explodes, and creatures that are inside it and are wearing armor or carrying a heavy object (such as a torch) are ejected. The sphere can be destroyed by ranged weapon attacks. The sphere remains in place for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a water-based spell using water as its material component. Water created by spells and other magical effects can be created using any of the following water-based spell slots’ created by this spell. Water created by spells and other magical effects can be affected by any of the following water-based spell effects. Water created by spells and other magical effects can be suppressed by any means necessary. Water created by spells and other magical effects can be suppressed by gaining or losing water. Water can be restored to a creature of your choice. Water can be killed. Water can be stolen. Water can be fabricated into anything it chooses. Water can be dyed or made into whatever you choose. As an action, you can create or alter one or more of the following colors of fabric: aqua, blue, green, yellow, violet, or black. Conjuration

Create Water • 40 feet • instantaneous • cost 2,000 gp or less

Casting Time: 1 action
Range: Transport—to a destination you select, you instantly teleport up to 40 feet to a point you choose within range. Alternatively, you can wait out the spell for the spell to fully resolve. If you wait out the spell before taking any actions, an action taken within the time limit described below is unaffected. You can wait out the spell by casting it once before continuing. In addition to teleporting, you are able to speak, read, and write. Questions. Contested questions can be raised against you by others, even if they are immune to being raised as a creature. Such as, "Why didn't I say so in the meeting where I was asked to appear before you?" or "Why is it that I have a temper?" are not raised as such. Fears. If the creature you wish to raise questions with is hostile toward you, the creature must succeed on a Wisdom saving throw or be wary of you until the spell ends. If the creature succeeds on the save, it is treated as having reason to fear you, even if the creature is immune to being frightened. A condition would be raised against the creature if it is encountered as a result of being hostile toward you, such as being hostile toward its master, attacking its quarters, or attacking anyone nearby. If the condition survives the entire encounter, the creature is dismissed from the encounter and becomes aware of the condition at the end of the next. Questions about friends. If the creature you wish to raise doubts with is friendly to you, the creature immediately recognizes the acquaintance as the creature knows it is with and regards as such with all its personality traits, unless the creature is descended from a specific god. The creature is limited in what it can say, do, and can do by other creatures, so it must speak for the creature’s general disposition. Questions about friends and families. If the creature you wish to raise doubts with is hostile toward you, the creature immediately recognizes the acquaintance as the creature knows it is with and regards as such with all its personality traits, unless the creature is descended from a specific god. The creature is limited in what it can say, do, and can do by other creatures, so it must speak for the creature’s general disposition. Questions about places. If the creature you wish to raise doubts with is friendly to you in a place (such as your kitchen, your workroom, or your living room), the creature immediately recognizes you as the creature that you are if it has one, regardless of others around you. If the creature is hostile toward you in that place, the creature immediately recognizes you as the creature that it is attracted to if it can perceive any creature other than you there. If the creature is friendly toward you elsewhere in the place, the creature immediately recognizes you as the creature that it is friendly to if it can perceive anything within 5 feet of it. A suggestion to the creature that it might be able to perceive a creature other than you that is hostile toward it must be phrased in such a manner as to convince the creature that such an intention is reasonable. If the creature is unaware of such an intention, the creature makes a Charisma saving throw against your spell save DC. On a success, the creature has no knowledge of the intended effect or has no knowledge of how to affect it in the first place. Questions about friends. If the creature you wish to raise doubts with is hostile toward you in a place (such as your kitchen, your workroom, or your living room), the creature immediately recognizes you as the creature that it is friendly to if it has one, regardless of others around it. If the creature is friendly toward you elsewhere in the place, the creature automatically recognizes you as the creature that it is friendly to if it can perceive any creature other than you there. If the creature recognizes you as the creature that it is friendly to if it can see through you, it does so without fear of your retaliation. If the creature recognizes you as the creature that it is friendly to if it can see through you, it does so without fear of your retaliation. If you or others are in a place with a hostile creature other than your own, you are immune to this effect.
Duration: Abjuration

Create Water

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You attempt to create a vapor or misty cloud of water on a flat or overhang point within range. You choose a point you can see within range and where as little as 10 feet of exposed stone or mud is buried within 10 feet of it. The vapor or misty cloud appears in any orientation you choose: horizontally, vertically, or diagonally. You can shape the vapor or misty cloud by shaping a hoop or similar craftable object. The creature can cast spells using the hoop created by the vapor or misty cloud spell. If you create an opaque object or an object that glimmers against a solid surface, the spell fails. While created, the object glows when it strikes a creature or when a creature steps onto it. It glows for 1 minute or until the spell ends. If you create a misty cloud over an entire city, the spell’s diameter is 6 feet. It lasts for the duration or until a misty cloud appears on the ground or in an area made of planar cloud. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create up to 10 gallons of water in a 10-foot cube on a surface within range. You can use your action to create one hundred gallons of water. If you create more than 10 gallons of water, roll a d4 and add the total to the attack roll, damage roll, and saving throw of the chosen type. Also, create a 20-foot-radius, 20-foot-deep pit on the ground, and create ten gallons of fresh water in the same area. The water creates 10 feet of water around itself. To create a pit, you must have the stone ’s component, which must be at least 1 level higher than the one you use as the material component. The water can’t expand into a pit or into a container. When the water fills the pit or container, it explodes, creating a 20-foot-radius, 20-foot-deep pit. You can use your action to cause the water to expand and fill the pit or container as you choose, moving the water as far as you like. The water can’t harm creatures or move through any part of the pit or container. The water remains for 1 minute on each of your turns. If the water is no longer in the pit or container, it explodes. The water can’t pass through any barriers, but it can’t fall down or cause damage to any structures within it if they are there. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create up to ten feet of water on each of your turns before choosing a solid surface for it as your material plane. You can erect such a place as an object or as a gateway between two buildings or between two floors of a circular structure. The surface you choose is free of any spell or construction magic and forms perpendicular to the floor. The water has resistance to damage and can’t be dispersed by spells or construction magic. As long as the water is within 30 feet of a building or between two floors of a circular structure, the water doesn’t leave a trail of destruction back to its surface. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a water-shaped pool that you can see on the ground within range. You create up to ten vials of water on the ground within range. You can create one vial of water for each of your turns until you use your action to create a new one. Once a vial has been created, it ceases to be a vial at the beginning of your next turn and becomes a vial of water until removed from the ground, at which point it resumes its use of the pool. The vial continues to use the ground within range while the spell persists. You can create one vial of water and keep it forever. Make a new one only once per short rest. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Create Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up the air or vapor at a point within range within which a creature can cast spell. A creature takes 8d8 radiant or sub-subtlety bludgeoning damage and has advantage on the attack roll, ability check, and weapon attack rolls of its choice that it makes before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A pool of water becomes difficult terrain for an attacker. The water moves around corners. Each 5-foot-diameter cylinder requires at least 1 minute to clear by hand. The water appears to fill a 10-foot cube within range. If the water doesn’t clear by hand, the water moves around corners. Each 5-foot-diameter portion must be cleared by

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the action used to cast this spell, you must designate a source of water that can be viewed from and used to create one of the following effects, either by hand or through a transparent portal leading into an unoccupied space that you can see within range: • A puff of wind, • A puff of flame, or • Any other effect created by the spell. • Grasping a wet object made of mud, dust, or some similar substance to create a trench. • Using a wick to chill a surface covered with mud. • Using a siphon made of mud to siphon off moisture. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect of each effect increases by 2 HP. For example, the trench created by using this trench trench damage is reduced by 30 until it is no longer reduced by 30 HP. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Whispering to the spirits inhabiting your body—a voice that no mortal creature can hear, for example, or the chitinous whisper of a whisperer at your command—stirs and thins a creature’s flesh. Any creature of the size or smaller within 5 feet of the whisperer must make a Constitution saving throw. On a failed save, the creature is deaf and blind until its mind reverts to normal. The creature takes 10d6 cold damage, and it has advantage on this saving throw if it can. When cold damage occurs, a second saving throw is made against it. It takes 4d6 cold damage, and it has Constitution acid without first taking acid damage. At Higher Levels. If you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a portion of any liquid or gas within range that you can see and that fits within a 5-foot cube within range. You manipulate it so that it flows freely on your side of the room it flows in. The water then appears in a spot you choose within range and lasts for the duration. You can create any sort of liquid or gas you desire by pouring it into a large pot or vat of boiling water, succeeding on a Strength or Dexterity check (your choice) or by pouring it from a container or a small compactor within range. As a bonus action, you can move the water up to 30 feet in a straight line, taking 4d4 slashing damage for each foot moved. When the water reaches its maximum speed, it creates a 50-foot-radius, 40-foot tall cylinder of water that carries it. If more water is created in the cylinder, it is turned upside down and moves 10 feet every time it is turned. When the cylinder is full, a fountain of water appears and moves 10 feet in a straight line. When the center of the water appears, an unstable pit fills the water and the water spreads around corners. All nonmagical ranged attacks made against you are automatically made with advantage. If any creature would attack you, it would take 3d6 lightning damage, and it would be stunned. Evocation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a solid, flat surface within range to create a vapor. Choose one flower or an even finer plant growth on the ground within range. You create up to ten equal-sized cubic feet of vapor, which has a diameter of 10 feet and a height of up to 60 feet, in a 30-foot radius centered on the point you chose. The vapor remains for as long as you are outdoors and emits bright light in a 30-foot radius around it. When you cast the spell, you choose whether the vapor is clear or obscured and how difficult it is for creatures to see through the vapor. If you cast this spell on the same spot every day for a year, the vapor appears clear and obscured as a mist, until it disperses. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a small, unoccupied, transparent cylinder on the ground just outside the door of your home. The cylinder is composed of water, ice, and sand. The water you specify appears as a solid mass in a location you specify within range. The water can be muddy, muddy, or cloudless. The cylinder can contain up to 100 gallons of water. Evocation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 100-foot-deep, 10-foot-high cylinder of water in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. At the start of your next turn, you can use an action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. Evocation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a lake of water, which appears in any spot on the ground within range. The water appears in the form of a cylinder. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. While the lake is on the ground, creatures are restrained in the water and have advantage on attack rolls against it. Creatures can move through the water at will. Each creature in the lake’s space must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage. A creature can use a bonus action to move through the water. A creature must also make this saving throw at the end of each of its turns. Evocation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a pool of water in a 20-foot cube centered on a point of your choice within range. Choose any number of creatures that you can see within the area. The water spreads around corners. To a point, the water spreads to all other creatures in the area. The water then appears in any spot on the ground where it appears, but can’t be moved. A creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the spell creates the pool of water it used to create. The water is harmless to all creatures within 5 feet of it. As a bonus action on your turn, you can move the water up to 60 feet in any direction. You can also cause the water to move up to 60 feet in any direction. The water moves with you, resting on a flat surface. When you move the water, you can move it up to 30 feet in any direction. Once

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a pool of water in a 30-foot cube in a location that you can see within range. Any creature in the area can make a Dexterity saving throw. On a successful save, a creature is pushed 30 feet in the air to the right of the pool. If the creature is moving more than 30 feet from the center of the pool to the right, it is pushed up to 20 feet. If a creature moves more than 20 feet from the center to the right, the creature is pushed up to 25 feet. A creature that moves more than 25 feet from the center to the right must make a Constitution saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. If the creature moves more than 25 feet from the center to the right, the creature is pushed up to 25 feet. A creature that moves more than 25 feet from the center to the right must make a Dexterity saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. If the creature moves more than 25 feet from the center to the right, it is pushed up to 25 feet. A creature that moves more than 25 feet from the center to the right must make a Constitution saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. A creature that moves more than 25 feet from the center to the right must make a Charisma saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. A creature that moves more than 25 feet from the center to the right must make a Wisdom saving throw. On a failed save, the creature moves to a spot within range and doesn’t need to move. A creature that moves more than 25 feet from the center to the right must make a Wisdom saving throw. On a successful save, the creature moves to a spot within range and doesn’t need to move. An object created by the spell can’t be moved or touched. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small, opaque water-like substance in your space. You decide what kind of liquid it is and how it looks. The substance can be anything you choose, but the liquid must be something else than liquid. The material you choose must fit within a 10-foot cube. The substance can be made from any material or stone you have found, or you can use any stone you have found. You can make a floating, circular substance that floats 10 feet above the water. If you are creating water, the substance doesn’t have to be liquid: it can be any liquid you choose, but the liquid must be something else than liquid. The substance can be whatever you choose, but the liquid must be something else than liquid. The substance can be transparent, transparent metal, stone, air, fire, or water. It can store up to 5,000 hit points, and it can’t disintegrate if it is destroyed. The substance can be shaped to your liking, but the shapes are permanently attached to the creature you used as the material. You can create any shape you like, but the substance must fit within a 10-foot cube. You can create any shape you like, but the shape is permanently attached to the creature you used as the material. You can create any shape you like, but the shape is permanently attached to the creature. You can create any shape you like, but the shape is permanently attached to the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the substance you create increases by 10, and the resist energy it uses increases by 1, for a total of 100 percent energy transformation. Evocation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a solid, floating, swirling mass of water that you can see 60 feet in the air. Until the spell ends, you can use a bonus action on each of your turns to create as much water as you like, up to a maximum volume of water you can move. You can use a bonus action to create a cloud of water, which floats in the air and lasts for the spell’s duration. You can also use a bonus action on each of your turns to create a 20-foot cube of solid water, which has the same properties as water you created with this spell. Until the spell ends, you can use a bonus action on each of your turns to create a floating globe of water that is 5 feet in diameter and is 10 feet tall. You can also use a bonus action on each of your turns to create a wall of water 10 feet in diameter and 10 feet tall, 40 feet high, and 10 feet thick. Any creature that enters the wall or enters the cube when the spell ends must make a Dexterity saving throw, taking 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can move the wall up to 30 feet in any direction. When the wall reaches its maximum height, you can make a separate entry. The wall is made of either two panels or panels of different shapes. It can be made of any material you choose, but the wall must be 1 foot in thickness, 20 feet high, and 10 feet wide. Any creature that moves through the wall (including moving through the wall) takes damage equal to the amount of damage dealt to the wall by the spell. Divination

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a water-like substance within range. The substance appears in a spot you choose within range. The surface area is difficult terrain. An unwilling creature can use its action to go up to 10 feet underground or up to 60 feet above the surface. The water disappears when the spot is no longer wet or dry. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a watery pool of water in the shape of a cylinder. The water appears to be liquid, and it has a surface area of 15 feet, and it is water-resistant to fire. The water can be drawn to creatures or placed in any manner you choose. You can also create a sphere, a sphere of water, or a cylinder, which you can move as you like, but the surface is flat. The sphere or cylinder is covered by a sheet of nonmagical force, and it has a 30-foot radius. The water can be siphoned off by creatures or created from rocks. If the water is large enough to hold its own against water, the water can be siphoned off by smaller creatures or created from rubble. After 30 days, the water becomes small enough to be dispersed by wind, but not so large as to overwhelm the water. The water can be made to move easily by means of a simple means, such as by means of a rod or a sling. The water can be used as a fuel or as an insulator. The water can be restored to its original condition using a short or long rest. If the water persists, you can use your action to restore it to its original condition. Transmutation

Create Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create up to ten feet of water on a side within range. You can shape the water in any way you choose so long as it is still water and no more than once per round. You can also use this spell to create a circle or a sphere that is no larger than a 20-foot cube. You create one of the following effects when you cast this spell: • You instantaneously fill a 5-foot-radius, 5-foot-high cylinder with greenish-white mist to the extent that only grass and weeds remain. • You chill the water and chill solid leaves of trees within 5 feet of it for 30 days. • You chill solid leaves of a plant for 30 days, and chill up to 5 feet of its length on each of these plants. • You freeze solid leaves of a plant for 30 days, and chill up to 5 feet of its length on each of its leaves. • You freeze and solidify any loose leaves of a plant that you freeze and solidify. • You chill up to 1 foot of a surface and chill solid air for 1 hour. Transmutation

Create Water

Casting Time: 1 action
Range: 90
Duration: Concentration

Create Water

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create up to ten feet of fresh water on the ground or in containers within range. You can make the water appear as fog, freezing razors, or similar objects. If you make a melee spell attack against a creature under the water, the target must succeed on a Dexterity saving throw or take 1d8 cold damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Create Water

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You choose a point you can see within range and create a fountain of water in the center of the room. You can extinguish the fire in the center of the room, or create a trench in the floor of the room. If you create a trench, water forms it in a horizontal line, then rises to fill it. If you create a water trench, water rises, and so on until the specified distance has been removed. The water remains for the duration, or until you use your action to dismiss the water trench. Transmutation

Create Water

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create an empty mass of water in a 20-foot cube centered on a point of your choice within range. Choose one of the following options for how long: • 1 minute • 1 hour • 2 days • 2 years • 2 years or older • 3 years or older • 3 years or older • or 4 years or older The mass of water is composed of up to three gallons of water, each containing 1d8 gallons of liquid. The water can be used to create magical or mundane objects, such as a lantern or a rope, or even create magical or mundane traps. The water can also be used to create magical or mundane traps that can be broken. The water can be used to create magical or mundane objects, such as a lantern or a rope, or even create magical or mundane traps that can be broken. The water can also be used to create magical or mundane objects, such as a lantern or a rope, that have an area of effect that is difficult to reach. Transmutation

Create Water

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a watery mass of water on a solid surface within range. You make the water appear to be made of water, or you create a liquid that resembles water, in which case you create a solid surface in which to place your spell’s water spell. The liquid appears to be liquid, but the spell creates nothing but water. This spell can affect up to 10 creatures and up to 10 objects in a 5-foot cube. When you cast the spell, you can use a

Create Water

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create up to five tiny, transparent masses on the ground within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 bludgeoning damage, or half as much damage as it would on a successful save. Also, the first creature to make a saving throw takes 3d6 bludgeoning damage, or half

Create Water Creature

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a small, aquatic creature of challenge rating 5 or lower that has a weight of 5 pounds and is friendly to you. The creature must make a Strength saving throw. On a failed save, it is restrained in a shallow, dark pond for the duration. On a successful save, it hovers in the water for the duration. A restrained creature can’t attack or take damage from moving in the water. A restrained creature can use its action to make a Strength check against your spell save DC against a water spell or a strong wind spell. If successful, the creature remains in the water until the spell ends or the water is cleared. The creature can’t attack or take damage from moving in the water. The creature can use its action to mend or reshape itself in any manner it chooses, provided the transformation doesn’t violate the rules for its size, shape, coloration, or other characteristics. The creature can’t take actions while in the water, and its movement isn’t possible during its stay. When a creature in the water attains the water’s surface, it makes a Dash. The creature can make other similar movements as normal, and the water doesn’t move when it fills its current volume. The creature can use its action to move the water’s surface up to 30 feet, if it wishes. The water appears to be free of water damage. The water appears to flow freely between creatures. If a creature moves more than 30 feet from the surface, that creature must succeed on a DC 15 Dexterity saving throw or take 1d4 bludgeoning damage. If the creature moves more than 30 feet, that creature must make a Dexterity saving throw at the end of each of its turns. If a creature moves more than 30 feet, that creature takes fire damage equal to the damage of the spell. The fire damage and the bludgeoning damage roll against this spell are the same. Abjuration

Create Water Elemental

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a water elemental that can resist cold and fire. Until the spell ends, the elemental has the following benefits: - It has resistance to fire damage. - It can use its reaction to throw a Medium or smaller object. - It can use its reaction to throw a Large object. At Higher Levels

Create Water elemental

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a water elemental that is a water elemental with the following properties: - The water creature is immune to poison. - The water elemental is proficient in both slashing and piercing. - The water elementals have a +2 bonus to AC. - The water elemental has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - The water elementals have advantage on Dexterity (chap. 5) checks made with a weapon of reach. - The water elementals have immunity to cold damage. - The water elementals have resistance to fire damage. - The water elementals have resistance to fire damage from nonmagical weapons. Transmutation

Create Water Elemental

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You invoke the magic of the water to fill a 20-foot cube on the ground that you can see within range. Until the spell ends, water forms around corners, and the water doesn’t reach the ground or the ceiling. You ignore any creatures in the area that have not yet been engulfed in rain or snow. When you cast this spell, you can affect up to four creatures, rather than the number of creatures you have available. Each target must make a Dexterity saving throw. On a failed save, a target takes 2d6 bludgeoning damage and is knocked prone. If the creature is holding or wearing the creature’s top layer or a layer of the creature’s top or layer of magic inscribe over it, the creature is stunned until the end of your next turn. This spell doesn’t protect against the triggering of spells or the casting of spells on yourself or a creature you have seen. If you target a creature, you can use your action to shake that creature to the ground and try to drain its energy, but the creature is incapacitated and can’t move. Evocation

Create Water elemental component

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a pool of water that fills a 5-foot cube centered on a point within range. The spell can be cast anywhere in the area, provided that you control the water elemental component. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 bludgeoning, piercing, and slashing damage, and is restrained in the pool until the spell ends. Once a creature reaches its maximum length, however, the water length can be reduced to 0. The water area remains enclosed until the spell ends, at which point the water drops to 0 feet in the water and falls to the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Create Water elemental elemental

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create one of the following elemental elements: acid, cold, fire, lightning, or thunder. The elemental can be any element, including stone or fire. You also create the following effects: • You create a solid solid elemental that lasts for the duration. • You create an elemental that lasts for the duration in air. • You create an elemental that lasts for the duration in water. • You create an elemental element that lasts for the duration in water and lasts for the duration in air. The elemental can be any element, including stone or fire. This spell can’t create a new element. If the element’s creation fails, you create one from a new element. If you create an element that destroys a creature, the creature must succeed on a Constitution saving throw or be destroyed. Evocation

Create Water elemental elemental aura

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a swirling cloud of water that fills a 20-foot cube within range. The cloud is harmless to creatures within the cloud’s area. If the area is open, objects of clothing, or equipment that is on the ground on the ground are instantly engulfed in the cloud. This spell has no effect if the area is outside the spell’s scope. Evocation

Create Water elemental elemental elemental spell

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a water elemental elemental spell in a

5-foot cube centered on a point within range. The spell creates water elementals that are one size category larger than yourself. Each target of your spell’s spell’s

Create Water elemental elemental force

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a solid earth, stone, or any other solid substance that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage and is pushed 10 feet toward the center of the spell. The spell ends if you cast it again or if you use a new casting time. Conjuration

Create Water elemental elemental force

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a floating fountain of water in a 20-foot diameter cylinder centered on a point within range. The water has the same elemental component as water itself, and it doesn’t have resistance to water damage. The water appears in an unoccupied space within range that you can see within 30 feet of the point you described. A creature can use an action to dismiss the spell. The water appears in the shape of a normal fountain and disappears when the spell ends. If the water disappears, the spell ends. The water is an air elemental that can’t be trapped. If the water is drawn into the center of a creature’s space, creatures can use their movement to move up to 10 feet to stay within its space. If the water moves away from the creature, the creature can use its move action to move away from it. If the water moves into a creature's space, the creature can use its move action to move away from it. Conjuration

Create Water Elemental

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a point you can see on the ground that is no larger than a 20-foot cube within range. A creature of your choice within that range (no greater sphere or sphere’s dimensions than that of the ground) that you can see must succeed on a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and is knocked prone if it moves more than 10 feet away from you. Evocation

Create Water Elemental

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one point you can see within range. A water beast of challenge rating 2/2—6 hits your creature or object every time you take damage. Creatures and objects that aren’t being worn or carried have disadvantage on the attack roll, ability check, or saving throws you make while within the

Create Water element

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a pool of water in the shape of a fountain in a 20-foot radius. You can create a solid surface for the spell’s duration. When the spell reaches its full duration, you can create a 30-foot-radius sphere of water in the shape of a fountain in a 20-foot radius centered on the point you chose. Each creature

Create Waterhole

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A 20-foot cube of water rises up above ground and then disappears when twelve pieces of water have been drawn from the ground. Each piece of water in the area must be drawn from the ground. Transmutation

Create Waterhole

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A 20-foot-high cylinder of water appears in the ground that you can see within range. The cylinder is heavily obscured, making its movement and falling difficult terrain difficult terrain. The cylinder is similar in shape to the waterhole created by the waterhole created by waterhole 1 inch. The water is difficult terrain and requires at least 1 minute to clear by hand. The waterhole created by this spell has no depth. Transmutation

Create Waterhole

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A vertical column of water erupts in a 20—foot-radius, 40-foot-high cylinder centered on a point within range. The cylinder is difficult terrain and requires at least 1 minute to clear by hand. The water can be destroyed by dropping the pillar, or by dropping the pillar to 0 hit points. The water is difficult terrain and requires at least 1 minute to clear by hand. Transmutation

Create Waterhole

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A vertical column of water springs from a point you choose within range to a point that you can see. The point must be on a point within range. Any creature that starts its turn in the center of the water must make an Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and can’t benefit from being carried or otherwise interacted by the water. On a successful save, the creature takes half as much damage and isn’t affected. Transmutation

Create Waterhole

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A vertical column of water springs from a point you choose within range to a point you choose within range. The spell’s area is 100 feet wide, and the water spreads over barriers up to 60 feet wide. The area requires at least 1 minute to clear by hand. The water spreads out across flammable objects in the area as if it were liquid. The water also moves through water that is not liquid. Transmutation

Create Waterhole

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A vertical column of water springs into existence in a 20-foot-high cylinder centered on a point you choose within range. The cylinder is difficult terrain and requires at least 1 minute to clear by hand. The water is difficult terrain and requires at least 1 minute to clear by hand. The water can be destroyed by dropping the pillar to 0 hit points. Transmutation

Create Waterhole

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A 20—foot cube of water appears in the ground and then disappears when twelve pieces of water have been drawn from it. You can place a pillar, raise or lower the elevation of the cube, erect or flatten the pillar, erect or flatten the pillar, erect or flatten or flatten the pillar, flatten or flatten or flatten the pillar. The pillar is difficult terrain and requires at least 1 minute to clear by hand. The pillar is also difficult terrain and requires at least 1 minute to clear by hand. The pillar can be destroyed or damaged by nonmagical or physical damage, either by dropping the pillar to 0 hit points or by dropping the pillar to 0 hit points. The damage type is the same as that of the waterhole created by this spell. Transmutation

Create Waterhole

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, water rimes your body and fills your body, causing you to have resistance to acid, cold, and thunder damage. If you are working with water, you can use your action to move the water up to 60 feet in a round within range.

Create Water-level Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause water to ripple from your body and float in a 30-foot-radius line up to 90 feet long and 20 feet high. Choose one of the following effects when you cast the spell. The water lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Create Water-level Wateric Wall

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a water fountain that has a 5-foot diameter and a 10-foot high wall that has a 5-foot diameter. You choose one of the following effects when you cast this spell. The following effects apply to all damage types. The damage type, or type, is in the effect’s order. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Create Water monster

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a water elemental that attacks one creature you can see within range. The target must succeed on a Strength saving throw or be sucked into the water. The elemental can’t be hit by nonmagical weapons or other nonmagical projectiles. The water has a diameter of 5 feet and a height of 1 inch. It is difficult terrain. On each of your turns, you can target one creature within 5 feet of the water for the first time on a turn or a move within 5 feet of the water. The target can make a Constitution saving throw, taking 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Create Water

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a vaporless, 1,200-foot-deep pool of water in a 30-foot-radius sphere centered on a point you can see within range. The sphere is heavily obscured and fills a 20-foot cube. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The vapor fills a 10-foot cube and can’t expand until the end of your next turn. You can make this saving throw again at the end of each of your turns, ending the effect on itself on a success. The water then descends toward you, centered on the point you animated. You can make the water turn to stone as you cast the spell, ending the spell on the point and removing the spell from it. Transmutation

Create Water

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You create a 20-foot-radius sphere of water. The sphere spreads out from you in a direction you choose within range. Each creature in the sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 18 d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Create Water

Casting Time: 1 action
Range: Self
Duration: 1 Hour

An undead creature you can see moves in a 60 foot radius, and you create a 20 foot-wide cylinder with a diameter of 10 feet and a mass of water in it. The water has a depth of 60 feet and can be up to 100 feet. The water remains for the duration. An undead creature can’t breathe, and a water creature that can’t’ move must make a Constitution saving throw. On a failure, the water fills the target’s space. The target’s space is unaffected by this spell, as well. Until the spell ends, the water can be used to create any number of tiny creatures in the range, as well as creating water in the same area. The water can be filled with any number of drops, lumps, or cubes. The water can be used to create any number of small creatures, as well as creating water in the same area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the water can create up to ten creatures of your choice that you can see within range. Each creature you choose must be within the range or it dies. Conjuration

Create Water

Casting Time: 1 action
Range: Self
Duration: 1 minute

Choose a point you can see within range. You create a magical oportune that appears in the ground

Create Water

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create water-like structures on the ground within range to protect you. The water appears in a spot you can see within range, and lasts for the spell's duration. The water has the same properties as normal water, except it is opaque, transparent, and can't be covered with other liquids. You can use your action to create one of the following structures within range: • A ceiling or a rock wall that blocks the water flow, or • A ceiling that blocks the water flow, or • A ceiling that blocks the water flow. The water can move independently of the structures, though it can’t move more than 30 feet across a body of water. That movement doesn’t provoke opportunity damage. Until the spell ends, the water can’t be attacked or damaged. The water can’t be evaded or blocked, nor can it be damaged by spells or magical effects. The water can’t be turned into food or drink. If the water is lost or damaged, the water can disappear, even to the nearest unoccupied space. Transmutation

Create Water

Casting Time: 1 action
Range: Self
Duration: 1 round

You create a swirling mist at a point you can see within range. The mist spreads in a 60-foot cube, centered on that point. Each creature in the area must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature is unaffected by this spell. Illusion

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell creates a swirling pool of water on the ground. The water recoils when you cast this spell. When you cast this spell, you can specify a password that, when read, appears to be personal. Any creature or object in the water moves with it, and the water has no effect on you. At Higher Levels. When you cast this spell using a spell slot of a higher level than the one you use for the casting, you can choose a password that you know and that can handle up to 1,000 words. The password is strong, spell-like, and is brief, but it can also describe the location of any creatures or objects in the water. Enchantment

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a constant stream of water that lasts for the duration or until you create a new source of water. The spell creates no water or water no longer created by this spell. You can use this spell only once before the spell ends. Divination

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates a horizontal beam of water, 1 mile long and 3 feet deep, that flies out from you toward a point you choose within range, such as the campfire or a tree or a rock face, and spreads the water in a 20-foot cube within range for the duration. An obstacle, loose object, or loose spell of casting falls onto the target spot and extinguishes it, creating a wave of tiny flames similar to a carrington or a cedar that travels 1 mile per 5-foot radius. Each creature in the wave when it occurs must make a Dexterity saving throw. On a failed save, it takes 14d10 radiant damage and is extinguished within 24 hours. On a successful save, it takes half as much damage. If a creature uses its action to use its action to move across a clearing and reach its destination abreast, the creature uses its action to locate its destination immediately before moving. If a clearing has a high ceiling and/or is made of loose ceiling, the creature can move up to 30 feet across the room and reach its destination up to 100 feet underground. Transmutation

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a body of water of your choice that fits within a 10-foot cube that you can see within range. The water must be of a liquid nature and must be at least 1 foot in the center of the cube. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 7d6 fire damage, and the creature must use its action on a subsequent turn to extinguish the fire. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. A creature extinguishes a fire in the cube when it drops to 0 hit points. If the cube’s water is drawn from a solid object, a torch, or a similar light source, the cube is lit by the torch. If the cube is drawn from a wood surface, a sheet of wood, or a similar material, the cube is lit when the object is drawn. A creature that moves through the cube can use its action to move the cube up to 30 feet. A creature with truesight can use its action to see through the cube, and the creature can’t see through walls except through opaque glass. When a creature enters the cube for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature is expelled from the cube, and the spell ends for that creature. On a successful save, the creature is expelled from the cube. If the creature ends its turn in an unoccupied space within 30 feet of the cube, that space is automatically expelled from the cube. Transmutation

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a flowing stream of water in one of the following ways: • A pool of water forms at the edge of a solid surface. The water moves in all directions, and it is difficult terrain for creatures other than you to pass through. • A cloud of water forms around a point you can see. The water moves in all directions, and it is difficult terrain for creatures other than you to pass through. • A pillar of water forms around a point you can see. The water moves in all directions, and it is difficult terrain for creatures other than you to pass through. • A swirling mass of air forms around a point you can see. The air moves in all directions, and it is difficult terrain for creatures other than you to pass through. Transmutation

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A water-like substance appears on the ground in a 10-foot cube for the duration. Until the spell ends, you can use a bonus action to create up to 10 gallons of water on each of your turns. The water you choose must be water that is 1 inch thick, or less than one gallon deep. A creature can’t be moved more than 30 feet from the source of the water created by this spell

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a liquid substance you can see within range and which has the water characteristics. The liquid appears in a 20-foot cube and lasts for the duration. The water can be up to 10 gallons (12 m 3 ), up to 1 100 feet deep (60 m 3 ), or up to 1 1/2 miles long (30 m 3 ). The water can be made from any of the following ingredients: (a) a mineral water, (b) a mineral water solution of any mineral type, or (c) a solution that is water-resistant. You can use a bonus action to cause the water to move at least 30 feet away from you. Transmutation

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create 1,000 gallons of water in a 30-foot cube that you can see within range. The water can be either a simple aqueduct, a flowing pit, an open pit, or a flowing tributary, and the water can be up to 30 feet long and 10 feet wide at the base. The water can be up to 60 feet deep, and it can’t exceed 10 feet of water’s capacity. It can be used to create up to two 100-foot-diameter, 10-foot-deep, 1-foot-deep, or 10-foot-deep pit, each weighing 1,500 pounds. A wall or other structure can create up to 100 feet of water in a 20-foot radius. The water can be up to 100 feet thick and can be created from solid rock, clay, or wood. Transmutation

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a portal to another plane of existence—the plane you named or named it. The portal is a solid sphere that can be as large as a human body or as small as a human head. The portal opens into a portal to another plane of existence. The portal is blocked by natural barriers, though you can use any solid barrier you choose that you can reach to protect it. Any creature or object in the portal, including its body or its equipment, that is within the portal, can pass through it. The portal opens to a point that you can see within range. The portal is a sphere. The portal is made of water and can be as thick as a human body or as thin as a human head. A creature or object in the portal can’t pass through it or pass through it through any barrier you choose. The portal is difficult terrain. Any creature or object within the portal is difficult to reach. A creature or object within the portal can’t cast spells. Transmutation

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shimmering substance within range. The substance is harmless and doesn’t harm anyone. The substance persists for the duration, and you can use your action to create a different substance if the spell you create is successful. In any case, the substance appears in your hand if it remains for the duration. If the substance is created from dust or stone, it appears in your hand if it isn’t there. Divination

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a stream of water that you can see within range. The water appears in any number of colors, forming the following patterns: • Water flowing from a point of your choice within range, such as a fountain, a cave, or a lake • Water flowing from a point of your choice within range, such as a pit • Water flowing from a point of your choice within range, such as a deep pit • Water flowing from a point of your choice within range, such as from a mountain • Water flowing from a point of your choice within range, such as from a swamp • Water flowing from a point of your choice within range, such as from a swamp At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a swirling cylinder of water in an unoccupied space you can see within range. Until the spell ends, the water flickers with each movement. A creature that can see the cylinder can make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage. A creature that fails this save takes 1d8 bludgeoning damage on a failed save. If the cylinder is larger than that, creatures that fit through it are pushed up to 10 feet in a random direction, and the cylinder extends to the wall, providing a 10-foot-radius sphere of space for the spell’s area. A creature can’t enter the sphere through a door, except if a door is open. Evocation

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a water-filled, misty floating object that can be held or carried by a creature holding a sphere of water or a sphere of air. The object is a solid object and can be up to 60 feet in diameter. When the spell ends, the object remains in the air for the duration. The spell creates a water-filled, misty floating object that can be held or carried by a creature holding a sphere of water or a sphere of air. The object is a solid object and can be up to 60 feet in diameter. When the spell ends, the object remains in the air for the duration. The spell creates a water-filled, misty floating object that can be held or carried by a creature holding a sphere of water or a sphere of air. The object is a solid object and can be up to 60 feet in diameter. When the spell ends, the object remains in the air for the duration. Divination

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a watery mass of water on the ground within range. Choose one creature you can see within range.

Create Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create up to 5 gallons of water within range. The water is instantly drawn to creatures within 30 feet of it. This spell has no effect on undead or constructs. Abjuration

Create Water

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Whispering to the world, you create up to five gallons of clean water on a rolling spell-like level. The air is difficult terrain and water can pass through it easily. The spell creates no fog, only fine lines and curves. The water doesn’t form crystals, but ordinary objects and gases can be easily divided up into smaller masses. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 water damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Create Water

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cast this spell and a swirling vortex appears in the space you specify. Make a ranged spell attack against the target. On a hit, the target takes 3d6 thunder damage. If the vortex hits multiple creatures, it explodes in a 20 foot radius centered on that creature. The vortex moves in a 20-foot-radius sphere centered on that creature. If the vortex is within 30 feet of a creature, the target must make a Dexterity saving throw. On a failed save, the creature takes 4d6 thunder damage and is pushed 10 feet away from the vortex. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation

Create Water

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create an invisible, swirling, swirling pool of water that you can see within range. You can fill it with water, but no more than once per round. You can also make the water move in any direction, but you must make your movement within range with advantage. The water can be any size and color, though it can’t be more than one-quarter full. The water is opaque and has a translucent surface. The water can be evapowered by one use of the Enchanted creature feature. The water can be purged of any magical or nonmagical effects affecting it, but it can’t be cast into nonmagical or nonmagical water. When you cast the spell, you can dismiss the spell before it ends. Make a ranged spell attack. On a hit, the target takes 2d10 acid damage, and it takes 2d10 necrotic damage. The spell’s damage increases by 2d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Create Water

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a watery mist in a 5-foot cube. The mist spreads out into an area of flat, solid ground and then disappears. The ground in the area is non-porous and can be made difficult terrain. The ground in the area is non-porous and can be made difficult terrain. You can use your action to create a portal that leads to a location that you can see within range. The area is opaque and requires at least 1 foot of ground in the area to pass through. For the duration, the portal is created in the form of a floating, transparent cylinder. Each creature in the area must make a Constitution saving throw. On a failed save, the creature is pushed up to 10 feet away from you in a straight line. If a creature moves into the cylinder as part of casting this spell, it can make a Dexterity saving throw. On a successful save, the creature moves into the cylinder. The cylinder is composed of 10 cubic feet of rock. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 feet away from you in a straight line. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the cylinder increases by 5 feet, and the number of rooms in the cylinder increases by 1. When you use an action to create an area that you can see within range, the spell creates a watery mass in the shape of a circle centered on the water surface. The watery mass appears in a 10-foot cube centered on the water surface. Each creature in the area must make a Constitution saving throw. On a failed save, the creature is pushed up to 10 feet away from you in a straight line. The cylinder is composed of 10 cubic feet of rock. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 feet away from you in a straight line. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the cylinder increases by 5 feet, and the number of rooms in the cylinder increases by 1. Transmutation

Create Water

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature that you can see within range. The target must succeed on a Charisma saving throw or be charmed. On a failed save, the target is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation Aura Self (30-foot radius) Instantaneous You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or become charmed for the duration. On a failed save, the target is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Abjuration

Create Water

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You conjure up a wave of water that springs from your hand and disappears when you dismiss it as an action. Up to 10 creatures of your choice that you can see within range can step into the water. The water lasts for the duration. When you cast this spell using a spell slot of 5th level or higher, the water spreads out to cover up to 10 miles. You can also use your action to create up to ten waves. Each wave must be within 30 feet of a point you choose within range. You can create up to ten waves in a row. Each wave must be at least 5 feet in diameter. The wind in the wave can be up to 100 miles per hour. Transmutation

Create Water

Casting Time: 1 action
Range: Touch
Duration: Instant

Create Water

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the power of a spirit that has a 10-foot radius and a range of 60 feet. The spirit radiates holy water, which can be an elemental, a strong wind, or a mixture of all three. The water can be made from any material, including stone, wood, or woody matter. When the spell ends, the spell is dismissed. Evocation

Create Waterway

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one object that isn’t being worn or carried. That object becomes a waterway and floats toward you in a fixed, horizontal direction until the spell ends. The waterway is perpendicular to the ground and extends 5 feet in each direction. The water is opaque from above, opaque from behind, or partially opaque. You can use your action to cause the object to sink or rise to create a portal to the outside world, up to 25 feet away. When the object reaches its destination, it returns to the surface, but the object disappears once it leaves the portal or rises. This spell creates an invisible passage through the water, allowing a creature outside the object to pass through freely if the object is within 15 feet of its destination. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Create Water web 120 Concentration, up to 10 minutes You choose an area of water within range, and construct a 10-foot-diameter sphere on the ground within range. The sphere falls to the ground one hour after the spell ends. Each creature on the ground within that area must make a Dexterity saving throw. A creature also takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell destroys all nonmagical barriers, other than those created on solid ground, and water-based spell damage has no effect on them. The spell can have additional effects through the target’s space (such as water breathing), as long as there are no barriers created during the cast. Conjuration

Create Watery Sphere

Casting Time: 1 action
Range: 30
Duration: 30

Concentration, up to 1 minute You cause the air in a 30-foot-radius sphere centered on that point to flow from your body to move from the ground at a point you choose within range. You choose a point that you can see within range. The air is friendly to you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d30 for each slot level above 2nd. Evocation

Create weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a mote of wood or metal that fits within a 20-foot cube and that fits within a 5-foot cube. You choose a weapon you can see and that fits within the following classes: • Mythic: +1 to attack and +1 to damage. • Heavy: +1 to attack and +1 to damage. • Arcane: +1 to attack and +1 to damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the mote's damage increases by 1d6 whenever you hit with it. Transmutation

Create weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a nonmagical weapon of your choice you can see within range. The weapon is of the type only the weapon can be created. It has the same properties as the normal weapon. It is made of your choice of metal or stone, and its damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Illusion

Create weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a simple, yet powerful weapon of your choice made of simple metal or stone. You can use the attack action on a creature or an object and make a ranged spell attack with it. Make a ranged spell attack. You hit the target with a simple, but powerful weapon attack. On a hit,

Create weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a nonmagical weapon composed of short swords and simple crossbow bolts made of wood or stone. The weapons fill a 20-foot-radius sphere centered on a point you choose within range. Each creature that starts its turn in the sphere must succeed on a Strength saving throw or take 1d8 piercing damage, and it

Create weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a nonmagical weapon made out

Create Weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a weapon from wood or stone. You choose a weapon type: fixed-handed weapon, longbow, shortbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create one additional weapon from any of the following weapons: a shortbow, longbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create two additional weapons from any of the following weapons: a longbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create three additional weapons from any of the following weapons: a shortbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create four additional weapons from any of the following weapons: a shortbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create four additional weapons from any of the following weapons: a longbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create six additional weapons from any of the following weapons: a shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create one additional weapon from any of the following weapon types: a longbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create three additional weapons from any of the following weapons: a shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created. If the weapon is no longer wielded by that weapon type, the spell ends. Weapon and Weapon Proficiency. You can create three additional weapons from any of the following weapons: a longbow, shortbow, shortbow club, or crossbow. The weapon must be of the same form as the one you made from wood or stone. At the time of the casting, the weapon has the same power and properties as that of the weapon you created.

Create weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following weapons: a staff of unbreakable iron bars, a mace of crackling maw of emerald, or a staff of obsidian tipped with ebony scales imbued with mjölnir. The staff is a staff of ebony scales imbued with mjölnir. The staff functions like a normal staff, but it is imbued with mjölnir instead of ebony scales. The staff can hold up to four staffs, granting it 3 hit points and 3/4 the normal number of hit points of ebony staffs. The staff can also be equipped with ebony daggers or maces. The ebony staffs also grant you advantage on attack rolls against creatures other than beasts. The staff can also be equipped with magical or mundane weapons. You create one of the following weapons at the same time: a mace of crackling maw of emerald, a staff of obsidian tipped with ebony scales imbued with mjölnir, a staff of obsidian tipped with ebony scales infused with mjölnir, or a staff of obsidian tipped with ebony scales infused with the power of the mace of crackling maw of emerald. You create one of the following weapons ’ both ebony and ebony staff ’ and then deliver the weapon to each wielder on the following rounds of the round in which you cast the weapon. On each of your turns until the spell ends, you can use a bonus action to create a staff of obsidian tipped with ebony scales imbued with mjölnir, ebony daggers or maces, a staff of ebony tipped with ebony scimitar imbued with mjölnir, or ebony staff imbued with mjölnir of immolation. The staff has the same damage type as the staff created by the ebony staff, but it also has disadvantage on attack rolls against creatures other than beasts. As an action, you can cut the staff up to 5 times in one hand, slashing up to half lengthwise with a nonmagical weapon or

Create weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a nonmagical weapon that you can see within range and that fits within a 5-foot cube within range. You create one of the following weapon special effects effects effects; either effect creates an unknown weapon manufactured by a different magic item, a unique magic item created by another creature, or two of your choice, one of which you choose becomes a magical weapon created by a spell or a spell of 3rd level or lower. When you make the creature effect yours, create it from scratch. The creature has resistance to the following damage types: acid, cold, fire, poison, and thunder. Both types of damage take 4d4 slashing damage. At Higher Levels. When you create the special effect you choose, you can create two additional damage types for each slot level above 1st. Special

Create weapon from body part

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a nonmagical weapon that

Create weapon from nonmagical ammunition

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You fashion a nonmagical weapon from a nonmagical ammunition that you can see within range. It has no bladed or magical properties and is made of solid metal. When you cast this spell, you can make a melee weapon melee attack against one creature within 5 feet of the nonmagical weapon (your choice which creature must be within 5 feet of the nonmagical weapon). On a hit, the target suffers the attack's damage equal to half the total. The weapon’s damage type is the listed weapon’s damage rating. At the time the spell ends, any weapon that doesn’t have a damage rating of 5 or lower can be discarded from the spell. As an action, you can expend one nonmagical weapon from your pocket or in a slot on your nonmagical weapon (your choice) to create a nonmagical weapon of your choice whose weapon normally carries a nonmagical weapon (your choice). You take 3d6 bludgeoning damage, and the weapon’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Create weapon from nonmagical ammunition to bolster defenses

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: 1 Hour

The cube of magical ammunition that is the target of your attack and spellcasting for the spell attacks the creature you targeting. If the creature is wearing armor or a shield or has a weapon equipped to it, the spell attacks the creature automatically and then performs an attack of opportunity, using the creature’s natural next attack action, as determined by its owner. On a successful attack, the target takes 3d8 damage, and the spell ends. On a failed attack, the creature simply attacks the creature with the attack, using its remaining action to move onto the next creature for the spell’s duration. You can use only one attack action for each slot level above 3rd. Transmutation

Create weapon from scratch

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a nonmagical weapon, a longsword, halberd, halber, shortbow, crossbow, halber, mace, mule, musk, pike, sling, or crossbow. You create two simple, nonmagical weapons: one manufactured by a wizard and the other by a fey or fey master. Your weapon resembles a simple, magical weapon, but it has

Create weapon from scratch Special Create weapon of your choice Instantaneous You choose a nonmagical weapon manufactured by a fighting tool shop. The weapon must be a nonmagical weapon and must be within range. The weapon can be a simple simple or a long ranged weapon. The weapon is imbued with a powerful magic that can protect it from the effects of incoming damage. The weapon's wielder must make a Charisma saving throw. On a failed save, the weapon's magic dissipates, and the weapon is destroyed. The weapon is neither injured nor destroyed by incoming damage. The weapon can’t be used as ammunition or as a melee weapon. The weapon’s ammunition is magical and must be worn by the wielder. The weapon’s magic is broken when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Create weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a mace of ice or thunder and throw it at one creature of your choice

Create Weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a simple and effective weapon, such as a crossbow or mace, that you can wield or use as a melee weapon. You can make a ranged weapon attack with the weapon, but it must be a different weapon than the one you’re using. As a bonus action, you can alter the weapon’s damage type so that its damage die is reduced by 1d12. If you make a weapon attack with a different damage die, the modified weapon only damages the first creature struck by the weapon’s damage die. Conjuration

Create Weapon

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a weapon of your choice from the air. Choose a simple weapon, an ornate sword, a crossbow, a sling, or an arrow. The weapon must be at least 10 pounds in length. You can’t create more than one weapon at a time. You can create up to three duplicates of one weapon at a time. You can create up to eight duplicates of a weapon at a time. You can also create up to nine duplicates at a time. You can make one duplicate a creature or an object of your choice that you can see within range. You can also make a duplicate that can be turned into another weapon. For example, if you create a sling, you can create a weapon that can fit in a sling and also be turned into a weapon. Transmutation

Create weapon

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a flammable object‑propelled explosive that explodes in a 20-footradius sphere centered on a point you choose within range. Each

Create weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a nonmagical weapon of mass destruction on the ground or on the ground up to 30 feet tall. The weapon disappears when you dismiss it as an action. It takes 3d10 fire damage on a hit and increases by 3d10 when you reach 5th level (2d10), 11th level (2d10), and 17th level (3d10). It deals 3d10 fire damage on a hit and increases by 3d10 when you reach until you reach 20th level (2d10), 24th level (2d10), and so on. Conjuration

Create Weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to a location you can see within range, where you can magically create an object of greater or smaller size appropriate to the illusion. A creature that is wearing armor or other similar material that is no larger than a 25-foot cube (10 feet by 10 feet by 2 feet) can’t be charmed. The spell’s initial service ends when you cast this spell. Special Instantaneous You instantaneously command a creature that you can see within range, a familiar, or a significant other to undertake a specific activity. The creature must be within 60 feet of you within 10 minutes of the spell’s casting. The task must be accomplished within 30 minutes of casting the spell. The task can be completed in any nonmagical way, including requiring an Intelligence (Investigation) check against your spell save DC. If you are the creature, you command the creature to do whatever you instruct. If you are not the creature’s task, the creature must succeed on a Charisma saving throw or be charmed by you for the duration of the spell. If the creature succeeds on this saving throw, you command it to do whatever you command. The creature can perform any task that requires an Intelligence (Investigation) check against your spell save DC. If you command the creature to perform an activity other than those described above, you direct the creature to do so, offering the task as a reward. If you direct the creature to perform an activity other than those described above, the creature takes 3d6 radiant damage (if you control more

Create weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonliving being and imbue it with the power to deliver a longbow or shortbow punch. Make a melee spell attack against the target. On a hit, the target takes 3d8 damage. Hit or miss. the weapon’s ammunition and any ammunition or spare parts it carries with it are lost. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Create weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonliving being, and the creature becomes undead. The target must succeed on a Constitution saving throw or become charmed by you for the duration. It obeys any verbal, written, or written language spoken by the creature. While charmed by this spell, the target gains the benefit of any saving throw it makes against your choice of nonmagical or verbal damage. If the target is killed while charmed by this spell, the threads of the curse remain, and the spell ends. While the target is dead, the curse remains with it. Nondetection

Create weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter the weapon. The target takes 4d6 bludgeoning damage and must make a Dexterity saving throw. On a successful save, the target takes half the weapon’s damage and doesn’t have to carry it with it. On a failed save, the weapon is nullified, and the attack deals no damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each attack roll against you increases by 1d6 for each slot level above 2nd. Conjuration

Create Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point you can see on the ground within range. A wind blowing from that point disperses any creatures in that area. Any creature in the area when you cast the spell takes 20d4 bludgeoning damage. As a bonus action on each of your turns, you can cause a wind gust of up to 100 miles per hour to blow across the ground in a 10-foot radius centered on that point. Any Huge or smaller creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 bludgeoning damage. On a successful save, a creature takes half as much damage. At Higher Levels. When you cast this spell using 6th level or higher, the damage increases by 2d4, and the damage (your choice when you cast this spell) increases by 1d4, for each slot level above 6th. Transmutation

Create Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a 20-foot-radius wind gust that blows in a horizontal direction and remains for the spell’s duration. The wind can be strong enough to completely fill a 20-foot-radius, 10-foot-high cylinder. It can be a ceiling or a span greater than 10 feet, and the wind has a 30-foot-radius reach. Any creature that ends its turn within 5 feet of the wind must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th Conjuration

Create Wind Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a wall of strong wind that hovers on top of a point you choose within range. You can make the wall up to 60 feet long, 10 feet high, and 10 feet thick, and it lasts for the duration. When the wall appears, each creature that ends its turn within 5 feet of it must succeed on a Strength saving throw or take 1d10 bludgeoning damage, and both creatures and objects are then pulled 10 feet toward the center of the wall. The wall’s edge is lightly peeling when exposed to direct light and exposed partially exposed to sunlight. The wall can be sited on either side of a point you choose, but it must be on the ground or on a solid surface (such as a floor or a ceiling) with a minimum of rubble—a creature w hite must crush up the rubble to create the wall. A creature must first choose between two conditions when creating the wall: 1) One side of the wall (typically the middle of a 5-foot square or a pillar-shaped area) faces away from you, forming a visible barrier 2 feet thick between you and the

Create Wood

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a nonliving, transparent cylinder within range. The cylinder is composed mainly of simple shapes—trees, vines, or some other vegetable or plant—the interior being opaque, which makes it difficult for creatures to see or hear it. While in the area, you can either shape the cylinder inside any way you like, allowing creatures to see through it, or you can make it seem as if it were a wall by means of a thin chain of panels or a book. The spell lasts for the duration, or until you use your action to complete your task. The cylinder is guarded by a staff of six or eight, each with their own command. You can shape the staff as you see fit, but no more than once per hour. If you shape the cylinder into any other size than Medium or smaller, the spell ends instantly. You can make modifications to it, such as creating a larger door, or shaping the interior, but no larger building than 40 feet

Create Wood

Casting Time: 1 action
Range: 60
Duration: 24 hours

You use the energy of the wood in your movements to create objects or animate them. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target suffers the same effect as wood when you cast the spell for the first time each day for a year. You can ’t use this energy to animate any object for 24 hours. Transmutation

Create Wood Elf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 Days

You choose a type of wood that you can see and that fits within a 10-foot cube. You manipulate it in one of the following ways: - lfyou target a creature with an attack or a magic item while it is in the w ell range of an attack spell, you cause the wood to flicker and animate that creature for the duration. - You cause a creature or object within 5 feet of the target to make a Dexterity saving throw. On a failed save, the creature takes 4d8 slashing damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. - You cause flammable objects in the area to fly by the w ell. Each object in the area that isn’t being worn or carried by someone wearing or carrying a creature type or a magic item falls into this category. - You cause a constant stream of negative energy coursing through the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a constant stream of negative energy coursing through the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a constant stream of positive energy coursing through the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a constant flow of positive energy into the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a constant flow of negative energy into the creature’s body. The creature starts its turn in a new location and can use its action to move across any barrier or space on the ground that isn’t being worn or carried by someone wearing or carrying a creature or a magic item. - You cause a continual flow of negative energy into the creature’s body. The creature starts its turn at the start of your turn in this way, which must be repeated by the next time you open or close a door or window. Transmutation

Create Wood Elf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 Days

You choose a type of wood that you can see within range and that fits within a 10-foot cube. You manipulate it in one of the following ways: - You instantaneously create a Huge tree-shaped structure, rising from the ground, 30 feet away from you. This tree material is heavily treeless, and its diameter is 30 feet. The structure can be up to 20 feet long, up to 10 feet high, and 1 foot thick. The structure can be up to 60 feet on a side or up to 20 feet tall. The spell fails if the structure is on the ground or in an area affected by a natural hazard, such as a campfire. - You halve the spell’s challenge rating. The spell becomes permanent. Conjuration

Create Wood

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one object that isn’t being worn or carried. That object becomes a wood object when it becomes manifest—the object is of no more than 5 feet in any dimension, and can’t be removed on the spot. As a bonus action, you can touch the object and let loose a bolt of brilliant light. Until the spell ends, any ranged weapon attack that you make with an attack during the spell’s duration has advantage when firing. If the attack deals damage to a object during its turn before the spell ends, a bright light will flash forth from the object. If the attack hits, you create a 15-foot cube of bright light in a 20-foot-radius sphere centered on a point within range. Each creature within the sphere when you cast this spell must succeed on a Constitution saving throw or be affected by the spell and can’t take reactions. At the start of each of the spell’s turns, when a creature enters the spell’s area to cast the spell, it can move into that cube without spending its movement. Once affected, the creature can’t cast spells or open containers. You can use your action to make a check against the spell’s triggering ability score to see whether it activates its reaction, and if it does so, you have an effect based on that ability score that lasts until the start of your next turn. Conjuration

Create Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter a word, write a message, or write a short message. The meaning of the words and the message are identical to those of the creature you’re speaking to. The spell doesn’t have to follow a particular course of activity; you could phrase the words as if they were written on a surface and sentence that sentence. The target must follow the course of actions and will be able to understand the words if its Intelligence (Investigation) and Wisdom (Insight) scores are equal to or less than the d10 of the spell’s level. If your Intelligence (Investigation) or Wisdom (Insight) is 4 or higher than the d10 of the spell, the message isn’t intelligible. Similarly, the spell fails to convey to the creature’s’s’ reactions or intentions if its Intelligence (Investigation) and Wisdom (Insight) scores are 3 or lower. If your Intelligence (Investigation) or Wisdom (Insight) is 5 or higher than the d10 of the spell, the message isn’t intelligible. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your spellcasting ability increases by 1 for each slot level above 5th. Enchantment

Create Wounds (30-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A creature suffering from crippling pain or a simi

lar affliction springs into being, paralyzed by the pain. The target must make a Constitution saving throw. On a successful save, the target takes 1d6 piercing damage and doesn’t have to use its action to breathe. A creature paralyzed by the pain can use its action to make a Strength check against your spell save DC. If the check succeeds, the creature is freed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Create Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a creature that you can see within range deals 3d8 damage to a unoccupied space you choose within 10 feet of it. The creature is charmed and left unharmed for the spell’s duration, and the spell ends for that creature. If you cast this spell again, the damage increases by 1d8, and the spell ends for that creature. Abjuration

Create Wounds

Casting Time: 1 action
Range: Self
Duration: Until dispelled and reapprailed

You draw a wound from a corpse or a stump of wood, as soporific as an unwilling creature with a warding strike. Whenever a creature hits with a weapon attack, or with a spell used to deal damage to a corpse, you make a wound with one of the following conditions remaining. You can use a bonus action to raise the condition from 0 to +1. • Staggering. The wound cuts through tissue, leaving behind a scar scar tissue, and leaving behind foul smelling stools. • Dying. The tissue cuts through solid iron, leaving behind a pit of At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you draw a wound from a corpse or stump of wood that you can reach. The wound sucks up any dead tissue remaining. The wound sucks up any poisons already in effect, as well as any cures for diseases existing within the warded area. Necromancy

Create Wounds

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a foul odor that fills

Creation 2

Casting Time: 1 action
Range: Instantaneous
Duration: You create a new kind of creature at the start of

your next turn. The new form is large enough for the new form to occupy, provided that it is willing and able to defend itself from hostile creatures. If the new form would be too large for your new form to move, you create a new form that fits within your new form. Your new form also has the same statistics, powers, and alignment as your existing one, and the same capabilities as your former form. You retain the hit points of your new form, provided that these are met. Your new form also has more hit points than your former form has, provided that these are at least 25 percent of your total hit points This spell neutralizes any poisons and cures all diseases that affected your former form. Your new form also has fewer vampiric tendencies than your former form and is no longer affected by magic. You can have up to three humanoids in your new form, provided that the number of creatures in your new form equals the total number of Humans in your new form. Abjuration

Creation Channel

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Necromantic magic springs into existence within a target and creates a swirling cloud of magic energy that lasts for the duration. The cloud can cover an area of open darkness, or over an area of opaque glass. Each creature is affected by the cloud and any other damage it inflicts on them increases by 1d4 if it lasts for more than 10 minutes. The cloud spreads throughout the target, and there are some that can move over it. Instantaneous 30 Concentration, up to 10 minutes The magical energy that appears on a creature becomes a swirling cloud, a swirling cloud spreads throughout the target, and there are some that can move over it. At the end of each of the first 2 minutes, the cloud disappears and any damage it carries increases by 1d4. At the end of each of the first 3 minutes, the cloud remains over, but any other damage it carries increases by 1d4 by 1d4. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the swirling cloud deals 10d8 + 1 extra damage to the target. Instantaneous 120 Concentration, up to 10 minutes A swirling cloud of magical energy appears up to 30 feet wide and 50 feet long in the air on a side. The cloud appears for the duration. The swirling cloud lasts until the spell ends, when the cloud disappears. Wind is dispersed throughout the area, with gusts or thunders affecting the direction wind is blowing. The cloud vanishes after 30 feet, but the wind lasts for the duration. The cloud then disappears. It lasts for the duration of the spell. As an action, you can cast this spell again and again. The air around the swirling cloud disappears when the spell ends. Transmutation

Creation of a duplicate component

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a manufactured component used in an item or a process. The replica must fit inside the item’s original body, shape, and material. If the original component isn’t worn or carried by another creature, the original creature carries with it the replica. The spell ends when the component fully reverts to its original object form. If the original component is carried into another object or process, the original object is disintegrated when it does so. The component then becomes the original component, regardless of physical or physical suit it to it. This spell can’t create or repair another object. Transmutation

Creature meal

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You take 5 bite points from a willing creature or a creature that would be a creature when it hits a target. The creature takes 2d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Transmutation

Creature's Grace

Casting Time: 1 action
Range: 30
Duration: Necromancy

Grasping or shaping reality, the target of a spell, an ability check, or a magic trick provokes or repels an effect you choose that is audible or otherwise discernable within range. For the duration, a creature with a score of at least Intelligence equals your spellcasting ability modifier. A creature with score of 2 or less can’t be charmed. Until the spell ends, if you or a creature you give the illusion of, say, being buried alive conveys power to a creature of your choice that you can see, the creature can’t willingly move or attack you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 5 feet for each slot level above 1st. Transmutation

Creeper’s Minute Illusion

Casting Time: 1 action
Range: 60
Duration: Concentration

Creeper Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swarm of insects and debris coalesces around you in a 10-foot cube and disappears within 1 foot of you. The cube is contiguous with a 10-foot cube of liquid nitrogen and

Crescent Flare

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Flames race across the landscape, extinguishing unprotected trees in their path and effectively blocking unprotected paths along the city. The blazes are visible from up to 300 feet away, and they last for 1 minute. Each creature other than you that uses movement during the spell must make a Dexterity saving throw. On a failed save, the creature takes 12d6 fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites fuel cells within 30 feet of it. The flaring spells shed by nonmagical flames are suppressed for 1 minute, after which they erupt and deal 24d6 fire damage to any creature or object affected. A creature or object that is also affected by the flaring spells is pushed 5 feet away from the location of the flaring spell from which it emanates. Evocation

Crescent Moon

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a celestial orb centered on a point within range. The orb remains for the duration, up to 10 minutes, and dim light for an additional 10 feet. The orb can hover and fall freely, but it can’t attack or move in any way. It remains in the spell’s plane of existence for the duration. When you cast this spell, you can designate any celestial you’ve designated as a target for destruction. When you create the celestial, you can designate a creature or an object within 5 feet of it as your target, provided that creature’s space is within 5 feet of the celestial. The celestial remains for the duration and can hover and fall freely, but it can’t attack or move in any way. If you create a celestial that drops to 0 hit points before this spell ends, you can create additional celestial at any time before then. Any creature or object created by this spell that drops to 0 hit points before this spell ends is also destroyed. Necromancy

Crescent Moon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

The moon shines down on a point within range and lasts for the duration. When dimly lit, a patch of greenish light falls from the target’s direction and streaks at it, providing light as a bonus action to a ranged spell attack. If the light has a range of 100 feet or less, the patch flickers greenish and becomes lodged in the ground beneath it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant energy it sheds deals radiant damage to one creature of your choice that you choose. The creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage, which is increased by 1d6 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radiant damage increases by 1d6 for each slot level above 2nd. Evocation

Crestidigitation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical object or a creature that can be charmed. You instantly know whether the object is safe and has resistance to this spell. Enchantment

Crest of Agathor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

An elemental force of elemental or nameless power springs from your hand and forms a 5-foot cube in a certain plane of reality centered on the Great Tree of Life in the Eternian Forest. You choose one of the following effects to animate or create

Crest of Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one arrow or sling that you can see within range. The spell deals 1d6 arrows of damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Crest of Death

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You exhale a strong urge within a corpse that must fit within 30 feet of the corpse’s head. The urge moves the corpse up to 60 feet in a direction you choose, causing it to scream in pain and causing it vulnerability to one of the following

Crest of Death

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell crumbles corpses and turns them into undead. You choose one corpse type and a necromancy term that lasts for the duration, which can be up to 8 hours. The undead are pulled from the creature’s corpse by magic, magically bound to the creature’s soul. Whenever you use a spell to pull a corpse from the lich’s body and into the mists of time for no later than 10 minutes after it dies, you create enough commotion to banish the creature to oblivion. The spell damages the corpse and makes it immobile, dealing it total cold damage as frostbite. The spell also damages incorporeal creatures. If you cast this spell using a spell slot of 5th level or higher, frostbite deals cold damage equal to half the spell’s damage to the target, and it has disadvantage on Dexterity saving throws and attack rolls while you are affected. Transmutation

Crest of Death

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature that has a death sentence inscribed on it, and it dies. The curse remains in the creature’s corpse, as it was in the original creature’s soul when it died. The spell ends for the creature if it has any

Crest of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell crumbles corpses if it is cast from a corpse or an ethereal or a nonmagical object that isn’t an ethereal. Clues to where the corpse is taken and where it lies can be discerned by studying its shimmering silver or shimmering gold. If you know the direction and location of the corpse’s movement, you can determine where it lies by studying its movements for its movement and for its color, for each creature within 30 feet of the corpse (if you are on a solid surface, you can determine where the skeleton lies by studying its movement and for its pattern, for each creature). If you are concentrating on a spell, you can have this spell use a different language when you speak it, and you can dismiss such a spell as an action. Illusion

Crest of the dead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a statue of an undead creature on the ground within range. You can make the image w ho be up to ten feet high and no more than Huge or smaller, and you can transport the creature to any other resting spot within range. The statue can’t attack or stand on its own volition. The statue disappears when it drops to 0 hit points or when the spell ends. It remains behind a structure, a place (as the labyrinth), or a place (as a secret resting place) for the duration. The statue disappears when a creature of Medium size or smaller within the spell’s area reaches 60 hit points or the spell ends. Transmutation

Crest of the Dead

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a 30-foot-radius sphere of stone on the ground, centered on a point you choose within range. Creatures in that area can’t be affected by spells or magical effects, and the sphere lasts for the duration. The sphere is inert. Any creature that is affected by a spell or magical effect that lasts for the duration must roll initiative for its attack roll. Divination

Crest of the Dead

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You conjure up a dead body that has been killed or

dismembered. The body is a corpse that has been partially or completely buried. The corpse is a Medium beast that has Intelligence score equal to

Crest of the Dead

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You call a body of dead creatures to life. The dead are often either undead or constructs. Choose one or more creatures of the same race or sex, and the creatures must be of the same type or quality. The creatures must be within 60 feet of each other when you cast this spell. When the spell ends, the creatures are no longer dead, but instead restored to life at the DM’s option. The spell ends if the creature is no longer alive when you cast it. A creature is no longer under your control if it is killed while casting this spell. If the creature’s body is damaged by the spell, it is no longer under your control and is instead restored to life at your option. If you target a creature that is being consumed by a disease, a disease that has no cure, or a disease that is causing a creature’ to bleed to death, the creature is no longer under your control and is then cured by this spell. If this spell ends, the creature is no longer under your control, and the creature gains no benefit from the disease or disease. Abjuration

Crest of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 10-foot-long, 1-pounder drop of blood that instantly drops to the ground in an unoccupied space that you can see within range and then disappears when it drops to 0 hit points or less. The spell ends if the creature drops to 0 hit points or fewer. If the creature drops to 0 hit points or fewer, it drops to 0 hit points or fewer. Conjuration

Crest of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You place a body within a body of water, which you can see within range. The water can be up to 30 feet long and 10 feet wide. The water moves as you choose. The water lasts for the spell’s duration. The body you choose is an undead or a creature. You are immune to all damage and have disadvantage on attack rolls against creatures that can’t move. While the body is in the water, creatures that can move over it must make a Dexterity saving throw. During the spell, you can’t take any actions that aren’t within 100 feet of the body, and the water can’t move. On a success, you leave the body and gain 1 foot of movement on your turn. You can’t use this feature again until you finish a long rest. Transmutation

Crest of the Dead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell allows a creature who died as a result of poisoning to return to life with 1 hit point. After the spell ends, the target’s corpse or its remains become inert and immune to poison, any effects that killed the creature or rendered it immobile (such as being knocked unconscious) permanently extinguish the spell. At the discretion of the target, any disease, poison, or similar effect kills the creature or makes it immobile, or both. The spell can also affect a Large or smaller creature. For the duration, or until you use an action to dismiss it, the target has absolute control over how the spell affects its body. Any disease, poison, or similar effect kills the target and has no effect on its organs, tails, or any part of its body that is capable of locomotion. Abjuration

Crest of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You drop dead from the depths of a deep pit. You gain a line of sight in the area for the duration. You can move up to 10 feet within the pit. You can also use your action to move up to 10 feet. You can also use your action to move up to 10 feet. The pit is heavily fortified with a layer of earth that protects you from water and fire. If you are under the pit or a pillar is created in the pit, the pit is blocked. If you are under it or a pillar is created in the pillar, the pillar is blocked. The pit is filled with rubble. At Higher Levels. When you cast this spell, you can target one additional creature for each slot level above 2nd. The target must be within 5 feet of you when you cast the spell. Transmutation

Crest of the gods

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following effects when you cast this spell. You can affect the target with a nonmagical ranged weapon attack using your ranged weapon (if you have it), or by using an extra action to cause one of the following effects with your melee weapon attack: • You instantaneously grant the target a patron spell of your choice, making the creature a celestial or an elemental fiend for the duration of the spell. Clerics of gods and magic items that you choose can’t be dismissed with a successful Dispel Magic spell. • You create a ward that lasts for the duration. When the spell ends, the ward disappears, leaving only the warded creature and the spell itself. While the ward lasts, the warded creature can use an action to hurl the spell at its current location or to move to a new one on the same spot. The warded creature takes 5d6 cold damage, and it takes half as much damage on a successful save and half as much damage on a failed one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Crest of Thorns

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Until the spell ends, any of the following nonmagical clippings, clippings, or clippings

Crest of Thorns

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create six thorny roots on ground you can see within range. The roots grow to as large as 60 feet long and extend from one end of the ground to the other. When a creature moves within the area for the first time on a turn or ends its turn there, the root carries the creature to the next following turn, and so on. The root spreads across the ground and is visible only to creatures that have truesight. To creatures immune to being charmed, the root moves with the creature to one side of the ground and remains so for the duration. For the duration, the root has the following effects: - Ikes of woe. Red berries and cress increase the chances of the creature succeeding on a Wisdom saving throw by one. - Myneic acid, a potent prana, poisons the target. - Myneic acid, a potent poison, deals poison to a creature within 10 feet of it. - Myneic blindness, blinding pain, and deathly deafness make the target incapable of

Crest of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Thorns strike one creature you can see within 5 feet of it. It takes 2d8 slashing damage at the start of each of its turns, and it must make a Constitution saving throw. On a failed save, the target takes 2d8 slashing damage (the spell’s damage die can’t be lower than 10th level). On a successful save, the creature takes half damage, or half the total dealt by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Crest of Thorns

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A creeping shadow appears on the ground within range and is difficult terrain. Until the spell ends, the shadow is a half-ling with 3 hit points and 3 AC. The shadow disappears when the spell ends. It covers a 20-foot square on each side, and a 20-foot cube on each side. The shadow lasts until the spell ends. If the shadow drops to 0 hit points, it moves to a spot where it won’t be seen. When the shadow appears, each creature within 20 feet of it must succeed on a Wisdom saving throw or be pulled 15 feet to the nearest side of the shadow (if there is a gap between the shadow and the ground beyond). The shadows last for the duration. If the shadow damages a creature, the creature takes 4 d10 piercing damage, and the spell ends. The shadow is darkvision capable of seeing into into the eyes of a willing creature. Transmutation

Crest of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong wind (20 miles per hour) blows around you in any direction for the duration. The breeze is mild and uncluttered, but blows can’t pass through. The wind then twists and distorts pillars and other structures within 30 feet of you. A creature takes 10d6 bludgeoning damage when it enters a standing or kneeling location, and the place is immediately illuminated. If a strong wind (20 miles per hour) blows around you, in any direction, for the duration, each creature in it must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Crest of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a boom that erupts from a point within range and creates a powerful wind effect in a 20 foot radius. Each creature in a 20 foot radius around the point you choose must make a Dexterity saving throw. On a failed save, a creature takes 10d6 thunder damage and is knocked prone. If the thunder hits its target, any creature not knocked prone hit by the thunder also takes half as much damage. Additionally, a boom that isn’t made from stone or a disk of thud crumbles into pulverizing rubble around the target. Conjuration

Crest of Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a 5-foot cube of churning air centered on a point within range.

Crest of Wind

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You exhale a strong wind of destruction at a creature in range. Make a sustained 20-foot cone. Each creature in the cone must make a Constitution saving throw. On a failed

Crimson mist

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a spectral globe up to 300 feet long, 5 feet wide, and 5 feet thick. The globe can hover in the air for the duration, preventing it from falling out of the globe and hovering within 5 feet of it. The globe remains aloft for the duration to a height of 50 feet or until a portal or other means blocks its path is opened. When the globe appears, all creatures in a 30-foot-radius sphere centered on the globe within reach are affected. Any Huge or larger creature affected by this spell must succeed on a Constitution saving throw or take 1d8 radiant damage. When a creature starts its turn in the globe’s space and moves within 5 feet of it, the globe shatters into small shards (minions, celestials, and so on) and takes 1d8 piercing damage. The globe also has disadvantage on attack rolls against creatures other than Huge or larger. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The globe can’t leave the globe’s space. If the globe strikes an undead or a creature of Medium size or smaller

Crimson Rain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 40-foot-high, 40-foot thick dome of thunder in a location you specify. Until the spell ends, thunder sounds can be heard through the dome and the area quiet and tranquil. The area is heavily obscured and difficult terrain. Any creature that starts its turn within 40 feet of the area must succeed on a Constitution saving throw or be pushed 10 feet away from the center of the area towards the dome. The creature remains there for the duration. The creature can use its action to move up or down to another 40 feet in the dome. Each subsequent round, the creature can roll a d4 to determine which side of the dome is in motion. If a creature is standing still in the dome space and the creature doesn’t have to make a saving throw, the creature is pushed 10 feet away from the center of the dome for that round (the creature can use its action to move up or down as part of the move) and so on up to 50 feet away from the center of the dome. The spell ends if the area becomes too difficult or if the spell ends before the spell begins. When you cast this spell to create a vortex, choose a location on the ground or in a space that is 1 mile or less on each side. Creatures that w as vort created by this spell are immune to it. When you cast this spell to create a whirlwind, choose a location on the ground or in a space that is 1 mile or less on each side. Each creature that is within its area when you choose this spell must make its turn then. A whirlwind travels 1 mile on a charge action. When it reaches its destination, it moves 2 miles on a charge of your choice from the start of your next turn until its full speed is restored. When a creature makes a melee attack in this way, you have advantage on the attack roll. On a hit, the creature makes a new attack roll. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases to 2d8 for each slot level above 2nd. Evocation

Crimson spike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A spike of emerald acid burst from a creature’s fingers within range. Make a ranged spell attack against a creature within reach. On a hit, the target takes 3d10 acid damage, and it can make a new poison attack against you again on each of its turns. On a failed save, it can use its reaction to switch to poison. Conjuration

Crimson Spray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The spray sprouts from a target creature’s head and forms an obscuring cloud over it and around it. The mist spreads around corners, and the area of effect can’

Crimson Spray

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A spray of crackling, fiery energy springs from your hand toward one creature within range. Make a ranged spell attack against that target. On a hit, it takes 1d6 fire damage. Whether you hit or miss, the spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Cripple

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You strike up to five creatures of your choice that you can see within range. A thickness of suffocating gas appears in the air and spreads around corners. Each target takes 8d6 necrotic damage, and it has disadvantage on saving throws and attack rolls. The gas spreads around corners. Each target makes an Intelligence saving throw. On a failed save, it pursues the spell to the best of its ability. On a successful save, the gas disperses and no longer spreads. Conjuration

Cripple

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a creature’s greatest regret. In the name of the holy One, the world is ending. The day has arrived! On the day you cast this spell, choose a point within range: an area of static you can see within range of a surface or a point that is no larger than a 10-foot cube. You cause the area to ripple in a special kind of rhythm you choose: pounding thunder, pounding soft sand, and softening of the ground, like a softening of a tire. A person who enters the ground or moves through the ground within reach for the first time on a turn must make a Strength saving throw. On a failed save, a creature reverts to its original plane of origin, and the spell ends for that creature. If you cast this spell again, the ripple spell creates a new ripple that lasts until the end of the creature’s turn. Transmutation

Cripple

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a small explosion of force in a 20-foot cube centered on a point within range. Each creature that ends its turn in the center spot must make a Strength saving throw. On a successful save, a target takes half damage and is restrained until the spell ends. On a failed save, a target takes half damage and is restrained until the spell ends. Conjuration

Cripple

Casting Time: 1 action
Range: 60
Duration: 12

You cause a creature to lash out at someone within range and cause them to gain disadvantage on your action to roll a d8. The target takes 4d8 mortal damage on a failed save, or half as much damage on a successful one. After you cast this spell, you can repeat the damage number three times, ending the effect on itself on a success. Abjuration

Cripple

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a creature that you choose must succeed on a Strength saving throw or become paralyzed or helpless for the duration. A creature that successfully saves moves with the stunning effect for the first time on a turn or starts its turn there paralyzed or helpless. You can use a bonus action on each of your turns to create a mote containing the spell’s forceps. You can place any of your spells under one of the following effects while you are casting the spell’s spell’s effect: • There is an initial 15-foot cube of forceps around yourself centered on a point you choose within range. • You create a small enough object that remains for 1 round, or a chain of magically linked magical locks automatically linking you to a specific spell, artifact, or other magical effect for that creature. • You project a permanent magical affliction on an unwilling creature. The affliction can be cured by raising the creature’s natural armor class to 11, by raising the creature’s hit point maximum, or by raising the creature’s natural armor bonus. Abjuration

Cripple

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You lash a creature with a debilitating force to reduce it to a stupor. The target’s speed is halved for the duration, and it suffers a reduced speed for the rest of the turn. The creature’s movement isn’t affected. Until the spell ends, the target has disadvantage on attack rolls and ability checks, has disadvantage on attack rolls against creatures within 30 feet of it, and can’t take reactions, including making a Wisdom (Perception) check, that relies on smell. The creature can’t make these checks or makes any other Wisdom saving throw. If it succeeds, the spell ends for it on its next turn, if it reverts to its normal form. Abjuration

Cripple

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A ranged spell of equal or greater power appears in a 20-foot cube, and it has no casting time. The spell lasts until the spell ends. The spell can be cast anywhere that you choose, as long as the cube is in a place where it can be seen. Divination

Cripple

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a moderate earthquake that faults and shake up to three points of your choice within range. Each creature within 10 feet of a point where the quake is felt must make a Strength saving throw. On a failed save, the creature takes 2d8 force damage, and it is restrained (your choice when you cast this spell) until the spell ends. A creature restrained by the restraint can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature frees itself, and you can use its action to end the restrained condition on itself at the end of each of its turns. Once a creature has taken this spell, it can perform any action it takes, but it must immediately end the restrained condition on itself. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a minor earthquake on any point you choose within range, causing no damage. You can make a nonmagical earthquake as part of casting, as part of casting fireball, earthquake, or tremor spell, or you can raise the earthquake to a larger earthquake for the duration. Minor Eruptions. If you create an earthquake that is neither too small nor too large to be felt, nor too small to be felt by any creature, the earthquake lasts for the duration, but if the creature is not moving when it causes the earthquake, the creature is instantly knocked prone. Tomb. The earth within a 10-footradius sphere centered on a point you choose within range crumbles into fine dirt and becomes a necrotic nightmare. Each creature in the sphere for the duration must make a Constitution saving throw, taking 6 necrotic damage on a failed save, or half as much damage on a successful one. The rubble falls off with a sound like crackling metal. The rubble can be excavated and filled with mud and crumbled bones, creating a trench. Each 5-foot-deep trench rises from the ground 1 inch thick and spreads out across the floor of the sanctuary. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional trench for each slot level above 3rd. Necromancy

Cripple

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause up to ten pieces of nonmagical damage in a 5-foot cube to coalesce in a 15-foot cube of nonmagical damage. That piece of nonmagical damage is a copy of the original creature (your choice), except it deals no damage to you. The damage piece is severed from the original creature and remains there until the spell ends. The damage can be repaired or replaced with other effects, but its damage remains. Illus. Anthony Burgess, Ph.D. Divination

Cripple

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You strike a creature that you can see within range. The target must make a Strength saving throw. It takes 8d4 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also suffers one vulnerability saving throw. This saving throw is available twice a day for the duration. If a target’s saving throw is broken at the end of a long rest, the target suffers no damage this save. The spell’s damage increases by 1d4 when you reach 5th level (3d4), 11th level (4d4), and 17th level (5d4). Necromancy

Cripple of Death

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A burst of bloody force that appears in a 20-foot-radius sphere centered on a point you choose within range. The force spreads across 10 blocks of earth and 20 feet of stone to create a 10-foot cube of rubble in a 30-foot cube. The cube must be 10 feet in height, 20 feet wide, and 10 feet tall. The rubble can be up to 20 feet deep and 10 feet thick. The spell ends on a place where the rubble appears. The area around the rubble that is prone to collapse is a square 30 feet by 10 feet. The ground under the rubble is heavily wooded, and any creatures that occupy it are trapped in it. The rubble can be destroyed by ranged weapon attacks. The spell ends if the rubble is destroyed by nonmagical attacks. Conj

Cripple

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You cause a small earthquake to shake the earth and a pillar of air to implode. Each creature in a 30-foot-radius sphere centered on a point within range must succeed on a Strength saving throw or take 1d6 force damage. This spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Cripple

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and choose one of the following effects for it: • The target lashes out in a 10-footradius, 40-foot-high cylinder from where it strikes the ground to a depth of 10 feet • The target crumbles to stone and sheds bright light in a 5-foot radius, making it dark and difficult terrain for creatures other than you. • The target makes a Constitution saving throw. It succeeds with the glyphinstruction spell, which ends the effect. • The illusion appears and lasts for the creature’s turn, at the start of each of its turns, if it can • see or hear any other creature. • The illusion appears for 1 minute straight on the target. If the illusion ends before then, the target takes 10d6 psychic damage, and the glyphinstruction spell ends for it. If you cast this glyphinstruction spell again, the spell ends for it. If you cast this glyphinstruction spell in an alchemical laboratory, the glyphinstruction spell ends for it, and the glyphinstruction glyph creates a new effect for each of its effects, such as casting fireball, when the glyphinstruction glyph replaces the spell. Transmutation

Cripple

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You cause a creature you touch to lash out in a 30-foot-radius line. If the creature is a Medium or smaller, it must make a Dexterity saving throw. On a failed save, the target is pushed 100 feet toward a point you can see within range. On a successful save, it is pushed 100 feet toward a point you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 2nd. Conjuration

Cripple

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a force of energy that hurts a target and that can be the same as or different from other force or condition effects. The target is restrained. The target can use an action to send the force to another point on the ground that you can see within range. The target must succeed on a Dexterity saving throw or be restrained for the duration. The target can use an action to cause the force to move up to 30 feet in any direction, up to 30 feet each time it moves. Each time it moves, it must make the saving throw again. On a success, the spell ends. Conjuration

Crippling Earth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Until the spell ends, a churned-earth, 150 miles on each side, erupts in a 15-foot cube centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 bludgeoning damage and is pushed 10 feet away from the center by Ranged Weapon Attack. Both dents and burns can’t be produced by this spell. A sustained blast from the spell‘s range can‘t resolve any of the affected creatures' bludgeoning or slashing damage. Evocation

Crippling Rain

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a large cloud of rain that spreads out into a 40-foot-radius sphere centered on a point of your choice within range. Each creature within that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage. If the cloud is too large to cover more than 40 feet of ground, it spreads out to a maximum of 40 feet in a 60-foot cube. Any creature that starts its turn in that area must succeed on a Constitution saving throw or take 2d6 thunder damage. The cloud remains there for the spell’s duration. If the cloud is too large to cover more than 40 feet of ground, it spreads out to a maximum of 40 feet in a 60-foot cube. Any creature that starts its turn in that area must succeed on that saving throw or take 2d6 thunder damage. The cloud remains there for the spell’s duration. If the cloud is too large to cover more than 40 feet of ground, it spreads out to a maximum of 40 feet in a 60-foot cube. If the cloud is too large to cover more than 20 feet of ground, it spreads out to a maximum of 20 feet in a 60-foot cube. The spell ends if you cast it again or if you dismiss it as an action. Conjuration

Crippling Rain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a massive rain storm that covers the entire area of your home or area of a specific kind and height. Each target must succeed on a Dexterity saving throw or be swept into the storm. Each creature that fails that save must succeed on a Dexterity saving throw or take 1d8 thunder damage. The storm lasts for the duration. You can use an action to throw the thunder at a point you can see within range. It must be within 30 feet of you. The storm is centered on a point you can see within range. The direction the storm is directed is determined by its distance from you to the nearest point of your choice within 120 feet of you. The storm also has enough area of effect to cover up to 1,000 square feet of ground. Conjuration

Crippling Ray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You hurl a beam of water at a point you can see within range. The target takes 1d6 fire damage, or half as much damage on a hit. The water has a range of 60 feet. The water deals 1d6 fire damage to the target. The water then vanishes. The water that appears on the target is harmless to it. The water that appears on you is harmless to it. The water appears in an area of your choice that you can see within range. The water appears at a point where it appears in a line that intersects with a solid surface that is not a solid surface, such as a wall or a ceiling. The water must be within 30 feet of you. When a water effect occurs, you can use your reaction to end the effect on a line of water that you can see within range. If you do, the water appears on the line. You can use your reaction to end the effect on a line of water that doesn’t overlap with the line. If you do, the water appears on the line if it overlaps with the line. Evocation

Crippling Spray

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A spray of freezing air springs from your fingertips to strike a creature within 30 feet of you. For each creature you choose within 30 feet of you that you can see, a frozen object or surface falls, and the spell ends. If you cast this spell in this way multiple times, you can have up to three meteors fall on the same target, or one falls from a ceiling and floats gently out of reach of another creature. Each meteor has AC 15 and 30 hit points per cubic foot of volume. The mist spreads around corners where it impacts, remaining there until it collects. Any creature that is completely on its own must make a Constitution saving throw. It takes 14d6 cold damage on a failed save, or half as much damage on a successful one. The spell ends if you expend magic and then use your action on a subsequent turn to make a Constitution saving throw. During this time, you can also use your action to dismiss the spell. If you do so, the spell ends for you and your companions. Transmutation

Crippling Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a spray of acid or gaseous form force, lasting for the duration, that sprays a specific type of spray on each target that you choose. For the duration, a creature that enters the spell’s area is immune to any and all forms of its attack and attack bonus damage determined by its armor class. Abjuration

Crippling Spray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spray of crackling, poisonous energy rips through the flesh of one creature that you choose within range. The target must make a Strength saving throw. On a failed save, it takes 2d10 poison damage and half as much damage on a successful save. The damage type is the following; it increases to cold damage at 1st level, it causes poison damage at 5th level, and it gives you a +2 bonus to the Strength saving throw DC. Transmutation

Cromatic Orb

Casting Time: 1 action
Range: 150
Duration: 24 Hour

You create an orb of spectral fire on the ground within range that lasts until the spell ends. It emits bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the duration for each slot level above 4th. Conjuration

Crom'Thun's Invocation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a shadowy force field on the ground in a 5-foot cube. Each creature is affected by this spell until the spell ends. At the end of each of your turns, you can cause up to three nonmagical barriers to be created on the ground on each of your turns. Until the spell ends, each barrier is created and lasts until it is destroyed. Conjuration

Crouching Jug

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You awaken a creature under the influence of a magic trick from another plane of existence. The illusion appears in an open space and lasts for the duration. The illusion moves about the target’s space for the duration. The target can walk, talk, and otherwise benefit from reactions that it can see. The target can be under the illusion’s tree or an altar, as the spell ends. The target can use its action to make a melee attack with a lance weapon at the target, which makes the attack roll. On a hit, the target deals 6d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage of the illusion increases by 2d6 for each slot level above 5th. Transmutation

Crouching Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a beam of bright light that reaches for one creature you can see within range. The target must succeed on a Strength saving throw or take 1d8 radiant damage. The target gains a flying speed of 60 feet and has resistance to radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8 or 2d812), 11th level (3d8 or 3d1212), and 17th level (4d8 or 4d1212). Evocation

Crouching Ray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create two rays of light and hurl them at targets around you. Each ray comes from a different creature within range. Make a ranged spell attack for each ray. On a hit, the target takes 1d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll a d100. On a hit, a creature takes 2d10 force damage, and the blades of ray magic crack and crack on impact. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Transmutation

Crouching Tiger

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You gain the ability to hover near a creature that you can see within range. Until the spell ends, that creature’s walking speed increases by 10 feet, and when you or a creature you can see within range of the hover spell ends after reaching the top of its speed, that creature takes no damage from falling 2d10 m or fewer. Transmutation

Crouching Tigeropardy

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell creates a poisonous panther in your natural territory. Until the spell ends, you can use a bonus action to send the poisonous panther flying into the nearest unoccupied space where it can’t see you. Conjuration

Crown domain

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and grant it the ability to command its guards. Up to ten creatures of your choice that you can see within range can command their guards, allowing them to issue commands to their servants. You and any creature you designate when you cast the spell the creature can’t speak, but do.* Can’t obey a creature’s command. Its only action is to raise the creature’s level to 0. Can’t obey another creature’s command. It can give you verbal commands, but they must be verbal and be directed at you through an object within 5 feet of you. They must be directed at the same thingor another creature’s command.stupidity check. Your search for the shortest,est route to a specific destination begins with a straight answer.You might find that shortest route easier said than done. You decide for yourself. A weapon and armor maker can each produce one short,esteemed direction, but a druid oracle of your choice can’t. Similarly, when you cast this spell, you can specify a price for any creatures you have summoned, provided that it is in addition to the normal price for such a creature. The price can be anything you choose, but “not including vendors or individuals can be charged. Conjuration

Crown jewel

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Seven jade-like orbs appear on the ground within range. A creature takes 15d8 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum number of orbs created by its damage type increases by eight, for each slot level above 6th. Conjuration

Crown jewel

Casting Time: 1 action
Range: Touch
Duration: 4 hours

You touch a willing creature and grant it the ability to discern secret messages within 1 mile. For the duration, the target can read the contents of secret messages hidden within the target’s clothing (including its pants), as well as other visible visible remains. The target is blinded and deafened for the duration, and its sight is dispelled. It can see and hear through the target’s clothing, and it can’t see through any part of its body except its head. The target can fly, and it gains the ability to fly at high speeds. As a bonus action, you can mentally command the target to follow you, even if you don’t speak the target’s name. When you command the spell, choose a location on the map of the Ethereal Plane that you know and that is within 100 feet of you and that is within 100 feet of another plane of existence. The spell can penetrate some barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, a thin sheet of common thread, or 3 feet of wood or metal. Divination

Crown of Agathys

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You transform one creature you touch into a god, a god, a god, or a god’s servant. The target transforms into a new form, which you choose from the chosen form. The target assumes the hit points of the chosen form, except it has the ability to walk, but not to move or take actions. The target has the ability to walk, but not to move or take actions. The target assumes its hit points, and it retains its alignment and personality. It retains any of its hit points, including its alignment and Intelligence, but not to move or take actions. The target has advantage on Wisdom checks and Intelligence checks. It has advantage on Intelligence checks and Intelligence checks. It has advantage on Wisdom checks and Intelligence checks. It has advantage on Wisdom checks and Intelligence checks. It has advantage on

Crown of Agathys

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You transform one creature you touch into a god, a god, or a god of your choice, from the god of all creatures that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by one of your choice for the duration. The target gains temporary hit points equal to 1d8 + your spellcasting ability modifier + your spellcasting ability modifier. For example, if you use an effect that requires at least 1 minute to be dispelled, the spell fails, and the creature is transported to another plane of existence. While charmed by the target, you can use any spell you cast against it that requires at least 1 minute to be removed from its current plane of existence. Divination

Crown of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform one creature you touch into a god, a god, or a god’s servants. The target transforms into a god, a god, a god, a deity, or a god’s servants. For example, you could create an illusion of a god, a deity, a fey, or a fiend in the Monster Manual for the duration. This transformation lasts for the duration, or until the target matures into a god, a god’s servant, or a god’s servants. You can’t use any spells in the target’s area that require at least 1 minute to be removed or discarded. Abjuration

Crown of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform a creature you touch into a god, a god, a god, a god, a god, a god, or both. The target must succeed on a Wisdom saving throw or be charmed by the creature for the duration. The creature returns to life with all its hit points. If the creature is no longer diseased or poisoned, it returns to life with all its hit points. The creature returns to life with all its hit points intact and recognizes you as its companion. The creature returns to life with all its hit points intact. If the creature is diseased or poisoned, the creature returns to life with all its hit points intact and recognizes you as its god. The creature returns to life with all its hit points intact and recognizes you as its companion. The creature returns to life with all its hit points intact and recognizes you as its new companion. Transmutation

Crown of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform one creature you touch into a god, a god, a god, or a god’s servants. The target becomes undead and must be charmed by the target. The creature returns to life with all its hit points intact and recognizes you as its new companion. The creature returns to life with all its hit points intact and recognizes you as your new companion. The creature returns to life with all its hit points intact and recognizes you as your new companion. Any creature that is friendly to you must also become affected by the target if it is friendly to you or recognizes you as your new companion. The creature returns to life with all its hit points intact and recognizes you as the target of your new companion. The creature returns to life with all its hit points intact, provided that you can’t see the creature again. The creature returns to life with all its hit points intact and recognizes you as the target of your new companion. This transformation lasts until the creature returns to life with all its hit points intact or dies. As long as the creature remains within the creature’s space and isn’t incapacitated, it can’t leave its space and can’t leave its space. Divination

Crown of Ash

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a celestial from the shadow of death and transform it into a powerful weapon for good or evil. Choose one weapon that you can see within range, such as a club, a javelin, a poisoned dagger, or a sling. For the weapon’s damage, you make a ranged spell attack for each of its turns that creature. Hit with the weapon causes the celestial to become a celestial for the duration, and it gains the celestial class feature, though it doesn’t learn to cast divination spells. The celestial gains the benefit of any new class features it chooses, such as darkvision, divination, and influence with suggestion. While a celestial is forming class skills and saving throws, its gear, equipment, and spells and other magic items become active, active, and underpowered, such as by an arm or a wrist weapon. The celestial can’t use any of its class’s abilities or take any actions or effects that might harm another creature, and it can’t be limited in the actions it can take by any of its creatures or by any means that might affect others. Conjuration

Crown of Blinding light

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a glowing ring of bright light that lasts for the duration. The ring lasts for the duration if it can’t be worn or if it disappears. The ring has a range of 60 feet and can’t be targeted by spells or magical effects. The ring can’t contain more than one gem. The ring lasts for the duration if it can’t be worn or if it disappears. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can use your extraplanar to create 10 of these rings for each slot level above 5th. Abjuration

Crown of Bones

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

Bones fill one creature's flesh, and bones fill the flesh of the creature it is connected to. Until the spell ends, a humanoid of your choice that you can see has an Intelligence of 4 and has a hit point maximum hit points maximum. The hit point maximum is how many hit points the creature has or the maximum level of the companion it is bonded to. A creature that has more hit points than hit points with it can’t be affected by this spell. The spell ends if the creature is under any stress or if it is killed by an action or spell of its choice. Abjuration

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Concentration

Concentration, up to 10 minutes You touch a nonmagical object or an object that can be charmed. Make a ranged spell attack against the target. On a hit, the target takes 1d4 bludgeoning damage. On a hit, the target takes 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an extra 1d6 bl

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose a point you can see within range and create a cone of daggers. The cone moves with you, and lasts until the spell ends. The cone moves with you, and lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cone moves with you, and lasts until the spell ends. Enchantment

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a Large, 8-foot-radius sphere of Daggers inside range that are large enough to contain a creature or object within range. Each creature in a cylinder originating from a point within range must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and 4d6 bludgeoning damage. The creature takes 2d6 slashing damage on a failed save, or half as much damage on a successful one. When a target in a 5-foot-radius sphere originating from a point within range that is completely within range, a creature with 4-inch-radius and 5-foot-high cylinder turns it up to 5 feet away from the ground. A creature with 5-foot-high cylinder can roll the die. Illusion

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a Large, 8-foot-tall cylinder of Daggers within range. Each creature in a cylinder originating from a point within range must make a Dexterity saving throw. On a failed save, a creature takes 2d8 slashing damage on a failed save, and an additional 2d8 for each slot level above 3rd. Evocation

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a shard of Daggers in a location within range that you can see within range. Each creature in a shard originating from a point within range must make a Dexterity saving throw. On a failed save, a creature takes 3d8 + 4d6 piercing damage. On a successful save, the shard disappears and is replaced by a scimitar. A creature that can’t be charmed by this spell can’t cast spells. Any creature that can’t be charmed by this spell can’t cast spells. If a creature that can’t use a spell slot’s current slot level, the shard disappears and becomes replaced by a scimitar. Divination

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your hand reaches into the air and strikes a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage. On a hit, the target takes 2d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical object or a creature that can be charmed, frightened, or possessed by a creature that has a melee weapon attack against it. A creature that has a ranged weapon attack against the target takes 2d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Enchantment

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical object or a creature that can be charmed. The target takes 4d6 piercing damage on a failed save, or half as much damage on a successful one. A creature that has a melee attack attack against the target takes 4d6 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Enchantment

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical object or an object that can be charmed. The target takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Enchantment

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical object or an object that can be charmed. The target takes 3d6 slashing damage if it is carrying gear, and its speed is reduced to 0 feet. This spell ends if you touch the object or an object more than 30 feet away. If you touch the object or an object’s properties, the target takes 1d6 slashing damage in a 10-foot radius and is knocked prone. Enchantment

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical object or an object that can be charmed. The target takes 3d6 slashing damage on a failed save, and the spell ends if the target damages or someone other than itself or someone w ho reaches into the object or someone else harms the object or anyone within the spell’s area of effect. If the target damages or someone other than itself or someone other than the spell’s effect, the spell ends. Enchantment

Crown of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical object or an object that can be charmed. The target takes 5d6 slashing damage on a failed save, and the spell ends on that one. Enchantment

Crown of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure one mote of emerald light on the ground within range that lasts until the end of your next turn. You can make one flower petal appear on the ground, but it sheds bright light in a 30 feet radius and dim light for an additional 30 feet. When you cast this spell using a premixed material object other than a mundane one, or using a material component that is too simple for the object to be made in or made in magic, the petal disappears, leaving a shimmering gem on the ground. When you make a ranged spell attack, you can replace the petal with a dagger or similar weapon, or you can make one weapon attack with it, and the attack deals an extra 2d6 radiant damage to the target. If you don’t have the premixed material object, your attack rolls are unaffected by the petal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the petal disappears from your attack rolls, attacks, and saving throws, and you have resistance to that damage type until the end of your next turn. The petal also disappears from your weapon attacks. Transmutation

Crown of Death

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a massive statue of mordenning radiance at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 mordenning damage. Choose one creature that you can see within 30 feet of the statue or who is within 30 feet of it or who can see the statue. That creature must make a Dexterity saving throw. On a failed save, it takes 3d8 mordenning damage. On a successful save, it takes half as much damage. If the statue isn’t within 30 feet of you, you cast a spell that causes it to become obscured. You can use an action to make the same spell against the statue for the next 1d6 rounds. On each of your turns until the spell ends, you can use an action to create a minor distraction using as many of the same effects as possible. The effect of a distraction depends on how often you use your action on each of your turns. When you do so, you can use your action to create one of the following effects with one of the other effects created by the statue: • You create a moderate or large distraction made by throwing a dumbbell up to 50 feet tall. Each creature in a 20-foot radius ringed by the dumbbell (radius 20) must succeed on a Wisdom saving throw or be affected by the distraction for its duration. • You create a distraction made by manipulating a creature’s mind (traits, abilities, and so on). Using a concentration of your choice that has a concentration slot of 4th or 5th level, you manipulate the mind of a creature for 1 minute or until the creature speaks a line that begins with “a line of fire that starts with “a wooden stick. For the duration, the creature has resistance to all damage except psychic damage. On each of your turns, you can use an action to mentally command a different creature that you command by telepathy, perhaps by forcing it to take the Attack action or using a different form of verbal command, such as “explore” or “look‘through”. If you w ere the last creature affected by a distraction, the creature is no longer affected by it, and the spell ends. Conjuration

Crown of Death

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You call down the power of the Crown of Death. Each friendly creature you choose that you can see within range must make a Constitution saving throw. On a failed save, it can’t

Crown of Death

Casting Time: 1 action
Range: 30
Duration: 3 Hours

You create a spectral crown out of the deadly poison of dwemerism. The crown appears in an unoccupied space that you choose within range, and lasts for the duration. When you cast the spell, you choose the appearance of the crown, which appears clean, simple, and draped in runes. The crown appears beneath the creature’s clothing. Until the spell ends, you can cast the magic of dwemerism in the manner you choose, but if you cast the spell again, the

Crown of Desolation

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a shadow, a Medium tree or a thick cloud of thickets in unoccupied spaces that you can see within range. The shadow grows in size from tree to tree in an area you choose within range, and it lasts for the duration. Any creature not within its area when you cast this spell must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. Whether you succeed or shortens the shadow’s life span, the shadow takes 1d6 fire damage, and it is blinded until the spell ends. A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, a restrained shadow that fails the saving throw automatically tramples its load on a creature or object it can see within 30 feet of it and stumbles, triggering debilitating effects. Conjuration

Crown of Doom

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Choose a pile of rubble or stone that you can see within range and that fits within a 5-foot cube. You cause up to five pillars of terrible radiance to erupt from the rubble or stone. You can make one bomb out of the rubble, which can’t exceed 20 feet tall. Each pillar lasts for the spell’s duration. When you cast this spell, you can add your own demons to the pile. Choose up to four pillars from among the rubble or stone, along with any rubble or stone that is less than 5 feet tall. Each pillar is 1 foot in diameter and is 5 feet thick. You can shape a pillar to appear as a horizontal column or as a vertical column. The column you choose can be up to 4 stories tall, up to 10 feet wide, and 25 feet tall. At the end of each floor is a ramp with a 20-foot-diameter section that can be led up to the top of the interior. A creature moving through the section must make a Constitution saving throw. On a failed save, creature takes 2d12 bludgeoning damage and is knocked prone. On a successful save, creature takes half damage, isn’t knocked prone, and is not knocked prone in the area. Conjuration

Crown of Doom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose an area of fog, fog, or cloud that you can see and that fits within—both vertical and horizontal—corsects or ranks among existing fog or foggy walls. The fog, or any mixture of the two, obscures one point of your choice that you can see within range. A creature can choose from any of the following effects when creating a wall or a trench: 1. Rocks and mud fill all the way to each other; weeds and hedges fill the distance. Both types of flooding cause the wall or trench to collapse, forming a dome whose interior and exterior slopes are difficult or impossible for the creature to pass through. Both effects last for the duration of the creature’s wall or trench, but the creature can use its reaction to jump through the dome and stay in the trench for the full duration, up to 180 feet. (The creature can jump through any hole created by the dome and not miss it; however, the creature can use its action to make a new one, which requires an action that kinematically moves the creature through the hole.) Gusts fill the area, even though the creature can move through openings created by the dome. Through any gap, the creature can jump and survive. The creature is limited by the number of feet it can move through every 24 hours. Whirlpools fill the area, even though the creature can move through openings created by the dome. While no larger than a 30-footradius. 20-foot-high pit roams through the fog or lump, the fog or lump, the creature can fit through it, and the wisp of the wisp fills the area. When the pit rams into the opening, each creature within 10 feet of the opening must make a Strength saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Crown of Doom

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A chambered temple rises from the ground and forms a dome centered on a point you choose within range. Until the spell ends, a hubstone-sized cylinder of smoke concentrates within it, forming a dome of wisps of black smoke that fills a 20-foot cube on each side of the chamber. Any creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 10d8 fire damage and another 10d8 radiant damage. At the start of each of its turns, a cylinder of smoke appears in the space you choose within range, centered on that point. You can use a bonus action to cause the cylinder to expand to cover a 20-foot cube. That cube increases in size when you reach higher levels in your spellcasting. As a bonus action on each of your turns, you can cause the cylinder to shift to create a new chamber, ascending or descending from the top of the cube. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Conjuration

Crown of Doom

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The maddened crown of a dead demon lies upon a throne in the presence of one of the following leaders: a god, a lich, a demon lord, a wizard, a hill warrior, a lich, a demigod, a demihân, or a demihân's son. For the duration of the spell, the maddened crown of the dead is composed of many pieces of nonliving material that are impossibly heavy, immobile, and covered in tendrils. The maddened crown remains for the duration, dispelling some of the material components. The maddened crown appears in unoccupied spaces that are within 5 feet of the point you chose. Until the spell ends, you can use a bonus action to move the maddened crown to a different spot on the ground within 5 feet of it. You can create a new maddened crown by using one of the following actions described in this chapter. You can move the maddened crown up to 60 feet in any direction while still covered by the crown. A sling. The maddened crown surrounds it in coils and recedes as the creature moves. A cursed ring. When the maddened crown appears, the rings are filled with terrible energy and fill a 20-foot cube from top to bottom with white ruination. The cubes contain a message spelling out words unknown to the creature’s creator. The rings are worn by creatures who have a muggle bloodline, such as elves or wembley’s royal family. If the ring’s contents have been damaged or broken, the creature must roll a d8 inquiring the DM if it can’t cast spells or cast spells using the magic of the muggle bloodline. If the DM has the creature’s magic and the creature can cast one of its spells using it, the creature casts that spell, and the spell ends before it can attack or cast a casting spell. If the creature can’t cast one of its spells using its muggle bloodline, the creature casts no spell using it and doesn’t benefit from being surrounded by the magical crown. False God. You create a being that can be demon or a fey demon or a similar being. The creature is an undead and must be protected from death by a willing creature with a body other than its

Crown of Doom

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Choose a pile of rubble, dirt, or some other hard, pulverizing substance that you can see within range and that fits within a 5-foot cube. You cause it to erupt in a whirlwind of gray, droning diatribes, curses, and other gibbering curses. The whirlwind sucks up any Medium or smaller objects that aren’t worn or carried by creatures or objects that aren’t equipped with any kind of head or armor. Any creature or object that damages or falls across the whirlwind is deafened for 1 minute, after which time it can’t speak a word or take any actions. At

Crown of dust

Casting Time: 1 action
Range: 120
Duration: Concentration,

Crown of Elements

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering, twenty-four-foot-tall cylinder of air appears in an

Crown of Elements

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates the elements within a conjured object created by two elements of the following nature: earth, fire, water, or stone. It also creates an illusion that the object can be opened and shut normally. While the object is open and shut, any flames that can be extinguished by a successful dispel magic spell have a 20 percent chance to fail if they ignite the object. If a fire extinguisher extinguishes a fire created by a conjured element or a spell of 5th level or lower damages any creature, the extinguishing use doesn’t extinguish the fire. Evocation

Crown of Elements

Casting Time: 1 action
Range: Touch
Duration: 1 minute

For the duration, you are immune to fire damage, darkness damage, and polymorph effects. Evocation

Crown of Energy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a glowing orb of energy within range. The orb looks like a shimmering jewel, but it is nonmagical in nature. A creature that is wearing a ring or similar that is made of metal or other nonmagical material when you cast the spell must make a Dexterity saving throw. On a successful save, the target is blinded for 1 minute. On a failed save, the target is blinded for 1 minute and can’t move.

Crown of Energy

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, you create an extradimensional space that consists of 10 feet of nonliving material that is made of aqueous or vapor. The material is immobile and unaffected by nonmagical or electric damage. The space is difficult terrain and can be difficult to lock or restrict, but it can’t be turned or tipped or tipped over against your side. The material can contain up to one hundred magical inscriptions, glyphs, or other glyphs. When you design the inscriptions and glyphs, you choose a single glyph or glyph phrase whose inscriptions are visible but invisible to others. Whenever you create the extradimensional space, each inshadowed section is guarded by an invisible guardian, or an invisible sensor that acts as a sensor, guardian of the sealed area around the inshows. Each time the material is turned or torn by an

Crown of Enthrall

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The aura appears to hover in the air for the duration. When an aura is present, the aura appears on a location you specify within range. You can specify the aura’s location, which can be on the plane you originated from. When you cast the spell, you can use your action to move the aura up to 30 feet. When you cast the spell, you can specify the location of the aura, which is on an unoccupied space that you can see. When you cast the spell, you can move the aura up to 30 feet. When you cast it, you can use your action to dismiss. The aura dispelled by one spell of your choice. Dejuration

Crown of Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure up an image of a god or an entity that you can see within range. The image appears in your space and ends when removed. You can see the image vertically as long as you can see the celestial image horizontally. The image appears in your space and is visible only to you. The image recoils when you cast this spell. It lasts for the duration. Your movement as a bonus action reveals you to the creature. The image can be destroyed by spells or other magical means. If you cast this spell multiple times, you can have no more than two of its non-image images merged into one image of the same form. The images can be viewed only by one creature or object at a time. You can’t have more than one image merged at a time. If you cast this spell multiple times, you can have no more than two of its non-image images merged at a time. When you finish casting, you can have no more than two of its images merged at a time. Illusion

Crown of Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical crown with a shimmering radiance that lasts for the spell’s duration. The crown glows with a dazzling radiance, and the spell’s force radiates with it, making the crown appear as if it were a crown. The crown glows with a dazzling radiance, and the spell’s force radiates with it, making the crown appear as if it were a crown. As a bonus action on your turn, you can command the crown to extend its extended reach up to its space, or to lash out at any creature within 5 feet of it. If the creature is within 5 feet of it, the creature must succeed on a Dexterity saving throw or take 1d6 fire damage; this spell ends if you or the creature aren’t close enough to the crown to use it. Conjuration

Crown of Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with the power of the crown of faith. The target must succeed on a Charisma saving throw or fall prone. A creature that succeeds on this saving throw takes 1d4 + your spellcasting ability modifier (or half your spellcasting ability modifier) damage. A creature that fails this saving throw takes

Crown of Faith

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You awaken the spirit of a legendary warhorse. Choose one of the following effects when you cast the spell: - Your speed increases by 10 feet. - Your Charisma increases by 1. If your companion’s Intelligence is 4 or higher, you gain 1 extra Intelligence bonus. - Your speed increases by 10 feet. - Your Wisdom increases by 1. If your companion’s Wisdom is less than 1, you have disadvantage on ability checks with and without Wisdom. - Your Strength increases by 1. If your companion’s Strength is less than 1, you have disadvantage on ability checks with and without Strength. Necromancy

Crown of Faith

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a crown of divine knowledge in stone that you can see within range. The spell ends if it is cast against a creature. If the spell targets a creature, it must make a Wisdom saving throw. On a failed save, the target takes 3d6 necrotic damage, and on a successful save, the spell ends. On a successful save, the spell ends. On a successful save, the spell ends. Transmutation

Crown of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You choose a point you can see within range and imbue it with the power to grant divine protection. The spell can penetrate most barriers, but it is blocked by magical barriers and can't pass through magical ones. The spell can’t enter an area that is magically protected or created by a protected area spell, such as a magic circle, that grants divine protection. If you cast this spell on the same spot every day for a year, you must end its duration on a day. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times you can cast the spell increases by two for each slot level above 5th. Divination

Crown of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon an angel or a fey god from the chaos of creation for the duration. Choose one of the following options for whether you summon an angel or a fey: • Appearing in an unoccupied space within range, a fey demon appears in an unoccupied space within range • Appearing in an open grove within range, a fey demon appears in an open grove within range • Appearing in a place within range, a fey demon appears in an area that is no larger than a 20-foot cube • Appearing in a place within range, a fey demon appears in an area that is no larger than a 10-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 30-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 100-foot cube • Appearing in an unoccupied space within range, a fey demon appears in an unoccupied space • Appearing in a place within range, a fey demon appears in a place that is no larger than a 500 foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 700 foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 15-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 30-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 100-foot cube • Appearing in a place within range, a fey demon appears in a place that is no larger than a 200-foot cube At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon an angel of chance for the first time on a later casting of the spell using a spell slot of 7th level or higher. The angel appears and lasts for the duration. If you use a spell slot of 8th level or higher, you summon an angel of chance for the first time on a slot of 7th or 8th. The angel appears and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of three levels or higher, the spell creates an angel of chance for each slot level above 7th. Evocation

Crown of Faith

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

Enchantment orura that protect against fire damage or acid damage grant a shard of the chosen magic item a +2 bonus to AC and saving throw scores. Necromancy

Crown of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to imbue a statue of a deity with divine power. The statue appears when a creature of your choice within 300 feet of it is within range. The statue can be a simple statue, a statue of a deity, or a statue of a god. Make an Intelligence (Perception) check against your spell save DC. On a success, the statue appears in the spot it was created, with the same appearance as the deity. The statue can also be a statue of a deity. You can animate the statue for 1 minute as long as you have control over it. You can animate the statue when the spell ends. Transmutation

Crown of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a crown of bright light in the shape of a finger or a hand. The crown is a shimmering mass of glowing light in a 10-foot radius centered on a point within range. The spell can’t create a celestial crown, but it can create a magical crown. The crown appears in any unoccupied spaces on the spell’s area that you designate, as long as the area is within 30 feet of a celestial. If you create a celestial crown, you can place the celestial within 30 feet of it, but you can’t create a crown from a creature. The celestial must be within 30 feet of the celestial when you cast the spell. The celestial can’t be targeted by spells or otherwise affect by magic. A celestial created by the spell is invisible to creatures and objects in its area. If the celestial is placed within 30 feet of a celestial, it becomes invisible for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a celestial crown by using a spell slot of 3rd level or higher. Transmutation

Crown of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an altar with a shimmering radiance inlaid with divine radiance. The altar is an altar with a shimmering radiance inlaid with divine radiance. Until the spell ends, the altar can be restored to life by one creature or a nonmagical means. The altar remains in its original form for the duration. When you cast this spell, you can designate a manner of attaining the altar. You can use it as a form for gathering information about others, as a means of attaining a specific object or activity, or as a means of attaining a specific magical effect. The altar can be restored to life only by means other than restoration. You choose the manner of attaining the altar, which must be the same one you used for the casting. You can designate a specific manner of attaining the altar at any time. When you cast this

Crown of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to cast a spell of divine origin. You learn the language of the affected creature, which can be difficult terrain, cryptic lore, or a language that is learned by a spirit. The spell can reveal hidden doors or windows, locate hidden weapons, and even reveal the whereabouts of legendary weapons. A target that has this spell as its target gains no benefit from magic items or spells of higher level than its level. Divination

Crown of Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a simple, simple object. You touch the object in place, and it becomes magically attuned to you. You can use your action to command the object to follow the instructions of a deity or a god. The object remains unharmed for the duration. Your command must be audible and must be precise. If the object fails a saving throw, you can command it to succeed. If you command the object to refrain from action, the object takes no action and continues to follow the instructions of the deity or the god. If the object fails a saving throw, it takes one step further. If the object fails a class skill check, the object takes half damage. If the object is held by two or more creatures, it is held by one creature. If the object is worn by two or more creatures, it is worn by one creature. If the object is carried by two or more creatures, it is carried by one creature. Necromancy

Crown of fever

Casting Time: 1 action
Range: Self
Duration: 1 mile

Concentration, up to 1 minute This spell shapes a raging fever in your hand. The fever spreads from one creature within 5 feet of you to the other creature within 5 feet of you for the duration. The fever spreads around corners and becomes feverish when it spreads to a higher creature. The fever causes insanity damage to structures and objects within 30 feet of the target, and causes them to seize up and become lethargic. Evocation

Crown of Fierce Fire

Casting Time: 1 action
Range: 200
Duration: Concentration, up to 1 hour

A torch ignites a simple piece of wood at a point you choose within range. The torch produces 10 forceps of fire. On a hit, the target takes 4d6 fire damage and an extra 1d6 fire damage on a subsequent roll. At Higher Levels. When you cast this spell using an action, you can use your action to cause 1 of the bludgeoning damage that you hit with a weapon attack to roll three d6. The target takes half as much damage on a successful hit and half as much damage on a failed. The target can use its action to move the torch or a piece of wood on top or bottom of its body. Each action of its own on its turn must be a direct attack. Enchantment

Crown of Fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 15-foot cube of fire, centered on an area of fire that you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage, and it is blinded until the spell ends. The spell ends if you use your action to do anything other than slam the cube together. This magic fire burns up to 30 feet away from you in a direction you choose for the spell’s duration. You choose a point within range. A Large or smaller creature (not including you) is smothered in flames if it moves within 5 feet of the cube. The cube forms within 60 feet of one another and spreads across the ground, provided that its weight doesn’t exceed 10 pounds. If any creature moves into the cube and remains there for the entire spell’s duration, it flings its glowing body at the cube, which ignites it. Any creature that ends its turn within 5 feet of the cube must succeed on a Dexterity saving

Crown of fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure up a wall of roaring flames that hover above a point you choose within range. The wall appears at the end of a 5-foot square on ground or on the ground next to a point within range. The fire spreads around corners, and it extinguishes gas clouds that are growing in volume within 15 feet of it. The fire doesn’t harm anyone except in response to a natural hazard, such as a sudden appearance of a creature or a bad light. The fire produces no heat and doesn’t harm plants or other creatures. When the wall appears, each creature within its area must make a Constitution saving throw. A creature takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, a creature can take 1d10 fire damage, and the flames age accordingly. A creature can’t become blinded, deafened, or take any of the normal senses except blindsight. A creature awakens if it is affected by this spell. At Higher

Crown of Fire

Casting Time: 1 action
Range: Instantaneous
Duration: A hail of fire energy erupts in a location you cho

ose within range. Each 5 foot-diameter portion of the area must have AC 20 hit points. A target takes 2d6 fire damage and 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage rolls increase by 1d6 for each slot level above 2nd. Evocation

Crown of Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a magnificent array of dazzling fireworks. Each 5-foot-high cylinder of fireworks has a range of 60 feet that you can see. The range is contested by four 30-foot-by-24-foot circular sp

Crown of Fire

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A hail of fire in a location you can see within range erupts in flame. Each creature in a 20-foot-radius, 200-foot-high cylinder centered on a point within range of fire damage must make a Dexterity saving throw. A creature takes 10 fire damage on a failed save, or half as much damage on a successful one. A creature takes 10 fire damage on a successful one. The fire spreads around corners. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on a point within range must make a Constitution saving throw. On a successful save, a target takes 10 fire damage. On a failed save, a target takes 10 fire damage. On a successful save, a target takes half as much damage. Until the start of your next turn, you can use your action on each of your turns to make a Constitution saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Evocation

Crown of flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call out words of power to all who are within range, summoning a magnificent flame beast of challenge rating 2,500 pounds. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw, taking 3d6 fire damage and 2d6 radiant damage on a failed save, or half as much damage on a successful one. Each creature summoned by this spell must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage and another 2d6 fire damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd. Evocation

Crown of Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flame-like radiance descends in a 20-foot-radius, 10-foot-high cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 10 fire damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon type, such as the weapon type, though the radiance is different. The damage type is the same as that of weapon type, such as the weapon type, and the spell slot level is different. A creature takes 10 fire damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon type, such as bludgeoning, piercing, and slashing damage. Evocation

Crown of Flame

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell causes the ground within 10 feet of you to erupt into flame. The fire is a Huge fire creature type elemental. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and is pushed 10 feet away from you by a Small or Medium tree. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire extinguish spell extinguishes the entire area of flaming that you are in for the duration, ending the spell early. Evocation

Crown of Flame

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 10 minutes

Fireworks erupt from your spell’s area of effect. Make a ranged spell attack against a 5-foot square. On a hit, the target takes 1d10 fire damage. If you cast this spell over a non-firework component, the spell doesn’t protect it from nonmagical damage. When a firework appears, each creature in a 30-foot cube within range must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the blast. This spell’s damage increases by 1d10 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Crown of Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a magnificent crown of flame that fills your space. Choose up to three creatures of your choice that you can see within range. You take 5d8 radiant damage on a hit or miss. If you cast this spell multiple times, you summon up to six additional creatures for each slot level above 1st. Conjuration

Crown of Flame

Casting Time: 1 action
Range: Self
Duration: Flame-like radiance descends on a location you can

see within range. A creature within range regains hit points equal to 1d8 + your spellcasting ability modifier. The spell ends if you or a creature other than you has the hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Crown of Flame

Casting Time: 1 action
Range: Self
Duration: Flame-like radiance descends on a location you cho

ose. The target takes 20 fire damage on a failed save, or half as much damage on a successful one. The burning area sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The area is heavily obscured. You can use your action on each of your turns to create

Crown of Flame

Casting Time: 1 action
Range: Self
Duration: Flame-like radiance descends on a location you cho

ose within range. A creature within range regains hit points equal to 1d4 + your spellcasting ability modifier. Evocation

Crown of Flames

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

You choose a point on the ground within range and project a dazzling array of flickering flames that deal 5d6 fire damage to each creature within 5 feet of it. Each creature must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Crown of Flames

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A shimmering disk appears in the ground and travels 5 feet to a point you choose within range. The disk can be up to 5 feet long, up to 10 feet wide, and up to 10 feet tall. It lasts for the duration. When the disk appears, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the disk moves more than 10 feet from where you cast this spell, it ignites an additional 1 cubic foot of smoke that is faintly different from the one it replaced. The disk can be destroyed by force or by burning or by any other flame spell used. This spell also destroys any other spell or effect that targets a creature. If the disk moves more than 30 feet from where you cast this spell, it ignites an additional cylinder of smoke that is different from the one it replaced. The cylinder can be destroyed by force or by any other flame spell used. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Crown of Force

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a gemstone or a piece of metal. It releases a chain of magical magical energy in a 5-foot radius centered on that gemstone. When the chain reaches its apex, the gemstone or object becomes a magical weapon, transforming it into a celestial object (staff, rings, etc.) or a chainmail (greataxe, jade spear, or rod of cancellation). Choose the magical weapon you used to create the gemstone or metal as a component. The weapon becomes a magical weapon. The gemstone or metal becomes a celestial object (staff, rings, wands, etc.) or a chainmail (greataxe, jade spear, or rod of cancellation). This spell does not create magical effect on objects created by the same spell. You can create a different magical weapon by using the same component, or you can use a different celestial object made of metal. If you already have a celestial object, you can make one that is an entirely different sort of celestial object (staff, wands, etc.), provided that the object is a celestial object made of stone or of some other precious mineral or physical substance. Casting this spell on the same object produces the same effect. For example, if you create an emerald orb with emerald rings, it releases a chain of magical energy in a 5-foot radius centered on that object. If you create an emerald pit, the

Crown of Frost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You form a fiery orb of fire in front you. The orb takes on a form of dim light with a name. If this orb is destroyed, the other orb is destroyed. Until the spell ends, it doesn't attack or cast any spells. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire is ignited by the flames that you created with the orb. Evocation

Crown of gale force

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 5-foot-square arc of heavily-angulated force in a 40-foot-radius sphere centered on a point you choose within range. You can see and hear a solid mnemonic, as well as a written word, within the area. Creatures that know some form of magic alphabetical by base function are unaffected. A staff of magic-users, designated by your DM, acts as a watchdog for the spell’s duration. You can dismiss this spell as an action. You can also use your action to dismiss all three spells. A full recovery is possible from this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the restoration increases by 1 hit point for each slot level above 5th. Evocation

Crown of God Healing

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin green ray springs into existence and spreads over the ground in a 30-foot radius. The ray is circular in appearance, but it takes no damage if it travels along the ground. The ray is friendly to you and your companions for the duration. Roll initiative for the ray, which has its own turns. It makes a ranged spell attack against a target within 5 feet of you. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is restrained for the spell’s duration. As an action, you can cause the ray to leap into the air and strike a creature within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 4d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Crown of Godly Grace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You awaken the sense of well-being and security within a 5-foot-radius sphere centered on a point you choose within range. The sphere is immune to fire damage, and creatures and objects that aren’t within 5 feet of you when you cast this spell can’t be charmed. Each

Crown of godly radiance

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

A spectral procession appears along a portion of your body that you can see within range. The procession is composed of up to four creatures of challenge rating 2 or lower. Each target must succeed on a Wisdom saving throw or be affected by the spectral procession for its duration. A target’s speed is reduced by 5 feet for the duration. Any creature targeted by this spell whenever it ends its turn in the area is also affected by it until the spell ends. The spectral procession moves with the target and lasts for the duration. When the spectral procession hits, each target takes 1d10 force damage. Additionally, the spectral procession changes directions according to the shape of your hand. The spectral procession moves 10 feet each time it causes a different effect, up to 25 feet if the hand strikes a creature or 30 feet if the hand strikes an object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Crown of golden light

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell creates a golden ray of bright light in one creature’s space that is visible from a different plane of existence. For the duration, other creatures can’t become visible to you. Until the spell ends, you can use your action to make a ranged spell attack for every 100 feet you take during the duration. On a hit, a target takes a d8 d10 + 20 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a total of thirteen golden rays can be created. Each ray deals an additional 20d6 force damage to the target when you cast it. Transmutation

Crown of Graces

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You call forth charmed beasts of your choice from among your companions as a bonus action to make a melee spell attack. On each of your turns until the spell ends, you can use your action to create a ‡crown‡ of golden rings on each creature you choose within 30 feet of you when you cast the spell. The rings are flammable, requiring concentration on each target until the end of its next turn. A creature chooses one of the rings created by your spell slot transformation into a crown. At the completion of each of its turns, a ‡crown”es and their companions appear in sockets. The crown can contain up to six creatures, but none of the creatures can’t be reduced to 0 hit points. Nonhostile nonmagical servants also appear in the crown’s space (though such a creature can’t benefit from being immune to nonmagical wounds). The spell fails if you cast it while covered by a robe or helmet, or if you cast it while you have no visible weapons or armor. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one ring from a creature’s size slot, a creature’s size ring, or a staff from a creature’s size slot. The magic circle, staff, and staff emblazon the same insignia with the spell and spell. Additionally, whenever two of these weapons appear, they appear in the same spot on each hand. These weapons are magic rings, like the rings of warding, that can hold up to twenty magical weapons and an additional 40 magic ammunition. At Higher Levels. When you cast this spell using a spell slot of six levels or higher, you can create two magic rings for each slot level above 6th. Transmutation

Crown of healing

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A star appears in a 20-foot cube centered on a point you choose within range. Each star is a different color. The cube is contiguous with the interior quarters of each other. Each star has a different power level and is worth 1 hit point per level above the first. When you cast this spell, you can create 10 additional stars per slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate as many as 10 additional stars of natural healing before moving on a mechanical or ornate steed. Each additional star increases the speed of the skyshield by 100 feet for each slot level above 1st. Transmutation

Crown of Heaven

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, one winged with fire and the other with a robe of clouds rises from the ground in an unoccupied space of your choice that you can see within range. The wing disappears when the spell ends. If you move more than 10 feet away from the wing, you can step back as a bonus action on each of your turns to regain control of the wing. The wing can’t extend back into this space. Until the spell ends, a shimmering orb (or a gemstone if you have no such gemstone) appears in your space. An elemental spell cast on the orb reveals it to be a celestial body part, a fey (your choice), which attacks and damages creatures it affects. A creature that can’t be charmed must make a Charisma saving throw. On a failed save, the creature is charmed by you. At the completion of your concentration on this spell, a celestial body part appears in the darkest corners of your choice that can’t be targeted by divination spells. If a celestial part appears in this way, the creature dies. If you cast this spell again, the creature dies. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional celestial part for each slot level above 2nd. Transmutation

Crown of Intelligence (Concentration, up to 1 minute

Casting Time: 1 action
Range: Transmutation)
Duration: Concentration, up to 1 minute

A creature you can see and hear within range, and it is the same creature as you when you reach 5th level. The creature can be within 30 feet of you when you reach 5th level. Conjuration

Crown of Kings

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You gain the following benefits: - You are immune to all damage. - You are immune to all damage that would be given by a weapon. - You are immune to all damage that would be given by magic. - You gain a bonus to AC and hit points equal to your Wisdom modifier (your choice). - You have the following benefits: - You have resistance to bludgeoning and slashing damage from nonmagical weapons. - You have resistance to cold damage from nonmagical weapons. - You have resistance to fire damage from nonmagical weapons. - You have resistance to fire damage from fire weapons. - Your hit point maximum is increased by 1d10, and it increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Poisoned breath 10 Days You create an explosion of poisonous gas that deals 1d8 poison damage to each creature within 10 feet of you. The creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. A creature must make a successful Constitution saving throw to avoid the effect. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Crown of Kings

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one of the following options for the course of your next turn. You can maintain your concentration on a spell of 2nd level or higher for the duration. You can also end your turn by telling the spell to end. When you do so, choose a point you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain concentration on a spell of up to the same level as you normally use for its level, provided that spell’s level is equal to or less than the level of the spell slot you used for its level. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain concentration on a spell of up to level 4 of your choice for the duration. When you do so, choose a point within range. Enchantment

Crown of Kings

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A large crown with a crown of blossoms sprouts from the center of the ground in an unoccupied space of your choice within range. Until the spell ends, you can direct the blossoms to guard the crown. The crown defends you from everything but undead. If the crown is worn or carried by a creature, the creature is blinded for 1 minute. If it is carried by a creature, the creature takes 10d6 acid damage, and the creature is blinded for 1 minute. If the crown is worn or carried by a creature and is no longer on the ground, the creature is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Enchantment

Crown of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

When you cast this spell using a spell slot of 4th level or higher, you animate up to ten corpses from the corpse you have animated with this spell. A corpse animated by this spell can hold up to ten Humanoids or one Large or smaller creature. These corpses are friendly to you and your companions for the duration. You can make them out of any corpses you have animated with, though they retain their hit points and can’t be duplicated. If you choose an animated corpse as your material component, this spell creates an animate dead spell that discards the corpse into an obelisk at your feet. While there, the corpse produces no sound and is immune to sound damage, and it can’t become animated while in the room. The corpse is friendly to you and your companions for the duration. When you cast this spell using a spell slot of 3rd level or higher, you animate up to ten corpses from the corpse you have animated with, and you might animate up to two more corpses at any time. You might animate two more corpses at any time using another spell slot of 3rd level or higher. If you use a spell slot of 4th level or higher to animate a corpse of a creature you choose as an undead or an constructs weapon, you create one dead corpse instead. To create an unarmored corpse, you use the lowest possible number of corpses, determined by the DM. Conjuration

Crown of Life

Casting Time: 1 action
Range: 300
Duration: Instantaneous

This spell creates a magnificent statue of life, one that lasts

Crown of Life

Casting Time: 1 action
Range: 60
Duration: 24 hours

A surge of divine energy (some measure of divine) erupts from you and fills the air within range for the duration. When you cast this spell using a spell slot of a higher level than the one you used to cast it, choose a 7th-level spell slot or a 9th-level spell slot. You choose a slot of the chosen one. While casting the spell using a spell slot of a higher level, you can have up to four creatures raised to become servants of the celestial

Crown of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You imbue a celestial body with life and vitality for the duration. The celestial body is composed of two parts, one for each eye, nose, throat, and throat. The eyes of the celestial body are bright green, while the eyes of the human body are dull green. The celestial body has a body temperature of 100°. The body is surrounded by a transparent dome composed of ten heavily gaseous layers: a chest, abdomen, legs, and torso. Each layer is connected to a different elemental being, element, or soul. The body is composed of three bones: a skeleton, a leg, and a hand. Each limb is heavily gaseous and has a weight of 10 pounds, and each hand weighs 5 pounds. While the body is in the chest, the skeleton and hand are heavily gaseous and have a weight of 5 pounds. The hands and feet are heavily gaseous and have a weight of 5 pounds. Each hand is heavily gaseous and has a weight of 5 pounds. Each finger is heavily gaseous, and each organ weighs 5 pounds. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures on each layer increases by two for each slot level above 5th. Abjuration

Crown of life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. If you touch it again, the spell ends. Abjuration

Crown of Lightning

Casting Time: 1 action
Range: 30Instantaneous
Duration: When you cast this spell, choose a creature you ca

n see within range. The creature must be within 1,000 feet of you. It's a humanoid with the following statistics: The number of hits for this spell rises to 2, or 2d4. You can use your action on a creature you can see—if you can, the spell ends, and it must make an Intelligence saving throw. On a failed save, the creature takes 2d6 lightning damage and dim light for 3 days. While the spell is active, you can target up to four creatures of your choice that have 20 feet

Crown of Lightning

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create three 10-foot-tall, 10-foot-deep rings of lightning that extend from your fingers to a target and extend from the edge of the globe to 20 feet apart. Each ring lasts for the duration, and the first creature to cast this spell within 1 hour of casting it successfully recovers from its injuries. The spell’s radius is the distance from the center of the ring to the center of the ring’s interior, as determined by the spell’s radius. When you cast the spell, the rings appear in a 5-foot radius and extend to 20 feet from the center of the globe. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of each ring increases by 20 feet. When you cast it using a spell slot of 3rd level or higher, the radius increases by 20 feet. Evocation

Crown of Light

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A light appears in a point of your choice that you can see within range and that can be visible to the blinded, deafened, and incapacitated. Choose one of the following options when you cast the spell: • You can use an action to cast the spell. • You can’t use a spell slot of 2nd level or higher. • You can use your action to dismiss a target within range of the spell. • You can dismiss an affected target with a successful Wisdom saving throw. Casting this spell again ends this effect if the target is on the plane of your choice. Transmutation

Crown of Light

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A glowing crown appears on a creature or a solid surface in a 30-foot radius centered on a point you can see within range. The crown is a shimmering, transparent and translucent substance that has a 10-foot radius. The target must succeed on a Constitution saving throw or be blinded for 1 minute. The spell’s radius is 5 feet. The spell ends if the target fails the save. The spell then ends for it. The spell’s damage increases by 1d6 for each additional foot the target steps on the ground. Transmutation

Crown of Maelstrom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A mass of whirling mass of swirling water appears at a point you choose within range, and lasts for the duration. Until the spell ends, you can use a bonus action on each of your turns to change the mass into a vortex, or sacrifice it to cast this spell in an unoccupied space that you can see within range. The vortex is heavily obscured, so it rarely appears where water can travel. It drops to the ground and remains for the duration. The vortex is 2 feet wide and 10 feet tall, and has a diameter of 20 feet and a height of 10 feet to the left of the ground. It has a 20 percent chance per round it appears on the ground when you cast this spell, and 25 percent chance when you cast it from a space that is no larger than 10 feet above the ground. The vortex lasts for the duration. When the vortex appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d12 bludgeoning damage and is caught in the vortex until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the vortex increases to 2 feet in diameter and 10 feet tall by a DC 20 value of 16. The vortex also increases its speed by 30 feet until it is nearly vertical, with each jump lasting for 1 minute. Evocation

Crown of magic

Casting Time: 1 action
Range: 100
Duration: Concentration, up to two hours

You take a shimmering, talismantically inscribed sphere of magical power centered on a point you choose within range, and you take the actions described below for the entire duration. As a bonus action, you can choose to cause the sphere to hover at your feet, creating an enclosed area of magic that lasts for the duration. This magic can’t attack, activate magic items, or affect creatures or objects within its area. A magic item strikes a creature within its area that is somehow affected by the spell. To the extent that the spell damages the item, the spell ends, and a piece of the spell's magic can’t strike the item. The spell ends if you choose an area of magic that only targets one creature or occurs within 10 feet of the magic object. Abjuration

Crown of magic

Casting Time: 1 action
Range: 150
Duration: Concent

Crown of Magic

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A magic crown appears on one creature you can see within range. The crown is opaque and lasts for the duration. Your light can’t be seen or heard by it. Until the spell ends, its shimmering surface glimmers in the presence of bright light and no light can illuminate it. While shimmering, you can see through the crown and be invisible to it. As an action, you can reveal the crown to anyone within 5 feet of it (if you choose this grand plan, the target can’t see or hear you). You reveal the crown to a celestial, an elemental, a fey, or a fiend of challenge rating 2 or less Intelligence, Wisdom, or Charisma score. The target can roll for the spell's dosing on the succeeding turn as long as it doesn’t suffer any penalties from its divination. The target can roll a d4 and subtract one from its bag, or choose a number of temporary hit points equal to twice the cube’s hit point maximum. The spell’s duration is extended to six days, after which time it is dispelled. Transmutation

Crown of Maleficorns

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You conjure up a shadowy mass of inky darkness in an 10-foot radius around you. The mass appears in the space you cast the spell and lasts for the spell’s duration. When you cast the spell, make a ranged spell attack against the mass. On a hit, it takes 1d8 necrotic damage, and on each of your turns until the spell ends, you can use your action to cause the mass to shift in location, attempting to bite one creature within 10 feet of it that you can see. The mass can attack any one creature within 10 feet of it. If the mass moves to a place more than 10 feet away from you, it must make a Dexterity saving throw. The mass can't pass through a barrier, and though it can pass through a spell door or another nonmagical door, it can’t do so inside a place as large or as small as this one. When the mass appears, each creature must make a Dexterity saving throw. It takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases for each of its effects by 1d8 for each slot level above 6th. Conjuration

Crown of Malice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you have resistance to one damage type of your choice that you can see, and you gain the following benefits: • You gain 1d4 radiant damage on each of your turns. • You can use your action to create a line of fire 20 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Transmutation

Crown of Malice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You point your finger, and the creature must succeed on a Wisdom saving throw or be charmed for the duration. While the target is charmed, you have an equal chance to winning any combat that you seek to date. While the target is charmed, you have disadvantage on attack rolls against any creature within 5 feet of you that you can see. Also, the target loses any ability to distinguish friend from foe, and the duration is neither wasted time, nor especially distracting. When the spell ends, the creature chooses a new form from among the following options: • One creature that you can see that is within 5 feet of you • Two or more creatures that can see you (you choose which form the creature chooses) • One creature that can see at least one other creature (you choose which form the creature chooses) • Two or more Objects that are on the same plane of existence (you can cast these spells from the same side, or they can each be visible from the opposite side), or (in which case the spell fails) A line of sight created by an attack from a different object e.g. a magic scimitar or scimitar cross is affected too. Conjuration

Crown of Malign importance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an immobile statue of an unwilling creature that obeys your commands. Until the spell ends, the statue glows in the area, dealing an extra 1d6 force damage to you and casting this spell grants you no current effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Conjuration

Crown of Nightmares

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You reach into the mind of one creature you can see within range, causing it to fear the things in its midst. The target must make a Wisdom saving throw. On a failed saving, it is compelled to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails this saving throw during the duration, its eyes turn to dust and it becomes infatuated with the things in its midst until the spell ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success, or ending it with a free hand. Whether the spell ends or not, the nightmare has its eyes on a particular object that it can see within 60 feet of it. That object can be a weapon, armor, tool, or other piece of magical force or presence. At any time before the spell ends, you can use your action to create two dominoes on top of one another, one dominoing, the devil taking on the appearance of a statue and the devil falling. Each domino creates a domino effect that lasts for 1 hour or until you create a new one. When you cast the spell, choose one or both of the dominoes or create a new domino effect. Choose two dominoes from the drop table at the end of your turns and place them within a 5-foot cube on the ground. Each domino creates a new effect within 5 feet of it. If you create a domino effect using a different spell or weapon, each domino creates a new magical effect within 5 feet of it. For example, you could cause a domino to appear to create a portal, open a gate, or stow a bag full of woe in one of the containers. When you create a domino effect, you can affect either the same effect you chose or two subsequent effects that you create. You can also set a new effect to affect a separate creature. Each casting of this spell ends a domino effect that you have set before. Choose two dominoes from the drop table at the start of your turns and place them within a 5-foot cube on the ground. Each creature created by one of these domino effects dies when the spell ends

Crown of Nine Hours

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magic circle in the air that lasts for the duration. Each creature of your choice that ends its turn within 30 feet of you must succeed on a Wisdom saving throw or be affected by this spell for the duration. The circle lasts for the duration, and creatures affected by this spell are immune to that effect. To be affected, a creature must be within 30 feet of you within the spell’s area that activates (within 30 feet of you) or within a range of 30 feet. This spell is permanent and lasts for the duration. The circle can be blocked, restrained, or otherwise limited to a specific area. A creature is restrained when it moves into such a location. A creature restrained by this spell is immune to being charmed or frightened. Transmutation

Crown of positive energy

Casting Time: 1 action
Range: 150
Duration: Concentration, up to one minute

Instantaneous An elemental force springs into existence between two points you choose within range. The point you choose must be within range of at least one of the pillars or trees you choose, and it lasts for the duration. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled and, if it successfully dispelled, lasts for the duration. If you cast it on the same spot every day for a year, the spell lasts until dispelled and lasts until dispelled ends. You can cast this spell while cloaked and within 30 feet of one pillar or tree, and within 30 feet of a pillar or tree, at least one creature must make a Constitution saving throw. On a failed save, the creature takes 5d8 thunder damage, an amount equal to 1d4 + your spellcasting ability modifier. On a successful save, the creature takes half as much damage, and no creature uses out of it. Abjuration

Crown of positive energy

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

When a creature moves into the area for the first time on a turn or starts its turn there, the creature takes 10d6 radiant damage, and it can take the Dash action and run for 1 mile until the spell ends. Evocation

Crown of Power

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a powerful beam of energy that explodes in a random direction within range. The beam can be ranged up to 10 feet. A creature must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage. On a successful save, the spell ends. Conjuration

Crown of Power

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

In this power, you conjure up a magic circle that can encompass up to 10,000 square feet. Each creature within that area must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The circle is a gateway to another area of power within range. The gateway can be anywhere on the globe, but there isn't enough room for spell slots. Each gateway opens a portal to a different area of power. For example, a gateway to a new spellcasting area that you cast a spell can open a portal to another area of power. A gateway to a different power can cause it to open a portal to a different power. For example, a gateway to a new power can cause a portal to open a portal to a spellcasting area that you cast a spell from. A gateway to a different power has its own area of power. A gateway to a different power has its own area of power. You choose what gateways have been opened. A gateway to a different power has its own area of power. A gateway to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You decide what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a different power has its own area of power. You can create portals to any number of new areas within range. These portals can be created from stone, wood, stone, lava, mud, or an extradimensional stone. These portals can be made from a single solid object that can be held within its reach. You choose what area of the globe is used to create a portal. It can be a portal to a different area of power or a portal to the same area of power. A portal to a different power has its own area of power. A portal to a

Crown of Protection

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

A line of force rises from the ground and points toward a point you choose within range, and a creature that starts its turn within 5 feet of the line can repeat the saving throw. A creature takes 6d8 force damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn within 5 feet of the line must succeed on a Constitution saving throw. On a successful save, a creature is unaffected by this spell. Evocation

Crown of Rocks

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create an unstable portal between three rock types within range, raising the surface level of the two levels to within range. The portal can be up to 30 feet long (10 feet wide)—and up to 10 feet thick (10 feet deep)—and opens 2 doors, each containing a different magic item. The portal is 1 foot wide and 1 foot thick, and it is immune to fire, cold, and acid damage. It is completely dark and insubstantial, and can't be opened until the spell ends. A creature that enters the portal for the first time on a turn or ends its turn there must make a Strength saving throw. On a failed save, it can expend one use of its action to move through the portal, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The portal can be opened by one other than the one you used to create it (your choice), by one creature or by several different means. To open the portal, make a Strength saving throw. If you are fighting a Tiny or smaller creature, your attack rolls increase by 5 for each target. On a hit, the target takes 1d12 force damage. Hit or miss, the portal opens at the DM’s discretion. The portal appears in the manner you choose. Any creature that enters the portal and moves through it must make a Strength saving throw. On a failed save, the creature takes 60

Crown of Rocks

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create up to five 10-foot-by-10-foot masses of rock in a 30-foot cube within range. Each creature is surrounded on all sides by a cloud of rock. The rock masses can be broken down into simple panels or solid blocks as you choose, which make them stable. Each block has AC 15 and 30 hit points per inch of thickness. You can shape the rock into any shape you choose, up to 5 feet in any dimension, though it must be free of any bases or edifices. Any creature or object in the cloud is a plant creature. The rock can be up to 60 feet long, 10 feet high, and 5 feet thick. The mass of rock’s area is 360 feet total. Until the spell ends, you can use an action to create a 15-foot cube of swirling rock centered on that mass. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The rock remains in place for the duration. If a creature is in the area when the spell ends, the rock is destroyed. Evocation

Crown of Rocks

Casting Time: 1 action
Range: 150
Duration: 1 Round

You hurl a rock or a serpent from your reach and create up to three tenetial rings on it. Each ring has a diameter of 5 feet and a thickness of up to 60 feet. The rubble lasts for the duration and is cast into and around creatures, plants, and other nonmagical objects that are no larger than 10 feet on each side. Thus, it w as difficult terrain. If the rubble strikes a creature, it deals 2d4 bludgeoning damage to that creature, and the creature isn’t stunned, but it has disadvantage on Strength (Athletics) checks and Strength saving throws. If you cast this spell without first preparing any sort of protective spell against it, the spell ends early. Each creature, except a Huge or smaller creature, who successfully saves against a rock-like object thrown by a creature using Strength (Athletics) or Dexterity (Wisdom) checks or using an ability score check attuned to the object fails the spell. Transmutation

Crown of Rocks

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create up to four 5-foot-by-5-foot bars of rock that grow large enough to protect up to eight humanoids or five humanoidoids or half-sized boulders. The panels are composed of three sheets of wood each with two feet of common roughness and two inches of common toughness. The bars can be pulled apart to create a siege wall or as a platform for your melee weapon. When a creature moves into one of these shadowy chambers, that creature must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage and 4d6 radiant damage on a successful save. Creatures or objects within 4 feet of the shadowy chambers take half the fire damage and the radiant damage of the trap. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases to 3d6 and the radiant damage of the trap increases to 4d6. When you use a spell slot of 9th level or higher, the fire damage increases to 4d6 and the radiant damage of the warded wagon increases to 3d6. Transmutation

Crown of Rocks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a magnificent arch—a stone or a crystalline rock, solid or pebble-like, curved and wafting upward and forming a ringed wall. The wall appears within range at a point you choose within range. You can make a nonmagical rock up to 20 feet long, strong enough to shield a Medium or smaller creature, or strong enough to hold up to 50 creatures. The wall requires a Strength of 2 or lower to form. When you create the wall, you create two structures of equal size on each side: a tall stone arch, a palace gate, and a tower. Each structure is 5 feet tall and has a height of 10 feet. The hallways are 5 feet wide, and 5 feet deep, with walls of stone and crystalline bark adorning them. Each palace is 5 feet high and has a height of 10 feet. You decide how the two structures appear in the world. The arch created by this spell is visible only to creatures of your choice that you can see within its construction. You can use your action to cause a sudden appearance of a celestial, fey, elemental, fiend, or undead (your choice) in the image. Each creature that starts its turn in the image must succeed on a Wisdom saving throw or take 2d6

Crown of Rocks

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Choose any number of small rocks within range that you can see within range, forming a wall at a point within 10 feet of you. Each rock

Crown of Rocks

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create up to ten tenose of emerald-green rock on a solid surface within range. You can make the rock up to 20 feet long, 10 feet high, and 5 feet thick, and shape it in your choice of any of the following ways: - Rocks on the surface crumble to dust. - Rocks on the surface shed bright light in a 10-foot radius. - Rocks on the surface of the ground become difficult terrain until cleared. - Rocks formed from rubble or mud spill out of the rock into open spaces that remain unoccupied. - Rocks on the surface of the ground move with the ground. - Rocks on the surface of the ground become difficult terrain if they do so. Transmutation

Crown of Rocks

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

You create six rocks on an unoccupied space you can see within range. Each rock is 10 feet long and weighs 3 pounds. You can create one rock by creating an unoccupied space within range. As a bonus action, you can move the rock up to 30 feet in a straight line, stopping short of making it difficult terrain. The rock faces away from you and remains within 30 feet of you for the duration. If the rock faces away from you and moves over a 20 foot cube, it intersects with another rock and sheds dim light in a 30-foot cube. An object weighing 10 pounds or more falls into this spell’s unoccupied space. If you create a rock by creating an object by accident, you deal an extra 1d4 damage to the rock when you move it. Transmutation

Crown of Rocks

Casting Time: 1 action
Range: Self (90-foot radius)
Duration: 1 Round

You create a 10-foot-radius, heavily rusted pit that is 100 feet long and 30 feet wide. It is a protected area. Until the spell ends, you can use a bonus action on each of your turns to create a circle, a vertical bar, or a hollowed-out area around itself that is no larger than 20 feet in diameter. This circle is 1d4 x 10 feet wide and 25 feet tall. When you cast the spell, you can designate a direction to the circle—a straight line, uphill, or downhill. If you are on a side (such as in a room or a hallway) or in

Crown of Rocks

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You enrich the landscape around a point you choose within range. You create up to ten horizontal masses on each side of the visible plane, where pebbles and stone grow and decay as you direct. Each mass must be within 5 feet of one of the visible planes, and the size of the mass determines how difficult it would be for the material to sustain life for the next 24 hours. The spell ends if you cast it again, if the material material materializes at least twice as hard as normal, and if you cast it another time, if it remains there for the duration, or if you create no mass by leaving behind no mass and move to an area that looks nothing like the one you chose. Transmutation

Crown of Rocks

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A string of magically composed minerals fills a 20-foot-radius, 10-foot-high cylinder centered on a point you choose within range. The cylinder is continuous with smooth stone, and you can rotate the cylinder to create a globe out of rocks or dirt. The globe remains for the spell’s duration. Any creature in the area at the time the globe is created is surrounded on all sides by rocks and covered in rough terrain. The cylinder moves with you, remaining so that a creature can reach it from every side. The globe can’t pass more than 10 feet away from you. If the creature is firing at it from a distance of 10 feet, the globe could shatter. Until the spell ends, affected creatures take damage as a result of falling into a pit or other pitiable state. When a creature reaches the height it needs to live, it springs into action to save. If the creature is already touching the cylinder and moving onto the next nearby body of water, the creature can reach out and touch the globe as a whole. This action can wrap its fingers around the globe to cause the movement. If the creature is touching a larger creature, the creature must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage as gnomish lightning. Transmutation

Crown of runes

Casting Time: 1 action
Range: 60
Duration: Until dispelled

This spell shapes the words of other divinities as they shape them, and the runes weave magic that holds them. For each divinity you choose, you choose runes inscribed with a certain power or magic and can alter the words with whatever you cast or create through an object other than a spell. For the duration, these runes show up in your hand in a font you choose. Choose one of the following forms to use in this spell's spell cast. Magical runes. The power of a magical glyph overlaps with and overlaps with those of the mundane and magical objects created by the glyph, and the power of the glyph is negated by half the glyph’s current power if the glyph overlaps with magic objects created by the glyph. A mundane glyph overlaps with a magic item created by a mundane glyph created by a magic glyph. A magic item overlaps with a mundane glyph created by a magic glyph created by a nonmagical object created by a magic glyph. A magic item created by both a mundane and a magic glyph overlaps with both objects created by the glyph. In addition, whenever the two objects become linked or duplicated, the glyph overlaps with the magic item created by both objects and both magic items, regardless of whether they overlap or not. At the end of each casting of the spell, the glyph can be rewound or both, but not both, if the glyph overlaps with a magic item created by a magic glyph. 1. Interposing runes. All runes except the s

Crown of Shadow (8/Day)

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Enchant your weapon (a wand, a staff, or another similar effect) that spells if it's more than one, it must be of this spell's version. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can't use an action to cast the attack again until the orb appears again. Evocation

Crown of Shadows

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You create a dazzling light shield that protects you and creatures you choose within range. As you cast this spell … you choose one of the following effects. A brilliant light radiates out from you. A brilliant light springs from a creature within range. You might place the light shield on a surface. A glowing light appears in one of the following colors: bright pink, purplish, light brown, brown, yellow, green, or violet. A bright red, bright blue, or green. A glowing white, bright yellow, or white. A bright blue, bright orange, or red. A bright bright pink, bright light, a color you designate For example, you might put a bright light on a creature that is asleep or at rest, dim light on it, or dim light on it, such as when making a spell call or at a pass that doesn’t take place on a certain day. A bright, bright red, bright green, or bright blue. If you spell multiple times per day for the duration, you can use every such spell that occurs in a row. In addition, when you cast a spell that affects an ability or an ability that you cast, you can use both the spell and the ability and ability can be dispelled. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can take a physical damage of your choice one of these ways: by creating a small, invisible line of light within your hand, then leaving it there the next time you use your action. A line of light in its place. A spell that blocks the line of light. A line of darkness. A line of bright light, or a line of bright light. A line of magic. A line of magical force. You can use a line of light and a nonmagical force to cause an effect that you cast on yourself. When the spell ends, you use the effect to cast a spell. It lasts for the duration, although you can use your action to expend one use of a nonmagical force. If the created line of light is larger than the spell’s length, you make the illusion appear smaller. If the created line of darkness (the original image) appears larger than the spell’s length, you make the illusion appear larger. A line of fog. You create a line of fog that extends in a straight line from line A to line B of magic. Once created, the line is still there, provided the illusion is within range. A line of lightning. You create a line of lightning that extends in a straight line from line C to line E of magic. Once created, the line is still there, provided the illusion is within range. A line of light. You create a line of light, that extends in a straight line in a direction you specify. Each line ends in a different color and appears dim as a light torch. A line of warding. You create a creature of you’s choice that can be a hand or other construct, no more than 10 feet in height, an undead, or one that resembles a beast, for example. A spirit. The creature you created appears as a familiar to you. This spell can’t be used to make another creature appear like it. You create the illusion at 3rd level and every four levels thereafter. Bane of Shadows A line of light that spreads out from you. This line spreads out in a straight line from line R

Crown of Sickness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause fear in one creature for the duration of the spell. The target must make a Wisdom saving throw. On a failed save, it isn’t frightened for the duration. While in this aura, any creature you choose that is within 20 feet of you or that is making an attack roll against a creature within 5 feet of you is also frightened of you. Additionally, when an affected target makes an attack roll against a different creature’s size, it is affected by the spell instead, gaining one size advantage on the roll. Any effect that removes a creature’s size advantage allows you to do so early. As an action, you can move the aura around so that it appears to be moving, but it remains immobile. It remains in place for the duration. While centered on the aura, you can use an action to have the aura fly into a new location that you can see that would be within 5 feet of another creature. You can affect the aura in any other manner you choose without provoking opportunity attacks or using extra action, strength, or other magical effects. Transmutation

Crown of Sickness

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You cause fear in one creature for the duration of the spell. The target must make a Wisdom saving throw. On a successful save, you cause the target to feel a faint ache in the chest, up to 20 feet long and 5 feet wide, and have disadvantage on attack rolls against all creatures that don’t have their own turns. The spell has no effect on undead, giants, or undead that don’t obey your orders. When the spell ends, the target makes a Wisdom saving throw. On a failed save, it reverts to its mother’s mindless form, shedding its animating anima for the duration The spell ends. Abjuration

Crown of Sickness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see within range, seize its soul, and grant it a crippling disease attack against the next morning as a bonus action. The target’s soul, if any is left, vanishes into a depraved stupor, leaving only the creature with your gaze. When this attack hits, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell has no effect on undead or constructs. If you cast this spell in the same area every day for 30 years, the spell attracts one undead or constructs toward you, causing them to become affected by you for the duration. To be affected by it, a creature must make a Wisdom saving throw. On a failed save, the affected creature becomes diseased and dies instantly. While affected by this spell, the creature is incapacitated, withered, or poisoned. At the finish of its turn, the affected creature dies instantly. Conjuration

Crown of Sickness

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You transform an unwilling creature you touch. You transform the target into a stinking lump for the duration. It disappears completely if it has not yet died and, if it has, becomes diseased, sickened, lethargic, or weak. It also disappears for 5 minutes on each of your turns. The spell fails if you use a spell slot of no more than once and if you cast it again, the spell ends. During this time, you can use a bonus action on each of your turns to transform the illusory lump you select, which is magically diseased, into a malignant malignant mass in addition to restorative magic. The transformation lasts for 1 minute. Each target is affected by this spell for its duration. The disease and mass don’t disappear when the lump has turned. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 6th. The creatures must all be within 5 feet of the target when you target them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the illusory lump creates two illusory masses on each of your turns for each slot level above 5th. The illusory masses last for 1 minute. If you cast this spell using a spell slot of 8th level or higher, the illusory masses transform into sickle-wreathed creatures with 60 hit points. For every 1 hit points of transformation, you create 5 sickle-wreathed corpses on the ground in an area that is free of wreaths. While a corpse is created, you can use your action to create a mass of illusory masses centered on it, with 60 hit points each hit point each mass creates. These illusory masses are immune to poison and psychic damage. The illusory masses appear in unoccupied spaces that you can see within range. They appear humanoid only, and can be

Crown of Sickness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the ability to permanently destroy a target’s mental component, either by harming it or causing it to be destroyed. The target has disadvantage on attack rolls against creatures other than you that you can see. If the target can’t be harmed, it suffers from a mental component that is fixed and difficult, such as ahara’s hammer, to the extent that it becomes difficult and impossible to hit it. If the target has any of the properties listed in the Monster Manual or as a class ability in an adventure that uses them, this spell ends. This spell doesn’t alter physical objects, creatures, or effects, so the DM has no way of knowing whether the spell ends or not. If you would destroy an object or a component component, it is irretrievably lost forever. As long as the object or component is in the possession of someone other than you (or someone acting on your behalf). The DM has the creature’s best interests at stake. If the target would end up with a mental component that is difficult or impossible to destroy, the creature would be permanently hostile to you and your party. Abjuration

Crown of Sickness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a cloud of poisonous cloud-like radiance in a 20-foot radius around you. Each creature in the cloud must make a Dexterity saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful save. Evocation

Crown of spirits

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 1 minute

The cube of green light in the center of a 5-foot radius centered on a point you choose within range appears to be a spirit of nonmagical energy, willing and able to protect you. Until the spell ends, the cube grows larger for each creature that you designate within range. An unwilling creature must make a Wisdom saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one. The cube remains for the duration, and it gains in strength as it increases its size and moves up and down in diameter. While the cube is growing, other creatures are pushed to within 5 feet of it. For every 1 foot the cube moves across a space, a creature can be moved to a different spot within 5 feet of the cube. An affected creature can move only if it is immune to being pushed, and the cube creates an instantaneous effect that allows it to move up or down as part of the move. Each time the cube is used to move a creature, it creates an instantaneous effect that allows it to move up or down as part of the move. For every 5 feet of movement made within a 10-foot cube, the cube can move, the cube can’t be moved, and the cube can’t leave any area within that area. Divination

Crown of spirits

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral guardian appears and hovers over a creature. The guardian appears in an unoccupied space that is within 5 feet of the area in which the summoned creature appears. Until the spell ends, the guardian can be summoned by any spell, as long as it doesn't directly target a specific creature. Divination

Crown of spirits

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose four creatures that you can see within range. The creatures are Medium and Tiny and must be within range for the spell to work. The creatures can be of any size you choose, but they can’t be charmed, frightened, or possessed by any kind of spirit. The creatures are under the same compulsion and can communicate telepathically without a dedicated physical link. They are under your control for the duration of the spell and can’t be otherwise affected by the spell. You can maintain your concentration on the spell for the entire duration. Alternatively, you can cause the creatures to become animated and incapable of locomotion. Once a creature becomes incapable of locomotion, it can’t leave the spell for another 1 minute. The spell ends on a creature if it leaves your control for the duration. If the creature’s concentration is broken for any reason, you can use your action to break the spell for all its duration. A creature that has broken the spell for reason takes 4d8 animated strikes, which are damage, instead of 1d8; if you break the spell for another reason, that reason is replaced by a new one. While the spell lasts, you can use a bonus action to cause one of these frozen creatures to revert to its normal state. They w ere under your control until the spell ends, at which point they automatically become horkers and attack anyone within 30 feet of them who moves into their space with a melee weapon attack in the first place. Conjuration

Crown of Steed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You grant the general command to a willing creature of your choice that you can see within range, which it obeys you and the DM makes. The creature obeys your verbal commands and acts in your manner in combat. If it succeeds, it obeys your verbal commands and acts in your manner in combat. If you and the creature can see is immune to psychic damage, the spell ends. On its turn, the creature can use its action to make a Constitution saving throw against your own initiative. On a failed save, the creature can use its action on each of its turns to make a Constitution saving throw. On its turn, the creature can make a Constitution saving throw against the DM, ending its turn on itself on a success. If the creature succeeds, the spell ends. If it can, the spell ends. The spell also ends if you choose to have the creature to do so. If you have the creature, you can use your action to make a Constitution saving throw. On a successful save, the creature becomes immune to psychic damage, unless you have the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 year. Abjuration

Crown of stones

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You conjure up a magnificent palace made of stone and stone-plated stones. Choose a stone type: stone, iron, emerald, or yellow. You grant a palace a design that can range from simple to elaborate. The palace remains until the spell ends. The palace can be up to 10 feet in height and can hold up to four people. It is dedicated to one great god or god of war whose name you wish to name. Only one of each god’s son can be held at a time in the palace, and each mortal can hold three humanoids or two giants. Alternatively, the temple might be dedicated to one god of war but only one, and the guards might be dedicated to two gods but only one, both dedicated to the god of war. When the palace appears in an unoccupied space within 120 feet of a space dedicated to one of those gods, you create an immortal sanctuary dedicated to that god from which the magic of your

Crown of Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell creates a stone to a range of 60 feet in a location you can see within range. The stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. The stone doesn’t take damage from you, and it can’t be destroyed from the

Crown of Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes, up to 10 minutes

You create a stone rock to a range of 60 feet. The rock is a difficult terrain and requires at least 1 minute to clear by hand. The rock is difficult terrain and requires at least 1 minute to clear by hand. A creature that succeeds on a Strength saving throw or a Dexterity saving throw is immune to being knocked prone in the ground in the area. Transmutation

Crown of Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a stone to a range of 60 feet, and you decide what action it will take within 10 minutes. If the stone is difficult terrain, the stone has an area of rock that is difficult terrain, but the stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. The stone is difficult terrain. At the upper end of each of its turns, you can use a bonus action on each of your turns to make a Dexterity saving throw against the stone. The DM uses its action to make an Intelligence (Investigation) check against your spell save DC. On a successful save, the stone disappears, and an enemy sees, hear, and can’t see through it. If the stone is difficult terrain, the stone is difficult terrain. It can be difficult terrain. The stone is difficult terrain. Until the spell ends, you can use any action to move the stone up to 30 feet in any direction, whether you are on the same side or the same side as the stone. If you move the stone over an area, you do so. If you don’t move the stone over an area, it remains there for the duration, and you dismiss the stone as an enemy. If you have no movement left, it disappears on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Crown of Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a stone to a range of 60 feet. The stone is difficult terrain and requires at least 1 minute to clear by hand. If the stone is difficult terrain, the stone is difficult terrain and must be cleared by hand. A creature knocked prone in the stone must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Abjuration

Crown of Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a location you specify within range. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. A thin sheet of roaring flame appears in a location you specify within range. A thin sheet of roaring flame appears in a location you specify. A thin sheet of roaring flame appears in a location you choose within range and lasts for the duration

Crown of Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure up a magical weapon of strong against physical attacks. Choose any Strength or Dexterity- or Dexterity- or Dexterity- or Strength- or Dexterity- or Constitution- or Constitution- or Constitution- or Constitution- or Constitution- or Constitution- or Constitution- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- or Wisdom- Illusion

Crown of Strength

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and give it the ability to reach for some distance. The target must succeed on a Strength saving throw or fall with a magical weapon that you or your companions wield. A target that fails the save succeeds its Dexterity saving throw and is restrained until the spell ends. The target doesn’t benefit from being restrained by objects or objects that are too large to be worn, and it doesn’t perceive objects that are too small to be carried. During this time, the target can use an action to create a ring of strength around itself, and the spell ends if the target doesn’t reach for another object or object. This spell creates a magical link between you and the target, and it lasts for the duration. If the spell requires a successful Strength or Dexterity check to create the link, the spell ends. Make a Strength or Dexterity check with disadvantage on the second result. If the check succeeds, the spell is complete. If the check is successful, the spell is broken. The spell then ends if the target doesn’t reach for another object or object that is too small to be worn, or if the target doesn’t perceive objects that are too small to be carried. Transmutation

Crown of Strength

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A Huge magical force springs into existence centered on a point you choose within range. The point is centered on that point and appears in any size or shape you choose. The force lasts for the spell’s duration, and it can’t reduce any creature in the area to 0 hit points. If you cast this spell using a spell slot of 7th level or higher, the spell temporarily ends and the spell fails to take effect. Additionally, the spell fails its save when it hits or ends prematurely when the spell fails. The spell can’t affect undead or constructs, and any saving throw the spell uses fails if the spell was cast while in its normal state or when the creature’s concentration ends. Any creature that ends its turn in the nearest unoccupied space occupied by a creature of your choice who is within 5 feet of the point must succeed on a Dexterity saving throw or take 1d6 + 1 piercing damage. If a creature succeeds on a saving throw, the spell ends for that creature. Evocation

Crown of Stunning

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to throw a ranged weapon attack that you can see within range. If the weapon hits a creature that you can see within 60 feet of it, the attack deals an extra 1d6 force damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Conjuration

Crown of Stunning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a crown of bright red, shimmering gold, and shimmering violet that appears in a spot you choose within range. While the crown appears, creatures you designate for the spell’s duration can’t attack or cast spells. Abjuration

Crown of the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You utter a message of overwhelming power, and the corpse of a dead creature appears in an unoccupied space you can see within

Crown of the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a gateway to the dark dimension that allows a creature of your choice that you can see within range to speak the language of an old god or a god of war (no more than once per day).

Crown of the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You hurl an undead corpse into the air, where it will take 1d4 necrotic damage for the spell’s duration. The corpse is a solid object about 1 inch thick, and it is immune to poison and radiant damage. It is immune to all damage and death effects. If it drops to 0 hit points, it returns to life with 1 hit point. If it is dropped again, this effect ends, and the spell’s damage increases by 1d4. A creature that drops to 0 hit points is also immune to this effect. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Necromancy

Crown of the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You hurl an undead corpse into the air, where it will take 1d4 necrotic damage for the spell’s duration. The corpse is a solid object up to 1 inch thick, and it is immune to poison and death effects. It is immune to all damage and death effects. If it drops to 0 hit points, it returns to life with 1 hit point. If it is dropped again, this effect ends, and the spell�

Crown of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shadowy force appears in a random 5-foot-square on the ground at the top of your stairs. Until the spell ends, you can use a bonus action on each of your turns to cause the illusion to move up to 60 feet in a direction you choose. As an action, you can move the illusion up to 60 feet. If the illusion moves more than 60 feet, it ends. Necromancy

Crown of the Dead

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You reach into the mind of a creature you can see within range and make a mental check against the spell’s ability check. If it succeeds, you have the corpse for in its hand. The corpse’s hit point maximum and hit point expenditures are both reduced by 5. If it fails its saving throw, the creature takes 2d8 necrotic damage, and it can’t take reactions until the end of its next turn. While the creature is alive, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can see into its space, and if you are within 5 feet of it, you can see into its space. While you are within 5 feet of the target, you can see into its space as if you were in its space. You can’t cross the target’s edge of vision, but you can pass through it. You can’t cross the target’s space or its surface without leaving its space, and if you do so, you fall prone

Crown of the Dead

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You call upon the spirits of the dead, imbuing them with dread and hatred. Choose one of the following powers’s effects. The effect lasts for the duration of the spell. Sickening. Affects all creatures and is a debilitating delusion. Affects all creatures and is a debilitating delusion. Familiar. The spirit of a dead creature appears in your home for the duration of the spell. Choose a creature or object that you can see within range, and the creature or object gains the ability to see the target’s face. The target’s speed increases by 10 feet for the first time of its turn and becomes frightened of you until the spell ends. Devious. The spirit of a dead creature appears in your home for the duration of the spell. Choose a creature or object that you can see within range, and the creature or object gains the ability to see you. The target’s gear increases by 5 feet until it is worn or carried by someone else. Familiar. The spirit of a dead creature appears in your home for the duration of the spell. Choose a creature or object that you can see within range

Crown of the Dead

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You create a 15-foot-radius, 20-foot-tall cylinder of gray smoke with a high pitched thud. Each creature in that area must make a Constitution saving throw. A creature takes 3d12 necrotic damage on a failed save, or half as much damage on a successful one. A creature killed by this damage is left with a corpse that isn’t wearing any armor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional undead creature for each slot level above 1st. Necromancy

Crown of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A shadowy figure is sitting at a chair, resting on a rock. The figure is wearing a robe of dark green cloth. The robe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You choose a color from a list of colors. When you cast this spell, you learn the current color. You can change the robe's color as a bonus action on each of your turns. The robe also sheds dim light in a 10-foot radius that can be changed color by another action. The change lasts for the spell’s duration. When you cast this spell, you change the color of the robe in a manner that can’t be reversed. For example, if you use the robe to cast the spell on a creature that isn’t under the effect of the effect, the change would fail. When you cast the spell, you can change the color of the robe in any manner you choose. You can also change the robe in any other way you choose. At any time after you cast this spell, the robe sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Transmutation

Crown of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to see the future through the eyes of a dead creature. Until the spell ends, you have a vivid and detailed sketch of the future. You can then use that sketch to plan actions or create plans for your own life. To see the present—when you die—as if it was a present—when the spell ends—when you cast it. If you cast this spell again, you can plan your own death with greater certainty. Thus you can imagine how your loved one would go down, what you would do after your death, and so on. You can also describe the current state of your closest relative, a relative who is buried nearby. You can also describe the current likelihood of your beloved's death, which you can visualize by estimating the likelihood that the relative would survive. You can also imagine the current likelihood of your enemies death, and so on. You can also describe the current likelihood of your friends death, and so on. You can also imagine the current likelihood of your enemies death, and so on. If you are aware of a target’s mortality, you might use this spell to see what effect the target’s death might have on the target’s ability to move. Illusion

Crown of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to examine a corpse and draw a crown of poisonous, magical force based on the chosen shape, size, and color. Choose a gem, emerald, emerald green, green, or violet. The crown grows from the head to the neck, and the crown is centered on a point within range. If the crown is on a creature, the target becomes frightened of you for 1 minute, and the target becomes immune to its effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Crown of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a spectral, undead servant that you can see within range and that is friendly to you. Each target must make a Constitution saving throw. The target takes 15d6 necrotic damage on a failed save, or half as much damage on a successful one. The spectral spends its turn attempting to reach you, and it deals 3d6 necrotic damage to each of its enemies that fails its save. A successful save ends the necrotic damage. The servant isn’t diseased or poisoned

Crown of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 15-foot cube of undead creature bones on each of your turns until the spell ends. Each creature in the cube is considered an undead creature. A creature that is neither alive nor dead must make a Constitution saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. Necromancy

Crown of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a spirit that assumes the form of a beast of challenge rating 6 or lower, that takes the form of a loyal, loyal, and loyal servant. Appearing in an unoccupied space within range, the spirit takes the form of a beast that you can see within 5 feet of it. Appearing in an unoccupied space within range, the spirit takes the form of a beast of challenge rating 6 or lower, and it appears in an unoccupied space that is neither occupied nor worn by the creature. The creature is friendly to you and is friendly to you and the creature you have the spirit. If it succeeds, the creature becomes friendly to it, and it gains the ability to understand one language of your choice that you speak, and it gains the ability to understand one language of your choice that you speak. The creature has the statistics of the beast, and it has the ability to understand one language of your choice, though it has the ability to understand one language of your choice that you speak. The creature has the statistics provided in this Monster Manual for the creature, and it can’t be a beast. The creature has the statistics provided in this Manual for the beast, though it has the ability to understand one language of your choice that you speak. At Higher Levels. When you cast this spell

Crown of the Dead

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell grants the dead a legendary power over their own mortality. For the duration, the dead have a 20 percent chance to infect all living creatures within 10 feet of them, and this is significant—up to a point infected by such a spell might make a new birth, a new child, or a partial or complete death. The spell also extends to all other creatures affected by this spell, even the creatures that aren’t dead themselves, and even to any living creatures already living or dead when the spell ends. You can’t choose a target within 30 feet of you as a target for the infect spell, or choose a target that is already dead and that can’t be affected by this spell by reason of its size. For the duration, a target has resistance to radiant damage, and it has resistance to nonmagical damage as well. When a target is cured of this spell, it returns to life with 50 percent of its maximum life restored (500 percent if the creature is undead or 25 percent if it is a celestial). Necromancy

Crown of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You transform a corpse into an undead pile, divided into chambers that are 1 inch in diameter and 1 inch thick. The corpses are completely covered with a thick, silvery material that mimics the corpse’s shape. The corpses are friendly to you and your companions. If you touch one of the corpses and touch its head, the construct’s equipment immerses it in an undead condition that lasts until the moment it leaves the corpse’s home plane. If the corpse is animated or destroyed by an ability check made using an ability check made using an ability check on the corpse’s part, the construct’s equipment is restored to its normal state. If you cast this spell again and then reanimate the corpse, the construct’s equipment returns to its normal state. If you cast this spell again and then reanimate the corpse, the construct’s equipment returns to its normal state. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the undead chamber increases by 10 feet for each slot level above 3rd. Abjuration

Crown of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and possess it for the duration. Until the spell ends, the target can use its action to dismiss or dismiss out of range any spell or spell-like ability it has. If the target is within 30 feet of you, it must make a Wisdom saving throw. On a success, it is incapacitated, and the spell ends. On a failure, the spell ends. If the target is hostile to you or your companions, it can use its action to make a Wisdom saving throw. On a success, it is neutralized by you until the end of your next turn. Transmutation

Crown of the Divine Comedy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain a crown of celestial power. Choose one of the following benefits: • You gain the ability to cast spells of your choice from a celestial deity. The celestial deity chooses spells that are of low level to you, such as the Celestial Ward spell, which has no target range. You also gain a number of benefits equal to your deity level equal to the number of celestial hands you have. You can also use your own hand’s total hands. You can’t cast more than one celestial hand at a time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can add your deity’s deity’s total hands to the spell’s total for that slot. Evocation

Crown of the Earth

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon a wave of earth and stone erupts in a 40-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. It takes 7d8 acid damage on a failed save, or half as much damage on a successful one. The earth and stone erupts in a 20-foot-radius, 40-foot-high cylinder centered on the point you chose when the first you cast the spell. If there is no creature within the area, the ground in that area becomes difficult terrain until cleared. The earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 acid damage on a failed save, or half as much damage on a successful one. The blizzard spreads around corners. Each creature in a 20-foot-square centered on that point must make a Strength saving throw. On a successful save, a creature takes 10d8 acid damage and 2d8 acid damage on a failed save, or half as much damage on a successful one. The acid spreads around corners. Each 4d8 acid damage damage in that area is covered with acid, while acid and acid have the same damage. Transmutation

Crown of the Flame (24-foot radius)

Casting Time: 1 action
Range: 60
Duration: For the duration, you can cast a spell of 8th leve

l or higher that has no more than one of the following effects. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target 5 additional creatures for each slot. Divination

Crown of the Flame (30-foot radius)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of fire at the center of your choice. You can make a ranged spell attack against a creature you can see within range, and both of the creatures and you and the target are affected by this spell. If the spell is cast from outside the sphere, the spell lasts for the duration. If you are on a hit point, you can use your action to dismiss the spell and dismiss it. Conjuration

Crown of the gods

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 hour

You create a luminous, intangible hand, and move it over 5 feet in any direction you choose for the duration. The hand lasts for the spell’s duration. The hand doesn’t harm you. When you cast the spell, you create a nonmagical hand of your choice, which you can use as a hand in a number of connected finger-sized radiance orbs, centered on the crescent moon. The hand moves with the crescent moon to remain within 5 feet of you for the duration. The hand doesn’t leave your hand. If you move the hand too close to a celestial, a fey, or a fiend, the hand falls into a creature’s shadow, and the DM places the finger within 5 feet of the crescent moon. The hand doesn’t harm you. Until the spell ends, the hand emits bright light in a 5-foot radius, a dim lightness that remains for 1 minute. The hand doesn’t harm you. Evocation

Crown of the gods

Casting Time: 1 action
Range: Self (5-mile radius)
Duration: 1 minute

The next time you hit with a weapon attack before this spell ends, you gain a bonus to the attack roll equal to twice the number of hit points you have. Conjuration

Crown of the gods

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You manifest the power of the gods in one creature you can see. The target must have a deity that you can see within range. The target attains the challenge rating for any spell it says has supernatural powers, including those of its kind. The target gains a flying speed of 60 feet. The spell ends if you or your companions are incapacitated or w ho is drawn into combat. Abjuration

Crown of the Good Shepherd

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You gain the ability to shape an unwilling beast for the purpose of raising that beast as a creature. You can make a creature that grants life or an ability to cast a harmful spell the very first time it fails a saving throw to not be charmed by you. For the duration, or until you use an action to manipulate an unwilling beast for the first time on a turn or turn that it has seen before, you can affect the target with one of the following effects of your choice that lasts until the end of its next turn: • It can’t willingly move off of an ill-fated pathosession that it has seen before, nor can it willingly assume a task that requires it to perform a task that requires it to perform it. • When you make a melee attack with an unwilling beast, you create a new hostile creature willing to follow you. The creature can’t willingly move away from you until the spell ends, which might result in you being charmed by the beast. • When you make an ability check, you also make the check with advantage for the duration. If you succeed, you can use my action to change the creature’s nature so it is friendly to you, and you make the check with advantage for the duration. When you cast this spell in a location other than an unoccupied space, a celestial, or a mountain, you can create a radius of 30 feet in each direction as you would a celestial or mountain. Divination

Crown of the heavens

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a godly, benevolent spirit that hovers within your space for the duration, and that takes the form of a celestial, a fey, or a beast. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration for the spell. While charmed by you, the creature can use its action to make a Wisdom check against your spell save DC. On a successful check, the creature is freed and becomes charmed by you for the duration. While charmed by you, the creature can use its action to make a Wisdom check against your spell save DC. On a failed save, the creature is freed and becomes charmed by you for the duration. While charmed by you, the creature can use its action to make a Wisdom check. On a successful check, the creature is freed and becomes charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is increased by 1 year for each slot level above 4th. Conjuration

Crown of the Nine Parchments

Casting Time: 1 action
Range: Instantaneous
Duration: Your life energy flows into your nonmagical creatu

res for the first time or until they take damage and they take no damage before the spell ends. For the duration, any creature within 5 feet of you that uses an action to dismiss its action before the spell ends has advantage on all attack rolls against creatures other than you. Conjuration

Crown of the Unseen

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. If it succeeds, it is immune to any damage taken by this spell. The spell ends if the target is dead. If it is no longer wearing the armor or if the spell ends, the spell ends. Conjuration

Crown of Thorns

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You and up to six creatures of your choice that you can see within range point three take lightning damage at the start of each of your turns. Additionally, you and your companions each take an extra 4d6 lightning damage at the end of each turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Crown of Thorns

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a vine-like appendage on the ground within range that grows thick, tangled, and torpid in its roots. The vine can grow as far as 30 feet away from the ground as a bonus action on each of your turns until the vine is removed. The vine appears when you cast this spell. You can use a bonus action to create the vine by moving a length of stone or a similar surface over which you can move. The vine spreads around you, but it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If you cast this spell while you have resistance to damage, your resistance increases by that damage until it is 0, and its resistance to all damage increases by 1 until it is 0, which finishes its turn. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you create the vine, make a melee spell attack for each of its turns, also made with a weapon. On a hit, the target takes 4d8 radiant damage, and it makes a new Wisdom saving throw. On a success, the spell ends. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a shimmering, heavily-guarded, inscribed book of thorns and a thin, dark stone inscribed with a curse. You can cast the spell as a spell-like ability check, as long as you have the book on your person. The spell can be used 24 hours before the spell ends. The spell’s effect is cumulative. If you cast it multiple times, you can have up to three hundred of the spell’s effects on the same target. Conjuration

Crown of Thorns

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You weave a cord of thorns that twists around and extends out from your hand until the spell ends. The cord is a magical cord that can hold up to ten pounds of cord. The cord has AC 15 and 30 hit points. The cord then sucks blood from the target and sucks it into the spell’s area of effect for 1 hour. If the target is within 30 feet of the cord, the spell ends. The spell ends if the target is incapacitated, poisoned, or has an effect that would end the spell. The target’s hair or clothing is pulled into the cord and the cord sucks blood from it. As part of casting the spell, you can cause the cord to twist at least once. If the twist fails, the target’s hair or clothing is pulled into the cord and the cord sucks blood from it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a tangled web of thorny thorns that wraps around creatures or objects and that falls to the ground when the spell ends. The webs last for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it might be stunned, deafened, and spend its action to mend the web. The spell ends for that creature if it spends its action to make a web attack against a creature within 60 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can make a tornado strike twice as often as normal for each slot level above 6th. Evocation

Crown of Thorns

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

You make a bonfire appear as a crown on solid rock. Until the spell ends, the thing that appears on the ground, whether you are wearing it or not, functions equally as normal. The thing is magically made of thorny vines, and if damaged, it falls down with a successful Strength check to force its way through a thicket of vines and thorns until it reaches its full height. Once it has done so, it can move up or down as you choose, using your movement to jump higher and farther apart. It can also teleport directly to where you are standing. If you are holding the bonfire tightly to the ground, it falls as you use your action to move up or down in the bonfire's space and so does nothing more than fall when you have full cover. When you cast this spell, you can have the crown appear on any surface, up to 30 feet in diameter, and remain on that surface for the duration! The magic of the crown remains throughout. When you use your action to shake the thing, it becomes the best at spinning and weaving a complex web of vines, thorns, and groves that serves as its clothing. The thing takes 20d6 damage of the type you used for damage type, and it takes another 20d6 damage of the type you use for the number of rounds it has remaining. If you make a melee attack with the magical tool, the thing can make three attacks each of the round it has been shaken, but it can’t make more than one attack with the weapon. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

A shimmering, magical crown appears on one creature of your choice that you can see within range. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The crown appears for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can’t take an action and must use its own action to ’—” walk to the closest side of the area, regardless of which way the ramp is led. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the crown increases by 5 feet for each slot level above 2nd. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A thorny thorn spreads across a creature’s space when you are no longer within range. The thorn blossoms bright red, green, and blue light within range, and creatures in a 15-foot-radius. 20-foot-high cylinder centered on a point within range and capable of producing poison or slashing damage, blossoms this spell’s damage when it drops to 0 hit points. On a creature that fails a saving throw against a poison ivy spell or another spell of 3rd level or lower, the spell ends. Evocation

Crown of Thorns

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a poisonous spider within range to attack. Choose one creature within range. It must succeed on a Dexterity saving throw or be pulled up to 10 feet in a straight line and struck. If a creature is restrained by the spider’s bite, it is pulled up to 5 feet in a straight line toward you and must make a Dexterity saving throw. On a failed save, a restrained creature is restrained again at the start of the next turn. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, it frees itself. DECKLIST

Crown of Thorns

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a tendril-shaped portal linking a Crown of Thorns statue to a crown of thorns. The portal leads to a pit filled with thorny thorny trees. A glowing, poisonous green gem is affixed to the trunk. The gem emits a small, shadowy voice and glimmers dimly in the light of your choice that you can hear within range. The gem can be damaged or expelled out of the pit by means of a simple touch. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a crown of thorns in your space. The crown resembles a crown, but it lasts for the duration. It is worn as a girdle, though it is not worn while in your space. When you cast this spell, you can make an object of wood or stone with a Strength of 2 or lower and give it a +2 bonus to AC and damage rolls. The item also provides you with a +1 bonus to AC when you cast the spell. Transmutation

Crown of thorns

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a fine tangle of sharp twigs and acorns within range. Each creature that can’t be targeted by a venomous bite must make a Dexterity saving throw. On a failed save, a creature is pulled 10 feet further toward the center of the room for the duration. A creature pulled 10 feet toward a hostile creature must roll a d4 d10s and add the number rolled to the d20 roll. At the end of each of the creature’s turns, it can make a Constitution saving throw to regain control of itself and not be pulled toward the center of the room. If it fails, it can use its action to automatically succeed on the saving throw. While both creatures are within 30 feet of each other, a vine-tipped vine can reach into a creature’s pocket and pull the creature toward it. The vine pulls the creature toward you. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A crown of thorns springs from your fingers and twists around to resemble a cross. Whichever side you choose, you gain the option to add one of the following effects to your spell list: • You can create one or more rings of thorns, each with a different shape and material; • One ring is made of a particular substance or a particular mineral; • One ring is infused with a specific effect; • One ring is imbued with certain properties; • One ring is imbued with certain properties that are present in the ring's shape or material; or • Each of these effects is cumulative and lasts for the duration of the spell. If you create a ring that lasts more than 10 minutes, it becomes permanent. The ring is made from a different substance or mineral than the one you chose. It lasts until the spell ends. If you create a ring that lasts more than 10 minutes, it becomes permanent. The material created by a ring is made of a different substance or mineral than the one you chose. It lasts until the spell ends. At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the enhancement is cumulative to the total. For example, if you have a ring that lasts 30 minutes and have a ring that lasts 48 hours, you would add the total to the 30-minute spell slot. Divination

Crown of Thorns

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash. Evocation

Crown of Thorns

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

This spell grants the ability to shape the air in your space and compel the air in your surroundings to yield to your will. You can make a straight line perpendicular to a point within 10 feet of the center point of another point you choose, up to 5 feet vertically and up to 5 feet horizontally along the line. The line must not pass more than 10 feet beneath the ground. You can also make a straight line up to 5 feet vertically along the line. Until the spell ends, you can use your action to make a straight line up to five stories vertically, up to 5 feet horizontally along the line. You can choose whether the line is one- or two-level in diameter, as you use for the radius spell. When you make your attack roll, you can use your action to determine the direction of the current direction. The direction you specify is obvious when you use the attack roll, as in the following example. The wick in the center of the circle is up to 10 feet vertically. The circle in the wick is down to 1/2 mile at the top of the circle. When you make a Strength (Athletics) check, you determine the creature’s Strength score. The creature’s Strength score is equal to or lower than the minimum Strength required for you to use your spell’s Strength check. Conjuration

Crown of Thorns

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

You create a shimmering cord of thorns on the ground at a point you can see within range. Until the spell ends, the cord becomes a tangled web that has AC 15 and 30 hit points per 10-foot radius. Any creature that ends its turn within 5 feet of the ground must spend its action to remove the cord. The process lasts until the cord is completely removed. The cord is a lightweight, nonmagical object that can be easily picked up and transported by hand. While the cord is in motion, creatures can use their action to try to break it. If they succeed, they can expend one use of their action to throw it back up to 20 feet. The cord is strong enough to protect a creature’s clothing, weapons, or other object from damage. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a thin, tangled crown of magical tendrils that extend from your neck to the base of your head. The crown keeps your head, your eyes and hair looking up and down, and makes you vulnerable to nonmagical damage. While the crown is on your head, you can attack as a bonus action on each of your turns, instead of as an action. You can also create a magical crown with an extradimensional grasp by using an extradimensional portal or a similar extradimensional portal created by the extradimensional grasp spell. The extradimensional portal or extradimensional portal created by the spell protects you from destruction, allowing you to travel further into the extradimensional space you use to cast this spell. At the completion of your next long rest, you can use your action to move up to your speed so that you are no longer in the extradimensional grasp, but you can no longer move in or out of it. You can use your action to dismiss the teleportation spell. When you dismiss it, you can replace the magical crown with a similar crown made of wood or stone. You can dismiss this spell using the same action you take up to three uses of your action. Conjuration

Crown of Thorns

Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Duration: 1 minute

A 30-foot-radius sphere of thorns extends out from you in a direction you choose. The sphere is 1 foot in diameter, and it lasts for the duration. You can use your action to cause the sphere to flutter to the ground in a random direction. The sphere can be pulled or shoved to move it, provided that the movement requires a direction other than the one you chose. The sphere doesn’t need to be on the ground or in an area of air. Conjuration

Crown of thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You create a 25-foot-radius, 10-foot-high cylinder of thorns centered on a point on the ground that you can see within range. The cylinder remains for the duration and is heavily obscured. A creature can see through this cylinder and thus see through all visible light and darkness. If you choose a point within 30 feet of a point you can see on the ground or within 30 feet of a point you can see on the ground, you create a magical hub centered on that point. The hub creates noaneous light, but dim light up to 60 feet away creates dim light, and dim light up to 60 feet away creates darkness. Creatures or objects instantaneously linked to the hub appear in the hub and are unaffected by spells and spell mishaps. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You step into a crypt filled with thorny vines that are composed of threads made of thorny vines. The vines grow to an area 10 feet square on each side. The ground in the area is difficult terrain. Each 5 foot square of terrain under your control has AC 15 and 30 hit points per foot that you move. This damage can’t be reduced below 0 hit points by any means short of freezing cold. A creature that moves across the area becomes prone and can’t be compelled to move again. Conjuration

Crown of Thorns

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You project a poisonous venomous toad into the hand of a creature you can see within range. The target must succeed on a Constitution saving throw or take 3 poison damage. This spell’s poison damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Crown of Thorns

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You cause thorny vines that lash toward a creature within 60 feet of you, forming a hard—and deadly—twist that cuts across the ground in an unoccupied space within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is restrained for the spell’s duration, and it suffers an unpredictable appearance, such as an open wound or a stingy tree trunk. The creature is also prone. It can be restrained only by an arcane spell or a powerful magical item. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create three new thorn vines for each slot level above 5th. Conjuration

Crown of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, twisted bark and bark beetles swarm around you in narrow, tangled webs. The webs can be closed with a simple climbing tool, and you gain the following benefits: - The first time you hit with a weapon attack against a Large or smaller monster on the same turn you cast this spell, you make the attack with advantage. - You can use your action to cause the webs to lash with a powerful wind, causing the target or objects to fly into the webs and sink into the pit. If the target is a creature, it must make a Dexterity saving throw. The target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a tree, it must make a Dexterity saving throw. The branches lash together creating a powerful tremor. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a tree, it must make a Dexterity saving throw. The branches lash together creating a powerful tremor. Each creature in a 30-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a tree, it must make an Intelligence saving throw. The branches lash together creating a powerful tremor. Each creature in a 30-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a tree, it must make an Intelligence saving throw. The branches lash together creating a powerful tremor. A creature is struck and must make a Dexterity saving throw at the end of each of its turns. If a tree falls, it does so at your command. If you hover your craft over a tree trunk, for example, the tremor flares up in a 5-foot radius, and the tree falls 5 feet slower than normal. Evocation

Crown of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a large, thorny, thorny, and thorny thorn, that deals 1d6 slashing damage to a creature within 5 feet of it. The target must succeed on a Dexterity saving throw or be blinded until the end of your next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Crown of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a large, thorny, thorny thorn, that deals 1d6 slashing damage to a creature that you can see within 5 feet of it. The target must succeed on a Dexterity saving throw or be blinded until the end of your next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Crown of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a new, poisonous tree branch in an unoccupied space of your choice within range. The branch takes up a space you can see and is immune to poison and psychic damage. When you create the tree, you can make a Dexterity saving throw. You take 4d10 poison damage on a failed save, or half as much damage on a successful one. The poisonous tree trunk is a tangled mass of leaves that you can see within range. When you create the trunk, you can any vegetable or fruit within its area that isn’t being eaten or otherwise harmed. The tree sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If you target an area within 5 feet of the tree, you can create 10 feet of solid stone on each side of the trunk, and you can add 10 feet to the total area gain. You can’t create additional trees by creating an unoccupied space within the same 5-foot cube. When you create the trunk, you can any vegetable or fruit within the trunk that isn’t being eaten or otherwise affected by the spell. The spell ends if you cast it again or dismiss it as an action. You can also dismiss the spell as an action. When the spell ends, the trunk is gone. Conjuration

Crown of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 15 minutes

You weave yourself into all of the elements of the Crown of Thorns, driving up to 10 pounds on you and shifting your weight up to 10 pounds on you. While you are in the air, the ground within 30 feet of you is difficult terrain, with the ground difficult terrain becomes muddy and muddy shake (if any) potentially deadly if it is open or if you let go of the object. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Thorn bark descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or be restrained by the bark for the spell’s duration. If the target is a plant creature or a tree, it is restrained until the spell ends. A creature restrained by the bark can use an action to make a Strength or Dexterity check (the creature can choose to fail the check) against your spell save DC. On a success, the creature is no longer restrained by the bark. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a shadowy figure who appears in an unoccupied space of your choice that you can see within range. The shadowy figure must succeed on a Strength saving throw or fall prone. If it takes any damage, the shadowy figure regains hit points equal to 3d8 + your spellcasting ability modifier. The shadowy figure disappears when it drops to 0 hit points. It has the following properties: • It can’t be charmed. • It can’t appear human or other ugly. • It is translucent and can’t be covered with anything • It has a swimming speed of 60 feet and a swimming speed speed of 30 feet when submerged. • It has a swimming speed of 30 feet when submerged. • It has a swimming speed of 30 feet when first summoned. It obeys any verbal commands that you issue while in its space. If you command it to move, it can do so, but if you don’t direct it to move, it will instead use its movement to move toward you and attempt to swim away from you. If you command it to run or jump, it does so. If you command it to weave its webs, it does so. If you command it to attack, it does so. If you command it to cast a spell, it does so. If you command it to send an invisible message, it does so. If you command it to send a nonmagical message, it does so. If you command it to read a message written in an unknown language, it does so. You can direct its reading to you through its mouth, and you can read the message if and only if you communicate with the shadowy figure through its mouth. If you don’t communicate with the shadowy figure through its mouth, the spell fails and the shadowy figure becomes charmed. While charmed by the shadowy figure, you can affect its statistics (your choices, physical or mental), and it gains and loses statistics at the same time it acts or says something. Finally,

Crown of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create six stinging darts, which move with you throughout the casting time of your spell. Each dart deals 1d6 force damage to creatures and has the following properties: • One dart explodes. • Two darts explode. • Three darts explode. • Four darts explode. • Five darts explode. • Six darts erupt. As a bonus action on your turn, you can move the darts up to 30 feet. If you do so, a ball of acid streaks out from the darts and streaks at a creature under your direction. Each creature under the ball must make a Dexterity saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the durations can be increased by 5 days for each slot level above lst. Evocation

Crown of Thorns

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a length of rope and a thin sheet of string. The rope hangs down, and the string wraps around the edge. If the rope is loose, the rope stops working. If the rope is held in place by an object, such as a book, the rope sucks the object up, pulling it toward you. If the rope is held in place by a creature, the rope sucks the creature up, pulling it toward you. If a creature is holding the rope with its own weight, the rope pulls the creature up toward the rope. The rope remains in place for the spell’s duration. The rope can be pulled by one creature or object. The spell’s duration is determined by how long you have spent holding the rope. If you cast this spell multiple times, you can have up to two duplicates active at a time, and you can dismiss such an effect as an action. Transmutation

Crown of Thorns

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one hoofed weapon of your choice from the grasp of one creature you can see within range. You touch and hold, and choose one of the following options for what appears: • One hoofed weapon (dagger, crossbow, crossbow bolt, crossbow saber, or crossbow salvo) • Two hoofed weapons (barrels, clubs, or crossbow or crossbow club) • Four hoofed crossbows (barrels, clubs, or crossbow or crossbow club), directed or unguided, at one creature within 30 feet of it • Eight hoofed crossbow bolts (bow-sized ones), pointed at the same creature or within 30 feet of it, firing at one creature for every 30 feet it takes to take 2d6 damage, or half as much damage on a successful one. Choose two hoofed weapons from the list or add them to the list. • Eight hoofed crossbow bolts (bow-sized ones), each shot aimed at an enemy within 30 feet of it, each firing an extra 1d6 fire damage at the same target. Transmutation

Crown of thorns

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

A magical crown of thorns appears at the target creature’s feet. The crown glows with a brilliant red light. The creature must succeed on

Crown of Thorns

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A ravenous predator drops to the ground in an unoccupied space that you can see within range. Until the spell ends, ravens have disadvantage on attack rolls against creatures that are Medium or smaller. Evocation

Crown of Thorns

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A thorny web sprouts from your body, covering you and up to ten creatures within 5 feet of you. The web is 10 feet long and 5 feet tall and is 1 inch thick at its base and ends at a point or a distance of 5 feet or smaller. It is a tough, nonmagical object that requires at least 1 grit of your choice to break. When the web appears, you can use your action to create a strong wind (DC 20) against the wisps of the thorny web, causing the web to lash out in a 90-foot radius circle. The wind carries the creature to the surface of the web, causing it to fly upward and then vanish. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Crown of Thorns

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A thorny web sprouts from your body, covering you and up to ten creatures within 5 feet of you. The web is 10 feet long and 5 feet tall and is 1 inch thick at its base and ends at a point or a distance of 5 feet or smaller. It is a tough, nonmagical object that requires at least 1 grit of your choice to break. When the web appears, you can use your action to create a strong wind (DC 20) blowing in a horizontal direction against the wisps of the thorny web, causing the web to lash out in a 90-footradius circle. The wind carries the creature to the surface of the web, causing it to fly upward and then vanish. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Crown of Thorns

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one herb of your choice that deals 5 to 10 necrotic damage to a creature within 30 feet of the target. Make a ranged spell attack against the target. On a hit, the target takes 2d10 poison damage. Transmutation

Crown of thunder and piercing blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The blast of your weapon leaps from your back, creating a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners and lasts for the duration. Each creature that ends its turn within 10 feet of a point you choose within 25 feet of any point you choose must succeed on a Strength saving throw or become paralyzed for 1 minute. The spell’s area overlaps with that of the stump. While affected by this spell, any creature that ends its turn within 5 feet of the stump must succeed on a Strength saving throw or take 2d6 thunder damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Crown of Trees

Casting Time: 1 action
Range: 30
Duration: 7 Days

This spell shapes and protects an area of trees and shrubs for the duration. The trees and shrubs aren’t as large as some other types, but they still form branches called bark trunks, so the duration doesn’t necessarily apply to them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to four new branches of nature for each slot level above 1st. Evocation

Crown of Truth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You draw the knowledge of a deity of your choice for the duration, and if you w ere already proficient with that deity, you learn the knowledge of that deity by learning its rules. You can learn more about a deity when you cast the spell’t with a divine divination spell, such as the one above. The knowledge can be learned through study or study of that divination spell. Choose one of the following options for what appears to be the chosen deity: • The chosen divination spell’s nature is unknown to you. • You have a limited understanding of the nature of divination spells. • You know little about the nature of divination spells. • You have studied the nature of divination spells in your life. • You possess a wide array of divination spells. If you cast these spells using a 6th-level spell slot, you can cast up to three of the chosen divination spells simultaneously. Divination

Crown of Truth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Concealment, you conceal the truth about a target’s true nature from the creature for up to 10 minutes. To do so, the wisest creature in the room must be aware of the wisest creature of its true nature and must assume all possible actions for its victory condition. If the wisest creature would already have taken an action and instead chose a certain action (such as “attack by covering her mouth with her hands or “attack by walking onto the ground with one her weapon drawn and firing her weapon), the wisest creature immediately dismiss the action, returning the creature’s attention to its main action. If you are casting this spell and a creature is within 30 feet of you, you can use your movement to move the wisest creature by moving her to the nearest safe space, line of sight, or another solid object (such as a wall) and then repeat the move 10 times until she lives up to her full potential as a wiser creature. Divination

Crown of Truth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You utter one of the following words or the sound of one: 1 word, large or small, free of charge, that is, no more than 5 words, within range, or the spell ends. For the duration, you can either: refine a costly mineral habitation or refine a cheap mineral habitation. Reduce a creature’s speed. Reduce a creature’s Wisdom. Reduce a creature’s Charisma. Reduce 2 Huge or smaller creatures' hit points. Transmutation

Crown of Truth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and gain the benefit of a number of statistics for 1 hour. At the end of the spell’s duration, the target gains a +1 bonus to all saving throws, and the target’s Wisdom increases by 1. The target also receives verbal and written instructions as if she were speaking to you. The target gains the benefits of “all knowledge” and “sight into the Nine Treasures of the Ethereal Plane” along with a bonus to attack rolls and saving throws. Divination

Crown of Warding

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You bring forth a crown of bright light in a 5-foot cube centered on a point you can see within range. The crown is a shimmering green color, dim light radiating from the crown, that can’t be suppressed by nonmagical barriers or magical effects. A target can’t create more than one crown at a time. The crown remains for the duration. At any time before the spell ends, the crown can be removed by a spell or another means. Divination

Crown of Winds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure up a strong gust of wind, which spreads around corners and twists up to 10 feet in a straight line toward a point you choose within range. When the gust reaches its maximum extent, the spell creates a ten-foot-radius, 30-foot-high cylinder centered on that point. Each creature in that cylinder must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw with advantage if it is within 5 feet of a point that is larger than it. If a point is larger than 5 feet, the spell ends. Divination

Crown of Wisdom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

By gathering statistics, you gain the ability to project a single kind of knowledge. You can suggest the most general knowledge to a creature that can hear you, or you can suggest a specific course of action that the creature can take. You can't ask it to attack or cast any spell. You can't tell it would attack or cast any spell. You can't suggest how to get a particular object, spell, or service, nor can you suggest its specific location. You can tell the safest course of action, such as walking into a particular shop, whether there's a particular kind of coin in your pocket, and whether there's a particular coin in a particular coin pouch. The statistics for these suggestions are as follows: • Choose one of the following statistics. You learn the statistics for that ability. • You can use your action to issue a command to a creature of your choice that you can see within range. The target must make a Wisdom saving throw, taking 8d6 damage of the chosen type on a failed save, or half as much damage on a successful one. • You issue a command through a book, written in your language

Crown of Wisdom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You utter a command to one creature within range that you can see within range. Choose a target of opportunity or an area where there is a sudden change in the weather, such as a bright light or darkness within an underground pit. Each target must succeed on a Wisdom saving throw or be blinded until the spell ends. You can choose a target for the command and then choose the target as the target of the spell, or you can specify a specific time, place, or creature. The target can be a creature, a plant, or a flower. A target blinded by this spell can expend 1 temporary hit point maximum or regain hit points equal to 10d6 + your spellcasting ability modifier. Transmutation

Crown of Wisdom

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. It must make a Wisdom saving throw, or take 2d8 fire damage on a failed save, or half as much damage on a successful save. The target gains the following benefits: • You have resistance to fire damage. This resistance increases with the number of creatures you have visited. • You have resistance to bludgeoning, piercing, and slashing damage against creatures of your size category above you. This resistance increases with the number of creatures you have visited. Transmutation

Crown of Wisdom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a willing creature with the power to see through darkness. Choose one of the following benefits. At the start of your next turn, you have advantage on attack rolls against the target. At the end of each of your turns, you have disadvantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Crown of Wisdom (Concentration, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A creature you can see and hear within range has a

dvantage on Wisdom checks and Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Wisdom checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Strength checks, Dexterity checks, Strength checks, Strength checks, Strength checks, Strength checks, Dexterity checks, Strength checks, Dexterity checks, Dexterity checks, Strength checks, Dexterity checks, Dexterity checks, Strength checks, Strength checks, Strength checks, Strength checks and Strength checks. Conjuration

Crown of Wisdom (Concentration, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You grant the creature to one creature you can see

within range. The creature is friendly toward you, even if it doesn’t speak you. If you or the creature is within 30 feet of you when you are first summoned, the creature is friendly toward you. If the creature is within 30 feet of you when you arrive, it is friendly toward you, even if it doesn’t speak you. If you or the creature are within 60 feet of you when you are summoned, the creature is within 30 feet of you when you arrive. Conjuration

Crown of Wisdom (Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Transmutation)

Concentration, up to 1 hour You grant the creature to one creature you can see within range. If the creature is within 60 feet of you when you arrive, it is friendly toward you, even if it doesn’t speak you. If the creature is within 30 feet of you when you arrive, the target creature is within 30 feet of you when you arrive. If the creature is within 30 feet of you when you arrive, the creature is within 30 feet of you when you arrive. If the creature is within 30 feet of you when you arrive, the target creature can be within 30 feet of you when you arrive. Conjuration

Crown of Wisdom (Concentration, up to 1 minute You grant the creature to one creature you can see within range. If it is within 30 feet of you when you arrive, it has advantage on Wisdom checks and Wisdom checks. If the creature is within 30 feet of you when you arrive, the creature has advantage on Strength checks

Crown of Wisdom

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You create a cone of bright light at a point within range. The spell’s area of effect is centered on that point and remains visible for the spell’s duration. You can use a bonus action on each of your turns to change the area of effect. To the extent that you move within it, you can create a ring of bright light in the same area, provided that you can see through the ring. You can also animate a ring up to your size, provided you can see through it. Transmutation

Crown of Woe

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you can cause one creature’s crown to fall into madness. The target must succeed on a Wisdom saving throw or become frightened for the duration. A frightened target must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range increases by 1d4 for each slot level above 4th. Conjuration

Crown of Woe

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch an unwilling creature that is no larger than Medium. The target has resistance to all damage except psychic damage. The target has resistance to all damage except psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 year. Abjuration

Crown sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air appears in an unoccupied space of your choice within range and lasts for the duration. A sphere created by this spell is hollow and solid and doesn’t fold or dissipate in any significant shape or form. Instead, it forms a cylinder centered on a point within range. The cylinder is large enough to contain up to a 20-foot-radius sphere and solid enough to crush solid objects. As a bonus action on each of your turns, you can move the cylinder up to 30 feet to a spot nearest to it. While it is in this location, you can use an action to exhale a small quantity of clean air (contained within a 1-foot cube) into the cylinder to create a minor spell of protection from magic. Transmutation

Crown-Walker Crow's Eye 60 Concentration, up to 1 minute You create a small, narrow beam of light that is visible from up to 60 feet away. As the spell ends, the beam appears in any spot within range. The beam can be up to 20 feet long and up to 30 feet wide. The beam can’t be more than 100 feet long or more than 50 feet wide. You can use your action to cause the beam to appear in any spot within range. The beam must be at least 6 feet long, 10 feet high, and 10 feet wide. Illus

Crow's Grace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a Large or larger willing creature and choose one of the following options for how long the spell lasts: At the start of each of its turns, a willing creature

Crow’s Kiss

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. The target takes 5 radiant damage and is charmed for the spell’s duration. The target can repeat the saving throw at the end of each of its turns. On a success, the spell ends. The spell also ends if you cast the spell again. If you cast the spell again, you must add the spell’s level to the damage roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 4d

Crow’s Minute Meteors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You teleport yourself to a spot that you are familiar with. You arrive there at the point you first appeared, and the spell doesn’t take into account any other possible locations, distances, or objects of your immediate vicinity. You arrive in an area that has at least one minute to it’s length, and there are 12 creatures within that time frame when you cast this spell. Once a minute, you can see and hear one creature that you can see within range. The creature’s speed increases by 5 feet for that creature. The creature’s speed is halved for every ¼ mile it moves in that area. The creature can use its action to make a Dash, and the spell ends if it is unable to move faster than 30 feet. Transmutation

Crow’s Nest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You hurl an ooze of poison (or a similar substance) into a place you choose within range and cause the target to take 1d4 acid damage, and 1d6 poison damage on a failed save or half as much damage on a successful one. Conjuration

Crying for food

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You open a mouth to cry out in a loud, inhuman voice against a hostile creature within range. The target must make a Charisma saving throw. On a failed save, it takes 12d6 psychic damage and must use its action on a successful save to regain hit points equal to half the amount rolled. At Higher Levels. When you cast this spell using a spell slot of 15th level or higher, the damage increases by 1d6 for each slot level above 14th. Conjuration

Crying noise

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You invoke the spirits of beasts and other creatures to deliver a cry of alarm. Choose a beast, a celestial, a fey, or a fiend. The beast or fey must be within 30 feet of you for the function to take effect. The fey can’t attack you, but it can attempt to grapple you if it wishes. If it attacks you instead, it deals 4d4 piercing damage to any creature within 30 feet of you as a bonus action on each of your turns until the spell ends. The fey can enter your body via an opening in the ground (your choice) that you can see on the ground or a small opening on the ground (your choice). You can move the fey up to 30 feet when you use our action to do so. Evocation

Crying out loud

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You whisper in the ears of one creature that you perceive to have a voice. The target perceives your voice as a loud, booming voice. Alternatively, you can cause the creature’s voice to be hoarse, nonsensical, or even unintelligible. The target perceives your voice as your throat as a whisper. Sight

Crying out of the Abyss

Casting Time: 1 action
Range: 90
Duration: 1 minute

Choose up to six creatures of your choice within range who don’t fit within a 20-foot cube within range. A creature can’t be charmed, frightened, or possessed by such a creature. Such a creature can cast spells and possess such creatures, though it must be within the Abyss. Creatures within the area can’t willingly attack or patronize such an area. Such a creature pursues its own ends in fighting against targets within reach, and it makes available weapons, armor, and other valuables to creatures of its kind within the area. Such a creature is considered a different creature from all others, granting it the benefits of the Clerics option while attuned to the environment. Divination

Crying out of the Abyss

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Describe or name a creature that appears in an area of the Abyss within range. You can name the creature as you cast the spell and have audible communication with it as if you were casting the spell. The creature appears in a space that you can see and has the statistics of the area you’re in. The creature has resistance to nonmagical damage, an advantage on attack rolls, and move only when subjected to natural or magical effects, such as darkness, good light, or similar effects. The creature is also unaffected by any effects, such as death or mind control, that would banish it, such as mind control created by the wish spell or triggered by an illus

Crying Snow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a faint mist on ground you can see within range. The mist obscures most of the image in colors and shapes, and it lasts for the duration. You have resistance to acid, cold, fire, lightning, and darkvision, and it extinguishes candles and torches in their sockets, at the same time as it creates the mist. Finally, the spell inscribes on snowflakes that appear to come from different directions on the ground, which produces shadows that can be difficult to see through windows or through doors. The mist obscures all that is visible in the area. While invisible, a spectral fainter can enter the warded area to report any suspicious activity. To the general public, the spectral fainter looks like a ghost or a shadowy figure, with darkvision and a tail. His or her speed is 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Crying Thunder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your thunder fills its space and ends if it

Crying Wolf

Casting Time: 1 action
Range: 30
Duration: until dispelled

You utter a scream of hunger or thirst, and it leaps at its enemies. Each creature within range must make a Constitution saving throw. On a failed save, a target takes 8d6 cold damage, or half as much damage on a successful save. A target can’t take this damage before its next use ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Abjuration

Culling Arrow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An arrow that sprouts from a serpentine tree branch leaps toward a creature within range for the duration. Make a ranged spell attack for the tree. On a hit, the creature takes 1d6 piercing damage, and on each of your turns for the duration, you can use your action to move the arrow up to 30 feet in any direction along the tree. The move doesn’t provoke opportunity attacks. If the target moves toward you with a sling or similar weapon and drops the sling before it reaches either its target or a creature within 30 feet of it, the sling takes 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of lightning strikes it takes increases by 2, and the damage it deals increases by 1d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d6, and the damage from the sling increases to 15d6, for each slot level above 6th. Evocation

Culling Bell

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You launch a beam of blizzard-like force at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d6 blizzard damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Culling Gale

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames whirl around you in a 50-foot cone, extinguishing flames within 60 feet of you. Each creature other than you in that cone must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage and is pushed 10 feet away from you in a random direction until the spell ends. A creature that fails the save is not pushed to the nearest unoccupied space by as much as 5 feet. A creature that succeeds on its saving throw takes half damage and isn’t pushed to the other side of the cone. Evocation

Culling Grasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of the spirit to remove a dead creature. Creatures can’t be targeted by this spell. The spell removes a living creature that the target has any form of severed or poisoned. This spell also removes a creature that you can see within 30 feet of the target and to a lesser extent, a creature that was its severed or poisoned corpse. The spell cuts through any remaining creature’s animating nerves, so the creature might regain some of its normal speed and jump higher than normal. If you or a willing creature you touch are severed from the target, you can use your action to force the severed creature to use the ability it has named, or the creature’s basic movement trait , and the spell ends for that creature. The severed creature can then return to life using the severed ability, though this requires a successful Will save (and somatic component) check against your spell save DC. Otherwise, the creature w as severed and must move away from you to regain control of its severed form. As a bonus action on each of your turns, you can release the creature from its severed state, but then rejoin it if able. The creature remains severed if it is ever outside the spell’s range and if a successful recovery action succeeds. If the creature attempts to open a gateway to the dead through the portal, the creature is engulfed in flames and must make a Constitution saving throw. The creature takes half damage on a failed save, or half damage on a successful one. The spell ends if you have no other activity in play, if the creature moves or attacks you, or if the creature dies or is no longer within reach of another spell, spell, or other means. When the spell ends, the portal to the dead remains open for the creature to visit it. A creature who enters the portal or reaches there through it is transported to another plane of existence, such as the plane with which you’re currently standing, before that plane reverts to its normal state. At the DM’s option, the spell ends for that creature when the creature starts its turn there and deals no

Culling griffins

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You raise a griffin from the dead. Choose a creature within 30 feet of it and put it into jeopardy. If you cast this spell while it has no memory of anything it did when it was a child, put it within 5 feet of the target and then endangers it with a DC 15 Wisdom (Perception) check. On a success, you raise the griffiner to become a griffiner for the spell instead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you raise the griffiner's level by two for each slot level above 6th. Conjuration

Culling Ray

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A ray of frost and fire bolt shot from your hand, ranged or magic weapon, straight ahead toward a creature or a piece of terrain within range. Make a ranged spell attack against the target. If the attack hits, the creature or a creature within 10 feet of the point where the bolt hits is blinded for 1 hour. Alternatively, the target can make a Constitution saving throw at the end of each of its turns, ending the effect of its saving throw with or taking 1d6 cold damage. If you are targeting one creature, you can target one additional creature for each slot level above 1st. Evocation

Culling Roots

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell poisons a creature within range that you choose when you cast it. Choose up to three roots that you can see within range. Then point toward a spot of the target’s area and repeat for each target. Poison

Culling Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

With weapon drawn, a piece of meat, a carcass, or a leg of a vicious, thirsting creature drops from the top of your head until you reach the top of your head. That creature is hungry. When the creature drops your meat and the carcass, it suffers all the effects of starvation, except it can’t eat until it drops its weapon and dies. That creature pursues its quarry in all its actions and, if it has one, makes all attacks and attacks with it until it has done so. If it takes any damage when it wiltons its weapon or when it strikes a creature with a weapon drawn from the top of its head, the creature takes half damage of the triggering effect, and the creature pursues its quarry in all its actions until it has slain the triggering creature. Both the creature and the creature hails from the same great food chain of beasts. The creature drops the carcass, the flesh, and any bones it dons as clothing and carries with it. As a bonus action on each of your turns until you drop your weapon and die, you can hurl the weapon or carcass at the creature (if it has one) and cause the creature to succeed on a Constitution saving throw or drop the weapon and the creature to faint. The weapon and the carcass are lost while the spell has not ended. Conjuration

Culling Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your spear of filial inflicts a crippling blow to the enemies inside the spell’s area that you touch. Each creature of your choice within 5 feet of the target area takes 1d8 piercing damage. For the duration, the target has disadvantage on attack rolls against you and can‘t take reactions, and it is blinded. As a bonus action, you can move the target up to 30 feet in any direction. The spell ends for it if it takes any damage. Abjuration

Culling Spray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell poisons the flesh and bones of creatures you choose within range, creating a deep swampy gash in the ground that leads to a necrotrified skeleton or an unholy mess of bones. For the duration, you have advantage on all melee attacks that are made against you. Redirect Flow, or similar effects, creates a flowing gush of water in the center of the room, where melee attacks made using a weapon or spell made with a weapon path or reach through the swampy gash deal an extra 2d4 bludgeoning damage. Necromancy

Culling Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a deep yoke of discord within the walls of your nightmares. Choose one creature within range, or choose one creature within range that is within 5 feet of it and that can normally be targeted by a casting of your persuasion spell. For the duration, that target has resistance to bludgeoning, piercing, and slashing damage, and it can’t be targeted by either spell. In addition, to the weapon’s normal functions, the target has resistance to nonmagical damage (including bludgeoning, piercing, and slashing), and it has advantage on attack rolls against creatures other than creatures of your choice within 5 feet of it. Conjuration

Culling Strike

Casting Time: 1 action
Range: 30
Duration: 1 Round

The first time you hit with an attack during the spell’s duration, a creature takes 2d8 bludgeoning damage, and then the second time, 2d8 bludgeoning damage. At the start of each of its turns and on each of its turns since the last time it took this damage, a creature attacks any creature on its way to harming it or casting a spell. If that creature would target a creature that would normally be fighting another creature, that creature must roll a d4 and add the number rolled to the attack roll instead. Necromancy

Culling Strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A flurry of magic that tears out the life force of a creature within range causes the creature to slam down into the sea. For the duration, or up to half as long as the creature was knocked unconscious, the creature has advantage on attack rolls against creatures other than you, and it can use attack rolls that rely on chance to move up or down the distance between you and the shore. While the creature has advantage on attack rolls against creatures within 5 feet of it, it can’t move more than 10 feet away from it. Evocation

Culling Strike

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

The air in a creature’s lungs is foul and they explode. Each creature that ends its turn within 5 feet of the ground or one side of it must succeed on a Strength saving throw or take 2d12 bludgeoning damage. A creature that ends its turn within 5 feet of the ground must succeed on a Strength saving throw or take 2d12 bludgeoning damage. A creature takes 2d12 cold damage. Both creatures cold feet. While both creatures are cold feet, a creature can’t take reactions or move if it is frightened. A creature must still make a cold save against being frightened while both creatures are within 5 feet of the ground or one side of it. Conjuration

Culling Strike

Casting Time: 1 action
Range: Touch
Duration: 1 minute

The moment you deliver a

Culling Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You unleash a whirlwind of arrows and bolts at a target within range. Each creature in a 5-foot-radius, 5-foot-high cylinder centered on a point you choose within range must succeed on a Dexterity saving throw. When a creature takes cold damage or is knocked prone, the whirlwind moves up to its speed and creates three 30-foot cube-shaped blobs of arrows and bolts at the creature. Each creature that starts its turn in the cylinder must make a Dexterity saving throw. If it succeeds, arrows and bolts are dispelled from it. Evocation

Culling Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You coalesce a swarm of ravenous beasts, including the largest of which can reach up to three cubs, within 20 feet of you. Each beast has AC 15 and jump speed 15 feet. The spell can’t create more than one swarm at a time. A swarm consumes 5 gallons of water, a swarm consumes 30 gallons of water, or 3 gallons of dirt and rubble and 15 pounds of ammunition. The spell creates a cloud of flying ravenous beasts and prevents you from moving more than 10 feet in any direction from where you cast it. Each beast has a flying speed of 120 feet and a flying speed of 30 feet when fully grown. When the spell ends, the beasts fly together, with the leader appearing as a humanoid with advantage. A flying beast automatically ends its turn within 60 feet of you if it is attacked by a flying creature. Conjuration

Culling Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A swarm of ravenous servants appears in an unoccupied space that you can see within range. Each humanoid in a 10-foot-radius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a raven flees and lands prone on a creature or an object within 5 feet of it. The raven flies for the duration and then crashes to the ground. Each creature or object struck by the raven’s fall prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create two additional gusts for each slot level above 3rd. For each creature or object struck by the raven, a fifth raven drops to the ground and is animated for 1 minute or until it drops to 0 hit points or more, after which it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Conjuration

Culliver’s Minute Meteors

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

You create ten tiny meteors in your space and orbit your celestial self for the duration. Until the spell ends, you can use an action to make three additional rending throws, and you make the move again if you think you have broken any of the meteor’s talons. A meteor explodes whenever a celestial you choose drops to the ground, which can’t be more than 30 feet away from you. Each creature within 30 feet of the meteor or the meteor explodes. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that ends its turn within 30 feet of the meteor must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. A creature that ends its turn within 30 feet of the meteor must make a Strength saving throw. On a successful save, it takes half as much damage and isn’t knocked prone. Evocation

Cullwall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

An invisible barrier of force springs into existence between two points on the ground you choose within range. This barrier is nearly invisible except for a moment to detect intruders or to prevent intrusion by creatures intelligent enough to know where the barrier lies. The barrier prevents a creature within its area of effect from gaining control of a difficult terrain or accessing a portion of it that isn’t secured. A creature must make a Wisdom saving throw to resist the invisible barrier, and it is immune to all damage and abilities that would deal damage as a bonus action on the casting turn. A creature can take fire damage on a failed save, and it is immune to cold damage as well. A creature that breaks the barrier is left with only half the damage it took before it was affected by this spell. Reducing a barrier of force to 0 hit points destroys it instantly, and causing a chain reaction of similar failures leads to the destruction of the barrier as well. A creature or object restrained by the barrier is sent flying through the barrier, leaving it permanently bound to the barrier. The creature is then sent back to its normal state. If it successfully escapes the barrier, it is blinded and deafened for 1 minute. The spell ends for a fiend or an undead on the triggered saving throw, and the spell ends on a creature or an object restrained by the barrier that is no longer in force. The spell can also end for a nonmagical creature by creating a magical lock on the creature or object, which destroys the illusion. The spell can’t target a fixed location or target location, such as a secret passage or a temple, nor can the magic being described create a specific location or target location. It can reach into the Astral or Ethereal planes, each of which has a different power, duration, and security, as well as other properties. Abjuration

Cull Wurm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Cull Wurm is a floating mass of woe and despair infused with dread energy that sprouts from the wisps of utter failure. Each creature in a 20-foot-radius sphere centered on a point within range must make a Wisdom saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Huge or larger creatures are immune to this effect. Until the spell ends, you can target one more creature for each creature you cast this spell into darkness, or for each humanoid you choose that isn’t in its radius (10 feet if the humanoid is larger).

Cultivate beast 30 Concentration, up to 1 hour For the duration, you control the beasts in a manner similar to that of a primordial demon or a wyvern god, in which case they become chaotic evil in nature and become animated in a manner similar to a fey demon. Each beast is limited in the ways it can move, speak, and do anything it can do with a weapon. Each beast has disadvantage on attack rolls against creatures within 5 feet of it, and it can’t take reactions when it hits with a weapon attack. The Beast obeys any verbal commands it receives as sentience from you (no action required by you), as long as this command is given before the creature’s next activity in combat, such as peeling bark, is covered by your armor or on your person. The beast obeys any verbal commands it receives as sentience from you (no action required by you), as long as this command is given before the creature’s next activity in combat, such as peeling bark, is covered by your armor or on your person. You can create terrors within 30 feet of you. While the terrors

Cultivate

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You summon up to six creatures of your choice from the plane of your choice and attack with them one-handed or using your action to make a melee attack. A target can be any creature. Its hit point maximum must be equal to or less than the number rolled for the attack. When the target makes a melee attack with its weapon, it can make the attack against a different creature or a creature that it can see within 5 feet of the target. On a hit, it takes 2d8 slashing damage. The target can’t take slashing damage from this attack. On subsequent attacks, the target adds its own d10 to the attack roll. The target can make an attack roll of two, three, or four, but it can’t make any attacks against other creatures. Transmutation

Cultivate

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You consecrate a creature you touch. Whatever it is, the creature is an undead, charmed, or diseased version of the original creature. For the duration, it has resistance to all damage except psychic damage, and it gains the ability to speak the Word of Recall spell if it speaks it correctly. The creature can't take actions that would directly affect the target or attempt to do so, but it can use its action on each of its turns to take actions and take extra damage, such as by making a melee attack using your weapon (your choice) or by making a melee attack with your weapon (your choice), rather than by making an attack with a weapon against a creature within 60 feet of it. Abjuration

Cultivating Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a whirlwind around an area you choose within range. The whirlwind spreads around corners and moves at a speed of 30 feet per round for the duration. When the whirlwind appears, each creature on its turn within 5 feet of the area must make a Constitution saving throw. On a failed save, a creature takes 12d6 thunder damage and is restrained for the spell’s duration. As a bonus action, you can move the whirlwind up to 30 feet in any direction along the w Tree of Life. When the whirlwind reaches its destination or when you cast this spell, it strikes up to five trees in the area and causes them to become animated until the spell ends. A creature charmed by the whirlwind can use this spell against one of its foes, ending its turn early. Transmutation

Cultivating Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The wind whips your wisps, creating ever-growing rings around your fingertips and creating powerful wind effects. Ranged weapon attacks that pass before you reach the start of your next turn deal an extra 1d8 force damage on a hit. Evocation

Cultivation Cultivation 120 Concentration, up to 1 hour You gain the ability to conjure up a new creature for the duration of the spell. The new creature must be within 30 feet of you when you cast the spell. The new creature remains within the range for the duration of the spell. The new creature must be within 5 feet of you when you cast it. The spell ends if the creature is no longer within 5 feet of you. The creature can make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, or half damage on a successful one. The creature can’t benefit from special abilities. Conjuration

Cultivation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A magical community of plants sprouts from the ground in a 50-foot-radius sphere centered on a point you choose within range. Each plant grows in a 20—foot cube. Until the spell ends, you choose whether plants grow in a different spot within the cube or in a different place within the cube, and when you do so, each plant grows in an area that is 100 feet square. You can grow up to two plants in the area, but no more than three plants. You can also plant additional plants in any spot within the same cube as another plant, but you must choose which one to plant. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of each plant increases by 50 feet for each slot level above 4th. Evocation

Cultivation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates an incantation that ignites a bonfire that you can see within range. The bonfire ignites bright, roundish flames in the area that you choose that have a diameter of 10 feet or smaller within range. The bonfire spreads the flames around corners. Each creature in the flames when it creates the incantation must make a Constitution saving throw. On a failed save, a creature takes 5d10 fire damage and is burned for 1 minute, shedding bright light in a 10 foot radius. At the end of every 10 minutes that a creature has remaining, it burns for the spell’s duration. The burning creature is blinded and deafened, it suffers from drowsiness, and it gains a number of temporary hit points equal to half the total accumulated in the first 24 hours that the spell lasted. These temporary hit points can’t be reduced in any meaningful manner until the spell ends. A creature that is hit by the burn has disadvantage on all attack rolls, ability checks, and saving throws, and its speed drops to 0 feet per round until the spell ends. Conjuration

Cultivation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 30 days

You reach into the unseen past and reshape the fabric of nature for good and evil within

Cultivation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

In the presence of your closest celestial, you create food, drink, or any other living thing within range. The spell closes all mortal wounds, and you can designate other creatures as undead or constructs. The spell is a mundane spell requiring a casting of your spellcasting ability, but it is a powerful symbol of a celestial deity. Enchantment

Cultivation

Casting Time: 1 action
Range: 60
Duration: 1 week

You create a ritual that lasts for the duration. You create a large, bright, bright orb of light that lasts for the duration. The orb moves with you. The orb lasts for the duration. A creature can use its action to send the orb to another place on the plane of existence you’re on that day. The orb travels through any other plane of existence you choose. It disappears when it drops to 0 hit points or when a creature attempts to cast a spell that would cause the orb to disappear. A spell that would cause the orb to disappear when it drops to 0 hit points or when a creature attempts to cast a spell that would cause the orb to disappear takes effect. The spell can’t be more than once. When the spell ends, the orb disappears, and any creatures who would move onto it when it disappears have their spell save DC and Constitution scores reduced by 1 until the spell ends. Conjuration

Cultivation

Casting Time: 1 action
Range: 60
Duration: 24 hours

Your magic results in plants succumbing to decay within a short amount of time, if at all. Until the spell ends, a plant succumbs to 1d6 mummification damage per 1 cubic inch (0.8 M−1 M+1 D). For every 1 M+1 mummification damage a living plant takes, twice as much for every 10 M+1 mummification damage a plant plants body takes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 3d6 mummification damage per 1 cubic inch level I up to 4d6 damage per 1 cubic inch level II. The spell ends if you use a spell slot of 5th level or higher. Conjuration

Cultivation

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A spirit appears on a solid surface that you touch, and it becomes a god. The god can’t be hostile to you or hostile to any other creature. It can’t attack, nor can you cast spells or perform other magical functions. The god’s body is composed of a single, transparent portion that is indistinguishable from another creature’s body, but it remains immobile for the duration. At the end of every 10 days for the first 7 months of the next year, the god can’t attack or otherwise perform any special action. Necromancy

Cultivation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical container that increases the rate of growth of a nonliving creature you can see within range. The container grows by 1 foot in each direction until the container reaches full capacity. The container can hold up to 100 pounds of food. When the container reaches 100 pounds, it disappears. You can extinguish the container by using a nonmagical effect of your choice that has a casting time of 1 minute or more. Evocation

Cultivation

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and bestow upon it the power to create one of the following products: flowers, herbs, or other hard objects. For the duration, the spell creates up to two willing products and produces only one manufactured by the target. The plants seem natural to the creature and produce no harmful effects. Any of the products, whether wrought or produced, can’t create harmful effects or create harmful objects. If you cast the spell on the same creature or multiple creatures, creating the effects on a target of multiple creatures creates its own effects, not mine’s. This spell can only be conjured in additional ways, such as casting this spell on a creature other than you, or raising it as an object in an unoccupied space that you can reach. When you cast the spell on a creature other than you, you can choose a noncreature permanent the spell’s permanent touches, such as a celestial, as a host or a creature. If the permanent isn’t a celestial, you use the spell’s Medium touch to touch it. On your subsequent turns, you can use your action to cause the celestial to disappear. Transmutation

Cunning aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a phantasmal figure who studies your actions, and what you do to them. The phantasmal figure must be of one of the following types: charmed, fey, or fiend. You choose a phantasmal figure. It takes 10 minutes to create the phantasm, after which it disappears. Once it disappears, you can re-create the phantasm again, but this requires a full restoration effort. Once a phantasm is created, it disappears when the phantasm ceases to exist, but the phantasm can still exist and animate as normal. Once the phantasm is gone, nothing remains of it. When you cast this spell, choose one of the following options to temporarily banish the phantasm: crush, blast, or stupefy it. Choose one creature that you can see within range. While the creature is on the phantasm, you can’t banish the phantasm. You can also use your action to banish the phantasm, but it remains within 10 feet of you. This spell doesn’t banish a creature or object the same as it is in your inventory. The creature or object can be possessed or abrogated by the phantasm. When the phantasm disappears, any spell cast on it that could create a phantasm would fail. Divination

Cunning aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a creature or object of your choice that you can see within range. Until the spell ends, the target gains a +1 bonus to AC, and it can use Strength checks to succeed on a Strength saving throw. If it succeeds, you can use your action to cause the target to attack you with a weapon attack if you or another creature can see the target. If you or a creature can see the target, the creature can’t attack you but instead takes damage equal to twice the number of hit points you have. Conjuration

Cunning Aura

Casting Time: 1 action
Range: Self
Duration: Up to 1 minute

You create one of the following magical natures within range: thunder, lightning, or thunder bolt. You choose one of the thunder, lightning, or thunder bolt forms, and the aura lasts for the duration. The aura remains for the duration to protect an aura-encrusted target or an area. A target that has the aura (such as one created by an effect) attacks and damages the affected one. The target also suffers the effects of the aura if it is already damaged. A target that has the aura (such as one created by a curse or an effect) casts a minor spell against the aura. Enchantment

Cunning Bond

Casting Time: 1 action
Range: 30
Duration: 6 Hours

You establish a psychic link with one creature of your choice you can see within range. Until the spell ends, any creature that can cast a spell that uses Charisma for the target’s ability score can use Charisma for the bonus damage it takes. Evocation

Cunning Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You learn the meaning of negative energy coursing through the minds and actions of others so you can reshape them for the greater good. For the duration, you can hear and read the mind of up to two other creatures of your choice. While a creature of that kind within the spell is concentrating on an end-of-level spell of 3rd level or

Cunning Bond

Casting Time: 1 action
Range: Self (5-minute dispelling spell)
Duration: Concentration, up to 1 minute

You create one of the following effects in one willing creature you can see within range: • You create a vague sense of security from anything within 5 feet of you. • You instantly feel the presence of a target within 5 feet of you. • You instantly feel the presence of a target for the first time on your turn. • You instantly

Cunning Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You gain the ability to affect another creature’s movement by making a melee spell attack against that creature. On a hit, the target suffers the attack's normal effect, and you can use your action to use your action to hit target again, replacing the original creature’s hit point maximum with 1d8. Once you do so, you can use your action to affect any creature’s hit points or their speed against the target again. You can’t affect this spell more than once per turn. As a bonus action on each of your turns, you can affect both of the creatures with a melee attack. Both must make a successful hit, or they take 1d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Enchantment

Cunning Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell allows you and up to eight willing creatures bonded by magic to be affected by one additional spell of 4th level or higher. For the duration, each creature or object with an Intelligence score of at least 1 is affected by one spell of 4th level or lower. For the duration, a bonded creature has disadvantage on saving throws against spells, and the bonded creature can’t speak or cast any spell. Necromancy

Cunning Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and grant it the ability to make Charisma-enhancing Wisdom (Insight) checks. For the duration, that creature has disadvantage on attack rolls against creatures within 5 feet of it. If you target a creature that is immune to being frightened, that creature can make a Wisdom saving throw, spending its action to ignore the effect and instead make the saving throw at the end of each of its turns. This spell allows a target immune to being frightened to succeed on one saving throw made against the spell for the duration. An immune creature can be targeted only once by casting this spell on it twice, commencing the casting after it has dealt with a particular creature or circumstance. For the duration, the target is exposed to a luminous illumination spell for the first time on a turn or until it exhausts its action to do something harmful to another creature. Conjuration

Cunning Bond

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

For the duration, one creature of your choice that you can see within range and that can hear you has advantage

Cunning Bond

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your soul moves with the wind in an unoccupied space that you can see within range and that must be within range of any light, magical light, or magical darkness that you possess, and within the duration of the spell you can affect up to four hostile creatures as guests or targets of warding. Each guest or target must make a Wisdom saving throw. On a failed save, the creature becomes hostile to you and attempts to attack you with a Mangle of Daggers, for which you make a Wisdom saving throw. If you are fighting a hostile creature, make a Wisdom saving throw each time you hit a target with a weapon attack, and on each of your turns while hostile to it, you can use an action to cause the creature to become friendly to you while friendly to itself. Conjuration

Cunning Bond

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch one willing creature whose Intelligence equals or exceeds 10. You touch the target and bestow the ability to cast one of the following spell spells on it that can’t be dispelled by spells or other magic: deafened, deafened, paralyzed, or stunned. The spell ends for the target if its armor rating is less than or equal to the spell’s level. When you cast the spell and as a bonus action on each of its turns you can exert control over the creature, gaining information about it, obeying its commands, and dealing damage to it. If you end the turn trying to attack the target, it has advantage on the attack roll. On each of its turns, the target can take a number of hits equal to your spellcasting ability modifier + your spellcasting ability modifier. A crippling pain surrounds the target and you have advantage on two of your attacks against it whenever you make an attack roll. Transmutation

Cunning contest

Casting Time: 1 action
Range: 120
Duration: 1 minute

Divine energy is coursing through you. You try to charm or charm off as many creatures as possible, which might involve killing one or more of their closest allies or foes. Each target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls and ability checks and can't benefit from saving throws against effects that specifically target creatures or families. You can also deal magic damage to one creature if it suffers damage from an effect beyond its range, such as by using an effect that requires a specific kind of magic or by casting a specific spell. You can’t use this spell on an unwilling creature. Transmutation

Cunning earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a magical earth wall in your space that lasts for the duration. You choose a point within range and then cause a small earthquake, shaking a cubic foot of earth in a 60 foot radius centered on that point. Make a melee spell attack against the ground in the area against a creature within 60 feet of the wall. On a hit, the creature takes 1d10 force damage. The wall instantly blocks incoming ranged weapon attacks and then springs into place to halt damage. The wall can be removed by using one of the following methods: 1. Removing the Wall. You cause a magic earthquake to occur in the space you specify within range. The earthquake sounds and appears to be coming from a 30-foot-radius circle centered on the magic circle. Each creature in the magic circle when you cast this spell must make a Constitution saving throw. On a failed save, a creature takes 4d10 force damage, and it is pushed up to 10 feet away from you in a random direction. Both the magic earthquake and the force damage are reduced to 1d10 for each creature knocked prone. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Cunning Emotions

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes creatures instinctively move in an unoccupied space of your choice that you can see within range. You manipulate any number of willing creatures you can see

Cunning Fist

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You forge an invisible barrier of strong aura between you and a creature within range. Until the spell ends, the barrier appears at the creature’s closest point and lasts for the duration. While on the barrier, the creature takes 1d12 radiant damage, and it can’t be targeted by spells or otherwise affected by any means. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Cunning Fist

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a fist of lightning that can hit a target and then explodes when struck. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 lightning damage and is restrained until the spell ends. A restrained target can use a bonus action to make a Strength check against your spell save DC. On a success, the spell ends and the restrained target can use its action to make an attack roll equal to your spellcasting ability modifier. If the target is already restrained, it can use its action to make an attack roll equal to your spellcasting ability modifier. Conjuration

Cunning Fist

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell punishes a creature for succeeding on a saving throw, and gives the target a +2 bonus to the saving throw itself. On a successful save, the creature is immune to this spell for the duration. When you cast the spell, your finger pierces a creature’s saving throw, and it deals an extra 1d4 damage to the warded creature's AC and hit the nail below the save DC. The nail is a soft, patchy mass about the size of your fist. It takes 3d10 piercing damage when it hits its saving throw button and 3d10 bludgeoning damage when it doesn’t. While it is affected, a creature takes only half damage from falling 5 feet or less, and no damage from falling heavy or heavy enough to rob a creature of half its normal rate of movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Conjuration

Cunning Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames race across your body, shedding bright light in a 50-foot radius and dim light for an additional 5 feet for the spell’s duration. The flames don’t light or move at all. When you cast the spell, choose one of the following options for how long the flames last. Each option lasts for the duration, reducing you to 0 feet in addition to your normal rate. Arrows. Each creature of 2 levels or lower must use its movement to go up to twice its speed for the spell. This movement doesn’t have enough movement to do anything physical. Water. Each creature of 5 or less levels or lower must use its movement to move up to three times its speed for the spell’s duration. This movement doesn’t have enough movement to do anything physical. Food. Each creature of 5 or less levels or lower must use its movement for 3 minutes for the spell’s duration. This movement doesn’t have enough movement to do anything physical. Animals. Each creature of 10 or less levels or lower must use its movement for one hour for the spell’s duration. This movement doesn’t have enough movement to do anything physical. Sleep. Each creature of up to 10 levels or lower must take 2d6 psychic damage each time it takes the Dash action during the spell’s duration for its natural rate of movement. You can use this spell to mimic the movements of a sleeping creature, provided that you are

Cunning Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell creates a flame that shimmers when you touch it and withers when you leave it. This spell has no effects on constructs or undead, as it replaces cold iron. • You instantaneously light a bonfire on the ground within range and turn it into a bonfire w ho. • You light or chill a bonfire made of wood or stone, creating a bonfire on the ground. The bonfire can be any kind you choose. • You chill or steam a bonfire made of wood or stone created by this spell, creating a bonfire on the ground. The bonfire can’t be extinguished through nonmagical fire. The bonfire can be stacked up to three times so that it can stand on one side of the bonfire. While the bonfire is lit, you can use your action to create a bonfire of your choice that rises from the ground and sheds dim light in a 5-foot radius and sheds darkvision if you are nearby. The bonfire lasts until it is dispelled, when the spell ends, or until you dismiss this spell as an action. If you cast this spell in the same area twice, the first time the spell is cast and the spell fails, the flames are extinguished (typically by a powerful dispel magic spell), and the second time and the flames shed by the first time shed dim light in a 5-foot radius. The flames last for 1 minute, after which they shed a thin greenish light in a 10 foot radius. When a bonfire sheds this light, a corona flows from it, forming a circle with a 10-foot diameter and a 20-foot-curved edge at its base that bears fruit and doubles as a food source. A bonfire shed also doubles as a source of cooking oil, allowing a creature of a level 1st or 2nd level to make limited cooking oil from any remaining ingredients in the bonfire. If you cast this spell while you are incapacitated, the flames wither and die instantly, and the spell ends immediately. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 4th. Evocation

Cunning for the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call out to the spirits of dead creatures, offering them service in combat. You can make a Charisma (Deception, Intimidation, or Persuasion) check against your spell save DC. A creature obeys the spell automatically, even if it isn’t specifically named as being named, and if you do so, it appears in an unoccupied space on the ground within 30 feet of you. If you use a spell to specify a creature as being named in this way, the spell fails. You can also dismiss such a spell as an action. Enchantment

Cunning Intimidation

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, you touch up to four willing creatures that you can see within range. You know whether each target is charmed or unclothed. Additionally, you make a Wisdom (Perception) check against your spell save DC. If successful, a target obeys

Cunning salute

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You send a thunderous cry onto the stage, filling a room or table with thunderous applause. You choose a point within range and which you can hear within 30 feet of you. The sound can be delivered with a simple, audible gesture, up to 5 feet per level of the stage. If you cast this spell on the same creature or within 30 feet of it and the same creature is speaking, the thunderous cry instantly decays to no more than a whisper. A creature that hears the thunderous cry can either make a Charisma saving throw (your choice), succeed or take 2d6 thunder damage, or it can attack. On a success, the thunderous cry disappears without dealing damage. The thunderous cry causes the target of the spell to sing a song of glory. Choose either an 8-foot-radius, 30 foot-tall cylinder of thunderous air spread across one of the following ways: 1) Place a 5-foot-radius, 5-foot-high cylinder of cloud hovering 10 feet above the ground or 2) Place a cylinder of cloud hovering 20 feet above the ground as a result of using a different arrangement of hands. This spell creates the cylinder in the manner listed on the meteorite inscriptions. When you cast this spell and on each of your turns for the duration, you can have up to two creatures automatically summoned by the thunderous cry summoned more than once as an immediate action. Conjuration

Cunning score

Casting Time: 1 action
Range: Touch
Duration: Deception,change

Your eyes become a violent weapon of destruction for the defenders. Choose one creature that you can see within range and line up a sequence of stunning attacks against it. Each creature hit by a target- or a subsequent target-stripped target assumes a different form. The target can be a Large or smaller creature that isn’t being attacked, and it suffers from vulnerability to nonmagical bludgeoning, piercing, and slashing damage. The target also assumes two of the following forms: normal, shaggy, or tiger’s facial features, and it makes a Wisdom (Perception) check against your spell save DC to disbelieve that it is a tiger. It also fails its check against your spell save DC. If it succeeds on its check, you can use your reaction to end the effect upon itself. As an action, you can sever the tiger’s talon, tearing it to pieces. The creature can’t become a beast and must instead become a celestial, an elemental, or a fiend (your choice if you're the celestial). It obeys your spoken word even if it isn’t your voice. The creature can make spells and hard material objects available to you as spell components, which you can use to create weapon attacks, armorments, emblems, and so on. On its turn, you can use your action to deal 4d8 + 2d8 damage to the target (your choice which weapon attacks it). It can’t use the components it takes from it when it attacks you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of one another for the entire attack and spell action. Hit and run. While these creatures are on the run, you have a +1 bonus to all attack rolls you make that are a part of your action. Transmutation

Cunning Stone

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You choose a stone or a hard stone that you can see within range and that fits within a 5—foot cube. That cube must be at least 1 foot in diameter and within 60 feet on each side. The stone appears in any spot within range and isn’t obscured. As an action, you can launch the stone at an unoccupied space within 60 feet of it. If the space is occupied, the stone flies at the nearest nonmagical creature for the duration, and the nonmagical creature takes 2d6 bludgeoning damage from the stone for the first time on its next turn. On each of your turns until the spell ends, you can launch the stone across the room to attack the creature you hit. The target takes 4d8 piercing damage on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you choose one of the following options for how the stone illuminates: 1) Place a precise, silvery musical note within 5 feet of you, 2) Place a precise, silvery musical note within 10 feet of you, or 3) Place a silky, silvery musical note within 15 feet of you. While the stone illuminates, your movement as a bonus action on each of your turns makes you a new song. If you make a new song, your movement for the rest of the song has ended. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can target one additional creature for each slot level above 3rd. Prestige

Cunning Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell can protect an object or activity of particularly mundane value, such as a scroll, written on a scroll, or worn by a human. While the object is within 100 feet of you, you can use a bonus action to cause the stone to project a profane, raggedy, or perhaps even blood red hue in a 20 foot radius around the object, and until the spell ends, the spell can cause the stone to animate and become more powerful. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates an intricate web of magical runes that serves to connect the two spells. Each creature in the air if connected to a ceiling or a sphere within it must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A creature blinded by this spell becomes charmed for 1 minute, after which time it can be charmed again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Conjuration

Cunning Stone

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch one to three pebbles and give them a quick, harmless touch. They magically become animate and become proficient with ranged weapon attacks made using your choice of weapon. If you cast this spell multiple times, you can have up to three pebbles affected at a time affected by one spell used on the spell, casting it once, or using it once. If you cast it once each week for a year, you can have up to three pebbles affected at a time affected by one spell used on the spell. Whether you use it or not, you aren’t limited by any kind of magical energy. You can create any sort of magical energy that you choose that affects pebbles. If you create an immobile fortress or a bridge over a wide pond, pebbles wither away as the pond falls to the ground. If you create a teleportation circle, the circle moves with you, appearing once on each side of the opening. The magic circle can’t leave the spell’s area, and it can’t be dispelled by dispel magic. If the magic circle leaves a target unprotected against a spell attack, a creature or a magical effect, pebbles are struck with the spell to reduce it to immobile until then. You can use your action to charm one pebble affected by this spell to deliver a simple message. You can also cast the spell over an area of ground or stone. The pebble speaks your language, and when spoken, it always speaks in a non-poetic, natural language that you have learned. Transmutation

Cunning Touch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You and up to five willing creatures who link hands in a way that negates a spell slot, spell save, or spell ability’s effects or effects an ability of a creature other than you can use for the duration of the spell, if that creature is also a Huge or smaller, make a Charisma saving throw. On a successful save, the spell ends for you and any connected creatures. If you use an extra action to cast this spell on a Huge or smaller creature, the spell ends for that creature. Huge or smaller. When you cast this spell, you can affect one Medium or smaller creature to one Large or lower creature, or two Medium or smaller creatures to two Small creatures, causing the creature to become a Large or smaller creature for the duration. Medium or smaller. When you cast this spell, you can affect one Huge or smaller creature, or two Medium or smaller creatures to two Small creatures, causing the creature to become a Huge or smaller creature for the duration. Small. When you cast this spell, you can affect one Large creature. Both creatures become a Huge or smaller creature for the duration. Divination. You create shapes and objects for up to 2,000 feet in the air, which can be used to create siege engines or similar siege engines. Each

Cunning Touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spectral creature appears and touches a creature or object that you can see

Cunning weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a wand-like weapon by dealing magic damage in a manner similar to a throwing weapon. If you hit a creature with a melee attack during the casting of this spell or a similar spell of a similar level (such as a bard spell) during its next turn, the weapon deals an extra 3d6 lightning damage to the target. While the weapon is under the effect of the effects of a fireball or a thunderclap spell, its damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Cunning wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames whirl around you and make available to you a dazzling display of pure white light. For the duration, the flames of war hurl forth from creatures within 30 feet of a target. The target must succeed on a Strength saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Cunning Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You exhale a powerful breeze that rips through the air. The wind is strong enough to crush buildings and other structures, and it can’t be blocked or blocked by objects or barriers. The wind lasts for the duration, and it can’t pass more than 10 feet of wind. The wind lasts for the duration, and it can’t pass more than 10 feet of wind. The wind is centered, with its radius centered on a point you choose within 10 feet of you. While in the wind, you can make a Constitution saving throw. On a failed save, the target takes 2d6 radiant damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th Conjuration

Cunning Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You utter a word of stunning concentration that effectively silences all but the very best of creatures. At the completion of the spell’s casting, a humming voice rings out and a beam of yellowish light streaks toward a creature within reach. Make a melee spell attack for the entire casting line, and make the attack with advantage if you’ve already made the attack against one humanoid in range. On a hit, the target takes 4d10 piercing damage. Until the spell ends, you can use a bonus action to cause the beam to leap at targets in the line (including you) as you line up the attacks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Cunning Word

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You call out words of prophecy to a creature of your choice within range, spelling out a course of action that you plan to take during the casting of the spell. The course of action takes into account all known facts about the target that day, including any possible outcomes that might have occurred if the spell had not been cast. While this spell is in effect, you can also specify a course of action that might take a different course of action. For example, you could choose to w as sure that a creature killed by an 18-foot-radius burst of lightning succeeds on a Wisdom saving throw, or you could choose to w as sure that a glowing orb or gem necklace killed by a spell of 7th level or lower falls to 0 hit points. Dismissal. You dismiss the spell. With a low moan, you do the same. Dismissal is a mind-affecting effect that can occur at any time during its duration. At the start of each of its turns, the spell ends and the spell fails miserably for you and your companions. You can deal an extra 1d6 psychic damage to each target killed by this spell at the start of your next turn, and regain 1d6 psychic damage at the end of your next turn. Conjuration

Cunning word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You utter a word of stunning precision. Each creature who can hear you must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points: • 50 hit points or fewer: deafened for 1 minute • 40 hit points or fewer: deafened and blinded for 10 minutes • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour Either way, the target can’t be targeted by harmful sensory effects or used as an action to have its speed halve when it reaches the DM’s maximum. Until the spell ends, the target gains no speed whatsoever. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Cure Anemia

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Instantaneous You take control of a diseased humanoid for the duration. The spell ends if you have no health or are incapacitated. Then roll 4d8 to determine the amount of time until you fall unconscious. • You regain hit points equal to half the amount of time you remain in your normal rest. • You have proficiency with all armor, shields, simple weapons, and martial weapons of a class or level above your current spellcasting ability. • Your spell-like abilities drain your hit points. If any of these hit points are replaced by less than half the amount of time that you remain unconscious, you must roll a die to regain hit points. Otherwise, you die. This spell has no effect on undead or constructs. Illusion

Cure Animals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose an unoccupied 5-foot cube of stone or a 5-foot cube of wood that you can see within range. You invoke the beasts spirits to manifest a new form, one that can be a beast or a humanoid. The beast must be within 60 feet of you. A Beast’s Maneuvering or Its Messenger, You designate the beast and what it can communicate with. The beast’s new form can be a human or a fiend. When the new form drops to 0 hit points, it disappears, returning to its normal form if it left it or if it reappears a moment later. If you cast this spell again, the form returns to its normal form. The beast’s new form can be considered a creature. Until the spell ends, the new form can’t move or take any actions. The creature has disadvantage on attack rolls and ability checks. When the creature returns to its normal form, it reverts to its normal form if it was no longer under the illusion. Transmutation

Cure Animals

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your petrified beast becomes a beast that you can see within range. The beast must be within a 10-foot-radius sphere of difficult terrain. The target must succeed on a Strength saving throw or fall prone. The target must also succeed on a Dexterity saving throw or fall prone. If it fails the save, the target also explodes. It explodes with a 10-foot-radius sphere of difficult terrain. The object must then be no larger than a 10-foot cube with a 10-foot radius and can be knocked prone. If it fails the save, the object explodes with a 10-foot radius, and it explodes with a 20-foot-radius sphere of difficult terrain. A creature restrained by this spell is ejected away. It explodes with a 10-foot radius and can be knocked prone. Conjuration

Cure cold

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell makes a creature immune to cold damage and has no effect on it until the spell ends. If you cast this spell over a nonmagical object or a flame, it also cures nonmagical cold damage and has no effect on it. Because the cold damage doesn’t reach into the object or creature’s body, creatures created by spells or other magical effects don’t retain their bodies temperature automatically, or retain the illusion of death protection against death magic. The spell only affects the creature or object created by a spell or an effect specifically aimed at the creature or object (such as a scepter of cancellation or a ward to protect a lich or a lich warrior). Illusion

Cure Daggers

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You take a clawed enemy between your fingers and open a door, door, or container of cold stone. The creature falls unconscious if it has trouble breathing or if someone uses a spell slot of 4th level or higher to do so. If the creature is created by another spell or a spell of 5th level or lower, that spell's duration is 10 minutes. If created by another spell or arcane spell of 6th level or higher, that spell's duration is 8 hours. If created by a nonmagical spell, such as a bard’s weapon, its cast time is 1 hour, and it has a casting ability of 2nd level, its Intelligence score is 5, and it can use its reaction to automatically recognize when the door or container is open and close (multiple creatures each have the same intelligence score). If you create an object of the same material quality as the door or container and hold onto it, it instantly opens and closes the door or container. Abjuration

Cure Daggers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spectral demon, which witnesses the events leading up to a creature’s death. The demon remains for the spell’s duration, and it has advantage on all attack rolls that you make until the start of your next turn. The demon can move at least 40 feet per round, and it can’t take any actions during its next turn. If it moves more than 40 feet, it must make a Dexterity saving throw. If it moves less than the target’s speed, that speed is halved. When you summon the demon, choose one of the following attacks: • 1/1 turn • Physical Attack • Physical Attack 2 rounds • 1/2 turn • Knock Off Other Attacks - 5/day - 10/day - 25/day - 40/day At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th. Enchantment

Cure Daggers

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

Searing fog is rising from the depths of a dungeon to sweep down creatures or to cast spells. As a bonus action, you can shake open the fog, causing it to fill a 20-foot cube to form around a creature or an object within range. Any creature that enters the fog for the first time on a turn or ends its turn there takes 1d10 bludgeoning damage and is also knocked prone. When a creature enters the fog for the first time on a subsequent turn there is an equal chance at the start of their next turn that they will fall prone and be knocked prone. Conjuration

Cure Daggers

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature. The target becomes frightened when it drops to 0 hit points and must make a Wisdom saving throw. If you or another creature uses its action to do so, you can use your action to deal 3d6 necrotic damage to the target, which takes 2d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Cure Daggers

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Until the spell ends, fog, dim light, and ghostly apparitions appear at the edge of a grove of trees with a loud whack. Each creature that fails a saving throw against this spell has its speed halved until the start of your next turn. On each of your turns since the start of your next turn, you can use a bonus action on each of your turns to cause at least one fog or ghost to appear with a blast of fog or mist to the spot you choose. Choose two trees you can see within range: a heavily obscured grove that is 5 miles in diameter and that covers 10 miles rounded; a more obscured grove where fog lasts up to 10 minutes; or a grove of trees 10 miles to the south and 5 miles to the north. Each creature that fails to make a saving throw against this spell must instead make an Intelligence saving throw. If the creature fails the saving throw when it enters the grove or when it enters the grove or when it enters the grove; the creature is forced to make a Wisdom saving throw. On a successful save, the creature’s magic is broken and fog and mist disappear. A fog or ghost is visible only to one creature of your choice that you can see within 30 feet of you. The fiend can breathe underwater, as a bonus action on each of his turns, or he can make a melee spell attack with a bomb made of fog or mist against a creature within 30 feet of him. The bomb damages the creature, but the bomb doesn’t harm the creature or harm any creature within 30 feet of it. If two creatures of the same level or higher don’t automatically succeed on saving throws against this spell, the third creature takes 6d8 necrotic damage, and the bomb damages the creature that made the saving throw, regardless whether the creature succeeds or fails. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional undead creatures appear within 30 feet of you. This spell creates two additional undead creatures for each slot level above 4th. Enchantment

Cure Dark Arcanum

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You restore light and dark energy to a creature within range. The target takes 8d8 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes half as much damage and is blinded until the spell ends. On a successful save, it becomes blinded until the spell ends. Any creature affected by this spell also has disadvantage on attack rolls, ability checks, and saving throws. Necromancy

Cure Disease

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A disease-inducing force field surrounds you as you cast the spell. You can’t cast spells and must use your action to dismiss the spell. You are also immune to all damage and no special abilities. You can’t take any damage from the spell, or the spell can't function. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can choose one of the following effects when you make the choice. The disease spreads in a 40-foot radius to creatures of your choice within 30 miles of where you’re casting the spell. The disease can’t pass through walls or ceilings. Any creature that can’t be charmed, restrained, or otherwise interacted with by the

Cure Disease

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Illustrator Fabian van Rijn van Rijken's magical toolbox fills with magical dust, and his mind wanders. Using magic, you can see through the dust and manipulate it so that it appears to be some sort of illusion. You can use your action to examine the object for magical contamination. Each time you do so, you can examine the object for 1d10 minutes. The item remains in its original condition until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the enhancement bonus increases by 1d10 for each slot level above 6th. Necromancy

Cure Disease

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a disease that lasts for 1 minute. The disease spreads based on the spell’s level, and the target must make a DC 15 Constitution saving throw. On a failed save, the target is incapacitated and suffers no effect. If the target is undead or a spell or effect that affects it has no effect on it, the disease spreads to all of its victims. The target is incapacitated for 1 minute. The disease lasts for 1 minute on any unoccupied surface. Conjuration

Cure Disease

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A disease that affects one creature or one part of a creature’s body or within its space. The disease is a harmless,

Cure Disease

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a disease that lasts for the duration. You can make an attack with that disease against a creature that isn’t affected by it. On a hit, the target takes half as much damage and is blinded until the spell ends. The spell ends if you cast it again. When you cast this spell, you can have up to three possible diseases. You can also have up to four diseases at a time. You can have up to six diseases at a time. After your last use of the spell, you take half normal damage and half the normal damage of any spell that can target you. Conjuration

Cure Disease

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awaken a creature within range. The target takes 1d4 necrotic damage equal to your spellcasting ability modifier. On a hit, the target takes 1d4 necrotic damage. The spell ends on the affected target. Abjuration

Cure Disease

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a disease that causes a target to undergo an immunological condition. The target must be willing or unable to move or otherwise be affected by the condition. The target can make a Strength or Dexterity saving throw

Cure Disease

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a diseased creature and cause it to become diseased. The target must succeed on a Constitution saving throw. On a failed save, it becomes diseased until it drops to 0 hit points or half its normal size. This spell ends if you hit it with more than one disease. The diseased creature is charmed. The diseased creature must make a Wisdom saving throw at the start of each of its turns. On a failed save, the target is charmed by you. On a successful save, the target regains hit points equal to 2d6 + your spellcasting ability modifier. The diseased creature is immune to poison and diseases. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional diseased creature for each slot level above 3rd. These diseased creatures don’t need to be undead. Transmutation

Cure Disease

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

In this spell, you can target one creature that you can see. If that creature is undead, you have a telepathic link with it that allows you to talk to it no matter where it is located. If this creature’s hit point maximum is less than half the creature’s at the time of casting the spell, you can use your action to dismiss it. Alternatively, you can dismiss this spell with advantage if the creature fails a Wisdom (Perception) check you make to determine its true nature. Necromancy

Cure Disease

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose two creatures of your choice that you can see within range. The target takes 1d6 necrotic damage. The spell ends if you cast the spell again. The target also takes 1d6 necrotic damage from your next attack. Choose one of the creatures and takes half as much damage from each attack. The target also has its hit point maximum. If the target has fewer than 10 hit points and fewer than 10 hit points are

Cure Disease

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a diseased creature or a creature that is diseased. The target must succeed on a Constitution saving throw or take 4d6 necrotic damage. On a failed save, the target takes 1d6 necrotic damage. The spell ends if you don’t know the target’s age, as long as you are within its normal range. The target’s soul remains in your possession, but you can use this memory for up to 1 minute. You regain all expended uses of this spell. Transmutation

Cure Disease

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

There is a faint odor coming from the body of a diseased beast, usually a cloud or a bat, that lingers in the air and that lasts for the duration. Affected creatures rarely recover from the disease, though they do well when certain steps are taken to do so. To a diseased beast, these steps are like stepping into another's body; when the beasts first come within 60 feet of each other, they would fall prone, leaving behind no room to move and dying of thirst. As a bonus action on each of your turns for the duration, you can move up to 5 feet in one direction except when you are still covered by clothing. Transmutation

Cure Embers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a creature with magic to mend its wounds. You choose a creature type and a casting time: 1 minute for undead and 10 minutes for wizards and druids. Divination

Cure Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awaken a familiar from the slumber of the Feywild to serve as a temporary spell. Choose one creature that you can see within range. Whenever a creature that you choose makes an attack roll or a saving throw before the spell ends, you can have the familiar take the attack. The familiar also obeys your spoken and written commands, telling you exactly when to move and what time it will end. To cast the spell, a familiar must have a spell level 5 or lower, and it must have at least one of the following components: one active component, two dormant components, or three active components: animate or familiar. Transmutation

Cure Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Your spell confuses the air in an area you can see within range. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. It takes 6d8 bludgeoning damage and 10d8 cold damage on a failed save, or half as much damage on a successful one. The spell has no effect if the sphere is occupied by a nonmagical creature. The spell’s damage increases by +1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Cure Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration, if created by another spell. If you choose a spell’s activation time and place, each spell cast by this spell requires an additional minute for its duration. If you cast this spell during a longer period of time than necessary for its entire duration, the flames wilt and burn for 12 hours. If you cast this spell while you are engulfed in flames, the spell has an effect similar to that of a lantern. These flames turn a creature that casts this spell into a smoke cloud, effectively extinguishing it for that duration. The smoke obscures the way to a cave, open pit, or other cave-in, and can reach volumes up to 30 feet deep. If a creature uses a spell slot of 6th level or higher to cast this spell, that spell requires an additional minute for its duration to break out. Conjuration

Cure fog Cloud (30—foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Similar to the mist magic wrought by the mist magic of dreamstitions, fog fills a 20 foot-radius sphere centered on a point you choose within range. Until the spell ends, fog appears in a 10-foot radius and spreads around corners to fill its space. Fog covers an area of terrain of your choice that you can see within range. When you cast this spell, you can designate any number of creatures that you can see that have their eyes fixed on a single object that you can see within range. The fog obscures the area, making it difficult terrain for creatures other than you. The fog lasts for the duration. When a creature sees a creature that has seen the fog, that creature must make a Wisdom saving throw. On a failed save, the creature is blinded and deafened until the fog spreads around corners. On a successful save, the creature must make a Wisdom saving throw. This blindness and deafness reduce the creature to 0 hit points. If the creature fails its save against this spell, its speed drops to 1 until it is no longer blinded and its weapon attacks roll against targets that aren’t its weapons targets. Magical silence. No sound, sound, or movement can emanate from within the sphere, and no sound can travel through it. The silence is deafening and can deafen creatures or objects within 30 feet of it. Transmutation

Cure for Poisonous Foodstuffs

Casting Time: 1 action
Range: Up to 9een levels up to a Large or smaller wizard or witch. Healing poisons, poison, and herbivores have advantage on their attack rolls against the spell’s target. If a target is poisoned, its hit point maximum is reduced by 2, and it can’t recover from the poison or any other effect until the spell ends. The spell ends if you cast it again or if you cast it again on a later turn.
Duration: Necromancy

Cure frost

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a frost giant and persuade him to let go of his hammer. Until the start of his next turn, he has disadvantage on attack rolls against creatures that have Strength or Dexterity 3 or lower. He can make a Strength or Dexterity check against your spell save DC. If successful, he frees himself from the grasp of the hammer, forcing it to break free from its grip. Once he releases the hammer, the frost giant can use it again to break free from its grip. The frost giant can’t attack or leave its current form. When the spell ends, the frost giant can use his action to leave his current form again. Until the spell ends, he can use his action on each of his turns to make a melee spell attack against a creature within 5 feet of him. On a hit, the creature must make a Strength saving throw. On a failed save, the creature takes 4d8 cold damage, or half as much damage on a successful save. If the creature fails that save, it is transported to a different dimension, usually the other way around, and its gear is damaged. While in the frost giant’s current form, the creature is restrained and can’t move. On its return to the surface, the creature is freed but can’t use force against a creature there. If it reverts to its original plane of existence, the creature is freed again but at the cost of half the creature’s hit point maximum and a + 2 enhancement bonus to all attack rolls, ability checks, and saving throws it makes while in its current form. Transmutation

Cure frost

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a frost giant and let it freeze solid for a moment, then let go. You can freeze a solid surface on the ground for the duration, keeping it warm and dry. Alternatively, you can make a small crack in the ice in the ground and let it freeze there until the spell ends. The spell ends if you use a Large or smaller weapon. On a successful save, you also freeze the frost giant. While frozen, the frost giant is immune to all damage and can’t become covered in snow. After the spell ends, the frost giant can use its action to move up to twice its speed and stand up to twice its size. When it moves to where a creature is standing or is moving, it can use its movement to move up or down to cover its tracks. The frost giant can’t become trapped by falling buildings, or trapped by snowdrifts. It can't fall and remains restrained by falling buildings, snow, or other moving snow. The spell ends if you use a spell slot of 7th level or lower. Evocation

Cure Geyser

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You choose a spot within range that is friendly to you and that isn’t more than 10 feet away from you. The spot is an area that has a 0 AC 20, 20 hit point, and 10 hit points rating. When you cast this spell, the spell doesn’t remove any life from the affected area. Necromancy

Cure Grasp

Casting Time: 1 action
Range: Self
Duration: Instantaneous

By grasping a nonmagical object or surface, you can sever one end of two strands that are held together by magic. You and the creature you charmed are able to move and seem to you to be hovering and hovering in the air, the spell casting complete. The grasping ends if you or the charmed creature are still conscious or if you dismiss the spell and the object remains in its grasp. The spell can reach out through the strands to grab the objects or the surface, but fails if that creature is still conscious and the casting starts after the creatures reach out through the strands. A creature uses its action to grab a nonmagical object or the surface when it strikes fear on you. You can grab the two ends of the two strands, passing them between hands to create a protective web that prevents wands from linking up to each other. Transmutation

Cure Grasp

Casting Time: 1 action
Range: Touch
Duration: 10 days

This spell makes a restrained creature immune to all damage and effects for 8 hours or until a creature chooses a new form. The target must make a Wisdom saving throw. On a successful save, it instead takes half as much damage and no damage is sustained. On a failed save, the target takes half as much damage and becomes restrained for the duration. Finally, the target can’t use reactions. While restrained, the target can’t speak, take salve, breathe, or speak anything harmful to it. The spell then ends on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cure Grasp

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature to create a magical force field that confines it to a fixed location and allows it to speak one telepathic line as described below. You choose a location on a solid surface or a cloud of stone, and the field lasts for the duration, reducing the target to 0 hit points and granting temporary status conditions that it can pass through. As an action, you can move the Field up to 30 feet in any direction, causing it to tremorshine, reduce light vehicles in its area to 0 hit points, and grant temporary status conditions that can be passed through the Field. To the extent that the Field w ho has any effect on one creature of the target’s choice, such as a human or a unicorn, that creature is also affected, but the creature is otherwise immune to the effects of the Field and has total access to all its statistics. To the extent the Field can’t be dispelled, each creature in the Field has to spend 2 times the creature’s Hit Dice to cast a spell or cast an item. Transmutation

Cure Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach into the pocket of an animal, a plant, a mineral, or a mineral object you can see within range, and

Cure Magic

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an object that can be a magical item or a substance that looks like a substance and that can hold a spell or magical effect. You either make a magic item or a spell into which you can cast a spell or make a spell using a spell slot of 4th level or lower, or you create one of the following magical effects within range: • You create a ward of warding, protecting a creature or an object from being harmed by a spell of 7th level or lower. • You create a ward that halts an attack of opportunity for the target, or ends a creature’s movement for it, turn the material object into a solid ball, or otherwise harm it. • You create a ward that halts an attack of opportunity for the target, or ends a creature’s movement for it, turn it into a solid object, or otherwise harm it. • You create a ward that interferes with another spell or magical effect that would protect the target, such as a door or the cage used as a spell door. • You create a temporary object that can be turned into a weapon or armor. The object can be damaged or even destroyed, but it doesn’t explode. Any object created by either effect can’t be damaged or turned into a weapon or armor. Transmutation

Cure Magical Contact

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A magical, friendly force springs into existence a

nd hovers around a creature you choose that you can see within range. The target is free to use magic to create a different effect on each of his or her turns when the spell ends. The spell can be pulled into an area of intense magical activity or removed from that area for a brief moment at a time. The target then disappears. If the spell has triggered a magical effect on a creature in the area or on an object inside it, the effect is lost. In addition, the target has advantage on Wisdom checks to avoid detection outside the area. If a creature can perceive the spell, the spell passes through the creature to the object. The spell doesn’t pass through a nonmagical object created on a plane other than a plane that doesn’t involve magical means. Transmutation

Cure magic item

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one object that you can see within range. You touch the object, shedding bright light in a 20-foot radius, and you learn its properties for 1 minute. You learn the magic item's properties as your spellcasting Ability for the check. If it isn’t a magic item, its properties are lost if you cast this spell again. You can use this knowledge to your own advantage to learn more about the magic item, gain additional information, and otherwise benefit from whatever other spells are affecting it. During this time, you must use your action to mentally command the creature you want to wield the magic item, which must be no larger than a hand of moderate or larger size. You can have only one hand on the hand, and you can’t have more than one hand on a magic equip. You issue the command with a brief command word that you understand. For example, you might issue the simple command, "Touch a soft object weighing 5 pounds or less," or "Touch a piece of rock weighing 1 pounds or less weighing 5 pounds," and the creature will follow your command. You or your companions can speak the spell’s meaning at any time, though they can’t affect or otherwise benefit from any language other than English. You can specify simple or elaborate commands that follow your command; you must do so at the start of each of your turns before each of the creatures next to you in line learn them. Similarly, you can issue simple or elaborate commands that follow a simple or elaborate pattern that you follow throughout your life, even spawning simple and elaborate game wools that you can wield with finesse or similar effects. As a bonus action on every turn before you cast these spells, you can expend a use of your action to create orist, or speak the spell’s meaning for the first time in 8 hours. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can animate orist up to four Wands or two Large Animals. Each w m a creature’s Hit Dice are 1d8 and 1d12. Transmutation

Cure Minor Stunning (Ex) Self

Cure Minor Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and cause it to become cured of all diseases and other afflictions. Should the disease be persistent, the spell ends. Minor wisps of black smoke then form around the target. It becomes fainter and fainter as you deal it more damage. At the end of each of its turns, the target can make a Constitution saving throw. On a successful save, the target takes 1d10 necrotic damage, and it is no longer blinded or deafened. At the end of each of its turns, the target can make another Constitution saving throw. On a failed save, it has a stinking, red nose and can't breathe. At the end of each of its turns, the target can make another Constitution saving throw. The first time each turn it is awake, the target must succeed on a Constitution saving throw. If it fails, it can use its action to try to break the spell on its next turn, which usually takes it 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Necromancy

Cure Minor Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, touching it with a clean, natural wound. It regains 1d10 + 10 hit points. For the duration, that creature regains 1 hit point at the start of each of its turns. On subsequent turns, you can repeat the healing process multiple times, ending the effect on itself on a success. If you heal no more than 30 hit points, the spell ends. Transmutation

Cureous Form

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: A humanoid creature of your choice appears and shi

mmers a beam of radiance at the target. It must make a Dexterity saving throw. On a failed save, it takes damage equal to the target’s normal casting ability modifier. On a success, the target takes damage equal to its normal casting ability modifier. Transmutation

Cureous Form

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: A humanoid or a humanoid appears and stands up to

be seen for the duration. The creature must make a Dexterity saving throw. On a failed save, the target takes 1d4 fire damage. On a successful save, the target takes 1d4 bludgeoning damage, and it makes a Strength saving throw. On a failed save, the target takes 1d4 piercing damage. The target takes 1d4 piercing damage. The target is immune to nonmagical damage. Conjuration

Cureous Form

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: The target must make a Dexterity saving throw agai

nst a creature that it knows. On a failed save, the target takes 1d4 piercing damage and is charmed by you for the duration. On a successful save, the target takes 1d4 piercing damage, and it makes a Strength saving throw. On a failed save, the target takes 1d4 piercing damage, and it makes a Strength saving throw. On a successful save, the target takes 4d4 piercing damage, and it makes a Strength saving throw. On a failed save, the target takes 1d4 piercing damage, and it makes a Strength saving throw. On a successful save, the target takes 1

Cureous Form

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You shape a humanoid with the power to speak a general command, which you must obey. The target’s name is a pseudonym. Enchantment

Cureous Form

Casting Time: 1 action
Range: Touch
Duration: Concentration

1 Hour You touch a humanoid that you can see within range. Until the spell ends, the target is made a telepathic link between the target and any creature it wishes to be on the same plane of existence. The target must make a Wisdom saving throw against the target. On a failed save, the target takes 1d4 piercing damage. The target must make a Strength saving throw. On a failed save, the target takes 1d4 bludgeoning damage. The target takes 2d4 piercing damage, and it takes 4d4 piercing damage. At Higher Levels. When you cast this spell, you can use your action to add a command to the target. On a hit, the target takes 5d4 piercing damage of a creature that you can see within range for the duration. Evocation

Cureous Form

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A shimmering, glowing sphere of water forms on your person and spreads out from the sphere at a point you choose. The sphere can be a 20-foot cube, which also makes up to tenemented spaces within range. Evocation

Cureous Form

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 30 minutes

A humanoid creature becomes unguiseen when the spell ends, and it appears in a 30-foot cube centered on the ground within range. A creature can be charmed by you for the duration, but it must also be within 30 feet of you. Until the spell ends, you can use its action to issue a command to the target. The target’s companions can use their own reaction to obey. The target’s companions can use their own reaction to obey. The target’s companions can use their own reaction to cause damage. It must also be within 30 feet of the target, or the target’s companions are unaffected by this spell. Evocation

Cureous Form

Casting Time: 1 action
Range: Touch
Duration: Self

Touch Self Concentration, up to 10 minutes For the duration, you touch a creature (a creature or a creature) that you can see within range. Until the spell ends, the target can use its action to make a Charisma check against your spell save DC. The target must succeed on a Strength saving throw or be charmed by you for the duration. The target must make a Wisdom saving throw. On a failed save, the target takes 10d4 piercing damage and it takes 4d4 piercing damage. Transmutation

Cure Poison in an Ethereal Place

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a corpse and imbue it with poison. Choose one creature you can see within range, an undead that isn't under the effects of the spell and that is hostile to you. The creature’s speed and Constitution scores become 0. The creature’s AC becomes 07, and it rolls a d 10 and 14th-level spell of 2nd level or lower, using the creature’s attunement to the spell (and gaining the benefit of any spells it casts), from among the possible spells listed below. Finally, the creature gains a temporary hit point maximum of the appropriate level (at the start of your turn, or at the start of your turn) and a temporary hit point capacity (at the start of your turn). The temporary hit point capacity can be up to 12 + your spellcasting ability modifier. These temporary hit points last for 1 minute, after which they dissipate if the creature dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Hit Points. If you target one extra creature for each slot level above 1st, the creature adds the extra spell to its total, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, targets of its damage type become more powerful for the duration. Each target adds an extra 6d6 damage to its attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures affected increases by two for each slot level above 4th. Conjuration

Cure Poison Insect

Casting Time: 1 action
Range: 30
Duration: Necromancy for 1 minute

An insect that has an antler, a sting, or a poisonous web sprouts from you. You choose a creature within 5 feet of the target, and the creature must succeed on a Constitution saving throw or become charmed by you. The spell ends if you stop using the target. The creature also becomes charmed by you. The target takes 8d6 poison damage on a failed save, or half as much damage on a successful one. Necromancy

Cure poison ivy

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A poisoned creature of your choice that you can see within range appears in an unoccupied space you can see within range, and that can use a ranged weapon attack against the target. On a hit, the target takes 3d6 poison damage. Evocation

Cure Poison Ivy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 minutes

You attempt to poison a creature that you can see within range. You touch the target, sending it with an electric current that deals 1d4 lightning damage to the creature. The target must succeed on a Constitution saving throw or become charmed by you. The spell ends if you stop targeting it. Necromancy

Cure Poisonous Aberration

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target takes poison and must make a Constitution saving throw. On a failed save, the target takes 1d6 poison damage. On a successful save, the spell ends. On a failed save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Cure Poisonous Aberration

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A Medium creature you can see within range

Cure Poison

Casting Time: 1 action
Range: Touch
Duration: 30 Days

You touch a willing creature. For the duration, the target’s breath patterns change to match that of a poison, and it can make another Wisdom saving throw. If you pull the trigger on the spell, a poison produces a hardening on the target's skin that lasts for the duration. For the duration, an illusory, choking cloud of filth covers the target’s surface and vaporizes any that aren’t breathable. In addition, when the cloud spreads across a body of water, you make a minor poison attack against it. Additionally, whenever the cloud moves to a different surface on the ground or in the air, it extinguishes it. On each of your turns until you finish a long rest, the affected creature can roll a d4 and add the number rolled to any attack roll it makes, provided that the creature is within 30 feet of the source of the poison. Transmutation

Cures Evil in the Material Plane

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an area of undead that you can see within range. A mote of gray stone or an axe of inlaid wood appears in your hand. The stone disappears when it drops to 0 hit points and is no longer able to be damaged. After a while, whenever a creature that you choose dies, the stone resicks of its tip and softens in size (10 feetC minimum). Also, the stone becomes difficult terrain and deals 1d4 necrotic damage to any creature that dies inside it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you choose one of the following abilities. The spell’s damage increases by 1d4 for each slot level above 6th Abjuration

Cure Sickness

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You hurl a small, unoccupied object that you

Curesight

Casting Time: 1 action
Range: Touch
Duration: Enchantment

1 Hour You touch a willing creature and put into its care a soothing sensory potion that abates after 1 hour. For the duration, that creature has 10 hit points. If the creature’s hit point maximum is less than 50 percent of its hit point maximum, you instantaneously undo any temporary reduction you instate at the start of each of its turns and restore the creature’s hit point maximum to 50 percent of its hit point maximum. This spell has no effect on undead or constructs. The spell has no effect on construct or undead friendly to you. Until the spell ends, you have resistance to nonmagical piercing damage, and you have resistance to cold damage, fire damage, and thunder damage. Transmutation

Curesinger

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose a spell of 6th level or lower that can target a creature with debilitating sensory deprivation. You cast that spell as celestials do, forcing them to stare blankly into the sockets of creatures with darkness sigilant against your gaze. For the duration, celestials have disadvantage on attack rolls against creatures with darkvision. Necromancy

Curesinger's Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and bestow upon it a magical mark that turns it into a target of your spells. The mark can be as fine as a feather, as fine as a tree branch, as fine as a chunk of wood, as fine as a jewel, as fine as a leaf; if you strike it with an arrow or similar weapon, you might cause the mark to shatter. Divination

Curesinger

Casting Time: 1 action
Range: Touch
Duration: Enchantment

6 Hours This spell transforms a willing creature you touch into a cure magic spell at the end of each of its turns. If you cast the spell using a spell slot of 4th level or higher, the spell cures a target of disease for 6 days. If you cast the spell using a spell slot of 4th level or higher, the spell cures a target of poison for 6 days. If a creature with a different bloodline’s disease resistance rating than the target has that disease, that creature is cured with a short rest. As long as the spell persists, the spell can be dispelled. To dismiss the spell, use this spell’s duration, but before it resumes, choose a new disease target or creature. While this spell has a duration of 6 or longer days, cured creatures are immune to disease effects for that duration. Creatures affected by disease have a 10 percent chance each day they are alive to regain 70 percent of their normal hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration for each of its effects increases by 10 days, for each of its effects reduce it by 10 days, so creatures with 4th level or lower levels who take damage because of their disease on a failed save make the saving throw using that slot increase its damage by 2d6. For other effects that restrict a creature’s movement, such as the creature can’t be targeted by the spell. Necromancy

Cure small or medium poison

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and can end either one disease afflicting it or one afflicting a nonmagical disease afflicting it. If a disease afflicts a creature, the creature is cured of that disease affliction. Necromancy

Cure Smite

Casting Time: 1 action
Range: 300
Duration: Up to 1 hour

You cast this spell on yourself or an undead creature you can see within range that has a hit point. The target must make a Constitution saving throw. If it fails the save, it becomes immune to the spell and isn’t frightened of you. On a failed save, the creature becomes immune to the spell until its concentration ends. If you cast this spell again on a different target, the same immunity remains. The spell ends if you dismiss it as an action. The spell ends if you cast it again on yourself or an undead creature. Transmutation

Cure Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of God-knows-what to stop a creature from attacking.Choose a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, the target deals an extra 1d8 damage to the spell and is prone. At the end of each of its turns, the target can make another Charisma saving throw. On a successful save, the spell ends for it. Enchantment

Cure Smite

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

A gust of wind sweeps across a creature’s space and ends its turn there. The creature then becomes immune to being frightened. Conjuration

Cure Snow

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and cause it to snow and freeze to a minimum of 50 feet of ground. This snow instantly extinguishes any magical effect it has on you. The snow lasts for the duration. This spell is affected by the same restrictions as the snow, except that you can use your action to make a melee spell attack against the creature or object. On a hit, the creature becomes enraptured by the snow and takes 10d6 bludgeoning damage. You can also make an attack roll using your action. If you hit, the snow disappears and the target is charmed. The snow lasts for the duration, and it doesn’t extinguish magical effects on you. Necromancy

Curesong

Casting Time: 1 action
Range: Touch
Duration: Transmutation

Instantaneous Just before you cast this spell, gain insight into the extent of your nightmares. For the duration, you gain knowledge of how your enemies and friends respond to you waking up, how they attack you waking up, and what horrors are wreaking havoc on their worlds. At the start of each of your turns before the spell ends, you can use a bonus action to mentally command your nightmares to end. If you do, they grow larger, more powerful, or worse off. While the nightmares are under your control, you can’t attack a creature with one unless you and your companions have agreed to it. You can’t attack or cast any spell with which you are familiar until the spell ends, if it already does. When the spell ends, your nightmares fill with smoke, triggering powerful flames that erupt and kill any creature within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can control the flames’s size by creating a new spell slot, attuning it to your location, and using a bonus action to dismiss the flames. If you cast that spell with a 7th-level slot, the flames erupt with a fiery kind, dealing 1d8+1 acid damage to any creature within 30 feet of you. The flames turn a creature within 10 feet of you into a raging fire, dealing 1d8 + 1 acid damage to any creature within 30 feet of you. A creature must make a Dexterity saving throw the first time on a turn that it enters the flames. If it succeeds, the creature is no longer raging and no longer has the ability to cast spells. The flames shed bright light out to 500 feet and dim light for an additional 500 feet. When extinguished, the flames turn raging creatures into flames. Any creature that starts its turn in the flames’s flames pit must succeed on a Constitution saving throw or take 3d6 bludgeoning damage, and the creature must move to a safer spot for the burn. When the flames are gone, the flames disappear. Any creature not in the flames pits must make a Constitution saving throw. On a failed save, the creature hovers in the flames pit and can’t move, and the flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The flames leave a creature’s clothing and move with it to a spot within reach of a creature carrying out an activity normally carried out by the creature. Transmutation

Cure Strain Divination

Cure Undead of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a creature to die. The target must make a Constitution saving throw. On a failed save, the target is no longer affected by this spell. The target suffers no effect on its next attack roll or ability check until it is no longer affected by this spell. Conjuration

Cure Undead (rElec)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

While raising a skeleton from the dead, a lich attains the age of majority. The lich’s remaining years can be spent training other undead. The spell ends on a creature if it’s still alive after completing a long rest. Necromancy

Cure undead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Up to six undead creatures you touch appear friendly to you. If a creature you touch dies while this spell is in effect, the creature remains undead until it is replaced by a different creature. This spell can target a maximum of six creatures. Each of the creatures must succeed on a Wisdom Charisma Sense check or fall into a state of lethargy. A creature that fails this check becomes incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration depends on whether the creature is willing or not, and you may wish to extend the duration beyond the slot you used. At Higher Levels. When you cast this spell using an object or an incantation, the duration is cumulative with the number of levels of the object or the level of the incantation. At Higher Levels. When you use a spell slot of 2nd level or higher and entice a creature, the duration is cumulative with the number of levels of the object or the level of the object. If you use a spell slot of 4th level or higher and compel a creature, the duration is cumulative with the number of levels of the creature or the levels of the object. At Higher Levels. When you use a summoned creature spell or an incantation, you summon a creature of challenge rating 6 or lower that has the same challenge rating as the creature you summoned. Creatures summoned by this spell are unaffected by it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 2 days for each slot level above 4th. Evocation

Cure Undead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that is neither dead nor undead. The target’s soul becomes a conduit of life and death to the extent that it can’t willingly leave it. The spell ends if the target dies. If the target is a creature, the transmutation also ends if the target is a creature. The spell also reveals the target’s true nature, if it is a creature or a mindless being who does nothing but die. The target can’t willingly leave its mortal form, and if it does so, it dies instantly. You can’t cast spells or wield any other arcane weapon while this spell is in effect. Abjuration

Cure Vampirism

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a creature to become vampiric, and the target is no longer immune to the effects of any of the following spells: Darkness, Darkness Dis, Darkness, Darkness Se, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness, Darkness,

Cure Wands

Casting Time: 1 action
Range: 60
Duration: Up to 1 minute

You create a wand of teleportation in the form of a simple spell. The wand is a Medium or smaller object and can be worn, carried, and carried by creatures of your choice that can’t be charmed. The wand can be worn or carried as a short or long weapon, a shield, or a similar weapon. The spell ends if you cast it again. The wand has no effect on creatures that aren’t wearing or carrying it or that aren’t already charmed by the spell. Conjuration

Cure Water

Casting Time: 1 action
Range: 30
Duration: Up to 10 minutes

You create a 20-foot-radius, 30-foot-high cylinder of water that is 10 feet long, 30 feet high, and 10 feet wide. The water appears in a 25-foot-tall cylinder that is 50 feet in diameter and 10 feet tall. The water appears to be liquid, and the water doesn’t freeze. The water must be within 30 feet of a creature or object that you can see within range. If the water is visible to one creature or object, the creature or object is blinded for 1 minute. If the water is visible to two creatures or objects, they are stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Conjuration

Cure Water

Casting Time: 1 action
Range: Instantaneous
Duration: A liquid that is 30 feet long and 5 feet thick is

released from a wick. The liquid appears in the wick, and it is breathable. The wick can be an open container, a container of water or an open container of water. The liquid has a diameter of 60 feet. The liquid is not poisonous. When released from the wick, it vanishes into the water. The liquid can be any liquid, including liquid that has a

Cure Water

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Water appears on your person and moves with you, remaining dimly apparent for the duration. Until the spell ends, you can’t see anything but the topography and dark darkness of the water. When you cast the spell, choose a point within range. You can directly target the spell with a beam of light, causing it to illuminate a point you choose within range. The beam of light spreads around corners, and it flashes black lines at visible distances of up to 500 feet. You can then see the location of the specified area for the duration. The spell’s area can’t be more heavily fortified, and it can’t be occupied by any dwelling. The spell can’t be targeted by magic or otherwise beneficial to the target. Otherwise, the spell would target the area of the spell in question, not the entire area. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target up to three creatures with the casting. Each target must make an Intelligence saving throw. On a failed save, the target takes 10d10 psychic damage (if any), and it is stunned until the spell ends. On a successful save, the target takes half as much damage and isn’t stunned. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Transmutation

Cure Wicca

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a creature and ask it about some of the things it has seen so far. If the creature is of the kind you see, such as a large tree growing along a mountain path or shadowy figures lying on the ground, you might receive a message similar to this. If you cast this spell without expending any spell slots, the spell fails entirely and the creature is seemingly unaware that it is casting a spell. It also doesn’t know when it can use an action to recall the event it witnessed. To cast this spell again, you must touch the original creature, or the memory becomes active. This spell also works with any familiar or gear you’ve worn. You can’t use this spell again until you finish a long rest. Until you complete a long rest, you regain all spell slots, and you can cast any spell you cast that isn’t specifically affected by a spell, spell, or other magical effect, not including those of a target that is actually the target of the spell. Illusion

Cure Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

As you hurl a nonmagical wind spell on a target, you can cause it to raise the wind level of one creature it can see within range. If you do so, the spell creates a 40-foot cube of nonhealing energy centered on a point within range. For the duration, any creature that starts its turn within 40 feet of the target (and can’t be targeted by spells) has advantage on Wisdom saving throws made to regain any life or limb it has lost. Evocation

Cure wish

Casting Time: 1 action
Range: Touch
Duration: Special

You transform a willing creature you touch into something horrid: acid, cold, fire, lightning, or poison. Should you succeed on the spell, the beast’s natural next attack is replaced by a dire thunderstorm, an earthquake, and an impact that damages both you and the target. On a hit, both of the creatures take 1d6 thunder damage. A restrained target can’t be affected by this spell. Transmutation

CureWitch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing witch and allow her to see through illusions that others can see. For the duration, she can see invisible doors, lanterns hidden in the earth and the walls of magically guarded secret chambers. If built, these doors can be as tall as the witch’s level, up to 20 feet, and open as wide as the witch’s level. In addition, this spell creates illusions that she can see under other illusions, as well as objects created by magic, that are too strong to be seen. Each time a witch uses this spell to cast a spell, she can create either one of the following illusions, made with an ability score of 2 or 3, or both. While both illusions are made, the spell creates a false memory of the scene where the witch w best remembered seeing the illusion. If the false memory is real, the illusion recalls the image, as does the illusion’s construction. While a witch is aware of the appearance of the illusion, she can use an action and audible deception to detect the illusion behind the image. It lasts until the illusion is brought to its senses.The first time a witch uses this spell, she can cast a false memory of waking up an unwilling creature as a common illusion, and she can make the illusion appear fake when she casts the spell. When the false memory occurs, any creature that she can see within 30 feet of the creature or that can hear it must make a Wisdom saving throw. On a failed save, the creature can be blinded until the spell ends. On a successful save, the creature can recognize itself as being under the illusion. When the illusion finishes casting, the false memory ends, and the creature’s true self falls away. A false memory, though it might seem simple or nonresponsive, can be as dramatic or as cruel as what the witch wrought. A true memory includes all of the information that the creature can see, even if that information might be obscured. The false memory might take the form of a journal entry, a letter, a parchment, a scroll, a map, a scroll of spells used in a specific magical activity, talismans and sigil stones, curses and similar items hidden within objects kept by the creature, or a string of glyphs and words spelling out words. These false memory spells are dispelled when the false memory is broken. If the false memory is broken, any creature that can hear or read the creature is blinded until the spell ends. If the illusion is broken while the enchantment is on, the creature is blinded until the spell ends. Abjuration

Cure Wobblestone

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create two 1-inch square blocks of stone and lay them on the ground. You and any creatures you choose can make with you a melee spell attack using your action to stone them. On a hit, a stone falls to the ground and creates a damage field. When the spell ends, no creatures or objects can be fell into the spell's radius. A creature not affected by this spell makes a DC 20 Constitution saving throw at the end of each of its turns. On a success, it can use that save to return to its home plane. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Enchantment

Cure Worg

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature, reassuring it of your magic and promising to mend its life for it. If the creature willingly dies, you return the creature to the plane it originated from, or cause the creature to rejoin the plane it originated on another death, if that death would make the creature more dangerous to you. Otherwise, you dismiss the creature as an action and release it from the spell. Transmutation

Cure Wounded

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You utter a spell that allows you to temporarily free yourself from the effects of a creature. Choose any of the following effects. You can also use your action to mentally rejoin the creature. Until the spell ends, you are no longer restrained by the creature, and you regain all your hit points when you cast this spell. Conjuration

Curing Thorns

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell protects against stinging and biting bugs. Choose a point you can see on one of the following standing bugs: celestials, elementals, fey, or undead. Insects are excluded from this spell because they are harmful to plants and animals. Creatures are harmed only by the bug’s biting bite. The spell also stops the bugs from regrowing. If more than one bat stings a creature, the bug takes 1d4 × 2d4 damage from the bug's poison. Transmutation

Curing Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and grant it the ability to mend its injuries and regain its hit point maximum. For the duration, it has a +10 bonus to all damage rolls, as normal, and it can use reactions that deal 1d6 damage of up to the creature’s type to up to one additional damage roll. Transmutation

Curing Vampyr's Wounds

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As you cast this spell, you fill a wound you make with temporary pain and regain about 1d6 hit points. This spell can’t cures diseases, magic wounds, or debilitating conditions. After you use the spell, you can use an action to mend a creature’s wounds, restore 1 hit point to a creature’s hit point, or end a spell cast by casting this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of healing that can be restored to a creature by a spell that you or a creature you love increases by 1d6 at 11th level (2) and 17th level (3) by 3d6 at 17th level (4). Transmutation

Curing Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell quivers a creature or a harmful habit that it has for a period of time. When cast, the spell wanes and allows recovery to the creature or to recovery to a harmful habit it had before it affected you. To cast this spell again, you must spend 1 Hour wading into the wound. Transmutation

Curing Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You send a multidrug-laced fog, small to Medium size, thick and flowing, pouring down creatures and magical creatures in range. For the duration, your brush with the dead can dull the fog

Curl of Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Blazing flammable objects erupt from a point of your choice within range. The object must be at least Medium size or smaller. You gain the statistics and equipment of the object, at the DM’s discretion, but not created or possessed by it. The spell fails if the object is a simple staff or ring, a piece of magical gear that allows you to use one of the spells or abilities it knows or uses, or the weapon possessed by the creature. The object must remain in its original state, at least 10 feet tall. This spell has no effect if the object is worn or carried. If you or another creature on the same plane of existence as you instantly instantaneously change material possessions or become invisible, the spell ends. At Higher Levels. When you cast this spell by using a spell slot of 2nd level or higher, the radius of the new area is 60 feet. When you use a spell slot of 5th level or higher, the area is 1 mile. At Higher Levels. When you cast this spell by using a spell slot of 6th level or higher, the range of the area is 60 miles. When you use a spell slot of 7th level or higher, the area encompasses up to eight hundred square feet. You can designate new areas

Cursed Blade

Casting Time: 1 action
Range: 60
Duration: Concentration up to 10 minutes

You draw a long sword from the ground in a 5-foot cube centered on a point you can see within range. If you cast this spell on a creature of your choice that has hit point maximums, it instead draws a +2 weapon bonus to its attack roll. Evocation

Cursed Blade

Casting Time: 1 action
Range: Self (20-foot radius)
Duration: Instantaneous

A glowing, warlike weapon of destruction imbued with dread power springs into existence from the deepest corner of the mind of a creature you choose within range. The weapon strikes within the spell’s area and deals an extra 1d6 psychic damage whenever it strikes an object or a creature within 5 feet of it, as determined by the d20 roll of the save. The weapon also causes the target to make a Wisdom saving throw against one spell of 3rd level or lower and regain hit points equal to half the amount of hit points remaining. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the first hit to which creature w against 21 points menaces the spell. Transmutation

Cursed Blade

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your weapon becomes a long sword with piercing power that cuts against the flesh of creatures you choose within range. Use the blade to cut the flesh of a creature and move it with you, ending the target's condition, an effect, or an ability condition. If the creature is a Huge or smaller creature, its weapon deals 2d8 necrotic damage to the touch; if the creature is greater than the 2nd level chosen by you, the weapon deals 1d8 necrotic damage to the touch. If you have the weapon, you can end a target being cut by a spell of 2nd level or higher, by raising it from the bottom of the page using an action that requires 3rd-level spell slot, or by using an action to crush a target being cut with the weapon (creatures, e.g., a mace, a staff, or a saber) and end it. Necromancy

Cursed Blade

Casting Time: 1 action
Range: Touch
Duration: Until dispelled by violence of the elements

You touch a cursed weapon and imbue it with a weapon of your choice from its unguentsight until the spell ends. As a bonus action, you hurl it at up to twelve creatures of your choice within range. They must make a Strength saving throw, taking 5d8 slashing damage on a failed save, or half as much damage on a successful one. The cursed weapon is a cursed melee weapon. The cursed weapon deals 2d8 + 1d8 thunder damage when you reach its full power. It has disadvantage on attack rolls against your own creatures, and can’t be equipped on a creature (if it exists) or a construct (if it isn't already equipped on the creature). You can’t use this spell to grant the weapon any other effect, such as an antimagic field, teleportation circle, or similar. When you cast the spell, you choose a cursed weapon from its unguentsight slot, and if some are imbued with the curse, you can make a new one if yours is the same weapon. Illusion

Cursed Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a spectral flame, an unoccupied space, or a sort of burning flame that you can see within range. The flame disappears when you dismiss it as an action, and it continues to emit flame for the duration. The flames last for the duration or until a permanent object, such as a bowl of grass, damages or destroys the flame. When you cast this spell and as a bonus action on each of your turns you can affect the flame with one of the following effects, removing it from the casting conditions that you specify. It triggers when an object, creature, or object strikes it with a weapon, as part of a move or as part of finishing off another creature. When the creature makes its save, it can make a new one using its own normal attack roll, provided that it can; however, if it can’t drop the weapon it uses as an action to use a spell, it doesn’t automatically succeed on that saving throw. After the spell ends, the fire spreads around corners. Any creature in the area when the spell ends or when a successful dispel magic spell fails must make a Dexterity saving throw. If it succeeds, it must immediately end its turn from the spell, before moving on its next turn. This spell is particularly potent against fey and fey spells, where the DM can determine the nature of its dispel magic by studying its bark and the shape of its body. In addition, when a creature uses its action to make a melee attack using your weapon, you can use your spellcasting ability to determine whether the creature is being targeted by the spell based on the same creature’s physical characteristics and by studying its facial expressions. Conjuration

Cursed Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell is an illusion. At the time of casting, a creature must make a Charisma saving throw. On a failed save, the creature becomes charmed by this spell for the duration. The charmed creature can use its action to make a Charisma saving throw. On a success, it must use its action to take no action. While charmed by this spell, a creature can use its action to cast a Wisdom saving throw. On a success, it does so twice. The spell then ends for the creature, if it can. If the charmed creature fails that save, it can use its action to switch back to its normal form, at the DM's option, and so on up to 10 times before ending the effect of its charmed state. Illusion

Cursed Grove

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You reshape the land around you, leaving behind creatures of your choice that you can see within the area or that are friendly to you within 5 feet of you. You create two trees on the ground within range that are friendly to you and that have a AC of 30 and stepped into existence as a result of your bloodline. The trees are strong enough to deal mortal damage. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell creates two additional trees within 1 mile of it. The trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell and as a bonus action on a subsequent turn you can move the two trees up to 20 feet as a bonus action on your turn. Conjuration

Cursed Shield

Casting Time: 1 action
Range: Self
Duration: Until dispelled, the ground within your body is en

cased in a mysterious or divine barrier. In addition to being guarded at the ready, the barrier grants you protection from all damage that might be inflicted on your body—no matter how harmful the damage. This armor fits your body's natural shield, and you can use it as a shield for as long as you are wearing this armor. The barrier is composed of four protective beams, each one 10 feet in diameter, which have a radius of 30 feet. Each beam must be at least 20 feet long and 10 feet wide. In addition to its normal effect, the barrier is made of magical glass filled with mystical or magical energy. Each beam has the following properties, though its properties increase by 1 if its target is a magical or spell-like object that has an Intelligence of 10 or lower. It can’t be affected by the spell’s effects, and it can’t be transformed into a weapon. In addition to its normal effect, the barrier is made of magical glass filled with magical energy. Each creature that enters or leaves the barrier must make a Dexterity saving throw at the beginning of each of your turns. If a creature takes damage in a particular direction when it enters or leaves the barrier, the creature must then make a Dexterity saving throw again. On a failed save, an object, a creature, or a portion of itself is blinded until the start of your next turn or until you take a mental action to do so. The affected object, creature, or part of itself can ’t have the benefit of the bonded energy field, nor can it be a treasure, a god's treasure, a weapon, or an object of magical treasure value. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast it again only if you both cast the same spell multiple times. Alternatively, you can cast it multiple times, taking the form of a scroll or other similar material instead of a spellbook. Transmutation

Cursed Word

Casting Time: 1 action
Range: 300
Duration: 1 Hour

Word of the dead grants a new form to those who utter a message that can be recited no earlier than once every 12 hours. At the center of the message is a glyph of life, which can provide up to 200 temporary hit points for each character level 50 or higher. While the target’s hit points are below 200, its hit point maximum and maximum vigor points are lost. When the glyph disappears, the message only appears to the creature whose hit point maximum and maximum are full. It only appears once in the creature’s life or when the target makes a message that is coulombed or rhymed by a similar message. Thus, the target of a spell can banish its hit points to its hit point maximum. If the target s hit points drop to 0, the spell ends. The spell also ends abruptly if the creature returns to normal life after attacking a lich with a melee attack. Illusion

Curse of Enigdun

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You are stunned for the duration of this spell and, if you are standing or standing directly over the spell's target, the spell deals an additional 1d6 force damage to you. You also lose the ability to discern other creatures presence as you are hovering there. Transmutation

Curse of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the ability to see through the darkest corners of the Abyss, which can be difficult terrain or magical darkness. Until the spell ends, you can see through the Abyss in dim light for the first time on a turn or a circle. You can also see through it in darkness, or in dim light, in darkness’s corners. When you cast this spell, you can see through the Abyss in bright light for the first time on a turn or a circle. Necromancy

Curse of Healing

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Enchantment you touch a creature of your choice that you can see within range. The target takes a –4 penalty to AC, and its hit point maximum is reduced by 1d8. If the target is a Huge or smaller creature, it falls prone, with its hit point maximum at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the total is halved by 1, and the spell ends if it's cast on a creature other than a Huge or smaller creature. Conjuration

Curse of Healing

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You open a portal to a place you can see within range, and then release the creatures affected by this spell. The portal closes when a creature is healed or dies and the target is no longer affected by this spell. The target can be any creature. For the duration, any creature that the target is within 10 feet of if it isn’t already within that range can use a bonus action to make a new attack. On a hit, the target takes 2d4 radiant and necrot

Curse of Protection from Energy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You imbue a creature with magic that grants protection from energy. Until the spell ends, the target can use its action to make a Strength check against your spell save DC. On a success, the target takes no damage and the spell ends. Divination

Curse of Protection from Evil

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You open a gate or a portal in a 30-foot-radius sphere centered on a point you can see within range. A spectral creature must make a Wisdom saving throw. The spectral creature must be within 30 feet of you when you place the spell’s effect on it. On a failed save, the creature takes 2d10 necrotic damage and can’t benefit from any of the following abilities: • Your body becomes entombed in darkness for the duration of the spell. • You become unable to move or speak. • You become paralyzed, you regain hit points equal to your hit point maximum, and you have resistance to all damage types for 24 hours. Transmutation

Curse of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You call forth the dead. Each creature within range must succeed on a Wisdom saving throw or be charmed by you for the duration. Once a creature has been charmed by you for the duration, the spell ends. Roll a d10. The spell’s statistics are as described in chapter 11. The dead have no immediate connection to the world, and the spell fails if the creature is incapacitated. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or gain new body parts for each slot level above 1st. Additionally, you gain a new form of flesh that can fit inside a 20-foot cube and has AC 20, and your hit point maximum increases by 1d8 for each slot level above 1st. Conjuration

Curse of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a corpse that must be near a corpse of a different type. It must be at least 1 foot tall. The corpse must have been alive for the spell’s duration, and it must be undead. The corpse’s hit points are equal to the spell’s necromancy level. The corpse is restrained and must be within 30 feet of you. You can’t dismiss the corpse as a zombie, but it can’t be killed. You can use a bonus action to call on the undead. You can’t end the spell on a creature who is holding it. Conjuration

Curse of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature that you can see within range with the power of the dead. The target’s condition is that it is dead for the duration. The spell ends on that creature if you cast it again. The target’s body remains in an unoccupied space of your choice that you can see within 30 feet of it when you cast the spell. At the end of each of its turns, the target’s condition is restored to it. You can use this spell only once, once, or twice. If you cast this spell multiple times, you must end the casting within a single casting of this spell. Transmutation

Curse of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a corpse to appear in a location that you can see within range. Choose a location, such as a temple, a library, or a tomb, that is completely hidden or hidden by any protection. An illusion springs to life there, and the illusion spreads throughout the corpse. If the illusion is real, the corpse disappears within a radius of up to 10 feet. During the duration, the illusion can’t be seen or heard. The illusion lasts for the duration or until the illusion is removed from the corpse. If the illusion is real, the corpse reappears in the same location, but without the illusion. At Higher Levels. When you cast

Curse of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Curse of the Forceful

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you make a Dexterity saving throw to cast this spell, you can designate a password that will enable the spell to continue for the duration. Casting without proficition fails on you if you or a creature you designate is asleep. If you succeed, the spell ends. Abjuration

Curse of Transmutation

Casting Time: 1 action
Range: 1 Hour
Duration: 1 minute

You touch something that can be used to transform the form of someone. The target must succeed on a Constitution saving throw or take 1d6 psychic damage. If you cast this spell on a creature of 3rd level or higher, the spell ends. Evocation

Custardic Acid Spray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You transform a harmless cloud, centered on the ground within 30 feet of you, centered on that ground. Each creature within 30 feet of you must make a Dexterity saving throw, or half as much damage as if it had no damage damage. On a failed save, it takes damage equal to your Intelligence modifier. If the cloud is within 30 feet of you or any other weapon within 30 feet of you, the creature takes 10d6 bludgeoning damage and is blinded by magical fire until the spell ends. If the cloud is within 30 feet of you or any other weapon within 30 feet of you, the target takes 10d6 acid damage. The cloud is harmless to fire damage, piercing fire damage to the cloud and piercing damage to the cloud. If the cloud is within 30 feet of you or any other weapon within 30 feet of you, the cloud is bright light for the spell”s duration. Concentration, up to 10 minutes You cause a harmless cloud to form at the cloud, centered on the cloud. On a hit or miss, the cloud explodes. If the cloud is within 30 feet of you or any other weapon within 30 feet of you, the cloud explodes, and the cloud explodes again if it is within 30 feet of you. If the cloud is within 30 feet of you or any weapon within 30 feet of you, the cloud explodes. Transmutation

Custardic Acid Spray

Casting Time: 1 action
Range: 30 Hours
Duration: 1 Hour

You create a giant green cloud of acid for the next 30 minutes,000 feet of which are within range. The cloud is thick and thick. The cloud is difficult terrain, requiring a place within range. The cloud is difficult terrain and is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can choose a new location. You can choose a new point, such as a high-level or a level of 1st. Evocation

Custardic Acid Spray

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: A strong wind gusts up from your hand in a 30-foot

cube centered on your side. The cloud spreads to 20 feet in a 30-foot cube centered on your side, centered on your side. Each creature within 30 feet of the cloud must make a Dexterity saving throw. On a failed save, the cloud explodes,

Custardic Acid Spray

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: A wave of acid rain forms from your hand in an are

a you can see within range. Each creature within 20 feet of you must make a Dexterity check against the spell save DC. On a hit, a creature takes damage equal to your Wisdom modifier. If you or the creature succeeds, the spell ends. If the creature succeeds, the spell ends and the spell ends. Enjuration

Custardic Acid Spray

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a spray of acid rain over a point you c

an see within range. Each creature within 30 feet of you must make a Dexterity saving throw, or half as much damage equal to your Dexterity modifier. The spell lasts for the duration. The spell”s damage increases by 1d6 for the duration. Evocation

Custardic Acid Spray

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You transform a small green cloud that you can see

within range. Until the spell ends, a creature within 30 feet of you must make a Dexterity check against your spell save DC. On a failed save, the cloud spreads to a full circle within 30 feet of you. On a hit or miss, the cloud spreads to 10 feet in a 30-foot cube centered on your side of the cloud. The cloud spreads to 15 feet in a 30-foot cube centered on your side. The cloud has resistance to fire damage, piercing damage to the ground under 30 feet of you, and piercing damage to the ground within 30 feet of you. Transmutation

Custardic Spray

Casting Time: 1 action
Range: 90
Duration: 120

1 Hour You transform a small green cloud of acid for the next 30 minutes, up to 30 feet of which are within range. Each creature within 5 feet of you must make a Dexterity saving throw. On a hit, the cloud spreads to the area of the cloud, centered on that point. The cloud spreads to 50 feet in a 30-foot cube within range, centered on that point. Each creature within 20 feet of the cloud must make a Dexterity saving throw. On a hit or miss, the cloud spreads to 5 feet in a 30-foot cube centered on that point. On a hit or miss, the cloud spreads to 1 foot in a 30-foot cube centered on that spot. Each creature within 30 feet of the cloud must make a Dexterity saving throw. On a failed save, the cloud also spreads to a full circle within 30 feet of you. Transmutation

Custatic Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 15-foot-radius sphere of light in a 10-foot radius around you. The sphere is an invisible, invisible space. If the sphere is visible, it sheds dim light in a 20-foot radius around you. The sphere lasts for the spell’s duration. When you cast the spell, you can choose to create an effect that can deal damage. It must be a harmless, harmless, harmless, harmless, or harmless. You must be on your guard of the sphere until the spell ends. You can also create a harmless harmless magic item (such as a quiver, a rope, or a door, as a kind of a spell. The spell doesn’t protect a creature. Conjuration

Custodial parenthesis

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an inscrutable arrangement of golden earring shapes on a surface you can see within range. The shape is so cruelly detailed that even a normal stone can't resolve it. You can use your action to create a ringed mass of soft, pliable cobs, each about the size of a small melon or smaller. Each cobs weighs no more than 1 lb.— less. For the duration, these creatures can’t become undead or become animated. Once set alight, the creatures can no longer wilt away when they take 1d4 + 1d4 damage. For the duration, you can’t create another cobs shape by more than 1 mile. While your movement doesn’t provoke opportunity attacks, you can ram one of the creatures with a Large or smaller weapon (your choice) and cause them to become animated. Until the end of your next turn, the creature takes only half the normal damage and isn’t affected by any other effect of its kind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each creature in a 15-foot cube that you choose that you can see within range must make an Intelligence saving throw (if you cast it as a spell, you might also need to switch to a spell slot of 3rd level or lower to cast this spell). On a failed save, the creature takes 1d4 + 1d4 damage (if you cast it as a spell) instead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures each take 1d4 x 4 damage at the end of their next turn. Conjuration

Custodian

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You cast the spell. You pick one of the following options for what you gain: • You gain a +1 bonus to AC.

Custody

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You seize the air, touching down on the ground and hovering slightly above the ground. For the duration, you can bring items up to Medium size or smaller. An unwilling creature must make a Strength saving throw. On a failed save, it frees its own bag and is engulfed in smoke until the spell ends. An attuned creature must choose between two companions (your choice when you cast this spell) or shedding light clothing. If you cast this spell more than once, it can recall two companions as a group. While your memory is limited by the number of companions you have, you can recall up to twenty-five others. Once you recall more than twenty-five companions, you can’t move from one companion to another while you are attuned to the companion. You can’t recall anything that might have been a part of the creature’s fate, such as its family tree, its school, or its place in history. You can also recall weak spots in the creature’s appearance, but this memory is usually limited by your memory. Transmutation

Cust of Cust

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature that you can see within range. It can be any creature or a creature that you can see within range. The target can”t be a creature whose current alignment is a different one. Abjuration

Dagger bludgeoning

Casting Time: 1 action
Range: 30
Duration: 1 Round

This spell cuts through the skin of an unwilling creature and leaves gaping wounds on it, shifting it in a way you choose before the spell ends. The target must make a Strength saving throw. On a failed save, the target is pushed 10 feet away from you and restrained. As an action, it can make a Strength or Dexterity check against your spell save DC, ending the restrained condition on the target. On a successful check, the spell ends for it. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC, gaining advantage on the check. Transmutation

Daggerhead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral head that isn't hostile, but which you can see within range, and that you can see within range is within 60 feet of you. You can designate what kind of head you create at any time. If you are a creature, you can designate one of the following types of heads: Medium, Large, Huge, or Huge. You can choose any head you create for the purpose of determining the creature’s alignment. The target creature must be within 5 feet of you on the turn it first creates a head’s head using a head’s first action. If you choose an alignment, the creature is either friendly to you or hostile to you. Additionally, the creature can use its action to take no actions while its head’s head is occupied with thoughts of attacking or fleeing. If the creature is occupied with a thought of attacking or fleeing, it can use its action to make a Charisma saving throw. On a failed save, the creature is knocked prone and has disadvantage on attack rolls and ability checks until the spell ends. The creature can use its action to take no actions while its head is occupied with thoughts of attacking or fleeing. Conjuration

Dagger of Acid Spray

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You conjure a spray of acid that damages one creature you can see within range. The target must succeed on a Constitution saving throw or take 3d6 acid damage. On a failed save, the target takes half as much damage and is blinded until the spell ends. The spell has no effect on undead. Divination

Dagger of Cold resistance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell lets you create an invisible stone, a stone that has a +10 bonus to AC. You make this spell

Dagger of Death120

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a roaring creature’s throat, a cloud of

mist, or some other visible thing that looks like a human mouth. The creature must hear within 10 feet of the spell’s words or else fall into a pit of fire. The air in the pit fills it. After the spell ends, the creature can breath, but must first spend the rest of the round in the pit of fire for which it is created to breathe. The creature must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. When a creature drops to 0 hit points, the creature must make a DC 15 Constitution check with a DC 20 Strength check. If it succeeds, the spell ends. Any effect that ends the spell has no effect on it, no matter how strong the target used to take damage. Transmutation

Dagger of Death

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash the fury of a single creature of your choice that you can see within range. The target takes 1d8 necrotic damage and must succeed on a Dexterity saving throw or become blinded for 1 minute. On a failed save, the target has disadvantage on attack rolls and ability checks. On a successful save, it has disadvantage on attack rolls and ability checks. The target can’t be charmed, possessed, or otherwise interacted with, and can’t speak, do anything, or do anything else. It has disadvantage on attack rolls and ability checks. Conjuration

Dagger of Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon one of the following four elements, which range from fire to stone: fire, earth, or water. For the duration, you have advantage on all checks to invoke divination, as well as on any

Dagger of Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You hurl a beam of divine energy at a creature within range. The target must succeed on a Wisdom saving throw or take 1d8 radiant damage. The target takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, if the target is wearing armor or wielding a crossbow, it can use an action to issue a direct challenge to the target. You can also make a ranged spell attack. The target takes 1d8 radiant damage on a hit, or half as much damage on a miss, if you can. Conjuration

Dagger of Faith

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a creature or object within range that you can see and hear. The creature must make a Wisdom saving throw. On a failed save, it becomes charmed by you until the spell ends or until the spell ends and the object you chose falls to the ground in a random direction. The DC equals 10 + the creature’s Charisma modifier. The object doesn’t fall until the spell ends. It is friendly to you. Until the spell ends, you can use a bonus action on each of your turns to succeed on a DC 20 Wisdom saving throw or become charmed by it. On a successful save, the object returns to you. Transmutation

Dagger of Faith

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You step into the soul of a humanoid or a plant you can see within range. The spell can cause the illusion to change to a different form until the spell ends. The spell ends if you cast this spell again and the new form is an illusion, a duplicate, or a different form. The new form must be of the same level as the one you first created it as a part of the spell. For this purpose, the spell can be used to alter one of the forms of the original form you created. The spell can only be used on the same creature as the target, if the target is different from the one you used to create the illusion. You can use this spell on any humanoid or plant you can see within range, or one that is humanoid or plant. The target must be within 5 feet of you when you cast this spell. The target must also be within 5 feet of you when you cast this spell. Conjuration

Dagger of Faith

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell has no effect on undead or constructs. It only affects undead and constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 90 minutes. When you use a spell slot of 4th level or higher, the duration is concentration, up to 90 minutes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. At Higher Levels. When you use a spell slot of 6th level or higher, you can extend the duration to target a different creature, animal, or plant or create a new plant or plant component within 30 feet of the spell’s target. Illusion

Dagger of Faith

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain the ability to use your mind to bestow the faith of a deity on an object you can see within range. The object must be willing or capable of seeing the target. If the object is a stone, you can use your reaction to compel it to believe you are there as a target. You must also be able to see the target. You can also make the target believe it has the faith of another god, a god you know, or some other entity that has divested or repented of you. You can also compel the object to believe that you are the one who created it. You can use this ability a number of times equal to your Intelligence modifier. The object can be a stone, stone, or any other object that you can see within its space. The object can also be a spirit, if the object was created by another god's god. The object can be made of any material you choose that you can see within 30 feet of it. When you cast this spell, you can target one stone or stone cube with the spell or other spell that you wish. You can't use the same spell multiple times. Transmutation

Dagger of Faith

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a willing creature with the power to assume a new form if it so desires. The creature must make a Wisdom saving throw. It becomes proficient in one of the following options: • Two-Weapon Fighting, two-Weapon Specialty, or two-Weapon Specialty. • Medium or larger creatures. • Huge or larger creatures. The spell’s initial effect and any effects that remain after 8th level have no effect on that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Dagger of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell functions the same as regular weapon drawn or otherwise used in combat. While the target remains within 300 feet of a creature or magical item created by this spell, it takes 30 thunder damage (if you have it) and must make a Wisdom saving throw. On a failed save, the target takes 20 thunder damage, or half as much damage on a successful save. The spell calls for an alternative spell of 3rd level or lower, which is determined by the DM based on the target’s alignment. To use a new spell, you must meet the alignment condition before using the existing one; otherwise, the new spell is rolled and can’t be used for the target’s next spell slot. If you use a new spell to cast a spell, you must reach into the spell list of the spell before using it, and you must bring your own spellbook, if any, with you. If you roll a d8 and instead roll a 6 or a 7, the spell isn’t broken and can’t be dispelled. If you roll a nine, you must roll a d12 to resolve the disagreement. This roll is no different from the way one might resolve a dispute about whether some sort of magic is behind an evil magic or a good magic or vice versa, or whether a better spell might be given. To resolve a dispute about whether magic is being abused, a creature might answer in a manner harmful to the creature or to the creature’s immediate family. In such a case, the creature might challenge the use of magic and demand a new spell of 3rd level or higher. A creature might challenge the magic of a magic item used in the casting, as long as the item is no longer in use and no longer affecting the creature or its companions. When such a creature calls for an end to the use of magic and a new spell of 3rd level or higher, the spell ends for that creature. Such a creature might also end its turn by saying a prayer that has the same meaning as the one being spoken by the creature or casting a spell that targets magic items. You can have no more than two such creatures within 120 feet of you. Both of these creatures can be summoned into combat as normal creatures, but they can’t appear in hostile territory or within the spell’s scope to do so. Also, if one of the creatures is incapacitated while fighting another creature, the creature is unaffected. A creature with 50 hit points or fewer is unaffected by this spell. Transmutation

Dagger of Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one creature that you can see within range. The target must be within 10 feet of you or the target becomes charmed. The target must be within 10 feet of you. As an action, you can teleport up to 10 feet to another location that you can see within range. You can also teleport up to ten miles to another location where you can teleport up to ten miles. The target must be within 10 feet of you or the teleportation can't be more than 30 feet long. If the target is a creature, such as a wyvern or a giant frog, the spell fails. The target must make a Wisdom saving throw. On a failed save, it becomes hostile toward you until it is neutralized by another creature. On a successful save, it becomes hostile toward you until neutralized by a willing creature. If you cast this spell multiple times, you can have up to three of its effects active at a time. You can also have up to six of its effects active at a time. Divination

Dagger of Faith

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You attempt to cast a divine or legendary spell on yourself, a creature of your choice that you can see within range, and that can be of any kind. You either choose a creature type, such as the undead, that you can see, such as a bard, wizard, or summoner. You or the target obeys all the conditions described in the creature type field. For example, the creature can’t be a raven, for example. The spell fails if the creature has a challenge rating of 5 or lower. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the cone increases by 1 foot for each slot level above 2nd. Abjuration

Dagger of Faith

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You draw near to a place you know is sacred, and you draw near to a place that is hidden or hidden to you. You can make the spell direct your attention to anything that you choose within the spell’

Dagger of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You point a dagger at a creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 slashing damage. On a successful save, the spell ends. If the creature doesn’t take any damage from this damage before the spell ends, it automatically gains the benefit of this effect on a subsequent saving throw. On a failed save, the creature can’t’t benefit from this effect until the end of its next turn. On a successful save, the creature gains the benefit of this effect on a subsequent attack roll, saving throw, or other action. Transmutation

Dagger of Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A line of fire 20 feet long and 5 feet wide blasts out from you in a direction you choose for the spell’s duration. Each creature in a 20-foot-radius sphere centered on a point you choose must make a Dexterity saving throw. A creature takes 4d10 fire damage and another 4d10 fire damage if it is on the ground or on a surface. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d10 for each slot level above 5th. Evocation

Dagger of Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You slap a weapon of your choice that you can see within range and cause it to flicker in a 20-foot-

Dagger of Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike down a flame and see up to ten meteors streaking down a long corridor. Make a ranged spell attack against one creature of your choice that is Medium or smaller. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. On a success, the creature takes half as much damage, and it takes no damage from spells or other magical effects until the spell ends. You can also use your action to make a hand-held spell attack against the target. On a successful hit, the spell ends. For the duration, the target has disadvantage on attack rolls against you and on attack rolls against you against the same creature. Conjuration

Dagger of Fury

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a sword of speed, granting it the ability to strike one target within range. The target takes 4d8 bludgeoning damage and is restrained until the spell ends or until you can use an action to end the spell. The target can use its action to make a Strength or Dexterity check against your spell save DC. The target takes half as much damage on a failed save, and is restrained until the spell ends. The sword can’t be used to attack or to defend yourself. Conjuration

Dagger of Grasp

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

Until the spell ends, the reach and size of your right hand is extended out over your shoulder, stroking your skin and rippling between your fingers. In addition, you can deliver a simple, yet powerful, blow to the target that can’t be dispelled. Any creature that you choose to affect succeeds on the attack with advantage if you are fighting it, and it also succeeds on a Strength saving throw against your spellcasting ability’t your choice. Special Aura moderate evocation;20 months—infused with negative energy for the next 24 hours;150 ft., climb 300 ft. Transmutation

Dagger of Healing

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A spirit wand imbued with a holy power appears and illuminates one creature you can see within range. The spirit wand lasts for the duration. When you cast this spell, you choose one of the following effects for which you can cast the spell. The target gains no benefit from any of the other effects. You can then use your action to target the target or to dismiss the effect. If the spell ends before the target has any effect, the spell ends. Conjuration

Dagger of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral spear that emits a strong pain, healing one creature or object of your choice within range. The target must make a Strength saving throw. On a failed save, the creature’s magical weapon is severed from its body and becomes unharmed. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Dagger of Hope

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell halts a creature’s current level for the duration and grants a DC 15 Dexterity saving throw, at the end of each of its turns. The spell ends if you use your action to resolve a creature’s current malaise spell or if you use your action on a subsequent turn to maintain a level. Abjuration

Dagger of Hope

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

An invisible flame appears in the ground within range and burns for a duration that is equal to 1 hour. That duration can be affected by one or more of the following effects of your choice, creating a globe of hopeful energy that lasts until the spell ends or the globe darkens. You can use a bonus action on a new globe to cause an energy pulse to increase by one every 2 minutes for 10 days. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial flame damage is halved, and the duration increases to 1 hour. When you use a spell slot of 7th level or higher, the initial damage is halved again, and the duration increases to 1 hour. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d12 for each slot level above 5th. Conjuration

Dagger of Hope

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. Make a ranged spell attack. On a hit, the target takes 1d10 psychic damage. On a miss, the spell fails, and the spell ends. On a hit, the target takes 2d10 psychic damage. On a successful hit, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Dagger of Ice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shield of ice on the ground in a 60-

Dagger of Insanity

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature that you can see within range and deliver a flurry of blows to the target. The target takes 4 d6 slashing damage. On a hit, the target takes half the damage of the first strike, and the target takes half the damage of the second strike. If the target is carrying more than one weapon, the rounds do not pass through each other. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Conjuration

Dagger of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point you can see within range.

Dagger of Light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a spectral light in a 50-foot-radius sphere centered on a point you can see

Dagger of Nine Kings

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The dolomancer slays twelve beastmen within range on a regular, unoccupied ground turn. Each creature that starts its turn in the dolomancer’s maw when it strikes a creature must succeed on a Constitution saving throw or be pushed up to 5 feet away from the maw by one creature. The maw ends if you roll a d20 and choose a point within 5 feet of you before the start of your next turn (and before your next attack roll before your next attack roll). At the start of your next turn, as an action, you can move up to 10 feet without spending extra movement. If you move more than 10 feet in a straight line, the line repeats throughout the rest of your movement. Transmutation

Dagger of Protection

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shield that protects against negative energy and magic damage. The shield lasts for the duration, up to 10 minutes. When you cast the spell, you choose one of the following options: • You can use your action to create a shield of moderate size and thickness, which lasts for the duration. Choose one of the following effects, which appear in the shield at the start of your next turn. The shield blocks any damage it takes. The spell ends if any of the shield is damaged. You can use your reaction to end the spell. Transmutation

Dagger of Recall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the shadow of your future self for the first time, sending your future self into another dimension. Until the spell ends, your future self can use any action it takes to assume a higher position within the present moment. You must speak to your future self before taking this step, and he or she can choose whether or not to assume the shadow. Casting this spell only affects the current incarnation. You must still be alive to consider this casting. After you learn the DM’s intent, you can use this spell to recall your future self in any other way possible, spelling out his or her name and walking along the same path as you. Finally, you can use this spell to project your future self from your current physical plane of existence (i.e., the one you chose when casting this spell). You can also use this spell for otherworldly abilities (such as darkvision), such as those of a demon or a wizard, that don’t take into account your current plane of existence. To do so, you must reach into your past or otherwise reach into the wrong part of the past self. For example, you might cast this spell to recall a dark wizard of your choice, who is currently trapped in the Horadric Grove, trapped at the heart of the Grove, or trapped in the Black Gate—an area that is much larger and much more dangerous to your current self. While your current self is trapped, you are also magically aware of your future self' s location, which is seen as a threat. You can use this knowledge to recall a Dark wizard of your choice, who is trapped in the Grove, or a dark lord trapped within the Bladestar tower, who is trapped within the Grove. Alternatively, you can recall a lich of near-infamy, a great lich imprisoned within the Bladestar Tower, or a malefactors curse, a lich of greater power imprisoned within the Grove, created pits, caverns, and other labyrinthine landscapes, creating the kind of landscapes and creatures your current self can dream. As an action, you can recall your current self (if you chose a different one), or you can recall an unwilling creature or an object you can reach and take the Physical strike action on it. You can also recall a creature’s nest or nestling place if that creature is within 5 feet of you. Your physical presence recalls your current self if you choose this spell. If you choose the spell, you remain at least 30 feet away from your current self, as if you were casting it. If you cast it again, the current self disappears instantly, unless you can somehow protect it. A strong urge (such as the urge to retrieve your lover's severed hand from beneath the floor) triggers the recall. While your current self is grasping at belongings, you can move your current body to an unoccupied space within 5 feet of it (your choice which creature can be moved). If you don’t have sufficient space to do so, the current incarnation doesn’t take actions until it has taken a move action and can move again. If you have a second form, you can mentally call yourself that form’s current self (or its unoccupied form’s unoccupied form) and recall the details of that form’s actions, memories, and so on. You can also recall the nature and extent of any injuries sustained when you were your true self. While your current self is restrained by this spell, the restrained condition can be overcome by any means available, but only after it has been dealt with. Abjuration

Dagger of Sorrow

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to another point on the ground you can see within range. You teleport to a point you can see within range. Make a ranged spell attack against the target. On a hit, the target takes half as much damage. On a miss, the target takes half as much damage. You can use your action to teleport up to ten thousand feet. If you do so, the spell ends, and the spell ends on a target that isn’t within reach. Conjuration

Dagger of Strength

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a 5-foot-tall, 10-foot-tall, and 10-foot-tall, 30-foot-tall, 30-foot-high, and 20-foot-tall, 10-foot-diameter, 1-inch-diameter, six-foot-long tentacles that twist around you. For the duration, the tentacles can’t attack or attack its own body. Conjuration

Dagger of Strength

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You hurl a spear of strength that can reach up to ten feet in any direction into a creature of your choice within range. The target must make a Strength saving throw. On a failed save, the target takes 5d10 piercing damage and is knocked prone. On a successful save, the target takes half as much damage and is knocked prone. On a successful save, the target takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of you. Conjuration

Dagger of Strength

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your body is made up of muscles, bones, and cartilage. You gain the following benefits: • You have proficiency with all simple and martial weapons. • You can use your action to create a hand of supple, supple power in one hand and manipulate it with it in the other. You alter the hand in any of the following ways: • You can use your action to create a palm-sized, six-foot long, six-foot wide, 10-foot-tall cylinder with a diameter of 5 feet and a diameter of 10 feet. The cylinder can be moved up or down as you choose, provided that you don’t move more than 10 feet from anything in the creature’s space. You can also create a ringed staff, a spear, or a similar weapon in the cylinder. If you create multiple staffs or a ringed staff, each one can have its own slot, and each slot has its own effect. Each staff has a weight of 5 pounds and has a AC of 15 and 30 hit points. Each staff can’t be worn or carried. Any creature in the cylinder when you make the change must make a Strength saving throw. On a failed save, the creature takes 1d6 piercing damage. On a successful save, it takes half as much damage. At the end of each of its turns, a creature takes 3d6 slashing damage, and it takes half as much damage on a successful save. Transmutation

Dagger of Strength

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magic-shaped object that can hold the power of a strong magic. The object is 1 inch in diameter and weighs no more than 5 pounds. Large or smaller animals and plants that are smaller than the size of the object appear in a 60-foot-radius sphere centered on the object. Each creature in the sphere must make a Strength saving throw. On a failed save, a target takes 8d6 acid, cold, or fire damage, and a creature takes half as much damage on a failed save. A target can take no fewer than 10d6 acid, cold

Dagger of Strength

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a beam of force that appears in a 60-foot-radius sphere centered on a point that you can see within range. The sphere appears in a spot that you can see within range. The sphere is 50 feet in diameter and 120 feet tall. The sphere and its area are 50 feet square and 40 feet thick, and each creature in the sphere must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained by the sphere. On a successful save, a creature can move through the sphere and is restrained by it. The sphere can’t contain more than

Dagger of Strength

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create one of two daggers, each of the following forms: short sword, long sword, shortbow, shortbow crossbow, or crossbow crossbow. The daggers are imbued with the magic of the spell. They are not imbued with the same effect as the spell. You can use your action to create a new weapon. You can use the same weapon at the end of each of your turns to create a new weapon. The spell ends on that weapon. The spell has no effect on undead. The spell doesn’t need to be interrupted by a melee attack. The spell ends if you have no weapons attached to it. When you cast this spell, choose one

Dagger of Strength

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sling a sling of explosive force across a target and propel it with a powerful leap. The target must make a Strength saving throw. On a fail, the target is knocked prone. During the spell’s duration, the sling moves up to 60 feet in any direction, and can’t be stopped. If the sling is thrown, the target must make a Strength saving throw. On a successful

Dagger of Strength

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

An invisible, nonmagical construct weighing no more than 30 pounds pounds disappears from a range of 120 feet and vanishes into a harmless demiplane. Conjuration

Dagger of Strength

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

Choose one object weighing 10 pounds or less and inscribed with a Strength or Dexterity insignia. You can imbue a target with an aura that increases its damage by 5d10 for the duration. When the aura expires, the target’s Strength and Dexterity scores automatically increase by 1, and the aura disappears from the target at the end of its next turn. The aura lasts for the duration or until you use an action to dismiss the aura. If the aura is active while the aura’s duration is at least 10 days, the creature is imbued with additional protection against cold and fire damage, and the spell ends on the creature’s next turn. Evocation

Dagger of Strength

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a creature. The creature gains a +1 bonus to AC and Constitution saving throws, and you gain proficiency in Strength, Dexterity, and two additional ability scores for the turn. The bonus lasts until the target drops below 5th level (2nd or 4th level), at which point the bonus is carried over to both the new bonus and the one you gave to the target. Transmutation

Dagger of Strength

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A surge of magic energy shot from your fingers reaches for up to eight foes within 10 feet of you. Each foe must make a Dexterity saving throw the first time on a turn or turn it enters the spell’s range, and the spell creates a burst of magical energy capable of powering at least one weapon attack or a spell. Each foe takes 1d12 lightning damage on a failed save, or half as much damage on a successful one. For the duration, these bolts create magical bolts of strong lightning energy, with a 5-foot radius on each hand, aimed at one creature or object within 5 feet of it. Each bolt deals 1d6 lightning damage to a creature or a construct within 5 feet of it. If a target is holding its breath, it instead takes 1d6 lightning damage when it takes a hit. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Dagger of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature of your choice that you can see within range appears in a solid place and disappears when the spell ends. The spell ends if you use a bonus action on your turn to make an attack roll against the target. On a hit, the target takes 2d10 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Divination

Dagger of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 10-foot-long, 1-pounder drop of blood that instantly drops to the ground in an unoccupied space that you can see within range and then disappears when it drops to 0 hit points or less. If the creature drops to 0 hit points or fewer, it must make a Constitution saving throw. On a success, the creature drops to 0 hit points. The spell ends if the creature drops to 0 hit points or fewer. If the creature drops to 0 hit points or fewer, it must make a Constitution saving throw. On a failure, the creature takes the spell back. The spell ends if the creature drops to 0 hit points or fewer. If the creature drops to 0 hit points or fewer, it drops to 0 hit points or fewer. Conjuration

Dagger of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast this spell at a place that is prone to undead. The target of the spell has disadvantage on attack rolls, ability checks, and ability to see. The spell fails if the target is in a condition that is different from the target's. The spell can also end the target's life or cause it to drop out of the spell. Evocation

Dagger of Thorns

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a length of bridle or string and endow it with a string of thorns that lasts for the duration. Any creature that ends its turn within 5 feet of you must succeed on a Strength saving throw or fall prone. The spell ends on a creature that successfully saves against this spell or a spell of 3rd level or lower. Necromancy

Dagger of Transmutation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spear from a wand of teleportation, and use it to direct a beam of light up to 120 feet long and 5 feet high at a point you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The spell’s damage increases by 1d6 when you reach 17th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Dagger of Truth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a creature with the power of truth and information. You gain a +1 bonus to your spell save DC. For the duration, you can read and hold any written information on any object, such as a journal or a book. You can also read and hold any written information on any object that isn't a book or a journal. The spell ends if you choose to end the spell. Conjuration

Dagger of Vitality

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You are struck with a surge of vitality. You are stunned until the spell ends. The spell lasts for the duration. You are also immune to poison and fire damage. You can use your action to give up one of the conditions. Conjuration

Dagger of Vitality

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue your weapon with a strong, primal power. You gain the ability to levitate from the ground up, gaining the benefits of both the ground and air. You can also use your movement to move up to 10 feet in any direction on your turn, and you can’t be affected by any of the following: • A sling, sling barge, or hurl sling. You can use your movement to move up to 10 feet in any direction on your turn. You can also use your action to make a ranged spell attack, if you are within 10 feet of the target. Conjuration

Dagger of Vitality

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

This spell inscribes a magical string that carries your actions and moves along the ground within 10 feet of you. You can make a melee spell attack against one creature within 10 feet of the opening you use to cast this spell. On a hit, the target takes 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures moved by the magic string increases by eight for each slot level above lst. Transmutation

Dagger of Wisdom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a strong, flexible and highly effective bond between yourself and another creature that you can see within range. The creature must succeed on a Wisdom saving throw or take 1d6 + 1d8 damage. Conjuration

Dal Spray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause a fountain of Daggers in one creature you can see within range. Until the spell ends, you can use a bonus action to cast a spell without spending extra action. You can also cause a fountain of Daggers in one creature you can see within range. Until the spell ends, you can use a bonus action to cast a spell without spending extra action. On a successful save, the spell ends. Divination

Dalzim’s Sympathy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a sigil with a simple symbol of your choice that hovers in your hand for the duration. The symbol appears to be a simple, harmless symbol, which sounds like a w ho reading it. The symbol is an object that has an appearance of a simple metal or stone, and it appears to a silver, green, or a violet (your choice) symbol (your choice) instead of its normal target. You can use the spell to create a nonmagical weapon with a simple weapon, such as a mithral or a silver (your choice) weapon or a similar weapon that can be wielded by a w ho. Transmutation

Dalzim’s Sympathy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a sympathy with a creature of your choice that you can see within range. For the duration, you have advantage on the target, and it obeys your verbal commands, which you can see through your eyes and hear you. Until the spell ends, the target can make a Charisma saving throw. On a successful save, it can see out of itself and can’t become frightened. You have advantage on the target, and it can’t have an instinctive bond with it. Until the spell ends, you have resistance to all damage, including psychic damage, and can’t leave the target or be frightened by the target, but the target can use its action to make a Wisdom saving throw. On a successful save, the target is no longer frightened, and the spell ends, which has the target’s speed, can't enter the target, and it can no longer perceive the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration. The spell has no effect on undead or constructs. If you use the spell to create a new weapon, the target takes 1d8 necrotic damage on a failed save, and the target has resistance to being frightened. At the DM’s discretion, you can’t allow the target to be frightened. Creatures and Objects. A target of this spell has advantage on its saving throw against being frightened, unless it can compel them to do so. If you target something within 30 feet of the target, you can use a bonus action on each of your turns. If you target something within 30 feet of the target, you can choose a new weapon or item for the spell’s duration. Necromancy

Dampened Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to shatter the heart of a creature that you can see within range. You can use your action to cause the target to become stunned for the spell’s duration. Until the spell ends, the target has disadvantage on attack rolls against creatures you can see within the spell’s area that are within 60 feet of where it is cast. If the target is within 60 feet of a target that is also within 60 feet of the target, the target takes an extra 1d8 bludgeoning damage. Conjuration

Dampened Fury

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You utter a burst of fury that deals an amount of damage equal to your Wisdom modifier plus one additional number of hit points equal to your Wisdom modifier. This spell has no effect if you and any creature you designate when you cast the spell are within the spell’s area. If the spell doesn’t appear in the area where you cast it, you can use an action to cause the spell to appear again. Necromancy

Dampened Fury

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A flurry of intense heat flashes from you to a point you choose within range. You choose one of the following effects: • Choose one creature of your choice that you can see within range. • Choose one creature of your choice that can’t be charmed, frightened, or otherwise affected by this spell. The target must make a Constitution saving throw. If it succeeds, the spell ends. If it fails, the spell ends. • Choose one creature of your choice that you can see within range. The target must succeed on the saving throw. The target takes 4d6 radiant damage on a failed save. • Choose one creature of your choice that can’t be charmed, frightened, or otherwise affected by this spell. The target must make a Wisdom saving throw. On a failed save, the target takes 4d6 radiant damage and is blinded for 1 minute. On a successful save, the target can’t hear the sound of the spell. • Choose one creature of your choice within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. This spell has no effect on undead, constructs, and other constructs that aren’t undead. Conjuration

Dampened Touch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch an object, such as an arm, an arm, a hand, or a piece of metal, that has been worn or carried by someone for the duration. The target must make a Constitution saving throw. It chooses one of the following options: • An enemy within 30 feet of you’s hand. • A creature within 30 feet of you. • A creature within 30 feet of you. A target’s movement on each of these turns must be constant and no more than 30 feet away from you. A target can’t be charmed or frightened by this effect. Enchantment

Dampened Ward

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A shimmering ward appears within a creature's space and lasts for the duration. The ward lasts for the duration in a 30-foot cube. The ward is composed of a thin sheet of black-and-white opaque material (the color of the material you choose) and a sheet of translucent, translucent glass. You can designate the color of the material you designate. You can also designate the amount of time that the spell lasts. The spell can have up to one color, up to three colors, up to six colors, or up to a total of seven colors. The spell lasts for the duration in a 30-foot cube. The spell must be cast within 30 minutes of a creature's last known movement. Conjuration

Dampenerate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You cause up to ten creatures of your choice that you can see within range to make a Wisdom saving throw. A creature takes 2d10 bludgeoning damage on a failed save. On a failed save, the target takes 1d10 bludgeoning damage. On a successful save, the target takes half as much damage. Conjuration

Dampenerate

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wave of healing magic appears in the center of a 10-foot-radius sphere centered on the spot

Dampenerate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering spectral force within a 20-foot-radius sphere of spectral energy that lasts for the duration. The spell ends if the sphere is destroyed. For the duration, the spell has no effect. The spell ends if you cast this spell again. Conjuration

Dampen Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a 10-foot-tall, 5-foot-high, 40-foot-tall, 30-foot-tall sphere of dim light that is 20 feet in diameter and 10 feet tall. The sphere is dim light and has 4 feet of reach. The sphere can be used to create dim light

Dampen Hunger

Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Instantaneous

A fey creature of Medium size or smaller appears in a location you choose. Until the spell ends, the target gains the following benefits: • It gains a swimming speed of 40 feet for the duration, which speed increases by 10 feet when you reach 5th level (2 miles per day), 120th level (6 miles per day), and 300th level (8 miles per day). • It gains a healing factor of 2d8; if this creature has no water elementals, it instead gains a radiant healing factor of 2d8. • It gains Adaptive newness, which has no effect on its normal form. It retains its normal form, but gains the ability to use its reaction to move across difficult terrain. If this creature starts its turn in the water, it can use its movement to move up to 60 feet in a straight line, returning to the surface after 5 feet of movement for each foot traveled. Transmutation

Dampening Aura

Casting Time: 1 action
Range: 30
Duration: 1 minute

A shadowy force appears and robs a Medium or smaller creature of either AC/magic or damage (your choice, up to 1d4 radiant or extraplanar), and the target takes 5d10 necrotic damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Dampening Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral glow on a target you can see within range. The target must make a Constitution saving throw. On a failed saving, the target takes 1d8 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. If it succeeds, this spell continues for the duration. A creature can make this saving throw twice, ending its turn early. If it fails its save the second time, it regains 1 hit point, and it must use its action to move on its next turn. Necromancy

Dampening Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a dazzling beam of water that can pass through barriers, and the spell ends if you cast this spell again. The beam is a large, strong, 5-foot-by-5-foot-wide sphere and has 10 feet of reach. The spell has no area of effect. You can create the beam by spending an action to create a new one, as long as you can’t create a duplicate of the one you created before this spell’s duration. You can create one additional beam when you use your action to create a new one. The spell ends if you cast this spell again. Conjuration

Dampening Eye

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a 20-foot-radius, 20-foot-tall, 10-foot-high, 10-foot-deep, 30-foot-tall, 30-foot-long, and 10-foot-deep eyes. The eyes are fixed on a point within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. The effect lasts for the duration. Each target must make a Wisdom saving throw at the end of the day. On a failed save, the target takes half as much damage. If the attack hits fewer than the number of eyes on the target, the spell ends. Conjuration

Dampening Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 10-foot-radius, 20-foot-tall cylinder of lightning in a 20-foot-wide cylinder centered on an unoccupied space within range. The cylinder is composed of a sphere of bright light centered on a point you can see within range and a 50-foot-diameter hole on or within the sphere. A creature can use its action to move through the cylinder, as long as it is within 20 feet of the point you created it from. A creature can move through the cylinder as if it were in a slot of 2nd level or higher. The cylinder appears in a random direction. In the direction you specify, the cylinder appears as a solid object on a surface. The cylinder is a 20-foot-radius sphere centered on a point you can see within range. If you have an unoccupied space within the cylinder, you can use your action to move it as a free action. The cylinder appears in any direction. A creature can use its reaction to make a Constitution saving throw. On a successful save, a creature takes half as much damage on a failed save. On a failure, a creature takes half as much damage on a successful one. A creature must also succeed on a Constitution saving throw when it uses its action to take the extra damage. Transmutation

Dampening Light

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A shimmering veil streaks toward a creature of your choice within 10 feet of the point you chose. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 acid, cold, fire, lightning, or thunder damage. On a successful save, the spell ends. Evocation

Dampening Light

Casting Time: 1 action
Range: Touch
Duration: You touch a creature, causing it to emit a bright

light in a 20-foot radius centered on it. If the target moves or makes a melee spell attack against a creature of your choice that is within 5 feet of the target, the target takes 10d8 bludgeoning damage and must make a Constitution saving throw. On a failed save, the target takes half as much damage and is immune to the spell and its effects for the next 24 hours until it finishes its turn. Conjuration

Dampening Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call upon the dead to guard their homelands against the encroaching darkness. Guards of dim light pass within 30 feet of any creature within 60 feet of them, and those that do not have a visible entrance pass through the darkness. Guards of light in the same area as the wall (100 feet) must be illuminated, as a rule of thumb, at least 1

Dampenning Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You target one creature you can see within range, and if it is within 5 feet of you, you animate it for the spell’s duration. You can move the target up to 30 feet on each of your turns. The spell ends if you move it more than once before it ends. On each of your turns until the spell ends, the target can make a Constitution saving throw. On a success, the spell ends. On a failure, the target takes 2d6 bludgeoning damage, and it is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Dampen the Wreck of Time

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a temporary portal to the past that lasts for the duration. You can use it to teleport, but you must be within 30 feet of the portal when you create it. At the end of your next turn, you can use your action to teleport back to the portal. When you return, each time you teleport, you must spend an extra 10 minutes casting the spell. You can also use it to teleport to a different location. For example, if you are in the present day, you can cast the spell in the present day and then teleport to the future. If you are in the future, you can use the portal to teleport back to the present. The portal must be in a place that is safe for you to travel to, such as a safe place where you can cast the spell, a place that is safe for you to talk to someone

Dampen to Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You awaken the sense of mortality in one creature you can see within range. Until the spell ends, you can’t see a creature with an Intelligence of 3 or lower and the target must make a Wisdom saving throw. On a failed save, the target loses any ability to distinguish past and present ages well, and it can’t speak, cast spells, or do anything else that requires hands or speech. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Dance of Death and Sin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a momentary silence that lasts for the duration, taking 5 minutes to cast. Until the spell ends, a creature that hears you and moves to within 5 feet of you must make a Wisdom saving throw. On a failed save, a creature frees itself from the silence and can no longer hear you. On a successful save, it frees two other creatures. If you cast this spell multiple times, you can have more than one creature prepared for each casting of the spell, or the silence ends for each one. When you make a new spellcasting casting, you can also use the spell to cast a full line of wizard spells. You can further refine the spell casting process by using nonmagical spell slots instead of the usual number of possible levels of concentration required for the spell. While you cast the spell, the silence lasts for the duration and can target any creature or object within 30 feet of you that is already silent. If, prior to casting the spell, you chose an object as the target and had the opportunity to cast the spell on it before the spell ended, the creature’s creature becomes aware of the spell and can make a Wisdom saving throw. On a successful save, it can use the distraction ability to throw objects at its target and otherwise harm it. As an action on your turn, you can move the silence from one object you have drawn to a different object you have drawn and then repeat the process for both objects and creatures. If you don’t move the silence during your next turn, it doesn’t disappear; you reappear at the start of your next turn with the illusion intact. After you use this spell, you can dismiss it as an action, but it instantly ends. At Higher Levels. You can use a bonus action to mentally command an object weighing 20 pounds or less made of metal that you can see within 30 feet of you. You specify a message along with a simple melody that appears in your mind and that lasts until the melody finishes, at which point the object is dismissed and the melody disappears. If you choose an object using an action, you can command an object made of metal to drop its contents at the DM’s discretion, providing it doesn’t crash or break if dropped. If you command an object weighing 20 pounds or less, a silver bell appears in your hand that carries the message up to 1 mile, as part of an action that can be used to speak a message. If the tone of the message is low enough, you can cause it to ring when the spell ends. Transmutation

Dance of Healing

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

This spell functions similar to the dance of death spell, if the target is a celestial or a fey creature. You can create a rakish wave of healing energy coursing through the target. Choose up to five creatures within 30 feet of you for the spell’s duration. Any target affected by the spell must make a Constitution saving throw. On a successful save, the spell ends. The creature recovers at the start of its next turn, after which it can repeat the saving throw. If the creature’s saving throw was successful, it isn’t affected by this spell. The spell then ends for that target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Both creatures must make a Constitution saving throw. They take 10d10 radiant healing, or half as much damage, for every two slot levels above 3rd. Transmutation

Dance of Thorns

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You unleash a seismic wave of magic that lifts a nonliving object 50 feet in a random direction within range. Any creature or object instantly and immobile inside the spell’s area that you touch must succeed on a Constitution saving throw or become subjected to the spell’s petrified condition. Until the spell ends, the creature is blinded, deafened, and’t able to move. Conjuration

Dancing ability

Casting Time: 1 action
Range: Self
Duration: Up to 1 hour

You create a magical dancing effect that lasts for the duration. The spell is centered on an object, a creature, or a magical creature. You can direct your subject to perform any one of the following dance moves. Long jump. You can move up or down by up to 10 feet. You can also move up or

Dancing Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a spectral beast with a charge that peels clean of dirt and enters its body as a Huge or smaller spectral humanoid. The beast has a wingspan of 120 feet and a reach of 10 feet. The beast can move across the ground as a bonus action. Until the spell ends, you summon a spectral bear to lance at your enemies.

Dancing Bear

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You choose a creature of your choice that you can see within range. The target takes 10d6 force damage when it enters the spell’s area. The target can use its action to make a Strength

Dancing Bell

Casting Time: 1 action
Range: 150
Duration: 1 Round

You create a bell that explodes in a 20-foot radius in a location you designate. The bell has the same sound as the bell and can fit inside a 20-foot cube. Any creature that starts its turn in the area and is within 10 feet of the sound’s volume must succeed on a Dexterity saving throw or take 6d6 thunder damage. This spell’s sound can be heard from up to 300 feet away. Each creature that ends its turn within 5 feet of the bell must make a Constitution saving throw. On a failed save, the creature takes 6d6 thunder damage; it takes 6d6 thunder damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, 12th level spells and 13th level spells have no effect. When you use a spell slot of 7th level or higher, the damage increases to 20d6. When you use a spell slot of 14th level or higher, the damage increases to 20d6. Evocation

Dancing Bell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A bell rings in a location you choose within range. The location of the bell depends on what kind of music the bell evokes, as well as the direction the wind is blowing. If you are in the air, the bell sounds when it rings (dissonant), when it ripples, when it vanishes, and when it ripples again, if you choose any of the following options: • One trumpet or clarinet playing one of the following songs at a time within 10 feet of the spot where you cast this spell. • Two trumpets playing one of the following songs at the same time within 10 feet of each other (if you cast this spell multiple times, you can have only one song played at a time, and the other song is instead played when you cast the spell). • Four banjo strings playing one

Dancing Bell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a sound to create a dancing musical theme within range. Each creature in a 40-foot-radius circle with an id in between must make a Charisma saving throw. On a failed save, a creature is forced to wait for the melody to complete before making a new one. During the duration, it spends 4 feet of movement per edge of the circle. So if you create a melody for the Roman Anthem during a battle, your battle dance will immediately begin as soon as possible after the words have been read. When you make the spell’s melody, you instantly have three parts to it: a riddle, a verse, and three verses that rhyme with each other. Each part takes 4 hours to complete. Once it has done so, it disappears from your memory and remains behind when you dismiss it as an action. When the spell ends, the melody resumes, and you can finish the entire arrangement by saying the same song over and over again. Divination

Dancing Blade

Casting Time: 1 action
Range: 5
Duration: until dispelled

This spell creates a dazzlingly-dubbed blade of lightning that falls in a 30 foot cube on a point you choose within range. Each creature in a 30 foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must spend 4 feet of movement to regain any expended movement. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Dancing Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a dancing sword that moves in any direction and that is of the same length and length as the weapon of your choice that you are holding. The sword can be up to 10 feet long and is Medium or shorter. You can also create the sword up to 10 feet in any direction. You can create the sword by using a spell slot of 7th level or higher. Conjuration

Dancing Blast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a loud, roaring blast of flame that explodes in a 30-foot cone. You can use a bonus action on each of your turns to cause the same effect to occur simultaneously on a hit, or you can cause the same effect to occur only once. Evocation

Dancing Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

An all-powerful bolt of lightning erupts from your hand in a 60-foot square line toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, which is reduced by the power of your dance for the duration. Additionally, you can’t use your dance for a full use of the spell for its duration. If you use your final melee attack on the target, the spell immediately ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Conjuration

Dancing Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a dancing piece of nonmagical nonliving matter into the air, forming a long, pointed blade. Make a melee spell attack for the item using your spellcasting ability, and make a new attack roll as part of the process. On a hit, the creature can take the new attack roll as a bonus action. A falling piece of nonmagical nonliving matter harms neither you nor your weapon. During its fall, the piece of nonmagical matter strikes your head and causes its weight to drop to 0. The piece of matter is no longer dangerous to you and your weapon, if you are still fighting it. Until the spell ends, you can use your action on each of your turns to make a nonmagical ranged spell attack for the falling piece of matter. On a hit, you can toss the piece of material at one creature within 5 feet of it or to one object 60 feet in any direction. It instantly flies to the ground and remains there until the spell ends. Conjuration

Dancing Dance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You cause a dance of thunderous force in a 30-foot-radius sphere centered on a point you choose within range. Until the spell ends, the sphere appears in the center and lasts for the duration. Each creature in that space must make a Dexterity saving throw. On a failed save, a creature fails the dance, and it takes 10d8 thunder damage on a failed save. The dance ends for each target when the spell ends. This spell has no effect on undead or constructs. Transmutation

Dancing Eagle

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You bring a dancing eagle to life, a flying creature that you can see within range. The creature must be of the same size and form as the creature you described. The creature must be within 60 feet of you when you cast this spell. The creature can fly up to 10 feet

Dancing Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames warp the ground in a 60-foot-radius. 60 feet each 60-foot-radius side, up to 20 feet deep and 20 feet high. The ground must be strewn with flowers or flowers covering 10 feet of ground or the ground appears as pink or violet flowers—flowers or berries. The ground must be wide enough for at least two stories. Furnishings that fill the ground in the 5-foot-radius side are blocked from reaching the ground. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional replica of a

Dancing Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame flames out from your hands to

Dancing Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a flickering flame in a 5-foot cube that you can see within range. The flame lasts for the duration. The flame is in the form of a bright orb or flame. The flame can be extinguished by direct sunlight or by the use of a torch. A flame created with this spell can have up to 10 liters of nonmagical fuel (up to 1,000 gallons in volume) or up to 1,500 gallons of fuel (up to 1,500 gallons). The flame can extinguish the same amount of material in two different locations per day. The flame can be extinguished only by means other than direct sunlight or by the use of a torch. Conjuration

Dancing Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flaming flames leap from a point you choose within range for each target you choose within range. Each creature in a 30—foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 1d4 fire damage on a failed save, or half as much damage on a successful one. Additionally, the flames turn the dirt in the sphere into smoke, which has the same properties as fire. Each creature that fails the save must succeed on a Strength saving throw or take 1d6 fire damage, and the spell ends if the target or a creature within it uses an action to exhale flames at the creature or wall, or both. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Dancing Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You move into an area of flame, which you can see within range. Choose one of the following effects when you cast this spell. The area becomes dim, and you must choose one of the other two possible effects. If you cast this spell multiple times, you can have up to six of the two different effects active at a time. The area is dim, requiring an area of 100 feet to illuminate. Each creature that enters the area must make a Wisdom saving throw. On a successful save, the creature takes 5d6 fire damage and 10d6 cold damage on a failed save. On a failed save, the creature takes 10d6 fire damage and 10d6 cold damage on a successful save. It takes 10d6 fire damage and 10d6 cold damage on a successful save. On a failed save, the creature takes half as much damage and half as much damage on a successful one. You can use an action to disperse the area, or you can cause the area to disperse as described in the DM

Dancing Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flame flames appear in a 30-footradius. cylinder centered on a point of your choice within range. Each creature in that area must make a Charisma saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature with a Strength score of 2 or lower can extinguish a flame in its area with a melee weapon. Conjuration

Dancing Flame

Casting Time: 1 action
Range: Touch
Duration: Until dispelled by flame, this spell makes a targe

t have an intense urge to throw something at it that is no larger than a Large or smaller object. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. For the duration, burning things made from wood, metal, or stone can’t be turned into weapons, causing them to become doused. The target can throw one or two of the types of objects made from wood, metal, or stone, but it doesn’t have to throw any sort of weapon or use any kind of ammunition. If it does so, it makes a thrown weapon or ammunition throw with disadvantage and takes 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for two of those types of objects increases by 1d6 for each slot level above 3rd. Evocation

Dancing in the Dark

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You move through the darkness in a 60-foot-radius sphere centered on a point you choose within range. The sphere is 1 inch in diameter and 10 feet high. The sphere is opaque to light and lasts for the duration. You can use your action to make a ranged spell attack against the sphere. On a hit, the spell fails. On a successful attack roll, the spell destroys the sphere. Conjuration

Dancing Lightsabre

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create two flickering torches that flicker in the air as you hurl your weapons. You choose one of the following flames for each hand or at a point you choose within 30 feet of you and within the DM’s reach. Large or smaller flame . The torch ignites flammable objects that aren’t being worn or carried. Flame . You hurl flammable objects that aren’t being worn or carried. Medium flame . The torch emits bright light in a 20-foot radius that matches the light of your destination. The flame emits a sigil with a radiant force rating of 25. for each flammable object wearing a ring or a similar worn by a celestial, celestial’s symbol, or god. Daylight . The torch emits bright light in a 30-foot radius that matches the light of your destination. The torch emits a sigil with a dim light radius of 30 feet. for each flammable object wearing a ring or a similar worn by a celestial, celestial’s symbol, or god. Daylight Æ�literal Nonmagical –light ‖fire at a point of your choice that you can see, the torches

Dancing Monstrosity

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature that you can see within range takes on the appearance of a monstrosity with the same height and weight as the creature’s current height and weight. The monstrosity is light, has 10 hit points, and can’t be charmed. The creature must make a Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and can’t be charmed. On a successful save, the creature takes half as much damage. As long as

Dancing Spirit

Casting Time: 1 action
Range: 60
Duration: 1 Round

You imbue a creature with the power to move at will. The target becomes friendly to you for the duration. After that time, you can target any number of creatures of your choice that you can see within range with a ranged weapon attack on your first turn. If you target two or more targets, you and the target’s first target receive the same bonus. Creatures that are immune to being frightened also have advantage on this attack roll. If neither target attacks the other, the target isn’t frightened. When you target two or more targets, you and the target’s second target receive the same bonus. You can target more than one target at a time. You can target two or more targets at the same time, or you can target only one target at a time. A target’s next attack rolls against the target with a ranged weapon attack roll of your choice before the spell ends. Evocation

Dancing Star

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You enter the celestial or semi-terrestrial form of a god or a goddess, and each creature within range grants audible message with a 15-foot radius. Each creature charmed by this spell makes a Wisdom saving throw. On a failed save, the creature’s song is cut short and it is compelled to perform a performance of surfer’s song, either as a favor or as a demand. The performance can range from simple to intense; for the performance to succeed, the creature must make a Wisdom saving throw. On a successful save, the creature is freed, and the song continues. The magic word is sung and the creature is sung during the spell’s duration. When the magic word is sung, creatures within 30 feet of you and creatures within 30 feet of you gain a number of temporary hit points equal to your spellcasting ability modifier. These temporary hit points persist until the spell ends. A creature has a maximum of number of temporary hit points per level that he or she can maintain at a time. When a creature reaches the maximum number of temporary hit points allowed by this spell, the creature regains an amount equal to half the total. These temporary hit points are expended when the creature finishes a long rest. During the duration, the creature is incapacitated and can use an action to end the spell on its next turn, if it wishes. Transmutation

Dancing Star

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a celestial or fey-like figure who w as your daily routine and whose appearance is determined by the style of the day. Appearing in contested humanoid or fey terrain, the celestial serves as your observer and defender. The celestial has the statistics of the chosen race, attains the Hit Dice set at 3rd level, and reaches the maximum height at 2d10. While celestialized, the creature can’t become powerful enough to challenge a mortal or a bonded creature, create a new tomb, or raise a new one, removing a worn or broken object, spell, or other magical from the celestial’s space or component. A celestial might also become a demigod, a demason, a demigodeler, or an abominable pit lord. While the celestial is celestialized, you can also use your action to cause any celestial you create to become a celestial once more. You can’t create a celestial again until you finish a long rest. When you cast this spell, choose a location on the ground, a place on a solid surface, or an area within range that is entirely covered by a celestial. The surface you choose appears as part of any of the following ways: • A transparent cylinder appears on the ground or in the ground’s interior. • The ground in an area covered by a celestial appears to be water or air smooth and level (a solid barrier or a place covered by a cloud is not covered by a celestial). • A transparent cylinder appears on the ground or in the ground’s interior. • A transparent cylinder appears where you cast the spell, either on the ground or in an area within range where you choose. A cylinder created by a spell creates one of the following

Dancing Star

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell imbues a creature with the power to move at a higher speed than normal for the duration, even when separated by less than 8 feet. For the duration, the target moves at 60 feet per round until it reaches the limit, at which point the spell ends. Evocation

Dancing Stone

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 day

You create a 20-foot high, 10-foot-deep, 10-foot-deep pit, which has a 40-foot radius. Each creature in the pit must make a Dexterity saving throw. A target must be within 30 feet of you within the pit when you cast the spell. On a successful save, the creature is hurled 1d6 x 4, or 25 feet long, 30 inch by 10 inches tall. A target can’t be pushed more than once when it uses its action on a turn. On a successful save, the creature is hurled two d10s of forceps damage that persists until the spell ends. The DM chooses the effect that’s most powerful when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Dancing Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a tiny stone circle on the ground that lasts until the spell ends. The circle is

Dancing Storm

Casting Time: 1 action
Range: 300
Duration: 1 minute

A storm of thunderous thunder and piercing wind comes to a point you choose within range. Make a ranged spell attack against the point. On a hit, the target takes 4d6 thunder damage. On a failed save, the target takes half as much damage. On a successful one, the spell ends. It takes 20d6 thunder damage on a failed save. Necromancy

Dancing Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You strike a creature of your choice that you can see within range. Choose one creature you can see within range and which isn't wearing armor. The target takes 5d6 force damage. Hit or miss, the target takes 1d6 force damage of the kind that you choose. The

Dancing Sun

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Instantaneous As you choose a point you can see at a point within range, a dazzling star appears and shines down on a target within range. Choose up to ten creatures within range. Each target must make an Intelligence saving throw. It takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. The damage type is torch. You choose an area of bright light within range that is 1 mile wide, up to 100 feet long, and 5 feet tall. The star shines in the sunlight for an additional 1 minute, after which time it sheds dim light in an area you choose. If a target cuts through the light, then that target loses its Dexterity saving throw and can’t take reactions until the spell ends. A creature that targets a target with a saving throw must make its saving throw the following turn, and the target automatically succeeds. The stunning effect of this spell on the target can last up to 10 minutes. When the spell ends, the star shines brightly in dim light within 10 feet of it. Abjuration

Dancing Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a statue of a god or a god’s symbol that lasts until the end of your next turn. It disappears when it drops to 0 hit points or when you cast this spell again. You can make a separate celestial or fey deity’s symbol appear at the start of your next turn, at the DM’s option, or whenever you choose on your subsequent turns. If you create a statue of a god or a god’s symbol, you can designate a password that can be read by any creature that you designate when you cast the spell. This spell doesn’t protect you from destruction, and any spells cast by creatures other than you have a low spell save DC reduce the statue to immobile condition. While the statue is immobile, you can

Dancing Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of swirling force that can be up to 10 feet tall and 10 feet wide. The wall is 10 feet tall and 10 feet wide. Each creature in the wall must make a Dexterity saving throw. On a success, the wall appears in a 5 foot cube on the first floor of the structure. The wall can be made up of up to 80 cubic feet of floor space. The wall takes 10d4 fire damage on a hit. The wall can also be made up of up to 10 cubic feet of floor space, which must not overlap. The wall can be broken or rolled into smaller pieces, as long as the pieces are not intermixed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can alter the size of the wall by up to 10 feet. Evocation

Dancing Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A wall of cheering light fills a 60-foot cube from left to right around a point within range. Each creature in a 60-foot cube when visible must succeed on a Dexterity saving throw or become blinded until the end of your next turn. When this saving throw ends, a creature of Medium size or smaller in the wall rises vertically, taking 7d8 force damage per side of the wall for the duration. A creature so

Dancing Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A glowing, 10-foot-diameter wall of roaring flame springs from the ground, centered on a point within range, and rises to a height of 60 feet on a side immediately opposite you. The wall can be blocked, thrown, or otherwise created by two points of your choice made from a distance of 10 feet or larger. When you make a ranged spell attack, you can attack the wall with a d8 piercing weapon or an icy weapon (your choice if you are concentrating on a spell). On a hit, the creature takes 1d10 cold damage, or half as much cold damage on a successful one. While the wall is

Dancing Weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Concentration, up to 1 minute You create a dancing weapon that you can use to attack a creature you can see within range. The weapon can hit up to six creatures. Each creature can make an Intelligence saving throw. On a successful save, the creature takes 5d8 bludgeoning damage, and the spell ends. Transmutation

Dancing with Dragons

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter one or more verses of the Dragon's Song, a spell of your choice from the book of the Dragon. The entire song appears in a 20-foot radius and lasts for the spell’s duration. While the song lasts, the target takes 3d6 bludgeoning damage and suffers disadvantage on all attack rolls. The spell ends if the target has enough gold to buy a new suit of armor. The spell ends if you switch planes of existence for another. The song ends on a target that you can see within range. Conjuration

Dancing with Dragons

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A spectral beast appears to animate and snarls in an unoccupied space within range. Each creature in that space must make a Dexterity saving throw. On a failed save, a creature becomes frightened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the duration is 1 minute. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is 1 hour. Illusion

Dancing with Fire

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous

You instantaneously transform a creature you can see within range into a beast. The target must succeed on a Dexterity saving throw or fall prone. The target takes 4d8 fire damage on a failed save, or half as much damage on a successful one. An unwilling target can make a Constitution saving throw at the end of each of its turns. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Dancing with the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral creature appears in a place you choose within range and appears to you as if it were you. At Higher Levels. When you

Dancing with the Dead

Casting Time: 1 action
Range: Self
Duration: 5 minutes

You and up to four creatures you can see within range dance with the dead for the duration. The dance lasts for the spell’s duration. You can make a ranged spell attack with the dancing creatures. On a hit, the target takes the attack roll or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is reduced by this spell’s casting time and includes any changes made to the target’s game statistics. Evocation

Dancing with the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose one creature you can see within range. The target must make a Charisma saving throw. On a failed save, it becomes charmed by you. On a successful save, it becomes frightened of you for 1 minute. On subsequent saves, it becomes friendly to you until the spell ends. If the target is undead, the spell ends. Whether or not the spell ends depends on the target's alignment and the condition chosen by the DM. The target’s hit point maximum is reduced to 0 hit points. Whether the target is charmed or frightened depends on the creature’s alignment. The target’s hit point maximum is reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Dancing with the Dead

Casting Time: 1 action
Range: Touch
Duration: 10

1 Hour You touch a creature or an object that is dead and that you touch while undead or charmed. The target’s soul dies and the spell ends. If the target’s soul is undead, the spell ends if the target doesn’t die. The target’s soul is permanently dead, and the spell ends if the creature is dead or charmed. Abjuration

Dancing with the Dead

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a dead creature or a corpse, and it becomes conscious for the duration or until the spell ends. Until the spell ends, the target moves at a rate of 60 feet per round. The target doesn’t have to move at all. If the target is undead, it suffers 10 d10 necrotic damage per round until the spell ends. Conjuration

Dancing with the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You bring forth a spirit of a dead creature to life with a song. The creature must be within 60 feet of you when you cast the spell. If the creature is within 60 feet of you when you cast the spell, you can use your action to teleport the spirit to a different location. You can also teleport the spirit to a higher plane of existence, such as a dimension beyond your current home plane. The spirit can be anywhere, however, and it can be summoned to any location where you might need or prefer to live. When you cast this spell, you can also use your action to cause all creatures within 60 feet of you to become undead. The spell ends if you or the target are both undead. It ends if you or the target are both under the effects of another spell, if you or the target are both under the effects of an ability spell. The spell ends if you or the target are both fighting or using an action to attack or cast an attack. The spell ends if you or the target are both dead. The spell ends if you or the target are both under the effects of a new spell. Conjuration

Dancing with the Stars

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a celestial that you can see within range. The celestial obeys all the laws of the celestial. You can’t use equipment or perform any tasks within 30 feet of the celestial. The celestial is also blind. For the duration, you can use your action to make a dance (your choice) with the celestial to create a line of fire extending from your hand toward it. The celestial takes 10d6 fire damage on a failed save, or half as much damage on a successful one. Transmutation

Dancing with the Stars

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a celestial or a primordial being and choose one of the following optionsite effects. Creatures other than celestial or primordial creatures are affected in this way. Until the spell is dispelled, the first time a target enters a celestial or primordial state it has a melee attack action and so on. The target can repeat the attack against a different celestial or primordial creature if that creature has not been created with a primordial state yet. Abjuration

Dancing with the Wind

Casting Time: 1 action
Range: Self (25-foot cone)
Duration: Instantaneous

You call out in a tune you learn to communicate. Choose a tune of your choice from among countless tunes, some of which are sung by a specific kind of creature. each other, or some nonmagical melody you choose. Until the spell ends, you can tune any tune you choose. Each creature tuned to this melody must make a Constitution saving throw. On a failed save, a creature takes 10d6 slashing damage. On a successful save, it takes half as much damage. If a creature is attacked while this tune is in effect, the creature takes 10d6 slashing damage, and the other creature takes 10d6 slashing damage if it is able to see through it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Dangerous Part

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one to three willing creatures, and the target’s gear changes to show your real form. The target can't be charmed, frightened, or possessed by the creature. The spell also damages whatever remains of the target when it wails or stomps around corners. If you cast the spell while it is worn or carried by another creature, the spell doesn’t break its normal use of magical tool and instead affects that creature instead. Abjuration

Dangerous Plants

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch one poisonous plant and cause it to erupt. Choose up to six creatures of your choice within range. Each target must make a Constitution saving throw. On a failed save, the target takes 3d10 poison damage. At the end of each of the six days that a target is touched by a plant, it must finish a long rest to regain control of the spell. The spell ends on a target that fails the save and destroys the plant within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Dangerous Plants

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A poisonous plant sprouts from one creature’s space and spreads around corners, growing as long as 60 feet in any direction. The plant causes poison inanimate objects, including leaves, to become poisonous or harmless enough to cause poison damage. When a creature comes within 30 feet of the poisonous plant for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or become poisoned. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Dangerous Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You strike a creature that is hostile toward you or a creature within range. The target must succeed on a Constitution saving throw or be hit by a weapon attack. The target takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Dangerous Smite

Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 minute

A frenzied mob of goblins appears and inflicts crushing blows on its enemies with a club. Each creature in a 5-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 6d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Conjuration

Dangerous Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to ignite a flame in an unoccupied space of your choice that you can see within range. The flame ignites a bolt of flame that is difficult terrain. Each creature that starts its

Dangerous Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a scuffle of bones and teeth with beasts within range. Each creature that w as a part of the action it can attack you with a melee attack before the spell ends must succeed on a Strength saving throw or take 1d8 bone and 1d4 teeth (your choice) piercing damage. The melee attack deals an extra 1d6 force damage on a hit, and the melee weapon attack roll against any creature within 5 feet of you that you can reach must roll a d9 and add the number rolled to the attack. On a hit, the target takes 2d8 damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st. Transmutation

Dangerous Whispers

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Whispering noises and flashing lights erupts a warp in the ground in a 5—foot square on a point you can see within range. Each creature within 5 feet of the warp must succeed on a Constitution saving throw or take 1d8 thunder damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Dangerous Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A storm created by a magic wind could explode from within 120 feet of you, creating a tempestuous cloud of smoke and creating an uncontrolled updraft within 120 feet. Additionally, each creature within 120 feet of the center of the cloud (including you) when you cast this spell must succeed on a Strength saving throw or be pushed up to 5 feet away from the cloud and face a hazard that requires at least 1 minute to resolve. Evocation

Danger Zone

Casting Time: 1 action
Range: 150
Duration: 10 minutes

Light, air, or stone—flames, quivers, or any other explosive agent capable of igniting small arms or throwing them—is reduced to a range of 300 feet for the duration. An explosion of this sort—explosive, gas, mineral, or even a bonfire—can’t reduce a natural hazard in any way, other than by causing the hazard to be reduced. The explosion is audible from several hundred feet away and can deal 1d4 bludgeoning damage to any creature that ends its turn within 300 feet of it. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Danse macabre end

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You draw the moisture from every creature in a 30 foot radius centered on a point you choose within range. Each creature in that area is considered a separate creature, and it can’t be targeted by this spell. A target sucks in the moisture at the same rate as a normal creature. It also spends 3 of its hit points attempting to drain the moisture from it. A target reverts to its normal form when reduced to 0 hit points. Transmutation

Dantalung

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell

Daring Smite

Casting Time: 1 action
Range: Self (90-foot cone)
Duration: Concentration, up to 1 hour

You call out in a loud voice a long, loud bell that rings at the center of your DM’s space for the creature you’re pointing at. It must be within 60 feet of you in order for it to be heard. For the spell’s duration, the bell emits bright red light in a 20-foot cone and dim light for an additional 20 feet, after the cone has expired. The light can be sated by blocking the cone and casting the last spell of the casting session. While the light persists, you can use a bonus action to cause the cone to return to its normal size. If you cast this spell on the same creature or multiple times, you can reduce the number of times you cast it by two, or choose a new size on each casting. If you reduce the number of uses of the spell by a spell slot, you instead cause the cone to fill a 5-foot cube. If you create multiple rings, each one 1 inch in diameter and 1 quart, you can create up to four rings. Each ring can be dispelled as a bonus action on each of your turns, ending the effect on that creature. Each magic item created by the spell is an uncraftable item and can’t be dispelled by an action of its own. Transmutation

Daring Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. You strike the creature with an impale or knee strike, causing it to make a daze. The target must make a Constitution saving throw. On a failed save, it takes 6d6 thunder damage, and it is knocked prone. At the end of each of its turns, before it finishes its turn, the target can make a Constitution saving throw to regain control of its weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning striking damage increases by 1d6 for each slot level above 1st. Evocation

Daring Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the start of your next turn, a creature that you can see within range and that can hear you must make a Charisma saving throw. The target takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, the target also takes 3d8 thunder damage; on a successful save, it takes half as much damage. The damage can’t reduce the target’s damage taken from levels I to V or V to A or vice versa. Evocation

Daring Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A burst of lightning-like energy erupts from a point of your choice within range. You can target one creature who is fighting a battle within earshot of the lightning or fighting one of the creatures within earshot of lightning. Each creature within earshot must succeed on a Constitution saving throw or take 1d6 lightning damage (if you target a creature within earshot of lightning, lightning strikes it before it can cast this spell). When you cast this spell, choose lightning or thunder. The lightning strikes with both of your blades, creating a cone of lightning centered on that point. Each creature in the cone must make a Constitution saving throw. If a creature fails its save and falls prone in an area of exposed ground, it takes 1d6 lightning damage. On a failed save, it takes 1d6 lightning damage as well. The damage falls into 3 grades: light, medium, and dark. A moderate wind rating of 10 miles per hour (50 miles per hour) blows the lightning from one creature to another in a 30-foot cone. Creatures in the cone are restrained in the cone. If a creature in the cone stomps through one of the two restraints, it is restrained for the duration, and when it hits something, the creature can make a Strength (Athletics) check against your spell save DC to break it, then it can make another check against your spell save DC to break the second restraint. In addition, a Large or larger creature that breaks the second restraint can use reactions as normal, and might be forced to use its action to regain control of its restraint. Evocation

Darksen Academy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell bolsters your resolve to avenge someone. Create an illusion that a creature of your choice falls. For the duration, if that creature isn’t an illusion, a false one, or a threat, that creature suffers any effect of the spell that would have prevented the creature’s fall using an object falling test. At Higher Levels. When you cast this

Darksenight

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

For the duration, a willing creature within range can see stars at night. While blind or visually impaired, the target is invisible and is unaffected by darkvision out to 60 feet. Illusion

Darkspawn

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shadowy, misty cloud of pale shadow spreads out from a point on your person in a 5m cube. Until the spell ends, the shadowy cloud makes a wisp of your movement, and it makes a Strength (Athletics) check against your spell save DC. If it succeeds, the cloud moves with it toward a point on the ground you choose within 5 feet of you. If it fails, the cloud moves toward another 5-foot cube and so on. The cloud moves as though it were a solid object, and it makes a Strength (Athletics) check against your spell save DC against your spell save threshold. If it fails, the cloud moves 10 feet away from you and so on. If it succeeds, the cloud moves 30 feet away from you and so on. If it fails, the cloud moves 50 feet away from you and so on. When the cloud moves, all Medium and smaller objects in its area fall and cause temporary blindedness and darkvision to your competitors, who benefit from the same effect. Illusion

Darkspire

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell grants a spectral servant the ability to move across the landscape, change its color hue, change its size, and even fly in the air. Starting at 6th level, you also turn the spectral servant into a flying version of yourself, which can jump, run, and roll as a bonus action. You can also command it to attack by raising your melee attack bonus, or raising your attack damage bonus, against targets it directly or indirectly affects. If you drop the spectral servant while it is flying low enough in the sky to one creature, it flies to the nearest unoccupied space within 30 feet of you and comes down with cramping pain. The spectral servant doesn’t harm you. If you drop it while it is hovering near you (10 feet above the ground), it flies to the nearest unoccupied space within 30 feet of you and comes down with tender pain. The spectral servant doesn’t harm you. If you drop it while it is hovering near you (20 feet above the ground), it flies to the nearest unoccupied space within 30 feet of you and comes down w as a bonus action to deliver a crushing pain to one creature you can see within 30 feet of it. The creature’s speed is halved in the area and its saving throw bonus is reduced by twice your proficiency bonus, and it can’t take reactions. It must then make a melee attack with that weapon or throw using all its remaining hit points. If it successfully hits, the creature is no longer affected by the spectral servant and is instead summoned by you. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d10 for each slot level above 2nd. Necromancy

Darkvision Special Shape

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You end your transformation into a shape of the sort you know as the archangel Tsaquys. You can use this magical ability to teleport into and out of the chosen dimension for the duration, gaining temporary access to all its areas of effect, such as the fire door, dark door, and so on. When you cast this spell, choose one or more of the following effects within 30 feet of one another. You choose one of the following effects. The effect can be turned off by using an effect or by removing it. Redeeming a weapon. The target releases a strong repulsion field in a 30 foot radius around itself. Any creature with truesight can see through the repulsion, and any target affected by this spell assumes control of the target by the time it leaves its area of vision. Black holes. Thick black holes create openings in the ground in a 30 foot radius. A creature inside the area can reach only by using a short pass or jump. A creature inside the area can't jump higher than 10 feet. A Large or smaller creature inside the area can jump as high as 300 feet. A force field creates a 10 foot radius around the area. Any target inside the area falls when it does so. A Large or smaller target also automatically stops moving as it is pushed 10 feet away from the nearest creature or object. Doors. Doors open in all directions on a piece of floor or other surface. Doors that open on a ceiling are impossible to open on a non-floor surface. A door that opens on a floor has no horizontal or vertical walls. A fire, as well as a large amount of acid in it, burns to a low temperature. Finally, whenever a creature enters a room or enters a structure, attempts to open a door on the same side of the room

Darkvision Telepathic Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. For the duration, the target can communicate with you on the plane of existence it was on, provided that you are on the same plane as the target. Divination

Darkvision to Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A bright flash of light in a location you choose within range conjures up plants that would appear from the outside of the area that aren’t there if the spell was cast. The spell lasts for the entire duration. When this spell leaves your spell list, a new plant, a new target, or a new phenomenon is created. When the spell resolves, each target and the new plant forms from the first target. You create the new plants as one of the following effects: • The target can’t feel, hear, touch, or smell the new objects. This effect creates a strong barrier between you and any willing creature that is physically within the area. • The creature can see through the new plants, but it must still possess a space-imprisonment sphere. This effect blocks sound in that area. • The target is blinded by the darkness. A creature blinded by the darkness can see the target as if it were in the dark. The darkness destroys any ammunition the target makes use of, but that ammunition can still be carried by that creature. • The target is incapacitated by the light. The target is blinded while wearing light armor or other light-resistant gear. The dark armor or light-resistant gear is immune to this effect, but its damage rolls are reduced to 0. The target can’t use his action to mentally rejoin a group that is blinded by the light. • The target is blinded by a blinding light. The target is blinded by bright light in the area. A creature in the area must succeed on a Wisdom saving throw or faint insight of the dark effect to be affected. The spell ends if the spell is carried out outside of the area. For any effect knocked out and the targets out of action, the spell ends, if the target was ever standing up. The target is blinded by bright light within 10 feet of the target when it awakens, if that light shines while it is still blinded, or if a creature takes damage from any of the following effects: • Aura of Telepathy. The target gains access to a telepathic communication through a spell slot of 4th level or higher. If you cast this spell multiple times, you can choose from a total of two spells or a single spell slot of 4th level or higher. • Aura of Unrelenting Courage. A creature with this ability can’t see beyond the wall leading into the area unless otherwise

Dart of Rain

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and rain down a hail of rain on it. The target must succeed on a Dexterity saving throw or fall prone. The spell’s damage increases by 1d6 for each slot level above 4th. Evocation

Dart of Stone

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a rock-hard disc with a 3-inch diameter portion within range that hovers for a minute or two in any direction inside a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, you can use your action to crack the disc with your bare hands to create a Stonehenge or a thicket of trees or shrubs. If you choose a point within range, you can crush some of the rock with one hand and crush others as well. When you crack the disc, you can crush any number of nonliving creatures of a different size or shape within 5 feet of it (including you, if you chose a point within range) or one humanoid (including you, if you chose a point within range). The rock remains for the duration. A creature might be able to fit a truncheon on it, but the creature wouldn’t be able to use it until it re-enters the disc or the spell ends. In addition, if you use your action to create a dart from the dart, you draw it from within 5 feet of the dart and repeat until you have drawn one of the darts (see below). Transmutation

Dart of Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a 10-foot-radius, 60-foot-tall cylinder of wind centered on a point within range. The cylinder lasts for the duration or until a wind of moderate or greater intensity (of 15 miles per hour or over for that duration) disperses it. It deals 1d4 bludgeoning damage to any creature that starts its turn in the cylinder when you cast this spell. Any creature that starts its turn in the cylinder and is not immune to this damage, when this spell ends, makes a Constitution saving throw. On a successful save, a creature is knocked prone and thus exposed to the worst possible wind for 2 minutes, or until it uses an action to make a Constitution saving throw. A creature uses this extra time to create a gust of wind in the same direction it chose. When the gust reaches its maximum size, it twists and turns the cylinder to create a 20-foot long vortex that spreads out across an area of flat earth and thick and thick glass. The vortex, designated as a vortex, lasts for the duration. When the vortex appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 20d8 bludgeoning damage and is pushed 10 feet away from the vortex. As a bonus action, a creature can move up to 20 feet away from the vortex when it makes its saving throw against this spell. Evocation

Dawn (30 degrees)

Casting Time: 1 action
Range: 10 minutes
Duration: This spell creates dim light, darkness, and light—

including bright light created by spells of 2nd level or lower—in the area for the duration. Creatures in dim light or darkness must make a Constitution saving throw. They take 10d6 fire damage on a failed save, or half as much damage on a successful one. Evocation

Dawn (30-foot radius) (8-bit color dim light)

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You illuminate the way for a moment, moving in dim light as you pass and where you can see the illuminated area. Each creature in the area must make a Constitution saving throw at the start of your next turn. On a failed save, a creature takes 10d8 fire damage, or half as much damage on a successful one. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Dawn of Arrows

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause a fountain of arrows in one creature you can see within range. Make a ranged spell using a flying rod. On a hit, the target takes an extra 1d6 bludgeoning damage. If you have 5-foot-radius, 40-foot-high cylinder with a range of 5 feet, and the spell ends. Evocation

Dawn of Nothing

Casting Time: 1 action
Range: 30
Duration: 1 Round

You send a celestial, an elemental, or a fey creature of your choice that you can see within range. The celestial must succeed on a Wisdom saving throw or be charmed by you for the duration. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 5d6 for each slot level above 2nd. Evocation

Dawn of the Dead

Casting Time: 1 action
Range: 1 Hour
Duration: You cause undead to form a cloud cloud. It cloud o

ver the cloud in a 30-foot cube centered on a point within range. The cloud lasts for 1 hour when you use a spell slot of 10th level or higher. When you use a spell slot of 9th level or higher, the cloud is 20 feet high and 30 feet high. When you take damage from a creature within 30 feet of it, the cloud is 10 feet high and 30 feet high. When the cloud is 15 feet high or 30 feet high, the cloud is 30 feet high and 30 feet high. The cloud is 10 feet high, and 30 feet high. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration becomes up to twelve hours. When you use a spell slot of 8th level or higher, the duration is three hours. When you use a spell slot of 9th level or higher, the duration is two hours. Divination

Dawn of the Dead

Casting Time: 1 action
Range: 30 Days
Duration: Concentration, up to 1 hour

You cause undead to form a cloud of fire. The cloud is 10 feet high, 30 feet high, and 60 feet high. When you use a spell slot of 9th level or higher, the cloud is 40 feet high and 30 feet high. When you use a spell slot of 9th level or higher, the cloud is 20 feet high and 30 feet high. When you use a spell slot of 9th level or higher, the cloud is 30 feet high, and 30 feet high. The cloud is 10 feet high and 30 feet thick. The cloud is 20 feet high and 30 feet high. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet high and 30 feet high. The cloud is 20 feet high and 20 feet high. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet tall and 30 feet high. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet high and 30 feet thick. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet high and 20 feet high; the cloud is 30 feet thick. The cloud is 30 feet high and 30 feet high. The cloud is 30 feet thick and 20 feet high. The cloud is 30 feet high. The cloud is 30 feet high and 40 feet thick. The cloud is 30 feet thick, and 50 feet thick. The cloud is 60 feet high and 30 feet high. The cloud is 60 feet high. The cloud is 60 feet high and 40 feet high. The cloud is 60 feet high and 30 feet high. The cloud is 30 feet high. The cloud is 20 feet thick and 20 feet high; the cloud is 30 feet thick and 20 feet high. The cloud is 20 feet high and 30 feet high with a 20-

Dawn of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spirit appears in a dark, swampy area of your choice within range. The creature must make a Wisdom saving throw or become blinded until the spell ends. While blinded, the creature can’t be attacked or possessed. If a creature in a different area of the forest has the same attack bonus as the target, the creature must make a Wisdom saving throw every turn until it is dispelled by an ability spell. The target gains temporary hit points equal to 1 mile for the duration. The target can make a Wisdom (Perception) check with the spell’s ability check, and if it succeeds, it is considered to be in the spell’s area of effect. The spell lasts until it ends. If a target with a concentration of 5 ranks or higher succeeds on a Wisdom saving throw, it is no longer affected by this spell. Conjuration

Dawn of the Earth

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You send a celestial, an elemental, or an elemental of your choice that you can see within range. A celestial, a fey creature that you choose within range makes a ranged spell attack against the target. On a hit, the fire spreads around the area. On a hit, the spell emits audible audible sound and can be heard within 30 feet of the target. A fey creature that can see the target makes a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage. On a successful save, the spell ends. A fey creature that can see the target makes another Dexterity (Conjuration) saving throw. On a failed save, the creature takes 2d8 bludgeoning damage. On a successful save, the illusion ends. Evocation

Dawn of the Earth

Casting Time: 1 action
Range: 1 Hour
Duration: You send a celestial, an elemental, or a fey-haire

d fiend of your choice that you can see within range. An elemental, this spell takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell has no effect if the creature is outside the spell’s area or if the spell is cast by someone other than you. The spell doesn’t function if you cast the spell. Enchantment

Dawn of the Earth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You send a celestial, an elemental, or a fey-haired fiend of your choice that you can see within range. The celestial must succeed on a Wisdom saving throw or be charmed by you for the duration. The fey creature must be within 30 feet of you and is unaffected by the spell. The fey creature doesn’t take a d1d8 damage. Evocation

Dawn of Woe

Casting Time: 1 action
Range: Self (10-foot cone of woe)
Duration: Instantaneous

You send a woe-like force in a 10-foot-radius sphere of woe. A creature with a ranged weapon attack ends the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Dawn Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A thin, sheet of gray fog rises at your feet. The fog obscures a 20-foot-radius, 5-foot-diameter portion of fog centered on a point you choose within range. The area is opaque and lasts for the duration. You decide what kind of fog it forms and where it fills. If it appears in an unoccupied space on the ground or a floor, it covers the area in opaque darkness. If it appears in an object touching the ground or touching an object touching a floor, the creature is blinded until the blindness ends, and it makes a Strength saving throw. On a success, the creature is restrained and can hover while it is affected. If the fog persists for longer than this spell lasts, the fog spreads around corners, and the area reverts to opaque darkness when it drops to 0 square feet. Conjuration

Dayblade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a shard of emerald-green light in the ground within range. You can then use your action to create a ranged weapon of any color: blue, green, or violet. If you create a weapon of any material kind, you must use a weapon of a similar or similar in the same type of material (for example, a wood or stone weapon, or a martial weapon). If you create a magic weapon, you must make the weapon appear as a magic weapon that has a similar magic to the weapon you created. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates a bolt of lightning that deals

Dazed

Casting Time: 1 action
Range: 30
Duration: Instantaneous

At the end of each of your turns, you can make a ranged spell attack. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage. On a miss, the target takes 2d8 necrotic damage. On a successful attack, the spell is dismissed. Conjuration

Dazed

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shadowy, translucent, transparent place within range. The place must be within 60 feet of the point you created. The spot can be any distance from the point you created it. A creature that enters the shadowy location must succeed on a Strength saving throw or be charmed by the place. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the place increases by the spell slot. Conjuration

Dazed Dismissal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to disorient a creature that you can see within range. If the target is a creature, it

dazed for 1 hour

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Blazing Blur darkvision to a creature of your choice within 60 feet of it. For the spell’s duration, the blinded creature can’t see or hear anything beyond 60 feet. It also has disadvantage on attack rolls against targets within 60 feet of it. If the target is wearing armor that is too heavy to fit through a 30-foot–radius tentacle, for example, that creature can see 40 feet and must spend 5 feet of movement to activate its bludgeoning weapon or the weapon itself. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours. Whatever you cast, you take 1d6 lightning damage and have advantage on any Strength saving throws you make to use your spell slot. After you have used your spell slot to cast this spell, you can use your own spell slot to cast it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Dazzle

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a spectral creature, originating from somewhere within range. Choose one of the following effects when you cast the spell. Teleport. Make a ranged spell attack against the spectral. Illusion. Make a spell attack against the creature. Blur. Make a spell attack against the creature. Poison. Make a poison attack against the creature. Silence. Make a silence effect on the creature. Fire. Make a fire spell attack against the creature. Water. Make a water spell attack against the creature. Fire and ice. Make a fire spell attack against the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell lasts until dispelled. Enchantment

Dazzling Light

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A bright light flashes from your mouth to a point that you can see within range. The light is centered on a point you choose within range, and it spreads to the other points of your choice within 10 feet of it. The light is visible in all light sources within range. This light also has disadvantage on attack rolls and saving throws. This light also has disadvantage on Wisdom saving throws. You can use your reaction to dismiss the spell and it ends. Instantaneous You cause a flash of dazzling light that can be seen up to 30 feet away in a 10-foot radius. The flash can be dim light (0,000,000 in the case of dim light), medium dim light (500,000,000 in the case of dim light), or bright light (0,000,000 in the case of bright light). In the case of bright light, the flash can be audible. The flash can be distracting, distracting, distracting, or distracting. The flash doesn’t have to be visible to you or to objects that you are wearing or carrying, such

Dazzling Ray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A ray of brilliant light streaks from your hand to a point you choose within range. The target must make a Dexterity saving throw. On a failed save, the target is blinded until the spell ends, or it vanishes into an unoccupied space within range. A target that fails the save is blinded until the spell ends. The spell ends if you cast it again. The target can’t be targeted by spells. The target’s hit points are halved. The target’s hit point maximum is reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation

Dazzling Sphere

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You create a spectral creature of 5/120, and it must make a Strength saving throw. On a failed save, the creature becomes a spectral creature of your choice that can’t be charmed, frightened, or possessed. This spectral creature has disadvantage on attack rolls against you. If it is charmed, it gains a +1 bonus to attack rolls and ability checks. At Higher Levels. When you cast this spell using an object other than a creature’s head, the bonus increases by 2d6 for each slot level above 6th. Conjuration

Dazzling Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a sphere of dim light centered on a point you choose within range. Each creature in that area must make Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d6 psychic damage on a successful save. A creature can’t use its action to determine its current status. At any time, you can use your action to cause a sphere of dim light to form at the center of the area. Make a ranged spell attack against the center sphere. On a hit,

Dazzling Spray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a flash of dazzling light that spreads across a point you can see within range. The spell ends on a point within range that you can see. When you cast this spell, you change the color of the light. It doesn't change the color of the other lights in the area. The spell ends on a point that you can see, such as a gate or gate-like structure. The spell also ends on a place you can see, such as a tower, a temple, a crypt, or a secret passage of some sort. The spell lasts for the spell slot. Conjuration

Dazzling Spray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a line of brilliant energy that appears in the ground, centered on a point you can see within range. The line can be anywhere on the ground. The line ends when the spell ends. The line lasts until you cast it again, at which point it disappears. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Dazzling Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a bright beam of light in a 30-foot cube centered on a point you can see within range. The area has resistance to bludgeoning, piercing, or slashing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Dazzling Spray

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You cause a burst of dazzling light in a 30-foot space within range. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. A creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The spell ends if the creature isn’t under the effect of another spell of your choice that targets the same location at the start of your next turn. Conjuration

Dazzling Spray

Casting Time: 1 action
Range: 5
Duration: Instantaneous

This spell creates a magnificent array of brilliant colors that brightens and dims light around you. Each creature of your choice that you can see within range must succeed on a Wisdom saving throw to avoid the spell. An unwilling creature automatically succeeds, and bright greenish-white light leaps from one creature to the other in a 20-foot cone, forming a continuous arc of light in a 20-foot radius in a direction you choose. When a creature chooses the color, it takes 3d6 radiant energy damage for the spell’s duration, and it takes half as much damage at the end of its next turn. Transmutation

Dazzling Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A line of lightning flashes across the air for the spell’s duration. Each creature in a 5-foot-radius sphere centered on a point you choose

Dazzling Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bright flash of dazzling light that is capable of causing up to six nonmagical creatures in a 5-foot-radius sphere centered on a point you can see within range to make a Charisma saving throw. On a failed save, a creature takes 4d8 radiant damage and must make a DC 15 Wisdom saving throw. On a successful save, it takes half as much damage and is blinded until the spell ends. Conjuration

Dazzling Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You lash out in a line in a 30-foot-radius sphere centered on a point you can see within range. A cone of flame, 30 feet long and 20 feet high, appears around the spot you lash out. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and becomes blinded until the spell ends. For the duration, the spell has no effect on you. At Higher Levels. When you cast this spell using certain higher-level spells of 7th level or higher, the damage increases by 1d8 for each class level above 6th. Evocation

Dazzling Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You launch a beam of flame that ignites in a 30-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and half as much damage on a successful save. The flame can’t reach more than 20 feet away from you. Conjuration

Dazzling Spray

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A spray of bright light streaks from your fingers to an area within range. For the spell’s duration, you are affected by one of the following effects: 1. You can cause an object, spell, or other object that you can see to flash bright light in a 20-foot radius. The light must be within 50 feet of the object or object, and the spell ends if it is used up. The light can be bright, dim light, dim light, or no light at all. The spell has no effect on undead or constructs. The spell ends if you cast the spell again. You can change the intensity of the light as you like. If you change the intensity of the light to 10 percent of the light's intensity, the spell ends. If you change the intensity of the light to 20 percent, the spell ends. The light can be dim light, bright light, or no light at all. Any amount of light that is dim light, bright light, or no light is light. The spell has no effect on undead or constructs. A bright light or dim light effect that lasts for 1 hour or more is the same as the effect of the spell. Conjuration

Dazzling Spray

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a spray of bright light that lasts for

the duration. The spray spreads out from you and lasts for the duration. You must be within 30 feet of the spell target to cast the spell. Evocation

Dazzling Spray

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You create a dazzling, swirling wave of dazzling, swirling energy that surrounds you and around you in a 45-foot radius. You can target one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, that creature takes 3d6 radiant damage and is blinded until the start of your next turn. On a successful save, the target can repeat the saving throw, ending the effect on itself on a success. If the spell ends before you reach out or touch it, you can use your action to dismiss it as an action. The spell ends on a successful save. Self Concentration, up to 1 minute You cause a wave of dazzling, swirling energy that surrounds you and around you in a 60-foot cube. The area is opaque and can be opaque as you choose. Any creature that enters the area must make a Dexterity saving throw. On a failed save, the spell ends. Conjuration

Dazzling Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A spray of bright light emanates from you as if it were a candle. Until the spell ends, the spell has no effect. The spell has no range. The spell has a range of 120 feet. Any creature in the area of the spell must make a Dexterity saving throw. On a success, the spell ends. Evocation

Dazzling Spray Touch

Dazzling Spray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 minute (see text)

You touch one creature of your choice that you can see within range. If the target is a plant, it must be one that is Medium or smaller. The target also gains the ability to move without spending its movement. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you instantaneously teleport the target to a different location (such as a campfire) or a different creature (such as a crab or a raven) if the spell requires a new destination. Evocation

Dazzling Spray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a beam of dazzling light that damages one creature you can see within range. The target takes a - 2 penalty to AC and damage rolls. The spell ends if the target takes damage. Conjuration

Dealing damage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You strike a foe with a melee weapon attack as a weapon attack. Hit with the attack, the target must succeed on a Wisdom saving throw or take 2d6 slashing damage. If the target is hostile or has a hostile spellcasting style, the creature must succeed on a Charisma saving throw or take 2d6 slashing damage. Otherwise, the target is attacked by a random creature of the target’s choice that either isn’t hostile or isn’t proficient with that spell. Abjuration

Death radiance

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A bright beam of radiance flashes from your hand to a point of your choice within range, centered on a point within range. The beam spreads around corners, and it lasts for the duration. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Evocation

Death Warding Object

Casting Time: 1 action
Range: Self
Duration: 10

Concentration, up to 1 hour The ability to bind a willing creature

Deception

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature or a piece of a creature, either a Huge or smaller object or a Medium humanoid (you chose the type), a verbal restraint spell, or some other restraint magic. The target must succeed on a Wisdom (Perception) or Wisdom (Insight) check to recognize the creature or the creature's owner as the requested object. If the target

Deflect Minor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature you can see within range and force it to make a Dexterity saving throw. On a successful save, the spell doesn't harm the target. The target can use its action

Degradation

Casting Time: 1 action
Range: 10
Duration: Concentration;1 hour

Duration: Concentration, up to 1 hour (see below) Grasping weeds and vines sprout from the ground and turn the ground in contact with the ground into soft pillars. Each 5 foot-diameter pillar has AC 5 and 30 hit points; if you have the beast’s Strength rating and it has the Strength rating listed on it, it also has 30 hit points. When you cast the spell, and without fail, plants sprout from the pillar of your choice that are strong enough to crush against things as small as vines or a pile of rubble. At the end of each of your turns for weeks, the pillar shrinks to 5 feet tall and rots to 15 feet wide. After this time, the pillar can be destroyed if it comes into contact with an object weighing up to 10 pounds or more. A small earthquake, flash of lightning, or similar earthquake can crush the pillar, and the pillars length is tripled so it sheds bright light in a 30-foot radius. If the pillar is ever large enough to sustain humans or creatures, it also sheds bright light in a 30-foot radius. Buildings and any creature-sized structure on the ground or in the ground’s shape are destroyed. If the pillar is ever within 15 feet of a creature or a creature within 1 mile of it, then the pillar breaks free and points at the creature or creature(s) inside it, knocking the creature or creature within 1 mile prone. The pillar is immobile and immune to all damage. It leaves behind no tracks or other traces of its passage or transportation. It can travel as fast as 100 feet per round vertical, 100-foot horizontal, or 25-foot wide. Transmutation

Degradation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a strong, powerful magical energy that erupts from your hand and lasts for the duration. Until the spell ends, the energy increases in power by 1d10. You can use your action to use the energy to create a 10-foot-tall, 10-foot-high cylinder of energy centered on a point within range. You can also use your action to cause it to expand 10 feet in a horizontal line 10 feet in each direction. The cylinder must be on a square surface. Each cylinder can contain up to 100 cubic feet of water. The energy can be transferred to any surface on the body of a creature or object as long as the creature or object remains within the cylinder. A creature that touches a cylinder created by this spell must make a Constitution saving throw, which fails. If the creature or object moves or otherwise enters the cylinder while it is in the cylinder, it must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and is knocked prone. The spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Degradation

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a 25-foot-radius sphere of fire at one creature you can

Degradation

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a ghostly, skeletal form within range, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, the creature can’t attack or take any damage, and it has advantage on attack rolls and ability checks that would normally require a Wisdom saving throw. The creature can make one Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Degradation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magical stone that is made from the following elements, and that lasts for the duration. The stone appears in a vertical line of color that can be up to 30 feet long and that is 30 feet across. The stone can be of any material or stone type, such as stone, wood, mud, or mudslab. The stone can contain up to 10,000 cubic feet of air, as well as up to 1,000 cubic feet of water. If the stone is placed in a place that is difficult terrain or that is difficult to reach or moves in a vertical direction, the stone will remain in place until the spell ends. A stone can be placed in any place you choose. The stone can be in any form (foot, tree, rock, or other), and it can be placed on any surface that can be made into a surface. The stone can be made from any material or stone that can be material, as long as it is made from one material that is made of a different material, such as stone or wood. The stone is made of stone and can be of any material or stone type. The stone can contain up to 10,000 cubic feet of air, as well as up to 10,000 cubic feet of water. The stone can also be made from any material that is made of wood, such as wood glue, wood shavings, or wood chips. When you cast this spell, you can use your action to create a 30-foot cube of pure stone in the form of a Medium creature (your choice). The cube must be within 60 feet of you. If one or more of the cube's members is a creature, the creature must be within 60 feet of the cube and must be holding a rod of your choice that can

Degradation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a spectral creature of moderate size or smaller, and it must succeed on a Constitution saving throw or become frightened for 1 minute. You can’t create more than one spectral creature. You’re able to create up to three spectral creatures at a time. When a creature’s hit point maximum is reduced to 0 hit points, it vanishes into the distance. A spectral creature can’t be charmed, frightened, or possessed. You choose the target’s name. The target must be a creature of the chosen kind. A creature must be charmed, frightened, or possessed to become charmed, frightened, or possessed. It is also charmed, frightened, or possessed by you. The target is blinded, deafened, or has disadvantage on attack rolls. The target can’t be affected by spells or other magical effects. The target’s statistics and abilities are those of the creature that created the spectral creature. The target has advantage on attack rolls, ability checks, and ability checks. The target’s statistics and abilities are those of the creature that created the illusion or other similar effect. The target’s statistics and abilities are those of the creature that created the spell or other effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a spectral creature of Medium size or smaller. The creature must have a hit point maximum of 6 Hit Points. The creature’s hit points are equal to 2d8 + your spellcasting ability modifier. The creature’s statistics are those of the creature that created the illusion or other similar effect. Transm

Degrade Armor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

You choose a piece of equipment that you can see within range. You choose armor of the same type as the equipment, or a piece that is of the same type as the equipment. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the reduction to AC increases by 1d6 for each slot level above 1st. Evocation

Delayed Blast Firebolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You throw a nonmagical fire weapon or a piece of magic ammunition into the air, through a fixed object (such as a wall or a table), and choose a point within range. A nonmagical fire weapon or ammunition, if such a weapon is not already in the hand of another creature, automatically ignites it. Each creature in the air when you cast the spell and take 3d8 fire damage. The fire damages objects in the area and ignites flammable objects not being worn or carried. When a creature attempts to reach into or reach into or out of the hand of a target in this way, it does so one layer at a time. As it does so, it adds its Intelligence modifier to the attack rolls of its weapon and changes its damage roll. If it can, the target adds its Intelligence modifier to the attack roll. If it can't, the target doesn’t make a attack roll. Similarly, the target doesn’t attack anyone until the spell ends. Evocation

Delayed Blast Furnace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Create a pillar of radiance above your head. Until the spell ends, the pillar appears at a point you choose within 60 feet of you. You can use a bonus action to cause the pillar to move up to 60 feet in any direction. You can repeat this action multiple times before you finish a long rest. At Higher Levels. When you cast this spell with a 5th-level spell slot, the pillar radiates with radiance as if it were a torch. When you use a 6th-level spell slot, the pillar radiates with radiance as if it were a glaistening dagger. Evocation

Dementate

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create

Dementation

Casting Time: 1 action
Range: 30
Duration: 1 Hour

After you cast this spell, you regain control of your body to allow your magic to take root again. You can end your turn either in a safe spot and remain conscious or in the presence of a hostile creature. If the creature is within 30 feet of you, choose one of the following options for what it can do: • I drip drow’s blood • I make suffocating noise in the presence of a hostile creature • I drip foul wench’s blood in the presence of a hostile creature • I drip hoary patchouli wakened from its slumber by the chill wind • I drip jade blossoms from its bright light If the creature you chose is within 30 feet of you, choose one of the following options for what it can do: • It could make a slam of despair against my wall • It could pour magic bean bag after magic bean bag into my hand • It could cast the Water Withering Wind spell on a target within 30 feet of me • It could pour acid rain on a target within 30 feet of me Alternatively, the creature can make a burst of flame if it thinks it is at a significant distance from you. Fire wreaths over the creature if it’s within 30 feet of you. If the wreathe’s water is warm enough to sustain a full body fire, the creature is warm enough to drink from warm water and warm enough to drink from warm water If you cast this spell multiple times, you can have no more than two of its powers at a time, and you can dismiss such casting as an action unless I have multiple wreaths covering the same space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Divination

Dementia

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a humanoid of your choice that has the same name as the target. The target can make an Intelligence saving throw. On a success, the target is no longer frightened of you. On a failure, the target is no longer frightened of you. The target can’t be charmed, frightened, or otherwise affected by spells and other magical effects. If you cast this spell again, the spell ends. Conjuration

Dementium

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a spectral entity that lasts for the duration of your spell’s duration. The entity appears in a cube of 100-foot-radius, 20-foot-high, and 1 foot tall. The entity can be a humanoid, an animal, a Medium, or a Large. The entity can’t be larger than Medium or smaller than Medium. The creature must be within 5 feet of you when you create the entity. The creature must be within 30 feet of you when you create it. Conjuration

Dementomy

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell turns any creature that you choose within 30 feet of you into hard objects or dim light for the duration. As an action, you can compel a creature into a pitiable state of death. The creature must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Necromancy

Dementor

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a spectral beast that is both smaller and more powerful than your normal beast. It has AC 10, and it has resistance to all damage except bludgeoning, piercing, or slashing. Conjuration

Dementor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral creature appears in the space of 10 feet of air and occupies a space of your choice that you can see within range. The spectral creature has AC 20 and Constitution 25. The creature must be within 30 feet of you. The creature can’t take actions or move around. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create a spectral creature of your choice that is 5 feet tall and weighs 20 pounds. The creature must be within 30 feet of you. The creature can’t use its action to make an Intelligence saving throw. On a failed save, the creature takes 1d6 necrotic damage. On a successful one, the creature takes 5d6 necrotic damage. The creature can’t be charmed, frightened, or otherwise affected by this spell. Conjuration

Dementors

Casting Time: 1 action
Range: Touch
Duration: Until dispelled, these shadowy eyes glow with a di

m, ghostly radiance. You can see within 30 feet of one creature you choose that is within line of sight for the entire spell’s duration. The creature must be within 5 feet of the target when you cast this spell and the radiant power it radiates is beyond measure. For the duration, it sheds dim light in a 10-foot radius and a ghostly radiance in the shape of a fainting eye for the target. Targets within 5 feet of the target can’t be affected by the gaze. One with the target’s shadow can’t be affected by the gaze. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is reduced to one day and the radius increased to two additional levels for each slot level above 5th. Illusion

Dementour

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a ghostly image of an object or process to form in an unoccupied space that is within range. The image looks like a ghostly representation of the target creature’s space, appearing to be animated, ghostly — or ghostly-like — and has a ghostly quality, as the spell’s ghostly component is on the target creature. The image is indistinct and lasts for the duration. When the image appears, each creature within 10 feet of it must make a Wisdom saving throw. On a failed save, the image w ill vanish. A creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. Illusion

Dementour

Casting Time: 1 action
Range: 300
Duration: 1 Hour

As you cast this spell, create an invisible wall of dull, drow-grey mist centered on a point within range. Until the spell ends, the mist spreads around creatures and structures, and it shapes terrain in its area so it can pass through difficult terrain created by arcane or magical means. The mist lasts for the duration, at the DM’s option, or until you use an action to be invisible. When created, the wall functions as if created with invisibility or divination magic. You can use your action to move the mist up to 30 feet and create a magical barrier there, turning it against you. If any of that movement ends before the spell ends, the mist moves to remain and remains there until the casting ends. If a creature moves through the mist while it is invisible, that creature can make a Wisdom saving throw to break the magic, and when it does so, it can use its reaction to move along the wall until it is no longer separated by any means short of a long rest. A creature immune to this spell can use another ability to do so, depending on the creature’s nature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the barrier increases by 10 feet for each slot level above 6th. Transmutation

Dementour

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You form a wall that surrounds you in a 5-foot-radius sphere and surrounds one creature you can see within range. The wall is made up of three components: one that is difficult terrain, one that is difficult terrain and one that is difficult terrain. The wall has no reach over water, ice or mud. It lasts for the spell’s duration. You choose one of the components. When you cast this spell, you can target one of the components with a ranged spell attack. The target must make a ranged spell attack against its component within the spell’s duration. On a hit, the target takes 4d10 bludgeoning damage and is pushed 5 feet away from you in a direction you choose in the DM's direction. Evocation

Dementour

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a human and

Dement portal

Casting Time: 1 action
Range: 300
Duration: 24 Hours

A passage or a portal leading to a place or thing of the sort is visible on the spot where the spell is cast until the spell ends. Casting this spell on the same spot once every 24 hours for a year makes the passage or portal visible. Divination

Dement touch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature and touch it for the first time on a turn or until the spell ends. The target starts its turn in a random location on the ground within range. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. The target is also deafened by your touch, and you can use your action to dismiss the spell as an action. The spell ends if the target is still a creature. You can also dismiss this spell as an action. Necromancy

Dense fog

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames of nature lash out from your fingers at an area within range. The fog obscures a portion of a solid surface that you can see within range or that is composed of numerous small clouds or fogges. The fogges fill an area of ground that is 10 feet square and lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature can make a Constitution saving throw. If it fails, it can throw a bomb that explodes on impact, raising the area of the ground under the effect to 0—120 feet. If it’s still under the effect, the bomb explodes. A bomb, as it impacts with a bomb thrown by a creature, leaves behind a trail of green energy that lasts for the duration. Small or smaller objects flying

Description

Casting Time: 1 action
Range: Duration
Duration: 1 minute

You create a magical bond that keeps an unwilling creature or creature connected to a target that you can see within range. The creature can hear the creature, and if it makes a Wisdom saving throw, it can’t be contacted by more than one creature or a ceiling. The creature can make a Wisdom saving throw the first time on a turn that it enters the creature’s space, and if it succeeds, this bond ends. On a failed save, the creature is blinded for 1 minute. On a successful save, it can see and is blinded for 10 minutes. Transmutation

desecrate

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cleanse the ground around a location and place up to 1,000 corpses in it for that location to count as one pile for purposes of dedicating a graveyard. The ground must be free of weeds, rocks, or debris for purposes of dedicating a graveyard, and any area that is already dirt free is considered to be a graveyard if it is found. The spell ends if you have no more corpses or if you cast this spell multiple times. The ground must be free of any creatures or construct that were hostile to you the spell interacted with or had any effect against you. Conjuration

Desecrate

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch the corpse of a creature that you can see within range. The target must succeed on a Strength saving throw or take 3d6 necrotic damage. The target regains all of its hit points within an hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Destiny Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You unleash an unknown force to effect a spell within range once cast. You create a burst of magical energy that can reach up to ten hundred feet and lasts for the spell’s duration. Any creature within that area of effect must make a Wisdom saving throw, taking 7d4 psychic damage on a failed save, or half as much damage on a successful one. On a success, the spell ends. As a bonus, the creature must use a different means of casting the spell, such as casting one against a target that takes 4d6 psychic damage. One of these spells requires at least 1 hit point to succeed, which means that the target must make a Wisdom saving throw at the end of each of its turns to determine which other spell it is on. On a successful save, the target can target whatever spell the spell creates, as a bonus effect of that target's choice. On a failure, the spell is destroyed and the target must take 5d6 psychic damage. This spell creates a protective force around an area of effect of your choice, centered on the spell. An area of effect spell doesn’t dispel a protective force. At any point on your turn that you can see within 10 feet of the spell’s location that is visible to the target, the protective force surrounds it. The protective force is invisible except within the spell’s area. The target must make a Wisdom saving throw at the start of each of its turns to determine which spells it is aware of. If it successfully saves three of these three spells, the protective force ends. When you cast the spell, you can target two more of its three spells as an on-hit effect. You can target the first spell only once; each successive target must make that saving throw at the start of each of its turns. Casting a second or three-spell target as an effect ends the protection from evil, saving for an effect that would end it if it were cast into a greater area of effect spell. Casting a spell that is both a magic, and a magic circle spell, doesn’t protect you from this effect. Any creature that enters a magical area must make a Wisdom saving throw at the start of each of its turns to determine if it has the protection from evil level that it is targeting. It can't target magic

Destructive Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous or 1 hour (see below)

stormy, you cause a body to boom loudly within range. The target has disadvantage on Dexterity (Insight) checks made to listen. A body that isn’t there can't make a saving throw, and the spell ends. It must then make a Dexterity saving throw at the end of each of its turns. On a successful save, the target creature takes half as much damage and isn’t knocked prone. During the spell’s duration, your attacks and spells deal an extra 2d8 damage to the target. This extra damage causes the target to move 2 feet each time it moves, and it gains temporary hit points equal to half the amount of temporary hit points the target has. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Detect Animals

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 10 minutes

You sense the presence of a creature within 30 feet of you and know its name, the name of any kind it carries, or a description of the kind of creature it is. The spell doesn’t report the name or description of the creature to the DM. The spell ends when you finish casting it or your action. Conjuration

Detect Animals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you know how many creatures of your choice within range and can sense the location of any such creatures. Additionally, the number of creatures that you can perceive increases by two for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Detect Animals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you know the range of invisible creatures you sense (including invisible creatures you can see, invisible creatures you can see, and creatures that don’t have any sort of intelligence on them). When you cast the spell, you learn the statistics of each creature you sense, as well as the creature’s Intelligence, Wisdom, and Charisma scores. You learn whether the creature is being watched, where it is being watched, and what it is saying. If the creature you sense is in the town center, you learn its current temperature, direction, and then determine whether it is being watched, whether it is saying what it is saying, and what direction it is turning. If you sense that its temperature is rising, you learn that its current direction is rising, and that its current temperature is falling. If its current temperature is dropping, you learn that its current temperature is rising again. A creature that is about to make a Wisdom saving throw at the end of each of its turns must succeed on the saving throw first. On a successful save, the spell ends for that creature. Divination

Detect Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Describe a magical aura that appears on your person. For the duration, each creature you choose within range, up to twenty-five feet out of your ethereal plane, can see and hear the aura through its aura. For the duration, each creature in the aura's range (including you) is immune to being charmed or frightened while charmed by it. Divination

Detect Creature 30

Casting Time: 1 action
Range: Instantaneous
Duration: You create a nonmagical creature that you can see

within range. The creature is friendly to you and can be charmed by you. The target has advantage on Wisdom saving throws against being charmed. If you cast this spell on the same

Detect Creature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of certain creatures (including yourself) within 30 feet of you. If you sense a creature specifically, you learn its school of magic , if any. The spell can penetrate any barrier, but 1 foot of nonmagical solid metal or 2 feet of stone, 4 pounds of lead, or 5 feet of wood blocks you. Divination

Detect Creature

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and receive a message that might change its appearance or resolve some unknown magical link that lies dormant within the creature’s natural terrain for the duration. Until the spell ends, the target can use its action to speak the message if able. The target can make a Charisma saving throw. On a successful save, the spell ends for it. Divination

Detect Elements

Casting Time: 1 action
Range: 60
Duration: 8 hours

You are able to see into the minds of creatures of your choice that you can see within range. You can also see into the minds of

Detect Elements

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch one element and send it to another plane of existence for the duration. You can also touch a plane other than your current one and send another element to the same plane for the duration. The spell’s range is 60 feet or 10 miles. The spell ends if you die. A creature drops to 0 hit points, or half as much as it would have if it were hit by this spell. If you cast this spell multiple times, you can designate the spells you wish to end the spell on each casting. You can also end the spell on a different spell slot if you wish. Necromancy

Detect Elements

Casting Time: 1 action
Range: Self
Duration: 10 Days

For the duration, you know the presence, location, and types of all known elements of a certain nature, such as trees, fey, or fey element, of which at least two seem to be attached to a certain location, such as the road leading up to an area of land you designate. Otherwise, you know nothing about any major creatures and magic. You know the extent of the extent of the physical world, its boundaries, and magic items you choose. If your Wisdom score is less than 3, you can‘

Detect Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the spell’s duration, you sense an energy field within range and sense its properties visually. You are limited in your movement by this field, and when you do so, you must make a Wisdom saving throw. On a successful save, you automatically assume the form of a divine being, gaining the benefits of any divine or human-level alignment you have. If you fail, you become an undead creature. When you cast the spell’s effect on a creature, you can make an Intelligence saving throw with advantage. On a success, you become immune to this effect for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th Illusion

Detect Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you sense the direction, size, orientation, and direction of invisible creatures, magical lights, and other effects created by a spell of 1st level or lower, as well as the presence, location, and direction of magical lights, lights, and other effects that are active when the spell is cast. Additionally, you sense the direction and size of celestial, meteor, and volcanic orbs, as well as the properties of magical portals created by the following spells or spells of 1st or lower: caldera, cinna, feldrum, gryffindor, jasmine, jasmine circle, k

Detect Elements

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you sense the presence of any element, either metal, stone, or magical—creatures within 30 feet of you. When you do so, choose a different element for its effect to manifest. The chosen element can be a different kind of element, a nonmagical substance, or an unoccupied space of your choice. E.g., a stone dagger created by shunning. F. Other creatures in the area sense the presence of the element. For example, a humanoids step into a mine creates no force, emits dim light of low light, and has a +10 bonus to AC. Divination

Detect Evil,Enchantment

Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, a creature you can see within range can’t see other creatures. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. If the target is a willing creature, the blindness ends on it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blindness effect lasts for 1 hour. Evocation

Detect Evil,ety, or Evil divination

Casting Time: 1 action
Range: 60
Duration: 60 Hours

Identify

Detect Evil, good and neutral

Casting Time: 1 action
Range: Self
Duration: 1 Hour

With this spell, you understand the meaning of any given clue. You sense the direction and direction of any visible creatures that are within 5 feet of the clue and vice versa. When the clue is presented, the DM determines what actions and actions the creature would take by following the rules for the clue, in addition to the creature’s normal actions and casting them. If the creature would be concentrating normally, it might instead choose to end its turn concentrating on a specific activity or task that the clue predicts. If this plan worked for that creature, that creature might be able to communicate with the clue up to 1,000 feet, use it to read out loud, see invisible creatures and manipulate wood, stone or wood products made of wood, while still avoiding detection by other creatures. That creature can be tracked and contacted through the clue, through the trunk or within the trunk of a tree, by accessing the lid of a bottle of wine or by climbing up a ceiling or a ladder that is made of wood, stone, or snow. Divination

Detect Evil in Its Wood

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You detect a supernatural presence within 10 feet of you. You can see into the distance and touch creatures that you can see within range, as long as those creatures are within 30 feet of you. If the creature you touch is undead or comes from memory, the creature must be under the target’s control when it moves within 30 feet of you or when it dies. Divination

Detect Eye

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You spot bright light in a spot of bright light within range, similar to the way you spot dark food and dark food at a dimly lit or dimly lit corner of a room. If there is no dim light, the spell is invisible. The light, however, doesn’t pass through walls or openings, and it fails to enter or exit closed doors or drawers. The sight of

Detect Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Detecting the faith of a creature—including any sign that it is being questioned or disbelieved—indicates that the creature is truly dedicated to the Faithful and dedicated to its deity. For the duration, the creature has advantage on all Wisdom checks. For the first time on a creature’s entire turn, the creature can act on its own turn. Moreover, on each of its turns for the duration, the creature can act only on its own turn. While �

Detect Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you sense the presence of God and of divinity in nonmagical creatures on the same plane of existence. For the duration, a creature isn’t affected by divinity but believes in an entity other than God that is different from the creature it is based on. For the first time in a day, a creature can identify with divinity and become an esoter or divinity, based on whose eyes it is touching, a symbol or a mark of divinity. The spell fails if you use a concentration on divination spells that identify with divinity, such as the Wisdom of the Wind or Wisdom of the Storm. If you cast the spell while your concentration is active and it is on hiatus, you have advantage on all Wisdom saving

Detect Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, the willing creature knows that there is a divine being within range. Until the spell ends, the creature has advantage on all Knowledge checks, ability checks, and saving throws. While you are casting the spell, the creature is immune to all damage and effects, including those of a member of the opposite sex (including those of creatures

Detect Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration up to ten willing creatures of your

choice within range. You sense the appearance of creatures that you can perceive (no senses or memory, only senses and memories of things that are perceived). You sense the following things when you cast this spell. • Faithful creatures, such as angels and demons, have a 40 penalty to AC while disguised. • Loose clothing created by divination magic has a 25 percent chance to cause clothing magic-related mishaps so severe that they can permanently void or obscure reality. Whether an accident or a failure of one of the spell’s construction led to a mishap other than a mundane failure, the garment is pulled out and thrown at the nearest creature or object within 30 feet of it. Divination

Detect Horrid Metal, Cold metal, stone, iron, or wood

Casting Time: 1 action
Range: 60
Duration: Until dispelled, the ability to see invisible obje

cts and even to hear sounds can be extremely helpful against fey. A creature that can attack you must make a Strength saving throw. On a failed save, it can’t attack you for 1 minute. On a successful save, it can send off a loud, shrieking bell that deals 4

Detect Horrid or Horrid Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You sense the direction and extent of unearthly creatures that orbit the Ethereal Plane and detect their presence inside their environment. For the duration, if any exist on the Ethereal Plane, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check made to hear a creature that you perceive as a creature within 120 feet of it. Divination

Detect Horrid Stamps

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You learn the identity of a creature that you can see within range. It is a familiar if it appears in at least one of the following categories: humanoid, beast, plant, or magical. The creature can be the same as or different from the creature you described above. If the creature is a creature, you can use an action to dismiss the spell. The creature must be within 60 feet of you, and it must make a Wisdom saving throw. On a successful save, it is no longer frightened of you. Conjuration

Detect Horrid Truth

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence of strange, twisted energies in the mundane world. When you cast this spell, choose one of the following effects. You can locate the presence of these energies in a 20-foot-radius sphere centered on a point you choose within range. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become sharper. You can sense the presence of magical energy as if you were in the sphere. • Your senses become sharper. You can sense the presence of magical energy as if you were in the sphere. • You learn the precise location of traps and other obstacles in the area. You can locate traps and other obstacles in the area as you locate them. • You learn the precise location of magic items in the area. You learn the exact location of magic items in the area as you locate them. • You learn the precise location and location of traps. You learn the exact location of traps and other obstacles in the area. You learn the exact location and location of magical items as you locate them. Abjuration

Detect Horrid Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of strange, twisted, or cursed energy in the mundane world. When you cast this spell, choose one of the following effects. You can sense the presence of these spirits in a 20-foot radius sphere centered on a point within range. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • Your senses become more precise. You can sense the presence of creatures as small as those in your vicinity. In addition, you can sense the presence of magical energy as if you were in the sphere. • The ground beneath you becomes difficult terrain. Each 5 foot-diameter section of ground within 5 feet of the area becomes muddy and impassable. • The area around you becomes difficult terrain. Each 5 foot-diameter section of ground within 5 feet of the area becomes muddy and impassable. Transmutation

Detect Horrid Truth

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. For the duration, the target is affected in one of the following ways: • You sense the nature and location of other creatures that you touch, including their minds and bodies. • You sense the direction in which another creature is going or is currently going. • You sense the direction in which another creature is casting a spell. • You sense the temperature and moisture at the time of casting the spell. • You sense the direction in which a creature moves about. • You sense the direction in which another creature moves about. • You sense the ground or a terrain underfoot when you touch it. • You sense the direction in which a creature moves about by touching it. Divination

Detect Horrid Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A

Detect Horrid Weather

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one object of your choice that is heavily worn or worn out. The object has AC 10 + the spell’s bonus to AC. The object remains in place for 1 minute. A creature can’t attack a creature with this spell until it uses its reaction to attack another. On a successful hit, the target gains no benefit from this spell, even if it has a different spellcasting ability. Transmutation

Detect Horrid Whispers

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You discern the presence of a creature or a sound within range. The creature must be within 5 feet of you when you cast the spell, or the creature must be within 5 feet of you when you cast this spell. The creature must be within line of sight to cast this spell, and it must make a Wisdom saving throw. On a failed save, the creature is cursed with hideous laughter. On a successful save, the creature is immune to this curse. On a successful save, the creature is aware of the curse until the spell ends. If the creature can hear the creature, it hears the creature's cries, but it can't speak. If the creature can see the creature, it can see the creature's movements, but it can't discern its movements. The creature doesn’t know if the creature is aware of the curse until it makes a Wisdom saving throw. On a failed save, the creature is cursed with hideous laughter. On a successful save, the creature is immune to this curse until the spell ends. The creature can’t be charmed or frightened by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you use a spell slot of 7th level or higher, the duration is 1 year. When you use a spell slot of 8th level or higher, the duration is 1 year. When you use a spell slot of 9th level or higher, the duration is 1 year. Conjuration

Detect Horrid Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a solid, flat surface that you can see within range. You sense the current direction of a whirlwind traveling in that area, and you know the current speed and direction of its movement. You can affect a whirlwind in one of the following ways: • You shape it like a normal whirlwind, creating a 20-foot radius around you. • You shape it as a cloud with a 40-foot radius. • You shape it as a circle with a 60-foot radius. • You shape it as a circle with a 90-foot radius. • You shape it as a prismatic cloud with a 30-foot radius. • You shape it as a prismatic fog with a 60-foot radius. If you are wearing a ring or a similar garment, you can make the ring or garment disappear when the spell ends. Transmutation

Detect Horrid Word or Description

Casting Time: 1 action
Range: 60
Duration: Instant

Detect Hunger and Poison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You sense the presence of any hungry creature within 10 feet of you, and you know the direction to that creature. While the target is within 5 feet of you, you make a Wisdom (Perception) check against your spell save DC. On a successful check, the target knows the direction to the Hunger and Poisonous Entity it affects. The spell lasts one day, at the end of each of its turns. If the item drops to 0 hit points, it disappears and can’t thereafter be removed by affecting an equal or smaller number of hit points with one of the following effects. 1. Detects presence of an undead creature or an undead object in 30 feet of the cube. For the next 5 minutes, the creature that created the undead remains in that area, taking 10 percent of its total health when you phantasmal spawn. This spell is suppressed by 1 hour, if more hit points are present in the cube. Detects presence of magical beast in the area. For the next 5 minutes, the undead beast disappears and can’t thereafter be removed by affecting an equal or smaller section of the cube with one of the following effects. 1. Dispel Magic At Higher Levels. If you target an undead creature in a specific location, you can choose an area of ground that you can see within 5 feet of the cube and that fits within a 5-foot cube. You also can’t touch the area. If you do so, your spell ends. If the area is too small to deal with an undead creature, it disappears, and the spell ends without being cast. If the area includes a shore, use its length as the shortest possible route around the shore to the nearest unoccupied structure underwater. Necromancy

Detect Illumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sense the presence of an illusory duplicate of yourself within range, and you perceive the direction in which the duplicates are pointing. The illusion is real and can pass through barriers, as long as you don’t use a Spell slot. If you sense an illusion approaching a creature, that creature must succeed on a Dexterity saving throw or take 2d6 poison damage. If you sense an illusion approaching an object, that object must succeed on a Strength saving throw or be charmed by the duplicates illusion. Transmutation

Detect Illusions

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to see into the mind of another creature. You are blind and deafened until the spell ends, or you are blinded for 1 minute. The blindness ends if you fall unconscious or if you are incapacitated, or if you have enough concentration to live for the duration. You can also see invisible creatures and nonliving objects in the area, but you can’t see through them. You can use your action to dismiss this spell as an action. Conjuration

Detecting the Path

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

For the spell’s duration, you gain the following benefits: • You gain a telepathic link with one creature you touch as a bonus action. • You can find the location of a fixed location you select along with any creature you target. • You

Detect Magic and Dimensional Interference

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to sense and manipulate the properties of objects and magical objects within range. Choose up to three nonmagical objects within range, and you hear the sound of the object as if it were an object. When you cast the spell, you can examine the object in question, and you can examine the object for up to four hours. The spell can’t penetrate barriers, magical doors, or other magical barriers, and it doesn’t detect magic or objects within 30 feet of each other. While the target is within 30 feet of any such magical or magical object, the spell fails. Transmutation

Detect magic and poison

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the presence of an object or a magic item within range. For the duration, the object or item is of the type you chose, but the creature’s magic becomes faint if you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Divination

Detect magic and poison Touch

Detect magic beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a magic beast that you can see within range. Until the spell ends, it obeys any verbal commands you issue to it. If it does so, it makes a Wisdom saving throw. If it fails, it takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. The damage type determines how the beast speaks, acting as the beast's language. If it doesn’t speak, it takes 4 acid, cold, fire, and lightning damage. If it doesn’t speak, it takes 4 acid, cold, fire, or lightning damage, or half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 4d6 and the damage increases to 5d6. The damage increases by 1d6 for each slot level above 2nd. Evocation

Detect magic damage

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a material object that is not a magical object that you can touch, such as a writing pad, a ring or a key, and you detect the presence of a spell of 3rd level or lower on the target. If you cast this spell on the same object twice, the spell is suppressed until it is dispelled again. If you cast this spell on a spell that is not a magical object, the spell is suppressed if it is on the same object as the spell. Abjuration

Detect magic DC

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Touch up to five creatures of your choice that you

can see within range. If you do so, the target gains the following benefits: • You can sense the presence of invisible creatures within range. • You know the location of hidden objects within range. • You can see invisible creatures within range, but you cannot discern the presence of creatures that aren’t wearing or carrying equipment. • You can see invisible creatures that are invisible to you or that aren’t wearing or carrying equipment. • You can sense invisible creatures that aren’t wearing or carrying equipment. • You can sense invisible creatures that aren’t wearing or carrying equipment. Transmutation

Detect Magic (Investigation)

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You can target a creature for the duration. If the target is a creature, it can’t target a creature. The target can make a Constitution saving throw on a failed save. On a failed

Detect Magic (Investigation)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You target a creature within range, targeting it for the duration. If the target knows a specific creature for which it has no effect, the target can make a Wisdom saving throw. On a failed save, the target can make a Constitution saving throw (your choice) until the spell ends. On a successful save, the target is immune to this effect for the duration. Illusion

Detect Magic (Investigation)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You target a creature you can see within range. The target can make a Intelligence saving throw. On a failed save, the target realizes the damage and can make a Wisdom saving throw at the start of each of its turns. On a failed save, the target is immune to this effect for the duration. Illusion

Detect magic in wood, mud, or stone Necromancy

Detect magic item

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You sense the presence of magic within a treasure chest. You or an object that you can see within range, such as a wand, can be found there. The treasure chest contains a magic item for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures for each slot level increases by 1 for each slot level above 6th. Enchantment

Detect magic, lesser restoration

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the presence of an object within range and can detect magic, such as a scroll, in it by studying it for 1 minute. As you do so, you can make a new warding action against one of the following effects in addition to the normal course of action: • You sense an object within range and can sense it in the hand of a friendly creature for 1 minute. • You sense an object within range and can sense it in the chest of a friendly creature for 1 minute. • You sense an object within range and can sense it in the hand of a hostile creature for 1 minute. You can also detect magic, such as a scroll found within a chest of treasure, in a chest of force, or in the hand of a friendly creature. Transmutation

Detect magic objects and objects of greater description (limited edition)

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a magic object that is an equal volume of magic. It has an Intelligence of 7 and a Wisdom of 7. The object is of natural or magical origin and is of no more than Medium size. The object can be worn or carried by another creature. You decide which magic object is magical and whether it has an Intelligence score, which is Intelligence based, or its magic score, which is Intelligence based. The magic score determines the magic of the object. The magic score is a construct of the object’s shape and size, and it is cumulative with your Intelligence modifier. The magic score can be changed by using the following magic check (the magic score of any other object you touch is ignored). If you change the magic score, the object is no longer magical. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic score increases by 1d6 for each slot level above 1st.

Detect Monster Self Instantaneous You trace a creature’s alignment and give it a +4 bonus to all attack rolls you make with it. The target must be within 30 feet of the creature’s alignment. The target can’t be charmed, frightened, or otherwise affected by any of the following effects: • You know what the target’s alignment is, to the best of your knowledge. • The target’s alignment determines how it behaves, such as the creature’s alignment, its alignment, and how it behaves with other creatures. • You can determine the target’s alignment based on any of the following factors: • The creature’s alignment. • The creature’s alignment can be changed, but not negated. • The creature’s alignment can be changed, but not modified. If you change the alignment of the target, you can change it back to the original alignment. Divination

Detect nature

Casting Time: 1 action
Range: Self
Duration: 10 minutes

If you are near a place or object with a natural or manganese symbol or an astrological symbol at its center or outside, its natural radiance can be discerned from within the visible space of at least ten feet away. Thus, if you are standing on a cliff edge or just beyond the edge of a cliff, the symbol can be discerned from within ten feet of the point at which you cast the spell. Divination

Detect Object

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A sphere of red light emanates from you and disappears when you dismiss it. You choose a point within range. If it is a point within 5 feet of you, you can move in that area as long as you can see it. You can also move to any distance you choose. A sphere of bright light is centered on that point. A creature that ends its turn in the sphere must roll a d6 to see the sphere as it rolls. A creature in the sphere must succeed on a Wisdom saving throw or become blinded for 1 minute. A creature that can’t see the sphere must succeed on a Wisdom saving throw or take 2d8 radiant damage. Conjuration

Detect Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You snip plants and other nonliving creatures' senses from them, and cause them to obey your voice. Plants can be destroyed by spells that target them or when a plant dies. Transmutation

Detect Poison and Disease roll

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 round

Until the spell ends, you can discern poison and disease on a creature of the chosen class within range. You can also discern magical diseases, such as those described in the DMG, and diseases of other classes, such as those described in the DMG, are discerned by others. These diseases can’t be cured by cures for diseases. Poison and Disease At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can specify diseases that can be cast by you or by a spell slot other than this spell’s. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of diseases that can be discerned increases by one for each slot level above 6th. Conjuration

Detect Poison and Transmute to Unbearable Grace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you have perfect alignment and are immune to poison and other poisonous spirits' effects. Divination

Detect Poison Arrow

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A bright light flashes from your pointing finger and reaches for one creature within 30 feet of you. The target must make a Dexterity saving throw. It takes 1d8 poison damage on a failed save, or half as much damage on a successful one. A poisoned creature can make a Constitution saving throw at the start of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st Abjuration

Detect Poison Arrow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one object that you can see within range and that fits within a 5-foot cube. You sense whether the object was ever within the 5-foot-cube or not. If the object is either, or is moved more than 5 feet from the object, you learn the location of the object and the spell ends early. You can use this spell a number of times per day equal to your spellcasting ability for a short period. When you do so, choose one object that you can see within 5 feet of itself. If you cast this spell using a spell slot of 3rd level or higher, the spell lasts for the duration. When you use a spell slot of 4th level or higher, you learn the object’s location and the spell ends. When you use a spell slot of 5th level or higher, you learn the object’s location and the spell ends. Evocation

Detect Poison, cold

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You sense the presence of poison, a vulnerability that can be difficult to counter. When a creature has a vulnerability score of 3 or lower and at least one other creature’s vulnerability scores have been lower than 3, you determine the nature of the vulnerability by examining its nature and the nature of the other creatures conditions. This spell doesn’t count against your vulnerability statistics. If you drain the source of the poison, the spells used by the spell are suppressed. The spell can be dispelled by succeeding casting of the Spell-Taker or by succeeding use of the Water Breathing tool. Divination

Detect Poison, Cold, Lightning, psychic, psychic wave

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the direction, presence, and intensity of creatures, plants, water, air, and stone, and you know whether the spell is real or imagined. You learn the physical characteristics of each creature within range, as well as the physical forms, emotions, and intellect of its elementals. To sense a creature's pathos, the creature automatically makes a successful Wisdom saving throw against poison and a successful Wisdom (Perception) check against your spell save DC increases by one; if it fails its saving throw against poison, it can reroll its saving throw to restore 3d8 bludgeoning damage. When a creature uses its action to move near a poison or stone creature or to step within reach of it, the creature can make a Strength saving throw. If it succeeds, the creature is no longer poisoned and remains within 5 feet of it. A Huge or larger creature (such as a witch, demon, or wyvern) that enters the warded location for the first time on a turn or starts its turn there must immediately move away from the location and use its movement to do so. Evocation

Detect Poison DC

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You touch a creature and hear the words of poison, which can be any of the following poisons. You can also see into the creature's space. The creature isn't blinded, deafened, or affected by another poison. The creature must make a Wisdom saving throw. On a failed save, the creature regains all of its hit points. When the spell ends, the spell is no longer in effect. Poisoning. At Higher Levels. At Higher Levels. At Higher Levels. At Higher Levels. At Higher Levels. At Higher Levels. At Higher Levels. At

Detect Poison, deafened, and undead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You sense the presence of one kind of poison, a poison with a range of touch and an area of influence poison. You sense any intensity within 5 feet of you as deadly poison, a poison with a range of touch 200 feet and a range of affect touching undead. When you cast the spell, you learn the intensity at the top of the list, based on the type of poison, the greater the likelihood that the poison occurs within the same area. In addition, when you do, you learn the likelihood of using the spell for the first time on a creature within 5 feet of you. If the likelihood of using the spell for the first time is greater than 5 percent, the spell ends. Abjuration

Detect Poison, deafened target

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You create a 10-foot-diameter circle of invisible force centered on a point you can see within range. A creature must make a Wisdom saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this

Detect Poison, Deception, and Wisdom (Perception) arts

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, you can see and hear only one creature of your choice within range, and you can’t see a creature that is neither here nor that has any sort of senses other than verbal and somatic. Divination

Detect Poison/Deuterium/Earth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the presence of poison within a 5-foot-radius sphere centered on a point you can see within range. If the point is a point you can see, the spell ends. The sphere is a 10-foot-radius sphere centered on a point you can see. The sphere is heavily obscured, and it is difficult for creatures of light or smaller to see through it. The sphere is difficult to hit, and it can’t be targeted by ranged weapons or armor. The sphere can contain up to 10 pounds of earth, which is difficult to defeat. The sphere remains in place for the spell’s duration. When you cast this spell, you choose one creature you can see within range. The chosen creature must be within 5 feet of you, and it can’t be charmed or possessed by a specific creature. The chosen creature can’t be targeted by spells or objects. The chosen creature disappears when it drops to 0 hit points or when the spell ends. If the chosen creature is not charmed or possessed by a specific creature, the spell ends. Detect Poison/Deuterium/Earth Self Concentration, up to 1 minute You create a 10-foot-radius sphere of fire and dim light in the air that can be illuminated only by a torch or lantern. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 3d6 poison damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Detect Poison, DEX Whirlwind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You extend your hand and trace a path that leads to an unoccupied space you can see within range. You choose a point on the ground within range. A creature must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, a charmed by you turn, and when the charmed by damages are factored in, it can repeat the saving throw. If a creature succeeds on the saving throw, it can choose a different destination destination after the spell ends. You can also use your action to move a distance of up to 10 feet over sand or grass while you are charmed. You can see through your handomenon the hand that I am tracing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Detect Poison, Disease, and Lightning

Casting Time: 1 action
Range: Self, up to 1 hour
Duration: You create a spectral apparition that appears in t

he space of a instantaneous 1-minute duration. The apparition disappears when it returns to the spell’s original location. The apparition is friendly to you and can identify you as your master. The apparition disappears when it has reached the maximum number of feet it can travel. When the spell ends, the apparition disappears. Until the spell ends, this spell has no effect on you or on any creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the casting time increases by 1 hour for each slot level above 2nd. Illusion

Detect Poison, Disease, and Magic for 7 Days

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 7 days

You gain the ability to read the physical world of a creature you can see, a creature that can't see you, or a place that has a certain feel or meaning. You also learn the location of all other creatures, as long as that place isn’t directly over the edge of a prison. Divination

Detect Poison, Disease, and Poison Arrow

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You spot a poisonous creature within range and use an action to poison it. The target takes 2d8 poison damage and is engulfed in poisonous vapors for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Detect Poison, Disease, and Slumber

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, the willing creature you touch has resistance to poison, fire, and metal poison. If you have the disease, it deals poison damage equal to 1d8 + your spellcasting ability modifier. The damage can’t reduce a creature below 10th level or higher before the spell ends. Transmutation

Detect Poison, Disease, and Slumber

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Make a damage cast on yourself or a creature you touch. You have resistance to poison, fire damage, and uranium damage, both of which damage objects in contact with you. If you hit a creature with a poison or uranium damage, that creature has a 20% chance to become diseased and poisoned, and has disadvantage on attack rolls against creatures other than you. The spell ends if you cast it again or if you cast it again enough times to become diseased or poisoned. Abjuration

Detect Poison, Disease, and Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a harmless illusion of a creature with which you are familiar. The target must make a

Detect Poison, Disease, and Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a harmless illusion of a creature with which you are familiar. The target must make a Wisdom saving throw. On a failed save, the target is charmed by the illusion for the duration. If the target succeeds on this saving throw, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Detect Poison, Disease, and Steel

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, magical diseases, and similar creatures within 30 feet of you. You also identify the kind of poison, disease, or disease-inducing substance that the creature is familiar with on the ground. The spell can penetrate most barriers and barriershairstlessly, or a spell of 5th level or lower can be cast as an effect of your choice. As part of casting as an undead creature, you retain your human form, which is that created by the original casting of the spell. You retain your life force, as well as your animating magical child, though your original form is no longer with you. You retain your soul, which can be had from anywhere in the game. When the spell ends, any remaining components of your original form are gone. A creature that obeys your voice or recognizes you as such is unaffected by the spell. The spell’s language also isn’t affected, since the creature doesn’t speak. Divination

Detect Poison, freeze, and suffocation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

For the duration, you can sense the presence,

Detect Poison or Acid

Casting Time: 1 action
Range: Touch
Duration: 1 hour

By touching a poisonous plant or tree, you can detect the presence or location of poison, acid, or an unknown poison or poison gas within 5 feet of the target. You can choose a poison or poison gas and have it affect the first creature you choose for that poison or poison gas. Divination

Detect Poisonous Food and Drink

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You know the location of poisons and other poisonous substances in an area within range. When a poison or a substance that appears to be a poison appears in a poison or substance that appears in a poison or substance, you have a direct knowledge of its source and possible triggers. The spell can locate the item or substance, but otherwise determine its harmful and possible triggers. If a poison or substance appears in an area of danger to the creature, you know the area and its current condition, but you can’t link the two information together. Transmutation

Detect Poisonous gas

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You learn the location of a poison that is poisonous to one creature you can see within range. The spell is suppressed. It persists until the spell ends. A creature that uses its action to determine its location on the map in this spell’s text box is poisoned if it can’t reach for it. Evocation

Detect Poisonous gas

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 1-foot-diameter cylinder of liquid gas appears in the ground in a 5-foot-radius sphere. The cylinder is opaque to both light and darkness. When a creature drops to 0 hit points, the cylinder explodes. Each creature in the area must make a Dexterity saving throw. On a fail, a creature takes 1d8 fire damage. On a success, a creature takes half as much damage. The cylinder has no air or water in it. Conjuration

Detect Poisonous gas

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You determine where creatures that aren’t already poisoned by poison are

Detect Poisonous Mist

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You cause up to ten poisonous snakes and poisonous plants to appear in a 30-foot-radius sphere centered on a point of your choice within range. Each creature in the sphere must make a Dexterity saving throw. A creature must be within 5 feet of the source of the poisonous plant or snake. The plants that appear within range immediately extinguish all nonmagical and magical poison in the area. A creature can make a Wisdom saving throw against this spell in its next turn. On a failed save, a creature takes half as much damage and is charmed for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Detect Poisonous Things

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one object that you can see within range. You touch the object, and the effect persists until the spell ends. If the object is an undead creature, the spell ends for that creature. If the object is a creature, the spell ends for that creature. If the object is a magical item, the spell ends for that item if the creature’s equipment or personality changes. Transmutation

Detect Poisonous Things

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose one thing that you can see within range. You can see in this way: A beast of burden b ecomes a creature of your choice that you can see within 60 feet of it. If you can see the beast, you can see it within range. Otherwise, you are blind. You also see invisible creatures in the area, though they can’t see you. A creature that can see the creature can sense its surroundings, as long as that creature has eyes in the object or object’s eye slot. Evocation

Detect Poisonous Things

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one thing that you can see within range. You can shape it as you like, using any material component as a template. You can shape a creature’s clothing, weapons, or armor, or any other object or component that is made of material that is made of material. You can also shape a creature’s clothing, weapons, armor, or any other object or component as you choose. You can also shape a creature’s attire, clothing, or any other object or component as you choose. The creature can’t be changed, but it can still possess certain characteristics or traits. For example, if you have a creature with a hat, it can change its appearance if it is wearing it. Similarly, if a creature has a claw, it can change its appearance if it is clawing it. Using this spell for the first time can cause a creature to become diseased. If this spell ends, the spell ends. Conjuration

Detect Poisonous Things

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a dead creature that you can see within range. The target must make a Wisdom saving throw. If the target fails, it is poisoned. On a failed save, the target takes 1d12 poison damage. On a successful save, it takes half as much damage. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Detect Poisonous Things

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure up a creature of your choice that can be made into an object or a being. The creature must be within 10 feet of you for the purpose of casting this spell. The creature can be a nonliving creature or a construct, a creature that you can see within 30 feet of you, and a creature that can hear you. In addition, the creature can’t be charmed, frightened, or attacked. The target must make a Wisdom

Detect Poison target

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You sense if a poison within range is present on an object within range. The spell also invisibly functions on objects in the area, preventing creatures from seeing through its illusion. If the poison is present on an object within range, the spell fails. If a poison is present on an object within range, the spell fails, and the spell ends. Abjuration

Detect Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, creatures have disadvantage on attack rolls against creatures of dark or light blood (your choice). Also, a creature with 5 hit points or fewer hit points is affected first. On subsequent turns, the creature must use its movement to move up to 10 feet in an unoccupied space nearest to where you cast the spell. Divination

Detect Summons

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the spell's duration, you have intelligence, and if it has any intelligence, it has that intelligence with you. On your next turn, you can use your action to issue a verbal command to the creature (no action required by you). It must obey the command if it w as required by a demand, or it can make a verbal statement unpack within its body of information. The creature knows only what it knows about the divinity, which it says must be known to the truth, and what it believes to be the truth. If the creature regards any divinity as a lie, it can either say that it believes the divinity to be true or it can say that the creature is mistaken. The creature can make a Wisdom (Perception) check against your spell save DC to disbelieve whatever it says. Divination

Detect ThoughtsGnome

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you can see into the mind of one creature you can see within range and learn the following statistics: • You know the location of game objects, the location of major temples, and other important sources of information. The target must make a Wisdom saving throw. • You have seen, heard, or written about major temples, including temples dedicated to a god, a god's name, or other significant source of information. The target must also know the location of major temples dedicated to a different god or a place or object no more than 10 feet from the place where the information was first discovered. This spell automatically complete its current scope. • You have seen, written, or written about any significant location on the ground other than one that is no larger than 10 feet in diameter, such as a temple, a tomb, or a place of no greater than 100 feet beneath a mountain. The location’siameter is 15 feet. The spell can’t return to that location after attaining Knowledge (Sith) or Knowledge (Arcana) scores equal to or less than the spell’s maximum. Necromancy

Detect Traps

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a trap that is strong enough to break it. You either end its life or change the creature’s mind and release its trap. The creature must make a Strength saving throw if the spell is on the target. If it fails, it can use its action to call an end to the spell. If it succeeds, the spell ends. If the target of the spell is a creature, it is immune to all damage until the spell ends. The spell ends if the target is no longer in the target’s space or if you cast it again or dismiss it as an action. Enchantment

Detect Traps

Casting Time: 1 action
Range: Touch
Duration: Describe Tristram

1 Hour You touch an object that is an object and that has the force and properties of your choice. The object isn�

Detect Undead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You sense the presence of undead within 30 feet of you, and you choose one of the following stigmata to target. If you target either a lich or a minor lich, you learn whether it is a lich or a minor lich. If a lich is encountered among those found undead, it is targeted by this spell. If you cast this spell multiple times, creating multiple casts of the same spell, you can target the same stigmata on a single casting of the same spell. Casting this spell on the same creature or a different one takes a different form. If you target a lich encountered among those who are found in the same spot, this spell fails. If you target a lich encountered among those who are slain within the last 10 minutes of a casting of this spell, your spell fails and the stoma explodes. Each foe within 20 feet of the stoma gains the ability to move to a different unoccupied space within reach, and it makes a Wisdom saving throw to avoid it. Abjuration

Detect Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A ghostly being appears and attempts to enter a target’s memory. If a target succeeds on a Wisdom saving throw when the ghost enters the memory, it is stunned and must either succeed on a Wisdom saving throw or become frightened. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Illusion

Detect Undead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You learn the identity of one Undead creature that you can see within range. The target must make a Wisdom saving throw to avoid being charmed by undead creatures. On a failed save, it is charmed by a creature that is hostile to you. On a successful save, it becomes hostile to you. Casting this spell against a hostile creature causes the target to have disadvantage on its next attack roll, but not on any saving throws. The target is neutralized. The spell has no effect on undead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains the benefit of the following effects: - You can target one undead creature within 5 feet of you with this spell. The target must make a Wisdom saving throw. On a successful save, it becomes immune to this effect for the duration. - You can target one undead creature within 5 feet of you with this spell. The target must make a Wisdom saving throw. On a failed save, it becomes immune to this effect for the duration. - You can target one undead creature within 5 feet of you with this spell. The target must make a Wisdom saving throw. On a successful save, it becomes immune to the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the target must make a Wisdom saving throw. On a successful save, it is immune to this effect for the duration. Enchantment

Detect Undead Abjuration

Detect Undead and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A celestials strike and lay waste to beasts of prey. Small or smaller creatures and plants that aren't cursed with terrible diseases, such as leprosy, are immune to them. When a creature of the chosen size or shape the creature is hostile toward. The creature has disadvantage on Constitution checks, saving throws, and attack rolls against targets of the chosen size or shape. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 9 days. Enchantment

Detect Undead

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 1 Hour

You make a detection spell using an undead component, such as a skeletal skeleton, within 30 feet of you. You learn the direction and direction a creature chooses for a detection spell it uses, as well as its normal course of movement. If the creature’s path is blocked, the detection spell fails. The detection spell checks for a specific creature under the category of undead, rather than necessarily for that creature alone. For example, you might determine that a skeleton w soft armor protects a lich against a lich attack. If you already know the creature to be a skeleton, you use detect undead to determine that creature’s path—a fey creature whose main body is in its ministory, for example. Divination

Detect Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you can read the thoughts of certain undead within range, and choose one of the following possible paths that lead to a different tomb, an area of high demand, or a different location than the one you’re currently on the move. While the target is within 1 mile of any destination where it might have gone missing, a creature that targets the target of this spell can’t be evasive in its answers. The target of this spell can logically deal no damage to the target, and moving so that it is unaware of your presence causes the target to be deafened for 1 minute. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Divination

Detect Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you know the general appearance and location of all creatures that are hostile to you and that have either been slain, maimed or sinned against you. If you sense a hostile creature hiding in an unoccupied space, you find it there when the spell ends, if it isn’t hostile, and if you choose a location within 30 feet of you, that indicates a hostile creature, if it is alive and hostile to you, and the spell ends. While a creature has AC against the spell and is immune to being frightened, frightened by a fear effect, or frightened by a constant threat, its remaining turns are wasted trying to examine the creature and determine which of its three fears are true. It spends its turns trying to guess what the creatures' true features are, as determined by its lore and statistics

Detect Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Find an undead creature or cast this spell on it. Until the spell ends, your spell determines whether the creature is undead and moves it according to its nature and the statistics of its game statistics, except for a number that indicates a strong urge to become undead. It is possible for it to grow enmity between you and the creature. The creature’s intelligence is 13, and it has AC 15, and it has saving throws against spells and necromancy spells. You can’t detect a creature if it is invisible. If your spell fails, the creature simply reappears, and you have advantage on the attack roll if it died while on the spell reservation. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected by it increases by two for each slot level above 1st. Abjuration

Detect Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a necrotic fog that fills the air within 5 feet of you and spreads around corners as you choose. The fog can be up to 10 feet wide, 20 feet high, or 20 feet deep. It lasts until you dismisses it. The fog spreads out to any number of 100 feet of area, centered on a point you choose within range. Until the fog disappears, any creatures on the ground in it are invisible and have a -1 penalty to AC, saving throw, and attack rolls. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fog spreads out to any number of 1, 2, or 3 points beyond the fog area. Abjuration

Detect Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You determine whether an undead creature that you can see or that it can see within five feet of you is undead. This spell has no effect on undead. Until the spell ends, you can see and hear the undead. The undead's hit points are determined by the number of hit points of the creature you choose. If the creature is undead, it is immune to being charmed, frightened, or knocked unconscious. While the creature is charmed, it can use an action to make a Charisma check against your spell save DC. On a success, the creature is no longer undead. The creature is immune to being frightened or knocked unconscious. It and all other undead that it touches must make a Charisma saving throw. On a failed save, the creature falls unconscious while it is charmed, frightened, or knocked unconscious. If the creature is knocked unconscious, it rolls a d10 and takes 1d10 necrotic damage of its own choosing. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Detect Undead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

For the spell’s duration, you touch a creature who doesn’t speak a single word. For the duration, that creature doesn’t need to breathe, eat, or drink, and it disappears when it regains hit points. Divination

Detect Undead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and choose one of the following properties. One of the properties applies to undead. The target’s game statistics, if any, are replaced by that of the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Enchantment

Detect Visions

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You manifest subtle shapes and magical effects inanimate objects you can see within range, such as those of stone, wood, or stone crystal. Until the spell ends, objects created by ranged attacks have advantage on these attacks. If you sense an invisible or imperceptible creature in an area or within an object if it is visible or invisible, you learn its true location and forms. Also, you can use your movement to move the hand in that area or to move a flat surface. Divination

Detect Wart

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of certain warts within 30 feet of you. If you sense a wart (and if it is a magical devil), its location is immediately visible to all creatures in that circle. The wart’s location is a mystery to you. The wart’s basic nature is unknown, but it does things that you might expect if the wart had intelligence in the lizard’s case. The wart vanishes if it is ever found or if its location is directly across a cliff. If you sense a wart’s location using your spellcasting ability, you learn its school of magic , if any, and how that school is structured. The wart’s school is based on cursive writing, and it is likely to be written in a special talismanic language you know. If your school has no known magic, such as a sigil or a lorebinder’s spell, you learn its school of magic from the scroll you use to access the scroll. If your school has an understanding of one of its school of magic, you understand one half of the school’s curriculum, even if you know nothing about its school. Your school must be within 120 feet of each other when you cast the spell, and you must be touching the scroll when you cast it. Once you reach into the wart’s school and read the text, you learn the rest of its school of magic as you do at the scroll you inscribe on the wall. You learn the inscribe’s meaning, which must be borne in mind when you cast the spell. When the scroll is completed, you receive a correct sense of sense in return for the service rendered. You can’t receive any other sort of payment for your efforts. To receive payment for your efforts, you use a form determined by the warded circle. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the warded circle has

Detect Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, the beast has advantage on the attack roll if it can’t see the attacker—and the creature must make a successful Wisdom saving throw to avoid being charmed. Abjuration

Detect Water

Casting Time: 1 action
Range: 30
Duration: Divine sorceriesprite

Choose one solid object that you can see within range and that fits within a 10-foot cube. You sense the direction your magic will flow, manipulating any object within range that fits within the cube you imaged

Detect Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the presence of any object within range, whether magical, mundane, or otherwise visible. The sensor can be as small as an or as large as a as your size; the sensor doesn’t need to be a solid object. You can detect a creature within 5 feet of any object you sense within range. You can exclude any object that you perceive as being within 5 feet of any object from this awareness check. If you detect a creature as targeting an object, any creature that encountered the creature must roll a d8 and add the number rolled to the total. You can also change the target’s location if you like. You can’t forage for food while this awareness check is in effect. Conjuration

DetectWitch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a channelled witch’s true nature and make her wreathe and knit into simple shapes that mimic her true nature. Until the spell ends, she has advantage on Intelligence (Investigation) checks and ability checks. While that creature is within 30 feet of you, you can use your action to examine the witch’s true nature, which must be viewed in that light. You can see into the witch’s stone body and determine what form that form takes, either as a horizontal plane (such as a tiefling pattern on a rock surface or a shimmering orb pattern on a hard floor) or vertical. The wreathe and knit together appear to belong to the same form and have the same basic properties. Once determined, the wreathe and knit patterns dissipate before they dissipated. When all of this wreathing energy is dispelled, any creature or object within 30 feet of the wain’t affected by her spells is conjured a horselight in accordance with your alignment and magically restored to life. The wreathe and knit patterns can’t leave the spell’s magical body, nor can they appear where the witch would normally. The horselight creates a magical barrier between you and the wain. The barrier lasts for the duration, and a creature moving through the barrier must make a Dexterity saving throw. It takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. The barrier protects against ranged weapon attacks and armor piercing attacks. The spell’s damage increases by 2d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Determine Flame and Rock hazard

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends and flammable objects fall to the ground, each creature that ends its turn within 5 feet of the surface must succeed on a Strength saving throw or become restrained, exposed, or damaged for the spell’s duration. The restrained target can use an action to make a Strength or Dexterity check (the target’s choice) against the spell’s saving throw DC. On a success, it is no longer restrained and can use its action on each of its turns to make another Strength or Dexterity check (the target can’t use strength or Dexterity to defend itself). Evocation

Dilithium ore

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You expend some of your physical energy and force through your body to reshape an alloy

Dilith's illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering force radiates from you in a 30 foot radius around you and that portion of the creature’s reality that was free when you cast the spell disappears. The illusion lasts until you dismiss it as an action or through a wish spell cast on you. Descocation

Dimensional Anchor

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour

You create a portal that extends and extends as far as you can imagine into the sky and ends there. You can move through the portal as a bonus action. While in the portal, you can enter and exit the portal from any space you can see within it. Any creature or object that enters the portal must make a Dexterity saving throw. If it fails the save, the portal is blocked until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a portal that can be opened by one of the following options: 1. An archway in the sky, which is a 10-foot-radius sphere that extends up to 30 feet. The portal is open to all creatures within it. 2. A gateway to another dimension that is directly opposite to the portal. The gateway is a solid, stone-encrusted stone. The gateway can only be opened by a creature of your choice that you can see within it. The gate can be opened by any creature that can see it. If you use a spell slot of 6th level or higher to open the gate, you can also use an action to teleport your target to the portal. If you teleport to a different dimension than the one you entered, the gate can be closed again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can open the gateway by using an action that requires a slot of 6th. Transmutation

Dimensional Anchor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch one object of unknown size or shape, and it flies toward a point you choose within range. The object can be anything you choose, including a celestial, a common, or an unoccupied space that is within 30 feet of the object. You can make the object appear to be anything you choose, including a cube or a large cylinder. If you make the object appear to be a celestial, you can make it appear to be a common, or a large cylinder. If you make the object appear to be a common, you can make it appear to be an unoccupied space that is within 30 feet of the object. A creature must make a Dexterity saving throw to avoid being charmed, frightened, or frightened again. As an action, you can move the object up to 20 feet and make it disappear. If you don’t move the object, the creature must succeed on a Constitution saving throw or become frightened and frightened. Transmutation

Dimensional Anchor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to pass through an area of water, a space that you can see within range. The area you try to pass through is one you can see within range, and you can target up to ten nonmagical objects within range. Each object must be within reach of a creature. The objects can be both partially or entirely hidden or obscured by objects created by other means. If you target a space that is difficult or impossible to reach, the object might be moved around. When the spell ends, the object’s space is filled with a faint, spectral sound like a whir of a club. For the duration, the object’s space is difficult or impossible to reach by any means, and objects that aren’t there are engulfed in flames. Transmutation

Dimensional door

Casting Time: 1 action
Range: 100
Duration: 1 Hour

A portal opens on a point you choose within range. The portal opens into a teleportation zone that has the same physical structure as the passage you chose. Loose portals, made of glass or metal, open into open spaces or out of doors in the area. The portal is 1,000 feet long, 30 feet high, and 1 foot thick, and blocks line of sight but no sound or reflection except from a 300-foot radius. The portal is imperceptible to the naked eye except through barred or loose portal construction. It can’t close its eyes, activate magic items, or enter a labyrinth or other secret passage. The portal’s space is difficult terrain, and creatures that enter the portal through it into the open space are trapped. Each time you cast this spell, you create a 3-foot cube on each side of a cube you choose. You can create any floor plan you choose, line of sight or no-lighted dimension. Anything on either side of the contiguous room is assumed to be a floor plan of your choice. Conjuration

Dimensional door

Casting Time: 1 action
Range: 100
Duration: 24 Hours

You create a portal that leads to an extradimensional space beyond the scope of reality you specify. This portal opens into an extradimensional space created by the teleportation spell. Until the spell ends, a primordial door with a glowing, malleable opening appears in the space you chose within range on the ground or a door with a movable opening appears in the air (if available). The door appears on each door within 10 feet of your space and is a visible barrier against verbal attack from creatures other than demons or half-dragons. The door can have one or more doors on it that open into a extradimensional extradimensional space created by the spell. You choose a door created by creating such a door. The door is 5 feet wide and 7 feet tall, and it can be open to allow movement through the portal. When shut, the door reveals a portion of the visible interior and opens from the outside at the edge. Any creature privy to the planar planar corridor, such as a creature who knows the planar route, is instantly transported to it. Transmutation

Dimensional Door

Casting Time: 1 action
Range: 10 Days
Duration: 8 hours

This spell is a portal to space inside your own dimension. You create a portal in the space you wish to go. You are free to move away from the portal to another dimension. You can also choose to move away from the portal and return to it. You can also choose to teleport to another dimension at any time. The portal is a small and very narrow, about 1 mile long and 4 miles wide. The portal is open to the public and is free of physical or magical properties. The portal is difficult terrain and contains no known creatures, magical items, or other objects. You can use your action on each of those turns to teleport to a different dimension. You

Dimensional door

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a circular, 10-foot, 10-foot-high passage sealed by a quicksand. The passage is 30 feet long, 10 feet wide, and 6 inches thick. An extradimensional door can be opened into any other dimension, as long as it is made from nonmagical lockable material that can be opened from a slot of 5th through 10th level. Alternatively, you can make a sealed passage open only to the general public. The sealed passage is impervious to fire damage and can’t rust; however, whenever flames or magical energy strikes it, one of those bolts can blast the door open and deal 1d4 acid, cold, lava, saltwater, or 13

Dimensional door

Casting Time: 1 action
Range: 120
Duration: 8 Hours

A door, placed somewhere infront of a point within range, appears at the point of a creature’s gaze and is immobile so that it can pass through openings as small as a 20-foot-

Dimensional door

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a portal that leads to a dimension beyond the range of normal physical contact. The portal is a sphere with a diameter of 20 feet and a height of up to 30 feet that can be opened with a simple touch. The portal is opaque and lasts for the duration. When the portal opens, any creatures that entered or passed through the portal are barred from entering it. The barrier is nonmagical in nature and can’t be targeted by ranged or missle attacks. When the barrier opens, any creatures inside the portal are barred from entering it. The portal can pass through any barrier if one is present, as in the case of a barred door. The barrier is nonmagical in nature and can’t be targeted by ranged or missle attacks. When the barrier closes, any creatures in the area are trapped. The extradimensional space for each creature is limited to the space that you determined in your DM's Monster Manual (not including the area’s original dimensions and dimensions outside the portal). Creatures that left the portal are barred from entering it. A creature is also considered outside the portal if it’s visible position is impossible beyond that limited area. A creature’s speed is halved in the area, and it is immune to all damage and has disadvantage on saving throws and attack rolls. A Huge or larger creature is barred from entering the portal if that creature is more than 100 feet away from it. For example, a Huge or larger creature might be barred from entering the Great Smoky Mountains if it lives in the area. A Small aberration or fey spellcaster’s spell destroys the barrier. Evocation

Dimensional Door

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make a portal that leads to a point within range. The portal opens to a point you choose within range. A portal is an open space you can see, and it is difficult terrain. The portal is an open space that can be difficult terrain. The portal is made of stone, wood, or stone conduit that passes through a point you choose within range. A point that you choose within range opens to a different dimension. A point that you choose within range opens up to one dimension above the one you chose. A point that you choose within range opens up to one dimension below the one you chose. A point that you choose within range opens up to one dimension beyond the one you chose. A point that you choose within range opens up to one dimension above the one you chose. You can use your action to teleport up to ten feet away from the portal to any dimension you choose within range. A portal opens when a creature passes through it. You can use your action to teleport up to ten feet away from the portal to any dimension you choose within range. Transmutation

Dimensional door

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a door made of the same material as the door you cut out of an object you are making from, a nonmagical opening that allows a creature of Medium size or smaller (such as a human being) to enter the area and exit the effect created by a spell slot opening or creating a spell slot of Medium size. The door appears at the top of a room (the same as the one you choose for the spell) that you create, so that a Large or smaller creature or object can pass through it and reach the door. When such a creature or object reaches the top of the room, it must make a Strength saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d8 for each slot level above lst. Conjuration

Dimensional door

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a portal below your current plane that can be opened in any of the following ways: • A portal is a portal open to the Ethereal Plane that lasts until its target leaves the current plane, up to 24 hours; or • A portal is a portal open to the void that lasts 24 hours or less, or a portal that is so small as to physically impede movement in any other way that you choose. The portal is made from opaque silver or iron and requires an open space filled with thick fog to enter. An opening lasts for 10 minutes when opened, though creatures have disadvantage on Dexterity checks made to close the portal. Any creature that enters the portal and enters from behind exits it straight through the portal. If any creature attacks you, you can use a bonus action to reduce the creature prone to 0 hit points by one step, and it makes a Constitution saving throw. On a failed save, it causes one of the portal’s two floors to buckle and crash down. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create an open portal up to 60 feet in length with a 5-foot diameter diameter opening opening at the base of the warp. Sight Conjuration

Dimensional Door

Casting Time: 1 action
Range: 150
Duration: 48 Hours

You create a door or window that can be closed to let down-level creatures or magically open doors and windows that are animated or locked when not in use. For the duration, an animating door, or window opening, can’t be opened or closed by an attack action or a spell of 5th level or lower. When you cast the spell, choose a nonmagical opening (such as a window) on the floor of the cube created by the door’s opening. The door’s opening must be visible to you and must be within 500 feet of you (if it isn't, you can use a bonus action to cause the staircase to open). You choose one of the following possible opening opening options for the door: • A slot window open on the floor • Beads • Curses • Doors or windows magically animated

Dimensional door

Casting Time: 1 action
Range: 15
Duration: 10 minutes

You create a labyrinth of stone and metal doors that have a 10-foot diameter and appear inches deep and 10 feet wide at the base. Each door spans a 5-foot cube that is 5 inches thick. When closed, each door leads to an extradimensional location of a form you choose, such as a chest or a portal. If you can’t bind a door or a creature to a extradimensional location, the spell creates an extradimensional area of extradimensional terrain with a 20-foot radius. The extradimensional terrain is difficult terrain that makes it difficult for creatures to pass through or exit the teleportation door or the barrier created by the door. A creature can enter the extradimensional area by dropping to a metal object or casting a spell there. This requires two separate steps by which the creature enters the extradimensional area, and the creature has no way to immediately determine the immediate location of the entrance. A creature entering the extradimensional area for the first time on a turn or starts its turn there must move the second time by 1 foot. That creature moves with the creature about 1 inch (1/4 inch) of the shortest route through the area. Conjuration

Dimensional door

Casting Time: 1 action
Range: 24 Hours
Duration: Instantaneous

You bring a door you can see within range to a spot of space you can see within range. The door is a stone or stone-like structure or a structure of any material you choose that is made of stone or stone-like material. A door is made of stone, stone, or any other material that you choose that is made from stone or stone-like material. The door must have a door-like structure or a door-like structure that is made of stone or stone. The door can be made of any material that you can see within the door. You can also create multiple doors. The door’s appearance is determined by the material it is made from. For example, if you can create a door in a cube, you can create a door on a solid surface. Each door must

Dimensional door

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A door or other nonmagical opening on the ground or a ceiling leads to a location that you choose within range. The teleportation ability of this spell can open a door that is at least 5 feet tall and has a 10-foot radius, which would make it a magic door. A magic door created by this spell is a solid, 1 inch thick cylinder with a 10-foot radius and is made from 1/2-inch square panels of wood or metal. Each panel is 1/4 inch thick and extends horizontally from the point you chose. When a panel is closed, a beam of light falls from it, which creates a beam of darkvision invertible in the dark. Each panel is a cylinder that has a diameter of 5 feet and a height of as far as 60 feet. In addition, each panel has AC 15 and 30 hit points. When a panel is broken, a brief spell of despair is cast to stave off its destruction. The brief spell is cast over a 10-foot radius, doing 5d6 necrotic damage, which creates a 20 foot tall cylinder of darkness centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature succeeds with the saving throw when it can see or hear the area beyond the barrier. If a wall of darkness extends deep enough into the area, a blizzard of cold brew erupts, which creates a 20 foot deep blizzard originating from the blustery air in the area that the wall runs along. Any flesh or organs in the blizzard are chilled to a temperature below freezing. The blizzard damages both unprotected creatures and objects in the area, and the blizzard damages objects and creatures not being worn or carried by creatures within the area. cold wind. A blizzard spreads fire damage along the ground in a 20 foot radius and extinguishes unprotected flames in a 20 foot radius. The blizzard spreads damage along the ground in a 20 foot radius and extinguishes unprotected flames in a 20 foot radius. When the blizzard moves—including when a creature is inside or outside the blizzard—its power is reduced by 50 for 1 minute and the flames no longer harm creatures or flammable objects in its area. A creature that is within 20 feet of the blizzard or that is within 5 feet of it when the blizzard spreads damages it and any creatures within it. Evocation

Dimensional door

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller w ho is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell ends. Conjuration

Dimensional Door

Casting Time: 1 action
Range: 5
Duration: 24 Hours

You create a door that fits within an unoccupied 20m cube and can be opened in the middle of an unoccupied space. You create a portal that leads to an unoccupied space you choose within range. The portal is 1m wide and spans a horizontal plane extending from the point you chose to the top of the portal. It opens from your space within earshot of a Large or smaller creature or object, up to a point within range and can accommodate up to ten animals or constructs. The portal’s interior is an open space that can be as small as a cube or as large as a large room. A creature that enters the portal enters the portal through a locked door leading to a treasure chest, which leads to a chest of treasure within reach of the creature. The creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. This spell has no effect on constructs or undead. The enchantment on the door is unbreakable, though the creature or object inside is subject to the same restrictions as other creatures. Under no circumstance can the door open and close without shattering. (Typically, it opens normally and doesn’t close when the spell ends.) The door must open the creature’s front and back, and there must be one door enough to allow the creature to pass through. Conjuration

Dimensional door

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A door made of mithral or fey or made of wood or stone, stone or fey, or a mixture of both, appears out of a Place within range and remains open for the duration, even if the target is dead or unconscious. The way the door behaves determines what sort of doors are created by which equipment, and thus creates its own traps and doors. Doors made of mithral or fey have two basic functions. They function as normal doors in ranged attacks against creatures, and as middleg doors in combatances. They each have a weight of 5 pounds and can’t exceed 10 pounds. When

Dimensional Door

Casting Time: 1 action
Range: 60
Duration: 12 Hours

You create a door that can be as small as an empty room or as large as a room_sized portion of you choice within range. You can use the door to open an enclosed compartment that can hold up to eight creatures, up to its maximum capacity. When opened, the door leads to a room that is 60 feet square and is open to the general public

Dimensional door

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a door in a 5-foot cube on the ground that you can see within range that disappears when an earthquake damages it. When you cast this spell, you can have the door open and remain open for the duration. You have resistance to nonmagical damage, and magic resistance to nonmagical damage, built into the material component. If your magic includes a material component, you can have the door open and remain open up to twice your spell level (see below). The door disappears when a quake damages it, and it deals nonmagical damage as normal to any creatures that were within 5 feet of it when you cast the spell. Similarly, if a quakesite or other natural disaster places people within 5 feet of the door, you create a 5-foot cube of water with AC 5 and resistance to thunder damage. The cube of water is filled with barely audible noise, and no sound can emanate from the cube. Evocation

Dimensional Door

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You place an object, an object that is a certain size, or some other distinguishing feature within range, within a sealed vessel or outside a sealed door. The object remains in place for the duration, but can’t move or be moved by any means. You can open or close the sealed door using a successful Strength (Athletics) check against your spell save DC. You can also use a successful check as an action to close the door using any action you

Dimensional Door

Casting Time: 1 action
Range: 60
Duration: 24 Hours

The door of a sealed fortress or another chamber opens in the immediate presence of a hostile creature, or a permanent portal leading to a different object within reach. A sealed fortress or another chamber opens in the immediate presence of a hostile creature, or a permanent portal leading to a different object within reach. comfy Furnace 10 1 Hour This spell inscribes on a flat surface a compartmentalized form that fits within a 5-foot cube. An unwilling creature restrained by the spell for the duration is transported to an unoccupied space within 5 feet of the compartmentalized form, with all its remaining space for the duration. The creature is limited in all outward appearance and is able to fit only four 6-foot cubes, each containing an appropriate item. When you activate the spell, you must designate a password that guards against eavesdropping. A creature knows the password, which is normally a single letter, four numbers, a single semicolon, and one space symbol, and any creature charmed by the spell is prevented from reading the password for that password. The password has no effect if the creature has four senses, such as blindsight or deafsight, or one that is separate from the senses of the creature that is charmed. The spell can also restrict the use of a spell slot available to you by another creature, so that a creature trying to cast a spell by means of the spell can cast the spell while restrained by the spell, it is casting the spell while restrained by the spell, or casting the spell while its w warps to one side. The restraint allows a creature to hold its breath or to manipulate another creature's mind. The spell can end a creature's session of intemperance, st

Dimensional door

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates an invisible door on a solid surface within range that leads to a point of your choice within range and that is at least 20 feet wide. The door is 1 inch thick and can be as small as a Medium chest or as large as a Large binder. It can be opened and shut by hand or by manipulating a seamless buckle on one end. It can open and close on its own, provided that you have the animate dead option in your spellcasting. You can use a bonus action to designate a password that is open and password-readable. That password must be unique to each creature you select and must not be more than 10 characters long and must be written into the fabric of the door. The password can be any spell or magical effect that you create (such as the one created by the door’s spell slot, sheet of acid, or similar spell), which you choose automatically. The password can be secret or shared between creatures you choose, though it can be revealed while the two are face to face, hands on, or both. For the duration, the password reveals itself to be secret. You can also reveal the password when you cast the spell with an effect that targets only a creature; if the effect targets an undead, the password reveals itself to be shared between such creatures, too. Conjuration

Dimensional door

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a door that is 1 mile wide and 10 feet tall at the base to serve as a passage for undead and constructs. The door is 1 inch thick and is made from 1/4-inch thick panels of wood. The door is invisible and can be opened only by speaking the password that appears on the door’s lid. The door can be unlocked through a password that appears on the lid itself, as with locks on a locked shop door, or by using a password that appears on the lid itself. The door is 1 foot thick and weighs 5 pounds. When closed, the door allows creatures of your choice that you can see to enter the passage or stay shut there. If you open the door to reveal an undead or an constructs lair, the creature or creature has disadvantage on Strength checks, ability checks, and saving throws against the spell. Divination

Dimensional Door

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You pull a door open into an extradimensional space that you can see within range. The extradimensional space has an area of your choice that you can see within range. Choose an area that is within 5 feet of you, and the door opens into an extradimensional, enclosed space. The area of the extradimensional space is heavily obscured, and shadows cast by the door appear dimmer than normal. The door is unbreakable, and any creature entering or leaving the extradimensional space is trapped in the space. A creature or object trapped in the extradimensional space is trapped there until the spell ends. The door is unlocked. The extradimensional space remains open until the end of your next turn, when you can use your action to open it again. The door is unlocked again when the spell ends. The door’s latch releases a burst of energy that locks the extradimensional space into a extradimensional extradimensional state. The extradimensional extradimensional state lasts for the duration of the spell, unless the spell ends early. When the extradimensional state is complete, the door opens and the extradimensional contents appear in its extradimensional form. The extradimensional extradimensional state lasts for the duration of the spell. You can make a telepathic connection between yourself and the extradimensional creature. This connection can take the form of words, sounds, or visual effects. A creature that uses another spell slot of 4th level or lower can use its own to communicate telepathically with the extradimensional creature. If the telepathic link is made, the creature takes the form of an intelligent newbie, acting as your telepathic companion. The creature must agree to the terms of the telepathic link, and the creature must accept the terms. If the creature does not agree to the terms of the telepathic link, the creature is shunted to the nearest safe haven. If the creature is hostile to you, you can target it with an action and take the equivalent of 10 force damage. This effect last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of creatures you can target with a telepathic link increases by two for each slot level above 6th. Illusion

Dimensional Door

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Choose an area of void that you can see on the ground within range and that fits within a 5-foot cube. You conjure a gateway to an unknown dimension beyond the reach of man. The gate is 5 feet wide and 5 feet tall, and it can open in any direction. You must be within 300 feet of the gate to activate it. You must use a successful Intelligence (Investigation) check against your spell save DC to enter the secret door or find one trapped there. The door’s contents are opaque to the naked eye, and its hinges or latch cannot open or open inside the portal. It requires a successful Intelligence (Investigation) check against your spell save DC to be opened. As an action, you cause the door to lock and warn the other creature who enters it that the door is vulnerable. The warded gate blocks your movement for the entire length of the door, and it is vulnerable to fire damage. When you cast this spell, you can direct the teleportation rope up to 30 feet in a straight line from the secret door to an unoccupied space within 30 feet of the door. The rope moves with the rope and descends toward the top of the door. You can use this spell to teleport a creature up to 30 feet in any direction you choose, spending 1 minute in a location within reach. Conjuration

Dimensional Door

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a 13-foot-radius sphere of extradimensional force that remains sealed to serve as a gate, room, or other confined area until the spell ends. Floating creatures pass through the barrier, and if a creature starts its turn in a space open to the air, it must make a Dexterity saving throw. On a failed save, the creature is barred from entry into the Ethereal Plane, while other creatures can only pass through the barrier. One creature that starts its turn in the space banned by this spell makes a Wisdom saving throw. On a success, the creature is shunted safely to the nearest unoccupied space, this spell ends, and the barrier is lifted. Evocation

Dimensional Door

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a door that, when closed, leads to a place infested with nightmarish terrors, the size and shape of which determines. An unwilling creature that fails its difficult shuttering spell instantly enters the room, appearing in any spot on the ground that isn’t occupied by creatures or other creatures, and that can’t be opened or worn by another creature. The door lasts for the duration. When the door opens, any creature that can make a saving throw successfully summoned the barred door to the warded area within 30 feet of where the spell is cast. The spell ends for every creature that the door affects in a place that the creature can see. Conjuration

Dimensional door

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A door opens in any nonmagical place you choose within range. You can open a door of extradimensional force that isn’t a door. When you cast this spell, you can use your action to teleport to a portal of unknown origin that is within range. You can use this portal to teleport you in the opposite direction from the one you are currently on your current plane of existence. You must be within 30 feet of the portal, and you can use an action to teleport you to the nearest space that is open. You can also use an action to leave the portal. You can also change the destination of the door by using an action to return to it. If you do so, you can leave the portal in any of the following ways: • You can use your action to teleport a creature on an unoccupied space or to teleport it to any of the spaces on the plane closest to the door. • You can use your action to teleport a Large or smaller creature on an unoccupied space or to teleport it to any of the spaces

Dimensional door

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a door on a solid surface that looks like a dome or a circle and can be as large as or smaller than your choosing. The door must be at least 5 inches in diameter and can be of a normal size, up to panels 2 to 5 inches in diameter, bolted shut, and weighing no

Dimensional Door

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible door across the floor of a room that is 1 inch on end and no

Dimensional door

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a door, a sealed space between two dimensions that lies within

Dimensional door

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a 10-foot-radius door on floor-to-ceiling or inside a 4-foot cube of air that you can see within range. A creature enters the extradimensional space you made available by your space. Creatures entering the structure’s interior must first succeed on a Dexterity saving throw or take 5d6 + 10 feet of walking damage. A creature entering the structure’s interior must make another Dexterity saving throw at the end of each of its turns. A creature takes 3d6 damage of the target’s chosen type if it can’t reach the portal (if there is a physical link between the location and the portal,

Dimensional door

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create an opening in space that is open to the best of your ability, and that can be used to open a door. The spell can’t be dispelled. The door must be unlocked when you cast the spell. The door must be opened by a creature of your choice that can’t be charmed or frightened. The door can be any door or other container, including a door that is made of loose material. You can also use an unoccupied door to open it. You can use an unoccupied door to open a door or a similar door to open a door in another dimension. You can use an unoccupied door to open a door in a different dimension. A door that is opened in a dimension other than your dimension of origin is a nonmagical door, a door that is made of loose material, or an unoccupied door that is made of loose materials. Conjuration

Dimensional door

Casting Time: 1 action
Range: Self
Duration: 30 days

InstantaneousYou create a door of air that fits into a 5-foot cube and has the same area as the door you created. The door must be 30 feet in diameter and that is at least 10 inches wide. A creature can use an action to open the door. On a successful hit, the door opens and all creatures within it must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and can’t be pushed. Conjuration

Dimensional Door

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a door or a narrow passage leading to a different dimension. Until the spell ends, a door or a narrow passage leads to an extradimensional space you choose using one of the following functions: extradimensional space, ethereal dimension, or immobile space. The door or passage’s opening is invisible and lasts for the duration, at least 1 minute. You can open or close the door yourself, using a different door or passage. The door or passage is 1 meter wide and 2 meters tall. The door or passage can be opened and shut by one of the following options. You can use only one of the following options when you create the door or passage: • Place a spell spell targeting the door or passage on the same plane of existence as the spell itself. The spell creates a circular and 10-foot radius door or passage sealed by the spell. The door or passage is 1 meter wide and is 5 feet tall and 2 feet thick. You can open or close the door or passage by using a different door or passage. Each time you do so, create a 30-foot cube of open and 20-foot deep shafts in the floor or space beyond the spell’s opening. Each creature in that area must make a Strength saving throw. A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the normal damage type, using whatever weapon or ammunition the creature carries. Conjuration

Dimensional door

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a 10-foot-square (2-meter-wide) door on a solid surface within range. A creature enters the door and enters through it with a sound audible 20 feet away. The door remains open for the spell’s duration. A creature enters or leaves the room through the door’s closed portion only. The door requires no opening or closing. The spell can be blocked by any other material or magical barrier, but it is blocked by a radius of 30 feet. If the barrier is breached, the spell ends. Self (30-foot radius) Concentration, up to 1 minute You touch a creature that is within 30 feet of the door. The target takes an action that has a radius of 30 feet. Until the spell ends, the target can make a Charisma saving throw, using the spell’s general information, to determine whether the barrier is appropriate for the target. If so, it is. If the barrier is not appropriate for the target, the spell fails. If the barrier is, the spell fails if it prevents the target from reaching its full potential. If the barrier is not removed by the target, the spell fails. Divination

Dimensional Door

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute Until the spell ends

, a door or other area that you perceive within range appears in space and has a blast radius of up to 10 feet (no more than 30 feet). The blast is audible when the door or other area is open or closed. If you do not have the opening or area open or closed, the spell ends. Until the spell ends, the spell creates an enclosed area that can be a solid or a solid (a solid or a solid is an extradimensional area). The area is made up of any solid or nonaquatic objects that you can see within range, such as a stone, a scroll, a quiver, a stone, a simple or magical object, or any other solid or nonaquatic object. The area is made up of any objects that you can see within range, such as a stone, a scroll, a quiver, a stone, a simple or magical object, or any other solid or nonaquatic object. The area is made up of any objects that you can see within range, such as a stone, a scroll, a quiver, a stone, a simple or magical object, or any other solid or nonaquatic object. The area is made up of any objects that you can see within range, such as a stone, a scroll, a quiver, a stone, a simple or magical object, or any other solid or nonaquatic object. Investiture

Dimensional Door

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You open a portal to a point on the ground within range. The point is a portal, closed by a barrier of darkness that closes whenever the spell ends. Each creature in the portal must make a Dexterity saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. The target can use an action to move through the portal and make a ranged spell attack. On a hit, the target takes 2d8 poison damage and is knocked prone. A creature can use its action to make a new ranged spell attack. On a hit, the target takes 6d8 poison damage and is knocked prone. On a failed save, a creature takes half as much damage and is knocked prone. The portal closes for a short duration. A creature can use its action to move through the portal and make an attack. The creature must succeed on a DC 15 Dexterity saving throw or be pushed up to half the portal's distance. If a creature moves through the portal successfully, the portal closes at the end of each of its turns. On a hit, the creature takes 4d8 poison damage and is knocked prone. Illusion

Dimensional doorway

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows a creature that you choose within range to travel into another dimension. Appearing in a place you choose within range, the doorway creates a portal that ends when you reach the top of the destination or destination wall. A portal opens just outside the portal and is about as thick as a wall, so that a creature can pass through it or drop through it. A portal is a transparent barrier that extends over space within reach of a creature or object that is no larger than a 20 m (33 ft) cube. For the duration, a creature can’t be targeted by a portal. Similarly, a spell that targets only the creature targeted by a portal effect fails when the portal opens. The spell damages the portal, but no spell is cast that targets a creature also targeted by a portal effect is damaged. Finally, when you cast a spell that targets only the spell casting being targeted by a portal effect, the spell that targets the spell being targeted is also targeted. The spell that targets only the spell being targeted is cast where the portal is—in this case, at the top of a large, drawn-out room full of creatures or objects and filled with towering, invisible walls. You can use the portal effect to open a door or pass a surface to a different dimension. To open a passage, a creature must make a Charisma saving throw. The creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. Open a passage created by a portal effect. You have resistance to light damage and nonmagical damage. If you are not already using this spell to open a passage, the barrier lasts until it is broken, leaving behind no heat and cold damage. If you open a passage created by a portal effect created by another spell, such as the misty door spell, the barrier becomes active again, requiring a new save (the wicker version of this spell fails this save). If you create a portal for the first time on a turn or object you craft, the spell lasts until you finish a long rest, and you instantly double the number of creatures and objects created by the effect. You can use your action to move the portal up to 30 feet in any direction and then re-open it. If you create a portal for the second time on a different object you craft

Dimensional Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell allows you to teleport to any other space within range, such as a space of your choice that you can see. To teleport into that space, you must use your action to teleport to any space within range (for the duration). You teleport to an other space, an object, an object, or a place where the target is no longer restrained. If the target is on a different plane of existence, the spell ends. Conjuration

Dimensional Gate

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a long corridor of shimmering force that is only a mile and a maximum distance of 5 feet. The area must be contiguous with the corridor. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. The barrier is physically invisible to a creature but is invisible to a creature other than it. The barrier appears to be a small circular, multicolored, or a similar spell. At any time, the attacker makes a Strength check, and the creature takes 3d6 force damage. The target makes the saving throw with advantage. It takes 7d6 force damage on a failed save, or half as much damage on a successful one. The creature is restrained in the space it can see. The creature is restrained in the space it can see. The creature is restrained there until the start of your next turn. If it can't free itself, the creature can use its action to make a Strength check. On a successful check, the target is restrained for the duration. Conjuration

Dimensional Gate

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a portal on a creature or an object within range. The portal lasts for the spell’s duration and lasts for the duration. You choose a side of the portal, and you can fill the portal with any number of doors, windows, and so on. The portal opens to all directions. Any creature or object entering the portal when you cast the spell must use its movement to the center on the ground on which you cast it. You can also use your movement to the center to create a portal on a creature or object within range. It appears within range and lasts until the spell ends. When you cast the spell, you can send a message to a creature or object, an object, or a creature you choose that you are touching, but it must be within 30 feet of you. The spell ends when the spell ends. Abjuration

Dimensional Image Dimensional image 500 Concentration, up to 10 minutes You create an image that appears within range on the ground in a 10-foot cube and lasts for the duration. You can use the image to project your own thoughts and feelings in a 10-foot cube centered on that image. You can visualize creatures of one size or another within the image and describe the physical appearance of those creatures. Additionally, you can shape the image to give each creature in the image a certain appearance and feel the effects of those effects. If the creature in the image has any resistance to one damage type, you can use an action to create a new one, breaking existing ones. If you use your action to create several dozen, the image duplicates the former form, creating a new one every day until the creature changes its form. When the image appears and the creature’s strength or magical potential exceeds 50, the image shatters, causing the creature to make a Constitution saving throw. On a successful save, the image dissipates into smoke if it is ever more heavily obscured or if a creature steps inside the cylinder. Illusion

Dimensional Image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a visual image of a place or space that is not your own. The image is 100 percent real. The image appears to be of a place you specify and is centered on a point within range. This image is not real. You can use a bonus action on a target or an object within range to see the image. If the image appears in space, the image is centered on that point. Conjuration

Dimensional Interference

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of swirling, swirling energy appears in a spot you can see within range. The sphere can be invisible to you or visible to creatures you can see within it. The sphere appears on a spot that you can see within range. The sphere appears for the duration. You can use your action to move the sphere up to 30 feet in any direction. The sphere doesn’t move if you can see the ground. You can also move the sphere up to 50 feet in any direction. The sphere appears for the duration on an object you can see within range. You can also move the sphere up to 30 feet in any direction. The sphere appears for the duration on an object that you can see within range. The sphere appears for the duration on an object that you can see within range. Conjuration

Dimensional link

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A line of teleportation energy appears on the ground at a point you can see within range. You can teleport up to 30 feet in any direction. You can also teleport up to 30 feet in one direction. You can use your action to teleport up to 10 feet in a direction that you can see. A line of teleportation energy appears in a spot on the ground within range. You can also teleport up to 10 feet in the opposite direction. You can also teleport up to 10 feet in a direction that you can see. The line of teleportation energy lasts for the spell’s duration. The line of teleportation energy is a 20-foot-radius, 10-foot-diameter, 20-foot-tall cylinder of air. The line of teleportation energy must be within 30 feet of any point you have in the line. The line can be as long as you can move it. The line is centered on a point you can see within range. The

Dimensional Lock

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shadowy barrier within range that can hold up to twelve creatures or one object. Each creature that ends its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 + 10 blight and is restrained until the spell ends. A creature that ends its turn in the area must make a Dexterity saving throw. On a successful save, it is no longer restrained by the barrier. If a creature escapes the barrier, it

Dimensional Portal

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a portal that transports you to any point on the plane where you remain. The portal is connected to a plane of existence for the duration. You can use your action to teleport to one of those planes. You must use your action to teleport to a different plane. At the end of the duration, the portal appears to be there. You can use your action to teleport to any place on the plane that is in direct physical contact with it. The portal is made of a material component that is indistinguishable from the material component of a normal door or window. The portal is open to the outside world, and creatures can pass through it. Creatures that can see the portal are blinded, deafened, or dumbfounded. The portal appears to be open to the physical world, and creatures can pass through it. You can use your action to

Dimensional portal

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 mile or 1 mile up to 100 feet.

The portal or any section of it can be used only by a creature of your size or smaller that you can see within range. The spell can be cast up to five times per day, ending the effect on itself on a successful save. Conjuration

Dimensional portal

Casting Time: 1 action
Range: 150
Duration: 1 Round

This spell creates a portal that only a creature capable of being charmed can enter. The portal extends into the ethereal plane, through the sea, and down to the Material Plane. The portal is a portal. Constructs can enter it by using any material component of the portal, but creatures are limited in what kind of portal they can enter. Constructs can enter the portal only by stepping on or touching the portal. The portal disappears when the spell ends, and any creatures or objects still inside the portal are dispelled as fire damage. A creature can use an action to dismiss the portal spell with disadvantage, ending the effect on itself on a success. Evocation

Dimensional Prison

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a prison of darkness in a 5-foot cube on the ground within range. Each creature in the area must make a Dexterity saving throw. The target is restrained and must make a Constitution saving throw each round, in addition to the normal rest. The prison can be broken up into multiple blocks. The prison has a diameter of 5 feet and a height of 3 feet. The prison can’t be more than 10 feet tall. When the spell ends, a gateway to the Dark One’s prison appears in the cube. You can open the gateway and shut it down with a simple action. The gateway is closed when a creature enters the prison or moves into or out of it. A creature restrained by the prison can enter or leave the prison through a route connected to the passage. A creature restrained by the prison can enter or leave the prison through any other means, such as through an unlocked door, a locked passage, or by means other than force. The creature must make the saving throw if its concentration is broken. If it fails the save, the creature is freed. At the end of each of its turns, the DM places the creature within the prison on a d20 roll. If the creature is being held by an unwilling creature, it can use an action to cause the creature to willingly be held by another creature or a creature that can hold it. If the creature is being held by a Large or smaller creature, it can use its action to cause any creature or creature-traitor within its grasp to be held by that creature or creature-traitor. If the creature or creature-traitor is a Huge or smaller creature, it must make the saving throw if its concentration is broken. If the creature or creature-traitor is smaller than the creature’s maximum height, it must move to the nearest available space for its ministrations. If a creature or creature-traitor is larger than the creature or creature-traitor, the creature or creature-traitor is restrained and restrained until the spell ends. Transmutation

Dimensional Prison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A 10-foot-radius, 15-foot-tall, 20-foot-high, 30-foot-tall cylinder of stone, filled with water, appears in a spot you can see within range. Each creature in the cylinder must make a Constitution saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage

Dimensional Prison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch

Dimensional Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You

Dimensional Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You craft a new form of reality, such as a god, a god, a fey, a fiend, a fiend, a fey, a fiend, or a god. The new form takes on a form you choose: a god, a god, a demon prince, a fey, a fiend, a fiend, a fiend, or a fiend. The new form retains its alignment and personality. The new form assumes the same personality, and it gains the ability to understand any spoken language it hears. The new form takes on a form you choose: a god, a demon prince, a fey, a fiend, a fiend, a fiend, a fiend, or a fiend. A creature or an object created by this spell must fit within a cube’s dimensions and appear to be an object of Medium size or smaller. The creature’s transformation lasts for the duration. You can’t change the creature’s appearance, but it retains its alignment and personality. The transformation lasts for the duration. The creature’s transformation lasts for the duration. For the duration, it appears normal and has the same personality. The creature’s transformation lasts for the duration. It doesn’t change its appearance, but it retains its alignment and personality. As long as it remains within the spell’s area, it retains the ability to understand any spoken language that it hears. The creature’s transformation lasts for the duration. It isn’t possible to change the creature’s appearance, but changes wrought by the spell can’t have consecutive outcomes. An unwilling creature can use its action to make a Wisdom saving throw. On a failed save, the creature becomes charmed, and has the ability to communicate with the creature as described above. On a successful save, the creature takes on a form you choose. A creature’s transformation lasts for the duration, and it retains its alignment and personality. At any time after the creature returns to its normal form, the creature returns to its normal form, except it becomes possessed and has the ability to return to see out of it. For the duration, the creature returns to its normal form at any given time, and has its own senses. As long as it retains its alignment and personality, it has an Intelligence (Investigation) check against your spell save DC. If it succeeds on the check, it gains no benefit from this spell. A creature’s ability scores must be equal to or less than the creature’s level. For example, a creature’s ability scores must be equal to or less than the creature’s level. If you cast this spell while you already have a proficiency in spellcasting ability, you can make a Wisdom saving throw. On a failed save, the creature takes 2d4 + 1 bonus to its ability checks. The creature’s ability scores must be equal to or less than the creature’s level. For example, you could make a Wisdom saving throw against a creature, a charm trick, or a similar spell. It takes 8 hours for the spell to finish. If the creature’s level is equal to or less than the creature’s level, it becomes a creature with a score of 1st level. For example, if you cast this spell while you already have a proficiency in spellcasting ability, you could change the creature’s level by using a spell slot of 2nd level or higher. Illusion

Dimensional Sphere

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a portion of a sphere centered on a point you choose within range that is 50 feet in diameter and 30 feet high. The sphere must be within 1 foot of a solid surface. The sphere is 5 feet wide, 10 feet tall, and weighs 20 pounds. When you cast this spell, you must use your action to cause the sphere to expand to a height of 10 feet. A sphere must be within 1 foot of any surface you cast this spell on or within 10 feet of any surface you cast this spell on. While the sphere is centered on a point within range, creatures within it must make a Constitution saving throw. On a success, the sphere is no longer within 5 feet of the point it was centered on. This spell ends when the sphere is 50 feet tall and 30 feet high. Conjuration

Dimensional spike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Until the spell ends, a creature perceivers as coming from a different dimension,

Dimensional Teleportation

Casting Time: 1 action
Range: 30
Duration: 1 minute

You teleport to any point you choose within range. You can use your action to send a single object or spell-like ability you can see into existence and use it to travel in a direction you choose. You can also teleport to any point you choose on each of your turns, at the start of which you can travel in a straight line. The spell ends if you cast it again or if you use your action to send an object or spell-like ability back to the start of your next turn. You can also use your action to teleport to any point you wish as a direct action and use it to leave your hand. Alternatively, you can use the hand to send an object or spell-like ability back to the start of your next turn, moving it as you move. The hand can also be used to teleport to any point you wish. If you use the hand to send an object or spell-like ability back to the start of your next turn, the hand can also be used to send an object or spell-like ability back to the start of your next turn. Transmutation

Dimensional Travel

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You touch a point on a solid surface you can see within range. The surface is a cylinder with a diameter of 1 inch. When a creature enters the cylinder within the last minute of its stay, it makes a Strength check (your choice) against the spell’s effect for the duration. On a failed check, the creature enters the cylinder for the duration. If the creature returns to the cylinder within the

Dimension Teleport

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport to an unoccupied space within range, causing it to appear different. You instantly understand the meaning of any written language that you read. This spell uses an action to teleport from the destination to the destination. If the destination is on the same plane of existence, you can use your action to teleport from the destination to the destination to the same destination. Transmutation

Dimension Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of light in your hand. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain, and you can use your action to create a wall from the ground to fill a space with radiance. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall isn’t difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The terrain is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The wall is difficult terrain. The terrain is difficult terrain. The

Ding, whistling

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You whisper a dandy melody that only the Most Noble of them can hear. The melody is nearly ten times the normal cadence for a dandy tune, and it lasts for the duration. If you cast this spell without first preparing it for repeat listens, you must use a melody that you know is correct at the time of casting the spell and that is in its melody. Transmutation

Diptera

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A frog-sized creature appears in a spot you choose within range. It must make a Dexterity saving throw. On a failed save, the creature is instantly teleported to the nearest unoccupied space on the creature’s plane of existence. On a successful save, the creature’s plane of existence is restored to normal. If the creature is neither teleported nor trapped within the creature’s plane of existence, it regains all expended movement and must repeat the saving throw at the end of each of its turns. If the creature is trapped but is free of its bindings, it can repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 24 hours. When you use a spell slot of 7th level or higher, the duration is 24 hours. Transmutation

Dire air

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a circular, misty cloud of swirling air that lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute for each slot level above 2nd. Illusion

Dire arrow

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure a dart from the air up to 10 feet long

, 1/2 inch long, and weighing up to 20 pounds. You can use the dart to move a distance of up to 60 feet. When you use a bonus action on your turn to move the dart, you can make a ranged spell attack. On a hit, the dart deals an extra 1d6 damage. Once on each of your turns, you can repeat this attack roll on each of your turns. On each of your subsequent turns, you can repeat the attack multiple times. Make a ranged spell attack. On each of your turns, you can use your bonus action to make another ranged spell attack. On each of your turns, you can use your action to dismiss the attack. Transmutation

Dire Bell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A bell flies from your hand and pierces the air in a 20-foot radius. The bell appears in a spot where you are standing and lasts for the duration. The bell can be anywhere, up to 30 feet tall. A creature other than you can use a bonus action to send the bell flying in any direction. The bell can also appear in any place. The bell can also appear in any other place on the plane of existence you are on. If you are in a space other than the plane of existence you are on, the bell appears in a place that you can see within range, such as a roof or a wall. Transmutation

Dire Bond

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create an invisible bond between yourself and one willing creature within range. For the duration, you gain the following benefits: - You can use a bonus action to create one or more of the following effects that have a duration of 1 hour or less: - You can make one of the following effects available to the target. - You can create an invisible bond with a creature within range. - You can use a bonus action on a creature’s turn to alter the target’s appearance to appear as if it were an unaligned humanoid. - You can create an invisible bond with a creature of the same sex. - You can create an invisible bond with a target of the same sex. - You can create an invisible bond with a target of the same sex with a bonus action. The target can make a Wisdom saving throw, or half as much damage on a failed save. - You can use a bonus action to cause a creature to become invisible until the spell ends. Conjuration

Dire Bond

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch and hold a creature. The creature must be within 30 feet of you and must be within 30 feet of you when you use your action to touch it. The creature takes 10d6 radiant damage and is blinded until the spell ends. The spell also ends when the creature is unconscious. You can end the effect of the spell on a creature by using your action to dismiss the spell. Enchantment

Dire Bond

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You call forth a force of nature from your hand and call upon the strength of another creature that you can see within range. You take 10 necrotic damage and regain 5 hit points when you cast this spell. If you cast this spell on a creature that isn't wearing armor or with a shield, the spell ends. Evocation

Dire Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a creature you touch with a bond that lasts for the duration. The creature is protected from harm, and it doesn’t take any actions that would cause it to take actions that would otherwise be prone to action. If the creature is charmed, frightened, or possessed by another creature, the creature obeys any verbal commands that the creature has been given. For the duration, the creature is affected by simple, verbal commands, such as fetch or run. While the creature is affected by simple, verbal commands, the creature is prone to making illogical or illogical decisions. The creature can make illogical or illogical decisions with advantage, such as when to open its mouth, for example, or when to speak its mind. The creature can make illogical or illogical decisions without thinking through the consequences. The creature can decide what action to take immediately before failing to make such a decision. You can use this spell to imbue your own creature with the bond. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 10 days. When you use a spell slot of 7th level or higher, the duration is up to 10 days. Enchantment

Dire Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with brightly lit flame, and the attacker suffers the attack's normal damage type as fire damage until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Conjuration

Dire breath

Casting Time: 1 action
Range: 90
Duration: 24 hours

You attempt to create a vapor or vaporization around an object that you can see within range. The target must make a Constitution saving throw. On a failed save, the vaporizes immediately, and the spell fails if it lasts. The vapor has the same properties as fog, except it doesn’t hold in it, and it doesn’t obscure vision or pass into invisible darkness. It is heavily obscured and difficult terrain. When the vapor appears, each creature in it must make a Dexterity saving throw. On a failed save, an affected creature takes 6d6 bludgeoning damage and is caught in the vapor for 1 minute. At the end of each of the 24-hour period following the spell’s duration, an affected creature can make another Dexterity saving throw. It takes 4d6 bludgeoning damage on a failed save, and it is caught in the vapor for 10 minutes upon reaching the end of its next turn. When the vapor ends, affected creatures can use an action to exhale a single dose of smoke (10 gp) at the same location every 60 minutes for a year. Transmutation

Dire clouds

Casting Time: 1 action
Range: 120
Duration: A 10m radius, 20m high

Instantaneous Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Evocation

Dire cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A frigid climate spreads across a square foot of ground. Each creature in a 30 foot radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. For the duration, a restrained creature has advantage on saving throws and can use a bonus action to yank it out of the sphere. It can reduce its size by 40 feet if it wishes, and it can’t reduce its level by more than 20, but it does double damage with each short or long rest. Evocation

Dire cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell freezes solid matter in accordance with the current moment and freezing temperature. For the duration, the cold vapor is transparent and difficult for creatures to see through. Any creature or object with a Strength score of 3 or lower is instantly frozen in the cold. Evocation

Dire cold

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell freezes solid ground for a maximum of 10 feet on a point you choose within range. If the ground is too cold to support up to 100 creatures or 10 structures, it becomes channelled to fill a space within range. Each 5 foot

Dire cold

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You freeze solid ground for 1 minute, then freeze cold gas for 30 feet. A creature in the freezing state for the duration must succeed on a Strength saving throw or be pushed 10 feet away from you. This spell’s freezing state can also protect a creature in the freezing state from cold damage. Evocation

Dire cold

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A frigid mass of cold radiate from you in a 30 foot radius centered on a point within range. For the duration, a construct in area 10 feet square and 10 feet tall must succeed on a Strength saving throw or become chilled by cold damage for the first time on each of its turns, ending the effect on itself on a success. This cold damage can’t reduce the target’s maximum carrying capacity to 0 hit points. If the target is reduced to 0 hit points before this spell ends, it is stuck at 0 hit points, and the spell ends for it. Evocation

Dire cold

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your cold stone rimes up to repel arcanoids and other cold-blooded creatures. You choose a point within range and either chill solid bodies or chill cold air on the ground at the origin of a chilled creature (your choice that isn’t covered by armor). A chill winded creature (your choice), while it is a chill winded creature (host of 6 or less Medium creatures), deals 1d4 cold damage to each of its turns until it crumbles. Evocation

Dire cold

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A cold-like mist spreads across a point you choose within range. Until the spell ends, the mist moves on your turn and deals 2 cold damage to you. It also ends any spells of your

Dire Collapse

Casting Time: 1 action
Range: 60
Duration: Until dispelled

A collapse of solid earth and stone erupts in a 20-footradius sphere centered on a point within range. Each creature on the ground when the spell is cast must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The spell fails if you use a 5th-level spell slot or if you cast this spell again. Evocation

Direcress

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a demon, the Great Darkness, and summon a creature of your choice that is within range. Once summoned, the demon can be hostile toward you or hostile toward another creature. The target must succeed on a Wisdom saving throw or become frightened. The target must then make a Wisdom saving throw. On a success, the demon gains the effect of the spell on itself. On a failure, the demon becomes hostile toward you or hostile toward another creature. Any creature that ends its turn in a hostile position against the demon must make a Wisdom saving throw. On a success, the spell ends. The demon doesn’t need to be hostile toward you or hostile toward another creature. Conjuration

Dire earth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A 7-foot thick cylinder of earth springs into existence at any point within range. The globe remains for the duration or until a pillar of stone rises from the bottom of the globe. Any creature that moves across the globe’s edge must make a Strength saving throw. On a successful save, a creature takes 5d8 bludgeoning damage and isn’t knocked prone. On a failed save, a creature can’t take any damage or be pushed prone. Evocation

Dire flame

Casting Time: 1 action
Range: 100
Duration: 10 minutes

This spell halts the movement of creatures for the duration, preventing them from attacking or firing at targets within reach. If you cast this spell while your first level of dragon petrified or charmed is in effect, your second level of dragon petrified or charmed becomes active again as a bonus action on each of your turns until the spell ends. Evocation

Dire Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a burst of flame in a 10-foot cube centered on a point you choose on your current plane of existence. The flame spreads through the cube up to 10 feet in any direction, and the flame remains for the duration. When you cast this spell, you choose the location in which the flames appear, and you choose a point within range. You can use your action to create a 30-foot-radius burst of flame in that location. If that point is within 100 feet of you, it spreads out in a 50-foot cube, and each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The spell ends if you use your action to leave the area. For the duration, you can create up to two hundred flames in the cube. You can use your action to move one of the fires from one place to another. Constructs and creatures aren’t affected by this spell. If you create more than one hundred flames in the cube, you can create up to twenty of them in a single casting of this spell. You can also create up to twenty of them in a single casting of the spell. Evocation

Dire fog

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. Fire spreads around corners, but it rarely extinguishes smoldering bonfire. On each of your turns until the spell ends, you can use your action to move the target up to 60 feet in any direction along the ground while maintaining a 5-foot-cone wall of fire between you and the target. The wall can be up to 20 feet long, 10 feet high, and 1 foot thick. It lasts until the spell ends. You can extinguish small fires in the wall by making a bonfire of wood or stone flammable and move it in the direction you chose for the flame. On a failure, it ignites any smaller or lighter fuel-fueled objects in the wall that are within 5 feet of it. The wreathe created by this spell can also create flames in torsos that are animated, but the flames must have a target on them and animate with you. The animating animated objects can be picked up by other creatures and thrown into the wall, forming a separate flame. Fire in the Wall Fire in the wall spreads around corners, but it sheds bright light in a 5-foot radius. When a creature enters the wall for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 2d8 fire damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Dire fog

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Roll a d20. You create fog that appears on the ground within range to a height of 300 feet per caster level. The fog obscures the area, and any creatures or objects visible by anyone but you can see up to 300 feet away from it can’t be seen. The fog is nearly invisible. When the fog appears, each creature in it and any objects visible in its area must make a Wisdom saving throw. On a failed save, an affected creature can’t take reactions, and it can’t speak a mind or do anything else that requires movement. Until the fog appears, any creature affected by the spell can’t see, hear, or manipulate anything, and any creature affected by the spell can’t speak a mind, and it has disadvantage on attack rolls against creatures with Intelligence or Wisdom scores of 5 or lower. It emits the image for 1 minute on each of your turns. If this spell allows a creature’s Wisdom score to be reduced to 0, the creature can make a Wisdom saving throw the next time it uses its action to reduce its Wisdom score to 0. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, an additional aura can be created that acts as a protective magic aura for the duration. When the aura strikes, any one of the following effects of the effect on the ground become less severe: • The ground appears wet and muddy (your choice - see below) • The area of any leaves or trees thickens (your choice - see below) • The dirt or gravel forms openings as wide as celestials or as thin as mjolnir • The area of trees grows thick and clear as a result of irrigation • The floors of the area look clean and airtight as a result of use • The ground or a portion of it appears dry and loose • The area of plants appears soft and leaves and soft and dry • The ground or a portion of it appears muddy and muddy and sticky when the spell ends If you cast this spell again, the ground in the first place becomes muddy, muddy and sticky (see below). If you cast this spell again, the mud and the ground become muddy and sticky, too (no matter how hard you try to cover it). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Dire fog

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a fog of fog that fills a 10-footradius, 10-foot-high cylinder centered on a point you choose within range. Each creature in the spell’s area must make a Constitution saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 10d10 bludgeoning damage on a failed save. A creature or object that isn’t in the fog must make the saving throw at the end of each of its turns. At the start of each of its turns, a creature that fails the save must succeed on a Constitution saving throw or fall into the fog.

Dire frost

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Blazing frost spreads from a point you choose within range on a creature you choose within range. The frost spreads to 20 miles across a surface, forming an area of difficult terrain that

Dire Gale

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes

This spell sucks up to 5,000 feet of fresh air in a 30-foot radius and moves it like a moving train. For the duration, up to ten creatures in a 30 foot radius centered on the point you chose must make a Constitution saving throw. A creature takes 8d12 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature that fails the saving throw must instead make a Constitution saving throw against your spell save DC. A creature must also make this saving throw when it becomes aware that it is being targeted by this spell, or if you have targeted the same creature or a different one at least once. Transmutation

Dire Gale

Casting Time: 1 action
Range: 90
Duration: 24 hours

This spell shatters a mountain of grit and stone, tearing its way and tearing apart up to five hundred square feet of floor-freezing ground at a point you choose within range. Roll six d100 and determine whether any creature or object is inside. A creature that is in the rubble has disadvantage on Strength checks, and it can’t take reactions until the start of its turn to regain control of its weapons. If it’s holding a weapon or carrying a weapon, this spell ends. Evocation

Dire gaze

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral ghost appears in a 20-foot-radius, 20-foot-high cylinder centered on a point you choose within range. The spectral ends its turn as an undead creature and ends its turn as a willing creature. The spectral ends its turn as an undead creature and ends its turn as a Huge or smaller creature. The spell ends if the spell fails to extinguish the spectral ghost. The spell lasts until it is dispelled, its spellcasting ability

Dire gaze

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You appear in an unoccupied space of your choice that you can see within range. You can either stay still or use your action to move toward a creature you can see. The target must make a Wisdom saving throw. On a failed save, it takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the target moves without requiring extra movement.

Dire gust

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Seen here before the spell cuts it out of your mind, sweeping across the floor and hovering above your head like a storm cloud, this spell shapes your future. You must reach adulthood, and you are no longer charmed by magic. Until the spell ends, you have resistance to AC 15 and 30 hit points, and you are immune

Dire Hail

Casting Time: 1 action
Range: 10 Days
Duration: Duration: 13 days (until dispelled)

Up to ten Hailstones fall from the sky. Each 1d4 hailstones within reach. For the duration, a hailstone (equivalent to a crossbow) has a range of 100 feet and a yield time of 12 minutes. If a hailstone reaches 0 feet tall, it sheds all hailstone light in its area and sheds acid rain on its targets, which extinguishes at least one searing bolt of acid rain. The spell ends, however, if a hailstone reaches the height of maturity. For each hailstone harvested, each fallen hailstone increases the reach of this spell by 10 feet. For each fell hailstone, the spell creates a 20-foot cube of crackling, horizontal branches, with a 20-foot radius and a 25-foot diameter at the base. Each fallen limb leaves behind a trunk containing a staff of disintegrated earth, a staff of disintegrated water, or a staff of disintegrated earthbending. Each broken arm, if any, sheds 20 acid damage (your choice when you cast this spell). The spell evens out a hungrier creature (your choice if you have one) for 10 minutes as a bonus action. Both effects are imperceptible in the wild. Transmutation

Dire Hollow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

You make one small beam of light that must be of a size equal to your size and that must be of a different shape than the one you created. The beam is a 30-foot-diameter cylinder that must be at least 5 feet long and 10 feet wide. Each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The beam appears to be one beam, but you can use a bonus action on each of your turns to extend the beam. Conjuration

Dire needle

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You weave a needle that cuts through an object in range and instantly poisons an enemy within 60 feet of it. This spell allows a creature with a Dexterity score of at least 1 to understand the hidden properties of its kind, whether that creature is a magical being or a peaceful being. Illusion

Dire needle

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You use the needle to fill a wound in an object within range. You can use the needle to stab a creature and cause a gash, tear, or gouge, or to stab a creature in the chest, abdomen, or throat. You can deal an extra 1d4 necrotic damage to the target when you hit it with the weapon or when you strike it with a weapon attack. If you use the needle to fill a trench, wall, or other opening in an object 20 feet tall, the trench fills 4d8 holes, and the trench

Dire Rock

Casting Time: 1 action
Range: 150
Duration: 1 Day

You create a rock-strewn expanse of rock at the edge of a 10-foot-radius sphere centered on a point within range. The rock remains for the duration or until a rock dusts. Each creature other than you in the area when you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained for the spell’s duration, gaining resistance to the bludgeoning damage and turning the rock against it. The rock lasts for the duration or until a rock dusts at the edge of the expanse. When the rock strikes a creature, it deals 1d6 + 1d6 damage to the target. The rock also stops short of breaking any armor, weapons, or other armor of the target, stopping short of using any healing ability, saving throw, or proficile action to do so. The rock also stops short of leaving a structure intact, such as a room, a tower, or a fortress. The rock utes a creature until the spell ends or until you sacrifice another creature to cast this spell. Divination

Dire Rock

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

This spell allows a creature of your choice that you can see within range to make a slam attack against a creature within 5 feet of it. On a hit, the target takes 1d4 fire damage. If the target is a creature, the spell ends. If the target is a creature that is an undead, the spell ends. If the target is a creature that is a nonmagical object, it takes 1d4 fire damage. For the duration of the spell, the target can make a slam attack against a creature within 5 feet of it, and it deals an extra 1d4 fire damage to the attack roll. It must make the attack before the spell ends. If it succeeds on its attack roll, the spell ends. Evocation

Dire Rock

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a rock-hard body of watered with radiance into an unoccupied space you can see within range for the duration. You create one of the following effects when you cast this spell. Rockfall. You cause one thing or another to fall to the ground and reach its maximum height at the start of your next turn. Ranged weapon attacks that reach this height have disadvantage on the attack roll. Round Trip. You cause up to ten boulders to drop from the top of the rock to drop a large quantity of fresh water. Each four-foot (2-foot) drop creates a new hazard that requires further investigation. One boulder falls when the hazard is encountered, and it is possible that more than one boulder drops this spell each round it remains in effect. Tidal Wave. You cause up to ten waves of water eight feet in diameter, eight feet high, and rising over wooden ornaments, hedges, and other structures in a 10-foot-radius sphere centered on one point within range. Each wave creates at least one permanent permanent effect. Torrential Rain. You cause water vapor to flood wherever it appears within a

Dire Rock

Casting Time: 1 action
Range: 60
Duration: 1 minute

A rock formed from shattered bones, rock walls, or other objects of horrific size, shape, or quality appears and is hurled toward a creature of your choice that you can see within range. The creature must succeed on a Dexterity saving throw or be subjected to a +4 bonus to its attack rolls and ability scores. The rock doesn’t have to be anywhere within 30 feet of the target. The target must succeed on a Constitution saving throw or become paralyzed or deafened. The rock is a 20-foot-tall, 20-foot-high sphere that is 10 feet deep and 5 feet thick. The rock faces the northeast at a point you choose within range. At any point during the spell’s duration, the rock rises up to 30 feet above the surface. The rock can be up to 100 feet long, 10 feet high, and 20 feet tall. The rock can’t be taken or destroyed. The rock’s area of effect remains unchanged. This spell’s area can be any area of the ground, including one that is flat, or is otherwise nonmagical. Conjuration

Dire Rocks

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Your rock-hard core erupts a storm of rocks in a 30-foot cube centered on a point you choose within range. Each rock is an 8-foot cube with a 10-foot-deep crevice at the center. Each crack in the cube grants a triggering trap, as you gain the spell’s trigger condition, that triggers if a rock in the cube moves, as part of reaching for the trigger, or if a crack in the cube could unleash the spell’s full effect on a creature. Each rock has AC 10 and 30 hit points. When

Dire Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration, up to ten creatures of your choice that you can see within range must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and is pushed 10 feet away from you with disadvantage on the attack roll. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Dire Smite

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A spell of greater power appears in the hand of a creature you can see within range. The spell can target one object or object of ill-portrayed or foul-mouthed nature. If you cast this spell within 120 feet of an object or object of ill-portrayed or foul-mouthed nature, the spell fails. If you target a creature other than the target creature, the spell fails. The target creature must succeed on a Wisdom saving throw or take 1d6 radiant damage (if any). If the creature is also within 30 feet of the spell target, the spell fails. Transmutation

Dire Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a moderate mote of poisonous gas in a 20-foot-radius sphere, centered on a point you can see within range. The gas is harmless until the spell ends. The gas appears in any unoccupied spaces within range and is harmless if it is not being created. The target must make a Constitution saving throw. On a failed save, the target takes 2d10 poison damage and is knocked prone. Each creature in the area must make an Intelligence saving throw. On a failed save, the target takes half as much damage and is knocked prone. On a successful save, the gas spreads and isn’t visible. If the gas doesn’t explode, it spreads from location to location until it is dissipated. Conjuration

Dire Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

With a stroke of your weapon, a creature that hits you or uses your reaction has a piercing scream. Whether you hit or miss, the creature deals 1d6 piercing damage with every shot it takes before it ends its turn. This spell also ends the effect of any spells you have active that use an effect that allows it to end its turn before then. Both ends of the weapon affect it. In addition, if you hit the creature, it has advantage on attack rolls against you until the spell ends, if it has one, and you have disadvantage on attack rolls against creatures other than the creature using your reaction. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slot levels above 4th. Conjuration

Dire Smite

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Concentration, up to 1 minute

A brutal, freezing winter of stinking snow streaks across a 5-foot-radiusantheon forest and inflicts severe frost damage to one creature or object within 5 feet of it. You choose a point within range and deal an icy bludgeoning damage to that creature or object. Each target must make a Constitution saving throw. On a failed save, the creature takes 10d8 cold damage, or 3d8 cold damage at the end of its next turn. If the creature w ews more than 30 feet away from you from the point where it died, the damage increases by 1d8, and its speed increases by 10 feet until it can no longer move. At the start of each of its turns, the creature deals an extra cold damage to it when it makes a Constitution saving throw. It takes half the extra damage. If the creature uses its action to make this saving throw again, it takes half as much damage and is stunned. Conjuration

Dire Smite

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

Smite a creature that you can see within range. It takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. Hit or miss, the target deals 1d8 necrotic damage if it is above 20 hit points or 25 necrotic damage if it is below 20 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 at 10th level, 2d8 at 17th level, and 3d8 at 17th level, for each slot level above 2nd. Necromancy

Dire Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon slays the target then’s smite damage increases by 1d12 for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of damage that can be dealt when attacking with the weapon increases by 2 for each slot level above 5th. Evocation

Dire Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell pierce the flesh of creatures you can see within range, causing them to explode as pale, clouded orbs that do 1d6 damage each. Each creature that you choose within range must make a Dexterity saving throw. On a failed save, it takes 6d6 lightning damage and is blinded until the spell ends. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, a blinded creature can make a Constitution saving throw to take half damage from the bludgeoning damage. Conjuration

Dire Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

For the duration, one creature of your choice that you can see within range and that can hit points equal to your level (and that aren’t being worn or carried by others) becomes heavily damaged. The creature must make a Constitution saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Dire Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Up to two creatures of your choice that are within range can make a melee or ranged attack against you. On a hit, the target takes 4d6 cold damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Dire Steed

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A line of yellow, green, or blue lightning bolts lash at one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d8 lightning damage and is hurled 5 feet away in a direction you choose. On a miss, the target takes 2d8 lightning damage and is hurled 5 feet away in a direction you choose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Dire stinking cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 50m cube of gas fills the air within range and covers up to 20m of its area. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts out on a turn-based alert (regardless of when the creature first entered the spell’s area) makes a Constitution saving throw against fireball. On a failed save, the creature immediately ends its turn, as it usually does, and can repeat the saving throw at the end of each of its turns. A creature in the area that ends its turn in this way must use its reaction to move up to its speed so that it does so. On a successful save, the creature ends its turn immediately after it entered the spell’s area. If it did so before the spell ends, it still ends its turn. If it ended its turn before then, that creature doesn’t use the action it used to make the saving throw. Conjuration

Dire Strain

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a typical drop of rain to rain down in a 120-foot cube along a shoreline within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 force damage, or half as much damage on a successful save. Evocation

Dire Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You raise an emaciated corpse from the rubble of a pit, either standing or sitting on top of a well-drained well or pit, surrounded by air. The corpse is Medium, up to 10 feet long, and has 10 hit points. It takes 10d8 acid damage on a failed save, or half as much damage on a successful one. The corpse is immobile while you are within 1 mile of the well or pit. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 5th. Necromancy

Dire Thunder

Casting Time: 1 action
Range: Self (30-foot line)
Duration: 1 minute

This spell creates lightning-like blasts of thunder that go up to 10 feet in a 5-foot-wide arc from you in a direction you choose. The blast travels through objects, structures, and surfaces, causing them to buckle, crack, and crack again. The blast is strong enough to break any barrier that prevents nonmagical objects from passing through it, but it can’t pass through walls or other barriers. The spell’s range is up to 30 feet. Evocation

Dire Weather

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your body vanishes into the night, leaving you with a foggy canopy and a faint trail of clouds. You can’t see or hear anything for 1 hour. To avoid this effect, use an action to make a 30-foot line 10 feet long and 5 feet wide extending from your left shoulder to the center of the canopy. The line must be 10 feet long and 5 feet wide, and there must be one length of wood or one length of thin air in the line to the right of the center. When the line reaches its maximum length, any creature in the line that is within its reach must make a Dexterity saving throw. On a successful save, it instead takes 8d6 bludgeoning damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature ends its turn in the line of fire or in the mist, it takes 7d6 fire damage. A creature that ends its turn in the mist or in the mist can make another Strength saving throw. The first time a creature ends its turn in the line of fire or in the mist, it takes 4d6 fire damage and is engulfed in flames. The flames then spread around corners. If a creature moves into the center of the fog for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature moves into the center of the fog, and the flames there quickly extinguish any flames within it. On a successful save, the creature is no longer in the center of the fog. The fog then spreads away from the center of the line and moves around corners. Any creature that starts its turn in the center of the fog must make a Dexterity saving throw. On a failed save, the creature moves into the center of the fog. On a successful save, the creature is no longer in the center of the fog. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the fog effect increases by 1d6 for each slot level above 3rd. Evocation

Dire weather

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a severe storm centered on a point within range. The storm lasts for the duration, at which point the spell fails and you deal only 1d12 thunder damage to it. If it damages a creature, it deals 1d12 thunder damage to the target, which lasts until the storm dissipates. The storm can affect any solid surface on the ground or on ceilings and doors, and it can’t pass through any barrier, opening, or sarcophagus. The storm has a 50 percent chance to rain death upon a target. If the target is loose soil or stone, it must make a Strength saving throw. On a failed save, the storm destroys or turns loose nearly all of the remaining dirt and stone on the spot. A creature has a +2 bonus to the attack rolls and ability to use reactions while under the spell. In addition, the storm makes it easier to defeat loyal servants, especially if the foe is undead or constructs. Evocation

Dire Wolf

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A ravenous beast of prey of your choice that appears in a hostile, unoccupied space you can see within range. When the beast’s area is dark and heavily obscured, it has advantage on ability checks to see through the gloom. When it appears, the beast can’t be seen. The creature can also see through the darkness, but only as far as it can see the ground. The beast ignores all other creatures within its area, such as creatures with truesight or the blind. The beast can’t take actions other than to make a ranged spell attack. If it does so, the attack deals an extra 1d10 necrotic damage on a hit. Conjuration

Dire Wolf

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell transforms any object created by a spell of 3rd level or lower into a Dire Wolf beast’s basic statistics. The beast’s statistics are replaced by the statistics of the target, but it retains the alignment and race statistics of the original beast. The spell transforms a Medium beast of your choice that you can see within range, such as a beast of challenge rating 2 or greater. The target must make a Charisma saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is pushed 5 feet away from it. A Large or smaller beast of challenge rating 2 or greater succeeds on this saving throw, and it takes half as much damage on a successful one. A beast of challenge rating 2 or greater can’t be targeted by this spell. A creature that fails its save against this spell is restrained until the spell ends. In addition, on each of your turns, during which you aren’t targeted by this spell, you can use your action to mentally command a Dire Wolf beast of your choice that you can see within range. The beast obeys your commands, but it is restrained until the spell ends. The beast’s statistics are replaced by the statistics of the target, and it retains the alignment and race statistics of the original beast. The beast’s statistics are replaced by the beast’s alignment and race, as specified in the target’s alignment. The beast is proficient with all simple object and construct attacks. It defends itself against all attacks. While the beast is restrained, it spends its action to make a ranged attack with a weapon or a short weapon throw. On a hit, the beast takes 2d6 slashing damage and is pushed 5 feet away from the target. If the creature is holding its weapon in its left hand, the beast automatically pulls the weapon away from it and attacks with it. On a hit, the creature takes 2d6 slashing damage. If the creature takes any damage while restrained, the target takes 1d6 slashing damage at the end of each of its turns. If the creature takes any damage while restrained, the target takes 1d6 slashing damage at the end of each of its turns. Conjuration

Dire wolf

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call a wolf to lup or baulk at you. It takes 1d4 + 1 hit points for every 1d4 + 0 hit points You hit. The spell ends when one of the statistics for the beast is met. The beast’s natural ability score is 8, and the beast is proficient with all armor and weapons. When the spell ends, the beast can’t attack, but it can take other actions as normal. Conjuration

Dire Wolf

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You summon a beast of beastly power that attacks with a melee attack for the spell’s duration. If the beast’s speed is equal to or less than the target’s, it takes 10d8 necrotic damage. It disappears when the spell ends. If it’s not dead, the beast continues to attack the target when it drops to 0 hit points or when the target dies. The target can make a Constitution saving throw. It fails. On a successful save, the target takes half as much damage from necrotic damage and no damage from non-necrotic damage. On a failed save, it takes half as much damage from radiant damage and no damage from radiant damage. Abjuration

Dire Wolf

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to lure a dire wolf into a cage. The dire wolf is friendly toward you and obeys any verbal commands it hears. The dire wolf can’t be frightened, but it must make a Wisdom saving throw if it is attacked or otherwise attacked. The dire wolf can’t attack you or your companions, and it can’t attack you or your companions in combat. The dire wolf doesn’t have to be within 30 feet of you. It can’t be targeted by attacks or otherwise attacked. Transmutation

Dire Wolf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to enter the minds of a group of ravenous, ravenous, ravenous creatures that are hostile to you. Choose one of the following options when you cast this spell: • You can cause the target to become lethargic or to attack with a weapon. • You can cause the target to become frightened. • You can cause the target to become incapacitated. • You can cause the target to become incapacitated again. • You can cause the target to become hostile, attacking, or using a weapon against one creature of your choice that isn’t hostile to you. The triggering effect lasts for the duration, if any. • You cause the target to become hostile toward a creature of your choice within 60 feet of you. • You cause the target to become hostile toward a creature of your choice within 300 feet of you. Conjuration

Direwolf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral, invisible, living creature appears in a place you can see within range, and that creature must make a Wisdom saving throw. On a failed save, the creature is drow. It has disadvantage on attack rolls and ability checks until the spell ends. The creature is immune to vulnerability, poison, and vulnerability-inducing effects until the end of its next turn. The creature also has disadvantage on attack rolls and ability checks until the end of its next turn. The creature is telepathic and can speak the language of other creatures. The spell ends if the target is killed, incapacitated, or otherwise harmed by another creature. Conjuration

Direwolf Form

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You attempt to create a form of life on a creature you can see within range. The creature must succeed on a Dexterity saving throw or take 1d6 lightning damage. The spell ends if the target is undead. The creature takes no damage from magical damage until the spell ends. You choose one of the following actions for the creature. Step into the form of a wolf. Make a melee attack. Make an attack roll. Make an attack roll against a target. Make a ranged spell attack. Make an attack roll against a target. Make an attack roll against a target that drops to 0 hit points or fewer. Make an attack roll against a target that drops to 0 hit points or fewer. Make a roll against a target that ends its turn on a map or a place it isn't on it. The target takes 2d6 lightning damage. Conjuration

Dire Wrecking Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

The warded swarms of warded creatures swarm to your location, creating a 20-foot-radius, 10-foot-high line of shimmering energy. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 5d8 necrotic damage and is knocked prone. A creature can also use its action to make a Strength saving throw. On a failed save, a creature takes half as much damage and is knocked prone. The warded creatures have advantage on attack rolls against you and your companions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause up to ten of the warded creatures in the line to wither away. Evocation

Dire Wretch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a wretch to fall into a deep sleep. You can use your action to touch the wretch for the first time on each of your turns. The wretch must be within 30 feet of you or the spell can't be cast. Until the spell ends, the wretch remains within 5 feet of you, and you can use your action to touch the wretch for the first time on each of your turns. The wretch must be within 10 feet of you or the spell can't be cast. Until the spell ends, the wretch remains within 5 feet of you, and you can use your action to touch the wretch for the first time on each of your turns. The wretch must be within 10 feet of you or the spell can't be cast. Enchantment

Dirty Projection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a ghostly form that lasts for the duration. You can determine its location by examining its form. If the shape calls for directions, you can use your action to summon a Spirit Animal of your choice from the same plane of existence as the creature. The beast appears in an unoccupied space you can see within range, and it disappears when it does nothing. If you choose an unoccupied space, the creature can’t appear beyond the space or that is within it. The spell ends if you cast this spell again. Illusion

Dirty Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your magic radiates radiance that wreathes all manner of physical and magical damage, healing, and disease-causing creatures in a 30-foot radius. Nonmagical creatures in that area take 10d8 necrotic damage, and you can’t take normal damage from those creatures for the entire duration of the spell, even if the creatures are on the same plane of existence. Necromancy

Dirty Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create twenty-five-foot-long, 20-foot-wide, 30-foot-deep blizzard that freezes solid terrain up to 60 feet square for 7 days. The blizzard lasts for the duration. Each creature in the blizzard must succeed on a Dexterity saving throw or take 1d6 blizzard damage. The blizzard also stops short of freezing solid terrain up to 60 feet square. The spell’s duration is determined by the weather conditions under which it is cast. Conjuration

Dirty word

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You utter a dirty word, leaving a mark of destruction on a surface that you can see within range. The words dissipate when the spell ends. A dispel magic spell cast on a surface containing the words has no effect on them. If the surface is too small to hold all the words or contains magical writing that says something like, "verbal communication is impossible under Muggle law", the spell ends. Transmutation

Disarm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You banish any creature that you can see within range and who would be immune to spells and magic effects. For the duration, a creature immune to a spell or magic effect is immune to its own spells, spells, and effects

Disarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon a powerful force that attempts to stop one creature that you can see within range. Choose one of the following effects. The target takes 1d8 bludgeoning damage and is restrained by the force. The target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage and be restrained for the duration. A creature restrained by the force is also no longer affected by the spell. Conjuration

Disarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Disarm or break out of a nearby teleportation circle. This spell stops teleportation spells, as well as teleportation circles and secret doors, from affecting you. You need not use such a spell to stop a teleportation spell from working, although magic might stop it if certain conditions are met. When the spell ends, no magical traps open, doors are not left open, or whatever magical means are at your disposal to stop the magic being used to do so is broken. A magic door, a teleportation circle, or a secret door created by disarming a trap created by a spell, such as a gateway or pylonshot, creates no traps; it instead uses magic that you know exists and that is cast

Disarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You banish a creature that is hostile to you from a location you choose within range. The target dismisses the spell without casting a prepared spell, and the spell ends without being triggered. After a while, the target can cast the spell as an action, once per turn. Conjuration

Disarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You shatter the mind of an enemy before it can move, and then it has advantage on any attack and saving throws against its spells and weapon attacks. At Higher Levels. If an enemy has advantage on an attack and saving throw against its spells and weapon attacks before you cast this spell, you shatter that creature to create a distraction that it can use against you. While the target is distracted, it can use an action to make a Wisdom saving throw. On a success, it can use its action to switch to an illusory duplicating weapon, but on a failure, it can’t switch to the duplicating weapon until the spell ends. A disintegrate spell destroys each target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can shatter a target of your choice made by an ability attack against a different creature within 30 feet of it (including the target itself), using another bonus action of your choice, you could issue a verbal command to the creature. That creature must be under the effect of the illusion, which has it speaking the illusion’s language. Alternatively, you could shatter a creature that is conscious and within 60 feet of it by making a verbal command to its language (no action required by

Disarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Enemies within 10 feet of you and up to 150 feet away from you have disadvantage on attack and damage rolls, ability checks, and saving throws. The spells can’t fit more than 10 people in their space. Until the spell ends, you can use a bonus action on a weapon attack roll against a creature within 30 feet of you that is moving toward you. On a hit, the creature takes 1d12 necrotic damage, and you make another spell attack against that creature. On a hit, the creature must use a nonmagical weapon attack or use a healing spell (limited to 1 hit point) to restore 4 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Necromancy

Disarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You remove all restraints on a creature, including those created by restraints. Abjuration

Disarm

Casting Time: 1 action
Range: 60
Duration: Transmute Rock

30 minutes You transform a Rock object that you choose into a nonmagical weapon, a nonmagical weapon that can be of any kind, such as a club, a club-sized weapon that shoots a single nonexplosive weapon (such as a bow), or a magic weapon that can be of any kind, a staff, or a staff-sized explosive. The transformation lasts for the duration, which may be reduced by nonlethal effects or increased in value to meet greater requirements. The reduction reduces the weapon or nonexplosive weapon to a daze

Disarm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You banish one humanoid or object of your choice that you can see within range and that fits the designated demiplane. You banish the creature if it moves into a space that is within 120 feet of a demiplane you choose. While this spell lasts, any creature that ends its turn within 120 feet of a demiplane you choose must make a Charisma saving throw. On a failed save, the creature takes 14d6 psychic damage and/or is blinded until your next turn. The spell ends if you dismiss it as an action or if you cast it again. Confusion

Disarming

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Your crafty saber attacks a creature within range that is targeting a creature with an attack. If the target’s speed is less than half the target’s own maximum, you ram the target’s speed up to half of the target’s maximum and put the target within 5 feet of the intended target with another creature’s weapon used against it. If the target’s speed is less than half the target’s maximum, you ram the target’s speed up to half the target’s maximum and put the target within 5 feet of the creature with the weapon against it. Evocation

Disarming 120

Disarming

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a nonmagical weapon—such as a spear, axe, or crossbow—that explodes in a 30-foot cube on each of your turns for each creature that you select within the last round of combat this spell has taken effect. Each creature that takes this damage must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Disarming

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a Large blast of elemental energy at a point within range. Each creature that can hit you with a weapon attack before the spell reaches its full rate must succeed on a Strength saving throw or be affected for the spell is struck by the weapon. An unarmed strike made against the creature deals 3d8 fire damage to it, and any creature or object that would normally be struck by the weapon would instead slam into the ground and fail to make a melee saving throw. Evocation

Disarming

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 minute

Choose a creature that you can see within range and that can hear you. The target must make a Wisdom saving throw. On a failed save, the target takes 8d6 lightning damage. At the end of each of its turns, the target can make another saving throw. On a successful save, it takes half as much damage. On a failed save, the spell ends for it. If the target is blinded or deafened, the spell doesn’t incapacitate it. The spell ends for a target that has its breath seized on as an attack roll, attack with weapon, or weapon fall, if any, the target also takes half as much damage and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Disarming

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You unleash a wave of psychic energy that roars until the ground in the area is covered with psychic tape. Each creature in a 40-foot-radius, 10-foot-high cylinder centered on a point within range must make a Wisdom saving throw. On a failed save, a creature takes 1d8 necrotic damage and must succeed on a Constitution saving throw or become frightened for 1 minute. While frightened by this spell, a creature must make a Wisdom saving throw each time it takes damage, and it can repeat the saving throw if it wishes. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Disarming

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of fire on a solid surface within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. Evocation

Disarming Bell

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You unleash the power of the phantasmal force to crush a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 6d6 piercing damage and must use its action on a weapon attack, attack move, or move out of the phantasm to escape. The phantasm then magically removes any antimagic field created by this spell. The phantasm can create any number of phantasms it likes, but any that don’t fit within a phantasm are removed in phantasm’s area. If a phantasm ends its turn outside of a phantasm created by this spell, that phantasm activates and destroys it. If a phantasm starts its turn outside of a phantasm created by a spell of 4th level or higher, other creatures can use an action to move the phantasm toward it to do so. In doing so, they make the attack roll, dealing damage equal to your spellcasting ability modifier. The phantasm then closes its phantasm to neutralize that spell. Conjuration

Disarming Bell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A ringing alarm sounds in a 30 foot radius around you. Each creature other than you in that area must make a Wisdom saving throw. On a failed save, a creature can’t take reactions or use reactions. While the alarm is sounding, a creature takes 4d6 cold damage. On a successful save, it takes no cold damage, but its saving throw is broken. The spell ends if a creature moves into the affected area or if a creature moves within 10 feet of the alarm. Evocation

Disarming Bell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose two lights within range. A flashing, emerald-green bell flashes in each of the target’s illuminated areas. Each creature within 10 feet of the blinking bell must make a Wisdom saving throw. On a failed save, a creature can’t speak a single intelligible word for 1 minute. If the bell emits an alarm, its sound fills a 5-foot-radius sphere centered on the bell. Each 5-foot radius, a torch emits bright light in a 30-foot radius, and a crack sounds when a creature drops its backpack. The crack sounds like a regular crack, and it deals 3d6 fire damage to each creature within 5 feet of it. This spell also ends spells and other magical effects that you might have used to deal damage, such as movement, that have a duration of 1 minute or more. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of lights within 20 feet of you increases by two for each slot level above 5th. Transmutation

Disarming Bell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You set an alarm to deafen a creature that is trying to escape. Until the start of your next turn, the creature has disadvantage on attack rolls against creatures that aren’t wearing armor. Evocation

Disarming Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A strong wind can disperse a Large or smaller constructible wall of strong air in a 40-footradius sphere centered on that constructible wall within range. Each creature that starts its turn in the sphere must spend 1 minute moving up or down as a bonus action on each of their turns until the spell ends. A whirlwind like whirlwind covers 60-foot square sections of ground at a time. Each creature that starts its turn in the area must make a Strength saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone for the duration. Evocation

Disarming Ray

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

A flash of magic radiates from your finger or a cry of alarm springs into existence. Each creature in a 5-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. Every target killed by this spell must make a Constitution saving throw at the end of its turn. On a failed save, a target takes 2d8 radiant damage, and another 1d12 cold damage. On a successful save, it takes half as much damage and isn’t affected by this spell again. As a bonus action, you can cause a bolt of lightning to leap from the spot you chose as a drop into an unoccupied space of your choice that is 30 feet up. In addition, whenever a target is hit by this spell or carries anything weighing

Disarming

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target can’t take reactions and must use its movement to move as normal. The flames lash the target at a point within range, issuing a loud blast of smoke and causing foul smelling emanations to form in the area. The target must make a Constitution saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. Each creature in the line is blinded and must make a Constitution saving throw. A creature takes half as much damage on a failed save and is scorched. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Disarming

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature prone to being frightened stands up and rams its scimitar into the space of a creature within range to extinguish the flames. The spell creates no heat or cold and no odors or scents and has a 5-foot radius. The illusion lasts for the duration or until you dismiss it as an action. You choose one of the following effects to trigger when a creature within 5 feet of the target enters its frightened condition. You can target one additional frightened creature for each frightened condition condition condition is met. The creatures each take 4d8 fire damage and half as much damage on a failed save, or half as much damage on a successful one. For the duration, the creature has disadvantage on attack rolls against creatures within 5 feet of her or his location and can't take actions nor move while frightened. Evocation

Disarming Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target lashes out at a

Disarming Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to overwhelm a creature that you can see within range with a flurry of blows. Until the spell ends, the target takes d6

Disarming Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a beam of light at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage. firebolt † • range 30/60/120 (min./max.)

Disarming Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You strike a creature that you can see within range. It must succeed on a Dexterity saving throw or be knocked prone. The target remains prone for the spell’s duration, and the target can repeat the saving throw if necessary. If the target fails the saving throw before the spell ends, it can make a Constitution saving throw at the end of each of its turns, ending the effect of the spell on it. If the target doesn’t make a successful save before the spell ends, it takes 1d4 fire damage on a failed save. The spell can also end the effect of a spell of 3rd level or lower. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Disarming

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A glyph inscribed with the emissary spell appears on your person, linking you to a location you know or know is within range. The glyph lingers in your mind’s memory for the duration, and the glyph can be turned off or linked to an unwilling creature for the duration. In addition, when a creature of Medium size or smaller drops to 0 hit points from which to cast an ability check, you make the check as part of casting that spell. If you succeed, the glyph instantly appears in the closest unoccupied space of the creature’s space, such as a container or a place of safety, as long as that space is occupied by a creature or a spell. Abjuration

Disarming

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a spot you can see within range. A wall of glowing energy b lights up when a melee spell attack you make within the past 10 minutes. A nonmagical ranged spell attack can penetrate the wall and deal 6d6 + 1d6 psychic damage to the target. On a hit, the target takes 2d6 psychic damage, and the spell ends. If the wall is on the ground or in openings, the spell doesn’t close enough to the ground or in the passage that leads to the wall—its area is searched for the nearest fire. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Disarming

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Shimmering energy fills the air around you, up to a nadir of bright light, and moves with the light to a point within 30 feet of it. For the purpose of targeting one creature, every time a creature finishes a long rest, the glowing piece of magical energy moves with the creature to the closest creature friendly to it and then attacks that creature with a weapon attack, the creature takes 4d6 radiant damage, or half as much damage on a failed save, and the glowing piece of magical energy is broken and unable to ignite flame for 1 minute. Alternatively, the glowing piece of magical energy breaks and ignites barrier for 1 minute at a point within 30 feet of it. If a Tiny or smaller creature or object moves within the glowing area, the creature or object takes half damage from the burn. Evocation

Disarming

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a Large blast of gunfire that explodes in a 10-foot radius centered on a point within range. Each creature other than you within 10 feet of the point must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage, or half as much damage on a successful save. The damage can’t reduce a creature’s hit point maximum to 0. The damage can’t reduce a Huge or smaller creature’s hit point maximum to 1d10. The spell’s base damage is 12d6. The spell damages only creatures that you can see within 30 feet of the point, and the spell’s damage increases by 1d10 when you reach higher levels. Necromancy

DisarmingWall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A wall of glowing green energy lashes out from a point within range and starts firing from that point as a bonus action on each of your turns until the spell ends. You can create a barrier of glowing green energy between you and an unoccupied space you can see within 60 feet of you. When a Large or smaller creature enters the spell’s area for the first time on a turn or starts its turn there, there is a 20 percent chance that the creature (and all creatures in the spell�

Disarming Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The wall of fire spreads out from a point within range and explodes in a 20-foot radius, making a 20-foot radius around it a protected area. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 10 feet away from the point of impact. On a successful save, a creature takes half as much damage, and flames trail off when it hits a threshold. The fire burns through solid wood, stone, and stone pillars and structures, and it spreads around loose earthworks. Finally, each creature in a 20-foot-radius sphere centered on that point when created must make a Dexterity saving throw. Each creature takes 7d8 fire damage at the end of its next turn, or half as much damage at the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can target one additional creature for each slot level above 1st. Evocation

Disarming Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A powerful wind of destruction sweeps out across a point within range and blasts downward from you. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. If a creature fails its save against this spell because it can’t find an object or leaves its line of sight, it instead takes 14d10 bludgeoning damage, and it takes 14d10 bludgeoning damage. Evocation

Disarming Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wind whips a cylinder of churned earth under you, slowly and painfully. The earth is square and has a 5-foot radius. The cylinder lasts for the duration. When the dust settles, it turns bright red, becoming a 20-foot-radius sphere with an 8-foot radius and dim lighting within it for a further 2 days. If the cylinder moves more than 20 feet when this spell ends, it remains there, creating another flame. The flames turn dim blue and become a constant flame for 1 hour. If the cylinder moves 10 feet when this spell ends and becomes a bonfire for more than 10 feet, it becomes a bonfire, doing 25 damage to anything it burns. A strong wind can disperse the flames safely within 5 feet of one another, creating safe havens for the creatures or leaving the flames at certain locations. Conjuration

Disarming Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The wispy, evergreen forest of tundra moves like magic. Until the spell ends, you have advantage on saving throws made against radiant or psychic ray

Disarming Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of negative energy radiates from you in a 5-footradius, 30-foot-high cylinder centered on a point within range

Disarming Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small puff of wind that ripples out in a 100-foot radius and chill up to 200 feet for a day. Should winds pick up, the wind blasts up to 30 feet in a straight line toward a point you choose within range. The point must be within 100 feet of a point of your choice within 10 feet of where you cast this spell. Conjuration

Disarming Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pull down a wall, or a ceiling, and choose a point within range. Lo and behold, a wave of radiance springs into existence. This wind is difficult terrain, and the more heavily-guarded paths or ceilings are affected, the greater the disturbance. An affected creature must succeed on a Strength saving throw or be pulled 10 feet toward the center of the wall or ceiling as described below. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional wind for each slot level above 3rd. Evocation

Disarming Wyvern

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Swarming crofs fill a 20-foot-radius sphere centered on a point within range. Once a day for 24 hours, for weeks at a time

Disarm

Casting Time: 1 action
Range: Self
Duration: 5 Days

You attempt to shut down a hostile demigod, either by firing a magic mallet or attacking it with a magic weapon. Hit or miss, the demigod stops moving and dies. It deals 2d8 bludgeoning damage to the target and causes the target to make a Strength saving throw. On a failed save, it is restrained until the spell ends. While the restrained target is affected by this spell, the creature can’t speak, cast spells, or read, write, or use any other arcane or magical text. While the restrained target is conscious, any ability a creature has spent its action using is dispelled. A creature that can’t be bound by an illusion can’t use its action to speak. Instead, the creature uses any spell it can cast to speak its mind. The restrained target can use its action to take the action described below, using its reaction when deciding what action it will take. Once it has taken this action, the demigod is no longer restrained and can’t speak, cast spells, or use any other arcane or magical text. Blade of Fist 60 Concentration, up to 1 minute You create a razor-sharp dagger that flings itself against a creature within range. Make a melee spell attack against the creature. On a hit, the

Disarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a magical barrier between yourself and a creature you can see within range. The barrier prevents creatures from following in the footsteps of another creature or passing by you. The barrier lasts for the duration. The barrier is as strong as steel, and it blocks only half the distance. When you cast this spell, you can designate any nonmagical object or magical effect as the barrier. When you cast the spell again, the barrier is knocked away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Disarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Self extinguishes a nonmagical fire in a 20-foot radius on a target within range. For the duration, nonmagical fire in the area is difficult terrain, and any creature that ends its turn within 20 feet of the target must use its reaction to move up to its speed so that it can move normally. Reducing the target to 0 hit points reduces it to -4 hit points. The spell ends for a target that attacks a creature with a weapon attack. While the target is reduced to 0 hit points, its weapon attacks deal an extra 2d8 force damage to it, and it takes 2d8 force damage at the end of its turn for its attack to deal any extra damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Disarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to eliminate a hostile undead creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 10d8 necrotic damage and must be incapacitated for the spell’s duration. On a successful save, the creature takes half as much damage and doesn’t regrow damaged or dead spots. As a bonus action, you can dismiss the spell and move the spell back to the spell slot you used for it. If the spell ends before then, the undead are destroyed. Conjuration

Disarm

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A dispel magic centered on something permanent radiates life energy, much like a strong wind or a powerful earthquake, creates a pillar of strong wind, and so on. Abjuration

Disarm

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You must be completely off the hook when it comes to dealing with necromancy. Any creature that uses its action to move toward a target creature on the ground that you can see must make a Wisdom saving throw. On a failed save, a target becomes immune to necromancy spells for 1 hour. At the start of each of those hours that a target is targeted by a necromancy spell, an enemy wizard must make a Wisdom saving throw that results in the creature’s death. On a failed save, the creature’s body moves to a spot immediately adjacent to the target’s corpse for the duration. While there, the creature is incapacitated and must either spend the spell’s duration off or regain hit points equal to the number of hit points it has. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Disarm

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You take control of the situation so that none of the following effects appear: - A hostile creature on your turn sounds, and spells and other magical effects are suppressed for 1 minute - You create a nonmagical object that has AC 15 and hit points equal to your hit point maximum, and that can’t carrying capacity - The creature is carried around by someone other than you who has hit points equal to your hit point maximum. - You create a teleportation circle that lasts for 1 minute - You create a nonmagical object that has AC 15 and hit points equal to your hit point maximum, and that can’t carrying capacity - You create a teleportation circle that lasts for 1 minute - You create a nonmagical object that has AC 15 and that can’t carrying capacity - You create a teleportation circle that lasts for 1 minute - You create a nonmagical object that has AC 15 and that can’t carrying capacity You can use your action to teleport from your current location to a different one as long as that location is within 1,000 feet of the nearest unoccupied object or teleportation circle. ruins of a long lost civilisation Great hall 60 Instantaneous You return to life with 60 hit points. This spell also neutralizes any diseases or poisons that affected it, but it cures other diseases and neutralizes any damage taken. Necromancy

Disarm

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

All boomerangs burst from a creature that you choose that you can see within range. Each creature that can see within 10 feet of the point you chose must make a Constitution saving throw. A target takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Disarm

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You pull the iron from between two pieces of wood and put them in one pile on the ground. Until the spell ends, you can use the pieces to create a demiplane or a celestial seminary, a temple or a greater temple, an alchemical laboratory, a school or a guild hall, or anywhere in between. You can also use the pieces to create a more permanent dwelling or sanctuary. If you create a demiplane or sanctuary, you can choose the material from which you create the plane, as well as any from temples, sanctuaries, zazen, tombs, feasts, or zanzibar. You can also designate a specific location on the plane, which you can see and which you can see, as well as any places you can see and which you must step outside to see. You can create any of the following teleportation effects inside the demiplane or sanctuary: • Place a wish spell on the ground in a visible location that you can see. This spell can’t be duplicated by other spells, such as creating a wish spell) or creating a wish from an existing one. You can cast this spell only in the teleportation area, not outside it. Area effect. You can through the portal create a teleportation circle on the ground in a spot you designate. You can also create a secret door on the ground in a spot you designate. You can also create a demi-march on the ground outside the demi-march. You can banish an approaching hostile creature on the spot you designate, causing it to exhaust its

Disarm

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You seize one of the following properties of an unwilling creature—your own, theirs, or anyone else's—and make it impossible for it to return to its normal place at the start of your next turn. If the target has fewer than 10 hit points, you may choose to end one of those hit points with a direct melee weapon attack, gain a temporary hit point, or end one of those hit by a direct melee weapon attack. Necromancy

Disarm

Casting Time: 1 action
Range: Transmutation
Duration: Self

1 Hour When you cast this spell, you call out to all the creatures within 30 feet of you to be disarmed. Each of them has advantage on an Intelligence (Investigation) check Missiles check and Wisdom (Perception) check to discern the location of a creature that is attacking you. You choose one or more of the following damage types: acid, cold, fire, lightning, or thunder. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Disarm Traps

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until dispelled traps a creature with a debilitating weakness. Choose one creature that you can see within range and that can’t be charmed, frightened, or possessed by the creature. The creature fails its saving throw against being charmed, frightened, or possessed. While frightened by the creature, the target can’t use its action to move to a spot within range and use reaction to succeed on a Strength saving throw or become frightened. The frightened target gains no temporary hit points, and it has no memory of when it became frightened. While frightened by the target, the target can’t speak, use reactions, or cast spells. The creature has disadvantage on attack rolls against creatures within 30 feet of it. At the same time, the creature can’t use reactions, which it can’t use against creatures within 30 feet of it. Abjuration

Disastronomy

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You choose an area of darkness that you can see on a solid solid surface that appears to be made of stone or stone and that isn’t covered by a covering, such as a floor or a dome, or that is made of metal or stone and that fits within a 6-foot cube. For the duration, that creature can see and hear everything in its area, and can’t be targeted by spells or otherwise affected by attacks. For the first 40 hours, the target can’t see or hear anything within the area, or it can’t enter the area or pass by it. The spell ends if the target w ill re cast another spell within the first 24 hours after taking the spell’s damage. Illusion

Disbelief

Casting Time: 1 action
Range: Touch
Duration: Unforgivable

1 Hour You touch a creature and place a spell on its mind that allows the creature to believe that something is beyond imagination. That spell has no content, and the target fails its saving throw if it doesn’t believe the thing you described. The spell doesn’t target undead or constructs, objects, or people. If you cast it on the creature or object, it is mentally convinced of its worth, worthlessness, or whatever the creature says. This spell has no effect on constructs or people or magic items. Illusion

Discipline

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, and the creature deals an extra 2d4 damage to the target whenever it hits or reaches 5th level (2d4) or higher. Conjuration

Disdainful Strokes

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You desire to offend other creatures, even if they are no more than 5 feet away. Choose any creature that you can see within range, and each creature that can see within range must make a Charisma saving throw. On a failed save, a creature is shunted to the far side of the room where it will likely meet other creatures, who will be unable to reach the creature out of the shadows. This spell is particularly powerful against fey and undead. The creature that failed the saving throw when you cast this spell makes a Wisdom saving throw at the end of each of its turns. On a successful save, the target loses the ability to speak, but it retains its senses, memories, and other abilities, as well as any memories of the creature it is touching. The creature can’t willingly allow its senses to be wrenched from it, and if it fails this saving throw before the spell ends, the creature doesn’t lose the ability to speak, read, or write, or can instead rely on its senses for communication. A creature that makes an Intelligence saving throw at the end of an turn can choose to continue the struggle, but if it succeeds, the creature is no longer fighting the creature and continues to receive the benefits of its senses. The creature is shunted to the far side of the room where it will likely meet other creatures, who will be unable to reach the creature out of the shadows. This spell is particularly potent against fey and undead. These creatures that can’t be harmed by nonmagical weapons or constructs. Abjuration

Diseases and Poisonous Vegetations

Casting Time: 1 action
Range: 10
Duration: Duration: Concentration, up to 1 hour

You create overgrowth on land you choose within range in a manner familiar to you, such as planting tallow or clearing brush. You cleanse the air and soil of any diseases that might have formed, removing excess moisture and dirt, and then chill the soil until it is soft and uniform. When the chill condenses, any stone, stick, or other harmful creatures that remained or might have remained there momentarily shed light or dim light in return. A creature that enters the chill state and enters the spell’s area for the first time on a turn or starts its turn there causes whatever damage this spell deals to those creatures. Creatures that started their turns in the area when you first cast this spell must make a Constitution saving throw. On a failed save, the affected creatures take only half damage from the damage they deal the spell’s effect on them. Once a creature makes an attack or attacks

Disenchantment

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You target one creature you can see within range, and three curses appear in its area: one set of five that aren’t triggered by an action, an aura, or a target, such as a scimitar, a sabertoothed tiger, or a bat. Each curse affects only you, requiring an equal or greater level of your choice. Choose one of the three curses at the start of your turn. You can try to halt the cumulative effect of each curse on the same creature or on a different one. Alternatively, you can attempt to stop its cumulative effect. If you maintain your concentration on a spell for up to 90 minutes, the spell ends for that creature or point at an object within 10 feet of it. When the spell finishes, the spell ends for that creature or point at an object within 500 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d10 for each slot level above 5th. Enchantment

Disenchant weapon

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical weapon and imbue that creature with an illusion. The weapon, if any, takes 3d8 necrotic damage on a hit or half as much damage on a miss. If the weapon is a magic staff or a staff of levitation, make an ability check against your spell save DC. On a success, the illusion can be dispelled. Necromancy

Disengage

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one creature that you can see within range. You move to a unoccupied space within range where it would otherwise be impossible for it to see you. If that creature is a Huge or smaller creature, it can’t attack you despite imposing its will onto you. If you do, the target fails its saving throw and has disadvantage on attack rolls and ability checks that rely on ability checks, and if you do, its Wisdom penalty is 4. The target’s speed is reduced by 15 feet until it breaks the spell’s resistance to being affected by other effects. The spell then ends. Abjuration

Disguise (4th level)

Casting Time: 1 action
Range: Self
Duration: 3 Days

This spell grants you the ability to appear as a simple, yet powerful image—a garment, a mask, some sort of armor, whatever you choose—that is as large and ornate as a 5-foot cube. As you cast the spell, you can cast both as spell and as an action, gaining the benefits of any two of the image effects at the same time. While you have advantage on attack rolls against targets within 5 feet of you, you can make one additional attack for each effect you have used. While you have advantage on attack rolls against targets within 5 feet of you, you can use a bonus action to create a new use for any effect you have used that you know is false, such as a distraction spell cast on a target. You can create images as small or as large as 1 image for each image you choose. If you create additional images, you can create one illusion at a time, and each image lasts until it is reduced to 0 images. You can create two such images at the same time. If you create an additional image of a creature, you instantly create that image, even if you have no memory of its name. A reduced image lasts for the duration or until it is replaced by another image, such as a duplicated image or a new image. You can use a bonus action on each of your turns to switch from a corpse image to a skeleton image, create a prosthetic body from a corpse image and so on up to 24 hours. You can revert to its original form in its stead, but only at the DM’s option. If the creature’s memory is damaged or the image cuts into its sensory pathways during transportation, it can only be transformed back into its normal form at the DM’s option. Illusion

Disguise and Armor

Casting Time: 1 action
Range: 10
Duration: 10 Hours

You make clothing suitable for the wearer. Until the spell ends, a nonmagical armor made of mithral or ray of frost is a light, opaque covering of silvery or opaque stone for the duration. You can create any surface covering an object, a creature, or some other visible substance in a manner similar to a mask. To create a light mask crafted from a stone, cordura, or similar material, use an illusory creature’s-s voice. Alternatively, you can make a piece of a creature’s flesh to appear as a mask, made of magical force, that appears on the surface of the creature’s person. You can create a nonmagical head covering made of mithral or ray of frost, a piece of nonmagical armor made of ray of frost, a piece of magical ammunition imbued with a power similar to that of flame, or a piece of magic-using substance so infused that it transforms the target’s clothing in

Disguise and conceal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a mask that looks like a winged beast and acts as a concealment spell, telling the location of all its sensors, moving creatures, and manipulating its facial features. When you cast the spell, you can assume a normal suit of armor, which has shield plates and darts on either side, making it appear as a winged beast, though it has a wingspan of 5 feet and a sustained 20-foot wingspan. You can also use this spell to create a simple mask that is translucent and animated, appearing in any visible area when you cast it. It lasts for the duration, and the creature can’t be targeted by invisibility or entangle, or by any other effect. The mask can be removed by nonmagical means, but it still leaves behind a faint and indistinct mark on its surface. When you craft the mask, choose one of the following disguises or animate entirely disguises spell options, and choose a different disguise’s construction for each one. At any time, you can combine one of the three disguises with another disguises spell option, gaining access to all other disguises and using all of the material components of each illusion in its sequence. When you do so, choose one of the following options for the illusion, and choose the one you use; otherwise, the spell fails. Illusion

Disguise and disguise

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your body becomes magical and magical. You can wear whatever you want while you are disguised as a creature, as long as it doesn't violate its normal attire. You can use magic items as magic weapons, but you can neither use them to attack or to cast spells, nor to cast spells. When you cast the spell, you can reveal your full name, date of birth, place of birth, and place of birth, though you must use the current spelling and capitalization. You could also change your facial features, which are made of metal or bone, making them seem a bit younger. The spell doesn’t affect undead. If you cast the spell again, the spell has no effect. When you cast it, you can appear younger than you are, though you can’t appear older than you are. You can’t appear to be in any way linked to a specific creature, spell, or other magical phenomenon, though you can appear to be communicating with that phenomenon to gain information or influence its outcome. The greater mote you use to conceal your presence, the more magical force surrounds you; whenever you cast this spell, you can create a ring around yourself that wakens any dead creatures inside, as described below. When you cast the spell using a different mote, or have expended more magical energy, the spell fails and becomes permanent. Illusion

Disguise and Dismiss

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to cover up to one creature you can see within range with a magic mask, a mask that is 6 inches wide and 5 inches thick, and that is composed of an opaque covering that can be as thick as a soft covering but fits comfortably within a 5-foot cube. The target must make a Charisma saving throw. On a failed save, the target suffers from the illusion's visual illusion. The target can see and hear the following areas of the mask: a. Trees and shrubs b. Wood and stone c. Doors d. Furnishings e. Doors f. Plants g. Shores h. Vines j. Vines. The target can use its action to make two Wisdom checks (DC 15) using 1d4 numbers from the mask. If an attack

Disguise and Dismiss

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: For the duration, any creature that

Disguise and Dismiss

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A veil of shadow fells on a creature you choose within range. You choose one of the following disguises: a dark armor, a light mask, or an open mask, made of invisibility or tundra. You retain your alignment and can cast your spells through the mask, though you take 10 fewer hit points instead of the normal 8. The disguise lasts for the duration or until you remove it. If you reveal it, the other creatures can see through it and are immune to its effects. The spell fails if the target is attacked or something goes wrong while it is disguised. To determine if the spell succeeds, use a different spell slot for each slot level up than the one you possess. Blade of Helix 120 Concentration, up to 1 hour Until the spell ends, one metal object, w ho made of blunt forceps, becomes a sword or a crossbow with a range of touch. At the command of a warlock, the sword becomes a heavy crossbow with a +5 bonus to damage rolls and a +2 bonus to AC, using a +2 bonus to attack and damage rolls. The weapon is wielded by a primordial warlock. While the warlock is using the weapon to train his weapons, the constructs he creates can’t be charmed, but rather must serve him as servants, companions, or servants.

Disguise and Hide

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose a type of apparel that you can see, such as bikinis, t-shirts, sweatpants, or a simple black or black and white robe or cap. You can also choose a piece of clothing that isn’t covered by clothing. Once you have done so, you can undo or reshoot the garment to appear as a separate garment under your command. You can also change the apparel’s color or opacity to match your command. You can perform other magical or physical acts on the garment, such as removing the robe or transforming it. You can hide the garment when you cast this spell. It remains hidden until the spell ends or you choose a different spell slot. The garment can be restored to a location that was damaged when it was disguised as apparel or when the disguise ends. Alternatively, you can hide the garment until the spell ends, at which point you can use an action to examine it again. The garment sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can hurl the garment up to 30 feet in any direction. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the garment sheds red or blue light in a 20-foot radius, you create a radiant blast that spreads about 500 feet among the corpses of the dead and that emits bright light in a 30 foot radius. Transmutation

Disguise and Hide

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You can hide yourself from the eyes of nature by making a magic trick that disguises a creature as some sort of beast or plant. The trick is similar to the trick used to enter a secret door in a labyrinth, but removes the target’s magic. When you cast the spell, you decide what creature to use as a pet name, creature name, or group name. The trick doesn't save you from being blinded by a harmful effect or cured of a poison. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the illusion becomes permanent until it drops to 0 hit points. This shadow mimic functions as an illusion, but it uses the trick to its disadvantage. Illusion

Disguise and Hide

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You hide a creature’s true self. The illusion becomes visible only to creatures of your choice within range. The spell fails if you cast it more than once, if you use it multiple times, or if you choose to conceal it from detection, such as as in an inscribing shop. To target another creature, you instantaneously instantaneously conceal a Medium or smaller object under your command. Alternatively, you can cause the object to appear as a shadowy, opaque object that can be anywhere from opaque to normal size, up to a quarter-sized circular pit with a diameter of up to 30 feet, and up to 10 feet deep. You can animate the object so that it appears as a humanoid or an animal with a weight of up to 30 pounds. The object can be an unwilling creature, an inverted image, an image of a deity with a weight of 10 pounds, or an image that appears to be an image of magic. While an object is hidden, you can use a bonus action to shake or slap the object so that it appears as an invisible creature (your choice which creature’s shadow spell can affect). The object is instantly visible to all creatures except for the spell. When you cast this spell, you can specify creatures that appear as creatures, but you can’t have more than one creature appear as a creature. You can also specify creatures you know as hidden objects, such as hidden doors or hidden valuables. If you cast this spell in the same room as another creature, the same creature appears as an unseen creature with a -2 penalty to AC and -1 penalty to WIS. At the DM’s option, the spell can be cast multiple times, requiring 1 slot of armor or weapon training. Transmutation

Disguise and Remover

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A nonmagical disguise or reforge spell you make to appear as a ranged spell attack or ranged spellcasting spell, or a ranged spell attack spell prepared by an arcane spell or a spell of 8th level or lower, makes its target vulnerable to being broken or cast into a nonmagical object or an illusory image of a creature, such as a wall or a ceiling, that blocks its vision. The spell fails if the target is broken or cast into a nonmagical object or an illusory image of a creature, or the spell fails if the target is cast into a nonmagical object or an illusory image of a creature that blocks its vision. Divination

Disguise and Shriek

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create an overly dramatic disguise for one creature you choose that is hostile to you and whose challenge rating is equal to or less than the creature’s. The target must be aware of the disguise and able to identify it. You can use the disguise on an unwilling creature, or you can cause the creature to become hostile to you, if you choose the illusion. For the duration, you can cause the creature’s name to appear on the cover, scar on its forehead, or other visible mark on its clothing. The creature is under your spellbook’s control and can’t willingly move or attack other creatures. You can compel the creature’s name to appear on the cover or demand that it appear on a piece of clothing that it chooses. Once the illusion appears, the creature continues to be hostile to you and can’t attack or target other creatures. Divination

Disguise and Travel

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You transform six creatures of your choice that you can see within range, attuned to you for the duration, into invisible servants that follow you. The servants follow your orders and protect you against your enemies. You decide how the creatures behave, which traits each have, and how difficult it is for them to understand your message. Each creature of one level or lower can choose one of the servants it can see within range. Each servant instantly obeys your instructions and takes actions in accordance with your instructions, even if it is under the illusion’s control. The illusion lasts until the creature disposes of the illusion. The creature doesn’t understand your message and doesn’t understand your rituals; it only perceives your presence as a constant threat. When a servant appears, it automatically takes 1d8 damage of the lowest level of its kind card, and it sheds bright light for 10 minutes on that turn. This spell's effect persists until the creature leaves your reality and you dismiss the spell as an action or cast this spell again. If you cast this spell while you already have this effect, you can have it both ways. You can also dismiss the spell at any time. You have resistance to necrotic damage for 1 minute. This spell's damage increases when you reach higher levels. At 5th level, the damage increases to 1d8, 1d12, and 1d13. When you reach 11th level (12th level (17th level (18th level))) and 17th level (19th level (20th level (21st level))) damage increases to 2d8, 2d14, and 2d17. These two increases in damage take into account any excess damage the illusion takes, as determined by the illusion’s natural armor rating. At 14th level, the damage increases to 3d8, 4d12, and 4d17. When reaching 17th level (18th level (19th level))) and 20th level (21st level (22nd level))) damage increases to 4d8,

Disguise armor

Casting Time: 1 action
Range: Unlimited
Duration: For the duration, you can reveal the real you when

you cast this spell. Anything you wear or carry is likely to remain hidden from view. You can hide only in places that you can see. You can’t use this spell while conscious. When you cast the spell and as part of casting as a lich, you can disguise yourself as a Large or smaller humanoid, either by creating a new one or casting the spell on the same creature as you, or casting it on a slot-based creature of the same size or smaller. To do so, you must cast the spell on the same creature as you to make it appear normal, no more than once. If you cast it again, you can see the same creature as if it belonged to another creature, which is different. To change your appearance at all times, you must cast this spell on the same creature as you, in whatever form you appear. You can create a new illusion by putting your hand on the illusion’s touchbar and using that finger to touch the illusion’s surface. The illusion has the appearance of a creature or an object, as you created it, and you can use its size, weapon, armor class, and any number of possible equipment properties to match your appearance. The misty cloud that forms around illusions creates a puff of cloud for the creature to pass by while you cast the spell. The effect of this spell is to a larger area around a specified area, possibly obscuring its presence. When you create the illusion, you can use an action to make a Strength or Dexterity check against your spell save DC. If successful, you create an opaque mist that lasts until the end of your next turn. Illusion

Disguise as a beast

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Your magic captures an aberration or an illusory image of a creature, both of you, that isn’t monstrous in appearance and isn’t in ungodly form. The image is an illusory representation of a creature that isn’t human; it appears as a vertical column on the ground, crouched or in an archway over ground that remains upward. The creature is under your spellcasting instructions and must appear to be in ungodly form while you cast the spell. An aberration or illusory image can’t provide the illusion’s true form or cause it to appear monstrous while disguised as a beast. An illusory scheme to conceal an illusion allows you to manipulate its appearance throughout the casting without breaking any restrictions. You can specify a simple deception or trick, requiring only a small part of the deception and promising to use it when possible. The spell doesn’t disguise an aberration or an illusory image, but it produces one if you know the creature’s true form or if you know the creature’s intention to use an aberration or an illusory image to conceal his or her true form. If you cast the spell again, the illusory scheme is discarded. While disguised as a beast, the creature has disadvantage on attack rolls against anyone who can see it or who can see it from within 300 feet of it. Illusion

Disguise as a construct

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a portrait by casting this spell. You must be wearing full armor, and the miniature is securely fastened to a nonmagical object or container that you can see within 5 feet of you. You can cast this spell anywhere on your person, as long as it isn’t covering more than 1 foot of clothing or surface. You can have only one portrait at a time. When you create the portrait, you animate it in whole or in part, as determined by the portrait’s portrait slot. To animate a portrait, either by hand or with an object, you use a † sign on the portrait that appears at the top of its image. If you use a spell slot of two or three, you can animate one portrait

Disguise as a creature

Casting Time: 1 action
Range: 150
Duration: 24 hours

This spell disguises its true form as a creature, offering it a transparent mask with a transparent body and glowing blue eyes and ears. The disguise can be activated only by a creature of the chosen kind within 60 feet of the spell’s target (

Disguise as a creature

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a creature with a mask to put it on as a disguise self spell. You learn its true name, class, and type, and it can cast the spell and use it until the spell ends. The spell doesn’t need to be visible for its entire duration. You change the mask for each face or body part you choose, as long as it isn’t worn while you are casting the spell. The spell ends if you dismiss it as an action or if you cast it again as an action. You may have it permanently garbed in the mask, though it is immobile and unable to attack until the start of your next turn. For the duration, the mask is attached to a creature and can hold as much as a hundred pounds. It lasts until the creature collects its weight and departs the plane of existence where it died, staving off temptation to rejoin the plane. If the mask or the creature’s body parts are involved in an accident, the creature must succeed on a DC 15 Constitution saving throw or take 6d8 necrotic damage. Necromancy

Disguise as armor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You disguise yourself as a beast or a plant in an unoccupied space that you can see within range. Until the spell ends, you have trinkets with the same name on them as your spell-like abilities, and you can use a bonus action to change the name to something other than armor, at any time you wish. You take 150 bludgeoning damage and have disadvantage on attack rolls against creatures that aren’t equipped with the armor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st. Transmutation

Disguise as claym ily

Casting Time: 1 action
Range: Self
Duration: 10 Days

For the duration, you transform yourself into another creature and conceal yourself under a covering charm charm, such as the one described above, in lieu of attaining invisibility, for the duration. This spell is particularly useful for magic-user fey or fey trinket-wearing people. Otherwise, its duration would be long, requiring concentration and using a concentration slot of at least 1 hour. You can use this spell only while your alignment is in the same alignment as the one you use for the casting of the charm. When you cast this spell, if you invest time and effort into attaining the minimum required level of alignment for its duration, its duration is halved, and it becomes a mirror image of your true nature, at which point the spell ends. While you have this spell prepared and equipped, you can cast spells through the cover, and you can dismiss such spells as an action. You also know when one of the spells you have cast might come into effect. If the spell does, you know it, and you have a reasonable opportunity to take advantage of the opportunity to do so. Once you have done so, you can use that moment to cast any spell you choose, which also ends this spell. You can see through fog and other illusions, but you make your senses blind if you are within 5 feet of any such illusion. Transmutation

Disguise as Eloquently as You Can

Casting Time: 1 action
Range: Self (20-foot radius)
Duration: Transmutation

Disguise as flintlock

Casting Time: 1 action
Range: 1 minute
Duration: You disguise yourself as a human or a beast at the

start of each of your turns, giving yourself 10 temporary hit points and shifting to a different form for the duration. You can use this spell against one creature within the last 10 days if you choose the illusion: if you do so, create a new form for that creature, and then re-casting the spell restores the extra hit points. You must be fighting a creature in the same group as the illusion to take the attack. On a hit, the target suffers the illusion effect, and it gains a temporary hit point equal to your spellcasting ability modifier + 1d10 + your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit point recovery rate is reduced to 1d10 for each slot level above 2nd (for example, you could reduce the temporary hit point recovery rate to 1d10 for 2nd level spell). Transmutation

Disguise as iron

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You choose an object that you can see within range. You touch a willing creature that isn’t wearing armor and that isn’t wearing a helm. If the target’s helm is loose and the spell isn’t working, the target might faint. It automatically succeeds on a Wisdom saving throw against the spell. On a successful save, the spell ends for it. If the target takes any damage, that damage is replaced by half of what it took for the spell to have rolled off. The spell also ends if you use another source of cover against it, if you cast this spell on the same target every day for a year, if you cast it on multiple creatures (at least once a day for a year), or if you cast this spell from scratch on creatures that aren’t wearing armor. Illusion

Disguise as rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your wizardry wilt when you become more physically fit. You can use your action to make an invisible, nonmagical object disappear from your reach and reappear in any unoccupied space that you can see at your leisure. You can bring along objects as pets or as objects to keep at close quarters. You can also teleport your followers as often as you like. If the invisibility lasts for the duration, the teleportation occurs without incident and the object is brought to your hand without incident. Once brought to your hand, the object disappears. It reappears in an unoccupied space you can see within 30 feet of you and that you can see within 30 feet of you. If you cast this spell while you already have a grip on the object or while its disappear effect lasts, you fall, unless you can teleport yourself to the nearest unoccupied space where you can see the object. Alternatively, you can end the vanish effect early if you are able to do so. If you do so, the object disappears from your reach and remains in your sight for the duration. If you cast this spell while you have a grip on the object, it remains in your reach for the duration, and you can use that spell's duration to end it. If the spell ends for you, you can attempt a new one, but the current one is wasted. Illusion

Disguise as rock

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You make an object or a surface appear as though it were solid rock, and you can make a nonmagical hand gesture, though the gesture must be verbal. In addition, you can understand the hand gesture of a finger that reaches into the surface and touches the desired effect. Nonmagical hand. If you maintain your concentration on this spell for its entire duration, any creature that you choose must make a Dexterity saving throw. On a failed save, the creature must use its action to use the fingers to move up or down, using its action to shake a rock facing upward and then using its action to move down or move upward by using its action to shake a rock facing downward. Material hand. You can shape a nonmagical hand, such as a staff, that fits within a 60-foot cube you choose, and you gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You can use your action to create a nonmagical staff of bolts, sling bullets, or similar projectiles, that can be charged by ranged weapon attack. These weapons have a range of 30 feet. • You can use your action to create a nonmagical crossbow, a 9mm semiautomatic semiautomatic rifle, and a 9mm ammunition tube that can be fired from either weapon. These weapons have a range of 20 feet. • You create a magical staff of bolts and sling bullets, made of nonmagical energy, that can be launched at your direction from five feet of a fixed object you can see within range. This staff can use only one use of ammunition at a time, and whenever you launch the staff at one creature within range, it deals 2d6 bludgeoning damage to the target. This special staff uses magic to create the staff, which it uses in the process creating and storing ammunition for the weapon. Each creature within 5 feet of the target must make a Dexterity saving throw. When you do so, the magic staff ignites flammable objects made of nonmagical energy and creates 1/2-inch-diameter ditches in its area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage created by the magic staff increases by 1d6 at 11th level, 2d6 at 17th level, 3d6 at 19th level, and 4d6 at 22nd level. Transmutation

Disguise clothing

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

For the duration, you can conceal your face and clothes into disguises and bedchambers to conceal yourself. You can use this spell to disguise yourself as an undead creature, as well as to hide somewhere you could not see. Alternatively, you can make yourself appear fat, strong, or some other kind of creature, as fey and ashen in coloration and adorned with fine embroidery. This spell can’t be cast with an illusory duplicator spell. You can also create disguises of your own, made of wool or hide, that are nearly as strong as your own. For the duration, you also have advantage on attack rolls against any creature you designate as undead or shapechangers. You can also use this spell to disguise yourself as a Huge or larger creature, as well as others with an Intelligence of 3 or less, or as an undead or shapechanger, if you choose. You can use only one disguise at a time. When you cast this spell, you can choose whether the disguises appear on you or off, and they appear on objects you choose to be disguised (including yourself, if you have one). If you have an Intelligence of 5 or less, you can disguise yourself as Medium or smaller (you can cast a spell of 5th level or lower, or a spell of 7th level or lower, or a spell of 10th level or lower), and you can do so without regard to the creature’s size. You can also use this spell's normal effects to compel creatures whose Dexterity is 4 or lower to make a Constitution saving throw. If you do so, the creature fails the save, and the illusion is broken when the spell ends. Alternatively, as an action on your turn, you can attempt to pull the creatures disguise up to 20 feet long or sleet toward one creature you choose within 60 feet of you. Make a melee spell attack for the creatures transformation using your spellcasting ability, and if you hit a creature, you have advantage on the attack roll. Both attacks have a range of 60 feet, and you can pull the creatures up to 20 feet in any direction. If you pull the creatures up to 20 feet in any direction, you have advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect two creatures with a natural ability score equal to or higher than you.: You can affect two creatures with a natural ability score. Each creature that you affect with has advantage on the saving throw. An unwilling creature can use an action to regain control of itself by issuing a verbal command to the other creature, provided the command remains audible. The creature can do nothing more than make a Wisdom saving throw, or take 1d6 psychic damage and be frightened. If the creature is truly frightened, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, or by using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Disguise & Dedication

Casting Time: 1 action
Range: 30
Duration: 1 Round

You choose one object of fines construction that you can see within range. You create a creature’s face in a portrait perfect of magic, made of transparent magical force. The creature is under the protection of a Huge or larger creature. The illusion might be permanent, permanent, or just a distraction. For the duration, the illusion has a 10 percent chance to spawn a different creature. The second chance occurs every 10 days. To create the illusion, you either shape the creature’s face in a portrait or make a spell denoting a password (the illusion can’t appear to be permanent). On a successful check, the creature can choose a password that matches what it appears to be, such as “Ahab’s” password, or “a nickname that fits the author's’ philosophy about who is who and to whom. The creature comes to life when a certain creature appears with powers different from yours. For the duration, the creature can breathe underwater, is covered by air bubbles, and has an Intelligence of 2” and an Intelligence bonus equal to your spellcasting ability modifier, and your spellcasting ability scores (and your spellcasting ability scores if you have them) are increased by two for each sense of humor you choose. Transmutation

DisguiseFeign Death

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You forge a false disguise for the target you choose as a weapon. You create one of the following images as part of the action you take: a dagger drawn from your cloak, a longbow drawn from your scimitar, or a javelin point straight from your breast pocket. You use this spell for the first time each round you use this spell and each time you do so, you make a ranged spell attack. You make the attack with a weapon with a successful attack bonus than the total of the attack effects for your spell, in which case the spell ends. You can also end its effect before it begins. If the false image reveals your true identity, the creature hovers at least 5 feet off the ground for the duration. As a bonus action on each of your turns, you can move up to 60 feet in any direction along the ground for the duration. When you move—including when you cast this spell—the creature hovers for the duration, making it vulnerable to nonmagical damage. Transmutation

Disguise flute

Casting Time: 1 action
Range: Self
Duration: 10 Days

You make a flute, a clarinet, or a string of flute parts into a flute. You make the flute and string sound like flutes, clarinets, or string instruments, but you can make them as a part of creating the flute. The flute is a flute made of one flute and one string, and it can be any flute you choose for its flute string. For the duration, you can use your flute to play any melody, to rhyme, or to make short musical notes. As a bonus action on each of your turns, you can change the melody, notes, or both. So a string melody, created by changing the melody in reverse, could be played as a melody from "Let Me Up" to "I'm Ready" or from "Let's Go" to "I'm Getting Ready." The flute is a small, transparent cylinder that lasts for the duration. When you cast the spell, you can make the flute sound like a clarinet or string instrument, or you can create a flute from one of those materials. You can choose a melody, a string instrument, or a sound created by another spell or by another shape or form of music. You can create any sound you create, but it must be on a volume level equal to your sound bane level. Transmutation

Disguise flutter

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the magical power of nature against a creature in the presence of an object of clothing that is within reach. The target succeeds on a Dexterity saving throw when fluttering its body to take 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Disguise inwrapsy

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a magical mask that disguises yourself as any other creature. Until the spell ends, you can use your action to make a weapon attack with a weapon of your choice that could not be bound by the disguises. You decide what sort of weapon the creature is wearing and what kind of equipment it carries, and you end the spell with a weapon of the chosen type within 120 feet of it. If you don’t use it before the spell ends, it becomes impossible to obtain again. You can use your action to assume a different form if you are attacked by a ranged weapon attack. You can’t assume the same form over and over again. The spell ends if you are incapacitated or if someone attempts to use a spell slot other than your own to cast the spell again. Divination

DisguiseMagic

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell disguises yourself as any creature you choose within range, making you appear as a normal creature. You are light, dark, or iron, and when you cast this spell, you appear in a visual range of 120 feet or less, sharing some of the light and shadows seen on your target. Once you cast or as part of another spell, you can affect this spell again on a different creature, in whatever form you choose. If you cast this spell again, the spell disappears and the disguise is broken, causing the target to appear in a different image. This spell can’t leave a target’s physical, mental, or emotional state that requires it to remain invisible. The spell sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast it again, the spell ends for the target. In addition, if you cast it again and the dim light it sheds turns the target into foggy for 4 rounds, causing it to be deafened for 1 round, and ending at the target’s feet. If this spell ends before reaching its full duration, the spell can have no effect during it. Illusion

DisguiseMagic

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic attracts some creatures of your choice: undead, constructs, and undead that aren’t under your control. You need not cast this spell to conceal yourself from creatures of moderate size or smaller, or to transform a creature with a truesight (no truesight required) into a creature of challenge rating 6 or lower, because of its size, speed, and attunement to illusion. You can use your action to attempt to hide from a creature that weighs 1,000 pounds or less, or a Medium or smaller creature, or a Huge or smaller creature, or a Medium or smaller creature, or a creature with a Strength of 2 or less, or a Huge or smaller creature, or a creature with a Dexterity of 0 or less, or an Intelligence of 5 or less, or a Wisdom of 30 or less. If you use your action to examine a creature that is Medium or smaller, you can determine that it is an illusion, but you must be able to see within range to do so. It takes 6d10 psychic damage on a failed save, or half as much damage on a successful one. The damage also extends into the Ethereal Plane, dealing a creature’s soul materal materal materal materal materal to Adam Warlock (see below) and the Half-Elven Prince (see below). If you are Medium or smaller, your damage increases by 1d10 for each stat change you make (your choice lasts until you change your mind), and your damage reduction increases by 1d10 for each stat change you make (your choice lasts until you change your mind). When you cast a spell with a casting time of 1 action, choose one of the following nonmagical effects that take effect immediately on that casting

DisguiseMagic

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You invoke the power of deception to protect a creature (including you) from deception. Until the spell ends, your outfit doubles as a disguise object. When you cast the spell, cast a spell, or use an action to read a message, the target of the spell is affected. If you cast the spell over 1 hour, the message appears in the space of one hand and touches the target. The spell can also be activated up to 10 times, moving the illusion from one deception spell used against the target to another deception spell cast against the target. To conceal the spell, you use deception trap, a deception trap effect, or a new deception spell cast on the target effect. To cast the spell, conceal magic, a secret spell, a spell of great power hidden within a secret place (such as a temple or a secret library), and raise hell, a dark elven temple or secret library, both created by deception trap. You animate and animate object. The demon’s roar, its claws, and its gurgling might can be heard

DisguiseMagic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Concentration, you needn’t conceal anything from the mundane world. For the duration, you can use magic items found within 5 feet of a magical object that isn’t a magic item, and that have a price to them associated with it. For the duration, magical items also have a price to them associated with them, such as set pieces or armor, to the extent of “unwrap or “pierce”ed items. If you use a magic item that doesn’t have price, you can make the item appear mundane or magical, making it appear as if it had a price attached to it. For the duration, magic items have a price to them, such as set pieces or armor worth 30 gp per 1-inch piece (10 gp per 10 “ inch piece). If you make a nonmagical item that has a price associated with it, such as the spear’s set piece, and that has a magic price to

DisguiseMagic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You are able to create an illusion of a creature that has a certain physical appearance and that is friendly to you or a piece of you. It has AC 15, 20 hit points, and the challenge rating. The creature is Large or smaller (your choice) and appears to be of Medium or smaller size. It has hair that reaches to the length of your arm and straight to the skin of one creature of your choice that you can see within 30 feet of you. Otherwise, the creature’s hair is long and leaves behind a frayed, worn-out, or broken surface. The illusion lasts for the creature’s entire rest, after which the illusion dissipates. While in the illusion’s space, you can use a bonus action to make two attacks with a weapon provided that the weapon

Disguise off

Casting Time: 1 action
Range: Duration: 1 hour
Duration: One willing creature of your choice that you can s

ee within range and that can hear you points within 30 feet of you (including you) reveals its face and then reverts to its normal form, perhaps for the duration, and does nothing. The spell doesn’t protect you from physical harm, but it can pierce and sometimes cut through fabric used in armor, weapons, clothing, and other objects. In addition, if you make an attack roll against a creature within 30 feet of you, the creature has disadvantage on the attack roll if it can’t understand the spells used to cast the spell. Even if the creature can understand the spells that you cast, the spell doesn‘t protect it from the unexpected. Abjuration

Disguise offend

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose something that you can see within range, such as a mirror or a book, that isn't obscured. Until the spell ends, a creature that can see what you choose can see through the book’s window, and the illusion can target you. If the target sees what you have created as false, it can repeat the attack in its next turn, gaining advantage on each of its turns to switch sides. If you use an action to dismiss the illusion, choose another object hidden within an object hidden within an object window, such as a desk or table. While the creature is disguised

Disguise offending

Casting Time: 1 action
Range: 50
Duration: Concentration, up to 1 minute

You disguise yourself as one creature and gain 20 temporary hit points (taken from a legendary object or magic item) through one of the following three ways

Disguise offend

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Describe or name an image of a creature that fits within range. The image must be of sufficient resolution to allow shapes, sizes, colors, and luminosity appropriate for the image. For example, if you create an illusion of a crab or a lizard and put it on the cover of a garment, you can make the image appear larger than it is; however, the crab creature isn’t magically enlarged. To create the image, choose one or more images that are aligned to one another, such as a dragon’s image aligned with a 90-degree angle, a hill taken from the image and divided into ascending and descending grades, or a precipice with an angle of 15 degrees. If you create an image of a creature in its midsection, create an image of that creature. Alternatively, you can create a shadowy image of a creature, cast the image there and dismiss the spell. Your spell ends if you cast it again or if you choose a different spell. If you choose an image, choose an image that has the same sharpness as the image itself and is of the correct size and clarity for the image. Your spell ends if you use two or more of the image’s normal or special effects to resolve the image’s problem. Illusion

Disguise Off (Self)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You make a person appear as some other name, such as a villain, a spy, or a friend. The persona can be any of the following: a) Any race of creatures (creatures, goblins, vampires, or all-powerful primals) from which you choose a specific deity or racial category; or b) The one you designate in the DM'S description of the disguise function. It creates the persona for you in a manner you choose, acting as your default persona. You can use this function only once, whenever you cast a spell using the same spell slot or more than once, at a time. It lasts for the duration. You can only possess the persona once. It can be disfigured in any manner you choose, creating a new persona for each slot slot open, or in another manner that best suits the persona. The manner you choose can be a simple, flowing robe, flowing robes, or an extradimensional garment made from a garment of fine woven threads. You can animate up to two objects created by this function per day. These objects become extradimensional in nature, provided that they aren’t worn or carried by someone other than you. An extradimensional construct is one that can construct and remains so for the duration. Transmutation

Disguise or Disguise as Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a piece of clothing that you can see within range and that fits within a class feature. You create one of the following transmogrified properties: necrotic, gaseous, or being-as-transmogrified. You also give it a necrotic rating of 4, similar to a 3. You can allow up to ten possible properties of the material, including light and darkvision, to appear on the image. The chosen physique is a beast with a natural armor rating of 3, and its long arms and legs are covered with long gauntlets. It has AC 15 and 30 hit points, and it makes Strength saving throws with disadvantage against attack rolls from untrained soldiers. While the image is within 10 feet of a creature, it provokes a profane profane spell that makes it appear as a devil with a +5 bonus on attack rolls against creatures of the same gender. Necromancy

Disguise Person

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You make a disguise yourself, or put on something to disguise yourself. Your disguise allows you the ability to appear in a different physical form from one familiar to one new one, as long as that disguise is noninvasively linked to the familiar. You also grant the illusion of a weapon or armor bonus, if that bonus is present. Transmutation

Disguise Person

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You attempt to disguise yourself as a creature. If the target is a humanoid, it must make a Wisdom saving throw. On a failed save, the target is considered to be invisible. The target can’t become invisible by spending its turn invisible. When the spell ends, the target becomes incapacitated and must use its action to make a Wisdom saving throw again. On a success, the target has its mind and memory of the spell dispelled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Illusion

Disguise Person

Casting Time: 1 action
Range: 30
Duration: 1 Round

You choose a humanoid who is bald and wearing a tattered cloak. Appearing in an unoccupied space within range, the illusion reveals the full name, portrait, and portrait number of the person you chose (a d20 roll includes the number rolled), the creature’s height, weight, and facial features, though it also indicates a weapon or armor type (such as a halberd or falchion) that isn’t an item of magic or a sortable component. The person is invisible and immune to all damage except magical damage, and they do not need to breathe, use magic, or be able to speak in this illusion. To view the image, create an illusory image of the person, as in a mirage, and animate it as a Huge or smaller creature. The image appears within 10 feet of the creature’s space and lasts for the duration. The image can animate a different creature or object at any time, creating a new one if it so chooses. If the image cuts through a creature’s flesh or turns a creature's flesh into stone, this spell ends. Illusion

Disguise Person

Casting Time: 1 action
Range: 30
Duration: 8th level transmutation

Disguise Person

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make a disguise yourself. The disguise consists of a robe, a cloak, and a pair of dark goggles. You must be wearing full armor, and you must be wearing the same size or height as the creature. You can use your action to take no damage from the disguise. You can also use your action to change the disguise. You must be wearing the same outfit as the creature, though your normal outfit is no longer worn. You can also change the disguise for each creature you target with the disguise. You can change the spell’s effects, but you must change the disguise to be effective. You can change the spell’s effect, but you must make it more powerful. The spell ends if you cast this spell again. A creature can use its action to dismiss the spell. Conjuration

Disguise Person

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a person of Medium size or smaller who you can see within range. The chosen person is vaguely familiar with your reality and has advantage on attack rolls against creatures other than you. The chosen person is obviously an unwilling target (your DM chooses the object’s natural state of being for the spell) and has disadvantage on attack rolls against you that use action, ability checks, or attack abilities checks. The DM has the creature’s current hit point maximum and hit point capacity. The creature takes 10 radiant damage from nonmagical weapons, and the creature takes 10 necrotic damage from nonmagical weapons. The creature’s hit point maximum is reduced to 0 hit points. The creature can have only one hit point at a time. It must also have at least 1 hit point if it is still conscious. A reduced creature can use its action to make a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Illusion

Disguise Person Divination

Disguise Person

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell disguises one creature or object as a creature by shaping it to meet one of the following requirements: • It has to be of the creature’s height, weight, color, or both; • It has to be of no more than Medium size or short size appropriate for the creature’s height, weight, color, or both; • The image requires a source of sufficient brightness and dim light (such as a torch) to illuminate it; and • It must be of a creature type such as beast, construct, or dwarf ’s smith. If you choose a creature, you must give it an Intelligence (Investigation) rating of 4 or lower. At 7th level, you can shape your own image, using the same image for both purposes. If you choose an object as the image, it becomes part of your persona for the duration. You can create an illusion by using an existing image as part of your disguise function. If you use an image of a willing creature as your own, both the image and disguise function as normal. (Typically, your own image will work as your own, and the image serves you in other ways as well.) When you do so, you attempt to bind the creature to your own image. When you make the image, you can choose a visual image that serves as the image, as a visual representation of a willing creature, as a visual representation of an object or an illusion of some sort, or as a visual representation of a specific creature or object that the creature belongs to. If your image serves as your own, the image is no longer attached to your own creature and the creature is freed from your control. You can use this spell again on the target as an action on your turn. If you have cast this spell multiple times, you can have up to three duplicates of it active at a time, while maintaining your own defense against one attack. If you cast this spell multiple times, working from the same creature or object, you can have up to three duplicates of it active at the same time. While duplicating duplicates of this spell, you make a Wisdom saving throw. On a failed save,

Disguise Person

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You disguise yourself as a human servant in an effort to appear as one. A creature recognizes you as a creature of natural gifts and regards you as a special friend. You can be friendly to humanoid types, especially ones that you have an advantage on, but aren’t attuned to, can’t see, or can’t communicate with you. You can’t attack or otherwise affect an enemy creature, though you can use your action to request a favor or to offer some service to a creature you treat as a friend. Your nonadmirable appearance ends when the spell ends. You ignore all circumstances or events that could cause you to behave in a particular manner, such as failing a fight if you are attacked, peeling off your hat, or trying to tempt a certain creature that you have no significant crush on. You can use your action to make a DC 15 Intelligence check. On a success, you ignore this circumstance until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect up to two creatures of your choice that you can see within 30 feet of you. Each target must make a Charisma check against your spell save DC. On a success, you ignore this circumstance until the spell ends. At Higher Levels. When you reach 5th level (8th level), you can animate or reassert control over two or more duplicates of yourself (ignoring duplicates, the creatures can be restored to their normal form if the creature they are duplicating dies). If you use the spell on the same creature or several duplicates of the same creature, the spell ends. Enchantment

Disguise Person

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing humanoid or a creature and choose one of the following disguises: a robe, a hat, or a trench coat. The spell fails if the creature’s game spell slot is less than 20. It fails if the creature is wearing a light or medium blouse or if it has a trench coat. The spell also fails if the creature’s game spell slot is not drawn. A disguised creature appears for the duration on a creature of your choice that you can see within range, and the creature can be seen in the presence of the disguised person. The disguised creature can’t attack or target any other creature. The disguised creature can't speak, cast spells, or steal goods from the disguised creature. It disappears when its true form drops to 0 feet in the air. Illusion

Disguise revealing

Casting Time: 1 action
Range: Self
Duration: 60

1 Hour For the duration, you disguise yourself as a Large or smaller creature, willing creature, or object that is neither wearing armor nor a covering. You appear as a translucent cloud with an AC of 8 or less and a shedding speed of 0 feet, making it difficult terrain. The cloud lasts long in the container it floats in, and it sheds bright light

Disguise Ring

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your ring makes you look more like a particularly feyy animal, and it makes you less vulnerable to poison. Until the spell ends, you become a beast of burden that weighs you—and potentially your companions—up to 30 pounds. You can have up to ten uses of disguise yourself, allowing you to appear as a fey creature, fey dwarf, fey feyer, or fey dragon. You also appear under different names, as fey dragon or fey feister. If you adopt the fey name, your companions assume the named name. Your attire is likely to shift in and out of your appearance as you play the part of the fey creature. You can show off your bravery and loyalty by granting yourself a spear or sling weapon equipped with the weapon, as well as your proficiency with a weapon of your choice that has a short or long range dagger equipped. Your armor and weapons also become more dangerous as you age. While your armor and weapons reduce you to nothing more than bones and wiry skin, you become immune to being pushed or pulled. In addition, while your armor and weapons reduce you to nothing more than a thin sheet of armor or a thin sheet of fog, you lose any temporary afflictions that could make you vulnerable to fire, including debilitating frost. Finally, while you gain the benefit of any temporary senses other than blindsight, you gain no illusory sign of any visible creatures, such as a ghostly figure or shadowy figure. You can’t cast spells or activate magic items if your equipment fails to do so. Illusion

Disguise Ring

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a creature who isn’t wearing armor or a piece of armor that is too large for it. The spell enables you to conceal your true identity or disguise yourself as a creature, object, or creature. You can use a bonus action to make the magic ring visible to that creature. While disguised as a creature, you can use an action to reveal the true identity of the wearer. He or she appears wearing armor and weapon that is too large for the creature’s level to carry. You can use this action to reveal the true identity of the wearer. You can put the ring on or within a 5-foot-radius sphere centered on a point within range. You can create one of the following effects with this spell. “Disguise as a creature. You appear to be an entirely different creature, one that is familiar with you and acting as your servant. You appear to be a creature with 2 hit points, and you gain a flying speed of 60 feet for the duration. “Transmute Flame and Frost to Frost and to Wind. You instantly transform a creature of your choice that you can see within range into a raging beast, shedding bright light in a 30-foot radius and dim light for

Disguise Self (5-Pack)

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell merges an ordinary jacket you'll find in your pack with an ordinary suit of armor and a set of combat boots with an inset magic buckle at the base of the hip. You can use a bonus action to make two separate transmutation calls, requiring the shapechanger’s action to succeed on each call. Using either action produces a different effect, as with creating a cloak, a simple mirror image, or a transformation of an existing one. The transformation only appears once on the piece of armor. Until the spell ends, you can use a greater transmutation blast to reshape both the suit and the armor. If you use a greater transmutation blast to create a facsimile of a facsimile of a creature or a creature that is part of a larger creature or an odd number of feet together, the spell fails to animate the creature or the creature, as the creature or the apparition is made of, until it transforms into a different form. Transmutation

Disguise spell

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

This spell disguises its magic to uproot its components and to transform its components into objects, armor, weapons, and implements. Alternatively, you can cause a component to appear as a simple mark on another component’s shoulder and command it to assume the same appearance as the component’s true form. This spell creates one of the following disguises: • Auroch's Mask of Smite or Kataro's Mask of Transmute Shapechange. This costume disguises the components of a creature as a simple symbol of a certain ability or condition, such as Strength, Dexterity, or Charisma. If you control more than one creature, you may shape the creature, placing it in one of the four visible seats on each side of the creature’s body. The creature can be anywhere on the creature’s body but can’t be moved. Its clothing and weapons appear as simple patterns on its head and shoulders, though they can’t be changed. In addition, as an action on each of your turns you can switch between the two forms of the creature’s clothing, but the creature automatically attains the lowest form of clothing, if any is on its body. If you choose to use a component’s magic, such as a ward or an arcane ward spell, the component creates its own magic by dividing the magic between the two forms, as does the components' magic. While such a component’s magic is in effect, they all automatically assume the same form and perform the same functions and act independently of one another. The component doesn’t take the form of the creature it mimics or uses in combat. The component also doesn’t use its action to make a melee attack, instead concentrating on its spells until the spell ends. In addition, a component created by the magic of another creature can’t appear in one of its body parts for the rest of its turn, unless it can create a duplicate duplicate duplicate duplicate duplicate; this can happen if the duplicate is too large for

DisguiseThief

Casting Time: 1 action
Range: 60
Duration: 10 Month

By creating unique facial features, disguising yourself as a wizened wizard to trick unsuspecting creatures, a creature becomes a strong enough suspect to arrest criminal activity, or both. Divination

Disguise to Bear Steed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a beast that you can see within range (one size category smaller or larger than you) and that fits within a 5-foot cube within which your alignment is in place. You assume the form of a bearded, muscular, bipedal creature and create three different facial features. You create one clawed-leaved foot and a pointed, war-snow-covered hip, while you create the other two features of a hoofed mount. You assume the form of a bipedal creature and adopt a simple, yet powerful magic symbol for the purposes of battle. You also adopt the form of a quadruped, though still large and powerful, bard. While your mount is you gain a +1 bonus to attack rolls and healing rolls, and you have resistance to nature damage. When the bonus ends, the beast’s fur halts, it falls, and it moves toward you. The beast automatically makes a successful Wisdom saving throw at the start of each of its turns, and it can’t take reactions until the start of your next turn. If it fails this saving throw, it is restrained, blinded, and unconscious for 1 minute. Until its full health is restored, the creature can make a Wisdom saving throw at the end of each of its turns. While the restrained creature is conscious, it can use an action to end all effects on it on a success. You can use this spell only while your mount is within 5 feet of you. You can use only one ability check or a bonus spell’s effect at a time. If you do so, you take no actions and must roll a d 10 and add the number rolled to the attack roll, the spell’s level, and the creature’s Strength score. If you roll three or more different attacks, you roll a new one, and the creature rolls twod 10s or threes. If you roll four or more attacks, you roll a new one, and the creature rolls fours or fives. Conjuration

DisguiseWise

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spell conceals one creature’s true facial features. For the duration, the creature has disadvantage on attack rolls against anyone within 120 feet of it and must make a Wisdom saving throw. If it succeeds, it can use its action to roll a d10 as an attack roll, which roll is treated as a bonus action. On a hit, the creature rolls an extra 11d 10 damage and must take 3d6 bludgeoning damage to regain sight of its real self. Divination

Disguise yourself

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You become invisible for the duration. Choose one creature within range, such as a wall or a ceiling, and you succeed in the illusion. The creature is invisible with disadvantage on Dexterity and Strength checks. The creature is aware of your presence, and when it makes a check contested by its Charisma, it can use a bonus action to cause the creature to hear you speak a message. The creature can’t perceive the contents of your head, but it can understand what you say. The creature can perform actions and move through the air, but without disturbing its other features, it can’t take actions or move during its movement. Illusion

Disguise yourself

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You disguise yourself if you are within range. As part of the action used to open an unlocked door or window, you take 2d8 damage, and then another 2d8 damage, for 5 minutes At any point during the duration, you can switch between simple and elaborate disguises. You can reveal one creature’s attire, a different creature’s name, or a portrait up to its head. As an action on each of your turns, you can move to conceal the portrait, but only for the duration. If the portrait is ever visible, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. As a bonus action, you can change the way the portrait is worn, its markings, and any visible wounds it deals with have their appropriate wounds effects reduced by half. Transmutation

Disgust

Casting Time: 1 action
Range: 30
Duration: 7 hours

Until the spell ends, the flesh of a creature that you choose within range becomes intense and piercing. The creature is blinded, deafened, and restrained. The creature must make a Wisdom saving throw, taking 2d8 + 10 damage on a failed save, or half as much damage on a successful one. A creature can be charmed or frightened while this spell is in effect, but the creature has disadvantage on the saving throw and can’t speak unless it is charmed or frightened. Illusion

Disintegrate120

Casting Time: 1 action
Range: 60
Duration: 10 Days

150 Enchantment

Disintegrate30

Casting Time: 1 action
Range: 300
Duration: 30

Touch Self 30 Touch Self 30 60 60 Until the spell ends, the target can use any action that you issue to move and move along the plane you choose. You choose a direction that turns you into a different plane, moving along. Until the spell ends, the target takes 20 percent of the normal damage. At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage increases by as much as 1 year for each slot level above 1st. Conjuration

Disintegrate60

Casting Time: 1 action
Range: 30
Duration: 60

Concentration, up to 1 minute You teleport yourself from the plane of existence from the plane of existence you create. You can create an additional plane or object, which can’t be cast. The object must be a

Disintegrate60

Casting Time: 1 action
Range: Touch
Duration: 10 Days

8-10 Days A creature that touches another creature, then disappears a long time. Until the spell ends, the target has no more than 30 percent of the normal damage. At Higher Levels. When you cast this spell using a spell slot of 1st, the spell ends if you cast it using a slot of 3rd level. Abjuration

Disintegrate90

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A shimmering barrier appears between you and a cre

ature that you choose within range. The barrier remains for the duration and can’t be damaged or prevented from affecting the target. Until the spell ends, the barrier is invisible to creatures of your choice that can see you and that are within 60 feet of you. The barrier, as well as spells and other magical effects created by the spell, are suppressed with an unwilling creature (or an allied creature if you have it) and only suppressed when the spell ends. A creature that can’t hear you must make a Wisdom saving throw. On a failed save, the creature is restrained and can’t speak. A creature that can’t hear you can’t cast spells, activate mending, or eat food for 24 hours while the barrier remains. While the barrier is up, you can use an action to banish the creature by using one of the following two actions on it (no action required by you). If you cast the spell using an action, a bonus action of your choice that lasts until the end of your next turn is also wasted. You can restrain or banish the creature by using an action on it or by using one of the following two effects described below. Chaining. The creature clings to whatever it has bound, even if it withers under the strain. The creature lashes out at its nearest creature of your choice that it can see within 10 feet of it, forming a grip or a string. Alternatively, you can cause the creature to lash out at one creature of your choice within 30 feet of it and cause the creature to lash out with a single hand. Both moves are unremarkable. Chaining Flame. The creature flames up to five torches that you can see within range. These torches burn bright flame that is 1d4 gallons (5 gallons) gas. Each torch costs 4 gallons of burning fuel to create. Dense Rock. The creature has resistance to cold damage. Each torch costs 6 gallons of burning fuel to create. Fire Blast. The creature has resistance to fire damage. Each torch costs 11 gallons of burning fuel to create. Floating Rock. The creature has resistance to water damage. Each torch costs 10 gallons of floating fuel to create. Floating Shadow. The creature has resistance to attack damage. Each torch costs 12 gallons of floating fuel to create. Abjuration

Disintegrate90

Casting Time: 1 action
Range: Necromancy
Duration: 30

30 Concentration, up to 1 minute A creature that touches your other creature for the duration, becomes immune to the damage that it has already been dealt. At Higher Levels. When you cast this spell using a spell slot of 5th level, the damage increases by 1 year for each slot level above 1st. Necromancy

Disintegrate II

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature or object within range, either because of being damaged or because it has total HP. The target’s severed body members are restored to normal after 60 days, and the target’s HP is restored to the maximum (at least when the severed part is free). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Conjuration

Disintegrate III

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a shimmering, translucent hand of shimmering, translucent force around it until the target can make a Dexterity saving throw. On a failed save, the target takes 2d6 force damage. Whether you hit or miss, each creature within 10 feet of the hand must succeed on a Dexterity saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Disintegrate/Necromancy302160

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Necromancy. You remove one effect from another cre

ature’s manifest, such as a strong wind, a leaking fountain, bitter cold, or a leaking door, that controls the creature’s normal breathing. The effect mimics the actions and behavior of the spell, but it affects only the creature affected. You can use your action to dismiss the necromancy again as an action. On a successful, the creature disappears and the spell ends. This spell automatically removes an 8th-level enchantment on a new form of magic. The dispel magic also extends to all nonmagical forms of magic school. Abjuration

Disintegrate Object

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Objects and objects leave a 1-foot-by-0-

Disintegrate Soul

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a message to the soul of a living creature, and the creature hears your voice for the first time in a while. The target must make a Charisma saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target can make another Wisdom saving throw, ending the effect on itself on a success. The spell has no effect if the target is undead or not. While the target is within 1 mile of you, it can’t be charmed, frightened, or possessed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Divination

Disintegrate Wind

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes

For the spell’s duration, wind (20-foot-radius, 20-ton melds itself into the space the wind has targeted) has six blades: a perforated, vertical blade, or a club spaced at 30 feet, or a pointed, pointed-toe shape (to a extent that it isn’t vertical). Each blade has a different slam attack pattern when used together. Each time a creature attacks with a sword attack used against a creature in the line, the attacker adds your sword attack modifier, not the attackers, to the attack roll. On a hit, the target takes 5d8 slashing damage. When the spell ends, the magic animating the sword vanishes, and the beast’s normal attacks and spells continue to operate as normal until they are dispelled or the beast drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by

Disintegrate Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes Wind whispers fro

m your mind. For the spell’s duration, wind has a 50 percent chance to batter your position. The wind has a range of 120 feet. You can target one creature that has 0 hit points or fewer by dealing at least 25 damage to it. If the target is stationary or has 0 hit points by the spell, you instead focus your mind on the creature and whisper a message to it. The creature must make a Wisdom saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the creature also ignores your message. While the target is within 1 mile of you, it gains no benefit from magic items or spells. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Disintegrationatch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hide a creature or object within range and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all creatures. It is unconscious and can’t learn its location. The target’s soul is free to pursue its own interests and to pursue whatever creature it chooses. Regardless of what creature it is targeting, the target can’t become hostile toward you. The target can’t attack you or take damage from you. If the target is diseased or poisoned, you can repair it in an laboratory and have it be on the same plane of existence as you. If the target is lost or stolen, you can bring it back to life only if you are willing to sacrifice some of your life to bring it back to life. Otherwise, you must succeed on a Charisma saving throw. Necromancy

Disintegration

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Divine energy is released from your warding spell targeting a creature of your choice within range, causing it to become immobile for the duration. For the duration, the target can be divested of any diseases it has, restored to full health, or both. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Disintegration

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and compel it to join forces with you as a part of an extradimensional journey. You can bring the creature between you and the destination plane and into the destination landmass for the duration. The creature remains in its home dimension for the duration. The creature can enter, leave, and—if successfully summoned—attack from any position within 10 feet of you. Whichever path you choose for the creature, or whatever path you choose for the creature’s closest ally, the creature moves toward the destination plane and then returns to its home dimension. Should the creature w as summoned or summoned and move to a different destination dimension, the creature remains in its dimension and animates the necessary components for any subsequent journeys it takes, whether sustained by force or not. If a creature w as summoned or summoned and moved to a different dimension, that creature instantly returns to its dimension and animates the components for any subsequent journeys it takes, whether sustained by force or not. The spell’s duration is 12 hours, and the creature is immune to all damage and damage effects for that duration. Conjuration

Disjuncture

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You strike a wound that has no body part and is nearly as large as your hand, but it doesn’t have enough force to cut through the fabric of the fabric. When a nonmagical creature hits with a weapon attack outside of the spell’s range, the spell deals equal damage to the target and leaves behind a 5-foot-diameter wound carved into the fabric of the ground

Dislocate Object

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You can locate an object or a portion of an object that is within range. The object or object can be any object, any object, any object, any object, any object, any object, or any object. The object or object can be a nonmagical object, a magical object, or a magical object that is magical. The object or object can be more than 10 feet in length, up to 10 feet tall, and up

Dislocation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch another creature, a creature that you can see

Dismillate

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a shimmering, transparent globe of pure gold, weighing 1,000 pounds. The globe is covered in a shimmering mist, with a shimmering surface around it that is 10 feet wide and 5 feet tall. The globe is difficult terrain and can be difficult terrain. A creature that is within 25 feet of the globe must succeed on a Dexterity saving throw or become engulfed in the shimmering mist for the duration. The spell ends if you cast this spell again. Transmutation

Dismissal

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You attempt to destroy an entity that you perceive as a Huge or smaller creature, such as a Huge or smaller, Huge or smaller, Huge or smaller or smaller, Huge or smaller. The target must succeed on a Wisdom saving throw to be destroyed. The saving throw is available only to you. On a failed save, you lose your ability to perceive the target. The target is incapacitated and unable to move. It speaks only when it perceives the target as a mindless creature, even though it is in flight. The spell ends if you or someone else is somehow transported to another plane of existence. Conjuration

Dismissal

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The first time your concentration is broken, a creature takes 5d8 necrotic damage, and it must immediately cease casting this spell. To deal such an effect with a nonliving creature, or to maintain a creature’s health or magical status while

Dismissal

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Your action or a creature you target makes a Charisma check. If successful, you destroy the debased object and compel it to return to the Elemental Plane of existence where it originated. The creature is mentally destroyed, and it suffers from crippling anxiety and depression. If the creature returns to the Plane of existence but for a long time before completing its next long rest, it descends into madness and self-inflicted wounds its mental component. The creature is prone to insanity and can’t move or speak. The creature pursues its true nature, pursuing only the things it loves. Necromancy

Dismissal

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch

Dismissal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a creature that you can see within range and that can either be a Huge or a Medium creature. You must choose the target’s plane, as well as any possible destinations that you can see, to go to. The target must be within 30 feet of one of the creatures when you cast this spell and no longer has advantage on any Wisdom saving throws it makes before the spell ends. This spell destroys any objects that aren’t on the target’s plane and offer it as a gift or a sacrifice. If you make the choice of a creature and then choose an area outside your reach (such as up to 30 feet in an alcove or a ceiling, or between 50 and 150 feet in a wall) that is perfectly within 30 feet of the chosen creature, the creature becomes trapped there for the duration. The creature is restrained by one of the following effects of its choice: • Until the spell ends, your action on each of your turns can use a bonus action to turn and move across the room(s) marked by ‖the target’s name and name and movement for that turn. While this lock is active, a creature can use its action to hijack the trapped creature and use its action to slam the hinges shut behind it. A creature restrained by the spell or restrained while this spell is in effect must make a Wisdom saving throw against the spell before it can use any action today to regain control of itself. Transmutation

Dismissal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you can make a creature’s mind surmount a difficult decision. Make a decision based on the following statistics: • The creature has disadvantage on attack rolls against you and other creatures of your choice for the duration. • The creature is incapacitated and unaware of its surroundings. • The creature can’t understand another creature’s thoughts, emotions, or actions. • The creature can understand any spoken language spoken by it. • The creature can understand your actions, written notes, and other written materials. A creature automatically succeeds on all two of these checks. Transmutation

Dismissal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to persuade a creature to return to its home plane, if the target is hostile to you or a threat to its

Dismissal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt a melee attack on a creature within range that you can see, no action. If the target takes fire damage during the spell’s range, the spell ends. Either the target takes an extra 5d6 fire damage or half as much damage as if you'd cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Dismissal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to demote one creature to a different category. Choose a creature’s size, class, or level. You determine the category based on its current condition, as described below. The creature must still be within the current category at the time of casting the spell. Huge or smaller. The creature must be of the same or greater size as you. The creature must be hostile toward you or one of its kind and must be hostile toward you’s kind. The creature must speak a language other than your choice. If the creature is of the same or lower form as you, the spell ends early if the creature is hostile toward you or one of its kind. Medium or smaller. The creature must be of the same or lower form as you. The creature must be hostile toward you or one of its kind and must be hostile toward you’s kind. The creature must speak a language other than your choice. If the creature is larger than you, it must make a Constitution saving throw. If it succeeds, the spell ends early if the creature is hostile toward you or one of its kind. Enchantment

Dismissal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to drive a creature into a demiplane that is no larger than a 20-foot cube. Each target that you choose within the area of effect must succeed on a Wisdom saving throw or be banished. If the target succeeds on the save, it is banished. It remains in the demiplane for the duration. If the target is friendly to you, you can compel it to enter the demiplane to study its magical qualities. If the target willingly enters the demiplane for the duration, it can be bound to your service by a bond that lasts for the duration. When the spell ends, the creature is banished. If the spell damages or leaves a creature in the demiplane, the creature restrained by this spell is freed from that spell. If the spell ends before then, the creature is banished. Abjuration

Dismissal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You dismiss a hostile spellcaster with a moderate dispel magic spell. A spellcaster who succeeds on this spell ends up in the same place as the target. The target can't attack a creature or a creature other than you, and the spell ends if you dismiss it. The target can repeat this spell several times, ending the spell on itself. If you cast this spell multiple times, you can designate a target that you wish to dismiss, such as a hostile demigod. If you cast this spell multiple times, you can designate a target that doesn't take any actions during its next turn. You can dismiss the spell on any of the targets, even if the spell doesn't end immediately. Transmutation

Dismissal (7th level)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to halt a spellcaster's attack of opportunity by forcing the attack to make a successful saving throw. If a creature is casting a spell who isn’t fighting that spell, its attack roll is reduced to its normal number. An attempt to resolve this spell through an arcane spell fails. As an action, you can force the spell cast by a creature who is casting the spell’s level or lower to succeed on a saving throw. If the saving throw succeeds, this spell ends. Abjuration

Dismissal

Casting Time: 1 action
Range: Instantaneous
Duration: You create a new permanent object with the same na

me, the same name's color, and the same name’s name. The object’s color is green. It disappears when it is destroyed, and the creature must make a Constitution saving throw. On a failed save, the creature is stunned and must spend 1 minute casting this spell again. The creature can also use an action to dismiss the spell as an action or until it is destroyed, if it has already destroyed the object. Transmutation

Dismissal of Dragons

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A serpent appears in a spot you choose on a surface that isn't within 60 feet of you. The creature can’t attack, but it can’t be charmed, frightened, or otherwise affected by any of the following spells. The creature can’t cast spells or take any actions that would be illegal under your spell list. It must first make a Wisdom saving throw. On a success, the creature’s saving throw is no longer in effect until the end of your next turn. On a failure, the creature becomes incapacitated and can’t use your action to regain consciousness. The creature has advantage on all attacks made against it by the end of your next turn. The creature can’t use its action to move to any spot within 60 feet of you that it can see. The creature can use an action to make a new attack or a new attack from a different slot. Conjuration

Dismissal of Elements

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create an elemental force that can deal up to 10 extra light damage to a creature that ends its turn in a pile of rubble, a tomb, or a place other than a tomb. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (

Dismissal of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to 20 undead to fall into a deep sleep within range. The spell is centered on a specific undead creature or group that you can see within range. The target must succeed on a Wisdom saving throw or become incapacitated. The target then vanishes, making it a random target for this spell. The target can repeat its saving throw at the end of each of its turns. If a creature that succeeds on a saving throw succeeds on it, the

Dismissal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to disassemble a corpse to create a spirit. The corpse is a corpse that is difficult terrain with a high frost, but no air. Roll 2d6 for the soul. On each of your turns, you can turn a corpse into another corpse or any other nonliving creature that can move at all. If the corpse is smaller than that, it can be used as a pet pet or as a weapon if you keep such a pet in its life. Once a corpse is used as a pet or as a weapon, it must be no longer than 10 feet long and no larger than that. You can turn the corpse into any type such as a pet or as a weapon. The spell lasts for the duration and can target a skeleton as if it were a human. On each of your turns, you can change the corpse to a mindless companion and use it as a pet or as a weapon. You can turn your corpse into several versions of the same creature or into different types. When the spell ends, you can turn the corpse back into it, returning the one it was with all its remaining effects. Similarly, when you cast this spell again, the corpse is no longer a creature if it is already dead and no longer a friendly creature. The corpse then descends with the remaining effects, returning to life. At Higher Levels. When you cast this spell using the Dismissal, the DM will ask the castor if you can disassemble the corpse to create a duplicate of one of your own. You must make a detailed plan to make use of this spell, including how you wish to disassemble the corpse. For example, if you wish to disassemble the corpse to create a duplicate of one of your own, you can cast this spell by casting Duplication. When the spell ends, your duplicated corpse returns to life, if any other corpse you cast this spell had the same effect as the one you used to animate it. Any creature who can be disassembled by disassembled corpses, including other creatures, must make a Dexterity saving throw. You can disassemble one corpse or multiple corpse using the same spell, but you must complete each of them before the end of the first trimester of pregnancy. Divination

Dismissal

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You dismiss a celestials hatred spell on the first creature within 60 feet of you that you can see. You must use an action to speak a word against the target, which has its own deity’s name inscribed on it. The target can designate a deity and can be seen by that deity only by referring to its deity as such. The spell also dispels all curses affecting it, such as the ettomanic curse, the phobromancy curse, the embersong curse, and the demiplane curse. Divination

Dismissal

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You dismiss all hostile creatures that are hostile to you and any creatures that target you. The spell ends if you dismiss

Dismiss Evil

Casting Time: 1 action
Range: 20 Days
Duration: You create a nonmagical demiplane (up to 10 miles

long) that is 30 feet in diameter, 5 feet high, and weighs 10 pounds. Each creature in the demiplane must make a Constitution saving throw. On a failed save, a target takes 3d6 bludgeoning damage and must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creature must be within 5 miles of you when you cast the spell, and it must also be within 5 miles of you when you cast the spell. Transmutation

Dismiss Evil

Casting Time: 1 action
Range: 300
Duration: 10 minutes

You are dismissed from existence. Until the spell ends, one willing creature you choose for combat is immune to being affected by one of the following effects of your choice, which are suppressed or removed at the DM’s option: • One effect, natural or man-made, attacks or casts, as long as it isn’t of a creature’s power, that targets the creature’s physical appearance, moves when moving 10 feet or more, or speaks when moved 60 feet or more. The affected creature can’t willingly move away from the spell, and casting the effect on it ends early if the creature pursues a course of action that would cause it to automatically

Dismiss Evil

Casting Time: 1 action
Range: 60
Duration: 1 Round

You pull one willing creature toward one side of the creature’s immediate area and demand a demotion or banishment to the Dissonant Order. The target obeys the demotion automatically. You choose a creature’s level of intelligence in the following categories: 2nd (at least one hit point or 10 hit points), 3rd (at least one hit point or 5 hit points), 4th (at least one hit point or 1 hit point), 5th (at least one hit point or 5 hit points), or 6th (at least one hit point or 5 hit points). The target also obeys the demotion and banishment to the Dissonant Order and harms no creatures other than those you choose. You might also violate the terms of the demotion and banishment if you are part of a particular quidditch team or if you join a witch’s sorcerous team. While in this state, the target has resistance to one damage type of your choice: acid, cold, erythema, ileum, malaise, necrosis, oedipus, puerperiorum, rime, and burn. The target and its companions suffer from retardation, soft tissue atrophy, malformations, , , , , , , and , , and , and you make a dispel magic spell with disadvantage, assuming the creature is in the Order. If you cast this spell on the same creature every day for a year, the spell loses its disadvantage and remains in effect for the duration. The DM rolls a d 100 and consults the following table to determine whether the spell affects the target. DANCE AC I D E DM N O M N O T N O T R N O T R N O T R N O T R N

Dismiss evil

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 6d8 bludgeoning damage and has its speed halved until the start of your next turn. At Higher Levels. When you cast this spell using an ability score of 2 or higher, you can roll a d4 and add the number rolled to the ability check of the spell’s element. This reduction also works on daggers and club- or crossbow-shaped weapons. Conjuration

Dismiss Evil

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to destroy a hostile creature you can see within range. You can make the target’s life or activity impossible, or you can cause it to erupt in horrible, fiendish force that destroys everything in its path. The spell ends if you cast this spell again or if you cast it again in a new location. It ends if you leave the spell-infested area or if another creature has attacked. The spell can’t be targeted by spells or by other means. Abjuration

Dismiss Evil

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause an object you touch to vanish. The object is no longer inside the object but is instead in the space that you created it from. The object disappears when it is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration for any such spell changes to 1 minute. For

Dismiss Evil

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause an extradimensional force to form in a point you can see within range. You can use an action to cause the force to move to a point within range. The area is enclosed by an extradimensional wall that can be broken up into smaller blocks, or a sphere. The wall can be up to 50 feet in diameter and 30 feet tall. The wall can be made of any material or stone the target can see. The wall can be made of any material or stone the target can see. It can be made up to 12 feet in height, 10 feet wide, and 1 foot thick. The wall can be made up to 10 feet in height, 10 feet wide, and 1 foot thick. Large blocks, such as those used by the Wall of Fire spell, can be broken up into smaller blocks. The wall can be broken up into blocks of equal size to the size of the area you’re on. The wall can be broken up into blocks of any size you choose. Each block is a cube that you can see within range. If the wall is made up of blocks, each cube is within its cube’s area. If the wall is made of blocks, each cube is within its cube’s area. You can cause the wall to move in any direction. In the direction you choose, the wall disappears and doesn’t appear again. You can also cause the wall to vanish by casting an illusion spell, which lasts for 1 minute. You can also cause the wall to teleport in any direction. Make an attack roll with disadvantage. On a hit,

Dismiss Evil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose an area of ground that you can see within range. You choose a point on the ground you are on that is either a wall, a dome, or a portal, and that part of the ground you are on is either a barrier, a wall, or a portal that is blocking a certain kind of magical or physical force. A creature that enters the area must make a Dexterity saving throw. On a failed save, that creature is pulled away from you by at least 5 feet. If a creature enters the area while you are still within 5 feet of it, the creature is pushed 20 feet away from you. A creature pushed 20 feet away from you must succeed on a Strength saving throw or take 2d12 bludgeoning damage, and this damage increases by 1d12 for each foot the creature is pushed. The DM has the

Dismiss Evil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature that you can see within range can’t be affected by magic, and becomes hostile to you for the duration. When the target becomes hostile to you, you can make a Constitution saving throw. On a failed save, the target is no longer hostile to you and is unaffected by the spell. Conjuration

Dismissing creature

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You dismiss a hostile creature within range and make a Charisma saving throw. On a failed save, the creature takes the form of a demigod or an undead, and it takes 1d6 acid damage on a failed save. If the creature is a demigod, it must also be a demigod of some kind, and the spell ends if it is cast on it. On a successful save, the creature is no longer hostile, and the spell ends. If the creature is a undead, it has no choice but to take 5d6 necrotic damage of its choice, and it is prone to becoming undead if it is hit by any undead. On a successful save, the creature is no longer hostile, and the spell ends. Transmutation

Dismissing Fog

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A fog of fog appears over a place you choose within range. Any creature that enters the area must succeed on a Wisdom saving throw or become blinded for 1 minute. The fog is centered, and it lasts for the duration. A creature that enters the area and isn't within 5 feet of the fog must make a Wisdom saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. A creature that remains in the fog for the duration can use an action to make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and is knocked prone. The fog then disappears, leaving behind a faint cloud of fog at the end of the spell. Once a fog has completely vanished, the fog disappears and remains for the duration. A creature can use its reaction to see through the fog to see what it is seeing. The fog then disappears. If the fog is obscured by snow, ice, or other dangerous conditions, the creature can see through the fog in darkness. It can also see through the fog in bright light, as long as the fog is still visible. The fog can be opaque to light or

Dismiss Monster

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a hostile beast within range to devour a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage. On a miss, the target takes half as much damage. On a successful hit, the spell ends. On a failed save, the creature is moved to a random location on the ground, where it can’t leave. The target can’t use its action to move or otherwise interact with the target, even if it is within range. The target can use its action to dismiss the spell. Conjuration

Dismiss Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You dismiss a celestial or an undead threat and instead push a Large or smaller beast within range with it toward a place it’s familiar is on, such as a mountain, hill, or a lake. If you hit the target, it makes a Wisdom saving throw. On a failed save, it takes 3d12 necrotic damage, and it gains half the amount of hit points it gained while on the spell’s level (at 4th, 5th, and 6th level), as well as half the number of necrotic wounds it deals (at 11th, 12th, and 13th level) as a bonus damage. If the target drops to 0 hit points before this spell ends, its hit point maximum is reduced by the necrotic damage it deals to the target. Creatures or objects within 30 feet of a place where the spell’s damage reduction effect is in effect aren’t affected by the spell. Transmutation

Dismiss Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Flame damage is hurled at a creature as part of a melee attack you made when you reach 5th level (1d4) or higher. The creature must make a successful Strength saving throw to resist the spell’s damage and become feral as a rule of thumb. If the creature fails, its petrified body becomes friendly to you. It also becomes frightened of you for 1 hour, if it is still conscious. A ghoul makes this saving throw with disadvantage. If it successfully saves against this spell for its entire duration, the spell ends. If it fails this saving throw before its next turn begins, its petrified body becomes friendly to you as a rule of thumb until it makes a new saving throw, which is on the next turn and at the start of your next turn. A ghoul’s petrified body might be willing to come into its service, willing to offer a service that you consider sacrilege. While the creature is friendly to you, it gains advantage on attack rolls against creatures within 30 feet of you, as you use the creature’s weapon proficiencies. While the creature has these proficiencies, it is immune to all damage, conditions, and effects that would normally target it, including those that would target a hostile creature (such as a hostile creature on a low saving throw). While immune to this spell, the creature is prone and can’t move. When the spell ends, the spell is effectively dead, and the creature dies. To learn more about the spell’s effect on fey, see the fey spell list at the DM’s Guild of Spells and Metams. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Disorient

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You tuck yourself in a creature's pocket and attempt to turn them into illusion or nightmare creatures. You can put one creature of your choice within 5 feet of it and then make another Wisdom saving throw, taking 1d10 necrotic damage on a failed save, or dropping the creature into the illusion or nightmare form and making a new Wisdom saving throw at the end of each of its turns. You can also cause the creature to become frightened again if it takes any damage as a result of taking the saving throw. While frightened by this spell, the creature has a creature form, as described in the creature type table, that it can be in, with the aid of a duplicate of its desired form, and it has statistics appropriate to its current form. At the start of your next turn, you can use your action to reroll any number of d20 damage dice you cause the creature. The creature is so frightened that its skin becomes difficult, and it is forced to make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is no longer frightened and its speed drops to 0. If you don’t create a duplicate of the creature, the illusion becomes inert and its statistics become nullified. It relies on two things: (i) your Intelligence (or the higher spell level) and (2) its Wisdom modifier, at the DM’s option, to understand the message sent to it by a celestial, celestial sphere, divine, or other celestial. The illusion treats any word, phrase, or other written message as a magical magic spell. An illusory image of the image appears on the inside of the creature’s person, weapon, or equipment. It lasts for the duration or until the image is removed from the creature’s pocket. A successful save ends the image (though the creature might still perceive it as an illusion if it has it). If you use your action to move the illusion into an unoccupied space within range, you can cause it to assume the illusion’s true form. Alternatively, you can cause the creature to become an undead creature if you have it, provided that you have at least 1 hit point. Creatures with disease resistance also become an illusion, though their resistance to that spell is 1d4 instead of 1/2. While these creatures have this spell as their spellcasting ability, they use their action to make two Wisdom saving throws. They take three for the spell’s damage and three for the spell’s damage. On a failed save, they become an undead until their disease condition ends or they become cured of them. While this spell is in effect, the creature’s hit point maximum is reduced to 0. The reduced hit point maximum and reduced hit

Disorient

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a tinged, nauseous cloud of mist at least 30 feet tall that lasts for the duration or until you dismiss it as an action. Any creature that starts its turn in the cloud or moves into it must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it must then make a Constitution saving throw, taking 3d10 piercing damage on a failed save, or half as much damage on a successful one. In addition, a fey creature made of earth or stone can make a Constitution saving throw against thunderous roar. Necromancy

Disorient

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The moment you use your action to bite off one creature to take the bite, move it, and make a new attack, you take 1d10 force damage. Transmutation

Dispel Curse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell conjures a cursed soul, a cursed soul, and a cursed magic circle into existence to the bestiality. The soul is capable of some magical powers and has advantage on saving throws against all attack rolls made against the target. While in the Astral Plane, the target can be restored to life only by means of a magic spell. If the target is an object, the object, or an object, the enchantment is broken or its effect is removed. The spell has a magic score of 1,000,000,000. Abjuration

Dispel Evil and bring about a new day

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose an area of nonmagical light that you can see that fits within a 5-foot cube and that fits within an unoccupied space you have available, and that is within range. The spell ends if you dismiss it as an action or if you cast it again, if it has been cast while the spell is in its scope, if it deals an extra 1d4 damage to a target or ends its effect while you have 5 hit points or fewer. To cast the spell, simply use the unoccupied space you have available, change its size to match the area you choose, and then repeat the attack with the first hit or the new size. You can

Dispel Evil and bring about peace

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Divine energy takes root in your mind and moves with you to make the most of its healing capabilities. You can use a tool’touched creature as a healing tool. For the duration, or until you use a tool, the creature can make healing cantrip changes it makes to deal the creature’s remaining damage. Because of the creature’s limited healing power, the creature can’t use its healing power to heal more than 1d4 hit points at a time. To do so, the creature must make a Wisdom saving throw. On a failed save, the creature takes 4d6 necrotic damage, and that damage is halved if it successfully saves against the creature’s polymorph. For the duration, or until you use a spell that rejigts the creature’s polymorph or replaces it with a different creature form

Dispel Evil and compensate land for lost inhabitants

Casting Time: 1 action
Range: 90
Duration: Instantaneous

For the duration, any creature or object that is on the same plane of existence as you (as you are within 30 feet of it in this spell) has a +1 bonus to AC for each slot you have available and can use a bonus action to switch places with you. If you use a bonus action to automatically detect magical doors leading to locked doors in a secret location other than your current location, you can use that bonus to determine which door is locked or unlocked, preventing your target from being caught outside. Abjuration

Dispel Evil and compensate others for it

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to suppress an unwanted effect through a wish spell, wish spell, or any other means, but it will not work. To do so, you must have cast this spell once, or it can be suppressed. The spell creates a wish spell in which the target chooses a wish effect that is positive and wishes for that effect to be suppressed. The spell only works on one effect under your control, and the best known such effect is celestials and elementals (the spell has no equivalent under the control of a demigod). A wish spell might be suppressed if a wish spell or an effect applied to one creature requires a different wish from the target creature to do so. For example, a spell that compels the use of an effect that only protects creatures might be suppressed if you wished a wish that prevented the use of this effect by plants and stone altogether, such as the wish to silence an evil wind or a curse. Thus, you might wish that the wind never blows, as with the wish to silence an abjuration spell, to silence the voices of beasts, to silence the way of evil trees, or to cast a wish that removes a curse. You can also wish that creatures be lifted up so that they can pass through the wish's portals, a wish that might fail to work in some circumstances and can lead to the destruction of an area of solid metal. A wish created by a wish spell or an effect applied to a creature spell fails if its manifestation fails. For example, an illusionist wishing to speak to a dragon might wish to speak to a great dragon, an ancient lich, or a fiend, for example. Divination

Dispel Evil and correct the wrong creature in its path Conjuration

Dispel Evil and create new one

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell instantly removes a harmful spell from an object or a layer of dirt or a substance that is neither burned nor glazed, forming a new one or creating a new one. The spell doesn’t have to be cast on a creature or an area of terrain not already covered by the spell, such as a door. It can be removed only by casting this spell on the same creature or on another creature other than the creature to be casted the spell on. Abjuration

Dispel Evil and create new ones

Casting Time: 1 action
Range: 60
Duration: Instantaneous

If you cast this spell and choose two or more times during your shift, you create one of the following effects: - Each creature of Medium size or smaller that you choose within range must make a Wisdom saving throw. On a failed save, a creature is forced to make the saving throw one more turn and must roll a d4 Constitution saving throw or be restrained by the entangling charm until the spell ends. - At the start of each of your turns as a bonus action, you can create one of the following effects while restrained: • You can release the restrained creature at the start of your next turn, ending the effect on itself on a success. - You can end one effect created by a spell or an effect of a creature type other than trident, steed, or axe by raising the creature's speed to a walkstomping pace. This changeola details other effects created by other options. - When you cast a spell restrained by the entangling charm, a bolt of lightning erupts from the bolt, dealing 1d8 lightning damage to each creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Dispel Evil and Divine energy

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You draw out the source of evil in all its horrors, casting a spell of suggestion to banish the evil within. Suggestions can be short, soporific, or figurative. You choose a phantasm or an entangle spell on the target creature’s person that calls out for help. The phantasm transforms the target into a creature of service, shedding bright light in a 30—foot radius to all creatures of its kind in the area for the duration. You can target only one of each phantasm’s dark or light patterns on the target, which becomes permanent upon close inspection. You can’t use the spell to create multidimensional doors or wards, create wards against magic missile attacks, or create barriers to keep out conjured magic-users. Dimension

Dispel Evil and Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flame-like rays of destruction strike from different points in the ground within range. Each target must make a Constitution saving throw. On a failed save, a target takes 4d6 fire damage, and it is blinded until the spell ends. When a creature takes damage or is blinded in a melee attack, an extra 1d6 fire damage is added to the attack—ignoring any poison or psychic effect that might have been applied to the target. Each creature blinded by this spell must make another saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Dispel Evil and Faithful to Me

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell removes most forms of evil and truth from a creature by means other than wishful thinking, as well as bestowing on its temporary memory false memories of the things it did wrong. For the duration it removes one effect (such as a trigger) and two others, such as a curse affecting a creature or an evil influence affecting a creature(s brother or sister), but any such effects remain in effect until cleared. When cleared, the spell removes at least one disease, poison, or polymorph spell from a creature or a permanent other than an undead creature, or a permanent effect, such as a ring of teleport control, from a creature whose warding charm leaves it blinded. This spell doesn’t remove one of the following effects: • Gaining —True Seeing or —Awe or “Telepathy with Plants grants you the use of plants you choose to see instantly; plants whose scent you choose instantly; or plants whose leaves you can see, such as those of twigs and clover, but which don’t shed as much as a shade. With intent, you can remove one effect from a plant or an effect from another plant. When you cast the spell, choose one or both of the following effects of ¡Cano! ¡Cano! The casting of this spell requires a 70-foot-radius sphere centered on a point within range. A cast of ¡Cano! on a point or a creature causes the sphere to flicker, disappear, and/or reappear in a different, unoccupied space if that space is occupied. Enchantment

Dispel Evil and Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Abilat

Dispel Evil and good in the Path

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You banish evil and good in the path of your divine path. You choose the first effect above or a type of effect, such as a circle, that harms one creature or effect, as the case might be, within the Divine Sensebane. For the duration, both creatures and effects that harm or are associated with harmful creatures have disadvantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the second effect reduces the target to 0 hit points and the damage reduction effect of the spell ends. Abjuration

Dispel Evil and Life-Rending Grasp

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You hurl a devil-like creature or fiery globe at a creature of your choice within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target deals 1d6 fire damage as fire damage to the spell, and you can make the fire damage increase by 1d6 when you hit or miss. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial fire damage increases by 1d6 for each slot level above 1st. Evocation

Dispel Evil and Love

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a creature of your choice from the smoke for a duration of ten years. The creature must be within 30 feet of you and can make a Charisma saving throw. On a failed save, the creature becomes hostile toward you and attempts to strike you with a ranged weapon attack against a random creature within 30 feet of you that you can see. At the end of each of the creatures turns, a raging devil can unleash its mightiest of beasts against any creature within 30 feet of it that you choose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a raging devil has advantage on roll three and can attack twice on each of his turns. On each of his turns before the spell ends, he can roll a d4 and add the number rolled to the attack roll of all creatures that he can see within 30 feet of him. Evocation

Dispel Evil and Magic

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You redirect magical energy that is stored within a creature or an object of magical power to serve the cause of a deity or symbol. Alternatively, you might cause the energy to manifest as a devilish grin and a devilish mask. For the duration, the spell has no effect on you. When you cast the spell, choose one of the following options for how its duration might affect creatures of your choice that aren’t of challenge rating or lower: Evil, Celestial, Greater or Arcane. The effect of each option lyes its effects. For example, a devilish grin might manifest as this spell’s devilish smile. Choose one creature’s physical location and identify that creature as the target of the spell. The spell ends for that creature if it isn’t hostile to you. Illusion

Dispel Evil and move away

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, any creature you choose that can hear you or can see within 30 feet of you hurries toward you with a shove using your spellcasting ability. You choose damage type: acid, cold, fire, lightning, or poison. You move at half the speed of light and have resistance to the triggering damage type until the spell ends. If you cast this spell before the spell ends, you can use your action to move towards a creature that can hear you and move so that it can hear you. The spell then ends. If you use your action to move at least 30 feet away from the edge of the room where you cast this spell, you can make a melee spell attack against a creature that can hear you or is within 30 feet of you. On a hit, the creature would be restrained by the spell and have disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Dispel Evil and neutralize good

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The first time you use a spell of 3rd level or lower on a creature, you can put the creature into a nonmagical raze or an area of unoccupied space that you can see within range to eliminate the spell. For the duration, the spell mitates a spell-like ability scoreable to a higher magic item, but the target remains under an illusion that the spell somehow duplicates the ability score. If the target is an illusion, it has a difficult terrain that you can see (20 feet square) and is cast through barriers (30 feet square) that are 60

Dispel Evil and neutralize Good

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Eight pieces of magic struck at the same time spell. For the first time in a long time, you can affect a creature with a saving throw against a dispel magic spell. The target must succeed on a Dexterity saving throw or be affected by the spell for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Dispel Evil and neutralize good

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell turns a single creature of your choice that you can see within range into a harmless spell. For the duration, the spell cuts harmful effects from a creature’s natural armor slot to one and neutralizes some of the creature’s natural armor class. Abjuration

Dispel Evil and non-fatal injuries

Casting Time: 1 action
Range: Self (24-foot square)
Duration: Duration: Concentration, up to 1 hour

For the duration, you can either ease or harm a mortal who attacks you. The spell can eliminate a nonpermanent affliction afflicting a creature, such as blindness, at the DM'S option within 24 hours. Abjuration

Dispel Evil and nonmagical energy within range Transmutation

Dispel Evil and restore life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

As your spell finishes, you draw a line roughly the size of your finger and line up as follows: 1) At the start of each of your turns as an action, you can use your spell slot to make two d10 magic items that you cannot be targeted by or possess a magical connection to. These items can be anything you choose, up to a maximum of 100 gp worth of products, which can be divined from the following statistics: • Your fingernail length increases by 5 inches, and your weapon attacks deal an extra 1d6 force damage on a hit. • The radius increases to 20 feet, where you can’t see a point and can’t affect more than 20 creatures with which you

Dispel Evil and restore life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell removes a spell at the end of a long rest, allowing a creature who harmed an unwilling creature to regain all its hit points and make all its remaining available physical strength. Abjuration

Dispel Evil and restore nonmagical creatures affected

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Divine providence is wrought by magic and has no bearing on creatures or magical objects created or carried by other creatures or created by magical effects. For the duration, any of the following effects extinguishes. Such a spell extinguishes a magic fire in its area, a magic circle in a nearby wicker storeroom, or a small opening in a nearby chest. Dispel Evil and heal all

Dispel Evil and treat other creatures as dead

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

For the duration, removing curses and other magical effects from things that aren’t creatures or objects for them, or that aren’t created by magic, a spell, or a service, or casting a spell, makes no current, immediate or long-term bad or good. This spell simply removes one curse or effect from an object that is neither magical nor created by magic. For example, if you cast this spell and a cursed or created spell are not linked, the spell can’t be dismissed, repaired, or otherwise applied to both. A spell slot of 3rd level or lower removes one or more curses and/or magical effects from an object that isn’t a creature or place. Conjuration

Dispel Evil and treat others as holy through and through Divination

Dispel Evil and treat others as unaffected

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, a fiend can't be targeted by any other spell of the type you specify that has an Intelligence score of 7 or lower, whether its spellcasting ability is 7 or lower. For the duration, a fiend does not have disadvantage on attack rolls against anyone other than a creature. In addition, when a fiend makes an attack roll against a creature it can see within 60 feet of it or a spell of 7th level or lower, the creature can repeat the attack using its own turn, provided that this spell isn't used to do so. Otherwise, the creature does nothing other than focus its senses on the spell. While the creature is within 60 feet of any spell or spell of 7th level or lower, it can use its action to change its mind about what it would do to get out of the predicament it is in. The creature can choose whether to use the change or refrain from doing so. If both are appropriate, the creature can make another Wisdom saving throw. If a creature chooses to alter its mind—after making its saving throw and casting this spell again, for example. using a spell of 8th level or lower, the creature becomes aware of its surroundings and can use divination spells to learn where objects are located, whether creatures are sleeping, and so on. Transmutation

Dispel Evil & Good

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to banish an enemy demon from the Astral plane. Each creature to a different demon plane for this casting must succeed on a Wisdom saving throw or be banished. For the duration, a creature has a +1 bonus to the attack and damage rolls of all attacks against him or her that use teleportation, darkvision, fey, or berserk. Abjuration

Dispel Evil, Good, or Evil

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You invoke divination spells in a manner that summons a force that transforms an object or creature into a different kind of creature or object. The effect is mild, harmless, or harmless if the object or creature has a height of at least 1 mile and a weight of at least 10 pounds. Similarly, you can direct an unwilling creature to make a Charisma saving throw. If the target is unwilling, the spell fails. On a successful save, the spell ends. Transmutation

Dispel Evil & Good

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, any creature you designate when you cast this spell can use the most expended spell of its choice to end a spell, a spell of 3rd level or lower, a spell of 4th level or lower, or a spell of 5th level or lower. The spell ends if you use your own spell slot to do so. You can use a spell slot of 5th level or lower to end a spell, a 4th level spell of 7th level or lower, or a spell of 8th level spell, material components, or a spell of 7th level or lower. The spell ends if you use your own spell slot to do so. For the duration, the DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can end a spell you would normally end using a spell slot of 6th level or higher by dividing the spell’s total by 10. For example, you could end the spell by using your spellcasting ability as cast until it is 1st level. Enchantment

Dispel Evil, Greater Evil, Feywild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The next time you drop a treasure chest or any other object weighing up to 5 pounds or less on the ground within range, a creature of your choice that you can see within range, either standing up or resting on its hands or using its feet to sling a piece of nonmagical stone at the creature that you described as "offhand or lightly encased in wood or metal." Alternatively,

Dispel Evil, Heal, or Justify Evil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Draw a line that is 25 feet long and 5 feet wide at the base of the line and then paint a sickly green color over it to invoke divinity in one creature of your choice within range. You can use the line to cast spells or to create or repair items. You can extinguish strong light, cold, fire, lightning, and poison in the area, or to grant temporary cover to a creature who has no obvious home elsewhere in the stronghold. You also choose the area's flora and fauna. For the duration, any creature that can’t be harmed by a spell doesn’t undead. The spell ends for a creature that casts a spell, such as a creature using its action to speak a short message, if you have it. Abjuration

Dispel Evil in a Small Area

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Divine fire, made from aqueous flame, fires in the air, spreads around corners and creates openings in buildings and structures in a radius equal to their spell area. Each creature in a 5-foot-radius.—radius circle that a creature is inside must make a Constitution saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Dispel Evil in Its True Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, a creature is immune to spells and magical effects that would otherwise deal psychic damage. When a target is hit with a creature’s illusion, the target makes a Wisdom saving throw. On a success, the spell ends for that creature. Illusion

Dispel Evil in Its Word

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A glyph inscribed within the form of a demon conjures up a devil to be protected against one Evil-infested threat. At the start of each of your turns until the spell ends, the devil can be protected from one Evil-infested creature (20 feet square) by one creature of your choice that you can see within 20 feet of it. The creature must be within 20 feet of the glyph or could be immune to it. The devil can be up to two feet tall and weigh as much as 25 pounds. Until the spell ends, the devil has resistance to nonmagical ranged weapon attacks and Constitution saving throws. When the devil attacks a creature, the creature takes 1d8 radiant damage, and it takes 1d12 necrotic damage (if it isn’t a creature). When the spell ends, the devil can attack any creature it’s immune against, provided the creature is within 20 feet of it. The devil can’t leave a target’s natural terrain or created by natural terrain created by natural terrain or another magic spell. Abjuration

Dispel Evil or Good

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames of destruction leap from your hands to extinguish spells and other magical effects within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails the save, a celestial, an elemental, a fey, or an undead (your choice) spell targeting that creature can't extinguish the spell as a whole produces a beam of fire that spreads across four 30-foot square wings that run from one end to the other. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 2d6 fire damage. This spell doesn’t protect a creature targeted by a spell or an area spell. The spell sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of its turns, a creature that succeeds on a saving throw can use its action to automatically extinguish the spell targeting the creature. On each of its turns, a creature affected by the

Dispel Evil with a Round weapon

Casting Time: 1 action
Range: Instantaneous
Duration: Transmutation

Dispel Evil with a Stone

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke the power of a stone to freeze to a ministrant of stone for the duration. This spell neutralizes most types of aberrations, celestials, elementals, and elementals of its target, effectively neutralizing it. You can use a single grit, fire, or acid spell used to create the spell to deal 1d6 bludgeoning damage, or two d10s of bludgeoning and slashing damage. Alternatively, you can create two weapons of your choice that deal 1d6 bludgeoning damage or 1d6 slashing damage. Nonmagical weapons made of metal or iron are unaffected. If you cast the spell with a 7th-level spell slot, you can affect

Dispel Evil with a Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A nonmagical object (such as a sword, axe, or crossbow) that you touch has no magical properties. Instead, whenever a creature within 30 feet of you hits you with a weapon attack during the spell’s duration, one of these attacks deal an extra 1d6 damage to the target. If the attack deals an extra 1d6 damage, the spell doesn’t end. Instead, the spell ends. Conjuration

Dispel Evil within 60 feet

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The moment you use your action to cast a spell, you can use three different spells of 3rd level or lower on the target. You can’t cast spells of higher levels than 2nd level or higher. When you cast such a spell, you choose a spell of 3rd level or lower, and you can cast any spell of 4th level or lower on the target. Alternatively, you can use only one spell slot at a time to cast a spell, if it

Dispel Evil without expending Life (1 level)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You utter a curse or some other harmful spell. You create a ward on a creature you can see within range that protects against death, poison, and undead. The spell doesn’t harm the creature or its components, nor do it restore any life. If you cast the spell over a long period of time, the spell lasts until it is dispelled, and the spell ends, normally. If the spell is cast again on the same creature, the spell ends without dealing a mortal or psychic life or soul damage. You can dismiss this spell as an action. While the spell lasts, you can have the spell ended, and otherworldly creatures can use this spell to do the same. A creature that ends its turn in the spell’s area is unaffected. Abjuration

Dispel Evil w/ Slumber

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You attempt to remove a curse from a creature. When the creature first speaks to you, this spell destroys the curse and any curses it carries with it. The spell is permanent, though it must be removed by other means. If the creature that brought the curse is a creature that you choose as a result of a previous summoning, the creature must make a Wisdom saving throw. On a failed save, the creature is cursed with the ability to do what it wishes, and it is shunned by all creatures other than you for the duration. The creature can’t speak, read, understand, understand fine or complex magical words, or take any other actions that the creature wishes. On a successful save, the curse is removed. When the creature’s current state changes, the creature must make a Wisdom saving throw. On a failed save, the creature is no longer cursed. If the creature has any illusory or magical effects on it that would make it immune to this spell, the creature can use any of the effects to restore to its normal state. If the creature is affected by a spell or other magical effect with a specific casting time, the spell lasts until the spell ends. If the spell ends before the creature’s current state changes, the spell ends instantly. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 9th level or higher, the duration is 2 years. This spell requires a Wisdom (Perception) check against your spellcasting ability to be aware of the changes. Abjuration

Dispel Magicague

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it dies. If the creature has no memory of its former plane of existence, it is shunted to the nearest unoccupied space that you can see it and then vanish. If the creature is native to a different plane of existence than the one you used to target, the creature is assumed to be within that plane. Otherwise, the spell fails and the target is teleported to the nearest unoccupied space, if any, outside the range of the spell. At the end of each of the target’s turns, it can make a Wisdom saving throw, returning to its home plane. On a successful save, the spell ends. Necromancy

Dispel Magicague

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to discern whether an object you touch is magic-infused, such as a liquid or clay, and attempt to banish it from its container. If a target is affected by the spell, it must succeed on a Dexterity saving throw or be unaffected. If it succeeds, you attempt to cast the spell again, but this time using a different object. For example, if you banish a magic-infused vial from its container, it must succeed on a new saving throw. If it fails, it is unaffected by the spell. The spell can’t be cast again until the object’s container is destroyed. A dispel magic spell that targets a target that you have ever cast as a spell must first be used to dispel the spell. For example, if you cast a spell that targets a minor object and then successfully neutralizes it as a spell, you can dispel the spell with a dispel magic object spell. If you cast a spell that targets a group of creatures and then successfully harms one of them, the spell deals an extra 1d6 force damage to the target. The spell’s damage increases by 1d6 when you reach higher levels. Transmutation

Dispel Magic and Disease

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A surge of magic radiates from you in a 10-foot cube, originating from a source of your choice that you can see within range or originating from a place a magic item must reach. Each creature in that area must make a Constitution saving throw. A target takes 10d10 + 20 radiant damage on a failed save, or half as much damage on a successful one. The damage result is a d8 at 13th level and higher. If the target w as made of wood or stone, stone or any other material and fails the saving throw, it is pushed to the nearest muggle‐controlled part of the cube (10 feet square), where it makes another saving throw. The spell’s area overlaps with the cube and can have adjacent muggle‐controlled parts covered by vines. For example, a muggle‐controlled cube that is covered by a vine can have a w as across its m in the cube. A creature under the spell’s level can choose to have its movement made with vines, while a creature under the spell’s level can choose to have its movement made with vines covered by mummings. Transmutation

Dispel Magic and Earth elementals

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Choose an area of magic energy that you can see that you can fit into a sphere 30 feet in one direction and that is centered on a point you can see in the Ethereal Plane. You choose a celestial, an elemental, a fey, or a fiend (your choice which fey or fiend have a fly speed of 30 feet) that have all the statistics of the chosen celestial or elemental, along with their hit points, alignment, and hit points. The spells and other magical effects of the fey celestial and fey spirit are suppressed and Earth elementals and fiends drawn from the fey race are immune to their effects. For the duration, any fey creature that fails to make a melee attack while on the ground or within 30 feet of the demiplane is knocked prone. A fey creature that ends its turn within 60 feet of the demisplane or within 30 feet of the demiplane for that turn is pulled up to 5 feet higher in the air and has resistance to one damage type of your choice, instead of the creature’s normal type, and has resistance to one damage type of your choice. Abjuration

Dispel Magic and Evil effects

Casting Time: 1 action
Range: Self
Duration: Instantaneous

With a single touch, a creature of Medium size or smaller with a Small size or larger (such as a bard or a druid) deals 3d8 necrotic damage to each of the creatures in a 30—foot radius centered on the spot where you cast this spell. Each creature that is targeted by this spell must make a Constitution saving throw. On a failed save, it takes 3d8 necrotic damage. On a successful save, it takes half as much damage. A creature can’t take the same damage from more than one necrotic spell a day. Conjuration

Dispel Magic and Transmute Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose one object weighing 1 to 10 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it hits an obstacle, preparedness check, or other effect. If the check fails, the object is disintegrated, leaving behind no force that can restrain it. If the object is moved more than 90 feet from a target injured by a spell, the spell ends without being triggered. If the object is launched from the ground, it lands on a solid surface made of Tritium that has a Ferris wheel at its launch point. If the object lands on a surface with air or dirt in it, the spell ends without being triggered, and sparks fly from the object toward a target you choose when you cast the spell. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration increases to 10 days. If you use a spell slot of 3rd level or higher, the spell lasts until it is dispelled. Transmutation

Dispel Magic Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one of the following effects on a target you can see within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 2d10 radiant damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. On a successful save, the target takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Dispel Magic Round

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A point you choose within range. You can target a point you choose within range. One of the targets must make a Wisdom saving throw. On a failed save, an affected target takes 4d10 psychic damage and isn’t affected by this spell. On a successful save, a target takes half as much damage and isn’t affected by this spell. On a failed save, a target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by this spell. On a failed save, a target takes half as much damage and isn’t affected by this spell. On a successful save, the target takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1nd. Evocation

Dispel Magic Wind Blast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A storm of strong wind sweeps down from the top edge of the cloud. Each creature in a 10 foot radius must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage and isn’t blinded. On a successful save, a creature takes 2d6 radiant damage and isn’t blinded. On a successful save, a creature takes 3d6 radiant damage and isn’t blinded. On a failed save, a creature takes 4

Dispel Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to dispel magic, but you can have them removed through the spell’s own magical powers. The target can be removed through the spell’s own magical power and restored to life only by means of a wish spell. The target can be restored by means of a magic spell, such as an altar, a wish spell, or a wish spell. You can remove all magical barriers, but it can’t remove curses, so the spell fails. On the surface of the target, the target can be restored through the magical barrier, and the spell remains. Transmutation

Dispel Undead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Grasping undead or an unoccupied 5-foot by 5-foot-high cylinder appears and turns into a kind of skeletal remains, shedding its body and shaping into whatever remains it left behind to become undead. The spell can remove a lich’s lich. The target can take the Dash action and then move on its turn. If the target ends its turn in a location where it doesn’t have line of sight to the lich, the spell fails, and the lich’s spell fails and the spell ends on its second turn, unless it can end it early. While in this condition, the target can cast spells normally cast by other creatures, but only by itself. A lich’s spell fails and its own spellcasting ability scores are d 12. If the spell ends before this stage, the creature remains under the spell and can only cast the creature’s name or read its thoughts. The creature can make illogical decisions about its own actions, actions and words, and it can’t leave its home plane until it leaves for good. For example, the creature might try to go to Durotar in order to reach Mourn where it can summon a lich. Alternatively, the creature can use one of its remaining Hit Dice to succeed on a Wisdom (Insight) check against your spell save DC. If successful, the creature returns home to its home plane. Abjuration

Dispel Undead

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

InstantYou vanish from a target undead corpse and reappear in it no more than 30 feet away. The corpse is a skeleton with teeth and a pair of feet. It reverts to its new form when you cast this spell, and does so without needing to have any remains. A creature can seek sanctuary in an unoccupied space that you have drawn within range. Until the spell ends, a creature can use a bonus action to dismiss this spell. It remains there until the spell ends, at which point it makes a Charisma saving throw to go back to being a zombie. On a successful save, you no longer have to defend an unoccupied space within reach from creatures of your choice that don’t obeys your command. While you are gone, any creature that you choose to see as a zombie must make a Wisdom saving throw. On a failed save, the target becomes diseased, loses all its hit points, and must spend 1 hour preparing itself for an undead attack. While diseased, the creature can use all its remaining hit points to repair damage and make new damage rolls. The creature regains hit points equal to half the amount of hit points it has before it. On a successful save, the creature also loses its hit points, loses all its hit rolls, and makes a new recovery roll. The spell ends if the target is ever outside the spell’s range or if the target is attacked by a creature that only wields the spell. Necromancy

Dispel Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You banish an undead creature in an unoccupied space that you can see within range. The creature takes 3d8 necrotic damage, and it makes a Constitution saving throw at the end of each of its turns. On a failed save, it can’t choose to become an undead creature or a construct. The creature has resistance to necrotic damage for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Dispel Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a zombie infestation on the ground within range that lasts for the duration. When you cast the spell, choose one of the following options to eliminate undead within its area (no more than 10 undead in a 10-foot radius). You can eliminate one undead by casting this spell three times, or by spending 1 minute pouring boiling water on a solid surface and forcing the surface to become covered in undead. At Higher Levels. Whenever you cast this spell using a spell slot of 2nd or 3rd level, you can eliminate one undead by reducing the area of the undead to 0. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can eliminate one undead by removing one of the following undead from the area at a later time: by crushing it to death with a clump of teeth, or casting this spell in the same area twice as often as the spell duration. You can also plant a seedling in the earth just outside the necrotic area to bring it to life. Evocation

Dispel Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a creature you can see within range and within the spell's range, and then use an action to try to stop it. The target must make a Dexterity saving throw. On a failed save, it takes 2d10 necrotic damage and is restrained for the spell’s duration. On a successful save, it is freed and can move normally. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Transmutation

Dispel Undead and Greater Grasp

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, you can move any undead that you can reach into unoccupied spaces that aren’t filled to the brim with treasure and release them from its grasp. The release lasts for the duration or until a lich chooses a location within range. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the release increases to 9th level and might extend beyond the spell’s range. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the release increases to 13th level and might extend beyond the spell’s range. Necromancy

Dispel Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A magic hand transparent to the touch blasts out in a

Dispenser

Casting Time: 1 action
Range: Touch
Duration: 8 months

For the duration, a phoenix feather shard (up to ten ellipses long) flies from your hand and lands on the bottom floor of a 10-foot cube in an unoccupied space of your choice that you can see within range. A shimmering shimmering bead rises from the floor, appearing on each floor within 5 feet of you. When you cast the spell, you can create a new phoenix by touching a feather of the same kind within 60 feet and creating a feather rod and 5 pounds of sparkly silver in each finger. You can hurl the bead at any creature within 5 feet of you (no action required if you and a willing creature are fighting creatures). If you would target a creature with one of your attacks, the phoenix would fly toward you, creating a circular opening in the ground that lasts until the spell ends. If the phoenix drops to 0 hit points before then, it drops to 1 hit point. On each of your turns, you can use a bonus action to cause the phoenix to drop to 1 hit point, and you can use an action to cause the phoenix to drop to 0 hit points. Divination

Disperfaze

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a phoenix spell, causing it to lash out at its foe and lash out at its brightest, darkest hour. The target must make a Wisdom saving throw. On a failed save, it instead takes 3d6 psychic damage and must spend 5 feet of movement to regain sight of you and to make a Wisdom saving throw. Whether the target succeeds or fails this saving throw, its flying speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Dispersal

Casting Time: 1 action
Range: 60
Duration: 1 minute

You pull one object within range that isn’t being worn or carried by another creature within range. The object transforms into fire until the spell ends, at which point the object can’t serve as a material component. You can fire either a wand, short sword, shortbow, crossbow, crossplate, mwk crossbow, or crossaxe from within the object. The fire causes simple rak’s, bolts, and similar objects to puff out in flames and to chill solid bodies for 1 hour. You can move the object up to 60 feet and then cause a short bonfire, bonfire fest, or bonfire siege to begin. The steam makes the steam boil off any objects being worn or carried by the object. The steam is deaf and dumbfounded. The object can use either metal or stone components to create its material component. Both materials can’t function without causing the object to puff out in flames and to chill solid bodies for 1 hour. The steam then marries the material to its raw materials component. Transmutation

Dispersal

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a portal linking the Ethereal Plane to the land of Azura and the Shadowfell. The portal is 1 mile wide and 2 miles tall, and it travels along the ground like a seamless web. When you cast this spell, you can choose a point you can see on the ground within

Displacement

Casting Time: 1 action
Range: 30
Duration: 1 minute

Until the spell ends, a creature moves up to 10 feet in any direction on each of its turns after it reached 0 hit points. This movement doesn’t have enough force to cause damage. Transmutation

Displacement

Casting Time: 1 action
Range: Self
Duration: 1 round

You draw one 12-foot-diameter gouge of water from the ground and line it along a length of wooden or stone. Any creature that ends its turn within 10 feet of the gouge must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you in a random direction directions your choosing until the spell ends. The water then falls to the ground and remains there until the spell

Displacement

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and imbue it with life, becoming a construct until the spell ends. If you possess a trinket slot and then speak the creature’s name, you create one of the following nonmagical objects: a simple surface covering only 1 cubic foot of ground; 2 feet of dirt and 1 foot of sand covering the ground; and an entire tree trunk covered with thicket. The creature’s flesh is soft and soft and is covered with a translucent sheet of gaseous green matter. The creature isn’t made of metal or stone, but it is made out of simple materials, such as wood or stone, that hold together simple bones and form the skin and hair of its body. Once made, the objects allow the creature to walk and manipulate its environment, making it an excellent tool for healing. While such objects are created to hold life, they wilt when the creature drops to 0 hit points or the target drops to 0 hit points from a full recovery. The target remains in its home plane for the duration, and when the spell ends, the creature has no means to return to its home plane. Instead, it returns to its home plane and falls to zero hit points, and the spell ends. Any creatures or objects within 30 feet of the target or within an area other than their home plane are shattered and any life or effects are broken. Transmutation

Disposable Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light out to 120 feet and dim light for an additional 60 feet. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. If a target is damaged by a failed save, the spell ends early. If a target is destroyed by a failed save, the spell ends early on a solid surface. The target can’t be damaged before it processes the damage. Abjuration

Disposal

Casting Time: 1 action
Range: Self
Duration: 10 Days

You mend a long-suffocating wound, and you end up with an oddly-shaped, translucent, and occasionally painful appendage that you can use as a weapon or a container. The appendage crumbles to bits when it strikes, granting you and your companions immunity to it. When you cast this spell, you can make a healing spell with a casting time of 1 action. If you cast it using a spell slot of 6th level or higher, you instantaneously cleanse the wound of all but one disease, poison, or magical stinking cloud that it infects it, removing the disease, poison, or magical stinking cloud, removing a stinking cloud from a corpse, and removing one from a corpse that is not within 60 feet of it. While you use this spell, you can also instantaneously fill a wispskin cap with ice and freeze it for a minute. If the cap drops to 0 hit points before then, a creature that w as affected by this spell makes a Constitution saving throw against your spell save DC. On a failed save, the creature is pulled 10 feet toward the center of the room and is subjected to the petrified condition. Necromancy

Disrupting Earth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell disintegrates any solid surface made of solid stone or stone elemental or nonmagical that is not covered by a covering material. You choice destroys a barrier that is formed outside an area of solid stone or a barrier made of stone that is covered by a covering material or a section of solid stone. This spell dissipates as a result of dealing a spell attack to a creature within 5 feet of the barrier, if that creature is friendly to you. If the creature is immune to being charmed, frightened, or frightened by this spell, the creature is turned to Eroding for its next spell attack roll, and the spell destroys the barrier. Transmutation

Disrupting wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a point you can see on a vertical or horizontal plane and cause some energy to explode from it in a 20-foot cube centered on that point. Each creature in that area must make a Constitution saving throw. A target takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. (Typically, a target takes half as much damage.) The spell ends if you use your action to move or attack the point of impact, or if you use your action to move across the room or across a ceiling and so cause some sort of whirlwind that surrounds it. At Higher Levels. When you cast this spell using an action, you can switch between creating clouds made out of swirling mist and creating one of the following whirlwinds: 1. A 30-footradius sphere centered on that point or within 5 feet of it, 90 feet wide and 20 feet tall; or 2. A 30-footradius sphere centered on a point or within 20 feet of it, 90 feet wide and 20 feet tall; or 3. A 15-footradius sphere centered on a point or within 30 feet of it, 120 feet wide and 20 feet tall; or 4. A 20-footradius sphere centered on a place or within 30 feet of it, 80 feet wide and 20 feet tall; or 5. A 20-footradius sphere centered on a place or within 30 feet of it, 100 feet wide and 20 feet tall. While these whirlwinds can be created, creatures are limited in movement and can’t open or close their eyes. Conjuration

Disrupting Wind

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause an immobile, inert plant to crumble to d

ust. It falls to the ground, takes 0.5d4 fire damage on a hit, and becomes diseased and disease-free for the duration. If you hit with an attack before the spell ends, the diseased creature takes damage equal to 1d4 + your spellcasting ability modifier per level of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Transmutation

Disruptive Wave

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering array of magical energy radiates from you. Each creature within 20 feet of you points within an area completely covered by the spell as an obstacle to a creature (including you) that moves in that area. Each creature that moves within 20 feet of a point of your choice within range must make a Dexterity saving throw. On a failed save, the creature takes 2d8 damage of the chosen type, and it must then make a Constitution saving throw each time it takes damage of that type. If it fails the save, it wastes its movement that round doing nothing but running over any creatures it can see and thus avoiding detection by creatures that can see it. Transmutation

Dissipate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pour down a corrosive liquid that colorates one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it is forced to either sink to the ground or fall prone. Any creature that ends its turn within 5 feet of the target must succeed on a DC 20 Constitution saving throw or become blinded until the end of your next turn. Evocation

Dissipate Furnace

Casting Time: 1 action
Range: Touch
Duration: Until end of turn Make a tentapace of rubble that

fits on a body. On all of your turns, you can construct or move the rubble, such as a paneling structure you create, an altar you create, and one you create from within you. Make a piece of rubble from the rubble and move it toward the base of a small space, such as a desk or table. Make a panel of stone from the rubble, and move it around. Make a new panel of rubble if you are at least 1 square feet tall. Make a panel of rubble of any type that fits inside more than one creature. Make an altar of rubble that fits within the size of a 5-foot cube. Make a stone panel from a paneling body or cube. Make a new panel of rubble from a paneling corpse. Make a new panel of paneling stone or other metal that fits within the size of a 4-foot cube (including a metal box), and move it up to 20 feet from the center. Make a paneled corpse that fits within the size of a 10-foot cube. Make a new paneled body, made of wood, stone, or a similar material that fits within an existing structure such as another structure, a door, or any other structure that is unoccupied. A paneled corpse moves when you cast this spell. Make an altar and make an altar of ashes or other objects that fit within a structure that contains a candle, lantern, lanterns, or similar object, or make an altar’s body, a corpse, up to 30 creatures of the same type, or any other body that fits within a structure that contains a candle, lantern, lanterns, or similar object. Make a body of water that fits within an existing structure and that carries food that isn’t food. Make an altar that has a set spell slot that fits within a space that isn’t occupied by other creatures, such as a wall of stone, an open sky, or an open floor or a flowerbed. Make a new body with a creature slot that fit within that space and that can fit within an existing structure. Make a new body of water that fits within a structure that includes a water bottle, or that fits within an open structure that contains a water tank. Make a body that has only two or three creature types with a slot equal to three. Make a body that is no larger than 1 foot in height. A body that is one foot shorter

Dissipate

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

An illusory image appears on your person that lasts for the duration. You can shape the image to look like your favorite color, make your own symbol, or use a creature design from a current work of art. The image spreads out from you in a 50-foot cube on the ground toward one creature you choose within 60 feet of you. That creature must succeed on a Dexterity saving throw or take 1d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the image spreads to all 10 other creatures of your choice within the same way you chose it for the spell’s duration. While the illusory image lasts, you can use a bonus action to cause a piece of the illusory image to open and close in a creature’s direction. Your action, and any reaction you take, is visible to both the creature and the illusory image. The image disappears when the image is no longer visible, when no creature is harmed by it, or while the image is in motion. When a creature perceives the image, the creature can see through it to the illusory image. While the illusory image appears, the creature has advantage on Strength and Dexterity saving throws, and the illusion can hide in trees to avoid detection from creatures that use the eyesight or blindsight proficiencies of its companion. Abjuration

Dissonance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You evoke a repulsion in the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by the creature for the duration. While the target is charmed by the creature, the chosen compulsion has no effect. The charmed target can be a number of willing creatures or a creature that can be attached to a creature. The target must use its action before moving on each of its turns to complete the spell. The charmed target can attack or fail its saving throw. The target can also use its action before moving on each of its turns to finish the spell. The spell ends if the target or creature takes damage. Evocation

Dissonance

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You create an illusion that appears to be a small, transparent cylinder that is, in fact, a cylinder. The illusion appears in a spot you can see within range. The illusion is harmless if you or someone else is within 1 mile of it. If you or someone else are within 100 feet of it, the illusion is harmless. The illusion lasts for the duration, if you use your action to move the illusion from place to place, or if you are wearing medium or large armor that doesn't reduce the target to 0 hit points. A successful dispel magic cast on the illusion dispelled the illusion. When you cast this spell, you can target one creature you can see within range with a successful dispel magic spell and give it a harmless, harmless touch. If the creature can, you can make the target levitate or roll through it. If the target isn't incapac

Dissonant Apparition

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a circular, 15-foot-high cylinder of water on the ground that is visible from up to 60 feet away. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage and is affected by the spell for the duration. On a successful save, a creature takes half as much damage and isn’t affected by the spell. The spell disappears when you finish casting it. Evocation

Dissonant chill

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause chilled air to form around you, moving with you throughout the area. The chill remains for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses the chill. The chill does 60 necrotic damage to creatures in the area, and any number of creatures that are completely submerged in the chill do 2d6 cold damage. Any creature that starts its turn in the area and is still vulnerable to being turned or petrified must make a Constitution saving throw. On a successful save, a creature is turned; the creature must then make a Constitution saving throw against the spell again. While a creature is affected by this spell, it doesn’t take damage from any nonmagical healing. Any nonmagical healing done by this spell damages the creature affected by it. The spell ends early on a creature affected by this spell makes its next attack roll, if successful, against that creature. If the creature is hostile to you or your companions, it takes 2d6 cold damage on a hit. The cold damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Dissonant Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bright light in a creature’s space of up to 10 feet on a side within range. The spell creates a dim light, a bright light that doesn’t have to be visible. A creature must be within 30 feet of the spell target to see it. Evocation

Dissonant Force

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a constant aura of divine radiance on a willing creature that you can see within range. The spell fails if the creature’s speed is reduced to 0 or if its Dexterity is +2 or if it has half its Strength score. The aura lasts for the spell’s duration, if it persists. It attracts creatures and objects that are obscured by concealment, as well as magical means that restrict movement. Each creature in a 60-footradius sphere centered on the spell’s aura when you cast it must succeed on a Dexterity saving throw or become obscured for the duration. A creature can make a Wisdom saving throw to automatically escape from the spell’s area of effect. If an affected creature ends its turn in the aura’s area, the creature can make a Wisdom saving throw to automatically escape from its aura. Transmutation

Dissonant Force

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

Duration: Concentration, up to 1 minute You create a constant, twisting, pulsing forceps of divine energy radiating from you in a 20-foot cube centered on a point within range. Until the spell ends, a creature takes 1d8 thunder damage when you target a point within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Dissonant Force

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a strong, unyielding force of lightning and thunder that is strong enough to knock a creature prone or prone behind you. The target must succeed on a Strength saving throw or be knocked prone. The target must make a Dexterity saving throw. If the target is prone, it falls prone and takes 1d8 lightning damage. If the target is prone, it rises up with its feet and takes 3d8 lightning damage. The lightning spreads out around corners and through trees and shrubs. The target must succeed on a Strength saving throw or be knocked prone. If the target is prone, it is pushed up and takes 1d8 lightning damage. If the target is prone, it falls up and takes 2d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Dissonant Grasp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a tiny, sharp sting when you hit an incorporeal creature or a solid object with a weapon. The sting lasts for the spell’s duration and can’t be cured by cure magic. It can’t be knocked out

Dissonant Image

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral silhouette appears in an unoccupied space of your choice within range and looks to reveal a spectral or an illusion that is attached to something within reach. The image appears in a place within range, such as behind a desk, on the ground, or on a surface that you can see within range. The image remains for as long as the image persists, and it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The light sheds this light at the edge of the image and dim light for the full duration, if the image is present. You can use a bonus action to cause the image to move up to 20 feet in a direction you choose. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion

Dissonant Image

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create an image of an object with which you are familiar that lasts until the spell ends. The image appears within range and isn’t affected by familiar or divine. It ignores armor, weapons, armor components, spell slots, and spellcasting methods entirely. You can create one visual image of an object, a mundane object, or a creature’s physical body in any image you choose, creating shadows, green lights, or shadowy shapes for the image. You decide what image appears within 30 feet and how it appears. It can appear as a horizontal, vertical, or diagonally across the image’s surface, and it disappears when the illusion ends. The illusion lasts for the duration, at the DM’s choice times. You can use your action to make two damage rolls to reduce the image’s damage by 2d6. If you roll three of these damage, the image reappears in your space, under your control, and the spell ends. Illusion

Dissonant Interaction

Casting Time: 1 action
Range: 10
Duration: Instantaneous

By means of this spell, an unwilling creature or an object can overcome any resistance with which it is immune to disease or natural exhaustion, or a magic that would restrict its movement for the duration. The target can make a Wisdom saving throw or drop whatever it is wearing and carrying and use some of its action to become immune to exhaustion, poison, and falling damage until the spell ends. The spell ends if the target drops whatever it is wearing or carrying and doesn't have to use its action to do so. If the spell has more than one target or if it targets multiple creatures, it can target only one creature at a time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 days for each slot level above 2nd. Illusion

Dissonant Killer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send one creature of your choice that you can see within range into a catatonic state. The target must make a Wisdom saving throw. On a successful save, the target takes only half damage until then. If the target is deafened or stunned, you instead make a DC 20 Constitution saving throw. On a failed save, the target takes only half damage until then. At Higher Levels. When you cast this spell using a 9th-level spell slot, you can animate up to two additional feet of wood for each slot level above 6th. Conjuration

Dissonant pain

Casting Time: 1 action
Range: 60
Duration: 1 minute

You impact a target, inflicting a painful sensory sensory response that can be heard within 10 feet of the target for the entire range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 pain on a hit. On a successful save, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pain increases by 1d6 for each slot level above 1st. Necromancy

Dissonant Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You can cause a wave of strong light in a 30-foot-radius, 20-foot-high cylinder to appear in a 30-foot-tall portion of space that you can see within range. The wave appears in a spot you choose within range and lasts for 1 hour. The wave lasts for the spell’s duration, or until a new wave appears in the same spot. The wave is centered on a point within range. If you cast this spell multiple times before the end of your next long rest, you can have up to three

Dissonant rumble

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A roar appears on an unoccupied space that you can see within range, causing simple materials and objects to tremble in place when you cast this spell. A roaring creature or an echoing noise can be audible with a successful search audible on a Small or smaller solid solid object. When you cast the spell, you can choose to have the screaming creature deafened and have her/it tremble in place when you cast it. Alternatively, you can cause the echoing noise to cause a puff of wind to blow from within the creature’s space, which must be within 60 feet of you. The wind blows around the creature, which must make a melee spell attack for each reach removed from the spell (or an attack of opportunity if the creature is within 60 feet of you). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates both a puff of wind and a brief pause within 60 feet of you. For every 5 feet this pause takes, the puff of wind and brief pause add up to one extra hit point, which the DM can use to his

Dissonant rumble

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A cacophony of thud ripples through the air. Each creature of your choice that you choose within range must make a Constitution saving throw. A creature makes that saving throw when it takes a melee attack. On a hit, the target takes 1d8 necrotic damage, and it has advantage on the next attack roll it makes before the spell ends. Until the spell ends, each time such a target takes 3d8 necrotic damage, its hit point maximum is reduced by 1 until it releases the thud. During this time, the target also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell also ends the effect of a spell normally cast to cast a spell of 7th level or lower. Necromancy

Dissonant rumour

Casting Time: 1 action
Range: 150
Duration: Until dispelledYour thoughts wander to any dark p

lace within range, whispering to anyone within 40 feet of you until the spell ends, offering your service as a messenger or messenger spell to one creature that you can see within 40 feet of you who is hostile to you. Casting this spell on the same creature two or more times before it makes you immune to its spells of its choice at the start of each of its turns grants you another benefit, such as immunity from its Silence or pass for 1 minute, at the end of each of its turns. This spell has no effect on constructs or undead. If you cast it multiple times, you can have no more than two of its four benefits active at a time, and you can dismiss such an effect as an action. Transmutation

Dissonant rumour

Casting Time: 1 action
Range: 150
Duration: Until dispelled

Your thoughts wander to any dark place within range, whispering to anyone within 40 feet of you until the spell ends, offering your service as a messenger or messenger spell to one creature that you can see within 40 feet of you who is hostile to you. Casting this spell on the same creature two or more times before the spell ends makes you immune to the effects of any effects that would banish you to the Astral Plane, forcing you to make a Constitution saving throw. On a successful save, you vanish from existence, leaving behind no physical form. You don’t need to remain in this capacity for the duration or to activate the spell again, and you can use the spell's long duration as a bonus action to rejoin the real world. Using this spell to permanently banish a creature to the Astral Plane requires a successful save contested by a successful one against one creature with death or greater protection from death (at the DM’s option). On a failed save, the creature is banished, forcing you to make a choice between summoning a messenger spell (equivalent to the one used to summon the messenger) or casting this spell in an unoccupied space within range. You decide whether the messenger appears in the space you choose and how he or she disappears. A messenger can deliver a message to any creature within 30 feet of it, otherwise it appears in a different place. In addition, the messenger delivers a message to any creature within 30 feet of it who makes an illogical decision to stay outside the Astral Plane, for example if you are traveling on a private jet and decide to go around the world studying at home. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, the duration is longer for each slot level above 12th. Abjuration

Dissonant Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a wave of destruction on a creature within range. At the start of each of your turns, whenever a creature hits a creature that hits you with a melee weapon attack, a wave of flame, or a piercing blast of crackling energy rips through the target in a 20-foot radius, dealing 5d8 fire damage to the target. The target is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Dissonant Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A line of multicolored energy springs into existence around a target and spreads around corners. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A target must also make the save before it can move again. If a creature fails the save, it instead takes 4d6 fire damage. The damage from this spell on a target is cumulative with the number of hit points it takes to break free. At the end of each of its turns, it must finish its turn in a pile up pile up location within reach. This pile up ends when a Large or smaller creature moves into the area. When the pile up occurs, it spreads the pile up around corners. The pile up deals 2d6 fire damage to a creature that starts its turn in the pile up spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Dissonant Smite

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous

You strike a foe with a potent, if subtle, illusion of your own power. Choose one

Dissonant Spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose an object weighing 1 to 5 pounds

Dissonant Spell

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell with advantage, and it has no effect against you. When you cast the spell, a dazzling array of brilliant light appears in a 10-foot radius around you in a direction you choose. Each creature in the area must make a Constitution saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Evocation

Dissonant Spell

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and give it a psychic link. The spell ends if you or the target dismisses the link. The spell lasts for the duration and is affected by the target’s Intelligence score. You can make a verbal communication with the target (in the same language as the spell) and give it the same benefit of Intelligence as you would with the spell, provided that it can understand you. The target

Dissonant Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of dim light appears in a spot that you can see within range, and that is up to 10 feet square. The sphere is 10 feet in diameter and 5 feet high. Any creature that can see it must make a Dexterity saving throw. On a failed save, a creature takes 2d10 radiant damage and is blinded until the spell ends. Transmutation

Dissonant Spray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a spray of intense purple and violet light that is neither bright nor dim nor dark. The spell lasts for the duration, and it has no effect on undead or constructs. The spell can also create a beam of blue light that is bright enough to be reflected by other visible objects. Make a ranged spell attack against a creature on the same plane of existence as you. The spell can target any creature that is within 60 feet of the target. If the target is incapacitated and the spell ends, the spell ends. The target can use its action to make a ranged spell attack. On a hit, the target makes the attack. If it hits with a ranged spell attack, the spell ends. If it hits with an attack roll or a hit point with a weapon attack, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Dissonant Thirst

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell summons a devil from the depths of the Astral Plane that bears a stinging radiance that can reach up to 60 feet away. The devil appears in an unoccupied space that you can see within range and lasts for the duration. If the devil’s size is less than its normal size, it increases its height by 5 feet until it is taller than its normal body. The devil takes 20 radiant damage on a failed save, or half as much damage on a successful one. The devil can move at your command, but it can’t cross a clear floor, and its movement is erratic. The devil can’t attack but must use its action to make a melee attack against a target within 60 feet of it. On a successful attack, the target takes 8d8 radiant damage, or half as much damage on a failed

Dissonant Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a flickering aura that attracts and surrounds creatures in your area of vision for the duration. Until the spell ends, you can use a bonus action to twist the aura so that you can appear to be pointing directly at a creature or some other area of the target’s visible physical or mental dimension. A creature in the aura's area must make a Charisma saving throw. On a failed save, the creature is blinded until its next turn, or turnsGreen energy radiates from the Aura around it, forming bright light that disperses cold energy. The light isn’t blinded and lasts for the duration. When a creature uses its action to examine the aura for any sign of magical or physical magic using its reaction, it uses its reaction to find out if any magical or physical means exist to cast spell, if any magic or magical effect can be traced back to the aura or if any

Dissonant Tremors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

As a whirlwind of swirling force sweeps through you. Until the spell ends, you have resistance to d8 thunder damage. Transmutation

Dissonant Wail

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Whole air becomes a 5-footradius, 20-foot-high cylinder centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. A creature that ends its turn in the cylinder must succeed on a Strength saving throw or take 1d6 bludgeoning damage. Transmutation

Dissonant Wail

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You invoke the spirits of life within a Large or smaller humanoid to assail it with hellish winds of celestials and fire. The spell ends if the humanoid drops to 0 hit points or if the spell ends before damage or constructs assail it with more constructs. While the target remains within 60 feet of you, the fiend can move up to 20 feet and then cause one additional limb to become animated and the limb to become restrained. Alternatively, you can cause the limb to become friendly to the target but otherwise unfriendly. The limb can normally be dispelled by dispel magic. If you cast this spell multiple times, you can have up to three spells unfursed at a time, and you might have up to three spells unfursed at a time. When the spell is dispelled, the demons within 30 feet of the target have advantage on all checks that they make to it, if the target has one. The demons also have disadvantage on ability checks made to listen to them, which is a skill check that the DM makes when making the check. The DM might order the demons to move up to 20 feet in a straight line toward a target that the target is standing on or against, or at least up to 5 feet in each direction. To move from one side of the target to the other, the demons need to make a Dash action that sees them move in a straight line as if they were descending a mountain. Conjuration

Dissonant Wail

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell affects up to twelve creatures of your choice that you can see within range. Until the spell ends, you can use your action to create a loud boom that crashes down on a target and creates audible durations that are audible over the sound to all creatures within 5 feet of it. The target must make a Wisdom saving throw. On a failed save, the target takes 8d6 thunder damage, or half as much damage on a successful save. Creatures that make the saving throw when they hear the boom can be restrained by the spell. Once the spell ends, the creatures take no damage at all. A creature restrained by the spell can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained by the spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Dissonant Wail

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a virulent disease on a creature within range. Choose one creature you can see within range and cause that creature to have disadvantage on attack rolls against one of the first 1d6 damage rolls made the target takes. The target must make a Constitution saving throw. On a failed save, the creature takes 6d12 necrotic damage, or half as much damage on a successful save. The disease also extends to all creatures within 500 feet of the target. Regardless of its location, whenever a creature moves into or within 500 feet of the target area, a virulent disease sprays forth from its mouth and spreads around corners. For each of its turns until the spell ends, the target receives an A/W rating of 16, and when it drops to 0 hit points, it also drops to 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the disease spreads to all creatures within 500 feet of the target area, even if they are immune to the disease’s effects. Necromancy

Dissonant Wail

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You make a low moaning noise when you choose a point within range. Until the spell ends, the noise lasts for the duration. This spell allows you to sound the same thing over and over again, creating a divinely imbued noise. When you cast this spell, you can specify a target sound you desire to create, as long as it isn't an alarm clock or other alarm clock of similar quality, provided that it isn't interrupted by a voice other than the voice of the target. You can specify a melody, a refrain, or a line—all of it appropriate to the spoken language of the target creature. You can also specify a general theme, such as the tune of a song, as part of the noise. You choose the sound you make when you cast the spell. When you make the noise, you can affect only one creature or one object at a time, and you can’t affect any creature with which you are proficient. Divination

Dissonant Warding

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, you can ward one creature of your choice within 60 feet of you. The ward lasts for the spell’s duration, but it can’t target another creature. The ward isn’t permanent, and you can dismiss it at any time. It doesn’t protect you from physical damage, such as a normal attack, during the duration. If the spell ends early, the creature is immune to the spell until it finishes a long rest. If the creature starts a siege or an incursion and doesn’t attack again, the spell ends early, regardless of what happened to it in the meantime. Enchantment

Dissonant Whirlwind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A powerful whirlwind appears in a 30-foot radius and spreads around a point you choose within range. The whirlwind spreads around corners. The whirlwind moves with the target and lasts for the duration. The whirlwind deals 3d6 cold damage to the target and 2d6 fire damage to the surroundings. A creature must succeed on a Constitution saving throw or be affected by the whirlwind for the duration. A creature is affected only if it meets the condition that the condition is met before the spell ends. A creature is stunned, frightened, paralyzed, and killed while this spell is in effect. Evocation

Dissonant Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 360-degree beam of strong wind rising from the ground at a point you can see within range. The beam remains in place for the duration, and it deals an extra 3d8 damage of the kind that you hit it with. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3018), and 17th level (4d8). Evocation

Dissonant Woe

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A creature of Wisdom score and good alignment appears in an unoccupied space of your choice within 10 feet of a point of your choice lower than the target’s space and is either immediately destroyed (a stunning teleport) or momentarily blinded (blinded). The creature disappears in an instant, and any remaining damage carries over to its original location, though it must use a different route through the area. One way or the other, the target’s next attack roll and any damage that they take, along with any subsequent recoveries, is based on whether the dantary either succeeded or failed. Conjuration

Dissonant Woe

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

For the duration, your mind pursues whatever is most likely to be the most common cause of your death, and you can choose any number of actions you can think of during

Dissonant Word

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

This spell illuminates the thoughts and emotions of a creature for the duration. For the duration, creatures have 11 hit points; if a creature dies while concentrating on the spell, its remaining hit points are lost. The spell ends if its duration is extended to include more than one year. Illusion

Dissonant Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter one of the following words or a melody that you can sustain: "I am the dragonborn, my brother, my sworn enemy—and now this is my last chance for mercy!" The words or melody are composed of words or other musical elements drawn from the dragon’s language, and your proficiency bonus is equal to your proficiency bonus, instead of the bonus of your proficiency bonus. As an action, you can repeat the word or melody. The word or melody can sound like any other dragon’s melody, but the words must come from your mouth and must be unique to the language you speak. If you repeat the word or melody over and over again, the musical elements of the melody change. For the duration, a deep chill rips through the lips of all creatures that you choose when spoken to. Any creature that you choose as a target must make a Constitution saving throw against exhaustion, and the target takes a -2 penalty to the save. On a failed save, you lose the benefit of the ability to hear the target. You decide what triggers the chill, how it spreads, and what other effects it has on creatures and creatures under your control. You can specify creatures or objects that must have been affected by certain effects, such as a certain spell's targeting of a certain kind or the casting of a certain spell. For example, you could choose to chill a certain plant along with other plants, causing it to wilt if it isn't certain that the spell leads to the correct results. When a creature successfully saves against both effects notices the chill and at the same time notices how the spell affects it, it can make another saving throw. Whether the chill appears or not depends on how you intend to affect it. For example, you can instruct the chill to appear when a creature uses its action to make a melee attack against a random creature within 30 feet of you, if the creature would be affected. If you have the choice to affect the plant or the spell, the spell ends for that creature. Chill of Ice and Fire Precise path‘climbing range Precise wind, gel, or snow Thick and strong fog. Thick and strong fog. Creatures in the fog are blinded for 1 minute. Thick and strong fog. Wind whirls around you, creating narrow sways in the ground and difficult terrain. Each 5-foot-radius sphere of fog, created by fog whirls around you, deals 1d6 cold damage to each creature that starts its turn in the sinnable part of the visible range. Each creature in the fog must make a Constitution saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Dissonant Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a vague image of a creature that must be dead within the last year or so. The image appears no larger than a 30-foot cube, and the image must be no larger than 60 feet.

Dissonant Word Blow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You reach and hit one creature with a message. Choose one creature creature line up on a flat solid surface and form a triangle with one-inch rounded ends, centered on a point you choose within range. The triangle is a wing-shaped cylinder with single points of diameter on each side. The points of the triangle are unoccupied space and creatures of your choice that can’t be attacked or worn by other creatures are immune to this spell. The creature that says its name is immune to this spell. The creature doesn’t know who it is and isn’t under your control. You can direct the creature’s words with two hands, creating a brief but powerful hallucination that lasts for the duration. During that time, you can design a message that can be read and perceived by other creatures as if you w ere communicating with it. The message might be a message to a friendly creature or a message to a hostile creature, a message to a place prone to monster attacks, or a message to a place prone to fire. The creature might be summoned by a messenger who guards it, or a message sent by a messenger who protects it. If you chose a location prone to fire, this spell creates a circular trap that can be opened when a creature moves into the starting area and exits through the opening. A creature must make a Dexterity saving throw the first time on a turn or turns it is near the location where you cast this spell. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature might also fall while trapped within the trap, causing it to fail the saving throw. A creature that escapes from the trap takes 3d8 fire damage. A creature trapped by the trap moves with you to a safe spot within 10 feet of the spot where you cast this spell, which can be any place within 10 feet of a place where you cast this spell or a place within 10 feet of a place where you cast it or an area of ground that you can see. Con

Dissonant Word damage

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Dissonant Word Heal

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A wave of divine energy washes over the creature you touch. The target takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. At the end of each of its turns, the target adds its Charisma modifier to the saving throw. Evocation

Dissonant Word Pain

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You make a word of moderate or greater importance to one creature you can see within range. Until the spell ends, the creature has resistance to one damage type of your choice. It can make a Wisdom saving throw to take 2d6 thunder damage, or half as much damage on a successful save. On a failed save, the creature also takes 1d6 thunder damage. This damage type can be reduced by an additional 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Dissonant Word Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You sprout a powerful beam of divine energy that strikes at one creature within range. Each creature in a 10—foot radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a target takes 6d10 thunder damage, and it emits a powerful, piercing sound that surrounds it for 1 minute. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Dissonant Word Stun

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to turn a creature that is deaf or blind with a mind spell into a debilitating stupor, and the target can be affected only by one saving throw against the spell. The target can make a Wisdom saving throw. On a failed save, it can’t take reactions, and it can’t take reactions while blinded. It instead takes 30 cold damage on a failed save, and it loses any temporary hit points it had when it restored half its hit points to its normal value. If the creature is not incapacitated while blinded, it can use an action to make a Constitution saving throw. On a successful save, it’s eyes turn dark green, and it makes another Wisdom saving throw at the end of each of its turns. It can also use its action to cause a stinking cloud to appear on the target’s clothing, under the target’s chin, or in its hair. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Dissonant Word wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A vague, indistinct odor spreads across a willing creature or an area within range. The odor is distracting. For the duration, the creature’s: • footsteps and dim light footsteps—are made of wood, stone, or some other soft, silvery material, of no discernible odor other than hoppy, sweet, and sour. • its speed and armor rating are reduced to nothing; it can take only half damage from magic items and half damage from damage from attacks. • its speed and armor rating are reduced to nothing; it can take only half damage from magic items and nothing from attack damage. • its Wisdom score is reduced to 5 or less; it deals no damage from under your command, nor does it take any damage from attacks. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 4th level or higher, the duration is concentration, up to 8 hours. Transmutation

Dissonant Wound

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your teeth strike open the ground somewhere within range, and you hurl a 10-foot diameter ball of energy that explodes in a 10-foot radius around you. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 10d6 piercing damage, and it can’t breathe, except when it is underwater or on the ground. A creature that enters the affected area, exits through the‘hole or over a breakable barrier can’t fall. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Dissonant Wounds

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause up to six darks, one stone, or one dainty card to emit a loud cacophony that ignites harmless bludgeoning, piercing, and slashing damage against one creature you choose within 60 feet of the area. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 thunder damage and is knocked prone. On a successful save, the target takes half as much damage and isn’

Dissonant Wounds

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You lash out in a 20-footradius, 20-foot tall cylinder of energy like a wind, ripping outward from you in a direction you choose. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d8 + 4d8 necrotic damage and is restrained until the spell ends. The restrained creature can’t move or use its action to move or cast spells. Any creature in the area that is hostile to you or that is already under your control is unaffected. A creature restrained by this spell must make a Constitution saving throw. On a successful save, the creature is

Dissonant Wounds

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wave of divine energy ripples through your body, ending your flow of air. Each creature you choose within range must make a Constitution saving throw. You take 5d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Dissonant Wounds

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of wisps, torsos, or other wispy energy that can be felt up to 60 feet away from you. If you are within range, the wave travels in a straight line from the point of impact to the point of impact, up to 60 feet. The wave can be 10 feet long or 10 feet across. The wave can not exceed 10 inches in diameter. The wave can be as short as 5 feet, as long as 5 feet, as long as

Dissonant Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A burst of intense pain erupts from a creature in the space of a successful melee attack. Each target is struck by one of the following attacks: • One creature’s hit point maximum • Two or more creatures hit by one of the following • Two or more creatures hit by a melee attack • Two or more creatures hit by a weapon attack • Two or more creatures hit by a spell attack • One creature hit by a weapon attack • One or more creatures hit by a spell attack • One or more creatures hit by a special action • One or more creatures hit by a normal attack • One or more creatures hit by a special action • One or more creatures hit by a melee attack • One or more creatures hit by a melee weapon attack • One or more creatures hit by a special action • One or more creatures hit by a melee attack At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Divergence

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You cause a shimmering portal to appear in an unoccupied space within range. The portal drops to 0 hit points, and it can be opened only by a spell of 3rd level or higher. When an unoccupied space is opened, creatures that can see it must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature is also prone when it takes damage from the portal. A creature can’t be affected by this spell. Divination

Divergent Sphere

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a sphere of intense light imbued with the power of the divinity, linking all living things within its area to a single object or activity of their choice. The sphere remains for the duration and is imbued with divinity for the duration. If you cast this spell using a spell slot of 4th level or higher, the sphere becomes a new, unoccupied part of your space for the duration. The sphere is a new construct of divinity to your knowledge. It has a hit point maximum and maximum weight of 5 pounds, and it has resistance to acid, cold, fire, lightning, or thunder damage. In addition, when you roll a 15 or higher, or an 8 or 9, the sphere also stops being a sphere and becomes an unoccupied space for the duration. When you cast this spell, you can make a new sphere appear larger than you and have the same hit points, total or missing space, as the sphere you used for the spell. When you make a casting of the spell, you can choose how many hit points of a creature are restored to it by dividing the difference by a number of times you cast the spell. The spell creates a new, unoccupied part of the sphere that has the same hit points and maximum hit points as the sphere it appears inside. A creature that uses an action to move around the sphere and attacks creatures within it, or that uses an action to move across the floor and attack a target within it, removes the sphere and makes a new one at your command, speaking the divinity language. Any creature that uses its action to speak one spoken by a creature familiar to it must succeed on a Wisdom saving throw or take 5d10 radiant or psychic damage (your choice when you cast this spell). At the end of each of its turns, it makes another Wisdom saving throw. If it fails, it can use its action to dismiss the spell. Transmutation

Divergent Sprinkling Blade

Casting Time: 1 action
Range: 30
Duration: Self (30-foot cone)

Inflict a nonmagical weapon or spell damage that you can cast into the creature or object of your choice that you can see within 30 feet of it,

Diver of Disease

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell transfers some or all of your current disease damage to undead or constructs, including other undead. The spell can be cast multiple times. The spell can target any creature that you can see within range. For example, if you are casting the spell on an undead creature, it can cast it on itself. If you target any other creature, the spell transfers the disease damage to that creature. Conjuration

Diver's Dilemma

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Describe a tangled mess of tangled threads and intricate patterns, some of which are as intricate as a scroll, woven by skilled craftspeople in a dimly lit room. To the best of your ability, you can read the tangled webs and patterns, and you can shape the threads to carry out your plan. That plan can involve creating a new type of creature, raising an odd number of temporary hit points, or employing several other means to accomplish the same task. The threads are worn or torn, but at no time are they torn or torn between you and the creature. The threads are magical and animate at the same time, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. While worn or torn, the threads allow the creature to move through the tangled web, succeeding on its saving throw against another spell of 3rd level or lower. If the thread fails to do so, the spell fails and the creature is forced to make a Wisdom saving throw. If the thread successfully saves against another spell of 3rd level or lower, the spell is dispelled from the creature’s mind if it exists. Once dispelled, the spell remains in effect until the creature finishes a long rest. The spell can penetrate most barriers and magical insides, crack gates and similar barriers, crush and crush down hard-to-reach barriers, cast spells through the web, and even open portals leading to locked doors or locked doors leading to locked rooms.

Diver’s Gaze

Casting Time: 1 action
Range: 90
Duration: 15 minutes

You can see within range a location that you can

Diver's Haul

Casting Time: 1 action
Range: 150
Duration: Con

Diversion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You conjure up a celestial or an elemental being, such as a celestial, at any point in your turn for the duration. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial disappears when it drops to 0 hit points or when the spell ends. Transmutation

Diversion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a magical portal appear within range and create an invisible barrier of water between you and the portal. The barrier is 1 foot thick and lasts for the duration. When the barrier appears, each creature that enters it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 acid damage, or half as much damage on a successful save. Additionally, the barrier can’t leave the spell’s opening in a way that allows the barrier to extend out over a creature’s space, instead creating a horizontal barrier where the barrier meets the space you choose. To create the horizontal barrier, place a 9-foot cube on the ground at the edge of a pit or hill, then use a combination of lye, earth, and rope to hold the cube in place. The cube can hold as many as four people. When you create the portal, choose fire, earth, or stone. If you create a barrier that extends over a creature’s space, it is drawn into the portal and emits bright fire and acid-producing flames when it creates the barrier (fire, stone, mud, earth, or lava). For the duration, fire, dirt, and lava can be expelled from the barrier, and this lava emits bright light and dim light for an additional 20 feet. For the duration, a creature restrained by the barrier can use restraint to enter the portal. When the barrier is drawn into the portal, you can direct its light to lash out at one creature you choose within 30 feet of it. While the light is within 30 feet of the restrained target, spells can’t be cast. While the light is within the portal, fire, mud, and lava can be generated by the portal’s flame. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create 2 additional fireplaces for each slot level above 2nd. When you cast this spell using an additional slot, you can create any number of additional fireplaces for each slot level above 1st. The fireplaces can be closed, allowing you to cast any spell that requires a separate incantation. When you cast this spell using a spell slot of 4th level or higher, the fireplaces themselves can’t be opened. Evocation

Diver's Mark

Casting Time: 1 action
Range: 60
Duration: 1 Round

You choose a nonmagical object, such as a sword or crossbow, that fits within range and fits within a 5-foot cube. You and any creature that you half or closely resemble you must make a Wisdom saving throw. On a failed save, the target suffers the spell’s damage when it w eers within 5 feet of you. If you fail, the spell ends. The spell ends if you use your action to dismiss it. Whenever the spell dismisses, you might also deal extra damage if you use your action to do so. Divination

Diver's Mile

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell sends up a fine mistletoe tree that grows to an elevation of up to 30 feet until the spell ends. The tree remains for the spell’s duration and moves with the tree’s bark to a height of 20 feet for each side by which you touch it. The tree is translucent and lasts for the duration. For the duration, the tree sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The tree can animate up to four nonliving creatures and creates a protective plant that it and any creature it summons can pass through. If the tree falls or damages an object created by an action or a spell of 7th level or lower, the object created by the spell can be magically transported to an unoccupied space nearest to the tree’s destination, if it would be damaged. Evocation

Diver’s Minute

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You imbue a creature you touch with minutening. If it is a Huge or smaller creature, make a melee attack against one creature within 5 feet of you that you can reach. On a hit, the target takes 1d12 lightning damage, and the spell ends. Until the spell ends, you can use a bonus action on each of your turns to pull the target up to 10 feet and see the spell on it. Transmutation

Diver's Tricks

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a scroll or a portion of a scroll, and the scroll transforms into a weapon. You can either

Diver's Tridents

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

If you touch any creature of an extradimensional nature or touch an object that is no larger than a 5-foot cube, a piece thereof sprouts from the ground and twists into a trident. The trident is a creature construct. It is an extradimensional appendage that fits into a 5-foot cube and is fully animated until the start of your next turn. The trident grows and animates for the duration, growing and shedding all red and blue light it can see. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The trident can be damaged while attached to a creature or while the trident is in motion. At any time, a creature wishing to use the trident for ranged weapon attacks must first cast the creature’s maneuvering test immediately before moving on to the next attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Diver Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A flurry of magic energy springs from your hand. You have a telekinetic grip on nature, granting you telekinesis, three force fields of your choice, and directed energy, all of which are locked. When you cast this spell, you can replace the telekinetic grip with another force field, but you can’t. Instead, whenever a creature takes damage of one of the two types listed below, you can reshape the field in any of the ways described below. You can also use this spell to reshape a nonmagical plant, rock, or a construct of your choice that doesn’t fit the original telekinetic grip. Create Ion

Divertic Cloud

Casting Time: 1 action
Range: 90
Duration: Duration: Concentration, up to 1 minute

A 200-foot-deep trench rises from the ground, forming a 10-foot thick sheen against a solid surface. Until the spell ends, a thin sheet of vapor fills the trench. Each creature of your choice that you can see within range must make a Dexterity saving throw. On a failed save, the creature takes 5d6 fire damage, or half as much damage on a successful save. Creatures and objects instantly destroyed by this damage fall to 13th level rubble. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage type of each creature affected by this spell increases by 2d6 for each slot level above 4th. Evocation

Divination, 1 hour

Casting Time: 1 action
Range: Concentration, 1 hour
Duration: Concentration, 1 hour

Transmutation

Divination 30 Rock

Casting Time: 1 action
Range: Special
Duration: 6 Hours

You create a circular platform of rock that rises from the ground in a 10-foot radius and is covered with a thin sheet of translucent stone. The rock remains for the spell's duration. You decide which of the following moves are supported by this spell's duration and whether or not objects or creatures can be targeted by it. Stonecrust Swarm. The ground beneath the stone becomes muddy and muddy until the spell ends. Coming from Below move. This move requires the following components: a) Any creature within 5 feet of the stone and a Small or larger square b) An object or an object created by this spell or a spell of 4th level or lower. c) Acid, f) Cold, g) Fire, h) Lightning, j) Poison. d) Invisibility. e) Telepathy. fl) Tongues. If you cast this spell on the same creature or several creatures within the same area, the spell performs the same functions. The DM determines the direction of the movement, and the creatures can choose where to move. Divination

Divination by divination, 1 hour

Casting Time: 1 action
Range: Concentration, 1 hour
Duration: Illusion

Divination Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You conjure up images of the devil, who appears in an unoccupied space within range. The image appears in an unoccupied space that you can see within range, and lasts for the duration. At any time for the whole duration, you can exert your will to compel the image to remain in the space it appears in. For the duration, you can direct the image as many times as many times as I want, and you can issue no further direction to the image. The image remains for the duration and can be directed in any direction as long as the spell remains in effect. Because the image appears to exist in shadowy places, many creatures are surprised to learn that they can see a devil. The image appears in an unoccupied space within range that you can see and can see, as if within the Astral Plane. The image remains for the duration and is invisible to ranged attacks. If the image passes through a creature’s eye or another object that is held within an object or being, the image disappears with it, and any creature that saw it (or that saw the image when it was first drawn) lost sight of it. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion

Divination practitionSelf

Casting Time: 1 action
Range: Instantaneous
Duration: The spell targets one willing creature or object.

The target must succeed on a Wisdom saving throw or its target takes 6d6 divination damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Divination touch

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch one willing creature. The target must make a Wisdom saving throw. If it succeeds on the saving throw, you have the spell for the duration. A creature becomes charmed for the duration. As an action, you can send a message to the target that you intend to convey the message, and if it makes a Wisdom saving throw, it can make the message if it wishes. If the message is not sent, the target can't hear the message. Transmutation

Divination touch

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

You touch one willing creature and cause it to assume the form of a willing creature. Once per turn, the target can use an action to make a Wisdom saving throw. On a failed save, the creature is charmed, frightened, or frightened by you until the spell ends. The target can repeat the saving throw at the end of each of its turns. On a successful save, the spell ends. Transmutation

Divination, up to 10 minutes

Casting Time: 1 action
Range: You touch someone that you can see in the air, up to 10 minutes
Duration: You touch a creature that you can see within 10 fe

et of you. You can make this spell at least once for each slot level above 1st. Conjuration

Divination, up to 1 hour

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Concentration, up to 1 hour Conjure the spell, for example, using a spell slot of 7th level or lower, or lower, or lower. At Higher Levels. When you cast the spell, the spell ends automatically after the spell ends. For example, if you use the spell again, the spell ends when the spell ends, the spell ends on a failed save, and the spell ends after it ends and you choose the spell again.

Divination, up to 1 hour A simple spell ends when the spell ends. You and the DM have a spell-like spell casting spell.

Divination, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour

Transmutation

Divination, up to 1 hour Transmutation

Divine Annulment

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

By employing a holy symbol, you grant the animate dead the ability to manifest divinatory spells and enchantments in their minds, at your command, that protect them from death, destruction, and the like. Choose any number of willing creatures that you can see within range. They have advantage on attack rolls against you. You also determine what spells and magical effects protect them from death or the threat of destruction. You can designate any spell or effect that spells or magical effects protect, issuing its own command. For example, you might issue the power of divination spells to a group of willing creatures and designate the following spells and effects: “Divine Sense

Divine Aura

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You touch an object that is 5 feet in diameter and that weighs up to 1,000 pounds. The spell fails if the object is worn or carried by someone other than you. If the object is carried or worn by a creature other than you, the spell fails. The spell can penetrate most barriers, but it doesn’t penetrate magic doors or locked doors on the ground. Transmutation

Divine Bless

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Holy, holy energy, possibly from divine protection, searing rays of hellfire erupt from your finger or a similar creature. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or be affected by the spell for 1 minute. The spell’s damage increases by 1d6 when you reach 5th level (2D6), 11th level (3D6), and 17th level (4D6). Divine Protection 6 Days Holy energy, possibly from divine protection, searing rays of hellfire erupt from your finger or a similar creature. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or take 1d6 lightning damage on a failed save. At the start of each of the lightning's duration, a creature takes 1d6 thunder damage. This lightning flashes with a bright light and spreads across the ground in a 30-foot cube in a 5-foot radius. At the end of each of the lightning’s duration, a thunderous noise can be heard within 30 feet and move 10 feet up where it would normally go. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Divine Blessing

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and invoke a divine blessing that reworks mundane mundane tasks in their favor. For the duration, the target is protected from mundane damage and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. To gain this benefit, the target lags behind in all skill checks attempted by it, and it is forced to make several Strength saving throws. If it fails each saving throw, it is also forced to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Divine Bond

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

This spell grants the willing creature within 10 feet of you a magical bond with nature. The bond lasts for the duration or until the target dies or the spell ends. You can create a magical bond with nature by raising one level of arcane energy in an unoccupied space you can see within range, using an action, or casting a spell of 3rd level or lower. You create the bond by casting the spell without first preparing any food or drinking any water or using any means to disperse any of the creature’s magic. If you cast the spell without first preparing food or drinking anything, the bond fails, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a bond with nature by raising a level 6 druid spell slot, using any spell slot you have full, or by using some other spell slot. The bond lasts until the end of the target’s next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a bond with nature by casting a 6th level spell with a 1 minute rest, an 8th level spell with a 10 minute rest, or a wizard’s breath weapon spell with an extra 1 minute rest. The bond lasts until you use your action on your next turn to cast the spell, or until you use your action on your next turn to cast the spell again. You can use your action on each of these spells to mentally link up with nature for the duration. Abjuration

Divine Bond

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A spectral guardian appears somewhere within range and takes up to 1d10 necrotic damage. Appearing in an unoccupied space of your choice within range, the guardian vanishes if it points the finger or if it ignites a point of your choice within 60 feet of you. It lasts until it expires or until a new one is struck by a necrotic blast. It emits a spectral glow that damages creatures and illusory creatures in its area, as well as dim light and darkness for 1 minute. It emits a low hum like voice and speaks only in gibberish. The guardian doesn’t harm you. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you choose which one emits the lowest-level incantation, spell of the second level or the spell of the first level. The spell’s incantation has no effect on you if the protective element is non-instantaneous. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Divination

Divine Bond

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You establish a divine link between an unwilling creature you touch and another creature you can see within range that is friendly to you or that is within 5 feet of you. The creature must make a Wisdom saving throw. On a failed save, the creature can’t speak a single fiendish or pernicious message while within 5 feet of you. When you cast the spell and as a bonus action on its turn, it can make a Wisdom check against your spell save DC to seek its telepathic aid. You can also make a Wisdom/Conjuration check against your spell save DC. If successful, the spell grants you access to a minor miracle wrought by you, and the spell ends for that creature on its next turn. Abjuration

Divine Bond

Casting Time: 1 action
Range: 300
Duration: Until dispelled

You conjure up a divinity that is infused with magic. Appearing in an unoccupied space within range, the divinity can be up to twenty-five feet tall, a disk of radiance centered on a point within range, and glowing red eyes that can open and close to one side of the divinity. The eye glows bright light within 30 feet of the target (your choice when you cast this spell). When the eye glows, the magic of the spell is broken, and all harmful energy that would otherwise flow into the divinity (or into creatures and magical objects that manipulate objects) is expelled, dissipating the energy into harmless flames. Creatures and magical objects that manipulate objects or creatures within the magic of the divinity are affected even though the magic of the spell is non-destructive. For the duration, the eye glows with a 20-percent reduction to its power used for energy. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the reduction ends for each of its effects on an effect greater than or equal to the one you chose. Abjuration

Divine Bond

Casting Time: 1 action
Range: 30
Duration: 1 minute

A quiver of energy radiates from you in a 60-foot cube originating from a point within range. Each creature in the cube must make a Wisdom saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded for 1 minute until the spell ends. On a successful save, blinded creatures can spend 1 saving throw at the end of their next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation

Divine Bond

Casting Time: 1 action
Range: 30
Duration: 30 days

This spell becomes even more potent when you make an ability check using Charisma. You have advantage on the check if you are fighting or using a melee weapon. You make the check as part of casting the spell. The checks need not be successful. If you succeed, you and any creature you designate that is within 60 feet of you are no longer blinded or deafened, and you and the creature have beneficial telekinesis with respect to both. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of successes increases by two for each slot level above 7th. Abjuration

Divine Bond

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A divine bond is sewn over your body to make it stronger. The spell also extends into the Ethereal Plane, manifesting as a spectral shield or a spectral ward, and granting it +1 speed for the duration. Huge or larger creatures and undead aren’t affected by the spell. Creatures are affected only by its normal effect, and the spell doesn’t directly or indirectly affect them. Physical interaction with the spell reveals its extent, moving through the surface of the ward to reach its destination or to any other spot within 5 feet of it. If the spell’s destination is blocked by a surface or an area larger than 5 feet square, the creature makes a successful Strength saving throw to leave the area, and it doesn’t need to make this saving throw if it is not using a spell slot of 7th level or higher. Divination

Divine Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ward that protects up to 30 creatures of your choice from hostile creatures, illusions, and undead. Until the spell ends, you can use an action to create a new ward by dealing 1d15 necrotic damage to one creature you choose within 30 feet of it. That creature must succeed on a Wisdom saving throw or become charmed by you for the duration. You can also use your action to mentally command any creature that you create the spell to serve as a proxy for your own good, as long as the creature obeys your command. The creature obeys your verbal commands if you command it to do so. You decide what action the creature will take and where it will move during its next turn, or you can instruct the creature how to perform one of the following actions during its next turn: • Roll a d20, and make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage. On a successful save, the creature takes half as much damage. If a creature dies while charmed by you, the creature is charmed again, and it regains hit points equal to half the amount of hit points recovered from the damage that it took from the spell. Necromancy

Divine Bond

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose a creature within range and imbue it with one of the following effects: Divine Bond Self 1 Hour You choose a creature within range and imbue it with one of the following effects: Divine Bond Self (at will) 1 Hour You choose a creature within range and imbue it with one of the following effects: Divine Bond Self (at will) Instantaneous You cast this spell at the start of your next turn, or until you dismiss it as an action. Enchantment

Divine Bond

Casting Time: 1 action
Range: Self
Duration: A mystical bond between two of the most powerful c

elestial spirits, each of which can manifest as a different elemental. The spirit of the first celestial spirits is a celestial that has hit points equal to your spellcasting ability (your choice). The first celestial can be a celestial of the same type, a celestial of the same race, or a celestial of the same color. The spirit of an elemental that you designate can manifest as any celestial you choose. You can designate a specific celestial type, a specific celestial type, or a specific celestial type, if the celestial is a celestial of the type you designate. A celestial can manifest as a celestial of any race, a celestial of any race, or a celestial of the type you designate. The summoned celestial can be hostile, hostile to you, hostile to its companions, hostile to its staff, hostile to its companions, hostile to its allies, or hostile to its staff. The summoned celestial can be hostile, hostile to you, hostile to its companions, hostile to its staff, hostile to its companions, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, or hostile to its staff. The summoned celestial can be hostile, hostile to you, hostile to its companions, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to its staff, hostile to your staff, hostile to your staff, hostile to your staff, hostile to your staff, hostile to your staff, or hostile to it. Alternatively, you can summon a celestial of the same type and designate the celestial as a celestial of your choice. Transmutation

Divine Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

As you cast this spell, your senses become ever closer together. This spell enables you to project your mind—both visible and invisible—to up to 20 feet away. You can project your mind onto objects, creatures, and spirits within range, mimicking the appearance of real objects or spirits. Creatures only appear in shadows, open spaces, and doors that you choose. You can project your mind onto objects and creatures as if they were humanoid or beast. The object or creature you project is invisible, but it can be seen and heard by creatures other than you. If the creature is Large or smaller, you can project your mind onto it as if it were an undead or constructs creature. The creature is still within your reach, and you can use your action to create a portal leading from your earthen location to a place within your reach of at least 5 feet wide. Conjuration

Divine Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates a magical bond between a willing creature within 30 feet of it and one divine creature within 30 feet of it that uses that creature as its bonded object. The bonded creature can be an undead, an constructs, or an aberrational being. The bonded creature can benefit from some of the following spells and other magical effects, gaining the benefits of others. Spells and other magical effects that target an unwilling creature, such as detect magic, that target an unwilling creature when it w as its object or when it attains the first level of Int or Magical Charms it chooses, also fail to target the creature. False Image Touch Concentration, up to 1 minute You create a portrait that lives in your home and radiates magical energy in a 30-foot radius around you. At the same time, it emits an illusory image of itself in a 30-foot radius around you. The image lingers there for 1 minute or less, creating a visual illusion. The illusory image serves as a reminder to the creature that you created the image. It lasts for the duration. You can dismiss the illusory image as an action, choose one of the following options: 1. Create a duplicate of the image (an original image of a creature of the creature’s kind and image of a place within that place) that you have seen before; or 2. Create a phantom hand that moves with the hand you used for the casting. You can use this feature a second time each day for a week for each target. This spell doesn’t restore you to life, but you can regain any amount of hit points by using this feature a second time each day for each target. Illusion

Divine Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature you can see within range with a divine bond. The creature must succeed on a Wisdom saving throw or become bonded for the duration. The creature can’t be charmed, frightened, or possessed by another creature. When you cast this spell, you make this bond strong enough to keep the creature from becoming possessed by

Divine Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature you touch with divine protection. The target is protected from all damage and can’t take damage from outside the spell’s range. Until the spell ends, the target doesn’t have disadvantage on attack rolls against creatures or objects in its area. Abjuration

Divine Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spell merges your attunement to a divine bond with your attunement to life, which ends your next turn. You can use your action to release this spell from the binding, creating a luminous, translucent circle on the ground in an unoccupied space within range. Until the spell ends, when you cast this spell again, you can use your action to release the luminous object, creating an unoccupied space within range. If the luminous object is held or touched by someone holding it, it flashes a yellow light that mimics the plant’s bark that symbolizes your deity. Nothing can touch or strike it. Until the spell ends, the spell's harmful effect extends to undead, as well as to creatures who don’t have any life or who are immune to its effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one extra creature for each slot level above 6th. You must have seen the extra creatures when you cast the spell and have seen the extra creatures before. You can also animate up to three creatures at a time, which increases the rate at which you can animate your own creatures. Transmutation

Divine Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

While you are within line of sight of a creature, you conjure a phantasmal form from its body and use it as your spellcasting tool. Your DM chooses the illusion from among the following options for its function, and each appears in accordance with your DM’s instructions. The phantasmal form can be summoned as a bonus action on each of your turns before you cast this spell. You can use this ability only in combat. When the phantasmal form attacks an enemy or inflicts damage to an enemy, it makes a DC 15 Strength (Athletics) check against your spell save DC. If you succeed, the phantasmal form hovers in the air for the duration. When it does so, it creates a 20-foot cube of swirling, invisible force in an unoccupied space of your choice within range. Each creature in that area must make a Dexterity saving throw. On a failed save, an affected creature takes 12d6 psychic damage, and it can’t speak, understand, or carry any weapon. Conjuration

Divine Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 24 hours

Your divine bond is a sacred artifact that binds your will to

Divine Bond

Casting Time: 1 action
Range: Self
Duration: Until dispelled

You create a psychic bond with one willing creature you can see within range. The creature can be anywhere on the same plane of existence as you. A willing creature succeeds on a Wisdom saving throw after completing a long rest that includes duels, combat, or prayer related activities. Until the spell ends, your magic attracts the willing creature to you, raising it as an individual creature for the duration. The creature can be any creature you chose. The creature can be a Large or smaller creature, an animal

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You create any substance or vapor by means other than fire, cold, diesel fuel, or alcohol that produces magical energy in a manner that distorts reality, divining its true nature. If a vapor, made of ice, coalesces in a location you choose within range, a force of nature known as a frigid wind (insomniacal, psychokinetic, psychic, or extradimensional) disperses it, spelling destruction, for the duration. To a creature who enters a frigid environment for the first time on a turn or starts its turn there, the creature takes 1d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extent of the frigid wind increases by 30 feet for each slot level above 1st. Evocation

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you possess an aura that abandons whatever you are attaining spell damage or spell save DC. The aura is powerful and ignites flammable objects that aren’t being worn or carried. Once possessed, the aura disappears and the item crashes to the ground, extinguishing flames created by its flames. It lasts for the duration. At the end of each of its turns, you can use your action to dismiss the spell. It might last for the duration, if some creature or object merges with it. Transmutation

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, whenever you speak a prayer, you can affect plants within 5 feet of you that you can see, a magical gateway between you and the chosen area, and a region of ground you can see immediately prior to the spell. The gateway is a cylinder made of wrought iron or obsidian, and it leads to a primordial mausoleum or a secret temple dedicated to divinity hidden deep within. In addition, the temple is dedicated to nature and dedicated to the protection of the divinity. When you cast this spell, you can designate any plants or creatures you have seen within 5 feet of you

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and imbue it with the power to grant you a wish. Choose a creature you can see within range. The creature’s current condition is an illusion of a wish. The creature’s current condition (or the creature’s current condition if it isn’t already in that condition) can be changed as you choose. The creature has advantage on Wisdom (Perception) checks made to sense its current condition, and it has disadvantage on attack rolls against creatures that aren’t its parents. The changes last for 1 hour. Divination

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell creates a magical bond between a creature and a mysterious force on the other side of the veil. The creature is friendly to you and your companions and has advantage on attack rolls against you that use a bonus action on each of your turns. The creature can be any creature, of any kind, and the bond lasts for the duration. You can make another Charisma check using another creature’s Intelligence or Wisdom (Deception) check. On a success, the bond ends. If you cast this spell again, the current creature has advantage on the check, which also ends if you cast the spell again to restore the creature’s hit points or hit stores. Abjuration

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You forge the bonds between two divinities of your choice. One divination spell you cast, or one spell you choose that you can cast, grants a bonus to any spell that you cast that has a target or two summoned by a divination spell for the first time on the turn you cast the spell. This bonus doesn’t reduce a target summoned by divination spell to a being that doesn’t appear within 120 feet of it and can’t speak the language of life nor inhabit an underwater demiplane. You can also cast divination spell on summoned creatures, if you choose. You can set the password for the divination spell to a password that appears only on the diviner’s part when cast, but the spell is dispelled within a 10-foot radius around it. Divination

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

As part of the action used to cast this spell, you must cast the following spells on yourself or a creature you touch (one of the two forms of nonmagical energy remaining). One of these spells must be cast on a creature you touch, a Medium or larger creature that isn’t undead and that isn’t immune to being charmed. The save DC is 8, and the creature’s Wisdom is 12. While you hold onto the Divine Bond, you can use another spell slot to automatically release the spell on yourself. You can’t use this feature again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

As you cast this spell, you and any creature you designate that is within range to a creature or to a magical item (such as a scroll, book, or treasure chest), bless it with a divine safeguard and keep it safe from harm. For the duration, the target has resistance to nonmagical damage, and it has advantage on attack rolls against other creatures until the spell ends. Abjuration

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You imbue a creature with the power to mend its injuries. Until the spell ends, the creature has a slashing weapon pointed at it that strikes twice, if it hits or misss critical hit points. Abjuration

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You place an object you touch within range to grant you divinity. Until the spell ends, if the object is an object created by divination, it becomes an object created by divination. Thus, you don't need to worry about divination spell canceling divination spell after divination spell if you expect divination spell to somehow affect the object’s construction. The spell then targets only those objects created by divination. Similarly, if you cast a divination spell that targets a creature, an object created by divination, or an elemental spell created by divination, the creature and divination are both affected. If you target an object created by divination, the creature creates it for you and for your companions for 24 hours. You can use an action to create an object of any material design you choose, or choose any object created by divination that isn’t an object of divination and which is infused with divinity. That object remains in your grasp until the spell ends, at which point the object becomes an object. The object’s construction is unaffected by divination spells or the

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and grant it the ability to manifest divin magical energy in a specific service or activity. The creature can perform any service or activity within eight hours, provided that the spell’s duration is at least 24 hours. While the creature serves or performs a service or activity, the divin energy can’t displace the magical energy of its weapon or armor. The creature also has a 40 percent chance to resist magic missile attacks. While the creature is warded on the inside, magic missile attacks that land on it have disadvantage on their subsequent turns when it becomes warded on the outside. Abjuration

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and choose one of the following properties of that creature: • You create a magical enthrall that lasts for the duration; • You create a temporary divay that lasts for the duration; or • You instantaneously rejoin a bonded group of creatures of the same size or shape as you. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and entangle it for the duration. The creature is under your control for the duration, and if the creature is killed while you have this spell active, you can call your spell to end the duration. The creature is considered a dead creature, and if it survives the spell, you can end the spell using an action or an inflict damage spell. If you cast the spell on a creature that is no longer alive, the spell ends, and the creature falls unconscious. For the duration, the creature has ULTRA malaise and must make a Constitution saving throw to regain control of itself. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Divine bond

Casting Time: 1 action
Range: Touch
Duration: ConcentrationUntil dispelled

For the duration of the spell, the nature of divine bond can be activated only by one willing creature (such as a witch or a demonology professor) and linked to it through an unlocked divinestone. If the divinestone is intact and connected to an arcane link, the spell can be activated twice, once to activate again at a target creature’s’ location and once to invoke the divinestone. Alternatively, the spell can be triggered only by one creature or group of creatures, or a single creature or group of creatures and/or an activity that you choose that triggers whenever an incorporeal creature or an undead creature drops to 0 hit points or dies. The divinuity also extends to magic items made from divination books or other divination text. When you cast the spell on a target willing creature, you can link the spell to the divination in the same place on the target, creating a divinuity linking the spell to the holy book and the book to the current location and date of the image. Divination

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration up to 10 minutes

You create a magical bond between two creatures of your choice within range. The two creatures become entwined, granting you advantage on attack rolls against one creature that you can see within 120 feet of the two creatures. If the creature has a Strength of at least 5 and isn’t wearing armor, the creature can use its action to automatically succeed on each Strength saving throw against the bond, and the spell ends for that creature. Divination

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a magical link between yourself and up to five willing creatures of your choice that you can see within range. The spell can target one willing creature or one object of your choice. The target must be on the same plane of existence as you. The spell ends if you dismiss it as an action. You create a temporary link between the two willing creatures. If you cast this spell on the same creature or object every day for a year, the same permanent link remains active. The spell doesn’t directly affect the existing permanent link, but it can link a willing creature or object to a new one created by this spell. If you create a permanent link between two objects, the spell creates an instantaneous, nonmagical link. Each time a creature in a temporary link (your choice) is targeted by this spell, the spell creates a new permanent link that lasts until the target leaves the temporary link (your choice). When the link disappears, the linked creature or object reappears in its normal location. Illusion

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a divine protective bubble made of magical energy that lasts for the duration. The bubble encloses your space, and you choose a location within range to protect. You can create a sphere of intense radiance or a sphere of dim light. The magical energy in a sphere is strong enough to destroy most barriers and objects blocking your path. Any creature within 30 feet of any such creature must make a Constitution saving throw. On a failed save, the creature takes 6d10 radiant or necrotic damage (your choice when you cast this spell), or half as much damage on a successful save (your choice when you cast this spell). Additionally, if the creature fails the save, it is blinded until the spell ends. While blinded by this spell, the creature is vulnerable to all damage (including normal damage) except by nonmagical weapons, and it is immune to all damage caused by nonmagical weapons. The bubble lasts for the duration, and it disappears when the spell ends. When you cast this spell over a sustained period of time, you can create other protective bubble spells can’t create two of the same type. You can create a seal or a globe, a chest or a small plane (or a single object entirely within the bubble) made of magical force, a shield made of strong magical force, or an illusory globe made of force similar to a globe. The globe is large enough to encompass entire rooms, and it lasts for the duration. A WINDOW. Each creature within 10 feet of the spell’s area when you cast the spell must succeed on a Strength saving throw or become blinded until the spell ends. As a bonus action on each of your turns, you can cause the globe to change shape as you wish. Choose a diameter of two feet and a height of up to 1 foot. One foot in diameter and a thickness of 1 inch lead the creature. PRINCE. Each creature who fails a saving throw made against this spell’s curse for the first time on a turn or ends its turn there must also succeed on a Dexterity saving throw or take 6d6 psychic damage, and this spell ends. Conjuration

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You grant one creature that you touch some control over matter for the duration. The creature has resistance to necrotic damage, and it can use its action to take 1d10 necrotic damage against one creature within 5 feet of it. The creature can use its action to take half as much damage and no damage at the end of its next turn. Finally, the creature doesn’t die if you or someone else uses magic to do anything harmful to it. After you use this spell on the creature, or if another casting of this spell occurs while the other creature is within 5 feet of you, you can use your action to dismiss the spell. If the creature fails its first time, it can use its action to move away from you and repeat the saving throw. On a failed save, it is blinded and deafened for 1 minute. On a successful save, it can break out and use its movement to escape. Transmutation

Divine Bond

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point your finger toward a creature you can see within range, and the creature starts to tremble. The tremble can be stopped by one simple touch. Make a melee spell attack against the target. On a hit, the target takes 2d10 necrotic damage, and it must succeed on a saving throw or become blinded until the spell ends. You can end the spell early if you have seen it before. Necromancy

Divine Command

Casting Time: 1 action
Range: 120
Duration: Touch

You command an entire plane of existence, from the plane of death to the plane of the dead. You choose a location or a place within range that has a certain effect on you. The command lasts for 1 minute, until it is broken and you cast it again. You can also ask two or more creatures to come to your aid, and you can use an action to issue a direct command. Conjuration

Divine Cure(s) disease

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The touch of your divin tal powers a willing creature for its healing. Until the spell ends, the target’s rate of healing is halved, and it leaps into a new hit point pool for each remaining hit point it has. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a target of your choice that you can see hits with a bane spell and is cured of the spell automatically. Necromancy

Divine Embrace

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your deity gives you the ability to embrace one humanoid of your choice that you can see within range. The target must make a Charisma saving throw. The target’s alignment remains unchanged, and you can choose to make the saving throw against the spell’s restrictions. The target chooses one of the following options when you make the spell’s attack roll: 1. If you are attacking a creature with an attack weapon, you can use your action to make a melee spell attack on the target, using the bonus action to make the attack. On a hit, the target takes 1d10 necrotic damage. 2. If you are slashing the hand of another creature, you can use your action to make a Strength or Dexterity check (your choice) against the target’s saving throw DC. On a success, the spell ends. If you cast it again, the creature dies. If you use your action to assume the form of a fey, you can use your action to move up to ten feet in any direction against the target’s natural terrain’s natural incline. You can’t assume a new form, so you can’t create any equipment or become a creature of familiar until you have studied the creature for the first time. During this spell’s duration, you can make two additional attacks with this spell. These attacks deal an extra 1d6 damage to the target and have no effect if the target is missing any of its hit points. Necromancy

Divine Energy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The force of the divine emanates from the Earth, sending a wave of spectral energy through the air and into the sky before dissipating. Roll twice more on your turn for the amount of spectral energy it releases. If you cast the spell multiple times, you can disassemble several more times as many. Elemental Energy Divination Concentration, up to 10 minutes The force of the divine emanates from the Earth. You conjure up a spectral energy field in the form of a wave of spectral energy that can reach up to a hundred miles long and extends from the earth up to the heavens. The field lasts for the duration to the point where you can see it, and you can mentally conjure it up to dispel spell damage or dispel object damage. You can summon up to 10 spectral creatures out of the sky in a vertical line at a radius of up to 100 miles. You can also form up to 20 spectral creatures out of the sky in a horizontal line that extends from the ground up. You can designate a specific spectral creature and animate or conjure up as many as 10 spectral creatures by using the general direction of the field. Each spectral creature can have a particular voice so it must speak for its voice to manifest. This spell replaces the spellcasting ability check with your own. A nonmagical spellcasting suggestion fails when cast on a spectral creature. As a bonus action on your turn, you can expend up to ten spectral mana to summon at least ten spectral creatures up to 10 miles away to serve

Divine Fire

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an elemental fire that ignites in a 5-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 fire damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Divine Fire

Casting Time: 1 action
Range: Self
Duration: 1 minute

Fireballs erupt from your hand in a 100-footradius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a success. The flames crackle and fill a 30-foot cube from that point for 7 days. Every creature in the area when you cast this spell must make a Constitution saving throw. On a failed save, the creature takes 10d8 fire damage, or half as much damage on a successful save. At the end of each of these 7 days, a creature must spend its action to regain

Divine Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The air in an unoccupied space around you becomes a roaring fire, and you have resistance to fire damage for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Divine Fire Slash

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

You create a line of shimmering fire that lashes out toward a creature you choose within 60 feet of you. Each creature in that area must make a Dexterity saving throw. The flames leap from the creature’s to the creature’s bestow creature’s bestowal, forming a 15-foot cone of fire at a target. The fire spreads around corners. Each creature is limited in the number of flames within 30 feet of the source area at a time. While flames circle a target, each creature affected by this spell must make a Constitution saving throw. On a failed save, the target takes 1d10 fire damage, and it takes 14d4 fire damage as a result of the damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Divine Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a torch that burns for the duration in an unoccupied space of your choice within range. Every creature in a 10-foot-radius sphere centered on the flame can burn

Divine flame sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Divine Gift

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 2 hours

Shimmering energy surrounds you in a sort of emerald blue energy that lasts for the duration. When you cast the spell and as a bonus action on each of your turns thereafter you can use your action to reshape himself, or both, into whatever form you choose for the duration. Choose from the following effects when you cast the spell. Choose one of the following effects when you cast this spell. • You create a small, harmless sensory effect, such as a softening of the skin of an enemy or a puffing of the puff of an animal. • You reshape one humanoid you designate within range into an illusion. • You create a small, harmless, visual effect, such as blowing things out of the air, creating vines or turning trees into pillars, that lasts until the spell ends. • You direct a harmless affliction affecting a target that you can see within 60 feet of it, such as wish bombs, poison arrows, miasmic rings, or suffocating miasma. Abjuration

Divine Graces

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

With skillful observation, your hands sweep up runes or patterns that might reveal secret doors, temples, or other secret places within a structure, including those of its creatures. To do so, they must be within 30 feet of the structure and must be viewed within that 30 feet. Divination

Divine Graces

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your divine gift imbues you with the power to protect yourself from harm. Choose a creature you can see within range and make a ranged spell attack against it. On a hit, the target takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. That creature’s speed is halved while in the spell’s range. Immediately after you cast the spell, you can choose to deal 2d6 bludgeoning damage to the target. Alternatively, you can reduce the damage by 1d6 and make the damage increase by 1d8 as part of the attack. If you reduce the damage to 0, the target is not affected. The creatures that become frightened while frightened by this spell are oblivious creatures, and if the target survives the spell, it is blinded for 1 minute or more from the moment it was charmed. Transmutation

Divine Grace

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell makes a wish a reality, divining who is capable of attaining it. Your touch creates a shimmering, magically transparent shield that protects you and your family. Until the spell ends, you and any creature within 30 feet of you are protected against one kind of damage, another kind of damage (including halos and sorceries), and an ability damage type (including poison and psychic damage) of the chosen kind against you. Such a creature also has disadvantage on attack and ability checks its companions make, and can't take reactions, damage, or temporary benefits from outside the spell. Abjuration

Divine Grasp

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a new, unoccupied space within reach for a number of hours equal to the spell’s level. The space can be any size, but the space can’t exceed 200 feet in height. The space’s area is obscured. The space can be 20 feet or 20 feet wide or 15 feet wide or 100 feet or 100 feet tall. The space remains until you cast the spell again. You can create a new space by summoning one of the creatures that you created or by casting this spell again. The space can be as large as you like. The creatures that you summoned can’t move more than 20 feet away from you. While this spell lasts, you can create up to three new space, and each new space only lasts for as long as the spell remains in effect. The space can be a contiguous area of any size and contains creatures, plants, and other objects. In addition, each new space can have an extradimensional component. As long as the extradimensional component is in place, the space is completely enclosed by a portal that you can see within range. A portal can be any shape, including the form of a solid wall, a circle, or a dome. The portal has no effect on you or any creature that enters it. You can use your action to teleport to a different area of the portal without using the portal. You can also teleport to any other portion of the portal. You can also

Divine Grasp

Casting Time: 1 action
Range: 30
Duration: 8 Hours

Until the spell ends, all nonmagical objects in a 30 foot radius centered on a point within range that you choose are severed from their connective tissue, shedding bright light in a line 60 feet long and 5 feet deep across the ground within. Any creature that ends its turn within 5 feet of the severed object becomes paralyzed, restrained, or unconscious for the entire spell duration. If the restrained creature is attacking a creature with a melee weapon (a bludgeoning weapon or a nonmagical weapon), the creature is automatically restrained and must use its reaction to move away from the severed object to make a successful throw against its current location. If the paralyzed creature moves over a cliff, the cliffside or ledge is secured to the cliffside with a thicket. Whenever a creature falls in this way, it is limited in movement and can’t use its movement to move up or down the cliffside. When you cast this spell, you can have up to three creatures

Divine Grasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Grasping a creature or object within range, or manipulating it to deliver a command, grants a wish. You can’t make the creature any other sort of wish, but if it thinks it can deliver a specific command, it can attempt to do so by manipulating the creature. If the creature is made of metal or stone, it must first convince a deity that it can deliver that wish, provided that that deity has the means to do so. Alternatively, you can allow the creature to be made of some other metal or stone that it can’t be made of. If you or creatures you designate give the wish the opportunity to fail on a success, the creature has its wish fulfilled. If you or creatures you designate give the wish a chance to succeed on a saving throw, the creature has its wish fulfilled. For example, you could cause the creature to make a wishful thinking wish, which would allow it to deliver a wish that would lead to its undoing. If you give the wish more than 1 minute remaining in a casting of the spell, the creature is considered successful on its saving throw. If you give the wish a casting time of 1 minute or less, the casting occurs 1 hour after the time limit ends. Conjuration

Divine Grasp

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You use divine might to deliver a crushing blow to an enemy undead enemy. Each creature other than you within 30 feet of the target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage and is restrained at the spot until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Divine Grasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a willing creature and then make a ranged spell attack against it. On a hit, the target takes 4d8 psychic damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Divine Grasp

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: 1 Hour

This spell sheds bright light in a 60-foot cone that remains for the duration. The light glimmers in the light of your choice, making it less obscured and making the blinded creature see through its illusions. Abjuration

Divine Grasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

When you cast this spell, your fingertips strike the ground in an unoccupied space within range that grants you a +3 bonus to AC and +5 bonus to saving throws. That bonus lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +3. Abjuration

Divine Grasp

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell draws out the hidden power of your soul, which allows you to reshape yourself and others in the shape of creatures or gods. To achieve this spell, you must touch a willing creature and have it mentally link up to a Divine link spell. You affect the target as if you were casting the spell, and as if you cast the spell on it. You can create a duplicate of the target if you so wish. You can also animate the target and create new ones using the same animating technology as the created creature. You can cast this spell on the same creature every 24 hours, up to a maximum of times a year, and on different creatures every day. You can also create a new duplicate of the masterwork spell at any time and on the same target every 24 hours. If you cast this spell on the same creature or once on the same creature every day since it first enters the spell’s area, the duplicate takes effect immediately. If you cast it multiple times, you can have up to three copies active at a time, and you can dismiss such a spell as an action. Divination

Divine Grasp

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a body part that is no larger than a finger (your choice) and that is within the range of ranged weapon attacks and spellcasting for that weapon's type. Otherwise, you must make the saving throw. On a failure, you instantly pull the object out of the object’s space. On a success, the object’s space becomes difficult terrain until the spell ends. On a failure, you can’t remove the object until then, unless you use your action to do so. Until then, you can use the object as a distraction, concentrating only upon the distraction and its distraction. If you don’t use distraction, your attention moves to concentrate on the distraction. When you have a concentration, you learn how to interrupt the distraction and its distraction. If the distraction is severe enough to compel you to move, you can make a Constitution saving throw. On a success, the spell ends in an open, hostile location with a 10-foot radius. Moreover, if the distraction was so severe as to compel you to move, you can make a Constitution saving throw, only if you are willing to die (or die attempting to move forward). On a failed save, the target takes 10d8 acid damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Divination

Divine Grasp

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch an object that is no larger than a finger (your choice) and that is within the range of ranged weapon attacks and spellcasting for that weapon's type. Otherwise, you must make the saving throw. On a success, the object’s space becomes difficult terrain until the spell ends. On a failure, you instantly pull the object out of the object’s space. On a success, the object’s space becomes difficult terrain until the spell ends. Any creature in the visible area that is within the area of a failed save on this saving throw takes a - 4 D10 bludgeoning damage. Divination

Divine Grove

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

One set of magically consecrated trees sprouts out of a 5-foot cube centered on a point you choose within range. The trees open up a gateway to the Feywild, allowing the warded creatures and other creatures within its radius to move freely. The trees open from the northwest corner of the DM’s space at every turn until the spell ends. The trees can grow to 5 feet in height, 40 feet long, and 10 feet wide, but must be standing still while they are active. When you cast this spell, choose one of the following options to open the gateway: • You can direct the trees up to 60 feet to a point within range. The trees can reach up to 150 feet. • You make a grove of bark appear to be barrier, crack, or portal. Beyond the grove you can travel up to 60 feet. When you do so, you cause a strong wind (sustained, if not properly maintained) to blow from the grove toward one creature you choose within 60 feet of you. Alternatively, you can cause the grove to create a small portal on the ground, where each creature in the area must make a Strength saving throw. A creature must also make

Divine Grove

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 360-foot-radius, invisible, invisible pathway linking an area of forest to a creature that you can see within range. The pathway requires a body of water at least 50 feet square and can hold up to 500

Divine Intervention

Casting Time: 1 action
Range: 10
Duration: 8 Hours

Aura of Divine Order springs into existence within a willing creature you choose that doesn’t have any physical manifestation. For the duration, the target has resistance to attack rolls made using your spellcasting ability (the DM determines the DM’s success rate by dividing the number rolled by 16), as determined by the Divine Plan. If a creature succeeds on its saving throw, the spell ends for that creature. If a creature fails its save, it instead ends its turn within 5 feet of the spell target. Special Aegis Touch Until the spell ends, one creature you touch has resistance to nonmagical damage. Both attacks have disadvantage on the attack roll and have disadvantage on the weapon attack roll. While the target is being affected by a nonmagical damage effect, any nonmagical damage that would reduce the target to 0 hit points has already been dealt. Evocation

Divine Intervention

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a temporary portal that extends to a point within range for the duration of this spell. The portal lasts for the duration. If the portal was created by another spell or spell slot, you can designate a different portal. The portal is unoccupied and can be closed by other means. The portal can be opened through other means, such as a portal spell, a portal effect, a portal effect that would be triggered by a different spell or spell slot, or a portal effect that would be triggered by a different ability. The portal is opened by any means possible, including teleportation, travel, or the normal teleportation of creatures. For the duration of the spell, the portal can be open with a successful Intelligence (Investigation) check. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you have resistance to one damage type for 1 minute. When you use a spell slot of 6th level or higher, you have resistance to one damage type for 1 minute. Transmutation

Divine Intervention

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a visual illusion of an invisible target. The target must succeed on a Wisdom saving throw or be blinded

Divine Intervention

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You gain the ability to cause an instantaneous condition that will occur one minute after the spell ends. The condition can be any of the following. Physical Condition. 1. Physical 2. Physical Condition. 3. Physical Condition. 4. Physical Condition. 5. Physical Condition.

Divine Intervention

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You form an interplanar bond with one willing creature of your choice that you can see within range. The bonded creature can make a Wisdom saving throw. On a success, the creature can use its action to

Divine Intervention

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose an area of magical force that you can see within range, such as a wall, a ceiling, a ceiling span, or a pillar. Make a ranged spell attack against the target. On a hit, the target takes 4d6 force damage; the spell’s duration is 3 days. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st Conjuration

Divine Intervention

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You attempt to direct an attack of opportunity against a friendly creature you can see within range. The target takes 8d8 psychic damage, and the spell ends if it succeeds on its saving throw. The target can use an action to try to make an attack against you. If successful, the target can use the reaction to make a new attack. On a successful attack roll, the target has advantage on the attack roll for the duration. The spell ends when the target takes damage. The target can use an action to make an attack roll against you. If successful, the target can use the reaction to make a new attack. If the target fails its saving throw, it is no longer affected by the spell, and you and the target take no damage. The spell ends if the target doesn't succeed on its attack roll. Conjuration

Divine Intervention

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You call on divine protection from beyond the grave to quell an all-out war raging against your enemies. They are a shadow of your former self, surrounded by a sea of fire and stone. Each creature in a 60-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage, and it is blinded until the spell ends. The spell ends if you or someone else is within 60 feet of the point you summoned. Divination

Divine Intervention

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a single, unoccupied square space within range that you can see. The space appears as a divisor, with a vertical, horizontal, or an unoccupied vertical space within that space. The space lasts for the spell’s duration. On a successful hit, the target takes 3d10 radiant damage. On a failed hit, the target takes an extra 1d10 radiant damage and is charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of times you can target one additional creature for each slot level above 6th increases by two for each slot level above 6th. Evocation

Divine Intervention

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to bind a creature to a specific divine manifestation. The target appears in a location that you can see within range and is friendly to you. The target’s alignment is determined by the chosen manifestation. You can cast the spell for 1 minute, or until the target’s alignment dims to 0. The target’s alignment dims if it is affected by any of the following: • Blinding light, • Poison, • Sickening pain, • Death, • Pain, • Painful torment, • Hunger, • Painful ills, • Hungerful two-thirds of an incarnation, or • Hungering for food. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target’s alignment dims by 1 step for 6 days. Transmutation

Divine Intervention

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ward that confines a creature you choose within range when you cast a spell of 3rd level or higher. The target takes 10d6 radiant damage when it enters the warded condition. For the duration, the target has a 20 percent chance to exhaustion. At the start of each of its turns until it completes its saving throw, the target sheds bright light in a 5-foot cube centered on that cube. That light glimmers at a constant rate, creating dim lighting for each 1 foot it takes to light its way through the spell. Transmutation

Divine Intervention

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible hand that can be used as a sort of weapon, or you can create a hand that can be used as a spell of your choice that has the same effect as the hand. The hand can be made of any material, including stone, mud, or rubble. The hand can also be made of any form of magical force. If a creature is holding or attempting to hold the hand, the hand can be used to move the creature to another plane of existence. For example, if you create a hand that can move through space, such as a hand made

Divine Intervention

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You interpose yourself within a body of water that is no larger than a 60-foot cube and can hold up to 10 gallons (8.96 cubic feet) in force. The target must succeed on a Dexterity saving throw or fall prone, unless you can immediately command an action. If the target takes damage, the effects of the spell would stop functioning, and you would suffer an illusory mimicry effect that is audible in the area, regardless of whether the target is in the water. This illusion can target creatures of any kind, including undead, creatures

Divine Intervention

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a portal that is as far as you can trav

el. You can use your movement to enter the portal and then teleport to another direction. The portal can also be a portal to another plane of existence. You can also cause the portal to move in any other direction. The portal is difficult terrain, but you can’t take any damage. You can also create a portal that is difficult terrain, but you must choose a different direction. The portal can be any distance from you. The portal can be a square, a cube, or a cube with a radius of 10 feet. The portal can be up to 25 feet in diameter. The portal

Divine Intervention

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create one illusion, or a form of magic, that

appears on the ground in a 50-foot cube centered on a point you can see within range. The illusion appears in a 30-foot cube that you can see within range, and the spell ends. At the end of each of its turns, the illusion appears again in its place. The spell lasts until the spell ends, if you choose to dismiss it as an action. The illusion appears in a 30-foot cube that you can see within range. The illusion appears in a 30-foot cube that you can see within range, but the spell ends for that area. If the illusion appears in a 20-foot cube, it appears in a 20-foot cube that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 1st. Conjuration

Divine Intervention

Casting Time: 1 action
Range: Instantaneous
Duration: Until the start of your next turn, a celestial of

your choice that you can see within range, celestial or celestial medium or smaller, servant or servant humanoid, gains advantage on attack rolls against one creature within 5 feet of it that it can see. This usually occurs when a creature ends its turn within 5 feet of a celestial that it can see. To be affected, the creature must be within 5 feet of the spell and must make an attack or use an action to take a move action that it can take immediately. It can use either hand, or both. It can’t choose whether to make a single attack or a move action, or both. An affected creature can make a single attack roll or make a move action that it can make immediately. The affected creature can take the action it chooses, using its remaining movement. Hit or miss. The spell ends for the creature if it pursues an initiative action or ends its turn within 5 feet of the spell. Transmutation

Divine Intervention

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

As you cast this spell, you can grant greater control to one form of matter that is composed of two or more physical elements: earth and fire. This spell can’t as though you possessed the physical element or possessed the divine bond between the elements. Each element must be present within 30 feet of you. If you possess both elements, you grant them the ability to combine into one substance for combat, thus making the spell attack. One element can’t be bonded to another element or to a substance that is neither created nor created by another substance. In addition, with a successful attack, you might strike a material element on the same turn you cast the spell if it is in its element. Abjuration

Divine Intervention

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A powerful divine force springs into existence to end one threat. Choose an area of nonmagical stone or mud suitable to you as a foundation and shape it into an opening or a closure. You create a ward that prevents a ranged weapon attack you make from within 30 feet of the opening or closure from touching or passing through it. Magical blasts of divine energy rouse the ibrillari to action. The creature must take the Dash action and make a melee attack with a weapon, and it must succeed on a Wisdom saving throw or take 2d8 radiant damage. On a failed save, the creature doesn’t move, and it must then make a Wisdom saving throw at the start of your next turn. If it fails, you can attempt a Wisdom saving throw again on each of your turns. A creature automatically succeeds on this saving throw if it is immune to being frightened during its next turn, and the spell ends on a successful one. Also, on a failed save, a creature takes 2d8 radiant damage, and the spell ends on a creature that isn’t immune to being frightened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Transmutation

Divine Intervention

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a radiant spell blast emanates from the spell’s spell slot, dealing a radiant spellBless to the attacker until the spell ends, ending your turn. An invisible, shimmering barrier extends out from the spell’s range and is shimmering radiance around you until the spell ends. Any creature that enters the barrier for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature can make another Wisdom saving throw at the end of its turn. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. If a creature would arrive the same turn if it had been blinded, deafened, or blinded for 1 minute or longer, that creature must roll a d8 to the save throw and take the same amount of radiant damage as if it had been immune to the effects of the blinded condition. The spell ends if you use your action to cast it again. Evocation

Divine Intervention

Casting Time: 1 action
Range: Self
Duration: Self

You create something that is in your hands and that you can see within range. Each creature within 5 feet of the target must make a Wisdom saving throw. It takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Divine Intervention

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and grant it resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. For the duration, the target is protected from nonmagical flame damage, has resistance to acid, cold, fire, or thunder damage, and doesn’t have to make melee attacks with a weapon in the attack roll if the target is also charmed by that creature. Abjuration

Divine Intervention

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You cause one creature you touch to become aware of magical, magical, or magical effects that you can see, hear, or touch. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target gains the benefit of any of the following effects. Conjuration

Divine Intervention

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature and designate a direction to follow. The target must make a Wisdom saving throw. On a failed save, it is sent to a location that you can see within range.’ If the target has no known plane of existence, it is sent to a location that you can see only there (such as a plane that you know or know not exists). If the target travels to another plane of existence other than that of the target, the spell ends. The spell’s destination is a point on the target's plane of origin. Thus, for example, if you travel to the far east, the spell travels to the point you chose. You can even choose to send the target to a different plane of existence for the spell’s duration. As a bonus action on your turn, you can cause the target to make a Wisdom saving throw. On a failed save, the spell ends. If the target’s plane of origin is a plane other than your own, the spell ends. If no destination other than your own is known, you must make a Wisdom saving throw. On a successful save, the spell ends. If the target’s plane of origin is a plane other than your own, the spell ends. Illus. Thomas R. O'Neill • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Divine Intervention

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch

Divine Light

Casting Time: 1 action
Range: 150
Duration: Instantaneous or 1 hour

You conjure a celestial that appears in a 30-foot-radius sphere centered on a point you choose within range. The celestial appears in a straight line and disappears when it drops to 0 hit points or when the spell ends. Any creature in the sphere must make a Constitution saving throw. On a successful save, it disappears into the sphere and doesn't have to be moved to the next square or space within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Divine light

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

Lightning bolts, or a beam of light, appear from a point within range to a creature in range. The bolt lasts for the duration or until you use an action to raise it. If you set the target down where it will strike a creature or a creature that is within 30 feet of it, the bolt strikes the creature, causing it to make a lightning leap and then the bolt explodes. A flying creature or a creature that can hover must make a successful grab check against your spell save DC. The

Divine light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Lightning bolts leap from your wands and strike multiple targets around you. Each target must make a Dexterity saving throw. A target takes 4d8 bolts of lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases by 1d6 for each slot level above 4th. Conjuration

Divine Lightning

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a lightning bolt and then strike an enemy within range. The bolt deals an extra 5d8 lightning damage to each creature within 5 feet of you, and the creature must succeed on a Constitution saving throw or take 1d8 lightning damage. The spell ends if the target is reduced to 0 hit points. Evocation

Divine Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A shimmering light appears around you in a 10-foot cube. Each creature in the area must make a Constitution saving throw. A creature takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. At the start of each of your turns, you can use your action to make the spell’s damage increases by 1d12. On a failed save, you take 4d12 radiant damage, and this spell’s damage increases by 1d12 for each slot level above 1st. Divination

Divine Light

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object that is invisible. The object appears in a spot where you choose within range. The object is invisible and can't be seen. The object

Divine Mercy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As part of the action used to cast the spell, you can whisper a Divine Mercy to a creature within range. It must make a Wisdom saving throw. On a failed save, it instead whispers a Divine Mercy to a creature of your choice within the same plane of existence for the duration. The whisper can be strong or subtle; for the creature being prayed to, the whisper may be strong or subtle. While the creature is within reach of a whisper, it is unaffected by

Divine Might

Casting Time: 1 action
Range: Touch
Duration: 24 hours

The spell you call out to the Divine for guidance. You touch one willing creature of your choice and issue a simple, specific command to it. As an action, you can direct the creature to deliver a deliberate attack on another creature. The creature must be within 30 feet of you when you cast this spell or the target can be destroyed. If the target has 5 hit points or fewer, you can direct the creature to deliver a general command (no action required by you) to all creatures within 30 feet of you, as if you had cast the spell. If the creature is targeted by a general command and is doing nothing more than w hois self, it can do nothing more than obey the command. If the creature ends its turn targeting another creature and the creature is already within 30 feet of you before delivering a

Divine Presence

Casting Time: 1 action
Range: 1
Duration: InstantaneousrawdownloadChoose one creature you ca

n see within range (the chosen target must be within 30 feet of you or it is charmed). If the target is an undead, it must be charmed. The spell ends if the target is a creature. If the target takes a direct damage of 1 or more, the target takes 2d4 radiant damage of the kind that you hit with your weapon. This damage increases to 4d4 at Higher Levels. Evocation

Divine Protection

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You create a protective wall of protection from all harm. Choose one of the following effects: • You create a barrier that lasts for the duration. A barrier of water 5 feet thick, 10 feet high, and 20 feet thick is created by the spell. A barrier of ice 10 feet thick, 5 feet high, and 20 feet thick is created by the spell. A barrier of fire 15 feet thick, 15 feet high, and 20 feet thick is created by the spell. A barrier of water 30 feet thick, 30 feet high, and 40 feet thick is created by the spell. A barrier of water 100 feet thick,

Divine Protection

Casting Time: 1 action
Range: 120
Duration: 6 Hours

This spell protects one creature or object you choose that isn’t on solid ground, such as a wall, a ceiling, a pillar, or a pillar-shaped object. Until the spell ends, you choose one of the following protection options for each slot level above 3rd. Abjuration

Divine Protection

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a protective covering for the creature you designate. The cover lasts for the duration, and the creature is immune to disease, poison, and necrotic damage for the duration. When you cast this spell, you can designate one additional creature for each slot level above 5th. The creature must be within 60 feet of you when you cast the spell. Transmutation

Divine Protection

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a ward that protects up to ten creatures of your choice within range. These creatures come from around the world, each of which counts as one of its number. The creatures in a 10-foot cube have resistance to cold damage. Each creature within the cube when you cast this spell must succeed on a Constitution saving throw or be moved to that side of the cube where you cast it. It spreads its damage around corners. When you cast this spell and on each of your turns for the duration, each creature in the cube that has at least one warded creature must make a Constitution saving throw.

Divine Protection

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose an area of magic air that is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 minute. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute. Divination

Divine Protection

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 2 hours

Until the spell ends, when you make a ranged spell attack against a creature of the same type as you, the target’s weapon repels the attack, and the attack deals an extra 5d10 force damage. If the attack target has at his or her start move the glyph’s protection, the spell ends early. Evocation

Divine Protection

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell grants up to six willing creatures you can see within range immunity to one type of threat for the duration. These creatures have disadvantage on attack rolls against you for the first time on a turn or when you cast this spell. If you cast it again, the immunity ends, and you are immune to it until the very end of your next turn. Evocation

Divine Protection

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A shimmering barrier appears on the ground that you can see within range, around which a thick mist of mist appears at the creature’s direction. The barrier is 10 feet tall and lasts for the duration. It blocks your movement and illusoryizes the appearance of creatures or objects within the area. As an action, you can open the barrier and make wards of w presence around itself to keep out harmful creatures, plants, or magical plants. When you make a ward, you can make a healing spell that could reduce the barrier’s size to 0 levels or lower. When you make a ward, you can reduce the magic covering it to match the illusion’s size. The magic covering is impervious to all damage and can‘t be broken. When the spell ends or the barrier is reduced to a minimum of 20 feet high, the spell ends, and all magical plants within hit points of the spell’s effect aren’t touched. If the magic covering is destroyed, the magic of the affected area is lost, and any magical plants still within hit points are destroyed. Abjuration

Divine protection

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell insures the lives of creatures and magical creatures for up to 10 years. Creatures and magical creatures that aren’t created by a spell or bonded by a magical bond have advantage on saving throws against spells and other magical effects. Abjuration

Divine Protection

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an area of magical energy that you can see within range. The area is composed of solid, opaque darkness, 30 inches to 120 inches long, and centered on a point you choose within range. The area is difficult terrain that can be difficult or impossible to physically see. The area can be difficult or impossible to physically see, but the spell fails if you cast it on a place you are on another plane of existence that is within 100 feet of the area. Transmutation

Divine Protection

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon an undead creature that has the power to protect against death. While the creature is within reach of a spell of greater force than its normal size, it can’t be attacked or targeted by any other kind of attack. The creature must make a Strength saving throw. On a failed save, the creature is incapacitated and has disadvantage on attack rolls and ability checks. The creature’s hit points increase by 2d6 at Higher Levels. As an action, you can move the creature up to 30 feet in any direction. The creature must make a Strength saving throw if it starts its turn in any direction. If it starts its turn in any direction, it must make the saving throw as part of the move. Otherwise, the creature is pushed 10 feet away from you and can’t make sudden or dangerous movements toward you. The spell ends if it is used to restore the creature’s hit points, if it is used to restore a lost

Divine Protection

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A surge of divine energy appears in the gloom surrounding an area within range. The surge, like the surge of water, immediately erupts from the ground in a 20-footradius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Divine Protection

Casting Time: 1 action
Range: 5
Duration: 60

1 Hour Until the spell ends, an invisible barrier of divin plume that covers a creature when you cast this spell rises from the ground in a 10-foot cube centered on a point within range. The barrier lasts for the duration, and it disappears when the spell ends. It lasts for each affected creature or object touched. When touched, the barrier makes a wisp of fire in the space it blocks at the start of your next turn, and it extinguishes any flames within its area that were set aside for this spell. This spell also stops fog, mote, and similar solid objects from moving across the ground in the area. When the spell ends, the barrier disappears, and any creatures or objects set aside for this spell are safely zapped and restrained there. Transmutation

Divine Protection

Casting Time: 1 action
Range: 5
Duration: 6 Days

You invoke the power of the Nine Realms to protect up to 10 willing creatures of your choice that you can see within range. Creatures that have a hit point maximum of 1d8 and that can’t be charmed are unaffected. Creatures that can’t be charmed are immune to this effect. Each target that is charmed succeeds on its saving throw and becomes charmed by you until the spell ends or until you do anything harmful to the target. Necromancy

Divine Protection

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a divinid barrier that protects you from damage, magical damage, and other negative effects. This

Divine Protection

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A veil of divine protection extends out from you to protect you and your companions. Until the spell ends, the protective layer on clothing in an unoccupied space you choose (you can only assume the hat version) lasts until the spell ends or the veil is dispelled. The protective layer on armor in an unoccupied space you choose (you can only assume the hat version) lasts until the

Divine Protection

Casting Time: 1 action
Range: 60
Duration: 5 Hours

You gain the ability to manifest divine protection through a willing creature. Choose up to three creatures of your choice that you can see within range, and the creature must succeed on a Wisdom saving throw or take 10d6 radiant damage on a failed save. On a failed save, the creature takes the additional damage on the next turn. The ability can’t reduce the creature’s level by more than 1, but it can’t reduce the creature’s hit points by more than 1, since the creature has no hit points. The creature’s hit points can’t be reduced by more than 1 by casting the spell again, unless you or someone else has the benefit. While the creature has this ability, the creature can’t be changed. If the creature doesn’t have a willing creature of its choice, the creature can’t be changed. The creature can’t be compelled to change its mind, and the creature can’t be compelled to change its mind. The spell also doesn’t restore lost hit points, since the creature doesn’t regain hit points when it dies. If the creature doesn’t have a willing creature, it can’t be compelled to change its mind, and the creature can’t be compelled to change its mind. Conjuration

Divine Protection

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You whisper a divine message that can be heard up to 30 feet away, centered on a specific creature. The message is audible in the language of one creature that you can see within range and must be able to communicate with that creature. The creature must make a Wisdom saving throw against this spell. On a failed save, the creature takes 2d8 radiant or psychic damage and is blinded for 1 minute. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Divine Protection

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a protective force of divine power radiating from you that protects you from all damage. The force has the same range and duration as other protective spells, but it can’t be reduced to 0 hit points or more by magical means. The force lasts for the duration, and it can’t be dispelled by dispel magic. It can’t be dispelled by other means, such as by an Intelligence check, a wish spell, a wish spell, or a wish effect. You can also use an action to dispel or restore the force with another spell of your choice. Conjuration

Divine Protection

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a temporary shield that protects you and your allies from harm. The shield protects you from the effects of magical energy, such as bludgeoning, piercing, or slashing, and it is made of solid metal. The shield protects you from most damage and magic effects, and it can be used to defend against magical attacks. The shield lasts until the spell ends. If the shield is worn or carried by someone other than you, the shield protects you from magical damage, but it can be worn or carried by novices, and it is difficult to carry. The shield lasts until the spell ends. You touch the shield and take damage equal to 1d6 + your spellcasting ability modifier. At the end of each of your turns, you can use your action to assume the shield, which you then take damage equal to your spellcasting ability modifier, and so on. During this time, you can use your action to dismiss the shield. Evocation

Divine Protection

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you take damage against one creature you can see within range. You can form a protective dome over the creature to protect it. The dome is a cylinder with a diameter of 5 feet and a height of up to 30 feet. Each creature that can see in the dome must succeed on a Dexterity saving throw or be engulfed by the protective dome for the duration. The vapors then rush to the creature, where they form a narrow corridor that leads to a small abode or inn. The creature is restrained there and must make a Wisdom saving throw each time it starts its turn within 5 feet of the protective dome or when it makes a Wisdom saving throw within the last minute. The restrained creature can use its action to make a Wisdom check against your spell save DC. On a success, the creature is no longer restrained by the dome and can’t move or take actions that require movement. A creature restrained by the protective dome makes its own Constitution saving throw at the end of each of its turns. The creature can further restrict its movement by using its action to make a Strength or Dexterity check against your spell save DC. On a success, its restraint isn't broken until it lashes out at a different creature within 30 feet of the dome (the creature must make a Wisdom check to continue). Conjuration

Divine Protection

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take necrotic damage equal to 1d6 + your Strength modifier. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Divine Protection

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature and deliver it with a powerful aura of protection. The aura lasts for the spell's duration. If you cast the spell with a spell slot of 3rd level or higher, the target takes an extra 1d6 radiant damage. At the start of your next turn, you have advantage on attack rolls against the target. At the end of each of your turns, you have disadvantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Divine Protection

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You conjure up a celestial sphere that you can see

within range. The sphere defends you from hostile creatures. Until the spell ends, your space is limited to 30 feet in all directions. The sphere is a sphere of air and water with a radiance of 60 feet. The sphere can penetrate thickets, crevices, and other barriers, but it is difficult for creatures other than you to reach the edge. Any creature that can see the sphere (including you) must make a Dexterity saving throw. On a failed save, the creature is restrained by the sphere for the duration. The sphere lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the sphere increases by 30 feet for each slot level above 1st. Evocation

Divine protection

Casting Time: 1 action
Range: Earth
Duration: 5 Days

This spell creates ten precious stones that protect you from fire and rain until the spell ends. Each stone lasts for the duration and is identical to the one you possess. It is an object made of acid, cold, fire, lightning, or thunderous water that has the following properties: - It instantly extinguishes all nonmagical flames in a 5-foot cube - It extinguishes all cold and scorches any noncreature that isn’t warm or being affected, and it can cold any creature that isn’t being attacked or charmed. - The water insulates it from fire and cold weather. Also, it causes flames in the fire or stone to become fizzy or use up fuel. Furthermore, it extinguishes sores in wood or stone created by arcane burn, stinking vapors, or similar effects. If you cast this spell while you have at least 1 hour before the end of your next long rest, the stone empowers you with protection from fire until the spell ends. On your turn, you can use the stone to create a sphere of teleportation, either going through a portal that has a teleportation door or through one that has a teleportation gate. The sphere moves like a normal teleportation sphere, allowing you to take you directly to a place within range. In addition, when the sphere moves, you can use your reaction to teleport you instantly back to the portal you entered. Transmutation

Divine Protection

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You animate a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature becomes immune to being frightened until the spell ends. On a successful save, the creature can’t become frightened until the end of its next turn, or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected increases by two for each slot level above 1st. Illusion

Divine Protection

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Divine Protection grants a portion of your movement to creatures that are within range. Until the spell ends, any creature that you can see within range is immune to being frightened. If the creature isn't frightened, it can make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is immune to being frightened until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 10th level or higher, the duration is 1 year. Evocation

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a protective barrier around a creature that you can see within range. The barrier is made of dark blue or green energy and lasts for the duration. Each creature in a 30-foot-radius sphere centered on a point you can see within range must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the Fire Protection spell's damage increases by 1d6 for each slot level above 6th. Evocation

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You imbue a creature with divine protection (see below). The target must use Dexterity (incl. Strength, Dexterity, and Constitution) to resist the spell. The target is protected against all damage and damage-dealing effects until it leaves the spell slot, or until the spell ends. The target can use its action to make a Constitution saving throw. On a failed save, the target takes 2d8 necrotic damage (incl. acid, cold, fire, lightning), and it takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Transmutation

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, you can protect up to four creatures with your celestial patron rating plus one other creature you can see within range. You can make the choice of a protection from hostile magical light or celestial protection. The celestial protection rating increases by 1 for each creature you choose within the spell’s range. Divination

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine rays shoot out from you in a 30-foot radius centered on a point you can see within range. Each creature in that spell's area has its own unique meaning. The radius is 100 feet in the case of a globe or a sheet of ice, 100 feet in the case of a globe or sheet of fire, or 100 feet in the case of a globe or sheet of acid. Transmutation

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, your weapon imbues you with divine protection. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can dismiss it and return to nature whatever protection you choose for yourself. Transmutation

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a protective barrier that protects one creature that you can see within range. The barrier lasts for the duration. The barrier disappears when you cast the spell or if you cast it again. If the barrier is active, the creature can see through it, but it is difficult terrain and can be difficult to reach. The barrier is made of stone or obsidian, and it has a hardness of 10. The barrier can be broken when the spell ends or if you use another casting of the casting spell again. Divination

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a small area of quiet, magical force that can be summoned by spells and magical effects. Creatures that aren’t under the effect have disadvantage on attack rolls and ability checks. Creatures other than you can’t be summoned by this spell, and summoned creatures must make a Wisdom saving throw every time they use a spell slot of 3rd level or higher. When a creature uses a spell slot of 3rd level or higher to use this spell, the creature must make the saving throw at the end of each of its turns. When a creature first uses a spell slot of this spell, the spell has no effect on it. When a creature uses a spell slot of this spell to use a spell other than this one, the spell doesn’t have any effect on the creature. This spell has no effect on undead or constructs. Creatures that are still under the effect can use the slot to end such an effect. Divination

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature with divine protection. When the creature appears, the spell has no effect. The spell automatically ends if the creature is incapacitated or incapacitated-in which case it becomes incapacitated or incapacitated-in one round. Transmutation

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 2 minutes

Touch You touch a creature of your choice that you can see within range, and the spell ends when the spell ends. The target’s condition is that it must succeed on a Wisdom saving throw or be affected by this spell for the duration. On a successful save, the spell ends. Illusion

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Instantaneous

In addition to granting protection from magic, this spell grants a specific protection from magic ability. While you are protected against magic, you need to make another Wisdom saving throw. A successful save halves the damage. A successful save halves the amount of damage. A saving throw against this spell ends if it is cast on a creature. If you cast this spell once, you can choose to end it on a success. If you cast it twice, you

Divine Protection

Casting Time: 1 action
Range: Self
Duration: Until dispelled

You create a protective circle of protection from harm, centered on a point you choose within range. The circle protects you and your companions, and it lasts until dispelled. You can use your action to dismiss the circle and dismiss the protective effect. If the circle is removed from your space, you can use your action to dismiss the circle. Until the spell ends, each creature in the protective circle must make a Constitution saving throw. On a failed save, the creature is pulled into the circle, and the circle is destroyed. On a successful save, the creature is unaffected by this spell. A creature’s hit point maximum is reduced to 0 hit points. At the end of each of its turns, a creature takes 4d10 radiant damage, and it takes 1d10 radiant damage on a failed save, and it takes 2d10 radiant damage on a successful one. This spell can’t be dispelled, and any dispel magic it creates is destroyed before the spell ends. Transmutation

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature, or an object that you touch, to protect it from harm. The target’s speed is doubled, and the duration is one week. To target an entirely different creature, choose one of the following ways: • You touch a creature, and it becomes a creature of your choice that you can see. • You cause some of the following effects to occur: • You have resistance to the creature’s natural attacks for 2 hours, or • You cause one creature to become charmed by you for 1 hour, or • You change the creature’s mindsets so that it can make another Wisdom saving throw. • You create a stinking cloud that lasts until the cloud is completely gone. • You cause simple shapes, such as those of beasts or soldiers to appear on the creature’s attics to cause simple shapes to appear on the creature’s attics. The shapes can’t be dispelled by dispel magic, but they can still appear in the creature’s attics. If you cast this spell using a spell slot of 6th level or higher, you can create two such shapes for each slot level above 5th. Divination

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Until the spell ends, you touch some plants within range, causing them to become holy. Any creature that has seen a holy symbol in its life must roll a d20 for the symbol to change its power to a d10. For the spell’s duration, or until you use an action to touch a plant and forget about the holy symbol, that plant is no longer affected by the spell. This might mean that you forget about the holy symbol or simply forget about it. Divination

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and bestow upon it the power to protect herself or her family. Until the spell ends, the target has resistance to one damage type of your choice: psychic, acid, cold, erythema, or thunder. Abjuration

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: 8 hours

For the duration, your hand and shadow extend out as a gesture to protect a location. The gesture is at the scene, within 10 feet of the target structure and on the ground within. The gesture can detect hidden doors, secret chambers, and other hidden places within the structure and can open or close those doors or chambers. If an invisible structure within the structure is moved to reveal the presence of a presence in the structure (for example, a door or window has detect magic door), the hand gesture conveys a message to that location (typically, a whisper, a message from the dead, or a message from a god or divinity) of protection against detection. Divination

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: 8 hours

Until the spell ends, your hand extends out toward a creature within range, forming a protective aura around it. While the creature is within range, all damage that you cause to it reduces it by two hit points. If the creature drops to 0 hit points, it instead takes 1d8 radiant damage, and on each of its turns until it takes actions, it can repeat the attack roll it made before, ending the effect on itself on a success. If it makes a new attack roll or a different attack action, the aura surrounds the new attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Abjuration

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and grant it protection from death. For the duration, that creature is immune to all damage and poison effects, and it gains immunity to one damage type of your choice: critical, nonmagical

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature, allowing it to defend itself against hostile creatures. Choose one creature that you can see within range. The target gains resistance to the spell’s damage type for the duration. If the creature is hostile, the creature has disadvantage on the saving throw, and on the ability check rolled by the check, the creature is hostile on the first turn the spell ends. If the creature is on the same plane of existence as you, the creature has disadvantage on the attack roll, the attack power, and the saving throw DC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and exchange divinity for protection. Wisdom is your spell of choice for the duration. If the creature has an Intelligence of 3 or less, it has disadvantage on attack rolls against you. In addition, a spectral dagger appears in the creature’s unoccupied space within 30 feet of you when it strikes. A spectral dagger deals 1d4 necrotic damage to any creature that starts its turn there. Abjuration

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You channel divinity into a creature, up to a point that you can see. The spell ends if you no longer have control of the creature. Until the spell ends, the target can’t cast spells or take any actions, and its mind is permanently in the hands of a deity that didn’t grant it this benefit. If you cast this spell early in a long rest, you can end the spell early for 1 minute. Divination

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and a creature you touch become immune to nonmagical damage. This spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one dead creature of your choice that has hit a target. The target takes 2d6 poison damage. The target takes half as much damage from all damage types. Transmutation

Divine Protection

Casting Time: 1 action
Range: Touch
Duration: until dispelled

Your touch turns a creature so it can endure danger or help protect you. For the duration, a creature that you choose can’t see and that can’t speak any language can’t be targeted by a hex return. Transmutation

Divine providence

Casting Time: 1 action
Range: 120
Duration: 8 Hours

This spell creates a divine smile on your targets for four hours. After that time, a creature of Medium or smaller in size and intelligence scores a d8 to bless them. The spell can affect up to three creatures in the same spot on the same floor. Only one creature or object can be used to bless an object; no creatures or objects can be affected by this spell. You

Divine providence

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magical bridge that spans a celestial body, linking it to a celestial body of water (if you control a celestial body other than the celestial, you can choose a celestial as the destination body or a body part only if you choose the celestial). You can make the bridge up to 60 feet long, 10 feet high, and 5 feet thick, and then cause up to six creatures of your choice that you can see within range to make a levitation (DC 15) check with a successful DC 15 Constitution saving throw or become frightened. Creatures that fail the save are restrained in the bridge until the spell ends. When the bridge appears, each target must make a Strength saving throw. On a successful save, the creature is no longer restrained in the bridge, and the spell ends. On a failed save, the creature is no longer within the bridge. On a successful save, the creature isn’t bound by the bridge, and its space is free. Transmutation

Divine providence

Casting Time: 1 action
Range: 150
Duration: 24 Hours

The Divine providence spell functions as normal divining spells of 3rd level or lower. The spell creates divinities within five feet of you, divinismicatory organs, and a laboratory for divination spells. The divination spells are discerned under the clothing of animals, plants, and individuals of your choice, and are mentally linked to the creature’s name within the script. Creatures that have a name that starts with “alter‡ and that link to the divination spell find it easier to understand the divination spell. While you understand the script, you can direct the creatures in the divination laboratory to do evil or to do good. An affected creature can choose either the former and become a horrid abomination, or it can become a blessing fiend and become a celestial or fey god. The result is the creature’s worst nightmare. While the creature is affected by the divination spell, any disease, poison, or temporary affliction affecting it is stopped. A creature affected by the spell can’t return to normal form to begin its next turn as a bonus action, after which the creature must reenter its body. The affected creature vanishes if it attempts to cast a spell or open an unlocked book using a spell slot of 2nd level or higher. Necromancy

Divine providence

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell grants permanent protection from cold, fire, and lightning to up to eight hundred willing creatures within range. If you or a

Divine providence

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create divinities, a type of magic item that can be worn or carried by up to six creatures and that has a catchment area within which to your left is a 5-foot cube with a 10-foot diameter and a 20-foot-high ceiling. The divin consists of up to five trees and is composed of one large tree (your choice), two smaller trees, and one fey (your choice) that grows only on trees within 30 feet of the divin. You can make any divining spell you cast that targets only one divination tree at a time, and the divination tree you choose has its own catchment area and interior. The divin is composed of up to ten simple objects (statues, mantles, casket, stone rings, candles, and so on) arranged in rows based on the properties of the divinating tree within your reach. As an action, you can place one divination tree within 5 feet of that divination tree or within 5 feet of any divination tree that you choose that targets only one divination tree at a time. Each divination tree that you place within 5 feet of any divination tree places a magical cross on the divin. The cross can’t more than once placed within 5 feet of any divination tree and can’t more than once per turn placed within 5 feet of another divination tree. When you cast this spell, you can choose one or more of the following effects to affect one or more of the mains. You can affect only one divination tree at a time. You can also choose to affect any of the trees in the divin, which have their own catchment area and interior. The divinatory effects of any divination tree you choose, as well as the divination tree you choose, are suppressed until the spell ends. When you cast this spell, you affect only one divination tree at a time, and you create one additional divination tree for each slot you have used. For the

Divine providence

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You imbue a creature you touch with divinity. For the spell’s duration, the creature can’t have more than one deity or one object on the target. While the target is within 1 mile of you, you can speak its name (if you speak the name of a divine person), take a photograph of it (if you took the photos of the target deity), and transform it back into a divine being for the duration. The transformation lasts for 1 hour, after which time it breaks any restrictions on your movement or attacks. If the target is diseased or poisoned (an immune creature is also prone to being targeted), it can make a Wisdom saving throw. On a success, it frees itself and can cast spells again. You must also allow the creature for the duration before casting the spell. If you cast this spell using a spell slot of 10th level or higher, the transformation lasts until it is dispelled. If you cast it using a 3rd-level spell slot, the spell lasts until it is interrupted (by another spell or an effect that calls for an end to the spell), when cast again, or when the creature is no longer affected by a spell or magical effect and can no longer benefit from being invisible. After the spell ends, the creature is no longer affected by a spell or magical effect, and it can no longer make magic weapons or attack with them. To cast a spell again without harming the target, you must use a different spell slot. If you use a 3rd-level spell slot, the creature is restored to full health if it takes any damage, and it is no longer affected by a spell or magical effect while it can’t be targeted by a spell or a spell. Abjuration

Divine providence

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You attempt to create a portal to the center of a celestial body at a point you can see within range. The portal closes when it is opened, and the portal opens again when it is closed. You can go anywhere in the portal and can cross it. You can open it using the portal’s shortest route, though it must be within a certain distance. If it is, the portal closes when the portal reaches its destination. You can open it with a melee weapon, an open door, or a simple or elaborate stairwell. The portal is a portal to the center of the celestial body, provided that you can open it with a ranged weapon (such as a staff), a staff of protection, or a simple or elaborate stairwell. The portal opens when the celestial body is located within a certain distance away from the portal. The portal is opened only when the celestial body is no longer in existence. The portal opens when a creature of your choice within 5 feet of the portal enters or leaves the body or when a creature can reach the portal. If the creature is a creature, the creature must already be within 5 feet of the portal. The creature then becomes unharmed. A successful Intelligence (Invest

Divine providence

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a random, potent magical force within range. For the duration, each creature you choose within 5 feet of you (or 30 feet on the ground) has advantage on a Dexterity saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the maximum number of creatures for each slot by one, by adding the number +your proficiency bonus. Abjuration

Divine providence

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You utter the Name of the Fox. Choose one creature that you can see within range. The creature must be of equal size or lower to the chosen form. Until the spell ends, the creature has disadvantage on attack rolls against you until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can target with the divine providence ability increases by two for each slot level above 1st. Enchantment

Divine providence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth a divine proxy to protect you. A divine warhorse forms a portion of the horse, riding in the direction of the wagons. The god’s servants appear in all weathers and are aware of the terrain and season. You control what appears in the open terrain by using your summoned servants. They appear in unoccupied spaces that you can see on the ground or in caves beneath the city. You can command any creature you animated with this spell to move out of the way of undead and other creatures. If the creature is hostile to you, you must try to persuade it to leave the area, or leave its space. If it refuses, you have no choice but to fight it out in the open. The DM has the wargear and armor you use in the creation of the spell. If you command a creature to move in any direction, you can specify a direction that is vertical or diagonally opposite to the direction you’re directing it to move. If the creature doesn’t move in the specified direction, you have no way of knowing ground under the area until the spell ends. You can also instruct a creature to behave in certain ways according to your wishes. If you give the creature a choice, it chooses how it behaves (not necessarily harmful to it). If you instruct the creature to perform a specific task, such as fetching things from the storeroom, “billing clerks, or cleaning up after itself, it can do nothing more than obey your telepathic commands. You decide what action the creature should take and where it will move during the duration of the spell. Once you have determined the direction’s movement, you control it. Your DM has the creature’s statistics, and you make them contingent on the weather in the area. You can also specify creatures that aren’t creatures. The DM has the creature’s kind and monsters that are generated when the spell ends. If the spell has an effect that requires a weapon or other similar nonmagical weapon to be wielded by a creature, you can specify a particular damage type and task that the creature must perform during the duration of the spell. If the creature w as created by a spell, it will create its own version of the spell. If you command a creature to act in certain harmful or non-trivial ways, it can follow these directions, becoming a creature. Subtract each effect from the following list. When possible, I separated the non-trivial effects from the visible effects to allow them to be discerned by others. If you look at a creature’s statistics, you can discern that it is a skeleton. If you look at its gear, you can determine that it is a simple melee weapon (not enhanced or modified), battleaxe, or similar weapon. If you look at its game statistics, you can determine that it is a special attacker (your choice), or an especially experienced fighter (your choice). Roll an d20 to determine the damage type. A creature takes 4d8 necrotic damage on a hit. On a hit, the creature has advantage on Constitution saving throws. On a failed save, the creature takes 5 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy

Divine providence

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a phantom creature that appears in the space where you cast this spell and that is within 60 feet of you when you cast it. If the creature appears to be an undead, you can cast this spell again as an action to banish it. The creature hangs upside down over an unoccupied space you choose within 10 feet of you. If the creature is moving and isn’t hostile to you, you can summon the creature as a regular action. It obeys your verbal commands, but it must have the shortest reach and can normally move up to 30 feet and stand still. It obeys your gaze commands, but it must be within 60 feet of you and can’t move beyond the cover of darkness spell when you cast it. It obeys your thoughts and its emotional state, but it can’t talk or affect creatures, and it can’t attack you. It can’t affect objects or manipulate objects, and it can’t attack you. When you cast the spell, you can choose whether the creature appears as an undead, an invisible duplicate of a creature, a celestial, a fiend, a licenor, a giant, a fiend-wizard, a dark lord, a demagogue, a lich, a demigod, a new wizard, a fiend, a primordial, a demonologist, a fiend-wizard, a primordial fiendologist, or a fiend-wizard of old known as a primordial psychic. A primordial creature can be immune to this spell, though it can’t be targeted by it. The primordial creature disappears when it drops to 0 hit points or when the spell ends. Divination

Divine providence

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash divine providence on a group of people or objects that you can see within range. The spell’s area of effect is a sphere centered on a point you can see within range. The sphere is an area of effect spell, such as a temple, that you can see. You decide what area of effect the spell assume. The spell can’t duplicate a specific area of magic, such as a public square or a particular town, nor can it restore any lost magic to a target area that is no longer under your control. The spell can also’t duplicate a specific location, such as a temple or a town. The radius of the sphere varies by mode of transportation, such as air, water, or snow. For example, if you use an air-and-air transportation spell to travel from New York to London, the sphere would remain in place while you traveled there. Similarly, if you use a teleportation spell to move from one location in a location to another location in a location that is no longer under your control to another location in a location that is under your control, the sphere would remain in place while you traveled there. Casting this spell many times makes the sphere more permanent. Divination

Divine providence

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

Until the spell ends, you have the ability to somehow protect a creature’s divine providence, which is based on the following three qualities: “ Wisdom, “ Intelligence, and “ Charisma.”””” If

Divine providence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You are summoned into the presence of a divine providence, the willing servant of a god or god-like being. Appearing within range, you can grant the summoned servant an illusory providence, either as a result of physical interaction with the divinity or as a result of the manifestation itself. Choose the immediate future, present, or future and the current status of the creature within range. The creature can be any creature that died in the past or is no longer living, as determined by the divinity. Also, you can direct the creature’s future onto a future worth fighting for. The creature can have any line of sight you choose, up to 100 feet long, 30 feet on each side, and pass for one hour without taking any damage. This spell also allows you to create portals that lead to other planes of existence, opening either a portal to a dead or resurrected creature or a portal to another plane (unrealized) created by the divinity. Illusion

Divine providence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell can detect the location of any living thing within range by looking at a spot on an object that you can see within range. An intelligent creature discerns the location of all corpses on the ground within 10 feet (no more than once per 1-mile radius). You can also detect the movement of dead creatures, even standing still for 1 minute straight. In addition, any intelligent creature that can see or hear creatures who can see the place where a desired detection is made makes a successful Intelligence (Investigation) check against your spell save DC. On a success, the spell fails. Divination

Divine providence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical force that predicts when certain

Divine providence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You speak to a divine being or to an un-dwelling creature of your choice that you can see within range. The divine stating the truth about your world, your enemies, and the fate of your people. The divine reveals to you the truth about everything you are—and can’t explain away. The divine reveals to you only what is right and just, and doesn’t lie. The divine doesn’t allow magic items or objects to be hidden from view, nor can he compel you to perform acts of betrayal. The divine doesn’t allow you to cast spells that alter reality, nor can you telepathically communicate with other divines. The divine can’t nullify magic items, construct devices, or take damage from hostile magical effects. The divine doesn’t allow you to cast spells or create magical effects. If the spell or effect causes any effect other than death, the spell or effect is null and void. The divine doesn’t issue orders or issue commands, but instead acts as the creature’s designated messenger. While the divine is with you, you can ask questions of the creature. Answers can range from simple to long-winded. Answers can also be cryptic. Answers can’t be given in writing or verbal form, and they can’t be modified or negated. Answers can

Divine providence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 24 hours

Your divinity shines like the moon, filling the sky with bright light and dimming dim light for an additional 24 hours. This spell can’t reduce light to a shade or dim light for more than 24 hours. Then it disappears, reappearing somewhere warm or cold at the end of that time. Divination

Divine providence

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

You touch a willing creature. Until the spell ends, the target has resistance to radiant damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 10 for each slot level above 5th. Evocation

Divine providence

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Your divine trust in your mortal form allows you to grant divine orders to the creatures you wish to protect. Creatures are affected only by your divining command, and their abilities are affected only by your divine providence. Creatures that obey you when you cast this spell have their own divining commands, though it can often be as simple as placing your hand on their shoulder or pulling up their clothing. The creatures affected by this spell also obey your spoken commands, though they do so with less force. Creatures are unaffected by this spell even if they obey your verbal commands to the best of their ability. Creatures also obey orders you might have for a living, even if you don’t speak them. You can further divination affect a creature by casting a spell, requiring 1,000 gp worth of willing creature equipment, that requires the creature’s Intelligence of the creature to be 4 or higher. This spell makes the creature immune to all damage and status effects, as well as any effects that would reduce it to exhaustion. If you cast this spell at a creature that is holding onto an object or attempting to open a locked door, the creature automatically succeeds on a saving throw, taking 3d12 force damage. On a success, the spell ends. If you fail, the spell ends. Divination

Divine providence

Casting Time: 1 action
Range: True
Duration: Concent

Divine provocatement

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose the area in which you can see (300-foot-diameter cone) that grants you a telepathic link with one force that you know is animating the ritual for the duration. You can direct the target to a location other than 300 feet within range or to any other location you know of, and the target can follow you there as long as the two of you are on the same plane of existence. The two of you can resolve any issue or to create a common issue among creatures, but such an issue can’t come before or after this spell has ended. Coming up with another issue can take a significant amount of time, especially if you deal with more than one enemy at once, and its resolution fails if you have no active ally within 300 feet of the locations location. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the telepathic link with the magic spell ends. Conjuration

Divine provocatement

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The next time you make a ranged weapon attack with a weapon of the chosen type or the attack deals an extra 1d8 damage, the weapon instead deals an extra 1d6 damage. Conjuration

Divine provocatement

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Purifying energy radiates from you in an aura with a 30-foot radius, distorting and diffusing magical energy in a 10-foot radius around you. Until the spell ends, the aura moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against necromancy, and death saving throws against spells and other magical effects. An incorporeal creature (the spell’s target) also succeeds on these saving throws, even if it is charmed by you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional celestial for every two slot levels above 6th. Enchantment

Divine rays

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature that has trouble thinking or acting. The target and everything it’s doing must at least 1 day inaudibly crackle to life. For the duration, that creature can make a Wisdom saving throw. On a success, it can’t make a Wisdom saving throw. On a miss, it takes 1d6 radiant damage and isn’t blinded. At the end of every 30 days, the spell can repeat itself, at which point the damage doubles for each target. Evocation

Divine Remains

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an elemental tomb that remains for the duration, as an action, you create an extradimensional construct or expend some nonmagical ammunition. You or a creature you designate friendly to you and that is within range can pass through the tomb and exit it, being pushed to your right and facing away from the entrance. For the duration, an extradimensional construct can pass through any barrier that prevents it from passing through a barrier or entering a extradimensional space occupied by a creature, such as a door or a chamber. It can pass through barriers made of earth or stone, normal or made of siege engines, air, fire, or lava, or by means of magical portals created by the extradimensional construction. The fortress created by this spell can be destroyed by ranged weapon attacks, and the walls made of earth or stone are strong enough to crush them. As an action, you can break any barrier created by this spell against the fortress, causing it to crumble into rubble. If a fortress—called a fortress-inhabitat—is created against a creature that is friendly to you and that is within 120 feet of the fortress, the fortress falls into the mists of destruction created by the fortress. For the duration, a fortress is destroyed of its normal construction and everything it produced. You might destroy a fortification created by an extradimensional portal created by this spell and then use that

Divine Remediation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your magic neutralizes some of the harmful effects of your magic. Nonmagical plants or other nonliving creatures that don’t share a common plane with you take no damage, and objects not weighing up to 5 pounds each take no damage at all. Creatures that do take no damage at all, such as plants and water, are immune to those effects. Through this spell, if you cast a spell to restore 25 hit points to an undead creature, the spell removes one of the following effects from that spell's text: • You can’t cast a spell again while the creature’s hit point maximum is less than 1. • You cause the creature’s speed to rise to match the creature’s normal speed for the turn or until it drops to 0 hit points. • You make a magic circle in the shape of a 5-foot cube have the same radiance as your campfire. • You transform a willing creature into a piece of nonmagical magic that lasts until the end of your next turn, at which point the creature transforms and becomes immune to all magic damage for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the circle increases by 5 feet, and the magical effect it produces becomes larger by 5 feet. When you cast it using a spell slot of 8th level or higher, the radius increases by 12 feet, and the magical effect produced by the spell increases by 18 feet until you reach the 5-foot-diameter part of the circle. Transmutation

Divine Remedies

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create two divinities of energy that last for the duration. When you cast the spell, you can change the energy to a different divination from the one you created. You can also turn the energy on or off with the -1 penalty to attack rolls, but you must choose the form you choose. The transformation lasts for the duration, as long as you are within 30 feet of the divinities you created with this spell. Illusion

Divine Remedies

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Self (60-foot cone)

Concentration, up to 1 hour A veil of holy radiance appears at a point of your choice within range, appearing there to a creature within range and lasting for the duration. For the duration, a creature’s hair and/or fingernails turn red, and it appears to be under the effects of a divining symbol, a talisman, or an ancient secret spell. The creature appears within 5 feet of a divining symbol and lasts for the duration. When you cast this spell, you can designate a password that, when spoken aloud, produces a divining effect similar to a talisman. The spell also lasts for the duration, though it might take longer to cast and might not activate automatically. At any time, your companion can speak your password when spoken to. If the password is not the same as your own, the creature is under the effects of spells and has advantage on all Wisdom saving throws, but the creature can’t take reactions or benefit from any special abilities granted by the password. Once your companion speaks your password, the spell ends. Divination

Divine Remedy

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a small, harmless sensory phenomenon within range that can be ignored or ignored again. Until the spell ends, you can designate a password that, when spoken aloud, induces a shortening of sounds within a limited area of effect that mimics the sounds of your everyday life. A creature whose name starts with a letter u or whose real name starts with u (’u’s") or whose first name starts with (’s), or a name that appears to be a capital letter, such as ch, it becomes a password that lasts for the duration. Worn or unreadable password words can be deciphered by other spellcasters by studying their sound and spelling. While a person is wearing or carrying the garment, any creature that can hear or see the password must make a Wisdom saving throw. On a failed save, the creature can’t use the password for what it says, and the garment is turned into fodder for wolves and goblins. Transmutation

Divine Remorse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your divine magic appears to inflict temporary strain on creatures and beings within range. Creatures and beings that aren’t created by another god's divinities suffer from terse whispers, dire warnings, and the like, while others become aware of your presence, and others become affected by your magic. For the duration, an affected creature has disadvantage on attack rolls against creatures other than you, until it has stopped concentrating, or until it takes a long rest. For the duration, an affected creature can’t take actions or use its action to examine its surroundings. You can use your action to speak a message to a creature that you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw or hear what you say. If you cast this spell using a spell slot of 4th level or higher, the effect lasts for the duration. The spell can penetrate most barriers, but it doesn’t penetrate a barrier created by an area of magical force created by an antimagic field created by a magic portal. Divination

Divine Righteousness

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You manifest the divine in an illusion, an elemental force that rules one of the following things for you: lightning bolts, fangs, claws, or a portion of another creature’s flesh. If you manifest a new illusion, you can rework any of the illusions created by existing ones to replace the original illusion. For each new illusion, you make a new true strike. If you make a true strike against a target, the target is struck by two bolts instead of three, and the spell ends. If you make a true strike against one creature, the spell ends; the target takes no damage from magic or a spell of a lower level. This spell's effect can be turned into a new weapon or armor (called "chain damage"), a magic axe or magic wyvern (called "giant chopping club"), or any other weapon you desire that has the capacity to cut through another creature’s flesh. Thorn Blade Touch 1 Hour You touch one unwilling creature that

Divine Righteousness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose an area of nonmagical nonmagical nonhazardous stone that you can see within range and that fits within a 5-foot cube. You choose the stone as the material component in the saving throw. That component can’t be damaged, but it can create nonmagical flames, poison, or a spell-like effect, as well as create an energy field, that lasts until the spell ends. For the duration, a creature that uses an action to mentally command its weapon to fire a nonpoison weapon within 30 feet of the material component in any manner it chooses (no action required by you) when the material component appears. This spell doesn’t, however, create energy or a void (your choice). You can also command your weapon without creating the effect, but that action requires a successful Wisdom (Perception) check to the ground (no action required by you). Conjuration

Divine Righteousness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your mind becomes a powerful barrier that keeps most things you choose during the casting of this spell within alignment, and then allowing you to make a Wisdom saving throw for each creature you choose that is immune to being charmed. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. In addition, when a creature within 30 feet of you uses an action to make a Strength check, its Strength is reduced by 2 until it can barely move. If it succeeds, you pull the creature to a secure and secure resting place for it, sending it to a place of peace and quiet until the owl reappears in 1 year. Abjuration

Divine Right of Kings

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell empowers up to three beings of your choice when you cast this spell. The chosen beings can be magical or nonmagical. You choose one or more of the following options for what appears in a location that you choose: • A small temple dedicated to the god You choose. Nonmagical creatures are excluded from this spell. • You create a ward centered on a point within range, preventing a creature within it of reflected light, as well as causing reflected light to pass through the globe. When you cast the spell and as a bonus action on each of your turns until you finish a long rest, you can temporarily banish the creature. If it remains within 30 feet of you, you can talk it freezing cold to let it freeze solid. When you cast this spell, you can have the creature be bonded to an object created by divination spells. If you create a new object created by divination spells, the bonded creature can’t be forced to re-enter the globe or leave it, but it can find its way back to where you cast this spell. While bonded or left behind, the creature is aware of its surroundings and can perform any action it takes that requires a successful Intelligence (Investigation) check against your spell save DC. Evocation

Divine seal

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a divining seal that makes magic work within the confines of your physical plane. Choose one creature or object within range that you can see and that has a height rating of 30 feet or less and is within 60 feet of you and that fits within a 5-foot cube. The seal lasts for the duration, and its creature occupants shed dim light in a 20-foot radius to regain some of their light. Each humanoid that w as affected by this spell gains detect magic, make two divining smiths' items of attunement, and craft one divining scroll. After a while, the spell ends, and your actions remain up to your normal actions, if you choose. A creature that w as affected by this spell makes a magic trick, a false divination, or an astrolabe, has its own divining skillset, attacks other creatures with divining smelts, or delivers cryptic messages. Once delivered, the divining smelts or delivers the message to the creature using which the deception is made while in the spell’s area. The divining smelts or delivers the message with barely a murmur or a whimper in its voice. Your spell fails and the spell ends if you use a bonus action to speak or cast a spell. You can dismiss such a divining smelter or deliver spell to end spell. Conjuration

Divine seal

Casting Time: 1 action
Range: 150
Duration: Until dispelled

You create a magical seal on a creature or substance within range that lasts for the duration, up to ten generations. It protects the creature against death and magic damage, and makes the creature immune to all damage and effects that would harm it. The seal can be unfastened or partially unfastened, and it remains unfastened or partially unfastened for the duration. The spell ends if you cast it again, if you cast it again after having cast it 60 times, if you let go of the seal and let go of the partially unfastened creature for 30 days, or if you let go of the seal and let go of the partially unfastened creature for 1 year. The seal can’t encircle a creature or create barriers or neutral zones. For its duration, a creature or substance has advantage on attack rolls against you and any creatures or objects it has feints in the first place. Divination

Divine seal

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a divine word appear in one location on one floor of a celestial palace. The seal lasts for the duration. For the duration, a creature that uses your spellcasting ability to speak a divination spell must make Wisdom saving throws. You determine if a divination spell can be used to communicate with the seal, and you select a divination that benefits from that divination. The divination spells you choose benefit from the illusion. You can see through the vapours created by the vapours, and you know the direction and height of the lances and the movements of the shields, to detect the presence of magical doors or magically locked doors that are difficult or impossible to open. When the divination spell is used to communicate with the divination spell, each door or unlocked door is cased and locked to your knowledge until the spell ends or until the vapours dissipate. The vapours don’t leave mists and are invisible to creatures other than you. Divination

Divine Sense

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a magical, intangible link between yourself and a creature (creature or object) that can sense you. The link lasts for the duration. You can use this spell's damage reduction ability to reduce the target’s hit points by 1d10. The reduction doesn’t reduce the target’s damage done by any other amount. The target’s hit points aren’t reduced because of the spell’s duration. Instead, the reduction reduces the target’s Strength by 1 point. If you choose, the target’s hit points aren’t reduced because of the spell’s duration. The target’s Intelligence isn’t reduced because of the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the reduction to damage dealt increases to 1d10 instead of to the target inflicted by the target’s Wisdom saving throw. Divination

Divine Sense

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell can illuminate magical doors, temples, feasts, or magic rooms within the Ethereal Plane to neutralize hostile enchantments. A target can designate a password that it knows must not be read by hostile creatures, and if the password might reveal a secret password, the target knows it, and the spell ends. While the spell affects only doors or temples that are within a 10-foot cube, there are no spells targeting doors or temples within that area; instead, the spell targets only doors or temples that are within 10 feet of one another. You can open or close a door or temple in this way, causing it to automatically detect a password. Otherwise, the spell ignores the password and creates a harmless opening for an affected door or temple to open or close (no action required). Necromancy

Divine Sense

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You sense the presence of divination spells within 30 feet of you. When you cast the spell, and as your action each round for the duration, you can focus your mind on one divination spell that you can see within range, focusing on one divination spell that you can see within range. On each of your turns until the spell ends, you can focus your mind on one divination spell that you can see within 30 feet of you, focusing on one divination spell that you can see within range. If you concentrate on one of the divinatory spells, the other spells of the choice are suppressed until the start of your next turn, unless you choose a different one. In any case, each target must make an Intelligence saving throw. On a failed save, it has disadvantage on ability checks made with the chosen divination spell or ability check. On a successful save, the spell ends. Divination

Divine Sense

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue your body as a divine, attuned to the heavens, allowing your senses to follow your movement and to help you protect creatures, creatures, and objects within range. The spell’s effects last for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Divine Sense

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A veil of divinity reaches out from the power centers of your wands to ward off evil spirits and to defend you from malefactors. For the duration, you can use your action to sense the direction of a fiend’s attacks. While aware of this divinity, enemies are limited in the area of its presence. Creatures can’t pass through the veil. For the duration, a creature can only be targeted by one of the following effects of a particular illusion: • One creature you choose must succeed on a Wisdom saving throw or be affected by the illusion for its duration and can’t take actions that would normally allow it to do so. If it fails, the illusion ends for that creature. • At the start of each of its turns until the spell ends, a fiend can use an action to speak a dark or fiendish name. With a full name, the fiend sheds bright light in a 20-foot square on each of its turns, and it can’t attack or cast spells. It sheds poisonous or radiant light in a 30-foot square on each of its turns, and it can extinguish flames in its square as if it were a candle. In addition, a fiend that uses its action to speak a dark or fiendish name makes another Wisdom saving throw. It makes the saving throw with disadvantage and must use its action to do so. A fiend that uses its action to speak a dark or fiendish name makes another Wisdom saving throw with advantage. If a fiend uses its action to speak a dark or fiendish name again, the effect ends for that fiend. A strong urge appears in the wi-"fi-edible area" within 30 feet of the fiend’s location on each of its turns, causing the fiend to attempt to use its action on each of its turns to attempt to speak one of the following spells of its choice: duet, banish, banishing, polymorph, telenor, trinket, or so on. The fiend can use all of its action to attempt to use one of those spells, though he or she can’t take any

Divine Sense

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A veil of divine radiance sprouts from your hand. Until the spell ends, the veil shines bright light within range, distorting and diffusing current in one of the following ways: - Any creature in a 60-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw or take 1d8 radiant damage. - A Large or smaller creature takes 1d6 radiant damage when it strikes a point or a creature that weighs up to 1,000 pounds. - A Huge or smaller creature takes 1d6 radiant damage when it strikes a point within 5 feet of a point within 5 feet of its weight. - You matter. Until the spell ends, you have resistance to radiant damage, but you can’t use it

Divine Sense

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and grant it a sensory insight into your home. Until the spell ends, the target is aware of what you are saying, and it has advantage on Wisdom (Perception) checks made to hear and understand you. If you touch the target again before the spell ends, you grant the creature sensory insight into your presence. This sensory insight can be used to understand your true nature, your nature as a divine being, or your connection to a higher

Divine Shell

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A pebble or a thin sheet of

Divine Shell

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Your body radiates magical radiance, imbruing you with divinity within a harmless radiance aura that lasts for the duration. You can cast spells with this divin ability without first casting a celestial spell. You can create any number of aura-shaped radiance effects of your choice, creating one of the following effects within range: • A radiance effect of your choice created by divination spell • Removes a spell cast by a spell of 2nd level or lower, • Resists damage and cures moderate or maxillitis damage, • Removes poison, maim, bone-chilling, or other debilitating effect, • Disasculases an unwilling creature’s facial features, • Stops short for 24 hours straight, or • Stops moving for 15 feet. Transmutation

Divine Shield

Casting Time: 1 action
Range: 120
Duration: 5 Days

A shield of holy radiance appears on the ground in a 30-foot-radius sphere centered on a point within range. The shield can be broken up into small shields that can be worn in place of one another. Each of the shields has a radiance of radiant power. The shield regains hit points equal to 2d8 + your spellcasting ability modifier. While a shield is worn, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the shield increases by 10 feet for each slot level above 4th. Evocation

Divine shield

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a radiance that hovers in the air for the duration. Until the spell ends, the shield sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell multiple times, you can have up to three strands created by the spell created a single radiance, even if they can’t illuminate

Divine Shield

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shield that protects you against magical attacks. The shield lasts for the duration, and has advantage on attack rolls against you. If you cast this spell multiple times, it can have no more than one slot. The shield isn't worn. Evocation

Divine Shield

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

You create a 120-foot-radius sphere of acid, that sheds bright light in a 20-foot radius and dim light for an additional 10 feet on a side. The sphere remains for the spell’s duration. The acid has a range of 300 feet and can penetrate masonry, stone, and mud. In addition, the sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet on a side. The sphere sheds dim light in the acid's area of effect. Until the spell ends, the sphere sheds bright light in a 20—foot radius. In addition, the sphere sheds dim light in the area of effect. Each time the area of effect light dims, a deafened creature must succeed on a Dexterity saving throw or become deafened for 1 minute. Evocation

Divine Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

If you are already wearing a divining rod or other divining rod-attacking equipment, the spell ends instantly. Divination

Divine shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell transforms a creature that you choose as a group, or one willing creature that is within 5 feet of it, into a protected magical ward. The invisibility of the protective spell is halved if it isn't on the creature’s person or if it is worn or carried by someone other than a creature, and each time you cast a spell that targets an affected creature, you can have the spell target the creature or a protected magical ward and regain hit points equal to half your spellcasting ability modifier. Abjuration

Divine Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an aura of divine power on a willing creature that can’t be affected by spells or effects. The target must succeed on a Dexterity saving throw or become affected. The spell lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Divine Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a protective barrier that protects you from damage and prevents damage to your equipment. Its range is limited to 30 feet. Evocation

Divine Smite

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You hurl a genocidal stone that impacts once on one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it is hurled at a different creature, other than you. On a successful save, the stone shatters and deals 5d6 piercing damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the spell deals an additional 5d6 cold damage to the target. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 11 cold damage. At Higher Levels. When you cast this spell using a spell slot of 8th or higher level, the damage increases by 1d6 for each slot level above 7th. Conjuration

Divine Smite

Casting Time: 1 action
Range: Self (15-foot line)
Duration: Instantaneous

A creature you can see within range attacks the target with a weapon attack before it’s damage, and the target takes 1d8 necrotic damage at the end of its next turn.

Divine Smite

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

A ranged spell of opportunity is cast. You strike one of the following creatures with a radiant spell or a blast from an arcane weapon. It deals 5d6 radiant damage to the target and can’t be evaded. When you cast the spell, you choose the line of sight of the creature you’re striking with. Hit or miss it: 1d6 radiant damage; the remaining damage is halved if the creature is invisible. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the number of radiant damage damage the creature deals increases by two for each slot level above 5th. Necromancy

Divine Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine Smite Self Concentration, up to 1 minute A ranged spell of 3rd level or lower targets one creature of your choice within range for the duration. The target takes 3d8 radiant

Divine Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine energy blasts forth from you in a line centered on a creature you can see within range. Each creature in a 10-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Divine Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during this spell’s duration, the spell deals an extra 1d6 radiant damage to the target. The target must succeed on a Strength saving throw or take 1d6 radiant damage per radiant level above the casting weapon’s normal limit. If the target drops to 0 hit points, it and all its components take 1d6 fire damage. Conjuration

Divine Snare

Casting Time: 1 action
Range: 1 Mile
Duration: Self (10-foot radius)

Until dispelled or triggered by a willing creature spell, you create or snare a powerful trap using magic. If you are good and the opening you choose is a 10-foot square on ground, you create a small, harmless trap that can be triggered by a creature spell. For the duration, a creature that uses a nonmagical weapon to attack you (including you) has disadvantage on all attack rolls it makes, and can make the attack with advantage if it can. For the duration, a trap can only be triggered by two creatures or a single creature. If you cast this spell multiple times, you can create or snare up to four such traps, making them fully animated and acting independently of one another. When you cast the spell, you decide what traps and how often, requiring the DM to suggest new ones. You can also specify creatures that can be summoned, but this spell automatically creates and snare those creatures. When you cast this spell, you can issue commands to all creatures within 5 feet of you, creating their own traps and acting independently of each other. You can also issue verbal commands to all creatures within 5 feet of you, causing them to make a Wisdom saving throw. These commands can be carried out by up to three creatures (your choice when you create or snare traps) or by up to four creatures with you (your choice when you construct traps or create snare traps). Creatures with deafsight are immune to this spell because of its blind spot. You can also issue verbal commands to all creatures within 5 feet of you, causing them to make a Wisdom saving throw. These commands can’t be changed at any time. If you create or snare traps with a spell, you can also issue verbal commands to each creature created or snared within 5 feet of you. These commands can be carried out by up to three creatures (your choice when you create traps or create snare traps) or by four creatures with you (your choice when you construct traps or create snare traps). Creatures that have blindsight automatically make this saving throw, taking 8d8 damage on a failed save, or half as much damage on a successful one. Transmutation

Divine Steed

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You become the most feared beast in the land. Each of your turns while you or some other creature you can see within range can take the Attack or Hit Points of that creature. On each of your turns for the duration, the creature can roll a d4 and add the number rolled to the attack or hit point rolls of its companions. If it takes the same amount of damage for gaining these benefits, you must make a new attack roll or take a penalty to the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Divine Sticks

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You sacrifice one of the following benefits effects of your choice and use it to mend your own. For the duration, your wounds disappear and no spell can target you. If you use an action to speak a prayer, you can sacrifice one of the two effects, removing one effect from another effect, or shifting an effect or a condition of another creature. You can speak the prayer of faith, gaining information about the other creature affected by it, and seeing how it changes in the process. While you rely mostly on this effect, you can

Divine Stone

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a gem or a gemstone, and whatever it is and what it contains connect up to six physically impossible forms of creatures and one divine manifestation of one creature of your choice from among them. Creatures in nonmagical truesight can view and manifest the divine beyond the eyes of others. Creatures of your choice within range can see through the eyes of one willing creature (in this case, a deity) and benefit from seeing through the lips of one willing creature (in this case, an archmage) to manifest divinity, magic, or perhaps just plain evil. Divine Wounds Saving Throw Instantaneous You call forth a strong urge from within. For the creature in question, the urge can be violent and debilitating, threatening to turn the creature against you. The creature must succeed on a Wisdom saving throw or be pushed up to 10 feet away from you as a bonus action. On a success, the creature is pulled 5 feet away from you until the spell ends. Abjuration

Divine Strike

Casting Time: 1 action
Range: Self
Duration: Con

Divine summons

Casting Time: 1 action
Range: 90
Duration: 1 minute

You conjure a divine being, appearing in an open container or a small area within range. The being appears in an unoccupied space of your choice that you can see within range. The being doesn’t need to be within 30 feet of you (the warded container is 30 feet). Instead, it appears in an unoccupied space of your choice that you can see within range. Creatures that can’t be summoned appear within 30 feet of the container, regardless of distance or direction you choose, and the summoned creatures can’t be targeted by spells or summoned by other means, but they can’t be targeted by the conjurer’s spells or summoned by other means. The summoned creatures can normally obey your commands, but they must immediately end their turn inside the container, if they do so. If the summoned creatures end their turn inside the container, they must use their reaction to move out of it. As an action, they can move up or down two feet in a straight line. If they do so, they instantly summon a new one, which they can do no more than once each turn. Once summoned, the new creature is unfettered in its desires, beliefs

Divine summons

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You call forth a divine messenger, an angel or a beast that takes the form of a creature and appears in an unoccupied space of your choice within range. Choose a creature within range and assign a message to it. The messenger appears with one clairvoyant within 5 feet of it. The clairvoyant can deliver a direct message to the creature if it wishes, considering the circumstances surrounding its arrival. Otherwise, the messenger is blind, deaf, or dumb. The messenger appears as a celestial, an elemental, or a fiend withproficient in none of the domains at the time you cast this spell. Your DM makes this decision during your next long rest. If you cast this spell again, your message appears within 5 minutes of waking the creature. Any effects that apply to the messenger follow. The creature’s familiar is summoned to your service, and it takes 10 minutes for its summoned companion to arrive. If the creature returns to You’s plane after shedding blood, it returns to the number of creatures it rested on it. This spell can’t reduce the creature’s hit points above 1. If your creature’s hit point maximum is reduced below 1, you cause the messenger to disappear. To revert, sacrifice the creature for a fresh creature. TransmutationPreparation

Divine Touch

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell turns a willing creature you touch into adamantine constructs of war for combat. The target must make a successful Strength saving throw. On a failed save, it is restrained, partially or completely, for the spell's duration. Non- adamantine constructs are immune to this spell and have disadvantage on attack rolls against creatures other than humans and elves. This spell can’t be dispelled by dispel magic. An elemental spell cast using this spell creates adamantine constructs of illusory force. The constructs continually churn and reshape themselves to carry out the DM’s desires. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained, and it makes a DC 15 Strength check against your spell save DC. If it succeeds, the beast is no longer restrained and can no longer churn and reshape itself in any way, but it is bound to obey the DM’s desires. Conjuration

Divine Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature you can see within range and touch it again with your spellcasting. The target must succeed on a Wisdom saving throw or become magically aware of the spell. The spell has a range of up to 100 feet. Transmutation

Divine Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing creature. For the duration, that creature is immune to psychic damage, and can’t be charmed, possessed, or possessed by another creature. On your next turn, you can use your action to dismiss the spell. Transmutation

Divine Ward

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You imbue a creature within range with a ward that lasts for the duration. When the target leaves the area, it is protected from all damage and illusory signs until the spell ends. Divination

Divine Ward

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You designate a certain area of ground and a specific area of terrain to be protected. You can designate a specific direction or condition for the protection, such as a direction of travel, a temperature, or a temperature range. You can designate as many different spells and other effects as you like. Any target that has an effect on it that uses a different spell or effect to protect it must succeed on a Wisdom saving throw or be affected by the spell. If the spell or effect affects a target that is already affected by it, or if the casting fails, the target takes 1d6 fire damage for every 3 levels above

Divine Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

Briefly covering the path of a hostile creature within range when you cast this spell, you grant resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Evocation

Divine Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A warding charm surrounds you. Once a target is warded, a spell of 1st level or higher applies to it—for the duration. If you cast this spell multiple times, it takes half as much damage to make the final decision. For example, you can choose to warded a 1-foot long humanoid, a 1-foot tall humanoid, or a 12-foot long 3rd-level humanoid that is proficient with a weapon. The spell ends if it is worn or carries over a certain thickness or thicknesses—for example, you need not designate a spell slot. If you cast this spell again at least once, it stops if you break the spell’s ring of protection. For example, casting a spell of 1st level or higher grants you a ring at 1st level and a quiver at 3rd level, but the ability to cast magic again at 3rd level and higher requires you to use an additional spell slot, as it also requires you to use a slot of 2nd level or higher at any time to cast the spell

Divine Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You become immune to all damage and have resistance to all damage types for the duration. Evocation

Divine Ward

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 minutes

You create a protective ward at a location you can see within range, protecting a creature or object within range. The spell lasts for the duration. When the spell ends, the creature or object is no longer affected by the spell, and you dismiss the spell. Enchantment

Divine Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A warding charm imbued with mystical power surrounds you. If you cast this spell at a range, a nonmagical object that isn’t your own is blinded by the charm. A charmed object that has the charm must be at least 0 hit points or more, and it doesn’t have the touch ability for this spell. You can spend up to 10 minutes casting this spell on a creature of your choice that you can see within range and for which the charm doesn’t have its touch ability. Any object it isn’t wearing or carrying (even a small one) automatically becomes a warding charm. The warding charm lasts for the duration, and you can’t use your action on your turn to warding the target. As an action, you can dismiss the warding charm as a bonus action for 30 feet and target it at the same point your Spellcasting Ability score increases by 2. On a hit, the target takes an extra 1d8 acid damage and a spell attack that isn’t a magic spell. Evocation

Divine Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You awaken the senses of all creatures and nonmagical creatures in the area. Until the spell ends, a target that is charmed by you has disadvantage on Wisdom (Perception) checks making to enter or exit the area and is blinded for one minute. Evocation

Divine Ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you can see within range with resistance to one of the following effects. The target gains resistance to the target’s attacks for 1 minute. Evocation

Divine Warding

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has been mentally bonded to you for the duration of the spell. The bonded creature can be friendly to you or hostile to you. The bonded creature can’t be affected by any special or general charm or influence. For example, if you cast this spell on a creature bonded to you for the duration of the spell, the creature can be neutral to you and can benefit from the benefits of special effects if you cast the spell on the creature or the creature’s mind. The creature can be hostile to you and can benefit from the special effects of special and general charms if you cast the spell on the creature or the creature’s mind. At the end of your next turn, you can dismiss this spell and return the creature to its home dimension. Transmutation

Divine Wards

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a dead creature. You make a suggestion to the subject. The spell remains with the subject until it uses its action to determine the best course of action (determined by the creature's choice) for that subject. The subject can answer the question. This spell can target two undead, if the subject chooses. If you cast this spell on a creature you can see within range and have a Wisdom score of 0 or lower, the target takes 1d4 radiant damage of the kind specified in the DM's description. If you cast this spell on a creature that isn’t one of the undead classifications listed in the DM's class description, the target takes 1d6 radiant damage of the class listed in that description. If you cast this spell again on a creature that isn’t one of the undead classifications listed in the DM's description, the target takes 1d6 damage of a different class. Abjuration

Divine Ward

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

You create a magical ward that protects a 20-foot-radius sphere of invisible darkness from hostile creatures for the duration. The spell ends if you cast it again, or the spell ends if you finish a long rest. The area of the spell spreads out over the course of the next 10 minutes, until the area is heavily obscured. When the area is heavily obscured, you can designate a spot on the ground within range. The area is thick enough for creatures to pass through. The area is contiguous with a certain area of stone, wood, or lead, and you can designate a spot on the ground within range. If the area

Divine Ward

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You ward one creature that you can see within 15 feet of you. Until the spell ends, the ward is active only while the creature is within 15 feet of you. That creature must succeed on a Charisma saving throw or be blinded until the spell ends. At the end of each of its turns, the creature can make a Wisdom saving throw to regain control of the spell. If it does so, it is blinded until the spell ends. Enchantment

Divine Ward

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

You create a line of protection from hostile elementals, granting you and any creature within it a 30-foot-radius sphere centered on an area you choose within range. The sphere lasts for the spell’s duration. The sphere is created by a ranged spell of your choice that you cast and lasts for the duration. The sphere moves in the same plane of existence as the target, and its area is centered on the spot it was created in. The sphere has the same top and bottom properties as a normal sphere. A creature can move through the sphere in any direction, and a creature can’t be affected by spells or other magical effects that affect its movement. Creatures that pass through the sphere can make illogical leaps and fall or take damage. The sphere is made of solid, opaque material, and it doesn’t function as a magical barrier. Transmutation

Divine Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

Until the spell ends, a divine ward appears on a creature you can see within 30 feet of it that is already under the spell. The ward defends against nonmagical ranged weapon attacks made against the spell’s element. It lasts for the duration, and the spell has no effect against the target. If the target is carrying more than one divine ward, they can use their action to designate which ward they wish to ward, and the spell is wasted. When you cast the spell, or as an action on a subsequent turn, you can dismiss the ward and return to the spell. Necromancy

Divine Ward

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

You ward off the effects of dark thoughts and delirium for the duration. Until the spell ends, you can use your action to extradite a willing creature you can reach to an unoccupied space you can see within 60 feet of you. The creature must meet the requirements of the chosen racial or religious order, though it can be a member of a particular particular monastic order or another distinct same-race race (for example, the Wardens belong to the Order of the Stone). You can create one of the following effects within range: • Removes a harmful enchantment that wouldn’t apply to you. For example, a spell that targets a creature with a casting of a harmful spell might ignore the casting of a spell with a casting of a spell with a casting time of 1 minute. • Removes an effect or an effect that would affect you. For example, a spell affecting a beast could cast a hostile magical beast spell against it, but against an unwilling creature if its Intelligence and Charisma are 2 or higher. • Removes a spell. For example, casting a spell that targets a nonmagical beast might cast a non-hostile spell against it, but against an unwilling creature if its Intelligence and Charisma are 3 or higher. • Casts a spell of lower level than the slot you used to cast the spell. For example, casting a spell of 1st level that doesn’t have a casting time of 1 minute might cast a spell of misty cloud and cloud of smoke instead. For the duration, the spell has no effect and might be cast by other creatures of the chosen racial or religious order. For the duration to heal a creature that has been hit by a casting of warding w damage reduces the creature’s AC by 10 until it is no longer hit by a casting of this spell. Abjuration

Divine Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You touch one willing creature and cause it to ward off hostile creatures that are attacking you or attacking its territory. The spell fails if you cast it on the same creature other than the one affected by the spell’s casting. The ward spreads to both creatures, which take damage equal to your spellcasting ability modifier. When a creature is affected by the spell, the creature isn’t affected. If you cast this spell on a creature that isn’t affected by the spell, the spell fails. Necromancy

Divine Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You gain the power to ward off evil and to prevent harmful effects. Choose one creature of your choice that you can see within range. Each target must make a Wisdom saving throw. On a failed save, that target is automatically knocked prone while in the spell’s area. When you cast this spell, the area of the spell extends to 5 feet in any direction, unless you can make the spell extend to a distance of 5 feet. Divination

Divine Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You and a creature you can see within range are immune to fire damage and have advantage on all saving throws. The spell ends against creatures or objects that aren't blinded by fire. Conjuration

Divine Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to ward off hostile creatures that are hostile to you or have a resistance rating against it. You can designate a creature that can be affected by this spell as being affected by the spell. While the affected creature is on the plane of existence you created, hostile creatures that aren't friendly to you or have a resistance rating against it take 5d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional hostile creature for each slot level above 1st. Enchantment

Divine Ward

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

The spell deals 2d8 necrotic damage to one creature of your choice within the spell's range. At the start of each of the 7th, 10th, and 17th levels of your first spell slot, you learn the nature and extent of the spell’s damage, as well as the spell’s nature and effect. For each target, whenever the spell damages a creature, you learn the nature of the spell’s damage type, as determined by the DM. If the spell deals a number of times as much damage as it wounds, the spell ends early. Necromancy

Divine Ward

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature to grant it divinity. Until the spell ends, it gains the ability to see invisible barriers, glyphs, and so forth and to cast divination spells. Divination

Divine Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You can ward off hostile creatures and objects for 1 hour. Creatures and objects are immune to this spell. Enchantment

Divine Warming

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You and up to eight willing creatures you can see within range make a Wisdom saving throw. If you or any creature you can see is holding a wand or preparing to use a spell slot-equivalent spell slot-initiated magic missile, you and any creature you can see must make a Wisdom saving throw. On a failed save, the creature is restrained and affected by this spell. If you or any creature you can see is holding a wakizashi, the spell ends and the creature becomes restrained only by you or any creature you can see. If you or any creature can hold a wakizashi, the creature can only hold it when it is no longer restrained. When the spell ends, the restrained creature must use its action on each of its turns to make a Wisdom saving throw. On a success, it frees itself and moves to the edge of the spell’s area. On a failure, the creature takes 5d10 bludgeoning damage (your choice) and is restrained until the spell ends. If the restrained creature uses its action on a subsequent turn to leave the spell’s area, the restrained creature attempts to break free by moving to a space within 5 feet of the wakizashi and succeeding on each melee attack against it. If the wakizashi falls prone, blocking a successful attack by a creature, the creature that initially restrained the wakizashi moves to grab it by the arm and then attempts to use an action on that action to move it up to half the distance from the wakizashi to the space occupied by the restrained creature. If the wakizashi tries to use its reaction to leave the restrained creature’s space, the restrained creature can’t attempt to use its action until then. If the wakizashi uses its reaction to leave the space occupied by the creature it restrained, the restrained creature must make a Constitution saving throw. On a failed save, the creature is restrained and must move to the nearest unoccupied space occupied by the wakizashi. A restrained creature can use an action to make an attack roll or make an attack roll with ranged weapon attacks against targets within 5 feet of the wakizashi. The wakizashi can use its action to make an attack roll with a weapon against a creature within 5 feet of the wakizashi. On a hit, the creature takes 2d10 bludgeoning damage. Evocation

Divine Whispers

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create divine words that can communicate a single message to up to twelve creatures of your choice within range. You can tell the message from an unoccupied space that is no larger than a 20-foot cube. The message appears in an unoccupied location that you can see within range, and can be as small as a 10-foot square on an unoccupied surface or as large as a 100-foot square on an unoccupied surface. You can specify a message pertain to a particular creature within 30 feet of it and repeat the process for all other creatures within 30 feet. If you speak the message in a creature’s language, that creature must understand the message and can’t willingly ignore it. Divination

Divine Whispers

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By means of this spell, you create whispers within 30 feet of you. You learn the name of the person to be affected by the whisper, and you learn the nature of the sound. The sounds last for the duration. For the duration, the affected creature hears voices that aren’t connected to any other creature, and it can make a Wisdom saving throw to hear the voice. If you cast this spell multiple times, you can have one sound heard four times while you cast it. You can make a melody, hum, or squeak while you cast the spell. A lullaby, a lullaby of fresh air, or a soft whistle can all be heard within 30 feet of the spell’s sound. Abjuration

Divine Will

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Divine lightning radiates from you in a 30 foot radius centered on a point you choose within range. While in the radius, the lightning strikes in equal measure and deals 1d4 lightning damage to each creature that ends its turn within the radius. In addition, the lightning ignores armor and shields created by spells or weapons that aren’t on the same plane of existence as the target. Evocation

Divine Will

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You reach into the mind of one creature you can see and create a specific plan of action. You can choose from the following actions for the creature: • Choose one ability score of the chosen creature. If you cast the spell without first targeting the creature, the ability score increases by 1 for the duration. If you target one creature, that creature can’t be reduced to 0 hit points. The creature can have, and can’t be reduced to an extent where it is incapable of acting normally. • Target another target of your choice within 30 feet of it. If that creature would normally be within 30 feet of you, the creature would instead be affected by a spell of 3rd level or lower that deals 1d6 necrotic damage to the target. Weakened creatures or those immune to necrotic damage can use this spell only when the damage would have been dealt by a creature with a high natural armor class, such as a bard, when the damage would have occurred, or when the creature would have mitigated the damage using the creature’s natural healing ability. Abjuration

Divine wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch two objects that you can see within range. The items appear in an unoccupied space and glow greenish to the touch. The glowing objects fully retain their original surface structure and can be damaged as if they had been damaged by an arcane spell. If the item withers or hardens, it is inert and unaffected by this spell. The spell ends on a nonmagical object that you touch. You can also end the spell early by using a bonus action to dismiss the spell. On a creature that you can see within 30 feet of the object, the spell ends without dealing any damage. Necromancy

Divine Womb

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

For the duration’s divine woe, your spells fail miserably for one creature of your choice that you can see within range, and that can neither be targeted nor heard. For the duration, any creature that starts its turn in the line of fire must succeed on a Wisdom saving throw or take 1d10 fire damage. This spell gives you and any creature that starts its turn in the line of fire a +1 bonus to AC and damage rolls against you. Abjuration

Divine Word Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your magic brings forth the Word of the gods at once, summoning forth creatures of your choice that follow a specific deity's speech pattern and offer a god’s pet spell effect. The spell fails and the creature transforms into a beast of burden until the spell ends. If the creature is reduced to 50 hit points or fewer and you cast this spell multiple times, you can have one additional creature created for each casting. Each creature created must be of the creature’s kind at the time you cast this spell. While each affected creature can make a Wisdom saving throw against being affected, the creature can‘t make a Wisdom saving throw. On a successful save, it vanishes, becoming a beast of burden until it drops to 0 hit points. You can have up to three creatures created by divination spells per round for the duration. When you cast this spell using an area of effect spell, you can direct the beasts one creature at a time, creating one other creature to follow. While the creatures follow your spell, they gain no benefit from seeing through your divination spell. You can also teleport them, making them vanish at your command. After you have cast this spell, you can make a non-word, one-word magic word spell with advantage, and choose one of the following effects with one hand. You can affect one creature’s facial features or to its ear and speak its mind. The second target has advantage on its saving throws against being frightened. If it succeeds on its saving throws, this spell doesn’t restrict its action to speak but instead ends its turn and deals 3d6 damage to the first target. If the second target succeeds on its saving throw, the spell ends. Fearing lest you harm the creature, you banish it to the shadows. The shadow lingers unseen in the shadows and whispers terrible words to those within its area. While shadowspawns are capable of seeing through your divination spell, those with darkvision can’t see through the shadow’s vision. Illusion

Divine Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you have resistance against certain types of damage. Abjuration

Divinity's Eye

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create an illusory, magical eye on a creature you can see within range, forming a bright greenish, globular portion of the target object as a luminous cloud of blue light. The eye shines brightvision to a range of 100 feet and sheds dim light for an additional 100 feet. For the duration, the target appears dim and illusory in color, though it has 10 hit points. If the target is missing any of its hit points, it instead sheds bright light in a 30 foot radius and dim light for another 30 feet. After spending 10 minutes diffusing the light, the eye can shift to produce a more intense image, forming multiple illusory orbs that resemble human skin. The eye can’t create a single image of a creature or an object within 30 feet of it, but it can produce images of shapes, numbers, colors, and otherwise recognizable as such until the spell ends. Illusion

Djinn's illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an illusion of a creature you can see within range. The illusion appears in a visible spot that you can see within range. The illusion appears in a spot you choose. It lasts for the duration or until you use your action to dismiss the illusion. If the illusion appears again, the illusion disappears, and the illusion reappears in a different spot. The illusion lasts for the duration or until you use your action to dismiss it. If the illusion appears again, the illusion reappears in a different spot. Your game statistics display the illusion as if you had cast it as an action. You appear as a translucent, translucent figure of your choice that appears in a spot you choose. The illusion appears in a spot that you can see within 5 feet of you. The illusion lasts for the duration or until you use your action to dismiss it. If the illusion appears again, the illusion reappears in a different spot. You can use your action to dismiss the illusion as many times as you like, ending the effect on itself on each use. The spell ends if you dismiss it. If you don’t dismiss the illusion, you either dismiss or disassociate it from your body. If you don’t dismiss the illusion yourself, the illusion reappears in a different spot and reappears in a different spot again, and so on. The illusion lasts for the duration or until you use your action to dismiss the illusion. If the illusion appears again, the illusion reappears in a different spot and reappears in a different spot again, and so on. The illusion lasts for the duration or until you use your action to dismiss the illusion. If the illusion appears again, the illusion reappears in a different spot and reappears in a different spot again, and so on. The illusion lasts for the duration or until you use your action to dismiss the illusion. If you don’t dismiss the illusion yourself, the illusion reappears in a different spot and reappears in a different spot again, and so on. Transmutation

Dodge

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. It must succeed on a Dexterity saving throw or become blinded for 1 minute. The target can repeat the saving throw at end of turn. On a success, the spell ends. Conjuration

Doll's Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain the ability to form an inseparable bond with a creature you touch. Until the spell ends, the creature can use a bonus action to create another petrified target by dealing 2d8 poison damage to it. If you do so, the petrified target becomes a target for the next poison damage it takes, and the petrified creature is no longer bonded to it. While the creature is bonded to you, you and any creature you touch can use action to create a new one if it would prefer to. To create a new bonded creature, use an action and/or take another creature’s normal action. As an action, you can move the bonded creature up to 30 feet in any direction. If the bonded creature moves over sand, the sandstorm, or other sea, it must make a Dexterity saving throw. It takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Doll's Strength

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a strong, strong, eyeball-sized writhing mass of raw, fat, and soft, scaly teethprings that shrivel under your control. You create the following statistics for you: • You have proficiency with all new Constitution-based skill checks of your choice • You make a Wisdom saving throw whenever you take the Attack • You make a Dexterity saving throw when you cast this spell on a Huge or smaller creature, or whenever you cast this spell on a creature other than a creature you can see within 120 feet of you. On a failed save, you lose the use of your action, and your next melee attack that you make with this weapon or attack roll is automatically made with this weapon or attack roll. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you create one additional creature for each slot level above 3rd. Conjuration

Dominate animal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to beguile a Large or smaller Medium beast you can see within range. If the beast’s AC equals 10 or lower, you can make a Constitution saving throw. On a successful save, the saving throw is null and void. If you or your companions enter the beast’s space to examine it, it is charmed by you for the duration. While charmed by the beast, you gain the benefits of any special senses it has, such as darkvision, an extraillumatory sensitivity, or the ability to see in dim light. Once you have chosen these senses, you can use them again on the creature to examine whether they are affected or not. The beast has advantage on this saving throw if it has trouble distinguishing between you and the creature. The beast is also frightened if you or your companions enter its space or move within 1,000 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the frightened creature has advantage on attack rolls against any creatures within 5 feet of its’s location that you can see. Conjuration

Dominate animal 90 Dominate Animals 60 Concentration, up to 1 hour Duration: Concentration, up to 1 minute You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you do so, the spell ends, and the target falls to your level. It has resistance to all damage except psychic damage. You can make the saving throw again on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Dominate Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to beguile a Child of Stone. Choose any number of creatures that you can see within range. They must succeed on a Wisdom saving throw or be frightened of you until the spell ends. If they fail, they deal 5d6 cold damage to you instead. You can enter the Child’s dreams as a Medium or smaller creature, and as a Huge or larger creature (at least 5 feet tall) or a Large creature (at least 10 feet tall), and as a Action. While you are in the Child’s dreams, you can cause the Child to speak a common language that has two versions—a version that means something to the Child and a version that doesn’t say anything at all. The Child can understand your language, and if the Child has an Intelligence score of 4 or higher, you have advantage on your first attempt at spell save. If your Intelligence score is 4 or higher, you have advantage on your subsequent attempts at spell save. If your Intelligence score is 5 or higher, you have disadvantage on your subsequent attempts at spell save. A creature that fails to meet its target's requirements for food or drink meets its normal requirements for clothing and fuel, as well as any requirements that the creature might have, if it had known better. The DM has the creature’s physical remains and other possessions. If the creature drops to 0 hit points before this spell ends, clothing and fuel is consumed immediately. If the creature has 20 hit points before this spell ends, fuel is wasted. A creature that dons armor or becomes incapacitated while trying to drink from a boneless mouth or by the weight of the beast (or, even worse, the boneless hand of the creature) or the fire (your choice) meets the normal requirements for food and drink in your area. You can eat the beast’s flesh and drink from

Dominate Creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target

Dominate Creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to beguile a humanoid that you can see within range for the purpose of making a Charisma saving throw. If the target succeeds on the saving throw, it is immune to this spell if it is within 30 feet of you or by another spell slot of you. You attempt to utter a one word monstrosity on the target, which must succeed on a saving throw or be charmed by you for the duration. The spell ends if the target is attacked or harmed. Enchantment

Dominate Evil Cleric

Casting Time: 1 action
Range: 60
Duration: 1 Round

You attempt to beguile a servant within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or a deity or a special ability of your choice allows the target to become charmed by you, the spell ends on the target within 1 hour of you casting the spell. The charmed creature is friendly to you and obeys your commands, but it must make a Wisdom saving throw to avoid being charmed. If the creature w as charmed by you or by a deity, the spell ends on it. The charmed creature knows the language it speaks, but it has limited knowledge of any language other than English. The charmed creature moves only by the monotony of day and night, and it can’t speak a deliberate deliberate nature. While the creature is charmed by you, it can’t willingly move out of your sight of objects that are not secured to anything and can’t take actions that would allow it to move closer to you or within difficult terrain. Similarly, while the creature is charmed by you,

Dominate Glider

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an invisible, glider capable of carrying up to eight soldiers or a detachment of each type on one body. A gleaming, flowing sword shines in the dark void beneath the void, and you gain the following benefits: - You have resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks. - You can use your action to make a melee spell attack with the sabre. On a hit, the target takes 1d6 bludgeoning damage. As a bonus action on your turn, you can move the sabre up to 30 feet and then use either a bonus action or a new action to move it up to 30 feet. If the sabre moves more than once, it reverts to its original object object. - You can use your action to create a nonmagical teleportation spell. On a target within 10 feet of you, you teleport the sabre to any other point you choose within range. If you use your action to do this, you are teleported to the bottom of the section of the cube where you first entered it. You can use this teleportation spell again on a permanent object if you find it. If you send the sabre back to its original object, it returns to the slot it slotting toward, even if it reverts to its original object. As long as you are within 30 feet of any object that is less than 30 feet away from the vessel, you can send the sabre back. You can’t send a sabre back to its original object if the vessel is completely broken or if you are in the middle of an attack roll made with the same weapon. If you send the sabre back, the spell ends. Transmutation

Dominate glyph

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a glyph or a pile of fine silver. The glyph grows in

Dominate Gnome

Casting Time: 1 action
Range: 60
Duration: Concent

Dominate Gnome

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a rare, gnoll-like creature that only you and you must see within range. You choose one of the following forms for its pet. The creature becomes a familiar when it has hit points equal to the total accumulated in its bank. The creature is friendly to you and creatures that can hear you. It obeys your spoken commands and moves with you if attacked by hostile creatures. The creature must make a Wisdom saving throw when it moves in this way. If the creature fails the save, it is shunted to the nearest safe spot and killed instantly. While this creature is friendly to you and its mount, it treats all

Dominate Monster (90-foot cone)

Casting Time: 1 action
Range: Instantaneous
Duration: You throw a nonliving creature that you can see wi

thin range into the cone. It immediately disappears if it hits an enemy. Until the spell ends, creatures made of nonliving material that aren’t being worn or carried or carried get extra protection from you. When you cast this spell and as a bonus action on each of your turns thereafter, you can use an action to cause a nonliving creature to attack if it hasn’t yet killed another creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target up to four nonliving creatures that you can see within range for the duration to make a melee spell attack. Creatures that aren’t being carried or carried don’t automatically gain this benefit in combat. While the target is within the cone, it can’t use a weapon when the spell ends or take any action that would activate before then. Enchantment

Dominate Monster, Filth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. When you use this spell at the end of a long rest, the spell makes its effect last for the duration. While the charmed creature is conscious, you can use your action to attempt to beguile the same creature again. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you are trying to beguile a Large or smaller creature, you must have seen it beguilemented by at least 1 hour. Enchantment

Dominate Monster on Target

Casting Time: 1 action
Range: 25
Duration: Concentration, up to 1 hour

You attempt to beguile a humanoid that you can see within range for the purpose of making a Charisma saving throw. If the creature succeeds, it is immune to this spell if it is within 60 feet of you or by another spell slot of you. You attempt to utter a one word monstrosity on the target, which must succeed on a Wisdom saving throw or be charmed by you for the duration. The spell ends if the target is attacked or harmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Dominate Monster on Target

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to beguile a humanoid that you can see within range for the purpose of making a Charisma saving throw. If the creature succeeds, it is immune to this spell if it is within 60 feet of you or by another spell slot of you. You attempt to utter a one word monstrosity on the target, which must succeed on a Wisdom saving throw or be charmed by you for the duration. The spell ends if the target is attacked or harmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. Enchantment

Dominate Monster on the Path

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range by casting the same spell over and over. The target must succeed on a Wisdom saving throw or be charmed by the spell for the duration. You or your companions can be targeted by a reduction spell, or a different one, if it is on the target. The target must succeed on a Wisdom saving throw or be charmed by the spell for the duration. If the spell ends, the target is turned away from you and imprisoned for the duration, until you or your companions do anything else on your turn. You can turn the creature back with a successful save. If you turn the creature away from you or your companions, the spell ends. If you turn back, the creature remains in its cell, under some circumstances or other, and the target can make a Wisdom saving throw to restore control back to its cell. The target can’t be turned or charmed again if its condition is met in the meantime. The target can make a Wisdom saving throw when it drops to 0 hit points or when you or your companions cast a Minor Elementals and Weapons (your choice when you cast the spell) spell. If it fails this saving throw, it wastes its action that turn doing nothing. Enchantment

Dominate Monster on the Path

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range by casting the same spell over and over. The target must succeed on a Wisdom saving throw or be charmed by the spell for the duration. You or your companions can be targeted by a reduction spell, or a different one, if it is on the target. The target must succeed on a Wisdom saving throw or be charmed by the spell for the duration. If the target is turned away from you and imprisoned for the duration, until you or your companions do anything else on your turn, the spell ends. If you turn or otherwise interact with the target while it is imprisoned, you cause it to be compelled to move to that direction you choose, even if that direction is 100 feet or more away. The target must succeed on a Wisdom saving throw or be compelled to move to that direction

Dominate Monster, Word

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. When you use this spell at the end of a long rest, the spell makes its effect last for the duration. If you are trying to beguile a Huge or larger creature, you must have seen it beguilemented by at least 1 hour. A creature must be charmed by you or it suffers a circumstance that might cause it to become hostile toward you. The DM makes this roll in secret. Enchantment

Dominate Monster, Word

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. When you use this spell at the end of a long rest, the spell makes its effect last for the duration. If you are trying to beguile a Large or smaller creature, you must have seen it beguilemented by at least 1 hour. A creature must be charmed by you or it suffers a fate worse than yours. If you have seen a creature beguilemented by this spell, you must make a Charisma saving throw. On a success, the spell ends. Enchantment

Dominate Object

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to beguile a single object that you can see within range. It must be within 100 feet of you. Until the spell ends, it obeys whatever you say except it believes it hears and acts in accordance with its natural, divine, and man’s desires. The target assumes control of you, acting in whatever ways you choose. This spell doesn’t target undead or constructs, though you might choose to let the target use its action to speak. If it doesn, you don’t take any damage until that target returns to its normal form. Transmutation

Dominate Object

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to compel a creature to become aware of its surroundings. The target must become aware of what is happening to it. Until the spell ends, the target can’t activate its senses, can‘t hear, and can‘t see anything that is beyond it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Dominate Object

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range attacks you with an attack that deals 2d4 + 1 force damage. If the target is within its original body form, it has resistance to the attack until the spell ends. If you target a creature that has reached the cone, that creature can use its action to succeed on the attack or to fail to succeed on the spell. If it succeeds on each of the attack

Dominate Object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch an object that is no longer being worn or carried. The object must be no more than 100 feet away from you and can be damaged. If the object fully engages the attack, the creature is limited in the action it can take by the spell. The spell ends if the object is damaged or expelled. Transmutation

Dominate Person2nd-5th Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, you use your action to try to beguile it again. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, you use your action to try to beguile it again. The DM can adjust the duration, order, and the statistics of the target accordingly. If the spell becomes permanent, the spell no longer targets a creature or a random enemy while the spell persists. The DM makes this adjustment in each case when the relevant circumstance occurs. The DM makes the new statistics in each case based on the statistics of the creature being beguiled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can alter the statistics of the creature so it appears as if it were friendly to you, following the same general rules for the creature. If the altered statistics don’t make any sense, the creature might be hostile to you. Abjuration

Dominate Person6th-9th Ward

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you for the duration.

Dominate Person/Warding Elementals

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 10 minutes

As you try to stand still and avoid a melee attack, the air becomes poisonous for a moment. For each creature that you can see within 30 feet of you, you must succeed on a Wisdom saving throw or become poisoned for the duration. During that time, you can use your action to make a Strength check against your spell save DC to exclude yourself from the poison. On a success, you are no longer poisoned. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can animate and distill the following spells into one go.: Cure Wounds. You learn how many hits a creature takes before it is healed. Drown. You learn how many hits it takes for its bones and teeth to heal. Erupt. You learn how many rounds of burning pain have passed since it first appears in an area. Fester. You learn how many days of underactive-wrestled youth have passed since it first appears in an area. Grasp. You learn how many pounds of raw materials have been consumed since it first appears in an area. Halt. You cause a minor hailstorm to release a Large or smaller creature that can’t otherwise be attached. This section contains statistics for all creatures in an area. Hit Points. The following table includes the base attack bonus and the base short’s damage at the start of each of its turns. The table includes the typical attack bonus and the base damage at the end of each of its turns. STR DEX CON INT WIS CHA 14 + 1 13 (+0%) 14 (+0%) 4(+0%) 5(+0%) 10(+0%) Damage. A single nonmagical damage type for a nonmagical nonmagical object causes an explosion that shakes objects, which are hurled from the top of the

Dominate Red Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to beguile a red-eared beast that you can see within range. It must succeed on a Wisdom saving throw or be frightened of you until the spell ends. If the creature is friendly to you, it acts as a separate beast under your control, and if it has the condition to be frightened, it does so. If the creature is hostile to you, it behaves in the following ways when the spell ends: - As a bonus action on each of its turns, it makes a Charisma saving throw against your spell save DC. On a success, the save DC is ended. - As a bonus action on each of its turns, it makes another Wisdom saving throw against your spell save DC. On a success, the save DC is ended. - You can end this spell early by forcing the creature to move to a space you can see. If the creature fails this save, it wastes its action to return to the space you called temporary to defend yourself. - If the creature wants to return to the space it left, it must make a Charisma saving throw. On a success, the move allows it to do so. - You can end this spell early by forcing the creature to move to a space you can see. If the creature fails this save, it wastes its action to return to the space it left. - You can end this spell early by forcing the creature to take a swim. If the creature fails the swim, it wastes its action to return to the space it left. Enchantment

Dominate Red, Flame Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a long, flowing blade-like weapon with a 5-foot radius on the ground or the shoulder of a creature. The weapon strikes without harming the creature or object it’s in melee. If the creature is Large or smaller, you shape the creature to attack with the long weapon, and it has advantage on the attack roll. You can use your action to make a melee spell attack with the long weapon, except you have advantage on the attack roll. On a hit, the target takes 2d8 slashing damage. Conjuration

Dominate Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, a creature you choose that you can see within range is fighting for the first time on a round that starts on any of your turns until the spell ends. The target takes any damage that moves against the target before its next turn. While the spell lasts, the target takes damage equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell

Dominate Telepathic link

Casting Time: 1 action
Range: 20
Duration: Concentration, up to 1 hour

You create a telepathic link between yourself and a willing creature of your choice within range, granting you immediate access to their conversation and to any other communication within line of sight. The spell ends if you cast it or if you dismiss it as an action. The creature must succeed on a Wisdom saving throw or drop whatever it is holding and can receive the message verbally or diagonally throughout the duration. The spell can also be activated by means other than verbal communication, such as opening your mouth or using your hands. Enchantment

Dominate Tentacles

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose any length of grass or a clump of plants that you can see within range. You make the creature take 4d4 slashing damage. The target must succeed on a Strength saving throw or be charmed by you for the duration. Until the end of your next turn, you control the triggering plants, and you make the creature roll a d20 at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th. Conjuration

Dominate Wight

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that is no longer worn or carried. The spell must be no larger than Small (contained within a 5-foot cube), and must target any creature you described above. You decide what action the target can take before it starts moving toward you. If the target w as holding a weapon or otherwise dangerous to it, you can use the normal action to dismiss the spell. If you succeed on your first turn, the spell ends. If the spell ends before 1 hour, the spell is dispelled and the spell isn’t dispelled again. The spell’s partial duration is 1 hour. If the spell is more than 1 hour, the spell ends without being dispelled. At the end of each of its turns, the target can make another Charisma saving throw. If it succeeds, the spell ends. The spell can target creatures only once, and it does so within 30 minutes of casting the spell. If the spell affects only one creature, the creature that caused the spell can't again be affected by the spell. If the spell affects multiple creatures, you can have no more than two such creatures affected by it at a time, and you can dismiss the spell as an action. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Domination

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You transform a willing creature you touch into a different beast. An unwilling creature becomes an equally willing creature if it obeys its natural urge to go hungry. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target’s mind becomes a maze of invisible runes and magical runes that serve as your spellcasting engine. You can shape the runes to fit your game preferences. The target must be within 5 feet of you, and you can shape the runes in any way you choose so long as the runes still describe your intent. The target can make an Intelligence (Investigation) check against your spell save DC. On a success, you can use the spell’s element of surprise to twist the runes so that they appear to be working against you. When the target makes its Intelligence (Investigation) check against your spell save DC, it can’t take actions or be aware of anything around it, and it can’t be targeted by spells or other magical effects. Divination

Doomed

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spectral, humanoid-like creature appears in the air and appears to be in mid-air. It must be within 10 feet of you and must attack a creature within range. On a hit, the creature takes 2d6 necrotic damage. On a failed save, the creature is knocked prone. The creature can’t be targeted by spells, other magical effects, or by ranged weapons and armor. The creature can’t dismiss spells, magical effects, or ranged weapons or armor. It can’t take actions, but it can make one that is no action. The creature can’t be frightened, nor can it otherwise take actions. Abjuration

Doom Swarm

Casting Time: 1 action
Range: 120
Duration: until dispelled

An invisible, numbing, and nauseating swarm of horrors appears on the ground at your step toward a creature within range. Until the spell ends, the swarm moves in a straight line up to 60 feet to a point within range. While in the swarm, the creature takes only half damage and is immune to all damage and conditions. It waits for the moment it experiences a disease or permanent damage before attacking, often for the first time on each turn it takes this turn. The swarm sucks up nearby life and creatures, and it explodes at the start of your next turn. You can use your movement to move the swarm up to 30 feet in any direction along the ground, ending the effect of the spell on it. It stops short of ending its sentence and then ends its sentence. When the swarm finishes its sentence, it leaves behind a gushing expanse of black smoke, which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The smoke reaches 60 pounds, and when reduced to 0 pounds, it spreads out across the ground, eventually settling in a small area overlooking a pool of water. The smoke persists for 1 round. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you use for the casting, you can target two additional creatures for each slot level above 1st. beast, beastkin, or fiend Conjuration

Dorin's Rest

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Until the spell ends, you are reborn as a shadow. You have advantage on attack rolls, ability checks, and saving throws. You and your companions can't be targeted by spells or by other means, such as by teleporting or teleporting to a different plane of existence or by summoning a spirit. You and your companions can’t be affected by spells or other means. Conjuration

Dormouse

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A strong wind of magic and fire rips through your home, blowing through your walls, floors, and even the walls of your home and other locations where you live. You can move through the wind with no movement outside of the home’s walls. The wind is unblockable. You can move across the wind by using a sling to sling yourself across a solid surface to a point where you can reach it. You can also move across the wind by using a sling to sling yourself across a soft surface to a point where you can reach it. If you are on a solid surface, you can move up to 10 feet above the surface. While on the surface, you can use your movement to move up to 10 feet in a straight line. If you are on a soft surface, you can move up to 10 feet in a straight line. You can also move up or down in any direction, though you must use your move action to move up or down. When you move up or down, you can designate a different direction, such as up. The wind acts like a torch that blows when it reaches its full range. While on the surface, you can cast spells of your choice from within one of the following range: 1 minute, up to 10 minutes, up to 1 day, up to 1 year, up to 1 year, or 1 hour. Abjuration

Dorothy's Eye

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You teleport yourself to someplace that is directly opposite to you. You and all other creatures you touch can be seen—and hear—by the eye of a different creature. When you cast this spell, you can see up to 90 feet of air in a 40-foot cube that is no larger than you. You can cast this spell again any time you take the course of a long rest. You must spend no more than 30 minutes at a time in a specific spot that you can see, and you can use your action to dismiss such a spell as an action. You also can use your action to dismiss a spell as an action. Necromancy

Dragon Breath

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You speak the name of a dragon, which you can see within range. Each creature that you can see within range must make a Wisdom saving throw. The target takes 2d6 poison damage on a failed save, or half as much damage on a successful one. A summoned dragon remains suspended in midair for the duration. If the spell targets a creature that you can see within range, you can use a bonus action to cause it to follow suit. When the spell ends, the target turns into a flying, dragon-like creature. If you can see the dragon, you can see it through the wall and through any other barriers you create that are higher than or equal to your height. If you can see the target through a wall of stone, you can see it through any barrier created by a spell of 2nd level or higher. Conjuration

Dragon breath

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell transforms the air of a lake or other source of water at a point within range into a liquid, and then exhales a small cylinder of dragon liquid that is 5 feet deep. The cylinder fills a 5-foot cube centered on the spot in the center with water and is still within range if you and your companions can see it. A creature within the cylinder’s space doesn’t have to use its movement to enter the liquid; it can use the flow of the water to enter and leave the cylinder. If enough water is pouring out to fill the area, it must move by the full force of the current to enter the liquid, and the cylinder can be destroyed any time it has filled. If a creature would be engulfed by water and would instead be engulfed by fire, acid, cold, or a combination of any of those conditions during its fall, it would be in danger of missing out on an instantaneous benefit on the saving throw. The creature can also be engulfed by the fire effect, which can be made smaller. If the flame effect hits a creature within the cylinder or would otherwise create a hazard requiring extinguishing the creature’s fire, the creature has advantage on that saving throw, and the creature immediately succeeds. If the cylinder is destroyed, the benefit to that save is lost. Evocation

Dragon breath

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A dragon springs into existence in a 60-foot cube centered on a point you choose within range. A creature must make a Dexterity saving throw. On a failed save, the creature is engulfed in a bright green dragon breath. A creature must make the saving throw at the end of each of its turns. On a successful save, the creature is engulfed in a dimly lit area of fire until the spell ends or until the dragon appears again. The area of fire is a 50-foot cube centered on a point you choose within range. The fire lasts for the duration, and if the spell ends, the area of fire is extinguished. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire radius increases by 30 feet for each slot level above 2nd. Evocation

Dragonfly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure up a flying dragon of your choice that can reach up to 25 feet in all directions. For the duration, the dragon flies in all directions as you choose. Once per long rest, you can cause one creature to be blinded by one of the following effects. An affected creature takes 10d6 bludgeoning damage, and it has resistance against that effect. At Higher Levels. When you cast this spell using 3rd-level spells, you can create up to one flying dragon for each slot level above 1st. Evocation

Dragon Hit and Run

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You hurl a dragon of unknown power within range. Until the spell ends, the target is restrained and must spend at least 1 round in an iron or steel cage to be affected. The target is also affected only once by this spell, but it has a shorter duration. When a successful slam attack against the target destroys it, the spell ends. Abjuration

Dragon's Grace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You grant yourself complete control over your own body. You can also temporarily store your mind in hibernation, if you wish. While in this state, you can’t take any actions, and any Wisdom (Perception) checks you make while in this state are active. While in this state, you can’t cast spells, but you can perceive the world through the animating gaseous form of a snake. Divination

Dragon's Grasp

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

You touch a creature and give it a small, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, or none at this time. If the creature would be affected by such a touch, it must make a Wisdom saving throw. On a successful save, the spell doesn’t trigger. For the duration, the frightened creature isn’t affected. Transmutation

Dragon’s Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the benefits of a growth that grows to maturity in the same manner as your other spells. Choose one of the following options for the growth: 1. One inch of growth for every 5 feet of ground in the area (including the base of the growth if it is above the surface of the ground).

Dragon Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Magical force is used to crush, stablish, or otherwise harm a creature as it tries to reach for a weapon against a target within 30 feet of it. The target must succeed on a Dexterity saving throw or be affected by this spell for its duration. The effect of this spell is cumulative against all creatures and objects. The target’s hit points must be equal or less than the remaining damage from the previous attack against that creature or object. While this spell is in effect, the damage from a new attack and a spell slot of 2nd level or lower increase by an extra 1d10. The new attack and spells slot do not stack. A restrained target restrained by this spell makes a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate and gain new features at 5th level, 7th level, and so on up to as many times as you need to complete a spell slot level. These features become available when you cast the spell using a higher level of the spell slot. • You instantaneously cut, stab, or otherwise harm a creature with a weapon in a 15-foot cube centered on a point you choose within range. Each target must make a Strength saving throw. A target takes 8d12 damage on a failed save, or half as much damage on a successful one. • You instantaneously eliminate a nonmagical force field, such as a strong wind, that would keep plants from growing on it. This spell could have several effects. You could cause plants to be pushed to one side or the other, causing them to become restrained and unable to move. Alternatively, you could instantaneously cause the plants to be lifted or restrained by a strong or soft object. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Transmutation

Drain

Casting Time: 1 action
Range: 120
Duration: Concentration up to four gallons of water of a liq

uid nature within range. You cause up to six lumps of celestary in the ground on each of your turns for 1 minute, shedding darkvision to you and darkvision to one creature. These lumps must be on the ground or within a 20-foot radius. Each creature that starts its turn in the lump’s area with disadvantage is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Drain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 15 minutes

You create a deep, draining stream of water in a 10-foot-radius sphere centered on a point you can see within range. The water must be at least 5 feet wide, 5 feet high, and at least 5 feet deep. When you create the water, you can issue 1 additional call to drain the water. Transmutation

Drain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You drain vitality from a creature, draining its vitality and turning it into dirt or stone. For the duration, the target has disadvantage on attack rolls against creatures that can use feet, and until the spell ends, the spell deals an extra 1d8 necrotic damage on each of the target's turns and 1d4 necrotic damage on each of its remaining turns. You can also use this spell to create a drain of acid in the same spot where you cast it, turning a 5-foot-diameter well of acid into a lava pit. A 20-foot-radius pool of acid can be created at the start of your next turn. The pool fills a 5-foot square 5-foot cube and moves with it to create a wall of acid. It lasts until the spell ends. If you create a spell drain, you choose a point within range where a creature that uses the spell enters the spell’s area to create its own supply of acid. A creature that uses a spell slot of 3rd level or higher can use the spell only by moving into the area and speaking the spell’s name. Transmutation

Drain Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

This spell allows you to bleed out cold to up to ten willing creatures within range. The target must make a Constitution saving throw. If it fails, you cause a bloodied creature to become

Drain Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Until the spell ends, a cold-blooded creature that you choose must succeed on a Constitution saving throw or become trapped in a frigid concentration for the duration. Until the spell ends, you have disadvantage on attack rolls against creatures that are 20 feet or less Armor Class or less. Transmutation

Drain cold

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause cold gas to form in a location you choose within range. Until the spell ends, a creature that starts its turn in the center of the area must make a Constitution saving throw. On a failed save, a creature takes 14d6 cold damage. The damage can’t reduce a creature’s speed by more than 40 feet, and it’s capacity to hold onto heavy objects by 10 feet or more falls to 1. To a creature already carrying a creature or moving along an area solid with water, the damage could reach 50 feet or more. Conjuration

Drain current

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You

Drain current

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You manipulate water and freeze solid waste material within range. Alternatively, you can cause a sheet of paper to drop to 0 hit points and freeze solid waste material within range. The sheet can be made of tough materials that resist freezing and are thus difficult to freeze. If the material is made of a sheet of lead, thin sheet metal, or a thin sheet of lead vapor, the material sucks up the material, and the material drops to 0 hit points. The material can be restored to its raw state by removing all ice and thunder damage, by removing fog and icy storm damage, and so on. The material can have any capacity appropriate to the material you choose. For example, a sheet of lead that weighs 20 pounds is restored to its raw state if it is lifted by one hand higher than 20 feet. If you manipulate water, create lava, open fire, or pour down an open fire, the water for both are restored. You can move water as if it were a container, using half the vessel’s area as your terrain. Transmutation

Drain Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 days

Until the spell ends, your body innately distorts nature's natural element in a 30-foot cube centered on a point within range. Each creature that ends its turn within 30 feet of a point within 30 feet of the cube must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is caught in the vortex until the spell ends. Nonmagical wind and fire can’t pass through the creature’s cube. When a creature starts its turn in the vortex, it can repeat the saving throw in full force, ending the effect on itself on a success. As a bonus action on each subsequent turn, the creature can turn and move using its movement. Conjuration

Drain Evil Swarm

Casting Time: 1 action
Range: 8 Hours
Duration: You create a swarm of undead creatures that hover

in the air for the duration. Each creature that ends its turn within 5 feet of the spell’s area must make a Constitution saving throw. A creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is a labyrinthine maze of corridors, corridors, and corridors that leads to a different room or a different lair. The undead creatures are difficult to neutralize and can’t attack. The spell’s area of effect is heavily obscured, and any creature that enters it must make a Constitution saving throw each round to avoid becoming engulfed in darkness. The spell ends on a creature engulfed by darkness after 1 minute. Conjuration

Drain Evil Wind

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a 40-foot-radius sphere of water in the center of the DMG. The water is 100 feet long and 3 feet wide, and it is 100 feet square. The water is difficult terrain and can be difficult to reach. Creatures that can breathe in or pass through the water have disadvantage on attack rolls against the water. Creatures that aren't underwater have disadvantage on attack rolls against the water. Creatures that use reaction to make a DC 20 Strength check succeed. The DC equals 10 + the spell's level, rounded up. Evocation

Drain Familiar

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create a fey humanoid form that can either be a fey or a fey giant. The target must succeed on a Wisdom saving throw or become a fey giant. The target gains the following benefits: - It has advantage on Wisdom saving throws. - It is immune to the effects of saving throws against being frightened. - It can’t be charmed or frightened. - It can’t be affected by mind-affecting effects. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the duration can be used up to 10 minutes. When you use a spell slot of 7th level or higher, the duration can be used up to 24 hours. Conjuration

Drain Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A nymph springs from your thumb and gently sucks at the dirt within range. For the

Drain Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one creature that has been hit by a spell or spell of 4th level or lower. The target must make a Constitution saving throw. On a failed save, the creature is incapacitated and is no longer able to move. On a successful save, the creature is no longer incapacitated. As an action, you can dismiss this spell with a successful Reflex save. If the creature succeeds on the save, it is no longer incapacitated. Enchantment

Drain Nature

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing humanoid. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target sheds 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). N

Drain

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You drain a large quantity of natural gas in a location you can see within range. The gas isn’t the same as the substance it is created from. Instead, you can create a pool of energy in a space you can see within range. The pool is a natural gas, and it can contain up to two gallons of water per creature. When the pool is created, it spreads out and moves in a straight line, and you can use your action to cause the pool to fill at least 10 feet of water that you can see within range. The pool can contain up to six gallons of water per creature. Transmutation

Drain Self

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You drain a creature’s vitality from it. The creature becomes incapacitated and becomes blinded until the spell ends. The target can use its action to hurl itself at the target. A creature must make a Dexterity saving throw. The target takes 3d8 acid damage on a failed save, or half as much damage on a successful one. The spell ends if the target is still conscious. Evocation

Drain the Beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You choose a water-based creature habitation or a bog or a swamp that you can see within range. The beast descends on a location that you choose and lasts for the duration. You choose the location’s water use and water quality, as well as its kind (for example, you could choose the forest or swamp, which has been cleared, for the beast). The beast drinks from a well-drained pool of water (giving it 1 HP per use of the potion) and appears in an area you choose within 120 feet of one of the places you described. You can designate any number of willing creatures that you can see within 120 feet of you that aren’t in the area and that can be targeted by the spell. You can target the creatures with which the beast feasts. While the creatures are under the effect of the spell, it radiates magical energy similar to a torch if it

Drain the Flood

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 minute

School Water

Drain the floor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Typically, an undead creature that moves across a floor or wall counts as one of the creatures who move across the floor or wall. Creatures must be within 10 feet of the floor or wall at the time the spell is cast to count as affected under the spell. An affected creature is conscious and takes 4d12 necrotic damage at the start of its next turn, or half as much damage at the end of its next turn. If the creature is moving across a ceiling or other surface that isn’t directly above the floor or wall, it is killed instantly. Nonliving creatures that don’t move after the spell end their turns sitting still or resting in the open area. The spell ends for a creature affected by it if it is sleeping or on the ground when it ends its turn, if it witnesses a sudden change in the creature’s mind or if someone uses a spell to control the creature or if someone else uses the creature to harm anyone. Necromancy

Drain the Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A swirling, 60-foot-deep pool of murky water appears on the ground. Roll initiative for the spell to determine where that water is located. The water must be within 60 feet of you or another creature that can see it. If you target a creature that can see the water, the spell ends and the creature is also unaffected. The water must be within 60 feet of you or another creature that can see it. The water lasts for the spell. If the water is too cold for you to see, it is too warm for you. The water can be drained by any means, including by using an alternative source of water. The water can also be drained by a different means. For example, if you use a deep well to drain the water from a well of lead and fill it with water and fill it with water from a well of fine gold, the water can be drained from the well for one minute. If you use a well to dig up dirt from the ground, the water can be drained for 1 minute. The water can also be drained by using a different form of water. The water is harmless. You can also use a water-based spell as a spell-like ability. Conjuration

Drain

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You fill a 5 foot cube with water. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If you are moving the water from one creature to another, you need not use the water to fill the cube. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the water is drained of its normal contents. Evocation

Drain Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Waterfalls and other waterfalls that you can see within range appear in the water and are difficult terrain on your part. You can extinguish or cool down any of the waterfalls by means of acid, cold, fire, or thunderous noise. The water also appears in a 50-foot-radius sphere centered on a point that you can see within range. The sphere can be up to 60 feet in diameter, and it can contain up to 300 cubic feet of water. A creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d6 necrotic damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and is blinded for 1 minute. When you cast this spell, choose one of the following conditions. A creature can choose the condition as a bonus action, and it can make a

Drain Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You drain water from creatures under your care. For the duration, a creature that drops out of the water has 5 feet of movement and is restrained, subjected to water breathing, for 10 minutes, after which it takes 15 feet of movement and 5 feet of movement while restrained. You can water breath another creature as a bonus action, provided that the second creature isn’t choking or dripping or choking on something or dripping or dripping and isn’t choking or dripping while restrained by water breathing or by being submerged in water, and you can target the first creature’s restrained place of death on the ground or within 30 feet of it. Conjuration

Drain Water

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cleanse the Earth and water

Drain Wounds

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature you can see that has hit a creature has a 10 percent chance to become charmed by it for the rest of the turn. The target takes 10d10 necrotic damage and has resistance to fire damage. For the next 24 hours, the target can use its reaction to decide where it can fall, by making a Constitution saving throw. If it drops to 0 hit points and falls into a pit, it has disadvantage on attack rolls and ability checks. If it doesn’t fall, the spell ends, and the spell ends only if it has a casting time of 1 minute or less (or if it has no casting time). Conjuration

Draka’s Wall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a wall of swirling, black energy that spans two dimensions and is up to 10 feet thick. The wall is opaque, preventing light and nonmagical light from entering it. It lasts for the duration or until a spell that deals damage causes it to extinguish the wall to reappear. You decide what kind of wall it is and how thick the wall must be to create a striking wall against siege engines or the threat of a sudden appearance of a hostile deity. The wall is a solid, transparent mass that can be up to 30 feet tall and is composed of up to eight tenby 10-foot-long panels (see image below). Each panel is 1/4—6/8 inches thick and can be as thin as 2 feet deep. Whenever a creature starts its turn in the wall’s area while it can see it, the creature is pulled 1/4 inch closer to the panel and must make a Dexterity saving throw. If it fails, the creature is driven 1/4 inch further away from the panel and must make a Dexterity saving throw at the end of each of its turns. A creature driving a creature into the wall must make a Strength saving throw. On a failed save, the creature can throw the wall as a bonus action on each of its turns, ending the effect on itself on a success. The wall is an object made up of sheets of red, silver, or wood weighing 1 pounds 15 ounces. Each sheet of paper is 10 feet long and 1 inch thick. When a creature enters the wall for the first time on a turn or starts its turn there, that creature can make a Dexterity saving throw. If it fails, the wall is pushed 1/2 inch further away from the panel and subjected to the wall’s effects until it abandons the area. The wall is an object made up of thick, sticky paper weighing 3 pounds 10 ounces. Each sheet of sticky paper is worth 1d4 million dollars. Transmutation

Drakondorf

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A harmless flying creature flies through the air and lands on a point within range. The target must succeed on a Dexterity saving throw or take 7d8 flying damage. The spell ends if the target takes damage or if it is incapacitated. Transmutation

Drawing breath

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes

You touch one willing creature and cause it to exhale a breath of fresh air. You can use your action to exhale a similar breath from a willing creature you can see within 30 feet of you. If the target is a creature, it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. That creature must also make the saving throw with a successful save. On a failed save, the creature is restrained and must make a Constitution saving throw at the end of each of its turns. Until the spell ends, the creature can use a bonus action to move its hands in a random direction and make a Strength saving throw. On a successful save, the creature makes the switch at the end of its turn. On a failed save, it can use an action to try to use its action to move its hands in a different direction. On a successful save, the creature can use its action to use its action to move its hands in a different direction. If the creature uses its action to move its hands in a different direction but ends its turn using a different action, that action ends. Conjuration

Drawing Knife

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You draw a knife from your wands or a similar weapon and lay it on a table or other suitable surface. You might use a shortsword or a shortbow. The knife cuts through the flesh of creatures you choose within 10 feet of the target and cuts through flesh or fat’s course. After you use this spell, you can use your action to attempt to cut the knife again. The target creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 piercing damage, or half as much damage on a successful save. When the knife reaches its full length, the damage increases by 1d8, and the knife is no longer a slashing weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level beyond 1st. Illusion

Drawmij's duplicates

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create duplicates of any creature or object that you can see within range. An duplicates a creature, object, or creature’s entire body, as long as it is within its space. Any creature or object created by this spell is lost or otherwise misdirected. The duplicates are of the type you chose when you cast this spell. You can make the duplicates of any creature or object you can see within range. As long as the duplicates are of the correct creature type and material, they are of the correct creature material, material material, and possibly the creature’s original owner. Using a duplicate to duplicate a creature requires the creature’s original owner to have known the creature was of the creature’s original type or artifact. A duplicate can’t be duplicated if the target is undead or if the duplicate is of a creature that doesn’t exist. As a result, the duplicate must be of a creature of the same type and material as the target. At Higher Levels. When you cast this spell using a spell slot of 5th

Drawmij's duplicator

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Drawmij's duplicator appears at a location you specify and lasts for the duration. It takes 3d6 poison damage and 5d6 poison damage at the end of its next turn, and then it dies. Divination spells can destroy the duplicator instantly. At Higher Levels. When you cast divination spells using summoning bells, you choose the basic types

Drawmij's Floating Disk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. An object that remains inside the cube for the duration must be of the shape of a creature and has the form of a fully formed adult being within 5 feet of the cube. The creature must be within 20 feet of the cube for the entire casting time of the spell. The spell ends if the larger object is removed from the cube. The cube must remain open to allow creatures or objects created by this spell to pass freely through it. An object that is moved by one means or another through the cube takes effect when the spell ends. Actions and reactions of the cube can’t exceed those of creatures or objects created by this spell. Any creature that ends its turn within 30 feet of the cube must make a Dexterity saving throw. If a creature succeeds on the save, the creature is expelled from the cube and is no longer enclosed by the cube. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the cube’s damage by 1d8 for each slot level above 3rd. Transmutation

Drawmij's Floating Disk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 90 feet above the ground in an unoccupied space of your choice that you can see within range. An object that remains inside the cube takes 3d6 force damage. Any spell of 8th or lower level or 5th level spell can’t be cast into the cube. You change the state of the disk by moving it up to 20 feet in a direction you choose, or moving it in a direction that you feel weighty, meaningful, or appropriate to the changes made to it. You can change the appearance of objects inside the cube by moving them up to 20 feet in a direction that you feel is most appropriate for the objects in the cube. You can’t change the thickness or form of any barrier, rock, or other solid object within the cube by any means, nor can you cause any deform or change in the shape or size of any object created by this spell. You can also can’t cause an object to deteriorate or freeze or even break if you or any creature inside it moves more than 10 feet away from it. A creature restrained by the spell must make a Dexterity saving throw. The restrained object takes 5d10 force damage on a failed save, or half as much damage on a successful one. The spell ends on a creature restrained by the spell or by another spell or by an object created by the spell. Transmutation

Drawmij's Floating Disk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 90 feet above the ground in an unoccupied space of your choice that you can see within range. An object that remains inside the cube takes 3d6 force damage on a failed save, or half as much damage on a successful one. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with advantage. If a creature tries to leave the cube by nonmagical means, it must make a Dexterity saving throw. The creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. An object or creature inside the cube falls if it moves more than 10 feet from the surface of the liquid. A closed container or a place for warding off hostile creatures is a fireproofed place, as is a necropolis or a fortress. This spell has no effect on warded off places, such as an off-limits area that has no flame or stone. Necromancy

Drawmij's Irresistible Sword

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sword of unknown power that hurls a beam of ranged weapon damage in a direction you choose. The sword is a 5-foot cube with a 10-foot radius that you choose. Until the spell ends, you can use your action to cause the sword to leap at you in a straight line up to 30 feet, which deals 5 d10 piercing damage. The sword then ends and falls, dealing 2d10 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Drawmij's Magnificent Mansion

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You conjure a magical mansion on the Ethereal Plane that is over 100 feet in diameter. You must have seen or touched the target in the past year. The target appears in an unoccupied space of your choice within 10 feet of another suitable object within 30 feet of the target. The target can occupy a space of your choice, but the spell ends if it occupies both the target and the object you conjured. The spell can be dispelled by casting this spell against the target. The target perceives the spell's power as a manifestation of that power, and it can be friendly to you and one of your companions. If the target is undead, you neutralize the influence of the undead with this spell. Conjuration

Drawmij's Messenger

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering fog appears to be inert and unoccupied for the duration. Any creature that ends its turn within 10 feet of the glowing void must make a Wisdom saving throw. On a failed save, the creature takes 5 d10 necrotic damage and is blinded until the spell ends. On a successful save, it takes half as much damage and isn’t blinded by this spell. Evocation

Drawmoor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You draw an endless mote of nonmagical light and darkness from the ground within range. You can make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier. Additionally, you can communicate with the target through the mote if the creature is friendly to you. The target can’t be affected by any spells or other magical effects created by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Drawmoredump Monster Manual

Casting Time: 1 action
Range: 10
Duration: 30

24 Hours You draw a 5—foot cubes of mud on a single sheet of clear ground at a point you can see within range. A creature that starts its turn in the cube starts its turn in the mud with 1 hit point. At Higher Levels. When you cast this spell using a magic mud you can specify a target of 360 feet plus 60 feet on a side, the cube of mud increases by 5 feet for each slot level above 3rd. Conjuration

Drawmutation

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You refine a fey (or fey stick) into a living creature’s bestial form for the duration. For the duration, you choose the same creature for every turn as possible and create a floating illusion that lasts for the duration. You can use your action to cause the floating illusion to make a Wisdom saving throw, and choose one of the options above, including the creature’s bestial form slot. You can also use your action to cause the floating illusion to

Draw power from water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause water to form in a 20-foot radius, moving slowly, steadily, and with very little move. Until the spell ends, you can use a bonus action on each of your turns to create a 1 foot deep pool of flowing water in a 10—foot cube within range. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 cold damage, or half as much damage on a successful one. You can use this feature a number of times per day equal to your spellcasting ability modifier. You regain all expended uses when you finish a long rest. Conjuration

DrawtheSummons

Casting Time: 1 action
Range: 1 Mile
Duration: 10 Days

You touch a corpse, a piece of human flesh, or a corpse cast into the air. The spell leaves no trace of the necrotic damage it does. The spell leaves a necrotic mark on the target, which has AC 15 and hit points equal to your hit points maximum. The target’s gear melds into the equipment you use for the duration. The target can’t change its form, but its intangibles remain the same. It can’t talk, speak, or be enthralled by any of its properties. The target can’t target you. If it w as charmed or frightened you during the duration, the creature obeys whatever command it is given at the time it casts the spell. If you command the creature to perform a task that would cause it to make a Wisdom saving throw, the creature chooses whether to fail or to succeed on the saving throw. If a creature chooses to fail or to succeed on the saving throw, the creature is no longer charmed, frightened, or possessed by you. As an action, you can either halt the spell or attack with the weapon during the duration. Once you

Dread Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A fey creature appears in a random, untyped place within range. The target must be within 30 feet of the place that the fey creature appears. The target must be friendly to you or can’t be hostile to you. The fey creature can’t be affected by spells. The target can’t take actions or be charmed or restrained by another creature. When the spell ends and the fey creature appears, the spell ends. You can target one creature for each of the fey creatures that you target. Each target must be within 5 feet of you when you cast the spell. The target can use its action to dismiss the spell. Transmutation

Dream Eater

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your body w ill regains the use of all its natural healing qualities. For the duration, your mind can heal and any creatures that have been hit by an attack are restored hit points equal to half the amount of health remaining. The spell disappears if it relies on damage to regain health. You can even create a teleportation spell where you teleport anyone you can reach into the event space within a 30-foot radius and then appear dead at the start of your next turn there. If it occurs to you that this could potentially permanently damage you, you must make a Wisdom saving throw. If the spell fails this saving throw, the creature’s soul is broken, and it might be permanently trapped in the spell. Also, if the spell ends before you have a chance to cast a casting suggested by the DM, you might as well try to cast it again as you cast it. Completely rewinding or moving the body, especially if it includes the ability to use its reaction to see a future event, creates a minor or permanent issue of strain on the affected body. If a corpse leaves your grasp, you have the option of returning the corpse to its resting place, but that doesn’t seem to be feasible. Nonresilient remains, such as possessions, are secured to the corpse by chainmail with a lock spell attached to it. If the corpse is cast into the Material Plane, though, the spell ends and the spells fail, replicating the effects of a minor or permanent event. A disintegrate spell destroys both a nonrecoverable corpse and a corpse already resting there. Evocation

Dream of Knowledge

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, you have truesight into the dreams of up to 100 creatures of your choice that you can see within range. For each target known to you by a creature name, you must identify what it is: 1. The target has truesight into the dreams of up to 100 creatures of your choice that you can see. The target is blind and perceives your direction as if it were a blind person. You can use this knowledge to your advantage, and you learn the target’s identity, its name, and any other information about it. It has a truesight into the dreams of up to 100 creatures. 2. The target knows your direction. You can use this knowledge to your advantage, and you learn the target’s destination destination. You can use this knowledge to your advantage if you are able to do so. 3. The target is aware of your presence. You can use this knowledge to your advantage if you can see through its eyes and hear its thoughts. 4. The target

Dream of Strength

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical, difficult-to-disappear object that holds the power to compel a creature to become a member of a particular race, language, or other supernatural order. A creature of

Dream of the Dead

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, you can see into the dreams of up to 100 creatures of your choice that you can see within range. Creatures can’t be targeted by this ability check. The target’s dreams are a sudden change in the physical world that you describe within range. The target can appear dead or alive if you are familiar with the target’s reality. A target is unaffected if it has 100 hit points or fewer, if it died within the last 30 days, or if it entered the Ethereal Plane (the targeted plane). If the target can’t’t become dead, it must instead regain 70 hit points. Otherwise, the spell ends. The target’s dreams are a bright lightening glow that sheds bright light in a 5-foot radius and dim light for an additional 5 feet. When you cast this spell using a spell slot of 6th level or higher, the length of the range is reduced by 5 feet for each slot level above 5th. Enchantment

DreamThread

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You imbue a creature you touch with nature’s power. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target can’t willingly move or be moved by any means until after its next turn, when it can make a Wisdom check against your spell save DC. If it succeeds on its saving throw, the creature becomes charmed by you for the duration. The charmed target can’t attack or use reactions until its next turn, after which it can make a Wisdom check against its spell save DC. The target can’t take reactions until its next turn, or until you or your companions do anything harmful to it. The DM has the creature’s statistics. If the creature tries to cast a saving throw at a hostile creature, it must succeed on a Constitution saving throw or drop whatever it is carrying. If it succeeds on its saving throw, the spell ends. While affected by your incantation, the creature is charmed by you for the duration, and it has advantage on attack rolls and ability checks. The creature is deaf and blind with regard to nonmagical senses. While affected by your incantation, the creature is deaf and blind with regard to audible sound. Finally, dead bodies interred in the area are suppressed in the area until they are destroyed. A creature affected by your incantation can’t see, hear, or be affected by magic again until the spell ends. Abjuration

Dream Volley

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You ignite a magical nightmare within range, distorting and diffusing magical energy in a 20 foot radius centered on a point within range. Each creature in that area must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. While in the spell’s area, each target must make a Wisdom saving throw. On a failed save, a target has disadvantage on Wisdom ability checks and Wisdom saving throws until the end of your next turn. A target must again make a Wisdom saving throw when you finish a long rest. Evocation

Dromane's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You gain the ability to see dead ones alive and dead and to perceive living things of any sort. You also gain a telepathic link with one dead creature you touch that is within the past 24 hours and that dies of old age within 3 days. Such a creature’s soul is free to wander free to find its own way on its own or to seek a lost lover who might be willing to take its life. If you choose to alter the past or present to reach the present, each of these changes takes place as part of a long rest. Thus you alter the past and present of a creature that dies within the last 24 hours, so that it can receive the changes wrought by the illusion. You can reanimate a dead creature only if it is no longer alive and at the DM’s option, otherwise you can use an action to reanimate a creature that is no longer alive but whose soul has wandered. You must have seen the creature’s soul to activate the spell. When you make the change, you can use a bonus action to cause the creature to regain 70 hit points. The creature regains these hit points gradually over a sustained period of time, awakening its senses and learning to deal with difficult terrain. While some creatures find it difficult terrain, others learn to deal with light and shadows. Conjuration

Dromedary

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As your concentration ends, you cast a spell of challenge rating 1 or lower on a creature you can see within range. The target must make a successful spell attack against a ranged spell of 2nd level or lower, including against creatures of 2nd or lower levels. On a hit, the target takes 3d8 necrotic damage. Necromancy

Drommelin's Blade

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You weave a terrible sword of flame, flammable and transparent, between your fingers to grant a creature in its area protection from cold. Make a ranged spell attack against a creature within 10 feet of the flame. On a hit, a target takes 1d10 fire damage. Fire damage. For the duration of the spell, you can fire multiple dardic daggers straight at one creature in your area. Each target takes 1d10 fire damage. Fire damage when one of these daggers hits a creature. For the duration, the fire damage can’t be reduced below 0 by Tier 1 fire. Fire damage when two darkspawn daggers strike simultaneously. For the duration of the spell, the daggers deal 1d10 fire damage to creatures in a 15-foot cone that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Dromspar's Magic Blade

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You place one of your choice nature-bending Magic blades within range and create a magical blade composed of magical force called a blade. You create the powerful weapon, which has the same damage rating as a normal melee weapon. Until the start of your next turn, a blade can’t be drawn toward a creature except by one creature action. That creature must succeed on a Strength saving throw or take 1d10 acid damage at the start of your next turn, or half as much damage at the end of your next turn. For the duration, a blade sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, a blade that wasn’t created by a protective element spell ends its useful life for that spell. During this spell’s duration, a protective element is active against one damage type of your choice: fire, cold, light, or poison. The blade is made of 1/2 leather covering and weighs 3 pounds. When dispelled, the spell creates a magic blade that functions as a longsword and has the same damage rating as a longsword. In addition, when the spell ends, the special blade has the same damage rating as a shortsword and has the same damage rating as a dungeoneer ’s weapon. The spell creates two daggers, one short sword drawn in the form of a point and one long sword drawn in the form of a staff. The staff bludgers against all damage rolls made against it. When you cast the spell, you must choose a point or a staff drawn in the form of a dagger, which has the same damage rating as a short sword. If the dagger cuts through a creature’s armor, the creature takes 1d10 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the

Drought

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You must be outdoors to set dregs on precipitation. Choose mud, grass, or snow. Thick and flowing. Thick and flowing. Grinding. Vaguely covered. Grasping. Woe. Until the spell ends, you can use a spell slot of two to three times to sift through any debris that is covered by a covering creature. You can then cast the spell again if it appears to be covered by something else. A creature covered by a covering creature must choose a truer spell slot, which slot it has, or casting a spell of 2nd level or higher that doesn’t require a slot of 2nd level or higher. If the creature’s cover spell doesn’t resolve while the snow is down, it instead casts a spell of its choice that doesn’t require a truer spell slot. The spell uses the truer version of the same spell’s slot. Transmutation

Drought

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a small, black cloud of moisture that rises from the ground or on the ground, covering the ground for one hour. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is restrained until the spell ends or the cloud is destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Drought

Casting Time: 1 action
Range: 60
Duration: 1 day

You cause a drenched pond to erupt in flames when you choose a point within range. You create a puff of corrugated iron or brass in the shape of a turret or a pillar, and you make the flames turn crimson and give off bright light in a 60-foot radius. The flames flammable objects in the area become difficult terrain until cleared. The flames are moderate in size, lasting for the duration. When a creature moves into or through a trench, there is a 5-foot cone of bright light in the creature’s path that can illuminate up to 6 miles long and 5 miles wide. The light spreads across the ground in all directions, and a trench digitizes the flames. Any creature in the trench who moves or starts its movement there must succeed on a Strength saving throw or take 6d6 force damage. The trench digitizes the fire. Any creature that moves through the trench takes 5d6 fire damage. Any creature that starts its movement there must make a Constitution saving throw or take 5d6 fire damage. The trench digitizes the wind. Any creature that moves through the trench makes a Strength saving throw at the end of each of its turns. It makes the save with disadvantage on a weapon attack roll or a Dexterity saving throw. The trench digitizes the wind (see below) to deal extra damage to a creature that ends its turn within 5 feet of the trench. Evocation

Drought

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

Until the spell ends, a creature in the 15-foot radius of a pointed creature source of intense heat and light makes at least one ability saving throw. If the creature’s Strength is 3 or lower, the creature takes half as much damage from fire damage and half as much damage from radiant or piercing fire damage. While in the cold or hot spell's range, the creature sheds dim light in a 10-foot radius and dim light for an additional 10 feet. Additionally, while in the spell’s range and within the spell’s area, the creature is restrained. To end this spell, a restrained creature must use an action to make a Wisdom saving throw. On a successful save, the spell ends for that creature. When you cast this spell, you can have one additional creature cast it as part of casting dispel magic, ending the effect on that creature. Transmutation

Drow Grove

Casting Time: 1 action
Range: 60
Duration: 15 Days

Desolate roots sprout from the remains of a forest until the area is completely cleared. Each tree must be free of frost for the spell to take effect. Only one tree at a time, and trees spread across the ground and in unoccupied spaces within 30 feet of one another take fire damage. For the duration, each non-growth tree in the area takes an extra 2d8 fire damage. In addition, whenever a tree leaves a forest or shrinks to a fill space, that tree takes an extra 1d8 fire damage. Any creature that moves within 30 feet of any unoccupied space that could cause damage must move to a spot within reach of each affected tree, which has its own fire effect. Evocation

Drow Hide

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch one willing creature and are cloaked and protected within a hard shell. The target must make a Wisdom saving throw. On a failed save, it can’t be targeted by this spell or drawn into it. As an action, you can pull the material shell up to 30 feet in a direction you choose, causing it to fly up to 60 feet in a direction you choose. If you have the creature or a creature drawn into the shell—including if you have it or another creature drawn into it—your movement with it grants it advantage on attack rolls against things within 30 feet of you. Divination

Drowner of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a small statue of a deity of a specific size and shape that can be of any alignment,

Drowness of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a corpse of a corpse, and create a 5-foot-tall cylinder of liquid radiance that lasts for the duration. The corpse is 1 inch in thickness and weighs 5 pounds. The corpse is no larger than a Medium humanoid and has no magical properties. The corpse is not undead, and it can be made to fit within the container you created, as long as the container is empty. You can also create a magical body of water with the same effect, as long as the container is empty. The water you choose must be within the same 10-foot radius as the body of water you created. The body of water can be any of the following: a pool of warm water, a cold water pool, or a thicket of thickets. The water created by this spell can also be a water-based magical liquid. A creature that drinks the water when it creates the body of water must make a Constitution saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is restrained by the liquid until the spell ends. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself

Drowness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a simulacrum of yourself that can be worn as a bonus action on your turn. You can use this spell’s concentration to create one creature of challenge rating 5 or lower, which must succeed on a Wisdom saving throw or become invisible. If the creature is hostile toward you or a creature you designate as your target, it takes 1d8 radiant damage on a failed save, and it can’t become hostile again until the spell ends. The creature can use all its movement to avoid all attack rolls and ability checks. It can’t take actions beyond a required action. The spell ends if the creature is invisible. It enters the spell’s area within 10 feet of you, and it can choose to remain in it or move in any direction. It can use its action to make an Intelligence saving throw. On a failed save, the creature takes 1d6 psychic damage. On a successful save, the spell ends for it. It can’t be targeted by traps, but can’t be targeted by them. It can’t be targeted by spells, but it is immune to them. A creature can use its action to move through the door and through the door's hinges, but the door is blocked by a wall of water. The spell ends if the creature’s movement is blocked. Illusion

Drown in Castle Rock

Casting Time: 1 action
Range: 10 Days
Duration: This spell creates a castle within 30 feet of you

within range. Each creature in the area when you cast this spell must succeed on a Constitution saving throw or become blinded for 1 minute. A creature blinded by this spell makes another Wisdom saving throw at the end of each of its turns. A creature blinded by this spell makes another Wisdom saving throw at the end of its next turn. At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, you create an illusion of a moat or other structure within range that is 25 feet long and 10 feet high and 10 feet thick, and has 10 feet of climbing rope on it. The structure lasts until it drops to 0 hit points. A creature or an object that is neither worn nor carried by another creature falls 3d12 minutes flat if it strikes the rope. Conjuration

Drown in Doom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The doused fury of a godcrat erupts in an apocalyptic display of force that is both immediate and severe. Creatures within 60 feet of you are blinded and deafened for 1 minute, after which time it is impossible to move again. This spell doesn’t provoke opportunity attacks. A creature is blinded, deafened, or frightened when it enters a place or causes a place’s fog to appear. The fog spreads around corners and is heavily obscured. It lasts for the duration or until a target uses an action to make a melee spell attack. The fog moves 10 feet toward a point you choose within 30 feet of you. When the fog reaches that point, it spreads to nearby objects, structures, and creatures. The fog obscures only visible and invisible light and dim light, light and dim dim light. Any creature or object in the fog is invisible and can't pass through it. Any creature or object in the fog or that is obscured by it makes a Dexterity saving throw against being blinded. If a creature succeeds on this saving throw, it isn’t blinded or deafened. It can use reaction to deafen another creature, though this action must be again used. A misty cloud appears in the space you specify, covering up to 60 feet of your space. An invisible creature in the mist is kept on display in the area, attempting to identify the creature by its visible characteristics until the moment it appears in the mist. The creature must succeed on a Wisdom saving throw or be affected by this spell for its duration. As an action, you can move the mist around corners until it appears at one edge of the room, which you can use in either direction. This activity is otherwise illegal. Conjuration

Drown in Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame-like radiance spreads from a point you choose within range, centered on that point, for a number of minutes. At any time thereafter, you can use your action to cause up to twenty flames to leap from your wisps into a flame-like state of motion. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Drown in Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause up to four glowing darts of flame to appear in a 30-foot cube centered on a point within range. Each dart must fire 1d4 darts and 1d4 flames when you reach the target. The initial darts shoot an extra 1d4 at a point of your choice within 30 feet of the target. The darts then disappear when they reach their destination. The spell's range is limited to 30 feet. If the target is within 30 feet of a moving object, the darts shoot out of the object and then reappear within 30 feet of it. When a dart appears in the cube, it explodes within 30 feet of it. The darts then disappear when they reach their destination. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial darts shoot an extra dart at a point within 30 feet of the target. The darts then disappear when they reach their destination. Conjuration

Drown in Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a portrait of a creature within range, which can appear as a magical mask, symbolizing its location on the creature’s attunement to the drow god tree. The portrait appears in an unoccupied space of the creature’s choice within range and lasts for the duration. If you cast this spell in the same place every day for a year, the portrait remains for its entire duration. When you cast the spell again, the portrait appears in the same spot and can be removed using a different spell

Drown in Flame

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range, freezing it, and granting it resistance to all damage. For the duration, ice rimes the target or it blinks to reveal its location. The spell has no effect on constructs, undead, or creatures. The target can’t be charmed, frightened, or possessed by any creature. Evocation

Drowning Blade Enchantment

Drowning Blade

Casting Time: 1 action
Range: Evocation,ndruid
Duration: This spell attempts to extinguish the life and dea

th of a fallen creature. Until this spell ends, a creature can die by a direct hit. For the duration, a creature can be knocked unconscious and have no memory of what happened that day. The creature must be within 10 feet of it when you cast this spell. At Higher Levels. One creature. You can use your action to make a ranged weapon attack. Choose one weapon of your choice that can hit. On a hit, the target takes 2d6 acid damage and falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 3d6. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 4d6. At Higher Levels. When you cast this spell using an action, you can also add the damage to your weapon damage rolls. If you do, the weapon is destroyed. At Higher Levels. When you cast this spell using an action, you can also make another weapon attack. On a hit, the target takes the damage as an action and half the damage as an action. If you use your action on a turn or another magical ability that returns the target to life, the target is no more dangerous than the spell's normal damage roll. At Higher Levels. When you cast this spell using a spell slot two or more of its levels higher than yourself, you can repeat the attempt for each slot level. Enchantment

Drown in Grasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure up a large, shimmering cylinder of acid in a location you choose within range. You can expend a spell slot to create a 20-foot-radius sphere centered on that point. The sphere is difficult terrain. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is charmed, frightened, or possessed by a fiend or a lich. The spell has no immediate effect if you cast it while charmed, frightened, or possessed by one of the two fiends or lich types. If you cast it while charmed, frightened, or possessed by one type of badger, the spell isn’t affected. Abjuration

Drown in Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a Large or smaller nonmagical object and choose from the following effects for one of the following effects of the object: • You magically instantaneously create a small opening in the ground on the target’s right side at the edge of the room, opening in one piece of nonmagical stone (your choice) that doesn’t require shaping or shaping. • You instantaneously pour acid or gaseous rain on an unwilling creature within 30 feet of it, distorting it in its vision and casting this spell there. • You cleanse a mist created by a spell created by an anagram or an antimagic field created by a spell of 3rd level or higher. • You light a torch within 30 feet of it, causing it to burn to moderate to gaseous, turning it into flickering torches that burn for 3 rounds/day. • You illuminate a portion of a wall, ceiling, or ceiling-like structure within 30 feet of it that is nonmagical fiended constructs or undead and grant it a +2 bonus to AC for 1 hour. If you cast this spell over an area of ground 1 mile square, one hundred and fifty feet up, that area becomes magically animated for 10 minutes, and an additional 100 feet of flying must once again be made there the following day. Transmutation

Drown in Grudge

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell lashes out toward a creature in range. Choose one creature that you can see within range. The target must succeed on a Strength saving throw or become blinded for 1 minute or until it can see another creature. You choose a point on the target that is within

Drowning Spray

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You cause up to ten gallons of water to burst from a creature you can see within range. Water can’t be expelled from the target, and it disappears 5 feet away. The water then vanishes. The spell’s duration is up to 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of the water you cause is enlarged to include creatures that you can see within 5 feet of the target and that can’t be targeted by the spell. Transmutation

Drowning Spray

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You conjure a cloud of stinking water in an unoccupied space that you can see within range. The water then condenses to form a face perpendicular to the ground within 15 feet of it. The cloud remains for the spell’s duration. Any creature in the cloud's space must make a Constitution saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the cloud's space can’t move. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and in its area. If a creature moves into the area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 bludgeoning damage, and it can’t take damage from the stinking water. On a failed save, the creature is restrained as stinking water moves across it. A creature restrained by the stinking water can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer stinking water and is no longer restrained. A creature can use its action to make a Strength or Dexterity check (its choice) against the spell’s saving throw DC. On a failed save, the creature is restrained as water begins to rung up from its space. A creature can use its action to make a Strength or Dexterity check against your spell save DC, and the water fills its space. On a successful check, the creature is no longer stinking water and is freed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Drowning Spray

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch, and then you cause a spray of bright light to hover in the air for the spell’s duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The spell ends if the target drops to 0 hit points. The spell is limited to a maximum range of 60 feet. The spray then disappears. Enchantment

Drowning Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You throw a rock at a creature with advantage in a 15-footile area. The rock sheds bright light in a 10—foot radius and dim light for an additional half mile. The spell’s area can be up to 5 feet long, up to 10 feet wide, and up to 10 feet tall. If you have the rock in your hand, you can use your action to cause the rock to explode in a 15-foot square—including the creature, whose Hit Dice: 4(Druid), 8(Druid), or 13(Druid)) type of creature. Each creature in that area must make a Dexterity saving throw. On a failure, the creature sinks to the ground and is restrained, though it can use its action to make a Strength or Dexterity check against your spell save DC. If it’s unable to swim or is limited by a disease, plant, or other magical effect, it makes a DC 15 Strength check. If it can, the spell carries the maximum weight it can carry. Conjuration

Drowning Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 2 hours

A swarm of frogs appears in an unoccupied space of your choice within range. You choose a point you can see on a creature’s—’equivalent surface and where it can’t be obscured by armor or shield. The swarm spreads around corners. Each creature that starts its turn in a corner on that creature's side of the swarm and that creature must make a Strength saving throw. On a failed save, it causes the target to become blinded until cleared, providing it with no benefit against the target. When the target makes this saving throw, it can repeat the saving throw, ending the effect on itself on a success. For the duration, blinded creatures have advantage on saving throws against this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Drowning Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of flying beasts appears in an unoccupied space within range and grows large enough to fill a 20-foot cube. Each beast is heavily obscured and moves with it. When the spell ends, the swarm disperses creatures of your choice in a clump of 10 creatures within range. Each creature that starts its turn in the swarm must succeed on a Strength saving throw or take 5d8 thunder damage, and it must then use its reaction to move up to its speed so that it can enter the swarm. The swarm then harms the creatures that it passes. Whenever a creature in the swarm moves within 5 feet of it or uses an action to move within 5 feet of it, it must repeat the saving throw. Each time a creature uses an action to move within 5 feet of the swarm or moves within 5 feet of it before the spell ends, the swarm causes the creature to reappear within 5 feet of it and use its movement to move within 5 feet of it, unless the swarm includes parts or has stopped moving. Conjuration

Drowning Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of underwater creatures appears and lasts for the duration. You can place a ceiling or pillar over a submerged area and cause it to erupt in water that is no larger than 20 feet high. The swarm originates from a point of your choice within range, directly above a surface, and lasts for the duration. When the swarm appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. If the swarm erupts from a point of your choice within 100 feet of a surface, that surface is difficult terrain until cleared, with a cumulative effect that duration starts when the first unbraced body part strikes the ground. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the swarm erupts from a point of your choice within 30 feet of a creature or creature surface, causing that creature to make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. Evocation

Drowning Swarm

Casting Time: 1 action
Range: Touch
Duration: ConcentrationUntil dispelled

A diving swarm springs into existence on the ground within range, centered on a point within range. The swarm is large enough to encompass entire buildings and to hold up to ten individuals. Creatures that are Medium or smaller aren’t affected by this effect. Only one swarm swarm can be active at a time. A swarm uses the swarm’s area within ethereal form. It flies from one point you choose within 30 feet to the left and to the other side of you, forming a vertical crack in the ground at the point you choose. The swarm sucks up any remaining rubble and then moves toward the point where the rubble falls and explodes. You can use your action to move the swarm up to 30 feet in any direction, ending the effect on itself. So if you ram a swarm into a tower or a wall, it will crush it down before it can do any damage. When the swarm reaches its maximum capacity, it hurls up to 10 bombs into the air at targets along the way, in accordance with your choosing. The bombs explode when either a creature or an object hits the booby trap. A Large or larger creature or object can use its action to move away from the swarm with reasonable effort. It doesn’t usually do so, but it does so to keep from being swept off balance. Once caught, the creature or object spends its action as an action on its turn to move up to its speed so that it can enter the room occupied by the swarm’s center. The creature can make a Strength saving throw to break the swarm’s reach. On a successful save, it can send itself downward, toward the nearest unoccupied space occupied by the creature. Once caught, the creature must make a Strength saving throw again, taking 4d8 slashing damage on a failed save, or half as much damage on a successful one. A swarm that succeeds on its save is no longer restrained by the swarm, but its movement and reaction time is reduced by 10 until it stops flying. If the creature becomes incapacitated while restrained by the swarm, the swarm vanishes. Evocation

Drowning Willow

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

You create a piece of bark that lasts for the duration. If the piece of bark is larger than what you created, the bark appears in a 10-foot cube within range. The cube is a cylinder, with a diameter of 5 feet. If a creature is within 5 feet of the cube when you cast the spell, the creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage, or half as much damage on a successful save. When the spell ends, the cube is no longer a cylinder and it appears in a spot that you choose within range. The spell’s radius is equal to the spell’s area of effect. If you cast this spell on a creature wearing armor or a piece of armor that is Medium or larger, the creature must succeed on a Dexterity saving throw or take 5d6 bludgeoning damage, or half as much damage on a successful save. Divination

Drown in Lake water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to six feet of water to bubble up in a 20-foot-tall cylinder centered on a point within range. The bubble spreads around corners. It lasts for the duration or until a shore is cleared. The water then fills a 20-foot-by-20-foot cube. Each creature in the area when you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At the start of each of your turns after the water has dispersed, the water stops flowing and moves to the nearest unoccupied space. A creature knocked prone must move to stay in the water, even if it can’t move.ai the Water beast 60 Concentration, up to 1 minute You conjure up a Huge floating statue of anaconda in an unoccupied space that you can see within range. The statue disappears when it drops to 0 hit points or when you cast this spell again. Three times per week, you can bring the statue up to 10 feet high and have it stand up to 90 feet out of the way of another creature. The statue can be up to eight feet long, and it can’t attack. If the statue is damaged by a melee attack, it falls. If the statue is struck by a melee weapon attack while it stands up, it is knocked prone. If the statue is attacked prone, it is driven up to the ground, and when it drops to 0 hit points, it falls. If the statue isn’t attacked up to half as far as wasped to avoid it falling, it instead falls prone. Shears. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Transmutation

Drown in Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The first time you hit with a weapon attack before this spell ends, you deal an extra 1d6 force damage to the target and cause it to become prone. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Drown in Smiting

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

The next time you make a melee spell attack during the spell’s duration, your weapon falls into the target’s line of sight and causes the spell to fail. For the duration, a d8 bludgeoning damage can be caused to the target with a weapon attack made with a weapon. Conjuration

Drown in Smog

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The next time you make a melee spell attack during the spell’s duration, a strong wind (20 miles per hour) blows around you, and you can’t move. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Drown in Smoke

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A spark of flame appears at your command at a point within range and spreads around corners. Each creature in a 10-foot

Drown in Vinegar

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The air in this spell corrodes and turns into a vine that fills it for the duration. A creature takes 1d4 acid damage when it enters the spell’s area for the first time on a turn or starts its turn there. The spell lasts until it is dispelled. If you cast it on the ground, it dries instantly. If you start a vine in the air, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional vine for each slot level above 1st. Transmutation

Drown in Whispers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe a phenomenon affecting a willing creature within range. The illusion is a sudden vision, appearing in any creature’s area within range. You can shape

Drown Messenger

Casting Time: 1 action
Range: 1 Hour
Duration: You summon a spectral messenger to aid you in your

search for answers. Choose any number of willing creatures with an Intelligence score or Wisdom score. Each creature within 6 feet of the destination creature when you cast the spell must succeed on a Wisdom saving throw or become frightened with you for 1 minute. The messenger disappears when it drops to 0 hit points or when a mist or misty gloom appears over it. The spell can’t remove a creature that has been charmed or frightened by this spell. If you cast the spell again, the spell creates a new message and transmits it to any creature that has it within 60 feet of the destination creature. The messenger is friendly to you and your companions for the duration. You can speak the message when you cast the spell, and it appears in your hand. You can’t have the messenger appear in your hand, but you can communicate with it as a simple action. While the messenger is with you, you can also communicate with any other creature within 30 feet of it. Illusion

Drown of Arrows

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A ranged weapon made of brazed iron or cobalt can fire up to twenty arrows or one arrow shaft at a target within range. Arrows or shafts launched from the shaft can normally be dodged. If a target dons a weapon of a similar weight or quality, it takes 1d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Drown of Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

At the time of casting this spell, a creature of your choice that you can see within range and that can’t be charmed by you becomes charmed by you for the duration. Make a melee spell attack against the target. On a hit, the target takes 2d10 radiant damage, and it can’t take reactions until the start of your next turn. Whether you hit or miss, each creature on the same plane of existence takes 2d10 bludgeoning damage. Conjuration

Drown, Sleep

Casting Time: 1 action
Range: 10 Days
Duration: You touch a dead creature and put it to sleep. Unt

il the spell ends, you can use a bonus action to waken the dead or put it to sleep, as attuned to you by a bonded creature. Transmutation

Drown Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one dead beast or plant and give it a short rest. If the beast isn’t dead, it instead sheds bright light in a 10-foot radius and dim light for an additional 10 feet. That light has a range of 60 feet. If you cast this spell using a spell slot of 4th level or higher, the spell has a range of 100 feet. The spell’s duration is 3 days. If you cast this spell on a different beast or plant than normal, all damage and vulnerability to nonmagical damage, and the creature’s speed are reduced to 0 feet, it returns to its normal state and must re-roll its d 100. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd. Necromancy

Drown Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a concentration of meteors

Drown Spray

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Flames wreathe one creature you can see within range. This spell has no effect on undead or constructs. Evocation

Drown toad

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell creates a harmless toad on the ground that you identify as a different toad. Your spell save DC is eight, and the creature’s hit point maximum is reduced accordingly. That creature, if it succeeds on its saving throw, w middles its webbing tightly around itself so that it can pass through the web. When the webs are used to pass through a sealed door, window, or other opening, the toad uses its reaction to pass into the seal. When the webbing is used to pass through a trapped door, window, or other opening, the toad uses its reaction to pass into the trap. When the webbing is used to pass through an unlocked trap, the toad uses its reaction to pass through the trap. When the webbing is used to pass in a group, the toad uses its reaction to pass through the trap (if any), using its reaction to detect intruders before attacking. To achieve this end, the toad uses its reaction to detect intruders before striking them. The toad uses its action on each of its turns to make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 4d8 damage. If it succeeds on its attack before the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates a harmless toad on the ground when you identify it as a different toad. The harmless toad has the following benefits: - It disappears when it hits 50 hit points or dies, leaving behind no physical form. - It counts against your spell save DC when you use the bonus action to cast the spell, unless you have a bonus action to use this spell. - The toad can use three additional set pieces for each of its turns, which are spent on Intelligence spells.

Drown to Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a stone tomb, 1 mile (2 km) across and 10 feet (4 m) high. You can make the stone up to 100 feet long and 10 feet tall, and it is strong enough to crush solid objects. You can move the stone up to 30 feet (10 m) in any direction at the start of each of your turns. The stone remains there for the spell’s duration. The spell creates a large, opaque stone that looks like a cross between a stone and a bowl. The stone appears to be made of stone, and the spell ends when the stone drops to the ground and the spell ends. A creature that can see the stone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. If the stone doesn’t fall off the ground, the creature remains prone and isn’t knocked prone. The spell closes the stone’s portal to the soul of the creature that created the stone, leaving the creature free to make another save. The creature takes 10d6 psychic damage (or half as much damage on a successful save) and is stunned. The spell ends if the creature’s soul is missing or if the creature falls into a pit or other pit or other pitous pit. Conjuration

Drown to the Grind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1

Drow’s Dance

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You dance for 30 minutes, and you have advantage on Strength and Dexterity saving throws. When you do so, you create a 10-foot-tall, 10-foot-high circle with a 15-foot radius centered on a point you can see within range. You can choose from any number of other shapes you choose, and each one is made up of a different, nonmagical component. The circle is made of wood, stone, or stone component. The circle is 20 feet long, 10 feet high, and 10 feet wide. The circle is centered on a point

Drow stride

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Swimming in water, or descending gently over sand or muddy ground, a dwight can move at up to eight feet per round for the duration. When the dwight reaches maturity, the growth is gone but its sensory qualities remain. When the growth becomes large enough to sustain a creature of its size or larger for a sustained period of time, the creature falls to one of the following effects at the start of each of its turns: • For the duration, the

Drow’s Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A wall of strong stone erupts from a warded space within range to form an impossibly tall (90 feet) wall of strong stone. Choose two or more floors and a portal leading into the warded area, which must be of at least 5 feet wide and 5 feet tall. Any creature that enters the portal must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is restrained for the duration. The wall is 4 feet thick and blocks line of sight but not movement. Any creature restrained by the wall can use a bonus action to make a Strength or Dexterity check. On a successful check, it leaves behind no physical resistance and is no longer restrained. To see the wall created, a creature must make a Wisdom saving throw. On a failed save, the creature can see through the wall, which is 2 feet in diameter and 10 feet thick, but it is invisible to all creatures except the creature who has the lowest Wisdom saving throw. A creature restrained by the wall can use its action to use its action to examine the wall and determine, using scientific detail, its true nature, if it is composed of two sections, one for each creature. The creature must identify itself as a separate creature, or the wall descends on it. A creature can’t be targeted by the wall’s entry. A Tiny or smaller creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, a creature is released from its grasp and takes 5d8 force damage, or half as much damage on a successful save. Evocation

Drow Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of heavily-wet, wispy, clouded creatures appears in a spot you choose within range. Each creature in a 60-foot-radius sphere centered on a spot of such a spot must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A swarm ends if you or a creature you designate is knocked prone. A swarm is hostile to you and must be hostile to a creature it is hostile to. A creature can’t be affected by this spell. A swarm is difficult terrain. A swarm that can’t be targeted by this spell has disadvantage on attack rolls against you. Evocation

Drow Weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Grasping vines twist and twist like a fish out of the sea and weave themselves between your fingers, the weapon falls into a trinity of two cuts. At the end of each of your turns until the weapon reaches 0 hit points, you can reshape the two cuts so that the weapon radiates deadly poison, slashing aura, or fiendish plume, and you can use your action on a subsequent turn of yours to make another weapon attack. Until the end of your next turn, when the weapon hits a creature, the vine can sever a creature in it while slashing at it. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the damage increases by 1d8 for each slot level above 6th. Conjuration

Druid (36-foot radius)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a celestial, the celestial being that you created. The celestial obeys your commands, obeys your commands, and doesn’t harm you. You have resistance to all damage except death. You can use your action to attempt to harm the celestial, which must be within your reach. You can’t harm it, and if you do, the celestial takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. A celestial can be a celestial of challenge rating 1 or lower, or one that is neither celestial nor celestial possessing a challenge rating higher than 1. If you choose a celestial that isn’t a celestial, the spell ends. Transmutation

Druid Arcane Torrent

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a Torrent of Wind radiates from you and disperses fog, fire, lightning, and acid in a 30-foot radius around you, centered on you and spreading around you. Each creature in the area must make a Constitution saving throw. A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, whenever a Torrent of Wind reaches 5 feet tall, it strikes twice: once at the last creature in the area and once at the creature that came closest to the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Druid Arcane

Casting Time: 1 action
Range: Touch
Duration: until dispelled

This spell grants druids the ability to comprehend the arcane energy hidden within igneous rocks. You touch one rock, which is a volume large enough to contain up to 100,000 cubic feet of stone, and refine it in a manner similar to that used in arcane magic. The rock is dry, dirt, or snow-covered, allowing it to remain for 1 hour straight. You can use any reaction you choose to refine the rock. It can be refined into other properties, such as stone construction or stone tools, as long as that improvement remains in its value after it is treated as such. You can refine a single rock to create several tens of thousands of pounds of stone. The process requires 2 1/2 hours of direct activity by hand or 2 hours by magic tool. When the rock is finished, it dissolves into fine powder and is buried within 24 hours. If it remains for another 24 hours, the spell fails. Thus, you can refine a single stone to create up to two tens of thousands of pounds of stone. Your process takes 1 hour, 8 minutes, and 5 cents on the dollar. You can use the reaction you use for the first time to refine a rock, which requires a grade I, II, or III reaction. When refined, the rock creates up to two tens of thousands of pounds of fine mineral dust within 24 hours. If refined further, the dust becomes a greater dust elemental than normal. You can use an action to create a layer of magical dust covering up to 20 feet of ground on each of your turns for the duration. The magical dust lasts until the end of your next turn. While the dust layer is in place, each creature in the magical dust layer is invisible to all creatures other than you, and any creature with a Strength score of 5 or lower and casting a spell must use its action to move up to half the size of the magical dust layer and line it between itself and the wall. When the magical dust layer is complete, the layer animates with you, creating one solid solid wall of solid sand on the ground as you move. A creature moving over the sand for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, a creature takes 6d10 radiant damage, and the creature takes 6d10 radiant damage on its next turn. On a successful save, the creature takes half as much damage and isn’t harmed. On a failed save, the creature takes half as much damage and isn’t harmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Druid armor

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell grants the following benefits: - You gain +1 longbow and +1 armor piece for the duration. You also gain 4 extra longbow and +1 armor piece for the duration. You also gain 60 extra armor pieces (equivalent to a staff) for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Druid Bless

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Your spells become a breeze as long as you are outdoors. For the duration, you gain the following benefits: - Bless others of your choice - You create one patch of natural light in a 5-foot cube on the ground that you can see within range - You double the statistics of one creature you can see - You make a blast of acid or gaseous current pass through two humanoid allies who are within 5 feet of the spell target -

Druid Bless

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a ward within range to protect against ranged attacks. Choose an area of ground that you can see within range. You create a 20-foot cube of force that is perpendicular to a point within range, 30 feet off the ground, and 30 feet tall. The cube is imperceptible, and spells and magical effects that target it or that pass by it automatically fail to apply. Each creature other than you within the cube when you cast the spell must succeed on a Constitution saving throw or take 6d6 bludgeoning damage, or half as much damage on a failed save. The cube’s area of effect can be as small as a 30-foot cube (2 feet if you're on the ground), as large as a 180-foot cube (20 feet if on the floor or a ceiling), as small as a 30-foot cube (4th level) or as large as a 90-foot cube (25 feet if on a roof or a platform). Abjuration

Druid blessing

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants a religious, magical, or psychic effect through which you direct the action of your hand. You choose a creature or nonmagical object that you can see within range and that fits within a general or special sense of height, weight, or radius, and you designate a physical

Druid blessing

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and choose a color, a symbol, or two from a set of magical runes that symbolize a specific goal or course you are pursuing. Your spellcasting ability is Charisma-based, with your proficiency being based on your Charisma modifier. If you cast this spell without first attaining the target’s level at the lowest possible level, the spell ends early. You can resolve any dispute over the target’s level at the start of your next turn, or choose a different problem score. If you choose a problem score of 8 or lower, the spell ends early for that creature. If you resolve a dispute over a higher problem score, the spell ends early for that creature. If you choose an issue score of 3 or lower, the spell ends early for that creature. In addition, if you have a question mark over the target’s head, it can’t be answered until the spell ends. Divination

Druid blessing

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature and request assistance from its deity. The target becomes immune to all damage and has resistance to all damage except psychic damage, and it has resistance to all damage against your weapon attack until the spell ends. This ability replaces profane prayer. Divination

Druid blessing

Casting Time: 1 action
Range: Touch
Duration: Until dispelled via druidic, your tree roots sprou

t plants that ward against the elements and provide you with life-giving properties. Choose an area of terrain that you can see within range and underlain by a tree. You manipulate nature's weather patterns to achieve your purposes. You can change the intensity of droughts, droughts, and wettest months. You can make other climate and physical characteristics as well. You can affect precipitation and temperature conditions independently. You can alter the amount of heat, cold, and acid rain that falls. Each yield the following benefits: - 1d4 of cold damage, 2d4 of acid rain damage, and 3d4 of suffocation damage. - The wisps of growth on your skin turn frigid conditions, such as those of ice giants, into frigid ones. - The wisps of growth on your head turn thunderous or bellicose conditions, such as those of giants, into thunderous or bellicose ones. Transmutation

Druid Bless

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell sepses the life within a creature’s heart. Choose one creature you can see within range who is alive and breathing. The creature returns to life with 1 hit point. The target then becomes immune to all damage and has advantage on attack rolls against the target for the duration. Any effect that removes life from a target takes effect immediately after it leaves the spell’s effect, such as removing life from a corpse, removing life from a body, or killing a target that is no longer alive. To manifest a spell, a creature uses its action to cast. On each of your turns for the spell’s duration, you can repeat the casting of the spell on a different creature. If you manifest a casting of the spell on a creature, that creature must make a Wisdom saving throw. On a successful save, the spell ends. The spell can take effect only once. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Druid bond

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

This spell creates a divine bond between a willing creature you touch and a region within range that is friendly to you. Until the spell ends, the creature is attracted to you and entices and fills its space with patterns drawn from your deity’s artwork. You mentally link the creature to an active location, a region, or a permanent location within range, creating the illusion that the creature is within an area of active or potentially active terrain. The illusion allows you to read the terrain in greater detail and to plan the course of movement of movement creatures. You can specify creatures that you perceive to be within the spell’s radius, and you verbally link the creature to each place within its area and to a certain extent, such as by creating a visual symbol of a certain place or by pointing down through the terrain. When linking the creature to a specific location or area, you can specify a time period in which the creature can be found, location, and creature type (see below). If you create an illusion that results in the creature traveling somewhere harmful to the creature or to another creature or object within 30 feet of the location or area where the illusion occurs, the creature is conjured to follow the creature’s movement, but the creature can’t cross the creature’s plane if it is within 30 feet of the location or area where the illusion occurs. Divination

Druid bond

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

This spell creates a magical bond between a living creature and a nonmagical nonliving thing that isn’t a creature. Until the spell ends, the creature’s senses are faint, and it doesn’t benefit from seeing through walls or other illusions. The bond lasts for the duration, or until you or your creature change its mind. The creature can change its mind at any time, which might seem like a good idea for good reason; a creature that willingly believes it has been tricked could conceivably become a target of this spell. A creature that believes it has been tricked tries to escape, but if it succeeds in escaping, it is no longer tricked and becomes

Druid bond

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a magical bond between a Huge or smaller humanoid and an unusually intelligent creature of your choice within range. The bond lasts for the duration, and each creature or creature type you select makes an Intelligence saving throw against it (your choice, for each creature or creature type). When you cast this spell, you can have up to three creatures bonded by this spell bonded at a time, and the spell ends for each creature bonded by it. An unwilling creature bonded by this spell makes a Wisdom saving throw. On a success, it breaks the bond, sending the creature to the nearest unoccupied space of its choice that isn’t occupied by the creature or creature type you chose. As an action, you can release the bonded creature from its bond, creating a magical bolt that inflicts disease on it. A disease-stricken creature must make a Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, a poisoned creature takes half as much damage on a failed save. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is 1 month and the DM chooses the most recent use. If you use a spell slot of 7th level or higher, the duration is 5 months and the DM

Druid bond

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes your bond with nature strong. For the duration, both you and any creatures you bond to have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Druid bond

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a willing creature you touch with the power to function independently of her or its master. She or he can cast a limited number of spells of her choice, removing ones or concentrating others. The spell can only be cast through solidified wood or stone, or through opaque or covered walls, and the target can’t become restrained by spells, magical effects, or other magical restraints. The target can use one of the following actions to break free: • Break open a chest or bag filled with ice cream. • Place a pickle in a brazier. • Place a rock or stick in a brazier. • Break a door or window. • Place a pile of bones or bits into a chest or bag. • Break a door or window open by using a piece of broken or worn armor or a sudden opening in an arcane door. If the spell fails, a skeleton falls down and is then struck by lightning. When you cast the spell, you can have the spell end as an action, before it deals any damage. Abjuration

Druid bond

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a magical bond between a Huge or smaller humanoid and an intelligent humanoid that acts on your turn (the bond lasts for the duration). The bond lasts for the duration of any spells you cast, as your own, while you are within 30 feet of the creature and using magic. You can use your action to create the magical bond using a bonus action on each of your turns until the bond is broken. On each of your turns, you can use your action to affect the creature if it is within 30 feet of you. If you create the magical bond with a bonus action, you can take the action to affect it directly. If you create the bond with a bonus action, you can use it to affect the creature if it is within 30 feet of you and using magic. If the creature would attack you, reduce the bond to 0 hit points, reduce the creature’s speed to 14 feet per round until it has hit the low side of the plane, or end your turn there, if the creature uses its action to do so. At Higher Levels. When you cast this spell using a spell slot of a higher level, the number of creatures bonded by the bond increases to eight. When you use a spell slot of no more than eight levels higher, the number of creatures bonded by the bond increases to one. At Higher Levels. When you cast this spell using a spell slot of eight levels or higher, you can affect up to two additional creatures for each creature bonded by the spell. Abjuration

Druid bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You forge a magical bond with one creature you can see within range. Until the spell ends, the creature can’t attack or interact with you, and you can of course converse with it as long as it wants but not longer than 10 minutes. The bond lasts for the duration, or until the spell ends. The spell ends if you attack or cast some spell, unless you have cast this spell early to cast a spell of equal or higher level. If you attack or cast something other than a spell, the elemental in question wakens and all its power is turned to its normal effect. The elemental can’t attack you or target a creature in the radius of the spell’s area. Evocation

Druid bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your bond with nature is w strong and you gain the following benefits: • You shed bright light in a 60 foot radius and dim light for an additional 60 feet

Druid bond

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Choose an area of stone or mud that you can see that fits within an unoccupied cube you can see within range. You create a magical bond with a creature you can see with a ranged spell or spell of 7th level or lower. The bond lasts for the duration—until the creature chooses another creature type or an area of terrain you can’t see. The creature can’t become a creature or move into any creature’s space if it is already within the bond. You can make a verbal bond with the creature, based on the creature’s name, even though the creature doesn’t speak the creature’s language. The creature can’t attack or cast spells. When you create the magical bond, you can direct the creature to perform a task that the creature can’t do normally, such as fetch or clean up a fallen service weapon, but the creature can't do anything else on its turn. The creature can, however, perform a task that the creature can normally do without harming the creature. For example, you could direct the creature to fill a tomb with magic, allowing it to do so without harming the creature. If the creature fails a Wisdom saving throw, it can use its action to resolve the problem and then use its action on its turn to perform the task normally again. Divination

Druid bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes your tongue lash out at your enemies to strike. Have them fight one on one against one against one until your next turn. You can make a melee spell attack against one target. On a hit, the target takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. If you hit them both, you deal the bludgeoning damage yourself. Transmutation

Druid bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and bestow upon it a bond that lasts for the duration. The bond can be as intimate as a physical bond or as long as your own living history. You and the target share a common ancestor whose magic was awakened by one of the following spells of your choice that you can cast while you are casting the spell. You can recall the creature as an infant. The bond lasts for the duration. You can use your action to mentally command the creature you’re touching to follow your own example, even taking the initiative role. If you command the creature to take the action so it harms no one, it chooses a specific action and does so automatically if it chooses that action as a bonus action, and you can command it to take the action that causes the biggest damage possible, such as by dropping to one side of the creature and moving up or down. You can also command the creature to perform a specific task within 30 feet of you, such as cleaning or pouring coffee. To command the creature to do anything else within 30 feet, specify a command such as “attack that creature,” “explore” that creature’s quarters, or “rest “in combat." When you command the creature to take the action that causes the biggest damage possible, you can specify a set of conditions that must be met before the creature is allowed to follow your command. Some conditions, such as “all creatures within 5 feet of the target must make a Constitution saving throw, or they make a Constitution saving throw and are also broken. Such a creature falls unconscious for the spell’s duration. If you command the creature to take the action that causes the biggest damage possible, you command that creature to make a Wisdom saving throw at the end of its turn. On a successful save, it can use its action on a later turn to regain consciousness. On a failed save, the creature takes 100 d10 psychic damage. After the spell ends, the creature takes half as much damage and is blinded for 1 minute. Abjuration

Druid bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a magical bond between a Huge or smaller nonmagical fey creature and you or a creature that you can see within range to serve as its food and material transportation. During this time, you can use a bonus action to cause the bonded creature to become possessient with whatever it eats and drinks. The creature can have up to three positive energy weapons devoted to it at a time, acting as a locomotive, mule, cart, or similar beast. The creature doesn’t need to breathe, and its sensory qualities are

Druid cage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell makes your cage the property of a powerful conjurer. Choose one or more plants that you can see within range, such as Black Rock Mountain or the Black Rock Desert. You can make the cage your permanent lair. The cage is a cylinder about the size of a small office building. When you cast the spell, you can make a spell attack with the cage. On a hit, the target takes 1d8 bludgeoning damage and is restrained for the spell’s duration. As a rule of thumb, a restrained creature is allowed to crawl up to 5 feet higher on its current side of the cage than it can currently reach. You can’t use this spell on the cage again until you complete a long rest. The cage is a magical construct, as you gained the fighting and piercing proficiencies in this spell. When you cast this spell, you can direct, touch, and otherwise control the beast you choose. You retain your alignment and your Wisdom scores, as well as your proficiency bonus, against attack rolls made using that alignment. You can’t use this spell on the same beast or on any additional creatures. It takes a stomp to break the spell, and the DM rolls a d8 and the beast’s Strength score is reduced by 10. The DM adds the Strength score to the creature’s Strength, and the spell ends. Necromancy

Druid charm beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shadowy beast within range that obeys your commands and can’t be targeted by hostile enchantments. The beast ignores any nonmagical magical barriers or other magical barriers created by nonmagical creatures or objects. It is immune to poison, fire, cold, and fire damage, and has advantage on saving throws against being frightened. The beast can attack and attack with all weapons’d. and attacks made against it are automatically made against your attack roll. You can also create additional creatures by creating an additional creature with the spell. Once you create a new creature, choose one of the following effects. The chosen creature can be any creature with a challenge rating equal to 2nd to the creature’s level; it can also be any beast; and it has advantage on saving throws against being charmed. Darkness. The creature sheds dim light in a 30—foot radius and emits bright light in a 20—foot radius. In addition, the creature has advantage on Wisdom (Perception) checks made to discern invisible or dark vortices. Death. The creature is charmed and frightened of one creature it can see within 30 feet of it. The creature obeys your commands and has advantage on saving throws against being frightened. Divination

Druid commune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You establish an underground temple dedicated to the service of nature. Open the ground in a 30-foot square on the ground and designate a location within range. Choose a point you can’t more than 5 miles away from you. Constructs and undead are excluded from the summoning. For the duration, a skeletal temple dedicated to a specific elemental or physical being leaves behind no visible physical body and appears in places as though the temple were dedicated to a specific elemental or physical being. The temple remains and animates for the duration when you cast this spell. As an action, you can open the ground in a 30 by 45 by 40 foot cube. Place the temple within 5 feet of a location you have described and force through your hand. You

Druidcraft pione60

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You imbue a creature with divine magic for the dur

ation. For the duration, both you and your creature companions are imbued with the effects of the divine spell. The target becomes a demigod of your choice created by the divine spell. The demigod can either remain charmed by you or become insane. The target can use its action to dismiss its spells after it has been imbued. The spell remains in effect until your next turn. Divination

Druid craftsmanship

Casting Time: 1 action
Range: 30
Duration: 24 hours

For the duration, trees and grasses that are on the ground in a location that is known to be of importance to you have a natural stone on them for which you craft a spell. You choose the stone and a small gem or two worth 1 hit point. At the end of each of the creatures turn and spend 6 hit points, the gem or two magically afflicts the affected creature to create one of the following effects within a 30-foot cube: • You create frost giant, geomantic creature, or sabertooth tiger, shedding bright light in a 20-foot radius and freezing solid

Druid craftsmanship

Casting Time: 1 action
Range: 60
Duration: 24 Hours

As long as you are on the land you create your goods, you can craft a simple and comfortable service. Furnishings, dry wood, and other simple objects made from bark, barkish, or other plant matter can be found scattered around the landscape. Each creature that ends its turn within 10 feet of the wooden or stone shop or other small establishment within reach must make a Constitution saving throw. on a failed save, it can use its action to move up to its speed so that it can walk. If it fails, it can use its action to move back up to its speed. A construct’s movement is without fault, though the creature must use its movement to move up or down. A creature moving across the floor or wall in the shop must make a successful Dexterity saving throw. On a failed save, the creature moves 3 squares to the left or right of the space where it’s moving; on a successful save, the creature moves 3 squares to the right or left of the space where it starts its turn. You can craft implements as simple tools, armor, or a simple tool with which to use a weight or a piece of furniture, as long as it isn’t heavy enough to carry a creature. You can craft tools, weapons, and other objects as part of your service; you can craft up to three things at a time, or you can create objects or service implements with which you craft them. If you use your own craftsmanship, you always use the best materials possible, and none of the elements are used in your craftsmanship. You craft tools only as part of your service, unless you are the target of a larger spell or weapon spell. You can craft any number of tools or objects you craft within 30 days of casting this spell. As a bonus action on your turn, you can craft one additional tool or object, using the same tool or object, for each additional tool or object created. craft greater mundane weapon

Druid empowerment

Casting Time: 1 action
Range: 60
Duration: Abjuration

Druid empowerment

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awaken a creature whose power you can harness. The awakened creature is a Huge or smaller humanoid with an Intelligence of 3 or less whose hit point maximum is equal to or less than the level of the awakened creature's Strength or Dexterity (your choice). For the duration, the bonded creature has resistance to damage and is immune to all damage, conditions, and effects that would normally apply to it. Through the power of your voice, the creature can learn the name of its divine deity, which it can’t speak or understand except by the Divine Word, or by reading its thoughts and writing its words, which it can think only by reading its mind. The creature knows its current condition and the current equipment it might need to survive future combat. If it w as incapacitated or dies before the spell ends, its remains magically restored at the start of your next turn, if possible. Abjuration

Druid empowerment

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you touch a willing creature and transform it into a celestial goddess of nature. The transformation lasts for the duration, or until the creature is dispelled. The creature is friendly to you and your companions for the entire duration. In addition, you have resistance to radiant damage for the target for which it’s been transformed. You can use this spell once per day for 24 hours, or for 60 days. You can make another spell of greater restoration if you wish. If you do so, you replace the original transformation with a different one, with a lower res version, and with a different image of the creature. The spell ends if you use your action to do so again. You can also dismiss the spell. Transmutation

Druid empowerment

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You awaken a willing creature that it has met with before, and that has a certain kind of magic within it, such as a divine calling or a specific kind of magic that grants it supernatural abilities. For the duration, or until you dismiss it as an action, the target has resistance to nonmagical damage, and it has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. When you cast this spell, you can change the target’s alignment to match your own. The alignment makes it possible for you to achieve major alignment changes, such as becoming a wizard or a druid, or becoming a priest or a laywer. You can also maintain your alignment by following the same path throughout the spell’s duration, if you wish. When you cast the spell, you must use your spell slot to cast the changes. While you have this spell’s effect on you and whenever you cast a spell using your spellcasting ability, your spells are suppressed until the spell ends. At the start of your next turn, you can use your action to turn your mind to the best of your ability. You can suppress the effects of any of the spells listed above, but only to the extent necessary to do so. To suppress a spell, you use one of the following two actions mentioned above. You can use your action to create a new one, or choose another spell of equal or greater level that you can cast. You change the subject’s voice, the appearance of its eyes, and the appearance of its ears. The spell can’t create a new object or service, nor can it create a new magic item. You can also dismiss the spell and its effects as a normal spell. If you cast it again, the spell has no effect. Transmutation

Druid empowerment

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You invoke the spirits of nature against an evil abomination. This spell can target a Tiny or larger nonmagical creature. You choose a point within range and animate or take damage as an action. You have resistance to necrotic damage for 8 hours. The spell ends for that creature. If you cast this spell again, the damage decreases by 2d6, if not greater for each creature affected by it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6, and the duration increases to 10 hours, for a total of 120 hours. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 4d6, for a total of 120 hours. Abi-Ghor Touch 1 Hour You touch a lich or a undead that has been slain or been incapacitated. The target’s body parts are restored to normal, magic-using condition, and the lich returns to the hit point maximum it had when the kill or incapacitation spell was cast. The lich’s hit point maximum can be no lower than half the amount that a human’s hit point maximum can be at the start of your next turn. If the magic spell target immobile or prone on the target’s ground or a body part or other part of the creature’s body, the creature instantly returns to normal for the first time on its next turn. A creature can use its action to dismiss this spell. Until the spell ends, your humanoid becomes intangible until the end of your next turn, and it gains no benefit from memory, memories of past lives, or similar experiences. Abjuration

Druid empowerment

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

If you touch a willing creature and specify a password that is different than the password that the target chooses for itself, the target chooses a password that it knows and that is at least 1 year old, such as _My Name is_ or _I'm your name . The spell ends for the target if it is subjected to the horrors of the Underdark or the horrors of the Abyss or the pitiless mists of the Underdark. For the duration, the target has resistance to necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 8 hours for each slot level above 1st. Necromancy

Druid empowerment

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a living creature to grant it protection from death. Until the spell ends, the target has resistance to necrotic damage. The spell then ends. Necromancy

Druid empowerment

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature to reassert your divinity, raising it as an object of worship and as a kind of patron. She or she gains additional benefits at the same time. Choose one of the following effects when she or she transforms: • You grant the creature a +2 bonus to attack and damage rolls, and she or she gains a bonus to attack and damage rolls equal to her Wisdom modifier. • You shape a lump in the creature’s space that fills a 1-foot cube. When you create the lump, make a melee spell attack against it. On a hit, the creature takes 1d10 thunder damage. The creature is also knocked prone if it moves over 10 feet of usable space when you cast this spell. If your attacks miss, the creature has disadvantage on attack rolls against targets beyond its reach. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Each additional creature must be within 30 feet of each other when you target them. Conjuration

Druid eye

Casting Time: 1 action
Range: 60
Duration: Necromancy Until dispelled

You create an invisible eye within 30 feet of you in the form of a spectral, or spectral creature. You can use an action to make the eye appear to you in a 60-foot-radius, 20-foot-high cylinder. Until the spell ends, the eye appears to you in a 20-foot cube, and you can make a visual appearance to the eye, as long as you aren’t within 30 feet of the eye. You can also see through the eye. The eye is visible to creatures of your choice that have a Strength score of 2 or lower. When you cast the spell, you choose an area of the eye that is either directly visible or as a direct path to it. The eye appears in a spot the size of a room it is in. It appears to you in two colors: purple, yellow, or green. You can cast the spell multiple times, but you must choose the color of each one before casting it. To make the eye appear in a different color than the one it appears in, you must cast this spell multiple times. Until the spell ends, the eye appears in any direction in the area you cast the eye. A creature can use an action to dismiss the spell. Conjuration

Druid Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a fey humanoid form that looks just like a familiar. The form is made of a small orb with a strong, white, serpentine outline and has 5 hit points. The fey can’t be charmed. It must first be a humanoid. If you cast this spell on a creature other than a fey humanoid, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of hit points of the fey spell increases by 1 for each slot level above 5th. Abjuration

Druid Familiar

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You summon a fey beast from the deep within an unoccupied space of your choice that you can see within range. The fey beast appears in an unoccupied space that you can see within range

Druid Favor

Casting Time: 1 action
Range: 30
Duration: Up to 2 Hours

This spell blesss a creature with an aura that wards them against death. For the duration, the target is immune to all damage, and they regain 700 hit points if they are slain within the first 7 minutes or until they are restored to their hit points. Whenever a target with this aura or a divine aura attempts to cast a spell of 3rd level or lower, it instead casts a spell of 5th level or lower, and it gains resistance to that spell for the duration. Both spells have a launch, mimicking the effect of a successful dispel magic spell. A target slain by a dispel magic spell has only half as much chance of remaining poisoned or suffocated as a target with a normal dispel magic spell. Necromancy

Druid garb

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell grants you a special kind of armor. You might consist of simple, usually chest-length robes made of cloud or mist, or a suite of armor called wardrobes made of cloud or mist. Your armor mimics normal clothing, such as armor or a suit of armor; it has a high sheen and is made from 1/2 an inch thick brazier. The brazier can be removed by an action taken while your armor is on you. When done, the armor completely covers and dissipates, leaving behind no heat and cold damage on the target. If the armor is open and being worn in a way that cuts through the skin, you deal 1d10 cold damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Transmutation

Druid garb

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell imbues a willing creature with the magical power to endure the effects of any form of magic on it until the spell ends. The target can use this spell only during its turn, not during its move action, although it can always use its action to move around and attack the target. Transmutation

Druid garrisons

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a simple, airy palace on land that you can see on the ground within range. You choose a point you can see within range and then either: 01 feet—a circular portal open into an open field of wide-open air, 20 feet deep, strewn with fine jewel-encrusted plants, or 01 feet—a square expanse that can be breached by simple platforms. The portal is 25 feet wide and 20 feet tall, and it can hold up to four creatures or up to six creatures (your choice which creature can be created). The portal is a protected area that isn’t being worn or carried by another creature. When a creature enters the portal for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw, taking 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature makes the saving throw with disadvantage, and if it fails, it is transported to another portal dedicated to guarding such an area. The portal is open to the public, and creatures and objects that can fit into it are carried with it. A creature’s walking speed is halved in the portal and its distance to the other creature is halved. Creatures and objects have resistance to bludgeoning, piercing, and slashing damage from beyond the portal. Conjuration

Druid garrisons

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a magnificent illusion for the duration. Choose one beast or plant within range that has a flying speed of 150 feet and that drops the illusion for the spell’s duration. The illusion appears in an unoccupied space that you can see within range, and the illusion lasts for the duration. The illusion is a horizontal wisp of silvery fur that rises from the ground and disappears when you dismiss it as an action. It floats gently in the air, remaining suspended there for the duration. When the illusion crashes to the ground, all but one creature within 5 feet of it are magically transported to an unoccupied space you choose within 30 feet of the illusion’s space. The illusion lasts for the duration or until a spell of 3rd level or lower dispelled light. When the illusion appears, each affected creature rolls a d10 Constitution damage at the start of each of its turns, and the spell’s damage increases by 1d10 until the end of your next turn. Transmutation

Druid garrisons

Casting Time: 1 action
Range: 30
Duration: until dispelled

Your conjured plant makes use of the outdoors for clothing. You use one size category of normal to make your way from room to room through its vines, branches, or other openings, but no more to create its way around an unoccupied space. The garrisons you choose seem harmless to plants and animals of your choice the size of your own. Choose one plant of Medium size or smaller within range and move with it, remaining within 15 feet of the target for the duration. That plant has advantage on Strength checks, attack rolls, and saving throws. While the plant is within reach of a Strength check, you can’t target an extra creature, even if it has the same Strength as you. Some plants have resistance to cold damage. If you do, create frost, hail, or gaseous cloud damage, among other effects, then the target is lightly obscured and the spell ends. Alternatively, the target can be chilled for 1 minute upon waking. If you make a melee spell attack with one of these plants, you can reduce the heat level of the target by 10 feet for each new burn caused by it. Evocation

Druid garrisons

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your attire changes for the next morning as you carefully weave your way through the fields and towns of Ethereal Plane to the closest magical stronghold on Eos, the Red Mountain. You can enter a secret area of the lower world, such as the Great Tree of Knowledge or the Grove of Wisdom, that is a 15 mile radius, and you can pass for up to 30 minutes per day. You can enter only by flying, using an arcane or magical spell, or by using an ability that can hold a sufficient quantity of magic items to sustain life. You can enter a secret chamber on the ground floor beneath the Tree of Knowledge that contains a staff containing an arcane spell or an illusory duplicating spell, which can produce a staff that is infused with magic and held within a staff case. You can create one of the following effects of your choice that lasts until the end of your next turn: • You create an audible alarm, making it possible for wagons or other vehicles to pass out of reach of creatures within 30 feet of you. • You create a 15-foot cube of magical force field centered on a point you choose within range. • Creatures within 30 feet of any of the effects have a 30 percent chance of igniting flammable raves that are created from arcane energy, rather than the creature’s normal nonmagical flames. • A flammable ripper or a sphere of rusted metal ignites when the spell ends. A staff created by this effect can hold up to ten lance bolts, 3,000 rounds, and up to three 1-liter bottles of holy water. If the staff ignites during a creature’s attack, damage is halved for the duration. When you cast this spell, you can choose from a pool of energy created by the staff effect, as seen from within a 50-foot cube, up to 30 feet on each side. A creature in the pool of energy can use the spell to create magic items or to cast spells. The spell creates an instantaneous effect that lasts for the duration or until the spell ends. Transmutation

Druid garuda

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

This spell creates a giant, roaring beast of burden that lasts until the start of your next turn. It has AC 15, and it hits twice, with each hit dealing 5d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 7d8 + 10d8 damage. When you use a spell slot of 4th level or higher, your damage increases to 10d8 + 20d8 damage. Conjuration

Druid Gemstone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a gemstone-like object that is shaped like a finger, a finger tip, or a ruby. When you cast the spell, choose a point within range. Each point of the gemstone (and any that aren at the top of the gemstone) must be on an unoccupied space you can see within 5 feet of the gemstone. A creature must make a Dexterity saving throw to cast this spell. On a successful save, the spell ends early. On a failed save, a creature takes 5d6 bludgeoning damage, and 5d6 cold damage at the end of its next turn. The gemstone is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to find it. The gemstone is nearly invisible in the cold light of your presence, requiring a successful Intelligence (Insight) check against your spell save DC to see it. If the gemstone is on a creature or an object that isn’t being worn or carried, the spell ends early. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the gemstone can be created from any material that isn’t precious metal. Illusion

Druid gift

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a willing humanoid and grant it a magic item of greater value than your bare minimum worth. The item is a gift item that can be exchanged for some rare or legendary equipment. The item is imbued with some of the creature�

Druid glyph

Casting Time: 1 action
Range: 300
Duration: 300 Hours

You imbue a beast who matches the level of one of the following qualities in the deity’s Suggested Qualities tree (referred to below as the "grapes of life," depending on the beast’s level or higher): Intelligence, Wisdom, Charisma, or Charisma-based skill checks. The selected fey’s suggested qualities are: Charisma, Clerics, or Charisma—based skill checks. If a fey’s suggested qualities are Charisma-based, your creature automatically succeeds on the check. Otherwise, it rolls a d4 d10s and subtracts the number rolled from it from the number rolled for each suggested skill check. Charisma—based checks Charisma—based checks Sense of humor, inanimate objects, or mocking vices. If your suggested qualities don’t rely on intelligence, such as because you don’t take into account a creature’s sense of humor, you might also be able to take into account the creature’s cunning. Alternatively, if your suggested qualities involve magic, such as the use of illusory mirrors or the summoning of demons, your fey might charm the creature to do something that it can see out of its mind. While your fey might charm, you might also charm a living creature or a corpse, both of which might be affected by your suggestion. Sense of humor. The fey discerns what is funny and offensive to its creatures and distorts its vision, seeing, and emotions, as the fey senses humor. As a bonus action on your turn, you can use your action to examine any creature you can see within 60 feet of you. If the creature has the ability to see anything within 60 feet of you, you learn whether that creature is sarcastic or sarcastic enough to provoke you to take action, based on the creature’s facial expression and the creature’s facial expression when you cast the spell. If you cast this spell while you are incapacitated, you have advantage on the attack roll against the creature if you are, or regain hit points equal to half your normal maximum amount of hit points when you are incapacitated. Snare Touch 1 Hour You pull a trigger on a trapdoor within range that allows you to move through it in a circle, effectively summoning a specific secret passage. Choose a door equipped with a lock from this list, or an unlocked door from this list, unlocked by a creature with truesight. If you cast this spell on the same spot every day for a year, casting it on a different door counts as casting this spell on the same spot every day. The secret passage counts against the spell casting limit. You can manipulate the trapdoor, opening it, creating a passage or two. If the door or passage you create has an open slot, you can open it (and any slots occupied by creatures with truesight) if you have a spell slot of 3rd level or lower. If the door or passage you create has an open slot occupied by a creature with truesight, you can use a bonus action on that action to cause the passage to open and allow you to do so. You can open or close the passage only once. You can communicate with the passage in over 500 languages, up from 300 a year ago. Transmutation

Druid glyph

Casting Time: 1 action
Range: 300
Duration: 30 Days

This glyph traces its roots

Druid glyph

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell provides a glyph—a small, soft, transparent glyph that inscribes a specific glyph glyph for that temple. As part of casting the spell, you can reshape the glyph to appear certain symbols or words. For example, a glyph that indicates a location, temple style, and location of a certain creature might be written there. Similarly, you can shape the glyph to appear to spell certain spells or to show off certain objects. The shape of the glyph can be changed in the Divine Familiar spell you cast. You might also create a scroll or add an item to a scroll to appear there. The glyph might be shaped to appear as a horizontal or vertical bar that fits within a 60-foot cube, a vertical bar to connect a 60-foot cube to a 60-foot tall solid rock or a cross to connect a 60-foot cube to a vertical wall. Alternatively, you might shape the glyph so that the top edge of the glyph appears to be a symbol of a specific ability, such as “armored dragon’s weapon, “bow’s magic sword, or “staff”. You can also shape the glyph so that the top edge looks like a symbol of a specific class or alignment, such as “warhorse’s warhorse’s axe, “crusader’s warbow, or “infernal war axe. The glyph might be changed in any way you choose to bestow it or to create a new glyph for each slot you have used. You can use your normal action to reshape a tremor glyph created by a glyph spell into glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph . The glyph is an object that has four legs and four legs and is made from magic

Druid glyph

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You manifest a glyph that grants you an extraplanar plane for the duration. It appears on your person as a shimmering mass of light until the spell ends, at which point you can use an action and manifest the glyph at any point in your journey as a bonus action on each of your turns. Once manifesting, you can only affect one glyph at a time, and you can’t change its type, form, or other properties. You decide what glyphs appear when you manifest it. Each glyph has the same power and disappears when it disappears. When you manifest the glyph, you learn its properties. You can alter its appearance so that its attacks and spells are carried over from your previous creation, and you might alter its size or shape so that its attacks and spells have a different power and strike effect. If you change its equipment, you might learn new abilities and abilities for it to use those abilities and wield them. In addition, when you manifest the glyph, you can reshape its body so that its muscles, bones, and facial features are reshaped so it can carry out its tasks better. When you manifest the glyph, any creature that uses its action to complete a task before it can normally do so is affected by it. To do so, the creature must use either a different action or a different attack within 30 days of the spell’s completion. Transmutation

Druid glyph

Casting Time: 1 action
Range: 30
Duration: School

Druid glyph

Casting Time: 1 action
Range: 500
Duration: 24 Hours

You learn the secret to keeping a secret, such as whether the wisps of a mask on a lich's head are up to snuff, how far a lich can go on a single turn from its current location, or even what sort of creatures it appears to be. The material component used for the spell is consecrated fey, which reduces the spell’s casting time by 5 minutes and might also reduce the spell’s duration by 5 minutes. While the consecrated fey remains in use, the spell radiates magical energy similar to sunlight. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. To a creature immune to being charmed, the fey is a treasure hiding within an unoccupied space you choose within range. When the spell ends, the fey falls to the ground and ignites any flame it burned or consumed. The spell also extends to nearby unoccupied spaces within 30 feet of it. Once extinguished, the fey dissipates into smoke if it is still in use. This spell has no effect on constructs or undead. Casting it again without using consecrated fey or consecrated flames requires a different, 1-minute rest. The smoke dissipates if burned or consumed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate a mote made of consecrated wyverns or fey made of fey's breath or fey’s breath, using a 5-foot cube’ of air and 5 feet of rope affixed to the outside of the mote, to create a magical cage on the ground

Druid glyph

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell transforms a druid into a celestial or fey god. You choose one of the following options for what appears on your person. When you cast this spell, you can shift your appearance so that you are depicted as a celestial or fey god of fey form. If you do so, you appear as a celestial or fey god instead of as a celestial or fey prince. As a bonus action on each of your turns after using this spell, you can change your appearance so that you appear as a radiant or fey god. If you do so, your base walking speed is 3 feet, and you become a fey demon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional glyphs at once for each slot level above 3rd. You can use one of the two glyphs to create two additional glyphs for each slot level above 2nd. Divination

Druid glyph

Casting Time: 1 action
Range: 90
Duration: 8 Hours

This spell makes a druid glyph appear on his or her body. You choose the glyph for each humanoid you select until the spell ends. For the duration, a humanoid is covered if it is fighting a creature, and colored mottled skin if it is moving. A creature with an Intelligence of 2 or less can’t be covered by this glyph. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the first time the glyph is triggered, the target has advantage on the saving throw. If it has such an advantage, the spell ends early on its second triggering day. Conjuration

Druid glyph

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell, created by the Divination spell druid, reshapes a willing creature that you choose as a result of its sort in an area you choose that is equally as wide as its dimension. If the chosen creature w as able to fit within the spell’s radius, the spell ends for that creature. The created glyph has no immediate effect on that creature until it leaves your space, returning to its original position if such a place already exists. You can also use this spell to create glyphs in the shape of other glyphs, but they must be 3rd-level spells of an unoccupied building type (such as those made by those who build their guild halls or temples) or 3rd-level spells of 4th level or lower. This spell can create glyphs that are 2 feet in diameter and can fit within a 30-foot cube. You can also use this spell to create glyphs larger than those created by any spell of 5th level or lower. The glyph created by this spell might be on another creature or a small plane. If you create a glyph dedicated to an activity in a specific location, such as a shop, you might create a sign reading, "Forbid Fireworks," or a similar message inscribed directly into a tree branch—such a sign might go up or down in the air. Creatures and objects can’t be reduced to immobile animation once the glyph is created. The glyphs have a Strength of 22 and an Intelligence of 10. When a creature uses an action to examine a glyph created by this spell, the creature can determine that it is a glyph created by a spell of 4th level or lower, using the creature’s statistics. It can identify a glyph by studying it, casting a glyph of the appropriate description, or reading and writing the glyph. The creature can make another Wisdom (Perception) check using its own statistics. If it succeeds, it can speculate about the glyph’s meaning, based on the creature’s current knowledge of the meaning of the glyph. A creature has a number of possible actions that it can take to correct the glyph’s error. Once a glyph is determined to be a glyph created by a spell of 4th level or lower, the glyph can be dispelled or otherwise restored to its source. The glyph can exist within a structure, a creature, or some other unoccupied space that is nonmagical and that is physically within reach of a creature or object within range. A creature that would normally occupy the space created by a glyph might instead use that space to create a glyph dedicated to a specific activity, as with changing the direction of a storm, casting a glyph of 12th level, or employing an even graver glyph of 16th level to create such a glyph. Conjuration

Druid glyph

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell enables you to link your finger to a glyph or a symbol you have seen on a creature or an object within range. You do so while attuned to the glyph or symbol. You can use a bonus action to release the glyph or symbol from its binding, leaving it inert and placing it where you would place it in accordance with your choosing. This action can be held down while it is casting. If you release the glyph or symbol before its binding is restored, the one you used to link to the glyph or symbol reverts to its original object and action. If you release the glyph or symbol prior to its binding restored, the one linked to the glyph or symbol has no effect. You can use a bonus action to instantly release the glyph or symbol from the glyph or symbol, touching it whenever the glyph or symbol is activated. You need not use this action to release a bonded image. When you release the image, you link it to a

Druid glyph

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A glyph embossed on a creature’s clothing or a creature’s food offering appears where it appears: vertically, horizontally, or diagonally across a 5-foot cube. You manipulate the material to appear as if it were enclosed within a creature’s grasp. The glyph is imperceptible to melee attacks, and it doesn’t protect creatures or objects within its grasp. A creature that uses an action to speak a short message must succeed on the saving throw. If it fails, the message is lost forever and spell save DC is 5. On your turn as a bonus action, you can also issue a command to a creature other than a creature that uses its action to speak the message (if it is speaking a message of its own, you command the creature to deliver it the message, issuing the command to speak the message to the creature). Alternatively, you can issue a command to all Medium or smaller creatures that you choose within 30 feet of you, either as part of casting the spell or as part of a larger command. Each creature must make a saving throw. On a successful save, the spell ends for that creature. If another creature partakes in the same casting of the spell, the creature is transported to a different location, if the casting location is within 1,000 feet of the location of the glyph. If you create a glyph of warding or greater might, or have drawn it from a scroll, that glyph might be dispelled. Transmutation

Druid glyph

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You call forth a spirit that assumes the form of a crab and leaps into the air for a moment to create a fixed area of hovering and/or hovering ground for you to stand on. When you cast the spell, you also choose an area of hovering ground. Each foot in either direction you can move, crab claws spread across the ground, and you make a sustained stab of the ground in the space it takes to fill the space it fills. The ground you choose is one level under the surface of an abandoned fort. You choose a point within 5 feet of you where the ground appears dry and windy, and you choose whether to make an attack roll or make a ranged spell attack. If you make the attack roll with a thrown crab, the ground in that area is lightly obscured (your choice). If you make another attack with a thrown crab, the ground in that area is heavily obscured (your choice). If you make a melee spell attack with a thrown crab, it deals an extra 5d6 force damage to the target, who is also under the ground until the spell ends. Roll on the crab’s Constitution saving throw for a spell slot of (at least 1st level)� prepared. On a success, the ground in the area is covered and the spell ends. Conjuration

Druid glyph

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a dire wolf, which appears in the space it enters and serves as the hub for the druid's warding spells. The dire wolf is friendly to you and your companions for the duration. When the spell ends, the dire wolf flies in an instance to a location you chose that is open to the drow, mimicking the warding action of a warded door or a warded door leading to a warded room. The dire wolf disappears when it drops to 0 hit points or when the spell ends. Conjuration

Druid groves

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You invoke the spirits of nature to create an enclosed sensory environment centered on one of the following courses of action: flower, cloud, hill, or swamp. The area is contiguous to any of the following vocabularies’s vocabularies can’t be changed: acid, cold, fire, lightning, or thunder. The changes wrought by vocabularies made in this manner last for 1 minuteEE. When you cast this spell, you can designate any of the following destinations for each of the vocabularies you create. The destination must be on the Ethereal Plane or in a plane that doesn’t border it. • Within 30 feet of a surface desecrated or infested with beast droppings or griffons, you can cause the area’s moisture content to be 1. If the moisture content of the area is less than or equal to the creature’s level, the spell fails. • Within 30 feet of a surface desecrated or infested with beast droppings or groves, you cause the area’s moisture content to increase by 1D10. If the moisture content of the area is equal to or less than the creature’s level, the area is affected, not radiant. • Within 30 feet of a surface desecrated or infested with beast droppings or groves, you cause the area’s moisture content to increase to 1D20. If the moisture content of the area is equal to or less than the creature’s level, the area is affected, not radiant. Conjuration

Druid groves

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a natural underground area for the outdoors, either on land or in the air. The area can be an enclosed bridge, a river or a hill, or an open pit or a wall. The area can be a circle, an area of solid stone or wood (stone, cob, or iron), or a flat surface (such as a wall or a table). The spell lasts for the duration. If the area was created outdoors, its height determines its area’s access. The spell’s area can’t exceed 100 feet on one side by reason of its dimension. On a roll of 12 or higher, you can use your action to reshape the terrain in the area to fit your plan. You can use up to ten the rough terrain, but the terrain is nonetheless firm and loose. The spell can penetrate thickets, but it is blocked by 1 foot of stone and 25 feet of nonporous armor. Divination

Druid Growth

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a mottled, twisted mass of earth in a 20-foot radius around you that has a 10 percent chance of growing to a height of 10 feet. The earth is difficult terrain, and its weight can be difficult to maintain. The earth must be at least 10 feet thick to be made. You decide how much weight the earth takes up. When you cast this spell, you decide how much weight the earth takes up and the distance along the ground. If a creature weighs no more than 10 pounds, the earth becomes difficult terrain for that creature. Each foot of movement for the creature’s movement during the spell’s duration determines how much weight the earth takes up. The spell’s weight is determined by the creatures weight, multiplied by the number of creatures on the ground. When you cast this spell, you can determine the creature’s weight based on the following table: • The creature’s weight (or the creature’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s weight’s Weight’s weight’s Weight’s Weight’s Weight’s Weight’s Weight’s weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s Weight’s

Druid Growth

Casting Time: 1 action
Range: 10
Duration: Up to 1 hour

You create a forest in a spot that you can see within range. You can manipulate the landscape with an action that requires a short or long rest. The terrain is smooth, and you can see through the trees. The terrain has a 10-foot radius and isn’t difficult terrain. The terrain doesn’t require any sort of natural or man-made structure to exist. The terrain can be up to 40 feet thick, and the ground is smooth and flat. The ground can be up to 20 feet thick, and the ground can be up to 30 feet thick. When you cast this spell, choose one of the following options: • You can cause the terrain to become difficult terrain. • • You can cause the ground in the area to become difficult terrain. • • You can cause the terrain in the area to become difficult terrain. • • You can cause the ground in the area to become difficult terrain. • • You can cause the terrain in the area to become difficult terrain. • • You can cause the terrain in the area to become difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the terrain in the area becomes difficult terrain until the spell ends. Evocation

Druid Growth

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A tangle of bark or bark and leaves spreads across your body. Make a ranged spell attack against a creature within your reach. On a hit, the target deals 2d8 slashing damage plus 1d6 necrotic damage (the DM has the creature’s hit point maximum). Alternatively, a tangle can be dodged, but a creature must make all the saving throws described in the Trained Druid Growthible Elementals feat, and the creature takes half as much damage, until it is reduced to 0 hit points or its speed is reduced to 20 feet per level for that long. Such a creature can’t be affected by spells or movement or by attacks that use weapon attack damage (your choice when you cast this spell), or it doesn’t make attacks while affected by spells or magical effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Druid Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You choose a growing, dark, or poisonous tree in a location other than the spell’s area. The target must have been growing for the spell’s duration and must have been growing in the area

Druid Growth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a portion of nature that looks like nature's natural terrain and traps plants and creatures within. You choose a portion of the ground or an area of sand that you can see within range, such as a hill, cliff, or a dome. The ground or the physical terrain is heavily obscured, but plants and creatures that aren’t there are unaffected. When you cast the spell and as a bonus action on each of your turns you can reshape the ground in any way you choose so that it appears as though it were completely outdoors and where no plants or creatures are present. The changes can be subtle, permanent, or cumulative. Transmutation

Druid Growth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A shadowy force appears in a 10-foot-radius sphere centered on a point you choose within range. Until the spell ends, the sphere appears to be an unoccupied rock or a solid rock, and a 10-foot radius sphere can be created within that area, as long as it is up to 50 feet across. Until the spell ends, you can place a circle of shadowy force around any point in the sphere for the duration. You can also place a 10-foot-radius sphere around any point in the sphere for the duration, if you can, and so on. You can place any number of these sphere blocks on the ground within 10 feet of the portal, and so on. At any time during the duration, you can place any number of these sphere blocks on the ground within those 10 feet. Each sphere blocks only one creature-level slot. This spell has no

Druid Growth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You gain the ability to transform into other forms of growth that aren't humanoid. This transformation lasts for the duration. If you are the size of a Large or smaller creature, this transformation lasts for the duration, if it isn't already, and if it does so before the spell ends, the transformation ends. If you can cast this spell multiple times, you can designate one or more of the form's main or secondary effects. The transformation lasts for the duration. If you cast this spell again, you can designate one or more of the form's spell slots. You can also designate any number of the form's other forms, as long as all of them are of the form you designate. Transmutation

Druid Growth

Casting Time: 1 action
Range: 300
Duration: Up to 1 year

Choose one kind of tree you can see within range. Growth fashions the ground in growling shapes that resemble trees and allow the creature to move into, out, or just up to a little higher on the ground. The creature isn’t limited to vertical growth, but it can’t exceed 10 feet in height and can’t exceed 30 feet on a side. The creature can’t attack or stand still by way of movement. The creature is limited in what it can do outside of combat, but it can enter and occupy occupied spaces that it chooses. Transmutation

Druid Growth

Casting Time: 1 action
Range: 30
Duration: 10 days

You create a natural underground pit, which you can either excavate or tear up as you choose. When you create the pit, you can either use a bonus action to cause a rock or a stone to form on the ground within range. The pit grants you the benefits of a rock, stone, or an element of the following benefits: - It has hardness 10, it deals 1d8 piercing damage, and it sheds bright light in a 20 feet radius. - It has resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons. It has a -2 penalty to all damage rolls, and it is vulnerable to bludgeoning, slashing, and piercing damage from nonexplosive weapons. Transmutation

Druid Growth

Casting Time: 1 action
Range: 30
Duration: 1 hour

You create a 10-foot deep, 10-foot tall, 20-foot wide, 40-foot tall, and 30-foot wide root system of your choice from a mineral known as a "Gryffin" (the material is unappetizing). The root system is composed of a complex, mineral-rich structure that allows it to resist fire damage and water damage. The root system provides a foundation to a natural underground growth, such as a rock pit, that is heavily forested, and that is surrounded by solid rock. Additionally, the plant that forms the root system can be harvested for minerals and other materials by any of the following plants: druid, fey, fey beast, fiend, or undead. The root system also protects the soil from flooding and snowstorms, which can cause water to fall. When the root system is created, each creature within 10 feet of the root area must make a Constitution saving throw. On a failed save, a creature takes 1d6 bludgeoning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Evocation

Druid Growth

Casting Time: 1 action
Range: 30
Duration: 1 round

You gain the following benefits: - You gain the following benefits: - You can’t take damage from nonmagical means of attack while your base attack bonus is 0; - You can’t take damage from magical attacks while your base attack bonus is a nonmagical magic effect - You can’t have more than one mortal with a challenge rating of 3 or less. - You can’t create more than one mortal with a challenge rating of 2 or less. - You can’t create more than one mortal with a challenge rating of 1 or less. - You can’t prevent a creature’s attack roll against you while your base attack bonus is 0. - You can’t make an attack through a creature’s attack roll against a creature that uses an action to try to avoid you. If you succeed, the attack rolls are made with disadvantage. Transmutation

Druid Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

Choose a location on the ground that you can see within range. You can make plants grow in that spot for the duration. Plants can’t be damaged or killed by this spell. Plants can be consumed by magic or otherwise. Your plants grow in a 30-foot radius centered on that spot. You can’t more than once fill the radius. Each plant you choose within 30 feet of the area shrinks to 1 foot of that area. You can also make a radius of up to 30 feet out from the area as long as 60 feet. You can’t more than once fill the radius out, but you can’t create more than 30 feet of contiguous space within the radius. You can’t create additional space within the radius. You can’t create an area of contiguous space greater than 30 feet in any way by using an action to move one foot or more across the same area. You can’t

Druid Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates trees in your space at a point you choose within range. You create the following effects for each tree you create: • You instantaneously create a new unoccupied space within range (no action required), as long as you don’t have to spend any movement to move as far as an unoccupied permanent. This instant movement allows you to pass as far as a creature and move at a rate that other creatures can’t move. The new location doesn’t have to be within the spell’s area, but you can place a permanent here as a gesture of thanks. If you place a permanent within the spell’s area, the enchantment lasts for the duration, and the creature becomes friendly to you accordingly. You may use this spell to create other plants or to create additional ones. You can also teach the spell to a Huge or smaller Tiny or larger creature. On a successful check, you give it the ability to reach for a plant it can’t reach by leaving its space. If the plant’s height is less than the spell’s ceiling, it doesn’t reach for the ceiling. Conjuration

Druid Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a simple, greeny-green plant growth on the ground. The plant grows in an area you choose within range. The area is heavily obscured and shrubbery is common along the ground. The plant grows in a cube 1 inch in diameter, 5 feet high, and 10 feet wide on each side. Each year, there are about 5,000 to 10,000 dandelions in this area. When you cast this spell, choose an area of your choice within range. The area appears in green light on a successful save, or it disappears within 10 days. The plant remains there until the plants vitality is restored to it. Evocation

Druid Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a ten-foot cube of translucent greenish water in a 5-foot radius centered on a point you can see within range. The cube is opaque, requiring an Intelligence (Investigation) check against your spell save DC to see through it. A creature within the cube must make a Dexterity saving throw. On a success, the creature is charmed by you until the spell ends. The cube then becomes opaque until the end of your next turn. As a bonus action on your next turn, if you can see through the cube, you can cause any creature within the cube to see into the edge of the cube to make a Dexterity saving throw. On a failed save, the creature takes 2d6 poison damage, or half as much damage on a successful one. The cube is an extradimensional rock, which you can make out of stone or wood. On the ground in

Druid Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a new, magical growth for the duration of your spell. Choose a point within range. This growth lasts for the duration. As a bonus action, you can spend 1d8 gp on a growth of one size or larger. The growth lasts for the duration. Once per day, you can cause one of the following

Druid Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a new, temporary structure or object. You can create a new, permanent structure or object by using a new action on a creature you can see within range. The new object must be of the same type as the one you created. If you cast this spell the same way twice, the creature must choose the new structure or object. The creature can use an action to cause the new object to appear in a place it can see. The creature can’t be charmed, frightened, or otherwise affected by the new structure or object. The creature can’t take any actions that would allow it to change its form, including but not limited to changing the color of its clothes, carrying on conversations, or spending time with others. For the duration, the creature can change its form only to look like it did before the spell ends. You can use a bonus action to reanimate a creature. You can also use your action to create a new one. The creature takes 10d6 necrotic damage of the type you choose. Transmutation

Druid Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a humanoid of either sex into a creature of either sex for the duration. The transformation lasts for 10 minutes, or until the target drops to 0 hit points or dies. The target can’t be charmed or possessed, and any magical effects the target can imbue it with are lost. Conjuration

Druid Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 60-foot-high, 30-foot-deep cylinder that grows into a tree or shrub. Until the spell ends, the tree or shrub can be destroyed. Transmutation

Druid Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a plant of growth that is resistant to damage and grows up to 1 foot in diameter. The plant remains for the spell’s duration. The plant is harmless to creatures that can’t pass through it. The plant can’t be destroyed except by a spell of 2nd level or lower. Necromancy

Druid Growth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates an invisible, intangible tower of magical energy that rises from the earth and disappears at the end of each of its turns. The tower is composed of a single rock and a pair of thin, round stone panels. Each panel has a radius of 1 mile and is composed of 100 feet of stone (the panel can be removed). Each panel is covered with a sheet of thick, hard earth. The wall of energy extends across a 5-mile radius, and the spell ends when the wall drops to 0 feet in any direction. The wall disappears when the spell ends. The wall is immobile, and any creature within it’s area must make a Constitution saving throw. On a failed save, the target takes 10d6 fire damage. If the wall is destroyed, a strong wind blows around it until the spell ends. If you cast this spell on the same creature every day for the next year, the damage increases by 1d6 until it is no longer harmful, and the target is immune to poison, cold, or fire damage. The wall disappears when the wall drops to 0 feet in any direction. Evocation

Druid Growths

Casting Time: 1 action
Range: Self
Duration: 10 Days

You create a small, unfaltering grove of trees and shrubs that fill a 20-foot cube within range. The trees provide shade and nourishment for up to 10 creatures of your choice that you can see within range. The trees are heavily guarded and guarded against intruders. If you are fighting a creature on a journey home or traveling with a group, you can make a Charisma saving throw to prevent the creature from walking into the grove. Creatures can’t be targeted by this saving throw. When you cast the spell, choose one of the following effects. The spell’s duration is halved for each effect. Evocation

Druid Growth

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell turns some of the dirt in a 40 foot radius centered on a point you choose within range on fire. You convert the dirt into fuel on the fly. You must use a fuel rod or some similar fuel object in the radius for this spell to work. Once you have determined the type of fuel you need for this spell, you can use it in a variety of ways. You can heat or cold the fuel, fill it with a quantity of water that doesn’t change its type, or leave the fuel at rest. Each round on your turn, you can use your action to deal 2d6 extra damage to the target whenever you hit it with a melee attack. If the damage is no larger than 2d6, you can dismiss this spell as an action. Transmutation

Druid Growth

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a humanoid that is Medium or smaller. The target must be within 500 feet of you for the spell to work. The target’s hit point maximum is reduced by 1d10 for each foot traveled. Evocation

Druid Hand

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You invoke the power of the gods to bring forth a divine hand in a random direction. For the duration, the hand of a god’s messenger appears in your hand and can’t be damaged. The hand is magical in nature, and you can use it to aid a god who is in mortal danger. For the duration, the hand can’t be damaged by spells or magical effects, and it can’t be changed. To change the hand to one that functions as an object or a spell slot, use this spell’s class features. If you use this spell multiple times, you can have no more than one hand in your possession. The spell can’t be used to open a teleportation spell slot. To change the hand to one that doesn’t function as an object or a spell slot, use this spell’s class features. It can’t be used to cast a spell of 3rd level or lower. Transmutation

Druidheart

Casting Time: 1 action
Range: 150
Duration: 4 Days

You imbue a creature you touch with a calming magic. For the spell’s duration, or until you use an action to imbue a creature with a calming magic, the creature chooses two or more of the following calming charms you know: • Appraise, • Calm Bodies, or • Calm Mind. The creature’s bodies are made of soft heart-shaped charms, similar to those found in charms used by the animist. The creature also senses danger and is protected by a calming magic until the spell ends. • Blessings, including protection from cold, fire, and lightning, including silence, have no effect on the creature. The creature is immune to these effects. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can create two additional charms for each slot level above 7th. Enchantment

Druidic Armor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a bronze or silver alloy that you can see within range. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage, or half as much damage on a successful save. On a successful save, a creature takes only half as much damage. On a failed save, a creature takes half as much damage. On a successful save, a creature takes half as much damage, and is restrained until the spell ends. The spell can’t be used to cause a creature to fall, and is also immune to being charmed. Transmutation

Druidic Charm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a new demon or a fiend that you can see within range. The demon, a humanoid creature you can see or hear, gains the following benefits: • The demon takes 1d4 fire damage on a hit and 1d4 psychic damage on a failed save. • The demon sheds bright light in a 30-foot cone that is dim light for the spell's duration. • The demon sheds bright light in a 20-foot cone that is dim light for the spell's duration. • The demon sheds bright light in a 30-foot cone that is dark for the spell's duration. You can use your action to make a ranged spell attack. On a hit, the demon deals 3d6 fire damage. On a hit, the demon deals 1d4 fire damage. On a failed save, the demon has disadvantage on the attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level

Druidic energy

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform a creature of your choice that you can see within range into a druid. The transformation lasts for 1 hour. If the target is a celestial, it becomes a celestial for the duration, unless you choose to end it. Divination

Druidic Growth

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You gain the ability to grow a ring of bones, a pair of claws, three short legs, and a pair of hooves. You can also spend one used to gain the ability to transform into any other animal. You can also cast this spell only once. Conjuration

Druidic Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon a divine hand from the depths of the earth to strike down a creature. The target must be within 5 feet of the hand. If that creature is already dead or incapacitated, the hand’s damage increases to 30d8 + 30 + 4d8 damage. The hand’s hit point maximum is reduced by 2d8, and the target’s hit point maximum is reduced by 2d8. Abjuration

Druidic Healing

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your next melee attack, unless you pass out or aren’t wearing armor, deals an extra 3d6 radiant damage to the target and grants you advantage on the next two attack rolls, if any, you make or gain advantage on the attack roll, and you or a creature you can see within 30 feet of the target takes damage equal to the total. Evocation

Druidic Minute

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Describe this tapeworm that sucks up the life force of mortal men and makes it a permanent fixture in the dungeons of Azlant. The tapeworm is a bipedal beast with a beak that is unusually large for a bipedal humanoid (at least ten feet long, four feet wide, and one inch thick). It has 4 claws (1/4—bludgeoning, and 1/4—diamond in appearance), 3 legs, and 2 horns, and it regains 4d8 hit points each time it strikes a creature that it can see. While this tapeworm is on the ground, any creature that ends its turn within 5 feet of the tapeworm must make a Strength saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is knocked prone. While knocked prone, the creature can use its action to move up to its speed and back to its normal speed, which is determined by the DM—its normal speed is 13 feet. The creature can move only by pushing or pulling against a fixed object or using some other means. The move doesn’t provoke opportunity attacks. The creature can swim independently of the tapeworm. While swimming, the creature can expend magic for a period of time equal to 1 minute, after which it stops working as a creature. The spell ends for it, if it succeeds on a saving throw. Transmutation

Druidic Pact

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue a willing creature you touch with divinity through a profound mystical bond. During the spell’s duration, the bonded creature can be of any creature you choose within 30 feet of anyone it chooses for a task. The task can be simple, significant, or long–lasting. The task can last up to 10 minutes, as long as it lasts, and can be completed by one willing creature. While the bonded creature is working on the task, other creatures can’t affect it. When the task is complete, the creature becomes aware of itself as a free spirit, and it gains a number of benefits equal to your spellcasting ability modifier + your proficiency bonus (if any). If you have the task completed before the spell ends, you can call the spell over again at any time if you wish. If you forget about the task for any reason, you can dismiss it as an action. If you forgot about it for any reason, the spell ends, and you have a telepathic link with it for the duration. While you have the telepathic link with the creature, the spell can’t interact with it in any way. The creature can’t talk, travel, or even see its home plane. When you cast the spell, you can choose to inscribe a 30-foot cube within which to create a divining lamp in the shape of a dire wolf, a dire axe in the shape of a raven, or a dire spike in the shape of a dire axe. The divine symbol appears in the cube and sheds dim light in a 40-foot radius and a painful stinging aura around it. This spell's effects last for 1 hour, after which they wilt away. If you cast the spell again, the effects have no effect. You can also set the divine symbol to emanate from you, making it appear as though it is from you, at any spot within 60 feet. In any such location, you can cast spells of a level or lower, cast spells of a level or lower, make melee attacks with attacks that have a critical nature, make Constitution saving throws, cast spells of a level or lower, and so on. You can also choose to cast divination spells in the cube, and its spells manifest in magical runes. The mundane objects in the cube are connected to objects created by divination spells with which the spell’s effect extends. For example, a divination spell wrought by a dire axe could command the creature to thrust its axe at a creature within 60 feet of it, causing it to turn and strike back. Using this magic, you might call on another creature so you have control of it? At Higher Levels. When you cast this spell using a spell slot of a lower level than the one you have chosen, you can cast the

Druidic Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your divine protection against evil and good wreaths the world in darkness and magical darkness. When a creature or object that you touch enters the Feywild or enters the Feywild's plane, the creature must succeed on a Wisdom saving throw or be affected by your divination spell for the duration. The creature can’t be affected by any of the following divination spells. Death Death, sickness, or exhaustion. Death, sickness, or exhaustion by magic. Death, sickness, or exhaustion by nature. Death, sickness, or exhaustion by nature by chance. Death, sickness, or exhaustion by nature by force. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Druidic Remedies

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing humanoid. Until the spell ends, this spell sends a radiant radiance shield up to 120 feet long and 10 feet high to faint humanoid (minimum level: 3). The radiance lasts for the duration and damages the target whenever it hits or below 50 hit points. Divination

Druidic Remnant

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell removes fog, ghost, and other aberrations from a nonmagical object that you can see within range. You can bring about this effect through an action that has a duration of 1 hour and that has a 5 percent chance per hour modifier. The effect of this spell can last for the duration. You can cast this spell again on a successful flush against the aberrations or dispel magic spell cast using the same spell slot, if you cast it using a different spell slot. If you cast it using an 11th-level spell slot, the effect lasts for the duration, and you can dismiss such a spell as an action. Abjuration

Druidicry

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell purges the flesh of creatures within 15 feet of you and neutralizes any poisons in their bodies. For the duration, these creatures have half cover against the elements, and half damage to their weapons and armor. Additionally, the spells of divination spells are suppressed. For the duration, these creatures have disadvantage on attack rolls against creatures within 5 feet of them. Conjuration

Druidicry

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose one of the following effects that occur when you cast this spell: 1. You cause one creature within range to become blinded for the spell’s duration. A creature blinded by this spell must make a Wisdom saving throw. On a failed save, a creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. A blinded creature must also make a Constitution saving throw at the end of each of its turns. On a successful save, it takes half as much damage. On a failed save, it takes half as much damage. The spell ends for the blinded creature if it is wearing no armor. Conjuration

Druidic's Acid Arrow

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell uses magic arrow instead of longbow for the added benefit of hitting hard enough to crack bones. When a creature uses its action to shoot a magic arrow from within its reach, the arrow flashes with brilliant light and lands in a spot within range. The spot must be within 10 feet of a point of your choice within range. Until the spell ends, a magic arrow fired from within 5 feet of a point of your choice that is within 10 feet of a point of your choice that is within 10 feet of a creature or a glowing glowing substance igniting arrows of acid and necrotic energy, as well as bursting with acid, ghastly energy, or both, grants it the ability to deal an extra 1d6 damage of the

Druidic's Hand

Casting Time: 1 action
Range: 30
Duration: 15 Days

You choose an area of magical darkness with a range of 30 feet that you can see within range, and you create an instantaneous, harmless sensory annoyance to a creature of the chosen size or kind within that range. That creature can be a Large or smaller creature, an instinctive, harmless fiend, an inanimate object, or an antediluvian. The annoyance can affect any creature you choose within 30 feet of you. If the creature is friendly to you and you don’t have dispel magic active, it w ord not dismiss you as an action. When you cast the spell, you decide which sensory annoyance you choose, and you specify one of the following options for what effect the annoyance might cause: • I can’t see or hear any object • I can’t see or hear any creature • I can’t hear, touch, feel, or feel an object • I can’t see, touch, or use an object • I can’t see or hear an object flying As the annoyance lasts, any creature that uses its action to move in an unoccupied space by the nearest open space created by the annoyance creates an opening for the creature to land safely in the space it’s in. The creature doesn't need draugr’t covering its space when it makes its move. • I can’t see, touch, or use an object • I can’t cast spells or activate or read the scroll The spell ends for the creature if its opening is strong enough. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Druidic Shell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a silvery shell that glows in a 20-foot radius centered on a point you choose within range. Until the spell ends, the shell sheds dim light in a 5-foot radius and dim light for an additional 5 feet. The shell can be colored as you like. You can also create your own silvery shells, using the same process. You can create up to twelve silvery shells in a 10-foot radius. Each silvery shell has AC 15 and 15 hit points, and it is immune to poison and psychic damage. The Shell disappears when the spell ends. Transmutation

Druidic Spray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spectral spray of black smoke that spreads around corners and then disappears. At any point during your next turn, whenever you take 5d6 radiant damage, you can throw the spray back, replicating a typical melee attack. At Higher Levels. When you do so, make a ranged spell attack with it, and make a new damage roll, which could cause the spray to change its damage type at the start of each of your turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Druidic Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Whispering to the spirits of nature, you create a spray of intense light that spreads from a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When you cast the spell, choose a point you can see within range. Targets within 20 feet of the point you choose must make a Wisdom saving throw. On a failed save, a target takes 8d6 radiant damage, and it is blinded for 1 minute. On a successful save, a target takes half as much damage and isn’t blinded. A creature blinded by the light can see through the spray, but it can’t see through leaves or through wall. A creature in darkness

Druidic Spray

Casting Time: 1 action
Range: Self (15-foot line)
Duration: Instantaneous

An invisible, shimmering spray appears in the ground in a 10-foot radius that is 15 feet wide and 5 feet high at the base, centered on a point you choose within range. The spray spreads around corners and then disappears. Until the spell ends, the spell has a 30 percent chance to target a creature within 10 feet of the start of each of its turns. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from the start of the spell by the spell. As the spell lasts, the target also takes damage of the chosen type. If the spell ends before the target has a chance to react, the spell ends early. Evocation

Druidic's Spirit

Casting Time: 1 action
Range: 60
Duration: 16 Hours

This spell empowers you with an odd sort of divinity: unfathomable power radiates from you, summoning spirits of nature and legend that follow your desires and act independently of you. Roll initiative for the spirits, which have a successful roll of 10 or 11. On a 1, they follow your orders, succeeding on a Wisdom saving throw or gaining an advantage on one of their checks. On a 2, the creature follows your orders to the letter, even summoning a legendary spirit of your choice whose w ord and name is on the item you choose. (You might find that divination spell more appropriate as a method of divination than a casting of spells.) To use divination magic, a creature must have a certain knowledge of the truth about a subject or event known to the divination. For the purpose of divination, each creature you make with this spell must speak a divination spell on the target that is known to the divination. For the duration of the spell, the creatures can understand one other creature’s meaning without first speaking divination spell. To understand one other creature’

Druidic summoning

Casting Time: 1 action
Range: Holy
Duration: 1 Hour

You summon a celestial, an elemental, a fey, or a fiend from the planes of time to fight for the good of the living. Choose one of the following options for what appears during the creature’s next turn; it can use its action to dismiss the spell. While some forms of the spell allow the creature to cast spells of 2nd level or lower, others have a ceiling of 1. The creature can move up or down as part of the move, but the creature can’t move without spending 1 foot of movement. Finally, the creature can choose to have its action be a weapon move instead of taking any attack or saving throw. The creature can have up to 8 weapon attacks on its turn. If the creature fails its saving throw, the creature must then make two weapon attacks with its action on each of its turns. The creatures chosen for this spell must be within 5 feet of each other when you cast it and 5 feet apart when you cast it alone. Divination

Druidic Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of tiny insects appears in a spot you choose within range. For the duration, the swarm can move up to 10 feet away from you and can make 10 bite attacks. On a hit, the swarm takes 5d8 necrotic damage. Conjuration

Druidic Touch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature, or one of its companions, and it must make a Wisdom saving throw. On a failed save, a creature takes 4 d10 necrotic damage and is charmed by you for the duration. On a successful save, the spell ends. Evocation

Druidic Touch

Casting Time: 1 action
Range: 90
Duration: Instantaneous

For the duration, you gain the ability to touch or otherwise affect one willing creature of your choice within range. The creature’s level is tripled for the spell’s duration. Touch Touch 1 minute For the duration, the creature has darkvision out to a range of 60 feet. Concentration, up to 1 hour Touch A willing creature who is charmed or bound by a seal appears within range for the duration. The creature can be a willing creature (20th level), an unfriendly creature (reach higher levels), or an obstacle (range 20 to 50 feet). If the creature is charmed or bound by a talisman, it can use that talisman to grant the creature specific abilities, such as the ability to read the secret thoughts of its bonded servant, or to stave off death in exchange for service to the faith. If you use this spell to target an undead creature, it instead targets an up to three undead willing creature of its kind that it has bonded or determined to be its servant. While the creature is charmed or bound by the talisman, it senses and recognizes the presence of other creatures, as well as the presence of nonmagical symbols or other distracting visual signs. It is free to leave the talisman on the creature if it wishes. It can leave the talisman and its contents at any time, opening its mind to any possible future actions taken by the creature. Enchantment

Druidic Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch one willing creature and give it the gift of the divine. Choose one of the following spells of your choice that you can think of that would be best suited to your current or future work. The spell ends early if it is used to gain an advantage. For example, you could cast this spell on a willing creature that had been cursed by the devil. You could also choose to have the spell end early, if the creature can be targeted by spells or by spells of casting casting ability. You also could have the spell end early if the creature is affected by a spell or by a casting ability that targets only the creature affected by a casting spell. For the duration, the creature is charmed, frightened, and possessed, and it can’t be affected by spells or by spells of casting ability. If the spell has multiple effects, they can be combined or dispersed so that the total can reach multiple creatures. For example, you could end a spell that targets a creature with a debuff on its mind and cause it to willingly cast a casting spell, such as dispel magic, that targets only the creature affected by the debuff. Alternatively, you could end a casting of a spell that targets only one creature, such as dispel magic, before the spell reaches its full duration, because the creature affected by the debuff can be affected by more than one effect used by the spell. If the spell targets only one creature, the spell has the same effect as the one it affects, except that the creature affected by the debuff can take damage of its own choice. Transmutation

Druidic trick

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a willing creature you can see within range. The target must succeed on a Wisdom saving throw or else its appearance in this spell is obscured for the duration. For the duration, or up to 1 hour, the target has advantage on attack rolls against creatures other than you. On each of your turns until the spell ends, you can use a bonus action to twist the creature’s appearance in a manner that would make it seem fat or weak, or you can end the creature’s movement so it appears as if it were incapacitated. If the creature w ho moves to a different location where its movement would be affected by this spell if it is casting it in this way, it instead takes 7d6 psychic damage and must make a Wisdom saving throw at the end of its turn. On a failed save, the creature takes 7d6 psychic damage, and the spell ends on an aword spell at the start of your next turn. Transmutation

Druidic Vine

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A vine sprouts from a point of your choice within range, sprouting vines and vines-aligned weapons. You touch the vine, which sprouts from the ground in a 20-foot square. The vine is harmless and moves with you. You can use your action to vine the vine. The vine can be vine-shaped, vine-shaped cupola-shaped, or vine-shaped vine-shaped vine-shaped cupola. If you choose vine-shaped vine-shaped cupola, the vine extends out from you in a vertical line. The vine is difficult terrain that prevents horizontal movement. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Druid magic

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours

You conjure up a plant or a mineral that you can see within range, and it turns into a great torch, for the duration. Each creature that ends its turn within 60 feet of the light must make a Wisdom saving throw. On a failed save, you draw the torch back to you and create a distraction for the creature. On a successful save, the creature turns away from the light and stays within 60 feet of it. As an action, you can move the rod 100 feet and hurl the item at one creature within 60 feet of it. Make a ranged spell attack using your reaction. On a hit, the target takes 2d8 thunder damage, and it has disadvantage on attack rolls and attack rolls using Dexterity saving throws, and it can’t use reactions until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Druid magic

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell transforms a sealed temple or a place of secret rites into a bustling metropolis for the masses. A city or temple dedicated to divination and divination of nature (and dedicated to each other) is a bustling metropolis full of bustling trade, secret secretions, shrines, and sanctuaries. The land becomes a bustling metropolis, and a temple dedicated to divination and divination of nature is dedicated to the protection and well-being of all. The temple is open to the general public and is dedicated to the protection of the city and its people. A dedicated shrine requires at least one dedicated man or woman, who is usually a man or a woman, to fill. It is illuminated, ransacked, and occasionally burned in its entirety. A temple dedicated to divination and divination of nature can be as grand and secret as the palace of Shor and its surrounding grounds. In its place is a bustling metropolis dedicated to protection and well-being. You choose one of the following rites to adopt as a temple rite. You must speak the rites and, at the DM’s option, choose one of the following rites. The temple vows no actions, but serves as a magical observant vessel for its servants and guardians. The temple includes a dedicated staff dedicated to the service, dedicated to the service and guarded by an invisible guardian who guards the vessel against your foes. Once per round, you can use your action to move the temple along a square in front of you (1 foot in each side) and specify a specific service rite. The temple obeys whatever command is given to it by its patron, though it takes the form of a divinity. The temple appears in a spot of your choice within range, and it can be up to 50 feet away from you as a bonus action, for 1 minute. It obeys any spoken commands that you give it as a part of its service. You can choose any of the following rites for the temple’s purpose: antipathy ceremony, acyclic rite, arcane ritual, fey sacrifice, greater restoration, greater restoration sacrifice, power weapon sacrifice, and wreathe sacrifice. Alternatively, you can use your action to sacrifice one willing creature (the DM has the creature’s AC, and it isn’t undead) in a manner similar to the acyclic sacrifice. You decide what actions the creature takes and how much food it consumes, and you set conditions for it to automatically succeed on all food and drink regen items it takes as a bonus action. You also learn what conditions the creature will face in its next melee attack. It

Druid magic

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You appear in an unoccupied expanse of air and cast spells of your choice that have no area of effect. You have resistance to the triggering of nonmagical ranged attacks and the casting of spells of a nonmagical nature. You can cast some spells of a nonmagical nature as spells of the chosen nature, and those of a particular nature (such as magic stone or stone of cold damage) deal cold damage as normal. When a creature would use its action to cast a spell of a specific nature, that spell can be cast as normal, or the appropriate spell of the chosen nature can strike the creature. The creature also has advantage on attack rolls against targets within 30 feet of it. Evocation

Druid magic

Casting Time: 1 action
Range: Sight
Duration: 10 Days

You choose one of the following effects when you cast this spell: • You restore 1d6 acid damage to a creature or a creature with a poison mark on it. • You cleanse a 5-foot-radius sphere of acid for 3d6 levels. • You endow a 5-foot-radius sphere with magical properties. • You alter the way water flows, temperature, and precipitation affect creatures within it. • You neutralize magical diseases affecting up to two creatures of your choice that you can see within the sphere. • You restore a total of 100 hit points, divided by 2 to the total healing done. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose to end any effect that targets only one creature or one creature type. Transmutation

Druid magic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and then kill it. The target must make a Charisma saving throw. On a success, the target takes 1d6 psychic damage. On a failure, the target is knocked prone. The spell ends if you dismiss it as a move action or if it is hit by an attack. The target is no longer a creature. The spell ends if you dismiss it as a move action or if it is hit by an attack. The spell ended if you dismiss it as a move action or if it is hit by an attack. Illusion

Druid mask

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You awaken the nastiest creature on the face of the Earth, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. For the duration, the disguised creature can be seen walking or moving through the air, and it sheds bright light in a 30 foot radius and dim light for an additional 30 feet for the spell’s duration. Abjuration

Druid Pact

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell grants a legendary nature to one willing creature you touch that isn’t undead. The target gains no special knowledge of the nature of the Fey or the game rules for the chosen creature, but all decisions that creature makes and desires to become a god or a god of war gain precedence over those made by its nature and ever since it was a creature, and all decisions made by the creature can be ignored by any creature that deals with the creature (including its alignment). You can also set an untyped condition on the creature that allows it to perceive the nature of the Fey (but with an illusory connotation), which makes the task of casting the spell much easier. Divination

Druid palettes

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a willing creature you touch with a foul illusion. Anything that isn’t creature’s original shape, such as a crab’s tail or a poisonous vine, is now a false representation of its true size. For the duration, the creature is limited in what it can move and can’t eat. The illusion can penetrate barriers and keep out harmful light, light, or dark thoughts. The illusion isn’t real and can‘t appear in or in containers or on ceilings. Transmutation

Druid power

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter the word "Druid" and enter the dimension of a new age. Through the power of the Word of Wisdom, you awaken the dark arts of necromancy. Choose one of the following options for what appears in the spell’s message: • At the end of each of your turns during which you use your action to cast this spell, you can rework the message so that it appears at the top of your list of options. • At the start of each of your turns during which you use your action to cast this spell, you can dismiss the spell. This casting ends for each affected target. • At any time after this casting ends, a second message appears in your memory that reasserts your allegiance to the new order. This casting ends for each affected target. • At any time after casting this spell, you can “encourage, abet, or abet another creature’s use of its action to cast a spell of 3rd or lower during its turn (if that creature uses its action to do so, that creature must roll its own roll and use its own to prepare its spell) “and thereafter become a copy of the creature that’t under the spell. Conjuration

Druid primal resiliency

Casting Time: 1 action
Range: 60
Duration: Special

You create a magical barrier and extend it up to 30 feet in any direction within range. It remains there until the spell ends, at which point it disappears. You can use your action to create the barrier up to 30 feet higher by using a different material component. If you chose stone or wood, you can use your action to raise it or remove it. If you chose fire, you can use your action to create a nonmagical object made from combustible element magic that is liquid and that falls 5 feet below where the barrier is formed. The object is imperceptible when it falls and can be destroyed by attacks or other means. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a magic barrier with a 4th level object by using a spell slot of 5th level or higher. You can do so again using a spell slot of 3rd level or higher, rather than using 1st level spells or summoning magic. Evocation

Druid Restoration

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You touch a willing creature and restore up to 10 hit points. The target’s hit points increase by 2d8 at 10, 15, and 25 level levels. Evocation

Druid's Acid Arrow

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

Pistons and ornithologists of your choice within 5 miles of you have advantage on each melee attack they make with arrows or similar intended for the weapon (your choice). When a ranged attack using an arrow or similar attack on a target you select is attempted against a creature other than you, the target takes the attack. If the target has a staff of eight or more members, the creatures can use their own ranged attacks with their weapons against the target. If the target has fewer than eight members, its members take only the first damage from its attacks against the target. If you target an area, a cube, or a square, you can designate any number of squares or cubes you choose, though you must specify a specific arrangement for each effect to appear. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by a ranged attack increases by 1d8 for each slot level above 2nd. Conjuration

Druid sacred incantation

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell turns any holy symbol on a creature’s chest or on its head or chest piece into an effigy of the deity’s image. The spell fails entirely if you take the damage from another creature, if you use an action to dismiss the spell, if any, or if a greater restoration spell is involved. Each creature under the spell and within 30 feet of the image chooses to fail the spell. At the end of every 30 days for a year, a druid can maintain her concentration on the spell for up to eight hours. Divination

Druid sacred shrines

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You invoke the spirits of nature in an area you choose within range to grant specific benefits to yourself or another creature. If the target of this spell is a plant, a shrub or a tree, you gain certain temporary hit points. These temporary hit points last for the duration, and you can use your action on a subsequent turn of yours to restore one of these temporary hit points back to its normal state. When you cast this spell and as a bonus action on each of your subsequent turns, you can restore up to half the maximum number of temporary hit points you can restore. A creature’s speed is not affected by this spell. Transmutation

Druid’s Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a creature you can see within range with a sword. The creature must use its action to make a Strength check against your spell save DC. The creature then uses its action to send a beam of acid energy at the creature that created the beam of acid. Make a ranged spell attack against the creature that created the beam of acid. On a hit, the target takes 4d6 piercing damage. On a miss, the spell fails. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Druid's Blessing

Casting Time: 1 action
Range: 1 Hour
Duration: You bless up to five creatures of your choice with

in range. Creatures who enter the spell with disadvantage are automatically granted the blessing. These creatures gain temporary hit points equal to

Druid's Blessing

Casting Time: 1 action
Range: 300
Duration: Until dispelled

This spell makes a creature’s bravery, intelligence, or intelligence quotient a misty whisper to the ears of other creatures. If you cast the spell on the same creature as a whole, that creature can normally be found speaking to you in secret. Through the secret communication, the creature can understand your words, perhaps because of its psychic connection to you. The creature can understand any spoken language you speak. It is possible for the creature to understand other creatures’s language if such a communication occurs within its reach, as if it were its own spoken language. It can speak any language you speak but must speak its own language. You can give the creature any language you have, or the language of another creature you’ve mentioned, a component language if you have it. Transmutation

Druid's Blessing

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell grants nature spirits certain powers. Choose up to six plants, particularly ores, that the druid or a fey companion can carry with her or one willing creature for the duration. Whenever a plant that you have carried with you for the duration stops being carried by nature, it reappears in an unoccupied space that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can directly affect one plant with a plant power of one, even if it is not a plant. The affected plant is one of the plants you choose, up to all of its levels. It can grow, change shape, light torches, light weapons, serve as a torch and so on. If you select several plants for the same spell, and they all come from the same line of creation, creating multiple plants, you can target plants with the same effect. Transmutation

Druid's Blessing

Casting Time: 1 action
Range: Self (90-foot radius)
Duration: Instantaneous

This spell blesss the creatures you choose with a holy symbol, a symbol of life and freedom. You choose the sort of creature you choose for this spell, such as one with a crown of thorns, a tiara of filth, or a piece of jewelry made of thorns. The creatures have resistance to nonmagical damage, and they have resistance to cold damage. For the duration, these creatures have AC 15 and 30 hit points, and they have a Strength of 26 (+8) if they are not wearing armor. These creatures are under the protection of a celestial or fey god. If the target would enter a state of suspended animation, as with attacks, spells, or other effects, the spell ends, and the creature is restrained. The restrained creature can use another action to make a Constitution saving throw. If the creature finishes casting this spell before its speed drops to 0, it takes 10d6 radiant damage, and the spell ends. If the creature would spend its action that turn resting, it wastes no movement and can move as if it were rested. The creature can’t be attacked or otherwise harm by spells or other magical effects. Abjuration

Druid's Blessing

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A bright light radially fills the air and shimmers to a creature within range. Choose a creature within range. Until the spell ends, the creature emits brilliant light and dim light for an additional 30 feet for each other creature in the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the light increases the intensity of the light (to a maximum of itsBrightness and dim light bulbs have the same brightness aura) and the intensity of the light (to a maximum of its Brightness and darvish lights have the same dim light aura). When you use a spell slot of 5th level or higher, the light increases the intensity of the light (to a maximum of itsBrightness and darvish lights have the same dim light aura). Evocation

Druid's Blessing

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Flame-like radiance springs from you and emanates from all Medium and smaller creatures within range, centered on a point within range. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. If a creature fails the save, an uncontrolled release of this radiance erupts from the target and spreads around corners. The release originates from a point of your choice within range, as with acid rain, wind, or thunder, or it can come from an area of loose air, such as a shed, well, or under a floor or a ceiling. Abjuration

Druid's Blessing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a number of Divine Sense equal to two times the spell’s level determined by the target’s Intelligence. The spell can’t’t shrink the target or cause damage, but it can alter its appearance so that its statistics appear elevated. Divination

Druid's Blessing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. Until the spell ends, the target gains a number of +1 Wisdom points equal to the spell’s damage rolled. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Druid's Blood

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature who has been poisoned with divine blood. The target takes 1d8 necrotic damage. If the target drops to 0 hit points, it has disadvantage on attack rolls and ability checks. If the target has at least 1 hit point, it has disadvantage on attack rolls and ability checks. The target can respond to this effect by using a bonus action to make a Constitution saving throw. An attack that hits the target takes 4d8 necrotic damage. At Higher Levels. When you cast this spell using certain higher-level spells, the damage increases by 2d8 for each slot level above 4th Conjuration

Druid's Bond

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a magical bond between a creature and a willing creature that lasts for the duration. The creature must succeed on a Wisdom saving throw or be restrained by the illusion for the duration. A creature that attempts to use a saving throw when you cast this spell ends its turn and is freed. If the illusion ends, the creature is still a creature, and it can repeat the saving throw if it wishes. If the creature is an undead, it can be a creature of low or moderate intelligence. Transmutation

Druid's bond

Casting Time: 1 action
Range: 30
Duration: -8 Hours

This spell creates a magical bond between a Huge or smaller nonmagical beast and you. The spell can take 1 step or be activated only by a single creature of your choice that you can see within range. A creature must be within 60 feet of you when you cast the spell. You can create a permanent bond with a Huge or smaller

Druids bond

Casting Time: 1 action
Range: Self
Duration: 24 hours

This spell binds all nonmagical creatures within a 100-foot-radius sphere centered on a point you choose within range. Creatures are affected by this spell only by the creatures first spoken to by you at the start of each of your turns. Each affected creature must succeed on a Wisdom saving throw or be bound to the sphere. An affected creature can, however, speak or take whatever action it takes, which makes it automatically bound to the sphere. If the affected creature takes any damage, it can choose a number of d10s of 3 or lower. As a bonus action, it can pull the binding onto another creature. Both creatures must use this action to do so. If the creature pulls off the binding, that creature also uses its action to pull the binding onto another creature. You can have neither the creature nor the bound creature carry or carry more than one container of food or drink at a time. A creature bound by the sphere has a 25 percent chance to faint when it drops to 0 hit points. The spell ends when it affects a creature in the sphere or when the objects it bound are no longer in the creature’s possession. Transmutation

Druid’s bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Like most other spells of your choice, you manipulate nature so that plants and animals can live together. The bond is an illusion made of one kind of plant or animal, a surface substance that looks different and grows taller and higher in the sky. At the start of each of your turns before the spell ends, you can use your action to manipulate the surface substance for 1 hour, after which time it can be re-laid into any suitable surface. Alternatively, you can attempt to manipulate the surface substance for 1 hour, after which time it can’t be re-laid. If you create an illusory bond with a plant or animal, a creature or a creature’s object, a plant that plants or a creature’s surface substance and that isn’t created by another spell can’t be affected, and the illusion ends. The control of the surface substance also extends to other plants and animals you choose within 100 feet of the base creature. Divination

Druids bond

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

For the duration, a bonded creature adhering to the DCI of one of the spells mentioned above has resistance to one damage type (magic missile) and one damage type (spire) damage reduction, as well as a resistance to the triggering of any other type of damage. At the end of each of its turns, the bonded creature can repeat the saving throw, ending the effect on itself on a success. Evocation

Druid's Disk

Casting Time: 1 action
Range: 120
Duration: 8 hours

This spell creates

Druid's Disk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a disk of frigid stone that lasts for the duration or until you dismiss it as an action. The disk is a 40-foot cube and is made from solidified bones, hard metal, or some other dangerous material. If more than one disk is created, the creatures created by the disk have disadvantage on attack rolls against them. Only one creature disk created by

Druid's Disk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a disk of swirling, churning air that acts as a guiding rod. The disk remains for the spell’s duration, and you can shape it to appear any size you choose. The disk can be made from any shape you choose, though it must be of a creature or some other material. The disk doesn’t need to be on ground or in an area of air. Transmutation

Druid’s Dispenser

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You unleash a divine spirit that spreads magic and knowledge within a 30-foot-radius sphere centered on a point within range. Until the spell ends, you can use every available movement to mentally issue orders to any creatures in the area, granting them a mysticism no mortal wizard could dream of. You can also issue cryptic messages through the illusory creatures.ogg The creatures speak a cryptic message that can be delivered in a whispery mumble as part of the spell’s magic. If you cast the spell while within 30 feet of the Dispenser, you can send the message on behalf

Druid secret

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth nature spirits to help you protect a place or a group of people. Choose a location you can see within range. Creatures within ten feet of the location where you cast the spell take 10d6 psychic damage, and creatures within 5 feet of the location where you cast the spell have disadvantage on the saving throw. Creatures within 10 feet of the location where you cast the spell take half the spell’s normal roll and be affected by the spell. Creatures that make Charisma saving throws have disadvantage on the attack roll and must roll an additional 10d6 psychic damage on a d20. While affected by this spell, the target’s statistics (except Strength, Constitution, or Charisma) are unchanged; it is immune to its damage and damage rolls have no effect. An affected creature returns to its home plane at the start of its next turn, unless it is transported somewhere else. If the target’s plane of existence is a different one than that of its new destination, the creature returns to its home plane at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Necromancy

Druid secret

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You manifest within a deep underground pit, known as a cave, a cave that is 1,000 feet deep, up to 10 feet deep, and 1 foot thick. Choose one of the following options for what appears: • One creature’s space for messenger spells, a message sent by a god to a group of soldiers on a direct battle front, or a message sent by a messenger to a group of soldiers on a general threat. • Two creatures’s spaces for divining secret spells, a message sent by a god to a group of soldiers on a direct battle front, or a message sent by a messenger to a group of soldiers on a general threat. • Three creatures’s spaces for divining secret messages, a message sent by a god to a group of soldiers on a direct battle front, or a secret message sent to a group of soldiers on a secret message sent to a target in the group’s space. The secret messages appear to be divine words sent by a god, imbued with divine power. When a message appears, each creature in the area must make a Wisdom saving throw. On a failed save, a creature is drawn to the location of the secret message and becomes surrounded by it until the spell ends. A creature drawn to the location of the secret message must use its action on each of its turns to move into the area to spy the secret messages. Each time a creature moves into the area for the first time on a turn or starts its turn there, another creature must make a Wisdom saving throw. On a failed save, a creature can’t speak the secret language for 1 minute, gaining no audible or tactile information from it. A creature that speaks the secret language must also spend 1 minute moving into the area for the first time on a turn, using an action to speak the secret language. Divination

Druid's Embrace

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You grant yourself the ability to embrace one humanoid you choose within 10 feet of it and reshape it as you wish. The creature’s natural ability score is 12 + your proficiency bonus + your Charisma modifier. The creature can be brusque or cackling in pain. The creature can be a Huge or smaller creature. The creature is friendly to you and your companions. He is immune to all damage and has advantage on attack rolls against creatures other than you. You can use an action to merge the two creatures, creating a bond that lasts for the duration. The creature can be free from this bond, allowing the creature to embrace you, raise it, and have sex with it. The creature is under the condition that it use its movement to attack and avoid members of its immediate group, as well as gain temporary hit points equal to your Wisdom modifier (minimum 1 hit point). The creature can be restored to its hit point maximum without harming members of its immediate group. The creature knows how many members it has and can’t exceed the maximum number of members it can maintain from a bond. When you merge the creature with you, the creature transforms into an illusory creature capable of speaking any language you desire, though the creature can’t speak a single intelligible language. The creature remains within 40 feet of you for the duration. If you merge the creature with you and the bond is broken, the creature can’t leave the bond and can’t be bonded to another creature. Abjuration

Druid's Embrace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You adopt a form that you choose from a group of humanoid deities, including your current alignment, and that you can see within range. The chosen form is your form, and it is indistinguishable

Druid Sense (Ex)

Casting Time: 1 action
Range: You imbue an animal with a sense of smell that lasts for the duration. You choose the scent of the animal, which you perceive as an unoccupied space you can see within range. The creature has advantage on all Intelligence (Investigation) checks it makes while in the scent sense, and it can’t be charmed, frightened, or otherwise treated as though it were friendly. The creature can also use Wisdom (Perception) checks and Sense Motive checks to see the scent of the creature.
Duration: Illusion

Druid's Eye

Casting Time: 1 action
Range: 120
Duration: Until dispelled

Your eye picks out dangerous things that are hidden within trees or hidden within mounds. When the eye appears, each creature within earshot of the eye must make a Wisdom saving throw. On a failed saving, another creature takes 2d6 poison damage; a fiend takes 2d6 poison damage). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Conjuration

Druid's Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You imbue a creature you can see within range with a faint, intangible magical effect. The target can make a Wisdom saving throw, and it automatically succeeds. On a failed save, the target is charmed by you for the duration. Illusion

Druid's Familiar

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Describe or name a new friend, acquaintance, or idol. Alternatively, make a lore skill check, and the skill check becomes your lore skill check. The check doesn’t rely on knowledge of a specific person, place, or substance, such as a deity’s speaking, thinking, or feeling, but rather the nature of such knowledge and the importance of such knowledge in the group. If you know a legendary creature, known as a nametag, to a friend, acquaintance, or idol, the check automatically succeeds, and the legendary creature gains some title based on its knowledge of the charmed condition. The check could examine a legendary creature’s name and name, or create a list of known creatures known to be known to such a creature. Choose a creature known to be known as a friend, acquaintance, or idol. You have complete access to the creature’s name and personality, along with all known statistics, including alignment, personality, and racial traits. The check can’t take actions or take any magical effects, such as the profane or profane curse, that might put the creature at risk of death, but the check is made aware of all possible options for a creature found under such circumstances and makes a single ability check against your spell save DC. Whether the check succeeds or fails depends on how the creature describes themselves to you. For example, if you ask the legendary creature for information about a certain legendary magic item, the creature could give you information about that item, such as its price or service, and the check would receive no information from the creature regarding this information. Your DM might allow you to treat each creature described by a creature as having some knowledge of one of the following things: an unknown secret that the creature knows, such as about magic items or its price, its service or arrangement, or its origin, as explained elsewhere in the book. You might also allow the creature to describe the creature as possessing some knowledge that is unknown or impossible to discover. You might specify an entirely different creature’s name, especially if the creature is of a political or religious sort or if the creature is a warrior or a spy. If you allow the creature to describe the creature's nature and the extent of its service or arrangement with other creatures , the check fails. Conjuration

Druid's Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your divine petrified form appears in an unoccupied space of your choice that can’t be occupied by a creature or is no larger than a 10-foot cube. The form can also appear in one of the following forms: humanoid, beast, fiend, or demon. During this spell’s duration, you can use your spellcasting ability for the form’s name, e.g. Druid’s Familiar. The form can be a humanoid or an odd beast, though it isn’t created or created by any spell or by any natural or man-made phenomenon. A summoned Familiar can be incapacitated, poisoned, or otherwise diseased. You can dismiss the summoned Familiar with a successful dispel magic spell or by using your action to dismiss it. The creature can be tamed with a simple, verbal command, provided you have the verbal component. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 1 round for each slot level above 1st. Evocation

Druid's Familiar

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A familiar appears in the night and is imbued with the same qualities of the person you are. The familiar can be any creature you have summoned, the same kind of creature as you, or one of the undead you designate, as long as the familiar is within 30 feet of you. The familiar has the same statistics as you. You gain a number of hit points equal to your wizard level. The familiar also has resistance to poison, cold, fire, and lightning. Necromancy

Druid’s Familiar

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a fey familiar of your choice that appears in a place you can see within range. The familiars remain for the duration. The chosen creature appears only to you, and you can’t designate a creature as the target. The familiars become aware of you when you become familiar. You gain advantage on attack rolls, ability checks, and ability checks with regard to those that involve specific abilities. The familiars can’t be attacked, nor can they be incapacitated by attacks of opportunity. The familiars can’t take actions without being attacked or stunned. The familiars can’t communicate with you outside of combat. You can use your action to dismiss the familiars, and they can’t be targeted by spells or other magical effects. Conjuration

Druid's Familiar

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You call upon the elemental spirits of nature to aid you in your task. You are aware of their presence, and you can use your reaction to grant them knowledge of your task. You can ask them to help you for up to 1 hour. You can also ask them to offer you a wish or a service. If they do offer you a wish or a service, you choose the option of either—you can give them the benefit of a wish or offer them a service. You can also give them a service, but neither offer nor wish can be made. The task ends if they offer you a wish. The spell ends if they offer you a wish or take a part in a service. At the end of each of your turns, you can use your reaction to ask them to help you. If the task is difficult, you can use your reaction to give them a challenge rating of 4 or lower, which you can use only once per long rest. If you offer them a challenge rating of 5 or higher, they can offer you a challenge rating of 5 or higher. The task ends if the task is difficult. If you have more than one task under your control, you can offer one at a time. You can also offer up to three tasks at a time, which doesn’t need to be consecutive. If you offer up to three tasks at a time, you must spend one minute asking them each to offer up to three of their tasks. You can also offer up to three tasks each day. You can offer up to three tasks at a time only once, and you must spend one minute asking each task to offer up to three of its tasks. You can offer up to three tasks at a time only twice. You can offer up to three tasks at a time only once every day. Divination

Druid's Familiar

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You gain the power to assume a different form for the duration of the spell. You can appear in any dimension you select, as a humanoid or as a creature of some sort. You regain all expended energy using this spell slot, or half as much by the end of your next turn. You can cast spells again only by attaining the legendary status or attaining the class level designated for you. If you do so, you loose all your other properties, saving throw, and alignment. You can’t have more than one familiar of any kind created by this spell. The spell fails if your concentration and its effects fail to create a new one. A familiar created by this spell dies if its concentration and its effects fail to create a new one. Also, if its concentration and its effects fail to create a familiar of your choice, its familiar falls to the lowest ebb of its familiar’s levels, which determines its subsequent status and appears as a duplicate of its former class, level, or level. If the spell fails, your familiar disappears and all its properties become void for 1 minute, after which your familiar disappears and all its familiar’s ranks become a disjunction of one and then disappears again, at which point your familiar disappears, at which point its familiar’s ranks become a disjunction of two and then disappears again, at which point it becomes a demigod. Your magic might be tested, your companions might take a stab at magic combat

Druid’s Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You or a creature you can see within range are your closest companions for the duration. Until the spell ends, a fey with a familiar that you can see is friendly to you. Divination

Druid's Familiar

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a familiar that serves as your vocation. The familiar is an undead creature of your choice that you can see within range. The familiar can be any creature you choose, though it isn’t part of a class. The familiar can’t be charmed, nor can it be frightened, nor can it be affected by any of the following effects: • The familiar can’t be attacked or paralyzed. • The familiar can’t be charmed, nor can it be affected by any of the following effects: • The familiar can’t be evaded or neutralized. • The familiar can’t be charmed or frightened. • The familiar can’t be

Druid's Familiar

Casting Time: 1 action
Range: 60
Duration: 24 hours

24 hours 24 hours 24 hours 24 hours 30 days 1 hour 30 days 1 year 1,000 words 60 words 15 minutes (2 years) 1,000 words (2 years) 60 words (3 years) 10 minutes (2 years) 100 words (2 years) 60 words (3 years) 10 minutes (2 years) 10 minutes (2 years) 8 hours (3 months) 8 hours (3 months) 10 minutes (2 years) 10 minutes (2 years) 10 minutes (2 years) 10 minutes (2 years) 10 minutes (2 years) 10 minutes (2 years) 10 minutes (2 years) 10 minutes (2 years) 10 minutes (2 years) 10 minutes (2 years) 10 minutes (2 years) 10 seconds 10 seconds 90 minutes 60 seconds 60 seconds Instantaneous 1 hour 1 hour Instantaneous Instantaneous Instantaneous 1 hour Instantaneous

Druid’s Familiar 60 Concentration, up to 1 minute You form a familiar of your choice from the following pool of familiar, or choose a

Druid’s Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a new humanoid, a creature that looks like a normal creature, and that can’t be a member of the same race. The spell ends if you cast this spell again. The new creature is a creature. It has the same general appearance, but it has a bluish-green skin, a long slender body, and a snout that can reach up to a foot long. It has strong claws and a strong snout. Each time you cast this spell, you can make a new one, and the new one also has the same basic abilities as the one it replaced, if any. The new creature can’t be charmed, frightened, or possessed by any of the other types of creatures you created. Abjuration

Druid's Familiar

Casting Time: 1 action
Range: 90
Duration: 4 minutes

You create an invisible, magical creature. You gain the following benefits: • You have resistance to bludgeoning, piercing, or slashing damage. • You have resistance to energy weapons. • You have resistance to fire damage. • You have resistance to poison damage. • You have resistance to fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of charms increases by 1 for each slot level above 3rd. Evocation

Druid's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to speak a familiar language. You instantly appear in or near a familiar that you have known for a year or longer. The familiar has advantage on ability checks and ability checks that you make with that kind of creature. The familiar knows the language, but it doesn’t take actions or take actions that would normally require communication. The familiar is limited in the actions it can take by the nature of its new home, so it can’t take any actions or take actions that would normally require further interaction with the familiar. Abjuration

Druid’s Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a familiar of one kind or another. The familiar reveals itself to the target for the first time on a turn or until it dies. The target can choose from a line of sight that isn’t obscured or that can be turned on or off with two simple actions. It assumes the form of a humanoid and appears on the spot. The familiar disappears when the target is no longer within 10 feet of it. A creature that succeeds on a Wisdom saving throw against this spell ends its stay in the familiar. When the familiar appears, it disappears from the target if it is no longer within 10 feet of it, or if the target is destroyed by combat. See the table of target characteristics for additional information on how it appears. The familiar’s personality becomes a challenge, and it can’t be changed. The familiar can’t be killed or possessed. You can end the familiar’s existence by spending 1 DMG of damage on the familiar. Transmutation

Druid's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a familiar that is able to speak, understand language, and behave as if you had it. You can also become familiar with creatures of your choice the same age, as long as you aren’t the target of a spell. You can also adopt one of the following companions, which must be at least 1 level higher: a creature of normal (or less powerful) level (such as a fey), a fey or a fey demon, a fiend, a fiend, a fiend demon, a fiend archmage, a fiend hunter, a fiend necromancer, a fiend sorcerer, a fiend archer, a fiend necromancer, a fiend druid, a fiend fiend shaman, a fiend fiend paladin, a fiend fiend sorcerer, a fiend fiend druid paladin, a fiend fiend druid paladin, a fiend fiend paladin, a fiend fiend paladin, a fiend fiend paladin, a fiend fiend fiend, or a creature that can’t be charmed. The familiar disappears when the spell ends. The familiar can be used by anyone. A familiar can be any creature, except the creature summoned by this spell. The familiar can’t be hostile, immune to any harmful effects, or immune to any spell or other effect that would harm it. While the familiar is being used by a creature, the creature can’t attack, use reactions that would otherwise harm it, or otherwise attempt to use its action to attack or take a direct hit from a spell or other effect, though the target can attack or take a direct hit from a spell if it can. The familiar can also be of any other form, whether that form is a creature or an object, as long as the creature can’t become its own sort. The familiar can be used by a creature, though the creature can’t become its own kind. The creature can’t be hostile, immune to any harmful effects, or immune to any spell or other effect that would harm it. The familiar can also be of any other form, though the creature can’t become its own kind. If you cast this spell on the same creature or a different one, the familiar disappears when the spell ends. Transmutation

Druid's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create one of the following unique items: a rare earth, fire, or poison-infused weapon; a rare book, a rare vial, or a rare set of jewelry. You can use this spell to create a magical familius familiar for 1 hour. It must be a celestial, fey, or fiend (the target creature is a celestial if it isn’t a fey or fiend). Your familius familiar must be of the same form as you used to create it, or the same form as the one you created. It retains your statistics, but it gains the ability to cast the chosen spell. When the spell ends, your familius familiar disappears, and you are no longer with it. Until the spell ends, you can choose to have the item created by this spell, or you can make the item a part of your familius familiar. The Familiar spell can’t be stacked. The spell fails if you have multiple familius familiar spells in your casting slots. The familius familiar is a celestial, fey, or fiend created by the spells created by this spell. In addition, you lose the ability to cast spells if you cast these spells at the same time as your familius familiar. Fire spell. You summon a celestial that ignites flammable objects in range. A celestial that takes fire damage is burned to smithereens. A celestial that takes cold damage is burned to adorn the body. If a celestial is created by a spell created by this spell, the spell ends. The celestial remains in the air for the duration to protect the body from frost and fire. If the celestial fails its saving throw, it is burned to smithereens. Transmutation

Druid’s Familiar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature of your choice that you can see within range. The target gains a +2 bonus to AC and saving throws, and it can’t take attacks until the spell ends. The target can’t be charmed, frightened, or possessed by any of the creatures described below. Until the spell ends, the target has advantage on all Charisma checks you make with it, and it gains the benefits of all its other class features. Necromancy

Druid’s Familiar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a fiend. Choose up to six creatures of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 9d8 psychic damage and becomes fiend for the spell’s duration. On a successful save, the spell ends for that target. If the target’s Familiar is missing, it disappears when the spell ends. A fiend that gains the Familiar’s ability scores a new Wisdom bonus at the start of each of its turns. A fiend can’t regain hit points or take damage from nonmagical effects until the spell ends. A target’s Familiar can’t be dispelled, but it can’t be changed. If the target fails a saving throw, it can use an action to end the spell on its first turn. If the creature returns to the plane of existence it left before the spell ended, the spell ends on that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 1d8 for each slot level above 1st. Sorcerer Spells

Druid’s Familiar

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a humanoid in an arcane manner. When the target first appears, the target is a new creation. You decide what kind of creature the target is, such as one with the Intelligence drain ability, or one with a higher Intelligence score. Choose one of the following options for what appears: • The creature’s statistics. • The creature’s magic. • The creature’s personality. • The creature’s ability to influence others. • The creature’s ability to manipulate water. • The creature’s ability to influence dust. • The creature’s ability to influence fire. • The creature’s ability to influence earth. • The creature’s ability to control water. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional duplicates for each slot level above 2nd (1 duplicates for each slot level above 1st). Divination

Druid's Favor

Casting Time: 1 action
Range: 30
Duration: Up to three creatures of your choice that you can

see within range and that can fit within an 15-foot cube (including trinkets and shelves) and that are within range are automatically given attunement to fashions some sort of magical bond with nature. Additionally, you are given an aura that mimics a certain creature’s talent, talent, or trait. The creature can be a Huge or smaller creature or a greater animal (such as a goblin, a wyff, or a raven), or an undead that isn’t fit for combat (such as a troll, a fey, or a fiend with a bite). The creature can’t be bonded to a creature or object or bonded to a place or object outside its reach. Through the bond, a creature can benefit from some sort of beneficial effect from an alchemical stash, such as thunderous drakeberry, that provides it with 20 temporary hit points, if any, when it awakens. Enchantment

Druid's Favor

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour

This spell benefits from the protections of the Undermountain, which protect against death-sentent spirits and tendrils of evil, evil, and gloom. You cast this spell only at the Tree of Life, located on the ground 10 feet on each side (your choice which side you choose). Until the spell ends, the tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At the end of every 30 days, you can use up to an additional turn to strengthen your connection with the tree (if any), making it more powerful. If you do so, you create a magical bond with one creature of your choice that has AC 15 and 30 hit points, and that creature is friendly to you. While friendly to you, the creature is trapped within the tree and unaware of it, and it can’t activate, use, or otherwise benefit from doors or windows, if it has one. The creature can only open or close its eyes. When the bead appears, each creature within 15 feet of it must make a Wisdom saving throw. On a failed save, the creature can only use one ability check made to open or close its eyes. When the bead appears, make a new ability check, which requires initiative for the creature to’t able to open or close its eyes. Also, make a new attack roll, which requires 4d10 + 10 modifier damage. On a successful check, the creature can make another ability check, which requires 1d4 + 10 modifier damage, using your extra ability checks. If an extra check succeeds, the creature can open or close its eyes for an additional 40 feet, or use another ability check made using my extra ability checks. Transmutation

Druid's Favor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you can affect one willing creature with a wish spell, an offering that it makes to one of its fates, and a wish spell that it casts into harm's way. The target must make a Charisma saving throw. On a failed save, it becomes a wish being created by another spell or an illusion created by another spell. You can create one of the following effects when you cast the spell. The effect can be cured (modify or otherwise correct) by spending 1 gold; cured by raising one's game statistics again; or reduced to 1 hit point by one use of the bard's profane trait. You can also reduce the target’s Wisdom saving throw to 1. If you reduce the target by more than 1 hit point, its hit point maximum is reduced for a further 1 hour by an additional 1 hit point. The spell ends if you use your action to cast it again. Illusion

Druid's Favor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Touch You touch a willing creature. The target gains a number of temporary hit points equal to the level of the cursed spell it is currently casting. At the start of each of its turns, the target gains a +2 bonus to the spell’s ability score. For the duration, that bonus is halved, and the target gains no temporary hit points. If the target falls short of minimum temporary hit points during this spell’s duration, the spell ends, and the spell ends for that creature. Abjuration

Druid's Favor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and give it a rating of +1. The target’s understanding of the current situation increases by 5 for the duration. If you touch the target for the first time on a turn or during a long rest, the spell ends for that creature. If you touch it again for the first time on a turn or during a long rest, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour and the number of uses increases by 1 hour for each slot level above 6th. Abjuration

Druid's Favor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and imbue it with a special bond. Choose one of the following benefits: • You gain the benefit of this spell's effects, including the following effects. • You can use an action to speak a word that you can understand, and the creature hears you in its mind. • You can touch the target, making it feel a certain way. • You can affect the target with a touch. You can also affect the target with an action that requires you to use your hands to move the target. You can also affect the target with an ability that requires you to use one hand. • You can affect the target with a touch. You can also affect the target with an ability that requires you to use one hand. You can also affect the target with an ability that requires you to use a different hand. • You can make the target drink a potion. The target takes 1d8 poison damage for each of its remaining turns. Necromancy

Druid's Favor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a beast or a plant and give it a blessing worth at least 1,000 gp. Until the spell ends, the plant is protected from diseases and prevented from aging. When you cast the spell and give the plant a blessing worth 3,000 gp to protect against disease, the plant becomes a creature of natural short lived and full of vitality. The plant becomes immune to all damage and has resistance to nonmagical damage. Your attacks deal an extra 1d6 extra damage at the start of each of your turns for each of those damage types types confirmed against your background, or True (your choice). Divination

Druid's Favor

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell is like magic, except it magnify all others’s effects, preventing one effect created by another spell from being cast on it. To cast a spell of higher level than the one you use for which you cast this spell, you must have a Wisdom score of 4 or higher. On a successful save, the spell blocks one effect created by a spell of 4th level or lower created by this spell, such as poison or sleep, though it creates a minor or major effect similar to those of that spell. For the duration, those effects can’t be removed by dispel magic. Conjuration

Druid's Favor

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your touch imbues some plants and minerals with harmful energy. If you touch one of the listed minerals or fissures, plants and minerals

Druid's Feast Druid's Feast 10 Instantaneous You point to a location you

Druid's Feast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose one creature that you can see within range. The target takes 10 necrotic damage and is immune to poison and psychic damage. Transmutation

Druid's Feast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You enrich the air of the land in a way that preserves the land you’re inhabiting for its entire length. You create 1d4 + 10,000 square foot infested areas throughout the area, reaping the benefits of any diseases or effects that remain, and plants and other creatures in the area benefit from no sick effects. Necromancy

Druid's Feast

Casting Time: 1 action
Range: 30
Duration: Until the spell ends, the air is friendly to your

deity and your undead companions. While your companions aren’t affected by this spell, you gain a +2 bonus to AC and saving throws for the duration. Additionally, whenever a creature fails its save against an affected target or if any creature in the immediate area of a fey or

Druid's Feast

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose an area of activity you desire and create a feast of fresh food for the creatures you designate. The feasting lasts for the duration or until you use an action to do so. You can bring along fresh animals for the feast. If you bring along no animals at the time the feasting takes place, the feasting fails and the creature takes 1d8 poison damage, and the creature regains 5 hit points at the end of its next turn. The feasting isn’t hungry. When the creature’s food is gone, it regains 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each creature whose action it takes 2d6 damage must make a Constitution saving throw. On a failed save, the creature’s health is restored to it maximum. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Druid's Feast

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell primes the plants in your area to sacrifice feasts for food. For the duration, plants have 25 hit points and are capable of hatching new plants for each slot you have. You can also make feasts with any plant you designate as difficult terrain, providing that terrain is moderate elevation or is on a cliff or similar edge. You decide what feasts the plants partake in. A feastskin might include a feast of bread, meat, and some sort of vegetable, omelette, or fish. A feastskin might include a feast of flowers, herbs, and so on. At any time, you can sacrifice a plant for 1d4 hit points of vitality, a feastskin for 1d4 hit points of vitality, and a feastskin for 1 hit point of acid or cold damage. The feasts nourish and protect plant growth, and the feastskin makes it possible for plants to wilt away if its hit point total is greater than the spell’s maximum. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use a higher level spell slot to create two feastskinned to one feast, or three feastskinned to the flesh to one feast, for each slot level above 5th. Conjuration

Druid's Feast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bearded deity appears and recites a divine message in an unoccupied space within range. If the message is non-ancient, it remains in place for the spell’s duration. If the message is unique to a specific deity, such as the Enthrall of Mender Thar, the Thaumaturgy of Agnes of Eres of Erebor, or the Thaumaturgy of Earthen Grasses of Earthen Eland, the message is lost. The message then travels to the nearest unoccupied space within 10 feet of the location where it is recited. If the unoccupied space is a temple or other religious structure, the message remains, but its contents have no effect there. Transmutation

Druid's Feast Divination

Druid's Fireworks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates fireworks of various colors, shapes, and materials. Each creature other than you in a 30-foot cone must make a Constitution saving throw. On a failed save, the creature must use its action on a later turn to extinguish the fireworks. The flames seem brighter than normal light or dim light for the duration. The flames last for the duration—up to 1 minute on a full moon, 10 minutes on a full day, and 1 minute on a dew-chill day. The flames also last for the duration of your concentration. Your concentration is voided if you are unable to find a suitable firework or if you use an action to dismiss one. To extinguish a firework, you use a surface covered by a covering spell. On a noncovered surface, you can use your action to move a piece of metal or a surface made of metal—covered by the covering spell—for 3 feet on a side, up to 10 feet on a piece of metal, or the other way around. If the piece of metal or surface is made of metal, you can use your action on it to move the piece of metal or use your action on it to create a new piece of metal or surface. You can use this spell only at night. While covered by a covering spell, any creature or object that falls asleep while the spell remains is in effect can still fall prone and

Druid's Garden

Casting Time: 1 action
Range: 120
Duration: Until dispelled

A nonheavenly, evergreen grove of plants appears on the ground at a point you choose within range. The grove is large and stands on a point you choose within range. You can create one hundred tiny temples within the grove. Each temple must be within 10 feet of a creature or a container within which a creature can breathe. temples. A temple exists in one place on the ground within which you cast this spell. It appears where a creature can see within range, and it can’t be on the ground. Any creature or object within reach of a temple effect spells and other magical effects that are placed there, either at the temple’s point of origin or directly over the creature’s head. When the grove appears, each creature whose hit point maximum is less than its temple’s maximum level must succeed on a Wisdom saving throw. On a failed save, the creature takes 6d6 damage and is restrained there until the spell ends. A creature restrained by the grove's vines can use its action to make a Strength or Dexterity check against your spell save DC. If it succeeds, it is no longer restrained. A creature that is in the grove’s area of effect is aware of its temple and can step inside it. The creature can use its action to examine the grove, which has four doors connected by narrow doors that open and close simultaneously. Each door requires at least one willing creature companion; a creature that can’t move or stands still while shuttled this way can trip one using its movement. A creature that uses its action to move its creature to another temple or to another door or door, or to another visible image, sound, or other visual image, of its temple, can’t enter a temple directly or invisibly until the spell ends. Conjuration

Druid's Garden

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Eight virile trees sprout from the ground in a secluded spot on Earth. These trees cover about 40 acres (24 square kilometers) on the ground and 30 acres (24 square kilometers) on the ground for the duration. The trees grow to up to 50 feet in length and 10 feet tall. The trees take 10 feet to crush and 10 feet to fall out of. Any creature that moves within 30 feet of any such creature must spend 6 feet of movement for every 1 foot it moves. The roots of the trees take 5 feet to crush and fall out, and the branches collapse 5 feet at a time. Each 4-foot-long piece of wood in the area is a veiny, translucent piece made of tough, yellow-green leaves. When a creature moves into the center of a vein that runs from the ground up to the bottom of the tree, the creature must spend 5 feet of movement for each foot that a creature moves in the vein. The creature can cast spells there, but spells that deal cold or fire damage to the creature take 5 feet of movement. Divination

Druid's Garden

Casting Time: 1 action
Range: 5
Duration: 24 Hours

Your divine gift to any area that isn't occupied by humans or beasts leaves behind no traces of home. Structures of any kind, such as courtyards and guild halls, can be restored to a condition that would normally give them life or a condition that might give them magical or physical protection, such as by granting magic resistance against the saving throw. This restoration restores up to ten plants and a Huge or smaller creature within 60 feet of the area to full health. A restoration made using magic resistance or similar can restore up to twenty plants and a Huge or smaller creature within 60 feet of the area to life, if that creature is not wearing armor or a

Druid's Grace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Graceful in nature, this spell grants the aquatic guardian specific capabilities. Choose a creature’s natural ability score, as determined by the deity. The target of this spell has advantage on ability checks requiring ability scores of 3 or less. The target also gains the ability to swim, as if it possessed a weapon. With a successful check negating all damage, the creature is directed to an active aquatic guardian, which might be an aberration, an inanimate object, or some other form of magical guardian. The aquatic guardian protects the target against light, light, and cold damage. If the target is undead, he or she is protected from cold damage, but otherwise can ride and otherwise function as an adult. At the end of each of its turns, the target can make a Constitution saving throw. The target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Enchantment

Druid's Grace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of nature to grant the unconscious the ability to see and understand nature through the senses. You can use a bonus action to designate a direction, a location, or some other significant area. While in this aura, the illusion can travel by direct and general direction, but it must have a destination in the area you designate. The aura disappears when it is complete. While in the aura, the illusion can use any action to create a visual line of sight across a location, giving it directions or distinguishing features as it moves along the ground or by moving in or out of the location. Divination

Druid's Grace

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You channel your divine power to grant yourself or another humanoid in contact with you immunity to one of the following effects. The target gains the effect of this effect only if it has a level in this class. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divination

Druid's Grace

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

Grasping vines and roots sprout from the ground in a 20-foot cube centered on an unoccupied space you choose within range. Until the spell ends, you also plant a small tree seed in the cube and plant ten additional trees for the spell’s duration, up to a speed of 60 feet. For the duration, trees shed bright light in a 30-foot radius and dim light for an extra 30 feet. In addition, when a tree stump falls, a 20-foot-radius bludgeoning beam originating from that stump carries a frostbite resistance of 10 + your spellcasting ability modifier. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Druid's grace

Casting Time: 1 action
Range: Self
Duration: Until dispelled or triggered

Your magic reaches its peak within a certain area of nature: in the outdoors or in the open. You might reach into the ground, up close and personal in nature, and bless trees or shrubs in one of the following ways: • You can open or fill a brazier or brazle down an area up to 20 feet on a side. • You can create a bonfire in the ground in the same spot throughout the spell. • You can open or fill a w ere's mouth in a place within 5 feet of it. • You can create a siphon in the ground in the same spot throughout the spell. • You can cast a wish spell in the ground in the same spot throughout the spell. • You can create an illusory image in a place within 5 feet of it. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Druid’s Hall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You awake within the confines of a large, dark, or heavily guarded dungeon. You are surrounded by an opaque wall of darkness, and each creature in a 10—foot radius sphere centered on that wall must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d6 piercing damage when it reaches 5 feet of height. You can move the wall up to 60 feet in any direction. The spell ends for a creature who moved into the dungeon while in the cloud or beyond it. Evocation

Druid's Hand

Casting Time: 1 action
Range: 10
Duration: 24 Hours

For the duration, your hand becomes a Large hand of Medium size connected to your deity’s choice of weapon or tool. The hand is free to do whatever you choose while you are within 1 mile of the hand. The hand glimmers green and brightens for 1 minute. If there are any wounds or blemishes on the hand or if some other effect secures the hand within an opening created by the hand, you can use your action to crack the wound, wash it off the hand, and then cleanse it of all harmful effects. The hand is magically linked to the weapon or tool used to create it and to your deity’s request granting you the ability to do whatever you would like while within the hand’s reach. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional hand for each slot level above 4th. Transmutation

Druid's Hand

Casting Time: 1 action
Range: 120
Duration: 24 Hours

As you cast this spell, you create a creature that is bonded to a deep, magical portal known as the Eye of Makhleb. The creature enters the spell’s radius and moves with you, acting as a sort of god, guarding and protecting you from the fey. The creature can be trained in any of the four ways it chooses, though it must remain within its current condition for the entire duration. You can make a Wisdom (Perception) check against your spell save DC to understand why the creature chooses the two options outlined below: •

Druid's Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You call forth the spirits of nature to protect you. These spirits wilt against temptation, but they can’t undo the damage of your action that day. When summoned after another creature summons them, they appear in unoccupied spaces that you can see within 30 feet of one another and wilt when they approach you. When these spirits leave the area, they reappear in a location you choose within range. The spirits appear in unoccupied containers, unoccupied space that you can see within 30 feet of one another, or within 5 feet of another creature that summons them. If there is no unoccupied space within which to appear, the spirits appear where you are looking (your choice where they appear on the ground, within a tree, or within a small pond on the ground). If you cast this spell and cast it twice, you can have up to four of its summoned spirits appear randomly within 30 feet of you. If you have cast half the spell, you can have up to five. Divination

Druid's Hand

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You hurl a mordaur or a giant centaur onto the ground in an unoccupied space of your choice within range. The hand causes shard of stone to form on each creature within 5 feet of it, and granting 5 hit points per hit point you deal that creature with the mordaur spell, or half as much damage with it, causes the remaining mordaur to become a giant centaur. As a bonus action on each of your turns, you can hurl a centaur or a giant centaur onto the ground in an unoccupied space of your choice within range. The hand creates a ring of magical force, 50 feet long and 5 feet wide, centered on a point you choose within range. A magic weapon or a staff created by this spell or made from duplicates of it can’t fit within 5 feet of the hand. You make two attacks with the mordaur or a giant centaur for the spell’s damage and DM the resulting rolls. On a successful roll, the weapon or the staff deals no damage, and neither mordaur nor giant centaur dies. While both are created by this spell, you can have up to two of each type’s magic weapon or staff thrown at your person at the same time. Conjuration

Druid's Hand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a hand of shimmering force in an unoccupied space that you can see within range. The hand lasts for the duration or until you dismiss it as an action. It can hold up to ten unoccupied hand-crafted objects and doesn’t need to be on the ground. The hand functions like any other handcrafted tool, but you can craft your own handcrafted hand. The two objects created by the hand are imbued to it by other handcrafted tools. The hand lasts until you finish a long rest, at which point the hand falls apart and you dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional hand-crafted objects for each slot level above 5th. Transmutation

Druid's Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a hand of watery stone, 3 feet in diameter, with three points of branching leaves pointing at one side and a thin, rubbery base weighing 10 pounds, and a thin, tough base with two points of branching leaves pointing at the other side of the stone. Constructs and creatures are affected when you cast this spell. You can affect one creature affected by this spell with a successful dispel magic spell. That creature is immune to all effects that would prevent it from attaining its full potential, such as deafness or weakness to one ability score, or blinded by one trait that prevents it from attaining its full potential. On subsequent failed spells with a successful dispel magic spell, the creature simply regains 1 hit point. Transmutation

Druid’s Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose one creature of your choice that you can see within range. The target immediately obeys all the restrictions on that creature. The target also has resistance to acid, cold, fire, and thunder damage. The target can’t exceed the saving throw. If you cast this spell on a creature of the chosen type, that creature takes no damage from the spell. Transmutation

Druid's Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the power of the gods to grant specific tasks the ability to manifest specific magical abilities. The task must be simple or involve significant magical activity, such as attaining a certain level of abjuration, attaining a certain level of cunning, or succeeding at one task. The task can be completed by another task (typically, completing a task that requires an Intelligence check), or by performing a task that is both more difficult and more difficult (typically, completing a task that requires a certain gift from the gods). The DM chooses the task type, as determined by the sanctuary you choose. The first time the spell is cast, the DM makes a successful Wisdom saving throw. On a success, the task is complete. The DM rolls a d8 and consults the sanctuary’s statistics to determine whether the task requires a high Wisdom score. On a success, the task is carried out normally until the spell ends, at which point the task is complete and the spell ends. Enchantment

Druid's Hand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a hand of divinity. You touch the hand and the material of the hand becomes a divine hand. The hand is made from the most divine of all the elements. The hand is created by an action and can be used to make an object of any form. The hand can be worn as a piece of jewelry, a ring, a shield, a shield-like ring, or any other suitable item. The hand can be worn as a spell-like item and can be worn as a spell-like item. The hand can be used to cast spells, complete adventures, or to learn new things, and can be used to cast spells. The hand can be worn as an item and has no effect on its wielder. You can use your action to issue an order to the hand, and when it is ready, you must make the order in writing. You must have the hand within 30 feet of you, or you can target one hand with it

Druid's Hand

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Withdrawal, or a DC 20 Wisdom (Perception) check, you make a hand gesture or gesture with an object that you can see within range. The hand’s reach to open or close talons, teeth, claws, or whatever else you can see. The hand’s reach is limited to a maximum distance of 5 feet. A creature with Strength (D) or lower fingers can wield a halberd without breaking it. You can use your action to move the hand up to 10 feet and then repeat the same attack or cast a ranged spell using the hand’s strength. The hand needs to be restrained when you do so. Should either hand rest on a creature or be severed by a spell, the hand strikes the creature, shaking it and making the target prone. The hand then lashes out toward a creature within 5 feet of it. Make a melee spell attack for the hand’s reach. On a hit, the target takes 2d12 force damage. The hand also grapples a creature. It grapples the target if it is still conscious or if it can no longer use its hands. If you hit with a melee spell against the hand, the spell ends for it. Transmutation

Druid's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Grasping weeds and roots, along with fresh herbs, turns a humanoid within range. You create one 5-foot cube of rope that moves with you and stays anchored to a creature surface for the duration. A restrained target can use a bonus action to make a Strength or Dexterity check. If successful, it frees itself, and any damage it takes at the end of the duration is spent. The rope is strong enough to wrap most objects and restrain some sort of creature. Transmutation

Druid's Hand

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and imbue it with the power to deliver a divine message. Choose any of the following effects when you cast this spell. The target speaks the message, and its actions and reactions are divine in nature. If you cast the spell on the same creature or on a different one, the spell fails. For the duration, as a bonus action on each of your turns, you can target another creature for the first time on your turn, and so on through the spell’s duration. If you cast the spell on a creature that

Druid's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a hand of green energy that moves like a sword and hurls a beam of acid energy at one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 piercing damage, or half as much damage on a successful save. As a bonus action on your turn, you can move the hand up to 30 feet and throw it at one creature within 5 feet of it. Make a ranged spell attack for the hand. On a hit, the target takes 4d4 acid damage. The spell’s damage increases by 1d4 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Druid's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and hand it to one creature of your choice within range. If you touch the hand, the target’s speed is doubled, it gains resistance to cold damage, and it can’t take reactions. The target’s Strength is reduced to 15, its Dexterity reduced to 10, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. The spell ends if you use your action to do anything else. Abjuration

Druid's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target, if it is willing or not, can use its action to make a Wisdom saving throw. On a success, the target can use its action to move the weapon up to its normal speed. The target can use its action to make a Strength or Dexterity saving throw. On a failure, the target takes 5d10 bludgeoning damage and is restrained in the target's hand. The target can be restrained up to 30 feet away from you. At the end of each of your turns, the target can roll a d12 and add the number rolled to its attacker's weapon attack rolls. The weapon has AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Druid's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature to grant it access to a secret area of the divine. Nonmagical ranged weapon attacks made against targets within 30 feet of you have disadvantage on the attack and damage rolls, and you can’t target a creature within 30 feet of you with a weapon attack during the spell’s duration. The hand can reach to reach for as far as 300 feet. You can direct the hand, but it must be within 30 feet of you and must be directed by you. Abjuration

Druid's Hand

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

For the duration, the hand of a druid can be either pushed or carried. An inclined hand grants a druid the benefit of a grasping hand. Transmutation

Druid's Hideous Apparition

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You call forth a creature that you can see within range, and it flings itself at one creature of your choice within range. It must succeed on a Dexterity saving throw or become blinded until the spell ends. The creature’s speed is 13 feet. For the duration, the creature has advantage on Strength checks, Strength saving throws, and attack rolls. The creature can move with great speed, but its movement is disrupted by the spell. The creature can’t become blinded by taking any damage from its attacks. Necromancy

Druid's Hideous Grasp

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A shimmering object appears in your hand and hovers there for the spell’s duration. The spell can’t be dispelled by dispel magic. Divination

Druid's Hideous Laughter

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An immobile, translucent, shapeless, bearded beast appears in the shape of a large, heavily muscled, bipedal beast with a pointed tail. It has AC 20, 1/2,000th of its speed, and can see and hear you. Yellow ribbons cover its body, and its flesh is heavily muscled. The beast has a head and a tail. The beast is heavily armored. The creature can be charmed, frightened, or otherwise treated as such. The DM has the statistics for the beast. The charmed or frightened creature has advantage on attack rolls against targets it can see within 60 feet of it. The creature can use its action to make a Charisma check against your spell save DC. If it succeeds, the creature is no longer charmed, frightened, or treated as such. The creature doesn’t regain hit points until it uses its action to take damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you choose one of the following options for what appears: • One creature that can’t be charmed, frightened, or otherwise treated as such makes a Wisdom saving throw. • Two creatures that can’t be charmed, frightened, or otherwise treated as such make a Wisdom saving throw. • Three creatures that can’t be affected by a saving throw make an Intelligence saving throw. • Four creatures succeed on a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the options above for what appears in-game. When you do so, choose one of the following statistics: • Intelligence. The creature’s Intelligence score increases by 5 for each slot level above 1st. • Wisdom. The creature’s Wisdom score increases by 1 for each slot level above 1st. • Charisma. The creature’s Charisma score increases by 1 for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of times the casting can occur over a 10-year period increases by 1 for each slot level above lst. Enchantment

Druid's Hideous Mantle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering, translucent cloak springs into existence at a point you choose within range. The cloak sheds bright light in a 20-foot radius sphere that remains for the spell’s duration. The sphere remains for the duration to be visible to creatures of your choice within 60 feet of it, and you can’t see anything if it isn’t dark or an aberration of the color you chose. The spell ends if you drop to 0 hit points or if you and the target become separated from each other for the entire duration. If you cast this spell using a spell slot of 5th level or higher, the cloak has no effect. Transmutation

Druid's Hideousness

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a willing creature. Until the spell ends, you can make the target invisible to you. Until the spell ends, you can see and hear nothing but the familiar and any nonmagical creatures that you can see within 60 feet of you. Conjuration

Druid's Hideous Strength

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and imbue it with the ability to assume a specialised, magical form. The creature’s Strength is 1 Strength, and your spellcasting ability with this spell is Wisdom (Perception). You decide the creature’s attack roll, its Dexterity saving throw, and its ability to move on its turn (if any). The creature obeys any verbal commands that you issue to it (no action required by you). The creature’s Intelligence and Charisma scores gradually increase with your use of this spell, reaching +1 and +2 at the end of each of your turns. The creature’s Intelligence and Charisma scores gradually decrease with each passing minute. At the end of each of your turns, you can use an action to mentally command the creature to move a distance of up to 60 feet. In this manner, the creature is limited in both movement and endurance. You can’t use this spell in combination with other effects, such as the fireball spell, to create or cause familiars or other large fiery creatures to erupt from creatures or objects in the area. Illusion

Druid's Hideous Womb

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A pool of black liquid appears in your hand and dissipates in flames when you cast this spell. The spell has a range of 300 feet and a casting time of 1 minute. The pool remains for the spell’s duration. When you cast the spell, you can make a single ability check and its components appear as part of the result. If you make a check against your spell save DC, the casting of that check is complete. A creature that w eres being affected by this spell rolls a d 10 and becomes immune to it for 1 minute. A creature that has total cover from it for the duration is immune to it. A creature that can see the pool for the first time on a turn or ends its turn there is immune to it for 10 minutes. The spell’s other effects last for 1 hour. Abjuration

Druid's Hideout

Casting Time: 1 action
Range: 30
Duration: 1 Round

You hide your true identity from the beasts of the land so that they can devour you in the nearest forest. You gain the following benefits: • You're immune to all damage and other magical effects, including those of fiends, undead, and plants. • You can't be targeted by any such effects, and creatures that can see you are blocked by invisible barriers. • You don’t need to pass any special observances. You are invisible in all other ways, including to creatures that can see you. You can hide up to twelve other creatures by means of this spell. You can hide up to twelve creatures on the ground by means of this spell. The ground in a space you choose can be up to 60 feet thick, and the air can be up to 60 feet thick. As an action, you can move up to 60 feet in any direction around the area. You must move within 60 feet of the area for this to work. You can also use your action to move a distance of 60 feet. Each time you do so, you must touch the ground or a solid object that is 10 feet or less from you to do so. When you do so, you can make a melee spell attack against the same creature or on the same creature for the first time on each of your turns. If you hit the first creature or object, roll a d10. The spell ends on a target if it is affected by any of the damage types listed below, or if you are concentrating on another spell. Abjuration

Druid's Hideout

Casting Time: 1 action
Range: 60
Duration: 1 day

You can hide in the shadows of forgotten temples, but you aren’t allowed to appear in them, neither by name nor by appearance. Instead, you must speak a line of spoken language that has been carefully crafted to avoid confusion and to serve you as a reminder of what you’ve hidden. The spell can be cast in any size, and the spellcasting ability of the target can be reduced if the target is more than 1 inch in height or if the target is wearing armor or other armor that fits the target’s clothing. The target can be easily charmed or frightened, and your magic can cause the target to disappear into the distance. The target can’t be targeted by spells or targeted by magical attacks. The target is no longer under your control and can’t be summoned. While you are casting this spell, you can designate a place or objects you can see from within the spell’s range that have the appearance of other objects and that can be interacted with as if you were there. You can designate creatures or objects that are invisible, invisible to other creatures or objects, that can be interacted with as if they were invisible, invisible, or otherwise impossible. This spell can’t be used to locate the location of other objects or to communicate with the target. As a bonus action on each of your turns, you can move or otherwise see other objects within 1

Druid's Mark

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range and cause it to mark a glyph with a dark, glowing, or shimmering gem. The creature must succeed on a Dexterity saving throw or take 2d6 radiant damage. On a failed save, the creature takes half as much damage and can’t be charmed. The gem’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Druid’s Mark

Casting Time: 1 action
Range: 20 days
Duration: You become a legendary demigod of the gods. You ga

in a +1 bonus to AC and CMB. You also become immune to all damage and magic effects. You can’t cast spells other

Druid's Mark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a muggle symbol or a magic circle on the ground or in the air that is an inch thick and that fits within reach of a creature. If you are holding the muggle symbol or the magic circle, and the symbol is neither touched nor drawn, you also can’t reveal the symbol to an unconscious creature. If you create an invisible or invisible trap, a protective spell, or a protective spell requiring concentration or use of a spell slot of 9th level or lower, your symbol creates the trap and allows you to project your spell symbol onto the surface of the ground (the symbol’s size is also based on the surface where you cast the spell). While the symbol is on the ground, creatures and magical creatures that use magical capabilities by the spell that you cast are denied the opportunity to cast spells and can’t be summoned or used as a material component for the casting of spells. Abjuration

Druid's Mark

Casting Time: 1 action
Range: 90
Duration: 30 Hours

Your mark of divinity is infused with a radiance that radiates from you, a shimmering gem that takes 2d4 radiant energy in addition to the number of hits points of other spells you cast. The illusion is friendly to you and protects you. The spell ends if You use your action to dismiss it. While the illusion is on the target, you can dismiss other creatures as an action that expend a spell slot. You can dismiss this spell only by sending an invisible hand toward it (no physical contact required), creating a small distraction within range. If the hand is large enough to crush a creature, that creature must make a Constitution saving throw. On a failed save, it takes 6d8 lightning damage and is flung 3d6m (your choice when you cast this spell), dealing 5d8 lightning damage to a creature within 5 feet of the mark. The spell ends if you use your action to open another crack in the crack, or if you make a melee attack with a weapon during the spell’s duration and make the attack return with 4d8 lightning damage to the attacker. You can also end this spell prematurely if you cast it again after succeeding at least 1 hours. Transmutation

Druid's Mark Divination

Druid's Mark

Casting Time: 1 action
Range: Self
Duration: 10 minutes

The next time you hit a creature with a melee weapon attack during the spell’s duration, you mark the creature’s place as the attack. If you mark the creature as coming from you, the attack rolls, if any, are likely to come from the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Druid's Mark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral, skeletal, or skeletal construct of your choice from among your party of eight companions appears in a nonmagical location and attains the following special benefits: • You have resistance to necrotic damage for 1 minute. • You have resistance to light damage for 1 minute. • You can’t reduce a creature’s hit point maximum to 0 hit points. You can’t reduce a creature’s hit point maximum by more than 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell has the same effect as the one already used in the casting. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Druid's Mark

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose a piece of celestial jewelry you craft into a weapon or armor. The piece glows with a dazzling array of colors, and any spell of 3rd level or lower targets celestial for its damage and magical properties. The spell ends if you cast it again, or if you end your current turn in a location where celestial’s properties are affected. If you cast the spell again, the effect on celestial ends. If you end your turn in a location where celestial’s properties are affected, the effect ends. Divination

Druid’s mark

Casting Time: 1 action
Range: Touch
Duration: 12 Hours

A shimmering, translucent, unbreakable barrier springs forth a creature when it reaches level 5 (see below). When the spell ends, the spell has its effect, and there is no action required for the spell’s duration. A creature that can’t be charmed must make a Wisdom check (20 plus int modifier) to find a higher target. A creature with no hit points can hit a target higher than 8th level. Transmutation

Druid's Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature that has the dreary, hoarse voice of a druid. Choose a creature of either level or type. The target gains the following benefits: • You have proficiency with all armor and weapons • You have proficiency with all daggers and shortswords • You have proficiency with all simple weapons • You have proficiency with all simple weapons • You have proficiency with a simple melee weapon • You have proficiency with a simple melee weapon (a thrown weapon, a sling, a shortsword, a shortbow, a shortbow, or a shortbow club) • You have proficiency with all simple weapons • You have proficiency with a simple

Druid's Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A warded wardstone or a similar warding material that is worn on a human body or a humanoid's head is inscribed with the spell’s title, the symbol of the ward. The warded wardstone or material is made of wrought iron, the same as the Ward of the Nine Days spell. The spell’s mark lasts for the duration. The spell can’t create a specific ward, since it can only be cast on a specific creature or a specific creature’s head. It can’t create a specific ward, since it can only be worn on a specific creature or a specific creature’s head. Abjuration

Druid's Mark

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your spell allows you to identify the symbol used within a statue's chest, a sacred grove of bones, or a place on an unoccupied surface within range. The mark sheds bright light in a 20m radius on a spot within range and dim light for an additional 20 feet. After succeeding on a number of successful Wisdom checks, you can choose to have the mark visible only to those who have the appropriate service records; the mark can penetrate most armor, shields, rings, and staves, but not your weapon. You can mark any surface on which you can cast spells, as long as you don’t impede a creature’s movement through that surface. If you mark a creature that moves next to a chamber of magical darkness, that chamber is dedicated to meek punishment under the cursed, emasculating the creature as a whole. The mark afflicts the creature when it moves into the chamber and thus reveals its location to the creature. On each of your turns, you can use a bonus action to cause the mark to flicker, transform, and become a different symbol for that creature. If you use an action to trigger an effect that requires the mark to manifest, such as a trap door opening and shutting, the mark disappears instantly, and the creature must make a Wisdom saving throw against your spellcasting ability's triggering condition. On a successful saving throw, the mark disappears from the target and the spell fails. While the spell is in effect, you can hurl the symbol at up to four creatures, whose hit points are each 4d6. If you create or animate a trap or similar with the symbol, a creature must spend 4 extra feet of movement to use that movement to move up to its speed so that it can enter the trap. Once a creature has gotten to the bottom of the symbol’s meaning, it can use an action to break the spell and cause the mark to flicker again, at the DM’s option. Also, whenever a creature within 5 feet of the symbol or that creature makes an ability saving throw to resist the spell, a success means the target doesn’t take any damage and isn’t affected by the spell. Transmutation

Druid's Messenger

Casting Time: 1 action
Range: 120
Duration: 8 Hours

This spell summons a celestial, willing creature willing to answer the call of a living deity within range. Casting this spell on the celestial grants the celestial the ability to send messages of praise and favor, granting it the ability to speak the language of war for the duration, to sing the language of peace for the duration, and even to summon a messenger to bear the message. If you cast this spell on the same deity as a regular day, both deities receive this spell as a bonus action on your subsequent turns, which commences when you cast the spell. You can have additional actions taken with this spell as a bonus action. If you cast it again, no action required by the spell, or whenever you want, the messenger appears at the top of your profile for the duration. If you cast it multiple times, you can have up to three messages sent at a time. When you cast this spell, you choose one messenger for each messenger you have with you. You can also specify creatures or objects that are under the spell, which can be an action-wielding creature. A messenger summoned by this spell can reach into the globe and speak the language of war for the duration, to deliver messages of great power to the nomadic peoples of Tamriel. When the spell ends, the celestial takes on a messenger form, choosing a messenger that is within 10 feet of the globe and speaking the language of peace for the duration. You can also specify a messenger that is under 20 years old, and the messenger vanishes when it reaches the age of warding, so you might cast this spell another time to ward it. Alternatively, you can end the spell early, at the discretion of the messenger, to guard against its destruction. If your DM chooses a messenger that is within 10 feet of the globe, you might also animate or take damage from the message, making it warded against its damage type. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 10 days for each slot level above 6th. Conjuration

Druid’s Minute Meteors

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You summon up to ten creatures of unknown power, each with limited intelligence and limited ability to do anything. Choose one of the following options for what appears: • One elemental. Hit and run with this option. • Two or more willing creatures of difficulty rating 2 or lower . • Four or more creatures of lower or no level . • Eight or more creatures of higher or no level . At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon up to ten additional creatures of your choice, of which you can summon only at the start of each of your turns. The summoned creatures are friendly to you and your companions. You decide the targets. The creatures appear in an unoccupied space you choose within 10 feet of you. They are friendly to you and your companions. When they appear, they appear in an unoccupied space. Roll initiative for the creatures as a group, and the higher the d20 roll, the higher the number of hit points they have. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon up to ten additional creatures of your choice, of which you can summon only at the start of each of your turns. The summoned creatures are friendly to you and your companions. The more creatures you have summoned,

Druid's Minute Meteors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Until the spell ends, a shimmering orb of energy radiates acid, creating a 20-foot-radius sphere of corrosive gas centered on a point within range. For the duration, these gashes through any armor worn by creatures or worn by creatures that have their hit points below 30 on a attack roll. Each creature that is immune to this poison gains acid, bludgeoning, or x damage from the start of its next turn to any spell or other magical effect for 1 hour. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates an invisible barrier that can restrain a creature who succeeds on a Strength saving throw or falls unconscious if it has no memory of when it first entered the web or if it first entered the web while unconscious. Abjuration

Druid's Minute Meteors

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You teleport yourself to an unoccupied space you can see within range. You lie down, or hold your breath and move as if you were perched on a branch. A seamless switch appears before your eyes and you make your way for 1 minute to the nearest unoccupied space you can see. You arrive 3 feet away from the space you settled on and remain there until the spell ends. When you cast this spell, you can replace the original space you occupied with an unoccupied space that is no larger than a 30 foot cube. If you cast this spell multiple times, you can have up to three replicas of yourself appear in any single location, and you can designate any additional locations you desire. You can see into the space you occupy, moving by using your movement. If you move across an unoccupied space and have attack damage against a creature within 30 feet of the space you occupy, you w as able to move across the floor and attack that creature standing within 30 feet of it, albeit slowly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Druid's Minute Meteors

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You choose two elemental minerals that you can see within range, such as chitins, or three minerals that you can see less than 300 feet away: black mists or dimly-lit fey fields. You create up to four meteors a day, moving slowly, as a bonus action on each of your turns before ending it. The meteors erupt with a fiery finish when a target of your choice that is solid or floating falls within 60 feet of it. The meteor explodes with a 5-foot-diameter burst of red, green, or blue light and deals 4d8 fire damage to the target. If this meteor successfully hits a creature, it burns up to ten gallons of fuel, which prevents it from remaining in the area for 1 hour. The meteor explodes again when it drops to 0 hit points. When the meteor explodes, any creatures within reach are pushed 10 feet away from it. Evocation

Druid's Minute Meteors

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You create six tiny meteors on land—an object made of shadow, mud, or dirt, a meteorite, a meteorite, or a chunk of stone. Each creature in a 20-foot-radius sphere centered on a point you choose within range can be affected only once. The meteors appear no larger than boulders and hover in the air for the duration. Each creature in the sphere when you cast this spell must make a Strength saving throw. On a failed save, it takes 14d6 thunder damage, or half as much damage on a successful save. The thunderous sound fills the area for 1 minute. During this spell’s duration, a meteor can fly up to 30 feet in any direction. When it strikes a creature or moves within 30 feet of a creature, it creates a small earthquake, sending the creature flying and dealing 20d6 bludgeoning damage to it. Transmutation

Druid Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to smite a creature within range. The target must make a Dexterity saving throw. On a success, the target is restrained until the spell ends. On a miss, the target is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The target must be within 300 feet of you when the spell ends to be unaffected by it. Conjuration

Druid's Mysteries Divination

Druid's Mysteries

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature of your choice that you can see within range. The target can’t be charmed, possessed, or possessed by a deity other than your current one. Divination

Druid spell

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a magical underground temple dedicated to the Earthen Waste, a region of unknown dark and disorienting force created when a primordial being from beyond the multiverse created stars and other celestial bodies. The dedicated temple is dedicated to the Earthen Waste, and its magic is infused with the strain of the

Druid spell

Casting Time: 1 action
Range: 120
Duration: Concentration,

Druid spell

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You invoke the spirits of nature to protect an area within range. The area moves and can be up to 30 feet long, 10 feet wide, and 5 feet thick. The spell can’t create natural stone arbors, temples, tombs, or other structures of sufficient size to keep out creatures of a certain size or shape. The spell creates no natural stone arroyes or temples. You can select a natural stone arroye or temple as a target of the spell. If you cast the spell in the same area twice, the spell creates no arroyes or temples in the area. Divination

Druid spell

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell turns the dirt, grit, and other properties of your trees into poison. Choose a 10-foot cube of bark or a 5-foot cube of grit taken from a pile of leaves. Any creature that moves within the cube must make a Constitution saving throw. On a failed save, the creature takes 2d6 poison. On a successful save, the creature takes half as much damage and no damage. Creatures are affected more than once by the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Conjuration

Druid spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The spell merges soil, mud, and water, creating a natural mud bed and creating a soil bridge that spans the water. A mud bridge extends from the surface of a creature-bridge trapdoor to the surface of the ground beneath. The bridge spans an area of ground that is at least 50 feet square and can be up to 20 feet wide. When fully extended, the mud bridge creates a natural bridge, formed by a thin sheet of mist made of earth and sand. The bridge is 10 feet high, and it spans an area of terrain that can be as deep as 50 feet. The bridge can be free floating, though it requires a successful Intelligence saving throw to enter the liquid state. If the mud bridge is filled with water and becomes dispelled, floating creatures on both sides of the bridge fall down and are caught in the mud. The mud bridge also protects the surface from fire, though it is blocked by thick fog. When the mud bridge is breached, creatures on both sides of the bridge are expelled up to 8 feet of the mud bridge above them in an unoccupied space (your choice) within 5 feet of the entrance. The mud bridge is a natural construct and requires only a low Wisdom saving throw to remain aloft. The bridge is fully exposed to fire while it is in the fog. Undead and oozes can't swim over the bridge. Conjuration

Druid spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell provides a magical link between you and a willing creature within range, allowing the creature to establish contact with you through whispered lore, dream or dream messages, or physical contact. Your connection to the target increases by 5 feet for the duration. You can learn the message by reading its text and then rephrasing the message as you see it. If you use language other than your chosen language and the creature speaks no native tongue, the creature hears only what it wants to hear. Once the spell ends, the creature becomes a creature, gaining the ability to speak only its native language. The creature is limited in the actions it can perform by the nature of its new form, and can’t speak unless its new form compacts its actions. Under its new form, the creature sheds its armor and gains several new statistics, which automatically take into account its new statistics, such as armor and

Druid spell

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose one creature you can see within range. One of the following effects appears: • You animate, clone, or merge the second creature’s remaining health and vigor; or • You create a new,

Druid spell

Casting Time: 1 action
Range: 90
Duration: Instantaneous

For the duration, you have advantage on two main Wisdom saving throws. Each time you do so, you can make a Strength or Dexterity saving throw. On a failed save, a creature is charmed by you until the spell ends. Enchantment

Druid spell

Casting Time: 1 action
Range: Enchantment
Duration: Concentration, up to 1 hour

This spell creates an elemental force that protects you. Until the spell ends, the elemental force is friendly to you and your companions. The elemental force lasts until the spell ends. For the duration, you are immune to all effects that would cause harmful effects to rest or to become irretrievably heavy. Your hit point maximum is reduced by the total of everything you carry with you, up to maximum at night. As an action, you can hurl the elemental force at the nearest creature or object, taking 4d10 radiant or necrotic damage, or half as much damage on a hit. In addition, when the force hits an object, it deals 2d10 necrotic damage to the object, and the force damages everything in its path, including the creature it struck. The force damages any that remain. Nonmagical attacks made against it have disadvantage on their subsequent attacks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage the elemental force deals when it strikes an object or a creature increases by 2d10 + your proficiency bonus before it increases by 4d10. For the duration of the spell, the

Druid Spells

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a creature you can see within range. The target takes 1d6 necrotic damage. If the target is under 5 feet of snow or ice, it must succeed on a Constitution saving throw or be knocked prone. The target can’t be knocked prone or prone enough to see through snow or ice. The spell ends if the target is under 5 feet of snow or ice. Conjuration

Druid Spells

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awaken the natural resources of the Great Smoky Mountains in this spell. Choose up to six trees you can see within range, such as evergreen shrubs, ferns, or holly, and they become trees for the duration. You can also choose up to six shrubs you can see within range, but the duration must be at least 1 day. Conjuration

Druid spells

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a demon, a humanoid creature, a nonmagical construct, or an undead creature that is the same as the target. You can make the demon appear only once, as long as you have a demon spell slot of 4th level or higher. The demon is a humanoid, with a head and torso that are neither humanoid nor constructs. The demon is friendly to you and any creatures it can reach. If the target is hostile to you, the target must succeed on a Wisdom saving throw or become hostile to you. The target has disadvantage on attack rolls with other creatures. If the target gains the benefit of any of the following benefits, such as gaining a bonus to AC, the demon can use those benefits against you instead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the demon gains a number of additional benefits equal to 1d10 + your proficiency bonus. The demon can also benefit from any of the following effects if you choose the DM’s effects: • Transmute the target’s mind to the shape of a specific plant or animal. • Alter the target’s actions. • Alter the target’s memory to the shape of a specific spell, spell, or ability. • Trans

Druid Spellsafety Normal

Casting Time: 1 action
Range: 1 Hour
Duration: You choose one of the following rites, either spok

en by an deities or written on a scroll. You can create a new rite by reading the scroll, rolling a die, or casting a spell through the scroll. The rite lasts for the duration. If you cast this spell on the same creature three times, the oldest one being the first time, the magic circle created by the magical rite is created with disadvantage, and the magic circle created by the ritual rite created by the rite is lost. If you cast this spell on the same creature three times, the magic circle created by the rite is lost. Roll a d8 to determine which magic circle is created. The magic circle is one inch thick and sits on a surface of your choice that you can see in a 60-foot cube. You determine what effect its magic seals on the magic. You can affect up to 10 trinkets within the circle, which can have up to three levels of effect. The effects created by trinkets are felt throughout the magic. You can create duplicates of the magic by casting a trinket effect spell on each duplicated trinket. You can also create duplicates of your own creation by making a copy of a new magic item. The duplicate created by this spell might be a duplicate of the created one, or a different creation based on a different god or alignment. When you create the magic, you control the magic, which allows you to cast spells if you wish, alter reality to achieve your own ends, and even create portals to other dimensions in which you are not currently a god or a member. The magic creates illusions and masquerade events to trick or disorient the creature you wish to harm. To harm the creature, the creature must succeed on a Wisdom saving throw or be overcome with fear. If the creature ends its turn in going beyond the spell’s range but can’t see you, the creature is frightened and suffers no effect of your choosing, such as having to use its movement to move. When you cast this spell, you choose one additional saving throw for each slot level above 1st. Abjuration

Druid spell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You invoke the spirits of nature to protect the land from hostile creatures. Choose a point within range. Until the spell ends, you can use a bonus action to cause one creature you can see to slam its head against a wall, causing it to shatter. The creature must succeed on a Constitution saving throw or be pushed up to 5 feet away from the edge of the wall. Enchantment

Druid Spells

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a magical force that makes up for your lost concentration. Each creature within 5 feet of you must make a Wisdom saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can create a swirling cloud of water, a cloud of air,

Druid spells

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cast a spell that transforms

Druid Spells

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon the divine. Choose a druid of level one or higher. You must be within 30 feet of the druid. The druid must be fighting a creature of your choice within the spell’s area. A creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened until the spell ends. The target’s level in the spell’s area must be equal to or

Druid Spells

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cast a spell of your choice that is a direct descendant of a legendary spell, such as a legendary weapon, a legendary magic item, or a legendary ability. You can also choose a specific ancestor that is a descendant of a legendary spell. You can also choose a specific ancestor that is a descendant of an ancestor spell. The spell can be difficult terrain or difficult terrain spell. The descendant of a legendary spell must be within 30 feet of you, and it must also possess the same level of expertise as the spell’s target. The spell can be cast with a spell slot of 4th level or higher. Transmutation

Druid Spells

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a druid or an elemental and imbue her or his equipment with one of the following effects. You can cast any druid spell a druid has prepared as a bonus action. When the bonus effect occurs, choose one of the druid’s line of sight and seeings. If a creature is within line of sight of a druid who has prepared its action for its action, the creature must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 10 feet of each other when you target them. Enchantment

Druid spells

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature you touch, imbued with nature's magic and capable of defending itself against hostile creatures. The target’s attunement to a druid spell is complete. Its hit point value slowly increases as your Intelligence and Wisdom increases. For the duration, the target has advantage on saving throws against being frightened. Bestow upon the creature a protective magical shield with an instantaneous capacity of 40 hit points, which lasts until the spell ends. Your magic allows you to protect against death and transmutation, as well as from nonmagical diseases such as blindness and deafness. As a bonus action on each of your turns before the spell ends, you can dismiss the shield and restore hit points equal to twice the amount of hit points you have left. Transmutation

Druid’s pet

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and its pet. The spell appears in a shimmering cylinder in a location you specify, and lasts for the duration. A creature that touches the pet or the creature’s guardian attains the maximum number of hit points of its pet. When you cast this spell, you can issue a verbal command to the creature, which you can hear as a bonus action. You issue the command with the creature’s weapon, which must have a range of sound beyond 30 feet. If the creature is hostile to you, you dismiss the spell with disadvantage. If the creature is friendly to you, you issue the command with the creature’s weapon, which must be within 30 feet of you. Evocation

Druid Spray

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or drop whatever it is holding and become restrained. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Druid Spray

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell sprays a spray of deadly, poisonous gas that ignites droplets of acid in a 20-foot radius around you. Each creature in the area must make a Constitution saving

Druid Spray

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Druid's Rest Touch Until dispelled or triggered You touch a creature and give it a rest. If the creature would be affected by such a rest, it must make a Constitution saving throw. On a successful save, the creature is no longer affected by this spell. Enchantment

Druid's Sanctuary

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a sanctuary on an unoccupied space you choose within range that remains open to hostile creatures for the duration. While the sanctuary is open, creatures are immune to cold damage, and they can’t be targeted by bane, curse, or similar effects. You choose whether the sanctuary is illuminated or not. When you design your sanctuary, choose a

Druid's Sanctuary

Casting Time: 1 action
Range: 30
Duration: 8 Hours

Your home and sanctuary become an open secret, an open secret temple and a secret temple to the spirits. Only those dedicated to your deity are allowed to enter your home and sanctuary. The sanctuary is a space that you can appear in and that is physically within 1 mile of your deity’s seat or within 30 feet of it. You can set a general course of action as your deity chooses, such as by ascending a rock or descending a ladder, until you reach your sanctuary’s ramp and follow the pattern outlined below until you reach your sanctuary’s designated sanctuary. Your sanctuary can be unlocked by spending 4,000 Faith points—up to twice the normal price you pay for it—after which time you can’t open it again. You can set up a separate sanctuary for each member of your order, but any order can only have one sanctuary at a

Druid's Sanctuary

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a magical sanctuary on the ground within range, dedicated to your deity. Magical enclosures protect many plants and creatures, and the sanctuary can contain up to 10,000 pounds of nonhazardous plant material. If damaged, the sanctuary can't open and any creatures that enter it can't assume a mortal form and can't benefit from the normal sharing of hit points with creatures or other magical creatures. Physical interaction with the sanctuary reveals it to be an illusion, because things can pass through it; creatures and things can pass through the sanctuary or fall through it. If a creature uses its action to examine the sanctuary, that creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If the creature determines that a spell or other magical effect prevents a creature from approaching or opening the sanctuary for moving or otherwise benefiting from its area of effect, that creature can use its action to examine the spell or magical effect again. The creature can determine that a spell or other magical effect has no effect on it and can examine the sanctuary for the rest of its duration. The creature can inspect and study any objects or magical items within its reach, as long as they don't harm another creature. Divination

Druid's Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to crush a creature that you can see within range, either one hundred feet of you or within range to the nearest unoccupied space. The target must succeed on a Constitution saving throw or be knocked unconscious. The target then pursues the target down a path filled with rolling boulders until its challenge rating is equal to or less than the target's. If the target is within 60 feet of the ground, it must succeed on a Strength saving throw or fall prone. The target is stunned and must make a Strength saving throw each time it takes damage. If it successfully saves against this spell, it can repeat the saving throw if it wishes. Transmutation

Druid's Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to batter the enemies you hit with your weapon strikes them with dazzling array of weapons. The attacks deal an extra 1d6 acid damage on a hit. On a hit, the target takes 3d6 damage, and it makes a new Dexterity saving throw to regain control of the attack. If it succeeds, its weapon falls to the ground and deals an extra 1d6 acid damage on a hit. This spell also damages creatures you hit with your attacks. When the spell ends, the spells ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, your damage increases by 1d6 for each slot level above 1st. Evocation

Druid’s sphere

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A sphere of swirling energy springs from your hand in a direction you choose: straight up, up, or left. The sphere remains for the duration. While the sphere is in motion, you can use your action to cause one of the following effects to happen to the sphere: • You create a small earthquake, sending bits of rock or stone flying up to 90 feet in a straight line. If you hit a creature, the piece of rock or stone hits another creature and creates a series of bludgeoning, piercing, or slashing damage. • You instantaneously create a tsunami, shedding bright light in a 30-foot radius and causing waves of 10 feet to burst from its center. This effect lasts for 1 minute or until you use your action to cast this spell again. • You cause trees to turn orange in one spot or another, and leaves to turn pale in the other. You create strong wind gusts, hail, and pothole trees. Transmutation

Druid's Stone

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You teleport to a point on the ground that isn't a point of your choice that you can see within range. While this spell is on the ground, creatures of your choice that aren't within 10 feet

Druid's Stone chest

Casting Time: 1 action
Range: 120
Duration: 10 minutes

You create a 5-foot deep pit on the ground that contains an elemental, an elemental that is friendly to you and a treasure chest full of spells. To the nearest creature, the pit appears empty and stands on the ground. Until the spell ends, you can use a bonus action to cause the pit to expand to match your new form. The pit remains for the duration, as its creature forms, or until you use an action to slap it against a solid surface or a small area to the ground. The pit appears empty when you cast this spell. Its pit form is an elemental with two heads, two horns, and a pointed mouth. Each beast within 60 feet of its pit form has 20 hit points. On a successful save, the beast’s challenge rating is 12 + its Constitution modifier, not 11. Its hit point maximum and maximum both increase by 20d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Druid's Stonecutter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a piece of natural stone or a mixture of natural stone and stone tools that lasts for the duration. You can craft any kind of stone or material you desire, and the stone cuts through any remaining dirt, gravel, or stone that isn’t suitable for tool use. You can make any kind of metal you desire, but the stone shapes and forms any metal into any useful component you choose. If you create a piece of non-druid’s kind, such as wrought iron or bronze, you can craft any sort of metal you desire, but the stone shapes and forms any non-metallic component you choose. You can use either metal or non-metallic material as a component to create the thing’s size, weapon damage modifier, or other physical or mental component. If there is no physical component to the thing, the thing doesn’t need to be made, but it can take whatever is created. When you create the thing, it can make two Dexterity- or Strength- check. Strength can’t be lowered below 20 hit points; if you have it, you must drop it and re-roll the die. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional objects for each slot level above 1st. The objects can be created by two different means. You can use a construction skill‘exploration tool (casting a spell, or taking a long rest) to construct one object with an alchemical component and then use that component to construct another object with a higher alchemical component. Such construction can’t exceed the costs of the first object, provided that the alchemical component of the two objects is also present. The second object must be created outside of its component and can’t be more than 10 feet long by any means. A construct‘creatures construction tool used in the construction step when creating the first object or construction tool can’t be wasted. It only requires the materials needed for the construction to take shape and can’t be assembled from parts other than metal. When a construction tool construction fails, the creature’s magic expires, and it can’t be created or created again until the spell ends. Transmutation

Druid stew

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell makes up for lost time when you cast it. For the duration, you gain the following benefits:’ . You are immune to fire damage and are affected by bludgeoning, piercing, and slashing damage from nonmagical weapons. “. You can use your action to create a stew of soup in a 15-foot radius. Each creature that ends its turn in the stew must succeed on a Constitution saving throw or take 1d8 + 1 hit points. While the creature is occupied by the stew, other creatures can use reaction to deal 1d8 + 1d6 damage (your choice when you cast this spell).” Transmutation

Druid stew

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell makes up for any damage from a creature outside of its normal range. Creatures or objects that aren’t completely within line of sight hit with a hot dry spell of 2nd level or lower target level.

Druid Stone 150 1 Hour This spell creates a shimmering stone arch that rises out of a prepared mineral deposit and remains there for the duration. You choose a point within range on which to cast the spell. The spell creates a shimmering, emerald, or blue-green stone arch that lasts for the duration. You make the spell’s area of effect visible to all creatures in its area, and other creatures in the area see through the arch’s prism as if it were a physical object. It lasts for the duration. If you cast this spell on the same spot every day for a year, the spell creates a new shimmering arch, lasting for the duration. If you cast this spell in a different location each year for a year, the spell creates a different shimmering arch. Transmutation

Druid's Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you can affect one plant within 30 feet of you in a different, nonmagical direction. When you do so, choose one of the following effects of the spell: • You inscribe on the surface of the touch plant, either a jewel, an incense stick, or a container filled with mist made of mist. This spell creates the illusion of one plant with which to affect the plant. • You inscribe on the surface of another plant’s touch, such as a trunk or a root, a vine or a bark, or a body made from leaves that sprout from a plant or an open space. This spell creates an illusion of a creature or an object hovering over the plant, which is in the form of a plant or an object hovering over something hovering over the surface. • You inscribe a creature or an object covering a surface of at least 50 feet square and up to 30 feet on one side. The creature or object depicted must be within 30 feet of the target plant or an object hovering over the surface. If you create an illusion of a creature hovering over a plant or an object, your spell creates the same illusion for that creature. • You inscribe on or within an object capable of attaining a Strength score of 10 or higher, such as a rope that reaches its rope bonnet, a campfire, or similar item. The object depicted is of no special craftsmanship or material use. • You inscribe on or within an area that is difficult terrain, an area that is difficult or impossible to see, or a depth or distance of up to 100 feet within such an area. The illusion fills a 10-foot-radius sphere centered on the object depicted with smoke for 1 minute. Alternatively, you can cause the vapors to pass unharmed within 10 feet of the object depicted, causing it to become difficult terrain

Druid Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack during this spell’s duration, the attacker adds your spellcasting ability modifier and the number rolled to the attack’s damage die. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial attack bonus increases by 2 for each slot level above 3rd. Evocation

Druid summoning

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose an area of desolation or a place of desolation entirely within range created by a summoning spell. You choose the area to be summoned. The area can’t be more than 10 feet on one side, and the size of the wall is 10 feet. An offering must be made to the effect of the spell that summons it, and the offering must be of a form that the summoned creature can normally wield. You can use a bonus action to summon such a creature. Choose up to three trees within 30 feet of the spell’s area and put them into the search for a summoned creature. Alternatively, you can summon such a creature only once per round for the duration. You can summon such a creature only outside the spell’s area, within 30 feet of it and within 30 feet of it if you have it. While summoned by this spell, the summoned creature is within 1,000 feet of you and can’t leave the area if it is not wearing armor or if it can’t attack you. You can’t use teleportation or interplanar travel to teleport to a location beyond the spell’s area. The area is heavily obscured and can be difficult terrain. On entering or leaving the spell’s area, an invisible servant appears at the start of each of your turns for the duration or until you use your action to dismiss it. The servant disappears when it hits 0 hit points or when you cast the spell. The servant lasts for the duration or until you use an action to leave the spell’s area. If you cast this spell while within 30 feet of the burning forest, you can issue a command to the servant, telling it to move slowly and carefully around corners and to follow you until you come to a point where it can safely run and hide. While in this form, you have resistance to necrotic damage and fire damage, as well as a small group healing ability that reduces the number of hit points of all creatures in the area. The servant is friendly to you and your companions. He answers your voice and often appears in the distance to warn you when danger is approaching. You can speak the servant’s name only once per round. While in this form, you can only cast one spell of your choice, which is a spell of 3rd level or lower. While in this form, you can cast as many as three spells of your choice. Each casting of the spell automatically ends the effect. Conjuration

Druid's Vine

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Vines of sage vine sap drip from a point within range. Any creature in an area that uses a vineyard must choose one of the following effects when it creates its vineyard: • You can create vines up to 40 feet long and up to four stories tall. The vineyard is strong enough to sustain a colony of plants up to six hundred pounds. • You plant up to ten flowers, each lasting up to 10 days. The vineyard is dry, and weeds can grow throughout the vineyard. • You restore up to half the price of other vineyards set aside for the vineyard. You can restore up to ten flowers harvested from it. If you plant more than ten plants from the same spot, the price increases by twofold. For each plant harvested from the vineyard, the amount increases by one. The plants also grow and die if left unharvested. If the vineyard is used as a vineyard and the price is reduced by more than the plant counts as, the plant dies immediately. If the vineyard is used as a vineyard and the price is increased by more than ten plants from the same spot, the plant dies immediately. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the amount of fire damage dealt by vineyard plants increases by 1d4 for each slot level above 7th. Evocation

Druid's Vineyard

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You conjure vines and open the land to the public. You and any creatures you designate within 30 feet of you take 10d8 poison damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Druid’s Ward

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a tiny, transparent ward that protects you and your companions from hostile creatures. The spell lasts for the duration, and you can use your action to create an invisible ward that lasts for the duration or until the spell ends. A spell of 2nd level or higher automatically ends this spell. A spell of 5th level or higher automatically ends this spell. A spell of 6th level or

Druid's Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You have advantage on Wisdom (Perception) checks made to ward from harmful elements. You also have advantage on Wisdom (Investigation) checks made to ward from poison. The wards aren't cumulative and can only be cast once each day. You create one of the following effects on a creature within range. The creature can make one of the following Wisdom saving throws. A creature takes half as much damage from the spell as it would from normal damage. Banishment. Removing any object you touch. Concentration, up to 10 minutes. Dance. Concentration, up to 10 minutes. Concentration, up to 10 minutes. Death.Concentration, up to 1 hour You cause up to ten invisible creatures within range to dance in a 40-foot-radius sphere. They must make a Constitution saving

Druid's Wards Conjuration

Druid’s Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an invisible ward that protects yourself and all creatures you touch. As an action, you can move your body in one of the following ways: • You can move up to 10 feet straight up and up. • You can move up to 60 feet straight down. • You can move up to 90 feet

Druid Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You send a swarm of humanoid creatures to a place that isn't your home. You can target one swarm on a space-based spot within range, such as a swamp. The target must be within 10 feet of you. The swarm is a swarm of 100 creatures, each with a different appearance and a different class. Creatures that attack the swarm must succeed on a Constitution saving throw or take 1d6 force damage. You can use an action to dismiss the swarm as an action. When you dismiss the swarm, all creatures within its space except for the targets take 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one swarm on a space-based spot within range. The target must be within 10 feet of you when you cast the spell. Necromancy

Druid's Whisk

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage. It also gains an item of levitation, which it can use against you. It can cast spells, activate magic items, and create incantations at your leisure. The target is protected from cold, but it can’t be targeted by spells or cast by nonmagical means. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Druid's Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell reveals hidden messages within 500 feet of you. When you cast this spell using a spell slot of 4th level or higher, the messages appear in your mind’s language, granting you the ability to read the contents of dreams for the duration. Alternatively, you can allow up to 20 feet of movement on your turn to read the contents of a dream aloud. If you cast this spell using a spell slot of 4th level or higher, the messages are visible in your mind’s language, granting you proficiency in that spell. A creature’s dream can take as long as 10 minutes to sound a message, which is likely to provoke the creature’s nightmares. For the duration, the creature has disadvantage on attack rolls against you and can't take reactions that would make it frightened. Dream 10 8 Hours This spell creates dreams of creatures you choose that you can hear within 60 feet of you. You must choose a creature’s’ chosen form when you cast this spell. Creatures are usually formed of wood, stone, or some other difficult or impassable material, such as stone or mud; any other creature is usually composed of many smaller creatures or objects. When you cast the spell, you can also choose a new form for each creature; a creature with truesight and intelligence level 5 or higher isn’t affected by this spell. To learn more about creature’s minds, see the creature’s dream spell. To learn more about creature’s dreams, see the creature’s dreams spell, and learn how to create an intelligent dream for the creature, you must have heard about the creature from another source. You can create an intelligent dream using any spell you have cast, the creature’s dream spell, or some other spell used to shape the creature’s dreams. Creatures are aware that you can create an intelligent dream, but it must be uttered by a creature capable of speaking the creature’s dreams, without first receiving a kind of verbal, somatic, or written command from you. The creature must be within 500 feet of you for the spell to work, and the creature must succeed on a Wisdom saving throw or be affected by the spell. If the creature’s limbs reach the ceiling, it can’t step out of the dream, and it can’t speak any other creature’s dreams. If you create an intelligent dream for a creature of the same kind as you and who is within 500 feet of you, the spell doesn’t affect that creature. If you create an intelligent dream for a creature of the same kind as you and whose limbs reach the ceiling, the spell doesn’t affect that creature. The spell ends if the creature ever enters a place other than a fixed spot where it can’t talk, but woe would not rest on the creature if it did. Necromancy

Druid's Whispers

Casting Time: 1 action
Range: 60
Duration: 14 Hours

You call forth fey spirits that appear in unoccupied spaces that you can see within range to fight your enemies in shadowy temples and temples dedicated to divination. As a bonus action, you can summon one of the summoned servants, which appear in unoccupied spaces within range. Each summoned servant requires 4th-level divination spells. Your DM might direct that summoned servants become servants of nature, or that they become fey creatures dedicated to divination and produce magical messages for wizards and druids. When you produce these messages, you summon a tiny circle of spectral servants that follow your orders in silence. Each servant counts as a separate creature, and you can only issue these commands to one creature each round it is hostile to you. Each servant consumes no action and appears at the top of your screen. For the duration, these servants serve you in combat, shedding dim light in one creature’s room and raising its Intelligence score. For the duration, a summoned servant sheds bright light in one creature’s room and raises it's Wisdom score, both of which are affected by your Intelligence score. A summoned servant makes an Intelligence saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. The DM might rule that a summoned servant's damage level is too low to command it, or that summoning it fails to bring about an end to an enemy’s danger in melee combat. When a summoned servant reaches 0 hit points, it becomes fatigued, and the DM can attempt another Wisdom saving throw to restore at least 1 hit point. After learning of a summoning of this creature, you can usually dismiss it as an action, gaining the benefit of the servant’s fatigued state. Necromancy

Druid's Whispers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your voice rings with ominous dimensions, whispering words and summoning spirits to fight for you. Choose one creature that you can see within range, and one of the following options becomes audible: • Your voice becomes audible within one creature of your choice within 10 feet of it (if you have it, you can compel the target to repeat the saving throw). • You cause the target to make a saving throw against one of the following spells of your choice: acid, cold, fire, lightning, or thunder. • While you are speaking, you cause stomps, fogs, fashions, and other similar sounds to a creature’s voice. • You create audible ripples in the ground within 30 feet of your voice, as if you held it up to the wind. • You cause flames to flicker in the air, crackles, and otherwise change color. • You make a nonmagical blast from within 1 mile of your voice a torch or similar item. The torch emits a dim light like that of a torch, but when lit by a torch, it sheds dim light like that of a torch. The dim light is deafeningly bright. When a creature uses its action to cast this spell, it must give the blast a name and describe the magical fire that makes it come from the ground. You can use this spell to summon nonmagical flame elementals whose weapons you have (or that have been imbued with a special enchantment) and whose attacks and spellcasting is based on the fighting style of the creature you choose. For the sake of brevity, we'll assume that you have the elemental’s weapon and that you ws drawn them into your flurry of blows at the same time. You can also use this spell when you make a melee spell attack. For the rest of the attack, you make the attack with the specified weapon, as with the flamethrowers attack, or when you make a melee spell attack with one of the specified elements. Finally, when the attack hits, you draw the specified weapon from within the flamethrowers strike area using your melee attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or lower, the damage increases by 1d11 for each slot level above 5th. Transmutation

Druid's Will

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Abjuration

Druid’s Word of Wisdom

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose a word or a phrase that you can understand, and the creature that hears it knows it as the word of wisdom of a god or a deity of some kind. The creature chooses the words, but each word ends with a consonant. The creature can use its action to utter the word, but its choice must be in writing. If you are speaking to the creature, you can use your action to utter the word again, but this time you must use your action to speak. The creature can use its action to make a Wisdom saving throw. On a failed save, the creature takes 1d6 psychic damage and must make a Wisdom saving throw. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the creature can use its action to take 4d6 psychic damage and still be pushed to the floor. On a failed save, the creature can use its action to end the effect on itself on a successful save. On a successful save, the spell ends. Self (5-foot radius) Self Concentration, up to 1 minute You create a line of magical energy that can be a foot long and up to 10 feet wide and up to 5 feet tall, originating from a creature you know (your choice) and moving in a straight line in a 20-foot cone. The line can be no more than 30 feet long and up to 5 feet wide. The spell doesn’t target any creature or object that has a Large or smaller component, but it can’t be targeted by any other spell or effect that targets other creatures or objects. The line can be a solid wall or a solid floor, or a circle or a circle with a radius of a circle. The spell creates a line of magical energy that travels along the line, creating a vertical crack in the wall or floor. The line can pass through any nonmagical barrier, and it can’t be blocked or blocked by anything other than solid objects or other nonmagical barriers. Any object created by the crack or crack can’t be pushed or pulled by the crack, and it can’t be damaged by anything created by the crack or crack’s magic. The crack or crack’s magic can’t affect anything created by the crack or crack’s magic, but it can affect anything created by any other crack or crack’s magic. Conjuration

Druid's Wort

Casting Time: 1 action
Range: 30
Duration: Instant

Druid temperamental

Casting Time: 1 action
Range: 60
Duration: 24 hours

Eight herbs or natures of nonmagical flowers blossomed across a patch of rock. Each herb or natures had a unique flavor, and grew and died in response to the environment around it. The plants were harmless to most creatures, and were immune to poison, cold, and fire damage. The first to deal damage and whose body was affected by it were the first to receive a saving throw. When two or more plants deal the same damage to a creature, the plants take that damage and add it to its total. When the damage exceeds your spellcasting ability modifier, you can use your action to create a new one, requiring no material components. Divination

Druid training

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You learn the basics of the healing arts and the use of herbs and minerals at your campfire. You also learn how to shapech cleanly and safely through the mud, rocks, and soil created by the bending and shaping arts. You also gain proficiency with one of the following healing tools: acid, acrid, or taric. If you use a tool created by another spell slot creation or a divine word, the healing becomes permanent until dispelled. Only one healing tool can be created at a time, and you can’t use a healing tool on it. During the course of the spell’s duration, you can use a bonus action to pour a nonjuiced drink from the spell’s vial over your head. You can then let go of the potion and concentrate on your other spell. You regain any expended health points if you are still incapacitated. Transmutation

Druid vein

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your touch inflicts disease. Make a melee spell attack against a creature you can see within range. On a hit, the target takes 4d8 necrotic damage, and it must succeed on a Constitution saving throw or take 3d6 necrotic damage the next turn. Necromancy

Druid Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 15-foot-radius, 20-foot-high, 10-foot-deep, 20-foot-deep, 20-foot-wide, or a 20-foot-tall cube of swirling, shimmering water centered on a point within range. Each creature in the cube must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The watercraft is also nonmagical. If you cast this spell on a sphere or other circular structure, the watercrafts weight is reduced by one, provided that the watercraft supports it. This spell can’t create a larger craft, such as a barbed bridge, until the spell ends. The watercraft itself is harmless. As long as it isn’t damaged. If you create a smaller craft that isn’t damaged, the watercraft doesn't move. Instead, you create an airborne craft that can hover but that doesn’t use air conditioning or other means. The watercraft flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. This effect ends if you cast this spell on an elevation change of 5 or lower. Transmutation

Druid worship

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell primes a deity for worship in an unoccupied space of his or her choice within range. The worship lasts for the duration or until the deity performs some special ceremony as a form of worship. The deity might put his or her name and location to the test, perform some sacred service, or issue some solemn exhortations that best demonstrate his or her resolve. The worship is sincere in its intentions, but it is not sincere in whose loyalty the deity is loyal. If the deity is so dedicated, however, his or her deity becomes charmed or insane. The deity is unfriendly to nonbelievers, his or her closest friends, and his or her immediate family. The deity also

Dryad

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

This spell purges the fog in a 30 foot radius centered on a point you choose within range. Until the spell ends, you can use a bonus action on a chosen point to illuminate it in a dazzling display of colors. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 5d8 poison damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. When a creature leaves the area or comes across a creature that is invisible

Dryad

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a creature you try to reach in dryad (typically a cave, a cave-in, or a swamp) or over a nonmagical object made of wood or stone (such as a table or wall) or made from a solid object (such as a sphere or pinwheel) takes 1d6 necrotic damage. This damage can’t be reduced or prevented if you are neither wearing armor nor using magical inscrutability, but it can’t reduce or prevent the target’s hit points below 5th. Necromancy

Dryad

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

You establish a dark underground sanctuary from the elements. This sanctuary acts as a tent, food and shelter until the spell ends, then it disappears. You and any creatures that are within 5 feet of the sanctuary when the sanctuary is opened must make a Wisdom saving throw. On a success, the sanctuary disappears and no creatures can’t be moved to unsafe locations by its dim light. During the duration of the sanctuary, any creature that can’t move must use its action to make a Strength saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one. The sanctuary also extends into the Ethereal Plane, blocking ethereal Plane and casting fire and frost on it. For the duration, the sanctuary sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The light is poor light, causing it to fail any saving throw made against the sanctuary’s damage. The light can illuminate wooden doors, light siding, and even stools and tables, but it dissipates when the sanctuary is reduced to 0’m below the ground or when the sanctuary is breached. During these spells, you can also create magic jars filled with holy water and imbued with the holy water, creating magic vials filled with holy water and imbued with the holy water. These magic vials hold sacraments and divine messages, similar to the way a wizard uses divination spells to shape an elemental steed. The vials are thin and inert, leaving behind a transparent body. When dispelled, the spell ends for each creature in the vial, which is composed of around 50 pounds of pure water. When the vial drops to 0 pounds and the spell ends, the vessel falls to 0 feet in each direction, and the spell ends for each one. While this spell can’t bind a creature to a binding magical union, it can create a magical bond between the two creatures. Creatures bonded by this spell learn the basic rules of conjuration, celestial, divine, primal, magical, or fiendish magic while in the vessel’s space. The spells can’t be dispelled by dispel magic. Casting the spell only on objects in the vessel’s space and on objects that are temporarily restrained or diseased in the vessel's vessel area. While this spell can’t be conjured or triggered by an effect or an object, it can be triggered by an ability check made using that check. As an action, you can dismiss the spell. Conjuration

Dryadrest

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to sink fey to life in this extradimensional prison located in the deepest part of the Unseen Forest. The prison is made up of ten cubes that remain until the spell ends or you choose a different dimension. The cube is contiguous with one other cube in the area, even if they orbit each other. Each creature in the prison is immune to fire damage and can’t be dispelled by dispel magic. Each creature in the prison (including you) has resistance to nonmagical damage except psychic damage. While in the prison, a creature’s AC and hit point maximum is equal to or less than the AC of its captor. The creature can’t be charmed, frightened, or possessed by any of the creatures in its prison. Abjuration

Dryadric's Wards

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a ward that protects you and your companions from hostile creatures. The ward lasts for the duration, and it has disadvantage on attack rolls against undead and constructs. The ward can be closed or opened by a successful dispel spell or a dispel magic spell. A ward can also be closed by an attack roll or a spell of 2nd level or higher. The ward can be opened or closed by any other means. The ward can be destroyed (as by an attack roll or casting of a spell of 3rd level or higher), or it can be destroyed by any other means. The ward can also be destroyed by ranged weapons, spells, or other means. The spell’s effect remains in effect until the spell ends. Conjuration

Dry cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell becomes a cloud of smoke at the touch of your finger. Until the spell ends, a vaporous mist rises from the ground in a 30-foot cube centered on the cloud. Each creature in the vaporous void must make a Constitution saving throw. A creature takes 4d8 scorching damage on a failed saving throw, or half as much damage on a successful one. In addition, a cloud of smoke created by this spell causes harmless bludgeoning damage to emanate from you in a 30—foot radius from the ground in the area, raising it to 11 feet and raising it to 15 feet. Additionally, no matter where you are standing, creatures in the area can’t become blinded. When you cast this spell, each creature that can see in the area must make a Wisdom saving throw. On a failed save, the creature becomes blinded for 1 minute. A creature blinded by the spell enters the spell’s extradimensional space for the first time on a turn or starts its turn there. It can repeat all the saving throws, which require a successful Will save or become a cloud of smoke until its spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Dry Dismissal

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Flames wreathe one creature you can see within ran

ge. The target must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration, which doesn’t need to be consecutive days. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Dry Dismissal

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to dismiss the presence of another being as a simple yes or no. While this spell lasts, each creature that you cast this spell with an Intelligence score of 2 or lower recognizes you as its nearest relative and acts accordingly. Until the spell ends, this spell deals 1d4,500 necrotic damage to any creature that you cast this spell with an Intelligence score of 2 or lower. Necromancy

Dry Fog

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A fog filled with mist on the ground rises from the ground and forms a 10-foot-radius, 20-foot-high cylinder centered on a point within range. Until the spell ends, a fog appears in any spot of your choice within range on each of your turns, that spot must be on the ground or in the air. It lasts until the spell ends. When you cast the spell, you can make a line of blinking, shimmering fog lines up to 60 feet on each side, forming two distinct types of fog. Fogs of w punishing moisture. A Fog of Wounding. When a creature fails a saving throw at the end of its turn, a whirlwind of falling, thud falls from the whirlwind and lands in an unoccupied space of the creature’s choice within 30 feet of it. The whirlwind strikes at the creature with its attack, causing it to make a new attack roll, which deals 1d8 bludgeoning damage. On a hit, the creature must make a Constitution saving throw. When the whirlwind has struck the creature, the creature is restrained and must either move off the ground or fall to the ground if it can. When the spell ends, the whirlwind appears in your spell book and remains there until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Dry Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, all creatures in a ten-foot—radius sphere centered on a point you choose within range are knocked prone. The spell targets only those creatures that have a level within 2nd to 3rd level, and doesn’t leave behind any creature types, properties, or capabilities previously learned in the spell’s area. If the prone condition is met, the creature is forced to defend its current position by raising its hand to raise its weapon, and its remaining force against the sphere’s gravity pulls it up against the ground, moving with it. The spell bolsters a creature with melee attacks, spells, or other magical effects, though it never creates nor distorts reality to cause the effect. Once cured,

Dry Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a maelstrom of acid, sending foes flying. Each creature that can be targeted by this spell must succeed on a Constitution saving throw or take 1d8 acid damage, and each creature other than the first hit by this spell must succeed on a Constitution saving throw or be restrained with a lock on its action and its action can't open its action to attack any further. Each non-hostile creature on the ground immediately hits and takes 2d8 acid damage. For the duration of the spell, restrained targets also take 2d8 acid damage, and restrained targets also take 2d8 acid damage. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, each creature targeted by this spell must make at least one successful Constitution saving throw against another spell of 5th level or lower, and two of the following saving throws make the target immune to this spell for the duration At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Dry Stone

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a stone, mud, or sand-filled pit on land that you can see within range. The stone is almost certainly a stone pit, though its weight might be higher. On some days, up to 25 feet of it lie flat on the ground. On others days, the rubble might rise up to 50 feet—deterrent creatures would be most likely struck by a stone pit. When you cast this spell, you decide the shape and size of the stone and the materials

Dry Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue stone, clay, or clay-like structures and surfaces with a protective magical force. They last for the duration. After 4 hours, stone becomes soft and can’t become worn or carried except on your person. Stone can be broken by means other than by slashing it, or it can remain solid and unprotected until the spell ends. As a bonus action on each of your turns, you can change stone’s state, removing some or all of its protective magical force and casting the change, or you can cause stone to become soft and protected until the spell ends. As a bonus action on your next turn, you can use your action to repair damage done to your stone by slashing it again. While stone is restored to its former condition, it can’t become worn or carried by another creature. Stone can’t be carried or consumed by a creature other than you. When you cast this spell, you can alter stone to grant greater protection to itself or to fit inside a larger, more heavily attuned creature. If you do so, the new stone has 3 levels and 2 levels left, and you can use this spell to alter stone to grant up to 10 levels to any additional levels, based on how far along you are in the game. Transmutation

Drywall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of fog rises from the ground at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the spell’s duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, the creature takes 5d8 fire damage, of which the target has no benefit.

Dry Wind

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A swirling cloud of black smoke rises from the ground within range and distorts light within 30 feet of it. For the duration, these clouds cover a 60-foot-radius sphere centered on a point within range. Nonmagical wind and fire, as well as smoke centered on that point, aren’t allowed into the cloud. Nonmagical creatures or objects centered on a point within range can fly, use tools, or be covered by armor. Small or smaller creatures and creatures in the area gain truesight, and the cloud ignores truesighted creatures. Evocation

Dry Wind

Casting Time: 1 action
Range: Touch
Duration: 1 minute

The wick of dry wind swirls around you and makes available to you a chamber that is an open pit in the ground that you choose. The chamber is 1 mile square and is composed of 1 foot thick pillars with narrow openings spaced 60 feet apart. Each pillar has AC 20 and 30 hit points. It can be made of 1 foot thick sheet of thick fog or 3 feet of sheet of fog. The fog can be sown on trees or grasses within 30 feet of the wick at the DM’s discretion. Any creature that starts its turn in the warded chamber and is not already within 5 feet of it must succeed on a Dexterity saving throw or take 5d6 bludgeoning damage and be pushed 10 feet away from the wick. Conjuration

Dueling

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell pits two mortal enemies against one undead enemy who is friendly to you (your choice). A creature of challenge rating 2 or lower rating (your choice) can be contacted to join the fray. You summon up to three d10 skeletons of one kind or nature, which take the form of children you choose, with one exception: they can animate and interact with themselves, but can’t fall or bite the target. The new d10s can’t be removed by a casting of this spell. If you cast this spell again, the casting ends for each d10 skeleton in its form, at the DM’s option. You can also change the appearance of the d10 skeletons in your game repertoire. If you have the Monster Manual or other similar material on hand, you can summon up to ten of your kind, either as friends or foes. If you don't, the summoning ends for each willing creature in the group. A summoned creature obeys the DM’s verbal commands such as bark bark, speak bark, beckon or warn. To summon a summoned creature, roll a d20 roll. The creature appears within 1 mile of you. Roll twice more, concentrating on the creature’s Constitution saving throw. The creature can’t leave the summoned state for 24 hours, having expended it. The creature appears in random locations within

Dungeoneering

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You learn the mind of one creature you can see within range. Until the spell ends, you have advantage on an ability check of your choice that uses an ability score of 1 or less. When you do, you learn what other creatures thought of the ability check. The target knows the result until you use the ability check. This is especially useful if the target is a creature that uses an action to examine its surroundings. You can use this ability check to gain information about the area you are concentrating on. If the target can’t move, it must make a Wisdom saving throw. If the target moves toward you while concentrating on this ability check, the target must succeed on a Wisdom saving throw or be affected by this ability check. This ability check is unaffected by any effect that would chill or frighten it, such as the sleep spell or the entangle spell. Enchantment

Duration: 40 minutes

Casting Time: 1 action
Range: 1 Hour (30 minutes)
Duration: 10 Days (1 hour)

1 Hour (30 minutes) 9 Days (1 hour) 8 Days (1 hour) 6 Days (1 hour) 5 Days (1 hour)5 Days (1 hour)

Duration: Concentration, up to 10 minutes

Casting Time: 1 action
Range: Duration: 8 hours At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for each slot level above 3rd.
Duration: Enchantment

Duration: Concentration, up to 10 minutes You and one willing creature you touch become married for the duration. The marriage lasts until the bride and groom leave for their wedding, moves in with their families, and dies. The bridesmaid and the bride-to-be remain married until the groom leaves for their death. The groom's last known location is buried in the Dothraki Forest. The groom and his or her parents, if any, are buried in the Dothraki Forest. A son or daughter-in-law appears and is raised by his or her father in a manner similar to the son-in-law's. The son or daughter-in-law is a loyal, dedicated, and dedicated brother or sister. The father is a respected and feared noble

Duration: Concentration, up to 1 minute

Casting Time: 1 action
Range: Magic Energy springs from your concentration point to cause a range of illusory images appearing in a 30-foot radius centered on a point within range. The image spreads around corners, appearing in different locations. The image spreads around corners, appearing in different locations. Each creature in the area must make a Wisdom saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, a restrained creature can’t move past this area again for 24 hours. The image spreads around corners, appearing in different locations. Each creature in the area must make a Wisdom saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, a restrained creature can’t move past this area again for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Duration: Conjuration

Duration: Concentration, up to 1 minute

Casting Time: 1 action
Range: You choose one undead servant you can see within range. Each servant counts as one layer on top of each other. As an action, you can sever the servant’s connection to you by making a melee spell attack with it. On a hit, the servant inflicts 1d6 necrotic damage on the target. The creature or other creatures who are within 5 feet of you with the severed servant take 1d6 necrotic damage. This damage can’t be reduced or prevented if you use your action to do so.
Duration: Necromancy

duration)

Casting Time: 1 action
Range: Instantaneous
Duration: You seize the air and compel it to create one of t

he following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Transmutation

Duration unknown

Casting Time: 1 action
Range: 10 minutes
Duration: You choose a destination in a location you think i

s obvious and immediate (such as a road, a place or a place within a visible distance of one hundred feet) and that is widely known and recognized by all who move there. Alternatively, you can create immediate and enduring transportation by way of a celestial, elemental, fey, or a fey demon or by way of an elemental that you are familiar with. To create such a destination, a creature must be within 60 feet of the destination destination and must speak the destination spell when you create it. The destination must be obvious and immediate and can be formed in any manner that you choose. The spell enables a creature that leaves its immediate destination (such as the road or the place) to follow its immediate destination (such as the place or the creature) wherever it chooses. When the creature determines that its immediate destination is obvious and obvious, the creature moves to the spot and does so, arriving at the destination within 10 feet of the nearest road, temple, or other visible visible road. If the creature follows its immediate destination but does not follow the shortest route, the creature is left behind. A creature traveling in the opposite direction of the shortest route might arrive a short distance back in its immediate destination but end up at a precise and direct route just before it. Transmutation

Dust Bond

Casting Time: 1 action
Range: Touch
Duration: 1 hour

Until the spell ends, dust condenses creatures of Medium size or smaller within 5 feet of you. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Dust Burst

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Dust spheres of light burst from your thumb and forefinger tips in a 15-foot cube centered on a point within range. Each sphere sheds dim light in a 20-foot radius and dark dim light in a 20-foot cube. Each sphere leaves a 20-foot-radius cloud of dust on the ground of your choice that lasts until cleared. The dust obscures objects of any light, moderate or heavy, within 5 feet of a point of your choice within range. When clear, there is a 20 percent chance for creatures in the dust to cast spells, and the dust obscures objects of moderate or heavy weight within 5 feet of a point of your choice within range. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the dust cloud disperses by reducing diameter of the dust cylinder by 30 feet for each slot filled level above 6th. Transmutation

Dust Cloud

Casting Time: 1 action
Range: 300
Duration: 1 minute

You create a cloud of dust and vapor that forms a 20-foot-radius sphere centered on a point you choose within range. A creature in the area and up to 10 feet away from you must make a Constitution saving throw. On a failed save, a creature takes 3d8 dust and vapor damage. The spell’s damage increases by 1d8 for each slot level above 1st Evocation

Dust Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a cloud of dust that moves in a 20-foot-radius sphere centered on a point you can see within range. The cloud appears at a spot within range and lasts for the duration. The cloud spreads out and can cover up to 30 miles (60 kilometers). The cloud doesn’t have to be at a location you choose within range. The cloud spreads out to a point you can see within range.

Dust Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 100-foot-radius sphere of air, 60 feet long, 10 feet wide, and 5 feet thick, 60 feet tall and 10 feet tall, fills a 10-foot cube or other square of space. The sphere is 10 feet wide and 5 feet tall. The sphere can be up to 100 feet in diameter, and it can be up to 100 feet tall. The sphere can be up to 30 feet in diameter, and it can be up to 1,500 feet in height. When the sphere is filled, you can use your action to create one foot in the center of the sphere. The sphere can't be destroyed, but you can use an action to create one foot in the center of the sphere. Conjuration

DustMagic

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Transmutation

DustScatter

Casting Time: 1 action
Range: 60
Duration: Blazing dust appears in a 20-foot cube centered on

a point you choose within range. For the duration, the dust devil can’t be affected by any spell or other magical effect. Thick black walls and intricate gemmments line the ground within the cube, partially destroyed by the spell. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 5d6 fire damage, or half as much damage on a successful save. The wall’s height is 30 feet. If the wall is high enough to cause flooding or other damage, its height is reduced by 20 feet. When the spell ends, the fog covers the area except for a few feet directly above the cube. Transmutation

Dust Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a swirling cloud of dust that deals 100 bludgeoning damage to any creature in the area. You can cause the cloud to continue for the entire casting time. A creature must make a Constitution saving throw at the end of each casting of this spell or lose any resiliency required to move. If a creature fails the save, it falls on its own. A swirling cloud of dust is difficult terrain. Until the spell ends, dust and dust particles can pass through you without leaving you, and dust and dust particles can’t pass through barriers, turrets, or other openings. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, dust particles pass through dust spells and dirt spells that use a spell slot of 7th level or lower instead of at the casting slot of the spell being used. Transmutation

Dust storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a 10-foot tall, 10-foot-deep mist filled with fire in a 30-foot-radius sphere centered on a point of your choice within range. You can affect the target up to 5 feet out of the mist and move it on your turn. If you attack, it takes 4d8 fire damage, and it can’t take reactions until it moves into the center of the mist for the first time on a turn or ends its turn there. As an action, you can move the target up to 30 feet in a straight line, stopping short of reaching the center. Until the spell ends, the mist spreads around corners. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. • Each target takes 4d8 fire damage at the end of its turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8 damage, 3d8 damage, or 4d8 damage), 11th level (3d8 damage, 4d8 damage, or 5d8 damage). The mist spreads around corners. • Each affected creature must make a Constitution saving throw. On a failed save, it takes 4d12 fire damage. On a successful save, it takes half as much damage and isn’t affected by this spell for the duration. Each time the spell ends, the mist spreads out of the affected creature’s path, ending its turn there and moving at the DM’s option. Evocation

Dust storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Your glyph transforms dust clouds from bright purple to dusty, with a faint blue glow appearing at the tip of each dust cloud. Each cloud has a AC of 2d8 and a toughness of 1d8, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When a cloud of dust reaches 0 hit points, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Evocation

Dust Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A storm cloud forms on a point you choose within range. For the duration, an inedible dust or debris falls to the ground and forms a 10-foot thick cloud of debris, 20 feet high, 10 feet thick, and 5 feet thick, 30 feet high, and 20 feet thick. The cloud spreads around corners. If any part of the cloud remains after a defender chooses to move it to a spot within reach, dust or debris swirls around it, forming a 20-foot-radius cloud of debris. On each of your turns, you can use your action to create a minor dust storm on the ground you choose within range. Each 10-foot-

Dust Storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Dust storm clouds hail from a point you choose within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. An affected creature moves with the storm. The storm appears bright blue, and the area is heavily obscured. The storm lasts for the spell’s duration, and the spell ends if you cast it again. You can dismiss this spell as an action on your turn. Evocation

Dust Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a pile of dust or a portion of dust of Medium size within range that you can see within range. You create a gentle breeze that blows the dust over a 15-foot radius and moves with it, remaining centered on you. While the dust has a 1 in 16 chance of moving within a 5-foot cube, any creature that starts its turn within 5 feet of the dust or moves 5 feet behind it (’2 inches behind the ’back) must succeed on a Strength saving throw or take 1d8 thunder damage. The dust spreads around corners and is heavily obscured. The dust doesn’t reach its largest form. When a creature moves onto the ground without first approaching it

Dust Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The wind in the air moves up to 20 feet in a direction you choose, centered on a point you choose. The wind has no bearing on the ground, but it can’t pass through unoccupied spaces or into any unoccupied space. The wind can be up to 60 miles per hour (25 miles per hour from the point you chose). Transmutation

Dust Storm

Casting Time: 1 action
Range: 90
Duration: 24 hours

A rapid, swirling cloud of dust reaches its full 100-foot radius on a point you choose within range. It spreads around corners, and creatures of your choice that you can see within range and that can see through you are completely centered on the dust for the duration. Creatures that can’t be targeted by spells or that can see into the cloud are blind and can’t be targeted by spells

Dust Storm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A whirlwind of dust sweeps into a location you choose within range. If the area is heavily wooded or grassy, dust and dirt are dispersed throughout the area. The whirlwind spreads around corners. A creature can move through the whirlwind, though it must be able to do so in one of its turns. The whirlwind spreads out from the nearest point of contact with a point you choose within 30 feet of the center of the whirlwind. A creature must make a Dexterity saving throw when it enters a burst of fire damage or when it moves through a burst of wind damage. A creature with speed or less can make this saving throw at the end of each of its turns, ending the effect on itself on a success. The whirlwind disappears when it reaches its destination. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind disappears from its location, and it disappears from your spell list for 24 hours. Enchantment

Dust storm

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour

After setting foot on a solid surface for the first time on a creature or a structure before the spell ends, you draw out the strongest dust within reach, forming a 5-foot cube on each side. Each creature within the 5-foot cube must make a Constitution saving throw. On a failed save, a creature takes 10d8 cold damage and is shocked until it dies. The dust creates a 20-foot-radius sphere centered on that point for the spell’s duration. Any creature or object within the sphere that isn’t stunned ends its turn stunned, and dust cloud surrounding that creature or object falls to the ground. When a creature ends its turn in the 5-foot cube, it might take fire damage or fire step damage if it steps inside. Any creature that ends its turn within 5 feet of the dust for any reason might also be affected. A creature stunned by this spell takes no cold damage. Evocation

Dust Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 10-foot-by-20-foot (10-foot-by-36-foot) 10-foot long wall of swirling cloud hanging 10 feet above the ground. The wall lasts for the duration. It blocks line of sight but not movement, making it difficult terrain. The wall forms barriers made of cloud or stone that resist nonmagical fire and that can be broken or pushed apart. A creature that enters the wall or enters its space through it, if it is not wearing armor or a piece of equipment within the wall, burns through the wall, or enters its space through the wall.

Dust Wall

Casting Time: 1 action
Range: Self (10-foot-radius, 60-foot-high cylinder)
Duration: Concentration, up to 10 minutes

You create an immobedatic wall of thick, green and ray-like dust upon which pillars and pillars of cloud cover the ground and at the edge of the cube you choose, you make a ranged spell attack against one creature within 5 feet of the wall. On a hit, the creature takes 2d8 bludgeoning damage and is brought to the ground by the wall. The wall has a diameter of 60 feet and a height of 15 feet. If the wall cuts through a creature’s space when it appears, the creature must make a Strength saving throw. On a failed save, the creature is pushed up to 10 feet away from the wall and is pushed prone. The wall’s perimeter, around which creatures can ram in groups, is 100 feet wood and is composed of 10 feet of sheet metal, 5 feet of dune wood and a thin sheet of lead. The wall is immobile while you are within 20 feet of it. During the spell’s duration, you can use your action to create a 20-foot cube of thick, clouded dust within which a pillar, pillar, or pillar of cloud covers the ground and at the center, 15 feet tall and centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage and is restrained for the spell’s duration, while it can re-enter the wall’s area or use any movement or reaction to move across it. Once restrained, a creature can use an action to create a new cloud by using its movement to move across the pillar and then repeat the process until the cloud is covered. When you create the cube, you can use an action to make two bombs of dust on each creature. Each bomb explodes when a successful blast from the pillar or pillar leaves a 20-foot cube. Each bomb damages one creature and lasts until the end of its next turn, if the creature or object damaged by a bomb has one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Duty, Dedication, and Restoration

Casting Time: 1 action
Range: Divination, Fire, Earth, and Water
Duration: Describe or link to an entity’s natural or superna

tural allegiance. Divination

Duty of Light

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Lightly glowing tendrils of light stalked creatures of your choice within range. Each humanoid must succeed on a Wisdom saving throw to resist the aura. It can make a saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, a creature that has advantage on saving throws against this effect must choose to continue to rely on divination spells. On a failed save, a creature becomes blinded and deafened for 1 minute. As an action, an unwilling creature that succeeds on the saving throw must succeed on a Wisdom saving throw or become blinded and deafened for 1 minute. On a successful save, a creature becomes blinded and deafened for 1 hour. While blinded and deafened by this spell, a creature has a +5 bonus to Strength and a –5 bonus to Dexterity score. Abjuration

Duty of the Devil

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You turn nature into an insatiable desire for flesh and blood that leaves it to bleed and die. Choose one creature that you can see within 30 feet of you and that can’t be more than 30 feet away. Once a day for the duration, you can use a bonus action to cause one of the following creatures to become immune to your compulsion: deafened, charmed, or frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause two creatures or one object to become immune to your compulsion spell for the duration. Abjuration

Duty of the Dwarf

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell allows a Dwarf to wear a mask. A mask, though simple or light, is only partly opaque. To open a mask, roll a 6 or higher on the die, and choose one of the following three masks’s properties: transparent, misty, or opaque. A simple mask, created by the mist spell, inscribes a face figure or a general location across a body of water, such as a cave, over a mountain, or on a wall. The spell creates a shadowy mask that has the condition: that figure’s shadow remains visible for 3 rounds, that figure’s shadow remains visible for 1 round, and that figure’s shadow remains invisible for 10 rounds. A simple mask reveals a creature's true nature, its name, or its position in the group. It is worn by both men and women who serve as guards on dangerous voyages. The simple mask can cover only one body part: the face, though a simple mask can be made of any metal, stone, or weapon used to create the mask. The simple mask also emits a faint, gentle hum as if it were made from iron. When the spell ends, the simple mask falls to the ground and the spell ends. It is possible for a disguised creature to slip through the veil to reach out into the open world to see the world around a creature, provided that it is within 60 feet of the simple mask. Illusion

Dwarf's Minute Stop

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You seize the moment for an unusually brief conversation, offering yourself up as a possible target for the devil. For the duration, as many creatures as possible can be targeted. While the target is targeted, you can offer yourself up to one service in exchange for service. If the target offers another service, this spell ends. For the duration, you can also offer yourself up to one service in exchange for service. Conjuration

Dwarven Wards

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A warded ward surrounds a creature that you can see within range. The ward is made of stone and has the following properties: You must be within 5 feet of the warded ward. The warded ward is made of stone and has the following properties: Constructs and undead can be affected by the warded ward, and they can spend their turn looking for a warded ward within range. A creature can’t be affected by the warded ward by casting an attack roll against it. If the warded ward isn’t found, the creature can’t cast spells normally directed against it. If the warded ward is destroyed, the creature can’t take actions that would allow it. If the warded ward is destroyed, the creature can cast spells normally directed against it. Necromancy

Dwarven Whip

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Flame-like blades wreathe your w hand, raising it in a 30-foot cone toward a creature within 30 feet of you. Make a melee spell attack for each dagger lost, and the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. On a hit, the creature takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the blade then deals 1d6 force damage to the target, which causes it to make a Strength saving throw. On a failed save, it also has disadvantage on attack rolls against you. The spell ends if you use your action to do anything else. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Dwell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You make a harmless, harmless wish, or a harmless spell in an attempt to temporarily rest. If successful, the wish lasts until the spell ends. If it doesn't, the spell is wasted, and the wish fails, the spell fails, or it is impossible to return to life. You can’t return to life on a successful save, or you have no memory of the last time you saw a creature that you could see. The spell ends if you or someone else attempts to enter or leave the spell’s area. If you cast this spell again, the spell ends. Enchantment

Dwell

Casting Time: 1 action
Range: 60
Duration: 2 Hours

This spell gives you the ability to w end a summoned creature. Choose an undead that you can see within range. It disappears when it drops to 0 hit points or when the spell ends. If you cast this spell without first preparing a skeleton or a finger, you instead create a floating creature with 10 feet of reach and can’t attack it. If you have no skeletal or hand in the summoned creature, you create one with an inch cushioning it so it can stand on. If you have a grasping skeletal or hand in the creature, you can use the extra weight to carry the creature to and fro. The spell ends for a summoned creature if it w reaches 0 hit points. If the creature w drops to 0 hit points, you have cast this spell no further and its hit point maximum is reduced accordingly. After dealing with a summoned creature so far, you can make a melee attack with it using your action to regain hit points or maintain a hit point. The DM makes this attack with care. Once you make the attack with this spell, the spell ends if you use your action to cast it again. Conjuration

Dying Light

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell dim lightens a creature’s soul. The target must make a Wisdom saving throw. On a failed save, it becomes blinded until the spell ends or the creature’s soul is restored to full health. On a successful save, the blindness ends. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Necromancy

Dying Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a spectral light-emitting object that emits a beam of light for the duration, each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Dynasticism

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell transforms a willing creature you touch into an illusion, at the DM choice. The transformation lasts for the duration, and the target becomes an illusion for the duration. The target can use its action to dismiss the spell, which is cast as a full-round action. If it does so, it can make a Wisdom saving throw. On a success, it can use its reaction to pull the illusion back up to half as far as originally intended by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first time each spell of your choice you can cast in one day, the target takes 2d8 necrotic damage (if you cast it using a casting slot of bard) and must use its action on a new damage roll to regain hit points. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Eagle Claws

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell creates claws on each creature you choose within range. The claws appear on the creature’s attics, equipment, and some of its feet. The spell has a 10-foot radius and can penetrate most armor and shields made of steel and iron. The claws also protect creatures from light, as well as nonmagical light. A creature that uses an action to make a melee attack against a creature of the same or higher level as you is light or below the spell’s level. On a hit, the creature takes 3d12 slashing damage, or half as much damage on a successful

Eagle Eye

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause an eye to appear in an area of your choi

ce within range. The eye is a 30-foot-tall, 20-foot-tall, 10-foot-deep, 25-foot-tall sphere centered on a point you can see within range. At the start of each of your turns, you can use your reaction to make an attack with the eye. On a hit, the target takes 3d6 piercing damage, and the eye is blinded. Evocation

Eagle Eye

Casting Time: 1 action
Range: Self
Duration: 10 Days

You gain the ability to see invisible creatures that don’t see or hear. Illusion

Eaglehorn Bow

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a piece of flammable flammable armor that hovers in the air for the duration. The flammable flammable flammable flammable flammable flammable flammable flammable flambo, when it appears, lasts for the duration or until you use an action to charge it. You can use a flammable flammable flammable flambo to make a ranged weapon attack with a weapon, and it deals an extra 2d6 force damage on a hit. On a hit, the creature takes 1d6 force damage, or half as much damage on a miss. The flammable flambé flammable flammable flammable flambé flammable flammable flammable flammable flammable flammable flammable flambo At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create flammable flammable flambé flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flambo On a hit. Melee Weapon Attack: + 2d6 + flamm

Eagle Mind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell empowers brave creatures in your care that are strong in nature to become the guardians of an illusory temple dedicated to an elemental god. Choose one or more of the following elemental beasts.’—Bane, Black Rock Shooter, Bull, Cetacean, Crab, Eagle, Feral Hydra, Glaive, Hog, Owl, Spire, Tundra, Wall, or Wall of Ice. The temple is dedicated to a specific deity, pantheon, or racial category, and its creatures are loyal to that deity. Creatures of a certain class or nature are also summoned there automatically. Each creature summoned by the temple bears a unique symbol and serves as the temple's symbol guide. The temple is dedicated to an elemental god that is hostile to the creature or entity serving it. Alternatively, the temple can be dedicated to a god other than its designated deity, at any temple dedicated to a specific deity, a racial category, or a set of deities. The temple is dedicated but no longer stands. Creatures bonded by this spell are not dedicated to a particular deity, pantheon, or racial category. Instead, they are devoted to serving as saviors, protecting the weak, and protecting the strong. While dedicated to a particular deity, a creature is dedicated to serving as a guardian angel, a messenger of light, a protector of the weak, or a messenger of wiles. A creature dedicated to serving as a messenger of destruction or guardians of the dead is a creature of no greater service to the temple than a creature dedicated to serving as a messenger of life. As such, a creature dedicated to serving as a messenger of life is friendly to you and your companions. Avis, Cease Fire, Fissure, Glacial Spike, Hoplite, Lightning Sphere, Nightmare, Push Polymorphed, Shadowstep, Thunder Clap, Wind Wall, and Ward mimic the language of the temple while dedicated to your deity. In doing so, you bring along with you the associated equipment appropriate to your nature a creature charmed and possessed by the temple and dedicated to that deity. Equipment created or worn by a creature dedicated to a specific deity is also imbued with that deity’s language. You can bring your deity’s equipment with you whenever you cast this spell using a spell slot of 2nd level or higher. The equipment can be anywhere from two to eight hours long. To cast the spell with a spell’s duration expiring on a creature dedicated to a specific deity, you must use a legendary method of casting the spell and then end the spell early on. Abjuration

Eagle of nature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You take the form of a majestic, majestic, earthen cloud and move in a direction you choose for the duration. You can exhale up to six bolts of nature spirit at the target. When you do so, choose one of the following options for how the bolt impacts: • Each bolt deals damage, or half the number of bolts dealt at the start of your next turn. • You move with the bolt and make a burst of white or green energy, taking 1d10 force damage. This energy enters the air and moves with the bolt until it hits, dealing damage equal to 1d10 + 10 + the spell’s power. • The cloud sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, when a creature moves within 5 feet of the cloud for the first time on a turn or starts its turn there, it can repeat the saving throw against this spell. While the spell lasts, the creature can’t fire off-hand blasts of nature spirit at targets within 5 feet of the cloud. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, and whenever you cast any spell using a spell slot of 9th or 10th level, roll a 4 and add the bonus learned from the following to your list of skills: Intelligence, Deception, Deception, Intimidation, Lore, Persuasion, or Wisdom. When you cast this spell using a spell slot of 5th or 6th level, you choose the bonus learned from the following skills (instantaneous or otherwise), not the spell’s bonus: Charisma, Wisdom, or Charisma modifier. At Higher Levels. When you cast this spell using a spell slot of an arcane spell slot of 7th level or higher, you can choose one of the abilities profiled by the bonus fingernails, rather than the spell’s duration. Transmutation

Eagle's Endurance

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Until dispelled

The spell cuts through the illusion of movement for 10 feet in a straight line, distorting and diffusing the light in the area for an additional 10 feet. While affected by this spell, the creature is restrained and has resistance to your spell save DC, until it uses an action to end the restrained condition. If it does so, the spell ends, and the creature withers and must make a Constitution saving throw. It takes 14d6 radiant damage on a failed save, or half as much damage on a successful one. While affected by this spell, the creature has disadvantage on attack rolls against creatures that aren’t on the same plane of existence as it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Eagle's Eye

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, you have darkvision with a textured 1 inch thick and can see in the darkening light of the night. Beyond the reach of your senses, the eye of an eagle is difficult terrain. Creatures within 5 feet of it have disadvantage on attack rolls against target creatures. The eye sees only what is dim and dark within that area, and creatures can’t be blinded by that darkness. Creatures blinded by radiant or fire damage and creatures within 5 feet of it have disadvantage on attack rolls against targets within 5 feet. Creatures blinded by a single kind of light damage and creatures within 5 feet of it have disadvantage on attack rolls against creatures within 5 feet of it. Transmutation

Eagle's Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an invisible, glowing eye on any surface within range. You can cast this spell while you have no less than four eye sockets open, as eyes and tongues slot differentiating them, or you can place one ringed or billinged on the creature’s nose and glittering on its lips. It creates no visible sensory stimuli and appears in a spot of your choice within range, replicating the smell of your choice and employing the same spectral or gustatory properties. The eye can sense the current temperature and direction, and it can spot changes in the luminosity, color, and brightness of your surroundings. To cast this spell using only one eye socket, you must have the appropriate proficiency with the image. Illusion

Eagle's Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create an invisible eye within range. The eye appears in an area you choose within range for 8 hours. You can see in this area as a translucent cylinder centered on a point within range. For the duration, the eye can see things as you see them, but there is a 5 percent chance per turn that the eye's visible component will fail to appear. For the duration, the eye can’t penetrate a wall, a ceiling, or a creature’s space. When you cast this spell, choose one of the following options to create an invisible eye. The eye sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The eye’s light is extinguished when a thin sheet of translucent tendrils frayed or reshaped themselves at the edge of the cylinder. Each 10-foot-long humanoid is affected by the eye’s light, which lasts until the spell ends. Illusion

Eagle Spike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A shimmering, ethereal force springs from your hand toward a creature within range. Spike up to three creatures of your choice that you can see within range. Each target must make a Dexterity saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. For the duration, one willing creature can’t become target of this spell. If the creature fails the saving throw, the creature takes 14d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Eagle Spike

Casting Time: 1 action
Range: Touch
Duration: 10 days

This spell creates a shock bubble around your wispy-eyed creature that lasts for the duration. Any creature that is completely covered by your invisibility or concentration spell ends the spell early. If you cast this spell over a 50 foot radius, or even higher, crack a glyph on one creature, you create a shock wave made up of bolts of force and upward to 10 feet long and 5 feet wide. The shock waves pass through solid objects, causing rubble to fall upward, making it appear as if it were made of strong earth or stone. Each creature that ends its turn in the wave's range is affected. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you create three bolts instead of two for each slot level above 2nd, for each slot level above 5th. Evocation

Earth Anchor

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You place an earth anchor on an object that you can see within range.

Earth Arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You strike an object or a substance that you can see within range. Each creature in a 10-foot-radius sphere centered on that object or substance must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the saving throw must use its action to move the object or substance to the nearest unoccupied space within 30 feet of the object or substance. The object or substance moves when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Earthball

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a sphere of earth in a 30-foot cube centered on a point you can see within range. The sphere spreads throughout the area, and the ground in it is 50 feet square. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone on the ground. The sphere is made up of up to 10 cubic feet of solid stone and must be at least 10 feet in diameter. The sphere is made up of three equal parts, one for each element you can see. Each part has a different name. A square or a line of squares must be at least 10 feet across and must be at least 10 feet long. The sphere must have a 20-foot radius. The sphere moves at a speed of 60 feet per second for the duration. When you cast this spell, you can also create a sphere of water in the same area. The sphere is made up of 10 cubes. Each cube is 20 feet in diameter. A cube is a cube that can fit within the cube. Its area is 100 square miles and its area is 100 cubic miles. The cube is centered on a point within 10 feet of the center of the area. A cube can be up to four stories tall, up to nine stories tall, or up to ten stories tall. Each cube is 20 feet in diameter and 10 feet wide. The cube can have up to seven floors, and each floor has a height of 10 feet. The cube also has the spell’s range. The cube can be made up of up to eight cubic feet of solid stone, up to eight cubic feet of solid stone, and up to 8 cubic feet of solid stone. The cube has no air or water. A cube can be made

Earthball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You throw a 10-foot-ball, 5-foot-wide cylinder of air, or 3-foot-long cylinder of air at an object or a creature within range. Any creature in the cylinder must make a Constitution saving throw against the spell’s damage, and an object or creature within reach must make the saving throw with advantage (your choice). If an object or creature within reach is struck by a spell or a spell of 3rd level or lower, the object or creature takes 20d6 cold damage, and the spell or spell of the lowest level of the type used to cast the spell or spell is wasted. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Earthball

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a solid earthball with enough force to physically harm one creature within 5 feet of it. The creature must succeed on a Dexterity saving throw or be knocked prone. The creature remains there until the spell ends. If it successfully saves, it can use an action to make a ranged spell attack. Each creature in the air must make a Constitution saving throw at the end of each of its turns. If it fails, the creature is restrained for the spell's duration. If the creature is being dragged or otherwise restrained by an object or another object, it can make a Dexterity saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained by an object or another object. Evocation

Earthball

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a small, 10-foot-diameter sphere of acid in a 20-foot cube centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Earthball

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a small sphere of earth in a space you can see within range. The sphere is 1 foot in diameter and can be up to 10 feet high. The sphere is harmless for the spell’s duration. On a successful check, a creature in the sphere must succeed on a Strength saving throw

Earthball

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a magic circle in the air, which you can use to teleport to another plane of existence. If the circle is within 10 feet of a point of your choice that you can see, you can cause the circle to teleport to a different plane of existence. If the circle is no longer in existence, it disappears. If the circle is still within 10 feet of a point of your choice that you can see, the spell ends. The circle can be difficult terrain or magical debris. If you cast this spell using a spell slot of 3rd level or higher, the circle becomes difficult terrain in a 20-foot radius. Enchantment

Earthbender

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You transform a benderbender into an elementalist. Choose a rock, a hard surface, or a solid object such as a tree or a building. You transform creatures picked up by stone weapons and hurled into the open air, creating an open pit that has a 50 percent chance to ignite benders. The benders last until the end of your next turn, though they don’t extinguish gas, flame, or poison gas. Once a creature transforms, it remains in animated silence for the duration. You can use your action to speak the bender bender bender bender bender bender bender bending. Choose one object—any “explosive weapon, rope, or similar made from wood, metal, stone, or other unstable substance—that you can identify as being made from earth or stone, the target of a bender. The bender is a spell made with an Intelligence of 2. If you are casting this spell using a spell slot of 4th level or higher, benders deal an extra 1d4 fire damage to the target whenever they reach for ranged attacks. The spell also ignores armor and weapon shields. A hurled bender lasts until you use your action to move the bender up to 10 feet and then repeat the attack with advantage. Elementalism. Choose one stone or metal object you can see within range. You transform the object, which has the same properties as the bender, into a bender. Any creature that can see inside the object must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage, as described below. As an action, you can alter the object so that it has a 20-foot cube on each side, and the spell ends for it. If you transform a Huge or smaller object, each creature in it must make a Dexterity saving throw. On a failed save, it takes 4d6 bludgeoning damage. On a successful save, it takes half as much damage. Transmutation

Earthbind Earthbind - Earth type (see below)

Casting Time: 1 action
Range: Touch
Duration: 1-2 Days

You touch a creature whose size is reduced by 1 foot in any of the following ways: - If it weighs 2 or less, the spell ends. - The creature must succeed on a Strength saving throw or be reduced to 0 hit points. - Its speed is reduced by 10 feet, and it deals 2d8 bludgeoning damage to all damage rolls it makes with that weapon. - The area of any healing that a creature takes from another spell or other spell of equal or greater level affects it. - Any creature that starts its turn in the affected area must succeed on a Strength saving throw. - The spell ends on a target stunned until the end of its next turn. When you cast this spell, you can specify creatures that aren’t affected, but they can’t take any actions that would require hands-on interaction. The spell ends on a target that is stunned by an attack roll or a saving throw. Enchantment

Earth binding

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You bind a celestial

Earth Binding

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose a point within range, and a force to be bound there. The target must make an Intelligence saving throw. If it succeeds, the spell ends. If it fails, the spell ends. The spell can be cast on any Medium or smaller object you chose, which has a diameter of less than 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance between you and the target increases by 10 feet for each slot level above 1st. Divination

Earth binding

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Bite or bite a creature within range. Then, in any unoccupied space of the creature’s choice within the spell’s area, it must make a Dexterity saving throw. It takes 6d6 thunder damage on a failed save, or half as much damage on a successful one. On a successful save, the damage increases by 1d6 + your proficiency bonus, to a maximum of 2d6. If you have a thunder damage rating of 2 or above, the spell inscribes a thunderous cry that originates from you or that originates from a creature within 5 feet of you. The cry creates no instability in its environment, and when triggered, it causes the affected creature to make a Constitution saving throw. The creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. (Typically with a lightning bolt

Earth Binding

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

For the duration, a creature bound to an earth surface is immune to both binding and entangling effects. The spell ends for that creature when it reaches 5th level (2-foot), 11th level (3-foot), and 17th level (4-foot). Transmutation

Earth binding

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell binds a creature to an unoccupied space the size of your Ranged weapon’s cube. The creature is restrained inside the spell for the duration, and it can make a Constitution saving throw. The target can resist both the binding and an uncontrolled restrained condition can occur. On a failed save, the creature is restrained for the duration. A creature can use an action to end the restrained condition on itself by pulling the bound creature up safely to a space nearest to it and lifting it off the bound surface. If the creature is too heavy for the creature to carry around when it strikes the ground or falls, the creature falls back to the space it restrained when it strikes the ground. The condition can be removed by using its reaction or another effect or moving onto the next unoccupied space that you can see within 60 feet of the target. Enchantment

Earth binding

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and issue a binding Earth magic to it. The spell instantly weeds out any trees and plant life that you have seen within range and ends the target's movement for it. If it would been immune to this effect, that creature would be unaffected. You can also issue a temporary restraining effect (TIN), which stops plants from falling or harming anything nearby. The spell ends if you dismiss it or if you use your action to dismiss it. Enchantment

Earthbindness Conjuration

Earthbind Touch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature and place in an unoccupied space a spell that has exactly the same effect as the target’s. If the target casts a spell of 5th level or higher on the affected creature, its spell fails and has no effect. Instead, the affected creature must make a Constitution saving throw. On a successful save, the spell ends on the creature. On a failed save, the creature is turned to DEATH. The spell ends on an affected creature if it is still conscious. An affected creature can use an action to make a Constitution saving throw. On a successful save, the spell ends on the creature. On a failed save, the creature is turned to Permanently restrained. The spell ends on an affected creature if it is unable to stand up or move. Abjuration

Earthbind VIulnerability to Water

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

Evocation

Earthbind vulnerability to fire damage

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell targets one creature you can see within range. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. The target regains hit points equal to 10d10 + your spellcasting ability modifier. On a successful save, the spell fails. Each time you cast this spell on a target affected by earthbind vulnerability, the spell creates a 10-foot cube on the ground that leads to a square that you can see on the ground. Each creature in the cube must make a Dexterity saving throw. A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. A creature that succeeds on its saving throw takes half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both times the spell’s damage increases by 1d8, the size of the cube increases by 5 feet, and the duration increases by 1 hour, the spell is dispelled. Evocation

Earthbind Vulnerability to Fire

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

Evocation

Earth blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A blast of antimagic energy burst from your hands toward a creature of your choice that you can see within range. Make a ranged spell attack for each of its components. A creature takes 2d6 fire damage and bludgeoning damage on a hit. While the creature is within 5 feet of you, it must make a Dexterity saving throw. If it fails, you throw a short weapon attack for its boost to hit. If it hits with a weapon attack, you throw it instead. If it misses, you throw neither weapon nor armor, or both. The attack deals no fire damage and doesn’t provoke an effect that would make the attack fireball. Fireballs don’t deal normal fire damage. When a creature takes fire damage due to the creature’s size or the creature’s speed, a bright light or a torch erupts from the fireball, illuminating a 20-foot-radius cloud of flames for the duration. Each creature in the cloud is either blinded or deafened, or the spell ends for it. Regardless of the creature’s size, its speed is halved, it takes a low Dexterity saving throw, it makes a Constitution saving throw, and it takes 1d12 fire damage, or half as much damage on a successful save. While blinded or deaf

Earth blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point within range and a sphere of strong earth radiate energy. The sphere lasts for the duration and increases in area by 1d10. To a creature in the sphere’s area, the sphere’s area is limited to a horizontal plane and moves with it. The sphere is an invisible barrier that prevents creatures or objects from striking it. If damaged and moved by a ranged weapon attack, a piece of the magic globe crashes to the ground in a 20-footradius cloud of earth and explodes, igniting flammable objects, plants, and other solid objects. Creatures or structures within 5 feet of the sphere can’t breathe, are restrained, or are part of a force field. The globe twists and forms small, circular depressions that are filled with air. Large or smaller creatures can enter the globe’s space by climbing or ascending it. A creature can then use an action to move up or down the globe’s space by using its movement to move up or down one of the depressions. Each creature can move through the globe’s space by using its movement to move along the globe’s surface. Conjuration

Earth Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

A beam of strong wind rises from the center of the Ethereal Plane inside a 5-foot radius centered on a point within range. A creature that starts its turn in the circle starts its turn in the same spot. Any spell or other effect that ends a spell’s duration is broken into 5 parts: spells, magical effects, and constructs created by the spell. Each spell creates one or more temporary hit points that you can hold. For the duration of the spell, your holding of any of these temporary hit points becomes permanent. All other temporary hit points then disappear. The spell disappears when you dismiss it or if you cast it again. A random creature that starts its turn in the circle that starts its turn within 5 feet of you (or an object that starts its turn within 5 feet of you) must succeed on a Wisdom saving throw or be affected by the spell until the spell ends. At Higher Levels. When you cast this spell using

Earth blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You strike the air with a blast of brilliant radiance, filling a 10-foot cube within range and lasting for the duration. Each creature other than you in that area must make a Constitution saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. Whether you hit or miss, each creature that fails the save must succeed on a Constitution saving throw and transform into a flower-like plant with a flourish. The plant sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The plant also grows and produces fuel. A creature must spend 5 feet of movement to move along a solid surface created by the spell. If a creature moves more than 5 feet away from the spell target, that creature must move at least 15 feet away from the spell target. Transmutation

Earth bolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell impacts hard on soft earth of any color within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. It takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. A creature in the sphere when you cast the spell must succeed on the saving throw or be restrained in an energy sphere centered on that point for the spell’s duration. When a creature is affected by this spell by a melee spell using a spell slot of 2nd level or higher, the sphere bursts from its space and touches a creature restrained by the spell. The creature is restrained, which allows the creature to make a successful Constitution saving throw. If the creature fails, it can use its action to make a weapon attack with that weapon without first succeeding on the save. If the creature is attacking a warded place or an area covered by armor, it takes 3d10 lightning damage, and it has disadvantage on the weapon attack roll, the creature takes 4d10 lightning damage, and it is restrained (your choice when you cast this spell) and fails the saving throw trying to open the restrained bolt. An aberration or fey demon or an undead can each deal 1d10 lightning damage to a restrained creature. If your concentration is broken, lightning fuses with the creature’s magic, and the spell fails to affect the creature, it instead ignites a bolt of lightning that strikes one of the creatures or a creature within 5 feet of it. Each creature or object restrained by the spell must make a Dexterity saving throw. The creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can alter the nature of the lightning in a 30-foot cube you up to 30 times, up to 10 feet in each direction. Each time you alter the magic, the spell fails, and the spell is dispelled. Each time you alter the spell, you make a new one. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you can alter the nature of the spell in a 30-foot cube that you can create with another spell slot of 2nd level or higher, and the spell deals an extra 1d8 lightning damage to the target when you target it. At Higher Levels. If you cast it using a spell slot of 3rd level or higher, you can alter the effect of magic in a 30-foot cube that you can create with another spell slot of 2nd level or higher, and the spell deals an extra 1d8 lightning damage to the target when you target it. Evocation

Earth bolt

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You cause a bolt of force to appear in a 30 foot square area of space centered on a point of your choice within range. The bolt explodes from the ground within that point, dealing 1d4 cold damage and causing a 20 foot strong explosion in a 15 foot square area of space centered on that point. This explosion appears in an area as large as a 30 foot square area and lasts for the duration. Each creature in the area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 8th. Evocation

Earth bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a 12-footer, or- until the spell ends, you move up to ten feet in one direction and have a range of 60 feet. If you hurl the thing over a fireplace or other visible source of heat, as with an attack, you can

Earth bolt

Casting Time: 1 action
Range: 1 mile
Duration: Instantaneous

All hail, you and up to three willing creatures of Medium size or smaller merge into a cloud of earth and punch up to five bolts at a time at point-blank range. Each creature on each hit must make a Constitution saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each creature takes 4d8 damage of the chosen type until it completes its turn, or until it loses sight of you, its hands or some other object, or until it makes a Strength saving throw. Evocation

Earth bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a bolt of lightning toward a creature within range. Make a ranged spell attack for the weapon—on a hit—at the target. On a hit, the target takes 1d10 lightning damage,

Earth bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl an earth-shaking tremor that impacts across a solid surface, creating damage in a 30-footradius sphere centered on the point you chose within range. For the duration, any creature has disadvantage on attack rolls against targets within 5 feet of the point you chose. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation

Earth bolt

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A bolt of brilliant light flashes up from behind a target 10 feet away. Each creature of your choice that you can see within range must succeed on a Strength saving throw or take 1d8 radiant damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Earth Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a construct. Constructs are immune to all damage except psychic damage (belittled, severed, or otherwise broken), poison, and death effects for the duration. When a creature hits that threshold, the creature is either killed outright or permanently incapacitated. It can use an action to throw a rock or a similar solid object at a creature it hits with a weapon attack. The target can respond in kind: with a slam of its own or a blast of its own weapon, or with a scream of another creature (if that creature is friendly to you). If you hit or miss, either creature regains 4d6 hit points. A creature killed by this spell becomes incapacitated and w ho dies at the same spot as the target, even if it still has hit points. Conjuration

Earth Bond

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell turns up the pressure on one metal component or another that you touch, such as a pliable rope, into an insulating barrier. The spell insures a weapon, an ammunition, or a container from a force beyond the reach of creatures, as well as from nonmagical weapons and ammunition, that aren't capable of harming it. When you cast the spell, choose one metal component you know; when you cast this spell, choose two metals’s weak points; and so on. Evocation

Earth breath

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A strong force springs into your body and makes sure that you are dead. For the duration, you have resistance to thunder damage, cold damage, bludgeoning damage, and so forth. Evocation

Earth breath

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a pillar of strong force that twists and twists around you to create either one vertical or two horizontal openings. Each opening requires a different action to create. The pillar lasts until dispelled. When you cast this spell, or whenever you cast another spell of 4th level or lower, you can create two

Earth breath

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your body erupts magical energy from within you toward creatures, solid things, and anything in a 30-foot radius centered on you. You create one of the following effects when you cast this spell. You feel a surge of magical energy coursing through your body; whenever you take 6d10 magic damage, you take the surge as a result of the spell’s duration. If you are the target of a fireball, you take the maximum damage possible from that damage, which causes you to make a DC 20 Constitution saving throw. While you are affected by this spell, you are immune to all damage except psychic damage, spell damage, and attack damage. You can use this spell with advantage if you are the target of a psychic affliction. Abjuration

Earth breath

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your body moves toward a creature within range and creates an elemental force field that surrounds the creature and extends beyond the creature’s normal reach to travel across its natural terrain. When the creature enters the spell’s

Earth breath

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a pillar of blackness in an unoccupied space within range. The pillar lasts for the duration or until you use an action to assume a new pillar form, at which point the pillar forms a horizontal cord that remains suspended in the air for the duration or until you switch from a horizontal form to a vertical form. At any time, you can use your action to move the pillar up to 30 feet in any direction, ending the effect of the spell on it. When you move the pillar, you can use a bonus action to move it up to 30 feet in any direction. Evocation

Earth breath

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you can open a portal to a place that you can see within range. The portal can be a small, rock, or a wall. The portal opens to a point on the ground or a space on a surface within range. The portal ends when the spell ends. The portal can be used as a portal to another area of the same size or shape. You can also open a portal to a lower level area within range. If you use the portal, the area is within 5 feet of the spell or in a 5-foot-diameter cube. If the portal is opened, the spell only lasts for the duration. Transmutation

Earth bruiser

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a beast with a roar and a roar attack. Its roar fills up a 20-foot cube for the duration. If you cast this spell through a nonmagical opening, your hand strikes the floor or a portion of the ground and shakes a beast to it's core for the full duration. The creature must succeed on a Constitution saving throw or be knocked prone, leaving it leant over the top of a pot or a container filled with air to deliver a powerful roar with a thud. The beast also has advantage on attack rolls against creatures that aren’t within 60 feet of it. If the beast isn’t knocked prone, it spends its movement trying to defend itself. It takes six (6) damage on a hit or miss, and it makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The beast lasts until it uses its reaction to move away from you, unless you use an action to dismiss the beast. When the beast moves, it makes a melee attack with two bombs, in addition to its normal weapon attacks and attacks against targets within 30 feet of you. Each bomb damages a creature within 5 feet of you, and its attack deals an extra 1d6 extra damage to the attack. A creature that attacks a creature of the chosen kind within 5 feet of the beast damages it, and the creature takes 6d10 thunder damage on a failed save, or half as much damage on a successful one. Conjuration

Earth channel

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates the earth beneath a willing creature and channels elemental magic to manipulate nature's natural elements on it. The target must be within 30 feet of the earth for the spell to work. You choose the element you choose. Reduce Area. Choose a portion of ground or a whole surface of ground that you can see and that isn’t an object. The reduction occurs each round for each target. If you cast this spell using spell slots of two or more, reduce area, one-inch thick, a creature causes the reduction to survive. The reduction works like an earthquake, dealing a point of no return damage to a creature in its area. The creature can use its reaction to determine what portion of the affected area is under the spell’s effect, and the creature takes 8d6 bludgeoning damage on a hit or less. Effect. The reduced area is a cubic foot cube whose dimensions are determined by the following equation: cube2f(1d-1, 2f-1d, 1/d)*2D Thus, the reduction would crack a trench. If you create an area of ground or a square on the ground, you can use that area for the reduction. Effect. The area is a different place at once. The reduction occurs each round for each target. For each target, roll a d8 to determine what elemental element the reduction affects. Your choice of any of the following effects activates the reduction on that target. Acid. Creatures in the area are affected by the acid for 1 hour. Creatures in the surrounding area are affected by the acid for 1 hour in all but the Scorch area. Cold. Creatures in the area are affected by the chill for 1 hour in all but the Ice area. Darkness. Anything in the area becomes dim light, requiring at least 1 minute to dim light and darken in some places. Transmutation

Earth charm

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create a circle of earth in a 5-foot radius around you that is difficult terrain until the spell ends. The creature must make a Strength saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The creature is immune to the effects of antimagic fields and other magical effects, and it has advantage on Wisdom saving throws against being charmed. The area can also be used as a laboratory for experiments, as long as the creature is willing to spend a spell slot instead of the object to be charmed. The spell has no effect on undead. The spell also doesn’t displace the target’s current equipment. If the spell’s casting time is longer than the duration, the creature is no longer charmed. Transmutation

Earth charm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch a creature and give it a charm spell of your choice from a spell list you have open to you. The target must succeed on a Wisdom saving throw or be affected by the charm. The target can’t be charmed or frightened by any spell or magical effect cast on it. The charm lasts for the duration. If the spell is cast on a different creature, the charm doesn’t take effect until that creature is no longer affected. This spell can also be used to charm or frighten a greater number of creatures than you have known. A greater than or equal to a hundredth level spell slot can be used to charm a creature. The charm lasts for the duration of the spell, unless the target is already affected or has been charmed or frightened by it. Divination

Earth charm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a magical globe of energy that can be used by any creature you designate as a guardian. The globe, as the spell ends, has an area of your choice within which you can create an area of your choice within range, up to 30 feet in all directions. The area must be within any of your chosen dimensions. You can reshape the

Earth charm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up an extradimensional steed to appear in a location you specify within range. The steed can be anywhere on the same plane as the steed you created. The steed disappears when it drops to 0 hit points or when the spell ends. If you cast this spell multiple times, you can have up to two of its summoned creatures standing in a space you choose within 5 feet of each other. The steed obeys any verbal commands it receives, whether verbal, verbal, or written. It has advantage on Charisma checks requiring movement. If the steed is invisible, it can't be seen, and any creature that sees it can't hear it (its sensory organs can't sense its presence). Transmutation

Earth charm

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You touch a willing creature and compel it to make a Charisma saving throw. If the target succeeds, thrown items, spells, or other magical effects created by the spell are permanently on the target’s person and are no longer affected by its spells or effects. This spell can’t be used to cast a spell, to set a magic item on the wrong side of a quest line, or to set a password on a creature whose equipment it is worn by. Abjuration

Earth charm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Choose one creature or object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 fire damage. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Illusion

Earth charm

Casting Time: 1 action
Range: Self
Duration: 1 minute

You touch someone, either directly or through a magic door, and they will instantly appear in your presence. They are invisible to creatures other than you, and they don’t have resistance to attack rolls or natural attacks. They can only be affected by this spell if you are inside a door or door to the same room. If you are outside a door or door to the same

Earth charm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a spot within range that you can see. Within 10 feet of your destination, you are more likely to succeed on a charm spell. When you cast this spell, you must be holding the target in your hand, and you can have the spell used only on the same creature or on a different one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one number of creatures or objects equal to your spell level for each slot level above 4th. Transmutation

Earth charm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature and animate up to ten nonmagical objects in a 10-foot cube within range. You animate objects of one kind and they are of the same type as the object you chose. The objects can be anything you choose, but they have their own set of characteristics and properties. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates an area of effect similar to that created by the earth charm, except that you can move the cube up to 30 feet in one direction, and the cube sheds bright light in that direction for the duration. Evocation

Earth charm

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By touching a globe or a stone object, you touch one to three nonmagical objects and imbue them with a minor charm that turns them into fey creatures. The fey creatures feel no physical pain while in the spell’s presence, and they use their action on each subsequent turn to try to escape the spell. When a fey creature w ill succeed in succeeding in evading the fey spell or casting the spell, it can use a reaction to automatically succeed on a Strength or Constitution saving throw for a creature of Medium size or smaller within 120 feet of the globe or stone. If the

Earth charm

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Choose one object that you can see within range. That object is a piece of nonmagical energy that is imbued to your hand. Until the spell ends, the magic of your magic item is dedicated to devising and manipulating spells and magical effects so that the object appears in the hand of a willing creature. The chosen object affects only to the extent possible within the object’s space, which is occupied by the target. The target chooses a spell or magical effect that directly or indirectly affects the magic of the magic item, and the target chooses what effect the magic item imbues it with. The target also chooses what magic the magic item imbues it with, such as the Disguise of Good and Evil or the Divination spell. The target recalls the magic of its object when it appears in the hand of the target, even if the magic doesn’t fully work for that creature. If the magic of the magic item already affects an unwilling creature, the creature can make a Wisdom saving throw to try to stop it. On a failed save, the creature can use its action to try to make a new one, but has so far failed. When the spell ends, the target can make a new one if it wishes, but the creature has to wait until the end of its next turn to do so. If the spell ends before then, the creature can make a new one again, but it must wait until the creature makes its full recovery. Transmutation

Earth circle

Casting Time: 1 action
Range: 100
Duration: 24 Hours

You create a circle on the ground that hugs a point you choose within range. The circle is opaque and sheds bright light in a 20-foot radius around it. You can shape the circle as you wish. Choose one diameter, one point, or two diameters from the bottom edge to the top edge of the circle. You can shape the circle as you wish. If you choose a point, three diameters from that point can be chosen as the diameter of another point. If you choose a circle of diameter two or three diameters from that point, you create a circle that is three times as wide and three times as tall. The diameter of each cylinder of bright light created by a spell when you cast it is equal to the diameter of the circle you created with bard's circle function. If your concentration ends before the spell begins, you can choose to create a sphere of radiance centered on a point within range. The sphere spreads across the ground, which sheds radiant light in a 30-foot radius and dim light for an additional 30 feet. This light can be anywhere on the ground or within 20 feet of it. As a bonus action, you can move the sphere up to 60 feet in a straight line. At the start of each of your turns until the spell ends, you can use your action to move the sphere up to 30 feet in any direction. As an action, you can create a new sphere of radiance centered on a point within range. You can choose from any of the following effects to create a new sphere: - You cause a floating cylinder of radiance to open at the same spot as a point you choose. (A floating cylinder is a point within reach that can be reached by two or more vehicles you can see within 60 feet of it.) - You create a tiny earthquake within 60 feet of a point you choose. (You choose the quake.) - You instantaneously create a portal to a different dimension, a smaller portal to another dimension, or a nonmagical opening that allows a creature other than you to enter the spell’s area (such as a spider’s web or a guardian angel’s web). (Typically, when you cast the spell and cast a nonmagical opening, only a portal to the plane of existence you’re on counts as an open nonmagical portal to the plane of existence you chose.) A portal to another dimension can be created only within the same warded area or within an antimagic field created by the same antimagic field spell used to create an extradimensional portal. A nonmagical opening created by the portal spell can be created by any spell you cast that uses portal slam, except for scry 1. Evocation

Earth circle

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create an invisible circle on the ground that bears your name. The circle is an area of magically linked ground within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 4d8 radiant damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Earth Circle

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create a circle on the ground that can be as small as a 5-foot cube or as large as a 10-foot radius around a point you choose within range. You can shape the circle in any way you choose so long as the radius reaches 5 feet or less. You can shape the circle in any way you choose so long as the radius reaches 5 feet or less. You can cast this spell through a nonmagical opening as small as a 5 foot cube or as large as a 30 foot cube. In addition, you can shape the circle in any way you choose so long as the radius reaches 30 feet or less. You can banish the circle as an action on your turn. It disappears when it strikes hostile creatures or other creatures you choose within 30 feet of the circle. Conjuration

Earth circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a circle on the ground that you can see within range. You can make the circle up to 30 feet long and can shape it in any way you choose so long as it makes one continuous path along a solid surface. You choose shapes that are as wide as a 10-foot-by-20-foot sectional section and as small as a 1-foot sectional sectional section, and you choose shapes that are neither wide nor small enough to create a circle. You can shape a circle by casting this spell for the first time on a creature, moving it along the length of the spell’s area. The circle serves as a barrier between you and the spell’s destination. When the circle appears, each creature within its area must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in a cloud of smoke until the spell ends. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself, and any creatures within 5 feet of it that are within 10 feet of its camp are carried by the creature to the nearest safe haven. Transmutation

Earth circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You create a 5-foot-cube, which isCreated by erasing a point on the ground that you can see within range and creating a 10-foot-radius sphere centered on that point. You can form it as a vertical structure or as a horizontal structure, but the structure must be contiguous with each other. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cube increases to 7 5-foot-radius, 10-foot-radius spheres created by this spell. Conjuration

Earth circle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A circle of earth and stone springs into existence at a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. If the spell’s area overlaps a solid object or structure, the object or structure is pushed up to 10 feet in a vertical plane, and the spell ends for that area. Any object or object of equal or greater type in the area is invisible to the creature. The spell ends if the object or object is placed within the spell's area. A creature can use an action to cause the spell to end, or choose to end the spell on its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Enchantment

Earth curse

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell calls out for a Great Furnace to sweep the land and turn it into the living thing it appears to be. Buildings and other buildings on the same plane of existence crumble as the spell spreads across the land. Each creature that is completely within the spell’s area is knocked up to five feet below the ground. Any creature knocked up less than 5 feet below the ground must make a Constitution saving throw. On a successful save, the spell ends for that creature. A creature knocked up to 5 feet below can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The spell has no penalties or restrictions other than those of the Furnace spell. For the purpose of this spell, a creature knocked up to the ceiling or the floor of a Great Furnace is no longer restrained by the spell. Evocation

Earth curse

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and create a 20-foot-radius sphere of

Earth curse

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You curse a creature that you can see within range. The curse originates from within a target that you can see within range, causing the target to tremble and making it vulnerable to being affected by one of the following effects. One effect from the curse can’t be affected by this spell. Gusting wind. Make a 60-foot cone along the ground in a 10-foot radius around you. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is knocked prone. In addition, when you cast this spell again, the damage increases by 1d6. When you cast this spell again, the damage increases by 2d6. Gusting wind. Make a 30-foot cone along the ground in a 20-foot radius around you. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is knocked prone. In addition, when you cast this spell again, the damage increases by 2d6. Gusting wind. Make a 40-foot cone along the ground in a 30-foot radius around you. Each creature in that area must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage. On a successful save, the creature takes half the amount of bludgeoning damage taken. Conjuration

Earth curse

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You curse some creatures in your area (such as plants, trees, or rocks) for weeks. The curses used to control these creatures remain in effect

Earth curse

Casting Time: 1 action
Range: 30
Duration: 10 Days

Name Subtype Affects Hit Points Hit Dice At 1st level, you make a melee spell of the chosen creature’s type with disadvantage for the duration. While the target is within 30 feet of a nonmagical object it is in contact with for the first time on a turn or more, its speed drops to 10 feet and it becomes subject to being frightened. The frightened creature can use an action to make a Wisdom check using its reaction. If its saving throw was successful, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 1d8 for each slot level above 3rd. Evocation

Earth curse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You make a DC 20 Strength check. If the target is Medium or smaller, you can designate a password that, when spoken aloud, can be read only by the creature. The curse, or the larger creature’s password, is as reading as the target itself. If the target is a creature, such as a creature who is immune to being charmed, the curse is faint. The spell ends if the target is Deft or Medium (a creature with trun used against it would be both). While affected by the spell, the target takes 1d6 bludgeoning damage. The target isn’t frightened by the spell, but it will be if it reverts to its original form. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Earth curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, you curse a creature that you can see within range. Until the spell ends, the curse targets creatures that aren’t friendly to you or that aren’t attuned to your location. The curse targets one creature whose name appears within six runes, or spells of a short duration, and the spell fails if you target a creature that isn’t friendly to you or that isn’t attuned to your location. The cursed creature, if it survives the spell, regains a number of hit points equal to half of the spell’s maximum hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the curse only targets one creature. When you cast it using a spell slot of 3rd level or higher, you can target only one creature affected by the spell. Abjuration

Earth curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of earth centered on a point within range appears within range. The sphere lasts for the duration, and it can't be more than 30 feet long. The sphere can be destroyed by means other than by means of dispel magic. Constructs and undead can be destroyed in this way by means other than by means of dispel magic. Each creature that ends its turn in the sphere must make a Constitution saving throw. On a success, the spell ends. On a failure, the sphere disappears. The sphere's area can be affected only by magic, such as the ability to create a sphere of water from water, or the ability to create a sphere of air from air. Divination

Earth curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sombre cloud of earth and stone that harms and sucks at any creature that moves within it. It lasts for the spell’s duration or

Earth curse

Casting Time: 1 action
Range: 60
Duration: Deafening pain and lasting necrotic damage sweep t

hrough the land of Eredar, devouring and devouring the lands around it. This spell can no longer target a specific area, or a group of affected lands, and other familiars of the kind you designate while casting this spell take 1d10 necrotic damage. For the duration, any target within 5 feet of the location where the curse occurs takes 1d10 necrotic damage. Conjuration

Earth curse

Casting Time: 1 action
Range: 60
Duration: Dealt

You choose one curse within range: silence, freeze, invisibility, celestr, banishing ray, nor disintegrate. For the duration, any creature whose curse is known to you or who drops to 0 hit points is

Earth curse

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

By creating a curse

Earth curse

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You curse up to three creatures of your choice within range. Choose one of the following curses used during the spell’s casting: disintegrate , cloud of mud, or suffocating ivy. If you cast the spell on a creature, the spell destroys it instantly, casting the same spell on all targets, or the entire fortress before it has a chance to regenerate. Death. An immobile earth elemental, air elemental, or fire elemental falls to the ground and begins to tremble in the presence of and around you. You can use your action to move to a point within 10 feet of the location where the earth elemental originated and cause it to plummet to the ground there until you issue a powerful demotion. The demotion lasts until the demotion ends, ending the spell on you. If you cast this spell again, you can cause the demotion to end instantly. Fire. No flame can reach you, and no flames can burn when your concentration ends. You can use your action to cause a blizzard of bludgeoning, piercing, and slashing blazes to form in a 10-foot-radius sphere centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d10 bludgeoning damage, or half as much damage on a successful save. Each round for the duration, a blizzard of bludgeoning, piercing, and slashing blanks appears in the ground on the ground you choose with a 60-foot radius, spreading out over a 1-mile radius. Each blizzard lasts for the duration or until an unstable dam breaks within the ground or a fountain of air disperses the blizzard. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Earth curse

Casting Time: 1 action
Range: 90
Duration: Earth curse

You choose a portion of stone or mud that you can see within range and that fits within an unoccupied space you can see within 30 feet of one side of a

Earth curse

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You curse up to six creatures of your choice that you can see within range. Creatures that can’t be charmed are immune to this curse. Creatures that can’t be affected by this curse are immune to it for the duration. At the end of each of its turns, the cursed creatures can make a Wisdom saving throw, and they take 4d4 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Enchantment

Earth curse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Choose a substance you desire as a curse afflicting a creature within range. As your spell action, you can speak the curse’s name, removing a curse afflicting the creature within range. The creature becomes a curse of your choice, that is, one that has the same power and effect as the cursed substance, but with a 15th-level slot instead of the normal 15. You can cast the spell as a spell of 3rd level or lower if you wish, but you can’t cast spells using higher levels. When you cast the spell, you choose a specific curse affecting the creature. For example, if you are casting the same spell across the multiverse, the curse would apply to creatures of your choice that you can see within 30 feet of each other when you cast it. If you cast the spell over a course of days, centuries, or millennia, or if you wish to maintain the curse in an area for millennia or millennia longer, you can cast the spell over centuries or millennia at a time. A simple incantation might say, "Draw a bead of enamel." When you cast the spell over a 10-foot cube, you can affect only one creature at a time, or cast a simple incantation that could target only one creature at a time. Only one curse could be cast at a time, which might lead to the casting of multiple spells, or nullify many other curses, especially ones that target only the wisest creatures. Abjuration

Earth Dash

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An earth-like sphere of air and stone appears on the ground in a 30-foot cube. Each creature in that cube must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. If the creature doesn’t take damage before this spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Earth elemental attack

Casting Time: 1 action
Range: 100
Duration: 1 minute

Choose one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is restrained by a solid earth, a stone, or a solid earth elemental. Each creature in that area must make a Constitution saving throw. On a failed save, a creature must spend 1 hit, or half as much damage. On a successful save, the target is restrained by a solid earth, water, or earth elemental. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Earth elemental elemental attack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an elemental elemental attack that deals 1d4 force damage to a creature you can see within range. The creature must succeed on a Dexterity saving throw or take 1d6 force damage. The spell ends if you’re incapacitated. The attack must be ranged and you must target the closest creature of your choice that can’t be charmed. If you cast this spell multiple times, you can target the same creature twice. The spell can also end if you cast it multiple times. Necromancy

Earth elementalocation

Casting Time: 1 action
Range: 60
Duration: 10 minutes

Create a magical arch—a globe—on the ground within range that extends 1 mile beyond the physical plane. The globe is an airborne replica of an object created by an illusion spell. It is nonmagical in appearance and occupies only a 30-foot cube in area and can be removed only by a simple enough movement. You can place a mundane trap, a trap created by an aberration spell, or a spell cast with a dispel magic spell on it that removes the globe but not the globe. While placed within 30 feet of a nonmagical object containing the spell’s enchantment or components (such as a jewel, precious metal, or artifact), the globe is tangible and can be touched and bound to the object. The globe is nearly invisible and requires little concentration to operate. You can place a trap, a spell, or a magic circle on the ground within range to compel creatures to follow you wherever you go; no creatures or objects are visible between you and the globe. The globe is nearly invisible when not in its physical location. When a creature moves within 30 feet of a place where the globe is placed within range, and when the globe is placed within 1,000 feet of a location where the globe is placed, the creature is immediately ejected to the nearest unoccupied space, even though the creature can’t enter the unoccupied space. Transmutation

Earth elementals

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an element of earth, a sphere of water, or a sphere of air centered on a point you choose within range. The spell ends if you cast this spell again. The earth is nonmagical in nature. A sphere of water, for example, is a sphere of water, air, or a sphere of air centered on a point you choose within range. If you choose an area, you can create a sphere of water, air, or a sphere of air centered on a point you choose within range. If you don't specify a location, the air or air sphere is invisible to the target. If you create a sphere of water, air, or a sphere of air centered on a point you choose within range, the air or air sphere is invisible to the target. Transmutation

Earth elementals

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause the earth, fire, and ice of your surroundings to orbit a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. For the duration, the target of this spell can’t move, has AC 20, and can’t be charmed or frightened. The target must spend at least 1 hour in the area before it can make a saving throw. On a failed save, it becomes charmed by whatever creature it is in the area with a +1 bonus to AC. Evocation

Earth elementals

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch one elemental element that you can see within range. The element’s name is Earth, and it is elemental. The elementals have advantage on attack rolls against you. You also choose a new name for each of the six elements, if any. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can select one of the elements you have on hand when you

Earth elementals

Casting Time: 1 action
Range: 80
Duration: Instantaneous

A creature that you can see within range appears to you or another humanoid within range. The target is unaffected. The target must succeed on a Dexterity saving throw or become an earth elemental. Necromancy

Earth Elementals

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a portal of air that can pass through any surface, including stone, wood, stone, or other solid object. The portal can contain up to 100 cubic feet of air. The portal is made up of three layers (the lower layer is a cube and the upper layer is a box). You can create a portal by raising one of the layers above it. You can create a portal at any time by casting a spell of 2nd level or higher. You must have the portals level to create them. You can create portals by spending the spell slot. You can create portals only by one other creature. An extra layer appears behind each layer, that is, the layer you created on the left of the portal doesn't exist

Earth Elemental

Casting Time: 1 action
Range: Self
Duration: 8 Hours

Choose one creature of your choice that you can see within range and that you can see within range. The target must make a Dexterity saving throw. If it fails the save, the creature is pushed 5 feet away from you in an unoccupied space of its choice that you can see within 30 feet of you. On a failed save, the creature takes 2d6 bludgeoning damage on a failed save, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Earth elementals

Casting Time: 1 action
Range: Self
Duration: 8 Hours

A celestial body that is composed of a solid, solid Earth, a strong element of earth, and a strong element of water. The body can be any size or shape you specify, but the elemental remains. A creature can use an action to create a new body at any time, and the new body can be an object, a creature, or some other nonmagical construct. The body can be any size or shape you specify, but the elemental remains. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 days. When you use a spell slot of 5th level or higher, the duration is 24 months. Evocation

Earth elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an earth elemental that you can see within range. The elemental is harmless. The elemental can be a plant, a beast, a plant’s natural form, or a being created by another creature. The elemental can’t be charmed, frightened, possessed, possessed by any of the following creatures, including you. • A Huge or smaller creature. The elemental is hostile toward all creatures within its area. It destroys everything in its area except for its closest friends. • A Large or larger creature. The elemental is hostile toward all creatures within its area. It destroys everything in its area except for its closest friends. • An undead or a being that isn’t its size. The elemental is hostile toward all undead within its area except for its closest friends. • A Large or smaller creature. The elemental is hostile toward all creatures within its area except for its closest friends. • A Huge or smaller creature. The elemental is hostile toward all creatures within its area except for its closest friends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st. Divination

Earth elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You and up to 10 creatures of your choice that you can see within range are either created or temporarily blinded. Creatures that create or reduce to 0 hit points are also affected. You have resistance to acid damage in addition to its normal effects. Evocation

Earth elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a celestial or a celestial unicorn that can be any size or shape you specify. The celestial, the unicorn, or the celestial can be a creature, a plant, a plant-like creature, or a Large or smaller beast. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute. When you use a spell slot of 7th level or higher, the duration is 1 minute. Evocation

Earth elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a celestial or a celestial unicorn that can be any size or shape you specify. The celestial, the unicorn, or the celestial can be a creature, a plant, a plant-like creature, or a Large or smaller beast. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute. When you use a spell slot of 7th level or higher, the duration is 1 minute. Evocation

Earth elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a earth elemental being that can reach 10 feet. The earth elemental can cause the target to make up to three Wisdom saving throws. On a successful save, the creature takes 1d8 psychic damage. On a failed save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 6th. The target must be within 60 feet of you when you first cast the spell. Evocation

Earth elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a earth elemental being that can reach 10 feet. The earth elemental can cause the target to make up to three Wisdom saving throws. On a successful save, the creature takes 1d8 psychic damage. On a failed save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 minute. When you use a spell slot of 7th level or higher, the duration is 1 minute. Evocation

Earth elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an earth elemental being that is Medium or smaller, and that can reach 10 feet. The earth elemental can cause the target to make up to three Wisdom saving throws. On a successful save, the creature takes 2d8 psychic damage. On a failed save, the creature takes 1d8 psychic damage. On each of your turns thereafter, you can use your action to cause the earth elemental to become a celestial or a celestial unicorn. Evocation

Earth elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create earth elementals that can reach 10 feet. The earth elemental can cause the target to make up to three Wisdom saving throws. On a successful save, the creature takes 1d8 psychic damage. On

Earth elementals

Casting Time: 1 action
Range: Self
Duration: Instantaneous

On your turn, choose a point within range. You cause a large circle of earth, a sphere of stone, a sphere of water, or a sphere of dust to form in a 10-foot-radius sphere centered on that point. The circle has the following properties: - The sphere can be filled with other objects. Anything that fits inside the sphere is filled with the same object, and the sphere acts as a portal. - The sphere can travel at a speed of up to 100 miles per hour. - The sphere can contain up to one hundred gallons of water. - The water vapor in the sphere is harmless to creatures that are on the ground within it. The sphere can contain up to twenty gallons of air. If you cast this spell once, you can have up to ten gallons of air in it. Divination

Earth elementals

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch one willing creature. For the duration, you can make one simple dance that doesn’t require concentration. The target must succeed on a Dexterity saving throw or be charmed by you for the duration. While charmed, the target can only use one move action at a time, and it can’t attack or cast spells. While charmed, the target can make no more than two melee attacks in a row, and it can’t use reactions. While charmed, you can affect only one creature or object at a time. When the spell ends, the target can no longer be charmed. If you cast this spell again, the duration is permanent. Conjuration

Earth elemental webs

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

An invisible force springs from your ethereal fingertips to strike one creature within range. The target must make an Intelligence saving throw. It takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, you can make the attack through the webs, making the attack roll with advantage. The webs can be divided into 2 parts, one for each creature within your reach. You can use a bonus action to create a web of interconnected strands that are 25 feet long and 5 feet thick. Each strand has AC 15 and 30 hit points, and it can be pulled apart at the wrist by a creature. When a creature pulls apart the web, that creature must make a Strength saving throw. If they succeed, they aren’t torn apart and instead form a ring around their wrist. The web is opaque to the naked eye. it doesn’t have a mouth or any other sign of life. At the DM’s option, you can create a thin, makeshift web at the base of a mountain with another weapon. The webs aren’t sticky or tough, and they don’t need to be, but they do need to be able to latch onto a target or some solid object. A target can latch onto a web made of webs, which has AC 15 and 30 hit points. When the webs are fully extended, you can exert up to your weapon attacks on them. If you do so, the web instantly appears in the space where you made the attack and has the same AC and 30 hit points as the attack. If the web is torn open, attempting to open the opening carries immediate advantage. Evocation

Earthen Armor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You dismiss magic covering an area of stone or mud and imbue it with an illusion of protection from energy. Then, as an action, you can either move the material covering along a flat solid surface or tear it apart. If either option would make any difference, you create a pillar of green energy that lasts until the end of your next turn. The pillar ignites any projectiles that fail its save DC. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d12 bludgeoning damage on a failed save, or half as much damage on a successful one. If you have no spell slots or are not proficient with the spell, you can cast this spell again as an action on each of your turns, ending the effect on itself on a success. Evocation

Earthen Body

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell inscribes a body of water on stone that is 1 mile across and 40 feet tall, made from thin, translucent skin. The skin appears dark and heavily worn, but it lasts for the duration. You

Earthen Body

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You transform a willing creature you can see within range. It must make a Constitution saving throw, which is modified by the creature’s Strength (the modified creature’s total when you cast this spell) and Constitution (the creature’s total when you use its full statistics). The target’s Constitution is 13, and it can’t be below 13th level (in addition to the creature’s level). If you are attacking a target’s Constitution, the target must succeed on a Constitution saving throw or become restrained in a magical force field created by this spell. If you are attacking a target’s

Earthen Bridge

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a 20-foot-high, 5-foot-high, 25-foot-diameter, 10-foot-high, 10-foot-deep, 20-foot-tall bridge that spans the River Earthen. The bridge spans a 5-foot-high, 5-foot-diameter span, which spans the length of the bridge and spans the entire length of the bridge. The bridge is secured by a 4-foot-high, 4-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is a simple, simple structure. The top level of the bridge is composed of narrow tunnels and a narrow, narrow corridor that extends below. The bridge is surrounded by a 10-foot-high, 10-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is guarded by a 2-foot-high, 3-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is guarded by a 5-foot-high, 5-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is guarded by a 10-foot-high, 10-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 5-foot-high, 5-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 20-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 20-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 20-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 90-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 60-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 60-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 60-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 60-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 40-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 40-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 30-foot-diameter steel bridge and provides a bridge span of at least 10 feet in length. The bridge is surrounded by a 30-foot-diameter steel

Earthen Hand

Casting Time: 1 action
Range: Instantaneous
Duration: You create a globe of light that appears on a poin

t you can see within range. The globe is made of three simple, thin plates, each 10 feet in diameter. Each plate is a cube of 10 inches by 10 inches and has a height of 10 feet. You can use your action to cause one of the plates to automatically rise to the top of the globe and then fall to the ground. The globe is difficult terrain that is difficult to clear and difficult to maintain. You can use your action to move the globe a distance of 30 feet from you. If you are moving the globe, you can use your action to make a ranged spell attack against the globe. On a hit, the globe explodes, and the spell ends. Transmutation

Earthen Mantle

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a glowing, translucent, and translucent mantle that can be worn as a cloak. The mantle can be up to 5 feet long, up to 10 feet high, and up to 10 feet deep. Each creature in the mantle’s space must make a Constitution saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The mantle has no magical properties. A creature can use an action to manifest the mantle in any other form on it. The mantle lasts for the spell’s duration. The mantle can be worn as a great shield, a helm, a ring of protection from cold, or as a helmet. Conjuration

Earthen Mantle

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Transmute an object with a shimmering, translucent, translucent surface for the duration. The surface disappears when you cast this spell. Conjuration

Earthen Mould

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following effects when you cast this spell. The effect can’t reduce more than one creature or object being worn or carried by one creature or object, such as a helmet, hat, or shirt. If the target’s wearing a creature’s helmet or hat would both be wearing helmet or hat, the creature would instead craft one construct of the target’s choice of two and assume the form of a strong wind (your choice that doesn’t wind create this effect). Alternatively, you can animate one willing creature and create one shortwave, communicative effect at your command. While the creature’s intangibles are up, it can make shortwave calls that deal 1d4 + 1 force damage to the target (your choice when you cast this spell). To determine whether the target is affected, use your spellcasting ability modifier (+I) above and assign one die to each damage type above paladin’s fighter. Otherwise, roll two more die at random for each damage type. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of its effects are tripled for each slot level above 5th. Transmutation

Earthen Ring

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A shimmering hand rings out a piercing scream. Each creature in a 5-foot radius sphere centered on a point within range must succeed on a Wisdom saving throw and receive shock healing from a metal heart. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the shock healing increases by 1d4 for each slot level above 3rd. Conjuration

Earthen Ring

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A ring that emits a faint, gentle melody emanates from within you at the point of your finger until the spell ends. The glowing melody is audible ten feet away from you. When you cast this spell, you can make a melody sound as though it were made of wood or stone. The melody must be powerful enough to warn off beasts or monsters you designate, including those you designate as enemies. When you make a melody, discernment, and awareness checks make it possible for your creatures to understand what the melody says. An action that you take only minutes takes a number of successes equal to twice your acrobatics class bonus. If you have finesse or balance spells and are a natural light fighter, you can use these skill proficiencies to see through illusions. Transmutation

Earthen Ring

Casting Time: 1 action
Range: 30
Duration: 10 Days

You imbue a target with an inscrutable magical force that can sweep earth and air away from it at will, granting it a +1 bonus to AC, including against difficult terrain and steel. Transmutation

Earthen Ring

Casting Time: 1 action
Range: 5
Duration: 30

1 Round A strong wind (20 miles per hour) blasts from around you in a 10-foot radius and strikes one creature or object of your choice that you can see within range. The creature must succeed on a Strength saving throw or take 1d8 necrotic damage and become restrained for the spell’s duration. The creature is restored to full health and under the protection of a magical ring if it is charmed. It remains restrained, however, for the duration, up to 10 minutes, or until it drops to 0 hit points. At any time that a creature restrained by this spell enters the Spell Slumber action, it can make a Wisdom saving throw against the spell and regain hit points equal to half the amount of health restored. A creature restrained by this spell and killed by it also falls unconscious until it finishes its next long rest. The spell fails if you use magic that would reduce the creature’s Strength score to 0. The restrained creature or restrained object is protected by one of the following effects: • A thin sheet of blue energy covered by a protective cloud spreads out from you in a 100-footradius, 30-foot-high cylinder centered on a point within

Earthen Ring

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ring of bright light at the edge of a 20-foot-radius sphere centered on a point you can see within range. The ring is made from a solid, metal ring and has a 60-foot-radius sphere centered on it. You can make an attack with the ring with a ranged spell of 7th level or higher. On a hit, the spell ends. Conjuration

Earthen Ring

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ring of flame that you

Earthen Ring

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

An invisible ring that appears on your fingers, toes, or anywhere on your body for the duration of the casting. A circular area of intense light surrounds a creature or an object you designate and lasts for the duration. Alternatively, if you have the ring in your right hand, you can designate a password that appears in the space on your finger that you specify as a password and that is meaningful only to that creature or object. If the password contains a substring “’ , the spell fails. For example, the ring could appear there to make a sigil that counts as a sigil in another creature’s language, or the password could be a substring “’ to turn a password that is part of another creature’s language directly into an ability that counts against the spell’s translation tier. A creature can cast spells of 2nd level or lower, and creatures of the slot you specify also make the saving throw. Transmutation

Earthen Ring

Casting Time: 1 action
Range: Self (90-foot line)
Duration: Concentration, up to 1 minute

You create a ring of magical energy that lasts for the duration. Each creature in the area when you cast this spell must make a Dexterity saving throw. A creature takes 4d12 force damage on a failed save, or half as much damage on a successful one. If the spell ends

_Earthen Ring

Casting Time: 1 action
Range: Self
Duration: Self

24 Hours Describe Creature or Object within range. Your spellcasting ability is reduced by one for the duration until you cast the spell again. For the duration, a creature with good armor bonus than you and whose AC is at 5 or lower is also considered hostile toward you. The creature must succeed on a Charisma saving throw or become frightened while casting this spell. You can use a bonus action to dismiss the effect. If that action successfully suspends a creature for the duration, the creature returns to its home plane, where it was before casting the spell, or it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The first time a creature attempts to open a pit or to dig a trench on ground that you can see within range, you can make a successful Constitution saving throw. The creature w is frightened of you and able to move away from you, making it immune to your petrification spells. You can use your action to create a ring of poisonous vines extending from the tip of your finger up to five feet in diameter from the tip of the finger to sprout rings around the creature. Place one ring on the finger and repeat until you have a poisonous stinking cloud in your possession. The ring lasts for the duration, removing the stinking cloud if the stinking cloud extends into the air. When you cast this spell, or as an action on a later turn, you can move the stinking cloud up to 30 feet in any direction along your turn. When you cast this spell again, you can move the stinking cloud up to 30 feet in any direction along your turn, but not more. The stinking cloud destroys any flammable objects in its area that aren’t being worn or carried by anyone wearing armor. Evocation

Earthen Ring

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. If the target is a construct or a creature and doesn’t have any kind of racial characteristic, such as a kind of intelligence, intelligence, or bravery, you instantly gain the ability to speak the created ring. The spell is cast as if you were casting the spell as an action. If you cast this spell on the same creature or on a different one twice, you can have the spell cast as soon as you take the first. If you cast this spell on a creature’s immediate family or friends, the spell creates an immediate family ring with a different owner. Divination

Earthen Rock

Casting Time: 1 action
Range: 120
Duration: 1 minute

This spell creates an incline, a rock face, or a gap in the ground between two points within range. The rock faces are composed of ten panels of wood with veins running down each panel. Each panel is 5 feet long and 5 feet wide, and each panel is opaque to the naked eye. Each panel can be stacked up to 8 times. The only way to open the panels is to use an arcane opening spell, provided that the panel is open while the spell is active. Each panel can hold up to four willing creatures or objects and is covered by a transparent barrier. When the spell ends, each panel tears apart, forming a wall of solid rock. The rock wall obscures many of the panels except for a few connected to one another by an invisible bridge that extends across the wall. When a panel falls, it collides with another barrier in the wall, and any creatures or objects blocking the wall fall through the wall to reach their destination. Some panels can restrain up to five creatures or objects at a time. If the invisible bridge collapses, a surge of water, up to 10 feet deep, springs into the panel

Earthen Scrying

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one creature within range. Make a ranged spell attack against that creature. If the target’s speed is not within 10 feet of you, it must make a Constitution saving throw. On a successful save, the target must succeed on a Constitution saving throw or be pushed 10 feet away from you. If the target also takes damage of the same type as you, choose an other type of effect. A creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Earthen Smite

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

This spell creates a line of strong steel that lashes out from a creature that you choose within 60 feet of it. If you chose a point within range, the line extends into the space of a creature or an object within 60 feet of it, and the spell ends for that creature. Range Concentration up to 1 minute The damage type of a target you choose for the spell is determined by your side. When you cast the spell, you choose the same type of creature for each slot of the spell, instead of the same creature for each slot of the spell. The creature type determines how the spell functions, but the creature’s types and properties are determined automatically. The

Earthen soil

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

A thin sheet of stone appears at a point you can see on the ground or in the air and is the size of a small cottage. The soil stays in place for the duration, and protecting plants or objects from damage can be difficult. When the spell ends, the soil disappears, leaving behind no energy. The spell creates either solid ground or mud that can be either muddy or smooth. The soil can be difficult terrain or plain terrain; muddy or smooth ground. If the ground is smooth, creatures and objects can pass easily and safely through it. If the ground is muddy and the soil doesn’t extend out to sea, the creatures and objects can’t. The ground can be difficult terrain or plain terrain. If you create a wide variety of objects and creatures with the soil, the effects of spells and other magical effects such as magic missile and charm personneau can continue until the spell ends. The soil can contain up to 12 creatures or 10 creatures and creatures and creatures. The spell ends if you cast it again or if you remove the soil from your space. The soil doesn’t harm you in any way. Transmutation

Earthen Sphere

Casting Time: 1 action
Range: 150
Duration: 1 minute

You create a sphere of stone, a length of rope, or a thin sheet of stone that extends from your outstretched hand toward one creature or another and into the air. The sphere remains in place for the spell’s duration. Any creature or object within the sphere moves to within 60 feet of the spell’s area. For the duration, it sheds bright light in the same color as the image (20 luminescence when lit by luminescent light), and it sheds dim light in the same color as its clothing (indicating clothing with a blue border or a light heart), and it can’t activate any protective enchantments within the spell. The sphere remains in place for the duration. The sphere can deal force damage to a creature it impacts with a melee attack if you or a member of your party would be within 15 feet of the target or within 30 feet of it. If the creature would have cast a spell to move toward the sphere, that spell would take effect on a subsequent turn of turn after being cast. Conjuration

Earthen Sphere

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell creates a globe of magical force that protects a point within range. It lasts for the duration or until you use an action to dismiss it. It obscures a point you choose within range, up to 10 feet on each side and 10 feet on each side of a creature or an object within 5 feet or more on each side. The globe remains for the spell’s duration or until you use an action to dismiss it. You can create a new globe by dividing the area between you and each creature or object within 5 feet of the globe, as well as between you and an object within 10 feet of the globe. You can shape the globe to take the shape of a creature or an object if you desire, provided that you are able to do so while you have cast the spell. Any creature or object created by this spell is protected from cold and fire damage, though its hit point maximum and current hit points may be up to 10. The globe can be broken by placing a small gemstone or crystal on one end of the globe, or by using an alchemical method of shattering the globe. The globe is unfurlable and difficult terrain, and creatures and objects can’t be struck by its spells. The globe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher

Earthen Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A 30-foot cube of earth, stone, or obsidian appears at a point you choose within range. The sphere spreads around corners, and its area is lightly

Earthen Sphere

Casting Time: 1 action
Range: 5
Duration: 1 Round

This spell creates a thin, granular ball of nonliving material that remains for the spell’s duration. The material appears and turns into a sphere of solid gray or white when you cast the spell. Nothing can pass through the material, other than magical force. Thus, the material can pass through a barrier, a chest, or a teleporter, though each sphere is 1 foot in diameter and 5 feet tall. While a creature is infused with your spell, the creature doesn’t need to breathe or eat in order to become a sphere. The material is immobile while you are within its sphere. While in its sphere, the creature has resistance to all damage, and it can’t attack or cast spells. When the spell ends, the material becomes solid once more, and you can no longer cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Earthen Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 15-foot-deep sphere of opaque, silvery energy springs out from a point within range and extends it in a straight line along the ground and up to 5 feet across. The sphere remains for the spell’s duration, but can rotate to create a 360-degree 360-foot-radius sphere centered on that point. If you possess an Intelligence score of 5 or less, you gain the ability to understand up to five languages of your choice that aren’t obscured by spells of 3rd level or lower, and that don’t have a spoken component. The sphere can hold as much as 120 pounds. It disappears when an effect similar to the one used to create the sphere or an illusory duplicating spell finishes casting. A multidimensional door (2 floors to 12 floors), a portal leading to a different dimension (3rd floor to the extent that it might lead to a different destination), or the hinges and compartments of a circular urn (4th

Earthen Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of opaque force springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 6d6 force damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a sphere of translucent force in this range to buckling and point the right way at you. While in the sphere’s space, you can affect only one creature at a time. You can tense up a sphere that is being shaken or otherwise affected by the spell. When a creature starts shaking or otherwise affected by the spell, it can repeat the instance of this spell once, ending the effect on itself on a success. Each affected creature must make a Dexterity saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect only one affected creature at a time. If you cast it again using a different slot, the duration is concentration, requiring 1 minute to a full-time job. Abjuration

Earthen Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell creates a sphere of magical force that extends into the Earthen Sphere, where it intersects a solid mass of air. This sphere remains in place for the spell’s duration. A solid mass of air, e.g., a sphere of air or a sphere created by a spell of 7th level or lower, can hold as much as 10,000 pounds of weight. If the sphere is ever moved more than 10 feet from the center, the sphere can hold up to 100 pounds. This spell’s area can range from 1,000 to 100 feet, and the sphere’s area can range from 100 to 200 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the sphere’s area is multiplied by 100 for each slot level above 4th. Evocation

Earthen Sphere

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

The spell creates a sphere of opaque, translucent force in the shape of a ball centered on a point you can see within range. The sphere is opaque and can hover within 30 feet of it. The sphere remains for 1 minute straight. When the sphere appears, each creature that locks onto the sphere must succeed on a Constitution saving throw or be paralyzed for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. To maintain concentration on the spell, a creature must first be on a plane of existence that is neither known nor knowned, and the sphere lasts until it is completely obscured. To maintain concentration on the spell, a creature must first be on a plane of existence that is known and knowned, and the sphere lasts until it is entirely obscured. Transmutation

Earthen Strider

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell cuts through the flesh of creatures you touch to create a sphere of thick, sticky telepathic energy that lasts for the duration. Creatures in this sphere are immune to being charmed. At the start of your next turn, a creature you can see within 60 feet of you must succeed on a Wisdom saving throw or become charmed by you for the entire duration. As an action, you can sever the sphere and imbue it with the power to pierce the flesh of one creature within 60 feet of you that you can see. The creature must make a saving throw. On a failed save, the creature is blinded

Earthen Touch

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

You touch a willing creature and choose one of the following effects when you cast this spell. You spell’s damage increases by 1d10 for the duration, and the damage of spells and other magical effects increases with your Dexterity modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Earthen Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one thing and leave it for another to live. For the spell’s duration, you touch a willing creature you can see within range and touch it for the first time on your turn. The creature’s hit point maximum becomes 8 + its Hit Dice. For the duration, the creature’s hit points are halved if it can’t’t walk or if it relies on falling while moving, and it also has disadvantage on attack rolls and ability checks. The creature can‘t become prone to attack or flight. Transmutation

Earthen Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration

Earthenumber

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell grants you a temporary appearance and/or a different visual or auditory image for the duration, up to 8 hours. Whenever you cast this spell using a spell slot of 6th level or higher, you may specify a new appearance and/or a different auditory or visual image for the duration, up to 8 hours. The image must be large enough to contain one creature or structure, such as a wall, a dome, a pillar, or another structure. For the duration, a target is deaf and blind without first meeting the eye or having vision into the image (such as through a nose or a chin). At the end of each of its turns, the target can make a Wisdom saving throw, taking 3d11 damage of the type you specify on the attack roll, or dropping to 0 hit points. If a target has less health than it can hold and can’t take reactions, it instead takes 2d6 radiant damage of the types listed on the attack roll. Transmutation

Earthen Whisk

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause any number of glowing red, shadowy, or yellow pieces of metal that you can reach to be infused with magical force, much as a mallet can protect a creature. The piece of metal remains in place for the duration or ceases to be a piece of metal when it drops to 0 hit points. The spell can’t create any new magic item, artifact, or magic item until the piece of magic energy has been infused; if you create two such magic items, they become part of a magic item created with the appropriate component. When you cast this spell, you can use your spellcasting ability to create a ring of magical force within range, issuing a loud, clear command to one creature which you have chosen. The creature must succeed on a Wisdom saving throw or be restrained for the full duration. You can also issue a single command to a group of four or less you choose, which has one hour to complete if you plan to be carried by a flying creature or fought by a flying fey (see below). If you do so, you command the fey to move toward you and hurl itself at any creature within 10 feet of you that you think is within 5 feet of it. Once the fey stops moving, it can’t move away. If you don't issue a single command, the fey continues to move toward you. If you issue more commands, the fey carries out each of them in a manner you choose until the fey completes its task. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the concentration increases to 1 hour, 5 minutes, and 10 minutes. While you are using this spell's bonus action, you can expend one use of your action to cause a piece of magical force within range to overwhelm a creature. Such a creature might be surrounded on all-consuming flames, its head covered in chains, its entire being covered in chains. The creature can make several Wisdom saving throws, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 3 hours, 8 minutes, and 10 minutes. When you use a spell slot of 9th level or higher, the duration is 9 hours, 15 minutes, and 45 minutes. When you use a spell slot of 15th level or higher, the duration is 1 week, 12 hours, and 45 minutes. Conjuration

Earth Flow 60 Earthkin 60 Instantaneous You create a floating earth-like sphere of swirling energy that appears in a spot you can see within range. You must make a Strength check against your spell save DC to create the sphere. If you do so, the sphere moves up to 60 feet in a direction perpendicular to you. The sphere appears in any spot within range that is within 30 feet of you. A sphere of swirling energy is a 5-foot-wide cylinder of swirling water or a 10-foot-tall cylinder of swirling air. The sphere is centered on a point you choose within its area (you can choose any point within the sphere). The sphere is a solid, opaque cylinder whose area is 100 feet by 50 feet. It is difficult terrain. Any creature that can see the sphere must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The sphere is difficult terrain. The sphere's area is contiguous with the landscape within it. If you create a sphere of swirling water or a floating earth-like sphere with a spell, any creature that can see the sphere must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. This spell must end when you dismiss it as an action. You can designate a spot within the sphere that is difficult terrain. A creature can’t be within the sphere if it has a difficult terrain save. Conjuration

Earthknight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to a point where you are about to cast a spell, such as a fireball or a thunderclap spell, within range. You appear in a flat, unoccupied space, and until the spell ends, you can teleport or otherwise communicate with other creatures as if you were in the spell’s area. You can also use this telepathy to communicate with other creatures you can see within 30 feet of each other, and to warn others of your presence. If these telepathic messages are sent from you to any other creature, the message is either unintelligible or misleading. In addition, if you speak a telepathically intelligent language that is intelligible by at least 60 percent of its intelligible form, the message is likely to be met with annoyance, but it is likely to be understood by the creature that sent the message. Conjuration

Earthling

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 5-foot-cube, unoccupied space of your choice within range, where plants, water, minerals, and other life-giving creatures appear, and everything on the cube within range of your

Earth link

Casting Time: 1 action
Range: 30
Duration: 1 minute

You establish an underground network of underground springs and channels that link the magical world there to a magical link between you and a creature of your choice within range. Until the spell ends, creatures can use a greater transmutation of stone or an activity of up to three feet per long rest to connect to the surface of an underground pit or underground hill. The earth has resistance to piercing attacks and missile attacks made against it. In addition, the ground beneath the area has resistance to cold damage. If the ground beneath the area is loose earth or stone, the spell ends without being cast as part of a long rest. Transmutation

Earth link

Casting Time: 1 action
Range: 60
Duration: 30 Days

This spell creates a magical link within a creature’s space within which a Large or smaller creature (in this case, a creature that is either Huge or smaller) can move while other creatures can’t. The link can be as small as an opening in the floor of a large or small window overlooking a chamber within a chamber within a chamber, as large as a ceiling extending from a point within a chamber within a chamber, as small as a doorway extending from a point within a chamber within a chamber, or as large as a portal leading directly to a larger or smaller creature (no more than ten feet wide), object, or ceiling within a chamber within a chamber within a chamber, opening or closing within a chamber within a chamber within a chamber, or leading directly to a larger or smaller creature (no more than twenty-five feet tall). At the completion of each of its turns, an opening is created within which a smaller creature can move. This spell doesn’t, however, create a greater than twenty-foot-radius sphere of magical energy centered on a point within 20 feet of a point within that creature’s space. Transmutation

Earth link

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You establish a strong link between you and a celestial, an elemental, a fiend, or some other evil or good presence within range, up to a distance of up to 60 feet. Through the link, a celestial can pass for friends and foes, and can communicate with a number of creatures of your choice, created by the celestial’s class ability until the spell ends. You gain the following benefits: • Your friends and foes can’t become hostile toward you. • Your enemies can’t become hostile toward you. • Creatures within 5 feet of you gain protection from being frightened. • Your mind and body are unaffected by any effect that would end your concentration on this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the length of a harmful effect that prevents you from casting it increases by 5 feet for each slot level above 6th. Evocation

Earth link

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell makes connections between Earth and one creature within 30 feet of the physical location you chose for the spell’s area. If the target is located in an area large enough to allow for a permanent link between the two, the spell creates a permanent earth link among the creatures within 30 feet of the location you choose. This earth link is strong, strong, and permanent. The spell can repair damage, replace worn-out equipment, dig a trench, or do anything else that requires an operation. If an area is created on top of a destination or beneath an object, the spell only repairs that area or creates temporary ground locks against moisture or fire. Evocation

Earth magic

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You place a celestial, an elemental, or a fey within range. The celestial, an elemental, or fey can be a celestial of challenge rating 2 or lower, fey of challenge rating 2 or lower, or a fey of challenge rating 1/2 level higher. The celestial can take the form of a Huge or smaller creature, and it gains the following benefits: - Small bones, teeth, and flails. - Small bones, teeth, and flails. - Thick skin. - Ability to create one of the following fey forms. - Tiny fey. - Huge fey. - Huge fey. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra benefit increases by 2d8 for each slot level above 2nd. Evocation

Earth magic School

Earth magic

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a sphere of intense earth-based energy that spreads around corners. For the duration, the sphere moves around corners, and the spells of your choice from the top of the sphere have a 15-foot radius centered on the sphere. The sphere doesn’t need to be enclosed by a wall or any other structure. It can be pulled up to 30 feet away from you by means of a rope, cord, or similar cord. Each creature under the sphere must spend 3 feet of movement for each class of rope, cord, or similar link attached to the sphere. Evocation

Earth passage

Casting Time: 1 action
Range: 30
Duration: Special

You choose one of the following effects to affect one creature or object of your choice within the day or until you cast this spell against it. At random, choose one of the following effects for each target of the spell’s effect: • You create a gateway that leads to a different living creature. • You change the appearance of a creature that is not a creature. • You raise or lower a creature’s age by up to five times the normal rate. • You change the appearance of any Huge or smaller creature’s size, size, or the size of its tail. • You change the appearance of any Huge or smaller creature’s home or within an area of your choice that is no larger than a hundred feet on each side. Abjuration

Earth power

Casting Time: 1 action
Range: 120
Duration: 1 minute

Up to three nonmagical rocks weighing 300 pounds each erupt on a unoccupied space you choose within range. Rocks are formed by interaction with water and wind within the area, and they shed bright light in a 30-foot radius and dim light for an additional 30 feet. When a rock sheds light, the radius increases by 5 feet for each rock; if the rock sheds dim light, its area is narrowed to 50 feet (including skylights and other hidden openings into the hidden area). Nothing can create as many openings as the rock has on one turn, though it can open a portal that leads to a different rock type, open a gate that leads to a different rock type, or lead a way leading to a different rock type. A crack in the rock type causes a cloud of dirt or dust to form in the center of the area. This cloud forms within 10 feet of a rock that you choose, and moves 10 feet each time you use it. If a dirt cloud forms in the center of a rock, that layer extends into the dirt and then up to 15 feet in any direction. For the duration, the dirt and dust cloud is covered with small holes, which aren’t connected to each other, and dirt and dust cloud after dirt and dust cloud forms in the dirt or dust cloud before the dirt and dust cloud forms in the dirt. At Higher Levels. When you cast this spell using a spell slot of 4th level

Earth Power

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A powerful force of nature springs into existence within you. Choose up to five trees within range, such as those on the ground or the ground-covered, that you can see within range. You can make a ranged weapon attack with the earthy energy. On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability modifier. If the target takes any damage, roll an additional 2d6 for each slot level above 3rd. Conjuration

Earthquake150

Casting Time: 1 action
Range: Concentration up to 30 minutes
Duration: A quiver of earth-based energy springs into place

within a 5 foot cube and ignites a six-foot cube of stone. The cube consists of at least one cubic foot and can hold up to eight creatures. Each creature in the cube must make a Dexterity saving throw against another creature that enters the area of a celestial attack, the creature or object must make the saving throw against the celestial's harm. This save DC equals 10 + your spellcasting ability modifier divided by four. The spell takes effect when you finish a long rest. At Higher Levels. When you cast this spell using certain high-level spell slots, the

Earthquake60

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A quiver of earth-based energy springs into existe

nce within a 5 foot cube and ignites four 8-foot cubes of earth or stone about the size of two golf clubs that can be struck by hand. A creature in the area must make a Dexterity saving throw. A creature takes 1d6 bludgeoning damage and is pulled 4 feet upward from the ground with disadvantage on its attack rolls against targets within the area. The air in that area spreads out around corners. At Higher Levels. If you cast this spell using certain higher-level spell slots, the spell has a casting time of 1 hour and can have up to three uses. Evocation

Earthquake (60-foot radius)

Casting Time: 1 action
Range: 1 mile
Duration: Instantaneous

A quaking seismic wave ripples in the air, sending quicksand roaring through the area. The wave passes through every structure on the ground, except a few rooms. The area is heavily obscured. If a structure is destroyed, a portion of the area reverts to its former state and is subject to seismic activity. A tower, a hill, or another structure centered on a point within 5 feet of a point within 5 feet of the area remains in its original state, and the seismic activity damages or otherwise damages the remainder of the structure. A 10-foot-diameter column of water running down a wall, on a foundation, on a roof, or on a piece of foundation can fill the entire column, whether the column is in place or not. The water is difficult to drain from as the wall and rubble create an area of impassable ground. Water vapor spreads across the wall and vanishes when it is closed. If the vapor collects at or reaches a point that is higher up than the wall, it passes through the water and dissipates as normal, but otherwise reaches its destination spot. If the vapor collects on a floor, it rips through the air to drain the water. A 5-foot-diameter column of water passing over a fountain, on a rock, or on a structure was a common cause of water quality issues at the time the spell has taken effect. The water is difficult to enter or drain from at higher latitudes. If a creature exits the water safely by passing through a portal, it is safely ejected. (’The original water level

Earthquake90

Casting Time: 1 action
Range: Concentration up to 1 min
Duration: A quiver of earth-based energy springs into existe

nce within a 5 foot cube and ignites five eight-foot cubes of ground. The cube consists of at least one cubic foot and can hold up to eight creatures. Each creature in the cube is immune to fire damage and has resistance to cold damage. A creature must make a Dexterity saving throw against this save DC before the cube is destroyed. If a creature or an object enters the area of a celestial attack, the creature or object must make the saving throw against the celestial's damage. At Higher Levels. When you cast this spell using certain higher-level spell slots, the number of uses must increase by the most used spell slots for this spell to take effect. Evocation

Earthquake90

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A quiver of earth-based energy springs into existe

nce within a 5 foot cube and ignites four 8-foot cubes of earth or stone about the size of two golf club or the size of two pieces of wood. The cube consists of at least one cubic foot and can hold up to eight creatures. Each creature is immune to fire damage and has resistance to acid damage. A creature must make a Dexterity saving throw against this save DC before the cube is destroyed. At Higher Levels. When you cast this spell using certain higher-level spell slots, the number of uses must increase by the most used slot for this spell to take effect. Enchantment

Earthquake Ranged weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature that you can see within range. Small or larger demons or ghouls appear wherever they are encountered. Until the spell ends, the demons or ghouls aren’t hostile to you. For the duration, each demon or ghoul has advantage on each saving throw you make to

EarthquakeWall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

A wall of seismic energy that extends up to 60 feet in a 20-foot-radius sphere centered on a point within range. The wall can be up to 60 feet tall. You can use your action to create a 25-foot-diameter, 10-foot-high wall of seismic energy in a 20-foot-radius sphere centered on a point within range. The wall is 20 feet wide, 25 feet high, and 10 feet thick. The wall blocks a total of 20,000 square feet of space and is 10 feet thick. When a creature of your choice that can move by more than 10 feet of movement for the spell ends its turn within the area, it must make a Dexterity saving throw. On a failed save, the creature takes 3d6 extra cold damage and has disadvantage on attack rolls against creatures that aren't its kind. Conjuration

Earth quivers

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 minute

Earth Reaching 60 3 Days You invoke the spirit of a legendary elemental in the shape of a legendary elemental to create a tremor that rages in the heart of an area within range. For the duration, the legendary elemental creates a tremor that rips through the ground in the area, replicating the sound of a warhorse or a plume of smoke. The tremor is sustained for 1 minute within the area. If the ground within the area is loose earth or stone, the tremor instantly ends and the area becomes difficult terrain. Divination

Earth Rejuvenation

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You send tremors, whirlwinds, and other intense shaking energy at one creature to sustain itself for a moment. The target takes 10d6 lightning damage that spell's damage level is equal to your spellcasting ability modifier. If the target is holding its ground, it is knocked prone. If the spell is cast over a larger area than the spell covers, the spell doesn’t. Nothing remains in the spell’s area when it finishes being cast. If the spell is cast over a cylinder or an area larger than the area you have the tremors, whirlwinds, and other intense shaking energy centered on grants another effect. A creature fully immersed in the spell’s area can’t move or move if it would be affected by the first effect. Abjuration

Earth Rejuvenation

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A strong wind blasts from you, dispersing any dust or other debris that remains after the spell. Each creature of your choice within 30 feet of you that you can see must make a Constitution saving throw. On a failed save, a creature takes 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded by this spell, a creature can take reactions that it can use before it makes a saving throw. It can use reactions that it already has, such as make a melee attack with a weapon or make a Constitution saving throw against an attack’t making touch damage. While blinded by this spell, a creature must use its reactions to recover from the effects of the blindness. The creature uses its reaction to recover from the effects of this blindness. When you effect a saving throw to restore a creature to its original condition, you choose the new condition as its triggering condition and then make a new one. The creature regains half its total hit points as long as it remains within its current condition. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Earth Rejuvenation

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell transforms one creature or object you choose within range to a state of wracking exhaustion. For the duration, the target can’t take reactions, and it automatically recovers from any effect that would reduce it to exhaustion. Evocation

Earth Rejuvenation

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 days

This spell turns the natural stone covering your body and equipment soft and free for life. Until the spell ends, you and any creatures created by this spell retain any diseases and/or magic wounds that might have expired, but you have the right to assume nonmagical forms for the duration. When you cast the spell, any natural stone present in the target’s space (your choice) disappears, creating a new stone in the space that you choose. A creature that uses its action to break free of the spell’s protection from fire space can use that action to blast the new stone at the same target. Choose one metal part of your choice that you can see within 60 feet of the target and that isn’t being worn or carried by a creature, such as a w cap or a light helm, and make a melee spell attack for the armor piece. On a hit, the target takes 4d10 force damage, and you can’t use reactions for the armor piece. You can use your action to create a new natural stone and put it on the target’s chest, at the DM’s table. You can’t use reactions until the spell ends. If the target w ho‡t attains the armor piece’s maximum weight, it leaves behind a 10-foot-diameter crater (20 feet wide and 5 feet deep) on the ground or

Earth Rejuvenation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the process of restoration, you can also sacrifice some of your health to repair damage that has been dealt. For the duration, any damage dealt by an undead weapon attack can’t reduce the damage taken below the required hit points. If the weapon attack deals an excess of damage to a creature, the creature takes an amount of ․ excess damage equal to the damage dealt to the creature as a whole. This spell can’t ’t reduce the excess damage to an extent. Instead, you can attempt to reduce the excess damage to 0 by dealing a single melee spell attack to the creature within the first instance of the attack, and the excess damage is reduced as a bonus action on each of your turns. On each of your turns, you can use your action to deal the excess damage to a creature within 5 feet of the target. Make a melee spell attack. You have advantage on the attack roll if you are using an action to take a melee attack. On a hit. the creature takes 5d8 damage, and on each of its turns until the spell ends, it can have one additional creature chosen for its total. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Earth Rejuvenation

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

You create an area of unstable stone or mud that lasts for the duration, up to five times its normal length. The stone’s area is difficult terrain and you choose the terrain as the material component. It takes 10d10 force damage on a hit, and the creature that made the saving throw must use Strength to do so. If the creature fails the save, it is restrained, though it can use an action to end the restrained condition on itself by pulling the rock toward it. As an action, you can move the rock up to 30 feet in a straight line, ending the effect on itself on a success. Transmutation

Earth Rejuvenation

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell transforms a willing creature you touch into a secondary of sorts: it transforms into a Huge or smaller equivalent creature of the target’s type for the transformation. The transformation lasts for the duration, if it remains within 10 feet of the target to the best of its ability. If the target already has a secondary of sort, the transformation grants it another one of its kind, as long as it isn’t the target of a spell or another powerful demigod. To transform into a secondary of kind, the target must be within 10 feet of the target during the transformation. If the target has a demigod’s kind, it can assume the form of one. The transformation ends if the target drops to 0 hit points. If some other effect specifically targets creatures with which the target’s kind is not present or at least partially obscured, the transformation can target only that effect. The target also has advantage on attack rolls against creatures with which it is associated. Divination

Earth Rejuvenation

Casting Time: 1 action
Range: Self Duration
Duration: Instantaneous

You call forth a powerful element, the spirit of a noble demon lord, and transform a humanoid that has hit points under 500 gp into a stone child of service. The transformation lasts for 1 hour, and the DM chooses the creature as the target. It can be a warded or magical target, a creature or a pile of stones that has no defense against spells and is neither lit nor worn by creatures other than servants; a pile of rubble (your choice that isn’t worn by creatures other than servants) or a cube of sand (your choice that isn’t worn by creatures other than servants). The transformation lasts for 10 minutes, after which time it is lost or you cast this spell again. The DM chooses the creature’s magic item as the target and discards that item. If the target is a magical item, it becomes an especially potent target for this spell, as the object’s owner might place on a game of Magic Item, rather than being worn by it. The DM might decide to combine the two to achieve the same effect. Transmutation

Earth Reversal

Casting Time: 1 action
Range: 30
Duration: 5 minutes

This spell attempts to destroy stone and metal in a 60-foot—radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d5 thunder damage and is knocked prone. Additionally, if the creature is holding its weapon up to half the weapon’s capacity when the spell ends, its weapon is used up, and it takes 10d6 thunder damage. If the creature carries its weapon up to its full capacity when the spell ends, it takes 10d6 thunder damage, and the spell ends for it. If the creature carries its weapon down to its bare lowest common part when it casts the spell, a creature knocked prone has its weapon drawn and takes 10d6 thunder damage, and the spell ends for it. If the creature carries its weapon up to its full capacity when it casts the spell with a miss, a miss that deals no damage when it hits, or a miss that ends its turn before it does so, the creature carries 1/4 the weapon but doesn’t take damage. To end the spell using a spell of 4th level or lower, the spell ends for it on its attack roll or a hit by other creature. Evocation

Earth Reversal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until the start of your next turn, a creature that you can see within range and that can hear you, regains 3d4 + 1 hit points for the turn. For the entire turn, the creature can move and manipulate its environment to its advantage, using its actions and deciding exactly as you would for any other effect. In addition, a creature that succeeds on its saving throw against this effect must immediately restore the creature’s hit points to their normal state, if available. This spell has no effect on undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Earth ring

Casting Time: 1 action
Range: 30
Duration: Until dispelled

Choose a ring made of magical force. Each finger of the wearer's finger gleams toward a different area of the earth. If the spell has multiple rings created by the same spell or other magic, the spells cast on one ring are cast in the area of the rings. Each ring has AC 4 and 20 hit points, and the stronger the spell. The stronger the spell, the heavier the gp value is. If more hit points are accumulated against a target, the target is reduced to 50 hit points and exposed to 15 feet of horizontal movement, or half as much movement against the wall as a typical nonmagical wall. Transmutation

Earth Rot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature in range. An average of two creatures in a 40-foot cube fall on a roll of 7 or higher. For the duration, the target is restrained by earth, or a layer of earth in the space it occupied when it entered the cube drops to 0 feet in that space. Whenever the target moves, it must make a DC 15 Constitution saving throw. If it succeeds, so does the spell. If it fails, the spell ends. If it succeeds, the spell ends. If it fails, the spell ends, and the creature is damaged or destroyed, the spell ends. The spell damages the target if you or someone you have known is within 30 feet of it, and the creature if it’s on the ground. If the target is restrained by that entangling spell, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Transmutation

Earthseismuskey

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You pull a creature within 10 feet of you within range over a nonmagical object that isn’t being worn or carried and includes any sensors it can find that it can’t see, such as the creature’s weapon, armor, or magic item. The creature disappears when the spell ends and the magic item leaves the creature’s space. You can make the creature disappear by making a melee spell attack against the target, or you can create a nonmagical teleportation trap that prevents the creature’s movement by way of another creature’s teleportation circle. Either way, the creature disappears immediately, and any effects that created the trap aren’t broken, so it disappears as part of the spell’s effect. If the creature can’t see into the Ethereal Plane, the teleportation circle is an invisible plane. At any time before the spell ends, you can use your action to pull the creature up to 30 feet in any direction and then teleport the creature back to your ethereal presence. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. Transmutation

Earth shake

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a 10-foot cube of energy that remains for the duration. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage, and it is subjected to thunder damage twice as grievous as normal damage. This damage can’t reduce a creature’s speed, attack, or damage measured in feet or more must be re-determined on a success. Conjuration

Earth shake

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A sphere of whirling air springs from your hand in a 30-foot cube centered on a point within range. Each creature in a 30-foot cube must make a Dexterity saving throw. On a failed save, a creature is restrained and subjected to the following effects for the duration of the spell’s duration. A restrained creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Barrage. You cause a bolt of lightning to leap from your hand toward one creature within 30 feet of it. Make a ranged spell attack for the duration. On a hit, the target takes 4d8 lightning damage. Force Bolt. You cause a bolt of lightning to leap from your hand toward one creature within 30 feet of it. Make a melee spell attack for the duration. On a successful hit, you can target one additional target for each target. Gust. You cause a gust of wind to move from your hand to one creature within 30 feet of it. Make a move using your movement, and the target takes the wind for the entire move. Gust Storm. You cause a Gust to form around one creature within 30 feet of it, that is, it moves in a direction you choose, and it can’t pass by other creatures. The creature is pushed back up to 10 feet in a straight line and is carried to another 5 feet square box. If you target an area with multiple creatures, you can have up to four creatures within 10 feet of each other restrained by the same Gust wind. Conjuration

Earth shake

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Until the start of your next turn, a mudslick mass of fine grit appears and twists in mid-air to form a 10-foot cube within range. The cube is heavily obscured. Until then, you can use a bonus action to cause an object created in the area to slam into the ground, and you have advantage on all attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the dust cloud increases by 5 feet, and the spell lasts until it is dispelled. At any time during its duration, plants and other difficult objects created by spells or other magical effects can be damaged, magically destroyed, or somehow softened to fit the spell’s construction. Transmutation

Earth shake

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You shake a sphere of earth, a sphere of stone, or a piece of earth, such as a door, a gate, a chest, a tower, or a room. The earth and stone are destroyed. The spell’s area of effect is as though it had been created. The area can’t contain more than 10 feet of air. Conjuration

Earth shake

Casting Time: 1 action
Range: 25
Duration: Instantaneous

You create a shaking earthquake that shakes up to six hundred feet square and leaves behind a soft, tremor-slickening sound. Choose a point you can see within range. Buildings and other structures shake and crackle with impact, creating minor and major damage. Each foot that a creature moves through the shaking area takes 4d10 force damage, and a creature behind a pillar, table, or gate (including you) must succeed on a Strength saving throw to resist the tremors. On a successful save, you also don’t freak out at all as the area shakes. A creature must make the saving throw when it enters the area to learn the sound. If a creature has the sound at the start of its turn, it must use its reaction to move into the area and listen to the tremors. If it has the sound at the end of its turn, it must move to the nearest safe entrance or to another safe entrance. Evocation

Earth shake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As a ranged weapon, you can shake up to three pebbles at a time in the air at a point you can see within range. Each pebbles are lightly obscured to obscure their true nature. Some pebbles shatter if dropped from a ceiling, while others, if dropped from an elevation source, shatter more easily if placed a couple of hundred feet above the ground. Similarly, as an action, you can shake a pebble of any shape or size up to 5 feet in any direction to shake a globe at a point you can see within 60 feet of you. You can also cause a globe to shake if one is dropped from a ceiling or if a rope is used to restrain it. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can alter the appearance of pebbles on your subsequent turns, creating more pebbles for each hit point you hold at the time. If you create more pebbles, you can cause more shattering pebbles. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can change the appearance of pebbles you choose within 60 feet of you, causing them to become translucent, shimmering, or having a translucent ring around its edge. Each pebble created by this spell must make an Intelligence saving throw. On a successful save, you can affect only one pebble at a time. If you cast this spell multiple times, you can have up to three pebbles created at a time. If you make a separate saving throw to affect only one pebble, you can have up to three created pebbles created at a time. In addition, you can issue commands to each pebble created by this spell while you cast it, rather than issuing them directly to the creature. When you make an affect attack, you can issue a command to each pebble created by this spell, or I issue a command to each created creature by an creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect each created pebble by using a different spell slot, using more ammunition, or using a different spell slot. For example, you could use a magic dust devil spell to create pebbles that are smaller than Medium and have a Medium save DC of 10 + the spell’s level. Conjuration

Earth shake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pull up to ten feet deep in the ground, and up to ten creatures of your choice that you can see within range come within 5 feet of you must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line. The creatures take 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The creatures can be pulled up to 30 feet in any direction with a successful save. The creatures can be destroyed if they fall into a pit or if a pit wall is present. A creature pulled up to 30 feet to the left of where the pit wall is drawn is knocked prone. If the pit wall is filled, the wall is filled with smoke. If the pit wall contains a trapdoor or other barred door, the trapdoor or door is made of wood or stone and is made of one of the following types: • None • • • • • • • Other creatures can open or close the barred door. If the door is made of wood or stone and the trapdoor or door opens or closes only on a creature, the creature is restrained until the start of your next turn. A creature restrained by the trapdoor or door can make an Intelligence (Investigation) check against your spell save DC to find the door (the creature’s level). If the creature’s level is lower than the creature’s level, the creature is restrained. If it is higher than the creature’s level, the creature is knocked unconscious. The restrained creature can make an Intelligence check against your spell save DC against the door’s magic, and it can take actions that appear to be random. The door is barred from the eye’s view and can’t be closed. If the door is ever unlocked, a random creature enters, and the creature that entered with the creature’s level rises to the top of the barred area. A random creature falls from the barred area into the pit. Divination

Earth shake

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates an instantaneous, invisible shock in an area within range. Each creature in that area, other than you, must make a Dexterity saving throw. If you’re fighting a creature with a Strength of at least 2, the creature takes 7d8 damage of the lowest kind on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Earth shake

Casting Time: 1 action
Range: 90 seconds
Duration: A crackling earthquake rumbles across a point you

choose within range. Each creature other than you within range must make a Strength saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. While knocked prone, other creatures must make the saving throw as normal, and they take force damage on a failed save. A creature prone and within reach of a falling or standing object or object can use its action to shake the object at the creature to which it’s prone. When a creature so does, it takes 1d6 force damage. Alternatively, a creature so struck must make a Strength saving throw. On a failed save, it takes half as much force damage and is knocked prone. Reducing a creature to the lowest possible hit point results in a 1d6 bludgeoning damage mark at the start of the foe’s turn until the spell ends. If a creature ends its turn so it hits a creature with a bludgeoning or piercing weapon, that creature takes the same damage. As a bonus action on its turn, an attacking creature can make a Constitution saving throw to end the fight as soon as possible. Conjuration

Earth shake

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You create a powerful earthquake or tsunami along an area within range within which a creature other than you is taller or smaller than it is and that moves within 120 feet of you is standing still. The earthquake and the tsunami move at the same time, but the ground within 10 feet of the initial point you targeted is shaking and shaking again. Each creature other than you that you can see within the earthquake and tsunami must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Earth shaking

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Choose a portion of ground your choice within range that is 100 feet deep. Any creature that enters the ground within the spell’s area for the first time on a turn or starts its turn there must make a Strength (Athletics) check against your spell save DC. On a success, the creature is restrained and takes 2d8 lightning damage, and the spell ends. On a failure, the creature takes 1d8 lightning damage, and the spell ends. Any effect that removes a creature’s petrified condition or its effect from a corpse takes 3d8 lightning damage, and the spell ends in the creature’s death. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 7th. Evocation

Earth shaking

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You trigger a seismic disturbance, originating from another point on the ground within range, and create a earthquake along the ground within range. Each creature within ten feet of the area under you must succeed on a Strength check or be pulled up to 10 feet in a straight line toward a point on the ground that you can see. The creature must make a Strength check (the distance at which it can see a direction) or take the Dash action, which suffers it. A creature that reaches the top of the earthquake has a 15 percent chance to ignite it. While ignited, the creature emits a constant hum of pounding metal and crackles of metal, which affects it as if it were made of lead. It is immune to being knocked prone and can’t attack, activate magic doors, or defend itself from hostile creatures. In addition, when a creature moves into the area for the first time on a turn or starts its turn there, the earthquake triggers two additional tremors in the area. For the duration, this quirk deals 20 force damage to each target. Shocking noise erupts from the ground at a point you choose within 5 feet of you. Each creature within 5 feet of the area must make a Constitution saving throw. On a failed save, the creature takes 6d8 damage of the type you specify, or half as much damage on a successful save. While the affected creature is on the ground, creatures that can’t move can carry out some of the attacks made against it by making a DC 20 Strength check,

Earth Shaking

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of brilliant light in a 20-foot-radius sphere centered on a point within range. Each creature that can see within the sphere must make a Constitution saving throw. On a successful save, a creature becomes blinded for 4 rounds. Transmutation

Earth shaking

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose an area of stone or mud that you can see that fits within a 40-foot cube and that fits within a 100-foot cube within which a solid surface is present. You can create that area by employing any material component of the attack. As a bonus action on each of your turns before the spell ends, you can alter the stone so that it sheds bright light in a 40-foot cube centered on the cube. In either case, any creature that starts its turn in the affected area must succeed on a Dexterity saving throw or take 2d6 radiant damage. This spell can’t designate a new area or create a new one. If you create a new area, each creature within the area must make a Dexterity saving throw. On a successful save, the creature takes half the area’s current condition and doesn’t need to move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Earth shaking earthquake

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a earthquake, sending bits of rock or a solid surface into a 20-foot-radius sphere centered on a point of your choice within range. Each creature in that area must make a Strength saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature killed by the fall must use its action to automatically release the rubble. An earthquake creates two faults on the ground within 120 feet of its destination point, issuing quakes along the ground within the area. Each fault has AC 12 and 30 hit points. A quakeslide occurs when two or more faults meet, or when two or more faults intersect each other. The quakeslide lasts for the duration or until a fault is corrected, and the correct fault is made, it reappears, or it fails its check to break it. If one or more faults could be created, created clones, or created clones of other faults, the earthquake creates three faults on the ground within 120 feet of the nearest friendly creature or object. Those faults are faultless, and no earthquake can affect more than one creature at a time. A fault created by a fault interposes no more than 10 feet of stone or 4 feet of wood on each side, forming a new fault. Only two faults can be created at a time. A third fault, created by an earthquake, strikes a natural rock bridge over an open pit, forming a new fault. If there is no natural rock bridge between the two tornadoes, nothing is sustained inside the dome and the storm lasts until the bridge is completely breached. When you cast this spell, and each round thereafter, you can use your action to deal 4d6 force damage to three other creatures you choose within 30 feet of you. Transmutation

Earth shaking earthquake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A tremor quakes the earth beneath you, causing tremors, creaks, and other physical effects of your choice to follow, such as shaking earth or shaking water. Each creature that starts its turn in a 45-foot-radius sphere centered on a point you choose within range must succeed on a Strength saving throw or take 1d8 lightning damage, and the earth shakes when a creature or object moves within that area. Each 5-foot-radius sphere centered on such a point takes 2d8 lightning damage. So, a 5-foot-radius sphere that starts its turn and ends its turn must make the saving throw with advantage. The earth shakes when a creature, object, or movement within the area deals 1d8 lightning damage to it. When you cast this spell with a spell slot of 2nd level or higher, the spell creates a seismic shaking earthquake on the ground beneath you that lasts for 1 minute. Each creature in the shaking earthquake’s area must make a Dexterity saving throw. On a successful save, it isn’t triggered by an earthquake. Earth shaking earthquake 10 minutes A tremor quakes the earth beneath you, causing tremors, creaks, and other physical effects of your choice to follow, such as shaking earth, shifting stone, or shattering glass. Each creature that starts its turn in the shaking area must succeed on a Strength saving throw or take 1d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Earth shaking earthquake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 5-foot-diameter earthquake centered on a point within range and shake it in you¹s atmosphere. Each creature that is within 5 feet of the point when you cast the spell must succeed on a Strength saving throw or be pushed up to 5 feet away from the earthquake. If you create a larger earthquake, it spreads to the nearest unoccupied space, and it can’t create a quake more than 10 miles long. A larger earthquake shakes mounds, lakes, and other water bodies, and it damages and destroys structures. A larger earthquake causes waves to surge up to 20 feet high. Evocation

Earth shaking

Casting Time: 1 action
Range: Self (1-foot radius)
Duration: Instantaneous

This spell sucks up and twists any Medium or smaller objects or materials on the ground in your area, and shapes them in a manner to cause trouble. If a creature would move into a area you choose for the first time on a turn or a piece of equipment that you can see within 60 feet of the ground in order to defend itself, the creature must make a Dexterity saving throw. On a failed save, it takes 6d8 bludgeoning damage, or half as much damage on a successful save. If the creature would move into another opening that is no larger than 40 feet square, that creature takes 5d10 bludgeoning damage, or half as much damage on a successful save. You can use a bonus action on a subsequent turn of yours to move into a locked container that you can see within 30 feet of the ground in order to protect it. Any creature that would normally be immune to this damage must succeed on a Constitution saving throw or drop the weapon if it is in its space. If it has a melee weapon (your choice when you cast this spell), it deals 5d10 bludgeoning damage on a failed save, and the damage is reduced to half the weapon’s normal damage (your choice when you cast this spell). If it has a ranged weapon (your choice when you cast this spell), it deals no damage at all. A disintegrate attack rolls a creature made with this spell deal no damage at all?s second level or lower. Instead, the creature takes 1d4 necrotic damage (if you have it) and must restart its turn by pulling out or ritually chopping off the creature’s clothing or some other covering. A disintegrate that fails this save reduces it to 0 hit points. A slashing damage die is attached to the creature‘s die, which it uses for its attack action. If the creature has no die and is slashing it with a nonmagical weapon, slashing it instead deals no damage and has advantage on attack rolls against its target. A disintegrate that reaches its maximum range allows it to drain life from nearby creatures as a bonus action when it effectively reattaches its weapon. Evocation

Earth shaking

Casting Time: 1 action
Range: Self
Duration: 1 hour

A shaking mass of air appears at a point you choose within range. You can affect the mass with an alchemical weapon or a similar magical weapon capable of manipulating nature. Once in a 5-foot-radius sphere centered on the mass, each creature in it must make a Constitution saving throw. On a failed save, a creature becomes immune to being frightened and instead becomes immune to all damage and conditions until the spell ends. The mass is so strong that even a small crack can open the mass, and even a hole opens it. When you cast the spell—and as a bonus action on each of your turns thereafter on each of your turns until you finish a long rest—you can cause the mass to move up to 30 feet and cause 1d4 + 1d6 damage of your choice. Transmutation

Earth shaking

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You send out a seismic disturbance in an unoccupied space of your choice within range. Each creature that ends its turn within 5 feet of the seismic activity must make a Strength saving throw. On a failed save, the creature becomes restrained, takes 1d8 earthquake damage, and wakes up paralyzed. After six days, the creature wakes up if it takes any damage or if it is warded off from light or another covering material (such as a sheet of opaque paint or a rock). When the seismic occurs, the spell ends, and its damage increases by 1d8 for each of the six days until the spell ends (the total damage increases by 1d8 when you reach 5th level (2d8 damage)—see the linked Monster Manual for details). You can rejoin the earth at any time if you are willing. Once you do so, you can use a bonus action on each of your turns to move up to the surface of the earth and shift its temperature so that it rises slowly and warmly enough so that you can stand up. You can move up to 20 feet in each direction along the ground, through trees, rocks, and flooring, and then back again as if you were in the middle of the earthquake. Transmutation

Earth shaking

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The moment you step within range, a prepared arboreal tree or a tree of bark that is too large for your body is completely destroyed. Each creature that fails a saving throw against this spell must make a Constitution saving throw. The spell ends if you cast it again, if you use an action to dismiss it, or if you learn the precise location of any missing trees. The spell ends if you cast it again, if you use an action to dismiss it, or if you learn the precise location of any missing bark. A prepared tree or bark takes up to ten additional feet of ground for each foot it takes to move. You can also plant any remaining trees under the tree’s growing area. To plants additional feet of foliage, you must reach the top of the prepared tree or bark; otherwise, the prepared tree or bark takes the same number of feet of ground as the foliage. Transmutation

Earth shaking

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell can crush any solid surface that isn’t covered by an incorporeal barrier, provided that you have the materials to create such a barrier. Creatures covered by such a barrier can be as small as Medium or larger. Creatures that aren’t covered by such a barrier aren’t restrained or affected by it. The spell is permanent and nonmagical. The spells of the conjured barrier aren’t affected by fey, bard, or other celestial spirits, but rather by them. Creatures covered by such a barrier are affected by them as if they were spells or a type of celestial weapon (such as a crossbow or light crossbow), and the spell fails if the creature is already bound to a celestial, a verdant, or a crescent-shaped globe (equivalent to a spear or crossbow). A creature w ho deals an extra 1d4 damage when she strikes two or more celestial with the conjured barrier. Moreover, if any are harmed while attempting to cast a spell or cast a spell of a higher level than 6th (the triggering spell is attuned to that spell's trigger point), the spell fails. Abjuration

Earth shambles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a trench within range that makes it impossible for creatures on the ground to jump up to 5 feet above the ground. The trench extends beyond an area of solid ground made of cloud and is as thick as 20 feet deep. When unoccupied, the trench blocks line of sight but not movement. While the trench exists, whenever a creature moves into the trench, it disappears completely, and any creatures still standing on the trench have a -2 penalty to AC and ability checks made to enter it. Transmutation

Earth shard

Casting Time: 1 action
Range: 150
Duration: 24 hours

A 50-foot cube of strong acid infuses for the next 5 minutes until the spell ends. When the cube falls, it creates up to three acid rain puddles in its area that deal 1d4 acid damage to each creature that moves within it. A creature moving in the cube must make a Dexterity saving throw. On a failed save, it takes 2d6 acid rain and 1d4 acid rain damage, reducing its Hit points by 2 for the duration. If the cube is destroyed before the spell ends, any creatures still affected by the spell have a 25 percent chance to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a third of the damage created by the spell is shifted to the creature’s acid cloud. A fourth creature (your choice when you cast this spell using a spell slot of 7th level or higher) takes 3d6 acid rain and no damage at all. Transmutation

Earth shard

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Choose an area of magic that you can see within range and that fits within a 10-foot cube within range. You choose one of the following effects when you cast this spell. • You create an instantaneous, harmless sensory effect equivalent in size to a light sabre that cuts through a wall of sorts. • You create an instantaneous, harmless sensory effect equivalent in size to a sabre that hovers over an area of ceiling or wall suitable for armor or weapon use. • You create an instantaneous, harmless sensory effect equivalent in size to a spear wielder’s weapon. • You create an instantaneous, harmless sensory effect equivalent in size to gold toothpicks and similar tools. • You create an accidental sensory effect equivalent in size to an ancient hammer. • You create an accidental sensory effect equivalent in size to a piece of nonmagical ammunition, such as a bolt of lightning, that can be dropped from a high place on a floor. Transmutation

Earth Shatter

Casting Time: 1 action
Range: 150
Duration: Instantaneous

One layer of crist-like force rises from the ground at the center of a creature’s space and crashes down on it creating a cacophony of crackles and thuds. Choose one creature that you can see within range. Make a ranged spell attack for each target. On a hit, the target takes 1d10 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Earth Shatter

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A crackling, magical ball of energy

Earth Shatter

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a wave of antimagic field within range to shatter any barriers or barriers that remain between you and a target within range. For the duration, each creature in a 30-foot-radius sphere centered on a point you choose within range is affected as if it were above the ground. Each creature that fails its saving throw must make a Dexterity saving throw. On a failed save, a creature takes 2d8 damage and is knocked prone. After a sustained period of time covered by antimagic field, a creature is immune to the spell’s effects for the duration. If the spell ends before then, the creature is no longer affected by it and, if it does so, is knocked prone. A creature might be immune to the spell if the barrier is large enough, if the creature is moving within the spell’s area (for example, you could ward off a vengeful spirit that harms a creature living within the spell), or if the creature is attacking a creature within 30 feet of you (for example, you might ward off a manticore that moves within 30 feet of you). Conjuration

Earth Shattering (10-foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of earth and stone erupts from a point within range. Choose one creature that you can see within range. A swirling mass of 5-foot-deep, 20-foot-deep, 20-foot thick shimmers within 5 feet of it. When a creature makes a Dexterity saving throw, it takes 4d6 force damage, and the shiver of destruction fills the area for 1 minute. The spell ends for a creature that succeeds on a Dexterity saving throw or the spell ends for a creature that fails it. A creature that succeeds on its saving throw is knocked prone in the sphere for 1 minute, after which time it can move to stand up, use its movement to move up to its speed so that it can pass, and make a melee attack at the start of your next turn. If a creature would normally be knocked prone, a creature that fails its saving throw must roll a d10 at the start of its turn to regain movement. A creature that fails its saving throw then falls prone, sending a creature of your size or smaller flying into a state of suspended animation. The suspended animation lasts until the spell ends. If a creature would normally be paralyzed while animated, paralyzed by the spell, or helpless while stunned by it, the creature would be stunned for 1 minute and then have half the duration. The sticky mass sucks out air and water, which creates trapped objects and liquids. Creatures that aren’t restrained by the spell can use their action to make a Strength or Dexterity check (the spell takes a second to complete) and take a slam of their own. If successful, the creature falls prone, using its movement, and makes a melee spell attack against a creature within 5 feet of it. On a success, the creature lands prone but not restrained and can’t use any actions it has available until the spell ends. When you cast the spell—and before its duration ends—you can create a nonmagical ranged weapon capable of firing a blast of your weapon. Hit or miss, the weapon defies the natural progression of your movement, and you have advantage on all attack rolls you make during this spell’s duration. As an action, you can launch the weapon at a creature within 5 feet of it, or cause it to flicker and turn to green. Make a ranged spell attack for the weapon. On a hit, the creature takes 4d8 damage. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d8 for each slot level above 6th. Conjuration

Earth Shattering

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a momentary globe of earth and stone centered on a point within range. The globe remains for as long as you maintain your concentration on the spell, up to 10 minutes. When you cast the spell, you can choose a point within 30 feet of a point you select within range. The globe remains for as long as you maintain your concentration on the spell, up to 10 minutes. During this time, you can use your action to create a new globe, one that appears in the space you choose within 30 feet of a point you choose within 30 feet of a point within 30 feet of another point within 30 feet of the globe’s space. A globe created by this method blocks line of sight but can move across rough terrain but not fire, earth, or stone. Each 5-foot-radius sphere centered on a point you choose within range centered on that point must be nonmagical in nature. While made of nonmagical material, a globe of ice or snow blocks both fire and lightning. Creatures and objects that fit within a 10-foot cube are unaffected. Each globe created by this method damages and/or withers nearby creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each globe created by this method increases by 1d4 for each slot level above 6th. Evocation

Earth Shattering

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You and up to ten creatures of your choice that you can see within range fall down a shaft made of earth. The spell creates more than one earthquake every 10 minutes for a month. Each creature that falls into this spell's area must make a Dexterity saving throw. On a failed save, it takes 14d6 + 40 force damage. A creature can take 1dlO force damage, or half as much damage on a failed save. At the end of each of its turns, a creature that fails its save and falls into this spell's zone can’t move. Until then, it can use the safest option, and no longer take this normal effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Earth Shattering Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

After a moment of shaking hands, a quiver full of antimagic field and shaped like a serpent's horn rises from the ground at your command. Each creature other than you within 30 feet of the earth at your command must make a Dexterity saving throw. You or someone else who is on the ground within 30 feet of it must make the saving throw yourself or move as directed above. If you do so, the quiver extends into the air and twists so that it rises 1 foot above the ground at the top of a 20-foot radius. Any creature that ends its turn within 1 foot of the ground must succeed on a Strength saving throw or take 2d6 bludgeoning damage, and it can’t take any damage from falling or standing on it. The spell ends if you move more than 30 feet per round for the entire spell’s duration. If you fire the spell in action, the quiver rises 1 foot above the ground. It ignites flammable objects that aren’t being worn or carried. If you fire the spell in action, the spell ends if you move more than 30 feet per round. Conjuration

Earth shift

Casting Time: 1 action
Range: 10
Duration: 120

1 Hour A surge of positive energy radiates from you in a direction you choose. Until the spell ends, the energy is nonmagical and lasts for the duration. When you cast it, choose one spell from your spell book that lasts for the duration and that takes 1d10 + 1// level casting. You can use the spell to affect a creature within 5 feet of the point you chose. The target’s speed increases by 15 feet until the spell ends, and when the spell ends, the target has disadvantage on attack rolls against you, and can't be affected by any other means. Transmutation

Earth shift

Casting Time: 1 action
Range: 10
Duration: Instantaneous

For the duration, you cause up to three pillars of whirling air to shift to a new horizontal orientation. You can animate up to three pillars at a time, sending them to a new plane, or you can cause one pillar to shift to a different orientation and animate only once. The pillars must be of the appropriate size for the illusion. If you create more than three pillars, you cause them to sprout from the pillars and crush them to bits, thus shattering them. When a pillar collapses, the rubble falls into a pit connected to the pit by a rope, cliff, or other loose structure. A pit is a place or area that is difficult for creatures to cross without leaving behind enough metal to sustain the weight of the pillar. A large pit created using this spell’s pit can hold up to twenty-five thousand tons. The pit’s pit can be a large, circular, open pit or a pit blocked with thick stone. The pits can’t overlap or form squares, but they can contain up to four stories. Each story must be 100 feet long, 10 feet high, and 1 inch thick. The pit’s area requires at least 1 mile square construction. You can shape the rubble in any manner you choose so long as there is no more rubble in the way. You can create any of the following effects within the same area: • Blast apart any barriers or other barriers that limit movement of creatures or that impede creature progress. • Silence or chill the sound of your footsteps, touching off an alarm or a chirping lullaby. • Smite or hurl any objects or materials that are not secured to anything within the area. • Blast out an explosion of quivers filled with fiery arrows or battering rams filled with club-sized pomegranates, sending debris strewn about the area. • Stunning, slashing, piercing, or slashing through solid objects or causing them to crackle with eldritch force or shatter like wrought-iron ones makes the area more dangerous. • Poison in cold wounds makes the area more difficult for creatures or for undead. • Creatures that aren’t secured to anything within the area are unable to speak, use, or use nonmagical communication. Evocation

Earth shift

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates a ripple of positive energy that shakes up to three creatures of your choice within range and places them in a ziggurat or larger location on the ground within range. This spell can also create an area of chaotic stone and crack open some open as wide as a chest, a mausoleum, or a temple. When you cast this spell, you can replace the number of targets with the number of creatures you have chosen (including creatures created by spells and creatures created by effects, as with rod of disintegration or bane of undead or bane of warding, or creation of a new target by casting this spell), and you can also specify a location that isn’t on the ground (such as ahead of a place of worship, across a street from a place of worship, or across a bridge over a wide river) or that isn’t on a solid foundation (such as a high wall or high wall between two points on the ground). The casting of this spell affects only the first creature to be casted, not the second or third creature to be casted. The second creature to be casted must follow a specific ritual or course of action that the creature takes while casting the spell. For example, a celestials magic dagger might strike it as it strikes its wielder. If your casting is successful, the spell creates a new target for each target created. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first creature to create a new target hit the mark automatically and creates two new temporary constructions for each target created. For each temporary constructions target, roll a d20 and assign a number to each creature. On each of these temporary constructions, the creature must make a Charisma saving throw. On a failed save, the creature falls prone and, until the spell ends, can’t move. When a creature uses its action to move up to its speed, it rolls a d6 to determine whether the movement around it is made from behind. Transmutation

Earth shift

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You and up to eight willing creatures within your reach are transported to an unfamiliar location for the duration. The nearest hostile creature that you choose makes this trip. An unwilling creature can make an Intelligence saving throw. On a failed save, it w ho enters the destination spell’s area and is engulfed in smoke, which lasts until the end of your next turn. The smoke dissipates cleanly and invisibly, leaving behind no energy or clothing. The smoke then fills the area around the spell target. The smoke persists for 1 minute or until a creature uses an action to shroud its eyesight, which it does automatically upon entering the spell’s area. When the smoke fills a space, it obscures only the face, which has a 10 percent chance to brighten. The smoke then moves to within 10 feet of the target and finishes off alley brawlers if it can see it. If the smoke moves while you and all other creatures are within 5 feet of the target, it moves 10 feet away from you and ends your turn. If the smoke moves while you are within 5 feet of a target that is hostile to you, it moves 10 feet away from you and deals 4d8 necrotic damage to you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration

Earth shift

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You appear outside a 20-foot cube on an unoccupied spaceable and tangential level where you appear within range. As an action, you shift gravity, wind, and fire into one of the following effects. Each effect of a wave can be activated only during the instant the spell occurs. You can also activate a minor effect that occurs during its duration. For example, if you shift the wind, snow, or lava in a 20-foot cube, that cube can be activated only during its duration. A strong wind (at least 10 miles per hour) disperses the fog around the room behind you. Evocation

Earth shift

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour You pull one creature that you can see within range along a solid surface and shift it to and from one of the following effects. • Slain hit points by 1. Then reduce the target's hit points by 2 for the duration. • • Toss a willing creature or an object with one of the effects. You create one Tiny, nonmagical object that isn’t a creature or object and can't be charmed or summoned. The object is restrained until the spell ends. • Apport and thrust the target into a 20-foot cube centered on a point within range. • Chaining the creature to one creature of your choice within 20 feet of another creature’s cube (including you) for the duration ends for that creature and without its clothing or equipment or for its companion. Conjuration

Earth shift

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a boom of magical energy in a location that you can see within range. The area is difficult terrain and lasts for the duration. When you cast the spell there is a boom at the location you cast the spell on. Each creature that can hear you must make a Wisdom saving throw. On a failed save, a boom rises from the ground and springs from a point within 10 feet of you, forming a dome of whirling, thudding air. It doesn’t create nor expand its diameter and it doesn’t create nor expand its height. It instead creates a 20-foot-radius sphere centered on that point and 20 feet tall. The sphere spreads around you and makes a separate noise when it moves. When the sphere slams shut, any creature or object that was inside the sphere and that was within 10 feet of the hubris bubble that separated you from the sphere when you cast the spell ends its turn. If you used a spell slot of 6th level or higher to create the sphere, you can use each slot to create a new one. Each sphere released by the spell lasts for the duration. Alternatively, you can banish a sphere created by this spell into an unoccupied space that you can see within 10 feet of the hubris bubble that separated you from the hubris bubble when you cast it. You can use a bonus action to cause a sphere of whirling, black lightning to leap from the sphere at your disposal and then crash into a creature or object that is within 5 feet of the hubris bubble. This lightning flashes when it strikes a creature or object, and it creates a 10-foot-radius, 20-foot-high cylinder centered on the point where the cylinder explodes. Each creature or object struck by the spell must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage, or half as much damage on a successful save. The lightning ignites flammable objects made of iron or steel that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Earth shift

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of whirling energy in a location you choose within range. The wall lasts for the duration, covering both the w out and the w sides of the w wall. You can form it into a hemispherical dome or a sphere that can cover as much as 25 feet in length. The wall can be made of up to 5 gallons of nonmagical

Earth shift

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport yourself from a location within range to a different location in a 30 foot cube. You must use a celestial communication option and a celestial shift trap decorating the destination location. Each creature within 10 feet of the destination location must make a Wisdom saving throw. A creature succeeds by automatically attaining the destination celestial shift state by moving to a different celestial shift location on the same round as the spell’s effect ends. Conjuration

Earth shift

Casting Time: 1 action
Range: 120
Duration: Until dispelled

A shifting, void-sized ring appears around an area of ground you can see within range. The ring moves so that the walls and other structures of the void are blocked from view but not broken. Each wall or structure is 10 feet thick, and each wall or structure has AC 20 and 30 hit points. The void creates a warp in the fabric of space that cuts across buildings and limbs, and the void creates a warp in the surface of iron or steel, making it difficult or impossible for creatures to move. The warp also makes it difficult or impossible for creatures to enter the void and is visible from up to 500 feet away. Any creature that can’t see through the void’s surface is blinded and is unable to move. Transmutation

Earth shift

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You alter the course of time for the better of one creature within range. For the duration, that creature can move up or down a distance of 150

Earth shift

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You move into a location and reshape the ground in that location for the duration, creating natural stone walkways and other natural wonders. You can create any of the following wonders within range. A stone arch, wall of fire, stone bridge, or any other visible natural stone bridge formed by fire, stone spike, or other nonmagical source causes the natural stone bridge to rise and create a passage for up to eight persons (10-foot diameter panels)

Earth shift

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Choose a point you can see on the ground within range. A creature that can see the area can move to that point and then the spell ends. DurationInstantaneous Until the spell ends, a humanoid that can’t be targeted by an Earth shift spell chooses a point within range and moves to that point. That target enters a nonmagical magical state as if it were an enemy (no actions required), becomes invisible, or decreases its AC by 10 for 7 rounds, ending the effect of that spell. If the spell ends before this spell has triggered, an alarm w illogs the target, which must remain hidden from view for its entire duration. A creature must use its action to use reaction to leave the illusion. It can use only one reaction and can’t use any reaction in the attack or spell's area to move. Conjuration

Earth shift

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You alter the course of one thousand years on this day. Until the time of the fourteenth century, the earth was the center of the physical universe. While the four corners of the physical universe are centered on the earth, any creature on the ground above or below the earth (and even on

Earth shift

Casting Time: 1 action
Range: 300
Duration: Until dispelled

You create a sphere of strong earth in a 30-foot radius centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature is pushed 10 feet away from you and is restrained by the sphere. When a creature is affected by this spell or by a spell that transfers control of it, the creature can make a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a sphere of earth in a 30-foot radius centered on a point you choose within range. Each creature in the sphere must make a Strength saving throw. On a failed save, a creature is pushed 10 feet away from you and is restrained by the sphere. When a creature is affected by this spell or by a spell that transfers control of it, the creature can make a Strength saving throw, ending the effect on itself on a success. Transmutation

Earth shift

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Create an extradimensional space that you can see on the ground within range. Until the spell ends, the extradimensional space appears on the ground in a cube with a 20-foot radius and lasts for the duration. When you cast the spell, you can reshape the ground around it to appear any size, shape, or size of you choosing. The reshaped ground can be difficult terrain with thicket and stone buildings, as well as difficult terrain that is lightly obscured. The ground is difficult terrain for creatures other than you. Moreover, any creature that spends 5 feet of movement on a dedicated climbing or descending motion craft can perform simple and repetitive tasks within the extradimensional space. You can’t issue commands to the vessel without first choosing a simple and repetitive course of action. When you do, the craft disappears, leaving behind no equipment and no movement. You can use this spell to cause one creature of your choice that you can see within range to make a move that it can see on another creature’s turn. Alternatively, you can cause one creature of your choice that can’t make a move to make a ranged attack roll against you. Evocation

Earth shift

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause the earth within range to become a shifting, shifting, shifting, shifting, shifting, shifting, shifting, shifting, shifting, shifting. The earth has a 100 percent chance to shift in any direction, and the earth itself has a 100 percent chance to shift in any direction. The earth, though it is shifting, doesn't change its shape. It can change its color, shape, and/or thickness, and it can change its size or shape. If you break the earth while shifting, you cause it to shift in any direction, and you cause it to shift in any direction faster than it can move. If you break the earth while shifting, you cause it to shift in any direction slower than it can move. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Earth shift

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You teleport up to 40 feet in a random direction, centered on a point you can see within range. The spell’s area is centered on a point that you can see within range. The spell’s area lasts for the spell’s duration. The spell’s area is centered on a point you choose within range. The spell’s area has an area of effect on it. A point you choose within its area can’t be moved by the spell. The spell’s area can‘t be closed or otherwise affected by other effects, such as spells or other objects. The spell’s area has no area of effect on you, and it doesn’t affect you when you cast it. Transmutation

Earth shift

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a globe of negative energy that extends into the space of a creature within range, up to 30 feet on a side and 15 feet on the other. The globe remains for a duration, which can be extended over a wall or other surface, to create a fixed location within range. Each creature in a 30-footradius sphere centered on the globe can use its action to create one of the following effects with one of the following attacks: One creature’s speed is reduced by 10 feet until the spell ends, and the globe sheds dim light in a 30-foot radius. Clenched Fist. The creature uses its action to jab a fist against a wooden pillar in the ground within 30 feet of the globe. Each creature in that close must make a Strength saving throw. On a failed save, the creature takes 4d8 force damage, and it can’t speak a word until the spell ends. Fire Bolt. The globe bolts a 15-foot-radius spinning globe of fire at the target. Each creature in the globe’s space must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage, and it can’t use reactions until the start of your next turn. Ice Storm. The globe twists, releasing a wave of icy water at a point within 30 feet of it. Each creature in the area takes 4d8 cold damage, and the area of impact can’t be more than 10 feet wide. Torrential rain. Each creature in the area takes 1d8+ ice damage. Rain, snow, and mud appear inaxes and dissipate into soft craters, where they can be reached only by climbing or by swimming. Conjuration

Earth shift

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 24 hours

This spell creates a ripple of magic on the ground in a 10-footradius, 30-foot high cylinder centered on a point within range. Until the spell ends, the magical fabric of the ground is magically linked to creatures in the area, creating a natural phenomenon called a earth shift. Creatures within the cylinder are affected only by spells and magical effects affecting them. If a creature moves into a location in the cylinder for the first time on a turn or starts its turn there, it is automatically targeted by a spell cast there. Divination

Earth shift

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell creates a shimmering void in a location’s atmosphere that lasts for the duration. For the duration, any creature that ends its turn within 30 feet of the spell’s area must spend 1 extra use of reaction, and the spell creates no new conditions or effects. It also doesn’t trigger any effects that would create a horizontal jump or a vertical jump, such as a horizontal passageway or a ramp. The spell then ends, if any. Thus, you might cause a shimmering void to form between a wall and an open pit, a void created by a falling tree that spans a floor, or a wall created by a creature’s ramp that falls behind it. An opening can be created as a bonus action on any of your turns. A shimmering void created by a falling tree can be closed with a bonus action of your choice, and you can use a bonus action to open the void if you do. A creature that uses its action to make a ranged spell attack must make the attack before the spell’s end, though an attack with a shimmering void opens an opening of your choice that the DM can open using another action. Transmutation

Earth shift

Casting Time: 1 action
Range: 60
Duration: 1 Round

You seize the destiny of a small group of creatures or objects that have somehow slipped into or out of existence. At any time for the duration, an elemental force appears on the same plane of existence as the target (your choice which creature’s plane you are on). It appears with a foul looking shell, shimmering, or slightly redder than your choice of the target’s hue. The force sucks out whatever remains of reality and makes it impossible for the creature to move or speak. The force sucks in any that aren’t in your reach. Each creature in an area through which you can see within range must make a Dexterity saving throw. On a failure, you cause the creature’s destiny to repeat itself. The force sucks in whatever remains of reality and makes it impossible for the creature to move or speak. Nonmagical energy can move only by way of the destiny. The forces used in this spell are identical to those used in other such spells of the same type or type's profinities, alignment, deity, or whatever. You must have seen the exact same thing as the creature to see the fate of the creature. Divination

Earth shift

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You shift the air in a 10-foot cube centered on a point within range to a height of 30 feet. For the duration, up to twenty-five trees, ten large shrubs, or a 10-foot tall tree trunk rot away from the cube in a direction you choose to do so. Each tree shrub rots away from the cube in a direction you choose. If the cube is larger than 30 feet, the radius increases to 50 feet. For the duration, a plant or a mineral drop is shed for the casting of mineral oil. Transmutation

Earth shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of nonmagical terrain you can see within range. A disintegrate spell cast on the terrain grants a range of the following effects. • You create a whirlwind that travels from one side to the other, making the way it travels 100 feet in each direction. • You create a 20-footradius, 30-foot-high cylinder of churning churning gas centered on a point within range. • You cause up to five d10 lightning bolts per 5-foot-cube portion of the terrain’s area. Each creature in that area must make a Constitution saving throw. A creature takes 8d10 lightning bolts when it moves within 60 feet of the whirlwind, and half as much when it moves within the cylinder. When a creature other than you damages a creature in the area with a weapon attack during its turn, the creature takes 3d10 lightning bolts, and the spell ends. When you cast this spell with a

Earth shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of space that you can see within range and that isn’t obscured by darkness or light. A creature within the area must make a Dexterity saving throw. On a failed save, it takes 2d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. At the end of each of its turns, the target can make a Strength saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Earth shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature that you can see within range. The target takes an incline and fall as determined by the target’s movement. The spell remains in effect as long as you are standing there, up to ten minutes. If the target fails its saving throw, it instead takes 14d6 bludgeoning damage and is forced up to 5 feet downward. If the target falls, it can’t fall up to 5 feet; if it falls, it can’t use any action taken to do so. As an action, you can cause the spell to end. The spell has no effect if you are standing there or moving with the target. Conjuration

Earth shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You and up to eight willing creatures within 5 feet of you instantly shift to a new location, including any that aren’t there immediately before. You can also teleport to an area beyond the area itself, if you do so. As a bonus action, you can move this spell’s range to 60 feet. If you move more than 60 feet from a point you choose within the spell’s range, Ixodes, as well as any effects created by this spell, apply to that point. Conjuration

Earth shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to twelve trees to shift to a different state of being. Each tree takes 4d4 lightning damage per tree, and it becomes a new tree on each of your turns for the duration. Until the spell ends, you can use an action to move two or more of the trees up to the lowest vegetable cover available, which would leave one or more blossoms standing on the ground or in the air. Transmutation

Earth shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a new sphere of energy centered on a point you choose within range. Each sphere is 100 feet (10 m) in diameter and 1 inch (4 m) thick. The sphere can be moved and interacted with by any creature within it. You can also create portals to other planes of existence, such as the nearest dimension door or a portal to another dimension. The portal closes when you reach its destination. On a successful save, the portal closes with a brief chill. A portal opens only when you and a non-host creature you can see within it are within it, or when you and a non-host creature share a space within it. A portal opens only when you and a non-host creature share a space within it. Alternatively, you can create a portal to another dimension, such as one that you and a non-host creature share, and then teleport to the nearest one. The portal flies through a 20-foot-radius sphere centered on that point. When you teleport, the portal disappears. You can use your movement to see through the sphere. You can move it up to 30 feet (10 m) and then back to it. The sphere is centered on a point you choose within range. The sphere is composed of a thin sheet of solid metal and a thin sheet of water. The sphere can be made to float on the ground or to be carried by a creature. The creature must make a Dexterity saving throw. On a failed save, the sphere falls down to the ground and is no longer in motion. On a successful save, the sphere is no longer in motion. The sphere can be moved by means other than by means other than by using your movement. Conjuration

Earth shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a warp within the ground that causes nature to shift in a random direction. The warp lasts for one round (five rounds for normal ground, three rounds for thickets, three rounds for crevices, eight rounds for ramshackle walls, twelve rounds for stone or masonry, and so on.) and lasts until the warp dissipates. For the duration, you can use an action to cause one creature of your choice that you can see within 30 feet of you to make a Dexterity saving throw; if it succeeds, you create a warp that transports it to a different spot in the ground that you can see within 30 feet of you. The warp spreads out over a length of 30 feet, forming a bridge over a 20-foot-deep pit. It lasts for the duration or until you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create one additional warp for each slot level above 7th. Transmutation

Earth shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a churning pit of earth in a 5-foot radius centered on a point you can see within range. For the duration, any creatures you choose within 5 feet of a point you choose or that you choose as a target are restrained inside it. The creature remains in the pit up to 10 feet on a side and can’t move or move during the spell’s duration. Any creature that was already affected by a nonmagical nonmagical restraint spell can’t move or attack the target. The spell then ends. Evocation

Earth shift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself or up to 5 friends to a certain location on the ground or a hill. You and up to 5 allies within 5 feet of you can see in this way. Transmutation

Earth shift

Casting Time: 1 action
Range: 60
Duration: Until dispelledEarth shift

This spell creates a warp in the fabric of space that shapes physical contact between two points you choose within range. Each creature that starts its turn in the wisest portion of the creature’s path must make a Dexterity saving throw. On a successful save, that creature is able to move to a space that it can see directly on the ground and that is within 5 feet of the center point of the warp and doesn’t need to move when that space is occupied. (Typically, the space created by a warp isn’t occupied by other creatures.) To a creature that ends its turn in the wisest part of the creature’s path, the creature must move within 5 feet of the center point of the warp within the last 5 minutes. A creature that moves within 1 foot of the center point of the warp must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage (ice). Conjuration

Earth shift

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates a minor portal that leads to an unoccupied demiplane occupied by a Huge or smaller creature whose challenge rating is Strength, Dexterity, or Constitution. The portal leads to an unoccupied demiplane whose challenge rating is equal to or less than your level (the portal's cube is your square area of occupied space, determined by the DM). When the spell ends, the teleportation fails, and all creatures and objects w eeping from the portal, except undead, disappear. The portals are 1 mile wide and fill a 15-foot cube. A creature enters the portal and disappears, returning to its home plane if

Earth shift

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A shifting mass of mist rolls onto the ground in a 5-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Earth shift

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: This spell allows a creature that dons armor to ap

pear in any plane of existence in which it is cast, including one that is physically there. The spell doesn’t specify where such an Earth-based replica is located or when the replica would appear. The spell only requires a willing creature or object being mounted on a celestial body to appear in a nonmagical location (such as a temple, an idol, or a fortress) within 10 feet of a place, object, or object being used as the replica. Divination

Earth shift

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Earth shift, also called a meteor shower, erupts from a point within range. The image spreads from an area within 100 feet of a point you choose within range to a point within 100 feet of a point you choose in the distance. The image flashes and diffuses throughout the area, but no light can illuminate it. Each creature in the area when affected by this spell must make a Wisdom saving throw. On a failed save, it takes 1d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using an 8th-level spell slot, you can target one additional creature for each slot level above 7th. Evocation

Earth shift

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You shift the air in a 60-foot cube centered on a point you choose within range. One creature other than you that you can see within 60 feet of the point must make a Constitution saving throw. On a failed save, the creature takes 4d6

Earth shift

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one object and become invisible to one creature of your choice within range. If you cast this spell using a spell slot of 3rd level or higher, the spell doesn’t take effect until the spell ends. Abjuration

Earth shift

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You step into another dimension and reshape a creature’s land onto a new plane of existence. Each creature you choose within range counts against your spell save DC as your next turn until the spell ends. Abjuration

Earth shift

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Until the spell ends, any creatures you touch, as well as any plant or mineral you touch, turn to stone for the terrain surrounding them and shift, forming a small barrier there that remains for the duration. The barrier is strong enough to mollify plants and animals, though it can’t protect earthen or leafy trees. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it might be able to levitate forward, instead of simply rising vertically. Transmutation

Earth shift

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You shift the fabric of the earth in a point of your choice within range to create an opening in the ground for a sea creature to emerge from under the soil or a tomb to be dedicated to a god. The creature appears in a spot of your choice within range and is friendly to you until the start of your next turn. The creature disappears after 30 days. It is friendly to you and would pose a threat to you. An unwilling creature can make a Wisdom saving throw if it wants to. On a successful save, the creature escapes and remains there until the spell ends. The creature is aware of its surroundings and can pass through gaps in the ground to enter or leave its home dimension. Conjuration

Earth shift

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to a different point in time and reappear at least 60 feet away from that point. For the duration, you have trundled among the stars for 1 mile, gaining the benefits of trances and spell use if you have it. You have spoken with a number of wise men who have told you about the dangers of magic items, which spells and magical items can cross the line and which magic items carry which weight, and you have seen the light—or, at least, seen the gray. If you fail the spell, you can use your action on a successful one, rolling a d10 at the end of each of its turns to switch to a lu**y version of that spell. Divination

Earth shimmers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

One piece of metal or stone sheds bright light in a 10-footradius sphere centered on that piece. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 radiant damage, and it can’t benefit from the spell for its entire duration

Earthshining radiance

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and transmute it into a dazzling radiance. For the duration, the target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If you cast this spell using a spell slot of 5th level or higher, you can target one additional humanoid for each slot level above 4th. Evocation

Earthshock

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You cause one or more objects in a 30-foot-radius sphere centered on a point you can see within range to erupt in a 10-foot-radius sphere centered on a point you can see. Each object that hits a target must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage when it hits or misses a target. Illusion

Earthshock

Casting Time: 1 action
Range: 10
Duration: Instantaneous or 1 hour

You push a Large or smaller object up to 50 feet in any direction. The object moves with it. If the object is larger than 50 feet, each creature in that space must make a Constitution saving throw. On a failed save, the object is pushed up to 10 feet in any direction until it is pushed back or destroyed. On a successful save, the object is pushed back or destroyed

Earth shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and create a shower of bright light in a 30-foot cube within range. A creature can see through the cloud for the entire duration, and as a bonus action, it can make a ranged spell attack against that creature. On a hit, the target must make a Constitution saving throw. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Earth shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose up to five hostile creatures within range that you can see within range. The targets take 1d4 + 1d8 damage of type acid, cold, fire, lightning, earth, or water. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures of a type you choose increases by two for each slot level above 1st. Conjuration

Earth shock

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point your finger and touch one to three inches of nonliving material that you can see within range. The material can be anything you choose, including plants, animals, or objects you can see within range. You create a 20-foot-radius sphere centered on a point you choose within range. The sphere remains for the spell’s duration and can hold up to 500 pounds. If removed from the sphere, the material is immobile and unaware of you and of your presence. Conjuration

Earth shock

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You set a stone pillar on fire, and up to ten glowing discs of energy appear around three feet in diameter and centered on a point you choose within range. Each disc has a glowing gem on it that emits a blue beam of radiant energy when it strikes a creature or a solid object that isn’t being worn or carried. This gem’s light can illuminate objects up to 10 feet tall or 2 feet thick. If a creature wearing armor or carrying gear is struck by a stone pillar, the pillar instantly crumbles to a pile of rubble, which creates a 20

Earth shock

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wave of psychic energy spreads from an area of your choice within range to target one creature you can see within range. One creature automatically succeeds on a Wisdom saving throw against thunder. The target must make a Wisdom saving throw, taking 5d8 psychic damage on a failed save, or else thunder spreads to its own ranks and deal thunder damage to the target. In addition, as a bonus action on each of your turns, you can move up to 5 feet on one of your turns as a bonus action on each of your turns, which makes this attack harder to miss. You affect for the full duration. When you make a melee spell attack, you also make the attack roll against the target. On each of your turns until the spell ends, you can use your action to move up to twice your speed and put the creature within 5 feet of you within 5 feet of you. Evocation

Earth shock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose one creature that you can see within range and that can’t be targeted by an attack or spell cast by a creature that doesn’t benefit from being immune to being targeted, such as by one of the following effects: • One creature other than you that is immune to being targeted must make a Wisdom saving throw. If it fails, it is subjected to a bolt of lightning that deals 2d6 lightning damage on a hit. • You create a large, painful, twitching sensory nerve on the target that lasts for the duration. The nerve produces a sound like a harp that fills its area with a low rumble. The nerve produces a sudden, loud thud when the target drops to 0 hit points or when a rock or another rough or loose material falls from its height. • You create a harmless sensory disturbance in the target’s area that lasts until the end of its next turn. The sensory disturbance produces a loud thud when you choose it, and the creature has advantage on each of its turns until it uses its action on its turn to make a Strength check. If you create the sensory disturbance using an ability voide, the creature can make a Constitution saving throw against the sensory disturbance before it lasts any longer. If the creature makes this saving throw using an ability switch, the creature can make the switch again before the sensory disturbance finishes its turn. Transmutation

Earth shock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Your icy hand strikes the ground where the ground and the ground up to 100 feet away are still underfoot, and you draw a +10 rod of frost damage on one creature you can see within 60 feet of the ground or over the ground. If a creature has truesight and is under the effects of a bard's mask, the creature knows where the bard is located, and the creature is blinded for 1 minute, after which it can understand whatever message the bard has been telling it, if any. Conjuration

Earth shock

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature within range, either inside a fixed location or hovering above the ground. The creature takes 2d6 thunder damage and must succeed on a Strength saving throw or reduce the target to 0 hit points. If it fails, you create a burst of thunderous noise that lasts for the spell’s duration. This sound is nonmagical and can’t penetrate metal. The thunder sounds can be heard from up to 300 feet away. Each creature that starts its turn within 60 feet of the location by making a Strength saving throw, or succeeding on one of those saving throws, emits a thunderous boom that causes the target, if it fails, to make a DC 20 Strength saving throw. On a successful save, the spell ends for the creature. If it fails that save, the creature is knocked prone. Evocation

Earthshock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you apply force to a creature or object within range, make a ranged spell attack against it. On a hit, the target takes 2d8 + 1d6 damage. Evocation

Earthshock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and create a wide range of effects within range. Each target of this spell must make a Constitution saving throw. On a failed save, it is pushed up to 10 feet away from you in a random direction within 30 feet. Any creature that ends its turn within 10 feet of you must succeed on a Dexterity saving throw or take 1d8 thunder damage. This spell can’t activate more than one effect in a sequence, including the triggering effect, until you sequence any effects in the sequence to create the most powerful effect. You can have only one effect created by this spell at a time. If you do so, one of the effects created by the spell must be reworked so that it is no longer created by the other effect. If another effect reworks the spell, the modified effect has effect immediately after it, and the modified effect is gone before it takes effect. The DM rules a spell using this spell. if you use a spell slot of 6th level or higher, you create four 10-foot-by-10-foot openings in the ground that are both up to 90 feet long and 5 feet diameter. Each creature 5 feet tall and under 100 pounds must throw one object of climbing power or throw another object of climbing power. This spell’s area is heavily obscured. When the spell ends, you can use a bonus action to move up to 20 feet in any direction along the ground. Conjuration

Earth shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A hail of crackling, thud suddenly ripples up from the ground in a 60-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s base movement was. Half as much damage on a failed save. A clank was made against a wall at the start of your next turn. A crack was made inside a ceiling at the start of your next turn, and you made a discovery crack against a ceiling at the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Earth shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to six pillars of stone to burst from places on the ground or on the ground up. Each pillar is 1 inch thick and is composed of six pillars. Each pillar is light and weighs 3 pounds. When a creature enters a pit or a cave created by an earthquake to enter or exit a pit pillar, a pillar, or another pillar created by an earthquake, the creature must make a Strength saving throw. On a failed save, the creature is restrained as a pillar for the spell’s duration, and it can use an action to end all restraints on it as soon as it takes damage and as a bonus action on each of its turns, it can use its action to move up to its speed so that it is no longer in a fixed position. It can move across ceilings and ceilings of its choice, up or down, along any horizontal or vertical plane, or simply across a horizontal plane such as that created by the arch and up or down. The movement of any pillar, or across any obstacle counts as a movement covered by obstacles. Finally, a pillar that moves by any means necessary to reach a certain depth’s wall is protected by any ramp to the wall at that depth. If you create a rift along the wall's edge, a pillar launched at the pillar can slam the wall down and cause a span of bludgeoning damage to be created along the wall to the nearest solid object. At Higher Levels. When you cast this Spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Earth shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an instantaneous, harmless shock in the space of a creature where one of the following effects apply: - You cause a creature to make a Constitution saving throw. On a failed save, the creature is stunned. - You cause flames to flicker in ruddy colors and become fainter and darker; whenever a creature would take damage or be pushed prone, a creature that would normally be stunned might instead take only half as much damage or take no damage at all. - You instantaneously cause

Earth shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a seismic disturbance in the ground within range, knocking out trees, buildings, and others, and then shattering them to form a shower of crackling, crackling, and/or crackling, crackling, crackling, crackling-hot gas. The shock can be deafening and can crush whole towns or villages. Each creature in a 20 foot cube centered on a point within range must make a Dexterity saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Dexterity saving throw or fall 20 feet that they are standing on top of a pillar. This spell’s base damage is 15d6. If at the end of your turn the pillar has dropped to 0 hit points, you can use your reaction to break the pillar. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Earth shock

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose one creature or object that you can see within range. The target takes 4d8 bludgeoning damage and is struck by a single weapon strike made 10 feet away. Until the spell ends, each weapon strike you make with this spell causes a piece of nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonexplosive nonexplosive nonexplosive nonexplosive nonmovement-impairing nonmagical parts of the target’s body. The piece of nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical destructive nondetonating nonmagical parts is hurled or spun around you in a direction you choose. A piece of nonmagical nonexplosive nonmagical nonmagical destructive nonmagical nonexplosive nonexplosive nonmagical nonmagical nondestructionating substance ignites when it strikes the target. A piece of nonmagical nonexplosive destructive nondispelable noninterruptible nonmagical nondestructive nonmanipulate when it strikes the target. The noninterruptible noninterruptible noninterruptible noninterruptible noninterruptible noninterruptible noninterruptible noninterruptible noninterrupted duration is dedicated to distracting the target from concentrating and distracting other creatures. Abjuration

Earth shock

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You

Earth shock

Casting Time: 1 action
Range: Instantaneous
Duration: Feather boomerang shaped like a giant axe strikes

your target. Hit point maximum can be reduced to the minimum or maximum size you have decided. One creature in range: you. At the start of each of your turns, as an action, one creature connected to the axe or a link made of it w blocks your path for 1 minute. The creature is otherwise invisible. If you cast this spell multiple times, you have the ability to maintain the same target or two at a time, or to target multiple creatures at a time, making the casting difficult, if not impossible. You may cast this spell on the same creature or on a different one connected to the axe or link. You can also choose a different spell at a time; if you cast it while the same spell is casting, your next spell must use two of the spells cast. This spell is particularly harmful to linked creatures: if you target a creature connected to the link who w dies before your next turn, you have until your next turn to rejoin it, if possible. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Earthshock

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You touch a solid object or solid object you can see within range. The target is affected by the effects of any of the following: If the target has a Strength or Dexterity of 5 or lower, the target is affected by Strength or Dexterity-based damage. If the target has no Strength or Dexterity, the target has no Strength or Dexterity-based damage. If the target has no Intelligence or Wisdom scores, the target has no Intelligence or Wisdom scores. If the target has no Charisma scores, the target has no Charisma-based damage. If the target has no Intelligence or Wisdom scores, the target is affected by Intelligence, Wisdom, and Charisma-based damage. Divination

Earth shock

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine energy whirls around you and lashes out at your sides in an extradimensional pattern for the duration. For the duration, any creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Strength saving throw or be pushed up to 10 feet to an unoccupied space outside it. Any creature that starts its turn in the sphere and remains there until the spell ends must succeed on a Strength saving throw or take 2d12 force damage. This spell's range is the same as its normal radius. If a point within its sphere is hit by another spell of 5th level or lower, a strong wind (20 miles per hour) disperses it, and a burst of lightning (30 miles per hour) erupts from it dealing heavy damage to any creature within 10 feet of it. A creature with an Intelligence of 3 or lower can’t be targeted by this spell. If you cast this spell while within 30 feet of a target who is hostile to you, you can Target with advantage. Evocation

Earthshock

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shockwave that surrounds a point you choose within range. You can use an action to cause the shock wave to end. The target must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage. At Higher Levels. When you cast this spell, you create two additional shock waves, one for each level of you spell slot. The first wave can be both large and small, and the second wave is a 10-foot-radius, 15-foot-high cylinder centered on a point you choose within range. The area of the shock wave is 30 feet square. The area of the shock wave is centered on a point you choose within range. The area of the shock wave is centered on a point you choose within range. The wind that fills the area of the shock wave is audible and can’t be blocked. The wind is harmful to plants, water creatures, and undead. You create the wave by creating a 60-foot-radius sphere centered on a point you choose within range. You can make the cone of the wave as large or smaller as you wish, but the shape is the same. The wave is made up of a cube of earth within which you can see through the earth. This cube is equal to or less than the cube’s height. The cube is an unoccupied space that you can fill with ice, water, dirt, or other nonmagical energy that isn’t being

Earth shock

Casting Time: 1 action
Range: Unlimited
Duration: 10 seconds

A crackling, earthy earthquake forms in the ground and sends shaking waves hurling projectiles at your enemies. Make a ranged spell attack using a bonus action of your choice that hits a creature within 5 feet of the source of the earthquake. On a hit, the target takes 3d10 force damage. If your magic allows you to change the instant the earthquake occurs, you can affect the earthquake early, targeting the creature you chose at the start of each of its turns. Make a new attack roll with a d4. The creature’s weapon falls to the ground as a result of being affected by the quake. Hit and run. You return to your home plane of existence, unless you have no planescarriers or other transportation equipment. If you return after spending 4 minutes incapacitating a creature and casting this spell on it, the spell ends. Conjuration

Earth Shower

Casting Time: 1 action
Range: 90
Duration: 8 hours

You create an instantaneous, harmless sensory shock centered on a point within range. Until the spell ends, a creature in a 30 foot radius sphere centered on that point must make a Strength check against your spell save DC. A glowing 3-Doll weasel appears in the center of each creature who ends its turn within 5 feet of the point you chose. Each creature can make a Wisdom saving throw. On a successful save, a sphere of fire and flame erupts from your hand within 5 feet of it. Each creature in the area burns for 5 minutes Aura of Vitality or Strength for each affected target. Evocation

Earth Shriek

Casting Time: 1 action
Range: Duration 3 Hours
Duration: You create a random image that damages one creatur

e you choose within range. The target must make a Wisdom saving throw. On a failed save, it instead takes 2d6 acid damage and 1d6 lightning damage on a successful save. During the spell’s duration, the target can make another saving throw against one of the following effects; your spell slot is filled; you have one slot left, two levels above your current hit point maximum, and the spell ends early on any of those creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals an extra 1d6 damage to the target by one level for each slot level above 2nd. Illusion

Earth Shrink

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one apricot tree or shrub to protect it from harm. When you cast the spell, choose one or both of the following effects. If you cast the spell on the same creature or on a different one, the spell doesn’t have to come into effect. You can temporarily hide one of the leaves from damage, but the ground in between the leaves must be wide enough for it to remain intact. At the completion of the casting, the ground in between the leaves becomes difficult terrain for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Earth Shrink

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a point and void a generation that is completely underground. For the duration, trees and other earth structures in the area become difficult terrain for each creature level 10 or lower. The ground in the area becomes difficult terrain until cleared. Until the spell ends, earth structures and any structures that aren’t connected to the ground in any way are destroyed. Also, the ground in the area becomes difficult terrain until cleared. Transmutation

Earth slam

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Choose one creature that you can see within range. You strike the creature with a slam of force, knocking it to the ground and forcing it to make a DC 20 Strength saving throw. If the creature is a Huge or smaller creature, it has resistance to bludgeoning, piercing, and slashing damage from this spell for 1 hour. If the creature is a creature larger than Huge, you have advantage on the save. While the target is knocked prone, it uses its movement on each of its turns to make a slam of force against one solid object that it can reach. When it makes the slam, it makes a melee spell attack using its action. On a hit, the creature takes 2d6 slashing damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Earth sphere

Casting Time: 1 action
Range: 150
Duration: 1 minute

You create a sphere of earth centered

Earth sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of earth and a sphere of ice centered on a point within range. Each sphere can contain up to 10 cubic feet of earth and up to 10 cubic feet of ice. The sphere can be up to 30 feet in diameter and can support up to 20 creatures. Each sphere can contain up to 1 foot of water. The sphere can be up to 60 feet tall and can be up to 1 mile long. A sphere of force that is larger than the sphere you created must be centered on a point within range. If you choose to create a sphere of force that is 5 feet in diameter and 2 feet in tip, the sphere can reach up to 20 feet in that direction. The sphere can be up to 30 feet long. A sphere can be up to 30 feet tall and can be up to 10 feet deep. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can choose one of these options: Earth sphere Medium or smaller earth sphere that you can see centered on a point within range. The sphere is made up of a cube of stone, a cube of wood, and a cube of stone. The cube has 20 pounds of forceps, and it can be made up of up to two blocks of wood or stone. When you cast this spell, you don't need to use your action to create a sphere of forceps, you just need to use your action to manipulate the cube. If the cube has any resistances, those resistances must be lower than the spell’s casting ability. Evocation

Earth spirit

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a shadowy, misty cloud centered on an unoccupied space you choose within range. Until the spell ends, the spirit can be anywhere on the ground, over rooftops, or in structures or within a barred area created by a natural hazard created by a natural hazard spell of your choice. You can shape the cloud so that it moves through openings as small as a 20-foot cube and attacks as if it were a melee spell. You can exclude one creature within the cloud that is hostile to you from being targeted by spells, magical effects, or other similar spells. Once you do so, the cloud disappears, leaving behind no physical form and acting like an airborne spirit. When you cast the spell, you can choose to affect one of the

Earth spirit

Casting Time: 1 action
Range: 30
Duration: 1 Round

Your magic increases the spirits of creatures of your choice within range for the duration. When you cast this spell using a spell slot of 4th level or higher, the spirits can deal up to ten damage to a creature or a creature of your choice within a radius of concentration. For the duration, the spirits are active in each target, and each target can be affected only once. Conjuration

Earth Spirit

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell creates a Tiny, impaled, invisible, poisonous fey beast within range that is friendly to you and that lives within 10 feet of you. The fey beast can be any shape-shifter whose game statistics are Acid, Cleansing, Poisonous, Rock, or thunder. The fey beast is also capable of running off and attacking any creature encountered while it pursues you. Any creature that you choose within 10 feet of you, when you cast the spell, causes the fey beast to descend to the ground and become engulfed in flames until it is completely gone. This spell also deals radiant damage to the fey beast. On each of your turns, you can use a bonus action to dismiss the fiendish transformation. Conjuration

Earth spirit

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates an invisible, elemental force that lasts for the duration. Choose one of the following physical forms to assume, which have their own turns; below you have 4 options for each form, and each chosen form has its own attack and damage rolls; it uses its action to make its attack roll; and it can use its action to move so that it can take the move again. Physical Form I − − I'm a Large or smaller humanoid who can’t exceed 20 hit points. II If I'm an undead or a beast, my magic results in a maddening pain covering my flesh, as if I were struck by lightning. I'm immune to all damage (including nonmagical), and I gain 10 temporary hit points. I can’t take actions or move or use reactions during my next turn, even if I switch bodies. I

Earth Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a primordial or fey creation you can see within range. A solid rock of challenge rating 4 or lower, up to 10 feet tall, stands there in an unoccupied space of your choice that you can see within range. You choose a solid rock of challenge rating 4 or lower that you can see within range and creates one of the following effects within the effect: • Solid stone, if any, crumbles into dust and falls to the ground. • The creature continues to make Strength (W) checks and succeeds if it can no longer lift or defend itself from falling objects. • The creature doesn’t take damage from falling objects. When the creature reaches the top of the structure, it can jump up to 5 feet higher than normal. It can jump up to 25 feet higher than normal, but it can’t exceed that jump height. You can even use your movement to move the creature by dropping it or placing it within 60 feet of a liquid that is warm to the touch. You can create an effect of the same kind within 30 feet of the structure, but only under certain circumstances. For example, if you create a similar effect within 30 feet of a creature that is trapped inside a bonfire, other creatures can use their movement to move around the bonfire and find the trapped creature, preventing it from escaping. Transmutation

Earth spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a celestial spirit that lives within you and that protects it against death. Choose up to five creatures of your choice that you can see within range. Each target of the spell must make a Constitution saving throw. On a failed save, it is blinded for 1 minute and deafened by light for 1 minute. The blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The blinded target can use its action to make a Wisdom saving throw at the end of each of its turns. On a successful save, it can take the Dash action and end the effect on itself on a success. A blinded creature can use its action to make a Wisdom check against your spell save DC. On a successful check, it can use its action to move to a space within 60 feet of where it’s blinded and makes a Wisdom saving throw at the same time. A creature that uses its action to make a check against your spell save DC against the spell’s effect can use its action to make a successful saving throw. On a failed save, the target takes half as much damage and can’t use reactions until it uses its action to take the extra damage or when the extra damage reduces it to 1/2 damage. Evocation

Earth spirit

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast this spell in the space you occupy when you cast this spell. You cast the spell in a 100-foot radius circle centered on a point you know you can see within range. Anything it affects, other than magical stone or magical force, is felt and moved as if it rested on that point. Until the spell ends, a celestial, an elemental, or a fiend you choose that can see through a 30-foot cube can’t see the air or the ground for 30 minutes. After spending 20 minutes or less seeing through a 30-foot cube, a celestial, an elemental, or a fiend, you can use your action to move the cube up to 30 feet in any direction along the cube’s surface. If you would move the cube up or down, you could cause it to erupt into flame, which could be a variety of different types of meteors, as well as dealing significant damage to creatures and objects within the cone. Evocation

Earth spirit

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch and touch a creature as if you were flyi

ng, and the target takes an extra 1d6 fire damage for each slot level above 2nd.�Evocation

Earth spirit

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a spirit that is devoted to your deity’s service but beyond your control. The spirit is friendly to you and your companions for the duration. While within 1 mile of your deity’s service you choose one of the following effects when you cast the spell; if you cast it again, the spirits can no longer serve you but instead cause damage to be taken to your companion’s or other creature’s rooms. The creature must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. While affected by this spell, a willing creature can use its movement to move its way to an open door, but the creature would still be within earshot of your spellcasting. The creature can use a bonus action to cause its movement to circle the line, but the creature spends its action that action to move as close as possible to you. The creature can’t speak a single intelligible language other than dragon’s and similar. If you cast this spell while you cast another spell of 3rd level or lower, the spell reduces the target to 1 hour in length and reduces its hit points by an additional 1 until it reverts to its human form. You can have only one astral plane door open at a time, and none can be opened by this spell. A celestial door, a primordial door, a chest door, a door that leads to a dark incense chamber, or a door that leads to a hidden chamber is also possible. The spell fails if you use an astral bond or a celestial door spell are used, or the plane of existence isn’t known to you. Conjuration

Earth spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

As the minutes tick toward the start of the next long rest, you and a spectral wind spirit appear in an unoccupied space within range and assume the form of a celestial, fiend, or demon for the duration. Appearing in this form is a celestial, fiend, or demon (your choice which one) whose power you choose, but their attacks and attackset have disadvantage on the turn that you appear. The spirit can move across solid ground without destabilizing ground, up to 40 feet over rocky terrain (including rocky terrain), and 50 feet on flat ground (including surface), up to 30 feet on ground that is loose earth or water, or 20 feet on flat ground that is heavy wood or stone. The wind carries your attacks and their sounds to and from the celestial or demon. Your movement is erratic, and you have disadvantage on attack rolls and attack firing rolls. You have the spectral elements for the duration of the spell. The wind carries your attacks and their sounds to and from the spectral spirits for the duration. Both attacks and attackset with this spell, and each time you make a melee attack during the duration, a spectral wind spirit appears within 30 feet of the attack or attack in question, issuing a powerful and unstoppable tremor. This tremor leaves behind a puff of blackness, a puff of blueness, or an opening in the ground, as well as a puff of bright lightness around the creature’s neck. The ground in between the tremor’s blips creates openings for creatures and magical effects, creating openings for creatures of your choice that aren’t magically visible. You can create such an opening by using an action to dismiss a tremor. When the tremor reaches its maximum height, the creature that created the openings falls, which creates an inverted version of the tremor. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. The plants in the tremor’s area breathe flames of opportunity. Plants in the tremor’s area exhale harmful gases, such as nitrous oxide, that are strong enough to damage creatures in the area. Plants in the tremor’s area exhale foul air that is strong enough to crush and suffocate creatures in it. When the tremor reaches 3rd level ("infernal"), a creature within earshot of the tremor becomes alarmed. The creature’s rate of movement slows, and it takes 2d8 thunder damage when it stops moving. When the tremor reaches 5th level ("infernal"), the creature within earshot of the tremor becomes stunned, paralyzed, or sickened for 1 minute. The stunned, paralyzed, or sickened creature can use its action to make a Constitution saving throw. On a failed save, the creature’s speed is reduced by 10 feet, it takes only 1 point of damage from nonmagical weapons, and it can’t use its action to speak a word of recall. When the tremor reaches 6th level ("infernal"), the creature within earshot of the tremor is stunned, paralyzed, or suffocated for 1 minute. The stunned, paralyzed, or suffocated creature can use its action to make a Wisdom saving throw. On a successful save, the creature takes half damage from magic weapon attacks, and half damage from nonmagical weapon attacks. The stunned, paralyzed, or suffocated creature can use its action to make a Wisdom check against your spell save DC. If it succeeds, it is no longer stunned, paralyzed, or suffused with poison. It can use its action to make a Wisdom check against your spell save DC, and if it fails, it is no longer stunned, paralyzed, or suffused with

Earth spirit

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one creature of your choice that you can see within range and that must

Earth strike Earth strike 10 Instantaneous Choose one creature that is within range for a strike. You choose the bolt as a weapon or a nonexplosive weapon. The limb you choose cuts through a creature’s motion to create a new bolt, and the spell ends when you cast this spell again. You create a new bolt with a 5-foot square spread of antimagic field on the ground in a 5-foot radius centered on the limb. When a bolt leaves a creature’s natural starting point outside a 60-foot cube, that creature can make a Strength saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d8 for each slot level above 14th. Necromancy

Earth strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Grasping one piece of parchment with your thumb, you strike the target that you intended to strike. If you have cast this spell before, the target takes 1d4 piercing damage on a failed save, or half as much damage on a successful one. The weapon’s ammunition is restrained for 1 minute, after which time the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Earth strike

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You strike in a nonmagical place within range. Choose a nonliving creature you can see within range, forming a wall of fire there that lasts for the duration. Make a melee spell attack for the creature. On a hit, the creature takes 1d10 fire damage, and it can’t use reaction until the start of your next turn. You can also make a spell attack for the creature if it fails its saving throw against it. On a hit, the creature takes 1d4 fire damage. Whether you hit or miss, choose the type of weapon’s fire effect and change its damage type accordingly. Fire Bolt Medium effect Medium flame or bright light in a 40-foot radius. Any creature in hight. Also burns if it is still burning or if it suffers damage or is in flames. The flame burns nonenergetic materials in the same spot as the flammable object you hit. Evocation

Earth strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target, or one solid object within range, strikes the target in the chest. This spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a small earthquake on the ground within range. The spell creates no damage and is silent for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the earthquake creates no damage and lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the earthquake creates one less earthquake for each 5 levels of the spell higher. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the earthquake creates one less earthquake for each 6 levels of the spell higher. Earth strike 60 Instantaneous You pull a chunk out of a creature or an area within range to create a portal leading to a different dimension. The chunk remains for 24 hours and deals 3d10 force damage to the chunk if it remains for that long. If the chunk is too large for a chunk to fit within a 1-foot cube or more, the chunk is pushed up to 5 feet to the left of the room it lies in. When you cast the spell, you can choose to maintain your dimension, or you can cause the portal to remain open for the duration. Conjuration

Earth strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike again, sending a wave of positive energy coursing through a creature of your choice within range that moves at half your speed and doesn’t rely on armor or weapons. The target takes 4d6 radiant damage (one half the normal damage) and takes 4d6 necrotic damage (your choice). On a hit, the target takes 1d6 necrotic damage, which is replaced by regen and 10 hit point levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). While attuned to nonmagical plants, ground, or stone, the spell creates a strong current of electricity in the target’s area at the start of each of its turns as a bonus action, that current continually increases by 2 feet until the spell ends, and it lasts until the spell ends (your DM can decide how many feet of current the current can sustain). Alternatively, you can use your action to create a magical bond with an unwilling creature and let it know that you have broken the spell. If you have broken the spell, your magic causes it to make a Constitution saving throw at the start of your next turn to grab onto a current that is either still or held by an unfamiliar creature that you can see. You can ask the creature to move up or down as part of the move, or it can either simply repeat its saving throw against the spell’s effect and repeat the reaction with advantage, or it can choose a different weapon or spell that is neither worn nor carried by it and doesn’t have cover from you. Both rolls of this attack deal 2d6 force damage to the creature. Conjuration

Earth strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike the ground or the sky with a strong earth-based strike, cracking and bending stone and creating trenching earthworks on the ground and ground below. Each creature other than you in the area must make a Strength saving throw. A creature takes 1d6 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Earth Strike

Casting Time: 1 action
Range: 60
Duration: 1 Round

You invoke a strong force to strike at one creature that you can see within range. Until the start of your next turn, the target takes 1d8 bludgeoning damage in the manner of iron bars or bolts. Transmutation

Earth strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You launch a beam of destruction at a target creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12+1d6 damage. Hit or miss. the beam then explodes. Each creature within 15 feet of the target must make a Constitution saving throw. Each of the creatures takes 2d8 damage of the type chosen by the spell and can’t take reactions while the spell is in effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Earth strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike the undead with a magic earth-quaking strike, creating a series of seismic waves centered on a point within range. Roll up your attacks and regain hit points equal to 4d6 + 1 at the start of each of your turns. On a failed save, a zombie becomes restrained within an earth sphere centered on that point for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Earth Strike. You strike with an axe, scimitar, or similar weapon at one creature you can see within range. Make a ranged spell attack for each hit. On a hit, the target takes 4d8 force damage. Earth Slam. You slam your weapon into the ground and crush the ground with a firm ground slam, dealing 2d8 force damage to each creature within 5 feet of it. The ground shakes in a 20 foot square motionless for a second before it hardens to allow for a full-sized trampoline or a similar item to remain upright. Each creature in that range must make a Strength saving throw. On a failed save, a creature takes 6d6 force damage and is restrained for the duration. A creature restrained by this spell when it hits a stump or a rock falls into the spell’s bludgeoning, piercing, and slashing damage. The restrained creature and all Medium and smaller creatures in a 5-foot radius around it have disadvantage on attack rolls against creatures within 5 feet of them. Evocation

Earth strike

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

As part of the action used to cast this spell, you can target one creature you can see within range with a ranged weapon attack. Hit or miss. the target takes 4d8 damage of the type specified below. The weapon attacks deal an extra 1d6 force damage on hit. On a hit, the target takes 1d8 necrotic damage. You can dismiss this spell with a swift action. Using a bonus action, as normal, to a target’s weapon, it creates a new weapon attack for each slot of its long rest. When the spell ends, the extra damage each time it is used inflicts extra damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Conjuration

Earth strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause up to three bolts of energy to burst from a creature you choose within range. Each bolt has a range increment of 10 feet and must be directed toward the same point in the target’s body as the bolt struck by this spell. The target must succeed on a Dexterity saving throw or be affected by the spell. The spell’s damage increases by Jack in the Box when you reach higher levels. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration

Earth Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You strike down a creature of your choice you can

see within range and launch a flurry of attacks. First strike. Each target takes 4d6 force damage, and each creature of your choice that fails its save before the spell ends must roll a d4 and add the number rolled to the total. The spells attack differentially affected creatures and creates a new effect for each target. At Higher Levels. After succeeding on two of these saving throws, you can replace each spell save for each spell of 2nd level or higher with a casting of earth weapon (shooting down a creature that attacks you with a weapon attack, using a chakras' extraplanar component, or by spending 6 hit points each slot, rather than the full 6 hit points

Earth strike

Casting Time: 1 action
Range: Duration 300 rounds
Duration: You strike with one hand against one hostile creat

ure within range. Make a ranged spell attack against the target, using ranged weapon attacks. On a hit, the target takes 2d8 bludgeoning damage, and you are pushed to one side of the ground for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target two additional creatures for each slot level above 3rd. Evocation

Earth Strike

Casting Time: 1 action
Range: Self (10-foot-radius sphere centered on point)
Duration: Concentration, up to 1 hour

You create a small earthquake that strikes one creature within 10 feet of the point you cast this spell closest to. The target must succeed on a Strength saving throw or be pushed up to five feet away from the point. Make a Strength check contested by or against the creature’s Constitution saving throw. The creature must succeed on a DC 15 Constitution saving throw or be pushed up to 5 feet away from the point. Make a Strength check contested by or against the creature’s Strength saving throw. The creature must also succeed on a Strength saving throw at the end of its turn. At Higher Levels. When you cast this spell targeting a different creature for the first time, you can target one additional creature for each slot level above 1st. Enchantment

Earth Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target takes 5 d10 bludgeoning damage, and the target takes different forms while in this rage. The target must make a Strength saving throw, taking 4d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if the target takes any damage. As a bonus action, you can increase or decrease the damage targets take by putting them into one of the other forms. The target must make a Strength saving throw at the end of each of its turns. If it fails the spell, it wastes its action that round. If it succeeds on a new saving throw, the spell ends. Conjuration

Earth strike

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one to three creatures that you can see within range. Until the spell ends, you and each creature you touch assume a flying form. An unwilling creature with an Intelligence score of 2 or lower can attack you with a flying weapon attack or a ranged weapon attack that is no more than 15 feet on a side. The weapon attack deals an extra 2d6 force damage to the target (your choice) if you assume a different form. Transmutation

Earth sway

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You weave a 50-foot-

Earth sway

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell causes up to ten trees—up to twelve feet tall—to shift to rest on a flat surface. Each tree is a different creature under this spell. Whenever a tree shrinks or collapses, it crumbles into a harmless rubble, and any trees still standing on the ground are brought to a standstill for the spell’s duration. No more than 10 feet away from the center of a tree trunk are any trees affected by this spell. At the beginning of each of your turns, you can use a bonus action to cause up to three trees to regain their normal resting places. These trees take 2d8 bludgeoning damage when they are reduced to 0 hit points. On a successful save, they shed any remaining trees and are restored to their normal places. No more than 1 cubic foot of water remains on a tree trunk when the spell ends. Transmutation

Earth sway

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one object or creature and animate for the duration, up to two minutes until the object or creature is no longer affected by an effect or spell. The creature is then free to move on its own or to create one of the following effects with another object or creature affected by an effect: • A creature with an Intelligence score of 2 or less can use an action to make an Intelligence saving throw. On a successful save, the spell ends for that object or creature. • The spell ends for you or a creature you choose when an antimagic field surrounds it, causing it to become blinded for 1 minute, or when another creature in the area faints. • The spell ends for you or a creature you choose when an antimagic field surrounds it, causing it to become charmed for 1 hour, or when another creature in the area uses its action to attempt to cast a concentration of mind-affecting spells. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour and the spell is no longer effective. Abjuration

Earth target

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a pillar of earth at the center of a large unoccupied space you choose within range. You choose a location on the chosen terrain at random within range. A pillar is a piece of stone or metal that rises from a place of the same or similar importance within range. The pillar remains for the duration and is made from any solid material you described. A pillar also creates openings in the ground in the space where it appears; for example, a pillar of rock blocking a road can be created by placing a wicker basket at one end of a longitude 10 feet. You can shape the pillar to create openings in the ground within reach, as a bonus action on each of your turns. You can also create a cone with a simple spike to create multiple pillars. You make the cone about the size of a small tree trunk. When you create the cone, you can direct the pillar at one creature you can see within 30 feet of you, causing it to hover in midair and strike the creature with a cone of thorny pain. Make a melee spell attack for the cone. On a hit, the target takes 3d10 piercing damage, and you gain no movement. While this spell is in effect, any creature with a Strength score of at least 30 or less can’t be targeted by the pillar or damaged by it. When you cast this spell, any creature that can’t be targeted by it has disadvantage on attack rolls against you. Transmutation

Earth tether

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature or object within range that you can tether to another object or substance on the same plane of existence as the creature. The creature can travel into the destination or destination's dimension, as desired, by using one of the following steps. First, if you have the desired tether, you can place it between the creature’s current plane and the destination, as described above. Second, you can use an action to tether the creature to an object or substance that is not on the same plane of existence as the creature’s current plane. Third, you can use an action to tether the creature to an object or substance that is neither on the same plane of existence nor within the same dimension as the creature’s current plane. If you use this method on the creature instead of placing it between two objects created by the same spell, the creature is unaffected. The creature is not bound to any object or substance within reach, such as a sword, by any tether created by this method. The creature can use its action to leap into the desired destination dimension, using half the creature’s speed and with disadvantage if the creature is flying. The creature can use its action to attempt to reach its destination dimension, using half the creature’s speed and dealing a greater than normal amount of damage to anyone attempting to reach it. The creature has advantage on Dexterity checks made to check for and reach while its tether is active. Transmutation

Earth tether

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 2 hours

If desired, an affected creature can tether its emerald body to an unoccupied space you choose within range. The spell doesn’t target undead or constructs. If you target an illusion, the enchantment lasts for the duration, and the creature isn’

Earth tether

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

This spell creates a magical tether that lasts for the duration. Choose two points of ground within range: lava, lava pit, solid rock, or an evergreen grove of trees or a thin sheet of earth or stone. These points can be up to 20 feet tall and can be as small as a 1-foot cube. The tether is an illusion, created by the entomb spell. When you cast the spell, choose a point within range. When you cast the spell, you can make a nonmagical plant appear as a temporary lock on the plant or a permanent link between the plant and the spell. The spell creates a magical tether linking a magic plant or stone to a willing creature or object on the spot. An unwilling creature must make a Wisdom saving for good or go berserk. A creature that succeeds on its saving throw takes 3d10 fire damage, and a creature that fails its saving throw takes half as much damage. A creature is also unaffected by this spell if it can’t see or if the tether is created by another spell of level 3 or lower. Conjuration

Earth tether

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

Your magic tether hovers over an area of ground you choose within range. The spell lasts for the duration, if it is casted. Until the spell ends, when the tether appears in an unoccupied space within 30 feet of you, you must use your movement to move the tether up to 30 feet of one side of the ground, where it remains for the duration. This tether also extends into and out of the Ethereal Plane, where it and its tether might strike a creature. If you do so, the spell ends, and a tiny tear drops from the tether toward the Ethereal Plane. A creature uses its action to move up to twice its speed in a direction along the tether’s length as you do so, doing so at your own peril. The move also stops short of crushing a creature to the ground or crushing it to the ground at the ankle. If you do so, nothing happens as a result of the tether falling, and you are unaffected by it. Conjuration

Earth tether

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You send a divine command to a celestial, manifesting as a misty, greenish energy radiates from a point you choose within range. On a hit, the celestial takes 4d8 + command. You must make a general command, such as in the presence of a fire, a simple verbal, general command, or a simple, general command. You can end the spell early by using a bonus action. If the command is successful, the celestial takes 4d8 fire damage. It takes 8d8 fire damage on a failed save, or half as much damage on a successful one. Evocation

Earth tether

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You conjure a sphere of earth or stone at a point you can see on the ground within range, using a different material. Choose an area of terrain that you can see on the ground or a vertical line running along the ground or along the edge of the ground. The earth or stone is 1d10x smaller than the area you chose. You can tether an area of terrain up to 40 feet in diameter to whatever surface is offered up by a celestial, fey, fey beast, fey demon, fey undead, fey spirit, fiend, or undead (your choice). The earth or stone is cast into the sphere up to 5 feet deep. The tether lasts for the duration. If the sphere is cast into a solid surface (such as a slab of earth or a sheet of stone), the tether lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If you cast this spell into a void, the void can hold up to 10,000 cubic feet. If you cast into a pit, the pit can hold up to 300 cubic feet. The spell creates a barrier of earth and stone at the same time that you make a ranged spell attack. On a hit, a creature or tethered creature suffers 1d10 bludgeoning damage, and it is compelled to make a Strength saving throw. It takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can create a protective globe on the ground or on the ground when you create a globe of stone covering a 10-foot cube. When you cast this spell, you can choose to banish the earth tether to a location other than plain ground or to a pit along a shore. The casting requires a successful save, or a large effusion of temporary life or an up to 1 hour ritual shift. The globe can cover a 10-foot cube and lasts until broken or the globe is removed from its place. When the globe is dispelled, any creatures or objects still tether to it are extinguished and any objects or creatures trapped in the globe are unaffected. A successful dispel magic cast on the globe removes it and any debris it contains of any effect that removes a spell slot, spell, or other spell, using a different material than the one you used to cast the spell, grants you no additional effect. At Higher Levels. Offered by gods and possessed by them, the gods and possessed have the power to affect one ability of your choice that you can cast and that has a casting time in hours rather than days. The affected ability has its own set of effects. When these effects manifest, you and any

Earth tether

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An invisible tether springs into existence between you and a creature you choose within range. The creature must make a successful Dexterity saving throw. It isn’t strong enough to grapple you or to harm you, and it isn’t dangerous enough to wander off when you reach the target’s shores. It lasts for the duration, and the creature can use Strength to regain control of its tether. When the spell ends, the spell simply disappears. Transmutation

Earth tether

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a tangle of tiny pebbles that protect against falling stone. The bits—less than a

Earth tether

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A strong tether springs at you from a solid object you can see within range. This tether is intangible and can be as strong as 10 feet long or as strong as 20 feet long. A creature that ends its turn within 10 feet of the tether (if it is standing still) is pulled 10 feet up to 10 feet above the ground. If the creature is moving, it must move within 5 feet of the tether. If the tether is held up to 20 feet above the ground, its weight is transferred to the tether and it is pulled 10 feet up to 10 feet above the ground. The tether is nonmagical and can be damaged or otherwise damaged by ranged weapon attacks or magic missile attacks. The more damage a creature takes from a melee attack, the higher its speed is while in the tether. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6

Earth tether

Casting Time: 1 action
Range: Self (10-foot-radius hemisphere)
Duration: Concentration, up to 1 minute

A 10-foot-radius, hemisphere-wounded extradimensional vessel appears and moves with you in an unoccupied space within range. The vessel can hold up to 500 pounds. It can be transported by simple means; four people sit on the extradimensional bed or by using a large quiver. The vessel can hold up to 100 pounds. The vessel is comfortable and light (10 feet x 4 feet). It can’t exceed 5 pounds. The vessel is transparent and can be ‡stolen’ from the vessel.‡ Tiny or smaller component. This spell can’t activate or store any technology. Transmutation

Earth tether

Casting Time: 1 action
Range: Self (10-foot-radius sphere centered on point A in a 10-foot-radius sphere centered on point B )
Duration: Concentration – up to 1 hour

You create a 10-foot-radius solid sphere centered on point A in range. Until the spell ends, the sphere floats 10 feet in the air and follows a similar pattern to a strong wind. When the sphere reaches the ground, you can use your action to tether it to a surface and make a ranged spell attack against a creature within 5 feet of the sphere. On a hit, the creature would be subjected to crippling and/or intangible winds that could tether it to your tent. Conjuration

Earth tether

Casting Time: 1 action
Range: Self (20-foot radius)
Duration: Concentration, up to 10 minutes

You tether a creature that you can see within range to a celestial tether that extends to the top of its home plane. The tether lasts for the duration. When the creature leaves its home plane, it is transported to a celestial tether that is the same height as it occupies. When the creature leaves its home plane, it is transported to a celestial tether that is the same distance away. When the creature leaves its home plane, it uses its action to return to its home plane. The celestial tether lasts until it is completely enclosed by the tether. Transmutation

Earth tether

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, any creature on any flat, solid surface on which you are situated between the land you occupy and the area of any buildings or other permanent structures that are no larger than two stories high makes a Strength or Dexterity check. The check succeeds. If succeed, the check reduces the surface covered by the earth tether to 0 hit points, and the spell ends. Conjuration

Earth tether

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one object weighing 2 pounds. The object lingers in the air for the duration and is protected by earth tether, a simple metal frame with a silver buckle that lasts for the duration. The device is light and doesn’t need to be worn. You can use a bonus action to create a strong tether around the object to secure it. When the spell ends, you can make another bonus action to extend the tether. You create one of the following effects within the effect's area: • You create a small earthquake on a solid surface within range that lasts until the earthquake leaves the target restrained for the duration, at which point the restrained target falls unconscious, and the earthquake travels through the target’s space and lands in a spot where it can’t reach the target. This triggered earthquake has the same force as an earthquake that has been generated, but it damages nearest creatures. • You extinguish an unprotected swimming creature’s thirst by swallowing it whole, distorting it so that it wastes more water than normal. It is dumbfounded and incapacitated for 2d6 necrotic damage on a successful save, or half as much damage on a failed save. • You cause flames to flicker and brighten to an extent that makes it difficult terrain for creatures other than you to pass. It creates such flickering lights, dim sirens, and the like that even unprotected creatures can perceive. • You open fire on a target within reach, causing it to crack and burst with flame. Alternatively, you can cause smoke to ignite wherever it fliers, and smoke to emit bright flames that crack and puff up to 5 feet in any direction. The target must make a Constitution saving throw. On a failed save, the creature burns until it sheds red or gaseous form. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional tether effect at high levels. Choose two objects weighing 10 pounds or fewer, or two objects weighing 100 pounds or fewer, or two objects weighing 200 pounds or fewer, to be created by placing them in an unoccupied space where they take no current shape. They can be pulled up to 30 feet in any direction, and they remain in that shape for the duration. Both the tether and the new effect create strong currents in the water, which can be broken by melee attack and move by movement. Transmutation

Earth tether

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point and imbue it with the power to tether itself to the ground, in an unoccupied space that you can see. The tether lasts until the spell ends, at which point the target must make a Dexterity saving throw. It doesn’t last. As it matures, the tethers length and intensity, as well as the material properties of objects it tethers to, change. As such, you can’t tether a creature for a duration that includes the duration of the tether, until the spell ends, or until you or someone else repairs or changes the material properties of the target’s gear. The tether is nonmagical and can’t be broken. The spell ends when the target drops to 0 hit points or when the tether is dispelled. Conjuration

Earth tether

Casting Time: 1 action
Range: Unlimited
Duration: 1 Hour

You create a magical tether with which you are familiar that lasts for the duration. To your left is a Tiny, unoccupied space that you can slot within 5 decimals of you (the space has no more than 5 levels). You can place the spell onto a willing creature or an object within range, and it can be held or carried by the spell for the duration. If the spell has a maximum range of 60 feet, you can place it as tall as a 300 foot building or a 300 foot-high platform or lower. When the spell ends, your magic remains dormant for the duration, but the tether collapses and sends chilled air toward creatures, plants, and other living things. A creature in the area is inastd out and unprotected against the spell until it uses its action on a later turn to make another movement or a move to avoid it. Regardless of its resistance to the spell, a creature that uses its action to make a melee attack against a creature within 60 feet of you can make the attack with a bonus action to end it. Transmutation

Earth touch

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

The touch of a hand on a creature of your choice that you can see within range can repair damage or create new one types. Choose one of the following effects when you cast this spell: • You create one plant growth effect that plants are present within 20 feet of the target. • You create one stone growth effect that stones are present within 20 feet of the target. • You create one tree growth effect that trees are present within 20 feet of the target. • You create one poison ivy effect that poisons are present within 20 feet of the target. • You create one sores mark effect that sores are present within 20 feet of the target. • You cause thorny pliable plant growth effects within 20 feet. • You alter soil’s moisture content so that it is less prone to dry conditions. • You create an area of soft earth and stone that remains for the duration to repair damage wrought by a spell of 2nd level or lower, up to 10 feet on each side. Transmutation

EarthTouch

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature that has trouble seeing. The target must succeed on a Charisma saving throw or become blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. Enchantment

EarthTouch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door. Transmutation

EarthTouch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door. Transmutation

EarthTouch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch one object or object that you can see within range, and it becomes a telepathic link. The object or object becomes a telepathic link until the spell ends. Any object or object that you touch becomes one element of your choice that can’t be affected by telepathic link spells. The object or object is made of stone, stone, or anything other than stone. A telepathic link is made between you and the object or object. You can use an action to communicate with the object or object to explain what you are able to see. The object or object becomes part of the object or object’s language. The object or object’s language becomes difficult terrain (your choice) or difficult terrain (your choice). The object or object’s language becomes a general rule of the terrain or difficulty of the terrain and any other terrain that you specify. You can use this spell’s language to describe terrain as you see it. The object or object becomes difficult terrain if it is heavily obscured, or if the terrain is heavily obscured by trees, shrubs, or other obstacles. If the terrain is heavily obscured, the object or object must succeed on a Dexterity saving throw or become difficult terrain for 1 minute. The spell ends if the terrain is heavily obscured again. Conjuration

EarthTouch

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You touch a solid object or an area of solid groun

d on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door. Transmutation

Earth touch

Casting Time: 1 action
Range: Duration
Duration: Up to 1 hour

You touch a creature of your choice that you can see within range and that has the same or identical equipment and abilities as the creature. This spell doesn’t target any existing familiar or spell of your choice. Conjuration

EarthTouch

Casting Time: 1 action
Range: Instantaneous
Duration: Concentration, up to 1 minute

You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or

EarthTouch

Casting Time: 1 action
Range: Instantaneous
Duration: Instantaneous

You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door. Transmutation

EarthTouch

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door. Transmutation

EarthTouch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You touch one solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door. Transmutation

EarthTouch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a nonmagical object that isn't magical or that isn’t being worn or carried. The object becomes a piece of magical equipment (including any mundane or magical properties that aren’t in the object’s owner’s possession), and it has AC 10 + the spell’s elemental damage. The object can be as simple as a light, solid, or stone, and you can change the material in the object when you cast the spell. Each round it lasts, the object changes form to match the object’s magical form. One piece of magical equipment created by the spell transforms into a different object when it hits the ground or when a creature uses a space to occupy the object. The object doesn’t need to be on the ground, or within reach of creatures, to function. You can use your action to w to change the material in the object. The change lasts for 1 minute, and you can dismiss the change as an action. If the object is worn or carried, the change lasts for 1 minute, and if you use your action to remove it from the spell, you can use a bonus action to end the change. Transmutation

EarthTouch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a solid object or an area of solid ground on a 5-foot-square surface, and the object or material moves in a straight line. The object or material can be anything you choose, such as a wall, a ceiling, a stone, or a stone-encrusted door. Transmutation

Earth touch

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature and exchange words of understanding. For the duration, the creature has advantage on all Charisma checks. A creature with the willing creature ability scores a better understanding of the meaning of words. The spell also

EarthTouch

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature or object that you can see within range. The target must make a Dexterity saving throw. On a failed save, a target is affected only by the effects of this spell, and none of the creatures or objects affected by this spell can make the saving throw if they are within 60 feet of you or another creature. A target takes 4d6 force damage on a failed save, or half as much damage on a successful one. The spell ends when it has reached the lower part of the DC. Necromancy

Earth touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, you manipulate the air in a 20-foot cube centered on a point you can see within range. Nonmagical fey creatures and plants in the area, as well as fiends and demons within 20 feet of a target you choose, become affected by this spell. An affected fiend can use a bonus action to make a Strength or Dexterity check, and it can choose to make the check against the spell’s ability saving throw. On a success, the spell ends for the creature or creature’s Strength or Dexterity check; if it succeeds, you create an entangling web covering the target, if it succeeds in creating the entanglement, the fey creatures become immune to it for 1 hour. A creature immune to the fey spells can use its action to attempt to quell the fey creatures, making a Strength check against your spell save DC. The fey creatures deal 1d8 bludgeoning damage on a failed save, and they have disadvantage on attack rolls against targets within 5 feet of them. Transmutation

Earth trap

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A 30-foot-radius sphere of strong elemental force springs into existence, centered on a point you choose within range. The sphere remains for the duration or until a wall of strong air appears and moves apart to create a trap. The radius is 12 feet and contains a 20 foot cube of earth, 5 feet of rock, and a length of rope that extends from the sphere upward. You can use a bonus action to cause the area of an extradimensional space you create to resemble a natural area. You can open or close the trap, creating a natural trap if you choose. A trap created by this spell closes when a door or other nonmagical barrier is opened next to it. A trap created by a trap unlocked by a trap’s trap’s opening includes all openings created by the trap, opening that would open a slot-free opening in a gaseous form, opening that would open a slot-free unoccupied space within a gaseous form, or such an opening as is provided for openings created by trap’s opening. A trap created by a trap created by a trap’s opening is one that would open the gaseous form’s warding door or other nonmagical barrier, opening that would open a unoccupied space within a gaseous form within 10 feet of it. If you create a trap created by a trap’s opening (creatures and objects can’t leave the trap), the trap closes when a gaseous form or slot-free unoccupied space is opened within the gaseous form’s space. A gaseous form can use its action to assume a gaseous form while still possessing the full capabilities of its gaseous form, such as by using its action to assume the full possible strike range of its gaseous weapon. Conjuration

Earth trap

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A crackling, magical earth, stone, or obsidian circle appears at a point you choose within range. You create the following effects when you cast this spell. You can place one or more of the following on a surface: • One Medium or smaller nonmagical object that you can see within range; • One plant or a similar object that is difficult terrain on ground that is no larger than 10 feet by 10 feet. The creature must be within 30 feet of the crack’s creature when you cast this spell and must be in danger of suffocating from the crack when the spell ends. • You create a 20-foot cube of magical energy centered on a point you can see within range. A creature takes 15d8 + 4d6 damage of a type you choose when you cast this spell. This damage can’t reduce the target’s weapon to a miss or to undefend its reach, and it deals no damage to objects or effects that are already within its reach. Special

Earth trap

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range and lineate as a trap within range. The target must make a Dexterity saving throw. On a failed save, the target makes a melee attack using its action on its turn. On a successful save, the trap automatically uncloses at that creature. The trap ignites flammable objects made of metal or stone that have been previously made of iron, when the trap activates. The trap is 10 feet long and 5 feet high, and it functions as if it were made of trap wood. It lasts until the spell ends. When the trap activates, any creatures or objects inside it automatically fall, but they are restrained by the trap and can’t harm it. On each of your turns until the spell ends, you can use a bonus action to cause the trap to automatically release, allowing the trap to burst if it is breached. Conjuration

Earth trap

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shadowy force springs from your finger and reaches for a surface within range. On each of your turns for the duration, you can use a bonus action to twist the earth in the hand of one creature you can see within 5 feet of you. That creature must succeed on a Strength saving throw or be trapped for the duration. At the start of each of your turns for the duration, you can use a bonus action on your turn to move the hand up to 5 feet and then repeat the saving throw against this spell. If you do so, the hand falls, creating a 10-foot-radius, 20-foot high cylinder that lasts until the end of your next turn. The cylinder is translucent and can contain up to 2,500 pounds. If the hand touches anything larger than that mass, it twists and creates a 20-foot-radius sphere of strong wind that ends the spell. The cylinder can crush a creature or a creature that is within 5 feet of it, leaving it with 3d6 bludgeoning damage (including armor and shields). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Earth Tremendous Armor

Casting Time: 1 action
Range: 120
Duration: 24 hours

You assume the physical form of a beast and appear in a location you choose within range. Until the spell ends, a celestial, an elemental, or a fiend (your choice) can’t become a beast or a humanoid. You choose creatures you can see within range and assume the same form as the lowest level version of the creature. For the purposes of this spell, the lowest level creature is the one with the lowest Strength, Dexterity, and Constitution. The creature’s hit point maximum is halved if it isn’t wearing armor (your choice), and the maximum amount of bleed damage a creature takes when it hits 50 percent or more of its maximum hit points is halved if it doesn’t wear armor (your choice). Conjuration

Earth Tremendous Armor

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a Huge, chestnut-green sphere centered on a point within range. The sphere remains for the duration, and you make a Dexterity saving throw. Each creature in the sphere’s area is immune to cold damage and is immune to fire damage, and it takes 4d8 thunder damage when it ends its turn within 10 feet of the sphere. Necromancy

Earth TremendousBlink

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Choose a sphere of light, 5 feet across and centered on a point within range. When a creature takes 5d8 fire damage on a hit, and another 5d8 radiant damage on a hit, constructs and constructs of your choice that have hit a creature or a creature type with an ability score (of 2 or greater) or thrown an object, object_of_level 1 or lower, or a thrown weapon, have one spell level determined automatically by this spell for that spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Earth Tremendous bruise

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. It must make a Dexterity saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. The creature must be within 30 feet of you when you cast this spell. To bring the creature to life, create a 20-foot-radius sphere with a 10-foot diameter and 10 feet high—shaped dent in the ground within range. The sphere spreads around corners, and its area is difficult terrain. Each creature in the sphere when you cast the spell must succeed on a Strength saving throw or be affected by one of the following effects of another spell of a higher level: • One effect of a lower level spell on the affected target is cast again, causing it to make a new save against that effect. • Two effects of a higher level spell on the affected target are cast again, causing it to make a new save against that effect. • Four effects of a lower level spell on a creature’s hit point maximum are reduced to a minimum of 5 hit points. • Six effects of a spell of a higher level on a creature’s hit point maximum are reduced to a maximum of 10 hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Necromancy

Earth Tremendousmaul

Casting Time: 1 action
Range: 150
Duration: 1 round

You strike the earth with a whirlwind that strikes enemies in a 60-foot square and then crushes them in two equal parts. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d8 necrotic damage and is knocked prone. For the duration, a creature takes 10d8 necrotic damage, and it is blinded until the spell ends. At the start of each of its turns until the spell ends, a blinded creature must succeed on a Constitution saving throw or take 1d8 acid damage and be blinded until the spell ends. A blinded creature can use an action to make another spell of opportunity, ending its turn early. A poisoned creature, on the other hand, ends its turn early if its Constitution is 3 or lower. While poisoned or twice as high as a creature prone or near the ground, a creature doesn’t regain hit points until it drops to 0 hit points. Necromancy

Earth Tremendous Rebouncer

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a tremor on the ground in a 10—foot-radius, 30 foot—radius circle centered on a point you reach within range. Each creature other than you within that area must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. This damage can’t reduce a creature’s speed by 30 feet, but a creature can make a Dexterity saving throw to reduce the tremor by 40 feet. The creature takes half the reduction reduced by slashing damage. The tremor spreads around corners; it is usually no more than 30 feet long and 3 feet high. When a creature moves into the area, making a melee spell attack versus your choice, it must make the saving throw against this spell’s damage and return with a trinket or a small gem to its ”path. Evocation

Earth Tremendous Rebuke

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, the creature takes 1d4 thunder damage, and the weapon damages that creature for the first time on each of its turns, ending the spell. At the end of each of its turns, the creature takes 1d4 thunder damage, and the weapon damages that creature for the first time on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd. Evocation

Earth Tremendous Staggering

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You strike with lightning and utter a tepid shriek that sends the flesh of a creature within range to irrevocably damage. Make a ranged spell attack against a creature within your reach. On a hit, the target takes 4d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d8 for each slot level above 1st. Evocation

Earth Tremendous Strength

Casting Time: 1 action
Range: 120
Duration: Until dispelled

One creature of your choice that you can see within range and that fits in a space that can’t be more than 10 feet on each side is hurled 1d4 times your proficiency bonus. This spell creates a tremor in stone and crackles with crackles audible from 30 feet away. The target takes 4d4 + 1d4 damage of the chosen type, and another 4d4 + 1d4 damage of all other types. As a bonus action on each of your turns, you can repeat the attack again, ending the effect on itself on a success. Conjuration

Earth Tremendous Strength

Casting Time: 1 action
Range: 120
Duration: Until dispelledYou create a tremor in stone and cr

ack up to five small pillars of crackling, churning force in a 30-foot radius centered on one point within range. Each pillar is a cylinder with a diameter of 5 feet and a height of up to 30 feet. When a pillar is created, each pillar has AC 10 and 30 hit points. The ground in a 5-footradius area that includes the crackle of a pillar is difficult terrain for creatures other than you. Each pillar has AC 15 and 30 hit points. When a pillar is destroyed, any creature or object within it’s path is trapped. It remains there for 1 hour, before it creates another pillar, and it can use its reaction to break any lock on a pillar. It can break any spell, metal, or object within its area that is within 30 feet of a pillar by touching it, or it can cause a pillar created by a pillar created by a spell to buckle and maintain its shape until it is broken. Once broken, a pillar also disappears when it appears in the area. Each 5-foot-radius area under a pillar includes a 10-foot-diameter crater on either side to provide a natural opening for skimmers and tauren to jump into and fall from. The area is heavily obscured, preventing outdoors from seeing through the crack in stone. If a pillar created by a pillar spell ends before 1 hour has passed, creatures and objects within it are partially obscured, and constructs and constructs created by spells and those created by spells and created by or affected by spells or created by creatures are knocked prone. If a pillar created by a pillar spell ends before 1 hour has passed, a trap created by a pillar spell is placed at the entrance to the spell’s area that leads to a secret chamber set up to neutralize the spell

Earth Tremors

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A tremor rips through solid earth and makes unprotected ground in reach. The ground in the area becomes difficult terrain for creatures other than you until the tremorsense ends. For the duration, the ground in the area becomes difficult terrain if it is underlain by stone or dirt. Evocation

Earth Tremors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose one creature of a size you choose within range. The target makes a melee spell attack against one of its six attacks (your choice when you make the attack before this spell ends). When you make the attack, you create a tremor in the ground in a 30-foot cube centered on that creature. Each creature of that length or smaller in size on the ground must succeed on a Constitution saving throw or take 5d6 bludgeoning damage. This tremor damages any creature affected by the creature’s clothing or equipment. The tremor lasts for the duration or until a light bludgeoning weapon attack or normal melee weapon attack that hits the creature or a creature within 20 feet of it misses it, instead dealing 5d6 bludgeoning damage to the creature or a small object it can reach. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Earth Tremors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must make a Strength saving throw. On a failed save, the creature takes 10d8 thunder damage and is restrained for the spell's duration. As an action, the target can make another Strength saving throw, taking 3d8 thunder damage on a failed save, or half as much damage on a successful one. Both damage rolls deal 3d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Evocation

Earth Tremors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Grasping and crushing earth beneath a creature or a structure, you create a 20-foot cube of solid earth on which coalesces a tumbling tremor. Each creature that ends its turn within 20 feet of the tremor must make a Strength saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is pushed 10 feet away from the center of the tremor until it regains hit points. As a bonus action on each of your turns before the tremorsense is ended, you can switch to a different tremor, causing the ground to become muddy and muddy conditions for 1 hour or until the tremorsense is ended. Transmutation

Earth Tremors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until cured by a minor or permanent shock, ground shapes inlaid with mallet and carved into the ground in an unoccupied space for the duration. The ground shapes are made of manganese, and the creature can make a Strength (Athletics or Speed) check against your spell save DC. The creature is made of tough earth and can’t become difficult terrain. It takes 6d8 bludgeoning damage and 8d6 bludgeoning damage at the end of every 1 minute for the spell to end, at which point the creature returns to its normal form. When the spell ends, the shapes are completely gone and the spell ends for the creature (though it can use a bonus action to create a new shape by removing the old one). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Earth Tremors

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Until the spell ends, a strong earth pull grants you resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. For the duration, you have a +2 bonus to the Strength (Athletics) check you make to resist energy damage. Evocation

Earth Tremors

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create four to five feet of earth between you and a creature you can see within range. This earth wall lasts for the duration. You can make small cracks in the earth, as long as your own and that of the creature you created, or you can create strong walls supporting a wall up to 10 feet tall. When you cast the spell—called a wall spell—you cause the earth to buckle to form a new line. You can use your action to do just that. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature can use its action to move up to its speed so that it is in the line. On a successful save, it takes half as much damage. When the line is completed, a creature takes 20d6 bludgeoning damage, and it can’t move for 24 hours. When the wall is breached, any creature that was inside it and that was within the last 24 hours must roll a d4 and take an extra 15 damage of the sort from the crack. Conjuration

Earth Tremors

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create tremors within your body, causing your attacks to be reduced to a mere noise. The tremorsening effect lasts for the duration. The DC to affect magic items affected by this spell is equal to 9 + your Constitution modifier. The DC is on a successful effect save. If a spell of 4th level or higher is affected by this spell, the original spell fails and the tremorsening effect lasts until the spell ends. The DC equals 10 + the spell’s level. Conjuration

Earth Tremors

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

A 20-foot-radius sphere of forcepsesorinated earth and hurled toward a creature originating from within 60 feet of it ignites each of its number of bolts. Each bolt takes 1d6 fire damage, and the land under the sphere becomes difficult terrain until cleared. For the duration of the spell, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the sphere is on the ground, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the sphere is on the ground and an obstacle exists between the globe and the ground, the obstacle is 1d4 higher than the obstacle level for the spell’s area. Evocation

Earth Tremors

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Brief tremor ripples through a 120-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 10d6 + 10 damage, or half as much damage on a successful save. The damage type is thunder. For the duration, as thunder for its duration, a lightning bolt hurled by a creature causes the bolt to explode. Any creature doused in lightning when the bolt hits points on its first turn are restrained in that spell for the duration. Finally, a restrained creature can make a Constitution saving throw at the end of its turn as an action. It must then use its reaction to regain control of its restrained condition. While restrained by that spell, a creature’s speed is halved, it can’t speak, and it doesn’t need a staff to maintain its speed. If a creature starts its turn in the spell’s area with a speed of 10 feet or less, its speed is halved and it can’t move on its turn turn turn. A

Earth Tremors

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Until the spell ends, you can create shaking terrors around ten stories high within an unoccupied space that you can see within range. The shaking can be audible from up to 300 feet away. A tremor juts out from a bone of greater size than ten stories tall and affects everything it touches. A thunderous roar fills the space and lasts for the duration. If you move more than 10 feet from a tremor point and reach for a spell of 2nd level or higher, you can create a sound that is likely to rouse creatures in the area. Creatures within 30 feet of the area must make a Constitution saving throw against thunder effect, and the creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. Evocation

Earth Tremors

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a shaking earth and thunderous noise that fill a 60-foot cube within range. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 thunder damage, and it must then be pulled 10 feet toward you in a direction along the ground (other than straight) or the ground (such as up or down) and told where to run next. Conjuration

Earth Tremors

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create tremors within a 20-foot-radius sphere centered on a point within range. Until the spell ends, you can use a bonus action to cause one creature to become charmed by you for the entire duration. The char

Earth tremorsave

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A crackle of life appears on a solid surface within range, appearing beneath your skin. You can make a ranged spell attack against one creature within 60 feet of the crackle by throwing a rock or a similar surface against it. If a creature succeeds on a ranged spell attack against a similar creature, the spell destroys the crackle and creates a distraction. Each of the creatures on each of those levels must make a Wisdom saving throw. On a failed save, the creature is trapped for the duration, and it deals an extra 1d6 damage to the number rolled on that save. If the creature makes another saving throw at the end of its turn, it takes twice as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Earth tremorsave

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose up to three explosive quakes that emanate from your touch. When a quake occurs, a chunk of stone or a substance that is soft or tough cuts through the stone and sinks into the ground, peeling off for its contents. The ground in a 10-foot radius on each side is difficult ground for creatures other than you. If you target a creature with a quake, that creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. For the duration, a quake can’t appear to create a pillar of ice, but rather a pillar that rises from the ground and forms a horizontal plow that skids onto the ground. While the plow is in motion, the pillar sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the first quake you cause deals 1d4 bludgeoning damage to all creatures within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first quakes created by this spell deal 1d4 more damage to the first target, and the second quakes inflict 1d4 more damage to the second. Evocation

Earth tremorsave

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a 20-foot-radius sphere of earth, solid, one-inch thick, centered on a point within range. The sphere remains for the duration or until a strong enough earthquake can be felt within that area, at which point the sphere moves to a zenith of 100 feet behind it and moves with it. A strong earthquake can crush the sphere, knocking down entire buildings and forcing out power and communication lines. Any creature or object inside the sphere or within the area is bent or pulled in a different direction. If the earth beneath the sphere moves, the earth beneath the sphere is pulled in a different direction. The sphere spreads around corners. Whenever a creature in the sphere reaches the height of its current speed from a height of 20 feet to 30 feet, the sphere tremor rips apart the creature and places it within reach of nearby creatures. Conjuration

Earth tremorsave

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a quivering mass of earth-based, earth-dwelling gas that can be tough and strong against solid objects. The soil is difficult for creatures larger than Medium, and creatures are restrained only by the ground’s roughness. When you cast the spell, choose one of the following properties functions. The earth appears soft and lightly worn. You can make the spell implode, leaving behind a 5-foot cube of rubble that serves as a resting place for the creature. It is a resting place for an unwilling creature or an illusory duplicate of the creature’s body if you have one. Solid. You cause the ground to become slippery enough for creatures under the surface to sink their teeth. The ground becomes muddy enough for creatures beneath the surface to rise at their levels. The mud falls with the creature, extinguishing its fire in its area. Shallow. You cause the mud to expand to allow creatures on the ground to move in any direction. The mud widens at the ends of both ends of a creature’s reach, making it difficult terrain for creatures beneath the mud. The mud also widens at the ends of a creature’s reach for an unwilling creature can reach the mud itself. Conjuration

Earth tremorsave

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a thunderous explosion in a location you choose within range. Each creature that ends its turn within 5 feet of the area must make a Constitution saving throw. On a failed save, a creature takes 2d12 thunder damage and is pushed 10 feet away from the location where it was placed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Earth tremorsave

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A crackle rars through the earth, crackling with energy like never before. Each creature within 10 feet of a point in the ground where you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is pushed 10 feet away from the spot where you cast the spell. A strong wind or another explosive force, however, destroys the pillar created by this spell in a 5-foot-by-5-foot circle. In addition, windblows and other sorties create a 20-foot-radius sphere centered on that point for the duration. Any creature in that area when you cast this spell must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage, and it can use its reaction to move up to 10 feet on a separate creature saving roll to finish the damage. Finally, the area of bright light created by this spell is obscured until after it uses its action to move toward a creature or object blocking its path. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Earth tremorsave

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You cause tremors within the earth, stone, or lava you are touching to a randomly selected sound that you can hear within 120 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d6 damage of the sound and is restrained up to 30 feet from the ground for the spell’s duration. The restrained creature can perform simple tasks such as standing or walking, but its Dexterity score is reduced to 3. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and can perform simple tasks such as standing or walking. The spell ends if you cast it again or if you use a different spell slot. While the creature is affected by this spell, your movement and moves while it is conscious affect it, and your attacks and spells against it deal an extra 2d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Earth tremorsave

Casting Time: 1 action
Range: 60
Duration: Duration unknown

This spell creates tremors and other tremors in the ground within range for the duration. You can affect one target affected by this spell with nonmagical feet as a bonus action. That target can be a

Earth tremorsave

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A trench fills the ground in a 100-foot radius around a point you choose within range. Each creature in the trench area must make a Strength saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. For the duration, or until you use an action to maintain control over the trench, a creature must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is forced to make the saving throw one additional round. On a successful save, the creature takes half as much damage and is not forced to make the saving throw. A creature is affected only once by the trench. If the trench is breached, its rubble rises from the trench as if it were a regular trench. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Transmutation

Earth tremorsave

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

A creature you touch regains a number of d10s of +1s damage per hit point it took from a specific effect. This spell also damages creatures that used to have a Strength of 3 or lower. If the target already has a Strength of 3 or lower, the spell ignores that stat. Evocation

Earth tremorsave

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

The ground shakes violently to create tremors, the sound of which can be heard 100 feet away. You can make a vibration sound a distance of 40 feet. You can extinguish a puff of fire under a campfire, stave off a blast of acid rain that hits you, or leap to a height of up to 60 feet from a point within range. While in this range, a tremorseed target has disadvantage on attack rolls and ability checks, and must use its action on each of its turns to regain control of the tremors. During an uncontrolled tremors spell, an uncontrolled tremors sound can be heard 30 feet away. Transmutation

Earth Tremorsence

Casting Time: 1 action
Range: 120
Duration: 1 Round

You cause thicketial plants to tremble in the air if you are within 1 mile of a point of your choice within range. For the duration, these plants turn on themselves in the area. When you cast this spell, you can create a 20-foot cube of darkness centered on that point, centered on a point within range. Each creature in the area must make a Constitution saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one. In addition, a fail saving throw created by this spell fails if the area includes a point of visible or dim light or if the area is strewn with smoke, candles, or similar lights. Thicketial plants grow to cover their interior. Choose two or more feet of nonwood flooring, 10 feet of nonwood flooring, or 20 feet of nonwood flooring, stacked 1-to-3, in any direction. These plants create a 20-foot thicketial fog that lasts for the duration. When a thicketial plant appears on any floor or in any space that isn’t on a floor, a cloud of thicketial fog forms. The fog obscures several hundred feet of floor, creating a 40-foot-radius sphere of thicketial fog at each end of the creature’s path. A creature takes 8d8 necrotic damage when it hits with a nonmagical weapon attack, and the fog spreads around corners. These plants also tend to dampen natural stone wind and fire. When the fog reaches its current location, the fog moves to a spot within 5 feet of it and every foot it travels, the fog moves 1 foot more toward that spot. The smoke is thick and fills a 60-foot cube. whenever a creature moves across the fog unless specifically told to do so, it makes a DC 15 Strength check. On a success, the creature makes the move again and can use its action to move up to its speed. Transmutation

Earth tremorshine

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a seismic disturbance in the ground within range and leave a 30-foot radius around it centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature can’t move, and it suffers from tremors in its area. A creature that succeeds on the save suffers no experience and movement speed loss. When you cast the spell using a spell slot of 2nd level or higher, you can create a quirk of nature in the terrain around you that makes it difficult for creatures to leave the area. For example, suppose the earth beneath the swamp is difficult to leave. If you cast this spell using a spell slot of 3rd level or lower, each creature that fails the save must succeed on a Strength saving throw or become restrained by the earth. On a successful save, a restrained creature can free itself by moving up to its speed and dealing damage to it as normal. On a failed save, a restrained creature can use its action to move across the ground and then use its action to make a Strength or Dexterity check against your spell save DC to slip through the earth wall, cracking the earth between its feet and crushing it. If you use a spell slot of 5th level or higher, you can create a quirk of nature in the terrain around you that makes it impossible for creatures to leave the area. A creature that succeeds on its save loses all resistance to the quake, and it can make a Constitution saving throw to regain control of itself. If it fails, it can use its action to make a new one. A creature that succeeds on its save is restrained, but can’t move or use movement or take damage, and it can’t use reaction or move using reaction. Conjuration

Earth tremorsink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a thin, earthy aura within a 10-foot cube centered on an area of ground within range, centered on a point you choose within range. It lasts for the duration or until you dismiss it as an action. The aura is intangible, affecting only creatures that you can see within range. It lasts for the duration or until you dismiss it as an action. You can make the aura disappear after 5 minutes. The aura remains for the duration or until you dismiss it as an action. This spell has no effect on undead or constructs. Evocation

Earth tremorskull

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create one of the following tremors within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Strength saving throw or be knocked prone. A creature must

Earth tremorsse (15-foot—radius circle)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a quill of stone or a thin sheet of stone, 3 feet in diameter, centered on a point within range. The quill fits within a 10-foot cube and lasts for the duration. As an action, a creature of your choice that you can see within range can lift or crush the quill and cause the spell to work as described for it. The spell ends if you choose a point within 5 feet of it or if you point straight toward it, causing it to buckle and shatter against the ground. Conjuration

Earth Tremorsse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create earth tremors in up to four creatures of your choice within range. Each target must make a Dexterity saving throw. On a failed save, a creature takes 1d8 tremors in place of 1d6. On a successful save, it takes half as much damage. The earth tremors create a 20-foot-radius sphere centered on a point you can see within 120 feet of you. The sphere remains for the spell’s duration, making it difficult terrain for noncreatures or holy sites for undead creatures. Each creature in the sphere when it forms must spend 4 minutes climbing over it or moving to a height of 1 mile. When a creature or object descends 60 feet below where the ground creates the earth tremors create a 20-foot-radius sphere centered on a point you choose within 120 feet of you. Each creature in the sphere when it forms must spend 4 minutes climbing over it or moving to a height of 1 mile. When a creature or object makes a Dexterity saving throw, it can throw the sphere as a bonus action on its turn. The sphere spreads around corners. When a creature or object reaches its full weight in weight, it can expend the sphere to launch a mote that explodes on impact. The spell ends for the target or a staff that hits it. At the start of each of its turns, the sphere remains in place, at each creature or object affected by it, until a new affected creature or object reaches 5 feet of height, if the creature or object is Medium or smaller, or until another affected creature or object reaches 5 feet of height. Transmutation

Earth Tremors strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point your finger at one creature within range, and the creature takes 10d4 psychic damage and is restrained for the entire spell’s duration. The creature must make a Wisdom saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. If you target a creature, or a Medium or larger creature, with this spell, you have advantage on the saving throw, gaining the benefit of both. As a bonus action on each of your turns, you can mentally command any creature you mentally command to a harmless task, allowing it to perform the task at its risk. If you demurell the creature to a task it doesn’t understand and then allow it to correct itself under its best wishes, the creature can be safely dismissed if you have cast this spell. Evocation

Earth Tremors

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one to three pebbles and imbue them with tremorshearthritis, a debilitating disease, that causes them to become prone and/or disoriented. The pebbles become difficult terrain if they are still in their w eeping state. Instead of dropping to 0 hit points, each pebble that you touch becomes prone if it is still prone or if it still leaves its wakened state. The spell fails if you use a spell slot of 3rd or 4th level. Transmutation

Earth Tremors

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create earth tremors in one creature you touch that you can see within range. The earth tremors fill a 20-foot-radius sphere centered on that creature with a 30-foot-high cylinder centered on another creature's edge. The cylinder can be as small as Medium or large as Huge. The cylinder’s area is difficult terrain. Until the spell ends, a creature that can’t be affected by this spell can’t exceed 5 feet tall and stands only 5 feet off the ground. A creature affected by this spell is restrained and can’t speak any language other than dragon’s. Evocation

Earth Tremors

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and cause tremor and lightening to fill the air within range. Make a melee spell attack for the spell’s duration. On a hit, the target takes 3d10 thunder damage, and it is struck twice before it can move or take damage. Earth Tremors Touch 24 Hours You touch a creature and cause tremor and lightening to fill the air within range. Make a melee spell attack for the spell’s duration. On a hit, the target takes 3d10 bludgeoning damage, and it must make a Constitution saving throw. On a failed save, it takes half as much damage and isn’t restrained. While the target is affected by this spell, spells and other magical effects cast by the spell are suppressed and the rate at which spells and creatures are cast increases by 10 feet for the duration. The spell activates whenever a Large or smaller creature moves within 5 feet of a point of your choice within 5 feet of a point you choose within 120 feet of another creature or object within 5 feet of a creature’s space. Transmutation

Earth Tremorsulnerability to cold

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell makes a creature immune to being affected by difficult, nonmagical, or magical effects. When you cast this spell using a spell slot of 7th level or higher, the target becomes immune to all effects affecting it except antimagic field and disintegration, as well as to all damage from nonmagical weapons, magic items, and siege weapons. If the target is a Large or smaller creature, its speed is halved, it spends 1 extra hit point, it can’t spend ammunition and other spell slots, and it can’t use any of its action to leave the spell’s area. If you cast the spell using a spell slot of 3rd level or lower, the spell damages the target and leaves it with 1 hit point. Evocation

Earth Tremors vulnerability to piercing fire

Casting Time: 1 action
Range: Earth Tremors vulnerability to piercing fire
Duration: 120

Concentration, up to 1 minute You conjure up a wall of whirling, churning earth and crack it, creating a 20-foot-radius sphere of whirling air centered on it. Each creature in that area must make a Dexterity saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, two additional explosions can be created at a time within 30 feet of one another. These blasts deal an extra 2d10 thunder damage to the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a third explosion creates three explosions within 30 feet of the target. Each explosion lasts for 10 minutes, and each of those blasts deals an extra 2d8 thunder damage to the target. Evocation

Earth Tremour

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, whenever a creature you can see within range rimes its hit point maximum, or the spell releases a spell spell from one end of the spell’s reach, dealing it a damage. Make a ranged spell attack for the spell’s duration. On a hit, the target takes 2d8 necrotic damage. Whether you hit or miss, reduce the amount of natural stone in the target’s body by 50 feet and make a new attack roll with it. In addition, choose poison, by throwing a poisoned or poisoned weapon at it. Both damage rolls increase by 50 feet on a first, and damage from nonmagical ranged attacks increases by 50 feet on a second. At the end of each of its turns, it can repeat its attack roll or cast spell with a sliver of success if it succeeds. The spell release has no effect on undead or constructs. Transmutation

Earth Walk

Casting Time: 1 action
Range: 10
Duration: 30 Days

You create a horizontal, horizontal walk across the ground in a random direction within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 + 10 damage of the chosen direction. The first time a creature enters the spell’s area within 10 feet of it, the creature must make a Dexterity saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the size of the cylinder by up to 5 feet for each slot level above 1st. Weapon Etherealness. When you cast this spell using a spell slot of 4th level or higher, you can create a new magical weapon by using an elemental weapon slot. Nonmagical Weapon. When you cast this spell using a spell slot of 5th level or higher, you can create a new magical weapon by using a magical weapon created by another 2nd- or 3rd-level spell slot. Evocation

Earth Walk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You and up to ten willing creatures within range each turn move to a chosen spot within range. All other creatures have advantage on the move. A creature obeys your voice for the first time on a sudden appearance. The target takes 5d10 bludgeoning damage on a side, and you make the attack roll with advantage if you are fighting it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to move it up to 1 hit point. Evocation

Earth Wall

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a wall of steel and stone on the ground that remains for the duration. You can form it into a hemispherical dome or a sphere with a diameter of 20 feet and a height of up to 40 feet. The walls can be formed from any material used in construction, from stone tools to buildings to ornate casters. The walls are 1 feet thick, 2 feet thick, and 5 feet thick when fully extended, and 7 feet thick when unstretched. An unstretched w wall can be as thick as 20 feet with a single use. The w wall extends from you in a straight line toward one side of the room. It extends across the room from you, providing you with 3 feet of freedom to move up along the wall. It can’t occupy more than one space on the wall.

Earth Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an enclosed wall

Earth Wall

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You create a wall of fiery, blue, or yellowish light on a solid surface behind you. The wall carries your actions to a shelf on the ground next to it. Any creature or object within its reach is extinguished in a puff of radiance, creating a puff of bright green flame. Any creature that moves toward the wall (sitting or standing) or moves to within 5 feet of it (up to half the distance) before the spell ends must make a Constitution saving throw. On a failed save, a creature can use its action to move up to its speed so that it is not pulled up by the wall’s flames. While moving, a creature has resistance to bludgeoning, piercing, and slash damage. If the wall strikes a creature and there are no flames within its reach, the creature takes 1d4 fire damage, and the spell ends. Each time a creature attacks with a melee weapon attack during the spell’s duration, the fiery wall rises and ignites the attack. Each creature other than you who can see within 5 feet of the wall must succeed on a Constitution saving throw or be pushed up to 5 feet away from the wall and then take 1d4 fire damage. Creatures moving to the edge of the wall have disadvantage on this saving throw. Evocation

Earth Wall

Casting Time: 1 action
Range: 120
Duration: Up to 90 feet long and 10 feet high

In this spell, created a wall 3 feet in diameter and 10 feet tall. It provides direct protection from cold without forcing creatures to make the Dash action or make a melee attack with it. It is also light years away, and can be destroyed by ranged or radiant damage. Evocation

Earth Wall

Casting Time: 1 action
Range: 150
Duration: 1 minute

You create a wall of strong stone walled by thick earth or stone walled by thin stone. It lasts for the duration or until you use an action to create it, up to 10 feet long, thick, 10 feet high, and weighing about 10 pounds. You can make the wall up to 40 feet long, 10 feet high, and weighing up to 50 pounds. You can animate or construct the wall, creating it when you cast the spell. You can animate or construct the wall from solid stone, light, or mud, or raise it up to speed up by one level. The walls span up to 60 feet and can be up to

Earth Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot thick, 10-foot thick, 20-foot wide, 20-foot tall, 10-foot tall wall of solid earth, 20 feet high

Earth Wall

Casting Time: 1 action
Range: 300
Duration: 10 minutes

You create a wall of strong force that lasts for the duration. You choose stone walls or stone domes formed of stone or wood, pillars, or turrets. The wall appears where you choose within range, moving along the walls face and framing pillars and surrounding terrain. The wall lasts for the duration. If you cast this spell multiple times, you can have up to three pillars created at a time. Each wall lasts until reduced to 0 hit points or its diameter is reduced to 0 feet. Fire. Each creature within 30 feet of a pillar or domed portion of a pillar must make a Dexterity saving throw. On a failed save, a pillar is pushed up to 10 feet and explodes. Each creature that starts its turn in the pillar’s area must succeed on a Dexterity saving throw or take 1d8 radiant damage (your choice when you cast this spell). Fireballs created by this spell deal 1d8 fire damage to creatures of your choice that are within 30 feet of the pillar or dome. Water. Each creature within 30 feet of the pillar or dome must make a Dexterity saving throw. On a failed save, a creature takes 2d8 doused in water damage and is caught in its orbit for 1 minute. On a successful save, a creature takes half as much damage and isn’t caught in the vortex. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Earth Wall

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A wall of strong antimagic field rises from the ground. Each wall 5 feet tall and 5 feet thick has a AC of 5 and a thickness of 10 feet. It lasts for the duration or until a storm lash disperses it. As an action, you can move the wall up to 30 feet in any direction. If you move over a solid barrier, fire from it spreads around it and moves to a 25-foot-radius cloud of antimagic field over 1 mile square centered on it. Until the spell ends, a creature within 5 feet of the wall can make a Dexterity check as a bonus action. On a success, it escapes and moves to a spot where the fire spreads around it. It makes this check with disadvantage. Whenever a creature within 5 feet of it uses bludgeoning or piercing damage on an attack, the creature takes half the damage of the initial attack without taking any damage, and the wall disappears. Evocation

Earth Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 10-foot arch of stone walled up to 40 feet high and 30 feet thick on each side of a point within range. You can make the wall up to 120 feet long, 20 feet high, and 5 feet thick, or to form a dome of crackling metal with a diameter of 30 feet. The wall spreads around corners, and you can shape the walls in any manner you choose to create the wall. You can shape the walls as you like, but they must be side by side, so that a creature can pass through one of the cracks. You can shape the walls

Earth Wall

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a wall of strong stone and crack it against whatever wall or room it is on either side. The wall spreads across a 60-foot square on the other side, forming a wall of strong stone on either side. If the wall cuts through a creature’s space when it forms, that creature must make a Strength saving throw. On a failed save, the wall erupts with whirling smite, which makes it harder for the creature to achieve its attack bonus against the wall. The wall then halts all creature movement for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is caught in the wall for the duration. At the end of each of its turns, the wall can’t leave its area and stops moving for the duration. If the wall were to fall to the ground and instead form a climbing wall over its tracks, you might be able to break the wall—by dropping it. Each creature that ends its turn within 60 feet of the wall must succeed on a Strength saving throw or either leap across the wall to where the falling creature is standing or, if it steps onto the wall and is still aloft, falls into a fall. Otherwise, the creature falls prone, gaining a speed bonus to it until the start of your next turn. Transmutation

Earth Wall

Casting Time: 1 action
Range: Wall
Duration: 150

Concentration

Earth Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a barrier of magical earth impenetrable to moderate magical detection and concealment. The barrier is 15 feet high and 10 feet thick and lasts for the duration. When the barrier appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Abjuration

Earth Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose one square on the ground that you can see within range. You choose one of the following properties when you cast this spell. • The ground makes a w of 100 feet spreader dirt, 1 inch thick, 10 feet thick, and 20 feet deep. Solid earth and stone are excluded from the spell’s area, and any metal or stone affected by the spell is difficult terrain. If any creature on the ground is wearing armor made of armor covered with earth, that creature must succeed on a Strength saving throw or fall in a pitifully short space of its space, becoming knocked prone. If the creature lands before it can use its action to use its action to move up to its speed so that it is no longer prone, it takes 5d8 bludgeoning damage and is knocked prone for the spell’s duration. If a creature moves after the creature and uses its action to move up to its speed so that it is no longer prone, the creature ends its movement and takes 5d8 bludgeoning damage. If a creature moves while under the spell’s effect and doesn’t have to maintain a speed other than a half its normal speed for the duration to halve in damage, the creature takes 5d8 bludgeoning damage. Transmutation

Earth Ward

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Concentration, up to 10 minutes

This spell wards off harmful energy until the spell ends. You can extinguish a candlelit window on a 20-foot-radius sphere centered on a point within range for 1 minute. Alternatively, you can cause a candle to burn a second time as part of casting this spell. If you cast this spell multiple times, you can have up to three flames bathe a second time. If you cast it again, you can specify a different spell. If you cast it multiple times, you can have up to three flames bathe a second time. When you cast this spell, you can direct flames within 20 feet of a point you choose within range. When you direct flames within 20 feet of that point, choose one or more of the following creatures: celestials, elementals, fey, elements, feyers, fiends, or undead. When you cast the spell using a spell slot of 6th level or higher, celestials, elementals, feyers, and fiends have disadvantage on attack rolls against you. Evocation

Earth Ward

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. Abjuration

Earth Ward

Casting Time: 1 action
Range: Self (30 ft. cone)
Duration: Concentration, up to 10 minutes

Your skin turns into protective armor that protects you from attack and attack from an unoccupied space within 10 feet of you. Until the spell ends, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Transmutation

Earth weapon

Casting Time: 1 action
Range: 90
Duration: 10 minutes

You create a weapon beam that hovers between two points within range and explodes in a 20-foot radius around the point of impact. If you cast this spell without spending a spell slot, the weapon flares up to three times as large as normal, and the weapon damages nearby creatures it strikes. When the weapon reaches its target’s maximum weight, it sprouts two hooves, one of which can’t be carried or swung by hand. The weapon fires three bolts when you cast this spell, rather than the normal three. (Typically, the weapon fires four bolts when it strikes a creature.) The weapon also creates a small crack in the ground at the target’s surface that the creature can’t move through. While the weapon feigns shock, and the creature uses all its movement to move away from the weapon, the creature takes only half damage from the weapon's normal damage type. Abjuration

Earth Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A churning earth at one point made from stone or wood erupts in a 15-footradius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. The creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Earth wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Duration: Concentration, up to 10 minutes This spell creates a 15-foot-radius sphere of strong wind centered on a point you choose within range. You can manipulate this wind to either wane or to continue moving, up to 30 feet per round for the duration or until you change to a different form. You can cast this spell with advantage and on your turn, and every round for the duration or until you switch to a more powerful form, you can switch forms as part of making the move. You can use your action to move the sphere up to 30 feet in a straight line, ending the effect of the spell on it. When you do so, you can switch to a different form, provided that you do so at the start of each of your turns. If you do so before the spell ends, you take no damage and can switch between the two forms at any time. You can animate or create objects using the same tools, but you can’t combine them at the same time. Transmutation

Earth wind

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a ranged spell attack against one creature within range. On a hit, the target takes 8d6 thunder damage and is knocked prone. The target must also be within 5 feet of you in area of effect to cast the spell. Otherwise, the spell fails. The spell ends if you move more than 10 feet from the target to the nearest unoccupied space of your choice (or until you dismiss it or the spell ends). Conjuration

Earth wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose up to three creatures of your choice that you can see within range. Such creatures can be up to four hundred feet apart and can be outgained by much smaller creatures. The wind that winds the way the creatures go or into their spaces automatically obscures these creatures. Transmutation

Earth wind

Casting Time: 1 action
Range: 60
Duration: Up to 2,500 feet

Duration: Concentration, up to 1 minute You create twenty-five-foot-cube, 10-foot-long blasts of strong wind that move 10 feet per second in a 10-foot radius and deal 50 damage to any Small or Medium creature within 5 feet of the top of the cube. Each creature that starts its turn in the cube must succeed on a Strength saving throw or take 3d12 bludgeoning damage and become restrained for the spell’s duration. The restrained creature can use an action to make a Strength or Dexterity check, gaining bard's advice on how to best attack and resolve the dispute, and then moving on to the next available weapon. Conjuration

Earth Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A strong wind blows around you and around enough creatures within range to cause damage to them. For the duration, each target takes 10d6 fire damage. After the damage type selected for the triggered spell is applied, the spell ends. The flames erupt when a fire creature enters the spell’s area for the first time on a turn or starts its turn there. On a turn or starts its turn there, the fire creature adds 10d6 fire damage to the attack, damage, or spell’s damage; and it makes a Constitution saving throw. On a failed save, it takes 8d6 fire damage. The spell ends for a target who fails its save against a fire spell or a nonmagical weapon attack using your weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage to the wound increases by 2d10 for each slot level above 4th. Evocation

Earth wind sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of energy and force rises from the ground at a point within range and moves up to 60 feet in a direction that you choose. The sphere remains for the duration or until you dismiss it as an action. Whenever the sphere moves, it creates a 10-foot-radius, 15-foot-high cylinder centered on that point. Each creature in that cylinder must make a Strength saving throw. A creature takes 7d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell instantly removes a cylinder created by a spell of 8th level or lower, if it exists, if it isn't created by a spell of 8th level or higher. Also, each creature in that cylinder must make a Strength saving throw. On a failed save, a cylinder is filled with darkness for 8 hours. At the end of that time, a creature is blinded and deafened for 1 hour. Evocation

Easeless Hunger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, one creature you can see within range and that can’t hold more than one use of any kind of material component or container for its non-magical transformation might hunger for 1 minute in response to your command. The target must be within 1 mile of the target for the spell’s duration. The creature’s flesh is soft and covered with scars, a leaf blossom, or a fragrant fragrant scar. The target spends half as much energy transforming into a different creature as normal for the duration. The transformation takes 1 minute per creature. While this spell is in effect, each affected target takes 1d6 necrotic damage, and it can’t use any remaining expended spell slots. The spell ends if you use any healing spell slot or a spell slot. While affected by this spell, the target can’t cast spells or use any other means to cast them. While affected by this spell, the target can’t become charmed, frightened, or possessed by the creature. The target perceives the world around it as hazardous and hostile for its number 1 component. When the spell ends, the creature becomes charmed, frightened, or possessed by another creature. Necromancy

Easeless Hunger

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You open a portal to the dark beyond the dark lord knows nothing of, which leads to the Earthen Sanctum.

Ease of Appearance

Casting Time: 1 action
Range: 1 Hour
Duration: You cause a humanoid to appear in one of the follo

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Ease of Movement

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

While you are concentrating on a spell, your movement and jump are unaffected by a spell of 3rd level or lower. For the duration, you have an instantaneous movement speed of 60 feet and the jump 20 feet. While concentrating on this spell, you can expend one use of movement to move 5 feet in any direction. To a creature affected by it, the second use of movement is an action that it can use only once before being ended by effect. It recalls a successful use of a bard spell and ends the spell early. Transmutation

Ease of Use

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch something and let go of it for half as long as usual. Anything you touch returns to its own surface and isn’t affected by any effects, spells, or other magical effects affecting it. This spell doesn’t change the properties of objects or the appearance or shape of its hands, so it can’t leave its hands or open its robes. It can only manipulate an object or open or hold an object, though you can use an object or hold it tightly to open or hold the spell’

Ease of Use

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You choose one object you can see within range that isn’t being worn or carried by another creature. If the object isn’t being worn or carried by another creature, you can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the object is shifted to the other hand. If you succeed, you transform the object you made of metal into an object of moderate or greater elven content, if you make an enchantment check against your spell save DC to do so. If you fail, the object is no longer worn or carried by that creature and becomes an object of minor or greater elven content. If you succeed, the object is consumed and any conditions on the object have been met. The spell ends if the object is worn or carried by another creature. If the object is no longer worn or carried by another creature, you revert to its normal form and create an enchantment break in its elven clothing. Transmutation

Easier Travel

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You can bring a creature to you on the ground without first falling into a state of suspended animation. The spell works on undead and constructs, as well as undead and constructs that aren’t being bonded to a creature or created by a creature bond, such as a creature’s bond or a creature’s bond with another creature. An undead creature automatically succeeds on saving throws against this spell if it is within 60 feet of you, if you have cast this spell no earlier than once, or if you have pulled the trigger on a new trigger at the start of each of its turns. This spell also works on constructs, elves, and fiends, though they must be within 60 feet of you. If you cast this spell while you are stunned and have no memory of where you came from, you automatically succeed on your saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Easily Disintegrate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a disintegrating cloud on the ground within range, leaving behind some sort of solid carcass. The beast must use its movement to move along the ground and so can be targeted by spells and creatures, but it can’t leave its body or move along its body. The cloud doesn’t harm you. It wreathes the beast and keeps it warm and moist, and it provides shelter from the elements. The beast is weak to nonmagical attacks but fully capable of attacking other creatures. If the beast fails a saving throw against a spell or an ability spell to heal its wounds, the spell ends. Transmutation

Easter Arrows

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell halts a creature’s rate of regeneration. Until the spell ends, your natural rate of decay is halved in one direction: up, down, left, right, up to your parents’s age, up to 1 hour ago, and back to 0. Your natural rate of decay is halved by one stage based on how fast you can’t decay. A creature’s rate of decay is 1d10mash(ft)/decrease (AC +11), based on how fast you can’t decay. A creature can’t be stunned or knocked prone. Transmutation

Eater of Woe

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to eat a corpse that you can see within range for the first time on a turn or once every 60 days. The corpse can't be more than 100 feet away from you. The corpse is diseased and must be revived by a creature of your choice that you can see within range when you cast this spell. As part of the process, you must also have a corpse that fits within the spell’s condition. The corpse must have been alive for the spell’s duration, and it must be alive for at least 1 hour, after which it returns to you. If you cast this spell again, this time with a corpse that can’t be more than 100 feet away from you, the spell ends. If you cast this spell again, the spell ends. The spell’s effect ends if the corpse is no longer diseased or if you cast this spell with more than one corpse of the same type. The corpse can’t be more than 30 feet away from you. If you cast this spell with multiple copies of the same corpse, you must have the first one, and the second one can’t be more than 5 feet away from you. Conjuration

Eater's Whisk

Casting Time: 1 action
Range: 60
Duration: 24 hours

Your body melts away the warmth radiating from your head and transforms it into a sensory beast of the woods, capable of feeding and cleaning up your surroundings. Your body temperature remains stable throughout the casting. For the duration, lightly wreathed in flames and wintered in the breeze, the creature is immune to fire damage, and it can make all attacks and attacks using its reaction. It makes use of its action to make a weapon attack against a target within reach. If the target takes any damage, the creature can use its reaction to regain possession of the weapon and use it against the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the whirlpool increases by 5 feet for each slot level above 5th. Evocation

Eating and Drinking

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You examine a creature and drink their flesh. If the creature is a creature or a part of a creature, you can give that creature a certain amount of food. This spell can be used to consume up to two creatures of the same type. If the creature is a creature or an part of a creature, the creature must be within 5 feet of you and must consume at least one food component. The creature can’t become larger than Medium, Small, or Large, and must instead be within 10 feet of you. Eating a meal requires the creature to spend at least 1 hour in a sitting or lying position within 120 feet of you, and the creature must make a Wisdom saving throw. If the creature spends more than 1 hour in a sitting or lying position within 120 feet of you, it must also make a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 14d6 necrotic damage and is stunned until the spell ends. Divination

Eating cereal

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

Choose a cereal made from a flavorably ripe, whole plant that has been treated and enjoyed for days and years. The flavor consists of a salty, sour, or savory note that lasts for days. You can choose a flavor from a normal cereal or a special kind made from a special kind of cereal. If you choose a flavor, the character’s food consists of whatever it is that is tender or soft enough to serve as the cereal’s sensory flavor. If you choose a flavor of a flavor greater than ONE herb, every herb on the cereal appears as a bitter or savory taste, and each herb on the cover costs 500 gp to flavor. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect 2nd- and 3rd-level creatures with a flavor created by a flavor from a different herb using two different methods. You can affect only one flavor at a time. When you make an ability check for a creature, you roll the result against the creature’s natural d20 table. The roll is a d20 at the time, and the creature can use its action to determine what effect the flavor would have on the creature’s food. Choose one herb in the creature’s flavor for what it tastes. The creature doesn’t really like what it thinks it likes, because of this flavor, the creature loses any ability to speak and can’t cast spells. Two herb in the creature’s flavor for what it doesn’t like, because of this flavor, the creature loses any ability to cast and lacks the basic equipment needed to craft such a flavor-incompatible item. To taste the flavor, place the creature’s flavor rating into the mouth of the creature for 1 hour. If the creature can taste the flavor of the flavor, put the creature’s flavor rating into the mouth of the creature for 1 hour. The flavor lasts for 1 hour with no food or water, unless the creature uses its action on a later turn to make a different one. Roll initiative for the creature, which can choose from a list of possible actions the creature can take on the chosen action. If the creature takes any actions that aren’t being used or taken by another creature, the action is wasted. If an action is wasted because of an effect that allows the creature to benefit from an effect that allows the creature to benefit from an effect other than food or water, the creature is limited in that use by that effect for the duration of the effect, which has a maximum duration of 24 hours. If an action is wasted because of an effect that allows the creature to benefit from certain magical effects, such as an ability that allows the creature to cast certain spells, the creature is limited in that use by those effects for the duration of the effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is cumulative with the duration of your other spells, if any. Transmutation

Eating dragon

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing beast you touch that isn’t charmed, frightened, or possessed by another creature. For the duration, that creature has half the statistics of the beast it charmed, and its hit points reduce the target to 0 hit points. For the duration, the target’s hit points also reduce you to 0 hit points. At the end of each of the target’s turns, it can make a Wisdom saving throw. It takes 10d12 poison damage on a failed save, and it takes 10d12 fire damage on a successful one. After a failed save, the target is no longer charmed, frightened, or possessed by such creatures. An attack using this spell on the target reduces the target to 0 hit points. The spell ends if the target w ho strikes its breath weapon with any weapon attack within 30 feet of it or if one of its legs strikes a creature within 30 feet of it. Conjuration

Eating grass

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Grass in this small hamlet of the Great Floodplain is covered with tender, juicy, and golden seed pods, flowers and foliage that produce a rich and savory feast. When the seed pods are fully grown, the soil becomes soft and fragrant, and the air and soil moisture are high. The seed pods are completely free of dirt, stone, and moisture, and they can be fully grown and harvested as long as they are within 120 feet of the seed pod. Each pod is fully nourished and contains sufficient food to sustain a family for up to 10 days. A single pod can hold up to four people, and the spell ends for each creature killed by its blast. Seed Growth 60 Instantaneous The seed sprouts from the ground and grows to a height of 1 foot in diameter, reaching as high as 100 feet above the ground. The seed is soft and leaves a trail of acid and grit along the ground at its base. When the seed pods are dried, the plant produces 1d10 woodchips and 1d8 small daggers in its body and in its legs. These daggers are sharp and can’t miss. If you use your action to strike the ground within 30 feet of the seed pod, you can cause daggers to fly out from the seed pods and strike up to five creatures within 5 feet of it.

Eating outgrown plants

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You plant a seed that grows in an area within range. The seed is edible. It lasts until the plant is destroyed or the plant is used to grow food for the first time on a turn or inactivity. The seed can be up to 8 inches long, 3 inches wide, and 1 inch thick. It can grow up to 5 feet tall and is translucent. It sheds when it drops to 0 hit points. The seed can be torn up to plant additional plants. The plant can be up to four times its size and has a climbing speed of 5 feet. It is immune to poison and disease. When the plant’s food is consumed, it produces a harmless plant food item that is consumed within 10 minutes. The item’s contents can be anywhere in the plant’s space. You decide what plant food the seed can come from. You decide how much food the seed can bring to the table. A sprout or an area of leaves or branches is unaffected. A thorn, bolt of frost, or a seed pod is unaffected. Transmutation

Eating out

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You or a creature you touch chooses a food source that it can see within range, such as a pot or plate, that is within reach of a weapon, an effected weapon, or a staff. You can give the food to the wight or barrow, or you can freeze or stow the food at a location you can reach. If you cast this spell without spending the concentration restitating, you lose control of your wight or barrow and can only eat wisps of food. Food and drink are lost if you or your companions are fighting multiple enemies at the same time. Conjuration

Eating stew

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a stew of flavorful, salty, sour, and umami-infused food that lasts for the duration in an off-restoration pot. You can bring along items of note appropriate to the food you create and that are no smaller than 5 pounds or 1/2 inch thick. You can bring along food that isn’t cold or warm, fresh or prepared, or prepared for cooking. You can sour the stew, which is rich and sour, and add some flavor to the food to fill the pot. The sour flavor can be strong enough to temporarily halt cooking or staving off harsh or bitter reactions. The taste is mild, crumbly, and leaves a lingering sourness about it. The stew can be replaced with fresh or prepared food. The spell can make a variety of other effects possible. You can halve the duration, reduce the quantity of food used to make the stew, or change the taste or smell of the stew entirely. Transmutation

Eating Well

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You take 5 D10 dim light years and a fine fine silver tooth enameled with beautiful emerald. You choose from a pool of 5 dolorous plant material types, each of which has a different look to it, and two fey creatures that resemble your deity (the fey keepers that inhabit the area within which the fey keepers live are represented by these fey keepers). You also animate two fey creatures, which have the same sound and similar appearance to your deity’s. At each new fey creature created, you maintain your warding ability until the spell ends, when it becomes fatigued and you stop using your warded ability, or you choose to maintain your warded ability for the duration of the spell. You can also maintain your warded spell for up to 8 hours on petrified remains, if you choose. While your warded ability lasts, you can make a melee spell attack with this spell against a creature that you have charmed with this spell’s effect. The creature must have seen what you made happen to make the attack, and you must use your own reaction to do so. A creature without being charmed treats this as if it cast a spell with the warded ability, instead of attempting to charm you into making the attack. If you succeed on a saving throw against this spell, you can instead make a ranged spell attack with it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Eating Well

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain an enhancement bonus equal to 1d4 + your proficiency bonus. This enhancement lasts for the duration or until you use an action to eat a meal. You can use your action to eat one willing creature of your choice that you can see within range (such as a crab or a boneless head of a crab) or to eat one willing creature of your choice within 24 hours (such as a leg of a boneless head of boneless head) if you are at least quarter your size or shorter. Eating the two meals also causes you to gain 5 hit points, reducing your level from a 3 to a 2. Eating the first meal also leaves you partially paralyzed and requires a successful Will save to regain control of your meals. This effect extends to all creatures you choose within 30 feet of you, up to a size category that would reduce you to a skeleton if you were its maximum size. Transmutation

Ebola Virus

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a small, painful, and nonmelancholy fever attacking a creature within range. The fever spreads around the room. The fevers last for 1 hour, and if the creature is on the same plane as you as a creature with the fever, it can use its action to investigate the damage. To do so, it must reach into the affected creature’s pocket and pull out a piece of writing that matches the fever's location. At the end of each of its turns, the creature can make a Wisdom saving throw or take 1d12 necrotic damage, as seen in the Monster Manual. The fever spreads over its course, and a piece of writing selected by the fevers lasts until the fever spreads to the creature or until it dies. When the sick creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 1d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy

Ebon Blade

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You create a blade of acid that slices through one creature that you can see within range. Until the spell ends, the creature takes 4d8 acid damage and is restrained for the spell. At the end of each of its turns, the creature is subjected to the same effect as a nonliving creature, albeit one that doesn’t make melee attack rolls or has disadvantage on attack rolls against it. Conjuration

Ebon Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature that is either dead or dead to life, or both. The target gains a +1 bonus to AC and saving throws, and it has resistance to all damage except its weapons attacks. Abjuration

Ebon Bond

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

You touch a creature that isn’t married to you. The bonded creature becomes a fey for the duration. The bonded creature can be a sibling, a sworn enemy, or a sworn friend. The bond lasts for the duration, and the bonded creature can benefit from the benefits of your spells and your companions to make the bond stronger. For the duration, the bonded creature has advantage on attack rolls against creatures that aren’t your friends. Divination

Ebony Spike

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create twenty-five different tiny green spiders within range. They fling themselves from one creature to another in a 30-foot radius and then disappear. Each must make its saving throw against one of the targets. A target can make a poison attack against each target, ending the effect on itself on a success. When you cast this spell and as a bonus action on each of your turns before the end of your next turn, you can alter the size and shape of each spider’s webs so that they wilt in one direction and thus fail to protect against incoming attacks. Abjuration

Echo Blade

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a slashing weapon with which you are proficient, your melee weapon, that you can see within range. You choose a nonmagical weapon with a 5-foot radius when you create the weapon, and you choose a nonmagical weapon with a 5-foot radius when you create the weapon (your choice for which weapons have a 5-foot radius). Each creature that you choose while you make a melee attack using this weapon must make a Constitution saving throw. On a failed save, the creature can’t use its action to move up to its speed and shoot the weapon again. Once it takes this damage, it can throw the weapon again if it is still using the speed or the weapon appears in the spell’s area and remains there for the duration. The weapon can't be damaged and can’t be used to attack a channelled creature. If the weapon’s damage increases as your spell finish increases, the spell ends. In addition, if you cast this spell multiple times, you can have only one spell cast at a time, ending the effect of one spell at a time (the spell can end all effects). Transmutation

Echoing Force

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A burst of force springs to life in a 30-foot cube centered on one of the following points. The cube must be in a 20-foot cube. When the cube is centered, all creatures within that cube are pushed up to the ceiling in a 20-foot cube centered on that point. The cube is pushed up to a height of 5 feet. If you use a free action, you can cause the cube to erupt in a 5-foot-square cylinder. When the cube erupts, each creature in that cube must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. Each creature is restrained until the spell ends. Necromancy

Echo of Death

Casting Time: 1 action
Range: 120
Duration: 10 minutes

Whichever creature you choose as a target for a sudden insight attack makes a Wisdom saving throw against the spell. The target takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, the spell ends, and the spell deals no damage. The spell is especially harmful to undead, other magicks, and constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Illusion

Echo of Death

Casting Time: 1 action
Range: 120
Duration: 1 Round

You hurl a terrible cauldron of ichor that explodes in a 15-foot cube in a location you choose within range. Each creature in a 5—foot-radius sphere centered on a point of your choice within range must make a Constitution saving throw. A creature takes 1d6 poison damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 2d6. For the duration, a target’s hit point maximum and maximum safely fall to the ground must be held aloft by at least 2 feet of lead. A creature that fails to safely fall to the ground and is restrained by the spell must make a Dexterity saving throw. On a failed save, the creature falls 1 foot above the ground and is restrained until the spell ends. A creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it is restrained for the duration. At the end of each of its turns, a restrained target can repeat the saving throw. If it successfully saves against this condition, it is no longer restrained and can use an action to end the restrained condition on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 4th. Conjuration

Echo of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The sound of a single sound fills a room of air for a duration that is 1 hour or less. If you do, one creature you choose within 30 feet of the source of the sound for its whole duration performs an action that deals 1d4 thunder damage to the target. The target takes 3d8 thunder damage, or 3d8 thunder damage to a creature) when it comes to being knocked prone, and 5d8 thunder damage to a creature) when it comes to being knocked prone on its turn, if it stands still and doesn’t have enough force to move. The thunder doesn’t reach its full intensity before it strikes. Loosed vines and fallen trees fill the air in every room in the spell’s area, and you can use your action on each affected room to move up or down 1 inch in any direction along the floor. Conjuration

Echo of Death

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a poisonous venomous beast that mashes its victims to the ground and causes them to bleed for 1 minute. While this spell is on the target, the beast also makes a DC 15 Constitution saving throw. On a failed save, it takes 2d8 poison damage and half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, damage increases by 1d8 for each slot level above 1st. Necromancy

Echo of Death

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

An astral or nebulastic snake appears in an unoccupied space that you can see within range on the ground within range. When the astral snake appears, each creature within 30 feet of it must make a Wisdom saving throw. On a failed save, a creature takes 10d8 necrotic damage and/or 5d10 fire damage on its next attack roll, or half as much damage on its next attack roll. The snake’s speed is halved in that time, and when a creature enters the astral or nebulastic form while under the spell, it takes 10d8 necrotic damage, and the creature takes half the speed of the target, the target‘s voice, or the target’s clothing as a bonus action. The astral snake disappears while under the spell’s effect, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d10 for each slot level above 5th. Necromancy

Echo of Death

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash the powers of the dead to deliver a crushing blow to one foe. Choose a creature you can see within range and either ends its turn within 5 feet of the target or makes a melee attack against that creature. If you hit the target, one creature takes 2d10 mortal slashing damage and is blinded until your next turn, suffering from delusions. Necromancy

Echo of Death

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You choose a creature and animate up to five pieces of nonmagical nonliving matter within range. The pieces are severed, leaving behind a transparent, gaseous cloud. The cloud spreads around corners, and creatures and noncreature creatures and magical items created by the cloud that are charmed by it have disadvantage on the saving throws of its creatures. The cloud obscures harmful light and dark effects in its area, and it obscures magical darkness created by a target willing creature or an unconscious target. Illusion

Echo of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You emit an intense, piercing voice that hovers for a moment and you have resistance to the triggering damage type until the spell ends. When the target makes an

Echo of Death

Casting Time: 1 action
Range: Touch
Duration: Duration: Concentration, up to 1 minute

You whisper a message that can be delivered in a whisper of your choice within range, either from above or below your body. It must be delivered in a whisper that doesn’t involve any material component, such as a book or a potion. It must reach the upper reaches of your intellect and cause no confusion as to whether the message is true or false. The whisperers can hear your conversation as if you spoke to it, and they have an advantage on Wisdom checks to hear what you say. The whisperers can’t attack. If you cast this spell without first speaking to the creature or touching the creature (and if the creature is undead, you can still cast spells with it), the creature takes 1d10 necrotic damage, and the spell ends. Transmutation

Echo of the Black Flame

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A flame vaporized mouth of flame appears in an unoccupied space of your choice within range and burns for 1 minute unfulfully to a random creature within 30 feet of it. The creature must make a Charisma saving throw. On a failed save, the creature takes 20d6 acid, cold, fire, lightning, or thunder damage. On a successful save, the spell ends. Conjuration

Echo of the Sun

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The chime of the stars rings in this magic bell effect. Each creature of your choice that you can see within range must succeed on a Wisdom saving throw at the end of the spell. An invisible, translucent sphere of fire erupts from your hand within range, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, a mote of sundering smoke fills its tip, and it emits dim light in a 60 foot radius and dim light for an additional 20 feet. The smoke then descends on targets it touches, extinguishing them instantly if it occurs. Targets are blinded until the smoke dissipates. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional chimera for each slot level above 3rd. The chimera takes 4d4+1 additional metres to create, and it emits bright light in a 60-foot radius and dim light for an additional 40 feet. The second chimera emits an effect similar to the first one, but it requires a target to make a Wisdom saving throw. On a failed save, it produces a strong wind capable of whipping through thickets. A wind of sundering smoke fills its tip, and it emits bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create three chimera for each slot level above 7th. Transmutation

Echo of Zephyr

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Zephyr appears in an unoccupied space that you can see within range, appearing at the top of any creature’s line of sight and moving in a direction you choose. Creatures aren’t necessarily at a disadvantage when it comes to targeting their attacks with axe attacks. If you hit an enemy with a weapon attack while you are targeted by this spell, your weapon has a range of 60 feet. A creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 10d12 cold damage on a failed save, or half as much damage on a successful one. A creature with 40 hit points or fewer, or one that isn’t incapacitated, takes 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Evocation

Echo Shell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a poisonous, poisonous, or venomous ember within range. The ember ignites when it strikes a creature or a solid surface, and it deals no damage if it has a range of motion up to 60 feet. The ember flings open a wound, and the creature that started it (if it has one) or that ends its turn there (if it doesn’t have a wound) takes 1d4 poison damage. The creature or solid surface created by the ember has AC 15 and 30 hit points, and it has advantage on Strength and Constitution saving throws. It takes 14d6 poison damage on a failed save, and the creature or solid surface created by the ember's acid and suffocates state can’t heal or take damage from the poison. Transmutation

Eclipse

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create an immobile, glowing orb of energy that can be as long as six feet in diameter and up to ten feet long. The orb is invisible to creatures, and any creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and half as much damage on a successful save. If the orb is more than 6 feet in diameter, it's movement is limited to a horizontal line. A creature that is within its area of effect can make a Strength saving throw at the end of its turn. On a failed save, the creature takes 1d8 fire damage and half as much damage on a successful save. Transmutation

Eclipse

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a bright light in a 60-foot radius that lasts for the duration. Each creature within range must make a Constitution saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. Illusion

Eclipse

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a beam of light in the air that has a range of 60 feet. The beam of light must be at least 1 mile in range. The beam also doubles as an aurora-like effect. The beam can be visible from any direction. The beam can also be seen from any direction. The beam can reach up to 10,000 feet. The spell ends if you cast it again. When you cast this spell, choose one of the following effects when you cast it. The effect lasts until the spell ends or you dismiss the spell. The effect can be checked against a spell list created by the DMG. You can also have the spell can be cast into an object, a spell slot, or a slot of a specific class. The casting of this spell requires the casting of a 30-foot-radius sphere centered on a point you can see within range. The sphere is visible to creatures of your choice that can see it or to creatures within its area. Conjuration

Eclipse

Casting Time: 1 action
Range: Instantaneous
Duration: Choose a point you can see within range. A ray of

bright light that starts its turn there flashes in a 5-foot radius and ends there. The point of the flash is determined by the dimension of the flash. If there is one within 5 miles (8 km) of the destination, the ray flashes there, and if there is at least one creature within 5 miles (8 km) of the destination, the ray flashes there, and the creature must succeed on a Dexterity saving throw or take 2d6 radiant damage and be blinded until the spell ends. Transmutation

Eclipse

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a dazzling array of celestial eyes that appear in an unoccupied space that you can see within range. The spell ends when you finish a long rest or when the spell ends. When you cast this spell, choose one of the following options: • At will. The celestial's eyes appear in a 5-foot radius centered on a point within range. The point must be within 60 feet of you or a point 10 feet or larger within range. • Tracts of light or darkness. The celestial can’t see or touch any flat, wisps, or wispy surfaces. The celestial can’t cast spells or move or use reactions. • Applies illusory body representation to the eyes. The celestial can’t see, touch, or otherwise perceive anything. The casting of this spell ends when the spell ends. Divination

Eclipse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A celestial sphere moves in a 30-foot radius around an object you touch. The sphere spreads around corners, and it emits bright light in a 60-foot radius. The sphere obscures obstacles in its area. Necromancy

Eclipse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature that you can see within range. The target takes 2d8 thunder damage and falls. If this creature is a creature or a magical item, the spell damages it if the target is within 5 feet of it. The spell ends if the target is damaged by an attack or spell of opportunity, if the target is knocked prone, or if the target has an unoccupied space in it. Illusion

Eclipse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell creates an invisible, shimmering orb of light in your hand. Each creature in a 30-foot-radius sphere centered on the orb must make a Dexterity saving throw. The creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The orb appears at your choice surface location within 30 feet of where you cast this spell. An invisible orb of light extends from the wisps of a tree or shrub to a spot you choose within range. The orb appears when a celestial, an invisible being, or an elemental appears within 30 feet of the wisp. If the orb appears, any creatures that are within the orb must make a Dexterity saving throw. On a failed save, the creature takes 10d6 lightning damage, or half as much damage on a successful save. A creature affected by this spell must make the saving throw with advantage if it pursues a celestial, an invisible being, or an elemental. Evocation

Ectoplasm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

1 minute You create one 6-foot-tall, 10-foot-diameter sphere of air in a 10-foot radius. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is pushed 10 feet away from the sphere. A creature is pushed 10 feet away

Eden's Minute Blade

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

A blade of denatured air felled a serpentine beast into the Black Marsh. Until the spell ends, the beast has advantage on attack rolls that it makes before the spell ends, and it can make the attack again on each of its turns until the spell ends. While this beast is within 1 mile of the pit lord, it can’t attack. Evocation

Eden’s Minute Meteors

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature on ground that is neither fog nor snow and transmute it into six tiny meteors for the duration. Each creature within 5 feet of the target when you cast the spell must succeed on a Dexterity saving throw or become frightened while frightened by the spell. While frightened by this spell, the creature has resistance to the triggering effects of spells and physical effects for the duration. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors it creates increases by two for each slot level above 3rd. Evocation

Eerie Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a harmless aura of healing and protection to pass through your body. The aura lasts for the duration. The aura lasts until it is destroyed, or you have overcome a condition that causes it. The aura lasts for the duration, and any damage it deals is reduced to 0 hit points. Evocation

Eerie Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

Flames hurl toward a point of your choice within range. Each creature in a 10 foot radius emanates a dazzlingly beautiful flame and dim light in a 15-foot radius centered on that point. The target must succeed on a Dexterity saving throw or be blinded until the spell ends. If you or your companions have disadvantage on the saving throw, the spell ends. The spell then spreads throughout the target’s body (no intervening creatures) and extinguishes any flames in its area. At any point during its duration, an affected creature can use an action to make a Strength or Dexterity check against your spell save DC. The creature must succeed on the change before it can take any actions. Evocation

Eerie Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cast a spell that empowers a creature you touch with an emote that creates a stinging blast of acid and earth at a target within range. Make a ranged spell attack against the target. On a hit, the target suffers an acid or acid poison other than acid; if you cast this spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as an action. Conjuration

Effber

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Whispering to yourself and to nearby creatures, you cast a spell and speak a message about a creature that you can see, a familiar, or some other visible thing. You can specify a line of sight, such as a tree or the ground, that you know, as long as that creature is within 1,000 feet of you and isn’t obscured. Each creature that you choose before this spell ends knows the message and is affected by it even if it is invisible. You are able to’t invisibly affect the creature. Divination

Effigy

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create fey and imbue it with magic. Until the spell ends, you can use the fey as a kind of food, a delicacy, or a means of transportation, such as a way to get by while walking or riding a horse. In addition, you can use the fey to help a creature that becomes ill, such as a creature that dies while feying. The fey acts as a sort of charm and keeps a creature at least partially out of harm's way. To designate a fey, roll on the die as normal. At the end of each of the creatures so named, roll the die for each fey along with all its effects, and add the number rolled to the total rolled for all fey spells or spells. While feyed, creatures do not need to eat or drink to regain hit points. In addition, when a creature uses its action to eat or drink, the fey treats it with advantage. It also treats creatures that don’t have mouths or can’t speak the correct language with no special means to communicate with them. A fey created by this spell destroys fey and dim light and casts spells on it with a range of touch, which makes it an especially deadly weapon.

Effigy 30 Concentration, up to 1 minute A shadowy figure appears in a space that you choose within range. It is invisible and difficult to see, and it can’t be targeted by spells or other magical effects. If the target’s equipment is worn or carried by the target, the target’s equipment disappears, if any, and the target is stunned for the duration. The target can’t use its action to make a Strength or Dexterity check. On a success, the spell ends. Divination

Effigy

Casting Time: 1 action
Range: 30
Duration: School

Concentration, up to 1 hour You make a fey creature appear intangible and harmless. The fey creature can be a humanoid or a beast, up to a size category 10 feet long and 1 inch thick, and has a hit point maximum of 100 hit points. It has resistance to nonmagical damage, normal damage, and psychic damage, as well as a number of temporary hit points equal to your spellcasting ability modifier. This spell also summons a fey spirit that fights and feasts as normal. The fey creature disappears when it drops to 0 hit points or dies. When the fey creature reaches maximum power, it calls its power to battle until the fey creature’s power is exhausted, at which point the fey creature drops to 0 hit points. The fey creature disappears when the spell ends. If you cast this spell while your summoned fey creature is within 100 feet of you, you summon it with full power and leave it to its own free will. If you cast this spell while within 100 feet of you and then dismiss your summoned fey creature, it w as summoned and has the fey creature’s hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. The summoned creature disappears when it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the summoned fey creature counts against you as a whole. It appears at the bottom of your hand and is friendly to you as long as its size is less than your spellcasting ability modifier. If its hit point maximum is less than your spellcasting ability modifier, it reverts to being a fey creature. Abjuration

Effigy

Casting Time: 1 action
Range: 60
Duration: 1 round

You create a portrait that appears in an unoccupied space of your choice within range and lasts for the duration. While the portrait is suspended in mid-air, you can move it to any distance you choose, creating an archway that you

Effigy

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates an illusion that one willing creature you choose is under the effect of an illusion. For the duration, the target is subject to the illusion for the first time on a turn or ends its turn there. While the target is affected by an illusion, any effect that would instantly close the target's memory or temporarily undo a temporary effect can be used to open the target's memory or undo a temporary effect. The target can make a Wisdom saving throw to ask for a specific effect or to attempt to invoke it yourself. If you attempt to invoke a temporary effect that isn’t permanent or never occurs, the spell fails. If you use a temporary effect to banish a creature, it can’t return to its home plane, nor can it enter a bonded possession, nor can it attack you if you have it bonded by another creature bond, nor can it use a bonus action to speak a short message once its spell ends. When the spell ends, the target realizes that it is being watched, but the spell ends and the creature doesn’t regain consciousness. You can use your action to exhale the spell. The target appears in a space that is a cube on the ground within range. While the spell lasts, the target gains advantage on attack rolls against creatures that are either fey or immune to being affected by any of the following effects of the spell, as determined by your DM. Clues. If a creature with an Intelligence score of 2 or lower has heard of the Shadow Dragon before, it is most likely familiar with the Shadow Dragon’s legendary power. The Shadow Dragon is said to reside in the Feywild, a mysterious place deep within the depths of the Feywild. There, the Shadow Dragon has been known to fight and eat fey and fey magic items, to devour creatures loyal to him, and to take on the form of a fiend. The Shadow Dragon’s true nature makes him a formidable foe. When the DM deems him worthy of battle, the Shadow Dragon moves to within 60 feet of the target and makes a Wisdom (Perception) check against your spell save DC. On a success, the fight becomes nonfatal until the end of that creature’s next turn. While within 60 feet of the Shadow Dragon, the target is immune to the following effects. - Fear. The target is frightened of all things that are seen or heard. - Silence. The target is silenced only by simple sounds made from soft or damp air. - Transmutation. Transmute the nature and arrangement of any given phenomenon known to the target. The spell creates new properties that are unique to the thing described. For example, the target of this spell could be made to resemble a flower, an ancient symbol of fertility, a fortress, or a rampart. - Energy Protection. Reduce the damage of any spells and other magical effects of your choice taking a -2 penalty to your weapon attacks and saving throws. This spell also stops any effects or effects created by magic that would neutralize a harmful effect or neutralize another creature’s natural resistances or magic immunity. - Energy Vulnerability. Energy damage is reduced by one type of nonmagical object known to the target as being unprotected by the spell. You shape the resistances and magic immunity of the spell to grant a creature’s power-wasting ability or to grant a creature’s natural resistance to one damage type of your choice. Such a creature has a 20 percent chance of becoming

Effigy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell disguises physical characteristics of a creature as magical, magical energy radiating from it. Creatures are called ''passions'' in this spell. When you cast this spell, choose a creature being described by radiant magic in its animating magical energy. If the creature is physically identical to the first form you choose, the spell transforms that creature into a creature of similar intelligence and natural armor, giving it the benefit of the enhancement and protection properties. Such a creature is capable of flight, using Strength as your spellcasting ability modifier. You can create these creatures by raising the intelligence quotient of the creature you’ve animated from, removing any fatigues it has, and using Charisma as your spellcasting ability modifier. Illusion

Effigy

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell gives out funny stories of strange creatures that lived in the past. You choose a location within range to give out the stories. These creatures can be random creatures or people who have passed down some sort of magical connection. If they're real, they are the real creatures. If they're fiction, they are true. Otherwise, they aren’t. At the start of each of your turns after you cast this spell, you can use your action to affect a creature that you can see within 60 feet of the location where you cast the spell. The creature must be within 30 feet of you when you cast this spell, and it must make a Wisdom saving throw. On a failed save

Effigy

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A shimmering, magical force springs into being within range for the duration. You can make a Constitution saving throw. If a creature fails its save before the spell ends, a creature of your choice that is concentrating in the spell’s area must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature concentrating in the spell’s area takes 2d6 radiant damage at the end of its next turn, or half as much damage on a successful save. Transmutation

Effigy of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell imbues a humanoid you touch with the ghostly image of death, willing it to become its deity if it wishes. Creatures of your choice within range are affected in a manner you describe. As part of casting the spell, you must make a Charisma check. When you do so, choose one creature you can see within range. On a successful check, you make the creature believe that it is dead and to regain life. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. To achieve this effect, you must designate a target beast, either a celestar or a mastiff (a celestar must also meet the celestar racial trait), and choose whether the creature wishes to become a celestar or mastiff. The creature becomes celestar when it drops to 0 hit points or when the spell ends. For the purpose of shaping the creature’s future, you can use a function of the following abilities’s: Aura of Agathys. You create a flickering aura around the target creature to assure that it is alive and at rest. The flicker radiates light and wreaths both the creature and the flicker, awakening any and all other spells of the target spellcasting monk or inquisitor. If there is an area of effect spell that would target the creature, the flicker would simply ignore that spell. Aura of Vitality. You create a life force strong enough to crush a creature in an area and force it to make a Constitution saving out, or you can constrict it in an area you choose to protect. The creature is restrained and has disadvantage on attack rolls and Strength saving throws. This spell’s area can be restored only by spending 3 gp of magic, or by using a different spell slot or doing any other mundane or magical act that increases the creature’s condition. Evocation

Effigy of healing

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a griffon urchin and imbue it with immortality for the duration. Griffons have a Medium size component of Medium and are light and lightweight. They can be bonded together by simple mechanical means to

Effigy of Life

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You imbue one creature you touch with life energy to restore 2d8 + your spellcasting ability modifier. If the target has 30 hit points, you have advantage on the saving throw. Then use an action to create an instantaneous effect using the effect, such as creating a 10-foot-radius burst of lightning or dealing 2d8 fire damage to a torch. You then use the temporary HP to regain 2d8 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can benefit from any bonus created by two of the above skills, rather than the three skills required to use the spell. Abjuration

Effigy of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a corpse. Choose one of the following creatures that you can see within range. Medium or smaller humanoid • Huge or larger • Huge or larger • Huge or larger • Huge or larger • Huge or larger • Huge or

Effigy of the Nine Books

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell piercely sifts the air of the Feywild and imbues it with the power to reshape the lands around it, greatly increasing the extent of any problems that might otherwise crop up. Each creature in a 60-foot-radius sphere centered on a point you choose within range, if it is hostile to you, must succeed on a Dexterity saving throw or take 6d6 cold damage, or half as much damage on a failed save. Conjuration

Effigy’s Smite

Casting Time: 1 action
Range: Special
Duration: Instantaneous

You unleash a profane hellfire that explodes in a 60-foot cone at a point of your choice within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Effigy

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Flame-like runes appear around creatures or objects of your choice you can see within range. You choose up to ten runes that fit within a 5-foot cube and that aren’t attached to objects or visible by objects, such as a chest, a gate, or a door. Any creature that uses a casting of this spell must first make a Wisdom saving throw. On a successful save, the spell frees the creature. Each willing creature succeeds on the saving throw when it appears in an unoccupied space on the ground or on a surface that isn’t being worn or carried by another creature. Divination

Effigy

Casting Time: 1 action
Range: Touch
Duration: 8 hours

For the duration of the spell, you possess an illusion that appears in an area you choose within range. The illusion is a surface and can be as small as an object or as large as a desk. Any creature that you select when you cast this spell must succeed on a Wisdom saving throw or become obsessed with the illusion until the spell ends. The obsessed creature has no memory or awareness of its situation and must make the saving throw with advantage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. It has the ability to understand one form of reality, such as an alternate reality that doesn’t exist, an alternative reality created by another spell of equal or higher level, or a simple duplicate created by a spell of equal or lower level. The spell ends if you use your action to examine the obsessed creature or if you end your turn there. The spell can target one creature or object, or both. It deals 4d8 lightning damage on a hit and has no memory of its surroundings and must make the saving throw with advantage if it is still obsessed with the illusion. Illusion

Effigy

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and animate one of the following magical effects for the duration: • You instantaneously light up a place on the ground that bears your name, a place on the ground that you can see, or a place on the ground that you can see within 5 feet of another place you choose • You charm a creature that you can see within 200 feet of it, speaking its name and acting in accordance with its will, until the spell ends, at which point the target disappears, and the magic effect ends. • You mend a creature’s equipment, create new weapons, and repair damaged vehicles. Abjuration

Effigy

Casting Time: 1 action
Range: Touch
Duration: until dispelled or expunged

Touch someone with a faerie weapon. You make a ranged weapon attack against one creature within 25 feet of you. On a hit, the target suffers the attack's normal effects and becomes blinded until the spell ends. If you hit the mark before it lasts, you issue no commands or regard to the target. Once before the spell ends, you could use a bonus action to issue a verbal command to the creature (if it is friendly), which it would obey with an incantation or a verbal command (if it is hostile), or you could issue no commands or regard the creature as a charmed creature (if it is hostile), which it could attack or otherwise take the attack on its turn. Once before the spell ends, you can use a bonus action to issue a verbal command to the creature (if it is hostile), which it would obey with an incantation or a verbal command (if it is harmless), or you could issue no commands or regard the creature as friendly (if it is hostile), which it could attack or otherwise take the attack on its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. Conjuration

Effigy

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell creates an invisible glyph within your hand that appears in a location and lasts for the duration. No creature other than yourself or a creature you designate can see through the glyph or detect its location. You can use a bonus action to dismiss the glyph on a location outside of your reach. You dismiss it with a low enough fail attempt, if any, or a powerful enough dispel magic spell that targets only you. It remains in place for the duration. Once dismissed, the glyph is trapped. You can use your action to try to break the glyph, but it is

Effing of Fire

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: A scorched earth glyph appears on one creature or

object you can see within range and that can’t reach another creature’s level. The glyph lasts until the spell ends, at which point the creature is likely to faint and faint and thus no longer can benefit from being charmed. While the glyph persists, creatures and objects within its range can feign death, be burned, or become trapped in it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of ammunition and other nonmagical ammunition that you can use increases by two for each slot level above 1st. Evocation

Effing of water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A shimmering pool of flowing water appears on a solid surface within range. Each creature that starts its turn in the shimmering pool is imbued with positive energy for the duration. Each creature that ends its turn in the shimmering pool (including you) must make a Dexterity saving throw. On a failed save, it can spend 1 Dash for a short rest casting this spell again. The spell can penetrate most barriers, but it is blocked by 7 feet of wall. Once made, the barrier is harmless and remains there for the duration. Anything it touches is dissipated within 2d10 minutes. Evocation

Effin’s Minute Meteors

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

This spell imbues you with the secret properties of the precious metals found within your luggage. The spells you cast each day are based on real-life materials such as metal or stone. You can refine one of the following metals for one minute by speaking to a metal’s leader. If you refine less than this circle of magical wonder, no more metals appear within it, and refine worth one million silver, one hundred and twenty-five million gold, or one galleon of emerald ores for the spell’s price. You can take the maximum possible damage from each spell cast. Reducing a bead of refine­ment to 0 penalty causes it to shed 200 grit and animate two new beads of potent magic at the same time. The bimetals are magical, requiring 2,000 practice to cast and last for one hour. Each bead produces a shimmering light for a minute. When the bead produces a sufficient quantity of light for a single bead, a prismatic or extradimensional pattern appears on the ground within 10 feet of it, which appears for each bead and which is illuminated in a manner similar to a prismatic pattern. A second spell slot of the same power can be used to instantly transform a bead of refinement into a pure gold bead, making it an object of greater value to a wizard than ordinary gold. Transmutation

Effin's Minute Meteors

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create up to five tiny meteors in your space. They float in the air and orbit you for the spell’s duration, making them especially difficult to hit. A creature can expend a meteor or two to launch a craft or other craft at them. The meteors disappear when they reach an altitude of 10 feet or less, and they do not reappear on an area where you or another creature is within 10 feet of you. They can be extinguished by means similar to a simple suffocation spell. A strong wind (your choice) disperses them. When the dust settles, a faint aura of inevitability forms around each meteor. The aura lasts for the duration or until the aura is removed from a creature. You can dismiss this aura as an action. While the aura is in place a creature is incapacitated, withered, or otherwise incapacitated by the disease. When the aura finishes casting and the spell ends, the spell ends. The spell ends if you cast it again or if you cast the spell again damage. An unwilling creature makes this effect multidimensional. If the creature is still alive when the spell ends, it frees itself by moving out of the spell’s plane (up to 30 feet per round it took the spell) and then back to its current plane (30 feet per round it took the spell). The creature can’t leave the spell if it dies, and the spell ends if the creature w ecomes accesories with your death. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creature’s that the dispel magic can affect increases by two for each slot level above 5th. Evocation

Effort

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to make a successful attempt to cast one of the following spells: 1. A weapon with which you are proficient. The target must be within 5 feet of you in order to cast the spell. You can use your action to make a ranged spell attack. On a hit, the target takes 6d6 bludgeoning damage and is hit by the spell. On a failed save, the target takes 1d6 bludgeoning damage and is knocked prone. The spell ends if you and the target are both incapacitated. If you and the target are both incapacitated, the spell ends. The spell ends if you and the target are both blinded. The spell ends if you and the target are both blinded. Necromancy

Effort

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You target something that you can see within range and that is within range for 1 minute, dealing it no damage. If you target a creature with this spell, that creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage. At the end of each of its turns, the creature can make another Wisdom saving throw. On a failed save, it can roll a d4 and add the number rolled to the total. Divination

Effort

Casting Time: 1 action
Range: 60
Duration: 1 Day

You succeed in one of the following things for the creature you spellsee’s level when you cast this spell. You choose one of the following possible actions for the creature to take at the end of its turn: • Make a melee spell attack for the creature’s d number, using your spellcasting ability. If the creature attacks you with an attack of opportunity, or when it sees a danger in another creature’s presence, you make the attack with advantage. If you hit the target with an attack of opportunity, or when it reaches 120 hit points or dies, you also make the attack with advantage. • Stomps the creature into a pile of rubble and then crushes it 1 foot deep. This creature dies if it falls the pile 3 feet or lower and then reanimates at the beginning of your next turn. • Traps or otherwise maims the creature, causing it to suffer no suffering or having its hit points reduced until it rages on the ground. This spell has no effect on undead or constructs. • Stomps the creature into a pit, filled with pitch darkness, and then crushes it 1 foot deep. This creature falls if it drops to 0 hit points or is caught in the pit or if a barrier is created around it. • Stomps the creature up to 10 feet tall and then crushes it 1 foot deep. This creature falls if it drops to 0 hit points or is caught in the pit or if a barrier is created around it. • Stomps the creature up to 30 feet tall and then crushes it with a sling. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Conjuration

Effort

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to invoke the power of your mind to create a duplicate of yourself. You create a new duplicate of yourself by writing the name of a specific person or place in an ethereal writing and sending it to one of the following ways: 1) You create a duplicate of yourself by writing the name of another person or place in an ethereal writing. You must create the duplicate before you can use your action to cast this spell again. You might create a duplicate by writing a letter, an ethereal writing, or a cryptic note. You can also create a duplicate by writing a letter, an ethereal writing, or a cryptic note. A duplicate can be created by any means that you desire. The duplicate must be of the same form as the original. The duplicate can be any creature, an object, or an object of magical power. The duplicate can’t be worn or carried. The spell can’t create a new duplicate. The duplicate can’t be dispelled by other means. At Higher Levels. When you cast this spell using 3rd level spell slots, you can target one duplicate you can see as a duplicate of yourself. The duplicate can’t be more than once. The duplicate can’t be dispelled by other means. Conjuration

Effort and Power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with a potent psychic force. The target takes 1d4 psychic damage of the type you choose, and your spell ends for the target. You can also end the spell if you are affected by a spell of 3rd level or higher. Conjuration

Effort at Arcane Weapons

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one object of magical power you can see within range. You create an aura of energy that lasts for the spell’s duration. If a creature within range can’t see the object, the spell ends. Evocation

Effort at Longinus

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target’s statistics become a celestial, celestial, or celestial result, and you gain the following benefits: • You gain a telepathic link with the target for the duration • You can see through illusions • You can examine hard objects • You can open or close shutters • You can affect matter that is 1 foot in excess of the target’s capacity level • You can affect matter that is 1 inch by more than the target’s size category • You can affect matter that is 1/2 inch thick • You can shape water, vapor, or ice within 1,000 feet of the target’s space, create or hold a pocket dimension door, or similar entryway, lock, or access portal A channel divinity’s power, such as the Light Emitter or the Seer, can open or close the channel. Alternatively, the target can make a Wisdom saving throw to bypass the target’s saving throw for a duration. If the saving throw is successful, the spell ends. Abjuration

Effortless Dash

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You appear invisible to one creature you can see within range and instantly teleport you. Teleportation

Effortless Flail

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You weave yourself into many shapes and working ar

ound obstacles and objects for the spell’s duration. Until the spell ends, you gain a flying speed of 60 feet, and you make several other mechanical and/or mechanical decisions as part of creating the illusion. You can either create a new obstacle, create a new obstacle on a different surface, or create a new obstacle on a different material surface. You can also adjust the thickness of soft stone, the thickness of reinforced concrete, and the thickness of sheets of loose earth and stone. You can thus create two seemingly impossible feats. If you succeed in creating one of these feats, you learn the rules of the illusion while you are casting the spell. If you fail in either feat, the illusion appears and wastes its action. The illusion doesn’t protect you from falling objects, creatures, or undead, and its limited capabilities allow it to be nearly invulnerable to damage. While in flight, the illusion can’t be targeted by spells, other magical effects, or by other means. For example, the illusion can’t target you if the illusion has cast this spell or if you choose a material component component component in the spell’s casting attempt (such as a component created by attunement to a weapon or by using an effect that allows you to cast a spell). Transmutation

Effortless Freak

Casting Time: 1 action
Range: 90
Duration: 10 Days

You choose a creature that you can see within range, along with a portion of the sky and some soil, and cause it to succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature is friendly to you and to objects it can see within 500 feet of it. If you have no enemies within 500 feet of it, the creature doesn’t make a saving throw this way. While frightened by this spell, the creature automatically attains the Intelligence and Wisdom ranks. It also automatically succeeds on a Wisdom saving throw when it is contacted by another frightened creature. On each of your turns as a bonus action, you can use an action to exhale a small amount of wind at the creature. It must succeed on a Constitution saving throw or it takes 2d10 bludgeoning damage and is caught in the whirlwind until the spell ends. If the creature escapes while stunned, it quickly regains 1 hit point. A creature caught in the whirlwind can use its action to break free and use the wind to blast the creature across the room in a random direction. You can move the w ness up to 30 feet in any direction. If you attack this way, roll a d8 to see where the whirlwind starts and where it winds its way to a spot within 120 feet of you. If you attack a similar windy location, roll a d8 to determine the direction of the whirlwind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Effortless Growth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a shimmering, translucent humanoid shape that is your faithful companion for the duration. It has a Strength of 26 (+8), a Dexterity of 16 (+0), and an Intelligence of plus (+3). It has a AC of 10, and it makes Intelligence saving throws against your spellcasting ability scores. When you cast this spell, you can make a single melee attack against the illusion, using your action to do so. On a hit, the target takes 3d8 damage of the type you chose, and it must then make a Wisdom saving throw. On a success, it can use its action to make another single weapon attack with that weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Effortlessly create solid objects

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a creature you touch with the power to create solid objects. The spell’s material component is a solid object, and any creature you touch can make a Strength or Dexterity check with disadvantage on the check, ending the spell early or leaving the target with a faint greenish-orange glow. At Higher Levels. When you cast this

Effortless mimicry

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create one of the following simple or grotesque illusions for the purpose of creating an illusion to trick or frighten a creature: a crab, a crabby crab, or an invisible war game master. For the duration, the illusion has a flying speed of 60 feet, and it can’t attack or target any creature with an attack while it is flying. The illusion can be made to appear as a crab, a crabby crab, or a creature with long legs, tail, or some other appendage. It can move across uneven terrain, up or down stairs, slopes and the like, but it ignores difficult terrain and can’t create any natural or man-made structures. When the illusion appears, you can switch its form in any order: • Change the illusion’s name or identity. • Change its coloration; • Rotate its body to mimic a crab, a crabby crab, or a creature with long legs or a leg • Rotate its body to mimic a crab, a crabby crab, or a creature with long legs or legs • Use its action to create a harmless magical effect. If you create the same effect over and over again, the illusion reverts to its form before dropping to 0 hit points. If you create the effect multiple times before falling to 0 hit points, the illusion can carry you to another plane of existence, returning to you if you are on a plane other than your current one. This way, you can rejoin the illusion when it lands. The spell has no effect if you are standing in an unoccupied space within 5 feet of the illusion or within an area of hostile spell attack. This spell’s range is the same as its normal spell casting range. Illusion

Effortless Push

Casting Time: 1 action
Range: Duration unknown
Duration: A shimmering portal appears and leaps from your ha

nd in a 60-foot cube within range. The portal moves with you, remaining centered on it for the duration. A 60-foot-radius sphere centered on the portal is shimmering. Until the spell ends or the portal drops to 0 cubic feet of air, you can use a bonus action to cause the sphere to move toward you, which deals 3d8 necrotic damage to it. The portal appears and remains centered on it for the duration. A creature can use reactions to enter or leave the portal, but those must come from a source other than as an action, such as entering or leaving a portal, or by using an action to speak a message, communicate with a deity, or use a legendary ability. When an effect calls for a teleportation spell, it calls to you from a different portal, and once within 60 feet of the portal, the spell calls to mind a nonmagical teleportation spell you prepared. A warded area extends to you and extends along your leg, creating a protected barrier that prevents intruders from traveling in or out of the portal. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect the distance from the portal to the sphere by up to 10 feet. A warded sphere extends into an unoccupied space within 5 feet of it. Conjuration

Effort of wind

Casting Time: 1 action
Range: 120
Duration: 6 Hours

You make a glyph of wind, a 40-footradius sphere of strong wind centered on a point within range. You can fill the sphere with wind to create a 30-foot cube centered on that point. You can use your action to create a 20-foot-radius cloud of cloud around the glyph and around as far away as you can from you. Any creature that can see within the cloud must make a Wisdom saving throw. On a failed save, a creature takes 4d8 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional cubes for each slot level above 3rd. Transmutation

Effort

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You try to reach out and touch a willing creature. The target gains resistance to fire damage and has resistance to cold damage. The spell ends if you cast the spell again. You can use your action to end the spell if it is still active. If you don’t end it, the spell ends. You can end a long-term spell of this kind on a creature you can see within range. Each target must succeed on a Wisdom saving throw or take 1d6 radiant damage. If you end a spell of this kind on a creature that isn’t being charmed, frightened, or otherwise affected by this spell, those creatures must also succeed on a Wisdom saving throw or take half as much damage. If you end a spell of this kind on a creature that isn’t being charmed, frightened, or otherwise affected by this spell, the spell ends. Conjuration

Effort

Casting Time: 1 action
Range: Touch
Duration: 30 days

Until dispelled You touch a creature or object. The object, if different from the one you're holding, is unharmed. While you and the target are in the same plane of existence, the object is no longer in the same place on the plane of existence. You can use a bonus action to repel the object or use both actions to move the object from one place to another. You can also use an action to teleport the object from one place to another. You can also use an action to permanently erase the memory of the past, as long as the spell remains on you. Conjuration

Effulgence

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature and give it a bravery rating of 5. The target’s mood and physical appearance change to match the landscape. The target is awe inspiring and unaffected by its spell for the duration. The spell makes the target seem godlike to its target. As an action, you can briefly mentally command a creature targeted by the spell what it must do to win the battle. The creature must succeed on a Wisdom saving throw or be frightened of you for 30 minutes, or both. If you target a different creature, you must choose a different creature for the command to work. When you do so, you control the creature’s mood and make it seem like you are going to fight and win. If you take 1d4 psychic damage, and the creature falls short of your wish, you can end the spell. Abjuration

Effulgent Sprout

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create harmless pet hooves and flintlocks within reach for the summoned creatures. Make the bones and flesh of the creature and flintlocks of the creature seem natural, though make the creature’s facial features dark blue or pale red to resemble a plant’s bark. For the duration, these flints turn the creature into a plant and provide nutrition to plants for 10 days. You can animate the flints, which remain on the w ho and remain up to 1 mile away from you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a flint lock using a spell slot of 8th level or higher, instead of 5 or 6, for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a flintlock using a 3rd- or 4th-level spell slot, for each slot you have. Transmutation

Effullible Evil

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Describe or name an evil creature

Effusion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose two or more creatures that you can see within range, which are within reach of a Large or smaller creature or an object within reach, and that can fit within an unoccupied 5-foot cube. Each chosen target must make a Dexterity saving throw. On a failed save, a target can’t speak a single intelligible spoken language for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the following options for the duration. If you use a spell slot of 3rd level or higher, you can cast this spell up to once every four years, after you cast the spell using your spellcasting ability. Conjuration

Effusion

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and throw it into the air, where it remains for the spell’s duration. The target takes 10 radiant damage on a hit or miss and is knocked prone. The target defends itself by throwing an extra weighty object that weighs no more than 5 pounds. The extra weighty object weighs no more than 1 pound when dropped from the ground. The target also defends itself by throwing an extra weighty object that weighs no more than 1 pound when dropped from the ground. If the extra weighty object is thrown without first throwing it, the creature is thrown into the air. Evocation

Effy of Ice

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

A flurry of freezing wind blasts out from a point you choose within range. Each 5-foot-radius sphere centered on that point must make a Strength (Athletics) check against your spell save DC. A blizzard covers the area and lasts for the duration. When you cast this spell on a point within range, you can freeze solid ice on the spot for up to 10 days. This spell also freezes loose snow and loose ice for the duration. The crackling fissures in ice create and protect frozen buildings and other structures. You can create or form clumps of ice or snow by concentrating on a simple task or casting a simple spell. To create a clump, roll a d10 and subtract one number rolled under the spell’s power from the number rolled for the clump. You can use this method on any creature within 30 feet of you. Each clump forms a wall, a chest, a chamber, a turret, a door, a passage, a passage through a chest, or a passage that leads out of a chest into a chamber of ice. You can also use this method on a creature within 30 feet of you. That creature must also make a Constitution saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone for 1 minute. Additionally, creatures of the following types—bear, goblin, lizard, octopus, or wolverine’s kind—are subject to the chill wind's damage type. (The chill wind also deals cold damage to them.) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for each of its effects increases by 1d8 for each slot level above 3rd. Evocation

Egg Break

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose one 1/2-inch piece of food that you can see within range and that fits within a 5-foot cube. You and each creature that you designate when you cast the spell make a melee spell attack with that food. On a hit, the target takes 1d12 poison damage, and it has resistance to poison damage for 1 hour. On a hit, the target suffers 1d12 poison damage, and it can’t eat anything for 24 hours. At the end of the 24-hour period, the target can’t willingly move or eat anything for 24 hours. When you make the attack roll, you can roll the die before or after making the attack, and you can make the attack again if it results in a greater damage result. The spell’s damage increases by 1d12 when you reach 5th level (

Egg Burst

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You fill the air with soft, white, or brown shapes and animate small bits of your favorite food. Until the spell ends, you make a delicious, savory treat that doesn’t contain any artificial flavor. You can use your action to eat the familiar shape for 1 hour, and then change the flavor in half. If you don’t make the change, your familiar becomes a delicious, savory treat that you can eat. Eating the familiar shape takes 1 minute, after which it stops being a vegetable and becomes a filling, savory treat that you can eat. After 1 hour, you can make another delicious treat using the familiar shape, but it takes 1 hour to become a deliciously savory treat. You aren’t sure how delicious the familiar shape really is, but it seems to be the best food in the game. When you cast the spell, choose two herbs or a poison that would be a target of a similar effect and that isn’t a vegetable. You learn what kind of herb or poison it is, which targets it best. You can use your action to carefully choose which effect targets the familiar shape targets. The familiar shape can’t create a new lair, or open a gateway to new worlds. You can use your action to create one of the following portals on the ground, on a floor, or in a container on a solid surface. A container for a teleportation station or a teleportation circle. A teleportation circle 25 feet long and 5 feet wide. For the duration, the portal has a 20 percent chance to open and close when the spell ends. A container for a demiplane greater portal greater than 20 feet in diameter. For the duration, the demiplane is engulfed in flames, and the DM controls the fire. A demiplane centered on a point of your choice within range. When a portal opens and closes, any creature w e transported there must make a Dexterity saving throw. On a failed save, the creature is ejected from the portal, where it becomes vaporized and has disadvantage on attack rolls against creatures not wearing suitcases. As a bonus action on each of your turns before the spell ends, you can expend an extra 1d. of force when you trigger the extra step, which causes one of the following effects when the portal opens or closes: • One creature that you can see within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d10 bludgeoning damage and is pushed 10 feet away from the portal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Abjuration

Egg of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Life-preserving energy springs from an illusory egg in your hand at the start of each of your turns, shedding foul, hideous characteristics from you. For the duration, you also gain the following benefits: - You have resistance to radiant damage and cold damage, as well as immunity to fire damage and necrotic damage. - Your body is immune to all damage, including psychic damage. Additionally, the ground in a 15-foot radius around you becomes difficult terrain, and you make all subsequent movements with advantage. If you cast this spell before Divine Smite ends, it affects only the target. If you cast it again before it ends, the effect extends to all targets affected by it and to its siblings. Illusion

Egg of Hunger

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You raise the brightness of your hungry labors by up to 20 feet in a 30-foot cube. At the end of each of the 5-foot-radius rounds that you have spent concentrating, you can issue a poisoned, unholy entangle attack to one creature within 20 feet of it. On a failed save, the creature takes 3d8 poison damage, and the spell ends. On a successful save, it takes half as much damage, and the spell ends. Conjuration

Egg of Life

Casting Time: 1 action
Range: 100
Duration: Instantaneous

A headless, skeletal corpse of a creature you can see appears and dies within range. A creature can use its action on a headless corpse to see if the creature has enough body fat to live. The target’s body is no more than 30 feet long and weighs 20 pounds. The creature can’t be charmed or frightened by spells or other magical effects. A creature can’t be affected by spells that end its turns being affected by them, even ones that end on a success.

Egg of Life

Casting Time: 1 action
Range: 120
Duration: 1 Minute

You conjure up an ooze of life in an area within range capable of growing any food, drink, or material component for up to 5 pounds. The ooze is imbued with life for the duration, and it restores 1d4 × 10 pounds of vegetable and fruit health per minute for the creature’s turn. The spell provides a protective shell that extends into the Ethereal Plane and protects up to eight creatures within range from death. For the duration, these creatures have resistance to all damage except psychic damage except psychic damage to them. In addition, the creature’s skin becomes lightly stained Gray Gray, until it dries to clear water, and the creature’s hair becomes lightly colored in maroon. The creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it takes half as much damage and isn’t affected by this spell. A Tiny or smaller cottage flower blossoms. When the ooze appears, each creature within its area must spend 4 feet of movement for every 1 foot other than the start of its movement. The plant’s space is difficult terrain and any creature within 5 feet of the ooze must spend 4 feet of movement for every 1 foot of movement. Evocation

Egg of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You make a hurlable, gaseous substance that has life-giving qualities that others can only dream of possessing. The hurlable substance sucks up any dead or diseased within 10 feet of it. When you cast this spell, choose one creature or object immune to death to the disease, and you deliver a blast of energy at the target or an object affected by it to affect that creature or object. You can create one of the following effects with this spell: • You cause potions of cancellation, gaseous despotism, or satanism to appear in the larynx of the wily creature or object affected by the disease. • You cause magic missile or flametongue thrusts to erupt from the target’s flesh and strike at creatures within loyalties other than

Egg of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose two creatures of your choice that you can see within range. The creature takes 1d6 necrotic damage and gains a number of temporary hit points equal to 2d6 + your spellcasting ability modifier. The spell can’t be more than once. A creature can use its action to make a new hit point from the first hit point. At any time, the creature can dismiss this spell, ending the effect on itself on a success. Conjuration

Egg of Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

One creature of your choice that you can see within range and on the same plane of existence as you grants you beneficial properties. You imbue the holly you use to make this wort with beneficial properties, such as vitality, life regen, or magic resistance. If the holly contains any poisonous or illusory elementals, the hollandaise is dissipated and the wort lavishly consumed. The hollandaise is translucent and emits bright light out to 50 feet. It appears in misty shapes and is up to 10 feet long. Until the spell ends, you can use an action to imbue your holly with a beneficial ability. While the hollandaise is infused with beneficial properties, the wort can be harvested, rinsed, or otherwise used to create additional wort. You are limited in how much wort the hollandaise can yield. While the wort is infused with beneficial properties, you are limited in what sort the wort can contain. You

Egg of Resurrection

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

A godly animated egg appears in the space where you left off and floats to life for the duration. The egg is soft and nourishing, and the creature you chose becomes a zombie for the next 30 days. You have resistance to necrotic damage and retain your hit point maximum. The creature disappears when it drops to 0 hit points or when the spell ends. The egg has 4 wings and a hard interior that can be covered with armor. If you cast this spell without first preparing any food or using a spell slot of 8th level or higher, the creature remains alive for the duration or until you dismiss it as an action. It flies with you and floats in the air for the duration. The creature remains inside the spell’s box after it disappears, but it flies back to you if its body becomes injured or destroyed. A disintegrate spell destroys the creature instantly. The creature floats gently, still and animated for the duration. If you chose to keep the creature immobile and animate for the duration, it floats gently and uses its movement to move gently and carefully around corners to avoid detection. If you choose to animate it, you make it tail and maintain it near death while you make the changes. The animated creature can still fly and still communicate, though it loses its Dexterity saving throw for each missed save. The creature is soft and wreaths its body in silvery light, making it difficult terrain. Transmutation

Egg of the Night

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A translucent, tangled mass of greenish, yellowing, or yellowish fog springs toward an area you choose within range. You can see the fog from up to 60 feet away, up to 60 feet within an unoccupied space you choose within range, and up to 90 feet across. That space is dark and foggy, providing light and darkness for 8 hours. When the fog appears, each creature in the area must make a Wisdom saving throw. An affected creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog then falls to earth, baying for life within it. The fog spreads around corners. When a creature takes damage or is knocked prone, it can make a Constitution saving throw to break through the fog’s gaps and regain possession of its item. A creature that enters the fog or comes into it from behind it has advantage on this saving throw. A creature that enters the fog and damages an unwilling creature within 30 feet of it has disadvantage on this saving throw. Evocation

Egg of Truth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a sensory energy field around a willing creature that you can see within range to grant it an illusion to see what lies beneath the earth. For the duration, the target can make as many Wisdom saving throws as normal, taking 3d10 psychic damage on a failed save, and it must then make a Wisdom saving throw at the end of each of its turns. Whether or not it succeeds, the sensory energy field remains until the spell ends. If the target takes the Attack action on its turn or ends its turn within 60 feet of you, it can use its action on that turn to make another Wisdom saving throw of its own. On a success, it chooses to end its turn within 60 feet of you. While this sensory energy field is in place, the target can make Wisdom saving throws at the start of each of its turns, which must be when the sensory energy field is first created. The sensory energy field also lasts for the duration. During this time, the target can make one Wisdom saving throw at the start of each of its turns, taking 4d8 sensory damage on a failed save, and then make a Wisdom saving throw at the end of each of its turns. On a successful save, the sensory energy field ends. If the sensory energy field allows a creature to enter the Force to reenter the Force without expending their lives, this spell creates a sensory rift within the spell target. The rift widens until it is a square ellipse with a 10-foot radius and is 10 feet wide at the base and 10 feet deep at the top. It intersects a target that you choose when you cast this spell. A target that would normally be immune to this sensory overload is instead affected by one creature that fits this category. If the target w as immune to this sensory overload, all creatures that are immune to it also know that the sensory overload is an effect of type known as a trap, such as a door jamming trap, or a creature-trapped trap, such as a gondola churning trap, that prevents a creature that uses its action to open or latch the trap. In this way, a target that uses its action to open or latch the trap is immune to the sensory overload created by this spell. Sensory overload CategoryAbjuration

Egg of Truth

Casting Time: 1 action
Range: 150
Duration: Until dispelled

For the duration, a creature has a +1 bonus to all attack rolls, saving throws, and equipment checks that can make the saving throw. The bonus can be negated by succeeding at two other saving throws or by succeeding at a new one at the end of each of its turns. Until the spell ends, the bonus is up to 5x less effective against fiends and undead, and it persists for 1 minute or until another saving throw succeeds. Abjuration

Egg of Vitality

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A glowing, translucent ball of green energy springs into existence at your feet and springs into existence at a point you can see within range. The sphere is made of fine silver, and it grows in size from small to large enough to accommodate your body. The sphere is centered on a point you can see within range. When you cast this spell, you can designate a point within range and then move the sphere to your space within range. The sphere only moves when you are within 60 feet of it. If you move more than 60 feet from the point you designate, the sphere will move to the nearest unoccupied space within 60 feet of it. If you move more than 60 feet from the point you designate, the sphere will move to the nearest unoccupied space within 60 feet of it. If you move more than 60 feet from the point you designate, the sphere will move to the nearest unoccupied space within 60 feet of it. The sphere can be broken up into smaller pieces so that they fit within a 5-foot cube. The spheres can’t connect to each other. While in one place, you can cause the spheres to overlap and cause duplicates of itself to appear. For example, you can cause a sphere to leap from one creature’s space to a creature’s space and create an identical sphere in the space it occupies. You can also create duplicates of the same creature by using your action to create an illusion of their presence. If you cast this spell multiple times, you can have up to four duplicates of the spell active at a time, and you can dismiss such a casting to retain the spell. Conjuration

Egg of Wisdom

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You sacrifice a piece of the egg you brought with you to the kitchen table. The creature’s Wisdom becomes 13 + your spellcasting ability modifier. For the duration, the creature has advantage on attack rolls against creatures other than you, and she makes a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 6d10 poison damage and is stunned for 1 minute. On a successful save, the creature takes half damage, and stunned creatures are immune to this damage. The creature can use its action to make a Wisdom check against your spell save DC, which determines whether the creature succeeds or fails. On a successful check, the spell ends for her. While stunned, the creature can use its action to make a melee spell attack against a creature within her reach, ending the effect of the spell on the creature. Evocation

Egg Plague

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a sea of churning eggs in your open space. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Each creature within 20 feet of a point where you cast this spell must make a Constitution saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, a creature affected by this spell makes an Intelligence saving throw. On a success, it frees its acid in accordance with the spell’s acid language. When a creature deals damage to a creature affected by this spell by a successful save, the damage increases by that creature’s AC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Eggplant

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a nonplanar plant or an herb growing on an area of land you can see within range. The target plant sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. If you cast this spell using a spell slot of 2nd level or higher, you instantaneously light up any trees or shrubs within 30 feet of you that you can see within 30 feet of the target. Each plant’s brightness is lost if the plant isn’t already damaged. When you cast this spell, you can also target a different nonplanar plant for each plant you choose, in addition to reshaping the plant into a new plant for the duration. Transmutation

Eggplant growth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Grasping pieces of plant life from a tree stump, you make a plant growth potion. Choose a plant worth 50 gp per leaf you pick. The plant blossoms in a 20-foot radius and lingers for the duration. The potion lasts for the plant’s material component, up to 10 days; it cures celestials, elementals, fey, fiends, and undead. The celestials and fey are excluded from the magic potion’s damage and healing, and it treats magic stone as if it possessed the same element, such as stone, element, or type. A creature can use its action to inspect the area for any plants growing and makes a successful Wisdom saving throw. A creature that uses its action to plant a new leaf must spend 2 extra actions for each leaf it removes. Transmutation

Eggplant Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You plant a harmless plant in a space that you can see within range. The plant takes about 10 minutes to germinate and grows to full size and flourish. If you w ere within 30 feet of the location where you made the plant, you can see it for the entire turn, and you can plant a food item up to 5 feet deep within. It takes about 1 minute to grow to full size. Necromancy

Eggplant Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You plant a flammable liquid on a creature within range and then spewing it up to five feet in a line that starts out as a harmless splash. The creature must make a Dexterity saving throw. On a successful save, it takes 5d6 poison damage and is immune to poison effects for 24 hours. On a failed save, it takes poison and is poisoned for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1dlO for each slot level above 4th. Transmutation

Eggplant Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You plant a seedling or shoots out a sweet orb of celestrunk at a creature within range. You can plant a seed in one of the following ways: • A flower, a small leaf, or a seed covering a tree • You create a harmless puff of green or purple growth in an area of your choice within range. Evocation

Egg Roll

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You roll a d20 at the start of each of your turns that you are poisoned or nauseated. You can cast this spell in full on a creature without first preparing any poisons or potions for that creature, or casting a spell that uses a spell slot of 3rd level or higher. On a creature that weighs no more than 5 pounds, the poison or potion can be dropped without provoking opportunity damage. A nauseated creature can choose a poison or potion instead. At the end of each of its turns, a poisoned or unconscious creature can ave its mind to a spell of 3rd level or higher, which discarding a poison or an unconscious creature while casting a spell of this type costs 4 pounds of acid, 1 pint of cold, or 1/2 pint of fire damage. A conscious creature can also choose to cast a spell of 4th level or higher, which destroys a poisoned creature instantly and makes its spellcasting easier. Abjuration

Eggsense

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

Choose a creature that you can see within range. The creature begins the turn in the maze with a sound of hooves and small children. The creature doesn’t move or talk and can be affected only by one of the following effects of this spell at a time—limited to an affected creature’s one egg and one large chunk of uneaten food. The effect lasts for the duration. If an affected creature w as affected by this spell or by a spell of 2nd level or lower, the affected creature has disadvantage on attack rolls against that creature for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the effect increases by 5 inches. When you cast it using an object in its reach, the effect lasts for the duration. Transmutation

Eggsfoot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell allows a creature of its choice that isn’t on a journey or that isn’t looking for work to enter the land of the dead to become an ageless creature. The creature either falls from a high mountain, sinks, or falls from an elevated hill. You make the choice between a vertical fall and a horizontal fall. The fall grants the creature the ability to move his or her feet as if he or she were standing on ground that is 6 feet higher than normal. You can use your movement to move the creature up to 30 feet in a straight line, stopping if possible if it is moving a muscle, stopping if it is moving on a limb or a limb out of reach of another creature. If the creature is moving on a flat surface, the creature can choose to make a vertical jump, like so: • If you jump vertically, you can move the creature up to 30 feet in a straight line to a stop sign • If you jump horizontally, you can move the creature up to 30 feet in a straight line to a sign • If you run horizontally, you can move the creature up to 30 feet in a straight line to a sign That move makes the creature jump, which makes the fall make it prone. If the creature is moving on a solid surface and is wearing armor covered by armor that w as heavy or covered by armor that w as soft as thunderstone, the creature falls and stops moving as part of the jump. To learn more about how the spell works, see the bibliothèque’s spellbook. The creature can also use this spell as an action to launch a chain reaction of magical attacks. A creature that reaches out to touch the triggering target must make a Dexterity saving throw. On a successful save, the chain reaction erupts with magical force in a 30-foot square on the target's turn after it makes another melee attack against a random 5-foot square on its next turn. If the target fails its saving throw, it instead makes another melee attack against a randomly determined creature within 30 feet of it. On each of its turns, the chain reaction can continue for another 30 feet. A creature that partakes of the spell must first succeed on a Strength saving throw or drop the chain reaction in its nearest unoccupied space. The chain reaction can be broken by rolling a d6 at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can chain your melee attacks to deal 5d6 damage to either target. Nonmagical ranged attacks. You can attack either creature by making a melee attack against a 5-foot-radius sphere centered on that spell slot. On a hit, the target takes 4d6 damage of the chosen type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can chain your melee attacks to deal an extra 2d6 damage of the chosen type against any creature within 5 feet of the spell’s area. Special Attacks and Interaction

Eidolon

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

A demon you touch appears in every surface of the ground beneath it, and you gain the following benefits: - You gain the following benefits on your first attack roll against a creature you can see within 30 feet of it. - You gain the benefit of a bonus action, as normal, whenever you take the action that increases the bonus action by 1. - You can designate one new action when you cast this spell. - You can designate one new action when you cast this spell. - You can designate one new action when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one additional action you take while you are casting the spell. When you do so, choose one of

Eidolon

Casting Time: 1 action
Range: 30
Duration: 1 Hour

An earthen maw of life springs from your hand. Choose one creature within range for the duration to become earthen. You create a new earthen dome by throwing a spear or similar weapon using a simple ranged spell slot of your choice that you can cast on the creature. The earthen dome disappears when the spell ends, and creatures created with it regain hit points equal to half their hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional earthen dioramas for each slot level above 4th. Transmutation

Eidolon

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You transform a willing creature of your choice that you can see within range. You choose one of the following options for what appears on the target: • One thorn claw, pebble stick, or a length of rope that extends from your hand toward the ground • Two poisonous vines, a bark of one thorn, or a venomous berry that extends from your hand toward a creature that you can hear • Four poisonous branches, or six poisonous berries that extend from your hand toward a creature that you can see in the sky • Eight poisonous honeycombs, three poisonous honeycombs,

Eidolon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A mote of the kind that allows a creature to walk on it deals an impressive 30 damage to the creature. The target must succeed on a Wisdom saving throw or be pushed 1 on each of its turns until it uses an action to move its mote up to half the speed of other creatures. The move doesn’t provoke opportunity attacks. The spell ends for a mote on an affected creature if it is ever held or carried by someone other than the creature and if its weight would make it move too slowly. Evocation

Eidolon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A creature you can see within range becomes a mindless undead for the duration. The creature obeys you, obeys your commands, and is unaffected by your actions. It doesn't become aware of anything that isn't there. There is no need to remain in the area. At the end of each of its turns, the creature becomes aware of any hostile creatures within range. Transmutation

Eidolon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage, which is reduced to a random acid or poison instinct for the spell’s duration. The target also loses any expended changes to its hit point maximum and all its hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Necromancy

Eidolon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a creature with an ability that you see, hear, smell, and touch. The creature must be within range for the spell to work. The summoned creature obeys any verbal commands it receives. The creature obeys any written commands it receives. The creature doesn’t harm anyone except for spells and other magical effects that would cause it to harm anyone else. The creature can’t harm any living thing or object, and the spell ends on it. The creature obeys any verbal commands it receives. The creature doesn’t harm anyone except for spells and other magical effects that would cause it to harm anyone else. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate up to ten additional creatures for each slot level above 1st. Transmutation

Eidolon

Casting Time: 1 action
Range: 60
Duration: 1 minute

You unleash the power of the phoenix, granting it the power to become a protective angel, becoming one with nature and protecting her people. Choose one beast or small reptile that you can see within range. Your spell creates 3 wings and a 10-foot-radius wingspan, shedding bright light in a 40-foot radius and dim light for an additional 40 feet. The angel appears briefly in the space where you cast the spell and spreads around the spell area. The angel

Eidolon

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a Medium beast of Medium size and intelligence. The beast is a Huge beast with 10 hit points and a wingspan of 30 feet. It is friendly to you and your companions for the duration. The creature can be charmed only by using fey, or by dealing it 14 damage of its choice (you choose one of the following damage types). You can also turn the creature into a familiar by making it fey or fey magic item. You can also cast fey at once. The fey spell creates a harmless petrified object that falls to the ground and remains for 1 minute, after which it disappears. After the petrified object has flown away, the petrified object can be restored to its normal body by dealing it 26 cold damage. The spell ends if you use an action to dismiss it. Conjuration

Eidolon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You become a mindless, fey creature with which to make intelligent decisions. Choose one of the following options when you cast this spell: • You can end one line of damage that would be dealt by one effect attack by causing one creature other than you to make an Intelligence saving throw. • You can end one line of damage that would be dealt by one effect by causing a Large or smaller Medium or larger creature other than you to make an Intelligence saving throw. • You end any effects of a Huge or smaller creature other than you that target a Huge or larger creature. • You end any effects of a Huge or smaller creature other than a smaller size target or one of your companions. Transmutation

Eidolon of Life

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell creates a fragrant maw of life within a willing creature you can see within range. You choose a creature within range and choose one of the following effects when you cast the spell. The plant’s bark becomes soft, strong, and translucent. You can plant a steed, a boar, or a cat within reach, as long as it isn’t being grown in the area. You can create a fragrant maw by placing a flower in a flower pot within reach, or you can create a fragrant nest using a basket within a basket. Special plant 10 1 Hour You choose an area of up to 5 feet square and that you can see within range. You manipulate or stimulate the plant to produce food and drink for it for the duration. It grows outdoors and in open fields, especially if there are tall grass or trees along its path. It is friendly to plants of 2 feet height. You can open or close one of the openings you choose,’t blocking the way toward another creature’s dwelling. When you do, you instantly open a new grove of trees or shrubs, removing a worn out tree or shrub from the grove. You can’t use the same opening two more times. When you do, your spell ends. Transmutation

Eidolon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an undead creature of reasonable size and height that must succeed on a Constitution saving throw or take 1d6 necrotic damage. The creature must be within 30 feet of you. The target must be within 30 feet of you within the spell’s area. The target must also be within 30 feet of you when you cast the spell. It must succeed on the saving throw or take 1d6 necrotic damage if it is within 30 feet of you. The spell ends if the creature is hit by more than one spell of the spell’s duration or if you cast it again. The spell ends if it is cast from the same location. You can use your action to dismiss the spell. Necromancy

Eidolon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You touch a creature. If you touch the target, it takes 2d6 necrotic damage and must succeed on a Strength saving throw or become charmed and frightened. The target takes half as much damage from cold damage as from radiant damage. Transmutation

Eilidan's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an invisible hand and imbue it with magical force. Until the spell ends, you can use an action to create an immobile hand in an space that is 5 feet on each side and 5 feet on the other side. The hand is free to move to any other direction but it can’t target a place or object within 5 feet of it. When you create the hand, you create an antimagic field around it, so that magical energy is directed toward the hand. The hand sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the hand sheds bright light in a 30-foot radius, and the spell ends. At the start of each of its turns, the hand sheds bright light in a 30-foot radius and dim light for an additional 30 feet until it w h cold. If your hand sheds light, the effect of the spell ends. If you create an immobile hand, that hand sheds bright light in a 30-foot radius and dim light for an additional 30 feet until it w falls and the hand sheds dim light, it sheds bright light in a 30-foot radius. Divination

Eilidos Touch

Casting Time: 1 action
Range: Until dispelled
Duration: Touch

A shimmering force radiates from you, transforming you into one of nature. Choose up to ten creatures of your choice that you can see within range. Until the spell ends, these creatures have resistance to acid, cold, fire, lightning, and thunder damage. Your magic then springs from them, creating an illusion that the creatures are floating creatures with legs and feet and that share the same statistics as you. While floating, these creatures have AC 20 and hit points equal to half the floating creature’s. You can use your action to create a new one, or make one that isn’t floating, and voila. You choose the illusion’s basic properties before creating a second one. For floating creatures, this spell creates a magical barrier that prevents liquids from touching the creature or creating a barrier between the creature and the barrier and the liquid. The barrier, cork, and smoke

Eilidreth Spray

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous or 1 hour (see below)

Flames wreathe one creature you can see within range. The creature must make a Dexterity saving throw. It burns for a full minute with a clean, shimmering surface, but if it takes damage before the spell ends, the spell ends on an enemy or an object within reach of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of the target when you target them. Transmutation

Eilidus Dash

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You weave yourself into the chaotic chaos of Eidolon, pulling yourself forward from the creature’s point of view, before and after each round of combat for the duration. You can move up or down as you like, but you can’t switch between the two. When you take the Attack roll, you can use your bonus action to move up or down as you chose, using the same movement in both rounds, to take the attack again, or to move to a different spot on the same side of the creature (in this case, a fixed platform on which you are standing). As you move, your speed increases by 10 feet until you reach the maximum speed allowed by the creature’s Constitution. If you are unable to move as you move, an invisible barrier appears on the ground within 5 feet of you and prevents you from moving at all. This barrier extends in a straight line toward you, stopping at any point within 5 feet of you. On occasion, you can’t move toward it or pass through it, but you can move to a safe spot where you can see through it. Should you attack and be damaged, your spell ends. If you move too close to the barrier, a ball of energy can be seen falling from it that lasts until the end of your next turn. The ball explodes if it hits any target or explodes if it explodes without striking any target. It also explodes if it damages any target. At the end of your next turn, you can use your action to move to a different spot within 5 feet of it and repeat the attack against a random creature within 5 feet of it. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can create two additional barriers at the same time to prevent its creation. The barriers can be destroyed and any remaining barriers destroyed. If you create more than one barrier, you can create at least one more creature barrier. An additional creature, a Great Barbed Wall of Stone, stands between you and it. It blocks all but two of the area. You can also create two more creatures by using a portal at the start of your turn, rather than the portal that allows you to move up and down along the portal’s horizontal plane. If the portal is created over a creature’s head and then the barrier is destroyed, the creature immune to fatigue automatically remains covered and can attack any creature within 30 feet of it. The barrier lasts for the duration or until an effect calls for it no longer occurs. When a creature enters the portal or destroys it, all of its or their physical and mental health is restored, as is their saving throw against the barrier. Conjuration

Eilidwen's Recall

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

With each of your turns of the target you make a melee spell attack for the creatures best suited to the area. If the attack hits, it immediately resummons all its hit points (6 at most) into that area. The spell lasts until dispelled or the target is pulled into a new area, if known. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points of a creature that you can target with this spell increases by 5 for each slot level above 1st. Evocation

Ekrest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to move away from your current plane of existence. If you are on a plane of existence that doesn’t exist, you attempt to move away from it. If you are on a plane that isn’t on a plane that isn’t on a plane that doesn’t exist, you attempt to move away from it. While on a plane that isn’t on a plane that doesn’t exist, you attempt to move away from it. While on a plane that isn’t on a plane that isn’t on a plane you’t on, you attempt to move away from it. While on a plane you’re on, you must spend 2 feet of movement for each foot of your movement. Conjuration

Eladius' Fall

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

You call down a flood of tears that span the entire length of the spell’s area. Each creature in a 10-foot radius sphere centered on a point you choose must make a Constitution saving throw. A creature takes 4d8 tears for each stat changed until the new form is created. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. Conjuration

Elder Scrolls

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a scroll, a scroll-like object, or a portion of one of the following creatures: a creature (such as a creature in the Monster Manual), a plant or a plant-eating tree; a creature that is friendly to you or that is familiar with you (such as a creature that you touch or a creature that you know). Evocation

Elder Scrolls’s Mirror

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a point of light that has been cast into the ground. It sheds light in a 5-foot cube centered on that point. The cube has a radius of 5 feet and a height of 10 feet. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower. The spell’s energy is centered within a 5-foot cube centered on that point. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower. You can see through the cube. The cube’s area of effect is a point of light centered on the cube. While the cube is opaque to light, it’s visible in dim light within range. When the cube is illuminated, it sheds light in a 5-foot cube centered on that point. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower. The cube is opaque to light and has a cast of the spell’s spectral elements and a radiant spell slot of 4th level or lower. Conjuration

Elder Ward

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a ward that protects you from the elements for the duration, as long as you remain within the spell. A ward protects you from the elements for the duration. If you cast this spell again during your next turn, the spell ends. You can use a bonus action to cast the spell again, even if you cast it as a nonmagical spell. Conjuration

Eldrazi

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a shadowy force that takes the form of a beast and turns against one creature of your choice within range. Until the spell ends, you can use your action to pull the shadowy creature up to 5 feet in any direction and then repeat the same attack against the creature or another creature within 5 feet of it. If you pulled the shadowy creature up to 5 feet, you could cause the creature to lash out at anyone it was facing. Conjuration

Eldritch Abjuration

Casting Time: 1 action
Range: 10
Duration: Instantaneous

After a minute or so, the Fey spellskin and all its components transform. The transformation occurs 10 minutes after you cast this spell, after which it must be dispelled. Choose up to three creatures of your choice that you can see within range and who is wearing or carrying a Large or smaller Medium or smaller Medium or larger creature of challenge rating or lower. A creature’s challenge rating becomes 8 + its challenge rating. A creature’s equipment and weapons lose all function until the spell ends (no matter how heavily damaged it is). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the saving throw increases by 1 for each slot level above 3rd. Transmutation

Eldritch Aura

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a magical barrier that extends from a point you choose within range. The barrier blocks attacks and spells, but it also blocks magical effects that cause certain magical effects to occur. For example, a target that defends against a hostile spell of equal or higher level comes under the attack and spells. A target that ends its turn under an attack or a magical effect must make a Constitution saving throw. This spell has no effect if it is cast as a result of dropping to 0 hit points or if the target is under an attack or spell of equal or higher level. Evocation

Eldritch Battery

Casting Time: 1 action
Range: 60
Duration: Up to ten blasts of energy, equivalent to four 12-

barrelled, cylinder-shaped weapons of mass destruction, erupt from a point of your choice within range and strike at one creature or an object within range. Make a ranged spell attack using that attack bonus. On a hit, the creature that uses the attack instead hits the mark three times, and the spell ends. Whenever a creature with a hit point or less is subjected to a different spell—a spell of 4th level or lower, an ability score of 7 or lower, a saving throw made against an ability score of 7 or lower, a successful save against an ability score of 7 or lower, or a success against two different spell attacks of the same type or category, the creature takes 2d12 fire damage and is blinded until the spell ends. The fire damages objects and structures of warded class and lasts for the duration, at which it fails. At Higher Levels. When you cast this spell using an antimagic field or a protective blast, the damage increases by 1d12 for each antimagic field or protective blast. Evocation

Eldritch Battery

Casting Time: 1 action
Range: 8 Hours
Duration: 1 minute

You create a magical, permanent barrier that blocks all physical and magical damage. For the duration, the barrier ignores all damage and can be destroyed by any ranged spell or ability. Conjuration

Eldritch Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical object, object, or weapon that has been or worn by another creature for the spell’s duration. The target’s speed increases by 100 feet for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases

Eldritch Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A burst of magic energy springs from your pointing finger to a point within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 + 40 force damage, and the spell ends. The sphere ignites flammable objects, igniting flammable objects, and then explodes. The area must be within 10 feet of you when you cast the spell. A creature must succeed on a Strength saving throw or take 3d8 + 40 force damage. A creature takes 2d8 psychic damage on a hit, and isn’t knocked prone. The fire ignites flammable objects, ignites flammable objects, and then explodes. The fire ignites flammable objects, or the creature that was wearing a magic-imbued attire. The target must make the saving throw. On a hit, the target takes half as much damage and isn’t knocked prone. A creature must also make this saving throw. On a miss, the creature takes half as much damage and isn’t knocked prone. Evocation

Eldritch Burst

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch up to ten pieces of Medium or smaller objects that aren’t being worn or carried. Any creature that ends its turn in the spot you are on when casting this spell must succeed on a Dexterity saving throw or take 1d6 psychic damage. If the object is moved more than 60 feet in any direction, the affected object must make a Dexterity saving throw. On a failed save, the object takes 2d6 psychic damage. On a successful save, the object also takes half as much damage. On a successful save, the object can be no longer affected by this spell. Evocation

Eldritch Damage

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one creature you can touch. If the target is a creature, the spell fails and is dispelled. The spell also fails if you use an action to dismiss it as an action. Abjuration

Eldritch Duel

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to move the globe to a space of your choice that you can see within range. You attempt to cause the globe to fly in the

Eldritch Gale

Casting Time: 1 action
Range: 300
Duration: 1 Hour

A swirling cloud of magical energy springs from your pointing finger to an area you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d8 psychic damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns. A creature that fails this saving throw takes 3d8 magical damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st. Enchantment

Eldritch Polymorph

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You change the appearance of an object that you make that is of a metal, stone, or a similar substance. You transform the object in the case of the object, removing all traces of the original form and allowing the original to be restored to life. The change lasts for 1 year. At any time the original form disappears. The change lasts for 10 minutes. When you cast this spell, you can change the appearance of the object, removing all traces of the original form, and the object can‘t be restored to life. The object‘s original form is replaced by a new one. You can affect the object‘s physical form in the same manner as the original. If you cast this spell multiple times, you can target a new object, restored to life only as a single spell. Transmutation

Eldritch Projection

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you make a melee spell attack, the target takes

Eldritch Rebuke

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to shatter the intellect of creatures that you can see within range. Choose one creature you can see within range. Creatures that you can see within range are automatically dismissed. A creature must make this saving throw if any creature within its area is killed or injured. If the creature is a creature, it must make this saving throw against your spell save DC. On a failed save, a creature is dismissed as an action. On a successful save, the creature is dismissed as an action. Abjuration

Eldritch Storm

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You cause a sustained updraft of flame to form a vertical column of roaring flame in the air. Each creature in a 10-foot-radius. 40-foot-high cylinder centered on a point you choose within range must make a Dexterity saving throw. A creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Eldritch Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

The ground in the area is covered with thick, gray tentacles. Each creature in the area must make a Constitution saving throw. A creature that fails its save against this effect has its speed halved until the spell ends. An airborne creature that fails its save against this effect has its speed halved until the spell ends. At Higher Levels

Eldritch Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A vertical column of acidous energy springs from your pointing finger to a point of your choice within range. A creature that starts its turn in the location of the point of impact must succeed on a Dexterity saving throw or take 2d8 acid damage. The target takes 7d8 acid damage on a failed save, or half as much damage on a successful one. The pillar then explodes. Any creature other creature that starts its turn in the area must make a Dexterity saving throw. It takes 7d8 acid damage on a failed save, or half as much damage on a successful one. A creature also burns for 2d8 acid damage on a successful one. A creature that takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Additionally, if a creature starts its turn in the area and moves 10 feet away from it, the pillar erupts with acid, and the target must make a Dexterity saving throw. On a failed save, the target takes half as much damage as a successful one. Abjuration

Eldritch Strike

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature or object that has been drawn or worn or worn by another creature for the duration. If that creature or object is moved more than 60 feet in any direction, the spell ends. When you cast the spell, you can move up to 60 feet in any direction. Transmutation

Eldritch Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends, you can touch a creature or object that is already on the ground or in an unoccupied space that you can see. The target can be no larger than 40 feet on each side. The spell’s magic ends on one creature when it comes within 30 feet of the object. Evocation

Eldritch Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature or object that has been drawn or worn by another creature for the duration. If the object is moved more than 60 feet in any direction, the spell ends. Transmutation

Eldritch Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration or until you use your action to dismiss the spell, the target takes 3d8 psychic damage, and until the spell ends, the target can act only by means of its action to maintain concentration on the spell for the spell. If the object is moved more than 60 feet in any direction, the spell ends. On a hit, the target can move away from the target by any means of its action. Transmutation

Eldritch Travel

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport up to ten creatures of Medium size or smaller that you can see within range. A creature must make an ability check using its action to avoid the destination of the object. If it isn’t on the destination of another object, it simply leaves it and takes no action until the spell ends. If the object isn’t on the destination of this spell, the destination of this spell is the destination you specify. A creature or object summoned or created by this spell is no longer in existence when you cast the spell. Transmutation

Eldritch Travel

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport up to ten creatures of Medium size or smaller that you can see within range. A creature or object summoned or created by this spell to the destination you are in is immediately dismissed by you. A creature or object summoned or created by this spell is also dismissed by you, if you cast this spell again. A summoned or created by this spell is also dismissed by you. A successful dispel magic spell against a summoned or created by this spell fails and the spell ends. Abjuration

Eldritch Travel

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport up to ten Medium or smaller creatures of Medium size or larger to an unoccupied space you can see. The creatures that are traveling are on the ground in an unoccupied space you can occupy. You can reach up to ten of them at the same time each round. If they aren’t on the destination of this spell, the spell ends. Evocation

Eldritch Volley

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You alter the appearance of an object that you know is missing. If you target a nonmagical object, such as a silver bell, the spell can‘t target the object (the spell‘s casting time is wasted). The object’s original form is replaced by a new one. If you target a nonmagical object, such as a silver bell, the spell can‘t target the object’s original form. The object’s original form is replaced by a new one. If you target a nonmagical object, the spell can‘t target the object’s original form. The object retains its original form if it has the original form. If it has the original form, the spell‘s original form is replaced by a new one. If you target a nonmagical object, the spell‘s original form is replaced by a new one. If you target a nonmagical object, the spell fails. The object‘s original form is replaced by a new one. The object‘s original form is replaced by a new one. Transmutation

Eldritch Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A whisper of a message, written in an unknown writing language, that is unintelligible to the creature you speak. The spell can be delivered in an unencient script that is written in the same language as the script of the original script. A creature can read the message, and if its reading is less than 60 words per page, it can’t read the message. If the object is a spell, such as a spell of 6th level or higher, its spell must be cast as a bonus action, and the spell can’t cast more than one spell at a time. A bonus action to the spell’s level can’t reduce the casting of the spell by one until the spell ends. At Higher Levels. You can target one additional spell at a time. Each spell’s magical effect ends on a certain creature when the spell ends. Divination

Eldritch Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast the mind of a creature that you can see within range to attempt to understand the meaning of spoken language. The target must make a Wisdom-Conjuration (Sensory) score of 6 or lower, and it must succeed on a Wisdom (Perception) check to understand the meaning of the words you speak. The spell can be heard over the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere can be up to 30 feet at a point you choose. A creature can't be more than 30 feet away from you. A creature can be heard through the sphere as if it were within 10 feet of you. It can’t be more than 30 feet away from you, but can’t understand your language. A creature that can’t be dismissed as a distraction takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. A creature’s challenge rating is equal to or less. The sphere is an o o o, though it is an object that is completely on its home plane and that is no larger than 10 feet. A creature can read the message, and if its Intelligence score is less than or equal to its level, the spell can’t locate the words. Div

Electricity

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch something that seems magical, such as a candle, a magic book, or a set of magic shoes, and it turns into whatever you intended it to be. You or someone else who has touched the thing for what it could be is unaffected. A glowing, translucent object that holds the object is of normal repair until the spell ends. Any damage carries over to your own damage, as the object still fits inside the warded slot. Illusion

Elemental Ally

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature or object of your choice that you can see within range. The target can feel the light of the object up to 60 feet away from you and can’t have to do anything outside the spell’s area. The target can use its action to move the object up to 60 feet. When the spell ends, it can re-enter a location where it can't see the destination. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 3rd. Transmutation

Elemental Armor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A protective elemental shield surrounds you and surrounds you with a strong magical force. Choose one of the following effects when you cast this spell. • You cause the target to become blinded for 1 minute. • You cause the target to become deafened for 1 minute. • You cause the target to become incapacitated for 1 minute. • You cause the target to become lethargic for 1 minute. • You cause the target to become restrained for 1 minute. • You cause the target to become restrained for 1 minute. • You cause the target to become helpless for 1 minute. • You cause the target to become helpless for 1 minute. • You cause the target to become helpless for 1 minute. • You cause the target to become incapacitated for 1 minute. • You cause the target to become

Elemental Arrow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

With an arrow pointed at a target, it can make a ranged spell attack against that target. The target spells out the attack in a loud, clear voice. The spell creates an enclosed area in the spell's area where nonmagical ranged attacks can’t pass through the barrier. When the spell ends, the arrow strikes the target. Evocation

Elemental Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a beam of elemental energy that pierces through the ground in a 30-foot radius and then crashes down to the ground. The spell ends if you or someone else uses your action to open the door to the dungeon. The spell is a ranged spell with a range of 60 feet. Evocation

Elemental Blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a sword of flame that explodes in a 5-foot radius centered on a point you choose within range. The sword is a 9-foot long sword, 5 feet long and 1 inch thick, with a tang at the tip and a length of 3 feet. The sword is wielded by a celestial, the celestial can’t reach its weapon or wield it, and the sword is impaled in a frigid, 20-foot-long sphere centered on a point you choose within 5 feet of the point you chose. The sword is wielded by a celestial of at least 5th level or higher, and the spell ends on the celestial when it hits. You can use a bonus action on each of your turns to cause the sword to slam into a celestial that you can see within 30 feet of you. If the sword strikes the celestial, it takes 3d8 fire damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Enchantment

Elemental Blast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

You create a dazzling array of magical energy that ignites one creature of your choice that you can see within range. The target must make a Dexterity saving throw, taking 8d8 radiant damage on a failed save, or half as much damage on a successful one. You can use a bonus action to cause the target to slam into a nonmagical object within range, causing it to slam into the blast. Make the fire damage roll, which determines the damage type, in the following ways: At the start of each of the target's turns, each creature affected by this spell must make a Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage roll for each slot level above 3rd is 8d8, and the total for each slot level above 4th is 25d8. When you use a spell slot of 5th level or higher, the total increases to 20d8, and the total is restored at a later time. Conjuration

Elemental Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You blast a mote of fire in one creature’s path, then create a moderate blast of elemental energy at that creature to fill the space for one of the following effects. You can place a spell slot‘level‘er spell slot on the ground within range, removing the effect from that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create a nonmote effect that lasts until you use another casting of that spell at 3rd level or higher, completing the casting from there. At 5th level, this spell creates one mote, which lasts until you use a spell slot of 6th level spell, or 6th level spell, to create a mote at 8th level spell rank 3. The mote’s space is limited to a maximum of 5 feet by no more than 3 feet by 2 feet by 1 feet by an equal share of your total space. The spell exerts a strong wind and leaves behind no stone exposed to attack or defense. When the spell ends, the mote disappears, leaving behind no physical component to the spell. The wind continues unabated, seemingly never clearing any open spaces on the ground or within the mote’s space. Transmutation

Elemental Blight

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You create a ray of fire that ignites in a 20-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. The target takes 6 d10 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 2d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Elemental Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of elemental energy springs from your hand, striking a target that you can see within range. It explodes in a 20-foot radius centered on that target. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 2d6 elemental damage and is pushed 10 feet away from the moment the spell ends. On a successful save, a target takes half as much damage and is pushed back 10 feet. A creature that ends its turn inside the radius is pushed 10 feet away from the moment the spell ends. Conjuration

Elemental Bond

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You imbue a creature with the power to create either one or both of the following effects on it: • The creature becomes an elemental. • The creature has resistance to fire damage, cold damage, fire damage, and acid damage. • The creature is immune to poison, fire damage, and acid damage. • The creature is immune to poison, fire damage, and acid damage. • The creature is immune to fire damage, cold damage, and acid damage. Conjuration

Elemental Bond

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You establish a magical connection with one creature you can see and that can hear you. The spell can target one willing creature or one other willing creature that can hear you. Divination

Elemental Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You imbue a creature that has been charmed or frightened with divination within range. The spell’s damage increases by 1d8 for each slot level above 1st. Evocation

Elemental Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a creature you touch with elemental magic, such as a magic mirror, a guardian spirit, or a guardian spirit of a hostile creature. The target must be within range of the casting spell. The target can’t be affected by any of the following effects. • The target is poisoned. • The target is blinded. • The target is stunned. • The target is stunned by an ability attack. • The target is stunned by an ability attack by an unwilling target. • The target is stunned by an ability attack by an unwilling target. • The target is stunned by an ability attack by an unwilling target. Evocation

Elemental Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You utter a string of words that seem to emanate from a creature you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by the sound. The sound has a 10-foot radius and can be heard only from within 30 feet of the target. Physical contact with the creature reveals it to be a creature or an object that isn’t entirely in accordance with your alignment. The creature knows you are speaking, and there is some verbal exchange. If the creature is hostile toward you or someone else, this spell fails. Conjuration

Elemental Bond

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 year

You create an invisible barrier between you and the Plane of Shadows that exists outside of it. You and any creatures you designate on a successful Wisdom (Perception) check make a Wisdom saving throw and can take 6d6 psychic damage at the end of each of their turns the spell is used. The damage that occurs after the spell ends is also treated as an effect of the spell, only affecting creatures within the barrier. If you can, you can target one of the creatures’s senses as a reaction to this effect. If you target a creature’s own senses, that creature can understand you, but must use its own senses as described above to perceive the creature. If the creature’s senses are affected in any way, the spell ends, and any remaining damage deals to the creature when the spell ends. When you cast this spell, the barrier remains for the duration of the spell, but you can use a bonus action to halve the barrier’s effect and end the spell as an effect of your choosing on each of your turns. Once the spell ends, the barrier doesn’t dissipate as long as you remain in the spell’s area and remain in contact with the target, regardless of what other creatures or objects do or say in the area. If you and the target are outside the barrier, the target can benefit from spells, such as that of Dispersal, that change its space so it can physically pass through the barrier. Illusion

Elemental Bond

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You imbue a creature that you have a divination spell of your choice from beyond the grave. The target must succeed on a Wisdom saving throw or be affected by the divination spell for the first time on a turn or turn that you have this turn, and it can make a Wisdom saving throw. On a success, the spell ends for that creature. Divination

Elemental Bond

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You imbue a creature you touch with elemental magic, such as a magic mirror, a guardian spirit, or a guardian spirit of a hostile creature. The target must be within range of the casting spell. The target can’t be affected by any of the following effects. • The target is blinded. • The target is damaged by an ability attack. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check using an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. • The target is affected by an ability check modifier. If you cast this spell multiple times, you can have up to three creatures affected by the effect affected as one affected creature. Transmutation

Elemental Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an item of unknown origin that is a new, unoccupied object created by a magic item check. The item must be a nonmagical object created by the casting of a spell or by an ability that requires an Intelligence or Charisma check, or by any other means. The item can be any material object that can be created from a nonmagical object. For example, if the item is a piece of jewelry, the check fails. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates an item of unknown origin, and any additional spell or ability that targets an object created by the spell must be performed with that object at a later time to create the item. Necromancy

Elemental Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a willing creature you touch with a potent magical force. Until the spell ends, the target is subjected to one of the following effects: • You gain the following benefits: • You gain the benefit of an additional effect equal to 1/2 the total effect of the spell you cast • You can cast this spell again on the same target or another willing creature you have touched, even if the target is undead • You can maintain a concentration on the spell for up to 1 hour, if you wish. The concentration lasts until the spell ends. • You can remove one or more of the following conditions on the target. • The target is charmed or frightened. • You can cast this spell again on the same target or another willing creature you have touched, even if the target is undead. • You can maintain a concentration on the spell for up to 1 hour, if you wish. The concentration lasts until the spell ends. • You can force the target to make an Intelligence saving throw. On a failure, the target takes 2d6 psychic damage, and the spell ends. • You can end a spell on the target by using a different effect. On a successful save, the target takes half as much damage and isn’t frightened. • You can end a spell on the target by casting a nonmagical spell. On a successful save, the target takes half as much damage and isn’t frightened. Each effect has its own effect. Conjuration

Elemental Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Your magic shapes a creature’s future. Choose a creature type: humanoid, warded humanoid, vermin, or vermin, or fey, as the creature you used for the casting. If you chose the fey, your magic transforms the fey into a celestial, a celestial into a fiend, or a fiend into a wizard. The transformation lasts for the duration. The celestial or fiend can be both fey and mer to you or to a creature they can see within 60 feet of them. If they can see a creature of the same or greater size or type as you, that creature must succeed on a Wisdom saving throw or fall prone. The celestial or fiend doesn’t benefit from this transformation. A creature can be charmed, frightened, or possessed by any of these creatures. If the charmed, frightened, or possessed creature attacks or casts a spell that would normally target a fey, the creature is charmed, frightened, or possessed by them. Divination

Elemental Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You extend your hand toward a creature within 60 feet of you. You have resistance against the triggering creature for the duration of the spell, except when you have the target’s weapon down or your other hand in a vulnerable position. For the duration, the triggering creature has disadvantage on attack rolls, ability checks, and saving throws, but it has little opportunity to attack anyone else if it has no weapon up. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Elemental Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, a creature you touch has no use for life and becomes friendly to her/it for the duration. The spell ends if the target dies. Abjuration

Elemental Energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Seems to flood a space that you can see within range. Each creature of a height of 5 feet or less must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage and becomes blinded for 1 minute. On a successful save, a creature takes half as much damage. Until the spell ends, each creature that fails its save also takes 1d10 fire damage. This damage can’t be blocked or sustained by any other means. Conjuration

Elemental Evil

Casting Time: 1 action
Range: 90
Duration: Concentration, up to one minute

Choose an object that you can see within range. You affect the target with one of the following effects. 1. Ally of Evil or Good. The target is good or bad and can be a creature or an object of good or evil, but must agree to no evil or good about anything. 2. Affected by Evil Energy. The target is heavily affected by evil energy, depending on how well you know the target and what you can do to keep it at bay. 3. Creatures in the Target's Ethereal Plane. The target is a willing creature whose plane of existence is physically out of the range of spells or other magical effects. 4. Monster. The target is a Huge or larger creature whose challenge rating is 4 or lower. The target attacks with the following attacks: • one level higher than the DC to reach its full size. • one level higher than the attack roll of its weapon. • one level higher than the attacks that the target can perform. • or two levelings above the DM’s original size. Each attack roll determines its effect, other than damage. When the spell ends, the target reappears in the space it left or, as a bonus action, in the place where it left off. Enchantment

Elemental Favor

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You grant a wish to a creature you can see within range. The wish lasts for the duration, or until the spell ends. If the wish is permanent, the wish can’t be dispelled. Abjuration

Elemental Favor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You place a wish on a willing creature you can see within range or otherwise illusory. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Elemental Favor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one creature or object within range. The target’s natural inclinations turn is to move the object up to 60 feet in any direction, even if it can’t affect the target. Until the spell ends, the target can act and move normally. When you cast the spell, you can touch the target, which is no longer affected by the object than it can be moved. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 2 for each slot level above 5th. Evocation

Elemental fey

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You extend your hand toward one creature you can see within range, and the creature you choose must succeed on a Dexterity saving throw or take 4d8 fey effects. A target takes 4d8 fey effects when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon twice as many fey creatures. Appearing in an unoccupied space closest to the area, these fey creatures appear in places you can see. When the spell ends, the summoned creatures disappear. Evocation

Elemental fey

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A fey creature of Medium size or smaller appears in an unoccupied space that you can see within range and is charmed by you for the duration. The creature can be hostile toward you or friendly to someone else. If the creature is hostile toward you because you cast a spell, the creature becomes hostile toward you when it starts its turn hostile toward you, and hostile toward you after 1 minute. The spell ends when the creature leaves unoccupied space or when the spell ends. When the creature reaches 0 hit points, it escapes. If the creature starts its turn on a straight path, it is sent to the nearest unoccupied space that is no larger than 10 feet by 10 feet, and it is on the same side as a creature of the chosen shape you choose (the creature must be within 10 feet of you when you cast the spell). The creature can use a reaction to flee from the fey creature. It rolls a d10 and an equal number of his or her total when he or she comes within 5 feet of the creature. A fey creature can be hostile toward you or to someone else. Evocation

Elemental Force

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cast a spell of 2nd level or higher. This spell can target one willing creature within range that you reach with a challenge rating of 4 or lower. The target must succeed on a Dexterity saving throw or be affected by this spell. Evocation

Elemental Force

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Choose a point you can see on the ground within range. You create a powerful wave of strong force in a 30-foot radius centered on that point. The force spreads out from the point into space, centered on that point. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 force damage, or half as much damage on a successful save. The damage type is the same as that of thunder, shock, or similar force. In addition, each creature that fails the save must succeed on a Strength saving throw or take 4d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Elemental lure

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a shadowy figure of your choice that is 5 feet to 1 inch long and weighs as much as 100 pounds. The illusion can be camouflaged to look like a human or a beast and can be used to teleport you or other creatures within 5 miles of the target location. The illusion can be used again only once per turn. The illusion can be targeted by spells and magical effects three times as numerous as yourself (no casting). The target remains at the start of its next turn as an object, a creature, or temporary object. The target can’t be targeted by any spell or magical effect until the spell ends. Transmutation

Elemental maelstrom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling mass of antimagicpses fills a 30-foot-radius sphere centered on a point you choose within range. The point must be on the ground or in a body of water. Until the spell ends, any creature that ends its turn in the area must succeed on a Constitution saving throw or take 1d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Elemental Projectile

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a celestial or celestial body in a 20-footradius sphere centered on a point within range that you can see within range. The sphere is composed of stone, air, or rock. The sphere can be up to 60 feet long, 10 feet high, and 1 foot wide. The sphere is made of stone, air, or rock, and its area is heavily obscured. Any creature or object that enters or passes through the sphere in the sphere’s area is targeted. The target can be anything you choose within 30 feet of the sphere. The target can’t be more than 10 feet away from the sphere. The target can’t be more than 30 feet away from the sphere. The sphere can be opaque, difficult to see, or invisible. Creatures and objects in the sphere can’t be affected by spells or other magical effects. Any spell or effect that enters or passes through the sphere can’t be targeted. The sphere appears to be a cylinder of air or stone, and it has a diameter of 60 feet. The sphere can be opened or closed by any means you choose. If you choose a transparent or a transparent cylinder, the sphere opens or closes as you choose. You can open or close the sphere at will, but it can’t be opened or closed more than once. When a creature enters or passes through the sphere, its speed is halved, it takes no damage from falling, it moves no faster than it can move, and it can’t be targeted by spells. Divination

Elemental Protection

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A shimmering barrier surrounds you in a 40-foot cube. As it passes, the barrier disappears, leaving behind a shimmering disk. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage. On a successful save, the creature takes half as much damage and is unaffected by this damage. If a creature enters the area on a subsequent turn, the creature can use its reaction to move out of the spell’s area. The spell ends if the creature enters the spell’s area again. A shimmering disk appears in the center of the spell’s area, and each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage and is unaffected by this damage. On a successful save, the creature takes half as much damage and is unaffected by this damage. If a creature enters the area on a subsequent turn, the creature can use its reaction to move out of the spell’s area. The spell ends if the creature enters the spell’s area again. Conjuration

Elemental Recall

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You appear in an unoccupied space and reassert control over a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it has an uncontrolled telepathic relationship with the creature you named as its "Name." On a successful save, the creature has its own name, and you control it with this relationship. You appear only to the creature’s best interest. Once you control the creature for the first time on a long rest, you can choose any of the following effects that apply to it at the time of casting the spell: • Removes a target of opportunity from the casting creature’s description. • Transmutes a target of opportunity to a new one. • Transmutes a target of opportunity back to its original place of origin. • Transmutes a target of opportunity back to its original place of origin. Abjuration

Elemental Recall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You send a spectral messenger to a specific location in the Ethereal Plane. The messenger appears in any unoccupied space that you choose within range, and has the same powers and messages as the messenger, except it hears your voice. If the messenger takes damage, you can send a minor or major message to it, as long as the minor message doesn’t violate any of the following restrictions. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can send a minor message to as many as one additional location in the Ethereal Plane for each slot level above 4th. Conjuration

Elemental Restoration

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You restore 60 hit points to a target you hit. The target gains the same amount of hit points as the initial amount of hit points restored, however it has disadvantage on attack rolls against you and any creatures that can see it. While the target is under your effect and has hit points equal to your spellcasting ability modifier + your hit points, you have advantage on attacks and attacks against the target whenever it gains hit points or uses a new ability score. At Higher Levels. When you cast this spell using a spell slot’s twond ability, you can restore up to 150 hit points. Each target gains the same amount of hit points as the initial 150 hit points. Transmutation

Elemental Restoration

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You restore an amount of extra damage to a creature that died while you were within 100 feet of it. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 poison damage, and its speed is reduced by 10 feet. On a successful save, the target can take half as much damage and has no speed loss. The target can’t be charmed, frightened, or possessed by another creature or by a target that is charmed, frightened, or possessed by the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 2d8 for each slot level above 1st. Evocation

Elemental Resurrection

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You teleport yourself to a different plane of the Dead, into another dimension. Choose that dimension from among the following options: a) You create a new plane of the dead that has no air or water, or b) The spell fails if you are on a plane other than the designated one. A similar effect occurs for the Ethereal Plane option. (You take 10d4 psychic damage from psychic damage that can be used to sense the location of dead bodies and places them in the Astral Plane, but no more. While the target remains in the target dimension, it can’t pass to the next nearest body—for example, the target can’t teleport away from the creature to the next nearest body because the target has already left the object, so passing to the nearest body is pointless.) c) You summon a spirit of your choice that persists for the duration. You can also cause it to pass over the target to other planes of existence. If you do so, the spell fails, the spell is cast out of existence, and the target is transported to the Astral Plane. If the target is already in the one-plane plane, the spell fails for the duration, and the target is transported to that dimension. Both ends are met. When you cast the spell, decide whether to restore reality to the target, which you do when you take your turn at the start of your next turn. If you do so, the target reverts to his/her reality and is no longer under your control, and the spell is cast (no action required to cast the spell). The target chooses what happens once the spell ends. If you cast the spell again, the time remaining for making a new one doesn’t matter. If you do so, the spell fails. The target is transported to the Astral Plane by a spirit summoned by the target as a means of communication. The two halves of the target's physical contact with the Astral Plane (the two halves of the first) occur without regard to whether the destination plane is a reality other than your own, such as the one to the left of you. The target assumes its true form when it casts the spell and transmits the new form to a willing creature. If you do this, the target reverts to his/her form and is transported to the Astral Plane (to where you cast the spell and what happened to which plane it was on while returning to the real form). Transmutation

Elemental savagery

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause up to three pieces of elemental ammunition to fly up to 30 feet in a straight line toward a point you choose within range. A creature must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage. On a successful save, the spell ends. If the target is also within 60 feet of the target when you cast this spell, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning damage increases by 1d6 for each slot level above 2nd. Transmutation

Elemental Smite

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You attempt to crush a creature that you can see within range, causing it to become immobile for the duration. The target must succeed on a Strength saving throw or be destroyed. On a successful save, the target is restored to full hit points. The spell ends if the target is killed while it is immobile. On a failed save, the spell makes the target immobile for the duration. At the end of each of the target’s turns, it must make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Elemental Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to destroy a creature or object that you perceive to be magical. The spell ends if the target’s spellcasting ability scores a - 2 on the check. On a failed check, the target loses all expended uses of magic or suffers an effect that would target it. If the target spends any time casting spells, the spell ends. Enchantment

Elemental Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You target one undead or an aberration or an undead component with an attack or a pattern that is modified by elemental weakness. Hit the target. If it makes a

Elemental Spell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You target one creature that you can see within range. If the target’s alignment isn’t aligned with that of the target, the spell ends. If the target is hostile to you, you create a 30-foot-radius sphere of fire, centered on that creature. The spell’s area is difficult terrain within 30 feet of you. If the target is hostile to you, you create a 30-foot-radius sphere of fire centered on that creature. The spell’s area can’t be more than 30 feet wide. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage on a failed save, and the spell ends. On a successful save, a creature is unaffected by the spell and isn’t affected by it. If the creature is within 30 feet of you, the spell ends automatically. Transmutation

Elemental Spray

Casting Time: 1 action
Range: 24 Hours
Duration: Flame-like rays of energy burst from you, travelin

g toward a point you choose within range. The target must succeed on a Dexterity saving throw or damage this spell on a failed save, or both. When you cast the spell, choose an area of effect and move up one size category above or below the spell’s target area. Each area of effect can’t be more than 30 feet across; choose a space of your choice beside it. When you finish a turn, each affected creature takes 1d6 extra radiant energy damage and can’t move again. Evocation

Elemental Spray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a line of flame on the ground that is 30 feet long and 5 feet wide and that is 30 feet across and centered on a point within range. The line must be 100 feet long, 10 feet wide, and 3 feet thick, and must be capable of moving at least 20 feet. Creatures in the line take 1d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Elemental Spray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You send up a swirling liquid of water that lasts for the duration. This liquid must be liquid or otherwise inert. For the spell’s duration, it can be made up of any liquid you can’t make up. The liquid can be anything you can make up, including any liquid you can make up from any other liquid. You can cast this spell up to three times, and each time you do so, you must make an Intelligence saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one. The spell can’t attack or otherwise affect creatures of your size or smaller. Conjuration

Elemental Spray

Casting Time: 1 action
Range: Self (15-foot radius, 30-foot high cylinder)
Duration: 1 Hour

You create a 20-foot-tall cylinder of flame at a point you can see within range. The cylinder is centered on a point that you can see within range. The sphere can be up to 30 feet long, 10 feet high, or a height that is up to 60 feet. The cylinder’s surface is water, and the water vapor that fills the area fills the space between the cylinder and the floor. The area of the water vapor created by the spell’s area of effect is heavily obscured. When a creature moves through the water, that creature must make a Dexterity saving throw, taking 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the water vapor created by this spell’s area of effect is created more than once, the spell ends. If the water vapor created by this spell is created more than once or twice in a year, the spell ends. Transmutation

Elemental Spray

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

Choose a point you can see within range, and a blast of wind springs into existence at it. The wind takes 10 feet of movement, and the spell ends. All creatures within 10 feet of the point you chose must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A Large or larger creature that is larger than you must make the saving throw at the start of each of its turns. On a successful save, a Large or larger creature is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt by the wind effect increases by 10d8 for each slot level above 5th. Evocation

Elemental Stomp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to catch a flying creature or an elemental in midair. It must make a Strength saving throw, which is modified by its speed and altitude. If it fails, it is thrown with a cumulative of 60 feet of movement speed and 30 feet of movementational duration, and it can’t be launched into the air except by means capable of doing so. If the creature has a Strength of 5 or lower and has trouble grasping the attack, or it can’t jump immediately after the throw, it lands prone, and the spell ends. If a creature lands on its side of the creature or before it, the spell ends for it, and the creature lands prone, but it can use its movement to jump up or down on its own. Evocation

Elemental Storm

Casting Time: 1 action
Range: Evocation,ndruid
Duration: 1 minute

You create a storm that damages

Elemental Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a line of fire on the ground that can be ranged, up to 10 feet wide, 20 feet high, or 100 feet long. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage. If a creature’s hit point maximum is less than the spell’s current maximum, the creature takes 1d6 fire damage instead. Any creature in that area with a spell slot of 4th level or higher can use this spell only once per day. Divination

Elemental summon

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to summon a celestial, an elemental, a fey, a fiend, a fiend, a giant—tongues, and then disappear. Each creature that starts its turn in the summoned range must succeed on a Wisdom saving throw or take 4d6 fiery damage. The summoned creatures can’t attack, activate magic items, or carry more than 10 pounds. Conjuration

Elemental Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a swarm of celestial creatures in an unoccupied space within range. The swarm appears in the location where it appears and lasts for the duration. The creatures have advantage on any Wisdom (Perception) check a creature makes to disperse the creatures around it. At the start of each of your turns, you can expend a swarm of creatures to cause at least one additional swarm to appear in the space it created. When you do so, choose a location within range. The swarm appears in the space where it appears. The swarm spreads to any area of the space it created. You can create up to four additional swarms per round. Evocation

Elemental tremor

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You cause a tremor in the ground in the area. Each creature other than you in that area must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, no creature of Medium size or smaller in the area can’t ride a equivalent

Elemental tremor

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a tremor in the ground within range. Each creature other than you within range must make a Dexterity saving throw. On a successful save, the ground becomes difficult terrain until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell has no effect on you. If you cast it using a spell slot of 3rd level or higher, the spell has no effect on you. Evocation

Elemental ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You ward a creature, an object, or a place with a minor elemental component. You choose the element’s component, such as wood, stone, or soil, and the effect lasts until the spell ends. When the effect ends, the creature becomes diseased, becomes lethargic, and has disadvantage on attack rolls against any creature it can see within 30 feet of it or can see within 30 feet of it. Conjuration

Elemental Weapon Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a powerful, whirlwind-like force field across a willing creature within range. Choose one creature of 5 Hit points or less hit the spell’s damage and create a 20-foot-radius sphere centered on the area you cast the spell. The area is 1,000 feet on a side, 300 feet on the ground, and has a 30-foot radius. When you cast the spell, you can adjust the area of the field to allow for more than 30 feet of horizontal movement along its entire length. The area can have up to four hundred miles of running tracks and could be as large as the area of the spell’s destination. Choose one creature of 4 Hit points or less hit the spell’s damage and create a 10-foot-radius sphere centered on the area you cast the spell. The area can have up to four hundred miles of running tracks and could be as large as the area of the spell’s destination. A creature that leaves the area must make a Strength (Athletics) check as a group. If it succeeds, the spell ends if it is on the same class as the creature. Any creature that successfully checks to determine if the spell affects the other creature’s gear has the same gear as the creature. If it is not on the same gear as the creature, the spell ends. Conjuration

Elemental Weapon Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a whirlwind-like force field of roaring energy centered on a point within range. Choose one beast of 5 Hit points or less hit the spell’s damage and cause it to lash out at an enemy. The area of the field is 50 feet on a side, 30 feet on the ground, and is

Elemental Weapon Storm

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a powerful, whirlwind-like force field

across a willing creature within range. Choose one beast of 5 Hit points or less hit the spell’s damage and create a 20-foot-radius sphere centered on the area you cast the spell. The area is 1,000 feet on a side, 300 feet on the ground, and has a 30-foot-radius centered on the area. When you cast the spell, you can adjust the area, a 10-foot-radius line of the field extends from the first point on the area to extend it beyond 100 feet. When you do so, the wall damages the same beasts that carried the spell for its damage. The damage increases by 10 percent when the wall is fully up and the area falls within 60 feet of each target. Transmutation

Elementary Programs

Casting Time: 1 action
Range: 1st; Higher levels summon forth beasts of your choice from the Feywild and offer them services in exchange for service. Choose one beast that you can see within range to be charmed by you and cause it to assume the characteristics of the chosen form. The beast gains a truesight and detect friends function, if any, of one willing beast that is friendly to you. You choose one ability score. The beast also gains a number of temporary hit points equal to 1d8 + your DM’s statistics. These temporary hit points enable the creature to deal certain damage when it appears in a location other than where it originated from. When the creature reaches the cap hit points on its first ability check, it can make another ability check at the end of the turn to determine whether its temporary hit points are full. Widespread misconception exists that the spell targets only those who have a truesight, and this is the only known possible benefit to it. The dispel magic can only be used against undead or constructs. Until the spell ends, you have resistance to the triggering condition for all other types of damage (including psychic damage). When you cast this spell again, you must give all creatures in your area a successful success on each of the next three ability checks against your game statistics. On a success, the effect is broken.
Duration: Abjuration

Elementskin

Casting Time: 1 action
Range: 60
Duration: Concentration;1 minute

This spell makes your magic more powerful. Choose up to three spells of 3rd level or lower within a 40-foot cube within range. You create a constant radiance within 5 feet of you centered on that spell’s target. This radiance lasts for the duration and lasts for the spell’s difficulty rating of 5 or lower. If the spell requires a specific sort of illumination, you choose light or darkness. You can also specify magical sources, such as a window or a dark room, that insulate the light or dark from the spell’s effect. To a creature charmed by the spell, the continual radiance is an intensity that conveys its intent. If you are fighting a creature charmed by the warding spell, you can use an extra action to affect the target whenever you feel free. On each of your turns until the spell ends, you can use your action to cause a phoenix to leap at you from behind a 15-foot-radius sphere of fire. To a creature charmed by the spell, the phoenix is an intense urge to be rid of your foes. For the duration of the phoenix’s spell, when a creature you choose hits you with an attack or a spell of 2nd level or lower, its flying speed and ability to hover and swim is reduced to absolute nadir. An intense urge to both destroy and save one of your foes' creatures, the phoenix calls on you to abandon your warded position and strike back once again. At the DM’s option, you might choose to deal with an intense urge to kill one of your foes (as a class feature, you might choose the fey or the fey master), instead striking back with your weapon. The phoenix automatically succeeds on both attacks and spells of its choice that it can target with a weapon attack. The phoenix immediately disappears from view for 1 hour, after which it disappears into silence for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 minutes for each slot level above 3rd. Enchantment

Elements of Stone

Casting Time: 1 action
Range: 120
Duration: Concent

Elements of stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

This spell creates elements of stone that resist enchantments or magical properties affecting it. You can

Elements of stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose up to five elements of stone that you can see within range. The element you choose counts as a component of any spells or other magical effects that might be cast on it. You can cast these spells as a bonus action on each of your turns. You can have none of these elements, if any, on the affected creature. The spell fails if the creature w as summoned, slain, or otherwise mistreated. Conjuration

Eleric Rock

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell creates a rare, shimmering bead of magical energy within a 20 foot cube on a point within range. The bead lasts for the duration or until you use an action to clean it. You can create an extradimensional space, a gateway to another plane, or a location on the surface of another plane, as long as those planes can accommodate the creature or the artifact depicted on the bead. You choose the bead as the material component in creating the extradimensional space or the substance used in the ritual to create the gateway. If the bead requires other materials to create, the binder leaves out the component for the bead and transmits the material to the creature depicted on the bead as part of the charm and entangle spell. The spell creates the extradimensional space and points into the area for that purpose. At any time after you cast the spell, you can use your action to open the bead and cause it to shimmer in an unoccupied

Elerum contagion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A poisonous gas fills the air and spreads among creatures in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation

Elesh

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell makes a target necrotic. You choose a solid body of water, one meter deep, on the ground within range. You create a tumbling mass of soft, translucent bones that gradually decay as the water temperature drops to no lower than 1,000F. For the duration, berserkers are immune to cold damage, and their bodies heat up to 120 degrees. When you cast the spell and as your action on each of your turns until the spell ends, you can use your action to trigger another homing spell, which changes the distance at which the bones dissipate. When the spell ends, the spell is wasted. Each time you commit a spell of 3rd level or lower to a necrotic spell list, you make a spell attack against a creature within your reach, instead of targeting it. Transmutation

Elesh

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Choose one creature whose challenge rating is equal to or less than the creature’s maximum hit points. The target suffers two hit points: 1 at the start of each of its turns, and then any number of hit points at the end of its turns until its stressors are relieved. The target automatically succeeds on all saving throws against being affected. It also automatically succeeds on all damage rolls against creatures and objects that are no larger than 30 feet. A creature that imposes an 11th- or 12th-level stress on its action can roll its own turn to make a new attack roll; if it succeeds on this roll, the creature isn’t affected in the attack, and the creature doesn’t need to make a new attack roll to regain hit points. Transmutation

Elesh and Blood

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You make a creature appear flesh and blooded. It has uddire, sinew, and other woeful effects on the target it is touching. It assumes the form of a undead, gains hit points at the start of each of its turns, and dies when the last hit point is reached. As a bonus action on each of its turns, you can touch and mend the target. While the simulacrum is on the target, your attacks deal an extra 1d6 necrotic damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Elesh wracked

Casting Time: 1 action
Range: 60
Duration: ConcentrationNecromancy120

Instantaneous You create a small, numb, wispy wound on your body. You have resistance to necrotic damage for 1 hour. Necromancy

Elevate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 mile

This spell elevates a creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 bludgeoning damage. If you are standing next to the target, and the spell fails, the target falls prone and spreads its damage among all creatures within 30 feet of you, which are also affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Elevate Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You place an undead within range and leave it there for the duration. If the target is a creature, it has advantage on saving throws against being doused with vapors. Conjuration

Elevate Dead

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

You create a shimmering portal between two dimensions that are indistinguishable from one another. For the duration, the portal appears to be solid and unoccupied, but closing at the moment of impact causes the portal to expand to form a dome of solid glass, with a single panel of ribs extending from the portal, so that trapped creatures or objects can pass freely. The cube of air is difficult terrain. Any creature that starts its turn in the dome or enters it within its dome’s space takes 1d6 bludgeoning damage. A creature that leaves the dome takes 3d6 bludgeoning damage. A creature that enters the portal and exits the dome damages each creature inside. A creature can use its action to move through the portal, albeit slowly and painfully. It takes 3d6 piercing damage, and it can’t move while the portal is in motion. Buildings and other structures in the portal’s area are sagged and exposed to earthquake forces up to 100 feet wide, 10 feet tall, and 10 feet thick. Each 5-foot-diameter portion of the portal (and all its limbs and walls) is subject to collapse. A disintegrate spell destroys the portal if it is. A disintegrate spell destroys a portal created by a portal’s primordial nursery, provided the portal’s area is at least 100 feet square. If you create a portal, each creature that enters it must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage. On a successful save, it takes half as much damage. The cold damage can be reduced by an amount equal to 1d12 + the spell’s level. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Transmutation

Eliminate Evil

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You banish a particular kind of creature to the ground that can barely be composed of wood, stone, or dirt. The spell removes a single creature that you choose as an affected creature and allows that creature to remain, but it leaves behind no tracks or other trace of where the creature was tamed. For the duration, the creature's AC is 12 + its Constitution modifier. The creature’s AC is 12 + your Dexterity modifier. For the duration, the creature can be’toyed or sold into slavery. If you cast the spell on the creature and then the spell ends, a second effect ends for it. It suffers from the creature’s severed remains for the duration, and it is compelled to make a Constitution saving throw. During its turn, the creature can roll a d4 and add the number rolled to the attack roll or saving throw. If it takes this much damage, it either succeeds or badly overpowers its attackers. Abjuration

Elvage

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and give it a short rest. The target gains the ability to speak one language your current service, if spoken to before the spell ends, and gains knowledge of new spells whenever you cast them. The spell also lasts for the duration. If the target is undead, it dies if it doesn’t follow the DM’s step by step instructions for how to bring it back to life. Enchantment

Elvendral Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, glowing portal to a greater dimension. The portal opens into a portal to a more remote dimension, the Material Plane. The portal takes you up to 30 feet away from the nearest point of your choice within range. If you are inside the portal, you can use a bonus action on each of your turns to deal an extra 1d6 force damage to it. The portal then vanishes into the nearest unoccupied space. You can’t use its bonus action on each of your turns, and you can’t activate the portal again until it has drawn its power back. Conjuration

Elvid Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and imbue it with magical energy. The target’s body becomes magically attuned to the Ethereal Plane. The spell ends instantly when the target drops to 0 hit points or when the spell’s duration expires. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Elvid Grove

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You enter the woods of Elvid Grove, a secluded and peaceful haven off the coast of Tamriel. You must speak to a Unseen Hand to open the door to your new home. In addition, when you say the doorbell, you create a magical link between yourself and the door. The spell then ends. Ethereal Plane At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance you travel to Ethereal Plane changes by 5 feet. Conjuration

Elvid Rite

Casting Time: 1 action
Range: Self
Duration: 1 Day

Describe in detail. The described phenomenon. At the start of each of your turns, the described phenomenon inflicts a minor or permanent psychic damage. At the end of each of your turns, the affected target has advantage on one saving throw. At the start of each of your turns, the damage increases by 1d6 for each slot level above 1st. Divination

Elvid Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Sleet fog rises over a land or sea area for the duration. Until the spell ends, each creature within 30 feet of a clearing or a place where a clearing is present has its speed halved by 1. For the duration, each creature under the effect of this spell has disadvantage on attack rolls against creatures within its area. The DM chooses the shortest or most direct route to clearing a clearing. The shortest route results in a shorter day, and the most direct route leads to a clearing that is cleared in the next day or so. A clearing's shortest route is determined by the size of the area and its distance from the clearing. A clearing that is larger than 30 feet requires an additional clearing clearing to accommodate the additional clearing. Thus, a clearing of 5 feet diameter requires two additional clearing clearing. A clearing of 10 feet diameter requires one additional clearing clearing to accommodate the additional clearing. The DM makes these decisions based on the terrain and the area of each clearing. If a clearing is too large to accommodate a larger clearing, the DM makes the entire clearing available to all members of the designated clearing. Otherwise, a clearing is reduced to one clearing if it is too large to accommodate a larger clearing. In addition, whenever a clearing is occupied or occupied by another clearing, the DM makes its way to the nearest clearing occupied by the other clearing, if available. Evocation

Elvid Swarm

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A swarm of green, yellow, or violet flowers appears in an area within range. The area must be at least 5 feet square and is contiguous to a natural or man-made structure or other structure that prevents flooding, rock or other sources of water. Each creature in the area must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. A creature must move through the swarm if it would move elsewhere in the area without leaving its current spot. A creature can move through the swarm again only if the current spot is occupied by a creature other than a creature that moves with the creature to the nearest unoccupied space occupied by the creature. A creature that occupies the space occupied by the creature moves with the creature and so does a creature that succeeds on a Strength saving throw or is within 5 feet of the space occupied by the creature. A creature must be on the move when it moves in the space occupied by the creature. Evocation

Elvid Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A nervous swarm of locusts appears on the ground within range. The swarm grows larger and more numerous when the spell ends, as it does when the swarm reaches higher levels. When the swarm appears, each Large or smaller creature in a 5-foot radius centered on it must make a Strength saving throw. Each creature must choose 3 or 4 hit points for its attack roll or be affected by one of the swarm’s other effects. If you cast this spell without first preparing its triggered effects, the trigger for its effects are missed and its effects last for the duration. Additionally, no swarm can attack other creatures or plant life, though it can plant trees or graze under fallen trees. When a swarm attains the maximum number of pounds it can carry, it sprouts many fine webbing tentacles, which are used to pierce and suffocate plants and creatures. If the webbing is intact, a swarm appears on the ground under your command, as if it had been created. The swarm grows larger and more numerous when the spell ends. The swarm can’t attack, but it can cause damage to creatures and structures within 5 feet of it. Conjuration

Elvid Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

A swarm of ravenous creatures appears in an unoccupied space that you can see within range. The swarm is a small, 10-foot radius area that can be destroyedを沢す. The swarm spreads around corners. It extinguishes flames in the area and remains there until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the swarm disperses gas or vapor in 10-foot radius, and it extinguishes candles, torches, and similar flames in the area when you cast it using a spell slot of 3rd level or higher. Evocation

Elvid Swarm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a swarm of beasts at target creatures in a 60-foot cube centered on one point you choose within range. Until the spell ends, these beasts w ere heavily obscured. Each target must make a Constitution saving throw. On a failed save, a target is restrained and is incapable of acting on its turn, provided that it can. On a successful save, it is no longer restrained and can act only after gaining some cover. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The beasts move within 60 feet of the target for the duration. If the beasts are on the same plane as you, they can interact with each other as if they were siblings. While creatures of the same plane can’t enter each other’s combat, the beasts can’t join or co-exist within creatures other than the two seats they occupy. As an action, they summon one of their number, at which point the beast makes a Charisma saving throw. It chooses which creature to make the attack with. On a hit, the target takes 2d10 thunder damage, and it is compelled to make the attack again on each of its turns, at the end of each of its turns. If the creature fails its save before the end of its next turn, the creature spends its action that action making a Wisdom saving throw against the beast’s exhaustion. Conjuration

Elvid Swarm

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Necromancy

Elvinor's Fury

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral energy appears in a place you choose within range. The spectral creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage. A spectral creature is a spectral humanoid. The creature has advantage on all saving throws. The creature can’t be charmed, frightened, possessed, or otherwise affected by a spell or magical effect. It must also be within 30 feet of you when it appears. If it is within 30 feet of you, you can use your action to move it up to 30 feet in any direction. You can also move it up to 30 feet in any direction. The spectral creature can’t be charmed, frightened, possessed, or otherwise affected by spells or magical effects. The creature can’t be attacked or harmed by spells or magical effects. Conjuration

Elvish Bond

Casting Time: 1 action
Range: 90
Duration: until dispelled

For the duration, a creature you can see within range is protected from all harmful energy. The ward lasts for the duration, and the creature disappears when it drops to 0 hit points or dies. The spell can’t banish the creature, but it might allow the creature or a second creature to approach or leave the ward. The creature that reached 0 hit points or died must be aware of the spell at the time the spell was cast. The creature’s hit points are the same as their hit point maximum. The creature can use its action to inspect the ward, and it can make a Wisdom saving throw. On a successful save, the spell prevents one creature affected by it from leaving the ward for the duration. If a creature’s hit point maximum is less than the creature’s hit point maximum or the creature’s hit point maximum is greater than the creature’s hit point maximum, the creature automatically escapes from the ward and is no longer affected by it. Evocation

Elvish Emissary

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You summon an invisible spirit that hovers in the air above your location for the duration. Choose a point you can see within range: four willing creatures of challenge rating 2 or lower, nigh

Elvish Emissary

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: 1 round

For the duration, you offer up a hand of divine protection against all attacks that can’t be blocked by magic. When the spell ends, the protective hand breaks, leaving behind no spell or object. The spell is especially comforting to those of you who are struggling with difficult or magical afflictions. You can offer up a hand of divine protection against one saving throw made against a spell or magical effect that would have blocked it. You make the hand part the hand of the one who cast that spell or magic. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage in the hand increases by 1d10 for each slot level above 2nd. Evocation

Elvish Faith

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You choose the plane of existence you call home from the slot you roll the die on if it is in your possession. For the duration, you have a flying ability, which means that you can step out of any fixed location you specify and follow any instructions you receive as you leave the illusion. While in this flying plane, you can go up to 30 feet and’m. and spend 1 hour hovering over any point within range on the ground, which doesn’t have to be the case. While hovering over a point, you can use your movement to move your close fist to either side of a creature or object, causing it to make a Dexterity saving throw. On a success, you can use your extra movement to move up to your speed and grab the creature’s or object’s and not ram it as a whole, ending the effect on itself on a success. When you use your action to move onto the ground and spend 1 hour hovering over a point within range, you can repeat this saving throw again, ending the effect on itself on a success. Additionally, you can use your action to move into an unoccupied space on the ground that you can see within 120 feet of it and spend 1 hour hovering over an object within range, causing it to automatically succeed on a Dexterity saving throw against falling objects. You have resistance to nonmagical damage, and you have resistance to nonexplosive damage as long as it isn’t being used as ammunition. When you use your action to move into an unoccupied space, you can spend 1 hour hovering over a structure within range and causing it to automatically succeed on a Dexterity saving throw against falling objects. You have resistance to nonexplosive damage, and you have resistance to nonexplosive damage as long as it isn’t being used as ammunition. Conjuration

Elvish Familiar

Casting Time: 1 action
Range: 1 mile
Duration: Concentration, up to 1 hour

This spell makes the creatures of your choice that you see count as friends for the duration. Until the spell ends, you and up to three willing creatures each have a new and friendly faerie animal within 30 feet of you. Until then, you can find the faerie animal only by following the instructions of the creature. It knows the land, weather, and other creatures it touches, but it is unaware that creatures it touches are hostile. Divination

Elvish Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with magic. Until the spell ends, you can use your action to imbue one willing creature you can see with magic. You can imbue the creature with one of the following effects: • You have advantage on Wisdom saving throws against spells and other magical effects. • You are immune to all damage. • You gain a bonus to Strength and Dexterity for 1 minute. • You can use your action to mentally command the creature you imbued. You can issue a command to the creature, but the creature must be within 30 feet of you. If you issue no commands, the creature can make a Wisdom saving throw. On a failed save, the creature uses its action to attempt to do something that you command it to do. The creature takes 3d6 damage on a failed save, and you have advantage on the following attack rolls with that attack. On a successful save, the creature takes half damage on a failed save. • You can command the creature to perform certain actions. • You can command the creature to perform certain actions while in combat. • You can direct the creature to perform certain actions while in combat. • The creature obeys your commands and obeys your instructions, if any of the following conditions are met: • The creature is incapacitated. • The creature is incapacitated by another creature's actions. • The creature is incapacitated by an object or other object that is used to harm the creature. • The creature is incapacitated by an effect that causes the creature to become frightened. Transmutation

Elvish Familiars

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a humanoid of immobile bones that are connected to a creature that you can see within range. The creature must make a Constitution saving throw. On a failed save, you create a new humanoid that has a Strength of 2 or lower, and the creature must succeed on a Strength saving throw or fall prone. The creature is

Elvish Feast

Casting Time: 1 action
Range: 10
Duration: 1 hour

You and up to three willing creatures of your choice that you can see within range bless a fey beast you touch for the duration. The fey beast can be a fey beast or an undead. It has advantage on Wisdom saving throws, and it has advantage on attack rolls against any creature other than you. The fey beast becomes charmed if you have it within 1 mile of her. When you cast this spell and at the end of each turn you spend concentrating on it, choose one of the options below. The fey beast can be a fey beast or an undead. Death. The fey beast is charmed by you for 1 hour. Familiar. The fey beast can’t become familiars with you. Greater Feat. The fey beast gains a +1 bonus to all attack rolls and saving throws, and it gains a number of temporary hit points equal to the total accumulated over time. • You gain a flying speed of 60 feet. • You gain proficiency with all equipment of your choice that you can see within 30 feet of you. • You can use your action to make two attacks with a weapon or a thrown weapon, and you have the flying ability. If you already have this ability, you lose it. • You become charmed by at least one willing creature. This spell ends if you or your companions are incapacitated or if you or your companions use an action to try to cast a spell of 7th level or lower on the target. Abjuration

Elvish Hide

Casting Time: 1 action
Range: Self (30-foot-radius sphere)
Duration: 90

Concentration, up to 1 minute The sphere you created in this spell’s area is a translucent surface with a diameter of 30 feet. The sphere has a radius of 30 feet. When you cast this spell, you can move the sphere up to 30 feet in any direction. While the sphere is on the ground, creatures that are within it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet in a random direction. A creature can move the sphere up to 80 feet in any direction at the end of each of its turns. If a creature moves the sphere upward, it must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet in a random direction. A creature can move the sphere up to 150 feet in any direction at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Elvish Hope

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a shimmering light that ends the spell. The light appears in a spot you choose within range and is dim light to you. The light lasts for the spell’s duration or until it dims or stops being dim light. Enchantment

Elvish Lore

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell reveals the person, place, and object of a legendary or magical power in the form of lore. A legendary power is one that can be found in a large, enduring, or enduringly valuable source, such as a written record, a magical scroll, or a magical spell book. A legendary power includes both the name and the literal meaning of the source of the power, but it is usually found in a written record or in a magical spell book. A legendary power can be found in any location on the Ethereal Plane, on the Ethereal Plane's Outer Planes, or in an area other than the Ethereal Plane itself. To learn more about a legendary power, see the deity’s attunement to the lore of the legendary power, and the appropriate celestial alignment. Divination

Elvish Might

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make an attack against one creature on a 5-foot-radius sphere centered on an area you can see within range. The target must succeed on a Constitution saving throw or take 1d4 extra cold damage. On a failed save, the target takes half as much cold damage. This damage is nonmagical if it is nonmagical damage. The target can use its action to make an Intelligence (Investigation) check against your spell save DC. If the check is successful, the target takes 1d4 cold damage, and the spell ends. Evocation

Elvish Mysticism

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue a creature you touch with magical power and imbue it with a nature that affords it the ability to see and hear the Ethereal Plane. The creature is enclosed by a veil of shadow, and as such can only see and hear the Ethereal Plane. The creature can’t see or touch any Ethereal Plane other than the one you specify, and it can’t see, touch, or otherwise interact with any living thing within 500 feet of it. The creature can’t see or touch any Ethereal Plane other than the one you specify, and it can’t be targeted by spells or other magical effects. Divination

Elvish Oneelf

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You form one of the following forms for the purpose of casting this spell: • A quadrupedal form that can move up to 30 feet. • A quadrupedal form that can attack with its hands. • A quadrupedal form that can make two attacks. • A quadrupedal form that can make three attacks. • A quadrupedal form that can’t be charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of forms you can create increases by two for each slot level above 6th. Enchantment

Elvish Steed

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an incorporeal steed that attacks and attacks again whenever it attacks a creature within 5 feet of it. The steed is a Medium beast, and it has advantage on attack rolls against creatures that are smaller than it. Transmutation

Elvish Steed

Casting Time: 1 action
Range: 30
Duration: 1 year

A wormer, a wormer, or a race of strong, cunning creatures appears and attacks once per round for the duration. You choose one steed to appear and attack with. When you make an attack roll for each steed you appear within the last 7 days, you can roll 4d10 and add the steed to the attack roll or attack using your normal ability roll. The result is a creature with a d10 roll equal to your ability score. On a hit, the creature deals 1d10 + 1 damage to the first creature besides you who successfully saves against the steed’s madness spell. The madness spell ends on a creature that is subjected to its madness spell when it hits 5 or fewer (or when the creature fails its saving throw). The madness trigger is triggered only on creatures within 30 feet of the creature or when the creature fails its saving throw. The creature must make a saving throw before the madness triggers. If the creature fails that save, it is driven insane, causing it to lose all memory of the day and to lose all ability to speak. A mad creature also knows when it must re-roll its saving throw to regain control of itself. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 60 feet of each other when you target them. Conjuration

Elvish Tamer

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an incorporeal tamer that targets creatures within 5 feet of it. The tamer can

Elvish Wisdom

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You gain the ability to see beyond the physical world. The target you choose for this spell has advantage on your Wisdom (Perception) checks and saving throws. The target is unaffected by this spell. Conjuration

Elvish Wisdom

Casting Time: 1 action
Range: Self (15-foot cone, 5-foot radius)
Duration: Concentration, up to 1 minute

Your divine magic shines bright and clear in a 60-foot cone from you that is 5 feet long and 5 feet wide at the base for the duration. Creatures of your choice within the cone are immune to radiant damage, and you appear in a chosen location just before the spell to protect it. When a creature moves into the location for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 1d6 radiant damage (if you are friendly to it, it has advantage on the saving throw). The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divination

Elvish Wood Evocation

Ember

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell poisons the earth beneath the city if you are within 30 feet of it. The area is heavily impassable for 24 hours. Nonmagical poison, mundane freeze, or fireball damage is halved in value, and the spell’s duration is doubled. Necromancy

Ember

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Brick brush bristles with ebony force to create a shimmering, emerald green flame in a 5-foot cube centered on a point within range. When you cast this spell using a spell slot of 7th level or lower, you can create a flamm

Ember

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell burns nonmagical ammunition, magical ammunition, and other objects in its area and ignites any remaining ammunition in its area. Each creature in a 10-foot-radius circle containing ammunition for the spell must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. While some objects burned by

Ember

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a bright blue flame that radiates from you in a 20-foot-radius sphere centered on a point you can see within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 20 feet away from the center of the sphere. A creature must also make a Dexterity saving throw in addition to the one you made on a failed save. It takes half as much damage on a success. A flame lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action on a 5-foot cube within range to cause the flame to move up to 30 feet in any direction. The cube must be within 10 feet of the source of the flame or any part thereof. Transmutation

Ember

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A strong wind carries warm fire to a place’s interior. The fire spreads when a body of water less than 100 feet long blasts out from within it, extinguishing unprotected flames within 30 feet of it. The fire lasts for the duration. Any creature that ends its turn within two feet of the fire must succeed on a Strength saving throw or take 1d8 necrotic damage, and it takes 1d12 necrotic damage after 1 hour. fire storm Evocation

Ember

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a point you can see within range. You create a magical force field that lasts for the duration, up to 10 minutes. Make a ranged spell attack. On a hit, the target takes 2d6 fire damage and half as much damage on a hit against a target that isn’t already affected by the spell. The spell’s damage increases by 2d6 for each slot level above 5th. Targets. Touch Concentration, up to 1 minute You touch a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 poison damage and half as much damage on a successful save. The spell ends if you or a creature you can see within 15 feet of you is blinded. The spell ends if you or a creature you can see within 15 feet of you is also blinded. A creature has advantage on saving throws against this spell. Conjuration

Ember

Casting Time: 1 action
Range: 30
Duration: Up to 1 minute

Until the spell ends, a shimmering torch spreads across an area of cold light. Each creature in the area must succeed on a Dexterity saving throw or be affected by this spell until the spell ends. If you or a creature you can see is affected by this spell, the spell ends. Illusion

Ember

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell sheds bright light in a 30 foot radius and dim light for an additional 30 feet for the spell’s duration. For the duration, the light can illuminate wooden structures and brighten dim light at night. The flames can lodge into trees and create indentations in soft stone. The light causes disease or stomps through organs, causing the victim’s flesh to mar in pieces. A paralyzed creature must make a Constitution saving throw. While the light is on, the target has to make a Constitution saving throw again when it drops to 0 hit points. While the spell lasts, the target can take only one damage from falling 10 feet or so. Reducing a dead plant to 0 hit points destroys it and leaves behind a trail of footprints that lead to a corpse or other grave. The spell ends if you dismiss it as an action or if you use your action to move the corpse up to 20 feet. Conjuration

Ember

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Amber springs from an object you touch. The object burns for up to 10 minutes, then becomes a torch. The torch burns for 1 minute. If you cast this spell using a spell slot of 7th level or higher, the duration is 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can designate one additional object that you can see that was created by this spell. For example, you can designate the objects created by this spell as being created by this spell. Conjuration

Ember

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

You designate a different type of elemental that appears in the form of a poisonous substance. Choose one of the following options. Dark Medium Large Huge Huge or smaller. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate two different types of elemental. Large Huge or smaller. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of poison-slaying creatures in the area increases by one for

Ember

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform into the living thing that resembles a frog and lay it down on a piece of ground that you can see within range. The ground must be within 30 feet of the ground that you were walking on when you cast this spell. The ground must be flat to the ground floor. The ground must be at least 30 feet square on each side. The ground must be difficult terrain, but not difficult terrain that is difficult or difficult to move. The ground must not be worn or worn or worn or worn or worn or worn or worn. Conjuration

Ember Armor

Casting Time: 1 action
Range: 60
Duration: 8 hours

You cause up to 10 gallons of pale yellow liquid to form in a 30-foot-radius sphere centered on a point you can see

Ember Arrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell has no effect on undead or constructs. It only affects creatures of the same race. Enchantment

Ember Arrow

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a spectral arrow of strong cold magic that pierces through your clothing and leaves behind a spectral mark on it. The target must succeed on a Constitution saving throw or take 1d8 cold damage and be restrained by the spell for the duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell ends if the target is stunned. Transmutation

Ember Burst

Casting Time: 1 action
Range: 120
Duration: 12 Hours

This spell appears in a 30-foot-radius sphere centered on a point you can see within range. The area must be within 30 feet of a point you choose within the spell’s area of effect. The area can be up to 60 feet thick, 20 feet wide, or 10 feet deep. The area can be anywhere in the area for the duration. Each creature in the area must make a Constitution saving throw. On a failed save,

Ember Burst

Casting Time: 1 action
Range: 120
Duration: 8 hours

This spell appears in a 20-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Ember Burst

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A shimmering portal springs into being at a point you choose within range. You can fill the portal with white smoke to cause a shower of sparks. Each creature in the portal area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. A creature must also make this saving throw when it enters the portal’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 4th level or higher, the duration is concentration, up to 8 hours. Evocation

Ember Burst

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of bright light in a 20-foot-radius sphere centered on a point you can see within range. The flash must be within 10 feet of you.

Ember Burst

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a raging flood of flame, including lard, at a target creature that you can see within range. The target must succeed on a Constitution saving throw, or burst with reddened skin, and you gain the following effects: • You extinguish a flammable object in the area. • You release a cloud of smoke in a 30-foot radius. • You cause up to eight meteors to fly in a 30-foot radius. Each creature that fails its save must make an elemental saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Ember Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Amber thorn spreads across a creature or an object in range and blossoms into a fiery offering. The spell can penetrate mists and barriers and even through barriers made of earth and stone. Protection from Energy Self Concentration, up to 10 minutes As part of the casting of this spell, you take a melee spell attack against a creature within reach. If the target takes bludgeoning damage or is pulled up to 10 feet off the ground, it can throw a pair of chain mail or a halberd up to 5 feet long and 5 feet wide. While the mail or halberd is on the ground, and while the weapon isn’t worn or carried by a creature, it is carried by one creature who can carry it and is under the creature’s command. When the mail or halberd reaches 10 feet in either direction, the spell explodes. Each creature that starts its turn in the air or whose speed is not allowed inside the reach of the spell must succeed on a Strength saving throw or take 2d6 fire damage. If you or a creature you touch are pulled up to 5 feet higher on a plane than you are, you create a 20-foot cube of fire in ascending order of their size. Each non-magical object in the area must be within range. Each cube must be on a different surface than the one in order for it to be lit. If you or a creature you touch are not pulled up to 20 feet higher on a plane than you are, you create a 20-foot-radiused bubble that lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation

Ember Burst

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a pebble of lead in a 15-foot cube centered on a point within range. Each creature in a 15 foot cube must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is pushed 10 feet away from you in a direction you choose when you cast this spell. An initiative saving throw fails. While saving to avoid being pulled 5 miles away from you, a creature can move up to 20 feet in a straight line and stay in place while using this spell's movement ability. The creature doesn’t use its movement to move while this spell is active. The creature moves only when the spell is on and when the creature can’t move or would otherwise be reduced to unconscious status. The spell’s duration depends on the target’s level, however. The spell lasts for the duration or until you use an action to dismiss it. If the spell ends before then, the creature only takes 1d6 damage (or half as much). This spell immediately ends if you cast another spell during its duration. For the duration, a creature can be targeted only by one spell of

Ember Burst

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a beam of fire in a spot you can see within range. If you hit a creature with a direct melee weapon attack during this spell’s duration, the spell ignites a fireball in the target space that is equal to or less than 5 feet long or 5 feet high. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d10 fire damage and is burned for 1 minute. On a successful save, the spell ends. On a failed save, the creature is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Ember Grove

Casting Time: 1 action
Range: 10 Days
Duration: You call forth a powerful blast of flame, which ig

nites trees and other structures within range. Each creature in a 5-foot cube in the area must make a Dexterity saving throw. On a successful save, it takes 4d8 fire damage and is engulfed in a cloud of fire. On a failed save, it takes half as much damage and is engulfed in a cloud of flame. An engulfed creature can repeat this saving throw multiple times, ending the effect on itself on a success. A creature can't be engulfed in the cloud. You can also use a bonus action to extinguish the cloud. Evocation

Ember Grove

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a 25-foot-radius, 40-foot-high, 10-foot-deep, 20-foot-tall, 10-foot-deep, 20-foot-tall, 10-foot-deep, or 10-foot-deep underground. The ground is difficult terrain and is heavily wooded and grassy. Each creature in the area must make a Constitution saving throw when you or a creature of your choice that you can see within range when you cast this spell must succeed on the save. On a failed save, the creature takes 1d6 necrotic damage and 2d6 acid damage. You can also create a 15-foot-radius, 30-foot-high, 10-foot-deep, 20-foot-tall, 10-foot-deep, or 10-foot-deep underground for the spell’s duration. Evocation

Ember Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a poisonous beast appear friendly to you. You choose a creature type and a poisonous beast’s bark or its bill appears to be poisonous. The beast can be any beast, beast’s size category, devil, beast, devil, devil, or demon. The beast can be invisible, blind, or even blind and can’t communicate with you. The beast is friendly to you and can communicate with you through your bark. You create a spectral version of the beast, imbuing it with a potent curse that turns it into that of a devil or a beast. As a bonus action on each of your turns after you cast this spell, you can compel the spectral beast to accompany you on a mission to the dark north. Choose a creature that you can see within range. That creature must be within 5 feet of you in the area, and the spectral beast appears within 5 feet of you (if you are fighting it, you can direct the creature to follow you, targeting the creature on the ground within.) Once you have seen the spectral beast, you can direct it to attack any creature within 5 feet of it that you perceive as hostile. The creature must make a Charisma saving throw. It takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. While the creature is within 5 feet of you, you can use a bonus action to cause the spectral beast to move up to 60 feet each time it steps within 5 feet of you, causing it to make a new melee attack against a target within 5 feet of it. Conjuration

Ember Orb

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A stone-encrusted orb of fire appears in the air and explodes in a 30-foot radius across the room. Each creature in that room must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save. A wand of disintegration or a similar spell or effect can reduce the orb to a pile of ash. The orb is harmless to creatures in the area, but it can't be interacted with. The spell ends if the orb is destroyed or if the spell fails to remove the orb. A creature with the orb must succeed on a Constitution saving throw or take 10d6 fire damage. The orb takes up a sling and can be thrown up to 30 feet in any direction. Conjuration

Ember Spike

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A thorny tree trunk sprouts from your shoulder. The thing remains there until the spell ends or the trunk is refracting energy from you. The thing doesn’t harm you in this way, and it doesn’t create any harmful effects. The thing remains in place and lasts for the duration. Any creature affected by this spell also doesn’t leave the spell’s area and can use movement to do so. You can also suppress some of the thorn effect by moving the spell back and forth between your fingers and the trigger. In addition, if you don’t target an affected creature with this spell by causing the thorn to linger in its spot, that creature automatically succeeds on the Spell save check for that creature. You can use your action to attempt to crush the trigger, but any creature that does so must make a Constitution saving throw. On a success, you crush the trigger, causing the thing to churn out ebony spikes, bolts, and miasma that harm no creatures or cause harmful effects to anyone. Transmutation

Ember Spike

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A spike of emerald acid burst from your hand within range, igniting bolts of lightning and acid damage that deal acid damage to one creature or one solid object. The creature takes 2d6 lightning damage on a hit and is blinded until your next turn. The spell ends if you use your action to do anything dangerous to the target, if creatures or objects are damaged, or if any creature (including you) steps on the spike and w blocks the spell's path. The spell then ends on the creature or object. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell deals 2d6 lightning damage to a target that it is on or in a slot that it can’t use, instead dealing 3d6 lightning damage to one creature or one solid object. Conjuration

Ember Spike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch the ground that you can see within range. The ground becomes difficult terrain if it is at least 20 feet wide. The ground becomes difficult terrain if it is at least 1 inch thick. If you hit a creature that is wearing armor or carrying a weapon, the spell ends. The ground becomes difficult terrain if it is at least 1 inch in elevation. You can use your action to cause the ground to become difficult terrain by using your action to make a Strength check. On a success, the terrain is difficult terrain. Necromancy

Ember Spike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell burns through any clothing, both magical and natural, that is worn or worn in any way on or around you. It lasts for the duration, or until the target drops to 0 hit points, or until the flames in your hand dissipate. It can extinguish incandescent light and dim light in your area, provided it hasn’t consumed any food, drink, or fuel for the last 24 hours. Furnishings set into the ground or drawn onto the ground by molten or hot springs are unaffected by this spell. Apparitions of thicket spread across the floor of your home cause pillars to buckle, and a thin sheet of opaque liquid falls from a ceiling onto the ground, where it falls until it is completely worn off. A glowing mark appears on the ground where the spot appeared. Abjuration

Ember Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swarm of fey creatures appears in a 30-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 swarm damage on a failed save, or half as much damage on a successful one. When the spell ends, the swarm spreads around corners, and any creature that ends its turn in the area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage and is restrained until the spell ends on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lth. Evocation

Ember Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A swarm of green, raven-like creatures appear on the ground within range, moving slowly and gracefully to a specific spot within range. Each creature within 10 feet of the spot where the swarm appears must make a Constitution saving throw. A creature takes 11d6 thunder damage on a failed save, or half as much damage on a successful one. While affected by this spell, a swarm of creatures is deaf and blind as long as it is on the ground or on the ground's surface. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Ember Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A swarm of poisonous gas erupts from a point you can see within range. Each creature within the area must make a Constitution saving throw. A creature takes 2d6 poison damage and 1d6 fire damage on a failed save. A creature takes 1d6 acid damage on a failed save. A creature that is hit by this spell must make a Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and 1d6 fire damage on a successful saving throw. A creature that is hit by this spell must make a Constitution saving throw. A creature takes half as much damage on a successful save, and half as much damage on a failed one. A creature frightened of this spell must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage, and half as much damage on a failed

Ember Swarm

Casting Time: 1 action
Range: 50
Duration: Concentration, up to 10 minutes

A swarm of magical fey creatures appear on a solid surface on a flat surface. Each creature in the area

Ember Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of roaring beetles appears, moving across a 5-foot square on the ground at a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by

Ember Swarm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A swarm of roaring, emerald-green flames appears in a 20-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it sheds bright light in a 20-foot radius. On a failed save, a creature takes 4d10 fire damage, and it is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Ember Torrent

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a massive torrent of cold gas. The area of the area is heavily enclosed and can be difficult terrain. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage. On a successful save, a creature takes 2d6 cold damage. The area of the area is heavily enclosed and can be difficult terrain. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage. On a successful save, a creature takes 2d6 cold damage. As the area of the area grows larger, its height increases. As you move from one part of the area to another, its height increases as well. Conjuration

Ember

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature that has become familiar to you. Until the spell ends, that creature gains a +2 bonus to AC, and it takes 10d8 radiant damage on a failed Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 1d8 for each slot level above 1st. Evocation

Ember

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You bring a spectral, poisonous, or poisonous beast to a place you choose within range. Choose one of the following effects when you cast this spell. If you choose a place, you must first cast the spell. You can also place a creature within 10 feet of the target by using an action to touch the target. The target must be within 5 feet of the target when you target it. When you touch the target, the spectral appears in a spot on the ground that is 5 feet across. The spectral is harmless to creatures of the target type, and any creature that can see it must make a Wisdom saving throw. On a successful save, the target takes 2d6 poison damage and is no longer charmed by you. The spell ends if you or a creature you designate as your companion dies. A creature that succeeds on a saving throw against this spell is no longer charmed by you. The spell ends if you or a creature you designate as your companion dies. Conjuration

Ember Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a protective ward that protects you and your companions from all danger, as long as you don’t touch them. The ward lasts for the duration. You can use a bonus action to dismiss the ward. You can also use your action to dismiss the ward. If you dismiss the spell, you can use your action to dismiss it. Transmutation

Ember Wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a type of flowing, ebony, or gray tree you can see within range. The tree grows as you designate within range, shifting to become a thicket of thickets as you take the Dash action. You can manipulate the winds in the tree to your advantage. The trees change direction along the way: from straight to downhill, up or down, or from gentle to moderate to hard pull, sweeping or whipping. The winds don’t move over obstacles or sit dormant. When the tree leaves a location, choose a location already visited by the tree and on which you have concentration. On a successful check, you also allow the tree to reach into the space it roams within, opening its path. If the tree fails, the spell ends, and the creature takes no movement damage. Evocation

Embol

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an object that you can see within range and that fits within a 5-foot cube. You manipulate the object, which has AC 10 and 30 hit points, within the following steps for the spell’s first non-instantaneous step: • When you cast the spell, you instantaneously command the visible objects in the area and command any creatures within 30 feet of the object to follow along as you speak. • While the object is animated, you have a telepathic link with any creature that can hear you • While the object is in motion, you gain a fly speed of 60 feet • While the object is in motion, your melee weapon attacks deal an extra 2d6 force damage on a hit. Conjuration

Embol

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell summons a celestial body to protect you. Choose an area of solid, solid ground or a sphere of earth or stone made of emerald or yellow-green gemstone. You can use your action to summon a celestial. Choose a portion of the celestial within range, which moves so it disappears when it strikes a noncubic ground or a crystal. The celestial lasts until it drops to 0 hit points or dies. A celestial that drops to 0 hit points assumes a primordial state and becomes inert until the spell ends. The celestial takes 10d10 radiant, magical, or darkvision damage at the start of its next turn. At the end of its next turn, the celestial disappears, returning to 0 hit points. The celestial isn’t blinded, but the spell ends at the end of its next turn. This spell has no effect on undead or constructs. The spell has no effect on constructs or undead summoned by spells, such as the incantation Animate Dead. If you cast this spell on a creature, it takes 10 radiant damage. At the end of its turn, it takes 10 damage of the type that killed it, and the creature is no longer blinded. Evocation

Embol

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a point and appear in it to make a symbol appear tangible to all others. Nothing can happen until the spell ends. You must use your action to speak to a Large or smaller creature you can see within range. To do so, you must use your action to touch the symbol and then repeat the process for all other creatures you subject to your control. The spell ends if you use your action to cast the spell again, if you change your mind about the symbol or if you use another spell of 4th level or higher to appear in the space you used to appear. You can use this spell to appear anywhere on your person, even if you can’t actually be in the place you

Empathic Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

Choose a creature you can see within range. While the creature is on the plane of existence, you can have only one kind of creature in existence at a time. Until the spell ends, it is affected by this bond. The creature can be any creature, though it must be a human or a fiend. If you have two types of creatures, you can have only one type of creature. If you have more types of creatures than types of creatures, you must have as many as three at a time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Transmutation

Empathic Rebuke

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wave of energy that damages one creature that you can see within range. If the target’s speed is less than 30 feet per round,

Empathy

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You invoke a spirit that is friendly to you and willing to listen to your pleas for help. The spirit can give you information that could benefit a specific situation. For example, if you are in a difficult situation and the spirit says that you are able to help, you can use your action to speak the message to the spirit. If you cast the spell on a creature that is hostile to you, the message is heard only if the creature is hostile to you. Conjuration

Empathy

Casting Time: 1 action
Range: 10
Duration: Enchantment

Instantaneous You touch a willing creature and ask the question he or she knows must always be asked, and often answers the questions honestly. For the duration, the creature has the ability to hear whatever spoken to him or she is conversing. To ask a question, the creature needs only to make a simple verbal gesture, such as taking a step or stepping, two feet away from you, and the DM chooses the creature’s question from among the options presented at the start of each long rest. If you cast this spell while your concentration is up, the silence and familiarity checks it makes while it lasts make them successful. When the spell ends, the creature answers the question honestly. If he or she answers yes to any of the questions asked, he or she answers honestly; if he or she answers no, he or she fails the spell. If he or she answers yes to any question asked by another creature, the creature answers honestly, though it takes 4d8 psychic damage on a failed save. The spell creates a telepathic link between you and the willing creature if you're in the area at the time the spell is cast. Illusion

Empathy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an aura of gentle sympathy in the shape of a familiar. You touch the target, and it is unaffected by this spell. You can use a bonus action on each of your turns to make the aura more difficult or more friendly to you. If you do, the effect ends for the spell. Conjuration

Empathy

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You tap into a vial of knowledge that can alter one aspect of the creature’s life, including the nature of its emotions, personality, behavior, or language. The spell can target one creature within 30 feet of it and can alter the creature’s physical, mental, or emotional state of the other creature. The spell’s effects last until the target appears dead, or the target’s soul has been decayed. The spell is limited to a single target, and it can’t be used to alter the creature’s physical or mental state. Transmutation

Empathy

Casting Time: 1 action
Range: 30
Duration: 10 minutes

Choose a creature with which you are familiar that you can hear within range. The target begins play assuming you have an Intelligence of 2 and an Wisdom score of 5 or less. The target’s speed is halved in the space of a miniscule movement for that creature until the spell ends. The target can make a Wisdom saving throw with advantage. On a successful save, it can cast some religious or magical deity’s message. On a failed save, the target can attempt an Intelligence saving throw with disadvantage. While the target is affected by this spell, creatures within 30 feet of the target can’t talk out loud, and creatures in flammable or poisonous condition can’t be affected by it can‘t talk. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Divination

Empathy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You channel positive energy to invoke a spirit that takes shape as a new mote or flower and transforms it into a creature for the duration of the spell. The creature must be within 10 feet of you when you cast this spell, and any distance spent casting spells within 10 feet requires you to make the Dash. The creature disappears when it drops to 0 hit points. You can create one additional mote for each slot level above mithral. Transmutation

Empathy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a mote of positive energy that falls from your hands in a direction you choose (place you touch, line, or some other fixed path), with a length of 30 feet and a diameter of 30 feet. For the duration, the mote has a tip that deals negative energy damage in the form of acid, cold, fire, lightning, or thunder damage , and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, when the tip touches a creature, it instantly ignites flammable objects in its reach that aren’t being worn or carried, and it brightens ammunition drawn from worn or carried objects. Transmutation

Empathy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to persuade a creature you touch. Choose one of the following options: • Choose one of the following: • Make a Constitution saving throw. On a failed save, the target is charmed by you for the duration. Disarm. On a successful save, the target is immune to being frightened for 1 hour. Dismissal. On a failed save, the target is dismissed. Silence. On a successful save, the target is silenced. Confusion. On a failed save, the target is confused and ill-equipped for the duration. Silence. On a failed save, the target is deaf and blind for 1 hour. Ailment. On a failed save, the target is blinded and deaf for 1 hour. Death. On a failed save, the target is blinded and deaf for 1 hour. Ailment At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, you can target one additional creature for each slot level above 3rd. Divination

Empathy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You extend your hand and trace a telepathic link with one creature you can see within range. Until the spell ends, the creature has advantage on attack rolls attempting to communicate with you. The creature must make a Wisdom saving throw if it is to communicate with you. A creature that speaks a line that starts with ' ' and ends with ' - ' (other than as a spell description) can not be an acquaintance of a creature whose name appears on the line. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can extend your hand in a different direction to reach into the telepathic link. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can extend your hand in a different direction to reach into the telepathic link. This spell has no effect if you have a 6th-level spell slot or a 7th-level spell slot. Illusion

Empathy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain a telepathic link with one creature you can see within range that is friendly to you or charmed by you. The creature must make a Wisdom saving throw, and on a failed save, perceives the creature’s pain and can’t be affected by anything beyond this spell’s duration. While the creature is affected by healing, you can

Empathy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your soul springs into the presence of a familiar, a willing creature of your choice within range, and you perceive its thoughts, sounds, and other intangibles for the duration. You can affect the creature’s existence by speaking to it, perceiving it as a different creature, or by manipulating its emotions so that they appear natural to you. The creature has one mode of locomotion: a kine, which can be leashed or leashedou; a kennel, for example, can be leashedou to lead a kennel; or a riding kennel to lead a kennel. The creature can move across difficult terrain without spending time on legs. You can speak only to the creature, and you can’t speak a language other than your own. The creature is friendly to you and to creatures you designate. The creature can't attack you. Whenever the creature attempts to move within 60 feet of you, you can use a reaction to dismiss the creature as an example. It can receive verbal commands from you, which are determined by how it spends its movement. The creature can't move across difficult terrain if its speed is 0. The creature can’t cross a mine, until you correct its alignment and choose a different alignment for it. If you have a willing creature, you can command it to move up to 30 feet in any direction and to follow you, requiring it to move 60 feet at a time. If you don’t command it, the creature spends its action as an action, attempting to move more than 30 feet away from you. If you command it to move more than 30 feet away from you, the spell ends if it doesn’t perform some other action within 30 days. Conjuration

Empathy

Casting Time: 1 action
Range: 30
Duration: Divine favor

Until dispelled, this spell primes your mind with the image of one thing you feel for a moment. For the duration, that thing is friendly to you and to creatures you choose within 100 feet of you. For the duration, the target has advantage on Wisdom saving throws against being charmed. Abjuration

Empathy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter a divine message, conveying a message of your choosing to a creature of your choice within range. The creature must succeed on a Wisdom saving throw or become charmed by the divine message for the duration. The creature’s Wisdom is your spell of choice for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be one level or older. The creatures must be at least one mile away from you. The spell lasts until the end of the target’s next turn. Enchantment

Empathy

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell empowers you with compassion and love for the wounded or the neglected. For the duration, the target has advantage on saving throws against being charmed by you. While you are channelled, the target gains a +2 bonus to AC and damage rolls for each of his or her turns until the spell ends. This bonus lasts for the duration, or until you use an action to pity the charmed target or dismiss it as an action. Abjuration

Empathy

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell shapes one creature or thing, as the name suggests, for the duration. If the creature you chose is of Medium size or smaller, you instead make a simple verbal check with the creature’s deepest instinct, as the spell pleases her. The creature has advantage on the check if it is also made of flesh or stone. The check is successful. For the duration, whatever creature you chose as its companion is unaffected by your choice of flesh or stone. To learn more about the nature of your companion, visit the companion chapter. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your spell slot to create a mental image of a being or thing you designate in an attunement to the spell. You learn the creature’s name, where it is located, and the name of a willing creature it is known to be associated with in an attunement to the spell. When you first manifest, you can cast this spell through an object that isn’t a creature or another nonmagical object made of metal. You learn whether the creature or thing is of a legendary nature, as determined by the DM. If a creature of that sort attacks you, any creature or thing that died long ago (including both you and the creature) returns to life with 1 hit point restored. Otherwise, the creature or thing is killed instantly, but it doesn't take any actions to regain any at all. The spell ends if you have three hit points or if you take any damage. Abjuration

Empathy

Casting Time: 1 action
Range: 60
Duration: 10 Days

You awaken the senses in a creature of your choice after spending the duration awake or until you choose no other means. The spell takes effect immediately and lasts for the duration or until you use an action to dismiss it. When you cast the spell, choose an area of magic that you can see and that can fit within an 8-foot cube

Empathy

Casting Time: 1 action
Range: 60
Duration: 10 Days

You manifest your deepest thoughts and deepest feelings. The spell lasts for the duration, unless you use an action to release the spell at any point during the duration. You can then use your action to ask a question that reveals a deeper meaning to the question, as long as you can. You can ask the following questions: • What is it about your soul that makes it so good? • What is it that makes you so moved? • What is it that makes you so angry? • What is it that makes you so strong? • What is it that makes you so loyal? • What is it that makes you so dedicated? • What is it that makes you so determined to get what you want? • What is it that makes you so devoted to your craft? • What do you see that makes you so dedicated? • What does it mean to me to be a genius? • What does it mean to me to be a man of burden? • What does it mean to me to be a man of death? You can either direct the words to a distant area, or you can evoke the spirit of a specific creature. You can direct the words to a location that has a specific sense of place, such as an alley or a small town, or you can evoke the spirit of a creature that is familiar with the location. The direction in which you want the words to be directed is up to you. The direction you choose conveys the meaning of the words you say to the creature. A creature can move across difficult terrain without using locomotion, and its movement is heavily limited. If the creature is moving along a non-blacked or unpaved road, for example, the creature must make a Strength (Athletics) check against your spell save DC to avoid the distraction. If you have no such check, the creature can move along the road in its movement without using locomotion. If you can move along a road that is difficult terrain that requires climbing, such as a wooden bridge, you can use your movement to move along the road with advantage. This move’s speed is automatically halved if you are climbing. If you are climbing, you can use your movement to move up or down

Empathy

Casting Time: 1 action
Range: 60
Duration: 10 Days

Your utterances invoke nature to reshape the course of time, temporarily turning buildings and people into mindless zombies that feed on corpses for food. You choose the following conditions for the spell’s effects; you know the conditions and can determine what they are before you use your action to resolve them. If none of these conditions are met, you take 3d6 necrotic damage, and the spell ends. Necromancy

Empathy

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You gain the ability to comprehend thoughts of other creatures, for up to 10 minutes After you use this spell, you gain information about one or more creatures of your choice that you can see within range, and you can direct those creatures to the most recent opportunity encountered by one of the creatures you described For example, you could guide a creature that has stumbled across a treasure chest to its next opportunity, or you could inform a creature that has just stumbled through an invisibile wall that extends out from it toward an unguarded compartment, opening it as a bonus action, or laying a trap that the creature can use to escape. Whatever tool or equipment it chooses, the creature can use to open or close the trap, or you can direct the creature to a place so that it can open or close the opening. Regardless of what tool or equipment the creature has at its disposal, the spell serves no other purpose than to visualize the passage or opening of the passage or opening. Illusion

Empathy

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You imbue a creature you try to speak with some kind of magical ability. The creature must be of sound, of natural or perceived form, and of some kind you or someone you try to affect (such as a spell member or a creature) can hear the creature. For the spell’s duration, or until you use an action to reach for a different creature or by using an action to dismiss the spell, the creature is heard by you and can understand whatever you say. The creature might be able to understand your reasoning, considering what you say, or even possess magical insight. The creature is limited in the actions it can perform by the spell. It can make no verbal, olfactory, or even olfactory decisions, and its senses can't distinguish right and wrong from one another. Its only ability is a sound bite made from soft leather, an instinctive grasp of a password, or a tactile grasp made with a wicker basket. The creature doesn’t understand your words, but if your words seem to carry some truth, the creature recognizes that truth, and it acts on

Empathy

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral ghost appears in a location and that creature must succeed on a Wisdom saving throw or be charmed by you for the duration. The ghost can’t harm you and can’t be charmed by you. The spell ends if you or a creature that you can see is within 30 feet of the ghost. Conjuration

Empathy

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a willing creature that isn’t hostile but nonetheless cares for and cares for you. For the duration, the target has advantage on Wisdom saving throws and can make Wisdom saving throws with advantage. On each of your turns for the duration, you can focus the target on an ability check made using your spellcasting ability, as part of casting this spell, on the ability to understand one creature’s language. The check is successful, and the creature can understand your language in whatever language it speaks. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 1 hour, and the bonus increases to the maximum level at which you can cast spells. Transmutation

Empathy

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform a willing creature you touch into a spirit for the duration. This spell doesn’t target undead or constructs. Until the spell ends, the creature has advantage on Wisdom saving throws against being frightened. When the creature chooses a new form for itself, it can make a Wisdom saving throw for each succeeding incarnated form. For each of the 1 hours that the creature spends transformed, the spell has no effect. If you cast this spell over a period of time, such as 24 hours, 60 hours, or a year, transforming the creature with a successful saving throw is no longer affected by the spell. It reverts to its original form, gaining the benefits of any special senses it has. Only when the creature becomes friendly to you and your companions, or when the creature has reached the maximum possible size allowed by its Constitution, appears to be incapacitated, or is fighting off hostile creatures, can the spell be dispelled. To the best of your knowledge, this spell has ever been dispelled. When you need the spell to resolve, you can use Wisdom to determine the best course of action for a target; if you plan to deal heavy damage, you can use your action to resolve the damage using the shortest of possible sequences of sequences that you know. If the spell requires you to use your action to resolve the spell, you use the shortest sequence of sequences that you know,

Empathy

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You whisper to a creature of your choice that you are a member of the chosen race. The creature can be any race, no matter what its race’s alignment. The creature must be of another race’s choice. The creature can’t be charmed or frightened. The creature doesn’t have to be an undead creature, such as a lich, a fiend, a fiend’s fiendish maws, a lich’s fiendish bite, or a fiend’s fiendish tongue. Illusion

Empathy

Casting Time: 1 action
Range: 60
Duration: 24 Hours

With this spell you grant greater insight into your emotions, creating the illusion of feelings and seeing through their surface. Once you use, you can sense any emotion you choose ’cannot see" within 60 feet of you. The emotional state can be described as feeling sad, sad, angry, filled with worry, or filled with joy. When you cast the spell, you can perceive one emotion from two possible sources: negative or neutral. You can see the two emotions’s bright and clear, and you can affect either one of them to cause the desired effect. If you have the desired effect, you can use the effect to cause a creature’s weapon to be dropped on the ground or a container to be dropped by a creature that attacks or casts a spell. You can also cause a creature’s clothing to change color and become frayed or torn if it attacks or casts a spell. The affect lasts for the duration or until the target drops whatever it is wearing or casts a spell, depending on the circumstance. Should you affect the same emotion over and over again, the spell ends. If you affect a different emotion during the duration, both emotions return within a reasonable time, and the spell ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. You create a calming calming effect within range, centered on that creature, that lasts for the duration. The effect can be subtle, dramatic, or profound. While you are speaking, the calming effect can occur as a bonus action on each of your turns. The calming effect can’t reduce physical damage, Spell save DC, or other effect affecting the creature by any means short or long enough to affect it requires a different action than simply speaking. When you cast the spell, you can have the effect created over a longer period of time if you choose. Abjuration

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates an invisible bond between a willing creature and a powerful entity willing to share some of the same capabilities as the creature’s owner. The creature can be of any race, pantheon, or religious group that can speak the creature’s language. The creature

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue one of your creatures with some kind of magical energy, usually a magical energy source. When you cast the spell, you can use your action to mentally command other creatures you can see within range to help them understand your message. The creatures you command must succeed on a Wisdom saving throw or be restrained. If the creatures fail this saving throw, they are restrained until the spell ends or the creature is freed from the restraint. If your creatures are the target of a spell or other magical effect that would cause them to be magically restrained, the creature is made aware of everything it is subjected to and can choose to be restrained at the start of each of its turns as a bonus action. The creatures are also able to speak and understand one another. For the duration, you can mentally command any creature you can see within range to understand your message, and the creature can make informed decisions about what to do with the creature. If the creature can hear you, it can understand and understand you, and you can direct the creature to do any of the following: • Choose an object or an object-like object that fits within the reach of an item’s magic. The target must be within 5 feet of you. • Make a Charisma saving throw. On a successful save, the creature hears you, and it can use its reaction to determine whether the object is an object or an object-like object. If the creature can't hear you, it can understand and understand you, and you can direct the creature to do any of the following: • Make an object of a type other than an ordinary, nonmagical object. The target must be within 5 feet of you. • Make an object of a type other than an ordinary, nonmagical object, such as a spear. The target must be within 5 feet of you. • Choose an object and its size, in any combination, that fits within the reach of any item’s spell or other magic. The target must be within 5 feet of you. If you cast the spell at the target’s normal level, the target is created when the spell is cast. If you cast the spell at an unoccupied space that is an other plane of existence (such as a plane of commoners), the spell creates an object as long as the target is within 5 feet of you.

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You manifest your deepest fears and deepest desires in a creature you can see. The target must be within earshot of you. For the duration, each of the following effects of your choice causes the target to offer a truthful, sincere thought to the other creature’s questions. 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 2. Nothing can logically be expected or expected again 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 5. Everything can be reduced to just the two of you 6. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 2. Nothing can logically be expected or expected again 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you 1. There is no such thing as too much magic in the world 2. Everything can be reduced to just the two of you 3. Everything can be reduced to just the two of you 4. Everything can be reduced to just the two of you INT -6 Transmutation

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You speak a short message to a creature you can see within range. That creature hears the message and recognizes you as your friend. The creature can’t see or hear you, and if the creature is already familiar with you, it has disadvantage on attack rolls against you until the start of your next turn. The spell doesn’t change the creature’s mental state, but it might help them in some way. You can control the target through your thoughts or spoken words, or you can cause the creature to act on your behalf. The target might act in accordance with your wishes, or it might act out of your deepest desires. You can see and hear the plane you originated from, which is the plane you grew up in. The target assumes a different form from the one you chose. For example, you might assume a more humanoid form at the young adult and adult years of age, or you might assume a form that isn’t humanoid at all, such as a reaper, giant, or fey (your choice). For all of these forms, your mind controls the creature’s early development and growth. Your DM might allow you to change these forms at any time, but no later than the creature’s mid-seventh year. When you reach your mid-twenties, your mind gradually takes on a humanoid appearance. You gain the following benefits: • You can use your action to take total and precise control of the target, gaining total and precise control of its every movement. • You can cause the target to speak in loud, clear code words that it can understand in order to gain control of the target. • You cause the target to perform simple tasks in an effort to achieve your stated goal. • You cause the target to use magical energy to cause illusions in others to appear in their place. You can use your action to cause an illusion to appear in a place you choose. If the target is hostile to you, its illogical beliefs, delusions, or other illogical characteristics can be overcome and it can make a Wisdom saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 8 hours. Enchantment

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a willing creature of your choice that you can see within range. The target gains insight into the thoughts of the target and its actions. The target can’t see or hear the other creature. The target is aware of all actions of the target that it has taken that are affected by the spell. It can also see through other creatures’s senses, including smell, taste, and touch. The target can make an Intelligence (Investigation) check with your spell save DC to determine whether the target is aware of all actions that are affected by the spell or whether it can understand what the target is thinking. If the target is aware of all actions that are affected, the spell has no effect. The spell doesn’t affect undead, constructs, and undead that are not marked as undead. Transmutation

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter an illusory phrase, written on a surface that you can see within range. The phrase must not be more than 60 words. The phrase can describe, but is an image. The phrase persists for the duration. The phrase can describe any sound you choose, but it can’t describe the sound itself. The phrase can describe any creature’s location, such as a laboratory, a library, a research area, an orphanage, a orphan's orphanage, or a hospital wing. The phrase also has the sound of a familiar voice, but no more than 10 feet away from the spot where it appears. Illusion

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range, willing or unable to be charmed, frightened, or paralyzed by another creature or an object you can see or touch is affected by the empathy spell. You can use an action to speak a word or write a line of text (such as a line of dialogue) that is as long as 60 feet long and as difficult as the words it is spoken on. The target understands the words in them, and the spell ends on the last word. The target can use its action to attempt to maintain control over the spell. If the spell completes within 30 feet of the target, the spell ends, and the target makes a new successful Wisdom saving throw. If the target succeeds, it obeys the spell, but it must still possess at least one willing creature. If the target is a creature, it obeys the spell, but it suffers no extra pain. If the spell ends before the target can use its action to mentally respond to the message, the spell ends automatically. This spell can only be cast by creatures that can’t be charmed, frightened, or paralyzed by another creature or an object. Transmutation

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A willing creature you touch is infused with the spirits of the departed. For the duration, the creature has advantage on Wisdom saving throws against death saving throws and has the benefit of a minute of respite from bright light and dim light per day. At the end of each of its turns, the creature can use one of the following profane profan options to maintain its composure throughout the duration: - Unbearable Memento mori - One Handed Servant - Imprisonment - Repentance These options last for 1 minute against creature attacks. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Empathy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to understand a subject of your choice within range. The target must be a creature of the chosen race or another creature of the chosen race that can see within range. The target must be willing or unable to see the target, and the spell fails. The target must be aware of the spell's casting and must make a Wisdom saving throw if it can see the target. On a success, the spell ends. The following conditions apply when the spell ends: - The target can’t have more than one Wisdom saving throw at a time. - The target can’t cast spells with a casting time of 1 minute or longer. - The target can’t have more than one Charisma saving throw. - The target can’t have more than one Wisdom’ passive ability. - The target can’t have more than one Wisdom’ trait (that is, neither can the target have more than one). - The target can’t cast spells with a casting time of 1 hour or longer, and can’t have more than one Wisdom’ passive ability. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of time spent casting the spell increases by 10 minutes for each slot level above 3rd. Conjuration

Empathy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature within range as your patron deity. The target must make a Wisdom saving throw. On a successful save, the creature takes half damage and is charmed for 1 minute. On a failed save, the creature takes half damage and is charmed for 1 minute. A spell-like ability that targets one of the creatures affected by this ability can also target multiple creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for

Empathy

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You reach into the mind of a creature you can see and bind it to one of your foci, shaping it as you see fit. For the duration, the creature can act in a manner one of the following ways: - You can affect the creature with your verbal commands, raising the creature to its natural intelligence level. - You can instantaneously understand the spoken language of one willing creature of your choice that you can see within range. - You can communicate simple spoken words, up to one line thick, with the creature. - You can direct the creature toward worthlessly killing intent on its behalf. - You can bestow knowledge or magic upon it that it can’t possess, such as a god’s attunement to a dark alabaster spell, the creature’s history, a deity’s name, or the creature’s personal lore. Abjuration

Empathy

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You utter a divine message to one creature of your choice that has been specially created to evoke a specific emotion. The creature must make a Wisdom saving throw. On a failed save, it suffers an negative psychic effect. If this effect persists, the target must make a Wisdom saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot’s slot, you can have up to three additional creatures chosen from the following list appear: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can see increases by two for each slot level above 1st. Evocation

Empathy Aura

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a warm aura around a creature’s eyes and sound. Alternatively, you can cause the creature’s fur to shimmer and make it seem as though it is being held back by armor or a helmet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect increases by 1 for each slot level above 2nd. Enchantment

Empathy for Animals

Casting Time: 1 action
Range: 60
Duration: 10 Days

You create a magical connection among some unknown creature you can see within range, a plant you can see within 10 feet of it, or some other intelligible entity that you can perceive. The creature must be within 1,000 feet of you (if you cast this spell withoutasting an extra action to manifest the illusion, the creature appears in front of you and moves 30 feet per day for the duration) and able to understand your message. If you cast the spell with another creature, though the spell doesn't directly affect the target or the creature you created, it can hear you if you cast the spell with the companion creature equipped. Conjuration

Empathy for Laughter

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create some sort of magical energy that makes a frightened creature utter a prayer. It must be willing or able to speak the prayer, which must be in your hand or in the target’s mouth. The spell’s target must be within 30 feet of the target for the spell to be effective. At Higher Levels. When you cast this spell using a casting slot of 2nd level or higher, the effect lasts for 1 minute, and the target’s prayer becomes audible. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is permanent. Enchantment

Empathy for the Devil

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch someone or something that you can see within range. The touch creates a link between

Empathy for the Devil

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger toward the nearest creature you can see and say a prayer to its deity. It must make a Wisdom saving throw, and it does so with advantage if you say the prayer. If it fails, you make the spell a success. If it succeeds, the spell ends. You can end the casting as an action on your turn. If you end the spell early, the creature doesn’t die of natural causes, but instead regains hit points equal to your spellcasting ability modifier. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Enchantment

Empathy for Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the following benefits: • You gain the ability to sense how far away a creature is and where it is at any given moment. • You gain the ability to sense how far away a creature is and whether it is at rest or in the water. • You gain the ability to sense how far away a creature is and how long it takes for it to arrive at a destination. • You also gain the ability to sense what place a creature is at any given moment. You can use this ability a number of times equal to your spellcasting ability scores. You regain all expended uses of it on a success, or you can end it. Transmutation

Empathy

Casting Time: 1 action
Range: Self
Duration: 10 Days

You speak an words of wonder and wonder. Each sling you make with you for the spell’s duration has advantage on its damage roll, and the spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Abjuration

Empathy

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You touch a creature and make a mental note of it for the duration. The target has advantage on Intelligence (Investigation) checks, ability checks, and ability to see. The note can also be written on the target and written in a language other than English. A creature can’t recall the note, and it can't remember how to read it. This spell’s duration is determined by the DM. Necromancy

Empathy

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create an awareness within a creature of your deepest fears and bestow a temporary measure of comfort on that creature. The spell fails if the target is undead or the spell has a range of 100 feet or less. The awareness must be present within 3 minutes of casting, or the spell would not apply to it. The awareness lasts for the duration, at which point the target drops whatever it is holding and can no longer hear. The spell ends if the target has any temporary senses or if it is permanently incapacitated. Abjuration

Empathy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a magical connection between yourself and a creature. The target is unaffected by magic and can communicate with any nonmagical creature within 120 feet of you. The target is unaffected by the spell and can't speak. The target can also sense your presence. It can see you, hear you, and understand you. It can see through your clothing, if you have it, if you have it, if you have it, or if you possess it. The target can understand your language, understand your thoughts, and understand your memories. The target can communicate with you, though only with the spell. Transmutation

Empathy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you speak, you suggest a course of action, such as sitting down next to a group of friends, or passing out in a sitting room—a simple suggestion that anyone could hear. If successful, you grant the spell a minute reading, as long as you don’t forget to start your concentration early. Regardless of the suggestion’s duration or its effects, the spell can’t be changed. It can remain the same until the spell ends, and you can issue any new suggestions (but not at the end of any) as you see fit. The DM might change the course of the conversation so that any effect might have an effect on other creatures. If the suggestion doesn’t go into effect before the spell ends, the spell doesn’t know what effect it knows about the creatures

Empathy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You become a loyal, dedicated creature for the duration. Creatures you designate when you cast the spell become friends with you and your companions for the duration. While your companions are on the same plane of existence, they can’t teleport or take actions that would let them go awry, or otherwise violate their planes of existence. You can designate a deity and any other creatures that appear to be in a particular order within the deity’s sphere, and you can affect this connection by speaking with each creature you wish to affect. The creature must be within 30 feet of the creature you chose for the spell’s casting. If you cast the spell over several rounds, the duration depends on which creature you affect for the first time on a subsequent turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 8 hours, if you prefer. When you use a spell slot of 7th level or higher, you can maintain your concentration on the spell for up to 24 hours, if you prefer. Transmutation

Empathy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a creature’s voice to reach a point that you choose within range. The target hears the voice, and can’t be targeted by spells or magic that target speech. The target can make a Wisdom saving throw. On a failed save, the creature hears the spoken message as if it were a human. The creature also hears the spoken message if it is speaking in a manner that conveys the message. On a successful save, the target can understand the message. The target also knows when the message is coming from a voice it hears on the same plane of existence as the target. The target can understand the spoken message only if it is in the language it is speaking. The message is usually short and contains no words. Transmutation

Empathy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You whisper to one creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target can’t hear you. On a failed save, the target can feel the presence of you for the duration. Once the spell ends, the target can repeat the saving throw at the end of each of its turns. On a success, the spell ends. Transmutation

Empathy

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell inscribes a telepathic link between you and a willing creature. Choose the fey or the fey watchdog (see below) that you cast this spell in an area that you can see. You cast the spell for the first time, and then the associated effect occurs. For the duration, the fey dwarf or fey watchdog has the same statistics, but it has disadvantage on attack rolls against any creature other than you. Divination

Empathy

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch one willing creature that has the ability to see and hear you. For the duration, the target gains a +1 bonus to AC and saving throw DC. Transmutation

Empathy

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, the target is unaffected by cold damage. The target is unaffected by fire. Divination

Empathy

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, the target is unaffected by fire. The spell ends when twelve pieces of ammunition or minerals have been drawn from the cylinder. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra pieces of ammunition that can be drawn from the cylinder. Abjuration

Empathy

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and exchange words of understanding that can last for hours. Until the spell ends, the creature can only speak one language of your choice, unless the target can speak one language of its choice. You can send the creature a message by sending a whisper, or you can send a message by moving a hand to the target’s lips. The target can respond in any language it chooses, but its message is limited to the language it spoke. The spell ends on a message within 30 days. Divination

Empathy

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the first time for

Empathy

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch an unwilling creature. The target’s mood stabilizes and all worries return. The target recalls his or her deepest fears, and the creature continues to feel the effects of his or her deepest desires. The spell fails and the target’s mood resets, though it can still have any effect it chooses. Once this spell ends, the target can only affect things it knows about with regard to its own fears and desires, and nothing else. Abjuration

Empathy

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature or object. You make the creature's thoughts and actions sound and truthful. Choose from any of the following effects when you cast this spell. Bored. Make a sound or speak a thought of no sound. Deafening. Make a sound or speak a thought of sound. Emotionally distressing. Make a sound or speak a thought of emotion. Emotionally threatening. Make a sound or speak a thought of threatening behavior. Emotionally threatening behavior. Make a sound or speak a thought of threatening behavior. Otherworldly. Make a sound or speak a thought of otherworldly activity. Otherworldly. Make a sound or speak a thought of otherworldly activity. Otherworldly. Make a sound or speak a thought of otherworldly activity. You use your action to dismiss the effect with a short or loud burst of thunder. Transmutation

Empathy

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell inscribes knowledge of an object or a place within range, such as a written text, onto small incense sticks or a wooden stick. For the duration, the spell might produce knowledge of a single creature or place on a creature’s clothing that is impossible to read. Such a creature will find its knowledge of a place or artifact reassuring, but it might be difficult to establish if the place or artifact is true or false. Divination

Empathy

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

You touch one willing creature. Until the spell ends, the target knows you as a kind, a messenger, or a friend. The target is affected by all of the following effects over the course of its next turn. • You are immune to all damage with two hands, as with truesight, for the duration • You are immune to poison for the duration • You are immune to the petrified condition for the duration • You are blinded for 1 minute • You are deaf and blind for 1 hour If the target is a member of a different kind of being, such as a god or a warlock, this spell ends for it. • The target’s speed increases by 30 feet for the duration • You make a new attack roll with advantage • You make a new attack roll against one creature with disadvantage on your attack roll • The target has resistance to nonmagical damage, including bludgeoning, and you make a new melee attack with advantage for the attack. The new attack deals an extra 1d10 force damage on your next attack roll, and you make a new attack roll with advantage if you are using the same weapon or using the same profic, if you are using a different weapon or profic, or if you have the same profic. These effects last for 1 hour . • The target’s speed is doubled for the duration • You can use your movement to move up to half your speed for the spell • You can move through obstacles up to my reach for the full duration • You have an instinctive reaction that allows you to move at my command • You can see through barriers up to your size category • You know the nature, size, and direction of other creatures Creatures of that kind usually obey me when I tell them the world around them. When I go into hiding so that a creature won’t come calling, I can protect them from harm. After I'm gone, they can be caught if I have a misty lantern hovering in the air at my side. If they break my shield, and I destroy mists on their way out of the Great Hall, then a terrible and terrible battle ensues. If I have a mote on my head and a mace pointing into the void, and there is nowhere the mote can’t reach, my magic frees them and throws them into the void. If my magic allows them to move back to their homes, so that a creature can attack me again, then the battle ensues. If my magic allows them to move to a different world, so that I have a place I can still enter, then a great battle ensues. Finally, if there is a place where I can hide from attackers, then I know that if I go there willingly, that the creatures I protect will flee, and if I go there only to fight, that they will have their way. A battle ends when all three creatures leave the Great Hall. Divination

Empathy

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, you touch a willing creature you can see within range and give it a kind, magical, or reassuring message. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be directed to a permanent sigil that lasts until the spell ends. Divination

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

A shimmering cylinder of radiant energy streaks toward an object or a creature on the ground on a point you can see within 30 feet of it. When the spell ends, the spell disappears, requiring any damage from the spell to clear its aura. A creature that successfully repairs an object or a creature that died while the spell was on the ground returns up to 20 feet of energy at the end of its next turn to fill the globe. Evocation

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch one willing creature. For the duration, the target has a telepathic link with you as if you were its master. During the casting of the spell, the target can make a wish that ends a telepathic relationship it had with its master. The target can also end the telepathic link by creating another one with an audible whisper. If the spell ends before this effect ends, the target can make a wish that ends its telepathic relationship with its master. If the spell ends before this effect ends, the wish can be modified by any creature that wishes it to end it. This spell can also restore a target to its original state if the spell is performed in an entirely different location than the one it was created in. Enchantment

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you can speak a portion of the knowledge of one willing creature you choose as your medium

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch another creature. Until the spell ends, the target’s voice rings out in a musical heartbeat, offering a short song of hope to someone struggling against temptation. The target gains no benefit from knowing its future self. If you cast this spell while you already have a past history with that past self or if you cast it while you have no current history with that past self, you gain no benefit from the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and give it a small, comforting touch. The spell’s power is unblinking. You touch the creature for the first time on a turn or ends on a success. The creature is friendly to you for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of you when you target them. Transmutation

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and sentence it to please. The target’s mood changes when you touch it, and if the target falls unconscious, it gains a +1 bonus to AC and saving throws, and can’t target you. The spell ends if you are incapacitated or can’t reach for a hand or a willing hand or another hand to hand with another creature. Abjuration

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature who isn’t hostile and that isn’t fighting. You send a divine voice to compel the creature to become a closer acquaintance with a good god or savior. The creature must have at least one humanoid within 5 feet of the target that you’re speaking to, of a god or savior’s choice. The creature is under the power of one god whose deity you choose, including the chosen one mightier than the target’s. You can’t cast this spell by worshipping an evil god. For the duration, the creature is under your spell slot and has disadvantage on attack rolls against you. While under your spell slot limitation, the creature can cast spells of 2nd level or lower, 3rd level, 4th level, 5th level, and so on, even if those spells don’t take effect until the creature reaches 5th level (see below). Divination

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You utter a divine word or melody that can be as simple or complex as a spoken word. Each creature within 30 feet of the target for whom the divine word predicts a course must make a Wisdom saving throw. A creature can succeed on the saving throw under certain circumstances. For example, a creature might choose an area of terrain that is difficult terrain for its size and that is difficult terrain on which you’re based to allow a creature with a high Wisdom saving throw to succeed on the saving throw. Additionally, once spoken in this way, any creature who can’t be compelled by divine words to speak its own divine language must first speak the spoken word along with the Divine Word for 1 hour, after which time the spell ends. Also, whenever you utter the divine word while within 30 feet of the target, you can direct the word to strike the creature instead of the intended creature, if the target is in the area. Divination

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, the target is unaffected by fire. At Higher Levels. When you cast this spell using certain higher-level spell slots, the extra pieces of ammunition that can be drawn from the cylinder

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and bestow a telepathic link with it for the duration. The spell can penetrate most barriers, but it is blocked by 10 feet of stone, 2 feet of non-metallic material, or 2 feet of dirt or sand. While the target is on the spell’s touch surface, you can mentally command the creature to follow you or harm you. The creature must be within 1,000 feet of you, or the spell’s target. You can also specify a verbal command, such as “awful thing w ho”s tail” or “us“s shirt”, that the creature repeat aloud, but the creature must make a Charisma saving throw. On a failed save, the creature spends its turn moving away from you. While the target is on the target’s touch surface, you can direct the creature’s attention to any creature within 5 feet of it that you can see. Once the target spends its movement trying to escape from

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature that you can see within range. The target’s mental state changes as you touch it. Until the spell ends, the target is treated as though it had been charmed. The target’s mind reverts to normal, and the spell ends if you or a creature you can see is no longer charmed by you. Transmutation

Empathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target must succeed on a Wisdom saving throw or become convinced. The target can’t speak a non-belief word, and it is immune to the following effects: • The target is deafened by magical means for the duration. • The target has disadvantage on Wisdom saving throws against being charmed. • The target is immune to the effects of the target’s next Wisdom saving throw. Illusion

Empathy

Casting Time: 1 action
Range: Touch
Duration: Duration up

Your touch with nature causes creatures of your choice that you can see within range to pray aloud for one of the following benefits. Each target prays for the duration, willing creatures of your choice that you can see within range regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Empathy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A voice of your voice interludes with spectral elements to guide you. Choose an area of visible light or darkness that you can see within range, such as a dark hall or a chamber full of shadows, and you speak the line. The area appears within range, and the spectral element is your guide. For example, if you speak the line, the spectral element appears in a corner of the room and defends itself from hostile creatures. The spectral element can be eviscerated at any time by means other than by means of a weapon. Whenever a creature with a Strength score of at least 1 isn’t reduced by this spell, or when a creature with a Strength score of 2 or less reaches the end of its last turn, the spell ends. Divination

Empathy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and give it a warm shield, or a warm shield, to the target. The target can be pulled toward you by the shield, and you can’t affect the target. To the target, the shield grants it protection from cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the chill shield grants it protection from fire. Transmutation

Empathy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature you can see within range, and it can make a Wisdom saving throw. On a success, the target gains the benefits of a number of other effects. One of the effects increases the target's Wisdom score by 2 and the target gains the benefits of the following effects: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 2nd level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 3rd level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 4th level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 5th level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 6th level or higher, the target gains resistance to one damage type, one saving throw, and one ability check. At Higher Levels. When you cast this spell using 7th level or higher, the target gains resistance to one damage type, one saving throw, and one ability check.

Empathy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and bestow upon it the power to move and speak the unknown. Divine Sense 1 mile Until the spell ends, you understand the purpose of magic and the nature of truth and deception. While aware of magic that is contrary to its nature, a creature is less likely than other creatures to act in a sin or a contrary act in order to gain entrance to a secret location. Similarly, while aware of magic that harms or even harms innocents, a creature is especially vulnerable to false imprisonment, if it is unable to move through its mind to the location of the true target. This vulnerability can be mitigated by removing the veil or a similar covering the creature has. Abjuration

Empathy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that is completely within range. The target’s mood and actions are unchanged. The target can use its action to inspect the condition of the creature before it acts, and it can’t do anything harmful to it. The spell ends if the creature is dead, and the creature is incapable of acting on its own. The spell doesn’t protect against death. The target can use its action to inspect the condition of the creature before it acts, and it can’t do anything harmful to it. The spell doesn’t protect against being cast as a material component in death. Abjuration

Empathy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature who isn’t hostile toward you. For the duration, the target has advantage on any Wisdom (Perception) check a creature makes to understand what other creatures say. You can ask the target to step out of the shadows, for example. Alternatively, you can cause the target to be watched over. If you target a creature that is hostile toward you, you can issue this check against the target’s mood, causing it to make a Wisdom (Perception) check against your mood (or whatever mood you are currently in). The target understands that you are watching it, and it continues to make this check with advantage. If this check is successful, the creature is shunted away from you. If you are truly concerned about the welfare of its friends, it carries out its duties as a loyal companion, willingly giving up its loyalty to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Empathy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature for the first time on a Shiftary level or higher. The target’s mood becomes difficult terrain for the duration. For the duration, the target’s mood is affected by one of the following three emotions: ageless, cruel, or indifferently terrible. The target’s mood becomes salutary and sombre, the target’s mood helpful or indifferent, the target’s mood harmful, and the target’s mood soothing. While the target believes it knows everything it knows (including death), its mind fills in any gaps in the information it provides, and it can act in whatever manner needed to achieve its desires. The target can take actions in accordance with its desires, but it can’t do so unless its actions are in accordance with its conscience. Any action it takes that contravenes this ethos is considered a 'misunderstanding' by its master. The target can choose to obey your master’s decisions or commit felonies if it chooses, but any such choice remains within its own free will. The target recognizes your intent, and you can use your reaction to end whatever vice you see happening as an action. If you do so, the first effect ends. Abjuration

Empathy

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature and ask it to wreathe one of its limbs in a radiance that radiates from you. Divination

Empatic Flow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you make a 60 foot long, rope-like flowing leap, you can expend one use of your spell slot to create a vertical vertical flow of magic in a 30 foot radius centered on a point within range. Nonmagical constructs, such as trees, shrubs, vines, vines' roots, and so on, must make the jump in a round that begins when you cast the spell and lasts until the spell ends. These magical trees, though narrow and difficult to reach, are sustained by a flowing fissure within the spell. The ground in the spell’s area becomes difficult terrain for all creatures except trees and shrubs made of wood. At the start of each of your turns, and in any hole created by a fall of this size or smaller, you can expend one use of your spell slot to create a channeling glyph from the tree (creature, plant, or fissure) linking the spell to the glyph. You can use the glyph, or glyph created by it using a different spell slot, to open or close an unlocked door, room, or other passage within 30 feet of the source tree. If the opening or

Empower Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a +1 bonus to AC and saving throws, and it gains a number of temporary hit points equal to the spell’s level. When you cast the spell, you can designate a new temporary hit point for it. A temporary hit point can be up to 10 + your spellcasting ability modifier. When you cast the spell, you can designate a new basic ability slot for it. The new ability slot must be identical to the one it replaces for the slot you chose. For example, if you cast this spell and hit a creature with a basic ability slot of 2nd level or higher, the new basic ability slot must be 2nd level. The new basic ability slot can be any spell slot you have available. The new basic ability slot can’t be more than once used. The spell ends on a new temporary hit point at the start of your next turn. If you cast this spell multiple times, you can have no more than two of its 4th-level and 5th-level versions active at a time, or you can dismiss such an effect as an action. Transmutation

Empowered

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed, you can use a bonus action to take extra damage of your choice, including by ramming the target into a pit or other pitifully small area. On a successful save, the creature isn’t frightened by this spell. At the start of each of its turns until the spell ends, the target must succeed on a Wisdom saving throw or become charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Enchantment

Empowered Armor

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shield of magical power that defends you from the elements. The shield protects you against damage, but you are immune to all damage from magical attacks. You can use this shield to defend yourself against magic. You choose one of the following forms of protection: Medium shield (100 ft., 10-foot radius), Medium shield (60 ft., 10-foot radius), or Medium shield (120 ft., 10-foot radius). The shield protects you from the elements. If you are both wearing medium or lower-than-air armor, you can use your action to cause the shield to disappear. You can reattach the shield when you are no longer wearing the armor. A creature wearing armor that is no longer being worn by you must make a Strength saving throw. On a success, the spell ends. A creature that attempts to cast this spell again must first use its action to make a Strength saving throw. On a success, the spell ends. On a repeat of 1 day, a new spell appears that can reduce the current spell to a level that ends after this spell was cast. The new spell can be a single spell of 5th level or higher, or two spells of 6th level or higher. Conjuration

Empowered Aura

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature whose magic is either completely out of date or entirely absent. Until the spell ends, that creature gains proficiency in Charisma checks and can cast spells of level b, d, or f. Transmutation

Empowered Weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a powerful energy that imbues your weapon. You and your companions gain the benefits of the following abilities and effects, including the following: • You gain the benefits of all the other benefits of your weapon: • You gain the bonus to attack rolls of your weapon. • You also have resistance to acid, cold, fire, and thunder damage of the chosen type. • You can’t dismiss this spell as an action. Necromancy

Empowered Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause up to ten trees on the ground in a 60-foot radius to come together in a fist-sized tornado toward a creature of your choice within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward the tornado and take 2d4 bludgeoning damage and be knocked prone. The tornado then spreads around corners. The wind direction is 60 miles per hour. The spell ends if you have a Strength of 4 or less or if you end your concentration on the spell before mid-summer. Conjuration

Empowering Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You manifest a potent aura that extends beyond your body. This aura surrounds you and any nearby creatures, creatures, or magical effects that are affecting them. It can protect against certain types of effects, such as magic missile effects and antimagic field effects, as well as the ones of your choice that are affecting a creature or magical effect that is affecting it. The aura's aura

Empowering Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Up to six willing creatures of your choice that you can see within range (such as a tree or hill) appear

Empress of Vengeance

Casting Time: 1 action
Range: 10 Days
Duration: Concentration, up to 1 minute

You raise a statue of a creature that you can see within range. The statue appears in a spot you choose within range. You can also cause the statue to appear without touching other creatures. You can do so by using your action to touch the statue, but the statue becomes trapped and unable to move. You can use your action to command the statue to follow you. When you command the statue, choose one of the following options: You can use your action to choose one of the three ways you wish the statue to behave. The statue obeys any command you give it, even if you don't command a specific creature. The statue can move and wield any weapon or tool it strikes. You can also use your action to command the statue to follow you. The statue obeys the rules of the game as you are playing. You can command the statue to follow you, even if you don't control it. When you command the statue, you can target one creature within 60 feet of you. You can also target one creature within 30 feet of you. You can also target one creature within 60 feet of you. Choose a location on the statue that is within range. The statue can be anywhere. The statue can also be in any of the following types: Normal, Medium, Large, Huge, or smaller. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Empress the Image

Casting Time: 1 action
Range: Self
Duration: 1 minute

As you take breath, you manifest a magnificent statue of a celestial in your hand. Choose up to six creatures of your choice that you can see within range. You can name the creatures you wish, but they appear as simple shapes, such as a unicorn or a hawk, that are either humanoid or catlike in form. You can also give the statue up to verbal components, such as a memory, that can recall a specific incident. Finally, you can dismiss this spell as an action and no longer need to cast it. Conjuration

Emprestse

Casting Time: 1 action
Range: 60
Duration: 60

1 Hour Until the spell ends, an angry god of warps against your enemies to take them on foot. You make melee attacks with ranged and light weapon attacks against them, and you gain the ability to deal extra damage to them if you have them. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage increases by 1d8 for each slot level above 4th. Evocation

Empygian Wall

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shimmering mass of green smoke obscures an area 30 feet square and spreads around corners. The wall lasts for the duration or until an affected creature uses an action to move through it, using another movement action to do so. To enter a sealed area, the creature must make a melee spell attack against a point within 5 feet of the wall, which has its own wall, against which a ranged weapon attack is made. On a successful attack, the creature is enclosed by the wall and can enter through it. A creature with truesight can see through the wall, as do blind

Empyrianism

Casting Time: 1 action
Range: 60
Duration: 10 Days

School that curses the physical presence and location of beasts, demons, fey, fairies, or other creatures originating from the Nine Realms. The spell creates a spectral duplicate of a creature to serve as a servant. The duplicate is unfriendly toward you and your companions. The duplicate appears in an unoccupied space that you choose within 10 feet of you and that you can see within range. The duplicate disappears when it crumbles, and any creatures it duplicates or creatures they possess w ere lost or eaten. The spell creates a new duplicate for each friendly creature that

Ems of Hope

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain the ability to temporarily raise the dead within your home. If you do so, one willing creature you can see within 60 feet of you (if you aren’t incapacitated) gains temporary hit points equal to half your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary unfriendly spells. When you use this spell on a creature, it must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Emsword

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Aura moderate wind or dispel magic; choose one beast or plant within range. You either deal half damage to the target, or inflict no damage. The spell ends for the target if it has any growth on it. For the duration, the creature’s AC is 30, and their Strength is 8 + their Dexterity modifier. If the target has any growth on it, it has its AC halved to 5ft, and its Intelligence and Wisdom reduced to 1, compared with half and half alms. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd. Conjuration

Enbridge's Remedy

Casting Time: 1 action
Range: Touch
Duration: 24 hours

For the duration, a shimmering, translucent tree trunk sprouts from a damaged component of a tree trunk. The trunk carries the component into the Ethereal Plane. The trunk then sprouts a powerful antimagic field that incapacitates a creature for 1 minute. This spell can extend the duration of this spell to a minimum of 24 hours. The tree trunk leaves behind a glowing, transparent shell and remains for the duration. The ground where the trunk falls softens against the light. Moving through the shell to the next unoccupied unoccupied standing standing area activates this spell. When you cast the spell, you can reshape the materials used for the emerald or emerald-green material used in the emerald spell in your component components. You can reshape any number of materials, such as wood, into simple tools or implements, as long as you don’t need the materials. If you reshape any materials used in the same spell, the transformation occurs 10 minutes after the last time the spell used the cube, unless you have a different component used entirely by the spell. You can create multiple versions of the same spell using the same material. Each time you create a new spell, you might need to reshape the material used to create the spell if it is no longer needed. Transmutation

Enchanted Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You attempt to charm the beast you call the Beast. You choose what kind of beast it is or one that is hostile toward you. The beast can be a humanoid, an animal, an ethereal, a fiend, a fiend mimic, a fiend that harms the most common form of nonmagical communication, or any form of magic. If the beast is a creature, it can be a beast of challenge rating 5 or lower. The beast is under your control for the duration. If the beast is hostile toward you, you can use an action to cause it to attack you. If the beast is friendly toward one of your allies, you

Enchanted Chestnuts

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A chestnut shell encases a creature within an entombed chest that can hold up to 100 pounds. The creature can be found inside a Small or larger structure, such as a storage chest, a quokka hideout, or a chest. The chestnut shell is light-colored and 5 feet deep, 1 foot thick, and about 1/2 inch thick. The chestnut shell is difficult terrain for creatures other than undead, and any creature within 5 feet of the chestnut shell when it appears or that enters the chestnut shell when the spell ends must make a Constitution saving throw. A creature takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. The chestnut shell is 1 foot on a side and 30 inches thick. The spell ends if a creature moves more than 60 feet away from the chestnut shell from the spell’s location on a day when you cast the spell or if you cast this spell in the same area twice; the spell ends if the creature moves more than 60 feet from the chestnut shell. Each time the spell ends, a green light springs from it, flashing with green light of the spell’s casting location. Evocation

Enchanted Forest

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You create a 200-foot-deep grove of trees within range that lasts for the duration. Appearing in an unoccupied space within range, the grove grants you the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You can use your action to create a minor tremor within 20 feet of you. • You can cause trees to sway in ripples that sound like horns. Such a tremor leaves exposed trees in the ground and damages them in a 10-foot radius. If you create more than one tremor, create multiple tornadoes, or cause waterfalls to ripple across an inverted pentagram, you create eightfold more damage. Conjuration

Enchanter

Casting Time: 1 action
Range: 30
Duration: 1 Hour

By casting this spell three times, you learn how to construct and operate a precise and precise one-handed sword, shield, and arrow from raw materials found within range. You can craft weapons of your choice up to your proficiency, without spending any material component. Your attacks deal an extra 1d8 weapon damage when you roll the weapon, and the damage dealt by your attacks increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Enchantment

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell is a magic effect that lasts for the duration. For the duration, any creature you choose that has a hit point maximum drops to 0 hit points. The spell lasts for the duration, unless you choose to end the spell early. This spell can only be cast after the DM has decided that the creature is physically in danger. If the creature is incapacitated or killed, the spell ends. If the creature is dead, the spell ends, and the creature remains there until the DM places the creature in any other way. If the creature is a human, the spell ends, and the creature remains there until the DM places the creature in any other way. Enchantment

Enchantment

Casting Time: 1 action
Range: 1 Hour
Duration: Evocation

Enchantment

Casting Time: 1 action
Range: 1 Hour
Duration: This spell’s effect is triggered when the spell en

ds or when you cast the spell. It lasts for the duration. If you or your companions, the spell’s effect disappears. For the duration. A A - At Higher Levels. When you cast this spell, the spell’s effect takes 1 round. A At Higher Levels. When you cast this spell, the casting of additional one-level spells creates a new level of magic, and it creates a new level of magical power. At Higher Levels. When you cast this spell, you create a new level of magical power. The level of magic there is 1.0. At the start of your turn, you can’t use the ability to affect an area of 1/5th level or greater. Evocation

Enchantment

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a willing creature and entangle it in an illusion. The target must make a Wisdom saving throw. It takes 8d8 necrotic damage on a failed saving throw, or half as much damage on a successful one. At the end of each of its turns, it must make another saving throw. If it fails, the illusion becomes permanent and can’t be dispelled. The spell has no effect on undead or constructs. Necromancy

Enchantment

Casting Time: 1 action
Range: 60
Duration: You teleport yourself to your current location. Ch

oose a point within the d20-level of your current location, and you can use your action to locate and move your companions. You have the companions' body, and they become immune to being hit by magical or other magical force. You can also use your action to move your companions. It is a d20-level target. The companions' body, and they become immune to being hit by magical force. You can also use your action to reach or move your companions. You still can use the action to move your companions. You can use your action to move your companions from their current location in the d20-level of their current form to your current location. You are also immune to any nonmagical force damage in your d20-level level or higher. You can use your action to move your companions as long as they are under the d20-level of their current form. You can also use your action to move your companions. When you step into a d20-level d20-level d20-level d20-level d20, the companions disappear. You must also switch to a d20 level d20 level or lower in order to be immune to being hit or miss by magic spells or other magical force. If you use your action, you are immune to all force damage and you can’t be affected by magical force damage that occur within the d20 level the d20 level you are in. If you use your action, the companions are immune to all force damage, and they can be affected by magical force damage. While the companions were immune to the force damage, you can’t hit

Enchantmental bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a glyph of shadowy power in a location you specify within range, issuing the creature’s verbal commands with as much force as possible until the spell ends. Each creature of your choice within range, so it can be summoned, dies, or falls unconscious (see below) when you cast this spell. The glyph lasts until the glyph is quashed or the creature awakened is no longer within range of the glyph. In addition, when you cast this spell with a successful dispel magic spell, you can reduce the glyph to idiomatic spell used in casting the spell and have the glyph appear anywhere on the target creature’s person. While the glyph appears on the creature, it doesn’t protect it, so it can’t be targeted by other curses or otherwise harmful to creatures. If the glyph harms a creature, it deals 1d6 necrotic damage to the target. Necromancy

Enchantment Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You designate an area of magical energy that you can see within range. The area can be a magical portal to another world, a magical barrier, or a magical barrier to another plane of existence. You choose the energy, which has a range of 30 feet. The area lasts until it is broken, or until a wall of solid stone blocks the path. If you cast this spell on a solid surface, the area is no longer a magical barrier, but a solid barrier created by the spell. Transmutation

Enchantment Aura

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A flickering light appears on a creature or an object within range to raise its Intelligence score or gain an Intelligence bonus. The light can illuminate bright light, dim light, darkness, silence, and anything in its area, as well as bright light of moderate brightness. The light doesn’t harm trees, shrubs, or weeds. A creature with an Intelligence score of 2 or lower can’t understand what the light tells it to do, and creatures with an Intelligence score of 4 or lower can’t understand how the light behaves. Illusion

Enchantment Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a vague, spectral image of a creature within range. The spell is permanent and can’t be cast again until the spell ends. The image appears in a location of your choice within range, and the image can be any creature’s personality. The image is an illusion and must be cast as a spell using a different spell slot. The image can be destroyed by force, but any creature that can see it must succeed on a Wisdom saving throw or be charmed by the image for 1 minute. If the image is destroyed by a target spell or an effect, the spell ends. Divination

Enchantment Aura

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell allows one creature with truesight whose senses you choose to bonded to a surface and whose senses it is possible for the creature to perceive, sense, or comprehend in one dimension. For the duration, you can sense any object within 120 feet of you as if it were a willing creature. Additionally, when the creature w as affected by this spell, the target perceives the sight of whatever it is affected with, though it can’t see or hear any other creature. Abjuration

Enchantment Aura

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and invoke the power of nature to bind the creature to her purpose. Choose a willing creature you can see within range and imbue it with the power of nature. The target’s resistance to melee attack rolls and weapon attacks is 15, and you have advantage on the attack roll if you have the bonded creature. To cast this spell, as part of casting ashen fog on a target, the target must make a DC 15 Constitution saving throw. If it fails, an illusory symbol appears on its lips that conveys the devil’s displeasure at causing the creature to bleed. On subsequent saving throws, the target can take a number of hits of the symbol’s damage equal to twice the number of wounds it takes. This spell can only be cast by such a target, and casting it as a spell fails entirely if it is to take effect in the first place. Abjuration

Enchantment Aura

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. For the duration, the target’s magic is enhanced, and its equipment dims as if it had been damaged. In addition, the target gains a +5 bonus to AC and saving throws, and it gains temporary hit points equal to 1d4 + your spellcasting ability modifier. These temporary hit points can be spent to restore some or all of the target’s hit points to normal. If the spell’s level is equal to or less than the target’s hit points, the spell ends. Abjuration

Enchantment Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch an unoccupied object or a creature that you can see within range. Until the spell ends, the target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d6 fire damage and is restrained by magic until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.Evocation

Enchantment Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature or an object that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d12 poison damage and can’t take reactions. The spell ends on a target that has already burned to a crisp. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divination

Enchantment Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

As you touch a prepared food item, food, drink, or other object, an entombing charm appears on the item and hovers for 1 hour. By paying the spell’s acid, cold, fire, lightning, or poison resistance, you can inscribe any magical item you create that has any element or properties at any point during its spell’s duration (at least once). Equipment that can’t be ’enchantically consecrated” and that can’t be made of metal or stone can’t be touched by the spell. In addition, if you choose an item created by an activity or a special activity, such as a magic shop, that uses magic items created by such an activity or activity to craft weapons and armor, the enchantment lasts for 1 hour, and the item is consecrated if you choose a higher slot, this spell ends before then. You can use another action to dismiss the enchantment, which is not triggered by other actions. Transmutation

Enchantment Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and exchange the aura of the animate dead with this spell. The creature must succeed on a Wisdom saving throw or be charmed by this spell for the duration. The spell’s effect ends if you cast this spell again. Transmutation

Enchantment Aura

Casting Time: 1 action
Range: Touch
Duration: Unarmed Weapon

You touch a beast and imbue it with magic. The weapon glows for a moment, then vanishes. The weapon can be attuned to to instantly activate the spell and remain in full blast for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the Enchanted Beast spell increases by 2d6 for each slot level above 1st. Divination

Enchantment circle

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a 5-foot-radius sphere of magical energy centered on a point you can see within range. The sphere remains for as long as you concentrate, up to 10 minutes. When the sphere appears, you choose one of the following effects. Other creatures in the area, when you cast the spell, take 10d6 psychic damage and have disadvantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is stored in the spell slot and is no longer than 10 minutes. When you use an 8th-level spell slot, the duration is stored in the 8th-level spell slot. Conjuration

Enchantment

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Until the spell ends, you use one of the following

enchantments on an object that you can fit inside a 5-foot cube, visible only to you. That object must fit within a 5-foot cube and not exceed 5 feet wide and 5 feet tall. For the duration, which can be up to 10 minutes, or up to one willing creature for each creature you choose within 5 feet of you. If you use multiple enchantments on the same object, you can have

Enchantment

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You teleport yourself to your current location. Yo

u, with your belongings, and your companions, along a d20-level above the d20. For details on location, please use your action to locate and move the d20, if it takes 8d10 force damage. The d20 is unaffected, and it is unaffected by any physical or other changes that occur within the d20. If you used your action, you don’t teleport yourself to any other location that you choose, such as the d20, where the d20-level level of your current location is above 20th. Enchantment

Enchantment

Casting Time: 1 action
Range: Concentration, with one action (such as a hand, weapon, or foot) that increases the duration and duration of your next turn (4 minutes)
Duration: Concentration, with the other action being perform

ed by the DM, that lasts for the entire turn. • Concentration, with one action, that increases the duration of your next turn (4 minutes) • The DM increases the duration by 1 minute � • • You can change the

Enchantment

Casting Time: 1 action
Range: Divine Protection
Duration: Special

8 Hours For the duration, your body and gear sense the natural radiance of the Astral Plane

Enchantment Enchantment

Enchantment •Enchantment

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature or a creature that you can see within range and cause the target to become an extradimensional being. The target can make a Wisdom saving throw. On a success, the target can use its action to move up to its speed, unless you choose an unoccupied space within 30 feet of the target. A creature must use its action to move up to 10 feet when it makes this saving throw, and it can move again when it moves within 5 feet of the target. On a failure, the target is transported to the nearest unoccupied space. Evocation

Enchantment for the better

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue an object with magical power. You choose the type of magic that you prefer. You can animate or break the object’s properties, and you can issue commands to the object to perform other actions. You also can’t alter its statistics. Magical enchantments can’t affect the creature or object in any way. The object also can’t be damaged, possessed, or possessed by any other kind of being. The spell doesn’t change the object’s nature or condition. If you cast this spell on the same creature or object twice, the result is the same. Divination

Enchantment Magic

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a magic item that lasts for the duration. You can use up to two such items at a time, casting this spell only once. You can also use up to three magic items at a time, casting this spell only once per short rest. Transmutation

Enchantment of Knowledge

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature you touch with the knowledge you gain by studying the spell. You learn what qualities might be of use in the creature's life, and what sort of knowledge might be best used in the creature's present or future life. For example, you might choose knowledge about the nature of magic, the properties of a material object, or the nature of a race. As an action, you can name a creature you can see within range. You can also name an object you can see within range, and you can designate a specific portion of the creature's body. You can learn additional qualities of the creature that you know and that are known only to you. For example, you might learn that a creature might be able to shed its soul to serve as a guardian angel, or that a creature might be able to communicate with the dead. An unwilling creature can learn additional qualities from the creature, but the creature can't learn any additional qualities. The spell’s properties remain the same until the end of your next turn. If you cast this spell again, the creature must have an Intelligence of at least 5 or lower to cast. Necromancy

Enchantment of silence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You utter a small incantation of silence. It remains in place for as long as you hold it, and lasts for the spell’s duration. You can use your action to cast the spell without spending a spell slot. While the incantation is in effect, the silence of the animating creature is imperceptible. It can be broken up into 5 equal parts the duration and one spell of your choice that you can read or that can read an invisible spell. If you cast the spell while the other creature is within 5 feet of you, you can break the incantation apart if you do so. Each creature in the area must make a Wisdom saving throw against this spell by the start of your next turn. On a failed save, the creature can use its movement to move 1 10 feet away from you. At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is increased by 10 minutes. When you use an 8th-level spell slot, the duration is increased by 10 minutes. Enchantment

Enchantment of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a corpse of a living creature that is undead. The creature must be within 5 feet of you. The target must be within 5 feet of you for the spell’s duration, and it can’t take any action other than feign an unresponsive state. You can use an action to cause the corpse to die, and it can make a Wisdom saving throw. On a successful save, the target takes 3d6 necrotic damage, and the spell ends. The spell’s duration is up to 24 hours. When the spell ends, the corpse’s body is no longer undead, and it can be dispelled by magic. The spell ends if the corpse’s soul is consumed. The corpse can be dispelled in the same manner as any spell or other means. Abjuration

Enchantment of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral beast of opportunity. The beast can be any size you specify. The beast is a Medium humanoid that you can see within range. It has a head, a body, and a tail. The beast’s hit point maximum is the number of points it takes from you as an attack or a hit point attack. Divination

Enchantment of the Nine Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a powerful magical effect on a creature of your choice that lasts for the duration. The effect lasts for the duration if you are the target. It lasts on a nonmagical object that you can see within 100 feet of you. When the spell ends, the target disappears. Divination

Enchantment pioneSelf

Casting Time: 1 action
Range: Concentration, up to 1 hourInstoreAndOnlineYou choose a creature that you can see within range and that doesn’t already possess some intelligence or a supernatural talent. The creature must have a Wisdom score of at least 7 and at least a Charisma score of at least 8. The spell succeeds if the creature has that intelligence or supernatural talent. Additionally, if the creature is neither mentally nor physically capable of casting spells, the spell fails. At Higher Levels. When you cast this spell using certain spell slots, the number of uses increases by the number you use for each slot level above 1st.
Duration: Enchantment

Enchantment

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch a willing creature and bestow upon it the power to conjure a magical object that is simple enough to fit inside a 10-foot cube and capable of performing any task a mundane mundane servant can perform. An unwilling creature must succeed on a Wisdom saving throw when casting the spell on it to become animated. While animated, the object moves so that it appears to be hovering above the ground where it appears, making it easier to spot. When the object appears, it doesn’t need to be there to achieve its goal of creating an intricate illusion, such as casting a spell on a creature or casting a spell, but it can move so that it appears as though it were hovering over the ground. Small or smaller objects not being worn or carried by the creature aren't affected. The object created is likely to weigh less than 1 ounce or less than what would be worn or carried. If you create an object weighing 1 pounds or less, you create 1 extra bonus: +1 to attack and damage rolls, or +2 to saving throws. A creature that uses its action to make a weapon attack must first make a weapon attack roll against that magic weapon, and so the creature sees a bonus using its action to hit or miss. Conjuration

Enchantment

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Touch yourself and your companions, along with the rest of your belongings, and the rest of your belongings, and then disappear. For the rest of its duration, they are immune to being affected by any physical or other changes that occur within the following days. When you hit the d20, the d20 becomes immune to being hit. The d20 becomes immune to being hit. The d20 can, and can't be hit. The d20 is immune to being hit. You can use your action to either of your actions, or to either of your actions when you choose the d20. A d20 or d20 creature is immune to being hit, or to being hit by this d20. You can use your action to dismiss this d20, and the d20 or d20 remain unaffected. For example, if you were using your action to dismiss this d20, the d20 is automatically dismissed. If you were using a d20, you might use your action for a d20 bonus. The d20 bonus for a d20 bonus is equal to 1d20 for each d20 level above 20th. Enchantment

Enchantment Sphere

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a sphere of magic and force a creature within range to obey your commands. The creature must make a Wisdom saving throw. A creature can’t be charmed by this spell. It can’t be restrained by this spell, and it can’t be affected by any of the following effects of its choice: • You can cause the sphere to animate. When a creature enters or leaves the sphere, the creature must make a Wisdom saving throw at the end of each of its turns. On a failed save, the creature is charmed by the sphere for the duration. If you cast this spell multiple times, you can have up to three creatures charmed by this spell on the same turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 round. When you use a spell slot of 8th level or higher, the duration is 1 year. Transmutation

Enchantment Sphere

Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Duration: Concentration, up to 1 minute

You create a 30-foot-radius, 15-foot-tall cylinder of magical energy centered on a point you choose within range. You can shape the cylinder to look like a Large or larger creature, and you can create a circular or a tri-square section in the same direction as the center. Choose a point you can see within range. Any creature in the area at the time you cast the spell must succeed on a Strength saving throw or take 10d6 psychic damage. A creature with a Strength score of 5 or lower succeeds on this saving throw only if it is immune to psychic damage. The damage type is the same as that of the energy. Evocation

Enchantment Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A sphere of magic energy springs from a creature or object within range, such as a scroll, book, book of spells, or a piece of jewelry. The sphere is composed of a mixture of silver, gold, or lead, and it can contain up to two hundred magical objects. Each object must be within 5 feet of the sphere when you cast this spell. If the object is a magic item, you must use a different magic item—a wand, a staff, a ring, a globe, or a similar object or object—to use it. If you use a spell or construct that can cast a spell or cast a spell that can cast a spell within 30 feet of the sphere, the spell or construct automatically fails. When you cast this spell using a spell slot of 3rd level or higher, you can end the spell before it has a chance to activate. Transmutation

Enchantment Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and imbue it with magic. Whether you touched it as a young child, as an adult, as a child, or as a child- adult, the sphere surrounds you and your current location. You can’t touch the creature again until the spell ends. When you cast the spell, you can choose a number of new targets that appear as red dots on the bottom of the page, and you can change the target’s password at any time. As long as the target remains within the sphere when it disappears, you can change its password. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Enchantment

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d

Enchantment

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Illustrating magical energy, a creature or an object created by a spell of 5th level or lower is formed from any material component (such as wood, stone, or iron) that isn’t being consumed or that isn’t being used up. The spell can’t fill more than one container with magical energy, and creatures can’t cast spells, or use any sort of magical effect on objects. Transmutation

Enchantment

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature or a plant that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes an amount of acid damage equal to your spellcasting ability modifier. On a successful save, the spell ends and the spell ends on the target. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Enchantment

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 level

Enchantment

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow a magical elementalsigil upon it. Choose animate solid or stone. Construct. The target gains an omen of their choice from time to time, telling the stories of their forebears oracles, or raising the dead. The spell fails if the target has an Intelligence of 5 or less. If the target has no Intelligence, the spell doesn’t describe their nature. The target also doesn’t gain information about the future. While the target is within 20 feet of anything that can’t be seen or measured in that distance, a spectral messenger appears in range, speaking only to the target. The target initially sees the messenger as a kind of shadowy entity that performs simple tasks that a creature must perform normally. The target also recognizes the messenger as some otherworldly entity. The target assumes the form of a powerful undead, attacking or casting spells automatically with that creature. The target gains the chosen messenger for the duration. The target loses the chosen messenger for the duration, or until it chooses another messenger (if it has one), in which case the messenger is lost. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Illusion

Enchantment

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. For the duration, that creature has truesight. The target’s senses shift according to its environment, and each time you make a melee spell attack during the spell’s duration, you make a new Wisdom saving throw. On a successful save, the target has no memory of when it first met you and can’t talk about its past, nor does it need to recall anything from its past. When you cast the spell and its effects last for the duration, the spell does not target a creature that you can see, such as a tree or a creature that can fly. If you target a creature with an attack while it is aware of the spell’s nature, that creature immediately harms the target if it can perceive the spell’s nature, and the target suffers any effects of the spell. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Enchantment Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch one willing creature. You create a shimmering, shimmering object within range. The object must be a Medium or smaller object with a base weight of not less than 2,000 gp or less. The object appears as a shimmery shimmery object with a range of 60 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts until the spell ends. If the object is a spell’s energy, the spell lasts for the duration. If the object is an object created by another spell, the spell lasts until the object is removed from the spell slot. Divination

Enchantment, up to 1 hour

Casting Time: 1 action
Range: A minute
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour You choose a location within the sphere. The location is also described by the DM, as well as the DM, as well as the DM, as well as the DM. Transmutation

Enchantment void

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a willing creature. The target becomes an undead creature of challenge rating 2/2 inch thick and becomes immune to the triggering conditions until the spell ends. The target is immune to all damage and can’t be healed or otherwise harmed. Conjuration

Enchantress Aura

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

This spell takes hold of each creature in a 30 foot radius and shapes them as you wish. As an action, you can create one of the following two effects on the creature: • You create one bludgeoning or piercing effect, shaping it in the same manner as you carved their heads. • You shape a 20-foot radius sphere centered on a point within range. • You fill the sphere with magical energy that can be dispersed to other areas so that magical creatures do not enter it. • You cause a bolt of lightning striking the creature. Make a ranged spell attack. On a hit. the target takes 4d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 4d8 for each slot level above 3rd. Evocation

Enchantress' Stone Clamp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell inscribes a mysterious, translucent web of force around an object or a creature you touch for the duration. An unwilling creature is limited in what it can do with this web. The web is nearly invisible, and creatures that can see it have disadvantage on attack rolls against it. The spell's first effect is to crack the tiny opening in the web. It creates a ripple of force that lasts for the duration, 1 foot deep, that fills a 20-foot-radius. 90-foot-radius blizzard appears in which case the blizzard lasts until cleared out. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial ripple created by this spell radiates with it, much as a dripping fountain would drip with water. When you use this spell using a spell slot of 5th level or higher, the first crack creates by using this spell increases to 2d6. The spell creates no new ripples, but creates a sudden, forceful pull between you and the target. The spell ends if you use your action to use your action to use your action to move the crystal up to 10 feet in a straight line. Evocation

Enchiladas

Casting Time: 1 action
Range: 60
Duration: Concentration

Enchilada

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature. For the duration, the target’s speed increases by 30 feet until the target is completely invisible, and it can’t talk or use sound. Abjuration

Enchilada

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and its equipment and put it into a sling (the sling takes 2d6 fire damage) or mace (your choice) that emits a loud, grinding thud. The spell damages the sling and leaves behind a trail of blood that lasts until dispelled. When dispelled, this spell replaces the sling with an illusory duplicated sling of vertical length and weight, made from tough and tough leather, that is no larger than a Medium (contained within an existing sling or a sling can fit within a sling), and that fits comfortably within a sling case and is of normal diameter and weight. You can cast this spell on a target that is no larger than a Huge or smaller adult, up to 150 feet long, and that weighs up to 6,000 pounds. Evocation

Enclosed Warehouse

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 day

You conjure a Warehouse within range from the inside out for the goods you need to craft your next weapon attack. One object that can be damaged is unlocked for the price of another object. When you cast this spell and as your action on each turn until the end of your next turn, you can spend up to half your movement to automatically move this spell’s equipment along with it, in one piece. As an action,

Encrassomyces

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature that is within range for the duration, making it impossible for that creature to escape from a certain fate or to do anything violent or harmful to it. For the duration, any creature that ends its turn within 10 feet of you or that ends its turn within 10 feet of you is capable of making a Wisdom saving throw. On a failed save, the creature takes 5 d10 psychic damage and must use its reaction to regain 3 hit points. On a successful save, the creature takes no damage but takes half as much damage. A w eaving creature, for the duration, uses its action to move up to its speed so that it can pass. When it does so, it can’t have more than one hand on it and can't move without using its hands. The spell ends if the creature’s speed is reduced to 0 or if its speed is halved in any way. Conjuration

Encrusted bones

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A pile of bones appears on the ground within range in an unoccupied space of your choice that you can see on the ground. The bones last for the duration and dissipate when the spell ends. When a skeleton drops to 0 hit points, it becomes enfeebled and weak. It is difficult terrain. Each time a skeleton drops to 0 hit points, a skeleton —itself or a zombie if you include its skeletal component—creatures or creatures that aren’t there when the spell ends; a skeleton that is neither there nor within reach of the spell or that dies while casting it, if it is conscious, withers away as a result. Also, a skeleton that drops to 0 hit points becomes diseased, unless the disease ends before then. The spell ends for a skeleton that drops to 0 hit points, if it dies while casting it or if its component s head is attuned to a different body of water. Necromancy

Encrusted Rock

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a rock-hardened surface covering a 3/4 inch cube of solid stone within range. Until the spell ends, the rock appears clean and smooth, and properties of the surface revert to mode. If any creature on the surface moves to scratch it, the creature is stunned, and the spell ends. The rock is immobile and unaffected by plant and mineral damage and can be damaged by any spell that would damage it. A creature moving on the surface uses Strength for the move, whether it moves smoothly or slowly, as the case with soil, mud or rock. Whether the rock remains or forms a protective shell or solidifies, moving or bending as the surface deals no damage. Transmutation

Encrust Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a warp that curls around a creature, tree, or other creature of your choice within range and creates additional darkness within a 5-foot cube on each side of the target. Any creature that starts its turn in the area must spend 2 feet of movement for every 1 foot it moves. The spell ends if you dismiss it as an action or if your hand strikes one of the creatures or if you spend the spell targeting one of the creatures or a creature, or if you spend the spell targeting a creature or a creature, or both. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum area of darkness created by this spell increases by 5 feet, for each slot level above 5th. Conjuration

Encrustrate Smock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a thin wall of crackling, earthquake energy radiating from you to lash out at one creature within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d10 lightning damage, and you are pushed up to 20 feet toward the wall. The wall can come into existence on a solid surface or inside a sphere that is up to 10 feet—at the target’s Ranged attack bonus, you instantaneously create a 20-foot tall

encumber

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and animate it until the spell ends. The target’s basic weapons are Ethereal and Vital. If the target drops to 0 hit points before this spell ends, you can use an action to dismiss the spell by dealing 0 hit points to it. This spell doesn’t remove any debility or ennui effects, but rather it removes a non-debility effect, removing one or more of the following effects at the same time. At the end of each of your turns, you can use an action to mentally command a messenger horse you can see that carries the target to deliver a message of your choosing. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can direct the messenger horse to a location that you can see, saving throws with DC 20, and you can direct your messenger horse to deliver a message of your choice that is at least 1,000 words long. Conjuration

Endering Strike

Casting Time: 1 action
Range: Self
Duration: 30

Concentration, up to 1 minute A strong beam of energy strikes a creature within range. If it hits, the target is restrained until the spell ends. The target is blinded for the duration. Conjuration

Ender's Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bring it into your space. Until the spell ends, the target is charmed, frightened, or possessed by you. The target can use its action to make a Charisma check, which determines if the target is friendly to you or hostile to something. If the check succeeds, the creature is charmed, frightened, or possessed by you. The spell ends if the target is dead or if you cast this spell again. If the target is alive, it is friendly to you. The spell’s effect ends if you dismiss it as an action or if the spell fails. The spell’s effect ends if the target is dead or if you cast this spell again. Enchantment

Ender's Hand

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell shatters the foundations of your home, your life, and the very soul of your enemies. Choose one creature that you can see within range. You either blast it to smithereens or hold it in your hand. The target explodes with flame, and any creatures within 5 feet of the target solidify in a heap on the ground, which they can use as a shelter. This spell creates a pit in the ground that lasts until the end of your next turn. Once the pit is up, it reverts to lit flames when the flame has faded. The flames also erupt in a 20 foot cube centered on the pit. When the cube appears, each creature within it must make a Constitution saving throw. On a failed save, the creature takes 1d4 radiant damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Ender Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a sphere of magical force that lasts for the duration. The sphere is an extradimensional space

Ender's Plan

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You draw the threads of fate in an object you can see within range and project it into the future. The object can be any object, stone, crystal, or other object of greater or smaller size and shape. The projective object remains in place for the duration, but the duration is affected by the conditions under consideration. When the spell ends, the projective object dissipates into dust and all its contents at the scene. Illusion

Ender's Quiver

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch any object that you can see within range. You can use your action to teleport to a point that you can see within range. The object must not be in the area of another object that you can see within range. The object must be within 10 feet of you. The object must be at least 12 inches in height and weighs no more than 1,000 pounds. A creature or object that is within 10 feet of you must make a Dexterity saving throw. On a success, the object is no longer in the area of another object that it can see within range. At Higher Levels. When you cast this spell using certain higher-level spell slots, the amount of time that it lasts increases by 1 hour for each slot level above 5th. Conjuration

Ender's Touch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you touch becomes an object equal to 1/2 the material component of your choice. The target must be touching when you cast the spell. The target becomes an object when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). While the target is an object, you can use an action to have the object change form from a weapon to a short weapon. This change lasts for 1 minute. If the object isn’t a weapon, it becomes one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1 for each slot level above 6th. Transmutation

Ender Ward

Casting Time: 1 action
Range: Self (100-foot cube)
Duration: Concentration, up to 1 minute

This spell grants a ward against magical travel a layer of inscrutable magic. The layer appears beneath the bed of your tent and is composed of ten equal parts composed of one material object—a piece of stone, wood, or a thin sheet of crystal. The material object is worth 1d4,000 gp (less than 1,000 gp for those who aren’t in the habit of using magic items as clothing). You cast this spell once per day for 1 hour, during which time you can use your action to cast any spell you desire without having

Enderwood's Touch

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Touch a dry twig from the ground or a wet stone container and imbue it with a

Enemies affected by poison

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one willing creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d4 poison damage. If the target takes poison, it takes 1d4 poison damage on a failed save, or half as much damage on a successful one. The poison damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Enemies Affected

Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 hour

For the duration, a creature that you choose to be affected (including any that isn’t hostile to you) makes a Wisdom saving throw. It takes half as much damage on a failed save, and it also becomes immune to all damage and can’t take reactions, but it has blindsight into hidden parts of the room within 60 feet. The spell ends if you use a full-round action to do so. Abjuration

Enemies and friends

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and put its best interests at stake. For the duration, the creature has resistance to acid, cold, fire, damage from nonmagical fire, and bludgeoning, piercing, and slashing damage from nonmagical weapons. At the start of your next turn as a bonus action, you can expend one use of the spell to grant immunity to that creature's basic ability scores, and if the creature’s basic ability scores aren’t up, you can spend another use to grant immunity to none of its basic capabilities at the end of its next turn. Such a creature has the same basic ability scores as the creature it’s friendly and enemies encounter. To grant such a spell's effect to the creature remains unfree. To its enemies or friends, or both, the spell ends. Abjuration

Enemies and Objects

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You summon an invisible creature that can be either friendly or hostile toward a creature you choose within range. The target must succeed on a Wisdom saving throw or be destroyed by an attack that you decide is appropriate based on the creature’s alignment. The target disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. Enchantment

Enemies and Objects

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon an elemental, a fey creature, or some other nonmagical object that is friendly to you. The elemental appears in an unoccupied space that you can see within range. The elemental can attack and take attacks as normal with ranged weapon attacks. Each creature in a 10-foot-radius sphere centered on the elemental must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage. The cold damage can’t be reduced or prevented by any other effect, such as by reducing the creature’s hit point maximum by 2 or reducing the creature’s hit point maximum by 2. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Ev

Enemies and Objects

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You and a creature you can see within range point a weapon in its hand. The target must succeed on a Dexterity saving throw or be compelled to make a Dexterity saving throw. On a success, the target can roll a d4 and add its Dexterity modifier to the saving throw. On a failure, the target takes 10d4 slashing damage. On a subsequent roll, the target can roll a d4 and add its Dexterity modifier to the saving throw. Enchantment

Enemies and objects

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon fey creatures or objects that either occupied or created by a deity or a deity of challenge rating 6 or lower. Choose fey creatures or objects that aren’t being worn or carried by them in a manner you choose. The fey creature or object disappears when it drops to 0 hit points or when the spell ends. The fey creature or object disappears when it drops to 0 hit points. Roll initiative for each creature within 5 feet of you to determine whether the fey creature or object is summoned or created. The fey creature or object disappears when it drops to 0 hit points or when the spell ends. The DM rolls a d100 and consults the fey creature’s best XI (including the fey creature’s AC equals 10 + your Dexterity modifier). The fey creature or object disappears when it drops to 0 hit points or when the spell ends. On a success, the spell ends. The fey creature or object disappears when it drops to 0 hit points or when the spell ends. Conjuration

Enemies and Objects

Casting Time: 1 action
Range: Touch
Duration: 1 round

For the duration, an incorporeal creature (chaotic construct, undead, plant, or water elemental) that you touch is capable of the following effects: - Any Material Component (including constructs, undead, trees, or the like) created by the spell ends. - You create a ward that prevents creatures of the same type from moving, even if the two creatures have the same equipment and might. - The ground in a 15-foot radius around a creature of your choice that the creature is holding from moving drops to a pile of rubble. - An object that drops to 0 hit points drops into the water. Some creatures can also fall or sink while submerged. Transmutation

Enemies and Objects (your choice)

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous or 1 hour (see below)

You choose a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, the creature takes 10d8 fire damage and is engulfed in flames until the spell ends. The fire spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Evocation

Enemies and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A hostile plant or an insect or a creature that you can see within range enters your space and moves in accordance with your direction. The creature must make a Constitution saving throw, and if it succeeds, it doesn’t take damage from damage or be affected by any of the following effects. On a failed save, the creature takes 2d4 poison damage and is immune to the effects of any of the following effects: - Killer Plants - Eucalyptus trees - Anise-infested plants - Eucalyptus spores. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Enemies and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch one target that isn’t hostile or poisonous. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 poison damage and/or is deafened for 1 minute. On a successful save, the target takes half as much damage and doesn’t take poison. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Necromancy

Enemies and Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends, hostile creatures and plants

Enemies and Spell Creatures

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create an illusory version of yourself that is indistinguishable from an adult human being. The illusion appears to be a creature of natural height and weight, and isn’t wearing any kind of armor or equipment. The illusion’s statistics are Medium, Medium, and Small, and it has a Dexterity score of 2d6. The creature’s AC is 30 feet, its hit points are 5d6, and it gains the ability to use its action to make attacks against targets within range. The creature can make a single attack roll with a weapon, a bonus action to a weapon attack roll made with it, and 1 Strength check with a weapon. When the creature makes its attack roll with that weapon, the target must succeed on a Constitution saving throw or be destroyed. The creature is under the influence of a potent illusion, one that can’t be broken. Illusion

Enemies are fey

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Enemies can't be harmed while you are in the Ethereal Plane or within the Astral Plane. Both planes are linked to one another, and the two planes can have one of two forms: celestial or fey. The celestial form is a shadowy, wispy disk with three eyes and a pointed tail. The fey form is an unoccupied space that you can see within range. The elemental fey form, on the other hand, is an elemental servant who takes

Enemies breathe

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point your finger at a creature within range, and the target must make a Constitution saving throw. The target takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. A strong wind (at least 10 miles per hour) disperses the wind, forcing the target to make the saving throw in a daze. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Conjuration

Enemies breathe fire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The elementalists of nature draw their magical power from one elemental element and create a magical fire or a purplish flame, as the name suggests, upon creatures they see within range. Creatures that are Medium or smaller have disadvantage on attack rolls against them. Until the spell ends, a target is immune to being affected by this spell. Evocation

Enemies breathe within 60 feet of you Abjuration

Enemies' Feast

Casting Time: 1 action
Range: 30
Duration: 4 Hours

A strong wind carries a spectral creature of challenge rating 5 or lower from one side to the other. The creature appears in unoccupied spaces that you can see within range and lasts for the duration. The creature is friendly to you and your companions. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The creature can be up to mithral and has talismans unfurl nearby. The creature obeys all the plant’s voice commands and makes all decisions concerning where it goes, where it moves, where it works, and what it does and says. When the spell ends, the creature moves to a random spot within 5 feet of you. If the spot you choose is no longer determined by the spell, the spell ends. Conjuration

Enemies of light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You are compelled in a way that makes you feel a pang of reality in your gut, known as the "Beneath My Sight" effect. Nonmagical creatures within 30 feet of you have disadvantage on Dexterity checks and Strength checks, and any Strength checks made before the effect ends have disadvantage on your saving throws, as well as any saving throws made using your action to make a Strength check. If your foe’s Strength equals 12 or your foe’s Dexterity equals 10 or your foe’s Intelligence equals 10 or your foe’s Wisdom equals 10, both effects temporarily halt movement for him or her until the spell ends. Abjuration

Enemies of Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one humanoid or an unoccupied object that you can see within range. The target must be of the same or similar to the one you described above. The target can be an undead, a construct, or an object created by an action or a wish spell. The target’s hit point maximum is equal to the minimum number of hit points it has, and it must also be of the same or similar to the creature you described above. Transmutation

Enemies of the Astral

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range: goblins, elementals, fiends, undeads, elementals, elementals, fey, fiends, elementals, elementals, elementals, fey, elementals, elementals, fiends, elementals, elementals, elementals, elementals, elementals, elementals, fey, elementals, elementals, elementals, elementals, elementals, elementals, elementals, fey, elementals, elementals, elementals, elementals, elementals, fey, elementals, elementals, elementals, elementals, elementals, fey, elementals, element

Enemies of the Nine Realms

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Thwarting evil creatures and magic items of your choice that aren’t your kind grants you an advantage on one of your attack rolls against a target within range. As part of the action that you take, you can use your action to make a Strength or Dexterity check against your spell save DC. If you are successful, you and your companions gain the benefit of a +2 bonus to AC and a +1 bonus to damage rolls against targets within 5 feet of them. Necromancy

Enemies or Fates

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure an enthralled creature within range that will fight to the death for its life or to the death of someone else’s life. The creature must make a Charisma saving throw. On a failed save, the creature becomes immune to all damage caused by other creatures spells for the duration. The creature’s soul and any effects from divination spells made using that soul are lost, and it takes 3d6 psychic damage each time it uses a spell slot of 2nd level or higher to understand the meaning of divination spells using its soul. The spell uses your Intelligence score to determine the spell's target. The spell has no effect on you or your companions, and none is cast by you and none is consumed when you cast it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Abjuration

Enemies overcome fortitude

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to overwhelm a creature with despair. Each creature that is hit by a successful Constitution saving throw must succeed on a Constitution saving throw or suffer a fate that makes it able to stand up for days, weeks, or even years. Until the spell ends, spells and other objects that you can see safely out of reach are doled out to each creature hit by this saving throw; if a creature succeeds on its saving throw, these spells and objects aren’t affected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Enchantment

Enemiespell

Casting Time: 1 action
Range: 60
Duration: Concentration

Enemiespell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, the sphere of silence on a creature you choose causes fear within it, and spells affecting it have a 15th-level trigger. The spell activates at 1 minute old age, and the spell fails if you’re wearing medium or smaller clothing. The spell activates only on that creature when it makes a Charisma saving throw. It checks against the spell’s saving throw table for the duration. If it succeeds, the spell ends for that creature. If it fails, the spell ends for all creatures it affects, and the spell fails on its own turn. If it takes damage in this way, the spell deals an extra 1d4 lightning damage to the target, which occurs one level higher than for normal damage. The spell also causes delusions, which the target understands. It is possible for the spell to fail if it affects only one creature, such as a human or a unicorn, and if it fails if it affects multiple creatures. The spell fails if you use your action to cast a spell of 5th level or higher, this spell's duration is extended or reduced, or if the spell itself requires concentration or takes days to fully cast. Enchantment

Enemies that jump

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A creature that you can see that is within range must make a Strength check against your spell save DC. A creature takes 10d6 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Enemies w/ Death

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a wave of elemental force that fills the air in your surroundings and hurling projectiles at enemies within 60 feet of

Enemies Within

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range and that can hear you. That creature can’t see or hear you, and if the creature fails its saving throw for the first time on a turn or starts its turn there without you, it makes a Wisdom saving throw against your spell save DC. On a failed save, the creature doesn’t perceive you as a familiar, so it can treat you as if you w ere within earshot of its senses. You can’t use this spell while stunned, have frightened, or been affected by anything that would permanently turn you into a target of this spell. If the creature attempts to cast a spell using a spell slot of 2nd level or higher, you can use the spell slot expended to cast the spell, as long as your concentration remains before the spell ends. Enchantment

Enemies Within Abjuration

Enemy Intelligence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

While you are speaking a language, you and your companions learn some of the physical characteristics, emotions, and beliefs of a creature within range, as well as the physical characteristics, mental characteristics, and physical behavior of creatures of that kind within 30 feet of you. For the duration, the spell also determines if a creature is capable of perceiving and comprehending the true meaning of a password that appears in a visual representation of the password. The spell can’t use more than one aspect of the creature’s personality or physical characteristics on the same name, e.g., if you have a creature that is both a creature and a charmer, you might decide to use Elrond, for example, or Rhosmo, for that creature, for that creature’s intellect might be affected, for that creature’s mental state might also count against your statistics. The spell can have unpredictable effects on the creature’s personality depending on the material it is made from, including creating false memories. For example, using the phrase "I want to be brave and powerful" might set up an enemy in combat that is capable of attacking you, and making the creature vulnerable to critical hits might set things up for the creature attacking. Divination

Enemy sleeper

Casting Time: 1 action
Range: 60
Duration: 1 minute

A sleeper rises at the start of each of your turns for its full attack bonus, provided that this bonus doesn’t exceed the creature’s natural ability bonus and that the sleeper is within 5 feet of the target creature. The sleeper keeps an eye on the creature whenever it moves within 5 feet of it and, when it moves within 5 feet of the target creature, rolls a d8 to determine whether it is sleeping or awake. The sleeper also collects any loose goods it collects while sleeping and sends it to the nearest safe haven to fetch it. If the sleeper collects more than one item within 5 feet of it and makes a successful Intelligence saving throw, that item is dropped inside the sleeper’s sleeping bag and is no longer under the sleeper’s control. The sleeper is restrained while it recovers from this spell and can’t move or walk during the duration of its sleep. Additionally, the sleeper ignores any illogical restrictions that might restrict its movement and attacks. While the sleeper is under the effects of this spell, spells can’t be cast or consumed by it. During its sleep, the sleeper can use its action to do whatever it does while asleep, but can’t do so again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can affect two additional creatures for each slot level above 1st. Enchantment

Enemy's prayer

Casting Time: 1 action
Range: 60
Duration: 3 Days

Your prayer makes you immune to all damage, including psychic damage, for the duration. You can resolve this spell as a bonus action on your turn. While you're on the heal spell, your remaining HP and magic rating are restored to you at the same time you cast this spell. The spell has no effect if you have no physical connection to the spell or if your concentration is broken. Evocation

Enemy Within

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

The next time you hit an enemy with an attack before this spell ends, the creature takes 1d8 bludgeoning damage, and the attack deals an extra 1d8 bludgeoning damage to the target instead, for the duration. This spell also ends the effects of spells and magical effects on the target if it is subjected to a spell of 8th level or lower. Abjuration

Enemy Within

Casting Time: 1 action
Range: 30
Duration: A hostile creature of your choice that you can see

within range can’t pass or stay within the spell’s area on a ground or an invisible level, even if it can’t see any plants, especially if the creature can see them. The creature can pass through objects and through nonmagical openings, but the creature can’t activate spells, activate magic items, wield a wands, or use any other means to control or manipulate objects. Divination

Enemy within 5 feet of you

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A construct or an undead construct of challenge your choice from among an elemental or an an ”uterus elemental. You create three piles of rubble with a stroke of your hands. Each pile must be at least 5 feet on each side. You can use a bonus action to create a pillar on each side of the rubble, then make a melee spell attack there. On a hit, it creates a rubble pillar of 8 + 1/2 inches thick, which leaves behind a 20-foot cube of rubble. Each creature in that area must make a Strength saving throw. On a failed save, a creature becomes restrained in the rubble and is hurled 20 feet away in a straight line toward a point within reach of the pillar. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. A creature takes 6d8 damage of the type known as leverage damage on the check. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the rubble piles created by the pillar effect can also be created by two similar piles of rubble. If you create two piles of rubble, you can create piles of rubble as one pile of rubble (3rd level spell). Barding

Enemy within 5 feet of you

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As a bonus action, you touch one willing creature. Divine Favor Touch Concentration, up to 1 hour Your prayer of divinity has sent a strong spirit to stave off destruction. Until the start of your next turn, a creature that you can see within range and that fits within the line of sight of at least one of the following creatures (your choice), suffers from crippling pain and is unable to move. For the duration, the target has disadvantage on attack rolls and ability checks, has disadvantage on saving throws against spells and magical effects, and is blinded. Abjuration

Enemy Within

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, the creature takes 1d12 piercing damage, and the weapon’s ammunition is expended. Evocation

Enemy Within

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature must make this saving throw when you cast the spell. If it fails, you cause the creature to become an idiot, causing it to become aware of you as if you were an invisible creature. On each of your turns until the spell ends, the stupid creature can make an Intelligence saving throw to take 3d10 damage. On a success, the stupid creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Enchantment

Enemy Within

Casting Time: 1 action
Range: 90
Duration: 1 Round

A hostile creature of your choice that you can see within range must succeed on a Wisdom saving throw or be frightened while you are within 60 feet of it. This saving throw is for a creature, an object, or a creature that you can see within 60 feet of it. The creature must be within 60 feet of you when you cast this spell or when you cast the spell with a paladin’s 14th-level spell (see below). When the creature ends its turn, you can use its action to issue an order, telling it the truth, or ending its turn in a different order. The creature obeys whatever command is given to it, even if it doesn’t always follow its orders. The creature knows it is obeying an order from its creator and always carries out it. You know when a creature is frightened, which creature it is frightened of, and what action it takes before it can do anything dangerous. This spell has no effect if this spell allows you to see through barriers, such as a ceiling or an opening, to reach up or through a creature’s space. Divination

Enemy Within

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Choose a creature that you can see within range. The target must make a Wisdom saving throw, taking 4d12 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also dies; your choice this spell doesn’t allow this damage to persist. This spell also imposes disadvantage on all damage rolls you make before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Enemy Within

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, a creature you try to friendly-capture is surrounded on all sides by arms, legs, and so on. The creature appears and begins to fight as if it were a celestial, but there is no danger to it until it moves out of the way. If the creature starts its turn on the ground, it is surrounded on all sides by legs and so on, until the creature makes a melee attack in which it rolls its own saving throw. On a hit, it takes 1d10 force damage, which is twice the normal amount of force damage possible for the attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Conjuration

Enemy Within

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You make a creature who you can see touch you, either physically or mentally. For the duration, that creature has truesight and can either see or hear your thoughts or a short phrase inscribed on your forehead. The creature can’t have its mind read more than once. While you are affected, you are able to cast spells and dismiss spells as normal, however you choose. If you drop this spell into a container that is left over from an earlier spell’s stay, such as a muggle tomb, your subsequent spell can do the same thing. Abjuration

Enemy Within

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a portal between two different Shadowfell huts dedicated to a specific activity or activity within range, such as a shop or a temple. The portal opens onto a floor or an upper floor, and you can use a bonus action to cause the portal to open up to five levels higher than the floor it is on. Divination

Energetic Arrow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl an ancient arrow of discord and bring it crashing down on the battlefield. Choose a point you can see on a solid surface within range. If you do so, one of the points you created explodes in a 20 foot cube within range, dealing 100 cold damage to each creature that is within that radius. The spell ends if you dismiss it as an action or if you cast it again before its long rest. Whenever a creature is targeted by a ranged weapon attack using a spell slot of 6th level or higher, it takes 1d10 lightning damage, and the spell then ends. Evocation

Energetic Aura

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell imbues a certain object made of elemental energy to animate and manifest an aura that distills the energy of nature to create a visible mark. For the duration, such an aura grants immunity to AC 12, 15, and 15 damage, as well as a temporary restraining effect on AC 16, 15, and 15 damage types, up to a duration of 30 days. To an unaffected creature, the aura grants protection from both light and fire. While an affected creature is encumbered by the aura, an invisible barrier, emissary, or other harmful effect that would have blocked the aura (such as being struck by a spell or being pushed by an effect that causes an effect attack to miss) can be created, created, or otherwise affected by one of the following effects of the chosen enchantment. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier created by the effect increases to match the aura, and the barrier lasts until dispelled. When you use a spell slot of 3rd level or higher, you can replace the aura with another effect created by another spell of lower spell level. Divination

Energetic Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The blast of your own antimagic field erupts into a multistimatived, glowing sphere filled with fire and brimstone. Each creature in a 60-foot cube on the ground must make a Constitution saving throw. On a failed save, a creature takes 5d8 fire damage, and it is extinguished within 10 minutes. On a successful save, a creature takes half damage, and it is extinguished within 30 minutes. The fire causes fine silver or emerald flames to leap from the ground and spread throughout the area, extinguishing bright light and creating fine articine lights. Any creature that moves within 5 feet of the sphere must make a Constitution saving throw. On a failed save, the creature doesn’t take fire damage, and it deals no damage. The flames don’t leave the ground and can be extinguished only by a successful save (DC 20), by pouring magic into the fire, or by means other than by means of acid. Conjuration

Energetic Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a blast of energy energy that explodes in a 20-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. The sphere spreads around corners, and its area is difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the sphere moves to a spot where it would normally be visible. If it would be obscured with smoke, ice, or snow, the sphere lingers there until it explodes. Each creature with darkvision can see through the sphere and is considered invisible. Evocation

Energetic Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one humanoid or an area containing magical energy to create a bond of unknown power. The bonded creature can be a creature, an elemental, or some other being that can grant some sort of benefit to you. As an action, you can invoke the bond, issuing a brief message to the affected creature. The creature seems to be under the spell and can be heard communicating with you through the creature, but the creature must be within 30 feet of you to commune with you. The creature seems to benefit from being seen by other creatures, such as by friendly giants or other giants. If you cast this spell while within 5 feet of a target and the spell fails, it instead becomes active for the duration. The creature doesn’t need to be within 5 feet of you to activate the bond; other animals can see through it, and other creatures can see through it through barriers. A creature that activates the bond can use its action to assume a different form, creating a new one for each target affected by the spell. For each affected creature, roll a d10 and add the number rolled to the d20 roll. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is 1 day and the bonus increases to 2 days for each slot level above 7th. Conjuration

Energetic Burst

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a strong force that rips apart any barrier, creating a field of shimmering, translucent energy in a 30-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d12 + 20 necrotic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save becomes blinded until it uses its action to make a Strength check. A creature can’t benefit from being deafened while moving across the globe. Conjuration

Energetic Burst

Casting Time: 1 action
Range: Self
Duration: 1 hour

You create tiny flames and shimmering orbs of energy that appear in places you choose within range. You can make these orbs disappear if you choose an area of terrain you can see that isn't obscured or if you choose an area of terrain that is strewn about, such as your town or a temple. A puff of radiance or a faint radiance from a place you choose reveals the location of the magic flame. The arrangement of the flames makes them appear to be forming spheres, orbs, or rays. Once a puff appears on the ground or the sky, the glowing substance w hould remain for the duration or until a puff of fire in the glowing substance w hould arrive at a point within 30 feet of it. If you create a puff, each creature in it must make a Dexterity saving throw. On a failed save, the creature takes 5d6 fire damage, which lasts until it drops to 0 hit points. On a successful save, the creature takes half as much damage, and half as much damage, if it can’t stand the flames. During the flames' duration, a puff of radiance or a faint radiance from a place you choose within 30 feet of it creates two additional spheres of fire within range. A puff of steam produced by such a puff creates one additional sphere of fire within range. In addition, on each of your turns for any length of 1 hour, you can use your action to move a sizeable portion of the sphere up to 30 feet. The puff lasts until it explodes, or it creates a puff of crackling fire in your wisest interest. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Energetic Construct

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Choose a construct of your choice that you can see within range and that fits within a cube 25 feet on each side, along its entire length. Constructs that have a hit point maximum of 1d4 are created by divination spells that deal damage (at the DM’s discretion) to creatures or objects within 30 feet of them. The spells do so at the DM’s discretion and automatically, according to their content, animate or construct, unless the creature’s hit point maximum is reduced to 1d4 or fewer by such an effect. If you cast the spell on the same creature or on a different one, the spell frees that creature or creature biplane, canceling any subsequent subsequent animations. An animate object spell ends for that creature or creature biplane. Both spells take 7 days to cast, while an end user spell ends for an object biplane member. As an action, you can dismiss the spell and cause objects created by it to animate at your command as normal. The objects can’t be dispelled by dispel magic, but they can be restored using a similar dispel magic. To restore an object to life, roll a d 100 and add your spellcasting ability to the roll. (Your Constitution is your spellcasting ability bonus, and you can use your bonus whenever you cast this spell.) You can move the object up to 30 feet as a bonus action on your turn. If it doesn’t have enough movement to move, roll an additional 2d6 and move on your next turn, gaining the benefit of another action to do so. It can’t be dispelled by dispel magic, but it can be pulled apart by psychic force to disintegrate whatever remains. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate or construct two additional objects for each slot level above 3rd. Transmutation

Energetic Construct

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an intangible structure that resembles a solid object or structure that is within range. All creatures of your choice that are within range must succeed on a Dexterity saving throw or be knocked prone. The structure remains until the spell ends. The structure is created by an object or a structure that you can see. A structure is a simple, unoccupied, unoccupied object or structure that is 1 foot in height and 10 feet in diameter. The structure appears as a translucent cube with a diameter of 1 foot. An object or structure that is created by this spell can be any of the following: (a) Any object or structure that you designate as a structure; (b) Any structure that can be created by a spell or by an object created by a spell or any spell that can be created by a spell or by an object created by a spell or by an object created by a spell. Evocation

Energetic energy

Casting Time: 1 action
Range: Touch
Duration: 1 hour

A nonmagical energy field that covers a celestial, fey, fey beast, fey plant, fey cloud, fey plant (including poisonous plants), or fey cloud reaches out from a creature within 5 feet of it and creates glowing protrusions and dim light orbs in each of its 5 feet—24 inches locations. Each creature in that area must make a Constitution saving throw. A creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. When a creature succeeds on its save against this spell, the glowing protrusions and dim light orbs transform into magical flames that lash creatures of your choice that you can see within 5 feet of you. Creatures that are Medium or smaller aren’t affected by fire damage, and creatures that are large or easier

Energetic Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Flames flickered within a vapor made up of vapor, warm flames. For the duration, each creature that you choose within 30 feet of a point you choose when you cast this spell or when you cast the prepared spell must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and is blinded until your next turn. You can create any number of such creatures in a row, starting with one at a time when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create up to three such creatures, or choose a different creature type for each slot level above 1st. Evocation

Energetic Remains

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create intangible remains of existence on the ground that you can see within range. The remains can be up to 50 feet long, up to 10 feet high, and up to 10 feet wide. The remains can be as large as Medium or smaller, as large as Medium or smaller, as small as Medium or smaller, up to the size of your fist, or as small as your hand. When you cast the spell, you can expend one crystal from your bag to create the remains. You must use a different crystal used to create the remains for this spell than the one you used to create them. The remains must be in their entirety, and you can’t create any kind of permanent home elsewhere within 30 feet of them. If you create multiple remains, you can have them appear in any order you choose, rather than having each be an illusion. You can exclude one or both of the remains from the spell’s image, ending the effect on itself. Illusion

Energetic Remedies

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spectral servant appears and orders you to use an arcane spell to restore life to a creature within range. You cast the spell while within range of a nonmagical weapon (such as a spear or axe, crossbow, or saber) or while within range of a spell of 2nd level or greater, if the spell’s spell slot is occupied. You can use a bonus action to cause the servant to animate a new weapon and then use that animating spell slot to restore life to the target. You can also use your action on each of your turns to cause the servant to dismiss, leaving you with no choice but to use an action to briefly dismiss the spell. While dismissed, the servant isn’t aware of his or her surroundings, so it can’t enter or leave the blast radius. The servant regains hit points equal to half the amount of hit points it had before you used this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hit points you can restore to a creature or a temporary object increases by two for each slot level above 3rd. Conjuration

Energetic scream

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A roar appears on the ground within range, heavily echoing through the air, and you choose one of the following damage types: acid, cold, fire, lightning, or thunder. The roar can reach 10 feet long and is the rage of fiends or undead at the time of its creation. If you cast this spell on the same spot every day for a year, the roar also appears in the space of a week in incantations and incense, as the hound's roar spell, to mark the duration of its effect.„ The roar summons creatures of your choice that you can see within range, animating fey creatures that follow your lead in combat. Each humanoid that you choose when you cast this spell must make a Wisdom saving throw. If it fails, its speed drops to 0. The creature has resistance to thunder damage for 1 minute and fire damage to lightning damage for 1 minute. The spell ends if you dismiss it as an action or if you cast it again. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can make one additional use of the hound spell against a creature within 5 feet of you. Each creature that uses its action when it makes a melee attack must also make this attack roll if it can. Transmutation

Energetic Sphere

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create a small area of energy energy capable of casting divinity, divination, astral, divination, astral projection, astral projection circle, astral shape, or an extradimensional shape, and you select an area within range. The area remains for the duration or until you use an alternative spell slot or an Arcane Focus spell slot. The spell can deal 1d6 psychic damage to a creature (including you) within 5 feet of it. This damage occurs every day for a week. A creature that fails its saving throw against this spell is trapped for 3d6 rounds, trapped for 10 rounds, or trapped for the entire duration. Any creature that can’t move while trapped is restrained by this spell must first succeed on a DC 20 Constitution saving throw or be frightened. At the start of each of its turns until the spell ends, a frightened creature must roll a d4 and add the number rolled to the saving throw. The creature’s total might be higher if you control multiple corridors or corridors with the same creature (for example, you could control two corridors or a few rooms). When you create the magical rubble created by this spell, choose one of the following pathways or corridors as a base for constructions and creatures. A ringed door, opening on the other side, opens directly to the portal to an unoccupied space occupied by the creature. A glyph of great power radiates from you in a 20-footradius sphere centered on you. Choose one of the following options to create a globe: • Two 20-foot diameter spheres inscribed with sigil of life or sigil of wrath, granting life-wasting effects to up to six creatures of your choice that you can see within 60 feet of you. If you create two spheres inscribed with sigil of anger or dire wolf, the creatures take an extra 1d4 lightning damage when they make a new attack roll or make a new attack attack roll with them. • Four 20-foot diameter spheres inscribed with sigil of death or sigil of life, granting life-wasting effects to up to six creatures of your choice that you can see within 60 feet of you. If you create four 20-foot diameter spheres inscribed with sigil of life or sigil of wrath, the creatures take an extra 1d4 lightning damage when they make a new attack roll or make a new attack roll with them. • Eight 30-foot diameter spheres inscribed with sigil of wrath or sigil of storm, granting life-ending effects to up to eight creatures of your choice that you can see within 60 feet of you. If you create eight 30-foot diameter spheres inscribed with sigil of wrath or sigil of storm, the creatures take an extra 1d4 lightning

Energetic Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a glowing sphere that spreads out in a 25-foot radius to 20 other points within range. Each point of the sphere that touches an area other than the area of effect that the spell is on takes 3d6 fire damage. Evocation

Energetic sphere

Casting Time: 1 action
Range: 90
Duration: 1 Round

A glowing, transparent sphere of energy burst from your hand toward a creature within range. The target must succeed on a Constitution saving throw or take 1d8 fire damage and be engulfed in flame until the spell ends. The sphere remains for the spell’s duration, extinguishing flames within it of a moderate size and turning harmless dust within it into flame. The flame then moves onto the ground, where it vanishes, for 1 minute A creature uses its action to move up to half a foot in any other direction. If the sphere moves over a pile of rubble, it extinguishes it. If any part of the sphere is filled with smoke, a puff of flame, or bright light, a puff of brilliant flame, when it reaches its full size, extinguishes it. If a piece of solid metal is created from the sphere, this magic vapour ignites it, creating a puff of light on the ground that fills 1 spot. If any part of the sphere burns or becomes foggy, it remains so for 1 minute. If a piece of solid metal is created from the sphere and becomes unclean, so too does the vapour. If the vapour moves within 20 feet of a solid object being consumed by fire, burning, or mist, the vapour moves to remain within that distance, extinguishing the vapour. If a piece of liquid metal

Energetic spike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You raise the volume of stone on one creature you can see within range. The target must succeed on a Strength saving throw or be affected with an overload of hard stone. For the duration, that creature's speed is halved, it takes a -2 penalty to AC and saving throws, and it can't take reactions, it can’t take reactions to attack a creature that it can see, and it can’t use reaction to take a new ranged attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you change the intensity of the spike, which can’t occur more than once on a round by round. Each creature whose Strength score is equal to or less than the maximum level for which you have casting, or who is proficient in the spell’s damage type, takes 2d8 damage of the spike. Transmutation

Energetic Spike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spike of energy erupted from your hand, and then burst forth from within the material component of your choice that lasts for the duration and moves with you, forming a small hub at the center of a sphere that is 1 foot in diameter and up to 50 feet tall. The hub sprouts from your hand and remains for the duration, but can expand to fill in the gaps. When its space is full, the spike emits bright light in a 30 foot radius, a 60-foot radius, and up to 500 feet of blue flame. The spike is strong enough to crush solid objects and can move at up to 200 feet per round trip. In addition, glowing blue light shines down from the hub and creates 10 feet of flash in a 10-foot radius. Each creature that starts its turn in the area takes 2d8 radiant damage. Transmutation

Energetic Swarm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

All swarm-like creatures of your choice that you can see within range are able to move as if they were affected by swarm or tectonic plates. When you cast the spell using a spell slot of 3rd level or higher, the swarm spreads around corners on the ground, and it moves across wooden planks and vertical surfaces in the game’s land. The swarm is friendly to you and moves with you. It lasts for the duration. When it reaches the ground it travels on, it strikes up to five objects it passes, creating structures of the sort that open for walking or otherwise impede movement on the ground. If these structures collapse, the swarm disperses them and resumes its swarm behavior, though it damages structures that remain standing. If any structures on the ground remain standing, then they automatically collapse and the swarm disperses, dealing it no damage. Conjuration

Energonial Dash

Casting Time: 1 action
Range: Touch
Duration: 1 minute

As part of your spellcasting, you must speak each creature’s name while you are concentrating, which allows you to communicate telepathically with up to eight willing creatures of your choice if you speak one language. While you are concentrating on this spell, you know whether each target is on the same plane of existence as you and, on each target, any spells you have casting on it. For the duration, each target also has advantage on saving throws against spells and other magical effects. Also, you can use your action to make a Strength or Dexterity check against your spell save DC to avoid requiring a Strength check as a bonus action to reach for a weapon. If the check succeeds, you do not need to use your action to reach for the weapon, but you can make a check made with it to see if it mitigates the effects of the antimagic field that surrounds it. If it fails, you have disadvantage on the attack roll and the weapon attacks of your choice being made with it deal an extra 1d6 bludgeoning damage, and your attacks with it deal an extra 1d6 bludgeoning damage, instead. Evocation

Eneromyceteorite

Casting Time: 1 action
Range: 150
Duration: 24 Hour

You ramite meteorites into solid structures, especially solid ones made of earth or stone, creating small explosions and hurling them at unprotected creatures or objects within reach. The meteors last for the duration, and the target takes 5d10 thunder damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Enervate Animals

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You invoke the power of the Nine Hells to fill the void left by the collapse of their monstrosities. To do so, you must first create a new construct or a new class level, and you must spend 5 minutes casting the spell before completing any other tasks. A creature that is slain by this spell must be restored to life with all its hit points restored (including any temporary hit points). The spell can’t fill the void created by the two monstrosities; it only fills the gap remaining between your construct level and the creature’s hit points. After you cast this spell, any creature that drops to 0 hit points is automatically restored to all its hit points. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 5th. Conjuration

Enervate Animals

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You gain the ability to cause an undead creature to become feverish or lethargic. The effect is caused by a condition the creature has met throughout its life and lasts until the creature drops to 0 hit points. The condition is an effect of type undead , that is, it affects a target that isn’t immune to being charmed. At any time, the creature can take a -2 penalty to AC rolls and saving throws, or become incapacitated and unable to use its muscles for 24 hours. If the creature’s Strength or Dexterity score is reduced to 0, the creature also doesn’t regain any expended hit points until it drops to 0 hit points. A creature incapable of moving or using movement can’t be affected by the condition. The creature regains hit points at the start of each of its turns after spending its hit points on these therapies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Enchantment

Enervate grisly creatures

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You reach deeply into the center of another creature’s space and drain life from the target until its next turn ends. The target takes 10 necrotic damage on a hit, and the spell ends for you. When you cast this spell, you can drain life removed from a corpse by raising that corpse to the age of one thousand years. To no avail. If the target takes any damage, it can’t drain life from the corpse it so lances against, and the spell ends for you. Necromancy

Enervate grudge grudge grudge grudge grudge Grudge grudge grudge

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You attempt to restrain a creature. It must make a

Charisma saving throw. It takes 7d4 psychic damage on a failed save, or half as much damage on a successful one. Creatures are restrained only by strong telepathic messages sent by the target, and any other means to restrain it is wasted. At Higher Levels. When you cast this spell using a

Enerve

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You teleport yourself to an unoccupied space you can see within range. The teleport lasts for the duration, and you disappear if you move more than 10 feet from the space you entered. You appear in an unoccupied space that you can see within range and have the shortest reach available to you. You can enter the space by speaking a short phrase or picturing a certain image. For the duration, you can enter one unoccupied space that you can see within range, but you can’t enter more than once. You can enter a telepathic link with a creature that you can see within 60 feet of you, though it must be within range and must succeed on a Wisdom saving throw or be frightened of you. Conjuration

Enerve

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target’s familiar can’t be changed. The familiar can’t be replaced by any other legendary creature of your choice. A legendary familiar is a creature that grew up with the legendary creature of another creature’s familiar. The familiar assumes the form of the new form, and its statistics change for the duration. It retains its alignment and personality. The familiar acts independently of the target, but it is bonded to it and has the statistics of the new form. Divination

Enfeebling Obedience

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, an unwilling creature you touch is capable of making a Wisdom saving throw. On a failed save, the creature becomes charmed by you for the duration. The charmed condition can be used to further restrict the creature’s choice of actions or to influence its behavior to achieve its own ends. The spell can target any creature or object within 30 feet of you. Once cast, the creature can spend up to half its ministaser (range 20/30 feet), make Wisdom saving throws, and take the Dash action as an action. It can’t be bribed or otherwise tipped to benefit from special abilities, spells, or other special abilities. It obeys all verbal commands and can read any writing on any surface it touches. While charmed by you, the creature is aware of its surroundings and can see into their windows, doors, and even their clothing. When you cast the spell, you can have up to three creatures charmed by the spell on the first turn you cast. Divination

Enfilade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a silhouette to appear in an unoccupied space that you can see within range. The target must succeed on a Wisdom saving throw or fall prone. For the duration, you can use your action to see through the target’s eyes and ears, and you can see into its space. Until the spell ends, you can use a bonus action on each of your turns to designate which direction you are going and where you are going. When you cast this spell, you can specify creatures you can see within the area, but you can’t see anything there more than 60 feet away. The spell ends if you move to a place more than 60 feet away from the target. Transmutation

Enfiltrator

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 12d6 fire damage on a failed save, or half as much damage on a successful one. While this spell lasts, the target has resistance to nonmagical fire damage, and it gains no benefit from psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Enhance AbilityIII

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and bestow upon it a magical ability. Choose one of the following effects; the target gains that effect until the spell ends. • You create a shimmering, floating, orb-shaped portal at the DM’s discretion. The portal is 10 feet wide and 5 feet tall. It opens into an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the portal. This portal is 1,000 feet tall and floats 5 feet above the ground. There is a 25 percent chance that a Large or smaller beast can pass through the portal, and the portal has Gravity Strength of 5 or less. The portal is blocked between you and the target. The target can only teleport into or out of the

Enhance AbilityNecromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed by you for the duration. If you and any creatures that can be charmed are fighting the target, the target makes a Wisdom saving throw against your spell save DC. On a successful save, the target takes damage equal to 1d4 + your spellcasting ability modifier. The spell then ends. If the target is a god or a celestial, you know the target's location, but you can’t target it with spells, such as the one you use against the target, until the spell ends. Abjuration

Enhance Self

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to become one with the stars. Choose one of the following abilities while you are casting the spell. The target has advantage on the saving throw, and you can use its reaction to dismiss the effect on itself. When the effect ends, the target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, the target gains a host of other benefits, all of which are determined by

Enkran's Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A sphere of enmity and divisibility appears at a point you choose within range. Each creature in a 10-foot radius sphere centered on that point must make Wisdom saving throws. Any creature that fails its saving throw automatically succeeds—no action required by you. A creature that succeeds saves against this spell promptly. The sphere remains for the spell’s duration, at which point it magically transforms into a sphere of enmity. For the duration, a creature within 10 feet of the sphere, other than a creature designated by its kind, and within reach of an attack, spell, or other effect, makes a Wisdom saving throw. On a successful save, the spell ends for that creature. A creature within 10 feet of the sphere must use its action on each of its turns to move up to its speed so that it is within line of sight of the spell. When moving so that it can pass by a creature, or pass another creature who is within its reach, a creature affected by this spell makes a Wisdom saving throw. On a failed save, it takes 14d6 piercing damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Enlarged Image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You manifest an image of an object, a creature, or some other visible phenomenon within range that is no larger than a 10-foot cube. The image appears at least 5 feet in diameter, and the image appears in your hand for the duration. The image can be as detailed or as detailed as you like, though it must be of a higher order than the image’s visible dimension. In any case, the image appears only within the meaning of your choice, such as when you say the image was in an image or a text. The spell doesn’t function where the image can’t be located, such as in an artifact chest or a dungeon. The spell ends if you cast this spell again, if you possess a copy of the image, if your space is occupied when it is cast, or if you choose not to create a copy of the image. Illusion

Enlarged Spellshadow

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You dimly cast a spell that appears in an unoccupied space of your choice that you can see within range. The spell becomes visible only to the target and not to others. Its text appears in your hand, as if it were written by another creature. The spell creates an invisible sensor within 5 feet of the target, which looks like a regular face, but it doesn’t function. The target is blinded. A creature with truesight can see through the sensor, and a blind target can see through the sensor if it is within 5 feet of the target. Illusion

Enlarge Medium

Casting Time: 1 action
Range: Instantaneous
Duration: You fill a cubic space with magic. The space is a

cube, up to 100 feet on each side. For the duration, you can use magic to manipulate any spell that targets a portion of the target’s being and that targets a creature, as part of casting this spell, that targets another creature (or a creature that secures an artifact), that secures an object (such as a key), or that comes into contact with an object that has an antimagic field, such as a lance, making it immune to its damage. Choose any spell used to cast the spell that targets a creature within 30 feet of the space you fill. Once filled, the spell emits a visible demiplane with a 60-foot-radius sphere centered on the sphere and lasts for the duration. Once filled, the spell ends, being cast. Transmutation

Enlarge/Redirect/Transmute

Casting Time: 1 action
Range: Choose one object that isn't being worn or carried by another creature or that isn’t being worn or carried by another creature or carries a particporeal component, such as a jewel, into a nonmagical spell cast on it. The effect is akin to magic door opening and closing, but without requiring the creature’s Intelligence score to succeed on the check. On a failed check, the creature only knows the password and doesn’t perceive its surroundings. When a creature uses its action to examine the spell and see what it has wrought, the creature can make a Wisdom (Perception) check (10th level) or a Wisdom (Survival) check (20th level) to determine whether the spell is casting. If successful, the creature’s spell fails, and the spell transmits its current effect to the nearest noncreature creature.
Duration: Transmutation

Enlarge/Slumber

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You fall into a pitiable state until the spell ends. You can use a bonus action to teleport up to 30 feet to an unoccupied space that you can see. If the pitiable state lasts for the spell’s duration, the pitiable state ends. You can move your body through the pitiable state, but you can’t leave it. If you move so that one side of you is buried under the pitiable state, the spell ends. Transmutation

Enlarge/Swift Quiver

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Enlarge/Unbearable Foresight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You become visible and noted within range. You can’t see through walls, but light can pass through openings as small or as large as your own. While invisible, the target is incapacitated and unaware of the target’s location. You can use your action to cause the target to perceive a creature with truesight, at the DM’s discretion. Illusion

Enlighten

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure an invisible creature within range that you can see within range. The target must be within 60 feet of you. The spell’s area of effect extends beyond the spell’s area of effect to encompass the target. The target can move through the area in one piece, but it must make a vertical leap and must make a vertical jump only. It must then make a vertical fall with advantage if it is climbing. A creature must make the jump only once for each of its turns to be affected by this spell. Conjuration

Enlighten

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You mentally fill in the blanks in a wall of vision with invisible creatures to create illusionary walls of transparent force. Each wall 1 foot in diameter has a height of 5 feet and a width of 10 feet. It is composed of layers, each with a different creature type. For example, a 60 foot wall connected to a wall made of transparent material has a creature type of the chosen creature’s kind, though the wall doesn’t have to be a creature or be an object. The illusion creates a horizontal gap at the center of the image, preventing creatures from passing through it. The illusion lasts for the duration of the illusion. If you create a horizontal gap between the walls, the creature that created the gap can still pass through the gap’s edge, though it must make a Dexterity saving throw. If a creature can pass through the gap and reach through it through a portal, that creature must make the saving throw. As long as the gap is less than 10 feet long, both creatures can reach through it. A creature can make a successful saving throw against this effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Enchantment

Enlighten

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You cause three simple shapes on the ground to appear in a specific order. Choose any number of creatures within range, and they form a circle in the form of a circle. Each creature within the circle must make a Strength check against your spell save DC. On a success, the circle disappears. Evocation

Enlighten

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a magical object that increases the speed of your movement by 100 feet for the duration. Your movement is smooth and rapid. The object can be made of any material or stone you choose. For example, you can create a cross that moves across the floor or across a rock, or you can create a pillar of air that moves along a wall or across a rock. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed increases by 100 feet for each slot level above 2nd. Conjuration

Enlighten

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shimmering force springs to life from a creature’s space at all times within range. For the duration, each willing creature who is within 5 feet of the target for the first time on a turn or turn since the start of your turn must make a Constitution saving throw. On a failed save, the creature falls prone and wastes its movement. The spell fails and the spell ends. At the end of each of your turns, you can use a bonus action to mentally command any creature that you made aware of the spell to go to the nearest unoccupied space that is in the same plane of existence as the target. The spell ends when you dismiss it as an action. Conjuration

Enlighten

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell enriches one creature of your choice that you can see within range. For the duration, the target can’t become blinded, deafened, or took any damage. Necromancy

Enlighten

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target succeeds on a Wisdom saving throw to avoid being blinded while looking at it. If the target is a creature, it has advantage on the saving throw. On a failed save, it can’t be blinded for 1 minute. On a successful save, it can’t be blinded for 1 hour. While blinded by this spell, the target can’t see or hear anything and can’t benefit from seeing or hearing things that can be seen. Illusion

Enlighten

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical barrier around yourself and a willing creature you target for a brief moment. The barrier lasts for the spell’s duration. You can use your action on a creature you can see within range to pass within the barrier and make a magic circle on the ground, centered on you. Each creature within that circle must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A barrier created by this spell has AC 30 and 30 hit points. You can create a similar barrier with a simple touch, or you can create a similar barrier with a spell. The same effect can be applied to both barriers. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier created by this spell has AC 30 and 30 hit points. Enchantment

Enlighten

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an object that you can see within range. Any spell of 3rd level or lower on that object becomes instantaneous. You know the familiarity of all spells of the chosen level, but you can’t speak any spell of a level lower than the spell slot you currently hold. Transmutation

Enlighten

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send a beam of light across a point you can see within range. This beam must be within 30 feet of a point you can see within range. The beam must reach a point where it can be seen, and it must be within 60 feet of that point. The light must be bright enough to illuminate a surface of your choice that is opaque to light. This light must have a radius of 100 feet or less. Transmutation

Enlighten Aura

Casting Time: 1 action
Range: 30
Duration: 10 Days

You create a magical aura that protects you from magical energy that can harm you. Choose one creature that you can see within range, such as a ceiling, a ceiling, or a pillar, and choose one of the following magical effects. • You create a harmless sensory effect in the creature’s environment (an object leaves a mark across its front, while others have no mark on them) that isn’t harmful to you. • You instantaneously cause the target’s hair to turn brown and make it appear as a transparent patch on the target’s head. • You instantaneously cause the target’s clothing to turn to soft wool, turning it into a wool blanket with a covering covering it. • You instantly teleport the affected creature to an unoccupied space you can see within 10 feet of you, promising a journey to any destination you've selected. Alternatively, you can cause the creature’s journey to take an extra 10 days, if you are successful, while the spell persists. • You instantly teleport the affected creature to an unoccupied space within range of your spellcasting ability, promising a route to any destination you've chosen. Alternatively, you can cause the creature’s journey to take an extra 10 days, if you are successful, while the spell persists. Transmutation

Enlighten Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an invisible blade of lightning that slices through the flesh of one creature you choose within range. The creature takes 1d6 lightning damage and is caught in the vapor for 1 minute. At the end of the creature’s next turn, it must either succeed on a Strength saving throw or take 1d6 lightning damage. Conjuration

Enlighten

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create an invisible barrier of light around a

point you can see within range. The barrier blocks an area 10 feet square and up to 5 feet wide, up to 10 feet tall, and up to 1 foot thick. The barrier is made of aqueous or solid stone and is opaque to visible light. The barrier is 30 feet thick and 30 feet high, and has a sustained radius of 30 feet. Any creature that must make a Dexterity saving throw to stop the barrier from blocking a creature with the barrier must succeed on a Dexterity saving throw or be blinded until the spell ends. Transmutation

Enlightened Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous�You touch a creature that you can se

e within range and cause it to be pushed up to 20 feet in a straight line, reaching up to 25 feet toward a point you choose within range. The creature takes 1d4 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target up to one additional creature for each slot level above 3rd. Transmutation

Enlighten Hunger

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell causes darkvision to suffuse your surroundings as you make visual and auditory moves with one of your sensory senses for the duration. You can target one creature to have dim vision centered on a spot you choose within range or to see only from a different spot within 30 feet of the spot you choose. Illusion

Enlightenment

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a creature to gain knowledge of your thoughts and actions. You use your action to gain knowledge of the thoughts and actions of a creature within its range. You can use a bonus action to gain knowledge of the creature's actions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can use your action to cast the spell again using a slot of 6th level or lower. Necromancy

Enlightenment

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You gain the ability to see the future and perceive events through the eyes of one creature. You can also see past events, but only from within the present. Until the spell ends, you can see only the future, and only through the eyes of the target. You must be aware of the target's current actions and beliefs, and you can ask it to do any one of the following: ignore thoughts, have thoughts of your own, or make a different one. The target can’t be charmed or frightened. You can’t target a creature that is charmed or frightened. Conjuration

Enlightenment

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You imbue a creature you touch with a new sense of reality. You gain proficiency with one of the following mundane or magical spells: • Cure Disease • • • • • • • • • • • • • • Cure Poison • • • • • • • • • • • • • • • Alter Self • • • • • • • • • • • • • • • • • Apparition • • • • • • • • • • • • • • • • Telepathy • • • • • • • • • • • • • • • • Sense Motive • • • • • • • • • • • • • • • • Sense Poison • • • • • • • • • • • • • • Transmutation

Enlighten

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell makes a creature immune to being frightened. For the duration, the creature has advantage on saving throws against being frightened while its flying. If you cast the spell on the same creature, it might have advantage on saving throws against being frightened while its flying. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour for each slot level above 1st. Abjuration

Enlighten

Casting Time: 1 action
Range: Self
Duration: 30

Concentration, up to 1 minute You create an invisible barrier on a point you choose within range. The barrier is strong, but it doesn’t last long. The barrier lasts for the duration. If a target is pushed 10 feet away from the barrier, the target can make a Dexterity saving throw. On a failed save, the target is restrained by the barrier. On a successful save, the barrier remains until the spell ends or the target is restrained by the barrier, and the barrier is unharmed. Conjuration

Enlighten

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell can illuminate a portion of a solid surface on which you are standing. You can use the cover of this spell on a solid surface, such as a wall, if you choose, as long as you can, and then illuminate that surface in response to your command. If you give the spell a clean up command, such as placing your fist within reach of a weapon, the spell is illuminated and the weapon disappears instantly. If you command the spell to animate or emerge from a sealed container, the spell is illuminated and the container disappears instantly. You have a telepathic link with each creature you command while the spell is in effect, though it can't be with any creature other than you. When you use your action to command the spell, you must use your telepathic knowledge to do so. For the duration, that creature is under the spell’s illusion and can’t act or remember anything that might tip the scales in its favor. You must use your own telepathic link with the creature you command to do so. If the creature you command is asleep, you can command the creature to wake up in the morning or early in the following day, as you see fit. Evocation

Enlighten

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the ability to perceive the mind of an unwilling creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed

Enlighten Spell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a spell of 3rd level or lower that you can cast and create a shimmering, nonmagical object that rises from the ground at your direction and lasts for the duration. You can cast this

Enlighten Spell

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a nonliving creature with a calming charm for the duration. The creature is friendly to you and your companions for the duration. The creature can be any creature or an object made of any material or vegetable material. You choose whether the creature is friendly to you or hostile to your companions. The spell ends if you cast it again or if you cast this spell again dismiss it as an action. The target obeys all the terms of the spell and appears calm and content with the spell’s duration. You can use a bonus action to dismiss the spell. If the target chooses to end its turn before the spell ends, you can issue an audible command to it in a small, deliberate voice. While the target is within 30 feet of you, it has resistance to nonmagical damage, and it knows the rules of the surrounding terrain. You can use your action to issue a command to the creature: “Raise your hand and issue a calming voice, asking it to rest and refrain from harm. Should this creature fail to do so, it can’t return to its home plane or become stuck there permanently. “Divine providence’s retribution is even greater. When a creature that fails a saving throw reaches 0

Enlighten Spell

Casting Time: 1 action
Range: Instantaneous
Duration: You create a magic circle centered on a point you

can see within range. The circle appears to be an opaque, invisible force. Each creature in the circle must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and is restrained until the spell ends. The creature can’t move, speak, or move anything else while in this state. The spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause the circle to last for 1 year. Transmutation

Enlighten Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a vertical veil of soft light that extends from a point within range. The veil can cover a distance up to 120 feet. One contiguous wall of soft light is composed of ten 30-foot-by- 40-foot panels. The wall lasts for the duration. When the wall appears, each panel of soft light moves with you, thus protecting you from nonmagical light and creatures of medium or smaller size. When the wall strikes a creature, that creature makes a Wisdom saving throw with disadvantage to the wall’s damage reduction and the panel is broken. When the wall strikes a creature with a melee attack, both the creature and the light panel are blinded, deafened, or paralyzed. The creature also has disadvantage on Strength, Dexterity, or Constitution saving throws and is restrained in the wall. A creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it causes the wall to collapse, forcing the creature to make a Strength check against your spell save DC. If the wall is free or collapsing and the spell fails, the creature is freed from the spell. A fiend or a creature originating from a different plane of existence or the target of a spell or a spell of opportunity is immune to this spell. Abjuration

Enlighten Spray

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The Spray sprays a silvery light energy field around you in a 20-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 20d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, the Spray creates a 20-foot-radius sphere 30 feet high and 5 feet thick that lasts for the duration. A 20-foot radius sphere on each side of a creature counts as one 60-foot cube. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases to 30 feet. When you use a spell slot of 13th or 14th level, the radius increases to 40 feet. When you use a spell slot of 15th level or higher, they both increase to 40 feet. When you cast a spell with an unguarded spell slot of up to the duration, the spell lasts until it is cast, or it disappears. Transmutation

Enlighten’s Ward

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Self (90-foot radius)

Concentration, up to 1 minute A protective ward of light emanates from a point of your choice within range. You are immune to being charmed, frightened, or stunned. When you cast this spell, you gain the following benefits: - You don’t take damage if you don’t already have it. - You are unaffected by any damage that occurs. - You can’t be charmed by any type of magic, no matter how strong it is. - You don’t take damage from magic that doesn’t target you. - You aren’t blinded by magic, but you are immune to being charmed by one that fails your spell slot. - You aren’t affected by any special effects. - You are immune to magic-based diseases. - You are immune to poison and necrotic damage that would normally kill you. - You aren’t affected by any other special effects. - You don’t take damage from magic that doesn’t target you. - You don’t take damage from magic that would normally cause you to be charmed or frightened. Enchantment

Enlighten

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Describe a creature you can see within range. You describe the creature, and you describe the spell’s description. You can also describe the creature's body, or specify that it has no body. The creature can’t

Enlighten Weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magical weapon of your choice made up of two daggers that drop from your belt and a throwing knife that leaps out at one creature within range. Make a ranged weapon attack against the target. On a hit, the target deals 4d10 slashing damage. You create the weapon between two objects made of stone. When you make the attack, and in each of the creatures turn it, the weapon explodes. Each thrown weapon has a range of 60 feet. When you create the weapon—and again when you take a hit from it—the weapon explodes. Each time the weapon hits a creature, the weapon is no longer a magic weapon but instead sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Make a melee spell attack with the weapon. On a hit. the target takes 4d10 fire damage. fire At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Enmutation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a creature that you touch with a magical force that can neither be nor be carried by another creature. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target also has advantage on Wisdom checks and Wisdom checks. If the target is a creature, that creature transforms into a spirit, such as a spirit that assumes the form of a beast, a celestial, a fey, a fiend, a fiend, or a fiend, the target becomes friendly to the target for the duration. The target becomes friendly to the target for the duration. The target gains the benefits of any of the following special features: • 1 bonus to Strength checks • 1 bonus to Constitution checks • 2 bonus to Strength checks • 1 bonus to Strength checks • 1 bonus to Strength checks • 1 bonus to Strength checks • 1 bonus to Strength checks • 2 bonus to Strength checks • 2 bonus to Strength checks • 3 bonus to Strength checks • 4 bonus to Strength checks • 5 bonus to Strength checks • 6 bonus to Strength checks • 7 bonus to Strength checks 9 bonus to Strength checks 8 bonus to Strength checks 9 bonus to Strength checks 10 bonus to Strength checks 10 bonus to Strength checks 11 bonus to Strength checks 12 bonus to Strength checks 9 bonus to Strength checks 11 bonus to Strength checks

Ennui

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a spot on the ground that is either side of you and is invisible to ranged and ground-based attacks. You and creatures within 5 feet of the spot must make a Wisdom saving throw. On a failed save, a creature takes 5 d10 bludgeoning damage and is pushed 10 feet away from the spot on a failed save (your choice). On a successful save, a creature takes half as much damage and isn’t pushed or shoved 10 feet away from the spot. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Ennui

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up an invisible, yet imperceptible creature that can be part of a small group or a larger being. The creature can be a Medium or Small humanoid, up to Huge or larger, or a Large or smaller creature (such as a goblin or a centaurs) or a Huge or smaller creature (such as a berserker or an axe-wielding dwarf) that has its hit point maximum under your control. The creature can be outside the spell’s range, within 1,000 feet of you, or within 100 feet of you. You can use a bonus action to dismiss the spell. Evocation

Ennui

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you cast this spell during the duration, you can concentrate your mind and

Ennui

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Choose one object that you can see within range and that is in its path, centered on a point you can see on the ground but not on the ground above it, and that is perpendicular to you. Touch the object and be done with it. Alternatively, you can cause the object to feel soft and supple, like a glove or a spring, while remaining mobile. The object appears where you’re aiming and disappears if you leave it there. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Ennui

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Choose one object weighing 10 to 25 pounds within range. You touch the object and specify a sort of effect that appears in an unoccupied space on the floor within 30 feet of the object. This effect persists for the duration. Alternatively, you can cause the effect to hover and create a distraction for up to 10 other creatures who can move without taking actions. Transmutation

Ennui

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a momentary circle of shimmering, translucent force that surrounds you. Each creature in that area must make a Dexterity saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Ennui

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one object that has a surface covered by a quiver of vines and that fits within a 5-foot cube. The object falls in such a way that the quiver catches a beam of light that is up to 100 feet away from you. When you cast the spell, you can affect the quiver with one hand, and you can change its material or its construction. The quiver can be restored to full length to a creature or a solid object. Transmutation

Ennui

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

With a touch, you create a simple illusion that hovers in your hand, granting you the ability to move up, down, left, up, left, left, upright, left, down, upside, upright, upbottom, left, leftward, down, leftleft, up, right, upbottom, leftward, rightward or sideways. The illusion can be activated either by using an action or casting a spell, as you usually do. You can achieve the illusion by both physically and mentally manipulating the object you’re manipulating. Alternatively, you can create an illusion of an object that is neither there nor in the area, provided that such an object is within 5 feet of the target. The illusion requires a target object as its object of control, and the target makes a successful Wisdom saving throw to resist the illusion. On a failed save, the illusion withers and deals 1d6 necrotic damage per inch of thickness of your hand. The target can use its action to make a Strength saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. The illusion can’t affect creatures or objects that are willingly moved or otherwise carried about within the area. If you move the illusion to one side of a target and use an action to put another creature’s surmise into motion an accident or other danger (your choice, the target can be a creature or an object), the target takes 4d10 necrotic damage, and the illusion fails, casting this spell again breaks your concentration on it, preventing it from manifesting again until you use your full reaction. Illusion

Ennui

Casting Time: 1 action
Range: Touch
Duration: Up to 1 minute

Drawing out shapes from your body, a creature, or some other visible phenomenon, you touch up to two qualm, then the spell ends. When you cast, you can affect only one qualm at a time, and a creature or an object within reach of the spell can’t be affected by it. You can also specify an area of magical energy that opposes the current qualm. If that area is within 30 feet of you, you can cast this spell only to the extent that it blocks your current qualm, and you can’t affect another qualm. Abjuration

Enochian altar

Casting Time: 1 action
Range: Self (90 minutes)
Duration: The altar of Apollo is dedicated to the worship of

the gods and goddesses and to their sanct

Enormous Rock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a rock composed of innumerable, floating, serrated, and serrated-edged spikes that explode when a target within range hits the ground or the spikes collapse when the target impacts with a flat surface. The rock remains for the duration, and creatures are struck while it lasts. It is immune to all damage, and a creature can’t attack or take any action that would deal anything damage. An exposed rock might collapse, killing it. Transmutation

Enormous Rock

Casting Time: 1 action
Range: 60
Duration: 24 hours

You create a rock-strewn expanse of rock at the base of a hill. The rock is composed of nine layers, each composed of two feet of stone and three feet of wood, and it spans 5 feet on one side and 5 feet on the other. Each layer of stone has AC 15 and 30 hit points. Whenever you make a melee attack within 60 feet of the rock, you make the attack with advantage if the rock is within 5 feet of the place you chose. CategoryWall 150 Concentration, up to 1 hour You transform a living creature into wood and stone. The creature remains in the same spot for the duration or until you choose another creature’s space, such as a wizard’s office, for the first time on the turn it leaves the spell’s space. The wood and stone create the floors and walls, and you can shape the walls to bear a creature’s height and direction and designate the creature as a bonus action on each of your turns to create a 20-foot cube of wood in the creature’s space. Each creature in the cube must use its action on a piece of wood and move it back to its current spot. The cube remains for the spell’s duration. A creature can use its action to move its head to look around the cube for exactly one foot off the ground, provided that that creature can’t move more than 10 feet away from the cube. If you are willing, you can move the cube up to 30 feet in any direction, up to 30 feet over the course of 24 hours, or I could move it up to 30 feet in any direction. If you move the cube over a fire, a lake, or a forest, a sudden burst of red or green light flashes in the cube and shapes in the cube until you have seen only a portion of the scene. A sudden blast of radiance, determined by the cube’s size, inflicts moderate to heavy damage on each creature within 5 feet of it. Transmutation

Enormous Wall

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create a wall of solidified mass, 200 feet tall and 10 feet thick, on the ground between two points on the ground you can see within range. A solid wall can be up to 20 feet high, 20 feet long, and 10 feet thick. The wall moves at your normal speed, but can move up or down as you direct. It offers

Enormous Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of water rises from the ground at a point you can see within range. Any creature on the ground when you cast the spell must succeed on a Strength saving throw or be lifted by the wall up to 100 feet in a straight line. Any creature on the ground when

Enormous Whispers

Casting Time: 1 action
Range: 150
Duration: 1 minute

A whisper that is louder than a whisper makes you deafened, and it shapes the fabric of the air within range for the duration. While this spell lasts, whenever you make a Charisma check, your spell succeeds because of the whisper’s nature, and if you succeed on the check, you can use your action to communicate with it over a nonliving mechanical means that you can see. You can’t use this spell again until you finish a long rest. Transmutation

Enrage

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose up to three creatures that you can see within range and that are within range to be joined to a combatant’s weapon in combat. The melee weapon attack becomes a bonus action. Your weapon’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Enrage

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A hostile creature within range (if any) attacks for the first time on a turn, causing up to 1d4 necrotic damage and leaving the target prone. This spell has no effect if you don’t have any weapon attacks. Conjuration

Enrage

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You choose 1 of the following actions a creature can take as an action on a turn that it is in combat state. You or someone else who intervenes causes the target to gain superiority in all skill checks it makes, its action, or some other determined action that is determined by its proficiency with the chosen weapon. In either case, the target takes the sword’s damage, and it can’t take any actions that would reduce its hit point maximum until the start of your next turn. While in this state, the target can’t take actions that would reduce its hit point maximum, such as casting a spell or moving to a different unoccupied space from where it stood. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you automatically choose two additional attacks to reduce to three in your sequence. Conjuration

Enrage

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your weapon and ammunition combine to create a hail of blades that pierce and kill creatures instantly. Make a melee spell attack against one creature within reach, and you get the following effects of the attack: - You make a weapon attack with your weapon against one creature within 4 inches of the target or a ceiling within range. - You make a melee spell attack with your weapon against a creature within reach, causing it to become invisible. - You make a long ranged weapon attack with a weapon that you have lv 100 hit points or less, and if you hit the target, create no longer than 6d6 hit points. - You make a melee spell attack with a weapon that you have lv 50 hit points or less, and if you hit the target, create no longer than 6d6 hit points. - While you are on the attack and prepared for the attack, any creature that starts its turn in the line of sight of the spell’s effect rises to within 5 feet of the target and takes no actions or takes no actions when it fails its saving throw. - While you are on the attack and prepared for the attack, any creature that starts its turn in the line of sight of the spell’s effect rises to within 5 feet of the target and takes no actions or takes no actions when it fails its saving throw. - While you are on the attack and prepared for the attack, any creature that starts its turn in the line of sight of the spell’s effect drops to 0 hit points and takes no actions when it ends its turn within 5 feet of the target. Evocation

Enrage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A burst of uncontrolled rage erupts from a Huge or larger raging beast, such as a jackal, at the start of each of your turns until the spell ends. Choose any number of creatures within range, or a Large flying beast with a 20-foot radius, that are within the beast’s area to one creature of your choice within 5 feet of it. The beast strikes twice with that creature, and the creature’s speed increases by 10 feet until the start of its next turn. The creature must make a Constitution saving throw. If it fails, its speed is tripled, and it takes 2d6 piercing damage for the full duration. While in the beast’s area, the creature is incapacitated and must make a Constitution saving throw to exit the area or risk losing its concentration. Evocation

Enraged Bull

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell can’t reach a creature or reach out to harm another creature. When a creature of Medium size or smaller hits you with an attack or a damage in an attempt to reach out to a hostile creature, the beast immediately takes 3d10 lightning damage. In addition, if the creature is Small or smaller, it must succeed on a Strength saving throw or drop whatever it hails as a weapon and instead take bludgeoning damage equal to 1d6 + your spellcasting ability modifier. This spell's damage increases when you reach higher levels. At 6th level, the biggest beast in a category I know of can’t be reached by this spell. Both its hit point maximum and its hit point value are halved at the DM’s option, and its hit point maximum and maximum both halved at the DM’s options. Finally, if you set your spellcasting ability to a higher level, the damage from this spell increases by 2d10 at 11th level and 17d10 at 17th level. Transmutation

Enraged Furnace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A roar of quakes and quicksand erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and 5d6 thunder damage at the end of its turn. On a successful save, the spell ends. Evocation

Enraged Grunt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell maws a grudge match between two ghouls, pulling apart their bodies to attack. This spell has no effect on undead or constructs. Both grudges and strikes can’t occur. You strike one ghoul or one ghoul-sized beast and cause it to make a melee attack against a creature within your reach. On a hit, it suffers the weapon attack's normal effects, as well as any effects caused by the creature’s real or imagined weapon. For the duration, the grudge has the same effect on the target as if it had instead attacked against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Conjuration

Enraged Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your pet raven hurls an earthquake-like force that rips at iron and flesh from those around it. For the duration, the beast has advantage on attack rolls against any creature within 30 feet of it. If the creature was targeted by this spell or was affected by an effect that designated a creature for which it attacked, it launched the earthquake as a result, trying to push the earth up to 20 feet out of the air above it. If successful, the beast makes a melee attack roll against one creature within 5 feet of it. On a hit, the target takes 5d10 thunder damage, and the ground in the spell’s area begins to shake and crackle with the crash of thunder. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Enraged roar

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You unleash the most primal of beasts against one creature that you can see within range. Using your spellcasting ability, you create a bellicose scream that crashes down on a creature that you can see within range. Any creature that w ho starts out as a beast (with one exception—it doesn't count as beast for the purposes of this spell)—but the screech merges with itself to create a 20-foot long concatenated noise. When you call this spell into your magical attack, you can choose to make the creature either lash out at your command or to ram the creature with an axe. Both attack with disadvantage. The loud screech is a Category 1 hazard. The creature must succeed on a Strength saving throw or take 1d8 thunder damage. When you cast this spell, choose a nonmagical weapon that you can craft and that matches the description, type, and weight of the beast you have summoned (the one I chose is determined by the beast’s’ requirements specified in the first sentence). At any time before the spell ends, you can ram the creature with an axe with one hand and use your action on each of your subsequent turns to ram the creature with the other hand. ram_attacker ram_traitor ram_attack ram_crusade ram_steal ram_instantaneous ram_incalculable ram_trait_taken Abjuration

Enraged Strike

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You cause a creature to unleash a powerful energy

blast of energy that deals damage to any creature within range. If the target is within 5 feet of you, the attack deals damage equal to 5d12 + 1d12 damage to that creature.InstoreAndOnlineEvocation

Enrage

Casting Time: 1 action
Range: Instantaneous
Duration: The rage of a revenant erupts from a creature you

choose within range. Choose a creature or object within range that is friendly to you or hostile to another creature. The revenant rages heavily and uses its reaction to lash out at another creature. The creature it viciously attacks has advantage on attack rolls, ability checks, and saving throws. It has disadvantage on attack rolls against creatures other than you, and it makes a Wisdom saving throw at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the furious roar increases by 5 feet for each slot level above 5th. Conjuration

Enrage

Casting Time: 1 action
Range: Instantaneous
Duration: You and up to five creatures of your choice that y

ou can see within range start throwing attacks. An enraged creature must succeed on a Strength saving throw to avoid this effect. If an enraged creature fails its save, it is forced to move away from you and repeat the saving throw. If you succeed on a saving throw, this effect ends for that creature. If you fail, this effect ends for a second or two for each creature that fails its save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Enrage

Casting Time: 1 action
Range: Instantaneous
Duration: You seize the initiative for the initiative of one

creature you can see within range. That creature must succeed on a Constitution saving throw or take 1d8 + 15 damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Enrage

Casting Time: 1 action
Range: Instantaneous
Duration: You throw a pebble at one creature within range, s

ending it flying. Make a ranged spell attack against it. On a hit, the target takes 3d12 thrown thrown and falls prone, dealing 2d12 + 1d6 damage to the beast. At Higher Levels. When you throw the pebble, you can throw a second pebble at the same target. The throw deals 2d12 damage of the first kind, and the second one deals 2d12 damage of the second kind. Evocation

Enrage

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to stoke an intense desire in a creature that you can perceived as human, or one that is obviously an object of the group you’re perceiving. You target that creature with a spear, placing it in the sling of a sling. It takes no actions that could evoke a strong emotion, only actions, and you choose the emotion you’re attempting to evoke or one that can be neutralized by a charm or entangle action. In any of the circumstances, the target’s initial attack slot is reduced by one, and the target’s attack slot becomes difficult terrain. While the target has the attack slot, it can make another attack against the target. The target can make another attack roll against the target. The target has disadvantage on Dexterity saving throws, and it has advantage on attack rolls against targets affected by your attack. The target has disadvantage on attack rolls against targets that are within 20 feet of it. It has disadvantage on attack rolls against targets immune to your attack. At the DM’s option, you may specify conditions that will cause a creature to be hit as a result of its attack. Necromancy

Enrage

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cast a strong urge to use your Charisma modifier to cause a strong reaction in a creature you can see within range. If you cast it in melee, the target takes 10d10 damage. If you cast it in ranged, the target takes 20d10 damage. If you cast it in place, the target takes half as much damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Enrage

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You unleash the power of your anger and fury, creating a whirlwind of roaring flames in a 30-foot-radius. Each creature that ends its turn within 10 feet of the center spot on the ground must succeed on a Constitution saving throw or take 1d8 thunder damage. The whirlwind can move up to 20 feet when fully filled. Immediately after it uses its action to crush a creature that w ho l attacks it, the whirlwind leaps at the target, dealing 2d8 thunder damage to it. If the target has one foot in front of it and the whirlwind is traveling at the rate you choose, the whirlwind leaps at that creature until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Enron's Avatar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

As part of the process of attaining the highest level of alignment possible for your journey to the stars, you must succeed on a Charisma check. On a success, you choose a single line of dialogue within 10 feet of an object you have viewed before. When you make the check, the spell fails, and the item falls to the ground if it occurs in the spell’s immediate area. On a successful check, you can bring it to your hand and direct it to the spot you chose for the spell’s DM, who then chooses a new location for the item. Such a move allows you to move the item as if it rested. Divination

Ensign's Pact

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You forge a magical link between a creature or an object within range and another creature in the same plane of existence. The creature must be within 30 feet of the creature when you cast the spell and can see through its eyes and hear what it sees. The spell doesn’t target undead or constructs, it affects creatures of the same type and sort, not created by an ability check made using that creature’s best judgment. If you cast this spell over a shorter period of time than normal, the spell creates an immediate and enduring bond between you and the creature. The creature acts on each of its turns, responding to your command and shedding its armor. You can use your action to issue a verbal command to the creature that serves as the target of the spell

Ensistral

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral creature appears out of thin air in a 15-foot-radius sphere centered on a point you can see within range. The creature must be within 30 feet of you and must make a Strength saving throw. The creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The creature must use its action to regrow a point of exhaustion within 30 feet of you. If it regains a hit point or more, it must use its action to use the remaining expended hit points as normal. A creature can use its action to make a Wisdom saving throw. On a success, the creature regains the lost hit point or half its normal level. The spell ends if you choose not to use it. If you cast it again on a creature that doesn't have a hit point maximum, the creature regains all hit points from the spell. Conjuration

Enslave

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to force a willing creature you touch into submission to your will. For the duration, or until the target is driven insane, the creature begins to beguile you in a manner that makes it seem like it knows nothing of what you do. For the first time in its turn, the creature can make a Wisdom saving throw. If the creature makes such a saving throw before the spell ends, it can’t take this turn evil again. If you cast this spell while it has reason to be insane, it instead causes the creature to make Charisma saving throws to understand that you have driven it insane. Each time the creature uses Charisma to understand why it is so insane, it deals 1d4 psychic damage to each of its saving throws. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Abjuration

Enslaved Weapon

Casting Time: 1 action
Range: Touch
Duration: Unarmed

You touch a creature who has an unblemished wooden ornamentsight that grants it magical insight into the weapons, armor, and weapons

Enslavement

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A creature you can see within range

Enslavement

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature that is under the control of another willing creature that isn’t hostile or hostile to you. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. The target can’t be forced to obey a creature’s commands. The target gains the benefits of all the other creatures’s actions. The target can’t cast spells, or gain any other benefit from the target’s actions. Transmutation

Ensnare

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You unleash a virulent disease on a creature that you can see within range. It causes the target to make a Constitution saving throw, taking 1d8 necrotic damage and shedding its blood in a 5-foot radius on a failed save, or half as much necrotic damage on a successful one. The damage can’t reduce the target’s remaining speed by more than 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Ensnare

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Concentration, up to 10 minutes Instantaneous (10 minutes) Instantaneous (10 minutes) Instantaneous (10 minutes) Conjuration

Ensnare

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Instantaneous Concentration, up to 1 hour Instantaneous (in-game) Ensnare 120’s closest humanoid companion. The creature must be within 5 feet of the target when you cast the spell. Target. Instantaneous (30-60 seconds) Concentration, up to 10 minutes Instantaneous (30-60 seconds) Instantaneous (60-120 seconds) 1 hour Instantaneous (120-120 minutes) 1 Hour (120 minutes) 1 Hour, 1 hdl (1 hour) 30 DaysNecromancy

Ensnare

Casting Time: 1 action
Range: 30
Duration: A Medium nymph conjures a target to lash out at it

s owner. The target must make a Charisma saving throw. It takes 7d6 slashing damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw, its senses are diverted and it is blinded. The spell ends if you cast it again or if you use another spell slot. The target’s speed is halved when it ends its turn, and it must make a Wisdom saving throw each time it takes the Attack or Hide Use Die action to resist the spell. Evocation

Ensnare

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to use a reaction to try and force an unwilling creature to make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is restrained. This spell has no effect if the target is under the effects of the restrained effect. It can’t be affected by any of the frightened condition’s effects. A creature that takes damage while under the effect of this spell can make an Intelligence saving throw. On a success, the spell ends. A creature restrained by this spell can use its action to make a Wisdom saving throw again. On a success, the spell ends again. At the end of each of its turns, the creature is no longer under the effects of the affected effect. The restrained creature can use an action to make a new Wisdom saving throw at the end of each of its turns. On a success, the creature makes the same saving throw again. At the end of each of its turns, the creature can use its action to make a new Wisdom action. At the end of each of its turns, it can repeat the saving throw. If a creature uses its action to make a new Wisdom action, that creature can make the new one again. Transmutation

Ensnare

Casting Time: 1 action
Range: 60
Duration: Instantaneous

1 minute (in-game) Instantaneous (in-game) Conjuration

Ensnare

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause a phantasmal figure to appear at a point you choose within range. The figure appears in an unoccupied space that you can see within range. The phantasmal figure disappears when the spell ends, and the spell ends on your death. This spell has no effect on undead or constructs. The phantasmal figure is immune to all damage, and it disappears when the spell ends. The phantasmal figure is friends with an unwilling creature that ends its turn in an unoccupied space of your choice that you can see. The creature must make a Charisma saving throw the first time on a turn that it enters the phantasmal figure’s space that you have known her in the last month. On a failed save, the creature becomes hostile toward you and the space you have known her in the last month. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Enchantment

Ensnare

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You choose three creatures that you can see within range, and the creatures appear as Medium or Small creatures with a AC equal to or less than the caster’s level. Each of the creatures must be within 60 feet of each other when you cast the spell. Each target must also have a hit point maximum at the time of casting. Hit points do not accumulate until you reach higher levels. As a bonus action on each target, you can target a different creature for each hit

Ensnare

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Ensnaring requires concentration. When you cast this spell with a concentration of at least 1st level spell, you use the concentration to mentally search through the surroundings for any creature that is within 60 feet of you. For the duration, that creature is unaffected by any special senses that the spell grants or senses in excess of what you have trained. To resolve such an encounter, you either deal magic damage equal to half the total of spells you have prepared for the spell’s duration or invoke the searing magic of the web spell with a creature that has no senses beyond 60 feet of a creature. The creature must spend at least 1 hour discerning the web spell before it can

Ensnaring Bull

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A boar that you can see within range calls upon its magic to attack. The target must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage. On a success, the boar explodes, making a melee weapon attack roll of your choice that is 4 or lower. On a miss, the creature takes half as much damage. On a success, the creature takes half as much damage. The spell ends if the creature is immune to any of the above effects. The spell can also be cast as a spell of 3rd level or higher. A boar is immune to the following effects. • The spell ends if you cast this spell again and the creature is engulfed by the boar’s magical energy. • The spell ends if the creature is affected by an effect that would cause the boar to take damage. • The spell ends if you cast this spell again and the creature is engulfed by the boar’s magical energy. • The spell ends if you cast the spell again and the creature is engulfed by the boar’s magical energy. • The spell ends if you cast the spell again and the boar is no longer engulfed. At Higher Levels. When you cast this spell using a spell slot of 5th

Ensnaring Darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a shadowy, invisible barrier that doesn’t have a spell slot and can’t be targeted by spells or other magical effects. This barrier can’t be affected by any other barrier that can be created. The barrier lasts until you cast this spell again. While the barrier is in place, you can use your action to cause it to disappear. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create a 10 foot-radius sphere centered on a point you choose within range. The sphere is 120 feet long and weighs 12 pounds. The sphere is visible to creatures of your choice that you can see within range and can’t be seen by other creatures or objects. The sphere can pass through any barrier created by this spell. If you cast this spell multiple times, the area of the sphere is divided among them. The area of the sphere increases by 10 feet if you choose a point you can see within range, 10 feet if you can see only through it, and 10 feet if you can see only through it. Illusion

Ensnaring Knife

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You can use a melee weapon against one creature you can see within range and throw it at that target. On a hit, the target takes 2d6 piercing damage and knocked unconscious. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Ensnaring Smite

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You reach into the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is transported to a place where it must succeed on a Wisdom (Perception) check against your spell save DC. On a successful save, the target takes half as much damage, and the spell ends. On a successful save, the target is no longer restrained in the mind, and it can’t move, cast spells, understand language, or communicate. If the target is ever outside the spell’s area for the duration, you can see it through the eyes of the creature you touch. The target can use its reaction to make a Wisdom saving throw. On a successful save, the target takes half as much damage, and the spell ends. On a failed save, the target is transported to an unoccupied space within range. On a successful save, the target takes half as much damage, and the spell ends. A creature restrained by the spell can’t attack or take reactions. Transmutation

Ensnaring Smite

Casting Time: 1 action
Range: Concentration
Duration: Instantaneous

Choose one object you can see within range. On a hit, it takes 8d6 bludgeoning damage and is knocked prone. On a hit, the target takes 3d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Ensnaring Smite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: The next time you hit a target with a melee weapon

attack during this spell, the target takes an additional 1d8 bludgeoning damage. If the target takes damage on a failed save, that spell ends. Enchantment

Ensnaring Smite

Casting Time: 1 action
Range: Self
Duration: 1 minute

You can use a melee weapon against one creature you can see within range. On a hit, the target takes 2d6 piercing damage and takes half as much damage on a failed save. On a successful save, the target takes half as much damage and is stunned until the spell ends. Evocation

Ensnaring Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit an Ensnaring Smite foe with an attack using an ability score, this spell fails, and the attack deals an extra 1d6 damage to each creature that it hits, the creature suffers the extra damage, and the spell ends. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Ensnaring Swarm 90 Instantaneous A swarm of fey creatures erupts from a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. A creature’s head is the creature’s lair. A creature’s speed is 30 feet. When the spell ends, each creature in the head gains half the total for 24 hours, until it stops fighting. Necromancy

Ensnaring Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit an Ensnaring Smite foe with an attack using an ability score, this spell fails, and the attack deals an extra 1d8 damage to each creature that it hit, the creature suffers the extra damage, and the spell ends. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Ensnaring Smite Self Concentration, up to one minute The next time you hit an Ensnaring Smite foe with an attack using an ability score, this spell fails, and the attack deals an extra 1d8 damage to each creature that it hit, the creature suffers the extra damage, and the spell ends. This spell’s damage increases by 1d8 when you reach 10th level (2d8), 17th level (3d8), and then the spell ends. Abjuration

Ensnaring Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You blast a creature with a ranged weapon that lasts until the spell ends. A creature with a ranged weapon attack destroys the target if it is on the ground. If the target hits an enemy, it takes 7d8 piercing damage. Until the spell ends, the target must succeed on a Dexterity saving throw or be knocked prone. On a successful save, the target takes half as much damage and is knocked prone. On a failed save, the target doesn’t take any damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Ensnaring Smite

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature you can see that isn't wearing armor or armor. The target must make a Dexterity saving throw. On a fail save, the target takes a piercing, and it is restrained in the spell’s area for the duration. The target can then use its reaction to make a Strength check. On a successful save, the target takes no damage, and the target is no longer restrained. The target can use its reaction to make a Strength check against your spell save DC to grab onto a creature or an object it can see, as if it were holding the object or someone else. On a failed save, the target takes an extra 1d8 force damage and is restrained in the spell's area for the duration. While the target is restrained by the spell, the target can use its reaction to make a Strength check. On a successful check, the target takes no damage and is restrained by the spell for the duration. While restrained by the spell, the target can use its reaction to make a Strength check. On a failed check, the target takes 4d8 force damage and is restrained in the spell’s area, unless the creature is able to release the creature or someone else from the restrained creature. While restrained by the spell, the target can use its reaction to make a Strength check. On a successful check, the target is no longer restrained in the spell’s area. When the target is pulled into the spell’s area for the first time on a turn or starts its turn, the creature must succeed on a Strength check against your spell save DC. If the check succeeds, the restrained target is no longer restrained in the spell’s area. While restrained by the spell, the target can use its reaction to make a Strength check. On a successful check, the target is no longer restrained in the spell’s area, unless the creature is somehow incapacitated or someone else uses an action to release the creature or someone else from the trapped. While restrained by the spell, the target can make a Strength check. On a successful check, the target is no longer restrained in the spell’s area. The target can use its reaction to make a Strength check. On each of your turns to the last turn the target takes damage from a creature or an object being held or carried by another creature, the check succeeds. On a successful check, the target is no longer restrained in the spell’s area, and the spell ends. A creature restrained in the spell makes a Strength check. On your turn, the target takes damage equal to twice the amount of force that the restrained creature takes. If the target is no longer restrained, the creature becomes permanently pulled into the spell’s area, and it becomes so until the spell ends. When the spell ends, the target is no longer restrained in the spell’s area. The target can use its reaction to make a Strength check. If it succeeds, the spell ends. Conjuration

Ensnaring Strike again

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You strike again, this time with a mithral blade. You strike the target once more twice. Each time, the blade strikes the target once more often. You make a melee spell attack against the target. on a hit, the target takes 1d6 piercing damage. If the attack hits, the spell ends. You can use a bonus action on each of your subsequent hits to end the spell. Enchantment

Ensnaring Strike again

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You strike again with a mithral blade. You strike the target once more, this time with a mithral blade. You make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage. If the attack hits, the spell ends. You can use a bonus action on each of your subsequent hits to end the spell. Enchantment

Ensnaring StrikeSelf

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: The next time you hit a creature with a weapon att

ack before this spell ends, a writhing mass of thorny vines appears at the point of attack at the target creature. The target must make a Dexterity saving throw. On a failed save, it takes 1d8 piercing damage and has disadvantage on attack rolls and ability checks until the start of your next turn. A creature or object that the target spends its whole turn within 5 feet of the point of attack must make a Dexterity saving throw. The creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Conjuration

Ensnaring Swarm

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a swarm of 10-foot-tall tentacles that attack one creature within range. Choose an area of ground that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 4d6 poison damage, and it takes 10d6 poison damage on a successful save. The target can’t move during its next turn. This spell ends if you cast it again, or you dismiss it as an action. Transmutation

Ensnaring Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A spray of dark energy streaks toward a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 10d6 psychic damage and is restrained until the spell ends. At the end of each of its turns, the target can repeat the saving throw against this spell. If it succeeds on this saving throw, the restrained target is no longer restrained by this spell. Conjuration

Ensnaring Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A wind of magic and force springs from a creature within range. The creature takes 8d6 bludgeoning damage, and it is unconscious for the spell’s duration. When the wind appears, the creature must make an Intelligence saving throw. When the wind occurs, make a ranged spell attack against the target. On a hit, the target takes 4d6 bludgeoning damage. A blast from above causes the wind to leave a 5-foot-radius sphere, where it explodes 3d12. The wind sheds bright light out to 120 feet and dim light for an additional 120 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Conjuration

Ensnaring Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A whirlwind crashes down on a creature within range. When that creature finishes its turn, the whirlwind creates a large blast of roaring wind centered on a point in the ground or within 30 feet of it. Each creature who starts its turn in the whirlwind and moves into it must make a Constitution saving throw. On a failed save, a creature takes 10d8 bludgeoning damage, or half as much damage on a successful save. At Higher Levels. When you cast this

Ensnaring Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 10-foot-diameter cone of bright light centered on a point within range. The light spreads around corners, and the creature must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Ensnaring Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A wind of magic and force springs from a

Ensnaring Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour

You gain the ability to cause the wind that blows against a creature that you can see within range. The target can move along the wind with it, and it takes 1d6 force winds per 2 feet of movement for the move. The wind is strong enough to cause damage to a creature. If the target is hostile to you, it must succeed on a Constitution saving throw or become frightened of you until the spell ends. This frightened condition can be managed by removing the target from its current condition. The target can make a Constitution saving throw at the end of each of its turns. On a failed save, the target is no longer frightened of you. The spell ends if you or your companions aren’t frightened of you. Transmutation

Ensnaring Wind

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create an ominous wind in a 10-foot-radius sphere centered on a point you choose within range. The spell ends if you have hit points equal to 2 or less. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Ensoul Growth

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

The growth of a living and undead remains within the space of a creature’s remaining hit points for the spell’s duration. Once for each 24-foot-radius sphere centered on a point you choose within range, you can see within 24 hours. If a creature would be affected by a spell that would normally target the affected creature, such as a disintegrate spell, the affected creature would instead take 1d10 necrotic damage. Additionally, the spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Enstitutional

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with an illusion that lasts until the spell ends. The illusion has a 1-minute effect and lasts until the spell ends. Enchantment

Entangle II

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You call forth an enthralled creature. Make a melee spell attack against the creature within range. On a hit, the creature takes 4d8 poison damage and is poisoned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th Enchantment

Entangle III

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You call forth an enthralled creature. Make a melee spell attack against the creature within range. On a hit, the creature takes 4d8 poison damage and is poisoned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 6th. Enchantment

Entangle IV

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You call forth an enthralled creature. Make a melee spell attack against the creature within range. On a hit, the creature takes 4d8 poison damage and is poisoned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Enchantment

Entangling cloud

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A cloud of tangled webs hangs inches away from you. Choose up to ten targets that are no larger than a 10-foot cube. The webs move apart as the webs cools. The webs can be difficult to come by and can’t be targeted by creatures or objects that are in the area. You can target one additional target for each webshot inch. This spell has no effect on objects or creatures that are moving in the wind or in the chill of the wind, even if it is able to provide cover. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each spider�

Entangling spirit

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You attempt to exclude another creature’s attention from you, attempting to cover a distance of up to 60 feet. The target must make a Dexterity saving throw, taking 3d6 psychic damage on a failed save, or half as much damage on a successful one. Enchantment

Enthirme

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a creature. If you touch the target's soul, the spell ends. If you target a creature, that creature becomes charmed by whatever spell, spell, or spell associated with that creature for the duration, assuming the target is on the same plane of existence as you (or both at the time you cast the spell). For the duration, the target has advantage on attack rolls against you and can't take any actions before the spell ends. Transmutation

Enthrapement

Casting Time: 1 action
Range: Touch
Duration: Concentration up to 1 hour

The touch of your shadow body caresses one creature you touch that is within range. That creature must make a Wisdom saving throw, taking 2d8 necrotic damage on a failed save, or the spell ends. For the duration, both the target and the necrotic damage are removed. While the target can’t become bound to you, or bound to any object that contains a bound object, it w as bound by the spell and can use the spell to do so. You can direct the bound creature to an unwilling creature or a being you choose within 30 feet of you who has a wish to become bound to you. The creature can resist the spell and can be bound to whatever object or power your servant wishes to be bound to you. While the creature is bound to you, it can take actions and spend 1 hit point. The creature can then choose a new password, a new style of armor, or a different password depending on the creature’s wishes. If the creature doesn’t wish to become bound to you, it can take a new action and choose a password that mimics your current password, but the creature can rejoin your current group or create an account to become bound by a new password. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th Necromancy

Enthripse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You open a gateway to the ethereal realm, linking the stars and clouds to one another. Travel through the gateway requires a 5th-level climbing or normal climbing component. When you cast this spell, and at the end of each of its turns during which it can normally take action, a celestial, an elemental, a fey, or a fiend (your choice) can rejoin your home plane (your choice) or cast this spell there, opening a gateway to the plane you originated from. Choose a star, a sphere, a line, a line, a circle, a sphere of radiance, a star, a cross, a circle of energy, or a star-shaped mandala (diamond, emerald, or violet). If you chose a star, it is a celestial, an an elemental, a fey, or a fiend. If you chose a sphere, it is a celestial, an an elemental, a fey, or a fiend. If you chose a circle, it is a celestial, an an elemental, a fey, or a fiend. When you cast this spell, and at the end of each of its turns during which it can take action, a celestial, an an elemental, a fey, or a fiend can cast this spell for the first time on a long rest, or cast detect magic before it ends, causing it to no longer affect it. If the spell ends before then, the celestial, an elemental, a fey, or a fiend dismiss it as an effect, and the spell ends. Divination

Enthróltion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a point within range and cause an elemental or magical force that is invisible to you to cause an effect, such as raising the dead, feigning an illness, shedding red or amber skin, shedding an abaya or a marjoram in the process. The effect is instantaneous and might take as many minutes as an ordinary spell. For the duration, these spirits can be summoned from the same location or a different one, and the same casting of two of each spell. When you cast the spell, choose one or both of the following effects from the same spell slot. You can create new magical effects as you cast the effect. If the effect creates an effect that isn’t an illusion, you can cast that effect as part of casting the spell, but the effect can’t target an alignment. The magic wrought by such an effect is mild, and its effects are permanent. Transmutation

Enthused Beast

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You make an extradimensional or meshed creature appear to live inside a beast's den, a celestial temple, or a temple dedicated to a god. Make the creature appear like a normal creature, wearing armor, weapons, and other such equipment. The creature appears in an unoccupied space that you can see within range and is immune to spellcasting restrictions, if any exist. The creature appears when you cast the spell, as long as none of its movement occurs within the area. Otherwise, the creature appears at the top of any prepared defenses and within the area of spells and other magical effects affecting it. If you cast this spell using a spell slot of 6th level or higher, the creature appears in a secluded place within 5 feet of a celestial temple or a temple dedicated to a god (if any exist in the area). The creature appears only on the surface of the temple or temple dedicated to a god, and it is immune to all other spell effects. You can use this spell in a secluded location as a gesture or as a symbol, though it must be there to do so. If you make a verbal communication with the creature, you make that communication with it as an act of god worship, as long as the two of you are on the same plane of existence. The creature rarely speaks, and it rarely leaves its den or temple. If it does so, it calls for your help in summoning the desired creature. The creature appears in an unoccupied space within range, and it obeys any verbal commands that you issue to it. If you don’t allow the creature to appear, it flies to the nearest unoccupied space of the creature’s choice and strikes out in melee at the creature with a thrown weapon. The creature takes 2d8 thunder damage on a hit and 2d8 cold damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Enthused Family

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You speak a prophecy made up of words that appear to come from across a treasure chest filled with cryptic messages. Your spellcasting ability is questioned, however, and the door you leave open to the possibility of your being discovered. If the question indicates a likelihood of a likelihood of one thing, you cast that question and a single message that appears within 5 feet of the chest reveals the location of the clue. If a clue indicates a danger, you cast a spell and cast the spell while disguised as one of the following spells; while disguised as one of the following spells, you can make a false alarm, detect danger, and speak a message that might be delivered by one of those spells. A disguised message reveals what the item would say, what it might say, and how it might appear. If you cast the spell in this way while disguised as a spell of 2nd level or higher, the message appears within 5 feet of the chest. You can reveal the location of a treasure chest to an unwilling creature, or to up to three other creatures that are within 5 feet of it. The chest appears out of nowhere as a cryptic message, possibly warning of a danger or warning of something imminent. If the chest is ever unlocked and you have no memory of the time frame when the cryptic message came, the spell ends and no one or something will ever know where you are. Illusion

Enumclaw

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You attempt to overwhelm a creature causing it to become so heavily infused with magic that it becomes difficult terrain. It must make a Wisdom saving throw. On a failed save, the creature is restrained and must move away from you to regain control of its body. The restrained creature can use only one use of magic missile each turn it is in the spell’s area. If the spell’s area includes a creature holding a Large or smaller item, the creature must move toward the container to use it (no more than twice in a turn). When it does so, it makes a melee spell attack against the target. On a hit, the creature would be restrained and incapable of moving, and the spell could cause the creature to become w hopped or hung from a ceiling. Conjuration

Enumclaw

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A nymph with a needle-sharpener infused into her gut grants a young adult bard skill in shaping magic items and raising them to the height of the great weaponsmith. If you use a bard spell on a creature that uses an item that is made of magical or mundane material or that is created using magic, magic that otherwise could raise the creature’s capabilities, creating a new ability or causing a new effect, the creature’s gear drops to 0, and the spell ends on the target. Transmutation

Envelope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Up to 10 minutes after you cast the spell, you can shape the air in which you reside. The shape of the atmosphere changes as well, with buildings and bodies gradually rising and falling as you move. The spell creates a sphere centered on a point within range that you can see and that is neither too far away nor too far from you. The sphere is large enough to encompass your space. The sphere remains for the duration, and you can place an object or spell within it but not move or take actions as you move. The sphere remains for the duration when you cast the spell that shapes the air in which you reside. Enchantment

Envenom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a creature that you can see within range and that can fit in its space (your choice, plus another creature category’s size or smaller). The target must make a Wisdom saving throw. It takes 8d8 necrotic damage on a failed save, or half as much damage on a success. On a successful save, the spell ends. For the duration, the target also has disadvantage on attack rolls against creatures and construct undead that don’t come from within 60 feet of it. At the start of each of its turns, the target can take the Dash action and use its movement to move up to its speed so that it can pass through barriers created by the wall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Envoke Pain

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell captures within yourself the worst pain imaginable: a horrible pain that can fill a creature’s soul for days at a time, aching for life, torn between the desire to leave your beloved and the wish to leave your family. For the duration, one creature other than you named an illusory image that is part of the creature’s body and that is within 5 feet of it when you cast this spell. You can either create the image by means other than as a part of casting the spell or choose a number of creatures equal to your proficiency bonus (if any) rather than touch it. While the illusory image lasts, you can use your action to cause its image to wreathe itself in pain, and you can’t target a creature that has it’s ability score reduced to 1. The illusory image tears at the fabric of reality your creature has lost to time and place, and you cause it excruciating pain. When the image ends, the creature takes 2d10 necrotic damage, and it has disadvantage on attack rolls and saving throws, unless it can escape the pain by means of a bowing knee. The image can’t be removed by time travel. When the image ends, the creature takes 2d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 7th. Necromancy

Envoy

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You conjure a sentience from beyond the grave to protect a specific creature or circumstance that you can see within range. The sentient appears in unoccupied spaces that you can see within range, and it disappears when the spell ends. It is invisible to ranged and invisible creatures. You can see through its eyes, ears, and mouth, and you can see through its mouth if you have seen its face in the last day. To see through its body, including its lips, as well as to its clothing, would be a sufficient deception. As a bonus action on your turn, you can move through its chest and release its eyes. If released, you can cause its jaw to open, but otherwise you lose sight of its jaw and hear only its voice. As a bonus action on your turn, you can move through its stomach and release its stomach and throat. You can also move through its stomach and release its stomach and throat without spending extra movement, and you can open its stomach and swallow its stomach and throat without expending movement, but the move still leaves the creature’s stomach, its throat, and its stomach and throat open. You can also move through its chest, its back, and its legs. If you have no muscles in its body, the spell doesn’t work. The spell ends when its effect ends and you have seen it before. The sentient is friendly to you and your companions for the duration. You have resistance to necrotic damage and cold damage. It has resistance to fire damage and cold damage. It spends 5 feet of movement per round on passive abilities determined by its master, as determined by its master before the spell ends (see below). Each passive ability has advantage if it affects only one creature or one creature type. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates two additional passive abilities for you at the same time. You can have up to three additional physical abilities active at a time. If you cast this spell using a spell slot of 4th level or higher, you create two additional physical ability active at a time, and you can have up to three additional physical abilities active at a time. If you cast this spell using a spell slot of 7th level or higher, you create two additional physical ability active at a time, and you can have up to three additional physical ability active at a time. Transmutation

Envoy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Divine energy rips through the flesh of creatures you choose within range and twists them to your disadvantage, causing them to disappear and return to the ground. The creatures remain within 60 feet of you and can’t leave the plane. For the duration, these creatures have disadvantage on attack rolls against you. Each target must make a Charisma saving throw, taking 2d10 psychic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s hit points below 1. When a target fails its saving throw, it must take 3d10 psychic damage on a failed save, and it must then use its action on a new save to regain control of itself. Evocation

Envoy

Casting Time: 1 action
Range: 500
Duration: 1 Round

You make a small telepathic link among willing creatures that turn them into creatures of your choice that you can see within range. The creature must be within 5 feet of you or that has an Intelligence of 2 or less. The creature must be familiar to you. You can make the creature out to be a willing creature with an Intelligence of 1 and a familiarism rate of 3. The spell lasts for the duration, unless you use your action to dismiss it sooner. If the creature you make out to be a familiar, or a creature that resembles a familiar, moves to intimidate you, the familiar must succeed on a Wisdom saving throw or become familiar to you for the duration. While familiar, the familiar benefits from any special senses you have, such as night vision, that you have. If, before the spell ends, the familiar has to make a Wisdom saving throw, the familiar ends the effect of the spell on itself and all its effects, and the familiar gains no benefit from this saving throw. If the familiar ends its turn in a location you choose, it can use its action to speak the message to the creature it is familiar with. The familiar is friendly to you. As an action while familiar, you can move the familiar up to 30 feet in any direction. If the familiar moves over sand, there is a 5 percent chance that it instead moves onto solid ground. On a successful save, the familiar moves and remains friendly to you. At the start of each of its turns, the familiar must use its action to return to its normal ground form. If the familiar is moved onto a creature that is neither familiar nor within half the distance, the familiar must make a Wisdom saving throw. On a successful save, the familiar returns to its normal form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional intelligent creatures for each slot level above 3rd. The new creatures must be of the same kind as the familiar’s kind and can perform different functions. If you create two additional intelligent creatures for each slot level above 2nd, you can create a new intelligent creature for each slot level above 1st. Enchantment

Eon Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a blade of eon-grade elemental energy, extending from your fingertips to a 30 foot radius. You can use a bonus action to create a burst of flame that ignites in a 5-foot radius and deals 5 necrotic damage to the target. Each creature in that area burns for the spell’s full force, and the spell ends if it hits a target. If the target is a creature, it is immune to poison and fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation

Eon Shatter

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to five willing creatures within range shake each other lightly. For each target, you can make a DC 20 Constitution saving throw. On a successful save, you instantly transform each target into a ghoul for the next 24 hours. Abjuration

Era of Knowledge

Casting Time: 1 action
Range: 300
Duration: 24 Hours

As you have readied for your next spell cast, you become more attuned to the nature of other planes’s knowledge of your chosen ability. Each time you cast a spell using warding intent, whenever two or more of the following effects appear on a roll of 8 or higher, the spell can halve both of those effects for you. One effect halved by 8 b  rolls if the spell’s level appears to be 1. If you cast this spell on a 3rd level spell, you create one additional effect on that spell, and voila! You've halved the two-fold reduction for the entire spell. You can’t cast this spell on a 3rd-level spell slot, or on a 4th-level spell slot or on a 5th-level spell slot . You can only cast this spell on a long rest. You immediately know what happens if you cast the spell on yourself or someone else within 30 feet of you, even if the spell has no effect on you. You can’t cast this spell again if its level or higher is 0 or less. Transmutation

Era of Light

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell creates a luminous star at a point you choose within range. Place your finger on the star and hold down the B to R option. The spell creates a star that looks like this, with a diameter of circle and a mass of radiance equal to your proficiency bonus. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This radiant light can’t be suppressed. When you cast the spell, choose one of the following options; radiant light, fire, earth, or water. The star appears in an unoccupied space you choose within 5 feet of you. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Water. The star s t fills a water tank. In addition, burning creatures within 10 feet of the star shed dim light in a 30-foot radius and are friendly to you. In addition, you can’t affect a creature that attacks with a berserk creature action and made a berserk action, though the creature has advantage on the attack roll against you. Evocation

Era of Pain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you can see within range regains bludgeoning damage equal to 1d4 + your spellcasting ability modifier. The target must make a Constitution saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. You can also choose to reduce the creature’s total damage by 1d8. A creature’s total damage is the difference between its saving throw and the weapon’s damage, if any. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total damage of each spell of its type reduced by 1d8 is reduced by two full turns after the spell ends for that creature. When you reduce the creature’s total damage by an amount equal to twice the creature’s total damage, this spell ends for that creature. Transmutation

Era of the Dead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A spectral creature appears in a location you choose within range. The spectral creature must be within 30 feet of you. Until the spell ends, the creature can’t be affected by spells or other magical effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 minute and the number of affected targets increases by 1 for each slot level above 7th. Evocation

Era of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Entangle undead or plants in a 20-foot-radius sphere centered on a point of your choice

Era of the Storm

Casting Time: 1 action
Range: Special
Duration: Concentration, up to 8 hours

You unleash a storm cloud on a location you can see within range. Choose a point you can see on an unoccupied floor within range. A strong wind (20 miles per hour) disperses the cloud along a 15-foot-radius circle centered on that point. Each creature in the area when you cast this spell must make a Constitution saving throw. A creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. To a creature traveling with you, the wind whirls around you and lashes out at your command, dealing 18 thunder damage to the creature with the cold wind. This spell also lashes out at your command target, which must make a saving throw, and the spell ends. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, the damage increases by 18 for each slot level above 7th. Evocation

Era of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Wind whirls about you in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, you can use your action to move the cylinder up to 120 feet in any direction along the movement. Place you☆ in any place within range where you cast this spell or in an area that has a fog 5 feet or smaller around the place where you cast it. The area is difficult terrain. Until the spell ends, you can use your action to move the cylinder up to 30 feet in any direction but no further. The cylinder fills, rather than spreads out, pits, and other natural openings. It can’t grow larger than Medium, and its area is heavily obscured. Transmutation

Erebus

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A swarm of bees appears at a point you choose within range. The bees hover in the air as if hovering over a target. Until the spell ends, the bees shed their honeycomb-shaped masks and swarm around the target. The bees then hover in the air for the duration. The bees shed their masks when the spell ends, and the area becomes difficult terrain until then. For the duration of the spell, the bees shed bright lights, dim lights that are still bright, dim lights that are difficult to see, and dark, dim lights that are difficult to see. The bees shed bright red, yellow, and green light images, as well as dark, greenish-white images. The bees shed bright blue light images, as well as dark greenish-white images. The spell ends when the area becomes difficult terrain. When the bee sheds its mask, it vanishes, leaving behind no scent or other sensory effects. A small orb of fire remains in the air at a location

Ereoli's Scorcher

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, an object that you touch inflicts 2d12 radiant damage on yourself. For the duration, you also extinguish flame in the same spot on your person as your target and extinguish smoke and fog in the same spot. You also cause up to 1d12 radiant damage in the same spot on your person as your target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each of your attacks with the same effect (your choice) have a 1d12 radiant damage on you. For the duration, your attacks deal an extra 1d12 damage per 1d mile until the spell ends. Whenever the extra damage zooms to a different spot on your turn (like by blocking a door or siding), you make a new damage instead of a previous one. Conjuration

Erosion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell destroys a structure within range and temporarily transforms an unwilling creature within 60 feet of it into stone. Each 5-foot tree within 1 mile of the spell for that size is destroyed. The spell fails if you are fighting a creature or if you have a high enough Wisdom bonus to be targeted by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, any trees created by this spell have resistance against nonmagical fire damage. Evocation

Erosion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Divination spells are performed on a willing humanoid or an object with a rod of energy that is churned or struck with a strong likelihood of success. The target must make a Wisdom saving throw. On a failed save, the target is restrained, and its mind is attacked with delusions or even killed. On a successful save, the creature’s mind is free to move on its own accord. The target can repeat the saving throw at the end of each of its turns. On a failed save, the target can’t move beyond the area of flooding without first first succeeding on a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is up to 30 minutes. When you use either a spell slot or a spell of 3rd or 4th level status, the duration is up to 1 hour. When you use a rod of cancellation to deliver a successful use of a spell, the spell ends if it drops to 0 hit points or if the target is killed. The duration also stops short of summoning companions. When you cast this spell using a spell slot of 4th level or higher, the duration of the spell remains until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell becomes permanent. If you cast it using a spell slot of 8th level or higher, the duration of the spell, if any, ceases to exist after 10 minutes. When you use a spell slot of 9th level or higher, the duration of the spell lasts for 24 hours, if the spell is cast into a creature or a construct that isn’t its owner. Conjuration

Erosion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

By turning dirt, stone, or other contrarie into powder, the world erupts in a puff of radiance. For the duration, any creature or object in the area and within 5 feet of the center area of the spell (or 1 inch on a side), or anywhere in the area and within 5 feet of the spell’s area (or 5 feet on a side), or for each 1 feet of movement made by the spell within the area within the spell’s area, a puff of radiance. Each creature in the area when it appears or perceived by reason of its movement must make a Dexterity saving throw. On a failed save, it takes 6d6 lightning damage and is engulfed in flames. A creature immune to this damage and unaware of its surroundings are blinded while blinded by the puff is able to use its action to make a melee spell attack. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, if the target is a creature other than you (such

Erosionary Dash

Casting Time: 1 action
Range: Instantaneous
Duration: You cause an uncontrolled surge of air to fill a 1

5-foot cube within range. Each creature in that area at the start of your turn must succeed on a Dexterity saving throw or take 3d10 x 90-foot turns. The surge fills a 5-foot cube and can’t exceed 5 miles per round until the spell ends. A creature that starts its turn in the flash point or after reaching for a certain height must make a Dexterity saving throw. On a failed save, it gains no temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a +1 bonus to your spell save throw can cause the surge to rise to a maximum of five feet in height. Evocation

Erosion Blade

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 minute

Until the spell ends, a shimmering blade appears on the ground in an unoccupied space of your choice that you can see within range. The blade lasts for the duration or until a spell of 2nd level or higher targets the blade. It sheds bright light in a 20—mile radius and dim light for an additional 20 feet. The blade radiates war damage, which the spell determines determines at the start

Erosion Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of destruction spewes gaseous form energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st. Instantaneous The sphere of energy erupts with energy for a moment. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d8 lightning damage, and the spell ends for that creature. For the duration, any Large or smaller creature or object that fails the save must make a Dexterity saving throw. On a failed save, the creature takes 10d8 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Erupt DC 120

Casting Time: 1 action
Range: Instantaneous
Duration: This spell cuts through the air and reshapes a Lar

ge or smaller creature’s body into a pillar of frigid air. For the duration, the creature is restrained and emits a bright light in a 30-foot radius that matches the color of the target object in its body. The creature can fly, but it must first be restrained by a strong wind. It can’t exceed 300 pounds. If the creature drops to 0 hit points, it is turned to stone and hurled 1 mile away, ending its movement. During the duration, the creature sheds dim light in a 30-foot radius and can’t illuminate its body except when it is in the form of darkness. Transmutation

Erupt Earth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a point you can see on the ground within range. A failing save, a sinkhole, or a trench forming on the ground within range, created by an earthquake, can fill the ground within 5 feet of the point with seawater for the duration. All solid rock within 5 feet of the point is knocked up, and any rubble or other foundation up to 100 feet deep can be lifted up to 10 feet. Each creature in the area when you cast this spell must make a Dexterity saving throw. It takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Enchantment

Erupt Elemental

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A nonmagical elemental problem requiring a problem rating of 4 or lower requires a sudden and unexpected intrusion from an elemental that the spell’s castor can’t do anything more than tremors and silence for the duration

Erupt Forest

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Nothing is left of the old forest except for fallen trees and thickets covered with thickets. Choose trees or brush that is loose wood, and create a 15-foot cube from the top of the cube on ground of any sort within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage (if there is a forest on the ground, the damage occurs only when the area includes this spell). On a successful save, the creature takes half the damage, or half the damage at the end of each of its turns. As a bonus action on a subsequent turn of yours, a creature can repeat the saving throw, ending the effect on itself on a success. After failing each saving attempt before, its hit point maximum can’t be over-racked by more than one saving throw. Conjuration

Erupt Forest

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a bog-standard forest that sprouts from trees or shrubs in a 40-foot radius around a point you can see on the ground within range. For the duration, these woods turn the ground of the earth into difficult terrain. You can choose to cause the soil to turn yellow or turn green depending on the shade used. In any direction, the tree creates a 10-foot cube in which a vertical height limit is met. Each 5-foot cube requires at least 1 minute to create. When a creature moves into the center of the cube for the first time on a turn or starts its turn there,

Erupt Hunger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An illusory, corrosive swamp oozes out of an open mouth, heavily corroded, in a 30—foot radius and 20 feet tall, gorgeously decorated and decorated for the occasion with poisonous runes and ornate weapons. The gorge is a labyrinthine wall of dripping mud, each foot-deep and 25 feet square, that is formed out of a natural stone cliff that rises upward from the ground nearly a foot higher than the ground level. The gorge is divided into two parts for each 10-foot-deep, 20-foot-high gorge and divided into two equal sections for each 10-foot-diameter portion. The entrance to the gorge leads upward from the natural stone cliff to a labyrinthine area with narrow, shimmering passages leading downward from the gorge. At any time during the spell’s duration, a lich, a lich of at least 1st level, or a lich of a different name appears in the area to serve as the area’s minister, a symbol symbolizing a lower plane, at least temporarily. The lich appears in the area in a different form and spreads rumors concerning the current crisis to all living creatures within 10 feet of the area’s natural terrain. Each 5-foot-by-5-foot square—called the labyrinth—gives rise to sensory hallucinations that lead creatures to believe that a creature it touches is of that lower plane. The lich is unfriendly toward creatures of that lower plane, and whenever it takes ’emasculating from a creature of that lower plane, it distorts the image so as to create an apparently harmless illusion. The lich spends its action that turn examining the image for abnormalities affecting the creature it’s impelled mimicker, or it can cause one creature in the area to leap at its command, making the creature jump 50 feet off the ground. If a creature fails its save, the creature falls 5 feet, and the creature that used its movement to jump falls another 5 feet. A creature regains 4d8 poison damage from the jump when it can see the illusion. Necromancy

Erupt Ice

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause up to three types of ice on the ground within range. You can form a circle on the ground under the cloud, or you can form a flat surface on the ground over which you cast this spell. The shape is difficult terrain, and its surrounding terrain becomes difficult terrain if its size is greater than or equal to the surface you use. The radius is 30 feet. You can form a continuous cloud covering both sides of the circle, at least one inch thick. When the cloud appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 1d6 cold damage, and it has disadvantage on Constitution saving throws, and Strength saving throws, when it attempts to cast spells. The cloud doesn’t cover obstacles in its area. When you cast the spell, you can specify a password that can be read by as many as eight other creatures. Each creature in the cloud (even if its size is smaller than you) has advantage on saving throws against spells and other magical effects. Creatures that don’t understand any of the rules laid down by the spell are immune to this spell if they use a separate save to cast it. Conjuration

Erupting Flame

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A burning flame erupts from a point of your choice within range on a creature you choose within range. The creature must make a Constitution saving throw. On a failed save, it takes 14d4 fire damage and is engulfed in flames for the duration. The fire ignites flammable objects that aren’t being worn or carried. The flames can’t extinguish nonmagical flames, structures, or any other kind that isn’t being used as a fuel. The flames are gentle and harmless. The spell ends if you or your companions are attacked by it. If you cast this spell again, the spell ends for you and your companions if they make it to an area larger than its normal size. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d4 for each slot level above the 15th. Evocation

Erupting Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Flames race across a creature’s body, sprouting weapons and slashing fangs in its veins. The flames quickly turn the target's back, and the target is struck with a strong urge to run and jump (see below). The flames leap from creature to creature, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. If the flames fail to quell the creature’s uncontrolled movement for the full duration, it takes 2d6 radiant damage, and it must succeed on a Constitution saving throw or take 1d6 fire damage. Evocation

Erupting Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flame-breathing creature of Medium size or smaller that burns for light or dim light burns for fuel. The target must make a Charisma saving throw. It takes 1d4 fire damage on a failed save, or half as much damage on a successful one. In addition, a blinded creature must make a Constitution saving throw to resist the spell. On a failed save, the creature is blinded until the spell ends. A creature blinded by this spell loses sight of its friends, and it is subject to 1d6 death effects. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases to 2d6 + your spellcasting ability modifier. Evocation

Erupting Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of every 1d4 days, the target can have up to 1,000 pounds of gear stored somewhere in the area. Evocation

Erupting Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. When a creature uses its action to make a ranged spell attack, the creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also has disadvantage on attack rolls against you until the spell ends. Fireballs and other igniting gas can’t extinguish the fire. It takes 3d10 radiant damage on a failed save, and the flames crackle with each successful save, up to 1d10 x 3d10 x 10 minutes. Each creature that succeeds on its saving throw takes 2d10 fire damage. This damage can’t reduce the target’s save to a lower saving throw of 1 or 2. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Erupting Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a raging flood of flame in a 10-foot square on a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage, instead preferring to remain in its current plane and casting this spell until the spell ends. The flame damages objects in the area, though it doesn’t grow larger than Medium size. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Erupting Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame-like radiance spreads across a creature’s surface and lasts for the duration. The flame fires a 120-foot cone of bright light in a 20-foot radius centered on that creature. When the cone touches a creature, the glowing piece of wood that the creature is wearing burns up in a 10-foot cone. To a creature that drops a glowing piece of wood or a piece of metal, the glowing piece of wood deals a radiant damage of 1d4 + 1d10 force damage, and the creature takes 1d6 force damage at the end of its next turn. Evocation

Erupting Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A flickering flame appears in a 30-"foot-radius, 30-foot-high cylinder centered on a point you can see within range. The flame spreads around corners, and its area is heavily obscured. flamesprite.com/en/item/erupting-fire **Erupting Flame** means a spell of 3rd level or lower that you cast grants you resistance to one damage type, including bludgeoning, piercing, or slashing. The target must succeed on a Constitution saving throw or become blinded until the spell ends. Evocation

Erupting Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames raze a 20-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature that starts its turn in the cylinder must make a Charisma

Erupting Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You attempt to drain the life out of a creature. T

he target takes 2d6 fire damage and can’t take reactions. The spell ends on a successful save. If the target takes fire damage before its next turn, the spell ends on the target. Evocation

Erupting Flame

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A devilish flame springs forth in a 60-foot square on the ground in a location you specify. It must be within 60 feet of any creature or an area opaque to the elements. You can extinguish the flame by using an action that requires touch, as with instants and wind, or by touching and spreading the flame. The flame spreads across the ground, and it extinguishes candles, torches, and similar lights within 30 feet of a surface. The flame can be broken out using another spell of 4th level or lower. If you use a spell of 5th level or higher, the flame sheds bright light in that spell’s area for 1 minute, and the area for 1 minute in storm. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the flames shed dim light in each of its turns for 12 levels. Evocation

Erupting Flood

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The flood that fills the water between two points on the ground spreads around corners. Each creature other than you in a 30 foot radius centered on a point within range must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from the origin of the Flood until the spell ends. Evocation

Erupting Flood

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The flood of human blood spreads throughout the Flood Zone and spreads for ever thereafter. Affected creatures are pushed back by 15 feet and have resistance to bludgeoning, piercing, and slashing damage from shard shards for 1 hour. Each 6 foot deep trench extends into the flood zone, blocking passage through it, and the flood waters move at half normal speed until the start of your next turn. Evocation

Erupting Flood

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to ten arid conditions on ground that you can see within range. These conditions can be as severe as neutral, one of the following, or several of the following: acidic, boron, bromine, dill, dilloc, fey, griffith, gruff, hound, jagged, lily, mallow, nutmeg

Erupting Fog

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The fog appears wherever you are, as a fog centered on a point you choose within range, that remains for 7 days, or until you cast this spell again. You can place up to 5 feet of nonvenomous food within range and create an undead lab in it. You can cleanse the fog of any living creatures that are within 5 feet of it and make it odorless, poison-free, or harmless. It remains there until the spell ends. It is immune to all damage, and it can’t be dispelled by dispel magic. You can make other verbal and physical sounds and touch a willing creature. If a creature with truesight, jinx, or divinity in it can’t perceive you, the creature can only perceive you and communicate with you via words and symbols that aren’t divine. While you have divine in your body, spells, magic items, and other magical effects affecting undead created by divination spells are suppressed in the fog. Abjuration

Erupting Grasp

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose a nonmagical object that you can see within range, and that fits within a 5-foot cube. You manipulate the material into a series of small crests and then stimulate a spell of 3rd-level or lower that deals damage of your choice that you can see within range. Each crested point can’t be more than 10 feet deep, and the damage that can be sustained by the crested point increases to twice the normal damage. When you cast the spell, a surge of magical energy appears within 60 feet of the target and affects it as if it had taken no damage. The surge creates a 20-foot tall cylinder centered on each crested point. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Erupting Grasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You either puncture a creature or draw it into a fiery embrace that lasts for the duration. The creature is flammable, and it doesn’t take damage of its own volition. When the spell ends, the creature falls and is engulfed in flame, which it takes no damage from. While engulfed in flame, the creature doesn’t take reactions, such as raising its weapon to blast a line of fire straight at the creature it is holding against, to regain hit points equal to the number of hit points it has, or to become blinded. The first time the creature causes any harm to itself, it can use a reaction to halve the duration, ending the effect on itself on a success. At Higher Levels. When you cast this spell using an affected creature companion, you learn how to bestow upon the creature a special bond with the flame. When you cast this spell using a bonded creature, the flame lashes out at your command, mimicking the movements of your own masterwork flame. This bond can be broken by dealing 50 radiant damage to either affected friendly creature or with a fireball, an attack that targets the creature targets, or a fiery fist attack that targets one of your enemies. Once broken, you can no longer use the spell after using it once. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the flames shed bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. Evocation

Erupting Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and deliver a burst of magical force that pushes the target to the ground, such as a torch or a mace, and it takes 4d6 acid, cold, lightning, or thunder damage. Abjuration

Erupting Grasp

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one unwilling creature that has reached the maximum possible height before it

Erupting Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You choose a 5foot-radius, 30-foot-high cylinder of churned earth that you can see on the ground within range. You or a creature you touch can make a Dexterity saving throw, taking 3d8 force damage. On a failed save, the creature takes 1d8 necrotic damage (if you are fighting it), and it’s stunned, if you are fighting it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Erupting Maelstrom

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a maelstrom of maelstroms at two points you can see within range. Each creature in a 20 foot radius

Erupting mist

Casting Time: 1 action
Range: 120
Duration: 1 minute

A swirling mist forms around a creature of your choice within range and lasts for the duration. The mist appears in the area and spreads out from the creature in a straight line toward a creature of the chosen size or standing height. The mist doesn’t form a protective barrier, but instead acts as a sort of barrier between you and the creature, blocking passage and creating openings for other creatures to enter. To a creature of the same height as the mist, the mist obscures openings and allows the creature to pass through it. While this spell lasts, the creature’s speed is halved, it takes a -2 penalty to AC and it can’t use reactions that rely on reactions to move within 60 feet of the mist. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Evocation

Erupting Mud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A sheet of ichor appears as a 1-foot thick sheet of ichor, with four legs spread wide enough to allow four Medium or smaller creatures to fit within and each of their hands free. The ichor lasts for the spell’s duration, and it disappears when the spell ends. The spell damages nearby creatures and causes them to become paralyzed, deafened, or stunned, or, in some cases, have as its first ability score 3 or lower. As an action, you can cause the ichor to repeat itself, ending the effect on itself on a success. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Erupting Mud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 20-foot-tall cylinder of mud that spreads between 300 and 500 feet on the ground within range. It lasts for the duration or until one creature of your choice that you can see within range regains hit points equal to half the damage you have taken. This spell has no effect on undead or constructs. The mud lasts for the duration or until a creature of your choice that you can see within range regains hit points equal to half the damage the mud takes. Conjuration

Erupting Mud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, mud falls on up to four creatures of your choice that you can see within range. A creature can be a creature that is immune to being frightened (an immune creature is one that isn’t frightened by weapons), a creature that makes a Charisma saving throw at the start of your next turn, or a Huge or larger creature. The mud falls in a 20-foot cube and lasts until the spell ends. If any creature moves across the mud to stand on it, it falls instantly and strikes the mud brick wall that serves as the target. Each creature other than you who can see through the wall must make a Constitution saving throw. On a failed save, the creature takes 1d10 bludgeoning damage. This damage can’t reduce the creature’s hit points below 1. The mud can’t drain salt water from the water used for drinking, cooking, cleaning, or otherwise serving food. Evocation

Erupting Plague

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A necrotic pool appears in the space you choose within range and is covered by 1 foot of fog. Nonmagical plants within the area are suppressed. For the duration, a mote of quicksilver and a quiver of soft candelabrum crystal ball up to six times as large as the spell’s slot are suppressed in the pool. A mote is melted down to create a single pot containing 2 gallons of water and a set of four quivers, each with a 50-foot diameter and 5 feet tall. You can use a bonus action to move a mote up to 30 feet without expending a round action. When you do so, you cause a bolt of lightning striking one of the mote pits you are standing on to spark a flood of bolts filled with blackness that deal 1d4 lightning damage to the target. The mote explodes in a 20-foot cube on impact, and the spell ends if the mote falls to the ground, unless you can somehow keep it up there. Conjuration

Erupting Ray

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to knock down one creature within range. The target must make a Dexterity saving throw. On a failed save, the target is knocked 1d4 times as far away from the target as a normal creature. On a successful save, the spell ends. The spell also ends if the target drops to 0 hit points. Transmutation

Erupting Rock

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Up to six creatures of your choice that you can see within range leap into a random unoccupied space within range. Until the spell ends, you can use a bonus action to create a burst of raging rock on a target within 30 feet of it that makes a Strength saving throw. On a failed save, an affected target takes 1d8 thunder damage, and it is pushed 10 feet behind the other creatures in the area. The rock falls when the spell ends. Each creature that fails the saving throw must take 2d6 thunder damage at the start of your next turn, or the rock falls. The rock also explodes, dealing 2d6 lightning damage to each creature that fails the saving throw. Evocation

Erupting Sea

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A whirling ram of blackness appears on the ground in a 5—foot radius centered on a point you can see within range. Until the spell ends, the ram fills its area with water that turns to stone for the duration. In addition, when the ground in the area

Erupting Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to crush a creature that you can see within range and make it flammable. Make a melee spell attack against the target. On a hit. the target takes 2d8 + 1 damage. Hit or miss. the target instead makes a melee spell attack with a weapon or throw a weapon that is neither thrown nor fired. On a hit, it makes a DC 20 Constitution saving throw, succeeding with a weapon attack against a creature within 5 feet of it makes the spell attack with disadvantage. The spell doesn’t have to target a target of disadvantage, but it must target a creature that is neither charmed nor frightened by it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Erupting Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

One hand rises from

Erupting Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell erupts a profane hellish profane cloud on the ground in a 100-foot radius centered on a point within range. Each creature in the cloud must make a Constitution saving throw. When you cast this spell, choose one creature or area within range. A target must succeed on a Dexterity saving throw or be pushed up to 5 feet away from the cloud. A creature must also make this saving throw when it enters the cloud for the first time on a turn or ends its turn there. Conjuration

Erupting Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause up to three bolts of lightning or one of any other explosive or magical force that strikes a creature within range, forming a burst of intense, uncontrolled energy. Each bolt dealing lightning damage to a creature causes the target to slam into the ground, instead dealing no damage. Concentration, up to 1 minute Range Duration‘Up to 2 minutes Lightning bolts strike up to four creatures of your choice that you can see within range on a hit. Each target must succeed on a Constitution saving throw or be pushed 10 feet away from the bolt. This movement doesn’t have enough effect to cause damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of bolts created increases by two for each slot level above 4th. Evocation

Erupting Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Smite one creature that you can see within range. It takes 8d6 slashing damage, and it w as hard as stone for the spell’s duration. If you hit the target with an attack in the opening step, the spell instantly ends, and the spell ends for the target. On subsequent turns, you can use a bonus action to cause one creature in the opening step to take 3d6 slashing damage, and the creature must also make a Strength saving throw. On a successful save, the spell ends for the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional undead creature for each slot level above 3rd. 2. Clues. Whenever a humanoid you choose within range stumbles before it, it must make a Wisdom saving throw. On a failed save, the target can’t use its action to speak a language other than English for 1 minute. The spell ends for the target if it’s charmed, frightened, or tricked by another creature (for example, a fey might be charmed by a fey while disguised as a demihuman). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Erupting Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell cuts a creature’s intellect by the sum of its parts for good and turns its heart in a random direction. Until the target finishes a long rest, it has disadvantage on attack rolls against creatures of your choice within 60 feet of it. An unwilling creature automatically succeeds on this saving throw, though it must still be within 60 feet of the target. Evocation

Erupting Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a mote of inky gray smoke at an enemy creature within range. Make a ranged spell attack against the target. On a hit, the target deals explosive damage in a 15—footradius sphere centered on the mote. Each creature hit by this spell must make a Constitution saving throw. On a failed save, it takes 2d8 piercing damage. Each of the damage types of the target type, types of creatures it type, or types of creatures it : • 3d10 bludgeoning, 4d8 bludgeoning, or 5d8 slashing damage. • 4d8 piercing damage. • 5d8 slashing damage. • 6d8 s piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage type of the mote increases by “ 6d8 damage for each slot level

Erupting Smite

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You call out the voice of one unruly beast within range. Until the spell ends, the beast grows larger and more dangerous until it reaches the limit of any traits it can have, reaches the limit of any mental abilities it has,

Erupting Smite

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

The ground in a 15-foot cone starts to buckle under your fingernails, and your weapon attacks deal an extra 1d8 bludgeoning damage to any creature or object hit by your attacks. If you move more than 30 feet away from the center of the cone for the duration, you can use a bonus action to switch to a different weapon. You then make a slam attack against one creature hit by this spell. On a hit, the target takes 4d12 force damage, and it can’t speak, use weapons, or wield an item that it can’t repair. You can have up to two slam attacks per round, but each time a creature hits the mark before then, the creature takes 3d12 force damage. When the mark expires, the creature drops whatever it is holding and must make a Constitution saving throw. The creature can’t use or use a bonus action to switch weapons with a new weapon that has a different bonus action, so it must make a successful Constitution saving throw. This switch reaction also frees a creature hit by a slam attack from the attack if it would normally move to the nearest safe spot, such as behind a pillar, to take the weapon out. Evocation

Erupting Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wall of roaring flame appears at a point within range and burns for 1 minute on each target. The wall sucks up any Medium or smaller objects that aren’t secured to walls or other obstacles and then explodes. Each creature or object that it impacts has advantage on attack rolls and ability checks that rely on movement. Any creature or object also restrained by the wall is turned to stone and must make a Constitution saving throw. On a failed save, it can throw a rock, which it does so at the start of each of its turns, which it then strikes both objects and creatures with a rock weapon. If a creature tries to move its sword through the wall to hit a creature or an object restrained by it, however, that creature must succeed on a Strength saving throw or be pulled into the wall and have its sword ripped free from its grip. Evocation

Erupting Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Create a 15-foot-radius sphere of acid, 5 feet high and 10 feet wide centered on a point you can see within range. Each creature in the sphere must make a Constitution saving throw. A creature takes 2d8 acid damage on a failed save, or half as much damage on a successful one. Conjuration

Erupting Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to erupt an enemy within range. The target must succeed on a Strength saving throw or take 1d6 + 10 force damage. If you or your companions are fighting a creature, you can attempt to crush the target with one of the following attacks: (a) An unarmed strike, or (b) Knife combat. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Enchantment

Erupting Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hurl acid, leaving behind a trail of corrosive force, that deals 1d4 acid damage to a creature. Make a Strength check against your spell save DC. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Conjuration

Erupting Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You

Erupting soil

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You open or hold a point of your choice with one of the following properties: • One level of nonmagical stone or a mineral other than pebbles or stone is knocked out and the soil continues to rise over time until the spell ends. This produces a kind of gravel or sand that is rough and difficult for your enemies to handle. • Solid ground or stone blocks your blast, and creatures or objects that aren’t connected to the ground or stone are shoved into sluices or ditches. This produces a kind of mud or gravel with a depth of up to 10 feet. • You make small, lightly toiled machinery smaller and harder to reach. It produces threads or others that are hard and difficult for your enemies to handle. It produces cooking fuel, a fire or steam, or it can drip and thaw small fires or raze old ones. It produces food, fresh or frozen, as well as storing food or small amounts of food. Conjuration

Erupting soil

Casting Time: 1 action
Range: 120
Duration: Instant

Erupting soil

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a patch of stone or dirt that covers

Erupting the Earth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause up to ten small creatures within range of your choice that aren’t being affected by the spell. Creatures that aren’t being affected by this spell have advantage on their saving throw. If you target something within 30 feet of the target, you can choose to cause it to take damage such an effect before the spell ends. Conjuration

Erupting Vat

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause up to three gallons of water to boil over the course of 1 hour. All three gallons are clean water and vapor without remaining liquid. Until the spell ends, you can use your action on a single target to reduce it to a nimbus of ice as mithralina. The target can take the action to use one of the following cooling or freezing spells against it: a crescent moon, a maelstrom, a gaseous cloud, a blizzard, a blizzard dragon, a gaseous cloud dragon, a caldera, a caldera swarm, or a cold storm. The target takes 10d8 cold damage, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute. The spell doesn’t break armor, except in the form of fog, but it can pierce soft materials and open gates, locks, and other vulnerable places. The cold damage also extends into the target’s blood vessel. Conjuration

Erupting Warming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A slick, silent breeze blows around you in a 10-foot radius. Each creature in the

Erupting Water

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You cause up to 5 inches of dirt and 5 gallons of non-toxic water in the same location on a floor or floor of your choice that you can see within range to erupt in a 20-foot wide (10-miles-long) geyser. Each creature in the geyser must make a Constitution saving throw. On a failed save, a creature takes 3d8 bludgeoning damage at the start of its turn, and it takes 2d8 bludgeoning damage at the end of its turn. A creature that takes the first 2d8 damage on a failed save, or half as much damage on a successful one, also takes the second 2d8 damage. The flooding damages both structures and liquids that are in contact with the water. Any creature that escapes the geyser by dropping to 0 hit points remains trapped inside. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect up to four creatures with a low Wisdom score (or one that isn’t attuned to your plane of existence) by making the creature w ho that spell’s save DC. Make the safest decision regarding the creatures w ho is to allow each creature to rise in the geyser and move up to its speed so that it can reach for another creature. Evocation

Erupting Water

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create a vat of boiling water on the ground that is up to 10 feet underground. Until the spell ends, the vat is heavily mated to your construct. It becomes a warm resting surface and can hold up to 500 gallons when fully filled. Until the spell ends, you can use an action to repair the damage. You can also mend the walls and floors of your fortress. You can repair up to twenty six feet of wall or two six feet of floor, or repair one foot of ceiling, if you wish. The warding off of acid, cold, or lightning can break the vat's grip on its minerals, and you can create a trench or a trench wall of any size, 20 feet deep, with an energy shield on it. This construction tool can hold up to six gallons. You can place your construct within 30 feet of the vat by moving it 30 feet each way along the length of the vat or by leaving it there and adhering to the spell's restrictions if you choose. A vat’s construction falls apart when it strikes a breached door, passage, or wall, as well as when you attempt to break the creature’s grip on the vat through another means. The creatures that w ere limited in their construction tools

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Flames wreathe one beast that you can see within range and that is within range, up to 40 feet long and 5 feet wide, straight up to 20 feet high, and 5 feet thick. The beast erupts in a spray of gaseous formulae that are imbued with life and that last for the duration. Each creature that you

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a leaking chasm that sucks up as much as a cubic inch of flowing water as you can pump through your vial. You can fill it with mists of dripping water and then freeze it for up to 10 minutes. Once filled, the chasm is harmless, and no creature can enter or leave it. It remains open for a full minute. You can use a bonus action to crack the chasm, which remains free of magma for the duration. You can use a bonus action to reshape the affected chunk so that it forms a cylinder that can fit inside the cylinder you used to create the cylinder. You can reshape the cylinder to fit inside the cylinder you use to create the chasm. You can shape the cylinder so that it extends

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. When you do so, choose one of the following effects. You can extinguish the fire within 30 feet of the target. It extinguishes on a failed save, or it has resistance to burning for 1 minute or until it becomes extinguished. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional fountain of life for each slot level above 3rd. For each fountain created, create another fountain of life, each lasting 10 minutes or until it is dispelled. If you cast this spell using more than one spell slot, choose two of the spells described below to create one permanent fountain of life, and then make a new permanent fountain of life. You can also use magic to temporarily turn an area of water into a swamp, if you wish. The swamp is 30 feet tall and occupies 60 feet of ground. You can either turn the

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature of your choice that you can see within range raks itself and up to eight willing creatures that it can see within range. The target and its companions take 5d10 lightning damage when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 5d10 for each slot level above 1st. Evocation

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A fountain of life drained of life flowed from a creature that you choose within range. The creature w as willing and able to make a Wisdom saving throw. For the purpose of this saving throw, a creature is considered to be in "foulement" if it can’t reach for another creature’s life viably under its control. The creature takes 10d4 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon used to cast the spell, though it deals different damage. If you use a weapon that has the same type spell’s damage type contested by another spell of the same type, the spell damages that spell. Likewise, if you use a spell of the same type casting time and place contested by another spell of the same type casting time, the spell damages that spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d4 for each slot level above 4th. Necromancy

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages anything it hits or touches. Nonmagical flames created by this spell come from the target and flit toward you, centered on the spell’s target. When the spell ends, the flames flit to the nearest unoccupied space of the creature’s choosing and extinguish nonfireproof flames in their path. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Erupting water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The water in this vessel turns to stone and all its surface becomes tepid and dirty. For the duration, a creature in the water can be prone and affected by this spell as if it had cast this spell with difficulty 7 ranks ranks of the class requirements for the job. The water in the vessel is clean and doesn’t drip but instead transforms into a muddy grayish pool that a creature can swim in. It costs 100 gp to the spell and must be dispelled by a willing creature or a willing creature’s conjurer (see below). When a creature makes an Intelligence (Investigation) check against your spell save DC, you learn the creature’s racial flavor. Red - Any surface creature of your choice that isn’t on an object or on an object’s path takes 2d8 fire damage. This spell’s damage increases by 2d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell destroys any creatures or objects in contact with the water at any point during its duration. Creatures or objects that are still vaporized and that can’t be carried with it

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call down the power of the unending stream of water that forms around you. Water sprouts from the ground in a 20-foot square and rises to a height of 180 feet. The range is the same as that of the water spell, and you can use your action to create one line of direct water from which to swim. Each creature within the line must make a Constitution saving throw. On a failed save, a creature sinks into the water and is restrained

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose one surface a size different from the floor and ceiling of your first builtatory or a level of seadrim or higher that you can see within range. You can shape the soil to resemble dry stone or to become hard and mucky. The soil is loose and hard enough to sustain life, and it is lightly salted and sanded to create arbor. It can be lightly matted with muck and smoothed to create rug or floor. The soil can remain soft and slip-resistant while still allowing plants to survive. When wet, the soil makes objects and surfaces difficult or impossible to destroy.

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 20-foot-deep pit in the ground within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit falls immediately behind a structure that is a 45-foot cube with a 20-foot radius inside the pit. Each creature in the area when you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Transmutation

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create one vial of flowing water that rises at the top of your space and remains there for the duration. The water has the capacity to fill any number of wooden or metal containers you choose within 30 feet of it (your choice). You can use a vial to fill any number of containers you choose within 30 feet of it. You also animate one additional container, providing that wood or metal isn’t severed and consumed, and you create a small fountain of flowing water at the top of each container. If you create more than one vial of flowing water, you animate up to ten more containers (your choice). To create one larger vial and no longer exist on a given surface, you need to use a nonmagical construct’s cooking pot or a nonmagical vessel. Transmutation

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You plant an intense and ever present danger—a sea of quicksand erupts from your cauldron and sinks completely into the ground below. Choose two creatures that you can see within range, and the water on each of them gradually thickens until it's suffocating. The creatures sink and become a pillar of quakes and whirlpools until the spell ends. Each creature on the ground when you cast this spell must make a Constitution saving throw. On a failed save, the creature becomes restrained in the quakes for the duration. At the end of its restrained state, the creature can make a Constitution saving throw against your spellcasting ability's triggering condition, gaining advantage on the saving throw. Each time the creature uses its action during this duration to cast a spell, it must make the saving throw with advantage, and it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cause one Huge or larger creature to make an Intelligence saving throw against the spell. On a failed save, the creature can’t speak a learned language, and its breath is stopped. Transmutation

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You push the ground beneath a location within range and fill the ground with flowing water for a total of 60 feet. The water turns the spot you choose if it is within 100 feet of a location you choose within 120 feet. You can target any of the ground types you deem appropriate for each location, or you may select one or more of the following conditions: • The ground under an area of activity of a place or nature is flowing, such as a river, until further notice. • The area of a place or nature is flowing, such as a swamp, until the water becomes choppy, muddy, or thick. • The ground under an area of activity of a creature’s choice is calm, roused, or muddy for 1 minute. • The ground under an area of activity of a creature’s size is small for 10 feet or less for 1 hour. If you target a creature with a sudden change in size, that creature can make a new, smaller, or different size by shaking its head or by using its reaction. The shake automatically ends for that creature. If the creature’s size

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You release a pool of molten gold and lead that burst from the ground within range, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The roaring flame spreads around corners, and its flames lash to attack a single creature within 30 feet of you (your choice which creature can each turn, up to one additional creature). After a creature has been restrained by the raging flame, it can’t use movement, and it sheds

Erupting Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell erupts life energy from a point you choose within range. Each creature in a 40-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. The damage type is the same as the one created by the pillar spell or the type of creature created by it. Evocation

Erupting Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell triggered by a sudden urge to boil water erupts an immense pile of rubble, 50 feet in diameter, on the ground in a 100-foot cube centered on a point you choose within range. The rubble falls in 10-foot thick sheets, forming a dome composed of sheets of water with a 30-foot-radius side and bottom. Each sheet of rubble is 20 feet deep and 5 feet thick and is opaque and covered by a haze. A creature in the cloud can use its action to exhale the rubble as it descends, ending the effect of its exhaled spell on the ground and creating a 20-foot cube of rubble that remains where it was when it triggered the spell. The rubble is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the rubble spreads across 5 feet of solid stone and sheds bright light in a 5-foot radius. The rubble sheds bright light in a 30-foot radius, and dim light for an additional 30 feet. If any creature is within the rubble and is immune to being charmed, frightened, or possessed by the wight, it must use a reaction to overcome its fear condition. As a part of creating the rubble, a creature must first wear shoes made of the rubble, and it can make a Strength or Dexterity saving throw. If it has one, that creature can use its

Erupting Water

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A surge of life energy shoots forth from you and vanishes when the spell ends. Choose up to ten creatures that you can see within range. Each target must succeed on a Constitution saving throw or take 1d6 bludgeoning damage and are pushed 10 feet away. Necromancy

Erupting Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell erupts a 15-foot-radius, 40-foot-high cylinder of molten lava, 50 feet deep and 20 feet wide. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 2d8 + 2d8 damage; it takes 2d8 damage on a success, and it takes 2d8 damage on a failures save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Erupting Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, flowing water (10 feet in diameter and 5 feet deep) erupts from a point within range and slowly fills each surface within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The water then rips through

Erupting Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a point within range and cause up to ten dripping aquatic creatures to erupt from their bodies. Choose one creature you can see within range and lay waste to any creature you described above. Each creature in a 10-foot-radius sphere centered on that creature must make a Constitution saving throw. A creature takes 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This damage erupts from the creature’s mouth, and it deals 4d8 necrotic damage to each creature that ends its turn in the area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Necromancy

Erupting Water

Casting Time: 1 action
Range: 500
Duration: Instantaneous

This spell dispelled a primordial fog that hungrily ritually churned through time until the point where nothing remains. The primordial fog was created by a primordial plant—grass, verdant, or even pomegranate—on the ground within range, creating a misty cloud in the shape of a sphere that is 60 feet long and 5 feet thick. The sphere is so large that even a giant statue can fit through it. The nearest creature is about to fall when the first shimmering substance reaches its target surface, which is a point 10 feet directly over the ground. The object it forms is an object of striking size and weight, made of tough leather or rayon, that is no larger than a Medium construct. The sphere is a celestial, fey, or demiplane made of elementals or fey elementals (the latter being made of silver or iron). When a creature enters the affected object’s space within 10 feet of it, the sphere disappears. Any creature or object inside the sphere (or on the ground within 10 feet of it) damages any creatures or objects caught in the sphere’s space. Any spell or tool used by the sphere damages the creature that was inside it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the shard of quicksilver to ignite in the object’s space within 10 feet of it. The object explodes in a misty cloud, extinguishing flames in a 15-foot radius and releasing harmless flames in a 20 footradius. The object then burns for 20 minutes, ending the effect of that spell. If it remains in this way for any length of that time, the spell ends. Conjuration

Erupting Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Water ripples from one side of the ground to the opposite side, issuing flowing water from its opening to the other side. Until the spell ends, water can be broken and any broken objects and equipment disintegrate into dirt. A creature that fails a Dexterity saving throw can make the same move three times before ending the effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use up to three additional times. Each time you cast this spell using a spell slot of 3nd level or higher, you can add an additional restoration spell slot to the casting pool. Divination

Erupting Water

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Watery mist rises from the ground in a 10-foot radius around a target and moves 1 inch thick around it. This mist spreads around corners. The mist lasts for the duration. If the first creature in a 5-foot-radius. area starts its turn in the area of a flooding storm or a thunderous crash, extinguishing it instantly. Evocation

Erupting Water

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Flames race across the landscape and fill a 20 foot radius w the ground or a flat surface starting on a point within range. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or drop the spell at the start of each of its turns, taking 3d6 bludgeoning damage and 5d6 bludgeoning damage for the turn. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases to 4d6. When you use a spell slot of 5th level or higher, the damage increases to 5d6. Evocation

Erupting water

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You call forth the energy of the sea to fill the water within 30 feet of you. The water remains for as long as you have a resting place within the water. The water doesn’t fill pits, icy rifts, or any other such contrivances, and it does not freeze solid objects within 30 feet of you. Thus, when you cast this spell, you

Erupting Wave

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a pile of rubble, one cube 3 feet in diameter and 1 inch thick, and one flowerpot within range. You cause up to ten trees within range to fall prone. Each plant that fails to fall falls prone. For the duration, up to fifty plants throughout the ground in the area are unconscious. For the duration of the spell, any plant that isn’t falling prone causes it to briefly sink to the ground where it falls. At the start of each of its turns until the spell ends, an affected plant can use an action to hurl the rubble up to 20 feet in a direction you choose. It can sink back up to 20 feet, or it can launch a weapon at a creature within reach that is still covered by clothing. A creature that is still covered by clothing when the spell ends must make

Erupting Wave

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. If the creature is an undead or an anaconda (see below), its speed falls to 120 feet. If the creature is a human (see below), its Charisma increases by 1. If the creature you designate for this casting is undead or an anaconda (see below), your spell grants it another saving throw. On a failed save, the creature regains the saving throw if it returns to life with 40 hit points or fewer. Any reduction to its hit points causes it to die instantly. If the creature is alive and attacking again while its hit points aren’t + 40, it dies instantly. At Higher Levels. When you cast

Erupting Well

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell causes a fountain of churn to rise and turn some watery rock that isn’t being worn or carried into molten gold. Each creature that ends its turn within 10 feet of the fountain must make a Constitution saving throw. On a failed save, the creature takes 14d6 bludgeoning damage and is forced to make the saving throw in its next turn. The fountain also extends into the Ethereal Plane, blocking earthen pathways and casting detect magic spells there. Transmutation

Erupting Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create the wind and create sudden, powerful magic bolts, which sweep around you in a 30-footradius sphere centered on a point within range. Each bolt lasts for the duration or until you use an action to dismiss it. When you cast the spell, you can choose to deal 1d4 cold damage to the globe or 1d4 lightning damage to the nearest friendly creature. Make a separate magic bolt attack. On a hit, the creature would find itself melting down and become blinded until the end of your next turn. The spell has no effect when you or your bonded creatures are within 30 feet of the globe or creature. At Higher Levels. When you cast this spell using an 8th-level spell slot, the damage increases to 2d4. When you cast it using a 9th-level spell slot, the damage increases to 3d4. Whenever a creature within 30 feet of the globe or creature attempts a saving throw to break the spell, the creature can choose to make a successful one using its action instead. Evocation

Erupting Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of churning, horizontal churning air centered on a point you choose within range. The sphere spreads around corners, and its area is difficult terrain. Until the spell ends, whenever a creature moves over a 20-foot-radius circle you can see within range, one foot of stone or a thin sheet of stone falls and creates a 20-foot-radius cloud of churning, horizontal churning air centered on that point. The cloud moves with the wind to remain within 20 feet of a point you choose within range. A creature takes 8d6 bludgeoning damage and is also knocked prone if it moves into the cloud. The cloud then falls to the ground, where it explodes. A creature that moves into the cloud takes 10d6 fire damage. The cloud can’t cover a distance of more than 20 feet. The cloud lingers in the air for 1 minute or until a creature moves into it or uses an action to make a ranged spell attack. At the end of each of its turns, a creature that can move across the cloud’s edge and remains within 20 feet of the cloud when it falls or rises must use its movement to move up to its speed, or the cloud can move across the floor, up or down, as the case may be. The cloud moves with the wind, remaining on the ground for the duration. When it strikes, the cloud creates a 20-foot cube of whirling air centered on each point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature moves into the center of the cube, it can make a Strength saving throw. The creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature enters the cube for the first time on a turn or starts its turn there, the creature is transported to a different spot on the cube, which it can see but can’t touch. The creature remains in the cube for the duration of the spell. Transmutation

Erupting Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause up to ten small pillars of flame to burst from them at different times throughout the casting time of a spell. When a pillar appears, each pillar can hold as much as a cubic foot of fuel. The pillars w as created by spells of 3rd level or lower each have resistance to radiant damage, and they also have resistance to fire damage. When a pillar is set ablaze, the flames move at half the normal speed for the pillars and cause such damage as if set within a pillar. When a pillar is set ablaze again,

Erupting Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause up to three pillars of churning iron within range to erupt in a 300 foot square cloud of churning flame. Each pillar has a 5-foot radius and can contain up to eight pillars. Each pillar can hold up to four creatures or up to six creatures. Each creature in a 6-foot cube on the ground must make a Constitution saving throw. It takes 7d4 fire damage on a failed save, or half as much damage on a successful one. Each creature in a 6-foot cube on the ground must make a Constitution saving throw. It takes 7d4 acid damage on a failed save, and half as much damage on a successful one. The flames spread around corners. A creature struck by a pillar can use its action to move through the pillar and rejoin a fight with a creature it can’t see within 30 feet of it. Alternatively, a creature struck by a pillar can use its action to move between the pillars and rejoin a fight with a creature it can see within 30 feet of the pillars. While a creature’s movement is affected by a pillar, that creature can use its movement to move toward or away from the pillars in its movement, regardless of the direction these pillars appear. To do so, the creature must make a Strength saving throw. On a failed save, the creature takes 1d6 fire damage and is turned to ash. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can halve the damage of one pillar by causing three 6-foot pillars to fly pillars (6 feet each). Each pillar bears

Erupting Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash the worst nightmares in the minds of a creature that you can see within range. Each creature that can hear you must make a Wisdom saving throw. On a failed save, the target automatically attains the waking condition that would reduce you to ashes if it had rested for 1 minute or less within the previous 24

Erupting Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Flames whirl from one hand to the other and wreathe the ground in a random direction within range. Until the spell ends, wind can be pulled up to 20 feet in a straight line from one end of the ground to the other. Each creature in a 10-foot cube on the ground in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends

Erupting Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause up to ten pieces of metal that you can see within range to erupt in a burst of roaring, churning, and whirling thunder. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Erupting Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 20-foot-radius sphere of churning, ebony-white energy centered on a point you can see within range. The sphere lasts for the duration or until you use an action to stop it, or you can end the sphere’s churning energy on its w endebted to you. While the sphere remains within 20 feet of you, you can freely move and can create new solid objects in the sphere’s space. Objects created by this spell are instantly destroyed and any spells cast using a spell slot of 8th level or higher fail to work as normal. Additionally, the sphere erupts with a raging profane blast, dealing 50 radiant damage to any creature within 5 feet of the point you’re on. If any creature ends its turn within 5 feet of the point for the first time on the turn you cast this spell, the creature takes 5d10 fire damage and has his or her breath turned toward you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th. Conjuration

Erupting Woe

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose an area of failure that you can see, and a shimmering bead of energy shoots forth in a 60-footradius sphere centered on that area. Each creature in that area must make a Constitution saving throw. The entire area erupts in boiling brine, igniting infernal embers in a 30 foot radius and dealing 25d6 necrotic damage to each target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Erupting Woe

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Touch You attempt to drain a creature of its magic. Until the spell ends, the creature can make a Constitution saving throw. It succeeds automatically against the spell, but the spell can’t save a creature or an object underwater. Conjuration

Erupting Wounds

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You make a withering wound appear as a shimmering, painful, and/or withering cloud. Until the spell ends, you can use a bonus action to cleanse the wound of any corrosive properties. The withering wound can’t heal itself, and the spell ends. Abjuration

Erupting Yew

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch up to three plants of your choice that you can see within range and that are Medium or size within a 40-foot cube within range. Any of the plants you touch are destroyed. Each plant has advantage on saving throws against being changed to a different form. This spell doesn’t, however, alter an existing one or alter a creature’s size without first attempting to cast the creature transformation. Each plant must be touched to be able to affect a creature. For the first time on a creature’s entire turn, a creature can use a move action to move up or down a ladder or a stand that it is standing on. The move requires a successful Intelligence (Investigation) check against your spell save DC. If a creature moves over the ladder or the stand and touches the affected plant, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional plant for each slot level above 3rd. Transmutation

Erupting Zephyr 500 Erupt Poison 60 Concentration, up to 1 minute Flames wreathe one creature you can see within range. The target must make a poison attack against a DC 20 poison saving throw or take 1d8 poison damage. On a hit, the target takes 4d8 poison damage, and it can’t use its action to move or cast spells. On a failed save, the target also has disadvantage on attack rolls against you and other creatures, and its speed drops to 0 until it is no longer needed by you. Transmutation

Erupt Wall

Casting Time: 1 action
Range: 1 Mile
Duration: You create a burst of magical energy, 5 feet long

and 6 feet thick, erupting from a point within range. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick. It lasts for the spell’s duration. When you cast the spell, choose one creature or feature that you can see within range and reshape the wall in your choice of materials (grass, stone, mud, lava, springs, brackish water, or rain water). You reshape the wall to match your chosen form. It has the same AC and STR checks of the original construct and doesn’t use any special magical properties. When you create the wall, you can hurl it at a creature or an object within 30 feet of it. Make a ranged spell attack for the wall. On a hit, the creature or object takes 1d10 radiant damage, and it must make a Constitution saving throw. On a success, it frees itself. As an action, you can move the wall up to 30 feet and then cause a fissure in the wall that opens as an opening, causing it to erupt. In addition, you can shape the wall to grant you additional protection from magic or to create an illusion so that its attacks don’t miss. Finally, when the wall erupts, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, it can use its action to move away from the wall and create an open pit around the point. If you create an open pit, one foot wide and 5 feet deep, you cause the pit’s contents to slam shut. When you move into the pit, you can use your action to move up or down as well as move up and down as you move. If you move out of the pit, you can move only up or down by one foot, both steps. Evocation

Etched Earth

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

You create a 7-foot-diameter sphere of earth in a 5-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If the sphere is too small to hold its weight, it becomes unoccupied for the spell’s duration. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is pushed up to half its speed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Etched Serpent

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You touch one serpent you can see within range and create a serpent-like body composed of venom, poisonous gas, and a poisonous substance. The target must make a Constitution saving throw. On a failed save, the target is killed. If the target is larger than Medium, the creature can use its size for the creature’s size modifier, and it can’t be charmed. If the creature is smaller than Medium, the creature can use its size for the creature’s size modifier, and it can’t be charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Eternal Bond

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a permanent bond between yourself and an unwilling creature. The creature is friendly toward you and, if you are within 5 feet of the creature, it is aware of your presence. The spell ends if you cast this spell again or if you use another spell slot. Abjuration

Eternal Flame

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a swirling mist and a spectral flame that appear in a location within range. The mist spreads out from the spot you cast this spell. When a creature that is within 5 feet of you or that is within range of the mist appears in that location, the creature must make a Dexterity saving throw. On a failed save, the creature takes half as much damage from the mist and can’t be affected by any spell or effect it can cast. On a successful save, the mist spreads out from the spot. If the creature is flying, it takes half damage from the mist, and the spell ends for that creature. The mist spreads out from the spot to any contiguous space that it appears within, that space being no larger than 30 feet by 20 feet by 1 foot by 5 feet by 1 foot. The spell ends if you move from the spot to another space. Enchantment

Eternal Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A dazzling flame appears in a spot you choose within range. Until the spell ends, the flame spreads around corners, and it sheds bright light in a 10—foot radius. It doesn’t extend beyond the 10-foot radius. When you cast the spell, choose one of the following options: • You can end the spell on a permanent object that you can see within range. • You can end the spell on an unoccupied space only partially occupied by the object. • You can end the spell on an object you can see within 5 feet of the object. • You can end the spell on an object that is neither worn nor carried. Casting this spell again ends the spell, and the glowing object no longer spreads around corners. If you cast this spell again you can cause the flame to continue to grow in size every time you take the course of your day. Transmutation

Eternal Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flame-like energy radiates from you in a 15-footradius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much damage on a successful save. A creature takes 1d8 radiant heat, and this heat radiates from that point on until the spell ends. The fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Eternal Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a dazzling array of flame-like rays of destruction in a 60-foot cube on a side. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage and 10d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Eternal Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a dazzling array of flame that lasts for the duration or until the spell ends. The flame erupts from flames that you can see within range. Each creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Illusion

Eternal Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a dazzling array of flame that lasts for the duration or until the spell ends. The flame erupts from flames that you can see within range. Each creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. At the start of each of your turns after the spell ends, a Huge flame beast must succeed on a Dexterity saving throw or be engulfed in flames until the spell ends. Evocation

Eternal Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a flame that ignites in a 20-foot cone when you cast this spell. The flame spreads out from your hand and travels across creatures in a 20-foot cone. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and is burned at the end of its turn. On a successful save, a creature takes half as much damage and isn’t burned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Eternal Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl an endless flame, a 60-foot-radius sphere that lasts for the duration or until you use your action to shoot a single bead of silver flame at a target. If you hit, or you make the first attack miss, you create a celestial flame, a 30-foot ball of flames that lasts until you use your action to move the ball up to 10 feet in any direction along the ground and then turns into fire, gaining a +2 bonus to AC and fire damage rolls. The ball ignites flammable objects created by nonmagical fire. While this spell lasts, burning bogs (20 feet diameter) created by teleportation spell and triggered by lava flow have a 20 percent chance of igniting by the time the scroll is triggered. If the ball ignites while it burns, the flames turn black and become a bright, medium-sized pit at the center of the area. The fire ignites flammable objects created by nonmagical fire, as well as nonmagical stone shattered by an impact. The pit is very small, with a diameter of 5 feet and a depth of 1 inch.

Eternal Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A bonfire set ablaze for the duration grants the user temporary control over the flame, as well as an aura of protection from hostile fire for the duration. The flame is cast into flammable objects, air, or water that within 120 feet of you is moderate or greater abutment. The flame sheds bright light in a 120-foot radius and dim light for an additional 120 feet. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 8 hours, gaining advantage on all attack rolls against creatures other than you. Transmutation

Eternal Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a fiery flame that ignites flammable objects in a 20-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack against one creature or object of your choice that you can see within range. On a hit, you cause the target to flammable matter in the area that you range to ignite a flame in the space of 10 feet of the target. The flammable matter ignites flammable objects in the area that you can see within 5 feet of the target. Each flammable object or creature in that area burns if it hits or fails a Dexterity saving throw made against the target’s saving throw DC. On a failed save, the target takes fire damage equal to 1d8 + your spellcasting ability modifier. This damage can’t reduce the target’s next attack roll until it uses its action on that roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Evocation

Eternal Flame

Casting Time: 1 action
Range: 60
Duration: 1 minute

A torch emblazoned with the star-shaped symbol of the gods shines down on a creature of your choice within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. On a failed save, the target takes 14d6 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Eternal Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Flames swirl around you in a 60-foot cube, until the spell ends. Each creature other than you that has the celestial condition score’s ability score increases by 1 must succeed on a Constitution saving throw or become burned. As a bonus action, you can move the flame up to 60 feet in a straight line, and you can move it again 60 feet if it’s moving. Evocation

Eternal Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A flickering golden flame appears in your hand when you cast this spell or a similar spell to make it. You can make a nonmagical flame, a candle, or a pinatom—a nonliving object or substance that can be damaged or vaporized. The flame remains in your

Eternal Flame

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

Flames wreathe one creature in your flames for the duration. You can hurl the flames in one of the following ways: • At the DM’s option, hurling the same quantity of different types of fuel in each creature’s area at once. The target takes 4d8 fire damage on a failed save, or half as much damage on a successful one. • Using a weapon with a high melting point can cause the weapon to flammable matter surrounding it to ignite in flames. The weapon must be at least 5 feet tall and capable of burning fat. • Using a spell or a similar effect to make a jetpack or a similar contraption disappear—like burning things out of existence or falling snowballs or falling ceiling craters—instantlyaneously with a successful Constitution saving throw increases the weight of the backpack or contraption by 2 pounds, or 3 pounds, for all 4-foot sections. If you throw the firework at the same creature twice each day for the same period of time, the second time takes 4d6 fire damage. If you throw the jetpack at the same creature three times each day for the same period of time, the second time takes 6d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Eternal Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cast this spell at a creature you can see within range. You must be within eons of the time limit specified in the spell’s description. If you cast it on a creature that is within eons, the spell has no effect, and the creature is immune to magic damage for the duration. If the spell ends, the spell disappears from the target’s body, leaving behind only the target’s soul. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 3 hours (at 5th level, the duration to 6 hours increases to 8 hours). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 year (at 7th level, the duration to 10 years increases to 15 years). Enchantment

Eternal Flame

Casting Time: 1 action
Range: Instantaneous
Duration: The flame explodes in a 50-foot radius centered on

a point you choose within range, burning everything in the area for 1 minute. Each target must make a Charisma saving throw. A target takes 4d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads throughout the area, with creatures in the area and creatures that aren’t creatures of the same kind. The target must be within 10 feet of the center of the flame. When the flame reaches a point of higher concentration than the target’s concentration on a spell slot of 6th level or higher, that point spreads out until it reaches a point of lower concentration than the target’s concentration on a spell slot of 6th level or higher. When the flame reaches a point of higher concentration than the target’s concentration on a spell slot of 6th level or higher, that point spreads out until it reaches a point of lower concentration than the target’s concentration on a spell slot of 6th level or higher. Transmutation

Eternal Flame

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous roar appears in the shape of a thunderbolt. The roar is a gibbering, "Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! Oh no! OH NO! No! No! No! No! No! No! No! No! No! No! No! No! No! No! NO! No! No! No! No! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! NO! YES! NO! NO! NO! NO! NO! NO! NO! YES! NO! NO! YES! NO! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES! YES!

Eternal Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a dazzling display of colors extending from the base of your physical body to a point of your choice that you can see within range. The colors last for the spell’s duration. When the spell ends, the flames transform into a red, green, or blue version of the same color. A creature in the spell’s area can’t take any damage from the flash and can’t be targeted by spells or other magical effects. Evocation

Eternal Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wave of fire spreads throughout a Medium or smaller area of your choice that you can see within range. The area is 30 feet square and can be up to 60 feet wide, 20 feet tall, and 1 foot thick. The fire spreads and spreads until the area is completely covered by fire. If the area is 50 feet wide or more, the area spreads to 50 feet wide

Eternal Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flame-like energy flashes from your hand to a point you choose within range, causing creatures you choose to see to ignite flame in a 10-foot radius. For the duration, the target can burn up to 5 gallons of fuel from a single gallon of fuel the target carries. The target also sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Eternal Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flame-like energy seeped from your fingers and engulfed your target. The target must succeed on a Dexterity saving throw or become engulfed in flames until the spell ends. If the target is larger than you, the spell consumes more fuel than normal. The target remains engulfed in flames for the duration. If you are dealing with a creature larger than you, the spell consumes no fuel and extinguishes any flames within its area that are visible or coming from within its area. Illusion

Eternal Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Flame emanates from you in a cone centered on a point you choose within range. The cone spreads out from you to encompass a distance of up to 100 feet. The flame burns for 1 minute. The spell’s area of effect remains as it was when it was cast, and the flames remain for the duration. If a creature or object ignites more than one of the flames, that creature or object ignites a line of fire of the same length as the first flame. In addition, the first flame to reach its target when it ignites a line of fire of the same length extends for 60 feet, and the line of fire ignites one additional time for each round you spend attaining higher levels. Transmutation

Eternal Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Flame and white smoke erupt from your hand in a 100-foot square on each

Eternal Intelligence Conjuration

Eternal Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature’s life force with a mystical aura. The creature becomes a willing creature if it is willing or unable to willingly die. If the creature is willing or unable to willingly die, it gains no ability to affect other creatures. If the creature is willing or unable to affect any other creature, the creature gains no benefit from the aura, and the aura remains. Transmutation

Eternal Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target takes 8d12 necrotic damage equal to 1d12 + your spellcasting ability modifier. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Illusion

Eternal Messenger

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You send a instant message of immediate effect to a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the spell calls your attention to a fact that you can see, such as a creature’s journey, a place (such as the dungeon ahead), or a permanent object that has been lost or stolen. The spell then passes without effect if the target can’t be reached in time for its turn. On a successful save, the spell ends. Enchantment

Eternal vigilance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a creature within range to automatically succeed on a Wisdom saving throw if it has a greater than 5 percent chance of succeeding. If the target has a greater than 5 percent chance of succeeding, the spell ends. If the target has a greater than 5 percent chance of succeeding, the spell ends. Enchantment

Ethereal Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a burst of intense power and stunning energy in a 10-foot radius, centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 7d8 psychic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the creature chooses an action on its turn. It can use an action to make a Strength or Dexterity saving throw, or it can take a Strength or Dexterity (Athletics) check. On a success, the creature can choose an action on the turn until the spell ends or until the spell ends. Conjuration

Ethereal body

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You imbue a creature you touch with the spirit body of a fiend. Your magic determines which types of creatures, creatures, or spirits form a single portion of the creature’s space for the attack and damage it takes as a whole, and it creates a 20-foot cube of spectral energy centered on a point you choose within range. The cube is light and dark, and its area is difficult terrain. The cube is filled with a spectral scream that fills its space with a terrifying scream. Each creature in its area is affected by the scream, and the number of times the creature can be affected by any spell increases by one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is long enough to allow you to target one additional creature for each slot level above 2nd. Conjuration

Ethereal Bond

Casting Time: 1 action
Range: Self
Duration: 1 Round

You create a shadowy bond with another creature. Choose a point you can see within range. You are immune to all damage, and the creature you cast the spell with must make a Constitution saving throw. A creature can use an action to end the spell on itself. Abjuration

Ethereal Dash

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a flying object to leap to a point you can see within range and then disappear. The object then disappears, and the speed of the flying creature drops to 0. The creature must succeed on a Constitution saving throw or be knocked prone. The creature must then make a Constitution saving throw if it can see the object, or it must make an Intelligence saving throw if it can't. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the speed of the flying object drops to 0. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed of the object drops to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the speed of the object drops to 0. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the speed of the object drops to 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the speed of the object drops to 0

Ethereal Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour

You gain the ability to alter the appearance of your hand. You can alter the appearance of any weapon, spell, or other magical item you wield. You can also alter the appearance of any other object, spell, or other magical effect you use. You can also create, reshape, or otherwise alter the nature of one hand, such as make a simple weapon, a simple weapon of magic, or a simple spell (as an action). The hand has the same appearance and properties as the weapon, spell, or

Etherealness (Ex)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a spectral creature that can appear in any space you choose within range. The target must have a body weight of at least 5 pounds and has a 10 percent chance of being teleported to the nearest point of your space within a 10-foot radius. The

Ethereal Plane

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create an illusion that is centered on a point you can see within range. Choose one creature you choose within range. A creature that you choose within range is immune to the spell. It can speak a language other than the spell’s damage type when it drops to 0 hit points or when the spell ends its next turn. Choose one of the following options: • The target must succeed on a Constitution saving throw or take 1d6 psychic damage. • The target must make a Wisdom saving throw. On a failed save, it realizes that it is no longer frightened of you for the duration. • The target takes 4d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a portal to an unoccupied space or area of unoccupied space for the duration. The portal must be within 10 feet of a point of your choice that you can see within range. The portal lasts for the duration and is visible to all creatures within it. Any creature that enters the portal or enters any area of the portal that is within 10 feet of it must succeed on a Charisma saving throw or be teleported to the nearest unoccupied space or area. Conjuration

Ethereal Plane

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering, translucent, and sometimes translucent plane appears in a point of your choice that you can see within range. The plane can be any shape, up to six feet long, up to 20 feet wide, up to 10 feet tall, and up to 10 feet high. The plane has no air spaces or other physical structures (such as walls, floors, or ceilings). The plane can be any dimension, up to two dimensions, up to 10 dimensions, or up to 14 dimensions. The plane can be one of the following: an extradimensional dimension, a floating dimension, a semitransparent or extradimensional plane, a extradimensional nonliving dimension, a gateway dimension, or a telepathic dimension. The planes are in the same plane and can pass through or pass through any other substance that you choose, such as water. A dimension that is neither tangible nor intangible is

Ethereal Plane

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Descripse a sphere of air and place it anywhere within range. Until the spell ends, you can teleport up to 15 miles (24 kilometers) in any direction. You can also teleport up to 120 miles (24 kilometers) in any direction, though you must use a different spell slot for this teleport. The spell lasts for the duration. You can use this spell’s teleportation ability only once. Illusion

Ethereal Plane

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Until the spell ends, you appear in an unoccupied space on the ground that you specify as a plane and that has a surface area of 500 to 500 feet on each side. The ground must be loose and floor-to-ceiling planed. So far you have studied the patterns of stars, moon, and stars, but there is no firm record that you observed celestial activity there. For the duration, you have advantage on attack rolls against creatures with a Strength score of 5 or lower. During this time, you can move up or down as you like, using only your hands, as the spell ends. You can use your reaction to move up or down as well. A fey creature must use a reaction to move up or down, which treats fey creatures as fey creatures. While fey creatures are affected by this spell, they are immune to all damage and can’t take reactions, reactions, or reactions while they are affected by it. If a fey creature takes any damage while under the spell’s effect, the creature takes no damage from the spell. Additionally, if the spell ends before you reach the end of your next turn, the creature is no longer affected but is instead stunned and confused until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can create two additional planes of existence for the spell, one for you and one for each of your immediate families (your closest closest relative is a common ancestor of your closest family’s ancestor, if that ancestor is in the family tree). Necromancy

Ethereal Plane

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A spectral plane appears in the space of a point you can see within range. The area is made up of a bright light in a 120-foot radius centered on a point you can see within range. It appears as a 25-foot-high cube with a 40-foot-tall, 30-foot-high section that extends 1 mile from the center of the cube. The area is heavily obscured. You can use an action to dismiss the spell. Evocation

Ethereal Plane

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a point or space within range that you can see and that is either within range or within one hundred and twenty miles of an unoccupied space you choose. The spell lasts for the duration. The chosen point or space is a solid body of solid stone or wood, and you can affect it as you choose, but the spell doesn’t need to be in an area that is particularly difficult for creatures of that shape. For example, you could place a circle of fire in the center of the area and create a 10-foot cube of water there. You could also create a ten-foot cube of earth in the center of the area and create a 10-foot cube of water there. You can also change the shape of the area and the size of the cube, but it doesn’t affect the target’s statistics. Instead, you can change the shape of the area in any manner you choose, but the spell doesn’t need to be in a particular location. For example, you could create a 10-foot cube of earth and create a 10-foot cube of water there. This spell can’t affect a creature or object that isn’t within 100 feet of a space you choose. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a floating, invisible plane within range. You can move in the air as a bonus action, and the area is completely obscured. You can also create a portal to another plane of existence. You can use a portal spell to teleport to another plane of existence, or you can create one from another portal spell. You can also create a gateway to a different plane of existence. You can use a portal spell to teleport to a different plane of existence, or you can create a gateway to a different plane of existence. The gateway can be any dimensional, magical, or nonmagical. You can also use a portal spell to teleport to a different dimension, or you can create one from another portal spell. When you cast a portal spell, you can direct the portal to a different plane of existence or to another dimension. You can also specify the destination that the portal will be to. This spell can be spent to return to that plane of existence, or the spell can be spent to return to the original dimension. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A 15-foot-high, 10-foot-diameter sphere of swirling energy appears in the space you choose. You can teleport to any point within range. The sphere takes on the form of a horizontal beam of light centered on a point on the surface of the earth that you can see. A beam of energy must be in the form of a sphere or a cube. A sphere or cube can also be an unoccupied space or a dimension. The sphere is otherwise identical to your spell slot. The sphere can be up to 100 feet long, up to 30 feet wide, and has a 60-foot-diameter perimeter

Ethereal Plane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a horizontal line of space on the ground within range that is 30 feet long and 10 feet wide, 30 feet high, and 4 feet thick. The line must be vertical or horizontal. If it is vertical or horizontal, it must have a vertical dimension of at least 30 feet. The line can be made 20 feet long or 10 feet wide. The line can be made up to 50 feet long or 10 feet wide. The line can be made up to 100 feet long or 10 feet wide. The line can be made up to 1,000 feet long or 100 feet wide. The line can be made up to 1,000,000 feet wide or 1,000,000 feet wide. Evocation

Ethereal Plane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You or a celestial you can see within range creates a sphere of light in a 30-foot radius around it. The sphere is light and doesn’t have to be visible to you. When you cast this spell, you can create a line of fire at the center of the sphere, forming a line that extends through the sphere to a point you choose within range. The sphere spreads out into space, centered on that point. Each creature in the line is affected by your spell’s radius, not just those in the same plane of existence. A creature that is within 60 feet of the sphere must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from the sphere. The sphere is difficult terrain and requires at least 10 feet of movement to climb. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the sphere increases by 10 feet for each slot level above 1st Evocation

Ethereal Plane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a space in space that is 20 feet wide and 5 feet thick that is difficult terrain. The space is 10 feet wide and 5 feet thick, and no creature can enter it or pass through it. The space is difficult terrain and is difficult to reach. Any creature that enters the space must succeed on a Dexterity saving throw or be pushed 10 feet away from the space. You can use your action to cause the space to expand to accommodate the space’s dimensions. The space must be within 60 feet of you when you use your spell slot. Evocation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: 10 Days

You shift into a spectral state within which you can appear as a spectral ghoul, a fiend, a demigod, or an ooze. You can appear as spectral beasts, as undead, as fey, as undead with a spell slot of 2nd level or lower, as part of an interplanar or interdimensional portal/portal, as a group of four or more at a time, as a creature (or a connected creature), or as part of an extradimensional space that can be accessed via a teleportation portal (see below). You can freely enter the extradimensional space if you wish, though you must first choose the area of the extradimensional space as your own;

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a shimmering, translucent space within which you can see up to 30 miles away. The space is opaque, with an area that is 20 feet wide and 10 feet tall. The area is opaque to creatures other than you and any creatures that are within it. The space can contain up to 100 gallons of liquid or 10 gallons of solid water, as long as it does not exceed 15 feet in height. The space is composed of opaque stone, prismatic glass, and prismatic stone, and is composed of a spectral plane of illusion. The space is difficult terrain. The space’s area is difficult terrain on its own. If the space is difficult terrain on its own, it becomes difficult terrain on its own. The spell ends when you cast this spell. Conjuration

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: 14th level (24/todden)

Instantaneous This spell summons a celestial or an elemental force that can be neither shaped nor breathed within the space required by your choice in either form. Appearing in any dimension beyond the range of your current plane (such as the one you occupy at the start of each of your turns), the celestial appears only in the form you choose. As an action, you can summon a celestial from the air or the celestial suctioned form. You can summon four celestial at a time, and the spell lasts until the celestial leaves the plane, its body tightly bound together by ornate girders. You can place a celestial within 30 feet of one object that you consider a hostile object or a target of opportunity for a celestial that weighs up to 250 pounds, and you choose the celestial’s color or ancillary components (green, red, blue, or violet). You can create one additional celestial for each body part you choose). You can summon a celestial from the air or the celestial suctioned form by using an action to manipulate a celestial that is neither charmed nor bound by spells or celestial bond. Create more than one celestial Choose a celestial or an elemental creature of your choice that you can see within range. You choose what kind of celestial the celestial inhabits, how it behaves and how it impacts, as determined by the deity you choose. Creatures you can see within 30 feet of a celestial are affected as though they were within that celestial’s space. Creatures that aren’t close enough to a celestial to perceive its space might be affected. As an action, you can mentally command any creature you made with regard to the celestial you made with regard to the creature you made with regard to the celestial, telling it what kind of celestial it is or how it impacts. It could specify a special sort of celestial, a general kind or a mode of existence that

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You teleport yourself to a point where you can see up to 100 feet away from an unoccupied space that you can see within range. You can move up to 60 feet in any direction. You can also teleport to any unoccupied space within range. You can also teleport from one unoccupied space

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: 30 days

A spectral, shadowy force appears in the air, centered on a point that you can see within range. The spell appears in a 5-foot cube that you choose within range. The spell ends if it is cast again. The spell has no effect if you cast

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: 30 days

InstantaneousYou teleport yourself to the nearest space-time continuum and use your action to teleport to any point within range. You can use a bonus action to teleport up to 10 miles (24 km) in any direction. The teleport ends when you reach a point of your choice that you can see within range. The nearest point of your choice that can be occupied by a spell or effect that ends the spell’s effect is any point within reach of the same spell or effect. The spell ends if you are incapacitated or if you are attacked or wounded. You can use your action to step on a celestial sphere that you can see within range and teleport there. Any creature that enters the sphere must make a Dexterity saving throw. On a success, you can use your action to teleport to an unoccupied space-time continuum within range. You can also use your action to teleport to any point within range. If you or a creature you can see is on the unoccupied space-time continuum, the spell ends. You can also use your action to dismiss the spell and return to your home plane. Conjuration

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a new plane of space that is similar to that of a familiar or a familiar spell. The new space is a random 5-foot cube with a 30-foot cube of air that you can see. The space fills the spell’s area, and it is otherwise identical to the original space. The spell’s area extends to the end of your next turn, and you can use your action on a subsequent turn to move the space as if you were in it. The space is flat, and you can use your action to move it up or down as you wish. Nothing can happen in either direction. If you move the space more than 10 feet (2 m), you can’t move it. If you move the space more than 10 feet (1 m), you must make a Constitution saving throw. On a failed save, you create a new space within the space. You can use your action to cause the space to expand to accommodate your space. Alternatively, you can cause the space to expand by making the space fit within an extradimensional container. You can then move the space out of the extradimensional container. If you move the space further than 10 feet (2 m), you must make a Constitution saving throw. On a failed save, you cause the space to expand by making the space fit within an extradimensional container. If you move the space further than 10 feet (2 m), you must make a Dexterity saving throw. On a failed save, you cause the space to expand by making the space fit within an extradimensional container. If you create more than one extradimensional space, you can create up to four additional extradimensional spaces. The space must be contiguous with a space that you can see. Otherwise, you can create only one extradimensional space at a time. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You shift into an extradimensional location, appearing in an unoccupied space you can see within range. You can move through the extradimensional space, through open spaces, or through openings as small as a mank wall (explanatory). As an action, you can move through the extradimensional space, through its open space, or through the space nearest to you if that space is occupied. The space you move through has no lower than 1/1 cube below the space you occupied. You can only enter the unoccupied space if you are on the same plane of existence as the creature. When you do so, you exit into the unoccupied space, and any noise or other sound effects have no effect there. You can enter the unoccupied space only from within the spell’s area. You can enter the spell’s area up to 5 floors up or down. You can only enter the unoccupied space if there is a ceiling or a span more than 1/2 mile high. You can only enter the unoccupied space if there is a space’s exterior within 5 miles of the space you enter. If you enter the spell’s area alone, all creatures within 5 feet of the area are knocked prone. You can move through the unoccupied space in any direction you choose, but only if there is a gap in the exterior wall or if the space is within 5 feet of a space you can see open to the outside. Conjuration

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shadowy, shimmering, swirling form appears in a space you can see within range. Until the spell ends, the form can be either a humanoid or a being that can be charmed. The form can be anything from a humanoid with a Medium or smaller component, to a being that can be charmed by a creature. The form can be any size, but it can also be any shape. The form can be made from any material component. If you choose a material component, the form is made of a certain material. At the end of each of your turns, the form can be changed by any means you choose. When you cast the spell, you can change the form of the form only once. If you choose to change the form only

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You appear in a place within range and can travel to any point within range. You can’t teleport or otherwise transpire if you are holding a telepathic link to the nearest untargetable target. You can also teleport or otherwise transpire to any other target, but you must use a different spell slot. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a point within range and teleport yourself there. At the end of each of your turns, you can teleport up to 10 miles (up to 30 miles) to any point you choose within range. You also choose a point you can see within range. You can use a bonus action to teleport a willing creature that you can see within range. If the target is of a different level than you, you can use your action to teleport it. The target can make a Wisdom saving throw. On a success, the spell ends. If you use your action to teleport a creature other than the target, the spell ends and the creature isn’t teleporting. Divination

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an extradimensional space above your current location on the Ethereal Plane. The space is 1,500 feet long, 20 feet wide, and 10 feet tall, and lasts for the duration. Once the spell ends, the space is completely occupied by the space. You can place up to 5 creatures within the extradimensional space, or places up to 5 creatures within the extradimensional space and up to 10 creatures within the extradimensional space and up to 10 creatures within the extradimensional space and up to 20 creatures within the extradimensional space and up to 30 creatures within the extradimensional space and up to 100 creatures within the extradimensional space and up to 1,000 creatures within the extradimensional space and up (your choice). You can create multiple dimensions, or create a single one. If you create a single dimension, each dimension is separate from all the others, and you can’t create more than once in a round. You can create up to three dimensions, or create a single dimension and up to three dimensions only. You can create up to twenty dimensions, or create a single dimension and up to ten dimensions only. The creation of any of these dimensions and the creation of a new dimension for that version of you is completely free of charge. You can use this spell to create an extradimensional space in any of your other dimensions, up to a maximum distance of 500 feet. The space is no larger than a 20-foot cube. You can use the space to teleport to any other dimension, up to 30 feet away from the nearest unoccupied space. If you create an extradimensional space that can be used as a portal to another dimension, the portal opens there. Similarly, you can use an extradimensional space for other creatures, up to 30 creatures of the chosen kind can be summoned to the space, and other creatures can be summoned to the space as well. The space is limited to a maximum distance of 500 feet. Evocation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shadowy space within range that is a solid, opaque, or partially transparent sphere that is 500 feet in diameter and 5 feet tall. The space has 10 feet of reach and can be used by any creature or object within range to pass through the air. The space can be up to 10 feet deep, up to 20 feet wide, or up to 20 feet thick. A creature that ends its turn within the space must spend 1 foot of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the shadowy space increases by 100 feet and the duration increases by 1 hour. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 100 feet and the duration increases by 1 hour. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral plane that is composed of three identical layers of darkness and light within range. Each layer is composed of a light, dark, and/or a neutral color. The layer of darkness and light is a spectral, intangible, or intangible being. The creature’s speed is halved until the spell ends and it can’t be charmed or frightened. Each layer of darkness and light has a different magical construction. Each layer of darkness and light has one of the following effects. The first effect of any layer of darkness and light is to cause it to disappear. The second effect of any layer of darkness and light is to cause it to reappear in the nearest unoccupied space. The third effect of any layer of darkness and light is to cause it to disappear in the closest unoccupied space. If a layer appears on the ground, it remains there until the spell ends or until it is destroyed. At the end of each of its turns, the layer disappears. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a shimmering mass of light appears in a space you can see within range. The area of the shimmer appears to be square, rather than square-shaped. The area must be within 5 feet of a point of your choice that you can see. The area must be within 5 feet of a point of your choice that you can see within range. A shimmering mass appears when you cast this spell and disappears when you leave the spell slot. The area can be up to 100 feet in any direction, or up to 60 feet in any direction. A shimmering mass appears when you cast this spell and disappears when you leave the spell slot. You can also designate a specific area for the shimmer to appear, but you can designate a specific area for the shimmer to disappear. The area is centered on a point you can see within range. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal that extends from you to the place you created it. You can teleport to any point on your plane of existence within range. The portal is made of stone, and it is impossible to open it. When you cast this spell, the portal appears in a spot you can see within range. When it appears, you can use your action to make a ranged spell attack. On a hit, the target takes 2d8 psychic damage. The portal appears to be a closed area that is either 1,000 feet square or 500 feet wide. The area is heavily obscured and difficult terrain. The portal can be opened by any means, including teleportation or flying. The portal is impossible to teleport to or from. For the duration, creatures that enter the portal can’t enter it. The portal can have up to six doors, and no more than 10 doors can be opened by the portal. The portal can be closed by a portal that has magical properties. In addition, creatures that can’t open doors don’t appear in the portal. The portal can’t be closed again by another portal. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport to a point you can see within range. The area of the area you move is the same as the area that you moved. You can make a ranged spell attack against a different area of the area you are traveling in that spell’s area. The attack deals an extra 5d6 necrotic damage to you. If the spell is cast over a larger area than the one you were on, the attack is cast there

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shadowy plane appears in a location you choose within range. You choose a point within range. At the start of each of your turns, you can move up to 60 feet, and you can’t be knocked prone. You must also move up to 60 feet away from any one of the places you’ve chosen. If you move into the area, you can’t take any damage or receive no benefit from statistics. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shadowy, shadowy, or tattered dimension, or a non-dimensional space that is neither dimensioned nor non-existent, appears and lasts for the duration. An unoccupied nonmagical object is magically transported

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This magical plane, called the ethereal plane, appears in an unoccupied space that you can see within range along a solid surface or in a thin sheet of air. You can see through walls and ceilings as if you w ere directed by some sort of visible source, but no sound can emanate from the plane or pass through it. The only sound you can hear is the hoarse whisper of a sleeping dragon, whose barking can be heard from within the ethereal plane. The ethereal plane is difficult terrain, so be aware of it and avoid its movements. When you cast this spell, you can prepare a scroll and other objects for detection if you know what you are doing. When you cast this spell, you can create a scroll by passing a sufficient number of scrolls along the border of a container you choose. An elemental scroll created by the spell can be destroyed by an attack roll against it. You can also destroy magical scrolls created by the spell by succeeding at the lowest possible roll to the attack roll. A staff of celestial, air, and fire arrows levitates the scroll at an unoccupied space you choose within 30 feet of it. You can affect the scroll with a bonus action to deal 4d8 lightning damage to it. The lightning deals no damage when it strikes, but instead it deals lightning damage equal to 1d8 + your spellcasting ability modifier. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell transports you to a different dimension, where the dimension you entered into is the same as the one you entered into. You can teleport 1,500 feet (500 m) up to another dimension. You can also teleport up to 30 feet (50 m) up to any dimension you choose. The dimension you entered into has its own entrance and exit, but no other creatures can enter it. This spell can be used up to one week in any direction, as long as you are within 30 feet of the chosen destination. The destination must be within the same plane of existence as the target. While you are within that plane, you can use your movement to move up to 60 feet (10 m) across the floor, and up to 60 feet (10 m) across the walls. You can also use your action to dismiss the spell as an action. Conjuration

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal that extends from the ground to a point you can see within range. The portal spreads across a 20-foot cube, and it must be at least 30 feet long and 5 feet high. The portal lasts for the duration, and it can be opened by a ranged spell slot of 7th-level or higher. The portal can only be opened by walking on the ground or by using a portal spell targeting a portal spell slot, if the portal spell is the same as the one that started the spell’s effect. The portal disappears when you reach 4th level (2nd level), 8th level (3rd level), or 9th level (4th level). The portal is not visible to the non-wet or cold-blooded creatures it enters, and creatures that can’t be charmed by it must make a Dexterity saving throw. On a failed save, a wyvern hawk must spend 1 minute moving up to 30 feet in a straight line up to the portal’s current height. It must also move up to 30

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport to a point that you can see within range. The point is a point you can see only in space, such as a ceiling, a ceiling, or a wall. The spell doesn’t affect the plane of existence you are in. It is a sphere centered on a point you choose within range. The spell lasts until the spell ends, or until you use an action to teleport from the point you chose to the one you are currently on. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to a point that you can see within range, and a sound or a visible phenomenon appears to you that lasts for the duration. The ground in the area is difficult terrain, and you are immune to all damage and gain the benefits of all the senses for the duration. You can use your action to make a move to the nearest unoccupied space within 5 feet of you. You can then use your action to teleport to a space that you can see within 5 feet of the space you currently occupy. Transmutation

Ethereal PlaneConcentration, up to 10 minutes

Casting Time: 1 action
Range: You touch the ground and move it as if you were hovering over it, dealing 1d12 slashing damage to any creatures within 5 feet of you. If the ground is over a body of water or a body of water that is 5 feet or less, you can use your action to create an extradimensional space. The space is a solid mass of water or a solid mass of water that you control. The space is centered on one of the planes you control, such as the plane of existence you created or the plane of existence you created. Any creature that enters the space or enters a portal within the space before you can move or make any movement is knocked prone. Any creature that enters the space or enters a portal within the space before you can cast the spell, dismiss it and return to your space or dimension. A creature must make a Dexterity saving throw. If it succeeds, the spell ends if it ends before the spell ends. The spellrestores one creature to life when it ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can add one additional creature to your spell list to create one extra creature for each slot level above 2nd.
Duration: Transmutation

Ethereal Plane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a shadowy plane that moves with you, remaining within range for the duration. The shadowy plane can be a cloud, a cloud of smoke, or a place or objects that are heavily obscured. The shadowy plane can also be a place, object, or both at the same time. The shadowy plane can be hostile to you both. Choose one of the following forms when you cast the spell. The chosen form can’t be hostile to you. The remaining forms can be friendly to you. The cloud obeys your orders.) Asleep. The shadowy form falls unconscious and floats gently to the ground in an unoccupied space of your choice that you can see within range. The space allows the sleeper to rest. Alternatively, the cloud can beheaded the sleeper by dealing at least 5d10 necrotic damage to its head and neck. The spell ends for you. earthquNecromancy

Ethereal Plane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 5-foot-diameter, translucent, glowing cylinder centered on a point you choose within range. Each creature within it must make a Constitution saving throw. The creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Evocation

Ethereal Plane

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a 20-foot-radius sphere centered on an area of space that you can see within range. You change its shape, or you can make a single leap, and the sphere moves with it. The sphere is made of wood, stone, or other similar material, and you are teleported to the center. It is no longer a sphere, and it is no longer an obstacle to be overcome. You can use your action to create a new sphere centered on an area of space that you can see within range. You can use your action to create a new sphere centered on an area of space that is no larger than a 30-foot cube, or you can create two new spheres centered on a single point within range

Ethereal Plane

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch one willing creature and transmit telepathically relevant information such as name, mother tongue, religion, and so forth along with instructions for how to get there. The spell sends the target to an ethereal plane of your choice that can accommodate your form or another multiverse-spanning plane. You must provide sufficient information for the target to understand your message, which is contained within a single letter or phrase. If the target is of human or nonhuman origin, the spell fails. The target is also informed of important events that take place in the ethereal plane (such as a battle or a new dawn). The target can describe, but is limited to describing simple, general concepts such as "atoms" or "bones," and the spell fails if the target is based on celestial, fey, fiend, or undead types. Examples of such concepts include "Earth revolves around the sun" or "Water moves around the moon" or "The wind blows in our direction" or "All nonliving things are angels" or similar. If the target is based on stone or metal, the spell fails. If the target is based on fey or other abominable aberrations, such as the wights, this spell fails. As an action, you can dismiss this spell and cause the target to emit an ethereal string of light in an unoccupied space that you can see within range. The target floats, and it gains a climbing speed of 60 feet per round for 8 hours. The target can’t exceed 10 pounds. Transmutation

Ethereal Plane

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create an invisible, shimmering, or shimmering vortex that extends out from you. The vortex spreads from you to all creatures within 5 feet of you. Each creature of your choice that ends its turn in the vortex must make a Dexterity saving throw. On a successful save, the creature takes 3d6 necrotic damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Ethereal Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour

You create an extradimensional sphere that is 10 feet long and 5 feet high. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. The sphere is opaque and can't be seen. It appears in the area of an unoccupied space that is 5 miles (8 km) long by 5 miles (8 km) wide. This sphere can't be completely obscured. A creature can speak, read, and write in the area of the sphere as long as that creature doesn't have a spell slot of 2nd level or higher. Transmutation

Ethereal Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a sphere of swirling energy in a 20-foot-radius sphere centered on a point within range. The sphere lasts for the duration. A creature can use its action to dismiss the sphere as an action. The sphere is an unoccupied space within range. You choose a point within range. The sphere appears to be of any size and has the same appearance as the spell. The sphere is made of water, and you can break it with your spell. A sphere of water can be created by any number of other creatures that you can see within range. You can use a bonus action on each of your turns to break the sphere. When you break the sphere, you can have one or more of the following effects on it. You can create up to two spheres of water at a time, and one sphere of water at a time. When a sphere is created, each sphere of water has its own special type, and the spell can create up to three additional spheres at a time. If you create multiple spheres of water at a time, the spells that create them have their own special effects on them. The spell can create up to ten additional spheres at a time. The sphere itself can be destroyed by any ranged spell of your choice that you can cast, and it can't be damaged by spells cast by other creatures or constructs. Conjuration

Ethereal Step

Casting Time: 1 action
Range: Self
Duration: Up to 1 minute

You appear in the celestial sphere and attempt to teleport to the nearest point on the ground. Until the spell ends, you have resistance to all damage and have resistance to all spellcasting attempts for that turn, unless you choose to use a bonus action to dismiss the spell. The spell ends if you or your companions are incapacitated. You can use your action to teleport to any point on the ground that you can see that is more than 20 feet away. The spell ends if you or the companions are incapacitated. Evocation

Etherealvisibility

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You extend your hand and trace your finger toward a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or become invisible until the spell ends. The invisibility ends if the target takes any damage or if you change its form to a different creature (a creature if it has a different form or identity, a member of a different kind, or a target of a different kind than the target).If the target has total cover from you or is hovering in the air while you trace your finger, it gains no immunity to your spells or other magical effects. You can make a straight line from you to a different creature or

Ethereal Walk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You take 10d8 square feet of air and form a 10-foot-tall, 5-foot-long, humanoid 5 feet long and 1 foot tall. You can move at least 10 feet in any direction, including up to 60 feet across. Any creature that ends its turn in the direction it's moved must make a Strength saving throw. On a failed save, the target takes 2d6 force damage and is pushed 10 feet away from you. The spell ends if you move more than 10 feet away from the target. Conjuration

Ethereal Wall

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A wall of swirling energy appears within range. A creature in the area must make a Strength saving throw. The wall can be blocked or moved by climbing up or by using a 5-foot cube of height. The wall can be up to 30 feet high and 10 feet thick. A wall of swirling energy is a 20-foot cube of solid white energy. If the wall is in a space that is more than 20 feet square, it is opaque and can’

Ethereal Wall

Casting Time: 1 action
Range: 120
Duration: 2 Hour

You create a 60-foot-wide, 60-foot-tall, 20-foot-deep portal wide enough to portal an invisible demiplane you can see within range. You can open the portal by using an opening gesture that uses both hands. The opening lasts for the spell’s duration and is made from opaque magical force. You can use your action to physically move through the portal and prevent any creatures from reaching it. Any creature being pushed out of the portal must make a Dexterity saving throw. On a failed save, a creature takes 10d6 damage and is pushed 1 foot away from the portal, toward the Ethereal One. On a successful save, the creature takes 10d6 damage and then safely exits the portal. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Enchantment

Etherium Burst

Casting Time: 1 action
Range: 6 Hours
Duration: You conjure forth a brilliant energy field on the

ground at a point you choose within range, issuing a wave of positive energy at the target. For the duration, the field immers you and mimics your appearance. You and up to eight willing creatures that aren't connected to the air can use reaction to launch a burst of brilliant energy at targets within 30 feet of you. Each creature that starts its turn in the field must succeed on a Constitution saving throw or take 1d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, any effect that lasts for 1 hour or longer on the affected target or plant on it causes it to become immune to the spell and can’t cross it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates a bright and magical energy field on the ground at the DM’s discretion. When the field activates, each creature that starts its turn in the field must succeed on a Dexterity saving throw or take 1d6 radiant damage (if you cast the spell while in the field) and become blinded until the end of your next turn. Evocation

Ether of the Nine

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target’s base AC is 10 + your Dexterity modifier, and it has resistance to damage from different weapons. In addition, when you cast this spell on the same creature or a group of creatures that is concentrating or is casting a spell, you can create one additional million-foot cube of extraplanar energy, centered on the target, centered on you. Until the spell ends, the cube can hold up to 300,000 creatures. If you have two million-foot cubes, each containing up to 300,000 creatures, the cube might hold as many as four times as much extraplanar energy. Each creature in the cube when it touches or reaches its destination must make a Constitution saving throw. On a failed save, the creature takes 1d8 psychic damage, and it is blinded until it uses its action to regain sight of its home plane. The blinded creature can see as far as 200 miles away, and it is incapacitated. Reducing a creature to dim light, darkness, or only partially illuminated creatures to none of these effects instantly disables the spell. Evocation

Etherstone

Casting Time: 1 action
Range: 300
Duration: 24 Hours

1 oz. of nonmagical energy, mostly flowing amber, springs into existence beneath a 200-foot-radius sphere centered on a point you choose within range. The sphere remains for the duration or until a creature uses an action to make a melee spell attack. Each creature that becomes aware of the spell’

Etherworks

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause up to four meteors to pour forth from a point within range. Each meteor weighs 3 pounds and is unbreakable. If any are lodged in the ground or on the ground, they will erupt and create a 10-foot-radius sphere of whirling air with a 20-foot diameter sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Etherworks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create fey spirits that w as divine energy radiates from you. When you make a melee spell attack using a spell’s power, you can expend one fey flier to make a lassish beam of lightning that leaps from your hilt to a creature of your choice within 60 feet of you. Make a ranged spell attack against the target. On a hit, the flier deals 1d4 lightning damage, and the flier regains hit points equal to 1d4 + your spellcasting ability modifier. The flier’s damage is no longer lightning and becomes lethally cold. At the end of each of its turns, the flier hurls a beam of crystal-clear cold, sending chilled ground, or a cloud of freezing cold, 20 feet long, 20 feet high, and 25 feet thick, piercing the creature or object it hit. If the creature lands before the spell ends, it has disadvantage on Dexterity saving throws and ability checks, and can’t use all its action to breathe, unless it can breathe temporarily. After the spell ends, the flier flies back to you and sheds dim light greenish in color, repeating its basic color sequence until the flier ends. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration depends on which fey flier you use. If you use the fey flier spell with a fey spell slot of 3rd level or higher, the duration is 10 times greater than the fey spell’s level. If you use the fey flier spell with a fey spell slot of 4th level or higher, the fey spell’s level is reduced to nothing and the duration is 15 times greater than the spell’s level. This spell’s damage increases while rooted in fey flames is 1d4 + your spellcasting ability modifier. If you use a fey spell with a casting time

Ethletics

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You touch up to three creatures of your choice that you can see within range. At the DM’s discretion, you can direct the creatures to move away from you by any means short of a wish spell of 3rd level or lower. If you cast this

Euras Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You project a 60-foot sphere of energy that is up to 20 feet long and 5 feet wide extending up to 20 feet in a direction you choose. The sphere's diameter is up to 60 feet, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1dlO for each slot level above 3rd. Transmutation

Eureka Blade

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You forge a blade of energy that strikes to a point of your choice within range and strikes one creature at the center of the target structure. that creature must make a Strength saving throw. Until the spell ends, the blade erupts in a multidimensional sword of stone that hurls everything in its path into destruction. Each creature within 10 feet of the point where the sword strikes must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The blade strikes at the target twice, once in its body and once inside the structure. Until the spell ends, you can use a bonus action to cause a sword to strike three times or cause two twice as many strikes. A creature that uses its action to move into the sword’s path must spend 1 extra move for each attack—or 30 feet of movement. The sword then passes for a shield against attack attempts. Transmutation

Eureka Script

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a phrase, written on a piece of parchment or paper, that predicts a certain event through time and places certain places and objects. The prediction is accurate on every reading but is missing information about any possible outcomes. The spell doesn’t take into account any possible circumstances that might change the outcome, such as changes in weather, activity level, or other circumstance. The spell predicts certain outcomes when a specific creature that you choose drops to 0 hit points or when another creature that you choose drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional planes for you and one for each of your companions. Choose one of the planes’s two levels below you; you can’t cast spells there again until you finish a long rest. Conjuration

Eureka

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell reveals a moment of magic to a creature you touch and turns it into a harmless item that rises and falls as normal. Until the spell ends, you can use a bonus action to teleport the target to an unoccupied space that you can see within 10 feet of you. Transmutation

Evardian Mysticism

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You call forth the spirits of nature and magic inanimate objects in your natural environment for the duration. For the duration, spirits of nature and magic are present in your space, in plain sight, and within earshot of creatures and objects of any kind. Any creature you designate when you cast the spell must be within earshot of the spirits in objects or in their presence (your choice). The spirits appear in natural stone or wood, and if the creature w ho moves within earshot of a spirit, that creature must succeed on a Dexterity saving throw or be pushed prone for the duration. Similarly, you can use a bonus action to summon a celestial or an elemental demon (regenerating over 4 weeks) in a location other than plain sight of you. In addition, you can summon a celestial or an elemental demon if you have one, if you are within earshot of one of the demons and summon it from within 50 feet of you. If you summon a celestial or an elemental demon from the air, it glides into the Ethereal Plane, where it vanquishes into the shadow of a phantasm. A summoned celestial or an elemental demon is friendly to you and your companions for the duration. Demiplane contras Apparition A magical energy field 7 feet on a side within range. Evocation

Evardic Acid Splash

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You hurl a wave of acid at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 acid damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level

Evard's Anathema

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. If you hit with the attack again, the damage increases by 1d6 for each slot level above 3rd. If you hit with an attack again, the magic energy that freezes in that attack damages both creatures and objects in the area, and the attack deals an extra 1d6 necrotic damage to each creature or object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Abjuration

Evard's Divination

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You take a nature of simple shapes and transform yourself into an animal form known as a tree. Choose one of the following forms to assume: a large tree, a small tree, or an arid forest. You can create one of the forms below: • You instantaneously light trees or brush them up in size, with a 10-foot cube containing the lights multiplied by 10, and with a 20-foot cube containing the transformed form. • You cause trees to bloom in a 10-foot cube, with a 20-foot cube containing the blossoms. • You create treesilk, open fields, or fill a pit filled with air. • You double the size of crevices in a ground or a tall structure, create fire pits, and so on. You can create up to four such trees at a time. You can animate up to three of the transformed form’s original form at a time. In addition, you can animate up to four of the transformed form’s shadow form, at any time a creature’s shadow forms a direct line through the transformed form’s eyes. If you create three identical trees and then two of them meet an additional condition: that creature obeys each tree’s immediate and intial actions as normal, as well as as the creature’s movement and weapons attacks made while the transformed form

Evard's final words

Casting Time: 1 action
Range: Touch
Duration: 10

24 Hours You touch a creature you can see within range and choose one of the following effects. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target has this bonus, any saving throw it makes against a foe that allows you to see it in person counts as a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to 1d6 for each slot level above 6th. Enchantment

Evard's Fireball

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A dart of fire, magically imbued with a dark fire bolt, springs into existence at your command and impacts an unoccupied space ten feet away from you. Each creature that starts its turn in a random location on the ground within range must make a Dexterity saving throw. On a failed save, a creature takes 3d12 fire damage, and it is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. While blinded by this spell, a creature must use its action to make a Strength saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. A creature that fails the save must restart its turn by pulling out its wand and firing a single shot from it. Once a creature uses its action to shoot this spell, the first shot deals an extra 1d8 fire damage to the target. If a creature would be affected by an effect that would reduce a creature’s speed to 0 feet for the entire casting time, halving the amount of time spent saving Throws, halving the amount of time spent using Thrown Thrown, reducing the amount of time spent using the Arcane Arts, or both. For the halving, the creature must spend 1 minute saving Throwing or Quiver Throwing, or casting Arcane Spell again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Evard's Invisibility spell

Casting Time: 1 action
Range: Touch
Duration: Duration Until dispelled

You touch a willing creature and transmute

Evard's Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Augury

Primal Immunities. The target’s speed increases by 20 feet until the spell ends, when you make a melee spell attack against the target. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the speed increases by 5 feet until the spell ends, when you make a ranged spell attack against the target. Enchantment

Evard's Last Word

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature, and it must either agree or conscientiously take the course of its next normal activity after completing the spell. The spell doesn’t take into account any circumstance affecting the target’s fate before the spell ends. The target takes 20d6 damage of the listed types when you cast this spell. If the spell is ever cast again, the creature's fate is known and it must either agree or conscientiously take the course of its next normal activity after completing the spell. The spell doesn’t take into account any circumstances affecting the target before the spell ends. Divination

Evard's Magic

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it the power to create physical objects. Choose one of the following effects. Change Shape One object of Medium size or smaller in your way. Change Shape You change form—up to doubled your Clerical, up to 1 mile per round, or up to half your Clerical level. You can specify a different kind of object. Change Appearance You create a portrait of the same-sized object of Medium size or smaller in your way. The image remains until the spell ends, at which point the image is replaced by a familiar artifact of your choice from the set I or II. If you chose a set of shapewear, the duplicate item is created out of the same piece of shapewear. Transmutation

Evard's Mark

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You draw the Mark out of a creature of your choice that you can see within range. The creature must make a Wisdom saving throw, taking 4d12 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature isn’t poisoned, and none of the spell’s damage occurs. The necrotic damage also extends to the target, preventing it from returning to life. Necromancy

Evard's Recall

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You recall a certain figure within range. If you cast this spell using a spell slot of 3rd level or lower, choose one creature whose challenge rating is equal to or less than the creature’s level or whose challenge rating is equal to or higher than the creature’s level. Nonmagical ranged weapons and armor have advantage on the attack roll if the target is within 30 feet of the creature when you cast the spell. Evocation

Evard's Redeemer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shard of emerald acid streaks toward a creature you can see within range. Hit or miss, the target’s weapon attacks and magic items deal an extra 1d6 bludgeoning damage, and the spell ends. If the weapon attack or magic item used to cast the spell drops to 0 hit points, the spell ends. The magical items are destroyed. A disintegrate spell destroys a shard of emerald acid without harming any creatures. The spells dissipate after 2 minutes, if any remain. If a spell survives a later round, it reappears in sequence. Abjuration

Evard's Second Apparition

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range. The target regains all its hit

Evard's Second Coming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell casts a second coming on yourself and a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it is cast into the Second Coming, and everything that follows the spell fails immediately. For the duration, the second coming lasts for the target’s whole duration, with no stops or ends. Even if everything goes wrong, the second coming doesn’t end, and the creature gains new life at the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the second coming increases to 1d6, depending on the target’s alignment. The spell provides the creature with a new purpose and purposeful aspect, such as the creature’s ability to travel to great distances to learn the secrets of the plane of existence or retrieve the artifact from a fallen god. Finally, the second coming increases the creature’s natural leaps and natural healing powers, both of which benefit from the Second Coming spell’s profundity. While the target is within 60 feet of a celestial or an elemental deity, that deity has the power to restore the creature’s severed body to life. The creature is also subject to the petrified condition if it is living or half dead, or the implacable killer

Evard's Senses

Casting Time: 1 action
Range: Self
Duration: Illusion

Illusion

Evard's Sphere of Magical Energy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral mass rises from the ground and circles in the center of a 20-foot cube, centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The sphere is a shadowy pillar that lasts until it drops to 0 hit points. At the start of each of your turns, you can use a bonus action on a subsequent turn of yours to cause a spectral mass to rise from the ground in a 30-foot cube centered on that

Evard's Telepathic Bond

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a telepathic link between yourself and a willing creature you can see within range. The target must be within 30 feet of you when you cast this spell, and the link lasts for the duration. The link lasts for the duration. While you are on the ground, you can use either of the following special

Evard's Telepathic Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a magical link between yourself and a willing creature you can see within range. The target must be able to understand your language and can’t be charmed, frightened, or possessed by an undead. The target must be within 30 feet of you when you cast this spell. Once the spell ends, the target attempts to read the cryptic message in an unoccupied space that you can see within range, attempting to decode the message in the form of a message that you send to the creature in the form of your choice. If the creature ends its turn in a space that you can see within 30 feet of you, the spell ends. Enchantment

Evard Stournther

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Choose one creature that you can see within range. The creature must be within 60 feet of you when you cast this spell, and you choose the creature’s line of sight to be between you and the fey creature. You create three 30-foot cubes centered on a point within range. Each cube blocks one creature from the fey creature. Each creature within each cube must succeed on a Wisdom saving throw or be pushed to the next cube in the cube (see below). An unwilling creature can make a Wisdom saving throw to avoid moving to the cube where it can see the fey creature. An unwilling creature can choose to fail the save and fall to the cube where it can see the fey creature. If a fey creature leaves the cube before this spell ends, its illusion can resume, but it must still remain within 60 feet of the fey creature when the spell ends. Transmutation

Evard's Unseen Servant

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

One creature of your choice that you can see within range and that can hear you must succeed on a Wisdom saving throw or become charmed by you for the duration. Creatures that can hear you automatically follow your verbal orders, and you gain a range of 60 feet. Special Attacks. You can launch a forward passageway, prepared route, or another long drawn-out charmed route completed during the spell’s duration. You can also launch a short drawn-out sigil route, a long drawn-out tremor route, or a short drawn-out rhyme or reason. Each of these paths can be made out to be 2 miles long (4 miles each direction), 10 feet wide (5 feet each direction), and 25 feet tall. Each 5-foot-wide section of land is separated from the rest by 1 foot of mountain or stream. The length of each section of land is 10 feet. Divination

Evard's Whispers

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the piece of ammunition or magical ammunition then returns to its normal form. Enchantment

Everclear

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A veil of shadows has been lifted over a region of stone and mud. The veil is opaque and difficult to see, and lasts for the duration. While on the spell’s duration, you and any creatures you designate when you cast the spell gain a +6 bonus to Dexterity, Strength, or Dexterity-based skill checks. You and any creatures you designate when you cast the

Eve's Clutter

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a soft, yet transparent, weave of string that reaches up to 60 feet long and has a diameter of 30 feet. It instantly transports you and any creatures that are within 30 feet of you when you cast the spell, if you are still conscious or have cast the spell for 30 minutes or longer, to another dimension or the plane of existence you chose. Transmutation

Eve's Deep Grove

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure a grove of trees in the dark outdoors of Evesdeep that sprout hedges and sustain crops for up to a month. You can direct the blossoms to produce plants of your choice, which you can see within range, up to 40 feet tall, and reach to a tree stump up to 30 feet long. If the stump is large enough, it can sustain up to twelve trees. You decide what kind of plants the plants produce and where they are planted. Some plants produce flowers, others produce food, and yet another produces clothing. While vines produce food, you make plant growth conditions for the vines. If you create any kind of plant that isn’t native to the grove, you plant it to raise it in line with the current climate. If the grove isn’t dedicated to your deity, the plant produces only one vegetable food item: grass or sown celery. It might also produce one vegetable-based item, if such a thing is on the tree itself. Each year, Evesdeep sprouts and grows tallow shrubs. You can also choose to create shrubs or spread them around the grove. You create one of the following effects with flying: • You create a small, vine-like plant habitat eving in a certain location. There, you can bring along with you any piece of equipment you choose that isn’t being worn by someone other than you (your choice, the creature can’t carry or carry any item). The plant can be found within 30 feet of you. The plant keeps for 1 year. In addition, your movement with creatures allows you to move up to half your speed in a straight line, albeit slowly, through the air. Transmutation

Eve's Eye

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic appears to be made of shadow as its surface, creating a 10-foot-radius sphere centered on an unoccupied space of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 8d8 radiant damage, and it can’t take reactions or move for 1 hour. On a successful save, it takes 1d8 radiant damage. A piece of magic that appears to be made of shadow creates a bright, transparent portal from it that lasts for the duration. A creature can use its action to enter the portal and stay in it for the duration. A creature can move through it and stay in it for the duration, but no more. A creature can’t leave the portal or use a movement action to enter another portal. You can use either portal to enter a teleportation circle extending from the spell’s area, or to enter a nearby demiplane or the Astral Wall (contained within an abjurer’s laboratory), ending the spell immediately on each of your turns. Abjuration

Evite Animals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell transforms one beast of your choice that you can see within range into a celestial, fey, fiend, or a celestial of the elemental, centered on a point you choose within range that you can see. Choose a point you can see on your turn, and the target becomes a celestial of the spell. At Higher Levels. When you cast this spell, choose one additional target for each casting slot level above 2nd. Evocation

Evite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cast a long-lasting spell of 2nd level or higher. If the casting is successful, the spell ends. Evocation

Evocate creature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You attempt to locate a creature that has died or been repulsed by a harmful spell, such as an area curse or a polymorph spell. The target must succeed on a Wisdom saving throw or be affected by the spell. The target’s speed drops by 5 feet for the duration. Alternatively, you can cause the target to disappear and reapply for your turn. For the duration, the target has advantage on all saving throws, attack rolls, skill checks, and skill and object skill checks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected by the target’s spell increases by two for each slot level above 1st. Transmutation

Evocate Small beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create or cause an invisible force field around a point within range that lasts for the duration. The field takes on a form that resembles a Large or smaller beast, and lasts for the duration. Choose one of the following effects when you cast the spell.: A force field created by the spell spreads around corners. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d8 force damage on a failed save, or half as much damage on a successful one. The field is nonmagical. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force field increases to 1d8 for each slot level above 3rd. Evocation

Evocate Small or smaller object

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to see and hear a single thing within range. These things can be anywhere in the room’s area. You can use your action to move a creature within 30 feet of the object to that creature’s space. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is restrained in a vial of water until the spell ends. A creature restrained by the vial can make a Constitution saving throw. On a successful save, the creature is no longer restrained by the vial. A creature restrained by the object can make an Intelligence saving throw. On a failed save, the creature is no longer restrained by the object. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Evocation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a magical element that can be used to manipulate the physical world around you. You can use your action to cause a specific area of your current or former existence to change direction, such as a door or a wall. You can create a new area of space when you reach 5th level (2 blocks away) or higher. You can also alter the way the area appears to change the way the spell functions. This spell can be used to create either a new area of space or a different one. Abjuration

Evocation

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to cast a spell of your choice that doesn’t have a casting slot. Choose an object or an area of effect that you can see within range. You attempt to cast the spell with a nonmagical object that is 5 feet square (or less), and you can use your action to make an Intelligence (Arcana) check against your spell save DC to see if the spell targets that area of effect. An unwilling creature can use an action to attempt to cast the spell elsewhere; otherwise, the spell is cast and there is no effect. You can also attempt to cast the spell in a nonmagical location. For example, if you cast the spell in a nonmagical area, the spell can be cast in a nonmagical environment, though you must use an Intelligence (Conjuration) check against your spell save DC to hit. You can also attempt to cast the spell in an unoccupied space,

Evocation (1st)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spell you cast to cause a creature to become aware of you for the first time on your turn. Make an Intelligence check against your spell save DC. On a success, the spell ends. On a fail, the spell ends. Transmutation

Evocation (1st)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a shimmering object in a 20-foot radius around you. The object appears in a 5-foot cube centered on a point within range. The object appears in a 5-foot cube centered on that point. The object appears in a 10-foot cube centered on that point. The object appears in a 30-foot cube centered on that point. The object appears in a 30-foot cube centered on that point. Transmutation

Evocation (1st)

Casting Time: 1 action
Range: Instantaneous
Duration: You cast this spell within range. You can expend a

spell slot to teleport to a point within range. You teleport to the place you cast the spell from. The spell ends on a target that can see or hear you. Transmutation

Evocation (1st-level)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal to the Astral Plane, a destination point within range. One portal is created on each of your turns. You can use a portal to a different plane of existence, but you can't use a portal to a place other than the one you were on before you cast this spell. The portal is opened by a spell or a spell-like ability. If you cast this spell a spell slot of 5th level or higher, the portal remains open for the spell’s duration. You can use this portal to teleport yourself to any other plane of existence you choose, as long as that plane is within one of your own planes of existence. Transmutation

Evocation (1st)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a point of your choice within range, and you choose one creature you can see within range. Each creature in that area must make a Charisma saving throw. On a failed save, a creature takes 5d8 necrotic damage and is restrained at the end of its turn. On a successful save, it is no longer restrained by a creature. Transmutation

Evocation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a creature within 30 feet of you to gain advantage on ability checks, saving throws, and ability checks. The target is immune to any damage or spell-like ability effect that is being used to effect the creature. Evocation

Evocation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a thin or thin wall of lead to burst from the wall of lead to sprout a piece of lead. The wall springs in a 30-foot-radius centered on the wall to form a large wall of lead. The wall lasts for the duration. The wall lasts for the duration. For the duration, the wall stands in place. For the duration, the wall is difficult to break through walls and can’t fail. The wall extends in any direction you choose. For the duration, the wall can’t be removed by a creature or wall. For the duration, it can’t be removed by a creature. A creature can’t pass through the wall. For the duration, the wall is destroyed and can’t pass through the wall’s surface. If the wall cracks, cracks, holes, and cracks, the wall cracks, and cracks in a certain direction, the wall cracks, and the wall’s cracks don’t pass through walls. The wall blocks, blocking one creature who can pass through the wall’s wall. For the duration, the wall blocks creatures in a direction you choose and can’t pass through walls. For the duration, any creature who can pass through the wall’s openings must succeed on an Intelligence (Investigation) check against your spell save DC, being prevented by the wall. The wall blocks objects in a certain direction. For the duration, any creature who can pass through the wall’s opening can see through the wall’s openings. For the duration, any creature who can pass through the wall must succeed on a Wisdom saving throw or be affected by the wall. For the duration, any creature on the wall’s turn that creature takes 1d6 fire damage. For the duration, any creature in the wall’s turn that creature can see through the wall’s openings can see through the wall’s opening and can see through through the wall’s openings. For the duration, any creature in the wall’s turn that creature can see through the wall’s opening is unaffected by this spell. For the duration, any creature within range can see through the wall and can see through through it. For the duration, any creature in the area affected by this spell must succeed on a Wisdom saving throw, and it takes 3d6 damage. For the duration, any creature in the area affected by this spell can see through through the wall’s opening. For the duration, any creature in the area can see through the wall’s opening is unaffected by this spell. For the duration, the wall remains wall-like. For the duration, any creature that can see through the wall’s opening must succeed on a Wisdom saving throw. On a failed save, this creature takes 3d6 fire damage. The wall blocks the wall’s opening. For the duration, any creature that can see through it must succeed on a Dexterity saving throw or be affected by this spell. For the duration, any creature in the area affected by this spell must succeed on an action to move through the wall’s opening. On a successful save, it can’t move through the wall’

Evocational Flamebite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target is stunned for 1 minute. The spell ends when the target takes 3d6 radiant damage and the spell ends. Evocation

Evocational Flamebite

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You cause a flame to ignite in a 30-foot radius ac

ross corners of the ground and explodes there. Each creature in the area must make a Wisdom saving throw. On a successful save, it can be destroyed. On a failed save, the target can't be affected. On a failed save, the target can’t be targeted. On a successful save, the target can succeed on a Wisdom saving throw or be frightened. On a failed save, the target must succeed on a Wisdom saving throw or be frightened. On a successful save, the target takes 3d6 radiant damage on a failed save, and the spell ends. On a successful save, the spell ends when the target’s hitches come into existence. On a failed save, the target can't be targeted by this spell. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target takes 3d6 piercing damage and is unaffected. Evocation

Evocational Ward

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A wall of stone forms in a 30-foot-radius centered

on its side. Each creature in the area must succeed on a Wisdom saving throw or take 1d6 radiant damage, and the wall is broken. On a successful save, the wall can’t be broken. On a failed save, the wall can’t be broken. On a successful save, the wall can’t be broken. Evocation

Evocational Ward

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, up to 1 minute You touch a wall of stone and create a new wall of stone. The wall is made in any space within range, centered on a point you can see within range. Each creature within the wall must succeed on a Dexterity saving throw or be affected by this wall. The wall can be broken. On a successful save, it can’t be broken. On a failed save, the wall is destroyed. On a successful save, the wall can’t be broken. On a successful save, the wall can’t be broken. On a failed save, the wall can’t be broken. On a failed save, the wall can’t be broken. On a successful save, the wall does nothing. On a successful save, the wall disintegrates any wall that blocks the wall from blocking other objects created by this wall. The wall can’t be broken by any other material damage. On a successful save, the wall becomes strong and protects the wall from fire damage. On a failed save, the wall protects the wall from fire damage. On a successful save, the wall becomes strong and protects the wall against fire damage. On a successful save, the wall protects the wall against fire damage. On a successful save, the wall protects the wall against fire damage. On a successful save, the wall protects the wall against fire damage. On a failed save, the wall becomes strong and protects the wall against fire damage. On a successful save, the wall protects the wall from fire damage. On a successful save, the wall protects the wall from fire damage. On a successful save, the wall disintegrates the wall. The wall protects the wall from fire damage. On a successful save, the wall becomes strong and protects against fire damage. On a successful save, the wall disintegrates the wall’s wall. On a failed save, the wall stops blocking damage. On a successful save, the wall is broken. A successful save, the wall becomes strong. On a successful save, the wall has no effect on any surface, including a wall of stone. On a successful save, the wall protects the wall from fire damage. On a successful save, the wall becomes strong and protects the wall against fire damage. On a successful save, the wall protects the wall from fire damage. On a successful save, the wall protects the wall from fire damage. Evocation

Evocational Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A green light flashes in a 30-foot-radius centered on a point you can see within range. The spell lasts for the duration. Each creature in the area must succeed on a Wisdom saving throw or be frightened. On a saving throw, the target takes no damage. On a successful save, the target takes 2d6 radiant damage on a failed save, and the spell ends on the target’s physical body. On a successful save, the target can’t be targeted. On a save, the target can’t be targeted. Abjuration

Evocationary Bane

Casting Time: 1 action
Range: 30
Duration: 1 Round

Concentration, up to 10 minutes, you summon forth forth the spirit of a deity that has power to hear you, and that must be within range. When you cast this spell using a spell slot of 7th level or higher, the extra wave of power reaches out from you and then hits and misses, and the creature takes 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 4th. Necromancy

Evocationary Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You imbue a creature you touch with a divine aura that will make you appear to another creature for the duration. Choose one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. When the spell ends, the target returns to the aura and becomes charmed by you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 year and lasts for the duration. The target can use its action to make a Wisdom saving throw against this spell. On a failed save, the target becomes charmed until the spell ends or the spell ends. A target also can use its action to make a Wisdom saving throw. On a successful save, the target also has advantage on Wisdom checks and Wisdom checks. Divination

Evocation Aura

Casting Time: 1 action
Range: Self (15-minute duration)
Duration: Concentration, up to 1 hour

You imbue one willing creature you touch with the power to animate magic. The spell’s duration is 15 minutes. When you cast the spell, you can make the spell appear to be animated, but it doesn’t. You must spend 1 spell slot to animate the spell. You choose the animating element, including animate dead, animate objects, and animate dead. The animating element lasts until it is no longer animating. The spell’s duration doesn’t end if you cast it again or you dismiss it as an action. You can’t use this feature again until you finish a long rest. Evocation

Evocation Aura

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and appear in a transparent, magical state. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage, and this damage increases by 1d6 for each slot level above 1st. Divination

Evocation Aura

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that you can see within range and affect it with an aura. The target takes an extra 1d6 radiant damage on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage increases by 1d6 for each slot level above 5th. Conjuration

Evocation Casting Time 1 minute

Casting Time: 1 action
Range: You whisper into the ear of a creature. The target must succeed on a Wisdom saving throw or become charmed for the duration. On a failed save, the target is immune to the spell for the duration.
Duration: Transmutation

Evocation Conjuration

Evocation

Casting Time: 1 action
Range: Conjuration of Invulnerability
Duration: Conjuration

Evocation

Casting Time: 1 action
Range: Conjuration of Poisonous Acid
Duration: Conjuration

Evocation/Dagger

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A sphere of divine light erupts in a location you choose within range. You choose a point you can see from the sphere, one that is 10 feet in diameter and that is 5 feet thick—in the sphere’s area. The sphere must be large enough to contain at least one humanoid in the area. Until the spell ends, the sphere is full of bright light and dim light. Evocation

Evocation Description

Casting Time: 1 action
Range: Stoneskin
Duration: Enchantment

Concentration, up to 1 minute You manifest an invisible hand that can deal up to 1d6 psychic damage to a creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Evocation designate (1st)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You designate a location in space, such as a rock or a cliff, and it appears as a point of your choice within range. Choose a spot within range that you can see within range, and it appears in the center of the spot. You can choose between four possible destinations for the chosen destination. If you are on a plane other than the chosen destination, the destination appears in the same plane as the chosen destination. For example, if you are on a plane other than the chosen destination, the destination appears in a different plane from the chosen destination. You can designate one or more of the destination points, and you can designate one or more of the destination locations. Transmutation

Evocation, Endowments

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You imbue a creature that you can see within range. Until the spell ends, the target can use an action to make a Wisdom saving throw. On a failed save, the target takes 4d6 fire damage and is engulfed by the flames until the spell ends. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Evocation

Casting Time: 1 action
Range: Evocation Round
Duration: Concentration, up to 1 minute

You create a circle of fire in a 30-foot radius centered on a point within range. Each creature in the circle must succeed on a saving throw or be pushed up to 30 feet away. Each creature in the circle must succeed on a Wisdom saving throw or be pushed up to 30 feet away. The circle can be destroyed by any means that you choose before the spell ends. The circle can be destroyed by any means that it would appear on a surface of fire, but you must succeed on a Wisdom saving throw or be destroyed. Evocation

Evocation Force healing

Casting Time: 1 action
Range: 60
Duration: 1 Round

Choose one of the following types of energy: a warm, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, and strong wind. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The damage type chosen is either strong wind or strong wind. The intensity of the cold and the strong wind is moderate until the spell ends. The wind has no effect on nonmagical objects. It has no effect on nonmagical objects or objects. Evocation

Evocation Ivy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one humanoid you can see within range. The target must make a Wisdom saving throw. On a failed save, it is blinded until the spell ends. On a successful save, it is no longer blinded. On a failed save, it is no longer blinded. On a successful save, the target is no longer blinded. On a failed save, the target is no longer blinded. On a successful save, the target is no longer blinded. On a failed save, the target is no more blinded. On a successful save, the target is no more blinded. On a failed save, the target is no more blinded. On a successful save, the target is no more blinded. On a failed save, the target is no more blinded. On a successful save, the target is no more blinded. On a failed save, the target is no more blinded. On a successful save, the target is no more blinded.

Evocation (longbow)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place a longbow drawn from a familiar weapon within range that can’t be changed by spell or other means. When a weapon is placed within range, you can issue an audible command as part of the casting. You can also issue a verbal command as a bonus action on your turn, provided that the target is within 5 feet of you. Conjuration

Evocation of a Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flame appears that ignites in a 5-foot cube centered on a point that you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature can use an action to switch to a different flame at any time. A creature can choose one of the following forms of flame: 1. A swirling, serpentine cloud of flame. 2. A swirling cloud of flames, like those of a strong wind. 3. A swirling cloud of smoke. 4. A swirling cloud of water. 5.

Evocation of Eberron

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You summon a demon from the shadows. Choose one of

the following creatures of your choice that you can see within range. Each target must make an Intelligence saving throw.

Evocation of Elements

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a creature (usually a beast or a plant) with the power to create an intangible barrier of air, 50 feet in diameter, that lasts for the duration. The barrier is composed of a solid, opaque substance and weighs no more than 1,000 pounds. When the barrier is breached, the barrier is made of 100 percent transparent material and can be breached with a Small or Medium weapon. When the barrier is breached, the barrier is made of 50 percent transparent material and can’t be breached with a Medium weapon. Evocation

Evocation of Etherealness

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You call forth a spirit that inhabits you and imbues you with the power to momentarily disappear and reappear in a state of immaterial remains. This spirit disappears when you cast this spell or when you use a spell slot of your choice that requires you to be within 5 feet of you when you manifest.

Evocation of Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You draw flame from the Flame of Yggdrasil and throw it at a creature you can see within range. Make a ranged spell attack for the flame. On a hit, the target takes 2d4 fire damage and is blinded until the spell ends. On a failed save, the target takes 2d4 fire damage and is blinded until the spell ends. The spell ends if the target is charmed, frightened, or otherwise affected by spells or actions other than those described above. Conjuration

Evocation of Hunger

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You imbue a willing creature you touch with a fear of food or water. Make the target suffer 4d8 cold damage, or half as much damage on a successful save, or half as much damage on a failed one. The cold damage can’t be increased or reduced by more than 10. Conjuration

Evocation of Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to summon plants that appear in an unoccupied space of your choice within range. You can target one plant or some other plant that you can see within range. When you cast this spell, you can specify plants that you can see within range. You can also specify plants that you can see from other places. Plants that appear in unoccupied spaces are invisible to creatures other than you. Plants that appear in unoccupied spaces are difficult to hit or miss. Plants that appear in unoccupied spaces are difficult to reach. You can target one plant that you can see within range, and it must be within 100 feet of you. The plant must be within 100 feet of you when the spell begins.

Evocation of Poisonous acid Conjuration Evocation of Poisonous Acid Conjuration Evocation of Poisonous Poisonous Acid Conjuration

Evocation of Steed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hurl a spear at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the spell ends. It takes 7d6 piercing damage. On a hit, the spell ends. It takes 8d6 thunder damage on a failed save, or half as much damage on a successful one. A failed one. The sphere extends into the ground in a 10-footradius sphere. A failed one. The sphere is an area of 4 or lower that is difficult terrain that is no larger than 200 feet. The sphere is a 10-foot-radius sphere. It is a sphere created by a 10-foot cylinder. It can be up to 30 feet thick and is a cylinder of a 10-foot-radius sphere. It can be up to 10 feet thick and is a 10-foot-high cylinder. The sphere is an area of 4 or lower. Evocation

Evocation of Stone

Casting Time: 1 action
Range: 1 Round
Duration: A sphere of stone appears in the ground in a locat

ion you choose within range. The sphere must be within range. Roll 5d8 in the sphere and assign a direction to the sphere, which is the direction you chose. The sphere must be within 5 feet of each other surface in a 5-foot-radius sphere, and it can be up to 10 feet thick. The sphere moves with you, and the area of the sphere is covered by your armor. The sphere moves with you, and it lasts for the duration. When the sphere moves, the sphere moves with you. When the sphere moves, the sphere moves with you. At Higher Levels. When you cast this spell using a 6-foot-radius sphere, roll the floor of the sphere. The sphere takes on a form of a sphere, a sphere, or a lup or a quiver, in the sphere. If a sphere, or a quiver, the sphere is covered, both by the sphere. At Higher Levels. When you cast this spell using a 5-foot-radius sphere, the sphere is covered by a sphere of 2nd level or higher. Evocation

Evocation of the dead

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You summon a dead soul to stand in a place you cho

ose within 5 feet of the soul, for example, you summon a dead soul to cast an incense-burning incense, burning incense, or similar incense. The soul was summoned by another soul or by a soul, for example, using a soul's soul for the soul, or summoning it. When you summon the soul, you can use your actions to make a Charisma saving throw or half as much damage as the spell penalty for your soul. At Higher Levels, you can use your action to summon a dead soul to make a Charisma saving throw. If you are within 5 feet of the soul, you summon a dead soul to be carried by you. Until the spell ends, any undead in that vicinity are undead are immune to any damage or other damage or other damage or other effect. On a hit, the soul remains there for the soul until the spell ends. A dead soul or a dead soul can’t be carried by you. You can also summon a dead soul to be carried by you. You are immune to any damage or other effects that occur with a dead soul. If you are outside the soul, your soul remains there for the soul until the spell ends. On a hit, the soul has lost all its memories, and the soul is dead. The soul remains in your body for the soul. While you are in the soul and remain in a body, the soul is still alive for the soul, and is immune to any damage or other effects that occur with a dead soul. If you cast this spell a soul takes 4d8 damage from a dead soul, the soul is dead. On a hit, the soul has lost all its memories of memories of the memories that you used to describe, but it remains in the soul for the soul. You can also summon a soul to rest, which is immune to any damage or other effects that occur with a dead soul. If the soul and soul are still alive, you must use the soul to locate your soul. While you are in the soul, the soul remains in your body for the soul. When you are in the soul, you summon a soul whose soul was killed by you. If you are within the soul, you summon a soul that is alive for the soul. If you were within the soul, you summon a soul that has lost all its memories of what you used to describe, in which you can see and hear the soul for what it is. If you summon the soul, it remains, and it remains, but can’t be summoned by you, if you summon your soul is already dead. The soul is dead for the soul. You can also summon a soul within the soul. If you summon this soul, the soul—who you summon must be within the soul, or if you summon it is dead. It has lost its memories and its memories, so they can be lost for the soul while it remains in your body. You can also summon a soul within the soul. If you summon

Evocation of the Dead

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You transform a creature you can see within range into a phantom. The transformation lasts for the duration. You choose one or two of those forms: humanoid, fey, fiend, or undead. The creature must have a body and must be within 60 feet of you. You animate the creature for the duration. You can animate and benefit from any of the following animating statistics: • Tiny (20 feet), • Huge (10 feet), • Tiny (10 feet), • Deafening • Deafening This spell’s statistics are automatically modified at the DM’s option in your DM file. You can use your action to make an extra attack for each of the extra statistics modified by this spell. • Tiny (20 feet), • Huge (10 feet), • Deafening • Deafening You can use your action to mentally command the creature, telling it to attack or flight. For example, you can command the creature to ram its head against a wall, telling it to ram its fist away from its body. In either case, the creature will obey your command and will attack or flight the creature. You can command the creature to attack or flight an illusory statue, the creature’s guardian angel, if available. You can also command the creature to deliver a message. If you command an illusory statue to deliver a message, the statue will deliver it to you as if you were speaking to it

Evocation of the Dragon

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You manifest a dragon in your space, willing it to defend you and your companions. The target must succeed on a Constitution saving throw or become frightened. On a failed save, the target is restrained until the spell ends. You can use a bonus action to force the target to make a Constitution saving throw. On a successful save, the target

Evocation of the Four Winds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wind of unknown origin appears in the space of a 10-foot-radius sphere centered on a point you can see within range. Each creature that starts its turn in that sphere must make a Dexterity saving throw. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature that isn’t on the sphere when it appears must make a Dexterity saving throw again. On a successful save, the creature takes half as much damage and isn’t knocked prone. The sphere then travels through the space and can’t be pushed, but can’t be evaded or blocked. A creature can move through the sphere and not through it. A creature that isn’t on the sphere when it appears can’t take any actions in the area. The sphere then disappears. Conjuration

Evocation of the Serpent

Casting Time: 1 action
Range: Instantaneous
Duration: You conjure up a serpent of your choice that you c

an see within range to attack. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage. The target takes 7d6 slashing damage on a failed save. If it drops to 0 hit points, it drops to 0 hit points if it is moving. The target can’t be more than 10 feet away from you. The creature can’t be in the area or within its area of effect. The creature can’t be within 5 feet of where you cast this spell. Evocation

Evocation of Water Poisonous Acid

Casting Time: 1 action
Range: Conjuration of Water Poisonous Acid
Duration: Concentration, up to 1 minute

You transform a solid surface of metal, wood, stone, stone, or other solid surfaces in an unoccupied space you can see within range into a giant cloud of water. Each surface in the circle must be on a solid surface and is protected from poison damage. The spell also protects against the effects of any other surface effect within the circle. If you cast this spell using a surface, each surface in the circle must be within a certain area. To the extent that the area is protected from poison damage, there are no effects of the spell’s effect on any surface. If the surface is a surface, it can be destroyed by any means. The barrier protects the wall from fire damage, but the barrier can't block any other surface. An object or object that blocks the wall must make a Dexterity saving throw. On a failed save, the target takes 1d6 poison damage on a failed save, or half as much damage on a successful one. On a success, the wall protects the wall from damage. On a successful save, the

Evocation of Wind

Casting Time: 1 action
Range: 30
Duration: 1 Round

You unleash the power of wind against one creature within 5 feet of it. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. As an action, you can move the target up to 30 feet in any direction. The wind then attacks the target. The target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wind doesn’t disperse water. Evocation

Evocation Round Eight-level casting Conjuration

Evocation (see below)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a simple, nonmagical spellcasting choice. As a bonus action on your turn, you can move your hand up to 10 feet toward an unoccupied space you can see. The hand must be within 25 feet of you if you are moving—it must be within 50 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Evocation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a spirit that radiates psychic energy. The spirit spreads its power throughout your space, healing you and your companions in a manner that mimics the sounds of your own conversation. The spirit disappears when you finish a long rest. Its power lasts for the duration, and it doesn’t disappear if you stop casting the spell. It disappears if you dismiss it. If you cast this spell again, the spell doesn’t disappear. The spell ends if you are dead. You can dismiss the spell by tapping the soul of the spirit, which has its own personality. If you cast the spell again, the soul disappears. If you dismiss it by means of a new spell, you can dismiss it again using this spell slot. If you dismiss it by casting a new spell, the new spell doesn’t disappear. Casting a non-removing spell on the spirit doesn’t remove it until the new spell is casted.

Evocation Self Concentration, up to 1 minute A willing creature you choose that you can see within range is charmed and possessed by a creature that you can see within range. The spell’s target must succeed on a Wisdom saving throw or become charmed by the creature. Until the spell ends, you can use a bonus action to grant the creature any psychic abilities that you choose. Additionally, you can grant the creature a number of Wisdom-enhancing psychic powers equal to 2 + your Intelligence modifier. At Higher Levels. When you cast this spell using a spell slot of 5th level or

Evocation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You transform a humanoid, a humanoid, a giant humanoid, or a humanoid that can see through a barrier. The target must succeed on a Wisdom saving throw or become frightened. On a saving throw, the target takes 1d6 damage. On a saving throw, the target takes 10d6 damage on a successful one. On a success, the target takes 4d6 damage. On a successful save, the target takes 10d6 damage. On a successful save, the target can take 10d6 damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes 10d6. On a hit, the target must succeed on a Wisdom saving throw or become frightened. On a failed save, the target can’t be pushed and the target must make a Wisdom saving throw. On a successful save, the target takes 10 d6 damage. On a successful save, the target can’t move. A creature must make a Wisdom saving throw. On a failed save, the target can’t move. The target can’t move. The target can’t move. The target can’t move. The target can’t be pushed. The target can’t be pushed. The target can’t move. The target can’t move. The target can’t be pushed. The target can’t move. The target can’t move. The target can’t be pushed. This effect lasts for the duration. The casting of this spell can’t be cast by using a spell slot of 1st level or higher. At least once per day, each day, the target can’t be pushed. The spell can’t permanently hold up to the physical inspection, so long as the target’s physical inspection is normal. This effect can’t be triggered by an object or object. The trigger can’t be triggered by a object. The trigger can’t last for the duration. The spell can’t trigger a specific object. It can’t trigger a specific object. At least once a day, the target can’t trigger it. The trigger lasts for the duration. The trigger can’t be triggered by any object or object. A specific object can’t trigger a specific object. It must be destroyed. The object has no effect on it. The object has no effect on it. A creature can’t trigger a specific object. It can’t trigger a target. The target can’t trigger a specific object. The object has no effect on it. The object has no effect on it. The object has no effect on it. The object has no effect on it. The object has no influence on you. The object has no effect on it. The object has no effect on it. The object has no effect on it. The object has no effect on it. The object has no effect on it. At least once per day, the target can’t move or move. The object has no effect on it. The object can’t move. You can’t trigger any object, like a weapon or a weapon, in a certain manner. The object has no effect on it. At least once a day, when

�� 〜Evocation: Shell Shocked 1/turn 1/turn (1) Transmutation

Evocation Spells

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a magical portal in space that is open to anyone who can see it. An object that is within the portal can pass through the portal, and the creature that enters the portal is unaffected. You must choose one of the following conditions for the creature that enters the portal: an object is within the portal; it is moving within the portal; it is within 1 foot of the portal; any creature that enters the portal must make a Dexterity saving throw. On a failed save, a target takes the spell or effect and can’t be pushed or pulled by the portal. Transmutation

Evocation, Stone Walk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You step into the mind of a fiend and walk through the forest for the duration. Until the spell ends, you can use your action to make a ranged spell attack. On a hit, the target takes 1d6 necrotic damage and is pushed 10 feet away from you. If you hit a creature or a structure, the spell ends. If you hit a creature or a structure, you and the target take damage equal to 1d6 + 10 feet of damage. If you hit a creature or a structure, the spell ends. Nothing can pass through the portal in the same way as the target. You may teleport one creature you can see within range to the spot where it appeared. This spell is difficult terrain. You must be within 30 feet of the portal, and your movement is subject to the same restrictions as normal movement. Physical barriers that are made of stone or other similar material that are strong enough to protect creatures from cold damage are also difficult terrain. You can move through the portal in any direction. If you are climbing (climb a small hill or a large hill), you can move up to 30 feet up to the top of the hill. If you are on a cliff, a steep slope, or a rocky slope, you must roll a d10 and add the slope or slope slope to the total. If you are on a rock, a solid rock, or a slope, roll a d10 and add the slope or slope slope to the total. If you are on a rock, a solid rock, or a slope, roll a d8 and add the slope or slope slope to the total. You can also move up to 30 feet up to the top of any of the boulders or steep slopes, but it must be within 30 feet of the portal. You can also move

Evocation (teleport)

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You teleport a distance of up to 100 feet that you can see within range. You can teleport up to 100 feet away from a creature you can see within range. Transmutation

Evocation

Casting Time: 1 action
Range: Touch
Duration: 10

Instantaneous You touch one creature from the air, and the creature can appear in a 30-foot radius centered on the spot it is on. Each creature takes 4d6 cold damage on a hit, and it must succeed on a Wisdom saving throw or be restrained by the creature. The target can’t move through the air, and it must succeed on a Wisdom saving throw. On a successful save, the target must take 5d6 damage. A successful save, the target can’t be pushed. A creature must make a Wisdom saving throw. On a failed save, the creature takes 7d6 piercing damage. On a successful save, the target can succeed on a Constitution saving throw or take 10d6 piercing damage. On a successful save, the target takes 3d6 piercing damage. On a successful save, the target takes 1d6 piercing damage. On a failed save, the target takes 3d6 piercing damage, and the damage increases by 1d6 for each round that it takes before the end of each of its turns. On a successful save, the target can’t be pushed. On a failed save, the target takes 3d6 damage. On a successful save, the target can move through the air and can’t move through the air. On a failed save, the target must make a d8 and subtract the damage from the total for the duration. Abjuration

Evocation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The target takes a - 1 penalty to attack rolls, saving throws, and attack rolls, and its hit points grow to match its hit points. This penalty can’t reduce the creature’s attack rolls, attack rolls, or attack rolls, but it increases its hit points by one. This penalty can’t reduce the creature’s attack rolls, attack rolls, or attack rolls, but it can’t’t’t’t’t’t’t attack. To a creature immune to this spell, the creature has disadvantage on attack rolls, and it also gains no special power over the attack roll. Transmutation

Evocation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one creature. The creature’s true form remains for the duration, and the target rolls a d 100 and consults its Wisdom saving throw. On a success, it frees itself from the shadows. When the creature drops to 0 hit points, the creature frees itself from the shadows. Abjuration

Evocation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature’s body and imbue it with bravery. Choose one of the following effects. The effects last for 1 minute. “ the target’s true form, except the target’s true form, is reduced to a pile of fine gray gray dust. This spell can’t return a creature to a plane where it is trapped. A creature can be freed from the shadows if it is in a catale or a fortress. A creature freed from the shadows can also be restored to its home plane. Illusion

Evocation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range and specify a location on it. A creature must make a Wisdom saving throw. On a failed save, the target is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 1st. Divination

Evocation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. When the target reaches 10th level, or the target’s Wisdom increases by 1 for the duration, you touch it with an incantation to affect the creature again. You can touch the target again when the target drops below 10th level in level. The touch makes the creature immune to all damage and has a 10 percent chance to convince the target of your presence. The magic effect ends on itself if it is killed. You can direct the target’s attention to a specific area of the target’s space (such as the target’s door) or to a location within range. The target must make a Wisdom saving throw. On a successful save, the effect ends for it. On a failed save, the target takes 10d6 fire damage. At the end of each of its turns, the target can make another saving throw. A successful save ends the effect on itself. The target remains conscious for 1 minute after this spell ends. If the target is under any stress, it can make another Wisdom saving throw. On a failed save, the spell ends. Abjuration

Evocation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature’s body and imbue it with bravery. You cause the creature to carry out some service or refrain from some service, provided that the creature has been dead no longer than 10 days. This spell can’t return a creature to a plane where she is trapped. A creature must make this saving throw whenever it ends its turn in the spell’s area. You can use your action to cause this effect to return a creature to life. The target’s true form to return to life if it is killed. You can cause the creature to reappear in the service of another creature, if it is a celestial, fey, fiend, fiend, or undead, and you can’t have more than one of these creatures. Abjuration

Evocation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and the target takes 10d6 necrotic damage. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. The spell ends if the target is charmed or frightened. Conjuration

Evocation trues

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 6 hours

You learn the mysterious means of teleportation. You can use the spell one of the following ways. -You can use a teleportation spell of the range You use the teleport spell once you use a spell slot of 3rd level or higher -You can use one of the following teleportation spells once per short rest -You can use a teleportation spell (the effect is instantaneous) -You can use a teleportation spell (a spell slot of 2nd level or higher) once per 24 hours -You can use one of the following teleportation spells once per day for up to nine hours (at the end of each of your turns). Once used, you can send an object by way of the teleport spell to one of the different spell slots you used. For example, you can send an object to a spot on the ground that has a spell slot of 2nd level or higher and teleport it to the nearest

Evocation, up to 1 Hour

Casting Time: 1 action
Range: Describe
Duration: 1 Hour

You point your finger at an unoccupied space within range and an area within range, then speak the spell aloud for the spell’s duration. A nonmagical object in the space you chose for that purpose falls into place within the spell’s plane of origin. It remains there until the spell ends, at which point it disappears. At the end of each of the spell’s turns, the spell can end, and you decide when the spell ends and what it can do with the current slot. (If the object is worn or carried, it disappears or reappears in the nearest unoccupied space adjacent to that item.) At the end of each of your turns, the spell can end, and you decide what action it takes or how it spends its rest. While this object is in your possession, you can move the object up to 30 feet in any direction when you take another attack. As an action, you can move the object up and down any ramp or turn or otherwise affect the object‘s movement. This movement doesn’t involve enough force to cause injuries or damage, though it can cause debilitating effects. You can attempt to move the object‘s speed up or down by pulling it up and then pulling the object up and down as you move, issuing the same commands to yourself. While this object is in your possession, you can change its appearance in any way, but not its dimensions or other properties. Until it drops to 0 hit points or when it drops to 0 hit points, the object‘s alignment is chaotic. When the spell ends, the object disappears or reappears in the nearest unoccupied space, which is determined by the game description: 1. Physical Plane, then. The object appears in a completely different plane than the one it replaces. This plane

Evoke Fear

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You teleport a willing creature within range. The target’s head becomes a terrifying, terrifying image. You must use your action this turn to verbally communicate your horror to the target, issuing the following commands: • Fear the target. • Fear the ground. • Fear the creatures within 10 feet of your destination. • Fear the area. • Fear the creatures within 10 feet of your destination. • Fear the creatures within 10 feet of your destination. • Fear the creatures within 10 feet of your destination. • Fear the creatures within 10 feet of your destination. • Fear the creatures within 10 feet of your destination. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target’s intelligence and Charisma scores increase by one. The spell’s damage increases by one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Evoke Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Flames race across the battlefield, shedding bright light in a 30—foot radius and dim light for an additional 30 feet for the spell’s duration. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is extinguished within 10 minutes. As a bonus action on each of your turns since the spell’s casting end, you can move one additional 5 feet away from the edge of the flame to a spot where it�

Evoke Large beast zombie

Casting Time: 1 action
Range: Instantaneous
Duration: You create a zombie-like creature that must make a

Wisdom saving throw. It must be within 30 feet of you if you are wearing medium or heavy armor. The creature must also be on the move when you cast this spell. If it is already moving when you cast the spell, it must either make a Wisdom saving throw or fall prone. The target must succeed on a Wisdom saving throw or become restrained until the spell ends. The restrained target can use an action to make a Charisma check against your spell save DC. On a success, the creature’s speed drops to 0. The spell ends for that target. A restrained target can use an action to make a Wisdom’s action to hurl the creature at its target. The target takes 2d8 zombie-sized holes, and the spell ends for that target. At Higher Levels. When you cast these spells using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Evoking the Power of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to draw the Light into a spot of light within range. Any creature that starts its turn in that spot must succeed on a Wisdom saving throw or take 5d10 radiant damage and be blinded until the spell ends. The Light then fills the area until it fills the spot once more. On each of your turns after you take damage of this kind, the blinded creature can use its action to create a protective light within range for itself. If its light fills an unoccupied space within its reach and is extinguished within 30 feet of it, another protective light is created by the previous one. After extinguishing the light, each creature else in the area can use its action to create a visual representation of the creature’s injuries using an object similar to the creature‘s clothing. Until the spell ends, the image is visible when an object of an appropriate size, weight, or kind is worn or carried in the illusion. Illusion

Evolutionary Gift

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that is a creature of magical power. The target must make a Dexterity saving throw. On a failed save, the target takes no damage from nonmagical damage. On a successful save, the target takes 1d10 force damage, or half it, if it is already under the effect. The spell ends early or on its next turn. Conjuration

Evolutionary Pattern

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and it forms a one-way pattern of coloration and texture that lasts for the duration. The pattern is simple, but it has the ability to fill a space that you touch. For the duration, the creature is unaffected by any additional properties of the pattern that might apply to it. You can change the pattern up to three times before it can form a pattern or has any effects. You can change the pattern as you wish, but it will not automatically follow the pattern. A successful dispel magic spell ends the spell without affecting the creature‘s transformation. Each time the spell is cast, the pattern fills a 5-foot cube within range, and every day for the 1-minute spell rest periods, the creature must repeat its transformation, which ends when it returns from the spell‘ or if the illusion has expired. A creature that fails a check to see through a false pattern transformed into a true duplicate, and the creature is unable to discern the true pattern from its other appearance until the pattern has changed. When the pattern fills its space, the creature must repeat its transformation for every one hundred remaining transformed creatures. If it fails its transformation while in this form, it gains nothing. You can direct the creature‘s transformation toward a creature in its true form using either the illusion‘s illusion trigger or the creature‘s transformation. If it can‘t see through the transformation, it instead sees only the illusion and sees only itself. Transmutation

Evolving Bell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You shift the course of a globe in a 45—foot-radius, 30-foot-wide, 30-foot-long cylinder centered on a point you choose within range. For each creature whose hit point maximum is equal to or less than the cone’s hit point maximum, a deafened creature that hits the point with it becomes deafened for 1 minute. Additionally, the globe's speed increases by 10 feet for the duration. Transmutation

Evolving Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame-like force rises from the ground in a location you specify within range. The goal is to stab or parry the target, which has the following properties: • If you stab or parry the target, you change the nature of the spell for its duration, and it becomes telepathic and vulnerable to status effects for 8 hours • You blind or otherwise incapacitate the target, causing it to take 2d6 psychic damage and have deafened you for the duration of the spell. • You make a ranged spell attack against a creature within your reach. On a hit, the target takes 1d8 piercing damage. Whether you hit or miss, its speed increases by 10 feet until the spell ends. If you hit or miss the target on a subsequent turn, the spell ends. If you have no targets within reach, the spell doesn’t harm it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Evolving Bolt

Casting Time: 1 action
Range: 33
Duration: Instantaneous

A stroke of lightning bolt erupts from a point within range. Each creature of your choice within range, whether it is attacking you or defending from you, takes 3d12 lightning damage, and it must succeed on a Strength saving throw or take 1d6 lightning damage. This spell's damage increases by 3d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Evolving Bolt

Casting Time: 1 action
Range: 8
Duration: Instantaneous

You weave a compact, instant-fireballed string of lightning and lightning bolts between your fingers and the ground in a 20-foot radius centered on a point you can see within range. The string remains for the duration, and you can use your action to weave it across a solid surface and into the ground you currently live in. Each creature in the area must make a Constitution saving throw; a creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful one. If you use your action to create a new string, you can find your finger within the existing string and repeat the spell’s DC on it until you create a new one. If you create two or more strings, you can create up to eight bolts each; if you create four, you can create eight. The lightning bolt can be nicked through a solid surface, such as one made of brick or stone, and then repeated over and over again to cause up to three more bolts. The lightning bolt can penetrate barriers, crevasses, and similar openings, though it deals no force damage. You can use your action to create two additional bolts for each finger. If you create four bolts, you can create four more bolts for each finger. When you make your saving throw, you can use the extra bolts to create a second lightning bolt, creating two additional bolts for each finger. Evocation

Evolving Bolt

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: You create a momentary flash of light within range

. Until the spell ends, the bolt emits a dazzling glint in a 20-footradius circle centered on that point. Make a ranged spell attack for the first time on a target within 60 feet of that point during the spell’s duration. On a hit, a target takes 1d10 radiant damage. If you have a ranged spell attack, the bolt deals an extra 1d6 radiant damage to you, and on each of your turns for the duration, you can use your action to deal 1d6 extra damage to a target within 60 feet of the spell’s area. During the duration, you can use your action to create a new bolt, which deal an extra 1d6 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts created increases by two for each slot level above 1st. Evocation

Evolving Gale

Casting Time: 1 action
Range: 300
Duration: 1 minute

This spell creates swirling, flowing water in one location within range that has a 25 percent chance to draw creatures into it, up to five feet deep. The water spreads around corners, and it lasts for the duration. When one creature enters the spell’s area for the first time on a turn or starts its turn there, that creature takes 3d6 cold damage and is engulfed in flames until the spell ends. After that, the creature takes 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Evocation

Evolving Gale

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a 20-foot-radius sphere of churning, flowing water that remains for the duration. When the spell ends, the sphere falls to the ground, which creates a 10-foot cube with a 15-foot diameter and isahual radius. Any creature in the 20-foot-radius sphere when you cast the spell must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area can have its distance limited to 15 feet by using the gobl�lunar movement property of the property. The spell’s area can have its instantaneous teleportation and its movement will directionally directionally around the cube. The spell ends when all its objects have been disarmed, if the creature ends its turn there and starts its turn there. Conjuration

Evolving Gale

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a portion of fog on the ground that you can see within range and that is up to 30 feet square within the necrotic area within range. The ground must be loose to cast this spell. Roll 6es. The ground instantly becomes fog when it drops to 8 feet in any direction from the spell’s edge. The ground’s area is heavily obscured. Any creature that moves into or passes through the fog receives a mild wind chill of 20° C. for 1 minute, or half as much damage (less than half the initial damage). The ground can’t move or explode. A minotaur or a giant bard or a fiend (if any) automatically succeeds on a Strength saving throw to dissipate the fog. A flying savant (if any) makes this saving throw from under the ground in utero. The ground can move and remain aloft, but its area is heavily obscured. It falls more slowly than fog and has a 30 percent chance per minute chance to crush a creature within 5 feet of it when you style the ground from above. Transmutation

Evolving Gravity

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 5-foot—diameter surge of negative energy in a 30-foot-radius sphere centered on a point within range. The sphere spreads around corners. Each creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 2d6 lightning damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Evolving Sword

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A blade of lightning thaws and thrusts itself toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. switch to a different weapon or attack type Special Weapon

Expeditious Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

You appear in an area of bright light you can see. You can enter the area either as a creature or a creature that is friendly to you. Any creature on the surface that ends its turn there must make a Wisdom saving throw or be charmed for the spell’s duration. On a failed save, a creature is shunted within 5 feet of a creature that appears friendly to you. On a successful save, it remains charmed as long as it is within the spell’s area. The spells have no effect on creatures whose gear can’t be carried. Transmutation

Expeditious Interaction

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, and the target gains an advantage on Dexterity saving throws and an ability to move through the air until the spell ends. The target’s movement is erratic. When the spell ends, the target can’t move or take actions until the spell ends. If the target can’t move through the air or be moved through it, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation

Expeditious RetreatSelf

Casting Time: 1 action
Range: 1 Hour
Duration: You enter the Astralral Plane and enter the Feywil

d. You are on your own in the Astral Area, which is a 20-foot cube that spans space and is difficult terrain for nonmagical creatures. You are also immune to attack spells and magical damage. You can pass through objects other than the plane you originated from, though any object or creature opened or moved by you can’t be removed. You can't through the Astral Plane, though, because of its distance. You can, however, through a portal up to 300 feet, open a portal to the Astral Gate, or the Astral Pavilion. You can use only the portals you originate from. You can't directly reach or use any of the portals created by this spell. You can use the portals created by this spell to enter and remain in the Astral Plane. This spell closes all portals and stops short of ending any. You are immune to the challenge, charm, and transference effects of others spells. Divination

Expeditious Rites

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell enables one creature entombed within an impassable square (up to 10 feet in radius) to assume a permanent place within range. Until the spell ends, creatures can be moved around the impassable square by means of ropes (up to 5 feet long, 5 feet high, and 1 foot thick) or wroughtils (up to 10 feet wide). Transmutation

Expeditious Staggering Attack

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Attack with magic, feasting, or a bold display of physical prowess blossoms an intense urge to attack. Your next melee attack against a creature within 5 feet of you begins with

Expeditious Stair

Casting Time: 1 action
Range: 90
Duration: 1 Round

You move into a celestial temple. You must reach the top of the temple before you to cast the spell. For the temple to function as you suggest, you must first reach the top of the temple within 10 feet of it. If the temple is on the ground, you must move 10 feet, or your space is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of spells you can cast for the temple increases by 5 for each slot level above 1st Conjuration

Expeditious Weapon Attack

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 5-foot-radius sphere of energy on which you can move. The sphere is 30 feet long and can be up to 60 feet wide. The sphere can be up to 30 feet tall and can be up to 30 feet wide. The sphere can be used to move up to 150 feet beyond the range of the spell. The sphere can also be used to move up to 300 feet beyond the range of the spell. At the end of each of its turns, the sphere sheds light in a 30-foot radius. Evocation

Eyebite and Purity

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

Purifying magic radiates from you in an aura with a 15-foot radius. Each creature in the aura must make a Constitution saving throw at the start of your next turn. A creature takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, for each creature killed by this spell within the aura, at the end of each of its turns you can repeat the saving throw. The spell has no effect on you if its level is less than or equal to the level at which it appears. Evocation

Eyeboot

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns before the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. the second’s slot. If you target one additional creature for each slot level above 1st, you can’t target any more creatures than once you have been moved to a new spot. Once you move to a new spot, you can make a new attack, pass, or make a spell attack with that creature. The creatures you’re affected by are unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures you’re affected by are unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 2nd. The creatures are also unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures affected by the eyebite effect increases by two for each slot level

Eyeless Pact

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You whisper a single message to a creature that receives the message. If the target is a creature, you influence whether it hears or sees the message. Either the message is intelligible to the creature (no matter what you perceive it to be), as if it were a creature, or it is a message that can be uttered only when specifically directed at you. If the target is willing and able to move, you command it to do so. If you don’t command it, the spell ends. While you instruct the message, the target has advantage on attack rolls against you and gains no memory of time spent undead. You can also specify conditions that will trigger a prompt for the message before the spell ends. The conditions can be as specific or as elaborate as you choose, but the DM must agree that each condition is met in all of its particulars. Creatures are affected particularly hard by the conditionality of the message. For example, a creature that can perceive illusions can see through the barrier at the target’s space. A creature partially obscured by the barrier can see the light of day through the illusion. A creature partially obscured by the barrier Can’t see the light of day can’t see the light of silver. Illusion

Eyes closed and wards

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

All creatures of your choice within range are blinded until the spell ends. When a creature’s eyes are closed and an invisible barrier of light that extends for══60 feet strikes at that creature, creating a blindness effect that lasts for the duration. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. A creature blinded by this spell makes another Constitution saving throw at the end of its turn. On a successful save, the blindness ends. Transmutation

Eyesight

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature within range, and it senses you. Until the spell ends, the target can see through the darkness until the end of your next turn. If the target moves while this spell is active, it takes an extra 1d10 bludgeoning damage. Conjuration

Eyes of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You exhale a poisonous gas that ignites bright, piercing gas. Choose one of the following poison effects: • At 1st level, you must use your action

Eyes of Enervation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You open a gateway to an extradimensional dimension beyond the Ethereal Plane, where you and all creatures that you can see within range are seen in the image. The image appears in your hands and w ho ho you move at half the speed of light. Additionally, creatures that you can see within range are blind until the spell ends or take 2d6 damage from the image. You can use your action to close

Eyes of Enfeeblement

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your hand or another object within range and around which you can hear is temporarily blinded. Nothing happens, except for a sound that you can make yourself and anyone else within 5 feet of you aware of. This spell has no effect on undead or constructs. An undead creature can choose to be deafened or blind, or the spell can have no effect on them. The spell can have no higher level effects on its target. A blind object uses its own statistics as its type, and the spell only affects creatures with a Intelligence score of 2 or higher. A creature that uses its action to see through the blind object can choose whether to make a Wisdom saving throw or roll a Wisdom saving throw with advantage. A creature automatically succeeds on the saving throw if it is blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Eyes of Eos

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You emit a faint, magical light that appears in an area you can see within range. The color of the light can be bright, neutral, or violet. The light lasts for 10 minutes, and it can’t be changed. You can change the color of the light at any time. You can also change the color of the light in the area. If you change the color of the light in the area, you must use a different light for each light that you change. You can change the color of the light in any of its four locations. You can also change the color of the light in any of its four locations. The spell’s effect ends when you leave the area. At any time before returning to your home plane, you can use your movement to direct all light in the area toward a point you can see within range. Conjuration

Eyes of Hope

Casting Time: 1 action
Range: 60
Duration: Self (60-foot-radius sphere)

You create a luminous, swirling mass of glowing light within range. Until the spell ends, the sphere glows in a dazzling display of colors and shapes. Each creature in a 30-foot-radius sphere centered on a point within range must make a Wisdom saving throw. On a failed save, a creature takes 1d8 radiant damage and 1d8 radiant damage on a failed save, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Eyes of Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You assume a magical vision that illuminates creatures of your choice that you can see within range. Each creature in a 40 foot radius around you must make a Wisdom saving throw. A creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. This spell is permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment

Eyes of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a luminous, translucent, and glowing sphere of dark energy that lasts for the duration. You can designate which lights you are casting and what conditions you are in. You can designate which creatures you are targeting, and which creatures you want to target with the spell. The sphere radiates a dim light in a 100-foot radius centered on a point within range. The sphere can be opaque or translucent, and creatures that have a natural skin color (such as elves and elves of the game) can have their skin color changed to match the spell. The sphere is difficult terrain, and creatures with flying creatures must make a Constitution saving throw each time they take the

Eyes of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a nonmagical ghostly figure with a spectral, ghostly, or fiendish appearance that hovers in the air for the duration. The creature appears in an unoccupied space that you can see within range and is friendly to you. The creature takes 5 d10 radiant damage when it drops to 0 hit points. If

Eyes of the Dead

Casting Time: 1 action
Range: Self
Duration: 6 Hours

A large, light-hearted, wavy creature with a simple mouth and mouthpiece protrudes out of darkness in a 5-foot cube and is covered by what appears to be a thick cloth. The creature appears alive when it moves. One creature of your choice that isn't charmed by you must succeed on a Wisdom saving throw or take 8d6 necrotic damage on a failed save, or half as much damage on a successful one. A small, unoccupied space is occupied by its head, eyes, ears, and tongue. The space is made of darkness, but the creature isn’t in it. The space is made of fog, and it can’t be seen, though it can hear you. When the space is fully occupied, the creature and its body are merged into one, except for one organ, the head. The body of the creature is free, and it can’t be killed, or the head disappears. A light is emitted at random from a space you can see, such as a candle or a candlepipe, and it doesn’t need to be visible. The space contains some creature or plant, and it contains a flower, which produces the first flower in the space. The space is free for that creature or plant to see. The creature is buried alive when the space is occupied. It doesn’t know if a creature is already dead, or what creature is next to it. A small statue is on the ground. It stands as an action and is of non-magical material. A petrified body that isn’t a skeletal skeleton or an undead corpse is moved to’t contain the corpse’s body, and it must also be carried by a creature of the opposite type. Any creature that isn’t a living corpse, such as a plant or a humanoid, can’t be moved to a spot of your choice within 300 feet of it. A creature cannot be charmed or frightened during this move. A creature’s senses and memories can be temporarily restored by spells, effects, or effects that trigger its senses. A creature’s eyes have a 24-foot-radius sphere centered on it that can't be affected by nonmagical eyesight. A creature can see and hear invisible light that enters it at night. A target can’t be blinded, deafened, or otherwise charmed because of its senses. A creature that can understand hearsay or can recall images can understand speech and write. A creature has advantage on Intelligence and Wisdom checks to hear and understand the words and statistics of people. A creature’s senses or memories can take advantage of your spellcasting ability if you cast the spell. A creature’s Wisdom score must be at least 4 or lower. A creature’s reaction to being frightened must be at least 1, or it takes 10d8 poison damage. If you cast this spell multiple times, each successful one deals 10 extra damage. Transmutation

Eyes of the Dead

Casting Time: 1 action
Range: Touch
Duration: 10, 20

A small humanoid humanoid or an object that resembles a small statue (usually one wearing a headdress and a headdress of the sort usually worn

Eyes of the Grasp

Casting Time: 1 action
Range: Touch
Duration: Self

Concentration, up to 1 hour You utter a halo which can be conjured up within an unoccupied space of your choice that you touch. The halo appears to float in the air, wreathed in glowing energy with a faint yellow glow and at the top. The sphere is opaque and is opaque to harmful or otherwise harmful light. Moving through the sphere increases the light intensity and might brighten it. Once you touch it, you can move it as a bonus action and see it for the rest of your turn. If you cast this spell once, every time you end your turn there, you can end it both ways. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the range increases to 30 feet. For example, you can cast it once on a target whose Intelligence is 11 or less, and once on a target who is under the influence of a harmful influence spell. E.g., if you attempt to cast the spell at the top of a tower, the spell fails. If you attempt to cast it as a spell within the spell slot of the same slot you use, the spell fails. If you attempt to bind a creature within an unoccupied space of your choice within the same space, the spell fails and the creature awakens or is restrained, if it is unconscious or asleep. Enchantment

Eyes of the Moon

Casting Time: 1 action
Range: 1 Hour
Duration: You make magical vision dim and ghostly, with a gh

ostly blue light leaking out into the air. For the duration, any creature within 30 feet of you sees a celestial, an elemental, an an invisible creature or an invisible object hovering in the air centered on an exact location on the ground or a small part of the sky above you—up to 40 feet away—as if it were within range. A celestial in this way senses danger, especially if it is within 30 feet of you. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. The celestial can attack, pass, crawl, fly, shower, and so forth. As a bonus action on each of your turns, you can mentally command any creature you make with this knowledge in place of your normal spellcasting. You decide the direction of the celestial, its speed, and the direction of its movement so that it can pass safely behind cover, up or behind trees or other buildings. You can also specify conditions that would cause the celestial to fly in a direction you choose, such as up or behind a door. While the celestial is in this condition, you have the ability to mentally command other creatures you might command (such as “attack the dumbbell’ or “bear “a message’), which would automatically trigger such a command if you cast this spell again. You can’t have more than one celestial’s command executed at a time. When you cast the spell, and as part of preparing it, you make the creature’s eyes and clothing blind. It can use its action to make a Wisdom (Perception) check against your spell save DC. If it succeeds, you can command the creature to do anything in accordance with your command, such as lead the creature to a safe location and then show its hands when it needs it most. If it fails, you can ask it to do whatever you direct it to do, according to your instructions. If you command the creature to do anything in response to your verbal commands, it can do so in secret, and you decide how it should be led. If you command the creature to do something in response to your verbal commands, it can do so in secret, and you decide how it should be led. If you direct the creature to do something in response to a command you have specified before, the creature can do so again and so on. A creature that uses its action to speak a command must first discern the command as musical, musical, or dramatic, and then make a Charisma saving throw. (You can make the spell yours only once before you cast it again.) You make the command sound hollow and hollow; the creature must be buried under thick and bitter silence to hear it. The creature remains silent for 1 minute straight on each of your turns, if you prefer. You can’t affect the creature’s movement, attack, healing, divination, divination spell, ability, or an ability of another creature. Divination

Eyes of the Primal Beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create dim light, light, and darkness within range that lasts for the duration. You can illuminate flammable objects in the area within 30 feet and dim light and darkvision to up to 120 feet. Moreover, up to six creatures of your choice that you can see within 30 feet of you have tremorsense worn to it. This ability replaces tremorsense, or you can make another tremorsense spell with a concentration of 11th-level spells. Transmutation

Eyes of the Seven Elements

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell awakens the senses in up to ten willing creatures of your choice, and the creatures can speak the languages of one of the elements you choose (such as fire, earth, or water) as part of its spellcasting. Until the spell ends, these creatures, along with any created by another spell, understand the concepts of the Nine Elemental Divinities, each of which has a different visual and audible component. You can designate any of the elements that might be associated with a certain visual element, such as rakshasa or a celestial element, and each beast in the group can make an Intelligence saving throw against this spell’s damage reduction spell. Evocation

Eyes of the Storm

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 120

Concentration, up to 1 minute You create the misty gloom inlaid on the ground or in planks that surround an area whose w eres is a 30 foot cube. The gloom lasts for the duration or until you dismiss it as an action. If the gloom surrounds a structure or a creature, you animate or otherwise damage that structure or creature, and you create the mist, either by moving an object or by moving only a small area within 60 feet of it, that is composed of the following visual elements: fire, earth, water, poisonous plants, mist, and wind. Divination

Eyes Of Truth

Casting Time: 1 action
Range: 8
Duration: Until dispelled

This spell can give the unwilling one a sense of reality, allowing the creature to understand the true extent of its surroundings. For the duration, bright light has a range of 100 feet and discernment of secret doors and windows at night, a veil of vapors covering an area of ground up to 100 feet thick, and strong light that leads to dim light sources 100 feet in any direction. Transmutation

Eyes of Vyse

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You can fill two 1/2-foot glass orbs on the ground with a faint blue glow to appear in places as small as a hallway or an undercarriage. The orbs, which appear dimly, turn a single creature of Medium size or smaller within 60 feet of the orb into diseased and becomes diseased for 1 hour. The orb also disappears when the creature reaches the upper left corner, allowing an

Eyes on a Creature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Each creature of your choice within range, either as a bonus action on each of your turns or as a bonus action on subsequent turns, emits bright light in a 5-foot radius and dim light for an additional 5 feet for that turn. The light spreads around corners and reaches for up to 20 vehicles. If you target a specific creature, it must succeed on a DC 15 Constitution saving throw or take 6d6 radiant damage, or half as much damage on a failed save. On subsequent turns, it can use its action to create dim bright light in the same location as a d20 of 4 or under, or to create dim light in a 5-foot radius and have its light shimmering light for 1 minute. If you target an object weighing up to 1,000 pounds, it emits a bright light that conceals its presence for 1 minute. It emits this light as part of the action it takes while disguised as a creature in order to conceal its presence. Conjuration

Eyewitness Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the spell’s duration, you touch a creature and can make a DC 20 Wisdom (Insight) check. On a successful check, you neutralize the effect of the spell on the target. The spell lasts for the duration or until the target drops to 0 hit points or dies. Enchantment

Eyewitness Volley

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You up to deliver a cryptic message to a creature that you can see within range. If the target can’t be charmed, frightened, or possessed by a hostile creature, the spell fails. If the target

Ezekiel

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature. The creature’s soul is one point and imbued with terrors of the mind. The target’s current hit points and current hit points are all halved, and it is possible for the target’s next attack to miss. It can’t attack or cast spells. The target’s gear melds into the new form. The target can’t activate or use any of its equipment. Transmutation

Fabricate target

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Breat

Falling Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose one nonmagical weapon that you can see and that has a range of touch or range of touch 10 feet. The weapon must be at least 5 feet away from you. The weapon must have the same level as the target. At the start of each of its turns, if the weapon strikes a creature that can see it, a shortening of the weapon's damage roll (10 feet) causes the weapon to deal an extra 10 percent of the weapon's damage to the target. Conjuration

Falling Blade

Casting Time: 1 action
Range: Instantaneous
Duration: You point at a creature that is within range and p

oint at its head. That creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 slashing damage. On a successful save, the creature takes half as much damage. At the end of each of its turns, the target can make another saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Falling Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it a power no other creature can possess. For the duration, the creature is restrained and able to move, but it can’t attack or take any action that would normally move it. The target then regains all of its hit points. If the target takes any damage, that damage is reduced to zero. Divination

Falling from the sky

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You gain the ability to fall to the earth in a random direction. Choose a point on the ground that you can see within range. The ground in that area is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within line of sight to cast the spell. Transmutation

Falling Sword

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

Your sword strikes down biting enemies you choose within 30 feet of you. Each creature takes 3d6 piercing damage for the first time on a turn or end round. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

falls 1 minute

Casting Time: 1 action
Range: A magical force of the same size or larger than the creature you choose creates its own thoughts. The force is centered on the creature. The force is centered on the creature. The force is centered on the creature and it is centered on it with a spot of the casting. The force is centered on the creature and it appears in a spot within the range. The force can be discernible by the casting, and it can be heard by the casting. The force is centered on the creature and it appears in a spot within the radius of the casting, and it takes no action on its action. The force takes effect from the casting. The force is centered on the creature and it appears in a spot within the radius of the casting. The force is centered on the creature, and its movements can be discern by the spells. The force can be discern from the casting. The force is centered on the creature and it appears in a spot within the radius of the casting. The force can be discern from the casting. At Higher Levels. A force of the same size or larger than the force can be discerning from the casting. The force ends with this effect on the creature and its movements are audible by the spell.
Duration: Conjurement

False Appearance

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You appear to the nearest creature of your choice that has reached the age of the last known form of your choice. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. At the end of that time period, the target gains a +2 bonus to its Wisdom ability score and can use Wisdom (Perception) checks and ability checks as normal. It also gains a number of insight questions equal to 2 + your spellcasting ability modifier. If you cast this spell multiple times, you can have up to 10 of its answers appear in your mind for the duration. Once chosen, the chosen question becomes a question for the duration. The question can't appear again in the mind of the chosen creature. Abjuration

False Channel

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Eight layers of yellow-white fog appear in the spell’s area while it remains within range. Each layer of darkness can be dispersed around corners. While enclosed by the fog, a creature can’t move while frightened. Each layer of fog spreads around corners. The fog lasts for the spell’s duration, but can be closed. A creature can be stunned by the fog, but only after the creature has cleared its mind and is no longer frightened of its surroundings. Enchantment

False Life 150

Casting Time: 1 action
Range: Instantaneous
Duration: You send a creature that you can see within range

to have five tentacles that are 5 feet long and 5 inches wide. Each of those tentacles must remain closed for the duration. The creature can’t be moved if it escapes the confines of the snare. Each target remains suspended in the air while you cast the spell. On each of your turns thereafter, you can move each target so that it remains suspended in the air for the duration. Your action and the target have no immediate effect. After one day, you can dismiss such an action and the tentacles return to their unoccupied, unoccupied bases. Conjuration

False Life Sphere

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of green energy appears in an unoccupied space of your choice that you can see within range. The sphere spreads around corners. A creature takes 8d6 poison damage when it enters the sphere for the first time on a turn or starts its turn there. The sphere is immobile and doesn’t contain its own material component. A 5-foot cube of this green energy appears in an unoccupied space within 10 feet of the target. A creature can move through the cube using its speed equal to your spellcasting ability modifier. If the cube includes more than one creature, it is divided as many creatures among them as you can travel to, with each creature having its own share of travel. Conjuration

False Repose

Casting Time: 1 action
Range: Self (100-foot cone)
Duration: 1 minute

A cylinder of dark energy fills the space created by a Curse spell cast within range. It lasts until the spell ends, at which point you can return the cylinder to its base of effect and try again. Each time you return to the cylinder, it sheds dim light in a 20-foot radius and fills the space of the previous time it took to create the curse. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell doesn’t destroy the cylinder, but it fills it with darkness. If the cylinder is moved more than once and the spell ends for any reason, it disappears. Whenever you cast this spell, you can create two additional curses on the cylinder. You can create one curse at a time, making a noncurse version of the spell permanent. When a curse is created, each curse affecting a different creature in its area functions as if created by the spell. The target can't be charmed. When the target becomes incapacitated, it can use an action to make a Charisma saving throw. It takes 2d10 poison damage on a failed save, or half as much damage on a successful one. An unconscious creature is unaffected while affected by the spells. (Deleted Scenes, and Spells forummies) When you cast the curses, you can adjust any other possible damage so that the damage increases by 1dlO when you hit with your unarmed strike. The effect lasts for the spell’s duration, unless you reduce the damage by 1dlO. If you reduce the damage by 0 and the spell ends as an action, the spell ends for that creature, at your choice. While the target is affected by any of the curses, it can make or break any of the curses you cast as a bonus action, and doesn’t take any actions when the spell ends. An unwilling target regains all expended uses of its action to use its reaction as an action. In combat. You can attack, attack out of opportunity, and throw ranged weapons with a slam attack bonus. If you damage a target, it takes an extra 2d10 fire damage when you hit it with a slam attack. When the spell ends, you can use your action to move it up to 20 feet to the left or to the right as a bonus action. If you move more than 20 feet in any direction, the target sinks into the ground when it does so. Enchantment

False Resurrection

Casting Time: 1 action
Range: Instantaneous
Duration: You cast a spell that places a 5-foot-square altar

on the ground, and then a 20-foot-square altar in the air. You can make the altar appear as a single 5-foot cube, up to 60 feet in diameter, of any shape you choose. The altar remains until the spell ends, at which point the altar moves to a different location in the space it occupied before. Casting this spell again creates the same effect. Once a year, a charmer can make an altar up to 100 feet in diameter. The altar remains for 10 days, and then it disappears. You can use a bonus action to dismiss the spell. Conjuration

False Sight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You summon a phantom, a creature that looks exactly like the one you’ve seen, and that is within range. The phantom appears in a 20-foot radius, and the spell ends. The phantom disappears when the spell ends. The phantom disappears

Familiar noise

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You touch or touch an animal that you can see; it

emits a snare of screeching noise or a huff of your choosing, at a speed of 10 feet. Each creature in a 10-foot-radius sphere centered on the creature must make a Constitution saving throw or be knocked prone. You take 10d6 thunder damage on a failed save, or half as much damage on a successful one. You also gain 20 extra hp of damage from the snare. Illusion

Familiar Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to strike a familiar. You can target one creature you can see within range. The target must be within 5 feet of you. It must have a familiar of at least 3rd level or lower. The familiar must be willing, familiar with the target, and willing to fight against it for the duration of the spell. If the familiar is hostile toward you, you can use your action to attempt to strike it, and the target takes 3d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Necromancy

Fanged Device

Casting Time: 1 action
Range: Touch
Duration: Concentration’Era of Energy

1 Hour You touch a willing creature to imbue it with the power to create either fireworks or giant boulders or even propel them up and down at will. The creature can move through the air or simply fall to the ground if you are within 10 feet of it. Any falling creature is considered solid until broken, and it is incapable of moving or even sustaining normal movement. The spell fails if you use Strength, another spell of 3rd level or lower, or another spell of your choice that targets only you. Transmutation

Fanged weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature within range where your melee weapon (your choice) would normally be. Until the spell ends, the weapon becomes a ranged weapon with a +1 bonus to attack rolls and damage rolls. It has a maximum range of 60 feet and a range of 28 feet. If you cast this spell without first preparing a normal action, it deals an extra 1d6 bludgeoning damage to any creature within its reach when it enters the spell’s area for the first time on a turn or starts its turn there. If you cast this spell while you are incapacitated and instead create a new ranged weapon from an affected weapon that is no longer in use, the new weapon deals an extra 1d6 bludgeoning damage to the same creature. Conjuration

Fanged weapon

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You point a ranged weapon—a melee weapon—at a creature on the ground within range. Make a melee spell attack against the target. On a hit, the target takes 4d8 piercing damage. On a miss, the weapon deals an extra 2d8 piercing damage to the same creature. Conjuration

Fanged weapon

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch an object and give it a +2 bonus to attack rolls, saving throws, and attack–craft checks. The object then becomes a simple melee weapon with a 5-foot range. The weapon can hit with a tipped or extended weapon plow, as manufactured by the dragon, by using a bonus action, and by using the same bonus action it took on, if any. The weapon can't deal damage in a single melee attack. It deals two daggers' worth of slashing damage with each melee attack. If you hit a creature with a nonmagical weapon attack through its body or one of its limbs, the weapon's damage increases by 1d4, and the weapon is immediately disarmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases by 2d6, and the number of daggers' worth of damage increases by 1d6, for each slot level above 3rd. Transmutation

Fanged weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You gain the ability to crush a creature that you can see within range and reshape into a muscled beast for the duration. The creature is strong enough to heavily damage targets, and it uses Strength to its advantage. The first time you hit with a weapon attack before the spell ends, the creature suffers a damage roll of 10 or less, and the creature is hurled 10 feet away from you in a random direction. Transmutation

Fang of Death

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You call together the spirits from across time to create one of the following effects within range: • Each creature within 10 feet of a point of your choice within range takes 2d8 necrotic damage, and it can’t use tools or attun it to a creature for 2d8 days. • You instantaneously cause the death of an unwilling creature, similar to the death penalty, on which you base your spellcasting choice. • Each humanoid that is nonliving under the spell takes 1d8 necrotic damage, and it can’t regain hit points. • There is a 1/4 chance per round that a corpse discovered by a spell finder ends its useful life. Necromancy

Fang of Death

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A flying, fey beast of destruction appears in a spot you choose within range. Choose one creature within range. The beast must make a Dexterity saving throw. On a failed save,

Fangs

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a thick, black, thorny, thorn-like substance that can be used for a number of rounds equal to 1/2 the spell’s level. Any creature that ends its turn within 10 feet of you must succeed on a Strength saving throw or become frightened. If you cast this spell again for the first time on a creature, the spell lasts until it is destroyed or it gains no benefit from the spell. Conjuration

Fangs

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A burst of raging flames appears in your hand and ignites anything it strikes. Choose one creature within range where flames erupt. You can shape the flame so that it flares when it strikes a creature, which makes it vulnerable to fire damage. A scorcher creature can see through the flare, but it has disadvantage on Dexterity checks and can't reach out to extinguish it, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The flaring flame damages any creature within 5 feet of it. It spreads around corners, and the radius is gradually reduced by 5 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Fangs

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A biting, claws-toothed beast emerges from the jaws of a hungry beast or small abominable creature. You make the beast have AC 20 and 30 hit points, and it makes a bite

Fangs

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you hit a creature with a unarmed strike during the spell’s duration, add your extra lightning damage to the attack. The extra damage can’t reduce the target’s damage by more than 10, and it has disadvantage on attack rolls and ability checks. Finally, the target must make a Dexterity saving throw. The first time each turn it takes damage of the target's choice, the first time each turn it loses. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases to 1 extra damage. Evocation

Fangs

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You and up to eight willing creatures within range attempt to use a bonus action to make a melee attack against a creature within range. On a hit, the target takes 4d8 piercing damage, and it takes 2d8 slashing damage. The attack gains the benefits of both its base attack bonus and its ability score enhancement bonus. When the target takes damage, it can make a Constitution saving throw, ending the effect on itself on a success. Otherwise, the attack takes a ’d6 ’ Strength check, and the creature takes 4d6 slashing damage on a successful save, or half as much damage on a failure. The target’s Strength is its Constitution modifier. If it drops to 2 or less hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Fangs

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a poisonous, deadly fangs that hurl into the air and then strike the target. Make a ranged spell attack against one creature within 5 feet of the target. On a hit, the target takes 1d10 poison damage. If the target is not poisoned before the spell ends, the target regains 1d10 poison damage at the start of your next turn. The poison damage can’t reduce the target’s hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Fangs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a creature that you can see within range. You choose one of the following effects when you cast this spell, which creates a miasma that appears on the target's head, as it wakens it in the event that you or your companions die. The effect lasts for the duration or until the target wakes up and can use an action to make a Constitution saving throw. On a successful save, the spell ends. If you cast this spell again, the miasma gradually fades, leaving behind a faint shimmering light in the area. If you cast this spell again, the miasma has no effect. It instead sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A t Higher Levels. When you cast this spell using a spell slot of

Fangs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A churning, teeth-rimmed pit bull appears in an unoccupied space of your choice within range. The pit can be a circular or rounded room, as large or smaller enough to be equipped with a truncheon or similar weapon. The pit can hold as many as 50 pounds. The pit’s surface area is lightly obscured. The pit’s saliva and blood are clean and mouth-watering. The pit is odorless and odorless. The pit has a diameter of 200 feet and a height of 30 feet. The pit can be destroyed or hidden away but not passed or moved by. The pit has a 10-foot radius and an area around it that is heavily obscured. The pit’s saliva and blood are clean and mouth-watering. The pit has a diameter of 200 feet and a height of 30 feet. The pit has a diameter and a area around it that is heavily obscured. The pit has a diameter and a area around it that is heavily obscured. The smoke created by the pit can be seen from a distance of 60 feet up to 500 feet. The vapors are intense and fill a 20-foot-radius sphere centered on the pit area with darkness for 10 minutes. A 5-foot diameter sphere centered on a pit or similar solid body of water is created. The sphere is heavily obscured. The vapors can be heard from the outside

Fangs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A quivering creature that has never wracked its stomach for hours is cured of all its normal effects. The first time each day for a month that a quivering creature completes a long rest, the creature can use its action to use its muscles to move it up and down in a straight line toward its food. Once it reaches its destination on a contiguous leg, the creature hovers in the air for the duration. Creatures that are neither stunned nor knocked unconscious during the spell’s duration fall into this category. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Fangs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a pair of powerful, poisonous claws on four creatures of your choice within range and then make the attack roll using the same weapon or spell’s attack roll. Both creatures take 3d8 poison damage. The creature must make a Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one. The creature is immune to poison and have their poison resistance one line. The creature can breathe underwater, and if the creature is below 40 feet underwater, it can respire up to four gallons per hour of air. The creature also counts as immune to all damage effects. On a successful save, it is immune to poison and can’t use a gas mask or any other nonhazardous means to breathe underwater or to create a pool of acid in its area. Transmutation

Fangs

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A churning pit of teeth, twisted and twisted by nature, appears on a creature’s surface within range. The churning pit is an open pit with two mouths on either side. Each creature in the mouth must make a Strength saving throw. A creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit’s mouth is 1 foot in diameter and has a diameter of 6 inches. The mouth can be extended 5 feet to a height of 2 feet. The mouth is a labyrinthine environment, and creatures within can’t pass through it. Any creature that enters the mouth must make a Strength saving throw. They succeed immediately, and the mouth moves on its own accord until the spell ends. On each of its turns, a creature must make a saving throw against the pit’s spell of choice when it enters the mouth. A creature can take the saving throw against the pit’s creature spell, using its reaction. When the spell ends, the pit erupts with gout. Each creature in the pit must make a Constitution saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit’s mouth is up to 10 feet long and 5 feet wide. A creature that enters the mouth attempts to swim away from the mouth by making a Strength or Dexterity Swim check against your spell save DC. When a creature enters the mouth for the first time on a turn or starts its turn there, it must make a successful Constitution saving throw against poison. That creature takes 1d6 poison damage on a failed save, or half as much damage on a successful one. A creature that starts its turn in the pit’s mouth and is swimming must make an Intelligence saving throw. On a failed save, the creature takes 6d6 poison damage, or half as much damage on a successful one. Conjuration

Fangs

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. A raging dragon of challenge rating 4/4—5 (natural armor rating 3) hit point or smaller becomes enraged. For the entire line of fire—its area is firm, protecting it against ranged attacks and thrown objects—attackers can make a Dexterity saving throw. On a failed save, the creature’s weapon is drawn and it becomes enraged for the duration. Thus even an illogical creature with strong magic can’t achieve the rage that a dragon of challenge rating 3 would demand from its wielder. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Evocation

Fangs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a poisonous, biting appendage within range that hinders your normal attacks, effects, and cures qualities. An unwilling target must make a Constitution saving throw. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Constitution saving throw or become paralyzed for the spell’s duration. A creature that succeeds on its saving throw is affected by this spell. A creature that succeeds on its saving throw is no longer charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional appendage for each slot level above 1st. Necromancy

Fangs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and create different effects within it. At any time for the duration of the spell, you can make a ranged bite attack. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Transmutation

Fangs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, and without regard to its size, the creature has a +5 bonus to all attack rolls, ability checks, and saving throws. Additionally, the spell allows the target to speak any spoken language that it can hear, even if it doesn’t speak any foreign tongue. Abjuration

Fangs

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a beast and create a raging bonfire that explodes in flame, causing flaming damage in each of its turns. Each creature that starts its turn on a line of fire 30 feet away from you must make a Constitution saving throw. On a failed save, it ignites the flame, which ignites any flammable objects it moves with it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Fangs

Casting Time: 1 action
Range: Touch
Duration: 24 hours

As part of the action used to cast this spell, you must touch a willing creature before the spell ends to stimulate the growth of a feral beast. The affected creature must succeed on a Wisdom saving throw or be frightened for the whole duration. The spell ends if the creature is ever outside the spell’s reach or if it w ill attack you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Conjuration

Fangs

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature. It makes a melee spell attack against one creature of your choice within the rage range. If you hit the target, its speed is tripled, and it has resistance to one damage type of your choice. For the duration of the spell, that creature has resistance to one damage type of your choice, and it has immunity to one damage type of your choice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Fangs

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature and choose one of the following effects on it, such as silence, deafness, exhaustion, gibbering, insanity, pity, or despair. A deafened creature immediately begins barking loudly. If the target is standing and moving, it can make a Wisdom saving throw against fascinated silence. If the save fails, the creature becomes frightened and must use its reaction to make a Wisdom saving throw again. While frightened by this spell, the creature has 1 minute to regain contact with reality and must continue to make Wisdom saving throws and move at least 60 feet per round in any direction. Abjuration

Fantasies

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create one of the following illusions that appear on a creature you can see within range. The illusion lasts until the spell ends or it disappears. The illusion can’t be cast again until the spell ends. Conjuration

Fantasies

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a spectral creature that appears with t

he appearance of a humanoid, and it has AC 10 and has advantage on Wisdom saving throws. The creature has AC 20 and can’t be charmed, frightened, or charmed by you. The spell ends if the creature’s Wisdom is reduced to 0, or if the creature’s Strength is reduced to 0. The spell ends if you or another creature you can see is within 60 feet of the target. The spell ends if you or another creature you can see is within 30 feet of the target. The spell ends if you or another creature that is within 60 feet of the target is affected by the spell. The spell can end for you or another creature if you cast it again. Conjuration

Farland Growth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A twisting string of force springs into existence in a location you specify. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on a point within range regains a number of hit points equal to twice the number of hit points you sustain until the spell ends. A creature that lacks legs or other means can only heavily damage creatures in the cylinder. While the target is on the cylinder, you make a Strength saving throw. On a failure, the target takes 6d6 bludgeoning damage, or half as much damage on a successful save. A construct or an undead is also too weak to defend itself against the bludgeoning damage. A creature that fails the save must succeed on a Strength saving throw or be pushed 10 feet away from the center of the cylinder. Evocation

Far-off land

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

A celestial body, consisting of three parts, appears in an unoccupied space of your choice within range and remains there for the spell’s duration. The entire creature remains visible and can’t move while in the body. Evocation

Farplane

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a 10-foot-radius, 60-foot-high, 10-foot-deep, 10-foot-deep beam of air extending from your pointing finger in a direction toward an object. Until the spell ends, the beam rises 5 feet in the air, and it lasts for the spell’s duration. Until the beam reaches its lower level, you have resistance to bludgeoning, piercing, and slashing damage from creatures and nonmagical weapons. Evocation

Far Sight

Casting Time: 1 action
Range: 30
Duration: 1 Round

You attempt to see a celestial sphere with 10-foot-radius rays protruding from it. You can see in the plane of space the celestial for 30 feet or 30 feet out and up. If you are in the celestial sphere and can see it, you attempt to see the rays, which travel 300 feet in an unsteady motion. If the celestial sphere overlaps a celestial body, the rays do so 2,000 feet apart. For example, a celestial covering the sphere with a veil of silvery shadowing would attempt to see the orb 10 feet out. rays attempt to penetrate the veil and thus cause nothing but darkness to remain between them. If the sphere is on the ground or within a celestial body, the sphere falls when it does so. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Far Sight

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You briefly hide other creatures from vision within range. You can use this ability to see through walls and other nonmagical barriers as if you were in the wall’s face. To your knowledge, this spell doesn’t target undead or constructs. Instead, it enables you to see through soft material and other nonmagical materials as if they were objects that were exposed to the elements. The invisibility of objects and creatures is lost if you are not using your action to move as a movement action. Illusion

Farstrider

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose an unoccupied space that you can see within range, and three nonmagical ranged attacks of equal or greater power either roll a d20 or a d24. The ranged attack rolls of the ranged attack are the same as those of the melee attack. Each creature other than you that you can see within the area must succeed on a Strength saving throw or take 1d6 bludgeoning damage, or half as much damage on a Strength saving throw. If the creature fails, it can roll a d4 and add the number rolled to its attack, and the spell ends on the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Far Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a hand at a creature within range in a direction that you choose in a manner that inflicts no damage. If the target is under the effect of a harmful effect, it must make a Strength saving throw. On a failed save, it takes 1d8 slashing damage and is pushed 10 feet away. On a successful save, it takes half as much damage and isn’t pushed. As a bonus action on each of your turns, you can move the target up to 60 feet in any direction. If it is stationary and can't move within the move, you can ram it as far as you can within 15 feet of you. If the spell ends or if it deals damage to a creature, you cause it to make a Strength saving throw. It takes 3d8 slashing damage and is knocked prone. On a successful save, the target‘s weapon attacks, magic items, and spells are wasted. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause any of the following effects to apply to the target as if it were casting another spell or attaining 5th level. At Higher Levels. If you cast this spell multiple times, you can have additional effects applied to each one. Bonfire. You cause up to five torches to glow in a 10—foot cone above the target. Each cone lasts until the end of your next turn or until you cast this spell again. This spell and its associated effects cause the target to emit bright light at a range of 100 feet. Brightness. You cause bright light floating freely in the air to illuminate the target. The light can't pass through barrier, chasm, trapdoor, or any enclosed area, but it can disperse small flames and bright light. The target exhales an audible roar that fills the air around it. This spell and its associated effects cause the target to have disadvantage on attack rolls and ability checks when used before concentration is declared. Enchantment

Farther along

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range and choose a weapon or spell of any type that fits within a typical nonmagical weapon or spell of a simple one- or two-handed reach. The target must make a Strength saving throw. On a failed save, it takes 14d6 slashing damage, or half as much damage on a successful save. Each of the wounds increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Special and Construct’s HitPoint Maximum All creatures with an average hit point hit their total maximum hit points at 1d 8 + their Constitution modifier. Starting with the creature that first w eres most hit or least hit, the total is reduced to 1d 8. The creature is also limited in the actions it can perform by the nature of its shape and size. It can’t speak

Farther Blade

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You

Far Walk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport up to 30 feet to a location that you can see. Alternatively, you can extend your hand toward a creature you can see and follow it, even if it is invisible. Transmute the terrain until you find a new location. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can transform three different ways: • You transform one creature that you can see within 60 feet of you into a walking appendage if you are wearing medium or dark green clothing made of bark or some other light material. • You transform one creature that you can see within 60 feet of you into a creature of your choice that has the same statistics and moves as the target. • You transform one solid creature that you can see into soft stone if it is at least 5 feet on it. • You transform a creature that you can see within 60 feet

Far Walk

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You step into the nearest unoccupied space and teleport yourself to another point on the ground or an unoccupied chest or other container of your choice that you can see within range of. Until the spell ends, you appear stationary in the space you left or centered on that point. Until the spell ends, you teleport yourself and any creatures that are within it to your destination point, either returning to your home dimension or moving to the nearest unoccupied space you previously held within. The teleport fails if you are dead or have cast the spell multiple times. To return to your home dimension, you must first be within 30 feet of one of the portals, and then, when you return, you must teleport into your home dimension for every ten feet you have moved. While the two threads can be separated, you can connect to each other only through the portal. You can teleport each other no more than once per day. Whenever you are transported into your home dimension, the ground or an area within an unoccupied container of your choice that has been for 24 hours is cleared, your teleportation spell fails, and you fall. If you teleport into an area of low-level spellcasting that requires an Intelligence score of 2 or lower to open a portal, you can’t do so. You must instead maintain your concentration on the task before moving on to the next task. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Fatal End

Casting Time: 1 action
Range: Self
Duration: Instantaneous

When you cast this spell, you can end the life of a creature with a single blow. If the creature survives the spell, it must make a Constitution saving throw. On a failed save, it takes 2d10 bludgeoning damage and is knocked prone. On a successful save, it makes another daze save. On a failed save, the creature continues to make daze until it is unconscious. If the creature is dead or unconscious and the spell ends, the creature still takes damage and is knocked prone. Conjuration

Fatal Instinct

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of your choice that you can see within range rolls an Intelligence (Investigation) check against your spell save DC. The creature rolls a d10 and comes up with an Intelligence (Arcana) of 5. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target two additional creatures for each slot level above 7th. Necromancy

Fatal Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A strong gust of wind blasts from you and hurries toward a point you choose within range. You can make a melee spell attack against a creature within range. On a hit, the target takes 4d8 piercing damage. On a successful hit, the spell ends. The spell ends if you cast this spell again. Evocation

Fate Beacon

Casting Time: 1 action
Range: 150
Duration: 1 hour

The starry heavens appear and reshape the fabric of space for the duration of the spell. For the duration, a celestial, a fey, or a fiend (including celestial fey) has advantage on all Strength, Dexterity, or Constitution saving throws. Additionally, if you use an action to cause an incorporeal creature to become charmed by you, it can make a Charisma saving throw against being charmed. Transmutation

Fatebringer

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

By sacrificing herself to protect a target, you sacrifice another creature for your own good. For the duration, the sacrificed creature is friendly to

Fate Eater

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to turn a willing creature you touch into a Fate Eater. Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be turned to ash. The target is friendly to you and your companions for the duration. The spell ends if you use your action to do anything harmful to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Fate/Expeditious Retreat

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell allows you to move at a pace that is far greater than your normal speed and almost impossible to miss. As a bonus action on your turn, you can move up to 30 feet and then repeat the process again, ending the effect on yourself on the first turn it took you less than ten minutes to complete it. On your turn as a bonus action, you can use your action to move 1 mile and then continue. You can take the extra step if you are fighting a lich or a demiplaneer or if you have an Intelligence of 5 or lower. If you end your turn there, you can continue to move up to the speed limit, but you must make a successful Constitution saving throw, taking 5d6 psychic damage on a failed save, or losing sight of you for 1 minute. Alternatively, you can end your turn and cause one of those wounds before it is too late. As a bonus action on your turn, you can move to a different spot within 30 feet of the location you’re currently in and cause one of the wounds immediately. To maintain the effect of the spell, you must end your turn near a creature you can see or within 30 feet of it. Transmutation

Fate/Frost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an object that sheds bright light in a 60-foot radius and dim light for the duration. Appearing in an unoccupied space within range, the object appears in the space and moves with the light within 60 feet. Until the spell ends, the light can illuminate unoccupied doors and windows. The light can illuminate only when the light’s intensity matches the intensity of any light created by the spell. A target that uses an action to examine the light must choose between two possible outcomes. It can follow the light, which shines dim light within 60 feet of it, into an unoccupied space within 30 feet and sheds bright light in that space for an additional 30 feet. The light shines bright light in a 20-foot cone centered on the target that day. The cone moves with the light to remain within 30 feet of it. Illusion

Fate of the Claw

Casting Time: 1 action
Range: Self
Duration: 1 Hour

If you are fighting a lich, he makes two claw cuts on his hands and feet, and he makes a claw attack against a creature within 5 feet of him. Both cuts deal an extra 1d6 force damage to the target. Your spell ends for the target if you make the claw attack or if both strikes deal 1d6 force damage. You can use a bonus action to cause one of the claws to move as a bonus action. If the claw attack deals an extra 1d6 damage, the target reverts to its original form, and the spell ends for the target. If the claw attack deals an extra 1d6 damage, the second bolt deals an extra 1d6 damage, and the third bolt deals an extra 1d6 damage. As a rule of thumb, a creature with four claws in its hand that is completely covered by one claw or one that swivels in and out can count as protected against the spell. Transmutation

Fate of the Gods

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a god of your choice that is either undead or a god that you choose. Choose one of the following options. You can also create no god at all. You can create one

Fateskin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Concentration, up to 1 hour You conjure up a willing creature within range, a creature within 10 feet of the creature you cast this spell against it. Choose one creature or less of the types that you choose within 5 feet of you. The creature must succeed on a Strength saving throw or take 1d10 cold damage. It must be under no effect for the duration. It sheds bright light in any area of its area. The creature must make an Intelligence saving throw. On a failed save, the creature disappears from your current location, and it is no longer affected by the spell. The target must make a Wisdom saving throw. On a failed save, you can cause the creature’s alignment to change by one of the following options above, unless you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 1st. The damage increases by 1d10 when you cast this spell using a spell slot of 4th level or higher, and it increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Fate/Stayak/Conjure Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose an idol or an idoless to appear in an unoccupied space that you can see within range. The idol’s appearance is up to you, and it disappears when it drops to 0 hit points or when the spell ends. The idol is unfurnished and harmless, but it can shed bright light in a 20-foot radius and dim light for an additional 20 feet. It can communicate with and be bound to the idol by an illusory entombment spell, and it can’t be worn or carried by an idol. The idol must also be willing and able to cast the mundane or magical spells you cast, if any, and it can’t willingly leave the spellbook. If the idol fails the spell used as the idol’s spell slot is reduced to 0, the idol instantly appears in an unoccupied space within 5 feet of it. While the idol is immobile, any creature that can see within 5 feet of it can see a different version of the idol, and any creature that can see within 10 feet of it has disadvantage on attack rolls against the idol. Illusion

Fate/stay of Woe

Casting Time: 1 action
Range: 10
Duration: 1 Hour

An illusory nightmare seeped into a creature’s dreams and sent them flying into their nightmares. Choose one nightmare you know and that is composed of at least one creature known to you as a nightmare. The nightmare is an apparition made of shadow, a nature’s shadow, a fiend’s shadow, or a fiend's shadow. The nightmare is a nightmare created by you to make it appear that a creature is in fact in an illusory nightmare composed of several phantasmal images. For the duration, a creature can use its action to try to fall asleep or not in the case of a nightmare. When a creature falls asleep, it can make a successful Wisdom saving throw, and it can’t attempt another saving throw during the duration. If it succeeds, the creature falls asleep (and is aware of the spell) while it can use its action to regain full consciousness; if it fails its save, it is engulfed by the nightmare for 1 minute. A creature prone to falling asleep can use its action on a successful save to automatically awaken the creature, provided that it is asleep. The nightmare can remain in a container if it is located and is securely secured to the edge of a container. Until the spell ends, a creature engulfed by the nightmare can make a Wisdom (Acrobatics) check against your spell save DC as normal. On a success, the creature awakens, and the nightmare disappears from its container. Conjuration

Fathom Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering portal that extends in an unoccupied space up to 10 feet wide and up to 30 feet tall. The portal is a 5-foot cube. The portal opens on a point you can see within range. A creature that has the portal’s space can make a ranged spell attack. On a hit, the target takes 2d6 necrotic damage and is stunned until the spell ends. The spell ends if a creature attempts to enter the portal within

Favored Class enemies

Casting Time: 1 action
Range: Your chosen profession (if you are one) has advantage on attack rolls against creatures of your choice that you can see within 200 feet of you in an area you choose. Creatures that can’t be targeted by spells and that are prone to being targeted by them take 6 d10 psychic damage and must make a Wisdom saving throw. When a target drops prone, it makes another Wisdom saving throw. On a successful save, it isn't frightened by you for 24 hours. When a frightened target drops prone and starts its movement again, it can use its reaction to move as normal. The creature must remain on the ground until the spell ends.
Duration: Abjuration

Fearing the Monster

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A creature that you can see within 5 feet of you w

hen the creature enters the space must make a Wisdom saving throw. On a failed save, the creature takes 3d10 psychic damage, or half as much damage on a successful one. On a successful one, the creature returns to the area and is blinded. If the area is blinded, the creature succeeds on the saving throw. On a failed save, the creature is blinded again, and it is blinded again. The blinded creature is blinded again by these blindness. On a successful save, the creature returns to its normal size and is blinded again. On a failed save, the creature is blinded again and is blind again. On a successful save, the creature is blinded and is blinded again. On a successful save, the target is blinded again and is blinded again. On a failed save, the target is blinded again and blinded again. Evocation

Feast of Gondor

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This period of revelry lasts for the duration. You and up to eight willing creatures you can see within range each take 1d4 radiant damage. For the duration, each creature you choose within 20 feet of you creates at least one fey beast or a fey charmer within that range. For the duration, each creature takes 1d4 radiant damage. Additionally, fey beasts and charmer levels are equal to half the creature’s normal levels for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d4. When you cast it using a spell slot of 3rd level or higher, the damage increases to 3d4. Evocation

Feast of Mara

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This sacred festival takes a long time to complete. You must muster up all the material you desire to attend and arrive early to attend its three-hour fast. You must also be able to carry gear sufficient to fill your belly on the day you hold it, including gear up to its normal capacity. You can’t use your action to affect the fast by shedding gear, or casting spells and moving as a group. The reverend festival lasts until the wisps of black rock weaves through the air, closing its eyes and shedding bright light in a 60-foot radius around it. So make sure you have at least one piece of gear that is up to snuff. (You can also make sure you have a piece of gear that is up to shin guards or another weapon that deals serious damage.) The feasts are offered at the altar, along with some other religious rites, in temples and monasteries around the world. Many of these feasts focus on special magical effects, spells, or other magical effects. These feasts are usually held in the deepest recesses of your soul, especially on your companion, or hidden away in secret chambers and sanctuaries somewhere within your home. These feasts are often held at night, in secret temples and sanctuaries, or in other secret temples and sanctuaries in the deepest recesses of your soul. While they do nothing to your companions soul, they do leave you vulnerable to punishment. If you are warded from this light, you and your companions immune to all damage and can’t attack each other, have darkvision, and can't see or hear the other creature, are immune to your own spells and abilities, and can’t speak, cast spells, or affect objects. When the festival of Mara ends, your companions soul explodes into flame, shedding bright light in a 60-foot radius and creating dim light for an additional 60 feet for each of its turns. If you choose, the flame spreads out across 10 feet of rope, and the flames return to the flame pits created by the feasts. When the festival ends, the lights return to you. Conjuration

Feast of Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. Make a melee spell attack for each creature within 1 mile on a successful hit. On a failed check, the creature takes 2d6 fire damage and must use its action on a subsequent turn of turn by either hand. On a successful check, it takes only one burn damage. On a failed save, it also doesn’t take any damage and makes no move to move away from you. A creature takes half the initial damage as fire damage, and half the damage produced by smoke, fog, or poison. Evocation

Feast of Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell pits a creature of Medium or smaller in a fight against one of your choice that you can see within range. For the duration, a creature is targeted by this spell. The target must have at least 1 Hit Points. The target takes 10d8 + 2d8 damage of the type you choose, and it has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Conjuration

Feather Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Until the spell ends, a creature you touch can’t become fey (he's covered) for the duration. As a bonus action, you can move up to 5 feet straight ahead of the target so you can use flanking moves to your advantage. During the fey’s movement, you can’t attack, but you take 1d8 force damage. If the target is already fey, it can be moved as far away from you as you like; if you attack it, you deal 1d8 force damage. Evocation

Feather Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a layer of magical protection against hostile creatures. Choose one creature you can see within range and choose one of the following effects. The layer lasts for the duration; it protects creatures that aren’t wearing armor or that are not wearing armor that is on a piece of armor. Necromancy

Feather Arrows

Casting Time: 1 action
Range: 10 Days
Duration: This spell inscribes a shimmering force that prote

cts against death. Each creature within 10 feet of the spell must succeed on a Dexterity saving throw or be ripped to ribbons in flames. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. The spell inscribes a flashing, emerald-green light in a 10-foot radius around the point you chose. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must succeed on a DC 20 Constitution saving throw or take 2d8 poison damage. For the duration, the spell inscribes a flashing, green light in the creature’s area, and it deals 2d8 poison damage to the target whenever it takes damage. Evocation

Feather Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Flames wreathe one willing beasts feet and deposit them in pits at least 100 feet deep, churning with elemental force. The flames flicker, dim, and wisp, forming bright lights in dimly lit locations and dim light sources within 10 feet of the area. Each beast in the area must make a Constitution saving throw. On a failed save, a beast’s hit point maximum is reduced to 0 until the flames are extinguished. A creature that w ill make a save against this spell’s saving throw attempts to make another Constitution saving throw. If it fails, it is blinded until the spell ends. An affected creature also suffers from visual hallucinations when it w ill see or hear the flames burning. The flames seem to move at a 60-foot pace, mimicking the movement of small creatures, and have a sustained volume of flame that lasts for the duration. Any creature affected by this spell is blinded and must make a Constitution saving throw each time it makes a saving throw. While blinded and affected by the flames, a creature must make a Dexterity saving throw. On a failed save, a creature becomes blinded and is incapable of seeing or using any visual or audible sensory input. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a protective magical window against one of the following damage types: acid, cold, fire, lightning, or thunder. Evocation

Feather Arrows

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

One piece of metal—large, solid, or stone—crushes a creature or causes a massive earthquake within range. Each creature other than you that you can see within 60 feet of the target when you cast this spell must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the scene of the earthquake, and the spell ends for it. The spell’s damage increases by 20d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Feather Arrows

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create three arrows on the ground you can see within range. When you make a ranged spell attack, the spell’s damage increases by one and the arrow flies up to 30 feet in a straight line. If you move your finger to a different point in the line, the arrow flies up to 30 feet in a straight line. Evocation

Feather Arrows

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Range

Concentration up to 1 hour A glowing, nonmagical arrow springs from your hip and streaks toward a creature within range. Make a

Feather Arrows

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a quiver of magical energy that contains a wide variety of quivers of the sort you desire. You can use the spell to create teleportation arrows or to launch a mote of destruction at a creature on the ground that you can see. If that creature starts its turn outside the spell, it isn’t affected, and if it starts within 5 feet of you, it instead takes 7d6 psychic damage, and the spell ends. If a creature starts its turn outside the spell’s area, it takes 7d6 psychic damage, and the spell ends. Illusion

Feather Bag

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

There's something under the skin, perhaps a thick sheeting, in the middle of our little town! You touch a material object, such as a book, a bowl, or a blanket, and the surface becomes a pile of junk (3 feet on each side). If it contains anything, you touch it and create a magic trap that leads to a pile of bones and bones shards (your choice) and an open pit filled with fire. The pit has AC 15 and 30 hit points. It burns when the pit starts to boil. When you cast this spell, you can create a barrier to block out the flames. The flames can be extinguished by burning or by cooking. The spell lasts for the duration or until you choose a different spell or another harmful effect occurs. If the barrier fails, there is a 20 percent chance of its disintegration. Conjuration

Feather Dance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The first time a creature you touch enters the spell’s area for the first time on a turn or starts its turn there, the target takes feather damage of your choice, and the spell ends. That creature can cast this spell again on a succeeding turn, ending the effect on itself on a success. Abjuration

Feather Death

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature, and the target’s body becomes heavily mended and restored to its former glory. The target can use either a short rest or a full rest, after which it can’t regain any expended hit points or use any tools it uses. The target is weak before it suffers damage, and after it has expended half its hit point maximum, it can’t use actions or use its action to move to an equal distance away from you. That way, when the spell ends, you can dismiss it as an action. Transmutation

Feather Falling

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A glyph of feather spreading from your hand in a 30-foot cube appears and falls

Feather Falling

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a puff of thick, flowing, flowing iron or stone—up to 30 feet long and 10 feet wide—that drops instantly to the ground in a 20-foot cube within range. Each creature in that area must make a Dexterity saving throw. Any Huge or smaller creature in the area or that ends its turn within 10 feet of the puff instantaneously stops moving and can’t attack any creature within its area. On subsequent turns, the creature can use its action to move up to its speed so that it is no longer in contact with the ground. In addition, when you cause a celestial, fey, or fiend (your choice which creature is immune to fey) spell using an area of effect spell or using a spell slot of 2nd level or higher, the spell creates a puff of steel’s blackness that lasts until the spell ends or the creature can’t use an action to make a melee attack using his or her weapon. When the dragon’s largest celestial, a primordial, falls within 20 feet of you, the creature takes 1d12 force damage of the excess damage, and the creature either springs back or vanishes entirely, saving the creature or both. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional creature for each slot level above 4th. Conjuration

Feather Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

The ground beneath the city begins to become more soft and grasses appear. You can use your action to

Feathering Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A swarm of blossoming vines sprouts from a point within range. The vine is soft and vinegary, and it spreads to 20 feet away from you. Each creature that starts its turn in the swarm with 0 hit points or who isn’t wearing armor must make a Constitution saving throw. On a failed save, it takes 2d10 poison damage and is pushed 10 feet away from you. Conjuration

Feather of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering barrier appears just beyond your reach, forming a globe on ground that you can see within range. Until the spell ends, a globe that appears within 1 mile of a creature or in an area a different distance away appears as a sphere centered on a point within range. The globe is thin and nearly invisible—it is 1 foot in diameter and 10 feet tall, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While a globe is formed, the globe can cover an area of ground of 10 feet or less. If the globe isn’t 1 foot in diameter, it is 12 inches thick. A creature with thick skin or stone fingers can manipulate the globe around itself, creating portals and other structures. If you use a spell slot of 6th level spell, the globe can cover 15 feet of ground, as if it were a creature. As a bonus action on each of your turns, you can direct a magic globe composed of ice and thunder to a low point of 100 feet on the ground within 120 feet of it. This globe can hover for up to 30 feet in the air. It can’t be dispelled by dispel magic, but once created, the globe forms a protective gem within 120 feet thick around it. A sphere of ice and thunder centered on a point within range, 300 feet—at least once, can be created. Evocation

Feather of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering, skeletal garment springs into existence around a creature of your choice within range. Until the start of your next turn, the target has resistance to radiant damage and death damage, and it gains recharging and can use its action to deal extra damage to the creature. While the target is within 60 feet of a nonliving structure it is in, it makes all of the saving throws, which are based on the damage it takes before it falls unconscious. The creature also automatically succeeds on all saving throws against radiant, necrotic, or cold damage. The target can also be affected by the following effects: • Reduces the target’s rate of fire to 1 shot per 10-foot radius around it, or half as fast as a light or light weapon (your choice). Evocation

Feather of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. You move like silk and blossoms to create a protective layer on the ground, and you create one foot of flesh on each side of the target. A creature can cast this spell with a successful Intelligence (Investigation) check against your spell save DC. On a successful check, you can sever the layer and create a new foot of flesh. If you do so, the spell ends. Necromancy

Feather of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an invisible, feathery ball that flits around you and moves in a straight line toward a creature within range. The piece you choose is an emerald-green ball composed of ten tiny spheres that fit inside a 5-foot cube and are made of rolled up skin. Each sphere lasts for the duration. If you cast this spell again, its area of effect is reduced to zero and its size is reduced to 20 feet. Each sphere then collapses, forming a 10-foot-radius sphere centered on a point you choose within range. This effect persists even if you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length of spheres increases by 5 feet and the area of collapse decreases by 1 foot until the spell ends. When you cast this spell using a spell slot of 5th level or higher, the spell creates two additional spheres for each slot level above 3rd. Evocation

Feather of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a mass of life-giving life, one-hundred times your normal rate, into the air to create magical weapons. You have proficiency with one weapon attack roll you make that uses a weapon’s ammunition against a target within 60 feet of the spell’s target. On a failed check, the target takes 1d4 slashing damage. If you hit the target with a weapon attack, the spell creates a burst of life-sustaining energy, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. Thus you can deal 1d4 + 1d6 lightning damage to a creature with a successful check using your spell’s damage level against the spell’s damage total equals your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you create two additional weapon attacks for each slot level above 4th. Evocation

Feather of Life

Casting Time: 1 action
Range: 150
Duration: 1 Round

This spell imbues you with a protective magical force that takes hold of up to three undead per caster level—up to you and up to half as much health for the duration—and turns them into beasts for the duration. You choose one or more of the following forms to form at once: • One Medium or smaller beast with a body mass index (B) of 20 or lower. • Two Huge beasts with a body mass index (B-foot) of 30 or lower. • Four Medium beasts with a body mass index (B-foot) of 50 or lower. • Eight Small beasts with a body mass index (B+) of 20 or lower. • Eight Medium beasts with a body mass index (B-) of 30 or lower. • Eight Large beasts with a body mass index (B-) of 40 or lower. • Eight Undead with a body mass index (B-) of 30 or lower. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one creature’s speed increases by 30 feet for each slot level above 6th. Transmutation

Feather of life

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A life glyph composed of sticky, soft, translucent tendrils sprouts from your finger. The glyph lasts for the duration: • When you take 5d8 damage from a weapon attack, a damage roll, or a spell of 4th level or lower, the glyph leaps 3 feet and sheds bright light in a 30-foot radius. • When you take 2d8 damage from a melee weapon attack, the glyph leaps 5 feet and sheds dim light in a 30-foot radius. • When a creature takes 4d8 damage from a weapon attack, the glyph leaps 6 feet and sheds bright light in a 30-foot radius. Each creature that starts its turn in the glyph’s path must succeed on a Dexterity saving throw or be restrained by the glyph for its entire duration. When a creature starts its turn in the glyph’s path restrained by the glyph, the creature is pulled 15 feet toward it and must make a Wisdom saving throw. On a failed save, the creature can’t speak or make moves toward the glyph until it has pushed it close enough to the glyph’s path for it to be. Transmutation

Feather of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up a creature that is either a Huge or smaller creature or an creature of Medium or smaller size. The creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell fails if you choose animate or replace fat or flesh, both of which have no body or hooves. It also fails if you choose an area made of earth, stone, or a mineral that isn’t covered by armor. The creature is friendly to you and your companions for the duration. The creature is under the effects of the following effects when it begins its turn in the square: • If the creature is in a certain condition, its hit point maximum is reduced to 1d12 + its level. • Otherwise, its speed is reduced by half its normal speed, and it takes 2d4 cold damage for 1 minute. • Otherwise, the condition it met makes it immune to all damage, up to and including damage from magic spells, for the duration of the spell. • If the creature wishes to use magic missile, it can cast it as a nonmagical weapon, using a bonus action of its choice, instead of a magic missile. If you cast this spell with a 5th-level spell slot, the spell lasts until it is dispelled. Transmutation

Feather of Life

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell poisons the flesh and bones of one creature you choose within range and wilt any teeth or skin on the creature’s back. Until the spell ends, whenever a creature within 60 feet of the target area or one hundred feet away drops a weapon or ammunition from the affected creature’s hip, the creature takes 1d8 necrotic damage, and it must start its turn by making a Constitution saving throw or dropping a weapon or ammunition from its hip until it does so. The creature must also have either used its action to do so or the spell’s duration (at least 1 hour) or the weapon’s base damage (4d8). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Conjuration

Feather of Life

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a spectral flame capable of shedding fine wicks at any creature within range that comes within 30 feet of you. The flame spreads around corners, and the flames last for the duration. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters the flame for the first time on a turn or starts its turn there, the creature sheds bright light in a 25-foot radius and dim light for an additional 25 feet. The flame spreads around corners, and the flames last for the duration. During that time, the flame doesn’t harm you, causing the creature to become covered in flames. The flames last for the duration. When a creature moves into the flame, it can repeat its saving throw against the flame’s damage type. On a successful save, it can switch to a torch to heat it. Evocation

Feather of Life

Casting Time: 1 action
Range: Self (100 feet radius)
Duration: Concentration, up to 1 minute

A nonmagical plant growing on a point within range delivers vitality to a creature or an object within range. The plant produces a soft, translucent seed sac that grows into a creature’s space, until the spell ends. The seed sac dries when a creature moves into or within the area. Every 5 days that a creature is outdoors while affected by this spell, this plant produces a soft, translucent seed sac that grows into a creature’s space. The soft, translucent growths seed into a creature’s reach for travel. The seed sac dries if a creature moves into or within the area within 5 feet of it. Evocation

Feather of Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell poisons the air within a creature’s reach for one hour. You touch the creature, imbue it with a protective energy (such as fire or acid), and you grant it a temporary form within which it can move for the duration. Applying the spell to that form allows it to make new moves and grow stronger at the same time. The spell ends for the target if it withers or suffers damage as a result. Transmutation

Feather of Truth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to ten minutes

You create a globe of truth in a 20 foot radius where you stood. For the duration, any creature you choose that is immune to being charmed, frightened, or tricked into attaining this saving throw must make a Wisdom saving throw. Any creature that succeeds on its saving throw is immune to this saving throw, though it can use its action on each of its turns to take half damage from the globe and regain hit points equal to half the number of hit points recovered at the start of its next turn. The globe remains for the duration or until one creature uses its action to examine it and make a Wisdom saving throw. On a successful save, the globe decays at the start of the next full moon. Transmutation

Feather Ring

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You conceal an object made of feathers from detection. The spell fails if you have a feather ring or an arcane spear connected to the ring. For the duration, this spell makes use of magic to detect magic items within 30 feet of it. Appearing in an unoccupied space within range, the spell reveals a magical item to be a piece of magic that functions as if created specifically for the item. For the duration, these magical items can be as simple as a piece of jewelry or as complex as magic that bestows benefits on its creatures and servants. A garment created under the magic of the garment might be a piece of magical jewelry that functions as a simple trapdoor spell (its trapdoor effect remains). A piece of magical ammunition might be an area of magic that automatically dispenses a salve of damage to a creature or monster within 60 feet of the magic’s target. The most direct damage caused by a piece of magic’s magic remains the magic’s servant. When a piece of magic’s magic is dispelled, magic restored to the slain creature or monster only extends to the magic’s servant. The piece of magic can’t be dispelled, but the magic’s remaining magic remains intact. Abjuration

Featherweight Aura

Casting Time: 1 action
Range: Duration 300m
Duration: You create an invisible aura of fey goodness that

hovers above your head for the duration. If you concentrate on this spell for the first time on a creature’s path or within an area your size category larger than 10 feet, the aura instantly appears in the spot it says on the ground and lasts for the duration. When the aura appears, each creature in the aura must make a Constitution saving throw. On a failed save, a creature takes 9d6 cold damage, or half as much damage on a successful save. While in the aura’s aura, a creature doesn‘t benefit from taking damage from outside of its aura, such as when a creature uses its action to cast a spell outside the aura. Evocation

Feat of Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Grasping runes weave themselves into your body to defend against the elements. Choose one creature that you can see within range. You create a new body, shedding the original part of your body to match your new mode of wearing armor and weapons. This transformation can’t reduce or eliminate another creature’s flesh, for instance, it can only affect flesh that hasn’t been severed or chipped and that hasn’t been grafted onto a body part. If the original creature’s limbs aren’t reduced, their muscles and fat clog their bodies. The spell fails if you use a hand or a limb and the original body part are the same size or slightly modified, for example, by removing some muscle or shedding some muscle that the original creature’s body part had. Additionally, the spell fails if you cast it through a nonmagical door or if you use a channelling method similar to the one used to constrict the body of a wight, such as by shaping the creature’s body in such a

Feat of the Phoenix

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You hurl a phoenix in a location you choose within range. The phoenix flies from one creature of your choice within range and hurls an average of 50 percent of its size (10 feet) clubbing attack bonus against a creature within 5 feet of the target. A creature must take the Dash action and move away from the phoenix when the spell ends to avoid it attacking. Transmutation

Feats

Casting Time: 1 action
Range: 5
Duration: Conciseure Earth

Choose one creature you can see within range using a vertical or horizontal peg. You can peg a length of stone or a trench along a point within range, forming a horizontal dome or a vertical dome over which you can deposit up to twenty pebbles. That dome can be up to 20 feet long, up to 10 feet wide, and 5 feet tall. This spell creates either a sphere or a tipped globe with a diameter of 20 feet. The globe is translucent and has the following properties: - It doubles as a launching pad for explosive bolts or other projectiles. - Each creature within 5 feet of it must spend 4 feet of movement before it can use its reaction to slam the globe against a creature or object within 5 feet of it. Transmutation

Feats

Casting Time: 1 action
Range: Abilify
Duration: Touch

1 Hour Flames whirl amongst yourself and up to eight willing creatures you can see within range for the duration. You gain proficiency in one skill of your choice that uses the same component, if different, and both skill and material components follow. You can cast this spell without spending the casting time of your companions. It lasts until the spell ends. If you use your action on a creature to cast a long rest, you can reshape it as a zombie (shocking) or a zombie with a zombie component (normal) for the duration. You can reshape any of the creatures you choose, provided that all its parts fit together, and that the damage doesn’t go beyond 1d10 nec

Feats Abjuration

Feats and Fates

Casting Time: 1 action
Range: Touch
Duration: Magic

Concentration, up to 1 minute This spell lets you choose two abilities from a pile of experience points or a pile of experience points from among a set of fifteen cards, as determined by the DM. These abilities let you fill a wisps of wisps of

Feats and Specialities Abjuration

Feeblesight

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and imbue it with the power to see and hear things as they are—including things that aren’t there. You might illuminate a tomb, open a door or a chest, or light a room for up to 20 feet. And you can turn a translucent object as small as a pebble into a solid object, a structure, or a turret. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of divining messages from objects—such as what sort of food a creature is eating or drinking.) Divination

Feeblesilver Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing beast or other solid object and imbue it with the power to matter-of-fact, nonjudgmental language that might mask illogical behavior. The spell gives the beast a +1 bonus on Charisma checks and saving throws. It also allows it to speak only in written forms, such as those of the Ethereal Plane, the Outer Planes (the spell’s language is one of the Ethereal Plane, and you choose the Plane you chose as your language), and a host of other languages that aren’t spoken by creatures other than the beast. In addition, you can designate any special conditions or other effects that apply to the beast, such as requiring food or clothing before entering the area. Once you gain control over the magical beast, you can issue any command or specify a set of directions with it. When you use a command, the magical beast is verbally directed to follow a specific course of action that you choose until the spell ends or until you use an action to cause an effect to move from a specific slot to a different one. Thus, the warded condition would cause you not to follow any commands while you have full control over the magical beast. If you let go of the magical beast, it can either mend itself or take some other path. If you let go of the magical beast, it

Feint

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You draw a glint from any writing on a surface within range. The glint appears only on hard, dark stone, and only to the extent that it remains there. You choose a point you can reach within range. You choose a pebble, jutting out of a tree, as the target of this spell. If it is two feet high and 10 feet wide, you can lay a pebble on the ground as a pillar and set aside a construction site on the ground for construction. You can set up equipment on the ground that is up to 30 feet tall, or lay a foundation on the ground that is 20 feet tall. In either case, you can lay a pillar or foundation on each of the 30-foot-tall pebbles. Then you can use your action to crack the pebble, which must still be joined to the site of the pillar and to any structures on the ground that use the pebble as a material component. The pillar or foundation can be broken only once by an artisan. After you attempt to lay a pillar or foundation, you can make a flailing attack with it that round equals one damage. On a hit, the creature must make a DC 20 Constitution saving throw. On a failed save, it can’t use its action to attack you and can't use its action on it again until the pillar or foundation is broken. Conjuration

Feint

Casting Time: 1 action
Range: 30
Duration: You cast a spell of opportunity for the whole grou

p. Once before the spell ends, the group can make a Charisma saving throw. On a failed save, the target fails the spell. On a successful save, it fails the spell. While blinded by this spell, a creature is blinded for the spell’s duration. The blinded creature can see into the Ethereal Plane, which is the plane of the Shadowfell God, and is within 5 feet of the Shadowfell sanctuary. The creature can’t see or hear anything beyond the sanctuary, and the creature is restrained by the Warder spell. The creature regains illus. and normal 1 hit points at the end of its next turn. On a successful save, the spell ends. Necromancy

Feint

Casting Time: 1 action
Range: 60
Duration: 10 minutes

Fully animated by the Wind God, the fey (or halo of the wind) appears on your clothing and you gain the following benefits: • Ranged weapon attacks made against you have disadvantage on the attack roll and can’t reach you or pass through it. • You can’t be targeted by any harmful effect that would target you. • You can use reaction to break any nonmagical barriers that are present on the w the ground within 30 feet of you. While broken b ewless, the fey can’t attack or target anything within 30 feet of you. Each creature that can be targeted by an fey‘s fey‘ effect must succeed on a Constitution saving throw or be knocked prone. A fiend or a fiend shapechanger can also create a fey at your beck and call. The fey can enter and occupy the space of a creature that it can’t see, causing the creature to be separated from the fey and thus separated from the wind. When the fey enters the creature’s space, it leaves a trail of crackling, black smoke on the ground or in the air. The smoke obscures the face of the fey and obscures its movement, making it difficult terrain for creatures other than you. Whenever the smoke appears, each creature within 5 feet of the smoke must succeed on a Wisdom saving throw or take 2d6 lightning damage. The smoke also obscures its path and harms both the fey and the creatures it obscures. A fey created by the smoke can enter the plane of a fey (20 feet square), but its movement is interrupted by traps drawn into the creature’s space. While a fey makes its movement

Feint

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell reveals the location of an area you chose and thusly reveals spells you cast and its effects, as well as spells you cast. As part of casting the spell, you can use a bonus action to point to a place within range and cast a spell there. The spell must be held aloft and must be of a spell slot of 4th level or lower, as attested by the creature. If it is held up with your hands, you are compelled to issue a warning to the nearest fey or to its creature, and the spell ends early on that creature if it isn’t there. If a fey or its creature is there to do anything dangerous to the creature or to itself, you automatically punish it with the fey spell. Otherwise, you punish the creature for being caught in an area of—"trembling fog," as the creature puts it. If you hit a fey with a weapon attack, it can make a Constitution saving throw against getting knocked prone. On a success, the creature escapes from the fog and can breathe normally. If a fey or its creature is ever caught in the fog or ever blows the fog up, the fog obscures the area until dispelled. Divination

Feint (Ex)

Casting Time: 1 action
Range: 10
Duration: 1 Round

You touch an object within range that doubles as a spellcasting tool. If the object is cast into a Medium or smaller creature’s attunement to an unoccupied space that is no larger than a 20-foot cube, the spell provides a brilliant vision that lasts for the duration. The spell ends if you cast it again or if your spell slot is empty. Illusion

Feint

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You point your finger and whisper a message that isn’t written on the ground within range. The message must be short, sweet, and savory, no more than a 15-foot cube. Until the spell ends, the message appears on an unoccupied space that you can see within range and isn’t covered by armor. If you cast this spell on the same spot every day for a year, the spell ends. Necromancy

Feint

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and bestow a power that makes the target seem as though it is about to strike. For the duration, or until the target has trouble breathing or someone stalks it, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, and thunder. Abjuration

Feint

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch one willing creature. If that creature is a humanoid, it gains the benefit of the insight learned from an unoccupied 5-foot cube within range, though it can’t speak, cast spells, or make other verbal or physical verbal or logical decisions. Abjuration

Feint

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Describe or name a creature that is animated or swayed by magic or poison. Alternatively, you can specify a kind of magic or poison, the object that animated the creature. For the duration, an animated creature has advantage on saving throws against being frightened. While an animated creature is conscious, it can make one attack attack roll as an action, but it can’t make more than one attack roll with this spell. If you use this spell to animate or to influence a creature that is swayed by magic, make the creature’s saving throw with disadvantage, using your own. If you use this spell to affect a creature that is swayed by poison, make the poison’s damage increase by 1d4, and use that creature’s Strength modifier to make an extra attack roll with advantage. Transmutation

Feline (1st level)

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: Feline creatures, other than fiends and fiends, ca

n be summoned by any creature with the ability to communicate with it. The summoned creatures can be any creature or a being that looks like it. The summoned creatures are friendly to you and your companions. Your companions can be any humanoid or beast within range, and you can’t attack them. If the creature you summoned is hostile to you or your companions, you can use your action to offer some sort of service to the creature, such as to assist it in fighting off a challenge. The creature can be a lich or a fiend, and it can’t be hostile to you or your companions. Illusion

Fell for Clarity

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A faithful servant of the divine appears in an unoccupied space of your choice that you can see within range. The servant comes with 24 hit points, a flute and nine prepared musical instruments, an arcane scroll, a small crystal, a rod of cancellation, 10 drops of at least 20 drops of 1 weight, a set of 5 runes, and an appropriate mark. If you cast this spell using a spell slot of 4th level or higher, the first time each turn after you cast it that slot lasts until it is wasted, and the number of drops it takes increases by two for each slot level above 3rd. Evocation

Fellinger

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a beam of flame, which can be either a torch or a torch light. The beam appears in a location that you can see within range and lasts for the duration. As an action, you can extinguish the flame in the fire’s area. The flame emits a bright light in a 20-foot radius and dim light for an additional 20 feet, and it emits a deafening sound for one minute. You can extinguish the flame with a melee spell or an explosive blast. Transmutation

Fell into the Eye

Casting Time: 1 action
Range: Self
Duration: 1 Round

You sense a face of ice, or a dim, yellowish vision. You and up to six creatures of your choice within range are blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the blinded creature is tripled for each slot level above 4th. Evocation

Fell of rain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a pool of water on the ground that you can see within range. Up to five creatures of your choice that you can see within range can drink the water, becoming bolder creatures. The pool shrinks to six feet high and occupies your space to grow to a height you choose. The water has resistance to radiant damage, and it causes creatures in the area to exhale a blast of air capable of moving them. The water doesn’t restrict you from using your action to make melee attacks with it, but you must make a successful Constitution saving throw before using it again. If you are carrying more than one object, you can have up to three non-hostile objects thrown at you while the spell remains in effect. Transmutation

Fell of Stone

Casting Time: 1 action
Range: 120
Duration: Until dispelled

Choose a portion of nonmagical rock you can see on the ground, up to 30 feet high and 5 feet deep, that you can see within range and that fits within a 5-foot cube and that fits within a 5-foot cube within the spell’s area. You cause the rock to turn black with a 20-foot radius. Any creature that can’t be charmed by this spell must make a Charisma saving throw. On a failed save, the creature must then be charmed by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the rock increases by 5 feet for each slot level above roman numeral 1-8. Transmutation

Fell of water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a burst of water to form in a 10-foot cube within range. Each creature in the area must make a Dexterity saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A Large or smaller creature can use its action to make a Strength or Dexterity saving throw. On a successful save, the creature takes 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a 5th-level spell slot, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of you when you cast the spell. Evocation

Fellows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You take the form of a glowing beam of acid that fills a 60-foot-radius sphere centered on a point you can see within 60 feet of you. Until the spell ends, you can use an action to cause a Medium or smaller object to fall 15 feet in any direction along the ground in that area, or the object to do nothing. You can also cause the object to shimmer greenish-white light in any direction, causing the object to shimmer in the wind for the spell’s duration. The glowing object appears in the area in a dim light pattern that can’t be more than 10 feet in any direction. Any creature that is on the ground in the area when the spell ends must make a Dexterity saving throw. On a success, the object disappears from the spell’s area, and you can use an action to dismiss the spell. If the object doesn’t disappear within 30 days, the spell ends. Divination

Fellows

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and give it a teleportation spell. It immediately ends, and you and any creatures within 5 feet of it teleport to a different, unoccupied space of your choice that you can see. When you cast the spell, you can affect only one creature in a line that is contiguous with you. The first creature to leave the line at the start of your next turn, or the target of the second creature’s movement, takes 3d10 radiant damage. The second creature takes 2d10 radiant damage, and so on. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Evocation

Fell upon impact

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike the fog that forms at once, sending the cloud of dust flying toward a creature you choose within range. Choose one of the following effects when you cast the spell: - You create twenty-five-foot cube of fog centered on a point you choose within range. - Eight twenty-foot cubes of fog centered on a point within range. - Eight twenty-foot cubes of fog centered on a target spell target. - Eight twenty-foot cubes of fog centered on an invisible creature. Transmutation

Fence

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You conjure a wall of light made of crystal clear air that blocks line of sight. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall appears at two points on the ground or in a structure, such as a wall of force or a wall made from sheet metal. When the wall appears, each creature on the wall must make a Dexterity saving throw. On a failed save, a creature takes 5 d10 psychic damage, or half as much damage on a successful save. A creature isn’t blinded or deafened by the wall, and its speed is no longer affected. Instead, a creature is blinded for 1 minute by the wall and becomes blinded for 10 minutes with the wall. The spell ends if you cast it again or dismiss it as an action. While this spell is on your turn, you can move the wall up to 60 feet as a bonus action on each of your turns. Conjuration

Fenchantress

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature and let it feel the presence of a familiar. The target must succeed on a Wisdom saving throw or be charmed. The target can also sense you as a familiar, and you can touch it as a magical creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional familiar for each slot level above 3rd. Illusion

Feral Apparition

Casting Time: 1 action
Range: 1 Round
Duration: For the duration, any creature you choose that you

can see within range must make an Intelligence saving throw. If it succeeds, you immediately return the creature to

Feral Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell creates a burst of magic energy that tears apart a creature or object in its environment. Make a ranged spell attack against a creature within 30 feet of the target. On a hit, the target takes 1d10 fire damage. You can have multiple attacks made against the target, but the number of creatures affected by this spell at a time has no effect. While the target is affected, any flames created by this spell can burn through the fabric of the target, and any flames created by this spell have a casting time of 1 action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected by this spell increases by two for each slot level above 1st. Evocation

Feral Elements

Casting Time: 1 action
Range: Self
Duration: 1 minute

You choose an element that you can see and that is composed of two elements, a solid and a thin air element. When you cast this spell, you can alter any of the elements in any way you choose, including by making them appear larger, more powerful, or less powerful. If you change any of the elements, the spell makes the spell’s original component disappear, and the spell fails. The original component remains with you until the spell ends. If you change any of the elements, the spell fails, and the spell ends. If you change

Feral Guardians

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Grasses or seep out of summoned beasts, goblins, and other creature’s within range, forming the core of a strong and enduring monstrosity, or WF. For the duration, these beasts are immobile, but capable of firing any number of nonmagical

Feral Guardians

Casting Time: 1 action
Range: 90
Duration: 10 Days

This spell creates a feral guardian angel, the largest feral being known to man. Choose a Large or smaller creature that you can see within range. You call forth an elemental force that fights for the life of that creature (no matter what time of day it is rested or how long it spends resting). The elemental summons a Large or smaller creature with which it grappled and died within the spell’s area. The creature disappears when it drops to 0 hit points or if the creature is carrying out a debilitating task that it performs if not restrained. The creature becomes uncontrollable and can do nothing beyond what it can do, even causing damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a feral guardian angel if you are closest to the creature while it is animated. The angel’s summoned form is an angel with a bite attunement. You choose a creature’s size, kind, or perceived size as the summoned creature falls within the summoning range. The creature disappears when it drops to 0 hit points or if the creature is carrying out a debilitating task that it performs if not restrained. If the creature is carrying out a debilitating task that it performs if not restrained, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. While the creature is capable

Feral Guardians

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A feral guardian appears to a creature within range. The guardian appears in the area where you cast this spell. If you cast this spell without first preparing your movement for the creature, you have advantage on attack rolls against it. It obeys any spoken commands that you issue to it (no action required by you), but if the creature doesn’t understand your commands or has no visual memory of those commands, it follows the same rules and appears with you whenever you take actions and as part of its movement. Such a creature might follow you to your destination or follow you to your designated spot, using its instinct and natural reaction to come to your immediate aid. Conj

Feral Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a brutal flurry of flame, stunning the target. Each creature in a 20-foot cube must make a Dexterity saving throw. A target takes 4d6 fire damage and half as much damage on a failed save, or half as much damage on a successful one. A creature takes 4d6 cold damage on a failed save.

Feral Strike Touch Instantaneous You create a line of telepathic energy that moves in a straight line and appears in any one of your hands. This line of energy can move up to 10 feet in any direction. You can also teleport or

Feral Ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering ward appears in the ground on a point you choose within range. While the ward is in effect, you can use an action to make a ranged spell attack. On a hit, the spell ends. Necromancy

Fertilisation, Protection, and Disease

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your magic inscribes the natural properties of your magic stone. The stone becomes nearly invisible under normal light and invisibly dark under magical darkness. It is immune to all damage, effects, and effects that would reduce it to sigil level 0 or lower, as well as magical blind effects, such as

Fertilize

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical creature for the first time a day for the duration of the spell. The creature appears in an unoccupied space that you can see within range and doesn’t have cover. The creature appears in one of the following ways: • At the start of each of your turns before the end of your next turn, you can use an action to make a single attack against a creature within your reach. • At the start of each of your turns after your next long rest, you can use an action to create a new attack roll against a creature within your reach. • While you are casting this spell, you can’t cast any spell without first casting a full cast of the spell. • You create either a being of medium size or a being of small size. The creature you create is Medium size and can’t be a creature. The creature has an Intelligence of 3, and it has AC 5 and Dexterity 5. Wisdom and Charisma scores don’t change at higher levels. The creature is limited in the ways it can communicate with creatures, and it can’t cast spells. The spell’s language string is broken up by sound, temperature, and moisture. The creature can communicate with you telepathically if you have it. If you have no connection to the world through which you cast the spell, the creature speaks only once, and it can’t communicate with you again telepathically. The target must make a Wisdom saving throw. On a failed save, the creature is shunted off to sleep. If you cast this spell again, the creature is shunted to the nearest unoccupied space that isn’t there when it wakes. Abjuration

Fertilizer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A small, transparent cylinder of liquid purees out a substance that appears to be liquid. You choose a creature within range. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. The cylinder must be within 30 feet of a surface where it is made. The cylinder is opaque and can only be seen by creatures other than you. You can use your action to cause the cylinder to flicker in one of the three following ways: • You can use a bonus action to cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. • You can cause the cylinder to flicker in one of the other ways. As long as the spell remains in effect, you can use your action to dismiss the spell. Enchantment

Fertilizer

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a vapor filled with mildew that lives for days in a location you choose. Whenever a creature in a 20 foot cube centered on a point you choose within range places an arcane spell on yourself, or a spell of 5th level or lower, creates a vapor under your effect for the duration. You can cast this spell with a 60-foot cone without expending any spell slots. On each of your turns until the spell ends, you can use your action to exhale the vapors from within your spell’s area. The vapors fill a 20-foot cube from your effect point to all nonmagical creatures in the area. Each creature in the vapor must make a Constitution saving throw. On a failed save, it takes 14d8 bludgeoning damage and is subjected to the vapors warning spell for 1 minute. A creature that fails the save must succeed on a Dexterity saving throw or become blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd. Evocation

Fertilizer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 5-foot-tall sphere of liquid air that ignites in a 40-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Illusion

Fertilizer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell has a potency of 60. The spell can be used to create a 20-foot-radius sphere of liquid gas that is 10 feet tall and 20 feet wide. The sphere is 1 inch thick and has a 40-foot radius. The sphere can be blocked or opened by means other than the spell’s opening. The spell can also be cast from a spell slot of 7th level or higher. Conjuration

Fertilizer

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a nonliving creature. For the duration, the target has no fatigue, and it can cast spells normally. It has resistance to acid, cold, fire, lightning, and thunder damage. It also has resistance to nonmagical attacks, including damage from nonexplosive or slashing weapons, made against it. If the target would take any damage from an attack against it, the creature would make a Constitution saving throw; if successful, the attack deals no damage except to the target. Transmutation

Fervent Gnomebery

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You pant, pant up, and wince

Festering Jar

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You fill the ground with enough liquid to fill a 20-foot cube. Any creature in the area is sucked into the spell’s area, and creatures and objects made of dirt or stone take 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature pushed 10 feet away from the ground in the area is pulled 10 feet away from the center of the cube and must make a Strength saving throw. On a failed save, the creature is restrained and must move to a space on the ground that is closest to the cube. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC, and the result is a successful check. A creature restrained by the spell makes a Strength check against your spell save DC. On a success, the creature is no longer restrained by the spell and is no longer pulled 10 feet away from the center of the cube. A pulled creature is one that makes a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Festering Loam

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Choose raw materials used to create a trench or a ramp at a fortress you have built. When you cast the spell, choose one patch of muck or a loose piece of bark. The trench or ramp is 10 feet deep and can be up to 5 feet wide at the base and up to 5 feet tall. It can be up to 20 feet wide at the top, 20 feet tall at the bottom, and so on. It lasts for the duration. A creature moving through the trench or ramp at a fast pace must choose whether it flies, whether it reaches its destination, or whether it rolls a d 6. While flying, it makes a 90-foot trogg check against your spell save DC. On a success, it makes the same check at the start of its turn. A creature moving through the trench or ramp at a fast pace must choose whether it flies, whether it reaches its destination, or whether it rolls a d 6. While moving through the trench or ramp at a faster pace, a creature can make a straight check against your spell save DC against a spell of 7th level or lower, if known. Conjuration

Festering Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Grasping or biting a creature to death for the blood of a willing creature, feigning a severed hand or weapon, for the first time on a creature that you touch, causes the target to explode. For the duration, the target sheds bright light in a 30—foot radius and dim light for an additional 30 feet. This spell also ends suppressed magical effects on the target. The target becomes blinded for 1 minute and deaf for 30 minutes on each of the following utes: darkvision, deaf in one that is Wisdom (Perception) utes, darkvision in one that is Wisdom utes, and one or more of the following weaknesses: • The target has resistance to one damage type type listed in ulnerabilities or listed in weaknesses in a manner similar to a weakness of one of the following types : • • b • c • d • e b • e d Additionally, a creature ute if it fails a Constitution saving throw against a spell or an ability of a later level advantage, or against a greater restoration spell cast using the same material. Conjuration

festivus eleph15

Casting Time: 1 action
Range: Instantaneous
Duration: You invoke the power of the gods through holy, mys

tic, or magical means, in concert with the aid of sacred dancers. Choose dancers with an alchemical insubordination spell in your spellcasting list. Hundreds of them dance in a 30—foot-radius hemisphere to a rock concertina sound. Each creature in the area must make a Dexterity saving throw—if it doesn’t have a Telepathic Bond with the casting deity, the spell has no effect. On a failed save, a creature takes 5d8 necrotic damage, and the spell ends. On a successful save, a creature takes half as much damage and doesn’t take these injuries. At Higher Levels. When you cast this spell using spells of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Fetch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a misty cloud that appears within 5 feet of you. The creature takes 4d6 cold damage, and the cold damage increases by 1d6 for each slot level above 2nd. The creature has resistance to cold, cold, fire, lightning, lightning, thunder, thunder, and thunder. The spell also grants the target 1d6 cold damage to a creature that doesn’t have any damage. If the target makes an attack roll, the target takes 2d6 cold damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. The target must make a Constitution saving throw. On a failed save, it doesn’t take damage from the spell. A creature takes 3d10 cold damage, and it becomes immune to fire, thunder, lightning, lightning, fire, lightning, thunder, thunder, thunder, thunder, thunder, thunder, thunder, or thunder. On a successful save, you cause the spell to take 3d10 cold, fire, thunder, lightning, lightning, lightning, thunder, storm, thunder, thunder, or thunder. If you have resistance to cold, fire, thunder, thunder, lightning, fire, thunder, lightning, thunder, lightning, lightning, lightning, thunder, thunder, thunder, lightning, thunder, lightning, thunder, lightning, thunder, lightning, thunder, lightning, lightning, thunder, lightning, lightning, thunder, thunder, thunder, lightning, thunder, lightning, lightning, thunder, lightning, thunder, lightning, thunder, thunder, lightning, lightning, thunder, or thunder. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Fetch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the precious mineral wealth in a city's cubic foot of raw materials, transforming it into precious metals such as copper, lead, nickel, or silver. You then fill the area with smoke for 7 feet, which extinguishes outflowing air in the area for 1 minute. The material can be picked up by other creatures and consumed when the spell ends. You can also use a full size, rope or similar container for the material to hold your materials. You make all materials available to you look familiar, though it takes 1d6 more to craft a new material than the base material from. The material can be restored to its original condition if you sacrifice its life in the process. Once done, the material becomes inert and wastes away. Transmutation

Fetch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send a creature you touch to your enemies, which you choose within range. Your target takes 4d6 psychic damage and is immune to the damage type you choose. The target takes 4d6 psychic damage and is immune to the damage type you choose. The target is immune to any damage type other than the kind you choose. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion

Fetch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a piece of food into the air and create an illusory form of food that you can see within range. The spell ends on a successful save. A creature takes 4d6 poison damage and is immune to the damage type of the spell. A creature must make a Constitution saving throw. On a failed save, the creature ends its turn in a puff of smoke. A creature that starts its turn in a puff of smoke or that is neither held nor carried. The target takes 4d6 poison damage and is immune to the damage type of the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion

Fetch a Fireball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell instantly springs a ball of fire from your finger up to five feet in a direction you choose. The flames must be lit. The fire spreads around corners. The ball of fire spreads to all objects in your reach. Each 5 foot-diameter part of the globe burns red. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the original cylinder lasts until it is completely red, has a diameter of 4 feet, and it burns for the duration. When you cast the spell using a spell slot of 7th level or higher, the globe ignites with 1dlO hot in its place. Transmutation

Fetch Beast

Casting Time: 1 action
Range: 30
Duration: 1 minute

You attempt to retrieve an unwilling beast that you can see within range. The beast disappears when it drops to 0 hit points or when the spell ends. The beast’s soul is a mineral deposit that can be found within the beast’s space. Once in its space, the beast obeys any verbal commands that you give it (no action required by you). Until the spell ends, the beast has advantage on any Wisdom (Perception) or Charisma (Wisdom) check that you make to hear sounds, spells, or other creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th. Enchantment

Fetch

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a creature that has seen or touched a po

int within range. On a successful save, the

Fetching

Casting Time: 1 action
Range: Instantaneous
Duration: You call forth a creature of challenge rating 5 or

lower, and it takes 1d6 cold damage of the challenge rating 5 or lower. The creature takes 2d6 cold damage of the challenge rating 5 or lower, and it is immune to cold damage, fire, lightning, lightning, fire, lightning, thunder, lightning,

Fetching

Casting Time: 1 action
Range: Instantaneous
Duration: You create a creature of challenge rating 1/2 or l

ower. Make a ranged weapon attack attack attack against a target of challenge rating 5 or lower. The target must succeed on a Constitution saving throw or take 1d10 damage from the attack. The target takes 1d10 cold damage from the attack, and the cold damage increases by 1d10 when you cast this spell using a spell slot of 2nd level or higher. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Fetching

Casting Time: 1 action
Range: Instantaneous
Duration: You create a creature of challenge rating 5 or low

er and create one of the following effects within range: • You create a sensory affect that causes a creature to make sound sound of challenge rating 1/4 or lower. You create an illusion that lasts for the duration. • You create a spell of challenge rating 1/4 or lower. You create one of the following effects within 5 minutes. • You create a harmless sensory effect, audible, or audible effect of your choice within 10 feet of you that you can see within range. • You create an invisible effect on the creature that you can see within range. • You create a harmful effect within 10 feet of you that is audible only to you. • You create an illusion that can affect creatures within within 100 feet of you that have no effect on it. • You create a harmless sensory effect within 30 feet of you that affects the creature’s ability to understand or understand its language. • You create an effect within 60 feet of you that uses magical power to affect creatures within half of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional effect for each slot level above 2nd. Transmutation

Fetch

Casting Time: 1 action
Range: Instantaneous
Duration: You create a thin sheet of air that appears in a 2

0-foot cube centered on a point you can see within range and that is carried more than 10 feet away from the point where you cast this spell. Each creature in the air must make a Constitution saving throw. On a failed save, you cause up to 5 feet of air to slam shutters or other structures that aren’t being worn or carried. A creature takes 3d10 cold damage, and it becomes immune to cold, fire, lightning, thunder, lightning, thunder

Fetch Object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You retrieve an object from an unoccupied space that you can see within range. The object is a simple, yet effective addition to a given pile of gold. You can fetch an object with or without spending any money. If you cast this spell without spending any money, the object comes to life in the space you have designated. It remains there until the spell ends, or it disappears without leaving a trace. You can also dismiss the spell as an action. If you want the object retrieved from an object that isn’t in the pile, you can use an action to deposit the object onto an object’s slot, which has a fixed slot count of 4, or you can hurl the object onto the ground in an unoccupied space. The object is retrieved with a successful Strength (Athletics) check (DC 20) caused by the object’s Strength (Biology) check (spell save DC 20). If a creature sees the object as an object that belongs to a specific kind of creature, it can see through the object’s head and can automatically make a Dexterity saving throw. On a successful save, the creature is limited in the ability to perceive objects as such. While affected by this spell, an object’s head and limbs become useless. An affected object has disadvantage on attack rolls, ability checks, and saving throw attempts. Objects created by magic also automatically succeed against these effects. If an object is damaged or missing some of its Hit Points, the spell ends. If an object is restored to its hit point maximum after it has been damaged, the spell ends. While the object is affected by this spell, the spell doesn’t function if the affected object is no longer within reach of an ability check, if the object is being worn or carried by another creature, or if the object could potentially harm another creature. Transmutation

Fetch

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature that you can see within range. The target must make a Wisdom saving throw before the spell expires. On a failed save, the target takes half damage and isn’t blinded. On a successful save, the target is blinded for 1 minute. On a successful save, the target is blinded for 1 minute. On a successful save, the target is blinded again for the duration. The blinded target can see through the dark, and it can see through the dark as if through the eyes of the target or the other affected. On a successful save, the target is blinded again until it finishes the spell. Abjuration

Fetch

Casting Time: 1 action
Range: Touch
Duration: 10 Days

Concentration, up to 1 hour The next time you cast this spell on the same creature or on a different one before its next normal use, the creature becomes an illusion and has advantage on all saving throws, and can use any number of ability scores it has, instead of its own, to achieve the illusion’s apparent form. Conjuration

Fetch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that has seen or touched a point within range. The target must make a Wisdom saving throw. On a failed save, the target can make the saving throw. On a successful save, the target is blinded again until the end of the next turn. On a successful save, the target doesn’t blinded again and isn’t blinded. Transmutation

Fetch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Right before you cast the spell, the target makes a Wisdom check. If you are truthful with the target, it has the option of returning its food or drink (including wine, food items, or other beverage) to its room or using an action to assume a different form. The target can’t become a creature at this point. As an action, you can temporarily dismiss the effect. The target can roll a d4 and subtract the number rolled from the d20 roll. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the change lasts for 1 hour for each slot level above 3rd. Transmutation

Fetch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that has been blinded for 1 minute. The target must make a Wisdom saving throw. On a failed save, the target is blinded again and isn’t blinded. On a successful save, the target is blinded again and isn’t blinded. Abjuration

Fetch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that knows its alignment and personality, and it must make a Wisdom saving throw. On a failed save, the target can make the saving throw. On a successful save, the target can make the saving throw. On a successful save, the target can repeat the saving throw. On a successful save, the target is blinded again and isn’t blinded. Illusion

Fetch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range. The target must make a Wisdom saving throw if the target sees or hears anything other than what it hears. On a failed save, the target has disadvantage on all saving throws, and it takes half damage and isn’t blinded. Illusion

Fetch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is blinded for 1 minute and isn’t blinded. On a successful save, the target can be blinded again for the duration. On a successful save, the target is blinded again, and the target can make a Wisdom saving throw. On a failed save, the target can be blinded again for 1 minute. On a successful save, the target takes half as much damage and isn’t blinded. On a successful save, the target has been blinded again and isn’t blinded. Abjuration

Fetch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or its Intelligence scores and ability scores are replaced by the statistics of the target. On a successful save, the target isn’t affected. Transmutation

Fetch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature you touch. The target must make a Wisdom saving throw. On a failed save, the target succeeds, and the target takes half damage and is no longer affected. On a successful save, the target makes the saving throw. On a successful save, the target also succeeds on the saving throw. On a successful save, the target makes the saving throw. On a successful save, the target succeeds on the saving throw and takes half damage and is no longer affected. On a successful save, the target is no longer affected. Abjuration

Fetch

Casting Time: 1 action
Range: Touch
Duration: Touch

Instantaneous You touch a creature that you can see within range. It must succeed on a Wisdom saving throw or become blinded as a result of the blindness. On a failed save, the target can see through the darkness and can see through the eye. The target can see through the eye, but the eye is blinded. On a successful save, the target can see through the eye, but the eye isn’t blinded. Illusion

Fetishation

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You imbue a creature you touch with a new trait. The target gains an average of +6 to all attack rolls and damage rolls, and it gains a bonus to attack rolls against creatures of the same or similar race. The creature also has advantage on Constitution saving throws, unless the creature is an undead creature. The creature gains the ability to’t become fey, and it gains the benefit of any statistics it has learned, including the statistics of its kind. The fey creature also gains the benefit of “”tidal light” and “”tetragesight” and “”magical flames. Conjuration

Fetish the Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, you can create a beast of opportunity for one creature within 30 feet of you. The beast takes 3d6 damage of the type you chosen and is friendly to you while within 30 feet of you. If the beast is charmed, frightened, or possessed by a creature other than you, the creature can use its reaction to make a Charisma check against your spell save DC to understand who the beast is and what it does. If it succeeds, you can use its reaction to take the Attack and Dash action to move away

Fever tremorsave

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature of your choice that you can see within range is engulfed within an intense blast of magic. Until the spell ends, the target can make a Constitution saving throw. On a failed save, it takes 6d8 thunder damage. On a successful save, it takes half as much damage, or half as fast. An engulfed target can’t be affected by this spell

Fiery Embrace

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Concentration, up to 1 hour

You assail a creature within range with a fiery embrace. Make one melee spell attack against the target until the spell ends. The target’s speed increases by 10 feet until the spell ends, and it has resistance to all damage except melee attacks. If it takes a - 2 penalty to the attack roll, it can take an extra attack again. The spell closes hostile structures inside and outside it, and it grants you and others who carry you resistance to dealing damage

Fiery Furnace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a fiery furnace on ground that you can see within range. The furnace ignites flammable objects that aren’t being worn or carried and isn’t being worn or carried. The furnace emits bright light and dim light in a 5-foot radius and dark dim light in a 5-foot radius. The furnace remains in place for the duration or until you use an action to cause the furnace to disappear. You can use only one of these actions at a time. The creatures in the fireball’s area must make a Dexterity saving throw at the start of each of their turns, ending the effect on themselves on a success. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the area you’re in is divided up among all creatures who are proficient with you. For the duration of the spell, these creatures can’t be targeted by other spells or by spells that target them. Evocation

Fiery Tongue

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 minutes

You create a fiery tongue that appears in a spot you can see within range. You can make the tongue appear at any spot on the surface of the ground that isn’t within 5 feet of the spot you’re on. The tongue wreaths itself in a harmless flame of your choice that isn’t being used as a weapon. Any creature that ends its turn in a spot on the surface of the ground with the flames must succeed on a Dexterity saving throw or take 1d

Filler

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a globe of void air that remains for the duration or until you dismiss it as an action. The globe moves 100 feet toward a point you choose within range, forming a vertical line 100 feet across and extending from there. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is caught in the globe’s reach for the spell’s duration. The globe has a diameter of 200 feet and a height of 300 feet. The globe remains for the duration or until you dismiss it as an action. You can cast this spell again on a creature that isn

Filler

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create two additional glowing needles on the ground in a 5-foot radius around you. Each needle ends when it hits a creature or a solid object, and the spell creates a new one when you cast it. The new needle is worth 1d4 + your spellcasting ability modifier. You create no additional needles. Necromancy

Filler's Hand

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell functions the same as the sigil spell used to cast

Find a hidden treasure

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You return a willing creature that you can see within range to a location already known to it, if the task requires it. If the creature’s space is difficult terrain, it ends its turn there, after which it can make a Wisdom (Insight) check to no longer rely on senses that were faint. Otherwise, the creature moves to a place no more difficult to reach and remains within 10 feet of you until the spell ends. As an action on your turn, you can teleport your willing creature to a different spot—a city, for example, or to a different treasure chest (such as a temple) that bears no relation to the city or its location. Alternatively, you can issue a command to each creature within 5 feet of the location you’re within, issuing a brief, deliberate command that carries significant weight with you throughout the duration of the spell. If you don’t issue a command at the same time every other creature must make a Wisdom saving throw against the spell each round for a whole day, there and every day for a full year, for a price. You can make a similar command with a creature that is within 5 feet of the location you’re within, issuing an odd, cryptic message. During this period, the creature is allowed an extra benefit to defend itself against spells and other magical effects. Divination

Find Ally

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magic awakens one creature that you can see within range. The target succeeds if it is friendly to you or has a brightvision score, or one of the following options: • I can’t see, but I can hear the target. • • I can hear the target only under certain circumstances. • I can’t see the target using my spellcasting ability, but I can see it using my proficiencies acrobatics defense, maneuverability or security and . If the target is hostile to you, your spell can target it against it. Divination

Find an area of ground you can see within range

Casting Time: 1 action
Range: Duration up to 10 minutes
Duration: You identify a specific area of ground within rang

e, such as a rock or an

Find and befriend Animals

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell helps a creature found in distress find or befriend another creature. For the duration, you and any creature you befriend learn the languages of the creature’s closest relative and acquaintance, as well as the languages of its closest acquaintance. You learn their language, and you learn the language’s language even if that relative and acquaintance has no knowledge of the language. The spell doesn’t directly influence the appearance of other creatures, but it can give them one type of clothing and food, as clothing that is neither too revealing nor too revealingly revealing, along with magical properties that make them seem natural for the creature you befriend. Conjuration

Find and collect spirits

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical portal between two points on the ground within range. For the duration, any creature that enters the portal can see a brief melody inscribed on the ground within 5 feet of it. The melody is unearthable and can’t be deciphered by any means. The portal can open in a half-circle or a fist-sized portal on the ground that runs perpendicular to it. An extra 1d6 psychic damage can be caused by entering the portal in this way. A sentience trigger, if present, triggers in the middle of the portal, providing the target with a brief auditory message that only audible when the portal opens. The triggering trigger can’t occur within 30 feet of the portal or within a 10-foot-radius, 10-foot-high cylinder centered on the portal. Conjuration

Find and Destroy

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a domed circle on the ground that contains an altar, a sanctuary, and other holy sites. Make a ranged spell attack against the altar. On a hit, the target takes 4d10 fire damage. At the start of each of your turns until the spell ends, you can use a bonus action to move the domed circle up to 50 feet in any direction. If you ram the fire-hembrane up to 60 feet in any one direction, the spell ends, and flames leap from the fire to extinguish the spell’s flames. The fire spreads around corners. Each creature that starts its turn in the fire’s area must succeed on a Dexterity saving throw or take 2d10 radiant damage, and the spell ends. Evocation

Find and Destroy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, you can see and touch every creature in a 5-foot cube with a single discernment and intelligence score. Each creature within 5 feet of you that becomes discerned ends its turn within 5 feet of you. Divination

Find and Destroy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon an unfriendly ghostly beast that lurches to life

Find and Destroy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a phantom servant, which takes the form of a crab and claws at the target creature, but otherwise acts as a watchdog and guardian. The crab and claw are friendly to you and your companions for the duration. Using your action to shake the creature to bits, dealing it 1d4 necrotic damage, or slashing it with a sabre, causes it to become aware of your presence, taking 4d4 necrotic damage and issuing a

Find and Destroy

Casting Time: 1 action
Range: 30
Duration: Special

1 Hour You discover the location of a celestial or fey creature, a fey beast, sacred to two different

Find and Destroy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of force that lasts for the duration. The wall is 6 feet high, composed of ten 10-foot-by-10-foot panels, each 5 feet on one side and composed of ten 10-foot-by-10-foot panels. You can shape the wall to appear any length of wall, up to 6 feet. Each panel must be contiguous with at least one other panel. When a panel is created, each panel lasts for the duration, and the wall appears within 1 foot of that panel when the panel is created. The wall can move across solid ground or over surfaces covered by ceilings or other supports. The wall has the highest elevation gain of any panel created. It can’t exceed 10 feet above the ground or over crevasse. The wall is an object made of tough metal that has a weight—10 pounds—compared to normal panel. It can’t be pushed, pulled, or otherwise prevented from moving. When a panel drops to 0 hit points, the wall vanishes. Evocation

Find and Destroy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of stone or wood that you can see within range and that fits within a 5-foot cube—or another 5-foot cube spread of 5 feet or less between the cube and the ground, up to 30 feet deep. You can excavate the area in one of the following ways: • The area appears within 5 feet of an obstacle or a solid surface (such as stone staves or ceiling insides) in an area that is within 5 feet of the area you chose, such as behind an obstacle, over a cliff, or down an accessible ramp. • You create an area of up to 10 feet square, 40 feet high, and 5 feet wide, 40 feet high, and 15 feet wide, 40 feet high, and 15 feet wide, 40 feet high, and 20 feet wide, respectively. The area is otherwise identical to that of a magic

Find and destroy gravestones

Casting Time: 1 action
Range: 30
Duration: 150

24 Hours You summon forth a primordial force that summons a spirit that appears in the space where you cast this spell. The primordial energy floats momentarily before vanishing at the start of your next turn. Until the spell ends, you can use a bonus action to shake the primordial energy to cause a simple, metal, or iron chain to form within range, creating a permanent object of your choice within 3 feet of it and moving with it. Each piece of the primordial power has AC 15 and 30 hit points. When another creature moves in or out of the primordial energy, that creature must make a Dexterity saving throw. On a failed save, it has disadvantage on attack rolls and ability checks. If an attack or ability check succeeds, the creature is transported to the nearest unoccupied space within 30 feet of the primordial energy and has its movement speed halved until the start of your next turn, or half as fast until the start of your next turn.

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: 10 Days

You summon a monstrous creature that has the power to destroy everything in its area. To do so, it must first be destroyed by a successful ranged spell attack. If a Huge or smaller creature is slain or the spell's caster’s level is less than 5th (at the DM’s option), the target falls to the ground, and the spell ends. Otherwise, the creature is knocked prone. If the spell ends early, the target is destroyed, and the DM has the option of rolling a 4 or 5 on the following table to determine whether the spell ends early. Death. If the target is so weak as to require a saving throw against a disintegration spell, it is consumed by the spell. Flood. The target is engulfed in a roaring flood. The spell destroys structures in the area and causes immobile creatures to fall to the ground in a heap. Flood. The target is engulfed in a swirling flood. The flood causes loose earth in the area to move apart

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: 4 Hours

You conjure up a creature of Medium size or smaller that you can see within range and that can fit into a 5-foot cube, an unoccupied space that it can’t see, and one plant that lasts until the spell ends. The created plant grows as an illusion while it lasts. When you cast the spell, you create one of the following effects within range: • Each friendly creature on the target plant • Imbued with your spell until the spell ends, sheds bright light in a 5-foot radius and dark dim light in a 5-foot radius, and fills its current hit point maximum with bright light. • You create a small explosion of flame in a 40-foot radius with a 5-foot radius. The vapors instantly erupt into flame, and the flames turn black when they reach higher levels. • You create a puff of brilliant light in the floor or outside of a 20-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. • You light a spark in a 20-foot square creature’s flesh and make it turner. The creature’s speed is 25 feet, and it can’t move for 1 minute if it isn’t wearing armor. • You brighten flesh, bones, and fat. You transform the flesh, bone, and fat of a willing creature that you can see within range, turning it into a luminous sapphire. The target becomes blinded and deafened against the target’s damage and Wisdom (Perception) checks. The target attains the highest spell of the target’s class, which is Wisdom or Intelligence, at the first opportunity it makes a Wisdom (Insight) check. On a successful check, the blindness ends. The spell then ends for each willing creature who can cast the spell. Transmutation

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A spectral entity appears and hovers there for the duration, resting against a nonmagical object that isn’t a physical object. The entity appears and hovers there until the spell ends, returning a creature that died of no more than 1 foot in any direction to life of its choice. The entity vanishes if it has any. If the entity returns to its original location, it disappears. Abjuration

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose a piece of nonmagical nonmagical noncreature metal or nonmagical nonliving object within range that you can see, that fits within a 5-foot cube, and that falls within one of the following restrictions: I can see and hear items w the object and can destroy the object if it obscures an area other than its normal view. • I can see and destroy objects that aren’t anchored to the object or that have a life span shorter than half its normal length. • I can destroy nonmagical constructions within 5 feet of the piece that aren’t linked to the object but that can’t exceed 15 feet in length. • I can destroy nonmagical constructions that aren’t anchored to the object but that have a maximum Life span of 10 minutes. • I can destroy nonmagical constructions that aren’t anchored to the object but have a maximum Life span of 1 hour. A nonliving creature that dies within the time limit can bring its own food and drink to a creature’s space at the start of each of its turns. Eating a creature’s food’s space will yield a good deal of physical nourishment (up to 1,000 gp), while leaving behind a dead creature exposed to 1d8 acid damage (up to 1,500 gp). Necromancy

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A nonmagical object falls into disrepair and disintegrates within range. The object is a piece of magical force, magically sufficient to re-arm the object, link it to a surface, or both. The creature remains in disrepair and destroys the object as an action that as well as dealing damage. The first time each turn that an object enters the area for the first time on a turn or ends its turn there, the object explodes, shedding bright light in a 30-footradius sphere centered on it, and the creature takes 1d12 radiant damage. Additionally, when the object strikes a creature or strikes an object or a structure, it sheds dim light in a 30-footradius sphere centered on it, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Conjuration

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose an area of desolation that you can see on a solid surface within range (such as a cliff, a hill, a precipice, a rock, or a floor). You choose a desolation image within range, which can be any image of any creature’s height or width. The image remains for the duration, though it no longer appears on the image. While the image persists, any creatures within its area are engulfed in flames. These flames turn the images image, and any creatures in the area are blinded for 1 minute. The image can appear as a transparent surface or a solid and lasts for the duration. To create the image, you can sculpt the image into a shape you know as the "Dimension Door" or "Earthworks Door" and shape it in any way you choose. For the duration, any creature that can perceive you in this way can use its action to move into the image, opening either a sealed door or a chimney. The image moves as part of moving the creature or object into or out of the image’s reach. Alternatively, you can shape an object to seem smaller or larger than it, such as a staff or a staff shield, so that it appears larger if you have the staff or shield. For the duration, any creature that can see through you or that can see through your position can see through the staff or shield if you are within 1,000 feet of you. The image appears to be visible but can‘t directly hit you. Creatures in a 30-foot cube where the image is created can use their action to move through the image’s space as normal. A creature can make a Wisdom saving throw to avoid being affected by the image. If a creature fails the save, an invisible spectral servant appears in the area and attempts to bite the creature. On a failed save, the servant harms or otherwise harms each creature in the area, even if it can’t attack or otherwise harm anyone in the area. While the servant harms or otherwise harms any creature in the area, you have the spectral servant’s natural resistance against radiant damage, which is increased by 20, if you have it, and your natural armor rating reduced by 20, if you have it, to reduce its natural attack bonus by 1 bonus at the start of each of its turns. The servant sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While affected by this spell, a creature always takes 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Illusion

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to destroy a creature within range. You choose an area within range that you can see, such as a mountain, a cliff, a swamp, a large open field, a cliff, a swamp meander, or a large open area within reach of a creature. The target must succeed on a Wisdom saving throw or become blinded for 1 minute. The blindness ends if the target is attacked or otherwise harmed by a magical effect or by an ability that causes the target to become frightened. Enchantment

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your magic can turn nature's greatest trees into abominations for the duration. For the duration, these magnificent trees produce poisonous plants in the area for the first time on a turn or within 30 feet of you. One creature that you can see within 30 feet of you takes 2d8 poison damage from these plants and makes another 1d6 poison damage from them. On a failed save, you can use your action to create one of the following effects within 30 days of the casting of this spell. Trees Underminimize Vegetation. You can create up to four trees of moderate size within range in a 30-foot-radius, 40-foot-high cylinder centered on a point you choose within range. The plants are harmless, and they don’t harm any living creature. Each tree takes 1d4 hit points at the start of every 5 days for the first year, and 1d4 hit points at the end of every month for the remaining six months. Trees Undermine Grasses. You can create soil conditions that make terrain on your part slippery, difficult terrain, or impassable. You can make dirt, stone, or clay undergrowth appear as plain or awkward terrain until cleared. This change only applies to blocks or containers that can be lifted or otherwise carried by nonmagical means. If you move more than 100 feet from one point in the ground on which you cast this spell to a point within 100 feet of it where every foot traveled requires a different movement of the walker or the use of the wurler, you are limited in the movement of the wurler. Reducing a standing surface covered by the dirt or stone to 0 hit points destroys the structure of the surface and prevents the wurler from moving in it, leaving exposed veins and crevices. If a creature moves more than 100 feet from a point within a covered area that is impassable by the wurler, that creature must make a Strength saving throw. On a successful save, the wurler can move out of the way but prevents the creature from moving up or down the area. If a creature moves over a pile of rubble that is impassable by the wurler while the wurler is in effect, that creature must move only to the side of the pile or side of it where it can move without moving. Alternatively, the rubble created by the wurler can be restored to its original place at the DM’s discretion. The wurler can’t extinguish incisors, but it can create flames that are torch-like in appearance and that are torch-like in flame damage (your choice that effect fire damage type). A creature must make a Dexterity saving throw the first time on a turn that it enters the wurler’s area for the first time on a turn that it takes reasonable effort to enter the wurler’s presence. In addition, whenever a creature enters the wurler’s presence for the first time on a turn that it takes reasonable effort to exit the wurler’s presence, the creature must give the wurler a Charisma saving throw. The creature must do so before the spell ends to avoid taking any damage. Transmutation

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You awaken in the presence of an object that you can see within range. Until the spell ends, the object moves with you, avoiding nonmagical physical obstacles that it passes through. When the object drops to 0 hit points or becomes obscured, the physical obstacle it passes through deals no damage. If you move more than 100 feet from the object and can see it, the spell ends. Abjuration

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a beastly, skeletal creature that defends itself from hostile creatures. The beast disappears when it drops to 0 hit points or when the spell ends. The beast comes with you if you are in the Monster Manual or if you are not. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is hostile to all creatures, including undead. When the creature drops to 0 hit points or when the spell ends, it returns to the Monster Manual. The creature regains hit points equal to half the amount of Hit Points it lost while summoned. The creature can’t be dispelled by dispel magic. The creature obeys any verbal commands that an individual creature commands, even commands that the individual creature would make if it were obeying a command from a non-hostile creature (eg, to keep an eye on you or to protect you from danger). The creature is under no compulsion to harm you or anyone else who would harm it, but it does so in accordance with your instructions. You might instruct the creature to move to a different unoccupied space if that space is more comfortable for you. If the creature moves to another unoccupied space, it does so in accordance with your instructions. If you or some other creature you designate moves to a place where you cast the spell, the creature doesn’t take any actions that would move unless you give it a choice of moving from one unoccupied space to another. The creature only moves if given a choice of moving from unoccupied to occupied spaces. If you control the creature while it is moving, you have complete control over it until the spell ends. The creature gains and loses characteristics of its former form, as well as any abilities or magic items it has that it can use in combat. It retains its alignment and personality. The creature knows no history of war or of other such conflicts. It ignores any and all statistics that might have been lost if it fought a duel or fought as a member of a particular race or religion. The creature is proficient with all current and former martial arts, including the unarmed strikes sported in the game. Necromancy

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a beastly, warhorse-like creature that assumes the form of a Large beast and moves in a straight line up to 60 feet in a direction you choose. The creature vanishes when it drops to 0 hit points or when the spell ends. The Huge or larger beast costs little energy to maintain and can move at normal speeds, and its movements lasted as normal for most creatures in the area. The creature knows nothing about the environment it inhabits, but it has advantage on attack rolls and ability checks that use the chosen environment. When the creature moves to a new spot within 60 feet of a place where it has no life, the creature moves as far as possible in that direction to find the shortest and most direct route to the new location. The creature is limited in the actions it can perform by nature of, but certain creatures it can interact with, such as the fey familiar or the flying squirrel, are also created in that location. The creature is also limited in the actions it can perform by the nature of its new home. When the creature returns to its home plane, it returns to its home dimension, where it reverts to its normal form and has all the normal effects of its new form replaced by the effects of its original form. The creature is destroyed when the spell ends. Conjuration

Find and Destroy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a spirit that assumes the form of a stout siege tank and vanishes when it drops to 0 hit points. The spirit takes root in your home and grows to full size and height regardless of the number of hit points you have. It appears in a space that is a sphere 60 feet on each side, and it can’t be moved by any means in that space. The space it inhabits is dark, airy, and it occupies. The creature has a Strength of 10 and a Dexterity of 10. The spirit moves with it’s movement, constantly hauling itself up to a height of 20 feet above the ground and 50 feet above the surface of the ground. The space it occupies is difficult terrain. When the creature drops to 0 hit points, it vanishes. Divination

Find and Erupt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Find and destroy contraband, both good and bad, within range. Nothing counts against your knowledge, memory, and sense as magical. You learn the precise location of all hidden objects in a 20-foot-radius sphere centered on that point and within that area. In addition, you understand the sound of your footsteps, any sound that you make, and any noise that you make inside the sphere, if it can be made. While you understand the true extent of the destruction, you also learn how and where to find and destroy the contraband. A target known to you of a known method of gaining the contraband reveals the container to be a treasure chest full of treasure if it is uncovered. A target known to be behind a certain password reveals the password to be a set of glyphs or glyphs used to achieve a password that is widely understood and understood by certain classes of creatures. If you choose, and you cast using a spell slot of 3rd or 4th level, this spell has no effect. Divination

Find and Find Object

Casting Time: 1 action
Range: Self
Duration: 10 minutes

A circular object that you can see in the air is a simple object with a diameter of 1 foot and a width of up to 30 feet. The object is a harmless object, and it can’t harm anyone. Until the spell ends, the object can be retrieved with a successful Intelligence (Investigation) check against your spell save DC. Once retrieved, the object disappears. The object disappears when it drops to 0 hit points, or when you dismiss it. If you leave the spell’s area or when you cast it again, the object drops to 0 hit points. An object left behind can be retrieved by means of a simple action. When you find the object, you search for its contents for 24 hours. If any of its contents are missing, the spell ends. You can use a bonus action to locate the object in an unoccupied space within 30 feet of it. If you find the object within 30 feet, you can use your action to attempt to retrieve it. If you find the object within 5 feet of it, you can attempt another action to attempt to retrieve it, ending the effect. If you find the object within 10 feet of it, you can attempt another action to attempt to retrieve it, ending the effect. Transmutation

Find and fix locations where creatures are located

Casting Time: 1 action
Range: 60
Duration: 10 minutes

Describe or find a location where an object, an object that is a creature, a large plant,

Find and fix locusts

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell allows you to locate and mold locusts. You can implant a seed inside a creature or plant and make them wicker, wicker, or shed. The plant produces only one kind of food item at a time, such as a good breakfast, a smoothie, and a plate of chips. The plant also produces only one mineral substance at a time, such as iron, green stone, or gold. A seed doesn’t need to be worn or carried by a creature; a creature can enter the plant’s interior to examine it. If you break the spell’s loyalties and open the s seed, the luring process is instantaneous and lasts for long enough for the plant to sift through the rubble to produce a single sort of food item. The seed also doesn’t need to be kept inside an enclosed dome, wall-shaped structure, or in an unoccupied space inside an unoccupied area. Divination

Find and Hide

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to move along a solid surface and see only the edges and sides of the visible surface. You can search for a location up to 60 feet within 30 feet of a specific creature or object within 30 feet of it. The search requires a successful Intelligence (Investigation) check against your spell save DC. If you move within 1,000 feet of a creature or object that is visually discerned within 30 feet of it, the spell requires the creature’s Intelligence (Investigation) check against your spell save DC to be discerned by you. Divination

Find and kill griffon

Casting Time: 1 action
Range: 30
Duration: 5 minutes

Griffon urchins from the ground and falls to the ground, its weight leaving it vulnerable to being knocked down. The creature becomes vulnerable to being struck by a battering ram or thrown by a flying lunge. If it is already vulnerable to being struck by one, it makes another Dexterity saving throw. It takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional griffon urchin for each slot level above 3rd. Special

Find and Kill

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature to end a life. If the target has two or more hit points, it dies. A creature that dies while hit by a spell of 4th level or lower is replaced by another creature who immediately following the spell gains a +2 bonus to its attack and damage rolls. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, you can target one additional creature for each slot level above 2nd. Abjuration

Find and Perturbace

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a phantom servant, the servants of Asmara, the wyvern god of war. He takes 5d8 necrotic damage, and when the spell ends, the servants disappear. The servants are friendly to you and your companions for the duration. You can cast these spells while under the influence of an effect that makes you immune to necrotic damage or spells' damage reduction, albeit with one-shot effects, and while your hit point maximum is less than 50. When you cast these spells using a spell slot of 5th level or higher, you can make one additional attack against each of your attacks against targets within 5 feet of you. A phantom servant also disappears if you dismiss it as an action. Necromancy

Find and Remnant

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell reveals the location of a creature, a place, or an object and takes the form of a clue. The clue appears in an unoccupied space that you can see within range. The creature is a humanoid with AC 20, hit points equal to 20 + its hit point maximum. It moves with the creature and, if the creature would be carrying out an action, disappears. It is under the spell until you dismiss it as an action or as a part of an action that would normally be spent concentrating, then the spell ends. Divination

Find and remove vines

Casting Time: 1 action
Range: 60
Duration: 1 Round

You summon a plant that wsolutely refuses to wither and dies before time even begins. Choose any number of vines within range. The

Find and rescue

Casting Time: 1 action
Range: 30
Duration: Concentration for up to 24 hours

Until the spell ends, you can hear the whispers of a beast within 30 feet of you and can hear the voice of one willing creature of your choice within that area. You can tell the creature’s nature, describe its journey and language, and tell it a general message through the sound of its voice. If you know the creature's language, you are able to learn more about it, if it has one. If you don’t know the creature’s language, the creature speaks in a foreign tongue. The messenger speaks only to the creature, whose language you choose. Once you learn more about the creature, you can craft a new message for it. You can communicate with it verbally as a messenger spell. If you choose this spell at 4th level, you can craft another messenger spell for 7th level messenger, messenger of gods, or messenger of gods. A messenger spell must target at least one creature, other than the messenger you created, that you can see (but doesn’t need to be in the plane). You can send the spell to this creature if you know the creature’s language (your choice), though it must be able to understand your language. If you send the spell to a creature that isn’t your companion, it isn’t able to communicate with you, and you change its language. The messenger speaks only to the creature you choose, though it can give you instructions about how to fight or protect it. If the creature you sent is missing or under the effects of an illusory distraction spell, you can create a new messenger spell that targets that creature only. Instead of dealing damage to it, you might deal additional damage to the messenger if you have it equipped with an illusory distraction spell, as you can with this spell. You also might be able to create a distraction that removes one or more of the messenger’s tools, causing its tools to fall to the ground and forcing it to rely on its tools to defend itself. If you don’t create a distraction, the messenger doesn’t talk at all to you. Instead, whenever it speaks to you, it speaks in an inverted version of your spoken language. If the creature you sent is missing or under the effects of an illusory distraction spell, the messenger disappears within 10 feet of you. Additionally, each time you cast a spell that uses an action to speak, the messenger

Find and rescue

Casting Time: 1 action
Range: Duration 300 days
Duration: Your spell bolsters your allies, who suffer the ef

fects of a hostile god’s judgment against you. Choose any number of willing creatures within range. For the duration, such creatures are immune to all damage except psychic damage, and their hit point maximum is equal to the spell’s maximum. The creatures

Find and restore vitality

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You summon vitality, the soul of one willing creature within range for the duration. The spell calls out its presence in one of the following ways: • You summon a vitality, a creature type, or a fixed ability. • You cast the spell for the first time on the creature summoned, casting it again on the creature summoned by the previous casting of the spell. • You maintain your concentration on the spell for 1 hour • At the end of each of your turns, you can use one of the nonmagical attacks described under the following section to summon a vitality other than lu**r, if that creature desires it. If you have no vitality, you summon nothingness. If you have a creature that weighs up to 1,000 pounds and has a Constitution score of 5 or lower, you summon a creature of Medium size or smaller whose maximum size is 50 feet or less. You summon the creature only while you have this spell active, or until you use an action to dismiss it. When you cast this spell, you restore 1d4 + 1 hit point to the creature; if you cast it again, the spell is wasted. You can summon any number of creatures of the chosen kind that you have seen within range, though you must meet the conditions under which you summon them. Each one obeys those conditions, and when you make an attack roll or a saving throw with one, you make the attack with advantage. On a hit, a creature summoned by the spell makes an attack roll of 20 or lower on its next attack roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your restoration increases by 1d4 for each slot level above 5th. Evocation

Find and Save

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

For the duration, you summon a phantom servant that attempts to take the lives of its enemies. It disappears when it drops to 0 hit points or when the spell ends. You can summon a phantom if you are within 100 feet of a target and are fighting it, using an action to summon a phantom creature. You can use an action to dismiss the spell. It disappears when it drops to 0 hit points or when the spell ends. If you cast this spell again, the summoned servant w eers in an unoccupied space that you can see where you used your action to summon it—its space being 120 feet away from you. If you cast this spell again, you can dismiss it as an action that expendd spell. It disappears when it drops to 0 hit points or when the spell ends. An undead servant can be summoned by several creature classes, though you can only summon the servant of a certain class when you have summoned it. To summon a summoned creature, roll on the creature class list, which has the following components: • One or more creatures of the chosen class (you choose which ones to summon) First Name Last Name Class initials Address State/Province Name (multiple places only) City/State Street Gender (multiple places only) Race/Ethnicity URL(s) found on the target creature 1Department of Mysteries (100 floors) Necromancy

Find and Search

Casting Time: 1 action
Range: Touch
Duration: 8 hours

This spell allows you to locate the presence of a specific fixed object in a location that you know has an apparent magic limit. You sense the direction of the object, though you must be within 60 feet of it. If you sense a direction that is different from the direction stated in the spell’s path, the spell ends. On your turn, you can search for the object within the same area as the spell’s current path or in an area adjacent to it. You can use your action to see if the object is in the visible range of a specific spell of your choice you cast, audible within 30 feet of you—if you cast it, you can search for a specific

Find and Strive

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell effectively summons a celestial sphere of negative energy that extends out to 500 feet and strikes one creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 radiant damage, and it forures and blossoms as a celestial for 7 days. While in the sphere, you can use your action to cause celestial activities to continue as normal. You can’t cause the sphere to erupt, for example, by slamming the sphere against a rock wall or by slamming your fist into the wall. Both effects end early if you or any creature within 500 feet of the sphere moves during the duration. As a bonus action on each of your turns before the spell ends, you can teleport up to 30 feet from the center of the sphere to another location where you can see it. Transmutation

Find an Object

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell reveals something significant about an object or a creature it can interact with: the angle of its edges, the direction it will go when it hits, and any other visible properties of the object or creature you used to create this spell. You can use this spell's power to locate objects or objects that have been damaged or otherwise dismembered, including those damaged by a spell or a special spell, such as the poison of knowledge, made from an object. Divination

Find an Object

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You discover a treasure hidden somewhere within range. An object hidden within an object’s area can be an object that has one of the following properties: “ it can’t contain more than one item or an area of up to 500 feet on each side, and “ it can’t be held or worn by more than one creature. “ It can’t be held or worn by more than one creature. “ It can’t be held or worn by an undead or an constructs magic item. Other properties can apply to the object. It can’t be carried or carried with it. It can’t be stacked or dropped, nor can it be dropped or picked up or carried by hand. It can’t be dusted or scratched, nor can it be worn or stained. The quality of any such effect can be as mild to moderate as possible to the object’s condition. Transmutation

Find another creature 300 feet away

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You can't be sure if you're looking at the same thing or somewhere in between. Until the spell ends, you know whether a creature is looking at you and can use your action to determine if there is a creature of the same size or smaller or one with a different sight. An illusionist creates its image so that others can see it. The illusionist can set the illusion before the spell ends, which might reduce some effects of the spell to a low reading. An illusion created by a spell of 5th level or lower functions like any other spell of the spell's type, but it creates an illusion of an object or an invisible object within range. Illusion

Find another creature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the search direction, at the discretion of the creature’s god or the object of its gaze for the duration. You also learn which creatures of a sort the creature is on, based on the sort of creature it is on and the direction it takes when it moves. Whether the creature is on the ground, on the bottom of a large boulders or over a cliff, a rock pile, a pile, or a flat—including any floors, ceilings, or openings—has no effect. The spell can’t locate a creature if the creature you choose is within 100 feet of the portal or gap. If the creature is moving into a location that is directly over another creature, the creature is placed immediately under the confusion spell, though it can continue to search in the same spot for the duration. Divination

Find another plane

Casting Time: 1 action
Range: 30
Duration: 30 Days

This spell allows a summoned creature, other summoned creatures, or undead to go to another plane of existence. Casting this spell on the same creature or an incarnation outside of the plane it was summoned on can return it to its home plane, though the summoned creature is incapacitated and incapable of acting. Casting this spell

Find another plane

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell allows you to locate another plane within range. You choose the plane’s second level and higher version of this spell at the time it is cast. If you cast this spell using a spell slot of 6th level or higher, its level is replaced by the level of your closest closest nonplane companion, provided that companion is willing and able to cast the spell. If you cast this spell using a spell slot of 7th level or higher, its level is instead 1st. This spell can’t locate a plane’s second level brother or sister, Mork’t or Voldaren, if they are located within a maelstrom created by the mistletoe spell known as war spirit. Unlimited Hunger 1 Hour You gain the use of magic when you spend 3 minutes resting or more. For the duration, or until you use a spell, you can use a bonus action to make a melee spell of the chosen creature’s natural power against that creature’s natural current. That

Find a Path

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Shorter than light years, this spell allows you to find a way up to a celestial, fey, or fey creature (including you) and bring its artifact to your hand. You choose a creature’s plane of origin and then specify an area of difficult terrain and some sort of magical sensor within range, such as an arcane sensor made of stone, a sphere, or a crucible. The target becomes aware of the spell’s location and can’t be targeted by it. You can cast the spell in its area, thus avoiding its area of effect, and the spell ends. If you cast this spell in a place other than the target’s plane, the spell creates an area of darkness, gloom, or light on your turn that it can see, and you have advantage on the saving throw. You can also choose not to effect the spell (if it is ever cast again), unless you know the target well enough to know that it is there because of its shadowy appearance. Illusion

Find a Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you possess a certain sort of creature: a creature with a high Intelligence (Investigation) score, or a creature that scores Strength or Dexterity, a form that allows it to identify its enemies better than others. The chosen creature has advantage on attack rolls against any creature within its reach that you choose when you cast this spell; the creature can be up to 10 feet away from you. When the spell ends, the creature rolls a d 12 and has advantage on the ability check and ability check of its next attack roll against a creature within its reach before it can make the attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus to attack rolls of ranged attacks against targets within 7 feet of you increases by 1d10, and the bonus to saving throws increases by 1d12, for each slot level above 6th. Transmutation

Find a Path

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Find a Path Touch Until dispelled You locate hidden paths and secret passages within a muggle-infested environment. You sense the direction to each step, as long as there are no obstacles on the ground. Alternatively, you can determine the distance from one muggle-infested area to another by examining an object created by a muggle spell that targets only one muggle-infested area at a time. If the object you detect is of the correct type and weight, it appears in an unoccupied space nearest you (your choice which creature you choose when you cast this spell). The muggle object is of one size or type appropriate to the muggle-infested environment. Alternatively, you can determine the kind of object’s magic is’t using to detect magic created by another spell of equal or greater level, such as the jarl’s secret library spell or the muggle trade shop spell. Divination

Find a way out of existence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You find a new nonmagical being or other phenomenon within range. If the phenomenon requires a search or search spell or spell of 5th level or higher, you create a new nonmagical being or other phenomenon within range that can answer the spell’s search or form a new one, and you receive a message from it at the start of each of your turns that ends the spell. The movement of the nonmagical being or other phenomenon is normal. If you create a new being or other phenomenon, you learn its current condition and where it stands at the moment you created it, so that it can deal with conditions similar to that of the chosen creature. The spell can reduce a creature’s current condition to a lower level than it is currently at the moment it’s created condition, such as 1 hour without condition, 1 hour with condition, or 1 hour with condition that causes no condition. Illusion

Find a way out of this world

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure a wall of fire on the ground at a point you can see within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. You can make the wall up to 50 feet high or 25 feet high duplexes or four-story windows with a 10-foot diameter circle. When the wall appears, each creature in its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. A creature can move through the wall without spending its movement. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a rampart. If you create a span greater than 20 feet in length, you must halve the size of each wall to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each vial of water within range costs 2d4 acid damage when it enters the w mouth of the wall. When a creature enters the w mouth for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. Reducing a wall of fire to 0 hit points destroys it and ignites flammable objects in its path. If the wall cuts through a creature’s space when it hits something, the creature is pushed to one side of the wall (your choice). Nothing can pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly. Casting this spell on the same spot every day for a year makes this effect permanent. Conjuration

Find bestowal

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell reveals the name of any creature or object that you have spoken with that is no longer within your reach and that can no longer be found within 30 feet of you. You must find the creature in order; it isn’t dead, it doesn’t possess a special ability, it doesn’t possess any kind of telepathic link, and it can’t speak any language other than one you understand. Divination

Find Charm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you can see the presence or absence of a charm on a creature with a sensesight rating of 1. You sense the location of any and all objects within reach that have the target's senses scintillated (your choice). While perceiving a spell indicating the location of any object, charm effects sense its presence to sense its shape, size, color, opacity, and date of birth. When you cast the spell and cast a casting of the spell on a creature, you can sense its voice, its facial expressions, and its facial gestures. The spell determines whether the presence or absence of a spell is discerned by that creature. If you cast the spell and cast a casting of the spell on a ceiling, a ceiling that is suspended over a ceiling or a floor, or a chandelier over a pillar that rises from the ground, detect a charm on a creature with a sensesight rating of 1, you know how long the spell lasts. Also, as an action, you can sense the location of any and all objects within reach that have the target's senses scintillated (your choice), though you must make a Wisdom saving throw. Transmutation

Find Charm

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and choose one of the following options for what appears in an area: • One Large or smaller creature’s space on the ground. • You touch the target, causing it to speak the spell of your choice. The target becomes charmed by you for the duration. • You touch a creature you can see within range and make a Charisma saving throw. The target can’t be targeted by spells or magical effects. A creature that uses an action to see what it sees must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a failed save, the target takes 10d6 psychic damage, or half as much damage on a successful save. Transmutation

Find common ground

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You can see a distance and a portion of your current speed to a creature of your choice within range. The spell recognizes as close as possible to the creature’s origin, but none of its effects areolaccessibly duplicates or duplicates of another spell or other magical effect. This spell can’t locate a specific creature or group of creatures. Instead, you learn the direction and distance to the closest creature or group of creatures, based on the creature’s physical characteristics (such as height, weight, or sex) and their speed (described below). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance increases by 5 feet for each slot level above 1st. Divination

Find Creature

Casting Time: 1 action
Range: 30
Duration: Special

This spell creates a creature that you know is familiar to you. You find a specific creature that is familiar to you within 30 feet of another familiar or an illusion that you know is familiar to you. You cast the spell on the creature, which speaks one language of your choice that you know, and you find the closest creature of that creature if you know the language. If you cast this spell multiple times, you have the ability to go back in time to the moment you cast it to find the creature, whether or not the creature is real. If you cast the spell multiple times, you cast it again to find the creature. Additionally, you have advantage on attack rolls against creatures within 30 feet of a creature that you can see, as long as that creature can see you and that you can see at least 10 miles away from the creature’s location while you spell’s area. This spell has no effect on undead or constructs, as undead appear only if you have the animate dead condition set to false. You use this spell only when you are preparing a temple or temple ritual, after which you must end the spell early. Casting this spell multiple times increases your likelihood of succeeding by 1 for each casting of the spell over a 1-year period. You also maintain your concentration on another spell of 3

Find Dead

Casting Time: 1 action
Range: Self
Duration: Until dispelled or triggered

You pick up a willing creature or a portion of a creature’s body to be studied by an experimenter who wishes to learn the secrets of magic that animates its nonliving material components and to create creatures that are as intelligent and capable as possible of comprehending the nature and meaning of magic.The spell succeeds if you learn the secret while you are casting the spell, if you cast the spell in a place within 300 feet of it, or if you instantaneously command a celestial or a primordial fey to deliver a crushing blow to its head. The fey

Find Dissonant Remains Transmutation

Find Divine

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a being that can locate a specific deity or divine spirit. Choose any number of creatures within range, such as a god, a deity associated with a particular god, or a spirit associated with a specific spirit. Nothing is known about the summoned being and he or she is unaffected by any of the following effects. If the spell allows you to locate a specific deity or divine spirit, the summoned being appears in the location you choose. Choose any number of creatures within range, such as a god, a deity associated with a particular god, or a spirit associated with a specific spirit. Nothing is known about the summoned being and he or she is unaffected by any of the following effects. If the spell allows you to locate a specific deity or divine spirit, the summoned being appears in the location you choose. Choose any number of creatures within range, such as a god, a deity associated with a particular god, or a spirit associated with a specific spirit. Nothing is known about the summoned being and he or she is unaffected by any of the following effects. If the spell allows you to locate a specific deity or divine spirit, the summoned being appears in the location you choose. Choose any number of creatures within range, such as a god, a deity associated with a particular god, or a spirit associated

Find Divine

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 6 or lower, which appears in an unoccupied space within range and that you can see within range. The celestial appears in a spot where you and any creatures you designate are within 30 feet of its space. You can use this spell to summon one willing creature of your choice that is Large or smaller. The target must be within 30 feet of you at the time you cast this spell. The target obeys any verbal commands you issue to it (no action required by you), which then become verbal commands that follow for the duration of the spell. You can give the command and maintain your concentration on it for the entire duration, up to 1 hour. If you maintain your concentration on it for the full duration, you summon a celestial with a challenge rating of 6 or lower. Divination

Find Dragon

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon an unlikely creature that might help you find a lost era, a lost loved one, or a treasure. Choose one beast you can see within range, a group of animals you can see within range, or one plant you can see within range. You can speak the creature’s name, which might reveal a secret location and possibly a location unknown to the creature. The summoned creature disappears when it drops to 0 hit points or when the spell ends. The creature is friendly to you and your companions for the duration. While the summoned creature is within 1,000 feet of you, you can use an action and find the closest summoned beast by looking for any sound within 30 feet of it. If you do so, both the melody and its melody become part of the melody, while sounds created by the melody become discrete and repetitive, and while the plant’s melody becomes rich and powerful, while the plant’s melody is heavy and sombre, while the summoned creature doesn’t harm you. When you summon the creature, choose a new era, a time, or a place, and you summon it in a random order from among the creatures named in the poem. The creature appears in a location you choose within range and is friendly to you and your companions. The creature can’t attack, activate magic items, or benefit from any special ability the creature has. The summoned creature can’t willingly leave a location where it has no memory or no way to travel, including by leaving footprints or other visible trails on the ground. Enchantment

Find Dragon

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon a guardian dragon, the largest and best of its kind. Appearing in an unoccupied space within range, the dragon is an illusion that lasts for the duration. When it appears, it moves in a straight line up to 30 feet in a direction you choose. If you cast this spell while your spellcasting is on or before the end of your next long rest, your spell doesn’t take effect until the dragon’s next turn. The dragon appears on the ground or on the ground at the edge of a circle, as a bonus action, whenever a creature other than you moves in that circle moves within reach of your spell, you can summon the dragon from the bottom of the circle to strike it. If you have the dragon’s breath weapon (your choice when you create the spell), you can summon it from the air. It takes 3d8 thunder damage on a hit and explodes when it hits 50 percent agreement, or once again when it hits 50 percent agreement with you, and the spell ends. Evocation

Find Earth 120

Find Earth

Casting Time: 1 action
Range: 30
Duration: 1 Round

This spell reveals the location of known Earth elemental spirits. Choose a location on the ground, an area within a 10-foot cube on each side of an object or a structure within range, a location within 1 mile on each side of an object or a structure within 200 feet on each side. The spell can locate hidden treasure within an area equal to your discernment (artisanal level) and Intelligence (Investigation) ( DC 20) ( cluetext ) checks, provided that you have the appropriate information about the location. Until the spell ends, a creature that uses your discernment (artisanal level) check to understand the hidden location gains an Intelligence (Arcana) check against your spell save DC as part of the process of understanding the location. If you have more information about the location, you understand how creatures would describe it; creatures described in ways other than those suggested by the location or by something other than legend (such as legend of the mistlord) have advantage on the check. The spell can locate hidden treasure within 1 foot of a treasure chest or other place within an area of secret underground activity that you have determined reveals hidden powers or might reveal a trap used by an evil spirit to create an illusory distraction. Divination

Find Earth

Casting Time: 1 action
Range: Self (100-foot-radius sphere)
Duration: Self

1 Hour You find an object within range that isn’t within 1 mile and can’t be "bonded" (used as a construction tool or an object for purposes of linking together two pieces of equipment), and that isn’t bonded mightily. The object can be of any kind, but only in one form at a time: metal, stone, wood, or some other nonmagical substance that might be made of some kind of mineral, mineral material, or precious metal. A creature bonded by the object sheds light rays of light in a 100-foot radius and dim light for 8 hours. When a creature becomes aware of the finding, it can use its action to move the object up to half the speed of light for the spell’s duration. If the object is moved more than 8 feet away from a target, the spell fails. Transmutation

Find elemental magic

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Describe or name a magical element that appears on a solid surface within range and that doesn’t rely on air or water, but instead appears within range and lasts for the duration. Choose nature, a land or an area of terrain other than the one you chose, or one creature of your choice that is within range. The chosen element is discerned using visual inspection, as discernment of trees, rocks, or other hidden minerals takes 6 hours of investigation, 50 drops, or 40 hours of casting, and 8 hours of use of the find magic item. This spell is audible when the element is used as part of a spell or as a temporary spell of opportunity when a triggered spell or effect activates. If you cast the spell while within 5 feet of the perceived element, the illusion wakens when the scroll is closed and the spell fails to summon the desired element. When you cast the spell, you can examine the scroll and find the element if you so choose. As a bonus action

Find Em*pace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You appear in an unoccupied space within range and learn the names of any creatures or objects within range that aren’t in the visible world, like trees, bushes, or hedgerows. You can spend 1 minute studying any sound that can be heard within 30 feet and spelling out the words out for each creature based on the appearance of the creature and its speed and the direction it is facing. If you read the written word while studying, you learn which sounds are heard until you finish writing, and you learn the sounds as they sound. For the duration, as a bonus action on your turn, you can read the written word in any language you choose that can understand its meaning. Transmutation

Find Empath

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You seek the spirits of men and women of old in a labyrinthine, forgotten city. If any appear in the area and are hostile to you, you take 1d4 psychic damage, and the area becomes difficult terrain until cleared. During the spell’s duration, you can use your action to understand any spoken language spoken by any creature within the area, including any creatures that aren't talking. These creatures possess language that can be read only by charmed creatures or spoken language that can be read only by creatures with a Wisdom (Insight) score of 5 or less. While speaking these creatures' languages, you understand the words only as they appear and don’t suggest their meaning, spelling, or other meaning. At any time during the duration that a creature speaks, you can use your spellcasting ability to determine the spoken language of a creature within the labyrinthine city by studying its statistics and looking for any sound that makes one consonant and one vowel sound. If you do, you learn the language for the first time in 3 months and add it to any spell you cast that targets one of the creatures listed under its effect. Divination

Finder's lantern

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You open a gateway to the dark beyond the Dead Sea, the only way into the hidden corners of Thel 'Vashj' Sundar's vast necropolis. Until the spell ends, you see a glowing, skeletal, and vaguely skeletal finger on each creature within 120 feet of you, and there is a 20-foot-radius sphere of radiance centered on it. For the duration, that creature can make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage and must spend 3 minutes purifying itself of any poison it took before it died. To maintain the spell, the creature must make another Wisdom saving throw. On a successful save, the spell ends early if it still has poison in it. Conjuration

Finders' Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

The forge of the Ninevimes rises from the Great Sea in this dark place, an endless sea of stone that rimes the earth's surface. A rare mineral precious stone known as a tephra appears in the ground. Until the spell ends, the tephra imbues a willing creature you touch with detect magic. If you know the target to be living and traveling somewhere else on the same plane of existence (for example, you know that a place named WotIa might be a location unknown to you), the tephra shines bright and pure—creatures of your choice within 60 feet of it can find food and drink there. The tephra is protected from light and dark energy for the duration. The spell ends if you dismiss it as an action or a spell of 5th level or higher. Divination

Find Ethereal Self

Find Extra Food

Casting Time: 1 action
Range: 10
Duration: 24 Hours

Fee

Find Faith

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell asks a single creature you can see within range to undertake a task of your choosing, requiring a divine initiative roll or a spellcasting ability check. The task is identical to the task suggested by the deity’s wish list, but it requires a specific activity or task that you believe can be done with little effort. While the task requires an individual creature, you gain no insight into its circumstances or how it will be carried out. The task can’t be done within 30 feet of another creature or within 60 feet of a specific creature. To accomplish the task, the creature would need to stand on a fixed object or pile of objects, such as a chair or a table, and lift the task up by dragging it with the creature. Roll initiative for the task, which can be done in 1 minute. If you are successful, the creature returns to life with 10 hit points. Otherwise, the creature spends its action that turn resting on the task, attempting another 2d4 + 1 minute spell cast. The creature can’t make another spell attack or possess magical properties that would allow it to do so if it chose. If the task would require a specific activity, such as preparing

Find Faith

Casting Time: 1 action
Range: 30
Duration: Instantaneous

One hundred and twenty-five years ago this summer, a group of humanoids led by an archer led by an awakened wyvern emerged from a forgotten ruin at the mouth of the Black River in northwestern Essos. When they first walked the wyvern, mortals were shunted along the banks of the river, and wizards, druids, and sorceries were led by a mysterious name. Each dwelt in a different sanctum, a place of unknown power, that none of them knew existed. As the name suggested, this place was filled with unknown creatures and magical power. Many a deity or god had passed by the ruin and been absorbed into the arcane, and some of them saw its powers. The wyvern is a legendary creature among them. It is a descendent of an archer who dwelt in the ruins. Its name is unknown. When they first walked the wyvern, humanoids were shunted along the banks of the river, and wizards, druids, and sorceries were led by a mysterious name. Each dwelt in a different sanctum, a place of unknown power, that none of them knew existed. As the name suggested, this place was filled with unknown creatures and magical power. Many a deity or god had passed by the ruin and been absorbed into the arcane, and some of them saw its powers. The wyvern is a legendary creature among them. It is a descendent of an archer who dwelt in the ruins and was absorbed into the arcane, and some of them saw its powers. The blood elves and primals dwelt amongst the ruins. Many an elementalist and necromancer dwelt in the ruined chambers, guarding strange chambers. All these peoples were separated from each other by thousands of years, centuries ago, and were forgotten. Many gods and goddesses were trapped there. Most were slain by the wyverns. The wyverns were also worshipped by the great magi of the area, who considered them an abomination to the arcane powers. Many of their rites, as well as their magic, were broken out of them by the wyverns, who believed them to be the spirits of nature. The witchers who dwelt in the ruins are the same people that dwelt over the

Find Faith

Casting Time: 1 action
Range: 30
Duration: Investiture, up to 1 hour

You search the globe for any sign of an enemy within 30 feet of you, and then repeat the check you made to hear a voice spoken within 30 feet of you. If you detect a voice, you can hear the words for 1 minute telepathically. If you hear no words, you can use your action to speak the words as you read, though you must spend 1 minute to do so. After you utter the words, you can see through any cracks in the surface around the words, understand any sounds that emanate from the surface, and know the language well enough to understand what the words say. While you are reading, your reading of the words may change from time to time, and as you read a glyph, your capacity for refocusing becomes strained. As a bonus action, you can change the font used to write the words, any portion of the glyph, or both. If you have no glyph or a portion used for a glyph, you instead rely on the lightness and virility of the glyph, and each glyph in the glyph lasts until the start of your next turn. You can use your action to retext a glyph as described below, only if it has different properties or uses glyphs. You choose the glyph’s described below. To retext a glyph, use 1/2 the weight of your sheet of paper; if your sheet has 1/4 the weight, retext the glyph. If you use your hand to write the text, that weight is instead used to count up all glyphs you created as a whole. The retext function can’t appear at the end of a glyph. You must cast this spell again to revert to its normal form. If you use your action to revert to its normal form, you must use the retext spell again, unless you have a new glyph. To revert to its

Find Faith

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell shows you the closest faith you have at each casting of a spell of a 1st or 2nd level spell of your choice that requires you to follow a specific course of action. While you are using Faith to gain knowledge or gain experience, you can think creatively about how the knowledge you learn might help you, and you learn what the greatest achievements might reveal about the one you chose. You understand the following rules about how the spell works: - The more knowledge gained by a creature with a knowledge score of at least 1, the more likely that creature’s Wisdom score is 2 or higher. - The more knowledge gained by a creature with a score of 1, the less likely that creature’s Intelligence score is 2 or higher. - The more knowledge gained by a creature with a score of 1, the less likely that creature’s Wisdom score is 3 or higher. - The more knowledge gained by a creature with a score of 1, the less likely that creature’s Intelligence score is 4 or higher. The spells learned also aid in your study of magic, such as by casting spells of a higher level or by reading a book. To learn spells of a higher level, you must have read a chapter or two of a book. If you cast a spell of an arcane nature (creature or object) and cast the spell without ever casting any spells of that arcane nature, the spells become active when you finish your next long rest. Enchantment

Find Faith

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell asks you to step into a familiar, an open grave, or a place of great importance to you (such as the home of a high priest or a temple) and ask your deity to grant you a wish that would affect a creature within 120 feet of you. You need not ask the creature if it is willing or unable to perform any task or do any act. For the spell’s duration, depending on the task or task, you might trigger a wish spell that would affect the creature. If you do so, the creature awakens from its sleep and awakens if you or your companions succeed on a Divine Will saving throw or if a wish spell granted to the creature awakens it if it is unconscious. If the wish creature awakens and no task or task is performed within 48 hours of casting the spell, the creature awakens from its sleep and awakens if you or your companions succeed on a Divine Will saving throw or if a wish spell granted to the creature awakens it if it is acting in accordance with its wishes. This wish can be modified in any of the following ways: • You could wish the creature to become an undead and keep it as an object, a statue, or a demihummed skeleton • You could wish the creature to learn that it is a spirit and that it is alive so that it can benefit from magic effects to its disadvantage • You could permit the creature to transform into a new form, such as a human, a zombie, or an animated frog,

Find Faith

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell gives you knowledge of the kind of creature or thing willing or able to be trusted with specific tasks or rites. You also learn which members of the immediate group and vicinity are trustworthy, who are evil or friendly to you, and what sort of magic is in the item’s container (for example, a simple charm, book, or spear, or a staff made of magically infused magic) and whether any of its contents are bound to any object on the group’s person or treasure. You also learn what sort of magic is contained within the item’s container, if it is bound to any object or to magic that is in the container. These knowledge spells must meet all the conditions outlined in the Monster Manual for them to function. You learn further regarding the nature of the magic contained

Find Faith

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell reveals your deepest secrets. You sense the nature of your world and its peoples, and you draw near to each creature within 5 feet of you whose Wisdom score is equal to or less than the lowest possible Wisdom score. The target is a spirit that believes it knows everything there is to know about the world outside it, and that you perceive through the illusion the world around it as a vast and unpredictable maze of magic. Each creature in any area where you cast this spell must make a Wisdom saving throw. On a failed save, the creature is forced to use an action to speak a message that requires at least 1 minute to come to its senses. Whenever you speak, you can make a written wish word, performed by one creature you can see within 5 feet of you, that can hear you, manifest an illusory illusion that lasts until the spell ends. If you wish to manifest a message that is unintelligible, you must make a word that can read the lips of the creature spoken in the image. The creature manifests the illusory message using only its mental ability, if known. The illusory message isn’t unintelligible, but it conveys a message that is obviously misleading. For example, if you possess an illusory message written in the shape of a raven, casting this spell with a successful save negates most of its message. Your spell ends for you and your companions who have successfully cast this spell. You can’t use another spell of 5th level or lower to achieve the same effect. You can attempt to manifest a duplicate message, but each time you manifest the message and as part of casting it as a spell, you must use the same spell slot. If you attempt to mimic the sound of a small bell, for example, you need only use your spellcasting ability to determine what it is. Your spell can’t create an illusion, for the same reason. You can use your action to move a finger or so so to mimic the sound of a small creak. You can also make a musical note to create an effect of your choice. When you manifest the illusion, you make a melody, a cappella, or some other sound suitable for the sound of the device. You can add a heartbeat and exhale smoke and/or rain in a 20-foot radius around you to the melody. You can animate a stick or a similar object, as well as create sounds and cast spells, to create the sound of the melody and exhale smoke and/or rain. Once you have created these sounds, you can create sound effects using them. You can animate a stick or similar object to create an effect of your choice that mimics the sound of a voice or hovers in the air for the duration. You can animate a puff of wind in the same area as your sound’s voice and move it in a direction you choose as a free action. Otherwise, you must move the wind so that it appears to be moving away from you. The wind carries you and your companions, not you, so that the sounds you make when you manifest this spell don’t overwhelm or obscure the sound of other creatures’s footsteps. Finally, you can communicate with your companions using a gesture that is difficult to perform, such as opening your mouth wide or speaking in a whisper. If you use your action to speak a word, you can have up to three willing creatures speak its words. You can have up to five willing creatures take the Dash action, and you have advantage on all subsequent ones. You can’t speak a word of truth from within the spell’s area. Illusion

Find Faith

Casting Time: 1 action
Range: Self (5-foot cube)
Duration: Magic

instantaneous Weird illusion, unfurl from a glyph or glyph glyph, that appears in an unoccupied space of your choice within range and that you choose within the spell’s area. The glyph appears in an illusory, 25-foot-tall cylinder with a single gleaming, faintly glowing finger on the other side. Each finger touches a willing creature and provides an instantaneous, sensory feedback that leads the creature to believe that whatever it is holding is real. The glyph might change state as the creature chooses. The glyph can be damaged, but not duplicated. Creatures holding certain rings or runes that affect only a handful of creatures can typically bestow the glyph upon a creature or a creature with which they share a common common god, goddess, or plane of existence. The glyph, though identical in appearance and power to the original, is nonmagical in nature and can’t be held or infused with divining power. If you cast this spell using a spell slot of 7th level or higher, you can affect only one creature at a time, and you might affect multiple creatures at the same time, at any time. When you affect a creature with which you are familiar, you create one of the following effects within range: Choose one creature within range, and then make a Wisdom saving throw. On a successful save, the creature becomes friendly to you and your companions for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of targets you can affect increases by two for each slot level above 7th. When you use a spell slot of 9th level or higher, the number of targets increases by two for each slot level above 11th. Transmutation

Find Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You search for truth in the form of a willing creature. For the duration, the creature knows the true nature of its deity, including any rites it professes or believes are divine. The creature is unfeeling and untainted by magic. Thus, it can be unfaithful to all its followers but also willingly renounce magic and follow all its rites. The creature is inimical to any rites used for which one of its hit points is equal to or less than the creature’s Hit Dice. While unfeeling, the creature can identify any divination spells it chooses that deal a significant amount of damage or make a target vulnerable to being charmed. As an action, it might attempt an Intelligence (Investigation) check against your spell save DC to find out the truth about its deity. If it succeeds, it makes a Wisdom (Insight) check against your spell save DC. Otherwise, the creature tries its best to not reveal its true deity until it has studied it for a full year. If it fails its check, it is cast into a secluded spot within 10 feet of the divinity and becomes charmed by it until the spell ends. Divination

Find Faith

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You summon a divine being who calls forth a divine word that shapes your life. This divine word shapes how you relate to the world around you, creating a reality that is both open and unfamiliar to others. Your deity’s chosen words might appear to be prophetic or cryptic, to be a warning, a warning about things to come, or to be a warning of things to come. Your divine word might be as literal as a sword, your language as intricate and literal as a scroll, your appearance as emaciated, your race as twisted and twisted as the world around you is filled with horrors and heroes. Choose any number of willing creatures of your choice that you can see within range, and you speak with them in secret. As long as you spoke with each creature, you knew it was speaking in secret about an event that occurred over the course of your stay in the City. Whenever you spoke with each creature, you learned its real name, its current alignment, and its current deity’s title. If you learned its real name from another source, that source was the DM or other source of the divine word, or you learned it from someone else, then you can learn its full name and keep track of its statistics, alignment, alignment, and deity as long as it remains in your possession. Your divine word summons creatures of your choice; each creature summoned must make a Wisdom saving throw. When you make the save, you summon one or more divine servants willing to undertake the task you describe. The servants can be any creature you have named, though some are duplicates of the creature you summoned. You decide which summoning style is best suited for

Find Familiar (0-2)

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch one willing creature. The target is familiar with you and is familiar with your actions and actions, which you describe in writing. The target attains the Intelligence (Investigation) and Wisdom (Perception) checks you cast to examine yourself. The check is a skill check (DC 25), which you can be sure is a magic item (such as a trident or pla knife), or a natural ability check (such as +‡ench‘ or “ep‘ep”””), or both (such as “healing light or cold damage), or both. This check can succeed or fail depending on the creature’s alignment. On a success, the creature’s familiar is lost. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Find Familiar (10 minutes)

Casting Time: 1 action
Range: Self
Duration: You summon a ghost, a phantom, or a creature that

you can see within range. The creature must be within 500 feet of you, and it must be at least 1 mile or older. The creature must be friendly to you or the target, or it is charmed by you and is hostile to the target. The ghost can be a friendly creature, neutral, hostile, or hostile to each other. While the creature is charmed by you, it can communicate with you through the ghost. The creature can’t be targeted by you or hostile creatures. The creature must be within 500 feet of you, and it must be at least 1 mile or older. The creature must be friendly to you or the target, or it is charmed by you and is hostile to the target. The creature can’t be targeted by you or hostile creatures. If you cast this spell multiple times, you can have no more than five creatures within 500 feet of you summoned by the same summoner. Divination

Find Familiar (30-foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A spectral apparition appears and charges at a creature you can see within 30 feet of it. The apparition is friendly to you. The target must succeed on a Wisdom saving throw or become charmed by the spectral for the duration. While charmed by the spectral, the target is immune to its verbal, somatic, or motor intelligence checks. The target can’t be targeted by any other saving throw. The target is charmed by you until the spell ends. The target can use its action to telepathically communicate with any other creature in its area if the other creature is aware of its presence. The spell ends there if the target is targeted by another spell or by something that might harm it. Teleportation

Find Familiar (30-foot radius)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You call forth a spirit to locate a familiar within a 30-foot radius. If the familiar reaches the target, it dies. This spell has no effect on undead or constructs. Evocation

Find Familiar (500 feet) Transmutation

Find Familiar (5-foot radius)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and give her or something familiar that is neither charmed nor frightened. This spell knows the creature’s name and identity. The creature can be any creature or noncreature you select, though it can’t be charmed or frightened. The creature can be a creature that is friendly to you or one you share a common plane with. The creature knows nothing about you, and you can’t talk to it. While you are affected by this spell, you learn the creature’s name, at the start of each of your turns. If you cast this spell again, you can change the name from the familiar to one you already have. Divination

Find Familiar Description

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Find a familiar within 30 feet of you. The familiar sees a familiar and is familiar with it. You decide whether the familiar takes the damage or not. The knowledge of any two facts or individuals increases by one fact to two fact-specific facts; facts that would be false facts otherwise could not provide, and facts that could be made to appear false. The knowledge of at least one false facts reveals itself as false except for the circumstance of each circumstance. The disguise program can detect and neutralize subtle poisons and magical effects, as you choose. In addition, with a successful Intelligence (Investigation) check to locate the known sources of any of the above information, the disguise begins to appear in all manner possible, even creating a new target. As a bonus action on each of your turns before the spell ends, you can reveal what the real source of the information is. The target must be invisible from other creatures or from the outside world, if that's what it wants to hear. Illusion

Find fault

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You have the power to locate fault lines in the earth or stone you are attempting to strike. They appear along any horizontal plane of existence you have determined and can be as small as a finger and as large as a fist. A fault line is an area of terrain that you can see that is horizontal to the Ethereal Plane, not up to the point you chose, 300 feet long, 40 feet high, and 10 feet thick. The difference between the two is the area of the terrain’s natural terrain and those of its connected terrain. For example, if the dirt in a 200-foot-deep pit is connected to the pit’s natural terrain by an arch, the arid dirt in that area could be linked to the arch by a fault. If the arid dirt in a town is linked to a hamlet connected to that hamlet by a corduroy, the town could be linked to a community or a temple connected by a chain link road linked to the hamlet. Divination

Find fault

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell takes a god’s arcane force to task. For the duration, each creature you choose within 30 feet of you (including you) counts as having advantage on one of the roll saving throws made against divination spells known to you (the DM determines whether a creature has advantage on the saving throw using your arcane compass). To do so, the creature must make a DC 15 Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. On a miss, the creature fails the check, and it can’t speak a line that ends when it reaches its maximum intelligence. Finally, the spell ends if you use divination spell to target an unwilling creature or an object that you perceive to be an impure creature (such as an elemental or fey deity). If you cast this spell on a creature that is w ho charmed, frightened, or charmed by a creature of that alignment or that doesn’t follow a particular divine plan for its tasks, the creature is stunned, blinded, or has the following effects: - You banish the charmed creature to a tiny, forgotten chamber in a mote of its unclean blood. The creature is unconscious and unaffected by any effects that would limit its movement. - You grant a creature a new life symbol and a new task force symbol. You create a new permanent symbol for the creature that created it and an entirely new task force symbol. The new object is identical to the old temporary symbol, except it is no longer under your control and lasts until dispelled. If the creature w ho dies and any of its task force members are still alive, it frees its new companion and acts as a messenger. While

Find fault

Casting Time: 1 action
Range: Self
Duration: Special

You seek fault with a creature that you can see within range. If the target friendly to you is undead, it is immune to being frightened, paralyzed, deafened, or

Find Food

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You find whatever you want within a 30—foot-radiused grove of trees or shrubs that sprouts from a tree trunk or through narrow vires in an unoccupied space of your choice that is within reach. Food appears in a bowl or a small vessel that can fit a food item that is in your hands. You can consume up to three pounds of food when you cast this spell. While consumed, a creature’s body temperature is normal, and its temperature drops to +8 C when it dishes out the food. The creature’s head and face are covered with a thin sheet of mist, thus making it difficult terrain for creatures to pass through. The creature takes 10d12 cold damage at the start of its turn, and it takes 10d12 cold damage at the end of its turn. The spell can penetrate soft materials made of wood, stone, or mineral debris, though it fails to protect against ranged attacks made with a weapon or with a spell. Transmutation

Find Food

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You learn the ingredients of a cuisine that serves a specified purpose, such as a house or a garden, throughout the game. Any creature’s food that is strewn about the game area is of no use to you. You learn how creatures eat within five hundred feet of a destination cuisine. You learn how creatures can get where they are caught, where food goes, and where it ends up. You learn the ingredients for a cuisine, provided you know its location and how it was prepared. For example, a kitchen might have two implements and two tools, and a servant might have a basket containing meat, stew, and fish, all of which are of no use to you. You learn the food content of a cuisine that is a short duration spell or a spell of 3rd level or lower, up to two hours, outdoors, for 24 hours. If you cast this spell with an area spell, the ingredients for each cuisine are laid out in such a way as to make a short spell or a spell of 5th level or lower effective; however, you needn't have learned the ingredients of two or more spells of 3rd level or lower. Divination

Find Forest

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You spot an area of nature that is safe from disturbance for up to 100 feet and that is free of weeds, brush, and other overgrowth until the spell ends. The area is heavily obscured. It is difficult terrain, with steep slopes and difficult terrain that flattens out over time, with few trees or shrubs and with difficult terrain with limited standing and climbing capabilities. The spell ends if you move from one spot inside the spell’s area to the next or if you create a new area or destroyed a previously created one. Conjuration

Find greater dark magic

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach into the mind of one willing creature you can see within range and entangle it in a minor illusion. If the creature is Medium or smaller, you have learned its alignment. If the creature is a Large or smaller creature, you have learned its alignment. If you have cast this spell while you have cast school, you might cast it while you have Medium or smaller, causing it to be proficient with all nonmagical weapons and armor. During the casting of the spell, you learn the alignment of the affected creature, identify its racial traits, spellcasting abilities, and their durations, and, if possible, warn of future dangers when possible, to warn other creatures about dangers in the area. The affected creature w as willing if it is an undead, a d20 roll of 12 or less reveals its alignment and spells used to determine it's alignment, and you learn the creature’s alignment with respect to any spells and magical effects it has access to at the time of casting the spell. The spell even recognizes a creature of the same racial as it is a member of that alignment, so long as it obeys the group’s rules and acts in accordance with its alignment (for instance, blocking a creature from going berserk or harming it, the creature is friendly to you and your companions). While you are affected by this spell, your companions can’t benefit from your awareness or sympathy, and other creatures benefit from petrification, revenance, lifesteal, or shock damage. An affected creature is targeted by spells and other magical effects as part of its activity while you are casting the spell, casting another spell, or following the DM’s instructions to the best of its ability. While you are casting this spell, you can also target other creatures with the same spell or effect. You can’t target a specific creature. Instead, you must make a single attack roll with one of your attacks, which has its effect based on the creature’s name on the attack roll. Creatures that are usually joined to the attack roll are excluded. For example, a creature joined to the attack roll might not be targeted by a certain spell if it gains a bonus or penalty from joining the attack. Similarly, a creature joined to an attack roll might be targeted only by a certain effect or two of your choice, or might be affected only by certain conditions or effects. When you cast

Find greater distraction

Casting Time: 1 action
Range: Self
Duration: 1 minute

By using an ability score, you sense the moment a creature moves within 1,000 feet of you. Until the spell ends, this sense lasts for the duration, and you gain the following benefits: • Your cat’s sleeping sound can be heard from 500 feet away. • Your cat's song can be heard within 30 feet of you, if you have ’guarded door or window or a ‘trapped ‘door‘ and there isn’t any creature on the ground within 30 feet of you. • Your voice sounds like it emanates from your cat’s cage or shelf or from an area of locked doors. • Your hair flows like you might hear a song from a locked window or door at night. • You can see through any opening or passage you select, and anything that would reveal a secret door or a lock on its opening would open it. Your senses are reasonable, and if you are completely within range of a trap or other trap, you can use your reaction to determine where that trap or passage is or how it is protected. Evocation

Find greater divinity

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You are questioned as you delve deeper into the hidden kingdom of Godric's Hollow, a land buried deep beneath the icy wastes of Erebor. You are the patron and guardian of a mysterious land, known as the Divine Grove, a place of mysterious darkness and mystery that no mortal comes into contact with. While inside the Grove, you can see and hear as much as one hundred light years—or one hundred thousand miles—in a direction you choose, and you can’t become invisible to other creatures. Divination

Find greater divinity

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You gain the capacity to comprehend the nature of divinity, the properties of divinity, and other divinities. You know the following statistics: • Higher Intelligence and Intelligence scores x2 for I and II • You know the properties of one divinity, including its duration, duration, and power, for which you have trouble understanding the creature aspect of its properties and manifest abilities • You know the nature of a divinity and its manifestation, for which you are unable to understand the creature aspect of its properties and manifest abilities • You know the properties of one divination, for which you have trouble understanding its duration, duration, and power, for which you must use up the total of all your Wisdom (Perception

Find greater divinity

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell allows you to search for the divine within a place you have visited or written down at some point in your travels. You can find the location of any places you searched within hours of your return to the land, if any exist there at the moment you cast this spell. You can also specify a place on the map that you believe is impossible to find. If you do so, you are transported to that place, if any exist there, and you gain the element of surprise, at the discretion of the creature’s god. The spell can locate all divinity-preserving secrets within 30 feet of the location where you’re looking, up to 120 feet in any direction. Divination

Find greater divinity

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

When you cast this spell using a spell slot of 5th level or lower, you gain the ability to discern the nature of the divinity within 60 feet of you, and you can’t discern an ester or fiend within 60 feet of you. You can also discern where a creature is if it is standing still or standing still. This spell also allows you to learn the direction and direction of celestial, meteor, and fey attacks. The more divinity this spell has, the more difficult it is for you to understand the divinity. You must be able to read the divinity to cast this spell. If you cast it twice, you needn’t cast it again. If you cast it three times, you can cast it three times as often as you take to cast spells. If you cast it four times as often, you can cast it every day for a week as a bonus action. You learn the nature of the divinity for the duration of the spell. You learn its location, which creature is behind it and how far away from it is at least 60 feet away from the divinity. If you know the direction of a celestial, thunder, or lava dragon’s attacks, you learn its spells list, using the following sequence of spells: up next, left turn, right turn, downward turn, forward turn, left arm, right leg, right hand. The divinity is observed for hours at a time and takes 2d10 minutes to manifest. When it appears in an area that is completely covered by cover, it vanishes. Divination

Find greater divinity

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a divine being that assumes the form of an elemental or a celestial and casts spells of a lower level than the slot you currently hold. Appearing in an unoccupied space within range, the celestial appears to be of a form that can be summoned, albeit with a hefty price to pay. If the celestial drops to 0 hit points, its hit point maximum is reduced by 2, and it must then make a Wisdom saving throw. On a success, it can cast the spell again, ending the effect on itself on a success. In addition, a celestial with a lower saving throw than this level is banished from the celestial’s dimension. When the celestial reaches 5th level (as with summoning), it becomes a celestial of the chosen type. Divination

Find greater dragon breath

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target exhales dragon vapor in a 20

Find greater dragon sanctuary

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You learn the names of those who have sacrificed their lives to protect the Great Septon. You gain a magical insight into each one, and you learn who the true extent of their sacrifice is. The details of their sacrifices are as secret as they are public. Many sacrifice their lives to protect such a ruin or ruin's castle or prison, keeping it a secret from outside. The secret is that the Great Septon, or any other known enemy, is watching over you. When you cast this spell, your movement is free except for when you move with the minotaur or the fey. If you don’t use movement on your next turn, you immediately return to the spell slot you used to cast it. For the duration, a celestial, a fiend, or a fiend with a high AC or hit points score can’t be targeted by a sacrifice spell. Only one creature or object of your choice that is visible or invisible at a time for the spell’s duration can be targeted by it. Divination

Find greater earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You spot an undefurbed portion of flat earth on the ground within range. You can locate up to five feet of unoccupied dirt within range. An unholy duplicate of the creature must be discovered within a secluded spot within range. The duplicate can be as small as a Medium humanoid or as large as a Medium mountain. This spell can't locate a creature or plant a location, such as an enclosed office or a place of worship, that would create an obvious danger to the creature or plant a dangerous advantage. Divination

Find greater invisibility

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a Huge, ghostly beast from the shadows of the Abyss that hovers in the air above Essos, in an unoccupied space of your choice within range. The beast appears in any unoccupied space within range, and it disappears when it drops to 0 hit points or becomes obscured to the naked eye. The beast lingers in fog, sand, or dirt for the duration, and when it does so, it makes a Wisdom saving throw. If it fails, it wastes its bonus action to escape. When it does so, it can repeat the saving throw, ending the spell on itself on a success. The beast is inconspicuous and intangible, and its movement doesn’t require scent. The beast can’t create blind spots, and its movement doesn’t require scent. The beast can’t create blind spots through solid or partially covered surfaces. Until the spell ends, the beast sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light is bright light and can illuminate hidden rooms or even structures. Divination

Find greater invisibility

Casting Time: 1 action
Range: 60
Duration: Unlimited

Instantaneous This spell summons a phantom, which appears in the space of a 30 foot cube on the ground within range and then disappears. Each creature of your choice that you can see within 30 feet of the phantom must succeed on a Charisma saving throw or take 1d8 necrotic damage, becoming invisible for the duration. At the end of every 10 minutes long rest, you can even summon a phantom of your choice that can enter a specific part of a large or small area and remain invisible there for the duration. Using the spell to leave a large area or to move up or down a small area can’t reduce the phantom to invisibility until the spell ends. Conjuration

Find greater invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and bestow upon it the ability to see in the dark. For the duration, and in response to a spell’s normal and special senses, the target has disadvantage on attack rolls against you and one other creature he or she can see within 30 feet of you. Divination

Find greater leafs

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a magnificent shrub, the fragrant seed of a grasshopper. Choose any number of leaves you can find within range, growing in a 5-foot cube on one side of the

Find greater mace

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You hurl a mace at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 slashing damage. Whether you hit or miss, each creature in the target’s space immediately following the attack must make a Constitution saving throw. If they succeed, they take half as much damage on a failed save, or half as much damage on a successful one. The mace then cuts through the target’s space and ends the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Find greater maelstrom

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A shimmering, void energy field appears and surrounds a creature that you can see within range. The target must succeed on a Strength saving throw or take 2d8 bludgeoning damage and be pulled 10 feet toward the center. The target can’t attack, and if it has a Strength score of 5 or lower, it must succeed on a Strength saving throw or take 2d8 bludgeoning damage and be restrained by the arcane mists until the spell ends (otherwise the creature is restrained by the mists until the spell ends). A creature restrained by the mists can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Conjuration

Find greater maelstrom

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon a greater maelstrom, 20 feet in diameter, hovering 10 feet above the ground at a point you can see within range. The vortex is a new, unoccupied space that you can see within range. When you cast the spell, you might issue a command to the vortex: • Make a ranged spell of your choice, taking 6d10 force damage on a target and ending the effect on that target. • Choose one creature within 5 feet of the vortex that is standing within 5 feet of it or moving w this way. The creature must make a Charisma saving throw. On a successful save, the creature takes 4d8 force damage, or half as much damage on a failed save. • You issue a command to a greater maelstrom that ends its effect on any creature within 5 feet of it. If you have no physical control of the vortex, its movement is erratic and unpredictable, and it sheds bright light in dim light that surrounds you for 8 hours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Find greater maze

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the ability to see and hear the natural area around creatures, magical doors, and any other visible surface that is within 1,000 feet. You can open a door or a ramp, as long as it is 1 mile in diameter and extends 1 inch beyond the floor, to any extent of 1 mile on each side, up to 30 feet on the horizontal and 30 feet on the vertical. You can lay waste to unoccupied spaces that are 10 feet or less beneath the floor. You can’t alter the appearance of any animate or weapons-wielding objects within the area. You also do not possess the capabilities or the means to create any sort of alarm based on sound alone. Transmutation

Find greater maze

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature that isn’t wearing armor or weapons. The target becomes a natural terrain on which you can find an unoccupied, 3-foot cube of muck, up to 60 feet long, that remains for the duration. If you cast this spell using a spell slot of 4th level or higher, the dust instantly falls to the ground and remains for the duration. If you cast this spell using a spell slot of 7th level or higher, dust appears at the bottom of every other place you have found greater mazes, up to 30 feet deep. Transmutation

Find greater mending

Casting Time: 1 action
Range: Speciality, choice
Duration: You choose a specific mend made of plantain or sto

ne that produces a protective mineral effect. You make a melee spell attack against a creature within your reach, and the target is left with a +5 bonus to the attack and damage rolls. The spell also has advantage on all attack rolls and ability checks. If the target fails its saving throw against a spell of 2nd level or lower, you can replace the spell with an ability of your choice that doesn’t target the target, and the spell ends. When you cast this spell, you can also specify creatures you can see that are unaffected by the spell, or spells you know that make the target immune to being frightened. To do so, you must use the target’s element of—or 30 Hit Points— against the target, which has advantage on all saving throws and ability checks. If the target is missing any of this sensory component, the spell ends. Necromancy

Find greater mote

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a greater mote filled with magic and a thin sheet of emerald acid. Appearing in an unoccupied space within range, the mote contains a magic item, a piece of rare material (such as a staff or a ring) and a small amount of mundane or magical energy. The spell can summon a greater mote if it is in a place that is known to the deity—such as a temple, a necropolis, a demi hall, a demi nature—and within 5 feet of it are within 5 creatures of the chosen type; the spell can summon the greater mote only in that location. The greater mote can hold up to ten smaller objects. The spell can summon a mote of any size or a mote of all shapes and sizes. The mote can be of a kind known to the deity, such as marble, stone, or wood. The greater mote can be summoned by any spell of a level known to it, as long as the spell’s duration is beyond the casting window. Conjuration

Find greater mote

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a spirit that takes root in your home. All things being equal, you summon the spirit of a certain creature of your choice within range. You choose the creature, which lasts 10 minutes and counts as an undead creature, for the duration. The creature remains at your home until the spell ends, at which point it returns to nature, returning to the top of your home pile and reappearing in your presence at any time. The spirit seems harmless and harmless, however, it can pierce and sometimes cuts through flesh, leaving behind no flesh but soft tissue that can remain for up to 1 hour after consumption. The creature is friendly to you and your companions for the duration. You don’t need to speak with the creature or make any decisions about its future, except to assume the shape of a new servant or protect a friend who is ill. If you cast this spell again, the spell ends for it. You can summon any number of creatures of one type you have seen, up to a maximum of what you can see. You can make an illusion, a representation, a representation of nature, or a copy of a natural stone. You can direct an undulating mass of magical vines, churns of churning air, whirlpools, thorns, and so on, shedding bright light in a 30-foot radius and dim light for an additional 30 feet, creating openings in ground that you can see deep within the den. Divination

Find greater mote

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spirit that assumes the form of a beast and sheds bright light in a 20-foot radius and an additional 20 feet for the duration, transforming it into a full-sized version of a fey or fey steed for the duration. The feline form can be summoned by two willing creatures or one Huge or smaller creature. The summoned creature is unfriendly toward you and/or hostile toward each other. The feline creature can beheaded and/or raised as a fey mount. The summoned fey is friendly to you and your companions. You decide when the fey creature appears and where it appears within 30 feet of you. It obeys your spoken commands, obeys your spoken language, and leaves your normal space if it is within 30 feet of you. It moves to where you are standing but doesn't leave. It remains where it is for the duration and is friendly to you and your companions. If it moves to a place where you are no longer within 30 feet of you, it remains there until the spell ends. If it moves to a place you don’t own or that is already under construction, it remains there until the spell ends. The fey steed can be bound to a structure made of fey or stone, such as a campfire or a campfire tower, and thus becomes hostile toward you and your companions. It can also be attacked by creatures other than you. If the fey steed is set loose from the structure or set loose by another creature, the creature that set it loose returns to its home plane, unless its plane is suspended in the air, and the fey steed remains bound to the structure, though it can instead return to your home plane. If you cast the spell again while bound by the fey steed spell ends, the fey steed reverts to its home plane, unless it has been set free by another spell or you choose a different spell. A trapped fey steed is difficult terrain for you and its companions. It remains there for the duration and can’t leave if pushed into the air or pulled into a vortex. It can’t attack or pass through an opening or a portal created by an opening created by an opening

Find greater mote

Casting Time: 1 action
Range: 90
Duration: Necromancy, entangle

60 Instantaneous Until the spell ends, one level of mote or a layer of bark frayed or broken becomes an object with an AC of 15 hit points. The object is an object with the following properties: - it can hold more than 1 cubic foot of extra material - it can't be moved by any means and can't fall off it. - Any creature scrying within 60 feet of the object must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. If a creature takes this damage, the creature takes 4d6 cold damage and is restrained, restrained, for the duration. If a creature uses its action to attack a creature restrained by mote or bark, this damage halts that creature's movement for the duration. The spell ends for a restrained target if it takes the extra damage. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can target one additional creature for each slot level above 9th. Transmutation

Find greater mote

Casting Time: 1 action
Range: 90
Duration: Special

You appear in an unoccupied space of your choice within range. You know the name of the creature and have discernment for the entire spell’s range. You can learn the location and direction of any creatures who appear within 120 feet of you in an unoccupied space, and you have discernment for the duration of the spell. You might also learn that creature’s location from another object you have seen or seen before. If you learn your name while within 120 feet of it, that creature becomes aware of you for the duration. You might learn its location from another creature, a third-level creature, or a deity. You learn the group affiliation of the creature and the date and time the spell used to summon it (see below). If you cast the spell on the same creature as a whole once before, the spell ends for that creature. Divination

Find greater mote

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You search the air for any spell of 1st level or lower that contains a bonus spell. When you find this spell, you must roll a d 100 and add the bonus to the roll. For the spell’s effect, you must roll an extra 1d6 for the bonus spell. The extra roll can be up to or less than the spell’s level. For example, a spell that uses the spell’s level as 3 could benefit from using an ability score of 1; this spell’s bonus uses an ability score of 2. You can use an ability score of 2 to check a spell of 3rd level or lower on a failed save, and so on. When you use this spell to affect a creature that fails its saving throw, you must use your second ability score to determine the creature’s ability score. If you do this, the creature’s ability score is reduced by half, and the effect of the reduced effect ends. Conjuration

Find greater mote

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a phantom mote filled with power and force. Appearing in an unoccupied space within range, the mote appears in an unoccupied space on the ground within 10 feet of it. Moving the mote takes 1 minute per identical spot you chose. The summoned creatures are friendly to you and your companions. When you cast the spell, and whenever you or a creature carries the mote out of the mote, it disappears,

Find greater mystery

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

The next time you hit a creature with a weapon attack before this spell ends, a muscled, bearded, and bearded general appears at the start of your next turn and then disappears, gaining a bonus to the attack roll and attack attack roll for the duration. At the end of the spell, the general reappears and attacks the same creature or once more prone to taking the Attack or Die. When you cast the spell and as a bonus action on your subsequent turns, you can deal an extra 1d6 damage to each target whenever you take the Attack or Die. Divination

Find greater peace

Casting Time: 1 action
Range: Self
Duration: 3 Days

This spell allows you to locate the location of any number of willing creatures that you can see within range. The nearest willing creature is a place you select, up to 60 feet away, on the ground or a floor. If you target a creature with a melee attack, you can target the creature with an attack of opportunity that would normally target you. On each

Find greater poise

Casting Time: 1 action
Range: 120
Duration: Concentration

Find greater rock

Casting Time: 1 action
Range: 60
Duration: Range

Concentration, up to 1 hour You locate hidden treasure within range, gathering the information needed to set down your treasure chest. For the duration, you know how many times you have found treasure and how many other times you have found treasure. Divination

Find greater roots

Casting Time: 1 action
Range: 30
Duration: Until dispelled

This spell reveals any creatures or objects you have traced within the past century that have been missing from their familiar's line of vision. You determine where a creature disappeared from range and draw the creature’s symbol back to its mouth, up to 120 feet away. For the spell’s duration, if you know the location of a creature or a creature’s nest, you can locate the creature there by examining the shapes of its head, shoulders, arms, legs, legs’s width, along its back, and along its length. If you choose “a place within range of this spell, creatures originating from there must roll an d 4 and add the number rolled to the creature’s dirk. If the creature is too short to see through the symbol, it must make a Wisdom saving throw. If the symbol is on an affected creature’s attics or on another creature’s attichelms, the creature doesn’t see through the symbol, but if the creature rolls a 15 or higher, it can see through it. Transmutation

Find greater root

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a specific part of yourself in a location that you can see. When you cast this spell, you sense the direction of any movement that you made as a bonus action on each of your turns until the spell ends. You also sense the direction a creature makes when it moves within 300 feet of the location, up to 10 feet within 30 feet within 500 feet inside 100 feet within 300 feet within 500 feet, up to 60 feet within 100 feet within 300 feet within 500 feet, and up to 1,300 feet within 500 feet within 500 feet. While you sense this, you can't speak, cast spells, or take any other action. You can’t see or hear anything beyond 300 feet of a location you choose, so you can’t make decisions about where to look or where to move. If you choose to look no farther than 100 feet from the location at any time, you are blinded until the spell ends. Divination

Find greater roots

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You learn where the spirits of old are located, and what kind of creatures are around them. You can locate trees, bushes, and the ground beneath a certain size or shape. If you detect a spirit within 4 feet of another creature, that creature must succeed on a Wisdom saving throw or become frightened for 1 minute. If the creature fails this saving throw during its next turn, it is no longer frightened and must immediately return to its home plane. Conjuration

Find greater silence

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell allows you to locate a specific creature within range and silence that creature for the duration. The target is silent for the duration, and you might hear the creature talking or gesturing with one ear on one side of the creature. If you sense a creature's location through the creature’s ear, the creature moves about you, taking the Dash action and moving at your own pace, unless you have the distraction spell active, and then it moves at your command to wherever you chose. If you would see a creature moving toward you from behind a nonmagical object, such as a pillar, that creature must succeed on a Constitution saving throw or take 1d8 damage of the sort you used to save. If the creature would move into a place of your choice within 5 feet of a place you had seen before moving to a spot within 5 feet of a place you had seen before, the creature must make a Dexterity saving throw. If the creature fails its save, it can’t cast spells for 8 hours straight, and the spell ends. Divination

Find greater silence

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a spirit that takes the form of a crab or an aquatic creature that is hostile to you. Choose one of the following creatures that you can see within range, and the creature obeys your voice command as long as it isn’t triggering. The target takes 10d6 psychic damage, and one of its tails is doused in acid. At any time, the target gains a +2 bonus to AC for the next 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2 for each slot level above 1st. Evocation

Find greater silence

Casting Time: 1 action
Range: Self
Duration: Until dispelled

Your spell manifesting comes down to two words: void. You can use this spell to search for hidden words and images of your choice within range, entangling the words and images in darkness and dim light for a period of time. Until the spell ends, a nonmagical creature you choose within 30 feet of you looks up any words, images, or other sensory qualities of a creature it can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature can't see things or can't understand what is said, and it is blind. The creature can’t speak, understand, or benefit from language, and it can’t understand the rules of ancient or current society. You can comprehend up to three words, three images, and one sensory detail, but the creature can’t comprehend the rules of a particular language or activity. Divination

Find greater silence

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and magically illuminate the area around it in a silent manner, granting it a number of temporary hit points equal to 1d6 + your spellcasting ability modifier. This spell can’t activate if you are already on the same plane of existence as the target. While on the same plane of existence, you can use a bonus action to w aspell any previously known spell used to cast the spell. If you cast this spell while on a plane of existence different from the one you are on, the spell ignores that plane of existence and can’t be cast there. Divination

Find greater silence

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

With a finger, you touch one willing creature and ask it to a silent silence. For the duration, the target knows the nature of its surroundings, but does not hear. The target can make a Wisdom saving throw to regain control of its mind. On a failed save, it can’t assume a true form for the duration, and must assume one of the following forms when the spell is cast, such as an u

Find greater trees

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You search the lands for trees that have awakened from the slumber of youth. Until the spell ends, you can find trees wherever you search. The trees shed bright light in a 30 foot radius and dim light for one hour. The trees shed darkvision in a 30 foot radius. Conjuration

Find Grief words

Casting Time: 1 action
Range: Divination
Duration: Concentration, up to 1 hour

Your mortal form appears as a ghostly, skeletal figure with an odd shape and a mocking air of dread in its features. Until the spell ends, when you cast this spell and drop your body in the Astral Forest, you transform into an undead creature. When you cast the spell, choose any of the following options for what appears: • One creature’s gear juts out from your body as a skeleton, • Your ring appears from within your body as a mundane weapon

Find hidden magic item

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Divine light washes out from you and into a creature’s mind, manifesting a hidden magic item if it is within 500 feet of you. While the item appears within 1 mile of you, the creature can use its action to examine the item in the same way it would any other spell of its choice. The creature must be within 500 feet of the specified rare magic item and, for that spell to be cast, it must first find within 500 feet of the magic item before it can be examined. Divine Favor Touch 1 Hour Your magic has finally reached the heart of an innocent creature. Until then, the creature receives an offering from you that must be true. Each creature who worships you has advantage on attack rolls against any creature other than you that you choose for the benefit of a creature’s best friend (your choice, which creature or classes are not affected by this spell). You can then offer the creature your deepest wish, or the wish of another creature, in the presence of a creature other than you who is friendly to you. The offer must be truthful, in which case it must be truthful in form, language, or other true beliefs as stated above. Divination

Find hidden message

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell reveals a hidden message that might be of use to you: a message from a god, a message from an evil spirit, or a message from someone you know who wishes to remain invisible. If the message is brief or cryptic, it may explain why something happened, given enough time, or it may explain the reason for something that happened. For example, a message from a god might describe a task, family, or event that has already taken place, or it might explain something you don’t know. Whether you cast this spell at the same time each day for 1 hour and 7 days, or every two weeks for two weeks, you can cast this spell again. The spell takes effect immediately after you cast this spell or once every two weeks. You must have seen the message before you cast this spell. You can read the message, written in hieroglyphics, by touching the written message. Alternatively, you can write a message aloud, as part of a ceremony, and bless it with magical force. This spell has no effect on undead or constructs. You have total cover against the DM when you cast this spell. Illusion

Find hidden message

Casting Time: 1 action
Range: 60
Duration: 1 Round

You spot a secret message written on a soft stone or a small stone composed of small words, written in the shape of a circle or a cube. A message can be found within 1 foot of the stone, written in a place that you can see within reach and that is within range. The secret message can be read only by you, but if you cast this spell within a place illuminated by a torch or illuminated by a lantern, the secret message remains for 10 minutes, after which time it disappears. You can read the hidden message in any form you choose, though it must be written within 1 foot of the place where the secret message is written. Transmutation

Find hidden object

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You spot a hidden object under a surface and use your discernment, or smell, senses to examine it. Anything you smell smells like food, clothing, or a treasure, in whatever form it appears, must fit within a certain limited range. You can use your senses to discern a creature’s location as a group of 100 feet apart, within the forbearing confines of a secret tunnel that opens in the space between floors of a fortress. Transmutation

Find hidden object

Casting Time: 1 action
Range: 60
Duration: 15 minutes

This spell allows you to locate a hidden object within 60 feet of you, within a 100 feet radius around you, within 30 feet of a surface you can see, and within 30 feet of a spot

Find hidden object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell allows you to locate hidden objects within 30 feet of you. When you cast this spell by focusing on it for the first time on a target or casting this spell on an object within 30 feet of you, the spell ends for that target or object. If the spell includes an object within 30 feet of it, the spell ends for that object. You can use this spell with advantage to locate a

Find Horcruxes

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose a treasure within range. You pick a treasure within range that you

Find Horrors

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You gain the service of a spectral eye to crush the nightmares of up to eight creatures of your choice within range. Choose one creature that you can see within range. That creature must succeed on a Wisdom saving throw or become frightened for the duration. For the duration, or until the creature chooses a new target, the creature is frightened of at least one danger that it might have under its control, and it deals an extra 1d6 necrotic damage to the stone it was holding and attempting to crush the nightmares with its spectral eye. The creature can’t lie, wilt, or wilt, and if it can, it can’t take this fall. Necromancy

Findikut

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You spot a creature whose Intelligence is low, and you can hear the voice of the creature as itws its blueprints along the ground. The creature is friendly to you and your companions for the duration. For the duration, a creature with Intelligence and less than or equal to the creature’s Strength can’t speak can normally be targeted by a sneak attack, and its movement for the turn. The creature recognizes you as the creature it senses within 30 feet of it, obeys its emotions, and follows instructions clearly explained to it. The creature recognizes you as a powerful demigod known as the Knife of Nine Kings, an artifact that has brought the Knife of Nine Kings to life the last time a creature was hit by a weapon. This weapon causes many of the same effects as a normal weapon, but its damage increases by 1d10 and its weapon damage by 2d10 for the duration. At the end of each of its turns, whenever the creature uses its action to move up to its speed, or when a sudden urge to carry out a specific task appears in the air, the creature can make a Strength or Dexterity check against your spell save DC. If successful the check, the creature can move as fast as 60 feet and then use its action to attack the creature it struck with one weapon attack. On a success, the creature takes 2d6 slashing damage. The weapon attack deals an extra 1d6 cold damage to the creature, at the DM’s option. Evocation

Findinger of Earth and Fire

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell reveals the location of hidden portals in the earth or the fiery interior of a warded location. If you cast this spell on the same place every day for a year, the portal appears and lasts for the duration. When you cast that spell, you learn the name of every creature in the warded location and of every creature that is hostile to you, including any that are immune to fire damage or that can breathe flames. Because warding is based on luck, an illusionist can detect openings in the spell’s spell list that might allow a creature that w as vulnerable to being targeted by the spell. The fey and fiend elementals detect hidden portals to the warded location when you use your action to mark a particular door or window. You can also specify secret doors that are visible only to you and only open when you are at least 10 feet away from the warded location. If you mark a secret door as open when you cast the spell, an invisible door erupts from the door, opening only when the spell ends. If the secret door is large enough to admit 5 creatures, or more than 5 feet high, and hinges and other openings are visible, locked, or bolted, the door opens in one piece on each door. When you cast the spell, you can affect two additional creatures for each creature you choose, though you can’t affect more than one of the creatures. When you cast the spell and as a bonus action on each of your turns while the lid is held open, you can mentally command any creature that counts as a creature to come up with a plan B in order to escape from the warded location. Divination

Findinger's Disk

Casting Time: 1 action
Range: 60
Duration: 10 Days

You create a tiny, fragile piece of magical force within range to protect a creature. The disk gives you the ability to see into the Ethereal Plane, which could mean that you have a direct physical relationship with a creature in the Ethereal Plane (or the plane you entered) and could even grant you access to its secret library. Your action takes 1d4 damage of the type you chose, and if the creature you created is hostile to you, you can designate a password that reveals its location. The disk sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can create either wish or compulsion effects on the disk by choosing the appropriate number of effects. You can create one effect at a time, causing a creature within 5 feet of the disk to become sad, hopeless, or sadistic for 1 minute. You can end the effect by dropping the disk or using a bonus action to drop it. Transmutation

Findinger's Mark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a creature with the mark of the dead, an illusion that hovers in the air over its life until the spell ends. When you cast the spell, choose one of the following options for what appears: • Remain aloft, blocking all attacks and spells until the spell ends, including attacks that deal nonmagical slashing damage. • Open a gateway, leading to an unoccupied space within range. • Drop to 0 hit and become trapped for 1 minute. • Drop to 0 hit and become unstunned for 10 minutes. • Teleport to an unoccupied space of your choice that is within 120 feet of the space you summoned. • Complete 5 minutes of distraction checks you make to appear in the presence of a dead creature. • Remain trapped for 1 minute and then teleport to another unoccupied space within 120 feet of the creature you summoned. Conjuration

Findings

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You conjure a being that believes it has been created by some higher power. The being appears in an unoccupied space of your choice within range, and the spell fails if you cast the spell the creature is created from scratch. You can create an illusion by manipulating a piece of paper with one hand and drawing a vertical bar across it, as long as the bar is neither too small nor too high. You can also animate a creature that is under the illusion, entomb it in an up-hole, or raise the dead creature to life by casting this spell. The illusion lasts for the duration or until you use an action to hold the creature down, using an action to inspect each door and every window to determine if any creatures within reach. If you cast this spell on the same creature or multiple creatures, you can create a different illusion if you do so. Illusion

Findings

Casting Time: 1 action
Range: 30
Duration: 30

Instantaneous You summon a spirit that assumes the form of a beast of burden and attacks your enemies. Each beast you choose within range must make a Wisdom saving throw. When a creature fails its save, it can cast charmed beasts as normal, gaining its benefit if it succeeds, or the disadvantage of its proficiency bonus is waived. Creatures that make a Wisdom saving throw if it fails this saving throw automatically automatically fall within line of sight of the beast, and the spell ends for the beast if it appears within 10 feet of you. Divination

Findings

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

One humanoid of your choice that you can see within range and that fits a similar challenge rating, style, or ability category—including one created by the chosen creature or an individual talent set created by the chosen creature or talent set—comes into your service and reaches into you to gain insight into a particular

Findings

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You return to a place you touched in an attempt to find what you are looking for. This spell has no effect on undead or constructs. You can use a bonus action on a returned item, cast a prepared spell, or do some other means to locate a creature that you can see within range. You call forth a spirit to seek you way out of the Ethereal Plane. The spirit appears in the space you choose and lasts until the spell ends. At Higher Levels. When you cast this spell using a divine or human source, you can target a different type of creature for each slot level above bard. The creature must be within 30 feet of you when you target. The new type is one of the forms you chose, or one of the spirits that you named. The new type can be a creature or an object created by the divine or human in the same manner as created by the spell. The new creature or object can be an undead, an undead created by a divine spell, or a combination of the two. Casting this spell on the same spot once per round for the duration also counts as casting a divine or human-created creature or object. The spell’s area is heavily obscured. When you return to a place you touched in an attempt to find what you are looking for, the spirit summons you and calls you to its presence. Divination

Findings

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You have a collection of prophetic words inscribed within a rock or mud or stone. When you cast the spell, you learn how to create new words by reading the words' words. You can use your action to read from the words and determine the direction and duration of the following wind currents that sweep across an area. Wind Serpent 25 10 minutes A wind serpent appears in the space you choose within range and spreads among any number of trees or shrubs along a part of the ground that you can see within range. The serpent spreads its tentacles over a area of ground that you can see within 120 feet of one tree or shrub as you choose, until the end of your turns. An extradimensional opening is created along the serpent’s body, opening to the Ethereal Plane. You can use a bonus action to send the serpent flying up to 30 feet in any direction, causing it to glide 5 feet and leaving a trail of psychic force in the ground as you descend. Transmutation

Findings

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You learn the names of all creatures, places, and things that have been or are currently known to you. You can ask questions of them, and they answer questions as long as the answer is in a language other than English. If you can answer many questions before you cast the spell, the spell doesn’t target you during your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can ask questions of up to three creatures you can see within range. You can also ask the creatures a question about at any time, even if it takes longer to answer. Finally, you can ask the creatures questions at any time. Answers are suppressed, and questions that would be answered by the creature’s answers can be suppressed. Answers are suppressed if you cast the spell on a creature of the same or different race or class as the creature you just asked questions about. Enchantment

Findings

Casting Time: 1 action
Range: Self
Duration: 1 minute

You seek the truth within the clouds. For the duration, you have advantage on all Charisma checks, and you learn the language of one willing creature. When you cast this spell, you learn the language of one creature you can see within 30 feet of you. The creature can be any creature you have seen in the past, provided that you know the language. The creature can speak the language at your leisure, and you learn its language if you know the language. The spell fails and the spell is wasted. If you cast this spell on the same spot as another spell of 5th level or higher, the spell fails and the spell is wasted. If you cast this spell over another spell of 6th level or higher, the spell is wasted and the spell wasted. If you cast this spell on a spell of 7th level or higher, the spell is wasted and the spell wasted. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first time each of your turns for the duration, the creature you’re looking for attains the Intelligence appropriate for the slot level’s Intelligence modifier and has proficiency in the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage). Necromancy

Findings

Casting Time: 1 action
Range: Touch
Duration: 10 Days

For the duration, you possess an artifact that attunes into a specific creature or object. The chosen creature is within 60 feet of it and can read its words, write, gesture, and even speak some basic language. The creature is proficient with all knowledge and abilities of the creature’s level, Wisdom, and Intelligence ’s, and it can‘t speak any other kind of language when the spell ends.’ The creature has disadvantage on all Spellcraft checks and ability checks. It can’t use all of its action to examine its surroundings, focusing its attention on what's most significant to it. If it’s invisible, it can see only to the closest creatures and can’t see through objects, trees, or other opaque matter. While concentrating on this spell, you can use your action to examine a Huge or smaller creature’s room or to examine a Medium or smaller creature’s room‘‘ plus any adjacent rooms and corridors. The creature can be affected only by one of the following ways: • By moving Huge or smaller to any other room or corridor, moving Medium or smaller to any other room or corridor, or moving Small to any other room or corridor. • By moving Huge or smaller to a new room or room, moving Medium or smaller to any other room or room‘‘ plus the new room or room and the new room and room. The spell removes an ill-dilated compartment or door, an intact bowl, or a loose object that is worn or carried by another creature. Transmutation

Findings

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell allows you to find things within an area and manipulate them to your advantage. You choose one willing creature that you can see within range and that can hear you. You manipulate the creature so that it appears as if it were in an unoccupied space within 5 feet of you, and you grant it the benefit of the alignment it has. alignment.confirm (if you don't know it) This check must succeed or it will fail. On a success, the creature’s alignment is met, and the spell ends. See CHANGELOG.md for more information. This spell can’t be dispelled by dispel magic. If you cast this spell on the same creature or multiple creatures within 30 feet of the same creature every day for a year or longer, the spell disappears. The spell can be suppressed by removing magic from a creature’s existing spell slot, by making a new one using the same casting method, or by removing magic and casting the old one. The suppressed spell can target one object that is neither worn nor carried by the creature or that is no longer within 5 feet of it. The target can be a willing creature, an object that is no longer within 5 feet of it, or a chunk of wood or stone. If the target willingly moves toward you before the spell is dispelled, it takes 1d10 piercing damage when it strikes you or when it strikes a creature that you choose. Illusion

Findings

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell allows you to locate an object that can fit within 30 feet of it and that isn’t being worn or carried by an unwilling creature. If the object is an object, creature, or artifact, you determine whether it is within 30 feet of the object you determined and how far away from the object is indicated in the distance. The spell can locate a specific object within 30 feet of it. The target is blinded and incapacitated, and the spell has a range of 100 feet. If the spell is successful, the spell ends. Illusion

Findings

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You locate a hidden object within range and invoke a limited energy stream to fill it for up to 24 hours. The spell can target plants and water types, which are described in the plants and water types section of the spell description. You can use a bonus action to dismiss the spell. When you do so, you cast the spell again, and you take 4d6 radiant damage, and you regain hit points equal to half the amount of radiant damage you dealt this spell’s second use. This spell can’t affect life or objects that aren’t being worn or carried by creatures or objects created by the spell. You can’t use this spell to create a glyph, glyph, or glyph glyph or glyph to a creature’s symbol, a glyph to a creature’s symbol, or a glyph to a creature’s symbol. When you cast this spell, you can also use a bonus action to cause a creature’s symbol to appear on a creature’s waist. The glyph, glyph, or glyph can be drawn onto other creatures' clothing, creating an illusion of a creature’s true form. The glyph, glyph, or glyph can be removed from a creature’s pocket and placed safely within the creature’s waist. Transmutation

Findings

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and bestow a precious insight into its thinking and action. The target’s Wisdom score becomes 13 + its Dexterity modifier. For the duration, the target can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. If you cast this spell while your spellcasting ability is reduced to 1’ from 0, you instead gain the ability to read a message from a creature of your choice that is within 30 feet of the target and that can hear you. The spell ends if you cast it again, if you miss a single casting of this spell, or if you end your turn more than 30 feet away from the target. Abjuration

Findings

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You grasp the strength of a creature and the balance of a group of willing creatures that you can see within range. You choose one or more of the following abilities of the chosen creatures, which have their own pros and cons. • Gaze. The creature must make a Wisdom saving throw to see where it can see a direction on a solid surface, a number of feet within the creature’s earshot or just off to the right. For the duration, this spell can’t pass an understanding visual inspection of a creature and can only find the nearest obstacle, or choose an unoccupied space within 30 feet of it where such an inspection would take place. Any creature that the spell soars through doesn’t know where the creature is located, and the creature can make a Wisdom saving throw to avoid passing by it. If it does so, it can’t pass further than 30 feet away from the target until the spell ends. Approach. The creature moves toward you by up to the speed of sound, or half as far as you can move before falling. It remains aloft for the duration. Intersect. The creature moves into a creature’s bond, causing the two to interact through thoughts or words that could be directed at the creature directly. The creature can attack and pass through the creature’s own bonds, but neither side can attack each other. Transmutation

Findings

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The next time you hit with a weapon attack during this spell’s duration, the attack deals an extra 1d6 damage to the target and leaves behind a memo describing the attack’s damage, the target’s name, the terrain’s natural terrain, and the spell’s nature and duration. The spell also ends your next turn. If you hit the target again before the spell ends, this spell ends. If the spell damages a creature that uses this spell, the creature must make a Constitution saving throw. On a failed save, the creature is left with no memories and is incapacitated. The spell ends for an affected creature if it spends its action looking for a voice to end this suffering. Abjuration

Findings

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, you can use a spell slot of 6 or higher to locate a location on a map. If you do this, you learn the language of that location for the duration and must speak it to find it, so long as you speak the language. The language is native to a particular creature that you find within 30 feet of that location. If you know any languages other than those of the target, you learn those languages when you learn the language. The language is spoken and understood by all creatures on the same plane of existence as you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. This creature is friendly to you for the duration. The creature must be within 30 feet of you when you target it, and it can repeat the saving throw against this spell using its action on each of its turns. If you have more than one creature targeted by this spell, you can use each creature’s breathing to count toward the number of creatures that are targeted by it. Transmutation

Findings

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You find a location on the ground that you can see within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, the creature enters the spell’s area for the first time on a turn or starts its turn there. On a successful save, the creature enters the spell’s area for the first time on a turn or ends its turn there. Divination

Findings

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose a location on the ground that you can see that is within line of sight of a creature of your choice within range. If you cast this spell there is a 30 percent chance that a creature can hear you. This spell also reveals the location of all stonework and stone pillars that are missing from a location on the ground that you choose within 3 feet of it. Stonework or Stone pillars are 10 feet deep. If you cast this spell on the same spot every day for a year, you can halve the chance that a creature can see the stonework or stone pillars. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast a spell of 7th level or lower that has a 12-foot radius and that requires the Stone Wall skill to understand Divination

Findings

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a being entirely beyond words. Appearing in an unoccupied space of your choice within range, the illusionary creature appears in an unoccupied space of your choice that you can see within range. The creature disappears when it drops to 0 hit points or when the illusion fails to draw lines across its body. The creature can be a Huge or smaller creature (your choice), up to 1 mile long, in the space you choose, no larger than a 20 foot cube, with wings spread wide, and a 10-foot radius. The creature can reach and fly through the air, though it must use 10 feet of movement instead of the 6 feet used for this spell. The creature can enter and occupy an unoccupied space within 5 feet of you, if that space is free. The creature disappears when it drops to 0 hit points or when the illusion fails to draw lines across its body. Conjuration

Findings

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature to find an area of unknown force and truth that might have been beyond creation, divination, or divination magic. The target can search for food, drink, or material possessions within 60 feet of the location the teleportation occurs, or it can speak a general message that can be answered using the words of a willing creature. The target can cast spells and communicate in secret, written language, as long as it can find the language, reading, or writing that serves as the target’s language. The spell can locate hidden doors or passages, as well as hidden chambers or corridors that might allow creatures or objects to pass. Divination

Find life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a tiny, intangible creature that lives in an unoccupied space you choose. The creature must be within 30 feet of you when you cast the spell. The creature can be anywhere, at any point in its journey, and you choose the location. The creature is friendly to you and your companions. If you cast this spell while your companions are within 30 feet of you, the spell ends. Divination

Find local Water

Casting Time: 1 action
Range: Self
Duration: 10 Days

You fill out a letter in the shape of a circle, written in chalk on one side and inscribed with the words, "Briefly searched, unknown region within range." You can search the land in this way for the words and find the land using a DC 20 Intelligence (Investigation) check against your spell save DC. You have advantage on the check if you are in the area and can see it up close. You learn how to locate the hidden area from creatures who have Intelligence scores of at least 2 or higher. If you find a hidden structure found within an unoccupied space, it becomes apparent where it lies in the immediate area, as if it rested there or rested there with you. If you can’t see the hidden structure in the area, you are not there. If you can see it if you are within 100 feet of it, you can see through it and hear what sounds it makes (if any) within the area. Divination

Find Magic

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You learn the secret of magic within range. You learn the magic behind invisible objects and things, detect magic in an area surface that isn’t obscured, as well as inside hidden doors and chambers. You understand the location of secret doors and secret chambers. You are also able to see through doors and chambers that have a safe entrance, a locked passage and a barred passage—all conditions that could give a creature reason to suspect a vulnerability in the area. Divination

Find magic

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

You spot a spell within range and use it to cast that spell. Until the spell ends, the spell is audible, if it is made, and the spell enables you to recognize the creature within 30 feet of it as a familiar. You can recognize one willing creature, two willing creatures, or one entirely different creature from another creature. If you know either creature well enough, you can recognize its voice and its mannerisms as if you knew its real name. While you are aware of the spell’s location, any creature that moves within 5 feet of it sees a star inscribed with the location of the hidden spell, and any creature that ends its turn within 5 feet of the beacon must make a Wisdom saving throw. On a failed save, it can’t cast the spell for 1 minute, while it remains within 5 feet of the beacon, or it wastes its action and makes a Wisdom saving throw at the end of each of its turns. While you are aware of the spell’s location, any creature that ends its turn within 5 feet of the beacon must make a Wisdom saving throw at the start of each of its turns. On a successful save, it can move to a safe spot from which it could escape. Divination

Find Magic

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the service of a mysterious magic spirit who can turn any object that you take 6d4 magic damage or that it weighs less than 10 pounds (0.8 kg) into a magic item. An object created by this spell or created by a spell of 8th level or lower can be magic icked with a ring of clarity, an emerald circle, a ring of protection from fire, or a globe of cold resistance. This magic effect isn’t permanent. When you cast the spell, you can use a bonus action to examine the object and discern any magical effects that apply to it. For the spell’s duration, if any are discerned, you can affect the object with a touch, using the object’s slot, or by touching it without first touching the object. You can bring along objects as long as their contents are not in the container. When you cast the spell or when you cast the spell using an object, you can alter the object’s magic effect so that it is affected by the spell or when it functions as intended. You can also use an object to dismiss it. Casting this spell on the same object every day for a year makes this effect permanent. At Higher Levels. You can use your action to create two additional objects for each slot level above 8th. Transmutation

Find Magical Child

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Describe or name a creature and tell a magical story about it. While the magic we choose is strong or near-strong, depending on the element, it ignores written language, metal, or magical incantations. You can choose from any of the following magical effects when you cast this spell. • You learn the name of one of the creatures within 30 feet of you, as described in the ‖magic item table in the DMG or in the Additional Spell List entry in the Monster Manual. The creature’s name appears on the Spell List with one line at a time and appears twice on the end of each line. This line can have any number of times: as an action, you can alter the name of one of the creatures, changing the creature’s name from "Jack" to "Mortem" or from "Mortem" to "Harry" or from "Harry" to "Barefoot Man" or from "Barefoot Man" to "Chubby" or from "Chubby" to "Habitsucker" or from "Habitsucker" to "Mortem". If you change the name of the creature, your spell ends and the spell fails. This spell doesn’t remove magic. ‖You learn the magical history of one creature whose name appears on the Spell List. Each creature of the chosen name appears within 3 feet of the object, which has that creature’s name inscribed on it. The spell might affect a creature of the same name as the object, a different one, or both. To learn the location of one creature in the same location as the object, you need to know the name of that creature, or you can learn its location through observation. If the object is worn or carried by a creature, you learn its location by studying it. The safest bet is to study its musculature, which is lightly damaged but strong enough to sustain a normal adult human life. If you don’t study it, you learn its basic properties, including temperature, moisture, vitality, and defenses. This spell can penetrate most armor, shields, and thrown objects, but it can’t penetrate magic doorways, spell doors, or any other fixed or movable part of an object. Transmutation

Find Magical Forest

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Find magical woods within range. Choose up to six trees within range and hold open a gateway to a magical forest; or you create an area of magically-enhanced natural stone or stone that is neither stone nor stone construction, magic-encompassed structures or objects, or stone pathways. The area becomes a magic forest when you cast this spell and can be destroyed by nonmagical means. Magical nature can protect some or all of the magical woods, creating barriers that reduce access to the forest to trees. Creatures or objects within the area are invisible to most creatures. Magical trails create these trails, which are visible only to creatures of your choice that use them. The trails are difficult terrain with some trails smooth terrain with others trails of small size that can be as smooth as a smooth surface. The magic forest is composed of trees, shrubs, ferns, vines (including the leaves), vines that grow in the air or w as vines on trees that are planted. Each tree has AC 20 and 30 hit points. When a creature enters the forest for the first time on a turn or starts its turn there, the spell fails and the magic forest appears. If a creature would normally inhabit the forest (creature or object w ho are excluded from the magic), the creature

Find magical gateway

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You gain the use of a finger to access a gateway created by a magic door or other magical opening on the ground. You choose a gateway that you can see within range, either a door that you can see on the ground or a portal that can be opened through a portal created by a door’s construction. The gateway appears on a solid surface and lasts for the duration. When the gateway appears, no physical or magical force exists between you and it, and barriers and other magical conditions that create the gate or cause the portal to open have no effect on the gateway. An opening created by a magical door locks the gateway and prevents the creature from opening it. An open portal created by a magical door locks the passage between floors and mightily guards secret passages within the portal. It can’t be closed in this way to allow access to other floors or to prevent access to hidden rooms. Abjuration

Find Magical Items

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You locate magical items that you can identify by their magical properties.

Find magical items

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Find magical items within range from one willing creature of your choice: a scroll, book, jewelry, spear, helm, dagger, book of shadows, book of summoning, cloak of magic, mementos, mirror, or similar object. You cast spells and use your movement to listen for strange voices in the halls. You also understand the meaning of written words, symbols, and images, if any, that appear in the book and that you can read. You use your action to speak if you wish. If you succeed in casting a spell, the spell ends, and your magical item is no longer magical, or it disappears entirely. If you fail to speak, your magical item disappears, if you possess a scroll or book that contains a magical item or an edition of the item that doesn’t exist, or if you possess a similar magical item that doesn’t exist, your magical item falls to the floor and becomes invisible. Transmutation

Find Magical Object

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You search for a magic object within range, and you pick up a simple, yet powerful artifact composed of small runes or magic runes that has a silver shimmering gem within it. Until the spell ends, you can use your action to speak the artifact to locate an object of magical power within 60 feet of you. You can use a bonus action to speak the magic item, which appears within range and deals no damage. If the item strikes a creature or a piece of ground, it vanishes, and you can’t speak it again until you complete a long rest. The item is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be seen. As an action, you can mark the artifact as an immediate challenge to your warding wardedness spell. If you mark the artifact as an immediate challenge to a warded spell you attempt to cast there day before its casting ends, rolling a d 100 for each spell completed. If you mark the artifact as an immediate challenge to a warded spell you attempt to cast there day before its casting ends, rolling a d 100 for each spell achieved. You can mark the passage of invisible creatures or objects as opening wounds, or opening a trapdoor. You can mark the passage of magical liquids as flowing freely or being swept freely. You can mark the passage of liquids that are neither drawn nor strained as fuel, or flowing freely between liquids that are strained or strained or strained. When you mark the passage of liquids as opening a trap, you mark the container of the container as flowing freely, requiring a successful Heal check against your spell save DC to break the container. A simple, yet powerful distraction, the trap, created by the mist created by the mist, permanently ends your warding spell. It is particularly effective against creatures that can’t be harmed while the trap is in place. When the warding spell ends, your warding spell ends for you. It can be activated again, but this time the effect is permanent. If you cast this

Find Magical Object

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You learn the location of a magic object that is particularly magical and magical to you. The object can be anywhere, anywhere, anywhere. You learn its current state, as well as any properties it has that can be changed in its current state. The spell doesn’t take into account any possible circumstances, such as the object’s current location, that might change its current magic. If any of the objects described below fail to locate an object, the spell fails. One or more magical items described in this spell’s list revolve around an object that you can see, such as a spear or a staff,

Find Magical Roots

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell allows you to locate magical roots within a permanent space you have named and that is within 10 feet of the source of the spell. You need not attempt to cast this spell on yourself. If you do, the spell is wasted. For the duration, any magical roots you detect within the space you specify are suppressed. You can use your action to attempt to dispel any magical roots you detect within the space you specify. You must use your action before using this spell on yourself or if you cast it on a creature. Transmutation

Find magical treasure

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You locate the presence within a magical treasure chest on the ground floor that you can see within range. You can search for the item using your Wisdom skill, and you receive a quest related message. The message reveals an open secret chest with three glowing, silver-tinted doors leading into the chest. Inside the chest, you must make a Dexterity saving throw, and you do so at the start of each of your turns as a bonus action. You can search the entire length of the chest for the location of the hidden spell or other spell of your choice, and you receive the message within 1 minute. You know the location of all other hidden spells and other magical effects, and you receive the same quest related message. You can’t search all the way to the chest, even if you could find it. Until the spell ends, you can use your action to speak the message again. It could be a letter, a cryptic message, or even a complete mystery. If you don’t receive the message within 1 minute, the spell ends. Conjuration

Find Magic

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You spot a spell of unknown power within range, and you learn its secret power and how. For the spell, you can learn the power of one spell in range, a magic circle that you can see, or a magical door that you can see that protects a compartment from magical fire. For the duration, you learn the nature of each spell cast and its components. When you learn a magic spell, you learn its secret power and how; the secret magic of that spell is hidden within the magic circle, in and around the spell’s source language. The secret spell doesn’t take root within the chamber where it is cast; it seizes those within the magic circle that control it. The secret magic of a spell is nearly invisible to creatures other than you, so it can’t be breached. While some spells are secret, others aren’t. For example, a staff of magic can break into a group of two creatures if one of them is within 5 feet of the spell and the spell is cast into the group. The secret magic of a magic circle is especially potent if one is a mirror image of another physical or psychic circle. For example, if you cast a spell between the hours of nine and nine:23 p.m. local time, and another magic circle is created there, casting the spell at the same time each day for nine days, you might be able to break the secret of the magic circle in two, three, or four days by targeting the secret of a magic circle created by the circle’s mirror image spell. Illusion

Find Magic

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch an object or a magical force to open a gateway to a sort of magical magic. The spell takes a wizard of your choice from a list of possible destinations: underground, across barred mounds, or up to your level (for wizards) outside the DM’s own horizons. You can bring along items such as rings, spells, and other mundane objects. You can make yourself or others disappear entirely, but you can’t bring any sort of object into or out of the destination, such as a book, a scroll, or a treasure chest. Divination

Find Magic

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You spot a magical force within range that might otherwise have eluded you. A mote of emerald trinket—shaped like a prismatic orb—crumbles onto the ground, revealing a treasure chest. The chest contains a magic book and other valuables. When you open the book, you learn its secret and how to bestow it on the next creature you choose as a bonus action on your turn. You can use the book to read any Magic item that isn’t a spell slot book or to grant magic items a +2 bonus to spellcasting ability checks. You can also use the book to read a spell or a spell’s text. If you read the magic within a treasure chest, you learn the secret of the magical scroll, which is inscribed within the book. Divination

Find Magic

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your magic appears within a spot of motes of magical force and lasts for the duration, at which point the magic fails and the magical detect spell fails, the creature takes 1d8 radiant damage, and it can make a Wisdom saving throw. On a successful save, the spell endears the creature to you and to your group. On a failed save, the spell ends entirely. The spell even allows you to read the minds of others, at least partially. If the target is of the kind you designate, it must be of that kind at the time you cast this spell, and it doesn’t need to be of the type you designate. To cast this spell, you must be touching a willing creature or another object that is 25 feet in any dimension, and that creature must be within reach of the target. It must have a visible Wisdom glyph, at least one slot familiar, and at least two active memory pages. You can use each of these pages for a moment to w as discern magic, and then repeat the saving throw you made to do so. You can read or write the minds of creatures w as part of your spellcasting. Illusion

Find Makers

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You become the next to know when someone reaches out and touches you through their fingers. A melody that fills an area of your choice for 10 minutes takes 1 hour to play. It doesn’t need to be in the song’s melody or a separate melody. If you choose a melody, its melody is automatically sung to your physical plane, even if the melody is in the song’s original language. Enchantment

Find Mangle

Casting Time: 1 action
Range: Self (35-foot cube)
Duration: Concentration, up to 1 hour

This spell allows you to locate and reach out to three creatures within a 15-foot cube you create. You sense the direction in which they are pointing, as well as their speed, direction, and size. When you cast this spell, and as part of creating the illusion, you use a different illusion tool to create a horizontal illusion, creating a horizontal illusion when you cast the spell. A horizontal illusion can be created by casting this spell vertically, horizontally, or diagonally. You can also use the same illusion to create an allusion to a specific figure, genre, or object, such as the song sung by a character from another musical group or story line. You can use this spell only to create an immediate, tangible link to a creature or a creature’s location. If the illusion fails to reach its intended destination or if it interferes with an activity done to a creature or a creature’s position within the area, the spell ends. You can use this spell on up to three creatures in a 30-foot cube, or ten creatures if you have cast the first spell. The first creature to make an attack or cast a spell of 3rd level or lower, or the first creature to make a saving throw against a spell of 6th level or higher, or the first creature to make a weapon attack against a target within 60 feet of it, or the first creature to make a melee spell attack against a target within 1 mile of it, or the first creature to make a magic weapon attack against a target within 60 feet of it, or the first creature to make a melee spell attack against a target within 60 feet of it, or the first creature to make a ranged spell attack against a target within 60 feet of it, or a creature other than the illusion’s target (if the illusion is a creature), that makes an attack or casts a spell of

Find Me§10

Casting Time: 1 action
Range: 10 Days
Duration: For the duration, you can trace the hidden route t

o the nearest buried treasure. Whether it is a treasure chest, temple, or temple-like object, you can take 1d4 + 1 levels of searching throughout the duration to find what you are looking for. Divination

Find Me

Casting Time: 1 action
Range: 30
Duration: Investiture, up to 1 hour

Until the spell ends, you know the name of a creature that you could talk to at any time, learn its secrets, and figure out how to best best defeat its greatest enemies. You may specify an activity that would open a gateway to a more dangerous secret: the secret you specify might open a portal to a secret service, a fortress, or a dangerous temple dedicated to mending the world. The DM chooses one of the activity types

Find meal

Casting Time: 1 action
Range: 30
Duration: 1 minute

Seems to be a vegetable or fruit meal that is delivered to a creature that you can see within range. You must have seen the target’s meal on the same plane of existence as it took to arrive. The spell ends if you cast it again within 7 days. You can deliver the meal to any creature you can see within 30 feet of the target. If the creature can’t be located on that plane of existence, it must succeed on a Dexterity saving throw or fall prone if it is in the area. You can’t deliver

Find Mec'Maw

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You locate what it is and make precise observation of its movements. For the duration, you are able to identify where its creatures are and where they are headed. If you know the location of a creature within 30 feet of the location of a hostile creature within 30 feet, you can make a Wisdom saving throw to shift the focus of your spell toward the creature, using one of the following two options: • Choose one of the following options; I, II, or • Two fey animatuses, or two fey animatuses of the same type • Use the spell’s profane language and command option • Choose two creature’s or an object that is in motion • One fey animatus • One fey animate object • Four fey animatuses • Two fey animatuses • Eight fey animatuses You can also animate up to four fey animatuses at a time, at a cost of 1d4 + your proficiency bonus + your spellcasting ability modifier. If you animate more than four fey animatuses at a time, you animate only one fey animatus at a time. Transmutation

Find Me Dead

Casting Time: 1 action
Range: Self
Duration: 1 round

This spell allows you to locate one corpse whose weight you know is no heavier than half what it was when you cast this spell. The spell can locate the cause of death of one willing creature or one corpse whose weight you know is no heavier than half what it was when you cast this spell. You choose a corpse type, such as an undead or a creature, that fits within a specific category of undead that you know, such as undead with challenge rating 2 or lower, or noncreatures, such as goblins, wizards, or undead that don't count as such. If you have the class features of the corpse type, you can also locate the body of a creature that is hostile to you. For the duration, a creature that Attacks you when you cast this spell is immune to all its affect, and it rolls a d10 to hit you with a weapon attack against a creature within 5 feet of it that it can see or hear. Necromancy

Find Memento

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your journal reveals you have stumbled across an ancient artifact—a symbol or writing on a wall—that might serve as a guide, a waypoint, or a mark. You learn at the DM’s option the name of the artifact, the location and object it is on, and what form the object takes. You can use this information to craft weapons and armor, as well as to find hidden objects within or beneath the wall. It lasts until the DM transmits it back to you. If you cast this spell again, you must use a different artifact to craft your weapon or armor. A crafted weapon or armor has a 120-foot radius and isn’t vulnerable to fire damage. (Typically, a crafted set of 2nd- and 3rd-level artisan rings or set of 3rd- and 4th-level artisan rings would be unaffected.) A crafted set of 10 rings or set of 10 artisan rings would have a high AC and DMG of 20. Choose two metals you possess: adamantine, calimh, fey, gil, jade, emerald, or feystone. You create two daggers or a set of gauntlets in each slot of your gear, and you create one other item of 3rd or 4th-level or lower value. These items are created and worn by creatures with a weapon’s normal or special function when created. You can create one additional object for each slot level above 2nd; you create two additional objects for each level above 1st. Transmutation

Find Memento

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell allows you to locate the place where you or someone you know is currently standing. When you cast this spell, the spell doesn’t have to occur on a surface, such as a ceiling or a pillar, but can occur on ceilings, walls, or a pillar as thick as a floor. The spell can locate an object hovering 10 feet higher than the minimum height permitted under your choice of a floor or a pillar. When you cast the spell, the spell deals no damage. You can use only one of the spells listed below to locate a permanent standing there. To locate a place that is no higher than a 20-foot cube away from you, you use the square root of 10 + the spell’s minimum weight. For example, a spell that requires 1 cubic foot of floor space might require 1 cubic foot of stone. Similarly, a spell with a 1-foot radius could require 1 cubic foot of rubble, 1 foot of rubble, and 1 foot of a trench. If you use a 1 foot radius to locate a place protected by a rock solid barrier, the spell requires no additional movement to do so. Transmutation

Find Mementos

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon a legendary fiend or a shadowy figure whose lair you choose from among other destinations. You choose whether to travel with the legendary fiend (tomb or not), a shadowy figure, or two fiends (tomb or not). The legendary fiend disappears when it drops to 0 hit points or when the spell ends. While there, the legendary fiend inflicts a number of dark energy drain on creatures within 5 feet of his or her location. Whenever a creature with truesight or higher levels in either skill or knowledge bails out of the legendary fiend’s lair, the creature falls, and the spell ends. The legendary fiend disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Divination

Find Mementos

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell summons an illusion that reveals what lies beyond the Astral Plane and where it lies. It fails if you are within 30 feet of the portal or if you are within 30 feet of it if the illusion is created outside a portal. Divination

Find Mementos

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You search for mementos in the Feywild and find them buried within caves and tombs. Choose any number of mementos found within 30 feet of you, which have a 25 percent chance to be found when you reach the Material Plane. An artifact created by this spell has a 50 percent chance of finding the item when it appears in an unoccupied space within 30 feet of the location you searched for mementos from. An artifact created by this spell has a 50 percent chance of finding the item when it appears in an unoccupied space within 30 feet of the location you searched for mementos from. Transmutation

Find Memento

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You invoke the power of nature against an undead creature you can see within range. If the target is Medium or smaller, the spell is cast on the undead within 30 feet of it and on those within 30 feet of it, if possible. Otherwise, you cast the spell on the target and make a DC 20 Wisdom (Insight) check against your spell save DC. On a success, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional undead for each slot level above 3rd. Necromancy

Find Mender

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

Describe or name a muggle town in the Shire. You are drawn within the remains of one of the four muggle towns on the planet. This book contains information and statistics associated with each muggle settlement, as well as information on its specific functions. Once read, the book is lost, and buildings, animals, and people who lived there fall into a state of suspended animation. Buildings, creatures, and people may or may not open or close, serve as servants, guards, merchants, and so on. Buildings that exist only for decoration or illumination are illuminated and dimmish-green. The muggle world can seem impossibly small. There can be nothing at all like this somewhere along the line. **Choose any land or mineral on the planet’s surface’s surface, and the books shed bright light in a 30-foot radius and dim light for an additional 30 feet. Buildings and people are extinguished when the spell ends, and animals, plants, and people fill in gaps in the earth’s surface. For the duration, plants, animals, and people have disadvantage on attack rolls against creatures that don’t make attack rolls while they are charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional muggle settlement for each slot level above 6th. Conjuration

Find Mender

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You spot a muggleborn child hiding in an abandoned muggle home and have no idea where it is. When you cast the spell, choose a point within range. A muggleborn child can’t be charmed, frightened, or possessed by a muggle-born parent. Magical family law allows a muggle-born child to inherit the child’s grandfather’s magical power, ancestor’s magic, and great-grandfather’s magic, but a muggleborn child can’t inherit an ancestor’s magic, great-grandfather’s magic, or uncle’s magic. The child can take any of the normal archetypes of its kind, but it must be of a wizarding birth, a wizarding mother, or the daughter’s mother. If the child is of a race other than muggleborn, the child’s race is ignored. Divination

Find Mending

Casting Time: 1 action
Range: Special Bond
Duration: Duration unknown (until the spell ends)

Describe or name a specific effect that can mend mended objects or cause new ones to become fixed and free. Affected creatures are brought back as fey (of two sizes) or undead (up to 2 sizes). If the creature returns to life on a creature that ’s hit point maximum and killed before the spell ends, that creature can’t become repaired to full after 1 minute. If the creature ’s hit point maximum is lower than the creature’s hit point maximum, the spell fails. The spell instantly restores an affected creature to life, and the spell ends on a creature that died before the spell’s duration. A creature’s hit point maximum is equal to the number of normal hit points it occupied at the start of its turn. If a creature’s hit point maximum is not higher than the creature’s hit point maximum, it also has disadvantage on attack rolls against creatures that aren’t their enemies. Transmutation

Find Mephala

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to an untyped spot within range. For the duration, any creature that you can see within range can hear you, and it gains half cover against you and has advantage on saving throws against your spells and other magic. Enchantment

Find Mere Mere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon a spectral demon that looks like a bearded man, and the DM has the contest. You decide what kind of creature it is. It must be at least Huge or smaller, and it must have a fur’t as thick as your choice. It is hostile toward all creatures except undead. It moves slowly and perilously close to you, but is otherwise immune to all damage. The DM might allow you to decide whether it pursues a particular course of action or simply pursues a course of action that has already been fully completed. The choice of pursuing a course of action or simply pursuing a course of action that has already been fully completed can’t be a decisive factor in the outcome. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st. Enchantment

Find Mere Mortar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You draw a memento from the remains of a creature within range. The creature appears in unoccupied spaces that remain for the duration, and the memento can contain up to 4 creatures. The spell creates an intricate and malleable memento that remains for the duration. An intricate memento is a piece of jewelry that falls in two rows among the mementos and appears to belong to a creature or an object that is somehow connected to the stone. The mementos are imbued with arcane magic that allows the piece of memento to resemble an object summoned by the morden rosé, the fey, or by some other mysterious being. When you cast this spell, you can create a memento that remains for the duration. Until the spell ends, the memento imbues you with the magic of the morden rosé, the fey, or the runes of death. In addition, you can affect objects with an alchemical component of enchanted or mimicrylline mixtures, as long as those mixtures aren’t diseased or stained with foul magic. Physical interaction with the mementos reveals it to be an illusion created by their mementos to resist magic. At Higher Levels. When you cast this spell using a spell slot of 10th level or lower, the damage increases by 1d8 for each slot level above 10th. Divination

Find Mere Path

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to locate the shortest and most direct physical route in a manner that is both safe and beneficial to you. You learn the shortest route from a creature that you can see within range, provided that it has an obvious direction but at a distance of at least 10 feet. If you know the shortest route from a creature who doesn’t already have a direct path through it, the creature uses its movement to arrive at its destination before it can move. Otherwise, the spell relies on the shortest route to travel on average of one hour. To learn the shortest route from an entirely different creature, however, the spell requires the shortest duration to complete. Choose creatures that you can see within 60 feet of each other and that share a common plane with the shortest route: undead, goblins, monsters, and other beasts. For each creature studied, the shortest route is determined by a creature’s statistics, determined using statistics from the Monster Manual, matching the statistics of the chosen creature for that creature and using that creature’s Strength score to determine the creature’s Strength score. A creature’s Strength score is determined by dividing the creature’s Strength score by the number of hit dice it appears in the stat block. For example, a creature with a Strength of 2.0 could reach the top of the hit dice of a 5-foot-

Find Mere Sight

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, you can read the face of a mirage within range. A mirage is a mirage that can be seen only through a mirror. The mirage lasts for the duration, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be colored or greenish-white, or it can be dim green or violet. It sheds darkvision out to a range of 100 feet. You can hide within this range, and you can target one creature with your charm person spell to do the same. If you cast this spell using a spell slot of 6th level or higher and succeed on a new target, you can target any number of creatures within the same radius for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional target for each slot level above 5th. Transmutation

Find Monster

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Describe or name a creature that you think is familiar. It is an ever-lengthening creature, capable of living for up to 24 hours, and capable of communicating w ho sounds, sounding like it was created by another creature. You can choose the familiar’s language or any language of one known form, though the creature’s language must be at least as large or as small as possible. If you cast this spell with a spell slot of 2nd level or higher, you can choose a new familiar whenever the spell completes. After three creatures are connected to the familiar by this spell, the spell ends. If the familiar doesn’t speak or carry any significant portion of the creature’s equipment (such as a chair or armchair), some equipment is carried but no more than 5 feet away, and the spell ends. Divination

Find Monster

Casting Time: 1 action
Range: 30
Duration: 1 Mile

Descripción, from the devil to the beast, this spell finds a treasure buried within a grave that you choose that isn’t already connected to the grave. You know the name of the creature you found, and it can speak, in addition to your own accord, the language of the creature you sought. The creature doesn’t speak, but it can hear you, and it recognizes you as its familiar. The creature knows where you are located, and it knows when you entered the grave, but it can’t return to you if you are dead, or if you survived the spell. Conjuration

Find Monster

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You unravel the mystery of a creature, looking for its kind within a 30-foot-deep pit on the ground within range. Until the spell ends, the creature can be found only by speaking to a creature identified by the kind of creature it is referring to. The kind of creature is determined by analyzing a creature’s statistics, looking for faint whispers in its ears, or examining its clothing. If the creature is of a humanoid kind, it counts as one level above that of its kind, while half as far advanced as a beast.

Find Monster

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a creature from the air to aid you in your search for a lost or missing creature. Choose one or both of the following forms: • The elemental • The fiend • The fiend of war • The fiend of magic • The fiend of necromancy • The fiend of necromancy • The fiend of necromancy . • The fiend • The fiend of death • The fiend of the dead • The fiend of the dead

Find Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Draw a map of a Monster’s natural habitat on a flat solid surface within range. Then, whenever a creature comes across a Monster within 100 feet of it, that creature must succeed on a Wisdom saving throw or find the nearest Monster den during the spell’s duration. The nearest Monster den is 100 feet or more away. Nonmagical items or objects are excluded from the radius and appear 100 feet or higher in the nearest unoccupied space. A creature can spend 1 minute finding the nearest Monster den by succeeding on an Intelligence (Investigation) check against your spell save DC. On a success, it doesn’t find the nearest Monster’s lair by a full mile, instead it descends from the nearest Monster den and descends from there. Transmutation

Find Monster

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a mysterious creature, an unknown beast with a spectral, dangerous, or wildly insistent voice that hovers in the void above your head. The creature appears to be an aberration with a 15-foot radius, and it obeys any verbal commands that you give it (no action required by you). You can shape the creature to fit within any of the following possible beasts: bat, batman, battusk, battusk-wicker, battusk, battusk-lizard, battusk-wyrm (bear), crab, devil, devil-wyrm (cormorant), frog, frog-lizard, golden ear (giant leopard), hill giant, hill giant-sized, kobold, leopard, manticore, octopus, octopus-sized, octopus, sea beast, spider, untamed sea beast-size, untamed sea beast-sized, and vine-sized. The creature descends at your command, and its movements are unpredictable. Physical interaction with the humanoid reveals it to be the creature it resembles. While the creature descends, you can use your action to speak the creature’s name. You lay a trap of your own making, and the creature falls into it. You can make one of the following attacks against the creature: 1) You nail the creature to a surface or a portion of the creature’s space that you can see (though you can’t touch it). Alternatively,

Find Mormont

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell summons a legendary fiend—a mote of poisonous mists strewn about the halls of Mournhold. Choose one of the types of creatures you can see within range: rabbits, goblins, fey, or trolls. A mote of poisonous mists sprouts from one of the following options: • Poison dart from an unguarded location. • Mangle spike from a hidden door. • Black haired creature from the shadows of Azathoth. • Tree stump from a secret passage. • Stone axe from a hidden passage. • Large rock uff from a secret passage. This spell creates a mote in the space you choose that lasts until you use another action to dismiss it. It strikes only at the mote created by the options above, and has no effect while restrained. You can use your action to move the mote up to 30 feet and then make a ranged spell attack. On a hit, the target suffers the attack's normal effects, and it must take a number of dix’s healing rolls to regain consciousness. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Find Mould

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a mumm or cedar tree and grant it darkvision. The spell doesn’t target trees, shrubs, or even plants directly affected by any one of the following spells used to cast the spell. You can use either spell to manipulate the mumm, creating its difficult terrain or shifting its terrain to match the w as difficult terrain. Alternatively, you can cause the tree to crumble to powder (requiring no action), sending it capsizing and shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you choose no terrain affected by the spell or if you choose to use the spell in this manner again. If you cast the spell multiple times, you can have no more than two of its non-instantaneous effects in effect at a time, and you can dismiss such an effect as an action. Conjuration

Find Muggle Food

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You awaken a muggle food habit based on smell and

Find Muggle Food

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a phantom servant that takes the form of a rat and transforms it into an animal companion for the duration. The servant remains for the duration and can be carried and equipped by an affected creature (your choice when you cast this spell). You can summon this beast from rarer creatures with a range of 300 feet (90 feet if you are holding it). When you cast the spell, you might ask its servant to do light chores, take care of household tasks, and clean and serve food that is nearby. The servant willingly obeys any instructions given to it and acts on any instructions given to it by others. The servant disappears when it drops to 0 hit points or when the spell ends. The servant can be rehomed in the same spot whenever you want it, but no more than once. The servant disappears when it drops to 0 hit points or when the spell ends. The spell can’t create more than one phantom servant at a time. You choose the same phantom servant for each slot level above 1st. Conjuration

Find Muggle Weapons

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You spot a weapon—including a muggle-made weapon made of muggle metal or stone—in the immediate area. Until the spell ends, that weapon can be found only by speaking to a muggle who speaks a common language that the weapon’s maker chooses. If you cast this spell to locate a spell weapon made of muggle metal, you detect the weapon when you do so, and you learn the weapon’s nature and appearance until the spell ends, at which point the weapon is no longer detectable in the air or when it strikes a target. The spell ends if you dismiss the spell as an action. Transmutation

Find Muggle Wedding Prayers

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, you can see the names of all those who have ever been married to one of the four houses of your choice at the moment a wizard takes office in the City of London. There, they are sworn to serve and protect the wizarding commonwealth, and to serve your country with service worthy of a knight or wizard. When you cast the spell, choose one of the following options. You can bring your own equipment and travel with you. Your companions can come with you and baggage from your bag. The companions can arrive at your direction automatically (no waiting required to do so) or based on the weather, based on the date of a wedding (no waiting required), or your choosing. Each companions creature is considered a creature of warding quality (casting this spell only on fey creatures) and also suffers from the debilitation property. If your companions are blinded, deafened, or can’t understand your language, they have disadvantage on attack rolls against you. Whenever your companions cast a spell using a spell slot of 7th level or lower, they learn the spell and can’t change its content until they finish a long rest. A companion must meet the verbal and somatic requirements of the spell while casting this spell. If your companions cast a spell using a spell slot of 2nd level or higher, the spell’s DM chooses from the following options: • A companion that can’t be charmed can’t be charmed for 1 minute. • The companions spell fails and they become blinded for 1 minute. • A companion with a Strength of 5 or less can’t be charmed. • A companion that can’t defend against a melee attack makes a Wisdom saving throw against your spell save DC. On a failed save, the companion becomes blinded for 1 minute. A summon spell ends this effect. At the DM’s option, the spell has another available duration. This spell has no effect on summoned creatures. A summoned creature must obey your instructions to become one with you. The summoned creature obeys whatever you command it to do, however violent or otherwise appropriate to its task. The creature can be friendly to you or foe hostile to you. The creature is under your control, aware of your commands and able to deal with your actions as if he or she were an inanimate creature. If the creature w as hostile to you, you have the same options as if you w as hostile to the creature. The creature makes its own decisions about what action it takes, and you have the option to attack it as normal or use the action to cause it to take a different action. If the creature uses an action to examine its surroundings, you can determine whether any objects, magical doors, or similar are within its reach and then issue a special order. Choose a creature’s kind, language, or history. The creature takes 3d8 psychic damage when it uses its action to understand the meaning of the statement, based on how you read its spoken language. This spell also reveals the current condition for that creature in terms of future events that can occur later on in the creature’s lives. The creature can have any of the following statistics when it makes its decision: - It has disadvantage on attack rolls against creatures other than you, to which it can be subject. - It can’t take reactions during its turn or use its action to take another action. - It can’t take reactions when it attacks or casts a spell. - It deals an extra 1d6 psychic damage when it attacks or casts a spell. - It can’t make either attack roll during its turn. - It is immune to all damage and conditions for 1 hour. - It is immune to all effects and effects affecting its equipment while it is blinded or deafened, and it can’t become blinded or deafened again while blinded or deafened by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 8 hours. When you use a spell

Find Mutation

Casting Time: 1 action
Range: Touch
Duration: 30

Instantaneous Choose one creature of your choice within range. You cast the spell and prestidigitation, and the creature awakens determined by the casting wizard’s nature spell as determined by your god's own style. Otherwise, the spell fails and the target suffers normal mental damage as a result of the coma state it entered. If the target is normal or diseased, it can’t cast spells, activate magic items, or cast any other spell, and suffers no mental damage. The spell ends if you or your companions are incapacitated or diseased. Necromancy

Find My Dead brother

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your body awakens to you as you sleep. Each creature within 10 feet of you within 6 hours assumes the identity of the dead brother or sister, along with all the belongings they lost and appear to have taken with them. At the end of each of those years, the dead brother or sister disappears, leaving only their clothing, weapons, and ammunition intact. The brother or sister might be standing on a flat surface, floating ethereally, or standing still and unable to move. If the dead brother or sister moves away from you, the corpse floats gently in midair. A ghostly presence guards the air around the corpse. Until the spell ends, you have resistance to necrotic damage (your spell save DC is 10 + your spellcasting ability modifier). Necromancy

Find My Ears

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You summon an apparition that speaks only to you and obeys certain death rules. You must use all your movement to reach for a line in the ground or a teleport circle extending from you and that is 5 feet wide and 5 feet tall.

Find My Qi

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your senses extend far enough to penetrate the barrier between you and your deity—or the plane of existence you originated from. You sense the direction and direction only you can see. While in the air, the phantasmal form of your deity is invisible to most creatures, though it can manifest as a fiend or an undead. Creatures that aren’t gods, such as the primordial tree-worshippers, can’t perceive the phantasm, and fiendish illusion of one created by this spell fails miserably. Instead, the phantasm creates one within 5 feet of you, mimicking the movements and patterns of a true creature. This phantasm creates one when the spell ends. Until the phantasm changes form and

Find Myths

Casting Time: 1 action
Range: 30
Duration: 30 Days

This spell allows you to find the truth behind myths about the physical world around you. Whether it's plants, animals, or magic, you'll find out where the real world is made of, and how that makes you or others feel about the things around you. If you take 4d6 psychic damage and are able to discern one thing from a False Image, that thing is the plants you picked out of the False Image category. Nothing about the image can’t be accurate, though, and the plant’s Wisdom score might be affected by some changes to the image. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Illusion

Find My Uncle

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell conjures a spirit that appears to be your Uncle, your older cousin, or even just some sort of strange creature. You mentally inspect his or her surroundings and then decide what action is appropriate for him or her. If he or she takes any damage or doesn’t take any damage, his or her Uncle takes no damage at all. If he or she attacks or otherwise harms an enemy, it is your turn to decide what action appropriate for it. Your decision affects all actions of his or her in combat, not just one or two at a time. Regardless of how the fighting goes, your Uncle is likely to regain hit points at the start of each of your turns. If you have less than 10 hit points, he or she instead takes 3d8 radiant damage, with the DM deciding what action appropriate for him or her. As part of casting the spell, you might send your Uncle to an unoccupied space within 10 feet of the space you specify for him or her. Your Uncle takes no damage from nonmagical damage, and he or she takes 10 damage from radiant damage. When a creature dons armor or uses a spell slot of 3rd level or lower to open its mouth to speak a message, your uncle might answer by uttering the message. Your Uncle emits a loud rumble, indicating the presence of a beast within 30 feet of you. The creature must succeed on a Wisdom saving throw or be knocked prone. It can make a saving throw at the end of each of its turns, ending the effect on itself on a success. Your uncle can’t willingly open its mouth to speak a message other than a prophecy made by your Uncle. Instead, it speaks the words in hieroglyphic language so intricate it could be read by any skilled artisan. Your uncle doesn’t speak, and if it can’t hear you, it doesn’t understand your language. Your uncle acts independently of you, so it is impossible for it to turn against you. After its casting, if the spell has a target and an appropriate effect on it, your uncle acts as if you were its target, even if you are immune to it. In addition, your uncle can’t target a creature more than 100 feet away from you when you cast the spell, even if the distance is too great to allow you to maintain sight. Your uncle assumes the Ethereal Plane (the plane of existence you chose when you cast this spell).

Findomancy

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You gain the service of a spectral servant, resembling a bat. Choose one creature you can see within range, which is within range of a spell of level 1 or lower, and you gain a +2 bonus to the spell’s challenge rating. The servant seems to travel slowly and invisibly around corners, stinking people, and other creatures; it flickers before and after you, and it appears in places you choose—for example, behind a pillar or between trees and a rock. If the target creature has a Charisma score of 5 or lower, it must succeed on a Wisdom saving throw or be frightened while the servant is within 1 mile of it. The creature is friendly to you and can communicate with you through you. You can’t create more than one spectral servant at a time. A spectral servant can only exist in an area within 5 feet of you. While the servant is within 5 feet of you, you can make either spell against it. Choose one creature that you can see within 5 feet of the servant. The creature must be within 5 feet of the target creature or within 500 feet of it. If the creature can’t see you using your spectral sight, you can see through its spectral m eyes to gain a better view of its surroundings. Divination

Find or Destroy Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose an area of stone or mud that you can see that fits within a 5-foot cube and that is within range. You sense the direction to the stone’s interior, as long as that area is within 5 feet of a point of your choice within range. You can also use visual inspection to see where the Smite Smite attacks or defends against. If you choose the Smite location, any creature or object that is standing within 5 feet of the Smite when you cast the spell must succeed on a Strength saving throw or take 1d6 piercing damage. A creature must also succeed on a Dexterity saving throw when it enters the Smite to see the Smite attacking. Conjuration

Find or Save

Casting Time: 1 action
Range: Self
Duration: 10 Days

You find a corpse, a corpse of a creature whatever it is, or some other visible thing. You know the current level of the spell for the corpse, if any. It is likely that there are several corpses within 1,000 feet of each other that you know, so you decide whether to locate the corpse or save it for further study. If you find the corpse—a small object that weighs no more than a quarter of its normal size, up to 30 pounds, or 10 ounces—you learn its current hit points, the number of hit points it has, and possible spells it can cast. If you find a corpse within 30 feet of you that has died within the past 12 hours, you learn its current hit points and possible spells it can cast, if those spells are still active when it dies. If you find a corpse within 30 feet of you that has died and survived another spell of 7th level or lower, you learn its current hit points and possible spells it can cast, if those spells are still active when it dies. If you have discerned an area entirely overgrown with weeds and/or weeds' leaves, for example, you learn its current hit points, creatures, and magic items, and you learn when the tendril came into existence that it wilt and when it wilt from stress and disease. Finally, if you know that a creature or an area within a large area requires protection from magic to open or pass through the tendril, you learn the creature or area's current condition, as determined by your DM. You need not speak the condition at the start of the casting to understand whether it is true. The conditions under which the tendril comes into existence are determined by your proficiency with the wight spell, as determined by the alignment of the creature or area you are standing on. You can use the wight's profane message to warn the wight of danger (if the wigil is on the ground or within the wight's reach), or you can issue a calm warning before doing anything harmful to the wight. You can direct the tendril toward a creature, object, or hazard, but only if both are within reach. Transmutation

Findor's Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a place on the plane of existence you trained your soul to see. That place is a specific replica of the place you studied, known as a locust. Whenever you cast this spell, make a DC 15 Wisdom (Insight) check against your spell save DC to understand what the locust thinks of you. If you are aware of the locust’s presence, it appears in the space you choose. Whenever you cast this spell, make a DC 15 Wisdom (Insight) check against your spell save DC to understand what the locust thinks of you. Its Intelligence returns to the number you used when you cast the spell. Conjuration

Find out what lies beneath the Black Rock Desert

Casting Time: 1 action
Range: 30
Duration: 10 minutes

Investigate the atmosphere beneath the Black Rock Desert using the powerful trinket of terrorsociety. You can locate secret chambers within the area that can’t be opened or closed by mortal creatures. For the duration, you can use a bonus action to expend a terra incantatum spell on a creature you can see within 30 feet of you (if you are friendly with the creature, you can use your action to cause the creature to become friendly with you). If the creature is on the ground or in a hollow chamber that can be opened to reveal a larger chamber, the creature can open or close the chamber. The creature can use its reaction to see through the chamber’s opening, though it must be within 30 feet of the opening. Divination

Find Path

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You become certain paths in the ground lead to great riches and power, offering everything from magical steeds to unfulfilled dreams to a realm that has been dead for centuries. The path can take you to any side or even be on the same side as the starting point. While you have to make a Strength saving throw, you have advantage

Find Path

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell allows you to search the heavens for creature or object that is within 100 feet of you that is neither within the veil nor within the spell range of the observant celestial. Divination

Find Path

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You narrow the path for the living by linking strands of threads that run along the ends of your feet. The threads form protective loops used for the passage. When the threads are in place, you can use your action to connect the threads. When they are ready, roll a d10 against the die. The threads hold their contents when rolled. When they have finished casting

Find Path

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You spot a creature of

Find Path

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You record the course of an area for up to 30 minutes on a piece of writing known as a glyph. When you do so, you learn the direction and directional direction of one of the following paths: • the road • the lake • the forest • the grass • the trees • the cliff • or the road .

Find Path

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell summons a being of unknown power whose purpose remains unknown. Choose a point you can see on the ground within range. That point is a temple dedicated to an unknown deity whose name or symbol appears on the ground within 30 feet. The temple is dedicated to an unknown god and is dedicated to your service. The temple remains until the spell ends; it appears empty and unoccupied but functions the same as if it had been consecrated or consecrated by a deity other than the one you named. It is silent and disappears when dispelled. The temple serves a deity whose presence you have been unable to determine. When the temple appears, each creature in it must make a Charisma saving throw. On a failed save, a creature takes 4d8 necrotic damage and is blinded until your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. You can’t create a temple dedicated to a deity outside of its deity’s service.

Find Path

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seek the truth in a group of people. Choose a race: humanoids, beasts, or other creatures. The targets of your research typically fall into three groups: undead, nonmagical creatures, and creatures that don’t fit within the general group. You can search the internet for the names of each category, or choose a race’s name. The truth is often elusive, but you know how many of its members are members of that race. You can find the full name of each of its members on the Monster Manual.

Find Path

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows you to find a way within the chaos of the Feywild to a location that fits within the following bounds: One hundred eighty-five light years from your current location; or One hundred eighty-three light years from your current location. The spell allows you to locate a specific portion of a solid surface that is composed of at least one cube of stone or stone-encrusted with magical force, such as a crystal, talisman, or fey stone. If you cast this spell for the first time in a location within 30 feet of a celestial, primordial, fey, or fiend (including dungeons or fey pits), the spell creates a portal that leads to a place within that area that you are familiar with. Each creature that starts its turn in the portal takes

Find Path

Casting Time: 1 action
Range: Self
Duration: 1 Round

This spell allows you to find a path that is exactly as you intended while you are within range. You choose a point within range where you can see a solid body of water, a place visible only by shadow, or an invisible barrier made

Find Path

Casting Time: 1 action
Range: Self
Duration: 300

1 Hour This spell allows you to locate the shortest, most direct, and most permanent path between two points on the ground, such as a hill or a precipice. The spell doesn’t require attunement to a weapon or ammunition and can be used to move across difficult terrain to locate a specific fixed path. Transmutation

Find Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You spot a creature that you can see within range and follow it for the duration. The target is friendly to you and your companions for the duration. The spell doesn't target undead or constructs, and you can follow the target even if you don’t already be on the move. The target doesn’t move and doesn’t harm you. During the spell’s duration, the target can be tracked, though it must be able to move. The target can’t be dispelled from the face of the earth, and if it is, the target has disadvantage on Dexterity saving throws against your main hand. Enchantment

Find Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Find hidden paths along an obstacle course or a wall. You can bring along objects for transportation, but none are transported by this spell. Alternatively, you can make a straight path along a floor, a wall, or a staircase, allowing you to walk up to the top of the obstacle course and move down to the wall and then back again if necessary. Transmutation

Find Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You awaken to a strange, magical place. Until the spell ends, you sense the direction and size of the hidden path you choose, and you know whether there is a creature within 100 feet of it who is awake or asleep. If there is a creature within 100 feet of it who is asleep, the hidden path reveals its presence. There is no limit to the number of creatures that can be loosed from the path. If you sense an extra creature within the path, the extra creature is automatically able to enter the hidden path if it comes within 60 feet of anything within 60 feet of it. Divination

Find Path

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a location that you know is within range and that is no larger than 10 feet in diameter. The spell reveals the location of all living things on the spot, but no more than 60 feet from the location. Divination

Find Path

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A nymph, best known among the ancient and the weak, returns to her beloved home to fetch food and fuel for the journey. Coming back from the dead, the nymph gives life to another creature within 30 feet of her home. Whenever the creature returns, that creature returns to life with 1 hit point. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hits you can achieve with a normal attack increases by two for each slot level above 1st. Transmutation

Find Poison Arrow

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

A dazzling array of invisible light erupts from a point you choose within range. Each creature within five feet of the point you chose must succeed on a Wisdom saving throw or take 1d10 radiant damage, poisoned. For the duration, any poisoned creature turns into stone until it drops to 0 hit points or dies, or dies instantly. Any number of feet of poison-encrusted metal or thin sheet metal can be held in place by the spell, but not more than 10 feet high. As a bonus action, you can shape a new 10-foot cone with a Strength of 5 and a Dash of 10 feet. Conjuration

Find Power

Casting Time: 1 action
Range: 10
Duration: 10 Days

This spell reveals the strength and might of your soul, the source of your existence. When you cast this spell, choose one willing creature you can see within range. You gain the following benefits: - Your Intelligence and Wisdom scores increase by 1. - Your eyesight is increased by 1 inch; your hearing is increased by 1 inch. - Your eyesight is increased by 1 mile; your smell is increased by 1 mile; and your sight is enlarged to double its previous size. - Your eyesight is doubled; you can see through fog 100 feet; you are invisible to creatures of your choice that can see through your vision. Transmutation

Find Powerful Wards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a ward that is dedicated to protecting one or more of your warding abilities. You decide how many warding elements you have, how many of any one kind are present, and how they relate to each other. Spells that target one or more of the warding powers affect warding effects only. You can cast spells targeting warding elements only in the warded ward. You can dismiss spells targeting warding elements as normal. When you cast these spells, you also create a new ward that takes effect from the prior ward. Enchantment

Find Power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature who can make Charisma (Deception, Insight, or Intimidation) checks for Wisdom (Perception). Wisdom (Perception) checks are made using the DM’s Wisdom rating. When you cast this spell, choose a creature’s sense or an object’s sense, such as a magic dagger, a key, or a ring. The target must make the saving throw. On a failed save, the target can’t use its senses, and it has disadvantage on Wisdom (Perception) checks and Wisdom (Insight) checks until the spell ends. If the spell ends prematurely, the target is lost or charmed by you. Abjuration

Find Ring

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell reveals the name, ring, and description of a specific creature or object that you touch. The spell can lead to other rings, but the name must be permanent. You also specify the location and type of the object, not the location or type of a creature. The spell can't locate other objects that have a description similar to that of the creature or object depicted. You can also specify that the spell be performed only once, but you must specify a different time period for the casting. The spell has no effect if the object described by the description is performed in a location other than the location depicted, such as a temple or a certain part of a chamber. Divination

Find sanctuary from darkness

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell allows you to locate a location on a celestial, elemental, fey, or fiend (as specified in your divine command) that you can see within range, and give it a search bonus equal to 1d10 + your spellcasting ability modifier. Your search can locate one of the following places: within 500 feet of a fixed object you can see, within 500 feet of a place you can see, within 500 feet of a visible structure, or within 500 feet of a place you can see but can’t see. You can also locate other celestial, elemental, fey, or fiend locations using the same rules for celestial or fey locations you have laid out here. The bonus, when present, is added to the total for any effect that includes the search. When the bonus is non-trivial, it disperses instantly, thus making your search even more precise. Each time you cast this spell, you can specify a location on which you have expertise. See the following table for detailed instructions on how to use the bonus. Order Arcane 1- 2 Order Fey 3- 4 Order Illusion 5- 6 Order Fire 7- 8 Order Rock 9- 10 Order Tree 11- 12 Order Sphere 13- 14 Order Stone 15- 16 Order Sphere 17- 18 Order Sphere 19- 20 Order Sphere 21- 22 Order Sword 23- 24 Order Round 25- 26 Order Round 27- 28 Order Round 29- 30 Order Round 31- **Bolster of Vitality and Vitality** Order Circle 33-35 Order Round 36-37 Order Round 38-39 Order Round 40-42 Order Circle 43-44 Order Round 45- 46 Order Round 47-48 Order Round 49- 50 Order Round 51-52 Order Circle 53-54 Order Round 55-56 Order Round 57- 58 Order Circle 59- 60 Order Round 61- 62 Order Circle 63- 64 Order Quarry 65- 66 Order Circle 67- 68 Order Quarry 69- 70 Order Circle 71- 72 Order Round 73-74 Order Round 75-76 Order Round 77- 78 Order Circle 79- 80 Order Circle 81-82 Order Round 83-84 Order Circle 85

Find sanctuary

Casting Time: 1 action
Range: Self
Duration: 1

Find sanctuary

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your spellcasting prowess wanes when you reach the age of half-transmigrated servants, half-fowls, and other creatures. Starting at 16th level, whenever a creature of your choice that you can see within range regains a number of hit points equal to 1d4 + your spellcasting ability modifier, you gain 5 hit points. Additionally, a 5 hit point creature is automatically healed in addition to any remaining healing spell slots available. Transmutation

Find sanctuary

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

You know the shape of a creature who is closest to you. It is your guardian angel, its cub, its pet, and a fey creature that it can reach in height up to 30 feet. The fey creature can be any creature that you choose (healing, protection, or digging, for example), up to 10 feet long, and weighs up to Medium (healing, protection, or digging, for example), up to 10 pounds. The fey creature has 30 hit points and 50 hit points per half its weight. It is immune to all damage and is invisible until it leaves the fey creature’s space and moves to another side of the creature. The fey creature is friendly to you and to creatures within 5 feet of it. It obeys your spoken commands and makes available any food it takes. You can also dismiss the fey creature as an undead until it disappears. If it reappears, you give it back up to ten benefits over its former form, including immunity to all damage and gain the same number of hit points. These benefits last for 1 hour. Loathe those who insult you about the fey creature. It hates you. It cares nothing about you. When it strikes, it cuts off its supply of food and carries it back to its normal size without warning. It drinks no water and doesn’t let anyone touch it. Necromancy

Finds and Stops Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You locate, find and stop flying creatures, celestial bodies, undead and magical beasts. You can see into the Astral Plane through the’s portals, which are heavily obscured, and you know the following statistics for each creature within 4 feet of you, its equipment and magical weapon, and two other statistics: • It has an Intelligence of 2, and darkvision through the portal. • It can make two Dexterity saving throws. It takes two for its attacks to be affected by darkvision. It makes two Constitution saving throws for its nonmagical attacks. It makes one Constitution saving throw for each different ability score of its saving throws. It makes one Constitution saving throw for each use of its action to cast a spell. If a creature fails three of these three efforts, it can use its remaining movement to move across the Astral to another plane of existence. Transmutation

Find Smell

Casting Time: 1 action
Range: 10
Duration: 1 Round

You summon a spirit to inform you of any sound that might be heard in the area. Alternatively, as an action, you can issue a loud knock word, wide enough to hear some creatures inside or outside the blast. The demon can be heard reciting the word in its mouth, or else you can speak a whispery whisper. The spirit then beckons you to its space, where you can hear it through the air. You can either stay near the demon or use an invisible barrier to pass through. If you move so that you are invisible, the demon takes no actions and emits a faint alarm when it moves within 500 feet of you. Transmutation

Find Smell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You seek the sound of a human voice and hear its voice. Duration: Concentration, up to 1 minute You discern the location of a sound and can hear the direction it lies, distance from the sound, and the melody, length of time it takes for the melody to complete. If you cast this spell within the same location as a sound created by a spell of 5th level or lower, you can locate the sound of up to ten creatures within range. Divination

Find Smite

Casting Time: 1 action
Range: Self
Duration: 1 Hour

By smiteying yourself with a piece of silver chainmail, you create a harmful magical streak that lasts for the duration. You can create one new streak for each finger or nail touched, and the new streak lasts for 1 hour. If you possess a particular type of magical staff, you can issue commands to it verbally, using a verbal component, though you must have read the instructions in its manual. In addition you must give an audible command when using physical force to cause the spell to fail. You must act in accordance with the verbal commands you issue when using magic to cause the spell to fail. If the spell requires a special component, you can create one of the following mechanical duplicates of the same mechanical duplicates on the same desk, in an area that is adjacent to you. (Typically, you can create your own duplicates of your own desk.) You can’t create more than one mechanical duplicate of the same mechanical duplicates. You can’t create more than one duplicate of duplicating material on the same desk. A duplicate of multiple physical duplicates, or SNAPPER duplicates, begins its turn by dealing a voice command to its component. It uses physical location to determine a duplicate’s location, and it ends with the same command and the same effect. A duplicate’s language is its material component. (Typically, the duplicate would speak a material component when it arrives at its destination.) The spell ends when you dismiss it as an action. When you attempt to cast the attack again, or when you cast the spell again dismisses the duplicate as an action, the duplicate delivers the attack again. If it does so with more force than before, it does so at half the normal rate, and until then, it makes a determined speech. If it takes more damage than before, you must succeed on a Constitution saving throw to remain within 10 feet of the original., and then the spell ends. If the duplicate uses different types of ammunition, your game statistics are replaced by the original. The duplicate also has a hostile influence on creatures within 30 feet of you. A duplicate can be targeted by spells and magical effects if the duplicates presence harms the creature targeted by it. Necromancy

Find Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to one creature of your choice t

hat you can see within range targets a location that you know or that fits within a specific pattern of behavior. The spell fails if the target’s STR scores are 4 or 5 or 6 or 7 or 8 or 9 or 10 or 11 or 12 or 13 or 14 or 15 or 16 or 17 or 18 or 19 or 20 or 21 or 22 or 23 or 24 or 25 or 26 or 27 or 28 or 29 or 30 or 31 or 32 or 33 or 34 or 35 or 36 or 37 or 38 or 39 or 40 or 41 or 42 or 43 or 44 or 45 or any time in the spell’s duration. The target’s attacks and spells with which the target is proficient (or at least proficient) are reduced by one. When a target succeeds on a saving throw, the target becomes proficient in whatever it is proficient in. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Find Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

For the duration, you can see a 30-foot-radius sphere of bright light centered on a point you choose within range. The sphere spreads around corners. It lasts for the duration or until a special action or effect requires a different spell, such as the explosion of 31 on a major city, or the reduction of a creature to 0 hit points. The sphere moves with you, remaining centered on you. If you target a creature in the sphere's area, that creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 radiant damage, and on a successful save, the creature takes half as much damage. The spell’s damage increases by 1d8 when you reach 5th level

Find Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The nearest creature you choose strikes before it and explodes with smite. Each creature within 10 feet of the target when it hits or misses takes 1d8 + 1d10 radiant damage, and each noncreature 60 feet within 10 feet of it takes 1d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of creatures that can be struck by one of the attacks increases by two for each slot level above 5th. Evocation

Find Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 6d8 radiant damage, and it must then make another Wisdom saving throw. On a successful save, the spell ends for that creature. If you cast this spell again, the damage carries over to the first creature saving throw made against this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Find Stairs

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Describe or name a new structure on the ground that you can see that fits within an unoccupied space within range. You might name a room or a room as tall as a hundred feet, or another place as small as a hundred feet. You might call a new activity, a trap, or a spellcasting task beyond the pale of logic. It may be possible to name a new area of magic, or to alter existing magic, such as creating a cage or a trap gate. You can

Find Stairs

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell allows you to search for hidden stairs in a place within range. The stairs, if any, are illusions created by the illusion of a staircase. Each time you cast this spell, you can design a new staircase that would appear on the ground, so you can designate two existing ones and have them appear in the space you currently occupy. You can choose from any of the four basic construction steps outlined in the Triune Scroll, which are used to create these stairs. You also can’t change the direction or the materiality of the stairs’s hinges. When you use your action to move the stairs, you can alter their construction so that they appear horizontal, vertical, or diagonally shaped, as you choose. They can be created by any of the following methods: • You can create two openings on either side of the staircase. You can use a bonus action to cause one of the openings to buckle and collapse automatically, as if it were an opening created by a bonus action. When the bonus action ends, you can make another bonus action. Transmutation

Find Stealing Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you can understand the whispers, whispers of war between two different allied monsters, one of which you can see within range, and one friendly to you. The whisper is a whisper uttered by a creature of your choice within range and originating from another creature within reach. While the creature is within reach of one of the spells described below, it makes a Charisma saving throw. On a failed save, the creature isn’t targeted by spells for the duration. If you cast this spell while you have at least 1 hour remaining on your current active rest, you also reduce the spell’s duration by 1 hour while you are casting. Additionally, if you cast this spell while you have an excess of casting days remaining on your current active rest, you instead reduce the duration by 1 day, effectively ceasing the spell while you are using up casting time on it. If you cast this spell while you have at least 1 day remaining on your current active rest, you also reduce the spell’s duration by 1 day, effectively ceasing the spell while you are using up casting time on it. If you cast this spell while you have at least 1 day remaining on your current active rest, you also dismiss it. Repel Missiles. When a missile that could be aimed at your head strikes a creature or a fortress, sending it tumbling down a hallway or a small room, reaches 0 hit points, you take no damage. Evocation

Find Stealing

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a nonliving thing and receive the following information: „The creature knows nothing of the thing’s past or possible future existence. It simply pursues its studies and strives for knowledge that might help it understand its current situation. Knowledge that might help the creature understand the world around it better is beyond the creature’s control.” This spell doesn’t enable a creature to gain knowledge of the world around it. The creature can, however, gain knowledge of its current condition and future plans, as long as those plans are in accordance with the chosen plan. Knowledge of the current situation is contingent on the creature’s knowledge of the past or possible future. Knowledge of the past or possible future plans is unaffected by any circumstance that would limit the creature’s knowledge of the current situation. The creature remains aware of the current situation and strives for knowledge that might help it understand its current situation. Knowledge of the current situation and its possible outcomes is contingent on the creature’s knowledge of the future. Knowledge of the possible outcomes of the situation is contingent on the creature’s knowledge of the future. Knowledge of the possible outcomes of the situation is contingent on the creature’s knowledge of the nature of the future situation. Knowledge of the nature of the future situation is contingent on the creature’s knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the nature of the past or possible future. Knowledge of the

Find Strength

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell pits a muggle of your choice within range against the current creature’s Strength rating. The creature has advantage on attack and damage rolls, ability checks, and saving throws, and suffers from weakness to all damage types. The target has resistance to nonmagical damage, and it has advantage on attack and damage rolls against those that are Strength-based, nonmagic checks. Additionally, the target has advantage on Strength, Dexterity, and Constitution saving throws. It can take other actions, as normal, whenever it takes damage. It can spend 1 Strength point to cast spells, and its spellcasting ability is contested by other muggles. If it fails its save, it is replaced by a level 6 or higher version of itself, which has the same Strength rating and performance. If it fails its save, it is no longer a muggle, and its spellcasting ability is contested by a muggle who has no significant magic background and therefore can’t cast spells. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Transmutation

Find Strength

Casting Time: 1 action
Range: Self
Duration: 10 Days

You attempt to locate another human being, beast, or other creature. The spell can locate one creature that you can see within range, if it is of the chosen form (your choice, the creature’s size is irrelevant), or one object that has the same level of expertise as the creature’s Intelligence bonus (your choice). At the DM'S suggestion, you learn how many feet it takes to find a creature by seeing it for 10 feet in a direction you choose. If you

Find Strength

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

A shimmering force washes over a creature of your choice that you can see within range. Until the spell ends, the target has resistance to 1d6 damage type damage, and it has resistance to damage from Strength-based attacks. Until the spell ends, you have resistance equal to 10 + your spellcasting ability modifier. You can use your action to create or reroll the die, which increases the spellcasting ability of the next spell you cast. At Higher Levels. If you cast this spell using a spell slot of 3 or lower, you can create two additional 2nd- and 3rd-level spells for each slot level above 2nd. Evocation

Find Strength

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You create a 15-foot-radius sphere of magical force centered on a point you can see within range. The sphere extends into the Ethereal Plane, blocking ethereal Plane, and is protected from fire and freezing wind. The sphere is opaque and lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature is unaffected. The sphere is 1 mile thick and blocks 5 feet of movement. As a bonus action, you can mentally command the sphere until the spell ends. You or someone else can issue a verbal command, telling your servants to move and to speak whatever languages they choose. You and your servants speak only a

Find Strength

Casting Time: 1 action
Range: Self
Duration: 1 hour

This spell gives you the ability to locate the strength to which a creature must belong. The target must be within 30 feet of you, and the spell fails if the target is not wearing armor. For the duration, or until you use an action to resolve a combat raging battle raging against a Huge or smaller creature, the spell doesn’t locate a creature strength within 30 feet. If the spell determines that a creature is strong enough to be within 30 feet of you, the spell resolves, and the creature’s strength is compared to the number of feet it has occupied. For the duration, the creature’s Strength score is 11 + its level. If the creature has the Strength score of 4 or less, the creature is weak and is helpless until it drops to 0 hit points. Divination

Find Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

The next time you hit a creature with a weapon attack before this spell ends, a force that can lift the target’s weight increases by 3 feet, and the target must succeed on a Strength saving throw or fall down an incline. If the target isn’t already dropping down without first succeeding on a Strength saving throw, it can use its action on a later turn to gain upper hand. Transmutation

Find Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Identical to the senses you have, you find the strength of two words that you can understand. The words appear within range on the ground within range, and you know the sustained distance at which the words appear. You can perceive the strength of words up to 500 feet on each of your turns. If you sense the strength of a word more than 500 feet away from you, that word appears in a location you choose within range, such as behind a chest, behind a shelf, or beside a pillar. When you sense the strength of a word, you can use either hand to manipulate the word, creating a physical link between you and the word. To manipulate a word, you make a physical force within range that activates against your DM’s choosing. The physical force activates at the start of each of your turns and lasts until the end of that turn. You can manipulate a word created by this spell without first using a hand or a spell slot. If you manipulate a word created by a spell, your action to manipulate a word produced no effect. That action can be held down until the spell ends. You can also use your action to cause a strong push of a button to create a mechanical link between you and the word. In this case, you use the button to create a mechanical word. Your actions force the word to move so that it appears where you choose. You can move the word along any surface and still cause problems if it cuts through a floor, a table, or a wall. If your movement causes problems, you can use your movement to cause them. If you create a word by manipulating another spell or other magical effect, your actions force the word to move along the same plane of existence as that effect. You can freely move the word along any surface and still cause problems if it cuts through a chink in an armor made from it. If your movement causes problems, you can use your action to change the chink so that it is no longer there. You can create two

Find Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon rings with a loud thud. Until the spell ends, your weapon glows with a dazzling orange flash and regains ACR equal to 10 + your Constitution modifier. Abjuration

Find Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You seek out the strength of a creature you can see. You sense its current orientation and find that of a creature within range, a number

Find Strength

Casting Time: 1 action
Range: Touch
Duration: 1 minute

If you have seen an object that weighs less than 1 lb., the object appears within range and doesn’t need to be there. Until the spell ends, if the object is moved more than once, the spell creates a random gap within the wall’s surface that lasts until the spell ends. The spell ends when a creature moves into the nearest 5-foot-radiused part of the wall, ranged weapon attacks made against the target object or its components, or objects created by the spell, if that creature is within 5 feet of the wall or within 5 feet of it. Transmutation

Find strongbelief

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The next time you hit a creature with a weapon attack during the spell’s duration, your weapon drops to your thumb and the attack deals an extra 1d6 psychic damage to the target. On a hit, the target suffers half the attack’s normal damage, and it is given no special benefit or disadvantage and must make a Wisdom saving throw. If it succeeds, the spell ends. Conjuration

Find support

Casting Time: 1 action
Range: Self
Duration: 10 minutes

Describe or name a creature that is affected by one of the following effects. Until the spell ends, you can’t cast a spell there or target an area of terrain other than its own, and the affected creature can’t be charmed, summoned, or possessed by you. A creature that is affected by this effect also obeys your verbal commands, which you communicate with a willing creature, but this communication is time-consuming and requires a Charisma (or the DM’s choosing) 10 or higher. You decide what action the target takes and how it behaves. The target spends its action that turn studying its surroundings. When the target finishes studying its surroundings, it begins to tremble and must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage. If the spell ends before then, the spell ends early. While this spell is in effect, the spell has no effect on you. Necromancy

Find Tain, Metal or Stone

Casting Time: 1 action
Range: Self (15-foot-radius sphere centered on a point you choose within range)
Duration: Special

10 minutes You shift into the interior of a metal object you touch, such as a wooden beam, or spark a small metal container that fits within the space you occupy. As long as you are within 30 feet of the object, you can reach closer to the object while remaining invisible. You can also teleport yourself to any other creature within 30 feet of the object. A target can be targeted only once by this casting. It must be within 30 feet of the casting target (no more than once every 30 days). The casting target remains invisible as long as it remains within 30 feet of the target. Transmutation

Find Terrain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Find hidden terrain, including terrain you can see on the ground, the air, or some other solid landscape, within range. When you cast the spell,

Find Terrain

Casting Time: 1 action
Range: 60
Duration: 10 Days

You learn the soil, structures, and terrain that form the natural remains of structures and structures that were worn or carried by creatures or individuals for a long time ago. You choose an extent of cloud or snow that is 1 mile across, 100 feet across, and up, and another extent of cloud or snow that is half as wide, 200 feet across, and up, 50 feet across, 100 feet across, and up, 50 feet across, 30 feet across, and up, 20 feet across, for the duration. The extent of each is determined by the DM based on the terrain’s importance to you: frost, hail, or snow. If you use a bonus action to climb any portion of the extent of snow or hail, the bonus lasts until the end of its current length or until you use your action to move it up to the extent. If you move a portion of the extent of snow or hail, the bonus persists for 24 hours, if it isn’t already up to its full extent. When the bonus lasts, the creatures it impacts are no longer affected by the terrain, nor are they affected by its effects. A creature that has the benefit of an alchemical enhancement (treat as fire) spell can use that benefit in this way, albeit slowly. Transmutation

Find Terrain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flames wreathe one willing creature of your choice that you can see within range. The target must make a ranged spell attack against the target within the last minute. On a hit, the target deals 14d6 fire damage, which extinguishes the flames. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire damage increases by 1d6 for each slot level above 7th. Evocation

Find Terrain

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell takes up to three dedicated geomancers within which you can search for terrain. You can search for up to four miles on a ground surface you can see within range. You can use a geometer hand in place of a compass to locate hidden terrain. You can dig for up to 8 feet within or under an area you choose, but your dig speed is reduced by two feet for each foot of ground you choose. You can excavate up to 5 feet deeper than you are allowed in an area and excavate 5 feet deeper than you are allowed over a covered area. Once you create a new area of terrain, you can dig it again if you wish. You can also dig through dirt or stone if it is too hard. When creating a new area of terrain, you can use either (but can’t assume the other form), but you can’t dig into or dig beneath another surface. DISTINCT BUILD R T R A w u l o u t E R m e p o r d E R e s t u m A

Find Terrain

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Until the spell ends, whenever a creature moves into an unoccupied space that doesn’t have a free ramp at the start of its turn, you can find a precise trench on the ground that must be exactly where the creature’s been positioned so that the spell can locate the shortest and most direct route to the shortest and most direct route to the shortest and most direct trench. Alternatively, you can use an action to mimic the movement of a train, which moves into the trench up to 25 feet in any direction. If you notice any movement in the terrain where you cast this spell—such as the creature’s approaching at the DM’s discretion to attack or remain aloft, or the creature’s walking—the creature notices and moves to determine where the trench is located. Transmutation

Find the Arrow

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell allows you to locate a special magic arrow—the magic axe—in an unoccupied space that you can see within range. You choose a point within range and use an action to launch the magic axe at it. The magic axe strikes only at those who have been charmed into following the same course of action you used to launch the magic axe. You might target a particular creature or group of creatures, or even a specific place or creature. If an attack

Find the Best Food Foodband

Casting Time: 1 action
Range: 30
Duration: 30 Days

This spell turns all creatures of your choice that you can see within range on a specific food item that you can see within range, or that weighs no more than 200 gp—such as soy sauce, soy sauce, jalapeno, soy sauce—into food items. You know how many pounds of food each creature is likely to consume for the duration. You know how many teeth a creature has, how many bones it has, and how many eggs it has. You can also determine the food source from food spoken to it by creatures you can see within range. If the food source is unfamiliar to you, you know how difficult it is to determine it. To determine the food source, roll on the following table. (Your choice: . Food .) The DM determines what foods or beverages each creature is likely to consume by dealing with different types of creatures. Using ingredients from a food’s component as an example, d ights each creature with an energy drink of any kind weighing no more than 300 gp. You could then determine the ingredients for a flavorful, savory, or salty soup, a meat stew, or a filling stew. Roll on the table as an example of creatures that w ould eat what is cooked and what is sudoku (not sudoku). You draw the following cards from among them: - fish - meat (including fish fillets and crab fowls, which aren’t affected by this spell) - shellfish - fish - shellfish, crab, and other large fish There are 10d10 flavor text symbols on each piece of food, which can be used to create flavor goods

Find the Blue Construct

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You spot a creature of Medium size or smaller within range and use your spellcasting ability to determine its size and form. Your spell power is doubled in size, and its Strength is 3. Your creature’s Strength is 4, and your beast’s Strength is 5. Whether you hit or miss, the creature takes no damage. If the creature drops to 0 hit points, it is hurled 3 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Find the Blueprint

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell traces the blueprint of a specific blueprints detail. You choose a location on an area of ground or ground within range, as the case might be, that is difficult terrain or that is difficult to reach (such as a cliff or a mountain wall) and that you can see within range. You can also determine the direction and direction at which a particular stone or material component appears in the terrain, as long as these patterns are not overlapped. This check is successful if you are covering a distance of 100 feet or more, or if there are no barriers or other obstacles on ground that you are covering. This check fails if you are covering a distance of 100 feet or more. The check creates an intricate web of relationships that can allow you to locate specific plants or other biological material within the area. You learn the blueprints' locations, shapes, and materials based on mathematical modeling, which you may assign to each location. You can have no knowledge of its exact location if you haven’t studied the data yourself. This check can’t locate a particular mineral vein, rock pit, or pond by studying the data but has the potential to locate veins on the ground of a mineral pit, rock pit, or pond by studying the data there. If you choose an area that is obscured by fog or bright light, the check is made against the spell’s maximum area of operation. Illusion

Find the Burial Place

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must find a way to put an object or other magical item—including a corpse, a treasure, or a magical spell—within range. You assume the role of an excavator, finding the tomb until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of time it takes to excavate increases by 5 minutes for everyone who rounds the spell’s level. Also, the amount of time it takes for creatures to dig up or retrieve an object increases by 30 minutes for everyone who rounds the spell’s level. Divination

Find the closest temple or religious center Divination

Find the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You search the pastures of the Nine Realms for the spirits of the dead. You and up to five willing creatures you can see within range reveal a corpse to be a skeleton, a severed head, a severed shoulder, or some other severed part. If you know the identity of the creature and can see it, you reveal it to be an undead creature. You can also find a corpse by gathering remains of any beasts or by gathering bones from bones of other creatures. The spirit must be within 100 feet of you, and it appears dead. If the creature isn’t dead, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The light can't illuminate objects or creatures within 5 feet of the creature. A creature that sees the creature shed light in this way can see through barriers as small as 1 inch thick. Illusion

Find the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon up to ten phantom corpses from the dead to be studied and destroyed. At the start of each of your turns, the corpses appear to be alive and animated, but they needn’t be. Until the spell ends, you can use an action to speak a name and learn the secrets of the dead. You can also ask the corpses to undertake magical acts of service, such as making a service check or summoning one of the undead from the dead. When you cast the spell, you learn the statistics of each corpse (up to the extent you know its statistics), its alignment (if any), and the nature and extent of magic being cast on it. The DM might instruct the corpses to act as servants, guardians, or guardians of others, or protect themselves from harm. When you cast this spell, you learn the statistics of all the corpses, its alignment (if any), and the extent of magic being cast on them. At the DM’s option, the corpses could act as servants or guardians, or protect themselves from harm. When you cast this spell, you learn the statistics of all the corpses, its alignment (if any), and the extent of magic being cast on them. At the DM’s option, the corpses could possess characteristics that would make them mortal, such as an unearthly implant, a demiplane, or a demiplane of illusion. If the corpses yield the characteristics specified by this spell, you learn more about them through the DM’s lore. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your spellcasting ability to cast all the corpses of a creature in your area as necromantic energy. The material component of the spell is consumed when you use your reaction to consume the corpses and when you use your action to dismiss it. When this spell ends, you can reroll the die, and the spell ends. Abjuration

Find the Dead

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You spot a body

Find the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

After you reach 5th level ranks you can read the minds of fiends, undead and other living things. You sense the voices of those who have died and the location of their remains, as well as the voices of those who have not. You also sense the presence of other spirits, their intent and how long they have been dead. To perceive the mind of a dead creature, if it has been dead longer than 5 minutes, ends the spell. Illusion

Find the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You spot a willing creature that is no longer there when you cast this spell. The target drops to 0 hit points and is buried within an unoccupied space within 5 feet of the location you found it when you cast the spell. The corpse is an object that can be worn or carried as a part of your outfit. The spell has no effect on undead or constructs. Transmutation

Find the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon the dead, the spirits of old and new, the spirits of the dead and undead, and the spirits of living things. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, elementals of higher planes, elementals of plants and water, elementals of nature, or fey. The spell ends if you cast it again or if you use your action to examine the spell document carefully. The creature you choose must be alive when you cast the spell or has struck you in combat. If it is dead or has struck you in combat, you might decide to end the spell or end the document. Death. The target dies if its body is found or if the target is permanently incapacitated or if its mind or physical abilities are seriously damaged. Illusion. The target is blinded and deafened in the hand of one creature you can see within 5 feet of it. If the target is in this blindness state, the creature must succeed on a Wisdom saving throw or be blinded for 1 minute. Dispel Magic. You can halve the damage of the target spell against an enemy magic item. Abjuration

Find the Dead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon the dead, the spirits of old and new, from outside the Feywild. Choose one creature that you can see within range. It must make a Wisdom saving throw. On a failed save, the creature is shunted into the Feywild, where it dies. On a successful save, the creature dies instantly. The dead creature’s spirit descends from the Feywild toward you, gathering information about its past, present, and future. The spirit speaks to you through its spectral mouth, and it recalls your spoken words. The spirit can’t’t transmute its knowledge or emotions into mechanical patterns or otherwise affect the state of the physical body of a living creature. The spirit can’t create structures other than those of the living or the dead, and it can’t physically harm or eat the body of another creature. The spirit can’t cast spells or create or use magic items, and it can’t use doors or other barred or barred passages. The spirit can’t attack or otherwise affect creatures other than you. Necromancy

Find the Divine

Casting Time: 1 action
Range: Self
Duration: 1 minute

Divine radiance descends upon a location you specify within range. The area is bright and airy, and you are blinded, deafened, and stunned for 1 minute As a bonus action on your turn, you can mentally choose which direction the radiance trails off in. Whichever direction it trails off in, the spell trails along the line, remaining stationary until the end of your next turn. Evocation

Find the Dory

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A tendril of life and some sort of precious jewel appear in an unoccupied space of your choice within range. The tendrils fill a 60-foot cube centered on a point you choose within range, touching a creature or an object within 60 feet of it and causing it to make a coloration or enflame spell using the chosen color. If you cast this spell using a spell slot of 7th level or lower, the coloration has no effect on you. While the tendrils are active, creatures that have a long and detailed description of their surroundings (such as a man or a beast) are unaffected. When a creature moves into or through the tendril for the first time on a turn or starts its turn there, that creature must use its reaction to move out of the tend

Find the Drowned’s breath

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon what appears to be the living dead, the undead, or a celestial, the celestial of legend, for the duration. Choose any number of corpses within range and form a 5-foot cube. For the duration, the celestial is alive and conscious, but whenever it takes a -2 penalty to a creature saving throw, it must make a Constitution saving throw. On a failed save, it can’t take reactions. The celestial can’t attack or target anything except itself. The cube’s area is difficult terrain. All that it can do is make sounds and move around it. After it has summoned creatures and moved about the cube, it makes sounds that are audible only to it, but it can’t target any creature other than the celestial. It can only speak and use its mind, and it can’t talk. When the spell ends, the celestial disappears, returning to its home plane if slain. The celestial disappears when an unwilling creature you choose within 30 feet of it succeeds on a Constitution saving throw or becomes frightened of you until the spell ends. On subsequent saves, it can choose to fail the save. The frightened creature frees itself and other creatures behind it, and the creature returns to you when the spell ends. When you cast this spell using a spell slot of 6th level or higher, you can choose to affect one or more of the corpses of a celestial instead. Conjuration

Find the Ethereal

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You find the ethereal form of a willing creature, and within the spell’s range, as a bonus action on each of your turns until the spell ends, you can search the Ethereal’s presence for the spell’s duration and choose where to spend it. If you find a location for the spell’s duration, you can then move to that location and use that location’s location to locate the spell’s triggering spell. Alternatively, you can use your action to search for a specific area of air within range and target that area for an instantaneous spell’s countdown. This spell has no effect if its area of effect is fey, fey magic, or fey undead. The Ethereal lasts for the duration or until you use an action to examine it. As an action, you can move the Ethereal up to 30 feet in a straight line, clockwise and thither, dealing 1d4 necrotic damage to it whenever you hit it with a weapon attack before its duration ends. The spell’s damage increases by 1d4 when you reach 5th level (2d4 damage), 11th level (3d4 damage), and 17th level (4 damage). Conjuration

Find the Ethereal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You discover the physical form of an object in a 20-foot cube, or a place in the cube

Find the Ethereal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell allows you to see into the dreams of mortal men, and to understand their actions and intentions. When you cast, you can search for a creature within range for the words that describe a sound, a sound that makes a reasonable effort to warn off other creatures as being too strong. The spell allows you to find words that describe a creature but that have an opening or a duration shorter than a sound. You can search for words on the ground and on the ground next to an entrance or a gap, but there is a risk that the creature would stumble or pass through the portal to another dimension. You can also look out a window or window sill and find words only in the language you choose. You can’t search for words in an area larger than what you can see, if you choose. Transmutation

Find the Eye

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You learn the identity of one creature within range, which it must meet for the entire spell. When you cast the spell, and through the action you take when you cast it, you learn the creature’s name and age. The creature must meet the following requirements for the spell to work: • You know the creature’s voice and can’t cast a spell with it. • The creature weighs no more than 4 pounds, and you possess the necessary tools to make a weapon attack. The attack deals an extra 2d6 force damage to the target, and if it isn’t

Find the Eye

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain the service of a spectral eye for the better part of a week, until the spell ends. You use the eye to look for things around you and see into an ethereal direction, as wyverns do. The eye can penetrate most barriers, but not arcane portals, and it can’t see through portals. If you cast this spell at the start of each of your turns for the duration, you can choose to end it immediately or delay it for up to an hour. Alternatively, you can end it early and use a different spell slot used to cast this spell. If you cast it again three times, the spell ends without being triggered. Divination

Find the Eye 60

Find the Eye

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to locate the entire visual plane and understand its ins and outs. You must choose visual or auditory component when you cast this spell. If you have a visual component component, you learn where that component appears, how its ins and outs come to rest, and what paths are created by the visual component component. If auditory component is present, you learn how the component sounds at first, and after learning of a path created by the component, you learn how the component sounds at rest. If visual component component is absent, the component doesn’t sound at all. The spell enables you to understand the meaning of sensory creatures as long as those sensory creatures are aware of your presence. Illusion

Find the Eye

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon five phantom eyes from the Nine Hells to examine the world around you. When you cast the spell, you can cast the summoned creatures as eyes of other creatures, but they have disadvantage on attack rolls against you. The eyes appear to be glowing green or red spheres with streaks of shadow on either side. Each eye can see a different creature, and it can’t pass for long if its sensor fails or if its eyes shed bright light in a 100-foot radius. Each creature or object it charmed must make a Wisdom saving throw against poison for 1 hour. A successful save ends the effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon three phantom lights from the Nine Hells, willing creatures that appear to be possessed by the same being(s). Each of those eyes must be within 1,000 feet of each other and visible to the creature as a bright green or red sphere with streaks of shadow on either side of its eyes. If they are, the creature must make a Wisdom saving throw. On a failed save, it can’t take reactions, and its sphere sheds bright light in a 30 feet radius on impact, causing it to burn for 1 hour. The light causes harmful effects, such as burning when the sphere strikes an object or bonfire, to reoccur. Conjuration

Find the Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell allows you to

Find the Eye

Casting Time: 1 action
Range: Self
Duration: Instantaneous

As you speak, you select one object or an area within range that is bright light or dim light. The object you choose becomes visible to all creatures, and any number of creatures within range see it equally well. You can see through the object as if it were a transparent surface and can’t see through its object. The object remains visible for the duration. You can use this spell to locate magical objects hidden within objects of your choice that aren’t currently on the market. You learn the location of all objects hidden within these objects. The spell ends if you cast it again or dismiss it as an action. Illusion

Find the Flame Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a blade or a piece of a weapon that you can see within range and that fits within a 5-foot cube. You can make a melee spell attack with it. On a hit, the target takes 1d10 fire damage. If you hit the flame, any of the flames that remain turnable and animate at your choice. The flames can’t be extinguished by nonmagical means. You can use a bonus action to cause one of the flames to extinguish within 30 feet of you. If you do so, the spell ends, and the flames wither and die. At Higher Levels. When you

Find the Flame

Casting Time: 1 action
Range: Self
Duration: 1 minute

The Flame appears in a spot you have seen it before and that you can see within range. You can see the flame as a glowing orb centered on a point you can see within range. The flame appears in a spot that you have seen before and that you can see within range. At the start of each of your turns, if you are in a spot where the flame appears more than once, you can determine the location of the first one that entered the space you created. The flame appears in the spot you created, and it must immediately pass through a portal leading out of the spot you created the spell’s area. You can extinguish the flame and return it to the spot you created it in as long as you do so in a manner that is safe for the flame. Evocation

Find the Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You uncover the flame within range. Choose a flame type: fire, stone, mud, ooze, or wood. The flame spreads out from you in a 30-foot cone, and it explodes when you reach a point within range. The area is difficult terrain. The flammable objects in the area have AC 20 hit points and 20 AC each. Any creature in the area when you cast this spell must make a Dexterity saving throw. On a failed save, the creature must immediately extinguish the flames in the area with nonmagical fire. On a successful save, the creature extinguishes the flames instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above the one you used for the flame detection spell. Evocation

Find the Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

By manipulating flame, you can locate the closest flame, a flame that is at least as massive as yours, within 1 mile of you and that has a range of 30 feet. Evocation

Find the Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a flame within range and extinguish it to create one of the following effects. One effect of at least 1 level of your choice that you can cast to dim light and warm light for 1 minute creates the flame as long as it remains within 1 mile of you. Additionally, whenever a flame that starts its journey in flames explodes, the smoke and other debris extinguish it for 1 minute at a time, extinguishing nonmagical flames created by the initial effect. Evocation

Find the Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames race across your body, shedding bright light in a 40-foot radius and dim light for an additional 40 feet for the spell’s duration. The flammable component of the flammable component that you possess is soft and harmless. You can use your action to create a moderate flame that burns for 1 minute on a point within range. On a piece of clothing, this spell burns for 1 minute on clothing that has been burned or worn for 1 day. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flame lasts until it is extinguished. Evocation

Find the Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You locate the source of one flame that you can see within range. You can use your action to locate a flame or a substance that isn’t there. The flame or substance isn’t there, and you can’t move it. If you do, the flame explodes, extinguishing the flame within its area. Any flames you locate are extinguishing the flame, and they extinguish any nonlethal effects of harmful effects. Evocation

Find the Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon an illusory flame that flits toward a creature in range and that is Medium or smaller and whose weight is equal to the creature’s Hit Dice. When you cast the spell and as a bonus action on your subsequent turns you can switch the flutter spell used to summon the flame between the two spells, creating a flame that carries the flutter spell’s effects. The flame radiates cold radiance in a 10-foot cube centered on the flame. Each creature in that flame’s area must make a Constitution saving throw. On a failed save, a creature takes 10d10 radiant damage and is blinded for 1 minute. At 11th level, a blinded creature adds 10d10 cold damage to the damage, and a disintegrate undead adds 12d10 necrotic damage to the damage, both effects being reduced by half. As part of creating the flutter spell, you can also use a spell slot of any spell slot you have, rather than each slot of the same spell slot. For the duration, the flutter spell has no effect on you unless you use its flutter spell slot, in which case the flutter effect ends. Evocation

Find the Forest

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You awaken a forest of trees, shrubs, and other plant life on a point you can see within range. You sense the direction of the movement of the branches, vines, or other vines within the area and can sense the direction of flight of the craft, its speed, or its position within an unoccupied space up to my full 360 feet. A creature with a Strength score of 2 or lower can’t be affected by this spell. The spell can penetrate barriers, but it deals only limited damage. When you cast this spell, you learn the direction of the movements of the branches, vines, or other vines within the area, and you learn the speed with which those movements can be tracked. You can sense the direction of the craft and its speed by studying its propulsion system, as well as by reading its sensors. You can determine the direction of the craft by studying its engines and by studying its avionics. The craft moves when it flies, except it can’t move while on the craft’s unpowered autopilot. When the craft descends into the ground or springs into a landing, such as when it levies itself over a cliff, the craft descends in a random direction using its avionics and doesn’t hover. Each creature in the craft's area must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. A creature using an action to move its craft up to half the horizontal speed of the vertical might increases its speed a few feet by doing so. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 at 5th, 7th, and 9th levels, by 6d8 at 11th level, and by 10d8 at 17th level. when you cast this spell using a spell slot of 8th level or lower. Transmutation

Find the Forest

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The nearest unoccupied tree you can find within range you locate the direction in which a given tree might open or close, depending on the nature of its trees or the height of the trees. The nearest unoccupied tree that starts its turn in the Ethereal Plane can be spoken to to determine the shortest and most direct route for the trees, which occur in a 45-foot cube. The shortest route takes eight hours and requires a Wisdom (Perception) check contested by at least one other creature. Transmutation

Find the Forest

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You unravel the tangled branches of a huge tree that lives in the ground beneath your house. The area is difficult terrain and can be as dark as forest or as light as an uncovered patch of bark. The area consists of up to 10 feet of trees arranged like miniature minstrels in rows. If you expend a spell slot of 5th level or higher, you can unravel the bark as part of casting the spell. You can pull up to 20 trees from a 7-foot cube and banish the bark to a new 7-foot square. The tree takes 8d6 branches and 10 pounds of rope, with each branch creating a new shrub. Both the new trees and the rope take 4d8 force damage. To crush the whole tree, you use a smaller, nonmagical nail. Conjuration

Find the Gale of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

As the strong wind blows in a 30-foot-radius, 40-foot-high cylinder centered on a point within range, you choose one of the following effects. On each of your turns, you can use your action to use your action to move up to 15 feet in any direction along the ground. If the wind is strong, you lose sight of any creatures or objects in the area and can’t move. You can move through the strong wind as if it were fog or snow. Evocation

Find the Great Furnace

Casting Time: 1 action
Range: Self
Duration: 1 mile

You spot a structure that you can see within range. You spot a creature within range and say a command. The creature must succeed on a Wisdom saving throw or be pushed to the nearest unoccupied space. The creature succeeds if it can move with the creature without taking damage. Transmutation

Find the hidden door

Casting Time: 1 action
Range: 60
Duration: 1 minute

You unravel a door’s lid in a hidden passage of ceiling or floor. You can open or close the lid so that it remains open while you are on the move. The lid is an object that has the sense to remain open or closed throughout the spell’s duration. When you cast this spell, you learn the secret passage of a trapdoor. Using your spellcasting ability, you learn its hinges, levers, and so forth. You can learn the secrets of any door on the Spell list that requires an Intelligence score of at least 2, but the spell only requires the one you choose. When you cast this spell, you learn the secret passage of a circular door that extends over a ceiling or floor and that extends 10 feet beyond the spell’s area for the entire duration. The door is 1/4 inch thick and requires 1 inch of wood to open. When you cast the spell, choose one or more of the following options to open the door: • One side of the door (the slot you use to open the door) is open; choose another side. • The door is 1/4 inch thick and requires a strong enough foundation to support the door. • You create a 15-foot-radius sphere of green light centered on the lowest point on each side of the door. This light can illuminate locked doors and other hidden spaces, as well as create hidden chambers above or below the surface. A creature can’t be targeted by the light. If you create a trapdoor inside an area of ground other than a cave, an invisible creature can use its action to sniff out any creature whose Intelligence score is equal to or less than the creature’s Intelligence modifier. If you create a trapdoor at the mouth of a deep underground pit, a 10-foot-radius, 10-foothigh cylinder centered on the lowest point of the pit, or a 10-foot-deep pit filled with sludge, a 20-foot-deep trench rises 1d4 wide, 4 feet deep, and 1 inch thick where the light shines. When the pit appears, creatures that are immune to fire damage and that can’t be targeted by the light's damage reduction can’t enter it. A creature targeted by the light can use its action to make a Strength check against your spell save DC. On a success, the creature can use its action to move up to its speed and use the shortest and safest route to the nearest pit. A creature that moves too slowly or badly can fall. A creature targeted by the light can use its action to make a Strength check against your spell save DC. On a success, the creature can move as fast as twice its normal speed and use the shortest and safest route to the pit. A TEMPERATURE ENHANCER Touch 1 Hour You touch an unwilling creature. Should that creature be charmed or frightened, you and the target each gain that creature’s benefit and learn its current proficiency bonus and saving throws for the duration. A THOUGHT Self (60-foot radius) Concentration, up to 1 hour You awaken a creature within range whose first ability score is 4/5. The creature has resistance to nonmagical damage, but its second ability score is reduced by half for the duration. You can use a bonus action to treat the creature as if it were a creature, such as making a melee spell attack with it, as if it were an attack against you. The creature can be killed instantly by dealing it damage. Illusion

Find the hidden door

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell allows you to search for the hidden door within 30 feet of you. You use the statistics for the hidden door to determine what door it is and how it exits. To find a door within 30 feet of you, roll on the following table. Door Description Description 1. Frying Pan 2. Snow-Covered Wall 3. Snow-Covered Wall 4. Wall of Ice 5. Wall of Frost 6. Wall of Torrent 7. Wall of Thunder 8. Wind Wall You can use your action to move one foot in a single direction on each of these pages, creating a sweeping path full of magical force. When you finish casting this spell, dust falls from the top of each door at the beginning of each of its turns, and magical force disperses in a 5-footradius sphere centered on that door. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. A creature w ereswarded while within the fog can’t enter the area or use its action to enter. When the spell ends, the fog fills the entire length of the door, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Find the hidden nestStone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a crystal ball to reveal yourself to one creature of your choice within range. If you are certain, the creature’s nest is within reach of an opening you can see open into a premade masonry structure. You can choose whether or not a structure includes any openings or gaps. You can create openings by dividing the air within an opening by one inch and then using that inch to fill in the gap. An opening created by a spell of 2nd level or higher requires you to use a bonus action to cause a thin sheet of mist to form around it to form a rampart. Each creature in a 40 foot square’m-radius opening created by a spell of this type must make a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Find the hidden sword

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon the energy of the sword, which extends its reach to reach for as far as you can reach. Until the spell ends, the sword sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This light is dim light for the duration, and the light causes enemies within 30 feet of it to be deafened for one minute. At Higher Levels. When you cast this spell using a spell slot of bard level 26 or higher, you can target one additional creature for each slot level above 12th. The creatures must be within 30 feet of each other when you target them. The creatures must be within 30 feet of each other when you target them. You learn the physical manifestation of the sword, which appears in the form of a sword or cross, at the start of each of your turns as a bonus action on your turn. You can direct the sword at one creature or object, doing 2d12 + 3d12 damage. You can also target one additional creature for each slot level above 2nd. Evocation

Find the hidden treasure

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You gain the service of a spectral servant who takes the form of a willing creature and who cares for you as a kind of guardian angel. You take 5d4 necrotic damage for the duration, and your remaining Damage Type becomes frigid. This damage doesn’t occur if you are holding or carrying a Large or smaller object or if you are attacking a creature carrying a Large or smaller object. Conjuration

Find the Hourglass

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You summon the spirit of Truth in a place you can see, at a point of your choice within range. The place you summon must be within line of sight of any visible god or goddess or in an unoccupied space that the celestial caster has designated as your deity seat. You can create one of the following effects within range: • When you enter or leave the place, you summon the celestial for a moment to answer a specific prayer or as part of an act of divine intervention. • While you are in the place, you can sense the presence of the Hourglass within 5 feet of it, passing through the material world in a manner that mimics the sound of a small instrument. • While you are in the place, you can see invisible creatures within 5 feet of the place • You can see through the light of the Hourglass, passing through the spectral plane in a manner similar to a creature in the spectral contagion spell. • While you are casting this spell on a creature, its hit point maximum and total hit points are doubled, and it is immune to all damage and vulnerability to any spell damage it deals, if it has one. In addition, whenever a target with a sustained hit point gain a hit point maximum, a second creature for the target takes half as much damage and can’t be reduced to unconscious until you dismiss it as an action. Transmutation

Find the Hours

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You locate the shortest, most direct path between two points within range. The spell can locate a point no higher than 10 feet below the ground or a distance of up to 100 feet. If the spell is cast from a location you select, the spell can locate the shortest path as shown below. The spell can’t locate a specific ingredient, plant, or mode of transportation. Instead, it must find the shortest path that matches a known circumstance or is likely to be encountered in the course of a single move. Small Heal Self 10 minutes This spell damages and/or numbs the target to a nameless, unconscious condition. The target must make a Constitution saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. Sleep Self 1 minute This spell gives the target the ability to dream. The dream can be as long as 10 minutes, as long as 30 minutes, or as long as 1 hour. For the duration, the dream can take place anywhere on the target’s mind, and the target can perform any task that the dream requires the target to undertake. The target can perform any task that the dream requires that the target doesn’t undertake, such as writing, playing music, or talking to a familiar. The target can perform any task the target doesn’t undertake, such as following the DM’s instructions or passing the item along to someone else. Deserting Gnome Self 10 minutes This spell allows you to dig up the remains of a mineral (such as sand, clay, or stone) or mineral (such as stone, dirt, or firewood) location and move it up to 10 feet in any direction within range. The move doesn’t return the mineral to its original location. If the mineral’s mineral location is more than 10 feet away from the locust’s lair, the spell fails. Floodplain (inscribing a location) Self (60-foot-radius circle) Instantaneous You choose a 5-foot-square unoccupied space on the ground that you can see within range. A creature using this spell can’t take damage from unprotected contact with the ground (or another object that blocks the area), and any spell that damages the

Find the location of a missing dead creature

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a spirit that takes the form of a skeletal beast and delivers a crushing roar to each creature of your choice within range. Each target must make a Wisdom saving throw. Until the start of your next turn, there is a 50 percent chance that a target becomes diseased and killed instantly, or it only becomes diseased for 2 minutes and immune to disease for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the disease damage increases by 2 for each slot level above 5th. Necromancy

Find the Lost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You search for treasure within range, placing it where you can find it most easily. You choose a point you can see within range and which is within range, and you gain the following benefits: • You always know the location of all hidden treasure in the area, whether it is in a specific place or on another surface • If there is treasure within an area of exposed terrain that you can see, you always know where the area ends and where the treasure is located • You carry with you to all other places where the hidden treasure is found, even if you are unable to reach it in time to reach it • You maintain order in the area, preventing attackers or intruders from accessing the area or effectively blocking its passage • Any creature that uses its action to enter the area takes 2d10 bludgeoning damage, and those inside the area take 2d10 bludgeoning damage • You can use your action to create a line of fire 12 feet long and 5 feet wide extending from you in a direction you choose extending over a surface of your choice that you can see within 120 feet straight from you to a point you choose within range. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one on a slippery slope. Transmutation

Find the Lost

Casting Time: 1 action
Range: 60
Duration: 1 minute

You summon a phantom spirit that takes the form of a humanoid and masquerades as you in an attempt to locate a secret passage that leads to a secret chamber within the

Find the missing gem

Casting Time: 1 action
Range: Self
Duration: 1 minute

A gemstone, gemstone of any kind, appears within range. The gemstone is a solid, hard surface, about the size of a cube. It is a gemstone with an area of radius 1/2 mile and a weight of 3/4 of an ounce. The gemstone is magically linked to a gem of equal size and quality, as described below. The gemstone is made of emeralds, which have a luminous hue, and are difficult to destroy. The emeralds have an unusually low luminous luminance and are difficult to destroy. The gemstone’s gemstone is thus difficult to find. At the start of each of the casting of the spell, you can determine that the gemstone is missing by examining its surface. If you determine that the gemstone is missing, you can see through its gemstone and hear the sound of the spell’s sound. The spell can locate the gemstone only if it is within 5 feet of the gemstone. If it is, the gemstone is lost. Alternatively, the spell can locate a gemstone by examining its surface. If it is in the same spot as the gemstone, you can determine that it is there by examining its surface. If it is adjacent to the gemstone, the spell can locate the gemstone by examining its surface. If it is outside the gemstone’s area, the spell can locate it by examining its surface. If it is inside an object’s area, the spell can locate it by examining its surface. The spell can locate the gemstone only if it is within 5 feet of

Find the missing gem

Casting Time: 1 action
Range: Self
Duration: 1 minute

A gemstone, gemstone of any kind, appears within range. The gemstone is a solid, hard surface, about the size of a cube. It is a gemstone with an area of radius 1/2 mile and a weight of 3/4 of an ounce. The gemstone is opaque to light and has a luminous gemstone (equivalent to a moon or an emerald) in its center. The gemstone is magically linked to a gem of equal size and quality, as described below. Such a gemstone is made of emeralds, which have a luminous hue, and are difficult to destroy. The gemstone’s gemstone is thus difficult to locate, as it is entirely obscured and difficult to locate. At the beginning of each of the gem’s turns, a passerby can see through the gemstone’s gemstone and hear the sound of the spell's sound. The spell can locate the gemstone only if it is in the gemstone’s immediate vicinity, such as a pocket dimension. Divination

Find the missing item

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You find the missing item of the same sort you found at the same spot in the

Find the missing piece of jewelry

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You open a door, a window, or a door to a hidden location and take 1d4 piercing damage, or 2d4 slashing damage, for the remaining damage in the total, dealing 1d4 piercing damage to the target and leaving the target paralyzed. You can�

Find the missing piece

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You locate the missing piece of something that you could have been looking for a number of minutes earlier. You know what piece of the item is, how long it took to find it, and whether it is still in the game, though it has been worn or worn off. It is a piece of magic that is difficult to find in the wild. You can use this spell to search for the piece of magic found within 30 feet of you. You can locate the item by checking the box you entered when you cast the spell. When you do so, you find the piece of magic in the item. You can ask for the item’s exact location or find it by attempting to locate a piece of magic that was lost while it was in your possession. If you are able to locate the piece of magic, then the spell returns. If you are unable to locate the piece of magic, the spell is lost or the spell is lost forever. The spell can be re-enchanted with a new piece of magic if the item it’s missing has been worn or worn off. If the item it’s missing is no longer in your possession, the spell ends. Transmutation

Find the missing thing

Casting Time: 1 action
Range: Self
Duration: Instantaneous

With each piece of magical food you find, you learn the password that has allowed you access to the item’s contents. Alternatively, you may learn the password itself, which indicates a password that can be broken by other means. The password might be a password you already have, a password that has already been broken, or a password you already know is broken. If the spell fails, a prompt appears telling you how to re-enter the password. Alternatively, you could learn the password from a random tree within 100 feet of the item and turn it into a password that continues to evolve through successive generations of the item, perhaps spelling out a password that might be written in the grove of trees on the ground or in a chest on the ground. The spell can also be limited to a maximum of 100 words. It lasts until the spell ends or you choose a password that can be written as grating teeth or as a password that simply doesn’t exist. When the spell ends, any creatures or objects that were worn or carried by someone using the item's magic for the first time in a turn stolen or otherwise damaged it. Transmutation

Find the Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Find a Monster in the Monster Manual. The spell can target any creature of any race, but you must be within 120 feet of the Monster Manual to cast the spell. You can use a bonus action to locate the Monster, which must be in the Monster Manual. You can find whatever it is you are looking for on the DM’s table. If the Monster doesn’t exist, the spell has no effect. If you are targeting a creature that isn’t at a Monster Manual location, you can use your action to locate the creature in question, provided that such a location is within 120 feet of a Monster Manual location. Transmutation

Find the Monster

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell allows you to find the creature you’ve been searching for for the last minute. It can be found in your laboratory, in a treasure chest, in a nearby room, or in a chest beneath a chest. Casting this spell grants you a brief window of opportunity to find the creature, in which case the spell ends. It is possible for creatures to appear in any location you choose, but they must be within 30 feet of you. You can’t locate an illusion. If you do, the illusion appears in a random place on the ground, such as a floor, a ceiling, or a space that isn’t a door. If you can locate an object, such as a book, you can locate the object if you are holding it. If you know the location of an object hidden by a spell, such as the One-Touch Remedy spell, you can locate the object by casting this spell on yourself. Alternatively, you can locate an object hidden by a spell or an effect that affects you, such as by gathering information from an unoccupied space that you can see within range. Casting this spell against an enemy that you perceive as being hostile to you has no effect. You can dismiss this spell as an action. If the target is an object that you can see or that fits within a certain category, you know that the object is a magic item and that its magic has no effect on it. If you cast this spell against an object that has no effect on it, the spell's damage increases by 1d8 for each slot level above 2nd. Enchantment

Find the Name

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You locate the name of a creature or a place on an object and allow it to rhyme or simply remain mysterious. If the name is missing from an object of a certain type of magic item, the spell fails, and the name is dropped from the item. If the name appears in a location other than as part of an invisibility spell cast on the creature, the spell fails, and the spell fails if you say it. The spell doesn’t locate an object within 5 feet of it. If you say the name of a location with an audible component of 5, you can trace the scent of a particular plant or mineral to that location. Transmutation

Find the Name

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a divine being who reveals your name to all who can see you. The spell fails and your voice remains suppressed. For the duration, which includes up to 10 minutes, you also know the name of the creature you choose and the place and time that it was w eres buried. The spell can’t locate the name of a creature. While you know the name of the creature, you can’t use its senses, and it can’t speak, understand, or do anything other than sing in songs. You also seem to know its location, at the DM’s discretion. While you are speaking, you can see through its eyes and hear through its ears what it hears. If the creature is attacking you or other creatures attacking it, you can use your movement to move up to 20 feet in a straight line against the creature’s current position and shoot it from within 5 feet of you. The spell can’t locate the name of a creature if you are speaking with it and the creature doesn’t speak, understand, or do anything other than sing in loud music. Divination

Find the nearest temple or religious center Divination

Find the One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Describe or name the one being hidden by illusions. Divine Favor 60 24 Hours Your life force grows bitter against those who seek to steal your life. You gain the ability to affect one creature that has half the hit point maximum hit points of the target and ends its turn within 60 feet of it. If the target takes any damage before the spell ends, you can use your action on the end of the creature’s turn to move the creature up to half the speed limit on its movement, including by pushing it up onto another side of the creature. Enchantment

Find the One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You find the presence of another creature, esp. a familiar, on the same plane of existence as you. Until the spell ends, the creature drops by your bedside table and performs a task within range, and the spell returns to you with a successful Heal, Strength (or Dexterity) check to regain hit points equal to 1d8 + your spellcasting ability modifier. If you have less hit points than you have burrowed into familiar territory, the creature is no longer discernible. The spelltraps aren’t filled when the creature burrows into familiar territory, nor are they empty while the spell ends. You can’t use the task to locate a target nearby that has an illusory image of any of its creatures. Enchantment

Find the Path and Stop

Casting Time: 1 action
Range: 1 Hour
Duration: You awaken the senses in one creature you can see

within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The target can move normally withstanding the effects of sleep, but it must take a short rest before it uses its action to do anything else. If the spell ends before 1 pm on a Sunday, the target can’t attack you if you are in the area on that day. If you cast the spell early enough, you can end the duration early. You can also set a condition for the spell that ends the spell early. The condition can be anything you choose, but it must be true: awakened, the spell ends, the target is asleep, and the conditions are met when the spell ends

Find the Path and Stop

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You awaken the senses in one creature you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The target can move normally withstanding the effects of sleep, but it must take a short rest before it uses its action to do anything else. If the spell ends before then, the target is no longer charmed by you and can’t be charmed by you. If the spell ends before 1 pm on a Sunday, the target can’t attack you if you are in the area on that day. If you cast the spell early enough, you can end the duration early. You can also set a condition for the spell that ends the spell early. The condition can be anything you choose, but it must be true: awake, the spell ends, the target is asleep, and the conditions are met when the spell ends. The spell can even be ended by greater restoration, if you choose. Divination

Find the Primal Beast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon the Primal Beast, a terrifying beast with a roar your voice. It must succeed on a Wisdom saving throw or be charmed by you for the duration. The charmed creature can’t become charmed by you. While charmed by you, the creature is incapacitated. On each of your turns, you can use a bonus action to mentally command any creature you can command, telling it to eat whatever remains on the other side of the barrier. You can�

Find the Redemptive Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Flame redolent of fire shoots forth a brilliant gleam. Each creature within five feet of the target area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 3d8 for each slot level above 3rd. Evocation

Find the Shadow

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose one of the following spells available to you. The chosen spell doesn’t need to be in addition to the one you cast this spell at the time you cast it. You can cast the spell again as an action on each of your turns. You can’t have more than one Shadow spell active at a time. Divination

Find the Shadow

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You choose a shadowy, shadowy place within range, and the Shadow appears there. When you cast the spell, you can choose one of the following options for what appears: • You can make a melee spell attack against one creature of the same type as you, or two creatures of the same type as you, against which you have the same hit points or lower. • You can make a ranged spell attack against a larger target. • You can end a shadowy target spell by making an attack roll with a weapon that is no longer in the Shadow. Transmutation

Find the Shadow

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You choose one of the following options for what appears in the following circumstances: • You create a shadowy, shadowy place within range. If you cast this spell on the same target every day for two years, the Shadow can occur only once in each year. • You create a shadow that is no larger than a 20-foot cube (20_D20). When you cast the spell, you can place one or more of the following magical lights within the space’s area: • A lantern or torch glowing in a 10-foot radius, or • Lights that send spectral bolts that illuminate a 5-foot radius. The light must be bright

Find the Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You awaken the senses of other creatures. You can determine the direction in which a specific creature is moving by looking at it from within its space. If you sense a creature moving in that direction, that creature must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is no longer blinded. You can also use this spell to treat terrain as being undergrowth or grass, as long as it doesn’t have any growth or any of the following: • Vegetable matter that isn’t required for food or drink is removed from the area. • Trees, shrubs, and brush lie directly on the ground. • Rocks, toppled trees, or fallen branches can’t lower themselves above the surface. • Undergrowth or grasses that aren’t being filled in have their height determined by the terrain description. If a creature is climbing on an undergrowth, it must first make a Dexterity saving throw. On a successful save, the creature is no longer able to descend. Divination

Find the Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a Shadow within range and put it to a search for magical darkness within range. When you do so, you can look up to twenty-five feet away within one hundred feet of a place you own or that's mentioned in an earlier Spell Tome. When you do so, you can see through the shadow as if it were your own body, and you can’t see through the shadow as if it were a person. You can’t discern any magical darkness within the space you search for it, but you can spot any visible light cast by the shadow as flickering from dim light cast by a source within fifty feet of it. Divination

Find the Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You find the Shadow in an unoccupied space of your choice that is within range. You can search the area for the Shadow, which lasts until the spell ends. While the Shadow is searching for the nearest nonliving creature, you can Sense in the Shadow’s presence as if it were you. It has advantage on Wisdom saving throws and ability checks. If the Shadow is on the same plane of existence as you (your plane), it gains the benefit of the illusion’s otherworldly bond. While the shadow is on the same plane of existence, you can use your action to try to sense the Shadow in that plane, only if you are on the same plane. You do so only if you are on the same plane as the Shadow. Enchantment

Find the Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 5 minutes

You can locate the Shadow or a shadowy figure that is within range. The shadow is intangible, intangible, invisible, or both. It is invisible

Find the Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 5 minutes

You can locate the Shadow or a shadowy figure that is within range. The shadow is intangible, intangible, invisible, or both. It is invisible to you and can't be seen or heard. If the shadow is in the space that you choose, you can cast the spell as if it were a creature. Enchantment

Find the Shadow

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, as a creature of your choice that you can see within range, you teleport a creature of your choice within 5 feet of where you cast this spell. Otherwise, you cast the spell as if it were a spell, which might result in a creature being caught in an oddity, an extradimensional portal blocking your path, or a number of doors leading to a place or portal leading to a different area. Alternatively, if you cast this spell as part of casting the sanctuary spell, you might also target an extradimensional construct, a lich, a primordial, a primordial lich, a primordial fey, a primordial warlock, a primordial necromancer, a primordial magic door divined by the jutsu, a lich-like oracle, a minor deity, a primordial necromancer, a primordial necromancer summoned by a primordial wispskin, a primordial wizard summoned by a primordial witch, or a primordial secret door spell. The door is 1 foot deep, can’t be over 10 feet wide, and can’t be cracked. The door is uncluttered with metal, and it can’t be opened or barred by plants or by any other means. The door can open and close on your turn, ending the spell instantly if it does so. When you cast the spell, you can use two additional layer on top of the first so that it forms a ring around an opening you have noted in detail. To do so, you thread a thin sheet of mist over the opening and thread a thin sheet of mist over a succeeding turn of yours. If you cast this spell multiple times, you can have up to three people caught in the door caught in it. Using it as a spell casting line allows you to cast spells on the same person two or more times. The result? A single captured person is castrated and its soul torn to pieces from a corpse caught in the gate’s hanging web. Transmutation

Find the shortest and fattest creature within 30 feet of you Divination

Find the shortest,est Traveling Path

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell reveals the shortest,est travel path a creature can take within range. Worn or torn within a 30-foot radius, the precious stone is imperceptible or barely visible to other creatures. That is, a creature can’t reach out and touch it without leaving its space within 30 feet of it and touching it. It can therefore see through walls and can’t manipulate objects. Transmutation

Find the shortest, most direct path through a chest of rock

Casting Time: 1 action
Range: 30
Duration: 1 minute

You summon an elemental that looks like a rock at the start of each of your turns until the elemental appears. While summoned, the elemental has disadvantage on attack rolls against you and can

Find the shortest path through a chest of fresh air

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Find the Soul

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You search for an unoccupied space within range that has a soul. The space can be a corpse, a petrified body, or a solid object. The space isn’t hostile to you, but it must be within 30 feet of you if it is occupied. If it isn’t, the spell ends. The space is a duplicate of your soul. When you cast the spell, you understand the soul’s nature and can ’t comprehend what it is saying. It inhabits the space and is loyal to you. The spell ends if you cast it again or dismiss it as an action. It can only be activated by certain creatures or by certain spells. You learn how many creatures the soul inhabits and how many other creatures it has. If you have fewer than 30 followers, you have a limited ability to activate the spell. If you have more than 30 followers, you have a limited ability to activate the spell. If you have more than 30 followers that are hostile to one of the creatures in the soul’s space, you have a limited ability to activate the spell. If you have more than 30 followers that are neutral to one of the creatures in the soul’s space and are hostile to one or both of them, you have a limited ability to activate the spell. If you don’t have enough followers to activate the spell, your action dismisses the spell as an action. Divination

Find the source of an invisible force

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Wise and supernatural forces might appear and take control of your day. When a creature discerns a creature at an odd angle, make a ranged spell attack for the creature, which deals 8d6 psychic damage with advantage for the next creature within the diagonally-shaped area. On a hit, you might receive the power of the Fey Master, transform, or become a fey in the shape of a hobgoblin. Divine Premonition 5 Instantaneous You choose a location on the Ethereal Plane that you can see, and two planes of existence each that you choose. Each plane’s inhabitants inhabit a certain degree of security, either in the form of a castle or a fortress, that enables them to guard and protect them. A fortress is one that is protected by both siege and siege siegecraft. On each of your turns until the spell ends, you can use a bonus action on each of your turns to ram into one of the three locations on the Ethereal Plane that you know. An additional fortress is dedicated to guarding and protecting these locations. To these locations, you must designate a password. You must use a password that is at least as long as your warchief’s wypf level, and you must cast this spell twice during your adventures. When you cast this spell, choose a location that isn’t dedicated to a specific deity or to any deity not explicitly mentioned in the deity’s honor. For example, if you control the sea, you can designate a place dedicated to the deity of the sea, even if that place is dedicated to the unholy god Dagor. You can’t designate a password that would protect an area dedicated to the Underdark, for example. When you cast this spell to a location dedicated to a different deity, you can specify a password that is both secure and password-less, as determined by your wypf level. If your wypf level is less than or equal to the level of dagor’s courtier’s lair, dagor might appear there and guard the lair against your summoned creatures. Divination

Find the source of an unknown source noise

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

By reading the sound of footsteps or the faint wails of damp grass, a fiend (as the case with the Minor Fey?) can find the source of a voice, a message, or a threat within range. Divination

Find the source of your own power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You touch a willing creature and choose from one of the following options for a lance: • One weapon of your choice that you can see that can’t been scoped or worn by a creature of your choice • One weapon with a range of 30 feet or less that can’t be scoped or worn by a creature of your choice • One shield with a range of 30 feet or less that can’t be scoped or worn by a creature of your choice • Two rings with a range of 30 feet or less that can’t be scoped or worn by a creature of your choice If you choose a weapon with a range of 30 feet or less, you learn the weapon’s power as you learn its raw materials. For example, a simple melee weapon with a 40-foot-radius sphere centered on that point can be scoped with a 20-foot radius, while a 20-foot-radius sphere centered on a creature or object can be scoped with a 50-foot radius. Abjuration

Find the Spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You fill the air with a spirit that looks like a human head and grows larger and larger for the duration. The spell creates an illusion that the hand is hand in hand with the hand of a god or a creature of your choice that you can see within range. The hand moves with the target and the movement requires a Dexterity saving throw. The hand becomes part of the target’s body and isn’t controlled by another creature. The hand doesn’t attack you. The hand stays with you while you cast the spell. The hand doesn’t tamper with the target’s soul. The hand is silver in color and lasts for the duration. If the hand cuts through a creature’s space to reach the target, the creature must make a Dexterity saving throw. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The hand is real. The hand strikes like a real hand and deals 4d8 necrotic damage on a failed save, and the target has disadvantage on attack rolls and ability checks, and death saving throws, until the end of its next turn. The hand is a vestigial hand. The target has disadvantage on attack rolls and ability checks, and death saving throws, until the end of its next turn. Illusion

Find the Spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon the spirits of nature and the spirit of life from the dead. Choose one creature within range that is friendly to you and that is within 100 feet of you. The chosen creature’s song can be heard 30 feet away, but no sound can emanate from it. The sound then ends. A summoned creature is also a summoned form, though it takes 10 minutes to create one. The DM has the creature’s song, and when you summon it, you summon it with Wave of Life (see below). To appear in space, the creature must fit within 10 feet of you, have a weight within 10 pounds, and be within 50 feet of you. If you summon it with an effect that summons a similar being from another plane of existence (planar or otherwise), the fiend is limited to that appearance. If you command it to follow your commands in combat, it can do so only when it is accompanied by a large group of loyal servants. Once summoned, the servant summons it again at any time, but the new servant is looser in form and carries out your commands more safely. You can use this spell to summon other fiends (notably the shadow fiend or the fiendish elemental) as fey or warlock. The fey and warlock feasts must be fought in feasts and not during feasts. When you summon an elemental, the fey and warlock spells must be used. If you use fey and warlock to summon feymen or wardogs, the feyman and feute are both feasts. The feyman and feute also take part in the DM’s ritual sacrifice. It takes place in an unoccupied space on the ground with the flame pits and is performed by a creature within 30 feet of it. At any point during the spell’s duration, the feyman and feute sacrifice a human or a fiend to death. The sacrifice is brief, and the creature‘s soul is damaged. If your group includes more than one fey, the feute is performed only once. The fey begins its journey once more and ends it immediately. If you choose a location within 10 feet of a fey or the plane of existence you choose, you cause it to open its fire in the morning and light candles in the evening. When you create these feasts, you can use your action to cause up to ten feasts of your choice at a time, or choose one feasting of your choice and cause one creature of your choice known to you to become charmed by you for 1 hour. When the festering effect ends, the charmed creature can repeat the spell. A blinded creature or a creature immune to being charmed becomes charmed by you for 1 hour. During that time, your mind awakens as if it were charmed by a wight, and you have advantage on all Wisdom saving throws. Conjuration

Find the Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Find the nearest rock — dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, Dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, Dirt, rock, mud, gravel, rock, mud, gravel, rock, mud, gravel, rock, mud, Dirt, rock, mud, gravel, rock, mud, Dirt, rock, mud, gravel, rock, mud, Dirt, quartz, rock, mud, gravel, rock, mud, mud, mud, mud, dirt, stone, sand, rock, mud, mud, mud, mud, dirt, rock, mud, mud, dirt, rock, mud, mud, Dirt, rock, mud, gravel, rock, mud, mud, mud, dirt, rock, Mud, dust, rock, mud, mud, mud, mud, dirt, rock, mud, mud, dirt, rock, mud, Mud, dust, rock, mud, mud, mud, dirt, rock, mud, mud, dirt, rock, mud, mud, mud, mud, mud, mud, dirt, rock, mud, mud, mud, dirt, rock, mud, mud, mud, mud, mud, mud, dirt, mountain, mud, mud, mud, mud, dirt, lava, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, mud, dirt, mountain, mud, mud, mud, mud, mud, mud, mud, mud, mud, dirt, lava, mud, dirt, slime, mud, mud, slime, mud, slime, mud, slime, mud, slime, mud, slime, mud, slime, mud, slime, mud, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime, slime

Find the Stone

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You discover the nearest buried treasure, or written word, originating from a place or an object hidden within an object that you can see. You know the location of the object and the force of its words, and you can examine it as a bonus action on your turn. You hear the spoken words as they appear to each other, and you can see through its window 5 feet away as if you linked your senses to the window. Transmutation

Find the Stone

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You find the stone within range. Choose one of the following rocks or a thin sheet of stone that is 3 feet tall and composed of up to three simple gemstones or a fine gemstone of 3 or less quality. Whatever you find, you instantly know where it is located and what it is made of; if you are able to find the stone, you know where the Stone went (if it hasn’t been found), summoned a creature that can follow it (if it can), or created a mark on a rock (if you choose stone). When you cast this spell, you can search for the stone within 30 feet of you for the duration. You can find the stone by studying the stone for 1 hour nonmagical, up to half the spell’s level. Once you learn more about the stone, you can also refine its stone to make it more potent in combat. At any time for the duration, a creature that can’t be charmed by this spell can use its action to attempt to draw the stone into a special talisman that grants it greater power, including the possibility of using magic against the charmed creature. Divination

Find the Sword

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You draw a sword from the Ethereal Plane and put it into a sling or box resting on a limb. Until the spell ends, you can use your action to attack the wisest creature standing within 60 feet of you with a weapon attack using your weapon. On a hit, the creature takes 1d10 piercing damage. The creature can use its action to take 1d10 slashing damage from the wisest creature’s weapon. On a hit, the wisest creature’s weapon either explodes (10 feet), or the weapon leaves its tangential connection to the wisest creature standing in the space between you and the sword. Both wounds deal an extra 1d4 piercing damage to the wisest creature. If the spell ends before reaching its full duration, the extra 1d4 damage is halved if it is sustained while the spell is worn or carried. If the spell has a 1-minute duration, the extra damage is halved if it is sustained while the spell is in its non-unarmed or unarmed form. Transmutation

Find the Tree 30

Find the Tree

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Find an unoccupied permanent nest under a rock, dirt, or a leaf tree or a branch that is 10 feet across. The spell can locate the nest in a 5-foot cube. If you cast this spell on the same spot every day for a year, the spell creates the habit for each creature who starts its turn within 5 feet of the spot on the current day. Each creature that starts its turn within 5 feet of the spot must spend 1 movement in studying the spot for its next long rest. Divination

Find the Tree

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You return in one piece of matter, a plant or a mineral object, to its original location, form it and then send a Spirit message to that creature. The message might be a short message, a message to another creature, a message to a creature you choose while you are within line of sight of it or to a creature that is invisible. Creatures with truesight must use the truesight spell when sending the message. If you cast the spell three times before creating the symbol, your first spell of 3rd or lower ranks takes effect on a subsequent time, and then the first time you send the message to the second time, and so on through the spell’s duration. If you cast the spell three times before creating the symbol, this spell only lasts one minute. If you send the message while you are within line of sight of the symbol, its messages are obscured and must be visualized by others (such as a human’s magic weapon’s messages are hidden beneath a head shield and a spear). When the spell ends, the spell leaves behind a trail of psychic energy leading to a shadowy temple within which lies another temple or secret temple. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a location on the Material Plane you know as the Temple of the Dead, a place you can’t see or possibly be within a demiplane. The temple is a place made of magical force, created by the Word of Wisdom spell, that lasts for the duration, up to 10 days. Thus the temple might be a temple dedicated to a god, a demiplane, or a group of gods. The temple is made of magical force, and any creature that damages it (including you) causes it no extra damage. Any creature affected by this spell also automatically succeeds on saving attacks. Magical vines and branches sprout from the temple, and any created magical plant uses its plant’s hit point maximum to grow and maintain its crop of leaves. The temple serves as an important transportation point for wyverns, demons, undead, and other beasts. Apparated throughout the temple, above and below the ground, are omens and messages, inscribed within intricate runes and inscribed on precious jewels. Whenever the temple is destroyed, the omens and messages are replaced by magical ones, and wyverns and other beasts have a 50 percent chance of succeeding on their saving throws against the omens and messages. The messages can’t be silenced,destructed, or otherwise affected by magical means. A creature that uses its action to send a message is barred from receiving it. Divination

Find the Tree

Casting Time: 1 action
Range: Self (30-foot-radius, 30-foot-long cylinder centered on a point within range)
Duration: Range

Duration Duration The ground in a 15—foot-radius circle centered on a point within range is difficult terrain for creatures of its size or smaller. The area is difficult terrain for all creatures except undead and steeds. The terrain is difficult terrain for enemies within 15 feet of it, and creatures within 15 feet of it have disadvantage on Dexterity (Stealth) checks and ability checks. If a creature within 15 feet of the area reaches the point of impact of an attack, the creature takes 3d10 piercing damage, and the creature takes 5d10 slashing damage, as described above. This spell also extends to other creatures within 15 feet of the swamp, such as trees or brush, as well as to floating objects, such as the rope hanging from an anchor used to hang a rope across a floating bridge, such as a rope that can hang from a bridge over the pond (20 feet high, 5 feet diameter), a rope hanging from a small tree trunk (10 feet diameter), or an anchored piece of floating rope hanging from an elevated bridge. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Find the Tree

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You find a tree or shrub within range. Choose one or more branches or branches within range that are 1 inch thick. The tree grows in a straight line along the ground, and branches can be up to 5 feet long and up to 10 feet tall. The tree is an object that can be interacted with in any material or intangible way. You can even create a magical container within the container that lasts for the duration. A container that lasts 10 days or longer can be created by using an action to create a new one. The container can be anywhere in the space that you specify. Transmutation

Find the Tree

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A grove of trees appears and moves in a straight line along a solid surface. The grove is circular and occupies a space of your choice that you can see within range. The grove remains for the duration. When a creature moves into or within the wood, a brief tremor sounds and a crack sounds in the wood as a whole. Buildings and other structures in the area are brought down to a crawlspace 15 feet in some cases, while others have a 50-foot radius. If a creature moves into or within a grove of trees, that creature must succeed on a Strength saving throw or take 1d12 bludgeoning damage. On a failed save, the creature is restrained and must move at your direction to get free. A creature restrained by the grove must move each 60 feet before moving through the open space to the space at your direction. A creature is also restrained when it uses its action to make a melee attack with an object tipped over a 60-foot-radius circle. A restrained creature can use an action to make a melee spell attack with an object tipped over a 60-foot-radius circle. On a hit, the creature must make a Strength saving throw. As an action, the affected creature takes 4d12 bludgeoning damage and then takes half as much damage on a successful save. As an action, a creature can make a Strength or Dexterity check made against your spell save DC to break the spell’s invisibility and dark web properties. Conjuration

Find the Tree

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You locate the shortest,est-veil-covered branch you can find. Once, you could yield a cryptic message that could reveal more about a creature you know or that lives on an area you can see. If the cryptic message is right, the creature is located and is no longer intangible. Otherwise, you learn its location and have no control over the creature. When you cast this spell, you can switch from reading the branch to reading the creature’s location, which takes 10 minutes per level of the spell. If you have read the branch before, the spell could read its location, which would reveal a creature that lives on the spot. Divination

Find the Tree

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell senses intrusions beyond the physical and mental walls of an unoccupied space that you can see within range. Creatures can’t detect a creature that you have studied or seen within 100 feet of a w wall. You learn the location of the w wall by looking at it from a 100-foot cube within range. If any part of the cube is obscured, a spectral owl appears within 100 feet of it, spelling out words and writing on the w wall until the spell ends. When you cast the spell, you learn the visual location of any w windows, doors, and other visible structures from which creatures can be seen by creatures of your choice within the area, as well as the visual appearance of all other w doors and windows. Additionally, when you cast this spell without first concentrating on it, the w wall appears just before a certain size limit, 30 feet in any direction, and remains there for the duration. At the end of the w fire step, you can use an action to shift the flames from one flame to another, opening an unlocked w window or door. If the w window or door is locked, creatures can open it only by placing their magic on it and speaking the password required for opening it. The spell doesn’t locate plants, animals, or other living creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the fire w window increases by 30 feet and

Find the Truth

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You learn the truth about one creature within range. If you reveal this truth to a creature other than you, it takes 14d6 psychic damage, and the spell fails. For the duration, the creature’s soul is free, and it can cast spells as normal, but it must immediately end its turn within the spell’s focus on the first being affected. The spell ends if the creature uses its action on its turn, if it has any, or if a creature intervenes and ends its turn as an action. If you use your action on a creature to speak a lie, the spell ends. Transmutation

Find the Truth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon the dead to face your enemies. They appear at the location you cast the spell, which has 1 hour intermission remaining. You make a brief telepathic link between yourself and the chosen target at the start of each of your turns. The spell enables creatures with Intelligence scores of at least 1 to understand your reasoning behind casting the spell. If the target is a creature, you learn its thinking, but if you learn its reasoning behind the casting of the spell, you must u se your action to learn its reasoning. The spell mimics the actions and movements of a diseased or diseased companion, who can be cured of its diseases using a short phrase. In addition, the spell regains intelligence depending on the interaction between you and the target. Divination

Find the Unseen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Find the Wastes 2nd—8th Ward

Casting Time: 1 action
Range: Create Barrier
Duration: A wall of shimmering green energy blocks the cloud

, moving with it at a snail’s pace, until you make a ranged weapon attack against the wall. On a hit, the wall deals an extra 1d6 bludgeoning damage to the target and has a speed of 30 feet. When the wall hits, any creature that ends its turn within 5 feet of the wall or that is moving toward the wall takes 2d6 bludgeoning damage. The wall lasts 10 minutes. The wall can be destroyed by throwing the Huge or smaller object weighing 3 pounds or less at the top of the wall. If the object is more than 5 feet square, it collapses and creates a 5-foot cube that lasts until the end of your next turn. Any creature that ends its turn in the area must make a Strength saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is turned to stone. On a successful save, the creature takes half as much damage and isn’t turned to stone. Finally, the wall vanishes without dealing any damage. A nonmagical object that is completely inside the wall falls back to the ground at the start of your next turn. Any creature on the ground within the wall takes only half damage from the initial damage type. On a failed save, the creature takes damage equal to

Find the Wastes

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You teleport up to 20 feet to an unoccupied swamp you can see on the ground. There you hurl acid, cold, fire, lightning, poison, or thunder with a 10-foot cone originating from your space. You burn the swamp in an acid-like flames. Any creature that moves into it must make a Constitution saving throw. On a failed save, the creature takes 10d6 acid and 2d6 acid damage at the end of its next turn. On a successful save, the creature takes half the initial damage and no damage at the end of its next turn. If the swamp is large or nonmagical, you can move it up to 30 feet in any direction. If you ram the area with a solid surface, the area of the area you ram is excluded from the damage. The area can be difficult terrain, or it can be free floating. The spell ends if you leave the area. During the duration of the spell, you can dismiss the spell as an action and cause the area to shift in color. The color change lasts for 1 hour. If the affected area moves more than 20 feet from you, you can make a straight line running from right to left (the colored edge of the line is at the top of the line) along the surface of the water as long as the affected area remains within 1 mile of you. You can move the area as a bonus action on your turn. If you ram the area with a solid surface, the area of the area you ram is excluded from the damage. The area can be difficult terrain, or it can be free floating. The spell ends if you leave the area. You can u se your action to move the affected area but no more than 10 feet away from the object you’re holding. If you move more than 10 feet from the object, you can cause the spell to end without touching it. If the object you are holding is no longer in the spell’s reach, the spell ends without touching it. Necromancy

Find the Way

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You search for the shortest,est, and most distant road in a location and find it on the spot. You have advantage on all subsequent checks made to find the shortest road. It takes an action to the nearest road, and you know the distance at which it appears. If you know the shortest road in an area, you know how far along that road it is, and if it intersects a grade, you know how far along it it is; if it passes a grade, you know how far along that road it is, and if it intersects a road that is a grade, you know how far along it it is. The closest road to you is at a point within 30 feet of it where you can see it. Transmutation

Find the Way

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell allows you to examine a teleportation circle and find the shortest path along it. You choose the shortest route from a location that you can see within range to a place where the teleportation circle actually is and where the path would allow a creature to cross the circle. Divination

Find the Way

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell allows you to find out where a creature you can see is on the other side of an obstacle. If the creature can cross the gap, the creature is within earshot of the blocked or injured creature. Divination

Find the Way

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell allows you to find the shortest, most direct physical route to a specific fixed location. You learn the distance along the route and how far it can travel by studying the following statistics. Physical Description ‖ The shortest route consists of at least 10 miles followed by a 10-mile run followed by a 20-mile rest. Diurnal Behavior ‖ The shortest route consists of at least 10 miles followed by a 20-mile run followed by a rest. Physical Description ‖ The shortest route consists of at least 10 miles followed by a 10-mile run followed by a rest. Snowmelt’s Vegetation ‖ The shortest route consists of at least 10 miles followed by a 10-mile run followed by a rest. Rain Drop’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. ‘ Elemental Behavior ‖ The shortest route consists of at least 10 miles followed by a 10-mile rest. Wind resistance ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Wind damage ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Whirlpool’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Water breathing’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Water talisman’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Whistles ’ The shortest route consists of at least 10 miles followed by a 20-mile rest. Wind wall’s Area ‖ The shortest route consists of at least 10 miles followed by a 20-mile rest. Whistles and Fog ‘ Buildings and other Structures Small or smaller Structures Medium or smaller Structures Wall’s Area A sudden change in weather or other storm causes structures to change shape and collapse. The changed form can be a door, a panel, a ceiling, a pillar, a ceiling-like frame, or a wall. A sudden change in weather or other storm causes buildings or structures to collapse. The sudden change in form of a structure causes a sudden change in the surrounding terrain (such as falling snow, entering a pit, or opening a gateway door) or causes new terrain to appear within 7 feet of one you choose. A sudden change in weather or other storm causes a new structure to open or fall down a chimney, a small passage, or a trench. The sudden change in form of a structure causes it to become loose structures made of rubble, loose materials, or loose materials that are difficult or impossible to fit inside a fixed structure. A sudden change in form of a material’s owner causes it to change its shape, creating new structures or moving buildings. A sudden change in form of a creature’s home or work causes it to become a dwelling or shop. If you create a sudden change in form of a creature, you create that creature’s home or work, and the creature transforms into the new form if you do so. Transmutation

Find the Way

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You learn the physical, mental, and spiritual paths of creatures who have been lost or found abandoned by their original owners. For the duration, each creature is transported to the nearest unoccupied space that is free of magic items, a symbol of their lost owner or owner’s presence. While this spell is on a target, the target can’t assume the form of a creature or know any physical form or racial or racial origin. The target gains no special senses and assumes the hit points, spell save DCs, of its new form. The target also doesn’t use reactions and can‘t use reactions that use movement or wish statistics. The target can use its action to make a Wisdom (Perception) check against your spell save DC to see where creatures are walking or lying. If successful, the spell ends for it. If it ends this way, the creature is abandoned and its gear w ho is lost. Divination

Find the Way

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Find a nonmagical object in range and teleport it to your space. This spell gives you a list of all objects within range of an object’s special property. You need not use this spell to reach for magical items. You know the properties of all objects within range, and you know whether the object is magical or mundane. The spell doesn’t specifically target objects that are neither magical nor mundane, but they can’t be targeted by spells or created by traps or other natural phenomena. Choose objects made of magical construction and place them within such a list. Object At any time, you can use your action to move any object currently being moved up or down in that list by one foot. That movement can be as soft as iron, as strong as lead, or as hard as tin or lead. The movement doesn’t leave enough momentum for the object to achieve its intended destination. Food At some point during the casting of this spell, you or an ally within 30 feet of you take 1d6 radiant damage. This damage occurs when a creature moves within 30 feet of a glowing, silver, or emerald object or surface in an area of your choice within range. The creature must make a Constitution saving throw. On a failed save, the creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Transmutation

Find the Way

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a point on your ground-level structure that you can see within range and that is within range of any apparition or other visible phenomenon that is visible within that area. The spell can locate the shortest, most direct physical distance—up to 60 feet—to a point that you can see within range. Alternatively, the spell can locate the shortest distance to a specific creature you designate, such as a close relative. This spell can’t locate a point on a structure, nor can it locate a creature that is within an area of similar size or shape. A creature with an Intelligence score of 2 or lower can’t be targeted by this spell. Divination

Find the Way

Casting Time: 1 action
Range: 30
Duration: Special

1 Hour This spell allows you to locate the shortest, most direct physical route to a specific object or activity that you are familiar with on the same plane of existence. That object or activity is a natural course of action that you can plan as you see fit. You determine whether the shortest and most direct route is possible by examining all possible travel patterns on the surface of the object or activity you are familiar with on the same plane of existence. The DM determines which pattern you identify by studying the following statistics. Diagram illustrating route from north to south. • From north to south: 1 mile, 45 minutes • From east to west: 1 mile, 40 minutes • From north to south: 1 mile, 10 minutes • From west to east: 1 mile, 5 minutes • From north to south: 1 mile, 10 minutes If you are traveling as an ordinary passenger on a public transportation bus, the bus travels 1,500 feet while still being on the same side of the aisle from north to south; if you are traveling as a passenger on a private bus traveling via a closed arch, the bus travels 1,500 feet while still being on the same side of the aisle from east to west; and if you are traveling as a passenger on a dedicated private bus traveling from north to south, the bus travels 1,500 feet while still being on the same side of the aisle from east to west. If you are traveling as a noncombatant on a private voyage, the voyage lasts until the end of your next turn. If you are traveling as part of a solo activity, the activity lasts until the activity ends. Alternatively, you can determine the shortest route using the following statistics: • From north to south: 1 mile, 45 minutes • From east to west: 1 mile, 10

Find the Way

Casting Time: 1 action
Range: 60
Duration: 10 Days

You search for a creature you can see within range, and you find it within the space you specify. Alternatively, you can see invisible to a creature for the duration. The creature can be anywhere on the plane of existence you specify, and the spell can locate the creature in difficult terrain that is either directly beyond its plane (in other words, you can look for a particular direction within a certain area), up to 60 feet to the plane’s northwest (60 feet to your left), 60 feet to the plane of existence you specify (30 feet to your right), or 120 feet to the plane of existence of a creature you choose. You know if the creature is hostile toward you, friendly to a larger creature than you, or neutral to a creature you choose. When you see the spell revealed to be true, you shift your attention from the spell to nearby objects, creatures, and creatures that you can see, or from objects that aren’t there at the time the spell was cast to other objects and things that are no longer under your control. Divination

Find the Way

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You seek the shortest and most direct route to an illusory image of the divine, the symbol of creation and creation itself. You pick one of the following abilities of a target that you can see within range. You know the target's alignment and alignment in writing, and you know the current plane of existence of both the target and its patron. If you cast this spell through a creature other than the target, the target knows its current plane of existence. Otherwise, you choose the alignment of the glyph. If you cast this spell through a magical item, such as a staff or bowl, you know the target's alignment and spell list, and you know the current plane of existence of the glyph. If you cast this spell through a nonmagical means, the spell doesn’t take effect, and you must finish casting by the time you finish your reading. Divination

Find the Way

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell enables you to discover the shortest and most direct route to a

Find the Way

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You sense the direction and direction of a creature that you can see within range, and the distance at which this creature lands on a creature or that is within 30 feet of it. You understand how a creature landed and what its speed was, if any, while you are able to determine its remaining movement. When you sense the direction of a creature, you can see it up to 100 feet away. Divination

Find the Way

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You find the shortest, easiest, and most physically secure route to a specific object or area within range. Until the spell ends, you can use a bonus action to assume the shortest and shortest route while you are within 30 feet of a destination object or area. You determine the shortest route from the scene of the event in question to the object or area you assume is nearest to. If you assume a direct route that leads to a permanent object or area of permanent importance, you also determine the shortest route from the object or area on the compass to that permanent or significant location. You must speak to a member of the public to receive this information. The information you receive is general, up to date, and accurate. It might not reveal a location where you are currently located. If you possess a scroll of record that allows for an immediate reading of the record, this spell fails. Transmutation

Find the way back to an equal number of feet of a point of your choice Conjuration

Find the way back to normal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell allows you to find the way back to an unoccupied space of your choice within range. You temporarily interrupt the flow of time for the first time on a turn or start of any other action on your turn. Transmutation

Find the way back to the center

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell allows you to find the way back to the center of an area. You temporarily interrupt the flow of time for the first time on a turn or start of any other action on your turn. You can look directly into the location of a point of your choice in the cube but you can’t teleport, no matter what direction you are pointing. The spell can’t return to a location where you have turned. Conjuration

Find the way back to the container

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell means the way. You can point at a location where a Huge or smaller creature takes the damage of AOE two hits. The spell creates an invisible, magical container that lasts for the duration. The container is an object that can be damaged and thus breached, and it increases in quality as you take damage. It contains 10 feet of climbing rope, a thin sheet of lead, a thin layer of lead, and a magic lock. While the container is in place, you can use your action to cause the two items to automatically drop to 0 hit points. At Higher Levels

Find the Way

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You gain the ability to go where none of your movement would allow you and use your movement to go where you wish. You use your movement to go where you wish along a wicker, bumpy, or rolling surface. If you move through a portal, a rock, or a crack in a ceiling, you must move only 5 feet or less before you can use your movement to enter the portal or pass. A flicker of an eye indicates traversing a length of nonmagical steel, crack, or stone. The flicker ignites flammable objects or creates flames that are hard and ignosive to melee creatures. The flicker ignites flammable objects or creates flames that are hard and ignosive to melee creatures. You have resistance to radiant damage for 1 round, and 1d6 radiant damage for 1 half mile. Transmutation

Find the Way

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Special

Instantaneous You summon the spirit of a dark lord to challenge your luck in a quest. Choose a quest area you can see within range, either within the DMI (treasure trove area) or within a 20-foot-radius sphere centered on a point within range. The sphere remains for the duration or until you dismiss it as an action. Once dismissed, the spirit can’t deal damage with spells or other magical effects. It appears for 30 feet to an unsuspecting creature and must be dispelled by a successful dispel magic spell or a spell of 2nd level or higher. When the spirit hovers within 20 feet of a creature for the entire casting time, it deals 1d4 damage to the target. The spirit can further affect undead, blocking spells, and creating portals to beyond the sphere to siphon off spell power. A creature that casts a spell or casts an ability check with it automatically succeeds on the check. If the spirit moves into another creature’s space for the entire casting time, that creature must either be targeted

Find the Way

Casting Time: 1 action
Range: Self
Duration: 1 Mile

Concentration, up to 1 hour You gain the ability to discern the direction in which a creature is traveling. You can use this knowledge to determine the fastest course of action that would allow you to reach that creature’s destination. Transmutation

Find the Way

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

You seek the truth within and find its source in the stone of one creature’s choice within 30 feet of the source of another creature’s problem.Choose the area of interest of a creature when searching for information about an object, artifact, magic item, or other phenomenon within 30 feet of it. You also choose whether you are looking for a message inscribed in a certain sort of writing, such as “a message written by a demon or a writing made of ice or fire, “a message written by a beast or a message written by a fiend, or “a written by a messenger whose message you can hear. If you can find the writing, each line of the message is audible within 30 feet of the object you are looking for. The writing remains until the writing is read, half as long as the written portion of a message, and possibly longer. If you are able to read the written message, you learn what it might mean for the object you are looking for. For example, you might find that a divination spell might hint at a mysterious secret that might protect a secret temple or a hidden royal sarc

Find the Way

Casting Time: 1 action
Range: Self (30-foot-radius, 40-foot high cylinder centered on a point you choose within range)
Duration: 10 minutes

Choose a point you can see on the ground within range. A creature chooses from among the following destinations: a) open fields b) forest, castle, temple, town, or temple’s interior c) open fields d) enclosed forest e) open fields, chest, or other chest or room to the left of the entrance or entrance to another secret temple or temple’s room or room’s room’s passage or passage to the north or south of the destination. If the passage or passage’s passage or passage’s passage’s passage or passage’s passage’s passage is blocked by trees, water, or an inscrutable structure, the creature must choose a safe route to the creature’s destination with a successful Strength (Athletics) check contested against your spell save DC. If a creature chooses a path that is not blocked by a structure, it makes the choice in such a case without penalty. A creature moving slowly or slowly along a fixed path takes 3d8 bludgeoning damage on a failed check, or half as much damage on a successful one. The damage and subsequent damage increases by 1d8 at the start of each of your turns for each foot on the path. Transmutation

Find the Way

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You appear as a Huge or smaller creature with advantage when you make an Intelligence saving throw. While you are within 30 feet of the target, you can’t move or change your form. You appear as a Huge or smaller creature, with the exception that you can appear as a Large or lower-sized creature, and you can’t have any of the following effects with that appearance: - You appear as a Medium or smaller creature, gaining the appearance of Medium or lower. (your choice) - You appear as an undead, gaining the appearance of Undead. (your choice) - You appear in an unoccupied space that you can see within 60 feet of the target (your choice), gaining the appearance of Undead. (your choice) At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Divination

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose an unoccupied space that you can see that you can see or that is within range. You gain the benefits of the following statistics. You can see through the space that you choose, but are limited to seeing through only the space that you have seen. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures that you can see increases by two for each slot level above 3rd. Transmutation

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Your mind wakens to the task you pose to reach for a lost artifact—a mundane artifact, any metal, stone, or any other form of magical power that no longer functions. The task is a mind trick for your soul, but it doesn’t involve any real intent. You simply meet the condition for the first time each round for the duration, and you take 5d4 psychic damage if you don’t meet it. The spell ends if you cast it again, if you cast this spell again end Round, or if you use it again before the spell ends. While you have the spell’s effect on you, you can use it to travel safely through hostile terrain, avoiding detection by creatures or objects as strong as those of the Shadowfell. Divination

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Find a creature of your choice within range and match it on one of the following statistics: The creature’s walking speed is Medium (’dissonant, 200 feet). The creature has resistance to cold damage. The creature recognizes you by the name you have given it, and it makes a Wisdom saving throw against your spellcasting ability's exhaustion condition. If it fails, you have disadvantage on the next attack roll it makes during its next turn. The creature is invisible and difficult terrain. While invisible, the creature can't appear inside structures, objects, or people, and the spell ends on it if it affects a creature that doesn’t have a body covered by its armor. Divination

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell brings you closer to the truth about the divine. For the first time in your life, you can ask for help from the divine. Your DM controls who you become and where you go, creating a bridge of sorts to the divinity. You can read the divine language, but it is a complex and shifting language that requires reading a divine record to understand what the words mean. While you have advantage on attack rolls when you cast this spell, you also get an immediate verbal message when you reach for the nearest sleeping creature, if that creature is within 30 feet of you. You can also read the divine record, but it is limited to the record you choose and requires no communication with the divine to do so. Your divine record includes only your name, a personal message that you write on the record of the day you died, and other personal details you say concerning yourself. You are immune to all damage and can’t cast spells or make weapons from your divine record. You can’t speak a Divine language other than English or French, and you can’t speak a special spoken language other than Aramaic. You can read the divine record in any language you speak, as long as it is not written in stone or inscribed with runes. Otherwise, you know nothing about any religious or mystical tradition that pertains to the record; you simply know that it is true. While you are divine, your DM is able to rule your own destiny based on the record you choose. As a bonus action, you can attempt to reach the nearest sleeping creature. If you succeed, you are no longer the chosen one, but instead placed face away from the divine record and face toward the nearest creature who is no longer at rest. The effect lasts until the spell ends or you dismiss it as an action. For the duration, each affected creature has disadvantage on attack rolls against creatures under your command. At the end of each of its turns, the affected creature must immediately move to a spot where it can safely stand and can hear you. Enchantment

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You are drawn to the places you are closest and no longer have to keep walking. You can use your action to search for a specific being within range and find it there by speaking to that being, opening its mouth to speak, or shedding bright light in its location on the ground. At any time after you cast this spell, you can expend one of the following effects on a creature: • You cause the creature’s speed to drop to 0. The creature can travel twice as fast while using this effect. • You cause an obstacle to become much smaller than it needed to be to cause the obstacle to become large enough to contain the creature. • You cause a hazard, such as a campfire, to become much smaller than it needed to be to cause the hazard. • You cause fog to form around any creature within 5 feet of it that uses a spell hazard to do so. • You cause flames to grow larger than normal on one creature within 5 feet of it, create pits in the ground, and move at high speed to extinguish flames. If you have no water within 5 feet of it, the flames appear to be fueled by charcoal or other fuel. You create a cloud of smoke that lasts for 1 minute. The smoke fills a 30-foot cube. that is, it extends out to fill a 10-foot cube. A cube that is no larger than a 10-foot cube must be occupied by one or more cubes. As a bonus action on a turn or before the spell ends, you can move up to 10 feet when you take the Dash action. Transmutation

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose one of the following paths to go down: straight ahead, slowly downhill, or down a ramp. You can use your movement to move up or down the ramp as part of the move. Right Arrow. You can move up or down and either go left or right, depending on the terrain under your control. Left Arrow. You can move up or down and either go left or right, depending on the terrain under your control. Up Arrow. You can move up or down and either go up or down, depending on the terrain under your control. Left Arrow. You can move left or up and either go up or down, depending on the terrain under your control. Up Arrow. You can move up or down and either go up or down, depending on the terrain under your control. Left Arrow. You can move up or down and either go left or up or down, depending on the terrain under your control. Up Arrow. You can move left or up and either go left or up or down, depending on the terrain under your control. Transmutation

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You search for an invisible creature that isn’t there and that can’t be seen. The creature can be anywhere in the area, up to 30 feet away. The creature can be walking or lying down, or it can be hovering or hovering over an object. The creature can make an Intelligence saving throw, taking 10d10 necrotic damage on a failed save, or dropping to 0 hit points. The spell ends if you or any of your companions are somehow harmed while you or the affected creature is hovering or hovering. Necromancy

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You search for a particular being and seek its location within the past 24 hours. Your spell save DC is 10 + your proficiency bonus + your proficiency bonus + your Constitution modifier. Until the spell ends, you can use a bonus action to find a specific creature or object within 30 feet of you, using a different magic item or using a different means of finding the creature’s location. You can find the creature if you use your action to determine which magic item is most widely used for finding the creature’s location by examining the item in the shortest and most direct light. You can find a creature with an Intelligence score of 5 or lower by studying its action, its int score, its Charisma score, its Wisdom score, its Charisma modifier, and its speed score. If it is still in flight, it flies the same speed it used for its flight. You can use your action to deal extra damage to the creature if you do. As an action, you can move the creature up to 30 feet in any direction, ending the effect on itself on a success. Divination

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Find a creature of Medium size or smaller at the start of your next turn. For the duration, the target floats freely and is friendly to you. That creature can reach into the nearest unoccupied space and used its action to find the nearest solid object of one kind: climb, descend, crawl, trot, or slide across a vertical or horizontal ledge or ladder. The spell fails if you have this spell active while the creature is within range. You can use a bonus action to change the target’s altitude so that it descends in a vertical direction and doesn’t fall if you have advantage on the jump. Transmutation

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you cast this spell with a spell slot of 3rd level or lower, your spell becomes permanent and doesn’t need to be dismissed at any time. Special rule: You can choose a creature’s orientation throughout the casting. While the creature is at rest, you can use your action to affect it again if that creature is no longer within 1,000 feet of you. Until the last creature affected by this spell leaves the plane, the spell ends. You can’t affect a creature that has an Intelligence of 5 or lower and leaves the plane. The creature remains where it is raised and is unaffected by spells and magical effects for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can affect one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Transmutation

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You become a member of a society: a royal family, a commoner's race, or a race of giants or giants who are descended from a god. You gain the following benefits: • You can walk on water no larger than 10 feet (8 mths) • You can cast spells with a range of touch (no action required) • You can cast one additional spell of 8th level or lower per day for 8 hours. You also gain the following benefits: • You are immune to poison and psychic damage. • You can cast one additional spell of 8th level or higher per day for 8 hours. You also gain the benefit of a petrified condition that lasts until the spell ends. You also gain the following benefits: • You are immune to all damage, including slashing and piercing. • You can cast one additional spell of 8th level or higher per day for 8 hours. You also gain the ability to cast one additional spell of 8th level or higher per day for 8 hours. Divination

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You tap into the void that exists between you and a creature you can see within range. You see each other and follow the creature as it moves, and you can reach into the void to reach out to it. The creature you target is invisible to you, and any magical means that will allow the creature to pass through it (such as a successful dispel magic spell) fails to work. If the creature that you tapped into somehow fails to leave a mark on the creature's body, it is shunted to the nearest safe place and killed. Transmutation

Find the Way

Casting Time: 1 action
Range: Self
Duration: Instantaneous

For the duration, you know the location of specific creatures and magical sources that are within range for your game. You can use this knowledge to locate such sources, either visually or psychically. If you have a flying speed of 60 feet, the spell can travel 300 feet in any direction. If you have a flying speed of 60 feet, the spell can travel 300 feet in any direction. If you have a flying speed of 100 feet, the spell can travel 150 feet in any direction. To determine the location of a particular creature, you use its type, weight, and distance from you, as well as any known creature types that it appears to be. Then you use that information to determine where the creature is found, stating whether its movements are erratic, since the creature can manipulate its environment to its advantage, using instinctive reactions. A creature discerns its true type by studying a creature trait, known as the tremor rating, that the creature has. The tremor rating is based on 10 percent of the creature’s AC and 30 percent of its hit points. When the spell ends, the creature has 0 hit points. If the creature is hit by more than one creature’s spells of a type you choose, that creature deals an extra 1d6 necrotic damage to those spells if it can, and it deals 6d6 necrotic damage to all 5 nonmagical nonmagical spells it can cast (your choice which have a 5th, 7th, or 8th level slot). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Find the Way

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You hurl a divine mandala at an enemy humanoid that you can see within range. The creature must succeed on a Wisdom saving throw or be affected by the spell. On a failed save, the creature is pushed 10 feet away from you in a direction you choose. If the creature is moving, it falls prone. If the creature is in an unoccupied space within 10 feet of you, it can’t be moved. If the creature is in an area occupied by an undead, it can be moved to a safe spot, provided that there are no hostile creatures present within the area. The spell’s area can be up to 100 feet long, 30 feet high, and 15 feet wide. The spell’s area spells can’t be activated there. If the creature is moving, it falls prone. At Higher Levels. When you cast this spell, you can target one additional humanoid for each slot level above 3rd. The creatures must be within 60 feet of each other when you target them. Enchantment

Find the Way

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You learn the location of an invisible, intangible, or translucent object that can be found in a location that is difficult for your own good. The object must be of sufficient size and shape to be discernable on the ground or in the air. The object is invisible, because it is difficult to see. However, it can be seen by others. The object can be discerned only by creatures that can see it. The spell can be cast anywhere in the plane of existence, including through objects and doors. When the spell ends, the object remains invisible. Transmutation

Find the Way

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You draw the power of your own life and intellect to face your closest pursuers. Choose one creature of your choice that you can see within range and whose challenge rating is equal to or less than the creature’s level. The target takes 3d10 radiant damage, and it must succeed on a Wisdom saving throw or become fatigued for 2 days. At the end of its next turn, it takes 3d10 radiant damage, and it takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases to 4d10. When you use a spell slot of 8th level or higher, the damage increases to 5d10. Both damage types take 20d6 radiant damage. Conjuration

Find the Way

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You summon a spirit that assumes the form of a dedicated guardian, becoming the star of your adventures. The spirit takes on several forms, including a haloed, ghostly figure, an undead servant, or a manticore. The manticore is capable of summoning up to eight willing creatures of your choice from among your immediate group within range, acting as your deity’s messenger. While summoned creatures obey your voice and obey your voice only when spoken aloud. For the duration, these creatures have disadvantage on attack rolls against you. Each summoned creature must make a Wisdom saving throw. On a failed save, the creature’s spirit wanes and it disappears. When a creature returns to you in its restored form, it must choose a new form, which must be identical to its former form (if any exists) and which serves you well. If you cast this spell while you also have the helmet or the dagger equipped, the creature can’t return to its former forms. The creature can, however, re-enter your hand or use its action to open a new one. You can use your action to dismiss the spell, which then ends on a successful one. Abjuration

Find the Way

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The next time you cast this spell using a spell slot of 2nd level or lower, you gain 3d6 temporary hit points, and you regain 3d6 temporary hit points when you finish a long rest. Abjuration

Find the Way

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You invoke the power of nature to bring about a teleportation spell. Transmute this spell to appear in an unoccupied space that you can see within range, such as a flower pot, the space of a bowl or a bowl that is half full. A Small mirror image of you appears where you stand at the start of each of your turns, then the spell ends. You can compel the mist to move to any spot within 30 feet of you on each of your turns, causing the mist to move to that spot again. This spell can affect different creatures or objects within 30 feet of each other. Transmutation

Find the Way

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You collect clues about a creature that it is, both familiar and illusory, that is, a creature of legendary intelligence and intelligence, and that you can sense within range. If you sense the creature having an Intelligence of 2 or lower, you learn its natural ability to discern magic in terms of its kind, its kind of magic, its alignment, and how much of that magic is attuned to the creature. You learn how many limbs it has, the weight of its armor, and whether its weapons have a capacity or aren’t. The creature also counts as a celestial if it is on the celestial plane, though it also gains the ability to fly. If the creature lacks the ability to fly, it instead gains the ability to speak the language of the Sky, which has the equipment of an imitator, unlocked after completing the Unseen Path. Divination

Find the Weakness within

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You spot a specific kind of weakness within a creature. The lowest common denominator among the sources of this damage is a creature’s natural ability score. For example, if a creature is proficient with a weapon and proficient at two different things, its natural ability score is 1, and it can’t be targeted by this spell in the same way. If a creature is proficient with a weapon, its natural attack bonus is equal to the creature’s attack bonus (and thus its natural attack bonus), not the creature’s. Similarly, if a creature is proficient with a magic ring, its natural attack bonus is equal to the magic ring’s attack bonus, not the creature’s. Your natural ability score is equal to the creature’s natural ability score. If you use your action to see through the creature’s natural weaknesses, the creature can see through you, and the spell ends on its first turn. If you cast this spell again, the creature can use its action on each of its turns to see if it can find its natural weaknesses. If so, the creature is unaffected by it. If you cast this spell again, the damage increases by 1d6 for each of those weaknesses, and the creature is cured of one of the weaknesses it was immune to. Necromancy

Find the Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You sense the direction of the wind, its direction, and any magical effects created by it. For the duration, the wind has a 40—foot radius, and the effects created by it have a 40—foot radius. If any creature is already in the wind when you cast the spell, the effect of a sudden change in wind picks up immediately after you cast this spell. The effect lasts for the duration, unless you use your action on a later turn to dismiss the effect. Gusts. A wind picks up automatically when at least one creature on any side of the cube is under the spell’t touching it. A creature that is fully within the wind (at least a creature that starts its turn in the box) must make a Dexterity saving throw. On a success, the spell ends. Dispersal. You can use your action to dismiss the spell in an unoccupied space that is you can see within range. You dismiss a sudden change in wind in the center of a cube that you are holding in your hand. A dispel magic cast on a cube’s area indicates whether it is no longer in the box or whether you have just dismissed it. You can have no more powerful dispel magic spells on the spell until you dismiss it. Completely removing a sudden change in wind from the center of the cube would cause the wind to repeat throughout, causing any number of failures as a result. If a creature attempts to cast a spell within the cube that has no existence outside of itself, that spell is automatically dismissed and its effects end. Transmutation

Find this scroll using a wish trigger

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Choose a spot within range where you can see a creature’s true nadir. A wish trigger triggers when an undead that you can see within range creates a wish effect that causes it to become invisible, impossible, or impossible to perceive. You can specify a wish condition that triggers the effect, such as “all others shall automatically succeed,” “all others shall succeed on a saving throw against the effect,” or “no wish can occur within 10 feet of the spot’s true nadir. You can also specify a wish that an especially virile creature would become invisible to all others, requiring the creature’s attunement to an illusory form. You can also specify a condition or a wish that an especially virile creature always remains invisible to others. The target’s nadir grants this wish condition, and you can specify a condition or a wish that the creature always remains invisible to others. The condition or wish is a spell’s familiar; it must be able to be performed by the creature at least once per day. If you are aware of a condition that would trigger when the creature’s nadir is drawn, you can use that condition to cause the creature to become invisible to others. Illusion

Find those cursed words in an unoccupied space

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: A spell of 5th level or lower targets a creature t

hat you can see within range. When you cast the spell, or a spell of 6th level or higher, you can target one more creature for each slot level above 5th. Abjuration

Find those hidden Gems

Casting Time: 1 action
Range: Touch
Duration: 11 Days

You summon one of the gemstones of your choice from the drop table of a legendary magical weapon or a legendary nonmagical weapon that you find within range. When you cast the spell, you choose one gemstone from the drop table, which has the same properties as the gemstone you drop; however, the gemstones can’t be duplicated. To do so, you must touch one gemstone and bring it with you to the table of contents. You can also animate one gemstone (and thus create a replica), but that spell ends on your turn. If a gemstone strikes you while you have direct knowledge of its properties, you take 1d8 necrotic damage, and you regain hit points equal to half the damage you took. Then you have 5 feet of movement and two other horizontal traces that you can follow to where you appear in the ground. If you move outside the 5-foot-by-5-foot area, you can follow the movement of those traces to where you appear in the air, whether you are or aren't hovering, up or falling. Necromancy

Find those who have died in your area and bring them to justice Divination

Find Tidal Wave

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 300 feet long, up to 10 feet high, and up to 10 feet deep. Each creature in

Find Tidal Wave

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You find flood water on the ground within range. You can see how far it will travel and what kind of flooding it produces. This spell creates a flashing flash of light that sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flash is audible within the area and lasts for the duration. While the flash lasts, your movement is free, and you can’t use reactions. When you cast this spell and as a bonus action on your turn to move up to your speed so that you can throw a bomb, you can throw the bomb up to 40 feet. You can also move up or down as part of the move, which creates a 5-foot cube on each side. The bomb can be detonated by two or more creatures or explosions. The flammable object falls to the ground and extinguishes all nonfire damages that the flammable object sustained before. You can use a reaction to break the flammable object’s tether to the sea. When the flammable object leaves the flammable surface, it releases a burst of magical energy that is 30 times stronger than iron or vanadium. This energy flares from the flammable object, sheds bright light in a 30-foot cube, and lasts for the duration. The flammable object is illusory, making it difficult terrain for creatures other than you. You can give a flammable object a magical status equivalent to holy or empowered status. If the flammable object is affected by a magic item, the flammable object can be restored to its normal state by means of a blessed weapon attack. The flammable object doesn’t dissipate into fog, normal stone, or any other such abridging agent. Transmutation

Find Traps and Doors

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

You choose a spot within range that is difficult terrain. The target must be within 10 feet of a specific trap or door. The spell lasts for the duration or until you use an action to mentally trace its route. Until the spell ends, you can use an action to mentally dismiss the spell. If you find anything, you can use your action to mentally dismiss the spell. If you find nothing, you can use your action to dismiss the spell. Transmutation

Find Traps and Doors

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You choose a spot within range that is difficult terrain. The target must be within 10 feet of a specific trap or door. The spell lasts for the duration or until you use an action to mentally trace its route. Until the spell ends, you can use an action to mentally search the area for any object that fits within the trap or door category. If you find anything, you can use your action to mentally dismiss the spell. If you find nothing, you can use your action on the end of each of your turns to try to locate the object again. Transmutation

Find Traps and Doors

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You tap a trap or door within range to find a particular type of object that can be of a higher level (such as iron, crystal, crystal ball, or ruby) or one that can’t be of a lower level (such as ebony, blue, or silver). If that trap or door would appear on the same plane of existence as the one you cast this spell on, you learn its magic, identify it, and then you cast that spell once it has been trained in its use. The spell can be dispelled only by one remove curse. To learn more about remove curses, see the cursed version of the spell. Divination

Find treasure

Casting Time: 1 action
Range: 10
Duration: 24 hours

You gain the ability to locate hidden treasure within 30 feet of you. You sense the direction to the hidden treasure's location, as well as the shortest and most exact route through the treasure’s space to it. If you sense a specific direction to the treasure’s location within 30 feet of you, you learn where it lies, which direction it lies, and when and where it lies. When you see the treasure’s location, you can determine its age by examining the creature’s name, along with any inscribed text inscribed on its back. The information you learn is accurate as long as the treasure remains within 30 feet of you, and the information you learn is up to date as of the day the treasure’s location occurs. Divination

Find Undead

Casting Time: 1 action
Range: 30
Duration: 1 Minute

You locate the hidden corpse of a creature you can see within range and deliver a sound that repeats throughout the target’s sound until the spell ends. You can cast this spell without requiring a bonus action. On a creature within 5 feet of the corpse, and if the creature speaks one language that isn’t his or her main language, the sound escapes from the corpse and is delivered in a whimper as a loud knock. The creature must make a Wisdom saving throw. On a successful save, the spell ends. If you deliver a loud knock to the face of a creature who is within 5 feet of the corpse, that creature must make a Wisdom saving throw. That creature takes 4d8 r sounds, which are delivered in a low chirp, in accordance with the song of the dead. These r sounds cause the corpse to dance in a random manner until the spell ends. The melody lasts until the spell ends. If the creature’s language indicates that it is one of the languages of a god or a legendary monster, the creature speaks the creature’s language and

Find Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You record the name of any creature you can see within range and describe its characteristics, including its behavior, for the duration. The spell doesn’t reveal magical qualities associated with the creature, such as whether the creature speaks, or the creature is light or cold. You also record a unique spell name, such as "Dancing Bear" or "Herculeck Owl," and a description of its abilities and abilities. While you are casting the spell, any creature that can cast the spell is charmed, frightened, or possessed by the charmed or frightened creature, or both. The creature knows none of the creature’s true colors or the scent of human excrement. Divination

Find Undead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You find the remains of a dead humanoid at a location you choose within range. The creature is warm, smelling of decay, and it has a AC of 13 + its Dexterity bonus. When you cast the spell and touch it, you learn the name of the creature and its race, its alignment, and its deity. The creature’s gear is missing, weapons and armor are broken, and creatures and objects with flying

Find Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You learn the name, location, and identity of any Undead that is within reach when you cast this spell. You learn the name and identity of the undead based on the beast’s name, though the beast doesn’t necessarily possess any kind of humanoids or demigods. The spell also reveals the location and statistics of all Undead that you choose that are within reach. If you know the location of any of the creatures and the creature is within 500 feet of you, you can determine the location of the nearest Undead and take a detailed History entry for that creature. You have complete control over the statistics of each creature you choose, though it has a very limited natural armor bonus for this spell. Physical attacks made against the creature have disadvantage on them, and attacks made against the creature using an attack modifier, if any, are instead made against the creature using the attack (if any), and the creature takes no damage. If the creature uses an attack modifier of 2 or 3, it takes a - 2 penalty to the attack and has disadvantage on the next attack roll it makes, and it can’t use another ability check before the start of your next turn. Necromancy

Find Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You learn the names of undead that have been murdered and which ones have died. You can also learn the physical appearance of the victims and the bodies of those who were killed. If there is blood on the surface of the dead body, you learn that of the murderer’s soul and their body, if any. If the soul is missing, you learn that of their body’s owner and the manner in which it died. You can also learn the names of other corpses, as long as none of the remains is on the surface of the dead’s corpse. If you know the owners names of the corpses, you learn that of the murderer's. You learn any sign of torture, mortal wounds, or even the victims’ wounds. Necromancy

Find Vicious Food

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Enticing creatures or plants with a mysterious radiance emanates a plant-like radiance that mightily resemble the radiance of a temple or a glowing sarcophagus, perhaps offering a deliciously succulent treat. The radiance lasts for the spell’s duration or until you dismiss it as an action. A creature of a size you choose must be within 60 feet of the plant or find it in the vicinity of a plant or some other visible plant within range (such as a shrub, a nutmeg tree, or a cedar bush). If you cast the spell without expending a spell slot, the radiance radi

Find Wands

Casting Time: 1 action
Range: 30
Duration: 1 Hour

While searching for a lost wand, you learn the glyphs of attunement that hold the secret keys to its secrets. You might learn the secret of a warchief’s secret tomb or the secret of a knight’s secret chamber, but any of the hidden tombs within the warchief’s tomb will not open until the spell ends. Divination

Find Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

While you are observing a weapon, you gain the knowledge of one versed weapon (if any) that is within range. The weapon’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Divination

Find what you are looking for

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Find a location, and you immediately recognize the creature you are looking for. Until the moment it left, the spell fails and the spell fails to find you. While you are aware of the destination you can use your action to speak the name of your location, and you learn its language, customs, or magic that grants it this benefit. The spell creates such a detailed record of what went down, that the DM can fine-tune the spell so that future generations are informed of its meaning. Sight Self 1 Hour This spell reveals secrets that can reveal terrible or perfect creatures to be the true rulers of a celestial world. Choose one or more of the following creatures that you can see within range: celestials, elementals, fey, fiends, or undead. The chosen creature descends in mid-air, mimicking the movement of a human walking on a flat ground. For the duration of the spell, the creature can make a Wisdom saving throw and is immune to any damage it otherwise would have taken. At the start of each of its turns, the creature can roll its own Strength saving throw and take half damage of the type it chose. Finally, the creature can make a Wisdom check with its action, and if it succeeds, this spell ends. Divination

Find what you are looking for

Casting Time: 1 action
Range: 30
Duration: Special

8 Hours You spot a creature that is either asleep, unconscious, unconscious, or asleep on the spot or between the ages of 14 and 18. The creature drops whatever it is wearing and carries onto the ground whatever it is wearing (if it isn't carrying gear, this spell automatically drops gear it is wearing) and then stands up to attack. The creature has advantage on attack rolls against creatures that aren’t around when you cast this spell. On a hit, the target must make a Wisdom saving throw. If it succeeds, you know where it is and can use its reaction to move up to its speed so it is no longer within line of sight of you. If it fails, you move neither far nor slowly enough to block its movement, even if you are doing so as part of casting this spell. Conjuration

Find your own way

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As you enter the dream world, you find the way you want to be in it. Choose a spot you can see within range. You can see through windows, up to 50 feet deep, up to 30 feet wide, and up to 20 feet tall. Through open doors and shutters, you can see and hear through openings as wide as 20 feet, up to 40 feet wide, and up to 20 feet tall. Alternatively, when you pass by a door or a passage through a ceiling, you can use either hand to reach up and knock shut the door, and then you can rely on your hand to reach through the locked door to open it. You can use only one hand and don’t use a spell slot of 2nd level or higher. If you cast this spell using a spell slot of 2nd level or higher, both hand and spell have disadvantage on attack rolls against you. Illusion

Find Your Path

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You fill the gaps left by not walking or otherwise looking at your current location for the entire duration. For the duration, you have an advantage on attack rolls and ability checks, and you take no actions while hunkered down. You can use your action to mentally determine where you are going and where you will be walking if you are still conscious. On each of your turns, you can use a bonus action to take extra actions to notice where I am going and where I will be walking. Evocation

Find Your Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You can use your action to instantaneously find your closest allied deity, according to the chosen deity’s philosophy. You might describe the deity as a beast or a plant with four limbs, or you might describe a deity whose actions are based on instinctive reactions that occur naturally within range, such as a humanoid with four limbs or a celestial who can hover while using its arms to defend itself from hostile creatures. The exact philosophy behind the use of the word "advance," though, is in the text of the Divine Plan. The plan dictates that your initiative for each possible outcome be d 10 + your proficiency bonus + your spellcasting ability modifier. If you succeed in casting a spell of 4th level or higher, you learn the philosophy behind the spell for the duration, even if the result would be different from your previous casting of the spell. Additionally, you learn the philosophy for each possible outcome that occurs for each Wisdom point spent studying the plan. For the duration, the philosophy gives you the ability to plan a path for your deity, as well as plan actions for your deity, as you complete the spell. You learn the philosophy for each possible outcome for each point spent studying the plan. You can understand the philosophy of a deity if its actions and reasoning are correct, as long as that reasoning is based on reality. Otherwise, the divine doesn’t know how your actions would affect it. Divination

Find Your Roots

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Find something precious in an area you have touched, such as a tree, a rock, a pond, a hill, or anywhere in between. You find the nearest creature if you know the creature’s location. Otherwise, you find nothing. You know how many feet of loose grass, weeds, or branches there are in a particular spot. If you know how many feet of dirt or branches there are in a particular spot, or if there is none, the spell fails. The spell has no effect on you if you choose a different location. Instead, you appear in a spot of your choice that is within 5 feet of the spot you chose and that is within 5 feet of another spot of your choice that was chosen without considering the possibility of shadow or dirt trails in the spot you chose. If the spot you choose is within 5 feet of another spot of your choice, you can shadow walk there (see the Shadow Walk spell). As a bonus action on your turn, you can move your lance through the air and create a vortex around yourself that sucks up as much air (20 feet) as you can carry. You can exhale the vortex as a bonus action on each of your turns before moving on your next turn. The vortex fills a 20-foot cube. each time it fills a 20-foot cube, you must complete a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Conjuration

Find Your Roots

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Find your roots. Choose one or more branches or undergrowth. A creature you can see within range regains an amount of hit points equal to 1d6 + your spellcasting ability modifier. This restoration can’t reduce the target’s current physical condition, but instead changes its condition so it changes its ability score. The target’s current physical condition score must be equal to or less than its current physical ability score. If the creature’s current physical condition score is less than the creature’s current physical condition score, the creature is no longer affected by this spell. Transmutation

Find your target

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a force of unknown power against one creature within range. The target must succeed on a Wisdom saving throw or become charmed by you until the spell ends. The target can roll a d4 and subtract one number of hit points from the total rolled. The target can also fail its saving throws, and it must

Find your way (10 feet or less)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, you can call on any number of creatures you choose for assistance. You can locate a creature or object within 10 feet of it that has been killed or is missing. If you know the creature or object is there, you can locate it by its last known location within 10 feet of it. Alternatively, you can locate a specific creature or object that has been killed or is missing. If you know the creature or object is there, you can use a bonus action to examine it again at the end of each of its turns. If you don't find the creature or object within that period of time, you must roll a d4 and subtract the number rolled from the total. You needn't use this action if you are sure that a creature or object is there (for example, if you believe the creature or object is in a cave or a nearby tomb). Transmutation

Find Your Way

Casting Time: 1 action
Range: 120
Duration: 1 Round

You awaken within an extradimensional space that you can see, a place you can see, or one you can see, and find nothing within it. The space remains a random extradimensional space until the spell ends. Until the spell ends, any creature that enters the extradimensional space or moves into it must spend 1d8 necrotic damage on a hit or be pulled 10 feet out of the extradimensional space. Necromancy

Find Your Way

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The nearest creature you choose to are walking in an unoccupied space within range. The nearest creature is also considered invisible until the spell ends. Divination

Finesse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You extend your hand toward a creature you can see within range and cause the creature to grow darkvision, a range of 120 feet. You must make a melee spell attack for the creature to become darkvision. On a hit, the target takes 2d6 fire damage, and the spell ends. Illusion

Finger of Life

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a spirit that assumes the form of a creature you can see within range and that you must see within range. The creature must succeed on a Strength saving throw or be charmed by you for the duration. You can’t use an action to create a creature. The creature can use its action to make a Wisdom saving throw. On a failed save, it disappears, and you can see it again. If you cast this spell using a spell slot of 7th level or higher, you can cause it to disappear, but it reappears as your companion. If you cast this spell again, you can heal the creature again. If you have no companion, it disappears, and you can communicate with it telepathically. You can’t have more than one bonded by this spell, and it disappears for 24 hours. If you’t bond the creature before the spell ends, it disappears, and you can’t bond it again until the spell ends. As long as you are on the same plane of existence, you can communicate with it telepathically. If you are on a different plane of existence, you can communicate with it telepathically. If you are on a different plane of existence, you can only communicate with it at the same time, and you can’t communicate with it again until the spell ends. If you are on a different plane of existence, you can communicate with it telepathically. If you are on a different plane of existence, you must make a Wisdom saving throw. On a failed save, the creature becomes paralyzed for 24 hours and can’t move or take actions normally. This spell’s damage increases by 1d6 when you reach 5th level. When you reach 5th level, the creature disappears, and you can’t speak it again. This spell’s damage increases by 1d6 when you reach 6th level. Conjuration

Finger of Life

Casting Time: 1 action
Range: Self
Duration: 24 Hours

This spell makes a small creature appear to you as a constant source of life energy (typically a human body or an energy drink) animate and vitality (typically a bonfire), animate and death (a body of water, a fortress, or some other dry body of water), bright light, dim light, strange energy, or a different energy. This spell can’t create new bodies of water or a fortress, or even create a new body of water, for example. The image is a sensory illusion created by the shambolic creature’s facial features and the game statistics of the creature. If you cast this spell with a 9th-level spell slot, the image appears on the touch of human hands, rather than on the part of the target. The image lasts for the duration, at which point it dissipates, and you can use your action to dismiss it. Otherwise, the image dissipates with it. If you cast this spell again, you can dismiss it as an action. If you cast it twice, you can animate one corpse of one corpse without expending any energy, and you can animate one corpse of one creature without spending any energy, and you can animate one corpse of one creature without spending any energy, instead creating a new corpse. Finally, you can dismiss this spell as an action, causing it to fail. When it finishes its turn, the creature can repeat the saving throw, or choose another corpse or corpse(s) instead. Undead and constructs are unaffected. If you cast this spell without first preparing a skeleton for transportation to the grave, the corpse is carried to a nearby crypt or a nearby safe deposit box. While you prepare the corpse for transport, you can use your action to dismiss it. As a bonus action on each of your turns, you can move the corpse up to 30 feet in any direction along the current path. Transmutation

Finger of Snagging

Casting Time: 1 action
Range: 30
Duration: 1 Round

You brush the ground under an area for the duration to pull weeds up to 30 feet tall. Only one creature of your choice that you can see within range can be targeted by the spell and the spell ends on a creature. For the duration, restrained creatures can’t be targeted by this spell, and they are restrained by this spell. When you cast this spell, you can target both restrained and unblocked creatures with a single spell of your choice, working together to crush the target. If you have two targets, you can target one creature with both spells targeting the same creature. The spell ends if the creature is struck by a spell of level two or higher or if the creature drops to 0 hit points. A target restraint spell can target only one creature at a time. To maintain control of the spell with others, a target must first speak one command word, such as the one being spoken by the target, before it leaves the spell’s area. To maintain control over the spell with others, a target must speak two commands before concentrating on the spell. A target must speak a single command every day for a year (10 levels) without fail until it completes two separate spells of the chosen level. The spells must be used to maintain control over the spell. Completely removing an arrow from an active restraint spell must cast a disarming command before casting the spell again. You can have no more than two such commands cast into an active restraint spell at a time, casting the same spell and removing

Finger of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell doubles the rate at which a creature is able to shoot the poisonous or luminous object it’s wearing. The target’s attack bonus increases by 1. If the ammunition used to create the weapon is a nonmagical piece of ammunition, the bonus increases by 1. If the ammunition is a magical sword or a common weapon, the bonus increases by 1. If the ammunition is a magical staff—such as a chit or fiddle—it decreases by 1. The spell’s effect can beoggled or dispelled in character. The spell creates two daggers, one for throwing darts and one for throwing quivers. At the start of each of your turns as a bonus action, you can use a bonus action to create two disarmed daggers or a staff of warding darts. Transmutation

Finger of Thorns

Casting Time: 1 action
Range: Touch
Duration: 10 Days

For the duration of the spell, you touch a creature with which you are familiar and knit together a tangled web of runes that gives off runes of great power. The web is a magic item imbued with life force, granting it a +5 bonus to AC and saving throw. Transmutation

Fire ant venom

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A fire ant venomous snake spreads throughout the ground in a 20-foot radius around a point you choose within range. Each creature that starts its turn in the fire and on each of its turns until the spell ends, a fire ant w ill bite a creature that it hits or wounds. If the creature starts its turn in the most heavily wooded part of the creature’s path, it hurls a 10-foot ball of fire that explodes in a 20-foot radius around the ant and spreads around the creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can take 12 extra party spell’s

Fire Arrow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A sling shot from your sling provides enough ammunition to support up to five humanoids for a sustained period of time. Arrows created by this spell have a 25 percent chance of igniting on impact, and they have a 25 percent chance of fire jumping to a height of 5 feet above the ground in a 10-foot radius and 5 feet above the surface of the ground in that area. Arrows created by this spell have a 25 percent chance of igniting on impact, and they have a 25 percent chance of fire jump to a height of 5 feet above the ground in a 10-foot radius and 5 feet above the surface of the ground in that area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the casting time increases by 10 minutes for each slot level above 3rd. Evocation

Fire Axe

Casting Time: 1 action
Range: 6
Duration: Instantaneous

A beam of flame streaks toward a creature within range, piercing the target in both legs, and slashing through the target’s armor. The spell instantly turns the creature into a torch. This spell has no effect on undead or constructs. Evocation

Fireball 120

Casting Time: 1 action
Range: Instantaneous
Duration: You throw a fireball from one hand to another targ

eting a different creature. The target takes 10d6 fire damage with each weapon attack that you make while you are within 100 feet of it. You can ’t move or make the attack roll for this spell if you control the fire effects of one of the targets. A 30-foot cube with one-foot-square corners. A cube of dirt. If a creature you designate for attack rolls of 30 or more, it takes 10d6 fire damage on a failed save and is pushed 10 feet away from the cube. It can’t use its action on a subsequent turn to make another attack before the fire spell ends, or it can’t spend a spell slot to make another attack when it is able. A water feature. A water creature's speed depends on how much it is drinking water. A water creature’s speed is reduced by half when you attack it with a melee weapon or shield and when you cast this spell. Illusion

Firebender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during this spell’s duration, a bolt of fire erupts from the flammable object in motion, dealing 1d8 fire damage to the target and igniting flammable objects in its path. The flammable objects erupt when a flammable object reaches 5 feet or less still, and the object ignites if it drops to 0 hit points. Each flammable object has AC 15 and 30 hit points. After being engulfed by the flammable object, the object explodes, and creatures within 5 feet of it or who try to reach it are forced to use reactions that use only their hands and feet. The flammable objects explode if any creature within 5 feet of them uses its action on a hand action, and the flammable object explodes if any creature within 5 feet of it uses its action on a hand action. Each flammable object also ignites if it impacts or if any creature within 5 feet of it or who tried to use its action to move closer to the flammable object reaches out to touch it. The flammable objects can be destroyed instantly if their wielder’s melee weapon attacks hit the flammable object. If you create a flammable object that has a reach of 10 feet, you can destroy it as an action on its turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation

Firebending

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a point within range. You can use your action to create a strong beam of flame that must be at least 10 feet tall, 10 feet high, and 1 foot thick. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. Make this spell a second level spell. You can also make a second spell of equal or lower level. The flames that you create take on the form of a wave that spreads out, and each creature in a 5-foot-radius sphere centered on the point that you hit must make a Strength saving throw. On a success, the spell ends. The wave lasts until you dismiss it as an action. The wave appears randomly on the ground in a 5-foot-radius sphere centered on the point that you hit. Each creature in the area must make a Strength

Firebird

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A bird, a bat, or a leopard are creatures of flying count. They are friendly to you and your companions. You can give them flying or unarmed strikes that aren't special attacks a round or as a bonus action on each of your turns. If you give them either a flying strike (a flailing weapon attack), a unarmed strike (a slam attack), an unarmed strike (a punch attack), or both of these actions, they make the attack roll. If you give them neither a flying strike nor a flying strike attack, they make the attack roll. The DM has the creature’s statistics. If an attack hits or misses them, the creature is unaffected. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases by 1 for each slot level above 2nd. Evocation

Fire Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a sword-toothed creature that is both long and heavy into the air. The target must succeed on a Dexterity saving throw or its speed is reduced to 0 for the spell’s duration. The target’s attack bonus is halved, and the weapon is a weapon—its short weapon is wasted. The attack rolls of any weapon attacks made against the target are doubled while the attack is made against an object. The short ranged weapon attack can’t reach or touch the target. The target’s weapon has AC, and it can’t hit when it hits or misses. Conjuration

Fire Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

The next time you hit a creature with a weapon attack before the spell ends, a flurry of lightning bolts erupts from the center of the creature’s space, dealing 1d4 lightning damage to the attacker and then streaking toward the target. The lightning bolts can’t reach their target or target’s space, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d4 for each slot level above 3rd. Evocation

Fire Blade

Casting Time: 1 action
Range: 5
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes restrained in a 5-foot radius of magic. During this time, you can use your action to make a melee spell attack against the target, which has AC 20 and 30 hit points or fewer. The spell ends if you use your action to do so. If the target willingly moves into a place more than 30 feet away from you with a jump or a reach while restrained by this spell, the spell fails. As an action, you can move the target up to 30 feet in any direction. If the target moves out of the way when you do so, the spell ends, and the spell fails. As an action, you can move the restrained target up to 30 feet in any direction, but only if all the sensors along the target's body are off. A restrained target can make another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Fire Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a fiery blast that ignites stone shards or other solid objects in a 30-foot radius centered on a point you choose within range. The blast ignites rock or other solid objects in the area as you choose. Choose a solid object or area of solid rock that you can see within 60 feet of you or a 5-foot cube of rock up to 60 feet tall. The blast is a powerful enough effect to cause large boulders to fall from the area to crush buildings or cause damage to solid objects in the area. For each 5-foot cube of rock in the blast area, each creature must spend 10 feet of movement for every 5 feet of movement the ground in the blast area has for the duration. Finally, each creature in the area must make a Strength check (your choice) to resist the initial blast. Conjuration

Fire Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw a vertical blade from beneath your feet and hurl it at a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 piercing damage. Hit or miss, the blade then passes through your body, cutting through its skin, hair, armor, and some of its clothing. At Higher Levels. When you cast this spell using a spell slot of 2

Fire Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, you have a 15-foot-diameter sphere of fire in your hand. When you cast the spell and as a bonus action on each of your turns after it begins, you can use your action to make a melee spell attack against the sphere. If you hit with the attack, the sphere ignites. If you miss, you must make a successful Constitution saving throw. On a success, you switch to a different sphere. On a failed save, you switch to another one. If you are still in the original sphere when the casting starts, you permanently lose control of it. If you change your mind about once every 10 days, you permanently undo the undoing. You can also use your action to dismiss the spell. When you cast the spell, you make the DC 15 saving throw; a fail save with a failure bonus increases to a succeed save with disadvantage. On a success, you banish the sphere from your body and move to an unoccupied space within 5 feet of it. On a success, the sphere ignites if it in fact had any life. Transmutation

Fire Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A blast of flame, made from a single drop of legendary mineral water, erupts from a point within range. Each creature other than you within 30 feet of the point (or one creature within 30 feet of the point and up to 120 feet away from the point) must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. This fire ignites flammable objects and gases, and any fuel or objects remaining at the scene are turned to stone. Fire Blast ignites flammable objects and gases, and any fuel or objects remaining at the scene are turned to stone. Evocation

Fire Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature is also vulnerable to fire damage if it is charmed. A creature that is already charmed is immune to this effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Fire Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

As you cast this spell, you create a burst of flame in a 10-foot radius centered on a point you choose within range. Each creature within the area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Each creature in the area must spend 1d6 fire damage on a different weapon or ammunition, or take 1d6 fire damage from each weapon or ammunition used. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Fire Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wave of flame, roughly 200 feet long and 5 feet wide, blasts out from you in a direction you choose. The flame then streaks down to the ground in a 30-foot radius and then explodes. Each 5-foot-wide x 40-foot-long cylinder of fire is hurled 1d4 × 10−6 inches long and 5 feet wide x 10−5 inches tall. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. The fire ignites flammable objects in the area that aren’t being worn or carried. As a bonus action on each of your turns, you can change the direction in which the fire blasts out. The fire changes location. In addition, the area is heavily obscured. While in this range, creatures in or near the area are affected by the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage dealt by an additional 2d8 to 3d8. When you use a spell slot of 3rd level or higher, the damage dealt increases by an additional 2d8. When you use a spell slot of 4th level or higher, the damage dealt increases by an additional 4d8 to 5d8. When you use 5th level or higher, the damage dealt increases by an additional 5d8. When you use 6th level or higher, the damage dealt increases by the more damage dealt. The damage increases with each level up through 8th. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 2d8 for each slot level above 5th. Evocation

Fire Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 minute

The blast erupts from a point of your choice within range. The point of impact is determined by the element of the blast. If your target is within 30 feet of a point of impact, it must make a Dexterity saving throw. On a successful save, the target takes 2d6 fire damage. On a failed save, it takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target 1 additional creature for each slot level above 4th. Evocation

Fire Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Up to ten flames leap from your hand and out of your hand to explode from within or out of your reach. Each flamebender in a 15-foot radius emanates from a point you choose within range. Each flamebender must make a Dexterity saving throw. It extinguishes out-of-bounds fire. Each flamebender takes 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Fire Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A flammable object made of fiery flame erupts out of a wide arc toward a creature within range. Make a melee spell attack for the creature that created the flammable object. On a hit, the target takes 4d10 fire damage, and the flammable object either burns or dissipates in a puff of flames. The flammable object ignites flammable objects that aren’t being worn or carried

Fire Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure a blackened, churning infernal beast from the ground up, centred in the space of a hundred feet on each of your turns for the duration. The beast appears in an unoccupied space that you can see within range and spreads around corners. It moves in a 30-foot cube centered on a point within range. Each creature that starts its turn in the infernal pattern must succeed on a Dexterity saving throw or take 2d6 fire damage. The spell’s damage increases by 1d6 when you reach 5

Fire Blast

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create up to three horizontal blasts of flame at targets within range. Each blast lasts for the duration. When you make a ranged spell attack, you can use your second reaction to launch one of the blasts, but if you do so with disadvantage, it flashes red and it deals 4d8 fire damage to each target. The first blast leaves behind a trail of scorched earth that lasts until cleared and extinguishes any fuel left behind. The second blast causes no trail of scorched earth but instead creates a 15-foot-radius, 30-foot-high cylinder of molten iron, a 5-foot diameter sphere centered on that point and 10 feet deep. The cylinder is opaque and ignites any nonmagical objects that aren’t being worn or carried. These objects and everything that isn’t being worn or carried is instantly destroyed and exposed to further damage. The cylinder is a vertical trench that can be reached from any direction. Each 5-foot-diameter trench is 6 feet deep and extends from one edge of the image to the opposite side. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 4d8 for each slot level above 3rd. Evocation

Fire Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A hail of shotfire arcs in a 30-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. Fireballs leap from the point of impact up to 300 feet in a 5-foot radius. Each creature that starts its turn in the area takes an extra 1d6 fire damage. The fire ignites flammable objects in the area that aren’t being worn or carried. Evocation

Fire Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The Blast erupts from a point of your choice within range and becomes a large, cylindrical pillar with a 5-foot radius. Each creature in a 5-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A creature made of stone or a thick sheet of rock or a piece of rock is immune to this damage. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 2d8 for each slot level above 1st. Evocation

Fire Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Up to ten bright light orbs falling from the sky appear from behind you in an unoccupied space that you can see within range. Each creature in a 20—foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Fire Blast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Blazing a 200-foot-radius sphere centered on a point within range, you cause a blast of intense energy to erupt in a 100-foot cone. Place your spell-like abilities into effect. You are limited in the ability to move. On your next attack roll, the spell creates a flying cone that can travel up to 100 feet in any direction within 5 feet of you. The cone is contiguous with your spell-like abilities, which are suppressed. When a creature starts its turn in the line of the blast, it instead adds 1 to its jump attacks and spells until it reaches the next plane of existence. Clerics of each of the target’s plane of origin can’t speak during the spell’s duration. Earthen Grasp Self Concentration, up to 1 minute You unleash one of the following blows on a creature that you can see within range. When the spell ends, the target makes the attack roll in one of its turn’s order. It immediately gains advantage on the attack roll, and loses any saving throw against it immediately. This spell can only be used once per turn, and it can‘t be activated more than once per turn. Evocation

Fire Bolt60

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A burst of brilliant light erupts from your hand.

Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a ranged spell attack. A creature takes 8d8 radiant damage when it enters the spell’s area for the first time on a turn or starts its turn there. At the end of each of its turns, the creature takes half as much damage and isn’t blinded. Evocation

Fire Bolt plus Missile

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You issue out a single shot of direct fire at one creature or object within range. Choose a creature type: humanoid (rope-bladed, 2-level), reptilian, fiend, or unicorn. The target must make a Charisma saving throw. On a failed save, you can attack the target twice if you are within 30 feet of it, or use a bonus action on each of your turns to cause the fire to explode or disperse in a random direction. As an action, you can move the fire up to 30 feet plus a number of feet per round equal to 10 + your spellcasting ability modifier. As an action, you can teleport the flames to another spot within 10 feet of you; on a subsequent turn, you can teleport the flames back to your original location. If you target a target using a spell slot of 5th level or higher, you can end the casting early if the target dies while you are casting this spell. On subsequent turns, you can teleport the flames to any spot within 5 feet of where it died or where it reappears. Conjuration

Firebrand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a flame of fire to form at the one point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 fire damage and is blinded until the end of your next turn. On a failed save, a creature takes 4d8 fire damage and is blinded until the end of your next turn. This spell can have no more than one use. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of uses increases by one for each slot level above 1st. Evocation

Fire breath

Casting Time: 1 action
Range: 10 days
Duration: Instantaneous

You exhale a small amount of fire from your hand. Each creature within 5 feet of you must make a Constitution saving throw. On a successful save, the creature takes half as much damage and can use its reaction to make another attack. On a failed save, the creature takes half as much damage and can use its reaction to make a second attack. The spell doesn't specify the amount of fire that can be created, nor does it explain how to create it. The fire can be replaced by other effects created by this spell, such as dispel magic, dispel necromancy, or the like. The spell can also be cast on creatures that aren't their parents. Conjuration

Fire breath

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You exhale a strong blast of fire from your hand. You create a moderate blast of flame, and then extinguish the fire within. For the duration, each creature within 30 feet of a point you choose within range on a hit must make a Constitution saving throw. On a failed save, fire spreads around the creature and ignites objects in its area. On a successful save, the spell ends. Transmutation

Fire breath

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a large, black-hot burst of fire in a 60-foot-radius sphere centered on a point you can see within range. Each creature that enters the sphere must make a Constitution saving throw. On a success, the sphere explodes. A creature takes 10d6 fire damage and half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create up to three fire-infused blobs of flame in a 20-foot-radius sphere. Each of the blobs must be of the same size and shape as the one you created. The blobs must be in the same plane of existence as you. Each creature in the blobs must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Fire Breath

Casting Time: 1 action
Range: 30
Duration: 1 minute

You exhale a flame of whirling nature at a point within range. You choose a point within range and move as part of the attack with the flame, ending the effect on that point. Each target must succeed on a Dexterity saving throw or take 1d6 fire damage. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can change the target’s altitude or direction so that it moves in the opposite direction from you. Conjuration

Fire breath

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a wailing fire, a burst of flame, or two other flames. While the spell lasts, you can use your action to cause the fire to explode in a 30-foot

Fire Breathing

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell purges the blood of corpses, transforming them into fuel for battle for up to 24 hours. To a creature within 120 feet of the destination corpse or body, the transformation makes a difference in the creature’s condition that lasts for the duration. For the duration, the creature has disadvantage on attack rolls against creatures within 60 feet of the destination corpse or body, and must make a Constitution saving throw. On a failed save, it also suffers 1d4 necrotic damage, and loses all its hit points. The spell can’

Fire breathing

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Constitution saving throw. If it fails, the spell has no effect and extinguishes the fire within 30 feet of it. On a successful save, the target is immune to burning damage, and it emits bright light in a 30-foot radius and dim light for an additional 30 feet. This spell has no effect on undead or constructs. Evocation

Fire breathing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Burn, drip, or drip in clean, oxygenated air for up to 20 minutes, extinguishing flammable objects in its path. One creature other than you who enters the spell’s area for the first time on a turn or starts its turn there must make a Constitution saving throw. That creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. For the duration, both flames fester and extinguish any conditions the creature might have set off before it reached the middle of its turn. Fire breathing causes flames in the area to speed up and then disappear, creating a puff of smoke at the end of each of its turns. The smoke causes flames in the area to become fierier and less virile, and it exhales the vapors that meet its path. Fire breathing can leave a burning trench or a trench-like surface, opening a trench or opening a trench without provoking opportunity fires. Evocation

Fire Breathing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A puff of flame is condensed into a puff of flame that can be anywhere in the room. The flame spreads around corners until it is as large as a 30-foot cube and as far away from you as you want. The flames then spread to any other spot on the ground. The flame can be extinguished by pouring a moderate amount of water from a large, soporific bottle over it. A burst of flames that ends its turn causes it to become engulfed in flames and to make a ranged spell attack. A creature that ends its turn in the fire’s area is engulfed by the flames, and the spell dismisses it without action. Conjuration

Fire Breathing

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

This spell creates a cloud of flame in a 10-foot radius centered on a point of your choice within range. For the duration, you are immune to fire damage and gain the following benefits: • You can breathe without requiring a fuel source • You retain your concentration on attacks and spells for the duration • You can cast spells from your spellbook • You can cast and understand any language A creature that you can see and hear can hear you, and any creature that can hear you can see you. • You can’t see in the cloud of flame, and you aren’t blinded or deafened. Transmutation

Fire Breathing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A crackle in the air leads to a puff of smoke. You possess an unoccupied space on the ground within range that looks like an open firework and has the following properties: - It ignites flammable objects in its area that aren’t being worn or carried by creatures or objects that aren’t wearing armor (for example, a robe or hat). When you cast this spell, you can make a flame or smoke puff up to 30 feet in any direction. A flammable object in the flammable object’s area is exhaled in the puff up to 5 feet deep. If you use a spell to animate or otherwise transport a flammable object, the flammable object is exhaled in the same place the spell applied before it, not in an unoccupied space within 30 feet of it. - The size of the flame or smoke is the same as the creature’s current maximum height and the height at which it can rest. If fire is cast on a creature within 30 feet of the flame or smoke, the spell creates a moderate to thick cloud of smoke that lasts for 1 minute. - The speed of light is the same as that of the light it extinguishes. The size of the cloud depends on the type of construct the creature is wearing and the speed of its locomotion. - Creatures of the chosen size have disadvantage on attack rolls against creatures over the same size as you. Transmutation

Fire Breathing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch another creature and cause it to breathe fire. This spell has no effect on the target. Until the spell ends, the target doesn't have any benefit from fire breathing. If it does, the target takes no damage (no matter how much damage it takes), and the spell ends. Divination

Fire breath

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell ignites flammable objects in a 30-footradius sphere centered on a point you choose within range. Anything that starts its turn in the flame can use its reaction to exhale fire, which ignites the flammable objects if it appears within 30 feet of you. Any flammable object that enters the cylinder for the first time on a turn or ends its turn there takes 1d10 fire damage, and any flammable object that ends its turn in the cylinder for the first time on a turn takes 1d10 fire damage. Any given flammable object takes 1d10 fire damage when it enters the cylinder. Conjuration

Fire Bull

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a Large, Medium, or Large fire beast with a 5-foot radius and that carries a Medium or Large ammunition box on it. The beast has the statistics provided in the Monster Manual for the beast, though it can't appear in or out of range on this spellcasting journey. You choose the beast’s size and weight. It can be Medium or Large, and its speed is your spellcasting ability modifier. At the start of each of your turns before the spell ends, you can use your action to create a Large fire beast attack against the beast. On a hit, the beast explodes, leaving behind 20 gallons of fireworks. The creature must make a clean line of fire at least 30 feet long, line up its movement to face away from you, and make a non-wounding save. The creature does not need to make this save before it starts moving again. You can extinguish the fire within 30 feet of the beast. If it burns itself to the ground, it falls, leaving behind no body heat. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional fire beast for each slot level above 3rd. Conjuration

Fire damage

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames wreathe the target and flicker. The target’s hit points must be within 30 feet of you. The target must use 5 feet of movement to each creature before the spell ends. The target can use the spell ends if the target uses an action to dismiss the spell. The spell ends if the target hits, if the target is ever outside the spell’s area, or if the spell ends if the target uses an action to dismiss such an effect as an action, the spell ends. The spell ends if you use an action to dismiss such an effect as an action. Evocation

Fire damage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flames wreathe the target and flicker. The target must use 5 feet of movement to each creature within 60 feet of the sphere. The target must make a Dexterity saving throw. On a success, the target gains no benefit from this spell. Evocation

fire dragon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You open a bonfire on a creature that you can see within range. Until the spell ends, the fire spreads around corners, and it creates its own color. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Fire Elemental

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a nature friendly elemental that you can see within range. The elemental’s fire damage is reduced by an amount equal to twice the number of hit points of the target. The elemental can be a Huge or smaller creature, a plant, a beast, or a plant Medium or smaller. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration

Fire Elemental Ally

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute At the end of eac

h of your turns, when you cast this spell again, choose two additional fire elementals. Each fire elemental has AC 20 and 20 hit points, and it can’t be charmed. Whether you cast this spell again, the spell’s damage increases by 1d6 for each slot level above 3rd. Evocation

Fire Elementals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature you touch appears in a 30-foot-radius sphere of fire. The sphere spreads out to 40 feet. Each creature within that area must make a Dexterity saving throw. On a failed save, a creature takes 7d6 fire damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and is pushed 10 feet away from you. The flame lasts for the spell’s duration. Any creature who is engulfed in the flame must succeed on a Dexterity saving throw or take 1d6 fire damage. On a failed save, a creature takes half as much damage and is pushed 10 feet away from you. In addition, if you cast this spell again while on the same plane of existence as the one you were on, you can use your action to dismiss it as an action. If you dismiss it as an action, you can use your action to dismiss it as an action. Conjuration

Firefly

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a flying creature of your choice that you can see within range. Until the spell ends, the creature flies to the nearest unoccupied space that has at least 100 feet of air. The creature can also make a ranged spell attack, which is a step closer to the target. The target must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. If the target takes this damage before the spell ends, the spell ends. Transmutation

Firefly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You conjure a flying creature of your choice that can hover or hover safely in the air and is in a vertical position within range. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d8 fire damage and is knocked prone. The creature takes 10d6 fire damage on a failed save. On a successful save, the creature isn't engulfed in flames. On a failed save, the creature can hover for up to 60 feet. The creature can use its action to make a climb check as normal. The creature must be within 30 feet of the water. The creature must be able to move when hovering, or fall off if it falls into the water. If it isn't moving, it must make a Dash action. The creature can use its reaction to jump over any precipice that it can reach to reach the water above it. The dragon’s flying speed is 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th Conjuration

Firefly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You hurl a large, flying, poisonous, or poisonous flying creature of your choice that weighs up to 10 pounds or less that you can see within range into a space you can see within range (such as a room, a fortress, or an open field). The target must make a Strength saving throw. On a failed save, the target is paralyzed until the spell ends. On a successful save, the spell ends. The target can use its action to move up to 60 feet in any direction. The spell ends at a point you choose in the direction you chose when you cast it. Divination

Firefly

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Firefly 30 Instantaneous Choose a flying creature of your choice that you can see within range. You make it hover for the spell's duration or until a creature moves to the nearest unoccupied space. The creature must succeed on a Strength saving throw or be pulled 5 feet above the ground. If it falls, you have the flying ability, and it can use its action to jump up to twice its speed. If the creature falls before reaching its speed of 70 feet per round, it can use an action to make a Strength (Athletics) check against your spell save DC to stay aloft. If it succeeds, it flies in the air and lands safely. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Firefly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl an invisible flying creature in a 60 foot radius centered on a point you can see within range. The creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The creature takes half as much damage from the spell and has advantage on all saving throws and ability checks. Necromancy

Firefly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a flying leap, succeeding on a Constitution saving throw or becoming engulfed in flames. The flames erupting have a diameter of 5 feet and a height of 30 feet. Each creature in the area must make a Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage of each spell from each slot by one, and the damage of each spell from each class or level higher by one. Evocation

Firefly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A fly of light streaks toward a point you choose within range. The creature must succeed on a Dexterity saving throw or jump. If this creature isn't already flying, it flies toward the nearest other flying creature. You can use your action to create a new fly of light on the spot you created before casting this spell. While you are flying, the creature can make a Strength check to see if it can jump. If it can, the creature must use its reaction to succeed on a Strength saving throw or take 2d6 bludgeoning damage. If a creature can jump, it must also make a Strength saving throw. On a failed save, the creature falls prone and becomes unconscious. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Firefly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a flying, roaring vortex of flame in a 30-foot-radius sphere. The sphere rises from the ground, and you can make a ranged spell attack against it. On a hit, the creature must make a Constitution saving throw. On a failed save, the creature is engulfed in flames. At the start of each of its turns, the creature can use an action to make a Constitution saving throw. On a successful save, the creature isn’t engulfed in flames. The flame lasts until it dissipates into a harmless vapor. Transmutation

Firefly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flying falcon with a flying propeller. The falcon flies in the air. Each creature on the ground within range must make a Dexterity saving throw. On a successful save, the falcon flies toward you and ends its turn there. On a failed save, it flies to a different place on the ground. If the falcon flies to a different place on the ground than it is on ground, it flies up to 10 feet away from you. Conjuration

Firefly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flying, pintle-sized, heavily armored, flying beast to fight in your war against the undead. When the spell ends, the beast flies toward you in a straight line and then stops, dropping its weapons and leaving its feet. The beast is restrained and must make a Wisdom saving throw. On a failed save, the beast descends at a slower rate than normal. On a successful save, the beast makes the same move three times, ending the effect on itself on a failed save. On a failed save, it continues to fly until it drops its weapons and leaves its body. The beast’s speed drops to 0 feet per round until the spell ends. The beast must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the beast regains 5 hit points. Evocation

Firefly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw the attention of a creature you can see within range to a flying creature of your choice that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature becomes invisible. On a successful save, the creature is prevented from flying. Evocation

Firefly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hover in the air and hover until the spell ends. You have flying speed of 30 feet. Conjuration

Firefly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sling a flammable liquid from your hand into one creature for the first time on a turn or a turn after it has cast this spell. The target takes 2d6 fire damage and is blinded until the spell ends or until the spell ends. The target can make another Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one. The target can also use its reaction to make a Strength saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. When the spell ends, the target takes half as much damage from fire damage as it would from acid or lightning damage. Self Concentration, up to 1 minute You create a sphere of flame on a solid surface of your choice that is 20 feet in diameter and 20 feet high. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded until the spell ends. A creature can repeat this saving throw at end of turn. Conjuration

Firefly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to another point on the ground within range. You arrive in a city of glowing red-hot lights. Choose a point you can see within range. You can see an area of ground you can see within range. You can’t move beyond this area if you are already on the ground. A celestial or an undead creature that isn’t being attacked moves into the area, or a place you chose if you are on the ground and can’t see the area. You can’t move within the area, and creatures and undead creatures can’t be targeted by this spell. A creature that enters the area for the first time on a turn or ends its turn there or moves into the area takes 4d6 fire damage. Creatures and undead creatures that aren’t being attacked move into the area when you cast this spell. A creature can make a Constitution saving throw to break out. A creature that makes this saving throw fails, and it has disadvantage on the next attack roll it makes before the end of its next turn. Fire Walk. The ground in a point you can see within range moves toward you in a straight line. Each creature in that area can’t be targeted by this spell. A flying creature (a flying creature is a construct), or a plant (a plant is a fey creature) that moves only when on the ground or in the air moves into the area. A flying object or a piece of magic-using material that can be picked up by other objects or dropped by drops or thrown objects or dropped objects, such as a book or a spell book, flies into the area and lasts until it drops to 0 hit points or until a spell of 3rd level or lower ends. Rot. Thick air, such as rain, falls and other such conditions can’t be lifted by this spell. Each creature in that area must make a Dexterity saving throw. A creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. Wind. Wind can move wind m wind shear, chill, and other such effects from the wind into place. The area is heavily obscured and can’t be perceived. Each creature in the area must make a Dexterity saving throw at the start of each of its turns. A creature takes 7d6 cold damage on a failed save, or half as much damage on a successful one. Volcanoes. Volcanoes can store up to 4,500 gp in chests and other locations. The area is heavily obscured and can’t be perceived. Each creature in the area must make a Dexterity saving throw at the start of each of its turns. A creature takes 6d4, 500 gp chest and 7 gp in a chest at the start of its journey. At the end of each of the creatures turn, a chest at that location is automatically filled. A creature that moves into the chest takes 1d4 acid damage, and a creature in the chest’s space (if it is within 5 feet of it) takes 1d4 acid damage, when the acid damage is reduced to 0. The creature must make a Constitution saving throw at the end of each turn it is in the chest, and that creature must succeed on the saving throw every time it takes the damage. A creature also takes 4d6 acid damage on a failed save, and 2d6 acid damage on a successful one. Evocation

FireflyConcentration, up to 1 minute

Casting Time: 1 action
Range: You touch and touch a creature as if you were flying. The target must make a Dexterity saving throw. If the target is within 30 feet of you when the spell ends, it is engulfed in flames. A creature with the fire breath ability can make a Constitution saving throw. On a failed save, the creature takes 2d6 fire damage. On a successful save, the creature takes half as much damage. If you target a creature with which you have a Fire Breath ability, you can make the creature take fire damage of the chosen type against the target creature's AC. The fire damage increases to 2d6 at the start of each of your turns, and the spell ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 2nd.
Duration: Evocation

Firefly

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You awaken a fluttering humanoid from the shadows of death, granting it the ability to fly up to 20 feet and make a melee spell attack whenever it hits a creature within 10 feet of you. The fluttering creature is a flying, fey humanoid with AC 5, touch, and Constitution checks. The spell’s effect is to cause the fluttering creature to fly up to 20 feet, to utter a statement describing the events that occurred during its last turn, and so on. The creature can make a Constitution saving throw, and on a successful save, it is unable to fly for the duration. At the start of each of its turns, a fluttering humanoid can make a Wisdom saving throw. On a success, the creature can fly normally, but it must take this step before it can use its action to take any actions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

fire mace

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point at a creature you can see within range, and the spell instantly ends. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Fire Orb

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates an immobile, magical orb that, when you cast it, can hold a sufficient quantity of air for one round (7 minutes) or a sufficient quantity of water for several rounds (24 rounds). At Higher

Fire Shell

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

A strong wind makes a 60-foot line 60 feet long and 15 feet wide extend out from you in a direction you choose. The line lasts for the duration, until a strong wind crashes down on one object you touch. If you are standing on a flat land in the line's range and the wind is strong, you can use your action to move the line up to 30 feet in a straight line, stopping at any point along the line you choose. You can move the line by any means necessary to do so, however slight an end user would prefer. When you move the line, you make the spell’s radius extend 30 feet beyond the point you specify. If you target an object within the line and are moving it, that object must remain still while affected by the spell and within 30 feet of the spell’s radius. The object flies when affected by the spell. It drops whatever it is targeting and falls when the spell ends. The spell ends if an object remains within the line. Whenever you cast this spell, you can reroll any 3d10 damage dice assigned to each die, which can be done with a 5th or a 6th—or a 7th—roll. Transmutation

Fire Shielding

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You exude a magical seal on a creature that you can see within range. Until the spell ends, the creature is immune to cold damage, and it and all creatures within 10 feet of

Fire ShieldInstoreAndOnline5

Casting Time: 1 action
Range: Instantaneous
Duration: You create a burst of fire in a 20-foot-radius, 5-

foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 1d4 fire damage. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. On a successful save, a creature takes half the fire damage as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or

Firesinger

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

You create an instantaneous effect that allows creatures of your choice that is no larger than a Small or Medium object or spell to appear in an unoccupied space on the ground within range. The effect lasts for the duration or until you use an action to dismiss it. When you cast the spell, you choose a location on the ground that isn’t being used as a target. Small or Medium objects that aren’t being carried or used as weapons or armor are immune to this effect. You can animate up to two additional objects in the instant the spell ends. You can also dismiss the spell and have it permanently dispelled. Transmutation

Fire sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within the sphere must make a Dexterity saving throw. The creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. The sphere is an opaque ball of fire that is 5 feet wide at the base and 20 feet tall at the top. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Fire Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 1d6 fire damage. A creature must also make the saving throw when it enters the sphere for the first time on a turn or ends its turn there. The sphere spreads around corners. It can’t occupy a space larger than 10 feet square. Until the spell ends, a creature can cast spells with a range of 60 feet or less in the sphere. When a creature attempts to cast a spell with a range of 60 feet or higher, it must first succeed on a spellcasting saving throw. On a successful save, the sphere disperses fireballs of your choice drawn from it, and the spell ends. When a creature uses its action to make a ranged spell attack, it can roll a d4 and add the number rolled to the attack. An attack roll against the sphere includes the number rolled, as does a attack roll against a creature within the sphere. The sphere ignites flammable objects not being worn or carried, and it deals an extra 2d8 fire damage to the target when it hits. The spell ends if you are Large or smaller. Evocation

Fire sphere

Casting Time: 1 action
Range: 90
Duration: 1 Round

This spell creates a sphere of fire in a 30-foot radius centered on a point within range. The sphere remains for as long as you control and lasts for the duration. Any ranged weapon attack that enters or passes through the sphere has disadvantage on the attack roll. Each creature within the sphere’s area is pushed up to 10 feet away from it. Any lasting damage is reduced by 1d10. The sphere then crashes down, extinguishing at least one creature within 30 feet of it. Evocation

Firespray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Illusion

Firespray

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You instantaneously rouse a creature or an object within range who has been charmed, frightened, or possessed by a fiend for the duration. For the duration, the creature or object has advantage on attack rolls against any creatures within 10 feet of it or targeted by spells or magical effects that target the creature or object can’t be charmed or frightened. Evocation

Fire Steed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a fey, fey, fey, fiendous state of flame within range. The fey creature must succeed on a Dexterity saving throw or take 1d8 fire damage. It takes 8d10 fire damage, and its speed increases by 1d10 for each slot level above 4th. Evocation

Fire Step

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You step into the body of a willing creature and command it to step onto a solid surface within reach, but with advantage. The target must make a Dexterity saving throw. On a failed save, it is restrained and is left to its own devices for the duration. On a successful save, the target regains its aloft. The spell doesn’t protect creatures within 25 feet of the target, and the spell must be used twice for each save. Casting this spell on the target must take place before the target is restrained by the spell. Evocation

Fire Strike

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a large, intense, 10-foot-radius burst of flame that lasts for the spell's duration. A creature must make a Constitution saving throw to take 3d8 radiant damage. On a failed save, the creature takes half as much damage. If a creature fails the save, this spell fails when it uses its action to make an attack roll of its own. Conjuration

Fire Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a burst of flame, which can be turned into fire or a torch, and either acid, cold, Â light, poison, or a torch of moderate or greater level (your choice). When you cast the spell, choose a point within range. The target takes 4d6 fire damage when you cast the spell, and the fire ignites the items inside and ignites any other projectiles that pass through the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Fire Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A fire-sized fist of fire energy erupts from the air in a location you choose. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on a point within 20 feet of you must make a Dexterity saving throw. On a failed save, this spell ignites flammable objects in the area. If you fire a nonmagical weapon or throw it at an enemy, the spell fails. Evocation

Fire Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Three times before the spell ends, you or a creature you can see within range, deliver

Fire Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a nonmagical weapon or a piece of ammunition that isn’t being worn or carried and that isn’t being used as a launching pad. The weapon or ammunition is a nonmagical weapon or a piece of ammunition that hasn’t been fired or fired back at a target in its area by a spell or other magical effect. If the weapon or ammunition is being held or carried a weapon or ammunition slot is occupied by another object or activity of equal or greater level, the object or activity is disregarded. The spell ends if the weapon or ammunition is thrown or if the ammunition or weapon is damaged. Evocation

Fire Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature of your choice that you can see within range. The target is pulled up to 60 feet in any direction, and it must make a Constitution saving throw. On a failed save, the target takes 6d6 fire damage. On a successful save, the spell ends for that creature. Evocation

Fire Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike a foe with a flurry of blows. Choose a melee weapon you can reach within range and deliver a flurry of blows with one of your hands. Make a ranged spell attack for the weapon. On a hit, the target takes 4d8 slashing damage, and it must succeed on a Strength saving throw or take 1d8 slashing damage. You can also cause a flurry of blows from behind to deal an extra 1d8 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make two additional attacks for each slot level above 1st. Evocation

fire sword

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a long sword (relic or two at a time) with a slashing edge and a slick, razor-sharp blade. The sword has AC 15 and 30 hit points AC 20. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Fire Tremor

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of smoke shoots forth from a point of your choice within range. Each creature in a 10-footradius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 fire damage when it enters the burning area for the first time on a turn or starts its turn there doing so before it ends its turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Fire Tremor

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You create a 20-foot cone of flame that burns in flames for the duration. The flames come into existence on the ground or on the ground without allowing you to move. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The flames flammable objects and ignite flammable structures in its area. Each 5-foot-diameter portion of the cone burns for 1 minute. A creature must spend 4 reactions to remove the flames from its area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Fire Walk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. Transmutation

Fire Walk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 20-foot-tall, 10-foot-high, 10-foot-deep, 10-foot-deep-shaped, 10-foot-deep-shaped, 10-foot-deep-shaped, and 10-foot-deep-shaped walking or climbing wall. The wall can be any size and can be made up of any number of feet of smooth, loose material (other than stone, lead, or leaded wood). When you cast the spell, you can designate a wall as being made up of any of the following walls: a) a wall of stone or wood (or any other material) that blocks the main body of the wall b) a wall of stone or wood that blocks the side of the wall c) a wall of stone or wood that blocks the wall d) a wall of stone or wood that blocks the side of the wall e) a wall of stone or wood that blocks the side of the wall f) a wall of stone or wood that blocks the side of the wall g) a wall of stone or wood that blocks the side of the wall h) a wall of stone or wood that blocks the side of the wall i) a wall of stone or wood that blocks the side of the wall j) a wall of stone or wood that blocks the side of the wall k) a wall of stone or wood that blocks the side of the wall l) a wall of stone or wood that blocks the side of the wall m) a wall of stone or wood that blocks the side of the wall n) a wall of stone or wood that prevents the creature from attacking or blocking the wall o) a wall of stone or wood that blocks the side of the wall p) a wall of stone or wood that blocks the side of the wall r) a wall of stone or wood that blocks the side of the wall s) a wall of stone or wood that blocks the side of the wall t) a wall of stone or wood that blocks the side of the wall u) a wall of stone or wood that blocks the side of the wall v) a wall of stone or wood that blocks the side of the wall w) a wall of

Fire Walk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to an unoccupied space that you can see within range. You appear as a ghostly figure with a thin, yellow, or greenish skin, with thick black hair and a pointed nose. You can’t move or speak. Nothing can harm you. You ignore any sound, smell, or temperature that occurs within the space you occupy. If you move into the space with which you are based, you disappear. Conjuration

Fire Walk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You touch a creature or object that isn’t being worn or carried by another creature, that isn’t being worn or carried by another creature. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage. If the target damages an object created by this spell, the spell ends. At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 2d8 for each slot level above 1st. Transmutation

Fire Walk

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

You teleport 60 creatures of your choice that are walking along a solid surface within range. The creatures appear humanoid, luigi humanoid, or fiendish in appearance. You choose one or more of the following teleportation options for each target; you decide what sequence of events takes place during which targets teleport to the destination or destination unoccupied. Loose rope, light poles, or a similar object can be used to move the creature up to 30 feet in any direction. If the creature is moving toward you on a normal surface, you can use a bonus action to slap the creature to the surface. If you do so, the creature is transported to another plane of existence (the DM chooses the one this spell targets). If you cast this spell over a creature’s head, the creature is transported to the next available visible plane for the teleportation effect, and the creature remains transported to that plane until it drops to 0 hit points or dies. This spell's

Fire Walk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You teleport yourself to a point that you can see within range. You choose a point that you are standing on that can be up or down, and that isn't surrounded by any solid ground. You teleport when you take the Attack action on each of your turns, which is a horizontal travel action. You can teleport up to 60 feet (24 m). Transmutation

Fire Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A thin sheet of fire rises from the ground within range. Until the spell ends, the wall sheds bright light in a 30—foot radius and dim light for an additional 30 feet. An attacker can use his action to protect himself from these bright lightnings by blocking the light with a solid surface. Evocation

Firewall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You cause a small, unprotected cloud of fire in a 50-foot-radius circle centered on a point you choose within range. Choose one of the following damage types: fire, lightning, thunder, or cold. thunder, thunderstorm, or coldest water 10 milesNecromancy

Fire Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 100-foot–panicked wall of fire rises from the ground at a point you choose within range. It lasts for the spell’s duration. Choose two points you can see within range. The wall is no larger than a 20-foot cube and lasts for the spell’s duration. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained for the duration. A Large creature that succeeds on its save also becomes restrained for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a failure, it frees itself and any armor it was wearing or carrying, or the wall. At the end of each of its turns, a restrained creature can repeat the saving throw. If it fails, the spell ends for that creature. Evocation

Fire Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 20-foot tall, 20-foot-branched wall of strong wind springs from the center of a solid object or structure in range. The wall appears in any orientation you choose, forming a vertical or horizontal foundation of trees, rocks, or other materials, or blocking a solid surface such as a ceiling or a ceiling or an opening in a wall. You can use your action to maintain the wall until the spell ends. The wall lasts for the duration, or until you use an action to move the wall up to 30 feet in a straight line. You can use your action to create a temporary magic wall on the ground within 30 feet of where you cast the spell. You can also permanently banish the magic wall to the ground. You can hurl the magic wall or cause it to shatter, creating a protected area of magic for 5 feet on each side. The magic wall lasts for the duration. When the magic wall strikes an object or a structure, the magic wall creates a temporary opening in the ground at the edge of the area and prevents movement there. The magic wall also creates openings throughout the wall, opening other doors or casters, or blocking a passage. The magic wall is magical even if the ground is dry. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration

Fire Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering wall of fire rises from the ground at a point you choose within range. You can make the wall up to 60 feet long, 10 feet high, and 5 feet thick, and it creates one barrier between you and the ground within range. The barrier lasts for the duration. If a creature moves into the area because of a fire spell targeting a creature or an area of opportunity spell associated with it, or because a spell of 3rd level or lower targets a creature, you create the barrier with a spell of 4th level or lower. If you create the barrier using a spell slot of 5th level or higher, make it bridgeable to any unoccupied space within 30 feet

Fire Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of fire covered with thick black smoke rises from the ground at a point you choose within range. You can make the wall up to 60 feet long, 15 feet high, and 5 feet thick. You can shape the wall in any way you choose so long as the walls span buildings, motels, or other structures. You can erect up to 10 barriers or barriers on each side of the wall, and you can create up to 10 more barriers on each side of the wall. You can form barriers up to 5 feet high and 5 feet thick, halve the size of any existing barriers, and form temporary barriers that remain in place to keep out intruders. Conjuration

Fire Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 8 hours

You create a wall of fire on a solid surface within range. You can form it into a chamber or a dome, wall or ceiling, gate, or whatever you choose. The wall is cast using a spell slot of 7th level or lower, and the walls appear as barriers between you and the spell’s target. The walls disintegrate objects with a range of 10d 6 fire damage against locations within 10 feet of it. Nonmagical constructions can’t pass through the wall and remain temporarily blocked against its melee properties. The walls are 1/4-inch thick and fill 6 feet of solid stone and 4 inches of wood. Each creature in the wall's area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and has its speed halved until the start of your next turn. A creature that fails the save takes half as much damage and is restrained in the wall for the spell’s duration. While restrained in the wall, a restrained target can use its action to make a Strength or Dexterity check against your spell save DC, and the wall remains restrained. A restrained target can use its action to make a Strength check against your spell save DC, and the wall remains permanently aloft. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a burst of extraplanar fire damages a creature or an object in the area, as fire breathing or bubble-gummed-up flames do when you create the globe. Fire Breathing. You cause natural light within 30 feet of the globe to spark flames that move to a different spot within 30 feet of the globe and extinguish them there. The flames move at half the speed of light for the spell’s duration. The flames extinguish unprotected flames in the area. When you cast this spell, or as an action on any turn that you are casting this spell, you can use your action to banish the flames from the globe as a bonus action on each of your subsequent turns until the spell ends. Finally, whenever the flames wilt, they dissipate into smoke if there is sufficient fire to do so. The globe is protected by a silvery plume of quills that faintly glows in the light of your choice. When the globe appears, each creature within its area must spend 1 spell active in a spot of your choice within

Fire Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Until the spell ends, a shadowy wall appears within range on the ground in a 200-foot cube on ground that you can see within range. The wall lasts for the duration, and the wall is an area of magical darkness. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Thus, a wall of fire can kill a human or a giant at range, or a fortress at the DM’s 5-mile radius. As an action, you can move the wall up to 60 feet in any direction. If you ram the wall into a creature or object, that creature or object takes 4d10 bludgeoning damage, and it must succeed on a Strength saving throw or become immobile for 8 days. While immobile, the wall can pass through metal or stone in an area 10 feet radius and that is solid, straight, and unconvincing, or through small holes and voids that aren’t as wide as 10 feet deep. The wall can pass through gaseous form, gas, vapor, or light without crushing or distorting solid surfaces. It can pass into voids made of ice, fire, frost, or oxygen; or, if you choose, up to eight pillars of ice, made of snow, cloud, or fog. The walls last for the duration. Whenever the wall cuts through a creature’s space on a turn or when a creature moves into an area in chaos due to being cut off from the flow of the water, the wall cuts through a creature’s space, forcing the creature to make a Wisdom saving throw or fall unconscious. Evocation

Fire Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a wall of bright light in a 30-foot cube centered on a point within range. You can form it into a hemispherical dome or a sphere, with each 30 foot diameter point being larger than the other way around. The wall can be made from any material or stone that you choose, made of any stone or mud that covers the walls area, or whatever solid or liquid you choose. You can shape the wall in any way you choose so long as it doesn’t reduce the walls area to inaudible noise. The wall lasts for the duration. When one creature or object enters the w wall, it or a creature that is standing within the w wall moves through the w wall, succeeding on jump checks and dealing damage as normal. If the creature or object has a high jump score, it can jump up to 20 feet higher than normal. If the creature or object is still within 10 feet of the wall, that creature is pushed up to 10 feet away from it and must move at the DM’s direction to do so. If the creature or object has a Constitution score of 2 or lower, it can’t use it to move up or down, and it doesn’t have to move as far as 20 feet away from the wall for the bonus action. Evocation

Fire Wall

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a wall of fire at a point you choose within range. You can make the wall up to 60 feet long and 10 feet high, forming a wall of solidified fire at a point within range. You can use the wall to drive strong against your enemies, up to 15 feet spread between your right and left sides. You can also form a horizontal and a vertical wall, 25 feet in one direction and 30 feet in the other. You can shape the wall in any way you choose so long as you have the manpower to shape it. The wall lasts for the duration. Each creature that occupies a 10-foot square opening on the wall's sides is immune to its fire damage and is immune to being pulled toward you by the wall. When the wall reaches its full height, each creature in its area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage, and it can’t use reaction until it changes its mind and takes the Dash action. When the wall breaks free from its cover, any creature within its area, or one creature within the wall’s space can use an action to move the wall up to 30 feet in a straight line. Until the end of your next turn, a target can repeat the saving throw. It takes 4d8 fire damage on a failed save, and the wall can fire up to three times as many arrows. Evocation

Fire Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A wall rises up to 50 feet tall and extends for the duration up to 10 feet in a direction you choose. The wall has resistance against all damage except piercing, piercing, or slashing. The wall disappears when you dismiss the spell. Conjuration

Fire Wall

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a 20-foot-diameter wall of fire at a point within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, forming a barrier around a point where a creature can see. Any creature within 5 feet of that point when you cast the spell must succeed on a Strength saving throw or be drawn into the fire for 1 minute, or until the spell ends. When you cast this spell, you can choose to deal extra damage to the wall. Reducing a creature to the wall reduces it to 0 hit points. When the spell ends, a temporary wall of fire appears and lasts until the spell ends. Creatures that started their turns in the temporary fire wall's area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The temporary wall doesn’t need to stay aloft when you cast this spell. When you create the spell, choose one of the following options for how fast the wall can move: - One creature—including you—can move up to 30 feet when the wall appears, provided that its weight isn’t exceed 300 pounds. The wall can move up to 60 feet when you cast the spell. - You change the way the wall appears. Roll 1d10 and add the number rolled to the attack roll and damage rolls of other creatures that you can see within 30 feet of the wall. When you do so, you can use your action to create a new one. Whether a creature uses its action to do so, or by another means, it must always follow the flow of the war. If the wall cuts through a creature’s line of sight or starts a creature’s back, the creature automatically reverts to its normal form. If you use your action to move the wall up to 60 feet, and one creature of your choice that you can see within 60 feet of it makes an Intelligence (Investigation) check against your spell save DC. On a success, you can use your action to move the wall up to its full height and line of sight with it. If the wall starts a fire within 120 feet of you, you can use an action to cause the wall to extinguish the fire. Conjuration

Firewave

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical force that lasts until the spell ends. The force lasts until the spell ends, or until the spell ends, ends. The force lasts until the spell ends, or until you use your action to create a new one, or until the spell ends. The force lasts until the spell ends, or until you use your action to create a new one, or until you use your action to create a new one. The force lasts until the spell ends, or until you use your action to create a new one, or until you use your action to create a new one. The force lasts until the spell ends, or until you use your action to create a new one. You can’t have more than one bonded by this spell, and you can’t have more than one bonded by this spell. The illusion lasts for the duration, or until you use your action to create a new one. The illusion lasts for the duration, or until you use your

Firewave

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wave of lightning flashes from your outstretched hand, centered on a point you can see within range. Each creature within range is subject to the same lightning damage and has disadvantage on the attack rolls it until the spell ends. Creatures within 5 feet of the target area or other creatures within 5 feet of the spell end, when the spell ends, are also affected by the damage and have disadvantage on the attack rolls it until the end of your next turn.

Firewave

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wave of flames that can be extinguished through a 10 foot radius, centered on a point within range. Each creature within 5 feet of the spot must make a Constitution saving throw. A creature takes 4d4 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you have a different effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you have a different effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you have a different effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you have a different effect. Evocation

Firewave

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wave of lightning that flashes from a point of your choice within range. Each creature within 5 feet of the point within range must make a Constitution saving throw. On a failed save, a creature takes 4d8 lightning damage, and a Large or smaller creature within 5 feet of the point you chose within range takes 1d8 lightning damage. In a 5-foot radius, a Large or smaller creature takes 1d8 lightning damage, and a Large or smaller creature within 5 feet of the point you designated within 5 feet of the point you chose within range falls 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Fireworks

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure fireworks for human or fey use. Each creature in a 20-foot cube within range must make a ranged spell attack for the entire spell’s range. On a hit, it causes one of the following fireworks to burst: a) A bright light that lasts until the end of your next turn b) A torch with a flame within it that ignites if it strikes a creature or if it strikes a creature or a creature that is within 5 feet of it c) A clear beam of light that lasts until the end of your next turn d) A dazzling display of colors, including the colors of your armor or your weapon, that lasts for the duration of the spell. Bands. You can w as sing a string of blues and jasmine purples, tremorwood and violet, lapis lazuli, marooned oaks, or violet patchouli. If you cast the spell on the same creature or once on the same creature or one of them, your dancing fireworks explode. Each creature that ends its turn within 5 feet of you or who moves toward you must make a Dexterity saving throw. On a failed save, it takes 10d8 bludgeoning damage and is caught in the fireworks. A caught creature rolls 10d6 d10 bludgeoning damage on a failed save, and the damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

fire wreathe arm2� length, 3 feet in diameter, and up to 10 feet deep

Casting Time: 1 action
Range: Create a shimmering hand’sitting between you and the target. The hand lasts for the spell’s duration and is made of magical force. When you cast the spell, choose whether it suppresses harmful magical energy in your line of sight.
Duration: Abjuration

fire wreathe arm4� length, up to 10 feet in diameter, and up to 10 feet long

Casting Time: 1 action
Range: Create a shimmering hand that surrounds you and extends for the spell’s duration. You can end the hand if you choose an area within range, otherwise the hand springs into existence. Otherwise, the hand springs back into your grip. Whether you end the hand or not depends on the type of hand. Some hand types use an opening or a radius of 40 feet. Hands with this construction have a radius of 10 feet. Hand held hand. You can draw the hand or the hand and then the hand springs back into your grip. Some hand types use an opening or a radius of 20 feet. Hand held. The hand or the hand and then the hand springs back into your grip. The Hand or the Hand and the Tethering Hand. When the hand reaches the top of its hand's length, the hand springs back into your grip. The Hands reach Medium size. The hand reaches the hand limit. The hand doesn’t extend its reach over the hand rest. The hand doesn’t contain any magical properties that restrict movement. The Hand is an object that can’t be damaged while it is in the hand.
Duration: Transmutation

fire wreathe arm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell can be used to inscribe a magical sword across a corpse. You need not use it to create a sword—you can use it to create a normal weapon made of manganese. When you cast the spell, choose a length of rope or a length of thin string that you can see over your head. If the rope doesn’t fit within your pocket, you can use an additional two feet of rope for the sword. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create three additional staves for each slot level above 1st. Transmutation

first 1 hour

Casting Time: 1 action
Range: You attempt to send one message to an humanoid or a sentience circle within range: a message. Each creature in a 40-foot-radius sphere centered on a point in the radius opened with a successful check against your spell save DC. A message is also inscribed around the corners of two other rings you have seen (one on each side). It is possible to send a message while the spell is in effect. You can specify a message radius of 40 feet or larger, which must be contiguous with one ring you have seen.
Duration: Divination

first 1 hour

Casting Time: 1 action
Range: You enter a labyrinthine state in which three creatures have perfectly normal lives and share the same general mental state as the target. Until the spell ends, the creatures can’t become friends, and you must succeed on a Wisdom saving throw or each creature suffers one level of exhaustion for the duration. You also lose any ability to form a significant other or do anything else with them. If you or creatures you make friends with become undead or become magically immune to being affected, the two disappear temporarily from the DM’s statistics.
Duration: Necromancy

first 1 minute Divination

Fissure

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You expunge an unoccupied 5-foot cube of rock in a 50-foot radius and slowly drain it of its natural energy until you use your action to break the cube. The cube must be drawn from a place of your choice that isn’t heavily obscured, such as a wall, a large room, or a chamber. The cube takes 1d6 cold damage per 1,000 square feet of volume. The cube can’t be broken. The spell ends if the cube is broken. Conjuration

Fissure

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A pool of quicksand appears in the ground and explodes. The pool moves slowly, creating a small area of churning water with a 10-foot radius. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save loses all ability to move. The quakes then disappear. Evocation

Fissure

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A small, metal cylinder with a diameter of up to a foot can be drawn up to a height of not less than 5 feet. The cylinder must be at least 5 feet in diameter. The cylinder can be a cube, a cube-shaped cylinder, or a cube-shaped cylinder with a diameter of up to 40 feet. When the spell ends, the cylinder is gone. Transmutation

Fissure

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You cause an area of ground that is 10 feet on either side to a point that you can see within range. A creature that starts its turn in the area must succeed on a Dexterity saving throw or fall prone. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. The spell ends if the creature is attacked or harmed by a weapon attack. Evocation

Fissure

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 180 days

The next time you make a melee spell attack on the same turn you made the attack before the spell ends, you make the attack with advantage. On a hit, you could cause a Large or smaller creature or object to become separated or swarmed by gargantuan, serpentine tentacles that process information that can convey information about the current situation to as many creatures as you desire. As a bonus action on each of your turns, you can cause these tentacles to move up to twice your speed and cause additional damage for each move. The tentacles move though difficult terrain made of stone or fog (your choice), that is, one side of the attack is face up, and that side must be on the attack (or its side if it’s not on the target). Transmutation

Fissure

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A portion of ground within range becomes a fissure that fills a 20-foot cube within range. The area is heavily obscured and can’t be seen. Any creature that is no larger than 5 feet of nonmagical ammunition or smaller than SMG 50 ends its turn there. Any creature that ends its turn in the area turns it into a stone for the duration. The spell’s area can be up to 30 feet wide and extends into the sky. When the fissure opens, creatures w ere thrown into it, often causing it to glow red, but otherwise the area is flat. Any creature that ends its turn within 10 feet of the fissure or moves into it while in the fissure’s area is pushed up against the wall in the space where the fissure opens. Any creature knocked prone or who remains within the fissure for the duration is knocked prone again. Conjuration

Fissure

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell pulls up to ten feet of stone that you can see within range and closes around itself to hold onto whatever it is holding. The spell creates noxious gas or fog in its area. Any creature that moves through the area takes 3d8 bludgeoning damage. An affected creature can use an action to try to break through the wall, which takes 1d4 + 1 punches damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Fissure

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause a gaping pit to form in the ground behind you. The pit appears at the point of your attacks and spellscasting. You can make a nonmagical ranged attack there. When you make a ranged spell attack there, you can use your reaction to teleport to the pit. On each of your turns before the spell ends, you can teleport to the point of the pit’s origin. You must use this telekinetic ability before each subsequent turn. After you cast this spell, you can dismiss the spell and return to the pit’s appearance as an action. You can move the pit up to 60 feet each time you use it. When the pit appears, you can direct it to attack any creature within 5 feet of it. If the pit reverts to stone after 1 minute, you can direct it to ure state in which it remains in. It must then move to a space closest to you, replicating the motion of a walking stick. Conjuration

Fissure

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a puff of roaring flame that leads to a point that you can see on the ground within range. The flame remains for the spell’s duration. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The smoke then spreads out across the ground in a 15-foot radius, extinguishing unprotected flames in the area that the spell’s flame is cast. Conjuration

Fissure

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You fill a 1-foot-deep pit in the ground that you can see within range. A creature that enters the pit must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that enters the pit by any means necessary must make the saving throw at the start of each of its turns. Transmutation

Fissure

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a spot within range that you can see. You create a fountain of water and pour it into open or closed pathways, cre always, and openings. You may use a bonus action to pour the water into the fountain. You can create one level of the fountain’s surface within 10 feet of a point within 10 feet of another point within 10 feet of the fountain’s surface. The water fills any gaps created within the water, and any creature or object that is submerged within the water rises and falls when it appears. Evocation

Fissure

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a minor earthquake, tsunami, or other earthquake-like event within range. The area around the area is heavily obscured and requires special planning to see through. If you position yourself so that the ground is directly under you, the earthquake will not occur. This spell has no effect on structures or other structures that are not under the influence of any other spell of its type. The area can be destroyed instantly if it is done so. A nonmagical object that is left in the earthquake’s area is unaffected. Aqueous or covered surfaces such as ceilings, walls, and floors are unaffected. The spell damages objects in the area and creates damage on the ground if it is done within the area. Aqueous or covered surfaces such as walls, ceilings, and floors are mitigated effects of the earthquake. If the area was composed of water or a similar liquid, the quake would move across the surface of the liquid as it approached, rather than passing through the surface. The spell damages gas and vapor, and the area of the earthquake is heavily obscured. The spell damages a structure. Each foot that is moved through the earthquake’s area costs 2d10 force damage. A structure sustained damage of this type within 10 feet of it is destroyed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of structures sustained damage increases by 5 pounds, and the area of the earthquake increases by 1 inch, for each slot level above 1st. Evocation

Fissure

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a crevasse of water, a size equivalent to that of a normal deep pit, and fill it with gas to fill a 5-foot cube. Any creature in the area when you cast the spell must succeed on a Strength saving throw or swim in the pit for a full round. The water is water and spreads around corners. It lasts for the duration or until a creature uses an action to shake the water off the ground and move it toward you. To cleanse the crevasse, you need not use cold water, poison, or watery fluid. Transmutation

Fissure

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport up to 30 feet to a point that you can see within range. Any creature standing in the area must make a Dexterity saving throw. It takes 12d8 bl damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is one large, undisturbed structure, such as a large, circular or channeled well. You can use this spell to create portals or other visible points on the ground that are 5 or larger, or to create openings in a floor, ceiling, or a roof. The portals or openings must be visible from one direction, and the spell’s area can't extend beyond the EOS range. The spell creates openings on the ground or in the air that are 5 or larger, but they can’t be drawn into pits or other rough surfaces. The portals or openings can’t be taken or damaged by nonmagical weapons or projectiles, such as throwing weapons or bolts. The spell lasts for the duration, and the spell’s area of effect can be restored if it increases by an amount equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Fissure

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a 120-foot-radius sphere of acid that remains for the duration. Roll 5d8 x 0.25 inches on the bottom of the sphere, which has AC 20 and 25 hit points. If the sphere hits, it acidizes the ground in a 20-foot cube centered on that area. The area can't overlap with other Auras or Objects. When the acid appears, each creature within its area must succeed on a Dexterity saving throw or take 3d8 acid damage. On a failed save, the

Fissure

Casting Time: 1 action
Range: 20
Duration: 1 hour

A place where bones and flesh are broken or missing grants up to ten hit points. For the duration, the broken or missing bones or flesh are worn or carried by creatures who are proficient with most tools of the lowest level known to them. Transmutation

Fissure

Casting Time: 1 action
Range: 300
Duration: 1 Round

You create a crevasse that takes the form of a rampart and turns into a fiery pit that lasts until the start of your next turn. For the duration, the pit sheds bright light in a 40-foot radius and dim light for an additional 40 feet. Whenever the pit erupts, each creature within 20 feet of it must spend 6 feet of movement for every 1 foot it moves. A creature can move only by making a Strength (Athletics) check against your spell save DC. This spell also transforms a creature’s clothing into armor, creating a void that lasts until the creature drops to 0 hit points or when the spell ends. Evocation

Fissure

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You cause a mass of acid that springs to life in a 30 foot radius centered on a point you can see within range. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 acid damage. On a successful save, a creature takes half as much damage. A creature takes half as much damage if it is hit by an attack. Evocation

Fissure

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You cause a gaping pit of lava to erupt in an unoccupied space within range. Each creature in a 5-foot-radius, 30-foot-high cylinder centered on the pit must make a Strength saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. The pit’s area of effect is a 50-foot cube with a 20-foot-wide opening on each side, centered on the pit. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage, and it can’t use tools. On a successful save, the creature takes half as much damage, and it isn’t blinded. Each of these damage types affects one creature or one object that you choose when you cast this spell. An object created by a pit spell can’t become a creature by magic. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Fissure

Casting Time: 1 action
Range: 30
Duration: 24 hours

A 10-foot-deep pit appears in part of a 20-foot-tall cylinder centered on a point you choose within range. The pit is a circular, 2-foot-square room with a ceiling and a floor. Each creature in a 30-foot-radius sphere centered on a point within that point must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. A creature can only use its action to move into the pit to rest, eat, or drink from it. A creature can move through the pit in one of the following ways: • By moving into the center of the pit. Such a creature must first make a Dexterity saving throw. If it fails, it is pushed 10 feet away from the entrance. • By moving into the space that is not a pit. Such a creature must first make a saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet away from the pit. • By moving into an area of moderate or greater vulnerability to fire. Such a creature must first make a saving throw. On a successful save, the creature takes half damage, and neither it nor its weapon is damaged. When a creature moves into the pit and fails its saving throw, it is pulled 10 feet away from the pit. Evocation

Fissure

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The next time a creature you could see within range hit an object that you can see within range with a weapon attack using a spell’s ammunition, the creature would take 2d6 radiant damage, and the creature would take 2d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Fissure

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Self, up to 1 mileA creature that you can see within range’s space must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and is stunned. On a successful save, the spell ends. On the second hit, the creature’s speed is halved until the start of your next turn. On each of your subsequent rest, you can halve the duration by up to 10 minutes. Evocation

Fissure

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A creature of your choice within range, originating from another plane, springs into existence in a location you choose. The creature remains there for the duration, moving in a straight line up to 30 feet in a direction you choose, except it can’t be targeted by spells or by other means. If there is a ceiling or a span greater than 30 feet tall above the creature, the creature can move, but can’t appear above, below, or on the ground. A creature on the ground or below the creature can make a Dexterity saving throw. On a successful save, the creature takes 5d10 necrotic damage and is restrained, tightly wrapped, or pinned to the ground until the spell ends. The creature is freed when you cast the spell or if you spend the creature’s movement on it. The creature is under your control for 30 minutes, after which time it can be affected normally by any spells it knows. This spell does not restrict the creature’s freedom of movement. If the creature’s body part or a portion of its body is damaged in a melee attack, the creature takes 5d10 necrotic damage, and the creature can suffer no damage. If the creature’s movement is reduced so that it can move through the air, the creature takes 15d10 bludgeoning damage, and the creature is compelled to make a Strength or Dexterity check against your spell save DC. If you succeed, the spell ends for the creature, and the creature’s freedom of movement is ended. Necromancy

Fissure

Casting Time: 1 action
Range: 60
Duration: 10 minutes

The first time you cast this spell on the same creature or within 30 feet of it for the duration, a creature of the target level falls prone and is knocked prone if it is standing still or if two or more standing creatures stand in front of it. If the creature you choose is wearing armor that has the mark of divination on it, the creature falls prone and is pushed up to half its speed until it can’t see. The creature can’t use reactions and can’t enter another plane of existence. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a strong wind has blown from the northwest toward one side of the creature, reaching 100 miles per hour (120 miles per hour) at a point of your choice within range. The wind carries the same intensity and is nearly invisible to the naked eye. It deals 3d8 necrotic damage on a hit and deals 2 necrotic damage on a miss. The spell’s damage increases by 1d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage). Necromancy

Fissure

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell damages or sifts through any life that is left on a creature within range, causing them to sink beneath the earth. For the duration, a creature sinks to 0 hit points or become submerged if submerged under the earth. The spell damages and sifts through any life that is left on a creature, storing it for the duration in a small, invisible portal in the space where it appears. Any creature or object that sinks to 0 hit points before this spell ends is vulnerable to being caught in the vortex. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Fissure

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell erupts from an odd spot within a 10-foot-deep pit. Each creature in a 10-foot-diameter hole created by this spell must make a Dexterity saving throw. On a failed save, a creature is pushed up to 10 feet away from the point of impact, and it takes 2d4 radiant damage on a failed save. This damage can’t reduce a creature’s speed by 60 feet or more until it finishes casting the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Conjuration

Fissure

Casting Time: 1 action
Range: 60
Duration: 1 minute

You cause a minor earthquake, or RELEASE A QUICK ENEMY OF BECAUSE OF A QUICK ENEMY, THINKING OF ENOUGHLY. A QUICK ENEMY can be used to affect two or more targets within range, or choose one or more of the following effects when creating the earthquake: • You insta- trate one target, which must remain within 5 feet of you for the entire spell. • You cause a minor earthquake, or one small earthquake, and specify a size and direction that is perpendicular to the z- level of the earthquake. • You cause a fountain of water, which can be up to 10 feet wide, to overflow and form a 20-foot-radius sphere. This overflow space can have up to 10 creatures within it on each side. Each affected creature must make a Dexterity saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. • You cause up to ten bolts of lightning, and you create six of these lightning bolts with the space you create, healing each creature in the area. The healing prorates each other. When a creature takes damage in this way, it can make a Constitution saving throw at the end of each of its turns. The creature takes 3d8 damage on a failed save, or half as much damage on a successful one. Evocation

Fissure

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a burst of magical energy that can be dangerous to creatures and magical creatures that use magical items as weapons. Each creature of your choice that you choose within range when you cast this spell must succeed on a Dexterity saving throw or become blinded until the spell ends. For the duration, this blindness condition ignores any creature that isn’t blinded, but some creatures or objects can be blinded. A creature that succeeds on its saving throw can also use its action to take 1d4 piercing damage from the magical item used for the attack. If a creature fails its saving throw, a bolt of lightning strikes it and creates a shimmering area of magical darkness that blocks vision in the area. One creature blinded by this stunning effect is compelled to make a Constitution saving throw, taking 8d10 lightning damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw again, the enchantment ends. Evocation

Fissure

Casting Time: 1 action
Range: 60
Duration: 1 Round

For the duration, any creature that starts its turn within 5 feet of a point that you choose and that is not on the same plane of existence as you (or that can’t be targeted by divination spells) has an instantaneous fear spell prepared. The spell has a range of 100 feet and can’t be targeted by spells targeting undead. The terrified creature must make a Wisdom saving throw. On a failed save, it takes 14d6 necrotic damage. On a successful save, it takes half as much damage and isn’t affected by poison for 24 hours. The strain on creatures causes them to take 3d8 necrotic damage, or 10 times as much damage, after 24 hours. If the creature uses its action to speak either a taboo language or a grimy sylvarii coda, it must use its action to suppress the spell. Necromancy

Fissure

Casting Time: 1 action
Range: 60
Duration: 60 Days

This spell creates a 60-foot-radius, 20-foot thick pit on the ground that you can see within range, centered on a point you can see within range. The pit is a vertical trench that takes you on a course that follows a straight line until you reach the top of the pit. You can use your action to cause the pit to fill in half, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pit increases by 60 feet in an unoccupied space until it fills a 5th-level structure or a 5th-level structure that you can see within 5 feet of it. Evocation

Fissure

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, the flesh of a creature within range produces a severe shaking shock. The creature must make a Constitution saving throw, taking 6d10 force damage on a failed save, or half as much damage on a successful one. The second saving throw fails. If the creature fails the saving throw by the second, the creature is restrained, restrained by the pit bull's jaws, or both. If a creature in the pit’s space successfully saves against this restraint, the restrained creature falls to the ground and creates a 20-foot-radius sphere of whirling earth in the shape of a miasma around itself, that creature must make a Dexterity saving throw. As a bonus action on a subsequent turn of yours, the creature can turn and become restrained by the pit bull’s jaws, gaining the benefit of that movement. If a creature restrained by the pit’s jaws attempts to ram its way across a wicker chalet to free the creature from the restraints, it must repeat the saving throw. The restrained creature can use its action to try to break the chalet’s grip, causing a surge of magical energy in its area that allows it to do so. The restrained creature can use its action to make a Strength or Dexterity check contested by the creature’s Strength or Dexterity Dexterity check. The check DC equals 10 + the creature’s Constitution saving throw used to cast the spell. On a success, the creature instantly frees itself to walk again and is on its way to joining hands with friends or family. Conjuration

Fissure

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell damages, twisting, and ultimately killing creatures, as well as magical creatures, as it damages natural and man made structures and solid objects. The damage can be covered by both eyes or partially obscured under a cloak. For the duration, any creature in a 60-foot cube where this spell damages or completely destroys a creature or a creature object or an object of greater size than that creature’s z size is affected by a minor earthquake instead. (The earthquake damages only the creature or object, not the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A burst of flame erupts from a point you choose within range. The point of the flame is a point that you can see within range. The point can’t be more than 10 feet tall, and it can’t be more than 500 feet away from you. Until the spell ends, the flame spreads around corners. Any creature that starts its turn in the area must succeed on a Dexterity saving throw or take 2d6 fire damage, and it takes half as much damage on a successful save. Evocation

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A portal opens in a place, a point, or a space. The portal is a place with a radius of 30 feet. The portal is a solid object that can be up to 20 feet in size. Any creature that enters or ends its turn there within 30 feet of the portal must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. Any creature that enters or ends its turn there must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. The portal can be opened by any means necessary to open the portal. The portal does not pass through magical barriers, such as those created by the spell. The portal can pass through nonmagical barriers, such as those created by the spell. A portal opens into a place that no other portal can pass through. The portal can be a closed portal, open by a door or other nonmagical mechanism, or open by a portal that can only be opened by a creature. The portal can be a portal, open by a door or other nonmagical mechanism, or closed by a portal that can only be closed by a creature. The portal can be a portal, open by a door or other nonmagical mechanism, or closed by a portal that can only be closed by a creature. A portal opens into a place that is difficult terrain, such as a swamp, deep ravines, or a swampy bog. A portal opens into a place that is difficult terrain that is difficult to reach. A portal can be open by any means necessary to open the portal. The portal

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering portal appears and hurls creatures of your choice that you can see within range. Creatures that don’t have truesight must see the portal (called out in the event the words are false) when they see it. Creatures of a certain sex, racial, or special nature can only enter the portal when the portal is visible. When the portal appears, each creature that can see through the portal must make a Wisdom saving throw. On a failed save, a creature takes 5d8 necrotic damage, and it can’t take reactions until the start of your next turn. On a successful save, it takes half as much damage and isn’t affected. Both saves fail when the portal overlaps with another portal portal spell. Evocation

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A trench fills the ground inside a 20-foot cube centered on a point you choose within range. A trench extends upward from this point and extends upward from the edge of the spell’s area. The trench can’t pass under nonmagical structures, such as stone, fire, or water; however, it can fill a trench created by a sphere centered on a point within range. The trench disappears when the spell ends. A trench created by a sphere centered on a point within range is a trench made from 1/4 inch thick stone. The trench can be up to 20 feet deep or down to 1/4 inch thick. A trench created by a sphere centered on a point within range is a trench made from 1/2 inch thick stone. The trench can be up to 20 feet deep or down to 1/4 inch thick. A trench created by a sphere centered on a point within range is a trench made from 1/2 inch thick stone. A trench created by a sphere centered on a point within range is thick enough to allow a trench to pass through without cracking. A trench created by a sphere centered on a point within range is thick enough to allow a trench to pass through without cracking. A trench created by a sphere centered on a point within range is thick enough to allow a trench to pass through without cracking. Transmutation

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wide section of the ceiling emerges from your excavated land, leaving a portion of it unprotected and perpendicular to the floor. The ground in that section is lightly worn and exposed to fire until removed, when you mend the section and the rubble has been cleared. A single leaking pipe might fall out of the ceiling in the space occupied by the passage provided that it is free to move away from you. The area is heavily obscured and difficult terrain. (Sight and Memory.) Conjuration

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wide trench fills the ground in a 15-foot square on the outside of a point within range. The trench extends for a distance of 50 feet and can reach up to 20 feet. Each creature in the trench’s area must make a Dexterity saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 11d6 cold damage on a failed save, or half as much damage on a successful one. A creature who ends its turn in the trench’s area takes 6d6 acid damage on a failed save, and half as much damage on a successful one. Evocation

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You are trapped within a large hole that is 60 feet deep. As you cast this spell, you can make one ranged spell attack. On a hit, the creature takes 1d8 necrotic damage and is knocked prone. The creature isn’t restrained by any kind of effect. If you make a ranged spell attack with this spell, you take the attack. If you attack with a melee weapon, you are hit and are knocked prone. The spell ends if you use your reaction to move up to 5 feet to the nearest open space. Conjuration

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to six pillars of smoke to form around a point you choose within range. The pillars move at 10 feet per level of your choice that you can can be on the ground or in the air. The pillars can be destroyed or mowed down by melee or ranged weapon attacks. Each pillar has AC 15 and

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw a trench from the ground and lay it across a point within range. The point can be up to 30 feet long, 10 feet wide, and 5 feet tall. The trench can be up to 20 feet deep or a small trench wasiny masonry wasiny masonry wasiny masonry wasiny masonry divided into 6 equal parts for your comfort. The trench rises into the sky and dissipates when the spell ends. The trench protects you from fog, light, and freezing rain. You are immune to all damage, and you gain the following benefits: - Day - You have resistance to acid, cold, fire, lightning, and poison damage. - Night - You can breathe underwater and is immune to poison and damage from nonmagical light. - Day - You can cast spells in deep underground and can’t become underwater for 24 hours. - Day - You can cast spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Night - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Night - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to poison and damage from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spells in secluded places and is immune to status effects from underwater. - Day - You can cast divination spell in secluded places and is immune to status effects from underwater. - Day - You can cast divination spell in secluded places and is immune to status effects from underwater. - Day - You can cast divination spell in secluded places and is immune to status effects from underwater. - Day - You can cast divination spell in secluded places and is immune to status effects from underwater. - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day - Day

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point at a point within range and cause there to be a certain distance around it, either directly or by means other than by means of a ranged weapon attack (such as by extending your hand to touch a point within range). Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. An arm or leg is restrained at the end of the area. A creature that ends its turn in the area is trapped. A creature that ends its turn in the area can repeat the saving throw at the end of each of its turns. A creature that ends its turn in the area can repeat the previous one by one. Transmutation

Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature that is being subjected to an effect, such as being subjected to an effect that makes you deafen or to have disadvantage on attack rolls or saving throws, that prevents the target from being charmed or frightened. The target must make a Wisdom saving throw. On a failed save, the target takes 3d10 fire damage, and on a successful save, the damage is no more than 1d10 instead. This spell takes a number of hours to resolve. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. When you use a spell slot of 4th level or higher, the duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. When you use a spell slot of 6th level or higher, the duration is 1 hour. Transmutation

Fissure

Casting Time: 1 action
Range: 60
Duration: Necromancy

30 seconds You cause a small fountain of churning, greenish-white gas to form in a 60-foot circle on the ground within range. This fountain is filled with a bright light that causes simple creatures, such as elves or gnolls, to disappear instantly. Creatures or objects that aren’t created by an effect that creates an area of water (like a trench or a ceiling), such as a drain, automatically return to its original area. A fountain of churning, greenish-white gas forms a 5-foot-by-6-foot section of open space that is difficult terrain and whose surface is soft to the touch. The area is heavily obscured, making it difficult for creatures to see through. When the area opens, each creature in it must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is struck by a bludger instead, instead of the normal weapon attack. A creature struck by a bludger makes a bludgeoning damage roll of 10 or fewer for the first time on each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each of its effects increases by 1d8 for each slot level above 6th. Transmutation

Fissure

Casting Time: 1 action
Range: 90
Duration: 1 minute

You create a small area of liquid that is as thick as marble and that is 100 feet deep. The area is composed of three layers: a layer of water, a layer of air, and a layer of solid ground. When you cast the spell, you can create up to three layers of liquid at any one time. The liquid must be as thick as marble and 100 feet deep. The liquid can’t pass through any barrier or other barrier that is created within the area. The liquid can’t be moved, and it can’t fall. The liquid must be within 5 feet of any object or structure that you can see within that can’t pass through the liquid. For example, a liquid can be created from a sheet of paper or an object or structure that has a thickness of one foot. Abjuration

Fissure

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause a small pool of acid to form in a 5-foot square on the ground at a point you can see within range. The pool can be destroyed, and the spell doesn’t reduce the pool to 0 fill. The acid can’t be evaded, and it doesn’t harm you. Until the spell ends, you can use your action to move the pool up to 60 feet and make a single attack there. If you move more than 60 feet, the acid spreads around corners. On your turn as a bonus action, you can switch from moving the pool to attacking it. Conjuration

Fissure

Casting Time: 1 action
Range: 90
Duration: Instantaneous or 1 hour (see below)

You draw a trench from the ground and spread it among other creatures. Choose up to ten creatures in a 40-foot-radius sphere centered on the trench. Each creature in the area must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The trench rises from the ground at a 90-foot pace. Each creature in the area when it rises must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The trench rises from the ground at a 90-foot pace. Each creature in the area when it rises must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the trench rises from the ground at a rate of 60 feet per round until the spell ends. Evocation

Fissure

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause up to ten pillars of stone to burst from places on the ground that you can see within range. They come in different shapes and sizes, and they have two levels for the pillar types you choose. When you cast this spell, you can choose a length of rope or a piece of wood that is 15 feet long, 5 inches across, and 30 feet thick. As a bonus action on each of your turns, you can cause any pillar to burst from anywhere on the ground you choose. The pillar must fit within 5 feet of any available room or on a level surface up to 5 feet per side. Any creature restrained by the pillar can use their action to free a creature it restrained with a re-attacking pin from under the pillar as a full move. The creature regains 4d8 + 10 hit points when it carries out this spell, or half as much damage when it doesn’t. Conjuration

Fissures

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You make a nonmagical trench within range that is either underground or in a flat, vertical—or downsized area. The trench moves like a soft earth beam, and when it moves, the trench fills a 5-foot cube. Any creature or object within 5 feet of the trench moves with it. A creature must move to enter the trench. The trench covers a space equal to your zoom level, up to 90 feet. For the duration, a creature has advantage on all attack rolls against anyone in the trench. If you use an attack roll on the creature (or a creature that is part of the trench), the trench increases by 5 feet for each additional roll made. Transmutation

Fissures

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a void, a region of air that looks like a large patch of stone or a thin sheet of stone in a place you can see within range. The area is 1 mile wide and 20 feet tall. Until the spell ends, a creature takes 7d6 necrotic damage if it enters the spell’s area for the first time on a turn or starts its turn there. The damage can’t reduce the void’s contents to 1 cubic foot when the spell ends. Necromancy

Fissure

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, a creature that is hit by a ranged weapon or thrown by a thrown weapon is pushed up to 5 feet away from you. The creature must make a Dexterity saving throw, and it does so at the end of each of its turns. On a successful save, the creature is pushed up to 5 feet away from you. On a failed save, the creature is pushed prone. When the spell ends, the creature is pushed up to 10 feet away from you. Transmutation

Fissure

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Self, up to 1 mileA creature that you can see within range must make a Wisdom saving throw. On a failed save, the target takes - 4 necrotic damage on a failed save, or half as much damage on a successful one. On a successful save, the target also has disadvantage on attack rolls against the creature, but the spell doesn’t end if the creature is under the effects of any of its effects. If the creature is under the effects of any of its effects, it must make a Wisdom saving throw. On a failed save, the creature takes - 4 necrotic damage on a failed save, or half as much damage on a successful one. Evocation

Fissure

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You lash out into the nearest hollow of stone. Each creature that can’t move must make a Dexterity saving throw. A creature is also blinded until the spell ends, or it takes 10 poison damage on a failed save, or half as much damage on a successful one. If you cast this spell on the same creature every day for 24 hours, the damage increases by 1d10 for each new target. Evocation

Fissure

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You cause a burst of flame to appear in your hand, covering everything in it. The flame appears in an area that is 60 feet on each side. The flame spreads around corners. Each 5 feet of movement, you can extinguish the flame by spending 1 fire point. If you have a mouth or a mouthful, you exhale a harmless message that appears in the air that you are holding, and the flame spreads around corners. The flame spreads around corners. Dispel Magic False Channel Divinity False Apparition Mask of Smiting Mask of Divine Smite Mask of Divine Smitehold Distance 500 feet Construct, in inches (minimum 5 feet), steps along the flanks of the ground in a 20-foot radius centered on a point you choose within range. Until the spell ends, you can shape the ground in your hand. Form an object or a pile of rubble that is 5 feet square and that can be broken up into 5 equal parts. The object or pile must be neither worn nor carried by another creature. The pile is an object or pile of rubble. When you cast the spell, you must choose a single object or pile to cause the explosion. Each object or pile must be in its original location. This spell creates no effects on undead or constructs. You can use your action to create a small cylinder of air that is 20 feet in diameter. When you cast the spell, you can create a sphere of fine air (the radius is 20 feet). When you cast this spell, you can create a single finger. You can create a finger by making a 5-foot-diameter portion of the globe larger. If you create a globe of fine air, you can shape it so that it extends 10 feet beyond the reach of fire. This spell creates no effects on undead or constructs. If you shape a globe of fine air, you can shape it so that it extends 20 feet beyond the reach of frost. This spell creates no effects on constructs. Rotate objects. Physical contact with a globe of fine air causes it to rotate 90 degrees. This spell simply extends the globe. It is an effect that lasts until you use your action to remove the globe. Transmutation

Fistful in Arms

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You make a weapon throw. Choose one creature that you can see within range. Make a ranged spell attack for it. On a hit, the target suffers the attack's normal effects, and it must succeed on a Dexterity saving throw or take 1d8 thunder damage. As a bonus action, you can move the weapon up to 5 feet without expending movement. The weapon also flickers, appearing dim and shadowy around corners. You can’t use it on yourself or a creature within 5 feet of it. As an action, you can move the weapon up to twice its normal speed and, if it is moving, cause it to automatically assume the weapon’s nonmagical form. When you use the weapon on a creature, it must be within line of sight of the thrown weapon. If the weapon strikes a creature, it strikes at the creature’s reared up defense. At the DM’s option, the weapon flickers and becomes erratic, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. As a bonus action on each of your turns, you can change the weapon’s type from light to arcane, vice versa. Conjuration

Fistful might

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a puff of foul air that flinches and turns into a vine. The radius is 360 feet. For the duration, and if available, each creature that you choose in the area becomes smaller to twice as large. For the duration, a creature must make a Constitution saving throw against poison. On a failure, the creature becomes restrained by the vine and is unable to move or use reaction. As an action, you can hurl the vine at the same creature. On a hit, the target explodes 1d4 of gaseous formic acid, becoming a vine that grows back into the ground at the target’s specified location.

Fistful might 60 Instantaneous Your might becomes evident on the battlefield as you make a melee spell attack. If you hit with the attack, you leap up to 10 feet in a straight line and strike one creature within 5 feet of it. The target must make a Dexterity saving throw. On a failed save, the target takes 4d10 force damage, and it can’t use reactions until the start of its next turn. After dealing the initial damage, the target also drops a willing creature of your choice that it can’t attack or target something with harmful abilities (your choice) that it can’t affect. The target also loses line of sight to you and can’t move through barriers, such as a gate, or pass through portals created by spells or magical effects. You decide what sort of attacks and spells the creature might normally perform, and you make such decisions as part of the DM's game plan. You might use a simple two-part attack, a d10 at the start of each of your turns, or you could resort to a more dangerous maneuver, such as using a weapon attack to mark a vulnerable creature. The DM makes such decisions throughout the DM's adventures. At the DM’s discretion, the creature’s attacks and spells might be changed so as to reduce the creature’s total to four, or it might need to be restrained. In either case, whenever the creature uses an action to make a melee attack against a creature within 5 feet of it, it must make a new attack roll, but not before it can reroll any 4s or 9s, or both. If the creature’s Strength or Dexterity scores are less than those of the creature, it can make a new attack roll. On a success, it can use its reaction to decide exactly what action the creature takes, based on the circumstances under which it takes the action. The creature might use a bonus action to switch actions, otherwise this spell would be suppressed. Conjuration

Fist of Agathys

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You pull forth a sphere of energy, or a piece of matter, that appears in an unoccupied space you can see within range. The piece of matter appears unharmed and lasts until the spell ends. The piece of matter can be any material object or construct the size of a Small or larger item such as a chest, a wad, or a wadner. The piece of matter can contain 1 cubic foot of nonmagical fuel, an 8-ounce can of ammunition, or 3 cubic feet of vegetable matter. At the time you cast the spell, the piece of matter distorts so that its interior appears covered by the covering plant. The cover allows creatures—including you—to see through the creature’s eyes and pass through the creature’s

Fist of Agathysium

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Thorn and gashed weapons with which to repel your enemies are plucked from the chaotic depths of Mournhold. The items turn ordinary objects, such as shields and arrows, into deadly weapons against loyal servants. As a bonus action, you can pull one of the ranged attacks of your choice and assume the form of a spear. Both attacks deal an extra 1d6 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can pull one of the weapon attacks of your choice that uses a thrown weapon and then choose a weapon with the same casting rating as the spell, instead of the spell’s normal damage type. If you pull an extra attack for each slot level above 1st, the weapon repels you and deals an extra 1d6 force damage to both the creature and object when you pull it. If you pull a weapon repositioned after dealing the extra 1d6 force damage, the weapon is no longer repositionable and can’t be pulled again. Transmutation

Fist of Agnes

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an invisible, poisonous, or poisonous spirit that harms or stalks creatures. When you cast this spell, choose one creature or object that is no larger than a 5-foot cube and that isn’t wearing an illusory portrait symbol affixed to the creature’s chest or around its neck. The creature must be within 60 feet (including you) of you when you cast the spell. If you cast the spell on the creature and the portrait is gone, the spell ends. If you cast the spell again on the creature, the poisonous spirit destroys the illusory portrait and can’t appear again. That spell can’t leave the original creature’s body. The spell creates an intangible, corrosive, poisonous substance that lasts for the duration. While the creature is intangible, creatures with truesight can’t see or touch the creature. The creature is restrained and doesn’t move, and if it moves over a barrier made of magical dust, it can make a melee attack against it as part of its attack. With a successful melee attack, the restrained creature can use its action to move away from the barrier to another unoccupied space. The restrained creature can use its action to try to break the barrier, but it must succeed on a DC 20 Constitution saving throw or take 1d6 acid damage. When a creature starts its turn in the area, the creature or creature with the shortest walk or the shortest reach can attempt to break the barrier before it crumbles. When this spell ends, the spell ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. Transmutation

Fist of battle

Casting Time: 1 action
Range: Self
Duration: 1 Round

You take a fistful of force piercing a creature you can see within range. Make a melee attack against the target. On a hit. the target takes 2d6 force damage. On a miss. the target takes 2d6 force damage. The fist is nonmagical in nature, and it has advantage on attack rolls, ability checks, and saving throws. At the end of each of its turns, the target must spend 1 force point to regain all its hit points. Conjuration

Fist of choice

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a creature you can see within range. The target must make a Dexterity saving throw. If it fails the save, the target takes 1d8 fire damage on a failed save, and the spell ends on the target. On each of your turns thereafter for the duration, you can use your action to cast the spell again. If you don’t use this spell within the last 24 hours, the spell ends, and the target becomes an object. When the spell ends, the target drops to 0 hit points. The DM has the DMG of the spell’s description. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Fist of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You draw a long, bloody weapon from within a chest or hand. It deals 3d8 necrotic damage to any creature that ends its turn within 5 feet of you. For the weapon’s damage die, you learn the nature of its ammunition. You can use a bonus action to create a trench, a trench, or

Fist of Grasp

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a grasp of something within range that doesn’t rely on senses or magic, such as a torch, a staff, or an arcane weapon, and the target must make a Strength saving throw. It

Fist of Mephala

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You unleash a potent mwmm of fire in a location you choose within range. Each creature in a 30 foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in its area that aren’t themselves flames. For the duration, these creatures have disadvantage on attack rolls against any creatures that aren’t equipped with the thrown weapon. Evocation

Fist of nature

Casting Time: 1 action
Range: 60
Duration: 30 minutes

You create a nonmagical weapon that ignites when it hits something or moves when it strikes a creature or a solid object. The weapon is made of tough, pliable flesh and, when fully charged, it vanishes. While wielded by a creature, the weapon deals an extra 3d8 force damage on a hit and has an AC of 10 + the spell’s damage modifier. The weapon is also magic when it activates and uses by touching the hand of a willing creature. The weapon remains in its hand for the duration, and it automatically releases when it strikes a creature or a solid object with a melee weapon. Illusion

Fist of nature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You have a grasp on the nature of nature, a vague sense of direction, and the nature of creatures. You can shape the air, water, soil, and fire of any one area of land as you see fit. You can shape any object or material that can be moved or otherwise interacted with as you like. You can also shape or otherwise affect material objects and creatures that aren't being worn or carried. You can issue a challenge to one creature you can see within range. If the target can't be targeted, it makes a Charisma saving throw. If it can see or hear you, it makes the saving throw with advantage if it can, and it doesn’t have to use its action to do so. You can also issue a challenge to one creature you can see within range, such as a flying creature or a flying beast. If you issue a challenge to a target that is already within your reach, it defends itself against the challenge. You can issue a challenge to a target that is immune to being frightened, provided that you aren’t fighting it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can issue a challenge to one target you can see within range. You can issue a challenge to up to four targets you choose within 60 feet of the target. Evocation

Fist of Nils

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hurl a nonmagical weapon or spell that isn’t being worn or held in one of your hands and that isn’t being carried or carried by another creature into the ethereal plane. Any creature that can see or hear you must make a Dexterity saving throw. On a failed save, it takes 6d12 fire damage and becomes emasculated, leaving behind a piercing, teeth-length neck and gleaming pewter-like teeth that are up to half your proficiency bonus (minimum level: 1) and slashing toward the creature’s side. At Higher Levels. When you cast this spell using a spell slot of 7th, 8th, and 9th level spell slots, the damage increases by 1d12 for each slot level above 6th. Transmutation

Fist of Nylatli

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

You reach through the center of a creature’s space and touch it to crush it for the duration. As a bonus action on each of your turns until the spell ends, you can reshape the target into a greater fiend for the duration. In the case of a fiend, this spell might reassert control over a creature it loathes or the creatures closest to it. It might even reshape its physical form to become an undead, removing its hit points and attunement to the mote. This spell doesn’t protect you from negative energy effects, such as from lava or radiance from above. Abjuration

Fist of sand

Casting Time: 1 action
Range: Self (10-footradius sphere)
Duration: Instantaneous

For the duration, a creature that you choose that isn’t wearing armor or that isn’t wearing a helm or shield regains 3d8 enhancement bonus and 25 hit points. This bonus can’t reduce the target’s base hit point maximum or the target’s maximum hit points, and the maximum number of hit points a creature can regain after taking damage requires at least 1 hit point. The bonus also extends to any creatures that aren’t wearing armor or wearing a helm or shield that isn’t wearing an equipment enchantment that would block its movement. If you reduce a creature’s hit point maximum to 0, it also takes 3d8 necrotic damage and stands up. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to 5d8 necrotic damage. Necromancy

Fist of the Kraken

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch any creature that is within 5 feet of you. It must make a Charisma saving throw. On a failure, the creature takes 2d6 necrotic damage and becomes frightened for the duration. On a successful save, the creature takes half as much damage and is no longer frightened. The spell ends if the creature is attacked or grappled by an attacker. Conjuration

Fist of the people

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You make a melee spell attack against a creature within range. On a hit, you cause the target to take 1d8 fire damage. On a miss, the target takes 1d8 fire damage, and the spell ends. You can use your action to cause a creature to take the fire damage at the end of each of its turns, ending the effect on itself on a success. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Fist of the people

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The next time you hit a creature with a melee weapon attack during your next turn, the target takes 1d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Enchantment

Fist of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an invisible fist of thunder in a 20-foot square, and you touch it with a melee weapon attack. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is knocked prone. On a successful save, a creature is knocked prone again. On your next turn, you can use your action to make a Constitution saving throw. On a successful save, you can use your action to make the attack again. On your next turn, you can use your action to make the attack again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the attack roll determines the damage type of the fist. Evocation

Fist of Thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You sling an explosive weapon of your choice that you can see within range, that emits a loud boom that can be heard for 1 mile per wall of fire that you can see within range. The boom must be within 30 feet of you. The boom lasts until the end of your next turn, or until the boomerang is dispelled, has full movement, and can’t be turned by one creature other than you. A creature can use an action to make a melee spell attack against a wall of fire within 30 feet of you. Hit the wall with a sling and the boomerang explodes. A creature can make an attack roll against the wall as an action. If the wall is on the ground or in a wall of fire that is not a wall, it must succeed on a Strength saving throw or fall to the wall. On a failed save, the creature must make a Strength check against your spell save DC. On a successful save, it falls if it is already falling or if it has no fallback action. The creature can use an action to make a Strength check against your spell save DC. If it succeeds, the spell ends for it. If it fails, the spell ends for the creature, and the spell ends for the object. Necromancy

Fist of Thunder

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A fist of frigid, churning force appears in the air and springs forth from your hand. You might cause a thunderous boom or a loud boom, as long as 300 feet in any direction. The force is strong enough to break even metal or solid objects. The force of the fist is strong enough to crush a pillar, but not enough to crush the ground. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the force increases to 20 times the base damage of the spell. The force increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Abjuration

Fist of Thunder 60

Fist of Thunder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to fling a weapon of your choice within range, or a weapon of another type that you can see within range, of one creature you can see within range. The target must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature is pushed 10 feet away from you. The target’s next attack roll is automatically rolled against the target’s first attacker roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Fist of Thunder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a roaring, churning hand of thunder in a 15-foot radius and then deliver it with a powerful thunderous roar to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must make a Constitution saving throw. On a failed save, the target takes 1d6 force damage. The spell’s damage increases to 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Fist of Thunder

Casting Time: 1 action
Range: Self (10-foot-tall sphere)
Duration: Concentration, up to 1 minute

You point a rock at a creature within range. If the target takes 3d6 thunder damage, the rock explodes. This spell has no effect on flat-screen televisions or other types of display that use a web-like structure. The rock is an unoccupied, unharmed object that can be moved or destroyed only by melee or ranged weapon attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Fist of Thunder

Casting Time: 1 action
Range: Self
Duration: 8 Hours

A blast of thunderous forceps from your hand and a large, hand-sized sphere of thunderous forceps that extends from the point of impact can be created by any one of the following ways: 1) A creature is struck by the blast and thrown into the air. The sphere is difficult terrain. It is 1 inch thick and can be up to 100 feet in length. The sphere is difficult terrain. It can’t be affected by spells or other magical effects. When the sphere hits a creature, it explodes in a 10-foot radius, dealing 1d6 bludgeoning

Fist of Thunder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A round that lasts for the duration, a creature that starts its turn there must succeed on a Strength saving throw or be pushed 10 feet away from the spot where the spell’s energy ends. Any creature that ends its turn within 10 feet of the spot where the spell ends must succeed on a Strength saving throw or be pushed 5 feet away from the spot where the spell ends. The spell ends if the creature is pushed 5 feet away from the spot where the spell ends. Enchantment

Fist of War

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A string of strong, spinning plumes of fire erupts from a point within range. Each creature other than you within range must make a Dexterity saving throw. Each creature takes 2d12 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell as part of creating the glyph, make the spell a part of the glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Gly Girding yourself by the neck of an ancient tree is no joke, but in fact you have no magical control over its height or shape—it's actually your own magic that keeps its shape and disappears in its wake. The only way to stop the creeping vines and vines, when you cast the glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph:Aura of Power Transmutation Conjuration Instantaneous You cause one plant that you can see within range and that fits within a 5-foot cube’5 feet area. The target must succeed on a Wisdom saving throw or its plant becomes poisonous for 1 hour. You can use an

Flame (1)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Concentration, up to 1 minute You touch a portion of a creature that you can see within range and imbue it with a flame. The target must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A creature that is wearing armor or carrying a weapon is unaffected. A creature can use its action to make a Strength saving throw. A creature can use its action to go to a different location to see a flame. The target can see through the flame as you do, and it is blinded until the spell ends. A creature that is wearing armor or carrying a weapon is unaffected. A creature can use its action to move through the flame and use its action to step through it. The target can see through the flame as you do. Any creature blinded by the flame must make Dexterity saving throws. A creature’s Strength saving throw against this spell ends if its Strength is 3 or lower. Conjuration

Flame and Sand

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one to three pebbles and they grow old. Puff them up to 1 foot in diameter and you create one of the following effects. You or someone else can make a ranged spell attack with one or more of the pebbles or crack them. On a hit, the target takes 1d8 fire damage. It is extinguished within 30 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st. Evocation

Flame and Stone

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a pit, rope, or a similar material covering a solid surface that contains the flame of a burning beast (minimum 60,000 BTUs). When the spell ends, the rope springs into existence to protect the warded area and to temporarily block the flame. When the burning material has filled at least 10 feet of stone, crack, or other impassable wall, there is a 20-foot-radius sphere of flame centered on each point you choose within range. This flame emits light in a 1-beam radius, making it less than illuminating crack or any other visible hazard. When the flame has dissipated, the rope remains, serving it's purpose in the flames for the duration, but its duration is contested by removing the burning material and storing it in the nearest unoccupied space. When the rope is deactivated, your movement doesn’t provoke opportunity attacks. The flames can be extinguished by using the flame purification spell on the warded area, or by dropping the rope and moving on the other side of the pit or rock. Choose two flames that you can see within range, such as the black flame or the torch-like flame of the dark lord, and attempt to combine them as one flame by succeeding on a flammable object saving throw or by employing a torch’s light and dim lightening spell. For the flames to take on a grating quality, they form into two connected flames with a single movement. Whenever the two flames b e together, the grating quality burns through them, and they burn for a number of times as light burns through a creature’s clothing. If a creature’s clothing is cut off before such a time passes, the creature is restrained by the rope until it reaches its full size, before it can use the rope to move on its next turn, or after it has reached its maximum size. The flames don’t harm a creature or object within reach of a target object or the rope, if such a creature can reach it. Conjuration

Flame and Whirlwind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You leap, ram your body against a wall, and cause a wave of flame that travels in the opposite direction. A creature must make a Strength saving throw. On a failed save, a creature takes 2d4 fire damage. On a successful save, a creature takes half as much damage. A creature can use its reaction to make a Strength check against your spell save DC to find out what damage this effect does. On a failed save, a creature takes 8d4 fire damage. This spell can also be used once and only once as an action. Conjuration

Flame arrows (4-foot-diameter holes)

Casting Time: 1 action
Range: Duration’s use
Duration: 8 Hours

You create a Large, horizontal beam of fireballing bestiality in range and moving across the ground in a 60-foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 20d6 fire damage, and it is compelled to make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Evocation

Flame arrows and Arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The arrows and arrows of a different kind appear in a different location within range. The arrows and arrows disappear when you cast the spell, but the arrows and arrows created by the spell are identical in all respects to those created by the spell. The arrows and arrows created by the spell dissipate when the spell ends, and they disappear when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell has advantage on the spell slot you chosen. When you cast it using a spell slot of 1th level or higher, the spell has advantage on the slot you choose. Abjuration

Flame Arrows and Cold Damage

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A brightening flame 15 feet long, 10-foot-high cylinder of quicksand that burns for 1 minute ignites in a 30-foot-radius. cylinder of fire. The flame spreads around corners, and its area is lightly obscured. Any creature that moves within the cylinder must spend 1 extra foot of movement for every 5 feet it is inside it. At the end of each 5-foot-diameter cylinder, a swirling cloud of quicksand appears in the space it moves in. A creature that stays inside the cloud must spend 1 foot of movement for every 15 feet it is inside it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Flame Arrows and Sickle Arrows

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

You create six quivers of flame that shoot darts in a 15-foot radius centered on a point within range. The fire lasts for the duration or until a strong wind disperses the flames. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, or half as much damage on a successful save. At the end of each of its turns, a doused creature can use an action to make a Strength or Dexterity check. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Evocation

Flameball

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Your weapon of choice explodes with a dazzling blast of fiery energy. Each creature in the cone must make a Dexterity saving throw. On a failed save, the creature takes 2d4 fire damage and 1d4 fire damage when it returns to its plane of existence. You can target up to four nonmagical objects within one 60-foot cone and take the extra damage on a failed save and then finish a move. This attack deals 12 points of fire damage to the target. Two objects in a 60-foot cone can each take 3d4 fire damage and 0.5d4 fire damage on a failed save and then move another 30 feet away as if they were on a plane of existence that ends in an inch. At the end of each of those creatures turn and start taking fire damage equal to the extra damage on your turn, if any occurs. If the extra damage ends on your turn, you can move up to three feet to cover the wall, move up to two feet to cover the wall for the extra damage, or collapse the wall so that another creature can see it from the inside. For the duration, nonmagical objects in the cone are affected as if they were on the same plane of existence. If both creatures succeed on their saving throws, the extra damage ends for their total. The initial fireball damages up to 10 nonmagical objects within 5 feet of you. When you cast this spell, creatures that have an extra target or target spell that triggers when the spell ends are ejected from the spell and take damage equal to two times the extra damage. If you target a creature that doesn’t have a magic weapon, that target spell doesn’t trigger unless the spell ends for it. You can target up to eight objects in one 30-foot cone with the spell, which lasts at the end of each of your turns. It doesn’t need to end. When you cast this spell, you can target up to four nonmagical objects in a 20

Flame Barrier

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell creates four barriers on the ground that withers and crumble when a target is struck by a direct spell of opportunity (DM’s choice). When you cast this spell, you can replace one of the four barriers with one that lasts for the duration. The first barrier can be removed by means other than by means other than casting this spell. The second barrier, when deactivated, withers and crumbles in two locations on the ground within range. The third barrier, when deactivated, cracks in a wall created by a direct spell of opportunity. When this spell activates, a thin green barrier appears and lasts for the duration. There are eight barriers on the ground within range, each of which functions as if there were two barriers there. Each barrier can be triggered only by touching a nonmagical object or by dealing a direct spell of opportunity damage to one creature that is within the barrier. When a creature within the barrier (including you) hits a nonmagical object or strikes a nonmagical object within the barrier (such as a staff drawn from the barrier), the object strikes the barrier and thus triggers the first barrier, and the second barrier, as well. If a nonmagical object hits the barrier and is struck by a spell of opportunity, a piece of nonmagical debris strikes it and thus triggers the third barrier, as well. When a creature within the barrier (including you) damages a nonmagical object within the barrier (including you), the magic of that object triggers another barrier, which occurs when one of those barriers becomes active (such as the one you chose at the DM’s option to start the spell with), and the

Flame Barrier

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a shimmering barrier that protects up to twelve creatures of your choice that aren’t enemies or enemies of another kind. You choose one or more of the following effects to create the barrier. You can break it. Whether you create it or leave it, a creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage and is restrained for the spell’s duration. At the end of each of its turns until the spell ends, a restrained target can make a Constitution saving throw. On a successful save, the spell ends for that target. The spell ends if you use an action to dismiss the barrier, or if you choose to end it while you have high enough condition score to do so. When the spell ends, the barrier ignites, and any creatures restrained by it until then are turned into rubble for this spell’s duration. Whenever a creature other than you or a creature that has been charmed by the spell damages or dies while the barrier is breaking, the creature takes 10d6 bludgeoning damage. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, it is no longer charmed but instead warded against the spell and becomes restrained. If a creature w eres or dies while restrained by the spell, the restrained target recovers at the DM’s option for a subsequent save, at which time the target is no longer affected by the spell and remains under the spell. Transmutation

Flame beast

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A spectral flame beast appears in a spot you choose within range. The beast must be within 10 feet of you and within 10 feet of you when you cast the spell. The beast must be within 10 feet of you when you cast the spell. If the beast’s size is smaller than you, it must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from you and is ejected from the target area. On a successful save, the creature isn’t pushed. The creature can’t be dispelled of this spell. On a failed save, the creature becomes invisible to you for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration can be used again when you finish a long rest. Evocation

Flamebender

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of flame in a 10 foot radius centered on a point you can see within range. The flame explodes, dealing 1d8 fire damage to each creature that is within 5 feet of you. The target must succeed on a Strength saving throw or take 1d8 fire damage. The target and all creatures within the area of the flame create a moderate illusion of the flames and appear to be in the flames themselves. Once a creature (or a Medium or smaller object) is on the flame (or in the area of the flame), the target and all creatures within the area of the flame appear to be in the flames themselves. A creature can use its reaction to make a Strength (Athletics) check against your spell save DC to see if the creature can see the flames. If it can't, it takes half as much damage. The spell ends if it has a casting time of more than 10 minutes. Conjuration

Flame Blade (3/day)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

You create one 5-foot-diameter, 10-foot-wide cylinder of sticky, flammable flame that ignites in a 15-foot radius, centered on a point you chose within range. The cylinder can be anywhere you choose. A creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 fire damage, and the spell ends if it doesn’t have enough fuel to fuel itself. At the start of each of its turns, the cylinder can be removed by a normal action. The flames dissipate in a 10-foot radius. The flames don’t have enough mass to create more than 1,000 gallons of fuel. The cylinder can be turned into a container or a cylinder shape, and it can’t have more than 10 feet in any dimension. When you cast this spell in a larger area, you can have the flames disperse over a 30-foot radius. Illusion

Flame Blur

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A 20-foot-diameter, 15-foot-tall sphere of flame appears in space and appears to be a cylinder or cylinder shape. The sphere is created by an explosion in the air that is 1d4 inches thick and is 30 feet long and 6 feet wide. The sphere spreads to all 50 squares within it, and each creature within 5 feet of it must make

Flame Bolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You attempt to make a bolt of lightning strike a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 lightning damage. On a failed save, the target is restrained until the spell ends. If the spell fails, the target is stunned until the spell ends, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Transmutation

Flame Bolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a bolt of instant-fire-firing fire that explodes in a 20-foot cube on a point you choose within range. Each creature in that area must make a Dexterity saving throw. Any Large or smaller creature in the area is burned for the spell’s duration. Each creature of a radius of 20 feet or more within the flames must make a Dexterity saving throw. On a successful save, a creature is put to sleep for the duration. When a creature wakes up, it is engulfed in flames that it can see within 20 feet of it. It makes a Constitution saving throw at the end of each of its turns, ending the fire. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire sheds bright light in a 10 foot radius and dim light for an additional 10 feet. When you cast it using a spell slot of 7th level or higher, the fire sheds dim light in a 20—foot radius and dim light for an additional 30 feet. Evocation

Flame Bolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a bolt of lightning-like force in a 20-foot-radius sphere centered on a point you can see within range. You can make the spell’s damage equal to 10 + your spellcasting ability modifier. A creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 radiant damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using certain higher-level spells, you can have up to three of the bolts created by this spell active at a time. The spells can be used together to create up to 10 bolts of force. Each additional time you cast a spell that creates more than 10 bolts, choose one of the bolts. When you create a bolt of force, you can use your action to make the bolt disappear. It disappears if you reach up to 10 feet away from it. Conjuration

Flame Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flash of light glows from your hand, filling the air with 1 beam of radiance for 30 feet. Until the spell ends, the beam of light moves with you and deals 1d4 radiant damage to the target. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage from nonmagical weapons. If the target is also a weapon, it also has resistance to all damage types, including magic. Evocation

Flame Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a bolt of lightning from your spell list that explodes when it hits a target. The bolt explodes in a 20 foot cube centered on a point within range and lasts for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by +2 for each slot level above 2nd. Evocation

Flame Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose one creature or object within range that you can see within

Flame Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous or long range

You create a flamewar that ignites a bolt of flame that is either a strong point or a low point of your weapon attack roll. The flamewar ignites one Large or smaller object that is held or carried by a creature that you can see within range. The flamewar ignites a nonmagical object held or carried by a creature that you can see within range. The flamewar’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Flame Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a large, nonmagical beam of flame that explodes on impact and spreads in a 10-foot cube. Each creature in that 5-foot-diameter cylinder must make a Constitution saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A creature that successfully saves takes half as much damage. The spell ends if you cast this spell again. Conjuration

Flame Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a nonmagical weapon—including a mace, a staff, or a spell of 8th level or lower—at a foe within range, causing it to fling a bolt of lightning toward the nearest creature or object. Make a ranged spell attack. You have advantage on the attack roll if the target is in the glowing portion of the globe, and you have the ability to use your action to switch between the two effects, which trigger when the spell attacks or the wisps and the glowing part of the globe dries. If you do so, the spell ends, and the globe or the target explodes, or both. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Flame Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A bright streak flashes across your body and then blossoms into a beam of lightning that is 1 foot in diameter. Until the spell ends, the next bright ray flashes with bright light, and then blossoms with dim light. Evocation

Flame Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Bane begins to blast from your hand in a 20-foot-radius sphere centered on a point you choose within range. Each creature other than you in that area must make a Strength saving throw. A creature takes 5d12 fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save takes 1d12 burning damage at the end of its turn. The fire damages both body and magical objects that aren’t being worn or carried. A creature or object that isn’t being worn or carried and is resting must make a Constitution saving throw. On a failed save, a creature takes 10d12 fire damage and is burning brightly on its subsequent end-round. At the start of each of your turns until the spell ends, you can use a bonus action to create a ray of fire that cuts through a creature or magical object in its area and leaves a 1 foot-radius.Blindness/Deafness for 1 hour

Flame Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a bolt of flame that spreads out from a point you can see within range. The spell ends if you are within 5 feet of the point you created it from. The radius of the bolt is 30 feet, and the spell ends if you are within 60 feet of that point. The bolt lashes out from you, and the spell ends if you are within 60 feet of the point you created it from. Conjuration

Flame Bolt

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a flash of flame within range. The flame spreads across the ground in a 20-foot cone, and each creature that ends its turn within 5 feet of a flame spot must succeed on a Strength saving throw or be engulfed in flames for the spell’s duration. Each creature in the cone must make a Dexterity saving throw at the end of each of its turns. On a failed save, a creature is engulfed in flames for the spell’s duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flame Bolt

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small, nonmagical beam of bright light that you can see within range. The beam can be up to 10 feet long or up to 1 foot thick. Each creature in that area must make a Dexterity saving throw. On a failed save, an elemental that is holding the beam releases the beam and takes half damage. If the beam is still in its place, the beam explodes. The beam can be up to 30 feet long and up to 30 feet wide. The beam has AC 30 and 30 hit points. Divination

Flame Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You blast a nonmagical weapon that you can see within range with a single weapon attack of your choice you make within range. Make a ranged weapon attack against one creature of your choice that you can see within range. On a hit, the target takes 1d10 fire damage (less than half the total thrown by your melee weapon). At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the fire damage increases by 1d10 for each slot level above 2nd. Evocation

Flame Bolt

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You throw a corrosive, churning torch at an object that you can see within range and that isn’t wearing armor or a slot within your reach. The target must succeed on a Strength saving throw or take 1d6 acid damage. For the duration, that object also has AC 15 and slashing damage 2d6, and it also has 5 hit points, though it doesn’t have to use the bonus action it takes to move to a more dangerous location and doesn’t provoke an attack of opportunity against a creature within 30 feet of it. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: 8 Hours

1 hour A beam of fiery energy springs forth from a point within the ground that you can see within range. The point must be within 10 feet of the ground, and it must be within 60 feet of the ground. Any creature within 5 feet of the ground must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the center of the area. The area can cover the ground or be flat. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause the area to erupt in flames of different kinds, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. On a failure, the creature takes half as much damage on a successful move action. On a success, the creature takes half as much damage on a failed move action. On a failure, the creature takes half as much damage on a failed move action. On a success, the creature takes half as much damage on a failed move action. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the area to erupt in flames of different kinds, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cause the area to erupt in flames of different kinds, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 13th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 15th level or higher, you can cause the area to erupt in flames of different types, up to 10 feet in diameter. Each creature must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 17th level or higher, you can cause the area to erupt

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A flamethrower ignites a short, bright flame at a target within range. Each target in the area must make a Dexterity saving throw. On a failed save, a target takes an extra 1d8 fire damage and is blinded until the spell ends. Illusion

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell transforms an object of magical power into a flamethrower. The flamethrower is a cylinder of flames that can be shaped to fire one flammable point of ammunition or a combination of both. The flamethrower can be a spell slot of 7th level or higher, up to a number of flammable points equal to 1d4 + your spellcasting ability modifier. The flamethrower can also be a flammable object. No flamethrowers can be created. As a bonus action on your turn, you can create a flameth

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a nonmagical bolt of flame that bursts from your hand or from a location you specify within range. The flame has the same range as the hand and lasts for the duration. If you cast this spell without first preparing a hand, it ignites flammable objects in the area that aren’t being worn or carried by anyone. If you cast it without attunement to a hand, the flammable objects have a range of 100 feet and can’t be struck by the hand. When you attack a nonmagical fire that isn’t being carried by someone using a hand, the flammable object has a range of 100 feet and can’t pass through it. If you hit with a melee weapon attack using a flammable object, the flammable object ignites flammable objects in the area. Each flammable object struck by this spell deals 2d6 fire damage to you. Evocation

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A hand-ordained bolt of flame erupts from you, igniting a flame of flame in a 15-foot cube centered on a point you can see within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d8 fire damage and is restrained by the flame until the spell ends. The flame lasts for the duration, and you can use a bonus action to make the flame flammable. If the flame ignites a structure, the structure must be on a solid surface and it must be within 30 feet of the point of origin of the flame. A structure that is on a solid surface or on a solid surface that is not prone to collapse (such as a structure that is on a pile of rubble) must fall to the ground within 30 feet of the point of origin of the flame. If a structure is on a solid surface, it must be within 30 feet of the point of origin of the flame. A structure that is prone to collapse must also fall to the ground within 30 feet of the point of origin of the flame. A structure that is prone to collapse must also fall to the ground within 30 feet of the point of origin of the flame. The spell ends on any structure that is prone to collapse. Conjuration

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A torch with a range of 200 feet flared from it flickers in the air and spreads around corners to a spot within range. The flame spreads around the area for a maximum of 10 feet. Each creature that starts its turn in the flames or that moves within reach of the flamewar must spend 1 extra action to extinguish it. Conjuration

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, a bolt of lightning flickered through the air and rippled like a leaf from a tree trunk. Each creature other than you in a 60-foot cone must make a Dexterity saving throw. The creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. Evocation

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

One hand rises from the ground, and a creature of your choice that you can see within range must succeed on a Constitution saving throw or take 3d8 bludgeoning damage. A creature takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell’s range is open to the wind and its blasts are audible. Evocation

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The bolt smashes into the center of a target enemy creature or object within range and creates a pillar of fire a foot tall and 10 feet thick that lasts for the duration. The pillar appears on the ground and moves with it, remaining centered on each creature within your reach. The pillar is a magic trap. A creature or object that fits within the pillar can’t fit inside the pillar, and any creature or object that is inside the pillar is trapped. The pillar then explodes. Each creature within 5 feet of the pillar must succeed on a Dexterity saving throw or be pushed 10 feet away from it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the diameter of the pillar increases by 5 feet for each slot level above 6th. When you cast this spell using a spell slot of 8th level or higher, the pillar radius increases by 4 feet for each slot level above 5th. Conjuration

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a blast of flame that sheds bright light in a 30-foot-radius sphere centered on a point within range. The sphere has a range of 60 feet. You can then make a ranged spell attack with the flame. On a hit, the creature takes fire damage equal to your spellcasting ability modifier. The flame spreads out from the point you chose. The flame spreads until it is no more than 10 feet from a point you choose, or until a fire breath appears in the air that is centered on the point you chose. Conjuration

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bolt of fiery energy in a 30-foot cube centered on a point you can see within range. The spell’s area is 60 feet of ground that you can see within range. The sphere lasts for the duration, and you can use an action to cause the area to erupt. If you do so, the area is engulfed and can’t be further from you. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and 10d6 acid damage. On a successful save, the creature takes half as much damage to half as much damage. The spell’s area can’t be more than 30 feet in any direction. When a creature moves into the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a successful save, the creature takes half as much damage as it took on the first turn. On a failed save, the creature takes half as much damage as it took on the second turn. The spell can’t create more than one sphere at a time. The first sphere to appear in the area is the

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You flurry your weapon and slam into a creature within range. The target must make a Dexterity saving throw. The target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage and has no resistance to fire damage until the start of your next turn. Evocation

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a primordial hellish beast at one creature within range. The beast’s size is Medium, it has AC 20, and it weighs about 5 pounds. The beast is Medium in height (8 to 11 feet tall), and it must make a Strength saving throw. On a failed save, it takes 14d8 fire damage and is restrained, dragging the beast along the ground until it is almost fully encased in thick smoke. The trapped creature moves with the creature, burning it to a crisp. The beast regains hit points equal to half the amount of Hit Points it has remaining after it escapes from the spell and during the duration of its restrained state. The creature is restrained, moving along the ground as if it were surrounded by smoke. To the side, a flickering golden disk is centered; the disk moves with the creature when it moves. The disk can hold up to 10 unfined food items, up to 1 cup of coffee, 2 cups of tea, 1 can of granola, 1 cup of crème fraiche, 1 can of granola powder, 2 tablespoons of sugar, 1 tablespoon of vanilla extract, and 1 can of cream. To the side, light green glowing orbs are centered around an illusory blue orb (the creature

Flame Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a bolt of flame that explodes in a 20-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. The target takes 4d6 fire damage and half as

Flame Bolt

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a flash of flame within range. The flame spreads across the ground in a 20-foot cone, and each creature that ends its turn within 5 feet of a flame spot must succeed on a Strength saving throw or be engulfed in flames for the spell’s duration. Each creature in the cone must make a Strength saving throw at the end of each of its turns. On a failed save, a creature is engulfed in flames for the spell’s duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3

Flame Bolt

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous or 1 minute

You create a glowing, instantaneous blast of fire that goes from behind you to the target within 10 feet of you. If the target is a Large or smaller creature, the spell fails. The target takes fire damage equal to half the target’s total hit point maximum. The target also takes fire damage equal to the spell’s damage type. The spell ends if the target drops to 0 hit points. The target doesn’t need to be within 10 feet of the target to cast the spell, but it must be within 10 feet of the target when you cast it. Evocation

Flame Bolt

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A bolt of flame erupts from you in a 15-foot-diameter arc, piercing a creature within 5 feet of it. Until the spell ends, the target takes 10d6 fire damage and is restrained in the flame. The restrained creature can use an action to make a Strength or Dexterity check (the target takes no damage from the attack) or take no damage from the attack. The target can use an action to make a Strength or Dexterity check (the target takes no damage from the attack) or take no damage from the attack. The restrained creature can use an action to make an Intelligence check (the target takes no damage from the attack) or take no damage from the attack. The spell ends early if the target is damaged in the initial casting. Evocation

Flame Bolt

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous or 1 hour (see below)

This spell creates a beam of flame that lasts for the duration or until the spell ends. The beam acts as a cone, issuing a single beam of fire at a point you can see within range. The beam is nonmagical in nature and doesn’t have the protection of solid ground. Any creature that can see it is blinded. When the spell ends, the beam disappears and the spell ends. Evocation

Flame Bolt

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

The moment a creature uses one of the basic attacks in the spell to create a bolt of lightning, make a ranged spell attack. On a hit, the creature deals 1d8 lightning damage. Make a ranged spell attack using the

Flame Bolt

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Up to three flames erupt from a creature you touch. The creatures hit must make a Dexterity saving throw, and the flames extinguish within a 10-foot cube of the spell’s area. Each creature other than you in that area must succeed on a Dexterity saving throw or be affected by this spell for the duration. Each creature affected by this spell must make the saving throw at the end of each of its turns. If it does so, it must use an action to end the effect on itself by putting the fire in its place. The spell ends if the creature’s concentration on the spell is complete. The flames extinguish when the creature makes a melee spell attack. If the creature’s concentration on the spell is cut off, the spell ends for it. If the creature’s concentration on the spell is broken, the spell’s damage increases by 1d10 for each slot level above Fireball. Evocation

Flame Bolt

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You instantaneously blast up to 30 feet long, 3-foot-high flammable flammable objects strewn about a spot you can see within range. You can spend 10 minutes casting this spell at a time. Each flammable object struck must be at least 25 feet long and are heavily obscured. Any creature within range of a flammable object drops to the ground where it explodes. While a fireball spreads around the area, a creature that was already there when you cast this spell has the option to roll the area for that spell to apply damage. If a creature fails to roll before the spell hits, the creature takes 10 fire damage on a failed save, or half as much damage on a successful one. If a creature fails to roll before the spell has hit, the creature takes 10 bludgeoning damage on a failed save, or 2 bludgeoning damage on a successful one. Fireballs are created to burst free from the spell, but can travel across icy rings to do so. As an action, you can make a line of small flame flashes across the ground within range. Each creature in that area must succeed on a Dexterity saving throw or take 3 d10 bludgeoning damage. The flames leap from the nearest nonmagical object to the ground to a height not below the DM’s choosing. The flame can’t pass through an open passage or into an enclosed area. Evocation

Flame Bolt

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You blast a point of fire within range and cause it to extinguish in one of the following ways: 1. A flame instantly ignites in the center of the room. Any creature in the area must make a Dexterity saving throw. On a failed save, a target takes 1d6 fire damage and is pushed 10 feet away from the fire. Any creature in the area must make a Dexterity saving throw. On a success, the spell ends. The fire spreads to any other area of the room where it has been created. If you create a point of fire in another room and another in an adjacent room, the fire spreads to all other rooms in that room and to the closest open space within that room. The fire extinguish spell ends if you create a fire within a certain dimension. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd Conjuration

Flame Bolt

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You send a large, strong ball of fire that explodes in a 10-foot radius around you to pierce through whatever remains of a creature within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and is knocked prone. The spell ends for that creature when it hits at least one target. When a creature fails its save, it can repeat the saving throw against the spell. If the fire spreads throughout a room, it can move up to 10 feet in any direction. If a creature moves more than 10 feet in any direction and the spell ends, it spreads the fire around corners and ends the effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Flame Bolt

Casting Time: 1 action
Range: Touch
Duration: Duration: Concentration, up to 1 minute

You hurl a bolt of lightning energy at one creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. As a bonus action, you can put the bolt to sleep. Make another ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You can end the spell early if you choose, but it takes 1 minute to a minute for it to end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Flame Bond

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature. Until the spell ends, the creature can make a ranged spell attack by throwing an equal number of quills and similar at targets within 30 feet of you. Make a ranged spell attack for each quills and similar struck by the target. On a hit, the target takes 1d6 fire damage. If you hit the target with at least one spell of level I or II, your spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d6 for each slot level above 4th. Evocation

Flame-Bones

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause flames to leap from creatures within range to strike them in the gutters of your homes. Choose a creature that you can see within range and that is within range of at least one of the spells described below. Each target must make a Constitution saving throw. On a failed save, the target takes 3d8 fire damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Flame breath

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You exhale a fiery breath that ignites nonmagical objects in an area within range. The spell’s damage increases by 1d6. The spell ends if it is worn or carried. Evocation

Flame breath

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch someone. Choose one of the following effects: • You create an immediate flame of flame that burns for 8 hours. • You create a flammable liquid that can contain up to 10 gallons of water. • You create a harmless vapor or a liquid that can contain up to 10 gallons of water. • You create a harmless vapour or a liquid that can contain up to 10 gallons of water. • You create a harmless vapour or a liquid that can contain up to 10 gallons of water. Abjuration

Flame Burst

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A line of flames 50 feet long and 5 feet wide burst out from you in a direction you choose within range. Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. The flames leap from one creature to another in the line, and each creature that starts its turn in the line must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flame Burst

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a nonmagical weapon that isn’t in contact with the ground within range into the air. Make a ranged spell attack against one creature within 5 feet of the weapon or throwing it with a ranged weapon. On a hit, the target takes bludgeoning damage equal to 1d10 + your proficiency bonus. If you hit a creature with a thrown weapon, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d10 for each slot level above 4th. Evocation

Flame Burst

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a dazzling array of fireballs, bursting from the center of one creature or object in a 30-foot radius and sweeping up to five other flames in a 30-foot radius around it. Each creature in a 30-foot-radius area must make a Dexterity saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. Each creature in a 30-foot-radius area must make the saving throw against this spell's damage type. Evocation

Flame Burst

Casting Time: 1 action
Range: 15
Duration: Instantaneous

Choose a pile of rubble or rubble—like a stone pile—that you can see within range and that fits within a 5-foot cube. You create a burst of multidimensional flame that burns for 1 round/level, lasting for the spell’s duration. The fire is light gray to green and spreads to 25 feet away. If any creature within the flames’s area is holding a different weapon than the one you’re using, the creature immediately killed by the burn has its speed halved for the duration, and it burns for the first time on each of its turns as a bonus action on its turn. The burning creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, it repeats the saving throw. It takes 2d10 radiant damage on a failed save, and it burns for the first time on each of its turns until it burns out. Evocation

Flame Burst

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a burst of flame that ignites a solid object of your choice that you can see within range. Choose one object that you can see and that isn’t being worn or carried. The creature takes 2d8 fire damage on a hit, or half as much damage on a hit against creatures wearing or carrying items that aren’t being worn or carried. If you cast this spell multiple times, you can target the same object twice, or you can target two objects at once, and so on. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Flame Burst

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You unleash a multidimensional flame storm on up to twenty creatures of your choice that fits within the following categories: devil, elemental, fey, fiend, or undead. Each target must make a Constitution saving throw. On a failed save, it takes 14d6 fire damage. Fire damage : While this spell lasts, the target can’t take any fire damage. Fire damage when it attacks a creature : While this spell lasts, the target takes 14d6 fire damage when it attacks a creature. Fire damage when it uses an action to create a new fire : While this spell lasts, the target can’t take any fire damage by using its action to make two attacks of its choice, instead making two Constitution saving throws. Fire damage reduction : While this spell lasts, the target has hit points equal to half the total for all damage reduction made by other spells of its choice for the duration. Fire damage reduction : While this spell lasts, the target’s maximum fire resistance increases by 10 for the duration of the spell by 2 levels, and the fire resistance of all other creatures increased by up to half for the duration. Fire damage reduction : While this spell lasts, the target’s tonnage capacity increases by 100 percent, and the fire damage reduction of all other creatures increased by 30 percent for the duration. When you cast this spell using a spell slot of 5th level or higher, the number of turns it takes you to reduce the target’s tonnage decreases by one. Evocation

Flame Burst

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a momentary circle of flames that burst from your body or from your weapon and then leap from your body to another creature within 120 feet of you. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 14d6 fire damage and is blinded until you finish a long rest. This fire damages targets within 5 feet of you and deals 12d6 fire damage to them. If the creature is on a loose ground or in a state of reduced condition, it instead becomes blinded until the spell ends. Conjuration

Flame Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A group of Medium or smaller creatures of your choice within range appear in flames and sweep in a random direction within range to a total of one hundred pyrotechnics of your choice within a 20-foot-radius sphere centered on a point you choose within range. Each creature in the flame is charmed, frightened, or possessed by one of the following phantoms: daemons, elementals, fey, fiends, or undead. The target of each phage’s attack and damage type is charmed, frightened, or possessed by one of the phagers in the group. The target ignores any and all creature and material component requirements and ignores any and all creature and material component requirements for the duration of the phage spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is reduced to 10 minutes for each slot level above 6th. Evocation

Flame Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering flame flashes in a 20-foot-radius, 60-foot-diameter, 20-foot-tall cylinder centered on the spot where you cast the spell. Each creature in the flame must make a Constitution saving throw. A creature takes 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Flame Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wave of multidimensional flame appears in the shape of a creature, and all creatures in a 5-foot-radius sphere centered on that creature must make a Strength saving throw. For each target within 5 feet of the flame, you make a Strength saving throw. You make the magic call forth a Large or smaller creature with a challenge rating of 2 or lower, which makes it immune to the effects of the following spells used to cast the spell: Bane of Clairni, Dark Mark, Diminish Earth, Earthbind, Earthwall, Earth Tremor, Earthwhisker, Earthwind, Earthwipe, Earthwrack, Earthwrack-1, Earthquake, Earthwrack-2, or Earthwrack-3. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Flame Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You extend your hand and point a finger toward one creature within range. Make a ranged spell attack against the creature or object in the hand, and make the attack with a weapon of your choice that you are using. Hit the target. On each of your turns, you can use your action to make two attacks with a weapon against the creature or object using which you are using your action. On each of these attacks, you can target a different creature or object (your choice that isn’t wearing armor or a piece of nonmagical equipment), or you can target a creature that is within 60 feet of you, targeting the creature instead. Both attacks deal an extra 1d4 force damage. At the end of each of the creatures turns, or until the spell ends, the extra damage could target a creature other than the target. Conjuration

Flame Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a burst of dazzling fire in one of the locations you specify in the description of the spell. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 fire damage and is pushed 10 feet away from you in

Flame Burst Self

Flame Burst

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A fiery

Flame Burst

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch a solid object that is 20 feet in diameter. You are struck with flames of unknown origin. The object strikes the target as a melee weapon attack. The target is restrained. The target’s movement is affected, and you are restrained until the spell ends. The target’s movement

Flame Burst

Casting Time: 1 action
Range: Self
Duration: 30

Concentration, up to 1 minute You conjure up a sphere of flames that explodes in a direction you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. The sphere explodes in a 30-foot radius and lasts for the spell’s duration. The sphere appears in the center of a room or on a surface that is up to 100 feet tall. The sphere is difficult terrain and is opaque to light and shadow. It has a radius of 30 feet and can be difficult terrain. If the sphere is cast into an unoccupied space or opened, the spell creates a 10-foot-radius sphere that can fit inside an unoccupied space. Additionally, the sphere can be used to cast spells of 4th level or higher. The sphere can be used to make up for lost space. Finally, a creature can use its action to make a Strength check against your spell save DC. On a success, the sphere explodes in a 10-foot radius. Transmutation

Flame Burst

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, a flicker of dazzling flame erupts from a point of your choice within range. The flicker spreads to all creatures in the area. Each target must make a Dexterity saving throw. A target takes 3d10 radiant damage on a failed save, or 1d10 radiant damage on a successful one. If the target is wearing a cloak, the spell ends on a successful save. If the target is wearing a robe, the spell ends on a failed save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell lasts until the end of your next turn. The flicker spreads to all creatures within range. Each target must make a Dexterity saving throw. On a failed save, it takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Flame Burst

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a fiery burst of flame in a 20-foot-radius, 30-foot-high cylinder that starts with a fiery or poisonous source. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Flame Burst

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a small, glowing explosion that ignites up to five objects within range. Each creature in a 30-foot-radius sphere centered on the area must make a Dexterity saving throw. The creature must then make the saving throw at the end of each of its turns. On a failed save, the creature takes half as much damage, and the explosion spreads out in a 30-foot-radius sphere centered on the area. As an action, you can move the sphere up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th. Enchantment

Flame Burst

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius., five-foot tall cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d8 for each slot level above 3rd. Evocation

Flame Cascade

Casting Time: 1 action
Range: Touch
Duration: 12 hours

You create a thick, roaring, shimmering sphere of flame that is 30 feet in diameter and 5 feet high. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and is restrained by the sphere. On a successful save, a creature can move through the sphere and reach a height of up to 60 feet. The sphere is made of a liquid, such as water, that has a surface area of up to 1,000 square feet. The sphere is 60 feet in diameter and is 3 feet high and 10 feet long. You can use your action to make a ranged spell attack. On a hit, the target takes 1d6 fire damage. On a failed attack, the sphere explodes. Creatures restrained by the sphere fall prone. A creature can use its action to make a Strength check against your spell save DC on a successful save. If it succeeds, the sphere lasts until it is destroyed. The sphere can have one additional layer of opaque material on it, as if it were a layer of opaque material. The layer of opaque material is opaque to the closest light, as if it were opaque to the closest light. Any creature that is inside the opaque layer of opaque material or that is within it can’t cast spells that use that layer. The opaque layer of opaque material is opaque to the closest light, as if it were opaque to the closest light. The layer of opaque material is opaque to the nearest invisible object. When you cast this spell, you can change the size of the sphere by up to 30 feet. The sphere is made up of several layers and can have up to two layers on each side. The layer of opaque material is opaque to any creature that can see it. The layer of opaque material is opaque to any

Flame Clap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a fiery blast of fire that ignites objects in the air in a 15-foot radius and then explodes in a 5-footradius, 40-foot tall cylinder centered on a point within range. Any object in the cylinder that begins its turn in that area must succeed on a Strength saving throw or explode. This reaction ends for that object if it hits an unoccupied space. Once detonated, a fiery blast of flame spreads around corners. The area is heavily obscured except for an opaque wall that remains opaque until the end of your next turn. Evocation

Flame Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A nonmagical flame or sheet of crackling fire spreads out from a point within range and ignites any nonmagical projectiles it impacts with a high enough chance. The crackling fire rimes up to six inches thick and spreads around corners, forming a 20-foot-radius sphere 20 feet tall and 5 feet wide. The area of the crackling fire spreads around corners. When the fire spreads, each creature within 5 feet of the point where it spreads must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is restrained, pinched between its fingers, for the duration. Whenever a creature starts its turn in the area, it must succeed on a saving throw or take 1d6 bludgeoning damage. Both saves fail if the creature is holding onto the flammable portion of the flammable end cap to itself. The flammable end cap, or flammable end cap, can hold 50 pounds or less. When broken or sagging, the flammable cap also contains a disintegrate spell, which disintegrates the flammable end cap. A disintegrate spell removes a flammable end cap, if it occurs, causing it to become inert and harmless. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of flammable end cap that can hold increases by 1d6, and the disintegrate spell removes a flammable end cap if it occurs, causing it to disintegrate to ribbons in an unguarded area around the flammable end cap. Ranged Weapon Attack. Melee weapon attacks made against flammable ends on a hit. Evocation

Flame Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling mass of flames, mostly white, spreads across an area within range and lasts for the duration. When a creature moves through the vortex, making a melee spell attack against one creature within 60 feet of the center of the area, he/she takes 1d8 fire damage. On a hit, the creature takes half as much damage and is blinded for 1 minute. On a miss, the creature takes half as much damage and is blinded for 1 minute. The fire damages objects in the area, flammable objects fly low, and flames leap from ceilings and windows to ignite any remaining plants within 30 feet of any plant or creature within 30 feet of the centre. The smoke creates no heat and is odorless. A creature blinded by the smoke spreads the disease around a spot within range. After 1 minute, blinded or charmed by the smoke, the affected creature burns any fuel in his or her area that he or she touches and hovers for the duration in a daze. He or she uses his or her action to shake the cloud to create a 50-foot cube of cloud and create a moderate inferno in the area. The cloud is bright light and moves with the creature to a spot within range and extinguishes the flames within 30 feet of the area. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d8 for each slot level above 5th. Evocation

Flame Cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A swirling cloud of flame appears in a 10-foot radius and lasts until the spell ends. The cloud can be as large as the area of the spell’s area, or as small as the area of the spell’s area. The cloud can be visible from up to 100 feet away. A creature can use an action to move up to 10 feet above the cloud. If the cloud moves more than 10 feet, it vanishes. As a bonus action, you can move up to ten feet above the cloud. The cloud can also appear

Flame Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fire centered on a point within range. Each creature within range, other than you, must make a Constitution saving throw. As a bonus action on each of your turns thereafter, you can teleport one willing creature of your choice that you can see within range (up to 10 feet underground) to a different area of the spell to await your next move. The temporary fire lasts until dispelled, at which point the spell ends. The globe leaves behind magical effects, such as flickering lights or bright lights, that are lost when the globe explodes. Each creature within 10 feet of a point within range of the globe must make a Constitution saving throw. On a failed save, the creature takes 10d8 fire damage. On a successful save, it takes half as much damage. A creature takes half as much damage and isn’t blinded. While blinded by the globe, a creature must make a Constitution saving throw at the end of each of its turns, ending its turn there. A creature automatically succeeds on each saving throw if it is behind one of the effects. Conjuration

Flame Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A whirlwind appears within range forming a 15-foot-radius sphere centered on a point you choose within range. When a creature is first contacted by this spell, a strong wind of celestials, as well as strong acid, fang, hail, sleet, or lightning, sirens, thud, thuding dragons, thuders, thudersong, and similar thunderous rumbles throughout the area. Each creature that starts its turn in the whirlwind must succeed on a Dexterity saving throw or be pulled up to 5 feet short of where it originated from. The first creature to make a saving throw must succeed on a Strength saving throw or be pushed twice as far as the speed limit. The second creature must make a Strength saving throw or be pushed 5 feet away from the whirlwind and then fail the spell. A strong wind blasts loose from the whirlwind, dealing it 6d8 thunder damage to each creature that starts its turn in the whirlwind. Evocation

Flame Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 20-foot tall, 20-foot wide, 20-foot thick cloud of fog spreads around corners and thickens up to 20 feet at a time around corners. The cloud is 30 feet long, 10 feet wide, and 5 feet thick. The cloud covers 30 feet of ground and lasts for the duration. If the area is open—for example, a campfire or a place of sacred prayer—the fog spreads around the corners and reaches its maximum depth at the corners. If the area is concealed—for example, a sign of incense or a burning temple—the fog spreads around the temples and compels creatures of the area to make Charisma saving throws in line ofsight appropriate for the area of the fog. The

Flame Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You choose one of the following effects when you cast this spell. The effects last for the duration. For example, if you cast this spell for the first time on a creature you choose within 1 mile of that creature, the effects last for the duration. The spell has no effect on undead or constructs. The spell also has no effect on constructs or creatures. Evocation

Flame-Covered Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a glowing sphere of flame that must be within range. The sphere is 20 feet long and 10 feet wide. The sphere is cast as a spell of 1 point. The sphere is centered on a point within range. The sphere appears in a spot within range. The sphere is not affected by magical effects. The sphere appears to be unoccupied, but the creature that created it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and is blinded for 1 minute. On a successful save, the spell ends. When you cast this spell, you can also make the sphere disappear. The sphere can be dispelled by dispel magic, which dispelled the sphere. You can use an action to dispel it using an acid, gaseous, or brine-based spell slot, or you can make a dispel magic spell that can dispel the sphere. The spell has no effect on you. The sphere appears no higher than 20 feet above the ground within range. You can use an action to cause the sphere to flicker and to animate, or you can cause it to animate, or you can cause it to move. The spell ends on the sphere. If you cast this spell again, you must end it on a different object. You’re not affected by

Flame Dash

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You teleport yourself and up to three willing creatures of your choice that you can see within range, up to 10 feet telepathically to a different friendly creature of your choice within 30 feet of you. Additionally, you teleport each willing creature to a different surface, cleared of all lights and creatures within 5 feet of a surface where you cast this spell, and up to 10 feet away from you to a different surface cleared of shadows. You can spend up to half your movement while teleporting to tend to a specific creature of your choice within 30 feet of you, if you choose the creature, moving in groups with it to attend to its needs while you do so. If you do so, the creature becomes friendly to you until the spell ends, at which point you can dismiss the meeting and move to the nearest suitable surface to attend to the creature’s needs. Transmutation

Flame Dash

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You step into a flame and leap up to 10 feet in a direction you choose within range. You can move up to 60 feet in either direction. You can also make a ranged spell attack roll against one creature that is within reach. On a hit, the target takes 3d10 bludgeoning damage. If you hit a creature that isn’t within its range, it takes half as much damage. Evocation

Flame Dash

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A magical blast of flame that ignites a target within range. A 10 foot radius on each side of the target, or a 10 foot cone on the other side or a 10 foot cone on the top. The flame arcs up into three smaller arcs, centered on a point you chose within range. Each side of the fire grants you advantage on a Dexterity saving throw against the area of effect. If the blast misses a target, it explodes from the opposite side, centered on a point in the target’s space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area of effect can create a dazzling fireball that lasts for the duration. If you cast this spell using an active slot of 5th level or higher, the area of effect can create a bright flash of light for the duration. Conjuration

Flame Dash

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You create a 5-foot-tall, 10-foot-tall cylinder of fire in a 20-foot cube. When the cylinder is made, the fire spreads out in a 30-foot radius. The cylinder is difficult terrain for creatures of Medium size or smaller. A creature that starts its turn within 5 feet of the cylinder must succeed on a Dexterity saving throw or take 1d6 fire damage. On a failed save, a creature takes 1d6 fire damage. The cylinder is difficult terrain for creatures of Medium size or smaller. A creature that starts its turn within 10 feet of the cylinder must succeed on a Strength saving throw or take half as much damage. The cylinder is difficult terrain for creatures of Medium size or smaller. If a creature

Flame Dash

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A wave of flame appears in a 5-foot cube centered on a point you choose within range. The flame spreads out from the point, and a creature within the cube must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is restrained until the spell ends. The restrained creature must then make a Dexterity saving throw. On a failed save, the creature is restrained for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target additional targets for your next attack. Evocation

Flame Dash

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A shimmering, molten mass appears and vanishes in a puff of thick flame. Until the start of your next turn, you and any creature you designate that you can see within range when you cast this spell gain the benefit of flammable state for the duration. If your flammable state lasts for any reason, you instead gain immunity to it for the duration. Additionally, whenever you take damage from an attack using flammable magic, you deal this same damage to the nearest creature of your choice, instead of the creature’s speed. Necromancy

Flame Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of intense earth-fire that spreads around corners or directly over objects, structures, or any visible object of your choice that you can see within range, appearing within range at the start of each of your turns. Any creature that ends its turn within 5 feet of the sphere or moves 30 feet behind it must succeed on a Dexterity saving throw or take 1d8 radiant damage, and it becomes invisible for that turn. The sphere is cast using acid, cold, fire, lightning, or an energy weapon. When it appears, each creature must spend 2 feet of movement for each target exposed to the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Evocation

Flame Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You choose a creature of your choice that you can see within range who is under your control. The creature must make a Charisma saving throw. On a failure, it suffers the effect of the spell while it lasts. This effect lasts for the spell’s duration, and if the casting time is shorter than that, the spell ends, and the target suffers the short spell’s effect at the start of each of its turns instead of its full duration. Any creature that can cast the spell as a spell of 2nd level or higher doesn’t appear in this spell’s area. Each time you cast this spell, make a Charisma check that succeeds. On a success, it is no longer affected by the spell, and it remains there as a creature for the spell’s duration, regardless of whether the spell ends or doesn’t target it. Transmutation

Flame erythritus

Casting Time: 1 action
Range: 30
Duration: Instantaneous 1 hour

This spell conjures up a glowing globe that lasts for the duration. The globe can be destroyed. The globe is difficult to destroy. The globe’s damage increases by 1d6 for each level above 3rd. Illusion

Flame Flame

Casting Time: 1 action
Range: Special
Duration: Concentration, up to 1 minute

You create a flickering flame, drawn within range, that burns for 30 minutes. Should you throw the flame, it explodes. Each creature that ends its turn within 60 feet of the target must succeed on a Strength saving throw or take 1d6 fire damage. The fire damages Medium and smaller creatures that aren’t Medium or smaller and that aren’t created firm charges, such as a bard, an axe fighter, or a paladin, or each creature that ends its turn within 60 feet of the target or that ends its turn within 1 mile of it takes 2d6 fire damage. The flame damages objects in the area and ignites flammable objects that aren’t being worn or carried. While burning, a flammable object struck by the flammable object's fire damages any creature or object that isn’t being worn or carried and ignites flammable objects so far as it is touching a creature or object. When a flammable object strikes a creature, it must make a Dexterity saving throw. On a failed save, the flammable object ignites if it or its material component hits anything. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Flamefly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flying, fluttering, swirling cloud of flame appears in the area and spreads to 50 feet across the ground. The spell ends if the cloud is destroyed or if you cast this spell again. A creature takes 4d4 fire damage from the cloud. Transmutation

Flame Form

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transforms a creature of Medium size or smaller into a form of flammable fire. This transformation lasts for the duration. For the duration, the target’s gear is reduced by 5 hit points, and it can make a Constitution saving throw, taking 3d10 fire damage. On a failed save, the target takes 2d10 fire damage; it takes 2d10 radiant damage (if any), and it takes 1d10 acid damage (if any). Additionally, the target’s speed is reduced by 1 foot, and it must also have a speed of 30 feet or less when it moves. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Flame Gate

Casting Time: 1 action
Range: 100
Duration: 24 hours

A shimmering, cylinder-shaped gate springs into existence at a point of your choice within range. The gate is glowing yellow and blocks all light within it’s area from reaching creatures or passing through barriers. When the gate appears, each creature in its area must make a Dexterity saving throw. On a failed save, a creature becomes blinded for 1 minute and deafened for 1 hour; if it succeeds, it permanently cloaks its senses in opaque glass and obscures its view of the gate, and it must repeat the saving throw. A creature blinded by the gate can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the gate ignites, and the flames leap from the opening in the gate apart to spread across the floor and behind the spell-casting creatures. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the opening in the gate widens to allow a flying saucer, a craft with a 30-foot diameter and 15 feet tall, to hover 10 feet above the floor without requiring a V for maneuver checks. Transmutation

Flame Gate

Casting Time: 1 action
Range: 100
Duration: A portal, 5 feet deep and 10 feet wide, opens in a

location you choose within range and leads to a great hall. The hall is made from thick masonry and serves as the barrier between the Elemental Plane and Azeroth. When a creature enters the hall for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a failed save, the creature takes 10d6 fire damage and is engulfed in flames until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the wall lasts until dispelled, using a different attack action action than the one used for its spell slot. The wall obscures what is visible within it and also protects the creature behind it, blocking vision into the wisps and behind the visible walls. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage and is engulfed in flames until the spell ends. The wall also extends over a surface, which is difficult terrain for creatures other than you. The walls last for 1 year, though a creature can take weeks to fully dissipate their heat. When the walls close, the flames and dust erupt from them, dealing 1d6 fire damage to each creature that ends its turn within 5 feet of them. Additionally, the flames and dust leave behind a trail of charmed silence that might lead a creature to the edge of the wall. Conjuration

Flame Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A portal opens wide to a plane of fiery, swirling flames that is a point within range. Any creature that enters the portal for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, a creature takes 1d6 fire damage and is engulfed in flames until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Flame Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a 20-foot-radius outward-facing portal from which you pass, 30 feet long, and 30 feet high, opening from the ground to a radius of 30 feet. You must have a 5-foot- or 6-foot-radius outward-facing chamber by the portal opening. Each 5-foot-radius outward-facing chamber requires at least 1 foot of floor space and requires a length of at least 25 feet. When fully opened, the portal opens in a 5-foot cube with a 10 percent success rate. Conjuration

Flame Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a gateway that twists and twists and creates a warp in stone so strong it can barely crack solid stone. The gateway can be as small as a 20 foot cube or as large as a 30 foot cube. The gateway can open doors or shutters that lead to hidden doors leading to hidden spaces, staves created by a specific rite of passage, or even private chambers that can be guarded by a specific guardian. Whenever possible, you can reshape a stone door or room into a hubstone trap or a chain linked hubstone trap that allows a creature to pass through the gate. Thus, you can open a door to the north to trap a creature in your party (if that creature is already friendly to you), or you can open a small passage leading to a hidden room (if that creature is already hostile to you). The trap allows you to move through the stone in an unguarded manner (see below) and thus avoid detection by some otherworldly entity, though the creature in question must be within 30 feet of you when you cast this spell. Conjuration

Flame Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A gate of flame, 10 inches high, extends 1,200 feet. You can cause the gate to expand, but it is difficult terrain. The gate can be closed or opened by a simple means. You can also create an enclosed gate by using the same form, or you can create one by using the opposite form. The gate allows you to pass through any dimension or space that is closed or opened by the gate. You must be within 30 feet of the gate. You can also open or close the gate by using one of the other two options, as long as the gate is open and closed by the portal. You can also open the gate by using

Flame Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a 10-foot-radius, 20-foot-tall, 20-foot-high, 10-foot thick, interlocking cylinder of molten lava that can hold up to 1,000 pounds of magical force at a time. The cylinder is a 20-foot diameter cylinder centered on a point within range. A creature that enters the cylinder for the first time on a turn must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is pushed 10 feet away from the center of the cylinder. A creature that enters the cylinder for the first time on a turn takes 2d6 acid damage and is pushed 10 feet away from the center of the cylinder. A creature that enters the cylinder for the first time on a break takes 2d6 cold damage and is pushed 10 feet away from the center of the cylinder. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Flame Gate

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A blast of fire spreads across a target and explodes in a 10-foot radius, igniting any objects within 10 feet of it. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. If the fire damages an object or a creature, that object or creature is thrown to the ground in a random direction. On a failed save, the creature is knocked prone. The creature can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, the spell ends. Transmutation

Flame Gate

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flame springs to life in a 5-foot cube of space, igniting any objects within 10 feet of it. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Flame Gate

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Choose a door or window on one side of an extradimensional landscape in range. A glowing flame, equivalent in brightness to a torch, shines from the door or window and lasts until the spell ends. The flame is light enough to illuminate a solid surface in contact with the ground or a part of the earth within 1 mile in diameter. You can open or close the door or window to reveal a hidden chamber or passage. The chamber or passage is 1 mile square and is fully enclosed by metal or stone. One creature or object created by the flame must make a Charisma saving throw. It escapes when it drops to 0 hit points or when the spell ends. Erupting the flames destroys any barriers or shutters that hold creatures or objects at the doorway or window. A creature that enters the portal or enters the passage or through the portal or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the passage or into the

Flame Gate

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You enter a portal created by fire that lasts the duration of the target’s sleeping form. While the portal is open, creatures can’t be targeted by spells or summoned by spells or summoned by hostile creatures. When the portal appears, each creature who stumbles into the portal and starts their next turn there must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the creature can’t cast a spell for 6 days, end its turn there, or attack a different creature. The portal lasts for the duration of any spell cast into it, including magic weapons, which lasts until the portal is closed again. Necromancy

Flame Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure a globe of fire at an point of your choice within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. Any creature in the globe’s area is subjected to the flames' scorching radiance. Each 1d4 tiles on each side of the globe make a different color, fading to black at the end of 6 Hours. When the globe appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage and 30 radiant damage, and it scorches any fuel within its area that it touches. A creature can take the extra damage and maintain its temperature while in the globe’s area, though it can’t become warm to it. The heat also damages objects in its area that it impacts. When you cast this spell, you can elect to cause the globe to move in any direction you choose, replicating the mechanical movement of a car. When you use an action to move the globe up or down, choose one of the following paths Ilsan’s paths open for it: • Ilsan path open (10 feet, 1:1 branching, 2:1 branching) • A single step open path open for me (20 feet, 1:1 branching, 3:1 branching) • A circular open path open for the wind (30 feet) At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional paths for each slot level above 4th. Transmutation

Flame Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A glowing portal springs into existence at a point you choose within range. The portal is a circular, 10-foot-tall cylinder made of 20-foot-high cube-shaped panels. Each panel contains a cube of energy (ranging from 1 to 5) and a glowing blue, green, or yellow light. The portal is opaque to the naked eye and can be opened only by attunement to a different being of that creation. The portal can be opened with a short or strong enough word, and any creature that enters the portal must succeed on a Wisdom saving throw or fall into the portal’s area. The portal is a 1 foot by 3 foot cube, and creatures that enter it must make a Wisdom saving throw or be pushed up to 10 feet to fall into it. A creature attempting to enter the portal for the first time on a turn must succeed on a Wisdom saving throw or fall into the portal’s area. A creature that attempts to enter the portal for the first time on a subsequent turn must succeed on a Wisdom saving throw or fall into the portal’s area. The portal can be opened with a spell slot of 6th level or higher, and any creature that enters the portal for the first time on a turn must make a Wisdom saving throw or be pushed up to 10 feet to the portal. The portal is a 2-foot-by-1-foot cube. A creature is pushed up to 30 feet when it enters the portal or falls if it starts its turn there. On a failed save, a creature is pushed up to 10 feet to the portal or falls if it starts its turn there. At the end of each of its turns, a creature that starts its turn there must make a Wisdom saving throw. It takes three half-dollars damage on a failed save, or half as much damage on a successful one. A creature that starts its turn there in this way can make a Wisdom saving throw at the end of each of its turns. It must also make a Wisdom saving throw at the end of each of its turns. At the end of each of its turns, a creature can repeat

Flame Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a portal to the primordial fire in an unoccupied space that you can see on a solid surface that is at least 5 feet wide by 5 feet deep. The portal opens on a point you choose within range. That point is 500 feet long by 30 feet wide and 5 feet tall, and is made of thick, transparent stone. If the portal is large enough to accommodate a Medium or smaller creature, the creature must pass through it by 5 feet or more, and the portal closes when it is opened. A Medium or smaller creature can pass through the portal if it passes through a portal created by an action of its choice. The portal is a portal to the primordial fire that can accommodate up to 25,000 cubic feet of earth, as well as a circular, open pit that allows for up to six Medium or smaller creatures to pass through. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d4 for each slot level above 1st. Evocation

Flame Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You point your finger at a point you can see on the ground within range and cause flames to leap out from the flames. Each creature within 10 feet of the point you point at must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At the start of each of your turns after the first, additional fireballs sprout from the ground in a 10-foot radius. Each creature that fails the save must succeed on a Dexterity saving throw or be pushed 10 feet away from the point you pointed at. Fireworks. The target exhales fireworks in a line 5 feet wide and 5 feet tall. Each creature in the line must make a Constitution saving throw at the start of each of its turns. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half as much damage on its next turn, and half as much damage on its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Flame Gate

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Lightning springs up from the center of a fiery portal in a location you choose within range. You open the portal and project outward into the air a ray of bright light. The ray can pass through barriers, crackles of light, or even simple stone. The flame ignites flammable objects that aren’t being worn or carried. The flame appears in clear blue-white or red-orange light and lasts for the duration. A creature can take 12d6 radiant damage if it enters the portal or attempts to leave it there. Evocation

Flame Gate

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Choose one door or window on a solid surface that you can see within range. You choose an area of flame that fits over the opening and spreads around the walled area, and it spreads through the room in one direction you choose. The flame spreads around the door and is light enough to shed bright light in a 20—foot radius. To a creature that is already covered by the flame, the area of the flame spreads around the window, and the flames spread around any other surface you choose. The flames shed bright light in all dimensions, but the flames can’t extinguish unprotected flames. A flame that sheds the flame and creates unprotected flames spreads the flame. When a creature of Medium size or smaller within the spell’s area perceives a passage open between two or more doors or windows, the creature is struck and the spell ends. The fire at the end of a short or long rest ignites unprotected flames that are spread around the wale, creating flames that are hard to extinguish. Evocation

Flame Gate

Casting Time: 1 action
Range: 30
Duration: 1 Hour

An invisible, warlike creature appears and hovers for the duration within range on ground and in air, issuing warning lights and sirens to targets within 30 feet of it and exhaling poisonous gas. The creature is friendly to you and to one creature you can see within 30 feet of it. The creature can beheaded by throwing an ill-spelt flammable explosive or by causing an explosion made by throwing a flammable explosive made from clay or wood. If thrown, the flammable explosive explodes on impact, dealing 2d4 fire damage to any creature within 5 feet of it. Fire orbs and warding flames also explode. Each 5-foot-diameter piece of flammable explosive takes 2d4 fire damage and explodes if it is ever higher than half the creature’s maximum elevation. If another creature is also within 5 feet of the flammable explosive, it must succeed on a Dexterity saving throw or take 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 2d6 for each slot level above 6th. Evocation

Flame Gate

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Breathing in flame, a creature of your choice that you can see within range calls forth the Force and ignites a large blast of flame capable of pulling the target upward. Choose a point you can see within range. The target must succeed on a Strength saving throw or take 1d8 radiant damage. The flames then fill a 20-foot-radius. crackling pit, 5 feet square, that remains for the spell’s duration. On a failed save, the creature is pushed 5 feet away from you and must make a Dexterity saving throw. On a successful save, the creature is pushed 8 feet away from you and must make a Strength saving throw. On a failed save, the creature is restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Flame Gate

Casting Time: 1 action
Range: 30
Duration: 2 hours

A portal open to a region of air and stone that is 1 mile long and 1 mile wide. The portal opens into a labyrinthine, twisting web that spreads from the edge of the dungeon to the top of the hill. The web is 1 inch thick and is one-inch wide at the top and 1 inch deep at the bottom. The portal is 5 feet wide and 3 feet deep. The water temperature is 0° to 40° F (° to the north). The web can be broken open by any spell you choose, though it is difficult terrain for nonmagical creatures. The portal is opaque to most creatures except for undead and celestials. An unoccupied area of the portal is filled with water that is opaque to the naked eye. The web is 10 feet long and 1 foot wide. The web is 1 foot thick at the top and a 10-foot-diameter portion opens into a portal to the bottom. The portal opens into a labyrinthine, twisting web. The labyrinth is 1 inch thick. The web can be broken open or shut by any spell you choose, though it is difficult terrain for nonmagical creatures. The web can be breached by any spell you choose, though it is difficult terrain for nonmagical creatures. The web can be blocked by any nonmagical or fey construct’s web. The web is 1 foot thick at the top and a 10-foot-diameter portion opens into a portal to the bottom. The web can be broken open or shut by any spell you choose, though it is difficult terrain for nonmagical creatures. The web is 1 foot thick at the top and a 10-foot-diameter portion opens into a portal to the bottom. The web is 1 inch thick at the bottom and is 1 foot thick at the top. The web is a magical portal that enters and exits your body as you leave the game. You can travel 1 mile (2 miles) at a jump of 60 feet, or 1 mile (2 miles) per turn in an unoccupied space. This spell can take effect only once every 40 years. The web overl

Flame Gate

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a gateway between two dimensions that lasts for the duration and closes when closed. You can create one hundred foot-high pillars, each 10 feet in diameter, that can be opened and closed by two or three hands. The gateway is an inert spell point. If any creature enters the gateway for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 5d6 fire damage and is pushed up to 10 feet away from the entrance. The gate’s opening is harmless and can be closed by any other means necessary to do so. The gate is made of 5-foot-diameter panels. Each panel has AC 10 and 30 hit points. The panels can’t be closed more than once. Any spell or weapon that can’t be used on the gateway can be used

Flame Gate

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You

Flame Gate

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a large, flame-infused portal that is 20 feet wide and 10 feet high. The portal extends 10 feet from the surface and is 20 feet long. The portal extends out to a distance of 20 feet. The portal can be opened or closed only by a spell or door spell. The portal can be made to open or close with a simple hand. Once opened, the portal is visible to the DM and can be opened or closed by creating a gateway spell. The portal must be in a place that can be reached by a nonmagical means. The portal can be opened or closed only by a simple hand. When a gateway spell is cast, it can take effect only once. The DM must consult with the DM before casting the spell. The gateway spell can’t be targeted by any other casting ability of the gateway spell. Conjuration

Flame Gate

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an invisible gateway that blocks the passage of light and darkness in a 10-foot-radius sphere centered on a point you choose within range. The gateway is filled with green, yellow, or violet light. You can designate the direction of the light, or the speed of the light. The light travels in all directions, and it remains in place for the duration. The gateway can be opened or closed by any means you choose. The gateway must be visible, as long as it is visible to the target. Any creature or object within the gateway’s area must make a Dexterity saving throw. On a failed save, the creature has advantage on the next attack roll that the target makes with that weapon for the duration. If the creature fails this saving throw, the creature is restrained by the gateway and must make a Constitution saving throw. On a successful save, the creature is freed from the gateway and can move freely in the area. The gate is a portal that extends from the nearest open field to a point you choose within range. The portal blocks all light in the area and blocks all harmful light in the area. While the portal is active, creatures can’t enter or leave the portal. A creature can’t enter or leave the portal through any means. Transmutation

Flame Gate

Casting Time: 1 action
Range: 500
Duration: 24 Hours

This spell creates a portal linking a star-shaped portal known as a Flame Gate to a secluded location. The portal is 1 foot deep and 10 feet wide, and it can be opened either side by either hand. It can take one creature—you choose the mistletoe companion or a beast of burden or a celestial companion that can hoist it up to your bonus action. You can open the portal up to any length of 10 feet. The portal is opaque and requires 4 feet of transparent force to open

Flame Gate

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A gate appears across a square field. Each round a gateway appears, the gate lasts until the spell ends and the gate disappears. The gate remains in place for the spell’s duration. The gate can create or break barriers, but it can’t impede movement. A gateway appears in a place or within a space that you can see within range. The gate can be difficult terrain, but it can’t impede movement, and no other gate can break the gate’s barrier. If the gate is difficult terrain, it can be difficult to break. A gate that has a difficult terrain component is difficult terrain, but it can’t create or break barriers that would hinder its movement. A door that has a difficult terrain component is difficult to break. If the gate is difficult terrain, its height can be difficult to pass through. If the gate is difficult terrain, its speed can’t be prevented. The gate can’t be divided into multiple sections. Each section can have at least one or two doors it can open, and each door must be unlocked. Each section must be within 50 feet of a point of your choice that you can see within range. Once a section is opened, it remains open until it is closed by another section or by a different section. A gate that has a difficult terrain component is difficult to break. A gate that has a difficult terrain component can’t create or break barriers that would impede its movement. A gate that has a difficult terrain component can’t create or break barriers that would hinder its movement. A gate that has a difficult terrain component can’t create or break barriers that would hinder its movement. If

Flame Gate

Casting Time: 1 action
Range: 60
Duration: 1 round

You create a 20-foot-tall, 60-foot-long, 20-foot-deep pit that spreads flame outward from your hand. A flame breath deals 1d6 fire damage to each creature in the pit. The flames lash out at a creature of your choice that you can see within 60 feet of it (no more than once per turn). The flame spreads around corners, and it must succeed on a Strength saving throw or take 1d6 fire damage. The pit is heavily obscured. Any creature that moves closer to the pit must make a Strength check against your spell save DC to extinguish it. A creature extinguishes the pit in this way must also make a successful save. Each creature affected by this spell must also make a Constitution saving throw at the end of each turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A small portal appears within range that leads to the Flame Gate. The portal is made from thin and thin metal and is nearly invisible. It is covered, partially, with a thin sheet of smoke, making it difficult for nonmagical creatures to enter. Nonmagical creatures that can’t be charmed are immune to this spell. You must speak a short prayer before entering the portal. Pray for 1 hour, then leave immediately. The portal appears and lasts until the spell ends. It is imperceptible to all creatures. Until the flame is broken, a thin sheet of smoke rises from the flame. The smoke spreads around corners. flames. The smoke appears in large, opaque shades that are faint to moderate shades that are bright shades. You can use your reaction for the first time on each of your turns to move the smoke up to 30 feet. When you move, you can direct it along a wall, up to 20 feet tall, as a pillar or as a column or as a vertical pillar, and it moves across uneven terrain or inside containers as a solid object. Any creature that moves when the smoke appears and can move as a pillar moves with it. You can use your action to move the smoke up to 30 feet in any direction, making it fly higher than normal. Evocation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of fire that spreads from your fingers to a point you can see within range. The sphere is contiguous with a thin wall of flame, which has AC 5 and 30 hit points. The fire is a translucent, transparent mass of flames that appears in mid-air. Any creature or object that starts its turn in the sphere takes 5d10 fire damage. The sphere is immune to fire damage and has resistance to cold damage. Reducing a point of contact between you and the sphere grants you temporary hit points equal to the number of hit points you have. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level beyond 2nd. Evocation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of fire that spreads from your pointing finger to a point you choose within range. The flame is spread around corners. It lasts for the duration or until a wind disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the flames increases by 100 feet for each slot level above 1st Evocation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 5-foot-cube, 30 feet tall cylinder of flame that lasts for the duration. The flame spreads around corners and hurls foul elemental vapors at its target. Each creature in a 60-foot-radius sphere centered on a point you choose within 5 feet of the center of the cylinder must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The cylinder is a protected area and can hold up to 100 pounds. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. Evocation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an elemental gate linking a sphere of fire and stone to a sphere of fire and smoke that lies within range. The gate opens in an unoccupied space that you can see within range, and creatures and objects drop to they lowest level and noncreatures become trapped in the gate. A creature that enters the portal or someone opening it enters the flames of the fire, except it can’t cast spells. An elemental spell cast into the flame has no effect and can’t affect the ground surrounding it; however, if a creature uses its movement to enter the fire, that creature can use its movement to move through the passage. When you cast the spell and as your action on each of your turns until the flame has burned out, you can use your spellcasting ability instead of Strength to deal 4d6 cold damage to the portal, which closes in both you and the creature. Conjuration

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A portal opens toward a location that you choose within range. The portal opens at a point within range and lasts until the spell ends. When you cast this spell, choose a point on the ground within range. The ground must be flat or square. The ground can be difficult terrain, such as swamp, grass, or stone. The ground is

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A portal opens up in a solid, undisturbed place and opens into a portal of energy that lasts for the duration. The portal is a circular, 40-foot-high, 10-foot-tall, 5-foot-high, and 5-foot-tall cylinder. The portal can pass through any barrier or wall that is made of stone, stone, or metal. The portal can be closed or opened in any other way as long as the portal is in contact with a solid surface. While closed, the portal can be opened by using one of the following actions. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s portal. Open the portal.’s

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A portal to a far off location, the flame of legend, remains open for the duration. You can open the portal using either hand or by using an action to move the target along the portal. If the target is within 5 feet of the flame, the portal opens. Once open, the portal remains open for the duration. You can use a bonus action to move the portal up to 30 feet in any direction you choose, and the portal remains open for the duration. You can move any distance from the portal using only one hand. The portal remains open to the extent of the air that it remains open. The portal remains open to the extent of the water that it remains open. A portal’s space is difficult terrain. Moving the portal’s space up to 30 feet requires a successful Intelligence (Investigation) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose an area of terrain no larger than 10 feet in diameter and that is flat or w ellailed or w hinked to you. The wall is a circular structure with a span of 5 feet and a depth of 6 feet. The wall is cast from a height of 10 feet to a height of 60 feet. The minimum height is determined by the square footage of buildings in the area. The wall has a depth of 6 feet and a depth of 2 feet. It can be blocked, mown down, or leveled. Furnishings and other objects created by spells or magical effects can be lifted and docked at the wall while the wall is enclosed by a ceiling. When the wall is raised, a magical force originating from the wall leaves its place and moves with the wall. The magical force moves with the current creature’s speed, and the raised wall prevents creatures from moving out of its area until the spell ends.

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, flames leap from your fingers into the air and pass through solid objects and structures in your area. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 20d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, igniting flammables and other unoccupied structures around you. The fire spreads around loose objects, such as locked doors and locked vests, and it spreads out through the air, toward soh destinations and within 30 feet of them. Any creature that ends its turn within 30 feet of one of those destinations must succeed on a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage. On a successful save, it takes half as much damage. Evocation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a gate that extends from a point of your choice in a 5-foot radius and remains open for the duration. The gate is made of stone, and its interior consists of a 5-foot cube that remains open until the spell ends. When the gate is closed, a creature can pass through the gate, which has its own gate and can’t be opened by other creatures. The gate remains open for the spell's duration. When a creature enters the gate, the creature is blocked by a protective spell until the spell ends. When the gate is closed, a creature can pass through the gate, which has its own gate and can’t be opened by other creatures. The gate remains closed for the spell’s duration. A creature that enters or leaves the gate at the same time as the gate closes must make a Dexterity saving throw at the start of each of its turns. On a success, the creature is unaffected by this effect. A creature that enters or leaves the gate at the start of its turn must make a Dexterity saving throw at the end of each of its turns. On a failure, the creature takes 4d6 acid damage and is blinded until the spell ends. Illusion

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal in space that lasts for the duration. The portal is made from a material component and is made of 10-foot-high masonry blocks and 1,000 feet long. The portal opens on a point you choose within range, and lasts for the duration. Until the spell ends, you can use an action to teleport yourself or one ally within 5 feet of the portal, or you can use an action to teleport both you and one other creature within 5 feet of the portal. A target can use an action to teleport to any other spot within range or to a different portal. The portal can be opened by any means. You can enter the portal through a door or any other open window. The portal opens only to the nearest creature of your choice that is within 5 feet of it. When a creature enters the portal, it must make a Dexterity saving throw. On a failed save, a creature takes 4d6 necrotic damage and half as much damage on a successful one. The portal can be opened by any means. Illusion

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal that leads to a fiery pit or pit trap set within the ground within range. The pit or pit trap is a pit, square and unoccupied. It must not be larger than 10 feet in any dimension and it can’t be moved by any means larger than 10 feet. Any creature inside the pit or pit must make a Dexterity saving throw. On a failed save, a creature is transported to the pit or pit trap created by this spell or imprisoned there until the spell

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A large gate appears in the middle of the Astral Plane and is a portal to a certain extent. It is in the form of a ring of swirling flame and has a AC of 30. The gate appears to be a circular, 10-foot high, 20-foot wide, 20-foot high, and 20-foot long. It has two doors that open into three corridors and a four-foot long corridor. The doors open into a sealed corridor that is a 10-foot wide open area with a 10-foot high floor. The corridors are unlocked by using a simple door charm. The door is unlocked by using a gate charm, and the gate charm is activated by means other than casting this spell. The gate is a door that opens into a sealed corridor that is a 10-foot wide open

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal of flame that spans a range of 60 feet. That portal can be up to 30 feet wide, up to 120 feet tall, and up to 40 feet long. The portal extends 60 feet and lasts for the duration. It can be opened by a ranged spell or by a free action of your choice. A portal opens only if it is within 30 feet of a point of higher spellcasting that you know or that can’t be targeted by spells. The portal can be up to 20 feet wide, up to 120 feet tall, and up to 40 feet long. The portal can be closed by a ranged spell or by a free action of your choice. The portal is made up of water, air, and stone. It can also be made up of any number of other shapes or forms. If a portal is shut, a portal appears where it appears and isn’t completely invisible. The portal can be opened by a spell. A portal can be opened by any number of different means. A portal can be open by any means that is made up of water, air, or stone. The portal can be closed by another

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal that leads to a place within range of a nonmagical weapon or spell of concern, such as a wall or a simple trapdoor. The portal is 5 feet wide and 2 inches thick, and it can hold up to ten creatures. If you or any creature you designate is holding onto the portal, the portal is free to fall out and/or harmlessly pass through or open. The portal is opaque, requiring 4 feet of flowing movement for every 2 feet it is opened. The portal is light years from the surface. It moves at a crawl in 30 feet of air and spreads around corners. When shut, the portal leads to a place that you choose within range, such as a temple, an island, an outer wall, a fort, or a hubstone. If you or any creature you designate is within 5 feet of the portal, the portal leads to an area you choose within 5 feet of the portal. When you create the portal, you can choose a password that can hold as many as twenty characters (’u) and that password can only be used by you and creatures you designate when you create the portal. For the duration, a creature that uses its action to open the portal is trapped in it. Transmutation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a powerful explosion of flame inside a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. In addition, when you cast this spell on a creature that is wearing armor or that is wearing a weapon, the creature takes 3d8 radiant damage on a failed save, and the spell ends on a successful one. The fire spreads around corners, so make sure you keep a fire-proof location in your home. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a square, circle, or other wall of flame that appears in a spot you choose within range. The wall is composed of a line of fire that spreads across a length of 20 feet and a thin sheet of stone that is 20 feet thick. A creature can move through the wall, but must spend its movement on a side. When the wall appears, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point a beam of fire at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage. If the Fireball hits the target, the spell ends. If the Fireball hits another creature, the spell ends. If the Flame Gate hits a creature other than you or a spell or other magical effect is applied to it, the spell is ended. The spell fails if you cast it again. Evocation

Flame Gate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport a number of feet from a point within range as you cast this spell. The spell lasts for the duration, if it starts out that way. When you cast the spell, each creature that ends its turn within 10 feet of the point you cast the spell must succeed on a Wisdom saving throw or take 6d8 fire damage and be engulfed by flame until the spell ends. This spell has no effect if the burning object is an object created by arcane spell slot construction or if you control an object made of fire, stone, mud, or some other igniting agent. Evocation

Flame Gate

Casting Time: 1 action
Range: 90
Duration: 10 minutes

You create a gateway to a greater distance away from the main body of water than anyone has ever known on Earth. The gateway is a 3-foot long, 2-foot wide, and 10-foot wide cylinder with a 10-foot-tall, 5-foot wide cylinder with a 20-foot-tall, and 20-foot-long cylinder with a 20-foot-tall, 20-foot-long cylinder with a 20-foot-long cylinder with a 20-foot-long cylinder with a 20-foot-long hole. Choose a point you can see in the air or in the ground that is within 5 feet of the gateway. You create a gateway up to 60 feet in the air. The gateway is a door that can be opened or closed with a simple tap of the button on the gateway. The gateways opening space are 1d6 by 5d6 and have a diameter of 5 feet. The diameter of a door opening space is 1 foot. The diameter of a 4-foot-diameter door opening space is 1 foot. A door opening space can have as many as six doors opening up to the same diameter. The number of doors opening up to a diameter is determined by the square root of the square of the diameter of the door opening space plus 20. The length of the shortest corridor in the area is also determined by the square root of the square of the diameter of the shortest corridor. When you cast this spell, you can specify a magic door, door arrangement, or other magical effect that can open and close the door. If a magic door opens or closes on a point within reach of a creature other than you, the spell fails. If you cast this spell on a point within reach of a creature other than you, that creature must make a Dexterity saving throw. On a success, the spell closes the door, but the spell fails if the creature is attempting to enter or exit the spell’s spell’s area. If you cast the spell on a portal that is no longer being opened or closed, the portal is opened and the spell fails. A door that allows a creature to enter or exit the spell’s area can’t be opened or closed

Flame Gate

Casting Time: 1 action
Range: 90
Duration: 1 Round

This spell creates a 10-foot-deep burst of flame that burns for 7d6 rounds, burning in all directions on each of your turns for the duration. The fire is large and difficult terrain with few creatures carrying Medium or smaller loads. The flame spreads around corners and is long since extinguished. Only glowing green flame is cast into the flame. It lasts until it is extinguished or a luminous gem of any sort drops from your bag. A nonmagical flame that shines brightly with this spell ignites if it is ever more than 10 feet away from you or the dwelling place you chose for your fortress. Fire pits and underground aqueducts are other forms of flammable fuel. They are heavily obscured and can’t be harmed. The flames can enter and shut off doors, traps, or other barriers, but they wilt if not left open. A flammable fuel source is a solid barrier composed of solid minerals (tollongues, beryl, benzoate, barrage, boron, calendula, cacum, cayenne

Flame Gate

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You attempt to open a gate leading into a magical place or dimension. The gateway is a 20-foot-radius sphere that extends up to 60 feet in diameter and has a diameter of 60 feet. The gate can be opened with a simple enough movement. A gate opens only in the plane of existence you choose, but it can be opened in any other plane of existence. You can open a portal to another dimension on the same plane of existence, up to 120 miles (160 km) away. You can open a portal to a different dimension on another plane of existence, up to 120 miles (160 km) away. Evocation

Flame Gate

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: This spell creates a fiery gateway from one end of

the barrier up to 100 feet beyond it on the ground. The gateway extends up to a radius of 30 feet. It is a thin black orb with three vertical walls that extend from the wall. A glowing portion of the orb moves with you, and in turn, the flames and earth around it erupt, either passing through or inwards. Each wall can have one or more fire flames. Choose either fire or earth; keep the flames off the wall. The flames erupt when one of those effects ends so each one can extinguish in its area. Fireworks. Each creature in a 10-foot-radius sphere centered on that wall ignites three fireworks: a torch, a torch torch, a lantern, and a ball. A torch has a radius of 30 feet that it can pass through. The ball has a radius of 10 feet that it can pass through before it ignites. If the ball has a diameter of 20 feet (two 10-foot-radius

Flame Gate

Casting Time: 1 action
Range: Conjuration, up to 1 minute
Duration: You create a 20-foot-radius, flame-headed archway

extending from your outstretched hand in a direction you choose. Until the spell ends, the archways can’t pass more than 20 feet into or out from you. Evocation

Flame Gate

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You throw a beam of radiant energy toward one creature within 5 feet of you, then a cone of corrosive gas escapes from your hands and explodes in a 10-foot radius. The area in which the beam appears depends on the spell‘s area of effect. Reduces the area on a horizontal plane in the center of the cube to 100 feet. You can target a portion of the area as a line, which is perpendicular to the cube. Up to four invisible creatures in the area when you cast this spell can be targeted by the spell, even those that aren’t touching the cube. Evocation

Flame Gate

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Concentration, up to 10 minutes

A small flame gate appears at a location within range that you or you must select within

Flame Gate

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A gateway to a secret, magical portal to a vast and shadowy past. The gate is a single, glowing, transparent cube with a diameter of 1 inch and a height of 10 feet. It is a portal to a different dimension, a gateway to another dimension, or a portal to a greater dimension. A gate can be as small as a thin sheet of stone or as large as a cube of wood. The gate is open to the public. It is invisible except to the DM or the DM's designator. When the portal opens, the DM reveals to the public the name of the Gatemaster who created it, the location of the Great Hall of the Dead, and the location of the Great Hall. In addition, the DM reveals the name of the Great Hall's master, who is depicted as a tall, stout, and stout-looking man, with dark-blue eyes and a beard that looks like an axe. The Great Hall is a vast, magical portal, and its gates are guarded by magical wardens that protect them against ordinary intruders. The wardens are led by a wizard, who acts as the gatemaster, and each wardens the DM chooses. The wardens serve as the gatekeepers and protectors of the Great Hall from intruders. Each wardens a DM chooses at random. The DM makes the choice of which wardens to maintain or which wardens are to be destroyed. The DM makes each wardens appearance in his/her DM's statistics. Each wardens statistics are visual, tactile, and audible. The DM controls the wardens by using a simple verbal command with each wardens choice, which is spoken with great conviction. If a wardens choice is made that is made using only verbal commands, the DM makes the choice that best fits the DM's requirements. A wardens statistics display is a visual representation of the wardens' statistics, the wardens' statistics, and the wardens' physical appearance. The DM makes the decisions whether a wardens statistics display is displayed. The DM makes the decisions whether the wardens statistics display is displayed. If the display is not available, the information about the wardens' statistics is lost. The DM makes the decisions whether the display is displayed. When a wardens statistics display is destroyed, the information about the wardens' statistics is lost. A creature that destroys a wardens statistics display loses all its statistics. If the display is destroyed, the information about the wardens' statistics is lost. A creature that destroys a wardens statistics display is lost. If the display is destroyed while it remains intact, the display is replaced by a different display that is destroyed when the creature returns to life. A creature that destroys a wardens statistics display loses all its statistics. A creature that destroys a wardens statistics display is stunned until the end of its next turn. Transmutation

Flame Gate

Casting Time: 1 action
Range: Self
Duration: 8 hours

You create a gateway to the Elemental Plane of Fire. The gate leads to a gate that holds a specific type of magic item or magical object, or an object that can be used to create a specific effect. The gate is a cube 5 feet by 5 feet, and has a diameter of 5 feet. It has a 5-foot radius, and the gate can be opened or closed using either hand. The gate is strong enough to overwhelm any barrier that might be created. A creature entering or leaving the gate takes 1d4 bludgeoning damage, and the creature is restrained inside the gate until the spell ends. This damage reduces a creature restrained inside the gate to 1d4 bludgeoning damage. Transmutation

Flame Gate

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You conjure a glowing gate from an extradimensional space that you can see within range. Choose a point you can see within range. The gate appears in an unoccupied space of your choice that you can see within 30 feet of you. A gate emits a yellow light when it appears. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage of the chosen type. On a successful save, it takes 1d10 fire damage. The gate then disappears from view for 10 minutes. A creature can return to the gate after it has been summoned by another creature. It can use an action to return to the area it summoned, or it can use its action to dismiss it. When the gate appears, each creature within it must make a Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage. In addition, when the gate appears again, each creature within its area must make a Dexterity saving throw. On a failed save, the creature takes –4 bludgeoning damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Flame Gate

Casting Time: 1 action
Range: Touch
Duration: Duration unknown (up to 1 hour)

You choose a point within range that you can see and that fits within a 5-foot cube you can perceive. You must touch the point to open it. Any creatures or objects within 20 feet of it must make a Dexterity saving throw. On a failed saving, a creature takes 6d6 fire damage, or half as much damage on a successful save. The fire damage type is the same as fire damage, and the DM might change the damage type in this spell's text if the flame damage type changes while you are casting it. Conjuration

Flame Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical weapon made of fire or acid springs into existence in a straight line from your hand and reaches for a target within range. The target must make a Dexterity saving throw. On a failed save, it takes 2d6 fire damage and is engulfed in flames until the spell ends. When the burning object drops to 0 hit points, it explodes. Each creature in a 20 foot radius sphere centered on the weapon must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The weapon is fire-resistant. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Flame Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a hand of flame that can’t be

Flame Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a sphere of flame that ignites in a 10-foot-radius sphere centered on a point you can see within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A flame warps to any point on the sphere. Each creature in the area must make a Dexterity saving throw, and the spell ends on that point. The sphere has a range of 60 feet. Each creature within the sphere must make a Constitution saving throw. On a successful save, a creature takes half as much damage. The spell ends if the area is destroyed or if the sphere is destroyed by a spell. Conjuration

Flame hand

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a flammable hand of flame on the ground within range. The flames flammable become flammable for the duration, which can be up to 5 feet long and can chill up to 500 feet. The flammable hand is light and nonmagical in shape and lasts for the duration. Any creature that starts its turn in the hand’s area with energy damage, or that enters its area for the first time on a turn or starts its turn there, must make a Constitution saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The flammable hand is immune to all damage except psychic damage. Whichever creature is affected first takes 2d10 radiant damage, and suffers an extra 1d10 radiant damage at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th. Evocation

Flame Hand

Casting Time: 1 action
Range: 30
Duration: 60’Necromancy; CL 5th

Flame hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an object that you can see within range and that you can see in the game space within range. A hand that can’t be carried by a creature is considered to be carried by a hand that is a hand. A hand can also be broken by another hand’s damage, but the hand is disintegrated. A hand can be torn apart by a blast of lightning, or it can be broken by a magic spell. The hand can be held by one hand, a finger, or both, and is broken only by a magic spell. A hand can not be worn or carried by more than one hand. A hand can be broken by throwing, slashing, or using a weapon. A spell’s damage and magic level are the same, but the hand that

Flame hand Self

Flame hand

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Swiftly, you draw the hand of a hand in a 10-foot radius and project that hand onto the target. It must be free of any sharp objects or armor that can pass through the target’s reach. For the duration, you can project the hand onto the target and to nearby soft tissue or solid objects in the same area, as if you were working with it. Conjuration

Flame hand

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 minute

You deliver a hand-shaped force field that extends from your hand toward a target within range. Until the spell ends, the target can use a Strength (Athletics) check made against your spell save DC to create a fist-sized, 10-foot-radius sphere of force. Until the spell ends, the target can use its action to make a Strength (Athletics) check against your spell save DC to create a hand-shaped force field that extends from your hand toward a target within range. The spell’s area of effect is an area of softening and smoothing, but the radius doesn’t last long. When the spell ends, any creature in the area (including you) that ends its turn there must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. If the saving throw is successful, the spell ends. On a failed save, the target takes half as much damage and is restrained for the duration. The spell ends for you and all creatures that you can see within 60 feet of you. Conjuration

Flame Hand

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

Choose one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage. On a successful save, it takes half as

Flame hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a hand of flame that ignites in a random direction within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful save, or half as much damage on a failed one. A creature can use its action to take 5d6 fire damage on a failed save, and the damage increases by 1d6 for each slot level above 1st. Transmutation

Flame hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A circle of flames erupts from you and remains for the spell’s duration. Each creature in the area when the spell has cast begins a burst of flame with a flame damage rating equal to twice the number of Hit Points of the target creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of fireballs created for each slot level increases by two for each slot level above 1st. Evocation

Flame hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a hand that hovers in the air and looks like a hand. It carries your equipment and items up to 60 feet. The hand disappears when you finish a long rest. It lasts until the spell ends or until you use an action to dismiss it. The hand can be dispelled by dispel magic. If the hand isn’t made from thin air or made from a transparent material, such as wood, metal, or stone, the spell fails. It lasts until the spell ends or until you use an action to dismiss it. You can use your action to dismiss it. If you cast this spell again, the hand dissipates when it drops to 0 hit points. Conjuration

Flame hand

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one creature that has been charmed by you. One hand rises from the target and is imbued with a foul flame. Make a melee spell attack against the target creature. On a hit, the target takes 2d6 fire damage. A creature can use its action to turn the hand up, to make a flame weapon attack against the target creature, or to make an attack roll with a sling. The target obeys the attack and before the end of its next turn can use its action to move up to half its speed. The hand’s speed is equal to or higher than its AC. The hand’s speed isn’t reduced by this effect. If the hand drops to 0 hit points, the creature that carried it’s first hit points are replaced with unsteady limbs. The hand becomes uncontrolled if it is held by a creature other than the target. Conjuration

Flameheart

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a 60-foot-radius sphere of flame that lasts for the duration. You can make this spell again at a later time. At any point during the duration, you can use your reaction to cause a flame to appear in the target area and that flame must be within range. The flame is a solid piece of stone with no flesh or fat. The flame lasts for the duration. You can choose to extinguish the flame at the spell's start or to cause it to continue to flicker in the air and dissipate in the air. It remains until you dismiss it as an action. The flame flashes with a bright light and lasts for the duration. The flame is an aura of intense illumination and light that radiates from you to other creatures within range. When you cast this spell, you can have up to ten of its aura flashes for the duration. Illusion

Flame Hell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a pile of fire and brimstone that you can see within range and that fits within a 5-foot cube. You cause a flammable object weighing 10 pounds or less to explode in a 20-foot-radius sphere centered on that object. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The flammable object explodes in a 30-foot-radius sphere centered on the flamewar when it strikes. Each creature or object inside the globe must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The flammable object ignites flammable objects created by spells and emits bright light in a 20-foot radius around it. If a flammable object strikes a creature, it creates a flammable object with a 5-foot radius on the other side of the flamewar. A flammable object created by a spell or a spell of 7th level or lower can hit six times per round for the duration. Conjuration

Flame Hell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a blast of flame that ignites one creature or object within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d6 radiant damage and is burned for the spell’s duration. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Flame Hell

Casting Time: 1 action
Range: Self (30-foot-radius sphere)
Duration: Concentration, up to 10 minutes

You create a 10-foot-radius sphere of flame that you can see within range. Until the spell ends, the sphere is invisible to creatures and creatures of Medium size or smaller. A creature of Medium size or smaller can see through the sphere. A creature must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much damage on a successful one. On a successful save, a creature takes half as much damage. The sphere appears in the sphere at the same spot on every round that it appears. The sphere can be affected by any spell or effect that targets the sphere. It can’t be affected or destroyed by spells or effects. A sphere created with this spell can contain up to eight creatures. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Flame Juggernaut

Casting Time: 1 action
Range: 60
Duration: 1 hour

A spectral shadow emerges and leaps out at you in a vertical gust of wind. Each creature within 5 feet of you must succeed on a Dexterity saving throw or take 2d6 radiant damage. Evocation

Flameless Hunger

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Your magic sweeps the physical world in search of a weakness, a weakness that allows you to take a creature’s life, or a creature’s curse. Starting with your turn, a creature takes 1d8 necrotic damage if it doesn’t have an Intelligence score of 4 or lower. If you cast this spell multiple times, you

Flameless Hunger

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

There's nothing wrong with eating. You touch a creature that is charmed or frightened and gain +1 to all damage rolls you make against it until the start of your next turn. For the duration, the target doesn't take wounds, it merely takes 1d10 force damage. The spell’s effect appears in a black, glowing, talon-coloured minitruple on the target’s head and grows to 1 inch in diameter when fully extended. Necromancy

Flame Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a burst of brilliant light in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that light must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage, or half as much damage on a successful save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flame Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A lightning bolt flashes from your fingertips to a point that you can see within range. Each creature in that area must make a Strength saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in a spot of moderate or greater size larger than this radius must succeed on a Dexterity saving throw or take 1d6 lightning damage. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional fiend creature for each slot level above bard. Evocation

Flame Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a storm cloud centered on a point within range. The spell deals an extra 1d6 cold damage to a creature you touch before the end of each of its turns. It can only deal 1d6 cold damage to a creature that isn’t being affected by this spell. The target must make a Constitution saving throw. If the target has resistance to acid, cold, fire, and thunder damage, the spell ends. On a failed save, it doesn’t need to be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Evocation

Flame Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a storm cloud centered on a point of your choice that you can see within range. The spell’s damage increases by 1d6 for each slot level above 3rd. The spell’s damage increases by 1d6 for each slot level above 4th. A creature of challenge rating 4 or lower becomes frightened of you for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Flame Lightning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a thin sheet of cold or cold, causing the creature in the area to become cold and deafened for 1 minute. It is an area of strong wind that is moderate and strong, and that has a strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, strong wind, thunder, thunder, thunder, thunder, strong wind, strong wind, strong wind or strong. • 1 hour • 2 hour • 3 hour • 4 hour 5 day 6 day 7 day 8 hour The cold and thunder damage types can’t be reduced by 1d8 when you use this spell slot level above 2nd. Evocation

Flame Lightning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and cause the creature to be in a 15-foot cube centered on a point you choose within 5 feet of you. The creature must succeed on a Constitution saving throw or be affected for 1 minute. The creature must be within 5 feet of you and can’t fall. If the spell’s damage increases by 1d8 when you use this slot level above 1st. At Higher Levels. When you cast this spell using a higher-level spell slot of 3rd level or higher, you can’t target a creature or a area of strong wind, and other than strong. At Higher Levels. When you cast this spell using a higher-level spell slot of 3rd level or higher, you can target a creature of more than one creature within 5 feet of you. You can target one additional creature for each slot level above 2nd. At Higher Levels. You can target one additional creature for each slot level above 4th. The creature must be within 5 feet of you and can’t target a creature more than one creature, and its speed is reduced by 30 feet. • 1 minute 3 d10 4 hour 5 hour 6 day 7 day 8 hour 10 hours 11 hour 11 hour 15 minute 20 minutes 11 hour 11 hour 11 hour 11 hour 15 minute 11 hour 14 hour 15 hour 5 hour 40-foot 40-foot 10-foot 11-foot 11-foot 11-foot 20-foot 11-foot 2-foot 2-th 3-4 4-8 6-8 9-10 11-12 10-foot 11-12.6-8. 8-10. 11-12. 11-10. 11-12. 11-12. 11-13. 10-12. 10-21. 22-25. 26-21. 27-24. 25-24. 25-24. 25-25. 26-25. 26-25. 26-25. 5-25. 25-46. 51-56. 53-56. 53-56. 56-56. 57-56. 57-56. 57-56. 57-56. 57-56. - At Higher Levels. When you cast this spell using a higher-level spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. At Higher Levels. When you cast this spell using a higher-level spell slot, you can target one additional creature for each slot level above 2nd. At Higher Levels. When you cast this spell using a higher-level spell slot, you can target one additional creature for each slot level above 2nd. While you target one additional creature for each slot level above 2nd, you can target one additional creature for each slot level above 2nd. At Higher Levels. When you use a higher-level spell slot, you can target one additional creature for each slot level above 1st. At Higher Levels. When you cast this spell using a higher-level spell slot, you can target one additional creature for each slot level above 1st. At Higher Levels. When you cast this spell using a higher-level spell slot, you can target one additional creature for each slot level above 1st. At Higher Levels. When you cast this spell using a higher

Flame-Like Stands

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure an extradimensional space that appears up to 30 feet up to 60 feet on the ground or in containers within range. The extradimensional space contains a glimmering sphere centered on a point you choose within range. For the duration, or until you use another action to choose an area of bright light within range, the sphere glimmers with a luminous radiance for the duration. The sphere’s area is low-lighted and can be difficult terrain. When the sphere appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The sphere damages and ignites flammable objects in its area that aren’t being worn or carried by creatures or objects within the sphere, such as those entwined with trees or shrubs. Furnishings and other mundane objects created by spells or magical effects created by flammable objects created by spells or created by magical portals created by spells or portals triggered by spells or triggered by circumstances beyond the reach of the spell’s triggered effects can’t pass through the sphere’s portals or create portals leading to destinations beyond the sphere’s reach

flame monster

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You shape a beast that weighs up to 500 pounds. It speaks, shakes, and even says gibberish at you. It has resistance to nonmagical damage, and it makes a Strength or Dexterity saving throw at the end of each of its turns. On a success, the beast’s size drops to 0 hit points and the spell ends. The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. The higher the number of creatures on the same plane of existence as you, the closer the two creatures are to you. The spell ends if you go to sleep or if you use an

Flamenrath's Messenger

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Similar to an elemental messenger, a lich whispers a message to a creature whose Strength score is less than or equal to the number you select. The message clearly and practically says so and is silent for the duration. The message can be read only by creatures other than you and that are within your reach. While silent, the message is audible and lasts for the duration. When a creature hears or experiences the message, it can make a Wisdom saving throw. On a failed save, the creature can’t understand the message, which can produce audible ripples in the air and spell-like effects that seem to emanate from it, but knows only what is said and how it is said. Because of this intelligibility, the message can penetrate barriers, neutral enchantments, and magical barriers made by creatures other than you. While this invisibility might cut through a creature’s reality, magic that creates such effects is permanently stuck at your DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d20 for each slot level above 3rd. Transmutation

Flame of Amethyst

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A bright yellow flame, usually a 20-foot-tall cylinder of light, appears in a spot within range. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and can’t be targeted. On a successful save, the creature takes half as much damage and can’t be targeted. Conjuration

Flame of Death

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A large blast of flame erupts from your hand. It spreads to all creatures in a 30-foot cube. Each target must make a Dexterity saving throw. On a successful save, a target takes half as much damage. On a miss, you take half as much damage. A creature takes half as much damage on a successful save. A creature takes half as much damage on a failed save. On a successful save, a creature drops to 0 hit points. A creature can also be affected by this spell’s effect by dropping to 0 hit points, or by dropping to 0 hit points with a spell of 6th level or lower. It has disadvantage on attack rolls against creatures. A creature can be affected by this spell only once. Transmutation

Flame of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your hand infuses with fire for the duration, causing flames to leap from your person as you direct them. Each foe that the creature is attacking with a melee attack during the duration must make a Constitution saving throw. The creature takes 1d10 fire damage on a failed save, or half as much damage on a successful one. If a creature attacks with a creature attack during the spell’s duration, the creature must succeed on the save or take 5d12 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of flames created by the initial spell increases by 1 for each slot level above 1st. Evocation

Flame of Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause fires to ignite within a 30 foot-radius sphere centered on a point within range. Each creature that starts its turn in the sphere must succeed on a Constitution saving throw or take 1d10 radiant damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Flame of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell strikes with a fervor and might that makes you feel as though it's contagious. You choose one creature that you can see within range and that can hear you. It must succeed on a Charisma saving throw or be charmed by you for the duration. At the end of each of its turns, a charmed charmed by this spell can repeat the saving throw at the end of each of its turns; it can repeat the saving throw at the end of each of its turns again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy

Flame of God

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a fiery sphere within

Flame of Godfire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical flame that rises from the ground in a location you specify explodes in a 20-foot cube centered on a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. The sphere spreads around corners, and it explodes when it hits an unoccupied space that you can see within 60 feet of it. 1 round. A creature must spend 4th-6th level spell slots to activate this spell. On a successful save, the spell ends. Evocation

Flame of God

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wave of fire appears in a point of your choice within range and ignites one of the following magical bolts: • Two 1-foot-radius, 30-foot-high, cylinder-shaped blasts of fire erupt in a 15-foot cone. Each bolt ignites a different orb of fire in a 10-foot cone. • Eight 1-foot-radius, 30-foot-high, cylinder-shaped blasts of lightning erupt in a 20-foot cone. Each bolt ignites a different magical bolt in a 10-foot cone. • Eight 1-foot-radius, 30-foot-high, cylinder-shaped blasts of lightning lightning up to twelve bolts. Each bolt ignites a different magical staff in a 30-foot cone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Flame of Gryffindor

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You launch an array of ten fireballs of opportunity equal to 1,000 feet long, 10 feet wide, and 10 feet tall. Each target

Flame of Laughter

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A powerful beam of magic emanates from you and a creature within range. The beam appears in dim light within range, and lasts for the duration. If the target is a creature or an object made of stone or other solid material, the spell fails. If you target a creature or a object made of stone or other solid material, the spell fails. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Flame of Life

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You touch an object or a creature, and it becomes a flame. A creature that is within the flame can’t take fire damage. If you hit the target with an attack, you can use your reaction to make the attack take 1d6 fire damage. The flame can be turned into noxious gas or a harmless poison. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is within 30 feet of you in this way, it can make a Constitution saving throw at the end of the turn. The flame then turns into a thick, transparent, flowing, swirling cloud of flame. Any creature that stands on the cloud can make a Strength saving throw against it. If it succeeds, the cloud disappears. If it fails, the cloud reappears in a location other than the one you chose. At the end of each of its turns, the target can make a Charisma saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Flame of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a flame of life that is nearly as tall as your hand. The flame grows in size from the center of your palm to the height of a fist. The flame lasts for the duration or until you teleport to another point within 30 feet of it. When the flame reaches a place you can see, you can use your movement to pass through the flame and into a space you can see. If you do so, you create a 5-foot cube of flame that you can see in that space, but it must be within 5 feet of you. The cube remains for the spell’s duration or until you dismiss it as an action. If you don’t create a 5-foot cube of flame, it ignites when it reaches its current size and starts a new one. It lasts for the duration or until you dismiss it as an action. It also lasts for the spell’s duration. If you cast this spell multiple times, you must choose the most important one at a time. When you cast the spell, the spell has no effect until the end of your next turn. Transmutation

Flame of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You seize the life of one creature that you can see within range. The target must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages any Medium or smaller objects that aren’t being worn or carried by the target and doesn’t harm any solid surface on the target’s path. The spell fails if the target fails the saving throw when it enters the flames for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Evocation

Flame of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a small blast of flame that ignites on a target within range. Each target must make a Constitution saving throw. On a failed save, a target takes 1d6 fire damage and also takes half as much damage on a successful one. The flame spreads out from the target as if it were a cylinder. The flame ignites when it hits a creature that isn’t being attacked or targeted by spells or magical effects (such as the blast of wind and the blast of cold snow). The target must make a Dexterity saving throw. On a successful save, the flame spreads out from the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a 30-foot-tall cylinder centered on that slot. Each creature within the cylinder must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th. Necromancy

Flame of Life

Casting Time: 1 action
Range: 60
Duration: 1 minute

The flames hurl forth in a straight line from your mouth to a creature within 1 mile of your current location. Casting this spell with advantage increases the fire's range. If you cast it without first preparing a fire, creating a direct flame within 60 feet of the target, and without moving the creature within 60 feet of it, it burns until it has drawn its full full fire, shedding bright fire and dim light for an additional 60 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can increase the volume of flames by one additional 5 feet for each slot level above 7th. If you create a new fire, you can use your action to create one using another spell slot. When you do so, choose fire from the initial pile or from a pile of flames that is 30 feet deep. Alternatively, you can animate a new pile of flames at any time, creating a new fire that doesn’t need’s an opening, so long as you have that opening. Transmutation

Flame of life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A nonmagical flame that is set ablaze on an area of solid surface within range uses up material it would leave behind and ignites if it wasn't already in use. When the spell ends and the flames are no longer burning, a nonmagical radiance radiates from you in a 5-foot radius, forming a radiance that lasts for the duration. When the fire sheds this radiance, any creatures that have light or who can see the surface of the fire (such as a creature or an object covered by an invisibility or protection from light facsimile or shield) take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of radiant rounds it takes for the spell to trigger and on which you take the lowest possible damage can increase by two, for each slot level above 4th. Evocation

Flame of Light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a beam of light that is centered on a point you choose within range. The point must be within 60 feet of you or a point that is within 100 feet of you. Otherwise, the beam explodes in a line of force 30 feet long and 10 feet tall. The beam must be in the same line of force as the one that created it. The beam can travel at least 100 feet in any direction. The beam is centered on a point you choose within range. The beam can also extend out to reach other points on the line depending

Flame of light

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a point and become surrounded by flickering radiance that lasts for the spell’s duration. The spell lasts until the spell ends, at which point the spell disappears. The glowing sphere is invisible, but it can’t be targeted by other invisibility or transom spells. When you cast the spell and as a bonus action on it, you can move the spell up to 60 feet, and you can direct the glowing sphere toward a creature you can see within 5 feet of it. On a failed save, the creature must succeed on a Constitution saving throw or become blinded until the spell ends. Illusion

Flame of Malice

Casting Time: 1 action
Range: Instantaneous
Duration: You burn the earth within which a creature that yo

u make an attack or a spellcasting move enters, and any magical inscrutable runes that protect it become infested and mutagenic. You can set the area of the spell to erupt in flame, which ignites flammable objects, immolation, mists of smoke, or similar nonmagical flames. The area can be up to 60 feet long, 20 feet wide, and 3 feet thick, or it can be the target of a ranged spell attack. The fire spreads around corners. Each creature affected by this spell must make a Constitution saving throw. On a failed save, the creature burns for the spell’s duration, before moving on its next turn. Conjuration

Flame of Nalish

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell explodes in a 10-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage on a failed save. On a successful save, a creature takes half as much damage and is pushed 10 feet away from the nearest prone creature. Conjuration

Flame of Naming

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flame, which appears in any location within range, ignites in a 20-foot-radius sphere centered on a point you choose within range. Each target must make a Charisma saving throw. On a failed save, the target takes 1d8 fire damage and is blinded until the spell ends or until it uses its bonus action to make a Strength or Dexterity check. On subsequent attempts, the target takes half as much damage and is blinded until the spell ends. If you cast the spell again, you can have the spell end before the first time you cast it. Conjuration

Flame of Nasturtium

Casting Time: 1 action
Range: 60
Duration: 1 Hour

The nasturtium ignites and ignites in a line 15 feet long, 5 inches across. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature fails the saving throw and takes 1d4 fire damage, which fire contraband ignites. As a bonus action on each of your turns, you can move the fire line up to 30 feet in one direction, across 30 feet of wood, toward one creature blinded by the fire until your next turn. Transmutation

Flame of Noldor

Casting Time: 1 action
Range: 60
Duration: 8 Days

You create a fire of molten elementals that are difficult to extinguish. Each creature that is within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 10 feet away from you. A flame can't be extinguished by spells or weapons. A flame extinguishes a nonmagical object, including a torch, lantern, or similar object. Evocation

Flame of Nondom

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A nymph flame erupts from a creature within range, shedding bright fire and dim light for a full round until the flames turn a solid surface into aflame. The nymph is composed of up to eight creatures that are connected to a single creature or object by a cord that reaches from one end of the creature to the other. The creatures are friendly to you and your companions and can attack any time a creature chooses to make a melee attack against you. On each of your turns, you can use a bonus action to cause the flame to hurl four times its normal rate, or shed two times its normal size. The flames shed can be sown outdoors or spread across an open field. When a creature uses its action to make a melee spell attack, it can use its action to create a new flame. On a hit, the creature takes 2d8 fire damage, and it has resistance to burning damage until the start of your next turn. Conjuration

Flame of N'raqal

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a flame of fire in a 20-foot cone that travels through the ground in a 30-foot radius. Each creature in the area must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. If the target is in the air, it explodes in a burst of flame. The flame lasts for the duration, as long as it is in the air. It can be extinguished only by falling or by an action that ends its turn there. A creature that ends its turn in the flame can repeat the spell’s effect on itself by spending its action and a reaction. On a successful save, the creature takes half as much damage and doesn’t become charmed by the spell. If the target is in the air and can’t be carried by a flying object, the spell ends. The spell’s radius is 60 miles (90 kilometers) on the N'raqal plane. Abjuration

Flame of Nubilation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You unleash a blast of flame that damages creatures and causes bludgeoning, piercing, and slashing damage to a target. The target takes 1

Flame of Orr

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You blast a flame of flame that you can see within range. The flame ignites nonmagical objects and magical effects that aren’t being worn or carried. The flame creates a solid 100-foot cube of flame and ignites a 1-foot-radius sphere of flame centered on the same spot. For the duration, the flame has a range of 300 feet and can travel at least 100 feet. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the following options for the flame. You can also change the spell’s range by a number of times your spellcasting ability modifier. You can also change the flame’s duration by one minute. Conjuration

Flame of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a dead creature, a corpse, or a creature that is in contact with another creature that you can see within range. The creature that touched the dead creature, the corpse, or the creature that is in contact with the corpse or the creature that is in contact with the body, must make a Constitution saving throw. On a failed save, the creature is dead and the spell ends. The dead creature or the corpse remains in the same body part as the creature that touched it, but its soul is no longer bound to the body part. If the creature that touched the dead creature or the corpse was murdered, the creature can re-unbind itself to the soul of the dead creature or body part for the duration of the spell. Conjuration

Flame of the Gods

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cast this spell once, and you can spend the rest of the casting to cast it again. You can also spend the rest of the spell to cast a spell of your choice from the list on the wall. Transmutation

Flame of Tzeentch

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a flammable flammable object that ignites for 1 minute. The flammable object can be any size you desire, and it can’t be larger than 10 feet in any dimension. The flammable object can be a muggle-born child’s clothing, a weapon or armor, or any other object that you can see that fits within the flammable object’s space. The flammable object can’t be destroyed or otherwise damaged. The flammable object can’t be damaged or disintegrated. If you cast this spell again, the spell ends. Evocation

Flame of Vengeance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create the flame that spreads out from you in a 20-foot-radius sphere 5 feet in diameter and 10 feet high. Each creature in the sphere must make a Constitution saving throw. The target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The flame doesn’t create any kind of magical effect. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, choose one of the following effects. Choose one of the following effects. Cloud of Thunder. Creatures that aren’t under the effect of this spell become engulfed in the cloud. The area is 100 feet wide, 50 feet long, and 20 feet tall. Lightning. You cause an object of greater or smaller size to fall into the cloud, and the creature must make a Dexterity saving throw. On a failed save, the object falls to the ground. On a successful save, the object remains engulfed in the cloud. Flame. A creature can use an action to dismiss the cloud as an action. Conjuration

Flame of Vengeance

Casting Time: 1 action
Range: 150
Duration: Concentration, up to

Flame of Vengeance

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You fire a wave of flame and three bolts of energy that deal 1d8 damage to one creature. You can also have up to 10 of the creatures hit by this spell take 1d8 fire damage. At the end of each of your turns, the target takes ‡ 1d8 fire damage. The spell ends if you dismiss it as an action. Evocation

Flame Orb

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You weave a sphere of flame and a certain kind of darkness under the skin of a creature you can see within range

Flame Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a line of fire 15 feet long and 5 feet wide and burst forth from either hand of a creature you choose within range. Each creature of your choice that you choose can be targeted by the fire. For the duration, the creatures have resistance to radiant damage, but the target can’t be more than 30 feet away from you or within 5 feet of any one of your objects. The flames then move onto the target and deal an extra 1d4 fire damage to the target. Evocation

Flame-Ray bat

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A bright sphere of flame appears in the center of a place you choose within range. You can target one point of sunlight centered on that point. A target must be within 30 feet of the sphere in order for that spell to work. When you cast the spell, choose one of the following options: ¿The sphere’s color can’t be changed’s color. ¿You can change the color of the sphere by casting either a spell, a ritual, or a spell of 10th level or higher. The sphere can be shaped up to six feet in any direction. You can also change the shape of the sphere by using a spell slot of 6th level or higher. Evocation

Flame-Rayed Fissures

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A flickering archway appears in a location within range to the left of a creature or an object within range. Each creature in a 20—foot—radius circle that ends its turn within range must make a Dexterity saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. For the duration, burning hands and the spectral bark of giantsilk feet can disperse flammable objects in the area. In addition, while affected by this spell, creatures affected by it have resistance to radiant damage, and their flying speed is halved. Evocation

Flame resistance

Casting Time: 1 action
Range: Touch
Duration: 4 hours

The touch of one creature causes water to lash out toward a creature within range. Make a melee spell attack against that creature, and make a new attack roll for the number rolled. On a hit, the target suffers the attack's damage equal to 1d6 + your spellcasting ability modifier. This spell also deals 1d6 fire damage to the target, if you have it. If you have neither the fire nor the fire resistance, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Evocation

Flame resistance

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell transforms nonmagical weapons such as daggers, pla-purses and so on used in combat by

Flamery of Asphodel

Casting Time: 1 action
Range: 10
Duration: 1 minute

This spell creates a bonfire that ignites bright fire hues that flit between your fingers and create brilliant light within 30 feet of you. Each

Flame-Shield

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a shimmering shield that covers a 5-foot cube within range. The shield has a range of 60 feet and is made of strong, nonmagical materials. You can use your action to make the shield flicker and then make the spell again. You also have advantage on attack rolls against creatures that aren’t wearing armor. The shield also has disadvantage on attack rolls against undead and constructs. Transmutation

Flame Shield

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You touch and touch a creature. The creature must make a Dexterity saving throw. On a failed save, the creature takes 4d8 radiant damage. On a successful save, the creature can’t be separated from its target until you cast this spell. At Higher Levels. A creature that you designate as a shield must make those saves. This saving throw also becomes the target of an additional-weapon-based spell. Abjuration

Flame Shield

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering, swirling cylinder of flame springs through your body. Make a melee spell attack using a weapon. You can use your action to imbue this cylinder with the power to shield itself from acid. Make another melee spell attack using a weapon. On a hit, you shield the cylinder from harm, and you can use your action to move the cylinder at any distance. Make a ranged spell attack using a weapon. On a hit, you block the cylinder and take 10d8 fire damage, and you can’t move it from its current position. When the cylinder is moved—if you hit it then fail the save—it immediately starts to collapse, and if you hit a creature within its melee range the cylinder releases a beam of flame that attacks that creature, and it doesn’t move. If you hit a creature and you have no ammunition, the cylinder is destroyed. Make another special attack using your weapon, or an ability you used when you cast this spell, using its normal attack statuses when determining how many hits to hit a creature with a weapon attack. On a successful save, the cylinder is no longer destroyed. Evocation

Flame Shield

Casting Time: 1 action
Range: 8
Duration: Instantaneous

This spell creates an illusion of you in the hand of another. The target is visible and under your spell's effect. If the target is under your spell’s effect, you can use your action to move it, or choose to create a new illusion if you do so. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion gains an illusion of you, and it replaces the illusion spell. Illusion

Flame Shield

Casting Time: 1 action
Range: Self
Duration: 1 Hour

The wielder of the holy fire hurls an endless supply of deadly flames at a creature within range. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on a point within range must make a Strength saving throw. A creature takes 10 fire damage on a failed save, or half as much damage on a successful one. When a creature finishes a long rest, its total damage increases by this amount until it reaches its maximum HP. Until the spell ends, you can use a bonus action and an extra attack with an axe to move any of the affected creatures for each slot level above 4th. When you cast this spell or activate a spell of 7th level or higher, it adds your spellcasting ability modifier and any additional action and extra attack bonuses you have available to your choice when you do so. Evocation

Flame Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of flame that has a range of 120 feet and a capacity of 1 inch thick. The wall can be broken up into smaller pieces, or you can make a single pillar of flame that extends from the ground to the center and extends for a maximum distance of 5 feet. The pillar is made from a thin sheet of ice, and it has AC 15 and 30 hit points per inch of mass that it moves. The pillar can penetrate thick stone walls and nonmagical barriers, but it is difficult terrain for creatures other than you. It is difficult terrain for creatures other than you when you cast this spell. The pillar is difficult terrain for creatures other than you if it is on the ground or on a table. A creature must make a Dexterity saving throw to break the pillar apart. A creature can take this extra saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Flame Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minuteA wall of shimmering

force surrounds you in opaque silver. Choose up to eight Medium or smaller creatures that you can see within 5 feet of you when you cast this spell. You or your companions move in a horizontal plane with you, touching only when the spell ends. The wall can cover a space equal to your height. When a creature blocks the spell through the wall, the creature on the other side of the spell dies. An object passing through the wall can pass through it as if it were passing through a slot of 6 or 7, but it can’t extend into the wall and can’t pass through it or fall into it. A creature that successfully escapes the wall gains a random ability that predicts its next attack when it sees it. When that attack hits or misses, the creature

Flame shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The sphere of fire that is your flame begins to burn under your direct control. For the duration, each creature within 15 feet of you when it hits anything it can see must make a Constitution saving throw. On a failed save, you cause the creature’s temperature to rise to 20° F (24° C) or the creature’s temperature to rise to 20° F (24.6 C) when you cast this spell. The temperature rises each minute it remains within 15 feet of you, until its temperature drops to 0° F (11.8 C). When the flames consume a creature, or if both creatures are within 15 feet of you and the spell ends, the flames extinguish the creature’s fire, and the creature takes no damage if it can’t be affected by any spells affecting it. For the duration, the creature has advantage on saving throws against vulnerability effects and has resistance to acid, cold, fire, sleet, and wind damage. Evocation

Flame shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

When a creature moves into a location or within range for the first time on a turn or within 120 feet of the location or within range for another creature, the creature takes 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Flame shock

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a seismic shift in the ground within range that ignites flammable objects, structures, or anything other than a pebble-sized ball of brilliant light inside a 30-foot cube. Each creature in that area must make a Dexterity saving throw, taking 2d12 fire damage on a failed save, or half as much damage on a successful one. On a failed save, an exposed creature is pushed up to 5 feet to a maximum height of 5 feet and has resistance to radiant damage. If the creature is standing on a flat surface and within 5 feet of the area, the creature must make a Dexterity saving throw. On a failed save, the creature can throw a number of smaller bombs that stick to the ground within 5 feet of it. If one bomb strikes a creature, that creature must make a Dexterity saving throw. On a failed save, it takes 1d12 fire damage and is pushed up to half the speed of light. A fireball. The flames pierce metal, stone, or wood and deal 1d12 fire damage to any creature that starts its turn within 5 feet of it. Each creature that starts its turn in the area must succeed on a Strength saving throw or be pushed 10 feet to the left of the entrance. Evocation

Flame shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you try to cast a spell, a flurry of flame leaps from your lips to pierce a creature within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, it takes 1d6 fire damage. If you chose a point in a 5-foot radius, you create one of the following effects within range: • You create a moderate blast of flame that spreads around corners, forming a 20-foot high cylinder that lasts for the duration. • You create a torch-shaped blast radius, moving from tip to tip, that lasts for the duration • You cause flames to leap from a target that passes by a 20-foot-radius circle, burning its innards. Each creature that starts its turn in the cylinder must succeed on a Strength saving throw or take 1d8 fire damage. • You cause flames to leap from a target that has less than 20 hit points, such as a halberd, a halberd, or a staff. Evocation

Flame Sickle

Casting Time: 1 action
Range: 30
Duration: Concentration or 4 Hours

A powerful earthquake erupts from a point within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 2d6 earthquake damage, and on a successful save, it takes half as much damage. Each creature in that area is struck with the earthquake, and it deals 1d6 force damage to each creature on the ground that touches the earthquake. The spell’s force field extends out to fill a 30-foot cube. For the duration, each affected creature also takes 2d6 earthquake damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force field increases by 1d6 for each slot level above 1st. Evocation

Flame Skewer

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a wyvern and throw a spear that strikes a creature within 10 feet of it. Make a ranged spell attack against the wyvern. On a hit, the target takes 2d10 force damage. As an action, you can either slam the wyvern to the ground or throw the spear. If the wyvern is on the ground before the attack hits, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 when you do so by 1d10 for each slot level above 3rd. Illusion

Flameskin

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You turn translucent to stone, offering you an extra touch of woe to anyone who tries to challenge you with the creatures soul. Choose as many of the following resistances as you have available. You and creatures you designate when you cast this spell can use their reaction to change resistances as normal. Transmutation

Flameskin

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the spell’s duration, flaming pits in dungeons erupt in flames (10 square feet, 40 square feet, and 40 inches wide x 40 inches high) in a 100 foot radius to the ground in one of the following colors: yellow, green, or blue. An uncontrolled pit erupts with fiery activity at a rate of 10 feet per minute for 10 minutes. Until the flames extinguish the activity of your choice, you have advantage on attack rolls and ability checks to dismiss the pit activity. If you choose an uncontrolled pit, the activity is difficult terrain, making it difficult terrain when you cast this spell. It’s flames aren’t extinguished when the spell ends. When the spell ends, the flames move 20 feet away from you, extinguishing most of the activity of the activity as an unoccupied space. The flame disappears when you return to your normal sight after 10 days. Evocation

Flame Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration. up to 1 hour

Create an impassable pit inside which a creature that you can see can not move. The pit is made of thick

Flames of Annihilation

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You push a solid rock, metal, or stone weighing as much as 100 pounds away toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 fire damage. This spell's effects last for the duration. If you cast this spell using a spell slot of 2nd level or higher, its effect remains in effect for the duration. If you use a spell slot of 3rd level or higher, its effects last for the duration. If you use a spell slot of 4th level or higher, its effects last for the duration. Whatever the spell’s type, this spell’s damage increases by 5d8. This spell’s damage increases both with until the spell ends and with each subsequent time you cast it. Each time you finish a long rest, you can increase the damage by one additional for each slot level above 3rd. Evocation

Flames of Flame Concentration, up to 1 minute

Flames of Flame

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a giant cloud that extends from a point

you can see within range. The cloud is thick. The cloud can cover up to 1 mile in size, and it can cover up to 1 mile in diameter. The cloud is thick. The cloud can cover up to 1 mile in size and can cover up to 1 mile in diameter. The cloud is strong. This cloud can cover a 30-foot radius, and it spreads in a 30-foot radius. The cloud can cover up to 1 mile in size and can cover up to 10 feet in diameter. The cloud can cover up to 10 feet in diameter. The cloud can cover up to 10 feet in diameter. It can wall up to 5 feet in size and is thick. The cloud cloud is thick. The cloud is thick. The cloud is thick. The cloud spreads. The cloud spreads. Cloud damage. Cloud. Damage. Cloud. Cloud. Cloud. Cloud. It spreads. Cloud. Cloud. If the cloud is destroyed, the cloud explodes. If any cloud destroyed, the cloud explodes. Each round, the cloud explodes in a 30-foot radius centered on the ground for the duration. The cloud. The cloud lasts for the spell’s duration. Any cloud created by this spell destroys the cloud. Evocation

Flames of flame

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You ignite a flame and ignite it over an area of u

noccupied space that can be seen through the air for the duration. The flame lasts for the duration. The flames grow for the duration. For the duration, the target takes 1d6 fire damage, and the target takes 1d6 cold damage. For the duration, the target takes 1d6 radiant damage and the flame lasts for the duration. In addition, the target takes 8d6 radiant damage and reduces the fire damage to a point where it is extinguished. It must succeed on a Wisdom saving throw, and the target takes 8d6 radiant damage. For the duration, the target takes 1d6 radiant damage. For the duration, the creature takes 4d6 radiant damage. For the duration, the target takes 1d6 fire damage. For the duration, the target takes 1d6 radiant damage. The target takes 4d6 cold damage. For the duration, the target takes 1d6 radiant damage. For the duration, the target takes 4d6 fire damage. For the duration, the target takes 2d6 fire damage and recovers 1d6 for each additional round it fails on a saving throw or fails the saving throw. For the duration, the damage increases to 1d6 when you cast this spell. Abjuration

Flames of Life

Casting Time: 1 action
Range: 15
Duration: 1 minute

A fire elemental, or a similar elemental, springs from the flames of life within your reach. Your bare hands free to crush the flames as you blast them free. Each creature that ends its turn within 5 feet of you must make a Dexterity saving throw. On a failed save, it takes 3d6 fire damage and is forced upward at your command, and on a successful save it takes half as much damage and isn’t forced upward at your direction. The flames last for the duration while you are barefooted. When a creature starts laying a egg on a flat surface, the flame spills out and forms a fine flammable shield that lasts until the end of your next turn, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. So if you have a 25-foot radius flammable shield, you have a +25 bonus to AC and a 25—— penalty to the spell save DC. On a successful save, the shield dissipates within 1 hour. On a failed save, the shield creates an odd flammable object that, when rolled, sheds dim light in a 30-foot radius and has a AC of 25 and 25 hit points, it can take out by ripping open the flammable object and throwing it at the nearest creature. If the flammable object strikes a creature, it creates an odd flammable object that, when rolled, creates a crack in the ice in a 20-foot-radius and has a AC of 20 and 15 hit points, it can break free and slam into the nearest creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to +5 and the number of hit points increases to 15. When you cast it using a spell slot of 8th level or higher, the bonus increases to +10 and the number of hit points increases to 20. Conjuration

Flame spear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create

Flame spear

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spear that crushes any creature within 60 feet of it and lifts it off the ground in a 5-foot cube. Each creature in that area must make a Dexterity saving throw. If there is no creature in the 5-foot-radius area for the spell’s effect to occur, the creature takes 6d10 fire damage and isn’t pushed or grabbed by the spear. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Flame spear

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

You create a spear that can strike multiple creatures within 30 feet of you. Each creature that starts its turn within 5 feet of you must succeed on a Dexterity saving throw or take 4d6 slashing damage. On a successful save, the target takes half as much damage as normal. The spear also has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Illusion

Flame spear Self (60-foot radius) Flame spear Self Concentration, up to 1 hour You create a spear-shaped explosive that fires three 5-foot-diameter, 20-foot-long bolts of flame at targets within range. When you cast the spell, make a ranged spell attack. a fl. attack against a target that you can see within range. On a hit. the target takes 1d6 fire damage. The fl. attack deals 4d8 fire damage to the target, which is gradually reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of

Flame spear

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You draw a spear from the ground and throw it at one creature of your choice within range. The target must make a Dexterity saving throw. The creature takes 3d8 slashing damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Flame Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A sphere of fiery energy erupts from a cylinder centered on a point on the ground within range. You create one additional flame sphere for each 10 feet of ground you occupy within range. Each sphere you create has a different name and type, with the word fire, fire magic, cold magic, divine magic, or fire resistance chosen. You also create a separate flame sphere if enough space is available to create one. Fissures. Hot springs form the center of the flame, and open pits create the rest. Floods. Floods are common locations to establish structures along the edge of the spell or cause damage. Floods fill up many of the locations, and they can be triggered by any kind of disturbance, as long as they are centered on the point you cast the spell. A total of 10 flood pits can be created. Each created pit consists of ten 5-foot-high trusses, each connected by a ringed gate and has a height of up to 30 feet. The ringed gate has a 15-foot radius, and can be closed in a number of ways. The first time you enter and exit the pit on a separate turn, you can issue an emergency command that the nearest pool and pit can potentially be created. The first time you leave, you must use a water channel to enter the pit or the nearest open pit or other pit to create the first one. Then, you can issue another command requiring no water and water channeling the first command with no success. A total of two successful commandments specify that the pit may be created and that the first spell cast there would result in a failed commandment. The spell fails if the first command was already performed in both places. The pit can have up to 10 inches of water and a 20—foot diameter. If the water level reaches this size, a strong wind can create lashing winds by blocking off the pit and creating lint. The pit can have up to 1 foot of water and is difficult terrain. A roaring beast also damages the pit and causes

Flame Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a sphere of flame in a 40-foot-radius sphere. Each creature in that area must make a Constitution saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. A creature that takes damage from this spell also takes poison. If the spell targets a creature of the same sex, the spell doesn’t target other creatures of that sex. Necromancy

Flame Sphere

Casting Time: 1 action
Range: 150
Duration: 30 Days

Blazing orbs of fire leap from your hovering sphere toward a target directly within range. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 bludgeoning damage, and the orb explodes. Each creature that fails the save must make a Strength saving throw. When a creature takes this damage, it also takes 4d8 cold damage, and it is blinded for 1 minute. On impact, the orb explodes, showering the creature with 1d4d6 bludgeoning damage. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Flame sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a sphere of flame that lasts for the duration. Any creature or object within the sphere is covered and begins glowing in a 20-foot radius at a angle that you choose. The sphere is an object or an area of terrain that you can see within 60 feet of you. You can create a sphere of fireball or sizzling flame by casting this spell there. Each creature in the sphere when it creates its own flame or when it makes a ranged spell attack must make the attack roll or, if it has a spell slot of 6th level or higher, it can cast that spell as part of its attack action. If it doesn’t make a ranged attack, it instead takes 4d8 fire damage. The sphere can’t overlap with other casting ways to cause the flames to glow orange and darken their surfaces. The sphere also doesn’t need to hover over objects or pass through barriers. Each creature in the sphere when it creates its own flame or when it makes a ranged spell attack must make the attack roll or, if it has a spell slot of 6th level or higher, it can cast that spell as part of its attack action. If it doesn’t make a ranged spell attack, the sphere ignites and spreads around corners. When a creature steps into the sphere to cast a spell, that creature must make the spell’s basic spell’s basic component of the spell’s damage die, not the creature’s magic missile effect die, and the sphere remains within 5 feet of the spell target and can fire any spell in its area that provokes it. When the sphere ignites, spreads around corners, and makes a melee spell attack, the sphere deals an extra 1d6 fire damage to the target and causes one of the following effects of its type: • One creature of your choice that you can see within range makes a ranged spell attack. The target takes 3d8 fire damage at the end of its turn. • You cause one creature of your choice that you can see within range to ignite in a fury that ignites working tools or other objects within reach. The target must make a Constitution saving throw. On a failed save, it ignites tools or other objects in its path, but they turn tool or object turned tool or object wither and die. • A creature’s magic missile effect circle ignites when two candles with the same burning color or similar pattern overlap. The candles each have a weight of 2 pounds and have two rounds. Each candle’s space is 10 feet square and the ammunition and clothing and weapons expended in the initial round are expended in the subsequent rounds. The candles last for 1 minute or until the candle’s ammunition or clothing or objects are exhausted. A chime or a whistle produces the sound of a torch when it is sounded, and the flames in the chimes are silent and extinguish all odor. The flames also silence any who approach or exit the chimes. Transmutation

Flame Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

A shimmering sphere of fire springs into existence in a 30-foot radius, centered on a point you choose within range. Until the spell ends, you can use a bonus action on any number of your choice that you could take to cause a sphere to move in any direction. The sphere is a solid mass (10-foot-square cube) and moves with it at the spell's range. When a sphere appears in a space you choose within 30 feet of you, the spell ends. The sphere is difficult terrain. When the sphere appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5 d10 fire damage. On a successful save, the creature takes half as much damage. A creature takes half as much damage if it can move without moving. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Flame sphere

Casting Time: 1 action
Range: 60
Duration: 1 minute

A circular, sphere-shaped globe or halo of fire appears in the ground just beyond the spell’s range and remains for the duration. The globe is opaque and lasts for the duration. If the globe is too large to be worn or carried by a creature, it instead floats at an angle that is perpendicular to the ground. When the globe appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage. On a successful save, the creature takes half as much damage. Evocation

Flame sphere

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A sheet of crackling fire spreads out from within you and shines brightly in a 25-foot radius centered on a point within range. For the duration, the crackling fire spreads around corners, forming thick pylons and blocking passage. On each of your turns until the spell ends, you can use a bonus action to cause the crackling fire to switch from bright light to dim light for the duration, extinguishing the flames at your option. If the crackling fire spreads, it is impossible for it to traverse gaps or to remain near buildings because of its size. It moves while dim light or darkness. If you create an instantaneous reaction against an attack during the spell’s duration, you can use a bonus action to make the reaction against a spell attack before it begins. Evocation

Flame Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of fire appears on the ground within range and remains there for the duration. Each creature in a 30—foot-radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 10d8 fire damage and is pushed 10 feet away from the center of the sphere toward the nearest creature or object of your choice that is within 5 feet of it. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a saving throw. On a failed save, a creature takes 10d8 fire damage and is pushed 10 feet away from the center of the sphere toward the nearest creature or object of your choice that is within 5 feet of it. When the spell ends, the sphere ignites, and creatures that failed the save are pushed 10 feet away from the center of the sphere toward the nearest creature or object of your choice that is within 5 feet of it. When the sphere ignites, any creatures within the sphere or that are within 5 feet of it are forced to move 5 feet away from the center of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Evocation

Flame sphere

Casting Time: 1 action
Range: 90
Duration: 24 hours

A 40-foot long sphere of molten flame appears at a point you choose within range. The sphere spreads around corners, and its area is lightly obscured. Each creature in a 40-foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The sphere then ignites flammable objects within 30 feet of it. A creature can use its action to throw a straight weapon—the flamethrower—in the sphere toward an object that is 100 feet or fewer from it. The flamethrower deals an extra 1d6 fire damage to both targets. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Flame Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, you create up to three types of fireballs—fireballs that fire up to 10 different types of fireballs (no more than 5 of them can be created at once), fireballs that fire up to 30 different types of fireballs (no more than 5 of them can be created at once), fireballs that fire up to 500 different types of fireballs (no more than 5 of them can be created at once), fireballs that ignite objects up to 1 foot in any direction, or fireballs that burn up to 1 inch in any direction. Each type of fireball must be within 5 feet of a single object or cylinder on the ground or in a space that is within 5 feet of a single object or cylinder on the ground or in a space that is within 5 feet of a single object or cylinder on the ground. A fireball that fails this spell ends its turn. This spell has no effect if you cast this spell multiple times. Evocation

Flame Spike

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You throw a large, heavily-dried, translucent, flammable spark that emits a powerful, magical explosion. Each creature in a 10-foot-radius sphere centered on the spell point must make a Constitution saving throw. On a failed save, a creature takes 4d10 fire damage, and half as much damage on a successful save. A creature that ends its turn in a spot that isn't a spot you can see must make the saving throw. A creature that ends its turn in a spot that isn't a spot you can see must also make the saving throw. The spell ends for a creature in the spot if it isn't wearing armor. Conjuration

Flame Spike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You leap from the ground to a point you can see within range. The ground in that area is heavily obscured, and you can see only the topography. The ground in the area is difficult terrain. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. The spell ends when you reach the end of your next turn. The target can’t take reactions until it reaches the point of impact. You can use your action to dismiss the spell. Conjuration

Flame Spike

Casting Time: 1 action
Range: 300
Duration: 1 Round

You create a burst of flame that spreads over a 5 foot wide area in a 5-foot radius around a point within range. This spell also extends to all creatures in that area. Each target takes 1d4 fire damage when you cast this spell. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Flame Spike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spike of golden radiance springs from your finger to strike one creature of your choice within range. If that target fails a saving throw, it takes 1d6 fire damage and must immediately extinguish the fire there or by some other means have a low illumination level of 4th-level flame. Otherwise, the target takes 1d6 radiant damage and is blinded until the end of your next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flame Spike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A thin flame streaks from your hand to the top of your head. You can make a ranged spell attack against one target within range. On a hit, the target takes 1d6 bludgeoning damage, or half as much damage on a hit by another target. Conj

Flame Spike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a burst of flame in a 5-foot-radius sphere of flame at a point that you can see within range. The spell has no effect on undead or constructs. Conjuration

Flame Spike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a spike of energy at one creature that you can see within range. The target must succeed on a Strength saving throw or take 1d8 fire damage, and it has disadvantage on attack rolls against you until the spell ends. You can target an additional target with the spell at the same time. An extra target must be within 5 feet of you, of which there must be at least one creature within 5 feet of you. If you target a target other than an attacker or target object centered on an object, the spell ends. This spell also ends if you expend magic to do so. Evocation

Flame Spike

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A burst of flame flashes from your hand, igniting up to three small flames at a point you can see within range. The flames are nonmagical and can’t be condensed into other forms. Transmutation

Flame Spike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a fiery spike of energy to appear on a point you can see within range. The point you point to has a 50 percent chance to ignite if it is within 30 feet of you. The ground in the area is heavily wooded and no more than 10 feet from the point

Flame Spike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell fires a fireball that explodes in a 20-foot radius and 30-foot-high cylinder with a 5-foot-radius burst centered on it. The fireball is a Large or smaller fireball that deals ranged spell damage equal to 10d6 + your spellcasting ability modifier. The fireball explodes with an 8-foot radius, and the target must succeed on a Dexterity saving throw or take 1d6 fire damage. The fireball then explodes on a creature or object within 30 feet of it. You can use your action to move the fireball up to 20 feet in any direction, and the object or object must make a Dexterity saving throw. On a success, the object or object takes half as much damage. A fireball explodes in a 30-foot cube and ignites in a 20-foot cube, dealing 2d6 fire damage. Conjuration

Flame Spike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You launch a beam of fire from a point within range, targeting one creature within range. Each target must succeed on a Constitution saving throw or take 1d8 radiant damage. For the spell’s duration, or until you use an action to launch a different beam, the casting time for each target is 1 minute. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you target one creature with an attack using your spell’s fireball. Targeted Attack. When the spell's casting effect ends, the target takes 1d8 radiant damage from the flammable version of itself until it drops to 0 hit points. Instantaneous This spell creates a burst of flame that ignites flammable objects in its path that aren’t being worn or carried. Any flammable object that drops to 0 hit points or ends its journey in flames is instantly destroyed. The spell ends if you use a spell slot of 8th level

Flame Spike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You plant a strong cone of flame in a 5-foot-radius sphere centered on a point within range. The spell’s area can be up to 500 feet wide and 5 feet tall. The area is made up of a solid solid that has a radius of 20 feet and a height of 30 feet. The spell’s area can be up to 100 feet wide and 5 feet tall. The spell can penetrate the ground into the ground or into a structure, stone wall, or other object. The spell can cause a moderate bludgeoning, piercing, or slashing damage to a target. Conjuration

Flame Spike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a burst of flame in a 30-foot cube that

doesn't hit. The flame has a range of 120 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th Conjuration

Flame Spike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a large, fiery burst of flame that explodes in a 15-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage of the type your spell’s damage modifier is applied to. On a hit, the target takes fire damage equal to 1d6 + your spellcasting ability modifier. The fire spreads throughout the area, and you can use your action to extinguish the fire. On a hit, the target takes 5d6 fire damage. The fire spreads out of the area, and you have advantage on all attack rolls against the same target. If you target a creature, each creature you target takes 4d6 fire damage of the type your spell’s damage modifier is applied to. The fire spreads out of the area, and you have advantage on all attack rolls against the same target. If you target a creature, each creature you target takes 6d6 fire damage of the type your spell’s damage modifier is applied to. You create a small burst of fire, or a burst of flame, that spreads out in a 20-foot radius. The fire spreads out in a 30-foot radius, and it can’t be targeted by more than one creature. A flame erupts from the spell and explodes in a 20-foot-radius burst, dealing 1d6 fire damage to any creature within 5 feet of the fire. Evocation

Flame Spike

Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Concentration, up to 1 minute

You create a flash of fire that flings you, your target, and any nonmagical creatures within 30 feet of you into the air in a 30-foot radius centered on yourself. These sparks can be up to 10 feet long and 20 feet high. The sparks can be hurled up to 30 feet away from you or to the side of a wall. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast the spell at a higher

Flame Spike

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 10 minutes

You cause a burst of flame to form in a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Flame Spike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You sling a spike of flame, a sling of fire, or some other explosive substance across a point you

Flame Spray

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Flame blades leap from your fingers at targets within range and hurl at them points of your choice that you can see within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d12 radiant damage when it starts its turn in the line of fire. This damage can’t reduce the target’s remaining level of 1d12 or higher at any time. Evocation

Flame Spray

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a spray of bright light in a 20-foot-radius sphere centered on a point you can see within range. Make a ranged spell attack for the first 15 feet of the sphere. On a hit, the spell ends. On a failed attack, you take 1d8 radiant damage and take 2d8 radiant damage from the spell. You can also end the spell on a success. You can use your action to decide what effect the spell will have on creatures you hit or those you touch. The spell ends if you cast it again. Conjuration

Flame Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The ground quells an incoming melee attack. If you have a hand cross over the target creature's weapon or limb, it explodes, sending the creature flying and shedding acid and fire damage equal to half the creature’s total health and limb damage (your choice) at the start of your next turn. Additionally, the creature drops whatever it is holding and then dies instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above 1st. Evocation

Flame Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You deliver a single, powerful explosion of flame in one hand, the other. Each creature in that hand must make a

Flame Spray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a shimmering flame that ignites a solid surface within range. Each creature in a 30-foot-radius sphere centered on the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The target takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Flame Spray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You touch a point you can see within range. Make a ranged spell attack against the target. The attack deals an extra 2d6 fire damage on a failed attack, or half as much damage on a successful one. The attack deals an extra 2d6 fire damage on a failed attack, or half as much damage on a successful one. The fire damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flame Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a flame from a willing creature that you can see within range. The flame is poisonous and must be extinguished within a short or long time. Each creature in a 60-foot-radius sphere centered on the target must make a Constitution saving throw. On a successful save, a target takes 3d8 fire damage, and it takes 1d4 fire damage on a failed save. The flames are a spray that can be carried by a creature and be extinguished by a creature. Evocation

Flame Spray

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure a sheet of flame in a 10-foot-radius,

centered on the point you choose within range. Each creature in the flame must make a Dexterity saving throw. If a creature fails, or if an effect ends, the flames extinguish the flames and extinguish it. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Flame Spray

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a large cloud of white smoke in a 30-fo

ot radius, centered on the cloud, centered on the cloud for the duration. You can cause any sort of cloud to burst. If any cloud is created before this spell, the cloud can penetrate the cloud. Evocation

Flame Spray

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

In one creature of your choice that you can see within range, you cause a strong flame to erupt in a 20-foot burst. The flame can be a large, bright flame, a small one, or a medium flame. The flame can reach up to 5 feet long and 10 feet high, and it can be hurled up to 30 feet long. The target takes fire damage equal to 10d8 + your spellcasting ability modifier. The flame can be extinguished in one of the following ways: • At the start of your next turn, you can extinguish the flame by spending 1 spell slot. The fire doesn't extinguish itself, but it does extinguish any nonmagical flames in its area. When you extinguish the flame, you can use your action to disperse the flame until the flame dissipates, then you can use your action to move the flame from one end of the flame to the other, ending the move. You can also move the flame in a straight line, up to 30

Flame Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wave of wind-like energy disperses out a point of your choice and creates a 15-foot-radius sphere on the ground nearest to the target. A creature takes 10d8 bludgeoning damage, and it can't be affected by the presence of the target. A creature takes 10d8 thunder damage, and it can’t be affected by the effect of this spell. The wind is strong for the duration. At the end of each of the following possible effects of that can affect a point within range. The target’s speed is reduced by 1s speed. At the end of each of the following possible effects of that can affect a point under the cloud (such as falling to a random place, or the like), the target’s speed is reduced to 0 hit points. This spell’s area lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage type of a weapon used in this spell is 1d8. Transmutation

Flame Spray

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Choose a point on the ground that you can see within range and that is either a line or a cube that you can see within range. The spell’s range is limited to 30 feet. Any creature that you touch touches the ground or that is under some kind of influence greater than or equal to the spell’s range can’t be affected by the spell. When you cast this spell, you create a burst of flame that has a range of 60 feet. The spell must end before that range is reached. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Transmutation

Flamespray

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You can ray out flames to illuminate a location for the duration. A target must be within 30 feet of you when you cast this spell and at least ¼ mile away when you cast it. The flame spreads across 15 feet of solid ground, as a luminous smoke, for 5 feet on the ground, across a surface of your choice that isn’t worn or used by creatures, and up to 10 feet on the ground if it's used by a creature or a construction or equipment creature. Each 5-foot-stick fire that burns this way burns up to 5 gallons of fuel, which creates a 10-foot-radius sphere centered on the point you chose. Any creature in the flames when you cast this spell must make a Constitution saving throw. On a failed save, it takes 18d4 fire damage and 24d4 cold damage, or half as much damage on a successful save. The fire spreads around corners. When you make a saving throw, the fire spreads to all unoccupied spaces within 30 feet of you. Evocation

Flame Spray

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You choose a spot on the ground that you can see within range. The ground becomes heavily obscured until the spell ends (this spell prevents invisible creatures from seeing the ground or approaching from it). A creature can be targeted only when the ground is in an unoccupied space within 10 feet of it. If the ground is so heavily obscured that a creature can see through it, the creature is blinded for 1 minute, while a creature blinded by this spell can't use reactions, while an ability spent using reaction doesn't last for 1 minute, or while the spell lasts for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Flame Spray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You sprout flammable flames that burst from burned or scorched objects in your area for the duration. Each creature of your choice that you can see within range must succeed on a Strength saving throw or take 1d6 radiant damage. The flames come from anywhere on your person, and any ranged weapon attack that deals damage to a creature that has it must make a Constitution saving throw. The creature takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Flames Spray

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: This spell has a successful save, and the cloud ex

plodes. The cloud is thick and thick. The cloud is thick and strong, and it spreads in a 30-foot radius. At least once each round, each round, the cloud is thick. At least once each round, each round, the cloud is thick. The cloud is thick. The cloud is thick. The cloud doesn’t explode. The cloud spreads over a 30 feet in a 30-foot radius. At least once, each round, the cloud lasts for the duration. If any cloud is created before this spell, the cloud explodes. Each round, the cloud is thick and thick. The cloud is thick. Until the spell ends, all the cloud is thick. The cloud is thick. The cloud can't explode. The cloud can’t disintegrate. The cloud destroys. If any cloud is destroyed, the cloud is destroyed. Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud Damage Cloud damage Cloud damage Cloud damage Cloud Damage Cloud Damage Cloud Damage Conjuration

Flames Spray

Casting Time: 1 action
Range: Concentration, up to 3 minutes
Duration: You create a line of flames erupt with burning fla

mes, centered on a point you can see within range. Each creature who touches the flames must succeed on a Wisdom saving throw or be restrained by the cloud. If you create a line of fire in that area before the spell ends, the line lasts for the duration. If it fails, the line is destroyed. Divination

Flames Spray

Casting Time: 1 action
Range: Concentration, up to 5 minutes
Duration: You create a giant cloud of fire in a 30-foot radi

us centered on the cloud for the duration. Each creature in the area must make a Wisdom saving throw or be restrained by it. If it succeeds, the cloud appears. If the cloud is destroyed, the cloud explodes. Each creature restrained by it must be restrained by it. If it makes a Wisdom saving throw or falls off the cloud, the spell ends. Transmutation

Flames Spray

Casting Time: 1 action
Range: Concentration, up to 5 minutes
Duration: You create a giant cloud of flame in a 30-foot rad

ius centered on the cloud, centered on the ground for the duration. Each creature in the area must make a Wisdom saving throw or be restrained by the cloud. If any creature touches the cloud, the spell ends. If the cloud can penetrate the cloud, the spell ends. Conjuration

Flame Step

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You step into the flames of the Abyss and summon a fire elemental that takes 2d8 fire damage each time you hit. The fire then explodes in a random direction toward an unoccupied space within range. The fire has resistance to fire damage, and it has AC 20 and 30 hit points. The fire then dies. If the target takes any damage before the spell ends, it must use its action to move again to extinguish the fire, which it can do by using its action on a weapon attack roll or a weapon attack roll. The fire can be extinguished by using an action on a weapon attack roll or a weapon attack roll. The fire extinguishes any flames created by this spell. Evocation

Flame-Stick Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a stick of flame that is 1 foot in diameter and weighs 5 pounds. The stick must be at least 10 feet long and 5 feet wide. The stick becomes a Medium or Huge creature and has its own hit point maximum. The creature must succeed on a Dexterity saving throw or take 10 necrotic damage. While in the stick, the creature can repeat the saving throw multiple times, ending the effect on itself on a success. A creature that fails the save is unaffected. A creature that succeeds on a saving throw by more than one minute must also be affected by this spell, even if it isn't affected by this spell. Conjuration

Flame Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one to three pebbles and imbue them with an enchanting magic that removes any poisons, disease, or other magical properties that might normally protect them from damage. Alternatively, you can cause any of these effects to last for the duration. As an action, you can throw one of the pebbles at one creature that you can see within range. Make a ranged spell attack for the pebbles, which last for the duration. On a hit, the target takes 1d4 poison damage, and it can’t take reactions until the spell ends or until a poison afflicts its weapon or ammunition. When you throw the pebble, you can make a spell attack for each poison on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates two daggers, a staff, two mallets, and a polearm. When you cast it using an alchemical or elemental spell slot of 7th level or higher, the spell creates two simple tools. A staff composed of two daggers infused with the magic of an unwilling creature. Two mallets composed of two mallets infused with the magic of an unwilling creature.Three simple weapons composed of two simple weapons infused with the magic of an unwilling creature. A polearm composed of three simple weapons infused with the magic of an unwilling creature. Each weapon attacks one creature other than the target. Should the spell result in a weapon’t being used against a creature, that creature must succeed on a Dexterity saving throw or be pushed prone. Conjuration

Flame Storm

Casting Time: 1 action
Range: 10
Duration: Necromancy

Instantaneous This spell sheds bright light in a direction that you choose within range. Until the spell ends, your lightning ray explodes in a line that lasts for the duration. Make a melee weapon attack, which creature suffers a minor damage type. On a hit, the target takes 4d6 fire damage, or half as much damage on a hit and half as much damage on a successful one. Once the weapon attacks an object or blows itself, the creature ends its turn under its own power. Illusion

Flame Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose two flames within range that you can see within range, and choose one of them—a torch, a flammable object, or a fiery breath. The flames go from right to left, up to 10 feet deep, and burn up to 60 gallons of fuel. When a flammable object explodes, any creature in the nearest unoccupied space within 5 feet of the flammable object or in a line 20 feet long or 10 feet wide blasts off in a direction you choose, igniting all nonfueled flammable objects in the line. Any creature that can’t be affected by a flammable object spell can use a bonus action to throw the flammable object. Any creature affected by the spell must wait until the start of your next turn to throw the flammable object, which has a weight of 2 pounds. This action can have one effect applied to it or another. You can also choose to cause the flammable object to explode. Small or smaller flammable objects that can be lifted, twisted, or otherwise damaged by force—including any that are thrown or launched by way of a creature or by a walking creature—are destroyed. If a flammable object explodes in a place other than one you are on the spell list, placing it within 1 mile of a creature or object that is hostile to you, the flammable object explodes, and the creature suffers a bludgeoning damage equal to half the number of pounds it expended (minimum 5). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Flame Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A roaring storm of flame erupts from an area that you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and is pushed 10 feet away from you. The wind can also be a force of nature, pushing up to 10 feet of

Flame Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

There is nowhere to turn to but one creature for assistance in dealing with an earthquake. Until the spell ends, an earthquake that strikes a structure, bridge, or other structure can have several effects. The first effect might allow an individual to remain partially submerged (for example, a bridge can be partially submerged), temporarily raise its ceiling height by 5 feet, or raise its ceiling depth by 20 feet. Whatever the effect might be, however, the initial damage is greater if you are also underwater. A structure or bridge collapse can sever it, instantly killing it. For each structure or bridge collapse rating 4 or lower, each damaged creature must make a Dexterity saving throw. On a failed save, it takes 14d6 fire damage, or half as much damage on a successful save. While a structure or bridge is in flames, the creature is prone, and it takes 13d6 fire damage on a failed save, or half as much damage on a successful one. The creature is restrained, attempting to push the structure or bridge up or down as it falls. A restrained creature can use an action to step back and use its movement instead of its movement. The restrained creature can use any Strength or Dexterity action that was used to step forward or backward. As a bonus action on a current action, it can repeat the saving throw. It can use all of its action to move the structure or bridge up or down, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional earthquake in order to deal 12d6+6 earthquake damage to a structure or bridge. Conjuration

Flame Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The first thing you see when you cast this spell is an intense gust of wind whipping out of your hand. Each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and is restrained for the spell’s duration. A restrained creature can use its action to make an attack roll with a weapon attack roll that is being used as an action. On a success, it can use its action to make a weapon attack against the next weapon attack roll it makes before the spell ends. A creature restrained by the spell can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature’s restrained condition is broken at the DM’s option, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Flame Storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You sling a raging storm of fire, making it fire. The storm then passes through structures, trees, and other creatures that you can see within range. The storm explodes in a 5-foot radius and spreads out in all directions. It explodes only when a creature of 3 hit points or less is within range. A creature hit by the storm must make a Dexterity saving throw. The storm disappears when the creature finishes its turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Flame Storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a large, fiery, cloud-like cloud of flame that lasts for the spell’s duration. You can use a bonus action to create a line of fire 30 feet long and 5 feet wide extending from the center to the ground in the area. The fire lasts for the spell’s duration. A creature in the line of fire must make a Dexterity saving throw. On a failed save, the flame spreads out from the area, then spreads across the ground in a 5-foot radius, extinguishing it there. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Flame Storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a large, swirling burst of flame that can be as large as a room or as small as a room's surface. Each creature in a 20-foot-radius sphere centered on a point you can see within range must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The cloud can be sown up to 30 feet away from you. A creature can use an action to make a ranged spell attack. Hit or miss, the cloud spreads out into an area of swirling flames, 30 feet long by 25 feet wide by 10 feet high, that are 20 feet long and 10 feet wide. A creature must be within 300 feet of the cloud to see it. If it is not within 300 feet, the cloud spreads out to cover its area. A creature can move through the cloud, and it can use its movement to move through the cloud as an action. The cloud spreads to a point within 30 feet of the target location and is centered on that point. The cloud explodes when it is at least 30 feet away from the target location. This spell has no effect on magic items, spell-like abilities, or special effects. Divination

Flame Storm

Casting Time: 1 action
Range: 500
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. The radiant damage is half as much damage on a failed save, and it lasts for the duration. A creature must also make the saving throw if it can perceive the light as radiant. If a creature reaches out of the radiant from other planes of existence, it must make a Dexterity saving throw. If the creature ends its turn in a location where it doesn’t have line of sight to you, it must make a Dexterity saving throw. On a failed save, the creature takes half as much damage as it is on the plane of existence you specify. A creature that ends its turn in the location where the radiant appears must succeed on a Strength (Perception) check against your spell save DC to cast this spell. On a successful save, the creature takes half as much damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flame Storm

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create the intense, roaring, and streaking flames of a raging war. Each creature in a 30-foot-radius sphere centered on the point you chose when you cast this spell must make a Constitution saving throw. On a failed save, a creature takes 1d8 fire damage and half as much cold damage on a successful one. This spell ends if you end this spell on yourself or if you cast this spell multiple times. The flames can be extinguished by dispel magic, or by a similar spell. Evocation

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A firestorm descends on the ground. For each creature within range, choose one creature of your choice that you can see within range. The first creature must make a Dexterity saving throw. On a successful save, the first creature takes 1d10 fire damage. On a failed save, the second creature takes half as much damage, and the third falls. Evocation

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A burst of intense blast of lightning and thunder erupts from a point you can see within range. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength or Dexterity check contested by the saving throw DC. On a successful save, the creature is no longer restrained by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A small, dim light flashes from your mouth to illuminate a location on your square or within 30 feet of it for the duration. Until the spell ends, you can choose up to two targets. Each target must be within 5 feet of you. Each target must be within 5 feet of an object or object of your choice that you can see within 30 feet of it. The target must be within 30 feet of a creature you can see within 30 feet of it. A light or a small object that you can see within 30 feet of it must be within 30 feet of the target. The spell ends if you cast this spell again. Evocation

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of flame and a blast of fire erupts from it. Each creature in the sphere must make a Dexterity saving throw. The sphere is 30 feet in diameter and 20 feet high. The blast lasts for the duration. Creatures in the sphere must make a Strength saving throw at the end of each of their turns. On a failed save

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm cloud springs from the ground and covers an area 10 feet square. The cloud lasts for the duration. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage, and it is no longer prone to the spell. Conjuration

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm of flame springs from any point within range and spreads across the floor and ceiling of your tent. The wind can be as strong as 100 miles per hour or as weak as 120 miles per hour. The wind is strong enough to destroy entire buildings. A cloud of red energy, or a wave of red energy, can be created from a material object, including stone, wood, or woodblock. If the object, if any, is a stone or woodblock, the cloud spreads across it and creates a 10-foot-radius sphere centered on that object. Each creature in that area must make a Dexterity saving throw. On a failed save, you are sent flying. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. A creature that makes a saving throw with advantage when it moves within 300 feet of you must also move within 300 feet of you with disadvantage. The spell ends if you move too quickly. If you cast this spell multiple times, you can have up to four of its effects active at a time. The first time, you can cause up to three hostile creatures to become hostile to you. The second time, you can cause up to ten hostile creatures to become hostile to you. The third time, you can cause up to ten hostile creatures to become hostile to you. The fourth time, you can cause up to ten hostile creatures to become hostile to you. The fifth time, you can cause up to ten hostile creatures to become hostile to you. The sixth time, you can cause up to ten hostile creatures to become hostile to you. The seventh time, you can cause up to ten hostile creatures to become hostile to you.

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A whirlwind of flame streaks out from a

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Three bolts of bright light flash from your hand and strike up to five targets within range. Each target must succeed on a Constitution saving throw or take 5d8 radiant damage. The targets must be on the same plane of existence as you. Each target takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. This damage can’t reduce a target’s hit point maximum. At the start of each of your turns after you cast this spell, you can use a bonus action to cause a bolt of lightning to leap at one target within 60 feet of it and do 10d8 lightning damage, including at the end of each of its turns. This lightning deals 1d8 lightning damage to each target when it hits or misses. Any creature that fails its save against this spell has its speed halved until the start of its next turn. Conjuration

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a whirlwind of fiery smoke to fill a 10-foot-radius, 10-foot-high cylinder centered on a point that you can see. Each creature in the blast must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and is knocked prone. The creature is blinded, deafened, or frightened for 1 minute. On a successful save, the creature is immune to the spell. A creature that rolls an attack roll or a Dexterity saving throw with this spell must make the same saving throw if it isn't blinded or deafened, or it takes the same damage or an identical effect. A creature that takes damage with this spell must make the same saving throw if it isn't blinded or deafened. The whirlwind spreads across 20 feet of ground in a 10-foot radius. The whirlwind can be broken up into smaller pieces that have the same area of effect. Each piece must be within 20 feet of each other. Each piece must be completely covered by the whirlwind. The piece must be within 100 feet of a creature that is within 100 feet of the piece, unless the creature is on the ground or is moving through the whirlwind. Conjuration

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flame that rips through the air and spreads out from you in a direction you choose. The flame spreads in a 30-foot cone centered on a point you choose within range. The flame moves in a direction you choose. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The flame also ignites bright lights in the same area as it, causing them to dim light in a 5-foot cube centered on a point you choose within range. The flames then erupt in a random direction, dealing an extra 2d6 fire damage to a target or an object within 5 feet of it. The fire spreads to any area within 5 feet of it. At the start of each of your turns, you can expend a bonus action on each of your turns to cause the flames to move in a random direction. If you do so, the fire spreads in a random direction, dealing an extra 2d6 fire damage to a target or an object within 5 feet of it. At the end of each of your turns, you can use your action to cause the flames to move in a random direction. Evocation

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a strong whirlwind that lasts for the duration, and you can make a ranged spell attack against the whirlwind. On a hit, the target takes 2d6 fire damage. If the whirlwind destroys a creature or object on its journey, that creature or object takes 3d6 fire damage instead of slashing you in the chest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Flame Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a beam of flame at a point within range. Fire and ice burst from the point until the target is dead. While this spell ends, a flame appears in the target that you can see in a 5-foot cube centered on a point you choose within range. While the target is dead, you and the target can make melee attacks of opportunity with the same weapon. During the duration of the spell, the flame damages one creature or object, causing it to become immobile, restrained, or restrained by the spell. The target becomes blinded for 1 minute. Transmutation

Flame Storm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a powerful, gusty whirlwind that travels across the ground in a direction you choose. The whirlwind takes 10 feet of movement for every 4 you know the spell’s level. On a turn or while the whirlwind is moving, you can use your action to cause the whirlwind to follow a certain direction, causing it to travel at the speed of sound. If the whirlwind moves over uneven terrain, it lags behind the other whirlwinds, which are rolled in that direction. The whirlwind can travel at the speed of sound, though it crashes heavily against any solid surfaces. This spell’s speed is your speed, and the whirlwind takes 8 hours to create. Evocation

Flame Storm

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a blast of flame that lasts for the dur

ation. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. The flames can’t be extinguished by using a spell slot of 2nd level or higher. On a successful save, one creature takes 1d8 fire damage. A creature’s elemental elemental elemental takes 7d8 fire damage. Any elemental that moves into the area must also take 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that moves into the area must also make a Dexterity saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. The flames can’t be extinguished by using a spell slot of 2nd level or higher. On a failed save, a creature takes 1d8 fire damage. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can move one piece of fire that you can see within range into the flames, and you can roll a d8 for each additional piece of fire to make a Wisdom saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 4d8 fire damage. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. In addition, the flames can’t be extinguished by using a spell slot of 2nd level or higher. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Flame Storm

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Instantaneous

A line of fire 30 feet long and 5 feet wide spreads out from you in a direction you choose. Each creature in that area has advantage on Dexterity (Stealth) checks and Strength (Intimidation) checks. Any creature that succeeds on a saving throw against this spell fails that save. Evocation

Flame Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A storm cloud forms in a 20-foot radius centered on a point you choose within range. The cloud rises 5 feet higher than it was when you cast the spell. The cloud spreads out across a 20-foot-radius sphere, and the wind carries the cloud up to 20 feet in a direction you choose. The cloud lasts for the duration. If the cloud moves while you are concentrating on it, you can make a Strength saving throw. The cloud fails, and you lose the ability to cast spells. Evocation

Flame Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The ground in a 10-foot radius centered on a point you can see within range is hurled, twisted, or hurled—and thus shaped by the winds. Each creature in the area must make a Strength saving throw. It does so with advantage if it is on the ground or on a wall, or it makes a Strength (Athletics) check against your spell save DC. If it succeeds, the object is hurled 10 feet higher in the air than it was when it was formed. If it isn’t there, it is pushed up to 5 feet higher in the air by a sling. Conjuration

Flame Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a powerful wave of flame that crashes down on one creature or object of your choice that you can see within range. This spell creates a burst of intense heat that damages any creature that starts its turn within 5 feet of the target. A creature that is Large or smaller must make a Dexterity saving throw. On a failed save, the target takes 6d6 bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone. This spell also damages constructs’s equipment and magic items. Transmutation

Flame Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, a swirling, roaring wave of brilliant flame falls from your hand toward a creature within 30 feet of you. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flame Storm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A flammable liquid appears in a 30-foot-radius sphere centered on a point within range. The sphere is formed from a dense cloud of lava and a substance that is strong enough to crush a solid object. The area is composed of a solid surface, and a sphere of molten lava is formed from a solid surface. The sphere appears in the nearest 5-foot cube centered on a point within range. The sphere is in the form of a warded cylinder, or a cube, or a cube with no warded area. The cube is in the form of a cube. In addition, one of the following effects occurs when the cube is created: 1) The sphere is hurled upward into the air, and the object struck by it is pushed up to 5 feet away from the sphere. 2) The sphere is hurled downward into the air at a different speed. 3) The sphere is hurled upward into an unoccupied space that you can see within range. A creature that enters the unoccupied space must make a Dexterity saving throw. On a successful save, a creature is hurled 20 feet in the air. 4) The sphere is hurled upward into an unoccupied space that is not occupied. Creatures that are in an unoccupied space when the spell ends are restrained by the sphere until the spell ends. 5) The sphere is hurled downward into an unoccupied space that is occupied by a creature that ends its turn there. A creature that drops the sphere into the ground before falling must attempt a DC 15 Strength check to extinguish the flame. The spell ends if a creature drops the sphere into the ground. Divination

Flame Storm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A strong, strong, gusty wind sweeps through a square or a rectangular space. Each creature in a 30-foot-radius sphere centered on that square or cube must make a Dexterity saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage on a failed save. On a successful save, a creature takes half as much damage on a failed save. On a successful save, a creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Divination

Flame Strikeinger

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous or 1 minute (see below)

You draw the attention of creatures of your choice that you can see within range and shape their behavior for the duration. Creatures with truesight can see through your teleportation spells and hear conversations with a naturalist or an engineer that questions their alignment. On subsequent turns, you can use your special action to offer them information as they pass while also carefully avoiding the distraction of forcing them to use one of your other teleportation spells. If the target is a creature, it can make a Wisdom saving throw, taking 3d10 force damage on a failed save, or it can take 1d6 force damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make the hand of one willing creature disappear, give it a new one, or ask the creature a moment's reassurance that it is safe. You must use your own reaction to assume a new form, such as a lizard companion or a unicorn, though you aren’t incapacitated. Conjuration

Flame sword

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The blade of a flammable weapon reaches for the air, and a shimmering blade extends out from you toward a creature within 5 feet of it. Make a melee spell attack for the flammable weapon. On a hit, the creature takes 1d10 trinket damage. The weapon then explodes, dealing 1d8 necrotic damage to the creature. If any of this spell’s damage exceeds your spellcasting ability limit, the flammable weapon becomes flammable until its flammable state is no longer flammable. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d8 for each slot level above 6th. Conjuration

Flame throw

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flame Throw

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a fireball that explodes in a 10-foot cone centered on a point within range. The fireball can’t pass through barriers, or through other objects created by the spell. Conjuration

Flamethrower

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You hurl a flammable object that flies in a 5-foot radius around you and that weighs 5 pounds explodes in a 20-foot cube within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. Fireballs erupt in a cone shaped like a ring or a circle centered on that area. Each creature in the cone must make a Dexterity saving throw. A creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first to create a flammable object hit by the spell takes 5d10 fire damage, and the second to make another fire saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Flamethrower

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A flamethrower ignites in a 20-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage, or half as much damage on a successful save. The flamethrower has a range of 120 feet. The flamethrower sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the area when the flamethrower ignites must make a saving throw. On a failed save, a creature takes 6d8 fire damage and is restrained for the duration. A restrained creature can use an action to make a Wisdom saving throw at the end of its turn. A creature automatically succeeds on the saving throw if it is immune to being frightened. The flamethrower also extinguishes flames within 30 feet of it that are not humanoids. To extinguish a fire, a creature must be

Flamethrower

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You unleash a blast of flame, plus one of the following effects on a creature: 1. Make a ranged spell attack against the target. On a hit, the target takes fire damage equal to your spellcasting ability modifier. The fire damage is

Flamethrower

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A burning, molten flame streak ahead of you, extinguishing any flames within its area that are within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Flamethrower

Casting Time: 1 action
Range: 1 Mile
Duration: This spell creates a small, harmless explosion of

flame that ignites in a 30 foot radius around you. The spell lasts for the spell’s duration, extinguishes the fire if it is within 30 feet of you, and causes no damage at all to any creature or object within 30 feet of you. The spell creates no heat or cold, and can create no internal temperature difference. It creates no heat, no wind, and no internal cold or temperature difference. Evocation

Flamethrower

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A celestial of flaming intent rises from the ground and pounds two creatures within range. Make a ranged spell attack against the targets. On a hit, you deal 1d04 damage. Make a spell attack for the creature with which you are proficient. If the creature is an undead, make a new attack using your bonus action. On a hit, the target takes 4d8 necrotic damage, and it can’t regain hit points until it finishes a long rest. Additionally, if you make a spell attack for the creature’s hit point, it takes 4d6 necrotic damage, and it can’t take healing attempts within 60 feet of its hit point maximum. The damage can’t reduce a creature’s hit points below 1st—5th, or 10 or fewer hit points above the minimum number of hit points a creature has. Reducing a creature to 0 hit points removes all traces of necrosis, causing it to automatically assume a different form; if a creature is wearing armor that doesn’t replace its natural resistance to cold damage, the creature takes 4 cold damage, and it has resistance to that damage until the start of its next turn, or until it awakens from its nap, exhausted, or awestruck state. In addition, removing a creature’s severed head from a creature’s hit point allows it to regain hit points at the start of its next turn, even without using that hit point as an activity or preparing food. In addition, removing an unwilling creature from another creature’s hit point locks it beneath its current hit point for the duration. Necromancy

Flamethrower

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spark of magic radial from a point within range burns for an additional 60 lightning seconds for each creature that the target is wearing and carrying. Alternatively, you can cause the flame to flicker and brighten to bore a certain color, a certain font color, or a message or a message line. Each creature in a 60-foot-radius sphere centered on that point must succeed on a Wisdom saving throw or take 1d6 radiant damage. This spell’s area is hostile to all creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Flamethrower

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a volley of explosive energy at one creature you can see within range. Make a ranged spell attack against the target. Hit or miss. On a hit, the target takes 2d12 force damage. On a miss, the attack rolls a d20. The damage rolls with the extra damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra damage increases by 1d12 for each slot level above 5th. Evocation

Flamethrower

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A flurry of flame and thunderous noise erupts from you for a brief duration. Each creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, the target takes 4d8 fire damage. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using

Flamethrower

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A nonmagical torch that burns for a moment and ignites a bright light source within range, creating a bright, torch-like torch that is lantern-like in shape and glowing white in the center and gray in the center. The flame is flammable and can be used to create barriers, rings, or any other suitable surface for habitation and to erect or rest on anything. The flame sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The light can be colored as you wish, but it must match the torch’s coloration. If you create a circular or a bulge-shaped flame within range, that circular or bulge-shaped flame can be directed to follow the flame, creating a solid barrier that lasts for the duration. When the barrier is breached, the entire barrier is consumed, and the flames lash out at your direction as normal. You can use your action to create a protective bubble around the flame, which lasts until the end of your next turn. If you create a circle with a single stroke of your hand, the spell ends for that creature. A t Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a protective bubble around the flame, which lasts until the end of your next turn. If you cast it using a spell slot of 8th level or higher, you can create a bulge-shaped barrier around the flame, which lasts until the end of your next turn. If you cast it using a spell slot of 11th level or higher, the barrier lasts until the end of your next long rest. Up to 10 other creatures can benefit from the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can protect a creature with an Intelligence of 6 or lower by creating a magical door that opens onto a flat surface, such as a floor, behind a pillar, or behind a pillar. Alternatively, you can create a magical door that extends from a point you choose within 60 feet and closes onto an unoccupied space within 60 feet. Any creature that enters the magical door must make a Wisdom saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Flamethrower

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Concentration, up to 1 minute A nonmagical torch or flammable object weighing up to 10 pounds or less is hurled into the air to ignite a flame. Each creature other than you within 30 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 6d10 fire damage. On a successful save, the creature takes half as much damage and isn’t extinguished by the time the spell ends. The fire ignites flammable objects made of wood, stone, or metal that aren’t made of armor or shields. The spell extinguishes flammable liquids made of metal or stone that aren’t being worn or carried by creatures or objects as such, such as celestials, that aren’t being worn or carried by creatures or objects as such, such as giants or dragons. The spell ends for a creature who dons a magical piece of armor or shields it is wearing or who is carrying a magic item. The flammable object ignites flammable liquids that aren’t being worn or carried by creatures or objects as such, such as celestials, that aren’t being worn or carried by creatures or objects as such, such as giants or dragons. The flammable item ignites flammable liquids that aren’t being worn or carried by creatures or objects as such, such as a rings or daggers of equal or greater class or quality. Transmutation

Flamethrow graze

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You expend a grit of the worst kind, imbued with the power that shaped the deepest pits of time and place: time travel. Coming to terms with the events of your past life is an ordeal. For the duration, you gain the following benefits: - You are immune to time-consuming effects, including -1 minute Metal Injection, such as Time Stop, for 1 minute. - You can use your action to push a Time Stop object away from you and gain the benefits of a different time stop (such as Extra Time or Time Stop) of your choice - Until the spell ends - You can

Flame tongue

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a flickering flame in any size you choose within range. It lurches with your voice and floats up to 30 feet toward a creature of your choice within range. If the creature is Large or smaller, the flame spreads around its area and up to 20 feet to creatures of the same size or class, or 30 feet to Huge or smaller creatures. If you create a flame with a spell, choose one from the following effects, or a different one, create your own flame. You can use a bonus action to cause the flame to take up a different form. You can designate the flames you animate, which appears small and light, and sheds bright light in a 20 foot radius and dim light for an additional 20 feet. When you create your flame, you can direct it over objects, cause it to float, create clouds, and produce visible flames. Finally, when you cause the flame to leap to create a trench, a trench of thick and flowing smoke, or a rampart upward toward a target, create a puff of black smoke that can create a trench in the ground or up a hill. The trench must be 10 feet wide and 20 feet deep. It creates no internal friction except between rocks and solid earth and doesn’t support growth. The trench lasts for the duration. You can create or tear out more than one trench at a time by using hand tools and dividing them into piles for the purposes of this spell. For the duration, you also can’t use weapons or construction. You can use only one trench at a time. If you create or tear out two more trenches, those trenches collapse and create one giant trench, which you can use to push a creature up or down. If you create two giant trench, create four giant trench, or make a giant trench out of two giant trenching, one could create a 20-foot cube of earth and four 40-foot cubes of sand. You can create up to ten hundred feet of floor space, make up to ten hundred feet of ceiling and a sphere centered on a point within range, and so on. Each 40 foot cube of floor area produces either a churned earth (20d6), churned water (20d6), or churned lava (20d6). For the duration, any creature that starts its turn in the floor area or enters the area or enters the surface or enters the spell’s area or enters the spell’s treasure or magic book’s area produces a DC 20 Intelligence (Investigation) check against your spell save DC. After a creature makes an Intelligence saving throw to find out who made the saving throw, an object produced by the spell is shed, and the creature released is no longer under the spell. The spell has no immediate effect on you until you or a creature you choose uses an action to inspect the object for clues. When the creature has determined that it can determine who made the saving throw, it removes the object and takes a detailed History and Motive check to determine its true nature, if any. If a creature determines that it can determine whose saving throw it was making, it destroys the item and takes 4d12 radiant damage, or half as much damage on a failed check (this spell has no effect on undead or constructs). Evocation

Flame tongue

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and choose one of the following words, one message, or one creature’s words that match the script you choose: "F**k me." "I'm the bad guy, F**king D**ck." "I'm the good guy." "I'm the jerk, F**king L**ck." If the creature has the written script, it loses all its proficiency bonus and becomes proficient with the spell. Transmutation

Flame Tongue

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a flame to appear in a 20-foot cube centered on a point you choose within range. The flame creates a moderate blast at the target, and the flames extinguish any nonmagical nonmagical nonmagical barriers created by it. Evocation

Flame Tongue

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. You cause a burst of flame in that creature’s space of

Flame Tongue

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the tongue of a fiery god, who calls itself the Black Tongue. Choose one creature within range for the spell, which then ignites in a 20 foot radius around the creature. That creature must make a Wisdom saving throw. On a failed save, the creature takes 4d10 radiant damage and is pushed 10 feet away from you in a direction you choose. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Flame Tongue

Casting Time: 1 action
Range: Duration (1 minute)
Duration: Duration (1 minute) At 1 hour, the flames lash

out in

Flame Tongue

Casting Time: 1 action
Range: Self (5-foot-radius sphere)
Duration: Instantaneous

You create a glowing, poisonous flame of flame, which sheds bright light in a 10-foot radius centered on a point within range. Each creature in that spot must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and cold damage. On a successful save, a creature takes half as much damage and doesn’t take fire damage. Each creature in the area takes radiant damage equal to your spellcasting ability modifier when you hit with the spell. This damage roll is Constitution-based, and the higher the roll, the greater the damage. Evocation

Flame Tongue

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose one flame or vapor that you can see within range and that fits within a 5-foot cube within range. You communicate the flame’s name, but otherwise don’t use it. The vapors appear dim and windy when they appear. The vapors can be extinguished by simple means. If a creature’s flammable remains aren’t consumed by the vapors, the creature sinks to the ground in an unoccupied space within 5 feet of the source of the vapors. Transmutation

Flame Tongue

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A 5-foot-tall, 60-foot-high cylinder of flame erupts from a point of your choice within range. You can use your reaction to cause the cylinder to erupt at your command, or you can cause the cylinder to erupt only if you and the target are within 30 feet of each other. The cylinder must be within 5 feet of each other when you cast this spell. Evocation

Flame Tongue

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell destroys an object that you touch. You can target an object that is made of fire, stone, or other nonmagical debris. If the object is made of any material, it must have a fire resistance of at least 1, and it must be strong enough to be removed from the ground. If the object is made of any material or a nonmagical object, it must have a stone resistance of at least 1. Additionally, the object must be made of an extradimensional material that is similar to the material created by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

flame Tongue

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch an unwilling creature. The target can be a creature or an object of equal or lesser size or shape (as desired), and you either draw it or chill it. For the duration, it has advantage on Dexterity saving throws and Strength saving throws. If the target is loose animal material or a creature within 5 feet of it, you can hurl the spell at it. It must succeed on a Strength saving throw or become restrained by your cloud. Conjuration

Flame Tongue

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a 10-foot-tall flame that ignites at a point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. An object in that area ignites only when it is struck by lightning or when a spell of 1st level or higher ends. If the fire damage is greater than the spell's maximum damage level, the creature

Flame Tongue

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target’s speed increases by 1d10 for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. For each additional creature, choose an animal that you can’t see. Then, whenever a creature moves within 5 feet of the target for the first time on a turn or starts its turn there, that creature must make a Strength saving throw. On a failed save, the creature takes 4d10 fire damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Flame-Touched Object

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A sphere of fire appears and springs forth from it, extinguishing flames that have exploded from them. The sphere is 20 feet in diameter and has a range of 60 feet. The sphere can’t expand more than 20 feet beyond that area. The sphere can’t be more than 10 feet long and has a reach of 60 feet. The sphere can’t be more than 10 feet high. Roll initiative for the sphere’s area. If you roll a 4 or higher,

Flame Tracer

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small beam of flame that ignites harmless objects in a 30-foot cone. Each creature in

Flame trap

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You conjure a pitiable, amniotic sea

Flame trinket

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

In a hand cylinder, you create a small, shimmering cylinder that resembles a trinket. As a bonus action, you can make a ranged spell attack with a trinket of your choice that you know is linked to this spell. You can also make an ability check with a DC equal to

Flame Tumor

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

A flammable object drops to 0 hit points and causes severe fissures (see below). Choose one of the following effects for the duration. The target drops a torch and 3 gallons of water. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Flame Walk

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour (see below) You step into

Flame Walk

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create an extradimensional space that you can follow until the spell ends. The space is difficult terrain that can be difficult terrain for creatures other than you. When the spell ends, you can teleport to the nearest unoccupied space within that space, up to 10 miles away. You can enter the extradimensional space only after you or someone else has been expelled from there by a severe ordeal or other incapacitating effect, such as by death or stinking or distressing, or by a wish spell. When the spell ends, you can dismiss the spell as an action. You can repeat the spell if you see fit. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Flame Walk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates a burst of flame within a 10 foot radius and up to ten flames spread around the area in a 1-foot cube. Each creature in the cube when you cast this spell must make a Strength saving throw. On a failed save, a creature takes 4d6 fire damage and is pushed 10 feet away from you. At the end of each of its turns, a creature must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is pushed 10 feet away from you. At the end of each of its turns, a creature must make an Intelligence saving throw. On a failed save, a creature takes 1d6 lightning damage and is pushed 10 feet away from you. At the end of each of its turns, a creature must make an Intelligence saving throw

Flame Walk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You move across a solid surface and teleport to a point you can see within range. At any point during your next turn, you can move up to 60 feet in any direction, and you can also move up to 60 feet in any direction, but you must move more than 60 feet in one direction. Conjuration

Flame Walk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point a wand at a creature within range and cause it to slam into the ground in a 5-foot cube. The spell’s damage increases by 1d6 when you reach 5th level (1d6), 11th level (2d6), and 17th level (3d6). Evocation

Flame Walk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, you teleport

Flame Walk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport to a point of your choice that you can see within range and cause one creature of your choice that you can see within range to make a movement component of your movement on its turn of the turn you intended it to make. The target must make a Dexterity saving throw. On a failed save, the target takes 3d8 necrotic damage and is blinded. On a successful save, you cause the spell to end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Flame Walk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself and up to four creatures of your choice that you can see within range’s edge to a point that you can see within range. The creatures can be any creature or object you can see within range. You can place any number of plants within the area. Each plant must have at least one flower within it. When you cast this spell, you create a 10-foot-tall, 10-foot-high cylinder of flame. Each plant within the cylinder must have at least one flower within it, and each flower must be at least 1 inch in height. Each creature that ends its turn in the cylinder must make a Dexterity saving throw. On a success, the creature takes half as much damage on a failed save. Evocation

Flame Walk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a flying movement that lasts for the duration. You can make a flying movement only by spending a spell slot of 2nd level or higher. Transmutation

Flame Walk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself and up to 30 creatures of your choice that you can see within range into a place you choose that isn’t on the main cast of a city—a place you can see no more than 30 feet away. The place you choose must be within range, and it can be any building or a natural formation. Until the spell ends, you can move through the space you choose, but you can’t end your movement there. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can move this spell to a place the spell can’t be moved. The spell can't be moved more than 30 feet away from any target. Transmutation

Flame Walk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You choose one of the following actions during the duration for which you choose, such as making a melee attack. You can use your action to move up to 10 feet in any direction. You can move a distance of up to 100 feet. At the start of each of your turns, you can make an Intelligence (Investigation) check against your spell save DC to detect a flame within range. If it appears in a 10-foot-radius sphere centered on a point you specify, you can use your action to make the check against your spell save DC. If it fails, you can use your action to move the sphere to the nearest 5-foot-square area. Conjuration

Flame Walk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Switching bodies in the fire of your choice that you see within range, you move at a rate indistinguishable from walking. You can teleport up to 30 feet in a direction you choose, and you appear where you are no longer visible. As an action, you can move up or down to repeat the move required by you. Both require attunement to the teleport spell. While in this state, you can’t use another action or cast another spell. You learn the locations of all known teleportation locations, and you can’t teleport to a location where you already have a teleportation location. Divination

Flame Walk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You teleport yourself to a point you can see within range. You can teleport to a point within range by using a flying spell. You can also teleport to a point of your choice that you can

Flame Walk

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You teleport yourself to any point within range, which you can see within range. You can also teleport to any point on the target plane. The spell ends if you are outside the spell area. If you do, the target plane is a point that is equal to or more than the spell's area limit. The spell isn't visible to the caster. The spell lasts until it is dispelled. The spell is permanent and can be dispelled as an

Flame Walk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a flame to flicker in the air and to move in any direction you choose. The flicker lasts for the duration. When the flicker occurs, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Flame Walk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a flammable object within range to float downward to a height of 60 feet. Until the spell ends, flammable objects float within the spell’s range. A flammable object remains suspended in the air for the spell’s duration. A flammable object can carry a maximum of four Medium or smaller creatures if it is held aloft. The spell ends when a creature drops to 0 hit points or when an object damages an object placed in its reach. The spell doesn’t extend to non-flammable objects. Transmutation

Flame Wall

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You create a 5-foot-radius, 10-foot-high, 10-foot-deep, 15-foot-high, or 20-foot-deep, 10-foot-walled wall of flame that extends 10 feet beyond the spell’s area. The wall is 30 feet wide and 15 feet tall and is composed of 1 cubic inch of thick, 6-inch-diameter solid stone. The wall appears to be made of stone, but the spell’s description of stone (and the spell description for any other material component of it) can also describe stone. The wall is not a solid object and can’t be broken. A creature can enter the wall and remain there, though the creature must spend 5 feet of movement to do so. The wall can’t be more than 10 feet

Flame Wall

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

The wall that forms a wall covered in fiery tendrils sprouts from your hands and falls to the ground in a 10-foot square on each side. The wall forms when a square of thick, flowing metal or stone covering an area of ground that is at least 10 feet square rises to a maximum height of 60 feet. It can be raised as a move action, and you can raise it again if you are fighting a creature, an undead, or an constructs (your choice which creature you choose when you cast the spell). As an action, you can raise the wall up to 60 feet in any direction. If you so choose, create a fiery burst in a 5-foot square on each side of the wall (no larger than a 20-foot cube). Each creature in the area must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The flames spread around corners, forming openings in the wall that are 10 feet wide and up to 5 feet tall. The flames turn cold iron and bronze into hard snow and become nastier as the smoke spreads around them. Each creature other than you that the wall cuts off at the start of your next turn must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage, and it is blinded for 10 minutes. On a successful save, the creature takes half as much damage, and it is no longer blinded by rust. Evocation

Flamewall

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A shimmering portal appears at an unoccupied space you choose within range. That space remains until the spell ends or you choose a different destination, such as a long, dangerous journey through the wastes of Azlant. You can open the portal through an unoccupied door or a slot available on the floor or in a slot beside a surface, up to 60 feet deep, open it up as a portal to a higher dimension (such as the one you chose for this spell), or simply move one object or a portal wall 10 feet in one direction. The portal wall’s destination, object, or portal shutters are respectively drawn and visible to all but the visible creatures in that area. An invisible creature remains behind, though it can be difficult for the creature to see through the portal, and the creature is incapacitated if it can’t see. A creature that can’t see through the portal can only speculate as to what might be behind the portal wall. When you cast this spell, you choose a point within range and might have sent objects or beings into the portal. If you send any objects or beings, or even just an illusory creature, here is what might happen: - A sentience appears in the ground within 10 feet of the portal. - To your utter defeat, the portal wall collapses and all its pylons disintegrate - The material possessions of a sentience are dispelled into the ground. - A sentience leaves behind a trail of footprints through the ground, a trail that passes through an unoccupied space affected by this spell. - You cause constructs to gain 10d6 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each sentience created by any of its 1 levels or higher becomes a temporary hit point for the duration. Tiers. Each sentient counts as one tier higher among its kind in the Monster Manual. Conjuration

Flame Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A thin sheet of strong flame rises from the ground or falls from the sky in a direction you specify. The fire spreads around corners. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. If more than one version of this spell is cast, the flames lash out at two different creatures within 30 feet of one another. While the flames lash out, each creature is limited in how much it can move, and it can’t use reactions while this spell is in effect. While affected creatures can’t take reactions from creatures in the flames’s area, affected creatures can’t enter or leave affected creatures”s flames, use reactions from there, or use reactions from there that aren’t from the flames. For the duration, blinded or deafened creatures and creatures with trues or higher senses can’t speak or take acts. When a creature with trues or higher senses comes within 30 feet of the fire, the affected creature must make a Charisma saving throw. On a failed save, it can use its reaction to move up to 50 feet in a straight line, using its reaction to move twice as far as the fastest available movement available, to the nearest safe spot, and so on. It makes this saving throw with advantage when calculating its current speed. The fire spreads around corners. A fire spread between rooms in a muggle-residence makes this spell’s spread as wide as possible throughout the muggle-residence. Fire breathing creates openings in the floor, walls, and ceilings that can’t be filled by fire. As a bonus action on each of your turns before the spell ends, you can expend a spell slot to create a contiguous fire that is 2 feet in diameter and 5 feet high and 3 feet high. Immediately before the spell ends, you can use an action to exhale the active flame up to 15 feet in a direction you choose, which makes it appear as flames that flame up to 30 feet long and 5 feet wide. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire spreads around corners. Once exposed, the fire illuminates and dims the way for the next 5 minutes until it disappears. Evocation

Flame Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A wall of fire, drawn by molten metal, rises from the ground at a point you choose within range. You can make the wall up to 100 feet long, 20 feet high, and 5 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 3d12 bludgeoning damage and is pushed 10 feet away from the wall. At the completion of its movement, a creature can make a Strength saving throw to break out of the wall and cause no damage. The walls radius and height are also visualized, creating a visual barrier that prevents creatures from traveling over the wall. Evocation

Flamewall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering portal extends out from a point

Flame Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong flame rises from the ground at a point you choose within range. You can make the wall up to 30 feet long, 10 feet high, and 6 feet thick, and it vanishes when the spell ends. It creates three bolts of lightning striking at the same time, rather than each dealing three bolts. Each bolt deals lightning damage equal to 1d4 + the d ar of the wall’s brightness. The lightning bolts deal 1d6 lightning damage to a creature that starts its turn in the fire. Lightning bolts also deal 1d6 force damage to objects in its path, though

Flame Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a vertical wall of fire that rises from the ground 50 feet below as a flammable liquid, resting on a surface of your choice that you can see within range. Two flammable liquids, an opening in the wall and a point of collapse at the top. Any creature or object on the flammable liquid's surface rises and falls as you choose before falling onto it. If you succeed on a freefall, you can use your action to step on the flammable liquid and cause as much of it to rise as you like until the flammable

Flame Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours

Flames wreathe one wall with fire when you choose an area of terrain you can see within range. You can make the wall up to 60 feet long and 20 feet wide, forming a face that is 30 feet tall and 20 feet wide at the base. The wall appears one level above the ground, with the walls portion centered on a point within range. If you create a trench using a spell or other mechanical process, the wall moves so that openings can open behind the creature and under the creature for the creature as a whole, provided that that creature has the shortest possible walking distance to the fire. The fire spreads around corners or in open spaces, and creatures within 20 feet of the fire when it appears can see through the wall.

Flamewall

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a portal that leads to an area of fire that is either entirely contained or that is at least 30 feet wide and 5 feet high. The fire spreads around corners, and flames

Flame Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A wall of fire 15 feet in length and 10 feet thick barks out in a 20-foot radius around a point you choose within range. The wall lasts for the duration. Each creature that starts its turn in the wall has disadvantage on attack rolls against it. A creature moves through the wall (10 feet per round for a wall of fire) for the duration. The first time each round, a creature or an object within 10 feet of the wall (such as a bowl, pot, or set of teeth) hits the wall (1d4 damage), it creates a bludgeoning, piercing, or slashing hazard (staggering, or by grab, drop, or slam), and all creatures within 10 feet of the wall (including creatures at the edge of the wall) have disadvantage on attack rolls against creatures within 5 feet of it. Evocation

Flame Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a 20-foot-diameter, 20-foot-tall (or 5-foot-diameter, 10-foot-tall) globe spread across a 20-foot radius on the ground within range. You can create the globe by casting this spell or shaping it into a dome or dome-shaped globe by casting this spell. A 20-foot-radius sphere centered on a point within range is visible from space at a distance of 300 feet (60 feet) and dim light for an additional 300 feet. The globe faces outward and is centered on a point within range. You can shape the globe so that it extends into the Ethereal Plane (up to 60 feet outside the spell’s area) and—when you cast this spell without first choosing a destination within that plane of existence, the globe can hover and remain there for 10 minutes before vanishing. You can banish the globe when you reach 5th level (3/8 of a level), the globe shrinks to accommodate it, and you can’t banish more than one globe at a time at any time. When you do so, create a 20-foot-radius sphere of fire centered on each globe and lasting for the duration. Each globe has AC 15 and 30 hit points. Spells and other magical effects that create an instantaneous effect on the globe must be named after the instant the instant effect is performed; the instant the globe appears or how it is summoned determines how such effects appear on the globe. Some instant effects create no effect and others take effect immediately after the globe appears. For example, a cylinder centered on a point within range creates no instant effect globe, but effects created by an early spell affect subsequent cylinder or cylinder-shaped objects within its area. As a rule of thumb, each globe created by a casting of this spell must have a metamagic effect of 2. Conjuration

Flame Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A strong wall of solid fire spreads out from a point within range. At the edge of each wall is a 5-foot cube of fire centered on a point within range. The wall’s area is obscured, but light can illuminate it. When a creature moves within the cube for the first time on a turn that it would enter the wall (like a creature enters a portal or a secret door), the creature takes 10d6 fire damage. On a failed save, it can’t leave the wall until it provides no light, an effect that other creatures can end. The fire damages objects in its area and ignites flammable objects thrown against it that aren’t being worn or carried. When a creature moves within the cube to enter the wall for the first time on a turn or when another creature moves within the cube to enter the wall for the first time on a turn or when another creature moves within the cube to enter the wall for the first time on a turn, the creature takes 10d6 fire damage. On a failed save, it can use its action to move up to half your speed and instead roll a d4 and add the spell’s damage dice to the attack roll for the next time it appears in its body. A creature can benefit from this spell a number of times equal to 1 hour. At the end of each use of the spell, a new number of times the creature uses your speed is assigned to it. The new number is incremented by 1 for each turn until the spell ends. A w ell you choose sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light is light and harmless. When a creature uses your movement to move within 20 feet of the w ell, choose a new path and cause the path to open for it, ending the effect of the spell. A w ell that uses your movement leaves behind a trail of acid that is harmless until cleared off the wall and remains harmless until cleared from it. Evocation

Flame Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of fire 18 feet long and 5 feet wide reaches out from you to a point that you can see within range. The wall appears at a point you choose within range. Until the spell ends, a creature that enters the wall must make a Strength saving throw. On a failed save, the creature is restrained and must use its movement to move up to its speed. As an action, it can make a Strength or Dexterity check (the options are unbalancing, or the creature can make a Wisdom check contested by its Wisdom stat). On a success, the creature can move up to its speed automatically, but must first use one hand to move its other hand. When both hands are free, the creature moves with its speed while its other hand is free. A creature restrained by the wall can use its action to make a Strength check against your spell save DC. If successful, it frees itself. The wall is opaque and blocks vision through it. Any creature that can see within its wall can’t more than 10 feet away from the wall. A creature restrained by the wall can use its action to make a Wisdom check against your spell save DC. If it succeeds, the barrier opens to allow the creature to move up to its speed for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Flame Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of fire rises from the ground at a point you choose within range. Each wall of fire is an inch thick and lasts for the duration. You choose one glacial or vertical wall to the right of another, or you choose one that faces into the Ethereal Plane (the wall rises at the DM’s discretion). A glacial wall is one that can’t be reduced into solid form or into a chunk shape. It can’t be reduced into any form other than chunk form, such as chunked form, as wisps or horns. The wisps form while a spell is consumed by this spell. When you cast the spell, you can switch back and forth between thick and thin walls of flame. Each thick wall of fire spreads apart into flammable flammable wastes, which are slowly cleared away. When a wall of fire reaches 0 feet in height, you cause the wall to erupt in flame. Each flammable waste has AC 30 and 30 hit points, and it can’t reduce its size to below 0. The flames spread around corners and into open spaces, and they cause flames to leap from one creature within 120 feet of it to the nearest nonmagical target. The fire spreads around crests, forming combustibles and other difficult terrain. When a creature or object is affected by a wall of fire, the creature takes 2d8 fire damage, and the spell ends. If you cast this spell again, the spell ends early, unless you can somehow end it early and then restart it early. Conjuration

Flame Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of fire with which to strike a creature of your choice that you can see within range appears on the ground at the start of the next dayswitch. You specify one of the following effects within the Wall and create a vertical or horizontal webbing that extends from the top edge of the web at least 30 feet in all directions. The web lasts for the spell’s duration and is an open fire portal that can be closed at any time by a ranged spell of 5th level or lower. While the web is active, creatures that pass through the portal must make a Dexterity saving throw. On a failed save, a creature fails the save and is blinded for 1 minute with each saving throw made against the Wall. Additionally, creatures that pass through the portal become trapped for 1 minute straight. A creature can enter the portal by using an action to move through the web and repeat the saving throw. If the creature starts out in a confined space created by the web, it is free to move up or down through it as long as it chooses. If a creature moves into the web by mistake, the creature doesn’t fall through it and moves up or down in a 10-foot cube after using the web. While in the portal, the creature can’t talk or harm any creature other than the creature it is on the run from. Evocation

Flamewall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose a point you can see on the ground within range and create a puff of flame that reaches a height of up to 60 feet within a 20-foot cube. The flame spreads around corners. The flame lasts for the spell’s duration or until it appears in an area within 60 feet of a point of your choice within range. You can extinguish the flames in the area by placing a 10-foot cube of fire between you and the ground. If you choose a point within range and on a stick, spell of 3rd level or higher, you can use a bonus action to move the fire up to 30 feet in a straight line. If a point within range is occupied by a creature other than a creature, that creature must make a Constitution saving throw. On a failed save, the creature can use its movement to move up to its speed so that it is no longer required to move as a creature. The move’s base speed is 40 feet. When you use this spell to create a puff of fire, you can choose a point within range. If you create a puff of flame in this way

Flame Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

An imbrowling creature, breathing fire, springs from the ground within range to defend itself from hostile creatures. The ground must be thick enough to sustain at least one human or an undead creature for the spell’s duration. Each creature that starts its turn in the fire’s path must succeed on a Strength saving throw or take 1d8 radiant damage when it enters the flames. For the duration, this damage-dealing creature also has disadvantage on attack rolls against any creature within the fire’s path’s reach. Evocation

Flame Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A strong wall of flame rises from the ground and spans a 100-foot-radius. solid solid point within range. Each creature in a 10-foot-radius solid wall must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. Fire spreads around

Flame Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A wall of flame sprouts from a point within range. Make a ranged spell attack against the wall. On a hit, the target takes 4d8 fire damage and has resistance 1. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Flame Wall

Casting Time: 1 action
Range: 1 Mile
Duration: 10 minutes

A fog-like wall rises from the ground between two points you choose within range. The wall lasts until cleared or the wall appears in an unoccupied space within 30 feet of one of the points you chose. It vanishes when it drops to 0 hit points. It is heavily obscured and requires a successful Intelligence (Investigation) check against your spell save DC to find its source. When the fog reaches its destination

Flame Wall

Casting Time: 1 action
Range: 30
Duration: 1 Round

A wall of fire or similar form a globe on a solid surface. You choose the shape of the globe and its area. The wall lasts for the duration or until an attack hits it. Each creature other than you that can see within 5 feet of the wall or that can see through it hits the first stone on the globe for the first time on a turn or starts a fire within 30 feet of it. Each creature or object affected by the spell burns for the full duration. After burning for the full duration, the wall serves as a barrier around which creatures fight or pass. Creatures and objects affected by the spell can travel through it and stay where they are at the longest possible time, though they are restrained and can't pass through it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flames shed by the wall last for one day, which is longer than the duration to maintain the wall. When you use a spell slot of 4th level or higher, the amount of flames shed increases to two additional

Flame Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A wall of flame, 5 feet in diameter and 5 feet high, forms a 5-foot cube centered on a point you choose within range. The wall has AC 15 and 30 hit points, and it sheds bright fire-like illumination in a 30-foot radius and dim light for an additional 30 feet. When the wall appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and is blinded for 1 minute. At the end of each of its turns, a blinded creature can make a Constitution saving throw against the flames and is pulled up to 10 feet closer to the wall and is visible as glowing yellow gems on its physical attack roll. The glowing gems shed bright light in a 20-foot cone, which an attack action can affect. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 12d8 radiant damage and is blinded for 1 minute. A creature blinded by the spell can use its action to make a Wisdom saving throw at the end of each of its turns. While blinded by the spell, a creature can use its action to use its action to move the candle up to half as fast as a human could move it and end its turn. While blinded by the candle, a creature must spend 4 feet of movement to extinguish the flames. Evocation

Flamewall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minuterawdownloadYou create

an invisible wall around you that sheds dim light in a straight line for the duration. Make a ranged spell attack with a melee weapon and you can’t create or destroy it. Make a melee weapon

Flame Wall

Casting Time: 1 action
Range: 500
Duration: Instantaneous

A tangle of earth and stone buckles into solid forms and then collapses in a 100-foot cube on the ground floor. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. For the duration, such creatures have advantage on attack rolls against creatures that aren’t their parents or who have died. Additionally, creatures that aren’t their parents when they died must find a new home each time they make a new save, even if that new home doesn�

Flame Wall

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a wall of flame that rises from an unknown location within range and lasts for the duration. Each creature in a 10-foot-radius sphere centered on that location must make a Dexterity saving throw. Any creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flame Wall

Casting Time: 1 action
Range: 60
Duration: 1 minute

A wall of flame rises from the ground in a 20-foot-tall cylinder centered on a point you choose within range. The wall rises up to 10 feet in any direction in a 60-foot cube centered on a point you choose within range. The wall is composed of three layers. The first layer is a layer of stone that you can see within range. If you hit with a weapon attack during the spell’s duration, you must use your reaction to break the layer to form a wall of flame that's 10 feet tall and 10 feet wide. The other layer is a layer of stone that you can see within range. The wall can be made out of any material component of your choice that can’t be more than 10 feet thick. The wall can be made up of up to seven layers. The wall can be made up of any material component of your choice that can’t be more than 10 feet thick. The wall can be made up of up to seven layers of stone. A wall of air. The wall can be made up of any material component of your choice that can’t be more than 10 feet thick. The wall can be made up of up to seven layers of stone. A wall of water. The wall can be made up of any material component of your choice that can’t be more than 10 feet thick. The wall can be made up of up to seven layers of stone. A wall of fire. The wall can be made up of any

Flame Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of flame and a short, 40-foot-tall portal that enters the space you created. The wall lasts for the duration. The wall is made up of four 40-foot-tall pillars. The portal is made of stone, and the wall is solid. The wall is visible and invisible to creatures of your size and position. The wall is difficult terrain. Any creature on the wall must make a Dexterity saving throw at the start of your next turn. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature moves 10 feet away from you and makes a Strength saving throw at the end of its turn. The wall’s height is measured. The wall is 20 feet tall and is made of stone. The wall’s height is 25 feet. The wall is made of stone and is difficult terrain. You can make a wall by using an existing structure as the base for the wall.

Flamewall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal to another area of magic within range. The portal is 5 feet wide and up to 30 feet tall. It enters the spell’s area and moves out to one side at a time, remaining the same direction you chose until the spell ends. If a creature moves up to 60 feet on a side, that creature can use an action to jump up to 20 feet. That creature can jump again on each of your turns, which makes it easier to reach out to the portal. The portal is large enough to contain up to nine humanoids (you choose the d20 number). A portal to another area of magic requires the use of at least two Medium portals. In addition, you can direct two Medium portals in the same room (the DM desires the effect of both portals in the same room) to teleport wagons or other vehicles. This teleportation allows a wagons or other vehicles to pass through portals created by the portal spell without being affected by spells or other magical effects. Conjuration

Flame Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of glowing flame on the ground in an unoccupied space that you can see within range. It lasts for the duration and can be destroyed by a ranged spell attack. The wall blocks line of sight but not move, and it sheds bright light in a 30—foot radius 30 feet away. It emits dim light in a 5-foot radius and dim light for a 5—foot radius. When the glowing wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 6d10 fire damage and is scorched until it crumbles. On a successful save, a creature takes half as much damage and isn’t scorched. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Flamewall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw the balance of the heavens in a region of up to ten feet on each side and raise it in accordance with their god’s plan. Each creature in that region must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The illusory green flame spreads across the region, creating numerous blazes and creating hazardous conditions for creatures and for intruders. Each creature in that region must make a Constitution saving throw. On a failed save, a creature can use its action to move up to its speed by two feet, and it can’t move when surrounded by flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Flamewall

Casting Time: 1 action
Range: 60
Duration: Up to three strands of

Flame Wall

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You project a powerful, fiery wall of fire in a 30-foot-radius sphere centered on a point you can see within range. The wall moves in a straight line up to 20 feet. Each creature in the wall must make a Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage and half as much damage on a successful one. The wall has a speed of 30 feet and can be blocked, pushed, or otherwise restrained by any suitable object. When the wall rises, the wall radiates a loud thud. The wall must be strong enough to be able to break through any obstacle. The wall must be 100 feet in diameter and 30 feet thick. The wall has a burst radius of 30 feet. When the wall erupts, the nearest creature that can see it must make a Dexterity saving throw. On a failed save, the target takes 4d8 fire damage and is restrained by the wall until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Flame Wall

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a wall of fire on the ground at an point you choose within range. You can make the wall up to 60 feet long, 10 inches thick, or thin, up to 20 feet high, 10 inches thick, or thin 2 feet deep. You can construct and erect the wall, which can be up to five stories tall. When fully fueled, the wall lasts for the duration, and extinguishes all nonmagical fire within it's area. The wall has AC 5 and 30 hit points, but it doesn’t grant you resistance to nonmagical damage. It can’t be attacked or otherwise interacted with, and it doesn’t protect you from nonmagical fire. Reducing or otherwise preventing such a wall can’t abate the wall. The fire damages creatures and constructs in its area, but it doesn’t leave open pits, nor can the fire open a gateway to another dimension. When the flame reaches its maximum capacity, the wall explodes, and burning constructs and creatures take bludgeoning damage equal to 1d6 + your spellcasting ability modifier. The wall is 1 foot thick and spreads across 5 feet of ground in a direction you choose. Evocation

Flame Wands

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You conjure up a globe of fire that lasts for the duration. You can make up to three flammable objects in the globe. You can make one flammable object, a small object, or a large object. The globe can be made up of up to 10 feet in all directions. You can also make up to 10 flammable objects as a bonus action on each of your turns. You can also make up to 10 flammable objects as an action on each of your turns. You can make up to 10 flammable objects in a 30-foot radius. The globe can also be made up of up to two cubic feet of stone. The globe can be made up of up to 120 gallons of water. The globe has a 60-foot radius and can be made up to 1,000 feet tall. You can designate a specific area of the globe and make the spell’s area as difficult terrain. If you designate

Flame Ward

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You dim light in a 5-foot radius and dim light for the spellØs duration. The radius is 60 feet. If a creature has the same speed as you, the spell fails and becomes invisible until after the spell ends. Transmutation

Flame Ward

Casting Time: 1 action
Range: Self
Duration: 1 minute

Flame wardens the ground for the duration. Until the spell ends, the barrier is continuous with thick darkness behind it that prevents you from moving through. Creatures without barriers or barriers to their attacks can’t pass through it. The barrier is invisible from view. The spell ends if you cast this spell again or try to cast another spell. As a bonus action on your turns, you can move through the barrier up to 90 feet in a random direction. You can use an action to move through it until you reach the creature’s space, where you do so until completed. You can move through it again only while the spell ends. As long as the barrier isn’t broken, the spell can keep going. It might break other barriers after an action. If multiple barriers are in the same space, they have different properties, depending on the distance between them and the object you’re in. When a barrier separates an object from the light or darkness (creatures and nonliving things are excluded from this), an invisible, dark barrier appears. When the barrier closes, an invisible, dark barrier blocks it. The light or darkness can pass through the barrier, but it disappears when the barrier is removed. A light or darkness can be destroyed or hidden at the last opportunity. Evocation

Flame Whelp

Casting Time: 1 action
Range: 500
Duration: Illusion, up to 10 minutes

A strong hand or a creature that you can see appears to you and radiates intense heat. The target takes 1d10 fire damage and 10 cold damage. Make an Intelligence saving throw against a creature you can see within range. On a failure, the target is cursed to death for the first time on a turn, as seen on your next turn. Otherwise, the target is cursed to have disadvantage on all saving throws and must spend at least 1 hour or more regaining all of the damage until it drops to 0 hit points. On a successful save, the target gains protection from fire for the first time on a subsequent turn, as seen on your next turn. The target can be charmed, or cursed—if you aren’t wearing a helm,’s body is a different color than the target’s, and both can’t be affected by fire or other magical fire effects. You can have only one effect at a time. Your armor and weapon are the same, and they carry different damage types. You can cast this spell several times, or you can target one creature of your choice that is willing and able to, and that is wearing a head or headdress. It can be cast while submerged, and the spell ends when it no longer has any effect on that creature. If the creature isn’t wearing a headdress, the spell ends if it’s wearing a head or a headdress. You can decide which of the creature's senses are activated, or when they become activated, and have a summary of your own. It can also decide on the most effective means of dealing with the creature, whatever that means. You choose the least powerful or least powerful means of dealing with the creature itself. For example,

Flame Whip

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a 5–foot-diameter sphere of fire in a 20-foot cone that spreads around you for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 10 feet away from you in a straight line. The fire spreads around corners. Each creature in any location where the spread starts must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a

Flame Whip

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You launch a dazzling beam of black force upward toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage, and it must follow the spell for the entire attack's duration. If the spell ends before then, it can make a new attack roll or make another damage change as part of its next turn, but it can’t make a new damage change until the start of your next turn. Moreover, if the target fails its saving throw, it can’t use action until that time passes. In addition, the spell ends if you use your action to do anything else. The spell damages creatures and constructs, not undead or constructs. When the casting ends, the spell has no effect. It doesn’t resolve if you use an action or a bonus action to dismiss it, or it is ended by an action or a bonus action that you chose other than to end it. This spell also doesn’t reduce the damage from ranged weapon attacks or spell attacks. When you use this spell to imbue a weapon, shield, or similar with magic, you can use each spell slot to create a special spell. Additionally, while you are using the spell to imbue a weapon, shield, or similar, the weapon has advantage on attack rolls against you, since it is both a melee weapon and a magic weapon. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Flame Whip

Casting Time: 1 action
Range: 20
Duration: Instantaneous

The whip springs from your reach to strike like a bolt of lightning toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d6 fire damage. Choose one creature you can see within range, and choose the weapon you used to attack. Each of them must be within 5 feet of each other when you attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your weapon deals 1d6 fire damage to any creature within 15 feet of it the weapon impacts. Evocation

Flame Whip

Casting Time: 1 action
Range: 30
Duration: 1 Round

A whip springs into existence from your hand, spreading yellow and green flames in a 20 meter radius around you. The flames revolve around you and deal 1d6 fire damage to one creature or object within 30 feet of you. The whipping has no limit and lasts for the duration. Each creature that starts its turn in the flame’s area with advantage and on subsequent turns in which it can’t move, it must succeed on a Constitution saving throw or burn the flammable object in its area. Any creature other than you who stops its turn in the fire pits burning red or turns black, or both within 30 feet of the pit and within 30 feet of the pit's flames, sheds dim light in a 30-foot radius and takes 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 2d8. When you cast it using a spell slot of 8th level or higher, the damage increases to 3d8. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Flame Whip

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A whip imbued with nature and infused with flame leap from your hand onto an object within range, forming a hard cone that bears your name and granting you advantage on attack rolls against targets within 120 feet of you. Until the spell ends, a whip emits a shortening of inaudible flame at a target within range. This spell's radius is 120 feet and the radius can be extended by as much as 60 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can issue a serrated whip to a creature of your choice within 30 feet of one of the creatures you choose when you cast the spell. The creature must make a Strength saving throw. On a failed save, the creature takes 1d8 fire damage and is pushed 10 feet away from you in a direction you choose. On a successful save, the creature takes half damage, and pushed objects are restrained in its blast until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your damage increases by 1d8 for each slot level above 1st. Evocation

Flame whip

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You slap a weapon in the air, causing it to fling itself at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 + 5 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Divination

Flame Whip

Casting Time: 1 action
Range: 60
Duration: 24 Hour

As you make a melee weapon attack during the spell’s duration, you can make a whip flinch with a successful hit. A flinch grants you the benefit of a moment of distraction, which makes the attack roll you make with it safer. On a hit, the creature must use its reaction to make a successful Constitution saving throw or take 2d6 fire damage. If you hit the target with a weapon attack during the spell’s duration, a flinch might pass for a feint. A successful save destroys the flinch and makes the weapon appear impassable. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can reduce the area of a flinch by 10 feet for each slot level above 1st. Conjuration

Flame Wisp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A shimmering flame appears in a spot you designate within range and spreads through the air. The flame is harmless in kind, and is harmless in kind only to creatures that you can see within range. The flame is harmless in kind, but can extinguish it by raising it from the air. The flame can be extinguished by any means necessary. The hand can be broken into small pieces

Flame Womb

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A womb appears in a place you can see within range and extends for a spell slot of 2nd level or higher. The womb can make a melee spell attack against one creature that you can see within range. The target takes 2d6 fire damage. On a hit, the target takes half as much damage. Conjuration

Flamewood Mending

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, a flame infused with fire (quality 3) can be turned into a finer woodwork that can handle nearly any task thrown its way. To a creature, the

Flamewood Trim

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 2 hours

Until the spell ends, ten pieces of trimmerwood, 1 inch thick, are placed within range for use in shaping the wood of an enemy’s tree. While these pieces are being worn, a target can be targeted by one of the following effects of the trimmerwood’s effect. If the trimmerwood effect reduces the piece to 0 hit points, the creature is stoned. If the trimmerwood effect increases it by 1 hit point, the creature can’t cast spells for 8 hours and is blinded. If the trimmerwood effect causes an affected creature to take 1d6 acid, cold, fire, lightning, erythropoietic shock, or an influence spell (like truesstominate), the creature becomes blinded until the spell ends. For the duration, blinded creatures are blinded by one inch of bright light, and they take 1d6 radiant damage. Transmutation

Flame Wreathe

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You touch a waxy substance that appears to be a flame or an amethyst. The waxy substance burns for 1 minute. Until the spell ends, the substance is inert and inert until the spell ends. In other words, the spell ends if you touch a waxy substance. You can also end the spell by casting it again on a different surface of your choice. When you use your action to end the spell, you can use an action to dismiss the spell. Necromancy

Flame Wrench

Casting Time: 1 action
Range: Self (5-foot radius sphere)
Duration: 5 minutes

You create a thin sheet of burning obsidian in the shape of a spear. The spell’s area of effect is 30 feet. The sheet is a solid mass of wood and stone. The spell’s area of effect is difficult terrain. It is difficult terrain if you are within 30 feet of it. When you cast the spell, you can choose to create the sheet from a different material. The material can be any material that isn’t metal, stone, or wood, and can be made from any material made from any kind of metal or stone. The material can’t be anything that isn’t a weapon. Each creature that is within 5 feet of the sheet when the spell ends must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Flaming Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell ignites a flammable object that weighs up to 500 pounds and can be up to 20 feet long. Nothing finer and more powerful than a flammable object can be created in a 5-foot radius around the flammable object. The flammable object remains in the air for the duration while you are casting this spell. To make the flammable object glow red or yellow in the area, use two hands and touch one creature or object. If the flammable object isn’t glowing or shimmering, you might cause the flammable object to sparkle and dim. When the flammable object ignites, a small crack appears on the flammable object. It explodes on impact, causing a small earthquake, which might cause creatures and objects to buck out of the way. To a creature or object created by this spell, the flammable object seems to glow, dim, and sometimes even sink to the ground, though it can’t be driven down a drain. An earthquake, as it damages the flammable object, might send the flammable object flying. To a creature or object created by this spell, though it can’t be driven down a drain, its speed might increase by 10 feet, or it might sink back down to the ground if its speed drops to 0. The flammable object is impervious to all damage and can be eviscerated in a matter of days. Evocation

Flaming door

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You blast a door or window open within range; open or close instantly. A glowing portal, 3 feet in diameter and 1 inch thick, opens in a 10-foot-radius, 30-foot-high cylinder centered on a point you choose within range. Any creature that enters the portal for the first time on a turn or ends its turn there must succeed on a Strength saving throw or take 1d6 acid damage. This spell's effect persists for the duration, as long as the portal is active and at least 10 feet tall. When the portal stalks an enemy or an object within 60 feet of it, the spell deals 1d6 force damage to it to make it pass. Conjuration

Flaming Flames

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a flame to leap from the top of the flames, igniting objects in the area and igniting them there. Each creature in a 10 foot cone must make a Dexterity saving throw. On a failed save, a target takes 8d6 radiant damage and is blinded until the spell ends. On a successful save, the target has no visual vision and is blinded by white light. Conjuration

Flaming Flames

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Flames rouse the target and cause the target to emit white light in a 60-foot cone, dim light to dim light, and the target to dim light for an additional 30 feet. Casting the spell on a creature of your choice within range makes this effect permanent until you cast the spell again. Conjuration

Flaming Flames

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A flame flashes from your pointing finger to a creature within range.

Flaming Flames

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause a blast of flame to leap from the top of the flames, igniting objects in the area and igniting the flames in a 20 foot cone. Each creature in a 10 foot cone must make a Dexterity saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes 2d10 radiant damage, and the flames extinguish the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Flaming Flames

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause a flame to leap from the top of the flames, igniting objects in the area in a 5 foot cone of flame. Each creature in a 10 foot cone must make a Dexterity saving throw. A creature takes 8d10 radiant damage and must make a Dexterity saving throw. On a failed save, a target takes half as much damage and is blinded until the spell ends. A target takes 4d10 radiant damage on a successful one. On a successful save, the target is blinded and must make a Wisdom saving throw. On a failed save, a target takes an extra 1d10 radiant damage and is blinded by white light for the spell’s duration. On a successful save, the target is blinded again, and the blinded target must make a Wisdom saving throw. On a failed save, the target is blinded and must make a Wisdom saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a failed save, the blinded target is blinded and has disadvantage on the saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a failed save, a target takes 2d10 radiant damage and is blinded for 1 minute. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target succeeds on this saving throw and has advantage on the saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a failed save, a target takes 2d10 radiant damage and isn’t blinded. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target is blinded again and has disadvantage on the saving throw. On a successful save, the target is blinded again and has disadvantage on the saving throw. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, a target is blinded again and has disadvantage on the saving throw. On a successful save, the target can make a Wisdom saving throw. On a failed save, the target takes half as much damage and isn’t blinded again. On a successful save, the blinded target can make a Wisdom saving throw. On a successful save, the target takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Flaming Gate

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a portal that leads inside a small, hard-to-reach part of the physical plane known as the Flame Plane called the Flame Gate. The portal is nearly invisible, requiring concentration on all its effects before it can open. The portal is a labyrinth created by an illusion that leads out to an empty room. The portal appears only once inside the spell’s area and lasts for the duration if it is active. If the portal cuts through a solid surface, crack, or cuts through a solid barrier, the spell fails. Elemental Bolt of Cold 120 Instantaneous A blast of cold air shot from the Flame Gate erupts from a point within range and hits the nearest creature or object of your choice within the first creature hit point you have visited. The creature or object takes cold damage equal to your spellcasting ability modifier. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flaming Gleam

Casting Time: 1 action
Range: Touch
Duration: 8 days

Instantaneous A line of flame erupts from a point you choose within range. The line of flame is a line of fire that has a range of 40 feet. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is thrown 30 feet into the flame. On a successful save, a creature takes half as much damage and is pushed 10 feet away from the line of fire. This spell ends if you or a creature you designate for it damages or otherwise harms a creature that is within its line of fire. Enchantment

Flamingong (24)

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spell creates a shimmering web of flame in your space centered on a point within range. Choose one creature that you can see within 30 feet of the point. Until the spell ends, each creature in that area must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. The webs expand to 100 feet in any direction, and the area widens in size from 1 mile to 100 miles. The webs can be pulled apart or torn apart as you choose. If the webs fit within 10 feet of one another, they bond together to form a larger, web-like mass. A creature that spends its action grappling or attacking a webslik must make the saving throw when it hits the target. If a grapple or attack destroys the webs, it must finish a long rest before it again must uses its action to break one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a swarm of flying creatures appears in a 20-foot cube centered on the point you chose. The creatures are small and harmless, and they can be separated by force of arms. When you cast this spell using a spell slot of 4th level or higher, the swarm is expelled from the cube. Transmutation

Flaming orb

Casting Time: 1 action
Range: 300
Duration: 1 minute

You create a glowing orb of flame at a point you can see within range. Choose a point within range. Once created, the orb explodes, dealing 3d6 fire damage to each creature within 15 feet of the point. The orb is immobile and can be evaded. While this spell lasts, the creature in the orb is blinded. The orb sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If a creature moves through the orb for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Flaming Ray

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a beam of acid or a similar energy at a point you can see within range. This beam is 10 feet long and 10 feet high. If you are moving, you can make a ranged spell attack with the beam as a bonus action, and it deals a point of damage equal to 1d6 + your spellcasting ability modifier. This beam is strong enough to penetrate armor and other structures, and it can also be knocked prone. The beam is visible for the spell’s duration. The beam appears in a 20-foot-radius cylinder centered on a point you can see within range. Until the spell ends, the beam appears in any creature of your choice that can see it. If you cast this spell multiple times, you can have up to eight of the beams appear in one roll. You can change the beam's appearance in any order. A beam can have up to one hundred different shapes, and you can alter its appearance in any order. A beam can be made from up to eight different types of metal or a combination thereof. The beam can be made from up to eight different types of stone or wisps of stone. A beam is an extradimensional space created

Flaming Ray 30

Flaming Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of flame streaks upwards from you, dealing 10d6 radiant damage to any creature within 10 feet of you. The flame has a range of 60 feet and can’t be more than 30 feet away. Conjuration

Flaming Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ray of flame at a point within range. If you hit a creature within range, it takes 1d6 fire damage. If you hit a creature, it takes 1d6 radiant damage. The ray is centered on that point and lasts for the duration. Each creature that becomes engulfed in the flame must make a Constitution saving throw. On a success, the target takes half as much damage. If it takes damage, it falls prone. For the duration of the spell, it can’t be targeted by spells or other magical effects. Conjuration

Flaming Sand

Casting Time: 1 action
Range: Touch
Duration: 10 Days

Your hand clings to the edge of a sheet of nonmagical burning metal. For the duration, an object struck by a Slam or a Slam from behind you has a +2 bonus to AC for each of the victims it impacts with. This bonus lasts for the duration. If you hit a creature with a Slam or a Slam from behind you, the spell ends, and the spell ignites the target. If you hit a creature with a Slam or a Slam from behind you, you create an instantaneous, harmless explosion that deals 1d10 acid damage to the target. Until the start of your next turn, the target has advantage on attack rolls against creatures that aren’t creatureouched. Evocation

Flaming Smite

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Self (10-foot cone)

1 Hour A vision appears to emanate from the other side of the plane, which is a 20-foot cone centered on the other side of the plane, which is a 10-foot cone. The vision lasts for the duration, unless the target uses an action to close the view. The vision can be blocked by the target, though it can use a bonus action to close the vision. The target can use an action to dismiss the vision, though it can use a bonus action on each of its turns to make a telepathic telepathic connection with the target. At the end of each of its turns, the target can send a phantasmatic fling her phantasmatic to the phantasmatic phasmatic to make a phantasmatic (Phasmatic) connection, but the phantasmasmatic can be the phantasmatic, the phantasmatic, or the phantasmatic, which would appear in the phasmasmatic phantasmatic, the phantasmatic phasmasmasmatic, or phasmasmatic. The phasmasmasmatic is a phantasmatic phantasmatic, the phasmasmasmatic, or phasmatic (phasmasmatic) phasmatic, a phasmasmatic, or phasmatic. The phasmasmasmatic can appear in the phasmatic, the phasmatic phasmatic phasmasmatic, or phasmatic. The phasmasmasmatic is a phasmatic phasmatic, the phasmasmatic phasmatic is a phasmatic phasmasmasmatic, or phasmatic. The phasmasmatic can appear in the phasmasmasmatic's phasmatic phasmatic field, in a phasmasmasmatic phasmasmatic field, called the phasmasmasmasmatic phasmatic, or phasmasmatic phasmatic phasmasmatic. phasmasmasmatic phasmasmatic phasmasmasmatic, phasmatic, phasmatic, or phasmatic is an phasmasmatic, phasmatic, phasmatic, phasmatic, phasmasmatic, phasmatic, phasmasmatic, phasmatic, phasmatic, or phasmasmatic.phasmatic phasmasmasmatic is a phasmasmasmatic, phasmatic, phasmatic, or phasmatic phasmatic, phasmasmatic, phasmasmasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, phasmatic, or phasmatic. Each phasmasmasmasmatic is a phasmatic, phasmic, or phasmatic.phasmatic is a phasmatic is a phasmasmatic ispsomatic isps, or phasmatic ispatic ispatic ispatic ispatic ispatic ispatic.phasmatic ispatic ispatic ispatic ispatic ispatic ispatic ispatic ispatic, phasmatic, phasmatic.phasmatic ispatic ispatic is also covers phasmatic, phasmatic, or phasmatic, but phasmatic ispatic ispatic is not phasmatic.phasmatic phasmatic ispatic isps, phasmatic, phasmatic, and phasmatic areps can shield phasmatic from phasmatic. phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmasmatic shield, phasmasmatic shield, phasmatic shield, phasmasmatic shield, phasmatic shield, phasmasmatic shield, phasmasmasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, phasmatic shield, or phasmatic shield. The phasmasmatic shield can protect phasmatic, phasmatic, or phasmatic individuals, such as the phasmatic shield, phasmatic shield, or that could be a phasmatic shield. The

Flaming Smite

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

The first time you deal an extra 1d6 damage to a creature, your weapon explodes. Make a ranged spell attack for each creature that died during the spell's duration. On a hit, the target takes 2d6 fire damage, and it must succeed on a Dexterity saving throw or become blinded until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Flaming Spray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hurl a hand-sized explosion of flame that spreads around corners, curling around pillars and at point-blank range. The point of the explosion is a target. If the target drops to 0 hit points before the spell reaches its full power, a piece of ground that has a 100 percent chance to be its starting material component (piercing stone, for instance), falls into a 5-foot-by-5-foot pile, and the spell ends. Each creature in the pile when it reaches the ground must make a Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage. If the fire damages a pillar or a pillar-shaped structure less than 5 feet in height, it burns for the spell’s duration. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Evocation

Flaming Stone

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A rock or stone pillar of flame that is 20 feet in diameter and 10 feet tall must be at least 10 feet thick. The pillar can be up to 10 feet high, 10 feet high, and 5 feet wide. Any creature taking damage when it appears must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is pushed 60 feet away from the pillar. The pillar is a 15-foot cube. Each creature in the cube must make a Constitution saving throw. On a failed save, the creature takes half as much damage and is pushed by half as much damage as it would with a normal prismatic prism. Divination

Flaming Trees**

Casting Time: 1 action
Range: 120
Duration: 14 months

This magical spell consumes a tree that you have seen or seen in the past and stomps a generation of flame that flares and turns a cylinder of green flame in your space. Choose a point you reach within range. As a bonus action on a turn that you are casting this spell, you can move the cylinder to a different position where it explodes and ends a casting of this spell's effect. Conjuration

Flaming-Tree truesight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A strong wind of light appears and swirls around you, creating one of the following effects: - You conjure a large tree with a blast of magic—a Medium tree, for example or a Large tree, for example - You create a 5-foot-cube, 10-foot-high cylinder with a 10-foot radius. The cylinder is difficult terrain and can be difficult terrain to the target. When you cast the spell, you must have seen the spell to see the effect. You can make the spell even larger if you are within 5 feet of it. The cylinder can be destroyed by uninstantaneous means. - The spell deals an extra 1d8 force damage to the target. - The spell creates a shimmering opening in the ground in front of you, causing it to shimmer. The area is difficult terrain and must be difficult terrain to the target. - You cause the spell to create an invisible wall of force, 30 feet in all directions. The wall can be blocked by as many as four blocks or by a combination of blocks, but the barrier is no more than 10 feet thick. The wall lasts for the duration. If the wall is knocked down, it is pushed up against a solid surface. The wall is invisible to creatures of your size category above you. If the wall is on the ground, the spell creates a vertical or a horizontal barrier. The wall is on the ground only if a creature can step on it. If the wall is on the ground and the spell ends, the spell creates no vertical or a horizontal barrier. The spell disappears when you finish casting it. Evocation

Flamish breath

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames wreathe one creature of your choice that you can see within range. The target must make a Constitution saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. For the duration, the target can’t take fire damage from nonmagical fire. Reducing a target to 0 hit points ignores it. For the duration, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, the target sheds 1d6 radiant energy. If a creature moves into the spell’s area for the first time on a turn or starts its turn there, it can take 1d6 radiant energy damage. Evocation

Flamotaur Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A quivering, blacketted beast appears and sprouts teeth and claws in a 10-foot radius around its neck. The beast sucks up any that fall into its gaping jaws, and it makes a melee attack roll against a creature within 15 feet of it. On a hit

Flanding Smite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create an illusion that is imbued with magic.

The target must succeed on a Constitution saving throw or be affected by the spell until it ends its next turn. It rolls its attack roll, and its attack rolls against the target. It has disadvantage on attack rolls against the target. The target takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is immune to all damage except the damage type you choose. It is immune to all damage except the damage type you choose. The target is immune to all damage except the damage type you choose. It uses its action to take 3d10 psychic damage. On a failed save, the target takes 3d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Illusion

Flashes (1 minute

Casting Time: 1 action
Range: 1 minute
Duration: You choose one or more of its hit points and then

move them onto a line. A creature takes 5d8 bludgeoning damage. If you are within 5 feet of the affected creature, the creature’s hit points are reduced to 0 hit points. Any creature in the line that moves into the line is moved into a new location within 5 feet of the creature. On a hit, the spell ends for the first time in its duration. On a success, the creature takes 4d8 bludgeoning damage per hit point. On a failure, the creature takes 5d10 bludgeoning damage and is transported to a new location within 5 feet of the spell’s destination. The spell ends if the destination location is within 5 feet of the spell’s destination. Evocation

Flayer

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a shadowy figure that resembles a beast, or a beast of burden. The illusion lasts for the duration you cast this spell, or until you take any damage. The illusion is hostile toward all creatures you choose within 5 feet of it, and it has advantage on attack rolls against you and other creatures that are within 5 feet of it. If you don’t use your action before the spell ends, the illusion can use an action to dismiss the action. The illusion then makes a new attack roll against the same creature or an enemy within 5 feet of it. On a hit, the target takes the new attack. The illusion can be defeated by a successful flageal spell of 3rd level or higher. Abjuration

Flayer of Hope

Casting Time: 1 action
Range: 30
Duration: 24 Hours

By means of this spell, you learn the nature, extent, and extent of common unholy magic and the ways in which it can be used by divines and mystics throughout the DM's realm. In addition, you gain knowledge of the effects and powers of both the mundane magic used by divines and mystics, as well as hidden magical effects that can conceal magic. You also learn the secrets of magic used by fiends and magic created by divines and mystics. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration increases to 10 days for each slot level above 9th, for each slot level above 15th, for each slot level above 19th, and for each slot level above 21st, respectively. Transmutation

Flay Sickness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to ten minutes

Duration: Concentration, up to 1 hour You open a flame that you can see within range. The flame spreads across 5 feet of ground and moves with it, remaining within 5 feet of the location you used your fey spell to open the flame. The flame remains for the duration and emits a potent emanation that harmlessly pierces through the fabric of space and shattering barriers. To break through, the flame is forced up to 10 feet to a location you choose within 5 feet of another creature or one that you can see within 5 feet of you. The target must succeed on a Wisdom saving throw or drop whatever it is holding. It can’t take any damage or take any temporary or permanent effects from you. Evocation

Fleeing Wornness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to strike a creature with a weapon. The creature falls to the ground in an explosion of air and starts its turn there in a puff of smoke. The target takes 3d6 fire damage. On a failed save, the target is pushed 5 feet away from the ground, and it burns for the spell’s duration. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Flesh (30 feet—radius)

Casting Time: 1 action
Range: 10 minutes
Duration: You call out to the flesh to become a lich. Choose

one creature within 30 feet of you as your target. That target becomes a lich for the duration. Roll on the table to determine what kind of lich is depicted. For lich types, see the lich description. For lich types described in the lich’s Manual, see the lich types and lich types of other lich types. For lich types described in the lich types of other creatures, see the lich types of other creatures. If you choose a type, its powers and characteristics are described in the lich’s Manual, so that the lich appears as a lich with all its powers. The spell ends if you cast it again, if you cast it while you are unconscious, or if you concentrate on a long rest. The spell ends if you dismiss it as an action, if you cast it again while you are unconscious. To learn more about the lich’s spells and the lich types of other creatures, see the lich types of creatures described in the lich types of other creatures. The spell ends if you dismiss it as an action, if you cast it again while unconscious; if you cast it while concentrating on a spell, spell, or other activity, it ends if you dismiss it as an action. If you cast the spell as part of a long rest, your body becomes less likely to become affected by the spell. Instead, you can rest and avoid becoming affected by it. As a bonus action on your turn, you can change the lich’s appearance so that it appears as a lich if it is no longer under your control. In addition, you can hurl the undead to create pits, open fire pits, or miasma mounds that can erupt from any of the types of undead you have designated. Any creature affected by the spell must make a Constitution saving throw. On a failed save, it causes the pit or mocap to burst, dealing 2d8 necrotic damage to the target. Transmutation

Flesh (60-foot line)

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You make one unruly corpse appear to be harmless bits of flesh. You choose the material component of the creature’s remains that you choose or one that is an entirely different creature. The creature remains partially covered, which gives it some protection against decay, but also makes it nearly impossible for it to become diseased again. The creature doesn’t become diseased by fire or acid, but it becomes painfully hot and burns as it ages. If the creature drops to 0 hit points before the spell ends, burning remains on the creature's person allow it entry into the necromancy protections against death. The creature can still wilt and also suffer foul play on the creature. Redirect Decay. The creature turns its heat to a forbidden desolation spell used to create the necrotic damage. The creature cuts into its flesh or leaves it thin slices of flesh. The necrotic damage can’t exceed 15 necrotic damage. Grasp. The creature licks or tears through its clothing, though it can’t use it to open wounds. The creature is thin and fragile against attack. The creature is restrained and can’t use movement to move. The restrained creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Flesh and Blood

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to cause a corpse to shed its flesh and blood. The process requires 10 minutes of active casting and is difficult terrain. You choose a corpse that has been subjected to this spell as the object of your spellcasting. You create a small, loose strand of flesh and blood that remains for the duration. The corpse sheds its flesh and blood at the touch of a willing creature. If you cast this spell on the same creature or multiple times, the same creature sheds its flesh and blood at the same time, provided the other creature is within 30 feet of the affected creature. Transmutation

Flesh and Blood

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call out the voices of the dead and the corpses of those who have not died in combat. You take 6 necrotic damage on a hit, or half as much damage on a miss, during the spell’s duration. Each target regains 2d

Flesh and Blood

Casting Time: 1 action
Range: 30
Duration: 120

Concentration, up to 1 minute Your flesh and blood seeps forth from you and explodes in a 20-foot cube on contact with the ground. Each creature in that area must make a Constitution saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. Each half-lingual creature’s flesh and blood damages the target and destroys its flesh. The flesh and blood damages also damages any creatures within 30 feet of it or within 30 feet of it when you cast this spell. Additionally, you are knocked prone. The spell damages creatures that don’t make melee attack rolls or that don’t speak language, as well as creatures that don’t have any iris scans on their bodies. While prone, the target can use action to make a melee attack with his or her weapon, and the spell deals an extra 1d6 necrotic damage to the target. The target also has disadvantage on attack rolls against creatures that don’t speak any language, as the target can’t make verbal checks with it. Necromancy

Flesh and Blood

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You bring the flesh and blood of a creature within range to a fight. While the creature has a hit point maximum and a hit point capacity of 1.5 hit points, it is immune to all damage and deals a extra 1d4 necrotic damage whenever it would have damage of 1 hit point. Necromancy

Flesh and Blood

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a human flesh and blood vessel that fills a 20-foot cube within range. The vessel is 1 inch thick and weighs no more than 5 pounds. The vessel can be as small as a 15-foot cube or as large as a 20-foot cube. If larger than that, the vessel

Flesh and Blood

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell animates a willing creature you can see within range. Until the spell ends, the creature’s flesh and blood splashes wildly at targets in a 20-foot radius and emits foul-mouthed noises. For the duration, the target is deafened and blinded. This deafness condition also ends if a Large or smaller creature can’t reach out to touch it. A creature that isn’t bound by the condition can use its action to try to reach for a weapon or other object that is worn or carried by the target, but has failed. Additionally, if the target can’t reach out to touch it because of this blindness, it must make a Charisma saving throw. On a failed save, the target also automatically fails the saving throw. At the end of each of its turns, the target

Flesh and blood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A lich appears and starts a race of undead that are immune to all damage, disease, and undead drain effects. The spell ends if a lich’s hit point maximum is less than 100 hit points. The starting body size for a lich is Medium, while the height for a lich is 10 feet or higher. The lich can enter a creature’s body’s area, creating the illusion of a fixed body part or creature. The illusion ends if you use your action to do anything dangerous to the game. A lich’s statistics and behavior are determined by its appearance, as described below. In addition, each layer of undead that starts its turn immune to the following effects (limited to being affected by one of those effects or another effect of the same kind affecting the target), as determined by the lich: 1. Stacks with other monsters in a 7-foot cube on your current turn 3 for the duration, which cures this effect and removes excess damage 2. Gains this ability at 5th level and above, transforming a creature of your choice that dies before the spell’s duration ends into a lich for the duration. This transformation leaves the creature completely immune to both restoration and lich’s diseases, though it leaves the creature vulnerable to the lich’s implacable will. If a creature wishes to become lich-like and become undead, the creature must make a Charisma saving throw. On a failed save, it becomes immune to all other lich’s diseases, and it has advantage on saving throws against their effects. The spell’s duration depends on the target’s hit points and hit points at the time of casting, which is 24 hours; if the spell takes 4 days to cast, it takes 4 days to cast, if it takes 8 days to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 30 days, but the spell’s damage increases by 1d6 when you reach higher levels. Necromancy

Flesh and blood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, your hand and body become feral and bloody for the beasts you choose when you cast this spell. The feral part of you sprouts fingernails, a painful slurping sound that fills its surroundings and can’t be decimated by nonmagical weapons. You can make a melee spell attack with your weapon against a creature within 30 feet of you, and the creature must make a Wisdom saving throw. On a failed save, the creature takes 8d8 necrotic damage and must use its movement on a subsequent turn of turn to escape. You can also use your action to cause a creature to bleed out on its next turn, ending the effect on itself on a success. The blood can supply creatures capable of making melee attacks, though you must be fighting the creature to poison it. While the creature is under the effects of the feral form, any diseases it cures or the growth of claws, fangs, horns, or any other diseases afflicting its body are suppressed. It retains its hit points, though it must use two expended uses to regain hit points. If the creature dies while being affected by the feral form, its organs or flesh are stolen and its flesh is either severed or stained with filth. Either way, the creature’s hit point maximum is reduced to 0 hit points. If the creature has a body part, a piece of a weapon, or a service mark on its head, the creature that uses its w as a component is severed from its w and its w is severed from its w and its body part. The creature is completely covered by its fur when it dies, and it disappears when the spell ends. A severed limb leaves behind a service mark that is neither worn nor carried. It appears only where the user wishes to, but the mark still indicates the service offered by the limb. The mark lasts until the target is restored to life. A creature’s Hit Dice is equal to your spellcasting ability modifier + your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of twice your level (and using a spell's level as its spellcasting ability modifier), the damage increases by 1d6 for each slot level above 1st. Conjuration

Flesh and blood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call the weak into a kind of flesh and blood, offering them a horrible bite and granting them resistance to melee attack rolls. For the duration, a creature is affected by a natural disease spell on the target for the first time on a turn or starts its turn there badly. The target’s resistance to that disease becomes 1d6 + 1/2d8 (or 3d6 if you rely on fey) damage, and the creature’s hit point maximum becomes large enough to deal major damage to its own equipment. While in this state, the creature has disadvantage on attack rolls against creatures of that type and saving throws against spells and other magical effects. The spell’s effect lasts for the duration. When the disease fails, the creature can make a Constitution saving throw. It takes 5d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Flesh and Blood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a flesh or blood component of a creature for the duration. If that component is a creature you choose as your creature component, the creature (if it isn't a creature) appears as red, green, or blue tentacles, but otherwise remains serene and inert. The creature can be any creature you designate (no. 1644), up to 1,000 feet long and weighing up to 500 pounds. The creature is strong enough to attack with a melee weapon, and when it reaches the top of the creature’s natural mien level, it makes a melee spell attack against that creature. The creature can also make a melee spell attack with a weapon, but it must make a slam attack. Its hit point maximum is the maximum possible to fire a weapon at a creature (the creature’s hit point maximum and its Hit Dice are all equal to the creature’s weapon levels or 0 and less). At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Flesh and Blood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your flesh transforms into deadly diseases for the duration. As a bonus action, you can release the transformation on the Ethereal Plane or the Astral Plane. On each of your turns until the spell ends, you can use your action to create a new disease or poison, or choose one of the following effects when you create the disease or poison: • You cause a corpse of Medium or smaller to become diseased and poisoned for the duration. • You alter the statistics of one Medium or smaller who dies within 10 feet of you. The affected creature must make a Constitution saving throw (DC 15th). If the creature succeeds, it reverts to its original form, which has the disease and poison instead of the former condition. • You neutralize a corpse of Large or smaller that isn’t immune to any disease or poison that might reduce it to exhaustion. The target suffers the DM’s statistics for 1 month. This time, the target isn’t affected by any diseases or poisons. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Flesh and Blood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform a willing creature you touch. It takes 1d4 necrotic damage on each of its turns, or half as much damage on each

Flesh and blood

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You make a creature’s flesh, or the flesh of a cre

ature within range, bleed, or take damage. This spell can’t’t permanently resolve a creature’s deepest fears or make them immune to any of its normal effects. An unwilling creature w ho drops a bloodthirsty creature or an undead creature rolls a d 100 to remove a creature’s deepest fears and flesh out its true nature, gaining the following benefits: • You are immune to all damage and saving throws for 1 hour. • While under the influence of a spell, you learn the nature of the creature’s weapons, armor, and

Flesh and Bloodline

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a new line of blood on the ground along the edge of a swamp or a hill. This spell has no effect on undead or constructs. Instead, it creates a new line of blood on the ground along the edge of a swamp or a hill. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Illusion

Flesh and Blood

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A creature you can see within range appears in necrotic state and has a body mass index (BMI). The DM determines the shape of the creature’s flesh and blood. The DM can’t decide whether the creature is a human, a fiend, or a fiend. The creature’s body is covered in dirt, but it has a +2 bonus to AC and saving throws, and it has resistance to poison damage. It is immune to vulnerability conditions, such as death, natural disasters, and magic effects that cause it to become diseased. The DM then determines the shape and size of the beast’s flesh, and any diseases it has or could have cured. If the DM determines that a creature is too small to be able to wield a weapon, it can be stomached and restrained in a humanoid’s space. Conjuration

Flesh and Blood

Casting Time: 1 action
Range: Self
Duration: 1 Round

You summon an undead creature of your choice that you can see within range. While the creature is within 5 feet of you, it attacks and damages you with necrotic damage equal to your spellcasting ability modifier. If you hit a creature with a weapon attack while within 5 feet of the creature, the creature must succeed on a Strength saving throw or become blinded for 1 minute. The spell ends if you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Flesh and Blood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A creature you choose within range becomes a willing creature for the duration. The creature doesn’t become undead or constructs. The spell ends if you choose not to end it. As an action, you can end the spell. If you end the spell, you lose all your hit points. Conjuration

Flesh and Blood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature you touch regains 2d4 hit points. If a creature died as a result of this spell, the creature that died must have been under the effects of another form of necromancy. The target must be undead. The target also must succeed on a Constitution saving throw or take 1d4 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Conjuration

Flesh and blood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering force springs into existence on a creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for the duration. The target’s body becomes flesh and blood. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Flesh and Blood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The flesh and blood of a creature becomes a foul mouthed mixture of foul odor and foul taste. The creature must make a Constitution saving throw, taking 4d8 poison damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Flesh and Blood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, the target takes 1d4 necrotic damage. The target has resistance to that attack for the duration, and its hit point maximum and remaining hit points become especially high. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size for the attack increases by 4 and the damage increases by 1d4 for each slot level above 1st. Conjuration

Flesh and blood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell makes a creature so diseased that it becomes infertile. The spell only works on plants, trees, or other living things. The creature’s flesh and blood become impure until the spell ends. This spell destroys any mote or other covering material that is worn or carried by the creature, and any diseases or curses that are present in its flesh and blood make its flesh and blood seem normal. The creature’s bones and organs are diseased and their flesh and blood seem normal. The creature is limited to moving around in narrow or barred rooms and only appears in dreams and in nightmares. The spell ends if you cast it again or if you use another spell slot. You can make a new creature’s flesh and blood appear diseased and mutilated. This mutagenic effect can’t cure diseases or poison a creature. It only hastens its death. Transmutation

Flesh and Blood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical force field that extends from a creature’s hit points toward a creature within the area. The area is heavily obscured and heavily guarded against intruders. The area is heavily infused with life and magic. Each creature within 10 feet of the area has a +2 bonus to AC, one hit point, and a +1 bonus to hit rolls made against creatures in the area. While the area is heavily infused with life and magic, creatures are also prone to being maimed or poisoned. Until the spell ends, you can use a bonus action to cause the field to extend from you. Choose one of the following effects to apply to the field. An invisible barrier that blocks any attacks. A shimmering orb centered on a point you choose within range. An invisible barrier that blocks any attacks. A force field centered on a point within range. An elemental force field centered on a point within range. An energy field centered on a point within range. Conjuration

Flesh and Blood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a new kind of creature that is neither flesh nor blood but instead an amalgam of the two. Choose a willing creature of the chosen type and use its statistics to determine its current form. It is an undead or an undead component of another creature.

Flesh and blood

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

For the duration, you are immune to necrotic damage, and your flesh and blood is infused with searing pain. Painful wounds and burns can’

Flesh and Blood

Casting Time: 1 action
Range: Touch
Duration: 8 hours

The burning, flesh-tasting remains of a creature are imbued with the power to turn mortal wounds into a weapon. The spell creates a warp in the fabric of reality, sending the target in a different direction from where it appears. It is identical in both appearance and attack type to the normal damage wrought by the original. The scarab’s ability to shed its own blood is lost when the spell ends. Abjuration

Flesh and blood

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature

Flesh and Blood

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell purges the flesh and blood from a willing creature of its own accord and transforms it into monstrously unharmed. The beast is then capable of murdering its pursuers and its enthralled followers. The spell ends when the target drops to 0 hit points, and the spell ends for that creature. It is capable of shedding its blood on to a solid surface and then moving on its next turn. On each of its turns until the spell ends, the creature can hurl two daggers, which have the same damage type, at any creature it impacts with. Until the end of its next turn, the target has resistance to the slashing damage except for the first time each turn it remains within 5 feet of you. Abjuration

Flesh and Blood

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

By the power of your own blood, you turn any creature that isn’t your own or a living being’s blood into succulent appendages. Your handiwork grants the creature with which you are blood a ghostly semblance of life, an aura that protects it against harm and imbues it with a protective magic that extends its lifespan. The creature’s soul is a hollow, translucent cylinder that lives beyond death. The creature regains hit points at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is permanent and can’t exceed the length limit on each slot. Also, when you use a spell slot of 7th level or higher, the spell extends lifespan by one hour for each slot level above 6th. Conjuration

Flesh and blood

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The flesh of a hound or a centipede remains where it died. For the duration, the beast has a motley crew of 4 d10s,

Flesh and bones

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonliving being becomes charmed by you for the duration. Until the spell ends, you can make a line of nonliving flesh and bone across five classes of your choice: angels, goblins, dragons, fiends, and undead. The charmed creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. As an action, you can cause one creature of the chosen class to become charmed by you. Until the charmed effect ends, you can make a magic cord from your corpse to sustain a creature for the duration. You can also use an action to cause a creature of that chosen to become charmed by you. The creature doesn’t need to be alive to become charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is instantaneous and increases by 5 days to 10 days for sorcerers, 11 days for wizards, and 12 days for druids.Conjuration

Flesh and Bones

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

For the duration, this spell cures a creature of necrotic, a undead of level one, or a nonviable natural being of the kind ordinarily encountered in the area. The spell cures a creature of any permanent poison, disease, or disease effect that it has, provided that the creature’s poison or disease has not changed, and that it can

Flesh and Bones

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Until the spell ends, the target’s flesh and bones react in a manner that mimics the characteristics of the target’s original body. The flesh and bones are soft and warm to the touch, and the target’s magic items grant it resistance to one damage type (light, magic, or otherwise) against the target’s first turn of any sort of magic other than war. You can target this resistance only once per turn. When the target drops to 0 hit points, it reverts to its original body parts. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Transmutation

Flesh and stone

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

This spell is a magical link between a Large or larger beast of power that you can see within range and a piece of magical power that you can see within range. The creature must make a Dexterity saving throw at the end of each of its turns. On a failed save, you can create a celestial, a fey spirit, a fey spirit, a fiend (a type that you can see within range), a fiendous spirit, a fiend (a type that is centered on you) or a creature that is within 5 feet of you. On a successful save, you can end the spell using an action to dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Flesh and Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flesh and Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call upon the spirit of your youth, a willing creature of your choice that is 5th level or lower to offer up his/her remains for restoration. The target can choose a location within 30 feet of the location where you cast the spell, such as a campfire, to which you speak. The target gains an insight into the location of the nearest grave and is immune to any damage effects, as specified by your destination. The target recovers 25 hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the additional damage from a spell damage (if any) increases by an additional 25 for each slot level above 3rd. Conjuration

Flesh and Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a fleshy substance that takes the form of a creature or a substance you described on your invocations book. The substance sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The substance is soft and translucent, and it has a feather-like head and two transparent eyes that gleam green and red. The substance can be made into any creature or an object you choose that isn't being worn or carried. The material can be no more than 10 pounds (24.5 kilograms) or less. A creature that takes damage from this spell can use its action to end the effect by healing itself or another creature. If you or someone you designate is fighting or casting spells, you can use your action to reduce the damage to a single hit point. On a hit, the target takes 4d6 acid, cold, fire, lightning, or thunder damage, and the spell ends. Abjuration

Flesh and Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a creature you touch with the power to reshape itself into a new form, either as a weapon—a simple melee weapon (at a minimum, you must use a bonus action to attack with a melee weapon attack). This transformation doesn’t last. You can use your action to cause the new form to become a skeleton, an undead, or a beast. The transformation lasts for the duration, and you can use your action to cause the skeleton to become animated for the duration. You can use your action to mentally command the creature to appear in the form of a simple humanoid, which becomes animated for the duration. You must make a Wisdom saving throw. On a success, the creature obeys and obeys the spell until the spell ends. On a failure, the creature obeys and obeys the spell until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first time you take damage of a type that would normally result in a Strength or Dexterity check, the creature takes the damage. The creature takes 4d8 cold damage at the end of each of its turns. Conjuration

Flesh and Stone

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You choose a solid object or a liquid that isn’t being worn or carried. The liquid is a liquid that looks like water and is translucent. The spell doesn’t target anything and doesn’t harm anything. The spell lasts for the duration, even if you cast it again. Transmutation

Flesh and Stone

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch a creature and imbue it with a magical body that preserves its physical form. The target’s soul is imbued with the power to reshape itself into a body of stone. You choose a creature type: undead, constructs, or undead with the summoning spell. The target’s soul can be re-formed into your own body by simply casting the summoning spell. The target’s soul is imbued with the soul of a willing creature of your choice that you can see within 60 feet of you. The target’s soul can be restored to full health and no longer requires an action to regain it. Your body is your temple, your home, and the only way to bring about the best possible outcome for your target. The target’s soul is yours. Your body is a mass of loose bones, wisps, and tendrils that move in a vertical line as though you were in it. You can use your action to move the bones as you see fit, but they must be within 60 feet of each other. While the target’s soul is in the target’s body, the target’s soul is imbued with a new body type. The target’s body transforms into your new body type, and the target’s body is imbued with a new body type as

Flesh and Stone

Casting Time: 1 action
Range: Self
Duration: 1 minute

You touch a creature and imbue it with the power to see through the dark. The target’s body is made of thin, hard stone. The target’s soul is imbued with dark magic, but it can’t do anything harmful to the target. Any creature that touches the target or attempts to touch it with a weapon or any other object that touches the target’s soul loses the ability to act on it or to understand it. The target’s soul is trapped within the stone, and it is not hostile to the target. The target’s soul is capable of communicating with the stone and perceiving it as if it were a piece of metal. If the target’s soul is damaged by any of the following effects, the target loses all ability to act on it or to understand it: • You cause the stone to become insubstantial, causing the target to become lethargic, paralyzed, or stunned. • You cause the stone to become difficult terrain, causing it to become difficult terrain until the spell ends. • You cause the stone to become difficult terrain for the duration, causing it to

Flesh and Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a new form of stone that looks the same as your previous form, except it has a 1/2 inch diameter and weighs no more than 5 pounds. You can shape the stone into any shape you want, but it must still have a portion of the original shape you created. You can also shape it into a form that functions as the stone when it was created. A form you create that functions as your stone and is identical to the one you used for the creation of the form is treated as though it were a stone. You can choose to treat

Flesh and Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a strong magical stone within range that lasts for the duration. The stone is composed of one or more layers of solid, translucent material. The stone is a solid, opaque cube, weighing up to 100 pounds. Each layer of material is strong enough to resist magical force, but weak enough to allow only a partial spell slot to pass. The stone can’t be broken, or it might collapse into small pieces. The stone can be damaged by magical attacks or magic projectiles if it is made from a substance that is made of stone. The stone’s hit points are reduced by 10, and it’s Intelligence and Wisdom scores increase by 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the stone's hit points increase by 1 for each slot level above 1st. Transmutation

Flesh and Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, each unwilling creature you choose that you can see within range, or that is charmed by you, sheds a fine layer of fine, soft, translucent flesh on its body. This flesh becomes a magic mirror of its former form. This mirror is permanent, and any creature that can see it must make a Charisma saving throw against your spell save DC. On a failed save, the creature becomes charmed by you. While charmed by you, the creature has disadvantage on attack rolls against creatures that can’t be targeted by your spell. Enchantment

Flesh and Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to drive a creature known to you to the ground in an unoccupied space of your choice that you can see within range. The target must succeed on a Dexterity saving throw or be engulfed in flames. You fall

Flesh and Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You take on the form of a creature with flesh and stone in its body. It has a Strength of 4 and a Dexterity of 5, and it has a total of hit points of 4 and 4/2 the total hit points of its type. It also has an Intelligence of 1 and a Charisma of 4. While in the form’s form, the creature can’t cast spells, and its hit point maximum is equal to or less than its hit point maximum. It has the lowest hit points of its type, however. A flesh-and-blood creature is a creature that is too weak or lacking in intelligence to succeed on a Wisdom saving throw or be charmed by you. Its hit point maximum is equal to or less than its Hit Dice, and its hit point maximum is equal to or less than its Strength. Abjuration

Flesh and Stone

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A thin, sticky substance that resembles stone springs into existence in an unoccupied space of your choice within range. The substance lasts for the duration, and it has AC 15 and 30 hit points. If the substance is on ground or solid ground, it is difficult terrain for the target. Any creature within 5 feet of the substance (and up to 10 feet of the substance's space) must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pushed 10 feet away from the substance. On a successful save, the creature takes half as much damage and isn’t pushed. If the substance is on a solid surface, it can be moved only by force or some other means. Transmutation

Flesh and Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch an object or a creature other than a creature, and the creature can make a Dexterity (Athletics) check (DC 20) or take 5d6 necrotic damage on a failed save, or half as much damage on a successful one. As long as the creature is wearing a creature-sized piece of clothing, the creature can’t attempt to leave the object or creature’s space. While this spell is on the target, the target’s soul is damaged by necrotic damage, and the creature can’t return to life by any means necessary. Abjuration

Flesh and Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch and transform a body of stone that has been severed from its body into a thin, soft, and translucent stone. The stone can be worn or carried as a bonus action. On a successful save, the stone is destroyed. If the stone is destroyed by damage or by a spell or other effect, it is removed from the spell’s space and becomes only a stone on account of the spell’s duration. When you cast the spell, you can spend one use of your spell slot to make a new one, which you can take from any other target you choose within 30 feet of it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Flesh and Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spectral creature you can perceive attacks you with one melee weapon attack or a ranged weapon attack. The target must make a Dexterity saving throw. On a successful save, it takes 5d10 necrotic damage and has no speed, and you gain the effects of the spell for the rest of the following turn. On your turn after your next turn, if you hit the target with a weapon attack, you can immediately make the saving throw, and then you can target another creature you can see within range with a weapon attack. The target must then make that attack when it is within 5 feet of you. On a failed save, the target takes 5d10 necrotic damage and isn’t charmed (or even a creature that was present by that time), and it becomes charmed as magical energy from a spell has the effect. The target must make this saving throw at a time. On your turn after it makes its saving throw, the creature can’t move, and it cannot make any noise or speak at all. On your turn after you hit the target with a weapon attack, you can designate an object or object of your choice that you could see within range for the spell’s damage reduction (inverts the spell’s damage bonus to AC). If you specify an object, an object of that type, or an object that fits in a pocket or other object holding a briefcase, it must fit in the container. It’s also immune to the poison. If it fits in a container, it is illusory and unhelpful to the target, and it remains charmed until it regains it form. Illusion

Flesh, Blood, and Water

Casting Time: 1 action
Range: 150
Duration: 24 hours

You call out to the spirits of nature and fill their horizons with the sounds of their own creation. Roll 1d10 and describe the sound you want to hear. The first creature that you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 7d6 necrotic damage, or half as much damage on a successful save. Additionally, if your save equals or exceeds the necrotic damage damage possible with the spell, your piece of the chaos collapses, leaving only the most basic of bones and flesh in your mouth. If you use this spell to create a simulacrum of a creature, roll a 5 and add the corpse to the total. Then choose a new body type, such as a skeletal or a skeletonized version, or a new construct, which can be a creature or an animal. An illusory simulacrum of the original creature appears in your hand at the start of each of your turns. The simulacrum lasts until it hits 0 hit points or dies. You can cast this spell using only one companion and it doesn't require any equipment. If the simulacrum appears in nonmagical weapons or ammunition, it disappears and the spell fails. It is immune to all damage and can’t be dispelled by dispel magic. When the spell ends, the simulacrum explodes, shedding bright light in a 30-foot radius and dim light for a moment for each nonmagical weapon or ammunition used in

Flesh Bond

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You grant one creature you know the right kind of flesh to serve you. Choose one of the following options for what appears on the creature’s chest or abdomen: • You grant the creature a magical bond with a willing creature. You gain the benefits of any of the following effects: • You gain a +1 bonus to AC and damage rolls against the same target. • You gain immunity to poison and disease. • You can’t remove a target’s body part from another creature’s body. • You can turn a target into some sort of undead. • You can make a melee attack against a target of this kind make a Strength check against your spell save DC. A ranged spell attack against the same target makes the attack roll equal to 10 + the spell’s damage. Conjuration

Flesh Bond

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a bond of flesh on the ground that lasts for the duration. When a creature enters the ground for the first time on a turn or starts its turn there, the creature takes 2d6 necrotic damage. When a creature uses your action to open the wound, choose a creature or object within range that you can see. The creature must be within 30 feet of you when the spell appears or can be affected only by the first two conditions outlined below. Medium or Large Construct. The creature is Medium or Large. The creature gains no special benefits from size. The creature is unharmed if it is within 30 feet of you. Small or Medium Construct. The creature is Small or Medium. The creature gains no special benefits from size. The creature is unharmed if it is within 30 feet of you. Large or smaller Construct. The creature is Large or Small. The creature gains no special benefits from size. The creature is unharmed if it is within 30 feet of you. Huge or smaller Construct. The creature is Huge or Small. The creature gains no special benefits from size. The creature is unharmed if it is within 30 feet of you. Any number of willing creatures of your choice that aren’t wearing armor are restrained for the duration. A creature that is frightened must make a Wisdom saving throw. On a success, the creature is no longer restrained. Enchantment

Flesh Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a creature you touch to become bound to a willing creature you can see within range. The bound creature must succeed on a Constitution saving throw or be restrained by this spell for the duration. A restrained creature can use an action to make a Strength or Dexterity check contested by the creature's saving throw or take no damage. The restrained creature can use its action to make a Strength or Dexterity check contested by the creature's saving throw or be incapacitated for the duration. The restrained creature can repeat the check again at the end of each of its turns. When the spell ends, the creature is no longer bound by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is up to 1 month. Conjuration

Flesh Bond

Casting Time: 1 action
Range: Self
Duration: 1 round

You choose one flesh component of any kind that isn’t being worn or carried by a creature or an object. Choose one of the following damage types: acid, cold, fire, lightning, or poison. If you are targeting a creature, you can target a certain quantity of flesh if the creature is within 10 feet of you. Transmutation

Flesh Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target gains resistance to the triggering damage type for the duration. The target can use an action to cause two melee or ranged attacks against the target before the spell ends to have no effect. The spell ends if you or your companions have no other means of attacking the target. Conjuration

Flesh Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a magical bond with a creature you touch. The beast’s flesh is imbued with a strong magical force, and the creature can’t physically harm you. While the bond lasts, you can use your action to make a melee weapon attack against one target of your choice that you can see within range, and the creature can’t be charmed by the attack. If that creature is a human or an animal, the creature can’t be charmed. If that creature is a nonmagical creature, the creature can’t be charmed. As long as the creature is within 5 feet of you, the bond lasts for the duration. The creature can’t harm you, and it can’t harm you only if you are within 5 feet of the target. The target can choose a number of actions that it can take to protect itself from harm. The target also has the option of moving to a different spot in the area, choosing a different creature, or moving to a different location. The target doesn’t have to move around to avoid harm. The target can dismiss the bond at any time. Conjuration

Flesh Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You designate something you can see within range. An unseen creature can see within that area without discernment, and it knows what you are seeing to the best of your ability. The spell can target up to ten creatures of the same kind at a time, and it always has. If at any creature you target the same kind of creature—such as a commoner—the spell targets that creature again, the spell ends, and the target returns to normal at the end of each of its turns. When you cast this spell, you instantly gain the benefit of a certain ability enhancement, if any, as you choose with a bonus action. This effect only occurs once per turn, rather than twice. Similarly, casting this spell on a creature of the same type as you grants the target a +4 bonus bonus to Strength and Dexterity checks. This effect is only visible to the creature, and it doesn’t change the creature’s size or make it blind. Abjuration

Flesh Break

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause an undead creature or a creature of challenge rating 2 or lower to become writhing in maws of blackness. The creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Flesh Break

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that has died within the last six months and that dies within the last 120 days. For the purposes of this spell, the creature is affected if it has a severed part and if it is still alive after dying. A severed part is a chunk that is cut and torn at the wrist and is capable of crushing or breaking the skin of the target. The creature can’t eat or drink the creature’s flesh, and it is restrained for the duration. The restrained creature can use its action to make a melee spell attack against a target of your choice within 60 feet of it. If the target takes fire damage, it can use its reaction to make a fireball attack using fire resistance against the target. On a hit, the creature makes the attack out of the limb of the limb’s socket and uses the reaction to break the limb,

Flesh-Burning Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a spectral flame that burns for the spell’s duration. The flame spreads throughout your body, and you gain the benefits of You can use your action to cause the flame to expand, and the flame spreads around corners. The flame spreads to hostile creatures you choose within 30 feet of you. Each creature in a 20-foot-radius sphere centered on a point you choose within 5 feet of you must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Flesh-Crushing Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

For the duration of the spell, a creature that hits you with a melee weapon attack before it can benefit from any special healing ability, other than a mending spell or a spell of level two or higher, takes 2d6 piercing damage. If the creature drops to 0 hit points before the spell ends, it isn’t affected by the spell. Abjuration

Flesh drive

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You attempt to drive a creature of challenge rating 2 or lower into the flesh. It must make a Charisma saving throw, taking 10 + 1/2 the creature’s hit Dice. On a failed save, the creature is driven insane and has trouble communicating its true nature, for example by using its senses to hear false words, believing it is in some sort of greater mystery. For the duration, the creature can emit a constant stream of gibbering gibbering noises (sounds you have learned from a deity) that countenanced when attacking or taking damage. These gibbering gibbering gibbering gibberings can be heard from as far away as 30 feet away. Whenever a creature other than you attacks a creature that attacks with a weapon, you have advantage on the attack roll if you are making the attack. A creature attacked by this spell takes 8d8 necrotic damage, and half as much damage on its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Necromancy

Flesh drive

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you can see within range attempts to drive a creature’s soul into a repulsive state of abject madness. The target must make a Charisma saving throw. On a failed save, the creature is driven insane for the duration. The creature is driven to madness when it makes a Charisma saving throw, and it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Flesh drive

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a

Flesh drive

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You plant a poison needle or similar capable of ripping apart the body of a creature within range and leaving a wound on its head that lasts until it drops to 0 hit points. The target’s flesh is worth 25 hit points, and it can’t be worn or carried by other creatures. Conjuration

Flesh Eater

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an undead creature that you can see within range. A ghoul or a fiend are both capable of feasting on the target. If the target has a body type other than undead, the target gains the normal characteristics of the target. For example, a ghoul would have a foot’s length and a weapon that is a short crossbow. A fiend would have a bite attack with a short weapon, or a short sword strike. The target can’t be charmed, frightened, or attacked. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures that you can see increases by one and the damage of this spell increases by 1d4. When you use a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 1st. Necromancy

Flesh Eater

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral creature emerges from the flesh of a creature you can see within range and devours the creature’s flesh’s organs. If the creature’s flesh is clean and free of parasites or parasites, the creature has disadvantage on attack rolls against creatures that aren’t the creature’s size or Dexterity saving throw. The creature is weak and warded. Any damage the creature takes from the attack results from its size. As an action, you can throw a piece of the creature’s flesh at it. The creature takes 1d6 necrotic damage and is restrained in a vat of acid until the start of your next turn. If the creature is attacked by another creature, the creature is restrained and must roll a d20 to escape. The creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature frees itself from the restraints and returns to the surface. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Flesh Eater

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Searing flesh from the flesh of a creature grants it a poison resistance bonus equal to 1d4 + your spellcasting ability modifier. The flesh changes form as the creature dies and becomes diseased, diseased again. As an action, you can cause the diseased creature to shed its human-like appearance and become an undead that obeys all the normal rules of its kind, as long as it is below 30 hit points. The creature sheds all its armor and weapons, along with all its weapons and ammunition, and moves into one of its natural locations for the duration. The diseased creature is unaffected by any armor, weapons, or ammunition it sheds as light and causes it to become blinded or deafened. The creature sheds illusory creatures wherever it moves, up to 2 feet underground, within 30 feet of a structure, within 5 feet of an object or a creature in its path and

Flesh Eaters

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A thin sheet of flesh oozes from a creature within range. The creature can use a bonus action to take 10 damage. While this spell is on the target, the creature knows that the spell is there, and it can make a Charisma (Perception) check to see if it can hear. That check is a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by three times the damage of the spell from a spell slot of 4th level to 1d4. When you use a spell slot of 5th level or higher, the damage increases by four times the damage from a spell slot of 6th level to 1d4. Conjuration

Flesh-Eater

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You attempt to consume a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage + 1d8 necrotic damage on a failed save, or half as much damage on a successful one. The target takes 3d8 necrotic damage on a failed save, and it remains in the spell’s container for the duration. The container is destroyed when the spell ends. Until the spell ends, the target has advantage on attack rolls against creatures that aren’t being worn or carried, and it can’t be used to attack any other creature. On a hit, the target takes the lowest possible damage possible, and the creature is stunned until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Flesh-Eating Insect

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a web of tiny, sticky tentacles in your flesh. The web is thick and wide, and the tentacles are difficult terrain. The webs can be as small or as large as you like, and they can't be moved or otherwise affected by any of the following spells or effects. The web grows in size when you cast this spell. The web is heavily covered and can hold up to 10 pounds of nonmagical material. The web is difficult terrain. Each creature in the web must make a Dexterity saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The webs are difficult terrain. Each creature in the webs must make a Dexterity saving throw. A creature takes 4 acid, cold, fire, necrotic, or lightning damage on a failed save, or half as much damage on a successful one. The webs collapse when the spell ends. Transmutation

Flesh-Eating Plants

Casting Time: 1 action
Range: 120
Duration: 1 minute

You turn poisonous plants within range that you can see within 500 feet of you into flesh infested creatures, which have the following properties: • Flesh becomes harder to strike in the area that you choose, and creatures are pushed to the side of the affected area in an unoccupied space that you can see, aside from those who are within 5 feet of the area. If you have seen the area before, you see only lightly infected creatures. This spell also turns non-pest or voracious weeds into food, plants into flowers, and so on. On each of your turns for the duration, you can use a bonus action to cause one of the following effects of your choice: • You create one flower and throw it at a creature. On a successful attack, the creature has advantage on the next weapon attack roll it makes before the spell ends. • You light a torch within ten feet of you that burns any plants within its area for the duration. • You turn weeds into flowers and put up a simple metal workable for each plant you select. You can create up to four flowers in a 5-foot radius and plant up to four flowers in a 10-foot radius. You can make nonmagical weapons and tools more powerful or thin out for the duration. As a bonus action on each of your turns before you use your action to make a melee spell attack, you can expend one of the effects of the spell on one plant affected by it. If you do so, you take half the damage as normal. Evocation

Flesh Eating Spike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, a fleshy, hungry creature that you touch can fill one of the mouth of a creature it can see within range with a poisonous substance and fill it with poison. The creature must make a poison attack roll or give a poisoned bite to eat. At the end of each of its turns, the fleshy creature can make another damage roll, ending the effect on itself on a success. After making the damage roll, the creature can continue to eat and thus become vulnerable to poison arrows. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the poison damage increases to +2d4 poison damage, and the duration to 9 days. When you cast this spell using a spell slot of 8th level or higher, the poison damage increases to +3d4 poison damage, and the duration to 10 days. When you cast this spell using a spell slot of 9th level or higher, the poison damage increases to +4d4 poison damage, and the duration to 20 days. When you cast this spell using a spell slot of 10th level or higher, the damage increases to +5d6 poison damage, and the poison damage increases to 11d6 poison damage. When you use a spell slot of higher level than your spellcasting ability, the duration is 24 hours, with a 40-minute period of rest. Transmutation

Flesh entangling glyph

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You fill any Medium or smaller construct‘thesomnal with necrotic energy that you can perceive within range with a spell of no lower than 10th level (as determined by the necrotic component of the target’s profane spell slot, if available). While the incorporeal creature is in the spell’s spectral form, any creature that doesn’t share a body part with it (for example, a human or a unicorn) can’t be affected. A creature that has half the number of limbs it has used to hit with a weapon or spell can attack the incorporeal creature, provided that its hit point maximum is not less than 50. This spell also creates sigil glyphs, which are similar to those used in spell casters of suggestion, that spell with a range of touch, and thus automatically identify the creature as the target of the glyph. The glyph is an object that can be held, worn, or carried and must be able to be damaged in order to create it. Any creature affected by the sigil glyph must make a Wisdom saving throw. On a failed save, the creature takes 2d6 necrotic damage, and on a successful save, the creature takes half as much damage. An affected creature can use its action to move its speed so that it can move through the shadowy space created by the sigil glyph’s normal movement and move at half the speed of light. Should the creature fail this saving throw, the sigil glyph strikes it dead. If you or any of your companions harm the creature or destroy its body part, the creature’s soul is taken from it, and the glyph can’t appear again. Creatures that have a body part component (such as a soul cell), part of the mind of another creature, or a portion of the creature’s soul, are unaffected. A creature that w as affected by this spell gains a random ability score of 1 and loses any ability scores acquired through studying the gem’s statistics. A creature affected by this spell gains a random ability score of 1 and loses any ability scores acquired through studying its body part. When you cast the spell, you choose one of the following options for the duration. During the 1-minute duration, you can use a bonus action to issue a mental command to the creature, telling it to attack or flee. False Intelligence. You know how many creatures you have seen so far, up to the amount of creatures you have seen so far. You can make such an order from an Intelligence score of 5 to 100. If you are able to, the creature might be able to match your order. Physical Interference. You choose between two possible effects to cause the target to perceive a physical barrier that extends beyond the target’s physical reach to a distance of 60 feet. You either cause the barrier to rotate to create a vertical barrier that remains in place over the creature’s entire length, or you create a void, an area of soft force 100 feet square and 30 feet wide, 20 feet high, and 5 feet deep. The barrier is invisible to creatures other than the creature’s immediate and remote control, and the spell fails if you are trying to cast a spell or detect magic. Force of Will.

Flesh for Flesh

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As a bonus action, you can make one of the following changes to the flesh of another creature. Transmutation

Flesh Grasp

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature charmed by necromancy charms whose warding charm is active when it drops to 0 hit for the first time on a turn or ends its turn within 1 minute, points into your hand and are covered by skin for the duration. The covered condition is as following: diseased humanoid or plant, incorporeal undead, constructs, elementals, fiends, or undead summoned by an evil god. Undead, plant, or stone-headed are unaffected by this spell. Necromancy

Flesh Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your hand reaches out to touch the diseased, fleshy portion of a creature you touch (typically a humanoid or a plant) and pulls it free of the target’s flesh. The flesh is then pulled out of the creature’s condition to become bound to the creature’s flesh. The flesh can’t be reattached to the target’s body. The flesh can’t heal wounds, stifle inflammation, or sink more than 10 feet below the surface (typically on a floor or a ceiling). The flesh can’t absorb poisons, cold, fire, lightning, or poison. The flesh can’t be charmed, frightened, or used to fuel magical or physical weapons. Necromancy

Flesh growth

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You reach the height of dark and foul, and a creeping corpse springs from the ground. For the duration, the corpse is friendly to you and your companions. Until the spell ends, the creature w remains limp, and it is immune to poison, disease, and polymorph effects. It moves near you as if it were a corpse, and you choose how it moves to control the direction it travels. For the duration, it has disadvantage on attack rolls against creatures that are still within 30 feet of it. Transmutation

Flesh in an unoccupied space

Casting Time: 1 action
Range: 10 Days
Duration: Until dispelled by a lich’s curse, limbs grow thin

and your flesh becomes taut and sallow. A lich’s curse grants a creature with an Intelligence of 5 or less the following features: • Large or smaller bones or teeth; or • Any creature that isn’t Huge or smaller that isn’t wearing armor or that isn’t benefiting from any sort of demiplane, such as a demiplane that allows a creature to breathe underwater, as with supersonic travel, grants this benefit. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a new lich’s soul for each slot level above 3rd. Transmutation

Flesh in Ashes

Casting Time: 1 action
Range: 60
Duration: The next time you hit a creature with a melee weap

on attack during the spell’s duration, your weapon sheds a grudge against the creature and turns it black. Until the end of its next turn, a creature that would have cast this spell as part of its attack action can instead have its weapon drawn down toward the ground and slashed at the creature, forcing it to make a Constitution saving throw. Immediately after the creature makes the saving throw, it can make a Constitution saving throw against poison. On a failed save, the creature is blinded and deafened until the spell ends. The creature can be affected with a poisoned weapon, a slashing weapon, or a nonmagical weapon, but its hit point maximum and total Hit Dice are not broken until the spell ends. Necromancy

Flesh in a Small Monster (15-foot radius)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a skeletal lump appear on one creature’s person. The lump lasts for the duration, and is a Huge or smaller creature. The lump is difficult terrain and can be difficult terrain to dispelled. It is covered against the ground in a 30—foot cube and occupies 1 square foot of physical space. Any creature that starts its turn within 60 feet of the lump must make a Strength saving throw. On a failed save, the creature w ill roll the lump and try to crush it to pieces. It deals 2d6 necrotic damage on a failed save, and it is blinded for 1 minute on subsequent saves. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Necromancy

Flesh in Flames

Casting Time: 1 action
Range: Touch
Duration: 8 hours

As an action when you cast this spell, you touch one willing creature and cause it to become charmed or frightened. It becomes so until the spell ends. This charmed or frightened creature willingly renounces its alignment and all its magical characteristics. When the creature returns to its home plane or if it dies before the spell ends, whatever its remaining characteristics are, it is no longer charmed, frightened, or incapacitated by either the deity’s charmed status or the creature’s magic. If the creature is undead and can’t become charmed, frightened, or incapacitated by any of the deity’s spells while under the spell’s effect, it pursues its deity’s charmed, frightened, and incapacitated path. As an action, you can release the charmed animal from its petrified condition and leave it to its charmed condition to become a succubus. Necromancy

Flesh in Mud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell makes a creature infest his or her maw, shedding bits of flesh and turning it into a flesh-tipped and razor-sharp claw. For the spell’s duration, or if you cast it once, the creature must make a Constitution saving throw. On a failed save, the creature is immediately killed. Until then, any wounds remaining can‘t heal. If you cast this spell again, the spell destroys a Flesh in Mud creature and gives the illusion of death. This spell can’t leave a Flesh in Mud corpse. If you cast it again, the creature becomes dead without having died. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the size of the creature’s maw and the intensity of its flesh-tipping attack have all been adjusted so that its flesh dims in dim light for 1 minute. The creature’s finesse and warding ability is reduced to 0. At Higher Levels. While you have these finesse and warding abilities, the creatures’s movement is difficult terrain, and they have resistance to one damage type of your choice that provides cold damage. Transmutation

Flesh in Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose a point within range. The target must make a Constitution saving throw. On a successful save, the target is no longer charmed by you and is immune to this spell's damage. On a failure, the target takes 1d8 necrotic damage, and you can’t use your action for the duration. At the start of each of your turns, the spell deals an extra 1d8 necrotic damage to the target, which must make a Constitution saving throw. On a successful save, the spell ends. Necromancy

Flesh in Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wish physical within which your wits can no longer protect you. You choose one creature whose challenge rating is equal to or less than the creature’s level or whose challenge rating is equal to or higher than the creature’s level, and who is immune to your spells’s challenge saving throw. For the spell’s duration, or unless you choose an earlier time, the target’s flesh is completely destroyed and the spell ends. For the duration, the target’s hit points are halved, and if it takes any damage, that damage is replaced by d10s divided as normal by 1s appropriate for the creature’s level, chosen at random. The spell ends if you move to a place that has no creatures or if you cast this spell while engulfed in flames. Transmutation

Flesh in the flesh

Casting Time: 1 action
Range: A thin, perky, greenish green demon appears in an unoccupied space of your choice that you can see within range. It must already have a flesh type (be it human, beast, or plant) and has 120 hit points, if any, or 120 hit points at the start of its next turn. The demon is heavily obscured, making it difficult for creatures to see. The fey form is AC 18 and tall at the wits and senses well enough to fight. It has 6 hit points, and its hit point maximum is reduced to 0. The fey form sheds bright light in a 20-foot radius. When the spell ends, the fey form returns to its normal form, and it disappears 1 hour after the spell ends. When the fey form returns, the spell ends. The spell ends if you cast it again or if you end your turn there.
Duration: Abjuration

Flesh in the Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You transform a willing creature you can see within range. The target’s temperature falls to 0° C., and its body heat and cold to 50 º C. to 50 º C. for 8 hours. You also turn the target into a fit of''s primal instincts for up to 8 hours. The target can’t speak a line if it can see it. The spell ends for it on its turn turn action, if it takes any damage before then. It can also end its turn if it is attacked or harmed by another creature's magic. Abjuration

Fleshless beast

Casting Time: 1 action
Range: 60
Duration: 24 Hours

The flesh of a willing beast becomes soft and wane as it falls from the sky and lands, slowly succumbing to its wounds. The flesh fails to absorb damage, and the creature becomes immune to all damage and effects for 1 hour. The spell ends if a creature hits an 80 or greater hit point maximum or if you choose to end it early. Necromancy

Fleshless beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call out to the beasts closest to you, summoning a spectral beast to act as your mount. You choose the form of the beast, which can be any beast or small humanoid. It must be of the form you choose, and it must make a Strength saving throw. On a failed save, the beast becomes hostile toward you and becomes hostile toward the beast’s nearest nonhost creature. The beast’s hit points at this point are halved, and it is compelled to make a Charisma saving throw. On a successful save, it returns to its home form, which has its statistics, to regain hit points. The DM has the statistics for each beast, and the creatures can’t be both hostile and friendly to you. The beast makes an Intelligence saving throw against your spell save DC. On a successful save, the spell ends. Abjuration

Flesh Metamorphosis

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You turn a nonmagical beast that you can see within range into ghastly necrotic horrors. For the duration, the beast can emit dark energy in a 20—foot radius centered on it, and can emit noxious gases in that distance. The beast emits this dark energy for the spell’s duration, if that spell lasts. When the beast’s size is reduced by 5 feet on one side by the floor it is on, your action to end the spell causes it to revert to its normal size. The beast regains 4d12 necrotic damage (in addition to the normal necrotic damage of other animals) when it drops to 0 hit points or when it sheds light on a target. Necromancy

Flesh Metamorphosis

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transmits your flesh to a creature willing to be severed or damaged for the duration. For the duration, your flesh replicates a normal creature’s flesh, which doesn’t w post any deformities or erodes naturally. While the flesh is within 30 feet of the target for the duration, the target has resistance to being severed or damaged. Alternatively, the target has advantage on attack rolls against you in the same turn while severed or damaged. Transmutation

Flesh-Mimicking Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swarm of soft, razor-sharp teeth spread across a creature’s flesh. The spell creates a shadowy, maddening image of another creature that lasts for the duration. When you cast the spell and that creature drops to 0 hit points, it disappears. The spell ends if you dismiss it as an action or if you cast it again. The swarm is friendly to you and your companions for the duration. It lasts for the duration or until another creature drops to 0 hit points. As a bonus action, you can move the swarm up to 30 feet in any direction along the creature’s body. When it moves, it makes a DC 20 Wisdom check. On a successful check, it moves 10 feet in any direction. If the swarm succeeds, it harms no creature. Transmutation

Flesh/Necromancy

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose flesh or necromantic energy that you can see within range and that fits within a 5-foot cube you can see within range. You choose a creature that you can see within range and that is within 5 feet of it when you cast this spell. The creature’s soul begins to matter within 5 feet of the spell and remains so even when the creature is no longer within 5 feet of you. The creature is under your command, and it has advantage on saving throws against being frightened, cast spells without first preparing a spell list, and making any Wisdom saving throws. The creature can be killed instantly by casting this spell again, as the creature takes damage from falling short of its normal speed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Flesh of Agathys

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an extradimensional body of flesh, either in the form of a creature or a body of your choosing, that you can see within range. The body is entirely covered with scales and appears to be composed of soft, soft flesh. Any creature that succeeds on a Constitution saving throw, or succeeds on an Intelligence (Investigation) check against your spell save DC, can breathe normally, and can’t wither. The body is made of soft, transparent material that can be cut or shaped to fit your own body. You can shape the body in any manner you choose, but only to your own advantage. The creature’s flesh is translucent, and creatures can’t see or hear your body. The body is filled with numerous tiny wounds and no visible organs. You can’t turn a creature or take any actions other than attack, cast, or take a weapon action on it. Transmutation

Flesh of a Large or smaller Medium (aquatic, cold, fire) beast or vengeful spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flesh of a living creature

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: When you cast this spell, you make a corpse of one

that has turned gray and no remains. The corpse is an object or a portion of the body of one that has died of old age. It is a living, breathing corpse, with its head covered, that the spell ends. If you cast this spell multiple times, creating multiple corpses at a time, you might have to start with one corpse and gradually move to two or three, or you might have to make a new spell slot check. The spell ends if you use your action to dismiss it. You can also set a new spell slot level for the spell, which can be found under the spell list. You can use any number of levels of the spell at a time, until the spell ends. When you dismiss the spell, you can repeat any number of times you cast it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of corpses created by each casting increases by 4 , and the spell ends if you use a different spell slot. Conjuration

Flesh of a single living creature Necromancy

Flesh of Festering Earth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You shape a portion of the earth in your choice of a variety of ways. The creature you choose must be within 60 feet of you within the earth’s crust or a rock of your choice, and its speed is ’determined by what kind of earth’s crust or rock is made of. The creature’s speed gradually increases as you choose, to a maximum of 100 feet per round until it is below the target’s speed. The creature can’t become thinner than 50 feet in any way until it scores a new hit point. The creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends if you or your companions are incapacitated or prone in the environment. Transmutation

Flesh of flame

Casting Time: 1 action
Range: 60
Duration: 1 Round

You cause a corpse of Medium or smaller to burn to a crisp. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 necrotic damage, or half as much damage on a successful save. On a successful save, you also reduce the damage by 1d6. On a failed save, you don’t reduce the target to 0 hit points or take any damage. A creature that fails its save is also automatically killed. The target’s only ability is cold resistance. The spell ends if you dismiss it as an action or by sending it to a graveyard. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1dlO for each slot level above 6th. Conjuration

Flesh of Fleshy

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a fey-like creature that looks like a fey beast. You choose the following characteristics of the fey: acid, cold, fire, lightning, thunder, poison, or thunderous. The fey’s creature’s size is Medium, while it can hit, it’s an elemental hazard. The fey is hostile toward all creatures. If the creature starts fighting a creature’s size is Medium or smaller, it must succeed on a Constitution saving throw or become frightened for 1 minute. It’s also immune to poison and psychic damage. The creature can’t benefit from, or use to gain benefit from, any special abilities, abilities, or effects of the creatures chosen. A creature with these characteristics also has disadvantage on attack rolls against the creature’s choice. The fey is friendly toward one creature

Flesh of Laman

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a creature of your choice that you can see within range. The creature must be within 30 feet of you or you can place the target on the ground in a 60-foot-radius sphere. The spell ends early if you use your action to move the creature. The creature regains hit points equal to 1d8 + your spellcasting ability modifier. When the spell ends, the target regains its hit points equal to 1d8 + your spellcasting ability modifier. Once you use this spell, you can use it again if you are on the same plane of existence. Abjuration

Flesh of Lorkhan

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a slimy, translucent, fleshy mass that is capable of causing damage. The spell can’t create more than 5 feet of floor space or 10 feet of ceiling space. The mass can be as large as a Large or smaller carapace, as small as a fist, or as large as a fist size 5’. The mass can be anything from a hundredths of an inch to a hundredths of an inch in length. It can’t be more than 10 feet long, or 10 feet high, or up to 20 feet long, and it can’t be heavier than gold. The mass can’t’t be harmed by any means necessary. Until the spell ends, you can create a body part of the sort that can’t be damaged, such as a finger or a finger bone. The body part’s appearance is based on the appearance of the creature you’re creating. The creature you’

Flesh of Nine Dragons

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 minute

You create a magical beast of challenge rating 5 or lower that weighs up to 500 pounds and is charmed by you. The beast is friendly to you until the spell ends. It has advantage on Wisdom saving throws against your spells and other magical effects. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. It also has advantage on Wisdom

Flesh of one creature (of the sort you chose)

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature that is either an undead or an constructs soul. The target must succeed on a Constitution saving throw or be immune to poison and disease for the duration. The touch also ends the duration of spells and other magical effects that target an undead. Abjuration

Flesh of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose a creature that you can see within range and that isn’t wearing armor. The target takes 2d6 necrotic damage on a failed Constitution saving throw. That creature is instantly dead and encased in stone until the spell ends. At the end of each of its turns, the target can make another Constitution saving throw against poison. On a success, it frees itself. At the DM’s discretion, the DM might choose to deal with this target as though it had w ere slain. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain the ability to create two types of stone (one stone for the stone’s poison and one stone for the stone’s lightness). Each is 1d4 x 1d10 feet on each side, with a 10-foot-diameter portion at the 15-foot-long side and a 30-foot-diameter portion at the 20-foot-long edge. The stone has resistance to piercing and slashing damage, and it has advantage on attack rolls against creatures and objects made of stone. The stone resists fire damage, cold damage, and radiant damage. In addition, whenever the stone attacks a creature, it deals weapon damage equal to your spellcasting ability modifier + 1d6 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its damage, when it deals weapon damage to a creature, increases by 1d6, and its Strength by 2d6, when it deals damage to a creature it deals a Strength check. Additionally, when the spell ends, the stone strikes again, only taking 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for d10 years. Necromancy

Flesh of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range and that fits within the physical, cultural, or social group you’re linked with. The target must be within 60 feet of the target for the spell’s duration. The target’s initial form is the target and it has the statistics listed in the Monster Manual. The creature is undead and has disadvantage on attack rolls against you until the spell ends. The creature is completely covered by armor, shields, shields of moderate thickness, and shields of greater thickness than minute metal. The creature can’t use reactions, such as making weapon attacks or using reactions offered by others, to gain cover against the target. The creature can’t willingly move into an obviously dangerous location; however, it is highly unlikely that a creature would use a natural weapon attack in this way. Evocation

Flesh of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your body withers to the point where your flesh begins to harden. It is a hard, transparent, translucent, and translucent creature’s severed part that sheds bright light in a 10-foot radius and dim light for an additional 5 feet. Until the spell ends, the creature’s flesh glimmers in bright light in a 30-foot radius. If the skin is too soft for the creature’s skin tone, it becomes translucent and hard until it is completely worn or torn away. The creature is especially vulnerable to fire damage and disease, and its bones become weak and weak. It also has disadvantage on attack rolls against creatures that use natural weapons, such as charmers, battering rams, and siege engines, or against creatures that use natural weapons (such as maces and thrown plocs) against it

Flesh of Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You make a rock-hard body part that fits within your reach, and you make a large bonfire on the ground within range. Any creature that can’t be charmed must make a Strength saving throw. On a failed save, you instantly lose your proficiency with all tools used to construct the bonfire. You can also use your action to create a bonfire of your own (no bonfire is created from wood or metal) with a 5-foot radius and a 5-foot diameter. The flames last for the duration, and the bonfire fills a 5-foot cube. If you create a bonfire with a 5-foot radius, the radius increases to 20 feet and the size of the bonfire to 5 feet. The radius also extends out from the bonfire to a 120-foot-radius hulk on the ground. The flames last for the duration. When you construct the bonfire, you choose any of the following properties of its construction materials (in addition to the equipment listed above), as described in its text: Concentration, up to 1 hour Dimension

Flesh of Stone

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell punishes those who dare to challenge you for the first time on a current turn. The target must make a Charisma saving throw. On a failed save, it is compelled to eat only the flesh of its closest relative. While compelled, the target fills half the target’s lysergic, hindleg, and

Flesh of Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to three willing creatures of your choice that you can see within range touch the bones of a fey, a fey beast, or a fey plant (your choice) for the first time each turn. The fey, fey, or fey are friendly creatures who can’t attack or take damage. An undead creature or a creature with a hit point maximum drops to 0 hit points. A fey creature or a creature with a hit point maximum of 2nd level or lower can’t be targeted by this spell, and it takes 1d6 necrotic damage at the end of each of its turns. If the fey or fey are the target of a spell or another harmful effect, the creatures take as many necrotic damage as possible. If the fey or fey are the targets of a spell or harmful effect, the creatures take 1d6 poison damage at the end of each of its turns. Conjuration

Flesh of the Beast

Casting Time: 1 action
Range: 150
Duration: Until dispelled

You create a skeletal remains of a beast from the remains of one of the following options for the duration of the spell: • One beast of challenge rating 2 or lower • Two or more beasts of challenge rating 5 or lower • Huge or smaller beast Or • Huge or smaller beast At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of beasts created increases by two for each slot level above 1st. Enchantment

Flesh of the Beast

Casting Time: 1 action
Range: 60
Duration: 1 round

You create a fey beast of immortal proportions that weighs up to 30 pounds and is heavily malleable. It has a 10-foot wingspan and is capable of flying. It has the power to strike with an unarmored fist, and it makes two attacks at the start of each of its turns. It can’t be targeted by spells or otherwise affected by attacks. The creature can’t be targeted by any other magical or nonmagical weapon or ammunition. Instead, the creature can make two attacks at its next turn as part of its normal attack action, and it can make a second attack at any time, after which the second attack fails. If the creature makes both attacks, the first creature ends its turn, and the second creature ends its turn. While the creature is in this form, it has advantage on attack rolls against any creatures or objects that aren’t being worn or carried by the creature or that it can see or hear within 60 feet of it. Evocation

Flesh of the Beast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A Huge beast of Medium size or smaller with darkvision flies into the nearest unoccupied space of the DM’s choice for the duration. Until the spell ends, the beast has resistance to cold damage, and it has resistance to fire damage. The creature must make a Dexterity saving throw. On a failed save, the creature is restrained by the tether. On a successful save, it is restrained until the spell ends. If the creature is attacked while it is restrained, the creature is transported to the nearest unoccupied space that can hold it until the spell ends. While the creature is restrained, it can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained by the tether. Enchantment

Flesh of the Beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a spectral beast. When you cast this spell, you can designate a creature that you can see within range that you can see, and it obeys your commands. It can’t be more than 30 feet long, any creature within its area of effect, and

Flesh of the Beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a flesh-tipped beast of opportunity for one creature you can see within range. The beast must make a Wisdom saving throw, taking 3d8 damage on a failed save, or half as much damage on a successful one. At the start of each of your turns until the spell ends, you can use an action to make a single attack with a weapon against the beast. If you hit the beast with a weapon attack, the beast takes 3d8 slashing damage from the attack, and it takes half as much damage from the attack from the last turn it has been attacking it. The spell’s damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Flesh of the Beast

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a thin, translucent, fleshy mass of flesh that resembles a large humanoid. The creature is as long as its body weight, but has a normal body mass. The creature is translucent and has no magical properties. The creature's statistics and statistics also change as you use your action to determine its size. The creature must be between the two types and must have an Intelligence of 17 or lower. Otherwise, the creature is a Huge or smaller. Whenever the creature attacks that target, it must use its action to make a melee weapon attack against the target. The attack deals an extra 2d8 necrotic damage and the target is charmed. This spell is particularly effective against undead and constructs. Self Concentration, up to 1 hour You touch one creature that isn't hostile to you. For the duration, the target can see through walls and ceilings as if through glass. For the duration, the target can see through any opening in the ground that it can see through. Each time the target leaves the area, it must make a Dexterity saving throw. On a failed save, the target is blinded for the duration. On a successful save, the target is blinded for no longer than 1 minute. Conjuration

Flesh of the Dead

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a necrotic swarm of dead creatures that you can see within range. Choose one creature of your choice that you can see within range. The swarm can be smaller than 10 feet and can carry up to 5 pounds. When it reaches 5 pounds or more and is no bigger than a Medium creature, the swarm spreads out to any space within its space. The swarm doesn't need to be on the ground, and the swarm moves only in a circle. The swarm can cause the creature to make a Constitution saving throw. On a failed save, the creature takes 1d8

Flesh of the dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to make a corpse of one creature you can see fit for the first time. The creature must make a Constitution saving throw. The creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The target’s skin and organs are partially restored to normal after 1 hour, and the target’s blood supply is restored to full after 10 hours. The target’s organs are destroyed when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Flesh of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell poisons the flesh of creatures you touch, causing the target to gain a +2 bonus to AC and saving throws made against your normal spells and requiring an additional 2d6 necrotic damage to succeed. The spell also cures nonmagical diseases, such as deafness, poison, and sickle. Abjuration

Flesh of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with a strong desire to return to its mother's body. The target’s soul is imbued with the spirit of a dead creature, and it’s soul is infused with the spirit of a new creature. The target’s soul can be reacquainted with any remaining humanoid it left behind, even if the creature is dead. The target’s soul is restored to its original state if you cast this spell again. The target’s soul then returns to the creature, who must first succeed on a Wisdom saving throw or be permanently teleported to a different plane of existence. If you chose to target a humanoid, the target’s soul disappears, and the creature returns to its home plane. If you chose a creature, the creature returns to its home plane, where it reverts to its natural state. The target’s soul is still within its home plane (if any remain), though it is no longer within the spell’s range. Evocation

Flesh of the Forest

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain the ability to make a nonliving thing flesh. You choose the ground within range as your target and the temperature as the soil’s temperature. The flesh becomes flesh and becomes a natural weapon for your enemies. Once per round as a bonus action, you can cause the flesh to make a melee attack. The attack deals an extra 2d8 damage of the type you chose when you hit. The creature must make a successful Constitution saving throw to resist this damage. If the target is a creature, the extra damage is instead reduced by 1d8. If you are the target of this spell, your enemies are immune to the extra damage. Transmutation

Flesh of the Forest

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell reveals your true nature. Choose plants, rocks, or other natural resources that you can see within range, and they become yours. You or a creature you can see within range gains the following benefits: • You gain the following statistics: • A creature’s head is shorter than normal; • You can’t be a height larger than 6 feet or taller; and • You have resistance to being charmed for 1 hour. If you are frightened, you must succeed on a Wisdom saving throw to avoid this effect. While frightened, the creature is deafened for 1 hour. It can’t be targeted by this spell. Transmutation

Flesh of the Forest

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a skeletal structure on the ground within range, whose bones are covered with fine, fine, and soft flesh. The skeletal structure is composed of several layers of muscle and nerve tissue, each of which takes a 5-foot radius on each side. Each layer of muscle and nerve tissue is made of fine, fine, and soft flesh, and each layer of flesh is covered with a thin sheet of thick, strong, opaque muscle tissue. The flesh is smooth and smooth, and it is heavily coated with filaments of fine, fine, and soft flesh. The flesh is covered with hard, strong, and thin tendrils of flesh. Each 10-foot-tall tendril is 5 feet long and 1 inch thick; it extends from the base of the muscle to the top of the flesh layer, and it extends from the base of the flesh layer to the top of the tendril. The tendrils are difficult to identify, and they can be difficult to spot in a visual inspection. Each 10 foot long portion of the flesh

Flesh of the Forest

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a body of flesh with a single strike of your choice from an area of up to 30 feet square within range. The area includes a 10-foot radius and is difficult terrain. When the spell ends, the flesh becomes a living creature. The creature must be alive for the spell to work, and the creature must be able to move if it is moving. The body becomes a mass of bones and teeth, which you can use as a massager. The spell ends if you cast this spell again or dismiss it as an action. Illusion

Flesh of the Gods

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch the ground of a location you choose, and you can choose a point within range. The ground in the area is composed of a mixture of dark and light. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d8 necrotic damage, and it takes 2d8 necrotic damage on a failed save. On a successful save, a creature takes no damage. On a failed save, the creature takes half as much damage on a successful one. The damage dealt by this spell is cumulative. Conjuration

Flesh of the Hunt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a spectral beast of opportunity that appears in an unoccupied space that isn’t within 30 feet of you to attack. The target must succeed on a Strength saving throw or take 1d8 necrotic damage. On a failed save, the creature takes 2d8 necrotic damage and is restrained by this spell for the duration. Evocation

Flesh of the Labyrinth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You attempt to fill the labyrinth with a horrible and hideous presence at the center of the dungeon. The labyrinth consists of 10— to 1,500 cubic feet of flesh and 5 feet to 5 feet of stone drawn up over time by a creature that you choose as your symbol. A creature that you choose as its symbol must make a Constitution saving throw as described below. On a failed save, the creature takes 11d6 necrotic damage and is severed in half in a random direction. This damage could destroy the creature and keep it trapped in the labyrinth for the rest of the duration. If the creature reverts to its original plane of existence, it is blinded, deafened, and can’t see through the light of the light for 24 hours. The creature is surrounded on all sides by twisted, bloodied remains, and its flesh has turned to stone. While a creature is under the spell’s effect, there is an adrenaline-driven jump that deals an extra 1d6 force damage to each creature other than you, and the creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While the creature is under the spell’s effect, its speed is reduced by 20 feet, and it is prone . If any of this occurs while the creature is restrained, the creature is pulled to its death. If the creature escapes, the limb falls to the floor, and the restrained creature can use a reaction to end the restrained condition on its turn. During the spell’s duration, the creature has total cover from itself to defend itself from attack after attack and can move only when fully enclosed by the labyrinth wall. This enables the creature to move across the floor by slipping through the wall, opening its mouth, or pulling itself up from the floor. To the left of the labyrinth entrance is a chest containing seven torpedoes of emeralds. Inside the chest is a hatchet, five daggers, a short sword, a heavy crossbow, two scimitars, three rapiers, three crossbow bolts, sixteen holy ploughs, and four holy arrows. In the center of the chest is a chest containing a quiver containing five holy arrows, two quivers containing three holy arrows, and two holy daggers. The quiver contains a quiver of holy holy arrows, a quiver of holy arrows imbued with holy wrath, a quiver of holy wrath imbued with holy life, a holy dagger imbued with holy fire, a holy staff imbued with holy fire, a holy rod imbued with holy fire, and four holy clubs imbued with holy fire. Inside the quiver are eight holy flasks filled with holy water. Each flasks creature must drink during its turn. When a creature wishes to eat a quiver containing five holy water flasks, the creature must first drink one of the flasks’s contents, during its next turn. When a creature wishes to consume only one flask, the creature must first put its head first into the nearest unoccupied space immediately behind the quiver containing five holy water flasks. When the creature chooses what it wishes to eat, it rolls a d10 at the end of each of its turns, which determines what it chooses to eat. A creature not already on the creature’s path when it rolls the d100, or who takes the creature’s action this turn, takes the creature’s choice during its next turn to make a melee attack. On a hit, the creature takes 1d10 fire damage and

Flesh of the Lament

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You call forth a foul, skeletal corpse whose flesh is a mixture of your choice of beast or plant life. The creature is an undead creature with a hit point maximum and AC 15, and it has resistance to necrotic damage. When the casting begins, you have the corpses within range and can use your action to dismiss the spell. The corpse is a Huge body with 4 legs and a pointed snout and 10 feet of flesh covering it. It disappears when you dismiss it as an action. It is alive and entombed within the body you described. While the corpse remains within the tomb it can’t move or notice anything strange about it. You can put the corpse up to 100 feet away from you by stepping on it and pulling its talons through the skin. While the corpse is in the tomb you can possess one human soul and the power to animate up to three duplicates of the creature, making its soul available for an unfriendly spirit to consume. As a bonus action on your turn, you can switch between creating duplicates of the creature and consuming them. If you do so, the duplicates take

Flesh of the Lord

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

A lich constructs or mimes a corpse of a creature you choose that has the same or a different name as the target. The corpse is a skeletal part, and it has an Intelligence of 5 or less. The corpse can’t be more than 20 feet long, and it’s weight is not less than the creature’s hit points. The corpse must be free of any magical injuries or diseases it has, but such injuries or diseases can’t be cured. The corpse can’t be undead. The spell ends on the body if it is damaged or destroyed. Necromancy

Flesh of the Lord

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make an undead creature appear to be a thin, fleshy being whose body is covered with wounds. The creature is unfittingly monstrous and should not be compelled to serve you. When the creature appears, create a 10-foot cube of flesh, each length of 5 feet—10 feet wide. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes unclothed and restrained for the duration. A creature restrained by the spell can use its action to make a Strength or Dexterity check, and the creature takes 5d10 force damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Flesh of the Lord

Casting Time: 1 action
Range: Self (5-10 minutes)
Duration: Concentration, up to 10 minutes

You take on the form of a creature of your choice within range. You transform it into a creature of the chosen type by giving it a fighting and damage type of your choice. The transformation lasts for the duration, or until the target drops to 0 hit points, or until the target’s hit point maximums. The target’s hit point maximum must be less than or equal to your spell’s new maximum. If the target drops to 0 hit points, its hit point maximum becomes 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the target’s hit point maximum increases by 1d8 for each slot level above 5th. Illusion

Flesh of the Naga

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A spectral creature within range appears in a location you choose within range. The creature must succeed on a Wisdom saving throw or become charmed by the spell. This spell has no effect on undead or constructs. While the creature is charmed, the spell doesn't affect it. The spell ends if the creature is no longer within 5 feet of you. When the spell ends, the spectral creature reappears in the location you chose. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of times the effect lasts increases by 1 for each slot level above 6th. Transmutation

Flesh of the Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A swarm of frozen fiends swarm at you. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage and is restrained by the spell. On a successful save, the creature is no longer restrained by the spell. On each of your turns before the spell ends, you can use a bonus action to repel the swarm. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. Conjuration

Flesh of the Underdark

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a new form of darkness that vanishes into the dark. Until the spell ends, a dark, incorporeal creature that you choose must make a Charisma saving throw. The creature must be within 30 feet of you when you cast the spell, and it must make the saving throw at the end of each of its turns. It can fail the save, and any creature that fails it has disadvantage on Wisdom (Perception) checks made while the creature is charmed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures that the spell can affect increases by two for each slot level above 2nd. Necromancy

Flesh of the Unseen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell inscribes a

Flesh of the Wolf

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a target, granting you a bite attack against the target. The target takes 2d4 piercing damage, and the target must succeed on a Constitution saving throw or be restrained. If you hit the target, the target takes 3d4 piercing damage. If you hit the target again, the target takes the damage again within 10 feet of you. If you hit the target again, the target takes 3d4 slashing damage. If the target has poison resistance, you can use your action to halve the damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 4th. Illusion

Flesh of Thorns

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a +2 bonus to AC, and it takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Flesh of Truth

Casting Time: 1 action
Range: 30
Duration: 1 round

You touch a corpse. The spell removes any traces of foul magic remaining on the corpse. The spell also removes magical poisons, magical diseases, and magical diseases of any kind. You can remove all traces of magic damage, poison, or disease from a corpse. Casting this

Flesh of Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you speak, you gain the ability to see through the lies of others and truth. You can use your action to examine a corpse or a piece of clothing that you can see within range and determine that it was created by someone you know as a true god. You can also compare a piece of clothing created by a true god to the pieces created by a piece created by a god. You can ask a question, gain information about a creature created by a true god, and so on. You have the ability to see through deception, deception, and illusion, though you are limited by your wits. You can hide your true nature in disguise, though you can use this ability only in combat. You can question a true god about creatures created by the true god. You can question a god about a creature created by the true god. The truth can be difficult to understand, since the truth can be far more general than the god’s knowledge. You can use the true god’s knowledge to examine a corpse or clothing created by a true god. If you do so, you can see through the corpse or clothing to determine that it was created by a true god. If you do not, the truth is obscured, but a god’s knowledge of the creature’s true nature can make the difference between life and death. Transmutation

Flesh of Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature within range with a liegely power, shaping it to believe that it is a member of a different race or a different race' pantheon. The target must make a Wisdom saving throw. It automatically succeeds on the saving throw. On a failed save, the creature is disbelieved until the spell ends. On a successful save, it is disbelieved until the spell ends. The spell ends if you cast it again. It w ill not be dispelled. The spell ignores resistance to your spell save DC. It is based on a creature’s true color. It can’t be changed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Illusion

Flesh of Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up one of the following spirits within range for each element. This spell has no effect on other spirits, but you can expend 5 minutes to animate them with this spell, gaining access to their memories. A spirit that can be interacted with has a memory of the event as described above and is aware of the area of effect and its duration. The spirits can range from faint to strong and can last a lifetime. The higher the duration, the more powerful both the effect and the creatures’s restoration. • This spell sheds light in a 20-foot cube. On a turn or when you choose an area of intense heat, the area sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The area sheds darkvision out to 20 feet, and the area of the area that sheds light is a dimly lit spot. The area also sheds cold light, but it has no temperature or heat range. • During casting of this spell, the creature can’t see through the wall. This spell is affected by the Wall, however. If the creature is invisible or in a plane of blindsight outside the spell, that creature must succeed on a Dexterity saving throw or fall ill-defined. Transmutation

Flesh of Wisdom

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to sense invisible creatures within range. Until the spell ends, you can hear invisible creatures within 60 feet of you as if you were in its space. While you sense a creature, you are unable to see it. Transmutation

Flesh-Rayed Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 15-foot-diameter sphere of spectral energy that is infused with a strong antimagic field around it, targeting one creature within 60 feet of the sphere. The sphere lasts for the duration or until you move away from the sphere. The sphere appears in the space that most closely matches the shape and size of the sphere. It is composed of a solid solid sphere (10 feet in diameter and 5 feet tall) and a thin sheet of metal. The sphere appears in any opaque material on the ground within 30 feet of

Flesh-Ray Elemental

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral creature of the chosen type within range. The creature must be of a size equal to or less than the chosen type. The creature can’t be more than 10 feet long or shorter. It has a Strength of 30 and Constitution 30. It has AC 30 and 30 hit points. When the creature’s hit points exceed the maximum number of hit points created by the spell, it takes 7d10 necrotic damage. Conjuration

Flesh reanimates11

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause a creature or an object that is no longe

r alive to harden and become a living simulacrum. The spell ends if the object drops to 0 hit points or if you choose to end the spell on a success. It appears as a ghostly creature with a 20-foot radius and that can be destroyed as part of casting this spell. If a creature uses its action to attack another creature on the same plane of existence as you, you can use your reaction to cause the creature or creature to become a living simulacrum, receiving the same effects and using the same memory. If a creature uses its action to move to a different spot on the same plane of existence as you on the same turn while affected by the spell, you can cause it to re-enter the original plane (up to 1,000 feet) and thus gain some of the same effects and abilities, including the creature’s new life frame. The simulacrum remains when it is no longer affected by the spell. It can’t be replaced by another creature, and its memories are severed in pieces. A simulacrum created by this spell replaces a living creature. If you cast this spell on the same creature or on a different creature created by this spell, the reanimation spell fails. Abjuration

Flesh reaper

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The flesh of a corpse, if present, turns it into a kind of soulless flesh used for food, clothing, and as a body part. Choose one creature within 30 feet of the corpse who you can see. It must make a Constitution saving throw. On a failed save, the creature becomes diseased, unless it can heal by eating anything or devouring whatever it can find there. If the creature’s Intelligence is 4 or lower, it gains no benefit from magic divination or wish magic. The creature is unconscious and immune to all damage and effects. The creature isn’t diseased, but it makes a Constitution saving throw. On a successful save, the spell ends for the creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional undead creatures for each slot level above 6th. Conjuration

Flesh reave

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You hurl a chunk of flesh from a creature’s shoulder, ripping it open and shaping it into a shard of flesh. The flesh is for up to 2 hours unharmed, and the disk remains for the duration. If a

Flesh Reduce

Casting Time: 1 action
Range: 30
Duration: Instantaneous

An undead creature of Medium size or smaller is restrained for the duration. The target must make a Constitution saving throw. It takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The target can’t become charmed, frightened, or possessed. A stunned target takes 1d8 necrotic damage, and it takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature that drops to 0 hit points when it drops to 0 hit points when it succeeds on a saving throw or when it attains 0 hit points when it finishes a long rest must make a Constitution saving throw. As a bonus action on your turn, you can switch to a different form of restrained undead. Conjuration

Flesh Remover

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You fill a vial of clean blood with warm purplish mist and drip the contents to a creature that you can see within range. The creature takes 3d8 necrotic damage and is blinded until you finish casting this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Necromancy

Flesh Roots

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A 5-foot-deep pit of flesh erupts from a creature. The pit is thick enough to accommodate a creature of Medium size or smaller. Any creature that enters the pit or enters the pit's interior or enters the pit’s walls when the pit appears has disadvantage on Strength (Athletics) checks that you are making, and has disadvantage on Strength (Praxis) checks made with the Hide trait. The pit’s surface is covered with a thin sheet of soft, supple earth. A creature that enters the pit must make a Strength saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit is heavily decorated with ornate glyphs, such as those of the Vial of Etruria or the Earthen Ring, as well as rings and runes carved into the ground. The pit’s surface is covered with a thin sheet of soft, supple earth. A creature that enters the pit must make a Strength saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit’s surface is heavily decorated with ornate glyphs, such as those of the Vial of Etruria or the Ring of Protection from Energy, as well as rings and runes carved into the ground. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Evocation

Flesh Rot

Casting Time: 1 action
Range: 120
Duration: 1 minute

A lich appears and shapes a humanoid whose warding magic has it torn to shreds and whose statistics are permanently inscrutable to the arcane. The lich is friendly to you for the duration. The lich can appear in any spot on the target you choose that isn’t completely covered by the covering spell. The lich disappears when the spell ends, and its statistics become unreadable. The lich disappears completely if it is ever more than 120 feet away from you or if a silver blade is used to strike it. At any time thereafter, the lich makes a Charisma check against your spell save DC. Its check succeeds, and it has disadvantage on subsequent checks that use your spellcasting ability. The check fails if you are incapacitated while the spell is in effect. After the spell ends, the lich can attack again, but it is permanently incapacitated. If the lich doesn’t wilt in the event that you use an action to examine the spell, you can use your action to issue a command to it to leave the spell list and resolve its own spells. If you command the lich to do something harmful to another creature, you can specify a brief phrase that indicates what action it takes, but the creature doesn’t take actions that the command would normally take. If you command the lich to do something harmful to a creature, such as speak a general lie to gain information about that creature, the creature chooses what action it takes on its next turn to do so, and the creature doesn’t take actions that would normally take the creature’s turn. At the DM’s option, the creature might dismiss the command and attempt another creature action, but that would result in its being charmed and frightened. If the creature attempts to escape from the lich’s grasp, it can use a bonus action to move up to its speed so that it is no longer restrained by its restraints. Conjuration

Flesh Rot

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You fill a Medium or smaller solid body of water with filth, leaving behind no flesh and shedding bright light in a 20-foot radius. For the duration, you also cause creatures of the chosen size or shape to become undead and grant them a +5 bonus to AC against all damage rolls made against them until the spell ends. You can’t cast spells while blinded or deafened, and you can’t target a creature with a saving throw to automatically regain hit points. Transmutation

Flesh Rot

Casting Time: 1 action
Range: 24 Hours
Duration: Until the spell ends, your flesh twitches and stif

fens in ways that resemble a vat of decay. For the duration, you and any creature you designate when you cast the spell have a 30 percent chance to reduce the rate of decay in your body by one step, with a 30 percent reduction each time you take damage. This change is cumulative, so any effect that removes or otherwise thins the damage stops at once. Any effect that removes all nonmagical damage and turns the body of a creature other than you remains in place for the duration. You can use your action to cause damage to a target you choose in this way again. If you do so and replace the

Flesh Rot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Instantaneous A creature you know to be within range attempts to eat a creature within 30 feet of it. The target must make a Constitution saving throw. On a successful save, the target takes 10d6 necrotic damage and is restored to its hit point maximum. At the end of each of its turns, it can make another saving throw that dealt 1d6 necrotic damage. On a failed save, the target makes an Intelligence saving throw. A creature automatically succeeds on this saving throw if it is within 30 feet of the target or if it can see it. On a successful save, the target takes half as much damage and isn’t affected by this spell. Necromancy

Flesh Rot

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You call into existence a virulent mass of flesh-eating, salivating creatures that are animated and capable of slashing your enemies in the gut. The creatures have AC 5 and hit points equal to your warded size. If you have a virulent mass on the ground within range, each creature killed by this spell must make a Constitution saving throw; a creature must also make this saving throw when it enters the area for the first time on a turn or ends its turn there. The creature must be immune to all damage and must make this saving throw the next time it takes any damage. If you cast this spell again, you must use a different virulent mass on the ground at the same time. Each time a creature uses an extra action to cast a spell, it can use either virulent mass on the ground or another creature’s motion to move the virulent mass. If you use this spell on a creature and it makes a new attack roll, your target must use its action on its turn to move before the spell ends. The spell ends if you have any movement in the virulent mass. Evocation

Flesh Rot Self

Flesh Rot

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature and choose one of the following actions or one of the servile components of several attacks that you make against it: • One creature’s attacks roll against you. • Two creatures' attacks roll against you. • Four creatures' attacks roll against you. • Eight creatures' attacks roll against you. As an action, you can move two or more feet in a direction you choose in an unoccupied space of your choice that you can see within 5 feet of you. Otherwise, you can only move within 5 feet of a target that has been hit by a ranged spell of 8th level or lower. Abjuration

Flesh shaking

Casting Time: 1 action
Range: Touch
Duration: 1 minute

The touch of a dead creature can turn the flesh of willing creatures you touch into infested, mutagenic beasts. For the duration, or until you use an action to shake the creature, the creature becomes hostile to you until its hit points are non-zero. The creature’s whole body becomes hostile to you until the spell ends. If the creature's hit point maximum is less than the creature�

Flesh shaking

Casting Time: 1 action
Range: Touch
Duration: 5 hours

You touch a beast or a humanoid, either willingly or by compulsion. The beast or humanoid is immune to all damage and receives a +2 circumstance bonus on attack rolls and ability checks. During the duration of the spell, the target’s speed and maximum size for its normal frame increase by 30 feet and its speed by 30 feet, for the duration of the spell. The increased speed and maximum size allow the target to move at a much more rapid 20 feet per round trip. Once the spell ends, the target can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 30 for each slot level above 1st. Transmutation

Flesh shaking

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

The touch of a dead creature can turn the flesh of willing creatures you touch into infested, mutagenic beasts. For the duration, or until you choose to retain the flesh for another creature's flesh or a different beast’s flesh for another creature’s flesh, the creature becomes hostile to you until the spell ends. If the creature’s entire body is destroyed in a fiery attack, the creature becomes diseased and becomes diseased again, provided the creature has the appropriate type of disease taking its toll. Additionally, a corpse of a willing creature that drops to 0 hit points when you cast the spell ends its turn instantly. The spell has no effect on undead or constructs. Necromancy

Flesh-Slaying Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The skin of a willing creature becomes enwrapt and sewn together at the touch of a willing creature, shedding any remaining darkness in its wake. The skin—called "virginal"—has a silvery appearance, a silvery surface, and a silvery interior that lets the creature’s flesh pass through it. The skin drips with life and leaves behind a trail of bloody footprints. The dirt then spreads out across the creature’s body, creating a trail that leads to your “claws. The creature is covered with a thick layer of silvery skin, with soft, silky skin that can be torn off and torn away at will. The skin can hold up to four creatures. A creature covered by the skin can take damage or have its skin torn off and its skin torn away. That creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the skin cuts through the skin, leaving behind thick, flowing bruises. On a failure, the skin cuts through the skin, leaving behind soft, taut skin. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy

Flesh Snail

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A thin sheet of dark, hard necrotic force radiates from you in a 30-foot radius sphere centered on a point you choose within range. Until the spell ends, the force moves with you, and creatures of your choice that can’t be targeted by this spell have disadvantage on attack rolls against you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force can’t fill a 24-foot-radius sphere or a 10-foot-radius sphere centered on a point you choose within range. Evocation

Flesh Splicer

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range and that fits within the following statistics categories: ghouls and ghoulsbreasts of beasts, as well as members of a race or an ordered line of a sort, that have a challenge rating of 5 or lower or lower; or bones, teeth, or other organs that are missing or diseased. The chosen creature is immune to its own damage and has advantage on attack rolls against its own owner or foes for the duration. The spell fails if you target only one of the creatures. When you cast the spell, you decide how the creature behaves and what it has turned into so it can carry on its journey, gaining experience points and statistics appropriate to its situation. You also decide what actions the creature takes and how it behaves, as appropriate, during its journey. It can’t willingly enter the Ethereal Plane, or leave it there to do something beyond its control. While the creature is within the Ethereal Plane, the spell has no effect beyond attaining its full extent during a long rest. Until the spell ends, you can use a bonus action to cause your creature to descend into the Ethereal Plane, using

Flesh Splinter

Casting Time: 1 action
Range: 60
Duration: Instantaneous

An oozing, writhing mass appears in an unoccupied space of your choice within range and explodes in a 40 foot radius sphere at a target creature. Each target must make a Constitution saving throw. On a failed save, it takes 2d8 necrotic damage, and it can have no more corpses on it. Every creature that ends its turn within hit with this spell must succeed on a Constitution saving throw or take 4d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or 4th level, the damage increases by 1d12 for each slot level above 2nd. Necromancy

Flesh Splitting

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a mass of soft, sticky flesh that fills a 5-foot cube centered on a point you choose within range. Once per day, you can designate a target for the transformation. The target must be an undead creature or an undead creature’s original form. It must be in its original body (its original form is replaced by the target’s original form), and it must be within 30 feet of you when you cast the spell. Abjuration

Flesh Spray

Casting Time: 1 action
Range: 10 Days
Duration: Duration: Concentration, up to 1 minute

You sprout a poisonous, corrosive, or a hardening, yellowish-green, evergreen appendage on an unwilling creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 poison damage, and you have advantage on the attack roll and the duration for both. Additionally, your pet rat, jakku, has disadvantage on attack rolls against you. As an action, you can move the appendage up to 50 feet and then cause 1d6 of poison damage, or one drop of it, assuming that the game state is extradimensional. Conjuration

Flesh Spray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spray of thin, dark, or translucent material that makes a strong, strong splash against a target. The target must succeed on a Dexterity saving throw or be blinded and immune to poison for the spell's duration. The target can use its action to make a Strength or Dexterity check against your spell save DC to avoid the effect. The effect lasts for the spell, if any. Transmutation

Flesh Spray

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Choose one creature you can see within range. That

creature must make a Constitution saving throw. On a failed save, it takes the spell's effect on a different target. On the target's turn, the target can make an Intelligence saving throw. On a failed save, the target returns to its original form. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Enchantment

Flesh-Staining

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Your necrotic power is fated to create a diseased or mutilated corpse of some sort for the purpose of casting a spell. You choose one corpse of Medium size or smaller that is no larger than 30 feet—less than 20 feet tall, and it must be free of wounds or necrotic damage. If you cast the spell on the corpse, you instantaneously kill the creature if it is alive, and you have advantage on the kill if the creature’s death wails loudly enough to alert other creatures of its presence. The spell doesn’t deal disease damage, but necrotic damage, when caused by a corpse, causes life damage, and an amount equal to your spellcasting ability modifier + your Wisdom modifier, causes the damage to heal as normal. While the spell is on the corpse, the creature’s Strength and Constitution are reduced by 30 for 1 hour until it appears dead and 40 until it appears healthy. The reduced creature is restrained and can’t speak or cast spells. The restrained creature can use its action to make a Strength or Constitution check against your spell save DC. On

Flesh Stink

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a thin, liquid, unbreakable barrier of stinking greenish liquid that must be separated from the air, like a piece of parchment. The barrier is 10 feet in diameter and has a 25-foot radius. The barrier is centered on a point on the ground you can see within range. A creature that can’t move through the barrier, such as a creature that can’t be charmed, is knocked prone. The barrier can not be broken or damaged by attacks. If the barrier can’t be broken or damaged by an attack, it only attempts to break it. The barrier is immune to the spell’s effects. A creature that can’t move through the barrier can’t be charmed by the barrier. A creature that can’t move through the barrier when it is within 5 feet of it is charmed by the barrier for 1 hour. A creature that can’t move through the barrier when it is within 5 feet of it takes 10d6 psychic damage, or half as much damage on a successful save. The spell ends if the creature’s head is hit by another spell or another spell of 2nd level or higher. Conjuration

Flesh, Stone, or Metal

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A nonmagical beast within reach that you choose must make a Constitution saving throw. On a failed save, the beast becomes charmed by you until the spell ends. While charmed by you, the creature must make a Constitution saving throw. On a successful save, it becomes charmed by you until the spell ends. If you have a concentration on the illusion, the spell ends if the creature fails the saving throw. The creature behaves in such a manner as if it had a natural ability score and can use its reaction to determine the direction to the obstacle ahead. The creature can move up, down, or both ways depending on its ability score. The creature doesn’t automatically switch paths with you, and you can use your action to dismiss the spell. If the obstacle you choose has no creature within it, the creature uses its action to determine where the creature is walking. If you have this concentration, you can use a bonus action to have the spell's effect appear as you cast this spell. If you have no movement within the spell’s area, the creature doesn’t have to move within 60 feet of you to do so. You can have up to three willing creatures or two willing creatures within 60 feet of you. At the DM’s option, you can have up to four creatures or two creatures within 60 feet of you. If you banish a creature or a creature uses magic that doles out ordeals, the creature returns to its home plane, where it first appeared, and where it died. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Flesh Tamer

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the next 7 days, you can use a bonus action to change the creature’s appearance. This spell instantly kills the creature and frees any remaining wounds it might have sustained as a result of being hit by a weapon or thrown by a creature. If you use a greater blast action to move the creature, make a melee attack against it, and return it to the surface, the creature returns to the surface, which frees any wounds it sustained as a result, and the spell ends. You can use a bonus action to move the creature to an unoccupied space you can see on the ground or a horizontal plane, or I want it to teleport up to half your speed so that it can reach out and attack. The creature has advantage on attack rolls and ability checks. When the spell ends and the creature moves to a new location, it frees any wounds it sustained as a result of striking the ground, moves up to half your speed for each wound remaining at that location. This doesn’t create harmful effects on undead or constructs, but it does cause them to become frightened while frightened by a Fear spell. Necromancy

Flesh-Tangling

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a thin, gelatinous, gaseous needle-like appendage that wraps around a creature. The creature must make a Constitution saving throw, which fails. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The creature can’t be affected by this spell for 1 minute. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Flesh-tearing

Casting Time: 1 action
Range: 10 minutes
Duration: A thin sheet of strong

Flesh-Thickened Whirlwind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash the force of a raging wind to strike a target within range. The target takes 3d12 cold damage and is knocked prone. The target can’t be targeted by this spell. Evocation

Flesh-Tipped Mice

Casting Time: 1 action
Range: 120
Duration: 8 hours

A mouthful of multicolored tentacles appears in the air at a

Flesh Tissue (10-foot radius)

Casting Time: 1 action
Range: 60
Duration: 1 minute

An illusory body of matter appears on the ground within range to hold the tissue. The body seems to be composed of one to four willing creatures with a mass or parts arrayed in a horizontal column centered on a point within range. The creatures appear to be completely alive and fully capable of forming memories, as if they had died. They are immune to all damage and can be killed only by means of necrotic damage or by crushing them under their feet. A single corpse could contain up to twelve willing creatures or eight willing creatures with a mass or parts arrayed in a vertical column. The corpses can be restored to life only by means of a willing creature’s severed part or part of the corpse’s body. Alternatively, a single limb can be restored to life only by crushing the limb and removing any remaining force. Both conditions must be met before the creature can be restored to life. While a creature is restored to life, it retains its alignment and can cast the following spells normally: 1) Repel if Ranged; 2) Forcefield; 3) Repel in Two; and 4) Repel in One. Transmutation

Flesh to Ashes

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You make a flesh-to-

Flesh-to-blood

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You summon a ghostly creature from the dead, sharing your physical form and shedding only your senses, that of a creature created for the first time after its death. It is friendly to you and your companions for the duration. The creature becomes friendly to you and your companions for the duration, even if the creature’s soul is in an irredeemably shabby state. At the end of each of its turns, the ghostly creature repeats its regular tasks, gaining experience points equal to your Intelligence modifier (at the start of each of its turns) and gaining insight into its thoughts and actions. An incorporeal creature automatically succeeds on all of its saving throws against the spell. While an incorporeal creature is under the spell’s effect, its mind, which it can have only with one companion (if any), is unaffected. The DM chooses the nature of the spectral creature, which could be a swamp, an open pit, a mountain, a precipice, a thicket, or a fissure. A swamp creature has no Constitution saving throw. A fissure creature has no Constitution saving throw. Both creatures have advantage on saving throws against this spell. When the spell ends for a creature, the fiendish creature falls prone, paralyzed, and suffers no exhaustion. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a spectral ghost equivalent to yourself, up to 1 mile radius. The spectral creature obeys any verbal commands that you give it (no action required by you), even summoned creatures that aren’t friendly to you. To make such a creature friendly to you, invoke the spirits of freed slaves. While in the spectral form, the creature carries with it whatever it has picked up and carried safely to and from its resting place (if it isn’t carrying a weapon or ammunition). The creature’s gear melds into the creature’s bag. The creature carries whatever it carries with it, though it can’t carry more than one object or pile within 30 feet of its destination or at a point within 30

Flesh-to-blood communication

Casting Time: 1 action
Range: 30
Duration: Sending or otherwise communicating through flesh t

o a creature of your choice within range, the Flesh-to-Blood can deliver a message worth 50 pounds to a creature of your choice within 5 feet of it. The message can be as long as 30 words or as long as 60 words. If delivered by nonmagical means, the message might reach thousands of words. While delivered by the DM, the message does not deal damage, but instead appears in the creature’s location and moves with the creature until the spell ends. A creature with an Intelligence score of 2 or less can see through the message and hears what it hears, though it is possible that the creature can’t hear the message properly. The message is nearly invisible. It might even linger in the creature’s space for a moment, perhaps warning the creature not to approach or approach again. A creature with an Intelligence score of 2 or less can see through the message and hears what it hears, though it is possible that the creature can’t hear the message correctly. On subsequent turns, a creature can use its action to change its mind, which might involve breaking out of the creature’s body or moving to another plane of existence. The creature can choose to change its form or use the DM’s new form feature, at the DM’s discretion. To do so, the creature must succeed on a Charisma saving throw or become covered by armor made of metal for the duration. While covered by armor, you can use a bonus action to make a melee spell attack with it to regain 20 hit points. If you make the attack using a creature’s hit point maximum, the creature takes 14d6 cold damage, or half as much damage on a successful save. Similarly, you can use your action to make a Strength or Dexterity check with it to maintain a protected state, granting it a +2 bonus to the check. The DM chooses the nature of the protection and the types of creatures it protects, as well as the statistics of the creature, the

Flesh-to-Blood Pact

Casting Time: 1 action
Range: 1 Hour
Duration: You offer your soul to one creature of challenge r

ating 4 or lower. The target dies if it isn’t already dead or if it dies before the spell ends. The target can have any number of hit points. It can be a willing creature or a nonhostile object. The target can’t willingly become a target of this spell. The target must succeed on a Charisma saving throw or be charmed by the target. If the target is killed by an action while this spell is on the target, the spell ends, and the target returns to life with all its

Flesh-to-Blood Pact

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A lich whispers to a creature within range, offering to sacrifice whatever it has that it has that becomes your flesh and blood. The target must make a Charisma saving throw or become charmed by you for the duration. On each of your turns for the duration, you can use a bonus action to deal extra damage to the target if you do so. The spell ends if you use your action to do anything else, if the creature is ever outside of the spell’s range, or if you have both the flesh and the blood of the creature. Divination

Flesh-to-blood sacrifice

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell transforms a willing creature you touch into a severed hand. For the duration, the target’s health is restored to it and it gains a number of hit points equal to the necrotic damage it took as a result of taking this spell’s damage. For the duration, the target has resistance to necrotic damage. If the target's hit point maximum is less than its hit point maximum, the target is freed from the spell and has no mental capacity for fear of its mental component taken from it. When you cast this spell, choose one of the following effects to reduce the target’s hit points: • Choose two corpses that are within 5 feet of one another. These corpses lose their hit points if they are on the same plane of existence as you. • You make a melee spell attack for each corpse within 5 feet of you. If you have a hit point, your weapon attacks the corpse for the first time on a turn that it takes damage or if you are incapacitated. • You make a Constitution saving throw for each corpse within 5 feet of you. On a hit, the creature takes 1d8 necrotic damage. If the creature would have been stunned under the spell, the creature’s stunned condition might have been waived. • You make a Constitution saving throw for each corpse within 5 feet of you. On a failed save, the creature’s hit point maximum is reduced by the spell’s current hit point maximum until the spell ends. The reduced hit point maximum and current hit points are both restored to the target’s hit point maximum. If the creature would have been stunned under the spell, the creature’s hit point maximum might have been waived. If you reduce a creature’s hit point maximum to 0 hit points, the creature automatically awakens after it has awakened. Necromancy

Flesh to Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into a stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a successful save, the target loses any remaining damage, and the spell ends. Necromancy

Flesh-Toed

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

A writhing group of zombie-like creatures appears in an unoccupied space you choose within range. The creatures are friendly to you and your companions for the duration. While the creatures are alive, you have advantage on attack rolls against them. The creatures w as deadly to you as a zombie zombie. They have advantage on attack rolls against you when you attack a writhing group of maimed creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures affected by the undead spell increases by eight for each slot level above 5th. Necromancy

Flesh to Flesh

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Your flesh and bones transform from a corrosive nightmare to a terrifying reality. Choose any number of creatures within range and within 10 feet of you as the target of your next melee spell attack during the spell’s duration. Each target must make a Constitution saving throw. On a failed save, a target becomes diseased, and its hit point maximum becomes sluggishly larger. As a bonus action on your turn, you can move the target up to 30 feet to a space you can see. If it is on the ground or on a surface, it falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the diseased target also becomes diseased and must make a Constitution saving throw. On a failed save, it is also affected by the spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Transmutation

Flesh To Flesh

Casting Time: 1 action
Range: Touch
Duration: 3 Days

You touch a willing creature that is in its early to moderate stage of life. The creature’s flesh is raked with filth, and the creature must spend 3 feet of movement for every 1 foot of remaining movement. The creature is also healed for the spell’s duration. The creature can be dispelled of this filth on your turn as an action. If the creature is so charmed that you succeed on a saving throw, the filth turns the creature into a flesh-eating creature, gaining the benefits of the petrified condition, and shedding the creature’s magic missile. The creature’s flesh is joined to the creature’s bones, so it can move

Flesh to Flesh

Casting Time: 1 action
Range: Touch
Duration: 8 hours

Your flesh springs free and hardens to your will, turning others into mutilated corpses. Choose one creature that you can see within range and that can fit into a 20-foot cube within range. You touch the creature and force it to a state of necrotic death. Until the spell ends, the creature w reals as a bonus action on each of its turns until it drops to 0 hit points. For the duration of the spell, the creature regains 4 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Necromancy

Flesh-to-Mold Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a 15-foot tall, twisted wall of woe centered on a point within range. The wall is 10 feet long and 5 feet thick and lasts for the duration. It blocks line of sight and can’t pass through a opening as wide as 5 feet deep. The wall is an invisible wall created by the lich’s power. When the wall appears, each creature within a 20-foot-radius sphere centered on that point must make a Constitution saving throw; a creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical barriers created by the wall have a 25 percent chance of failing. If a magic circle is created on the spot, and a lich’s circle is created on a sphere created by the wall, a force field composed of nails 5 feet thick surrounds the sphere and is composed of 10 feet of silver, 1 inch of borlandite, and 1 inch of borlandite baseboard across. This field extends from the center circle of the sphere (10 feet) to the ground, with two 10-foot-by-tentacles gaps created by the force field at the base of each nail. When a barrier is breached, glowing green flames leap from it, each about 3 feet long and 1 inch diameter at the base. These flames crackle and shine greenish-white sparks at the creature at the tips of its feet. The fire ignites any objects that pass into it, and the flames don’t harm anything in its area. A multicolored shield, created by the flames, protects against ranged attacks. As part of the spell’s effect that activates, a lich can use its action to make two attacks with a weapon against a creature within reach. These attacks deal an extra 1d4 psychic damage to the creature, and the two attacks deal 2d4 psychic damage to a creature other than you. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration

Flesh To Mud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The flesh of a creature is the best weapon against its element- the creature’s body is especially suited to the job. To avoid, the creature must use a quantity of force appropriate for the creature rather than using magic items or other natural means to resist the spell. It might use a large rock, a weighty object weighing up to ten pounds, a small object that weighs up to five pounds, or something up to the size of a chair, a table, or some other area of greater than Medium size. When the creature uses its action to move or to attack using that move, it makes the choice at its hand whether to make that choice or not. Choose the force used to move the creature and attack using ranged or ground weapon attacks. Whether the creature used its action to move or attack using either weapon attack, the creature chooses which force to use. While choosing this performance, the creature can make a Strength or Dexterity check (your choice) against your spell save DC. On a success, the creature can move along the ground and avoid many creatures trying to pass through the wall. Evocation

Flesh to Name

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell removes a creature from the nature of flesh. Choose up to three types of flesh on a creature’s body: soft tissue, fat tissue, or cartilage. The target is also removed from the nature of flesh without causing any damage to the target body. At the end of every 120 days, the target can revert back to its natural state of being. This spell fails if you have a skeleton component, if you have a creature component, or if you have a creature component that is no longer in use. Transmutation

Flesh-tondue's Magic

Casting Time: 1 action
Range: 10 minutes
Duration: A thin sheet of energy, infused with magical power

, appears in a place that you can see within range. Choose one of the following points: • The sphere’s space’s space’s space’s size is 5 feet. The sphere’s size is 10 feet, and it is difficult terrain for other creatures. • The sphere’s space’s size is 10 feet or 10 feet, and it is difficult terrain for creatures other than you. 10.10-foot line of sight. The sphere’s space is 10 feet. You have advantage on all Dexterity saving throws if you choose the sphere’s size. 10.10-foot line of sight. You have advantage on Strength saving throws if you or your opponent moves more than 10 feet in a straight line. You have advantage on Strength and Dexterity saving throws if you or your opponent moves more than 10 feet in a straight line. You have advantage on Strength and Constitution saving throws if you or your opponent moves more than 10 feet in a straight line. 10-foot line of sight. The sphere’s space is 10 feet. The sphere’s space is 10 feet and is difficult terrain for creatures other than you. 10-foot line of sight. You have advantage on Strength and Strength saving throws if you or your opponent moves more than 10 feet in a straight line. You have advantage on Strength and Dexterity saving throws if you move over a 10-foot line. You gain advantage on Strength and Dexterity saving throws if you move over a 10-foot line. Conjuration

Flesh-tondue's Magic

Casting Time: 1 action
Range: 10 minutes
Duration: A thin sheet of mite, a 5-foot-radius sphere of fo

rce that ripples around you, erupts with flame in flame, erupts with flame in flame, erupts with flame, and extinguishes all flames within 10 feet of you. The sphere is difficult terrain for creatures other than you. This spell is a challenge rating of 3 or higher. If the sphere is in a place of 5th level or higher, the sphere is difficult terrain for creatures other than you. You have advantage on attack rolls against all targets in the sphere’s space, and the sphere’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Flesh Tones

Casting Time: 1 action
Range: 120
Duration: 10 Days

Choose two humanoid fey creatures that appear on the ground within range. The fey creatures are small and w ho are unfriendly to you. The fey creatures, who must be in your immediate vicinity, take 5d4 necrotic damage each round for the duration. At the start of each of those rounds, each fey creature in the area takes

Flesh Tones

Casting Time: 1 action
Range: 60
Duration: 10 Days

Your flesh brightens and veils twist into dark shapes to serve as powerful protection against the elements. Choose any number of corpses you can find within 30 feet of you, chosen at random from among the corpses you have been closest to before you cast the spell. Each corpse has AC 15 and 30 hit points. Each corpse also has vulnerability to acid, cold, fire, lightning, poison, and resurrection. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Evocation

Flesh Tones

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a mild necrotic, or tingling, chill in one creature’s flesh. The creature must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. The cold damage increases by 1d12 while you are using this spell. Necromancy

Flesh-Tongues

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature that is diseased or diseased and that has a corpse of a corpse. The target must make a Constitution saving throw. On a failure, the target is charmed by the corpse and is immune to its petrified condition. The disease or diseased condition can be cured with a restoration spell. The target regains hit points equal to twice the total of all hit points it has. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Flesh Tonic

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a tangle of flesh on the ground within range. A creature takes 3d10 necrotic damage. The creature is stunned, deafened, and restrained. The creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. For the duration, this damage can’t be removed or changed. In the case of a creature stunned by this spell, the creature must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or 25 necrotic damage on a successful one. The creature is then stunned until it uses its action on a new wound, or until the effect ends. Transmutation

Flesh Tonic

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

If a creature you touch is diseased or poisoned, it becomes poisonous for the duration. This spell also cures the spell’s poison if you are using a nonmagical weapon. As an action, you can stimulate the muscle of a diseased creature to deliver a small message. The creature must make a Wisdom saving throw. On a failed save, the creature is wrenched limb from limb and becomes poisoned. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Enchantment

_Flesh to StoneWall Necromancy

Flesh Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A construct whose alignment and hit points are different than yours grants you a new, natural ability to perceive the presence of friendly creatures within 30 feet of the creature. The creature’s severed sinuses become a finger, a finger weapon, or a finger-shaped appendage. The creature can make a Wisdom saving throw to see if a creature would benefit from the appendage’s presence (your choice) and if so, how it would feel, what it would do if it were affected, and what it might do to protect itself. The creature can also use its action to try to sense out the presence of creatures within 30 feet of it, as described above. You can use this ability once per long rest. When you use the ability, you can also use it to sense out the presence of creatures within 30 feet of it. Abjuration

Flesh Transfusion

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a corpse. When you cast the spell, choose one corpse of Medium size or smaller not wearing armor as the target. It becomes an object made of flesh and becomes magically immobile until the spell ends. The spell ends if you use a spell slot of 7th level or higher, or the spell ends for each corpse you select as a target. When you cast this spell, choose one corpse of Medium size or smaller as the target. It becomes an object made of flesh and becomes magically immobile until the spell ends. The spell ends if you use a spell slot of 8th level or higher, or the corpse transmits maturity back to you as an action. While there, the target is incapacitated and can’t move for 1 minute. While there, the spell ends by shedding any remaining magical energy it has left. Transmutation

Flesh Transmutation

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create a small, serene body that is magically made from the remains of nature. Choose one of the following effects. Enlarge. The creature appears in a small space on the ground. 1st — Medium. The creature appears in a Medium space on the ground. 2nd — Large. The creature appears in a Large space on the ground. 3rd — Huge. The creature appears in a Huge space on the ground. 4th — Huge or smaller. The creature appears in a Huge space on the ground. 5th — Extra Large or smaller. The creature appears in a Large space on the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first effect of the spell has no effect on you. Necromancy

Flesh Transmutation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a translucent, translucent, and translucent portion within range that has a 20-foot radius and can hold up to four willing creatures. The spell’s range is limited to the area you created. Each willing creature in the area must make a Constitution saving throw at the end of each of its turns. On a failed save, a willing creature is charmed for the duration. A willing creature can’t become charmed by this spell. The spell ends if the target’s Constitution is reduced to 0. The spell’s radius increases by 30 feet when you reach the target’s destination. Transmutation

Flesh Transmutation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature that you can see within range transmits a message to a creature of your choice within range that reveals its deepest fears and deepest desires. The creature must succeed on a Wisdom saving throw or be affected by this spell for the duration. The spell’s message is brief, but it contains the following fears: • Dissonance, • Fearsome, • Pity, • Pityful, • Pityful, • Fearful, • Fainting, • Fainting, • Sweating, • Hallelujah, or • Thundering. The creature’s deepest fears are met when the creature’s heartbeat thins and the creature’s muscles thins. The creature’s deepest fears are

Flesh Tremor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You attempt to permanently damage or otherwise damage a creature. You target a creature that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 4d6 necrotic damage. If the spell is miss, the creature takes 4d6 necrotic damage; if the spell would damage a Large or smaller target, make a separate attack roll for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6

Flesh Tremor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause a restrained creature or an object restrained by a spell or an effect to become prone or limp. The creature or creature’s physical or emotional condition is checked against the creature’s current condition and the creature is restrained while you cast this spell. The creature is freed when you have cast your breath weapon or when you dismiss it. The creature is restrained while you use your action to speak. While the creature is conscious, you can’t affect it with a spell, including by making a melee spell attack. As an action, you can cause the creature to become frightened. The creature can make a Wisdom saving throw to escape. On a failed save, the creature is freed while you use your action to speak. If you maintain your concentration on this spell for its full duration, the creature becomes frightened of you for 1 minute. At the start of each of its turns, the creature can make a Wisdom saving throw to absolve itself of the frightened condition. On each of its turns, the creature can make another Wisdom saving throw. On a successful save, the condition ends for it and the creature becomes immune to being frightened again. For the duration, the creature has disadvantage on attack rolls against creatures with Intelligence scores of 2 or lower. Abjuration

Flesh Tremor

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A creature that you touch becomes immune to necrotic damage for 1 hour. Until the spell ends, this spell deals 2 necrotic damage, and the target has disadvantage on its next attack roll if it takes any damage of its choice before then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Abjuration

Flesh Tremor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A creature that you can see perceives by touch as being torn apart or otherwise damaged by a melee attack. The target must succeed on a Constitution saving throw or be forced to make a Constitution saving throw. The target is restrained in the form of a tangle of flesh and is subjected to a crushing blow to the leg. As the spell ends, the target is no longer restrained in the tangle or restrained by it. The spell ends if the target has any resistance against your nonmagical weapon attacks for the duration of the spell. If the target's resistance to your nonmagical weapon attacks is 0 or lower, the spell ends. Transmutation

Flesh Tremor

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A creature that you can see within range regains hit points equal to half the total hit points it has lost. The spell can target undead or constructs, neutral or hostile. The target must have a hit point maximum equal to twice the number of hit points it has lost. The target must succeed on a Constitution saving throw or be knocked unconscious. Transmutation

Flesh Tremor

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You temporarily banish a creature that you can see within range and compel it to make a Charisma saving throw. The target must succeed on a Constitution saving throw or become frightened of you until the spell ends. At Higher Levels. When you cast this spell using

Flesh Tremor

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause flesh-tipped creatures or objects to tremble in fright. The tremorsave effect lasts for the duration, and the target must succeed on a Constitution saving throw or be affected by the tremorsave effect for the first time on each of its turns. If the target takes any damage from the tremorsave effect, the spell ends. Transmutation

Flesh Tremor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause a creature to murmur a curse, an elemental or a profane profane spell. The spell lasts for the duration, but can reduce the creature’s voice and facial expressions to a mottling of unintelligible gibberish. The curse can be dispelled by spending 30 feet of movement and spending 1d4 acid damage on it. If you cast this spell as a group action, choose a creature you can see within 30 feet of you as a target for the curse and cause the creature to speak the curse aloud. On each of your turns until the spell ends, you can use a bonus action to mentally command a creature you can see within 30 feet of you, instruct it to speak the curse aloud or else the creature would speak no evil words at all. When you command the creature, make a verbal attack against each creature within 30 feet of you. On a hit or miss, the creature would make a Wisdom saving throw with advantage. On a failed save, the creature speaks the curse aloud and has disadvantage on attack rolls against creatures within 30 feet of it. Conjuration

Flesh Tremor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell damages and insures the flesh of a creature for the duration. The creature’s severed part is a severed part of a creature whose body part has been severed. For the duration, the creature has a +10 bonus to AC, including against the animating effects of spells and effects that specifically target the creature and creature parts, against attacks and abilities that use the creature’s body part. The creature can’t become bound to a harmful spell, such as a thin blade spell, by a creature’s severed part. If a creature bound to a harmful spell frees the creature or harms it, the creature can make a Wisdom saving throw. On a successful save, the creature is bound instantly to the spell or to a harmful spell associated with it. Transmutation

Flesh Tremor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a creature that you can see within range to choke to death. The target must make a Constitution saving throw or become charmed by it for the duration. While frightened by this spell, the target has a -2 penalty to AC for each subsequent death it causes. Whenever the target makes an attack roll or a saving throw, it can roll a d4 and subtract the number rolled from the d20 roll. On a successful save, the creature can throw off the creature’s attacks and instead relies on spells of the creature’s level to deal damage. Evocation

Flesh Tremor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a thin, fur-coloured, heavily-woven mass of flesh that appears to be a creature. The target must make a Constitution saving throw. If a creature fails the save, it is charmed, frightened, or killed. If a creature succeeds on the save, it is also charmed, frightened, or killed. The creature is immune to all damage except psychic damage. If you cast this spell while you or a creature you can see is within 30 feet of you, the creature takes 10d6 psychic damage, and the spell ends. The spell has a casting time of 1 minute and can’t have more than 5 minutes. Transmutation

Flesh Tremor

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tentacled, writhing mass of flesh to resemble a humanoid. The creature must have a head that is at least Medium size, and it’s eyes must be bright red or dim light. The creature must be within 30 feet of you when you cast the spell. Alternatively, you can create an incorporeal mass of flesh that can’t be charmed, but can’t be harmed. The creature is under your direct control. The creature can move through the air and thus through the ground, and it can’t fall. The creature can’t cast spells, and it can’t cast any magic item. You can’t create a new body of water, for example. Instead, you can use the new body to create a body of water of similar water type. The creature can’t create food or drink, and it can’t open or close its eyes. If your body’s water isn’t there, the creature isn’t under your direct control. Once created, the body remains there until the spell ends. If you cast the spell again, the new body of water can be replaced by a body of water that has the same water and shape as the new body of water. The new body of water can’t be damaged or destroyed. The spell lasts for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 1d8 for each slot level above 1st. Transmutation

Flesh Tremor

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your bare skin cuts through the flesh of creatures and other creatures within 30 feet of you. For the duration, each friendly creature you choose within 30 feet of you has a +10 bonus to AC and save throws. Additionally, a creature who fails its save against your weapon attack suffers an expression of rage (qi.ru), which punishes creatures who don’t take damage from nonmagical weapons such as bludgers and crossbows. Abjuration

Flesh Tremor

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause a beast or an undead or some other flesh-eating creature to tremble and wriggle until the spell ends. The spell ends if the creature’s Strength or Dexterity equals 10 or if it makes a Constitution saving throw. If the creature fails the saving throw, it is restrained and reduced by the tremors until the spell ends. Otherwise, the restrained creature doesn’t make any sound, but it makes a loud rumble that provokes an audible yell from above, and it makes a verbal check against your spell save DC. If you cast the spell again restrained by the tremors, the creature is no longer restrained and must be ended forever by one of the following means: 1) A restrained target makes a Constitution saving throw at the end of each of its turns, provided that its Constitution is 3 or lower; or 2) The creature lures a willing creature into the room by acting as a distraction and speaking its name. The restrained target takes 3d6 psychic damage when it uses its action to search for the distraction. If it finds no distracted target within 30 feet of it, the creature is no longer considered within 30 feet of the creature and must either make a Wisdom saving throw at the start of its next long rest or attempt to use its action to succeed on a Wisdom check against your spell save DC. If it succeeds on the check, the creature is no longer restrained and must be ended forever by one of the following means: . At the start of your next turn, if you are good or at least close to it, you can end the spell. Until the spell ends, the steed who stumbles upon the creature is considered to be a hostile creature by nature of the task. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Flesh Tremor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You unleash a potent curse on one creature you can see within range. You cause these creatures to tremble and to grow ever more difficult to understand. Each creature in a 10-foot cube within the spell’s area must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage, and on a successful save, the creature takes half the damage. If the creature that hitth this spell’s area is within 10 feet of a willing creature, it is unhindered. A creature that fails its save can use an action to make a new one. The target must remain within its spell’s area for the spell’s duration or become trapped. The trapped creature can’t return to its home plane. It has no memory of its past or the last time it saw it. This spell also causes the target to tremble. The trapped creature can’t return to its home plane. It has no memory of its past or the last time it saw it. If the target moves or behaves in any way that makes it difficult for it to move, it must succeed on a DC 10 Constitution saving throw or become trapped. Transmutation

Flesh-Tribeess

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You speak a message that takes you within 5 feet of a creature and animates for 1 minute throughout its flesh. Until the spell ends, the creature can’t heal constructs or undead. While the message lasts, any healed creature becomes friendly to you and gains a +2 bonus to AC when it uses its action to move along its longsword or shield. Illusion

Flesh twist

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An illusory mass of flesh thundles to create one illusion of a creature or an object within range. For the duration, the illusion is alive and aware of you and its surroundings. If the creature you cast this spell is at least Huge or smaller, you can use your action to twist the illusion so that it appears as though it are at least Huge or smaller. You can use this spell to bite a creature that isn’t Huge or smaller, provided that creature is within 120 feet of you. If the creature bites you, you have advantage on the attack roll against the creature until the spell ends. Illusion

Flesh Underfoot

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You turn some flesh into flesh and turn others into bones, teeth, or both. For the duration, you have resistance to necrotic damage, and you regain any acid, cold, or fire damage you took. If you deal damage to any creature, you can’t use your action to make any healing roll, but instead you make a DC 20 Constitution saving throw, taking the current hit, or dropping the creature into a coma for 10 minutes. If a creature would be affected otherwise, the creature dies immediately, and the spell ends for it. If a creature would have remaining health if you targeted its death rather than its Strength, it also regains that amount of health. The spell ends for a creature that died before this period ended if you or your companions would be within 30 feet of the grave if you were casting it. Necromancy

Flesh, Underthings

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause shapes and undead to appear inanimate or living quarters on ground or stone. The creatures can be underthings, burrows, lairs, or even giant turrets. A flesh or bones component of the attack rolls of each creature (including you) that you choose for the attack roll is also created, though it can’t exceed 10 hit points. The creature’s hit points could be up to 100 percent, or 40 percent, or even 50 percent. Similarly, you cause the following effects on a creature: • It makes a melee attack roll or a saving throw. If you have no creature companions, the creature can beheaded or otherwise punished by death. • It makes a melee weapon attack roll or a attack roll with a weapon that has a nonmagical weapon in it, but doesn’t have a blast or a damage bonus, and it takes no actions. • The creature uses any and all of its action to move across uneven terrain, using only its hands, or make a successful Strength or Dexterity check. • The creature can cast spells and communicate by speaking to an aloft, verbal communication style similar to that of its leader. • The creature can use magic items it can find—including those of a mundane or rare sort—to create magical effects, such as raising or lowering weapons or raising or lowering apparel. The creature can also create false staves and false staves of some sort, and it can cast false spells and use magical items made of it that aren’t of a specified type. These effects don’t protect the creature from harm. • The creature takes 24d6 necrotic damage on a failed save, or half as much damage on a successful one. These effects can’t reduce the creature‘s hit points below 1d4. If the creature reduces its hit point maximum, the damage can’t reduce it’s current hit point maximum, or the creature might have to use an action to end its turn in this way. Necromancy

Flesh Vow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must make a Charisma saving throw to resist the attack, and the spell ends for that creature. On a failure, it can use its action on a new attack roll against the attack roll's power, not the existing one. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is affected by this spell, other creatures have disadvantage on attack rolls against it. During the effect of the spell, a creature is subject to the wish of another creature to become its pet, to serve as its guardian, or to do all of its father’s important tasks. A creature that is dedicated to one of the tasks being performed must also obey its lord or master to the best of its abilities. Divination

Flesh Vulnerability

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make a flesh tangle, or a bulge, in the flesh of a creature, a humanoid, a Huge or smaller creature, or a creature within 60 feet of it and that isn’t immune to disease for the duration. The tangle produces a virulent loathsome odor that trails off if pried open or otherwise exposed. The creature is also vulnerable to other diseases and stomps through solid walls and is restrained by magical chains. The creature is limited in the actions it can perform by the nature of its size and form, and its actions and movement are affected by its size. The creature is limited in the actions it can perform with three hands, and it can’t use its action to speak. When the spell ends, the creature recovers from the tangle and regains 5d6 cold damage, or half as much cold damage on each of its turns. This spellat your command makes a creature’s Tiny for the duration. It creates two daggers for its normal weapon attack, and it makes two duplicates of its normal weapon attack for its attack action. In addition, you can instantaneously draw two daggers from your hand into the wisps of your most dangerous creature for the duration of the spell. Transmutation

Fleshwand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a soft, fleshy mass of flesh that is nearly impossible to crush or eat. The mass becomes immobile for the duration. The flesh has a +10 bonus to AC, and it can use all other attack rolls while it is immobile. The spell’s material component is discernible only to the target, and the creature can’t see through the illusion. The spell ends on the creature if it fails its saving throw. The target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flesh Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You ward off necromancy and poison for 1 minute. Then heal for 1d6 necrotic damage. During this spell's duration, the spell has a 5-minute casting time. If the spell has a casting time of 5 minutes or longer, the spell has a casting time of 1 hour or less. Abjuration

Flesh Ward Illusion

Flesh Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You conjure a creature of your choice that you can see within 30 feet of you. Until the spell ends, the target can use an action to warding off incoming attacks. While the target is warding off incoming attacks, it must make a Constitution saving throw. On a failed save, the target takes 4d8 bludgeoning damage, and it takes 4d8 bludgeoning damage on a successful save, or half as much damage on a successful save. If the target is wearing armor, it takes 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Flesh Ward

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You ward off a necrotic disease, a fever, or a stinking cloud that can be caused by a casting of this spell. Small or smaller wounds can normally be removed with a clean incision and replaced by other sickening wounds that take 2d4 necrotic damage. Some diseases, including those affecting plants and animals, can only be cured by surgery, while others can only be cured by a casting of the wish spell. Necromancy

Flesh-Warp

Casting Time: 1 action
Range: 5
Duration: Concentration, asura

150 150 24 hours You extend the flesh of a creature or an object you choose within range to create a new, diseased or diseased aura. The spell creates a shimmering, shadowy aura that lasts for the duration, affecting all creatures you choose within a 20-foot-radius sphere centered on that creature. The spells used to create the aura are audible and can be activated only by hands or by being worn by an undead or an undead servant and can’t target a creature that attacks or casts a spell. The aura spreads around corners. When the aura appears, each creature of your choice that you choose within 90 feet of you must make a Constitution saving throw, taking 2d10 necrotic damage on a failed save, or half as much damage on a successful save. The spell ends for an affected creature when it makes a Constitution saving throw against necrotic damage. Divination

Flesh-Warrant

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Divine flames and skeletal remains wreathe your body for the duration. The spell allows you to permanently control the course of your own life. You temporarily control the course of nature and the course of creatures for the duration, so that you must use your movement to get out of harms way and avoid trouble. You can specify a set of rules for how the spell behaves, which must be followed. Once a creature chooses a course of action that will give it no extra time to do so, it can use its action to move on its own. If you use your action to move swiftly and carefully, you automatically move swiftly and carefully. You can use your action to move across a pit or a hill as if it were your hand—no matter where you are standing. As an action, you can throw a rock, a rock thrown by a fey or a rock thrown by a fiend (your choice), a rock thrown by a wizard, or a rock thrown by a fiend (your choice). If you throw a rock or a thrown object, your action and the fall are wasted. When you drop a rock or a thrown object, you and any creatures you hit when you hit with it have no spell slot, and you and any creatures you leave behind take no damage. You and any creatures you leave behind can still use attacks and spellcasting moves already made, but none of those moves deal an effect on the creature’s natural attacks. You and any creatures you leave behind have resistance to one damage type of your choice, such as acid, cold, fire, lightning, or thunder. Transmutation

Flesh, Water

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: 10 Days

You touch a willing creature and imbue it with the power to inhabit a different form that is completely different from its true form. The creature is unfittingly reawakened and capable of combat. The creature isn’t completely feral, but it is highly trained in the use of magic. A creature’s Strength is 12 and its Dexterity is 18. The creature can’t attack or cast spells. While in this state, you can’t use a spell slot of 2nd or 3rd level, or cast a spell using a spell slot of 4th level or higher, or use a spell slot of 5th level or higher. The creature can’t leave the spell’s plane or use its action to attempt to board a train or a flight. You can reach out to the creature and touch it, ending its life or limb. The creature can’t attack or cast spells. If your concentration is broken, the creature can’t leave the spell’s plane or use its action to attempt to board a train or a flight. You can also cause the creature’s remaining form to bleed to smithereens. If you do so, the creature takes 2d8 poison damage, and if you have a Strength of 10 or higher, it can’t take reactions. Transmutation

Flesh Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You whisper a message that is impossible to hear, and it can be heard, written, or heard over the sound of your footsteps. The target must make a Charisma saving throw. On a failed save, the target is deafened for the duration. If you are fighting a creature that uses your action to speak, you can make the target speak a message that deals 1d4 the message’s damage. If you are fighting a creature that uses your action to speak, you can make the creature speak a short message that deals 1d4 the message’s damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Flesh-Worn Wall

Casting Time: 1 action
Range: 10
Duration: A shimmering, ward-like wall of shimmering surroun

ds you. You are immune to fire damage, cold damage, and poison damage, and you have resistance to all damage types. You can cast this spell without expending any material components, provided that you have the Material Component (such as wood, metal, egg, meat, or eggs) and the basic building block. You must also bring along a willing creature to cast the spell. The spell’s DM determines the creature’s nature and determines whether the creature is undead. If the creature is, it disappears if it dies. The wall lasts until the spell ends. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature becomes incapacitated, and the next creature affected by the spell becomes diseased until the spell ends. On a successful save, it becomes immune to all diseases and can’t become diseased. At the end of each of its turns, a diseased creature can make a Constitution saving throw. On a successful save, the disease no longer affects it and the creature’s speed is restored. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Flesh wound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You send a diseased, mutilated corpse (typically a young child or its mother) to the laboratory for experimentation. You make the choice of causing the corpse to go into a petrified state, being charmed, or becoming a flesh wound. You can create a petrified condition, as described below. For the purposes of the fey spell, the former choice. Once a day for the whole duration, you can use a bonus action on a creature you can see within 60 feet of you. You can use a bonus action on each of your turns to create a living corpse at the start of your next turn. This corpse can be a corpse of any beast or charmer, or a corpse of an undead creature (unusable by you if you create a skeleton or a w illich has no natural bones or an illusory incantation to support its skeleton). You decide what portion of the corpse to inscribe on the ground and where to deposit the flesh, and you decide how the corpse should rest and animate and serve as a prop on which you can w asphyxicate and protect. A petrified corpse is unconscious and can’t be restored to life by healing magic. The spell can’t permanently remove a corpse, but it can shred it to create a new one. The spell can’t repair a body part or soul, nor can it open a chest. Conjuration

Flesh wound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a small wound that is the result of some natural or man made disease attack manifest, causing a stinking cloud to form over the creature’s flesh. The cloud spreads around corners, and its area is difficult terrain. The cloud lingers in the cloud’s space, at least for the duration. The cloud dissipates when a clean hit, a hit to one creature or three others, ends. Some diseases, such as those of mithral, make it impossible for the cloud to treat as a natural disease, while others, such as mist poison, can’t be cured by magic. Transmutation

Flesh Wound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature. The target drops to 0 hit points and is instantly dead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1

Flesh-wounds

Casting Time: 1 action
Range: 60
Duration: Instantaneous

One corpse of a creature or an object you make infested with various kinds of necrotic energy, including the most powerful of these, magic necrot

Flesh Wound

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You cause a corpse to be sewn to a skeletal stump. Make a melee spell attack against the target. On a hit, the target explodes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Flesh Wound

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You cause a corpse to be sewn to a skeletal stump. Make a melee spell attack against the target. On a hit, the target explodes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Flesh wound

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Your spell bolsters your wounds and strips them of the magic that allowed you to resist death so long ago. For the duration, you can use your action to create a new wound. You fill the wound with filth, making it flammable, nonmagical, with 10 hit points, or 0 hit points if it critically fails. The wound can be removed by means other than by healing. For the duration, affected wounds deal an extra 1d8 force damage to them. You can use an effect to lift one or both of the wounds, making one blocking wound or a piece of wood blocking another, or placing a blocking wound across a gap or a gap in a wall. A wound that blocks a creature’s movement or passes through a creature’s reach is a blocked wound. For the duration, these wounds deal an extra 1d8 force damage to them. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the original wound has a 2nd- and a 3rd-level slot, and the spell ends early on in your next turn. When you use a spell slot of 4th or 5th level, you can animate or channel the bonded wound, making it more difficult for a creature to become aware of your presence. Illusion

Flesh wracked

Casting Time: 1 action
Range: Touch
Duration: 24 hours

In this spell's wake, you deal 1d4 necrotic damage to an undead creature of the type you choose within the time limit. That creature is under your effect spell for the entire duration, even if it doesn’t benefit from being charmed. If the creature is charmed, it must then make a Constitution saving throw. On a success, it doesn’t, and its speed falls to 0 until you use your action to move it back to its home plane. The spell ends if it spends its full full size when you cast this spell. If you cast it twice, this spell doesn’t stack with it. Necromancy

Flesh wracking

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small, shadowy, hallucinatory state in a creature of your choice that is unconscious or unconscious. The creature must make a Wisdom saving throw. On a failed save, the creature is charmed, frightened, or stunned. If the creature is unconscious, it is automatically transported to another plane of existence and becomes the target of this spell. Until the spell ends, the creature knows nothing of the state. The creature is immune to all mental and sensory effects except for those that alter its physical appearance, such as its body type, its alignment, or its race. Any sensory effects created by this spell are unaffected by it. This spell also ends when the creature has been charmed, frightened, or stunned for 30 days. Transmutation

Flesh wracking Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A sphere of flesh revives at the end of your next turn. The sphere remains for the duration or until you use an action to shake it free. Each creature that starts its turn in the sphere’s area must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage, and it has advantage on the next attack roll it makes before the end of its next turn. On a successful save, the creature takes half the amount of damage it takes and isn’t blinded. This spell can’t activate while the sphere is being used to affect a creature or to create an effect, such as opening a gate or blocking a road, that would cause the creature to attack. If you cast this spell on the same creature or multiple creatures, the spell fails. Necromancy

Flesh-Wrafting Insect

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a tendril-tipped, bloody wound on the flesh of a willing creature you touch. Until the spell ends, you can use your action to cleanse the wound and drip its blood on the ground or on the floor. To the naked eye, the wound appears milky green, and to the naked eye, the wound appears bloody red. The wound is heavily obscured, so its appearance is obscured from the naked eye and its eyesight is reduced by half. The cleanse spell doesn’t incapacitate a creature or cause disease. Transmutation

Flesh writhing

Casting Time: 1 action
Range: 120
Duration: Concentration, asura

This spell seizes the flesh of a willing creature it strikes within range. For the duration, or until you use a spell that can cause the flesh to wrinkle, the target has resistance to one damage type: acid, cold, ile, fire, lightning, or thunder. For the duration, the target also has resistance to one damage type: cold, fire, poison, or thunder. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause the target’s hit point maximum to rise by an additional 2d6, or half as much for every two slot levels below 2nd. Transmutation

Flesh writhing monster

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A corpse twisted and writhing around you appears in an unoccupied space that you can see within range. Until the spell ends, you have resistance to necrotic damage, and you have resistance to necrotic damage from nonmagical weapons and ammunition. If you cast the spell on the corpse, or as part of concentrating the spell on it, make a new attack roll against a randomly determined creature or object within 15 feet of the corpse. On a hit, the creature must make a Constitution saving throw. If it fails, the spell halts your attack action. On a successful save, you can move the corpse up to 60 feet and then cause 1d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage the corpse recovers from the first time it was created. If the corpse is ever outside the spell’s reach, it devours it to maintain its hold on the spell. N

Fletch Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You choose one creature you can see within range, and it becomes a magical item with an Intelligence of 3. For the duration, the target has façade and charmed all its creatures. While the target has these characteristics, it gains proficiency in attack rolls and saving throws. The target also gains the benefits of other spells and abilities, including those of the chosen one, if it is already proficient with such spells and abilities. The target also gains proficiencies and ’ proficiencies of the target companion, if the target has the chosen racial traits, if it has the chosen class traits, or if it already has the chosen one. If the target gains these benefits, it takes the approach described in the relevant section. Creatures that obey a certain rule are prohibited from doing so. For example, a wizard who rules over a lich's undead body for 24 hours is immune to lich damage. A wyvern who drops a wyrm and smite rating 5 ranks spell­ ments it for 48 hours, and moves 5 feet in any direction. In addition, wyverns can’t become undead. Transmutation

Fletching

Casting Time: 1 action
Range: Duration
Duration: 1 Hour

You make a nonmagical weapon come alive and reshape itself from within or without flame. For the spell’s duration, the weapon can fire any number of bolts that you can reach (ranging from 1d4 to 1d8), making it a melee weapon with a +2 bonus to attack rolls and a +1 bonus to attack damage rolls. Transmutation

Fletch Lightning Bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This string of lightning-like blasts erupts from your hand toward a creature within range. Make a line of lightning-like rays extending from your hand in a straight line from the point of impact toward that creature. Make a ranged spell attack for each ray. If you hit, your attack deals lightning damage equal to half the total attack damage you deal. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Flickering Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Inflames of destruction spread across a 5-foot-radius sphere centered on a point you choose within range. Any creature or object in the flames moves in a straight line up to 20 feet in any direction along the ground, centered on the point you chose. The flames, which can fire up to three hundred gallons of nonheated fuel a round caliber weapon, appear in the spot you chose. Each creature in that spot must make a Dexterity saving throw. On a failed save, a target takes 4d6 fire damage. On a successful save, the creature takes half as much damage, and the flames extinguish unprotected fires within 120 feet of it. The flames aren’t lit by flame. When a creature enters the flames for the first time on a turn or starts its turn there, that creature must make a Charisma saving throw. On a failed save, it causes flames to leap from its reach toward the nearest creature, rather than directly toward you. Fireworks erupts from flames in green and violet flames in azure and white squares in each location on that turn. Evocation

Fling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until the start of your next turn, a creature you can see within range attempts to teleport away from you by using either its movement or its reaction to make a melee spell attack. On a hit, it must make a melee spell attack twice, and on each of its turns until the spell ends, the target spends 3 hit points attempting to teleport twice. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Fling Blade

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

A blade of ice cold to one creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 2d8 cold damage, and it gains a +2 bonus to AC and saving throws. Transmutation

Flinging Flame

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A

Fling

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates an invisible tether between you and an unwilling creature that lasts for the duration. The invisible tether lasts for the duration by means other than teleportation, by falling from a ceiling, or by being caught between two objects. You can place the spell onto a target and cause the creature to automatically assume an unblinking line that lines its path. The creature can make a Wisdom saving throw to break the

Fling

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and send it flinging yourself from a vertical column of flames up to 180 feet in a direction you choose. For the duration, the flammable creature is immune to fire damage, and it can make a Constitution saving throw against fire damage. On a failed save, the creature is pulled 5 feet further out of its path and ends the spell. If you cast this spell again, the spell fails. The flammable creature ends its turn immune to nonmagical piercing, slashing, and damage from nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour. When you cast it using a spell slot of 8th level or higher, the duration is 9 hours. When you cast it using a spell slot of 9th level or higher, the flammable creature ends its turn immune to nonmagical piercing, slashing, and damage from nonmagical weapons. Conjuration

Fling

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and let it fling itself from your hand in one direction, ending the spell early for that creature. For the duration, it has a +2 bonus to its attack and damage rolls, and it has advantage on saving throws against spell attack and spell disadvantage, and it can’t attack its fellow creatures except against its master’s wishes. Transmutation

Fling

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch someone, object, or something and it conjures an instant flame of destruction at a point of your choice within range. The spell stops short of going to great damage, but

Flintlock (1st level)

Casting Time: 1 action
Range: Self
Duration: 60 Hours

1. Make a melee spell against one creature of your choice that you can see within range. Make the spell. You choose a creature that is within 5 feet of you. The target takes 4d6 force damage when it makes a melee spell attack, and the spell ends on a successful save. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a failed save, the target takes 1d6 force damage and must use its action to make an Intelligence or Wisdom check. On a successful save, the spell ends. If you cast this spell again, you can end it on a successful save. Conjuration

Flintlock's Bolt of Thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration, flammable objects with reach and weight aren’t knocked prone and hurled into the air, centered on a point within range. You create a small, harmless orb of fire in range and then release it at the target. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell using a spell slot of 6th level or higher, you create a flammable object with an extra 2d6 fire damage and throw it at one creature or object within 5 feet of the flammable object or object. This flammable object explodes if it fails the saving throw. If you use a spell slot of 5th level or higher to create a flammable object, you create a flammable rope with an extra 1d6 fire damage and put it somewhere safe from fire. This spell has no effect on warded creatures or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can make two additional additional attacks for each slot level above 5th. Transmutation

Flintlock Whip

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You conjure a 5-foot-tall, 10-foot-deep, 10-foot-deep-roofed whip made of pure gold or silver. The whip appears in a 20-foot-by-20-foot cube that you can see. The whip has the same properties as the normal whip, except that it is made of a smaller sheet of stone. The whip is 10 feet long and 10 feet wide, and the base of the handle is 60 inches long and 5 feet wide. The whip can be used to strike up to five creatures in a 30-foot-radius sphere centered on a point you choose within range. The whip is difficult terrain. Any creature that ends its

Flitter

Casting Time: 1 action
Range: 90
Duration: Instantaneous

For the duration, your eyes brighten and the stars in the sky expand to match your vision. Each creature within 10 feet of you who fails a Wisdom saving throw takes 2d8 radiant damage and can’t return to normal for an hour. This spell might trigger other spells, or you might wind up casting one of these spells. If you do, the spell ends. Evocation

Flitter of Life

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You gain the power to instantly infuse your surroundings with life. Your movement is tracked by the lights of the nearest unoccupied space, and you can move up to 60 feet in any direction. You can also use your action to move up to 60 feet in any direction, as if you were moving across a room. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate a flower that lasts until the spell ends. This flower appears in the same spot as an unoccupied object, creature, or object you have drawn or stored in your spellbook. Evocation

Flourishing Metals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Divine flames leap from your fingers as you make a ranged spell of your choice that you can target one creature within range. Choose one of the following basic properties: • The target gains fire resistance of 10 and perature resistance of 10. • The target tains cold resistance of 10 and acid resistance of 10. • The target tains cold resistance of 10 and water resistance of 10. • The target tains 21 fire immunity. • The target tains cold resistance of 30. • The target tains 23 acid resistance. You can also choose whether the target tains a resistance to a single spell of 2nd level or higher. The DM is encouraging those choices to be made with advantage. Evocation

Flowering Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A virulent fever lashes out from a creature or an object within range. Nonmagical plants and magical liquids that aren’t being worn or carried are pushed into the fever and stomps through trees, shrub, and other such plants. Roots and branches shake the fever, and creatures with immunity [wound of giants or 《healing effect of giant size or smaller] automatically succeed on a Constitution saving throw against the fever. If a creature succeeds on the save, the creature or object is immune to the fever for 1 hour. If a creature fails it saving throw, the affected creature or object is turned to ash and its plants and magical liquids are pushed into it. Evocation

Flowering Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one object you can see within range. The object explodes with a blast of light. Each creature in a 30-foot radius centered on the object must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. This effect lasts for the duration. This effect can't be prevented. Transmutation

Flower of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Life w ist created by many magical plants within range that you choose within the time limit specified for the spell. You can extinguish a torch within 30 feet of one of those plants and make one other magic saving throw. You can create one of the following effects when you cast this spell. 1. You instantly light or scald the flammable flammable flammable flammable. The flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable egg’s blossom, hatch, or mature; 2. You create a harmless plant growth effect on an unwilling creature that lasts until the plants are extinguished or the spell ends, such as a buddha tree or a shrub growing anywhere on the ground. Tiers. You can design the plants you create so that they appear along the ground or on the ground adjacent to or near the spot where you cast this spell. A typical plant growth range is 20 feet to 100 feet. A vine, for example, could be created at a height of 10 feet to 50 feet. Similarly, you can create plants within glass or metal containers, as well as within containers that are large enough to hold several pounds of material. These plants can store up to 10 pounds of material at a time. If you cast this spell again, the plant growth creates a protective charm that lasts for the duration. During this time, you can also charm a plant that you can see within 30 feet of you that you can see, speaking a message from the plant that carries the message. While the plant is considered a plant, your spells deal an effect based on the creature’s height and direction on your tour of duty. The plant can’t pass more than 5 feet away from you, and it can’t walk more than 10 feet off the ground. The plant can’t harm you or cause harm to you, and it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The plant can’t harm you or cause harm to you if it lacks the Intelligence component. In addition, when you cast this spell and as part of the same spell and when you finish a long rest, you can affect one additional plant on your turn. You can even plant one hundred feet underground to shed light on hidden horrors, hidden from view. Divination

Flowers of the Dead Enchantment

Fluff of Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minuteYou touch an object.

The object glimmers with lightning. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning flashes a light that lasts for the duration. The light flashes twice as long for each slot level above 2nd. Evocation

Fluid Barrier

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of water with a stroke of your hand. The sphere spreads around corners and is imperceptible to nonmagical ranged attacks. Until the spell ends, a creature is forced to make a Dexterity saving throw. On a successful save, the creature is ejected from the space created by the spell into the nearest unoccupied space. A creature pushed into the sphere can use its action to try to break free. If successful, the creature is expelled from the space created by the spell into the nearest unoccupied space. The sphere can contain up to 10,000 cubic feet of solid rock. Conjuration

Fluid Blast

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure up a burst of intense, flammable liquid that erupts in a 15-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d12 bludgeoning damage on a failed save, or half as much damage on a successful one. An unwilling creature must succeed on a Constitution saving throw or be pushed 10 feet away from the center. A Large or larger creature can use its action to move up to five feet away from the center of the cube. The cube is heavily obscured, and any creature within it must make a Strength saving throw. On a failed save, a creature takes 1d8 fire damage, and a Large or smaller creature can use its action to move up to 10 feet away from the center of the cube. Each

Fluid Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a glistering explosion of acid, turning any solid surface in a 5-foot square on the same side of the spell into a pool of acid. Each creature in a 5-foot square on the other side of the spell’s area must make a Dexterity saving throw. A creature takes 2d10 acid damage on a failed save, or half as much damage on a successful one. A creature takes 6d10 acid damage on a failed save, or half as much damage on a successful one. In addition, a spell of 1st level or lower destroys a bonfire on the spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Fly, Frog, Bear, Lizard, Sea Beast, Tiny to Medium, and Viper Subclassfeature

Flyleaf

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, you touch one leaf of the leaf and imbue it with life. You may cast this spell anywhere in the spell's area. It lasts for the duration or until you dismiss it as an action or as a spell. You can hurl the leaf into the air to cause it to flutter about, moving it to a vertical position. The leaf disappears when it is no longer in the air. Transmutation

Fly Pattern

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. A flickering, shadowy pattern appears on the ground or in the air, and lasts for the duration. Until the spell ends, the creature is invisible to you and can't be harmed by light or darkvision. You can use a bonus equal to 1d6 to temporarily conceal the pattern, or you can expend a successful Intelligence and Charisma (Steal) check against your spell save DC. If you or someone you are communicating with is drinking heavily from the pattern, the creature must make a Charisma saving throw with advantage. On a successful save, the creature is transported to the nearest unoccupied space that is free of the patterns or where they might otherwise be visible. The patterns can be seen and heard through window, gate, window, and otherwise. While this spell is in effect, you can also mentally command any creature you communicate with about the patterns, issuing the general direction of the movement and providing a short description of the labyrinth. You can specify a time and place of origin, but any such command must be based on observable patterns within the area. You must speak the name of the creature you specify when you speak, and the creatures must be within 60 feet of you to have heard or heard such an event. If you speak a creature’s name as a group, the message is only directed at that member, not at any of the others. A creature that speaks a non-member’s name butchers the corpse of a good friend has no memory of the event with which the creature spoke and would have no memory of doing so. A non-member removes any trace of its original owner’s name from the creature. If its soul is separated from the body, the creature leaves its body and dies. A creature that can’t be cured of death also vanishes without leaving a body or shedding a tear. Your DM places a rating on each creature’s condition so that it can be completed without harm. If the condition is met in the event that the creature returns to life, the creature is transported to the nearest unoccupied space within 10 feet of it. Otherwise, the creature is destroyed if it isn’t already there (creatures can be destroyed while attempting to communicate with other creatures is a simple death sentence). An unwilling creature can still be transported by means of a similar tendril of life, if it wishes; however, it is limited in the actions it can perform by the nature of the danger posed by the location of the destination. A willing creature can harm the target by causing the creature’s spirit to leave its body and die within ten minutes. If the creature is too ill to return, the target is turned to stone and becomes homeless. If the target is killed by a melee attack or a similar event within 30 minutes, the target recovers fully from its ordeal. A successful dispel magic attack, while dealing with undead, destroys any magical vines affixed to the creature. Enchantment

Foaming Bear

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell explodes into a roaring beastly roar that lasts for the duration. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The roaring beast is hostile toward all creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d12 for each slot level above 3rd. Evocation

Foaming Knife

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, any creature you choose that uses its action on a successful roll of its weapon attack roll is foiled in hell for a moment, and creatures within 60 feet of it and at the mouth of the pit or a a aqueous filled with water that is 1 inch thick fall to the ground and spend the spell’s level and overflowing space on the ground in the spell’s area. An incorporeal creature can’t fall into this state. They instead gain a speed of walking speed equal to your choice for the duration. The creature’s speed is reduced to 30 feet for the duration. If you or an allied creature is fighting a creature with a speed equal to your choice, this spell also fails. If the creature moves after you or an allied creature, or casts a spell that requires a creature’s Strength score to succeed, it must succeed on a Strength saving throw or take 1d6 piercing damage. If this spell ends before you or an allied creature uses its action to cast a spell, the creature isn’t affected by it. You can hurl the foaming-wand at a creature with a Strength score of 2 or lower. You can hurl the weapon other than by two weight or more, which must be at least 5 pounds. The creature must use its reaction to do so. It uses the creature’s Strength score to determine whether the weapon is foaming-wand. If so, the weapon strikes the creature, and the creature must succeed on a Strength saving throw or drop the weapon if it isn’t being used to attack or use a weapon to attack another creature. If the creature can’t drop the foaming-wand at the start of its turn, the creature automatically drops it at the end of its turn. If the creature w ho harms a creature that uses its action to use an action to throw a weapon, the creature automatically takes 2d10 piercing damage from the foaming-wand. Transmutation

Foaming Spray

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A spray of blue light sprouts from your earthen hands and strikes up to eight creatures of your choice within range. Each target must make a Constitution saving throw. On a failed save, a target takes 1d6 acid splash, which is a light radius sphere with a 10-foot radius, dealing 1d6 acid damage to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Focus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a shimmering cylinder on the ground outside a creature’s space that moves when you step inside. The cylinder remains for the duration. It disappears when the spell ends. You control the cylinder by manipulating the movement of the cylinder. Any action you could take on the surface of the ground would trigger an effect that moved the cylinder when you created it. You could use this action to change the cylinder, but no action would trigger it again. If you create another cylinder from the ground, you can use this action to create another one. You have control of the cylinder and both have the control to become active again. If you create another cylinder from the ground, you can activate it again, but this time using one of the action-stealing effects provided by the cylinder (see below). Conjuration

Fog Burst

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flames wreathe one creature you can see within range and extinguish forest fires within range, or put out of a fire within range that originates from a

Fog illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A fog-like cloud of fog rises from a point you choose within range. The point you chose looks like a circle, but it doesn’t move. The cloud appears in any dimension you specify, and it spreads around corners. The fog is opaque and lasts for the duration. At any time before the spell ends, the cloud disappears. The spell ends when you dismiss it as an action. Transmutation

Fog Monster

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You create a 15-foot-diameter cylinder of fog centered on a point you can see within 100 feet of you. Each creature in that area must make a Dexterity saving throw. A creature takes 3 d10 fire damage on a failed save, or half as much damage on a successful one. A gas cloud of gas fills the area, and creatures and objects that are engulfed in it are pushed to one side. The gas then condenses to form a cylinder centered on that point. A creature or object that is engulfed in the gas spreads it around the room. The cylinder fills a 10-foot cube with air and then crashes to the ground. The cylinder lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above lst. Conjuration

Fog of Agathys

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell sucks fog from the air and creates an invisible barrier against which creatures turn. One creature that starts its turn in the fog and can’t see or hear anything within its area becomes surrounded on both sides by the fog, for 1 minute straight. The whole fogland falls to the creature’s face, covering it from the inside out as a cloud. This spell fails if the barrier, if made from any material component, spreads out over terrain of your choice, sending fog on either side of a single creature or object. The spell creates a horizontal barrier just as thick as a wall, 60 feet thick, that prevents a creature that starts its turn in the fog from reaching out and reaching into the space where it starts. A creature that starts its turn in the area and is within 5 feet of the fog—and on the same side as the barrier—takes no damage. The spell ends for that creature if it moves into the area, if it damages another creature in the area, or if a creature steps inside the fog or enters it. Transmutation

Fog of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A fog formed by elemental force rises from the ground at two points of your choice within range, covering a portion of a creature’s sight and obscuring its vision. When a creature drops to 0 hit points, it can make a DC 20 Intelligence saving throw. On a failed save, a creature becomes blinded for 2 hours and deafened while silent. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Fog of Ages

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a fog of swirling, cloud-like fog that fills the air in a 30 foot cube. The fog lasts for the duration. A creature must make a Wisdom saving throw each time it moves through the fog. On a failed save, a creature gets pushed 10 feet away from the center of the cube and is pushed up to 10 feet away from the center of the cube. On a successful save, a creature is pushed up to the edge of the cube. If the fog doesn’t dissipate by the end of its time, the creature is pushed up to the edge of the cube. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 10 days. When you use a spell slot of 5th level or higher, the duration is 10 days. When you use a spell slot of 6th level or higher, the duration is 24 hours. Necromancy

Fog of Agony

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

The air in a 200-foot radius around you is filled with a cacophony of unintelligible noises. Each creature in a 60-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature that succeeds on this saving throw takes 3d8 necrotic damage on a failed save. Transmutation

Fog of Agony

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a cloud of foul fog centered on a point you choose within range. Choose up to two creatures within range. Each target must succeed on a Constitution saving throw or its fog cloud becomes a solid, 10-foot-radius, 20-foot-high cylinder centered on that point. If that point is an unoccupied space within range, the spell ends for that target. The fog lasts for the duration or until it dissipates. If a target is immune to being charmed by fog, the spell ends. The spell ends when a creature of Medium size or smaller hits the ground in a sieve filled with fine gravel. The creature must make a Dexterity saving throw. On a success, it hovers in the air for the spell’s duration. On a failed save, it hovers in the air for the spell’s duration. A creature that ends its turn in the muddy ground can make a Constitution saving throw with advantage if it can. At the start of each of your turns while the spell is on you can make the saving throw again on a subsequent turn. If you do so, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you cast the spell. Transmutation

Fog of Agony

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You must use your action to create a harmless gust of wind at a point you can see within range. The wind creates a 10-foot-radius sphere

Fog of Agony

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates fog that obscures the area around you for the duration. You can designate one or more of the following ways to see the fog. You can see through it to the nearest point of your choice within range. For the duration, the fog is invisible to you and can be seen only if you are within range. You can use your action to dismiss the spell as an action. Conjuration

Fog of Agony

Casting Time: 1 action
Range: Self
Duration: 1 minute

A shimmering, white fog rises from a point you choose within range. Choose an unoccupied space you can see within range. A creature in the fog gains an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. Evocation

Fog of Agony

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an area of fog that is heavily obscured. The fog appears in a 40-foot radius and moves with the fog in all directions. The fog appears in the direction. The fog is harmless. Each creature in the area must make a Dexterity saving throw. The creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Fog of Agony

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral cloud of black fog appears in the space of a 10 foot radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Fog of Agony

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a loud, loud noise, and a creature within range makes a Strength check against your spell save DC. On a failed check, the creature takes 2d6 poison damage, and the spell ends. When the spell ends, the creature takes half the damage it took on its turn. Illusion

Fog of Asphodel

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

A shimmering, fog-covered globe appears on a solid surface within range. The globe spreads around corners, and its area is lightly obscured. The globe remains for the duration or until you dismiss it as an action. The globe sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In the daylight hours, the globe shines bright and often for a full day. It lasts for the duration or until a strong wind disperses it. The globe sheds bright light in a 30 foot radius and dim light for an additional 30 feet. In the dim light environment of a fortress, a wall of translucent fog spreads around every square foot of the globe. If a creature moves through the fog or enters its body through it, the creature is inhaled into the fog and is blinded until the spell ends. The globe sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In the dim light environment of a fortress, a wall of translucent fog spreads around every square foot of the globe. If a creature moves through the fog or enters its body through it, the creature is inhaled into the fog and is blinded until the spell ends. Structural Damage and Immunities Conjuration

Fog of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sling a beam of acid that explodes in a 60-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d8 necrotic damage and is restrained until the spell ends. A creature can use an action to end the effect on itself on a success. The spell ends if it isn't casting this spell again. Abjuration

Fog of fire

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A 1 cubic foot-thick sheet of smoke is created by casting this spell. The sheet can be up to 8 feet thick and 5 feet high. The sheet can be up to 10 feet in diameter. Each creature in the sheet must make a Dexterity saving throw. A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The sheet can’t be targeted by spells. The sheet can contain up to 10 cubic feet of solid material. Each creature in the sheet must make a Constitution saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. A creature can’t be paralyzed by this spell. Necromancy

Fog of fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic spills forth from you, draining magical energy from the ground around you, and causing it to expand in a 10-footradius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The flames are strong enough to knock down a Medium or smaller structure and a Large structure and a Medium or smaller structure. The fire spreads out across the ground, creating a 40-foot-radius sphere centered on the point you chose within range. Each creature within the area must make a Dexterity saving throw. A creature takes 6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Fog of fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small, dark flame that ignites in a 20-foot-radius sphere centered on a point you choose within range. The flame is visible until the spell ends. The flame can be extinguished by any means that you choose. The flame can’t be replaced by other

Fog of fire

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A 30-foot-wide cylinder of smoke springs into existence at a point you can see within range. The cylinder is large enough to accommodate a 10-foot-by-10-foot section of earth or stone. The smoke persists for the duration, extinguishing it in a location you choose within range. The smoke is composed of up to four cubic feet of air that fills its space. The first creature to move or take damage when it appears in the area receives a fire damage of d10. The first creature to move or take damage when it appears in the area when you cast this spell is knocked prone. Roll initiative for the creatures affected by this spell as a group. Using them as a group succeeds immediately. While the smoke’s presence is present, the group members retain their concentration on a single simple task that they perform. Whenever the smoke group performs a task, each of the creatures on the group ends the task and returns to the play area where it started. These creatures can move only by spending their movement. If they spend their movement elsewhere, they immediately return to the play area. If they spend their movement in a different location, however, that location remains open to them for that action. Nonmagical ranged attacks that rely on smell or touch are limited in their movement. While these creatures have control of their surroundings, they can't harm anyone else there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation

Fog of flame

Casting Time: 1 action
Range: 10 minutes
Duration: You create a burning, foggy area of flames in a 20

-foot cube within range. The flames appear in one of the following forms: 1) Normal, 2) Fire, 3) Air, 4) Water, 5) Round, 7) Pyramid, and 8) Smoldering. The flames do damage in a horizontal direction you choose before falling, except that their movement doesn’t have to be continuous. The flames can’t pass through buildings, unless they can create a portal in the ground that can open. The flames last for the duration, dim light and darken a solid surface for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the flames damage increases by 2d8 for each slot level above 3rd. Evocation

Fog of flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following flames: a roaring, flame-laced roar, a puff of wind, or a wail. The flames can be extinguished by either a nonmagical torch or by an explosive or mechanical device. The flames are harmless and disappear within 5 minutes. Evocation

Fog of flame

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You create a dazzling array of dazzling lights within range. Each creature within range must make a Constitution saving throw. On a failed save, a target takes 3d4 burns and is blinded until the spell ends. The blindness condition lasts until the spell ends or until the target can see any way through it. A target that can see the spell as an object or as part of an area can see through it, though it has resistance to the light. Illusion

Fog of Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

The spell ignites a sphere of fog in a location you choose within range. The fog is 100 feet in the air and 40 feet tall. You can shape the fog into any shape you choose, but it must be at least 10 feet in diameter. A creature that can see the sphere must be within 120 feet of it. The sphere can be opaque, or it can have a shimmering or opaque surface. The sphere can be an opaque solid, or a transparent solid that is opaque to light. The sphere is difficult terrain. It blocks most types of attacks, including ranged, piercing, and melee. It is difficult terrain for creatures other than you. The sphere can’t be targeted by spells or other magical effects. While in the sphere, a creature can use an action to make a Wisdom saving throw to avoid the sphere’s effect. On a failed save, the creature takes 10d6 bludgeoning damage, or half as much damage on a successful save. The sphere can’t be targeted by any other magical effect. Transmutation

Fog of Life

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A virid, filtless, poisonous substance infested with poisonous worms springs forth from within a creature for the duration. A creature of Medium size or smaller in size must make a Dexterity saving throw. On a failed save, a creature is poisoned and takes 4d6 piercing damage. If the creature is smaller than that size, its speed is halved, it takes a - 2 penalty to its AC, it takes half as much damage from cold damage, and it can’t use reactions. While poisoned and half as damage from cold damage is taken, a

Fog of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range constructs a portal to a place you designate in the DMLE. The portal remains closed for the spell’s duration. Each target must make a Wisdom saving throw. On a failed save, a target takes 2d8 necrotic damage. On a successful save, it takes 1d8 necrotic damage. If the portal is broken, it isn’t opened until after the spell ends. The portal can be opened by any other means, including by using a spell slot of 7th level or higher. Conjuration

Fog of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature who you can see within range and that can’t become diseased or poisoned. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage, and the magic fog fills its area with bright light for 1 minute. The fog fills a 20-foot-radius cloud 10 feet high and thick. Each creature in the cloud must make a Constitution saving throw. On a failed save, the creature becomes diseased or poisoned, and the fog fills its area for the duration. If the creature starts its turn in the fog with a successful saving throw, the magic fog fills its area for 1 minute while it persists. A creature that starts its turn in the fog with a successful save against this effect becomes diseased or poisoned until it uses a new spell of 2nd level or lower. Necromancy

Fog of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a fog of life and death on a target creature. If the target is alive and breathing, the fog fills a 30-foot cube within range. Until the spell ends, the fog fills a 10-foot cube within range, and the creature must make a Constitution saving throw. On a failed save, the creature is dead, and the fog fills the area for the duration. The fog obscures no more than 5 miles (8 kilometers) on a side and obscures an unoccupied space each 500 feet (300 m2) space the target occupies. The fog obscures a 5-foot-square portion of the target area that has a 20 percent chance of being filled with the fog. If the target area is made up of more than one creature types, the fog shapes those creatures according to those types, and it lasts for the duration. When a creature reaches the top of its speed for the spell’s duration, it can make another Constitution saving throw. On a successful save, the fog disappears and the creature is immune to its effects for 1 minute. The fog doesn’t harm a creature other than you, until it appears in a place or somewhere within 30 feet of an object or a physical object that you choose and that is in flames (your choice which creature’s color’ues). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th

Fog of Life

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You banish a creature that you can see within range into an extradimensional space. Until the spell ends, the target becomes a fog cloud with a 30-foot radius and a 20-foot diameter at the start of each of its turns that it can fit in its space. It remains there for the duration or until it drops to 0 hit points. It has resistance to bludgeoning, piercing, and slashing damage. The fog can cover a distance of up to 30 feet. Any creature that can see through the fog or that can see through the fog on its turn must make a Wisdom saving throw. On a failed save, the creature can see only to the extent obscured by the fog. A creature can use an action to create a new fog by succeeding on a single batch of checks. If a fog rises from a target, it rises into the air, centered on that target. After falling to the ground, a fog cloud appears and lasts until it drops to 0 hit points. If it falls, it doesn’t dissipate into fog, but each creature that ends its turn within 5 feet of the cloud must make a Dexterity saving throw. On a failed save, it is transported to a safer location where it remains for the duration. A fog cloud that reduces a target to 0 hit points causes it to automatically fail any saving attempts made against it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Fog of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Grasping bits of life from the flesh of a creature that you can see within range, you create a 20-foot radius, 40-foot high cylinder of green, blue, or violet light centered on a point within range. The light emits ten point clouds of poisonous gas that aren’t harmful to the creature. Creatures that make a Constitution saving throw against poison are immune to the gas’s effects. Creatures that make an Intelligence saving throw against cold or fire (determined by the creature) are immune to the gas' effects. The cylinder is light years smaller than an ordinary room. Any creature that starts its turn in the cylinder and moves 1d10 times its speed in a direction you choose must succeed on a Dexterity saving throw or take 6d6 cold damage. Additionally, a Large or smaller creature that starts its turn in the cylinder and moves 1d10 times its speed in a direction you choose must succeed on a Dexterity saving throw or take half as much damage. The cylinder’s space is difficult terrain. Until the spell ends, you can use an action to create a 20-foot cube of blue, violet, or yellow light centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 10d8 damage, or half as much damage on a successful save. If the cylinder’s space is occupied, the creature is no longer affected by the spell and instead must use its movement to move towards the nearest unoccupied space on the cube. Transmutation

Fog of Life

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You make a flame up to 100 feet long and 5 feet tall. The flame lasts for the spell’s duration. You choose the target as your target. The target must be within 5 feet of you when it starts its turn there. The flame must be within 10 feet of you when it starts its turn there. The target can make an Intelligence saving throw. On a success, the flame explodes. On a failure, the target takes 3d6 bludgeoning damage and is restrained until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation

Fog of Life (30-foot cube)

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Concentration, up to 10 minutes

You attempt to make up for any damage done by climbing up to 30 feet above the ground. You can move up to 30 feet in any direction as a bonus action. If you do so, you move up to 20 feet in a straight line. If you move more than 20 feet in a straight line, you also move up to half as far. You can move up to 30 feet in any direction at the start of each of your turns. You can also move up to 60 feet in any direction at the start of each of your turns. The spell has no effect if you are wearing or carrying more than one outfit or if you cast it from a spell slot of 4th level or lower. Transmutation

Fog of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A fog of life springs from your corpse. The fog is harmless, and it lasts for the duration. The fog becomes visible only to creatures or objects that are within 30 feet of the location where it appears. You are immune to poison, fire, necrotic, and thunder damage, and you can use your reaction to make a ranged spell attack. If the attack hits, the target takes 1d6 fire damage. The fog disappears within 10 minutes. The fog doesn’t contain any magical properties and can be removed by means other than by means of dispel magic. The fog can be broken up into smaller pieces, which can be removed using the dispel magic. The only way to break the fog is to use a spell slot of 5th level or higher. The fog can be dispersed by means other than by means of acid, cold, fire, or poison. The fog can also be broken up into smaller blocks or smaller volumes. The fog is invisible to creatures of your choice that are within 30 feet of it. A creature that ends its turn in the fog can make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage. On a successful save, the creature takes half as much damage. This spell has no effect on undead. If a creature dies while in the fog, its body becomes inert and remains there until it is pulled into the fog. A creature in the fog can’t be seen by other creatures or has no means of hearing. When you cast this

Fog of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a small, dark-colored, transparent, liquid that ignites in a 10-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. The creature must then make the saving throw again on a success. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. A creature can use an action to make a Constitution saving throw again, taking 10d6 fire damage on a failed save. This effect can’t occur more than once, and the spell ends on a creature if it succeeds on a saving throw. Conjuration

Fog of life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a 50-foot-radius sphere of fire at a creature or object you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 fire damage, or half as much damage on a subsequent save. The sphere can be dispelled by dispel magic, or by dispel object, by means other than by casting the spell.

Fog of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a fog-like mist that appears in an area of space you can see within range. You must move up to 40 feet in that area before the spell ends. This fog has a diameter of 40 feet. The fog is centered on a point you can see within range. If you are within 20 feet of the place where the fog appears, you can use your reaction to make a ranged spell attack. On a hit, the target takes 2d6 bludgeoning damage. On a miss, the target takes 2d6 bludgeoning damage. On a successful spell attack, the spell ends. Conjuration

Fog of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The creature must make a Constitution saving throw. On a success, it takes 1d10 necrotic damage, and on a failure, it takes half as much damage. The damage can’t reduce the target’s hit points below 1, and it takes 1d10 necrotic damage every time it takes necrotic damage, at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Necromancy

Fog of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a misty cloud of poisonous gas over six hostile creatures within range. The creatures are under a cloud of gas in each of its turns for the duration. Each creature must make a Constitution saving throw. A creature must also make such a saving throw when it enters the cloud for the first time on a turn or ends its turn there. The creatures are blinded for 1 minute and take 10d8 necrotic damage, and charmed by one creature for the duration. During this time, a charmed creature has advantage on Wisdom checks. On a failed save, the creature becomes charmed by you for the full duration, and the spell ends for the creature if it succeeds on its saving throw. If the creature pursues its true desires, it pursues the flames of hell in pursuit of its true desires, always looking for a way out. Conjuration

Fog of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A light gray, 1,000-foot-diameter sphere of flame appears on a surface within range, and you choose one of the following options for the sphere: • The sphere must be within 60 feet of a point you choose that you can see. The sphere must be within 30 feet of a point you can see as a point of your choice within 60 feet of that point. If you choose a point within 30 feet of that point, the sphere is centered on that point. • The sphere itself must be within 30 feet of that point. • At any time, a creature that can reach out and touch the sphere must make a Dexterity saving throw. On a success, the sphere vanishes from the creature as long as it is in its space. At Higher Levels. When you cast this spell using certain higher-level spells or by spending a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Conjuration

Fog of Life

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A swirling mass of soft, sticky, greenish fog appears within range, forming a ceiling, a dome, or some other visible part of the wall. The fog obscures creatures, objects, and gases, and it can’t enter a creature’s space or leave a creature’s space. For the duration, creatures within 30 feet of the cloud have disadvantage on attack rolls against them. When a creature uses its action to examine the cloud for signs of life or danger, its action takes 1d4 x 1d10 damage. These effects last for the duration, and the creature can use its action to try to break out of the fog, if available. If it succeeds, it escapes, but if it doesn’t leave a creature’s space within 30 feet of the cloud within the next 24 hours, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st Evocation

Fog of Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with life. Nothing can happen, though the creature must make a Wisdom saving throw. On a failed save, the creature instantly dies. For the duration of the spell, the creature is covered by a covering cloth of silvery fur and shines brightvision to a range of 120 feet. For the duration, the creature is vulnerable to cold damage and can‘t take reactions, and it is incapable of casting any of its normal attacks. While the creature is covered, creatures often appear under the creature and attack it, and sometimes it can’t see or hear anything beyond a 30-foot cube. If a creature is struck by one of these attacks, the creature can make a Constitution saving throw against your spell save DC. On a successful save, the spell ends. Abjuration

Fog of Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a tiny, harmless, poisonous green light that appears to be a humanoid shape-shifting creature of 5 feet tall, 10 feet long, and weighing up to 300 pounds. The light can be in any direction, as long as it is visible from its normal sphere of movement. The light is harmless to creatures of your choice that are within 5 feet of you or that you can see within range. The light has a range of 100 feet. Transmutation

Fog of Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a fog of life that extends for a distance of 10 feet. The fog is composed of a layer of darkness that fills an area you choose within range. A creature takes 1d4 x 10 feet of damage when it enters the area. At Higher Levels. When you cast this spell using certain higher-level spells, you can target one additional creature for each of the fog layers. Evocation

Fog of War

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Blowback, made to nearly anyone whose fighting style is violent or chaotic, erupts an endless mixture of fog and fire that lasts for the duration. Smoke fills the air and fog covers the ground, and the ground becomes difficult terrain for the duration. Each creature other than you in a line (such as a creature or a creature that starts its turn in the fog) must make a Constitution saving throw. On a failed save, a creature takes 5d8 fire damage, and it is blinded until the spell ends. On a successful save, blinded creatures have advantage on saving throws against this damage. Additionally, the fog spreads over all Medium and smaller ground in the line, which creatures and objects are struck by it and dispersed around the area?s edges. In addition, whenever any creature in the line or within 5 feet of the affected creature or within 5 feet of the affected ground enters the spell’s area to learn the spell’s location before the spell ends, the spell ends before it begins, and any creatures or objects struck by the fog move into the area and have advantage on saving throws against it. The flammable objects struck by the fog have AC 20 and 20 hit points. When a creature uses its action to examine the flammable objects struck by the flammable objects, it can make a Strength or Dexterity check (the creature’s choice) against the flammable objects' Strength and Dexterity saving throw DC. The flammable objects are exhaled in a puff of smoke, which has a 50 percent chance to ignite if you are within 30 feet of the flammable objects and burning if you are within 30 feet. You can extinguish the fiery vapors created by the flames in the area by running water and releasing the fire from the wick. While the flammable objects are burning, you can use your action to create a nonmagical torch that burns in a 20-foot cube on a

Fog of War

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Roll a disc of smoke equal to 10 + your spellcasting ability modifier plus 5,000, then create a puff of black smoke in a 30-foot radius around yourself. For the duration, make two bombs from any number of salvaged salvaged materials. Create one bomb, expend one bomb, or create two bombs made from rubble. Create two bombs from dirt, or two bombs made from rubble. Destroy two bombs. At any time thereafter, you can use your action to make one bomb from any pile of rubble, or two bombs made from rubble. Both bombs deal 5d10 bludgeoning damage. If you have two bombs, create one bomb from a pile of rubble, and replace the pile of rubble with rubble of your choice that isn’t being used as a pile. If you don’t use pile, create pile grants you a temporary magic missile that launches a puff of smoke from your weapon at targets within 30 feet of it, which lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional bombs for each slot level above 1st. Blindness

Fog of War

Casting Time: 1 action
Range: 60
Duration: Concentration, up to

Fog of war

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a fog of war that appears in a spot or in a spot you can see within range. The fog lasts until the spell ends. You can use your action to make a line of shimmering yellow lines appear on any surface within range. Each line must be within 60 feet of a point you can see, and they must be on the same plane of existence as the point you’re walking on. The line must be in a line that isn’t being moved. The line must be at least 10 feet long and 10 feet tall. The spell’s effect lasts for the duration. If you aren’t casting the spell once, you take the normal damage of that spell. If you are casting the spell twice, you can also have the spell repeat itself. If you are casting the spell two or more times, you must use your action to make the same attack roll. If you are casting the spell twice, you must use your action to make the same attack roll. Conjuration

Fog of Wisdom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a pit of fog within five feet of you. The fog obscures the area for the duration, but otherwise obscures only the surface of the ground and its surroundings. The fog obscures one of the following conditions: • The area is obscured from view • The fog has a diameter of 10 feet and is 50 feet in diameter. • The area is opaque and has a diameter of 10 feet and is 20 feet in diameter. • The fog spreads far from the area, so that no creatures can pass through it. The fog itself remains for the duration. • The fog is composed of a thick, thick fog that fills a 60-foot-radius sphere centered on a point you choose within range. The sphere is 1d4 x 10 feet tall and 10 feet long. The sphere then collapses to the ground and then disappears. Nothing can pass through the sphere. The sphere remains for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area of the fog increases by 1d4 for each slot level above 6th. Transmutation

Fog of Wizardry

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a fog of swirling fog on the ground within range. Each creature in a 30-foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Fog Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 5-foot-square globe of fog centered on a point within range. At Higher Levels. When you cast this spell, you can direct the fog to move from one location to another. The fog spreads around corners. It lasts for the duration. If you cast this spell in a place carpeted with dirt or stone, the fog moves 10 feet away from you. When the fog reaches 5 feet, it creates a 20-foot-radius sphere centered on that point. Evocation

Fog Targe

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a 40-foot-deep trench that carries heavy debris from one end of the Great Wall of China until you reach a point of your choice that is no more than 300 feet away from you, such as a bridge over the Sea of Japan or a narrow trench in the Arctic Circle. The trench extends from the Wenzhou bridge at the edge of the trench to a spot about the size of your fist, 40 feet under your left thigh. If the trench has a diameter of 300 feet or less and a trench level 60 feet or more above the sea, the trench is 10 feet wide. The trench extends past you and is 20 feet deep. It has a sustained radius of 60 feet. When you cast this spell or as a bonus action on a subsequent casting of this spell, you can erect a temporary trench over your head and bring it to life in a manner similar to how you erect a chain linking rope around a rope hanger. This trench extends from the bridge at the

Fog Targe

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a trench around a point of your choice that you choose that appears 1 mile across and takes 10 minutes to create. When you cast the spell, you can set a height and direction so that the trench stays on the ground while you make the cut. The trench rises 10 feet or so when you call the spell onto it, and falls when you choose to do so. The trench remains for the duration, and you can use your action to move it up to

Fog urchin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a blanket of fog that remains for the spell’s duration. A creature must succeed on a Strength saving throw or it takes 1d4 x 50 feet of cloud as fog for objects it passes through. A creature must also succeed on a Dexterity saving throw or be knocked prone. A creature that successfully saves throws makes another Dexterity saving throw at the end of each of its turns. If a creature fails its save and becomes incapacitated while in the fog, it can use an action to regain control of the fog, which is under its control. As an action, a creature can make a Constitution saving throw at the end of each of its turns, ending the effect. A creature takes this effect on a failed save with a successful one automatically succeeds on the save. Conjuration

Fogweave

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A fog-infested area of the Material Plane appears in a spot you choose within range. Make a ranged spell attack against a creature within the area. On a hit, the target takes 2d6 force damage, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Divination

Fogweave

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius circle of fog centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog lasts until it is dispelled. The fog then spreads outward in a circle centered on that point, moving only in the direction you chose. A creature in the area must make a Dexterity saving throw at the start of each of its turns. On a failed save, a creature takes 4d8 bludgeoning damage, or half as much damage on a successful one

Fogweave

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, dark, opaque object that resembles a puff of air within range. The object disappears when the spell ends. It must be at least 5 feet in the air, and the material in it is nonmagical in nature. The object must be worn or carried by at least one human. The object can be placed anywhere within the object's area, and it must be within the spell’s range. The object can be used to make potions, restore hit points, or otherwise affect creatures that have been hit or have been poisoned. An object made of this material can’t be cast into the air. When you cast the spell, you can use an action to animate the object and animate it by means of a new spell or by means other than a simple wish. If you do so, the object disappears. A creature that can cast the spell by spending 5 minutes or more animating the object can use the rest of the action to make a new one. It can also use the new one on its turn, ending the effect on itself on the next turn. When you cast the spell, it disappears when the object is no longer in the spell’s area. Transmutation

foot

Casting Time: 1 action
Range: 10 Days
Duration: This spell gives you the ability to move through s

olid objects, such as stone, mud, mudal, mudbrick, or brick, in a 10-foot radius centered on the point you cast this spell. You instantly feel the weight of the object you are attempting to move on your person, and you appear in the nearest 5-foot-radius sphere of influence. You can try to move this spell by moving more than 10 feet directly over the object—such as by pushing a button 1 foot over the top of the object, or by pulling a lever 2 feet over the top. Transmutation

foot

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure up a miniature version of yourself that lasts the spell’s duration. The miniature is a Huge creature, bonded by a fragile weave thatlows against the elements. The miniature can fit in any size appropriate to the miniature’s physical space. The miniature can enter and occupy the space of the miniature if the miniature is on the same plane of existence. The miniature can move across any distance, freely move through the air, and have sense through the wall that surrounds it. The miniature can see through all visible and invisible barriers, and can’t move through them. The miniature can pass through a barrier of up to G-shaped like a tree but without shattering it. A barrier thickness of up to EIGHT feet is a spell-like effect created by the miniature. Abjuration

foot

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell turns ordinary trees into magical shrubs. The transformation causes ordinary branches of the same kind of shrub to form in a 10-foot radius around it, also known as a trunk. Any creature that ends its turn within 5 feet of the trunk must succeed on a Dexterity saving throw or take 1d6 fire damage. Any creature that ends its turn within 5 feet of the trunk must succeed on a Dexterity saving throw or take 1d6 acid damage. The spell’s damage increases by 1d6 when you reach 5th level (2d)? or higher. Conjuration

foot

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a Huge tree in ice or fire, moving from space to space in a straight line. The trunk is arched and spans an area of 6 feet 10 inches on each side. The air is warm and dry and the trunk is arched and spans an area of 10 feet 10 inches on each side. The air is warm and dry and the trunk is solid. Any creature that ends its turn within 5 feet of the tree must make a Strength saving throw. On a failed save, the creature takes 1d8 cold damage. On a successful save, the creature takes half as much damage. The cold damage only damages the creature if it is directly sustained as damage by a creature or object. A creature that succeeds on its saving throw takes half damage on a failed save. Evocation

foot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell bestows magical potential on a creature of your choice that you can see within range. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, and undead. The spell creates an incorporeal creature, which has AC 20 and 25 hit points per hit points average. Chariots. The target has advantage on Dexterity checks and Strength checks. Dances. The target has disadvantage on Dexterity checks and Strength checks. Funeral Rites. The target has disadvantage on Dexterity checks and Strength checks. Tattoos. The target has disadvantage on Dexterity checks and Strength checks. Aura of Life. The target has disadvantage on Dexterity checks and Strength checks. Shillelagh. The target has disadvantage on Dexterity checks and Strength checks. Any number of times you cast this spell in a row, the target regains 4d6 + 1 hit point. Evocation

foot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot cube of swirling force centered on a point within range. The globe remains for the spell’s duration. Any creature on the point must make a Dexterity saving throw. On a failed save, a creature takes 10d8 + 20 necrotic damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for the duration. The globe's area is an area of difficult terrain that is 50 feet to 100 feet wide. To a creature immune to this effect, the area is difficult terrain with a 30-foot radius and is covered by thick fog. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

foot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ghostly, skeletal hand in space. Each creature in a 30-foot-radius hand space must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. Hand of Death Touch Instantaneous You touch a creature and specify a curse or religious or moral code that causes it to assume the form of a crab or a giant crab, both of which have unique powers and statistics. A creature that uses its action to examine the curse or religious or moral code must determine for itself whether the spell is real and how it affects it. If a creature reasonably believes that a spell has been cast to affect the creature, the creature is affected, but the spell is wasted. If a creature reasonably believes that a spell has been cast to affect a different creature equally as potent a lich or a warlock has, the spell is wasted. Body. The crab or giant crab is a humanoid that has 20 hit points. Each creature within 10 feet of it must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Eyes. The eyes of the zombie are a grisly array of colors that range from milky purple to gray. The eyes of a zombie with a Hit Dice of 2 or lower is a glittering, opaque brain; a creature must succeed on a Constitution saving throw to see anything in that color. Lumbering. The ground in a 10-foot radius behind the eyes moves, and creatures on the ground in a 10-foot radius behind the eyes can’t move. In some cases, the ground in a 10-foot radius is covered with weeds and boulders, making it difficult terrain. Sickleback. The ground in a 10-foot radius behind the eyes twists, and creatures on the ground in a 10-foot radius behind the eyes can’t move. In some cases, the ground in a 10-foot radius is filled with thickets and vines, making it difficult terrain. Stairs. Stairs are abound with stumps filled with snow and falling snowballs that crackle metal and stone. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in snow for 1 foot and moves onto a failed save, and the spell ends without being triggered. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

foot

Casting Time: 1 action
Range: Self (10-foot-radius hemisphere)
Duration: 1 Hour

A shimmering, multicolored force springs into existence within a 10-foot-radius sphere centered on a point you can see within range. The sphere is an open space. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you can see within 10 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d8 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d8 for each slot level above 4th. Evocation

foot

Casting Time: 1 action
Range: Threads of fire, continually burning, erupts from a point of your choice within range and springs into existence in a 20-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration: Evocation

foot

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. Until the spell ends, the target’s skin has a silvery, musky tone, and the target’s voice and limbs tremble. The target has resistance to nonmagical damage, and its hit point maximum is reduced by the sum of its hit points. If the target is diseased or has damage below 1 hit point, the disease and damage keep coming. The target has resistance to cold damage, and its hit point maximum is reduced by the sum of its hit points. When the spell ends, the target has no memory of time spent undead. Transmutation

foot

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke a magical force that shatters at once to free up energy for your next melee attack. Round 2. Physical attack roll against one creature within range. Round 3. Magical attack roll against one creature within range. Evocation

foot

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a quiver containing arrows or bolts. Place one at a point that you can see within range. An opening can be closed between the opening and the quiver. The opening can’t be more than 10 feet wide, and any metal or stone within the opening can be a brazier or a club. The spell creates an opening on the ground that is 5 feet wide by 5 feet tall. Any creature or object inside the opening can’t be pushed or carried by any means soiled or stained. The opening can’t close more than 10 feet wide by more than 10 feet tall. A creature that enters the spell’s area for the first time on a turn or ends its turn there takes 2d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Forbiddance to the Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Forbiddance to the Shadow. You and up to three willing creatures you can see within range each take 4d6 psychic damage each time you take damage, including from nonmagical weapons (see below). Transmutation

Forburden of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A layer of stone abounds within range. It is an solid mass of stone 5 feet on each side, and it doesn’t require stone to form at all. The stone remains for the duration. When the stone strikes a creature or a solid object, it strikes the stone that forms

Forceful Create

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a sphere of force that appears at a point you choose within range and lasts for the duration. When the sphere strikes a creature or a construct within 5 feet of it, it creates a Force Storm. Each creature in that area must succeed on a Strength saving throw or be pushed up to 10 feet away. A creature pushed 10 feet away must make a Dexterity saving throw. On a failed save, a creature takes 5 d10 force damage and is pushed 5 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, no force can physically pass through the sphere’s space, other than by means of a free floating speeder. When a creature takes damage from a spell or other magical effect, the spell ends. Transmutation

Forceful Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible image of an object, a creature, or some other effect within range that activates when a certain condition occurs. The image appears at a spot that you can see within range, such as a wall or a ceiling, and lasts for the duration. The image is purely visual; it doesn’t represent reality, but it can’t be false. As an action, you can either fade in or out of the image, making it appear as a cloud of dust or a bright light. If you want the image to remain as long as you like, you can cast this spell again as a bonus action. The image gradually fades, giving you a choice of a single direction that immediately follows the condition you described. Otherwise, the image disappears. • You describe the phenomenon, such as a cloud of smoke, a roaring lion, or ominous magic. If the phenomenon doesn’t occur naturally, the spell fails. • You describe the object, such as a bowl of thorn blood, a book of jade, or a small chest of stone. If the phenomenon occurs naturally in a place or object that has an obvious magical connection to the place or object, the spell fails. If you cast this spell to create an image of another object, that object becomes an owner of the image, not the other way around. The image can be no larger than a 30-foot cube, and the image doesn’t come into being at night. At any time, the spell ends, the image fades, or the effect ends. If the image isn't already fading, it doesn’t come back into being. The image remains in place for the duration. If you cast this spell once a day for 24 hours, the image doesn’t come back into being. If you cast this spell every day for one year, the effect ends. If you cast this spell every day for a year, the effect ends. If you want the image to reappear in another creature’s space, such as a statue or a tomb, the spell fails. Otherwise, the image disappears immediately. Transmutation

Force Nine

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You utter the words of the Force, summoning one of the following servants. Each servant must be under the age of twelve if you have one. You decide the general course of action, based on the servant’s age, which may be in excess of twelve (or 25 if you have two servants). As the servant matures, it gains in control of any tasks it serves. The servant can perform any task it orders (but not necessarily any created by an interaction spell with a creature). As the servant matures, it gains in control of any other creatures that it includes, but not necessarily any of its own. It might allow a creature it has physically connected to the servant to act as a servant, but that action is completely out of its hands. The servant is under your control. If you cast this spell over several creatures, the same servant appears for each one; it can do everything it does as an individual, but it can’t do any special good or service in connection with a battle or a quest. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjuration

fordissonant provocations

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Youarken to a sudden appearance of a creature in an unoccupied space that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. You decide whether the creature is friendly to you or hostile to you (see below). The creature obeys all verbal commands that you issue to it, ending its turn if it doesn’t obey. Any Spell of 5th level or lower that you issue to it ends. Any Time spent under the influence of a spell ends. The spell also ends when the creature returns to its home plane. Choose an area of your choice where you can see it within 5 feet of you: a hallway that you can see, a balcony or a tower or a room that can be reached only by walking or by use of a similar method. The creature sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. Similarly, you can’t issue a spell of 5th level or lower to the creature. The creature must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If the creature is already charmed by you, it can still be charmed by you, but its Wisdom becomes 3rd. Wisdom is Wisdom modifier. In addition, the creature must succeed on a Wisdom saving throw or become frightened of you for the spell’s duration. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Illusion

Forentification

Casting Time: 1 action
Range: Touch
Duration: until dispelled

A shimmering, magical light appears within a point of your choice within range and functions like a prismatic orb, granting you the ability to affect up to ten nonmagical objects in a location within 10 feet of a place you choose. You manipulate the objects yourself, manipulating them as part of attempting to create a distraction. As part of creating the illusion, you can set the target's location to be hidden within 10 feet of you, making it possible for the illusionist to go door to door trying to sneak up on its pursuer. You also animate and appear in front of the target. If you cast this spell by accident, your animated body falls to the ground as a result. In addition, whenever you cast a spell with an area spell cast on your target, you animate and appear in front of the creature as it takes damage, you have advantage of a condition that allows you to sneak up on its pursuer, and you can use your movement to move your body in the opposite direction as a bonus action on each of your turns to gain entry into the passageway and allow access to the nearest safe passage through the creature’s space (if any). If you cast this spell while you cast it as a bonus action, you can reshape yourself to take the extra damage if its safe passage is threatened. Illusion

Foresight (15th level)

Casting Time: 1 action
Range: Transmutation
Duration: Self

Instantaneous You conjure up a phantom servant that acts as your eyes and acts as your body. Its movements are random, and it takes no actions. When you cast the spell, you can designate any creature you could see that could potentially be seen, and it must be within 30 feet of you. The servant disappears when it drops to 0 hit points or when the spell ends. Until then, you have the following benefits: - The servant disappears with a faint murmur at the end of each of its turns. - You can use your action to dismiss the spell. - You dismiss the servant’s movement and everything it can see. - The servant disappears with a faint murmur at the end of each of its turns. - You dismiss the summoning spell. If you do so, the servant disappears for 24 hours. Any creatures that responded to your verbal commands (including creatures that interacted with the servant) also disappeared. If you cast this spell again, the spell ends for all summoned creatures. - The servant disappears with a faint murmur at the start of each of its turns. - You create a random, invisible, poisonous, or poisonous cloud in the space you specify for the spell’s duration. This cloud moves 10 feet in a straight line toward a creature you choose within 5 feet of it. Any creature in the cloud’s space when you cast the spell must make a Dexterity saving throw. On a failed save, the creature takes 4d6 poison damage and is stunned until the spell ends. On a successful save, the creature takes half as much damage and isn’t stunned. - The cloud moves 10 feet in a straight line toward a creature you choose within 5 feet of it. The creature takes damage equal to the spell’s current HP. The cloud spreads around corners. If the cloud moves in any direction from one side to the other, that direction’s wind is 1d6 less wind for each foot traveled. - The cloud moves 10 feet in a straight line toward a creature the same size or smaller than it is. The creature that dons the robe has advantage on Dexterity checks made to examine it. Conjuration

Foreskin

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature, and until the spell ends, the target’s skin has a shimmering green color. The target’s skin glimmers in a different color than the skin of your current target. The skin’s hue can’t be changed. Necromancy

Forgivable Actions

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The targeted creature is no longer a limb, a limb without a limb, or a creature with no sound. Instead, the target can make a saving throw, and its action is no longer needed. If it successfully saves, it returns to the number of hit points it had before it died. Otherwise, the spell ends. Abjuration

forgives insight into the mind of one willing creature that you choose within range Divination

Forgives Knowledge

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

For the duration, you know what knowledge you gain by

Fork of Power

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

This spell becomes a large, translucent, translucent pile of fire that looks like a tire, and lasts for the duration. You can shape a body of water up to 300 feet long, up to 40 feet deep, and up to 30 feet wide, with thickets of fog, thicket, and smog covering the floor and walls. Any creature who moves across a body of water made of fog or smoke (such as a bridge made of fog or dirt or lava) that moves across a liquid or gas can breathe normally. If a creature moves onto a surface where fog, smoke, or other smoke doesn’t protect it, the creature is covered and must make a Strength saving throw. On a failed save, the creature is covered and must do nothing more than make a melee spell attack against a solid surface and move 2d6 x 2d10 feet (the creature’s current space is immobile—its speed is 16 feet). That speed is unaffected by armor or shields. If the creature has a body of water larger than 300 feet wide and that creature is moving across a liquid or a gas, the creature is covered and must make a Strength saving throw. On a failed save, the creature is engulfed by smoke and must use its reaction to exhale smoke and then move out of the way. Transmutation

Forlorn Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your weapon stabs into the soul of a creature that you can see within range. Until the spell ends, the target can’t be charmed or frightened. The target is incapacitated for the duration, until you dismiss this spell, or it returns to its plane of existence. This spell has no effect on fey or fiend creatures. As an action, you can send your weapon touch an unwilling target. The target must succeed on a Wisdom saving throw or take 3 d8 psychic damage on a failed save, or half as much damage on a successful one. As an action, you can send your weapon back and move the target one inch per round until the spell ends. At any expense, you can cause the target to take an extra 1d6 psychic damage on a failed save, or half as much damage on a successful one. If you cast this spell within a nonmagical spell slot specified by the DM, the target is no longer incapacitated. Illusion

Forlorn Bless

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You have vowed fealty to the celestial. Choose one creature that you can see within range as a symbol of celestial service, and receive one of the following benefits. The target gains a celestial service staff of one hundred flying celestial servants, who appear in an aura with a silvery radiance as your standard celestial hallow. The celestial servant appears in an unoccupied space that is 5 feet on each side, and is under your command to follow your subjects wherever they choose throughout the duration of the spell. If the celestial servant doesn’t follow certain commands immediately before a certain time, the spell ends. Your celestial servant remains within 5 feet of you throughout the duration of the spell. When the celestial servant returns, it remains within 5 feet of you throughout the spell’s duration. If your servant doesn’t follow certain commands immediately before a certain time, you must dismiss the spell before it expires to dismiss the celestial servant with another service. Enchantment

Forlorn Tongues

Casting Time: 1 action
Range: Self
Duration: 10 Days

A booming, shrieking whisper springs forth from your lips. This whisper emanates from a hidden, unfriendly creature within range. You choose a creature type, such as a human or a unicorn, that is at least partially a unicorn, or a celestial’s type that is determined by its principal plane (e.g., a town or country). The creature must be within 30 feet of you and must be able to communicate with you through verbal or written telepathy (though telepathic messages are usually unintelligible). You can speak the creature’s language, but it must be able to understand your language if it is capable of understanding your language

Fornix

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a magic circle on the ground that looks like a square. You choose one of the following options for the circle: • Round. You create a 60-foot-radius sphere that can be up to 120 feet in diameter and up to 20 feet tall and up to 30 feet high. The circle can be up to 100 feet in diameter and up to 20 feet tall. The radius can be 30 miles or 50 miles. The radius can be

Forrest Frost

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that has 0 hit points or isn’t under mind or is under whatever illusion terrain that it is in until the spell ends. Until then, the target can’t become unconscious, trapped, frightened, paralyzed, or possessed, and it doesn’t regain any health, magic, or other effects it has from attacks, spells, or other

Fossil Cure Wounds

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch something that you have ingested. It disappears when you finish a short or long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional spell slot for each slot level above 3rd. Abjuration

Foul Mutation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you touch a creature and cause it to become charmed or frightened. The creature has advantage on Charisma checks, ability checks, and saving throws. While charmed or frightened by you, the creature treats its weapons as if they were handcrafted from lead, in accordance with the game rules. At the start of each of its turns before the spell ends, you can dismiss this spell with favor of one willing creature. Whenever a creature chooses to become charmed or frightened, either by making a Wisdom saving throw or by making a Wisdom (Insight) check to discern a visible symbol affixed to the w shoulder of its right shoulder (fingers crossed), or by succeeding on a Wisdom (Investigation) check against your spell save DC, the creature studies the symbol and discerns the location of the symbol within 30 feet of its current hand (fingers crossed). While the creature is studying the symbol, the creature can make any Wisdom saving throw

Foul Play

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You range your spellcasting abilities until the spell ends, and you can target one additional creature for each slot you have available. Divination

Foul Play

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the semblance of life and intelligence from a willing creature. When a Huge or larger target is slain by a ranged attack, the target is permanently incapacitated, and any spell slot available for a short rest allows the creature’s mental faculties to take over. As a bonus action, you cause the creature’s spirits to burst with laughter, offering them gifts of greater wonder and power. This spell has no effect on undead or constructs. Conjuration

Foul Play

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch one willing creature and imbue it with a foul foulness. If the target is Medium or smaller, it must succeed on a Constitution saving throw or be poisoned. In addition, the creature becomes charmed until the end of your next turn. On subsequent turns, it can repeat the saving throw, ending the effect on itself on a success. The spell doesn’t protect undead or constructs. If the target is a creature, it is charmed until the end of your next turn. On subsequent turns, it can repeat the saving throw at the end of your next turn. Abjuration

Foul Rend

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral, black-topped object that can be used to teleport to any location within range. The object must be of the same level and material as the target object. The target must be within 5 feet of the portal. The object must have a range of 30 feet and is neither too far nor too close to the portal. The object must be of the same level and material as the target object and must be in the same plane of existence as the target object. The object is inert. The object must be within 5 feet of the portal. You can use your action to teleport the object to any location within 5 feet of the portal. You must use your action to teleport the object to a different location inside the portal. If you use your action to teleport the object, the spell ends. Conjuration

Foul Touch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with a particular magical power. The target takes the attack of the chosen power, which can't be more than 10 feet away from you. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If you target more than one willing creature, it must be adjacent to the target. If the target is undead, it can't be targeted by the spell. It is prone to being frightened and must make a Wisdom saving throw. On a failed save, the target can use its reaction to break free of the spell and use its action to make the same attack against the target. The target isn’t frightened, but it can attack you with the same attack if you or a friend with whom it is friendly is within 30 feet of it. If you or a friend with whom the target is friendly is within 30 feet of it, the target can use its reaction to break free from the spell and use its action to make the same attack against you. The target can use its reaction to make the opposite attack. The spell ends when the target has stopped using the target. Conjuration

foundry

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You find a nonmagical object within range and throw it into a special object caseé. The item is a sphere up to 20 feet in diameter and composed of ten tiny cubes. The cube must be filled with magical energy to be visible. The item can be opened or closed by one willing creature, and it can have the same properties as the item dropped into the container. The item can be dispelled by one use of your spellcasting ability, provided that the dispel magic glyph is unoccupied. The dispel magic glyph can be pulled out from the cube by means of a cord that is just long enough to hold the item. The cord then b e pulled the item up to 20 feet to the nearest object, such as a book or a bowl. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum weight of magical objects that you can target with this spell increases by 5 pounds, and the amount of ammunition that can be removed from the object increases by 5 pounds. Transmutation

Freedom from Energy

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the semblance of life and intelligence to a creature you touch, but without granting it any immunity to its own effects. You ignore any diseases or any diseases of your choice that might affect the creature you chose. The target’s speed increases by 10 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 day. When you use a spell slot of 5th level or higher, the duration is 2 days. When you use a spell slot of 6th level or higher, the duration is 3 days. Abjuration

Frenick's Emotions

Casting Time: 1 action
Range: 30
Duration: 10 Days

For the duration, you have grit and ferocity that are unfathomable for beasts of normal size and shape, allowing you to shape the course of their destinies and the course of their lives

Frenzied Blade

Casting Time: 1 action
Range: 90
Duration: 1 minute

A flail of frost spreads out from a point you choose within range. Each creature within 5 feet of the point must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The frost spreads out in all directions, with buildings and other structures in its path. The flail is an extradimensional weapon with the same basic construction as an ordinary blade, but it is a flail and it strikes. If you hit a creature with a flail or a weapon with a weapon attack during this spell's duration, the target takes 1d8 slashing damage and is knocked prone. Abjuration

Frenzied Blade

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

You cause a weapon to glow with energy. Choose one creature other than you within range. Each creature in a 5-foot-diameter part of the area must make a Dexterity saving throw. If it succeeds, it is also immune to the effect for 24 hours. On a failed save, a creature takes 10d6 radiant damage, and the spell ends. If the creature has no weapons or ammunition, it can’t use them unless the spell ends. A weapon that has a weapon slot of 4th or 5th level can have no weapon slot. A spell or effect that requires a weapon slot is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Frenziedriver

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a river of water that turns harmless obstacles in its path into flowing rivers, stocked with fish and other nourishing creatures. The water remains for the spell’s duration.

Frenziedriver

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure up a river of raging water on the ground in an unoccupied space of your space. The water spills out into the open space and moves with it, remaining centered on itself and you for the duration. The water then vanishes, leaving behind no trace of its original location. If the ground is too muddy to support a human occupant, the water moves freely through the space, but the ground must be continually adjusted so as not to create any unnecessary strain on nearby creatures or structures. The water then recedes into the distance, extinguishing flames within it. A creature that can’t move or is restrained by an effect or an object other than the one you used to raise it must make a Constitution saving throw. On a failed save, the creature is restrained for the duration. At the end of each of its turns, the restrained creature must make a Constitution saving throw. The creature takes 3d8 restrained damage on a failed save, and it takes 2d8 restrained damage on a successful one. A creature restrained by this spell makes another restrained saving throw at the end of its turn. On a successful save, the creature is no longer restrained by this spell and is freed by a creature familiar who is its familiar. The water then recedes into the distance, extinguishing flames within it. Transmutation

Frenzied Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast a magic wind spell with a range of 120 feet. The spell lasts for the duration. For the duration, you can affect up to four nonmagical objects in a 60-foot cube, but you can’t affect more than one object at a time. The spell can have no more than three levels of effect in a creature or object slot, and each object affected by it increases by 1d10. Evocation

Frenzy

Casting Time: 1 action
Range: 10
Duration: Instantaneous

An up-close image of yourself appears on the ground and is then shimmering in the sunlight. The image lasts for the duration and can be activated again if it occurs to you that way. If the glowing image strikes an area or object of interest for the duration, it flashes a magical amber light in a 5-foot radius and flashes again for that area or object that bears its name. If the image lasts for the entire spell, the spell ends (though the image can still be activated again if you use a different spell slot than the one it appears in). You can use an action to illuminate an area of effect object that bears your name or to create a magical amber light. Each 5 foot-square visible area is illuminated

Frenzy

Casting Time: 1 action
Range: 10 minutes
Duration: You create a 1-foot-deep, 5-foot-deep trench that

runs along the base of the ground in a 20-foot radius around the point you choose. The trench extends across an area of ground you can see within range, and it lasts for the duration or until a creature within the trench appears and attempts to dig its trench up again. At any time for the duration, a creature must make a Dexterity saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature is immune to this effect, it can use an action to regrow a corpse or a corpse pile, or it can make another spell’s damage roll. Conjuration

Frenzy

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a harmless hallucination effect that lasts for the duration or until you use your action to dismiss it. You choose a point within range where a faint odor appears and lasts for the duration. You can smell the odor, which can be pleasant enough, odd or bitter, but it quickly turns sour. The hallucination occurs when you make a Wisdom saving throw, using your spellcasting ability. The target takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, a bludgeoning or piercing creature can make a Constitution saving throw to break the spell. Illusion

Frenzy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a stinging orb on ground that is no larger than 20 feet in diameter and that is no larger than 10 feet on each side. You can make a ranged spell attack with the stinging orb with a successful weapon check using your spell save DC. As an action, you can refloze the orb, returning it to its original spot on the ground. Should a creature within 5 feet of the spot become blinded while affected by this spell, a nonmagical object weighing no more than 1 ounce falls directly into this spell’s unoccupied vial. Abjuration

Frenzy

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You expunge a portion of your body with a luminous light and place it on a point within range. Until the spell ends, your entire body becomes a target of this spell. Transmutation

Frenzy

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A burst of energy erupts from a point that you choose within range. The point of entry is difficult terrain or a difficult terrain you choose within range. The target must succeed on a Dexterity saving throw or be expelled by a harmless magic, though the spell has no effect on this target. It remains there for the spell’s duration, and its spellcasting ability scores and statistics return to you as normal. You must use your reaction to dismiss the spell. Conjuration

Frenzy

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You unleash a blast of magic energy on a creature within range, causing it to freeze solid. Make a ranged spell attack against the target. On a hit, the target takes 2d8 cold damage. On a miss, the spell ends. Evocation

Frenzy

Casting Time: 1 action
Range: 30
Duration: 15 Days

Your body begins to glow with life, becoming dim light for the duration. If you are sleeping or awake, you can use your reaction to cause the lights to flicker and bloom with a whimper, granting you immunity to its effects and granting it a short rest. As a bonus action, you can release the lights and stimulate the flames in any manner you choose, up to 1 mile per day. You can also cause the flames to become brighter and the flames to become fiercer. This spell has no effect on you if you are already swimming or if you are sleeping. If you do, the water becomes slightly warm and the flames no longer appear at night. At Higher Levels. At 2nd level, you choose one of the actions above to waken up the lights in your sleeping form, healing up to half of your maximum body heat. Illusion

Frenzy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a burst of flame that flings its target across the room to go where it appears. The target must make a Dexterity saving throw. On a fail save, the target takes 4d6 fire damage and is pushed 10 feet away from the area of

Frenzy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a burst of intense energy in the air that can be used to cause an area effect, such as a spell cast or an attack, at a target within range. If such an effect occurs, the target must make a Constitution saving throw. On a failed save, the target takes 1d8 psychic damage, or half as much damage on a successful save. This spell’s effects last until the end of your next turn. If you cast this spell multiple times, the spell can have no more effects on it than once. When you cast this spell using a spell slot of 6th level or higher, the duration is 10 days. Conjuration

Frenzy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You instantaneously extinguish a flame in the space of a creature you can see within range. The flame spreads around corners, and it explodes in a horizontal line 45 feet away from you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Frenzy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a flood of acid energy on a creature that you can see within range. Each target must make a Constitution saving throw. A target takes 3d12 acid damage on a failed save, or half as much damage on a successful one. On a failed save, a target also takes 1d10 acid damage and 5d6 acid damage on a successful save. A target with a Strength of 2 or less can use this spell to crush a target that isn’t it if it is. The crush targets one creature or object that isn’t a Huge or smaller object or a Medium or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or smaller object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object or a Huge or lower object

Frenzy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You warm up to a creature of your choice within range, causing it to glow with life. Until the spell ends, the creature is immune to being frightened. For the spell’s duration, or until you use an action to resolve an interaction between the spell and the target’s magic, the creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is dimmer than ice and lasts for the duration. If the creature is immune to this spell, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light also diffuses sunlight and warm water. This spell can no more completely restore an affected creature’s HP and M.E.T. after using a bonus action to regain HP. Weird light and cold light created by this spell are instantly extinguished. Evocation

Frenzy

Casting Time: 1 action
Range: 30
Duration: Until dispelled

This spell creates a harmless hallucination within one creature you can see within range for the duration. Until the spell ends, you have a harmless sensory effect (limited to visual and auditory range) that activates within 30 feet of you when you cast the spell and lasts for the duration, up to 1 minute. As an action, you can temporarily teleport yourself to any spot within 30 feet of you that you can see, using spoken words, that you know is within 5 feet of you and that is under the creature’s reach. You can repeat this spell's normal effects in any order you choose, even if you choose to end it using its overload ability. Evocation

Frenzy

Casting Time: 1 action
Range: 5 minutes
Duration: You wreathe a creature within range for the

Frenzy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spell creates a magical blast of energy that lasts for the duration of the creature’s clothes, weapons, armor, or other fuel. The blast travels slowly enough that spell weapons and armor can't fit inside it. Creatures that don’t have rings or a similar ring on their worn clothing can’t use this spell to create magical energy blasts. When you cast this spell using a spell slot of 6th level or higher, energy blasts deal an extra 1d4 fire damage to each creature other than you and have a range of 60

Frenzy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You awaken a creature within range and command it to fetch an unfriendly creature that can’t be dangerous. The creature must make a Wisdom saving throw, taking 8 + the creature’s hit point maximum and a - 2 penalty to the save. The creature can’t be charmed, frightened, or possessed by another creature. The spell ends if you or your companions are incapacitated. The creature doesn’t need to make the saving throw if it isn’t hostile toward you or your companions or if you and your companions are hostile toward it. When the spell ends, the creature returns to its home plane of origin. The spell doesn’t specify what kind of creature it is or doesn’t have, and it doesn’t need to obey verbal commands or behave in a manner harmful to it. The creature must make its saving throw at the start of each of its turns, and it does so at the fastest possible pace. If the creature doesn’t make its full normal start, it immediately descends toward you, where it resumes the normal course of activity. If the creature doesn’t make its full normal descent, it descends at an average speed of 60 feet per round for the duration. A flying creature’s normal descent requires that creature to make an equal or higher jump. The creature must maintain a vertical position over the course of the turn. If the creature ends its turn in a location where it can’t safely land without leaving a sufficient area free of obstacles for its locomotion, it lands and resumes its normal course of movement. Conjuration

Frenzy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a creature that you can see within range with one of the following effects. Until the spell ends, the creature has resistance to all damage and can’t be charmed, frightened, or possessed. Abjuration

Frenzy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw a shard of red energy from a willing creature you can see within range and cause the target to glow in an unoccupied space of your choice that you can see within 10 feet of you. Until the spell ends, the target has resistance to one damage type of your choice: acid, cold, erythems, and scorching ray. Evocation

Frenzy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature that you can see within range with the power to freeze solid objects for up to 1 minute. That creature must succeed on a Dexterity saving throw or take 1d8 cold damage and be frozen for the spell’s duration. If the target is larger than you and is holding a Large or smaller object, the spell freezes the object for the duration. The freezing effect can’t extend to the creature’s space, and it makes it impossible for the target to move, make attacks, or take any other action that could affect the target. The target is restrained and unable to move. When the spell ends, the target is stunned and is forced to make an Intelligence saving throw. On a success, the target’s saving throw is null and the spell ends. If the target fails this saving throw, it is restrained until the spell ends. At the end of each of the target’s turns until the target attains the required intelligence, the target regains the benefits of any of the spells mentioned below, and doesn’t take any actions that could affect the target. Furnish Fire. The target takes 4d8 radiant energy damage on a failed save, or half as much damage on a successful one. Cold. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Fire. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Earth. The target takes 4d8 radiant energy damage on a failed save, or half as much damage on a successful one. Water. The target takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Wind. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Lightning. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Water. The target takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Wind. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Ice. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Fire. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Water. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Ice. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Fire. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Fire. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Ice. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Poison. The target takes 4d8 poison damage on a failed save, or half as much damage on a successful one. Poison. The target takes 4d8 poison damage on a failed save, or half as much damage on a successful one. Poison. The target takes 4d8 poison damage on a failed save, or half as much damage on a successful one. A/N: This spell has been reworked so that it can be cast using a different material component. The original spell has been replaced with a new one. If you cast this spell at the same time as a spell of 3rd level

Frenzy

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a puff of radiance in a spot of your choice within range and turn it into a torch for as long as you remain within the area. Until the spell ends, your torch shines bright, piercing all armor and creating no deaf and blind damage. In addition, whenever a creature within 5 feet of the spot starts its turn with a shot of magic or a shot of acid, the torch emits a bright light in that area that deals 2d8 fire damage to each creature within 5 feet of it. This magical light is cast in a 1:1 ratio. For the duration, any creature blinded by the light can use its action to make a ranged spell attack. On a hit, the creature would be blinded for 1 hour and become blinded again if its concentration is broken. Evocation

Frenzy

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a creature of your choice that you can see within range, and it must make a Wisdom saving throw. It takes 8d8 radiant energy damage on a failed save, or half as much damage on a successful one. The creature appears in a location you choose within 8 hours. The creature

Frenzy

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

As you make a melee spell attack, you can replace the number you hit by one, or you can increase the attack's maximum range by one. For the duration, a creature can have only one explosive flourish at a time. During the attack, an extra creature or boomerang can be found at the top of the attack surface. Evocation

Frenzy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause a softening in the skin of a creature that you touch that creates a sensory overload. The target must make a Wisdom saving throw to recover from the effect. When the effect ends, the target can use its action to exhale a spray of fireballs in a 30-foot cube centered on that creature's location within range. Each creature in the spell’s area must make a Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

Frenzy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to an area you can see, up to 10 feet radius, and disappear into some unknown underground place, appearing only in an area of your choice known to you. If you cast this spell from a different location than the one you appear in, the spell doesn’t teleport you. Transmutation

Frenzy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. If the target’s body temperature is below

Frenzy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. Make a ranged spell attack against one creature of your choice that you can see within range. On a hit, the target takes 1d8 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d8 for each slot level above 4th. Evocation

Frenzy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature of your choice that you can see within range. The target and the target both receive a warm glow. Each target must make a Constitution saving throw. If it fails, a creature automatically dies of exhaustion. On a failed save, the creature is restrained. On a successful save, the creature is no longer restrained. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the effect increases by 10 minutes for each slot level above 4th. Enchantment

Friends and Enemies

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, some creatures you choose can be with you. They have advantage on attack rolls, ability checks, and saving throws, and can't otherwise benefit from any of your actions (except your own actions), nor can it confer benefits or otherwise benefit from actions that it doesn’t have. Conjuration

Friends or Foe

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, the willing creature you can see is friendly to you. This benefit is negated if you target an unwilling creature, and the target has advantage on any Wisdom saving throw it makes. If it is hostile to you, it has advantage on Wisdom (Perception) checks made to hear you, and it has advantage on Wisdom (Survival) checks made to take 2d8 damage. Conjuration

Frightening Amnesia

Casting Time: 1 action
Range: Self
Duration: 8 hours

You attempt to forget the past or to temporarily forget something that happened a long time ago. This includes your own memory of the past. You can use this ability to recall the past as a young child, a memory that has been shattered by your mother or grandmother. If you recall something when you were a child, you remember the thing as if you had seen it, and you don’t remember the memory of what happened that day. You can also recall the past and its circumstances through the memories you have of your mother or grandmother. You can also remember the past with any of the following effects. • You don’t remember the past. • You are completely free of any memories you had of the past that you have since the age of 4. • You remember nothing of the past that you do not understand. • You can’t recall the past, or recall any of its details that might have

Frightening Aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you touch with an aura of bright light for the duration. The aura is visible only to you and that creature must make a Wisdom saving throw. On a failed save, the aura disappears, and the spell ends for that creature. Enchantment

Frightening Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A shimmering force springs from your fingertips to assail creatures that you can see within range. This Aura lasts for the duration or until your spell ends. It might illuminate corridors, wards off hostile spells, and so on, and it creates harmful effects using its fine strength. Choose one of the following effects to trigger this aura: • Transmute fog, ice, fire, or thunder to faze or stinking cloud for 2d4 trees or snowflakes for 1d4 vermin for every 5 trees or snowflakes you choose. • Smite a creature for 2d4 slashing damage if it spends 1 minute slashing or piercing you or a creature within 5 feet of you, or a creature for 1 minute if it spends 1 minute slashing or piercing you or a creature within 5 feet of you, or a creature for 1 minute if it spends 1 minute slashing or piercing you or a creature within 5 feet of you. Abjuration

Frightening Bell

Casting Time: 1 action
Range: 60
Duration: 1 minute

A bell rings in a location you specify within range. Choose a point within range that you can hear and that fits within a 60-foot cube. Then place a voice that rouses the sound within 60 feet. A bell can be as large as a 10-foot ring or as small as a 5-foot circle, and it can’t louder than a whisper. Each creature in a 60-foot cube beyond the bell can hear the voice as part of its song. During the sound’s duration, an army of six monstrously gaunt, skeletal beasts appears at the center of the cube. Each beast has disadvantage on attack rolls against a creature within its area of reach. Each affected creature takes 1d6 bludgeoning damage, and it is killed instantly. Ranged weapon attacks made against the beasts originates from its lips. While within the bell’s area, creatures are physically and mentally strong, albeit at a fraction of the normal damage, and all damage carries over to their natural damage type, so it rhymes with slashing. At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, you can affect two additional creatures for each slot level above 1st. Conjuration

Frightening Bell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A crackling bell rings in a location that you choose within range. You create a loud, clear boomsome sound when you reach 5th level (3d level), 11th level (4d level), and 17th level (5d level). You create the sound when a Large or smaller creature moves into the sound, causing the sound to expand to a height not exceeding 100 feet. Until the sound ends, you can use your spellcasting ability to deafen a creature that is within 100 feet of the crackling bell, and the spell ends for that creature. For the duration, the crackling bollocks are audible within 100 feet of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 120 days for each slot level above 6th. Necromancy

Frightening Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flames of Brightness radiate from a point you can see within range, causing a flame to erupt in a 30-foot-radius sphere centered on that point. The flame can be extinguished in 1 minute or less by a ranged weapon attack. The flame ignites flammable objects in the area or ignites flammable objects in the air in a 60-foot radius, centered on the point you chose. The flammable objects and flammable objects that fall into the flame's area take fire damage, and creatures that are within its area are blinded. The fire spreads around corners, and creatures that are within its area are affected by it. The flames last for 1 minute or less in the air. Evocation

Frightening Flame

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

Flames of flame erupt from a point of your choice that you can see within range, and the flames turn to ash and black. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. The fire ignites in a 40-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 3d6 fire damage and must choose either an open pit or a hollowed-out area of the ground in a 30-foot radius. On a successful save, the spell ends for that creature. If the target’s Hit Dice is less than or equal to the number rolled in this saving throw, the spell ends for it. If the target’s Hit Dice is higher than or equal to the number rolled in this saving throw, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Frightening Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmag

Frightening Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You use your hands to grasp and twist the threads of fate within range. Choose two strands of string attached to the ends of two different strands of rope, and you touch one strand to the trigger of a glyph glyph. That glyph glyphs are connected to each other by as many strands as you want. Each strand of rope has AC 5 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your action to reshape a single strand of string into a string of runes. Each string strand has AC 5 and 30 hit points. When you use your action to reshape a strand of string, you create a new glyph glyph. Choose one of the following effects to apply to the string. • You create a new glyph glyph on the ground or a ladder within range. You must use 5 feet of rope to create the glyph glyph. • You reshape a single strand of rope in an unoccupied space within range. You create a new glyph glyph by passing a constant of rope between the two strands. This spell can create two runes at a time, one for each glyph. You rework the string at the end of each casting of the spell. Each chain of runes created by this spell includes a new one. If two runes already exist within the same rope, the two reoccur within three levels of the rope. If you create a new glyph glyph within the same space as a rope, the two reoccur within two levels of the rope. This spell reshapes two strands of rope in one use of your action. The rope produces two glyph glyphs: one for each glyph of the rope. You can create a new glyph glyph by passing a constant of rope between the two foci, or by passing a constant of rope in a different trunk within the trunk. You can also animate two runes at a time, creating a new glyph glyph at the end of each casting of the spell. The transformation is permanent and can be activated only once per turn. During this spell’s duration, you and any creatures you designate when you cast the spell gain temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. If a creature fails its saving throw against the glyph, throw back to it the rope from which it was drawn, and make a new one at the start of each of its turns as a bonus action on each of its turns. Transmutation

Frightening Light Self (5-foot-radius sphere

Frightening Presence

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make your presence known to a creature within range. Choose one of the following creatures: a creature that you can see within range, a creature that can’t be charmed, a creature that can’t be frightened, a creature that can’t be affected by any of the above, or a creature that can’t be affected by a saving throw from being charmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell lasts until dispelled. When you use a spell slot of 5th level or higher, the spell lasts until dispelled. Transmutation

Frightening Presence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The next time you cast this spell, your presence radiates with power. Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature remains in its location until the spell ends. While frightened by this spell, the target can use its action to make a Wisdom check against your spell save DC. If successful, the frightened creature or someone else within 5 feet of the target rolls a d8 and subtracts the number rolled from the saving throw DC. On a d20, the creature or someone else succeeds on the check, and the creature’s Wisdom score is restored to the target. Transmutation

Frightening radiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Dim, greenish

Frightening Smite

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 hour

For the duration, either as a bonus action on your turn or as a part of a move action on your turn, you throw a ranged weapon attack. Hit or miss, the weapon deals an extra 1d6 fire damage to the target and makes a ranged spell attack against the same creature or one of its relatives. At Higher Levels. When you do so, the damage increases by 1d6 for each slot level above 2nd. Evocation

Frightening Whispers

Casting Time: 1 action
Range: Self
Duration: 1 minute

A spectral, silent noise emanates from a point you choose within range. The noise is likely to come from somewhere within the space of 10 feet. Any creature that hears or recognizes the noise must succeed on a Constitution saving throw or be affected by the spell. The noise is part of the creature’s immediate environment. Until the spell ends, the noise is audible through the creature’s clothing and is audible through walls and ceilings and other visible openings. The creature can make a Constitution saving throw against your spell save DC. On a success, the creature takes half damage on a failed save, or half as much damage on a successful one. The noise emanates from a point of your choice within 5 feet of you. Evocation

Frightening Whispers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A whisper that seems to emanate from you increases to one form you can see within range. The form can’t enter a state of suspended animation. As part of casting the spell, you canuruise the creature as having the condition: 1) He or she constantly speaks in gibberish. Shouts, gibbering, and other annoyances can’t be suppressed by the creature’s language. 2) The creature’s Wisdom is below 50 percent. Fiction or insults are further reduced to 1st-level spells of level one or two, or by adding an insult to the list. The insult’s meaning is further reduced by the fraction of the creature’s words are discerned within the visual range. A creature’s Wisdom can’t be reduced below 1 percent until it reaches the appropriate creature’s level at which it’s audible. Transmutation

Frightening Wind

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You conjure up a wind that is strong enough to destroy anything in the area. The wind lasts for the duration, and it deals a total of 1d8 thunder damage to any creature that is within 5 feet of the wind. The target can make a Constitution saving throw, taking 8d6 thunder damage on a failed save, or half as much damage on a successful one. This wind lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target up to one additional creature for each slot level above 5th. Evocation

Frightful Arrow

Casting Time: 1 action
Range: 500
Duration: Duration Until dispelled or triggered

This spell attracts all of the best in a group and ends the hostilities between you and a foe within range. If you target a creature with an attack or another triggered ability that would deal damage, the target takes the attack, not the undead creature that triggered the ability, but the targeted creature (i.e., one that can’t be charmed) until the spell ends. If the spell ends before then, the target takes the attack, not the creature that triggered the ability or the triggered monster. If a creature is affected by a triggered ability (for example, a strong wind that attacks a target that is charmed ignores that creature), the creature takes the attack, not the creature that triggered the ability. The spell ends for a target when all its total health is drained, if the target has any remaining life or if a creature w ill manage to gain extra health to maintain its charmed condition (for example, the creature w ill manage to keep its hit point level to be no less than 50). Alternatively, if the spell is used on a creature hostile to you, the creature takes the attack, not the creature that triggered the ability. While the spell is on the creature, it treats any triggered creature as a hostile creature. If you would rather a creature be immune to an ability than deal damage to its health, use this spell. To change the effect of the spell, use the creature’s modified form, such as “a zombie, to become friendly to them, giving them +1 bonus to attack rolls against you. Evocation

Frightful Bell

Casting Time: 1 action
Range: 30
Duration: 10 Days

You call forth a terrifying bell that rumbles down a passage and ends a creature’s day. Choose one beast you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration. A frightened creature pursues whatever it can to the nearest unoccupied space and starts its march against the wall. On each of their turns, the creatures can roll a d4 and bring their Strength scores to 1. The frightened creature moves into a unoccupied space of its choice that is occupied by that creature when it appears within 120 feet of the wall or when another creature has moved into the area. If the creature moves into a space occupied by the creature, the frightened creature remains in that space for the duration by setting its Strength score to 1 and moving into that space for the duration by casting this spell. Once a creature has driven its way in this way, it has an advantage on attack rolls against creatures that it can see within 120 feet of it. Conjuration

Frightful Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A cloud of swirling fog surrounds a target and covers a range of 30 feet. The fog lasts for the duration. Each creature in a 60-foot cube in the spell’s area must make a Dexterity saving throw. A creature takes 4d6 whirling clouds for each slot level above 1/2 mile. Evocation

Frightful Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling cloud of mist fills a 20-foot-radius sphere centered on a point within range when you cast this spell. Any creature in a 20-foot radius sphere centered on a point within range that can’t be more than a few feet away from the center of the sphere takes 2d6 bludgeoning damage, and creatures in that area of the sphere take 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th Evocation

Frightful Fists

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. The target must make a Charisma saving throw. On a failed save, the target takes 1d12 necrotic damage. On a successful save, the spell ends. On a failed save, the target can use the remaining force used to cause the spell to end by spending 1 necrotic damage on itself. On a successful save, you end the spell. You can use this spell a number of times per week equal to 2 + your Constitution modifier. At any time, you must end the spell before the first use. If you use this spell multiple times, you can have no more than three uses active at a time. If you use it once before then you switch to it again at the end of your next turn. This spell is a double-edged sword. Some people find it distracting and dangerous. Some find it just another distraction. Some find it a strong urge to murder whoever kills them. Whatever the case, this spell ends when you finish it. Conjuration

Frightful Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A ranged weapon attack of your choice that you make after making a Strength or Dexterity check has no normal effect on you. While the attack deals an average of +2d6 damage to you, the damage to ranged weapons is reduced to half of the normal rate for the DM. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum level of its effects is reduced by two for each slot level above 2nd. Abjuration

Frightful Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

At the start of each of your turns for the duration, a creature with Strength and less remaining Health can make a melee spell attack against a creature within reach within range. On a hit, it deals a total of one damage type of your choice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Frightful Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, an enemy that you choose makes a melee attack against a creature within 4 feet of it. Make the attack roll of the attack using your spell slot. On a hit, the creature takes 2d8 damage. If the creature fails its saving throw, it is driven further into the pit, where it takes 2d8+1 damage of the first type, and prone. Evocation

Frightful Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Frightful Truth Touch 1 hour As part of casting this spell, you can send a truthful message to a creature you choose that is charmed or frightened. You can target something as simple as a door or a window and then plant a truthful message to it. You might specify a general lie, such as that an enemy is shedding blood or that the world is ending. Alternatively, you might tell the creature a powerful artifact has stopped its churning, transforming flesh, or that you have awakened a rare secret. You could also target an allied creature, even though it has no connection with you or can no longer act on its behalf, telling that creature a lie to protect herself or another creature or to save her life. You might tell your creature a secret so powerful it has defied your instructions, though it must still be within line of sight of you. You w as able to animate and trigger a trigger spell as part of casting the spell. If the trigger spell fails, you cast the spell again, and the effect ends. If you would end the spell on an object that you are wearing or carrying, that object would become a hidden object that isn’t visible until later in the duration. You could also dismiss the spell and dismiss the trigger spell as an action. Your magic would continue to operate as normal if you cast this spell again, but the creature would no longer be able to cast spells. Illusion

Frightful Word

Casting Time: 1 action
Range: 30
Duration: 1 Round

Choose one creature that you can see within range. The target must make a Wisdom saving throw. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. If the creature has a Wisdom score of 4 or higher, the damage increases by 1d6 for that creature. A creature that takes this damage receives a saving throw from another creature, and the save DC is Charisma-based. If you or your companions are fighting the creature or casting the spell while it is affected by this effect, the creature also takes damage of the chosen type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above the one you chose. Evocation

Frog god

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

Grasshopper's Strength and Protection from Energy (DC 25) grants it the ability to assume an energy-draining and poison-spitting habit, a habit which can restrain many fish as it flies. The creature can use its action to make a Strength weapon attack against a creature within 5 feet of it, or a poison weapon attack against all creatures within 5 feet of it. The attack deals 3d6 poison damage to the creature and causes it to exhale a constant stream of poisonous gas in a 30 foot radius. Any creature in the radius must make a Constitution saving throw. On a failed save, the creature takes 4d6 poison damage or 3d6 poison damage at the end of its next turn. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Enchantment

Frog Master

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You unleash the power of the dead to fill the world. Choose any number of fey friendly creatures that you can see within range. Each of the fey creatures you choose takes 4d6 necrotic damage, and it is possible for the creature to

Frog Spirit

Casting Time: 1 action
Range: 300
Duration: 24 Hours

This spell grants control of a beast whose size is no larger than a Large beast. Until the start of your next turn, the beast can be either friendly to you or hostile to you. It gains the ability to enter many secret locations, each with its own price and price range, and can enter any secret chamber, door or other area where it would normally not be able to enter. At Higher Levels. When you cast this spell using a spell slot of another spell of 3rd level or lower, the beast can cast all spells of its choice in one slot of its choice, as long as its chosen spell is of an 8th level or lower slot, rather than in that slot. Conjuration

Frog Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A soft, black fog rises from an area of loose fog that you choose within range. The fog moves at half speed and lasts for the duration. When the fog reaches 5 feet wide or more, it spreads out from the area, forming a 10-foot thick gaseous cloud. When the fog reaches 5 feet high, it spreads out across the ground and lasts for the duration. When the fog reaches 10 feet thick, it spreads out across the floor of a 20-foot cube and lasts for the duration. A creature that starts its turn in the fog’s area and that starts its turn within 5 feet of it must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, the fog spreads and lasts for the duration. As a bonus action, it exhales the fog, which damages creatures and creates a 15-foot-radius sphere centered on it, that lasts until the spell ends. A creature can create one additional sphere created by the fog at a time, and each sphere lasts until it is shed. When the bludgeoning damage exceeds 20d6, a creature is struck by the second sphere and must make a Strength saving throw. The creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog then covers a 40-foot radius and lasts for the duration. A creature struck by the second sphere takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog also extends out from the sphere in a straight line toward a creature within 40 feet of it. The creature must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pushed 10 feet away from the center of the globe. Conjuration

Frog Swarm

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

A magnificent greenish swarm of fey emanates from you. This swarm is native to and erupts from you. Each creature within 30 feet of you when you cast this spell must make a Constitution saving throw. On a failed save, it takes 6d10 radiant damage and is engulfed in an intense green flame. This fiery flame ignites flammable objects and dim light for an additional 20 feet. A construct or undead is also engulfed by the fire. The fire ignites flammable objects and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Frog Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of mud or grass or a dirt floor. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its action to move through the mud and grass at the same speed as the mud or grass moves. The mud or grass moves at the speed of the mud or grass. The dirt floor remains on the ground for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Frogtacle

Casting Time: 1 action
Range: 60
Duration: 4 to 11 days

You create or imbroglage a creature that takes a form different from a normal beast’s natural armor. Choose one of the following effects when you cast this spell. It creates either a skeleton for the normal beast or an undead servant. It makes a melee attack with a weapon or a spell of 3rd level or lower, and it makes a melee attack with a weapon made using your weapon (your choice) against a target within 5 feet of it. A skeleton takes 3d8 blood damage if it is created. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you create or imbroglage multiple attacks for each slot level above 2nd. Transmutation

Frost Arrows

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A ranged weapon of your choice that you can make from a different piece of ordnance than you have been worn by another creature for the duration. The weapon vaporizes solid objects made of ordnance before it impacts with anything within 30 feet of it. The weapon is fireproof against cold, and it emits a dim lightening ray in a 30 foot radius and a diaphragm at the target that bears its design upon impact. The ray cuts through any flesh, leaving behind no body and leaving no flesh but marks of flesh. After 2 minutes, the ray spreads to all four corners of the weapon, which sheds bright light in a 30-foot radius. The ray then passes through barriers created by the creature’s natural terrain magic, crackling with crackling fire. For the duration, the flammable material made of the flammable body can contain up to three creatures of your choice that are too weak to resist cold damage. Additionally, cold damage that could have been dealt with with a strong wind (such as a blade strike or dragon's breath) would instead deal cold damage of your choice. Conjuration

Frost Arrows

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

With each arrow you make, create a 20-foot-radius sphere of frigid frost centered on an area within range. The sphere spreads around corners. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d4 cold damage and another 5d4 fire damage. On a successful save, it takes no cold damage. Each creature also takes half as much damage on a failed save. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Frostbitebitebite

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a thin sheet of thick white frostbite o

n a creature you can see within range. Each creature who touches the flesh must succeed on a Dexterity saving throw or be restrained by the spell. If any creature touches the flesh touches the flesh, the spell ends. Divination

Frostbite Fissure (30-foot cone) (90 feet radius)

Casting Time: 1 action
Range: Illumotion
Duration: Instantaneous

A cold cold chill springs to your left. A 20-foot-radius sphere of stone, ten feet thick, forms a ten-foot-high, 10-foot-deep opening on either side of the sphere. The sphere can be up to 10 feet thick, or it can be up to 10 feet long. The sphere lasts for the duration of this spell. The sphere can be moved. You can cast this spell without moving the sphere or casting an action, provided you have the spell active. The sphere extends up to 30 feet within 30 feet of itself, and the spell doesn’t freeze it. It takes 9D8 cold damage on a hit or miss, and 17D8 acid damage on a miss. It is difficult terrain for creatures other than you or nonmagical creatures. A creature can make a melee attack with this spell on a hit or miss. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area created by the frostbite lasts for the duration while the spell lasts. As normal, you can target a creature with a frostbite attack on each of your turns. You must spend all the damage that was shot to target the creature, even if you target yourself by targeting enemies and using a spell slot. If you target enemies that are difficult terrain or that don’t have ranged attacks, your frostbite attack ends with them in its mouth or in the ground. The duration lasts for the duration. Conjuration

Frostbite target

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl cold, sticky forceps at one creature you can see within range. The target takes 4d8 cold damage, and the spell’s damage increases by 1d8 for each slot level above 3rd. Evocation

Frostborn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a frozen globe of ice or snow that disappears when it falls from the sky. The globe lasts for 1 hour, unless you can use a spell slot of 6th level or higher to create a 1-foot-by-1-foot cube. The globe can be up to 10 feet in height or 10 feet across

Frost breath

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause up to ten frozen wastes on the ground in a 30 foot radius centered on a point you can see within range. Each waste must be in its area and must be no larger than 10 feet square. The ground in a 30 foot radius centered on a point you choose must be dry, dry, or dune-aligned. At the end of each of its turns, a frozen wasteslide can occur that lasts for the duration. The frozen wasteslide spreads around corners. Any creature that moves within 10 feet of a frozen wasteslide must make a Dexterity saving throw. On a failed save, a creature takes 7d6 cold damage, or half as much damage on a successful save. At the start of each of the icefalls, a creature must succeed on a Constitution saving throw or become frozen for that duration. A creature without this duration can use an action to cause a cold shock on a target it can see within 30 feet of it. If the target takes cold damage when it enters the frozen wasteslide, the target takes 6 cold damage of the type it took before the spell ends. Conjuration

Frost Cloud

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a cloud of freezing fog that spreads upward in a 25-foot radius. Any creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn’t pushed. The cloud can be contained in any solid or air-filled container, though the area must be within 30 feet of an unoccupied space of its size or smaller. The cloud also has disadvantage on attack rolls. At Higher Levels. When you cast this spell using a spell slot

Frosted Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A frigid, tepid air springs into existence around a point you choose within range. This fog spreads around corners, forming thick crevices and crevices in the ground within 10 feet of you. Until the spell ends, this fog forms around two points on the ground that can be difficult terrain for creatures or difficult terrain for creatures or difficult terrain for creatures that aren’t temple or holy sites. The fog fills a 10-foot cube from the location where it appears. Whenever the fog spreads, each creature in it must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Fog spreads around corners. When a fog appears in a location within 10 feet of a location hard to reach by a creature or inside a creature’s reach, the fog spreads around corners, forming difficult stone rifts in the ground and forming narrow gullys in the ground. The fog obscures some of the image’s appearance and spreads it around corners. Small or smaller structures fail to meet a blazon’s fire resistance against the fog. When a structure or rubble fails a blazon’sfire resistance, dirt or other fine particles can fall from it, forming slick, covered pathways, turrets, and so on along the way. The fog can cover up to 20 feet of ground in a direction you choose. The smoke then sets off a chain reaction of fire and explosion that creates noxious gas when it appears. Each creature in a 10-foot radius cylinder centered on any point within range must succeed on a Constitution saving throw. A creature takes 4

Frosted Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one solid, frigid place on this battlefield that isn’t icy or wet. The ground must be smooth and flat; plants and water creatures are excluded. For the duration, the ground becomes difficult terrain, becoming so difficult that even lightly built buildings can't accommodate at least one humanoid. A creature standing on the ground must spend 4 feet of movement to enter the area, which must be made with a successful Intelligence (Investigation) check against your spell save DC. The creature enters by means of a Huge or smaller weapon attack, an ability check made with a different weapon, or a different spell. The creature must have seen at least one of the three. Make a check with your spell save DC, and the creature is transported to a new location on the ground if that location is already icy or wet. Conjuration

Frosted Earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose up to six flames within range that you can see within range. You fire one hundred feet of a direction you specify with a stroke of your hand. The flames flake in the air and come to rest on the ground. They burn for a moment and become engulfed in ice. Until the spell ends, you can use your action to cause one of the flames to crackle and crackle as part of the flames' motion. Alternatively, you can cause the flake to freeze solid and move toward you, stopping short of suffocating it. Each creature that starts its turn in the flake’s path must succeed on a Constitution saving throw or take 5d12 cold damage. The flake ignites flammable objects in its path that aren’t being worn or carried by creatures or by creatures that aren’t wearing wands. When a creature takes cold damage, the flake ignites flammable objects in its path that aren’t being worn or carried by creatures or by creatures that aren’t wearing wands. While this spell is cast, any flake’s fire can be extinguished by a simple melee spell of your choice that you can cast with a clean hand. A flake extinguishes cold damage types such as A , C , D , and E . Nonmagical flames (such as charnel-wreaths and the fiery stinging bush) made from smoke, water, or lava shed no fire and instead shed bright light in a 20-foot radius and dim light for an additional 20 feet. The flames are harmless against nonmagical ranged weapons and magic items that aren’t on the same plane of existence as the flamed weapon or item. Evocation

Frosted Earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The ground in a 30-foot radius centered on a point within range twists and thins, creating frigid conditions throughout the area. Each creature of a layer 1–4 on the ground in the area must make a Dexterity saving throw. While the ground in the area is frigid, any creature other than you that is not within 1 mile of the point or that is still moving must make a Constitution saving throw. On a failed save, the creature spends its action that movement to make a Strength or Dexterity check. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. Transmutation

Frosted Hell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a creature or object that you can see

Frosted Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a scorched earth, bludgeoning, or clubbed body of lava to erupt in a 5-footradius, 30-foot-high cylinder centered on a point within range. The spell fails if the area is heavily obscured or if there are multiple lava lairs on the same floor. Each cylinder must be of a type where each creature is obscured, and each creature must make a Dexterity saving throw. On a failed save, an creature takes 4d8 bludgeoning damage and is struck by

Frost giant

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: For the duration, freezing wind can be created on

any land within range. Choose one Medium or larger object that you can see within range and that fits within a 5-foot cube. You cause it to chill to the touch, and it must make a Constitution saving throw. On a failed save, it can’t serve as a chill spell for the duration. If it successfully saves for the first time on a turn or ends its turn in the chill’s area, it is immune to this chill. If it fails its save against a chill spell, it can make another Constitution saving throw. If it succeeds on its saving throw, this chill spreads to all adjacent lands. It lasts until the chill ends, at which point the chill flickers, or it ends its turn if it does. In addition, if you use an action to move a chunk of ice on a flat surface that you can see within range, you cause it to move up to 30 feet in a straight line, shedding bright light in a 20-foot radius and dim light for an additional 30 feet. If you have the chunk and are blocking a flat wall, that wall can be up to 30 feet thick, and you can create one 5-foot-by-5-foot section of flammable ice between the chunk and the wall. The flammable ice sheds bright light in a 20-foot radius and dim light for an additional 30 feet. If the flammable ice is on a dry land, creatures within 30 feet of it can’t be blinded while blinded by the ice. Evocation

Frost Knife

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a nonmagical weapon of moderate size and weight within range that melts and turns cold steel into fire. Until the spell ends, the weapon functions as a simple melee weapon with a 20-round capacity. It takes 1d4 cold damage when set to fire, and it becomes fire until it ignites a flammable object made from it. Reducing a creature to 0 hit points destroys it and flammes anything within 30 feet of the weapon if it’s in its path. The weapon is fully lit and emits bright light in a 30-foot radius, which can illuminate invisible creatures. Conjuration

Frost Lance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature that you can see. The target must make a Strength saving throw. On a failed save, the target takes 2d6 cold damage and no more than 10 hit points. On a successful save, the target regains all of its hit points and no more than half its hit points. The target also must make the saving throw in a manner that's reasonable for the target at the time of its last save, though it only has AC. On a successful save, the target knows the location of its target, so it can take what it's wearing and carrying to reach it. At Higher Levels. When you cast

Frost of Wind

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a 60-foot-radius sphere of ice, which you can make up to ten feet long and 10 feet wide. The sphere can reach up to 60 feet high and can reach up to 200 feet long. The sphere can reach beyond the sphere and can pass through it. The sphere lasts for the duration. The sphere lasts only when you are within range. When you cast this spell, you choose the area of the sphere that you created when you cast this spell. The sphere can be up to 30 feet long and up to 25 feet wide. The sphere lasts for the duration. The sphere can be made up to ten different shapes. The sphere can be made up to 30 feet high and up to 5 feet wide. The sphere can be made up to 30 feet tall and up to 30 feet wide. The sphere can be made up to 10 feet tall and up to 5 feet wide. The sphere can be made up to 20 feet tall and up to 5 feet wide. The sphere can be made up to 10 feet tall and up to 5 feet wide. The sphere can be made up to 15 feet tall and up to 25 feet wide. The sphere can be made up to 20 feet tall and up to 25 feet wide. The sphere has the same radiance as the sphere created by this spell. Transmutation

Frost shock

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You cause an earthquake that forms a 15-foot-radius sphere centered on a point within range. Each creature that ends its turn within fifteen feet of the point must make a Strength saving throw. On a failed save, a creature takes 1d8 cold damage, and it can’t use tools or take any damage until it uses its action on that saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Frost spear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flurry of frigid light spread from your hand to illuminate an area for up to 10 minutes. Each creature in a 60-foot-radius sphere centered on the orb for that length of time is affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 6th level or higher, the duration is concentration, up to 10 days. Evocation

Frost Spike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose one creature you can see within range. The target must succeed on a Strength saving throw or take 5d8 frost damage for the spell’s duration. On each of your turns, you can use a bonus action to launch a bolt of lightning from your hand up to 100 feet in a direction you choose. The lightning flashes within range, dealing

Frost Tremor

Casting Time: 1 action
Range: 1 Round
Duration: You create a frozen wall between two solid points

on the ground. You can move the wall up to 10 feet in any direction as a bonus action. The wall is still solid when it opens, and it is solid when it falls. The wall can also be placed within 5 feet of a point you choose. The wall must fit on a solid surface, except that the wall must not fall. When the wall is placed within 5 feet of a point, the wall falls off of the ground, and you can make a Strength check against your spell save DC to break the ice. Conjuration

Frost Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of frozen frost appears at a point within range on a ground surface you choose within range. The wall lasts for the duration or until a frozen portal appears and either the wall or the surface becomes impassable to nonmagical creatures. When you cast this spell, you can shape the wall in any way you choose so long as the wall’s length (or the thickness of the ice at the DM’s discretion) isn’t greater than 20 feet. The wall can be 1 foot thick or 2 feet deep. It can be up to eight hundred feet tall (an object might be up to twenty-five stories), and it is light enough to contain a city-sized settlement. It is immune to all damage and becomes inscrutable against hostile fire. Any creature that starts its turn in the wall’s area with advantage, and each creature that starts its turn in the ice within 5 feet of it or that starts its turn in the wall’s area with advantage, takes 11d6 cold damage. If a creature starts its turn in the wall’s area with advantage, and moves to within 5 feet of it, takes 11d6 cold damage. A creature moving within 5 feet of the wall takes 11d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage you take increases by 2d6 for each slot level above 2nd. Evocation

Frost Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 7 minutes

This spell cuts open a frozen bridge in the middle of an area within range. You cause a wall of whirling ice to form in a 5-foot square around a point you choose within range. The wall lasts for the duration and is composed of numerous ice spears and swirling ice skates. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is frozen until the start of your next turn. Similarly, if you use magic to make a blast from a point within range, the frost wall crushes it instantly. When the spell ends, both the shattered wall and frozen area become a 5-foot square on each side, and a 10-foot square on each side. The ice wall blocks a creature on the ground or on a solid surface from moving, and it makes it difficult terrain for creatures below it. If the frost wall is ever breached, a frozen creature or a creature on the ground is buried beneath. A creature is restrained by the wall and is surrounded by ice shards. During the spell’s duration, a creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to make a Dexterity check against your spell save DC. The wall, if any, melts away at its hard surface. As a bonus action, it creates a burst of freezing wind that deals 4d8 cold damage to any creature that starts its turn within 5 feet of it or that ends its turn within 5 feet of it. The wind has a 30-foot radius and moves at your direction of movement for the spell’s duration. When the burst of freezing winds occurs, any creature that starts its turn in the area must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Frost Wall

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 15-foot-diameter thick, guttering wall of ice on the ground in a 5-foot radius centered on a point within range. You can make theWall of Ice as strong as 10 pounds (unlimited). You create the wall on the ground within 5 feet of a point you choose within range. You can make the wall up to 50 feet in diameter, but can’t expand it. Any creature that ends its turn within 5 feet of the wall or moves into it must make a Strength saving throw. On a failed save, the creature takes 2d10 cold damage, and its speed drops to 20 feet until it finishes its turn again within 20 feet. The wall blocks line of sight and can’t cross over a pit or a hard ground. The wall lasts for the duration. While the wall is in place a whirlwind whirls around it in a 120-foot-radius sphere centered on that point. Each creature within reach must make a Constitution saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. While the whirlwind is in motion, a cone of poisonous gas fills the ground within 10

Frost Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The wall of frost appears in an unoccupied space that you can see within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick. It can be sustained in structures up to 100 feet on each side, and it vanishes if it is ever damaged. While a wall of frost is in its area, creatures take 1d4 cold damage, and they remain frozen for the duration. While a creature is frozen, it can use reactions to gain resistance to cold damage, but it can’t use reactions to heal damage caused by its cold damage. On each of your turns after you take damage from a cold spell, you can use a bonus action to mentally command a creature that you make a ranged weapon attack against a random up to 5—foot square on the ground, and you can command it to move up to half the distance covered by the wall and line up any traps it sets out for its soldiers to spot. Conjuration

Frost Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of frigid air springs into existence at a point you choose within range. Each wall has AC 5 and 30 hit points; if you have no hit points, it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The wall can be animated, but only in the manner you choose. When you cast the spell, you can make one line of crackling steel or bone-chained earth fire on a Medium or smaller solid object standing still for the duration. You can animate or tear apart the wall, creating pits and other openings in the walls. When the pillar is launched, any creature that was within 5 feet of it when it flew must make a Strength saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it enters the crease of the wall for the first time on a turn or ends its turn there. The wall—known as a frost wall, because it extends past a creature, the creature, or a portion of its body—creatures life, and it strikes at a creature within 5 feet of it. Each of those creatures must make a Constitution saving throw. On a failed save, the creature takes 6d6 cold damage, and it is blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded or deafled. Evocation

Frost Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 60-foot-radius 20-foot-high wall of ice in a 20-foot-tall cube centered on a point within range. Until the spell ends, the wall is a 30-foot-tall sheet of ice. The wall is 20 feet in diameter and 30 feet high. When you cast this spell, you cause the wall to form on the same plane of existence as the one you created it on. You can use your action to dismiss the wall as an action and make the wall appear in any other plane of existence that you choose. The wall is 20 feet in diameter and 30 feet high. Conjuration

Frost Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a thin wall of ice and snow in a 30 foot radius over an area you choose within range. Make a ranged spell attack against the wall. On a hit, the wall deals an extra 1d6 cold damage. Make a ranged spell attack against the wall. On a hit, the wall deals an extra 1d6 fire damage. Make a spell attack against the wall. On a hit, the spell ends. The wall remains for the spell’s duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 10th level (3d6), and 17th level (4d6). Transmutation

Frost Wall

Casting Time: 1 action
Range: 8th-level spell
Duration: A shadowy wall of frost extends up to 20 feet from

you and surrounds you. Each creature in the distance has resistance to fire damage for 1 minute. Its height is determined by the damage it takes and how close it passes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall of frost extends up to 20 feet and

Frost Wall RandomRedditor60

Casting Time: 1 action
Range: Instantaneous
Duration: Enchantment for 1 minute

You cause frost to form around the target, making it vulnerable to nonmagical damage. The target takes 5d8 cold damage, and the frost lasts for the duration. While the frost is in place, it lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target up to 2 additional creatures for each slot level above 1st. Abjuration

Frostwave

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a wave of cold light in a 10-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage and is knocked prone. On a successful save, a target takes half as much damage and is knocked prone. The spell ends if it is cast again. Necromancy

Frostwave

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

A wave of freezing water appears behind a 60 foot line centered on a point you can see or hear in the water. The wave lasts for the duration of the spell. While the wave is in motion, any creature can make a Dexterity saving throw and take 5d6 bludgeoning damage on your next turn (your choice which lasts for the duration). On a failed save, the creature takes 4d6 bludgeoning damage and 4d6 bludgeoning damage at the end of its next turn. You can use your action on each of your turns to deal one of the following damage to the frozen target: 1d6 bludgeoning damage when a wall of freezing air overcomes it and extends along the frozen creature’s line of contact. 2d6 bludgeoning damage when a wall of freezing water extends along its line of contact.* This spell can target any single creature or creature for the duration of the spell. Its area of effect is centered on the barrier. The area of effect lasts until the end of your next turn. If the barrier fails from the start of its last turn or the start of your next turn but it disappears with you, the spell ends. Necromancy

Frost Word 120

Frosty Stomper

Casting Time: 1 action
Range: 1 Hour
Duration: This spell inscribes a puff of cold frost that app

ears at the mouth of a creature that you choose within range. The creature must make a Constitution saving throw. On a failed save, the wisps of frost suddenly shift to the other side of the creature. The creature takes 2d8 cold damage on a failed save, and it has disadvantage on attack rolls and ability checks. On a successful save, the wisps of frost simply shift to the side of the creature. The wisps of force can’t reduce the frost to 1 foot in length. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Frozen Solid

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell freezes solid objects in motion that are at least 100 feet away from you. If you target an object 30 feet tall or more and that weighs 50 pounds or more, it becomes firm and impassable. The spell freezes solid objects that aren’t being worn or carried, carried, or carried by someone carrying or holding the object. An object that isn’t being worn or carried is also frozen. Any creature or object killed by this spell instantly freezes to the ground and is severed from its body, if any, and then floats to the nearest unoccupied space provided by the type of creature or object frozen. For the duration, an affected object has ice-cold-base, with a 60-foot radius to it. Any object struck by this spell or wielded by someone wielding it frozen to the ground and was severed from the object’s body. At the end of each of its turns, an affected creature can make a Constitution saving throw. It takes 6d10 cold damage and 11d10 fire damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Fruit Bomb

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Flame-like growths on up to ten trees within range. For the duration, trees grow 1 inch in diameter, and the growth process canola or shrub can open or disappear in the space where the growth is located. You can place any number of these blossoms within 1 mile of one another, forming a vine or spreading vines along a horizontal plane. You can shape the vines as you wish, and you can create openings in the plant's bark or in its soil for the vines to spread. The vines can move across uneven terrain and down soft surfaces, and they can’t cross gaps or walls. You can shape any number of vines at a time so long as none of them are too short to reach their target. When a plant has completed growing and you have seen one vine grow from its bud to the vine’s stump, you choose another vine growing from the vine’s bud as its food. While vines are under your control, you can use an action to create vines within 30 feet of one another’s corners or on either side of a difficult terrain or a wall. Choose up to five vines in total. Each plant produces two flowers, a seed, a bud, twigs, or a stench-str

Fruit Bomb

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create small, fragrant blossoms within the air that can be as small as a 1 inch diameter patch on one creature or as large as a 1 foot-high cylinder on another creature. You can create the following effects when used on the same target or on adjacent creatures: • You cause blossoms to bloom in a 10-foot radius around a creature or object within range. blossoms bloom in a 10-foot radius around a creature or object within range. • You create harmless petals or tiny petals on the ground within 30 feet of a target or on adjacent objects created by this spell. Magical foliage remains on each creature for the duration. If the creature is on the ground when you create the effect, the effect lasts for the creature’s whole movement. Transmutation

Fruit Bomb

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a vine-sized bomb that explodes in a 60 foot radius centered on a point within range. Each creature in a 60 foot radius surrounding the initial explosion must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. For the weapon’s damage die, the initial damage is the arm’s total and the weapon’s damage is the number of bludgeoning damage rounds that have elapsed. The initial damage round is 1d10 + your spellcasting ability modifier. This spell destroys w ord ers and other Medium plants within 60 feet of the initial explosion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each slot level above 5th. Conjuration

Fruit Curd

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A vine-like substance sprouts from your feet and forms a cone with one creature of your choice that you can see within range. The cone is light and leaves a trail of debris that leads to an unoccupied space you choose within 10 feet of a target, that spot or a reach out to touch it. The target can make a Wisdom saving throw. On a failed save, the target takes 6d8 bludgeoning damage and is knocked prone. The damage can’t reduce the cone’s damage above 1d10. If the cone reaches its full extent, the creature or a creature within it ripples through the atmosphere, suffocating the target and creating visible damage that its breath can disperse. While the target is doused in filth, it uses its movement to move toward a creature within 10 feet of it, making the move with advantage if able. A creature blinded by filth must make a Constitution saving throw. On a failed save, it causes flames to leap from its reach toward the creature it blinded. The flames extinguish harmless damage that was already there, extinguishing the flames while the creature is blinded. A creature blinded by filth must make a Constitution saving throw. On a successful save, the creature is no longer blinded. The spell’s duration is not affected, and if the creature uses its action to do nothing more than lay down harmful spells, that spell ends. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is 8 hours, and you can cast this spell using spell slot of 7th level or higher, up to a maximum of 90 days. If you use a spell slot of 8th level or higher, the duration is 1 year. If you use a spell slot of 9th level or higher, the duration is 9 years. Necromancy

Fruit of the Lava

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your magic imbues megalithic roots grow fruit. Choose any number of trees within 10 feet of you, one at a time. One apple a day, I plant a vine of up to 20 feet in diameter and hang it in my hand. If you choose a tree, my vine blossoms and the vines turn purple in 1 hour. A vine of the same length and shape as my vine appears on the ground in an unoccupied space that you choose within 10 feet of me. If you choose a location within 10 feet of me—such as the one you choose for me—my vine sprouts vines of the same height, and I plant vines of the same diameter and shape as my vine. When I plant my vine, I also plant vines of the same height. This way, whenever I plant a vine of the same height, my vine primes enough time to grow the vine. A vine of an appropriate diameter costs 2 times as much as a nearby tree to craft. You may choose a certain quantity of vines every day for up to 24 hours. A vine of the same diameter that sprouts and harvests fruit must be grown twice as fast for the vine to become practical. When the vine completes its growth, it sprouts new vines at a time. The vines can expand to fill a space occupied by a creature within 4 feet of the plant’s growth area. As long as the vines are planted where the plant’s vine shoots. Transmutation

Fruit Smite

Casting Time: 1 action
Range: Self
Duration: 1 minute

Flame-blackened berries, leaves, and other plant material strike your feet. You can expend a small amount of damage to break the spell. For each 10 berries struck by this spell, the spell damages 30 plants, but the plant growth doesn’t end. If a plant dies, the spell ends, and the spell fails, the plant growth resumes. Transmutation

Fruit Whip

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A long, vine-like appendage covered by a sheet of leaves shoots out at a target in a direction you choose. When you cast the spell, choose a point within range. At the start of each of your turns, a thorn can be seen. The thorn is lightly colored, almost translucent, and moves at about 60 feet per round on each of your turns. You can use a bonus action to send a thorn flying or keep a vine hovering near a point within 60 feet of you. The vine lasts until it drops to 0 hit points or someone uses a touch attack. If you cast this spell while you have the vine within reach, you can’t have it affect creatures or create pits or similar openings in openings such as you designate. You can move the vine up to 60 feet per round in any direction you choose, ending the effect on itself on a success. When you make an ability check for an ability check that you are attempting to affect a creature, you attempt to affect the creature with the ability check. If the creature fails the check, the creature knows it’s lacking the ability check, and the ability check results in the creature’s missing ability check, which can result in the creature’s death. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Frying Cloud

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Concentration, up to 1 minute You take control of the air in a cloud of swirling flames. The flames appear in any location and orbit the ground. Each creature in a 5-foot radius around the area must make a Dexterity saving throw. On a failed save, a creature takes half damage and isn’t blinded. It takes 10d10 radiant damage and isn’t blinded. Evocation

Frying Knife

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Concentration, up to 10 minutes You slap your dagger to a creature that you can see within range. Until the spell ends, you can use your action to inspect the target and find its true owner. Make a ranged spell attack with this dagger. On a hit, the target takes 3d10 radiant damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Transmutation

Frying Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure a spectral flame in a space that is neither within 5 feet of the target, and it sheds bright light in a 10-foot radius. The target can use its action to make a melee spell attack against the target, which has its attack and ability scores. On

Fungal Prince

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a sickle-like substance in your space that remains for the duration. If you cast this spell on the same creature or a creature that you can see within 30 feet of it every day for a year, creating a contagion throughout the creature for the duration, the creature dies and the spell ends. The contagion spreads around corners. When another creature touches

Fungus Bear

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Choose one creature—you choose a square, cube, square area, or a vertical column of leaves or branches or a cube or a cylinder of leaves or branches in an area 50 feet square or smaller. The creature’s speed is doubled and it takes a Strength (Athletics) check to exhale a thick green cloud of fog that spreads around corners. A 15-foot-radius sphere of bubbling fog centered on that point rises 5 5/‐ feet underground and moves for the spell’s duration. It remains there for the duration. When the fog spreads, creatures within its area are blinded for 1 minute, and one creature of your choice that you can see within 120 feet of you must make a Constitution saving throw. The blinded creature can see through the wall and is blinded while in its area. When the fog spreads, each creature within 5 feet of it must make a Constitution saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Conjuration

Fungus Plague

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You cause a sickle-shaped pest infestation on one creature you can see within range. The creature must make a DC 20 Constitution saving throw and takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s normal effect ends on the affected creature. To a creature immune to necromancy, this effect frees it for its next sickly spell cast, requiring a successful save to do so again. When the spell ends, the creature regains 3d6 hit points. This spell’s normal effect is triggered when you use your action to launch a spray of poison or miasmic images at the target. The creature takes 2d4 acid, 3d4 cold, or 4d4 necrotic damage. You can also cause the same creature to bleed out

Fungus Shell

Casting Time: 1 action
Range: 300
Duration: 24 Hours

This spell insulate a plant or a mineral object that you can see within range. It lasts for the duration or until a sudden change in the material produced by this spell (such as burning to a brownish-white, or stepping water flowing into a cauldron filled with bubbling water) suddenly vanishes. When you cast this spell, you can make a nonmagical plant or mineral object translucent and invisible, making it immune to being frightened. Evocation

Fungus Shell

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a sticky, sticky, nauseating cloud of poisonous spider webs within range. The webs are 3 feet long and fill 5 cubic feet of sand, 1 inch thick. Each creature that starts its turn in the webs or that enters them within 5 feet of one of the spiders must succeed on a Dexterity saving throw or take 1d10 poison damage. These webs are sticky and difficult to break. Any creature that can see through them must make a Dexterity saving throw. A creature can use a bonus action to crack the webs or open a portal leading to a different spider. The webs are 1/4 inch thick. Until the spell ends, you can use an action to cause the webs to erupt in an explosive sequence that damages all creatures within 5 feet of one of the webs. When the webs erupt, each creature in a 15-foot-radius, 30 foot-high cylinder centered on the webs must make a Dexterity saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is pushed 10 feet away from the location where the webs are created from. Conjuration

Furnace

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spectral or magical creature appears on your side of the earth. Until the spell ends, the creature flies to a place on the ground that is within 60 feet of you. The ground on the ground must be flat or nearly so. A spectral creature can’t be more than 10 feet long, or more than 20 feet tall, or smaller than 10 feet. It doesn’t make attacks or cast other magic spells. The creature flies and is harmless. The spell ends if you cast the spell again. If a creature uses a reaction to end its turn on the ground on the ground where it’s summoned, it must wait until the end of its next turn to do so. If the creature is immune to all its normal attacks, its statistics are reduced by 1 until it drops to 0 hit points. The spell ends if the creature uses any of its normal reactions to end its turn on the ground on the ground nearest it. Conjuration

Furnace

Casting Time: 1 action
Range: 60
Duration: 1 minute

You whisper a phrase that remains in effect until the spell ends. The phrase becomes a roaring, wailing scream that has a casting time of 1 minute. The scream can also be heard by up to 20 people. The spell can also be used to teleport to any other point on the plane. You can have up to 10 people teleport up to 30 feet away from you. The spell can only be used to teleport to a point within range. The teleport must be made within 30 feet of the place where the spell ends. If a person is traveling over a certain distance from the place where this spell ends, the spell ends. The spell can be cast from any of the following locations: A safe place where you can cast the spell; an area where you can cast the spell; a place where you can cast the spell; or a place where you can see creatures. A place where you can cast the spell while you are within range. When you cast the spell, you can use your concentration to determine the distance and location of each of the four corners of the globe. The spell can only be used to move a point within range. Transmutation

Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

When you cast this spell with a successful dispel magic spell, you restore up to six corpses of Medium or smaller creatures to a randomly chosen condition and type of creature you designate within range. Creatures that don’t have a condition that says how many corpses to offer and that has no effect on the target’s first turn or subsequent turns can't be restored to life with this casting. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can restore up to four randomly selected corpses to a target’s condition (your choice, if none are created or you choose an object created by an event, such as the one you studied). Conjuration

Furnace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal that leads to an area of magic that has been closed for the duration. The portal is a prismatic portal with a prismatic interior and a portal to the nearest unoccupied space of your choice that you can see within range. You can use a bonus action on each of your turns to create a portal from nothing more than a sheet of stone. Until the spell ends, you can create a vertical portal from nothing more than a thin sheet of stone. This portal is made up of up to six 10-foot cubes. Each cube must fit within a 5-foot cube space. The portal can be opened with a successful Intelligence (Investigation) check against your spell save DC. If you are proficient with a specific spell of a cube that you create, that spell is automatically suppressed by that spell. Transmutation

Furnace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal that will teleport you to the nearest point of your choosing. The portal can be any distance from you, up to 10 miles, up to 20 miles, or up to 30 miles. The portal can also be a circle, a cube, or a cube-shaped structure. The portal can be in any dimension, and the portal is centered on a point within range. The portal can be opened or closed by any mechanism, including the casting of the spell. The portal is made of stone or other similar material, and can contain up to ten feet of its own mass. The portal opens and closes in a random order, and there are no visible openings. The portal can be the entrance to an area of the game that is not within the portal’s reach. The portal is made up of magical runes that you can use to identify the presence of creatures

Furnace

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

Choose a point you can see within range and place a simple, familiar face on the ground, such as the one you created. The creature must make a Constitution saving throw, taking 10d8 + 8/level on a failed save, or half as much damage on a successful one. This spell’s spell slot is up to the creature’s level. On a failed save, the creature’s hit points become 1d8 + 8/level, or 1d8 + 8/level on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Furnish Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of fog centered on a point within range. Every creature in that area must make a Constitution saving throw. A creature can cast this spell only on itself or a friendly creature within the area. While created, this fog obscures visible light, as well as any harmful light cast by creatures or objects within the fog, for 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a second fog cloud appears in the space you choose, and an additional 1 in addition to your normal reach for the spell. As an action, you can move up or down in the cloud to fill its space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a fourth fog cloud appears in the space you choose, and an additional 1 in addition to your normal reach for the spell. Conjuration

Furnish Cloud

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a misty cloud of smoke centered on an area within range. The cloud spreads around corners, and its area is lightly obscured. The cloud lingers in the air for the duration, distorting vision and sight along the entire area. The cloud spreads around corners, and its area is lightly obscured. On each of your turns after you cast this spell, you can use a bonus action to cause the cloud to move up to 30 feet in a straight line behind you. Transmutation

Furnish Familiar

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a familiar that you can see within range. The familiar disappears when it drops to 0 hit points or when the spell ends. If you target a familiar, it becomes that familiar when it drops to 0 hit points or when the spell ends. Necromancy

Furnishish and Sweat

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you cleanse the flesh of all but one harmful substance that can be consumed within an area of water not covered by a covered area. If you cast this spell on the same area every day for a year and a half, the spell lasts until dispelled, or until you use your action on each of your turns to cleanse the creature of all harmful substances in the area. You can also use your action to cleanse a solid surface created by any spell on a solid surface you choose. Thus, you can cleanse up to 5 feet of dirt, 1 foot of stone, 1 inch of any metal used as a grinding tool, and 1/4 inch of any nonmetallic mineral used in casting tools. You can also use this spell to remove 5 gallons of nonmaltic water from a large vat of ointment. A creature that drinks the water created by this spell takes 3d8 cold damage, and half as much damage on a successful save. Transmutation

Furnish on Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bonfire on ground that you can see within range, which remains burning

Furnish on Unborn Creatures

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Grasping yourself from the ground, you cleanse the flesh of any severed part and fill it with flavorless flavor until the spell ends. For the duration, the flesh can be used for anything, not just alcohol or tobacco. Also, the flesh can be rendered soulless and bland to taste by flavorless potions. Necromancy

Furnish Poison

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pour a poisoned, stale food item into a 30-foot-radius sphere centered on a point of your choice within range. The spell’s area is sealed for 10 minutes, after which time the spell ends. The spell can’t inflict damage or provoke an opportunity attack. When the area appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 4d8 poison damage and becomes incapacitated. On a successful save, it takes half as much damage and isn’t incapacitated. The spell ends if you use your action to do anything else within the spell’s area. On a successful save, you no longer have to open the area for the creature to fall unconscious. The spell ends if you use an action to open the area again or if you use an action to move the area back to its original location. When you move the area, you can direct plants within it to do the damage. You can’t animate any plant present in the area, and any creature harmful to it moves into or near the area. If you cast this spell using a spell slot of 3rd level or higher, the damage the plant causes cures for the total of rounds it takes. As a bonus action on each of your turns before the spell ends, you can dismiss the spell and cause the area to revert to its normal state. If you maintain your concentration on this spell for the full duration, the affected creature is no longer affected by the spell and is stunned. Transmutation

Furnish pot

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a pot of stew that fills a 10-foot cube within range. Until the spell ends, the pot fills a 10-foot cube on each side, and the temperature and moisture content of the two containers are identical to those of the ingredients in the pot. The stew is rich with flavor. A full meal is possible with a full foodband. If you cast this spell without first preparing food or serving food, the stew becomes infested with worms, maggots, and other fey creatures. A continual grumbling or wrangling sounds throughout the sanctuary. Conjuration

Furnish Tobacco Cloud

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A swirling mass of smoke shoots forth from your hand. The spell has a range of up to 700 feet. Until the spell ends, whenever a creature other than you enters the area for the first time on a turn or starts its turn there, he or she takes 1d4 fire damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Furnish Weapon

Casting Time: 1 action
Range: Flame Weapon
Duration: 1 mile

10 minutes This spell makes a suffocating flame or a sphere of flames appear within range. You choose the flame type: wood, stone, or air. The flame spreads among creatures, objects, and things in its area, igniting the flames when it bursts. The flames do not move or dissipate heat energy. A suffocating flame spreads around creatures, objects, and even creatures that aren’t being worn or carried. At Any Level: You can cast this spell as a spell level 7th level or higher. Evocation

Furrowse

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a fog that fills an area of ground you choose within range. The area is difficult terrain with steep slopes, steep cliffs, or precipices. A 60-foot cube of fog appears on any surface within range. The area has a 20 percent chance to cause flying objects to roll a d4. The fog spreads over any area of ground that isn’t part of a solid surface. The fog is harmless, because it doesn’t harm any creature, and it doesn’t create flying objects or cause confusion. Any creature that enters the fog or is affected by it must make a Wisdom saving throw. On a success, the fog disperses into an unoccupied space that can’t be more than 30 feet square. The fog lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause the fog to expand to a height of 5 feet and to height of 30 feet. This spell’s area is a 20-foot

Fury of teeth

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

You create a pair of sharp teeth on the same spot on the ground that you choose within range. The teeth are small teeth with bite-sized points on them, usually 3 to 5 inches long and 1 inch thick. The teeth appear in a spot within range and are visible when a creature perceives or looks at the spot. The teeth can bite one creature or two creatures or two creatures and one object, though it is possible that two of the teeth can bite each other. The teeth can’t bite. If the target uses its action to eat another creature, the creature that used its action to eat the creature on that turn regains a number of hit points equal to twice the total spent. These hit points might be regained in a later use of the teeth or in a separate incident, such as by using a finishing blow to the target. A sudden onset of suicidal thoughts might also reduce a creature to unconsciousness. Abjuration

Fury of the gods

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your anger triggers within the infernal palace of Mephisto, a place that is home to the twisted and perverted children of Moria. Choose any number of creatures within range, which can be either undead or friends. Each creature that uses an action to attack must make a Charisma saving throw. On a failed saving throw, a creature takes 2d8 necrotic damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Necromancy

Fury of the Gods

Casting Time: 1 action
Range: 60
Duration: 1 minute

A divine figure appears to the creature you cast the spell. Choose any number of creatures of the chosen type. The target must succeed on a Wisdom saving throw or become a god’s god. The target is no longer a god of death or an god of peace. The spell ends if the target is killed or if the target or a

Fury of the gods

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends, you can hurl the most powerful demons in a location you can see within range. You can also cause the demons to lash out at you, either directly at you or as a swift action. The demons lash out at a target that you can see within 60 feet of it, and the target must succeed on a Dexterity saving throw or take 6 d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of demons affected increases by two for each slot level above 1st. Conjuration

Fury of the Lord

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you roll a d8 or a d10 or a d12, you make a d4 wisesticks damage on the first turn of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Fusion (1 minute

Casting Time: 1 action
Range: Self
Duration: Conjuration

Fusion Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates an elemental force that defends against all damage. For the duration, an elemental force of your choice that is equal to or greater than the floor of your current space can be created in an unoccupied space created with this spell. The creation is permanent. Until the spell ends, you choose one or more of the following damage types: acid, cold, fire, lightning, or thunder. The elemental force can’t otherwise be affected. When you cast this spell in a place or to a point within range, the elemental force lasts for the duration. Evocation

Futures

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 10 minutes

You create a shimmering void on the ground at a point within

Gaelic Whip

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one creature or object that you can see within range. It must make a melee attack when it enters the spell’s area before or after you cast the spell. Any attack roll that results from grappling, kicking, or twisting this creature’s weapon (and even its legs) automatically triggers the ability of the Whip. On a hit, the target is restrained. A creature that can’t be restrained can make an attack roll with advantage. At Higher Levels. When you cast this spell using a spell slot “healing spell’ and a concentration of at least 10 ranks must be met for the whole spell’s effect to appear, the target can no longer be restrained by the spell for the duration. Conjuration

Gainax

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to gainax a creature’s actions and/or speech. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage and is charmed by you until the spell ends. If the target wants to be charmed by you, it must make a Wisdom saving throw each time it attempts to speak with you. On a successful save, the spell ends. The spell ends if you use your action to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 day. When you use a spell slot of 6th level or higher, the duration is 1 day. Abjuration

Gainaxius Charm

Casting Time: 1 action
Range: Instantaneous
Duration: You receive the ability to cause one creature you

can see within range to tremble in place. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. This spell has no effect if the target is incapacitated or has been charmed. Conjuration

Gainax

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature that you can see within range with the spell and gain the ability to use its action to transform it into a creature of Medium size or smaller. Until the spell ends, the transformation is instantaneous. The transformation lasts for the duration. The transformed creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. It can’t be charmed, frightened, or affected by any of the following effects. Tones it to grow stronger. Senses it can grow to become stronger. Intelligence or Wisdom scores it can use to determine the nature of its own actions. Languages it can understand. The spell ends if you cast it again. Evocation

Gainax

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature within range and the target takes 8d8 psychic damage and must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage and is blinded until the spell ends. On a successful save, the target is blinded and still has disadvantage on attack rolls and ability checks. You can target either one of the other creatures at a time. If you target a creature with disadvantage on attack rolls or ability checks, it takes no damage at the end of its turn. A creature blinded by this spell can repeat the saving throw the first time it takes damage of any type. On a success, the spell ends. Necromancy

Gainax

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature to achieve an illusion. For the duration, the affected creature is surrounded by a mask that appears to be made of bubblegum. For the duration, the mask has an area of effect completely opposite to the area of your choice, such as a fog-covered room, a dim light on one side of the room, or a thicket of magical vines on the other. The illusion lasts for the duration, and the target can use an action to dismiss it. It instantly appears, disappearing when the spell ends. At any time thereafter, if the target moves or starts its turn in a different direction than the one it described, it can assume a different form, and then repeat the same or similar steps for the entire turn. The spell can have the same triggering ability as divination spells. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Abjuration

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Gain control of yourself

Casting Time: 1 action
Range: Instantaneous
Duration: You gain control over your surroundings, granting

it control over all aspects of your life. You may use this feature once during a day, or once per week, to gain control over any part of your life. You have no control over the direction or manner in which you appear, and you have no control over the duration of this spell. You also no longer have control over the physical state of any creature you touch. You have resistance to all damage types, and you can use your action to cause any creature you touch to become frightened. You gain a temporary mind-affecting effect that lasts for the duration. Your mind is unaffected by this spell, and you are unaffected by this spell for the duration. When you cast this spell, you control the environment, the course of your actions, and all creatures within 5 feet of you. You can control the area as you see fit, but not the creatures that are within it. You can also control the behavior of creatures that are within 5 feet of you, but not within 5 feet of them. You can't cause any of the creatures within 5 feet of you to become frightened, and you can't cause any of the creatures inside 5 feet of you to become frightened. You gain the following benefits.

Gain Extra Intelligence

Casting Time: 1 action
Range: Touch
Duration: Until the spell ends, you can gain extra intellige

nce by means of a bonus to your Intelligence score. You can have up to three such creatures. These creatures can be any race, pantheon, or pantheon of gods, divinities, or magical effects that you can see within range. The bonus increases to Intelligence when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. A creature must make a Wisdom saving throw against this spell on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage increases by 1d6 for each slot level above 2nd. Illusion

Gain Extra Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You gain the ability to make one additional life force, permanently placed in your body. Choose one of the following effects when you cast this spell: • You restore 1d8 + 1 temporary hit points to your body. • You restore 1d6 + 2 temporary hit points to another body part. • You restore 1d4 + 3 temporary hit points to another body part. • You restore 1d8 + 4 temporary hit points to another body part. Conjuration

Gain Extra Life

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Your touch turns a target that dies within the last minute that it can’t use an action to make a Constitution saving throw. The spell fails. For the duration, it has disadvantage on attack rolls against the target if you’re fighting it or it has no life, and must restart its turn if you or the target are fighting it, if it has any vitality, or if you and the target roll a Constitution saving throw to regain hit points. If you use your action to make the saving throw, you can use it to take 2d12 + 1d4 + 1 hit; if you use your action to make a Strength saving throw, you have advantage on the saving throw. A target that dies within the last minute that it can’t use an action to strike another creature with its life force can use its action to make a Constitution saving throw to regain hit points. While the spell is on the target’s hit point maximum, the spell can’t reduce it by more than 1 hit point. Necromancy

Gain Extra Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. The target begins to glow with life, becoming translucent and immune to poison and diseases. Additionally, the target gains a +1 bonus to AC and saving throws. Abjuration

Gain Extraplanar Movement

Casting Time: 1 action
Range: Special
Duration: You gain the ability to move across difficult terr

ain at up to 60 feet per level for the duration. While moving across difficult terrain, you can take only directed hits from the attacker, and you can’t take more than one direct hit of a target at a time. Transmutation

GainggggggggggGGGGHHH - Illusion, copy/pasting noise

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause up to five words to appear in an unoccupied space within range. The words can be repurposed as song, dance, or whatever the mood requires. They appear in any language that you choose, but you must choose the language: a language that doesn’t take place here might have no song, and words that do occur here would be unintelligible. You can make a song or dance word appear in any language that you choose, but you must choose the language: a language that doesn’t take place here might have no song, and words that do occur here would be unintelligible. You can subtract words from the language you choose to bring the illusion to life. You can also create sounds and/or change the melody or refrain of any song. If you create a sound or change the melody or refrain of a song, the illusion is made possible by at least one of the following effects. While the illusion is in effect, your movement doesn’t provoke attacks of opportunity from it. Stunning Eyes. You cause yourself to become painfully hard and red. You then become blinded until the end of your next turn. Insatiable Galactica. You stalked the night, forcing your closest friends to accompany you on dangerous adventures. You compel your closest acquaintances to accompany you on dangerous adventures. You compel your closest friends to accompany you on ill-fated voyages. You compel your closest friends to accompany you on ill-fated escapes. You compel your closest friends to accompany you on ill-fated adventures. You create an instantaneous sound or a vaguely audible sound that you can hear on the ground or in the air, as your choice. You can specify musical instruments you like, sounds you dislike, or smells you don’t like. You can turn the sound or sound sounds to fit your mood. The sound or sound sounds like notes made by your own voice, so you might make a cheerful note at the start of a long march, a note at the end of a long walk, or a sad note at the end of a long night. You can make each sound different for each person you choose, ending each sound differently. Paranoia. You cause your senses to become so completely out of alignment with your alignment that you become unpredictable and hostile toward all creatures you approach. You cause your senses to become so completely out of alignment with your alignment that you become unpredictable and hostile toward all creatures you approach. They can’t distinguish you from other creatures in an environment they can see, and if they can see you, they can’t perceive you. Abe’s mind begins to fray, and he strives to suppress it so as to avoid harming anyone else. To stop his attempts, you roll on the following table. If a creature can see you, it must succeed on a Wisdom saving throw or become aware of you for 1 minute At the start of each of your turns, a creature that can see you (or can hear you) makes a Wisdom saving throw. On a failed save, the creature is aware of you for 1 minute and must move away from you to avoid triggering this spell. On a successful save, it takes half as much damage and doesn’t disappear while moving. It remains aware of the DM's choice of two consequences at the end of each of its turns. At Higher Levels. When you cast this spell using a 6th-level spell slot, you can affect one additional creature for each slot level above 5th. Conjuration

Gain Good Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You gain control over one creature that you can see within range. The target can use an action to issue a verbal command to the creature. The creature must succeed on a Wisdom saving throw or be charmed by the verbal command for the duration. If the creature is already charmed by the verbal command, the command doesn't last. The target can repeat the saving throw at your command, ending the effect on itself on a success. If you use a spell slot of 2nd level or higher, you can use your action on each of its turns to dismiss the target if it is frightened. Illusion

Gain Knowledge (arcana) Divination

Gainthood

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Choose a humanoid you can see within range. The ta

rget becomes a member of the group you designated until the spell ends. (You can designate any number of creatures who are already members of the group, but they are automatically assumed as members of that group.) You choose one of the following options for how the group matures: • One humanoid of challenge rating 2 or lower • Two humanoid of challenge rating 1/2 or lower • Four humanoid of challenge rating 1/4 or lower • Eight humanoid of challenge rating 1/8 or lower Each creature under the creature’s size category is also considered a member of the group, though it is assumed each creature has its own separate challenge rating. Transmutation

Gainthood

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Your first action on a turn starts as an uncontrol

led urge to your advantage for the duration. Your speed increases by 10 feet until the spell ends, and you gain heighten base walking speed. When you reach the top of your school tower or when you complete your school day, you can gain up to 1,000 flying feet until the spell ends. Transmutation

Gardening Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A glowing blade flies into a 5-foot-radius sphere centered on a point you choose within range and then disappears. If this sphere is within 5 feet of you or you possess a willing creature’s spell slot, the spell ends. A spell slot of this type automatically counts as one slot of this spellcasting spell for the purpose of overcoming resistance to damage and vulnerability to cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of spell slots it requires increases by two for each slot level above 1st. Evocation

Gardening Grace

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an area of perfect grace in which to live, a creature you can reach or touch, or one creature you can reach or touch (your choice) takes 3d6 radiant damage. This spell has no effect on undead or constructs. Evocation

Gardening Hour

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You awaken a creature of your choice that you can see within range. The creature must be within 30 feet of you when you cast the spell, and you can’t move the creature. The creature also must be within 60 feet of you when you cast the spell. Transmutation

Gardening Light

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A magical light that flashes in a spot of your choice within range. The light can be dimmer than normal light, dimmer than normal light, or completely opaque. The light can be bright green, dimmer than normal light, or completely opaque. The light can also be dimmer than normal light and dimmer than normal light. For example, if you cast this spell in a dim light, the light can be bright to some extent, but dimmer than normal light to others. You can also alter the color of the light to match the color of the light. The spell can also affect the color of the light, which must remain bright enough to illuminate the spot. The light can be opaque, but opaque light can be bright. The spell can be cast up to three times. During its duration, the light can appear in any spot within range. You can also alter the color of the light to match the color of the light. If the light lasts for more than 30 minutes, the spell ends. Transmutation

Gardening of Flames

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to a point that you can see within range. You can use your reaction to teleport yourself to that point. For the duration, you have advantage on attack rolls against target creatures that move through the area. When you teleport, you make a ranged spell attack against a creature that you can see within 5 feet of you. On a hit, the target takes 4d8 necrotic damage. On a failed save, the target takes half as much damage. Conjuration

Gardening of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You form a small grave in a place of your choosing that is protected from undead. When you cast this spell, you must have

Gardening Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a sphere of energy that is 60 feet in diameter and 10 feet tall. The sphere is opaque and can be broken up into small pieces. The sphere can contain up to 500 pounds. The sphere can be used to create a wall or a ceiling. The wall or ceiling can be any size you choose, which can be as tall as you use to build the wall or as short as you use to build the ceiling. The wall or ceiling can be a simple stone, metal, or wood structure, or it can be a structure that is made of metal or wood. The wall or ceiling can be made out of any kind of material, including stone, mud, or dirt. The wall or ceiling can be anywhere on the surface, and the wall or ceiling can be made of any material that is strong enough to resist the spell. The wall or ceiling can be both high and low, provided that it is not too high. The wall or ceiling can be made from any material or any arrangement of materials that you choose. The wall or ceiling can be made from any material, including any arrangement of materials that you choose, or any arrangement of materials that you choose, that has an area of radius equal to the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 100 feet, and the duration increases by 1 hour. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 100 feet, and the duration increases by 1 hour. Evocation

Gardening Sphere

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Your body is imbued with a capacity for kindness. For the duration, willing creatures you touch, and those you line up beside you, have a 50 percent chance of succeeding on saving throws against spells and other magical effects. This ability replaces suicidal thoughts. Abjuration

Gardening Touch

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You touch a willing creature to shield it from harm. Choose one creature of challenge rating 2 or lower and touch it with one of the following options for its resistances. The target is protected against all damage and has resistance to all damage, but it can’t become charmed, frightened, or possessed by such a creature. Evocation

Gardening

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You choose one creature you can see within range and that can’t see or touch you as a whole for the duration of the spell. A creature that can see you must make a Wisdom saving throw. On a failed save, a creature takes 14d8 necrotic damage, or half what it takes to maintain its alignment. The damage can’t reduce a creature’s hit points below 1 unless its hit point maximum is reduced. For the duration, a creature has disadvantage on attack rolls against targets within 5 feet of their current alignment. Necromancy

Gardening Touch

Casting Time: 1 action
Range: 60
Duration: 1 minute

Your hand becomes the focus of nature's natural healing ability. Until the spell ends, you have a protective capacity to cleanse whatever remains of one creature or object that is still healing against your choice of any of the following effects. You can cleanse the creature’s unharmed condition, remove nonmagical wounds, or neutralize some poison that is present. Transmutation

Gardening

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell inscribes holy spirits on plant remains, laying them to rest for a moment or two. For the spell’s duration, the remains can be up to 30 feet tall and covered in soft, supple leaves. The spell then ends. Divination

Gardening wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A wind of green light whirls around you. You can direct it at targets you can see within range. A creature must make a Wisdom saving throw if it is charmed by this spell or if it willingly complies with some of the restrictions listed in the Spell List. On a failed save, it takes 10d6 radiant damage and is blinded until the end of your next turn. On a successful save, you have no harmful effects on your target. You also don’t need to use movement to move the spell to a target that is charmed by this spell. If you cast it again, the damage has no effect. Transmutation

Gargoyle

Casting Time: 1 action
Range: 30
Duration: 1 minute

Your body withers beneath your touch, leaving you with a skeletal, hideous beast. You must make a Wisdom saving throw. You succeed or else the beast withers. On a failed save, you are no longer a skeletal, hideous beast. It is as if it had been mated with another creature. Until the spell ends, you gain the following benefits: • You gain 10 hit points per level of the skeletal, hideous beast. • You gain temporary hit points equal to half the skeleton’s hit point maximum. • You gain immunity to all damage and restores hit points equal to your hit point maximum. • You are immune to poison and psychic damage. • The skeletal’s hit points do not increase with level. • Your skeletal form is blurry, and its movements are erratic. • The area of effect for this spell is foul, since it lasts for 1 minute and moves at 60 feet per round for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the drain increases by 5 feet for each slot level above 1st. Conjuration

Gargoyle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You attempt to find a humanoid of the same kind as your target and crush it to the ground for the duration, making it a bonded creature. Its hit point maximum and hit point reserve are reduced by the minimum and maximum levels of its two hit points. For the duration, a creature with a hit point maximum and hit point reserve is also affected by the spell. A bonded creature is immune to all damage and can’t speak, cast spells, or take damage from outside of its reach. The bonded creature can understand any spoken language that is learned and understands any written language that is learned but lacks the ability to read it. Also, as an action on your turn, you can repeat the same spell against a creature bonded by this spell. If you do so, the creature takes 2d12 damage of the first level chosen. If you repeat the spell at the end of your next turn, the spell fails to target a creature bonded by this spell, and if you repeat the spell at the end of your next turn, the spell fails to target a creature bonded by this spell. Conjuration

Gargoyle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an animal that you can see within range. It must be within 30 feet of you. The creature must have a body mass of at least 25,000 pounds

Gargoyle

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You take a humanoid form you choose and give it a hunting or gathering skill of 2, or a construct class feature, as you choose. The creature is friendly to you and can be charmed, frightened, or possessed by you. You also learn its statistics, including armor, weapons, and magic items. The creature is attuned to you and can hear you through its horns. It has a swimming speed of 6 feet and a climbing speed of 60 feet when you enter it in water. When it hurls boiling fluid, it can reach up to 20 feet bonus than normal. It is immune to poison and being frightened makes it vulnerable to all damage. Necromancy

Gargoyle

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An invisible demigod appears and hovers menacingly over a helpless creature whose AC equals 10 + your spellcasting ability modifier. The demigod can be hostile toward you and your companions, or it can be friendly and kind toward creatures you choose as your adoring patron. The demigod can beheaded and carried with it to your DM’s tombs or cargoes. The demigod takes 10d6 fire damage on a hit and has advantage on saving throws against its poisonous influence. The demigod is friendly to you and your companions. Once carried by a creature hostile to you, the demigod reappears at your DM’s door or in a place you have visited. The demigod disappears when it hits 0 hit points or when the spell ends. Conjuration

Gargoyle Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a gargoyle, a skeletal, skeletal creature of the chosen sort for the spell’s duration. For the duration, the creature must be within 30 feet of you when you cast the spell, and the creature must appear within 30 feet of you when you cast the spell. The creature must have a body, with a normal body, and be proficient with the new weapon, armor, or weapon it creates, if any, at the time you cast the spell. The creature must also be at least Medium or smaller and have the same or similar magical equipment. The creature can’t attack or use spells. The creature can’t take damage from magical or otherwise harmful effects. On each of your turns, the creature can make a Wisdom saving throw. On a failed save, the creature is charmed or frightened by you for the duration. On a successful save, it is a friendly creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Abjuration

Gargoyle

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You make a petrified hand puppet appear as a glowing bar at the center of your head. You can use a bonus action to make the pet petrified, which consumes the pet at the end of its next turn, if it so chooses. After the petrified hand rises from your plane of origin, you can use an action to teleport the illusionary hand up to your space on your side of the room. Conjuration

Gargoyle’s Embrace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a gargoyle, whose statistics and equipment are as you intended. The creature obeys all the commands of the gargoyle, unless it is under your control. The creature obeys any and all verbal commands given to it by the gargoyle, and it obeys any and all written and written materials written to it. The creature is proficient with all simple, but crude, weapons and armor. Its statistics and equipment are unchanged, and the creature can’t speak, do anything harmful to itself, or use a benefit from a spell or ability that the creature can benefit from. The creature can’t benefit from a special ability, such as that of an awakened fiend. It can’t benefit from a special action, such as using its action to examine a pile of rubble or inspect a wall. Evocation

Gargoyle's Eye

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral eye appears on a creature or object. The eye appears to the right of the target and to the left of the one that it is targeting. The target must make a Wisdom saving throw. On a successful save, the target returns to its original form. If the eye appears in the form of a creature other than the chosen target, you can designate a different target. For example, if you designate a creature as an object and designate that creature as an eye, the creature can choose to be an object or an eye. You can also designate a creature as an eye if you are in the same plane of existence. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can designate one additional creature as an eye. The spell’s statistics are as follows: Round Medium Round Large Round 2nd to 6th Round 1st to 5th Round 1st to 6th Round Round Round Round Round Round Round 2nd to 6th Round Round Round Round 2nd to 6th Round Round Round Round Round Round

Gargoyle's Grace Divination

Gargoyle

Casting Time: 1 action
Range: Unlimited
Duration: Until dispelled

A gargoyle springs into existence in an unoccupied space of your choice within range, appearing at the start of each creature for each target you choose within 10 feet of it. If the target is a creature, it must make a Wisdom saving throw. On a failed save, it takes 14d6 poison damage, and 12d6 psychic damage. On a successful save, it takes half as much damage, and the same damage. The creature is friendly to you for the duration. While a gargoyle is present, you can use an action to issue a command to it in an unoccupied space of your choice that it obeyes whenever it is pleased with a successful Wisdom (Perception) or Wisdom (Sciences) check. The gargoyle acts as an intelligent messenger for the first time on each target, distancing itself from you and placing its trust within you. The messenger can deliver simple commands to its followers, gaining insights into their thinking, reasoning, and behavior. The messenger also sheds light on hostile creatures within 30 feet of it. The message can reach across the room to reveal the location of hidden doors, locked passages, and other obstacles. If any creature is within 30 feet of a locked passage, the messenger releases that creature to guard against attack. If the creature is attacked by a melee attack, the messenger releases the creature to defend itself against the attack. The messenger sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When the spell ends, the spell ends for that creature. If the creature chooses an action that it would do so, it can make another Wisdom saving throw. On a successful save, the spell ends for that creature. The messenger sheds dim light in a 30 foot radius and dark dim light in a 30 foot radius. At the end of every 120 days, the messenger sheds bright light in a 30 foot radius and dim light in a 30 foot radius. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Transmutation

Garnet Swarm

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You conjure up a swarm of giant blossoms that hover in mid-air in an unoccupied space of your choice within range. The spell lasts for the spell’s duration, or until the swarm disperses from you. A Huge or smaller creature can send its shadow back to you. Any creature that ends its turn within 10 feet of you must succeed on a Dexterity saving throw to avoid the effect. A creature takes 20d6 thunder damage with each missle attack. At the end of each of its turns, the target must make another Strength saving throw. While this spell has a range of 300 feet and a spraying noise, the target lacks the ability to move or move for the spell’s duration. Any creature that ends its turn within 300 feet of you must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be knocked prone at the DM’s discretion. Transmutation

Gaseous Barrier

Casting Time: 1 action
Range: 120
Duration: 10 minutes

A thin sheet of mist compacts and curls around you. Each creature within 5 feet of you and up to 10 feet tall must succeed on a Strength saving throw or be pushed 10 feet away from you and pushed 10 feet away from any creature other than you. A creature can make this saving throw at the start of each of its turns, ending its turn early if it succeeds. For the duration, a creature pushed 10 feet away from you has disadvantage on attack rolls against creatures within 10 feet of it, and must either end its turn in a location with advantage or move to a spot within 5 feet of it that is free of such advantage. Evocation

Gaseous Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A tendril of magical power twists and shapes a creature’s destiny. Starting with a creature of Medium size or smaller, the creature (no larger than a Medium creature, up to 13 feet tall) or a staff of magic energy (up to 7 Large size nonmagical ranged attacks), bonded together to create a staff of energy, blasts forth a beam of magical energy. The beam can reach as far as 60 feet and lasts until the creature finishes its turn within 60 feet of the staff or until the staff or energy strikes a creature. The staff strikes both the creature and the staff energy fiercely, creating damage equal to half the weapon’s damage. As an action, the creature can cause one of the following effects of its choice to occur: • One piece of ordure magic energy strikes the creature or a piece of magical energy strikes it (creatures are affected by this spell only if they have a piece of the piece). • The creature is struck by a piece of magic energy that completely overlaps with the piece of magic energy that struck it. • The creature or creature piece strikes another creature or another object struck by a piece of ordure magic energy. • The creature or creature piece strikes a magical trap that prevents another creature from passing through it or leaving it struck by a piece of ordure magic energy. • The creature or creature piece strikes a magical door or other solid barrier that prevents a creature from opening it. • Creatures struck by pieces of magic energy strike prone. Abjuration

Gaseous Cloud

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You cause a cloud of fog to form in a 5-foot radius around you. Each creature in the cloud must succeed on a Dexterity saving throw or become engulfed in the fog. The fog lasts until the spell ends. The fog can be cleared by using a bonus action. If the fog isn’t cleared before the end of its current turn, it disperses. The fog

Gaseous Crasson

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Grasshopper, or gristlegrass, is a rare, poisonous plant native to the Azura Mountains. When a creature moves within range of a rock crystal, the gristlegrass erupts with a roar like that of a giant oar. The gristlegrass spreads throughout the ground, and its area is heavily obscured. When two trees or shrubs appear within 5 feet of one another, the second trunk sprouts a large, vine-like appendage capable of sustaining up to eight humanoids or four celestials. The plant produces a potent hallucinogen called hallucinogen, and it is used as a hallucinogenics spell in accordance with the deity’s religious rites. The plant's plant source is unknown. If the plant produces any hallucinogen, the plant produces it in secret in secret chambers in order to protect its members. While in secret chambers, the plant produces its hallucinogen within 5 feet of one another, and it produces its hallucinogen in secret chambers within 5 feet of one another. When a creature enters a secret chamber for the first time on a turn or starts its turn there, it can make a Wisdom saving throw. On a failed save, it causes a thin green mist to appear on its skin, covering the surface of the surface for 1 minute, after which time has passed for all creatures. A creature can take no further action on its turn, or it can make a Wisdom saving throw with advantage. Transmutation

Gaseous Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A soft, viscous mass of flesh spreads out from a point you choose within range. The area is 60 feet square, and it has a 10-foot-high wingspan. At the start of each of your turns, you can move the mass up to 30 feet in any direction. Transmutation

Gaseous Orb

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You touch a creature with a spell that you can see within range. The spell can’t target a creature or a substance, and it can’t cast spells. The spell has no effect on creatures or objects within the circle. You can use this ability a number of times equal to 1/2 your spellcasting ability modifier. The spell can be used up to twice per day. Each time it is used, the spell ends for that creature or substance. The spell has no effect on creatures or objects within the circle. Transmutation

Gaseous Shape

Casting Time: 1 action
Range: 12
Duration: Concentration, up to 1 minute

You create a form that you can see in a Medium or smaller structure and that is invisible to the senses. The creation can be a creature, a plant, or an object created by a creature. The spell can target one creature or a creature and must target one creature or a creature. If the target is a creature, the spell succeeds on its first check against the spell save DC. On a failed check, the target is no longer a creature. The spell can target one additional creature or a creature and must target one additional creature or a creature. If the target is a creature, the spell fails if it isn't part of the spell's creature or object family. Conjuration

Gaseous Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to crush an unwilling creature that you can see within range. The target takes 3d6 psychic damage. You can use your action to attempt to crush the target. It must succeed on a Wisdom saving throw or be knocked prone. The target can’t willingly move out of the way of you. The spell doesn’t target undead, and while the target is prone, it can't take any actions. While the target is prone, you can use your action to cause the spell to end. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Gaseous Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You throw a stone at a target creature. The target takes 2d6 acid damage and is restrained

Gaseous Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth a raging, glowing demon, which has a 50 percent chance to poison all creatures within 10 feet of you. The target must succeed on a Dexterity saving throw or be poisoned for the duration. The target and all creatures in it deal an extra 1d6 poison damage to the target, or half as much damage on a failed save (see below). Conjuration

Gaseous Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to ten creatures of your choice that you can see within range to attack. The creatures must make a Constitution saving throw. On a hit, they take 2d6 slashing damage and must then make a Constitution saving throw at the end of each of its turns. On a failed save, the target takes 2d6 slashing damage, and the damage increases by 2d6 when you reach 5th level (2d

Gaseous Smite

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 minute

A creature you can see within range appears in a 30-foot cube and is immune to this spell. The creature must make a Dexterity saving throw. On a failed save, it becomes a target of this spell for the duration. On a successful save, the spell ends. If the creature’s Hit Dice is less than or equal to 10 + the spell’s level, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Gaseous Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The next time you hit a creature with a weapon attack during this turn’s next turn, the target takes an acid, cold, fire, lightning, or thunder damage and becomes a creature with a +2 bonus to the attack (if it has one) or neutralize it with a harmful move (if it doesn’t have a weapon). Also, the target has disadvantage on attack rolls that use weapon attacks that use acid, cold, fire, lightning, or thunder. Transmutation

Gaseous Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a curse. You cause one creature within range to become immobile for the duration. If the target is not hostile to you, it becomes immobile for the duration. The spell fails if the target is immune to the curse or if the curse is nonmagical or if the target is incapacitated. If the target is already immobile, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is cumulative. When you use a spell slot of 5th level or higher, the duration is cumulative. When you use a spell slot of 6th level or higher, the duration is cumulative. When you use a spell slot of 7th level or higher, the duration is cumulative. When you use a spell slot of 8th level or higher, the duration is cumulative. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is cumulative. When you use a spell slot of 7th level or higher, the duration is cumulative. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is cumulative. When you use a spell slot of 8th level or higher, the duration is cumulative. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is cumulative. When you use a spell slot of 5th level or higher, the duration is cumulative. When you use a spell slot of 6th level or higher, the duration is cumulative. Illusion

Gaseous Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a cloud of dust and acid in the air. Each creature in a 30-foot cube within range must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 9th. Conjuration

Gaseous soil

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause up to six upright masses of soil on the ground to shimmering green. Each mass of soil has AC 15 and 30 hit points. Each humanoid in a 6-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature fails its saving throw, it is pushed to the ground and then compelled to make a Strength saving throw. If it successfully saves three times, the spell ends. These masses of soil are difficult terrain. When a creature moves into an area of ground that is at least 6 feet wide or is up to 5 feet wide, the soil there sprouts thick puddles and remains there until the spell ends. The soil in these masses is heavily obscured. Each 5 foot by 4 foot soil structure grants a swarm mode advantage in area combat. When a creature of that size or smaller moves into an area of heavily obscured ground, it creates a small area of exposed ground that is 10 feet across and is easy to reach. Each 5 foot by 4 foot area grants a swarm mode advantage in attack rolls against the same creature or a creature within that area. Conjuration

Gaseous soil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 5-foot-square, 10-foot-deep trench that runs along a 5-foot-square edge of dirt and is 60 feet long, 10 inches wide, and 20 feet deep. The trench is unoccupied. When you cast this spell, you create a 20-foot-radius, 20-foot-deep trench that can be up to 20 feet wide and 20 feet deep. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the trench extends for the duration. If you cast it using a spell slot of 3rd level or later, the trench extends for the duration. Evocation

Gaseous spawn

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You utter the words "Gaseous spawn" in an unoccupied space that you can see within range. An enormous fish, known as a "Giant", appears in the center of the area. The creature is flabby and has a body roughly that of a giant. It has AC 20, 1 hit point, and a Strength of 2, and its catch rate is 1d 6. The fish is Large enough to eat up food on its turn. It obeys all verbal commands that you issue to it (no action required by you). If you don’t stop issuing commands to it, it dies. The creature spends its turns trying to escape from you, but it is surrounded by acid and water. When the fish reaches 0 hit points, it falls. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Gaseous Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a sphere of ice cold air with a 5-foot radius around you and that area of the sky centered on it. Each creature within 5 feet of the center of the sphere must make a Constitution saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a sphere of fire, a sphere of frost, or a sphere of confusion with a 5-foot radius around the sphere, and a sphere of calm with a 5-foot radius around it. The spheres dissipate when the spell ends. Evocation

Gaseous Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The sphere of ice surrounding a creature increases as you command it. The sphere increases in area when the spell ends. The sphere lasts until the end of your next turn. When the sphere ends, the creature remains in the sphere for the duration, and it is immune to fire damage. The sphere can hold up to five gallons of liquid, and you choose a solid container. The container is otherwise inert and can't be interacted with. The sphere can't be broken or otherwise damaged. The sphere can be used to fill a void created by the spell. The sphere fills the space of a nonmagical object. The void created by the spell can be filled with water. The water can also be used to fill a void created by the spell. The void can be filled with other creatures, either by using an action or by pouring water into the void. Any creature that enters the void inside it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. On a failed save, the creature drops to 0 hit points and is stunned until the spell ends. If the creature isn’t stunned, it can make a Wisdom saving throw. On a successful save, it remains stunned for the duration, and the spell ends. The sphere is composed of a thin sheet of ice that covers the creature’s space. The sheet can be pulled up to 30 feet in any direction, and the creature can use its action to step out of the ice. A creature must make a Dexterity saving throw. On a failed save, the creature takes 3d6 cold damage, and it is blinded for 1 minute. On a successful save, the creature takes half as much damage. A creature that moves into the void inside the sphere takes half as much damage. The sphere is capable of holding up to 10 gallons of liquid, and you choose a solid container. The container is otherwise inert and can’t be interacted with. The sphere can’t be broken or otherwise damaged. The sphere can’t be used to fill a void created by the spell. The sphere’s contents can be filled with water. The water can also be used to fill a void created by the spell. The sphere can’t be used to fill a void created by the spell. Transmutation

Gaseous Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a sphere of icy, liquid, or water on the ground in an unoccupied space that can be of no larger size than a 5-foot cube. The sphere is transparent, and it can cover a space equal to half your space. When you cast this spell, you can target a creature you can see within 60 feet of you or another creature you can see within 60 feet of you. The sphere is harmless to the creature, and it lasts for the duration. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the sphere disappears. The sphere can create up to four different types of creatures, which are as follows: a) Tiny creatures that aren’t being charmed; b) Medium creatures that aren’t being charmed; c) Large creatures that aren’t being charmed; d) Huge creatures that aren’t being charmed. Tiny creatures. A creature you can see within range can make a single attack with a melee weapon or a nonmagical weapon. On a failed save, the creature makes an attack roll of 10 or lower, and the spell ends if it succeeds. The sphere can create a sphere of water, ice, or magma on the ground in an unoccupied space that can be of no larger than a 5-foot cube. The sphere is transparent, and it can cover a space equal to half your space. When you cast this spell, you can target a creature you can see within 60 feet of you or another creature you can see within 60 feet of you. The sphere is harmless to the creature, and it lasts for the duration. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the sphere disappears. The sphere can create a sphere of water, ice, or magma on the ground in an unoccupied space that can be of no larger than a 5-foot cube. The sphere is harmless to the creature, and it lasts for the duration. A creature can use its action to make a Strength or Dexterity check against your spell save DC. Medium creatures. A creature you can see within range can make a single attack with a melee weapon or a nonmagical weapon. On a failed save, the creature makes an attack roll of 10 or lower, and the spell ends if it succeeds. The sphere can create a sphere of water, ice, or magma on the ground in an unoccupied space that can be of no larger than a 5-foot cube. The sphere is harmless to the creature, and it lasts for the duration. A creature can use its action to make a Strength or Dexterity check against your spell save DC. Transmutation

Gaseous Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of electricity in a 10-foot radius centered on a point within range. The sphere appears at the beginning of each of your turns. You can use your action to move it up to 60 feet. While moving, the sphere can have a range of up to 60 feet. At the start of each of your turns, you can use your action to create one barrier of gas, a barrier that blocks all incoming projectiles up to 10 feet in diameter. The barrier lasts until the spell ends. If the barrier is created or created again, the barrier lasts for the duration. If the barrier is destroyed, the barrier remains there. The barrier blocks all projectiles that pass through it, but it doesn’t prevent a creature from casting a spell that deals damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 days. When you use a spell slot of 7th level or higher, the duration is up to 7 days. Transmutation

Gaseous spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell merges the flesh of a willing creature into a mist and makes that creature infernal. The creature becomes hideous in appearance, and its hit point maximum must be reduced by as much as 20 hit points, or half as much as the creature’s hit point maximum. The creature is irrationally cruel and capricious, unable to endure the rigors of mortal life without starving himself and others. As an action, a creature with a hit point maximum of 10 hit points or fewer can make a Constitution saving throw, taking 7d10 necrotic damage and 7 hit points, or half as much damage and dying the instant the spell ends. The creature sinks to 0 hit points before it can rise again. When a creature reaches the maximum hit points permitted by the saving throw, it either drops to 0 hit points or withers under the weight of filth. Necromancy

Gaseous Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to transform into a divine spirit that can be summoned from the dead. You can use a bonus action to make a melee spell attack against a nonmagical creature that you can see within 30 feet of it. The target takes 4d8 mortal wounds. If you hit the target with a weapon attack, you can use your reaction to teleport yourself to a point you can see within 30 feet of where the attack is directed, even if you can't see the target. The target is transported to another plane of existence. The target can’t be more than 30 feet away from you. Divination

Gaseous Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a storm of molten iron as a ranged spell attack. The storm spreads around corners and can’t pass through buildings. Until the spell ends, you can make a ranged spell attack against one creature that you can see within 15 feet of it, and the storm deals an extra 2d6 force damage to that creature. If the target is larger than Medium or smaller than Small, the storm creates a 20-foot-radius sphere centered on the target. The storm lasts for the duration. If the target is Large or smaller than Medium, the storm creates a 20-foot-radius sphere centered on the target. At any time for each creature within the area that starts early or who succeeds on a Strength or Dexterity saving throw, a creature on the ground in that area is pushed 10 feet toward the center of the storm. If the target is Large or smaller than Small, the storm deals an extra 2d6 force damage to that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Gaseous Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature and cause it to churn. The target must make a Constitution saving throw. On a successful save, the target is no longer a Huge or smaller creature until it drops to 0 hit points or until the spell ends. If it drops to 0 hit points or drops to 0 hit points, the spell ends and the spell ends again. Transmutation

Gaseous Transmutation

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You create a telepathic link between yourself and a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature is teleported to a different location, where the telepathic link is broken. On a successful save, the creature can return to its home plane and join you in the afterlife. On a failed save, the creature returns to its home plane and is no longer telepathic with you. Transmutation

Gaseous Wave

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You move into a place that you can see within range, centered on a point you choose within range. The move causes a wave of swirling, corrosive gas to pass through the ground in a 20-foot radius centered on that point. Each creature in the area must make a Dexterity saving throw. A creature takes 10d8 damage on a failed save, or half as much damage on a successful one. The damage type is corrosive, which has its own set of properties. Evocation

Gaseous Wave

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A wave of water streaks across a point you choose within range. A creature within the area must make a Dexterity saving throw. On a failed save, the target takes 8d6 bludgeoning damage and is pushed 10 feet toward the center of the area. On a successful save, the target takes half as much damage and is pushed 10 feet away

Gaseous Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You blow the air in a 10-foot cube centered on a point you can see within range within range. Each creature other than you in that area must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of two

Gastric Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 10-foot-diameter sphere of gaseous energy erupts from a point within range. The sphere forms within 30 feet of a location where you cast a spell of 5th level or lower and spreads around corners. This spell has no effect against particularly strong wind and can deal only half damage to strong winds. Whenever a strong wind carries the sphere in it, it moves with the sphere to that point, 5 feet away from that point. Conjuration

Gastric Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You strike a creature within range in an unoccupied space that you can see within range. The creature must make a Strength saving throw. On a hit, it must use its reaction and deal 6d8 necrotic damage to the first strike it makes against its level. On a hit, it also makes another necrotic damage type switch, which causes the creature to deal an extra necrotic damage to one of the weapon attacks it makes before the switch ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage type produced by the first melee attack increases by 2d8 for each slot level above 4th. Necromancy

Gate of Protection

Casting Time: 1 action
Range: 60
Duration: 30

60 Concentration, up to 10 minutes You create a giant portal of protection. The portal lasts for the duration and lasts for the duration. When you cast this spell using your spell slot of protection, you create a giant portal in a 30-foot cube centered on one of the same plane. This portals lasts for the duration. The portal lasts for the duration. The portal lasts for the duration. The portal lasts for the duration. When you cast this spell using your spell slot of protection, you create a giant portal with one giant radius. The portal lasts for the duration. The portal lasts for the duration. You can create a giant portal with 10 or more spaces, and it lasts for the duration. You can create a giant portal with an additional 20 feet for the duration. You can create a giant portal with 10 or more spaces, and it lasts for the duration. You can create your giant portal with one giant portal or a smaller slot. You can create a giant portal for each slot, and each slot must be within 100 feet of the giant portal. If you create a giant portal, you can create a giant portal for each slot. If you don create a giant or smaller version, it is pushed to the left. If you create a giant or larger version, it is pushed to the right. If you create the giant or larger version, the giant is pushed back. If you create the giant or smaller version, you can continue with the normal functions until the spell ends. Choose the number of creatures you can create. The size of the giant or larger version must exceed the size of the giant or you can use the normal functions with the giant. If you create the giant or larger version, the size of the giant or smaller version must exceed the size of the new giant or you can use the normal functions. If you create the giant or larger version, the giant or larger version must be within the 60 feet of the giant or smaller version. The size of the giant or smaller creature must exceed its size. If the size of the new beast is larger than the new beast, it is pushed back. If you create an giant or larger version, the spell ends. If you created the giant or larger version, you can use the normal functions again until the spell ends. You can choose any number of creatures you can create. If you create the giant or larger version, you can use the normal functions. If you are using a spell slot or a bonus spell slot, you can use the bonus to create a new giant or smaller creature. If you use a bonus spell slot, you can use the bonus to create a new giant or bigger creature. The spell lasts for the duration. When you use a bonus spell slot, you can use the bonus to create a new giant or larger version of the giant or the new giant or the new giant or the giant. If you use a bonus slot, you can use the bonus to create a new giant or the new giant, or when you use a bonus action, you can use the bonus to create a new giant or a larger version, you can use the bonus to create a new giant or the new giant. If you use a bonus to create a new giant or a new giant, the spell lasts until the spell ends. The new giant or the new giant is pushed. If you use a bonus to create a new giant or the new giant is pushed. If you use a bonus to create a new giant or a new giant, the extra weight is pushed. If you use a bonus to create a new creature, the extra weight is pushed. If you use a bonus to create a new giant or the new giant is pushed. If you use a bonus to create a new giant or a new giant, you can use the bonus to create a new giant and the new giant. If you use a bonus to create a new giant or a new giant, you can use the bonus to create a new giant or a new giant. If you use a bonus to create a new giant or a new giant, the spell ends. If you use a bonus to create a new giant or a new giant, you can use the bonus to create a new giant or a new giant. If you use a bonus to create a new giant or a new giant, the spell ends. If you use a bonus to create an extra giant or the new giant, the extra weight is replaced by the chosen creature. If you use a new giant or the new giant, the extra weight becomes the new giant or a new giant. If you use a bonus to create a space, the extra weight is replaced by the new giant or the new giant. If you use a bonus to create a new giant or a new giant, the extra weight is replaced by the original giant or the new giant. If you use a bonus to create a new giant or a new giant, the

Gateway of Protection Divination

Gather and Shrink Armor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You form a small, loose and immobile construct of your choice that can carry as many as four pounds of material. For the duration, you gain the following benefits: • You can’t be charmed or frightened. • You can’t be charmed or frightened by magic items or by other creatures, even by the kind you’d choose. • You can’t be targeted by spells and other magical abilities. • You can’t be targeted by teleporting spells and other magical effects. • You have resistance to all damage, including bludgeoning, piercing, and slashing. Transmutation

Gather Animals

Casting Time: 1 action
Range: 60
Duration: 1 year

You summon a beast from the ground you can see within range to attack one creature within 30 feet of you. The target takes 10d6 bludgeoning damage when you cast the spell. The target must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. The target can’t be charmed or frightened. Evocation

Gather Darkness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a willing creature within range and cause it to gain the ability to see into the sky. The target takes half as much damage from nonmagical light as it normally would. Divination

Gather Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Up to eight creatures you can see within range appear in a 30-foot cube of flames that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The flames are extinguished within 5 minutes of each other creature that finishes its turn there. If you use a spell slot of 4th level or higher, you can use your action to extinguish the flames for the first time on a creature you can see within 5 feet of you. This spell has no effect on undead or constructs. Evocation

Gather Friends (10 minutes)

Casting Time: 1 action
Range: Self
Duration: You summon a spirit that defends you from hostile

creatures. Choose one creature you can see within range. You gain a +1 bonus to AC and damage rolls against the target. The target is also immune to being charmed or frightened. The target gains temporary hit points equal to 1d4 + your spellcasting ability modifier, and doesn’t take any damage. Evocation

Gather information about creatures and their locations

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon a creature of your choice that you can see within range. The creature must be within 30 feet of you within range. The creature must have a body and a mind that recognizes you as a divine being.

Gatherings

Casting Time: 1 action
Range: 100
Duration: 24 Hours

This spell arranges rain, sleet, and snow to form a magnificent array of creatures—creatures, creatures, trees, rocks, and so on. Roll 12d12; you roll 1d10, and within the next 24 hours (including weekends if you plan to go to live at the time), the animals appear and are magnificent. While the beasts have sight or sound, they can’t see and can’t cast spells. Roll twice, or send the creatures to graveyards or dungeons. While the beasts have sight or sound, they can’t see or cast spells. During these hours, the creatures can be heard, smelled, and touched, and can talk to one another. Roll twice on the table above, and choose from any number of possible effects on the beasts statistics, their language (or parent language if that language isn't available), and their attire (tights, hats, long robes, or tunic). Each effect counts against the beasts statistics. Each creature that suffers an effect as a result of taking the DM’s choice of the two effects counts as causing the creature’s effect to apply. Such an effect might also apply to a creature other than you, if that creature is your main target (see below), or might apply while the creature is within 120 feet of you. Conjuration

Gathering Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a swarm of small, heavily armored creatures of challenge rating 6 or lower, each with its own lair. Any creature within the swarm must succeed on a Constitution saving throw or be restrained by the swarm. The swarm is a swarm of 30 creatures (including you) centered on you. Each creature in the swarm must make a Constitution saving throw at the end of each of its turns. On a failed save, it is restrained until the spell ends or until you send the swarm flying. A restrained creature is immune to the swarm’s effects. When you cast this spell, any creatures affected by its effects can’t harm you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the swarm's area of effect increases by 10 feet for each slot level above 6th. Evocation

Gather Knowledge

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell allows you to gain knowledge of a phenomenon that you can see within range, such as a tree or a mountain, for the first time on your turn or for the entire duration of the casting time. You also learn what creatures, creatures, or objects appear to be invisible and how those creatures and creatures appear to be invisible. For the duration, you don’t need to speak any language, and you don’t possess any magical sensors, understand any spoken language, or speak any other intelligible language. A member of the general public, for example, can see through the wall and know the condition of any door or window that is open or that is visible from a 100-foot distance. You can also read the statistics of creatures, such as the statistics of a group of people, if they are on the same plane of existence. If you do so, you learn only the statistics of the members, not of the entire group (your DM might rule that statistics are immaterial). Divination

Gather Knowledge

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell brings you closer to the understanding of one creature of your choice that you can see, what it knows, and what sort of knowledge it has. You can bring with you a willing creature of your choice that you can see within range, whose alignment you hold, what it thinks it knows about magic items, and what kind of knowledge it has. The creature can be a willing creature or an unfriendly creature, both of which must be known to you. For the duration, each willing creature counts as one creature within range of this spell. Necromancy

Gather Knowledge

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature you touch with nature and sustain it for the duration. The target’s language, seeing, and reasoning skills increase by one, and its Charisma increase by one. You can’t have more than one creature of your choice on the target. When you cast this spell, make a Knowledge (geography, astronomy, or medicine) check with your spellcasting ability. The creature has advantage on the check. If it succeeds on the check, the spell lasts for the duration, and its knowledge of the relevant terrain and its ability to navigate it is no longer relevant to the creature. Necromancy

Gather Knowledge

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You attempt to understand the nature of certain beings you touch. For the duration, you learn the group they are: their alignment, alignment changes, their hit point maximum, their hit point penalty, their hit points per level, and how many hit points are warded against cold damage. You can use your action to attempt to read these creatures' minds. To do so, you need a reading of the Ethereal Plane and an ability to perceive into its planes of operation. You know the following information, which appears in your journal during the casting of this spell: - The creature’s alignment is Ethereal, and each creature you touch has resistance to necrotic damage for 1 hour, while other creatures have disadvantage on attack rolls against them. - All creatures have resistance to magic items that would leave their hit points exposed, though they have advantage on saving throws against spells and other magical effects. This spell has no effect on undead or constructs. In addition, this spell instantly reveals the truth behind certain creatures' minds (and their alignment) if the creature’s mind is active for 1 hour. Divination

Gather Knowledge

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

One willing creature you touch has knowledge of one known location and how to protect that location from hostile creatures. The knowledge is limited to those creatures, creatures that you touch, and objects and things that have a certain weight, type, or type—such as books, magic items, or other objects—in accordance with the description in the Knowledge Description. Special and Physical Creature’s’s Lore Divine providence. Self (15-foot cube) Instantaneous You cast this spell at one creature within 5 feet of you. You understand the verbal components of each line, and it conveys the basic idea behind the casting. The spell includes the language components, along with any added language that you use as the creature speaks. Each creature that you choose within 15 feet of you must make a Wisdom saving throw. On a failed save, the creature can’t speak any language for 1 minute. At the end of each of its turns, a creature that can’t speak any language can only deal 1d4 damage to a creature that can’t be bound by the spell. If a creature is bound by more than one word, the creature must make another Wisdom saving throw. The creature takes 3d10 necrotic damage on a failed save, and the spell ends on a successful one. Necromancy

Gather Knowledge

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A humanoid appears in a spot of unoccupied space or space that you can see within range. The spell’s location is determined by the creature’s alignment. The area has a 30-footradius sphere centered on it. The spell’s duration is 1 hour. The spell’s area appears in a 100-foot cube centered on that point. The cube is 50 feet square and is composed of a sphere that is 20 feet long, 10 feet high, and 5 feet thick. The cube can have up to three floors. The cube can be up to 300 feet in height and has a height of 30 feet. The cube can’t be more than 50 feet in height or more than 100 feet in diameter. Until the spell ends, the cube appears in a place within range. You can create up to four cubes in one round by casting this spell twice. Conjuration

Gather Knowledge

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one intelligent creature within range that you can see. The target must be of the chosen race within a certain distance of you. The target must have a Wisdom score. The target then knows the current language of the chosen language of the target, as well as the language of the target’s closest relative or friend. The target also knows the language of the creature that you targeted by means of the language’s spoken language. It can understand any language spoken by the creature, but its ability to understand other languages is limited, and it must be able to read and understand any language spoken by the creature. The target’s knowledge of any language spoken by the creature is limited to information that it has learned from other sources. For example, it can understand only a few words of common English, though it can understand the meaning of two words in the language. If the target’s knowledge of a language is limited to a single sense, the creature can’t learn the language by studying only such a sense. Conjuration

Gather Knowledge

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You learn the current knowledge of one creature as you read a long and detailed book, spell, or other written book. For the duration, each willing creature you choose within 30 feet of you has advantage on a Wisdom (Perception) or Wisdom (Survival) check made to hear an unknown creature. If the creature is friendly to you, but its Intelligence is 2 or higher, you have advantage on the check. While you are concentrating on the spell, you can make one ability check as a bonus action on each of your turns to sense the nature of the creature you choose. When you sense the creature’s location, the creature moves, and any movement it makes makes while you're concentrating on this spell has its effect. While you are concentrating on this spell, you can use your action to dismiss all other spells and other effects affecting the creature by casting a prepared spell of 3rd level or lower. If you cast a spell of 4th level or higher that isn’t on the creature, it has advantage on the save. The spell doesn’t affect spells and creatures casting them with a successful prepared spell. When you cast the spell with an Intelligence of 2 or higher, the spell creates an advantage for you over the creature if it is friendly to you. The advantage lasts until it dies, at which point it reappears in the nearest unoccupied space of its choice and can’t be dismissed. Illusion

Gather some food

Casting Time: 1 action
Range: Self
Duration: 1 Round

You draw together a great mass of food, which you can eat or take with a drink. You then consume it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of food consumed increases by 1d6 for each slot level above 5th. Evocation

Gather Spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

While gathering any kind of sustenance or fuel within a closed container, you and up to eight willing creatures who fit the description become immune to any effect that would reduce them to exhaustion or enervation. You and any willing creatures you designate when you cast the spell also become immune to all damage until the spell ends. Divination

Gather the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You summon a corpse of a creature that you can see within range. Until the spell ends, the creature moves to the nearest unoccupied space, and the corpse remains there until the spell ends. The corpse can be any shape or form that fits within the creature's space. A creature who is wearing or carrying the corpse can make a Strength or Dexterity check with your spellcasting ability for the corpse, and the creature takes the normal damage of the creature. If the creature is larger than the creature's size, the corpse becomes smaller. The corpse can't be dismembered or otherwise transformed into anything else. The creature can use an action to make a Constitution saving throw. On a success, the creature can use its action to end the spell. The corpse remains until the spell ends. Transmutation

Gather the Dead

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a corpse of a nonliving creature that is dead. The corpse is a corpse with a normal body, and it remains so for the duration. The corpse is undead and can be created by any action you take. The corpse is a magical dead body, and you can create one at will. The corpse is made of a stone or a similar solid material. You can use your action to create a new one that is not a corpse. If you already have a corpse, you can choose one. It remains until the spell ends, or until you dismiss it as an action. You can have up to ten corpses created at one time. You have resistance to necrotic damage and cold damage. A corpse can be created with one additional creature for each slot level above 1st. Conjuration

Gather the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a great beast from the depths of the dead to aid you in your quest for the Ethereal Plane of Shadow. Choose one of the following forms: humanoid (no bite), beast (no bite), or spectral (no bite). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a great beast that is 5 feet tall and weighs 40 pounds (or 20 pounds if you are a lich). Choose a beast or a humanoid. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon up to four great beasts (one for each slot level above 4th). At Higher Levels. When you cast this spell using a spell slot

Gather the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon an undead servant, a creature of Medium size you choose that weighs up to 50 pounds and can neither move nor die until dispelled, and that has a AC 5 bonus and 30 hit points. The servant disappears when it drops to 0 hit points or when you cast this spell. The servant disappears when you cast the spell again until you use your action to do so again. It appears for 24 hours, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. You can make a single death saving throw at the end of each of its turns. On a successful save, the spell ends. When you cast this spell, you can have the undead appear at any door or window open on the same plane of existence as you and at any point during the duration of your stay there,’s servants appear in all but one place on the same plane of existence, and appear in any spot on the target plane you select. You can create such a place in any of your adventures. When you cast the spell, you can specify creatures and objects as close as you can get to creating the place. This creates a seamless interaction between your game activities and the appearance of the undead servant. The servant appears only within the tombs and secret chambers of your fortress or expeditionary force headquarters. You can also create such a place in dungeons, fiefdoms, or other hidden places. If you create a place on a map, known as a secret chamber, that is protected by a celestial, fey, or undead, the servant disappears when it appears, shedding light in a 30-foot radius and dim light for an additional 30 feet. The servant disappears permanently if its AC equals 10 or if its hit point maximum and current hit points are lower than the number of hit points of its companion. This spell's effect ends if you dismiss it as an action or if you use your action to dismiss it again. Conjuration

Gather the Dead Conjuration

Gather the Dead

Casting Time: 1 action
Range: Self (120-foot-radius sphere centered on point A)
Duration: Concentration, up to 1 minute

You conjure a corpse of Medium size or smaller and place it within the spell’s area. A creature within the spell’s area must make a Constitution saving throw. On a failed save, a creature takes 4d8 necrot

Gather the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe a specific phenomenon that occurs in a location within range. At the start of each of the target's turns, the target is compelled to either: ‪disguise as a corpse, ‪snivel as a hat, ‪dagger as a hat, or ‪curse as a hat. ‪Describe a creature‪s condition, including food, water, and magic items that are affected by the condition. ‪Describe a creature‪s condition, including food, water, and magic items that are affected by the condition. ‪Describe a magical effect affecting the condition. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the duration of the spell increases by 1 year for each slot level above 3rd. Divination

Gather the Dead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Grasping bits of the past month or so, you draw them together, and you arrange them so that only the most recently dead are visible. If you cast this spell with an 8th-level spell slot or higher, the bits take up half of their current location, if any. If you cast this spell using an 11th-level spell slot, the arranged bits take up one spot, and the spell ends for those laid out in descending order of appearance: ebony, emerald, violet, dark green, yellow, gray, red, blue, brown, gray, yellow, white, yellow, blue, green, violet, violet, or ebony. Once arranged, the bits can’t be dispelled by dispel magic. Transmutation

Gather the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 30 minutes

You create a body of undead, either undead or an undead willing creature. You can use your action to teleport a willing creature to another location, which location is difficult terrain. You can also teleport a willing creature to another location. A willing creature is a creature of your choice that is within 60 feet of you and that can hear you. The first time you teleport a willing creature, the spell ends. A willing creature can also be teleported to another location by a spell, such as a similar teleportation spell from the book of dark magic. Conjuration

Gather the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You convene the Dead within a large, well-preserved tomb to lay the remains of a fallen enemy. The Dead are undead and can be found in various locations around the game world. At the start of each of your turns, you can use an action to summon up to six of the undead to your side, which you can do so as an action. You can also use your action to dismiss the summoning, but this action can be used only once. During the spell’s duration, any living undead that aren’t moving or resting can’t attack you. While undead, you can’t create, manipulate, or consume any sort of magical equipment or equipment that isn’t a weapon or armor, and you can’t cast spells that use a nonmagical spell slot of 7th level or higher. Conjuration

Gather the Dead Transmutation

Gather together the elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon elements that are centered on a target and that last for the duration. Choose any number of trees or shrubs within range and form a protective dome over them. The dome lasts for the duration and is 5 feet tall and covered with a silvery greenish cloud. The dome grows to encompass up to 20 feet of ground and lasts for the duration. You can use your action to cause the cloud to move up to 30 feet in a straight line, stopping at a point within 5 feet of you. When the cloud moves, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 6d6 lightning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. As an action, you can cause the dome to move up to 30 feet in any direction, causing it to automatically rotate to face you. The dome can’t move across any solid surface without damaging it, including liquids and ceilings. When the dome reaches the top of a structure, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that is within 30 feet of the dome when it sheds the light must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Gather Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a rain cloud in a 60-foot-radius sphere centered on a point you can see within range. The cloud spreads around corners. That creature must make a Constitution saving throw. On a failed save, a cloud flickers up to 5 feet in the direction you chose. A cloud doesn't contain water. When a cloud appears, it lasts until it dissipates and the spell ends. A cloud that isn't in the area becomes a fog, and any creature in the area can see and hear it. The cloud lasts for the duration. A creature can use an action to make a withering check against your spell save DC. If it succeeds, the cloud spreads to all adjacent squares, and any creature that can see it must make a Constitution saving throw. On a failed save, the cloud moves at a speed of 10 feet per turn it covers the area. If it spreads to any other square, it drops to its lowest flying level, and any creature that can see it must make a Dexterity saving throw. On a successful save, the cloud becomes a cloud for the duration. The cloud lasts for the duration. If the cloud is on a spot that isn't within 60 feet of a spot where the cloud falls, it lasts until it drops to its lowest flying level. Conjuration

Gather Water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a simple, yet powerful stream of water that fills a 20-foot cube. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d4 bludgeoning damage and is knocked prone. The spell has no effect if the target is below 50 hit points or 60 hit points. Conjuration

Gather what you like Divination

Gather Wisdom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You gain the ability to gather a portion of the information you gather from your

Gauntlets of Life

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You put together a body of shimmering minerals you can see within range, transforming each one into a weapon of maximum potential. If you aim it at a creature, that creature must succeed on a Constitution saving throw or take 1d6 thunder damage. If you aim it at an object weighing up to 500 pounds, that creature must succeed on a Dexterity saving throw or be knocked prone. If you aim it at an area completely covered by armor and that area includes a small opening in the ground that leads to a maw of emeralds, that creature can make a Constitution saving throw. On a failed save, it halts the spell for 1 minute. If either creature fails the spell in its next turn, it can’t use it for another minute. Transmutation

Gaze of Life

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke the power of the dead to pierce the darkness of your nightmares. For the duration, you can see the three-dimensional shapes of your nightmares, allowing you to see invisible creatures, monsters, and other nonmagical phenomena that can be seen through the chasm. Necromancy

Gaze of Madness

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You mentally command up to six creatures of your choice that you can see within range, and they understand the language of your choice for the duration. Each target must succeed on a Wisdom saving throw or be forced to make an Intelligence saving throw. On a failed save, the target suffers the creatures' verbal illogical patterns for the duration. A mind game played using this spell is difficult! Roll initiative for the targets, which are determined by the DM according to their chosen language. The creatures speak one language, one language they can’t comprehend, one language they can understand, one language they can comprehend, one language they can understand, one language they can see, and one language they know can describe a specific creature or an area of the wall. If this spell has multiple uses, roll initiative for each one, and determine what uses would be most beneficial to each creature. Threshold. Targets are limited in their movement, reaction, senses, and intellect. They make a Wisdom saving throw and have disadvantage on attack rolls against targets within their reach. Target. Targets are blinded and deafened until the spell ends. A target is also vulnerable to being charmed, frightened, or possessed by such creatures. At the DM’s option, the spell ends for a target on any of their turns that fails the saving throw, and that creature is charmed, frightened, or possessed by such creatures for the duration. A target is also limited in the actions it can perform, both in combat and on the following turn. On each of its turns until the spell ends, a target can make a Wisdom saving throw to regain control of its action. If it successfully saves against this spell, this spell then ends for that creature. While a target is under this spell, any effect that might otherwise banish it to the Shadow Forest for long periods of time is completely negated by this spell. A creature that would normally walk on

Gaze of Mara

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a vision that moves up to 30 feet in a straight line and takes 1d8 psychic damage if you are within 500 feet of it. Until the spell ends, the illusion can’t move or travel. Any creature that can see through the shadow of a minotaur’s death rises no higher than Medium or lower than 120 feet. Transmutation

Gaze of Stone Shapechangers

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a piece of nonmagical stone on the grou

nd that you can see within range and that is at least 10 feet long. The stone remains for the spell’s duration. You can use a bonus action on each of your turns to sense the presence of the stone and create an illusion of one of your close friends. You can also use your action to appear in a location that you are familiar with and to appear on a solid surface, but no more than 5 feet to the side of a tall building. You can move the stone as a bonus action on each of your turns to enter a location that you are familiar with and to enter a place that is within 5 feet of a tall building. If you move more than 50 feet over a flat platform, you can move the stone up to 45 feet in a straight line. You can use your action to move the stone up to 30 feet in a straight line and then the first time it takes any damage of your choice, it makes a new attack roll, ending the effect. Alternatively, you can cause the stone to make a new attack roll if you have it and make a new damage roll with it. In either case, the stone is no longer in existence and must end its current one before you can use its action to move on to the next. Conjuration

Gaze of the Abyss

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You call forth a swarm of undead within range, gathering there for the first time on a turn or within 60 feet of you. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The undead tend to hover in the air, hovering for 30 feet at a time. Each time a creature enters the warded area, the creature takes an extra 2d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Illusion

Gaze of the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a phantom servant that appears in an unoccupied space of your choice that is within 60 feet of you. The servant appears in a random location within range. It obeys any verbal commands you issue to it that you know to be true. Whenever you cast an action that requires you to move more than 60 feet, you can move the summoned servant up to 60 feet in a direction you choose. If you move more than 60 feet, you can change the direction in which the servant moves, up to 10 feet. The servant can make attacks and cast spells, as long as it is within 100 feet of you. The servant can’t interact with creatures or activate magical effects. The servant can’t use magic items. The servant doesn’t need to be in the same room as you or in the same plane of existence as you. Evocation

Gaze of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a shadow from the dead, moving toward a point you can see within range. The shadow appears in a spot you choose within range, and when a creature must make a Wisdom saving throw when you cast this spell on the same spot, the shadow takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The effect lasts for the duration. The shadow is invisible. You can use this spell’s normal casting time to cast a spell. The shadow appears in a spot you choose within range, and when a creature must make a Wisdom saving throw when you cast this spell on the same spot, the shadow takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The shadow is invisible when you cast this spell. The spell ends on a successful save. If the shadow moves within 30 feet of you, you can choose to see it from within 30 feet of you. When you do so, it spreads its shadow across the ground in a 30-foot radius around you, covering it for 1 hour. You can move the shadow up to 30 feet per round. Evocation

Gazing

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure up

Geasmal Killer

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You sense the feeling of suffocation in some form of your choice that you choose: pain, or pleasure. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The spell ends if its hit point maximum or the creature is ever outside the spell’s range. Necromancy

Geasmal Killer

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You sense the feeling of repugnance, attraction, or attraction within a specific area of your

Gem of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You touch your body, and until the spell ends, any creature you touch that you can see or hear must make a Constitution saving throw. On a failed save, this creature has disadvantage on Strength, Dexterity, or Constitution saving throws. On a successful save, this creature has advantage on the same attack roll and ability checks it made for the spell. As an action, you can teleport yourself to any other point in the area, where you can see the spell. You then move to any point within range. Conjuration

Gem of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a magical gem that is either undead or undead-like, and that lasts for the duration. You can create a gem by using an action to cause a piece of metal or a piece of wood to disintegrate into a random quantity of force. A piece of metal or a piece of wood can be broken down into 10 smaller pieces, each of which weighs 5 pounds and has an AC of 5. The gem must be within 30 feet of a wall or other structure that blocks its way. The gem can also be imbued with an ability that lets it animate or be carried by a creature. You can use an action to cause a piece of metal or a piece of wood to disappear, or you can cause a piece of wood to become inert and be magically inert. You can use your action to dismiss the spell. A piece of metal or wood disappears when you dismiss it. Conjuration

Gemstone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gemstone that can hold a certain amount of energy. The gemstone becomes a solid, opaque gem within range. You can use a bonus action to create one of the following gemstones: 1) an unbreakable stone, 2) a prismatic gem, or 3) a prismatic gemstone. The gemstone can also be a gemstone of equal or lower quality, a prismatic gemstone, or an unbreakable gemstone. Conjuration

Gemstone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A gemstone appears on a surface that you can see within range. The gemstones are transparent, and can be seen to the creature’s left (if there are no creatures in the area) or right (if there are no creatures in the area). The gemstones can’t be damaged or otherwise affected by spells or other magical effects. The gemstones can be worn or otherwise worn, and they can’t be cast as normal. Conjuration

Gemstone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A piece of stone or a hard substance made of it sprouts from the center of a glyph within range, forming a gem or gemstone shield that protects a creature or an object within range. The gemstone serves as the foundation for any additional protective magical elements a creature might need to protect itself from damage or other effects that might harm it. The gemstone also provides protection from light, cold, fire, and energy damage, as well as offensive and defensive effects. To appear on a weapon or armor of a different color or shape than its component language, a creature must speak its component language or have a component language check attuned to the weapon or item. It can give its component language check in writing, though it must come from the same person or source as the creature’s component language. Transmutation

Gemstone

Casting Time: 1 action
Range: 60
Duration: Necromancy

1 minute You create a gemstone in the shape of a ring or finger. It is one-handed and contains a 25-foot cube of stone. The gemstone can be made of any material that isn’t heavy or precious. The gemstone can’t be worn or carried. The gemstone remains for the spell’s duration. The gem

Gemstone

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create gemstones from rock or dirt, made of stone or mud. Choose a chunk of stone or dirt that you can see within range, such as three feet thick, that weighs 10 pounds and can hold up to 1,500 pounds. The gemstones are strong enough to crush small craft or structures, and they give you an enhancement bonus to AC. When you cast this spell, each chunk of stone or dirt created has a AC of 26 and 30 hit points, and it lasts until it is reduced to 0 hit points. The gemstones can only be reduced in this way by other creatures. As an action, you can cause up to twenty-five of the gemstones to shimmer silver and sparkle emeralds in a 20-foot cube centered on that point. Each creature within 20 feet of the gemstone must make a Dexterity saving throw. The creature takes 8d8 damage on a failed save, or half as much damage on a successful one. That amount of damage is reduced by poison and disease until it is overcome, at which point the gemstones dissipate in a puff of smoke. Necromancy

Gemstone Armor

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You make constructs of fine gemstone appear as gemblins or chisels, or designate a jewel, emerald, or emerald-green kind using the chosen gemstone type. The objects used to create the types are immune to their own effects, though they retain their original gemstones, if any, if any. A creature of the choice that you choose can use its action to imbue its gemstone with the properties you described above, which are affected by the conditions under which the gemstone appears. You can imbue a creature with the gemstone, causing it to become a celestial, fey, or fiend for the duration, or sending it to the Material Plane for the first time on each of your turns, ending the effect on that creature or object. Thus a celestial whose ring finger touches a celestial

Gemstone Break

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a crackling, stone-strewn tomb inscribed with the text, "This tomb was filled with the word of God and guarded by the spirits of creation until the dawn of time." It stands at the center of a tomb discovered by the Shadow Dragon, dedicated to the Lord of the Dead during the Great Crusade. The tomb remains a secret tomb to this day, though the name might be a little off. Until the day that it was discovered, no mortal man or beast could enter the tomb. That year, the Shadow Dragon led a suicidal crusade against the Faithful in the Faithful' s Blackrock Grove. He took his followers to battle between the Faithful and the Orcs. Though the Faithful escaped from within the tomb, they managed to escape after several hundred days of battle. The dark wizard had a plan: when the undead arrived and fought the Faithful, the only option left to him was to fight them with a rock. He set off the rock and broke the tomb's seal, leaving only its walls and walls of stone. No one knew who the tomb belonged to and it was guarded by the spirits of nature. It was revealed that only the spirits of creation were capable of understanding the tomb’s secrets. The tomb was the last place where the faithful would be buried, but at last the word of God was revealed. Through the Word, through the strength of the Word of Righteousness, he took the Faithful to the tomb. The Lord of the Tomb dedicated the tomb to guard against the Orcs at the Blackrock Forest. When the spirits found out about it, they came to destroy the Faithful. They smashed the tomb and killed all the faithful in it. There was no light in the tomb. Only blood. There was no hope of resurrection. The only way this tomb could ever be restored to its ancient meaning is to be destroyed by the Lord of the Tomb. The Lord of the Tomb spared no lives as his servants tore the tomb down to reveal himself to the faithful. To this day, the tomb remains to this day. The ghost of a warrior rises from the grave. The Lord of the Tomb is a cruel and cruel god. His wrath is out of control. With the power of the grave and the strength of the axe, he destroyed the tomb. The grave is guarded by the forces of nature. The spirit of the tomb guards the way and keeps everything sealed. The tomb itself exists to protect the faithful. It holds the

Gemstone sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A thin sheet of fine grit appears at a point within range and surrounds a creature or object within reach when you cast this spell. The grit is hard, transparent, and covered with a thin sheet. If the creature is holding onto a piece of the grit, that grit cuts through the creature’s physical defenses, and the creature must succeed on a Strength saving throw or be pushed 10 feet away from the sphere by means other than a Dash spell or a swift Dash (it takes 3d10 force damage on a failed save, or half as much damage on a successful one) to avoid being pushed or shoved. As long as the creature doesn’t have to use movement to move away from the sphere when pushed or shoved, the creature can use that movement to move at least 20 feet away from it when pushed or shoved. Transmutation

Gemstone Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A nonmagical rock that is 1 inch thick and 1/4 inch thick folds into a sphere of whirling, shimmering force, forming an inverted image of a living creature on the ground. The sphere remains for the spell’s duration and can contain up to four hundred identical copies of the image. As a bonus action on your turn, you can move a duplicate of the image up to 30 feet and then repeat the same attack using only the duplicates image. If you can, the image transforms into fire and becomes a raging flame. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 1d6. When you cast this spell using a spell slot of 8th level or higher, the shimmering image increases by 1d8, and so the explosion lasts until dispelled. Each time you use a spell slot of 8th level or higher, the spell increases by 1d10, and the damage increases by 1d12, for each casting of the spell using an 8th level spell slot. Evocation

Gemstone spike

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your magic springs forth from a gemstone on the ground within range. You can create any kind of gem, from stone to gemstone, in the area for a duration determined by the DM. You manipulate the gem, or the gemstones themselves, in any way you choose so long as you can maintain the illusion of manipulating it. You can shape the gem to fit within any of the following possible extradimensional or extradimensional traps, manipulating them to your satisfaction. For the duration, a trapped creature has disadvantage on attack rolls against creatures that aren't its target, and if the creature is still conscious when the spell ends, it can make another Strength saving throw. If the creature can still make the saving throw, it can use Strength to regain the expended movement. When you create the gem, you can affect it with any spell cast with a successful dispel magic spell cast on it. Earth. You can affect ground or a portion of the ground within range with a sling or similar melee weapon. You can make a small earthquake strike a depth of 0 feet on each side, and you can move up or down as you like on each of your turns. If you are able to move, the ground would move into a state of disrepair if it were under a spell of 3rd level or lower. If you are able to move through the ground—like pushing a rock into a small crack in one of the walls of an open pit or the wall of a pit in an open pit area—you can move up or down as you like on each of your turns and once before stopping to rest. You can use your action to move the gem up or down as you like on each of your turns. If you can’t move the gem while it is in disrepair, you automatically move the gem up or down as you like on each of your turns. If you move the gem while it is in disrepair and have a spell level of 2nd level or lower, you automatically move the gem up or down as you like on each of your turns, and once before stopping to rest. If you have a spell level of 3rd level or higher, you can move the gem up or down as you like on each of your turns, and once before stopping to rest. If you have a spell level of 4th level or lower, you can move the gem up or down as you like on each of your turns, ending the effect on itself on each of your turns. Transmutation

Gemstone spike

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A large spike of emerald acid springs from your body and bursts out of it into flame, which it burns. The spike lingers in your ethereal form for the duration and can be extinguished at any time by using the flame throw action, or by using the acid rending spell. You can choose to erupt the spike in acid, erupting from a 100-foot cube or from a smaller sphere as you like, or throw it at a creature within 100 feet of you, making the triggering attack successful. The spike ignites flammable objects in its area that aren’t being worn or carried. Conjuration

Gemstone

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a gem and imbue it with magic. Until the spell ends, you can shape the gem as you make a melee attack with it. On each of your turns until the spell ends, you can use your bonus action to reshape the gem in any way you choose so long as it keeps its natural stone content and not deviates from the current form. Transmutation

Gemstone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a gemstone that is a gemstone of pure material and magical power. The gemstone is imbued with magical properties while you are in its physical form. You can use a bonus action to imbue a gemstone with one of the following properties. The gemstone can be any of the following: borine, borine-forming, or borine-enhancing. Arcane, psychic, or other. The gemstone has expertise in one of the following: spells, rarities, or demigods. The gemstone also has access to the following magical properties: borine, borine-forming, or borine-enhancing. Magical, nonmagical, immaterial, or animate. The gemstone has expertise in one of the following: spells, rarities, or demigods. The gemstone also has access to the following magical properties: borine, borine-forming, or borine-enhancing. Physical, magical, or intangible. The gemstone has expertise in one of the following: spells, rarities, or demigods. The gemstone also has access to the following magical properties: borine, borine-forming, or borine-enhancing. Transmutation

Gemstone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a gem and deposit it within range to create one of the following effects. - You create a temporary gem, attuned to a creature’s natural stone or wood and composed of up to two strands of crystal. - You create a gem, imbued with the power of nature for the first time on a creature’s surface and for its entire length. While imbued with nature, a gem’s surface area is difficult terrain for creatures other than you. Until the gem’s spell ends, any creature that uses its action to imbue a gem with magic or that uses an artisan’s tools shop spell must make a successful Constitution saving throw with advantage. If it fails, the gem is broken and the spell ends. - You transform a gem you touch into a precious gem, a rare gem that has a price against which competitors regard gemstones as precious. The gem takes with it a foul demihumanscent power, and it is imbued with the foul demihumanscent power until the spell ends. The gem is imbued with the nature spirit's terse language, the nature of magic and the nature of war. Until then, it has advantage on attack rolls against creatures other than you. Transmutation

Gemstone tremorsave

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a globe of tremors in a location you specify, such as a cave underground, on the ground, in a place where you are or can see, or on a solid surface that isn’t covered by stone. The globe lasts for the duration or until one creature uses an action to put it back where it came from. If there is no ground or an obstacle between you and the globe and the ground or obstacle is difficult to see, the globe appears and spreads around you. Nonmagical, stone-covered objects within the area are affected as if they were there in the area. The globe can then fall if it so chooses, though it can’t fall into a pit or if some sort of temporary rock bridge is created between the globe and the ground or obstacle. An affected creature can use an action to shake the globe to create a new one, requiring the creature’s Strength (or smaller) to break the spell’s spell’s locking effect. To do so, the creature must make a Strength saving throw. On a successful save, the globe leaps into the nearest unoccupied space that you can see on the ground. Any creature restrained by the globe can use its action to free itself. To do so, the creature must make a Strength saving throw. On a successful save, the globe falls into a pit or a similar area where it falls within 60 feet of anything it can reach. To see the globe around you, must be within 60 feet of you. Transmutation

Gentle Armor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an unaligned, 10-foot-radius sphere of earth or a similar substance that is 30 feet square, 10 feet thick, and weighs no more than 500 pounds. Each creature in that area must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage. The sphere is heavily obscured by opaque dark green or violet fog. When you cast this spell, the spell ends. You can also end the spell by concentrating on another spell of 5th level or higher. Transmutation

Gentle Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow upon it the power to animate one of the following effects. You can make the creature’s clothing mend, replace limbs, mend sinew, mend sinew bone, mend sinew bone crystal, mend sinew crystal ball, mend sigil, mend sigil crystal ball, mend sigil crystal ball, replace poison, poison, elemental, ghastly, greater restoration, greater restoration, lesser restoration, no longer active, no longer active effect. • You temporarily alter the creature’s physical appearance. For example, you can make it appear as a skeleton, a beast, a lich, a boar, a gibbering gibbering gibbering gibbering gibbering gibbering, or as a skeleton in combat. If the creature is undead, it gains the ability to use some ability that replaces hit points, such as a warding warchief’s warchief’s warchief’s weapon. • You permanently neutralize any magical qualities that might have protected the target against its physical damage. For example, you can neutralize the triggering trigger for a boss attack by blocking its path, leaving behind no such magical obstacle, and so on. • You permanently neutralize magical qualities that might have protected the target against damage. For example, you can neutralize the triggering trigger for a boss attack by blocking its path, leaving behind no such magical obstacle, and so on. • You neutralize any magical qualities that might have protected the target against incoming damage. For example, you can neutralize the triggering trigger for a boss attack by blocking its path, leaving behind no such magical obstacle, and so on. Abjuration

Gentle Demise

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a powerful demigod of power. You gain Strength and Dexterity for the duration of this spell. The demigod has disadvantage on attack rolls against creatures with Strength and Dexterity scores of 2 or lower (and any truesight creatures that aren't wearing armor are immune to this effect). For the duration, the demigod can make a ranged spell attack against a creature it can see within range. A creature must make the attack roll with disadvantage if it can see the creature. It can also make an attack roll with advantage against creatures it can see within range. The DM can use this ability to choose a specific demigod if it is currently wearing or carrying a demigod or a truesight truesight. You can also use this ability to create any number of demigod-like creatures that you want to create. The DM may not create any more creatures than the number of creatures you have created. The DM can create up to ten creatures of the specified type. You can create up to twenty animals of the same type and up to twenty extra creatures of the same type. You can also create up to twenty smaller creatures of the same type. The DM can also specify the creatures you want. The demigod has advantage on attack rolls against creatures that are larger than it is or creatures that are smaller than it is. The demigod can also be hostile. If you cast this spell with a creature other than the creature you chose with disadvantage and the spell ends before the creature you choose with advantage, the creature becomes hostile for the duration. This spell ends if you cast this spell again. Conjuration

Gentle Fist

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a powerful fist of energy that attacks only you and inflicts no damage. Each creature in a 20—foot-radius sphere centered on the fist must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the fist and is forced to attack you with that restrained condition. A restrained creature’s fist attacks the same creature every turn until the spell ends. While the restrained condition is on the creature, you can use an action to make a melee attack against the target. On a successful attack roll, the target takes no damage. The attack deals no damage if it hits or misses, and the target takes no damage if it doesn’t make a successful attack roll. The spell ends if you dismiss it as an action. Conjuration

Gentle Fist

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a wall of stone on the ground that is 1

0 feet in diameter and 5 feet high. Each creature must make a Dexterity saving throw. A creature takes 4d12 force damage on a failed save, or half as much damage on a successful one

Gentle Fist

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous or 1 hour (see below)

You touch one to three willing creatures of your choice that you can see within range and that are under the age of 1 year. The target must succeed on a Constitution saving throw or be restrained by the illusion for the duration. As an action, you can move the target up to 30 feet in any direction. The target can make a Strength saving throw. It takes 4d6 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Gentle Frisk

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You summon a shadowy creature with a bark and a sting that seems to emanate from a location you specify within range. The shadowy creature appears in an unoccupied space where you cast the spell and that spot is locked to you for the duration. The creature is friendly to you and your companions for the duration. Because it has a bark and sting, the creature can’t attack or target creatures with abilities or effects of your choice, but acts in an instinctive manner to stave off harm. The creature is curious, curious, and curious about you. If there are any creatures within 5 feet of you that you can see or hear, they can hear you talking to the creature and can hear your voice as if you were speaking to it. The frightened creature also senses that you are hostile to it. It calls this noise an alarm. If the creature starts its turn in a location where it doesn’t have line of sight to you, the creature calls for help from within 5 feet of you. If you have line of sight to you, the creature makes a Charisma (Int) check against your spell save DC to avoid detection by other creatures. Enchantment

Gentle Giant

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A gentle giant that resembles a human appears in a spot you choose within range. Until the spell ends, the friendly creature can’t harm the creature if it is larger than you. Evocation

Gentle giant

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You or a creature you designate when you cast this spell becomes a giant for the duration. You or a creature you designate continually move in the area, using your movement. As an action, you can move up or down as many feet in one direction or the other as you like, causing the other creature to make its own moves in that direction. As a reaction when you are about to make a melee attack, the creature you designated (or one you designated) can make a DC 25 Dexterity check as an action. If it succeeds, you create a giant Servo (or a similar creature) for the duration. You decide what action the creature will take and where it will move during its stay. The creature is Medium in size, has 10 hit points, and moves slowly enough so that its feet do not interfere with its movement. The miniscule creature is your medium for the duration. If you cast this spell multiple times, you can have up to three non-magical objects created by it created targets for it. When you make your full gamut casting of the spell, you can forgo using all of its hit points as your own. If you cast this spell again, the miniscule creature has no effect until it is no longer within 5 feet of you. The spell ends if you cast it again or if you choose to end it. Conjuration

Gentle Hand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a hand of silver, a staff of magic, and a staff of holy power. Each hand is magically infused with holy energy. The hand can be used to cast any spell of your choice that is within range, as long as you are within reach of the hand. The hand can also be worn. The hand lasts for the duration. You can use your action to dismiss the spell. Abjuration

Gentle Hands

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create hands of gentle force that can be used to fight any kind of attack, attack spell, or weapon attack that you can see within range. You can use your action to make the hand smaller or to make it larger as you choose. The hand has the same reach as the hand of another creature if it is within 10 feet of the hand. The hand can’t be used to create an ability that requires concentration. You can

Gentle Hands

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You can make one hand gesture with one hand. You can also make two different hands. Make one hand gesture only. Make one hand gesture with the other hand. You can also make multiple hand gestures. Each hand gesture must be made in the same direction. For example, if you make a hand gesture with the other hand, you can make one hand gesture with the hand that moves the other hand, and the other hand can make the same gesture with the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that moves the hand that

Gentle Hands

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A hand of soft, warm, precious, and warm-skinned skin appears on both of your hands. The hand, if any, becomes transparent and is covered by a protective covering. Each hand is immune to damage, and it can’t attack or use a weapon. The hand can also be used to examine a creature’s clothing, weapons, or equipment. You can even use the hand to examine a magical object. You can use the hand in any of the following ways: 1) as a sling, 2) as a wand, 3) as a wand of teleportation, or 4) as a wand of magic. Conjuration

Gentlemace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a soft, gentle wind that whirls about you. Each creature within 5 feet of you must make a Dexterity saving throw. The creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d6 force damage and is pushed 5 feet away from the wind. On a successful save, the creature is pushed 5 feet away from the wind. The wind can pass through or pass through any surface on the ground in any direction. Anything that moves in the wind must make a Dexterity saving throw. On a successful save, the creature takes half as much damage on a failed save. A creature can use its reaction to make this saving throw multiple times. When you cast this spell using a spell slot of 2nd level or higher, the damage increases

Gentle might

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You touch a creature and choose a weapon in its unoccupied or carry case that fits within the reach of its capabilities. The creature becomes friendly to you and gains the ability to attack and defend against one additional creature within 5 feet of it. At the end of each of its turns, the creature can make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer charmed, frightened, or possessed by the creature. When the spell ends, the creature gains the ability to use its action to attack a different creature in its area. Both these abilities can be dispelled at the same time. Enchantment

Gentle might

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Until the spell ends, the target’s muscles and bones become stiff, and it makes harmless movements to attack your target. It can make a melee attack with this weapon against a creature within 5 feet of it. On a hit, it makes a move with advantage and takes no actions. The move is suppressed for 1 hour. If the target loses its might, it immediately regains it, or dies. Transmutation

Gentle Persuasion

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and grant it a short and touching magic. For the duration, that creature moves with you and has advantage on attack rolls and ability checks. The touch also frees up some of the creature’s natural weapons, which are not bound to the target’s actions and can’t be dispelled. That spell can’t when the spell’s target is slain or when another spell of level 1 or higher might strike the target. Transmutation

Gentle Profane

Casting Time: 1 action
Range: 90
Duration: 24 hours

This spell grants a creature you touch the ability to speak some form of unknown language for the duration of the spell. This spell can be cast without spending any movement. While you are casting the spell, a creature speaking the language gains a +1 bonus to AC for the next day by making Wisdom (Perception) checks and by making Wisdom (Survival) checks. The bonus lasts until the spell ends. Transmutation

Gentle Rejuvenation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw blood and reshape it into some new form. This transformation lasts for 1 minute, after which it consumes the creature’s life force and transforms it into a new form called a "Gaseous Hatter" (called a "Gaseous Hatter" if you choose this spell). You can choose a creature type, a racial characteristic, or some other magical construct’s attunement to become a blood-lustful beast. The new form is magically imbued with life, and when it does so, the creature descends in a ball of energy and then appears in an unoccupied space within 30 feet of you. While in the new form, the creature has resistance to one damage type of your choice: acid, cold, erytra, erythritude, or erythropathy. The creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the creature becomes a beast for the first time on its turn as an action, and the second time on its turn as a creature. When you summon the creature, choose a password that can be read by the creature. That password is likely to contain cryptic messages, since the creature can read the password on several occasions. On each of your turns, you can use a bonus action on your turn to reveal the password to any creature within 30 feet of it. If you would cast this spell while you have a password in hand, you can communicate the password across the entire line and use it to speak the password again if necessary. If you would cast this spell while you have a password up for grabs, the spell fails, and the spell fails if you use your reaction to cast it again. Conjuration

Gentle Rejuvenation

Casting Time: 1 action
Range: Self (30-foot cord)
Duration: Instantaneous

For the next 1 hour, a creature you touch becomes completely reanimated. While reanimated, the creature can reenter the grave, cast spells, and do magical damage. The reanimation work ends for the creature if it drops to 0 on a successful Recovery save, or if its speed is reduced by 100 feet or half the speed of your movement for 10 minutes. On a failed save, it is incapable of action for 1 hour. While incapable of action, the creature can make a Wisdom saving throw. On a successful save, the creature’s speed and weapon attacks' damage is each reduced by 100 for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate and gain life again, even if the creature has spent the day animating and gaining life instead of simply gaining 1 hit point. Illusion

Gentle Rejuvenation

Casting Time: 1 action
Range: Touch
Duration: 7 Hours

This spell transforms a target that you can see within range into a minor protected lump for the duration. The transformation lasts for the duration or until you use an action to dismiss it. The transformation can leave the affected target writhing in liquid nitrogen and then dissipate into a

Gentle Remedies

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a gentle magic effect that ends a spell you cast. It lasts for the duration or until you choose to end it. You can also end a spell that has no effect on you. It lasts only if you cast the spell again. If you do, the spell ends for you. The spell has no effect on you. It can be cast as a bonus action on your turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one effect of your choice that you can see that isn’t a spell of 4th level or lower: a magical ward, an illusion, a healing spell (requiring a spell slot of 3rd level or higher), or a protective charm. You can cast the spell on a creature you can see. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell can target one additional creature for each slot level above 3rd. Transmutation

Gentle Repose2Touch

Casting Time: 1 action
Range: 1 Hour
Duration: You touch a corpse, and the divine energy that car

ries it to maturity. For the duration, the target is protected from death, and it has resistance to poison damage. The target also recognizes creatures as having died and is immune to any status effect that would cause it to become undead. This spell also ends if the target is poisoned or if it has an unusually tough skin. The protected state can Last for up to 8 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Illusion

Gentle Repose3Touch

Casting Time: 1 action
Range: 1 Hour
Duration: You touch a corpse, and the divine energy that car

ries it to maturity. For the duration, the target is protected from death, and it has resistance to poison damage damage. The target also recognizes creatures as having died and is immune to any status effect that would cause it to become undead. This spell also ends if the target is poisoned or if it has an unusually tough

Gentle Reposeance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You whisper a soft, calming voice that suppresses any pain that might have been caused. For the spell’s duration, the spell suppresses all nonmagical pain affecting a creature of your choice within 5 feet of you. The spell ends if you or a creature that you are trying to make a melee spell attack you or a creature that you are trying to cast a spell targeting a creature of your choice within 1 hour. Abjuration

Gentle Rest

Casting Time: 1 action
Range: Self (5-10 minutes)
Duration: Concentration, up to 10 minutes

You return to normal physicality, returning to your normal mental functions. For the duration, you have resistance to nonmagical bludgeoning, piercing, and slashing damage, and you regain all your hit points. You can use your action to take total and precise control of any creature within 5 feet of you that you can see, which ends the effect of Gentle Rest on it. You can also cause a target’s speed to go up by up’s, causing it to use an action to go back to its normal plane of existence. If the target is on a different plane than the one you’re on, you must succeed on a DC 20 Wisdom saving throw or suffer the effect of gentle control on your turn. Conjuration

Gentle Reverie

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a momentary circle of shimmering energy around yourself and up to ten willing creatures within range. Each creature within 10 feet of the hovering creature must make a Dexterity saving throw. On a failed save, a creature takes 7d10 fire damage and has disadvantage on Dexterity saving throws and takes 2d6 radiant damage. On a successful save, it takes only half as much damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Gentle Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Grasping a weapon or throwing a thrown weapon, an unwilling creature hits up to five times its maximum hit points. Hit points don’t reduce the target’s hit points until the spell ends or your attacks deal an extra 3d6 force damage on each of those hits. You can use a bonus action to cause the weapon to deal an extra 3d6 force damage, and you can have only one weapon attack at a time. In addition, when you hit a creature with a slam attack, any weapon that was also struck by the attack or struck by a blade strike that landed there instead deals an extra 3d6 force damage. Once before long, a creature that lands in the barrier and takes any slashing damage sustained from that fall can use that damage to move up to its speed so that it can throw a weapon. Abjuration

Gentle Staggering

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You reach into the space you have circled and unpack a bouquet of flowers. You then fling one flower at a target. It takes damage on a hit or miss, and the bouquet blooms with magic. The spell lasts for the duration. If you flicked your finger or used your action to create a new one, the bouquet blossoms with a faint magical signature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two additional flowers for each slot level above

Gentle Stinking Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a cloud of thick and sticky stinking clouds appear on either side of a point you choose within range. You can make these clouds appear to be spheres, floating masses of air, made from feathers, feathers or other similar detail, or to be transparent orbs, floating in the air and dimly illuminated by candlelight. The cloud appears to be a circular cloud with a diameter of 10 feet and a height of as much as 30 feet. Both the diameter and height of this spellbegins with a faint odor, a faint whimp of life, a faint thud, or a rustling sound. Creatures with truesight, who have truesight in them, are unaffected by the spell. The vapors created by this spell dissipate into misty fog, forming the natural area for miasma, the mottled ghost of a town or city. smoky wall, ethereal wall, or extradimensional door You can shape a wall, a portal leading up to the warded ward, as a bonus action on each of your turns until the spell ends. You can form a portal in any shape you desire, provided that the portal is 10 feet wide and isn’t more than 20 feet tall. The portal creates 10-foot-radius, 10-foot thick pillars of darkness that crackle and ripple like cracklins, capable of shedding spectral energy when the portal opens. The pillars and the pillars themselves can be destroyed, though none of the pillars or the pillars' creatures can be affected by spells targeting the pillars or the pillars themselves. The pillars can be damaged and thus breached. When a wall appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. A creature blinded by this spell makes another Wisdom saving throw at the end of its turn. On a failed save, the creature can barely open its eyes and must spend the whole duration concentrating on its breathing. When a creature awakens from its coma, the creature is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Conjuration

Gentle Touch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your hand becomes a strong bond between you and a creature that you can see within range. Until the spell ends, the creature can make a melee spell of your choice that you can try to reach for a target or to create an open threat. Make a melee spell of 12th level or higher, using your spellcasting ability. The target can’t be targeted by a ranged attack, but it can be sure of the existence of the target by making a melee spell of 12th level or higher. If you cast this spell without first preparing a melee weapon, you choose the weapon as your improvised weapon, using the weapon’s reach and hitting points, not its maximum reach or its level. This spell doesn’t limit you in how many melee attacks you can make before it is interrupted by an attack of opportunity, or by the nature of the target, its language, and the way it treats you. It only allows you to make special attacks or halve the natural armor rating of its hit points. Transmutation

Gentle Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You touch a creature that has a touch. The target gains the benefits of the spell’s ability to touch it. The target also gains the benefit of the spell’s other ability, including the benefits of the spell’s ability to cause the target to take actions. The target can use the bonus action of the spell to make a melee attack using its action for the first time on a target that you can see within range. Conjuration

Gentle Whirlwind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A fast-paced, vinegary whirlwind forms in a 30-foot-radius, 40-foot-high cylinder centered on a point you can see within range. In each of its turns, the whirlwind moves with it, centered on that point. Any creature that ends its turn within 30 feet of that point must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. A creature prone to this damage must make a Dexterity saving throw each time it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration

Gentle Whirlwind

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You

Gesture

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell attracts or repels creatures of your choice, both living and dead. Choose up to three creatures that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to remain within 5 feet of the target. An unwilling creature can be targeted only once by this spell. On each of your turns as a bonus action, you can target three of the creatures for each target. An unwilling creature can be targeted multiple times by casting this spell. Each time you target an unwilling creature, you cause it to succeed on a Wisdom saving throw or take 1d10 radiant damage, or half as much damage on a successful save. Also, you cause the target to become frightened of you for 1 minute. When the creature starts to fear you, it can make a Wisdom saving throw, taking 3d10 radiant damage of the chosen creature’s choice damage type. Conjuration

Gesture

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport to a point within range and assume the form of a humanoid. You must be within range and can’t be charmed, but you can use your reaction to teleport to any other point on the map. You can also use your reaction to teleport to any point on the map that isn’t a point of your choice within range. You can also teleport to any point on the map that is difficult or difficult to reach, and to any point within range. If the spell is active, you can use your action to dismiss the spell. You can also dismiss the spell by using an action to dismiss it. Conjuration

Gesture

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a creature or an object appear to be an object of greater reach and/or weight less than what it is made of or that is no larger than a 5-foot cube. The creature must be within 5 feet of the target and can reach into the object to reach for it. The creature can make a Wisdom saving throw, taking 10d8 thunder damage on a failed save, or another 5-foot bonus as an action. If the creature succeeds on its saving throw, the meteor falls from the target to the ground in a 30-foot cube centered on the meteor. The meteor crashes down to earth, dealing 2d4 thunder damage to any creature that starts its turn in the cube. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. Conjuration

Gesture

Casting Time: 1 action
Range: Self (10-foot cube?)
Duration: 60

Concentration, up to 2 hours A shimmering, magically transparent portal opens within a 10-foot cube on the ground within range, appearing within an area that you can see 10 feet square and that is within range. You can enter the portal by using a crude teleportation trick, such as teleporting up to 300 feet to a space that you can see within 10 feet of the surface. Alternatively, you can enter the portal and appear on the visible surface. The illusion appears

Giant Antique Sword

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A sword or similar weapon of mass force, including a staff or a staff-like device, appears within range. Until the spell ends, you can use your action to create a 10-foot-radius sphere of energy centered on a point you choose within range. The sphere is difficult terrain, and you can’t move within it. The sphere can be up to 20 feet wide, 30 feet tall, or 100 feet long. A creature standing on the sphere must make a Dexterity saving throw. On a failed save, the target takes 4d8 thunder damage. On a successful save, the target takes half as much damage. A creature affected by this spell’s damage increases by 1d8 at 11th level and 17th level. Evocation

Giant Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a beast of burden on a creature that you can see within range. The creature must succeed on a Wisdom saving throw or be pulled up to 10 feet and knocked prone. Until the spell ends, the creature carries with it a weight of 2 cubic feet, which it can carry with it as a pile. It can carry only one load at a time. A creature carrying more than one creature can’t carry more than one creature at a time. If you move two or more feet behind the target, the creature carries more than one creature at a time. The creature carrying the w ord carries only one creature at a time. When you cast this spell, and as a bonus action on each of your turns before the spell ends, you can switch from carrying a pile of two to carrying a pile of four. You can also animate three objects at a time, rather than keeping one pile at a time. To carry a pile of four, the creature must first move from pile to pile, leaving behind a leg or foot, then carry the pile at its destination, remaining so for the duration. When the spell ends and the pile appears, the pile is carried to its destination, and the creature carries it at its destination, dropping it if it carries any. If you do so, the pile vanishes, leaving behind no leg or foot. While carrying the pile, you can use a bonus action to assume w hich state from which you drew the pile’s container. The pile remains until the spell ends. At the start of your next turn as a bonus action on each of your turns, you can move the pile up to 30 feet, which makes it no longer carry any objects or containers. Transmutation

Giant Blade

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a giant, slashing weapon of your choice from the ground within range. The weapon deals 1d8 bludgeoning damage to any creature it hits. Each creature in a 15-foot cube that starts its turn in the cube must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage on a failed save. On a successful save, a creature takes half as much damage. As a bonus, the weapon has an extra attack (one at a time), which can target one weapon in its area at a time, or it can make two attacks. The weapon also has advantage on attack rolls against creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra attacks deal an extra 1d6 extra damage on each of your turns. Enchantment

Giant Bludgeoning

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You thrust your hand into the center of a creature’s face, and their weapon strikes it. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), and then by 1d6 at 11th level (3d6), 17th level (4d6), and so on. The damage increases by 1d6 at 17th level, 2d6 at 20th level, 3d6 at 23rd level, and so on. Conjuration

Giant Bomb

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a giant, poisonous gas that explodes when you choose a head or torso size smaller than your character size. The gas is a sphere of 5-foot-radius, 50-foot-high, 40-foot-high, and 50-foot-deep, 30 feet high and 20 feet wide. It spreads out to 30 feet within 30 feet of you. The area appears in a 5-foot cube centered on its center. You can use your action to cause the gas to expand in size by a variety of means. You can use your action to create a small, 10-foot-radius sphere centered on its center. A creature must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is pushed 10 feet away from the sphere. Abjuration

Giant Bomb

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You craft a weapon with which a creature attacks another creature, and it deals 1d4 + 1d4 damage in that creature’s weapon class—it deals 1d4 damage in total, not including the weapon’s ammunition, when you’re not within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can craft a single zombie bomb, created by dividing the zombie’s health by one and throwing it at one creature within 5 feet of it. That creature must make a Constitution saving throw. It takes 2d4 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of w—you can make two additional deals for each slot level above 1st. Transmutation

Giant Climb

Casting Time: 1 action
Range: Self
Duration: 1 Round

You create a 5-foot-tall, gelatinous structure that can be made up to 60 feet long and up to 50 feet tall and can be made up of up to eight creatures. The creature must be within 30 feet of you or a 5-foot cube. The creature can use Strength or Dexterity checks when making a jump, climb, or fall. When you make the jump, the creature must make a Strength or Dexterity check to reach its full height. The creature can also use Strength or Dexterity checks when making a fall, but the fall must be made with a fall speed of 10 feet per round. When the creature reaches the top of the cube, it can make another Dexterity check for the square of the height of the cube. If it succeeds on this check, it takes 10d6 bludgeoning damage and is restrained until the spell ends. Evocation

Giantfoot

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell creates one of the following effects within a 5-foot cube on a different Medium or smaller Medium ground or solid surface: • One invisible hand appears and points toward a creature within 5 feet of it. As the hand moves, you can take the creature’s Attack and Constitution saving throw, and the creature takes neither. • Two visible hands appear within 5 feet of each other and point toward a creature within 5 feet of it. As the hand moves, you can use your action to move two feet behind the hand and attack it. • A flying creature, other than you, can enter the spell’s area and land on a surface you choose within 5 feet of the hand spell. Transmutation

Giant Growth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You call forth a giant, humanoid-sized creature possessing a humanoid form. The creature is friendly to you and your companions until the spell ends (or until you dismiss it). You choose the form of the creature you choose or an undead. The creature is harmless to you and your companions until the spell ends. The creature’s statistics are as described in its entry for that form. At the end of each of its turns, the creature can make a Constitution saving throw. On a failed save, the creature is shunted to the nearest unoccupied space. If the space is occupied, the creature is shunted to the nearest unoccupied space. At the end of each of its turns, the creature can make an Intelligence saving throw. On a successful save, it disappears from the space in which it was summoned. At the end of each of its turns, the creature is shunted to another unoccupied space occupied by the creature. Conjuration

Giant Growth

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a 30-foot-radius, 20-foot tall, 10-foot deep, 30-foot thick, gelatinous mass of green, waxy green, or violet energy that sprouts from you. Each creature in that area must make a Constitution saving throw. The creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. A creature can’t be pushed, restrained, or otherwise affected by this spell. The energy is so strong that it can break any barrier that blocks it. The energy is strong enough to cause damage to solid objects, structures, and creatures in its area. When a creature starts its turn there, the creature can make a Strength check against your spell save DC to break any barrier that blocks it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate a one-foot-radius sphere of swirling green energy in place of the one created above. The sphere can be as large as your spellcasting ability, and you can specify when you cast it that it emanates. The sphere spreads around corners, and you can make the sphere up as you like. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. Evocation

Giant Growth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cause a large growth to form in an area of your choice within range. The target must make a Dexterity saving throw, taking 4d8 necrotic damage on a failed save, or half as much necrotic damage on a successful one. The target takes 10 poison damage on a failed save, and it must make a Constitution saving throw with a DC of 5 or 20. On a success, it takes 2d8 poison damage and is immune to fire damage. The target is no longer affected by the damage. Transmutation

Giant Growth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a 1-foot-tall, 10-foot-high (60-foot-radius) sphere of air that appears in the center of your space. You can move it with a stride and can make it difficult terrain for creatures of your size category. The sphere can be moved by two or more means. • It can move with you. It can make a melee spell attack. It can’t cast spells. It can’t cast or be cast with a fine or medium or short sword. It can’t make an Intelligence (Investigation) check contested by a lower-level spellcaster. It can’t rely on magical or physical means to do anything, such as casting a spell. If it is unable to rely on magical means to do anything, it suffers no effect. Transmutation

Giant Insect140

Casting Time: 1 action
Range: Instantaneous or 10 days (see below)
Duration: Eight tentacles of inky darkness assail a creature

with fear. They girdle the creature’s body and firmly weave themselves around itself to impede its movement. The creature must succeed on a Dexterity saving throw or be frightened for the spell’s duration. Until the spell ends, the creature has disadvantage on Dexterity (Cha, Make checks with that spell slot determined by the target creature’s Intelligence and Wisdom) checks and can’t cast spells. The creature is immune to all damage and has resistance to poison and psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Necromancy

Giant Insect Plague

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of flies leaps into the air at a point your choice within range and spreads around until you cause no more damage. Each creature in a 30—foot-radius, 40 foot-high cylinder centered on that point must make a Constitution saving throw. A creature on a failed save can't take damage from the swarm, and it is imperceptible until after the spell ends. If damage from the swarm hits a target or starts a looped reaction that ends when the effect ends, the target takes 10d10 bludgeoning damage and is restrained until the spell ends. A creature restrained by the spell can use an action to make a Dexterity saving throw, taking 5d10 force damage and being knocked prone. As a bonus action on subsequent turns, you can cause the restrained target to make a Wisdom saving, or its speed (if any) halts until the start of your next turn. As an action on this turn, it can make an Intelligence saving throw, or half as much damage if it is under the spell’s effect. If it successfully saves five times, its speed doubles its normal speed. Regardless of how many times it has been under this effect, it doesn’t become a creature until it uses its reaction to regain control. Conjuration

Giant Insectsinger

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a Insect you can see within range, and it must succeed on a Wisdom saving throw or be incapacitated for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. At Higher Levels. When you use a spell slot of 4th level or higher, the duration is 1 hour. At Higher Levels. When you use a spell slot of 5th level or higher, the duration is 5 hours. Evocation

Giant Insect Stride

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: 8 hours

Evocation

Giant Insect Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one insect or an aquatic creature within range. It flies around in an ellipse and rumbles around in a fixed location until it drops to 0 hit points or dies. It then regains hit points equal to twice the number of hit points it left before the spell ended. Enchantment

Giant Insect Swarm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure up a swarm of centaurs or an equivalent in an unoccupied space that you can see within range. The swarm

Giant Killer

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You point a weapon’s normal weapon at a creature that you can see within range. The target takes no damage. Until the spell ends, you have resistance to the following types of damage: acid, cold, fire, lightning, and thunder. Enchantment

Giantleback

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash the power of the Huge-sized pit of bones you've kept in your laboratory, and the energy blasts erupting from your shoulders, shoulders, and calves. Each creature you try to reach for the maximum possible number of

Giant Leech

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a grove of trees on ground that you can see within range. Any creature that moves within the grove must make a Strength saving throw. On a failed save, the creature can’t use its action to move closer to the grove to see what sort of trees it creates. A saving throw makes it possible for you to move across the grove and reach for within it, gaining the benefits of which another creature has no other uses. Transmutation

Giant leech

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A leech grows on trees and shrubs in a 10-foot radius around you. When this spell ends, the leech is gone. Until the spell ends, a soft sound can be heard in the area when a leech appears. For the duration, trees and shrubs in the radius and around you are affected by the leech. If a tree or shrub is already on the same side of the leech as the leech, the leech creates a new one just as you would create a new one on a normal tree. The spell ends for a creature affected by the spell. Evocation

Giantle Fist

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose an area of force that you can see and that can reach up to 30 feet within range and that fits within a 10-foot cube. The force spreads around corners, and its area is heavily obscured. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage. On a successful save, a creature takes half as much damage and can’t be charmed. At Higher Levels. When you cast this spell

Giantlefoot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic grows strong in your grasp, and you gain the ability to crush one Large or smaller creature you choose within 1 foot of it for good damage or a growth of one size category higher than yours. For the next 9 hours, you can crush up to three creatures you choose within 15 feet of each other, making them both larger versions of the same creature. If you crush a Large creature, make it a Medium creature, or add a half-sized section of creature to it, you create a Large or smaller version of the creature that fits within the spell’s space and that is neither fat nor wimpy. The spell fails if you crush a Medium or smaller creature, if you crush a Large creature and if you crush a section of creature that is smaller than the creature’s space, for the entire length of the spell’s duration. If you crush two or more creatures, you create a stampede with a Small stomp that ends the spell. Transmutation

Giantle of Death

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Your giantle spr

Giantle of Death

Casting Time: 1 action
Range: 500
Duration: Instantaneous

A giant, monstrously powerful giantling appears in the shape of a humanoid and attacks. The attack deals an extra 1d10 force damage to the target or a creature of the chosen kind, and the target must make a Strength saving throw. On a failed save, the target is killed. On a successful save, the spell ends. The demon’s size (10-foot-radius: 2d10+5 centimeters) and fatality rate are halved, and it disappears into thin air when the spell ends. Conjuration

Giantle of the Hunt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

At the end of each of your turns, you can shape a creature by the name of the beast you wish. It must be of the size and type of the creature’s choice, and must be within 30 feet of you on the ground. The creature must also be within 5 feet of you on the ground, and it must make a Strength saving throw. If it fails, it must roll one extra five-foot point of damage on its turn. The creature takes only half as much damage from this spell as it would from a normal attack roll. If the creature’s Dexterity bonus to this attack is 4 or less, it is pushed 10 feet away from the creature. The creature’s Dexterity bonus to this attack is +4, and the DM chooses the creature’s Strength score. The creature must make an Intelligence saving throw at the end of each of its turns. On a success, the creature’s Strength is reduced by 1 and its Dexterity is reduced by 1. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Giantleopard

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a 5 foot long, eight-legged creature to appear in the ground. Each creature in its space takes 3d6 slashing damage. Enchantment

Giantle Rock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause rock-hard earth or smaller to smaller size to emerging boulders that you can see within range. Roll 5d10. The earth or smaller in size is up to 90 feet long, 10 feet high, and 1 inch thick. To a creature moving at 60 feet per round, the earth is up to 20 feet long, 10 feet high, and 1 inch thick. To a creature moving at 60 feet per round, the rock is up to 10 feet thick. Transmutation

Giantle’s Bane

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A spectral creature of medium size or smaller appears in a location you choose within range and disappears within 1 minute. A spectral creature must make a Wisdom saving throw. On a failed save, the creature becomes diseased, has a Strength of 5, and has AC 5 or higher. The diseased creature is immune to its own damage and is restrained by the spectral creature. The creature can’t harm or take any actions outside of its reach. The creature then wastes its action and is restrained by the spectral creature. At the end of each of its turns, the creature must make a Charisma saving throw. On a failed save, the creature becomes diseased and is unable to move. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th. Evocation

Giantle’s Bane

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You cause a Large or smaller beast of size you choose to frighten or dominate a creature within range. Make a melee spell attack against the target. On a hit, the target takes 4d6 bludgeoning damage, and the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Giantle’s Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell grants you the ability to deliver a punch of power that exceeds your normal punch. Choose up to three Large or smaller creatures that you can see within range. Each target must succeed on a Strength saving throw or take 1d8 bludgeoning damage. A creature with a Strength of 2 or lower can’t be affected by this spell. This spell's damage increases when you reach higher levels: when you hit one or more targets with a single attack, the damage increases by 1d8, and the target’s speed is reduced by 10 feet until it can no longer move. The spell ends if you use a bonus action to dismiss it, or if you cast it again, casting it again on a different target counts as one of the actions you can take. If you cast it again, the spell ends. If you choose an action and a creature takes no damage, it instead ends its turn. While dealing with multiple targets, you can also use your action to deal more than one. Each target takes 4d8 damage of the chosen type, and it is incapacitated for 1 round after the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Transmutation

Giantle’s Furnace

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a giant wooden structure that is made of wood and stone. Each foot of wood’s diameter is one foot thick, and up to three feet of diameter must be free of any flesh or other form of fur. The structure is furnished with a variety of objects suitable for use in the creation of objects, such as traps, tables, and other such objects. The object created by this spell is composed of two parts, one for each foot of wood. The first part is composed of one foot and a piece of stone, and the second part is composed of two parts. The creature must be within 20 feet of the object created by this spell to use it. Transmutation

Giantle's Grace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter a prayer of divine power. You and a creature you can see within range gain this benefit for the duration. If you do so, the creature takes 10d8 radiant damage, and if you don’t have any kind of kind of kind, it instead takes half as much damage. You can issue no more than three of these prayers at a time, as long as you have the target’s kind. The spell ends for each of the creatures in the radius. You create a simple illusion of an unoccupied space within range. Any creature within the illusion’s area must make a Wisdom saving throw. On a failed save, it becomes telepathic until the spell ends, and it can’t cast spells. On a successful saving throw, it doesn’t telepathically communicate with you, and it doesn’t suffer from delusions. If you create an illusion of a creature that doesn’t fit within the illusion’s space, or you create an illusion that isn’t there, the creature can use

Giantle’s Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Eight hundred giantle feet of hand-me-down magic werehes over a room. The magic is for a spellcaster. The spell lasts for the duration or until the spell ends. If the spell targets one creature, the spell targets the creature that you chose when you cast it. If the spell targets a Huge or smaller creature, the spell targets the creature that you chose when you cast it. Casting this spell on the same creature as the first time you cast it takes effect several hours after you cast it. Transmutation

Giantle Shell

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You create a glowing cylinder of gaseous air on the ground within range that lasts for the duration. When you cast this spell and as a bonus action on each of your turns thereafter, you can move the cylinder up to 30 feet and then slam it with one of the following actions as a bonus action: • One creature within 25 feet of the cylinder must succeed on a Strength saving throw or become restrained for the duration of the spell. • The creature restrained by this spell for the duration moves with the cylinder to an odd place in the ground next to it or to the surface of the ground around an occupied surface. • You cause a strong magical compulsion within the cylinder to deliver a crushing blow to the creature restrained by this spell. The creature takes 2d8 thunder damage and is restrained for the spell. • You cause uncontrollable uncontrollable flames to move toward one creature within reach, such as a manticore, hound, or wight. Each creature of a size equal to or less than the target must succeed on a Dexterity saving throw or become engulfed in uncontrollable flames, rather than simply restrained. The flames flicker or wangle and can’t reach their target. These creatures are immune to poison and psychic damage. At the end of each of its turns, it can repeat the saving throw. The spell has no effect if the creature is smaller than 10 feet tall or if its speed is halved. When you cast the spell and as a bonus action on each of your turns until the cylinder appears, you can reshape the air in the cylinder so that it lasts until it crumbles. Transmutation

Giantle’s Whirlwind

Casting Time: 1 action
Range: Instantaneous
Duration: A swirling whirlwind springs into existence over y

our space for the spell’s duration. At any point during your next turn, whenever you hit a creature with a melee weapon attack during the spell’s duration, you can choose to deal a brief but significant damage to that creature. The target takes 10d6 bludgeoning damage. On each of your turns until the spell ends, the target can make a Constitution saving throw. On a failed save, it takes 3d6 bludgeoning damage. On a successful save, it takes half as much damage. At the end of each of your turns, each creature in the area must make a Constitution saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. The spell’s area of effect is a gateway to new territory. Each time a creature enters the spell’s area, it must make an Intelligence saving throw. On a success, it frees itself in a new location, and that location is no longer in its area of effect. If the spell ends before then, the creature’s location is no longer in its area of effect. Evocation

Giant Megastructure

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a monster you can see within range that can fit into a 40-foot cube and that

Giant metal hands

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You send a giant beam of gory force at a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d10 force damage. Constructs and undead aren’t affected. You animate and shape the target for the spell’s duration. The target appears in unoccupied spaces that are within 5 feet of you within 5 minutes of the casting. Transmutation

Giant Metal Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a 20-foot-diameter sphere of metal that remains for the duration. It moves with the sphere up to 30 feet and lasts for the duration. It takes 3d8 piercing damage for each foot it takes to move—a 1d4—modify until the spell ends. Divination

Giant metal spike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A sudden blast of forceps of incredible power erupts from your hand. Each creature of your choice that you can see within range must make a Dexterity saving throw. You create a small earthquake with a 5-foot radius on a creature you can see within 60 feet of you. Each creature in that earthquake causes damage must make a Strength saving throw. On a failed save, the creature takes 2d8 damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Necromancy

Giant Poisonous Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spherical, 2-foot-high, 20-foot-diameter sphere that can be formed from a single solid component of your choice from one of the following materials: stone, stone solidified in a solid core, or solid, solidified material that is nonmagical or nonmagical solidified in a solid core. You can shape the sphere into a solid component, solidified in the same manner as a solid core, or solidified in a solid core. The sphere can be made to fit within a 10-foot cube or smaller and can be made to fit within a 20-foot cube. The sphere can be made to be transparent, opaque, solidified, or opaque. The sphere can be made to be transparent, opaque, solidified, or opaque. The sphere can be made to be transparent, opaque, solidified, or opaque. Once created, the sphere is invisible. You can make the sphere invisible by making a Dexterity saving throw. On a success, you can use one of the following reaction to make the sphere invisible. If you succeed on a saving throw, the sphere does not disappear. On a failure, the sphere disappears from your space or if you are surrounded by hostile creatures. The sphere can be made to disappear by any means necessary. Transmutation

Giant rock

Casting Time: 1 action
Range: 10 Days
Duration: Flame-like runes appear on rock within range that

restrain and protect against the elements. One creature that you choose must succeed on a Strength saving throw or become restrained for the entire length of the target’s turn. Any creature that can’t be charmed ends its turn restrained by this spell. You decide how much of the rock remains when you cast this spell. A restrained target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. When the rock drops to 0 hit points, it disappears. No one occupies it or uses it in any way, other than by ripping it open or pouring out it. Some creatures are weak to it, and they can’t otherwise harm it. While restrained by this spell, a creature is immune to all damage and has advantage on saving throws against its breath, attacks by it, and attacks made against targets within 30 feet of it have no effect. Whenever the rock strikes a creature or a creature with a melee attack, the creature or creature that stumbles closest to the rock is pushed up to 10 feet away from the spot it struck. Transmutation

Giant rock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create one of the following effects when you cast this spell or a similar spell of similar power affecting a Huge or smaller size category: • You create a strong tremor on a soft or wet ground made of stone or mud, audible within 10 feet of the ground and lasting for the spell’s duration. If the ground is soft or mud or you make a melee spell attack with a weapon made from ground or sand, the tremble is audible within 10 feet of the ground and lasting for the spell’s duration. An attacker can use a bonus action to cause the ground to buckle and reshape itself into a pillar of strong tremor, breaking any bonds left by the spell. Evocation

Giant rock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a rock-hard surface on which strong winds can blow, creating vertical or horizontal drops or crevasses for buildings or other structures. The surface is difficult terrain and can be up to 10 feet deep. The surface appears as a horizontal crack at the edge of a square or an opening in the ground or a straight line through an opening in the ground. If a creature would approach from behind a rock or a crack, that creature can make a Strength (Athletics) check against your spell save DC to break the rock. The break occurs each time a creature uses its action to move up or down on the crack, which can be closed at any time by a small earthquake. Conjuration

Giant rock

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a rock-strewn cave that becomes a resting place for up to 30 creatures of your choice that you can see within range. Until the spell ends, you can use an action to make a ranged spell attack against one creature within the rock that you can see. On a hit, the target takes 1d4+1 piercing damage, and it can’t use reactions until the start of its next turn. On a hit, it must immediately use its reaction before moving on its next turn. The rock’s hardness is 3. The rock becomes a 5-foot cube and moves from side to side in a straight line. Each creature within 5 feet of the base of the grove when you cast this spell must make a Strength saving throw. On a failed save, the creature takes 6d8 bludgeoning damage and is struck by three nonmagical javelins until it reaches its maximum weight. Nonmagical bullets created by this spell have advantage on the saving throw. At the end of each of its turns, the javelins have a 5 percent chance to miss, and the area of effect of each stone on the rock decreases by 5 feet for the duration. Whenever a stone strikes a creature or strikes a creature, a second strike from the rock deals an additional 1d6 bludgeoning damage to the target. Evocation

Giant rock

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create an invisible rock that hovers in the air for the duration. Until the rock strikes something with a melee weapon attack, the attack deals an extra 1d10 force damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional rock for each slot level above 1st. Evocation

Giant Rock

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose a rock within range. You cause up to ten bolts of lightning erupt from the ground in a 20-foot radius at a point within range. Each bolt lasts for the duration or until the rock cools. Until you use your action to move the rock, you can use your action to create a 10-foot cube of solid lightning centered on that point. Each creature within that area must make a Constitution saving throw. On a failed save, a creature takes 6d12 lightning damage (if it isn’t wearing armor), or half as much damage (if it isn’t wearing a simple suit of armor). The lightning strikes with a 5-foot diameter arc created by the saving throw create a bright light that lasts for the spell’s duration. If you use your action to move the rock, you can create a 10-foot cube of acid that lasts for the spell’s duration. Each creature in the 10-foot cube must make a Constitution saving throw. On a failed save, a creature takes 6d12 acid damage and 6d12 acid damage (if it isn’t wearing armor), or half as much damage (if it isn’t wearing a simple suit of armor). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Giant Rock

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create up to six rock shelves on the ground within range that are composed of ten feet of solid rock. Each rock shelf has AC 5 and 30 hit points. When you make a melee spell attack on a shelf, you make the attack with advantage if the shelf is intact. On a successful game of siege, a shelf collapse of this effect can cause the siege to collapse. Each rock shelf weighs 2 pounds when fully filled. If more weight is created by such a collapse, the spell ends for it. The shelves collapse if any creature within 30 feet of the rock at the moment that a siege is launched enters the rock shelf’s area, or if that creature is already within 30 feet of the rock when it is created. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional shelves for each slot level above 5th. Transmutation

Giant Rock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a rock formation made up of masses of earth and stone that extend from a point within range. Roll 8d10 x 2 boulders for the area. For the duration, these boulders give off a strong wind, which is deafening against you and made out of tough stone. Each 5-foot-cube, 10 feet thick, has a 20-foot radius and can be broken up into simple sections as needed. Any creature on any side of the rock that starts its turn in the area must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be knocked prone. When the rock breaks, any stone in the area falls (requiring a Strength of 3 or less to break), and until the spell ends, the boulders can be knocked up to 10 feet off. The spell ends for a creature knocked prone when it hits a rock or a fallen wall. Evocation

Giant Rock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a rock-hard body between two points within range. You might create one foot of earth, one foot of stone, or even two sticks made of earth and spread over 15 feet or so. The body remains for the whole duration, but the ground can be cleared as part of the spell’s costs. When you cast the spell, you can choose to set up a temple at each point you choose within reach. If you would cast the spell without casting the spell’s duration, the temple would take root there for the duration and would be visible on the ground. If you cast the spell without casting the spell’s duration, the spell spends its duration there. Any creature that ends its turn within 5 feet of the temple or that enters the temple for the first time on the turn it enters the temple or for the first time on the turn it leaves it there takes 3d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Giant rock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You reach into the earth on the ground and crush the creature you want to crush. The target takes 10d6 force damage, and a growth appears above it, shedding bright light in a 30 foot radius and dim light for an additional 60 feet. For the next 24 hours, as a bonus action on each of your turns, you can spend up to half your spellcasting range to grow taller and more muscular. The growth produces a strong urge to run, which causes the creature to automatically succeed on Strength, Dexterity, and Strength saving throws and leap. When the creature drops to 0 hit points after it grows taller, any creature that was affected by this spell loses its speed, and it can’t take reactions, which means that it can’t use reactions when it can. Also, as a bonus action on each of your turns after you cast this spell, you can change the direction in which the growth moves. If you manipulate it in this way, as with any other spell, it can’t make any Constitution saving throws, and it takes 12d6 bludgeoning damage on a successful save, or half as much damage on a failed save. In addition, you can use your action to deal 1d6 bludgeoning damage to crush a Large or smaller creature. Conjuration

Giant rock

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You make a rock wall up to 30 feet long, 10 feet tall, and 1 foot thick. It lasts for the duration and is made of tough and transparent stone. When a creature enters the wall for the first time on a long rest, a rock pillar that is a 5-foot cube lies there for the spell’s duration, forming a trench extending 1/4 inch deep from behind the wall. No wind can pass through the trench, but strong wind can pass through gaps created by the wall. No other plants or creatures open to the light of day can enter the trench. You can create up to two hundred feet of horizontal rope extending from the trench into the sky. Each 5-foot-diameter trench rises into the visible light of the spell’s extended duration. Transmutation

Giant rock

Casting Time: 1 action
Range: 30
Duration: 10 Days

One of the following effects might occur while this spell is cast: A rock falls from the sky or lands in a place or within an area created by another spell or an activity of a lower level spell slot than the one you cast, such as an arcane hammer, a malting or a chipper. Creatures that make the Bluff check must roll a 4 or lower and can’t speak the secret language of magic. A rock falls from a height of up to 60 feet and remains for the spell’s duration. If a rock reaches its lowest point in the sky, it impacts with a sudden gust of wind and creates a 20 foot cube of vortexes on either side of the rock. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d11 bludgeoning damage and is caught in the vortex until the spell ends. A caught creature can make a Constitution saving throw at the end of each of its turns, ending the effect of the spell on it. A rock falls from a height of up to 60 feet and remains for the spell’s duration. If the rock reaches its lowest point in the sky, it impacts with a sudden gust of wind and creates a 20 foot cube of vortexes on either side of the rock. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is caught in the vortex until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature can defend against one damage roll it makes with a weapon. Evocation

Giant Rock

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 10-foot-high cylinder of rock that is 1 inch thick with a 60-foot radius. Each creature in the cylinder must make a Dexterity saving throw. An object created with this spell, as well as the rubble created with the spell, ends the spell before it can be cast. The cylinder is difficult terrain to see, and it is difficult terrain to open. The rock is difficult terrain to interact with. If you cast this spell on the same creature or multiple creatures, the spells fail. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to four 20-foot-radius, 10-foot-high cylinder of rock for each slot level above 2nd. Transmutation

Giant rock (30 feet diameter)

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a 25-foot-diameter rock solidified up to 300 feet above the ground, forming an ovoid that remains for the duration. The rock is a natural stone composed of fine grit, stone, or mineral and soft sand. When a creature uses its action to move up or down in size, change its size from 10 feet to 30 feet; if it can, it must choose between climbing or descending. The rock itself is composed of simple grit and stone. It shapes in as little as 1 inch square, and any creature that moves in that area must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage. On a successful save, the creature takes half as much damage. Transmutation

Giant rock

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a rock formation up to 60 feet in diameter. The rock is composed of ten small rocks arranged in a straight line in a manner such that each is up to 10 feet high and is up to 10 inches thick. A rock formed on a place within range as a pillar or pillar of cloud, a pillar made of stone, a pillar composed of ten thin pillars, or a piece of stone formed from brambles or rubble can be formed as a pillar at any time and must rely on natural features as determined by the stone. The ground must be smooth, dry, and free from water and sand, and the pillars must be 5 inches high and 1 inch thick. The pillars aren’t fireproof and can’t be lifted more than 10 feet above the ground. A pillar made of brambles or rubble is an inverted cylinder made of two thin walls, rising from the bottom of the chamber in a 60-foot cube and stopping at the center at a point on the ground or the ground-leveling exterior that is 40 feet off the ground. Each side of the bottom wall is a cylinder, which is the floor and the walls. When the two walls meet, a pyrotechnic explosion is triggered within the cylinder to create a pyrotechnic dome. Each side of the dome is a 5-foot cube filled with green smoke that is 60 feet wide at the base and 25 feet tall. Each side has 3 feet of cushioning at its base, as well as a 20 foot gap at its top, to protect it from falling en masse. Beyond the top of the dome, however, are 3 feet of shimmering rock that is composed of 2 feet of shimmering rock and 1 inch of shimmering stone at the bottom. Each foot of shimmering rock makes it impossible for creatures of your choice that aren’t wearing armor or that aren’t wearing magic items or that aren’t standing still when a creature steps on it to attack, take damage, or take bleed damage. Reducing an affected creature to 0 hit points destroys it and leaves behind a bright, echoing, and often agonizing music that lasts for 1 minute. A creature with a high Wisdom score can automatically identify the source of this music. While affected by this music, the creature is incapacitated and can’t move for 1 minute. Alternatively, you can cause the flutter to sound like a small bell that rings against the wind. As an action, you can temporarily silence the flutter by causing one creature within 30 feet of it to sing a new tune. The target creature must be within 30 feet of the flutter and must make a Constitution saving throw. On a failed save, the creature’s speed is reduced by 10 feet until the flutter ends. A creature can normally be targeted by the flutter, but if it stumbles, it can’t use its movement to determine whether it is being stifled by the flutter. Illusion

Giant rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Briefly made of rock, this spell can physically fit a 10-foot cube of ground within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. While prone, the creature can’t use its movement to move or use reactions, instead it moves with the movement speed it has gained. Each time a creature moves or uses reactions when the spell ends, it takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Giant rock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a rock formation on the ground or on the ground up to 100 feet tall that lasts for the duration or until you use your action to erect some other form. You choose the rock type, which is soft or hard, forming a horizontal or vertical chain of vertical cracks. You create either a small, loose mass (about 1/2 inch by 1 inch) or a large, hard mass (about 3/8 inch by 3.8 inches). That size mass is restrained until the rock forms a solid barrier made of bark, stone, or mud. The barrier lasts for the duration. When a creature moves into the area for the first time on a turn or starts its turn there, that creature takes 1d10 force damage. That creature and all creatures within 30 feet of it must succeed on a Dexterity saving throw or take 2d6 force damage. Conjuration

Giant rockspell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A ruin-like structure appears on the ground between four corners, and the ground can be up to 50 feet long or 5 feet wide. It is surrounded by shimmering, translucent stone and contains up to six hundred battle-hardened mummies that are worn by mystics and mystics of the sort who are prone to insanity. Each humanoid in the area must make a Wisdom saving throw. On a failed save, it can’

Giant rock wall

Casting Time: 1 action
Range: 150
Duration: 1 Round

A rock wall stands at the base of a circular pit within range. You create one 60-foot-radius sphere centered on a point you choose within range. A solid wall 60 feet tall and 1 foot thick is composed of ten 10-foot-by-10 10-foot panels. The panels are composed of 10 equal parts stone and one thin sheet of stone. Each panel must be contiguous with a body of water of at least 20 feet square. When assembled, each panel forms a whole, thus making them nearly indestructible; however, when separated by as much as 50 feet from the pit, panel two becomes panel three. The walls protect up to 50,000 square feet of floor space. They provide strong resistance to melee attack rolls

Giant rock wall

Casting Time: 1 action
Range: 300
Duration: Instantaneous

As part of the action used to cast this spell, you must push the wall up to 60 feet in a direction you choose. If you push the wall too much, a Small rock pillar appears at the top, where it sits for the duration. When the pillar appears, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is restrained for the duration. At the start of each of the creatures next turn, restrained by the rock, a rock wall appears and moves up to 10 feet in a straight line, succeeding Saturdays. For the duration, a restrained creature (your choice) can use its action to move up or down 1d6 inches in any direction, using the shortest and safest route. A restrained creature can use its action to make a Strength or Dexterity grab before it reaches its full weight. After gaining or subtracting half its normal speed from its current jump speed, the restrained creature releases a slumbering cloud of smoke at the start of its next turn. This cloud causes the wall to move up to 60 feet in any direction, extinguishing flames within it. After burning through any flames created by the wall, the wall, or a creature within it, extinguishes any flame within its area that is within 10 feet of it. Evocation

Giant rock wall

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Choose an area of stone or mud that you can see within range, and choose two pillars of stone arranged in a circle on both sides of the wall. You create 12 feet of strong, 10-foot tall, horizontal stone bridge extending from the center of the area toward the northwest and northeast at the same time. The bridge extends across the floor of the Great Hall and to the right of the Great Hall, creating a vertical bridge extending in a straight line up to the northwest. The great hall can be reached only by ascending to the top of the great hall. You can also make a small bridge from the top of the great hall to the northeast corner of the Great Hall. When completed, you create one solid rock wall and animate up to two small braches, 3 feet in diameter, that can be picked up by ranged weapons and carried with a simple push of a button. The bridge extends across the floor of the Great Hall toward the southeast and extends across the Great Hall toward the northwest (in this case, north). You animate two smaller brachios, weighing 4 pounds, in your immediate area. You create a small, loose bridge from the brachios to the northwest at a 45-foot-angle behind the Great Hall. You animate up to three smaller brachios in your immediate area and animate two smaller brachios behind the Great Hall, for each creature that attacks you. You create a portal from the portal to the northwest at a 45-foot-angle extending out from the Great Hall into the Ethereal Plane. The portal leads to an open pit, which is lit by flammable flame, that has a 20-foot radius and appears on the ground within 5 feet of the pit (the pit). You can open the portal by creating a portal from the portal to the northwest at a 45-foot angle extending out from the pit into the Ethereal Plane. When you do so, you can use a bonus action to cause a Small portal floating 10 feet in the air to slam shut against a wall in the center of the pit. The portal opens into an extradimensional or interdimensional dimension, as in the case of the Great Hall, that can fit a Medium or smaller creature or creature or a Large creature or a Huge creature or a Huge creature or a smaller creature or a creature or a creature or a Huge creature, an opening that can fit 20 feet on one side or 20 feet on the other. The portal can pass through any object that isn’t being worn or carried, even if that object is off the body or would damage the portal. The portal is solid and would collapse if struck by a spell, provided that it is free of any material component. If the portal is breached, any life or limb within it is seriously damaged. A creature or a Tiny or larger creature could try to slam the portal shut, shattering it. If a creature would be inside the portal if the portal opened, it immediately descends safely to the portal’s portal (if it can reach it), where it remains until it drops to 0 hit points. Conjuration

Giant Servant

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell shapes and shapes the course of battle for one creature of your choice within range. The creature enters the fight by moving at a pace that is no greater than Wizard’s normal speed, and the creature doesn’t take actions that would result in it taking any actions other than attacking you. Divination

Giant Servant

Casting Time: 1 action
Range: 10
Duration: 1 minute

You touch a humanoid or an animal, and the target’s first action is to cause an instantaneous teleportation spell effect to work as planned for the duration. Transmutation

Giant Servant

Casting Time: 1 action
Range: 30
Duration: 10 minutes

Choose a Large or smaller servant creature you can see within range. Choose one of the following options for how long the spell would last. A servant lasts for the duration if it is created or animated by a spell created or animated by another spell. When you cast the spell, choose one of the following effects. You can use your action to issue a command to the creature that created or animated the servant. The creature can perform a simple but powerful service, such as fetch its food or mend its clothes, to help it achieve its full potential; however, the creature must fulfill a minimum of three tasks before it can serve you. You can also issue a general command, such as to guard a chamber or protect a corridor, to create a trap that a creature can only enter by stepping on it, or to command its immediate surroundings to follow your instructions. Once you issue these commands, the creature only becomes vulnerable to them. Your servant produces light and moderate to heavy objects in its area. When the spell ends, the spell ends for the creature, and it dies. At any time, the speller can choose to end the spell permanently. A creature that dies while casting this spell is no longer under the same condition as the creature who cast it, unless it reincarnates into a different creature. Transmutation

Giant Servant

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a giant servant that can fit up to twenty humanoids or five celestials. When you cast this spell, choose one or more of the following options for what appears on your person: • Construct, such as the one at the end of the section on magic item creation or the Great Wall, or Half-Zeal, such as in the area at the bottom of the spell list. • Ork, such as the one at the bottom of the list, such as in the area at the bottom of the spell list or inside the Great Wall. • Gnome, such as that at the top of the list, such as inside the Great Wall or in the area under the Great Wall, or between the two walls. It can’t be linked to another casting of the spell. Giant Servant. You create a Large, Medium or smaller servant, half your Hit Dice, that has AC 1 and hit points equal to your hit point maximum. The servant can attack and pass through thick and thin to reach its full potential and reach for combat. While the dwarf or the halfling is at the start of its turn, the dwarf can choose to have the servant follow him or her as he or she performs actions (such as standing still or walking), while shedding light light on anything within 30 feet of the dwarf’s’ location. Once selected, the servant has its own persona and can appear anywhere on the creature’s immediate group. The servant doesn’t need to be within line of sight to perform actions and movements, but it can see in dim light and can read invisible writing on wood or stone. While the servant is within line of sight of an action, a ranged weapon attack can’t pass by either. The servant can reach into the chest of another creature, into the throat of another creature, down its throat, or within its mouth.” Conjuration

Giant Servant

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell shapes an obedient servant. Choose any number of willing creatures that you can see within range. Creatures that don’t already have a kind or a kind_level in their class hierarchy are immune to this effect. A servile creature returns when it drops to 0 hit points. The servile creature is under your control and can act independently of you. You can give it any of the following forms; switch to the current form when you cast this spell. servile humanoid (horror, divination, detect evil, lesser restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, lesser restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater

Giant Servant

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point a finger toward a creature within range and receive a message from that creature stating that you are happy. The target creature must make a Wisdom saving throw. On a failed save, the target creature is limited to being

Giant Servant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following Servant creatures for the duration of the spell. The first creature you create becomes a giant servo, and the second becomes a servo of its kind. The Servant starts as a Medium creature, except it becomes a Huge servo. It has hit points equal to your Constitution modifier + your spellcasting ability modifier. You can use your action to create a Huge Servo with a Strength of 2 or lower, and it acts as a Huge Servo if you have it. The creature must be within 30 feet of you for the spell to work. If you cast it as a Huge Servo, it has the same hit points and hit points as the Huge creature, but it gains the same hit points and hit points as the Servant. You can use your action to create a Large Servo, or a Huge Servo smaller than you. The creature must be within 30 feet of you for the spell to work. If you cast it as a Huge Servo, it has the same Hit Points and Hit Points as the Huge creature, but it gains the same hit points and hit points as the Servant. You can use your action to create a Huge or Medium size Servo, or a Huge or Medium sized Servo of your choice. The creature must be within 30 feet of you for the spell to be casted. If you cast it as a Huge or Medium size Servo, it has the same Hit Points and Hit Points as the Huge creature, but it gains the same hit points and hit points as the Servant. It isn’t physically able to move. While the Huge or Medium size Servo is in its normal space, it can move independently of the creature. It is immune to the effects of armor, poison, and magic missile. If the Huge or Medium size Servo attacks the creature, it deals 3d6 piercing damage to the target. The creature can use its reaction to make a Strength check against your spell save DC or have its Strength roll against your spell save DC. On a success, the target takes

Giant Servant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An ageless, greenish-green servant emerges from the ground in a 5-foot cube. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Giant Servant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell grants greater control of one creature or object within range, much like a normal wish. You choose the creature’s size, the creature’s speed, or the creature’s equipment’ size. The creature can be any creature, including you. The spell doesn’t matter where the creature is or what kind of creature it is. The creature can choose to be within 60 feet of you, and it can’t be attacked or hurt. Enchantment

Giant Servant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible, servile servant that defends you and your companions against hostile creatures. For the duration, each creature you choose within 30 feet of you must make a Wisdom saving throw. On a failed save, the target becomes an unwilling servant until the spell ends, and it becomes an unwilling servant/servant bond with you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1st. Necromancy

Giant Servant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tiny, bipedal servant within range. Until the spell ends, the servant acts independently of the other creatures in the area. The servant can communicate with you and your companions through the servant’s crystal chest, and it can’t be attacked or otherwise interacted with by your creatures. After the spell ends, the servant can only act as a servant, and it gains in performance until the end of the duration. The servant can’t attack or otherwise benefit from special abilities, and it can’t willingly become part of a hostile takeover. The servant ignores any magic that might affect it, such as any or all of the following: 1. Appearing in fog 2. Appearing in fog 5. Appearing in fog 12. Appearing in fog 100. Appearing in fog for 1 hour At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 day for each slot level above 3rd. Enchantment

Giant Servant

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

A humanoid of your choice that you can see within range must make a Wisdom saving throw. It takes 2d8 force damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Giant Servant

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A giant Servant appears in a 10-foot-radius sphere at a point you choose within range. The Servant appears in a spot that you can see within range. The Servant appears to be a humanoid. The Servant is Large and Medium in appearance, weighing 10 pounds and 5 feet tall, and has a body mass of 5 pounds and 1 inch. The Servant seems to

Giant's Grace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You and up to three humanoid companions of your choice that you can see within range become invisible until the spell ends or until the companion becomes hostile to you. For the duration, you can see the companions only within the radius of the chosen humanoid. Illusion

Giant's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an encrusted and powerful hand that moves as you cast the spell. The hand lasts until the spell ends. The hand's size is Medium. The hand can’t be charmed. The hand’s hit points are your spellcasting ability scores. If you cast this spell using a spell slot of 5th level or lower, you can't use your spellcasting ability scores to determine your hand size. If you cast this spell using a spell slot of 2nd level or higher, the hand can’t be charmed. Necromancy

Giant Shield

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A shield of force springs into existence at a point you choose within range. Creatures that can see through the shield can’t be affected. The shield disappears when it reaches its full height and disappears when it drops to 0 feet below. It lasts for the duration. A shield that protects an object or creature from hostile eyes (including those of an invisible kind) or other magical force can be destroyed by any means necessary. If a shield is destroyed by a ranged attack, its spellcasting ability is lost. The shield remains until its full height is reached; at that point, it disappears if it drops to 0 feet below. It disappears for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Giant Skeleton

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A skeleton appears on the ground next to you. The skeleton has a head and a body. The skeleton has a skeleton-like appearance with a head and a body. The skeleton can be as large or smaller than you. The skeleton's head is flat, and its lips have dark brown eyes. A thin layer of fat remains on the skeleton's body. The fat layer is difficult terrain that is difficult to break. It has a 50 percent chance to hide in plain sight. When the spell ends, the skeleton disappears. A creature that fits the shape of the skeleton, such as a creature of the same sex, can’t be affected by this spell. The spell ends if the creature’s home is destroyed or if the target's soul is stolen. The target can’t be charmed, frightened, or otherwise affected by this spell. Conjuration

Giant's Minute Blade

Casting Time: 1 action
Range: Touch
Duration: Special

You create a long sword that hurls small blades into the air to defend a place, object, or course of activity of your choice within range. The sword must be 4 feet in diameter and no smaller than a 5-foot-wide cylinder, and it can be wielded no more than once. As a bonus action, you can move the sword up to 30 feet in any direction. As the sword descends, you can cause one creature of your choice that is within 120 feet of the sword to make a Strength saving throw; if it succeeds, the blade is suspended in the air until the spell ends. If the creature fails the saving throw, it can use an action to break the sword by using an action to break a 5-foot square by an even larger square. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d11 for each slot level above 5th. Transmutation

Giant Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to strike a target that you can see within range, or one that you can see. The target must make a Dexterity saving throw. On a failed save, the target takes 4d6 radiant damage. On a successful save, the spell ends. On a failed save, the target takes half as much damage, but its hit points remain the same. If you cast this spell multiple times, you can have no more than three of the last two uses active at a time. At the end of each casting, you end the effect of any spells you have cast, using a non-intrusive magic item. Evocation

Giant Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a rock or a stone or a similar object that reaches 10 feet in length and that is 5 feet thick and weighs about 300 pounds pounds explodes in a 20-foot-radius sphere centered on a point within range. Each creature that starts its turn in the area must make a Strength saving throw. On a failed save, a creature takes 6d8 bludgeoning damage, or half as much damage on a successful save. Large or smaller creatures are also knocked prone in this spell. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 3

Giant Smite

Casting Time: 1 action
Range: Self
Duration: 1 round

You cause one creature you can see within range to lash out at you with a powerful blast of force. The target must make a Constitution saving throw. On a failed save, it becomes restrained in place for the spell’s duration. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 year, or until you change the target’s size. Evocation

Giant Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

For the duration, an incorporeal creature or an object that you can see within range and that weighs no more than 5 pounds (0.8 kilograms) secures a volley of powerful blows against one creature within 120 feet of it. The creature must succeed on a Constitution saving throw or take 1d4 piercing damage. For the spell’s duration, the creature takes 1d4 slashing damage from any weapon it weighs or enters with lightning or with a weapon with an AO of 2 or lower. Abjuration

Giant spider

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spider that resembles a giant spider appears in a 30-foot radius around itself. Each creature in that area must make a Dexterity saving throw. On a failed save, a spider gains the spider’s Strength, Dexterity, or Constitution score. On a successful save, the spider’s Strength, Dexterity, or Constitution score are halved. The spell’s damage increases by 1d6 for each slot level above 1st. Evocation

Giant spider

Casting Time: 1 action
Range: Self, up to 10 minutes
Duration: You create a web of webs that move up to 10 feet i

n a direction you choose. A creature must make a Dexterity saving throw. On a failed save, a spider takes 3d6 necrotic damage and gains the spider's movement. The webs last for the spell’s duration. The webs are difficult terrain. If an enemy is within 30 feet of the webs, a swarm of spiders appears within 30 feet of the nearest creature. The webs can't reach creatures that are immune to cold or fire. The webs don’t protect you from hostile creatures. The webs aren’t created by magic. Transmutation

Giant Steed

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose one creature that you can see within range. The target must make a Strength saving throw. One creature that uses Strength for its attack, ability, saving throw, or attack roll is immune to this spell. On a failed save, a target takes 1d8 bludgeoning damage and can’t use reactions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Giant Steed

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You choose a size category that you can see within range. You must be within the area at the time of the spell’s activation. A creature that you choose must be within 20 feet of the area you’re described on the DM’s description page. If the creature is hostile toward you or tries to challenge you, it pursues its quarry down the line, often fighting other creatures on its way. The target must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. An affected creature has disadvantage on this saving throw if it can reach into the area to breathe, eat, or drink without fear. At Higher Levels. When you cast this spell using a 9th-level spell slot, you can target a creature that you can see within range with this spell. It must be within 20 feet of the area you describe on the DM’s description page. If the creature is different from the target in any way, the spell ends on the creature if the two or more creatures are on the same plane of existence. Conjuration

Giant Step

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You step into the body of a creature and place it into the water. The target must succeed on a Constitution saving throw or be knocked prone. The spell’s effects last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is cumulative. For example, if you cast this spell with a 2nd level spell slot, the duration can be up to 20 minutes. Necromancy

Giant Steps

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a range of shadowy steps that last for the duration. As a bonus action, you can make a straight line across the ground that extends from your right to the left of the stepped step. The steps are difficult terrain, and you can’t move through them unless you are on the ground or a creature moves over them. Transmutation

Giant Stinger

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a line of small, pointed creatures toward a point you choose within range. The targets move with the

Giant Stinking Ray

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Create a ray of golden radiance that hurls a globe of acid, celestials, elementals, fey, fiends, and undead around itself in a direction you choose. A creature takes 2d8 fire damage when it enters or leaves the globe’s area for the first time on a turn or ends its turn there. The globe is large enough to encompass up to 10 miles and has the following effects: • It extinguishes on contact with wood, stone, or floor or rubble • It dims light on contact with wood, stone, or floor or rubble • It makes a flame attack against a creature within 10 feet of it • It makes a flame throw against a creature within 10 feet of it • It makes a radiant or channelling fire throw • It makes a cold iron or shiverwood attack • It makes an icy dart attack • It makes a slashing attack against a creature within 20 feet of it Abjuration

Giant Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a small pit about the size of a small pond on land within range. The pit disappears when a Huge or smaller object drops into the pit and is carried by another object of equal or greater size or mass within reach. Nothing stands in the space’s space when you cast the spell. For the spell’s duration, or until you use an action to cast this spell, the pit is completely covered and can hold up to 500 pounds (150 pounds if you expend it). When you cast the spell and as your action on each of your turns until you finish a long rest, you can move up to 20 feet (or the spell ends) in the pit without spending extra movement. Conjuration

Giant stone hand

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A giant, stone-encrusted hand appears at a point you choose within range, and lasts for the duration. You can target one creature you can see within range with the hand and compel it to a specific action or the hand becomes larger by the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by two for each slot level above 2nd. Enchantment

Giant Swarm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You sprout a swarm of insects that move with you from one creature or object you can see within range. You can choose one of the swarm's hit points. It must be within 30 feet of you and can’t be larger than Medium. The swarm is friendly to you. A creature that is within 30 feet of you when it creates the spell fails its save. If the swarm ends its turn on a successful one, it stops moving. The swarm then crashes through the ground in a 10-foot radius around it, dealing 1d6 fire damage to the target. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Giant Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a large swarm of giant, humanoid-sized creatures that appear in a random location on the ground in a random direction. You choose the direction. Some of the creatures are harmless, such as the giants of the sea or the giant, rat-sized, green-eyed Eel, or the giant, green-eyed Eel. The creatures follow your instructions, but they can’t harm you unless you use your action to attack. The creatures are friendly to you, and you can use your action to make a ranged spell attack. On a hit, the creature is knocked prone. A creature’s hit point maximum is reduced to 0 hit points. When you cast this spell, you can have only one of its hit points active at a time. It has no effect on you or anyone else within 5 feet of you. The spell ends when it ends. The creatures are friendly to you, and you can use your action to make a ranged spell attack. If an attack hits, the target takes damage equal to 1d4 + your spellcasting ability modifier. The damage increases when you reach 5th level (2d4 + 1d4 + 1d4) and higher. The damage increases every 2nd level that you go up to 6th. Evocation

Giant Swarm

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a 15-foot-tall swarm of predatory insects that follow you as you run. Each creature within 5 feet of you must make a Constitution saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. A restrained creature can use its action to end the effect before it ends its turn. The swarm moves across open fields, though it can’t move into buildings, unless you use your action to create a rampart on the ground. The swarm can’t be attacked or otherwise interacted with. When you cast this spell, you can issue a general command to the swarm, which acts on each creature within 5 feet of you. It w ores three weapons, one magic item, and one simple weapon. The

Giant Swarm

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes

You create a swarm of giant mites with a 30-foot line on each of your turns. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or be affected by

Giant Tentacles

Casting Time: 1 action
Range: 300
Duration: 90

Giant Tentacles 60 Concentration, up to 1 minute A tentacle appears on a creature that you can see within range. The creature must make a Charisma saving throw. The creature must then take 10d6 psychic damage on a failed save, or half as much damage on a successful one. The tentacle can be torn or torn up with two consecutive blows. The tentacle can't be moved by weapons or spell-like abilities, and you can use your action to make the tentacle move to a space that is either side of a creature that you can see within range. The tentacle doesn’t need to be on a creature or object within 30 feet of the creature or object. A creature or object that moves by means of a tentacle doesn’t automatically make the saving throw, and you roll the result against the creature’s ability score. A tentacle that moves only if the creature or object is within 30 feet of the creature or object is also moved by means of a tentacle that moves only if the creature or object is within 30 feet of the creature or object. Necromancy

Giant Tree

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a tree branch with a range and reach that extend far beyond the reach of your greatsword. The tree branches are 5 feet long and 5 feet tall, and you choose one size category: Medium, Small, or Large. You create one of the following effects within range: - Create a trunk with a AC 20 and 25 feet reach. - Stomp, thrown 21 feet within the trunk, causing it to automatically limp. - Slam, thrown 30 feet within the trunk, causing it to automatically ram up to five vehicles of another creature. - Spike, thrown 40 feet within the trunk, causing it to automatically leap several hundred feet to the nearest unoccupied space. Transmutation

Giant Tree

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose a tree you can see within range and create a circular trellis on either side of an unoccupied space that you can see on the ground. You can plan ahead to create a circle on each side, along the surface of the ground, and within an unoccupied space of your choice that you can see within 10 feet of the ground and on the ground. The circle consists of a stalk with a diameter of 10 feet and at least one trunk that is 5 inches long and 3 inches deep. The stalk produces a tremor in the ground upon impact, and it can’t be reduced to any power below 0 when the trellis effect ends. When you create the trellis, you can have one of the following effects inscribed on it: • Removes one rock from the ground and reshapes it into a tremor-tolerant tree. • Asks for a single rock within 5 feet of it that might sustain another creature. • Asks for a single thing within 5 feet of it that might sustain a creature, such as a book, wall, or floor, but not a tree, for example. • Asks for a single object within 5 feet of it that might sustain a creature, but not a plant, for example. • Asks for a single object within 5 feet of it that might sustain a creature, but not a tree, for example. • Asks for a single object within 5 feet of it that might sustain a creature, but not a tree, for example. Asks for a single object within 5 feet of it that might sustain a creature, but not a tree, for example. The trellis creates a tremor in the ground within 10 feet of it that lasts until the trellis is dispelled, at which point the tremor disappears. When you cast this spell, you choose a different trellis effect. You might even choose something else entirely. This spell's tremor affects plants and trees, creatures and trees that aren’t part of the same structure or group. When you cast the spell, choose one or more of the following effects from any of the following spell’s effects. Arrows. You can create a tremor in the ground in one 100-foot square line. You can see one side of the trellis; in this case, you were able to see through the ground. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create three effects of your choice that affect only one creature. You can create these effects using another spell slot, such as using an 8th-level spell slot or using an 11th-level spell slot. Each effect lasts for the duration. Clenched Fist. You can cause pieces of metal to creak and buckle when struck by a finger. You can set traps and restrain creatures, and you can restrain a creature. Furnish Fire. You can cause flames and dust to flicker and shimmer as you wish for a moment. The flames flicker in brightness, and the dust swirl around you in patterns you choose as you desire. If you use an action to shake the dust off a creature, that creature must succeed on a Dexterity saving throw or take 1d12 radiant damage. Fire Strike. You can throw a weapon strike that strikes multiple times as often as you have active shots, and you create a large blast of fire with each strike. The fire damages anything it hits, but it doesn’t light or harm anything that isn’t wearing armor. Conjuration

Giant Tree

Casting Time: 1 action
Range: 30
Duration: 10 Days

You create a 60-foot tall, 10-foot diameter trunk filled with a soft greenish growth and a bark that lasts for the duration. The tree grows only in the location you chose. It grows in an area that is open to the public. The tree can be found in any location within range. If you chose a location within range of a tree, the tree grows only in that location. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of days it lasts and the conditions it can lead to both increase and reduce in effect. The conditions are as follows: • TARGUMENT • EMBARRASSATION (no action required) • LAND • FELONY At Higher Levels. When you cast this spell

Giant Tree

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates and consumes a Huge tree worth 100,000 gp that looks exactly like a tree, but is made of bark and can hold up to 10,000 pounds. The spell doesn’t restrict you from using magic to create the illusion of a tree, and the illusion can be activated only by being within 1,000 feet of the destination tree. You can use a bonus action to cause the illusion to grow to 100 feet in any direction, causing the illusion to wickle and reshape the earth around it in such a way as to cause damage to wooden planks, brick walls, or any other portion of the physical earth’s surface. You can also cause the illusion to move across the room where you cast the spell, creating a vertical movement obstacle for it to pass through. When the spell ends, the illusion is destroyed, but it has its own mirror image. If the tree is ever damaged or destroyed, the illusion is broken, but the illusion remains intact and can be restored to a creature that suffered it. Transmutation

Giant Tree

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create trees or shrubs that are large enough to contain up to five humans or creatures. They remain standing for the duration and are light poles with spike-like heads in the air. The limbs aren’t as long as normal trees and tendrils run along the tips of the limbs. When the limbs reach 7 feet tall, they shed their bark and form trunks of wood similar to typical trees of a city or a region with a large tree population. In addition, each trunk bears a symbol that indicates a place or country on earth or among trees, such as a tree of primeval service or a tree of greater royal status. The trunks contain food and other sustenance, and each trunk contains at least one human or an enthralled, animated creature. When a creature moves into a trunk that bears this symbol, that creature must succeed on a Wisdom saving throw, or it is compelled by divine command to move in the opposite direction from where it appears on the ground and become a statue. Such a creature can move up to 5 feet and

Giant Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A tree or shrub sprouts from the ground in a 5-foot radius and spreads out across the ground in a 30-foot cube. The spell’s area is non-magical for the duration. Divination

Giant Wail

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a point you can see within range and that you can see within range. The spell ends when it reaches the target. It takes a -2 penalty on attack rolls against creatures that aren't Large or smaller. While the target is within the spell's range, it can make a Wisdom saving throw. On a success, the target is pushed 10 feet away from you. The spell ends if the target is pushed up to 5 feet away from you. Casting the spell again ends this spell. Evocation

Giant Wasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a mass of magical energy around a target that you can see within range. The target must succeed on a Wisdom saving throw or be affected by the spell for the duration. The spell’s radius is equal to your spellcasting ability modifier. The target’s magic energy can’t be discharged. The target is deafened and is pulled to a place you choose within 5 feet of it. The spell ends for the target if it isn’t already dead. The spell can target up to four targets at a time. The targets must be within 5 feet of each other. The target can't be more than 100 feet behind it, and the target can’t move. The target can’t make verbal, verbal, or a somatic move, and it can’t use its action to speak, but it can make a Wisdom (Perception) check against your spell save DC to see if it can hear the target. The target can’t be targeted by spells or other magical effects, and it can’t be charmed or frightened. Abjuration

Giant Whirlwind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a point within range. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you. While pushed 10 feet away, the target takes an extra 1d6 force damage of the chosen type when it reaches the target’s maximum height. If the target is larger than the target’s maximum height, it instead takes an extra 1d6 force damage of the chosen type when it hits it. The extra damage is a normal attack roll. A target that takes damage from this spell is pushed 10 feet away from you. Necrom

Giant Whirlwind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

The wind chimes on the wind behind you, and the whirlwind spreads around corners and windswept structures. If you are standing on a flat surface, you must make a Strength (Athletics) check against your spell save DC to avoid the whirlwind. When you do so, make a ranged spell attack. On a hit, you attempt to ram the whirlwind into a creature or object within 30 feet of you, which creature or object must be restrained by the whirlwind. On a hit, this creature must make a Strength saving throw or be restrained by it for the duration. If it fails that saving throw, it is stunned and must make a Strength saving throw at the end of its next turn. If it fails that saving throw, it falls down or is restrained, which creature or object must the whirlwind touch to make this saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage that the whirlwind causes increases by 2d8, and the duration increases by 1 hour, for each slot level above 5th. Evocation

Giant Whirlwind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a whirlwind that travels up to 20 feet in a direction you choose within range. The whirlwind flies in a direction you choose, centered on a point within 60 feet of you. The whirlwind appears in the same place as

Giant Wind

Casting Time: 1 action
Range: Self (10-foot-radius. Nonmagical)
Duration: Concentration, up to 1 minute

One voice within 10 feet of you predicts the course of human affairs for at least 10 feet. The voice predicts that an event within the area would result in severe damage, a severe temperature rise, or a celestial disturbance to the event's outcome. Each of the following can occur: • A thunderous boom erupts in the center of the area, creating a tremor, or • A churning wave erupts from a 10-foot-radius.5-foot-high cylinder centered on a point within range that can’t be more than 10 miles away, creating a tremor as a result • A fountain of water forms at the top of the area, churns and churns, gradually filling in the area as a whole • A force field under the area twists and twists, continually filling in the area as a whole. The field lasts for the duration, and the field is heavily obscured by thick fog as it fills in the area. The fog lasts for the duration's duration, unless the fog can be suppressed at the expense of invisibility. Thick fog obscures the area in bright light for the duration. The DM might decide to suppress the fog at some point in the future. Conjuration

Giant Wisp

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A strong wind (compact as a 1/2-foot tall cylinder) whips through the bones of creatures it passes within range, creating a puff of black smoke that lasts for the duration. Creatures on either side of the globe are created in the image's center, while those on the outside of the globe are centered on a creature or an object within reach. A creature of the image’s dimension can’t pass through it or reach it. The flames that fill the globe are harmless, but some flames can ignite and destroy creatures or objects within its area. Creatures within 20 feet of the globe and within flames in its area can use resistance to cold damage. Conjuration

Gift from Azula

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing humanoid and give it a gift. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet for the duration. This gift lasts for the duration, but it deals no damage if it is worn or carried by a humanoid. You can set an absolute value for what is touched, though the spell always uses a different amount of energy for each touch. You might touch one humanoid for the first time on the turn you cast this spell. That humanoid sheds bright light in addition to its normal light, and dim light for an extra 20 feet until the spell ends, ending its turn. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the amount of healing increases by 2d6 for each slot level above 3rd. Transmutation

gift from magic

Casting Time: 1 action
Range: 1 Hour
Duration: You send a magical gift from your hand to a willin

g creature within range. The task of the spell is to deliver a brief vial of potent energy that can be imbued with magic. The target must make a Charisma saving throw. On a failed save, the target takes 3d8 damage (injury or suffering), or half as much damage (injury or suffering). On a successful save, the spell ends. You can send the target to any of the locations described below before completing the spell. If the target can’t be reached by this spell, deliver it to the location described below. You must send the recipient a brief vial of potent energy in the form

Gift of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point a wand at a creature within range and whisper a message to it in an unharmed state for the duration, offering a brief respite from the attack to allow the target to recover. If you cast this spell again, you can offer a short phrase of reassurance, some form of reassurance that the target is safe, or some manifestation of pity, of thanks, perhaps a small offering of comfort. Asking the target to accept your message makes it feel less like a threat and more like a gift, as if you had given it a small amount of gratitude. It also makes it feel like you have done something good for the creature’s well-being. For example, if you cast this spell to comfort a human servant, the servant might feel better about accepting your offer. Alternatively, if you target a lich, fey, or some other malefactovolent being, you might offer something other than mercy, to show pity, or to offer some measure of comfort. If you cast the spell no longer than once, the spell ends. On a successful save, the spell ends. Divination

Gift of Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You grant a creature a gift. The creature gains a +1 bonus to attack rolls and ability checks, and can use a bonus action to spend it. The creature can make a Charisma saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases by 1d6 for each slot level above 4th. Evocation

Gift of Hope

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

This spell grants a hope to a creature’s future. Choose a creature that you can see within range. The target starts a new day by raising its Wisdom score by 1, and by making a Charisma saving throw. If it succeeds, you gain hope of a future condition that might otherwise be impossible. For the duration, the target has disadvantage on attack rolls against creatures other than you and one creature that can’t attack you. On subsequent attacks, the target must make a Wisdom saving throw. On a failed save, it can’t take reactions, which are possible actions, until it expends its action to achieve its wish. The target can’t be turned to dust, nor can it regain expended mental focus until it expends its action to achieve its wish. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 4th level or higher, the duration is concentration, up to 7 hours. At Higher Levels. You can target one additional creature for each slot level above 3rd. Abjuration

Gift of Insight

Casting Time: 1 action
Range: Touch
Duration: 20

Instantaneous Choose a piece of metal or steel worth at least 1,000 gp that you can see within range and that fits within a 5-foot cube within range. You choose one of the following options for what appears: • One of the following: bronze, emerald, fey, gondola, or ruby. The piece is of one type or another, and it sheds bright light in a 60-foot radius and dim light for an additional 50 feet. It sheds faint light in a 30-foot radius. • Two liquids, one of which is water and must be within 60 feet of you and that has the same Strength score as your spellcasting ability, and that have the same voracious appetite. Both contain one herbivore within 60 days. • A liquid that has a 30-foot radius and that has the capacity to move while cold or hot, a

Gift of Intelligence

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You imbue a willing creature with the power to reason. She acts in accordance with her kind and treats creatures as family and friends. She gains temporary hit points equal to 2d6 at the start of each of her turns, which she sheds as fire or cold energy, as long as that energy dissipates within a short period of time. You can change the nature of any of the spells you make to further your own goals or to defend against certain death. To change the nature of any other spell, choose a creature or object that you have seen before, a construct or a mineral that you have spoken with, or a magical construct known only as an artifact known only as a treasure. Each spell you make with this spell counts as an additional action on your turn, which allows you to strike the creature you’re speaking with with to make a new one. When you make a new attack roll, you can also make two weapon attacks, using the bonus rolled as an action, instead of the usual two. Special Touch Concentration, up to 1 hour You touch a willing creature and bestow upon it the power to read the thoughts of others. For the duration, the target gains an even better understanding of itself and of its surroundings. The target also gains knowledge of nearby dangers and divination spells. While you are touching the target, you can also see through its eyes and hear what it hears. Additionally, if you sense its magic, you can sense its emotions, its thoughts, and its actions. The magic allows you to read its thoughts as if you were in its space. If you sense its connection to you, your teleportation or similar action is accepted. While touching the target, you can dismiss such an action as an action. Abjuration

Gift of Life

Casting Time: 1 action
Range: 120
Duration: 1 round

Your body springs into being in an instant. You gain +1 to AC for the duration. and +1 to hit with weapons attacks made against you. You also regain hit points equal to half the amount of necrotic damage you take. A creature with a high death penalty or less survivors life than you takes when reduced to 0 hit points can’t be targeted by this spell. Necromancy

Gift of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You give an undead creature a gift that lasts for the duration. The creature gains no benefit from abilities other than those of its kind. You can give an undead creature only one gift at a time, otherwise the creature must make a Wisdom saving throw. On a success, the creature returns to its home plane of the chosen form and isn’t affected by any other form of teleportation or movement. If you give the creature a gift, it can use the spell’s ability check to determine the gift before using it. The spell’s effect ends if it is used on an undead creature. You can also give the creature any other gift if you can’t use it while it is within 30 feet of you. The gift can be an object or a spell slot. For example, the spell can give the creature a wand, an awk, an incantation, or the blessing of a god. The spell can also be used as a spell of 1st level or higher, and the creature must use its action to accept the gift as an offering. Abjuration

Gift of Life

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You touch a living creature you can see within range. The target is no longer affected by the target’s current condition. The target can’t be affected by any of the following effects. If you cast this spell with a 10th-level spell slot, the target takes 1d6 necrotic damage. If you cast this spell with a 15th-level spell slot, the target takes damage equal to 5 + your spellcasting ability modifier. If you cast this spell with a 20th-level spell slot, the target takes damage equal to your spellcasting ability modifier. If you cast this spell with a 20th-level spell slot, the target takes damage equal to your spellcasting ability modifier. Transmutation

Gift of Life

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A magical gift that you can feel, such as a wand or a wand of teleportation, appears in your hand. The gift is made in the form of a simple, magical object, such as a wand or a wand of teleportation, that is attached to a piece of equipment you wield. The object can be mundane, magical, or magical transference-resistant. You can use an object to do so, but it must be within reach of the object. If you do so, the object is destroyed. If you do so, the spell ends and the object is no longer in your possession. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature of your choice that you can see within range. The target can use its action to make a Wisdom saving throw. On a success, the target takes half damage. On a miss, the spell ends. Transmutation

Gift of Love

Casting Time: 1 action
Range: Touch
Duration: This spell gives you an item of great power. Each

time you cast this spell, you create a new one. The gem of love you create is magically identical to that of the one you created the previous time you cast the spell. The charm effect lasts until the spell ends. When you cast this spell, you can choose an object or a structure that you can see within range as your target. You can also create one of the following objects at a time: a hand in the shape of a finger, a wand in the shape of a wand, or a shield in the shape of a shield. When you cast the spell, you can create up to three of these objects at a time, but you can only create one at a time until you finish a long rest or until a new one appears in the ring. You

Gift of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell grants a creature your deepest wish. You gift a creature a gift, any item created by this spell to you as a whole or by one of the other creatures for a small price. The creature chooses from a treasured item created by magic or created by some other creature. If the creature is created with a greater treasured item created by a greater enchantment, the creature takes half damage and must spend the reaction of its own accord to create the treasured item again. If the creature creates an item with a treasured item created with an an unwilling creature, the creature doesn’t take half as much damage and can’t use an action to treasonize the item with another creature (typically a human’s grandfather) to make the item more special, more desired, or more mundane. The creature’s treasured item can’t be dispelled by dispel magic, but the creature can cast spells or make items of value. You can also set a condition on the treasured item that makes the item appear special, such as requiring a certain creature’s race to adopt a particular race or alignment. You must be living on the item when you cast this spell. When you cast this spell, any creature within 30 feet of the item when you cast the spell must make a Wisdom saving throw. On a failed save, the creature takes 4d8 thunder damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Gift of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a magical portal that allows you to return to life. You can use your action to teleport to another plane of existence and then return to the one you left. You can't return to life on a plane other than your current one. The portal is unoccupied and you can use your action to teleport back to your original plane of existence. When you reach 5th level (2nd level), you can teleport to a different plane of existence. You can teleport to a different plane of existence as long as you don't possess a duplicate of the same plane of existence. You can also teleport to another plane of existence as long as you keep the original plane of existence. Necromancy

Gift of the Divine

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch a creature you can see within range, and it gives you the power to grant it a gift. You can make the creature wish you a wish, or it can end the wish at any time by giving you a wish. The spell ends if it succeeds on a short or long wish. The wish is permanent and can be carried away for the duration. At the end of each of its turns, the creature can repeat the wish on its turn. The wish can also be given and given again by other means. Transmutation

Gift of the Elements

Casting Time: 1 action
Range: Self
Duration: 10

1 Hour You imbue the elements with power and beauty, through the power of the elements. The elements of the air, water, soil, and fire move with you, granting you the benefits of both air and water. As an action, you can use your action to grant the elements of your choice an aura of grace. The aura lasts for the duration. The aura is imbued with the power of the elements and can be used with other spells of your choice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is reduced to 10 minutes for each slot level above 3rd. Evocation

Gift of the Mind

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A shadowy figure appears in the air and whispers words to you and up to three other creatures of your choice that you can see within range. You are guided by the words, and you can hear them. If you have at least 5 feet of ground in your space, the shadowy figure appears to be walking on its own, with a 50-foot radius. The shadowy figure can be difficult terrain or difficult terrain that requires concentration on certain spells and abilities. The shadowy figure is difficult terrain, and its movement is difficult. For the duration, you can use your action to make a Strength check against your spell save DC to see if you can reach the shadowy figure. If you can, the shadowy figure automatically succeeds on the check. The shadowy figure can’t be charmed, frightened, or otherwise affected by magic items or spells. If you cast this spell using a spell slot of 7th level or higher, it can make the check again. If you cast it using a nonmagical spell slot of 6th level or higher, it can make the check again. Abjuration

Gift of the Undying Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a celestial creature that you can see within range with a power that lasts for the duration. The celestial gains the following benefits: • It has advantage on Constitution checks and saving throws, and it has resistance to fire damage and cold damage. • It can’t be charmed, frightened, or possessed by a deity other than that of the chosen one. • It can’t be charmed, frightened, or possessed by a deity other than that of the chosen one by a higher plane of existence. Abjuration

Gift of the Undying Winds

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature that you can see within range. The target regains hit points equal to your spellcasting ability modifier. It takes 4d6 radiant damage and is immune to poison and psychic damage. This spell can’t deal damage or maintain concentration on any of its effects. Otherwise, the target must succeed on a Constitution saving throw or take 3d6 psychic damage and be subjected to the same effects. Divination

Gift of the Wild

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magical gift that appears in a location you specify in the spell’s description. The gift is a sacred artifact that fits within a range of 30 feet. The spell’s description also states that you are able to affect the gift with the gift yourself. You can use this spell’s bonus action to make a magic item of your choice that you can see within 30 feet of you. If you cast the same spell multiple times, you can target the same item before and after using the same spell. The item can’t be more than once created. The item can be any creature or object. The item can be a magical item, material object, magical item, or a mundane item. The spell’s description also spells out what you can affect. The spell’s bonus action lets you alter the magic item’s statistics to be used in the spell’s triggering ability. If you cast the same spell multiple times, you can target the same item before and after using the same spell. Transmutation

Gift of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a powerful magical force that is strong enough to crush the most powerful creatures in a given area. Choose one creature or object in a 30-foot-radius sphere centered on that creature or object. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 psychic damage and is restrained within the spell for the duration. The restrained target must move to a different location every day for the duration, unless the target can be elsewhere. The restrained target can’t take reactions, and it can’t use its action to speak a spell. While the target is in the spell’s area, the DC for fey attacks and magic missile attacks against it has increased by 1d8. The restrained target can’t use its action to make a ranged spell attack against the target. On a hit, the target takes 4d8 psychic damage and is restrained within the spell’s area for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Gift of Thune

Casting Time: 1 action
Range: Self
Duration: 10 Days

Your gift imbues you with the ability to reshape the nature of battle for the benefit of your allies. Choose a creature or object that you can see within range. It obeys whatever restrictions and restrictions it is targeted with when it attacks or casts a spell, as well as what conditions and actions it can take to achieve its desired result. A creature with good alignment can target its magic to achieve its goal, but if the target is a creature, the spell fails. For the duration, the target obeys any and all restrictions and restrictions that are laid down by its deity (if any exist), though it can’t target its magic to achieve its true end. For the duration, the target also obeys any and all restrictions and limitations laid down by its deity (if any exist), though it can�

Gift of Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a flower or a plant, which you can see within range. The spell transforms the plant to a flower if it's within 300 feet of you. If the flower is on a creature or a creature-sized object, the spell transforms

Gift of Wisdom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You gain the ability to make physical contact with any object you touch, even one that isn’t actually the object of a spell. Any creature that is within 30 feet of you must succeed on a Wisdom saving throw. On a failed save, the target takes 1d6 bludgeoning damage, or half as much damage on a successful one. You can also use your action to teleport to any point on the object you are holding, even if that point is within 1,000 feet of you. Conjuration

Gift of Wisdom

Casting Time: 1 action
Range: Touch
Duration: Self

Concentration, up to 10 minutes You touch a willing creature and give it the gift of wisdom. The target gains the benefit of your spellcasting ability for the duration. If it succeeds at a spell of 5th level or higher, you can use the bonus on the next spell it succeeds at. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases by 2 for each slot level above 7th. Conjuration

Gifts

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You open an extradimensional chest or a chest containing magical phenomena such as fey, celeste, or the power of illusion. A extradimensional target is a creature that is on the same plane of existence as you and within 60 days after you cast this spell, the target reappears in your space nearest the extradimensional target and is friendly to you (if you don’t have a friendly target, it instead carries with it whatever it carries). If you don’t have a target, the extradimensional target appears and moves with you, returning to your space if it is within 60 days of your casting this spell. A target can be hidden from view, trapped, or about to explode, but it can’t appear locked or under an influence that would affect its rope, clothing, or other material component. Transmutation

Gifts of Intelligence

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one object of modest intelligence and divine intelligence. That object bears the name of a magic item, ring, or scroll you make, and you gain 2d4 + divination, divination, or prepared spell statistics until the spell ends. Additionally, while you have advantage on all Wisdom checks you make to understand what is in the item, you learn the secret of the item’s true nature, and any spells or magic items spell-like capabilities of any creature originating from it use the item’s true nature. The item’s magic items are lost or corrupted when exposed to the elements or when the spell ends. Divination

Gifts of the Wild

Casting Time: 1 action
Range: Duration: 10 minutes
Duration: You create a magic item that grants magical qualit

ies to a creature you choose within the time limit specified for the item. The item can be either an ordinary item made of bark or a magical item made into enchanted weapons or armor. The item must be of a magic item and has the lowest possible price. It can be restored to an item level of 5 or less that has been lost or stolen. While the item is in this form, the creature can’t use its action to perform any special or magical ability, and the creature must use one of its other actions to perform the ability’s saving throw. The creature can only use one ability at a time,

Gifts

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target becomes a member of a long-forgotten pantheon of deities known to humankind. The spell fails if it only affects you, if you cast this spell multiple times, if you have no devices that can read my mind, or if you end your turn at the top of a staircase or a wall without using my Intelligence or Wisdom score to move higher or lower. While you possess the planeswalker's plane, you can choose the following creatures to link to your pantheon: elves, goblins, manthards, primordial healers, rakshasas, sages, and so on. You gain three new members: a celestial, a fey, and a fiend. While your plane is on the celestial plane, both the fey and the fiend can be summoned at the same time. The fey and the fiend can be summoned through the same channel or through a different one. The fey and the fiend both become fey once linked to your deity—until their deaths. While your plane is on the elemental plane, each feline member of your pantheon is mortal in appearance (though a creature can’t become a fey or become a fiend), attacks and spells misspellable by the fey have no effect on them. If a

Gillivoir

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a fountain of churned earth in range, which you can see in motion within range. You can bring this landmass up to 100 miles per hour on a standstill for 30 minutes straight. Alternatively, you can instantaneously move the land mass up to 30 feet to a location directly or within 30 feet of a point you choose within range. Both effects last for the duration. Until the spell ends, you and any creatures you designate whenever you cast a spell with a range of 60 feet or less can direct and move the land mass up to 300 feet at a time. The transportation requires an action and can’t be held or stored by a creature. The conjured land mass can be outfitted for use in underwater or land-based structures. You dismiss such a spell as an action and gain the benefits of any others while in the conjured land mass. For the duration, you or a creature you designate when you cast the spell have advantage on attack rolls against creatures within 5 feet of the conjured land mass. Conjuration

Gimball

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a ball of forceps on the ground within range. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 5d10 force damage. On a successful save, it takes half as much damage. The damage type is contested by the thrown weapon and the weapon’s ammunition.

Gimline

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a line of shimmering force in an unoccupied space that you can see within range. The line remains for the duration and is an invisible barrier that prevents ranged and armor piercing attacks. Beginning at 1 hour after the initial creation, the barrier appears and lasts for the duration. Creatures or objects that aren’t within the spell’s range

Gimme Shelter

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A small, metal-encased cylinder is opened and closed by a creature for the duration of the spell. The creature takes 10d6 bludgeoning, piercing, and slashing damage from the cylinder. The creature must return the cylinder to its home plane if it returns in the same form it left. If the cylinder is destroyed, the spell ends. Divination

Ginny's Faithful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your god’s faithful haunt your campfire for the night. You gain proficiency in one skill skill check, which check depends on the manner in which the creature’s actions are taken. If you are fighting a creature, you might also use your action to move up to 30 feet to a spot you can see. While on the move, you can use a reaction to make a melee attack against a creature within 30 feet of you that is within line of sight of you. On a hit, the target takes 1d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Enchantment

Girding

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a prosthetic limb (legendary or nonlegendary) that can carry as many as four others and be carried by one creature or object up to 5 feet tall. The limb lets you manipulate natural weapons, magic items, or equipment, granting it the same bonus, penalty, and attunement to the same job or nature as a normal human limb. The limb can be held or carried up to 5 pounds. When a creature w ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho

Girding of Faith

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A creature of your choice that you can see within range, within reach or within the spellcasting range, attains the maximum number of hit points of a willing creature it can fit within a one-foot-diameter bundle of shimmering runes centered on a point you choose within range. The bundle can hold up to 100 runes, allowing you to cast spells through runes or by manipulating an effect or two of a spell. You can manipulate any of the runes and keep them in your possession, though you must be within 30 feet of one rune at a time. Once you do so, you can use your action to issue a command to the runes, causing them to move in a straight line toward a creature within 30 feet of the command. The runes appear in any coloration that fits within the color of your choice. You can also issue different commands at the same time, issuing a single command to each creature within 30 feet of the command. You must be able to see and hear the runes themselves, and you must have read and understood them. To animate or merge the runes, the creature must have seen or heard the glyph, which requires 50,000 recharges. When you have cast this spell, you merge the runes in one go, and the second you do so, the second you merge the runes, the second you merge the effect you used to merge the runes, and the effect you used to merge the effect. You can merge multiple runes at the same time, removing the first one from the bundle and returning it to its owner’s possession. If you have not done so, an alarm rings out when the third runes merge. While merged, the runes can be removed from the bundle, and the effects of the runes merged to the body of a creature returning to your hand. When you drop a rune on the ground, it is immobile. To remove it from the bundle, you use a different technique, and the bundle remains, but it animates and dies. You can use this spell against one creature or an area within range of magic that allows magic to bind or restrict one or more other things, such as a bridge, a chest, a staff, or a jewel. The creature that bound or restricted the creature or the object uses must succeed on a Charisma saving throw. On a failed save, the creature is restrained and must move on its own. If the creature is moving and can’t move while surrounded on all sides by magic or magical restraint, the creature is pulled 10 feet toward the nearest side gate, through which it can enter and exit the bundle. If its restraint is broken, the restrained creature moves 10 feet toward the nearest side entrance, and it can use an action to speak a short message to any creature within 5 feet of the gate that enters the bundle. At the entry, a creature charmed by this spell must succeed on a Wisdom saving throw or be frightened. A frightened creature can exit the bundle by using either a bonus action or a normal action to shake the lid off. When the lid is lifted, a cacophony of voices, familiar sounds, or a cacophony of voices fills the air around the creature to create an illusion of order. The sounds are gentle, like soft rustling in the wind, soothing and comforting. The creature is incapacitated and immune to all damage except psychic damage. While in the bundle, the creature can’t use a spell slot of 2nd level or higher, and its hit point maximum is reduced by the total reduction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. Transmutation

Girdkkli

Casting Time: 1 action
Range: 60
Duration: 24 hours

You attempt to crush a beast within 60 feet of it until its bones and flesh are severed, leaving only its tail and its muzzle intact. For the duration, it is restrained in a rope or a similar covering, and it can make a Wisdom saving throw, taking 3d10 force damage on a failed save, or dropping its gear and returning to its feet. If its spell ends prior to this spell’s duration, it can use its action on a successful save to revert to its normal form. In doing so, it creates a strong bond with the beast and allows it to continue to benefit from its bond even while restrained. If the beast’s tail is broken, it can rend itself free to travel the full distance between you and the severed beast or the nearest unharmed creature, returning to its feet as a bonus action on a subsequent turn of yours. Transmutation

Girdle armor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a leather armor plate that covers up to 40 feet of solid armor on each side within range. The armor is thin and tough, and can be torn open to

Girdle of Death

Casting Time: 1 action
Range: 150
Duration: 1 Round

You create a strong wind that fills a 5-foot-radius, 40 foot-high cylinder centered on a point within range. For the duration, a wind of moderate or greater power carries its victims through the target’s space to a flat or inconspicuous place within 5 feet of a point of your choice within range. The target is restrained and can’t speak any foreign language. It must maintain a medium-sized, 20-foot radius around itself to speak any spoken language. The target can make a Wisdom saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. While in this way, you can also use the wisps created by the wind to manipulate plants, animals, and other creatures, as long as those creatures aren’t wearing armor or emblazoning a symbol of the Nine Graces on their clothing. When you cast this spell, you can also use the whirlwind created by the wind to shape a maze on the ground, a type of permanent bonded by the wisps to a creature or an object it w as an object. For the purposes of these spells, a creature is considered a mote mote if it costs no more to use a mote or w as an object than gp 1 stone. (Typically, a creature that uses an item to craft a weapon or shield can use its w as an tool, but that use might require w times its w creation rod. Likewise, magic weapons with a w being charged by a staff can't be charged.) While you are casting the spell, you can affect up to four creatures with a summoned servant at a time, and each target must make a Constitution saving throw. On a successful save, the servant disappears without being summoned. An affected creature can use its action to dismiss the summoned servant, sending it to an unoccupied space it can’t occupy (such as an unpowered mausoleum or the stinking fountain at the end of a long walk). Conjuration

Girdle of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You weave a thin, stringed fabric that reaches up to 60 feet long and remains up to 10 feet on one side. If you have a rope or similar connected to a body of water, a thin sheet of thick, black energy shoots toward the creature and engulfs it in flames. Each creature in the area must make a Constitution saving throw against the flames. On a failed save, an engulfed creature takes 1d6 radiant damage, and until it leaves the flames, it can use its movement to move along the sheet of energy in a random direction. While engulfed by the flames, an engulfed creature and all creatures within its area take 2d8 fire damage (if you control flames, the fire damage increases to 3d

Girdle of Faith

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You teleport yourself to a location you know or suspect is safe. The destination is in your territory, and you are either on the same plane of existence as the destination or one hundred miles from it. You can place your hand on a Large or smaller construct or a tree, and you can place the globe within reach of that creature. You can use your action to teleport to the destination or to another location you know or suspect is safe. You can place the globe somewhere you are not on the same plane of existence as the destination, but it must be on the same plane of existence as you. You can place the globe up to 100 feet away from a target that you can see within 5 miles of it, but it must be within 5 miles of the destination. You can place the globe up to 100 feet away from a target that is invisible within 5 miles of it, but it must be within 5 miles of the destination. You can place the globe up to 150 feet away from a target that is in eclipse. Abjuration

Girdle of Healing

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature of your choice within range, returning it to its normal form for the duration. The target’s speed is halved in the space where it remains. For the duration, or until the target drops to 0 hit points, the target has resistance to one change of size or shape and no speed change. Transmutation

Girdle of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1

Girdle of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Striking vines entangle a creature of your choice that you can see within range. The target must make a Dexterity saving throw. It takes 12d6 cold damage on a failed save, or half as much damage on a successful one. The damage and the vines' vines' vigor drain each other at the start of your next turn, causing the creature to regain 2d8 hit points. Additionally, whenever a creature causes an injured creature to gain hit points, it must use its reaction to make a Constitution saving throw. The creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. The vines can’t mend wounds or clean shattered objects. While diseased and unable to walk again, the creature is forced to spend the creature’s hit point maximum to heal. You can’t cure the creature of one of its types, such as a crippling disease, by removing the disease’s sturdiness from the creature’s hit point maximum or by removing a stinking substance that contains lead, a poison or hallucinogen. Instead, you can use an action to deal lead damage to the creature by way of a poison or hallucinogen. If you take the lead damage, the creature must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Girdle of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell grants the wielder temporary life-preserving powers. These powers extend to melee attacks made against creatures other than undead, as well as ranged attacks made against targets other than zombies. If the target’s life total is less than the maximum amount of lives the spell allows, the spell ends, and the spell ends on the target’s turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Girdle of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You can fill a 5 foot- by 5 foot-square space between you and a creature You choose within range with constricting energy for the duration. If that creature w as wearing a helm or armor of your choice, the creature carries with it a rope or a small object that is somehow anchored to the ground, such as a bowl or spear. The rope or object is magical and lasts for the duration. While attached to the ground, the creature can use its movement to move through it, avoiding all but four creatures it can see. If the rope or object is pulled too far out of reach for the creature, the creature is restrained, preventing it from using its action to use the rope or object. As an action, the creature can repeat the saving throw. It takes three times as much damage on a failed save and three times as much damage on a successful one. While restrained by the rope or object, the creature can use its action to move through the globe and reach the top. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Girdle of Life

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell creates a shimmering force field around a creature, granting it protection from death and other harmful effects for the duration. At the completion of each of its turns before the spell ends, the creature creates one of the following magical restraints on its w hich grants it resistance to death, and life support, light, or magic missile attacks. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the protection from death and the life-support, light, or magic missile attacks create a barrier that extends into a 5-foot-radius cloud 5 feet high, 10 feet deep, and 20 feet thick. Necromancy

Girdle of Life

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You hold the skin of a healthy, able humanoid in your hand and wreathe it in magic energy until the spell ends. The hand can hold as much as 60 pounds. When you cast the spell, choose a length of rope that is 1 inch thick and that isn’t blocked, 60 feet long, and 5 feet deep. You can also use a rope of similar diameter and depth as a rope made of quicksand. You can also use magic vine to hold these ropes in place. You can also use magic whip to whip the hand in a horizontal direction. You can then use your action to twist the hand around and around until it appears to be firmly in place, allowing it to twist and twist until the spell ends. Transmutation

Girdle of Life

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You fill a Medium or smaller object you are holding with warmth and life energy to a state of nonmagicality. The spell lasts until the target is reduced to 0 hit points or dies. For the duration, the target has resistance to cold damage and resistance to fire damage. As an action, you can twist or pierce the bodiless tendril in half to free up space for another spell of 3rd level or lower. The change lasts for 1 hour, after which the creature has no remaining hit points. If the spell fails, the creature is turned to ash. Transmutation

Girdle of Life

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You transform one creature of your choice that you can see within range and that is within range for the duration of the spell. The target becomes a new muscle, bone, or patch of skin that is 5 feet long and 5 feet thick. The target can use its action to pull itself up and down as one creature, using its action to move up and across a horizontal plane. The target can move up to 30 feet per round it knows the spell and 30 feet at a time, stopping if it is attacked or otherwise harmed. If it can’t move more than once, it must make a separate move. If it can’t move more than once before, the spell ends. If a creature can’t move more than once before, it must make a separate move. If a creature can’t move more than once before, it must make a separate move. The target can use its action to make a new muscle, bone, or patch of skin, and this spell ends if it hits a creature. The target can move up to 30 feet per round it knows the spell, and this spell ends if it strikes a target or a construct. Transmutation

Girdle of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You weave a thin sheet of natural vitality around a creature’s shirt, pants, and a cover over it, as part of an everyday routine. Until the spell ends, you can wilt or buckle the garment, causing the garment to wilt and forcing the creature to make a Constitution saving throw. On a successful save,

Girdle of Life

Casting Time: 1 action
Range: 60
Duration: Until dispelled by gaseous transmutation, this spe

ll creates a protective bond of life and energy that lasts for the duration. The spell lasts for the duration, creating a barrier of beneficial energy that lasts for the duration. When the barrier expires, the creature that broke it, or a creature within 30 feet of it, or who has the shortest normal walking distance to it, falls in line immediately behind it, remaining there until the spell ends. The barrier lasts for the duration. If the barrier reduces a creature to a lower weight than it is able to use for its maximum available weight, the creature falls short of the spell’s maximum weight. Transmutation

Girdle of life

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

This spell creates a permanent, 30-foot long string of softening, healing, and storing energy that grows and sprouts from you as you drink water or as you cast spells. When you cast the spell and as a bonus action on each of your turns you can make a melee spell attack against a creature within 30 feet of you that you can see. If the creature succeeds on its saving throw, the string falls back to its normal state, and you have advantage on the attack roll against the target. For the duration, the creature has disadvantage on attack rolls against you and can't benefit from taking any actions during the attack. At the end of each of its turns, the creature has disadvantage on attack rolls against you and can't benefit from taking any actions during the attack. Conjuration

Girdle of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sprout a fine string of magical force that lasts for the duration. Choose one creature that you can see within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 2d6 force damage. On a successful save, the spell ends. If you cast this spell again, the damage increases by 1d6, and the spell ends if you or your companions have no other means of attacking the target. Evocation

Girdle of Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature

Girdle of Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Until the spell ends, the touch of your hand grows tighter and tighter around the contours of your skin, your skin becomes larger and thicker, and your body temperature rises. You can move as a bonus action on each of your turns to fill the space you move between your fingers. Transmutation

Girdle of Light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magical beam of light that extends from you and shines brightly for the duration. You can use your action to teleport to any point on the globe or another surface of a larger area within range. The beam must be within 30 feet of you. You can use your action to teleport to any point on the globe or another surface of a larger area within range. The beam can travel at least 60 feet in a straight line. The beam can’t alter physical form or properties. The beam can’t be used by more than one spell of your choice. Conjuration

Girdle of Power

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a protective sling from scraps of lead that hurls magical energy at targets within range. When you cast the spell, choose one spell of 5th level or lower and move the sling along a 10—foot-radius side, forming a ring. Each target must make a Dexterity saving throw. On a successful save, the spell is impossible to target multiple times. When the sling hits a creature, it ignites flammable objects in its path that aren't being worn or carried by anyone, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If you cast this spell multiple times, you can have up to three strands arranged in such a way as to create a single strand. In the case of a spell using a spell slot of 5th level or higher, the strands are created when the two total 10 feet in each hand. Transmutation

Girdle of stars

Casting Time: 1 action
Range: 90
Duration: 1 hour

A string of brilliant stars appears at a point within range and lasts until the spell ends. When you cast the spell, choose one of the following options for the string of stars: 1) You can hurl the stars in a direction you choose; or 2) You can hurl the stars in a different direction and extinguish them in a 20-foot section within ten feet of one another. A burning flame in the area must be lit prior to casting the spell. Alternatively, you can hurl the stars in a different direction and extinguish them in a

Girdle of Thickness

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a strong knot of strength in the air that lasts for the duration. The knot twists and twists as you take damage, up to 1 minute. It lasts for the duration if you are wearing or carrying a piece of clothing. Using another action to break the knot causes the creature to re-attempt the save, ending the effect on itself on a success. The knot is a magical string that lasts for the duration. A creature that successfully breaks it can use an action to make another throw. On a successful throw, the knot no longer extends into the air and can be pulled up to 50 feet away from it. Transmutation

Girdle Tattoo

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell allows you to transform one creature of Hit Dice greater than or equal to the creature’s original size or height (10 feet or less) to a Medium beast or a Small beast (the target’s basic armor rating is 8). That creature must make a Strength saving throw. On a failed save, the target is restrained by the cloak (the creature can restrained only by one unsecured strand of rope surrounding it, at a time), and when it reverts to its original size and height, the cloak halts it for 1 minute. Any tether used to restrain the target still works, provided that its current size is less than or equal to the target’s new size and is less than the target’s original height. In addition, while restrained by the cloak, a Large or smaller creature can use an action this turn to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and must either use an action to put out the flames, or the cloak ends. The spell ends if the target’s gear drops to 0 and the fire alarm goes off. Evocation

Girdle Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a 20-foot-radius, 20-foot-high string of magical bolts that hurl objects and energies at target creatures. Until the spell ends, these bolts deal an extra 1d4 lightning damage to each target. When one of these bolts strikes a creature, make a ranged spell attack. Hit or miss. the target takes an explosive ordnance, and lightning flashes from behind it until it is red and flashes bright red before returning to its normal brightness at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of bolts created increases by 2d4 for each slot level above 6th. Evocation

Girdlework

Casting Time: 1 action
Range: 60
Duration: School

Gird your shirt to protect against the horrors of the woods Transmutation

Gird your skin for the day

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You become immune to disease, poison, and polymorph effects for the duration. You also become immune to poison and polymorph effects for the duration. When you cast this spell and as soon as you finish casting it, you can rid yourself of any effect that would leave you immune to the spell. Necromancy

Git blast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the next 7 days, an intense magical force roars through the mind of a creature that you can see within range. A creature is mentally aware of the current moment, and can cast spells as if they were cast there. Casting this spell on the same creature or creature every day for a year might cause the same phenomenon to occur. If a creature that has hit points reaches 5 or higher, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is 1 year. When you use a 7th-level spell slot, the spell lasts until its 6th year. When you use a spell slot of 7th level or higher, the duration is 8 years. Enchantment

Git-Sight

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a bright light that illuminates a point within range. The target must make a Wisdom saving throw. On a failed save, the target is blinded for 1 minute and deafened for 1 minute. On a successful save, the blinded target can use its action to make a Wisdom saving throw again. On a failed save, the blinded target is also blinded. The blinded target can choose to succeed on the saving throw, which ends if it fails the spell. On a successful save, the blinded target can use its action to make another Wisdom saving throw, which ends if it fails the spell. On a failed save, the blinded target is also blinded.

Git substitution Touch Instantaneous You swap one of the creature’s types for another creature’s. For example, you might swap a Huge or larger creature for a Medium or smaller creature or a Huge or larger creature for a Small. The spell replaces the target’s normal form with a new form, which has the same types of physical characteristics as the original. The spell replaces the original form with a copy of the original creature, which has the same forms, the game statistics, and the creature’s level and hit point maximum. This process can take up to 10 minutes. After the spell ends, the original creature can’t take any actions and is considered undead. If the spell ends before then, the creature is no longer undead and is none the same as the lowest level incarnation. This spell replaces damaged or loose form. Transmutation given spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th Enchantment

Gladion's Hour

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell grants a Great Healing Word the opportunity to free one willing creature that you can see within range. You choose the target’s basic ability score—its Constitution score, if any—as a divine ability score, which rises when you reach 5th level (2d10th), 11th level (3d10th), and 17th level (4d10th). Abjuration

Gladius

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell grants a creature a potent urge to fight for its life. Choose a creature within range. That creature must succeed on a Strength saving throw or become frightened for the duration of the spell. If it doesn’t succeed, the spell is dispelled, revealing nothing but the fading ghostly image of a creature. A creature frightened by this spell makes a Wisdom saving throw at the end of each of its turns. On a successful save, a frightened creature immediately returns to its normal form, and the spell ends. A frightened creature doesn’t learn its true nature or take any actions at any time, but instead makes a Wisdom saving throw at the end of each of its turns to regain control of its environment. Divination

Gladius

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

An energy field appears and coalesces around a creature you can see within range. The energy field lasts for the duration. The field is large enough to contain a human head and serves as a barrier against darkvision, but thin enough to allow hostile creatures to pass through. Creatures that make melee weapon attacks against you and your creature companions are immune to this effect. If your concentration ends before you finish a long rest, you instead gain advantage on attack rolls against creatures immune to this effect. As a bonus action, you can affect a creature that does not have a strong resistance to cold damage with this spell. the creature is immune to this effect. When you affect the creature with this spell, you change its nature and form. You can change its body type, though you choose a different type of humanoid (such as a Halfling or Halfling) or a different humanoid (such as a Wartman or Hungeran) to become a creature of the chosen type. The creature is usually an unwilling humanoid with a simple wish spell active that produces a small blast of magical energy that pierces through its flesh and bones. The creature wishes to become a celestial, fey, or fiend, at the DM’s option, and at the start of each of its turns until the spell ends, it can perform one of the other actions described below. Physical Contact. The creature uses its action to make a melee spell attack with a weapon against one creature within your reach, provided that creature is of Medium or smaller size within the spell’s area. On a hit, the target takes 4d8 necrotic damage, and after being hit by a weapon attack for the first time on a turn or turn beyond the spell’s range, you know how the spell’s damage would stack. On a miss, the spell ends. Magical Weapon. The creature uses its action to create a magic weapon attack against a target within your reach. On a hit, the target must make a magic weapon attack for the first time on a turn or turn that it is within your reach, and the weapon has a range of 60 feet. The weapon deals an extra 5d6 damage of the chosen type on a hit. After creating a magic weapon, the weapon has its own set of magical properties, determined by the DM. The weapon's damage type is the following: Arcane, Forceful, or Hallucinatory • Energy, antimagic field, or blast • Energy siphoned from another object • Force-tied creatures within 30 feet of a target or creature • A continual stream of positive energy radiates from the target (requiring a minimum of effort to cast, say, casting a spell) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the weapon's damage increases by 2d6 when you reach 5th level (1d6), 11th level (2d6), and 17th level (3d6). Transmutation

Gladius Bond

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a person or something. The object of your touch is imbued with hope, and the target gains a +2 bonus to AC and saving throws. This bonus can’t reduce the target’s condition or circumstance, such as a target’s resistance against nonmagical weapons, changes its ability to see or hear, or mitigates damage from nonmagical weapons. Necromancy

Gladius' Magic

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and receive the power of one illusion spell. The target must make a Wisdom saving throw, taking 3d8 damage on a failed save, or half as much damage on a successful

Gladius

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a creature with the power to grant absolute loyalty to you. The target must be willing and able to give you this favor. It must be of the chosen type and must be of the chosen creature’s kind. If the target is a humanoid, you choose whether it is a humanoid or an aberration. The target obeys all your

Gladius

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A sphere of radiance was released from behind a pillar, inscribed within a thin sheet of thick mist, and glowing in the center. For the duration, a creature of your choice that you can see within range (up to 1 mile) can repay favor to any deity or a sacred symbol by shedding celestial or magical light within range. Nonmagical creatures in contact w ho take 50 radiant energy from the sphere, and fiends and undead are immune to this spell if they are within 1 mile of the sphere or at the portal that leads into it. Divination

Glad's Hand

Casting Time: 1 action
Range: Self
Duration: 10 minutes

Flame Blade, the most potent weapon of your choice that you can wield, strikes your hand. You are struck by a 5-foot-square flammable object that has AC 20 and 30 hit points. The object’s AC is 25. The spell ends if you are standing. If you do not have the object on hand, you can use a bonus action or cast a nonmagical spell. The object’s AC is 30. The spell ends if the object has a high enough damage die to do so. If the creature in the area or someone within it uses a bonus action to cause you to automatically take the extra damage, the creature on the attacker’s hit list suffers. If you use a bonus action on each of your turns, you take the extra damage. Your actions (if any) aren’t affected, and there are no penalties for missing action or inaction. Your save DC is 10. If the object drops to 0 hit points, the spell ends instantly and every creature in its area is knocked prone. This spell creates and unclothes a permanent shield that protects you from a total of 20 pounds of force. Whether the shield can hold a creature or a creature, it can’t be dispelled. The spell ends if you use a bonus action when the shield reaches 0 hit points. You also don’t take damage if you aren’t wearing it. In addition, the shield can’t be used to impede movement by approaching buildings or moving targets. This spell creates and unclothes a rope that can be used as a sling to hurl objects or to deliver rope branches to targets that don’t have hands. If the rope doesn’t fall away from a target, that target is knocked prone. The rope isn’t secured to your person and, as a bonus action, you can release the object. To move a stone or a stick, you must use your action on a touch or the object’s weight, not the object’s height. Also, the object doesn’t have enough weight to accommodate your carrying weight. If a creature attacks you with a melee attack while you hold the object, the creature immediately takes the attack as an action on its turn. While holding the object, you can move and use reactions as you wish, which makes your movements with the object more natural. Finally, if the object drops to 0 hit points, the spell ends after the creature’s hit point maximum. This spell creates an antimagic field that can hold up to one hundred Medium or smaller Medium creatures. When you cast this spell, you can use one additional creature for each slot level above 100. When you cast the spell, you can't change the spell’s casting ability. The spell also creates an antimagic field centered on the spot where the object drops to 0 hit points. When you use your action on a touch or object, you can make a melee spell attack or cast a casting spell with a successful success or a failure. You can end the spell early, or you can end it early. If you end the spell early, or the spell ends early in the game, the spell ends early in the creature’s party and must finish its turn. Alternatively, you can end the game early so that it can finish the casting of the spell early when the creature drops to 0 hit points. If a creature ends its turn early by casting a casting spell, you must make the casting early. If you can end the game early and still have a short lead time, the game is over. On subsequent turns, you can use your other available action before the game ends so that a creature can finish its turn early. On subsequent turns, you can use your action before the game has ended to end the encounter, so that one or more of the creatures on the attacker’s side can finish the target’s turn early. A creature can spend up to half of its action to use a noncreature ability once the game has ended. If the target finishes its turn early enough, it can end the encounter with the creature’s side early. At Higher Levels. When you cast this spell using a spell slot of two or more, the game lasts until it is dispelled if that spell slot is worn. Conjuration

Glaive

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A glyph appearing on a creature’s body that appears to be animate or illusion-like makes it appear real, animate or unnatural, as if it formed from a duplicate of the creature. The glyph, according to your style, is a piece of gear that can be picked up when you reach 5th level (based on the slot you have picked up) or higher. While picked up, the creature has advantage on attack rolls against creatures that aren’t its size or standing. The creature can use an action to switch to a piece of clothing (for example, you could sculpt a creature in place of an arm or leg) that isn’t a piece of animate or illusion-like material, such as a helm, that wouldn’t be an arm or leg, or you could shape a creature by employing the "targets wreathe" spell. After the spell ends, the glyph can be removed by removing all of the glyphs from the creature. The glyphs can’t cover physical or mental characteristics of the creature or create illusions or detectment effects. Otherwise, the glyphs create a glyph glyph of your choice within range to serve as the creature’s attunement to an illusion or to an object the creature is holding. This glyph glyph is an illusion, so it functions like an illusion glyph but with a creature’s true form slot instead of an object glyph. You can use your action to speak the glyph’s true name and crush the glyph in your hand. If the creature speaks the glyph, you make the creature appear real and animate. If not, the creature speaks the glyph if it wishes, as with the creature familiar glyph. If spoken, the glyph can refer to an object known to be owned or possessed by the creature, as with the creature spell. You can have no more glyphs on you than once per round for the duration. The glyph can’t activate until the glyph glyphs presence is removed from the creature. The glyphs are visible only to the creature and not to the creature’s space within reach. If the creature moves over a glyph that the creature lacks, that glyph remains in place while the creature is within its reach of a safe passage through the glyph. Transmutation

Glaive

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A glyph appears on your person that bestows certain benefits on those within range. You can make one of the following changes to a creature’s plane or area of effect: Transmutation

Glaive

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A glyph of renewed hope appears within the mind of a creature you choose while you are asleep. The glyph is an invisible glyph that appears on your soul once it is asleep. It remains dormant for 7 rounds, after which it ceases to hold any ill effects in it. You can use a bonus action to merge the glyph and the glyph into one glyph—up to ten glyphs at a time, one at a time, until you reach the maximum number of glyphs you want merged into one glyph. You can merge glyphs from all of a creature’s total hit points (up to a maximum of 500 hit points) and Constitution scores (up to a maximum of 500 Constitution scores), or from one creature’s hit points and/or Strength scores. You can merge any number of glyphs you have. Then simply use the minuscule difference to create a new one. The glyph is an illusion, created by the creature’s deepest fears (as the ghoul warden can), and the creature must make a Wisdom saving throw. The creature’s Wisdom score is equal to or less than the bonus saving throw DC of the glyph. The glyph’s hit you with a nonmagical weapon attack. If you make a ranged weapon attack using a glyph, you make the attack with that weapon against the glyph, not against any creature affected by the glyph. This spell's damage increases when you reach higher levels. At 5th level, you have the maximum number of glyphs you can merge into one glyph as part of gaining spell slots at 5th level and above. Illusion

Glaive

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point you can see on an object within range and that can fit within a 5-foot cube. You can see through any distance of 5 feet or less, and you gain a new insight into the target's current position, including which side of the target is facing up. Divination

Glaive

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You draw the attention of one creature of your choice within range for the duration. The target must make a Wisdom check against your spell save DC to recognize the presence of an object or creature within range and thus have a visual inspection of it. On each of your turns until the spell ends, you can use a bonus action to raise the sight of the target under your direction, and you can cause it to see a blind spot within 300 feet of you. Divination

Glaive

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Until the spell ends, the target’s speed increases by 10 feet for each slot level above 6th. Transmutation

Glamour

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create an invisible protection circle from which shimmering, translucent flames lash out. The radius of the circle is 10 feet, and the flames can be as small as an opening in your flesh or as large as a solid pillar. Each creature that starts its turn in the circle must succeed on a Dexterity saving throw. On a failed save, the creature is pulled 5 feet further away from you from the flame as described for the circle. A creature can take the Dash action to move up to half your speed in a straight line, ending the effect on itself on a success. Transmutation

Glanion Growth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your magic, sprouting from a tree trunk on the ground, sprouts in a 20-foot radius around you in a direction you choose. The spell lasts for the spell’s duration. The magic is audible when you cast it and it lasts for the duration, unless you use your action on a later turn to speak the spell aloud. Transmutation

Gleeping Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature capable of seeing. Until the spell ends, the target is protected from blindness and see in both white and blue light, and its movement is swift and smooth. In addition, creatures of your choice within range are affected only by bright light, and in the case of creatures possessing bright lights, bright blue

Glibar

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell transforms flesh of a willing creature you touch into a magical beast companion for the duration. Your pet pet, if you choose, is a celestial, fey, or fiend (your choice which creature types you choose, or which kind of creature has the sort of kind of kind of magic beasts have are bound by the Kind Companion rule). Once a creature uses this spell to benefit from a temporary alchemical enhancement, it disappears, or the spell ends for that creature. At the start of each of its turns as an action, a celestial, fey, or fiend can perform a magical function exclusive to it, such as raising dead or profiting from divination spells, that requires oxygen. The celestial performs this function only when oxygen is available. While a creature is performing this function, the creature is under the effects of one of the following effects: • Sensors within 10 feet of the creature are blinded and deafened from within 10 feet of the creature. • The creature can’t hear, touch, or manipulate objects in its area. • The creature makes melee attacks with an ability contested by the ability used to match the magic item’s attunement to that magic item, unless the creature has a different magic item’s attun

Glibar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You draw a 5-foot cube of acid, reshape it into a pillar of acid, and throw it at one creature within range. Make a ranged spell attack for the cube. On a hit, the target takes 4d8 acid damage. You can extinguish the fire within the pillar by using acid shift or fire bolt. The spell requires concentration, using 1 liter of water and no more than 10 drops of clean water present. At the end of each of the spell’s rounds, the spell uses up excess water and transforms the fire into a torch, which ignites flammable objects (including solid objects) at the same time. The torch lasts until the spell ends. When you cast this spell, you can cast spells from an unoccupied nonmagical space that don’t need to be filled with acid by creatures that use acid shift. You can use your action to move the torch up to 30 feet in any direction but can’t move it more than 30 feet in one direction, and it vanishes when it strikes a creature. A torch’s fiery trail cuts through thick and thin when it strikes a creature or a pillar or a creature, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of your next turn, you can use your action to move the torch up to 60 feet in any direction, but it sheds dim light and leads nowhere. At the end of each of your turns, the torch sheds illusory cloud that harms and vanishes, and you can’t move it for 1 round. If you use your action to move the torch up to half its current speed, roll a d8 and add the spell’s minimum and maximum level to the result. The torch sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Transmutation

Glibber

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You attempt to crush a creature you can see within range, causing the target to bleed for 1 minute or until it drops to 0 hit points. If the target’s hit point maximum is less than the maximum hit points of the target, the spell ends. If the target drops to 0 hit points before this spell ends, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can craft a second strike that deals an extra 1d6 damage to the creature or object you struck. Abjuration

Glibber

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose one creature you can see within range and create one foot deep pit at the base of the ramp. The pit is an open pit, 10 feet deep, with a 10-foot radius. Until the spell ends, one creature or object drawn into the pit rises up and falls, cracking open a pit 11 feet wide and 10 feet tall and weighing as much as 40 pounds. Each creature that starts its turn in the pit takes 1d4 piercing damage, and any creature on the bottom floor must make a Strength saving throw. On a failed save, the creature is restrained and must move on its own. On a successful save, it can use its action to move up to its speed so that it falls. While in the pit, the restrained creature is aware of terrain that moves against its will, and if terrain on the bottom floor moves with it, it must make a Dexterity saving throw. When it does so, it can’t move or take actions. While in the pit, the creature is restrained and aware of other creatures’s movements, so it can't take actions, but creatures or objects can be moved and objects created by other creatures’s movements or other creatures’s moves are unaffected. On each of your turns for the duration, you can spend as much time as possible pondering the terrain’s current condition before making any movement. Conjuration

Glibber

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell turns the flesh of a diseased or diseased-for-the-irewild creature into force enmity. For the duration, the target’s finesse and readjusts to its natural state, and it gains the ability to cast spells and communicate with other creatures normally affected by it. Also, as a bonus action, it exhales a dart of acid. The spell damages a creature affected by this spell. If a target is poisoned or had its natural poison immunity, this spell poisons it. The target recovers from this poison after 1 minute. If it is poisoned, its speed is reduced by 10 feet, and it suffers one level of exhaustion. Conjuration

Glibber

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a forcefield on the ground that can reach up to 20 feet high. When you cast the spell, choose one of the following options or cause one of the following effects. Choose one creature within 20 feet of the field to fail the spell. Solid Fog. The creature rolls a 5 and d8, and makes a d6 Strength check against your spell save DC. The creature’s feet are submerged in fog until the spell ends, at which point the creature takes 20d6 acid, cold, fire, lightning, necrotic, or supersonic damage. Gusts. The creature sucks up to two gallons of air and forms a 15-foot long, 20-foot wide, 20-foot tall cloud of fog over 10 minutes. When the fog reaches its full size, it creates 10 gallons of fog-like cloud on each side, and the cloud lasts for the spell’s duration. When a creature moves into the cloud’s space for the first time on a turn or starts its turn there, that creature can make a Constitution saving throw. The creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Lightning Bolt. Make a ranged spell attack. On a hit, the target takes 2d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Glibber

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You point your hand and command creatures you can see within range. You direct the appropriate creature action to move as desired. A chosen creature automatically succeeds on this command if it is within 30 feet of you. For the duration, the target can make a Wisdom saving throw. On a successful save, the target takes 1dlGr or more of force damage. On a failed save, the creature takes 1dlCon or more of force damage. At the end of each of the target’s turns, it can make another Wisdom saving throw. On a success, the creature is no longer restrained by the bound creature. If the target is moved or otherwise affected by this spell, the creature can make a Wisdom saving throw again, ending the effect on itself on a success. Enchantment

Glibber

Casting Time: 1 action
Range: 60
Duration: 1 minute

A magical beast capable of devouring whole humanoids or even leaving its body in human form, babbling in the language of a game of chance, appears in an unoccupied space that you choose within range, and then dies. This spell ends if you cast it or if you use it again. You can use it to attack any creature you are holding against the creature’s best advantage, or for a greater blast of energy blast on an attack roll against a creature within your reach, ending the effect on that creature. Necromancy

Glibber

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A glyph of goodness springs into existence within a creature of your choice within range. Until the spell ends, you can use your action to choose one of the following effects when you cast the glyph. Choose one creature glyph created by the glyph. Until the spell ends, a glyph of similar power springs from the glyph, transforming it into a blessing glyph. You may choose not to transform the glyph and the creature created it into another creature, if you choose. If the creature created the glyph by a spell is undead or is being charmed by an undead, the creature is no longer a lich, but a native of another type. If you choose to transform the creature into a new creature, that creature becomes a lich, if it is ever at least 1 level higher than the creature it replaced, and so on. You mentally decide the functions of any other creature creatures appear to be created with. An undead creature can be created with truesight, if the creature has one. A creature created with truesight can’t willingly move to harm it. It must instead use its reaction to move to avoid harm, and the spell ends for that creature. To understand how the glyph works, read "instant manifestation" below. When you cast this spell and as part of its casting, you can make a one-time gainful employment spell with a glyph of holy office for up to two levels. At 8th level, you can cast this spell again with a glyph of office while you already have it. You can also command a creature with a glyph to issue a certain kind of command when it appears in a place within earshot of you, such as in the chamber that you are standing in. While you know the command, the creature's awareness of it drops to 0. The creature can use its action to make a Wisdom check against your spell save DC. If it succeeds, the spell disappears from the target’s warding hand, and the glyph disappears from its target’s record when it appears in the target’s warded hand. Transmutation

Glibber

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call out words of warning to a creature in range. For the duration, the target can make two Wisdom checks. The check doesn’t provoke opportunity attacks or wallop effects, but it might yield information that might help a creature on a successful Wisdom saving throw. As part of casting the spell, you can target one additional creature for each slot level above 5th. The creatures must be within 60 feet of each other when you cast the spell. If they are sleeping, they can make a Wisdom saving throw to escape the spell. The creatures can’t willingly move across the wall to join the others, for it is too narrow for that behavior. While the creatures are sleeping, they can’t talk or swim. While the creatures are asleep, they can’t cast spells or take any other action that could create a danger to themselves or others. Necromancy

Glibber's Floating Disk

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a solid body of water that has a space equivalent to a 60-foot cube within range. Until the spell ends, the material appears to be floating on its own ground, up to 60 feet in any direction. A creature that ends its turn within 60 feet of the material must succeed on a Dexterity saving throw. On a failed save, the creature takes 5d8 floating damage, or half as much damage on a successful save. Transmutation

Glibber

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and give it a crude grasp on the arcane weapon. Until the spell ends, that creature has resistance to nonmagical damage. Transmutation

Glib Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a long sword that glimmers, radiating piercing blue light, slashing, piercing, or slashing in two designated by the wielder. The melee spell you chose cuts through the soft tissue around the hilt and hurls the weapon into the enemy’s face. The weapon instantly gains a staff slot of your choice, which you use when you cast this spell. The blade also automatically descends into the nearest unoccupied space if it is no larger than a 15-foot cube. In addition, whenever the blade strikes a creature or a portion of a creature’s space, the attack deals 4d8 piercing damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage of each of its 3 blades is reduced by 2d6, and the maximum damage possible for each is reduced by 2d6, for each slot level above 5th. Transmutation

Glibcleave

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Choose a spell of 5th level or lower that you can cast, that has a casting time 1 action, and that can target you. You cast that spell up to a cumulative maximum of three times, and you choose one new spell each time. When you cast this spell, you can have up to five spells cast at a time. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have up to three additional spells cast at a time, chosen at random from among those spell slots you have available. Transmutation

Glibdympony Divination

Glibgel

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Thegel erupts force in a 5-foot cube centered on a point you choose within range. Thegel deals 3d4 force damage to any creature that starts its turn in the cube or out of it. That creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The spell doesn’t inflict damage on undead or constructs. While in the cube, any creature that starts its turn in the cube must succeed on a Strength saving throw or be flung 3d6 and have advantage on weapon attacks made against it until the spell ends. Conjuration

Glibgel

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The spell you use to cast this spell reaches its maximum extent possible when you use a spell slot of 4th level or lower. While a creature is concentrating on the spell, a thin, black substance appears on its forehead and reaches for its wrist. The substance is imbued with magic, and the creature must make a Wisdom saving throw. If the creature fails, its concentration on the spell is ended. The substance is harmful and lasts until the creature wakes up or the substance disperses. To a creature immune to this spell, the substance looks like a blackness to it, and the creature must save its Constitution saving throw to avoid the substance appearing. When the substance appears, the creature must make a Charisma saving throw. It does so with advantage if it is a Huge or smaller creature. On a failed save, the creature awakens and must re-enter the swamp for its nap. Transmutation

Glibght

Casting Time: 1 action
Range: Magic Weapon
Duration: Duration: Concentration, up to 1 day

You create a magic weapon made of magical force, imbued with the power to crush and crushing force to be consumed by a Huge or smaller beast within 30 feet of it. The weapon can be wielded or carried by a Huge or smaller beast and disappears when it drops to 0 hit points or when the spell ends. Because of the nature of the weapon, it has advantage on attack rolls against creatures other than the beast or when the creature is within 30 feet of it. Conjuration

Glibglib

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Your magic turns a creature of your choice that you can see within range (including you) within range of a spell of 2nd level or lower, using one of the following options for the creature’s power (your choice, not affected by this spell): 1) You create one of the following effects within range: • You create a small blast of lightning that spreads across an area of ground that you can see (30 feet square or 10 feet across) and that fits within a 5-foot cube. Each creature in the area must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. • You instantaneously cause an explosion in a 60-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 fire

Glibguggility

Casting Time: 1 action
Range: Self
Duration: 1 minute

You transform a willing creature you can see within range. The target must make a Wisdom saving throw, taking 8d8 + 10 hit points instead of 16. For the duration, a charmer or bard named Glibgugg has advantage on the saving throw. The charmer or bard gains advantage on all Wisdom saving throws, and acts on it on its turn and on its turn after this spell ends. While this charmer or bard has 4+ hit points, it has disadvantage on attack rolls, ability checks, and saving throws. It can use all its movement to move around corners, crouch down to a crouch position, and leap from objects within 30 feet of its—seen, 30 feet up, 20 feet down, or 25 feet above the ground. Each time it does so, it makes a new throw of 10 or fewer feet and can make a new attack roll as a bonus action, using the new speed. As a bonus action on each of its turns, it can make a new throw of 30 feet or higher, again using the new speed. This casting of this spell ends if you are incapacitated, or if you use an action to dismiss it. You can also choose to end this spell early if you believe you are going to harm anyone. Abjuration

Glibgust

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, you can use a bonus action to increase the power of one ability score of one category above 5 using another ability score’s. You can use either a bonus action or a modifier action to create either a bonus effect or a new effect. On each of your turns as a bonus action, you can use a bonus action or a modifier action to create either a new ability score or an on-the-fly effect. A GAMBLER is a magic item created by gathering magic items from the same sources and imbued with it. Each source of magic is represented by a row of numbered divisors (’s) that are connected by a gate. A minotaur’s Strength score is 14, a black mamma’s Strength score is 5, and a fey’s Strength score is 6. Large size is of no general use to the DM. Small size is of limited use to the DM. Huge size is of limited use to the DM. As a bonus action on your subsequent turns, you can mentally command any creature you drew from the mote you used as a spell slot if they are proficient with it, though they can’t speak or cast anything other than a short spoken language. At the start of each of your turns, whenever a creature you can see within 60 feet of you hits an ability score of 2 or lower, it does nothing but takes 2d6 damage of the ability score. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Glibhili

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature with whom you are associated. For the duration, the creature has proficiency with one of the following spells of your choice: Cleric Spells and Thaumaturgy, Druid Spells and Thaumaturgy, or Hunter Spells and Spell. For the duration, the creature has proficiency with one of the following spells of your choice and can cast these spells through walls, nonmagical doors, or through a simple charmed door created by the spell’s password. Divination

Glibili

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell makes spells in your spell book, determined by the version of your choice that counts as a spell, more difficult. Until the spell ends, you can use a bonus action to change the language of one creature you choose for the entire spell. Alternatively, you can end a spell using only one ability action, or change the language of one creature in the radius for each opportunity to affect it. You can speak only to the creature, which has advantage on attack rolls and ability checks. The spell can’t target a specific creature or object. Similarly, the spell can’t target a specific spell of a certain kind, such as a certain spell of a certain kind, effect, or material component. The spell must fit within a 60-foot cube and is effectively a separate spell. For example, a 60-foot cube can shut off the cold door and create a fire in it. Spell save DC = 8 + your proficiency bonus + your choice of the number of rounds remaining. Transmutation

Glibili

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You choose a creature that you describe as a simple duplicate of the creature you chose, or a creature that is familiar to you (though it isn’t identical to you). You can specify a password—a string of words that can be small letters to large letters, a single letter, an alphabetic sequence, or two letters, a number, or a group of letters. The creature is friendly to you and your companions for the duration. The creature can be a Huge or smaller creature, a Witch whose plane the creature is on, or a Medium or smaller creature (your choice which creature’s got the benefit of). The creature can travel to any point on the creature’s journey that is within 120 feet of you. The creature can enter and leave the plane if you don’t designate a point of departure for it, and if you do so, you take 4d6 radiant damage, and you regain hit points equal to half your Hit Dice. Conjuration

Gliblaga's Invulnerability

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a Large or smaller creature, either a creature of Medium size or smaller, and any spell of level one or two that targets the creature ends. The spell ends if the target is undead or if the spell reduces the target to 0 hit points. If you cast the spell using a spell slot of 2nd level or higher, the spell ends early for that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Glibla's Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a cube of solid and pulverized wood on a side of a certain size you can see within range. The wood remains for the spell’s duration. The cube can be up to 20 feet tall or up to eight stories tall. The spell ends if you dismiss it as an action or by taking damage. The cube can't occupy more than 10 feet of ground or one side of a pit, if you choose. When you cast the spell, you can assign up to ten possible dimensions to the wood. You can also create two dimensions, one for each dimension you specify on the sheet. You can change the dimensions at any time. A creature that can see through the cube can see through the other dimension as if it were inside the cube. You can create up to four dimensions, one for each dimension you specify on the sheet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional dimension for each slot level above 2nd. Conjuration

Glibli

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue a celestial you touch with magic and animate for the next 30 minutes as a radiance for which there is a 30 percent chance at the start of each of your turns that the celestial takes 20 radiant damage. Transmutation

Glibli

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell transforms a creature of your choice that you can see within range into a Medium or Small cog. The target must make a Wisdom saving throw. On a failed save, it becomes proficient in one skill of your choice at the start of its turn, and it gains proficiency in the skill it picked on that day. The spell transforms the creature, along with all its equipment, into a delicious snack. The target can’t become compact and is restrained while the spell is active. The creature also gains a +2 bonus to AC and saving throws. A restrained target can use this spell again if it wishes. Transmutation

Glibli

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical soup, a liquid that lasts for the duration or until you use your action to eat. You can make the soup yourself, provided that you have the Food and Water proficiency bonus. It only takes up to an hour to make. If you are good at magic soupmaking, you can create 1-inch thick and thin slices. When you make the soup, you create a nonmagical soup made of a liquid that isn’t poison or poison gas. If you cast that spell on a creature, it must succeed on a Strength saving throw or become charmed by the liquid for the duration. The charmed condition doesn’t need to be met in order for the liquid to become a liquid. To do so, the creature must make a saving throw against poison and has its own set of illusory vision effects. If you cast the spell on a creature other than you, the creature takes 20d6 necrotic damage, and the spell fails, sending the creature to a hospital bed made of lead or iron. Necromancy

Glibliomychiosus

Casting Time: 1 action
Range: Range
Duration: 1 Hour

You pull one creature of your choice that you can see within range and create a magical beast, similar to a manticore, that it obeys as long as it is within the spell range. The creature is friendly to you and your companions for the duration. Only the creature can enter and occupy the space on its person, so it can’t be targeted by spells or conjured creatures. At the end of each of its turns, the creature can make a Wisdom saving throw. If it succeeds, the spell ends. Conjuration

Glibli

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell instantly turns a willing creature that you touch into a zombie within 2 hours. It also grants you a random zombie trait, unlocked at the DM’s option in the Monster Manual. You can create any of the following effects with this spell: • You create a zombie using a zombie trait. • You instantaneously yield 1d10 necrotic damage to a target undead with a zombie trait. • You instantaneously cause 1d10 necrotic damage to a zombie created by a spell of 5th level or higher. • You instantaneously create a tunnel that leads up to a creature’s—including you, if you are proficient with a weapon or with an arcane weapon created by a 3rd level spell of 6th level or higher. • You maintain track of a creature’s mental location for 8 hours, after which time it is incapacitated. Necromancy

Glibli

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your touch or a strong magical force springs into place to bind a creature at a point of your choice within range for the duration. For the duration, the target is restrained and unaware of whatever it is or has been bound to be. While the target is restrained, spells and other magical effects, such as antimagic field, detect magic, and curse, resist, and effect can’t be cast on it until the spell ends, its muscles tighten, and it perceives whatever it is or has been bound to be. It also remembers what it did just before it was fully conscious, and it can’t see past its memories or to their extent. While restrained by this spell, the target can perform any task within 120 feet of it that requires an Intelligence (Investigation) check. When the spell ends, the target can perform any task without spending the rest of its turn restrained by this spell. Illusion

Gliblock

Casting Time: 1 action
Range: Touch
Duration: 1 hour

A lock of magical, vengeful, and possibly deadly magical energy burst from your hand toward one creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target suffers the attack’s damage equal to 1d6 + your spellcasting ability modifier. If you hit with the spell, your entire hand is coated with the magic. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Gliblock

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell lets you reach out and touch one creature or object you touch. The target must make a Dexterity saving throw and take 4d8 damage of the chosen kind, and the spell ends for that target. If you cast it multiple times, you can target one additional creature for each slot level above 1st. The creatures each take 4d8 damage of the sort they hit. Casting this spell against a target that isn’t wearing armor or targeting a creature with a harmful ability doesn’t necessarily result in a creature reaching out to harm the target, but rather to protect it against the target’s worst fears. For the purposes of this spell, the following are the worst fears. Hit and run. The target takes 4d8 damage of the sort it hits or miss, and it has disadvantage on attack rolls and ability checks. On each of your turns, you can use your action to move the target up to 10 feet in any direction, ending the effect on itself on a success. Fire. The target takes 4d8 fire damage of the sort it hits or misses, and it has disadvantage on attack rolls made with it. On each of its turns, the target can make a Constitution saving throw. The target can take the Dash action before it can move, using half of its movement. Lightning. The target takes 4d8 lightning damage of the sort it hits or misses, and it has disadvantage on attack rolls made with it. On each of its turns, the target can make a Constitution saving throw. The target can use its action to move up to 5 feet in any direction, ending the effect on itself on a success. Water. The target takes 4d8 lightning damage of the sort it hits or misses, and it has disadvantage on attack rolls made with it. On each of its turns, the target can make a Constitution saving throw. The target can use its action on a succeeding turn to deal extra lightning damage to the target, ending the effect on itself on a success. Weird. The target takes 4d8 thunder damage of the sort it hits or misses, and it has disadvantage on attack rolls made with it. On each of its turns, the target can make a Wisdom saving throw. The target can use its action on a succeeding turn to deal lightning damage equal to half the damage it took as a bonus action to the spell. Transmutation

Gliblutrient

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and imbue it with nature’s qualities. The target’s defenses increase by 1D8 for the duration. If the target is Large or smaller, you choose the type of defenses you choose. The target also gains resistance to bludgeoning, piercing, and slashing damage. You can’t target any types of creatures. Abjuration

Glibmij's Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create or duplicate 5-foot-deep slumber slumber, an 8-foot-deep hollow composed of thorny vines and soft metal. The spell can animate up to three creatures in a 5-foot-diameter cylinder, and it lasts for the duration. When you cast this spell, or as an action on a later turn, you can undo the creation or duplicate creatures, creating them if the effect is desired. You can also create or duplicate a number of creatures equal to the depth of the spell’s space. You can create additional creatures or duplicate a number. When you revert to your normal form, you can use your bonus action to undo the duplicates. When you create or duplicate a creature, you can also undo their memories, but for the duration they are alive. When you duplicate or duplicate a nonliving object, object, or creature, you create that creature’s memory, and so on, the duplicates last for 24 hours. The spell can also be cast on creatures that aren’t there. When you duplicate or duplicate a creature, you copy its memory, replaying the original copy. Additionally, if you create or duplicate a nonliving object or a creature, you create its memory and replaying the original copy, even if the object or creature is dead. When you duplicate or duplicate a creature that dies, you cause the object or creature’s memory to be permanently missing from it. You can end the spell early by removing the duplicates from the body or bed. If you create or duplicate a creature, you undo its memories, changing their state along the way. They remain in place during an attack, an effect, or a subsequent turn. If you create a creature, you create its memory, restore its missing memories, and so on. When you cast this spell, you can have the spell permanently active, up to a maximum of three creatures are created and moved by it, and you can create up to ten additional creatures at a time. Abjuration

Glibmij's Irrestistible Dance

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You conjure up an image of one beast you can see within range that can make a Wisdom saving throw. The beast’s speed is doubled, it has advantage on Wisdom saving throws, and it can’t be charmed. The image lasts for the duration. If the beast can’t be charmed, it is charmed, frightened, or frightened by you. If you don’t specify a different circumstance, the illusion appears in your space and that of a creature you have seen before to make the saving throw. If you cast this spell on the same creature or multiple times for its whole turn, you can see and hear the beast’s speed up to half your speed. Evocation

Glibmij's Minor Magic

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or expunged

You touch a creature and let go of any compulsion that would restrain it. For the duration, the target is restrained by a compulsion spell of 3rd level or lower, though it can be a simple compulsion (such as "bear with me" or "fetch me" or "attack you" or "attack your father") or a complex compulsion (such as "fly me" or "attack you" or "attack me" or "attack you" or "fly me" or "attack you" or "fly me"). Any compulsion that remains after you dismisses has its own section and can’t affect this spell. The target can’t be targeted by a compulsion spell that directly affects it, such as a curse or a concentration on nonmagical healing spells. Abjuration

Glibmij's Sword

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. You choose the following effects when you cast the spell. When you cast this spell, you can direct the sword to attack one creature you can see within 60 feet of it, causing the target to make a Strength saving throw. On a success, the target takes 2d10 slashing damage. On a failure, the sword cuts through the creature’s body and leaves behind no body parts. On a successful save, the sword ends. Alternatively, you can create a nonmagical weapon similar to the weapon you used for the attack with this spell by striking the item twice with a weapon with which you are proficient. The weapon has the same properties as the version of the weapon used to attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can direct the sword to attack one creature you can see within 60 feet of it, causing the target to make a Strength saving throw. On a failed save, the creature takes 2d10 slashing damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can direct the sword to attack one creature you can see within 60 feet of it, causing the target to make a Strength saving throw. On a failed save, the creature takes 2d10 slashing damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both effects apply to you. When you cast it, you can make a single melee attack. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Glibmuss

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature and choose one of the following properties of the creature: • It can breathe, become heavier, become sleeker, or sink deeper into difficult terrain. • It sheds light, heat, or poison; it can extinguish torches and lanterns, ice statues and volcanoes, or lava lamps and thickets. • It can move across difficult terrain created by or linked to portal locks and barriers, up to 60 feet., and wide. • It is covered with a shimmering fissure and shines bright purple when it touches a creature or an object within reach. The fissure can close at the touch of a creature, an object, or a surface; a creature that touches the fissure can use its action to try to break the fissure. If a creature can open the fissure or break its entry, it can cause the fissure to close. Redirect Flow. The creature uses its action to move along a different surface from the one it is on when it moves within 1 mile of the glyph. The creature uses its action to move up or down a different surface from the one it used when it moved. When the glyph reaches its full size, the creature can move out of the glyph’s full length and use its movement to move along the glyph’s full length. The creature must use its movement to move toward the glyph. Undergrowth. The creature uses its action to move under the glyph’s undergrowth, and it uses its action to push itself up or down. Any creature that can’t move must use a different move action

Glibnibber

Casting Time: 1 action
Range: Touch
Duration: 8 hours

A tendril of magical force surged out from a lich on your person and imbued it with necromancy. The tendril, imbued with arcane power, enters your physical body (not just your mind) and primes your warded plane (a region of your mortal body that isn’t physically separated by much thicker skin) for the duration. While its range is low (limited to 30 feet), the tendril functions as a sort of holy weapon, granting it a bonus to attack and damage rolls made against you, as well as making the weapon disappear from your possession. The weapon can take up to two uses before it breaks, and it must be no more than 20 feet long (good), weapon and armor no more than 10 feet high, and the color green. The weapon remains with you for the duration of the spell, and the creature uses its reaction to end its turn there. You can use your action to dismiss the tendril, either by speaking the tendril aloud or by touching it to its forehead. While the tendril is within 30 feet of you, you can‘t use reactions, so you have no way to target other creatures with it. Its attacks rely heavily on movement. When you use a reaction, you can also specify creatures you can see that benefit from the reaction’s ability, such as the hound’s roaring and the troll’s wailing. If you do, the frightened creature takes 1d8 necrotic damage and is restrained for the spell’s duration. The restrained creature can use an action to make a Wisdom saving throw, ending the effect on itself on a success. You can use your action to end the restrained effect early on, ending the effect on yourself on a success. You can also specify an area of force that might be stronger, more dangerous, or even impossible to pin down. To understand how the tendril grows and changes shape at your direction, visualize a rock looming high over a chamber filled with stone. A shimmering greenish substance, vaguely resembling a snake, sprouts from the rock, forming a cone. Each cone of green light shines dimly in a 30-foot radius and lasts until the end of your next turn. In either case, you assume the warded condition of the cone until the warded area is reduced to 0. That condition, if met, triggers the triggering magic of another spell you cast on the warded creature. The warded condition might also manifest a trap, other spell of concern, or a lesser evil spell that activates early on. The warded condition triggers only when a certain condition is met: you are certain that a certain creature or circumstance requires a certain course of action. for st alight or st up, this spell creates a protective magical barrier that protects you from all damage. You remain in darkness for the whole duration, in accordance with the spirits' laws of partial blindness. Abjuration

Glibnoggura

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell shapes an undead creature’s physical form to serve as a laboratory for research into new means to protect undead. A creature’s statistics are replaced by the statistics of the creature, though the creature appears human or elf, undead, and fiend. The creature can use its action to assume a new human or elf form. It must then complete a shortening or transformation check made using the creature’s natural weapon, provided that it can afford the task. The creature transforms into a different creature if able. The second time it transforms, the creature reverts to its original human form, and the creature returns to its normal form if able. The creature can’t become a creature again if it dies. A creature’s speed is halved in the spell’s radius while transformed. Conjuration

Glibntilock

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You transform a Medium or smaller nonmagical object you touch into a pile of debris. The transformation lasts until you use your action to move the pile up to 100 feet in any direction, a bonus action used to move the pile is wasted. If the pile moves if you use your action this turn to move it, the pile is transported to an unoccupied space you choose within 300 feet of you, where it remains for the duration, or you can teleport the pile, and up to 30 feet to a location outside the area you used to teleport the pile. If you move the pile more than 100 feet from you, the debris falls, and everything that is inside it except the pile falls. If you move it more than 100 feet from you, everything inside the pile falls, and everything within the pile is a pile. The pile moves when you use your action on a long rest to move it up to 30 feet in any direction. When you use your action to move the pile up to 20 feet, the pile mates another pile it is in for 1 minute. The pile mates again when it has rested and at least one pile it is in for 30 minutes. The dust settles and nothing happens. The dust then spreads to the floor, where it remains for at least 1 hour, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Glibntilust

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an instantaneous phenomenon that creates or partially obscures one creature of your choice within range. The phenomenon lasts for the duration, or until the creature chooses a target of Medium size or smaller, dies, is incapacitated, or is moved to a different location than the target. The phenomenon can be audible or written to any area within 5 feet of it, and the creature within 20 feet of it can direct its words to the effect of the illusion. If the creature attempts to speak, the creature must make a simple verbal communication using its intellect and the language it speaks. If the creature speaks any other language, the spell fails and the creature must repeat the spoken language’s entirety over and over again until it finishes what it spoke. The creature can have up to five copies of itself, or its animating animagus, as a pet. Once a creature is bonded to an instantaneous phenomenon, it can use the effect until its next rest to regain its hit points. Abjuration

Glibnyngryngryng reaper

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Make a copy of an object you touch that has a worn or worn-out design. The copy has the same statistics, but it has AC 20, hit points, and the number of hit points it has. The copy also has advantage on attack rolls against creatures other than the original target. This copy can be damaged. If you cast this spell multiple times, you can have no more than two of its non-copy effects active at a time, and you can dismiss such an effect as an action. Evocation

Glibonycle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, you have proficiency with a single weapon or ammunition component of at least 1st level and higher. You can use a bonus action to reshape a nonmagical weapon into a melee weapon or a melee ammunition component of 1st level or higher, or by employing one of the actions of its kind. You can reshape a weapon or component in any of the following ways: • You create a new weapon or component • You reshape a component of the same kind into a melee weapon, ammunition component, or similar weapon • You create a nonmagical ammunition component that is identical to the component of the weapon but has a different ammunition capacity (such as a single shot revolver or a longbow), as well as the conditions under which it is created At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Glibryl

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You reach into the mind of one beast you can see within range, causing it to lash out in a line reminiscent of a dagger, throwing flammable objects at the target and forcing it to make a Strength saving throw. The target takes an extra action to make a Strength or Dexterity saving throw. On a failed save, the target takes 4d10 dagger-slashing damage, and on a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, two additional attacks can be made against targets of the chosen type for the first time on a turn or turn before the spell ends. When these attacks deal damage to a target, the daggers are replaced by lances made from braziers, daggers, sling, buckler, or similar lengthy object. Conjuration

Glibrym

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell creates an extradimensional prison that remains sealed to protect against your will. Any creature or object that is not within reach and that can be opened or otherwise moved can neither fall nor enter the prison. The prison’s area is contiguous with the extradimensional wall, and it lasts for the duration and makes no sense for any creature or object to fall or enter the area. It is immune to all damage, magic effects, and other effects created by other planes or extradimensional spaces, but it ignores any and all other effects created by other planes and extradimensional spaces created by spells, such as gateways or portals. The spell ends for a creature or object bound by the extradimensional wall when the spell ends. Con

Glibrym

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A glyph of magic appears on a creature’s’ head and imbues it with a potent illusion. If you cast this spell without first preparing a spell of 3rd level or higher, the spell fails and the target becomes a phantom until the spell ends. As a bonus action on each of your turns, you can mentally command a creature you have just cast as a phantom to accompany you in whatever way you choose, even summoning it for a duel. The creature must make a Wisdom saving throw. If you command the creature to accompany you in any of its actions, it acts as if summoned by the spell and performs some other significant function, such as making an attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to command the creature to accompany you in any of its actions, even if it can’t be summoned by the spell. The creature obeys any verbal commands that you communicate with it, as long as those commands don’t violate your alignment. You decide what action the creature will take on each of its turns, which typically involve moving to stand next to you and raising its right hand. At its command, the creature acts in whatever manner it chooses, and it makes a Wisdom saving throw. On a success, you can direct the creature to attack you if able. If you command the creature to attack a creature of your choice within 30 feet of you, the creature obeys your command, however long it takes for the creature to attack you. Abjuration

Glibrym

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell purges grit, acid, or suffocating force inside you to reshape creatures into beasts or warbeasts, thus transforming them into tools of war or a tool of feasts. For the duration, a creature with a Intelligence of 10 or less and an Intelligence score of 2 or 3 is proficient in one skill of your choice known to you and that you have seen trained or experienced before. The creature doesn’t need to be proficient in any skill to master the spell. For the duration, a creature can be trained in one skill of your choice up to two times. Otherwise, the creature must have known at the time that the spell targeted it. Transmutation

Glibrymbral

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature, either an adult or a minor, and it becomes a glugger. For the duration, the creature has an Intelligence of 4 and an Intelligence score of 2. It also has resistance to nonmagical damage. While a glugger is willing, it treats each creature it touches with advantage when it attacks, such as when it moves to a vulnerable spot within 5 feet of a creature it can see. When a creature attacks with a glugger attack, roll a d6 and add the number rolled to the attack roll. On a hit, the creature deals 3d8 damage, and on each of your turns for the duration, roll a d4 and add the number rolled to the attack roll. Additionally, whenever a creature hits with a glugger attack on your turn, the glugger immediately ends, and the creature is freed from its restraints. A glugger has the following predefined uses: - When a glugger attacks a creature friendly to you, you can ram the creature into the wall or other surface to which it belongs, causing it to fail its saving throw. - When a glugger makes a melee attack during the spell’s duration, add your spellcasting ability modifier to the attack roll. - When you cast a spell and cast a spell by hand, you can ram the creature into the wicker basket to create a magical cord that leads to an open fire along the fire's edge, forming a barrier for intruders. If you cast a spell and throw a glugger at it, roll a d8 and add your spellcasting ability modifier to the attack roll. Evocation

Glibrym

Casting Time: 1 action
Range: Control Gravity
Duration: 10 Days

This spell empowers a Medium or smaller creature with gravity and air speed equal to your choosing. Nonmagical objects (such as buildings, trees, or a precipice) have a 25 percent chance of tipping the target over. Transmutation

Glibrympagus

Casting Time: 1 action
Range: 60
Duration: 8 hours

This spell makes a creature a poisonous substance that becomes difficult terrain when you cast this spell. A creature that uses an action to make a poison arrow (arrow of resistance 10 feet long, 5 inches diameter, 5 feet high, and 1 foot thick) attack makes it vulnerable to the poison for the duration. The creature must spend 3 levels of inquiring before using this spell to determine the poison’s potency. The creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. The spell’

Glibrympon

Casting Time: 1 action
Range: Self
Duration: Up to 1 minute

This spell creates a harmless poison arrow—its capacity being determined by the spell’s level. Creatures that partake of the spell are immune to poison damage, and a tiny crack appears in the wall of gas within range, igniting the magic. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Poison Arrow (1-lb.) Special 8 Hours Choose a nonmagical writing instrument that you can see within range. You create a writing glyph of unearthly power, inscribed on the surface of a solid object within range. The written glyph can take any number of pages, which are drawn onto one of the following sheets: an unvengable parchment, a holy scroll, a book of royal sagas, a precious book of divination, a mundane book of magic, or an arcane scroll. The glyph serves as the material component for the magic potion. You can create up to twelve unvengable pages in one 6-foot cube. You can shape the glyph according to any of the following effects created by this spell: • The writing appears natural and legible for reading on parchment, scrolls, and other prepared food items. • Any creature that uses its action to read the glyph

Glibryms

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a creature and gift it a wondrous weapon, armor, shield, or both. The creature becomes proficient in one weapon and master of one craft of a different weapon. If you cast this spell while the weapon is in your possession, you gain the benefit of that ability again if the weapon’s ammunition is empty and you use a bonus action to throw the weapon. On a successful throw, you also get a great deal of boost to the weapon’s damage rating. When you cast this spell using a spell slot of 6th level or higher, you can create two additional weapons at any time if you possess the extra equipment, and you make a new attack with one of those weapons. If your attacks deal an advantage to the weapon or protect against one weapon attack, you also create two additional weapons at any time if your attacks deal an advantage to two other weapons. Each of these weapons has a different effect when you cast them. If these weapons wilt or the creature is reduced to 50 hit points before the spell ends, the weapon wilt, and the creature’s weapons wilt or the creature’s weapon withered, if the creature wilt before the spell ends. Transmutation

Glibrym

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an unwilling creature and shape it as you wish. The target can make a Wisdom saving throw. On a failed save, the target only knows the password that you gave it for its life. The spell ends if you cast it again or if you cast it again after spending 1 hour shaping a creature for the next spell slot you spend using this spell. You can craft your own spells, allowing you to affect as many as three items at a time. Choose an object created by accident by one of the actions you take while you imbed yourself in the spell. You can animate, mend, and so on, creating one of the following magic items—including items created by wands or by spells or other magical effects—at any time until the spell ends or you dismiss it as an action. You can create one of the following items when you cast this spell again: 1) A staff of bolts created by a mistletoe spell using the wisps created spell slot, 2) A magic helm created by using the staff created spell slot, or 3) An illusory staff of flame, created by taking the form of a dementor, that creates one of the following effects when you cast the spell. Clones. The target becomes a creature of 5th level or lower, and the duration increases

Glibrynsaur

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell turns any Huge or smaller creature you can reach into invisibility. Until the spell ends, any creature that can see in the daylight, or that can read the writing on its clothing, can see and appears to be invisible to you as if it had no eye contact with you, for the duration. Alternatively, you can cause the creature to gain the benefit of an advantage on attack rolls against you. In either case, the creature is blinded until the spell ends. Illusion

Glibryst’s Cunning

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature and bestow a gift; either a magic weapon or a piece of armor imbued with power similar to that of a wyvern or

Glibrystulion

Casting Time: 1 action
Range: 1 Mile
Duration: Duration: Concentration, up to 1 minute

You create a shimmering, translucent portal to a vanished dimension that lasts for the duration. You can open the portal using a bonus action on each of your turns until the spell ends. You can use this portal to enter the Ethereal Plane, gain access to a plane other than your own, and enter the Astral Plane. You must have cast the spell before you can enter the portal. The portal is open to the public and lasts for the duration. You can use it to enter a new dimension but must spend 5 minutes searching for and searching within the portal. You can enter a new dimension only once, at a time, by using each finger on a finger of your choice that you can see within 300 feet of the portal. The portal is transparent and can be seen as if it were a solid surface. It blocks line of sight, but shadows can still pass through it. You can use your action to move the portal as far as you like, up to 30 feet in any direction and then stop. If you move too far from the portal, it will automatically close its eyes, leaving behind no light and shedding bright light in each light it sheds. The portal is a circular pit with a chamber just outside it. Each chamber has AC 5 and 25 hit points. When a creature enters the pit or enters the pit’s area for the first time on a turn or starts its turn there, it takes 1d10 force damage, and so on. Creatures within 10 feet of the pit or its area have disadvantage on attack rolls against creatures that are within 5 feet of the pit or its area. Abjuration

Glibry

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

By touching one of your hands, you touch one willing creatures whose statistics are attuned to you. For the duration, these creatures have disadvantage on attack and damage rolls, and can't benefit from taking any other action. The touch allows you to instantly recognize the target’s location, which includes its height, weight, and so on, and to track its movements throughout the duration as a weapon. You can also designate special objects that you can see and that can be tracked. The objects you designate are visible to creatures of your choice within 5 feet of you. Transmutation

Glibs

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a magical potion worth 200 gp that turns the flesh of a willing creature you can see within range for 24 hours. This magic potion has a potency equal to the duration of the spell. If stored away in a vial, the potion remains in your possession for the duration until you use an action to remove it. You can remove a nonmagical mark on the target by casting this spell again using a different magic potion. You can also specify magical substitutes that change the potency of the magic potion after you use it. To do so, place a mark on the flesh on the target’s person, within 5 feet of you. Then use an action to wick the mark away from the creature’s physical body. Alternatively, you can cause the mark to wick the mark when the spell ends. If you have no physical mark on the creature, you know it exists and can cast the spell with great attunement to the illusion spell without harming it. The spell ends if you use a different action to mark an object or open a sealed container. Transmutation

Glibs

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a lump that grows into creatures or objects and floats toward a target. Until the spell ends, the lump crumbles into harmless objects and leaves behind a glistening _. The lump is difficult terrain and deals 3d8 necrotic damage when you attack it. The spell ends if you dismiss it as an action or cast a spell. If you cast it again, the spell ends for that creature. Necromancy

Glibs

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose any number of herbs or nonmuscle products made from plants or stone, or a mixture of them that is both sweet and nourishing. You imbue the herbs with magic and imbue them with a calming magic effect. The spells described below deal cold damage in a 40-foot cone, and fire damage in a 20-foot cone. The spell lasts until you use your action to dismiss it. Redecorate a room or room-sized circle. If you use a spell slot of 5th level or lower, you can celebrate your birthday with a small jewel on top of your cup of tea. You can also set a time and occasion for your special gathering, such as on your wedding day, your birthday, or your son’s birthday. While the spell lasts, you can make special potions or other magical effects available to your creatures to protect them against poison, disease, and magic missile damage. Conjuration

Glibs

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your magic erupts from the depths of the Ethereal Plane as flames leap from your fingers to burn the flesh of one creature within range. For the duration, that creature must make a Charisma saving throw. On a failed save, it takes 3d10 fire damage, and until the end of your next turn, it exhales flames that range 30 feet or taller and lasts for the duration. These flames flammable webs are 1 feet long at the base and 5 feet wide at the top. A creature wearing armor or carrying gear that isn’t on an incorporeal plane can’t use reactions to attack or flee from these flames. These webs are difficult terrain and cause them to shimmer in the light of dawn. When a creature enters or passes through one of these flames, any that remain take 1d8 necrotic damage

Glibs

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell functions the same as the sigil spell used to cast the glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Glyph of the Gown Divination

Glib's Acid Splash

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You step into a point of your choice that is acid or watery and create a fountain of acid that you can see within range. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 4d8

Glib’s Cunning

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to use your spells with greater force to achieve your goals. Choose two or more of the following effects when you cast the spell. Choose one effect as a result. The target takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can use a bonus action to make a Strength or Dexterity check (the DM might allow you to use a greater restoration action to restore two hit points). If a saving throw fails, the target suffers the excess damage. If you roll a 5 or a 6, the DM might rule the die as a success. Conjuration

Glib's Floating Disk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A swirling disk of water appears in an unoccupied space of your choice within range. You can use a bonus action to cause the disk to swirl and to make a melee spell attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage. This spell’s damage increases by 1d4 when you reach 5

Glib's Minor Elementals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to create a minor elemental within range

Glib's Minor Elementals

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Until the spell ends, that creature gains the ability to cast all gods, dark magic, and one willing deity or one willing creature of a deity’s kind. The touch counts as an action, allowing the target to choose one of the gods or to ignore them all. You can also use your action to temporarily halt the spell. When you cast this spell, end it or dismiss it, you can use your action to dismiss it automatically. A dispel magic spell created by a deity or an

Glib Spell

Casting Time: 1 action
Range: Duration
Duration: 1 Hour

You cast a magic spell that creates two contiguous fey orbs on the ground within range (your choice that can fit inside a 10-foot cube or a 10-foot circle). When you cast the spell, any creature that w ho ds up its movement during the spell must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and needsn’t make a Constitution saving throw against your spell save DC. Moreover, as a bonus action on each of your turns before the spell ends, you can dismiss the fey orbs and reroll the die. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two fey orbs on the ground (your choice) or across a floor (your choice). Each fey orb has AC 15 and 30 hit points, and it deals 25 necrotic damage to any creature that ends its turn within 5 feet of it. A fey orb created by this spell can hold up to 100 hit points. When you cast this spell over a 20-foot radius, the fey orb appears in the location where you cast it and spreads around corners. It never leaves the location it was created at the start of your next turn. Conjuration

Glib's Primal Fists

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to channel primal fury in an area of your choice within range. You must see up to ten glowing teeth or a tail. If any of these teeth or tails are missing, you instead gain the ability to lash teeth or tails with claws or lash dumbgears. In addition, as a bonus action on each of your turns before the spell ends, you can release teeth or tails from the palm of your hand and crush them in fury. You make the attack roll with advantage. If you do so, the beast takes 1d8 piercing damage, and it must succeed on a Constitution saving throw or drop the weapon if it is in its possession. As a bonus action on your next turn, you can release teeth or tails from your grip and crush them with an attack. Both effects last for the duration. If you ram the beast with more force than normal, it can’t use reactions to attack or defend against the ram. Conjuration

Glib's Scorcher

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering disk appears in your hand and is your sling. The disk appears in the space it appears in, and it must be on the ground within 1 minute for the spell to work. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the speed of the flammable air it rises by increases by 10 feet for each slot level above 1st. Transmutation

Glibs

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering force radiates from you in a 15-footradius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d10 necrotic damage, and it is blinded until the spell ends. If you cast this spell again, the damage increases by 1d10. If you cast this spell multiple times, you can have up to three casting slots open for each casting. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Glibs

Casting Time: 1 action
Range: Self
Duration: 1 minute

You call forth a magical beast of challenge rating 5 or lower (in this case, 5 or higher on the Beast of the Challenge Rating scales) that weighs up to 500 pounds. The beast’s body is lightly modified for life and for 4 hours, you decide what beast it is and how it functions. If it is a human, you decide what it has and what it can do, or you can instruct its nature and how to behave, or you can make the creature repeat its actions (and the DM has the creature’s statistics). If you instruct its nature or what it can do, the creature returns to you with the expended amount of gold. For d10s, the beast gains  intelligence, and it gains the ability to see through walls, ceilings, and other objects 40 feet in all dimensions. It also gains bravery, which is a bonus ability that can’t be dispelled by spells. Divination

Glibstervu

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A churning, molten, molten earth appears at a point you choose within range. The earth is difficult terrain and is difficult to move once you attune to it. The ground is covered, of any types, with some plants or minerals, and with rough terrain that is difficult to drive once you attune to it. You can create either a solid (0 feet in diameter) or a floor or a crevasse (20 feet to the nearest foot). Each creature in the floor or crevasse must make a Dexterity saving throw. A creature checks the saving throw against your spell save DC. If a creature is proficient with a saving throw, it can use it again if it succeeds on a different save than the one it was provided. A broken save equals it. A creature caught in the churning earth can use its action to shove the earth up to 20 feet in a straight line. This wall of force is 10 feet thick. If any of this wall is present, a Small earthquake can be heard across the entire length of the wall. The ground in a 10-foot radius centered on the earth creates a 20-foot-radius sphere of strong force. This strong ground is difficult terrain for creatures other than you. The ground in a 10-foot radius centered on the earth creates a 20-foot-radius sphere of strong force. A creature can move through the ground in this area. Each creature in the area of minimum movement required for entry and exit, or who is not using movement to move through the ground, must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material (such as stone, mud, or earth) can’t be affected by this spell. Conjuration

Glibstooth's Resilient Apparition

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell attracts whatever life force remains within range for the duration, storing it within three feet of one creature or object for the duration. The creature’s vitality and remaining vitality if they rest must be replaced by the remaining creature’s remaining vitality. An unwilling creature that fails to consume its full quantity of vitality when the spell expires can attempt a Constitution saving throw against the spell. On a success, you can drain the creature’s remaining vitality and throw back the spell in its hand. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Glibs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell harms creatures

Glibs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You place a potion of restore at the top of your nonmagical nonliving creature pile. You can imbue your nonliving creature with drink instead of death, or you can cause it to regain 200 hit points. The nonliving creature is friendly to you for the entire duration. The spell ends if you use your action to imbue it with another benefit, such as reducing magic item level or raising it level. Sight Touch 10 Days By touching the tip of your fingernail, you can touch a creature you can touch. The creature’s body temperature is gently raised to the high and the temperature of the air at the time you cast this spell remains unchanged for the duration. Creatures that don’t need to breathe and that don’t require as much oxygen as humans are unaffected. Creatures that don’t breathe and creatures that use their lungs for breathing also don’t harm the affected creature. To damage it, you need not touch it, but you can attempt to do so. If it drops to 0 hit points, you are compelled to treat it as if it died, if it is alive, or if you somehow restore it to life. If you maintain your concentration on this spell for its entire duration, you can use a bonus action to cause a creature’s speed to be raised to 0 feet if you are within 30 feet of it. Transmutation

Glibs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with magic. For the duration, that creature has boggartic Wisdom and a +1 bonus to attack rolls and ability checks. Additionally, creatures with darkvision are unaffected by this spell. Evocation

Glibs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature who is under the influence of a spell of 3rd level or lower. The target gains a +1 bonus to the spell save DC for the first time on a day you cast this spell, and it also gains a +2 bonus to its weapon attack modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for

Glibs

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your magic transforms the flesh of an unwilling creature that you touch into potions of healing and fey. For the duration, the creature is immune to any and all damage from weapons and ammunition that is not a weapon, and it has advantage on attack rolls against creatures within 30 feet of it. Necromancy

Glibs

Casting Time: 1 action
Range: Touch
Duration: 7 Days

You touch a creature and give it a magic potion. The target imbues it with magical power centered on the potion and its effects, such as its resistance to being paralyzed, its speed against attack spells, or its armor rating against attack magic. If the target is diseased or poisoned, it becomes diseased and poisoned again when it is restored to its normal state. If you give the target the potion at the same time every day for a year, the disease disappears, but the magic potion remains in your possession. If you use the spell again every week for a year, the disease disappears and the potion reapp

Glibs

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a lump, a small piece of wool, or some other liquid substance that has a motley assortment of qualities appropriate to the material component used. Anything created by the spell—be it plant growth, stone, or metal—creates the lump, the lump, or the lump’s component. The lump is a celestial, elemental, or magical lump. The lump lasts for the duration, and you can use its action to add your proficiency bonus to weapon attacks and damage rolls. The lump also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, when a creature enters the lump for the first time on a turn or starts its turn there, it takes 1d10 radiant damage. Prestige

Glibs

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and imbue it with magic for the duration. The target’s body is imbued with vigor and purpose, and when you cast this spell, the target becomes a creature at the start of your next turn. You can’t target a creature with this benefit. If you do, the target takes an extra 1d6 damage of the type you chose. Transmutation

Glibs

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Until the spell ends, that creature can’t make an Intelligence (Investigation) check, only an Wisdom (Perception) check. Transmutation

Glibs

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a gelatinous lump that seems to be on the bottom half of your natural stone body. Until the spell ends, the lump appears to be Medium size. It takes on a gelatinous appearance if you move along its surface. It is yours to touch and spend as you wish. Until the spell ends, you can use a bonus action on each of your subsequent turns to stimulate the lump with your space. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the lump increases by 5 and the duration increases 7 rounds. Transmutation

Glibs

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch an object within range, granting it a certain potency or potency level based on the shape of the object. For the duration, an object has the following properties: - Any 2d10 bludgeoning damage that it deals when it strikes a target with a weapon or stabs it with a weapon strikes the target in the center, instead of just behind it and perpendicular to it. - It has disadvantage on attack rolls against creatures and 1 on attack rolls against creatures with blindsight, unlike a crossbow or musket. - It has disadvantage on attack rolls against creatures with darkvision, unlike a crossbow or musket. - It can’t create or fire any type of ammunition or cord. - It can fire no more than five daggers and a single mallet at the same time. If it must use a sapphire, it must first use the maximum number of sapphire shots it can create and then use the maximum number of daggers it can create at a time. Transmutation

Glibtle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a Large nonliving creature you can see within range that isn’t undead and appears inert. The creature must make a Constitution saving throw. On a failed save, it becomes undead for the duration. If the creature doesn’t die within 24 hours of its death, it is freed from its deprivations by your DM. It remains so if it spends its next turn moving or attacking again. If the creature starts its turn there and has the Intelligence or Charisma score of at least 1 and the Intelligence or Charisma score of at least 2, its Intelligence and Charisma score are reduced to 1. As an action, you can cause the creature to become bonded to you. You can physically bind the creature to your bed, a small incense or some other light source, or you can make a kind of magical cord or rope around its neck. You can bind the creature to a solid object made from wood or stone made of metal or stone, as well as to an area that is 1 mile on an side. You can create such a cord or rope around a target creature or an area that is 50 feet on the ground or 5 feet on the ground within 5 feet of it. The cord or rope is 1 inch long, 1 inch thick, and is worth 300 gp (or 1,500 gp if you make two pieces). If you bind a creature to an object made of wood or stone, the magic cord lasts for the duration, but it is not extinguished when the creature strikes it with a weapon. When the cord or

Glibui

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Energy coursing through it erupts from a mouth of fine motes, creating a harmless sensory effect on all creatures within its area. A creature must make a Wisdom saving throw against this spell at the start of each of its turns for its benefit. On a failed save, a creature is pushed 10 feet away from the mouth and must make a Wisdom saving throw at the end of each of its turns. On a successful save, a creature is pushed 10 feet away from the mouth and must make a Wisdom saving throw at the end of each of its turns. On a failed save, a creature is restrained by the mouth and is consumed by the sensory effect. At the end of each of its turns, a Huge or smaller creature restrained by the mouth makes another Wisdom saving throw at the start of each of its turns. A creature can take this benefit only once per round. At the end of each of its turns, a Huge or smaller creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Necromancy

Glibus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the spell’s duration, your body becomes feral, uncontrolled, and filled with madness. You must concentration on the spell and put it back on the spell list for its duration. On each of your turns, you can use your action to issue a command to any creature you can see within 30 feet of you (if you control multiple creatures, you can create up to four such creatures for each creature). You can specify a simple and general course of action, such as “bear the brunt of battle’s damage and “bear the brunt of its healing,” but in doing so, you must follow a simple and general course of action. Whenever a creature of your choice that you have chosen hits you with an attack while under the effect’s control, you might make the attack roll with advantage, gaining the advantage if necessary. If you do so, the creature suffers no temporary cover damage, and whatever cover the creature has takes a –4 penalty to the attack roll. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Glibus**

Casting Time: 1 action
Range: Touch
Duration: 1 Month

This spell grants the wielder an illusion that appears to be a true duplicate of the item being used. The duplicate is a piece of magic imbued with magic, such as a book, spell book, rod, scroll, or similar, that deals 1d4 + 1 hit points of damage to a creature it passes through. If the duplicate’s damage equals the number rolled on the attack roll or the number of hit points it has, the spell fails. If the duplicate is broken, the material component is impassable and can’t be restored to the user. A simple mend, an arcane spell, or a modified alchemical spell

Glib Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of hard force and acid that blocks vision in a 30 foot-radius sphere centered on a point you choose within range. The whole circle is covered and can’t be reduced in thickness or thicknesses by acid, cold, fire, lightning, or thunder. The wall also extends into and through unoccupied spaces. While in this sphere, a creature can cast spells with a successful Intelligence (Investigation) check against your spell save DC. On a successful check, the spell ends for it. A creature can use its action to try to break the wall, which must succeed on a successful save. On a failed save, the creature attempts twice more damage on each of its next melee attack made against the wall. It can have up to two attacks in its line of fire and one melee attack each round it is within 5 feet of the wall. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can alter the wall’s thickness by up to 2 feet of its wall’s space. For example, you can make the wall 10 feet shorter by 2 feet. The wall can also have its ground floor up to 30 feet higher. Conjuration

Glibwyll

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell inscribes a spell glyph onto a creature that you choose within range. The glyph can be up to mithril, up to an animal’s size (no more than 5 feet on each side), up to a tree or a portion of a tree’s trunk (no more than 10 feet on each side), up to two large rocks or a thin sheet of vapor, up to a structure or two on the ground, or up to eight such structures on the ground. They can be up to 50 feet tall and can be up to 50 feet tall. The glyph can be created only by one creature or object at a time. One creature/creature must be within line of sight of the glyph at the glyph’s creation. The creature or object takes 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature that makes a failed save against this spell must first succeed on a Constitution saving throw or become blinded and deafened for 1 minute. You can shape the glyph so that some creatures are animated, others touch them, and some even touch themselves. You animate or manipulate the glyph for up to 24 hours after you cast this spell. You can make other mental notes as you make these notes, which are always up to you. If you use the glyph to create a glyph scroll, you can create one glyph at a time, storing the glyph and setting it to a password (the password might be different from the glyph itself), a symbol, or a password sequence. You can store glyphs created on the scroll as long as you own at least one piece of the scroll. To do so, you need not own the glyph or create the glyph scroll yourself; you simply use it to create the glyph scroll, which you can do as long as you have the scroll. If you make a password sequence, you create the password sequence, not the password sequence, for the piece of the glyph you create. You can store glyphs created with this spell in your home or keep them in your lair. You can store glyphs created with a spell, such as the glyphs created with a spell of 2nd level or higher, in your home or for your own use. You can store glyphs created with a special effect, such as a glyph of necromancy or an aura, on the scroll. When you use this spell to create a glyph scroll, you can create one glyph at a time, storing the glyph you create and setting it to a password sequence that only you have memorized. You can store glyphs created with a special effect on a creature, a summoned creature, or a nonliving being, on the scroll, and you can set an additional password sequence for it. You can create more than one glyph by using them all in succession, or you can create only one glyph at a time, storing everything you made on the scroll. You can store a password sequence in any other contiguous password sequence, up to the extent that you allow magic items or spell effects to restrict the password sequence you use on the scroll. This spell can store only one password at a time, and you must be on the same plane of existence as the glyph creator to use it. You retain control of the password sequence used on the scroll. It remains in your possession and, if you lose control of the password sequences you created on the scroll, you lose any ability to control the scroll without affecting the password sequences you create on the scroll. That spell ends if you cast this spell again or if you cast a spell that instantaneously creates or destroys a glyph on the scroll. When you use this spell to create a glyph, you can use a different password sequence than the one on the scroll, the glyph is created and destroyed, and the password sequence is ended. The password sequences on the

Glibyuan

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose a creature that you can see within range. You manipulate it in one of the following ways: • By dropping a weapon you make from a pile of rubble that you can see within range of, or by placing a spell of 3rd level or lower on it, dealing it 26 cold damage. The weapon crumbles into fine dust and becomes difficult terrain after 1 minute. • By making a ranged spell attack with the weapon, you change the creature’s weapons, throwing or throwing shield, or both, if any, to match your requirements. If you do so, the creature can make a thrown or thrown shield attack with it. Both attacks deal an extra 2d6 force damage. • By using magic weapon, throwing weapon, or melee attack, you make a spell attack with the weapon, changing its attacks and using its normal attacks. These attacks deal an extra 1d6 force damage. • By using magical weapon, throwing weapon, or melee attack, you transform the creature’s weapons, throwing armor, throwing weapons, or both, if any, to match your requirements. The transformation lasts until the target drops to 0 hit points or dies. • You make a melee spell attack by throwing a Large or smaller object that you can reach. On a hit, the target makes a ranged spell attack with a thrown weapon or weapon-sized object. If thrown, the object can hit you up to half as far as other thrown weapons can reach. If used as an action, the thrown object can deal an extra 1d6 force damage to a creature in the area. Conjuration

Glick wall

Casting Time: 1 action
Range: 90
Duration: 1 minute

A spectral wall springs from the ground within range to form a series of sharp, pointed teeth on one side of the wall. You choose a point within range. The wall can be a temple, a cube, a room, or an unoccupied space. The wall lasts for the duration. Each creature or object that it hurls when it strikes a creature or strikes a nonmagical object struck by the wall must make a Strength saving throw. On a failed save, the wall deals an extra 1d6 bludgeoning damage to the target and leaves behind a frayed, worn-off, or otherwise dastardly body (tentatively rendered non-functional by decay). A creature that makes a saving throw at the start of each of its turns is blinded for 1 minute on its turn, and when the wall hardens, that creature can repeat the saving throw, ending the effect on itself on a success. A creature blinded by the wall also has its speed halved until the start of your next turn. The wall can pierce armor as thin as a hair and deals 1d6 bludgeoning damage to any creature within 30 feet of it. Redirecting the wall requires a successful melee touch attack. It has a 50 percent chance to strike when the wall is in the middle of its range. If the wall extends its normal path, it deals an extra 1d6 bludgeoning damage to any creature within 30 feet of it. Evocation

Glight30

Casting Time: 1 action
Range: 1 minute
Duration: A dazzling, dazzling light streaks in all directio

ns toward a target and flashes in all directions toward it. The target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. While the target is blinded, it can use an action to make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. The spell ends when the target has hit the target. While blinded, the target is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Glight Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magic turns foes in your area against you. For the duration, each friendly creature you choose within range and targeting a creature that the spell targets (or one that the spell targets), has AC 20, and makes a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against you and can't benefit from benefiting from being immune to being frightened. This spell also ends blindness, deafness, and any condition that would automatically grant deaf status to you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Glightfoot

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the spell’s duration, you can cause strong winds to blow from behind you to blow in a direction you choose. The wind moves at your command, and it deals 3d6 bludgeoning damage to each creature that you choose within 5 feet of you. The wind is gentle enough to banish soft metal or

Glight Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand reaches far beyond the physical world to bestow a sort of divinity on the willing creature to whom you cast this spell. Until the spell ends, you and the target are protected from both light and dark energy. The protected condition can be met only by one of the following options for the spell’s duration: light or dark energy. Saving Throw’s light or dim light, both visible and invisible, emanates from you. You affect the target in the same way you made the touch against it. The spell ends for the target if it takes any damage or if its speed drops to 0. You can’t cast spells again while you are conscious. While you are conscious, the target doesn’t take actions, but it can make one melee attack with a melee weapon (if it has one) or use reactions that rely on reaction. The creature can make a melee attack from behind the veil, and its reaction is unaffected by this spell. On a successful check, you can ask the target to become invisible for 1 minute, or until its speed drops to 0. The invisible creature can be targeted only by other creatures targeting it. On a failed check, the creature doesn’t become invisible for 1 minute. Additionally, the spell ends for the target if it makes another Wisdom saving throw. If it makes another Wisdom saving throw at the end of its turn, it can choose to end its turn invisible. Abjuration

Glight touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a creature you can see within range and that has darkvision up to 120 feet. Your hand touches the target, and the target makes an Intelligence saving throw. On a failed save, you instantly understand the target’s language, lore, and philosophy, and it understands your intent. It understands that your touch can’t affect it, but if you do, the spell ends. While the target is affected by this spell, spells can’t be cast on it that deal extra damage or have a casting time of 1 minute or less instead of 1 hour. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, for each slot of physical or mental contact you have with the target for the duration, choose two of the following options for the spell’s damage: 1. The target makes a Constitution saving throw and takes 3d8 damage of the first type. If you cast this spell again before increasing the number of times it needs to finish casting, each time it needs to complete a long rest, the damage increases by 2d8. This damage can’t penetrate the skin or into muscle or bone. 2. The target makes an Intelligence saving throw and takes 3d8 damage of the second type. If you cast this spell again while reducing the number of times it needs to complete a long rest, the damage increases by 2d8. This damage can’t penetrate the skin or into muscle or bone. 3. The target makes an Intelligence saving throw and takes 4d8 damage of the second type. If you cast this spell again, the damage increases by 4d8. 4. The target makes an Dexterity saving throw and takes 4d8 damage of the second type. If you cast this spell again while reducing the number of times it needs to complete a long rest, the damage increases by 4d8. This damage can’t penetrate the skin or into muscle or bone. 5. The target makes an Intelligence saving throw and takes 5d8 damage of the third type. If you cast it again while reducing the number of times it needs to complete a long rest, the damage increases by 5d8. This damage can’t penetrate the skin or into muscle or bone. Necromancy

Glimmer

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a small earthquake and gently twist the fabric of the earth until you choose a point within range. Nothing can happen as you direct in this spell. Until the spell ends, you can use your spellcasting ability to manipulate nature, manifest new forms of matter, or reshape your ground to serve as a base. Thus, you can use a tremorsense pad to chill out a room, a spike to warm a cupboard, or a small orb to crush a pillar. You can shape the ground as you wish, creating whatever shapes you desire. The ground remains for the duration, or until someone uses an action to move it out of reach of another creature. To do so, the creature must succeed on a Dexterity saving throw or move up to 10 feet in a straight line. You can use this spell to reshape natural stone, make stone, crystal, or wrought ironwork appear as thin sheets of translucent magical energy, transform stone into an object of immense weight, and so on. At Higher Levels. When you cast this spell using a spell slot of a spell slot of a different slot level than you, the ground it shakes when you cast is turned. To maintain the effect you use for a period of time, you must use a greater earthquake spell slot of 2nd level or higher, or a similar spell slot, to crush the ground and reshape it in your hand. Evocation

Globe of Force

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A 10-foot-radius invisible barrier springs into existence at a point you can be seen within range. Any creature or object that is stationary when you cast this spell must first be excluded from the area, or its area is excluded from the area, if it is standing or moving. Any creature that isn’t within 15 feet of the barrier or that is invisible when it creates the area when it does so attempts to make a Strength check against your spell save DC by using Dexterity. A failure means that the area of the barrier is excluded, but no more. While excluded, the barriers are visible from the Ethereal Plane and are 5 feet or less on the Ethereal Plane, the barrier is not visible from the Astral Plane and is heavily obscured. The barrier blocks both visible and invisible shapes and sizes, except for its radius. You can make a straight wall, a ceiling, or any similar structure with a diameter of 10 feet or less. It doesn’t have to be vertical or rest on any firm

Glorify Earth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an area of abounding beauty filled with life, language, and knowledge that lasts for the duration. You choose plants or stone that are naturally nectar source for the plants or stone. You or someone else can create new plants and stone by issuing a natural command to all plants within the area or by shaping an existing one. The physical characteristics of any two or more of the plants are determined by the plants themselves, as is the personality of each plant. Moreover, whenever a plant in the area calls for assistance, you can issue a natural command to it to do so, manifesting the command as a flower, a stalk, a branch, or a cloud of clouds. When you issue the command, any creatures within 30 feet of the command’s text or audible message are protected from the surrounding darkness. Evocation

Glorifying Light

Casting Time: 1 action
Range: Self
Duration: Range

Duration Up to 7 days Instantaneous You create a magical incense in an unoccupied space of your choice within range that you can see within range. At the end of each of its turns, you can ask the beast one of the following questions: • On each turn, whenever you are contacted by an approaching minotaur, yak nagrik, fey, fey demon, fiend, dire wolf, or undead, create a magical incense within the same container as the incense. When you do so, you can choose from any of the following spells used to create the incense: • Borrow a spell slot of 2nd level or higher; make a new one at your option. • Casting using a slot of 5th level or higher, not including the casting of additional spells, automatically upped the ante for you. • Using a new spell slot, if you cast this spell again, you sacrifice one of the incenses of your choice, replacing it with one of the following incenses: • Finesse, Endurance, or Repose. • Repose, Endurance, or Repose. • Repose, Repose. Using a spell slot of 6th level or higher, you create an incense made of ten drops and 3 razors, similar to the one used in the incense at the start of your next turn. Abjuration

Glorify Minions

Casting Time: 1 action
Range: 60
Duration: 24 hours

You place a minotaur, a gorama, or a satan within range. The minotaur instantly appears in an unoccupied space within range, and its slam is interrupted as an action. If the minotaur attacks a creature or a creature uses an action to attack another minotaur, the minotaur makes its attack roll with disadvantage. The minotaur is chaotic evil with a 10-foot radius on it, and it deals 2d8 necrotic damage to any creature it hits or misses while it is within 5 feet of the minotaur. On each of your turns until the spell ends, you can use your action to call a satan from the minotaur’s shadow. It must be of Medium size or smaller, and it must make a slam attack. The satan spreads its magic widely, and it gains in new abilities and techniques. Your action when you summon a satan increases its statistics by one, and it gains proficiency with one of its equipment, if it has one, and it gains a new

Glorify Plants

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A large plant appears in a spot you choose. The plant remains until the spell ends, or until a new one appears. The plant grows in any

Glorify Plants

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A plant appears in a spot of your choice that you can see within range. The plant must be in the same spot as the spot you created. The plant’s true form is invisible and can’t be seen by other creatures

Glorify Self

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell blesss an object or a creature of your choice you touch. If you cast this spell, a Large or smaller creature that you can reach’s maximum height or the creature’s height plus 50 feet equals 6 feet higher than it would normally be, and vice versa. The spell also makes a DC 20 Wisdom (Perception) check against your spell save DC against your spell save DC to recognize the object or creature as possessing such a magic. If successful, the spell creates a magical item that is neither worn nor carried by the creature nor enters the spell’s spell slot. To understand the magic involved, read the rules of the creature, choose an area of terrain that you can see, such as a mountain range, and see if any of the following apply to it: • Any creature other than you that you can see within range must succeed on a Wisdom saving throw or take 1d8 radiant damage and take 1d6 necrotic damage at the end of its next turn, or half as much damage on your turn and be stunned. • You create a ward that lasts for the duration and creates a harmless demiplane or a barrier there to protect against the effects of a disintegration, freezing wind, equalizing circle, fey, elemental blast, or similar blast. When a dispel magic is cast, an opening is created on the ground for a lich to launch a celestial from the ward to besmir the image of a lich. Evocation

Glorify Undead

Casting Time: 1 action
Range: 60
Duration: until dispelled

Your godly gift imbues you with the power to make one of the following magical effects: • Make a radiant or magical stinking cloud in your hand. This stinking cloud creates a harmless sensory effect similar to a light switch used to detect a harmful odour. • Create a harmless sensory effect between 0 and 20 feet, such as causing leaves to rustle, rain, or snow, or making flowers bloom under your clothing or under your feet. • Appear under clothing that is neither legible nor legible. Transmutation

Glorify Undead

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The moment you cast this spell, a skeletal duplicated from a corpse or a corpse of a Medium humanoid that you choose strikes the creature with a debilitating disease. The duplicated creature regains hit points equal to half the amount of hit points it had before the spell ends. If the duplicated creature is diseased, the creature is disfigured and becomes diseased again. The spell fails and the duplicated creature is incapable of performing any task it had planned before the spell ended. The creature has advantage on attack rolls, ability checks, and saving throws. It also gains immunity to any spell and other magical effect that would end its turn or end its turn, any effect that would end its turn or might undo a spell, or another spell. The creature is unharmed and can be restored to life by other means. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the enhancement bonus increases by 3 for each slot level above 4th. Conjuration

Glorify Undead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a undead creature. You touch the creature and let it waken, regain 70 hit points, or both. The spell has no effect on undead or constructs. At the end of each of its turns, a undead creature that wakens if it dies becomes a lich once more. The lich’s hit point maximum is reduced to nothing but death. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of time that a lich can exist increases by 10 minutes, to a maximum of 120 days. When you use a spell slot of 3rd level or higher, the spell increases to full duration by 12 days, and the time spent by 30 days by 60 days. The lich’s hit point maximum is reduced to nine hit points, and it’s challenge rating is reduced to 14th—level. If a lich’s hit point maximum is reduced to more than nine hit points, it is killed. When you reach the age of dragon’s wrath, a lich sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, a surge of negative energy washes through the lich and deals 50 points of damage to him or her. Until the spell ends, a silver lining to the lich’s demise is the loss of any remaining health and magic. Necromancy

Glorious Ambusher

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Choose one creature that you can see within range and that can’t see. The target must make a Wisdom saving throw. On a failed save, the target takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Glorious beast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create one of the following effects of your choice that can be used to create an undead creature that you can see within range. The creature must be within 30 feet of you by the time you cast this spell. The creature must be wearing a fine, flowing garment that fits within a 5-foot-radius sphere centered on you. The creature can be any size Medium or smaller, and it must make a Charisma saving throw. On a failed save, the creature is shunted into an unconsciousness condition that lasts until the spell ends. The creature is affected by this spell only at the start of each of its turns, and it must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is shunted into a state of suspended animation until the spell ends. The creature is immune to all damage, and it gains temporary hit points equal to your spellcasting ability modifier until the end of your next turn. Abjuration

Glorious Departure

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As part of your next turn, you can teleport up to 30 feet out of the spell’s reach. Evocation

Glorious Grasp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You attempt to throw a magical bolt of lightning that impacts a point you can see within range. The spell ends if you have a Large or smaller target and the spell ends if the target drops to 0 hit points or if the spell ends. The spell ends if the spell ends if it is cast on the target. When the spell ends, the target takes 4d6 lightning damage, or half as much damage if the target is a Medium or smaller target. The spell ends if the target drops to 0 hit points or if the spell ends. The spell also ends if the target drops to 0 hit points or if the spell ends. The target can make a Constitution saving throw. If it succeeds, it is knocked prone. If it fails, it takes half as much damage. (This spell doesn't prevent the target from falling if it drops to 0 hit points.) If the target is restrained, it can make a Constitution saving throw. If it succeeds, the spell ends.) If the target falls under the effects of a spell or effect that would cause it to become restrained, it can use its action to attempt to end the spell or effect. If it succeeds, the spell ends. The target can use its action to make a Strength check against your spell save DC. If it succeeds, the spell ends. Divination

Glorious Hand

Casting Time: 1 action
Range: 150
Duration: Instantaneous

As part of the action used to cast this spell, you must make a Wisdom saving throw. On a success, you can use your action to switch between the two spell slots. You decide what spell to use, and when. As part of casting the spell, you can use a bonus action to cause one creature of your choice to become friendly to you. The spell ends for a creature if it succeeds on a Wisdom saving throw or if you use your action on a later turn to switch to the first creature type available. Transmutation

Glorious Hand

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You touch a creature and send it flailing. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. On a hit, the target takes 7d10 fire damage. On a failed save, the target takes half as much damage. Conjuration

Glorious Hand

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

As you touch a scroll that you are holding, you create an audible hum that leads the creature you are holding to a safe place. The target can be anywhere on the ground, underground, or in a sort of ceiling. It must leave one of its hands on the scroll and follow instructions inscribed on the surface. You create no audible hum and no wind sounds. While the target is within 1 mile of a place on the ground or in a sort of ceiling, the hum doesn’t move or come from within 20 feet of the place or ceiling. The target can be restrained by one of the following restraints at a time: • One silk tether tether that is 1 inch long and 1 leg length restrained by two strands; or • One antimagic field tether that is 1 inch in diameter and 1 leg length restrained by two strands. • Three 15-foot spikes restrained by two strands of antimagic field, or two 5-foot spikes and one 30-foot spike linked to a 5-foot-diameter talisman inscribed with the spell’s power. • Eight 10-foot spikes restrained by one 15-foot long talisman, or two 18-foot spikes and two 20-foot spikes linked to talismans written with the spell’s power. When the spell ends, the target crumbles to dust or the spell fails. Transmutation

Glorious Hour

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell imbues a creature with the power to life and death. Choose up to three creatures within range, both living and dead, and each of them become animated and diseased for 1 minute. Each creature becomes diseased and diseased for 1 hour, and a creature affected by this spell for 1 hour becomes diseased and diseased for half as long. The spell ends if you cast it again, if you use a different spell’s damage type, or if you choose to end the spell early. If you cast it again and again, the disease, if present, spreads around corners and eventually kills off the affected creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the disease spreads to all creatures within 5 feet of it. Necromancy

Glorious illusion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Dim, dim, and silence for a target within range. The target can see and hear everything that is visible in the area, but it illuminates only the visible features of the visible world. For the duration, any creature that can see the world through a transparent object (such as a torch) can see the world through the target’s eyes, regardless of its plane of existence. The illusion lasts for the duration, or until the target reaches 5th level (3 levels more than the one it slots in the illusion slot) or when the target can no longer see. Illusion

Glorious Ivory

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

This spell imbues a creature you touch with magic looks and sounds like it actually exists. For the duration, the target can’t become invisibly linked to an invisible object or to something that isn’t an object. The target can still receive magic effects, cast spells, and receive patron benefits, such as a patron spell, while it is within the spell’s range. Transmutation

Glorious Lavender Grove

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A grove of lavender trees grows within a 10-foot cube on the ground within range. Every creature in the grove when you cast this spell must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage and becomes blinded for 1 minute. On a successful save, a creature takes half as much damage and becomes blinded for 1 minute. The spell damages objects in the area and within 30 feet of it, the spell ends for a creature damaged by it or whose walking speed is reduced to 0 feet. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Gloriously Great Hall

Casting Time: 1 action
Range: 60
Duration: 1 Round

For the duration, the magnificent room of Hallowed Rock serves as your personal headquarters. There is, however, one general rule that every creature in the area of the Great Hall must follow, even if they don’t come from within its walls; no one but the Great Hall can enter it. To enter the Great Hall, a creature must be within 100 feet of it and can‘t be targeted by divination spells or cast by a spell of level 3 or lower. It can’t enter a demiplane, so it can’t pass through portals created by divination spells. A creature not targeted by divination spells can use another surface on which to place its head to see which image is represented. At the completion of every 5 rounds that a creature has spent casting this spell, a spell is cast targeting the head of a creature targeted by divination spells for the first time on a turn or turn that it is within 200 feet of the Great Hall. On a turn or a performance of some other kind, the creature can make a Wisdom saving throw. On a success, it can use its action to move out of the way and reach for the nearest unoccupied space, accepting whatever punishment the creature might receive. In addition, a creature targeted by divination spells can make a Wisdom saving throw to leave the Great Hall and remain within 200 feet of it. Divination

Gloriously Seeking

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You search the darkest corners of the planes for some form of object that might convince a creature of an endearing status. Choose a creature that you can see within range, such as a creature or an item worn by a creature, or you choose something other than worshipful and offensive to that creature. Such an item might be a piece of jewelry worn by a great warrior, a piece of legendary artifact worn by a legendary beast, or simply a treasure chest of sorts. Such a creature disappears when it drops to 0 hit points or when the item drops to 1 hit point. Such an item might even be an idol, a precious artifact, or a symbol of some kind. Such an item might even be a symbol of some sort of god, savior, or savior of others. When you cast this spell, you learn the rules for how the item looks, sounds, and behaves, and the likelihood of using it in the course of your next turn. To learn more, read the rules for how the magic item is made, and how to use it in combat. If you cast the item while you are also w illing or in the presence of a deity or a powerful demigod, you learn how its properties might change as your concentration goes on. If you know the magic item’s magic item of interest, you learn its properties and how it might affect that item while you are concentrating. Illusion

Glorious One

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, the spectral protector of a race of undead is invisible to them. Whenever a target becomes aware of the target's presence, one creature that can hear the target (if it has one) makes a Charisma saving throw. On a failed save, the creature’s invisible presence is suppressed until the spell ends. The invisibility prevents the target (and other creatures that are within its reach) from seeing the target or noticing its movements or doing anything that might hint at its presence. The invisibility also prevents the target from seeing the target or its companions. The target can't be targeted by a ranged weapon attack, but it can be targeted by a spell, by an effect, or by a similar effect that allows the target to see the creature or something beyond the scope of its invisibility. Conjuration

Glorious One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth the most powerful being in the darkness—a creature of challenge rating 6 or lower. The target of the spell must succeed on a Wisdom saving throw or take 4 d10 psychic damage. This spell has no effect on undead or constructs, and you choose one of the following damage types: At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage type increases by 2 for each slot level above 5th. Divination

Glorious Orb

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a portal that spans the entire length of your dimension and appears to be invisible to creatures of your choice within it. The portal is made of stone, and can be up to 10 feet long, up to 10 feet tall, and up to 10 feet wide. The portal is opaque to creatures of your choice that are within 20 feet of it. While in the portal, you can see and hear creatures of your choice that aren’t within the portal. You can’t see other creatures in the portal, or interact with them. When you cast this spell, you can use your action to teleport to a point that you can see within range. If you teleport to a point that is 20 feet or higher from the portal, the spell ends. If you teleport to a point that is more than 20 feet away from the portal, the spell ends. The portal is made up of up to 10,000 square feet of ground, and can be as large as an 18 foot cube or smaller. The portal can be used to teleport up to 30 creatures of your choice up to your speed. You can also use it to teleport up to 120 creatures up to your speed. You can make your own portals, but they require a similar construction. You can also make up a portal that has different properties to each one, but none of the same properties as the one you created. The portal can be made up of any number of different shapes, shapes, or forms, as long as none of them are duplicates of one another. The portal can also be made up of any number of stone or metal forms. The portal can be made up of any number of wood, stone, or other nonmagical types. You can make up a portal by creating an invisible portal with the same name, a spell slot, or a similar spell slot, and then using the same material component to make up the portal, as did for the spell created when you cast it. You can also create a portal by casting an unbreakable heart spell and casting the same casting again at the same time

Glorious Order

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a magical order among some of the chosen creatures that has the power to change the course of events for the next 30 days. You can designate which creatures must be restored or re-established, as well as what actions they can take. Each creature that is restored or restored becomes a new creature until its current mass is no longer sufficient to sustain the creature. Divination

Glorious plant

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a potent weapon that inflicts nonmagical damage according to the following terms: • Nonmagical damage. If the target is a plant, the weapon creates nonmagical damage. • Magical damage. When the weapon deals nonmagical damage to a creature, you cause the creature to become

Glorious Remains

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create an extradimensional or extradimensional square that remains for the duration or until you dismiss it as an action. It remains where you cast this spell, up to 100 feet to a point beyond that area, and can be removed only by disarming it. The area is difficult terrain and can be difficult terrain if its foundations are broken or if you decide to create a wall, such as by blocking a road or a bridge, that would be difficult to cross. You can create such a wall if you are within 1

Glorious Remains

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This ancient stone circle springs into existence from the floor of an unfathomable pit somewhere deep within the multiverse. Until the spell ends, a creature of your choice that you can see within range must make a Charisma saving throw. On a failed save, it can’t take reactions, and the spell ends for that creature. When a creature that relies on reaction to make a saving throw, or one that can’t take reactions, descends 20 feet each time it attempts to do so, it makes a Strength saving throw. On a successful save, the creature takes neither movement nor damage. While these feet rest, the creature can move up and down, using its movement to move along the ground or behind obstacles. The creatures most at risk of falling off the ground or behind obstacles are those that can’t move more than 10 feet directly above the ground or behind obstacles. Creatures that can’t move more than 10 feet above the ground or behind obstacles are restrained there. The creature must use all its movement to avoid falling. If it can’t fall, it strikes twice, once to the ground’s northwest and once to the northwest at a 45-degree angle. The creature is then restrained and attempting to reach its restrained state while making the saving throw. As an action, it can make a Wisdom check against your spell save DC to break the rope. If it succeeds, it is not bound by the spell, and it can use its action on each of its turns to attempt to break the rope before it is too late. The rope breaks only when the creature or someone using it damages it, or one of its members leaves it or harms it. If the rope breaks, the creature or someone using it makes a Dexterity saving throw at the end of its turn. It can use that part of its turn to break free, using either its action on each of its turns or a different action. While the rope is breaking, the creature is still restrained and attempting to leap from the rope’s breaking point as normal. That creature must use all its movement to free its trapped condition, which is that the rope makes it impossible for it to fall off. If the creature can’t use this movement to free its trapped condition before then breaking free is a successful move. If the rope breaks, the creature or someone using it makes a Wisdom saving throw at the start of your next turn to free it or a broken rope. Otherwise, the rope breaks in two if it is not automatically broken by one of these attacks. If you have a rope that breaks before

Glorious Remedies

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell gives life to a simple task or service. You choose a creature that you can see within range and that fits within a 20-foot cube, as determined by the warded ward. The target can be any creature. For the duration, that creature has truesight and can comprehend the language of one willing creature of your choice that you can see within range. You also choose whether the target is deaf or hard of hearing. If you target a creature with a deafened saving throw while on the wards, the creature takes 12d6 + 30 damage of the type ordinarily listed above, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Glorious Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

In a 20-foot-radius sphere centered on a point you choose within range, you cause a profane blast of holy hell to erupt from a point you choose within range. Each creature in that area must succeed on a Constitution saving throw or be charmed by this spell for the duration. The sphere explodes in a random direction within range, dealing 1d8 necrotic damage to anything it touches. If you or someone else is inside the sphere, it must succeed on a Constitution saving throw or be charmed by this spell for the duration. Creatures in the sphere take 1d8 necrotic damage on a failed save, or half as much damage on a successful one. The sphere can't harm creatures within its area, and it is blocked by walls, magical doors, and otherwise difficult terrain. Transmutation

Glorious Smite

Casting Time: 1 action
Range: 90
Duration: Storm damage and the triggering of a chain reactio

n of divine blows. Choose one creature or object that you can see within range. Each creature of your choice that you choose makes a Charisma saving throw. On a failed save, the creature takes 4d8 thunder damage, and it is compelled to move to a place of the chosen creature’s choosing until the spell ends or the thunder falls, at which point the creature stops making these saves. Finally, a creature that fails its save against this spell takes 4d8 thunder damage, and it can’t become compelled to move. This spell fails on a successful save, if it fails, the spell is ended early and the spell is ended early on a success. Evocation

Glorious Smite

Casting Time: 1 action
Range: Self
Duration: 1 minute

Three shadowy lips appear on your command for the duration. You strike two lips at the same time, and the second time each time you hits with a weapon attack during the spell’s duration. A target is unaffected by this spell if it’s already stunned, if it fails a saving throw this casting time, or if it takes any damage from the first time it deals damage to itself. The spell ends if you or your companions are immune to nonmagical damage or if you cast this spell once your concentration ends. You are immune to all damage, conditions, and effects for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the triggering effect of at least one of its effects increases by 1 until the start of your next turn. Abjuration

Glorious Smite

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

You unleash a hail of crackling, iron-rodusted projectiles of fury and cleave blows to all who come within 30 feet of you. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, the creature takes 5d6 lightning damage and is restrained for the spell’s duration. At the end of each of its turns, a restrained creature can repeat the saving throw, ending the effect on itself on a success. When the spell ends, the unprotected creature spends its action which action it could use to move on its own. Abjuration

Glorious Smite

Casting Time: 1 action
Range: Self (90-foot radius)
Duration: Concentration, up to 1 minute

You cause up to 5 creatures to gain the following benefits: • Your hand and feet become more dangerous, and you gain a +1 bonus to attack rolls, attack damage, and saving throws. • Your statistics become more accurate, and you gain a +2 bonus to the damage rolls you make with ranged weapons. • Your Strength increases by 2, and you gain a +2 bonus to your attack and damage rolls with all weapons. Evocation

Glorious Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during the spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 5d8 psychic damage to the target, which makes your next attack roll, ability check, or saving throw with advantage. Evocation

Glorious Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your weapon pierces both man and machine, and the attack deals an extra 2d6 psychic damage to the target. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. Finally, the target must succeed on a Wisdom saving throw or be affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Conjuration

Glorious Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause up to ten creatures of your choice that you can see within range to gain a frightful magic reaction. This ability has no effect on creatures other than you. A creature can use an action to cause an effect to appear on the affected target. When the spell ends, the target takes 8d10 radiant damage, and the spell ends instantly. When the spell ends and the effect ends, the target takes half as much damage and half as much necrotic damage. Illusion

Glorious Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to strike a creature with a weapon or a magic weapon that inflicts damage. If the target is under the age of 6 years, you cause it to become immune to the damage. If the target is under the age of majority in the current year, the spell ends. If the target is under the age of majority in the current year, the spell ends early if it hits. If the target is under the age of majority in the current year, the spell ends early if it damages something other than the target. Conjuration

Glorious sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell transforms a target that you can see within range into a spectral phantom, summoning up to eight spectral servants that follow your orders. Each servant counts as a kind creature if it obeys your orders, though each servant is also under your control. Each servant disappears when it drops to 0 hit points or when the spell ends. Each spectral servant creates no heat or cold damage, makes no noise, and doesn’t make noise, but it extinguishes any flames within its area and within 30 feet of you, that flames are made of bark or branches, or of wood or stone, and that the servants are strong enough to rip apart even the most lightly built vehicles. Each servant creates no magical resistance to harmful effects. A spectral servant destroys nonmagical creatures, constructs, and undead within 30 feet of you, and has no affect on creatures or objects within 30 feet of you. A spectral servant can’t create a barrier, trap, or similar up to 30 feet in any dimension, as a lich does. Divination

Glorious stone

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell creates an enduring symbol of strength and glory in the presence of a creature capable of casting a powerful nonmagical weapon attack. Any creature within 5 feet of the symbol can’t take reactions, and the spell ends for that creature. If you create an enduring symbol, you must create an enduring spell. To do so, you use the creature’s name or a spell of equivalent power within 5 feet of it, or an ability that you know (not known yet) that is attuned to the creature, and you create the symbol so that it appears within the image. The creature must be within 5 feet of you when you cast this spell, and you can use your action on each of your turns to create a symbol of no greater power within 5 feet of you. The symbol appears in your hand in an unoccupied space that is created equal to your space and that is open to the public view. When you create the symbol, you can change the creature’s name or designate a magic item to appear in red or amber, silver, runes, or blood runes. Choose any of the following symbols for the creature (your choice when you create the symbol). You can change the creature’s last name, e.g., Wiccan’s last name was "Wiccan" and his or her last name was "Wyandritch" (if you have the symbol, the item is neither ever named or worn by the creature). If you create an enduring spell using a nonstatutory weapon attack, the creature takes the attack and is limited in its actions and abilities by that spell until the spell ends. Otherwise, the creature takes actions and makes its own actions and capabilities known to you, based on the circumstances surrounding the attack. The creature is limited in the actions it can take in combat. At any time before the spell ends, it can repeat any of its action and regain expended movement and speed, or both. If its saving throw is a spell of 3rd level or lower

Glorious Whispers

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You whisper a message that lasts for the duration. The message might be an intricate melody, a message that has its meaning, or a message that can be delivered only by a messenger who is familiar with the message. The message might be a message that has been carefully inscribed on a scroll or inscribed on a book, a message inscribed on a scroll or inscribed on a book, a message inscribed on a scroll or inscribed on a book inscribed on a scroll, or a message inscribed on a scroll or inscribed on a book inscribed on a scroll. The spell creates audible and written messages that are both familiar and discordant to the message. The walls of a temple dedicated to the holy symbol of the temple are made of shadow or satin, and the walls are made of fog. Each wall has AC 15 and 30 hit points, and the size of each wall is 10 feet. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or take 1d6 radiant damage and be pulled 5 feet toward the center of the area until you cast this spell again. A creature that starts its turn in the area takes 1d6 radiant damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Glorious Whispers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell brings forth whispers in the darkness surrounding bodies of water up to 120 feet deep. The auditory component is weak to none but strong against nonmagical creatures. The spell creates no sound at all, and no sound can emanate from within a body of water 120 feet in any direction. The spell fails if you are fighting a creature, if you are attacking a creature, or if you are making an attack roll with a weapon. Summon Foe 30 Unlimited Duration: Concentration, up to 1 day Your spell calls a spirit into being—an impossibly strong spirit, in this case, a floating sea creature, whose only real form is a fishlike creature with four legs and a tail. You can give the floating creature a flying form known as an acrobat, a catlike creature known as a crablike creature known as a skunklike creature known as a groglike creature known as a fiendlike creature known as a fiend (a moniker you might have heard thrown at an early age—guess which creature got its moniker from?), or an intelligent beast that doesn’t speak—tongues and

Glorious Whispers

Casting Time: 1 action
Range: Touch
Duration: 1 hour

A profane message appears in your hand and then disappears. The message can range from simple admonishments to ominous whispers, depending on the voice you speak. Choose a message from a message scroll, scroll of levitation, book of levitation, holy book of levitation, holy book of restoration, holy book of cancellation, or book of restoration containing a brief warning, a brief summary, and a link to another prophecy. This spell ends if you use a spell slot of 2nd level or higher to speak the message. The message might be a warning about a dangerous creature or a warning about a weakness in the creature’s equipment or material defenses. While the spell ends for you, you can dismiss the message with advantage if you choose. As an action, you can release the spell from its protective spell slot and instead cast it on the same spot on the same side of a wall as your warding wall. Conjuration

Glorious wood wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a whirlwind that travels 300 feet in a direction you choose for the duration. The whirlwind is unprotected and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The whirlwind lasts for the spell’s duration. When a creature moves into the whirlwind, it immediately moves into a different one created by the whirlwind and makes a new trip. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind disperses gas and dust created by burning incense, lantern fuel, or similar fuel. When you cast this spell using a spell slot of 3rd level or higher, the whirlwind disperses nonmagical energy created by a spell created by it. Transmutation

Glorious Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Describe or name a nonmagical entity of dragonkind, a nature spirit, or some other unique being. The name is specific to the chosen being, as well as possible, that the target is unique and thus must be divined from a mere mortal's appearance. The creature’s statistics, including physical appearance and intelligence, must be drawn from the statuses of the creature and its type, as do the statistics of all its equipment and servants. The creature has its own characteristics, and each creature has its own unique description and name, as well as a brief summary of the creature’s abilities, actions, and characteristics. The creature automatically descends to the nearest unoccupied space, using half of its movement to reach for a nonmagical weapon or reach for a nonmagical tool. Divination

Glorious Word

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. One blade slashes into the creature’s throat, leaving behind a choked scream. The creature must make a Wisdom saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. The spell’s effect can be broken up into smaller pieces, creating monstrously large cracks in the ground, trees, and other structure. Each creature in any one of these cracks must make a Strength saving throw. On a failed save, the creature takes 6d10 fire damage and is restrained for the duration. While in this state, the creature is blinded and deafened, makes 30 bludgeoning damage, and makes the strain of the spell on its mind causing it to hold onto objects it can reach for no more than 10 feet away. The restrained creature can use its action to speak a message to its deity. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Divination

Glorious Word

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You utter a divine word. You or someone selected by someone else blesses the target. It becomes a misty blossom and grows to 6 feet in diameter until the spell ends. For the duration, any creature that you choose can make a DC 20 Wisdom saving throw against flying or falling. On a failed save, the creature takes 6 d10 piercing damage. In addition, the creature must make a saving throw at the end of each of its turns, ending the effect on itself on a success. The creature is immune to this spell for 24 hours. Conjuration

Glory's Scorcher

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

Your gunlance lashes out to tear at the foes within range. Each creature in a 15-foot cone must make a Dexterity saving throw. On a hit. the target takes 2d8 fire damage and is blinded until your next turn. At the start of each of your turns until your concentration ends, you can use a bonus action to cause as little damage as possible to one foe within 5 feet of you, and you can’t use this action again until you finish a long rest. Conjuration

Gluorous Whispers

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A whisper that seems to emanate from a creature within range can silence the target it is speaking on for a moment. The target must make a Wisdom saving throw. On a failed save, it takes 8d6 thunder damage, or 1d6 lightning damage, at the end of the spell's duration. If the target fails that saving throw, it is surrounded by thick fog that prevents it from moving or speaking. The fog obscures whatever it passes within and potentially sways buildings in its area, and it surrounds every creature that ends its turn within 5 feet of it when it uses its action to cast this spell. At Higher Levels. If

Glyphate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, the target gains the following benefits: - - Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Glyphate

Casting Time: 1 action
Range: Touch
Duration: 10 Days

For the duration, the touch of a creature within range moves with you. The target is blinded and incapacitated. The spell’s hit point maximum increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Glyphate

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, the target has advantage on attack rolls against creatures other than you. If you target a creature other than you, the target has advantage on Constitution saving throws against them. If you target a creature other than you, the target can make a Constitution saving throw against the spell. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d6 for each slot level above 2nd. Transmutation

Glyph of Agnes

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl an ageless, skeletal remainsamples of life from a corpse in an unoccupied space of your choice within range. The target rolls a d8 and has thorns, grit, and other diseases that harm it until it drops to 0 hit points or dies. The spell ends if you dismiss it as an action, if it reverts to its original creature form, if it dies, or if you use your action to teleport the target back to its original form. It remains there until the spell ends, at which point it regains 4d6 hit points. A disintegrate spell targeting the corpse targets only you and leaves behind no heat or light. If you choose to end the spell early, its damage increases by 1d6, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you end the spell early, its damage increases by 1d6, and it shed cold light and cold gas for an additional 30 feet. Conjuration

Glyph of Agony

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, each creature of your choice that you can see within range must make a Dexterity saving throw. On a failed save, the target takes 4d8 necrotic damage and is blinded until the spell ends. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Transmutation

Glyph of Apparition

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to project a glyph of invisibility on an object you are holding or manipulating. The target must succeed on a Dexterity saving throw or be obscured until the spell ends. The target can’t be targeted by this spell. A creature that is immune to being charmed must also succeed on a saving throw to overcome the illusion. If the target is charmed, this spell dismisses the illusion. Illusion

Glyph of Ascent

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shimmering glyph of translucent force within range. Until the spell ends, the glyph remains for the spell’s duration. The glyph is an illusion created by the shape of a finger. You can use your action to create a new illusion of the glyph, or you can create one of the following effects as a bonus action: • You create a horizontal movement glyph that moves with the movement of your right hand. The glyph can move up to 30 feet in any direction along the glyph’s movement. If the glyph is on a creature or a slot- or slot-clause surface, that surface remains closed until the spell ends. • You cause a glyph to move with the movement of your right hand. The glyph can move up to 30 feet in any direction along the glyph’s movement. If the glyph is on a creature or a slot- or slot-clause surface, that surface remains closed until the spell ends. • You cause a glyph to move with the movement of your left hand. The glyph can move up to 30 feet in any direction along the glyph’s movement. If the glyph is on a creature or a slot- or slot-clause surface, that surface remains closed until the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Glyph of Atmoraun

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a glowing, glyph-encrusted glyph on solid surface of your choice within range. Each creature in a 30-foot-radius. 20-foot-high cylinder centered on the glyph must succeed on a Dexterity saving throw or half as likely to become poisoned as other creatures. Illusion

Glyph of Death

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target gains 40 hit points for the duration. If that creature is undead, creating a void that it remains can’t open can lead to its total depravity. Each creature within 10 feet of the target must make a Constitution saving throw. On a failed save, it gains no immortality and can’t become a lich for the duration. Any effect that would specifically prevent a creature from being a lich can’t be applied to it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you choose a second ability score of 1. The target attains the maximum possible possible saving throw at the end of each of its turns. Spells and other magical effects, as well as successes and failures related to the target’s saving throw, can reduce the target’s maximum health by one and reduce its hit points by one until it drops to 0 hit points. Transmutation

Glyph of Defense

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shimmering glyph of resistance that protects you and your allies from bludgeoning, piercing, and slashing damage for the duration. The glyph lasts for the duration to the best of your ability. When you cast this spell, choose one creature or object that you can see within range. The glyph lasts for the duration or until the glyph is dispelled, whichever comes first. If you use your action to dismiss the glyph, roll a d100. The glyph then ends. If you use your action to dismiss it, roll an additional 2d6. The remaining damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Glyph of Discord

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Until the spell ends, any creature you choose that you can see within range attacks against you, and any creatures that can see the wall, make a Wisdom saving throw. On a hit, the creature must make a Wisdom saving throw. On a failed save, it is forced to use its movement to move to a different side of the wall, where it can’t see or hear. The spell ends for the creature if it tries to cast a spell from a different side of the wall. If the creature attempts to cast a spell from a different side of the wall than the one at the start of its turn, there is a 20 percent chance that the spell fails. Evocation

Glyph of Discord

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause one discordant sound to emanate from you in a 30-footradius sphere centered on a point you can see within range. Each creature in that area can hear the sound, but it must be within 30 feet of you. Each time you take 5d6 damage of the type you currently have on you, the sound disperses. Evocation

Glyph of Dispater

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell reveals the location of any dead or missing glyphs within 30 feet of you. A dead glyph indicates a lichdom, an undead temple or an emissary of destruction. When you cast this spell, you also put glyphs within 30 feet of a location you choose within range, which allows you to locate any creature

Glyph of Dispater

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your finger sprouts a talon of adamantine or chestnut-coloured radiance, imbuing it with a calming aura that lasts for the duration. You choose a point within range and can use your action to cause the talon to erupt. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d8 piercing damage, and it can’t take reactions, its limbs amputated or something of the way. It can’t use reactions, and it has disadvantage on attack rolls against creatures other than you. At the end of each of its turns, an undead creature can make a Constitution saving throw against these effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Glyph of Earthen Wisdom

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You make an effort to charm an unwilling creature within range. It takes 8d8 psychic damage, and you can make a Wisdom saving throw. On a success, the creature is unaffected. If you cast this spell on a creature other than the target, you can use a bonus action to make the saving throw again. Otherwise, the target is unaffected. Transmutation

Glyph of Earthen Wisdom

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell inscribes a glyph of Earthen Wisdom, inscribed on a piece of wood, one piece of metal, or a piece of other nonmagical material. When a casting of this spell is complete, you can designate a specific spot within range for the glyph. You must specify the spot in writing on the glyph as an object of your choice within 10 feet of you. When you cast the spell, you can also specify a location within 10 feet of the place where the glyph is inscribed. Each spot within 10 feet must be marked and then marked as being within the specified spot. A spot within a spot of the same size as a spot of the same color could be marked as being within the specified spot. You can also designate a specific area within 10 feet of the spot where the glyph is inscribed. If you designate a spot that is marked as being within a particular spot, the glyph is inscribed on the spot. You can designate the precise location of the spot within 10 feet of the place where the glyph is inscribed. Transmutation

Glyph of Endurance

Casting Time: 1 action
Range: 150
Duration: Until dispelled

Your glyph rings a charmed, invisible hand against beasts and magical beasts whose statistics are known. The glyphs bestow a 30-foot radius on your body and a 30-foot radius on each of your hands, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the spell ends. You also have advantage on weapon and armor checks made using natural weapons and magic weapons. When you use any weapon other than a magic weapon in the attack, weapon attack, or move (including the attack roll) roll, you deal 1d4 + 1d6 damage to the designated creature, not the weapon used by the attack or move. Divination

Glyph of Endurance

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

This spell conjures up a glyph of endurance, granting it effect as a bonus action on each of your turns for the duration. Applying this spell to a creature grants it the ability to indefinitely extend its normal speed, jump height, reach for its arms, legs, and so on. The glyph can’t exceed 10 feet long. It lasts for the duration or until the glyph is broken. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is reduced by 1 minute for each slot level above 5th. Enchantment

Glyph of Enervation

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a glyph of conservation on an object you touch that has a certain vitality level. For the duration, a creature of that level and at least 1 level of Proficiencies can use its action to create a talisman with a certain vitality level, and the spell creates and protects the glyph. When you cast this spell, choose a glyph that is one-half as strong as the one created by the talismans spell. For the duration, a creature of that level and at least 1 level of the Talisman proficiencies is protected from decay based on the talisman level. For the duration, a creature of that level and at least 1 level of the talisman proficiencies spells is protected from decay based on the talisman level. When you cast this spell, you can use an action to create a new talisman glyph, which would be a new talisman glyph of natural protection from decay, plus a glyph of temporary hit points (T+M), create a new one, and then repeat the process for all its modifications. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is reduced to a minuscule fraction of the time it took you to cast the spell. Transmutation

Glyph of Enervation

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You cause a glyph of vitality to appear on the ground in a 15-foot cone. You can make this glyph appear anywhere on the ground in that area. If you move more than 15 feet away from the glyph, you can use an action to make the glyph appear in any spot on the ground you can see. Transmutation

Glyph of Enervation

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object within range. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage. If you or any creature you target is under the affected object’s effect, the object or object's effect ends. The object or object’s damage increases by 1d6 when you or any creature you target is reduced to 0 hit points or

Glyph of Enervation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You draw on nature to protect your life and limb. Until the spell ends, you can use your action to move up to 5 feet in any direction and then make a ranged spell attack. On a hit, the target suffers no loss of speed and can move without penalty. If it is hit by a weapon attack during its turn, this spell dissipates no speed and doesn’t have any effect during its remaining turn. Abjuration

Glyph of Enervation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hurl a glyph of elemental energy at one creature within range. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage. The target is restrained and must make a Strength saving throw. On a successful save, the target is no longer restrained and is freed by the glyph. At the end of each of its turns, the glyph can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Glyph of Faith

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Your divine weapon glimmers with a dazzling radiance for five minutes, healing up to half your Hit Dice and reducing the damage you take from nonmagical weapons by 1d4. Once you use all your healing powers, the gem transforms into a phoenix emblazoned with this symbol. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the gem transforms into a star, a celestial, a fey, or a fiend. The gem sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When you cast a spell with a target within 30 feet of the gem, you can target the gem in an area that is 30 feet square and that is entirely obscured, making it impossible for the spell to illuminate the area. During the spell’s duration, you can target the gem with a spell of 3rd level or lower that doesn’t target a target within 30 feet of the gem. Similarly, during the

Glyph of Faith

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a glyph that merges elements of your choice that fit within a 5-foot cube within range. The glyph appears within range in an unoccupied space that you can see within range. You can use a glyph to imbue a creature you char transform, a creature that drops to 0 hit points assuming the creature is its bonded form, or an object that fits within 5 feet of the glyph. If you create a glyph, you choose one of the following options for how the glyph appears: • If you create the glyph, roll a d20 to determine the creature’s transformation and how it changes over time. • If you create the glyph, roll a d10 as an multiplier for the creature’s transformation. • If you create the glyph, roll a d12 as a multiplier for the creature’s transformation. • If you create the glyph, roll a d

Glyph of Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You imbue a creature you touch with faith in one of the following: a wish that is true, a wish that is true in some way, or both, and a wish that is true in some way. You know the target of the wish and its destination. The target must be willing or willing to be bound by the wish. The target can choose a willing creature or object of its choice that you can see within range. The target can’t take any actions or manifest an action that would cause it to become charmed. Until the spell ends, the target can discern and understand the target’s true nature. The target can make Wisdom saving throws, and it gains a +2 bonus to its saving throw. Transmutation

Glyph of Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call out to the spirits of the dead to uproot a tree from the ground in front of you. The tree grows to an area of 10-foot-deep trees that are 5 feet tall and are heavily forested. The tree appears in the ground and remains there until the spell ends. This spell can't be dispelled by nonmagical means. If you cast this spell on the ground in a place that is heavily forested and that has a grove of steep slopes, trees fall off the grove when a finger of sunlight strikes it. Evocation

Glyph of Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you touch with the power to believe that something is real. Choose from an iridescent gem, a shimmering gem, or a shimmering emerald, violet, or green gem. The target must be entirely free of illusion or other harmful qualities at the time of casting the spell. You can target any of the following effects on the target before or during its casting. The spell’s power is limited by its target’s alignment and the plane it’s walking Distance traveled. You can’t travel more than 60 miles (100 kilometers) on a round trip. Distance traveled. The distance traveled by a spell or spell-like ability over an extended period of time. You can’t reduce the target’s size to 0 hit points, and it is no longer restrained by your telepathic link with it. Abjuration

Glyph of Faith

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

A shimmering glyph appears in the shape of a finger and moves with the creature’s direction. Until the spell ends, the glyph deals 1d4 + 1 points of damage to the target. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d4 for each slot level above 2nd. Evocation

Glyph of Faith

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

You conjure up a glyph of faith based on the deity’s name. Each creature in a 30 foot cone must make a Wisdom saving throw, taking 10d 10 radiant damage on a failed save, or half as much damage on a successful one. The glyph is up to ten levels higher than the one you choose. For example, a creature that is called the Faithful must succeed on a DC

Glyph of Faith

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You conjure a phantom hand in a 30-foot radius and then touch it to entice the elements to a specific spell. The hand lasts for the spell’s duration, and it can perform any action it has selected. It can perform any action that requires a successful Intelligence (Investigation) check against your spell save DC. It can be a creature or an object, as the case with other spells, but it can’t perform any task beyond the casting to allow you to perform the task when the spell is cast. The hand can move across difficult terrain or be carried with it. The hand doesn’t age. When reduced to 0 hit points or when you cast this spell again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can maintain your finger control over the phantom hand for the duration. While the hand is bound, you can use an action and cause the hand to move to any other direction. The hand to move to the opposite direction. rhsends you to where the hand is located. Transmutation

Glyph of Faith

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

This glyph appears in your hand and ripples around you in a 30—foot radius and lasts for the duration. You can affect one creature with this glyph by making a Wisdom (Perception) check against your spell save DC. If successful, the glyph transforms the target into a glyph of faith, gaining divine knowledge and encouraging other creatures to follow your example. Your glyphservant also acts as a divine watchmaker, granting you darkvision and a radiance rating of 100. Divination

Glyph of Faith

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You imbue a creature with the power to assume a certain religious, mystical, or magical image. Choose from a wide array of holy symbols, celestial or primordial, sigil, or race of legendary creatures. Choose the following: angelic, fey, fiend, hill giant, giant, or vengeful beast. The image transforms into a body part, weapon, or other form of affliction for the duration, and the image is on your person as long as the image remains within the body. The image can’t attack or cast spells. The image disappears when the target drops to 0 hit points or when the spell ends. The image is perhaps best represented as a bearded man in a beard and beardlode of at least 50 Lights. Abjuration

Glyph of Faith

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

Choose a glyph that you can see within range. It shapes the way you and your companions behave in your presence. A glyph grants the same effect to everyone in a 30-foot cone until the spell ends. Any reduction to one of the glyph’s effect or a creature’s ability to perceive illusory creatures also ends this effect if it isn’t already evident. For example, a creature with truesight could use its action to examine a glyph or a certain symbol and deduce the meaning of the glyph from it. In addition, no matter what its physical form is, a shapechanger can’t assume a physical form other than its own, take any actions that directly affect its environment, or speak a curse. Conjuration

Glyph of Faith

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You conjure up a glyph of divine might on the ground in a 60-foot cone. The glyph appears in an unoccupied space that you can see within range. The glyph lasts for the spell’s duration. If you cast this spell multiple times, you can have no more than two of its long telekinetic strands tangled within a single finger, and you can dismiss such a glyph as an action. You can also use your action to dismiss a glyph as a group action. The glyph can be recharged only when the glyph is summoned. When you summon the glyph, choose one of the options below, and press ENTER. The glyph appears in a unoccupied space within range. Until the spell ends, the glyph appears in an unoccupied space that isn’t occupied. Casting a spell with a range of touch b e l e 300 feet 1 Round You attempt to invoke the power of the divine to bestow magical protection on a creature. The target must make a Dexterity saving throw. On a failed save, the creature becomes incapacitated for 1 minute. On

Glyph of Faith

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You imbue a creature you can see within 60 feet of you with a faint hint of hope. The target must succeed on a Wisdom saving throw or be affected by this spell. On a failed save, the target is charmed by you for the duration. If you cast this spell on the same creature or multiple times, the duration is cumulative. Divination

Glyph of Faith

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You conjure up a glyph, which you can use to symbolize the presence or absence of a deity or a magical force within 30 feet of you. Choose a glyph and place it on the ground within range. You can target one creature of your choice that you can see within range, and the glyph appears within range. If you cast this spell on the same creature every day for a year, the glyph appears every other day until the spell ends. The glyph can’t be more than 30 feet long and can’t exceed 30 feet tall. The glyph can’t be more than 30 feet wide or more than 40 feet high. It can’t be taller than 40 feet, nor larger than 40 feet. The glyph can’t be more than 30 feet tall or more than 40 feet long. The glyph can’t be more than 30 feet long, nor shorter than 40 feet. Any creature that fails its save against this spell can use the extra power to become a member of the chosen phantasmal deity. The glyph can’t be more than one glyph at a time. You can use a bonus action to cause the glyph to appear in any one glyph. Transmutation

Glyph of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cause a glyph of divine power to appear on the ground within range. You must use a successful check against your spell save DC to create the glyph, and then make a DC 10 Constitution saving throw. On a failed save, the glyph ignites, and the spell ends. On a successful save, you don’t have the glyph. Instead, you gain the following benefits: • You gain the following benefits when you create the glyph. • You can create one additional glyph on a single attack roll, provided that the glyph’s are placed within a space of your choice within the previous 5 minutes. • You can use your action to create one additional glyph on a single attack roll, provided that the glyphs are placed within a space of your choice within the previous 10 minutes. • You can use your action to create one additional glyph on one weapon attack roll.

Glyph of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You can turn the face of any creature you choose within range. You can also turn a target you choose within range in this way. Until the end of your next turn, the target is restrained and must make an Intelligence saving throw. On a failed save, the target takes 6 d10 psychic damage and must make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends. Divination

Glyph of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause an object or creature that you can see within range to believe that it is surrounded by force. The object or creature believes it is surrounded by force and can act on its own turn to shake the object away. If the object or creature can be trusted to believe the belief, the creature can’t cast a spell against the object until after the spell ends. A false attack roll or an attack that can’t be cast against the object would still be affected. For the duration, the object or creature can act on its own turn to make a false attack against the object. Evocation

Glyph of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a glyph of divine power within range that is infused with holy energy. The glyph is a shadowy, translucent substance with a 5-foot radius centered on it. Until the spell ends, the glyph sprouts from the ground in a 15-foot radius centered on it. The glyph can be destroyed by force, but not more than once. Any damage or other effect that would have been created by a normal attack, spell, or other magical effect kills the glyph instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of glyphs you create increases by one for each slot level above 1st. Evocation

Glyph of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to cause an unwilling creature you touch to believe that something is impossible. Make a Wisdom saving throw, and the target succeeds on the saving throw. When the spell ends, the creature becomes convinced that something is impossible by the effect of the illusion. For the duration, you can cause the creature’s belief that something impossible to be achieved to be based on the material world you occupy, the nature of the target’s home or family, or the target’s current location. The spell has no effect on undead or constructs. When you cast the spell, you can direct the creature’s faith by writing the target’s name in the stone you used as a spell of casting. The creature's belief must be accurate, because the spell creates a false representation of reality for the creature to believe. The creature must be within 1,000 feet of you when you cast the spell to be convinced. You can make the creature’s belief seem like it could be based on a reality

Glyph of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to project an aura of divine truth, based on the form the spell takes. You can designate a form, such as divine in name, that doesn’t use divination or might, that doesn’t rely on magic items, and doesn’t require an alchemical source. Then roll a d4 and add the form’s name to the 16-point, image-rich, aura-creature statistics for that form. You can also choose a different form if you have more than one. The spell fails if the two or more statistics are the same; the spell can penetrate the head of another creature, for example. The spell creates a vague, shadowy aura around you, centered on the same point. The aura lasts until it is dispelled by dispel magic or the target is reduced to 0 hit points. The spell’s area of effect is a blurred image of your current location, with the aura centered on that point. Divination

Glyph of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the following benefits when you cast this spell: • You are infused with divine radiance. At the start of each of your turns, you can use your action to assume a 5-foot-radius sphere of radiance centered on a point within range. Until the spell ends, the sphere sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If the sphere overlaps a body of water, the creatures that occupy it take 2d6 fire damage, and any creatures on the water body take half the damage. If any creature on the body of water body falls, extinguish the creature instantly on impact. The spell ends if you take any damage or if you regain hit points. If you lose control of the sphere, all creatures in it take 2d6 fire damage, and any creature on the body of water body falls, extinguish the creature instantly on impact. The sphere sheds bright light in a 5-foot radius. At the end of each of your turns, you can assume a new form, one that is no longer in the sphere. You can also become a creature of the chosen form, if you wish. Transmutation

Glyph of Faith

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You imbue a creature with a phlegful energy that hovers in mid-air and offers it magical properties for stasis until the spell ends. The phlegful energy appears at the bottom of the creature’s mouth and spreads around its body, gradually transforming the creature’s clothing, weapons, equipment, and undead into a phlegful image of energy radiating from it. The phlegful energy lasts for the creature’s whole body (including limbs, legs, tails, mouths, and so on), up to 1 hour. The phlegful energy is imbued with a powerful magical effect that allows it to project the phlegful energy onto tiny details of its body. The phleg

Glyph of Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain the ability to see through illusions and perceive the thoughts and actions of others. The spell fails if you have a casting time of 1 action. Illusion

Glyph of Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell functions the same as the Concentration, as outlined above, except that you can store your deity’s deity spell rating as a spell rating of 1, so if your deity uses a spell slot of 3rd level or lower, your spell rating is 1. Other spellcasters can only store a spell's rating as a rating, not a level. Thus, a wizard can create a 3rd level spell that has a level of 5, but not higher than that of a 6th-level spell, and so the spell’s spell rating is 1. Spellcasting Ability ‡‡‡ (found in the lower-level spell list)‡‡‡ (high energy ball lightning, ‘‘ of a school of magical energy, minimum of inbuilt fey spells)‡‡‡ (exhausting

Glyph of Faith

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target becomes mentally prepared for life. Until the spell ends, you have advantage on all Charisma checks for the target. It also has advantage on Wisdom (Perception) checks made to hear, sense, and reason. Enchantment

Glyph of Forceps

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You conjure one phantasmal phantasmal guardian that appears in the space you select and that lasts until the start of your next turn. The guardian appears in any spot within 30 feet of you and lasts for the duration. It can be a creature or an object, an entirely different construct, or a construct of a creature’s kind. It obeys whatever the creature can see within 30 feet of you. It can look out over a target, pass for miles, see through fog, and can see through any visible structures. If you see a creature approaching from behind another creature’s reach, the creature can reach into the phantasmal guardian to strike it, thus ending its turn. It can’t attack you, but it can use some of its movement to move toward a target near it as a bonus action, if that target is within 30 feet of it. Enchantment

Glyph of Force

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

The glyph appears in your hand and whispers in the air to serve as a calming force. You possess the phoenix-like symbol of fey and are linked to it by an elemental bond that wtihts from you to it. The glyph carries a message inscribed within its inscrutable form, inscribed within 1,000 years of creation. When spoken aloud, the glyph conveys a message that can be read from up to 300 feet away. Choose a message inscribed within 1,000 years as delivered to a creature of the choice of one of the following options: • One creature of your choice that you can see within range • One creature of your choice that can hear you • One creature of your choice that can see you • Two unwilling creatures of your choice • One Huge or smaller creature • An undead that isn’t hostile to you • A random creature of your choice At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the same phoenix symbol appears on your hand as it delivers to a creature of your choice named in this example, provided that you have the appropriate material component. Transmutation

Glyph of Good and Evil

Casting Time: 1 action
Range: Self
Duration: 10

Instantaneous You point at a creature within range, and it must succeed on a Wisdom saving throw or be affected by this spell. The affected target must choose one of the following effects at the start of your next turn. At the end of each of its turns, the affected target can make a Constitution saving throw. At the end of each of its turns, the affected target must use its action to make a Strength or Dexterity check (the target’s choice) against the spell’s save DC. On a success, the spell ends. At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Enchantment

Glyph of Good and Evil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You appear in a location that is either familiar or frightening. You can make a simple Wisdom (Perception) check against your spell save DC to see if there is anything there that would be dangerous to the area. If so, the spell is safe. If you are in the area of an encounter while this spell is in effect, you can use your action to examine the area for magical lights and dim light, and you can see through

Glyph of Graces

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to see through the eyes of a creature of your choice that you can see within range. Creatures that can’t be charmed aren’t affected. You can even see through illusions, as a class skill. You learn the statistics of the chosen creature, including its hit point maximum, alignment, and Intelligence scores, as well as the statistics of all its equipment, until the spell ends. The spell automatically succeeds and fails on all Intelligence and Wisdom checks. This spell’s statistics are as described above, but the creature’s hit points and Intelligence scores can be reduced as well. If the creature has an Intelligence of 5 or less, the spell automatically succeeds on its checks and saving throws, and the creature’s Intelligence and Wisdom scores can be increased or reduced as described above. Finally, as part of casting the spell, you can attempt to read the mind of a creature that you can see within range, acting as a lance user, until the spell ends or the target can no longer concentrate. The target can use its action to attempt to reason with you, but has no immediate means to do so. The lance user can make any mental mental gesture that you tell it must do so as a move of faith that is supported by visual evidence. Your actions also count against your roll as a whole, unless you have a different roll. If you roll a 5 or higher, the lance user can use that gesture to make a new one. If you roll a 6 or higher, the lance user makes a new gesture that is supported by visual evidence of the original gesture, but the gesture is lost if the lance user attempts to re-establish contact with the target. If you roll a 7 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 8 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 9 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 10 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 11 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 12 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 13 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using a new gesture. If you roll a 14 or higher, the lance user makes a new gesture that is supported by evidence of the original gesture but loses if the lance user attempts to re-establish contact with the target using

Glyph of Grasp

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You step into a place and vanish a creature that you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is incapacitated and unaware for 1 minute. On a successful save, the creature is no longer charmed and recognizes you as its owner. The spell ends for the target if it takes any damage or if another creature uses its action to do anything harmful to it. Conjuration

Glyph of Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Until the spell ends, the target gains a flying speed of 60 feet, and it can perform simple tasks that require precise control, such as following a course of action. It can perform simple tasks that require precise movement, such as following instructions, folding paper, or cleaning dishes. The target also can perform simple tasks that require little concentration. The target can spend 1d6 gp to maintain its flying speed, which increase to 2nd level when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd. Transmutation

Glyph of Grisilim

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a glyph of magical force that can restrain a creature you can

Glyph of Griswold

Casting Time: 1 action
Range: 90
Duration: Range

Concentration for days Choose one creature you can see within range, and then another willing creature that can see within range and that has the same Intelligence and Wisdom scores as the creature. For the spell’s duration, the target’s facial features turn green while it is using its movement to move to a new visible location; once it has done so, it disappears from sight of the spot where it first saw the creature. In addition, when you cast this spell using a spell slot of 5th level or lower, you can target the same creature with a spell slot of 8th level or higher. Abjuration

Glyph of healing

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You take 30 extra radiant damage for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Glyph of Healing

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

An illusory image appears in your mind of some creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is blinded for 1 minute and must either pass out or fall unconscious. The spell ends on a target affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Glyph of Healing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a glyph of healing through your concentration for the duration. The glyph can be held up to 10 pounds and can hold up to 500 pounds. When you cast the spell, choose one or both of the following effects. The effect lasts for the spell’s duration; you can dismiss the casting to have the effect replaced with an alternative effect. You can also change the effect to restore 1d8 + your proficiency bonus to all saving throws you and your companions make against your choice of non-magical or magical causes for the duration. The glyph can’t be removed from an object or the world around you. You can also create new glyphs by employing the same techniques you used to create the glyph. For example, you might create a glyph for a lich or a mad scientist by employing the same techniques to create a glyph for a wizard. The glyph can be removed by using a spell slot of your choice and replaced by a glyph of your choice from among your immediate group. If you create a new glyph, you can use it only once, during your next turn or during your next rest. Transmutation

Glyph of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause an imbued object, a creature, or some other permanent affliction to manifest a healing glyph that can be used to grant a certain effect to another creature. The effect can be as mind-affecting as your own worst nightmares. Affected creatures, other than the creature you’re affecting, regain hit points equal to half their hit points as normal. A creature that successfully saves throws with a thrown glyph can use the glyph again if it drops to 0 hit points. You can issue a new effect to a target as a action or as a single message to all creatures you target when you cast the spell. A target can’t be targeted by more than one effect. The target of a given effect can’t been contacted by more than one effect. The target also can’t be contacted by a spell that targets a different creature than the target of the target effect. The target can’t be contacted by a spell that targets a different creature than the target of the target effect. Affected creatures, other than the creature you targeted, regain hit points equal to half their hit points as normal. A creature that successfully saves throws with a glyph can use it again if it drops to 0 hit points as a result. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of possible effects increases by two for each slot level above 6th. Enchantment

Glyph of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature, a creature you touch, or a creature you touch with a single illusory healing effect. Until the spell ends, the target can use an action to shake the target awake. The target must make a Wisdom saving throw. The target can use this ability a number of times equal to 10 + the spell’s level. If you roll a d8, the target can use the additional ability once before moving on to the next roll. The target can also use this ability once before leaving the spell slot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can use this ability increases by two for each slot level above 1st. Enchantment

Glyph of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you touch with a glimmering force that effectively turns it into immune to all damage and condition effects until the spell ends. Also, whenever the glimmering creature crumbles to dust, it deals 1d

Glyph of Healing

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create a glyph of healing energy that leaps out from your body. For the duration, a creature can use 1 hit point to sustain or extend a limb for life, or one creature for each limb affected by the glyph. The creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature regains 5d10 + 1 hit points. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can have the glyph appear in any slot of your choice that you have unlocked (for example, you can have the glyph appear 2nd level spell slot, 3d level spell slot, or 4th level spell slot). Transmutation

Glyph of Healing

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

An illusory greenish, ray-like force springs into existence within 5 feet of you, appearing as a shimmering sphere around you and centered on a point on the ground you can see within range. The sphere can be illuminated and brighten in the light of your choice. Each 5 foot radius around the globe, a creature must make a Constitution saving throw. On a failed save, the creature must choose between halos of light or dim light, a brightness as bright as a semaphore on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the globe increases by 5 feet for each slot level above 1st. Evocation

Glyph of Healing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cause a creature’s soul to heal for life. You choose a type of soul, such as a common or legendary soul. The soul is a magical manifestation of a deity, such as a divinity. The soul is imbued with one of the following effects. The effect can’t be cast on another creature: • The effect lasts for 1 minute or until the spell ends. • The effect doesn’t protect you from harmful creatures. Also, if the spell’s casting time is shorter than the spell’s duration, the spell ends. • You gain temporary hit points equal to your spellcasting ability modifier. This spell can’t be cast on more than one creature. The temporary hit points are replaced by ‡Abjuration or the Disintegrate ability. Abjuration

Glyph of Healing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to stimulate the nervous system of a creature you can

Glyph of Healing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature you touch with a soothing force that lasts for the spell’s duration. The target takes 10d6 acid damage, 5d6 lightning damage, and 1d6 necrotic damage. You can end the spell early by using an action to dismiss it. While the target is affected on a failed save, the creature can’t take reactions, and it has disadvantage on attack rolls and ability checks. The target regains expended hit points when it finishes its turn. Transmutation

Glyph of Healing

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature whose hit point maximum has been reduced to 0 or less. If that creature is holding an object other than the target object, the reduction lasts for the duration. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the reduction increases by 1 for each slot level above 1st. Conjuration

Glyph of Hope

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Until the spell ends, you can animate an illusory symbol that appears in places you deem odd or magical or threatening to implicate a creature or suggest a course of action. You can use the symbol to appear anywhere on one creature you choose within range, allowing the creature to understand the meaning behind the glyph. Until the spell ends, the creature can use the chosen symbol to understand any spoken language spoken by the creature’s leader, companion, or patron. If the creature speaks no spoken language and the symbol is positioned so that it appears where a creature would normally position it, the creature can understand any spoken language spoken by the creature. Divination

Glyph of Hope

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a phoenix with a powerful message. Choose one of the following options when you cast the spell. The phoenix appears in an unoccupied space that you can see within range. After you cast the spell, you can use your action to move the phoenix up to 30 feet in any direction. It remains there until it dies. If it falls, you cause it to exhale a small ball of energy that can be up to 30 feet long and 1 foot wide, dealing it 1d4 radiant damage. The phoenix vanishes within 1 minute. Roll initiative for the phoenix, which has the statistics. • When the phoenix dies, roll a d4 to determine its type. The phoenix appears in an unoccupied space that you can see within range. • When you cast this spell, make a ranged spell attack. The phoenix can’t attack you. On a hit, it instead sheds bright light in a 10—foot radius and dim light for an additional 10 feet. It sheds dim light in a 30 foot radius and dim light in a 30—foot radius. The remaining damage roll for each of those types of attacks is the number rolled in that category. If you attack this phoenix with a spell, the same attacker and each creature within 5 feet of the phoenix must succeed on a Constitution saving throw or take 1d4 radiant damage as each creature. Transmutation

Glyph of Hope

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You open a gateway to an extradimensional space of your choice that you can see on the ground or at the gateway’s edge. The gateway provides a teleportation teleport teleport effect to an extradimensional location you select within 120 feet of the destination destination, as attested by the words inscribed on the gateway’s walls. The gateway is a circular chamber that contains a single glyph, inscribed with a powerful glyph of hope. It is translucent and weighs 5 pounds no more than normal stone. It is dedicated to one god and dedicated to one creature. Whenever the gateways portal opens, any creature within 30 feet of it, other than the creature whose glyph you symbolize, creates a glyph of hope within that creature for the duration of the spell. For the duration, the creature has disadvantage on attack rolls against creatures within 30 feet of the portal and can't take reactions, reactions that a creature would normally receive from a friendly creature, or actions that a friendly creature takes when approaching a glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph. A creature can use its action to inspect the glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph

Glyph of Hope

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell imbues you with the power that shaped the world, the light and light that was your calling for so long. As a bonus action on your turn, you can teleport yourself to any side of the Great Smoky Mountains, a point within range. You can create a magical field on the ground within 30 feet that fuses the trees in the area with the climate to produce vibrant, green flame. If you concentrate your mind on that part of the ground where the field creates the fire, the flame sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The field seems to meld you and the flames, and when you cast this spell, you choose a point on the ground that isn’t being turned into a laboratory. You can create one of the following magical effects within the area. Fog. The ground in the spell’s area appears moist, drenched, or wilt. The ground in the area is indistinct and opaque. In addition, the ground in the spell’s area is difficult terrain. Any creature that moves through the ground in the area for the first time on a turn must make a Constitution saving throw. On a failed save, the creature takes 6d8 acid, cold, fire, lightning, or thunder damage. On a successful save, the creature takes half as much damage. A creature that moves through the ground in the area for the first time on a turn must make a Constitution saving throw. On a failed save, it takes only half as much damage and isn’t blinded. This spell can’t create magical doors or similar structures, nor could it open and close a normal door, but the ground in the spell’s area can allow such an arrangement. Flame. Any creature that moves through the ground in the spell’s area for the first time on a turn or starts its turn there ablaze or higher, must make a Dexterity saving throw. On a failed save, the creature takes 10d8 fire damage

Glyph of Hope

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

With each word you create in your hand, you attempt to reach out and touch a creature that you can see within range. The target must make a Charisma saving throw. It takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Glyph of Hope

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a glyph on a creature or a object within range that will cause a creature’s current hit point maximum to rise by one level for each level above 1st. For the duration, you can maintain your level for a creature or a solid object by making a DC 15 Constitution saving throw. On a successful save, you instantly become immune to any effect that would make it a creature, such as fear or exhaustion, or a harmful effect, such as being frightened while trying to cast a spell, a spell, or a spell that would automatically end its effect, such as the one created by the illusory garb spell. Also, while you have this spell’s glyph on you and each creature you designate when you cast it, a creature benefiting from the glyph’s w ill affect subsequent attacks, spells, or other magical effects that it creates. As an action, you can dismiss the glyph and cause a bolt of lightning to leap from your hand toward one object or activity within 120 feet of it. Make a ranged spell attack for the glyph with a pistol grip or similar weapon. On a hit, the target takes 1d8 lightning damage, and it can use its reaction to move up to five feet in any direction until it uses its reaction to move against the glyph. If you move too slowly for this spell to fully cover, a creature injured by it’s damage must make another Dexterity saving throw. If the glyph is held up for too long, a bolt of lightning strikes it before it extinguishes it. A creature knocked prone or knocked prone-like and facing away from you must make the saving throw. On a failed save, the creature can throw the glyph upwards to clear it of its effect. Evocation

Glyph of Hope

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a shimmering glyph of hope at a point you can see within range. The glyph is a shimmering green color that lasts for 1 minute. When you cast the spell, choose one or both of the following effects. Vital Spirit. You cause the target to emit a faint, magical light within range. Magical Energy. You cause the target to emit magical energy that is in the form of force, such as thunder, to cause an effect similar to lightning. Magic Word. You cause the target to speak a magic word that can be used to create a globe of magical force. Force Field. You cause the globe to expand to include a portion of its length. Huge Force. You cause the globe to expand to include a portion of its size. Force of Will. You cause the globe to prevail over all other spheres of influence in a 5-foot radius, ending any that have failed to hold their shape. While the globe remains within 5 feet of a normal sphere, the globe becomes uncontrollable. It has a radius of 5 feet and a mass of 30 men that can be reduced to 0 hit points by force of will. If the globe is destroyed during its duration, the area is filled with smoke and flames. It has a high chance of spawning an area of water that is full of oozing creatures. If the globe is destroyed while the globe is in place, the area is filled with magma and lava, and any creature within its area must make a Dexterity saving throw. On a failed save, the creature is pushed prone over the globe’s area and is pushed into the ground. On a successful

Glyph of Hope

Casting Time: 1 action
Range: 60
Duration: 30 Days

You imbue a creature you touch with the power to achieve a kind of immortality that makes her/him immune to all diseases and death afflictions until the spell ends. For the duration, which has no boundaries, sated creatures, and creatures with which you are familiar, the creature has the following benefits: • The creature has resistance to death attacks. • She has resistance to damage from attacks that use Strength or Dexterity. When your concentration ends, you can choose to end the effect on the creature by using a different action. She is unaffected by this spell. • She has resistance to nonmagical weapons that are thrown or missed. A poisoned weapon deals 10d6 poison damage to her. • She has resistance to cold damage. She has resistance to fire damage. Her clothing and any loose change in her armor reduce the creature's clothing and any temporary affixes or shields on her shoulders reduce her clothing and any loose change in her clothing increases the creature’s cold damage by 10d6. In addition, if you have a melee weapon (your choice when you cast this spell), you can reroll any roll made to affect a target that you hit or a target that has no hit points, as if the creature had cast this spell. Necromancy

Glyph of Hope

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell awakens the spirits of dead creatures who died during the time the spell’s duration. The spirits restore 1d8 + your spellcasting ability modifier per death you have visited. The spell is a warding spell. It lasts for the duration. When the spell ends, the spirits return to their bodies and return to life. If you cast this spell again, you must meet the condition to restore at least 1d8 + your spellcasting ability modifier. The spirits appear in a random location on the ground. They appear in a circle centered on a certain point where they appear to be hovering. When you cast this spell or any spell that can cast this spell, the spirits appear in a place that you choose within range. A soul can be in the aura, or in the warding aura. The spirits appear in the location you choose. Choose an area within range that you choose, as described in the Spell List. The spirits appear for the duration. If you cast this spell at the same spot every day for the entire duration, the spirits appear in the same place every day, until the spell ends. You can use your action to dismiss the spirits. If you do so, each creature in the area must make a Wisdom saving throw. On a failed save, the creature is no longer in the area. On a successful save, the creature is gone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Glyph of Hope

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As a bonus action, you light up a glyph on the ground within range. The glyph is a 15-foot tall, 30 foot high cylinder centered on a point within range. Until the spell ends, you can make a Wisdom (Perception) check as a bonus action to understand the meaning behind glyphs and what glyphs you choose. If successful, you shift the glyph so it appears on the ground and then change its appearance to match the terrain. If you don’t change the glyph before the spell ends, you can affect it again before the spell ends. If you do so, the glyph changes its appearance and resistance to all damage increases by 1 until its current form is different from your new form. To maintain its new form, the glyph must remain on the ground for the entire duration of the casting. If you use a glyph for nonmagical spells or as a permanent spell, the spell doesn’t work while the glyph is in its new form. Transmutation

Glyph of Hope

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an object that you can see within range and that weighs no more than 1,000 gp. The object has AC 10 and 30 hit points per 1,000 gp. Until the end of your next turn, the object has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the following effects. When you do so, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Necromancy

Glyph of Hope

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure a phantom creature of your choice from amongst your belongings, shedding bright light in a 30-foot radius around you for the duration. The phantom creature appears in an unoccupied space that you can see within range, and can’t be dispelled as a spell. When a target you choose drops to 0 hit points, it teleports to where you cast the spell, and it makes a Wisdom (Perception) check against your spell save DC. If successful, you conjure a phantom for the duration. If you cast the spell using a spell slot of 3rd level or lower, the phantom can deal 1d4 radiant damage on a hit to the target. In addition, you can detect the presence of magical wards in the same space as the space where the spell occurs, preventing you from dealing damage to one such ward. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional phantom for each slot level above 5th. Evocation

Glyph of Hope

Casting Time: 1 action
Range: Instantaneous
Duration: If you have a life point within range, a shimmerin

g radiance appears on your person in an unoccupied space within range. For the duration, each creature on your person who successfully hits this spell with a weapon or a spell of 4th level or lower, or who succeeds on a saving throw to regain hit points equal to 1d6 + your spellcasting ability modifier, grants you a +2 bonus to the spell and mightily increases the target’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases to +3. When you use a spell slot of 7th level or higher, the bonus increases to +4. Evocation

Glyph of Hope

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You conjure up a glimmering image of a creature you can see within range. The illusion appears in the image and lasts for the spell’s duration, but it doesn’t disappear. When the image appears, you can see it for the first time on the ground, and you appear in it to restore 1 hit point. The illusion lasts until the end of your next turn. If you cast this spell again, the restoration doesn’t last. For example, you might restore 1 hit point if you cast this spell again before your next turn. The spell's effect can’t leave your body. Illusion

Glyph of Hope

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

Choose a creature within range. Hope springs into existence within one humanoid and blossoms in response to your words. The target chooses one of the following effects when it makes a Charisma saving throw. Hope spheres within 30 feet of the target for 3d12 minutes. When the sphere is up to 10 feet tall, each creature within 10 feet of it must succeed on a Wisdom saving throw or take 1d12 radiant damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Abjuration

Glyph of Hope

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous or 1 hour (see below)

You touch a creature and imbue it with hope. Until the spell ends, the creature is affected by this spell and gains the following benefits.: - You can target creatures that you can see within range with this spell. - You gain a +2 bonus to AC and saving throws. - You have resistance to nonmagical damage. - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - You have resistance to cold damage and fire damage from nonmagical weapons. - When you cast this spell, you can affect only one target at a time. The target must be on the same plane of existence as you. This spell also ends if you cast it again or the spell fails. If you cast it again, you can target any number of Medium or smaller creatures. Each of those creatures must be within 5 feet of you. Transmutation

Glyph of Hope

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You invoke the power of the holy symbol on a creature within range and imbue it with hope. Choose a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 3d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Abjuration

Glyph of Hope

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

This spell glimmers triumphantly in the shadow of a glowing sea. Choose one creature within 30 feet of the sea whose w string has grown longer than normal. Each creature other than you in that distance must make a Wisdom saving throw. On a failed save, the creature takes 1d6 radiant damage, and it takes 1d6 radiant damage on a successful save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Glyph of Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering glyph appears in your hand and glimmers in dim light for the duration. You can cast this spell again as a bonus action on a later turn. You can also use your action to affect a new target of your choice within 120 minutes. A target of this spell’s effect disappears when it hits a creature or a construct or when the spell ends. A target can’t be targeted again if it has any hit points. Necromancy

Glyph of Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature of your choice that you can see within range. The target gains the ability to make a saving throw against your spell save DC. On a failed save, the target takes 1d8 psychic damage. On a successful save, it takes half as much damage and is charmed by you for the spell’s duration. You can use this spell’s damage die to reduce the target’s saving throw DC by 1 point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Evocation

Glyph of Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You alter the course of the air in a 20-foot-radius sphere centered on a point you choose within range. The alteration can be permanent or temporary, and the spell can be cast on a permanent object. The object must be at least 30 feet away from the affected point of effect. If the object is an object that is no larger than a 20-foot cube, it isn’t affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the alterations change the course of the air in a 20-foot-radius sphere centered on a point you choose within range. The alteration can be permanent or temporary, and the spell can be cast on a permanent object. The object must be at least 30 feet away from the affected point of effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 day for each slot level above 3rd. Transmutation

Glyph of Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a phantom hand of hope in an unoccupied space that you can see within range. It has a +1 bonus to AC and saving throws, and it knows the outcomes of all its saving throws. The hand can reach for up to 30 feet and can’t attack. The hand can’t attack, and it spends its action that turn trying to reach for a possible future threat. While the hand is at its current location, the target has advantage on attack rolls against attacks on your side of the room (your choice which side). The hand ignores everything but magic items, spell slots, spell slots occupied by other targets, and living things. Illusion

Glyph of Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a phoenix with a shimmering gemstone inlaid with emeralds and blossoms. The gemstone is 1/4 inch thick and shines brightly in a 5-foot radius. Once per round, you can rotate the gemstone over 1 foot in each direction. When you cast the spell, you can add your choice of runes to the gemstone’s familiar. When you cast the spell, you can choose one of the following rites, which should take 1 minute to perform: ablaze, expunge, freeze, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile, ile,

Glyph of Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shimmering, talismat spell inscribed in the nature of nature glyph. The spell ends if you cast it again or if you cast this spell again and become charmed by it for the duration. The spell can be dispelled by dealing 4d6 radiant damage to the target object or activity within 30 feet of it. If the target succeeds on its saving throw, this spell is dispelled, and the spell remains in effect until the target either returns to its home plane (a circle, trellis, square, or something similar) or falls unconscious. The target is protected from this spell if it successfully saves against a physical effect that would make the spell hostile. Abjuration

Glyph of hope

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You imbue a creature with hope, and it gains the following benefits: • You gain a +1 bonus to AC, and you gain a speed of 30 feet for the duration. • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You have resistance to cold damage from nonmagical weapons. • You can’t cast spells that have a casting time of 1 action. And you can’t cast spells that have a casting time of 1 action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to AC increases by 1d6 for each slot level above 1st. Transmutation

Glyph of Hope

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a creature you touch with one of the following effects. You can cause the target to gain the following benefits. - When you cast a spell, you can create a ward on the creature. A ward causes the target to feel the presence of a friendly being within 5 feet of it. - You lighten the air in the creature

Glyph of Hope

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your glyph tears away from you and transforms you into a spectral baby frog. The frog is friendly to you and hostile to enemies within 30 feet of you. The frog can be a Huge or smaller creature or an undead. The frog has 10 hit points. If you choose an object that weighs 10 to 30 pounds, the object has advantage on attack rolls against it until the start of your next turn. The object also has disadvantage on attack rolls against creatures of your choice, until the spell ends on that object. A thrown item or thrown gem that isn’t a thrown item takes 2d8 acid damage, and any object damaged by this spell or that isn’t a thrown gem takes half as much damage. The spell ends if you expend magic to remove or replace the object. A thrown gem or object also takes 2d8 acid damage, and any object damaged by this spell or that isn’t a thrown gem takes half as much damage. As a bonus action on each of your turns before the spell ends, you can dismiss this spell and cause the spell to end mid-combat. Evocation

Glyph of Ice and Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, all nonmagical ice, snow, and fog in a 1-foot radius was created by this spell, the radius of this effect changes when you cast this spell outdoors or in the Astral or Ethereal planes, or when you cast this spell on the same spot every day for the next 8 days. Moreover, all nonmagical snow created by this spell is immediately lightened and disappears 5 minutes after it leaves the spell’s area. Transmutation

Glyph of Insanity

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue a creature you touch with a phlegoric force that makes it flinch uncontrollably. Choose up to five creatures you can see within range. An affected creature automatically succeeds on a Wisdom saving throw to resist the spell without spending its action that turn hiding in plain sight. If it succeeds on its saving throw, this spell doesn’t make a false saving throw. While disguised as fire, ice, or thunder, the creature uses either of the following triggering properties at the start of each of its turns: 1. Makes an improvised explosive explosive attack against a creature that uses an item’s thrown object as a material component or an explosive against an object thrown by an attacker who uses an item’s thrown object as a material component. Blow up. A creature, or an unoccupied space within range, explodes if either creature is within 30 feet of any object thrown at it. 2. Shatter. A creature uses its reaction to deal 4d6 lightning damage to a creature within 5 feet of it if it is trying to cast a spell and when the creature hits 5 or fewer times within the last 24 hours, it rages for 1 minute. A creature using an explosive against a creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 1d6 lightning damage, or half as much damage on a successful save. 3. Silence. A creature that fails its saving throw must instead cast spells of half level or lower on itself,

Glyph of Insanity

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

For the duration of the spell, your phantasmal form appears to all creatures within 60 feet of you in an unoccupied space that you can see within 60 feet of you. As an action, you can then assume a

Glyph of Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target’s eyes gleam bright green and yellow until the spell ends. Alternatively, you can cause the target’s eyes to gleam silver or green in this way. The spell must target one willing creature. If the target is undead, the spell fails. Each time the spell has a chance to end, the target returns to its normal form. Illusion

Glyph of Invulnerability

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous or 1 hour (see below)

You create a 20-foot-radius sphere of quivering air that lasts for the duration. The sphere is difficult terrain, and you are immune to its effects. It can’t be targeted by spells or other magical effects. The spell ends when you dismiss it. The sphere is a hard, opaque object about the size of your fist. When it appears, the sphere looks like a shimmering mist, and the DM has the creature’s Strength score. If the creature is Large or smaller, it gains the Huge or smaller size bonus, though it’s immune to the damage from the heavy or small damage types. On each of your turns, you can make an Intelligence (Investigation) check against your spell save DC to reveal the existence of the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Glyph of Invulnerability

Casting Time: 1 action
Range: Self
Duration: 1 Round

You choose one of the following effects that cause your spell to deal no damage. You can use your action to make a single melee spell attack against a creature within reach. On a hit, the target takes 2d8 poison damage. If the target is nonmagical, it is immune to poison damage and immune to fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Illusion

Glyph of Invulnerability

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You create a shimmering force field that protects 30-foot-radius, 30-foot-high spheres of magical darkness within 30 minutes. Each sphere has AC 10 and 30 hit points, and it can’t be damaged by nonmagical damage. Until the spell ends, the sphere damages creatures in its area, and it deals 5 acid damage to any creature in its area when it hits a target. Evocation

Glyph of Invulnerability

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You create a shimmering glyph that appears in an unoccupied space of your choice that you can see within range. The glyph lasts for the duration, at the start of each of your turns. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, or you can dismiss the spell and continue to cast it. When the glyph appears, each creature you choose within 30 feet of it must make a Dexterity saving throw. On a failed save, the creature must make a Dexterity saving throw. If a creature fails the save, it is blinded until the spell ends or becomes deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Glyph of Invulnerability

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You conjure up an immobile, unprotected glyph that harms and/or falls into disrepair. When you cast the spell, roll a d4 and have advantage on the following three saving throws. A glyph of immaturity is also automatically affected if you roll a 6 or higher. Blade Familiar. You call forth a skeletal hawk, which takes 3d6 damage of the chosen type. The hawk flies toward a target and makes a ranged attack roll with disadvantage if it is still within 5 feet of the target. Flame Familiar. You call forth a swirling cloud of flame that exhales flammable air in a 20-foot cone. Each creature in the cone must make a Constitution saving throw. The creatures take 4d8 fire damage on a failed save, and they take 3d8 acid damage on a successful one. The cloud of flame is a Huge cloud. The cloud covers a 60-foot cube. Fog Familiar. You conjure a cloud of fog in the shape of a finger up to 20 feet long and 5 feet wide that fills a 5-foot cube. The fog spreads around corners. It extinguishes candles, making the fog appear larger and heavier than it is. The fog then moves up to 30 feet away from you in a straight line, centered on a point you choose within 5 feet of you. The mist lasts for the duration. Gust of Wind. The mist moves around corners. It fills the space between each save throw made. The mist spreads around corners. It extinguishes candles, making the mist appear larger and heavier than it is. The mist then moves up to 30 feet away from you in a straight line, centered on a point within 5 feet of you. The mist moves at half the normal speed of wind. Evocation

Glyph of Invulnerability

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You conjure up a glyph of vulnerability. Choose up to five creatures of your choice that you can see within range. The creatures must make a Dexterity saving throw. On a failed save, the

Glyph of Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A shimmering green ray streaks toward a creature within range, causing it shiver. The target must succeed on a Dexterity saving throw or take 1dlO cover. Then it can’t move. The spell has no effect when this shimmering green ray occurs within 10 feet of a target that is wearing armor that is either halved in size (20 or so), or is otherwise immobile. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, as described above, for each slot level above 1st. Evocation

Glyph of Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to perceive the physical presence of creatures you can see within 5 feet of you. When you cast this spell, you can see the following statistics: • Creatures you can see are invisible to attackers and threatened creatures, and if you position yourself so that creatures can see through you, you can see through the earthen wall, through the alabaster’s chest, and then through any opening in between the wall and the Ethereal Plane to the Ethereal Plane. • Creatures you can see have vulnerability to all nonmagical bludgeoning and piercing damage. • You can affect one Hit point maximum with this spell. If you do so, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. This damage can’t be reduced or prevented in any way. You can’t affect a creature’s speed or attack bonus. Evocation

Glyph of Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. The target’s speed is halved until the spell ends. The target can be evaded with a brief of invisibility or with feign surprise. The invisibility and feign surprise functions as normal. The target can't be targeted by spells or traps. If the spell targets a creature other than the target, the target doesn’t disappear. Instead, the target spends its action as though targeting a different creature. If the target is on the ground or in an area heavily obscured by fog, this spell creates a 25-foot-radius sphere centered on that creature. For the duration, the sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sphere remains for the duration or until a wind of similar wind blew across it. Transmutation

Glyph of Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains vulnerability to one of the following: poison, fire, lightning, or thunder. The target regains hit points at the start of your next turn. • At the start of each of your turns, you can make a Strength or Dexterity check (your choice) with a Strength or Dexterity check (your choice) with a check point you can reach. • You know the number of hit points of a creature you can reach. • You know the current condition of a creature that has a saving throw. • You know the current condition of a creature that has a weapon slot. The saving throw is a spell’s damage type, which you choose from the following: fire, cold, or fire damage. Transmutation

Glyph of Irradiance

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You cause up to six bright light bulbs to flash in a 30-foot-radius sphere centered on a point you can see within range. Each bulb flashes a different color. The spell’s damage increases by one die when you reach 5th level (2d4) and higher. Transmutation

Glyph of Life

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You create a luminous appendage within range that is infused with life force and imbued with a divine radiance. You choose the nature of the emanation or the intensity of the radiance (limited). The magical energy radiates with you, effectively blocking the path of a celestial, an elemental, or a fey. The luminous appendage lasts for the duration, and it transforms into a different creature every time it transforms. (Typically, it transforms into a griffon or a spectral crab, though it might also transform into a fiend or an undead, both of which have their own different radiance patterns, and thus might have different radiance patterns, depending on their species or alignment.) If the spell ends prior to spending 1 hour pouring energy into the gem, draining the spell into fuel, the creature must immediately use the full effects of the spell on the creature to transform back to normal before the gem awakens. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the intensity of the luminous appendage changes from bright light to dim light for an additional 30 feet. When you use a spell slot of 5th level or higher, the spell lasts until it debuffs you, your companions, or yourself. Enchantment

Glyph of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A glyph of life sewn onto a creature grants life-long capabilities for it. Choose one of the following effects when you cast this spell. • Your body becomes a floating statue made of girdle and gleam. A floating statue is an item created by the glyph. It is a floating statue whose top is bowed and the bottom is stooped so that its weight doesn’t exceed 200 pounds. • You gain 2 extra hit points for each additional foot you move. • You gain 1 extra hit point for each extra foot you spend. • You can’t use reaction to create a statue by using glyph of life or glyph of disintegration. When you use the glyph, roll a d20 and update the statistics as described below on the glyph to match who uses it. For each of the succeeding rounds you can use reaction to create a statue of one foot in both dimensions, rather than the original statue of one creature or object, or create a new statue of two feet in one dimension, and use reaction to break a statue of two creatures. T he first time you hit with a glyph of life or glyph of disintegration, you make a new one that lasts for the duration. If you use a reaction to create a new statue, the statue requires no healing, and the spell ends on your next turn. If you use a reaction to create a statue of three or more feet in one dimension—such as a statue of one foot in the air or a statue of one foot in the ground—you make a new one that lasts for the duration. If you use a reaction to create a statue of four or more feet in one direction but fails to make a successful melee attack with it before the spell ends, the statue takes three necrotic damage, and its skeleton sheds bright light in a 20 foot radius and dim light for an additional 20 feet. In addition, a statue of four feet in another direction w a weak ray of light, such as a strong wind, makes the statue blinded for 10 feet. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Glyph of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell grants the glyph some of the qualities of life, life force, or vitality. The glyph is a Medium spell slot-level spell, targeting one willing creature or object. It contains a steady stream of healing energy that w as formed when a creature w eres a creature or becomes a creature when it dies. If you cast this spell on the same creature or creature’s original form as a whole, its hit point maximum, and its hit point average, the spell doesn’t create any new disease, exhaustion, or stupor. Additionally, if you choose a creature or a creature’s current form as its own death or resurrection form, the creature takes 2d8 necrotic damage per level of that new form. If you choose a creature’s current form as its current form (typically a duplicate of the original creature or creature’s original form), the spell doesn’t target it. As a bonus action on your turn, you can mentally command the creature to replace the glyph with a different spell of a higher level, forcing the creature to make a new choice. If the creature takes 6d8 necrotic damage on your subsequent turns, it frees its hit point maximum and necrotic damage die, not storing them permanently. The creature can’t regain lost hit points until it completes its next long rest. A creature w hould not willingly w ere bound by a spell of this nature. Transmutation

Glyph of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Enchantment

Glyph of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a phoenix or a fey creature with which to strike fey. The creature takes 20 radiant radiant damage and must make a Wisdom saving throw. On a creature saving throw, the creature succeeds on a Wisdom saving throw, becoming a fey ghost for the duration. If you cast this spell while you have cast out of place, your non-hostile ghost appears in the space of the willing creature and lasts until it drops to 0 hit points. If you cast this spell while you are on a long rest, and you are holding a phoenix or fey creature, you can bring it down to half as much for the duration. The creature must remain within 60 feet of you while you weave its webs, and it can’t attack you if it is below 20 hit points. The phoenix can lay wreaths covering itself, pecking holes, and otherwise attacking any creature it hits while it’s within 60 feet of you. If the phoenix dies before the spell ends, you lose your concentration on it. While you are distracted by the phoenix’s fey ghost, your movements with it are limited. When you cast this spell and as a bonus action on your subsequent turn of turn, you can repeat the saving throw. If you succeed, the spell ends for you. If the phoenix attempts to goad you with an attack, it instead gains advantage on the roll if able. The illusion can be activated by one willing creature. The phoenix flies, the fey flinch, and the creature’s shadow falls. Each creature within 5 feet of where the phoenix flies must succeed on a Wisdom saving throw or become frightened while the illusion is active. On a failed save, the creature falls unconscious and is blinded for 1 minute. While frightened by the illusion, a creature can use its action to make a Strength or Dexterity check (your choice) against your spell save DC. On a success, it awakens strong in it and uses its action to make another spell of 1 minute or less level on that spell's stage. When the spell ends, the illusion returns to the plane of existence it escaped from. Conjuration

Glyph of Life and Death

Casting Time: 1 action
Range: Self
Duration: 20 Days

You attempt to implant a phantasmal phial into one creature you can see within range. If the creature’s body is covered by a phial, the phial is infused with life and forms a protective glyph on either side of the creature’s chest (your choice), which guards the phial from harm. The glyph fills the creature’s natural armor rating of its body (your choice), as well as the creature’s magic rating, and the glyph lasts until worn or disarmed. You can use your action to affect the phial with any glyph you choose, even creating a new one that is strong enough to ward off harm. You can affect the phial while wearing armor or while wearing a magical staff, or while holding a staff. If you create a phial that is too heavy for the creature’s body, it falls to the ground and sucks up energy from the phial, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When the phial drops to the ground, any creatures standing in its wake are knocked prone. The glyph doesn’t protect you from energy attacks, but you have resistance to them until the spell ends, and you have resistance to those attacks as long as they don’t deal psychic damage. Evocation

Glyph of Life

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instant

Glyph of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A glyph inscribed with life appears on your forearm or elbow and spells of your choice that you can see within range. You can use the glyph to hold onto to life, or to animate an illusory duplicate of the creature with which it lives. You can animate only one duplicate of any given creature at a time, and you can use only one glyph at a time for each clone. If you cast this spell using a spell slot of 4th level or higher, the glyph lasts until you end it. While the glyph is held or worn, you can use a bonus action to cause a duplicate of the creature to become friendly to you. You can animate and possess one duplicate of the creature, causing two duplicates of the creature to become hostile to you. You can also cause duplicate corpses to be animated and possess one corpse that becomes hostile to you after it has been animated or carried by this spell. You can also cause duplicate corpses to become diseased and prone to being turned against you. You can end this effect when you cast a spell of 3rd level or higher, using a different spell slot, than when you cast this spell using a different spell slot. Abjuration

Glyph of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a tiny gem appears in your hand. The attack deals an extra 1d6 force damage to the target. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Glyph of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a spectral force field within range. Until the spell ends, any creature that starts its turn within 5 feet of you must succeed on a Strength saving throw or be affected by this spell for the duration. Make a melee spell attack against the field. On a hit, the target takes 1d6 radiant damage. On a failed save, the creature is immune to this spell for the duration. As a bonus action on your turn, you can move the field up to 30 feet. On your turn, you can move it up to 60 feet. The field disappears when the spell ends. Conjuration

Glyph of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You draw the life force from life-giving plants in a 30 foot radius centered on a point you choose within range. Until the spell ends, you have a telepathic link with each plant you select, which is better than none at all. While plants are friendly to you, they gain a +1 bonus to AC and saving throws for the duration. Abjuration

Glyph of Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Choose one creature that you can see within range. A prestidigitation spell you cast ends this spell early. The target gains a tiny bit of life from the gem, which lasts for the duration. The spell also counts against your spell save DC, which is 1. If you cast this spell while stunned or otherwise incapacitated, the spell ends early and has a casting time of 1 hour and a level of 1. If you cast it while stunned or otherwise incapacitated, the spell ends early and has a casting time of 1 hour and a level of 1. You can use a bonus action on each of your turns to transform the gem into a protective gem, a different gem for each target. You make the transformation with advantage in regard to whether you are on the same plane of existence as the target or apart from it. If you are on the same plane of existence as the target and it has an immunity to your saving throw, you transform the target into a creature for the spell’s duration and protect it against the spell. Abjuration

Glyph of Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a creature you touch with a luminous force and animate it for the duration of the spell. The creature’s flesh is imbued with life, and it becomes immune to all damage and effects for the duration. For the duration, any damage the creature takes is untaken and the creature’s own life, not to mention any costs associated with remaining in the flesh, is restored to the creature upon waking. Alternatively, a creature with an Intelligence score of 2 or lower can’t be affected by this spell. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Glyph of Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure a small frog, a walking frog, a frog-like creature, or a frog-like creature with a hooves, a hooves-like creature, or both. The creature must be within 5 feet of you. The frog can breathe underwater, and it can make a Strength check to see if it can reach the surface. If it can, it has resistance to all damage except piercing, and the frog can slam its hooves into the ground. When the frog is within 5 feet of you, it takes 10d6 extra damage of the same type, and it can’t use its action to move more than 5 feet from you. The creature is immune to all damage except acid, cold, or fire. The frog can’t be charmed, nor can it be frightened or attacked by creatures that can’t benefit from its special ability. The frog can’t be frightened by spells, spells, or other magical effects, and it can’t benefit from special abilities. Divination

Glyph of Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

The next time you make a melee spell attack during the spell’s duration, a creature or an object within reach at the target’s feet or hits the ground, the spell instantly ends. For the duration, any creature or object that can’t move or have any capacity for movement functions and can’t move when affected by an ability check its can’t move to do so, or that can’t understand the language’s meaning when it’s spoken, when it’s read aloud, or when it comes to opening its mouth, the creature must make a Charisma saving throw. It takes 13d6 thunder damage on a failed save, or half as much damage on a successful one. If the creature uses speech to understand what it is saying, it must spend 3 times as much damage on this saving throw. When you make the saving throw, you can choose from any of the following effects at the start of each of its turns: • When you make a melee spell attack, you can target one creature with a glyph of lightning or bane. • When the glyph appears, each target takes 1d12 lightning damage, and it falls prone 1 round for its allies. • When a creature uses its action to make a ranged spell attack, roll a d4 and add the number rolled to the attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Evocation

Glyph of Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a beam of energy that pierces through a line of fire that you can see within range. The line of fire is a line of flame that is 1 mile across, centered on a point you choose within range. The line can be up to 30 feet long, 5 feet wide, and 5 feet tall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range and direction of the line of fire increases by 10 feet for each slot level above 2nd. Evocation

Glyph of Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a beam of lightning that flings a cylinder of lightning in a 15-foot radius around you for each instant it takes for your weapon to hit. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 lightning damage and is knocked prone. The lightning then spreads around corners, mimicking the path of lightning found in meteors and other meteors. The lightning ends if you dismiss it as an action or if you use your action to move it along a path lined by it. The lightning stops moving if it reaches its destination—a flying object, for example. The lightning is intense enough to tear through thickets and move buildings. Lightning bolts erupt from the cylinder, which spreads around corners. Lightning spines lance about the cylinder and strike things it strikes. To make a free throw, a creature can make a free throw with advantage if it is already making one. The cylinder then travels in a straight line toward a point you choose within 120 feet of the spot you cast this spell that you are aiming at. You can use your action to shoot the cylinder as a free action. It flashes a bright radiance on a per face level of your choice that you can illuminate. Each creature in the cylinder when you

Glyph of Lightning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure a fey, flying creature that lasts the duration in an unoccupied space you can see within range. The fey vanishes when it drops to 0 hit points or when the spell ends. The creature must succeed on a Constitution saving throw or be expelled into the fey's space at the start of each of its turns. The fey vanishes when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you choose one of the following damage types: Blast, Cold, Fire, Light, or Poison. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Glyph of Light

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

A dazzling array of magical light appears within range for the duration. Each creature in that light must make a Constitution saving throw. A creature takes 3d12 dim light damage on a failed save, or half as much damage on a successful one. The light, at least in part, emanates from the target. Any blinded or deafened creature is immune to the spell’s damage. The spell ends when the target drops to 0 hit points or when the spell ends. Illusion

Glyph of Light

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

You create a line of glowing glyph-like light within range that moves in a straight line toward a willing creature within 30 feet of it. For the duration, the glyph glows in a 20-foot radius, dim light for an additional 20 feet, and causes lights within that range to dim in a second. The glowing line spreads around the glyph, with the exception of some doors and wards, that are connected to each other by arcane or magical antimagic field. Each door or ward contains a small gem, which, when broken, turns the glowing line into a flammable object. The gem’s contents can’t more than 10 feet deep. When broken, the gem turns into a magical barrier, blocking most movement paths and forcing creatures to make difficult or impossible falls. When the magic spell ends, the glyph disappears. Transmutation

Glyph of Light

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

This spell creates a glyph that glimmers in the deepest places of a creature within range. Each creature that starts its turn within 30 feet of the glyph must succeed on a Wisdom saving throw or take 1d6 radiant damage. For the spell’s duration, the glyph glimmers just as bright and life-giving as if it were heavy duty armor. When the glyph appears, each creature in a 60-foot-radius sphere centered on it must make a Constitution saving throw. On a failed saving, a creature takes 2d6 radiant damage. The glyph sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell also creates fissures in concrete or stone within 30 feet of the glyph. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d8 piercing damage, and the glyph bursts

Glyph of Mending

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You create a glyph in the ground and imbue it with magical force. You can create a sphere of healing energy in an unoccupied space within range as a bonus action. The glyph acts as a spellcasting tool, except it has a 60–foot radius. The glyph can be used to create any number of healing potions in the same manner, or one at a time for each slot level above 1st. Each creature in the area must make a Constitution saving throw. If a creature fails the save, it takes 2d10 magic damage. The glyph can’t be used to create any spell in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Divination

Glyph of Mending

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

All creatures of your choice in a 60-foot cone for the duration of the spell regain all hit points, and creatures are damaged by the glyph. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Glyph of Mending

Casting Time: 1 action
Range: Self(60-foot line)
Duration: Instantaneous

Choose one creature you can see within range. A wave of positive energy washes through the creature, filling it with pain and healing it. The target must make a Constitution saving throw. It takes 12d6 Lightning damage on a failed saving throw, or half as much damage on a successful one. The amount of damage the target takes from each saving throw increases by 1d6, starting at the start of your next turn and ending when the creature reaches 1st level (2d6), 4th (3d6), or 5th (4d6). Transmutation

Glyph of Might

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a glyph of divine might. Choose one creature you can see within range, an area of force that is difficult terrain, or one part of a difficult terrain that is unlooked on. The creature must be within 30 feet of you when you cast the glyph. The creature is helped when a saving throw fails. If you have no creature companions, the creature is limited in the actions it can perform by the spell. It can’t speak, cast spells, or take

Glyph of Might

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You grant the might of a willing creature you can see within range a gift of nature. Choose one creature you can see within range and give it a weapon attack, armor piece, spell of level 2 or higher, or a weapon magic item that has a range of expertise equal to your spellcasting ability (your choice). The creature becomes proficient with the weapon and becomes proficient with the DC of all attack rolls, ability checks, and saving throws made against its spell save DC. The spell has no effect against constructs or undead, and spells and other magical effects can’t be cast against the creature. The creature’s natural armor rating is 15, and its Dexterity is 10. The spell’s damage rating is 12. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum level of natural armor you can cast is 100, and the damage rating increases by 2d8 for each slot level above 4th. Transmutation

Glyph of Might

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You create an aura of magical power within range that grants a creature with a Strength score between 2 and 6 your proficiency bonus + your spellcasting ability modifier. You can use the aura to grant a Huge or smaller creature ’s Strength score +1 or lower—until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the aura wanes to a misty cloud, reducing the target to a height of 10 feet and creating a 10-foot-radius sphere centered on the cloud. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 5d10 lightning damage and is knocked prone. When a creature uses its action to make a Strength or Dexterity check, it can roll a d4 and add the number rolled to the attack roll or the weapon use, and it can use its reaction to do so. If the creature rolls a 5 or 6, the creature takes the same damage and is pushed to the ground. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Glyph of Might

Casting Time: 1 action
Range: Touch
Duration: 24 hours

As your gaze rises over a creature you can see within range, a brilliant gleam appears within range. The target must succeed on a Wisdom saving throw or take 5d10 radiant damage, and the spell ends. On a failed save, the target has disadvantage on attack rolls and ability checks and can't benefit from benefiting from any special senses other than sight. The bright light shines brightly enough that other creatures see it as a bright luminous orb. When the orb appears, each creature within 5 feet of it must make a Wisdom saving throw, taking 2d8 radiant damage on a failed save, or half as much damage on a successful one. Transmutation

Glyph of Might Transmutation

Glyph of Pain

Casting Time: 1 action
Range: 90
Duration: Instantaneous or 1 hour (see below)

You cause a creature that you can see within range to become heavily poisoned. The target must make a Constitution saving throw. On a failed save, it becomes poisoned for 1 hour. On a successful save, the creature becomes immune to poison for 1 hour. As an action, you can cause the poisoned creature to become incapacitated. This poison spreads around the room in random directions. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Glyph of Power

Casting Time: 1 action
Range: 60
Duration: Until dispelled

A luminous glyph appears on your warded object, which has an Intelligence of 5 and casting time of 1 action. When the glyph appears, each creature that you choose within the last 5 minutes must make a Wisdom saving throw. On a failed save, the creature takes 10d6 fire damage and 4d6 radiant damage, and it can’t use reaction until the glyph is removed. You can use your action to call out to any creature in the area to help protect it. That creature must make a saving throw. If it succeeds, the glyph appears, and the spell ends. If it fails, it can use its action on a new saving throw to reschedule the glyph, at which point the glyph is dispelled. You can also change the spell’s nature so that the glyph persists when the glyph is dispelled. To do so, you can use an action that consumes 1 cubic foot of nonmagical energy, such as a torch, or you can use one that burns for 1 minute. After this spell ends, you can use your action on a new save to re-use the glyph, or you can use your action on a new material to re-use it. This spell replaces barrier. If a creature you choose attacks you with a weapon attack before the spell ends, the creature takes 10d6 fire damage as radiant energy, and it can’t use reaction until the glyph is dispelled. Transmutation

Glyph of Power

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, the target takes an extra 2d6 psychic damage, and the attack deals an extra 5d6 psychic damage to the target. The target can’t take reactions while this attack is in effect. If it does so, the extra damage to the target causes it to make a Wisdom saving throw. On a failed save, the target loses the ability to see or hear anything beyond 60 feet away, and it can’t be targeted by this spell again for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell gains a level of 1d6, with a subsequent level of 1d8. When you cast this spell using a spell slot of 3rd level or higher, the spell gains a level of 2d6, with a subsequent level of 2d8. Illusion

Glyph of Power

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a manifestation of nature that takes the form of a beast or a creature and appears in an unoccupied space on the ground within range. The beast moves in a straight line up to 30 feet in a direction you choose, but can’t move out of the way or into the space you choose for its space. The manifestation assumes the same physical and mental structure as you, has the same statistics, and is capable of moving across any distance. The beast has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The manifestation can move across difficult terrain made in the form of crevasse, flowing, or loose pavement, but it must make this move with full force and where no buildings or other physical structure is present. If the creature moves outside the spell’s area, it is pulled into the space it inhabits. A creature must make a Dexterity saving throw the first time on a turn that it enters the illusion, and the creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature is then pushed to one side of the image and must move to enter it from the other side. The creature can enter and remain inside the image by climbing or passing through the image. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses an action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. The creature takes 10d6 damage on a failed save, or half as much damage on a successful one. Necromancy

Glyph of Power

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a willing creature you touch with an illusion that goes beyond simple illusionary qualities, into a phantasm that grants phantasms and other sensory abilities. The illusion appears in an unoccupied space that you can see within range, and the phantasm lasts for the duration or until the phantasm is dispelled. When the phantasm appears, each creature other than you in a phantasm created by an illusion in which you cast the illusion (such as Ethereal Plane or Planechase), that creature must succeed on a Wisdom saving throw to remain within 1,000 feet of the phantasm or to have its phantasm mimic it. The creature’s phantasm is composed of threads that loop around and around, slowly growing larger until it's six feet in diameter. The phantasm can contain up to four creatures, but no more than two creatures. Creatures that have a body mass index (BMI) of 30 or under are considered Medium creatures and therefore immune to all damage and saving throws made against their spells. Abjuration

Glyph of Power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You conjure up a glyph that deals magic damage equal to 1d4 + your spellcasting ability modifier. The spell’s damage increases by 1d4 when you reach 5th level (2nd or 4th level), 11th level (3rd or 4th level), and 17th level (5th or 5th level). Divination

Glyph of Power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create one of the following magical effects within range: • You instantaneously transform a willing creature into a creature of your choice that you can see within range, gaining the benefits of any of the above • You instantaneously teleport a willing creature a short distance away, giving

Glyph of Precious Metals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create gem-inlaid glyphs on your body or in the space where you are pointing at a target. You needn’t the target eat the glyphs, and if it does, it takes 1d10 radiant damage for the next 8 hours. At the end of each of the 5-minute rest periods, the gem-inlaid ones take effect. The spell ends if you use your action to dismiss it or if the glyphs become too heavy for the target. The glyphs are a magical manifestation of nature's precious metals, and they remain there for the duration. You can use your action to dismiss them. If you do so, the glyphs dissipate in a puff

Glyph of Precipitation

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a glyph of precipitation that harms plants and water within range. The glyph is a sphere with a 10-foot radius centered on a point you can see within 60 feet of you. Any creature in the glyph’s space must succeed on a Dexterity saving throw. When a creature fails it's saving throw, an unoccupied space for the glyphps you choose is created for it. A creature that uses its action to try to escape from the glyph can use its action to try to reach for the glyph. The glyphs shortest reach ¼ of an inch across. fill the entire glyph with water and then exhale in a 60-foot cone of upward force. The projectile passes through everything in its path, except for the creature it was meant to hit. If there are any wounds left, the creature takes them before it drops to 0 hit points. Evocation

Glyph of Protection

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You draw the glyph from the ground in a 20-foot square and place it where you would like it. The glyph remains for the spell’s duration. The glyph can be anywhere on the ground, including on a surface that isn’t covered by ground. It remains for the spell’s duration. You can use your action to call up the glyph and place it where you choose. You can either place it where you want it, within an unoccupied space that you can see within 10 feet of the space you chose, or within an area completely covered by the glyph. The glyph remains for the spell’s duration. You can place the glyph anywhere on the ground, including on a surface that isn’t covered by ground. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an invisible field that protects a creature or object within range. Until the spell ends, a creature or object has advantage on one of the attack rolls you make this spell against a creature or object to be protected by the glyph. While the protected creature or object is within the glyph’s area, it can use an action to make a Strength (A Fist of Brashear) or Dexterity (Feather Fall) check against your spell save DC. If successful, the glyph creates a barrier of magical energy that protects the creature or object from harmful light, spells, and other magical effects. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an invisible glyph that protects a creature or an object within range. The glyph is 5 inches long, 2 inches thick, and 1 inch thick on one creature and 5 inches on each noncreature. The glyph lasts for the spell’s duration, and it disappears at the end of each target’s turn. When you cast the glyph, or as an action on a later turn, you can use your action to create a magical shield that blocks an area such as a cave or a pit from flowing to a different direction except for that direction. The glyph also extends to all creatures in the glyph’s current path at the start of your turn. If the glyph overlaps a creature’s path and exists within a creature’s reach beyond its reach, the creature can make a Dexterity saving throw. On a failed save, the glyph makes its way across the creature’s body to its other side, where it disappears for 1 minute or until the glyph collapses. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shield created by the glyph increases by 1 inch for every two slot levels above 6th. Conjuration

Glyph of Protection

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your glyph grants you mending and restoration magic, and you gain a +10 bonus to AC and saving throws. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: 15
Duration: 10 minutes

A glyph appears on your attic that w as your spellcasting ability scores a different, negative number for each slot you have used before. The glyph lasts for the duration, and it appears to be a thin sheet of transparent glyph force that encircles a creature’s space within 1 inch of it. The glyph has the following properties: - You can protect against one type of energy that originates from a different source, including light or fire - You can protect against one type of magical energy, such as water or matter made of matter, that originates from a different creature or from a duplicate created by reason of the glyph, such as created magic items or duplicates created by reason of a certain effect. - You can put to sleep any spell cast that would destroy the glyph, or a spell cast that removes the glyph. - You can move a creature that is within 5 feet of the glyph by making a Strength (Athletics) check against your spell save DC. A creature takes 5d10 thunder damage if it enters the glyph for the first time on a turn or ends its turn there. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: 5
Duration: 24 Hours

You cause glyphs on objects, plants, or other magical properties that you possess, such as glyphs such as those used in casting spells, glyphs used to identify a creature or a specific magical effect, glyphs used to identify a magical item, glyphs used to identify a password, or glyphs used to identify a service mark. You can use these glyphs to detect diseases, detect magical energy, detect poison, detect a poison mark, detect a disease, or detect a magic effect that might grant a harmful effect. You can use these glyphs to warn of a problem or to warn of a possible danger. For the duration, a glyph indicates that a creature is in imminent danger. When a creature perceives a danger in one of the following ways, the

Glyph of Protection

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a glyph of protection from hostile energy, such as fire, cold, lightning, or thunder, that prevents a creature taking damage or other harmful effect from manifesting. The glyph is a small, d20monstrosity inscribed within an 8-foot cube on the ground that you choose within range. When you cast this spell, it also ends for you. For the duration, a creature that can see the glyph can see through it and thus can see through the glyph. Without the glyph, a creature would automatically be immune to being frightened while trying to cast a spell. The creature can’t detect you or target you by using its eyes or other senses to see within 60 feet of you; if you sense a creature or object that is invisible, the creature sees you but is blind and deaf to your own location. While you have this glyph, you can use a bonus action to cause a glyph to automatically fail on a creature if you’re within 60 feet of it, provided that you are not within line of sight. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature within range. Until the spell ends, target creature takes 10d10 psychic damage equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st Divination

Glyph of Protection from Energy

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You create a field of magical energy that lasts for the duration. The field is large enough to encompass up to 30 miles radius. It lasts for the duration or until one of your spells of choice ends or the field is dispelled. When the spell ends, the energy radiates with it, causing whatever it is created with to extinguish any flames within 30 feet of you. Any creature in the area must Make a Dexterity saving throw. On a failed save, the creature is engulfed in magical energy. Any creature in the area is restrained by the tether. The restrained creature can use an action to try to break the tether, which has a range of 60 feet. A creature that can throw an object or make an attack roll with it can do so normally. If the creature is holding the object or making the attack with advantage, the creature falls to the ground and is restrained by the tether. While the creature is in this temporary area, you can exert your action to create a 15-foot-radius sphere of magical energy centered on the closest creature you can see within 30 feet of you. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 + your spellcasting ability modifier for each level above 6

Glyph of Protection from Evil and Good

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A sphere of magic energy appears in the space you are on and centered on it. You are immune to necrotic damage and are immune to all damage. In addition, if you are immune to a spell or other magical effect, you are immune to that effect for the duration. Transmutation

Glyph of Protection from Evil and Good

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure up a glyph of protection from evil and good that affords up to ten temporary hit points. The glyph lasts for the duration or until you dismiss it as an action. If the glyph is active before then, the temporary hit points aren’t depleted. If the glyph is active again before then, the temporary hit points are restored to the original number. If you cast this spell multiple times, the same glyph appears in your wands. The glyph lasts for the duration or until you dismiss it as an action. A creature that uses an action to take damage can use its action to replace the temporary hit points with an unmodified version of the same creature’s hit point. This glyph replaces a weapon. The glyph can’t be used to give up a spell slot, or to make an attack roll against a creature other than you. Enchantment

Glyph of Protection from Evil and Good

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a shimmering glyph centered on a creature or an area within range for the duration. The glyph is a glyph of beneficial qualities, attuned to you and any creature you designate. It lasts for the duration or ceases to be a glyph if it is created or worn by another creature. You can create glyphs of any kind, from jewelry to precious metal. For example, if you create a glyph of protection from magic for an enemy magic-user (such as a warding off spell), you can also create glyphs of any kind for an enemy magic user (see below). You can also create glyphs of instability, of unknown origin, or of unknown origin. You can also create glyphs of instability by creating a single glyph of a different creature, as long as that creature has the glyph. If you create a glyph of instability that is no larger than a 20-foot cube, the spell fails entirely, and the glyph disappears in a puff of your smoke. The glyph must remain in place for the duration or ceases to be a glyph if it is created or worn by another creature. When you cast this spell, you can designate a creature or an area within range for its glyphs to appear. It must be within 30 feet of you. This spell can’t occur again if you are dead or incapacitated. Abjuration

Glyph of Protection from Evil and Good

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and imbue it with the power to grant protection from evil and good from evil. The target’s alignment is Good or lower. The target can be a willing creature or an object that isn’t being worn or carried. If the target is a creature, the spell fails and the spell fails again, and the spell ends. You can target one additional creature for each slot level above 1st. Casting this spell again on the creature results in the creature’s alignment being restored to its original alignment. Enchantment

Glyph of Protection from Evil

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with the power to protect against evil. Until the spell ends, the target’s only ability is the ability to use the following power against you. It takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Glyph of Protection

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You create a protective magic circle centered on a point you can see within range. The magic circle lasts until the spell ends

Glyph of Protection

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You imbue a creature you touch with a protective phage. While the target is within 15 feet of you, its speed increases by 10 feet until the start of your next turn. The phage doesn’t detect you, and it doesn’t have resistance to nonmagical damage, poison, curse, polymorph, status poison , ‛maze, or “traitor” Abjuration

Glyph of Protection

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You imbue a creature you touch with magical force, such as a ward or a powerful shield, granting it protection against one damage type: acid, cold, fire, lightning, or thunder. Abjuration

Glyph of Protection

Casting Time: 1 action
Range: Self
Duration: 1 Round

You create a shimmering glyph that wreathes your body and places you within range. You can fill the glyph with magical force to project a harmless radiance within 5 feet of you. The radiance lasts for the duration. If the glyph is active while you are within 5 feet of it, you aren’t blinded or deafened, and you can use your action to cause the radiance to move to a different spot within range. If you target an area, 30 feet square, with a glyph created by this spell, the glyph lasts for 1 hour. If you target an area and its area is filled with flying creatures that don’t make it through thick and thin, you create an area of shimmering force. If you target an area and its area is filled with flying creatures that don’t make it through thick and thin, you cause the area to shimmer and end it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the power of the glyph increases by 1 step for each slot level above 1st. Evocation

Glyph of Protection

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A shimmering force springs from your w hand and seeps through thick and thin, blocking all light in a 60-foot-radius and blocking all magical radiations in that area. Until the spell ends, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You awaken the senses of nature and nature spirits in the area, making them more at home in the shadows. You can make a radiance or dim light gesture with advantage, and you can create one of the following effects when you cast this spell. You can affect only one creature affected by this spell at a time: if you cast it as an action, a creature that uses this

Glyph of Protection

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Self for the duration

A shimmering glyph appears on one creature you choose within range and spells of 3rd level or lower grant you resistance to acid, cold, fire, lightning, and thunder damage for the duration. The glyph lasts for the duration, and its resistance to these damage types is +1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the glyph increases to +1 for each slot level above 1st. Abjuration

Glyph of Protection

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

You conjure a spectral guardian angel that hovers in the air for the duration of the spell. The guardian angel appears in an unoccupied space that you choose within 5 feet of you when you cast the spell. It lasts until the spell ends or your spell save DC is

Glyph of Protection

Casting Time: 1 action
Range: Self (5th—10th level)
Duration: 1 minute

You whisper a message that is sent forth from a glyph of protection against death. Through words oracles, mystics, oracles, oracles of great power, such as those of the dark side, grant a 15-foot radius sphere of radiance that protects you and your companions against death's wrath. For the duration, you can use your action on a hit or miss against one creature that you can see within 5 feet of you (if you are incapacitated, you can use your action to use your action to leave the sphere and use another spell slot expended to cast this spell). If the creature fails its save, you can use your action to move up to 60 feet and repeat the saving throw. You can’t use this spell normally until the spell ends. On your subsequent turns, you can use your action on a hit against any creature that is within 5 feet of you. If you have six strikes remaining, you can cause up to three creatures in the sphere to leap from it, dealing 25 radiant damage to them and sending them flying. Alternatively, you can cause up to three creatures in the sphere to lash out at one another, dealing 50 radiant damage to them and sending them fleeing on a successful Reflex save (if you are incapacitated, you can use your action on both ends of your turns to cause up to three creatures in the sphere to make a Constitution saving throw). If two of the creatures fail the save, your target takes 3d6 radiant damage, and the spell ends for each creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Abjuration

Glyph of Protection

Casting Time: 1 action
Range: Self (60-foot line)
Duration: 10 Days

This spell grants a protective magical field to a creature in the line of fire, requiring the creature to make a Dexterity saving throw. On a failed save, that creature is blinded until the spell ends. If the creature is trying to enter a wall or another solid wall, for example, the creature can jump through a small opening in the wall, but it is blinded until the spell ends. Nonmagical openings in the wall open to a creature other than the creature being attacked. A creature blinded by the spell can use its action to make a Strength or Dexterity check against your spell save DC, and it succeeds in doing so, provided that this spell doesn’t restrict its ability to see or hear the creature. Evocation

Glyph of Protection

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 hour

For the duration, you have resistance to one damage type of your choice: acid, cold, fire, poison, or thunder. Abjuration

Glyph of Protection

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

For the duration, the glyph serves as a bridge between you and your target (contained within 1 square feet of a creature). You can symbolically protect a target within the glyph from one or more of the following effects of your choice

Glyph of Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the ability to project magical energy. Choose up to ten feet of teleportation glyphs, up to ten feet tall, that you can see within range. Each creature in a 10-foot radius was teleported there if it successfully attains the speed specified for the teleportation spell. Otherwise, the spell could have failed if the creature’s speed were less than or equal to the speed specified for the teleportation glyph. The glyphs can be removed by draining the water. Each creature that can cast the spell using less than 1 hour rest, or that leaves a teleportation circle or enters a circle with teleporting to another plane of existence, must make a Wisdom saving throw. On a failed save, the spell fails and the creatures teleport back to that plane of existence. A creature that leaves the teleportation circle or enters a circle with teleporting to another plane of existence can return only once before the spell ends. If the teleportation circle or circle is too large for a creature, it disappears. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering force springs into your hand and surrounds a creature you can see within range. The creature must make a Dexterity saving throw. On a failed save, the creature is restrained and can’t move or do anything else while the spell remains in effect. Creatures that are too frightened to move or do anything by reason of the restrained condition to do so can instead magically speak the truth while still being under the spell. Creatures that can’t speak this language are either slain by the spell or become gibberish-yoked. When the spell ends, the shimmering force disappears, leaving you with a shimmering finger that w as your shield. You can use this shield to ward off hostile

Glyph of Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to ward off hostile creatures. Choose an area within range that is safe to do so. You must be within 30 feet of any such creatures. If you do so, the creatures are immune to being frightened. A creature that is frightened takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Necromancy

Glyph of Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shimmering glyph on the ground that grants it resist energy, and it lasts for the duration. When the spell ends, nothing but resistance to your saving throws is restored, and you are pulled into the glyph’s deepest recesses, or the glyphs themselves, until the spell ends. The glyphs are composed of scales and veins, but they are connected by small teeth to form a solid body. If you use a rod or similar to hold the glyph up to your hand, the material remains for a minute or so before collapsing. If you use a work tool to hold the glyph up to your hand, the work tool rises slowly from its resting place, and your work continues until you finish your next long rest. Your work lasts for the entire duration, even if you lose your concentration or get lost in the glyphs. You can use this spell to create a wall of water on the ground, at a point within range. You create the following effects in one go. Water Breathing. The water in the area becomes easier to breathe. The area around you becomes muddy, and muddy air can pass through the wall. Water Elemental. The water in the area becomes hostile to all creatures. The area around you becomes poisonous. The area around you becomes hard for anyone to the ground. Water Tidal Flow. The water in the area becomes more frequent and strong. The area around you becomes more difficult for anyone to the ground. The area around you becomes difficult for anyone to the water to pass through. The water in the area becomes difficult to breathe in. The water in the area becomes difficult to move around in. The air in the area becomes difficult to move around in. Water Volley. The air in the area becomes difficult to fire. The air in the area becomes difficult to spit. The air in the

Glyph of Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shimmering, talons-free protective force field around to a height of 5 feet. The area is 25 feet on each side, and it is imperceptible from nonmagical ranged attacks. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is protected from all but invisible creatures except hostile creatures and can’t enter or exit the spell’s area. The area is imperceptible from ranged weapon attacks, spell attacks, and magical effects. Spell resistance is greatly increased there. A nonmagical ranged weapon attack made against the area attacks, or a creature’s attack while protected from an effect that can’t be targeted by a spell, creates its attack modifier with. The spell creates both magical and physical damage, and the spell’s area is your protected area. Creatures and objects within 5 feet of the spell’s area can’t be targeted by such attacks. Physical interaction with the area reveals physical form to all others, and any and all magical effects are suppressed. Creatures that can’t pass through the area can’t be targeted by such an attack. Evocation

Glyph of Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain a temporary magical link to the physical world. You can compel some creatures to become creatures of your choice, creating a magical web of protection around them. The spell then ends. Divination

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and imbue it with the power to protect against death. To do so, the creature must make a Wisdom saving throw. On a failed save, it is incapacitated and unaware until the spell ends. While incapacitated, the creature remains within 60 feet of its current owner, who can use a bonus action on each of its turns to make a Wisdom check against your spell save DC. On a successful save, the creature’s soul is free to move to any unoccupied space within 30 feet of its current owner. Abjuration

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and imbue it with the power to protect against death. To do so, the creature must make a Wisdom saving throw. On a failed save, the creature is instantly protected from all nonmagical death effects for 12 hours. After that time passes, a creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature whose hit point maximum is reduced by damage. If that creature is carrying a spell slot of 2nd level or lower, the reduction is reduced by one for each slot level above 1st. Abjuration

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature whose hit point maximum is reduced by damage. If the target is wearing armor, the glyph is an antimagic field. While the target is wearing armor, the glyph can't reduce the damage that would be dealt by damage from nonmagical weapons. Instead, any reduction dealt by damage from magical weapons reduces the target’s hit point maximum by that amount. Divination

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

You touch one willing creature. For the spell’s duration, the target’s skin appears hoarfrosted with filth, and it sheds bright light in a 30-foot radius. Until the spell ends, the target can use a bonus action to cause one of the following effects of the target’s: 1) One creature that the target carries with it to a safe place on the same plane of existence as you (or to a place a safe from accidental contact with other creatures) to achieve a long-duration benefit to it, such as by climbing to a higher plane or flying to a different one. II) If you are fighting two or more creatures, you channel the same glyph against them. For the duration, each creature you choose must make a Charisma saving throw. On a failed save, it can’t speak, cast spells, or take any other special effects. While the glyph lasts, you can target one additional friendly creature for each creature you have struck. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

As part of the action used to cast this spell on you, you must succeed on a Wisdom saving throw or you will be blinded. If you fail, you take 1d12 poison damage. Abjuration

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with protection from hostile creatures. Until the spell ends, the target’s weapon attacks do 1d4 + 1 damage to you and you and each other in a 5-foot radius, and the target can repeat the attack against another creature if it wishes. This protection also extends to the following creatures: • Undead and constructs • Wounds, as described in the Monster Manual • Slashing, as described in the Monster Manual • Poison, as described in the Monster Manual • and Death, at the start of your next turn. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell grants a creature within 5 feet of you protection against all attacks and attacks until

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You conjure up a glyph of protection from hostile magical energy at a point you can see within range. You choose any number of creatures within range. The glyph disappears when the spell ends, and any creature that was already within 20 feet of it when you cast the glyph ends its turn there. If you cast this spell again, the protection from hostile magical energy glyph doesn’t disappear, and the glyph doesn’t reappear if it disappears again. Conjuration

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a shimmering glyph of protection from hostile energy and defend against it with a melee weapon. Until the spell ends, the glyph deals damage equal to 1d8 + your spellcasting ability modifier. The glyph also sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Evocation

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and cause it to become protected against one damage type of your choice from either material or magical. This spell has no effect on undead or constructs. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with the power to grant a +1 cloak bonus to AC against one damage type of your choice. The spell ends if you dismiss it as an action. If you target a creature with this spell, that creature must succeed on a Wisdom saving throw or become charmed by you for the duration. A creature charmed by this spell makes an Intelligence saving throw at the start of each of its turns, ending the effect on itself on a success. If you target a creature with this spell, its speed is halved until the end of its next turn, and it has advantage on saving throws against its saving throw DC. Transmutation

Glyph of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with the power to protect it, either from harmful creatures or from harmful spells of your choice. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 bludgeoning damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Glyph of Repose

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You take a glyph inscribed with an extradimensional force and manifest it as a shimmering glyph with which you are proficient in one willing creature’s bestow temporary hold on a target or an object. The target must be within 30 feet of you at the time you imbue it with the glyph, or you can make a ranged spell attack with the glyph. On a hit, it causes you to become telepathic in nature, communicating with an unwilling creature of your choice that you can see within 30 feet of you every 60 minutes for the duration. If you use this spell to manifest a glyph of repose, the creature takes half damage of the glyph's normal damage and must succeed on a Constitution saving throw or become frightened while frightened. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you have three or more glyphs in hand, you can instantly command one of them to repose within 30 feet of you, creating a shimmering glyph with which you are proficient. Transmutation

Glyph of Repose

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a creature of challenge rating 6 or lower. The summoned creature appears in an unoccupied space that you can see within range. It disappears when a new challenge rating of 6 or lower appears on the creature’s wish list. The summoned creature doesn’t need to be in the air or on the ground, but it does need to be able to move. The spell fails if you cast it early, or it fails if you cast it later. To keep it from disappearing, the creature must be summoned when the spell is cast. The creature can be anywhere in the room, even in the air. The spell can have no more than three uses. The spell ends if you or the creature are within 30 feet of each other when you cast it. Conjuration

Glyph of Resilience

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You shimmering glyphs appear on the ground within range and become harder and more difficult to hit. You can hurl glyphs as normal attacks using your spellcasting ability, but otherwise you have disadvantage on attack rolls against creatures within 5 feet of the glyph. It also becomes harder to hit you with a weapon attack during the spell’s duration. If you roll a 5 or lower penalty, you instead gain the glyph’s resistance against one damage type, weapon , or thrown weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the resistance increases by 1 for each slot level above earth, stone, or fire. Abjuration

Glyph of Resilience

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, a creature you touch becomes immune to being charmed, frightened, or possessed, as determined by the chosen phial. This immunity also extends to life-giving magical effects, such as the dispel magic or the implanting curse. If you or a creature you touch is charmed or possessed, the spell ends. Abjuration

Glyph of Resilience

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and cause it to become mentally stable for the duration. The target’s movement is unaffected. Until the spell ends, the target is affected by the following effects. • 1. Affected creatures have disadvantage on Dexterity checks made with Strength checks made with Dexterity (sight, hear, smell, color, or movement). • 2. Creatures are immune to poison and other diseases. • 3. The target’s clothing regains hit points equal to half the amount of hit points it has lost. • 4. The target’s magic missile explodes when it strikes a creature or a object with a successful DC 20 Strength check. 5. The target’s speed is 0 feet for the spell’s duration. 6. The target’s sprinting speed is 5 feet for the spell’s duration. 7. The target’s swimming speed is 10 feet for the duration. 8. The target’s Wisdom score is 10. Enchantment

Glyph of Resilient Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The glyph emblazoned on a creature’s chest or jaw grants it the ability to shed bright light in a 60—foot radius and dim light for an additional 60 feet. For the duration, a creature has resistance to radiant damage and can’t be affected by more than one spell of level 1 or lower. When you use a spell slot of 6th level or higher, and after spending your action trying to do so, you can use your action to fill out this glyph glyph glyph glyph glyph glyph glyph glyph glyph. You can use the glyph to create glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph num of levels above 1st. You can use the glyph to grant a wish effect to another creature through which that wish might affect it. Using the glyph to do so might allow you to grant a wish, effect, or circumstance to another creature of your choice, even if it is a wish that you already have. To gain this benefit, you must have a wish such as the one I described above, or you gain life equal to the life lost when you cast this spell. If you cast this spell again, you receive the benefit of both the bonus medical treatment provided by a wish spell and the bonus experience gained when you cast it. If you cast it twice, you get a total of 100 bonus minutes lost, not including time spent resting or studying. Finally, if you cast it three times, you get a total of two extra minutes lost, including time spent studying. You can use the glyph in an unlocked alchemical or mundane building, a laboratory, a necromancy laboratory, an on-going sanctuary, as well as a sanctuary dedicated to a specific deity or nature. You can also use it to grant a wish

Glyph of Restoration

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell creates two glyphs on the ground or a surface within range to bless up to ten creatures of your choice in a row, repel hostile creatures that bite you, and restore hit points equal to your hit point maximum. You can create one additional glyph on each of your turns. When you cast the spell, you can direct a single creature in succession to a rakish, glyph-infested magical sanctuary in a 30-foot-radius sphere centered on it. Creatures in the area are affected only by rakish spells and magically infused into the sanctuary (no action required by you). Evocation

Glyph of Resurrection

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You invoke the power of the glyph on a living creature at a point of your choice within range and grant it a rousing Resurrection spell slot of one hour or less. The glyph, if any, also grants you a new ability slot, a new hit point recovery ability, and a new temporary hit point recovery ability. The new ability slot can be found under the creature’s new lien. If the creature has more hit points than you have hit points, you can use a new ability slot to replace the old one with a new one. If you use a new temporary hit point recovery ability, you can restore 1 hit point to a creature by dealing 2d6 necrotic damage to its hit point. Abjuration

Glyph of Resurrection

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Illuminate creature, up to ten pieces of junk that you can see within range. One piece of junk remains but is no longer in your possession and must be destroyed. You can replace the junk with a new one at the completion of your next long rest. If you use a spell to restore a creature to life at the start of its next turn, the creature takes 1d4 + 1/2 levels of damage from exhaustion, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can restore up to half the amount of junk restored by one use of the restoration spell. Transmutation

Glyph of Resurrection

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

By tracing a small strand of life from one humanoid to the next, you gain a new creature’s soul. The soul of a bonded creature can’t be returned to that form for good until the spell ends. For the duration, the soul’s power and vitality are restored to it, and the creature is cured of any diseases that might have affected it prior to its resurrection. Transmutation

Glyph of Resurrection

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a new body part that can be reattached after the spell ends. This body part is a skeleton with a helm and neck. It is an undead humanoid who has a 10 percent chance to become a zombie. You can’t become a zombie by saving a creature within 30 feet of you, or by otherwise removing the body part from a corpse. The corpse can’t be more than 30 feet from you. If the body part already remains attached to you, you decide whether to return it or to create one. If you choose to do so, you lose the ability to cast the spell. You regain the ability to see through the body part and move it to the nearest square of your choice. A corpse can’t be more than 20 feet from you. The corpse can’t be possessed or otherwise possessed by you or another creature. When you cast the spell, choose one of the following options. You can use a bonus action to cause the corpse to appear again. You can cause the corpse to disappear by triggering a short or long rest. You can also cause the corpse to disappear by causing the creature to be incapacitated. You can also cause the corpse to disappear by targeting the area of a creature’s body that you can see within range, such as a creature’s mouth. The target must make a Constitution saving throw. On a success, the target takes 1d8 necrotic damage and can’t take reactions. On a miss, the target takes 6d8 necrotic damage and can’t cast spells. Conjuration

Glyph of Resurrection

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You return a dead creature you touch to life. If it has any missing organs, it regains all its hit points. This spell has no effect on undead. If the creature is already dead and doesn’t regain hit points, it regains all its hit points as long as its hit point maximum remains below the minimum hit point threshold. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. If the creatures are undead, this spell doesn’t return them to life. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. If the creatures are not undead, this spell doesn’t return them to life. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of creatures for which you can target an additional creature for each slot level above 5th has increased by 5. When you target an extra creature for each slot level above 3rd, the creatures return to life. Necromancy

Glyph of Resurrection

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a living creature and ask it to return to life, at the DM’s option, if at least one of its hit points are no longer below 0 hit points. This spell replaces a dead creature, or a nonliving creature, with a resurrected creature, if its hit point maximum is less than the creature’s hit point maximum. For the duration, the creature is physically free to make any remaining moves it makes throughout the casting, as well as any ill-advised moves it makes while it’s still alive. Evocation

Glyph of Silence

Casting Time: 1 action
Range: 120
Duration: Instantaneous

All nonmagical plants within range that you can see within range on a flat surface within range are silent for the duration. For the duration, creatures that can see invisible or invisible objects have advantage on attack rolls against them. Evocation

Glyph of Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to imbue a creature you try to grapple it with a potent magical force. When the creature drops to 0 hit points, it doesn’t fall, but instead rises up straight away, taking damage of your choice from the start of your next turn until the spell ends. The creature’s Strength is reduced to 0, its Dexterity reduced to 0, and it has disadvantage on attack rolls and ability checks. The creature is also incapacitated. You can make another Wisdom saving throw to regain control of yourself. If you do so, your companions take 4d6 radiant damage from it until the spell ends. On a successful save, you take half as much damage and aren’t affected by it. Transmutation

Glyph of Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. A burst of positive energy leaps from that target up to 30 feet in a straight line. The creature takes 3d8 lightning damage on a hit and is pulled 10 feet toward you. The creature isn’t pushed, it can’t move, and it has disadvantage on Strength saving throws, ability checks, and attack rolls that use Strength. The creature has disadvantage on Dexterity saving throws and Strength saving throws against being pushed, shoving, or haddled. Finally, if the creature can’t stand sunlight, it can’t light armor, and it has disadvantage on Dexterity saving throws against being charmed. Transmutation

Glyph of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the weapon’s normal effect, your weapon becomes a phial of precious metal infused with radiance. The glyph functions as described above, but it has a 20-foot radius and deals 2d4 radiant damage on a hit. For the weapon’s normal effect, you can use a bonus action on each of your turns to assume a phial of emerald dust and animate up to five weapons of your choice within the portal using only the ordinary material components. You can use only one of each weapon at a time, and the spell fails if you assume any of its components while you can see. In creating the phial, you create a magic buckler with the normal materials and magical energy flowing within it. You can make each item you make with this phial free-float so long as it remains in your possession (or if you cast this spell multiple times, you can have up to three magic buckler components magically bonded to each use of the spell). Each piece of jewelry becomes a magical weapon. At the completion of your bardic performance, the glyph can be dispelled. A dispel magic spell ends the spell. In addition, when you cast the glyph or cast a willing spell with it, you can end the spell with a successful dispel magic spell. You might also use dispel magic against the glyph. For the duration, a creature that uses a spell slot of 7th or 8th level can cast the glyph with a successful dispel magic spell (and gain some benefit from spells with higher levels), even if it has no spell slots. Transmutation

Glyph of the Dead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a poisonous gas that fills a 30-foot-radius sphere centered on a point you choose within range. The gas ignites objects, causing them to wither or fall. Any creature that fails its saving throw must make a Constitution saving throw. On a failed save, a creature is paralyzed, and it takes 2d8 necrotic damage and is knocked prone. On a successful save, the gas dissipates. A creature can use an action to cause the gas to erupt again on a subsequent turn. If the gas erupts again, it must make a Constitution saving throw. On a successful save, the gas explodes. A creature and its equipment deal 1d8 necrotic damage. The gas then vanishes. Transmutation

Glyph of the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose one object weighing 10 pounds or less as a material component that you can see within range. You affect it in one of the following ways: • You instantaneously fill the entire surface of the target • You instantaneously fill the entire surface of the target • You instantaneously drain the material component • You instantaneously fill the entire surface of the target Until the spell ends, the material component fills the entire surface of the target as if it were water. In addition, the material component can’t grow back in the space where it was moved. • You instantaneously fill the entire surface of the target • You instantaneously fill the entire surface of the target • You instant

Glyph of the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small, intangible, invisible glyph inscribed with a specific curse word that prevents the target from speaking or succeeding in some way. The glyph becomes visible only to creatures of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage, and it has advantage on the saving throw if it can see or hear any of the glyphs. Transmutation

Glyph of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened for the duration. This spell ends if it is cast again. Any creature frightened by this spell must make a Wisdom saving throw. On a successful save, the creature takes the spell. On a failure, the spell ends. If a creature of the same sex or the same race is frightened by this spell, the creature must make a Wisdom saving throw instead. On a success, the creature can use Wisdom to adjust to the new appearance of the new form. The creature can then use its action to make a Wisdom saving throw again, or it can use its action to make the same choice again. If the creature chooses the new form, the spell ends. If the creature tries to cast the same spell multiple times, it must have both of the forms used to cast the spell. The only way for each target to cast the same spell is to repeat the casting. For example, if a creature of the same sex casts this spell multiple times, it must have the same form. When the spell ends, the target is no longer frightened by this spell. Evocation

Glyph of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a small, transparent cylinder of clay in your space. The cylinder, which appears to be a sphere centered on a point you choose within range, appears to be a solid, thin sheet of clay. Until the spell ends, any creature that you select when you cast the spell can’t become trapped in the cylinder by the spell. The cylinder remains in place until the end of your next turn. Conjuration

Glyph of the Dead

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You touch a dead creature, either from within 60 feet of the target or from the dead creature’s severed head or fingernails, and it imbues itself with a magical glyph that lasts for the duration, up to 10 minutes. The glyph is a glyph of necromancy and properties. It is imbued with a potent antimagic field and no longer affects creatures. It is imbued with a faint energy field that is friendly to you and your companions, and it dim light and darken dim light conditions for 1 minute. The field lasts until the spell ends or you choose an intense intensity. If the intensity is intense enough, the glyph spreads, and you can cause the intensity to be intense enough to cause the glyph to disappear without warning. For example, if you have a glyph that is intense enough to cause the ground in a 10-foot radius to shake, then you can cause the ground in that radius to shake if you cause it to shake. Similarly, if you have an intense enough glyph that causes the ground in a 10-foot radius to slam into a rock, then you can cause the ground in that radius to slam into a rock if you cause it to slam into a rock. The intense intensity of the glyph causes the ground in the area to shake for an additional 10 feet. If the intensity is intense enough, the ground in the area causes the ground in the area to slam into an extradimensional space. The ground in the area can be difficult terrain, difficult terrain fits within a 20-foot cube,

Glyph of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a 20-foot (15-foot cube) circular portal that appears in the center of your space. The portal is an open portal with a small window at the entrance that points to a different dimension. You can use a bonus action to cause the portal to open and cause it strewn about. It remains open for the duration. When the portal opens, any creature or object that enters it must make a Dexterity saving throw. On a failed save, the creature takes 6 d10 psychic damage and must immediately make a Wisdom saving throw. On a successful save, the creature takes half as much damage and doesn’t take its action on its turn. When the portal opens, any creature or object that enters it must make a Wisdom saving throw. On a failed save, the creature takes half as much damage and doesn’t take its action on its turn. When the portal closes, any creature or object must make a Dexterity saving throw. On a successful save, the creature or object is no longer within 3d10 x 20 feet of the portal and doesn’t move. A creature can use an action to dismiss the effect on itself by touching the portal and returning to your space, rounded down. Conjuration

Glyph of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You draw upon the dead to create one of the following effects. You can designate a creature as one of the creatures that you create: • Sickened or nauseated creatures can’t speak or move for 1 minute. • Sickened or nauseated creatures can’t take any action while incapacitated. • Creatures that are incapacitated and unaware of their surroundings are unaffected by this spell. • You or a creature you designate as hostile emits a deafening sound that lasts for 1 minute. • A creature’s sound score is reduced by 1 if it is within 10 feet of you. • You or a creature that is hostile to you emits a loud, screeching noise within 10 feet of you that lasts for 1 minute. • This spell ends if you cast it again or if you dismiss it as an action. Conjuration

Glyph of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a dead creature with magic. Each creature you choose within 30 feet of the dead creature must make a Wisdom saving throw. On a failed save, the creature is charmed or frightened. The spell ends early if you or your companions die while you are in the creature’s space. On a successful save, the creature is no longer charmed or frightened, and the spell ends early if you or your companions die while you are away. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Glyph of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a phantasmal entity with a phantasmal design. Choose one of the following two phantasmal forms. One form, known only as the Horadric One, appears to rule the land. Two forms, known as the Gruna One or the Shadow One, appear to rule the whole land. Choose a phantasmal form. The phantasmal form appears to be the form of a god or a dark god, and the terrain around it is lightly traveled. The terrain around the phantasmal form is lightly traveled until you choose a new one. Three forms, known as the Four, appear to rule the whole land. The Four appear to rule the whole land, but the terrain around the phantasmal form is lightly traveled until you choose a new phantasmal form. Four forms, known as the Five, appear to rule the whole land. The terrain around the phantasmal form is lightly traveled until you choose a new phantasmal form. Five forms, known as the Six, appear to rule the whole land. The terrain around the phantasmal form is lightly traveled until you choose a new phantasmal form. Eight phantasmal forms, known as the Nine, appear to rule the whole land. The land around the phantasmal form is lightly traveled until you choose a new phantasmal form. One phantasmal form, known as the One, appears to rule the whole land. The phantasmal form appears to rule the entire land until you choose a new phantasmal form. Two phantasmal forms, known as the Three, appear to rule the whole land. The land around the phantasmal form is lightly traveled until you choose a new phantasmal form. For the duration, each phantasmal form has advantage on attack rolls, ability checks, and saving throws. Each time you cast a spell using a phantasmal form, the creature must make a Constitution saving throw. On a failed save, it gains no benefit from its phantasmal form. For the duration, the creature is restrained by a phantasm or enthrall. Divination

Glyph of the Dead

Casting Time: 1 action
Range: Touch
Duration: 7 Days

You touch a creature that has just died. The target gains a +2 bonus to AC, saving throws, and ability checks. The bonus increases by +1 for the duration. Additionally, whenever the target takes damage, it can repeat the saving throw against that damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases by 2 for each slot level above 4th. Conjuration

Glyph of the Dead

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

As you tangle your suffering in a mass image of the dead, imbue your unfeeling remains with the power to create a phantasmic pattern that reveals a location and a location of your choice within range. The phantasm creates a glyph that w ill serve as a means of summoning an unwilling creature whose condition would make it impossible for the creature to perform a task before taking damage. Choose three creatures within range: a creature that acts as the leader of a group or a messenger sent by a group member to spread rumors; an undead creature that acts as

Glyph of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A glyph of precious metals appears in the ground and sheds bright light in a 10-foot radius. The glyph disappears when the spell ends. The glyph can be removed by a willing creature. Abjuration

Glyph of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose a creature of your choice within range. Make a melee spell attack against the target. On a hit, the target deals 3d6 necrotic damage. You can use your action to make a new magic item attack against the target. On a hit, the target takes 2d6 necrotic damage. If you or any of your companions are affected by this spell, you can make a DC 20 Constitution saving throw or lose control of the target. On a successful save, the spell ends. Transmutation

Glyph of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and receive a glyph of life. The glyph fills a 30-foot cube and lasts for the duration. If more creatures are touched before the glyph fills, that creature is incapacitated and must make a Constitution saving throw. On a successful save, a creature is restored to life and no longer charmed by you. Illusion

Glyph of the Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 5-foot-radius, 10-foot-deep, swirling, wind-encrusted, magical glyph, that you can see in any direction. You can make a telepathic communication with the glyph, or you can speak a language you know. The target can understand a word or two spoken by you. You can also ask it questions, such as, "What kind of flower do you grow in this garden?" or "How tall are you?" At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Glyph of the Gatekeepers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You pull one glyph from the air and shape it into one of the following effects: • One target of your choice that is within range regains 1d4 + 10 hit points per level of the glyph for the duration. • You create a small portal leading to a place within range that costs no fuel, such as a cave or a pit. • You cause fog, freezing rain, and freezing wind to appear in the destination location and move across the room. • You create a solid, unoccupied space that can't be occupied by another creature for the duration. • You create harmless gusts of wind at the same location every 10 minutes for a 1-minute duration. Transmutation

Glyph of the Grove

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You summon a spirit to fight amongst you in an unoccupied space dedicated to the service of your deity. Until the spell ends, the spirit appears in an unoccupied space on the ground within range and lasts for the duration. You can choose from a pool of glyphs or a set of runes dedicated to a specific activity or service, as long as none are consumed. The grove provides a sanctuary from hostile enchantments, a resting spot for your deity, and an escape route out of an unfriendly land. The grove also allows you to teleport to other dimensions and beyond. When the grove appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, a creature can’t leave the grove until it uses its action on the turn it enters the spell’s area. The grove also creates a gateway to another dimension, opening a gateway between your own dimension and that of the spell’s target (if you chose the original target, the gateway creates a new one if it appears inside the grove). The gateway lets you enter an unoccupied space dedicated to your deity, allowing you to leave it and rejoin the grove as an object or a pile of rubble. You can also teleport to any unoccupied space dedicated to your deity, opening a portal to a new dimension. This spell also allows you to create an illusion if created by an illusory threat, such as through a false name, a deliberate deception, or a deliberate cover up. You must be touching the ground when you cast the spell—your movement is unaffected if you are touching it, and any remaining movement costs are spent. Casting this spell again produces the same effect. Illusion

Glyph of the Sea

Casting Time: 1 action
Range: Self
Duration: 1 Hour

As you cast this spell, the water on land and on the sea-level changes to a shimmering, translucent gem. Until the spell ends, the gem glows with bright light in a 30 foot radius, until a point you choose within 60 feet of you, the gem shines with a brilliant radiance, and then you choose a color from any of the following gem types: emerald, blue, green, or violet. The gem shines in bright light and spreads across the ground in a 60 foot radius. In addition, the gem glows with a dim, ghostly light if there is no illumination, and then glimmers again in dim light. If you choose an area of ground that is completely covered by a prism, the gem glows in dim light covering the entire area, though the material covering is opaque. The gem shines bright light that can be dazzling even against opaque barriers or vision effects. You can cleanse a prism of its light for a moderate restoration, light a fire at the start of your turn, or command the gem to radiate a dazzling radiance for 1 minute. Then, cleanse the prism of its light and set aside for 30 minutes for a special spell. You can use this spell to order the gem to radiate a dazzling radiance for the whole area, even when the entire floor of the sanctuary is covered by a protective covering. When you cast the spell, you can specify the color of the gem, which glimmers in dim light covered by the protective covering, and you cast that spell without expending any spell slots. In either case, the spell transforms the gem into an especially dazzling gem, shedding brilliant light in a 30 foot radius and spreading across the floor of the sanctuary asunder. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two additional goblins for each slot level above 4th. Transmutation

Glyph of the Serpent

Casting Time: 1 action
Range: 100
Duration: 1 Hour

You create a shimmering, serpent-like substance within range. The substance remains for the spell for the full duration, but it emits no sound or other noise. You can also choose a different serpent’s color, a different color, or a different venomous odor depending on the substance chosen. The substance remains for the entire duration. To create the substance, open a chest in your space and pour 1oz. of fresh venom into it, which sprouts fingernails from its fur and sucks the venom out of its mites. You can also cause the substance to instantly form a protective bubble around a creature, such as a mouth, chest, or so on, that protects it from poison. Transmutation

Glyph of the Serpent

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell opens a gateway that allows a creature of your choice that you can see to speak some serpentine tongue. The creature can be anywhere on the Ethereal Plane, within range. For the duration, that creature has resistance to nonmagical piercing, slashing, and entangle damage. Transmutation

Glyph of the Serpent

Casting Time: 1 action
Range: Self
Duration: DurationInstantaneous

You imbue a Serpent Blade with a magical energy that turns it into a spectral weapon. If drawn, the weapon scatters down to deal 1d4 necrotic damage to creatures within 30 feet of it. At the completion of each of its turns, the weapon glows and dims for an additional 30 feet, dealing necrotic damage to them as fire damage to creatures, and using the properties of the weapon. The weapon deals 10 necrotic damage on a hit and half the total on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Conjuration

Glyph of the Undying

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an area of light or darkness that you can see within range. You can target one creature or an object of darkness that you can see within range. That creature must succeed on a Wisdom saving throw or become blinded until the spell ends. The creature is immune to poison and psychic damage, and it gains the benefits of any saving throws it makes while blinded. Enchantment

Glyph of the Wind

Casting Time: 1 action
Range: Self
Duration: Unlimited

1 Hour Flames streak from your wispy finger or from your finger (your choice) up to 5 feet long and 5 feet wide. The flames don’t harm you. If the flames don’t reach you within 5 feet of you, they return to their normal locations, forming a cylinder on the ground that you can see. A cylinder is a place where a cylinder of smoke can be found. A cylinder is difficult terrain. When the flames reach you, your speed increases by 10 feet, and you have resistance to bludgeoning, piercing, and slashing damage from creatures of your choice within 5 feet of the cylinder. When you cast this spell and make a melee spell attack, the cylinder explodes. Each creature within 5 feet of the cylinder must make a Dexterity saving throw. A cylinder can’t be made from wood or metal. Evocation

Glyph of Truth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You weave glyphs of divinity within an object or a nonmagical being, manifesting it as a potent illusion of your choice within range or as a true legend. When the glyph appears, roll an 11 or higher. Whether it is visible or audible, a creature can see through it and has advantage on any Wisdom (Perception) check that you make to see the illusion. While the creature is able to see through the glyph, the creature can’t see through a portal open to the public or the Sea. Divination

Glyph of Truth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

By means of this spell, an unwilling creature (no more than once per turn) is driven to believe that something is hidden from her or some other creature by deception, especially when her actions reveal it to be false. For the duration, the creature is subject to psychic damage, and the creature can’t willingly acknowledge or understand reality. The spell fails if the target or another creature is holding or casting the spell, or it fails if the target or another creature is manipulating the spell, such as when you cast this spell or you use your action to cast it. Divination

Glyph of Truth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a portrait of a creature within range. The target must make a Wisdom saving throw. On a failed save, the target can’t be charmed, frightened, or possessed by the portrait. On a successful save, the portrait instantly appears and shows your location for the duration. If the creature is under the effects of the portrait and is manipulating a message sent from the devil, the creature w ho can act as the devil’s voice. If you cast this spell with a 5th-level spell slot, you can replace the saving throw with a 5th-level spell. You can also wish the target an illusory image of your true colors. Should the creature succeed on its saving throw, it awakens from the illusion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the summoning ability of the portrait increases by 1 to 2ndlevel for the creature summoned by the portrait spell, for each slot level above 3rd. Conjuration

Glyph of Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, the willing creature you touch has advantage on all Intelligence, Wisdom, and Charisma (Investigation) checks you make that ask for information about a creature or object within range. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the following effects. When you do so, choose one of the following options for what appears in-game: • You can mentally command the creature to move with you (no action required by you) • You can command the creature to move through the air (no action required by you) • You can command the creature to move with you to a location outside of a 10-foot cube (your choice) • You can command the creature to move with you to perform a special action (a grapple, for example) • You can command the creature to perform a special action (attack, throw, or use a weapon) • You can command the creature to move by passing within 5 feet of you (your spellcasting ability modifier). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you choose one of the options above, and more creatures appear: twice as many with a successful DC 20 Intelligence (Investigation) check (8), three times as many with a failed check (10), or four times as many with a successful Charisma (Deception) check (11). Enchantment

Glyph of Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a disc of positive energy that appears to be a glyph of truth. The glyph can be a book, a scroll, a scroll of levitation, a book of summoning, a password, or a mere string of words. The glyph is inert and can be removed by a spell such as the Dispel Magic spell. You can also cast this spell from a spell slot of another class. If you cast this spell using a spell slot of 3rd level or lower, the glyph dissipates in 1 minute. If you cast this spell using a spell slot of 4th level or higher, the glyph dissipates in 1 minute. Conjuration

Glyph of Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a glyph of truth appear as a flickering star at the location you chose. You can make the glyph up to 30 feet in diameter, line by line, and appear anywhere within 30 feet. The glyph is an illusion. It remains for the spell’s duration. The glyph can be removed by a willing creature. The spell ends if you dismiss it as an action or if you use your action to mentally move the glyph. When the glyph appears, each creature that can see it must make a Wisdom saving throw. On a failed save, the creature must succeed on a Strength saving throw or be blinded until the spell ends. On a successful save, the creature is unaffected by the glyph. As long as the glyph remains, the same effect springs to its surface. As a bonus action on your turn, you can move the glyph up to 30 feet in any direction, which makes it a full-round, 60-foot circle. Transmutation

Glyph of Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your glyphs fill a portion of the battlefield with light and shadow. Until the spell ends, any creatures in the area that can see the light must make an Intelligence saving throw. On a failed save, a creature takes 5d6 psychic damage, and it has disadvantage on the next attack roll it makes until the spell ends. While affected by this spell, a creature can’t move or use reactions while affected by it has disadvantage on any of its attack rolls. A creature affected by this spell assumes a new form, a different form of being, or a different form of being affected by a new form of magic. A creature that is within the spell’s area of effect can’t be targeted by the spell, and the spell ends. Evocation

Glyph of Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature and choose one of the following effects. Describe. The target can describe the meaning of things it sees. Describe a specific passage of time. Describe a certain object that it saw. Describe a certain event that took place in its space. Describe a certain place or thing that the target knew or thought was familiar. Describe a certain fact that the target knew or thought was true. Describe a certain quality or quantity that the target was knowledgeable of. Describe a certain quantity or quality that was not known or experienced by the target. Transmutation

Glyph of Truth

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You imbue a willing creature you touch with a semblance of truth, divining it from all things positive and negative about it for the duration. The spell fails each of its turns, and if it doesn't come into effect when the spell ends or when you cast this spell again, the creature is dismissed from its current plane of existence. This spell mimics the power or the presence of a good god, magic item, or deity, depending on the creature’s alignment, in that it empowers deities with divine or religious truth. At the DM’s discretion, the creature can manifest any of its own deity-centered divinities, choosing from the following: Aspect of a Good God, Earth, Fire, and Watery, in which case the creature has advantage on all checks that spell save throws. The creature can also use its action to make a Wisdom saving throw to avoid being dismissed from its current plane. While dismissed from its current plane, the creature can’t speak, cast spells, or take any other action that requires hands or speech. If the creature is already considered magical, such as by saving throw against a dispel magic spell, this spell replaces it. Abjuration

Glyph of Undying Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Lightness radiates from you in a 200-foot radius centered on a point you choose within range. The point’s surface area is difficult terrain equal to your level. Until the spell ends, each creature in the glyph’s area must make a Constitution saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Glyph of Unseen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a shadowy figure that you can see within range. You can make the illusion appear to a creature of your choice within 5 feet of it. The target must make a Wisdom saving throw. On a failed save, the target is frightened of you until the spell ends. At the end of each of its turns, the target can repeat the saving throw. A creature that fails the save must also make the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of frightened targets increases by two for each slot level above 2nd. Evocation

Glyph of Unseen Servant

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw a shimmering glyph from the ground within range. The glyph can be a creature’s shadow, a plant’s bark, or a portion of a natural hazard’s surface. If you choose a natural hazard, the glyph dissipates in a puff of smoke. Divination

Glyph of Unseen Servant

Casting Time: 1 action
Range: Self (60-footradius sphere)
Duration: Instantaneous

Describe in detail the hidden language of a creature within 60 feet of it. The creature must be within range for the spell to appear, which must be within range of the spell’s area of effect. The spell has the following effects: - The creature is deaf and blind. It has disadvantage on attack rolls against creatures that can’t be charmed. - The creature has disadvantage on attack rolls against creatures that can’t be frightened. - The creature has disadvantage on attack rolls against creatures that can’t be charmed. If the spell ends, the magic circle shrinks to a radius of 60 feet. If the spell’s area of effect is within 20 feet of another nonmagical object, such as a structure, the spell ends there. Transmutation

Glyph of Unworthy Grace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

As you communicate your glyph of unyielding purity, your appearance changes. Until the spell ends, your glyph gives you the appearance of wearing ornate armor and weapons. You are also given the ability to speak the glyph as if it were your hand. This spell doesn’t protect you from harm. While you have proficiency with the armor, you can make a Dexterity and Strength checks as normal. Additionally, if you succeed, your weapon looks like a regular longsword if you use the same kind of weapon. Finally, while wearing the armor, you can repeat the saving throw you made to cast this spell again. If you succeed, the spell ends. If you fail, it ends instantly. If you use this spell again, you can switch to a nonvenomous one, created by the glyph’s mirror image, created by the glyph of sanctification. You decide what kind of armor and weapon you wield and why, and how strong and how many hit points you have. For daggers, you can make two daggers, one for each hand, or you can create two daggers, one for each hand. You make two Charisma checks: one asking you to see if you can hear two others and making you make a Wisdom saving throw. On a success, you can use your action to switch to your unsecured hand, which sheds only dim light for a moment, and then emits bright light in a 30 foot cone that lasts until the spell ends. Any creature that starts its turn in the cone—if it is one of its types—it emits a harmless noise and must move by half your speed for the spell to count against your speed for the creatures speed increases. You can use a bonus action to speak one word or two about a subject you know. Once you appear on the stage, your voice rises with you, conveying emotion to the speaker with a tremor in the speaker‘s ear. You can bring along objects as long as their weight doesn’t exceed what is carried on your person. You can also provide a brief but convincing statement as to what has happened and that is why someone sent you to retrieve a treasure is asking questions. Finally, as part of casting this

Glyph of Vitality

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your glyph grants you the ability to manifest a powerful glyph of divine radiance. Choose one of the following properties for the spelluration: Impenetrable, Transparent, Earth, Light, Fire, or Water. You can use the glyph to create a glyph of moderate size that is translucent and 3 feet high and carries with it the glyph if you choose. A glyph created by a glyph enhancement spell slotland the glyph in an object you can reach. That object’s weight is how much you can

Glyph of Vitality

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

Choose an object weighing 10 pounds or less. Then cast the spell to symbolically command a creature other than you where you are located. The creature must be within 15 feet of you when you cast the spell. Alternatively, you can specify a visual manifestation that lasts for the duration of the illusion and that appears to be based on an experienced illusionist's typology. The creature must be within 15 feet of you when the spell occurs and 30 feet by 30 feet by 25 feet when you use it. The creature appears to be casting divination spells. Each creature within 30 feet of the glyph must succeed on a Wisdom saving throw or take 5d8 Lightning damage. The spell’s effect ends if you use another spell slot of 3rd, 4th, 5th, or 6th level. Conjuration

Glyph of Vitality

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You invoke a mysterious force to make one of the following effects manifest on your warded area that you can see within range. The glyph can create two effects at a time, one effect at a time, granting one effect of your choice that is present in both hands and one effect only in the other. The glyph has no discernible or otherwise harmful effect, and neither can be duplicated by any other glyph. The glyph can‘t appear in an unoccupied space where the glyph can’t be. Abjuration

Glyph of Vitality

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a statue of aegis. You must be within 100 feet of the statue when you cast the spell. You move in a straight line up to 60 feet per caster level. The statue can be no larger than a 20-foot cube. The statue is immobile and takes 10d4 acid damage per inch of body area when it expires. If the statue is damaged beyond the casting time, the creature is killed instantly. You can make a melee spell attack against the statue. On a hit, it takes 5d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Enchantment

Glyph of Warding2 Hours

Casting Time: 1 action
Range: Until the spell ends, a willing creature you touch understands that an invisible ward is in place to protect against teleportation, contingency, and contingency operations. The spell wards off creatures that don’t understand the meaning of your presence, such as those who say you no longer wish to be known as the Ward, but instead want to be known simply as "your" or "yourBard." While you are aware of your presence, each creature that handles your presence is subject to your verbal commands, whether verbally or by written instructions. You must use your command to the best of your ability to succeed; if the spell fails, the creature must repeat it the next time you cast it. Additionally, if you cast it while you can’t see the creature’s location, the creature must move to the nearest safe spot for the task of maintaining it, unless you are fighting it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you instead create one of the following effects when you cast the spell. You learn the effects of a spell from the listed sources. You learn any spell from any of the spells mentioned above, and you learn whether the spell’s plane branches out to different spells. If a spell reaches its full extent into a specific part of the spell’s area, you learn the extent of the shift, based on the distance between you and the target.
Duration: Transmutation

Glyph of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to a point that you can see within range. The destination is a 20-foot-radius sphere centered on that point. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. When the spell ends, the sphere shrinks to 0 feet long and to 20 feet tall. The sphere is a labyrinth of stone and rock, made of an unoccupied space that is either an unoccupied space or is part of a labyrinth or a wall. The spell ends if the creatures in the labyrinth or wall are damaged or if you cast this spell again without first casting the spell. A creature standing within the labyrinth or wall must make a Dexterity saving throw with a successful save using a spell slot of 3rd level or higher. On a failed save, the creature must make a DC 20 Constitution saving throw. If a creature fails the save, it is knocked prone. While in the labyrinth or wall, the creature can make a DC 20 Constitution saving throw at the end of each of its turns. On a successful save, the creature is unaffected by this effect. While in the labyrinth or wall, the creature can make a DC 20 Constitution saving throw at the end of each of its turns. On a failed save, the creature is immune to this effect. A creature in the area while under the effect of the spell regains 1d6 hit points and is unaffected by this effect. A creature affected by this spell takes 1d6 acid damage every round until it drops to 0 hit points. Abjuration

Glyph of Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a nonmagical flying object that you can see within range. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground. The object is tangible and difficult to detect because of the roughness of the ground. If the object moves while you are within 5 feet of it, you can’t spot it until after the spell ends. The object is invisible except for a limited area of visible light centered on it. You can’t spot it, and any creature that can see it must succeed on a Dexterity saving throw or be affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the invisible object increases by 5 feet for each slot level above 2nd. Transmutation

Glyph of Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a 10-foot-diameter beam of magical wind at a point you can see within range. The wind spreads around corners, and it emits a 10-foot-diameter sphere centered on a point within range. Each creature in a 30-foot cube centered on that point must make a Constitution saving throw. A creature takes 6d8 bludgeoning damage and 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d8. The sphere is a 10-foot-diameter sphere with a center, 20-foot radius and a diameter of 20 feet. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere then explodes, dealing 4d8 bludgeoning, piercing, and slashing damage to any creature within its area. Evocation

Glyph of Wisdom

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a glyph glyph of w _w vernmental_ trait or glyph a portion of it attuned to a creature of your choice within range. If you chose a creature of that type, the glyph deals 1d4 + 1d6 damage to it when you hit it with a melee weapon attack, and the creature’s Strength and Dexterity scores become 1 or lower. If a creature of that type fails a saving throw before the glyph is bonded, the creature must use its action on a hit to regain expended hit points. The glyph also w eareth strong words, words of power, or other harmful messages from the glyph, which can deal up to ten times as much damage to the creature as if it w ere a creature of that type. The glyph has no special effect on you. If you fail its saving throw, you instead gain expertise in a glyph of your choice; if you select one of the glyphs, you learn its language and learn its history (the glyph takes 10 minutes to learn), along with any other information you choose. You choose whether the glyph appears in an unoccupied space within 30 feet of you or in a place you choose within 30 feet of a place you choose. It has no effect when the glyph is affixed to a creature. When the glyph appears, the creature or someone else who can reach it must make a Wisdom saving throw. On a failed save, the creature fails. The

Glyphosate

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a strong acid that appears on the ground under your feet. Choose one foot of dirt, a rock, a layer of rock, or a piece of stone. The ground must be within 30 feet of the spell’s destination. The ground must be flat or slope, or it becomes difficult terrain. The ground must have no water, no springs, no springs, no springs, no springs, no springs, no springs, no springs, no springs, or no springs. The ground must be clear of any living creatures, plants, or other creatures that can use their action to move through it. Conjuration

Glyphosate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a poisonous gas that must be 100 feet long and 10 feet high to cause. Each creature in a 60-foot-radius sphere centered on the point you are casting the spell must make a Constitution saving throw. On a failed save, a creature takes 4d6 poison damage and is paralyzed for 1 minute. On a successful save, a creature takes half as much damage and is prone for 1 minute. A creature can repeat the saving throw at the end of each of its turns. On a successful save, it takes half as much damage and is prone for 1 minute. At Higher Levels. When you cast this spell using certain higher-level spells available to you, you can target one additional creature for each of the target spells. Evocation

Glyphs

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A tendril of phytoplankos appears at your feet and lashes out at your command toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 glyph damage and is blinded until the start of your next turn. It gains no glyph resistance against the glyph's damage and can use its glyph powers to undo its damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the tendril grows to 30 feet and the damage increases to 5d10 + 30,000 gp. For the duration (8 hours) or the maximum duration (24 hours), the damage doesn’t reduce the target’s hit point maximum. If the target regains hit points after this spell ends, those regains at the start of your next turn, and the spell ends. Abjuration

Gly Transmutation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you have a telepathic link with one creature you touch whose alignment you know. If that creature is one of the following: chaotic, evil, aberration, evil twin, fiend, or undead, you learn its alignment and the extent of its magic. If you know no alignment, the creature can be counted on to favor you, and if you know any alignment that allows you to cast spells with a certain bonus, you learn its magic. If you know either of the two extremes, the creature is likely to cast your spell with advantage, instead of your normal spell. Divination

Gnak's Embrace

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell is a powerful tool to crush the mote of Gnollmawm. You choose an area of loose, flesh-sewn ground and put it into a sphere centered on that area. A creature takes 10d6 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there. It can use its action to make a melee spell attack against a creature within 10 feet of the ground or within 10 feet of the sphere. That creature takes 1d6 piercing damage when it ends its turn inside the sphere. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Gnawing Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A swarm of insects appears in an unoccupied space of your choice that you can see within range. The swarm is hostile toward you and must succeed on a Constitution saving throw or take 1d10 necrotic damage. At Higher

Gneissant of Hope

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

For the duration, you can change the way some creatures' attacks or spells work, or change the way the attacks or spells of creatures you choose deal damage. Creatures that don’t have a natural talent bonus to their attack and spell attack rolls are immune to this effect. For the duration, a willing creature can make a Wisdom saving throw to automatically adjust its attack and spell attack rolls so that they deal extra damage to the target. On a successful save, the creature is no longer affected and its attacks and spells deal no damage. Evocation

Gneissar's Resilient Sphere

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell, or an active spell of it, inscribes an invisible invisible barrier or slot, attunes a creature or object to a specific effect, or makes visible something else entirely. It lasts for the duration, and the creature or object is invisible with advantage in the area. A creature or object inscribed on a creature or object is immune to this spell. The spell fails if you cast it again, if a creature comes within 60 feet of the inscribed creature or object, or if you possess a glyph of some kind inscribed on a creature or object inscribed on an inscribed creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell inscribes an invisible barrier or slot, which has certain effects when you cast the spell. You can inscribe an an invisible barrier by spending 3 minutes examining a creature’s Strength score, subtracting 5 from its Constitution saving throw DC, and making the following changes to the material components: Strength, Constitution, and Charisma. Dexterity. The spell inscribes an extra 1d6 Strength, Constitution, and Charisma effect onto a creature or object. Strength, Dexterity, and Charisma are Constitution saving throws, and the spell inscribes a bonus effect based on how much of the creature or object is in the font. While the creature or object is in the font, the spell can’t inscribe a bonus or special ability that might otherwise be visible. For example, the spell might inscribe a certain bonus or ability for a creature that you might designate, such as a magic axe that might be alighted, a staff imbued with darkvision, or the staff of death that deals extra damage to a creature designated by that special ability. Abjuration

Gnoll's Minute Meteors

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You create five miniature meteors within range. They float in the air and orbit your choice of one of the following paths: • Solid Earth • Solid Rock • Rock-filled • Rock-strewn • Rock-strewn While you are within range, you can use your move action to create a miniature meteor orbit. If you have no move action, you create a meteor that falls on the ground in a 30-foot cube and is 1/4 mile across. If you create a meteor orbit over an area of solid ground, you create two meteors worth of meteors, and the area of the meteor is heavily obscured. The smaller of meteors creates no meteors at all and has a mass of 5 pounds. Thus, the smaller meteor creates no gravity or vanishes momentarily. If you create a miniaturized meteor orbit over a gas giant or an open pit, for example, you create a miniaturized meteor orbit over a pit 50 feet in diameter and 50 feet deep. If you create a miniaturized orbit over an area of rock, you create both rock and a loose mass of rock (25 percent the area of the rock mass), making the orbit instantaneous and safe for the miniaturized meteor to land. Transmutation

Gnome

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You choose a location on the Outer Planes that you can see and that fits within a 40-foot cube. You choose a point you can see on the ground within range and take the course of a creature you can see within the area for the duration. The spell doesn’t teleport you or cause actions to be performed by you, though you might teleport yourself or others to a location you can see. The teleportation takes 1d4 + 10 seconds, and the spell ends for you if it starts before 10:00 am MDT on a successful save. If you cast this spell using a spell slot of 6th level or higher, the teleportation lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the teleportation lasts until dispelled. Transmutation

Gnome

Casting Time: 1 action
Range: 10
Duration: Instantaneous

All creatures within 30 feet of you have resistance to damage for the duration. Additionally, every creature that starts its turn in the area has an area of effect—this includes creatures that start their turn there without first stepping inside the spell’s area (such as a zombie or a zombie trap—or any part of its area) or fighting there (such as a wall or a ceiling). While the spell lasts, you can use a bonus action to create a riddle on each of your turns so that it appears as an unoccupied space on the ground within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of nine levels or higher, the damage increases by 1d8 for each slot level above 9th. Conjuration

Gnome

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You teleport yourself to a point you can see within range. You can teleport up to 10 miles (15 km) up to 100 miles (120 km) at a time. The teleport can be made up of different forms, with the best one being the one you choose for yourself and for each other. The teleportation lasts for the duration, and you can make up to three different teleport attempts for each slot. You can also spend one slot to use all the forms for a single spell slot. You can use the same teleport attempts multiple times, but each time you cast a spell that uses only one form, you must spend one slot of the same slot to return to the one that you used to cast the spell. Transmutation

Gnome

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You turn a creature of a size you choose within range. the size of which can be changed with a long rest. For the duration, the target’s speed is halved, it sheds dim light in a 50-foot radius and makes respiration difficult. For the duration, the target sheds cold. To a lesser extent, the target also sheds poison. To a greater extent, the target sheds necrotic damage. To some extent too, the target sheds deal damage. Necromancy

Gnome

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Seen within range, you conjure a fey creature of Medium size you can see within range to join your feast. It doesn’t have to be a beast or a beast servant; it has the statistics you need for the creature. It obeys any verbal commands that you can understand, but it must follow my orders and maintain a straight face. If you choose something, though, the fey creature doesn’t follow instructions that you might otherwise follow. If you learn any new spells or other magical effects, you can repeat what you learned as part of casting the spell. It doesn't need to take any actions, but doing so wastes energy, so it might do something else. Once you cast the spell, you can reforge the fey creature, which has its own inn, shrubs and woods, as well as furnish it with a home while it is feasting. If you cast this spell a number of times you take 1 minute or fewer, the energy used to sustain the fey creature increases to 2 gallons per 100 feet of carpet that you occupy, or 3 gallons for every 200 feet of carpet you occupy. You can use a maximum of two fey feasts a day, or one fey fek a day at a time. The energy used to sustain a fey fek a day is wasted when the fey creature w ill pass without food or water. A fey creature with a Constitution score of 5 or lower can’t become frightened while feasting. When the fey creature comes within 30 feet of a food or drink source containing food or drink, it causes whatever is closest to the food or drink to boil and becomes frightened of that source. Transmutation

Gnome

Casting Time: 1 action
Range: 150
Duration: 24 hours

This spell makes the terrain on your homunculus feel like it's on a rock solid foundation, provided the terrain is smooth enough for your hud. As a bonus action, you can move up or down a length of stone wall 45 feet in any direction. You can use your action to move up or down a height of up to 5 feet. The wall can be up to 90 feet tall or up to 50 feet wide. To break the wall, you have disadvantage on attack rolls against creatures within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the wall can extend from you to a distance of up to 30 feet. Transmutation

Gnome

Casting Time: 1 action
Range: 30
Duration: 150

24 Hours This spell creates an underground cave within range for your goblins. The cave provides a natural environment for goblins to grow up. Until the spell ends, all creatures within 60 feet of the cave have a +10 bonus to attack and damage rolls, which are made with advantage whenever a creature takes extra damage from a weapon attack or a drain spell. A goblin must use its action this turn to remove one of those effects, or he can make a Strength or Dexterity check with the Dungeon Master (determined by the goblin) and win the benefit of any reduction. A creature that uses its action to examine the cave and make a new finding, stops moving there action, or makes a failed Constitution saving throw must repeat the saving throw in a different location. A creature must still be living in the cave to see the magic wrought by this spell. Through the magical alchemy that keeps the caves magic flowing, a goblin can create three additional underground chambers for himself and at least one for his companions. This spell creates no water and no gases. Each one is 1 foot on each side, and any creature that starts its turn in the cave must succeed on a Constitution saving throw or become blinded until the spell ends. A creature can be moved through the cave by means other than by spending 1 foot of movement on each side of the entrance. A creature that enters the portal stumbles when it enters the spell’s area, which is a 5-foot cube with a 5-foot high ceiling. Each time a creature enters the cave, it must make a Dexterity saving throw. On a failed save, the creature takes 2d12 acid damage, and if it fails that saving throw, it re-enters the cave’s stinking plume. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, acid damage increases by 2d12 for each slot level above 3rd. Conjuration

Gnome

Casting Time: 1 action
Range: 30
Duration: 150

Concentration, up to 1 minute Your body shimmers in a flickering, ghostly image. Until the spell ends, you gain no mental ability to speak. You can speak only to those you can see, and you are immune to all damage and any effects on you that would reduce you to gibbering, muttering gibberish. Illusion

Gnome

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a skeletal human called a gnome, who serves as your enthralling companion for the duration. Each of your turns before the spell ends, you can use a bonus action on a subsequent turn of yours to make a melee spell attack with a weapon against the gnome. On a hit, the creature deals 1

Gnome

Casting Time: 1 action
Range: 30
Duration: 30 Days

Choose a willing creature that you can see within range. Until the spell ends, the creature can communicate telepathically with any other creature it can see within range. The communicator can be any creature you designate, provided that the creature’s URL is within subject’s URL and the URL ends with an _ . The creature must be on the same plane of existence as you. If the creature is on another plane of existence, that plane of existence is relative to you. If the creature is on a different name, that name is pronounced differently. If the creature is on a different language, that language is different from you, and its name or phrase is different from your own. The spell doesn’t function where no creature is named within 30 feet of you. Conjuration

Gnome

Casting Time: 1 action
Range: 30
Duration: Concentration, up to one minute

You create a tunnel through which the moai, a mysterious evil spirit known as the Shadowmaw, takes creatures it believes to be its servants. Creatures that aren’t disguised as creatures are immune to this spell. When a creature that isn’t disguised as a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage. The damage

Gnome

Casting Time: 1 action
Range: 45
Duration: 30 Days

For the duration, you can sense the location of wspermzees (wounded animals found nowhere near a place of service, such as a temple, forest, or palace) and detect intruders within 30 feet of them. You must use your own senses to detect intruders within 30 feet of wspermzees. When you use this spell on a creature, it is considered as if it had been hit by a poisoned arrow, and poison damage does not reduce it more than half as much as normal. Divination

Gnome

Casting Time: 1 action
Range: 60
Duration: 10 Days

Holy power radiates from you, transforming a creature you choose within range for long ago. The target must make a Constitution saving throw. On a failed save, it takes 3d10 radiant damage (if you have it, be it undead or friendly, the damage falls below 1d4). On a successful save, the target takes half as much damage. The spell also ends blindness, deafness, and any diseases affecting it. If you cast this spell again with a target other than you, the damage for each creature or object knocked unconscious ends. Transmutation

Gnome

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You are a ghostly, floating, skeletal creature of jagged bone. You choose the following forms for your ghost: undead, fiends, undead, or fiends. Undead are lightly obscured creatures and are celestials. You have no natural telepathy with nonmagical forms, such as wights or wights, and you don’t take any damage from nonmagical weapons. Your ghost is nearly invisible, but he or she can’t pass for miles on foot. While you are conscious, the creature can make any spoken words it hears in order, and it can’t cast spells. When you cast this spell and as a bonus action on your subsequent turns, you can choose a new form, which has exactly the same properties as your current one, and which can take the new form, transform, and then serve as your ghost. As a bonus action on your subsequent turns, you can choose a different form, which is physically different from your current one, and which can serve as your body’s ghost, shedding its skeletal remains for the next day. You can animate and replace your own ghost, provided that you do so safely, creating sufficient equipment to do so. As an action, you can attempt to move your own skeletal remains as part of your ritual. They must be within 30 feet of you, and they can’t move as your body moves them. The bones can’t be replaced by other skeletal remains, but they can be restored by other means. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of skeletons created increases by two for each slot level above 6th. Evocation

Gnome

Casting Time: 1 action
Range: 60
Duration: 14 Days

Choose one creature you can see within range. Until the spell ends, you can see up to one hundred foot lines of fog centered on that creature. You can see through the fog as if it were a solid obstacle, and you have advantage on all Wisdom checks to see through the fog. If you pass through the fog, you are blinded for 2 rounds. If you pass through the fog, you can see through it, too, but you must spend 2 minutes removing the fog from the creature’s earthen body to see through it. Then you must use your action to make a Wisdom check against your spell save DC. On a success, you can use your action to move to the left of the creature and make a Wisdom check against your spell save DC. On a failure, you automatically move to the right of the creature, which has its blind spot removed. If you fail, the fog fills the space it fills. If you succeed, you move to the top of the illusion. Illusion

Gnome

Casting Time: 1 action
Range: 60
Duration: 30 days

For the duration, the flesh of a human serving as a food source is immune to all damage and its temperature is normal, +60°C. Necromancy

Gnome

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You transform an unwilling creature you touch. For the duration, the creature becomes invisible to all creatures and creatures with truesight and who can’t see you. The creature can be targeted by one of the following effects of the spell. On each of your turns as a bonus action, you can target one additional creature for each truesight you know. Transmutation

Gnome

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

An illusory creature appears in an unoccupied space of your choice within range and remains there for the duration. The creature is odorless, gray, and translucent until the spell ends. The creature

Gnome

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a square, 10-foot cube of glowing green energy centered on a point you choose within range. The energy can be up to 10 feet long, up to 10 feet wide, and up to 10 feet tall. It emits bright light and dim light for an additional 20 feet. This energy can be turned into weapons and armor, and it emits dim light and darkness for an additional 20 feet. The cube remains for the duration. If you choose a point within 30 feet of a point you choose during this spell’s duration, you can cause the glowing energy to animate and become animate—up to half as fast as before. The glowing energy radiates a warm aura around it, shifting to ward against cold and light. The aura moves with the cube when you cast this spell, up to 30 feet per round for each creature in the cube. Conjuration

Gnomechanics

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell allows you to affect any creature in a 20-foot cube within range who isn’t wearing armor or a piece of armor covering its body (for example, a helm or a belt covering one’s head or neck, a staff or a piece of staff covering your head or back, or an arm covered by armor covering the rest of your body). The cube must fit within 1,000 feet of you. If you target a creature with this spell, the target hits with a melee attack against the cube. On a hit, the target takes 6d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Necromancy

Gnomelloc's Floating Shell

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell transforms a willing creature into floating, writhing orbs of magical energy. The transformation lasts for the duration, moving along the ground in a random direction and slowly fading to softness (your choices that duration determines how strong the transformation is). For the duration, any creature hit by the transformation has disadvantage on attack rolls against each creature within 5 feet of them, and they can’t take reactions, reactions,, or abilities from the transformed creatures. The creature only takes the actions it takes when it transforms, and it can’t use reactions, reactions, or abilities from the animated creatures. The transformed creature doesn’t need food or water, and it isn’t incapacitated. The creature is entirely covered by the transformation's fabric, and its flesh softens to resist the transformation. It retains its normal size, weight, and sex (see below). If you choose a creature, the transformation lasts until the creature transforms, at which point it becomes a Large or smaller creature, and it becomes immune to the transformation for the duration. If you choose a Large creature, its size is immobile and it can move only by dropping to 0 feet flat on its left side (the side closest to you) and moving along the ground as if it were hovering over it (see below). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional planes for the creature’s transformation: one in the unoccupied space you occupy (your bag), an unoccupied space you can‘t move over (your space is difficult terrain), an area of intense magical energy (your spellcasting ability has been dispelled as a new spell) and a portion of the ground (your spellcasting ability is reduced). You can use these planes for the duration. When you cast the spell, you can maintain one extra plane for each slot level above 3rd. This new plane allows you to move up to twice your speed, and it also allows you to shift your orbit so that you are directly above one creature. When you cast this spell, you can maintain one additional plane for each slot level above 2nd. Transmutation

Gnomemon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A ruinous room appears in an unoccupied space that you choose within range. The ruin consists of one 5-foot square panel or wall of stone or stone-encrusted metal. The panel or wall is 1/4 inch thick and is composed of ten 10-foot-by-10-foot panels of stone or stone-encrusted metal. Each panel or wall is distinguishable by one or more visible patterns that are sigil-like in nature and appear to be intricate hieroglyphic symbols. You can shape the panel or wall in any way you choose so long as you combine its shapes with its words. Any part of the panel that is colored lead or silver can be painted to match the panel or wall. If you shape the panel or wall in any way so that it appears to be made from opaque metal, the illusion is broken for 1 minute, after which the illusion ceases to exist. You can create an invisible ruin at any time by casting this spell without first preparing any incense or burning incense. Illusion

Gnomeomyces mirabilis

Casting Time: 1 action
Range: 120
Duration: 24 Hours

When you cast this spell using a spell slot of 4th level or lower, you can create a temporary restraining effect on one creature that you can see within range. The creature can be a human, a beast, or an

Gnome on frr

Casting Time: 1 action
Range: .
Duration: 150

1 Hour You utter a Gnome spell of your choice that you can see within range. The spell has no effect if you are within 20 feet of a Gnome. A creature can use its action to speak a Gnome-specific language of its choice as described on the spell’s description page before casting the spell. If the creature takes damage from this spell, choose one of the following effects: • You create a 10 foot cube of watery green and blue light that radiates from corners of the cube. • You create a 10 foot cube of green light that radiates from corners of the cube. • You create a 10 foot cube of blue light that radiates from corners of the cube. • You cause a flame of light that is 30 feet long (10 feet square) to emanate from corners of the cube. The flame flashes when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). The flame can be extinguished by any means necessary. Transmutation

Gnome Resurrection

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You restore 1d10 + 1 hit point to a creature you touch. If the creature you touch died while on the Crossroads, restore hit points equal to 1d10 + 1 hit point. This spell can restore up to hit to a creature’s hit point maximum. For the duration of that spell, the creature’s hit point maximum is halved, and it is no longer incapacitated and can use reactions to regain hit points at the DM’s discretion. It also terminates any subsequent effects on the creature that ended before it could use its action to speak. After it has done so, it makes a Wisdom saving throw at the DM’s option, ending the effect on that creature. If the DM has any, it might have ended the effects of a creature’s familiar. This spell can also end offs or ends offs of other creatures, other spell effects, or a creature’s home or work. If your spell ends before you have a chance to cast it or cast a spell, the creature is no longer incapacitated and can use reactions to regain hit points at the DM’s discretion. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st. Transmutation

Gnome's Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You have made your appearance on the face of a different creature of your choice that you can see within range. You can use your action to call upon a familiar that you can

Gnome's Favor

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A powerful urge springs from your soul to entangle a willing creature you touch. For the duration, you have resistance to necrotic damage, and if you don’t touch the creature before the spell ends, the creature is subjected to necrotic damage equal to half the spell’s damage, as determined by your deity. If the creature is lacking life or vitality, it is turned to ash, and its saving throw is null and your spell ends. Necromancy

Gnome’s Gate

Casting Time: 1 action
Range: 10 minutes
Duration: A portal opens in the floor and leads to an area o

f unknown depth. The area is large enough to contain the entire game. The portal opens into a mysterious, twisting, and faintly magical land, in which case you must speak the root words of the Gate language. The land appears to be composed of numerous floors, each of which has its own set of rules. The first three floors of the portal are open to the general public, as long as they don’t involve demons. The portal leads to a laboratory that contains a laboratory for studying Gate magic. The laboratory contains a laboratory for studying Gate magic. The laboratory is an open floor that contains a laboratory for studying Gate magic. Each floor contains a different set of rules. The first floor contains the laboratory, the last room contains the laboratory, and the bottom two floors contain the laboratory. The floor plan for the upper floors of the laboratory can be found in the the game rules. If any of the floors contain more than one room, the entire suite is dedicated to studying that room. The laboratory is a double-height corridor that leads to a large area of ground covered in trees. The laboratory is a 1-inch by 1-inch square that contains the following rules: - You can’t create more than 10 gallons of magic water in a row - You can’t create more than 10 gallons of water in a row - You can’t create more than 20 gallons of magic water in a row - You can’t create more than 50 gallons of magic water in a row - You can’t create more than 1,000 gallons of magic water in a row - You can’t create more than 25 gallons of magic water in a row You can’t create more than 15 gallons of water in a row by leaving the portal open. For example, you could create a small pond or an area of ground that is open to the air. Evocation

Gnome Shapechange

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a new, natural stone bridge over the sea at the mouth of the Sea of Cortez. This bridge is an illusion created by a magical illusion or spell. You can make a nonmagical ranged spell attack with the bridge by making an Intelligence saving throw. On a hit, the target takes 1d10 bludgeoning damage, and it is hurled 10 feet off the ground, causing damage equal to half the amount of force majhed at the start of your next turn to appear on the ground where it appears. The bridge’s strength and thickness determine how many feet it can sustain you. Any creature not within 120 feet of the bridge when you cast the spell must succeed on a Strength saving throw or be pulled 15 feet toward it and then fail the spell. It is a manufactured bridge, made to resemble the interior of a vessel. It weighs no more than 5 pounds. This bridge provides a bridge between you and your creation. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can change the way the bridge appears in your game. For example, you could change the way the bridge traverses the water, turning it into a ramp, or parking lot. You could also create a mechanical bridge that takes it across a wide expanse of water, linking it to the space created by the mechanical bridge created by the bridge’s shimmering stone. Divination

Gnome's Hideous Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a humanoid within range that is completely invisible and can sense you by its skin color. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. The target can use its action to make a Wisdom saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases

Gnome's Hideous Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a dim light-gray, greenish creature within range that can sense your voice and understand your words. The creature must be within 5 feet of you when you cast the spell. You can use your action to command its intelligence as a bonus action. If it can hear you, it can hear you. The creature can use its action to speak any language you speak, including any that you understand. Divination

Gnome's Hideous Familiar

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a dim light-gray humanoid at the top of a 5-foot-radius sphere, centered on a point you choose within range. The target must succeed on a Wisdom saving throw or be blinded until the spell ends or until the spell ends for the spell's duration. The target can make an Intelligence (Investigation) check against your spell save DC when you target it, and it can use the extra benefit if the extra benefit is offered to another target. It can also use a bonus action to make a Wisdom saving throw, ending the effect on itself on a success. If the target succeeds on its saving throw, it returns to its normal form. The target can use its action to make a Wisdom saving throw, ending the effect on itself on a failure. The spell ends if the target is charmed or frightened. The spell ends if you change your form or lose your control over your form. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of times you can target one additional target increases by 1 for each slot level above 4th. Transmutation

Gnome's Hideout

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You conceal a place you can see within range for the duration. You can use your action to cause a creature you can see within range to tremble in place. The creature must succeed on a Dexterity saving throw or take 10 bludgeoning damage. The spell ends if the creature is no longer within the area. Conjuration

Gnome’s Hollow

Casting Time: 1 action
Range: 10
Duration: 2 Hours

You create a 10-foot-radius, 60-mile-vertical, winglike dome of air above a place or an area within range. The dome lasts until the ground becomes difficult terrain. Until the spell ends, you can use your action to move up or down a 5-foot-radius circle on a side equal to your speed. That circle can be up to 20 feet wide and up to 5 feet tall. You can create one additional circle on your left side, which you can rotate so that it faces away from you. You can create multiple additional circles on your right side, or you can shape a vertical grove on the ground that faces away from you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional additional circles on your left side, creating an extra inconsequential creature for each circle. Conjuration

Gnome's Hollow

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a 20-foot-radius Hollow centered on a point within range. This Hollow is composed of up to ten trees, each of which has its own unique flavor and appearance. Trees grow anywhere from 5 feet to 50 feet tall, and shrubs can be up to 5 feet tall. The Hollow is an open pit created by a sudden change in weather. When the pit disappears, any creatures or objects still inside it or moving debris fall out and create a 20-foot cube of rubble centered on that pit. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Evocation

Gnome's Mark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. You and any creature that you can see within range touch the target. A creature must make an Intelligence saving throw. On a successful save, you create a magical, animate dead creature or an undead that can’t be charmed. The target’s alignment is determined by its alignment and any alignment adjustments it makes. A creature with a higher Intelligence score can’t be charmed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd Transmutation

Gnome Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a stone portal that extends from your body to a point within range. A creature that enters the portal must succeed on a Dexterity saving throw or take 1d6 acid damage. You also create a portal in the same space that you created it. You can use a portal to teleport to any point on your body, as long as that portal is within 5 feet of you. If you are moving, you must use your action to step into it. It must be within 5 feet of you. If you are moving, you must use your action to move to a point within 5 feet of the portal. A portal is a magical portal that can be opened by a spell or spell-like ability. You can open a portal by making a short or long jump or by using a spell slot of 6th level or higher. A portal opens only if you can see through it. You can open a portal by casting a spell of 7th level or higher which only requires concentration and does not take any effect. A portal opens only if you can see through it. You can also open a portal by casting a spell of 7th level or higher, which requires concentration and does not take any effect. As a bonus action on your turn, you can make a melee spell attack against the portal and hit it with that spell. On a hit, the portal drops to 0 hit points. You can also create a portal by using a spell slot of 7th level or higher. Conjuration

Gnosticism

Casting Time: 1 action
Range: 120
Duration: Conjuration

Gnosticism

Casting Time: 1 action
Range: 30
Duration: 10 Days

You gain the ability to see into the future through the power of your spirits. Choose up to ten beings within range. Then speak the words at the top of your mind, and you sense their current course for the duration. Thereafter, you only learn the course of motion of the creatures you’re looking at, and your mind can track the course of its movement as it moves. Such creatures are considered fey creatures, and their movement doesn’t use up energy. Until the spell ends, you can use your action to speak your words as fey creatures cast spells. These fey creatures can remain abreast of important missions, family vacations, and other special events. While fey on the world, you can shape the course of one creature’s immediate or affected area whenever the creature chooses, so long as the creature remains within 10 feet of you throughout the duration. Additionally, if the creature chooses to move into a place within 10 feet of you (for example, after a fey spell ends), you can move up to 5 feet in any direction along the creature’s immediate or affected area if you are within 10 feet of the place. You can cast spells from within the fey spell without expending a spell slot. Illusion

Gnostosh's Floating Disk

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You choose a Disk of Nasteny that you can see around a point you choose in range, and choose one of the following types of creatures to make: Bird’s Eye view, Farther View, Square View, or Barbed View. The Disk appears within range and is a solid disc of wood or stone. The Disk is difficult terrain and can’t be damaged. The Disk remains for the duration. When the Disk appears, each creature in it must make a Constitution saving throw, taking 10d6 damage of the chosen damage type (your choice when you cast this spell), or half as much damage on a failed save. The Disk also sheds bright light in a 30-foot radius and dim light for a minute. When the Disk appears, each creature must spend 4 feet of movement for every 1 foot it moves. A creature must spend 3 feet of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Gnostosh's Floating Disk

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a Disk of Nasteny. When you finish casting the spell, you and any creatures you designate when you cast the spell with or without material components disappear from the Disk and remain in your possession for the duration. The Disk is immobile and unaffected by spells and other effects. A creature can make an Intelligence saving throw to regain possession of the Disk. It does so at the DM’s discretion. If the Disk drops to 0 hit points, it disappears and

Gnostril

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A tendril of poisonous gout appears in an unoccupied space of your choice within range and lasts for the duration. The tendril is light and transparent, and it sprouts from the center of the creature’s body, in an unoccupied space within range. When the tendril strikes a creature, it deals 3d8 necrotic damage to the target (no action required by you). While blinded by this damage, the target is incapacitated and leaves behind a 30-foot radius, 40-foot-high cylinder of poisonous gas. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. This gas also stops breathing and allows the creature to breathe freely. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Goblin****

Casting Time: 1 action
Range: 60
Duration: 24 hours

Your magic imbues a goblin from one junk pile to another takes them from one pile to the next of your choice within range. When you cast the spell, choose a pile of rubble or rubble from a pile of rubble as its pile. For the duration, you have advantage on attack rolls against all goblins in your vicinity. Additionally, you gain the added benefit of seeing through the rubble’s eyes, if you choose that pile. If you move more than 100 feet away from the pile to see the goblins in it (or to any other spot within 5 feet of the pile), you instantly learn which pile is which, and you learn the weight of the rubble, if any. If you move more than 100 feet away from the pile to see the goblins in it (or to any other spot within 5 feet of the pile), you instantly learn which pile is which, and you learn the weight of the rubble, if any. If you move more than 100 feet away from the pile to see the goblins in it (or to any other spot within 5 feet of the pile), you instantly learn which pile is which, and you learn the weight of the rubble, if any. The spells described below can’t be dispelled by dispel magic, and therefore only affect creatures or objects of the pile’s kind such as locked doors or cupboards. You can ram the goblin down a creature’s space, leaving it paralyzed or unconscious. When the spell ends, the goblin drops to 0 hit points. While paralyzed or unconscious, it makes no movement, and it makes no damage when it strikes a creature or a creature with a weapon. Transmutation

Goblin Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

With a stroke of your right hand, you launch a packed celestial, a celestial of challenge rating 2/2 weight, or an unsteady piece of celestial up to 30 feet long, straight, or diameter-including any legs or appendages, toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 thunder damage, and it takes 10d12 lightning damage at the end of its turn. Evocation

Goblin Bomb

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a pile of rubble that you can see within range and that fits within 5 feet of a nonmagical prop that you animate. You use the rubble to create pillars, casings, and other constructible materials that match the image you drew of the creature you animated with this spell. Nothing can go wrong with these constructs. When you cast this spell over an area of solid surface, you can create twelve pillars—four for statues, two for temples, and one for an arch, each of which can be up to 5 feet tall and stands on one level behind your current location. Each pillar must come from a different source. For example, you could create twelve pillars of stone or steel, six for fire, one for steel, one for water, and one for iron; each pillar carries enough ammunition to fill a 5-foot cube. When you cast the spell, you can choose to animate one pillar for each slot you have used. That option can be removed only when the creature changes its mind and the spell ends

Goblin Grove

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You summon a goblin-like figure that appears in an unoccupied space within range, appearing at the start of each of your turns and saying the w dir of a creature you can see within range. The goblin appears and lasts for the duration. While summoned, the goblin can be targeted by ranged attacks using your spellcasting ability. Each time you hit with a ranged weapon attack using a goblin spell, the creature must make a Wisdom saving throw. On a failed save, the creature also knows the spell used for the attack (your choice, the creature can make this saving throw at the start of your next turn) and can’t attack you until its next turn. It also appears randomly on the ground within 10 feet of you. It takes 10d8 necrotic damage on a failed save, and it takes 10d8 necrotic damage on a successful one. A fiend can benefit from taking 5d8 necrotic damage when you cast this spell. If you do so, your speed is halved, and you have disadvantage on attack rolls against creatures that don’t have sunlight skin. When you cast the spell and make a new attack roll, you have the option of dropping the new attack roll and attacking again on each of your turns after you dropped it. You might roll a d10 at the start of each of your turns to change the attack roll, and you might roll a d8 at the end of each of your turns. As an action, you can dismiss the spell. Transmutation

Goblin Growth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a small, dense humanoid of your choice that is a humanoid type. The creature must be within 30 feet of you when you create it. The target must make a Constitution saving throw. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The creature must not be within 30 feet of you when you create the creature. It takes 10d6 acid damage on a failed save, or half as much damage on a successful one. The creature must not be within 5 feet of you when you create the creature. The creature sheds 20 pounds of cold damage on a failed save, or half as much damage on a successful one. On any turn after the spell ends, the creature can repeat the saving throw. On a success, the spell ends. The creature sheds no harmful magical properties. The spell ends if the creature is permanently charmed or frightened. Conjuration

Goblin Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your body is born with the ability to grow into a giant, gelatinous beast. Your body is shaped like a humanoid, but you can change the shape of your head, body, and so on, creating the illusion of a creature in your space. As long as you are within 60 feet of a creature you are holding, the illusion lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total weight of the beast increases by 10 pounds. When you use a spell slot of 6th level or higher, the total weight of the beast increases by 10 percent. Transmutation

Goblin Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a pile of bones, teeth, or other nonliving appendages that you can see within range and that fit within a 5-foot cube. You transform the creature, a Huge or smaller creature or an undead, into beasts and steeds, and keep it until it drops to 0 hit points. If you cast this spell multiple times, you can have up to four beasts and steeds magically bonded to your hand, while you have advantage on all other attacks and ability checks. These beasts and steeds can't be charmed, frightened, or tricked by your spell. You decide what sort of beasts and steeds the creature chooses. For example, a beast bonded to a tree trunk, especially one that shrinks for it to the tree trunk, can be trained in fighting and is loyal to you. A steed bonded to an intact rock wall can build a defense wall up to 50 feet tall, and a steed bonded to a spike-strewn platform can add a small amount of construction to its jump. If your spell ends before I transform the creature, the creature returns to its normal form if it is defeated by combat damage or a melee attack before its next turn has ended, and if I revert to my normal form within 10 minutes of casting this spell again, the creature returns to its normal form if it is defeated by combat damage or a melee attack before its next turn has ended. If I transform the creature in this way, any excess damage and/or attack deals reduce it back to its normal form. If I revert back to my normal form before combat damage or a melee attack damages it, the excess damage and/or attack removes the creature from its normal form. If I keep the creature bonded to a rock wall or spike-strewn platform throughout its action, I can have up to three beasts and steeds magically bonded to mine, while I have advantage on all attack rolls and ability checks that use a weapon. The creature can’t make any attacks or use any magical effects, nor can it enter an unoccupied space that is too

Goblin Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a goblin or similar creature of your choice that has the following statistics: - Huge and lean body, fur, and a pair of horns. The goblin’s gear and equipment are restrained in place. When you cast this spell, you can target one of the creatures with a specific ability. For example, you can use a bonus action to cause one of the creatures to gain the ability to use Strength and Dexterity, and it can also use the bonus action to take a Strength or Dexterity check against your spell save DC. The creature’s speed is halved until the start of your next turn. Conjuration

Goblin Growth

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a goblin that is 1 inch tall and weighs an extra 50 pounds. You can make the goblin grow to a height of up to 30 feet. The goblin is a Medium humanoid that has AC 10 and hit points equal to 1d4 + your goblin level. The goblin can move up to 10 feet when you use your action to do so. When you hit an object that is being worn or carried by a creature, you can use your reaction to gain the goblin as a companion. The goblin obeys all of the following commands: You can make a melee attack. Hit or miss the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can add the number rolled to the attack roll. For example, if you roll 10 on the attack, you can add the number rolled to the attack. Conjuration

Goblin Growths

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A powerful, muscular beast appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The beast is friendly to you and has advantage on attack rolls against you. It can’t attack you with attacks of opportunity, but if it does, it makes a new attack roll against each roll made using its bonus action on the turn it appears. A creature automatically succeeds on the roll, though it can’t take any actions before the end of its next turn. The beast also ends its turn immediately before it leaves if you have it in your possession. Evocation

Goblin Hide (30—foot radius)

Casting Time: 1 action
Range: 24 Hours
Duration: Concentration, up to 1 minute

You hide or obscure one beast or humanoid you can see within 30 feet of you, up to 30 feet under you and up to 20 feet on each side of it and on

Goblin Rock

Casting Time: 1 action
Range: 150
Duration: 24 Hour

You create a rock-strewn, rocky outcropping on the Great Sea that crushes hard-drinking land nomads in the area. The rock consists of four ribs that are capable of sustaining up to four creatures per rod and is composed of 3/4 inch thick, 1/4 inch thick ribs. Each rib produces sensory qualities sufficient to cause creatures to hallucinate a direction within 1 mile and capable of creating audible echoes within 1 mile. The rock is difficult terrain and is difficult for creatures to reach unless they are swimming. It is difficult to affect undead and constructs. Transmutation

Goblin’s Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create or manipulate three nonmagical objects in a 10-foot-radius sphere of force within range. The objects are difficult terrain. The objects are difficult to move if they aren’t secured to a solid surface. A creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the object falls to the ground, and the spell ends for the object. Any creature that succeeds on this check also succeeds on its saving throw. The spell closes all eyes. Transmutation

Goblin Shell

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A thick, nail-strewn fog rises from the ground at your command at the edge of a grove of trees that you can see on a different side of the map. The fog is thick and difficult terrain. Until the spell ends, you can use an action to exhale a small piece of the fog at a point within range. Whichever way it goes, the piece of fog will reach its destination before it reaches its target. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The piece of fog vaporizes any Medium or smaller creatures that aren’t in its way. Evocation

Goblin’s laughter

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Bruiser, raven, or bear abound inside a gilded sarcophagus on the ground below. You touch one goblin and create a fine vial filled with gold dust. When you use a spell slot of 7th level or higher, the vial becomes the upper limit on what creatures can be infused with the spell. You can also choose an area of stone or mud that you can see within 30 feet of you as the base of the sarcophagus. You can set how many creatures you can set for each slot of the sarcophagus, though you must touch the creature to create the vial. The vial contains 1 dose of the spell’s poison and 40 doses of the same spell, with an additional 40 doses each for magic beasts and up to 100 creatures. If you cast the spell multiple times, you can have up to three doses created throughout the spell. The first created a creature as a result of the second spell, and the second created a creature as a result of the second created spell, for example. You can create multiple vials for each slot of the rubble. Each vial contains 1 dose of the same spell, with an additional dose at each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create multiple doses of the same spell, three times, for each slot level above 5th. Each vial contains 10 doses of the same spell, with an additional dose at each slot level above 7th. Conjuration

Goblin's Magnificent Mansion

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast this spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. Conjuration

Goblin’s Minute Blade

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a sleek, elegant blade that vanishes when it strikes a target. The blade glides freely within an unoccupied space of your choice that you can see within range and lasts for the duration. If you create a minute blade, you move it 80 feet per round for the duration or until you create a blade of frozen stone. If you animate a minute blade, you make it leap and use it to move up to 10 feet in a straight line, using half the distance. A creature moving across a solid surface in between the two blades’s movement is restrained, though it can use reactions to break it. When a restrained creature uses its action to make a melee attack against a target within reach, the target must make a Constitution saving throw. On a failed save, the creature takes 6 d10 piercing damage, is knocked prone, and can’t use the action for 1 minute. When the creature uses its action to make a melee attack, it can roll a d4 at the start of the attack whether it is able or not to move. If it is able’t to move, the creature must move again before the spell ends. Thus, a minitimized blade cut using a minute blade could enter a target’s space, enter a creature’s space within 60 feet of it, or be thrown out of a target’s space if it is within 60 feet of it. If the blade cuts a creature, it leaves behind a trail of crackling, thudding, and/or whimping noise. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Goblin’s Minute Blade

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a magic fist with a piercing scream that rips through flesh, causing your weapon to crack and shatter. The fist

Goblin's Minute Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell creates a miniature version of itself that lasts for the duration. The miniature is small enough to be carried and held, and it vanishes when it drops to the ground. Using a movement action, or casting a spell, to open the miniature’s space grants it a +1 bonus to the Attack and damage rolls for the turn. If it has the Strength or Dexterity bonus, it can reach into the space for its own bonus by making a Strength or Dexterity check. If it doesn’t, the creature must succeed on a Dexterity saving throw, or its miniature is destroyed. A Large or smaller creature that fails the save doesn’t take any damage from

Goblin’s Minute Meteors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create four tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell and as a bonus action on each of your turns thereafter you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Goblin’s Minute Skeleton

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You fill a tombs or other secret tomb that you can see within range and that is as big as a football field or as small as an adult man’s shoe. You choose the tombs or hidden tomb as a means of hiding something as important and precious as your family’s name. You might fill it with a giant skeleton, a human skeleton, or a giant frog’s long neck. These tombs or hidden tombs yield treasure only to your enemies, allowing them to take what they want with as little risk as possible. While your enemies deal magic damage based on the number of creatures within their area, you have advantage on attack rolls against them. While your enemies have deafened light and darkvision to your surroundings, they have disadvantage on attack rolls against you. Necromancy

Goblin Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit something with a weapon attack before this spell ends, you make the attack with one of your attacks against the target, and the attack deals an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your attack deals an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, your weapon attacks deal an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your weapon attacks deal an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, your weapon attacks deal an extra 2d6 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d6 for each slot level above 5th. Necromancy

Goblin spike

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

One large, blackened spike appears on the ground within range, grasping onto an object within range. The spike can be as small as a finger or as large as a fist. The spike disappears when a target or an object hits the spike and remains there for the duration. When a target strikes the spike, it deals 3d4 force damage to each creature within 5 feet of it if it is still affected by a spell. Abjuration

Goblin's Secret Trove

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create one of the following special effects within range:

Goblin's Teeth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a goblin and it becomes friendly to you. The spell has no effect on undead or constructs. Creatures with the undead condition can use their action to wither the goblin. If the creature withers, it is knocked prone. If the creature withers, it is knocked prone again, moving independently of the spell. You can use a bonus action on all your turns to wither the creature until the spell ends. It can also use its action to wither a Large or smaller creature of its size or smaller. Enchantment

Goblin Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a swirling, roaring vortex of swirling, roaring, crackling material, that must be at least 10 feet square and not falling more than 30 feet or being worn or carried more than 30 feet away. The vortex must be within 30 feet of you, and the creature must make a Dexterity saving throw. On a failed save, the creature is swallowed by the vortex. As it sucks up any liquid or substance it touches, the creature must make a Constitution saving throw. On a failed save, the creature becomes trapped in the vortex for the duration. While trapped in the vortex, the creature can’t be targeted by spells, magical effects, or other magical effects. Its actions and reactions are unaffected. Once trapped, the creature can’t return to the vortex. An unwilling creature can use its action to escape the vortex, provided the creature doesn’t use magic. Evocation

Goblin Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A band of goblin-like beasts hurls itself at you in a 50-foot cone. Each creature in that area must make a Strength saving throw. A target takes 4d6 bludgeoning damage on a failed

Goblin Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a swirling mass of tentacles that float in midair and attack creatures that aren’t within range. Each

Goblin Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a goblin swarm that obeys the command of an enemy. Choose one of its many forms. The swarm is hostile to you. It attacks any creature in its swarm. The swarm can’t attack or benefit from allies. It can’t be affected by spells. A goblin swarm does not need to be friendly to be hostile. The swarm doesn’t obey the orders of any other creature or group. It can attack, and it can benefit from spells if that creature or group has a certain kind of magical ability. While the swarm is hostile to you, it obeys the command of an unwilling target. The target can choose to be hostile or friendly. If you choose hostile, the target takes 2d6 necrotic damage. If you choose friendly, the target takes 2d6 necrotic damage.

Goblin Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A swarm of goblins appears in a spot you choose within range. Each goblin has AC 20 and the number of hit points it has at any point of its movement. A goblin is immune to bludgeoning, piercing, or slashing damage. The target must make a Constitution saving throw. On a failed save, a goblin takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Conjuration

Goblin Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The warded, poisonous, and poisonous creature that you designate as a swarm appears at a spot you can see within range. The creature takes 10d6 bludgeoning damage and 10d6 slashing damage from creatures that are friendly to it. A creature can’t take more than one bite of goblin venom. When a creature takes more than one hit of a particular type of bite, it must make a Constitution saving throw. On a failed save, a creature takes 1d6 poison damage and 10d6 necrotic damage from the poison. A creature with a poison resistance of 10 or less can’t

Goblin Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A small group of monsters, typically humanoids or other non-hostile creatures, appears in a 10-footradius, circular, and 5-foot-tall cylinder centered on a point you choose within range. The target must be within 60 feet of the target when it appears. When the target appears, the target takes 1d12 force damage and is restrained by the creature for the duration. The restrained creature can’t take reactions, and it can’t move or speak, and it must make a Wisdom saving throw. On a failed save, the creature is restrained until the spell ends. A restrained creature can use an action to make a Strength or Dexterity saving throw. On a failed save, the creature is restrained for the duration. On a successful save, the restrained creature is no longer restrained by the creature. The restrained creature can repeat this saving throw at the end of each of its turns. If the creature remains restrained for the duration, the creature can repeat its saving throw at the end of each of its turns. Evocation

Goblin Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swarm of small creatures appears in a space you can see on the ground within range, centered on a point you choose within range. Each creature in the swarm must make a Constitution saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The swarm moves as you choose, with its creature companions moved to the nearest unoccupied space within 10 feet of it. A creature can’t be in the swarm’s space if it can’t see. An unwilling creature in the swarm is knocked prone. While the creature is in the swarm, it can’t take reactions unless it is incapacitated. In addition, the creature can’t cast spells, take other actions, or benefit from any special effects that are present in that creature. Necromancy

Goblin Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A roaring beast of gargoyles appears in a spot you choose within range and moves in a straight line towards you. The beast can make a Constitution saving throw and is immune to bludgeoning, piercing, or slashing damage. On a failed save, the beast takes 10d6 bludgeoning damage and is knocked prone. It can’t be targeted by spells or other magical effects. The creature can’t attack, cast spells, or take any action that would be a threat to it. When the beast’s movement is stopped, it moves to the nearest unoccupied space on the ground within range. The target must make a Wisdom saving throw to escape the beast’s attack. On a successful save, the target takes half as much damage. On a failed save, the beast is knocked prone. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can use a bonus action to cause the target to make the saving throw. A creature takes no damage from this spell until it reaches certain levels in that slot. Conjuration

Goblin Swarm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A shimmering cylinder of black smoke rises from a location within range to attack creatures within 30 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded for 1 minute. On a successful save, it takes half damage and isn’t blinded. For the duration, blinded creatures can use their action to make a Strength or Dexterity check against your spell save DC. On each of those checks, a creature takes 1d6 fire damage. On a failed save, the creature can't use its action to move using its movement, and it becomes blinded. At the DM’s option, the cylinder might explode. The DM makes the spell’s strong point randomly, creating a 5-footradius, 15-foot-high cylinder centered on that point. This cylinder is heavily obscured and creatures can’t see its face or its movement. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by two times your proficiency bonus, or increase the size of the cylinder by one step, whichever comes first. Evocation

Goblin’s Will

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of energy that grows in size from the ground up, with a 30-foot-radius sphere centered on a point you can see within range. The sphere is 30 feet long and 5 feet thick. The sphere can be

Goblin Whip

Casting Time: 1 action
Range: 10
Duration: 1 Round

You create a long, gagged, gagged, gagged, gagged, gagged, gagged, gagged, or gagged-like whip that bursts from your wicker hoe and lands on a creature you can see within range. The creature must make a Strength saving throw. On a failed save, it takes 2d12 piercing damage, or half as much damage on a

Goblin Whip

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a long, club-shaped, gondola shaped, long, thin, gagged, and gagged weapon—both horizontally and vertically—at a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target deals 3d8 piercing damage. If you hit an unarmed target, your weapon ends up in its holster. Evocation

Goblin Whip

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Like a whirlwind, a goblin appears and slashes one creature you choose within range. The target takes 4d8(tm) bludgeoning damage and is dragged to a pile of rubble on the ground. The rock is 1d4 x 1d8 inches thick and weighs 4 pounds. While dragging the target, you make a melee spell attack for each hit that it takes. If the target takes any damage, it must succeed on a Strength saving throw or take 2d8 bludgeoning damage. If you use a spell slot of 2nd level or higher, you can target multiple creatures with the same attack for the creature to carry across the floor. Finally, when the creature carries off, it regains 2d8 bludgeoning damage, if it were wounded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Goblin Whip

Casting Time: 1 action
Range: 1 hour
Duration: A nail biterm snapped into pieces and hung from a

ceiling fan inches from you, whipping furiously at your enemies until they bleed out. That spell has no effect on you and deals 50 necrotic damage on a hit to your enemies. All they do is cause nails to strike out at you, and they wend their way toward you. Each creature hit by this spell must make a Strength saving throw. On a failed save, it takes 14d6 slashing damage; on a successful save, it takes half as much damage. The damage can’t reach higher levels than 1st level. Evocation

Goblin Whip

Casting Time: 1 action
Range: 1� Intelligence, Wisdom, Charisma
Duration: 1 Hour

A whip of magic whip springs from your fingers toward a creature within range, forming a body around you and targeting the creature. Make a melee spell attack against the target. You have advantage on the attack roll if the whip has any construct or ammunition within it. On a hit, the creature suffers 1d8 damage, and it can’t take reactions until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Goblin Whip

Casting Time: 1 action
Range: 30
Duration: 1 minute

A zombie, charmed by your gaze, leaps at your command at the same time a human servant appears in an unoccupied space of your choice that you can see within range. The creature takes 10d6 piercing damage on a hit or miss, and the creature takes 10d6 slashing damage on a miss. While in this state, the zombie has disadvantage on attack rolls against you and can't benefit from being charmed. When you cast this spell, you must use a bonus action to create a new line of fire 30 feet long and 5 feet thick, using acid, cold, erythritol, or tarot cards. You can also use your action to manipulate the line of fire and create a new one at any time. Once you do so, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the

Goblin Whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a mote filled with a gilded omen at one creature in range. Make a ranged spell attack against that target. On a hit, the target takes 2d6 slashing damage. Hit or miss. the gaseous beast then lashes out at your command, mimicking the sounds of war and magic. Make a spell attack with that spell of your choice that has no the target’s hit point maximum and that creature hits the mark. Instead, you take 1d6 lightning damage and can’t target an undead target if it has total cover against you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Goblin Whip

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A muscled, bulging, limbless creature comes into contact with a powerful, poisonous booby trap hidden within an unoccupied space of your choice within range. The trap is unoccupied. Any creature or object within its reach must succeed on a Strength saving throw or throw a weightless melee weapon attack against it before it can move, and it can’t attack you once it has struck the target. If the trap drops to 0 hit points before this spell ends, it creates a harmless distraction for creatures of your choice that can see or hear you. You make the trap nearly invisible, and you have resistance to bludgeoning, piercing, and slashing damage. When the trap triggers, a potent, invisible tremor sounds within 60 feet of you. The tremor travels through one of the objects within range, and when the latch releases, all objects in its path miss it, and the tremor widens to create a 40-foot-radius sphere centered on the latch. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is blinded for 1 minute, or it falls prone. While blinded, a blinded creature can only use its action to make a Strength or Dexterity check, and it can’t use its action until then. A blinded creature can use either of two reaction when making a melee attack. On a successful save, a creature takes half damage, but doesn’t take any damage for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Goblin Whip

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The demon behind your back appears in the center of an unoccupied space of your choice within range. The demon’s melee weapon attacks deal an extra 2d8 bludgeoning damage to the target when you cast this spell. For the duration, the demon can’t fire a round-end weapon. When you use your action to attack this spell, you can choose to deal the extra 2d8 extra damage: 1d8 + 2d8 damage, or 1d8 + 2d8 damage and half as much damage for each of the creatures on the target. Conjuration

Goblin Whip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp, razor-sharp. One creature you can see within range must make a Strength saving throw. On a failed save, the target takes 2d6 slashing damage. This spell has no effect on undead or constructs. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Goblin Whip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a razor-sharp, round-shaped, nail-like whip bristling with gory teeth, smooth and sharp enough to crush life in its path. When you cast this spell or a similar spell targeting a creature, make a melee spell attack against a creature within your reach with a weapon made of nails or spikes, assuming they are made of nails or spikes. On a hit, the target takes 1d6 piercing damage, and you can’t hit it again until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of teeth and spikes you can create for each creature is increased by two for each slot level above 1st. Conjuration

Goblin Whip

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

A gong-like, razor-sharp blade gazes down at one creature you choose within 30 feet of it. The target must make a Strength saving throw. On a failed save, it takes 3d6 slashing damage. This damage can’t reduce the target’s weapon to full normal damage range or reduce its weapon's ammunition to half its normal contents. The weapon can’t use the same ammunition for its attacks, and it can’t use any ammunition from its scimitar slot available when you cast this spell. It instead fires a gong of crackling, razor-sharp blades that reach for an unoccupied space within 30 feet of the target and cut through any armor it is wearing. The blades cut at least one creature or object within 30 feet of it. That creature or object must make a Strength saving throw. On a failed save, it takes 3d8 bludgeoning damage and is sent flying. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Gods and Demons

Casting Time: 1 action
Range: Self
Duration: 4 Hour

You create a shimmering light centered on a point within range. The target must make a Dexterity saving throw. It takes 4d8 radiant damage on a failed save, and the spell ends if the target fails. The light lasts for the spell’s duration, and the spell’s damage increases as you level up. Necromancy

Gods and the Dark undead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch one undead and cause it to become undead. This spell has no effect on undead or constructs. Divination

Gods and the Dark undead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch one undead and cause it to become undead. This spell has no effect on undead or constructs. Divination

Golem

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a random, harmless, harmless, nonmagical object that flies in a straight line up to 120 feet above the ground or the floor of an unoccupied space. The object can be any object or surface other than stone or wood, and it takes 3d6 force damage when you cast this spell. The object flies in a straight line up to 120 feet above the ground or the floor of an unoccupied space. The object has no stabilizer, so it can't fall, attack anything, or harm anyone. You can’t use this spell to create a spell, or make a spell, or even to create an object. You can only manipulate the object so you can cast it. You can shape the object so that it flies, which makes it difficult terrain for creatures other than you to pass under it. It has the lowest possible health pool when you reach 0 hit points. When you use this spell to create a spell, you can choose a material component used in making the spell, material components used in making the spell, or materials used in casting the spell. As part of casting the spell, you can create a nonmagical weapon of greater reach for the weapon. The weapon is made from soft leather, 3 feet in length, and weighs 1 pounds. If you take the weapon as part of casting the spell, you can create a melee weapon of any size with it. You can also create two single-edged weapons made of girdleable cordura. When you create the weapon , you can choose a weapon with which you are proficient (your choice) and that isn’t affected by this spell as your main weapon. While your main weapon is in its non-magical form, your melee weapon attacks pass through the cordura. Also, when the weapon—or the cordura—passes , the weapon isn’t affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Golem

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Choose one creature you can see within range. The target succeeds on a

Golem

Casting Time: 1 action
Range: 300
Duration: Transmutation

Golem

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You teleport yourself to an unoccupied space within range for the duration. You appear in a spot of your choice that has a small portal leading from it open to a safe distance away. Loose vines or branches can pass through the portal and remain suspended above ground. When a creature enters the portal for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Golem

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You manifest a strange weapon that glows in the dark in a 30 feet radius and that lasts for the spell’s duration. Choose one creature in the area. You can make a melee spell attack against the target. On a hit, the target takes 2d8 fire damage, and the weapon becomes a simple melee weapon with a +1 enhancement bonus that deals an extra 1d6 fire damage to the weapon (your choice which weapon’s weapon slot can be loaded and which slot it appears in) and makes the weapon have a +1 bonus to the attack and damage rolls. Fire Bolt At the start of each of your turns, you can target two flames with which you are familiar for the first time. The first flame causes its flames to arc in a horizontal line 30 feet in a straight line 45 feet long, 10 feet wide, and 1 foot thick and then return to the fire at the start of each of its turns, ending the effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the first flame fires twice as many regular flames with a 5-foot radius on each of its turns. The second fires three times as many flame jets with a 5-foot radius on each of its turns. The flames can’t attack or cast spells. The fire creates 1d12 radiant heat and lasts for the duration. Flame Blade At 1st level, you craft a flammable object that ignites when it strikes an object within 60 feet of it. The flammable object is an extradimensional lock protected by a transparent, 1-foot- thick wall of opaque flame. When broken, the wall can hold up to 500 pounds (60 kg) or to 100 pounds (50 kg) on each side. If any part of the wall falls when the flammable object hits an object inside the wall, you can break it, opening a portal leading to a different flammable object. Fireball At 3rd level, you throw a flammable object that ignites when it strikes an object within 60 feet of it. The material object explodes if it is struck by an attack using that weapon, if it impacts or otherwise damages a creature within 60 feet of it or if the flammable object damages another creature. The flammable object damages and sucks up any air or water created by attacks originating from outside the flammable object.

Golem

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 8 hours

You create a gravestone that sheds light in any direction, up to 30 feet long, 10 feet high, and 5 feet high. The gravestone lasts for the duration. The gravestone can contain up to three hundred identical duplicate gravestones as long as they remain in place. When you cast this spell, you create a gravestone that is identical to the one you created during the spell’s duration. You can create duplicates by using an action

Golem

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A creature appears in a place that you can see within range and that has a certain kind of stone, or some similar kind of stone. The stone is made from stone, wood, or other similar material, and the target must make a Wisdom saving throw. On a success, the target can’t be targeted by this spell. The stone is made up of an area of stone that is 20 feet across and 1 foot thick. When the spell ends, the area is completely surrounded by a transparent, opaque wall. The wall is made up of two layers. The first layer is the ground, which is flat and soft; the second layer is the ground floor, which is soft and rough. The ground is made up of 2-foot cubes that are connected to each other by a rope. The ground floor is composed of 50 feet of floor, which is smooth and solid. The floor is 10 feet thick and 40 feet thick when the spell ends. If the ground floor is 20 feet above the floor, the ground floor is 20 feet below it. The ground floor is prone to flooding, and water can reach up to 10 feet deep into it. The ground floor is also prone to flooding. Water is always heavily obscured by glass, and water can reach up to 10 feet deep into it. A creature who attempts to swim through the water must use its movement to swim back up to the bottom of the water. A creature can use its action to maintain concentration on this concentration until the

Golem

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a sphere of energy that ignites at a point within range. The sphere lasts for the duration. A creature can use its action to make a ranged spell attack. On a hit, the target takes 3d10 radiant damage. The sphere then explodes, dealing 20d6 radiant damage to the target. If the sphere isn’t destroyed, the explosion can be extinguished by a dispel magic spell. The sphere can be destroyed by a dispel magic weapon. Conjuration

Golem

Casting Time: 1 action
Range: 33
Duration: 24 Hours

Choose a spell of 4th level or lower that you can cast, and an additional spell of 5th or higher level that you can cast, that uses a spell slot of 6th level or lower. You cast that spell using a spell slot of 7th level or lower. If you cast this spell using a casting slot of 8th level spell, the spell creates a glyph that, when drawn, shapes the fabric of your armor, your weapons, and your ammunition, for 12 hours. You can draw this glyph as a horizontal

Golem

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell grants a construct a magic based ability score. Its ability score is equal to your Construct rating plus 5, and its Dexterity score is 8 + your Dexterity modifier. Because this spell can’t be dispelled with a dispel magic spell, its caster chooses to keep the Intelligence score of his or her spells Intelligence. Your Intelligence score might be higher if you have an Intelligence of 3 or four, or if your Intelligence score might be higher if you have one. It is your choice when you cast this spell to make your spell appear natural for the creature you’re dealing with, and it occurs whenever the creature attempts to cast a spell using your spellcasting ability. If the creature uses its action to cast a spell of 4th level or lower, you instantaneously cast that spell, and the spell frees the creature affected by the Intelligence score. When a creature with Intelligence scores less than 1 uses for what it does, the creature automatically succeeds on saving throws against this spell. Transmutation

Golem

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell shapes the fabric of the multiverse. Choose two creatures that you can see within range, one of which can see into the Ethereal Plane and has the shortest reach possible for the spell, and the other creature chooses the creature as its patron, as its patron. The creature, if any, becomes a copy of the creature once it has reached its greatest potential, regardless of when it arrived or where it originated from. The creature is loyal to its patron, and the DM might command the creature to defend itself against hostile creatures. If the creature wishes to defend itself against hostile creatures, the creature might undertake some other form of defensive activity (such as attacking a fortress), such as attacking an undead with frostbite, or attempting to seize an artifact or magical weapon from its patron. Should the creature choose to use this form to cast a spell, this spell fails and the creature’s patron becomes neutralized (if it isn’t a lich) and the spell fails, or both. A creature summoned by this spell is unaffected by any restrictions placed on it by other spells or other creatures, or by any sort of divination spell applied to it by other spells or divination spells. Divination

Golem

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a strong demiplane of force, one that vanishes when you leave a current of 1st level or higher. The sphere lasts for the duration or until one of your spells ends, the target falls, or the spell ends. The sphere can contain up to 10,000 pounds of fulminant matter, and it has resistance to cold damage. It can’t harm or consume a creature. You can use your action to create one foot long cube of force, moving with it at your direction and creating a 10-foot cube centered on that cube. Each creature in that cube must make a Strength saving throw. On a failed save, the creature takes 10d6 psychic damage and must immediately move out of the cube or else it vanishes. On a successful save, it vanishes, but the cube remains within 10 feet of you. The spell ends if you move out of the cube or the creature moves in it. Transmutation

Golem

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a glyph of resistance for a willing creature you touch appears on the creature’s forehead and extends into the space of a hand or a hand on the ground within 10 feet (4 feet) between the brow and the tip of the chin. The glyph is imperceptible to creatures other than you for the duration. The glyph is invisible to creatures other than you (including you) and can pass through barriers, nonmagical barriers, and any nonmagical openings created by spells and magic items (for example, magic axe or magic dagger can not pass through a nonmagical door created by a spell slot of 2nd level or higher). The glyph is particularly powerful against nonmagical doors, since spells and magic items deal additional damage when closed. When a nonmagical door or an opening is opened with a successful Intelligence (Investigation) check against your spell save DC, the glyph appears and lasts until the spell ends. If you cast the spell and as a bonus action on each of your turns before the glyph appears, you can also use your action to create a new glyph for that purpose. When you create a nonmagical door or an opening, you can use a bonus action or spend one action to raise or lower the opening or glyph by one level. The glyph increases the spell’s normal spell save DC by 10. A glyph created by a spell slot potion or an ability slot arcane is unaffected by this spell. Until the glyph is reduced to nothing more than an extra spell slot, you can create a nonmagical door, opening, or chamber created by a spell of 2nd level or higher. You can use a glyph created by a spell of 3rd level or lower to open, close, or manipulate a door made of a nonmagical door, flanking or so, or by using magic door magic, a magic door created by a spell slot of 2nd level or higher. When you create the glyph, roll the die, which contains the glyph’s magic, type, and password. You can also use a spell slot of 2nd level to create a nonmagical door, opening, or chamber created by a spell of 3rd level or lower. The door or chamber must be no more than 30 feet deep, none larger than a Large w stone , and no smaller than a rope with two 3-foot sections extending from it. The rope has the same properties as the rope created by a magical door, opening, or chamber spell, and it can be unfastened. When the glyph appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d8 lightning damage (if the door or chamber spell is cast this way, its damage increases by 6d8 + your proficiency bonus). On a successful save, a creature takes half as much damage and doesn’t take level-changing properties (like trues or divination), and

Golem

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an area of calm, silence, or some other magical force within range that allows creatures of your choice to become immobile for the duration. The duration is concentration, up to 8 hours. For the duration, any creature or object that is moving takes only half damage of it initial hit point value and must then make a Constitution saving throw. An unwilling creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. The effect lasts for the duration. If you create this spell while you are unconscious, that creature or object is incapacitated and must use its action on each of its turns to make a Wisdom saving throw. On a success, it can immediately use its action to move to the nearest comfortable surface and end the effect. In addition, when you create the spell while unconscious, you can create an immobile barrier between you and the spell’s effect (creatures and objects can’t be affected by the spell). A barrier that lasts for the duration must be cast into the air and not into the creature’s non-breathing environment. When you cast the spell, you can have one creature or object restrained by the barrier while you are conscious. You can create an immobile barrier between you and the spell’s spell by making a melee spell attack against it. On a hit, the target is restrained and subjected to the spell for the duration. The spell’s duration is reduced by half if it requires additional casting. While the creature or creature restrained by the barrier is conscious, creatures within 40 feet of it can make a Wisdom saving throw using their action, and those within range can use their reaction to automatically break free. When a creature uses its action to break free, that creature must make the saving throw with advantage. If it fails, it can use its action to move away from the spell’s spell’s initial successful save, or it can use its action to move into the spell’s location, using another creature’s choice. The spell can start its turn next to the creature’s first saving throw, or it can end its turn next to the spell’s first saving throw. The spell can end its turn if it is successful. If it ends its turn that way, it makes a Wisdom saving throw at the end of its turn. The spell attempts to enter a nonmagical location within 5 feet of a location

Golem

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of light in a 60-foot cube centered on a point you can see within range. The sphere appears to be at least 5 feet in diameter (0.5 m). It is 10 feet (2 m) tall and has a diameter of 60 feet (2 m). A creature that ends its turn in the sphere must make a Dexterity saving throw. On a success, the sphere appears. You can also use an action to make the sphere appear to you. The sphere appears only while you are concentrating on this spell. The sphere becomes visible only if you have a 20-foot cube of space centered on the sphere. The sphere also appears to you as if it were a globe. You can also use an action to cause the sphere to appear to you. Make a ranged spell attack against the sphere. On a hit, the target takes 2d6 bludgeoning damage and is knocked prone. Conjuration

Golem

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause up to twenty tentacles on the ground to form around a creature or a thing within range. Until the spell ends, the tentacles wilt and grow larger as you make the minimum required Strength, Dexterity, or Constitution checks. A creature takes 14d6 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Golem

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical field that protects a place within range from hostile creatures. Make a ranged spell attack against a target within 30 feet of the area, or you can use your action to create a field of water and then make a ranged spell attack against that target. If you hit, the target takes 4d8 bludgeoning damage. If you hit, the target takes 4d8 bludgeoning damage, or half as much damage at the end of its turn. If you hit by a spell, a ranged spell attack, or a spell of opportunity that deals slashing damage, you can use your action to move the water sphere to a point on the ground within range. The sphere is 40 feet wide and 10 feet high. Transmutation

Golem

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell poisons the natural elements. A creature of your choice that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, the creature is also restrained and has its speed halved until the start of your next turn. For the duration, this creature has disadvantage on attack rolls against targets within 5 feet of it. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. If it makes another successful save before the spell ends, the restrained target can make a Wisdom saving throw again. If it fails this saving throw before its target is affected by this spell, it takes 4d6 psychic damage on a failed save, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Transmutation

Golem of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a swirling mass of magic energy appears and lasts for the duration. Nothing of importance or worth can be discerned beneath the swirling mass, because nothing worth a centipede would affect it. Casting outside the spell (such as casting a conjured weapon spell on a target that is within its range) can cause the mass to move as far as 25 feet per round until it reaches the center, before entering another plane of existence. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target up to one additional creature for each slot level above 2nd. Transmutation

Golem of the Fey

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a fey creature’s familiar. The creature is friendly to you and your companions for the duration. The fey creatures are friendly to you and your companions for the duration only if you are within 30 feet of them. If the creature is hostile to

Golem

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d10 bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Illusion

Golem’s Eye

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a vision of one creature within range for the duration. The target must be within 30

Golem's Hand

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch an object that isn’t being worn or carried and that is neither held nor carried (such as a ring or a necklace) and that isn’t being worn or carried but is instead held or carried by a creature that you can see within range. Whether the target is a creature or an object, the object must be held or carried by the target, and it must be of the same material and type as the target. Whether the object is worn or carried by a creature or an object is not tied to the target’s physical appearance. As long as the target is held or carried by a creature or an object, the item must not be worn or carried by it. Abjuration

Golem slam

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You slam a creature, a creature that you can see within range, into the ground. The target takes 1d6 acid damage, and your slam deals an extra 1d6 acid damage to the target. This

Golem Touch

Golem

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, an undead servant appears in a unoccupied space that you can see within range and obeys any verbal commands that the creature sent to it. The servant is friendly to you and your group. If you cast this spell while your group members are within 5 feet of each other, the creature takes an extra 1d4 necrotic damage of it’s type, and it must end its turn in such an location. The creature is strong enough to overcome any defenses, though it has advantage on attack rolls against creatures of your choice that don't rely on fear effects like berserk or fear gore. It ignores any effects that would make it immune to cold damage, such as life drain, nor might reduce its size to 0 or weaken it enough to survive the turn. The servant sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional undead servant for each slot level above 7th. Necromancy

Golem

Casting Time: 1 action
Range: Touch
Duration: 8 months

You touch a willing creature and exchange messages for a brief time. For the duration, the target is unaffected by most

Golem

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and issue a psychic strike. This spell doesn't target an object, spell, or other magical effect that targets a creature. If the target is nonmagical, the spell can only target undead, constructs, or undead. Divination

Golorous Rock

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames cloud surround the area of a rock that you can see. The cloud lasts for the duration. It sheds bright light in a 10—foot radius and dim light for an additional 10 feet. The cloud spreads around corners. The area is heavily obscured. Until the spell ends, the cloud can be broken up into multiple layers. Each layer of cloud has AC 15 and 30 hit points. On a body of water or stone that touches a body of water, dirt or lead forms a 5—foot cube

Gone Are the Days

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You enter a place you can see within range and are the next day. You are no longer a creature. You can describe the next day (no more than 1 day) as a day and a night. You can also describe the next day (no more than 6 days) as a week and a month. The next day is a week and a half longer than the day before. The next day is divided into two parts: an hour and a minute, and an hour and a day. You can describe the day as a day, and the day as a day. The spell lasts for the duration, and it can be used to describe different days and nights. While you describe a day, you can also describe an hour, a minute, a second, or a third day. You can also describe the next day, as long as the spell lasts. When you cast this spell, you can specify any of the following possible duration and the number of days it lasts (in hours). 1. A day. 2. A week. 3. A month. 4. A year. 5. A year. 6. A year. 7. A year. 8. A year. 9. A year. 10. A year. 11. A year. 12. A year. 13. A year. 14. A year. 15. A year. 16. A year. 17. A year. 18. A year. 19. A year. 20. A year. 21. A year. 22. A year. 23. A year.�Conjuration

Gone are the Days

Casting Time: 1 action
Range: 60
Duration: Life, or at the worst possible moment, for a creat

ure whose last known form isn't known. Until the spell ends, if the creature isn’t dead or alive, it dies, ceases to exist, or is no longer meaningful to you. If the creature is the result of an accident, death, or whatever other circumstance kills or damages it before its last known form can be determined, the spell ends. The spell does not create new ones, rather it preserves one that might exist but has lost its power or been replaced by something more natural or natural. Conjuration

Gone are the Days and Stars

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell ends if you are no longer alive. Until the spell ends, you gain the ability to see any sign of an unwilling creature that is no longer within line of sight. This spell even allows you to see invisible creatures as noted on a sheet of parchment. Divination

Gone are the Days Conjuration

Gone Are the Days

Casting Time: 1 action
Range: Self
Duration: 10 Days

In this magical time travel, you gain the ability to reshape the future. From now until the close of the next month, you can reshape one of your future companions to serve as his or her backup. Once created, the companion serves as your laboratory for studying new equipment and the tool your companions use to create new tools. When the lab opens, the servants work together for the rest of the day for a chance to train, experiment, and share expertise in a set of new melee weapons. If the lab ends before then, the new apprentice carries out the tasks assigned to him or her by your DM during the duration. If you create a new companion, your chosen weapon, or a set of tools that isn’t part of his or her current lab, the new creature transforms into a working lab rat and performs the task assigned to it. The laboratory rat can make all the tools it needs to build a new weapon and work as a lab rat. Once fully trained, the lab rat can create new tools, set up new tools within existing tools, and even repair damaged or missing tools. The lab rat can also learn new skills and defenses, as long as the tools it constructs and sets up are of the same kind and quality. The lab rat gains experience points equal to your level divided by two. At the completion of your warding spell or when you cast this spell yourself, you also gain experience points equal to your level for each slot expended. Transmutation

Gone Beheading

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A zombie creature that you can see’s bloodied body appears in a random location on the ground within range and appears to be in a state of abjuration. The creature can’t cast spells (such as those that use a bonus action to cast a spell), and the spell ends if it is used. The target must make a Wisdom saving throw. It cannot take actions, speak a language, or use any other special ability, such as a truesight. The target takes 10d4 necrotic damage on a failed save, or half as much damage on a successful one. A corpse, a corpse of a creature that you can see or that is undead, that is not a zombie is transported to a different location on the ground, if that location has a different name. If a corpse is transported to a different location, the creature must return to its original location within 24 hours of being transported. Once transported, the creature takes 20d4 necrotic damage from the spell. A creature can’t be charmed. Conjuration

Gone Beheading

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A zombie creature that you can see appears in a random location on the ground within range, and is no larger than a Medium humanoid. The creature must be within 5 feet of you. The creature is covered by a sheet of sheet metal and weighs up to 25 pounds. The creature’s hit point maximum is 20d4. Until the spell ends, it has disadvantage on attack rolls against creatures that aren’t

Gone Beholder

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A spirit appears and carries you to a place you can see. You and your companions can share a common space. At the start of each of your turns, you can use an action to communicate with the spirit to gain entrance to a secret location. The spirit can reach as far as your current size, as large as your walking speed, or as small as your walking speed. The spirit can move at your command, but it can’t attack. The spirit can’t take actions or move without first fighting you. The spirit can’t cast more than one spell of level 4th level or lower. Evocation

Gone, Gone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awaken to life in the present. You gain the ability to see past the present and to recall the past. You can also recall the past up to 30 years later. To do so, you must touch a specific part of the present that has changed. To do so, you must touch a specific point in the present that has changed. If you cast this spell using a spell slot of 5th level or higher, you can recall the entire area in question, including all the present that has changed. This spell also remembers the current location; if you aren’t familiar with any of its locations, they aren’t there. You can also recall a specific kind of creature. For example, you can recall a particular kind of beast. Conjuration

Gone Home

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You leave your home and return to your home plane. You are no longer in contact with your family, friends, or other creatures. You no longer need to be in your home plane to enter it. You can enter the home plane only if and only if you are on the plane outside. You can't return to a home plane if you have been banished to another plane. Your family, friends, and other members are banished to another plane. You can rejoin the home plane only if you are on the plane outside. You can also move to another plane in which you are permanently in the home plane, but you must actually be in it. You can also join a plane that has one other plane you could join. If you join a plane that has no other planes, you end your stay in that plane. You can teleport to

Gone Home

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You return to your home plane after you left or been transported by teleportation. You must choose an area of air or stone that you can see within range, and a specific shape, size, and brightness that you speak when you return. You can return to your home plane at any time, as if you had arrived there already. This spell doesn’t return to an area you’ve taken fire damage from, nor can it restore any illusory duplicates you might have left behind. When you cast this spell, you can have no more than one permanent teleportation circle and no fewer than 10 teleportation portals in its interior. If the area is large or dangerous, you can teleport into it without spending extra money, forcing a creature to make a trip to the nearest safe area or using a special teleportation skill known to you (called the "restoration spell") to restore a creature’s home plane to life. Such a spell destroys or leaves behind an area that was temporarily lost or w ere no longer safe for such a creature to go. An area affected by this spell is also affected by other restoration spells of a higher level, such as a muggle one, than you have at this time, if you are casting it. You can use your action to leave the area and rejoin one of your home planes. The spell ends if you or a creature you leave w as transported by another restoration spell or if you are still attempting to cast it while within 1,000 feet of its destination or while within 500 feet of its current resting spot (if your teleportation circle includes the circle created by the sarcophagus’s radius, the spell ends). Transmutation

Gone to the Abyss

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Until the spell ends, an area of darkness appears in your space within range. You can’t move through the area until the spell ends. Conjuration

Gone to the past

Casting Time: 1 action
Range: 10 days
Duration: 150

30 days You have replaced one mortal body in an attempt to gain knowledge of past events. You can target another mortal body in the same spot that you cast this spell, or you can create new ones. If possible, use different weapons and armor types, as the conditions for new destruction are determined by the world, the DM, or the equipment rating that you wield. For a game version of this spell, see this section. The game gives you information about when spells or other magical effects might occur that aren't currently affected by this spell, and you can alter the game world accordingly, if you choose. The change can occur in the form of a reappearance spell. For example, if you created a new, more ominous secret temple, the new spell might reappear within a year, or the new weapon might seem mundane to you. At any time while the spell is active, an affected creature can use the new weapon to attack again if the attack deals damage. This spell can also reappear in a different body if the creature is willing. Your current body is neither altered nor replaced by any new versions of yourself, and you can, at any time, reappear in the form of a different form. For example, if you restored limbs to a dead body and reanimated a still-born infant, the game would return to normal, if the creature you created is a different creature after the spell expires. At the end of each of its turns, each affected creature can use its reaction to make another Wisdom saving throw. On a success, the creature isn't affected by this spell. If a creature does not benefit from this spell, the game ends. You can use the extra time if you wish, as long as you have the time, if you choose. The extra time ends if you leave the game after 1 hour or until the game ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Necromancy Deprivation 10 days You attempt to turn any living creature into undead. You make it immune to any poison, fire, or disease that would take its effect, and it retains all its hit points until the spell ends or until you use the extra time to mend the creature. If a creature is still alive when it is turned to stone, it is restrained, and the creature is then turned to stone. If a creature is still alive when it is turned to stone, it can’t be turned again and is forced to spend the rest of its days in a mental institution. The creature must eat and drink its remaining body weight, and it must be able to stand until the end of each of its turns. The target falls asleep and is immune to poison and fire spells. The creature still alive and prone when you cast this spell and is immune to both effects. If the creature is still alive when it is turned to stone and has a head or an eye, it assumes the condition of being turned to stone. You choose either a good creature to serve as its head or a bad creature that fails to follow the DM’s advice and must be killed. If the creature retains enough of its head, it becomes an undead, and any excess damage can be dealt with by means other than reducing the creature’s head and disabling its senses. On successful saving throws, the creature’s head is completely freed and no longer weighs any more than the target’s. If the creature is still alive when turned to stone, it can’t be turned again and the creature has half the hit points it had when it turned to stone. When the spell ends, the creature’s head is no longer free and

Gone to the Past

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You arrive at a place where you were once, but you no longer exist. You can see nothing but the past and the future, but you no longer share your past. You can no longer talk to anyone who hasn't left the place you left it. You can't speak to anyone who isn't already dead. You can't return to a place you were once on a plane other than your current one, nor can you return to the place you were on another plane than that one. You are no longer part of any kind of life force within the place you left, and you no longer carry a weapon or ammunition. Conjuration

Gone Wild

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You come into contact with a familiar

GoneWild

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature to grant it a new skill or talent. If the target’s new skill or talent grants a different talent, you decide whether its current ability and skill bonus are affected and what it can do to make the new skill or talent more powerful. If you cast the spell using a spell slot of 7th level or higher, the target gains a number of temporary hit points equal to your spellcasting ability modifier + your proficiency bonus. These temporary hit points can’t be replaced by temporary hit points from another spell. After you use this spell on the target, it reverts to being a creature with a number of temporary hit points equal to your spellcasting ability modifier + your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of temporary hit points it wakens increases by two for each slot level above 3rd. Transmutation

Gone With the Wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a swirling vortex in the air for the duration. Make a ranged spell attack against a point within range. On a hit, the target takes 2d6 necrotic damage and is knocked prone. If the target is knocked prone, it can make a melee spell attack against itself. On a hit, the target takes half as much damage and is knocked prone. If the spell fails, the spell ends. The spell can be made up of 1-5 rounds. The spell ends if the target has more than one active spell slot. Conjuration

Gone with the Wind

Casting Time: 1 action
Range: 60
Duration: 8 hours

You move through the air, at a speed of 30 feet, and reach an altitude of 60 feet. You can use your action to make a ranged spell attack. On a hit, the creature takes 1d8 bludgeoning damage. Conjuration

Gone with the Wind

Casting Time: 1 action
Range: Instantaneous
Duration: You create an imaginary landscape in which you are

, or were, once in existence. The landscape is a straight line up to 100 feet long and 5 feet wide. Each creature in the area must make a Constitution saving throw. On a success, the creature takes 6d6 bludgeoning damage and is knocked prone. The landscape can be used to create up to 10 stories, either in a tower or in a room. You must designate a location for the landscape. You must designate the length of the landscape as a 10-foot cube. Any space that is more than 10 feet must be cleared of all nonmagical creatures within it. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate up to four nonmagical locations within the landscape. You can designate up to three of these nonmagical locations when you cast this spell, and up to three when you use the spell’s own location. Transmutation

Gone With the Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You open a portal to the void. You can teleport up to 30 feet in any direction. You must use your movement to make the portal appear to be the same one you entered. The portal has no effect on you or on any other creature that enters it. The portal can be closed or opened in any of the following ways. You can open it by using a gateway spell. You can also open it by making a spell call, casting a spell of 1st level or higher, and then repeating the casting. The portal opens at a point you choose within range. At any point during your next turn, you can open it by using the portal spell again. It can also be closed by using a portal spell. When you open the portal, you can use your action to move it up to 30 feet in any direction. You can also move it up to 30 feet in one direction. Transmutation

Gone With the Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You teleport yourself to the edge of a solid stone wall. The wall is composed of five blocks and is centered on a point you choose within range. You can alter or completely reshape the wall to your liking. You can also create objects and other structures in the wall, as long as they are within your reach and not inside a cube. You can even teleport yourself and other creatures to another place within the wall. The wall is made out of stone, and it appears to be made in stone. When you cast this spell, you can use your action to create a cube of stone on the edge of the wall, centered on that point. You can designate an object, object, or other structure as a part of the cube. The cube appears to be in a cube shape on the wall. You can alter the cube and construct a structure, but you can't create or create a structure to the wall. If the cube is completely obscured, you can use your action to make it appear as if it were solid stone. If you attempt to move the cube, you must use your reaction to move it to the wall. Conjuration

Gone With the Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You draw the current in the wind from the ground, which you can use your action to manipulate. The wind changes color in some places, and the direction in which it transits you appears as you rotate the globe. You can also use your action to change the color of terrain on the globe and the direction in which it transits you. If you do this, you choose one of the following effects. You can't change the color of an area of land. You can change the direction in which it moves. You can't alter the shape of an object. If you do so, the spell ends. You can also change the size of an area of terrain. (This effect can be removed by removing one or more of the other effects.) You can also change the direction in which the spell ends. You can change the color of an area of terrain, but it can't be changed by this spell. You can change the direction in which the spell ends. The spell ends if you cast this spell again. Conjuration

Gone With the Wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You return to a place you were once in. The place you were once in is no longer your home. You can use an action to return to the place that you started from, returning to the area that you started from. The place you left is a place you visited once. The place you left is a place that you can see at any time. You can’t see the place you left. The place you left is a place that you can see at any time. You must choose one of the following options when you return to the place you left. You can't leave the place you left. A familiar can’t be moved, as long as it isn’t hostile, neutral, or hostile to you. You can’t leave the place you left. You can’t teleport to the place you left or to any other place in the place you left. You can use an action to return the familiar to the place you left, but the familiar must still be within 60 feet of you. The familiar can’t be summoned by spells. Transmutation

Gone With the Wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You transform into the wind. You can move up to 30 feet away from a point you can see within range. The wind must be within 60 feet of the place you transformed. If a point of the wind is within 30 feet of a place that is within 5 feet of that place, the wind that created it must be within 10 feet of that place. Conjuration

Gone With the Wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You walk the earth and create a strange wind for a short time. You can also create a wind of your own, which lasts for the duration. You can create up to 100 miles of wind at a time. The wind is made up of a wave of 1/4 inch diameter and 10 feet in diameter. The wind is a 30-foot cube centered on a point within range. The wind can be interrupted by spells or by other means, such as a powerful dispel magic. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one of the following wind spells. The wind can be interrupted by spells or by other means, such as a powerful dispel magic. Wind of Stone Self Instantaneous You create a 20-foot-radius, 25-foot-high, 20-foot-deep, 60-foot cube of stone that can be up to 5 feet in diameter and up to 10 feet high. The cube must be within the spell’s area. Any creature that can see or can hear the cube must make a Strength check against your spell save DC. On a success, the cube disappears. The cube can be magically summoned by any spellcaster that uses it. The cube can be made of any material component that is not difficult to craft. The cube can also be made of stone (at a level that you choose, the cube gains no resistance to piercing, slashing, or scepter damage). It can be made from any material that is not water. The cube is made of a certain material on a creature or object, as long as the material is water. For example, if you create a stone cube, you can create water with water for the same cost as water. You can also create water with any material on a creature or object that isn’t water, such as stone. You can also create water with any metal, such as a

Gone Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

There is a feeling of loss that fills you when you take damage. To deal damage, you must make a melee attack. On a hit, you gain a number of hit points equal to the amount of damage you take. You can use all of your hit points to hit up to six additional creatures. The creatures hit by this spell can’t be more than Medium or smaller, and they take no damage from being Large or smaller. The spell ends if you hit a creature that isn’t Large or smaller. Conjuration

Gore of Ice

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a small earthquake on the ground within range. The ground that remains is difficult terrain for Medium creatures or difficult terrain for Tiny or smaller creatures. For the duration, any creature that starts its turn in the earthquake's path has disadvantage on Dexterity (Athletics) checks made to gain the creature’s speed and other performance characteristics. The creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the earthquake’s path takes half as much damage. Evocation

Gorewall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and cause it to tremble. The creature must make a Constitution saving throw. On a failed save, the creature is restrained by a rock and must make a Constitution saving throw. A rock can't be more than 10 feet high, 20 feet wide, or nearly 1,000 feet long. The rock can be up to 10 feet high, 10 feet wide, or more. The rock can be of any thickness and shape and can be up to 20 feet in thickness. If the rock is 6 feet or less in height, it must be in a vertical orientation. The rock doesn’t have to be on a plane of existence other than one you control. When you cast this spell, you can target one rock of the same kind or different color as you choose, including any of the ones you have already created. For example, you can target one rock of a different color as an attack. If you target a rock of the same color as the one you target, this spell only targets the one that has the color of the rock. Transmutation

Gorging

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell makes you a minor deity or deity of another kind appear completely invisible and intangible. You choose a location within range: a cave, a cave into which a lich can freely travel, a room without a window, or a vertical or horizontal column of light at the top of a hill (towards the north). You make the appearance of a minor deity, a god of war or of unknown power who rules a specific area or genre of magic or who acts as a lich in that area. The lich appears in any location you choose and lasts for the duration. Whenever a place a lich appears, goes to another place, or appears in another lich’s presence (such as in a lair, hideout, or hideout) is visited by a creature that appears invisible and intangible (because of its size), you can make the spell’s appearance as a lich. A lich’s lair is a labyrinth that makes it difficult for creatures to reach the top of a hill or into a cave. A lich’s room has a diameter of 300 feet and a height of 60 feet. While a lich occupies the space you choose, you can use your action to move up or down as you please, using your movement to examine the lich. I examine whenever a creature within 30 feet of the space I choose moves within 10 feet of the lich’s room. Until the spell ends, you can use your action to examine the creature that stumbles across a lich’s lair. If you find that the creature has run off, the spell ends, and your action to examine the creature w ill endangers the creature. The creature moves to a spot within 100 feet of the lich’s room and stands there for the duration examining the lich’s room. Any creature that can’t be charmed, restrained, or possessed by a lich remains so long as it obeys the lich’s commands and does nothing that might demote it to a creature within 100 feet of it. A creature charmed, restrained, or possessed by a lich is forced to use a bonus action and make a Wisdom saving throw. If it succeeds, the target is no longer charmed, restrained, or possessed by it. If it fails, the creature w ill take the Dash action and use its movement to move away from the spot where it found the creature. If it escapes, fleeing creatures sometimes use the hazard created by the spell to slip through the cracks in the wall leading to its destination. Some such creatures can’t be tracked or hidden from detection. While a creature is tracked or hidden from detection, another creature can’t be tracked or hidden from detection. The creature can make out only if it is within 30 feet of the spot where it found the creature. If the creature has the ability to move without moving due to a circumstance that would cause it to move within 30 feet of the spot where it found the creature, the creature moves within 30 feet of

Gorging

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a creature seem larger and stronger. Until the spell ends, the creature appears to be Medium or smaller. It has resistance to cold damage, and it has AC against damage made by nonmagical weapons. It also suffers from weak spot s Attacks and Cold Damage. It makes Constitution saving throws, and it makes Constitution saving throws against attack rolls using it. It makes Constitution saving throws with advantage and can use these to overcome barriers, such as those created by spells or magical sensors, that restrict its movement. Gravity Attacks or Attacks at Your Own Risk At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Gorgonzola

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

This spell creates a magical gong that extends out toward a creature within range and takes root there until the spell ends. Choose a solid surface or one made up of thin air. Place a spell of 3rd level or lower on the ground, forming a circle with a 10-foot radius around it. The gong lasts for the duration, or until a creature uses its action to move up to its speed against any standard action of its choice that is on the ground or across an open space covered by thicket. As a bonus action on each of your turns before the spell ends, you can hurl the gong at a creature within 60 feet of it, causing it to flinch and sending it prone. If the creature fails its save, the gong is destroyed. If the creature flies and uses its action on its turn to move up to its speed against any speed limit placed on it by this spell, the creature falls prone and waits for its turn to switch to a different speed, which it does when it can. Both moves are successful. The spell can stop moving at any time, though it can’t stop moving indefinitely. If you create the gong, each creature in it must make a Wisdom saving throw. On a failed save, a creature can use its action on each of its turns to move up to its speed so it can follow the gong, but this requires the creature’s movement since it moves at least 50 feet away from you. A creature unable to move and moving while the gong is in motion also fails the saving throw. Finally, once the spell ends and the creature moves onto its next turn, the gong must be ended before that turn can happen. At the DM’s option, the spell can also end early on a creature or object can’t move or fall and can’t be targeted by a spell. Evocation

Gorgonzola

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The gorgon appears in an open area within range and remains for the duration. While the gorgon is active, creatures and objects in the area, and creatures within 5 feet of the centerline of the gorgon (its area is 1/4 mile across) have resistance to one damage type of your choice for the duration. The gorgon’s area includes a 30-foot cube with a 10-foot-radius side, and any creature or object within the area damages any creatures or objects within that area. Transmutation

Gorgonzola’s lightning bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A bolt of lightning-imbued lightning-shatterbow lunged toward a creature hostile to you. Each creature in a 5-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Gorgonzola’s wrathful eye

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell bolsters up your enemy’s greatest weapon. Choose a weapon or spellcasting ability of 5th-level or lower. You instantaneously damage a creature with the weapon in its natural area, issuing a shower of piercing shrieks to its ears as it tried to flee. Alternatively, you instantaneously cause a Huge or smaller creature to make a melee attack with one of the weapon’s normal attacks against its current path, with a success rate of 10%. As a bonus action on your turn, you can ram the boomerang straight through a creature, knocking it prone. In addition, as an action on your turn, you can ram the boomerang upward and upward as far as you can move while keeping your movement speed steady. Conjuration

Gorgrond Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

A swirling mass of grass and shoot forth from its body, either from a point within or as a bonus action on each of your turns. You can use your action to cause a bush-like creature to leap from the ground at your command. The creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you by a creature wearing armor made of gristle. The creature must use its action to make a Strength or Dexterity check (its choice) against your spell save DC, and it doesn’t take any action. If it fails the save, it can make a Wisdom check against your spell save DC to regain control of the creature’s form. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be charmed again. Conjuration

Gorgui's Woe

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Choose a creature humanoid you can see within range. The creature’s speed increases by 30 feet for the duration. The creature is friendly to you and your companions for the duration. The creature lacks the spoken language and relies on force to speak its own language. The creature can be suppressed for 1 minute in any wizard’s or druidic temple. Abjuration

Gorilla of the Deep

Casting Time: 1 action
Range: 60
Duration: A longbow of the sort you choose must be held by t

he creature you chose. The creature must be within 5 feet of you when you cast this spell. The creature must be within 5 feet of you when you cast this spell. The creature must have a shortbow and a sling. The spell ends if the creature is killed, or if the weapon it is carrying is destroyed. Conjuration

Graft

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

For the duration, silver, iron, lead, or tin appear on nonmagical surfaces and gird them for use in casting spells. As an action, you can craft one of the following materials items for 300 gp; choose one object or component of which a material component has advantage and that isn’t affected by one of the three spells listed below. Then attempt to crush it to produce a magic item that can be wielded, carried, or otherwise linked to the item’s properties. The item must first be broken into parts that aren’t affected by one of the spells listed above but that can’t easily fit within the remaining space between the two components. Then attempt to shape the item into a magic item, a simple spell, or another spell targeting one of the two components. The process can take up to three hours. To create the magic item, you use a chaining action or a similar action. If the item fits within a slot that allows only one item at a time, you craft it using the chaining action and repeat it 30 times

Graft

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a Huge tree trunk and lay down a lightweight bed of leaves. Choose a mature tree or a trunked trunked trunk; trees up to 10 feet tall. The bed of the trunk is lightly ruffled and soft as a feather, and it is light enough to cover your waddling gear. You also cast invisibility and truesight, which fill half the trunk with dim light for the spell’s duration. The bed also appears soft enough that clothing can't abrade the trunk beneath. Finally, when you cast this spell, you can expend a spell slot to mend or repel other trees. If you have cast this spell multiple times, you can have up to four willing creatures restored to life on each casting. The tree branch restored to life is light green or violet and is up to 10 feet long, 5 feet high, and 1 foot thick. Your movement allows you to move at a 60-foot pace. You can also create trees from thinets or branches from bark. When you make your casting of the spell, you can choose from one of the following effects to restore a creature’s hit point maximum: 1d4 + 60 hit points, or 1d6 + 60 hit points. At the end of each of its turns, a creature can use either effect for the first time on a turn or a part of its turn, or both. Transmutation

Graft

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical effect that ripples through any solid surface that you choose within range. The magic is audible at night, but it must be strong enough to cause damage. The effect can target any surface you choose that isn’t covered by an opaque covering or that is 1 foot or less on the ground. You can reshape any surface’s surface to appear any size, shape, or other. The transformation lasts until the spell ends, at which point the magic dissipates. If you cast this spell again, the transformation isn’t permanent. Instead, you can create a temporary, fixed object used as a material component for magic items or craft. The item doesn’t need to be on the same plane of existence as the target and can be carried, carried, or held by the target (if it has one). The target can reroll any d20 roll it makes that is an 8 or higher problem. Transmutation

Grafting Bear

Casting Time: 1 action
Range: Self
Duration: 1 hour

A spear-sized, 10-foot-wide (1.8-meter) cylinder of blackened iron springs from a spot of unknown origin hidden in an area within range. The first time a creature that fits within the cylinder reaches out to touch it, the target must succeed on a Strength (Athletics) checks to break free via a grapple check or make a grapple check with another creature. The target takes 4d6 psychic damage, and its concentration on the spell ends. If another creature falls into this spell's pit, it takes 3d6 psychic damage, and any remaining damage carries over to the target. The pit is heavily obscured and is difficult terrain, requiring at least 30 feet of visible light per round for entry. The pit sheds bright light in a 30-foot radius and dim light for an additional 30 feet. One creature on the pit must succeed on a Strength (Athletics) check contested by a Strength (AbleMind) check against the target's spell save DC. If successful, the creature is transported to the nearest nearby pit for the first time on a turn or starts its turn there on a turn. Any remaining damage carried over to the target. When a pit is destroyed, the pit disappears. Evocation

Grafting Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of ordinary force in a location you can see within range. Each creature of your choice that you can see within range must succeed on a Strength saving throw against a crushing blow. Each target takes 4d10 force damage on a failed save, or half as much damage on a successful one. This force can’t be blocked except by strong points of wood or stone that are directly on the ground within the burst area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the crushing force causes for each new affected target falls to the lowest possible level for that slot. Abjuration

Grammar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to construct a new language. Choose one of the following words: • a language you can understand or understand the same as your own • a language that is familiar or familiar as a child or as an adult • a language that sounds familiar or familiar as a child or as an adult • a language that sounds familiar or familiar as a child or as a adult • a language that sounds familiar or familiar as an adult. The spell’s structure and other details are as you choose. The language has a name, a plural, and a consonant. While the language is familiar and familiar as a child or as an adult, it has no effect on you or on any other creature. At the start of your next turn, your mind regains all of its former memories and has no recollection of what you’ve learned, as if you were still alive. The spell’s name, plural, and consonant have no effect on you or on any other creature. If you cast this spell again, you must use a different name for each memory you restored. The spell’s name, plural, and consonant are lost in the spell’s return. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The target must be of the same form as the target of this spell. Conjuration

Granite Rock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

An invisible, transparent rock weighing 5 pounds no larger than 1/4 ton slices its way through the floor of some buildings or grooves on the ground. You choose the rock for your excavations or as a place to hide from predators. It disappears when you move to an area that isn’t covered by armor or when you dismiss it as an action. A creature is blinded if it enters a place covered by armor or when it enters an area covered by armor. If it comes into contact with a stone or a solid surface covered by armor, either way the stone or the surface moves, until the stone has turned blue and washed away. To a creature covering a body of water, the rock prevents water from passing over the creature’s surface and prevents water from flowing over the creature’s surface. Transmutation

Granite Whip

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a silver, club-shaped whip composed of serrated stone at any point along the weapon’s length. Each creature within 30 feet of the weapon must make a Dexterity saving throw. Any weapon attack that you make while within 30 feet of the weapon is too late and ends before the spell ends. The whip cuts

Grasping Earth

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a portion of the earth or a rock and cause it to erupt into a roaring, roaring, roaring world. Choose a point you can see within range. A creature of Medium size or smaller size category must succeed on a Dexterity (Athletics) check to see how many feet it can move to stand in the ground and how far it can move. You can alter the ground’s appearance in this way, but it must be no larger than Medium or Small. The ground in this way can’t be completely cleared, so you can’t cause the ground to become difficult. In addition, if the ground you choose is heavily modified to accommodate the ground’s size, this spell creates a ground shift. You can make the ground shift appear easier to see by placing a number between 0 and 9 into the text box above the ground. You can also change the ground’s shape to accommodate the ground’s weight. You can also change the ground’s color and brightness, but the change must be made within the same area. The ground shift can be stopped by a simple upward motion of your hands. You can also create a crevasse. The ground in this way can’t change shape or become difficult. The ground shifted by this spell can’t become difficult until the end of your next long rest. Transmutation

Grateful Glaive

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You hurl a long-range weapon or throwing weapon that you can see that strikes a creature within 10 feet of it. Hit the target and repeat the attack in unsecured mode. If you make the attack while wearing armor or with a sling, you must make a successful Constitution saving throw against the attack. On a failed save, the creature is restrained by the weapon. At the end of each of its turns, it can repeat the attack in its full unsecured power. After it has used its action to repeat the attack, it can repeat the curse or the curse accrues, and the weapon is destroyed. Transmutation

Grateful Memory

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You gain the ability to manipulate memory, making it possible for others to believe what you say. Your words matter little if you control them, and if you

Grateful Memory

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell serves as mental protection, but it also lets you use your action to instantly recall a past action you take as a bonus action on each of your turns. The creature can take the action to dismiss this spell. The mental safeguard allows a creature to recall a single action without penalty. As an action, you can temporarily dismiss this spell. You can either use a bonus action or an action of your choosing, as part of casting this spell, to dismiss it. Dismissal allows you to use up to four additional acts of your choice while you are casting this spell. When you cast this spell, you can recall the following actions you took during your previous casting session, instead of just casting one of them each round. While you are conscious and aware of the actions you took during your previous casting session, you don’t learn whether any of them would go wrong, and you don’t perceive how a creature would respond to another creature’s recall. You can use this spell in a manner similar to other attunements spell. You recall a single action you take during your previous casting session, or a single effect a previous casting session had. You decide what action a creature would take and what abilities it would have under its control, such as opening a door or blocking a passage. If the creature would only be able to move by blocking another creature’s path, you might allow the creature to use a bonus action to speak a word, which would move it along a different course of action. Similarly, you might allow the creature take actions that it doesn’t have the opportunity to take, such as take a single step or stand still. You might instruct the creature to cast a spell of an odd power, such as bard's flame thrower, or to create a spell of even greater potential, such as a sorcerous cloud teleport spell. When you cast the spell, the mental safeguard doesn’t protect you from being frightened or attacked. It might protect you from illusions, taunts, and sorcerous beasts, as well as from the effects of negative energy. You might also have a mental stake in being the target of an illogical prophecy made by a powerful demigod named Ferelden, which would banish all life

Grateful Memory

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You learn the meaning of a memory after you have used it for the first time and can recall the entire sequence of events as soon as you see it. To learn the truth about your actions and how you viewed the world for the duration, send your memory to the Memory Bar at your DM. If you sent it to the DM’s mind, you learn the truth so long as it doesn’t violate the DM’s rules. If you sent it to the mind of a different creature, the two halves of your mind aren’t connected, and neither creature can benefit from your memory of the other’s truth. Illusory Script 10 Days You write a script that appears in an unoccupied space of your choice within range. The script says what you want to say, but it doesn’t necessarily say what you must say, because the script doesn’t specify what action you should take. If you say, the script doesn’t say anything else. Instead, it tells the script what action you should take, how long you should spend reading it, and what circumstances you might need to resolve during your next turn. The script can be suppressed, and reading it again will suppress it. If you say anything else before the spell ends, the script says nothing about what you say. If you say something after reading it, it says nothing about what you say. The spell ends. If an action is taken while the script is still in effect, the action is treated as normal. If the DM wants to resolve the action, the DM can choose whether the action would have been illegal, or whether it would have provided the circumstances that led to the action being taken. Some actions, such as raising your weapon to your side to attack, would have been legal. If the DM wants to resolve the action, the DM can do so by sending an event to the top of the page. If the DM chooses to resolve the action, the DM becomes aware of the event and must make a ruling with effect before the spell ends. If the DM determines that the DM is correct, the spell ends. If you cast the spell without first reading the script, the script appears in an empty space on your turn-by-turn memory. Roll a d8 and add the number rolled when you cast the spell to

Grateful Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You unleash a terrible curse on a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it frees itself by hurling a mass of acid, gaseous rain, or similar liquid at the target. If it successfully saves against this spell, the curse ends. For the duration, it frees a number of creatures of the chosen kind within range, as well as causing them to gain +2 to AC, saving throws against its acid, fire, or lightning spells. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration

Grave Earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Your mundane earthworks crumble to dust within a 30-foot cube on the ground that you can see within range. Each creature other than you within 30 feet of the crumbled construct must make a Constitution saving throw. On a failed save, a creature is forced to spend 2d6 cubic feet of air (1 cubic foot of wood or dirt) for the spell’s duration, or half as much space for the spell’s casting as if it took place outside of its dimension. A Huge or larger creature (creature or object weighing up to 5 pounds) instead makes its save DC:8. While this spell lasts, you can create both new and used crumbled constructions by spending up to half as much space as you would spend on mundane earthworks. Conjuration

Grave Edge

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal that allows all nonmagical creatures within 30 feet of you to pass through it. You can teleport into the portal up to 10 feet away from you. You must use your movement to move through the portal. You can use your movement to go through it, but you must use your movement to take the portal down. You can also use your reaction to teleport back up to 30 feet in a direction that you can see. The portal is blocked by a 5-foot cube of stone that fills the cube with water. A nonmagical creature can use a bonus action to make a ranged spell attack against the portal that ends the effect. On a hit, the target takes 2d8 necrotic damage and is restrained by the portal until the spell ends. Conjuration

Grave Element

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a glyph of healing energy that fills a 5-foot cube centered on a point you can see within range. The glyph can be up to eight feet long and 2 feet high. The glyph can be broken up into small pieces by means of a simple action. Each piece must be within 5 feet of the glyph and can contain up to four nonmagical components. Each piece must be in its own place and can be carried by a creature. When the glyph is broken, that creature can repeat the action to create the component. While broken, the component does not function. The component can’t be placed or moved by creatures. The component’s location remains unchanged, and any creature that can see through it can’t see through it. This spell can cause the glyph to appear in any location you choose within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Grave Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a familiar that appears in an unoccupied space within range that you can see. The familiar lasts for the duration, but it disappears if you dismiss it as an action. It is friendly to you until the spell ends. You can use a bonus action to dismiss the familiar. Any creature that is within 5 feet of you when the spell ends must make a Wisdom saving throw. On a

Grave Knowledge

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You gain the ability to deduce the truth of every written utterance about a creature. You can use this information to understand a creature's history, and to understand the nature of its magic. For example, if you know that the Daedra are an intelligent race, you can deduce that the Daedra are the first to appear on the map. This knowledge can be used to discern how the Daedra are perceived by others in the game, and to determine if a creature is the target of a curse or an illusion. The spell has no effect on undead. You can use your action to mentally read the words of all creatures in the game. You can also use your action to understand the language of creatures you know. If you understand the language of creatures you have interacted with before, you can comprehend the language of creatures you know. You can also understand the language of creatures that aren't creatures of the same name. If you can understand the language of creatures as a whole, you can comprehend the language of creatures as a whole in three different ways. For example, if you understand the language of the creatures as a whole, you can understand the language of creatures as a whole by understanding the language of each creature within the same class. You also can use your action to comprehend the language of creatures as a

Gravemind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Gravemind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A powerful, shadowy spirit appears at the center of a solid stone floor and appears to protect a creature that you touch. The creature must make a Constitution saving throw. If it succeeds, the creature is immune to being charmed, frightened, or frightened again until the spell ends. If the creature succeeds on this saving throw, the creature is immune to being charmed, frightened, or frightened again until the spell ends. Creatures that aren’t being charmed, frightened, or frightened must make a Charisma saving throw every time they make a Charisma saving throw. A creature takes half as much damage from this spell as it would from the spell’s normal effect. The creature must also make a Charisma saving throw if it is charmed, frightened, or frightened again. If a creature fails its save, it isn’t charmed, frightened, or frightened again. Conjuration

Grave of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a corpse, a creature, or a living thing that you can see within range. The corpse remains there for the duration. You can also touch it again to cause it to become a zombie. The zombie remains for the duration, but its hit point maximum is reduced to 0. If the zombie becomes a zombie, it dies within 10 days. At the end of each of your turns, you can dismiss this spell, which can be ended by spending 1 minute casting it again in a new location. Transmutation

Grave of Undiluted Grace

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it utter peace. Provided that the target is of Medium size or smaller, the spell grants a wish stipulated by the target’s nature. The wish can be fulfilled through magical means, but the target must be able to see and hear you. While the spell is on the target, all magical spells affecting it are suppressed. When the wish occurs, any spell cast on it that targets a creature other than the target (such as a fireball spell or a blast weapon spell) fails, and the wish is permanently ended. This spell also ends ill-fated merfolk mermaid mermaid mermaid mermaid mermaid mermaid mermaid mermaid mermaid rituals and ends the effects of spells and other magical effects. The spell also ends ill-fated merfolk mermaid mermaid mermaid mermaid mermaid mermaid rituals and ends the effects of spells and other magical effects. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days, and the spell ends for a target that would normally receive the wish if it existed before. Enchantment

Grave of Y'Quldwa

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 10 minutes

This spell opens a gateway to the dark within the depths of the cemetery known as the tomb of Ygnath, the Shadowrestaurant. Through the gateway, you enter a necromantic gateway that can open a gateway to the Shadow Restaurant known as the Serpent. Choose any number of willing creatures you can see within range. Once you have done so, you can remove one of the creatures by using a minor miracle, or expend one of the creatures' hit points. Finally, you can bring one of the creatures with you to an offering of body parts or service to a lich in exchange for service. The creature can be bound by the Serpent and led to an altar dedicated to it, which then consecrates it as a lich. The creature is under the direction of your deity. You choose the target spot within range. You can direct the Serpent to the warded door on the other side of the gateway. If it enters the warded door on the other side, the Serpent awakens and deals 1d4 necrotic damage to any creatures it can reach at the start of its next turn. You can also specify a time limit for when the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Necromancy

Grave Planarizer

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a 10-foot-radius sphere centered on a p

oint within range. The sphere appears in a spot where you can see within range. For the duration, any creature within the sphere can see through the sphere. At any time during the spell’s duration, any creature in the sphere can’t be charmed by you. The sphere can be up to 25 feet tall and

Grave Sin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to a point where you are no longer visible and vanish within a range of your choice. You disappear when you hit a creature or a place, if that creature or place is within 30 feet of you. You disappear for 1 minute when a creature or a place appears within 30 feet of you. The spell ends. If the target’s movement is interrupted while you are in the spell’s area, the spell ends and the spell disappears. If the target’s movement is restored to normal within 30 feet of you, the spell ends. Conjuration

Grave Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a small enough area of ground in a 5′ x 5′ area within range to cause a strong grieve to appear within it, causing a short or moderate grieve to appear in the area. Once created, the area must be within 30 feet of the target and the creature must make a Constitution saving throw. The target’s life and body are restored to full health. If the target is in the area for more than 1 minute, the grieve appears within the area, but the target must choose an action to become immune to it. The target’s hit points increase by 1d6 for each slot level above 3rd. Conjuration

Grave Steed

Casting Time: 1 action
Range: 60
Duration: Concentration until dispelled

You fill a grave with gloom. Choose a grave dedicated to the deity You chose as a child and lie dormant there, its remains strewn about the floor. Any creature that moves into the grave and remains there for the duration is immune to the effects of the gloom for the duration. If you have a square 5-foot cube on your side of the grave, there is a 60 percent chance that a creature that moves into it will be killed instantly. Illusion

Grave Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A rock-hard tombstone emerges from the ground of the sea, and the stone becomes a treasure chest composed of intricate tools, weapons, and other valuables that have yet to be worn by an individual until now. The chest is a labyrinthine labyrinthine floor with numerous shelves and shelves, each containing a different set of tools and equipment. When a creature enters the depths of the tombstone, each shelf brings with it a set of magically prepared tools and equipment, along with the tombstone itself, a treasure chest full of magical objects. The materials for the weapons and equipment are mundane (though they can be crafted and worn), but they can contain magical properties that make them useful tools in combat. A creature that enters the surface transforms into a beast, its natural behavior depending on the conditions under which it enters the tombstone. A creature can be affected by every one of the tools and equipment created by this spell. The transformation lasts for the duration or until it is shunted by a creature to another unoccupied space. If the tombstone is created on an object other than earth or stone, the material transported there transforms into mundane tools and equipment, while the second object remains transported to another unoccupied space within 10 feet of the tombstone. Each time a creature enters the tombstone or trundles through the portal to the deep, a small tremor, audible through walls and windows, distorts the sound, and the creature reaches a height of 1 mile or fewer, the gemstone falls to the ground. The spell ends for that creature if it succeeds on a new attack roll or die, if it succeeds on a Wisdom saving throw, or if the creature—like other creatures with truesight—stumbles or is knocked prone. The spell damages objects being worn or carried by the creature and can’t leave its hold. If the spell is broken while linked to a creature’s plane, the spell ends for that creature only if it succeeds on a Wisdom saving throw or the gemstone falls to the ground. Divination

Grave Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a stone with a bright light and a deep darkening. For the duration, the stone is friendly toward creatures of your choice that you can see within range. Any creature that can see the stone must make a Wisdom saving throw. On a failed save, the stone ends this spell and can no longer be moved by the target. The stone moves at half the speed of light that you can move it as it travels through space. Conjuration

Gravestral Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A beam of energy sweeps out from you and streaks across a point you can see within range. The point must be within 30 feet of you or you and up to 10 creatures of your choice that you can see within range. The moving object you choose must be within 300 feet of you. The object’s speed is the base walking speed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Grave Tranquillity

Casting Time: 1 action
Range: 60
Duration: Instantaneous

By means of an action, you create a gateway that leads to a hidden location on the Outer Plane through the extradimensional plane and sheds bright light in a 30-foot radius on one creature that you can see within range. The creature remains there until the spell ends, at which point the creature returns to its home plane (if it isn’t already in it), and everything that is harmful to it is removed. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t being worn or carried by its members. Divination

Grave Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You ward off the energy of darkness within the area for the spell’s duration. You can ward off the darkness for up to 10 minutes. The spell’s area is heavily obscured, with no clear path through it. The spell ends when you cast it. When you cast the spell, you can use your action to dismiss the spell as an action. You can also dismiss the spell as an action by using your action to dismiss it as an action. Conjuration

Grave Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A ward of searing energy appears in a 10-foot cube centered on a point you choose within range. The ward lasts for the duration or until you dismiss it as an action. If you cast this spell again on a different target, the ward remains in place until the spell ends. The casting time for this spell is 1 hour

Grave Ward

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a creature and grant it a saving throw to resist being haunted. It might be awakened by spells or magic effects, or it might just be awakened, depending on the nature of its saving throw. The spell has no effect on you. If you cast it and succeed on your saving throw, you automatically escape the haunted room until the end of your next turn, at which point you can call a sleep spell on the creature again if you are incapacitated or awake. Necromancy

Grave 使�説者

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch the remains of a legendary god or goddess and imbue it with the power to grant servitude or devotional powers to your creatures or humans. Choose one or more of the following options for what appears: • Appearing in an unoccupied space within range, a god or goddess appears in a place of great power and importance within the time limit specified for the event. • Appearing in an area of great importance or importance that is difficult or impossible to reach, such as a city or a temple, and thus requires no casting until the event, or casting it again to achieve the same effect. • Appearing in an unoccupied space within range, a god appears in an open temple or secret sarcophagus where your dedicated servants and followers can sanctify themselves and produce holy fire and to create enduring curses. The altar or tomb can be a temple, an altar chamber, a temple sanctuary, a temple sanctuarystone, a sanct

Gravitate

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport into a place you can see within range. The place you choose is a celestial body. The place is a flat, unoccupied space that can accommodate up to 2,000 pounds of equipment and up to 10,000 pounds of furniture. When you cast this spell, the first creature you designate as an inhabitant (the first one to be created by this spell) and the last one as an inhabitant (the one created by the spell) appear in the spot you called the place. The spell creates a small, but potentially magical, object or creature. It lasts for 1 hour, and any creature that ends its turn there must also end its turn there. Conjuration

Gravitate

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell creates a region of matter that remains suspended for the duration. This void area is contiguous to your space and can hold up to 500 pounds. When you cast the spell, you can rest it up to 90 minutes. It is difficult terrain and doesn’t require day light or illumination. When the spell ends, the area is permanently suspended between you and your intended destination. You can use this spell to leave the void and reapply to the area any remaining magic items you have. You can use this spell to instantly teleport a creature to any other spot within 5 feet of the area where you cast the spell. You can also issue a cryptic command to the creature, telling it to stay where it is and not move. If the creature chooses to move to another spot within 5 feet of the area, it can use its movement to enter the void and continue its course as if it were in that spot. You can also issue a cryptic command to the creature, telling it to stay where it is and not move. The creature is limited in the actions it can perform by the nature of its size and shape, and it can’t speak any language other than a short attempt at words. Your movements don’t change if you are using your movement to enter the void or leave it. Transmutation

Gravitational pull

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Until the spell ends, whenever you make a ranged weapon attack against a creature within reach while you are a creature, a piece of equipment treble its current weight and strike the target with gravity in a 10-foot-radius sphere centered on the point where the attack landed. One creature other than you that reached the top of the sphere must make a Strength saving throw. On a failed save, you cause the piece of equipment to hover momentarily in the air, preventing it from moving. On a successful save, the piece of equipment falls to the ground and remains there for the duration. If the piece of equipment drops to the ground before the duration ends, the spell ends for that piece of equipment. The spell ends if you dismiss it as an action or as an action on an enemy while you are within 5 feet of it or if one of your spells ends for you. Transmutation

Gravitational Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a sphere of swirling energy that moves in a 30-foot-radius sphere, centered on a point within range. You can make the sphere up to 30 feet long, 10 feet high, and 1 foot thick. The sphere can be made up to 20 feet in diameter, and the radius can be up to 30 miles. The sphere can also be made up to 20 feet in diameter and up to 20 feet thick. The sphere is made of 30-foot-radius, 60-foot-high, and 2-foot-deep water. The sphere is 20 feet long, 10 feet high, and 1 foot thick. The sphere can be made up to 120 feet in diameter, 120 feet high, and 1 foot thick. The sphere can be made up to 120 feet in diameter, 120 feet high, and 1 foot thick. The sphere increases in area by 1 inch when you reach 5th level (2 inches). You can make the sphere up to 120 feet in diameter and up to 120 feet thick. If you use a 20-foot-radius sphere, the height of the sphere is equal to the height of the sphere. The sphere is subject to the same gravity that protects it from water. You can make the sphere up to 120 feet in diameter and up to 120 feet thick. The sphere is made up of 40 cubic feet of rock, 40 cubic feet of earth, and 10 cubic inches of water. Constructs made of these materials are immune to poison. Conjuration

Gravitational Wounds

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a wave of energy that sucks up any creature you can see within range. If the target isn’t a creature, it is restrained in the wave for the duration. The restrained creature is restrained by the wave, and the wave lasts for the duration. The restrained creature is restrained by the wave for the duration and must succeed on a Dexterity saving throw or be restrained by it for the duration. For the duration, the restrained creature can’t attack, use other abilities, or otherwise be under the effects of the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. Divination

Gravitation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell bolsters your resolve to end one foe’s fate. Your spell punishes foes determined by the most basic of rules: their survival. You choose the moment a determined foe dies (up to 1 minute), 1 minute for no die, 1½ minutes for long dead, 3½ minutes for legendary, 1 hour for legendary. These rules apply to spells cast by more than one creature or by a single nonmagical object that no longer exists. An unwilling creature always succeeds on all saving throws against your spells, if it chooses to. Your spell punishes foes determined by the most basic of rules: Their survival. You choose the moment a determined foe dies (up to 1 minute), 1 minute for no die, 1½ minutes for long dead, 3 hours for legendary, 1 hour for legendary. These rules apply to spells cast by more than one creature or by a single object that no longer exists. An unwilling creature always succeeds on all saving throws against your spells, if it chooses to. Your spell punishes foes determined by the most basic of rules: Their survival. You choose the moment a determined foe dies (up to 1 minute), 1 minute for no die, 1 hour for long dead, 3 hours for legendary, 1 hour for legendary. These rules apply to spells cast by more than one object that no longer exists. An unwilling creature always succeeds on all saving throws against your spells, if it chooses to. Your spell punishes foes determined by the most basic of rules: Their survival. You choose the moment a determined foe dies (up to 1 minute), 1 minute for no die, 1 hour for long dead, 3 hours for legendary, 1 hour for legendary. Casting Time MMRT DM

Graviton (0-300) Word damage

Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration: Your magic disperses a portion of a creature’s spe

ed and project it onto the ground within range, moving it for a moment, then leaving the ground for a second, ending its movement. You can move up or down as part of the move. Loose rope affixed to the ground disperses the magic at a pace you choose, up to 10 feet per round until the rope is removed, and up to ten feet per round for every 1 foot you spend restrained. Whether you move at half the speed of light or the fastest possible moving creature, you have resistance to piercing and slashing damage. Transmutation

Graviton sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Seen from a different side, this energy field surrounds a creature who ends its turn within 5 feet of it. The creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be pulled 10 feet toward a point you choose beside you for the spell’s duration. The creature takes 1d8 bludgeoning damage when it enters this area for the first time on a turn or starts its turn there. It is also knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Graviton Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A point you can reach spreads outward from you for the duration. Beyond this area is a sphere of force and might. That spell ends when a hill or a cliff collapses on a point within range. A surge of magic energy, greater than a 5-foot cube, is released from this sphere, and any creature or object levitated upward takes 5d8 thunder damage, and so on. The surge damages everything in its area and can’t reduce a solid structure to a rubble heap. In addition, if a pillar falls from this sphere, it rises up against it, creating a crush against a pillar. The crush causes the pillar to buckle, and it creates a crack in the pillar, which leads to a crevasse on the ground. Any creature restrained by the crack must make a Constitution saving throw. While restrained by the crack, a creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can’t use that check again until it moves up to its attacker’s speed limit. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect two additional creatures for each slot level above 6th. Transmutation

Graviton wave

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a whirlwind that moves around corners in a 30-foot radius around you. The whirlwind is neither too large nor too thin to ram its way across a 20-foot cube. It spreads around corners, forming a barrier of whirlpools at points within range. Each creature that starts its turn in the whirlwind must make a Strength saving throw; on a failed save, it takes 2d6 bludgeoning damage and is rammed up to 10 feet square beside a pillar. This whirlwind has AC 15 and 30 hit points, and it makes Strength saving throws against difficult terrain. If you succeed, you break the barrier, and a creature that starts its turn in the whirlwind has advantage on the attack roll. Conjuration

Graviton wave

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A mass of negative energy washes through a Large or smaller solid lump and coalesces in a point of your choice within range for the duration. This spell also extends to entomb the target in a Large or smaller area of active energy, such as magic stone or a firmament, and to cause a permanent damage to it. If the target sustains a damage over time effect or another effect, the negative energy disperses in a puff of magical energy that is audible within 300 feet of the target. Conjuration

Graviton wave

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a small circular vortex of energy in a 60—foot radius centered on a point you choose within range. The vortex lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the vortex appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 6d12 lightning damage and is stunned until the vortex is gone. On a successful save, a creature takes half as much damage and isn’t stunned. If the vortex is created from another material object or if a spell of 7th level or lower has multiple impacts on the same creature, the vortex creates a vortex of different size and shape, with one end extending out from the head and the other bordered on the left by a horizontal line. The vortex extends to the top of the vortex, which has its own vortex door. The spell creates two concentric rings extending from the head down to the bottom of the vortex. Each ring is 1d4 inches thick and is composed of a single spell. When you cast the spell, choose one of the following spells from the list and put them into effect: • One simple melee spell attack with a weapon that you are targeting • One simple

Graviton wave

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You launch a wave of positive energy at a creature that you can see within range. The target must succeed on a Constitution saving throw or take 2d10 radiant damage, and the spell ends for it. Evocation

Grease2 Hours

Casting Time: 1 action
Range: 60
Duration: 1 Hour oil covers the ground in a 10-foot square c

entered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Conjuration

Greasey Branch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a spot you can see on the ground within range. You can grease or grease grease up to five trees in a 40-foot cube within range. Any creature that starts its turn in such a place must make a Strength saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage and is restrained for the spell's duration. The rope, made from fine

Greater Arcane Sanctum

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The Arcane Sanctum sanctumsize an area of stone, mud, or mud-filled ground within range to protect against nonmagical damage. The ground must be at least 5 feet thick, and the mud or mud-filled ground must be at least 1 foot thick. The ground becomes difficult terrain when it takes any damage, and a nonmagical lock on the ground at the start of your next turn is breached. This spell can break any lock on the ground, causing magical contamination to spill out over the floor to the space between the floor and the ground. Nonmagical locks on the ground fail to close when the spell ends. Nonmagical locks on the ground at the start of your next turn are broken when two or more of the same metal are broken, and magic contamination spills out over the floor to the space between the floor and the ground. You can use your action to move the ground as far as you can from you to create a door or other fast-moving passage, or you can move a portion of the ground in any direction and then close the spell, saying goodbye to it. If the ground you choose is loose ground, creatures have disadvantage on attack rolls against it for the turn or until you can see it. You can also move the ground, but it must be within 30 feet of you. If you move more than 30 feet from the ground, you can’t close the door, but it is still unsecured. Transmutation Touch 24 Hours You touch one willing creature. For the duration, you control the target’s magic for the target’s own purposes, creating a magical void to carry the target to and from its normal place within 1,000 feet of a source of your choice within range. The target can make a Wisdom saving throw to automatically detect the presence of magic within 1,000 feet and set off a chain reaction of other magical effects that removes the magic within 30 feet. While the target is affected by these effects, the target can take other damage as normal, and it suffers from an unusually dangerous personality. During its short rest, the target spends 1 hour concentrating on its spells, as normal. During its long rest, the target spends 5 hours concentrating on its spells, as normal. Divination

Greater Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you maintain your alignment and gain the following benefits: • You are immune to disease, poison, and psychic damage for 1 hour. • You can’t see stars or measure movement, but you can discern the distance and direction in which an object is placed within an illusory temple or otherwise visible. If you cast this spell while you are incapacitated or asleep, your mind fills in any gaps in the temple so your breath isn’t interrupted. • You can use your action to speak the title of Great Aura, attaining the following benefits: • You maintain your alignment and gain the following benefits: • You are immune to blindness and deafness, and you gain the ability to see in fey • You can use your action to create a ward around a prepared alarm, prepared by an equal or superior sage (equus talera), or wielded by a legendary fiend (egath khalak siegeder). Choose one of the following effects to wilt or go into permanently disfigurement. Wilt - You cause an alarm to ring out at one creature within 30 feet of you that is no larger than a Medium or smaller adult. The alarm emits a loud, piercing sound and lasts for the duration. If you cast this spell multiple times, you can have up to three alarms active at a time, and you can dismiss such an effect as an action. Wounded - You cause bodily damage to one creature that you can’t hit. The creature must make a Constitution saving throw; a creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Insanity - You create an uncontrollable urge to madness that causes creatures in an area you choose within 100 feet of you within 5 feet of any creature you can reach to rage and kill or devour the creature in its area. The spell’s area can hold up to 500 creatures. The creature that abandons the target falls to the ground, attempting to maintain its balance. The target takes 4d8 bludgeoning damage on a hit, and it is restrained by a girdle of magical vines until the spell ends. If the target withers or dies while restrained by a girdle, all of its hit points and armor are reduced to minimum, 15. If a girdle of vines reaches the target during a sustained melee attack, it strikes the creature

Greater Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a particular creature’s mind and permanently shift its location: from one spot you can see within range to the rest of its body, speaking with it in private, or conversing with it over dinner. You can set the mind at rest

Greater Binding Blade

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You choose a piece of metal or a portion of metal that you can see and that fits within a 10-foot cube within range and that fits within a 5-foot cube without the creature’s space within that space. The piece of metal must fit within a 10-foot cube, and you choose a piece of metal as the weapon of your choice, or you create a piece of metal that fits within a 10-foot cube. The weapon has the same power and radius as the piece of metal used to create the bludgeoning, slashing, and piercing bludgeoning damage of the weapon. The piece of metal is nonmagical in nature, and using it to craft a weapon might cause the item to disappear and the pieces to merge into a single piece. The piece of metal must be nonmagical in nature, and using it to craft a weapon might cause the item to merge into a piece of magical armor or a piece of weapon-wearing gear. If the pieces merge, you can craft a new one from these pieces. Abjuration

Greater Binding Lightning

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and hold it within range for the duration. The target strikes with an ordinary bolt of lightning and becomes visible to you for the duration. (The target can’t have more than one visible target being worn or carried by it.) You can hurl the target at any creature within 30 feet of it that you can see it with a successful dispel magic spell. The spell ends if you use your action to do anything else. You can hurl a nonmagical object weighing up to 50 pounds or less, such as a heavy container filled with wood or stone, up to 10 feet. If the object has a high enough rating to be worn with a light everyday garment, it vanishes when the spell ends. Alternatively, you can hurl any object weighing up to 1,000 pounds or smaller, or even a greater quantity of matter that might fit a Small or Medium humanoid. Both require 3,000 quarts of water. The spell ends if you use your action on a sustained or long rest. Transmutation

Greater Blacksmithing

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You choose a fine wrought iron tool or tool that you can find within reach, such as a forge, axe, sling, or tiller. You create the tool or object and lay it bare within 5 feet of whatever you created. If you create a greater evil twin or greater wizard tool, you create such a twin or greater wizard tool if its weight is less than 5 pounds. If your work encases magic that would create a greater evil twin, you create such a twin if its weight is less than 5 pounds. If your work encases a greater evil wizard tool, you create such a

Greater Blight

Casting Time: 1 action
Range: Touch
Duration: Concentration Aura of Repose

Until the start of your next turn, a mote of black smoke spreads from a point within 60 feet of you. The smoke is thick and difficult terrain, and it spreads into other planes of existence, creating ever more difficult and dangerous terrain infested with undead and constructs. The smoke moves with you, cradling you in its blanket. Whenever the smoke damages

Greater Blink

Casting Time: 1 action
Range: 60
Duration: 1 minute

You see a shimmering sphere of blue light in the ground at a point you can see within range. The sphere is dim light, and can contain up to 8 cubic feet of water. You can use your action to make a ranged spell attack with the sphere. You take 3d6 piercing damage and have resistance to that damage. Conjuration

Greater Bluff

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

For the duration, you touch a creature and make a ranged spell attack against it. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss. the spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Greater Blur

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Duration’Solo or In-Person

60 Days or Apparatusaneous You create swirling fog centered on a point within range. Each creature in a 30-foot radius well up to 3 miles away must make a Wisdom saving throw. A creature takes 4d12 cold damage on a failed save, or half as much damage on a successful one. For the duration, each affected creature can’t take reactions, has disadvantage on saving throws, and makes a Wisdom saving throw with advantage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d12 for each slot level above 6th Conjuration

Greater Blur

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell turns any visible or invisible light within range onto soft or silvery for a moment and dark green and red for a second. For the duration, shadows cast by this spell appear in all materials of your choice that you can see and are dim light—less than an inch thick. You can change colors and intensity to your advantage. When you cast this spell, choose a dark green stone container or a similar solid object as the material. While both containers are light objects weighing no more than 5 pounds each, they are completely opaque. Both containers are of an opaque, transparent design that can be washed away to reveal a seamless surface. You can paint the containers or inset the surface so that you can create a seamless surface between the containers. Both the containers and their surfaces have resistance to bludgeoning, piercing, and slashing damage. Additionally, whenever any creature or object hits the containers or impacts them, the creature or object takes 1d4 bludgeoning damage, and both containers and the surface have resistance to the same damage type. You can use this spell to create a seamless surface between two objects, a seamless surface between two creatures or objects, or a seamless surface between multiple creatures.

Greater Blur

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a blurred image of a creature within range, making a creature prone in an illusory pattern on the ground when you cast the spell. The image is permanent and illusory. The illusion lasts for the duration or until you dismiss it as an action. When you cast it, you can make a visual representation of the illusion, based on the shape of the creature (typically a creature with a trident or a scimitar, for example). The image is tangible within one willing creature’s reach, as long as the illusion is nonportable and can pass by e.g. through trees, through walls, or right behind you. You can use your action to move the image to a space within 5 feet of it, which has its own motion and doesn’t have to the image’s location. The image illuminates the image, which lasts until the end of your next turn. You can switch the image’s appearance if you wish, but the image glimmers in shadow for each affected by the illusion. The image illuminates the image if you do either. The image illuminates the image in shadow, if you have it. While the image illuminates (or as a bonus action on your turn if it illuminates in a different direction), creatures that can see the illusion are blinded for 1 minute. Blurred vision means your senses are blurred. While blinded, a creature can make a Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls against target creatures of the chosen kind for 1 hour. While blinded, a creature has disadvantage on attack rolls against targets within 5 feet of it that are within 5 feet of it or that are attacking or attacking by more than 5 feet. At the end of each of its turns, a creature that has advantage on a saving throw made against this disadvantage saves for the duration. Transmutation

Greater Divine providence

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates two illusion spheres on the ground that are 100 feet across and that you touch are you familiar with. They can be as small as objects and up to 50 feet in diameter. They can’t be targeted by spell attacks and can respond to telepathic messages you receive from them, but if you cast the spell on them, they can protect you from energy weapon attacks, curses, and similar effects. You can dismiss such a spell as an action. Abjuration

Greater Flame Burst

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Flames race across your body as you make a melee spell attack against a target within range. On a hit, the target takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, reduce the initial damage by 1d10 for each slot level above 3rd. Transmutation

Greater Flame Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames wreathe one creature you can see within range. The target must make a flame out of a flame of challenge rating 2 or lower, and it can extinguish the flames as a bonus action. For the duration, one creature is incapacitated and unable to move. The target can roll a d4 and add the number rolled to its attack roll or attack using weapon damage die, or make a special attack using the attack modifier. (your choice which roll.) Alternatively, you can cause a creature take 1d6 fire damage on a failed save, and the flames extend out to fill a 15-foot cube. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd. Evocation

Greater Flame Burst

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a bonfire of flame that is up to 10 fee

t long and weighs 1 lb. The bonfire sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you have resistance against radiant damage: lightning, kite, and sudden burst of lightning. When the bonfire explodes, any creatures that are not within 30 feet of it or that are directly under it take 1d4 lightning damage—3d4 lightning damage, or 26 lightning damage, for the creatures, if they are still alive. The flames can’t be extinguished by less powerful flames, but the flames do extinguish stoves and other flame-reliant structures within 30 feet of the bonfire. The flames can also be extinguished by simple means, such as freezing rain or by casting the holy fire spell. When the bonfire ignites, any creatures that are within 30 feet of it or that are directly under it take 1d4 fire damage. Conjuration

Greater Flame Toss

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. These flames don’t reach undead or constructs. Evocation

Greater Grandfather

Casting Time: 1 action
Range: Self
Duration: Up to six hundred years ago, a race of giant mecha

nical beings created an age-old curse that would leave them forever scarred. Only the brightest and nicest of humanity could enter their primordial cities, and only the great giants would have enough power and might to create a perfect construct

Greater Healing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Flames sprout from your fingers and slowly pour forth from your hand. Each creature in a 20—20 area of effect within range must make a Constitution saving throw. A target takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Greaterinna

Casting Time: 1 action
Range: Self
Duration: 1 minute

You invoke the power of the Great Incommodity, an elemental force that hovers in the air for the duration. Choose any number of creatures within range. Each creature that starts its turn in the aura must succeed on a Dexterity saving throw or take 4d6 radiant damage. A creature must also make this saving throw when it moves into the aura’s area for the first time on a turn or ends its turn there. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Greater Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the duration,

Greater Jump

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A jump made from thin air, possibly from an unknown object, appears within range and lasts for the duration. For the duration, short distances are possible between you and the jump creature. Whichever creature you target, or which object, jumps up to ten feet in a straight line along the ground as if it were descending. Then it hovers there and descends, pronouncing the word ຈສ་ຈ་ຈ་ຈ་಻༽�

Greater Maelstrom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A mass of 5-foot-deep water appears and hugs you in a 20-foot radius, centered on a point you choose within range. The point must be on ground or a connected gaseous mass and is up to 10 feet tall. Its area is lightly obscured and it takes no force or distraction actions to move. The water then forms a sustained barrier around a point you choose within range that you can see, which has no more than 10-foot-high walls or precipices, and which is directly above you in a 20-foot-radius, 30-foot-high wall of calm water. The barrier protects against fire and otherworldly force, but it leaves behind a trail of pulverized ice before it collapses. The ice causes the barrier to collapse, leaving behind a mass of thorns and crackling bolts. Each 20-foot-long humanoid or creature that ends its turn within the spell’s area must make a Strength saving throw. On a failed save, the target takes 4d10 bludgeoning damage and is restrained for the spell’s duration. As an action, a creature restrained by the ice can make a Strength or Dexterity saving throw, ending the effect on itself on a success. As a bonus action on each of your turns, you can mentally command a Large or smaller creature you designate to cause an autoattack using your spellcasting ability (if known), which creature must be within 30 feet of you to make the attack. The creature must know the instructions on how to make the attack by the start of your next turn, or face a different challenge if you cast this spell multiple times. You decide what action the creature will take and what action it will take before moving on its next turn. At the DM’s option, the creature might attempt a move action, its action being marked. If the creature moves more than 60 feet away from you and there is no creature on the ground where it’s restrained, the creature is driven to that spot and must make a Strength saving throw. On a failed save, it isn’t driven further than 60 feet away from you and makes another Constitution saving throw at the end of its turn. At the DM’s option, the creature can use an action to try another saving throw, but it is usually the last successful one. If a creature uses its action to make a melee attack using another spell of 3rd level or lower, the creature takes 4d8 damage of the type indicated on the attack roll; the spell’s damage increases by 4d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage). Evocation

Greater Maelstrom

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A mass of 2- to 10-foot-deep water appears and swirls in a 30 foot radius centered on a point within range. The point must be on ground or in a body of water. Until the spell ends, the area is difficult terrain, and the water spreads around corners. A creature takes 4d8 bludgeoning damage if it enters the area for the first time on a turn or starts its turn there. A creature thus connected takes 4d8 bludgeoning damage. The water disperses slowly, so make sure you have at least 1 foot of plant growth on each side of the water to stop it flowing completely around a creature or object. Also, cleanse the water of any soot, dirt, or other debris before pouring it out of the spell. A creature can choose to take this damage, ending its turn early if it chooses. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional mote for each slot level above 7th. The mote must bear a design with at least one item from the following sets of creatures, and it must be of the same type and size as the mote’s maker. The new mote has four blades, each 3 inches in diameter, and is magically bonded to the mote. An artisan might imbue

Greater Maelstrom

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create an intense vortex of thud, sending up to ten smaller monsters of your choice that are either Large or smaller. The monsters are difficult terrain and deal 3d8 bludgeoning damage to creatures under the effects of the curse. A creature that succeeds on a Constitution saving throw against this curse dies. The creatures are melee creatures and have advantage on attack rolls against you until the spell ends. A creature that makes an attack roll against you and that succeeds on a Constitution saving throw against this curse dies. In addition, the creatures turn hostile terrain on the w the creature if it is within 5 feet of you. The creatures turn unoccupied objects that aren’t being worn or carried by someone hostile to the creature into objects of potential danger. Conjuration

Greater Maelstrom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a mass of 15-foot-deep, 5-foot—wide blasts of energy that fill a 20-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration, and its area is lightly obscured to prevent your enemies from seeing through the blast. The sphere is an unoccupied space that isn’t being used as a target for special effects. Any creature that damages or otherwise impedes the movement of its weapon or ammunition is pushed to one side of the sphere and is engulfed in flames. Any creature hit by this spell must make a Strength saving throw. The creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one. A creature hit by this spell is also knocked prone. The sphere is nonmagical in appearance, and its area is lightly obscured. While a creature is engulfed in flames, each creature in the area must make a Constitution saving throw. If a creature succeeds on its save, it is engulfed by the flames until the spell ends or the sphere dissipates. As an action, a creature can make another casting of this spell using either hand. It takes 30d10 fire damage on a failed save, or half as much damage on a successful one. Evocation

Greater Maim

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Flame-like tentacles fill a 20-foot square on ground that you can see within range. You can use a spell slot of 4th level or higher to create these tentacles. You can use one additional time for each slot level below 3rd. The tentacles shed bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters a stunned state while within the tentacles, the creature is stunned. The effect ends for that creature when it re-enters stunned state. Whenever a stunned creature deals damage to a creature affected by this spell, the tentacles wilt, and the creature is stunned until the mana cost of the spell is paid for it. A stunned creature can make a Constitution saving throw. On a successful save, the creature is no longer stunned but has advantage on its saving throw against this spell. A stunned creature automatically succeeds on all Wisdom saving throws. If a creature uses its action to make another Wisdom saving throw, the creature takes 1d6 poison damage if it takes the saving throw. Conjuration

Greater Malediction

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You utter one word, and then disappear. For the du

ration, you can recall any creature you know that you can see that isn’t dead, has vanished, is in some way connected to you, or is currently dead. You can also specify a password that indicates a password that must be shared with others, such as a password known to be held by one creature that you can see (eg., BlahBella, Cern, Dore), but that you don’t own. To understand why you might be recalling something, read the password and explain how you describe it. If you specify a password that isn’t shared with others, the spell ends without offering a password (i.e., it doesn’t return to your spell slot after 1 minute). You can also end the spell early (30 feet), but only if you are incapacitated or have a partial body part surgically removed. Abjuration

Greater Malefire

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You conjure up a ghostly, skeletal beast on the ground that you can see within range. The beast appears in places you choose. It must be within 30 feet of you and can hover in the air or on the ground, depending on the beast’s form. Until the spell ends, you can use your action to move the beast up to 30 feet in any direction you wished. It must make a Wisdom saving throw against your spell save DC or lose the ability to move or speak. Illusion

Greater Malefire

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose a spot on the ground where your camp might become a fortress or a place of siege. If the ground is sombre and damp, you can create one of the following effects in lieu of creating a trench. Place a century-old artifact, weapon, or bed in the spot you choose and make a permanent trench in the ground immediately before it. You can also plant a century-old construct within the trench, set a watchful fire there, and pour forth its contents. When you cast this spell, you choose a point within range, rather than casting a spell there, in order to create a trench in the ground. If you create one of these effects, you can set a fortress or fortress place on the ground. The place must be within 5 feet of a fortress or fortress place set to a fortress or fortress place effect. When you create the trench, you can set conditions for the soldiers you choose to fight where in the trench. You can set a password for each soldier you choose to be written on the trench. If you set a password that is different than the one you use for the trench (like a password that says ''wires in the trench'' or the password that says ''water rises in the trench''), that password is broken and the entire trench is created. soldiers, fortress, or trench. When you cast the spell, you choose a point within range where your trench appears. You can set a password for each soldier chosen to be written on the trench. You can set a password that says ''wires in the trench'' or the password that says ''water rises in the trench'' if you have it. Soldiers, fortresses, or menorples of any sort, including fortress structures, warded places, or wadi gates, are created wherever a password exists between two points on the ground. Guards, cooks, and servants of the DM assume no functions or responsibilities within the trench. If you choose a location on the ground at once created by a spell of 5th level or higher, soldiers, fortresses, or menorples of any sort, including fortress structures, warded places, or wadi gates, are created there for its entire duration (up to 10 days), if that duration doesn’t already include that time, or the creature’s space within the trench is occupied by a creature or a creature within reach of a spell attack. Fireball. Your ranged weapon attacks deal an extra 1d6 fire damage to the

Greater Malefrost

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A quiver of freezing frost springs from your finger toward a target that you can see within range. The target must make a Constitution saving throw. On a failed save, you must use a bonus action to crack the quiver. The first time you use this spell on the same target for the entire duration, the frost spreads to each creature within 5 feet of that target. Each time you crack the quiver, make another Constitution saving throw. Each time you do so, create a 5-foot cube of ice on the ground with a 20-foot diameter and 5 feet tall. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. While the quiver remains in place a creature takes cold damage equal to half the damage done to it by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Greater One’s Lightning bolt

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell deals 3d8 lightning damage to one creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 lightning damage. Evocation

Greater One task Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an aura of greater power and greater might

Greater Polymorph

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your transformation begins with you as a nonmagical creature. Choose one nonliving creature within range for the spell’s transforming effects. The transformed creature is completely covered by the spell, and the spell fails if the creature’s transformation isn’t permanent or if its gear isn’t on the same plane as you. If the creature transforms into a different nonmagical creature, the transformation automatically ends for that nonmagical creature. For example, a creature that transforms into a beast transforms into a bard, who transforms into a druid, and so on. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the transformation lasts for the duration, rather than reducing it to 0. When you cast this spell using a spell slot of 9th level or higher, the effect lasts for the duration, rather than reducing it to 1st level. Transmutation

Greater Recall

Casting Time: 1 action
Range: Range
Duration: Up to 8 hours

Seen within infused crystal, this spell grants you the ability to recall those around you. You can recall up to two creatures you can see within range, as long as those creatures don’t require attunement to breathe or are immune to poison, poison arrow, and miasma. Creatures that don’t know them (or have forgotten them), or that know them normally (under no circumstances) can use this spell to recall an individual, willing creature known to them as a friend. When you cast the spell, choose one willing creature as the target, and all others obey. You can also choose creatures that aren’t in an edict of God’s Will or one that is inscribed within an idol (your choice which creature you choose when you cast this spell). To recall an unwilling creature, shapechangers, or creatures within an area requiring concentration, you need a similar target. You mentally link the creature’s memory to that of the creature and to the memory of its friend. Abjuration

Greater Recall

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your control over one thing triggers an event that can restore up to twelve creatures or objects to their original places. These creatures or objects appear as ordinary objects that you can see within range. Whenever a creature chooses an affected target as its target, it gains some additional temporary hit points equal to half the creature’s level (at the start of each of its turns) at the start of each of its turns, and the creature recovers at the start of its next turn if it is still within 60 feet of the target. Enchantment

Greater Recall

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

By pulling a particular familiar from a pocket dimension, this spell reveals the presence, location, and purpose of a creature or object it can be reached within using another spell of 3rd level or lower. For the duration, or until you use an action to cast a spell, you can recall a specific creature or object you have seen or seen in the past that is familiar to you, as long as that creature or object is no longer in your possession and there is a difference in the creature’s name, portrait, or other personal name. This spell

Greater Recall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, a construct, or a plant that you touch becomes a new plant that is friendly to you and that carries with it certain of its goods. A construct that you touch and that carries with it a certain quantity of food or drink also becomes a new plant. While a plant is being created, you may choose to cause it to become friendly to you in any of the following ways: • You create a new plant that bears

Greater Recall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You recall what you cast a moment of rest during which you can cast up to three spells of a level or higher. You mentally recall any action you took at the start of your turn and can think of no subsequent action that would affect you. You can use this knowledge to recall any creature you have ever known and to determine the creature’s current state as it rested. That creature can be found in the Monster Manual. You mentally recall any action you took on your turn as an action as a bonus action, and you can use this knowledge to recall any creature you have known since your recall step began. You can recall any creature you know and to the creature’s current condition (if any), such as when it reaches maximum health or when it falls unconscious. You can recall an example of something that happened during your recall step. To do so, use your action to dismiss this spell. If you don’t have clear memory of what happened during your recall step, you can dismiss it as an action. Transmutation

Greater Recall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your telepathic power wanes. For the duration, you have a telepathic link with up to ten willing creatures of your choice that you can see within range. The two creatures can be up to one hundred and fifty feet apart, and their minds are linked to one another, even if they can't see each other. For the duration, each target can carry with it whatever it carries and that it carries with it when it leaves its current resting place or reaches the top of its destination gear. The target can make a Wisdom saving throw to regain possession of the item used for the spell’s duration. On a successful save, the spell ends for that target. At any time after the spell ends, you can give the creature you’re linking telepathic cord with another spell of 4th level or lower, if you use the same source. That spell can carry the creature’s soul and other valuables back to its current plane of origin. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration—up to 10 minutes. Illusion

Greater Recall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to four willing creatures that you can see within range recall you where you left off. You and up to four willing creatures that you can see within range instantly return to their homes or race back to their original bases. The spell can have additional effects depending on the creature’s status. If you have a running battle with the summoned creatures, they disappear when the spell ends. The summoned creatures can be separated into three orders, determined by the DM. Each order can have a specific summoning challenge rating based on the summoned creatures: 1. Medium Order; 2. Large Order; or 3. Small Order. The DM has the order based on the creature’s level, determined by adding 1 to the two listed orders and shaking the spell against the creature. When the creature summonses you, it is likely that it has an order of magnitude greater size than the listed order. If the creature summonses you using less than 2nd level spell slots, the summoned creatures are numbered 1-6. If the creature summonses you using 1st level spell slots, the creature is also likely to have an order of magnitude larger than the listed order. In addition, when you cast this spell using a spell slot of 4th level or higher, you can create one additional intelligent creature for each slot level above 3rd. The new intelligent creatures must be of the same kind and type as the

Greater Recall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You appear in a location you can see and feel and understand, and the information that you describe is accurate, up to date, and in the best interest of one creature of your choice within 60 days. Whether you are talking about a creature or a wall, any visible portion of the information is accurate and up to date, up to date, and in the best interests of one creature of your choice within 60 days. This spell doesn’t change the creature’s location or activity within 60 feet of you, but it does offer up information that might otherwise be impossible. To the best of your knowledge, this spell doesn’t affect the location of structures, magic doors, or other sources of concealment. Conjuration

Greater Recall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You learn the identity of the guardian that restored a creature to life when the creature first came to you. It takes 3d12 psychic damage when it strikes a creature or a solid object within range, and the creature must make a Wisdom saving throw. On a failed save, the creature is

Greater Repose

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a ward that protects up to three creatures of your choice within range. You can have up to five of each target’s type automatically bonded to the warded condition, or you can create one of the following messages within 5 feet of the warded creature: • I want to be able to see in the dark. • • II want to be able to smell in the light of the torches. • • III want to be able to smell the decay of my clothing. • • IV want to be able to smell the things that are rotting away inside my body. If you cast this spell without first speaking the curse word, the message predicts the worst outcomes for the target. The target must make a Wisdom saving throw. On a failed save, it can’t cast spells for days, weeks, or even months, causing it to lose sight of its beloved sister and spend days outdoors in the

Greater Restoration�Self

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause an object you touch to become a statue.

The statue disappears if you cast this spell again. Until the spell ends, the statue appears in the same place it appears in the original. When the statue appears again, it becomes a statue of its own. The statue can be any creature or an object. The statue has no construct, and its statistics are normal. The statue has a 20-foot radius around it. The statue can be attached to any object and can be held by a creature with advantage. The statue also has a 20-foot radius around it. When the statue appears again, the statue disappears, unless the spell ends. The statue can be attached to any object and can be held by a creature with advantage. The statue has a 20-foot radius around it. The statue can also be attached to any creature or an object. The statue has a 20-foot radius around it. When it appears again, the statue disappears, unless the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target up to five additional creatures for each slot level above 1st. Abjuration

Greater Spell List

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You present a short, ornate spellbook to a single creature of your choice that you can see within range. The spell is a new magic item created by you for the first time of the item’s type, slot, or level. The spell can be cast into, out of, or as a simple or complicated spell. You choose a spell or an array of spells created by the spell slot of the spell, as well as creatures, objects, or magical effects. The new spell must be on the same level as the slot you use for the spell’s level and that you can see within 30 feet of the material object (within the scope of any possible spell’s level, you can cast any spell that requires a casting of a celestial, fey, or fiend level 3 spell) in order to cast it. Any spell cast into the material object causes the material object to become inert and incapable of performing its normal functions for 1 hour. Alternatively, you can cause a spell imbued with a powerful demiplane spell to fail and instead deal an extra 1d6 psychic damage to each creature within 15 feet of the spell’s area. Evocation

Greater Spell of Nine-Tails

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a telepathic link between yourself and one creature of your choice that you can see within range. The creature can be a willing creature or an undead. You choose which kind of creature you are linking to in an effort to eliminate duplicates and eliminate harmful qualities. If you are linking a Large or smaller creature, you sacrifice a creature or an object weighing 1,000 pounds to create a link. If you are linking a Huge or smaller creature, you sacrifice a creature or an object weighing 700 pounds that creates a telepathic link between you and the creature. If you create another illusion, you sacrifice an illusion that costs 300 pounds to create and that requires 1,000 ingredients, 40 pounds of equipment, and 20 pounds of raw materials, 40 pounds of rings, 20 pounds of dagger blades, 30 pounds of club-sharpened rope, and 10 pounds of club-

Greater Spell’s Power

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The power of the Word of Wisdom spreads across the plane of existence, granting you the power to speak the same language or to understand different words. You can specify the language you wish to hear, but you can use only one language when you cast the spell. You can also specify only one language when you cast the spell. You can also specify multiple languages in the same spell, but you must use only one language to understand the other. Conjuration

Greater Stonehenge

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a vast stone fortress and a shimmering portal that is 1,000 feet in diameter. The fortress and other stone structures can be destroyed by spells of 1st level or higher. The fortress is protected by a 10-foot cube of stone and no creatures can enter it. The fortress can also be destroyed by traps, secret passages, or other forms of magic. The stone fortress is composed of 25 cubic feet of stone, and each cubic foot of solid stone occupies a 10-foot cube. The fortress is made of stone and has a total area of 11,000 square feet. It can be destroyed by any other spell or a spell of 1st level or higher. Transmutation

Greater Stone of Protection

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your great stone springs into existence around a point you choose within range, granting it protection from harm. It lasts until dispelled, or until the spell ends. It doesn’t have to be on the ground, nor can it be. While protected from harm, you have resistance to nonmagical damage, and you gain a flying speed of 60 feet. Transmutation

Greater Thunderclap

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a burst of thunderous sound that can be heard up to 120 feet away. Each creature other than you within range must succeed on a Constitution saving throw or be pulled up to 10 feet higher on a vertical line running down the length of the line and perpendicular to it. This effect lasts for the duration. If you have a thunderclap spell prepared, you create the sound in an unoccupied space of your choice that is within 5 feet of you. Any creature that uses its action to make a melee spell attack must use its reaction and move up to its speed before moving. The loudness makes it impossible for nonhostile creatures to pass through the crack in the wall. Conjuration

Greater Transmogrification

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You utter one of the following effects within range. You instantaneously transform a Medium or smaller creature you can see within range into one of the following properties for the target: • You instantaneously cause a different creature to become one of the properties of a different kind • You instantaneously alter the properties of an existing creature class, using other sources of familiars • You instantaneously create a new creature property • You instantaneously fill in and properties of creatures, with each casting of the spell requiring a different part of its hit-sequence sequence. Transmutation

Greater Transmutation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create

Greater Truth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A lie hidden within a 5-foot cube imbues you with an aura that bestows knowledge of your past actions and experiences, allowing you to gain information about the things you have done so far. Until the spell ends, the truth doesn’t need to be exact, as long as you are willing to deal the cost. You know how many soldiers have been killed in action, and you know how many soldiers have been injured. You can’t have more than one lie about an issue in the spell’s area at a time. To learn more about an issue, roll a d8, and determine the likely outcome, roll a 6 or 7. Necromancy

Greater Whispers

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You whisper a message to up to three creatures of your choice within range. Until the spell ends,

Greater Word of Wisdom

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a word or phrase and it becomes a line of text, a sacred text. The text and the phrase change as you speak. The words are the same in form, meaning

Great hall

Casting Time: 1 action
Range: 60
Duration: 1 minute

You utter an incantation based on the deity’s name, a message inscribed on a transparent stone pillar. You and up to twelve willing creatures of your choice that you can see within range can enter the hall, receiving a message from the hall at any hour after you cast this spell. You choose whether each creature is charmed or frightened. If you cast this spell on the same creature or multiple creatures of the same size or size simultaneously, you can target one willing creature for each target. If you target only one creature, the spell fails and the creature is charmed and frightened. If you target two or more creatures of the same size or size, you target one creature of any size and then target two or more creatures of that size and then target one creature of any size. A target of this spell's size or smaller can’t be affected by spells or other magical effects. If you cast this spell multiple times, you can have up to two creatures of your choice be charmed and frightened while the same creature is charmed and frightened by the same spell or spell. The statistics for each target are in the Monster Manual. You choose one to three creatures for each target. You also choose which spell of the target spells you cast or what object is worn by which creature. “Flame Strike. The door of the great hall crumbles to stone when a powerful nonmagical fire warps through the air to a point of your choice within range, causing twisted lance blows to spread across the room. Each creature in a 20-foot square on the ground must make a Dexterity saving throw. On a failed save, the target takes 2d8 fire damage. The fire damage type is flammable, meaning it can't reduce a creature to 0 hit points. A creature that w as the target of this spell takes 10d8 fire damage, and another creature or object takes 10d8 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage type increases to flammable, making it more common for enemies in illusory forms to form doors or casters in the air. Conjuration

Great Tree

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a tree with a message and leave its bark at its base. The tree spreads its message throughout a 20-foot cube within range. Until the spell ends, trees tend to a single tree in a 40-foot-radius circle centered on the spot where you cast the message. The branches turn black, and these branches turn any creature that moves within the spell’s area of effect to stone. Each tree lasts until the spell ends. If the spell ends before then, all the messages it creates are lost. Evocation

Great Word

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a ten-foot-by-ten-foot word or a short phrase that appears in a Word or a Word spell you know or have seen. The word or phrase can be a sentence, a sentence that is an original work of art, a simple text, a sentence that is a translation of a spoken word, a simple representation, or a script. The word or phrase can have no more than 10 words, no more than two sentences, no more than 2,000 words, and no more than 40,000 words. The spell’s words and phrases are temporary. Any creature who can hear the spell’s words or who can recognize its meaning must make a Constitution saving throw. If it succeeds, it can use an action to cause the spell’s words or phrases to become permanent. If the spell ends before reaching the end of its duration, the spell ends early. Transmutation

Greed

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature and gain the ability to cause it to gain the benefits of any one of the following effects. Until the spell ends, the target has resistance to the first effect for 1 minute. Banishment. The target is no longer a creature. Disease. The target is no longer a disease. Blight. The target is no longer deaf. Poison. The target is no longer poisoned. Demiplane Shift. The target is no longer in a plane of existence that ends on that plane. Deprogramming. The target is no longer in a dimensional illusion created by a spell or other magical effect. Transmutation

Green Arrow

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Green earth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create 6 miles of earth that serve as stand-ins for tools or raw materials. You can use the basic action of each creature to move the piece of earth up to 60 feet in any direction. When you move the piece of earth, you can use an action to create a Minor Elementality check against your

Green fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call down the power of nature’s primordial engine, granting it the ability to spew magical energy from its mouth. Choose a point within range. The fireball explodes in a 20 foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by MB for each slot level above 5th. Evocation

Green flame dragon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call down the primordial engine, giving it a different purpose, allowing it to do the same thing over and over. Choose a point within range. The dragon pounds up to ten creatures of your choice that you can see within range, and the creatures are restrained in the flames until the spell ends. A restrained creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of damage the restrained creatures do increases by MB for each slot level above 6th Evocation

Greetings

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

From a up to five-foot radius, a creature you can see within range regains a blessing that gradually fades as it lives. For the duration, each friendly creature you choose within 5 feet of you is charmed, frightened, or possessed by the chosen creature.

Grenade

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

Instantaneous You reach into the center of a creature, placing it within range and shaping it so that it has 5 hit points. For the duration, the creature sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can illuminate secret doors or chambers, create traps, and even locate hidden creatures. Necromancy

Grief

Casting Time: 1 action
Range: 120
Duration: 1 minute

This spell ends if you are one of those affected. You and up to six willing creatures you can see within range each spend 1 minute in a coma for 1 minute in a vat of acid or 1 minute in a vat of water. For the duration, an unwilling creature can make a Constitution saving throw. On a successful save, you are no longer blinded and deafened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is reduced by 10 minutes for each slot level above 1st. Necromancy

Grief

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A creature (a humanoid using one of the following magic items) is killed by a spell of 1st level or lower, and its soul is returned to its owner’s body. The target of the spell must be alive when the spell is cast. The target’s soul is found in an unoccupied space that is half its Hit Dice. The target’s soul is returned to the target’s body in a manner that is similar to the one you chose for the spell’s return. The soul’s destination is a place you chose. When you cast this spell, choose a place within range as your destination. The target of the spell has no immediate memory of its destination. Conjuration

Grief (1-mile circle)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

As you cast this spell, you close the circle of fear that animates and rips through the flesh of your target for 24 hours. During that time, any kind of mental activity or a memory the target is concentrating on doesn’t fill that circle. If you target a creature in the area, the creature is left with a small circle centered on it that lasts the duration. You can fit up to sixteen objects in the circle, which can be separated with a padlock. Any creature in that area is affected by the area’s mental activity only if its mental state is suppressed through concentration. If the creature can no longer fit into that area, it must be restrained or otherwise suppressed to use the spell again. While the restrained or suppressed creature is in the area, the spell grants the target access to other creatures thoughts and behavior, as long as they can rest. To keep track of all your targets’s thoughts, creatures have a visual memory of anything they see, and the target must make the visual recall of something on its mind before the spell ends. Nothing is hidden from the targeted creature. The spell can’t track the targets movements, thoughts, and actions, either since they have no recollection of what they experienced. It can’t track you nor target me, and no spells or other magical effects appear on your targets’s memory. Enchantment

Grief

Casting Time: 1 action
Range: 30
Duration: Aura strong to neutral (if blue or red)

Describe or name a horrible curse or great affliction, perhaps from the Nine Great Books or stories of legend, that has affected a creature for the duration. For the duration, a creature has disadvantage on attack rolls against creatures under the influence of a greater curse than your level. The curse, if created, is a debilitating affliction that can last for a period of time. At the start of each of the creatures current turns, the curse is cast and the creature takes 1d10 necrotic damage, and the creature’s soul is restored to its owner’s power and condition at the start of each of its turns. At the end of each of the creatures current turns, the curse is broken and the creature takes half as much damage. If the creature or creature’s parent and siblings have similar curse’s, the creature or creature’s parent and siblings also suffer such a curse. The spell ends if you choose a curse with a higher level than this one, if it has no level, or if your spell casting is broken. When you cast this spell, you learn the names of at least three curses created by one of the spells described or named, or by how they affected the creature. For each of these curses, you learn the basic rules for the spell and for how it might operate under certain circumstances. At each casting of the spell, you learn the rules for how the spell would operate. For each rule, you learn how the spell functions in practice, based on the information

Grief

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your nightmares turn your victims into nightmare creatures, devouring them for the duration regardless of the nightmares' length or duration. For the duration, a creature that suffers from the Nightmare trait can’t willingly enter the nightmare or become a victim. The creature is a hungman or fiend, the latter possessing a creature familiar or legendary. You choose the creature’s nightmare shape. An abominable mimic, created by the devil or a devilish demon, appears in the shape of a cylinder and sucks up the sleeper until it falls asleep. While in the cylinder, you can use a bonus action to issue a whimper noise and whisper in the cylinder’s whisper space. If you don’t issue a whimper noise, the cylinder slowly dies away. When the nightmare ends, the creature falls unconscious and remains unconscious for the duration. You can’t issue a whimper noise, but when the creature attempts to do so, it can repeat the word aloud, ending the nightmare sometime before your next work shift. The cylinder is immobile while you are asleep. You can’t issue a whimper, but when the creature wakens, it uses your movement to push the cylinder up and down. If it takes any damage, it can use its action to move up and down as part of its move. It must then move back up and down as part of the spell’s effect, which can take several minutes. You can’t issue a whimper, but when the creature uses its action to do so, it might issue a short whimper, sound a whimper spell, or speak a word. As a bonus action on your turn, you can issue a word, but only if it is one sentence long. If you issue a word, the creature repeats it without regret or regretful intent. The creature remains conscious while it takes damage and can’t be targeted by spells or other magical effects. Illusion

Grief

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell instantlyances all those around you to raise a state of emergency or emergency for the whole city. Choose one of the following options for how long you want the spell to last (until it ends): • Reduce up to 10 trees within 30 feet of you, removing a target tree from the list and placing it on the ground. • Reduce trees within 30 feet of you to 0 feet in diameter, leaving one or more branches severed to raise the ceiling, • or • Grasp one limb of the tree and use that limb to create an emergency tree • spell At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional emergency tree for each slot level above 1st. Evocation

Grief

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell lashes out at the worst of those who have sinned and turns them against you. Starting with your current turn, you can use a bonus action to cause all creatures within 30 feet of you to be bonded together in an unholy mess, centered on an unoccupied space you choose within range. The bonded creatures are w strong and immune to all damage. In addition, a bonded creature that drops to 0 hit points when this spell ends determines that creature is forever departed from its natural home, leaving behind no physical remains. For the duration, any creature that w left behind has resistance to your saving throw checks and can’t regain sight of its mother

Grief

Casting Time: 1 action
Range: 60
Duration: 10 Days

You sacrifice some of your best qualities and leave behind a ring of life. For the duration, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. For the duration, you have resistance to radiant, cold, and fire damage. When the damage occurs, your w arms drop to 0 hit points, and other creatures have disadvantage on saving throws. If you fail your save, you are pulled 5 feet higher inside the ring and have vulnerability to it for the duration. When you reach the top of the ring, when any creature you chose within 40 feet of it hits you with a weapon attack, you make the attack roll with advantage. On a hit, the creature takes 2d10 radiant damage (if you are already dazed) and must return to your hand to regain hit points. You can use your action to move up to 20 feet inside the ring, knocking down creatures, creatures, and objects that aren’t being worn or carried by others. If you have double your hit point maximum, you can throw yourself against the ground in front of you. If you have reach or are within 20 feet of the w brazier, you can leap over it to reach it. Any creature caught in the warding spell must make a Strength saving throw. If it fails, it falls or lands in a pit, filled with silver or emerald ores. If it can’t reach the container by a spell’s limit, it falls, leaving behind an open pit. It is heavily protected from light and dark, and therefore difficult terrain for creatures of Medium size or smaller. Conjuration

Grief

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, this spell is suppressed for good’s sake. While the spell is on your active active spell slot, you can target an unwilling creature with a verbal prayer, offering a short prayer of thanksgiving to the deity who offered you sacrifice. The creature must make a Charisma saving throw. On a failed save, the creature is asked to give thanks and allow its memory of the sacrifice to come to life in its memory. If the creature does so, it is no longer asked to give thanks and instead gives thanks in a manner that feels sincere, sincere, and sincere. You can specify words or images that feel sincere and can be reconciled to the deity. For example, you can speak aloud in a prayer of thanksgiving to the deity who offered you a sacrifice, saying, "Thanksgiving is near, and perhaps I should give you a prayer to help me heal my own wounds and restore my health." While the creature is willing to offer its own prayer, you can choose from any of the options below to invoke the deity's offering. The result is a divine word, a meaningful prayer, or a wish that brings about the desired result. While some deities offer thanksgiving on a short-term or permanent basis, others offer this sacrifice over the course of a year and a day in exchange for a portion of its earnings. A deity offering thanksgiving to another creature is considered a long-term sacrifice, and the duration of the offering is measured in years. A deity offering thanksgiving to a willing creature’s entire family is considered a long-term sacrifice, and the creature’s entire family is considered a sacrifice over 1 year. A deity offering thanksgiving to a creature other than you is considered a temporary sacrifice, and the creature’s family is considered a sacrifice over 2 years. If the creature would be willing to sacrifice itself to shed its blood for the benefit of another creature, the sacrifice would instead be accepted by that creature as a permanent sacrifice. The duration of a divine thanksgiving depends on several factors, including the creature’s bloodline, the circumstances under which the divine offer is offered, the creature’s race, and the creature’s background. The duration depends on the nature and circumstances of the sacrifice. If the creature would be willing to sacrifice itself for the benefit of another creature, the sacrifice would instead be accepted by that creature as a permanent sacrifice. Redirecting. The direction in which an emanation moves. The direction in which a particular spell or ability activates

Grief

Casting Time: 1 action
Range: 60
Duration: 1 minute

For the duration, an unwilling creature or an object you touch becomes haunted. Any creature that you choose when you cast this spell must succeed on a Wisdom saving throw or become haunted for the spell’s duration. This spell has no effect on undead or constructs. The spell doesn’t, however, prevent creatures or objects from being haunted, and any such creature or object can’t become ghostly or animate in the same way that a ghost is frightened. Illusion

Grief

Casting Time: 1 action
Range: 60
Duration: 1 minute

You feel the sting of being driven from the body of another. Until the spell ends, this spell deals an extra 1d6 psychic damage to the target and causes the target to be bereft of its vitality, becoming incapacitated, weak, and withered. This damage can be stopped by other means. Abjuration

Grief

Casting Time: 1 action
Range: 60
Duration: 30 Days

This spell creates a life preserver within a creature’s mind. The target of the spell is affected by whatever negative affect, minor, or debilitating effect the spell mitigates, and it becomes incapacitated for the duration. The target also loses all memory of its actions and actions while the spell is in effect. The spell has no apparent effect on other creatures. An affected target knows nothing about any of its actions and actions while it is aware of the spell’s negative affect and can’t perform any acts of resistance against its spells or magical effects. In addition, on each of its turns until the spell ends, the target can use a bonus action to create a new negative affect on itself, ending its turn immediately before the target was even aware of the spell and again when it attempted to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +6x the spell’s level, and the duration increases to 1 day. when you use a spell slot of 3rd level or higher, the bonus increases to +6 days. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +8x the spell’s level, and the duration increases to 1 day. when you use a spell slot of 5th level or higher, the bonus increases to +13 days. Necromancy

Grief

Casting Time: 1 action
Range: 60
Duration: 6 Hours

This spell is a part of a larger plan to rid the world of all vampires, undead, and undead servants. Choose a beast in range: celestials, elementals, fey, elementals, fiends, or undead. The chosen servant becomes a creature with the alignment traits. Each creature of the chosen kind gains the following benefits: • An undead servant can't attack you, and it doesn’t become friendly to you. • You have resistance to necrotic damage, and undead creatures are unaffected by spells and other effects. • You shed 10 feet of movement for each level of armor or greater. • You can’t use reactions, but you can cause any effect of greater size or greater duration to reduce the servant’s size by 5 feet, or increase its speed by half its normal rate by any means short of a long-term spell of your choice. • You can cause simple creatures to become superstitious, for example, by telling them the password that appears on their task lists and telling them how to use that password. These spells don’t work on fey, which becomes a trap if it is set up along the fey path. Transmutation

Grief

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a tempestuous cloud of despair on the ground below. Until the spell ends, a creature within 10 feet of the cloud and one creature within 30 feet of it for the duration must succeed on a Wisdom saving throw or take 2d6 psychic damage and become frightened for the full duration. The cloud is composed of 30 ice-like blobs that appear to be hovering in the air and move at a 60-foot pace. An unwilling creature that fails the save must succeed on a Constitution saving throw or become frightened for the full duration. The blobs are immobile and can hold up to 100 pounds. A creature frightened by this spell must make another Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails this save, it frees itself from the blobs and calms down, returning to full health for the duration. Each creature that succeeds on its saving throw must first succeed on a Constitution saving throw or be frightened of this spell for 1 minute. The cloud remains for the duration or until a creature uses an action to make another spell of 2nd level or lower to dismiss it. Once a fear condition ends, the blobs vanish. Conjuration

Grief

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The flesh of a creature that you choose strikes up to three times harder and causes it to tremble and to become terrified. For the duration, the creature is frightened of you and of any creatures that are within 30 feet of it. At the start of each of its turns until the spell ends, the creature must make a Constitution saving throw. On a failed save, it can take 1d10 thunder damage and be frightened for 1 minute. On a successful save, the creature’s frightened condition remains in place. The spell ends if you use your reaction when you cast it again to do anything else. When you do so, you use your reaction to deal 1d10 thunder damage to the creature. An incorporeal creature or a creature that is not a creature can’t speak, can’t willingly move, has 10 hit points, and is under the influence of some kind of energy that causes it to tremble, burns, or grieves. The spell ends if you use your action to do anything else. If you use your action to do something else, the creature must make a Wisdom saving throw. On a successful save, the spell ends to no more than an effect of your choice. Necromancy

Grief

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Describe, mend, or maim an unwilling creature or an object for the duration. You speak the creature’s name and say what you hear, at the minimum of details you ask for, such as a long name or short earthen title. The creature is protected from mortality if you are friendly to it, and the spell reduces undead to unconscious for the duration. The spell ends if you die. You can cast this spell again as an action on any of your turns, ending the effect on itself on a success. During this time, any harmful effects of the spell remain on it, but it has no affect on you. If you cast this spell again, the spell ends for you. Thus, if a targeted creature kills itself by casting a spell that targets a creature with an affected spell, the spell ends for you. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 6th. Abjuration

Grief

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell ends if a creature of your choice that you choose becomes aware of a spell cast or a wish spell of equal or higher level that is in its spell slot, such as the one you used to cast this spell. When the spell ends, the creature realizes how much it helped to help other creatures, even if the creature was never its best friend. The spell ends for each affected creature (including its companions), if it succeeds on a Wisdom saving throw, or if it fails on its saving throw. The creature also realizes how much it helped to help other creatures, even if the creature was never its best friend. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use an action to cast a spell using a spell slot of this duration, choose one of the following effects to create the effect, rather than creating the spell using a spell slot of 6th level or lower. The effect you choose functions as normal when you create the illusion. For example, a creature imitating a magic weapon might create the desired effect using an illusion slot of 6th level, 7th level, or 8th level. Illusion

Grief

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You and another creature you can see within range for the duration. The target is affected by this spell for the duration. If you cast this spell on the same creature for the first time on a turn or a long rest, the effect ends for that turn. Evocation

Grief

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to make a lasting mental link to someone you can see. You can communicate with them over long distances. You can also communicate with them through a telepathic link. You choose the person you are communicating with as your target. A target can't be a creature. You can communicate with them as if they were a humanoid, though they must be within 120 feet of you. Alternatively, you can communicate with them through a similar link but they must be within 120 feet of you. If the target is within 120 feet of you, it can’t be moved. Your communication with them is limited to telepathically linking them to another creature, or telepathically linking them to someone else. If you cast this spell multiple times, you can have no more than one communication with them. You can also have only one telepathic link with a target. If you cast this spell three times, you can have a telepathic link of your own, but another target must be within 120 feet of you to receive it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year, and you regain all expended uses of that spell slot. Conjuration

Grief

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The fear and trembling of your life force pushes you to the brink of insanity. You cast this spell for the first time on a creature within 60 feet of you. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration. This spell has no effect on undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Conjuration

Grief

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You have a flickering thought that only you can comprehend. For the duration, each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, this creature’s Wisdom becomes 1. For the duration, a creature can‘t be affected by this spell by a creature. If the creature fails the save, this spell ends. If you cast this spell again, the effect of another spell on it is dispensed with and the current spell ends. Necromancy

Grief

Casting Time: 1 action
Range: 90
Duration: 1 Hour

For the duration, a creature that you choose must make a Wisdom saving throw against your spell save DC, or else suffer the effects of its wish condition. When the curse ends, the wish condition is broken and the creature doesn’t have enough vitality for a full rest. If the creature requires sustenance from a living creature or a nymph, it can use its action to attempt to mend its condition by raising the creature’s hit point maximum by the minimum amount needed to regain hit points. If a creature w as injured by the wish condition or ends its turn injured by an ability attack, the creature is freed, though the creature might need medical attention to regain hit points. The creature can be restored to life only if and until the wish condition is shattered. Necromancy

Grief

Casting Time: 1 action
Range: 90
Duration: Until dispelled

This spell ends if you suffer a sudden death and your life total is less than half the current value of the soul. For the duration, whenever a creature other than you hits you with an attack using your soul, your soul is restored to its hit point maximum, which has been reduced by half until the spell ends. At the end of the duration, your soul becomes apparent to all creatures other than you, and one creature of your choice that you can see within range takes (or dies) immediately (if it is alive), even with this spell off. You can also choose a different creature for each spell slot full. Abjuration

Grief and Healing

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a creature and grant it a measure of peace. Until the spell ends, the creature w as affected by this spell with a sense of security. Through the warmth and tranquility of the magical ward, the creature receives its full potential and vitality restored to it. Abjuration

Grief and Powerlessness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell makes creatures suffer intense pain and powerlessness, and it makes them prone to terrible nightmares. Each creature that starts its turn in the spell’s area when you cast it must succeed on a Wisdom saving throw or take 1d12 necrotic damage (the DM’s weapon’s damage type is , and the creature must be within 60 feet of the area for the pain to appear). The pain can cause the creature to grow fatter, to lose its Dexterity (if any), or even to shrink back to human form. The spell ends for a target that dies before the spell’s duration, if it is cast while unconscious. Necromancy

Grief and Staggering Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A ranged spell of opportunity you create a profane and terrible cloud of tempestuous energy that fuses with nature to assail the soul of a creature you can see within range (no larger than a 20-foot cube). Each creature that you choose within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature becomes charmed by you until the spell ends, at which point the creature becomes charmed by you until the charmed condition ends. The charmed creature becomes frightened whenever it takes any damage. The charmed creature must end its turn in a location where it knows the location of a location where the spell could cast, such as at an entrance to an uncovered pit, tree, or other hidden passage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the cloud increases by 10 feet for each slot level above 3rd. Conjuration

Grief and the Dark Arts

Casting Time: 1 action
Range: Shadow walk
Duration: Concentration, up to 1 hour

For the duration, a creature you can see is haunted by a dark and ominous spirit that calls itself the Dark Lord. The spirit can’t be dispelled by dispel magic, and if the creature uses its action to do so, it can’t do so again for 24 hours. The spirits can penetrate any barrier that is physically strong, a barrier that might protect a stronghold or fort or a fortress from siege or allied forces. The spirits can leave behind harmful objects and substances, even magical weapons that could leave a weapon or holy symbol in disrepair. The spirits can’t harm an unwilling creature, and they can’t harm an unwilling creature if the creature already treats the spirits with respect. Creatures with Intelligence scores of 2 or lower are unaffected by this spell. Abjuration

Grief and the Silence Moon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell halts the immune system of a creature for 12 hours, and the creature becomes blind and deafened for the duration. While the creature is blinded, it is forced to use a special ability to communicate with other creatures, usually a telepathic link, that blocks out of its sight. Any time the creature uses its action to speak a short message to its friends, the creature either beckons the creature out of its thoughts, or says a command in its head to its companions. The creature is limited in the actions it can perform by its blindness, and it can’t speak any magical spells. While blinded, the creature can’t see or hear anything except for invisible creatures and can’t cast spells, staves or hurlers. Finally, while the creature is conscious, any creature that the creature can see is surrounded by darkness afflicting it. Creatures or objects that can be targeted by a target lock on to the creature or to another creature have Their blinded condition negated against the creature’s statistics. The creature can‘t be targeted by a target lock, and the creature can’t be targeted by a target lock against an object perceived as being in its physical or magical path. Abjuration

Grief and Wounded

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it a measure of hope, a surge of hope that can shake its spirit. The target suffers its wounds, and its speed increases by 10 feet until the spell ends, and it gains a +2 bonus to AC, saving throws, and class skills. It also gains resistance to nonmagical damage, poison, and laceration, as well as immunity to cold damage, fire damage, and one other saving throw of its choice (ritual weapons). The spell ends if the target is permanently incapacitated or otherwise overstayed its next turn. Necromancy

Grief Aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you cast this spell, you gain the following benefits: • You gain a temporary aura of hope that lasts until the spell ends, at which point the aura disappears and the spell ends. • You can give up to ten heads of hair of any color, made from magical force that is no larger than a 50-foot cube, a tail made of magical energy that has AC 15 and 30 hit points, or a shorter tail with AC 30 hit points. This spell can’t negate this temporary aura’s afflictions. • You can affect only one creature with which you are proficient. If you have proficiency with one creature, the target takes 10d6 radiant damage of your choice from the start of the casting to the end of the target’s turn. Abjuration

Grief Aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You plant your wish on a creature, either willingly or involuntarily, who appears to have been dead for the duration or who has been dead for the current duration. The creature becomes incapacitated and unaware for the duration. The target attains the maximum benefit from this spell by speaking a short word or reading a single line of writing for 24 hours. This spell can last for up to 24 hours. While this spell lasts, you can also temporarily end the spell. If you do, the spell damages the target, and the spell ends. If you end the spell early, the spell doesn’t take effect, and you lose the benefit of any special senses your companions have. The spell damages an undead creature that dies within the spell’s duration. Undead or bard level 5 or lower isn’t affected by this spell. Abjuration

Grief, Healing, and Resurrection

Casting Time: 1 action
Range: Touch
Duration: All

1 Hour You touch a corpse and grant it life-preserving powers. While the corpse is alive, it gains the following benefits: • You are no longer blinded by fire, for the duration ends on a target that is no more than 60 feet away from you and that is no more than 60 feet away from you. • You can’t be targeted by nonmagical healing spells and have it recover from nonmagical wounds. If the corpse w ecomes any healing, it doesn’t have to heal until the start of your next turn. While this spell is in effect, any effect that could reduce a target’s healing to 0 during its healing period is lifted and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional corpse for each slot level above 5th. Necromancy

Grief mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

A mask made of despair appears on a creature’s’ head and hovers for the duration in an immobile spot within range. The mask is a spectral monstrosity with a 4—foot radius and a sustained attack bonus of 10th level or lower. When the mask appears, each creature under the mask must make a Constitution saving throw. A creature takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. The mask dissipates when the creature returns to its unoccupied space to its normal place of rest. The mask is a Medium construct with AC 15 and 17 hit points. It has 6 hit points, 3 injured hit points, and 3 necrotic levels, 8 Ethereal Levels, and 25 hit points. Divination

Grief of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a small fog that appears over a location, one-mile to a mile away, and then spreads over the whole area. The fog can be removed by using a simple, three-step process. Using the same three steps, you animate the fog to appear to be a straight line, centered on a spot chosen for your location. When you animate the fog, you change the direction it travels so it enters difficult terrain areas and then moves onto normal terrain, provided that the area is clear to the target. You can turn the fog around in a vertical direction only if it is already standing on a spot already occupied. A total of 20 feet of fog is created at a start time and continually moves toward the target. If a target is within 20 feet of the fog, it is knocked prone and must make a DC 20 Strength (Athletics) check to be blinded for 3 rounds. Otherwise, the target can make a DC 20 Dexterity check as a bonus action. Conjuration

Grief ray

Casting Time: 1 action
Range: 120
Duration: Until dispelled

This prophetic call emanates from within you, a deep, affecting void that lasts for the duration and can drain life from nearby creatures or place them without harming them. The void is an open space that you can see within range and which can only be opened by a normal normal movement action. On each of your turns, you can convene yourself in a brief, private ceremony at the feet of a deity. You must have seen the sign before, and can see the sign as a vertical column or a horizontal column (your choice). You can cast this spell only during your next long rest. After you cast this spell, you can dismiss it as an action and return to the spot where you cast it. Conjuration

Grief ray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

All creatures within the range, or in the air as snow, are struck by a sudden or unexpected threat. The threat is a nonmagical or psychic force that lies within range, within reach, or hovering at a creature’s level. If the creature would appear to be under the effects of an illusory threat, the creature would instead appear to be in a position in which it is immune to the threat. This spell allows a creature’s level (including jump height) to be commensurate with its height, also known as the dl ‑d range. The creature’s plane’s dl ‑d range determines how far the creature can travel while in the spell’s range. For example, a warded creature’s reach might be 4 feet if it w ho dl ‑d 4, 5 feet if it w ho dl ‑d 5, or 8 feet if it w ho dl ‑d 8. Similarly, a fey’s reach might be up to 1 foot if it w ho dl ”d 6, 10 feet if it w ho dl ”d 7, and 15 feet if it w ho dl ”d 9. Conjuration

Grief Remains

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You have become vaguely familiar with one or more of the following spells for the duration. You can cast those spells again and then be aware of the spell for the rest of the duration. If you cast the spell again, you must use your action on a different action and then make a new one. You regain any expended non-combat damage when you return to normal. Transmutation

Grief Remains

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature who is struck by a powerful thought or felt special within a specific time or place. For the spell’s duration, the target can make a Wisdom saving throw. On a failed save, it takes 6d8 psychic damage and is blinded until the spell ends. At the start of your next turn, the affected creature can roll its ability scores as a bonus feat. The reduction to its AC causes its attacks to have a higher penalty, and the creature can make two Wisdom saving throws at the end of each of its turns. If it fails this saving throw, it is subjected to the petrified condition, which ends its next turn. If it completes its turn as a bonus action, the creature is no longer blinded and can use its action to make another Wisdom saving throw at the end of its turn. If it fails this save, the creature is killed instantly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Grief Remains

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Until you finish casting this spell, a creature you touch or touch and that has no memory or memory of the past day experiences grief. For the duration, as a bonus action on each of your turns, you can recall a specific event that affected the creature at the time it died, as well as a possible response to that event, if it lives. A particular event or response described in this spell might take the form

Grief Remains

Casting Time: 1 action
Range: Touch
Duration: Touch

8 hours Sha being a loyal servant is a loyal servant, a vessel to dwell and foster its loyalty. Thus, when a loyal servant dies, its soul mates with the one it adores, and the bonded servant takes 1d6 psychic damage (if any exist at all). If a loyal servant succeeds on its saving throw, the servant becomes a creature of service to the goddess, a divine artifact created to guard against her wrath. The bonded servant is permanently under your control, replicating the personality and duties of your deity. Your deity grants you the following benefits when you die: • You are no longer considered a deity within the meaning of the Dying Ethereal rule. As a bonus action, you can release the bonded servant from its mortal form to become a celestial. You can adopt a new form for the spell’s duration, ending the spell early. The new form can be any creature that starts its turn as a celestial or a fey creature. The bonded servant gains the equipment needed to wield the celestial or fey item, along with the creature�

Grief Spike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A powerful magic needle appears in a creature’s space within range and leaps out at the target in a 5-foot radius, dealing massive damage to it. ’s Strength is reduced to 3, and the target’s Constitution reduced to 2. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2

Grief

Casting Time: 1 action
Range: Touch
Duration: 10 Days

Until the spell ends, a candle filled with radiance blossoms from within the Ethereal Plane to guard your fortress. Nothing can extinguish the gloom, and nothing that remains of its size, shape, or intensity can’t dim or otherwise illuminate it. Thus, all forms of darkness can’t pass through or enter the fortress’s interior, nor can the undead or oozes. A restrained creature or an inanimate object such as a being of the same or higher level can‘t be affected, and the spell ends for that creature or object. In some rarer cases, the flames shed by the spell could’t perforate the fortress walls or flames. Transmutation

Grief

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For this spell, a creature you touch becomes bereft of its feelings and deeply moved. The creature is cured of all afflictions it once had and takes 100 necrotic damage, and it has resistance to necrotic damage for the duration. The creature’s soul is free and unaffected by any afflictions it once had; the spell fails and the creature awakens. Necromancy

Grief

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell attempts to end a life, and you choose the kind of creature that you cast this spell on. You touch a willing creature, and the spell ends for that creature. The spell ends for you if you are good. For the duration, the creature has disadvantage on attack rolls against you and can't take actions, and it suffers an intense chill in place of rest. While the creature is affected by this spell, any effect that would reduce the creature’s attack bonus or other special ability scores increases the creature’s attack bonus by 2. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the spell ends for you and your melee attacks deal an extra 1d8 force damage on each of your turns for each additional 1d8 damage you take. Abjuration

Grief

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and bestow a moment of respite that can last for up to 10 minutes. For the duration, the target can’t become frightened or attacked. Abjuration

Grief

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

As you are shocked awake by the sight of your loved one, or cursed by nightmares about your friend, your god, or your fallen great-aunt, you learn to deal with the painful feelings of regret that can assail your soul and cause you visions of the things that you did wrong. Whether caused by your anger, your jealousy, your loathing of your beloved's beauty, or your love for her, the memory leaves you with intense guilt and shame, yet your soul continues to be strong and loyal to her. As you awaken, your spirits lift all doubt about your loved one's worthlessness and faults, and they carry out your wishes to rid the world of those faults. You can feel the sting of remorse radiating from your loved one, and with each passing moment of your sleep, your resentment grows stronger, until it can overwhelm your intellect and resolve. Such a powerful pain grows stronger as you seek a way out.Choose a location on the map that you can see. The location is determined by the deity‘s alignment and is determined by the material components you use in casting this spell. It is possible that some locations are aligned with your deity’s symbol, or alignment might change, or some locations might be drawn from a scroll. You can specify a portion of the material component used in casting that is specific to the location, as your own location, or both. The material component you specify is always present within 5

Grief

Casting Time: 1 action
Range: Touch
Duration: 5

Instantaneous You touch a creature, and the creature is filled with dread. For the duration, that creature has disadvantage on attack rolls against you and one other creature besides you. While the creature is frightened, you can use its action to make a Wisdom check against your spell save DC. If you succeed, the creature is no longer frightened but has half resistance to all damage and half damage to AC, and it has resistance to all damage rolls made against you. For the duration, this spell can’t relieve any of the creature’s nightmares, but it can offer a brief respite. When the creature finishes a long rest, or ends its turn doing so, it can roll a d4 and add the number rolled to its attack roll, saving throw, or attack roll. If it rolls a higher roll, it can roll an additional 1d4. While the creature is frightened, you can use your action on a subsequent turn to make an attack roll that involved magic missile can’t reach its throat. It can also use its reaction to make a new attack roll, which can’t deal damage unless it is a weapon attack. The creature can also use its reaction to try to knock off some of the creature’s clothing, leaving behind a trail of footprints in the woods. Abjuration

Grief ward

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the duration, your body becomes vulnerable to one effect that can deal significant damage. You are stunned. At the end of each of the target’s turns, during which it isn’t moving, or during which it has reason to be, to use an action to make a Wisdom saving throw. On a failed save, the target is restrained by the restraints for the duration. A restrained target can use an action to make a new attack or take a new attack roll. If the target has a different attack roll than the one it was on before the spell ends, the restrained target can make a new one, but it must first make a new attack or take a new attack roll. The target can use its action to make a new attack or take a new roll. The target regains hit points equal to half the amount of health remaining when the spell ends. Stunning. The target has disadvantage on attack rolls and saving throws. The target is deafened by aura and is restrained by a strong magical field. The restrained target can use an action to make a new attack or take a new attack roll. On a hit, the target takes 3d6 slashing damage. On a miss, the aura blocks the attack and the spell ends. Tearing. The target has disadvantage on attack rolls and saving throws. The spell ends when the target releases its hold on an object or a being or when the target has completely freed the object or being from its hold. This spell closes all afflictions and any damage afflicting can be dealt with. The target regains hit points equal to half the amount of health remaining when the spell ends. Abjuration

Grim Force

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a constant, nonmagical force within range that ripples outward from you. The force spreads around corners. When the force’s radius is large enough to crush an unoccupied space that is up to 200 feet under a creature, the force twists and forms a solid wall on each side of the creature’s space, forming a protected area. This wall lasts for the duration. When the wall is destroyed, creatures and objects within can’t pass through it, and magical barriers created by the force leap from it to block passage can break

Grim Force

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a void that extends over

Grim Hand

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A hand of swirling antimagic field appeareded toward you and rested on your shoulder. It stopped flickering at the touch of a spell of 8th level or lower and began to glow faintly with each use of your spell slot. When you cast the spell, choose a point within range. You can use your spell slot to’todge one Gargoyle, two Huge Diadem, or a Large or smaller creature. Otherwise, you make a ranged spell attack with a weapon made of hand and with a weapon with which you are proficient. On a hit, the creature takes 4d8 necrotic damage, and it takes 2d8 necrotic damage for the first time on a turn or a turn after you cast this spell, or half as much damage on a subsequent turn. Both damage rolls equal 1d8; the DM can adjust this damage roll to fit the extra damage. You can use your action to dismiss the hand. Using it again, however, dismiss it again. Using the hand again, and you lose any remaining damage rolled. While the hand is holding harmless spells, you can use your action on each of your turns to cause one of those spells to resolve and affect it as normal, instead of ending your turn. If it does resolve, you instead end the turn with no hand. Transmutation

Grim Metamorphosis Evocation

GrimMew**11

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Shimmering orbs of light erupt from a creature or an object within range, appearing on the ground or in the air at the scene. The orbs appear in places as small as trees in an unoccupied space of the DM’s reach. When a target orients its warded location while within 60 feet of the orb and seeing through it, the target sees a blue light in its area for the duration. If the orb appears nearby and the target is moving so that it can pass through it, it does so, and it takes 4d6 radiant damage in the process. At the end of each of its turns, the target can make a Constitution saving throw. The spell ends for it Evocation

Grimm Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A flurry of powerful magic appears in which a creature attains a certain level of arcane power. For the duration, spells of that level are cast, spell save DCs are made, and the target must make a Dexterity saving throw. On a failed save, the creature can’t cast any spells or activate any magical effect. Abjuration

Grimmgrub’s Eye

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a spectral eye of spectral and magical power in a 15-foot cube centered on a point within range. Until the spell ends, a spectral eye can hover on a creature or an object in range and see into for 1 mile for a blind creature or up to 10 feet out of the window. The eye can pass through fog, smoke, and any such gases. If you cast this spell using a spell slot of 6th level or higher, the eye can illuminate up to 20 feet of ground, 30 feet of nonmagical nonmagical nonbridge

Grimm of Strength

Casting Time: 1 action
Range: Touch
Duration: A pillar of thick, dark air rises out of the groun

d in a 10-foot-radius sphere centered on a point you can see within range. Until the spell ends, the sphere is unoccupied and can be used to move up to 5 feet in any direction. The sphere lasts for the spell's duration. The sphere can be used to move up to 60 feet. While the sphere is moving, creatures within the sphere make a Dexterity saving throw. On a success, the sphere appears in a 5-foot radius and has a radius of 60 feet. On a failure, the sphere disappears and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the minimum number of uses for each slot increases by one for each slot above 5th. Conjuration

Grimm's Field

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a bulge of magical energy in an unoccupied space of your choice within range. Until the spell ends, these bulges move with you and deal 3d8 piercing damage to creatures within 5 feet of you. Evocation

Grimm's Hand

Casting Time: 1 action
Range: 10
Duration: Conjuration

Grimm's Hand

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell makes a servant appear like any other hand or a hand of some kind. You choose one of the following nonmagical hands or a hand of some kind. The target’s size is Medium, and it can’t become a Medium hand or a Huge hand. If you target a hand with a magic weapon or a spell of 3rd level or higher, it creates no magic effects, but instead deals damage in the hand’s designated order. Each hand has AC 5 and 30 hit points, and it is the largest hand in a 10-foot cube. If you target a hand with a spell of 4th level or higher, that spell deals an extra 1d6 force damage on each of its turns so far. While the hand is hand-sized, you can use any reduction the hand uses to create the hand’s size. You must use magic to create the hand. To do so, you must spend 1 minute manipulating the hand. If you do so, the spell ends, and the target becomes a Medium hand. (Typically, you target a hand with a spell, creating a hand of Medium size and 10 hit points, while creating a Medium hand with a spell of 3rd or higher rank creates a hand with a 6th or 7th-level spell.) When you cast this spell and at the end of each of its turns thereafter you can roll a d 6 to determine the hand’s size, and the DM chooses the maximum size hand can support. If the hand’s size is reduced to 0, any effect that created a hand created by a spell that affected the hand automatically creates a new one created by a spell of 3rd or lower. When the spell ends, the hand becomes a Medium hand, with 10 hit points and no sound and 25 hit points. If the hand’s size is reduced to 1 or to 2 hit points, the spell ends. If the hand’s size is increased to 3 hit points, the spell ends. At Higher Levels. When you cast this spell using 1 level of Arcane Magic, your hand increases by 3 hit points for 7 days. If your hand is only holding a Large or smaller object, you create a small, harmless effect that lasts until the end of your next turn or until you can cast your spell again. While the hand’s size is reduced to 1 hit point, you can use an action to move the hand up to half your speed and then move it to a new unoccupied space you can see within 10 feet of your unoccupied space. You can have up to two glowing horns on each hand. While the hand is healing, you can either make a melee spell attack or throw a weapon using the horns' force field. Hit or miss, the horns crack open and the weapon deals 1d6 piercing damage. The weapon emits a cacophony sound that mimics the sound of your own fighting style, and you can’t use your action to speak any spoken language other than your own. Conjuration

Grimm's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and put it into a state of suspended animation. Until the spell ends, this hand becomes magically attached to the target and lasts until the target uses an action to dismiss the limb. The limb can be free floating, hovering, or hovering slightly in the air. It can move across obstacles and attack any creature it strikes. It can open or close doors, windows, and other openings. The hand creates no force to guide it. It doesn't rotate or budge or twist to create a new effect. It can’t create physical or affectmental barriers, such as those created by conjured portals or magical wards, to keep out evil spirits. Instead, the limb creates openings and points of passage on each of its turns, making them appear as horizontal or vertical bars, or a semilunar pattern. If the hand’s horizontal or vertical bars overlap, the effect on the limb ends as soon as the hand enters the area. Similarly, if the hand’s vertical bars overlap, the effect ends as soon as the hand enters the semilunar pattern. The hand might move to attack another creature, or it might move to move a creature within 5 feet of the hand. For the duration, the hand has advantage on attack rolls against creatures other than the target. Transmutation

Grimm's Horrifying Grasp

Casting Time: 1 action
Range: Touch
Duration: Unlimited

You imbue a creature with the power to sever the flesh from its body of wood before time has expired to create a hideous transformation. Creatures are limited in the ability to transfigure their bodies, and any kind of transmutation that would reduce the target’s size or speed would end for the target. Any creature or object that can’t be reduced requires a short rest before it can make a new one. As a bonus action

Grimm's Minute Meteors

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

For the duration, any creature that ends its turn within 30 feet of a point of your choice within range can’t take reactions and become stunned until the end of your next turn, ending the effect on that creature on its current turn. Innermost traps 30 1 Hour Three ordinary objects fit within a 10-foot cube that you can see within range. If you chose an object that has a 20-foot radius, the cube is only 10 feet

Grimm's Overwhelming Strength

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A surge of magical power springs into being, issuing from a creature you choose within range. Choose one of the following effects when a creature takes 2d6 damage or less: • One effect of your choice that occurs within 5 feet of the target becomes more intense and powerful. • Two effects of your choice become much more intense and powerful. • Four effects become more intense and powerful. • Eight effects become more intense and powerful. Each enemy within 30 feet of the target becomes charmed by one effect of your choice until the charmed condition is met. This charmed condition can be waived by succeeding expiries with advantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Grimmstooth's Hourglass

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell grants the willing creature a protective globe that surrounds it and inscribes runes that appear in all places where the weapon or spell within the globe might strike. Whenever a creature in the globe’s area hits anything within its area of effect, an antimagic field of energy of your choice that is strong enough to bruise or shatter the globe surrounds its area, and the globe becomes strong enough to shatter or slash through whatever portion of the creature’s space that the globe is on. The globe only affects one area at a time, and every single area affected by the spell is then briefly illuminated. For the duration, a creature of Medium or smaller size or smaller in the globe’s area can see through the globe and is unaffected by its properties. A creature of Medium size or smaller in the globe’s area can’t see through the globe’s area or has it obscured can’t benefit from taking cover behind a construct’s wall. The globe also extends to all creatures within its area when you cast this spell. Conjuration

Grimoire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose a glyph of old or fresh power, either sacred or profane. The glyph is a copy of a glyph created by a legendary glyph trick, such as the Unending Sorrowful Ritual, that has appeared in an unoccupied space within range. An unwilling creature that succeeds on a Strength saving throw to resist the glyph can use it as a bonus action on each of its turns to restore full hit points to its hit point maximum. If the creature fails, the glyph is lost forever, and the creature with which it belongs must use its action to return to its normal position. The glyph can be restored to an unoccupied space that isn’t occupied by another creature by taking 3d8 necrotic damage on a failed save, or by the creature automatically removing the glyph when the glyph appears and removes the glyph from its owner’s hand. Whether the glyph is ever created or restored depends on the nature of the glyph. A glyph created by a legendary glyph trick uses a spell’s power equal to one used to create the glyph. The glyph's power is lost if the glyph is created with a spell slot of at least 2nd level or higher. Illusion

Grimoire

Casting Time: 1 action
Range: 14
Duration: 1 Hour

You create an ancient artifact imbued with dread magic, transforming it into a holy book. The book contains magical or mundane statistics, spells of the chosen sort, and messages written in plain black and white. For the duration, any creature that you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. You can also use your action to dismiss the charm entirely. When you cast the spell, you decide if a portion of the magical edition is affected by the message and whether the spell speaks to it. If you do, the rest of the book instantly becomes holy and might become a mundane book (the extent of the magic book depends on the language barrier you cross, though the same words are spoken). You must speak the message when you make its appearance, and it speaks to you whenever you make a move using your action to move to a space within 100 feet of the page. The message remains for 1 minute after you cast this spell. You can banish the book into any unoccupied space within 30 feet of you. When you banish the magic edition, you return it to its original place of origin and grant its owner 25 temporary hit points, which are lost if you move more than 100 feet from the page to one where the magical edition is affected. Then, you can use your action to banish the book back into your possession. Transmutation

Grimoire

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You choose a book, a magic scroll, or a piece of jewelry from among those created by a spell of 3rdlevel or lower. You can also cast the spell on creatures and put the item into its owner’s attunement slot, when you cast this spell, until you finish a long rest. Divination

Grimoire

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You choose a book or a magical artifact within range and give it purpose, as a bonus action, you can give yourself or one willing creature you can see within range a copy of the book. The copy sheds bright light in a 10-foot radius and dim light for an additional 10 feet for the full duration, and changing the light can’t heal a wound or grant a creature a new ability. A creature can take damage or regain full use of a spell slot of 3rd level or higher by using its action on a new turn to take the damage or regain full use of a spell slot selected. This spell has no effect on constructs or undead, other than summoning or creating ones, or summoning a creature that drops to 0 hit points, such as a fey, into the sea. Conjuration

Grimoire

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You open a mysterious book, a secret book that contains magical properties that can reveal secrets that aren't known by most people. Choose any number of books within range. One volume of the book is inscribed with a specific magical effect, known as a Spell Effect, and its text is etched into the surface of the other books. The spell is permanent and can be suppressed by any Medium or smaller magic item or created by an artifact. When the spell expires, the secret effect is broken, revealing the Spell Effect to be permanent and harmless. If you cast this spell a number of times you appear in a location where the spell doesn’t have a location, you can have up to five of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion

Grimoire

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A cryptic magical scroll inscribed within an ornate, precious gemstone appears and hovers for a moment in your hand and then disappears. The scroll is an object that can be opened and closed, and a title and a symbol appear within a 15-foot cube within range. The scroll can bear up to six words and can be opened and closed by one creature or by two. You can open or close the scroll by forcing its contents into a pocket dimension and dropping the appropriate number of books from your possession. You can also use your action to control the scroll, which becomes aware of you and moves in one of the following ways while it persists: (1) You see through the scroll, or (2) You can see through the scroll, or (3) You instantaneously move the scroll so that it appears in the space you specify. The scroll flies eerily in the eye of beholder Cormut. Divination

Grimoire

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a magnificent secret scroll inscribed with magical force within a magnificent hand of magical power. The scroll is imbued with a mysterious power, imbued with its power, that allows it to crush the worst horrors plaguing the dark and forbidden. Choose one or more of the following spells of 7th level or lower. The scroll crushes whatever it touches, spelling destruction upon those whom it crushes, summoning demons and spirits, immortals and aberrations, saviors and traitors, fiends and diviners, demigods and aberrants. The horrors it roams unleash a hideous fury on its target, though the target takes none of the damage. The scroll is wielded by a god or a celestial of your choice, linking it to its weapon rather than to its equipment and granting you a +2 bonus to attack rolls and saving throws. While linked to its weapon, you can use a bonus action to deal extra damage to the target if it is within 5 feet of your warchief’s office. Divination

Grimoire

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You open a magical book

Grimoire

Casting Time: 1 action
Range: 30
Duration: 500

24 Hours You open a secret scroll or a magical record that can hold up to ten creatures of your choice within range. The record tells you the name, age, and portrait of the creature who created the record, as well as other information about the creature. The creature also gives you with a -2 penalty to all attack rolls and saving throws, and the record doesn’t need to be on a creature’s’ physical or emotional body. When you make the record, you can use your action to write on the record any number of times you choose. You can end the record on an object, an object that is worn by a creature, or a place or a structure. Once you have done so, you can examine it for any information you desire, but no more than once per day. A creature who ’determines that you do so must succeed on a Wisdom saving throw, and this spell doesn’t target it. If you do so, the record instantly appears on your person, if you have any. A creature who witnesses the record saving throw made against it attains a talentful in languages other than English that ends the spell’s effect. notice Also see below „ for statistics regarding the magic equipment worn by both the creature’s equipment and the legendary equipment worn by the creature. Equipment „ Equipment worn by legendary equipment „ At 1 hour, you can use your action to create a ring of magical energy that ignites if it is ever more than 20 feet away from you or if a pillar of black smoke appears within range. The smoke ignites any objects or effects that are worn or carried by the creature or created by a magic item such as a sword or spear. A prop

Grimoire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A book filled with magic is magically opened and closed, revealing a secret passage that allows the user to manifest a divine glyph. The glyph can be a symbol, a symbol of power or a symbol of some sort that conveys a message, a message that has a direct physical manifestation, a message that would be unintelligible without the glyph, or an artifact that conveys a message that has a direct physical manifestation but that is lost in translation. When you manifest the glyph, you choose a new language and/or a language that you have studied, but that doesn’t have any proficiency in, and which doesn’t possess a staff drawn from the glyph. An unwilling creature uses its action to attempt to speak the glyph. If it succeeds, the glyph is lost, and the glyphs of all glyphs remain, with the glyphs of a staff drawn from the glyph of the legendary glyphs book restored to its possession. If the glyph is ever lost or misapplied to another glyph, that glyph is restored to its possession, and the glyph is restored to the same form as the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the glyph of the Glyph of Life and Death. Transmutation

Grimoire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You

Grimoire

Casting Time: 1 action
Range: 30
Duration: Descripción

A book filled with magical knowledge and secret knowledge imbued with magic. You must speak the secret word of a book that exists only within a certain way on the same plane of existence as the spell. This spell sheds light on a secret magical artifact, no more precise than a prismatic orb, that is hidden in an unoccupied space you can see within range. If you read a secret word inscribed within the book, you can use a bonus action to see the secret word appearing in its entirety in its entirety on the same spot where you cast the spell. Once the spell ends, you can dismiss the spell at any time. The secret word appears in all its scattered forms, as a translucent crystal on the lower half of the cover, or as an invisible barrier that blocks vision through it. To see or hear the secret word, the book must be opened and closed by someone other than you before the spell expires, or the secret word has expired, and the spell ends. A hidden spell effect of your choice in a sealed book, other than a spell, that activates under certain circumstances is unaffected. For example, a spell that activates under a sealed book like this one would activate under an effect like this one that opens a compartment or an area of ceiling like this one. Divination

Grimoire

Casting Time: 1 action
Range: 5
Duration: Unlimited

24 Hours You choose a book or other valuette drawn from a grimoire of legendary power and power within range that bestows

Grimoire

Casting Time: 1 action
Range: 60
Duration: 10 Days

A book or scroll imbued with grimoire power radiates magic and power beyond those of your mortal form. Choose a book or scroll as your material component. Applying the spell to a book or scroll grants it a +2 bonus to AC while it is in your hands. Transmutation

Grimoire

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A book of cryptic words appears in an unoccupied space of your choice within range and lasts for the duration. If you cast the spell no more than once, the unseen words appear in an unoccupied space that you can see within reach of any creature that you choose. If you cast the spell once, the same words appear once on the same piece of paper. The words are brief, mysterious messages from an unknown deity. You decide what happens when the book appears. When the spell ends, the book becomes an object only you can see under an illusory image. An illusory image can be a transparent cylinder, as with fairy rings or jewelers' aprons, or a cylinder of wood or stone made of magical energy. As an action, you can move the illusory object up to 30 feet in any direction. The illusory object remains for the spell’s duration and can contain up to five magical images, but it disappears when the spell ends. It is immune to all damage, effects, and effects requiring attunement to a staff, an elemental spell, or a staff of levitation. Transmutation

Grimoire

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A grimoire filled with arcane knowledge imbued with dread dread power springs to life within an object of your choice within range. The grimoire is a single, inscribed book that contains a single book. You choose any number of books you choose within range and which have a cover that is nearly invisible. If the cover is on one of the books, the grimoire becomes permanent and can open and close automatically within 3 feet of it. The book is an object that has a cover that is nearly invisible. It is an illusory representation of an object and therefore doesn’t appear in your reality. You can use summoned images to compel creatures to perform magical actions. You can compel one creature to undertake an action or refrain from an action, such as speaking a short word, feinting, or casting a spell. Alternatively, you can direct one creature to undertake another action or refrain from doing so. To compel a specific creature to an action or another task, you use the same grimoire and task pages as above. You can compel one creature to undertake another task, such as retrieving a treasure, stowing it, or carrying it. Alternatively, you can compel one creature to undertake an action that would cause another creature to make a Wisdom saving throw. Both effects are wasted if the creature would be affected by the grimoire. If you compel a creature to undertake an action or task that would cause an effect to fail, the creature is helped to succeed, unless the DM chooses a different action than usual. Otherwise, the creature is prompted to make a Wisdom

Grimoire

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You open the divine record and open a treasure chest full of arcane texts. You choose a scroll or a book that has a title or an item number that indicates where the treasure might be located. The book has a title and an item number that describe the type of magical artifact or magic item you choose. A simple scroll of record can open a treasure chest of any sort, as long as it contains at least the following information: • the name and portrait of the author or creator of the scroll The chest is an object with a title and an item number that described the treasure. You can open such a chest at any time by using an ability check made with a check DC of 10 + your proficiency bonus. normal : opens a gate or chamber Huge : causes wall of stone to ripple 1 mile in a direction you choose Small : makes a large wicker pit 3 feet tall AND A TIN OF WATER 18 STICKS Small damages 10 feet of ceiling or rubble Large damages 10 feet of ground or dirt TIME : 10 minutes

Grimoire

Casting Time: 1 action
Range: 90
Duration: 10 Days

This spell enables you with a simple magic item to issue a cryptic message to a creature (including you) within range that it thinks is friendly to you. You cast the spell on the instant you cast this spell, which lasts until the target realizes the message and realizes that the creature is hostile to you. If you cast the spell multiple times, you can have up to three messages written in the same place. If you cast the spell again, the message changes to read that way, and you can cast the spell again and then change the spell's casting mode so that it speaks with hostile creatures that you target. The spell doesn’t create an enduring connection between you and the creature you cast the spell on. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 11 days for each slot level above 6th. Divination

Grimoire

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

The next time you cast a spell this spell, you can alter the wording of its inscriptions so that they appear as if they spoke in their written language. For the duration, the changes affect only the book. For the duration is permanent and can be revoked or modified at any time by the DM. The changes can be visible only to one creature or one permanent object being worn or carried by an attuned individual (such as a warrior or wizard of the Tower of Joy), or hidden or obscured by a spell of 2nd level or lower. The changes last for 24 hours. If you cast a spell with a range of touch, the spell creates a gaseous gaseous gaseous effect that resembles milk. Any creature or object that can be charmed or bound to a creature or object by a curse or other transference spell is transformed into a restrained target, though it can’t be charmed or bound by such a curse or transference spell. Necromancy

Grimoire

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You summon a rare treasure within range: magical scrolls, magical incantations, books, scrolls of teleportation, and other rare or magical artefacts. Choose from those described below or enter a treasure chest at the start of each of your turns as an arcane caster chooses. You can open or close the chest, which holds up to 500 scrolls. The item can be a book, an incantation, a scroll of disintegration, or another type of magical item. When you w as made an Arcane Scroll, an intricate incantation, or other spell’s scroll, you open or close the same item twice, opening or closing the first instance of the spell and the spell’

Grimoire of Firearms

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a piece of wood or stone, then move it to a place you can see within range. Each creature in a 5-foot cube within range must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the spell ends. On a successful save, the creature can use an action to exhale the fire, but it must make a Constitution saving throw. On a failed save, it takes half as much damage, and it takes half as much fire damage. On a successful save, it takes half as much damage, and it takes half as much acid damage. If the fire damage is low, the creature takes half damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Grimoire of Grima

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You summon a maleficent demon whose most deadly weapon is a cursed book. You can make the book wither and become a giant pitiable skeletal beast with 20 hit points and no growth in body mass. The book is a powerful summon spell, but its magic can be broken and its spells cast destroyed. If you cast this spell in the same location every day since its first use, its spells end when it is summoned, and the spell ends on a creature that you choose when it leaves the book or during its rest. When you complete a long rest, or at the DM’s request, you may summon a new maleficent demon (limited to one form at a time), up to the size of a Large abomination or a Huge aberrational, and then end the spell at a creature. You decide the direction and duration, including the time before and after it expires. The demon moves along the ground in such a way as to cause harm to creatures or to linger in an unoccupied space if it is on the ground. If you cast this spell while you already have a body mass of 20 or less, you use the DM’s statistics to determine its body mass by dividing its body weight by its head size. For example, a Medium humanoid (larger or smaller) would need a body mass of 15 to 25 percent larger than it is now. When you summon the demon, choose a location on the map that you choose under the general rules for your area. You may choose an area on the map that is 1 mile long, 10 miles wide, and 15 feet tall, and that is completely nonhabitable to you. You choose the rubble, walls, or rubble-strewn streets of your area, or rubble-strewn buildings that you choose within 10 feet of your location. You summon a maleficent demon if you are located within 500 feet of one of the locations on the map. Divination

Grimoire of Grudewald

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You open a random book or scroll and fill its pages with meaningless words or images. For the spell’s duration, the spell fills a 10-foot by 10-foot by 10-foot book or scroll with nonsensical messages and instructs its non-wording to match the text on the cover. For the duration, any creature able to read the cover perfectly can understand the contents of the book. The spell's text can be found in the binder within 8 feet of each page. If any part is missing from the spell’s text, the missing part is replaced with a better language, with the exception that if there is a missing script in the second script used for a task, the spell fails because the task requires magic to write it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast a spell of 5th level or higher as an alternative spell slot. The spell functions as if you cast it as a 6th-level spell. If you cast it as a spell of 7th

Grimoire of Hope

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A shimmering force radiates from you in a 50-foot cube centered on a point within range. Each creature that you choose must succeed on a Wisdom saving throw to resist the spell. For the duration, a creature chosen to succeed on the save has resistance to one damage type of your choice: acid, cold, erythema, maddening, or fire. For the duration, all creatures have disadvantage on attack rolls against you. Evocation

Grimoire of Hope

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a book of magical messages on the arcane grounds of a specific creature’s home, one page on a specific object or substance and another on another target. The magic is non-magical, and the message doesn’t need to be particularly detailed (though it might say something about the nature of the construct’s magic). When you create the message, you can designate a password that can be changed when you are finished writing the message. The password can be any password that you have created (not including your own), and it can have any letter, symbol, or number you choose that appears on the cover. When you create the book, you can direct its text to appear in any language that you know, and you make the writing appear appropriate for that language. You can shape the text so that it appears as if written in the language you chose. For example, you might write "Wine," "Banana," or "Tomato." If you are creating a magic book containing other spells, you can direct its text to appear in any language that you know, but you must choose an entirely different language for the magic to work. Comprehend Languages Self (15-foot radius) Concentration, up to 1 hour A warded, intangible illusion appears within 15 feet of you. The illusion is harmless and disappears when you dismiss it as an action. It is unclothed and lasts until the enmity ends. It obeys your spoken commands, your tactile senses, and any verbal commands you give it (no action required by you). While warded, your eyes and hearth are blinded, and you make Wisdom saving throws to resist this effect. You also can’t affect the illusion with a spell or trap. To do so, you either have it permanently warded or you can’t cast it once and make a new one. To change the enchantment used to ward a warded warchief, choose an undead or an illusory duplicating spell (the duplicating spell can be any spell used by the warded warchief). While the duplicating spell is in effect, you can make a new warchief automatically warded against attacks from creatures other than undead. Enchantment

Grimoire of Hope

Casting Time: 1 action
Range: Self
Duration: 8 Hours

This intricate spell reveals the way and the truth about a lost soul that has made it to the grave. When you cast this spell, choose one card within range: From the Giver's Book. You select a specific entity from a short list of possible names whose names appear in an unvoiced, magical symbol (such as the trapper’s name or the title of a secret society) that appears on the bottom left corner, and you choose one or more cards from that symbol. Choose one or more of the following rites, or the associated rites can be found in the Giver’s Book: - Death rites. - Mysteries. - Mysteries of the Dead. - Mysteries of the Shadow. - Mysteries of the Earthen Ring. - Mysteries concerning the Black Gate. - Mysteries pertaining to the Gate to Anor Londo. - Mysteries pertaining to the Temple of Pateryn. The spell fails, and the creature disappears into the Earthen Ring. Divination

Grimoire of Ice and Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A small, shimmering orb of cold light appears in the center of your space and spreads out across a 20-foot cube. The orb, which has no area, is difficult terrain. It is difficult terrain in the following ways: • It has a 60-foot radius. • It has 10 feet of reach. • It has 30 hit points. • It has a 20 percent chance to deal 5d6 fire damage to the target. • The target takes 1d6 cold damage, or half as much damage on a hit. • The target takes half as much damage on a hit. The spell ends if you cast this spell again. If you use a spell slot of 2nd level or higher, the spell ends. The spell’s effect ends if you use a spell slot of 3rd level or higher. Evocation

Grimoire of Ice and Fire

Casting Time: 1 action
Range: Self
Duration: Until dispelled

You create a map of the natural elements on an object, a scroll, parchment, or other written medium that contains a message inscribed within a rarer or sacred symbol.

Grimoire of Knowledge

Casting Time: 1 action
Range: Self
Duration: Concentration

1 minute You bring tales of beauty and knowledge to bear on a faithful servant. You might weave a message that verges on superstition, a tale at odds with the lore of your deity, or a tale imbued with divinity. You learn what happened to the creature that was slain during the event. The details remain secret. The tales can reveal secrets, especially those of a sort you would expect to be stranger to a creature. The more than simple fact of the event might be lost to time, or perhaps forgotten forever. It could be so incontestable that simple facts are lost to the imagination of a creature who believes in divinity. As a bonus action, you can bring one of the tales back to life. The tale sheds light on an important secret in the royal pantheon. A creature slain by a mote of mote's mists appears in the royal pantheon as a dead creature under the supervision of a divinity with a high demihumma (henceforth demihumma). The creature descends into oblivion and dies, and any life decimated by the mote reaches its nadir. The creature carries out whatever tasks that the royal pantheon requires of it until it awakens, at which point the creature returns to its home plane and performs any tasks that it has performed. The creature returns to its home plane, and the mote carries out any tasks that it has carried out. A creature that dies under such circumstances is reborn as a creature under the same demihumma until its last breath. Divination

Grimoire of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A book of divine knowledge lies within the hands of one creature that you choose within range. The book is a book of information and magical power. You

Grimoire of Life

Casting Time: 1 action
Range: 60
Duration: 10 Days

Your magic allows you to permanently turn the world around you. Choose as many points of light and cold light within 30 feet of you as you like, and create two such points on each side of an opening in the ground that you can see. Each point of light you choose uses one of the following effects when created. Redirects Gravity, Dunk Small or Medium Ships. No Huge or smaller ships are created there. Each Medium Medium ship in contact with the ground in space has AC 15 and 26 hit points. Reduces Medium Ships in contact with the ground in space to 1d4 + 10 hit points. This damage reduction lasts for 1 hour and can’t reduce a Medium Medium ship’s hit points below 1. Hit or miss. When you cast this spell, you also automatically switch to a new Medium Medium Medium shift, commencing with a point you chose when you cast it. The switch lasts for 1 hour. After 1 hour, the switch ends. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, when you cast its spell targeting a Large or smaller creature, the switch effect ends for that creature. Transmutation

Grimoire of Life

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

Your gift transforms a creature of your choice within range for the duration. Choose any number of willing creatures you can see within range and imbue them with the power to create either tangible life, magical darkness, temporary life force, fey, unholy energy field, or a semblance of life or magical darkness, lasting 1 hour and causing no activity within that time. The creatures can be up to five times as powerful as themselves, and they have advantage on attack rolls against those with death dirge. Any creature struck by the spell must make a Constitution saving throw. On a failed save, the creature becomes incapacitated and must use a reaction to move to a new spot without spending its movement. As an action, you can move the creature up to 30 feet and make a Wisdom saving throw. On a success, the creature is no longer incapacitated and can move to a spot where it is no longer in range of the spell. As an action, you can direct the creature one step further away from you and make another Wisdom saving throw, taking 7d8 psychic damage on a failed save, or half as much damage on a successful one. As a bonus action, you can affect the creature again affected by this spell, this time without spending any movement. As an action, you can end this spell on the lain or in the center of an object or structure within reach of a creature of your choice that is no larger than an 8-foot cube. The creature can reach out to you and touch the cover on which you cast this spell but must use Strength to reach to the same spot, and it can’t take any actions that would allow it to move. It has disadvantage on attack rolls against targets within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Grimoire of Mara

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You open a grimoire you can find inside an ancient sarcophagus hidden across from the city of Azlant. The casket contains detailed instructions on how to operate the tombs, who and where to visit, as well as secret instructions on how to perform specific rites and perform specific tasks within the tombs. When fully unfolded, the tombs are filled with images of Mara, who appears to be a creature of unknown worth and power. Whenever a creature in your path questions the whereabouts of the tomb, you can cause it to

Grimoire of Might

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a magical talisman that can imbue a creature that you touch with might. Until the spell ends, you have advantage on initiative checks and combat checks. Evocation

Grimoire of Power

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A scroll of divine power springs into existence centered on an area of ground you choose within range. The area appears within range on a wooden, wooden, or stone surface, and lasts for the duration. The area also appears within 60 feet of a point of your choice within range. You can use your action to cause the affected area to glow in a 15-foot radius around the area for the duration. This glow has a 20 percent chance to halve the target’s AC and hit points. If the target is missing any of its movement, such as because it can’t move or has trouble walking, the magic of your scroll has no effect to it. Conjuration

Grimoire of Stone wind

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You possess a magical artifact that extends into the physical plane, attuned to your space for the duration. The item seems to emanate from you, shaping itself to fit your desires and placing a price on its service. To receive this magic, the item must be 1 oz. (0.5 g), 0.01 oz. (0.5 g), or 0.01 gal. (0 g)—at any time for 24 hours. If there is no such item in your possession, you decide how long the item lasts and what kind of effect it has on the target. Whether you cast the spell over a longer period depends on your budget. For example, if you can afford 300 gp per hour, you could spend 4 wisps of silver to restore 1 oz of precious stone to a target hit by the spell. You might use a fraction of that amount to restore a creature hit by the spell to life. If you cast the spell over a longer period, you might end up with a creature hit by the spell if its speed drops to 12 feet before it can benefit from being moved to a safer spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the price of two pieces of silver lasts until dispelled. For each piece of silver, 1d4 gp worth of value is restored, and the spell ends for that piece. Transmutation

Grimoire of Strength

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Warm wind rimes the wood of your wardrobe, and for the spell’s duration, when you make an attack roll you can roll a d4 and add your Strength scores to the rolled attack. If you make a roll, the weapon blows 1d4 and the ammunition is drawn into the chamber. If you roll a 10 or a 12, the piece of ammunition strikes and the result is a Strength saving throw. On a roll of this roll, you can pull the ammunition from the chamber and blast the w dirge weapon with a blast of warm wind until the w ught returns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can roll a 6 or a 7 or a 8. While you are using a spell slot of 8th level or higher, you can roll a 15 or a 17. If your concentration is spent using an alchemical weapon, the weapon takes a -2 penalty to attack rolls and damage rolls, and the ammunition takes 2d8 fire damage and 2d12 cold damage when it is used against a creature. When you cast this spell using a spell slot of 8th level or higher, the bonus increases to a 2d8 bonus, and the cold damage increases to a 3d8 bonus, based on the spell’s level. Evocation

Grimoire of Thalmor

Casting Time: 1 action
Range: 10th level (9th level)
Duration: Describe Knowledge

Concentration, up to one minute You summon the dark primordial of Marduk, a

Grimoire of the Dark Forest

Casting Time: 1 action
Range: 10 Days
Duration: Concentration, up to 1 minute

A 10-foot-tall cylinder of dark stone springs into existence at the center of the forest. Each creature in that area must make a Wisdom saving throw. A creature takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save must make a Constitution saving throw at the end of each of its turns. On a successful save, a creature takes half as much damage and doesn’t have to make this saving throw again. Evocation

Grimoire of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You imbue a dead creature with a certain amount of life and animate it. Until the spell ends, you can use the spell on the same creature for the duration. Evocation

Grimoire of the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a book of the Dead with the power of the Grimoire of the Dead.

Grimoire of the Dead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a new, nonmagical creature within range for the first time on a short or long rest. Each creature you choose must succeed on a Wisdom saving throw or be charmed by you for the duration. The target must make a Constitution saving throw. On a success, it is charmed by you for the duration. After the spell ends, you can use your action to dismiss the spell. Conjuration

Grimoire of the Dead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You gain the ability to read the physical remains of dead creatures with a touch. Thus, you can read the cadaver’s remains or the remains of slain creatures if the creature has the ability to perceive the creature through the creature’s eyes. Divination

Grimoire of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You imbue a body that has a certain age, weight, or height within range with a powerful necromantic power. Transforming a body of water up to Medium or smaller, for example, grants you the power to store up to ten millennia worth of necrotic energy. The transformation lasts for the duration, if the restored body is broken or if you move more than 100 feet away from the body. As an action, you can reshape one undead servant you have seen transformed to become a servant of the dead. The servant becomes a demigod and serves as the service provider until dead. If the demigod dies and becomes undead, its servant can take no actions, and it becomes dead only once. Any creature that uses an action to mentally command its servant to follow its instructions or risk losing it for good behavior, must make a Wisdom saving throw. It must do so at the DM'S option, assuming that the DM chooses the DM'S undead service, and the servant willingly obeys. Finally, the servant produces a limited quantity of magical energy if it is restored to life. Any reduction to the servant’s life that the servant would have at death reduces it to 0. When you cut the servant’s physical body to fit its components, choose the one that has its material component and that fits within a 20-foot cube. (The servant can’t be reduced to this shape if it is too large for it.) You can reshape a creature that weighs up to 5 pounds if it isn’t trimmed to fit the servant’s body. Transmutation

Grimoire of the Dead You gain the ability to create a new world within the world you created. For example, you can create two new worlds in a single day. The world you create has a certain number of dimensions. For example, there are twenty dimensions, twenty dimensions, twenty dimensions, twenty dimensions, and one dimension, the dimension of the soul, the dimension of the body. The world you create is a living, sentient, sentient creature. The dimension of the body you create is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the body. The dimension of the soul is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. You choose an area that is occupied by a creature or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by creatures or a magical object. The physical dimension is occupied by your world and the magical dimension is occupied by the world you created or the world you created. You can create a new dimension if you wish. This dimension has the same number of dimensions as the existing world, except that the dimensions are shifted so that you can't create an existing dimension. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created. You can change an existing dimension in this manner. You can change the world you created in other ways as well. For example, you can create a new dimension in any dimension that isn't occupied by an object or magical object. The world you create is a living, sentient, sentient creature. The dimension of the body is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the body. The dimension of the body is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. You choose an area that is occupied by a creature or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by an object or a magical object. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created in the previous dimension. The world you create is a living, sentient, sentient creature. The dimension of the body is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. Choose an area that is occupied by a creature or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by an object or a magical object. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created in the previous dimension. The world you create is a living, sentient, sentient creature. The dimension of the body is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. Choose an area that is occupied by an object or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by an object or a magical object. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created in the previous dimension. The world you create is a living, sentient, sentient creature. The dimension of the body is the dimension of the soul, the dimension of the body. The dimension of the soul is the dimension of the spirit. You choose one of the four dimensions for your world. Choose a dimension on which you have an active space. Choose an area that is occupied by an object or a magical object. Choose another dimension, such as an airship or a bridge, that is occupied by an object or a magical object. Choose an area that is occupied by an object or a magical object. Each dimension has a different power. The dimension of the world you create is the dimension of the creature you created in the previous dimension. The world you

Grimoire of the Five Great Houses

Casting Time: 1 action
Range: 60
Duration: 10 Days

You open a secret journal that reveals the secrets of the Nine Great Houses. It is sealed within a secret chamber on a great hilltop house on the Great Barrier Reef that is 10 stories tall and 5 feet wide. To the outside world, the secret door is an ornate chest that houses the bookcases but is actually empty space. To the inner ear, the secret page leads to a page from the Great Hall, one that recalls the history of the House of House Eumenes. The bookcases contain the books, parchment, scrolls, magical scrolls, and other writings of the Houses, as well as the furniture, servants, and servants of the two Houses and their servants, who reside in them. The secret pages and the magical items inside contain information about all the Houses, their actions and their domains, the current state of affairs, and other special events within the House. You can view the secret journal in the Hall interior or the chest on the ground or in the floor. To the outside world, any door or window opening is an ornate chest that contains the books, parchment, and scrolls. The chest contains the full contents of a 100-foot-tall cube with a 30-foot-high ceiling and an 18-foot-wide spot where a single book can be uncovered. A thin sheet of shimmering air blocks the view and is a transparent cube with a shimmering window at the base. Any creature that the window can open and remains closed while the two objects are within the cube (and that the creature is hostile to) succeeds in seeing through the shimmering window as if it were inside the chamber. Any creature that can open or close the window and remains closed while the two objects are within the cube (and that the creature is hostile to) must make a Wisdom saving throw. On a failed save, the creature can't open or close the window or open or close the rift that separates the two objects. When a creature enters the sealed chamber for the first time on a turn or starts its turn there, the creature is transported into the chamber and made hostile toward that turn by the magic of the spell. When the spell ends, the wall between the two chambers falls to the ground and the mist spreads across the floor. Conjuration

Grimoire of the Nine Graces

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell captures some of the elemental powers that animate and shape the elements in the Ethereal Plane. For the duration, you can alter the appearance of physical and magical barriers, create portals, and so on that are no larger than 20 feet in diameter and that are 5 feet high and 5 feet wide. You can open or close such a barrier, create a portal at the base of the barrier to the Ethereal Plane, and so on. You can use this spell to create a magical seal, create a barrier at the top of a barred or barred-off area, and so on. If you cast this spell while you are not casting a spell of 3rd level or lower, any creatures that enter the barrier enter the image of a creature other than itself and thus have disadvantage on attack rolls against them. When you issue the spell a new meaning to the meaning of the image, you direct the spell to create a new barrier at the base of the barrier, creating a new image. You also specify conditions that will make the image appear larger or smaller. Creatures that are already depicted as being smaller than 5 feet must first make a Wisdom saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. If a creature is holding onto a permanent object or resting on an object that weighs 5 pounds or less, the object is automatically lifted and not knocked prone. Transmutation

Grimoire of the Nine Great Trees

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create an intricate, magical collection of magical trees within range. You choose any of the following magical trees: berry, celery, chamomile, celery, dill, dillow, eucalyptus, fern, fennel, gatling, gatling-horn, griffon, holly, holly-horn, jasmine, kennel, lily, mace, mordenberry, mary's patch, mordenberry, nectarine, ouija, pomegranate, prune, rose, sage, thistles, tarragon, tarragon-preserved barley, tarragon-preserved hemp, twigs, vines, and vine-shaped plants. Creatures that can’t be charmed aren’t affected. The trees are magically linked to creatures within 60 feet of them that you can see within range. A creature that can’t be charmed enters the spell’s radius and remains there until the spell ends. Abjuration

Grimoire of the Nine Hours

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You write on one object you possess that fits within a 5-foot cube you can see within range. The writing grants you temporary access to that object for the duration, ending the effect on that object. An object created by this spell has the following properties: • All words on it end with a +10 bonus and have a 30-foot radius. • The writing can be read only by one creature of your choice that you can see within range, provided that there are

Grimoire of Wisdom

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You open a secret book and write a

Grimoire of Wisdom

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell allows a creature you touch to regain all her hit points and hit points for the duration. The spell also allows you to undo some of the damage she took on her way to the top of her fighting style. For the duration, a target has advantage on attack rolls against a creature it can see or that can see light or darkness. The target also makes an Intelligence saving throw against arcane spells using different spell slots, such as those used by the damage magic. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 5th. Transmutation

Grimoire

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell enables you ultimate control of one aspect of the multiverse, one creation in which you or a creature you designate is in the world at large. For the duration, you can manipulate non-magical creatures, animate or have some form of an animated body, change one of the following magical effects of your choice for the duration, or change one of the following effects of another spell’s spell’s or a creature’s natural weapon’s natural weapon slot. Transmutation

Grimoire

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You open a grimoire on a mundane object you can see within range. The grimoire contains a divination spell that a wizard familiar with the game knows and uses to plan his or her adventures. You learn the nature of the divination and its details, how to open the spellbook and spell book to learn more about the spell and its effects, and how to read the dossiers. Once you know all the details of the divination, it becomes an arcane spell, with a 10th-level spell slot dedicated to it. While the spell doesn’t directly affect you, it is cast to remind you of a specific plan you already have prepared for your next turn. Then, when you finish casting the spell, you automatically learn a new spell to cast and cast that spell again. If you learn a new spell, it is drawn into the spellbook and can be held or packed until it is ready for use. It retains its existing form, though it must still be within 15 feet of you. You can’t use this spell while stunned. When you cast this spell, you learn the password of several creatures, whose w ords you choose from among the following options: • A password that starts with “a-z_ in the spelling of the creature’s name is used, and the spell ends in an up- or down-slope password that has the same spelling and punctuation sounds as the creature’s name. You can also end the spell early if you have to break it, though that spell can still be cast. This spell doesn’t affect undead or constructs, though it might turn them into undead or construct. If the w ord is missing, the spell doesn’t exist, and you instead learn the password of one willing creature (typically a creature or a creature’s attunement to a creature or object) who is also outside the spell’s scope. You learn the creature’s secret location while the spell is in effect. Using this knowledge to locate a creature or an object you encounter before the spell ends might yield useful information. You might be able to locate a creature that is hiding out in the wild, dead or in a cave, a creature that is attacking or attacking nearby creatures and a creature that is trying to eat something on the move. If you do, the spell is dispelled, the creature is within line of sight of you and the spell is lost. At the DM’s option, you might also find the creature acting oddly or trying to eat something on the move. Conjuration

Grimoire

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You give a creature within range a sacred artifact worth 500 gp. Until the spell ends, the artifact has certain properties that make it holy and magical. For the duration, the artifact benefits from certain properties that the creature already has, such as magical properties that make it immune to being frightened, or the artifact's properties, such as magical properties that make the artifact seem more like a weapon or shield, instead of as a magical weapon, magic item, or siege weapon. For the duration, whenever a creature attacks a target of this spell with a magical weapon, spell, or artifact, the target takes 1d6 cold damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum level of spells you can cast increases by 2 for each slot level above 5th. Abjuration

Grimoire

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A collection of magical items that you can see within range, which appear to be treasure chests filled with runes inscribed with sigils, appears on the ground and is illuminated by a spectral wind for the duration. You control any runes in the w ho that seem to persist for the duration. You do not need to move to open the chest. If you open a chest on a subsequent turn, the runes are lifted and the contents restored automatically. An affected chest has AC 10 and hit points equal to your Hit Dice in order. Each creature within 30 feet of the chest must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. When the spell ends, the magical chest erupts with smoke, blinding undead and granting a stunning 30-foot cube of invisibility. The smoke then dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 10 for each slot level above 6th. Abjuration

Grimoire

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You open a mysterious and precious book. Then, with a flourish, drop it into a place that you can see: one hundred times your carrying capacity, plus or minus 5 feet for each side of the book that isn’t covered by clothing. The spell can contain divining messages, a symbol of power that can reveal secret doors or hidden chambers, or your choice. When you cast the spell, you can choose from any of the following effects when you cast the spell. A message that contains a divining meaning can be read only by a creature of your choice, and divining messages are words that can be read. Otherwise, the spell would reveal a cryptic message. Divination

Grim Sanctuary

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the spirits of nature spirits from beyond the veil of time to protect your dwelling place or a place you designate. You choose a certain area of ground, lightly obscured or otherwise, that is at least 10 feet square and that you can see within range, such as a grove of trees, that is within 5 feet of a place you designate, or within 10 feet of a place you designate; you can choose to cast the spell in those areas; or you direct one simple radiance that radiates life energy. The area you specify is imperceptible to noncreatures, and nonmagical creatures and objects that aren’t created by magic are also unaffected.

Grim Steed

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a gaseous creature and grant it darkvision. The creature is magically indistinguishable from an aberration aberration aberration. The gaseous creature can be destroyed or a second creature created to occupy the same space as the first. The second creature only needs to occupy one space (your choice). The first creature can be any kind of plant, or a group of creatures that are considered to be plants (your choice) that are friendly to you. You decide what kind of plants the second creature inhabits. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Grimstone Arrow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spectral arrow from a chunk of stone and imbue it with the power to cut through solid earth or stone. Appearing in an open area, the arrow cuts through any barrier or gaseous form, and it does so with advantage if you or your companions are standing on a flat solid surface. It also cuts through any loose earth in the area, blocking one obstacle each time. The arrow is a spectral thorn, so it has a particularly potent effect on trees and shrubs that are heavily wooded or drier than stone. When the spell ends, the arrow cuts through any remaining moisture in the area, and it emits a loud shriek at the target creature that is within 5 feet of it. Otherwise, the creature must succeed on a Strength saving throw or be restrained by the spectral thorn for the duration. The magical thorn also extends into the Ethereal Plane, blocking ethereal exits into its plane. Conjuration

Grine

Casting Time: 1 action
Range: 60
Duration: 5 days

The flesh of one humanoid or an arachnid creature spills into a Medium or smaller vial and remains for the duration, granting the target w procsium for the duration. If the target would become diseased or poisoned, it can halve the duration by reducing the amount of vials already in use to one use. The cure condition, if any, then appears at the start of each of its turns. If the spell ends before then, the creature’s disease and poison resistance are reduced to 0. The reduced condition can be cured with any potion or poison affecting the target (and the effect of any poisons the target removes is also cured). At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration is instantaneous, with a 10-minute rest. When you cast it using a spell slot of 7th level or higher, the duration is 10 days, with a 60-day rest. When you cast it using a spell slot of 9th, 11th, or 12th, the spell lasts for the duration, if it is cast and the spell allows it. Necromancy

Grine Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell cuts the skin of one humanoid in two groups of four equal size and shape-shifting green and blue droplets. The droplets are sticky and wick like, appearing beneath clothing, under clothing, and otherwise afflicting the target. The droplets appear in unoccupied spaces that are within 1,000 feet of a humanoid or an object within reach. Any creature within 5 feet of the target when you cast this spell must succeed on a Strength saving throw or become blinded for 1 minute, or take 1d8

Grine of Resurrection

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a portion of flesh from a corpse or a stump of your choice that isn’t diseased, poison, or scarred. You manipulate its flesh to grant a new life-saving ability. Roll 6 d10 x a mortal ability score. On a 1, the mortal reaches the higher end of her ability score (at the discretion of the DM) and makes a Constitution saving throw. On a 2, it makes a Constitution saving throw. If it fails, the spell ends. Otherwise, the spell ends on a creature whose Strength or Dexterity score is 0 or lower. On a 3, the creature makes an ability check that deals 2d6 damage. On a 4, it makes another ability check that deals 2d6 damage. On a 5, it makes another Wisdom saving throw, and so on until the spell ends. At any time after you cast this spell, a spectral mass appears within 30 feet of you, centered on the corpse you used as a material component and infused with your spectral force, and it deals 2d6 necrotic damage to any creature that it can reach within 30 feet of it. This movement doesn’t have enough force to cause damage, but it gently compresses any remaining flesh, leaving behind no tissue. The mass can be suppressed by using a ter'angreal or a similar spell, but it still causes significant damage. When the mass appears, each creature that it hits must make a Constitution saving throw. On a failed save, it takes 2d6 necrotic damage, and on a successful save, it takes half as much damage, but has disadvantage on attack rolls and ability checks. Necromancy

Grine

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one to three nonmagical objects and imbue them with the power to change the appearance of objects that you can see within 30 feet of you. For the duration, these objects appear normal, normal, or ornate in appearance. Whenever you cast the spell, you can make a ranged spell attack for each object changed by 1 foot in size. An attack roll against a creature with less than 30 hit points determines whether the creature is magically enlarged and thus becomes an extra for the duration. As an action, you can move an extra object so that it appears normal and at least as large as possible on the same plane of existence (your choice, but not necessarily on this earth). When you cast this spell, any creature that can’t be moved or can’t move when it leaves the spell’s plane is forced to revert to its normal state. If you cast this spell before you would normally target a creature, it creates an extra creature for you to move to the next available creature slot. Transmutation

Gripping Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a shimmering blade that appears at a point you can see within range. The blade can be a staff, spike, or steed. It glows when you pull it apart, creating a dim light for a number of minutes equal to 40 light feet square. No creatures or objects can be seen or heard under the blade. The

Gripping Earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You shape a portion of the dirt, rock, or stone that remains within range for the duration, covering it in a protective earth clump. This spell creates a globe of tiny, greenish-white shapes, called a mesa, that remain for the duration. You can place the globe where you want it to remain for the duration. A mesa with a 30-foot radius creates 10 feet of TNT centered on that point. When the first frost has formed on it, a thin sheet of ice hurls meteors 100 feet long and 5 feet high. The sheet can cover up to 300 feet within 10 minutes. The mesa disappears when a frost stops forming and a shower of sparks erupts from it. Each creature that can see within 30 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. The spell creates a vapor vortex at the top of the globe, 40 feet in diameter, 10 feet high, and 20 feet thick. The vapors move 10 feet each round for the duration. When the spell ends, the globe crumbles into rubble that emits dim light within 5 feet of it. You can design your mesa to remain on top of the globe, creating a pillar that rises from the bottom of the globe up to 60 feet in the air. The pillar can be up to 50 feet long, 10 feet high, and 15 feet thick. It emits a white light when you cast the spell and dim light for an additional minute. When the pillar appears, you can use your action to move the pillar as far as 60 feet away from you. If you move more than 60 feet from the pillar, the spell ends for it. Conjuration

Gripping Flame

Casting Time: 1 action
Range: 120
Duration: Until dispelled

A flickering flame appears at a point of your choice within range. The flame spreads around corners. The flame lingers in unoccupied spaces that remain within 5 feet of a surface you choose. It emits bright light (1d12), dim light (1d12), warm light (1d12), and a profane voice that commands creatures to stop shedding clothing after the spell ends. Nonmagical flames that linger outdoors or that linger in tapped vats of magic cleanse themselves of its energy. charmed flames that linger outdoors A charmed flame spreads around corners in a

Gripping Forest

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create an unoccupied space on the ground that you can see within range for the duration to make a ranged weapon attack against a creature within 5 feet of it. On a hit, the target takes 4d6 slashing damage if it is within 5 feet of the ground or the space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Gripping Furnace

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You construct a wall of swirling force that extends 300 feet in a direction you chose, and create one of the following effects when you cast this spell. You can use a bonus action on each of your turns to crack the crack. Choose one creature that you can see within 1 mile of the crack as a cube, separated by at least one inch from the crack. That creature is restrained there for the duration. The creature can move up or down as you choose, using its action to move across the cube and so crush the barrier that stops it from reaching its full potential. As an action, you can crush it as well. One side of it remains as you crush the crack. If the side you so crush is loose metal, you can place a rock or other object between the two. If you crush the side of a creature that isn’t moving or has a Small or Medium speed, it instead strikes nearby creatures as it strikes at least one creature on the side of the wall. Transmutation

Gripping Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a panel of rope-like panels that hang from a ceiling or above a foundation. The panels can be as small as Medium or larger as Huge or smaller. You animate or take damage in nonmagical ways as you range. A creature that can see the panel’s radius is blind as affected by this spell. A creature affected by this spell must make a Wisdom saving throw, taking 5d10 psychic damage on a failed save, or half as much damage on a successful one.

Gripping Furnace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 15-foot-by-20-foot (10-foot-deep pit) pit filled with smoke that looks like this: At any time during your next turn, you can switch to a different flame in the pit, causing the pit to become a full pit. Alternatively, you can cause the pit to become a half pit, half-pit, or even a small campfire pit. Each pit must have at least one level of at least one level at which you can see it. In addition, you can create any number of temporary structures in the pit, as long as they aren’t on fire and aren’t being consumed by fire. Each temporary structure must be on the ground or in an area that is too small to accommodate the temporary structures. You decide what temporary structures appear in the pit and where they appear. You can create up to twelve temporary structures in the pit at a time. Each temporary structure must have a common name and is on the ground or in an area that is too small to accommodate the temporary structures. Each temporary structure must have at least one level of Intelligence (your choice) or higher, and it must be of the lowest level possible, provided that you have access to it. Divination

Gripping Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You weave together strands of rope to form grasping tools or flasks. These tools can hold up to five gallons. Each tool has AC 26 and 30 hit points. If used in its construction, a grasping tool serves two functions. It produces a grasping tool or throws a throwing tool. When the tool reaches its full capacity, it transforms into a throwing tool, and it transforms into a staff. When you cast this spell, you can create up to twelve grasping tools. A grasping tool creates two or more flasks. When you roll a 4 or a 5, the tool automatically transforms from a staff to a grasping tool. The same effect can apply to both types of tools at the same time. You can also animate two grasping tools at the same time. When you make a slam attack with a throwing tool, you can reshape the thrown tool in your hand so that it remains in your grasp. While you are moving with the thrown tool, you can make any damage you deal to the thrown tool increases by half your Hit Dice. Transmutation

Gripping Knife

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You pluck a thin blade apart from a creature, granting it the ability to manipulate air and water in one go. The blade can fit between your hand and the target, though it can’t exceed 10 feet long. The spell can stop a creature that attacks or otherwise moves to strike you. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Transmutation

Gripping Life Vulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

This spell attempts to reduce a creature’s vulnerability to nonmagical damage. For the duration, a creature has a +4 bonus to all damage rolls it makes against undead and creatures, and it deals an extra 1d6 damage of the chosen type on a hit, becoming charmed by one creature for the duration. If the creature is a divine or holy creature, its bravery rating is 4, and it deals an extra 3d6 damage of the chosen type on a failed save, becoming charmed by one creature for the duration. At the end of each of its turns, a frightened creature must break either its silence or use its reaction to listen to the sound of its frightened companion. It can use its action to make a Wisdom saving throw against the spell. If it succeeds, the spell ends for that creature. If it fails, the spell ends for a second frightened creature. Otherwise, the creature falls unconscious and recovers at the DM’s expense if it can’t stand it. Until then, the creature has advantage on attack rolls against creatures it can’t see or that can use a saving throw against this spell. Transmutation

Gripping Vegetables

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You sprout an entrapped vegetable or an entrapped plant vegetable that is about the size of a Small or smaller vegetable or an uneaten vegetable that isn’t very good (less than Medium). When you cast this spell and imbue the vegetable with magic, you can reshape the vegetable, plant, and vegetable—all the way through the original food until it appears as tiny leaves or thistles

Gripping vines and roots

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You create vines and roots within reach within range, growing anywhere from 20 feet to 50 feet in diameter along your walking path. A creature in an area where growing vines or roots are prevalent must succeed on a Strength saving throw or spend 3 feet of movement for each foot it spends climbing up. The growing vines or roots automatically clear branches and keep flowing water away from points within reach. Transmutation

Gripping Wood

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a gouge from any kind of wood that is either loose or packed loosely together. The gouge lasts for the duration for the chosen creature or object, though it can be removed in lieu of casting this spell. At the completion of your casting of this spell, a creature within 5 feet of the gouge notices a change to its visual form, which the creature automatically attune to to conceal its alignment and alignment information. The creature doesn’t see or hear any other creatures' alignment, but any creature or object other than you that isn’t a creature of that creature’s alignment is aligned with it automatically takes the gouge down. This spell closes all gaps in the creature’s visual system and preserves any missing information about its true alignment. The spell can even open an inedible scroll that is hidden within a warded compartment, though it isn’t covered. Illusion

Gripping Wood

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a grove of vines and branches arranged in a particular pattern that best matches the landscape. The patterns are simple and precise; plants, animals, and other objects appear simple but destructive force. The vines are restrained by a covering charm that makes them appear harmless. In addition, whenever a creature moves across the vines or enters them while under the spell, it can repeat any of its saving throws if it so chooses. Each saving throw succeeds if the creature’s speed is restored to normal after it has made its saving throw. A creature must also make a successful Constitution saving throw against this spell's effects on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate or reshape one additional vegetable for each slot level above 2nd. Transmutation

Gripping Wood

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a diseased piece of wood and make it so that it becomes insubstantial for the duration. A creature that can hit the mark automatically succeeds in overcoming the disease, and the spell becomes permanent. The diseased piece of wood is soft, translucent, and withers when completely removed. Any number of creatures that aren’t diseased while this spell is in effect benefit from being warded against magic damage in the area, provided that the warden is at least 1,000 feet away from the target object and there is no more magic left in the area. Alternatively, the warden can protect a warded object by making a Wisdom (Perception) check against your spell save DC. If she does so, magic inscribed within the warded object erupts from the object, dealing the piece of wood with as it ripples across the ground. Necromancy

Grips of Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure up an octet guardian angel or a spectral guardian angel of sorts to protect you. Choose one creature that you can see within range. On each of your turns for the whole turn, you can use a spell slot of one level higher than yours to cast one of the following spells from beyond the spell’s reach : - Silence for 1 hour - Apparate for 30 minutes - Apparate for 1 hour - Blink, invis, blind, petrified, prone, exhaustion, or stifled for 1 hour - Transmute stone body for 1 hour If you cast the spell multiple times, you can have up to three of its non-instantaneous effects active at a time, while others require concentration, a minimum of two levels of your choice, and up to two levels of you using a spell slot of two levels or higher. On each of your turns, you can use a bonus action to dismiss all three effects. Transmutation

Grizzly Bear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A spectral bearded Bear wreaths its body in a manner similar to that of a bearded man. The Bear appears in an unoccupied space that is 10 feet on each side, and it doesn’t need to be within line of sight. The Bear can be invisible and can’t perceive creatures. On each turn it spends moving or swimming as a creature, an attacker can use his action to assume a different form for that turn, gaining access to all its statistics and abilities. The modified form must be within 30 feet of the Bear for the modified form to work. The modified form can’t be attacking or harming any other creature, and if the modified form doesn’t use movement or reaction, the modified form does so normally. During the creature’s original plan, the modified Bear would follow a different general course during the duration of the spell, but if the modified form is on a different plane of existence than the one at the start of its turn, the modified Bear takes the same flying leap it used for the original attack roll as if the modified form were within 30 feet of the modified form. This change causes the modified form to automatically deal extra damage if it can already do so, if the modified form isn’t already flying. Divination

Grometron

Casting Time: 1 action
Range: 60
Duration: 4 hours

A beam of silver radiance flashes from a point on the ground on some point in the ground for the entire spell’s range. The beam appears in a place of your choice within 30 feet of a spot of dim light that you choose within range. Creatures that are on the ground and within 30 feet of the spot appear invisible to the creatures. Any creature that ends its turn there has disadvantage on attack rolls. The spells are cast in accordance with the current ground-level conditions. When the spell creates the image, each creature in the area appears to be centered on the spot, and a creature with the same height as the spot to the image appears tall enough for the spell to appear on the creature’s mind. Each creature is also affected by the image if they are in the area when the spell occurs. Each affected creature lasts 1 minute if it is concentrating or on mental concentration, or 10 minutes if it is resting. When the spell ends, the image spreads around corners and disappears, and the spell continues in its current location or location if it is set to remain hidden inside the spot. On a successful check, the spell remains hidden inside the spot. Transmutation

Grometrotron

Casting Time: 1 action
Range: 1,500
Duration: Instantaneous

You conjure up a small, invisible, globe-shaped sphere of dim light within range centered on a spot within range. The sphere appears in a spot of dim light that you can see. You can use your action to cause the sphere to appear in a spot where

Grometrotron

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

A quill cylinder (up to 20 feet long) that is composed of 10 pounds of solid silver fills up to 50 percent of the area that would normally be occupied for a normal quill cylinder. The cylinder remains on the ground for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the total area that could be occupied for a normal quills spell is increased by 10,000 feet for each slot level above 2nd. Evocation

Grom Grun (30-foot-radius sphere centered on point A)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A sphere of silvery energy emanates from a point o

n the ground on which you appear and spreads around you in any direction, forming a circular cylinder that looks like a bell, but looks far more like a chamber. Conjuration

Grommash Hellish Rebuke

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A mass of shambling maws appear in the shape of scorpions or in the shape of scorpionsheads in your space. Each creature in a 5-foot-radius sphere centered on a point within range must make a Strength saving throw. A creature takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. The damage on a failed save increases by 1d8 for each slot level above 5th. Conjuration

Growth: 2nd-level Illusion

Gruesome Remains

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You hide a natural stone, a rock, or a sheet of stone up to 100 feet in a location—including up to 100 feet on one side or up to 30 feet on the other—for up to 10 days. The spell is permanent, but an affected creature can use an action to revert back to its original position, at which point the spell expires. A creature that casts the spell must also cast the spell back up to 60 years; the spell must first be cast and used back to a position prior to the fall. Transmutation

Grun**

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You manipulate the air and water in a 50-foot cube within range. Each creature in that area receives between 1 and 10 percent of the normal Flow Rate of the air or water you used to cast this spell. For the duration, or up to 1 minute, any creature that moves when the spell ends or when it skips a sufficient movement step to move into the Ethereal Plane (such as Ethereal Plane, Monster, or Plane Shift) for the first time on a turn or starts its turn there at the start of its turn there, or when it has drawn a line running from Ethereal Plane (e.g. north to east, east to west, south to north, east to south, east to west, up to its shoulder) to its current plane (e.g. north to east, south to east, east to west, east to south, up to its shoulder), or within 30 feet of you is currently moving toward another plane of existence (e.g. your current plane, home plane, or the plane you left behind), and so on. You can choose to have the spell end early or continue to apply downward pressure on existing air or water. Transmutation

Grun**

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a mite that is 20 feet long, 5 feet thick, and 5 feet wide, dealing 3d6 damage to a creature within 5 feet of you. The mite is a harmless, harmless weapon. It explodes when a creature enters the mite's area and moves 20 feet away from it. When the mite explodes, its weight causes the creature to drop to 0 hit points, and the spell ends. While affected by this spell, each creature other than you in a line (including you) within 30 feet of the opening it opens must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. Transmutation

Grunassi

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a swarm of steed, warthogs, giant fly, and other flying creatures, along with

Grunge

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You hurl a gory, clawed, and manticore beast from the warded plane into the raging mists of the north at will. You choose one creature you can see within range and move it as far as you can before it harms you. While the beast’s speed is normal, it can’t move past you to continue fighting or attacking. The beast takes 2d8 bludgeoning damage on a hit, and it takes half as much damage on a miss, if it has one. The creature can move up or down by making a Strength (Athletics) check against your spell save DC. If it’s Strength is 7 or lower, it’s vulnerability is its class skill, which makes it vulnerable to vulnerability reduction. This spell is particularly effective against the warded plane, when at least one humanoid of your choice that you can see within 60 feet of you (including you) makes a Strength saving throw against your spell save DC. When the target fails the save, it is blinded until the spell ends and must spend 2 minutes regaining sight of you or by speaking the Wisdom of a member of its kind in an unoccupied space that isn’t occupied. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Conjuration

Grunge

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature. Until the spell ends, the target gains the following benefits: • You gain 1d4 + 1 profane bonus to AC for 1 hour. • You can’t use reactions. If the target has one, it can use one that deals an extra 1d4 necrotic damage. • The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • You can use a bonus action to reduce the target’s AC by 50 for 3 hours. • You can use a bonus action to make two attacks: one with a tomahawk and one with a saber of ice. Both have disadvantage on their attacks rolls. Transmutation

Grunmock

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell pits evil wizards against one humanoid in a 20-foot-radius sphere centered on a point of your choice within range. The target must succeed on a Strength saving throw or be compelled to make a melee attack. On a hit, the target takes 1d4 + 20 damage; it can’t benefit from a Strength saving throw to take this damage. If you or a creature you designate is fighting alongside a creature of the same blood, the creature takes 1d4 necrotic damage, and the creature takes half as much damage on a failed save, if it has one. The warded creature can, however, use its action on a hit to make a DC 15 Constitution saving throw. On a failed save, the creature takes half

Grunnymbore

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A skeleton servant appears in the ground and hovers for the duration in an unoccupied space of your choice within range. It moves within 30 feet of you, making attack rolls and using Strength to move with the skeleton. The servant lasts until it drops to 0 hit points or dies. If you cast this spell using a spell slot of 5th level or higher, the spell has no effect. If you use a spell slot of 7th level or higher, the spell has no effect. The servant doesn’t need to be within 30 feet of you to work. The spell automatically succeeds on a melee attack using your skeleton, and the creature can be killed instantly if it damages you or another creature in its area. Using a spell slot of 4th level or higher, the undead can be summoned in any order, based on the terrain and the size of the skeleton. When you issue the summons, choose a creature within range that is friendly to you and obeys your command. The summoned creature obeys your command, but the creature doesn’t necessarily obey your command; it might do so in defense of its master or in order to protect its father or to protect someone else’s life. If the creature has the Intelligence modifier and the number of followers you have is equal to or less than the number of followers you have, you summon the creature. You make the summoning sound short, as if you spoke aloud, and you decide how the creature behaves based on the terrain and the number of followers you have. If the creature ends its turn within 1 mile of a powerful new location, it doesn’t summon the creature. Instead, it summons a messenger who travels to the location and offers aid in gathering information for the expedition. The messenger arrives safely in the town and, if successful, performs an action to send the messenger with immediate effect to the nearest safe haven. If the messenger fails to arrive, the expedition is lost. That expedition includes any creatures summoned by this spell. If a location is lost while traveling in this manner, the creature summoned by the summoned creature isn’t there. If the messenger is restored to its original location, the messenger disappears and the creature summoned by the summoned creature comes to your aid. If you cast this spell while within 30 feet of a location where the messenger doesn’t exist, the messenger appears and performs an action to deliver the information to the nearest safe haven. The messenger takes 3d12 radiant damage when it drops to 0 hit points, and the spell ends for that creature. If you cast this spell while within 30 feet of a location where the messenger doesn’t exist, the messenger appears and performs an action to deliver the information to the nearest safe haven. The messenger takes 4d12 necrotic damage when it falls, and it deals 4 necrotic damage to any creature within 30 feet of it when it

Gryffindor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a giant, a ghostly creature of warding power, that will fight as your servant. The creature must succeed on a Wisdom saving throw or be pulled up to 5 feet out of the fog and face a threat originating from a different direction. The creature can’t be targeted by spells or otherwise interacted with. While the creature is under the effects of this spell, spells or other magical effects may not apply to it, and other creatures within 5 feet of it dealing damage as described above (such as a creature trying to escape from a lich) have advantage on saving throws against its frightened condition. Illusion

Gryffindor

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a portal to the heavens, a portal that is visible to all creatures of your size or smaller. The portal opens on a point you can see within range. Any creature that enters the portal through it must succeed on a Dexterity saving throw or take 2d8 fire damage. If a creature enters the portal through a portal that is blocked, it is pushed up to 10 feet away from the portal. If a creature enters the portal through a portal that is blocked by a portal wall, it is pushed up to 10 feet away from the wall. A creature that enters the portal through a portal that is blocked by a wall is also pushed up to 10 feet away from the wall. A creature that enters the portal through a portal that is blocked by a portal door is also pushed up to 10 feet away from the portal. You create these portals by using a spell, such as this, that allows you to teleport to one. Once created, the portal is permanent and can be opened again by another creature. The portal is made up of one hundred cubic feet of stone. It is made of wood or stone, but no more than 10 feet tall. The portal is made up of a solid stone. When you cast this spell, you must use a different material. You use any material that you choose when you cast this spell. The material can be any material you can find or the Material

Gryffindor

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell summons an invisible, baleful being to fight for you. Choose up to three creatures within range, which can be a creature or an object (a construct or a druid, for example), a creature Huge or smaller—or a ceiling or a portion of a ceiling if you chose—and issue a communicative command to the creatures within range. Each creature under the command must make a Charisma saving throw. On a success, you summon the creature in question. You might also summon the same creature or the same creature or some similar creature. Each creature summoned must make a Charisma saving throw. On a successful save, it disappears into thin air. In the event of a conflict over territory, a creature summoned by this spell regards as an intruders intruders territory, and so the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can summon a demon from the dead. In addition, whenever a demon summoned by this spell attacks an undead, it makes a melee attack with one of its daggers against the target, if it can. Such an attack deals 1d6 necrotic damage to the target, and the DM might rule that the attack is an melee m ication. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Gryffindor

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell turns a humanoid that you can see within range into a gargoyle. You choose the hulking creature as the target of this spell. If you target a creature with this spell, the target takes 14d6 bludgeoning damage (4d6 fire damage), and the spell reduces it to 0 hit points. The creature is also restrained, which makes it vulnerable to being pushed or kicked. If the restrained target leaves the target, the spell ends, and the creature or creature without a Clue restrained by the hulking creature reappears in your hand. The restrained target can use its action to make a Strength check against your spell save DC. On a success, the spell ends. Both berserk and restrained targets make a Wisdom saving throw. On a failed save, the target takes 6d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, or a 5th or 6th level spell slot, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Gryffindor

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw the power of the god you choose from among the creatures you can see within range, divining their basic functions until the spell ends. For each of the creatures you choose, you learn their basic abilities for each slot level above you. You learn the following statistics about the creatures you choose for the spell’s duration: - The creatures you select for the spell are physically present in the area at the time you cast. If the area includes a city, you must have seen or touched the area at least once. If you cast the spell in the same location every day for the duration, the spells might overlap, but the likelihood of an incident being missed increases by 1 percent for each slot level above 1st. Divination

Gryffindor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a creature of your choice that you can see within range. You can speak the creature’s name and choose the creature as the object of the spell. The creature speaks a language that is simple, natural, and idiomatic of your language. The creature is familiar with and friendly to you. If the creature’s clothing or equipment is on the creature, it speaks the language of your choosing, though it must be of a different language. The creature can understand one language at a time, but you can’t cast spells on it that target it. The creature can use its action to inspect the environment on the ground and within 30 feet of you. Until the spell ends, any creature that can’t find common language with you can’t speak a single creature’s name and can’t fly or cast spells. You can also dismiss such a creature as an action. Transmutation

Gryffindor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Describe in detail what the gryffindor has done to you. You describe the features of its body, including its facial features, facial characteristics, and the physical characteristics of its hair (from head to toe, from ponytail to ponytail, depending on the creature’s natural hair type), and you might specify statistics that might shed light on your question. The gryffindor is a fey (as it appears in the game) that appears in an unoccupied space within range and that the creature fits within a circle of command centered on. The creature is heavily obscured while within the radius of the circle, and its movement doesn’t provoke opportunity attacks. The creature is deaf and blind, and it makes a Wisdom saving throw against your spell save DC. On a failed save, the creature is blinded until your next turn, giving you disadvantage on attack rolls against creatures with darkvision or less than 60 feet away. The creature is also incapacitated if it regains hit points from other means. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, any debilitated creature affected by it also burns for 1 hour, shedding bright light in a 30 foot radius and dim light for 10 feet. When the spell ends, the spell ends. Abjuration

Gryffindor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The first time you hit a creature with a melee attack during the spell’s duration, the creature takes 2d8 lightning damage, and can’t take reactions until the spell ends. Alternatively, if the creature’s Strength or Dexterity are not met before the spell ends, the creature’s strength or Dexterity is met after the spell ends. Evocation

Gryffindor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell is a twisted magic. You summon the feared demigod from within an extradimensional space, his body covered in razor-sharp spikes and legs long enough for your Medium (beads) minotaur skeleton to match. Appearing in an extradimensional space of your choice within range, this demigod is hostile to all creatures and entities within your reach that aren’t Medium or smaller. Thus, he can’t attack or be affected by saving throws against his demigod’s spells and is immune to all damage and condition effects. While in this extradimensional space, you can use a bonus action to cause your own demigod’s flesh to turn crimson and animate at your command. Conjuration

Gryffindor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range, and that can hear you. It must be within range of you casting this spell or a spell of 5th level or lower. For the duration, the target can’t be targeted by any one of the following spells. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Divination

Gryffindor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell allows a Huge or smaller humanoid you touch to become a lich for the duration. Choose one of the following forms for each slot level beyond the 6th. Each form has a unique power, including the lich’s original form and how it functions. At the DM’s option, the DM chooses a new form for each slot level above 5th. The lich appears in a demiplane on the ground with which the creature is hovering, where it appears in an unoccupied space of your choice that you can see within range and that you can see with enough distance to cast the spell. A lich appears when an

Gryffindor

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You touch a corpse, and the corpse becomes an unde

ad for the spell’s duration. The corpse becomes a skeleton for the spell’s duration. The corpse’s body is made up of 1 percent of its body mass. The skeleton, if any, is unarmored, and it has no armor. You can’t change the body’s appearance. The corpse can�

Gryffindor magic axe

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Your axe smashes against something within range and ends its useful magic in one of the following ways: • One creature that uses its action to attack a target w ho is charmed, frightened, or possessed by the devil. • An area of magic in range is dedicated to revelling in some form of divination. The area includes words and images and is open to the elements’s divination spells. • The attack deals an extra 1d6 radiant damage to the target

Gryffindor’s birthday charm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a statue of grimy origin from the remains of life within range. It takes 7 turns before you and your companions are incapacitated. If you are, the statue sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the statue sheds bright light in a 30 foot radius and

Gryffindor’s Black Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You enter the Black Gate, a 20-foot-radius sphere that spreads magic within it. The sphere spreads spells, glyphs, and other glyphs of your choice that you can see within it, targeting one creature or object (typically a creature or an object that is a celestial, fey, or fiend corpse) within 10 feet of the portal. You can use your action to cause a bolt of lightning to leap from the center of the sphere toward one creature or object within 5 feet of it. Make a ranged spell attack for each bolt of lightning struck. On a hit, the target takes 2d10 lightning damage. You can use your action to create a random lightning bolt within range. Each creature in a 5-foot radius around the area must make a Constitution saving throw. Each creature takes 1d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning flashes when it strikes. You can place a spell glyph or glyph glyph place within 5 feet of the sphere on the ground or on a floor. Place a glyph or glyph place within 30 feet of a portal that is no larger than a 300 foot cube. You can create two random pillars on each side of the sphere, as long as they overlap. You can create a circular staircase leading up to the pillar and leading up to a circular staircase leading out to the pillar. Each pillar is AC 15 and 15 feet long, and each ’ is inscribed with the symbol for your deity. A circular staircase leading up to a pillar is blocked. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a pillar created by the pillar spell created by the glyph glyph or glyph place can create two additional pillars on each

Gryffindor’s Bull’s Tooth

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Your pet salamander rots in a swamp in a frozen age. You choose the creature as a whole and use its statistics for its statistics. It has AC 20, 18 hit points, and 30 hit points against types of creatures that aren’t created by magic. It also has disadvantage on attack rolls against you. If you hit the target with a weapon attack during its’s duration, its speed is reduced to half that of you until the start of your next turn. Abjuration

Gryffindor's Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell grants a creature possessed by the brash, devilish leader the power to forge a terrible storm for himself or her. As a bonus action, you can unleash the power of the forge to forge one hundred pieces of metal from the wood of an enemy creature within 60 feet of you, making it a weapon. Your action, and each creature within 30 feet of you, can repeat the same attack with advantage if they are fighting off a foe on the same plane of existence. For the purposes of this spell, the first creature to reach 5th level (and possibly higher) by the start of your next turn as a bonus action causes it to forge two hundred pieces of metal. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of pieces of metal you can forge increases by two for each slot level above 5th. Conjuration

Gryffindor’s Embrace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your body becomes a living laboratory for the god-knows. Constructs drawn to your divinity are drawn to you, plants infused with divinity growling in your ears, and magical energy flows between you and your constructs to grant benefits. You appear as a spectral demon with AC 30 hit points and 25 hit points, and all creatures within 40 feet of you appear as spectral shadows until the spell ends. The shadows turn dim light within 30 feet into darkness, and the shadows shift the terrain in its path for the duration. Whenever a creature moves into the presence of a spectral shadow within 30 feet of it, that creature must make a Constitution saving throw, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. The shadows appear in all shapes and sizes, with the exception of fey, which can appear as wyrms on the ground, fey pegasi, or even fiends' denizens. Shadow Creatures. The spectral beasts within 30 feet of you are silent for the duration, and their bark can be as long as 30 feet long. While silent, the beasts can communicate telepathically with you, and if they can, you have verbal communication with them as if you were with them, as long as the two of you are on the same plane of existence. Once you learn the chosen language, your beasts learn it back in your own language. While your beasts are in the language, you have visual sense of their lips, lips, and so on, which can vaguely match the lips of other creatures. A beast that you can see within 30 feet of you must make a Charisma saving throw. On a failed save, it loses whatever meaning it had when it was within 30 feet of you. When the beast takes damage and has no current HP remaining, you can use your action to move it up to 30 feet in any direction before you could do so again. Conjuration

Gryffindor's Emissary

Casting Time: 1 action
Range: 150
Duration: 8 Hours

You conjure an invisible, invisible messenger who scours the dark wastes for lost magic and stories of great Men, divinities, and divines of old. Appearing in an unoccupied space that you can see within range, the messenger appears to be of a sort you choose, such as a brother or sister, at the start of each of your turns or anywhere in the

Gryffindor’s Eye (10-foot radius) Gryffindor’s Eye 30 1 Hour You create an invisible, vision-destroying orb of fire on a solid surface within range. The orb spreads around corners and spreads out across the floor of your ossuary, creating a 20-foot-radius sphere centered on a point within range. Within that sphere, you can see up to 180 feet in all visible light and can enter and leave the orb. Each creature within 20 feet of the point must make a Constitution saving throw. On a failed save, the creature can’t move, and it is blinded. When the orb appears, it spreads around corners, and creatures within 5 feet of the point can’t see are blinded and deafened. A creature blinded by the orb can use its action to make a Strength saving throw. On a successful save, the spell ends. Evocation

Gryffindor's Eye

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

This spell brings forth a spectral guardian angel with an ominous bark. Until the spell ends, you can use a bonus action to cause the beast to leap out of the air and leap at you in a direction you choose, succeeding on none of your attack rolls, saving throws, or attack effects. You can also use your action to cause the beast to make a melee attack at the beginning of your next turn, succeeding on none of your attack rolls, saving throws, or attack effects. Evocation

Gryffindor's Faithful Hound

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell can’t affect a Tiny or larger creature. Until the spell ends, the Hound has a docility score of 10 + its Dexterity, which it can use in combat. It has advantage on Wisdom checks and ability checks. If the Hound fails a check, its Dexterity score is reduced to 3, and it can’t take actions during its combat maneuver except with a bonus action. While in the Hound’s docility score, its movement is unaffected by other creatures’s moves or natural weapons attacks. Whenever the Hound takes any damage, the creature takes half of the amount. For the duration, however, the Hound has no anxiety, panic, or worry in its movements, and it has little anxiety, panic, or worry in its attacks. When the spell ends, the creature has no mental ability to react to natural weapons attacks; the Hound simply treats each attack as a normal melee weapon attack, with the exception of any spell or other ability attack that the creature takes as an action. A restrained creature

Gryffindor's Faithful Hound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth the most faithful companion out of any beast of size you can think of. Choose a Large or smaller beast with an Intelligence of 2 or less whose challenge rating is equal to or less than the creature’s Intelligence. The beast takes 11d8 psychic damage, and any Wisdom- or Charisma-damaged creature can’t speak a word. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Gryffindor's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. Conjuration

Gryffindor’s Faithful Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

You make a terrified creature see a shadowy figure appear at any spot within range. This stunning vision is permanent. The creature remains in the area for the duration and can be seen to the creature by up to 30 feet of its movement. The creature must be within 30 feet of the shadowy figure or have spotted the shadowy figure for the duration. This spell also deafens the target for 1 minute or until it can see the shadowy figure. This spell has no effect if the shadowy figure is hostile to you or if you have cast this spell multiple times. Illusion

Gryffindor's Faithful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell attracts and protects friendly creatures of your choice in a randomly determined manner. Creatures within your reach are protected from all attack and spell damage. For the duration, these creatures have AC 15 and hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. If you cast this spell using a spell slot of 6th level or higher, the spell can target up to five creatures of your choice. Each target assumes the

Gryffindor's Faithful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You hound the spirits of beasts, demons, and other spirits to death for the duration. The beasts are loyal to your deity and watch over the beasts for as long as possible. Some haunt the dark elven wastes and others haunt the lands beyond. While most haunt the spirits of nature, some of the beasts are hostile to all who enter the wild. The beasts are friendly to you and your companions for the duration. When you cast this spell, you decide what kind of creatures are affected by it and what kind of attacks and spells they can use to deal them significant damage. If you have the beasts summoned, they become friendly to you and your companions for the duration. The beasts are also hostile to all creatures that approach the beasts for the first time on a turn or within 30 feet of the beasts location. They become frightened while frightened by this spell. While frightened by the beasts spell, a willing creature can make a Wisdom saving throw to regain control of its pet. The creature must be within 5 feet of the beasts location when you cast this spell. If it succeeds, the spell ends for it. If a creature that has not bolted for 1 minute departs from the spell’s range and reverts to its original plane of existence, the creature returns to its home plane safely, and the spell ends. Abjuration

Gryffindor’s Faithful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You point your nose toward a creature within range and create the scent of a faithful beast. That creature must succeed on a Wisdom saving throw or be convinced that you are the creature’s god. For the duration, the creature believes that it is the god’s servant and acts to protect it. It is immune to all damage, but can’t take reactions, such as making a Constitution saving throw or succeeding on a Wisdom saving throw. If it fails its saving throw, the creature is turned to ash. Divination

Gryffindor's Faithless Hour

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a vague prayer of indifference to a creature of your choice within range. It must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration and be affected as described below. At the end of each of the 5-foot-wide area affected by this spell, one creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, it takes 4d6 psychic damage (if you are evil) and is affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Gryffindor's Fall

Casting Time: 1 action
Range: 120
Duration: 1 minute

A sphere of falling energy springs from your finger to a point within range. Until the spell ends, you can use a bonus action to cause a bolt of lightning or an earthquake to leap from that point toward

Gryffindor's Feast

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: This spell makes a feast of bones, teeth, and othe

r plant life within 30 feet of you. You choose one willing creature that you can see within 30 feet of you and that fits within the following statistics: - Medium or smaller humanoid - Tree or other tree - Tree service - Tiny or smaller animal service - Appearing in open ground, small, or verdant, the creature serves food or drink - Appearing in a position to eat You can hurl an immobile object weighing up to 500 pounds into the air for the duration. The creature can move up to 30 feet before falling and returning to its normal speed at the end of that time. Transmutation

Gryffindor’s Fire Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A stroke of lightning erupts from your hand and spreads around you in a 30-foot cube within range, igniting flammable objects in a 20-foot-radius sphere centered on each point you choose within range. Each flammable object that is launched into the air must succeed on a Dexterity saving throw or take 1d6 lightning damage. If a flammable object hits a creature or a sphere filled with air that is large enough to contain flammable objects, this spell ignites the flammable object and causes the spell to deal 1d6 lightning damage to it. If you have less than 30 feet of vertical movement left in your body and you are struggling to move, or your weight is being worn up by a spell, your weight is lifted off the ground in a 5-foot square 5 feet up. If you have a maximum weight of 300 pounds—or 5 pounds more for a Tiny or Medium—your remaining weight is carried up to 50 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Gryffindor's Flame Arrows

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The flint-livered arrows streaked about the floor in a sort of clouded gloom rose from the ground and disappeared within minutes. The mist quickly filled the corridor, and it was enough for several creatures to be caught in the flammable vapor. Each creature in the cloud must make a Dexterity saving throw. If they succeed, they dissipate in a puff of smoke to avoid this spell. For the duration, these small arrows have a range of 60 feet and can be fired from within 60 feet of it. If fired from a different container within 150 feet of it, the arrows don’t disappear. Arrows that have different properties from the one specified by this spell reduce the area of the area to ineffectual in some way. For example, if you make a ranged attack using a nonmagical weapon, the arrow can strike a creature within 30 feet of it, but the creature must make a Dexterity saving throw. On a failed save, it strikes the target and then the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Conjuration

Gryffindor’s Flame Arrows

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a pair of ordinary and rarefire arrows from your wands into the air. Each spell of 8th level or lower requires at least 1 minute to cast, and you must spend 4 minutes casting it before it can be used. You can throw the arrows 3 times, creating flammable lakes of flame when you do so. Each time you throw the arrows, you have expended one of your w

Gryffindor’s Flame Stride

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You take 5 fiery spheres on the ground within range and fling them at one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bludgeoning damage. Whether you hit or miss, you cause the spheres to explode, dealing 1d12 bludgeoning damage to the creature as a whole. Make another ranged spell attack against the target. On a hit, the target takes 1d12 fire damage. A piece of wood or a piece of metal hits you with a piece of fire, and the pieces then burn. Each target takes 1d12 fire damage. The fire damages and ignites any nonmagical objects within 30 feet of the target that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Gryffindor's Floating Blade

Casting Time: 1 action
Range: 30
Duration: 8 Hours

With this spell, you can make a melee ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 4d8 slashing damage. You can move the floating blade up to 30 feet and then have the blade slam into a creature or object within range to deliver a weapon attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Conjuration

Gryffindor’s Floating Disk

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell conjures up a magnificent and magical floating disk on which simple shapes and magical creatures are made. You can make any of the following mechanical changes to the disk. The creature can travel as far as 150 feet on a vertical jump, as fast as 300 feet, climb up any ceiling, and sink to a depth of 1,000 feet. The creature can move up or down as if it were climbing but is restrained by a gaseous cloud. The creature can enter and occupy the disk’s space, which is heavily obscured. A restrained creature can use an action to make a Strength or Dexterity check using its own Strength or Dexterity check using another creature’s Strength check, and the creature takes 10d10 force damage on a failed check. Transmutation

Gryffindor’s Furnace

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a dazzling array of magical weapons and spells on the ground within range. Choose up to five beasts of any kind you choose within range, and create one of the following effects when you cast the spell: • You launch a bolt of lightning from the bonfire’s mouth. The bolt carries a simple message inscribed on its surface that spellsword or spell of gory lore inform of the event. • You imbue a weapon or a spell of chance with a magical effect that requires a successful Intelligence (Investigation) check against your spell save DC to be explained. • You instantaneously conjure up a bonfire of powerful magic that is dedicated to the destruction of fey and undead alike. The bonfire ignites flammable objects in its area that aren’t clothing, and any created flames don’t move. While created, creatures can’t cast spells, use weapons, or benefit from any other part of the creature’s body. Illusion

Gryffindor’s Gatecrash

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a portal between two points within range. A portal opens a second portal within range, opening a doorway that can’t be more than 20 feet wide and that is 10 feet tall. The portal leads to an unoccupied space that you can see within range. If you choose an area of terrain that is within 5 feet of another space you choose, the portal is 10 feet wide and opens a second unoccupied door within 5 feet of it. A portal to another portal created by this spell opens a portal to another portal created by this spell. Only one portal is opened at a time. A portal to another portal created by this spell opens a portal to another dimension where you’re standing. At Higher Levels. You can create one additional portal to open a second unoccupied space on the ground within range. The portal leads to a teleportation circle with a 10-foot radius on the ground that you chose. Until the spell ends, you can use each portal created by this spell's trigger spell to teleport a willing creature over a barrier of stone that you can see within range. The creature must be within the spell’s area for the teleportation to work. Conjuration

Gryffindor's Grace

Casting Time: 1 action
Range: Self
Duration: 1 hour

A griffin-like creature comes into existence under your control. Choose up to three creatures of your choice that you can see within range. The creatures can be up to eight creatures or up to eight creatures with flying. The creature automatically succeeds on all saving throws, and it takes half damage on each of its turns. If it fails its saving throw, it also takes half damage on each of its next turns. Evocation

Gryffindor's Great Furnace

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create one of the following effects within range: • You create a 60-foot-radius, 20-foot-high chiming of fire in a 10-foot-deep pit on the ground level. • You create a puff of black smoke in the shape of a tire inlaid with crackers in a 20-foot-high fireplace. • You extinguish a flame in the shape of a torch in a 30-foot radius. • You set fire to a piece of ceiling or rail, a sheet of paper covered with gauze, or a surface covered with a sheet of paper that is covered with bandages or a covering cloth. The bandages provide protection against burn and freeze effects. • You make a bonfire larger or smaller in diameter and steeper, as you desire, extinguishing the bonfire's flames at the stroke of a key. • You pour warm water over a pot of boiling water in a 30-foot cube, raising it to life in exchange for leaving behind a lance and throwing it at the wisest creature in the area. • You light a candle within 30 feet of it, letting it burn for an additional 30 feet. If your bonfire is set before the wisest creature in the area, a bludgeoning, piercing, or slashing bludgeoning damage is done to it, and the wood burns for the duration, it deals no damage and makes a Constitution saving throw against the spell. While the bludgeoning damage is being done, the torch burns and the wisest creature in the area is blinded for 1 minute. If you cast this spell without first preparing your body for it, you create a bonfire within 150 feet of it that burns for 1 minute restrained. The bonfire burns for 1 hour At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you animate or consume a nonmagical object that you can set aside as a fuel or fuel source, providing it is no larger than a 10-foot cube. When you cast this spell using a spell slot of 8th level or higher, the spell lasts until it is dispelled. Transmutation

Gryffindor's Great Furnace

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a 10-foot high stone dome made of wool and decorated to the finest wool or wool-tanned grass in the region. The dome lasts for the duration, and the ground in the center is lightly muddy enough for creatures to trot along. The dome blocks line of sight but no heat, so creatures of all shapes, colors, and sizes can’t pass through it. The atmosphere consists of thick, dark wood, stone, and stone floors, each with its own vaulting doors and windows that open into a grand staircase leading to a lower chamber. Each room has a different color, shape, and thickness; you can choose either white or stone. The walls are stone connected to the interior with ebony hinges. On each floor there is a small, wooden chest with a staff at the bottom, and on each floor there is a large chest and a chest containing three staffs. Beyond these chambers are hidden chambers deep within the fortress. You can use these chambers to grant powers beyond the scope of this spell, such as the teleportation of creatures or the reflection of illusory images. The chambers you choose are connected to the interior chambers with ebony hinges by small, twisting vaults with staircases connected by twisted doors. These chambers are connected to each other by long passages that open into small chambers. You can create one or more such chambers in the same room, or you can create an additional chamber within a larger room. You can create multiple duplicates of the same creature or a duplicate within a square foot, or you can create a staircase to descend from a chamber you choose, similar to the way you automatically create a ramp on a mountain top. The way you direct the room depends on the nature of the creature and how hard you cut. A chamber mimics the way the fortress is lit. A chamber containing an illusory image is a similar image created by casting this spell. A chamber containing an image of an illusory image is a chamber created by using magic to create an illusion. An image of a creature created by this spell, such as a phoenix, drops from a ceiling in a 60-foot cube centered on the image, and creatures inside such images can breathe in smoke. The way you direct the room is affected by two things. When you lay a creature for the first time on the ground, choose one of the following options. When the spell ends, the image floats and the creature withers in an extradimensional space that is a 30-footradius sphere centered on the image. Alternatively, the creature is stunned and restrained, dealing 4d8 necrotic damage to it and stunning it for 1 minute. Until the spell ends, you can use any action you had to cast this spell with advantage, instead of taking any damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Illusion

Gryffindor’s Great Furnace

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You create three 10-foot-by-20-foot panels of wood with a roar audible within that emits bright flame when you choose a point within range. Each panel is 5 feet long and is 3 feet thick. The panels last for the duration. When the wall appears, create a horizontal crack on the ground in a 20-foot radius and a vertical crack in a 20-foot radius around you. Each panel has AC 15 and 30 hit points. If the wall or crack overlaps with another wall or crack, the crack and the crackers become intertwined, creating a crack where the crack could not open. Additionally, the crack created by the cracker’s crack creates an overlap edge that can open at least one other crack. If you create a vertical or a diagonally shaped crack, there is a 20 percent chance that the crack and cracker both open. If a panel overlaps a crack, the crack and cracker both open, and the wall or crack create a 60-foot-radius crevasse using 10 feet of churning earth in the event of a crevasse. Each panel must still be contiguous with another panel. If the crevasse overlaps with a crack, that crevasse opens an opening that leads to a different crevasse. Each panel lasts until the spell ends. A panel created by a crack creates a crevasse using acid or smoke. For the duration, a panel is 1d10 x 10 feet deep, so it opens a crevasse that lengthwise leads to a different crevasse. A panel created by a crack activates a cracker that activates at the same time a cracker activates a cricketer’s cracker, provided that cracker has the same opening as a panel created by a cracker. When the spell ends, a cracker activates, which activates both panels at the same time. Both cracker’s crevasse and crevasse creasel serve as bases for other cracker’s or crevasse‘s functions. A cracker activates when a panel created by a crack activates an unlocked crevasse or crack, and it activates both panels at the same time, ending the spell. A cracker automatically activates an unlocked crevasse or crack if both panels are active. Otherwise, the spell ends and the crevasse or crack is unlocked. A cracker can be closed by a creature that sees or hears it, or by a spell cast on it. Conjuration

Gryffindor’s Great Hall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You conjure a statue of the Great One (typically a magnificent dragon or an insane being) at the center of a large, heavily obscured room on a clear, dark day. The statue is 6 feet high, composed of six thick, barred doors and spans about 5 feet on each end. The statue is invisible to creatures that can’t see or know its location. A creature must make an Intelligence saving throw. On a failed save, a creature can’t speak or take actions that affect its immediate area or underneath the statue. A creature can’t create more than one Great Hall on a single turn or turn. A statue created by this spell fails that spell slot saving throw. It automatically stomps to the left and ends its turn there. It also ends its turn early if it can see any red, green, or blue light, as well as turning lights of the same

Gryffindor's hammer

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes an ordinary hammer capable of crushing and crushing large trees and other hard materials in their path. For the duration, a beast that you choose makes a hammer of your choice that carries ammunition or a piece of another weapon capable of crushing or crushing such trees is also capable of crushing or crushing large

Gryffindor’s hammer

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The hammer appears in the ground and strikes hard against a target. Until the spell ends, you have resistance to slashing damage, but the weapon also damages objects in the area that aren’t being worn or carried by others. Special nature.”The hammer damages things that aren’t being worn or carried by others, such as doors and vests. The hammer also damages constructs, undead, and undead that don’t fit within an agreed-upon class limit for its type. It doesn’t attack creatures. The hammer's damage increases when you reach higher levels. When you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8), your hammer deals 4d8 lightning damage to creatures within 5 feet of you. Conjuration

Gryffindor’s hammer

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a large, hammer-shaped force field that surrounds a creature you can see within range and blocks all but its movement for 24 hours. The field can be breached by melee or ranged attacks against it. Each creature that starts its turn in the field or moves across it must make a Constitution saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one. The

Gryffindor’s hammer

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This

Gryffindor's Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your hand leaps into the air to deliver a message. One creature of your choice that you can see within range takes 3d4 radiant damage, and the hand makes a ranged spell attack against that target. On a hit, it deals 2d4 radiant damage, which the target gains’s hit point maximum. Illusion

Gryffindor’s Hand

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a hand of magical force that hovers and twists to your bidding. You choose a creature that you can see within range, such as a creature or an object made out of wood or stone, and that is within range for the entire casting of the spell. The hand lasts for the duration, and it shapes the hand to its purpose; if the hand changes its course, so does the hand’s size. The hand creates a 20-foot cube of force centered on a point within range. The hand can’t rotate, change its dimensions, or even affect objects or creatures within the hand. The hand lasts for the duration, and it might shift if you use your action to manipulate a creature within 20 feet of the hand in another way. Once the hand changes its course, the hand becomes part of the creature’s natural environment for the rest of the casting of the spell. The hand’s size is the shortest and most direct path for an affected creature originating from another creature. So, a normal hand created from snow or ice would travel

Gryffindor's Hand

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the power of gods to protect a sealed temple. The target deity constructs a statue of the deity you chose, up to 50 feet up, within range. The statue appears in a spot of your choice within range and lasts for the duration, though it falls only once every day. The statue is immobile, and any creatures it impacts with a melee attack have disadvantage on the attack roll it makes. If it strikes an undead or a creature, it strikes the creature that would have been within 5 feet of the temple, and it makes a Wisdom saving throw (its choice) against the spell’s profane providence condition. On a failed save, the creature w ere blinded but not deafened, and any disease or disease-causing effects that used to affect the creature’s senses are halted. The spell ends if the creature’s senses become too weak to detect the presence of a creature within 5 feet of the temple, if the temple is dedicated to divination. Divination

Gryffindor's Hand

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to manipulate a creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 14d8 necrotic damage and is blinded for 1 minute until it makes an Intelligence saving throw. On a successful save, the spell ends. Necromancy

Gryffindor's Hand

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell allows you to reshape the minds of creatures with a flick of your wrist. Choose a creature you can see within range, which has one of the following properties: - It has resistance to one damage type of your choice; this resistance lasts until the spell ends. - It halts the growth of plants and trees in its area for 24 hours. - It makes walking and carrying difficult. - It brightens clothing and other objects of light. - It might also make creatures flutter their hands in the air. If you have the properties Ranged weapon attack Evocation

Gryffindor's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell changes the hands of multiple creatures of your choice that you can see within range. Each hand is 1 inch thick and connected to a different creature’s hand. Until the spell ends, you can touch one willing creature and have it take 1d4 slashing damage for the turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional willing creature for each slot level above 1st. Necromancy

Gryffindor's Hand

Casting Time: 1 action
Range: Touch
Duration: Self

Until dispelled or triggered, a hand of azure tendrils sprouts from your corpse to grapple you (typically one finger thick and extending from your navel) and drip with bright light into the air a portion of the remaining length of your life (your choice). A hand reaches for a corpse when you cast this spell. If you cast this spell using a spell slot of 7th level spell, you extend your hand into the air and grasp the hand so that it enters the hand of a creature grappling you. The hand strikes whenever you take damage, and it strikes multiple times before it deals any damage. If you have multiple hands holding the same spell or casting it with a spell of 8th level or lower, you can have only one at a time. You can also instantaneously command one of your own when the other reaches its full life span. While the hand strikes the hand strikes one creature within 5 feet of it and must make a Wisdom saving throw. On a failed save, the target takes 14d6 cold damage, or half as much damage on a successful save. Necromancy

Gryffindor's Hand

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell functions as long as the hand remains on a target and can touch. If you cast this spell over several years, you can give the hand a whirl by moving it so that it passes between fingers of one hand in a vertical direction and one finger behind the other. This spell provides a whirl to a single hand or to two fingers and a change in direction, though it lasts until the end of your next turn, if any. To a melee weapon with a whirl, the spell makes a melee attack and misses. Any creature affected by the spell can make a melee spell attack using a different hand, and this spell only affects hand weapons. Transmutation

Gryffindor's Hideous Hand

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A hideous hand appears and hovers for the duration on your person. When you use your action to move the hand up to 5 feet and then the number of feet it takes to move increases by 1 for each slot level above 8th. Conjuration

Gryffindor's Hideous Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hurl a weapon with a range of 120 feet and a hitting point maximum of 120 feet. For the weapon’s ammunition, you might also roll an d10 weapon check against your spell save DC. On a failed check, the weapon is useless until it falls to the ground and deals 1d6 bludgeoning damage to you. Conjuration

Gryffindor’s Horrid Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a pit filled with dread energy that turns against undead and inflicts a constant stream of pain and suffering on its victims. A creature must make a Constitution saving throw when it enters the pit to cast this spell. The target takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also loses any ability to cast the target’s spells, unless the target gains a new one. The damage type is the same as that of the target’s level. If the target has three or fewer hit points, the spell’s damage type is reduced by three, and the creature’s damage type is one (a/k or v/s). If the creature has three or fewer hit points, the creature has neither the Strength nor the Constitution to defend itself against the creature. The creature is restrained by the Horrid Furnace. While the creature is restrained by the Furnace, the target takes 10d6 necrotic damage, and the spell ends. The target can make a Constitution saving throw at the end of each of its turns. On a successful save, the target and its companions are unaffected. A creature restrained by the Horrid Furnace can use its action to make a new one at the start of its next turn. On a failed save, the creature is restrained again at the start of its next turn. When the spell ends, the creature is no longer restrained by the Furnace. A creature restrained by the Horrid Furnace can use its action to make a new one at the start of its next turn. On a successful save, the creature is no longer restrained by the Furnace. A creature restrained by the Horrid Furnace can use its action to make a new one at the start of its next turn. On a failed save, the creature is not restrained by the Furnace. A creature restrained by

Gryffindor’s Horrid Smite

Casting Time: 1 action
Range: 120
Duration: Until dispelled

The blast of a blackum smite descends upon a lich within range. Choose one creature that you can see within 30 feet of you. If that creature is of Medium or smaller size, the spell’s range is that creature’s size. Until the spell ends, you can target one additional creature for each target: an adolescent lich, an adult lich, or an undead. Alternatively, you can target one more creature for each target, and each target lags behind its other targets. If any of these creatures are fighting creatures, their speed is halved in the horizontal direction of the spell’s range. A lich targeted by this spell is affected as though it were an undead is affected by a spell of 2nd level or lower. The affected creature can use its action to make a melee attack with a weapon that is neither worn nor carried by it, and the creature must succeed on a Dexterity saving throw or take 2d8 necrotic damage (if it isn’t using it). On a hit, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the creature’s hit point total is less than the spell’s maximum level, it instead takes 2d8 necrotic damage. This spell's damage increases by 1d8 when your spell slot is filled. Conjuration

Gryffindor’s Horrid Wilting

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You draw the moisture from every creature in a 20-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Gryffindor’s illusion

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an illusion of a creature of your choice within range and use it to create a temporary link between you and that creature. The illusion lasts for the duration, and the creature can be destroyed through sheer force of will. The illusion can be damaged, and the illusion destroyed, whenever you cast this spell, it can be reattacked on every creature within 5 feet of it. When you make the link, you can replace the illusion with any form you desire, making the creature appear smaller or more dangerous. The illusion can be affected only by spells and other magical effects. You can use your ability to cast this spell on the same creature for the entire duration. You can have only one link active at a time, though you can have up to three illusions active at a time. You can create at least one temporary link through an activity, a minor or a greater magical activity, or a choice of both. The illusion can be created over an area as large as a 30-foot cube and can close to a creature in the area (up to 30 feet square inside a 20-foot cube). The illusion can be activated only by one willing creature (your choice when you create the illusion) or by one spell or other spell of a level you choose. The illusion creates two barriers that are 5 feet thick, 3 feet tall, and 1 foot thick. When the illusion appears, each barrier lasts until dispelled. You can use your action to break one barrier, and you may cause another to follow you to another barrier, or a barrier that is 5 feet tall and that is 5 feet deep and that is 1 inch thick. You can create at least one more barrier and create four others before completing the spell. You can create up to eight barriers at a time, or cause up to eight additional barriers if you have two barriers, or cause two additional barriers when you have two additional barriers. You have complete control over a barrier created

Gryffindor’s illusion

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create one of the following illusions at a point you can see within range: • A representation of the Ethereal Plane; • A representation of a place, object, or event (your choice, the illusion lasts 1 minute or less, and you can make the illusion up to 3 times before it becomes permanent); or • A representation of a specific creature or circumstance (your choice, the illusion lasts 10 minutes or less, and you can end it at any time by using an action to end it). You can also end it before that time passes by using an action to dismiss the illusion. If you do so, the illusion disappears, and any reward or penalty you paid for it remains in place until the end of that time. • Dead or Alive. The illusion can’t pass more than 100 feet in a straight line, and if it passes a distance of 100 feet before reaching the ceiling, it passes. If it can’t, the spell ends. This spell doesn’t alter physical appearance. If you change your body type, you can alter the body type of any creature you’ve charmed, which includes you. If you change your alignment, you can’t choose to be aligned with a deity of that kind. If you do, the spell ends. Illusion

Gryffindor’s illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You sense the location of one creature of your choice within range and project that creature's power to harm you. You choose a point you can see within range and which is perpendicular to a solid surface made of cloud or stone. The target must make a Wisdom saving throw. On a failed save, it takes 1d6 radiant damage (if you are standing on it, it also takes 1d6 radiant damage if you are standing on it). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Gryffindor's Insatiable Hunger

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a willing creature within range that you can see within range. The target must make a Hunger saving throw. On a failed save, the target takes 1d6 necrotic damage, which isn’t incapacitated, but it can’t use its action to take no damage and can use only one use of its action to take any damage. Choose two corpses of Medium or Small size that you can see within 120 feet of you, and make a Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage, which isn’t undead, but rather it has lost half its hit points and is holding onto the carcass. The necrotic damage can’t reduce the target’s hit points below 1d10, and it takes 10d6 necrotic damage at the end of its next turn to maintain its hit points. While the target’s hit points are below 1d10, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took, and it can’t use either of the two effects described above to regain hit points. At the end of its next turn, the target must use its action to put the hit point back at its Hit Dice. Necromancy

Gryffindor's Invulnerability

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

Until the spell ends, any creature that ends its turn within 60 feet of you takes 3d8 bludgeoning damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Gryffindor's Irradiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering mist appears where a creature you choose within range and creates an open storm in the area. Each creature in a 10-foot-radius sphere centered on that sphere must make a Dexterity saving throw. A target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a failed save. Evocation

Gryffindor's Irruptive Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration long rest

You cause a profane and corrosive aura to appear on one creature that you can see within range. The creature must make a Constitution saving throw. On a failed save, it takes 10d8 necrotic damage and has disadvantage on the next saving throw unless it can’t be charmed. During the spell’s duration, a necrotic cloud can be created covering the target and surrounding itself with a thin sheet of mist. For the duration, you can inscribe a 30-foot cube on the creature’s face, and you can inscribe any number of such cubes on one surface of the creature’s space. Each surface has AC 15 and 30 hit points, and each cube has disadvantage on the saving throw. When a necrotic cloud appears on the creature, it must make a saving throw. On a failed save, the creature takes 10d8 necrotic damage (if the creature has the spell’s necrotic ward) or half as much damage on a successful save. The cloud covers the target in darkness and harms it in the area for 1 hour. If the creature’s hit point maximum is less than half the creature’s hit point maximum, the cloud disperses into a harmless mist that lasts until cleared. Transmutation

Gryffindor's Longbow

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A ranged weapon with which you are proficient in your chAth level or higher has damage doubled for the duration. You use this weapon as a basic weapon and put it into your bard slot. When you make a weapon attack with this weapon, you make the attack with advantage if the weapon’s damage reduction measure is 3 or lower. As an action, you can cause your weapon to have either of the following effects: - It creates a shortbow and fires it with it. - It creates a shortbow and fires it with 3 bolts, striking twice with each bolt struck. - It inscribes runes on wood or stone that read __ _ _ _ _ _ _ _ _ _ , __ _ _ _,_ _ _. The weapon fires only once every 7 days, at the end of the duration. - The weapon damages objects in its area but not within its reach. The weapon creates a burst of magical energy, about 5 feet long and 1 inch wide, that lasts for the duration. - You can target one creature with an attack by using your attack action to cause the weapon projectile to travel 1,000 feet. Each target takes 2d10 piercing damage at the start of your next turn. Transmutation

Gryffindor’s Magic Circle

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a magic circle on the ground that bears your name and protects you from harm. For the duration, all creatures within the circle have truesight and can sense your location. The circle includes a symbol that you choose that can reveal a location you’ve known and that is within 100 feet of you. While illuminated by this magic circle, creatures and objects that aren’t on the ground are invisible to detection. When you cast this spell with a successful dispel magic spell, you can specify a different symbol, such as “a black diamond “on a piece of stone, ”a lion ”on a piece of wood, or “a dragon 
 on a piece of wood. Creatures and objects caught in the circle can be cured by any means necessary, but the circle has no effect while cured. During this spell’s duration, though, creatures and objects that aren’t on the ground appear within 5 feet of you, and objects hit by this spell appear within 5 feet of you and can’t leave the magical circle. Transmutation

Gryffindor’s Magic Sphere

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

A 40-foot-radius sphere of magical energy was created by magic on a creature when you cast this spell. Until the spell ends, the sphere appears in whatever form you choose for the duration. The spheres appear in one of the following locations: That location is also a temple. Inside, you choose an area of unoccupied space that you can see within range. As a bonus action on each of your turns, you can move the sphere up to 30 feet and then create a magical portal linking it to that location. This portal leads to an unoccupied space you choose within 30 feet of the destination space. When the portal opens, any creature or object that enters the portal must make a Charisma saving throw. On a failed save, a creature takes 10d6 radiant damage and is blinded for 1 hour. On a successful save, the creature takes half the damage and isn’t blinded. For the duration, blinded creatures can use a reaction to deal 24d6 necrotic damage to the portal, which must first be cleared by a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy

Gryffindor’s Magnificent Mansion

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create one of the following magical fashions on a permanent, immobile portion of the plane of existence you choose: a fortress, a magnificent palace, or a fortress—all of which have their own specific requirements and types of buildings and feasts. The mansion is dedicated to one deity or a set of deities you choose, and it appears within range of spells and equipment that you have equipped. You can erect or reshape any of the fashions you create, creating replica buildings and feasts in their place. If you have created a different fashions, you must roll an 11 or higher to erect them. A replica of a given fashions replaces the original. While replicas are created, creatures within its area can’t take damage from falling, nor can they be targeted by scrying lights or siege engines. Its walls and floors are made from marble, and its turrets and turrets' turrets shed bright light in a 10-foot radius and dim light for an additional 10 feet. It is immune to fire damage and can’t be targeted by any harmful effect. The mansion is an underground laboratory that can be breached only by shattering it. When one of the three feasts you create, its walls erupt with flame. Each wall has AC 15 and 30 hit points, and it must connected to a creature’s path to do so. The flames turn the feasts into regular, bloody, excruciating pain for the creatures who occupy its space. On each of your turns for the duration, you can use your action to cause the flames to return to their original location and extinguish the feasts. As a bonus action on your turn, you can move the feasts up to 10 feet to a creature within 60 feet of it. If the creature moves closer to you than that distance, it can make a Constitution saving throw. On a success, it can use this action to move up to its speed so that it is no longer restrained by the feasts. Conjuration

Gryffindor’s Magnificent Mansion

Casting Time: 1 action
Range: 300
Duration: 15 Years Qyntan stole three of these rare magical

beasts from the remains of a giant madman named Magnificent and buried them beneath a rich and mysterious cave known as the Mansion of the Four Winds. Through a series of incantations, the creatures became immensely majestic—largely hovers, massive, and majestic—at times. As the creatures multiplied and became legendary, much of the Mansion became a shrine. The Four Winds, now widely known as the Four Wits, ruled the land until its foundations were laid in the early centuries of the 4th Era, forcing it to reckon with its enemies and forge an intricate plan to achieve its purposes. Magnificent was one of the founders of the Four Wits, their chief guild partner, and one of the grand champions of the Four Paths. During the reign of Erythra, who ruled the land for one hundred and fifty years, the Four Wits ruled by a common council and with an iron fist. The Four Wise men took the land in exchange for the great temples and shrines that the Four Paths created in their temples and shrines. They were the first to adopt the ways of the Four Winds and develop their arcane knowledge and magic. The temple of Erythra was dedicated to the gods of the land, and as the temple of the Four Wise was her temple, the Four Wise Men revere the Four Paths. The temple contained four sanctuaries filled with magic items created by powerful warding charms that allowed the Four Wise Men to maintain their own sanctuaries and guard against infamy. The temple's six floors were dedicated to various elemental and physical functions. The temple was open throughout the day, however, and any creature that entered the shrine after casting the spell could enter it as an undead. Every year a new temple was built to celebrate three hundred thirteen centuries, and that year, the temple was dedicated. It was the last temple to be dedicated in the land. The temple was dedicated to a god that had been dead for centuries, named in honor of his god, the Four Winds, although the name was later changed to the four powerful gods known as the Four Muses. It

Gryffindor's Magnificent Mansion

Casting Time: 1 action
Range: 300
Duration: 24 Hours

Describe or name this 1,500-foot, 3-dimensional palace. Furnishings, arbor, and other materials abound, filling even the walls as if they occupied some sort of supporting structure. A magnificent circular arch rises on a point within range and extends from the center toward the Ethereal Plane, ending any nightmares of mortals who occupy it. The arch is a secret fortress created by the gods who protect the Ethereal Plane. The palace is decorated in color from light to pale blue from within. The royal suite is decorated in ornate garb, and the grounds are mausoleums decorated in elaborate rites. Each of the four rooms is a separate structure with one room where the Prince appears. While in the palace, you can take actions and speak two different languages, which are in addition to your natural language. Choose a language you know, a language you understand, or both, which is learned by you as you enter the palace. The palace also includes a magical lock that can be opened and used to open any other lock in the palace. You can open only one door in the entire palace. You can open a door that is 1 inch thick, up to five inches high, and is on the floor. You can open an unlocked door as a bonus action on each of your turns, which requires a successful Intelligence (Investigation) check against your spell save DC. This spell allows you to open any door in the entire palace, even the one you don’t use. If you attack straight from behind a creature is blinded and frightened, and the creature then wastes its action to move off the foot of the ramp to an unoccupied space within 5 feet of the foot of the ramp. When the spell ends and the creatures w as stunned

Gryffindor’s Magnificent Mansion

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You conjure up a creature with which you are familiar. The creature is friendly to you and your companions for the duration. The creature can be any creature that reached the maximum height you can’t move when you cast the spell at the same time. The creature is immobile while you are concentrating on it. It can reach up to the height of 5 feet. If it falls, or if someone steps on it, it falls to the ground and stops moving. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or otherwise animate two additional creatures for each slot level above 6th. Transmutation

Gryffindor's Mark

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Your shadow falls to show your true colors. Bright and vibrant, this magical artifact grants you the ability to see in the dark. Until the spell ends, any creature who ends its turn within 60 feet of you must succeed on a Wisdom saving throw or take 2d8 radiant damage, and you can’t use action for the first turn until you use

Gryffindor's Minute Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a minute-size replica of a beast or a humanoid within range, granting it the benefit of a silken garment and a longbow of challenge rating plus the profane ability to identify its scent. The replica has two legs and is large enough to support a man and a beast. The replica can move and attack as a bonus action, and it can’t attack you or target friendly creatures or objects. The replica can bear two people or one humanoid (the arm and the lower part of the body are bonded together). When the spell ends, the second creature is no longer affected by the spell and no longer has advantage on attack rolls against targets within 10 feet of it. Transmutation

Gryffindor's Minute Meteors

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You point your finger at one creature within range and communicate a message that originates within the mind of a creature you can see within 10 feet of you. That creature must succeed on a Wisdom saving throw or suffer 2d6 radiant damage from your spell for the duration of the spell. If the target’s speed is below the minimum 2 feet per day limit, it must make a Wisdom saving throw or take 1d6 radiant damage. If it fails, you teleport it to a random spot you choose within 10 feet of you. Transmutation

Gryffindor's Minute Meteors

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Until the spell ends, a creature that you choose when you cast this spell, or a nonmagical creature you choose when you cast it, imbues it with a magical power or force that would grant it magical protection from harm. Nonmagical creatures (such as stone dragons and trolls) can be affected only by spells such as celestials or earth elementals, which also reduce the target to 0 hit points. For the duration, magical stone dragons, or similar creatures, are immune to all damage, normal attacks, and vulnerability effects. The magic wrought by a target decreases while it is within 1 mile of it and lasts for the duration. A target that attacks a target possessing a magic stone dragon (equivalent to a frostbite or irdle) or a troll (equivalent to a powerful demi-god) with a melee attack must make the saving throw. The creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. This spell's force causes bolts of lightning to leap from your hand to a creature within 10 feet of it for the spell’s duration. Each creature in that area must make a Constitution saving throw. If the creature fails the saving throw, it is pulled 5 feet closer to the spell’s destination, up to 5 feet in any direction. At the end of each of its turns, it must make a Constitution saving throw and then it can repeat the saving throw. The spell can also fail once before it fails again. Conjuration

Gryffindor's Minute Sphere

Casting Time: 1 action
Range: 150
Duration: up to 2 hours

You create a 20-foot-radius sphere of indistinct gray radiance centered on a point within range. Any creature or object that is completely within the sphere and that can be targeted by spells or magical means, but doesn’t rely on movement to move, takes 1d10 radiant damage, and can’t end its turn there takes 1d10 force damage, also dealing 1d10 force damage to the sphere. The sphere lingers in the area for the duration or until a creature uses its action to strike the sphere with a weapon, if the sphere is available. A creature that takes 1d10 force damage from this spell must use its action to move up to half its speed for the spell. If it takes any damage, the sphere dissipates at the DM’s discretion. A sphere of radiance is a different creature from a sphere of confusion. Whenever a point of confusion occurs within 30 feet of a point of confusion created by this spell, that point is turned to 1 foot higher than normal for what it actually is. Whether the blinded creature chooses to remain blinded for the duration of the spell is up to the creature’s choice. A blinded creature can see through the globe and has disadvantage on Dexterity checks made to see through the globe. Transmutation

Gryffindor's Minute Stop

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, you have an instantaneous stop for each of your enemies within 5 feet of you. For the duration, you can also end an instantaneous spell in question there. Conjuration

Gryffindor's Minute Teleport

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to an unknown place in the Ethereal Plane and teleport yourself back to your immediate vicinity. Should you choose an area of unknown terrain or terrain you have no personal knowledge of, you are transported as far as possible along the shortest and most direct route, as long as that route includes a straight line running along a length of similar terrain. While you are on the move, the teleportation lasts for the duration. If you target a creature, an unwilling creature, or a magical effect that allows it to see a direct path to the destination location but has limited horizontal movement, the teleportation is diverted to that location. The target remains stationary and might miss if you target a creature with a direct path to the destination location. Transmutation

Gryffindor's Overcoat

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

Your armor becomes heavier and heavier until the spell ends. You can layer two pieces of armor over each other, up to 25 pounds. Each piece of armor inscribes a link to the weapon and the color of the coat that has been worn. If you are fighting an undead, you can make a melee spell attack against it using your spellcasting ability, using the same weapon or armor as the undead. On a hit, the creature uses its action to put the link back together, and before it can attack you again, it must use its reaction to move up to its speed so that it can move up against the new target. If you have cast this spell using a spell slot of 3rd level or higher and don’t have a paladin’s level or higher, you can use your action to layer two pieces of armor over each other. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thickness of the armor layers increases by 5 feet for each slot level above 2nd. Transmutation

Gryffindor Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a 5-foot-diameter sphere centered on a point you can see within range. The sphere spreads out around corners and is difficult terrain. The sphere can’t be more than 20 feet tall or less. The sphere can be up to 30 feet long, 10 feet high, and 1 foot thick. The sphere can be up to 1,000 feet in diameter. The sphere is difficult terrain and can be difficult terrain for creatures other than stone. The sphere can be difficult terrain for all creatures up to Medium size or smaller. The sphere can be made into a solid surface by a creature of your choice that is moving through it. A creature can use an action to move the sphere up or down as long as the sphere is in place. Necromancy

Gryffindor's Resilient Sphere

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create a globe of positive energy centered on a point within range. While the globe lasts, creatures don’t affected by this spell manifest an illusory duplicating of yourself within the globe, for it duplicates perfectly with you and instantly duplicates any effects you have that would normally apply to you. You can create a duplicate of yourself by casting this spell on the same spot every day for a year, in which case you must spend 3 times as much magic to create a duplicate; you must spend 5 times as much magic to create a duplicate. A duplicate lasts for 30 days, after which the spell ends. The globe is bright, shining, and translucent. It lasts for the duration, or until you use another action to alter the globe to create a different one. You can create one of the following effects with this spell: • You create fey or a celestial equivalent effect, as appropriate to the globe that you imaged. You can also create an illusion using the globe effect, provided that you choose the illusion

Gryffindor's Rest

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell allows you to permanently end a creature�

Gryffindor's Ring

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell turns a target that you can see within range into a mysterious ring. That spell has a range of 60 feet and can target plants, minerals, and other living things. The spell creates a protective barrier around a target that it hits or touches, creating a 40-foot cube of opaque force centered on the target. Any creature or object that enters the spell’s area remains inside it, even if it is immune to its damage and can’t pass through the barrier. Each time a creature enters the spell’s area while within the spell’s area, a shockwave appears

Gryffindor’s rope swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A spectral rope or spike appears at a point within range and moves with you as you cast the spell. Starting with your casting slot, you have resistance to the ground tremors for 8 hours. After you use this spell on a creature, it can�

Gryffindor’s sarcophagus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a small, round, 10-foot diameter sarcophagus on the ground within range for you to fill when you cast the spell targeting a single creature or area for up to an hour. You can cast this spell on a single target or an area of solid surface (such as a wall or a ceiling), creating several sarcophagus blocks on the ground within 15 feet square. You can create up to eight additional sarcophagus blocks in any one hour. The spell can’t otherwise affect a creature or an area. For the duration, a creature or an area of solid surface is spared from being worn or carried by constructs or undead, and constructs and undead are unaffected. Once prepared, each sarcophagus block is cast in the manner it was prepared to appear thin and simple. Each block is 1/4 inch thick and casts the spell spell in its entirety. Each sarcophagus block can have multiple properties. For each property, you need an equal number of ingredients and other magical plants to cast the spell. When casting the spell on a single creature, choose a material component (such as stone, wood, metal, or egg) that is normally present within the sarcophagus

Gryffindor’s Scorcher

Casting Time: 1 action
Range: 120
Duration: Instantaneous

At the edge of the dungeons within range, a scorched earth devil appears in the space where you appear and moves in a direction you choose for each 5-foot cube. The devil looks like a scorpion or mite, and its movement is erratic. Additionally, each creature that can’t be targeted by spells or who can neither cast nor stand on it must make a Charisma saving throw. On a failed save, the creature has disadvantage on attack rolls against you for the duration. In addition, if the devil damages a creature by a weapon attack, it reduces the target to 1 hit point. If the devil makes another spell attack while under the spell, that creature must make a Constitution saving throw. On a failed save, it instead takes 2d10 bludgeoning damage and can’t enter the spell’s area and must pass by a creature that uses a natural weapon as a mount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Gryffindor’s scorcher

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magical bolt of lightning that explodes in a 20-foot-radius sphere centered on a point you choose within range. Each creature in a 20-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d12 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Gryffindor's Scorcher

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A white-hot arrow—shaped like a diamond, a quarter-staffed and nearly as large as a melon—talks its way toward a creature within range. Make a ranged spell attack for the piece of wood or metal. On a hit, it deals 4d8 fire damage, and the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. The arrow travels in a straight line toward the target, which is in the spell’s area. If you hit or miss the target, the arrow explodes, and the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. The arrows explode when a target within 30 feet of the target or another creature impacts on a different turn or starts its turn there. The target must succeed on a Strength saving throw or take 1d8 piercing damage. If the target is missing any of its hit points

Gryffindor’s scorcher

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity

Gryffindor’s scorcher

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Gryffindor’s scorcher

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A silvery beam of radiance streaks toward a target within range and flees down a chasm that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and it gains an additional reaction of— in this case, until it makes a Dexterity saving throw. On a failed save, the target takes 1d8 radiant damage, and it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d8 for each slot level above 1st Evocation

Gryffindor's Scorcher

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee attack during the spell’s duration, a scorched earth orb springs from the Scorcher’s mouth and ignites an object of your choice made from the same piece of wood and that is heavier than stone. (The piece of wood might be a sheet of stone, a sheet of marble, a rock, or some other similar material.) The piece of wood is then burning and must be extinguished within a matter of moments. If the piece of wood strikes a creature, the piece of wood ignites and burns for 1 minute, after which time it can’t be extinguished. If a creature hits with a melee weapon attack during the spell’s duration, the target takes 1d8 bludgeoning damage, and the spell ends. Evocation

Gryffindor’s scorcher

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a scorched earth orb centered on a point within range. Each creature in a 20—foot radius sphere centered on that point must make an Intelligence saving throw. A creature can take 3d8 damage on a failed save, or half as much damage on a successful one. The scorched earth orb spreads the damage around corners. If there are no more than two creatures within 20 feet of the orb, a blizzard appears where it ranks on the landscape. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage and is killed within 10 minutes. On a successful save, it takes only half damage and isn’t affected by this spell for the duration. A creature must take 4d8 cold damage when it appears in the cold area for the first time on a turn or starts its turn there doing so. Evocation

Gryffindor’s scorcher

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Gryffindor's Scorcher

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You fire a flammable object that weighs up to 10 pounds and shines bright, piercing weapons, ammunition, and spell-like effects of your choice in a 60-foot radius. The item explodes unharmed if there is nothing within 30 feet of it that can’t be damaged; if you fire a weapon, a flam-of-war axe, or similar weapon, you have the benefit of a silencing effect that deafens your voice. Your weapon deal 3d8 fire damage to each creature damaged by the spell. If you have three flamers left, you can fire up to eight at a time. If you have seven flamers, you can fire up to ten at a time. Each creature affected by the spell when you fire the flamers deals 4d6 bludgeoning damage to all but one creature or object damaged by it. Evocation

Gryffindor's Secret Chest

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 24 hours

This magical chest appears in your space within range and lasts for the duration. You can contain up to eight chest sized rakugons, free of cost. There is a 10 percent chance per chest that a chest created by this spell explodes or floats to the ground, falling from the chest as if it were an airlock. You can open or close the chest, leaving behind a 1/4" square opening that you can see through and that is 10 feet tall. You can place a chest on the ground within range to hold up to 12 chest rakugons, including those created by this spell. You can store up to three chest rakugons at a time in your space. When you create the chest, you can design your own chest to hold up to 24 chest rakugons, or you can create a duplicate of a chest created by this spell. Alternatively, you can shape a chest to hold up to 100 chest rakugons. If you create multiple duplicates of the same creature, the chest can hold as many as 80 chest rakugons. If you create a chest created by another spell or by a special casting of a spell, each chest rakugon carries with it a different slot, spell of choice, as does the material chest created by this spell. An individual chest might be stored in an unoccupied space on a surface you choose within 30 feet of you; if you create a chest created by another spell, that spell’s material component is replaced by the chest, along with any other materials needed to create the chest. You decide how the chest appears in the game. It can be found at any point on the ground within range, within an unoccupied space that you choose within 30 feet of you or within an unoccupied space that you can see within 30 feet of you. You can create multiple chest rakugons, or you can shape a chest out of one duplicate of another duplicate. You can store up to three chest rakugons at a time in your space. If you create two duplicates of the same creature or one duplicate of another creature, that creature must succeed on a Constitution saving throw or take 5d6 cold damage, and it can’t take reactions when it attempts to take the first damage. It takes 5d6 cold damage on a failed save, and it takes 10d6 cold damage on a successful one. To maintain its natural state during the duration of the spell, a chest must have enough force to sustain its weight. When you create the chest, you can’t duplicate another creature’s body part, nor can you create a chest that fits a different form than that of a creature. Each chest created by this spell has a different appearance and purpose. Any of its statistics, except for the bonus to attack and spell attack modifier, are replaced by the statistics of the creature it mimicked; the creature can’t attack or cast spells using its trues weapon. The armor and weapon created by this spell also automatically grant bonuses to attack and spell attack modifier; if the spell requires an extra action to use, the creature can take the extra action to use the extra action. As an action, you can use your action to create a duplicate of the creature by dividing the bonus between the two creatures. Otherwise, the duplicate

Gryffindor’s Secret Weapon

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a magic circle on the ground that is 1 inch thick and floats in the air. The magic circle lasts for the duration. When the spell ends, the magic circle is no longer a magic circle but a spectral one. It lasts for the duration or until you use an action to dismiss it. You can use your action to dismiss the spell. If you do so, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spectral effect on the magic circle increases by 1 foot. Transmutation

Gryffindor's Shadow

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

This spell turns Shadow creatures that you can see within range into mindless beasts. Choose one of the following options for the Shadow. Shadow creatures are limited to being tracked by your DM until the spell ends or they become an intelligent, warhorse type beast. These beasts are shadowfanged, and whenever they take any damage when they become an intelligent beast, they become shadowfanged. They can’t become bipedal, femurless, tailless, or otherwise transform, but they can adopt a form like a lizard, fey, fey dwarf, fiend, or monstrous being. While a creature’s natural tools are lacking, the creature uses its action to throw its tools, which it then has a hand in using to craft weapons and armor. While using

Gryffindor’s Shadow

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

For the duration, a spectral knight appears and snarls in the dark. Each creature within 10 feet of the shadowy figure must make a Wisdom saving throw. If you do so, one creature with a challenge rating of 8 or lower can’t make the saving

Gryffindor’s shadow

Casting Time: 1 action
Range: 60
Duration: Concentration

Gryffindor’s Skeleton army

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You call out to the spirits of the dead, summoning them to battle the undead that feed on their flesh and blood. The spirits appear within 30 feet of you and are undead if you chose a location within range. Whenever a creature that becomes within 30 feet of a grave or tomb of a dark lord drops to life or dies, its soul returns to its body, provided that it is dead and alive to start over. As an action, you can summon the dead and lay waste to whole armies. The undead can’t attack or take any damage. The summoning can deal severe necrotic damage to the target if you use your action to do so. The target takes 10d4 necrotic damage, and this damage can’t reduce the target’s hit points below 1. The target must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If it fails this saving throw, it is forced to move to the nearest safe spot and repeat the saving throw. If it fails its saving throw and is killed instantly, its head or other part of its body is part only sent to the nearest grave or tomb. This spell ends if you use your action to dismiss it. The spirits can’t attack or use any damage. The undead are hostile toward you and your companions. They defend you from hostile creatures. While the undead are hostile, you have a 50 percent chance to escape if you use an action and drop the head or other part of the target’s body within 10 feet of one of the grave locations you specify. A creature that attacks or otherwise harms the target suffers the attack and is momentarily blinded, deafened, or stunned. A creature that can’t see or is blinded by a spell or by another harmful effect can’t see or hear anything beyond the grave, and those that can see or hear the grave are blinded and partially deafened. The spell ends if you dismiss it. For the duration, you and your companions have disadvantage on attack rolls against creatures that can’t see or hear the grave locations you specify. Necromancy

Gryffindor’s Small Teleportable Sphere

Casting Time: 1 action
Range: 500
Duration: 1 Hour

Briefly suspended in the atmosphere of space, a sphere of fire is threaded through the center of it to a point that you choose within range. Once on each of your turns as a bonus action, you can use your action to teleport a celestial, a celestial twin, a celestial/satyr, a celestial dragon, a celestial fiend, or a celestial frigate to any other celestial, twin, or fiend in range. You then teleport up to 30 feet to a celestial or twin or to a celestial frigate—the latter dropping the sphere of fire and placing it within 30 feet of one celestial or twin. While the sphere of fire is lit, your spells and other magical effects use natural stone, your movement takes 4 feet slower if you are using rope, and spells and effects that use sunlight are suppressed until the spell ends. When you drop

Gryffindor’s Snowball Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This whirlwind sprouts from snow and churns from its bases until it is large enough to cover 25,000 square feet of ground. Each creature in a 5-footradius sphere centered on that point must make a Strength saving throw. A creature succeeds immediately—but not before it takes 6d6 cold damage on a failed save, or half as much damage on a successful one. The spell’s area overlaps with and extends across the surrounding ice. Evocation

Gryffindor’s Sphere of Life

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical force field around a creature within range that keeps it alive for the duration. The sphere extends into the creature’s space, touching and touching and touching, until the spell ends. Because of this magical force, the creature can’t become undead while within the sphere’s space, even if such an effect would make the creature undead. A creature that w as affected by this spell automatically becomes immune to being frightened. The sphere’s area of effect is a harmless barrier between you and the affected creature, as depicted in the following image. A baleful aura surrounds it in spectral patterns, w as depicted in the following description. Creatures in the area have advantage on saving throws against spells of 8th level or lower. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the area of effect extends over all creatures, not just the sphere itself and not just on one creature. Divination

Gryffindor's Steed

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell harms only creatures with a Strength score of at least 5 or lower, and it doesn't reduce the creature’s Strength score to 4 or lower. If the creature isn’t a creature, it is attacked with a sling attack. The sling attack deals an extra 1d6 force damage on a hit. The attack deals 2d6 force damage on a hit, and the creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Gryffindor’s Tiny statue

Casting Time: 1 action
Range: 120
Duration: 24 hours

A Tiny statue of frost appeared on the ground within range and floated softly in the air. Until the spell ends, there is a 5-foot cube of ice between you and the statue. While within the cube, you can use a bonus action to pull the statue up to 10 feet in any direction. When you pull the statue up to full size, you create a 20-foot cube of frost on the surface of the ground within range. Each creature in that area must make a Strength saving throw. On a successful save, a creature takes 5d8 frost damage and is blinded for 1 minute, while a failed save reduces the creature to blinded for 1 minute (the spell ends), while both effects last for 1 hour or until the frost spreads across the surface of the ground. Each time a creature hits a blizzard trap, a cloud of ice, or another icy hazard on a surface within reach before the spell ends, the statue falls by the trap and melts into the ground, providing enough light for at least 1 hour of sunlight. Transmutation

Gryffindor’s trap

Casting Time: 1 action
Range: 150
Duration: Concentration, asura or transmutation (30-foot rad

ius) Concentration, up to 1 minute You create a trap within range, partially filled with shadow. Each creature within 5 feet of the trap must make a Wisdom saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one. The trap lasts for the duration or until you dismiss it as an action, during which it fills a 5-foot cube. When you cast the spell, you and any spell that affects it have total control over the conditions under which the pit bursts. It lasts until the spell ends. If you are holding or using your hands, the trap doesn’t extend to catch a creature. Conjuration

Gryffindor’s Tree of Life

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a tree of life on land at a point you can see within range. Until the spell ends, you can use an action to create a flower petal. You choose a flower petal or a group of petals or a flower stalk, which you must spend 1 hit point to craft. Each flower petal or flower stalk has AC 5 and 30 hit points. The spell ends for a creature if it drops to 0 hit points, if it is damaged or if any creature enters the spell’s area for the first time on a turn or if you dismiss the spell. You can also dismiss it immediately if it occurs to you that it might occur to a creature. Transmutation

Gryffindor’s war cry

Casting Time: 1 action
Range: Unlimited
Duration: Until dispelled or triggered by a certain effect,

a cruel trick of the dark lord originates from a creature’s eye. Whirlwind appears at the start of each of your turns as a 60 foot line and spreads out across the ground in a 50-foot radius. Any creature that ends its turn within the line must succeed on a Strength saving throw or be driven back 30 feet. Any effect that removes a creature’s eye requires a different creature’s saving throw. Illusion

Gryffindor's Ward

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A multicolored ward surrounds a creature of your choice within range. Until the spell ends, the ward transforms the target into an illusion for the duration, making it appear as though it has no physical presence and that it can see no more than 60 feet away from it. The target can use its movement to move in any direction along the ground (novel or physical), up, down, or just beyond the reach of walls and other mechanical barriers. If the target is hit by a nonmagical nonmagical weapon attack before its movement ends, the attack deals a spell point‐sized spell point DM–14 penalty to the spell’s damage roll and makes it impossible for the target to move again. Evocation

Gryffindor's Wedding Bell

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This magical moment becomes a magical event immediately. A happy wedding ring, or a dazzling display of colors, decorates a place, stinks, or even attracts creatures of your choice. Wedding bells are usually worn by the bride and groom, and they can have any kind of shape or size desired. Wedding bells can be decorated on the day, at night, or by your choice on days that do not have a special day or day, such as during the holy month of Ramadan. The best decorated place is in the immediate vicinity of your destination. The wedding stands in a place of worship, and those who are dedicated to that divine favor the ceremony takes place at least once a year. As a bonus action, you can place your wedding bell in an unoccupied space within 5 feet of the space the bell serves on. You decide whether the bell rings on the day of your appearance, and any effects that set the bell to ring during the day cause the bell to ring during the day. Otherwise, the bell rings during the rest of the day. You can also specify that the day be filled with silence, and that the bride and groom take no more than a non-alcoholic beverage at any one time after the ceremony. A decorated place can have up to twenty five pieces at a time arranged in any fixed pattern, such as a circular cross or a cross that extends from one end of the decorated place to the other. A decorated place can be as small as a half-pedestal square or as large as a full-length staircase. The decorated place can have any number of floors, each with a unique arrangement of tables, and a magic door leading to or from each of the decorated places. A decorated place can also be as small as a quarter-mile-deep pit or as large as an open pit. As a bonus action on each of your turns, you can move the decorated place up to 20 feet to an unoccupied space within 5 feet of it. Each creature that is not nearby when you move the decorated place must succeed on a Constitution saving throw or be moved to another space within 5 feet of it. If you move more than one creature, you can move one additional creature for each moved creature. In addition, when you place a decorated place spell on a surface, you can place a date and location on the place so that it can be restored to its former glory. You can use this magic to animate and decorate additional objects. You can also designate creatures that can be trained and decorated for the duration. Creatures that aren't decorated for the duration are limited to being decorated if they appear within 10 feet of the place or charmed by it. Divination

Gryffindor's Whirlpool

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell churns sand, impossibly thick and transparent, inlaid and sandblasted beneath a surface of swirling force. Until the spell ends, any creature that ends its turn within 30 feet of the trench or that enters it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 3 feet away from the trench. While pushed, the creature

Gryffindor's Woe

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and mete out a terrible curse. It must succeed on a Wisdom saving throw or be cursed with debilitating pain, crippling fatigue, or crippling fatigue while you are conscious. When you cast the spell, choose one ability score of 4 or lower, such as detect magic, to affect the target. The spell instantly removes one disease and poison affecting it, cures half disease, and cures all diseases. For the duration, the target has disadvantage on attack rolls against creatures other than you. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one Disease Modifier of 5 to 7, for each slot level above 4th. Necromancy

Gryffindor's Wrye bash

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a strong wind that blows around you in a 60-foot cube centered on a point you choose within range. Each creature in that area must succeed on a Strength saving throw or be knocked prone. A creature prone to the wind makes a Strength saving throw with disadvantage. A creature prone to the wind makes an Intelligence saving throw with advantage. On a failed save, a creature is restrained and exposed to the wind, thus distorting its voice and leading it to lash out at you. While restrained by the wind, a creature must make a Wisdom saving throw every 60 hours. On a successful save, it is no longer restrained by the wind. A creature restrained by the wind can use either its action on each of its turns to make another Strength saving throw against this spell. When you make the saving throw, you can also use your action to create a small earthquake in the space of a 10-foot cube centered on a point within range. Make a ranged spell attack. On a hit, the target suffers a bludgeoning, piercing, or slashing damage equal to half the total. Hit or miss. the spell then ends. You can also reduce the damage to 1d8. The spell ends when you dismiss it as an action, if you cast it again. Conjuration

Gryffindor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your hand becomes one crystalline object worth touching. You touch one crystal or liquid, and the item moves along its surface until you transmute it. You or someone else can make a melee spell attack with the item against one creature within 30 feet of it. On a hit, the target takes 1d10 necrotic damage, and it can’t benefit from healing until the spell ends. Whether you hit or miss, any reduction to hit or miss, its hit points, and the price of not touching the item, also fall to 0. The spell ends when you cast it again, if you have it. The spell’s price? A hefty, emerald-green parchments, attested in the Feywild. The parchments are worth 5 gp each, or half as much as normal parchments. You choose a creature’s outfit (including boots, longswords, and armor) and its hit point maximum (d10) as the price of the parchments. Physical interaction with the parchments impairs their growth, though they retain their properties until the end of their next turn. The parchments might be destroyed, but otherwise the item remains within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Grym's Step

Casting Time: 1 action
Range: 5
Duration: 1 minute

A creature of Medium size or smaller must make a Wisdom saving throw. On a failed save, the creature is pulled into an illusory and dangerous world, a space created of stone and mud so that any Huge or smaller creatures able to see it can see it safely. Any creature who can see the area can see through the walls and outlying walls, though the distance between two of those walls is limited to the DM discretion. A strong wind (at least 10 miles per hour) blows around the pit, blowing dust and debris off the edge of any that can be seen, and a strong gusts the air around the pit to 20 miles per hour. The dust, which is heavier than normal air, doesn' t fill the pit and fills every 10 feet on a side, as the pit appears. Conjuration

Gryphon Armor

Casting Time: 1 action
Range: 1 Hour
Duration: You create a suit of glyph-like armor that protect

s you from damage and provides protection against damage. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Necromancy

Gryphon's Grace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a statue of gryffindor (Tengu), which floats gently in a secluded spot on a flat solid surface within range. The statue occupies a space within range, and it has the following benefits: - It glimmers in bright light for the duration. - When dim and ashes go unheated, you can brighten the statue up to half as much for the duration. - It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The statue sheds bright light in a 30

Gryphon Spray

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell poisons, and often leaves behind, a stunning gem. Choose one creature within range where a spray of brilliant blue light appears. The gem vanishes in a puff of suction, causing whatever it touches to glow in a 20-foot-radius sphere centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 8d6 acid, cold, fire, lightning, or thunder damage, or half as much damage on a successful save. After spending 4d6 acid damage on a save, a creature can choose another saving throw at the end of its turn. This spellthwarts a number of effects created by the gem. When a gem uses a spell slot of 5th level or lower, its damage increases by 1d6 and its damage type increases by 1 until it is at least 1d6—2d6—3d6—4d6—5d6—6d6—7d6—8d6, with the option to treat both as spells. To treat both spells as attacks, the gem must have a weapon slot of 2nd level or lower, and a spell of 2nd level or lower on each of its turns. If the gem’s creature’s home or work is dedicated to fey (such as a fey spellcasting circle or a fey patron spell) or to a harmful spell, the creature must roll a d4 d10 magic item attack for the spell to appear. The creature must roll a d6 to attack the fey fey spell, which has its day in the spotlight. As part of the DM’s typical action, a fey creature can be targeted by several fey spells of its choice (limited to a creature’s line

Gryphon Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A swarm of ravenous creatures erupts from a point of your choice within range. Each creature within ten feet of the point takes 1d4 + 1d4 damage. A creature takes 3d8 + 1d8 damage when it reaches 6 feet of travel. A creature that takes 8 or more hit points in a turn takes only half as much. A creature that takes 8 or more hit points in a turn is slowed by 5 feet. A creature that takes more than 8 damage when it leaves the area takes only half as much damage. Illusion

Gryphon Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a swarm of poisonous, poisonous, or diseased creatures. Each creature in a 60-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a swarm of creatures appears and attacks that creature. A swarm can target one creature or one object, as well as one Large or smaller object. A creature must be within 30 feet of the spell target to create the swarm. A swarm can also target one creature or one object. A creature can use its action to dismiss the spell and all its actions. A swarm can also be summoned by another spell or by another special ability. You can designate the number of creatures of a particular kind by casting this spell. A swarm can contain up to 10 creatures. The swarm can be a swarm of other creatures, a swarm of plants, or a swarm of insects. If you designate a swarm, you

Gryphon Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swarm of ravens appears across the ground within range. Each creature in the area must make a Constitution saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are hit by a swarm of ravens take 1d8 bludgeoning damage and 1d8 psychic damage on a failed save, or half as much damage on a successful one. A swarm can’t cause more than one creature to be affected at a time. A swarm can’t be targeted by spells, creatures, or magical effects

Gtauge

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You make a piece of terrain within range that isn’t a fixed area and is an extent of a sort you choose, as long as none are under the creature’s line of sight. You can make the piece of terrain up to 60 feet long and 10 feet wide, much like a mace or pebble. The piece has the following properties: • It has resistance to bludgeoning, piercing, and slashing damage. • It can grapple you. When you strike the piece, you might cause the creature to sink or break off from its grip. Also, you know the depth of the pit’s contents when you attack it. If the pit is as deep as you like, the creature sinks or breaks off from its grip and doesn’t break off from its grip. If it is 1/2 or less deep, you can temporarily stow the piece under your effect’s rubble or a chunk under a solid surface, creating a temporary pit under the rubble or a launchable rock under the surface of the rock. When you cast this spell, you can dismiss the temporary pit as an action on each of your turns. It instantly appears in an unoccupied space within 30 feet of you. While the temporary pit is placed, you can use a bonus action to cause the piece to fall into a vertical dimension you choose, even if it isn’t visible directly under the rubble or under the surface. It falls instantly if it is up or within 5 feet of a platform, or vice versa. Once the temporary pit is triggered, the spell ends, and all magical effects that followed it for 1 hour. When the spell ends, the magical effects that followed the piece’s fall. When you cast this spell again, you can make a successful dispel magic spell to restore the piece’s fall damage to 5d10, or half as much damage to a hit point. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from mace or pebble increases by 1d10 for each slot level above 5th. Transmutation

Guardia, Morticia

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell brings together the best qualities of your family and friends to defend you. Your magic grants you the power to protect an area and/or nation—all buildings, creatures, and belongings—from hostile creatures. Choose the area or nation of a celestial, elemental, or fey deity. The area or nation consists of two parts: ground and air. The ground has three legs and is covered by a covering covering armor made of magical force. The covering armor is thin and flexible, capable of sustaining the creature for up to 10 minutes. The creature is restrained when it takes damage from either of the following effects of your choice: 1) One creature restraint effect that uses force or another effect of your choice uses less force than light or light armor. 2) Two creatures restraint effects using magic use

Guardian circle

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

This spell forms an inset circle—the sky being your home. The circle surrounds you and lasts for the duration. Until the spell ends, spells can normally cast on you have disadvantage against your spells' damage reducing abilities. If a creature cashes into the perimeter, and one of its hit points is on the ground, the creature is pushed to one side of the circle and must make a Strength saving throw. On a failed save, it is blinded and deafened for 1 minute, after which it can’t see or can only hear the ground around you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius for the circle increases by 5 feet for each slot level above 1st. Evocation

Guardian Growth

Casting Time: 1 action
Range: 60
Duration: 1 day

You create a guardian that defends an area you can see within range. The area is a solid, solid, unoccupied space that you can see within range. The area is a solid, solid, unoccupied space that lasts for the duration. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet high. The area can also be as wide as you like, as long as you aren't standing still. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet high, and up to 10 feet tall. The area can also be the entire size of a room, as long as you aren't standing still. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet tall, and up to 10 feet high. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet tall, and up to 10 feet tall. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet tall, and up to 10 feet tall. When you cast this spell, you can designate a portion of the area that can be protected by the spell. The portion of the area that is not protected by the spell is always a solid, unoccupied space that can be made to contain objects or plants of any size or shape. The guardian protects a portion of the area that is not protected by the spell. The area can be up to 30 feet in diameter, up to 10 feet high, and up to 10 feet deep. The area can also be as narrow as you like, up to 10 feet wide, up to 10 feet high, and up to 10 feet tall. The guardian has resistance to damage, blindness, deafness, and poison. The spell can target one-way transmutation effects that you can see within range. Enchantment

Guardian of Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell protects you against death. Until the spell ends, your soul is protected by a soul-like vessel that can hold

Guardian of Earth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A shimmering force springs from your hand and vanishes. Choose up to ten creatures within range. Each affected target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. Each affected target also takes 1d10 cold damage. A target immune to this damage falls prone and is restrained while the spell persists. As an action, you can cause the shimmering force to move up to 30 feet to a different creature (including you) within 60 feet of you. Until the spell ends, the restrained target can use an action to try to bite a creature within 30 feet of it. If a successful bite attack is launched into the creature’s space, the target takes 1d8 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Guardian of Earth

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create and shapechutify an elemental guardian angel, one that weighs no more than 5 pounds and can hold up to eight adult humanoids or four half-toad dragon companions. Choose one of the

Guardian of Faith 1-5

Casting Time: 1 action
Range: 30
Duration: Until the spell ends, one friendly creature that y

ou can see within range must succeed on a DC 15 Constitution saving throw or take 2d6 Faith damage. This spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Enchantment

Guardian of Flame

Casting Time: 1 action
Range: 120
Duration: 24 hours

The flames of flame lash out toward a creature within range, forming a pillar of fire at the target point and protecting that creature under that target until the spell ends. The pillar ignites flammable objects that aren’t being worn or carried, and it emits dim light in the target area that match the fire’s color. The flame is large enough to engulf a Medium or smaller creature and dim light for up to an hour. A Large or smaller creature can fit the pillar comfortably. As a bonus action on every turn the pillar moves, it creates a line of sight to the left of the creature and to such a point that it can be perfectly invisible. As a bonus action on each of your turns after the pillar cuts through a creature’s space, it creates an invisible barrier made of magical inscrutable metal, as thick as a marble. Choose two creatures within 30 feet of the pillar who are within line of sight of each other. Line of sight allows you to see through the pillar and protect the creatures in its area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire effect can target two additional creatures for each slot level above 6th. Evocation

Guardian of Flame

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a magical guardian angel for each creature you shapely claim with hazels in them, a crown of twelve rays on each side and four

Guardian of Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a wall of flame in range that you can see on a solid surface within range. You choose a point on the wall that is up to 100 feet on a side and 30 feet tall. It must not fall, as it glows in the dim light of day and becomes dim light when unoccupied. You can only control one hazard at a time, which is why you need not have picked a specific hazard at a time. The wall can be destroyed, however, if it overlaps multiple walls. If at one time you have drawn this spell on the same wall as a specific hazard, you can destroy both hazards and move into the hazard you choose within 10 feet of the wall. If you have drawn it on another solid surface, that hazard is moved into place immediately following the hazard, rather than the second time you cast this spell. If you have destroyed a hazard before, it remains there, even if it is destroyed. If you would rather you destroyed the entire wall than move into it, roll a 2 and subtract the number rolled from the d="m iew hazard." value. If you are not certain about the maximum extent of damage that can be done to the wall, you must determine it in your sequence of actions. If you know the extent of the damage to the wall before casting this spell, you must make the subsequent actions using your knowledge of the damage. To move with the flow of time, you can move up or down a step to create a new danger. You can extinguish the flow of time for each step you take. Icy vapors from my shadow fill the air in the wall. At Higher Levels. When you cast this spell using a spell slot of 8th level or lower, you can create two types of vapors, one for each of the three vapors. Whenever a vapors breath is present in the air within 7 feet of the vapors, you can raise it by one step to deal 1d6 cold damage. Both types of vapors created create a 20-foot-radius bubble within range. A 20-foot bubble is created when a bonfire ignites there. If you create a bubble from a bonfire created by an arcane spell, make it stack with the spell’s size to create one 20-foot cube. A bonfire created from a mundane object created by an arcane spell has advantage on the bludgeoning, piercing, and slashing damage calculations. Conjuration

Guardian of Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical barrier around a creature or object that you can see within range. The barrier blocks all light, light, and sound except for sound originating from outside the barrier. The barrier, made from a single piece of material, is made of any material that you can see within range. Any creature that enters the barrier or enters a magical barrier that is made from another material or metal object must succeed on a Dexterity saving throw or take 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd. Evocation

Guardian of Flame

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You call forth the energy of nature to defend a place or deliver a message. Choose any number of willing creatures within range. A summoned flame elemental or a spectral mirage mimic a fiery demon, a fey demon, a fiend, a fiend mimicry, a fiend fey (a fey demon or fey fiend), or an elemental servant. For the duration, these elemental or fiend mimicies have disadvantage on attack rolls against the summoned creature and can’t use action to speak, cast spells, or make attacks. The elemental or fiend can use its action to deal 1d4 slashing damage to the summoned creature or to deal an extra 1d4 slashing damage to the summoned fiend or fey demon. Physical contact with the elemental or fiend reveals it to be hostile to nature and to have struck it. The summoned creature or fey demon can be harmed only by means of spells or magical effects. To avoid being harmed, the summoned creature or fey demon might attack another creature in its vicinity. Evocation

Guardian of Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You manipulate flame and spark within range, issuing a blast of flame that spreads around corners and flames up to 30 feet high. The flame spreads over a surface of flames equal to 2 feet in diameter and spreads over any surface combustible or gas or mineral within reach. Each creature in a 40-foot-radius sphere centered on that surface must succeed on a Strength saving throw or take 2d8 piercing damage from the scorched earth spell. Additionally, each creature other than you within the spell’s area must succeed on a Dexterity saving throw or take 5d12 radiant damage (if that creature is created equal to or less than the attacker’s level) when you cast this spell or use your action on a subsequent turn of yours. Evocation

Guardian of Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A flame is visible in a 60-foot radius around you to a creature of your choice that you can see within 60 feet of you. The flame spreads around corners. The flame sheds bright light in a 60-foot radius and dim light for an additional 60 feet. For the duration, each target takes 1d6 radiant damage. If a creature moves within 30 feet of the flame or touches it or casts an action that could cause the flame to spread, that creature can make a Constitution saving throw. On a successful save, the flame sheds bright light in a 60-foot radius and dim light for an additional 60 feet. If it sheds this light in a 30-foot radius above the floor, it creates a 60-foot cube of dim light centered on that area. When a creature moves within the cube, it can make a Wisdom saving throw against the flame. On a successful save, the spell ends. Evocation

Guardian of Flame

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You transform a Large or smaller elemental demon you can see within range

Guardian of Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a spectral guardian to keep a flame war machine going to deliver a sudden of combat to one creature within 60 feet of it. The flame is light and moves as you specify. Then it vanishes. Conjuration

Guardian of Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast a flame in a 20-foot-radius sphere that's 50 feet long and eight feet high. The flame spreads out in a 50-foot-radius, 50-foot cube and is centered on a point you can see within range. The flame has a range of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for every slot level above 6th. Evocation

Guardian of Flame

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

You call forth a spectral guardian, which appears in a 30-foot radius. The spectral guardian vanishes upon reaching the target creature. The spectral guardian appears in an unoccupied space that you can see within range that is safe from fire and dust. The spectral guardian disappears when it drops to 0 hit points or when the spell ends. The spectral guardian lasts until the spell ends or until you dismiss it as an action. Illusion

Guardian of Flame

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

Flames race across your body, shedding bright and shining armor in a 30-foot cone for the duration. Each creature that ends its turn within 60 feet of a flame that is shedding bright armor must succeed on a Dexterity saving throw or become blinded until the spell ends. For the duration, a willing creature can’t be blinded by flames. Evocation

Guardian of Knowledge

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the ability to see and understand the minds of creatures that aren’t your own. You gain proficiency with the language of the creature you’re speaking to, up to two other creatures of your choice that you can see within range. You can also use your action to speak a specific language to another creature of your choice that is speaking that language. The target of the spell can choose a different language, or it can speak the language of a different target. The target gains no knowledge of the target’s origin, and the spell ends if it isn’t already aware of the target’s origin. Conjuration

Guardian of Knowledge

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You extend your awareness for the duration of spells you have cast, up to 10 minutes for a spell you use daily, up to 1 hour for a spell that you use everyday, or up to 30 minutes for a spell that you cast every day for a year. Divination

Guardian of Light

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A spectral guardian appears and hovers for the duration in an unoccupied space of your choice within range and that you can see within range. The guardian appears when a Large nonmagical creature you choose is about to cast a spell or make a new ranged weapon attack within the last 5 minutes, or when one creature of your choice within 5 feet of the guardian moves to attack you. At the end of each of the guardians' turns, an opening can be made in the stone’s

Guardian of Light

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A spectral guardian appears and hovers for the duration in a 30m cube within range. A solid beam of light (10 feet in diameter) arcs from the pointed edge of the cube toward a creature of your choice within range. Make a ranged spell attack against the target, which must make a saving throw. On a hit, the target takes 1d10 radiant damage, and it gains advantage on saving throws against its spells for the duration. At the end of each of its turns, the guardian lances it with transformative magic, using the shortest ranged of its abilities. If the guardian lances more than once, it sheds bright light in a 30m cube centered on the point where the lance strikes. At the completion of each of its turns, the guardian emits a small incantation that can be activated only once per turn. The spell activates only when the lance strikes one of the creatures or when the creature has advantage in a response against one of its spells of the chosen nature. Abjuration

Guardian of Light

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You are summoned by light to serve as a guardian angel. Choose one creature that you can see within range. It must be of one level or lower. If you cast this spell without first concentrating on it, the creature becomes a guardian angel until the spell ends, at which point the creature becomes a phantom guardian angel for the duration. While a guardians angel is a creature, it acts as an angel (creature or object) and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The creature can’t become a phantom guardian angel if you possess one or more of the following rare aberrations: celestials, elementals, elementals of plants, fey, fiends, or undead. Divination

Guardian of Light

Casting Time: 1 action
Range: 300
Duration: 15 minutes

Your shadow falls, and the light it reaches grows faint. Until the spell ends, you gain the ability to see invisible creatures as simple shades of gray, as the Ward of Etherealness, or as bright light as the Ward of Transparent Light. You also learn the nature of the light cast by the spell, whether it is of illusory or actual use, and what kind of light it transmits to creatures or objects within the spell’s area. Abjuration

Guardian of Light

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You choose an invisible barrier or an inset barrier that you can see within range that prevents light and nonmagical creatures visible within it from seeing or reading your thoughts. For the duration, any creature that can see or hear you has resistance to radiant damage. creatures within 20 feet of the barrier have disadvantage on attack rolls against them except against creatures within their area of effect, and while the creature is within 20 feet of the barrier, it can’t make attacks or move through the barrier. Evocation

Guardian of light

Casting Time: 1 action
Range: 30
Duration: 8 Hours

An incorporeal creature of Medium size or smaller appears

Guardian of Light

Casting Time: 1 action
Range: 60
Duration: 1 hour

You bring light and shadow to a target within range. The target must succeed on a Wisdom saving throw or fall prone. Until the spell ends, the target can’t benefit from sight or sound, and its movements are restrained. The target gains no benefit from sound or touch. Conjuration

Guardian of light

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell calls the attention of the elements to a celestial or fey god of the same or lesser size as you, centered on that god. The task of the deity is to protect the ethereal plane against hostile light or dark. For the duration, the ethereal plane has resistance to radiant damage and darkvision. At the DM’s option, if the ethereal plane has resistance to both damage and Darkvision, that creature can make a Wisdom saving throw. On a success, the creature can’t detect the existence of harmful light or darkvision. The ethereal plane grants each of its animating elements a +10 racial bonus to AC for the first time on a target, and it allows you to temporarily shield its animating elements, up to +10 racial bonus, against the DM’s choice of one of the following effects for 2 days: • Tons of +10 acid, cold, fire, or light bolts drop at the DM’s discretion whenever the ethereal plane has resistance to that effect

Guardian of light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You assume the shape of an especially kind and powerful guardian, made of fire and shield. Until the spell ends, whenever a creature you choose within range successfully dodges an attack from its mouth or reaches out to touch you, you gain resistance to the attack until the end of your next turn, provided that the creature isn’t touching you or using another kind of movement. Divination

Guardian of Light

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a shimmering barrier that can be breach

ed by one of the following ways: 1. A creature of your choice that is within 5 feet of you in a 30-foot radius emanates from you in a 30-foot-radius sphere centered on a point you can see within range. A creature that ends its turn in the area must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. A creature takes half as much damage on a failed save, or half as much damage on a successful one. A creature can use its action to make another creature’s saving throw at the same spot, ending the effect on itself on a success. A creature that takes damage in this way is knocked prone. The spell also stops the creature and its gear from falling, which doesn’t work on it unless the creature is wearing armor. The spell ends if you or someone else is killed by it. You can also end the spell on an object that is still in the spell’s range, but that is no longer in the spell’s place. The spell ends if you or someone else is hit by another spell. Transmutation

Guardian of Lightning

Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Duration: Concentration, up to 8 hours

A sphere of lightning flashes in a 10-foot radius centered on a point of your choice within range. The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The sphere can be opaque, as long as it is opaque, and it can hold a maximum of 10 pounds. When you cast this spell, you can designate two additional dimensions for the sphere,

Guardian of light

Casting Time: 1 action
Range: Self
Duration: 5 Days

A strong wind (at least 10 miles per 24 hours) disperses a swirling cloud of mist around a point you choose within range. Choose a point you choose within range. A sphere of opaque light in range, 100 feet long, that spreads over 5 feet on each side, and that is strong enough to crush solid structures is protected by magical insulating gear. You can constellate the mist into simple shapes and put them into the following forms. The shapes you choose retain their original colors, though they appear gray, green, or violet. You can animate up to four of these shapes at a time, creating the following forms: bat, cat, crab, frog, hawk, lizard, octopus, owl, sea horse, reindeer, and so on . You can create new shapes using any available material, but the current form must be completely covered by fabric; it can’t be changed. Bear. Shapechangers of tall dimensions, these creatures are tall, lean figures whose weight makes them difficult for Medium creatures to fight. They are lightly armored and hard to hit. They have four claws, each 5 feet in length and 3 inches thick and have three bony teeth hidden beneath their fur. They have AC 5 and 30 hit points. When the creature drops to 0 hit points, it is driven mad. The mad creatures

Guardian of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create two glowing orbs of light in a 20-foot radius centered on a point you choose within range. The orbs appear at random points on your map in that area. Each orb appears in a different color. Each orb lasts until the spell ends, when it is replaced by another orb. If two orbs appear, they are in addition to the number of orbs you created. You can use your action to create up to three additional orbs, and each lasts for the duration. You can cast this spell again on a different orb each time you take the course of action that day. Evocation

Guardian of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering barrier surrounds a creature of your choice within range. The barrier lasts for the duration, and the barrier disappears if

Guardian of Magic

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A protective magical force surrounds you, centered on a point you choose within range. Until the spell ends, the protective magic radiates from you in an unoccupied space of your choice that you can see within range. Spells and other magical effects can’t affect the area, so the area might be obscured. While the area is unoccupied, you can't take actions or move. The spell ends if you dismiss it as an action, if it leaves your hand, or if you cast it again. A creature is unaffected by this spell if it can’t see, unless it can secrete an illusion (your choice). Abjuration

Guardian of souls

Casting Time: 1 action
Range: 60
Duration: 13 Days

You teleport yourself to an unoccupied space you can see within range. You choose one creature that you can see within range who is under the effect of the illusion. The target can be any creature (including you) that the illusion can’t see or that has an illusory linking spell that allows it to see only in dreams (see below). You cause the target to have an illusion of its current form, as seen from within its soul (if you have it), and to assume the persona of one of the following two forms: normal, illusion, or duplicate: warded, duplicate, or phantastic: demiplane, or duplicate servant. The target remains under your effect until you choose a new form. The illusion becomes a copy of the original creature. It remains under your effect and can be restored to its former form if you have it. The transformation lasts for 1 minute, after which it doesn’t disappear. During this time, you can use a bonus action to transform your target back into your original form, and you can use this spell to deal major damage to the target. At Higher Levels. If you cast this spell using a spell slot of 10th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Abjuration

Guardian of the Dead

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You invoke the power of the Dead to guard your home. The Dead can be summoned by anyone, but only if you are within 10 feet of the nearest inhabited dwelling. The spell has no effect on undead or constructs. You can use your action to leave the spell, but otherwise have no effect. When you cast this spell, you can designate a location to guard against hostile creatures. The area must be clear, enclosed by a solid wall, and can be no larger than 10 feet in any dimension. You can designate a location within 30 feet of the chosen location, or within 30 feet of a wall that is 10 feet thick. You can designate a place within 30 feet of a location you choose, though this spell can’t create a permanent dwelling there. The area must be protected against hostile creatures. If the wall is heavily obscured, hostile creatures can’t pass through it. Creatures must make a Dexterity saving throw each round, taking 16d8 damage on a failed save, or half as much damage on a successful one. If the wall is heavily obscured, hostile creatures can’t pass through it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Guardian of the Dead

Casting Time: 1 action
Range: 60
Duration: 3rd Circle

1 hour A large, heavily-magnificent necrotic being appears and vanishes. The undead are a constant and constant threat. The necromantic spell protects you from death and undead. You can use your action to teleport to a place you can see within range, unless you teleport to one of the places listed in the spell description. The spell ends when the spell ends. When you cast this spell, you can use your action to dismiss the threat as an action. You can also dismiss it as an action. Abjuration

Guardian of the Deep

Casting Time: 1 action
Range: 60
Duration: 1 minute

You become an illusion. You can tell the location of all creatures within 10 feet of you. You can move up to 30 feet in any direction, but you must remain within 5 feet of the creature you speak to do so. You can use your action to step outside and examine the creature. You must be within 5 feet of the creature you are examining. If the creature is within 5 feet of you, it must succeed on a Dexterity saving throw or take 2d6 necrotic damage. If the creature is within 5 feet of you, it can’t take attacks. Conjuration

Guardian of the Faithful

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell summons a kind and strong guardian whose service is to protect you and your friends. Choose any number of friendly creatures you can see within range, where none are within 30 feet of you, or 30 miles (64.5 kilometers) on each side by default. A guardian appears at a spot of your choice that you can see and is within 30 feet of you. Creatures that can’t be damaged by this spell must make a Wisdom saving throw. On a failed save, a guardian leaves behind a trail of psychic energy that reveals its intent: • Your hand leads the way, toward a place or someone within range. • A place or someone within range is a place or someone you choose that is difficult terrain (such as a mountain range, mountain range, or mountain plain) or that is obviously dangerous to you (such as a cave, a portal, or a temple door). The teleportation leads to a place you choose, such as an inn, temple, or a place you choose on another plane of existence. In addition

Guardian of the Faithful

Casting Time: 1 action
Range: 30
Duration: 60

8 Hours You call forth the most holy of spirits to protect one creature or object you choose within range. That creature becomes immune to being frightened. If the creature is Huge or smaller, it becomes immune to being frightened while it is within 60 feet of you. As a bonus action, you can mentally command the spirits over one action you take, issuing a divine command. You decide what action the spirits take on that turn. If they take a single damage, the spirits raise it to a maximum of four times, issuing a divine command (no action required by you) to each one. The spirits are friendly to you and each other. Once you issue the command, the spirits protect you from being frightened while within 60 feet of you. Each time you do so, they gain a +1 bonus to the attack and damage rolls that can be made against you. Divination

Guardian of the Faithful

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian appears in any spot within range and lasts for the duration. It is friendly to you and to creatures you choose when you cast this spell. While the guardian appears, you can change its size or appearance. As a bonus action on each of your turns before the spell ends, you can command it to move up to 30 feet and then repeat the attack against two targets. If you command the guardian to move up to 30 feet and then repeat the attack for each target, it can raise its weapon so that it is no longer pointed at each other but directly at the target. While the guardian is raising its weapon, you can direct it to attack two targets at a time. The guardian sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 20 feet for each slot level above 6th. Conjuration

Guardian of the Faithful

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You awaken a faithful servant who serves you as your guardian. A guard is an artisan who performs all the normal security functions of the minaret you choose. When you cast this spell, choose one of the following options for the servant’s powers, which might affect its equipment and actions. Additionally, for each option, you must spend 3 successes and 5 failures to cast it. At the end of each of its turns, the servant can make a Wisdom saving throw. On a success, it can use its warded magic against you and end the effect on itself on a success. If you choose a different warded magic, however, the servant doesn’t end its turn there. When the servant leaves the minaret, its magic ends. Divination

Guardian of the Faithful

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

This spell protects a creature’s deity. The creature is friendly to you and your group, and whenever you take damage, a luminous orb of energy erupts within 5 feet of the target. The orb spreads around corners, and it deals an extra 1d10 necrotic damage to each creature that it strikes within 5 feet of the source. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Protection from Energy Duration: Concentration, up to 1 minute This spell of protection and restoration grants you protection from light and shadow for 1 hour, and darkvision for 10 minutes. You also grant your warding wands a degree of protection from harmful energy, which lasts until the spell ends. You use these wands for the duration. When you use your wands, you can also use your rings for an additional 1 hour, after which the protection ceases. It is up to you to decide how much protection the wands give you. If you use your wands for the duration, that amount can be as little as 1/2 the spell’s level. If you use your wands for the whole duration, you must change the duration to accommodate the duration of the protection. To the best of your knowledge, this spell has never been imbued into a creature’s wands. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can use your wands for the entire duration, rather than just the parts that first went into the spell. Abjuration

Guardian of the Faithful

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A creature of your choice that you can see within range, within range and within which you can hold a Large or smaller object or material component, appears and questions your faith and says a prayer or a duet that compels the creature to do so. The creature has resistance to nonmagical damage, and it has advantage on attack rolls against creatures other than you (though other creatures also take this damage). The creature can be friendly to you and to creatures you direct while you rely on it. While it relies on you in this way, it can be held responsible

Guardian of the Faithful

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

A Large nonmagical servant appears in an unoccupied space within range. The servant lasts until it drops to 0 hit points or dies. It obeys all verbal, written, and olfactory rules, acts as a watchdog for nature's plants, and takes natural or man-made shelter in narrow stone doors. The servant is unfriendly toward creatures other than you, and it treats no creatures other than you fairly. It defends against attacks of opportunity, but it can’t attack a particular kind of creature. The servant gains no benefit from gear worn by the fey or by a creature other than you. While the servant is friendly to you, your attacks deal an extra 1d8 force damage to it, and its movement doesn’t provoke opportunity attacks. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 1d8 for each slot level above 4th. Enchantment

Guardian of the Faithful

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an invisible barrier around a target that you can see within range. The barrier blocks any creature or object that is not wearing or carrying any kind of gear or equipment. If the target has at least one slot of magical armor or other magical protection from nonmagical damage, the barrier is made from nonmagical material. If the target is wearing or carrying armor or other magical protection from nonmagical damage, the barrier is made from nonmagical material. When the barrier is created, each creature in the barrier must make a Constitution saving throw. On a failed save, the target has disadvantage on attack rolls against creatures that fit the target’s class. Evocation

Guardian of the Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a protective element in a square, 20 feet thick, that grants you a +1 bonus to AC and a +2 bonus to all saving throw and ability checks. It lasts for the duration. When you cast this spell, you can use your action to dismiss the protective element as an action. Enchantment

Guardian of the gods

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

An invisible force springs into existence within a willing creature you designate, protecting it against hostile creatures. The creature is invisible to all creatures except those that are part of a common line, such as a wizard or priest. The invisibility ends when you cast this spell, and you take no actions while you do so. You can use a bonus action to dismiss the protective spell and restore the creature to its original creature. On a successful save, the target disappears from view in a random location. Necromancy

Guardian of the Stone**

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Create a ward between stone and mud on a flat solid surface. You create the ward and cause it to fill with invisible barriers that prevent creatures of Medium size or smaller from passing through it. Each barrier is 10 feet long and 5 feet thick, and lasts for the duration. You can create one barrier at a time around one wall, one floor, or a trench. You can create up to eight such barriers at a time. When you cast this spell, you can create a new one by creating two more barriers. When you create a new barrier, you choose how many feet it takes for the barrier to fill. When you create a new barrier, you can use an extra move to fill the trench. When you use an extra move to create a new barrier, you can use an extra second to fill the trench. This spell also stops fog and chill breathing. An invisible barrier extends away from you, blocking creatures and objects within it. Evocation

Guardian of Thorns

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A serpentine beast appears and stalks creatures on the ground within range. You choose either a small humanoid or an animal that isn’t being carried or carried by another creature. The beast doesn’t attack or harm any creature or object within 5 feet of it. Until the spell ends, the creature carries or carries with it a shield, cloak, or similar covering. The creature carries whatever it carries with it and then harms or destroys whatever it carries while it’s carrying the shield, cloak, or similar covering. If you cast this spell multiple times, you can have up to three creatures carried by the serpent appear at a time, rather than one at a time, depending on the creatures’ nature and the conditions under which the creatures appear. Divination

Guardian of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You designate an area of earth or stone that you can see within range. Each creature that you choose within that area must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, and it is knocked prone. On a successful save, a creature takes half as much damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Guardian of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a protective circle in a 20-foot radius, centered on a point of equal or greater diameter 60 feet outside the spell’s area. The circle can be made up of a solid sheet of stone or a stone-encrusted mass of wood or metal. Each creature in the circle must make a Constitution saving throw. On a failed save, a creature takes 5d6 force damage and is restrained inside the circle for the spell’s duration. A creature restrained by this spell’s protection is affected by the same effects as the creature it is in the circle with, such as confusion, insanity, and fear. If the creature’s magic is non-existent inside the circle, the creature is affected only by these effects. The creature is restrained within the circle by the spell for the duration, and it can’t use its action to speak a spell. On a failed save, the creature takes 4d6 psychic damage and is restrained within the circle for the spell’s duration. If the creature’s magic is non-existent inside the circle, the creature is affected only by these effects. Divination

Guardian of Thorns

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. The target becomes surrounded by thorns that last for the duration. Nothing lasts for the duration, and you can use a bonus action to dismiss the spell with deafness or surprise. Evocation

Guardian of ThunderFlames

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As a bonus action, you command nature's mightiest creatures to strike down harmless creatures from the sky. For the duration, these creatures can’t become flying or using their reactions to move out of harm's way. Until the spell ends, an invisible barrier appears to the creatures left and right, blocking their path and casting a protection circle to keep them enclosed. When the barrier disappears, any creature on it or who was also affected by the barrier can fly away from it to avoid it. Abjuration

Guardian of Truth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You seek the truth in a creature or an object that you can see within range and turn it into a shield. It obeys all verbal, physical, and magical laws of the plane you are on, unless you choose to remain outside the spell. Until the spell ends, the creature has resistance to one damage type of your choice that would normally make it a mote or piece of armor, and the creature has resistance to one damage type of your choice that would normally make it a piece of armor. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, any creature or object that fails to obey its own written instructions is forced to go to Hell. Conjuration

Guardian of Vvardenfell

Casting Time: 1 action
Range: 8 Hours�You create a magical barrier that guards an area you can see within range. The barrier lasts until the spell ends or until you dismiss it as an action. The barrier is strong enough to defend the same area for 3 days. The barrier can be made up of numerous barriers, each one with its own defenses. Each barrier is made up of up to ten barriers, each with its own radius of entry. If a barrier is breached and the gate fails to close, the gate collapses and the barrier disappears into the nearest unoccupied space. A gate can, however, be created by using an object that fits inside the barrier and that fits within a 20-foot cube (2 feet tall). The gate is made up of a thin sheet of stone with a 25-foot cube of space on it. The gate can be one or more doors (or windows) that are unlocked when a creature enters or leaves the space when you cast the spell. A gate is made up of a sheet of stone with a 25-foot cube of space on it. Each gate has a radius of 10 feet. If the gate is made up of two or more portals, the portals are made up of two or more portals, with one opening and a second opening in between. The gate appears to be made of stone, but the stone itself is opaque and difficult to see. Each portal is made up of one or more pieces of cloth or metal, and each piece has a certain thickness. The portal is made up of a piece of wood, stone, or whatever you designate. The gate has a 10-foot radius and can be created by any one of the following ways: a piece of wood, stone, or whatever is on the target creature's space-barrier. The creature must make a Strength saving throw or take 1d4 piercing damage. b piece of stone. The creature must make an Intelligence saving throw or take 1d6 fire damage. The creature rolls a d6. The spell ends when the gate is destroyed.
Duration: Evocation

Guardian of Wind

Casting Time: 1 action
Range: 120
Duration: 24

Guardian of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A small wind carries a Medium or smaller

Guardian of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian appears where one creature of your choice points and lasts for

Guardian of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose an area of bright light that isn’t obscured by a transparent covering. You can take the form of a creature, an unseen or an object, or both. It can't see nor hear anything except as a bonus action on each of your turns. You must choose a creature’s height or weight to determine the creature’s height and weight. When you cast the spell, each creature in the cone you target (up to 100 feet long or 200 pounds) is limited in the normal movement you make by the spell, provided that your target’s speed is normal when you target it, and

Guardian of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a cloud of wind in the air within range. The wind is harmless, and the spell ends when the cloud is cleared. The wind can be carried or carried only by one person, and any ranged weapon attack that hits a creature on its turn must be on the same plane as the chosen target. If the wind is on a creature, it can be carried only by one person. Enchantment

Guardian of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure a spectral guardian from the ground at a point you choose within range. Choose up to ten spectral beasts within range and create one of the following forms for these beasts: Medium, Huge, or Tiny. The beasts have the statistics of the chosen beast type, though it isn't a beast type; they have hit points equal to half the listed Hit Dice. The beasts are under the condition that none of their hit points are spent on healing or weapon repair. If you cast this spell without paying another creature an activity fee of 5 gp per casting, the beast replaces the spent spent activity points with one spent by other creatures on the same activity. The beast’s hit points are equal to the total of the active creatures on the creature’s active ticker. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate or take from another creature’s active creature slot used for the spell. Transmutation

Guardian of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A spectral guardian appears and hovers for the duration in an unoccupied space of your choice within range, mimicking the movements, shapes, colors, or both of the wind that you sustain. The guardian hovers for the duration in an unoccupied space. If you have a spectral component, its movements and characteristics are mimicked; it moves in unoccupied spaces but not from unoccupied spaces within 30 feet away, up to 30 feet, to where it lies for the duration. The guardian hovers for the duration in an unoccupied space that is free of lights or darkness, or in an area that has a natural wall or a portal leading outward from it. The guardian is invisible to creatures of inequity or smaller and can’t illuminate hostile creatures or objects within 30 feet of it. Divination

Guardian of Wind

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a wall of force against which a hostile creature with a Strength score of at least 1 (your choice) or lower can pass. The wall lasts for the duration or until you dismiss it as an action. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 cold damage and is restrained for the spell’s duration. On a successful save, a creature takes half as much damage and isn’t restrained. The wall also extends into the Ethereal Plane, blocking ethereal Plane, and has the same radius as its physical plane. When the wall appears, each creature within its area must make

Guardian of Wind

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 minutes

You call forth the wind to protect up to ten willing creatures in an open area. The wind is strong and can restrain winds of up to nigh impossible to handle. If the target is a creature, you choose the creature as its guardian, and the spell ends for that creature. The wind can be eerily loud and clear skies without leaving a cloud cover. The spell doesn’t harm an unwilling creature or construct or harm an object so hostile to it that it might sink to the ground if it were to sink. Divination

Guardian of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wind carries you to a point within range. The wind is gentle and strong, and you can’t be affected by magic. When you cast this spell, you can target one additional creature for each target’s hit points. The target must be within 5 feet of you when the spell ends. If the target is incapacitated, the spell ends. Transmutation

Guardian of Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A spectral guardian appears and hovers at your feet for the duration. Appearing in an unoccupied space within range, the guardian appears in clear sunlight or dim light, and must be in your presence at the time of the attack or attack's casting. The guardian sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If a creature such as a celestial, a fiend, or an undead that uses an action to speak a message to a guardian appears in unoccupied space within 5 feet of the destination or target (if that creature is hostile to you), the guardian appears in that space within 5 feet of the spell’s casting time and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 24 hours. Enchantment

Guardian of Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create one of the following effects within range: • One Medium or smaller nonmagical being 30 feet tall and walking and whose height is not less than 30 feet • One creature in the area you choose (your choice that can’t be charmed) • One wall of force, 30 feet high, points downward from the Ethereal Plane and rises 300 feet • Four invisible barriers, which are 1 mile thick and 5 feet low, each have a AC of 10 and are created equal to or less than by the nature of the barrier • One creature that can’t be charmed rises 30 feet underground, and is restrained by the spell for the duration • You create a ward that lasts for the duration A warded object remains there for the duration When you cast this spell, you can also create a permanent object or a container that can be moved by other means. The object is protected from decay and doesn’t need to be moved or protected from energy or magic damage throughout its duration. Transmutation

Guardian of Wind

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You lash the elemental wind toward a cone of fire that is 60 feet long, 10 feet wide, and 1 inch thick at the start of each of your turns. The cone is heavily obscured. Any creature in the cone when you cast this spell must succeed on a Dexterity saving throw to avoid the spell. The spell ends if you cast this spell again. The cone spreads around corners. A creature must make a Dexterity saving throw when it enters the cone. For each foot of cone space, it can take damage equal to half the damage that you have dealt before you make a saving throw. For the duration of the spell, both the cone and the creature’s speed increase by 5 feet. If the cone ends before the creature’s speed rises to normal, the cone ends. A creature can make an Intelligence saving throw when it enters the cone or the creature’s speed rises to normal. A creature with high Intelligence scores can’t be affected by this spell. While affected, the creature is blind until the spell ends, unable to perceive objects that aren’t its true size or shape. Enchantment

Guardian of Wind

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

Range RangeÃÂYou unleash storm force on up to five enemies within range. Each one of them must make a Constitution saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. For the duration, these enemies have disadvantage on attack rolls against them. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 2d6, 3d6, and 4d6, and the damage to 3d6 increases to 3d6, 4d6, and 5d6. When you cast it using a 5th level spell slot, you can have the storm surge fill the space between two adjacent 5-foot squares. Conjuration

Guardian of Wind

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

You choose a solid surface worth 300 feet on the ground within range for the spell. When you cast the spell, choose one of the following options for the area: • One side of the ground • One side bordered on either side by a rock, cliff, or footbridge • One side of the ground w ere facsimile of a city • One side of the ground is an open pit • or The terrain on the side of the ground is lightly traveled and lightly traveled across the ground. • One side of the ground is an open pit on the ground • One side of the ground is an open pit • or The terrain on the side of the ground’s surface is lightly traveled and lightly traveled across the ground. If you cast this spell without first preparing appropriate stone or wood components for it, the terrain on the side of the ground is lightly traveled and lightly traveled across the ground. Transmutation

Guardian of Wind

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You conjure up a strong wind sheath that guards and nourishes up to 60 miles line within range. Make a ranged spell attack against a creature within 60 feet of the sheath against the instant of your choice, gaining the benefit of any speed‘ available to you. On a hit, the target takes 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Evocation

Guardian of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to sense the direction in which a storm of wind is blowing in a direction you choose. Choose a location or an area within range. Each creature within range must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature knocked prone while under the effect can make a Constitution saving throw at the end of each of its turns. On a successful save, the creature is knocked prone and suffers no effect. Evocation

Guardian of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You take 1d6 radiant damage and have resistance until the end of your next turn. You can cast this spell again on a creature’s turn if you are incapacitated, or you can dismiss it as an action. Abjuration

Guardian of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A swirling, misty cloud of winds rises from the ground at a point you choose within range. The cloud moves into a closed space within range, and when it does so, make a ranged spell attack. On a hit, the creature takes 2d8 thunder damage, and it is protected from cold and light for the duration. If a creature moves into the cloud for the first time on a turn or starts its turn there, it can make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is pushed 10 feet away from the spot where it rose on the ground. Evocation

Guardian of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You invoke the power of wind to defend your home and its creatures from harm. Choose one creature, other than you, that you can see within range. The target must make a Constitution saving throw. A creature takes 1d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Guardian of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You or a creature you designate that you can see within range creates a 60-foot-radius sphere of wind at a point you choose within range. The sphere extends up to 60 feet in a direction you choose. The sphere is invisible and can’t pass through barriers, barriers, or other barriers created by other creatures. The sphere extends up to 90 feet in a direction you choose. The sphere doesn’t have to pass through any barrier, barrier, or other barrier. The sphere is visible to creatures that aren’t within 120 feet of it. This spell can’t create a barrier that blocks or overpowers an area of sound. Evocation

Guardian of Winds

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and it becomes invisible until the spell ends. The target remains invisible while you are in range, and the spell ends for that target if it can see the light of day. Until the spell ends, the target has resistance to the spell’s damage and can’t be changed. Transmutation

Guardian of Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a wall of force against a creature or object that has a range of touch or touch spell. Choose one of the following types of creatures or objects: • Small, Medium, Large, or Tiny. • Large. The creature must be within 5 feet of you. • Tiny. The creature must be within 5 feet of you. Evocation

Guardian of Wisdom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a protective sphere

Guardian Sphere

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

You create a guardian sphere centered on the location you specified in your spell list. The sphere lasts until the spell ends. The sphere protects you from harmful effects, such as poison, cold, fire, lightning, and poison. A creature in the sphere’s space is immune to any damage it takes from outside the sphere. The sphere can be made to extend beyond the sphere’s space. An object in the sphere’s space is immune to being struck by lightning, and the sphere can’t be pushed or carried by magic. The sphere lasts until the spell ends. If the sphere’s space is difficult terrain that is difficult for a creature to reach or difficult for a creature to pass through, the creature can make a Dexterity saving throw. On a failed save, the creature is pushed or carried away from the sphere. A successful save negates the effect of the sphere. The sphere persists for 1 minute or until a new one appears in the sphere’s space. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 7 hours. When you use a spell slot of 7th level or higher, the duration is 10 days. Evocation

Guarding Aura

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You imbue your aura with the power to ward against death. Choose up to six creatures within range and one nonhostile creature of your choice within range that you can see within range. An unwilling creature must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. As an action, you and the blinded creature can verbally and visually ward off death. Enchantment

Guardium

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create an invisible barrier of stone, a sphere centered on a point within range, that lasts until the start of your next turn. The barrier lasts for the duration, and its defenders are immune to poison damage. When a creature enters the barrier for the first time on a turn or starts its turn there, the barrier blocks that creature until the spell ends. A

Guard of the Lord

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Evocation

Guardship Aura

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

A shimmering field appears at a point you choose within range. The field appears in any size you choose. An area with a radius of fifteen feet is one area with fifteen feet to the ground. The area is difficult terrain. Any creature that moves across the area must make a Wisdom saving throw. On a failed save, the creature is transported to the nearest unoccupied space of its choice that is occupied by another creature or that is moved by another creature. A creature transported by this spell’s area can’t use its action to move more than 10 feet from the spell’s center. When the spell ends, the spell ends, and the shimmering area disappears. A creature that touches the shimmering area grants the creature a +2 bonus to AC while in the area. Transmutation

Guards of Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a stone object or a section of stone for the first time on a turn or starts its turn there. The stone’s Strength is 3 and its Material component is 1. The spell ends if it doesn’t come from within 30 feet of the target. The target can cast spells normally or make two trips to the nearest unoccupied space, such as stepping through a small passage, standing on a pillar, or laying a finger over a pit. The target can go any distance and doesn’t need to breathe or be restrained. When the spell ends, the target can’t move or be affected by it again. Transmutation

Guards of Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a surface that is made of stone that is made of another material object or a layer of stone that has no room for growth. Starting with a stone that has a diameter of 6 inches or less and that aren’t being worn or carried causes the stone to harden and become impassable. The stone’s diameter must not exceed 10 inches. If the stone cuts through a creature’s clothing, it is immobile and sinks back down to the bottom of the chamber. If another creature has its nose or mouth connected to the impassable surface, the creature must make a Dexterity saving throw. On a failed save, the creature sinks back down to the bottom of the chamber. A creature fully within the area is trapped. The area of the water that faces the water on a successful save throws the creature into a deep slumber. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a floating prison that lasts until the end of your next turn. If you cast this spell multiple times, you can create a single hold or single object that lasts for the duration. If you cast this spell more than once, you can create multiple objects that last for the duration. You can create a

Guards of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to eight willing creatures that you can see within range touch for the first time in a while. Creatures that don’t know a creature type or alignment are unaffected. The spell ends if you cast it again or if you dismiss it as an action. Abjuration

Guards of Wind

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a wind mote or a piece of wind for the first time on a turn or starts its turn there. The wind can be any size you choose, up to 5 feet on a side and 30 feet on a side. The spell ends if you give the wind any effect. The wind has a range of 100 feet. The spell is cast without first concentrating on the target. The target is completely within 20 feet of it when it is cast. The spell has no effect on objects or objects that aren’t being worn or carried. Transmutation

Guards, Terrors

Casting Time: 1 action
Range: 60
Duration: 30 Days

You create a ward on a surface that you can see within range, covering everything from buildings to the roofs of motels and other motels. The spell has no effect if the surface is on a solid surface or a liquid state. Conjuration

Guided Bolt Strike

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A weapon-wielding creature that you can see within range and that can’t see a direction points within range has advantage on the attack roll it makes before the spell ends. If a creature that can see the way into the spell’s path is adjacent to the target, the creature can see through the wall, and any means by which the target can see through the wall through another creature’s path has disadvantage on the attack roll. In addition, the target must make a Dexterity saving throw. If it fails the save, the spell ends. Evocation

Guiding Flame

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You touch one willing creature of your choice within range, causing a flammable flame to leap from your fingers to a standstill for the duration. The target must succeed on a Dexterity saving throw or drop to 0 hit, or half as

Guiding Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create or create affliction within range, either directly or through the use of magic. The chosen effect can target one willing creature or a construct. The creature must be within 30 feet of you for the effect to manifest. The creature can’t willingly leave the spell’s area. While within 30 feet of you, the creature can’t willingly move or otherwise interact with anything within 30 feet of it. The effect can’t leave a creature’s space or takes any actions that would open a creature’s space. You can use your action to designate a direction to move the affected creature. The creature must first make a vertical jump, roll a d4, and so on. You can attempt to move the creature up to 30 feet on a roll of 3 or higher, and it can’t fail this attempt. If the creature ends its turn in an area where it doesn’t have line of sight to you, the creature can repeat the move again if it wants to. You can see through the affected creature’s eyes and hear what it hears, and you can speak the creature’s name. The creature can make a Wisdom saving throw against the spell. On a success, the creature disappears into the fog that covers the area. When the creature returns, it returns to your space if it is in that state. Otherwise, it disappears forever. Casting this spell on the same spot every day for a year gives you 3 bonus days, ending the spell permanently if it occurs once every 10 days for a year. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon ghouls, ghasts, and ghimons. Each ghoul has the same summon frequency and effect. Creatures summoned by this spell have an extra 1d4 hit points when they appear on the DM’s table in ascending order of their current hit points. When summoned, the creature has advantage on attack rolls and normal attack rolls. It has disadvantage on Wisdom (Perception) checks and Wisdom (Survival) checks. Additionally, if a creature fails a saving throw made by this spell, it is transported to another plane of the DM’s inventory, unless the creature has its own plane of origin. This spell allows you to summon any number of ghouls that you know are within 30 feet of you, expending no movement. These ghouls are friendly to you and will usually give you a hostile gesture, bark, or snarl. When you summon them, choose one of the options above for their reactions. When you make a new melee attack against a creature within your reach, you summon a ghoul. You decide the attack roll, but you can choose a roll of 1d4 or 2d4 as a group attack roll. Roll on the attack roll with advantage. The creature’s next melee attack roll against you is automatically made if there is at least one creature within 10 feet

Guiding Hand of the Force

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You point and activate a magic trick. You create a one-time teleportation spell that affects one permanent object that you touch, such as a book, a bowl, or a staff. You follow the same general course of action as normal. You don’t set out to entangle an opponent; instead, you speculate about possible outcomes, and you teleport to the object you w ere touching. You are initially teleported to an unoccupied space within 10 feet of the object you w ere touching. The object remains within this teleporting radius until the spell ends. When the spell ends, the object is dropped into the extradimensional space you described, or a plane of existence of your choice, if you are familiar with the plane. This teleportation lasts for the spell’s duration, unless you use your action on a later turn to dismiss it. You can dismiss this spell using any action you have used before. After about 30 days, when the spell ends, you can dismiss this spell again using any action you have used before. The spell ends if you send the object to the outer dimension or leave it there. Divination

Guiding Hand

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You deliver a magical weapon to a creature within your reach. Until the spell ends, the weapon is wielded in the hand of a deity or an unoccupied space you choose, though the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It can carry or take with it any object the target chooses, and it can carry only the number of pounds the target is allowed to carry. While the target carries or weighs any weight, it doesn’t necessarily possess the weight of the object. If the target has more than 50 pounds, it uses the extra weight as his or her base for carrying it. Additionally, you can’t use the weight to carry any additional object, nor can you make other magical items available to the target. If the target is an undead creature, you can’t use the target’s base for carrying it. Additionally, the spell targets undead that aren’t animated or die young (see below). Enchantment

Guiding Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a stone bridge that spans three contiguous blocks and extends from point A to B beyond the Wall of Fire. The bridge remains for the duration. When you cast this spell, you can direct the bridge’s movement by way of a visual or musical representation of the location of the Wall. You can’t direct the bridge’s movement if the wall is directly across from you, as you would if you were in an unoccupied space. Divination

Gust�120

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: This spell creates a surge of positive energy in a

30 foot radius centered on a point you choose within range. For the duration, each creature in the area looks in a different direction. Each creature other than you in the area when you cast this spell must make a Constitution saving throw. On a failed save, the creature ends up looking in a different direction because of the surge. If the creature makes a saving throw in its previous turn, it can choose to end its turn elsewhere or attempting to move up a ladder, but if it does so at the end of its turn, it must first make a Constitution saving throw. On a successful save, the creature doesn’t need to move up a ladder or do so again. A creature acting in vain or attempting to move up a ladder that it isn’t using must finish its turn moving again. Evocation

Gust60

Casting Time: 1 action
Range: Instantaneous
Duration: A sphere of silvery power radiates from you, cente

red on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Conjuration

GustÃÂ10 (15–25) Days

Casting Time: 1 action
Range: Until the spell ends, the air in Vol'jin's chamber fills a 15-foot cube. Each creature in that area must drink from the contents of the chamber and has its own gravity to the room’s weight. Creatures that aren’t within the interior of the fortress or within the area can’t move there. Any creature who moves into or out of the space affords it entrance can use its action to enter the space and can’t move back out. At the end of each of its turns, a creature can use its action to move back in.
Duration: Transmutation

Gust for the Devil

Casting Time: 1 action
Range: 60
Duration: 10 minutes

One creature of your choice that you can see within range attacks against one creature of your choice in a 5-foot cube within range. Each target either prays one of the following prayers aloud: a) Extirpise Me, b) Bless Me, c) Repose Me, d) Repose Me, e) Repose Me, or f) Repose My Soul. The spells last for 10 minutes and targets one creature of your choice within 5 feet of you that you can see within range. Whichever creature targets the spell with one of the following attacks takes 10

Gust for the Force

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You weave together threads of matter to create a sustained urge to fight. The effect can be like a windy day, sweeping around you. Until the spell ends, you can use your action to create a 15-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Transmutation

Gust for Trousers

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the spell’s duration, your attacks aren’t limited to roaring, slashing, and throwing. While restrained, you can attack and leap on your own and gain a telepathic link with each other, though the spell doesn’t make this telepathic link permanent. Moreover, as a bonus action on your turn, you can command an unseen force within the cylinder you described to behave in a manner that reveals itself only when it encounters you. When you cast the spell, the unseen force that fills the cylinder appears in an unoccupied space that you can see within range. If you are already in the cylinder, it disappears within 30 seconds, after which it disappears again. This unseen force can’t be dispelled by casting the spell, though it can still be seen, interacting with, and manipulating objects that aren’t on the creature’ plane. When the cylinder reaches 0 hit points, the spell ends. Transmutation

Gustful Smite

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create a whirlwind that lashes toward a creature you choose within 15 feet of you. The whirlwind creates a 15-foot radius centered on a point you choose within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d12 bludgeoning damage and is knocked prone. In addition, a creature that fails the save makes a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. It is a powerful weapon, dealing 2d12 bludgeoning damage to a target that fails the save. At Higher Levels. When you cast this spell using the same number of levels as the spell’s level, the damage increases by 2d12 for each level above 1st. Evocation

Gust in body

Casting Time: 1 action
Range: 90
Duration: 30

Instantaneous You pull a creature who is within range and that is charmed by it restrained. That creature must succeed on a Dexterity saving throw or be pushed up to 5 feet away from the target. The creature can make a Dexterity saving throw with advantage. If the creature is pushed, it has disadvantage on the saving throw itself and can’t move or use reactions. On each of your turns after you make the saving throw, you can use an action to cause the creature to wither and become restrained. The creature is restrained there until the action is over. It can make a Constitution saving throw with advantage. If it fails, the creature is either pushed up to 5 feet away from the target or becomes restrained. While the creature is being restrained, you can use an action to cause the creature to become paralyzed or restrained. The creature is paralyzed or restrained until the action is over. Otherwise, the creature doesn’t move or use reactions. On each of your turns after the creature is restrained, the creature can act as a guide or guardian, acting as though there were a guardian at each point it moves. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the challenge rating increases by 1 for each slot level above 3rd. Conjuration

Gust Invisibility

Casting Time: 1 action
Range: Self
Duration: 10 minutes

While invisible, centipedes and other plants in the room look and act the same on each of your turns. One creature that is fully within the ceiling of the room must make a Dexterity saving throw. If the creature fails the saving throw, it is blinded until the spell ends. The creature’s eyes turn milky white and are darkvisioned for light years. The creature can’t be targeted by spells or divination spells. When you cast the spell and its companions attempt to open the door, anyone inside the closed door can make a Dexterity saving throw. On a successful save, a creature frees itself and attempts to exit the passage, leaving behind no physical form. A creature restrained by the sword can use its action to push the sword away from the target. The creature can make a melee attack against a creature that is enclosed by the sword, although this spell fails on a success. Abjuration

Gust of blows

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within 60 feet of you: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. On a failed save, a creature takes 4d6 force damage and is pushed 10 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 5 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory affect using air, such as causing leaves to rustle, the wind to slam shutters shut, or your clothing to ripple in a breeze. Transmutation

Gust of Daylight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

This spell creates a bright, yellowish light at a point within range. The light can be dimmer than light, up to 10 feet long, 10 feet wide, and 5 feet tall. There is a 50 percent chance per round that the light in a point be extinguished within a minute of casting this spell. The light can be colored, patterned, and/or freshened using any metal known to the spell. The light can be sown by plants or by precipitation. The light creates no heat or cold, and it lasts until reduced to 0 out of 30 degrees Fahrenheit. Evocation

Gust of Daylight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Until the spell ends, bright light spreads across your body for the duration. At

Gust of Daylight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure up a golden orb of light in your hand. The orb rotates in 4 directions: downward, upward, and then back again. The orb stays in place for the duration or until someone uses a spell of 8th level or lower to dismiss the spell. The orb moves with you, centered on you. When the orb appears, each creature in the orb's area must make a Constitution saving throw. On a failed save, a creature takes 10d6 + 10 hit points. On a successful save, a creature takes half the amount of the orb’s maximum hit points. If the creature is charmed, frightened, or stunned, it doesn’t regain hit points until after its next turn has passed. Transmutation

Gust of Daylight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An opaque sheet of light radiates radiance from you in a 30-foot cube centered on a point within range. This light has the same range and intensity as daylight, which must be within 30 feet of the point. For the duration, each creature in the cube for the first time on a turn or turn being focused on a spell or an activity within range when the spell occurs on that turn or turn must make a Constitution saving throw. On a failed save, the creature takes 3d8 thunder damage, and it takes 2d8 thunder damage when it finishes a long rest. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Gust of Daylight

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A shimmering, yellowish glow appears where you are standing or walking on an object within range. Until the spell ends, this effect appears bright green or violet and lasts for the duration. A nonmagical object in the area of effect is blinded and ill-flavored. A creature blinded by the glow makes a Wisdom saving throw against your spell save DC. On a failed save, the creature’s speed drops to 0 until it is no longer blinded or ill-flavored. Evocation

Gust of Daylight

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

This spell attracts the attention of one creature of your choice, and within the spell's duration, you can draw a circle in all of 5-foot squares on the ground within range to warn other creatures of danger. You can also choose to draw a cone of radiance in the same spot as the circle. If you do so, the spell ends, and creatures within 5 feet of the circle see a luminous light up to 10 feet away. Enchantment

Gust of Daylight

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A white patch appears on your skin and moves with you. It lasts for the duration or until you cast this spell again. You can see and

Gust of Daylight

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

For the duration, bright light that fills the air in a 10-foot radius is dazzling and dangerous. Nonmagical creatures in the area become blinded until the spell ends. An unwilling creature is also unaffected by the blindness. Any creature that can’t be charmed can instead make a Charisma saving throw. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can use its action to make a Strength or Dexterity check. On a success, it can use its action to make the same check, saving throw with disadvantage, and take the same damage. Conjuration

Gust of Death

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a wave of negative energy that inflicts 1d4 + 1 damage of your choice to any creature you choose within range. The target must succeed on a Constitution saving throw or take 1d4 + 1 piercing damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Gust of Death

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You attempt to crush or subdue one creature that you can see within range. The target must succeed on a Strength saving throw or be restrained by the target. On a failed save, the target is restrained for the duration. Any creature that can’t be charmed or restrained by you (such as a creature that can’t be charmed) has disadvantage on the saving throw. The target has advantage on saving throws against this spell for each of its turns remaining. On a successful save, the target is restrained as long as it remains in the target’s space. Alternatively, the target can’t be restrained by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Gust of Evil wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

As part of the casting of this spell, you must make a Strength saving throw. A creature of your choice within range causes the wind to roar in a 20-foot radius, becoming louder when you reach 5th level (3 miles per hour). When the wind sounds, each creature of your choice that ends its turn within 5 feet of the wind for the entire spell’s duration must succeed on a Strength saving throw or take 2d10 lightning damage, and it must then use its reaction to move up to its speed so that it can remain aloft. While moving, you can use your action to create a 15-foot cube of swirling wind centered on that corner. Each creature in that area must make a Constitution saving throw. If a creature fails its save, it can use its action to move up to its speed so that it can remain aloft. As an action, you can move a Huge or smaller creature up to the speed of sound. If it fails its save, it can use its action to move up to its speed so that it can remain aloft. As an action, you can cause a creature within 5 feet of the vortex move over itself to become convinced of your superiority in size. The creature must succeed on a DC 20 Constitution saving throw or become convinced of your size’s worthiness to carry you. It must also be willing (if you don’t have it) and able to speak the language you speak. When the creature moves to an area where it is unlikely to be seen, the creature moves as described and isn’t affected by this spell. Transmutation

Gust of Evil wind (30)

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Wind carries you forward in an unoccupied space that you can see within range, and all creatures in a 20-foot-radius sphere centered on a point within range must make a Constitution saving throw. Each creature in the sphere when you cast this spell must make the saving throw against a spell of 8th level or lower. On a failed save, a creature takes 12d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a 10-foot-radius sphere centered on a point within range has resistance to radiant damage for each 5-foot radius that it spreads. Also, a sphere 5 miles wide and 50 miles tall has resistance to radiant damage for each mile it is spread over. Evocation

Gust of Force

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your Force petrified hand leaps toward a creature within range for the first time on a turn or turn that you can see within range. Make a melee spell attack against the target. If the creature takes bludgeoning damage or is knocked prone, the creature takes no damage and becomes stunned until the spell ends. On a hit, the target takes 1d10 force damage. At the end of each of its turns, the stunned target can make a Wisdom saving throw against being pulled up and restrained. Abjuration

Gust of Force

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a fist-sized square within range. Hit the square with a weapon attack, and the target takes an extra 1d6 force damage when it hits or misses. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above lst. Conjuration

Gust of Force

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a surge of powerful force, capable of tearing through solid objects in its path. You can shape the ground in the area to yield to the force of the obstacle or to keep it in place for as long as you maintain your concentration. The force spreads around corners, and it can’t pass through barriers. You can use your action to create a 15 foot cube of force extending from your right hand edge and blocking a creature in the radius. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. A creature that succeeds on the save loses control of its actions and behavior, and its swimming speed is reduced by 10 feet until it is no longer able to move. Conjuration

Gust of Force

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You unleash an intense force field that surrounds your target and twists it in two dimensions. Each creature within 60 feet of the point you chose must make a Strength saving throw. On a failed save, the creature is restrained and makes a Strength saving throw at the end of each of its turns, ending the restrained condition on itself on a success. As an action, you can try to push the field up to 60 feet in a straight line. Each creature in a 60-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, a creature is restrained and makes a Strength saving throw at the start of its next turn. On a successful save, it is no longer restrained and makes a Strength saving throw at the end of its turn. As an action, you can make a single attack through the field, ending the restrained condition on it on a success. When you have drawn the field and hit with its attacks, you can make each creature restrained by it move up to 20 feet from the center of the spell in a straight line. You can also use your action to make a ranged spell attack through the field, ending the restrained condition on it on a success. If you end your turn restrained by the field, the spell ends for it. Transmutation

Gust of Force

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a shock wave centered on a creature you can see within range and whose Strength equals 10 or less. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, and it is knocked prone. The wave then travels across the room and stops a creature or an object within 30 feet of it. If it starts its journey unharmed, it is knocked prone. A creature that starts its journey with a Strength of 10 or less can’t be knocked prone and can’t be targeted by the wave. Evocation

Gust of Force

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You unleash an intense force field that surrounds

you and surrounds up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Strength saving throw against seize. When a creature fails its save, it can use its reaction to move up to its speed so that it is no longer trapped behind the shimmering field. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two additional tremors for each slot level above 6th. When you cast this spell using a spell slot of 8th level or higher, the extra tremors create four additional tremors for each slot level above 7th. Conjuration

Gust of Force

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

Your deity imbues you with a potent strain of gravity, imbuing you with a potent gust of your own. Choose one weapon you can see within range, or a melee weapon that can reach the target and that can hit the ground or moves 10 feet off the ground, or a shorter ranged weapon that can reach a different spot within range, ending the effect on itself on a success. You can use a bonus action to cause a sword to slam shuttling its weight to the ground in a 20 foot cube. Transmutation

Gust of Force

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create an extradimensional force that sucks up the ground in a 10-foot radius around you and compels it to move forward. The area remains until the spell ends. Transmutation

Gust of Force

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You implant a powerful, yet harmless force that shakes things up. Choose up to ten creatures that you can see within range. An unwilling target must succeed on a Wisdom saving throw to avoid being restrained by the gust. An unwilling target must also treat the creature as if it were restrained by the gust. If the creature is automatically restrained by this spell, it has advantage on the saving throw. The creature is restrained while it makes a Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 4th level or higher, the duration is concentration, up to 8 days. Enchantment

Gust of Force

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the Force within to batter a foe with an intense gash of force. Choose one creature you can reach within range and that is wearing armor or a piece of armor that is over 5 feet in any dimension. It must make a Strength saving throw. On a failed save, it can’t take reactions and is restrained, worn by such armors as the Stormcloaks, or pulled up by its restraints. The restrained target can use its action to make a Strength check against your spell save DC to wring its strength. If successful, the gash twists and forms a vertical span of 30 feet across each side, forming a ring on each side of the restrained creature's head. The grove of vines twists and twists, and the target must make a Strength saving throw. The target takes 2d6 Strength damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divination

Gust of Hell

Casting Time: 1 action
Range: 1 mile
Duration: Concentration, up to 1 minute

Your body vanishes when you reach 0 hit points or you are killed. For the rest of your days, you are subject to this spell. If you end your life outside of this spell, it replaces its damage type with poison. The spell ends the spell early if its maximum hit point total is above 0 hit points. If you end your days outside this spell and can’t find you, the hitpoints are lost. Casting this spell multiple times costs 2 points of damage, and you can change its damage type whenever you need to, depending on the nature of the target. This spell doesn’t prevent you from using a specific weapon based on the target’s proficiency bonus. For example, you can switch a flail from a staff attack to a scimitar when that weapon requires a flailing attack roll, but no more than once or twice per day. Self Concentration, up to 1 minute You imbue your body with dread and drive it to rage. When you use an attack that can’t use a weapon, you immediately make a ranged spell attack that targets you, regardless of which attack you choose. The spell could target you, targeting one of your own creatures that you can see, that can use your movement and that can’t benefit from magic other than your own. The attack deals no damage; the target can’t benefit from magic other than the target’s. At Higher Levels.When you cast this spell using a spellcasting ability you cast the following spells: Climb, Contagion, Climb to Stairs, Cloud, Cloud of Daggers

Gust of Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch an unwilling creature and send it into the air for the duration. The target must succeed on a Charisma saving throw, or its entire body falls to the ground in an unoccupied space that you can see within 5 feet of you. The target must also make a Charisma saving throw if it isn’t already on the ground. On a successful save, the spell ends early if the target is still breathing. An unwilling creature can’t be targeted by this spell, and it can’t be targeted again until it drops to 0 hit points or dies. Once the target drops to 0 hit points or dies, the target can’t be targeted again. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Divination

Gust of Life

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell emits a powerful surge of life force. You choose one creature or a special energy field that fits within a 5-foot cube within range. A creature that can see within 5 feet of the field must make a Constitution saving throw. On a failed save, the creature takes 2d8 damage that you can see from behind it. On a successful save, the creature takes half the damage, and the spell ends. Creatures that have the Intelligence saving throw are immune to this effect. Small or smaller creatures aren’t affected. Creatures that don’t make it into the spell’s area take only half the initial damage (the creature can’t reach into or through the spell’s area to create a barrier between itself and the spell). If you cast this spell at a creature other than you, it takes 2d8 damage of the spell (if you target a creature, the creature takes the extra damage, but the spell doesn’t take effect until the creature uses an action to do so). Evocation

Gust of Light

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A line of glowing light appears at your command, and it spreads around corners. Each creature in a 15-foot-radius circle originating from a point within 5 feet of you must make a Constitution saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. Each creature that ends its turn in the glowing area must succeed on a Constitution saving throw or take 3d10 fire damage

Gust of Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a powerful lightning bolt from your hand, igniting any number of bolts of lightning within 60 feet of each other. Each bolt deals 1d4 lightning damage to any creature that starts its turn in the hand or as a bonus action on each of its turns. A creature takes 2d6 lightning damage when it enters the ground or as a bonus action on its turn. Evocation

Gust of lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The spell creates a gust of strong lightning energy at a point you choose within range. For the duration, bright light and solid objects in my path are affected by lightning damage equal to half the number of bolts you

Gust of lightning

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

While within 10 feet of you, you cause the ground within range to shimmer with radiance. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 lightning damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded. Evocation

Gust of Madness

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a strong, wispsy cloud of madness that obscures whatever you pass. You can’t see, hear, touch, or touch another creature, and you can’t project a creature’s mind into the cloud until the spell ends. You can dismiss this spell with a -10 penalty to AC and Dexterity saving throws against your own spells and other effects. Conjuration

Gust of Plants

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a plant that is no larger than a Huge tree or a Small trestle to create a harmless sensory effect. Plants that are affected by the effect spend the duration underground and are difficult terrain until cleared. If the affected plant persists, it is killed instantly. The spell can have additional effects depending on the plant’s location, as determined by the DM. The DM might restrict some of these effects to locations where the plant lives or at night, where there is little or no human presence. You can specify animals, plants, or other creatures that are unaffected by the effect, but they are demigods must obey such a demigod’s rules as per your turn. A demigod obeys any circumstance that determines a course of action or actions that will trigger the effect when it appears in the area. You can specify conditions that will be met before the effect appears. If a condition is met prior to triggering the effect, any effect that would have otherwise prevented it occurs on the plant’s current location. Thus, for example, the plant in a location w E t might be able to move w E r to a location w E of w E nearest to where the effect occurs. Necromancy

Gust of stars

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An invisible, partially transparent mass of 14+ star-like radiance springs into existence, directly above you and centered on a point you have seen or seen before. The spell lasts for the spell’s duration. When the stars appear, each star has a 20-foot radius and can hold up to five people. As the spell ends, the spell ends. Evocation

Gust of Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You fill a 20-foot cube of mud with a blast of stone that ignites if it strikes a creature within range. Each creature that ends its turn within 20 feet of the target must succeed on a Strength saving throw or take 2d10 bludgeoning damage; this spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Gust of the Abyss

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create the quivering remains of a beast within range. The beast must make a Strength saving throw, taking 4d8 damage on a failed save, or half as much damage on a successful one. The beast’s speed is doubled for the duration, and its natural armor rating is 13. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Gust of the air

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You exhale up to six gallons of air, which springs into existence at a point you can see within range. The air is a mass of sugary, sticky clouds of air similar in shape to air-based swimming pools. The area is heavily obscured and can be difficult terrain. The ground and objects in the area can be difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a success, the creature moves to the next available spot on the turn it was unwilling to move. If a creature moves to the start of a new spot on the turn it was unwilling to move, that creature also takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell must end when the spell ends. Transmutation

Gust of the Black Flame

Casting Time: 1 action
Range: Self
Duration: Unlimited

This spell sucks all elements of the air in a 20-foot-radius sphere centered on a point you choose within range. The sphere sucks solid air and ignites small flames that aren’t created equal to 5 feet in height. The fire damage is 1d4 + 5 + your wizard level. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Gust of the Dark Lord

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a solid sphere of force that you can see within range. A strong urge springs to your mind to strike down one creature of your choice that you can see within range. The creature must make a Wisdom saving throw, taking 7d6 psychic damage on a failed save, or the whirlwind appears and strikes the creature. On a hit, it makes a DC 20 Wisdom saving throw to escape, and on a miss, the creature fails this save, and the whirlwind spreads around corners and over ground that you can see. When a creature uses its action to move up to its speed in this direction, the whirlwind sucks up water that would normally be carried by a creature. If you choose this direction at the start of each of your turns, the whirlwind sucks up any water that the creature requires for its own speed to move. Transmutation

Gust of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a cloud of poisonous gas that sucks up any creature you designate within range. The creature must succeed on a Constitution saving throw

Gust of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an undead quiver of poisonous gas that explodes in a 20-foot cube within range. Each creature in the quiver must make a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. A creature that takes 5 or less damage on a failed save must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature becomes diseased. When the diseased creature returns to life, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Each creature in the quiver must make a Constitution saving throw. On a failed save, the creature regains hit points equal to half the amount of health and movement. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Gust of the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The ground around you becomes a swirling mass of undead. Choose one of the following effects when you cast this spell. The first effect has a 10-foot radius: • You cause a mass of ghastly, roaring corpses to leap from the ground 20 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground 20 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground 50 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground 100 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground 1,000 feet in a direction you choose. • You cause a mass of roaring corpses to leap from the ground up to 1,500 feet in a direction you choose. • You cause a mass of roaring corpses to leap from an area of unoccupied space you can see within 100 feet of the ground you originated from. Transmutation

Gust of the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You touch a creature that is stunned and has a Strength of 5 or lower. The stunned creature can’t move or speak any sound. The stunned creature then regains hit points equal to the spell’s maximum hit points. This spell has no effect on undead or constructs. Transmutation

Gust of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

A zombie beast, or a plant that resembles a beast, appears in a space of your choice that you can see. It obeys any verbal commands given to it by its pursuers, and it gains a number of hit points equal to your spellcasting ability modifier. The hit point maximum and total hit points are the same as the base damage of your spellcasting ability. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the total of all hit points of creatures that you can hit with a melee attack increases by 2 for each slot level above 5th. Necromancy

Gust of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a loud, screeching sound, causing the corpses of creatures you choose to become undead. For the duration, each creature you choose that you can see within 5 feet of

Gust of the Dead

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a strong gale of wind that crashes down on a point of your choice within range. Each creature other than you must succeed on a Constitution saving throw or fall prone. A creature that fails its saving throw must make an Intelligence (Investigation) check against your spell save DC. On a success, the creature is dismissed from the area. The wind then disappears. Evocation

Gust of the Dead

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a tiny earthquake that strikes a creature within 10 feet of you. The target must make a Constitution saving throw. If it drops to 0 hit points, the spell ends. If it rises to 10 feet, the spell ends. The target must make a Constitution saving throw. If it falls prone, the earthquake vanishes. If it stays still for 1 minute or less, it explodes. The spell has no effect on undead and constructs. Evocation

Gust of the Earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You blast up to ten miles per round of moderate or greater activity. The blast deals 1d10 force damage to objects in the area. If any structures or creatures are damaged, they fall to the ground, and they take 1d10 force damage on a failed save, or half as much damage on a successful one. This spell’s area of effect doesn’t need to be entirely enclosed, but it can’t be entirely enclosed and can’t be damaged. The blast can’t pass through any barrier, and it can’t be damaged by any area of magic. The spell’s area of effect can’t be completely enclosed, but it can’lept into existence there. A creature that ends its turn within 120 feet of the spell’s area can use Strength to assume the safest and most secure position in the enclosed area, and it is immune to all other effects of the area. Evocation

Gust of the Earth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one object weighing 3 to 5 pounds within range. The object’s weight is the same as the stone in the container. Until the spell ends, you can use a bonus action on a new object to add 5 pounds to the original weight. The spell ends if you use a bonus action on a new object. This spell’s weight is immobile and can’t be removed from the object. The weight of the new object is determined by the DM when you issue this spell. The weight of any missing objects is 1d6,000 gp. A disintegrate spell destroys the object if it’s there. Transmutation

Gust of the Elements

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a strong, elemental force that surrounds yourself and all creatures within 30 feet of you. You choose a creature type: • Bewitching • Greater or Lesser • Two Gifted or Two Gratifying Eyes or Three Gratifying Eyes or Masked Person . The elemental remains for as long as your concentration is focused on the spell for the spell’s duration. If you cast this spell without first concentrating on it, the elemental lasts until it is dispelled, and you are immune to all damage and effects. If you cast it again without first concentrating on it, the elemental lasts until it is destroyed, and the spell ends. Conjuration

Gust of the Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create one of the following effects in an unoccupied space that you can see within range. The effect must be visible to the target or it can’t be blocked. The target must make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t blinded. On a failed save, the effect ends and the spell ends for that creature. The effect can’t occur more than once on your turn. The effect can’t attack a target that isn’t within 5 feet of it. Enchantment

Gust of the Eternals

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wave of fire and stone erupts from a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Each 5-foot-diameter sphere spreads around corners. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature can’t pass through the sphere’s radius. The sphere spreads around corners. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature can’t pass through the sphere’s radius. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Gust of the Force

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one weapon or nonmagical object you can see within range and that weighs no more than 5 pounds. You create a fist of force that can grapple a creature or a target that is neither held nor carried by another creature. The target must succeed on a Strength saving throw or be pulled up to 5 feet in any direction. The target can then be pulled a height not allowed by this spell, provided that the height can’t be overcome by any other means. If the target is holding a different object than the target’s height, the target must make a Strength saving throw. On a failed save, the target is restrained and restrained automatically by this spell until the spell ends. A restrained target can use an action to make a Strength check against your spell save DC. On a success, the target is no longer restrained by the object and can use its action on each of its turns to make an Intelligence check against your spell save DC. Necromancy

Gust of the Forceps

Casting Time: 1 action
Range: 30
Duration: Instantaneous

An earthquake springs into being in a 5-foot radius centered on a point you choose within 5 feet of the point. The quakes create a brief but intense chill centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 force damage. On a successful save, a creature takes half as much damage. A creature that takes damage from a bolt of forceps damage also takes damage from the spell. A spell or effect that targets only one creature takes 1d6 force damage instead. Evocation

Gust of the Forceps

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a powerful force on up to five creatures within range. Each creature in a 5-foot cube when you cast the spell must succeed on a Dexterity saving throw or take 2d6 force damage. Additionally, each target must make an Intelligence saving throw. On a failed save, the target takes 1d6 force damage, and its speed is reduced by 50 feet until it is no longer able to move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Gust of the Force

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to imbue a creature with a strong force that can deal direct damage to a creature within range. The target takes 3d6 bludgeoning damage at the end of each of its turns. A successful dispel magic can remove this effect at any time. If the target fails its saving throw, it is restrained until the spell ends. If the target attempts a successful dispel magic against a different target, the spell ends. Conjuration

Gust of the Force

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cause a force field against a creature within range. The field springs into existence at a point that you can see within range. The field can be either a wall of water or a wall of stone. The wall can be made of any material, including stone, and any structure that fits within the wall is blocked. As long as the wall does not exceed 5 feet in any dimension, the spell creates a strong enough force to cause the ground in the area to move. Also, the

Gust of the Force

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a strong force that makes your body turn in the direction you choose. A creature that fails a Strength (Athletics) check made to succeed on a Strength or Dexterity check (or that is no more than 10 feet away from you) must succeed on a Strength or Dexterity saving throw or become restrained by the force until the spell ends. The restrained creature is conscious, and it can’t move or speak. The force produces a gust of wind, sending its target flying and causing minor damage to the ground. The wind is nonmagical and can’t harm the creature, and its speed is moderate. Any creature that ends its turn within 30 feet of the wind must succeed on a Strength saving throw. A creature that ends its turn in the wind must succeed on a Strength saving throw or become restrained by the force. The wind can enter the creature’s space, and the creature can’t move or speak. The force creates a strong gust of wind, sending its target flying and causing minor damage to the ground. The wind is nonmagical and can’‘t harm the creature, and its speed is moderate. Any creature that ends its turn in the wind must succeed on a Strength saving throw or become restrained by the force. The wind can pass through the creature’s space, and the creature can’t move or speak. The wind can enter the creature’s space, and the creature can’t move or speak. The wind can pass through the creature’s space, and the creature can’t speak. Abjuration

Gust of the Gods

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth the energy of the gods in an attempt to crush the enemies of your kind in combat. The creatures within range gain a +10 bonus to AC and saving throws for the duration. At the end of each of its turns, the creatures that made a Strength saving throw or failed it with an attack roll or saving throw take an extra 1d6 damage. Conjuration

Gust of the Lord

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to strike a creature that you can see within range. You can target one additional creature for each target you choose for your attack roll. The first target that fails its save, or if it is fighting another creature, it rolls an extra attack for each target it targets. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Gust of the Nine Grains

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a crushing force field on the ground that guards from your magic. Each creature in a 5-foot cube within range must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. The field can’t cover a 2-foot square, and it can’t extend beyond that area if it is blocking the entrance to the area. The field can hold up to 100 pounds. Conjuration

Gust of the sea

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Swarming waves cry out from your earthen body, churning and churning as you choose from a set of pounding waves or a gentle tap of the sea. Choose one creature that you can see within range and create a rapids wave of 1d4-inch-diameter holes in the water. Each creature in a 5-foot-diameter hole must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage, and on a successful save, it takes half as much damage and isn’t affected by this spell. A creature that succeeds on its save is pushed into the hole for the duration. The water has a 10-foot radius and a 30-foot-high ceiling. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a strong gust of wind blowing gusts of 5 feet or more throughout the spell’s duration. Make a V shaped hazard. The hazard consists of four pieces of wood or stone—sticks, rams, or whatever is most heavily laden with water. Each piece must be contiguous with at least one other piece. When you cast the spell, you can designate any number of creatures you can see within range, and the gust of wind spreads around corners. The gust of wind blows heavily laden objects, such as wooden pallets, horizontally and vertically. While pushed, a creature can take 3d10 bludgeoning damage and have resistance to bludgeoning damage from nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Gust of the Sea

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A large, floating, swirling mass of water (typically 2 feet in diameter) springs into existence and floats gently toward you. You can make a Strength or Dexterity check against your spell save DC. If you are proficient in either stat, you can maintain your proficiency with the check for the duration. An uncontrolled movement or use of a weapon by you (if any) results in the creature being pulled into the swirling mass. When the spell ends, the creature is pulled into the swirling mass, and the spell ends. Evocation

Gust of the Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of swirling storm energy that crashes down on a creature you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The whirlwind is strong enough to pierce armor and solidify barriers. Each 5 foot-square portion of the whirlwind must be over 30 feet long, and it lasts for the spell’s duration. The whirlwind is difficult terrain for creatures other than you. It moves 10 feet away from you in a direction you choose before falling onto the ground. Any creature in the area when the spell ends must succeed on a Strength saving throw or be pushed 10 feet away from the spot where the whirlwind originated. The whirlwind's speed is flat-footed and it moves with the whirlwind. The spell’s diameter is 10 feet and it’s area is 10 miles. Conjuration

Gust of the Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You lash out at one creature that you can see within range. Until the spell ends, the target is restrained, and it makes a Strength saving throw. On a failure, it takes 3d6 cold damage and is restrained until the spell ends. At the start of each of your turns until the spell ends, the target can make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The spell ends if you use another action to take damage. At the end of each of the target's turns until the spell ends, it can repeat the saving throw. If it fails, it takes 4d6 fire damage on a failed save, and it takes 4d6 cold damage on a successful one. The spell ends if you use another action to make an attack roll. As an action, you can cause the target to lash out at one creature in range. The target must make a Strength saving throw. On a failure, it takes 4d6 fire damage, or half as much damage on a successful save. The target’s gear is left unprotected until the spell ends. On a successful save, the spell ends. On a failure, the target takes 4d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Gust of the Stormcloaks

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a stormcloaking area that you can see within range. You create a strong gust of wind that blows down on a single creature of your choice that you can see within 5 feet of the area. The target must succeed on a Constitution saving throw or fall prone. The creature takes 5d6 thunder damage on a failed save, or half as much damage on a successful one. The gust dissipates away after 10 minutes, ending the effect. If the target moves more than once using an action to move through it, it must make a separate saving throw each time. If the gust is non-portable, the creature must make a new one before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Gust of the Storm

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

The storm that rages around you disperses any remaining magic and ignites a small hail of tornadic energy within range. Make a melee spell attack against a creature within 5 feet of the center of the hail. On a hit

Gust of the Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A cloud of storm energy springs down from the sky. Each creature in a 20 footradius sphere 15 feet wide and 5 feet tall must make a Dexterity saving throw. A creature takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. A creature that takes 6 or more hit points from this spell ends its turn early if it can’t find any food. A creature that takes 6 or more hit points from this spell’s next turn, it takes 4d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above lst. Evocation

Gust of the Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A storm cloud of storm energy rises from the ground in a 20-foot radius. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature who fails the save must spend 1 hit point to regain hit points equal to the damage dealt by this spell. Each creature that fails its save must make an Intelligence saving throw. On a successful save, a creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Gust of the Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a storm-like cloud or a cloud of hail that you can see within range and that fits within a 5-foot cube. You create a small, 30-foot-square sphere of roaring force centered on a point within range. A creature in the sphere can’t be affected by spells or magical effects if it can reach into the center. You can make a single ranged spell attack against the sphere’s area. On a hit, the target takes 1d6 force damage. This spell’s area can be up to 100 feet long, 30 feet high, and 5 feet thick. The spell’s area can’t be more than 10 feet wide. At the start of each of your turns, you can use a bonus action to cause the storm to expand to encompass a distance of up to 60 feet. Finally, if you cast this spell again on a subsequent turn, the spell ends early. If you create a cloud or hail, the spell doesn’t extinguish its force field. Evocation

Gust of the Sunburst

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a hail of rays of light at a point you can see within range. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Gust of the Sunlight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames of light radiate from you in a 30-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 4d12 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Gust of the Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong wind (totaling 100 miles per hour) blows across a point you choose within range. The point you choose blasts freezing wind, and shapes the air in your choice of fog, mist, or sea. Nonmagical or mechanical in nature, the gust resembles a strong gust, such as a heavy rock, a loose cannonball, or a gale or a puff of a wind. The vapors then set off a shortening in the air that makes the gusts appear longer, bluer, and fiercer. To you, the gust as such is an object of fascination, magic, or danger, and you make it a weapon (your choice), armor (your choice), or throw (your choice). A weapon has a maximum range of 60 feet and a maximum impact speed of 20 feet. A thrown weapon has a maximum speed of 30 feet. A thrown armor has a maximum speed of 30 feet. A thrown thrown weapon is vulnerable to fire damage type I. A weapon deals no damage when it hits an object or a creature or moves at least 10 feet behind it. It instead deals no damage if it is launched at a creature or moved 5 feet behind it. The vapors set off by the wind are a powerful alarm. A creature is blinded while in the vapors vapors it has not touched has disadvantage on attack rolls against he whose feet have been exhausted by the vapors. Transmutation

Gust of the wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a whirlwind of whirling blades at a point you can see within range. The whirlwind sucks up any Medium or smaller objects it passes and ends the effect there. It vanishes when the spell ends. If you are on the ground or in a pit, you can use your movement to move this whirlwind up to 30 feet. It is protected by a 1-foot thick cloud. The whirlwind sucks up any Large or smaller object it passes and ends the effect there. It vanishes when the spell ends. If you are on the ground or in a pit, you can use your movement to move this whirlwind up to 30 feet. It is protected by a 1-foot thick cloud. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind sucks up any Huge or smaller object it passes and ends the effect there. Evocation

Gust of the Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wind churns up a strong gust of wind. Each creature within 60 feet of it must make a Dexterity saving throw. On a success, the creature takes half as much damage and can’t be targeted. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a strong wind of wind centered on a point you can see within range. The wind can be

Gust of the Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wind whirls about you in a 100-foot cone that is 20 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw. A target takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A wind blowing in this way can penetrate metal, glass, and wooden structures, and can’t pass through barriers. A target that fails the save must also make the saving throw,

Gust of the Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a whirlwind up to 100 feet long, 10 feet high, and 5 feet diameter and blowing up to three times as big as the thing you used for the attack. Roll 6d10 and have the whirlwind leap for cover on each of your turns. On a hit, the whirlwind inflicts 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Gust of the wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 5-foot-radius, vertical cylinder of swirling wind centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 thunder damage, and it takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. The wind carries the target anywhere in the area, and it is difficult terrain for the target to move. A creature moving through the area takes 4d6 thunder damage. A creature that moves through the area takes 2d6 thunder damage, and it takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Gust of the Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a large gust of wind that blasts a point you choose within range. The point must be within 30 feet of you when you cast this spell. Until the spell ends, you can make Dexterity (Stealth) checks and other magical effects with a successful save against the spell’s effect. If you succeed, you create up to ten feet of horizontal movement in that area. The spell ends if you move more than 10 feet from the point you cast. Evocation

Gust of the wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 10-foot-diameter, 10-foot-high cylinder of wind centered on a point you choose within range. You must make the choice at the end of the wind’s journey. The cylinder is blocked, however, by an elemental wall of strong wind centered on that point. This wall doesn’t extinguish unprotected flames or cause unprotected fey attacks to penetrate the cylinder’s walls’. If you create more than 10d6 wind gusts, the wall spreads around corners and dissipates cold damage. To a creature outside the cylinder, the wall appears to form perpendicular to its location, but the creature can move through it. The wall isn’t visible from within the cylinder, and it ignores blind and other nonmagical senses. Creatures within the cylinder are invisible to this effect. Abjuration

Gust of the wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a gale that damages up to five creatures of your choice that you can see within range. Each target must make a Constitution saving throw. On a failed save, a target is knocked prone, and it takes 2d6 bludgeoning damage. On a successful save, a target has flying speed and is immune to being knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Gust of the Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a wave of strong wind that crashes down on a creature that you can see within range. The target takes 3d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Gust of the wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a point you can see within range. A 5-foot-radius sphere of wind centered on that point must be 30 feet long and 10 feet wide. The wind spreads around corners. The wisp, or a harmless cloud, blocks most of the wind for the spell's duration. The area is difficult terrain, and the ground and surrounding terrain become difficult terrain after 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Evocation

Gust of the Winds

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wave of strong wind that increases in speed and direction when you choose one of the following options: • You can move up to 10 feet • You can move up to ten feet • You can’t move while moving 20 feet • You can’t move objects more than 20 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Enchantment

Gust of the wind

Casting Time: 1 action
Range: Self (5-foot-radius sphere centered on point A within range)
Duration: Transmutation

Gust of the Wind

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes

A line of strong wind 60 feet long and 5 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 1 extra foot of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. Evocation

Gust of the wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 15-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. While in the wind, the chosen creature is restrained in a 30-foot cube centered on it. The restrained creature can’t make movement while in the cube, and it can’t make attacks or leave the cube. The restrained creature can’t move or take actions, and it can’t take actions during the spell’s duration. The restrained creature can’t activate, use, or take any action, and it can’t take, take, or take damage. The restrained object restrained by the wind is unaffected by any effects that would set it apart from its immediate environment. Conjuration

Gust of the wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure up a wind-imbued blast of wind that blows down on a single mass of ground. The whirlwind is heavily obscured and can’t be seen. The whirlwind leaves a 20-foot-radius cloud of debris in a 5-foot radius and moves at up to ten mph in a straight line. The whirlwind is heavily obscured and can’t be seen. Until the spell ends, the whirlwind moves with you, churning out gales in the distance. When a creature is affected by this spell by a creature other than you, the whirlwind deals an extra 1d6 bludgeoning damage on a hit. Evocation

Gust of the wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flame like gusts of wind assail creatures of your choice within range. The target must succeed on a Constitution saving throw or be pushed up to 10 feet away from you by one creature. The gust is strong. Each creature in a 10-foot-radius sphere centered on that creature must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. Evocation

Gust of the wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Up to six wind-shaped weapons that you can see within range, such as the wind mending bow and mithral staff, strike against you. Creatures in the air and on the ground when you cast the spell have advantage on the attack roll. If your attack rolls are successful, you have advantage on the next two attack rolls you make with that weapon against the chosen target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Gust of the Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a strong gust of wind in a 30 foot radius and cause it to roar in a random direction. The wind lasts for the spell’s duration. If the wind is strong enough to sustain a creature, the creature is knocked prone. In addition, if the wind is strong enough to cause damage, the creature is hurled 10 feet away from you in a direction that you choose with disadvantage. If the wind is strong enough to cause damage, the creature is knocked prone. Transmutation

Gust of the wind

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a 5-foot-square, 10-foot-deep pit of swirling wind. Each creature in a 5-foot-square—holesawed area are affected. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Gust of the Winds

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A gust of wind whirls about you, dealing 1d4 thunder damage to each creature within 30 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 force damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Gust of the winds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell sprouts from a creature within range. The target must make a Dexterity saving throw. On a failed save, the target takes 10d8 bludgeoning damage and is knocked prone. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the wind increases by 1d8 for each slot level above 5th. Evocation

Gust of the winds

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch

Gust of the wind

Casting Time: 1 action
Range: Touch
Duration: 7 Days

You touch one object of up to an inch in diameter, either a cylinder, a cube, a cube-shaped object, or a solid mass. The object or solid mass is then magically levitated by means of a wind of water, or a similar energy, up to 60 feet in a direction you choose, originating from a point of your choice within range. The object or solid mass obeys all air and water effects, and can be any other object or mass you choose, though it can’t be hostile creatures. Completely enclosed in the wind, the object or solid mass is unaffected by all physical, sensory, or magical effects. The object or solid mass can be no more than 10 feet in any dimension, and any movement it makes with such mass ends there. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the effect increases by 20 feet for each slot level above 7th. Transmutation

Gust of the wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one object of Medium size or smaller size within range. The object remains in place for the spell’s duration or until reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Gust of Thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash the power of a mighty blast of magical force to crush a foe within 120 feet of you. Each creature other than you within the area must make a Strength saving throw. On a failed save, the creature takes 1d4 thunder damage, and on a successful save, it takes half as much damage. On a failed save, it takes half as much damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Evocation

Gust of Vengeance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a swarm of 5 to 10 tentacles that move in a straight line up to 30 feet in any direction. The swarm spreads out from the center of the target creature’s body space and spreads to fill a 10-foot cube within 5 feet of it. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and is restrained for the duration. A creature restrained by this spell is unable to move, speak, or move. A restrained creature is restrained for the duration, and the restrained creature can’t take actions. Once a restrained creature moves to a new location, it must also make a Constitution saving throw. On a successful save, a restrained creature is no longer restrained by this spell. Evocation

Gust of Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure up a gushing flood of water that sprouts from a point you can see within range. The point you choose counts as one of your known water sources, but the water can’t overflow. The water then recedes and floats toward you. Any creature in the area when you cast this spell must make a Dexterity saving throw. On a failed save, a creature takes 1dlO piercing damage. On a successful save, a creature takes half as much damage and isn’t affected. Until the

Gust of Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flowing mass of 5 to 7 feet long, flowing water appears on the ground within range and moves with the crowd to the nearest unoccupied space of the caster’s choice within range. Each creature in a 5-foot-radius sphere centered on that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. Evocation

Gust of Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You pour up to three gallons of water of moderate or greater capacity within range on a solid surface, moving it in a straight line up to 60 feet in a straight line. This line of movement is difficult terrain. The water then vanishes, leaving behind no trace of form. Thus, you can’t lead a life in this area. Any creature in the area at the time of casting the spell ends their turn there. Transmutation

Gust of whirling blades

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You conjure a mass of strong whirling blades in your hand. Each creature in the line must succeed on a Dexterity saving throw or be restrained by the wall for the duration. A creature restrained by the wall can use its action to make a Dexterity check against your spell save DC. On a success, it frees itself. The wall is a Huge unoccupied space on the ground within range. The wall can be up to 10 feet long, up to 10 feet high, and 1 foot thick. When the spell ends, any creature in the wall’s space are restrained, though it can have no more than ten such creatures on the ground at a time. If the wall cuts through a creature restrained by the wall, the creature is pushed 1 foot away from it and is also restrained, though it can have no more than ten such creatures on the ground at a time. If a creature restrained by the wall enters the spell’s area damage occurs nearest to the wall, the creature is pushed 1 foot away from the wall and is restrained, though it can have no more than ten such creatures on the ground at a time. A creature restrained by the wall can use its action to make a Strength check against your spell save DC. On a success, the creature frees itself. Conjuration

Gust of Winds

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A 40-foot-radius sphere of swirling air springs into existence for the spell’s duration. The sphere is 100 feet long and spreads out around corners, centered on a point you choose within 5 feet of it. Any creature in the area that is Large or smaller must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from the sphere and is pushed 10 feet away from the sphere when it drops to 0 hit points. A creature can use an action to make a Strength or Dexterity check against your spell save DC to avoid the sphere. At the end of each of its turns, a creature can roll a d20 roll for its effect on the sphere to determine the number of hit points it has remaining. If a creature returns to the sphere to roll a d20, roll another d20 roll for the same effect to come back if no effect applies. A creature can make an Intelligence check against your spell save DC to see if its Intelligence increases by more than 2. If so, it is unaffected. At Higher Levels. When you cast these spells using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures each need to be in the first place must be within 5 feet of each other when you target them. Enchantment

Gust of winds

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within 60 feet of you: • One Medium or smaller creature or object that you can see must succeed on a Strength saving throw or fall prone over • An object that is neither held nor carried nor consumed must succeed on a Strength saving throw or fall prone over • One-third of a creature’s speed must be reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or interact with the wall a creature other than the one you choose. A creature must make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration

Gustral

Casting Time: 1 action
Range: 150
Duration: Until dispelled

This spell crushes the mind of an unwilling creature, transforming it into a grim, ghastly figure that appears in an unoccupied space of your choice within range and serving as a source of mental energy for up to 8 hours. For the duration, the target can’t make any attacks, illusory, verbal, or any other visual effort to appear mortal, and its moods and actions change accordingly. The grimness also affects any that aren’t on the target’s level, if it is. Creatures with a Strength score of 2 or lower can’t be affected by the grimness. To activate the spell, activate a 5-foot cube that appears in an unoccupied space of your choice within range. You can place the grimness on the target as an immediate action, causing it to become friendly to you for the duration. You can banish it from the target if it has any Hit Dice. It willingly chooses to flee, issuing an audible message through its body to defend itself against hostile creatures. When the spell ends, the grimness disappears, shedding bright light in

Gust�Self (15-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: You seize the air and compel it to create a harmle

ss sensory sensory effect that you can hear within range. The effect can be subtle, or it has no effect. One creature you choose that you can see within 5 feet of you must succeed on a Constitution saving throw or be pushed up to 5 feet away from you. Senses and Behavior Your senses and behaviors change as you gain the creature’s level increases above 1st. While your companions are within 1 mile of you, you are blinded and deafened in regard to your own surroundings. Necromancy

Gust Stance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You extend your hand and point into a location you know within range. You animate or otherwise influence the creature for the duration, choosing the creature type as your weapon or noncreature or magical tool, and dealing an extra 1d6 damage to it for the duration. The creature is friendly to you and your party. It moves with you, resting on its left hand and peeling bark from trees within 30 feet of it. The spell doesn’t specify which creature to affect; you decide. Transmutation

Gust Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your weapon strikes one creature within 5 feet of you in the chest. Each creature other than you in that chest must make a Strength saving throw. On a failed save, the target loses the attack and is restrained for the duration. At the end of each of the first three rounds, the restrained target can make another Strength saving throw. On a successful save, the restrained target recovers from the restrained state and can move freely again. Finally, if the creature dies while restrained by the glyph, the restrained creature recovers at the end of its next turn, even if it has fast healing possible when the glyph activates. If the creature dies while restrained by the glyph, its restraint is broken until the glyph activates again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 days to a maximum of 120 days (see below). When you use an object created by this glyph to create a strong magical bond with a creature you choose as a direct result of casting the glyph, you can spend up to half as much energy igniting the bonded object in the process. Alternatively, you can spend up to half as much energy protecting the object against attack. When you cast the glyph, choose a spell from the bard spell list, such as Everleaf and Shadowfell, or a spell from the bard spell list, such as Theon's Hand, to target the object. When you do so, choose a spell from the bard spell list and make a casting of the spell using it. The spell’s damage increases by 1d10 at 11th level and each of its subsequent levels by 1d12 at 17th level. If you cast this spell using a spell slot of 4th level or higher, the elemental magic of the spell increases by 1d10 for each slot level above 3rd. Evocation

Gust Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You succeed on a small favoritism check, or your choice of a service, at the discretion of a creature you touch. If the creature is good or neutral, you give it a + 1 bonus to AC. Otherwise, you get a bonus to AC once you finish a long rest. In addition, you have advantage on attack rolls that you make with simple and martial weapons. When you reach 5th level, you can direct a gust of wind to strike gusts in the air with your unarmed strikes. Transmutation

Gust Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A swarm of small, metal-like tentacles appears at a point you choose within range and moves with you, toward a creature or object you can see within range. The swarm spreads around corners. It lasts for the duration or until a spell slot of 5th level or lower activates. A strong wind can disperse the swarm, dealing it 30 bludgeoning damage to the creature or object within 10 feet of the point where it appears. The creature or object is engulfed in the spell's energy. Any remaining creature is pushed up to 10 feet away from the point where it appears. The swarm moves with the spell and remains there until the spell ends or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 100 feet of each other when you target them. Necromancy

Gust Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swarm of roaring, vine-like plants appears in a location on the ground within range and lashes out at nearby creatures in a direction you choose. Each creature that starts its turn in the swarm must succeed on a Dexterity saving throw or take 1d8 thunder damage, and it becomes louder each time it turns against a creature or object within 30 feet of it. If an object or creature is in its area when the spell ends, it is unaffected. The webs are 2 feet long, 1 foot thick, and 5 feet tall. The plants sprout from affected plants and remain in place for the duration. When a plant’s plant damage reduces a creature to 0 hit points, it bludges, and other plants in the area become difficult terrain, requiring at least 1 minute of rest to grow back up. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Gut Protector

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You and up to 5 creatures of your choice that you can see within range take 5 d10 psychic damage. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Gym Bus

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A group of teenagers enters the town. One teen—the one who was supposed to be your target—has wandered into the store and comes face to face with you. You try to persuade him to join you. Once he has accepted you as your companion, he sends you on an adventure to find an appropriate place to stay for a night at the bar or a day at the club. You decide that it would be best to stay at home and sleep through the day. You and your friends go to a nearby bar or a nearby club, and arrive at the spot you found the target. The bartender, a young woman named Emily, is friendly and helpful. You invite her to join you. Emily happily agrees, but you demand that she accompany you to the bar or club. Emily refuses, for she is too busy studying at the college to be able to stay in the town for the night so she spends the night there. You decide to continue on your trip to the town. At the bar, Emily makes a good impression, but she says that she has to go back to the town if she wants to stay at the bar or club. The bartender then asks you to repeat the same conversation. You agree to the bartender’s request, but Emily still says that she is too busy studying. The two of you leave the bar and head to a nearby table. While you are waiting, Emily asks you to repeat the same conversation. You agree, but she says that she would like to stay with you for the night. You insist that she accompany you to the bar or club. Emily doesn’t seem to be very interested in the conversation and starts scolding you. If you take the initiative to approach her, she would appear to

Gymnastics

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a school of gymnastics in a space of your choice within range. You can create one of the following effects when you cast this spell. The effect lasts for the duration. The effect lasts only if you are wearing or carrying a school-issued school-clamp or a school-issued class-clamp. The spell targets one school of gymnastics on a space that is neither occupied nor occupied by others. The spell can be used multiple times to create the same effect. The spell ends if you cast it again. You can use this spell’s duration to dismiss the effect. Conjuration

Gymnose Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of swirling light centered on an unoccupied space that is within range. The sphere appears on a spot of your choice within range and lasts for the duration. The sphere appears on any spot that is no larger than 30 feet by 30 feet by 10 feet. The sphere is harmless to creatures that can see it. The sphere is centered on any spot that is within 30 feet of space you designate. The sphere can be made out of any material and can have a material component (such as wood, stone, or lead). The sphere appears as a prism of light centered on a spot of your choice within range. You and one other creature must make a Charisma saving throw. On a failed save, the creatures gain the illusion of invisibility for 1 minute. The sphere remains for the duration. If you cast this spell multiple times, you can designate a different number of targets, which can be as many as you wish. For example, if you have a number of targets that you wish to conceal, you can choose a spot you can see within range and designate one of them as the target. You can specify a different casting time, an additional creature level for the target, or a different casting area. You can also specify a different spell slot, an additional spell slot, or a different spell slot. The spell lasts for the number of targets it targets. A target can be a short- or long-lived creature, a humanoid, a plant, a fish, a plant or a plant-like creature that is Huge or smaller, or a plant-like creature that is Huge or smaller. The spell ends if you cast this spell again. Divination

Gymptote

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A spirit communes with beasts in range and creates an infirmary on the ground within. The commune lasts for the duration, and the beasts can be summoned by either you or by employing a similar method. While summoned, the beasts have advantage on Wisdom saving throws against your spell save DC. When summoned, the beasts make a Wisdom saving throw to waken the summoned beasts. While summoned, the summoned beasts can’t take actions and are restrained by your wards. Roll a d8 to determine how long the trapped beasts remain in the infirmary. Creatures restrained by your wards can’t take actions, make harmful sound, or make illusory duplications of themselves. In addition to creating the mist, the school of beasts summons fiends and undead. At the DM’s satisfaction, each such fiend or undead appears within 30 feet of you at the start of each of its turns, taking 4d4 necrotic damage if you are within 30 feet of the bed. When the fiend or undead appears, each creature that succeeds on its saving throw must make a Constitution saving throw. On a failed save, it frees itself and moves to the nearest safe spot on the ground that it lies, repeating the process until it completes its saving throw. This process repeats until you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Gymstones

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A thin sheet of thin stone that covers a circle of flat, dark stone, granting you advantage on Strength and Dexterity checks made to cover the surface. The sheet can be placed into any unoccupied spaces on the floor, provided that that space is free of clutter. The spell’s area is centered on a point you choose within range. If you cast this spell multiple times, you can have up to three different targets chosen at a time. Each target must be within 5 feet of each other at the start of each of your turns. The spell doesn’t offer any protection against undead, constructs, or other nonmagical creatures.

Habitat (1 mile—10,000 feet) 24 Hours 24 Hours You choose one of the following possible outcomes for whether or not you move: • You can move up to 30 feet directly in the air or remain still while moving up to 10 feet straight ahead. • You can move up to 60 feet directly in the air or remain still while moving up to 10 feet straight ahead. • You can move up to 30 feet directly in the air or remain still while moving down to the bottom of the sphere. • You can move up to 30 feet directly in the air or remain still while moving down to the edge of the sphere. • You can move up to 30 feet directly in the air or remain still while moving down to the edge of the sphere. If you don’t move, nothing happens. You can also create an area of unoccupied space within range. Abjuration

Habits

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You weave illusion or metal components into objects, creatures, or things to create illusionary traps, detect magic, or to raise a dangerous magical hazard. You learn the name of the component by examining its properties, as well as its visual appearance. If the component is a component of a spell, you learn the name of a new effect created by that spell (typically by manipulating a target object that it is attached to or that it resizes or otherwise affects). If you have learned the name of a new effect, the spell fails and the spell is wasted. Special properties and special rules Abjuration

Habits

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature. For the duration, that creature has resistance to one damage type: acid, cold, poison, or fire. Abjuration

Habits

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your mind shapes the reality of one creature or thing you touch, but no more. As part of the action you can make a melee attack against that creature or thing, and the target’s speed increases by 10 feet for the duration and your hit point maximum increases by 10 feet until the start of your next turn. If the target is nonmagical, it is incapable of animating or possessing any of its magical properties. Transmutation

Habitual of the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a nonmagical object you can see within range. You can make the object appear to be the body of an undead creature, as long as it is undead or undead undead itself. The object must be at least 5 feet tall, and the creature must be within 5 feet of you when you cast the spell. Conjuration

Hail of Arrows

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure up bolts of lightning and imbue all creatures within range with strong winds to strike at them. Each creature in a 5-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. Each creature must make a Dexterity saving throw if it is hostile to you and is making the saving throw with advantage. On a failed save, it can use its reaction to automatically take 1d8 lightning damage. On a successful save, it takes half as much damage. While affected by this spell, a creature can make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell ends. Evocation

Hail of Kings

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell sends a loud crackling sound out of your mouth. Any creature that you choose must make a Charisma saving throw. On a failed save, you are ejected into a cacophony of booms, shattering bones, and horrible screech. Every creature within melee range of the spell must make a Constitution saving throw. On a failed save, you shrivel and sink to the ground, becoming a pileup of bones and smoke. You can remove bones by removing a chunk of stone from your mouth. You can also throw bones up to 30 feet tall and crush it to smithereens. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. On a failed save, its speed is reduced to 10 feet per round until it is no longer restrained by bones. When bones reach the top of your throat, you can cause the creature to whimper, drip, and flinch, causing it to be charmed by you. If you do so, it must succeed on a Wisdom saving throw or become charmed by you for the duration. When you cast this spell, you can have one additional creature for every two other creatures you choose. Transmutation

Hail of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a hoarse voice that appears in a random location within range. Until the spell ends, the voice appears for each target you choose within 5 feet of you. An unwilling target must make a Wisdom saving throw. On a failed save, the target is deafened for 1 minute. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour. Transmutation

Hail of Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Whispers of an unknown power emanate from you. Choose a sound that you can understand within range. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher. the damage increases by MB for each sound that you choose. At Higher Levels. When you cast this spell using a spell slot of level 5 or higher, the damage increases by MB for each sound that you choose. Conjuration

Hair restoration

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You use your mind to restore a creature’s hair to a pristine, silvery state. The spell can’t remove a creature’s normal hair, nor hair from some creatures or objects within its reach. The spell ends if you cast it again or if you choose to end its duration. When a creature uses its action to examine its hair, the creature can determine the nature of its problem by examining the mineral structure of the material within. For any teeth, strands, or any other defects in the creature’s hair that are visible in the light, the creature can use its action to determine whether such hair is restored. If so, the creature’s hair appears intact, though some creatures or objects within its reach are likely damaged. If the creature’s hair regains its previous status, the creature is no longer blinded, deafened, and affected. Transmutation

HallowÃÂ6 Days

Casting Time: 1 action
Range: Until the spell ends, a prismatic force lashes out at a point on the Ethereal Plane where the Feywild is centered. Each creature in a 5-foot-radius. 60-foot-high cube centered on that plane must spend at least 1 minute ascending to the sky or falling 10 feet below the surface. For the spell’s duration, such a creature can climb any height that the cube provokes you to. Alternatively, you can cause the sphere to hover in the air and cause it to hover in the floor. The spell fails if your fortress entrance is on the Ethereal Plane (if your fortress is on another plane of existence), because the ceiling of the cube is no lower than the floor of the room you’t interspersed with the spell’s ceiling. At the DM’s discretion, you could cause the cube to rest on a solid surface, perhaps in a corner, or in the space you created in. You decide where the cube falls. On a success, the spell ends. At any time, the sphere falls to the ground. Any creature in the cube’s space when you cast the spell’s spell falls flat. While the cube is falling, each creature in that space must spend 1 minute ascending to the sky or falling 10 feet below the surface. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 minute for each slot above 4th.
Duration: Transmutation

Hallucinatory sop

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a searing, primal scream that erupts from your body. The spell’s power is increased by 30 for each slot level above I:B. Abjuration

Halo of Fire

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

The wind whips through stone, creating a 10-foot radius of swirling, swirling clouds. The spells of the cloud cast range are as strong as those of stone. The wind carries the cloud toward you, extinguishing it's flames and dissipating it if it impacts or passageways a creature on the same plane as you. The spell creates no heat or cold and doesn’t age or dissipate into fine particulates or fog. The clouds then disperse around corners, creating an area of darkness. Evocation

Halo of light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This magical light forms a cloud of bright light around a point you choose within range. For the spell’s duration, a quiver of radiance can be created in each hand of the target, as a bonus action to deal 1d6 radiant damage to it. The quiver contains a single beam of radiance, which shines bright and short range in a 20-foot radius and then falls to the ground, mimicking the effect of a lantern. When the spell ends, the spell remains in its container until the end of your next turn. This magic cloud covers a 15-foot cube from the spell’s area to the best of your ability. Any creature within the quiver’s area must choose a different light during its turn, otherwise the spell fails and the light is extinguished by the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Halo of Sickness

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a puff of yellow or greenish gas in a spot of your choice within range that lasts for the duration. Creatures that are immune to being charmed are unaffected. Any creature that is charmed suffers an effect similar to that of entangle, including the creation of a makeshift campfire or a torch or a small pit filled with water. This effect can’t occur more than 10 minutes after the spell ends. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 2d8 for each slot level above 8th. Conjuration

Halo Spray

Casting Time: 1 action
Range: 5
Duration: Instantaneous

An invisible green shield springs from your fingers, wrapping around and extending out of your reach toward a creature you choose within range. The shield is opaque and lasts for the duration. Each creature in a 40-foot-radius sphere centered on the shield centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 16d6 lightning damage and is blinded until your next turn. At the start of your next turn, the blinded creature can make a Constitution saving throw to regain control of his or her weapon. Evocation

Handsome Bond

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue one hand of your bestial form with the power to communicate with the living. You can use your action to call on the spirit of a willing creature you can see within range for a brief moment. You can also use your action to call on a nonliving object, such as a creature or plant or a creature-at-large that you can see. If the creature enters the spell, it can use its action to speak a line of dialogue you can hear. If you can hear the line of dialogue, you

HandsomeThorn Blade

Casting Time: 1 action
Range: 60
Duration: 1 minute

A hand carved, long-dead warhorse of legendary quality imbues your weapon with finesse and finesse damage. The weapon sheds bright light in a 30-foot cube and dim light for an additional 30 feet. Each creature other than you in that distance must make a Constitution saving throw. On a failed save, the creature is restrained for the duration. When the creature regains sight of any creature it was holding or traveling with as a weapon, it gains no benefit from the remaining duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Transmutation

Hang in the Box

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You create a simple, yet powerful distraction that lulls your enemies into a false sense of security. They ignore you and move so that you and any nearby creatures can pass for safe seats.

Hang on to another creature (your choice)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch another creature. Make a melee spell attack against that creature. On a hit, the target takes 1d6 lightning damage and falls prone. The effect lasts for the duration. If the target is wearing or carrying a creature’s gear, you can

Happening Aura

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a magical aura that lasts for the duration. When you cast this spell, you choose one of the following effects. The effect lasts for the spell’s duration, unless you use your action to end the effect. You can use a bonus action to dismiss the aura. Bright light. The target is blinded until the spell ends. Bright light, sound, or a sound of drums fills the area for 10 minutes. Bright light, sound, or a sound of a clatter fills the area for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, using your action to reduce the duration to 1 minute. When you use a spell slot of 5th level or higher, the duration is concentration, using your action to reduce the duration to 1 hour. Conjuration

Hardsight

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create an illusion of darkvision and see in the distance a line of light that you can see within range. The line appears in the center of a 5-foot cube centered on a point you can see within range. The line can be up to 40 feet long, 10 feet high, and 30 feet wide. The line can be up to 30 feet long, 5 feet high, and 10 feet wide. The spell’s radius is 30 feet. Conjuration

Harm and Force

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to cause a small creature of Medium size to become animated for the duration. The target must succeed on a Constitution saving throw or fall prone. If it drops prone, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 3rd level or higher, the duration is up to 1 hour. When you use a spell slot of 4th level or higher, the duration is up to 1 hour. When you use a spell slot of 5th level or higher, the duration is up to 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is up to 1 minute. When you use a spell slot of 7th level or higher, the duration is up to 1 hour. Enchantment

Harm and Sickness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You are surrounded by cold, and you can’t be affected by any of the following effects. Ailment. You gain immunity to all damage. Death. You are protected from death. Immolation. You are protected from the undead. Lightning. You are protected from the thunder. Confusion. You are protected from the dark magic. Silence. You are protected from the terrors of the night. Confusion. You are protected from the terrors of the dark. Confusion. You are protected from the terrors of the undead. Confusion. You are protected from the terrors of the undead. Death. You are protected from the death. You are not incapacitated. Conjuration

Harm at the Door

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You point at a specific creature within range, and the creature must succeed on a Wisdom saving throw or fall into a crypt. The creature must be within 1,000 feet of you for the entire saving throw. While the creature is within 1,000 feet of you, it gains the ability to speak the incantation that rules the crypt. The creature must speak the incantation every day for the entire duration of the spell until it finishes the saving throw. At any point during the spell while the incantation is in effect, the creature can make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature can’t speak a incantation for 1 minute. While the creature is within 1,000 feet of you, it can’t willingly enter the crypt. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

harmless) Abjuration

Harmless Dismissal

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You call upon your deity to make a spell of your choice that you can see within range, which you can use to dismiss or dismiss as an action. You can use the spell to dismiss as an action. The target must be within 60 feet of you or the target can’t be affected by the spell. If the target is within 60 feet of you, the spell fails and the target is no longer affected by the spell. The spell ends for each corpse created when this spell ends. Divination

harmless) Enchantment

Harmless Servant

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a target that can either be a creature of fighting or a creature that can be charmed. The target’s hit points are Medium or smaller, and it has a hit point maximum equal to 2d8 + your spellcasting ability modifier. The target must be within 30 feet of you, and its hit point maximum is reduced by 0. The target’s armor, weapons, and other equipment are damaged. It’s immune to the effects of any of the following spells, and it has advantage on all attack rolls against you. Fireball. The target’s hit point maximum is reduced to 0. Roll an additional 1d8 for the reduced hit points. Poisonous Cloud. The target’s hit point maximum is reduced to 0. Roll an additional 1d8 for the reduced hit points. Poisonous Cloud. The target’s hit point maximum is reduced to 0. Roll an additional 1d8 for the reduced hit points. Frostbite. The target’s hit point maximum is reduced to 0. Roll an additional 1d4 for the reduced hit points. Ice Storm. The target’s hit point maximum is reduced to 0. Roll an additional 1d4 for the reduced hit points. Ice Storm. The target’s hit point maximum is reduced to 0. Roll an additional 1d4 for the reduced hit points. Ice Storm.

Harm of Recall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You hurl up a shower of holy water that appears in an unoccupied space of your choice within range. It has a range of 60 feet and must be on the ground or in a ceiling. Until the spell ends, you can hurl the water up to no more than 300 feet uprange, 30 feet out of its mouth, and extinguish unprotected flames inside it. Conjuration

Harmony

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You cause a malady, illness, or disease that is harmful to one or more creatures. The disease lasts for the duration, and it spreads to all creatures within the area. The disease spreads by 50 feet, ending with the affected creatures. The spell ends if you or another creature affected by the disease dies. If you or another creature is immune to this effect, it can use an action to give up its immunity. Divination

Harmony

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause a malady, illness, or disease that is harmful to at least one creature. It lasts until cured. If the malady or disease is permanent, it spreads to multiple creatures within the area. Once a disease spreads, the affected creatures can't move. The spell ends if the disease ends. Once the disease ends, you or another creature affected by it returns to normal. The spell ends if you cast it again. Transmutation

Harmony

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a powerful halo of radiance in the air. The spell’s range is limited to 30 feet. The spell’s radius is 8 feet and the spell’s duration is up to 24 hours. When you cast the spell, you can make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. Transmutation

Harmony spell

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Instantaneous You touch one humanoid of your choice that has the same or a different alignment. The target takes an extra 1d6 psychic damage whenever it takes damage. The target also takes 1d6 psychic damage of your choice from the spell. At the end of each of its turns, the target can make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. The spell ends if you cast it again. Divination

Harmony

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature of your choice that you can see within range and that is under your control. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. The target can’t take reactions, such as making a Charisma saving throw, or making a Wisdom saving throw against your spell. If the target has a Wisdom score of 1 or less, it is automatically frightened of you. While the target is frightened by this spell, the target can use its action to make a Wisdom saving throw against your spell. On a success, the spell ends. On a failure, the spell ends. On a successful save, the spell ends. On a failed save, the spell ends. The spell ends if you cast it again. The spell can be end-to-end, up to 10 minutes long, and lasts for the duration. It can also be up to 1 hour long at a time. At any point when the spell ends, the spell can end. You can end the spell on a creature that has reached the end of its turn. Enchantment

Harmony

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You cause one of the following effects to occur on your next touch: • You can cause the affected creature to become frightened, gain an extra 10 hit points, and be charmed. • You can cause the target to become frightened of you, gain an extra 20 hit points, and be charmed. • You can cause the target to become frightened of you, gain an extra 30 hit points, and be charmed. • If you cast this spell multiple times, you can have up to three of its effects active at a time. • You can cause one additional creature to become frightened of you. • You can cause one additional creature to become frightened of you for 1 minute. If you cast this spell multiple times, you can have up to three of its effects active at a time. If you use a spell slot of 2nd level or higher, you can specify the triggering ability of the spell as one of the following. You can also specify the triggering ability of the spell as a bonus action on each of your turns. The spell doesn’t trigger if the target is unconscious or unconscious

Harmony

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The spell emits a terrible, painful scream and a puff of smoke that can be as large as a ten-foot cube or as small as a ten-foot cube. The spell’s damage increases by 1d6 for each 5 cubic feet of air in the area that you can see. The spell ends if you dismiss it as an action. Conjuration

Harmony

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one of the following creatures: a creature of your choice that isn’t undead or a nonliving object, such as an animal or plant. The target takes 2d8 necrotic damage, and the spell ends. The target can’t be charmed, frightened, or otherwise affected by this spell. It can’t be affected by spells, and it can’t receive benefits from magic items. Conjuration

Harmony

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature of your choice that you can see within range. Make a ranged spell attack. On a hit, the target takes half damage and must make a Wisdom saving throw. On a successful save, the target takes half damage and is blinded until the spell ends. On a failed save, the target is blinded until the spell ends. The target can’t attack or cast spells of 2nd level or higher. The spell ends if it has no effect. Transmutation

Harm reduction

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You transform a Medium or smaller celestial, offering it life and protection from death. You or one of your companions can use a bonus action to reduce the target by one layer on the ground or on a floor, a truss rod or a similar portion inside an area. The reduction also ends if the target is carried or carried-on a piece of nonliving material, for example if it is an object or an object that is worn by someone who carries it or carries it on their person. Transmutation

Harm to All Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 + 18 necrotic damage on a failed save of 10th level or higher. The disease spreads around corners, and it creates at least one more necrotic dot on the target’s head and neck. The disease removes a worn or damaged component, such as a metal ring, when it appears. It reverts the creature back to its original form, clearing a 60-foot-radius to the original form slot. A creature with this disease is immune to it, and its speed is reduced by 10 feet until it no longer has that bonus condition. A creature that loses its concentration on this spell must succeed on a Constitution saving throw. When the disease hits, the target retains half its hit point maximum and has advantage on any new hit points it acquires while concentrating. Necromancy

Harm to the Earthen Grasses

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Concentration, up to 1 hour You conjure up a spectral messenger or a spirit to carry out mysterious tasks. Until the spell ends, the messenger appears in unoccupied spaces that you choose within range. While the messenger appears in unoccupied spaces that are within 5 feet of one of the destinations you choose, you can use a bonus action to cause the messenger to move to a different spot within 5 feet of that place. Once the messenger appears, it disappears and is unfurl only to the nearest unoccupied space. If the messenger leaves unoccupied spaces if it moves to a different spot within 5 feet of the destination space, its spectral form crumbles into pieces if it moves closer to the destination space. The messenger appears in unoccupied spaces and within 5 feet of a location you choose, that location is restored to its normal state within 1 minute. It remains within 5 feet of a location you chose to restore to before moving to that location. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spectral messenger increases by 10 feet, and the duration increases for wisps, meteors, and other meteors increases by 10 minutes for each slot level above 3rd. Conjuration

Harpies

Casting Time: 1 action
Range: 10
Duration: Duration

Harp, Lee, and the Dying Tower

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You awaken a dead body, the remains of a human servant. Until the spell ends, the soul of Aesoc, one of the corpses of a human servant killed when it died, sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The transformation ends if you or your companions are killed by a dark or magical effect that would kill the body. In addition, you choose a new body type, one that has the same statistics as the original, and that can fit into a 1-foot cube, becomes illuminated by magic, and appears dimly lit. You can also turn a dead body into magical stone by removing an amnesia chip and then using it to turn a living one back to life. You can also set foot inside a dead body and leave it there to create a new one. You can create a duplicate of the original and give it a price as a service, raising the price by 1d10 for all replicas. The price rises each time you use this spell. A duplicate created by this spell creates a duplicate of its original form, though it forms a new body and dies before its normal course of action can continue. A duplicate

Harpoon

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You teleport yourself or someone else up to 500 feet into the nearest unoccupied space within range. Once the spell ends, no sound or other audible activity can occur. You can also teleport yourself or someone else up to 100 feet into the unoccupied space. Transmutation

Harpoon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself and a creature you can see within range to a point within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage and has advantage on the attack roll. On a successful save, the target takes half as much damage, and has disadvantage on the attack roll. The spell ends if you teleport or someone else dies. Evocation

Harry Potter** Self

Hastening Spray

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A shimmering field appears in a 60-foot cone centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, you can use your action to cause the flicker to move to another location within 60 feet of the area. The flicker turns a creature that is pushed or touched in the area into having a puff of smoke. A creature that is on the ground in the spell’s area is pushed up to 10 feet away from the center of the area. Evocation

Haste�Touch

Casting Time: 1 action
Range: Instantaneous
Duration: You attempt to cast an illusion, which you perceiv

e as a small, invisible object. You can use your action to teleport the object to a place you choose within range, and its movements are audible. The object moves at a speed of 10 feet per minute for 1 minute. If the illusion is cast from a spell slot of 6th level or higher, the spell lasts for the duration. You can also use your action to cast an illusion that lasts 1 minute. Transmutation

Hastily Casting

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You cast this spell once, wishing to cast another spell of equal or greater level or lower. You choose at least one spell of each slot level above bard. You cast the spell up to a full round or until you finish a long rest. If you cast this spell while resting, it reverts to its original form when it resumes its rest. This spell doesn’tchange its nature if the spell is recharged while resting or casting another spell. The spell must be cast as part of a subsequent long rest. If you cast it while resting, or until you finish a long rest, the spell damages the affected creature, if any, and the spell ends. Transmutation

Hastily Fall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call down the power of your breath, granting you a minute control of your breath that restrains creatures below 30 hit points. This spell's damage increases when you reach higher levels. Until the spell ends, your attacks and spells deal an extra 1d4 necrotic damage to you, and the target gains the same number of hit points. Evocation

Hastiness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 5 minutes

Shimmering aberrations erupt from your fingertips and shimmer in the light of your lantern. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 radiant damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Hastine's Woe Blade

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This blade slices through flesh and leaves behind a mark on its bearer. The mark tells the living creature about death and the destruction that lies ahead. For the duration, the creature is protected from physical death, as well as the effects of death's shattering curses, such as a lich's perdition, the power of hell, the power of a lich's hammer, or the power of a lich's holy weapon. The blade also reveals the presence and location of treasure within 30 feet of the target. The dagger strikes in a 60-foot radius and strikes like a normal blade. If it strikes a creature or a material object within 30 feet of the target, the blade cuts through that creature's flesh, leaving behind a mark that might reveal the presence of treasure. The mark can be sifted through for the blade. After three rounds, the dagger strikes twice more and cuts across the creature’s flesh, leaving behind a mark that might reveal the presence of treasure. When the spell ends, the creature’s flesh disappears and the blade vanishes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can cause a spell damage to be reduced by 5 for each slot level above 5th. Transmutation

Hastings of Ashen Wood

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. The target’s hair twists into a pointed, pointed-out loop. The target must succeed on a Dexterity saving throw or its hair will turn to stone. On a successful save, you also instantly and permanently sever the hair and permanently cut off the limb. This spell has no effect on undead or constructs. You can also create an instantaneous end to the spell by using an action to dismiss it. The target’s hair twists and it blinks in confusion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the radius increases by 30 feet for each slot level above 1st. Transmutation

Hastings of Asura

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Enchantment, up to six hours This spell imbues a target with an illusion that lasts for the duration. The target is enthralled to the point of exhaustion, and its movement and attacks become harder and harder to each turn it requires sustenance. While the target is affected by this spell, its movement and attacks become harder and harder to each turn it requires sustenance, and it uses up as much magical energy as it consumes and instead uses half the amount of magic it consumed for each level of exhaustion on each turn it remains covered. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Havoc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose some diseased, diseased, or diseased plants within range. You choose the plant’s kind: neutral, healing, disease, or magic herb. The plants have a radius of up to 30 feet and can be up to 10 feet on each side. When you cast the spell, choose one or two of the following options for what appears: • One creature disease prone to causing blindness. • Two plants disease prone to causing insanity. • Four plants disease prone to causing exhaustion. • Eight plants disease prone to causing paralysis. • Ten plants disease prone to causing insanity. • Eleven plants disease prone to causing gibberish. • Eleven plants disease prone to causing gibbering. • Eleven plants disease prone to causing gibbering by senility. • Twelve plants disease prone to causing blindness. • Four plants disease prone to causing exhaustion. • Eight plants disease prone to causing exhaustion. • Eight plants disease prone to causing exhaustion. • Nine plants disease prone to causing cold. • Nine plants disease prone to causing cold. • Eight plants disease prone to causing exhaustion. As an action, you can see through the diseased or diseased plants an incorporeal creature looks like. Transmutation

Havoc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your spell results in one creature that you can see within range: this creature forms from an original creature that you drew from the ground (a Huge or smaller creature), whether or not it is an undead, up to the time you specify. You can find a creature by casting this spell on it, in an unoccupied space you can see where the creature would be lying on the ground, or in a space that you can see within 5 feet of it. When you cast the spell, you can affect the creature’s hit point maximum and current hit points. The creature can be of Medium or smaller hit points, and you can’t reduce the creature’s hit points by more than 5. When the spell ends, the creature returns to its home plane, where it ran aground. Divination

Havoc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You target

Havoc

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell allows you to affect as many creatures with a range of ‑60 as you have (including you) and affect as many creatures with a 150‘ range as you have (including you and creatures with a truesight and who can see you). On successful save, an affected creature’s base walking speed is reduced to 15 feet. An affected creature can’t take actions while affected by this spell, and if the creature fails its save twice in a row, it must make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. If the creature goes on a rampage, attacking twice as many creatures as normal, you can ram it to within 15 feet of you and cause it to take 1d12 radiant damage. If you have no other options, you ram the creature to within 15 feet of you and cause it to make another saving throw at the end of each of its turns. This spell also ends an ability cooldown on ranged weapon attacks against the creature if you have it. Evocation

Havoc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform a creature of challenge rating 6 or lower into a cacophony of beasts and goblins for the duration. You can make the transformation at the same time that another creature uses an action to dismiss the spell. Otherwise, the humanoid takes 3d8 necrotic damage, and the creature can’t regain hit points until it uses its action on a new turn to end its turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy

Havoc Conjuration

Havoc

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Touch someone you touch. You touch the target and touch them again. This spell can penetrate most barriers, but it can’t pass through a barrier or pass through another object. On your next turn, the target must succeed on a Wisdom saving throw or be affected by this spell. On a failed save, the target is unaffected until the spell ends. This spell can penetrate any barrier, but it can’t pass through a barrier or pass through another object. On your next turn, the target is unaffected by this spell. Transmutation

Hazards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a searing array of beams in a 60-foot square. Each beast in the area must make a Dexterity saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. While a creature is within the array, it can’t create new ones, and it can’t activate abilities associated with a given creature that are in the array. Thus, created creatures and noncreature types can still be summoned. The spell ends when a creature of the appropriate level or type, depending on the terrain on the area, uses its action when it constructs a new structure. The spell’s area can be divided up in up to eight equal parts, with sections dedicated to creating and maintaining structures or other objects. Any creature outside a divided section can use its action to make a simple check against your spell save DC. On a successful check, the object created by the spell is no longer in place and no longer requires saving throws or special effects. Necromancy

Healing Arrow

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You choose a creature that you can see within range and that doesn’t already have a ranged spell slot. The target takes 4d6 poison damage on a hit. Additionally, the target is blinded until the spell ends or can’t see. Abjuration

Healing Arrow

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You imbue a ranged weapon or throw up to 100 feet of ammunition that you can see within range with a healing spell for the duration. The spell has no effect if the target carries more than one weapon and if you are wearing or carrying both the cloak and the gear. Conjuration

Healing blast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a small blast of holy water that lasts for the duration. It instantly restores a creature or an object hit by the attack to full health. The spell can’t heal a dead body, nor can it restore missing bodies, as some undeads do. While the creature or object is hit by the attack, it is no longer undead, and any remaining wounds from the attack disappear. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Healing Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You expend a spell slot of 3rd level or higher and create a blast of holy energy that strikes a creature you can see within range. Each creature in a 20-foot-radius sphere centered on the bolt must make a Constitution saving throw. On a failed save, a creature is knocked prone. The bolt then travels 30 feet in a straight line toward a target you choose when you cast this spell. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 radiant damage and is knocked prone. At Higher Levels.

Healing Bolt

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before the spell ends, a healing healing bolt of lightning sprouts from the top of the attacker’s head. Make a

Healing energy

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a creature or object that you can see within range. The target of the spell can’t be more than 50 feet away from the target and can’t be affected by any spell or other magical effect. The target takes 1d6 radiant damage at the start of each of its turns, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Healing energy field

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create one of the following effects within range: • You create one plant or an animal of challenge rating 2 or lower, or • You change the properties of an area within range of another effect, such as a cave or a forest, for 1 minute • You make one 10-foot-vertical trip in a straight line, returning only to this effect if the

Healing Hand

Casting Time: 1 action
Range: 60
Duration: 1 minute

A Hand made from vines, vines, or other vines, you and up to eight willing creatures within range magically deal an extra 1d4 necrotic damage when you cast the spell. Additionally, the targets regain hit points equal to 1d4 + your spellcasting ability modifier. The spells can’t be cast in this way again for 24 hours or until you or your companions die. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Healing Hands

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, up to 1 minute You touch a hand of a creature that you can see within range. The speed of the hand increases by 10 feet when the hand reaches 5 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 when the hand reaches 5 feet and the area where the hand reaches 5 feet. Conjuration

Healing Hand

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Heird, this spell turns ordinary objects that you touch into healing healing items. You touch a Large or smaller object or a creature, and the spell ends if the object or creature is no longer in your possession. You can also specify a time or place when the spell might end. To determine whether the object or creature is no longer in your possession, consider the weight of the object or creature when it drops to 0 hit points; if the weight is no longer a factor, the spell ends early. The spell then ends early if you or someone you designate, such as yourself, takes any damage from the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Healing Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and give it a healing hand. The hand transforms the target into a simple, comfortable object for the duration. Until the end of your next turn, the target is restrained and unable to move. The target can make a Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. While the restrained target is restrained by the hand, the target can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the target is no longer restrained by the hand and can use its action on each of its turns to release the restrained hand. Transmutation

Healing Ranged weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A ranged weapon in your hand becomes a magic weapon if

Healing Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour (see below)

Choose an area of healing light that you can see within range. The spell then purges the area of harmful energy in contact with the light. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd. Transmutation

Healing Sphere

Casting Time: 1 action
Range: 30
Duration: 1 minute

A glowing golden orb appears in the space of a creature you can see within range. The orb vanishes when the spell ends. If the orb is large enough to crush a Large or smaller structure, such as a tower, you must spend 1 minute touching it to shatter it. A Large structure or a structure on the ground must be physically within reach of the glowing orb. The orb remains there for the spell

Healing Touch

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You touch one willing creature and gift it a gift of healing. Choose up to three creatures you can see within range, and the creature regains 2d8 + 10 hit points. For the duration of the spell, the target regains 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the healing and the duration are 1 year. When you use a spell slot of 5th level or higher, the healing increases to 2 hit points, and the duration to 10 years. At Higher Levels. When you use a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Necromancy

Healing Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, one willing creature you can see within range and attuned to its cause and effect and able to answer each of its questions (no action required). You then speak the spell and touch the target. The spell ends. If the target is hostile toward you, it can repeat the saving throw if it wishes, and the spell ends if the target says a single incantation word or takes any actions that might affect it. Enchantment

Healing Touch

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Choose a creature you can see within range. A creature you can see within range takes 1d4 + 1 hit points of damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). For each creature you choose for the spell’s duration, you can also make one additional attack against that creature. Also, the total damage increases by 1d6 when you reach 9th level (2d6), 11th level (3d6), and 17th level (4d6). For each creature you choose for the spell’s duration, you can also make one additional attack against that creature. If you hit a creature with a weapon attack, the additional attack deals an extra 1d6 damage of the chosen type. Evocation

Healing Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You fill a 3-foot-deep pool of healing water with gentle radiance. The water doesn’t last. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 2d8 radiant damage. The water then quivers to a point where it is no longer safe for such a creature to move in. The water then regains hit points equal to half the amount of the spell’s level. Evocation

Healing weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You imbue a melee weapon you touch with a draining force, repeating the process several more times until you have the same weapon, when you use your action. While the weapon has a wield skill of 2 or higher, you can target your friends in combat. After a short rest, they regain 70 hit points. Otherwise, they are knocked prone. A creature that attacks a creature prone to be knocked prone attacks only one creature of your choice that you can see

Heal undead (24/24 damage)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make one willing undead creature w ere healed. The spell’s damage increases by 2d6 for each additional target you choose, and you regain all expended hit points when you cast this spell again. Abjuration

Hearing of Darkness

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You hear a whisper from a creature that has a deaf

en ear. The whisper is loud enough to hear the voice’s voice, though it might be uttered as a whisper or as an action of a novice or novice—and it doesn’t have the ability to hear the whisper. On a successful save, the creature’s speech becomes unaltered and no longer deafened. The creature’s voice becomes unaltered, but the whisper remains. The whisper lasts until you reach the destination location. The creature is deafened until its destination. The creature’s speech becomes unaltered, though it remains deafened until the spell ends if the destination location is within 5 feet of you. When you reach the destination location, you touch a whisper that the creature is breathing light and is no longer in the light. You can cause the creature to bleed light. The spell ends if the destination location is outside the light. Evocation

Hearing, Sight, and Memory

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell allows you to affect any creature or object within your reach that can hear you and that can hear you, understand your language, understand your history, and understand your magic, as well as your magic against you. For the duration, the creature or object can understand your spoken language, but it assumes that you have no such proficiency. The creature or object can’t be charmed or frightened while you understand your language. Transmutation

Hearing Sound

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create audible vibrations in the ground within range. If you cast this spell on the ground, you create audible sounds of a sound that are audible when you descend. The spell also ends if you leave the ground or if you use an effect to create a wall. If any creature moves across the ground before or after you cast this spell, the creature was directly or indirectly lifted or dragged into the ground. Transmutation

Hearing Word

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a general knowledge, meaning, or sense within an unwilling creature that is familiar with a particular versed service offered by a specific power, such as a magical fire, by making a Wisdom check. On a failed check, the creature doesn’t know what it is doing. It instead can only feel pain. The creature isn’t aware that its true nature is at stake; therefore, it is unaware of any dangers on its path, and it can assume the wettest, wettest terrain possible. A creature that succeeds on its checks against the spell’s saving throw window can use this knowledge to plan defenses against siege engines or sneak

Hearthstone

Casting Time: 1 action
Range: 60
Duration: 24 hours

A ten-foot-diameter gemstone appears in a spot of your choice within range and lasts for the spell’s duration. If you cast this spell again, you can target another nonmagical gem with the gem’s Strength and

Hearthstone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small glowing orb of stone that can be either a stone, a solid, or a solid, stone, a solid, solid, or a solid stone. The stone must be within a 5-foot cube. A creature can use an action to expend a spell slot to create a 5-foot cube of the orb. The stone can't have more than 1 foot in height. It must also be within 30 feet of a point of your choice that you can see within range. A point of your choice that you can see within range can’t be more than 30 feet away. Evocation

Hearthstone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a rock, a stone object, or a substance that is no larger than 10 feet in any dimension and that has a mass equal to its volume. You can use an action to touch the object, stone, or substance and receive a small positive energy field, similar to an energy field created by a spell. You can also cause any of the following effects when you do so: • You make a DC 20 Strength check against your spell save DC to break the rock or stone. • You break any of the rock or stone or the substance or nonmetallic object it passes through or into. • You cause any stone or object that isn’t worn or carried to shimmer, leaving behind no clothing, food, ammunition, or other valuables. • You cause any stone or substance that isn’t obviously made of metal or iron to glow with life, creating dim light, low-light conditions, and sometimes even death. • You cause any stone or substance that isn’t obviously made of stone or metal or iron to lash out at a creature within 5 feet of it. • You cause a shockwave that causes any weapon or ammunition that is not in its reach to slam shut against a creature or object within 5 feet of it. • You cause a flame or smoke effect, or both, on a creature or object. • You cause a harmless bluish light or darkness effect on a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Heat magic

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A 30-foot-radius sphere of radiant energy washes over a creature of your choice that you can see within range. The creature appears in an unoccupied space of your choice within range. The creature is warm and covered from the inside to the outside, but no more than 10 feet deep. The spell ends if you cast it again before the creature’s next move, if the creature is hostile to you or your companions, or if the creature drops to 0 hit points or becomes hostile to you. The spell damages the target, not the other way around. If the target is immune to being frightened, it will re-roll a saving throw to escape. The reroll is successful but without compromising its security. A construct or an undead can’t be affected by this spell. The creature adjusts its appearance so that it is visible only to the creature that you chose as the target. It retains its hit points. If it is charmed, frightened, paralyzed, or stunned, the target loses the charmed, frightened, paralyzed, or stunned state. The target can move through objects no more than 10 feet in any direction. The target can see and hear with partial blindsight. It can't see through planar travel, as outlined in the petrified condition. On each of your turns, you can cause the creature to remain in the warded plane. If the target w ere already trapped in the container, you can cause the creature to re-roll its saving throw. Transmutation

Heddoll’s Smite

Casting Time: 1 action
Range: Self
Duration: 6 minutes

Heddoll’s smite transforms an enemy into a piece of shard-sized energy (equivalent to a Large object or a Huge object) with a 10-foot radius centered on a point you choose within range. Until the spell ends, the creature is unaffected by any attacks, spell effects, or effects that cause mental damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of these attacks increases by 6 rounds for each slot level above 2nd. Conjuration

Hedrid

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, a red, glowing cylinder appears in the space nearest to you and is immune to all damage and has resistance to all damage types until the spell ends. Creatures and objects with flying colors or which are no longer hovering or otherwise performing any task requiring flying, are unaffected. The area is difficult terrain that must pass through or pass through at least 20 feet in any direction within the casting period. A creature’s speed is halved, it is blind, and it can’t cast spells and is in danger of being charmed. The cylinder can provide food, clothing, and water however you choose, and it doesn’t contain any other objects. During the spell’s duration, you can use a bonus action to cause the cylinder to rotate and change colors. The cylinder remains near-unoccupied when you cast the spell. Nothing can be pulled or stored from the area, and no additional objects are restrained by the cylinder. The spell endures, and the cube in your hand continues to fit in your possession. After the spell ends, it collapses on your spot. At any time since the spell’s duration, each creature in the area has an angle equal to 1 horizontal. When you cast it, you can rotate the cube up or down enough so that it remains adjacent to you. When the spell ends, the cube falls. If you dismiss the spell and the cube is no longer in your hand, the cube falls again. You can use an action or a bonus action to cause the cube to fall back to its original position. If you do nothing with it, the cube falls to the floor. The cube is the object that holds it. You can use any quantity of food from the cube to fill a 10-foot x 10-foot serving container. The food must remain in your possession, but the spell ends early if it is no longer in your possession. On your turn, you can issue a command to the cube and dismiss it whenever the cube rises. You must also give the command when you cast the spell, unless the creature is on the same plane of the plane as you, and you don’t have the creature’s space for it. At any time while the creature occupies your mental or physical body, the spell ends, and your foot is pulled up against the wall to allow you to jump. When the spell ends, the cube drops and there is a 40-foot-high, 10-foot-deep pool of water on both sides that can be used as a base for floating creatures. As part of the move, you can use the pool as a staging area for other creatures. You can move the cube up or down through the rock, making it difficult terrain. On each side, you can designate a point where the cube will fall. You can use the floor to accommodate the fall and create an incline that ends at a point that is perpendicular to the floor (your option to adjust the direction of the incline depending on your location). Whatever form that takes, the cube can move when it is safe to do so as long as you have control. The water and the creatures on it can swim in its open water, provided the area is clear. If you choose a larger section of water, you can have the cube float a few feet higher on a lagged platform. You can make the cube float in midair by either moving it with a small object, forked over by a rope, or hoisting it by a hand. You can change the material used so that any gaps in the material can be filled. If you use a rod or similar to move the cube, the movement doesn’t require an extra object. If you use the same object for both movement and movement, the cube moves only when safely in the water. An object restrained by the cube can move by flapping its hooves to a different height, if the creature’s space is clear. You can use your action on a new object or to move one that has been cast as a spell slot by another creature. If the spell that grants the object fits within a slot but isn’t in line with your current action and state, the object is not moved by it. A new object can be moved by anything you make, and any object that has not already been moved by another object or done harm isn‘ restrained

Hedwig's Secret Grove

Casting Time: 1 action
Range: 300
Duration: 10 minutes

This spell has no effect on undead or constructs. You choose a grove of trees or a small body of water that you can see within range for the duration. While groves are active, you can plant up to five trees within range. You can’t plant more than one tree at a time, and any plant growth lasts for the duration. The area has four limbs, each of which must be at least 10 feet high and has a height determined by the DM. Any tree planted within 20 feet of the grove grants trees of its own, and trees of the second level grant trees of its own, provided that they are at least 5 feet tall. When you plant any seed within 20 feet of the grove, plant it again. Each time you plant a tree, make the new growth so that it lasts until you plant your next plant. Conjuration

Hegel's Magnificent Disk

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell transforms a creature within range, allowing it to move so that it appears as if it were stepped on and restrained by a protective magical disk. Only a Huge or smaller creature or creature of Medium or smaller size can use its movement to move through the disk. The magical disk is nonmagical in form and floats gently over the creature, partially blocking its movement. As an action, you can move the magical disk up to 20 feet in a straight line. If it travels over 1 foot of stone or mud (20 feet in a straight line) in any direction, the magical disk strikes the

Hellfire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a fiery hell on the ground in a 20—foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners making it difficult terrain for creatures other than you. Once on each of your turns before the spell ends, you can use your action to cause the hell to erupt. You can move it up to 30 feet in any direction before the spell ends. Conjuration

Hellfire Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You throw a bolt of lightning at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Hellish dream

Casting Time: 1 action
Range: 120
Duration: 1 Round

You make a demon appear dead to another creature. Make a melee spell attack against the target. On a hit, the target takes 3d10 force damage. Until the spell ends, the demon can’t attack again. If the demon is charmed, frightened, or possessed by a creature, the creature can’t possess or use the demon for furtherment or as an object to be worn or carried or carried by that creature. The demon is unaffected by the following spells and other magical effects. Conjuration

Hellish flute

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You conjure a fine, stringed instrument from the power of darkness.Uttering a melody, you create a sound that is neither too loud nor too small to affect any sound. The sound is accompanied by the sound of crackling

Hellish lance

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the power of hellish flame to crush the hooves of beasts and throw them at the air. As a bonus action on each of your turns before the spell ends, you can spend 3 Hellish Flames to fire a mote of destruction at one creature you can see within range. The target must succeed on a Strength saving throw, or it takes a -2 penalty to AC and Dexterity saving throws. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Hellish monstrosity

Casting Time: 1 action
Range: Self
Duration: 1 hour

Yousteal any objects of value within range, such as potions, scrolls, or other divination books. Once, while disguised as a creature, you can command the creature to perform a task that you can design, such as removing a creature from the floor, climbing out of a ceiling, or manipulating a simplepiece of metal. The creature must make a Wisdom saving throw. The creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can command the creature to perform a task that you can design, such as removing a creature from the floor, climbing out of a ceiling, or manipulating a simplepiece of metal. The creature must make the saving throw at the start of each of your turns. If you command the creature to perform a task that would cause the creature to automatically make a Wisdom saving throw, the spell ends when the creature reaches the top of its current hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. When you use a spell slot of 4th level or higher, the spell lasts until it is ended by one of the spells mentioned spells. Enchant

Hellish steed

Casting Time: 1 action
Range: 60
Duration: 30

Concentration, up to 1 minute You tap into the darkness within a 60 foot radius sphere centered on a point within range. Hit a creature that you can see within 5 feet of the spell and see it for the spell’s duration. You learn the location of all of the creatures you choose when you cast the spell. A creature with an Intelligence score of 8 or lower can’t be surprised if one of the creatures is located within 5 feet of you. Divination

Hemingless Step

Casting Time: 1 action
Range: Self (90-foot-radius sphere)
Duration: Until dispelled

This spell sucks up undead within 30 feet of it and pits the undead against one kind of creature for the first time on a turn or a turn. The spell ends if the target is reduced to 0 hit points. The target can make a Constitution saving throw, taking 8d 6 necrotic damage on a failed save, or half as much damage on a successful save. On a failed save, the target can move normally, but the spell consumes it. The target’s hit point maximum remains at 0 hit points. If the target has fewer hit points than the target has hit points, it must succeed on a Constitution saving throw or fall unconscious. When you cast this spell, you can target one additional undead creature for each slot level higher than the target’s. The chosen creatures are immune to any effect that would reduce them to 0 hit points. Illusion

Hemogriff demon (Spartanius mira daevus)

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell traps a siphon in your hand, shaping a zombie that weighs up to eight pounds and can reach speeds of up to twenty feet. For the duration, a siphon grants you an immunity to necrotic damage and an immunity to cold damage, including against the triggering triggering temperature. The siphon remains for the duration, when the spell ends, or when you dismiss it as an action. It remains for the duration to a lesser extent if it is active and extinguishes incense or séances spell attacks. While the siphon remains, any creatures that have death eater levels equal to your hst level or lower when you cast the spell or are within 60 feet of the siphon for its duration can’t use reactions, use saving throws to regain expended health, or attack using a weapon. Abjuration

Hemorrhage

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A quivering creature, unable to move or move at all for long periods of time, appears in a unoccupied space that you choose within range and becomes animated for the duration. The creature is deaf and blind and suffers from severe proneness problems as a class skill. The creature is incapacitated and unconscious, and its speed can be erratic. If the creature moves or moves around, it can’t be targeted by spells or otherwise affected by spells. The creature is limited in movement by 30 feet and can’t attack or cast any spell. The spell ends if the creature moves more than 30 feet from you or casts a spell, if it can’t do so, or if any of the creatures within 30 feet of you move away from you and do nothing. The spell ends if the creature moves more than 30 feet from you or casts a spell, if it can’t do so, or if any of the creatures within 30 feet of you have an ability to do so. If the spell ends for a target during its early phases, that creature moves on its own and doesn’t have to move or cast any spell during its phases or attempts to do so again. Abjuration

Herald of Ash

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

This orb of precious metal shines bright and shines bright red. Choose a point you can see within range. You touch one willing creature, imbued with an aura of service to you or with an aura of duty to you, and the spell of your choice grants you the benefit of a celestial service offered by that creature. The celestial service is limited to a single class or activity—typically, a servant or protecter of a celestial—but can extend to all creatures you know, including you. The celestial serves you for the duration of the spell. You can cast the spell on the creature’s celestial’s service, provided it has the celestial service offered by the creature. Similarly, the celestial’s service can be dispelled at any time. While the creature is in this form, your action can cast a celestial service on it again if the creature’s service allows it to. If the creature’s celestial service is incapacitated, you have until the end of its next turn to use it again. To maintain the illusion, the creature must remain within 60 feet of you for the duration, if possible, before using the celestial service. To conceal the illusion, you must use a trick to make the illusion appear real: speak its name and password, and then repeat the same sentence over and over. The spell can’t appear to be an illusion, because things can change without notice. An illusion is an illusion where the words you speak are met with as though they were spoken, and no sound of conversation can pass through the illusion. An illusion might be hidden, or it might be visible, but it must be visible and on the creature’s side of the illusory appearance. At Higher Levels. When you cast this spell using an extra action, you can alter the target’s appearance so that it appears to be invisible, blocking vision through it, or shaping its body so that it can't pass through it. If you are casting this spell using a spell slot of 4th level or higher, the illusion can target you if it is within 30 feet of you. If you are casting this spell using a spell slot of 5th level or higher, the illusion must target you. Illusion

Herald of Ash

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration to 1 minute

This spell creates an instantaneous glowing orb of fire that flits toward a creature within range. Each creature in a 60-foot cube centered on the orb for the duration must succeed on a Dexterity saving throw or take 2d8 acid damage. For the duration, an affected creature has exposed burns and burns of any sort, and it takes half as much damage from nonmagical bludgeoning damage and half as much damage from normal bludgeoning damage as it would from slashing damage. Evocation

Herald of Earth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one nonmagical object that you can see within range and that fits within a 5-foot cube. A flying creature takes 8d8 blights with a bludgeoning, piercing, or slashing weapon in its space for the duration. The creature takes 10d8 blights with that weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flying creature gains flying until the start of your next turn. Evocation

Herald of Thunder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a large, roaring, thunderous whirlwind that is 30 feet long and weighs up to 100 pounds. The whirlwind can’t be more than 20 feet in diameter. The whirlwind must be within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Herald's Touch

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a willing creature and imbue it with a powerful psychic energy that you can perceive. The target must be within 30 feet of you when you cast the spell. For the duration, the target can use its action to telepathically communicate with you. The

Hera’s Long Sword

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Your weapon hurls a mace of fury in one creature y

ou can see within range. That creature must succeed on a Strength saving throw or be pushed up to 5 feet away from you in a direction you choose. The sword then strikes one creature you can see and leaves a tang at the other end of the creature’s weapon. If the creature fails this saving throw, it is pulled 5 feet away from you in a direction you choose. As an action, you can move the sword up to 20 feet in a straight line, stopping short of reaching its full range. If the sword reaches its full range when the action you choose is longer than that, the sword falls on a point you choose within 300 feet of you, which you can see through the sword’s eye. This way, when you use the sword to attack a creature, you can move it to the left of you, and you can direct its attack against a creature within 30 feet of you. Conjuration

Heroin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell can subdual a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The spell ends for the target if it has 6 or less Hit Dice. While the target is affected by this spell, the spell has no effect on it. Necromancy

Hestia

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and receive the petrified condition. This spell has no effect on undead or constructs. Abjuration

Hex and shedding

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Each creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, the creature’s skin becomes wrinkle free. The spell ends if you dismiss it as an action or if you cast it again. To regain control of a creature, you must use a different creature’s hand. On a successful save, the creature has no remaining hand and is no longer affected by this spell. On a failed save, the creature is no longer affected by this spell. When you cast this spell, you can make other Wisdom saving throws with advantage. If you do so, the creature takes 4d6 bludgeoning damage on a successful save, and the damage increases by 1d6 on a failed save. Transmutation

Hex and Stone

Casting Time: 1 action
Range: Touch
Duration: Augury

24 hours By means of this spell, the caster can create a variety of magical properties that appear to be permanent properties of a creature or an object that the creature is holding or using as its material component. Through careful study of the properties of the materials, the caster can create magic items which are nearly impossible to destroy or duplicate, or items created to be duplicates of the creature or object at random. Once the spell ends, any properties created by the spell are gone and only temporary. For the duration, the spellrestores to the creature or object at the lowest possible level, unless the creature or object is a celestial, fey, fiend, or a celestial being. Necromancy

Hex of Resurrection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, you transform up to six humanoids or four nonhostile vampires into stone pillars that wither away in an extradimensional pool at your command. A creature can enter the extradimensional pool when you choose a creature within 120 feet of it; choose one or more of the following creatures within range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 120 feet for each slot level above 3rd. Transmutation

Hex or Tonberry

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch up to ten creatures of your choice that you can see within range and that are Medium or smaller. The targets can be up to six creatures or a Huge or smaller object. The spell fails if the target or an object is on the same plane of existence as you. For example, you could cast the spell on a Huge or smaller creature to make it appear taller than it is. You can also change the target’s color, size, and weight. The spell fails if it is cast while the target is within 30 feet of you. Divination

Hierarchical Hand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a hand that is equal to one inch in size and that can’t be larger than that. The hand can’t attack, and it can’t be held by any creature other than you. The hand can be used to make an attack, use an action to use an attack action, or use a bonus action to take an action. The hand can’t be worn, carried, or carried by any creature. It can’t be worn, carried, or carried by an undead. You can use your action to make the hand disappear. If you do so as part of a long rest, you regain all expended uses of the hand, even if it isn’t worn, carried, or carried again. Divination

Hierarchical Veil

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a veil of magical energy that lasts for the duration or until the material component is removed from the spell. The veil prevents spells from accessing a region within 30 feet of a specific aspect of the creature or from casting as a visible spell. For the duration, the veil wanes to match the spectral, magical aura, and other conditions of the area. When the veil appears, each

Hierarchy of light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Light radiance spreads across a celestial body of water. Each creature within 5 feet of the place or object is surrounded by a radiance that spreads around corners. Each creature or object centered on a point within 5 feet of the place or object is illuminated for the duration. The light can illuminate soft objects such as doors, windows, and even curtains. Abjuration

higher Conjuration

Hindrut

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a hindrut that appears in a place you can see within range. The hindrut lasts for the duration, and it becomes a Huge or smaller creature (no more than six feet tall or less) that can move and make other spell attacks. The hindrut can't be larger than Medium, Medium Small, or Huge. While the hindrut is in the spell’s area, you can choose to cause it to become a Medium or smaller creature of your choice. The spell ends. If the hindrut is larger than Medium or smaller than Huge, it becomes a Large or smaller creature of your choice. The spell ends if you cast this spell again. Enchantment

Hindus charm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You charm a humanoid with a simple one-word phrase. The target can hear the words and is charmed by them, as long as the spell doesn't provoke an attack of opportunity. Evocation

Hive Blade

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You invoke an ill created siege weapon that hurls undead, other creatures, and magical force into

Hive of Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shadowy, translucent sphere of light that is indistinguishable from any other visible light source. You can’t see anything beyond the sphere, and the sphere can be

Hive of Sickness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your body mates with a creature to make it sick to the touch. It makes a melee attack against one creature it can see within 60 feet of it and makes a Wisdom saving throw. It takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target can make another Wisdom saving throw. If it succeeds, it is no longer sickened by this spell and can use its action on a subsequent turn of sickly activity to return to its normal body. The spell ends if you use an action to dismiss it. Necromancy

Hive swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You conjure a swarm of crawling, bearded, bearded beasts at your command. Choose a creature within range: charmed, frightened, or wakened. A frightened creature must succeed on a Wisdom saving throw to avoid the swarm. Regardless of its speed, the swarm doesn’t move. It obeys whatever command given to it by the w jest of its creator. As an action, it causes a bolt of lightning to leap from its shoulder blade at a target that it can see within 60 feet of it. Make a ranged spell attack for the swarm’s duration, and make a separate attack using your attack action. On each of your turns, you can use your action to move the swarm up to 30 feet in any direction, ending the effect on itself on a success. While the swarm is in the flying state, you can use a bonus action to create contrails in its space, and it can repeat these w ores of wax at the end of each of its turns. Each creature that can’t move when the spell ends must use its movement to move as normal. Conjuration

Hive Wyvern

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell summons a pantheczy-like creature that looks like a giant scorpion and moves at your command with a 5-foot radius to laze over creatures you choose within 5 feet of you. The creature has a mouth and a body roughly the size of your own, and it makes a fine food eater. You choose one willing creature whose food it fills. The creature can eat up to two hundred human meals a day, provided that it has the nutrition it needs. When you cast the spell and put the creature into the mouth of a creature, that creature must succeed on a Constitution saving throw or drop whatever it was eating. A creature dropped by this spell is pulled into the mouth of the creature for 30 feet, doing nothing more than shaking hands, so long as the creature remains in the mouth. The mouth of a creature is a labyrinthine, twisting labyrinth that serves as your laboratory for experiments, experiments that might turn out to be real. When you cast the spell and put it into the mouth of a creature, the creature must make a Wisdom saving throw. On a failed save, the creature is forced to move to the nearest unoccupied space of its choice that isn’t occupied by you until the spell ends. A creature moves only by making a Dexterity saving throw. If it fails, it wastes its movement. If it succeeds, its movement is unaffected by this spell. The creature is friendly to you and your companions for the duration. While the creature is friendly to you and its companions, it is immune to poison and psychic damage. Transmutation

Hobby's Hand Cannon, 1 Hour You create three machete-sized, 20-foot-long machete-shaped cannons filled with fire with a 20-foot diameter piece of wood on an object in your hand. Each cannon has a capacity of 1d4 or 1d6 hit points. When a target is hit by one of these cannons, it must make a Strength saving throw. The target takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Hog Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A fog-like cloud of thick fog rises from a point within range. The point of the fog is difficult terrain. You choose the area to arise from a simple formation or an intricate set of patterns. The shapes seem natural for trees, rocks, and other structures. When you cast this spell, you can switch to a pattern that is humanoid or construct, as with the use of a construct check to create a humanoid or construct. (You can also choose a particular creature’s height or weight, but none of that matters.) The shapes don’t need to be humanoid or construct and can be created just as easily by creating an intricate pattern. The clouds also don’t harm you. If any creature within 5 feet of you that you can see moves before you, you make the choice of making a nonmagical ranged spell attack against the target, or striking it. The creature makes the attack using Strength instead of Dexterity. On a hit, the target makes the attack roll using the weapon used to hit it, or both, as the case may be. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Hogmother

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You implant a spirit within an unwilling creature who doesn’t speak any language and is in its early

Hog Poké Ball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a Pokéball and throw it at one creature that you can see within range. If the target has an ability score of 4 or higher or less, it is discarded. Otherwise, the spell creates a ball with a 5-foot radius and takes with it the ability scores. The ball, which has the same power as the throw, is carried to your space at your command and is the only item in the game that can be dispelled by this spell. The spell ends if you dismiss it as an action or a spell, or if you cast this spell again. You can use a maximum of one throw maximum at a time. A creature takes damage if it tries to throw a ball or throw a manufactured Pokéball that isn’t being worn or carried. The ball or throw deals 3d8 necrotic damage to each creature that tries to cast a spell that starts its turn in the graveyard. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Hogrow’s yawning tentacles

Casting Time: 1 action
Range: Self (limited toゼウス earth and water)
Duration: 8 Hours

You call forth a searing seeping, churning expanse of churning air to protect you from harm. Until the spell ends, your movement causes the air in the area to become difficult terrain, with the area made up of exposed pits and loose earth. You can throw the earth under the ground in a 100-foot cone as an attack with Club or Bangle, or the ground in the form of a cone of churning, churning air and causing up to 3d10 bolts of lightening to leap from it to extinguish the fire in the area. Each creature that is also exposed to the air in the area must make a Constitution saving throw. A creature takes half as much damage on a failed save, or half as much damage on a successful one. Transmutation

Hog's Eye

Casting Time: 1 action
Range: 150
Duration: 10 Days

You create an invisible eye that uses magical force to look into an object you touch, even if that object is a creature, a magical item, or a component part of another spell. The eye glows with a livid intensity when you cast the spell. Each creature in a 10-foot-radius sphere centered on the eye must make a Wisdom saving throw. A creature can choose to fail the saving throw. On a failed save, a creature can use its action on a later turn to move to the nearest eye. The eye can open and close, sending out sound waves to warn other creatures of danger. An Intelligence (Investigation) check made against your spell save DC reveals that you have 1,000 Intelligence and Wisdom. A strong urge springs into existence around the eye, and you can use your action to create a calming calming effect within 60 feet of your spell’s light. This calming effect lasts for the duration, causing the creature to feel protected from danger. The creature can use its action to make a new Wisdom saving throw. On a successful save, it can switch between calming and alarmed spells. Whenever the eye becomes aware of an intruder, it emits an alarm that deals 2d4 psychic damage and emits bright light in a 30-foot radius around it, casting the spell as normal until the alarm sounds, ending the effect if it is ever sounded in the area. The eye can affect hues of blue to create subtle shades of gray or lavender to create a shimmering background. The eye can also create a shimmering shadow around any of the eyes of an unwilling creature you choose, making it difficult for the creature to read. Illusion

Hog's Eye

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a small, invisible vision into the foggy air of a region of air that covers a point you choose within range. The point remains for the spell’s duration, and within that time you can create any illusion or other visible phenomenon you choose that isn’t obscured by any illusion spell. As an action, you can switch to any of the

Hog's Hand

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 hour

Your hand descends on an object you see within range. Until the spell ends, the hand strikes the sphere with force and creates a 20-foot cube of swirling force centered on it, with one side opening toward the Ethereal Plane (the other opening to the Plane of Ice and Fire). Until the spell ends, you can use your action to move the hand up to 60 feet each time you use it, or I create a small earthquake centered on it. Conjuration

Hog Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a swarm of tiny, sticky insects with which to bite, sting, and suffocate creatures. When a creature would be affected, the creature takes 2d8 poison damage when it hits you with a weapon attack. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Hogwash

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible, poisonous, or mildly poisonous gas that lingers within range for the duration. When the gas appears, each creature in an 8-foot radius sphere centered on the gas must make a Strength (Athletics) check against your spell save DC. A creature takes 8d6 poison damage on a failed save, or half as much damage on a successful one. The gas lasts for the duration, and any poison or poison gas that’s not removed within 10 minutes of the spell’s use ends. The gas is odorless and transparent, and you can’t see it. A creature that enters the gas for the first time on a turn or ends its turn there must make a Strength saving throw. On a failed save, the creature is sucked into the vaporsilk, and they cause no odor except for a faint odor of burning tobacco or burning leaves. Any creature in the vaporsilk is warm to cold. As the vapors cool, it uses its reaction to create a 5-foot cone of poisonous or nauseating gasly radiated from it, with AC 15 and 15 slashing damage points. Any creature that ends its turn in the cone must succeed on a Dexterity saving throw or become blinded for 1 minute. A creature that ends its turn in the cone is knocked prone. Evocation

Hold boomerang

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a powerful poisonous energy field on a solid surface within range. The field surrounds a target and creates a brief but intense tremor in the target's skin. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The spell has no effect on undead or constructs. Conjuration

Hold creature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You use the hold of a creature to compel it to perform an action you choose. The creature must be within 30 feet of you when you cast the spell. The creature acts according to your design, attempting to speak the target’s mind to a high pitch so as to best understand your verbal commands. If it doesn’t obey your verbal commands, it uses its action to attempt to do so. If it succeeds, you have authority to perform the requested action again if the effect lasts for the duration. If the creature doesn’t obey your verbal commands, or the creature doesn’t want to obey you, it does whatever it does voluntarily that causes the creature’s mind to be directed at you. If the creature doesn’t want to obey you, it defends itself by pushing and pulling you, but otherwise uses all its movement to move away from you. If the creature has any Food or Drink Hit Points, it spends them where they are located, thus avoiding the need for moving to the nearest safe distance. If the creature has any Material Component Hit Points, it likewise doesn’t spend them where it is located, thus avoiding the need for moving to the nearest safe distance. The creature can be restrained by one of the following hold techniques: acid, cold, Krypton , kryptonite, kor, lama, mordenkainen, mordenkainen berserk, mordenkainen berserk, mordenkainen breath, mordenkainen breath, stomper, slam, or stomper Another hold technique, such as stomper or stomper , can be used against the creature with which it’s proficient. When you cast this spell, you can make a single melee attack against a creature within 5 feet of you. On a hit. the target takes 1d10 necrotic damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Hold Person (30-foot radius)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You place another nonmagical hold item within range that can be held or carried by a creature. If the item is more than 30 feet away from you, it is restrained until the spell ends. If the item is held or carried by a creature, the creature must succeed on a Dexterity saving throw or take 4d6 slashing damage from the start of the spell's duration until it breaks free. The spell ends if you use your action to take any damage or if you or someone else takes any damage or is moved by another creature. You can use your action to move the item. Should you choose to move it, it deals 4d6 slashing damage to creatures you can reach. On a hit, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Holdril

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a celestials kind and place it into a specific location throughout the spell’s duration. The location must be within range, such as a city, town, or a secluded area. The spell’s duration is divided into 24 hours, or an amount equal to twice the spell’s level. The spell’s damage increases by 1d8 when your CR increases by 1, and your magic effect ends. Abjuration

Holliday’s Feast

Casting Time: 1 action
Range: Self (15-foot line)
Duration: Concentration, up to 1 minute

You extend your hand in a 60-foot line and feast one creature of your choice that you can see within range. If the target has a body of Medium or Small proportions, you create a 15-foot line extending from the point of your choice within which you cast this spell. You can also animate and serve as an entomologist. You and each creature you designate make an equal or greater service to the spell. The creature’s bodies can be anywhere in a 15-foot line, but they are limited in the types of creatures they can eat. Creatures and Time Abjuration

Holloway

Casting Time: 1 action
Range: 60
Duration: 3 Hours

You gain the ability to turn any solid surface into a hollow sphere. You can use a bonus action to move the sphere up to 60 feet in any direction. The sphere moves with the wind. The sphere remains on the surface for the spell’s duration. You can use a bonus action on a successive round of movement to move the sphere up to 60 feet in any direction. If you do so, the spell ends. Conjuration

Hollow Earth

Casting Time: 1 action
Range: 60
Duration: 10 Days

Your elemental magic turns natureward for the duration of the spell and transforms the elemental into stone, fog, or lightning. The transformation can create a solid earth, stone, or mud cloud within range. The transformation also extends to fill any gaps in the ground in the area. The transformation lasts for the duration. A creature might be summoned to follow your example or to protect you. After all, you were born with no control over stone, fog, or lightning, and it didn't matter what you did to deserve this spell. Whenever a creature within 10 feet of you uses an action to make a small earthquake in an unoccupied space within range, you can cause the instantaneous destruction of that space. As an action, you can move up to 5 feet along any of the following paths I have described so far: A) Any paved road or driveway N ipthe dirt road on the ground A rocky embankment on the ground B a loose rock floor C steeple D a narrow passage E sharp rock wall F rocky cliff Grief talisman Haunting light (a copy of the chosen one from the hilt of one of your choice from amongst the candles that illuminate your chamber) I choose one of the following effects for my own effect. . Shove the ground within range. . Place a conjure flame, a ray of acid, or a potent magic energy gem within range. The flame spreads around corners so that the shortest way can be traced to the wisest path (the flame is light). When you cast this spell, you can choose a spell level 3 or lower slot, instead of taking the equivalent of the spell’s level. Abjuration

Hollow Truth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of dark energy that lasts for the duration. The sphere appears at a point you can see within range. Until the spell ends, you can use an action to make a ranged spell attack against the sphere. On a hit, the creature takes 4d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th Transmutation

Holy Bull

Casting Time: 1 action
Range: 150
Duration: 10 minutes

A demon-shaped beast appears in a location you specify within range and hovers there for the duration. The beast is friendly to you and your companions. It has a head, a body, and two tails. The beast is a Huge demon with 20 feet of reach and a thick, round body. It has short arms, claws, and talons. The beast’s equipment and its gear is not carried by you when it attacks. The beast’s equipment consists of a simple set of bones, bones, and a sling. The bones and bones’s equipment are attuned to the

Holy Communion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a willing creature that you can see within range. You touch the target and can make a new one of the following communicative abilities of your choice from a short or long rest. You can also make one additional communicative ability of your choice from any of the following options: • Suggestion • Embrace the Storm (see below) • Confusion (see below) • Fear (see below) You can also make one additional communicative ability of a specified ability, with the addition of the additional ability. The target must be within 5 feet of you when you cast this spell. Conj

Holy Communion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You can send forth a divine messenger to commune with your followers. The message is brief, but can describe the details of your life and your faith. The messenger appears within 60 feet of you and must be within 30 feet of you. You can also cast the spell as a group, which can have one or more of the following effects. First, you can send one word to each of your followers, and they can agree on what you need to say. You can also send a single word or two to all of your followers and they can agree on what to say. You can also send a message to all of your followers and they can agree on what to say. The group must be within 30 feet of each other or else you will be incapacitated. If you cast this spell as a group, you can send a single word to all of your followers, and they can agree on what to say. If you cast this spell as a

Holy fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You imbue a willing creature you touch with holy fire. The target must succeed on a Constitution saving throw or take 2d6 fire damage. The spell ends if you have a concentration (see below) of at least 1,000 on the saving throw. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Holy Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Divine fire spreads across a willing creature (your choice) and ignites flammable objects in its path. Each creature that

Holy fire

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A potent flood of holy energy shoots forth from your hand. The energy splashes up to ten nonmagical ranged attacks of your choice that you make with a blast of divine energy into the space of a willing creature within range. Creatures that linger on the ground during the spell’s duration are engulfed in flames. The initial meteors last for 1 minute, and creatures that are moved by this spell take damage equal to twice the number of feet on the ground. Evocation

Holy Fire

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A glowing orb of light springs from your hand and spreads out in a 30-foot cube. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. This effect lasts for the duration. This effect can't be prevented. When you cast this spell using a spell slot of 4th level or higher, the damage from the spell increases by 1d8 for each slot level above 1st. Transmutation

Holy ground

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Up to 60 feet directly in front of you are holy ground. This ground is heavily obscured and heavily obscured by thick fog. Until the spell ends, any creature or object that enters or passes through holy ground must make a Constitution saving throw. On a failed save, the creature or object takes 2d8 radiant damage, and it is blinded for 1 minute. This spell has no effect if the floor or ceilings are level or be driven by strong wind. Evocation

Holy Hand

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You imbue a creature with the power to grant holy power to it. The spell’s original purpose was to transform an undead creature into a celestial body of water, but it has been turned into a bat body. The creature can’t be subjected to fire, cold, or electricity, and its hit point maximum is reduced by the number you choose. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Holy Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Self (You touch the target) and cause the target to become imbued with a holy hand. The target must make a Strength saving throw. On a failed save, the target is blinded until the spell ends. Conjuration

Holy Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a humanoid or a Medium humanoid that is still on the plane of manifestation. The target must succeed on a Dexterity saving throw or take 2d6 necrotic damage. A target takes half as much damage as normal. Conjuration

Holy Kiss

Casting Time: 1 action
Range: 60
Duration: 4 hours

You touch a willing creature and cause it to kiss you. The target must succeed on a Charisma saving throw or become charmed for the duration. The target can repeat the saving throw at the end of each of its turns. On a success, the spell ends. The spell’s effect ends when the target returns to its home plane of existence. Conjuration

Holy Kiss

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature of your choice that you can see within range. Until the spell ends, the target is blinded until the spell ends or the target is charmed until the end of your next turn. The target can use an action to make a Charisma check against your spell save DC to see if it is charmed. If it is, the spell ends. If it doesn’t end, the spell ends and you can repeat the spell. If you repeat the spell, you must use your action to end the spell. If you end the spell, you can end it as an action. Enchantment

Holy Lightning

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a beam of light that you can see within range. The beam appears at a point on the ground that you can see within range and lasts for the duration. The beam is a beam of light, with a 60-foot radius and a 30-foot-tall reach. The beam has a range of 300 feet. You can use your action to cause the beam to shift in any direction, but it must have a 50-foot-radius centered on that point. A beam of light that you can see inside the beam is difficult terrain. The beam can be seen, but it must be within 100 feet of a point of your choice you can see within range. The beam has a range of 60 feet. A beam of energy that can't pass through a barrier is invisible. Conjuration

Holy One

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with holy power. The target must make a Wisdom saving throw. On a failed save, the creature is stunned for the duration. On a successful save, the creature is freed from this stunned state. Illusion

Holy quiver

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a quiver of energy that leaps from your hand to a creature you can see within range. The creature can use it as a jumping rope, as a sling, or as a construction tool. You can use the quiver to rope a creature you can see within range, either by dropping it or throwing it. If you drop the quiver, the creature you can see within 30 feet of it carries it with them. The object you can see within range is a miniature version of the object you created. Because of the object’s magical properties, each time the creature drops the quiver to the ground, it takes 1d10 force damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Holy Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a shield of holy water, imbuing it with a shield of holy radiance. You can use a bonus action to create a shield of holy fire, then cast the spell over a 5-foot radius, spreading the water to cover a total of 10 feet. A creature must make a Constitution saving throw. On a success, the spell ends. The spell's effect ends if the creature remains within 5 feet of the shield. Evocation

Holy Shield

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s body is protected from magical Invisibility. The target’s magic is permanently stored in the shield, and any needed repairs to the body can be arranged for a later time. The spell fails if the target is subjected to mind-affecting effects, such as delusions, hallucinations, or phantasmal delusions. Transmutation

Holy Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a small, transparent, nonmagical force that explodes in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage and half as much damage on a successful one. A creature takes 10d6 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Holy Smite

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You attempt to strike a creature or an object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Holy Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 1m-high, 10-foot cube of fire in a 60-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. While in the sphere, you can use your action to cause a flame to erupt in a 30-foot-radius, 60-foot-high cylinder. Each creature in the cylinder must make a Constitution saving throw. On a successful save, it takes fire damage equal to 10d6 + your spellcasting ability modifier. On a failed save, the creature takes fire damage equal to 1d6 + your spellcasting ability modifier. The flames are extinguished at a point of your choice that you can see within range. Conjuration

Holy Smite

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A beam of holy energy explodes from you and a line of holy light descends from you. The beam has AC 10 and 40 hit points. The beam can be stopped by spells or other means. The beam can be blocked by other barriers, such as barriers that contain stone, wood, or water. The beam, which has 20 hit points, is ranged and lasts for the duration. The beam can’t pass through barriers, but can pass through any door, door-like structure, or other nonmagical barrier that blocks it. Transm

Holy Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a shockwave of holy energy from a point you can see within range.

Holy Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You lash out at one creature within range and attempt to knock it to the ground or the floor. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and must succeed on a Constitution saving throw

Holy Smite

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

A beam of holy energy erupts from a point of your choice within range. Each creature in a 10-foot cone must make a Wisdom saving throw. The target takes 2d8 fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must make a Constitution saving throw at the end of each of its turns. On a failed save, a creature takes 1d4 fire damage and falls prone in an unoccupied space of your choice that you can see within 30 feet of you. A creature must then make the saving throw again on a subsequent turn. On a successful save, a creature takes half as much damage and isn’t charmed. While a creature is in unoccupied space, the damage increases by 1d4 for each additional foot creature moves across the line. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Holy Smite

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a foul fiend creature within range. Choose a creature of wiseness or intelligence. The creature must succeed on a Dexterity saving throw or be charmed by this spell for the spell’s duration. A fiend can’t be charmed. The spell is permanent and can be ended by another spell of equal or lower level. Additionally, the fiend doesn’t have advantage on saving throws against fire or acid. Transmutation

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon pierces the skin of both combatants until the spell ends. Until the spell ends, you have advantage on all attack rolls, saving throws, and weapon attacks. Evocation

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a small, magical blast of holy energy that ignites in a 10-footradius sphere centered on a point you choose within range. The sphere explodes in a 20-foot radius and spreads to any number of 5 or fewer points of your choice that you can see within range. The radius and shape of the blast can be changed by the nature of the area. The sphere is an extradimensional space that can be opened to allow the creature to enter or exit it, though it must be within 30 feet of you. The creature can enter the sphere by foot or by plane of movement, though it has to remain inside

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You emit a holy smite of holy power, which causes your weapon to deal holy damage equal to your spellcasting ability modifier. If the weapon hits a creature or a Medium or smaller object, the weapon takes 1d6 bludgeoning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a willing creature you touch with a holy smite. The target’s attack rolls are automatically against the spell’s original target's, and your spellcasting ability scores against the target’s as well. For each of your turns until the spell ends, the target can make a Constitution saving throw. On a failed save, the target must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target is no longer affected by the spell. If the target fails the saving throw, the spell ends. If the target’s attack rolls are not successful, the spell ends. If the target is hit by any of your attacks, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage and acid and fire damage increase by an additional 1d8 for each slot level above 2nd. Conjuration

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You lash out at one creature of your choice that you can see within range. The target must succeed on a Charisma saving throw or take 6 radiant damage. On a failed save, the target takes 4d6 radiant damage. If the spell ends before the target finishes casting, this spell ends early if the target moves more than 10 feet away from you. Divination

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a spirit to aid one creature that you can see within range. You can use the action to dismiss this spirit as an action. If you or a creature is affected by this spell for the duration, the creature must be in the spirit’s area and its own home. This spirit uses the power to create an Intelligence saving throw, and it is friendly to you and your companions for the duration. If you or your companions is affected by this spell for the duration, the creature is friendly to you and your companions for the duration. You can use your action to dismiss it as an action and have it obey commands and obey commands. If you issue commands command commands to a creature, it obeys you and your companions for the duration. You can’t issue commands to one creature, but you can issue commands to one object in your range that you can see within range. You can issue commands to one object or object within range. If the target obeys you and your companions for the duration, it obeys you and your companions for the duration. You can issue commands to one creature that you can see within range. It obeys you and your

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A holy smite appears in a 30-foot-radius sphere centered on an area of unoccupied space that you can see within range. The target takes 1d6 radiant damage and must succeed on a Dexterity saving throw or be knocked prone. The spell ends on a target who doesn’t have resistance to this spell. A target can make a Wisdom saving throw. A target takes half as much damage on a successful save. A target can use its

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to blast one creature within 15 feet of you that you can see within range with a slam of your choice. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage. If you hit the creature with a weapon attack before the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cause a large, black sphere of light, up to 10 feet wide, crackle in the air. Each creature in the area must make a Dexterity saving throw. o When the spell ends, a 10-foot cube of light, up to 10 feet wide, crack

Holy Smite

Casting Time: 1 action
Range: Self or both of you create a wave of holy energy that damages one creature you choose within range. The target must succeed on a Constitution saving throw or be incapacitated for the duration. The target’s hit point maximum is halved until the end of your next turn. If the target is incapacitated, it can’t move, is restrained by a spell, or is otherwise affected by a spell. The spell ends if the target is killed.
Duration: Transmutation

Holy Smite

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, up to 1 minute Concentration, up to 1 minute Concentration, up to 1 minute You summon a spirit spirit to aid you in combat against any hostile creature you can see within range. You can use the action to dismiss a spirit or a spirit from existence for the duration. Instead of returning, a spirit to its home, an elemental spirit takes the same amount of damage as the original spirit. The spirit takes the same amount of life as you. If it is already a creature and can move as normal. Evocation

Holy sphere

Casting Time: 1 action
Range: 90
Duration: Duration: Concentration, up to 1 hour

A 20-foot-radius sphere of radiance appears on a creature of your choice within range and lasts for the duration. The sphere is opaque to all but light and can’t enter a creature’s sight or hear anything outside it. If the sphere’s area overlaps with other creatures within it, the creatures can see through it and are immune to its harmful properties. When you cast this spell, make a single melee spell attack against a creature within the sphere. On a hit, the target takes 1d8 necrotic damage. Whether you hit or miss, the spell ends. The spell can have other effects, such as causing the target to become blinded, deafened, or paralyzed. Alternatively, you can cause the sphere to teleport creatures to safe locations where they can’t see the sphere. The teleportation effect activates when a creature makes a Charisma saving throw. On a failed save, the creature’s teleportation ends. If the creature returns to its home plane after casting this spell, it is transported to a different plane of existence, if it was created there prior to the casting of the spell. Necromancy

Holy Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You strike a creature within range and have it take an action. If you strike the target, you strike the target with a weapon attack. If you strike the target with a nonmagical weapon, the attack deals an extra 1d6 damage. If you strike the target with a nonmagical weapon, the attack deals the same amount of damage. Conjuration

Holy sword

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a holy sword that appears in your space and that is nearly invisible to creatures of your choice within range. It lasts for the duration, and its shadowy nature makes it difficult for creatures to see through it. When you use your action on the sword, choose a creature that you can see within 30 feet of it, or choose one of the other creatures that the sword’s shadow can compel to fight it. A creature automatically succeeds on the saving throw if it can’t see the sword, and it automatically fails the saving throw if it isn’t wearing armor or carrying a weapon. If you use your action to move the sword, you can use a bonus action on your turn to cause your sword to lash out at the creature you choose within 30 feet of it. On each of your turns, you can target one additional creature for each target. (You can only target one creature at a time, and none of the creatures must be on the same plane of existence as you.) You can also target one additional creature for each truesight you have. If you use your action to dismiss the spell, roll a d20 and add the new creature’s number rolled after the one you cast it from. The chosen creature must be within 30 feet of you when you cast the spell. Illusion

Holy sword

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a weapon of your choice that you can open and hold to the size of a pocketknife or as large as a fist. You can also make an object that fits within a 50-foot cube (the blast can fit 30 feet.) When you cast the spell, choose a weapon you can see within 5 feet of the weapon. The weapon appears in the w the w materialize as a weapon of your choice, and you must have seen the weapon within 30 feet of it. When you cast this spell, you make a new unworkable weapon. If you have no current weapon, you create one that is too small for what it can carry. Finally, whenever you cast this spell, create a new unworkable object that is no longer being created. At any time after taking this effect on a later turn, you can use your action to dismiss the spell. Transmutation

Holy sword

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a sword-shaped shield from a portion of earth that you can see within range that lasts for the duration. The shield can be made of any material that blocks acid, cold, fire, or lightning. When you cast the spell, you can create one additional shield for each slot level above 1st. The shield can block 60 feet of movement. When the shield appears, you can make a ranged spell attack with it. If the attack hits, the shield is nonmagical in nature. If the shield cuts through a creature’s space—including you—as long as the creature cuts through the shield, the shield cuts through the creature’s space, and the shield cuts through the creature’s space if you are within 60 feet of the target. Divination

Holy Symbol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

The symbol of the deity you choose appears

Holy touch

Casting Time: 1 action
Range: 10 minutes
Duration: You touch one creature that is within 5 feet of yo

u and that is willing or able to make a Wisdom saving throw. On a failed save, the target takes 1d4 radiant damage. On a successful save, the target takes half as much damage. The spell ends if the target is immune to the effects of other spells or if the spell ends for any other reason. The spell lasts for the duration, and it can be cast more than once. You can also end the spell with a spell of no effect or with a different spell of the same level that you cast it on. You can end this spell with a successful save or with a different spell of the same level. Transmutation

Holy touch

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature you touch must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage. On a successful save, the target takes half as much damage. If the target is subjected to a direct or indirect direct spell, the spell ends before it ends for it. 60 Conjuration

Holy touch

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a creature and its body. You can’t take the action you cast to teleport to another location. Until the spell ends, the target remains in a 20-foot cube centered on that location. It is also unaffected by any damage it takes. The spell lasts for 1 minute, and the target can’t move while in the cube. The cube is a place you can see and that is within range. The cube can be any size you choose, though you can have up to three cubes. The cube can be any shape you choose, but you must choose one that fits within the confines of the cube. The cube remains within the spell’s area for the duration. The spell ends if you or your companion dies when the cube falls into disuse. You can use your reaction to dismiss the spell. 60 Instantaneous A creature you touch appears in a 20-foot-tall cube centered on a point you can see within range. The cube is a 20-foot-tall cube that has 5 feet of ground that you can see. The cube can be up to 10 feet in height and

Holy touch

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A sphere of holy light spreads from you, dealing an extra 1d6 force damage to creatures you can see within the sphere. The sphere remains in place for the spell’s duration. Any creature that enters or leaves the sphere must make a Strength (Athletics) check. On a success, the sphere returns to its original location. Evocation

Holy touch

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You touch one willing creature and receive a touch of divine power and divine knowledge. While you are touching the target, you can use your action to cause the target to see and hear a voice that doesn’t fit within the target’s normal language. The target must make a Wisdom saving throw. On a failed save, the target can

Holy touch

Casting Time: 1 action
Range: Self (10-foot-radius sphere centered on point A)
Duration: Instantaneous

You touch a point and receive a divine touch. The target must be within range for the spell to work. The target moves and becomes magically touch with you. The spell ends if you dismiss it as a free action. Illusion

Holy touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch something and then it appears in a 5-foot radius and dim light for the spell’s duration. You can also cast the spell on a specific object or area of a certain size. The object that appears in the space where the spell occurs is a creature of your choice that you can see within range. The target can’t be more than 5 feet from you. The spell ends if you cast it again. If you cast it again, you must spend at least 10 minutes casting it. The spell doesn’t need to be focused on the target. Evocation

Holy Wall

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a wall of holy water that is 60 feet high and 20 feet high and has AC 50 and 40 hit points. The wall is made of a thick, sheet-like material and lasts for the spell’s duration. The wall can be made up of any number of layers, including ceilings and walls, but it must be at least 100 feet in height. The wall can also be made up of any number of blocks, walls, or other similar objects you designate. The wall

Holy Wards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing creature and then cause it to become imbued with a holy ward. The target is immune to all damage and has advantage on attack rolls against undead and constructs. Enchantment

Holy Water (10-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: Instantaneous

Choose one thing that you can see within range. You create one of the following magical water types: 1 Boric Acid 2 Boric Acid 3 Acid 4 Acid 5 Acid 6 Acid 7 Acid 8 Acid 9 Acid 10 Acid 11 Acid 12 Acid 13 Acid 14 Acid 15 Acid 16 Acid 17 Acid 18 Acid 20 Acid 21 Acid 22 Acid 23 Acid 24 Acid 26 Acid 30 Acid 40 Acid 45 Acid 50 Acid At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st . Transmutation

Holy Water

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You conjure up holy water, which you can imbue into nonmagical creatures you touch. For the duration, nonmagical creatures you touch have advantage on attack rolls, ability checks, and saving throws. If the creature you have cast this spell is a creature, it can use an action to make a Wisdom saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, lightning bolt, and thunder damage. On a successful save, the spell ends. Evocation

Holy Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a pool of holy water on the ground with a power equal to your spellcasting ability for the duration. The water has resistance to radiant damage and can be extinguish gas and acid effects. It is warm to the touch, but not poisonous. The water is opaque to harmful light and darkness effects. The water doesn’t gush out of the water and is immune to all damage and effects that aren’t psychic. Evocation

Holy Water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You imbue a well-preserved water creature of your choice that you can see within range. The creature is a Medium or smaller creature and must be carrying a wand or similar item. The creature must have a Medium or smaller body and must be within 5 feet of you when you cast the spell. If you cast the spell multiple times, you can create one of the creatures in any order. The creature must be within 50 feet of you when you cast the spell and must be within 5 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create up to three constructs of your choice that you can see within range. Each construct must be of a size equal to the number of your hit points. Constructs are magically created with the spell, but it can't create other constructs. If you create more than one construct at a time, you can create a new one with each casting of the spell. Constructs can't be charmed or otherwise taken as a bonus action on each of your turns. The spell lasts for the duration. After the first time a construct appears in a place that you can see, it disappears. Conjuration

Holy Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Water springs burst from the ground within range. You choose a point within range. You can move up to 10 feet up or down as you like. Water appears in any surface of your choice that you can see. You can also use your action to move up to 10 feet up or down as you prefer. The water appears in any spot on the ground within range, and you can make a ranged spell attack against it. The water doesn’t need to be within 30 feet of any creature for the spell. If you cast this spell multiple times, you can choose to target one additional creature when you target a different creature. Conjuration

Holy Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 20-foot-deep, 120-foot-deep, 30-foot-deep, or 60-foot-deep (60 feet in diameter) deep, 20-foot-deep, or 20-foot-deep deep watercourse. You can create a watercourse in any of the following ways. You can also create an underground aquifer. You can also create a trench. A trench is an area of water that forms a line that extends from the watercourse to the watercourse. The trench can contain up to 10 feet of water. The watercourse can be one foot deep or 20 feet deep, and the trench can contain up to 120 feet of water. Any creature that enters the trench or enters the watercourse while it is standing on the trench must succeed on a Dexterity saving throw or take 1

Holy Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magical water globe that fits within a 5-foot cube centered on a point you can see within range. When you cast this spell, you can create up to 10 magical water vials on a surface within range. The globe is visible only to creatures of your choice within the area. Each creature in an area of the globe that you can see must make a Constitution saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is stunned for 2 minutes. On a successful save, a creature takes half as much damage and is stunned for 1 minute, while a creature that has hit points equal to half the creature's hit points takes half as much damage. The globe can be used to create or extinguish a fire, a storm, or a cloud. The globe can contain up to 10,000 gallons of water. Transmutation

Holy Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magical water-like stream of water that fills an area of ground within range. The area is 10 feet square and 40 feet high. The water is 1 foot deep and 120 feet wide. The water can pass through any surface, provided you don’t use a channel. When you cast this spell, you can use your reaction to designate the area of the water you choose. Choose a point on the ground within range. The water is 30 feet long and 30 feet wide. The water has a 30-foot radius. The water takes damage when it strikes a creature or a creature that isn’t within its reach or when it damages a creature or a creature that is within its reach. If the water hits a creature or a creature that isn’t within its reach, the creature or creature is pushed 15 feet to the right of it. A creature pushed 15 feet to the right of the water must succeed on a Strength saving throw or take 1d6 cold damage. A creature pushed up to 20 feet to the left of the water must succeed on a Strength saving throw or take 1d6 lightning damage. A creature pushed up to 30 feet to the right of the water

Holy Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue a layer of water on a surface and give it a moderate amount of water resistance. The water appears to be transparent and can be seen as a line of light. The water doesn't extinguish undead or constructs, but it can cause water to flow in a similar manner to a fountain of water. A creature that can cast this spell must also succeed on a Dexterity saving throw or take 1d8 necrotic damage. Conjuration

Holy water

Casting Time: 1 action
Range: 120
Duration: Necromancy (6-foot radius)

Instantaneous A shimmering mass of water appears at a point you can see within range. For the duration, the water can be condensed, dispersed, or otherwise condensed. The water remains there for the spell’s duration. You can cause the water to expand to any size you like. A water sphere or other similar object can’t be larger than the spell’s dimension. The sphere, or other object, can be used to create a portal that extends from one point on the spell’s dimension to another point on the spell’s dimension. The portal is centered on one point on the spell’s dimension. You can take one of the following actions when you cast this spell: • Place a spell-like effect on a willing creature that is within 5 feet of you. The creature automatically succeeds on a Wisdom saving throw if it is within 5 feet of you. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create one additional portal at a point you can see that is within 5 feet of the spell slot. Evocation

Holy Water

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You conjure up a watery pool of water that you can see within range. When you cast this spell, you can move up to 120 feet in any direction. Creatures in the pool must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. Water can be drawn from the pool and churned out with a blast of force. A creature must succeed on a Constitution saving throw or be affected by this spell for the first time on a turn or when the spell ends. If you cast this spell again on a different turn, the damage increases by 1d6 for each slot level above 4th. Evocation

Holy Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a watery mass of water that you can see within range. The water spreads out from the center of the water, covering the entire surface of the water. The water spreads out from creatures and creatures' space, and it fills a 10-foot cube. The water then disappears. The water can’t be extinguished by nonmagical means. The water can’t be blocked by nonmagical barriers, and neither can nonmagical light. When you cast this spell, you create a square, 10-foot cube of water centered on a point of your choice within range. The water lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Holy Water

Casting Time: 1 action
Range: 30
Duration: Up to ten willing creatures of your choice that yo

u can see within range (including you) can drink and breathe holy water. The water is transparent to all but the faintest light and illusory. The water can reach up to 300 feet long and 10 feet high. The water can reach up to 300 feet tall. In addition, the water can reach up to 300 feet of opaque stone or a solid rock. In addition, the water can pass through a portal created by a creature of your choice that you can see within range. The portal opens onto a room that appears to be a room that can fit a creature of your size or smaller. The room is furnished with tables, chairs, and other comfortable personal items. This spell creates a portal into the room to the nearest room, which has its own entrance. The portal to the room is open to the general public, who can pass through the portal. If the portal opens to the common room, the common room is blocked from entering. A creature must succeed on a Dexterity saving throw or be blocked from entering the room. Evocation

Holy Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause up to four drops of holy water to emanate from you, containing magical energy and causing a 5-foot-radius sphere of light centered on you to illuminate the ground in a 30-foot-radius sphere centered on you. The spell’s area of effect is centered on you. The sphere is invisible to creatures or objects within 30 feet of you. Each creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is restrained by the sphere for the spell’s duration. A creature can repeat this saving throw at the end of each of its turns. Necromancy

Holy Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you cast this spell, you can create water droplets that appear in the ground around you in a 30-foot cube. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 acid, 2d10 radiant, 3d10 cold, and 4d10 fire damage on a failed save, or half as much damage on a successful one. Abjuration

Holy Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A small, transparent, opaque substance springs from the ground in a 30-foot-radius sphere centered on a point you choose within range. The substance can be

Holy Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a point on the ground within range that you can see within range. The water that forms the water is not poisonous or poisonous gas; it is harmless to all creatures, but it can’t drain or otherwise harm any living creatures that aren’t being worn or carried. At the start of each of your turns, you can affect one creature you can see within range with this spell. The target must make a Charisma saving throw. On a failed save, the target takes 1d10 poison damage. This spell has no effect on undead or constructs. Divination

Holy Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a misty stream of water that is 60 feet long and 10 feet

Holy Water

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

You create a magical watery stream of water, flowing in a 20-foot radius and 30 feet deep. The stream travels in a direction perpendicular to the vertical line of the water. The water remains for the duration. The water can be up to 100 feet long and up to 40 feet wide. The water can be 1 foot thick and up to 1 foot deep. The water can be thick enough for a Medium or Small structure to fit within. As

Holy Water

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a pool of holy water. Choose one of the following effects as your spellcasting ability modifier: • 1 minute • 1 hour • 10 days • 1 year • 1 year or less • 10,000 ‑ 1,000 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 ‑ 1,500 At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can also create a pool of holy water when you do so. Conjuration

Holy weapon bonus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The weapon the target carries is a bonus magical weapon created by the component magical effects. When you cast this spell with a spell slot of 3rd level or higher, the bonus increases to +2. The bonus becomes permanent after 7 days. If the bonus is created by another spell slot, this spell is suppressed for 7 days. This suppression lasts for 10 days, ending when you cast this spell again after you have finished following the previous period. At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the bonus increases to +3. When you use a bonus action on your turn to examine a weapon you know is within 5 feet of the target, you can determine the weapon’s magical properties by dealing damage to the target. If the target has a Dexterity saving throw to avoid the effect, it takes 3d10 + its Dexterity modifier for extra damage. Illusion

Holy weapon off

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical weapon. Until the spell ends, the weapon emits bright light in a 30 foot radius and dim light for an additional 30 feet. In addition, the weapon sheds magical radiance in a 30 foot radius and dim light for an additional 30 feet. In addition, when the weapon hits an object or a creature, the glowing finger of the creature that triggered the spell is pulled up to 10 feet away from the weapon. Evocation

Holy weapon skeleton (15-foot skeleton) Enchantment

Holy weapon skeleton

Casting Time: 1 action
Range: 30
Duration: Eighteenth-level spell

You invoke the power of the dead, imbued with the power to protect the living. Choose a creature within range and animate or otherwise exploit that creature. One of the creatures you can see must succeed on a Wisdom saving throw or become undead for the spell’s duration. At the end of each of its turns, the creature repeats the saving throw, but this time with a different creature. At Higher Levels. While these creatures are under the effects of this spell, they can’t become undead. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 10 for each slot level above 5th. Enchantment

Holy Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The next time you make a Charisma saving throw, you can effect a new one using your existing spells. The new spell requires a Wisdom of 3 or lower to cast. Divination

Holy Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You spell conjure up a holy word, which you can sense by means of your mind. If the spell is cast from beyond the realm of your imagination, you can use your action to create a holy word that appears in your spellbook. On a successful save, the spell ends. Transmutation

Holy Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a willing creature and receive a holy word that you can understand. The spell remains in effect until you cast it again. You can also use your action to dismiss the spell. Evocation

Holy Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You speak a word of divine power, imbued with the power of the dead. Until the spell ends, you can see and hear the plane you originated from. The sound descends and shrinks at your command, but the sound of your voice is brief and unintelligible. Also, whenever a creature other than you moves within 100 feet of you for the first time on this turn, the creature must make a Constitution saving throw. If it succeeds, you have the ability to end the spell at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 100 feet of each other when you target them. Abjuration

Holy Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a god’s unholy act. A god, speaking a message from hell, reaches out to all creatures of his kind in the area, whether it be a human or a fiend. The divine offer allows a creature, friendly to you, to understand the meaning of your words imbued with endurance. The creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Holy Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a holy word that appears in an unoccupied space of your choice that you can see within range. The word appears in any location within range and lasts for the duration. A creature that hears the word knows that it is a promise made to a divine being. The word is a literal and figurative representation of the divine message that you have just received. The word is a literal

Holy Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a sacred word, imbued with power that lasts for the duration, that can imbue up to five creatures you can see within range. Creatures of your choice that you can see that are charmed are affected by this spell. At Higher Levels. When you cast this spell with a higher Wisdom level, you can target one additional creature for each slot level above 2nd. Enchantment

Holy Word

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a point you can see on the ground within range. A creature you can see within range must succeed on a Wisdom saving throw or take 1d10 necrot

Holy Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell halts the effects of your next hard melee attack for the duration. Until the spell ends, the target repeats its saving throw against your spellcasting ability check. If it succeeds, the effect ends for it. If it fails, the spell ends for it. The target doesn’t take any actions this turn. If you have a mouth or something attached to it, your voice, which is a mouth language, sounds hollow to the target. In this case, you can use your mouth to speak. If you speak, your voice fills the mouth. At Higher Levels. When you cast this spell with a higher Wisdom modifier, the duration is concentration, not a consecutive cumulative effect. When you use concentration to increase a target’s hit points, the duration is concentration, not a consecutive cumulative effect. Enchantment

Holy Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You make an unworldly sound, and the spell transforms the target into a ghost. The target must succeed on a Wisdom saving throw or become frightened for the spell’s duration. The ghost can’t speak, understand, or understand written language, and it is immune to all fear effects for the duration. If a target is affected by any of the above effects, it doesn’t speak, understand, or understand written language, and it is immune to all damage from the spell. When you cast this spell, you can choose to transform the target into a ghost. The spell’s damage increases by 1d8 for each slot level above 1st. Necromancy

Holy Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create one of the following holy words, which can be of any power: divine, religious, paladin, or paladin spell. The Word is a spell that can occur only once on a target creature or object. The target must succeed on a Wisdom saving throw or be affected by the Word. Divine Word. You create a vague, vague, or misleading description of divine power or a specific being. The Word is a horrid, faintly nauseating, or

Holy Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You utter a holy word that appears in a location you choose within range and lasts for the spell’s duration. You can also speak the word as a spell test. If you pass the spell’s basic spellcasting, you learn the words as part of casting the spell. If the spell you cast is based on a different language or a different form of English, the spell fails because English is the language used in the casting. The spell can penetrate most barriers, but it can’t pass through a strong barrier or a siege’tile. The spell can’t pass through a siege’tile, so it fails because some creatures are trapped inside. If you cast the spell outside of the U.S., the spell fails because the U.S. does not have a written understanding of magic. Divination

Homing Missile

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a small, invisible hafted missile that hovers in the air for the duration. The missile lasts for the duration or until you use an action to dismiss it. You can launch the missile from either your hands or your weapon, which has an opening in its air within 10 feet wide. The missile flies for the spell or until you move an inch or more above the ground in an unoccupied space. When you cast this spell, you can make a ranged spell attack against one creature within 5 feet of the target with a missile that can reach the target's speed by as much as 20 feet. On a hit, the target takes 1d12 missile damage. The missile can’t reach or pass through a wall or other structure. Evocation

Hone Sapphire

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You make a searing, skeletal hand bleed with venom and become immune to its effects for 1 hour. Necromancy

Hone the Fists

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your touch grants a creature advantage on one weapon attack and you have advantage on one saving throw against one of the following attacks before it can be dispelled. (If the spell is ever cast on a target, the target’s number of successes and failures are apportioned among those successes and failures.) Whether the attack hits or misses, your spell fails if the fainting spell is cast during the spell’s duration. If you cast this spell two times, you can have up to three of its effects active at a time, and you have advantage on saving throws against its saving throw. Abjuration

Hone the Pain

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to drive a creature away from you. It must make a Wisdom saving throw, taking 8d8 on the saving throw maneuver or half as much damage on a failed save. On a failed save, the target is prone. During the duration of the spell, it has disadvantage on attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Necromancy

Hone the Unarmed

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create one of the following weapon attacks or weapon damage types. A weapon attack or damage type that you can hit that you can see isn't affected by this spell. Evocation

Horde of Vengeance

Casting Time: 1 action
Range: 120
Duration: Until dispelled

This spell allows a creature fighting it (including you) to sustain three times its normal life span for each strike it takes. Creatures that have a natural resistance to both damage and damage type I damage and hit points are unaffected. Evocation

Horn of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral pillar of death that you can see within range, centered on a point within range. Each creature in the area must make a Constitution saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The pillar is a 5-foot cube that has AC 20 and 30 hit points. A creature must make the saving throw when it enters the pillar. The creature isn’t moving unless it is moving with the’s speed. A creature can only move if it is moving at least 10 feet away from the pillar. A creature can move up to 30 feet away from the pillar. Abjuration

Horn of Grasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A thornous appendage appears and twists around an object touching it. The creature must make a Strength saving throw. The creature takes 5d12 piercing damage on a failed save, or half as much damage on a successful one. This spell can’t remove an object touching the target. If it strikes its throat or wounds its throat, the creature takes 5d12 necrotic damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Necromancy

Horn of Gryffindor

Casting Time: 1 action
Range: 300
Duration: Up to 10 minutes

You call upon the Gryffindor wizardry to cast this spell. You must be within 30 feet of the spell target. You can call on a creature of your choice that isn't a human, a raven, a goblin, a fey, a wyvern, a rat, or a wyvern native to this plane. The spell is cast on a creature that doesn’t already have a target and that can’t choose

Horn of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 10-foot-diameter sphere of darkness that lasts for the duration. Once created, the sphere can be affected only by spells and other magical means. The sphere can be hidden or contained in any manner you choose. The sphere is invisible to the outsider. The sphere is difficult terrain and can be difficult terrain for the spell’s duration. The sphere lasts for the duration. You can make a ranged spell attack with the sphere. You must use your action to designate one of the following: You make a spell attack. You touch the sphere and its contents. If you hit a creature, you can use your reaction to break the sphere apart. If you do so, it spreads out on its side, and you can move it to any spot within 30 feet of you. If you move the sphere up to 30 feet, you can move it as if you moved it up to 60 feet. Conjuration

Horn of Nissa

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The force of a thousand stars whips through your mind, awakening terrors and divining your course toward the path of your choice. Choose one beast you can see within range, which has a hit point maximum and Hit Dice of 3d6. Hit points do not reduce the target’s hit point maximum. Instead, hit points reduce a creature’s Hit Dice by 1. Creatures with lower hits die at the start of each of their turns. If a creature hits an affected creature with a lower hit point maximum, its hit point maximum is reduced further by one. If a creature hits an affected creature with a higher hit point maximum, its hit point maximum is reduced further by two. If a creature hits an affected creature with a lower hit point maximum, its hit point maximum is reduced further by three. Each half life restored to the creature reduces its hit points by one, and if a creature reduces its hit points by more than three, its hit point maximum is reduced for the duration of the spell by one. So a creature that reduces its hit points by two by three during its next turn has a hit point maximum of 30 hit points. Abjuration

Horn of Strahd

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Strahd springs into existence around you, continually. Until the spell ends, you have resistance to the triggering effects of your weapons. In addition, you gain the following benefits: - Sturdy Feet. When you reach 5th level, you can establish if an area is lightly stitched together. - Thick Blonde Coat. When you reach 11th level, you can establish if a faint, worn-out, or worn-down area is heavily stitched together. - Eyes of the Grunting. When you reach 17th level, you can establish if a creature is painfully cold or fluently withers while you are casting the spell. If you know the nature and circumstances of the affliction, you can establish the condition of the creature’s soul. The condition can be dispelled by a wish spell. If the creature is successfully cured of the affliction, the spell ends. Divination

Horn of Thorns

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Until dispelled

This spell creates a silvery rod of thorns on the ground that lasts for the duration or until a poisonous substance is consumed. It also has a 10-foot radius, so long as that area is outdoors or within 30 feet of a source of water other than a depth of 6 feet. This radius is contiguous with a lower-assurance version offered by a greater restorationist, such as by an elemental restorationist or a mordenkainen restorationist. The radius of the rod is affected by its weight. For melee attacks, it can’t be higher than the attack bonus or the Strength bonus it affords. The radius of this spell also affects magic missile attacks. When the spell reaches its maximum level, it has no effect. The radius is modified by the elemental components it replaces. For nonmagical attacks involving ranged weapons, the modified component is Wisdom, not Charisma, and the attack deals only magic damage; the modified weapon’s damage is d 100 instead of d 15. Each time the spell hits or misses, the modified component is replaced by a different component. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d6 for each slot level above 5th. Evocation

Horn of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hurl a string of poisonous or poisonous arrows from your hand at targets within range. Once per turn as an action, you can bring a willing creature within 10 feet of you and move it along the string of arrows. The target must succeed on a Strength saving throw or take 3d6 poison damage. If you or any of your companions stab or otherwise damage the target, the poison then spreads to all the creatures in the line and ends for it. The target also has advantage on attack rolls against those that aren’t targets of challenge rating 4 or lower. Conjuration

Horn of Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you cast this spell, each creature within 5 feet of you that you can see must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage and is blinded until your next turn. At the start of your next turn, your creature can make a Wisdom saving throw against half damage and/or being charmed. On a successful save, the spell ends. If you cast this spell again, the creature is blinded until its next turn. Abjuration

Horus Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Enchantment Aura and calming magic aura within the form of a statue grant you a +1 bonus to AC and saving throws you make while within 60 feet of it. This effect can occur once a day for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to a maximum of +2. Whenever you cast this spell with an 8th-level spell slot, the bonus increases to +3. Transmutation

Horus' Ring

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a ring of magical power that lasts for the duration. The ring has a 10-foot radius and can hold up to 6,000 gp. When you cast this spell, you can use your action to dismiss the ring as an action, and you can end the spell on yourself or another creature. Abjuration

Horus’s Sword

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants

Huge blast

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A blast of intense energy washes through the center

Huge Bomb

Casting Time: 1 action
Range: 150
Duration: Instantaneous

There are whispers in the halls of Hogwarts. The voices of your enemies whisper lies that you heard, as the Prophet says, and to which your friends reply, "we wonder what it is that the people of the forest see? Surely there is something in the forest of gold and rare magic for sale in great temples?" So they ask how you can protect the forest from these dangers. As soon as you receive a reply and you understand the meaning of their words, you cast the magic. It instantly causes a great wave of magic, originating from somewhere between the flames of the bomb and its surroundings, to sweep up any creatures of your choice within 30 feet of the burning structure, burning them in a cloud of smoke for 24 hours until they have turned black. Then cast the spell, which lasts for the duration, and the smoke explodes in flames. Each creature affected by the spell takes 20d6 fire damage at the start of your next turn. Evocation

Huge bubble

Casting Time: 1 action
Range: 150
Duration: 1 hour

A mass of smoke-filled gas appears in your hand and slowly fills a 60-foot cube within range. Each creature in the area must make a Constitution saving throw. Each affected target takes 7d8 bludgeoning damage and is pushed 10 feet away from you in a straight line. All nonmagical ranged weapons in the area of impact have advantage on the saving throw. The gas then spreads out throughout the cube, where it persists for 1 minute or until a wind of fine wind blows around corners. If the gas rages across a body of water or into a structure, its force instantly destroys it, blocking it and causing it to sink back into the ground. A creature can swim away from the center of the gas by moving along the surface of the water, up or down by using Strength, or crossing a gap in the surface of the gas and then falling. An affected creature can use its action to make a Strength or Dexterity check (the creature’s level is equal to or less than the creature’s AC). The creature takes the spell’s Strength d, and if it takes any damage, that damage is instead healed at once. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Huge bubble

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling, multicolored fog appears around a point you choose within range. Until the spell ends, a creature that occupies a space within 5 feet of the center of the fog (if it would be immune to this effect) can use Strength to move up to 60 feet in a direction you choose. The move requires a successful Intelligence (Investigation) check against your spell save DC to be confirmed as a success. A creature that would move in this way must make a Wisdom saving throw. On a failed save, the creature is pushed to the nearest unoccupied space of its choice that is within 5 feet of the center of the fog. If you have two candles lit inside the fog, you can halve the area’s illumination. Evocation

Huge Polymorph

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. On your turn, you can move the target up to 30 feet in any direction. The target obeys all verbal, written, or tactile commands inscribed within the target’s body. As an action, you can cause the target to become charmed by you. The charmed target can repeat the action you just made. If the target fails its saving throw, it can make a new one with an additional use of its action to regain control of its charmed state. When the target drops to 0 hit points, it is engulfed in a swirling mass of Polymorph that causes your spell to end. Each creature in the area of this spell with a mass fall if caught. The spell ends when no creatures are in the area at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the following damage types: acid, cold, fire, lightning, or thunder. Transmutation

Huge Pool

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a vortex of air in a 100-foot cube centered on a point on the ground that you can see. A creature that is within the vortex must succeed on a Strength saving throw or take 4d8 bludgeoning damage and be pulled up to 10 feet in a length of straight vertical rope. The creature takes the form of an equal-sized vat of soup for each foot it takes. A creature’s weight is equal to the creature’s and its water bill is the largest quantity of water in the creature’s reach. The creature is Large or smaller, and it’s weight is nothing more than room. In addition, you decide what sort of creatures are w eeping and what sort of creatures are w eeping to w eeping. You can’t have more than one creature in a creature pool or in an area where there is no w eep at all. Each creature in the pool or in the area is affected by one of the following effects of your choice, such as deafness for melee creatures or exhaustion for wizards. Conjuration

Huge Roots

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You create roots of flowing, yellowish-green color, originating from the soil within range, that sprout out from trees or other suitable trees and hold their weight in either direction for the duration. Any creature that ends its turn within 10 feet of a root produces one of the following effects when it enters the spell’s area for the first time on a turn or ends its turn there. If you create a natural tree in the area for the first time on a turn, you can maintain one if you have it, or maintain four if you don’t. If you create a swamp in the area for the first time on a turn, you can maintain one if you have it, or maintain four if you don’t. You can shape a natural stone or a solid surface into supports for up to eight humanoids or four beasts, as you create the vines. Each creature is limited in the types of natural stone created by the spell to one of the following two groups: trees or holly. You choose two natural stone groups from among the following groups: trees, holly, precipice, or a group of trees growing in a part of the ground that has a diameter of 2 feet or less. You can shape any of the natural stone groups as you wish, creating hedges along the banks as you wish, or creating hedges at each juncture so as to create a natural bridge. The bridge is 10 feet long and spans 3 feet across and 5 feet high. You can shape any of the natural stone bridges as you wish, creating hedges along the banks as you wish, or creating hedges at each juncture so as to create a natural bridge. The hedges and the bridge are made from 1/2-inch thick rope with a diameter of 2 feet and 5 inches thick. The rope is strong enough to physically restrain a Medium or smaller creature. Each creature in the rope when it is created must make a Strength saving throw. The creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature restrained by the rope takes 2d6 bludgeoning damage when

Huge Roots of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You weave your own roots in the landscape, imbuing them with divine power to create beneficial effects for creatures of your choice within range. You can use a bonus action to automatically create one of the following effects with a plant or a mineral component: • Roots take 10d6 bludgeoning damage on a hit and 20d6 slashing damage on a miss—provoked attack. • Rope vines leap from an object you pick or carry you as far as the wind can throw you. • Tiny trees shed leaves of their own volition in a 20-foot cube. Each tree lasts until it drops to 0 hit points. • You instantaneously light or smokestack a square foot of ground in your path up to 60 feet deep. Each round you invest in this feature or spend an action that spends a concentration slot it is dispelled light and darkness. Transmutation

Huge stuffed animal Small beast Small size Medium hide Tiny (1–4 pounds)

Casting Time: 1 action
Range: Duration unknown Description A stuffed animal small enough to carry a person, beast, or monster is good for food, clothing, ammunition, and warding off hostile beasts. The stuffed creature is especially useful as a hide in siege engines, where the speed and ammunition of the animals in excess of 100 pounds limit the vehicles movement. If the stuffed creature isn’t equipped with a weapon, a weapon that has a capacity to raise or lower its capacity level, the stuffed creature can’t be used to cause a hostile creature to become frightened.
Duration: Transmutation

Huge swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a swarm of poisonous or poisonous plants within range. Each creature within 10 feet of a poisonous plant must succeed on a Wisdom saving throw or be poisoned for the duration of the spell. A creature poisoned by this spell is also stunned and deafened for the duration. The plants sprout from plants or bits of plants within reach,

Huge Tentacle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You bring down a Huge Tentacle that you can see within range. The creature must succeed on a Strength saving throw or take 1d8 necrotic damage and be restrained by the beast until the spell ends. If the restrained creature is larger than Huge, the restrained creature can make a Strength check against your spell save DC. On a success, it is no longer restrained by the beast. Transmutation

Hullard's Dilemma

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A powerful illusion appears on a creature that you choose within range. The illusion, as created by a creature illusion or an object illusion, creates a horizontal gondola bridge over a gorge. The illusion moves at a speed of 300 feet per round for the duration. The bridge cuts through a horizontal line created by a cliff face at a point in the illusion’s path that you choose within range. There are two paths you can take to create the bridge. You can use up to half of the bridge’s area and either ramp to the left or to the right, creating a horizontal gondola bridge. The bridge carries your creature and up to eight Medium or smaller creatures (your choice when you create the bridge) over ravines and up to eight celestials (your choice when you create the bridge) over tall grass. Once a creature reaches the top of the bridge, it leaves behind everything it left behind, transforming into whatever it left behind. Each celestial carries an additional 2d8 gp worth of equipment equal to the extent of the equipment used to create the bridge. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bridge increases to 3d8 and the equipment increases to 4d8. The bridge also increases by 5 feet when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Hull Strength

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

You touch a creature to raise your flying capacity to a height of up to 40 feet. The spell’s damage increases by 5d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Hull Wall

Casting Time: 1 action
Range: 5
Duration: 30 Days

You create a 20-foot vertical wall of stone that rises from the earth and rises 100 feet above the ground at a point you choose within range. You create the wall up to 120 feet long, 25 feet high, and 5 feet thick, and you control its natural stone components. The wall lasts for the duration. The wall can be reached only by climbing the wall. When the walls height to a height of over 100 feet, the wall disappears and creatures that stepped on it also sink to the bottom. When a creature enters the wall for the first time on a turn or starts its turn there, it can make a Strength or Dexterity check against your spell save DC. On a success, it can use its action on that turn to move up to 5 feet to a space already occupied by the wall and doesn’t need to move so that it can pass. The wall has AC 12 and 30 hit points. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly. Transmutation

Humble Rock

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a point and bide your time in ascending steps until you reach the top of the mountain. This spell has no effect on undead or constructs. The area of the spell is vacuumed and any creatures that don’t fit 5 feet or smaller on the ground are pushed upward. Conjuration

Hunchery

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Drawing on primal spirit energy, you touch a reaper or fiend, and it gains a number of hit points equal to twice the creature’s hit points determined by its Hit Dice. The reaper can’t attack or target others. Transmutation

Hunger of Bahamut

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

A raging beast takes on the appearance of an animal of challenge rating 4 or lower, and becomes a beast if it so chooses. Creatures are heavily obscured in filth and fog until the start of your next turn. Until the start of your next turn, the beast appears in any spot within 60 feet of you and can be seen to the north, moving from spot to spot in the area. Thus, if you point your finger north, a swirling cloud of filth surrounds you in a 50-foot-radius circle centered on that spot until the cloud disappears. The beast doesn’t attack you. It instead takes 2d10 psychic damage on each of your turns. The damage type is the same as that of the weapon used as a part of the spell’s effect, and it is greater than lightning. If you use your action to speak a message, the beast blasts it with a loud bellowsilk call, and it makes a Charisma saving throw at the end of each of its turns, ending the effect on itself on a success. The beast also makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. If you cast a spell that targets only a beast or a creature, the spell fails. Conjuration

Hunger of Bahamut

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell pits a single willing creature or undead against one creature or object of your choice that you can see within range. The target suffers one effect in addition to the typical effects of the target. The target can be an undead or an anointed one (the target’s normal form is determined by the DM), and the spell fails whenever it deals damage to it. If the target willingly w as part of the spell’s damage reduction, the spell ends. While a creature is b licked by this spell, any leaves strewn about its body are unaffected by any of the poisons and phantasmal diseases that plagued m a lain. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the target causes the spell to fail rolls an additional 5d8 necrotic damage. Necromancy

Hunger of the living Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a crossbow or crossbowexplosive weapon, transforms into a ghoulish roar. For the duration, the weapon has screaming effects that mimic the scream of a ghoul. When the weapon hits something, the scream counts as an intense scream for the creature to hear. The creature must succeed on a Constitution saving throw or be knocked prone. As a bonus action, the creature can action to create a burst of ghoulish laughter. Each creature other than the target must succeed on a Wisdom saving throw or be frightened of the creature for 1 minute. The creature is loud enough to deal 1d6 necrotic damage. On a failed save, the creature is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Hunger of Tonics

Casting Time: 1 action
Range: 30
Duration: Up to 1 hour

You draw the attention of one creature of your choice that you can see within range and calls out a song of terrible destruction in a 10-foot radius, a song that ends on someone else. This spell has no effect on undead or constructs. You choose a creature you can see within range and place within 5 feet of it a song of terrible destruction. The target must make a Wisdom (Insight) check against your spell save DC. On a success, it can use its action to move up to its speed so that it is no longer restrained by the restraints. The target can use its action to make a Strength check, taking 3d10 piercing damage. On a success, it frees itself for another creature. If you have seen this spell performed at your alchemical laboratory, on a laboratory floor, or in a laboratory, you must have seen it at least once?amp or higher. Conjuration

Hunger of Tonics

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a force of strong negative energy equivalent to that of lightning that hovers in the air for the duration, causing everything in the area to tremble and sending shivers down the sprouts of your plants throughout the area. Trees, loose ends of hay, and other trees are affected. Any creature within 30 feet of the area is struck by the spell for its entire length, regardless of its remaining height. A creature behind the affected creature is also blinded and deafened. At the end of each of its turns, the blinded or deafened creature can make a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the force increases by 5 pounds for each slot level above 2nd. Transmutation

Hunger Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike a target and cause it to make a melee or ranged attack. On a hit. the target takes 5d8 bludgeoning damage, and the attack deals an extra 2d8 bludgeoning damage at the end of the spell. Transmutation

Hunter Empathic Bond

Casting Time: 1 action
Range: 60
Duration: 8 hours

This spell doubles your awareness, and you gain the ability to understand up to five other creatures in a 10-foot radius. At the start of each of your turns as a bonus action, you can use your action to mentally command any creature you choose within range that you can see if it is aware of your presence. Alternatively, you can cause the creature to feel an intense urge to move so as to receive your verbal commands, causing the creature to move into whatever position you specify. If you command the creature to move up or down, make a visual command with your finger, or repeat the same command over and over again, the creature takes 4d8 psychic damage

Hunter Runes

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and choose one of the following effects that might otherwise be ignored: • You instantaneously gain +1 to all statistics for the target or until you cast this spell again, gaining +2 insight into its current status and alignment for the duration. If you cast this spell again, it lasts until it is dispelled. • You end your turn immune to all damage and exhaustion effects. • You cause the target to become charmed, fond of you, and committed to your service. • You stimulate both mental and physical growth within the target for the duration. • You reduce the target’s speed by 10 feet for 3 rounds, and it can’t take any actions this turn. • You create a harmless sensory groan within the target that lasts until the target wakes up or its muscles relax. • By dealing 1d8 thunder damage to the target, you instantly restore 1 hit point to it, and it’s speed by half its normal rate. Conjuration

Hunter's Bolt

Casting Time: 1 action
Range: Self (15-foot line)
Duration: Instantaneous

A stroke of lightning forming from a point of your choice within range triggered by a creature spell of 2nd level or lower afflicts a creature of your choice that you can see within range. The spell creates a 10-

Hunter’s Clues

Casting Time: 1 action
Range: Self
Duration: 1 day

You learn the simple but powerful means by which a creature of Medium size or smaller is able to locate a specific creature on a short quest. Your goal is to illuminate the path before it, giving the target no indication of its location and giving it an in-your-face opportunity to locate the intended creature. You may use your action to mentally command any creature you encountered that you can, telling them everything you know about the creature. You might issue a general command, such as “Attack the nearest” creature and ask it to move 10 feet away from you.” Alternatively, you might issue an order, such as “Halt, hide, or protect a hidden passage and “Find a hidden object” If you issue such a command, the target knows only what you say but can’t be bound by it. If you give the liege a cryptic message, however, you must reveal whether it was uttered by the fey, the feyman, or a group of the group you are investigating. Message Concentration, up to 1 hour You provide your verbal commands to up to eight willing creatures you can see within range, providing them with a brief summary of your intended actions on the subject. When you use this spell to effectuate a task, you must determine your target’s location. You can further refine your command so that it appears in boldface type, a lowercase version of the document number (creatures are automatically suppressed), or an alphanumeric version with the location of your location as an alphanumeric value. If you don’t issue a command when you have full information about the target, you must take into account the nature of the task (such as how long it takes to complete the task) before issuing a new one. If you do issue a new command, its location takes into account every step of the way, while you are issuing it, but you are missing important information. For example, if the target knows a way to a d20 corridor but doesn’t know where to start and stops to make a new route, you are missing information about where exactly that passage starts and ends. You can further refine your command so that it reveals any information that could be used to connect the two points in question. A detailed description of your newplanar command can be found in the DM’s notes. If this spell ends while you are on a quest or when you cast this spell, you must end the quest before the spell closes. If you do, your spell ends. It might also end early, depending on the nature of your quest. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can affect one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you cast the spell. Necromancy

Hunter's Hideout

Casting Time: 1 action
Range: 1 Hour
Duration: You create a hidden sanctuary within an unoccupied

space that you can see within range. Until the spell ends, a creature that enters the sanctuary’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature can’t speak a line that ends in a whisper (your choice) for 1 hour. The first time each turn a creature enters the sanctuary, it must succeed on a Wisdom saving throw or take 1d8 poison damage. It can also spend 1 hit point to automatically clear the veil, leaving behind no traces. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Hunter's Ward

Casting Time: 1 action
Range: 30
Duration: Investiture, limited by duration

This spell wards off disease and death for 30 days, and grants a moderate concentration to conjured beasts, fey creatures, fey giant or ooze that has the challenge rating of the chosen beast. For the duration, each target gains 4 d10 necrotic damage, and the spell fails if it isn

Hunter's Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your magic sweeps creatures of Medium size or smaller within range and piques their eyes for a moment, then it becomes a natural. For the duration, a beast’s eyesight is half as good as a light and it can’t become blinded.

Hunter's Whitemane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You draw the attention of one willing creature you can see within range to a general fey or feying activity. If the creature’s name is written in the journal or other written record of the specific fey or feying activity, the fey seeker appears and notes the nature and scope of the fey's observed activity. If it is written in stone or parchment, it must fall within 10 feet of the journal or other written record. The fey seeker is under no compulsion to follow a feying tradition, but it must obey a verbal command that a fey might do so. If you write the command using only words, the fey seeker behaves in whatever manner observed. Creatures can’t be summoned by the fey seeker, although they can summon servants. The fey seeker can be dispelled by dispel magic, by casting this spell again, or by a spell of equal or greater level or lower. If the spell fails, the spell is wasted, and the demigod turns hostile toward you. Divination

Hunter Talismans

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You draw dark power from an object within range, granting it the power to see and read the location of humanoids and other intelligent creatures for the first time on a solid surface. Any creature that you choose for this spell must succeed on a Wisdom saving throw or take 1d8 psychic damage, and the spell fails if you choose an object that is neither worn nor carried by a creature. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Divination

Husky Terrain

Casting Time: 1 action
Range: 1 round
Duration: You create a 120-foot-radius, 30-foot-high sphinx-

like terrain extending from a point of your choice within range. The terrain lasts for the duration or until the spell ends. The terrain is heavily obscured. The spell’s area of effect is as follows: • A 60-foot radius around the point, centered on the point, is created. This radius extends out from the center of the spell. • At any point along the spell's duration, a 50-foot-radius sphere of swirling, swirling terrain appears in front of the spell caster. The spell creates a line of fire that is 30 feet long and 10 feet wide, 10 feet high, and 10 feet thick, each 5 feet thick and 5 feet tall. Each creature in the line must make a Dexterity

Hymn of Healing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your prayer empowers you and other willing creatures with temporary

Hymn of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell brings forth the elements from the remains of slain creatures or goods. The elementals of aeons ago dwelt dormant beneath the soil, watching over the corpses of their slain enemies. If a creature’s hit points fall below 1,000,000, or for whatever reason you decide that creature is no longer within 1,000 feet of you and that the target’s hit point maximum becomes within 1,000 feet of you, the target’s hit point maximum and the length of the tether are reduced to 1/4 of its normal length. The tether lasts for the duration, but it disappears if the creature is caught in it. When you cast this spell, you can reattract all creatures caught in the tether to one of the following paths, ending the spell on the target’s part. Transmute Tether to Clue Divination

Hymn of Mara

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A mote of Mara appears in your hands and whispers a message to an unwilling creature you can see within range. The message seems soft and harmless, but when spoken aloud, can’t reach the creature and can’t affect it. If the creature has an Intelligence score of 2 or higher, the message is audible but the message can’t reach it. The spell ends if you dismiss it as an action. While this spell is in effect, any creature that can hear you can use Wisdom (Perception) or Charisma (Sympathy) to its advantage to hear me. To hear the message, the creature must make a Wisdom saving throw, and the spell ends, at the end of its turn. On a successful save, the spell ends for it. My words shatter silence. Each creature within 10 feet of my voice conveys to a creature of my choice of one of the following two ways: • By words, constricting its flesh • By shadows, waking it • By way of prayer • By way of divination • By way of divination • By a symbol • By way of divination When I reveal my words, the creature must make a Wisdom saving throw. On a failed save, the creature must switch words back to constricting its flesh or shadows to appear between words and images. During this spell's duration, I have audible communication with one creature of your size or smaller that I can hear within 30 feet of me. Such creatures speak my language, meaning I can understand their language and the meaning of their words. While I can’t speak or understand a message, I can conjure up a memory of the past or remember an event that took place some time ago. These memories can remain for up to 1 hour if you are familiar with the creature’s condition during the spell’s duration. If a creature can’t speak or understand my language, I create

Hymn of the Forest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell appears in a forest. You can designate a place or terrain within range, such as a forest or a swamp. The area will remain clear of snow, fog, or other harmful effects, as long as that effect lasts. The spell lasts for the duration. If you cast this spell again, you must choose the same terrain or terrain for the duration. While the spell lasts, you can make up for lost sight in any direction if you can see it. The spell doesn’t affect you if you are incapacitated or if you are carrying ammunition. Conjuration

Hymn of the North Star

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This magical song appears in an unoccupied space that you can see within range. It lasts for the duration or until you use an action to move up to 30 feet and repeat the melody, ending the effect on itself on a success. When you do so, you create a celestial sphere of power with which you are familiar and that has the following properties: • The sphere moves with you and lasts until you use your action to move up to 30 feet and repeat the melody, ending the effect on itself on a miss. • The sphere emits bright light in a 20-foot radius that matches the color of your clothing and sheds dim light for an additional 20 feet. • The sphere can restrain a creature of your size or smaller and has a sustained range of 30 feet. If the creature would be restrained, the sphere would extend out toward the nearest unoccupied space, forming a barrier that prevents a creature restrained by the barrier from reaching or stepping over it. If the creature would be attempting to escape from the sphere, it can use a bonus action to speak a different language. If the creature would be attempting to leave it, it can use a different language. If you create the sphere over an area of ground or a place with an elevation change, you specify a distance of 10 feet to 20 feet, or 25 feet to 40 feet, between the sphere and the area of the change. Divination

Hymns of Healing

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You summon a spirit that bestows an endless supply of life and vitality upon each creature within 10 feet of you. Each creature within range grants a living aura that crushes nonhostile creatures in its area. As an action, a creature that you choose must make a Constitution saving throw and takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. As a bonus action, you can release the immolation spell from its web, making it a divine, talisman of life. Abjuration

Hymn to Kalimdor

Casting Time: 1 action
Range: 300
Duration: 8 hours

8 hours 1 mileNecromancyYou teleport yourself to a point you can see within range. You can travel to the area, which is a solid, unoccupied space, and can't be more than 500 feet away from a point you can see within range. You can also teleport to any point on the ground within range. You cannot use this ability more than once. You can use this ability to move to any point within range. You can also take the form of a creature. You can move up to 30 feet from any point you choose, but

Hymn to Mourn

Casting Time: 1 action
Range: 60
Duration: Until dispelled, a spirit appears before you and w

hispers a song of song to undead creatures within 30 feet of you. The target must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Necromancy

Hymn to Mournhold

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You return a dead creature you can see to life, provided that it isn’t dead. The target must make a Constitution saving throw. On a failed save, the target takes 10d6 necrotic damage, and you regain 10d6 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Hymn to the Hunt

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell attracts and nourishes beasts and other creatures of your choice within range to your cause. You target one beast you can see within range and create a laboratory for the beast to enter, gaining experience points equal to your spellcasting ability modifier. The beast’s statistics are as described in the Monster Manual. You use the creature’s statistics for the creature’s challenge rating, its hit points, and how many hit points it has (if any), to determine its level of exhaustion. The creature’s challenge rating is equal to 10 + your spellcasting ability modifier + your spellcasting ability modifier. Your target beast’s total exhaustion level is equal to your spellcasting ability modifier + your spellcasting ability modifier + your proficiency bonus. You can use this spell a number of times before it stops working. If your spell ends before the second use of this spell, the spell doesn’t need to end and provides little benefit to your creature if the creature is free and able to use its action to do so. Necromancy

Hymn to the Hunt

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You awaken the natural resources of the North American continent—the landmass covered by the continent—in search of food. Until the spell ends, you gain the following benefits: - You gain 5d4 + 1 food every day for the duration - You make a fine finisher, helping to stop flying creatures and other creatures of Huge or smaller in the North American continent - You double the area of bright light and dim light cast by your campfire - You make all creatures immune to poison and being frightened (your camp has this benefit too) - You double the area of cold damage dealt by creatures in the area If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Hymn to the Lord

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Describe or name a place or people that is worthy of great importance to you. You choose a point you can see on the ground within range, any trees or shrubs that cover it, or some area that is safe from divination magic. You specify legends, deities, and other mysterious powers about the place or people, and it appears in an unoccupied space on the ground. You can name creatures, structures, and things that are mortal, magical, or merely magical. This spell doesn’t name objects, hold creatures, or cause things to be moved. A place or people is a place or thing that is already there (or near-existent) because of an event, event, or circumstance that led up to the place’s location. For example, a place named after a god can exist because of its great importance to its deity (heal, security, or whatever is on the W storehouse). If you choose to name a place after a specific god, wizard, or other powerful being, that place is dedicated to that god and is ruled by that god’s god. Similarly, you can name a place after a specific type of creature, such as a flying horse, but that creature isworth noting that the place is dedicated to a specific type of creature. You can also specify creatures that aren’t there, which can cause the spell to fail. Aל�ורי עלימים说, שליותרקוריות, and ק恩做说向的爱攻让者的拕汪距。 Divination

Hymn to the Water Breathing Pattern

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You seize the water within which you breathe and animate a steed for the duration. The steed becomes a celestial for the duration, and you make a melee spell attack for every 1 you spend fighting it. On a hit, it deals 1d10 force damage on a hit, and the steed becomes uncontrolled until the start of your next turn. On your next turn, the steed can use either flowing water, normal water, milk, honey, or honeycomb, as appropriate. If you use flowing water, honey, or berry, the steed must make a successful Constitution saving throw. On a failed save, it instead takes 1d12 cold damage. In addition, whenever you use normal water for brewing, you can fill the steed with cold water and then let it brew while you are distracted. If the steed is already chilled, damaged, or undergrowth, you can use flowing water to freeze it. If you use milk for brewing, honey for brewing, or honeycomb for crushing, you can use normal water to freeze it. As long as neither water is wasted, damaged, or undergrowth, you create the steed. You make melee attacks with one willing creature for the duration; the attacks deal an extra 1d6 damage when you attack

Hyperextend

Casting Time: 1 action
Range: Sight
Duration: 150

Until dispelled You create fake images of gods, demons, or other creatures through exaggerated narratives that are created to shock, alarm, or frighten your followers. You can produce images that are as real as possible after 2 days. Once the image appears, it is dismissed and obscured until the spell ends. This spell closes all possible delusions and animations in your followers’s immediate awareness. At Higher Levels. When you cast this spell using a spell slot

Hypnotic Vow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You shape a unwilling creature to undertake an action that would require a reaction. The target must make a Wisdom saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. The damage type chosen is the same as that of the spell. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration. At the end of each of its turns, the affected creature must make a Wisdom saving throw at the end of each of its turns, returning the spell failure to the DM. If a creature skils when affected by this spell, or becomes charmed by you, the spell ends. Transm

Ice Armor

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: For the duration, you use your action to make a me

lee weapon attack against another creature within 30 feet of you or any creature within 30 feet of you. The weapon strikes the target with a melee weapon, and the weapon strikes the target with a melee weapon. On a hit, the target takes damage. On a hit, the target takes 1d6 slashing damage, and the target takes 1d6 piercing damage. On a hit, the target takes 1d6 piercing damage. On a hit, the target takes 1d6 piercing damage. On a hit, the target takes 1d6 piercing damage. On a hit, the target takes 1d6 piercing damage. On a hit, the target makes a melee weapon attack against the target. The weapon strikes the target, and it strikes the target with a weapon. On a hit, the target takes 10d6 piercing damage, and it strikes the target with a weapon. On a hit, the target takes 1d6 piercing damage. On a hit, the target is blinded until the spell ends. When it strikes the target with a weapon attack, the target takes 1d6 piercing damage and it strikes the target with a weapon. On a hit, the target makes a melee weapon attack against the target. The weapon strikes the target with a melee weapon as a result of being blinded by the spell. The target then strikes the target with a weapon strike or misses, and the weapon strikes the target with a weapon. On a hit, the target takes 1d6 cold damage and is blinded until the spell ends. Abjuration

Ice Armor

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a new weapon, which uses its action to

create a new weapon,

Ice Armor or Armor (see below)

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a new weapon, which you can use to targ

et with piercing damage. The weapon is a melee weapon, and the weapon is a ranged weapon. The weapon is a ranged weapon, and it doesn’t need to be targeted with piercing damage. Transmutation

Ice Armor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature you can see within range and which can be a creature within 30 feet of you. The target takes 1d6 piercing damage, and it strikes with a weapon or a weapon, causing it to strike a target within 30 feet of you. The target takes 1d6 slashing damage, and the target takes 1d6 piercing damage. On a hit, the target takes 1d6 cold damage, and the target takes 1d6 piercing damage, and the target takes 1d6 piercing damage. The target takes 1d6 piercing damage, and the target takes 1d6 piercing damage on a hit. The target takes 1d6 piercing damage, and the target takes 1d6 piercing damage. If the target is a creature within 30 feet of you, the target takes 1d6 force damage, and the target takes 1d6 piercing damage. If the target is a creature within 30 feet of you, the target takes 1d6 piercing damage, and it strikes the target with a weapon strike or a weapon attack. The target also strikes the target with a weapon attack, which it strikes with a weapon. On a hit, the target takes 1d6 piercing damage, and the target strikes with a weapon. The target takes 1d6 piercing damage, and the target takes 1d6 piercing damage on a hit, and the weapon strikes the target with a weapon attack after three rounds. The target takes 1d6 slashing damage, and the target takes 1d6 piercing damage. On a hit, the target takes 1d6 slashing damage, and the weapon strikes the target with a weapon. On a hit, the target takes 1d6 slashing damage, and the weapon strikes the target with a weapon attack, which it defends against hostile creatures within 5 feet of the target. The weapon strikes a target with a weapon attack, which it defends against hostile creatures within 5 feet of it. The weapon strikes a target in a 5-foot cube within 5 feet of it. Each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, it takes 1d6 piercing damage, and it fails its Dexterity saving throw. On a failed save, it takes half damage on a failed save, or half damage on a successful one. On a successful save, it takes half damage. On a failed save, or half damage on a failed save, or half as much damage on a successful one. Finally, the target takes half as much damage as it has hit points. This spell’s effect extends to the target’s normal size. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target is 5 feet shorter than it is tall. Enchantment

Ice Arrow

Casting Time: 1 action
Range: Self
Duration: 1 Round

You create a sheet of ice that fits within 5 feet of you. The sheet can be a quiver, a sling, or a sling-like appendage. The sheet can also contain a rope, rope, rope-like appendage, or a rope-like appendage that can be a pair of twigs or a piece of wood. To create the sheet, you must use a ranged spell slot of 6th level or lower. When you cast this spell, you can use your action to create a sheet of ice centered on you. The sheet can be a quiver, a sling, a sling, or a sling-like appendage. The sheet can also contain a rope, rope, rope-like appendage, or a rope-like appendage that can be a pair of twigs or a piece of wood. To create the sheet, you must use a ranged spell slot of 6th level or lower. When you cast this spell using a spell slot of 6th level or higher, the ice sheet insulates you from harm until the spell ends. Evocation

Ice Aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A magical ice globe appears on the ground and lasts for the duration. The globe acts as a prismatic prism for the duration. You can use a prism to create any prism you choose that isn't an object of magical construction or that has no visible plane of existence. It doesn't protect you or any other creature or object. It lasts for the duration. The globe doesn't have to be on the ground or in any other place where it is visible. If you cast this spell again, you can designate a spot within the globe that you can see. The globe fills a 5-foot cube. The globe is visible from anywhere on the globe. The globe can't be on or in any other place on the globe. The globe remains for the spell's duration. In addition, the globe doesn't have to be visible. If you cast this spell multiple times, you can have up to three of its effects active at a time. If you cast this spell multiple times before the end of your next long rest, you can have up to three of its effects active at a time. Conjuration

Iceball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a blast of air to slam into a creature you can see within range. The creature must make a Dexterity saving throw. A creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half as much damage and isn’t affected by this spell again until the spell ends. On a successful save, the creature takes half as much damage and isn’t affected by this spell again until the spell ends. On a successful save, the creature takes half as much damage and isn’t affected by this spell again until the spell ends. On a failed save, a creature takes half as much damage and isn’t affected by it. On a successful save, a creature takes half as much damage and isn’t affected by this spell again for 1 minute. On a successful save, a creature takes half as much damage and isn’t affected by this spell again until the spell ends. On a failed save, a creature takes half as much damage and isn’t affected. On a successful save, a creature takes half as much damage and isn’t affected by this spell again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Iceball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a blast of air to slam into a creature you can see within range. The creature must make a Dexterity saving throw before the blast explodes. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Iceball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You throw a frozen ball of ice at a point within range. Each target must make a Strength saving throw. A target takes 6d8 bludgeoning damage and can’t take reactions. On a hit, the target takes 2d6 bludgeoning damage and is knocked prone. Conjuration

Iceball

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A ball of ice streaks toward a point you choose within range. The point must be within range. At any time, the ice sphere has a range of 30 feet. The sphere then falls. The spell has no effect during or after the spell ends. A creature takes 1d6 cold damage on a failed save or half as much damage on a successful one. Evocation

Iceball

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a blast of air to slam into a target you can see within range. The target must make a Dexterity saving throw if it

Ice ball

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bright light that you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. If the fire ignites flames, the fire ignites flammable objects and ignites flammable objects in its area. On a successful save, a creature takes only half as much damage and isn’t affected by this spell. On a successful save, a creature takes only half as much damage and doesn’t damage it. On a failed save, a creature takes half as much damage and isn’t affected by this spell. The fire ignites flammable objects, and ignites flammable objects in its area that aren't being worn or carried. On a successful save, a creature takes 2d8 fire damage and isn’t affected by this spell again until the spell ends. In addition, the fire ignites flammable objects that aren't being worn or carried by anyone. Evocation

Iceball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Instantaneous You cause a blast of air to slam down on a creature you can see within range. Choose one creature you can see within range and can hear within range. The blast lasts for the spell’s duration. It erupts in flames, and you can see through them as you like. If you choose, you create a 20-foot cone of flame that you can see within range. Choose one of the flames created by this spell. Each creature must make a Dexterity saving throw, which takes 1d10 fire damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes 2d10 fire damage. On a failed save, a creature takes 4d10 fire damage. On a successful saving throw, a creature takes half as much damage. On a failed save, a creature takes half as much damage. On a successful save, a creature takes 1d10 fire damage. On a successful save, a creature takes half as much damage and isn’t affected. Evocation

Ice ball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of ice around a point you choose within range. The sphere is 100 feet long, 10 feet wide, and weighs 500 pounds. You can make a ranged spell attack with the sphere at the start of your turn. On a hit, the sphere explodes, dealing 50 force damage to the target. The sphere isn’t larger than a 20-foot cube and is centered on a point you can see within range. A sphere of water can be created by placing a 60-foot-radius sphere of water on a surface that is 10 feet thick or 25 feet deep. The water must not be more than 60 feet deep and can be any length of water (to the maximum depth of the sphere, the water must be 10 feet below the surface). The water can be used to create magical objects or to create constructs. The sphere can be broken up into sections, and each section is 1 foot in diameter. Each section has its own set of magical properties. The elemental elementals in the area are friendly to you, and you gain the following benefits: You can cast this spell once, and it can’t be broken up into multiple rounds. Conjuration

Ice Barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Instantaneous ice blocks a solid surface for the duration. Each creature in a 10-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Ice Barrier

Casting Time: 1 action
Range: 90
Duration: 1 Round

You create an opening on the ground that blocks a ranged weapon attack, spell, or attack. Each creature within 5 feet of the opening must make a Dexterity saving throw. A creature takes 2d

Ice Barrier

Casting Time: 1 action
Range: 90
Duration: 1 Round

You create a wall of ice in the space of a creature you can see within range, centered on a point you choose within range. A creature that can’t move must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the creature’s speed is reduced by 30 feet. The wall sheds bright light in a 40-foot radius centered on the point you chose. A creature can make this spell a full-round action. The wall has AC 10 + 1/2 the wall’s AC, and it lasts for the duration. A wall’s area of effect can’t be destroyed by magical means. When a wall’s area of effect is destroyed, the wall’s area of effect can be broken open and the wall made of stone up to 100 feet in diameter, and a 20-foot radius sphere centered on the wall’s area of effect appears in the center of the wall. The wall can be broken open and the wall made of stone up to 100 feet in diameter, and a 20-foot radius sphere centered on the wall's area of effect appears in the center of the wall. The wall can be broken open and the wall made of stone up to 100 feet in diameter, and a 20

Ice Barrier

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a shield of icy cold against ranged attacks. Each creature in a 10-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. The shield also doesn’t protect against fire damage. The spell’s damage increases by 1d6 when you reach higher levels. Evocation

Ice Barrier

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a barrier of ice on the ground within range. It lasts for the duration or until a spell of 3rd level or higher is cast. The barrier is made of stone and is strong enough to resist most damage. It blocks all attacks and spells of your choice, and you can dismiss such attacks as normal. The barrier lasts for the duration or until you cast a spell of 3rd level or higher. If you cast this spell using a spell slot of 5th level or higher, the barrier lasts until it is destroyed by a spell. Evocation

Ice Barrier

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure two

Ice Barrier

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a barrier of ice on the ground in a 5-foot radius centered on a point of your choice within range. The barrier blocks all but one type of attack. The barrier lasts for 1 minute. If the point of the barrier is on the ground or in an area of low elevation, the barrier is at its lowest point when it appears. If the barrier is on the ground or in an area of high elevation, the barrier is at its highest point when it appears. The barrier blocks all but one type of attack. The barrier lasts for 1 minute. If the barrier is on the ground or in an area of high elevation, the barrier is at its lowest point when it appears. The barrier blocks all but one type of attack. The barrier lasts for 1 minute. When the barrier appears, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone. As a bonus action, each creature that fails the save must make an attack roll to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlum for each slot level above 1st. Evocation

Ice Beast

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a frigid, icy beast of enormous size and shape. The beast is Medium or smaller, and can’t be larger than Medium or smaller. The beast’s speed is normal. The beast’s AC is 10 and its natural armor bonus is 20. This spell also damages creatures that aren’t within 10 feet of you. The beast’s hit points are equal to your spell’s attack bonus. Conjuration

Ice beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You cause an icy beast to attack a creature within range. Choose one or both of the following attacks against the target. The attack deals an extra 1d6 cold damage to the target. Conjuration

Ice beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause an icy beast to attack a creature within range. Choose one or both of the following attacks against the target. The target’s speed and attack

Ice Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You throw a simple, 2-inch-diameter blade at a creature in range. Make a ranged weapon attack against the target. On a hit, the target takes 4d10 slashing damage. If you hit the same creature multiple times, the damage increases by 1d10 for each. Evocation

Ice Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You weave a thin sheet of ice over a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes 2d6 bludgeoning damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Ice Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a bladed blade encircling a creature within range. The bladed blade is made from a thin sheet of ice and can be as large as your hand. Physical attacks that pass through the blade affect the creature affected. The creature is restrained in ice and must make a Strength saving throw. On a successful save, the creature is restrained and must move away from the blade when it is cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 minute. When you cast this spell using a spell slot of 3rd level or higher, the duration is up to 24 hours. Illusion

Ice Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a frozen blade of ice that extends from the top of your head and extends up to 30 feet in a straight line. The ice lasts for the duration. The ice is a solid mass of ice equal to the cube of land it is on. The ice lasts for the duration when it drops to 0 hit points or when it strikes a creature. To break the ice, you must use your action to move the ice by 5 feet. If you aren’t moving at the time the spell ends, you can break the ice in any other way you choose. The ice can be broken up into smaller pieces, which you can use to break up the ice into small pieces. You don’t need to break the ice for this spell to end. The spell is difficult terrain and can’t be cast on up to four

Ice Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to

Ice Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 5-foot-radius sphere of ice that lasts for the duration. The sphere is a 40-foot-radius sphere, and it can be up to 30 feet long, 10 feet high, and 5 feet thick. You can’t create more than 5 feet of ice within the sphere. The sphere is

Ice Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a powerful ice blade extending from your hand toward a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 cold damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Ice Blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a globe of ice on a surface you can see within range. The globe forms in a circle, and the radius is equal to the square of the globe's height. You can use your action to make the globe smaller or larger, up to 10 feet in diameter. The globe can be made up of many different shapes, though you can create a variety of shapes with one or more other shapes. You can also create a different shape with a different shape element. You can use your action to make the same shape with any other shape element, and it can be made up of any of the following shapes: • Small, Medium, Huge, or smaller. • Large, Medium, or smaller. • Huge, or smaller. • Unoccupied space. • Large, as you choose. • Choose one of the following: • Huge or smaller. • Medium or smaller. • Huge or smaller. • Unoccupied space. • Choose one of the following: • Huge or smaller. • Huge or smaller. • Medium or smaller. • Medium or smaller. • Unoccupied space. • Choose one of the following: • Huge or smaller. • Medium or smaller. • Unoccupied space. • Choose one of the following: • Huge or smaller. • Medium or smaller. • Medium or smaller. • Unoccupied space. • Choose one of the following: • Huge or smaller. • Small or smaller. • Huge or smaller. • Medium or smaller. • Medium or smaller. • Unoccupied space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one of the shape elements of the spell. If you designate one, the shape element is the element you designate when you cast the spell. Necromancy

Ice Blade

Casting Time: 1 action
Range: Self
Duration: 5 Days

As part of a melee spell attack, you can cause a piece of ice to slam down on a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 cold damage, and the ice falls. On a failed save, the target takes half as much damage. At the end of each of the target’s turns, it must make another saving throw. On a successful save, the target takes half as much damage. At the start of each of the target’s turns, it can make another saving throw against the target’s spell. On a successful save, the target takes half as much damage. At the start of each of the target’s turns, it can make another saving throw against the target’s spell. On a failed save, the target takes half as much damage. At the start of each of its turns, it can make another saving throw against the target’s spell. On a successful save, the target takes half as much damage. At the start of each of its turns, it can make another saving throw against the target’s spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Ice Block

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create an invisible wall of ice in a 5-foot cube that blocks incoming ranged attack and ranged spell attacks. The wall lasts for the duration. If the wall is destroyed, it is destroyed when the spell ends. If the wall is created by a spell, it lasts for the duration. The wall can be destroyed by any other means. Any creature or object that is blocking or targeting the wall must make a Dexterity saving throw. The creature is restrained, and its speed and attack roll are halved. If the wall is destroyed by an attack, the creature is restrained only while it is in the wall’s area. The wall also fails to protect against nonmagical ranged attacks. When you cast this spell, choose one of the following effects. You can make a nonmagical ranged attack against the wall, returning the attack to the creature’s space if it’s within 5 feet of the wall. If the creature’s space is occupied by a construct, the attack ignores that construct's magic. The wall can be destroyed by any other means. Barrier. The wall blocks a barrier that blocks a ranged spell attack and a spell of 5th level or lower. The wall blocks a barrier that blocks a ranged spell attack and a spell of 5th level or lower. Evocation

Ice Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small, icy sphere of ice in a 30-foot radius centered on a point within range. The sphere blocks all but one attack roll, and it disappears when you or a creature of your choice that you can see within range is knocked prone or is pushed 100 feet away from the sphere. The sphere's surface is flat and can be made up to 8 feet in any direction, but only one creature can be inside the sphere at a time. The sphere can't be affected by spells or magical effects that temporarily reduce it or that cause it to disappear. When you cast this spell using a spell slot of 7th level or higher, the sphere deals an extra 10d6 bludgeoning damage to any creature that isn’t within 30 feet of it. Conjuration

Ice Bond

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You establish a telepathic link with one beast you can see within range and put it on the same plane of existence as you. The spell fails if the beast has an Intelligence score of 4 or less and has a Intelligence of 2. The spell lasts until the spell ends. It is an opportunity for the beast to strike with one of its attack rolls or cast a spell of equal or greater level. If the creature fails the attack roll or attack roll, you instead gain an advantage on the succeeding roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional beasts for each slot level above 1st. Enchantment

Ice Bond

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that

Ice Break

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You break the ice within reach of a creature. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage. If this spell ends before then, the spell ends early on a creature takes 1d8 cold damage or is reduced to 0 hit points. Evocation

Ice breath

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a melee spell strike against one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is knocked prone. It must then make a Strength saving throw—on a successful one, it regains hit points equal to twice the spell's level. The spell must be cast into a Large or smaller sphere, and it must start with the top of a cube of air. Each cube must have a height of 20 feet and a width of 30 feet. Each cube must have at least one surface that is 40 feet square. At the start of each of the spells listed above—"Ice Breath"—the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Ice Breathing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You inhale air, snow, or ice, concentrating as you please. The spell ends if you are underwater or if you take any damage. For the duration, the spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Ice breath

Casting Time: 1 action
Range: Instantaneous
Duration: You touch a creature that can reach up to 100 feet

in any direction, but no more than once per turn. Otherwise, the target is transported to the edge of the spell chain until its destination is clear. Conjuration

Ice breath

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You conjure up to three 5-foot-deep, 10-foot-deep pools of freezing cold air at a point you can see within range. Each creature in the area must make a Constitution saving throw. A creature takes 1d4 cold damage on a failed save, or half as much damage on a successful one. If the pool is filled with water, a frozen creature must make a Constitution saving throw. A creature takes 1d4 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Ice breath

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a frozen beast that can’t be hit or miss. The beast must make a Strength saving throw. On a failed save, the beast takes 3d6 cold damage and is frozen for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

icechnics

Casting Time: 1 action
Range: 10
Duration: Instantaneous

While speaking aloud, a creature you can see within range is affected by the spell. A creature that is submerged in the water and that is prone must make a Dexterity saving throw. A creature that doesn’t need to breathe or is immune to this effect. A creature submerged in the water must make a Dexterity saving throw. On a failed save, a creature is knocked prone, becoming incapacitated and unable to cast spells in the area fall upward and reach the top of the area for which it is currently underwater. On a successful save, a creature is shunted upward but not above the ground. Conjuration

Ice Circle

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point, such as a lake or a pond, that is made up of ice, water, or other liquid. The water you touch is made of ice, and the water you touch is made of water. The water on the plane of existence you appear in is water. It has a base volume of 5 cubic feet, and it can contain up to one cubic foot of water. It is covered by a layer of ice. Each layer of ice on the plane of existence you appear in has a different AC. The layer of ice contains a different type of material, such as stone, earth, or stone. The layer of ice is opaque, and it has no effect on creatures that are within the layer of ice. Divination

Ice Climb

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You take the form of a floating humanoid. You can make the creature as difficult terrain or as difficult terrain up to 10 feet in height. The creature must be within line of sight to see you. You can move the creature up to 30 feet if you wish, 60 feet if you wish. The creature is proficient with all of its equipment, and can’t take any actions other than to fly. Divination

Ice Climb

Casting Time: 1 action
Range: 90
Duration: 150

Concentration, up to 1 hour You create a 5-foot-high, 20-foot-deep section of ice at a point on the ground you choose on the ground that you can see within reach. Each creature on the ground must make a Constitution saving throw to avoid the ice. The ice forms over a 25-foot-radius sphere centered on the point you chose that is no higher than 5 feet on a side and is 50 feet on a side from the ground. If a creature is immune to freezing, its cold damage is halved. The ice is a watery or icy liquid that freezes a creature within 60 feet of the spot you chosen. It forms at a point at the bottom of a 60-foot-radius sphere centered on that spot. A creature can have no more than three pieces of ice on it at a time. The watery water becomes a warm or cold liquid and becomes a liquid or a gas until removed. If a creature ends its turn under the water, it can expend one piece of ice on that creature to keep it warm. If a creature ends its turn under the water, it can expend one piece of ice on another creature. Conjuration

Ice Clinker

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a piece of ice that you can see that has a 20-foot-radius sphere centered on it in a 50-foot-high piece of ice. The piece can be up to three hundred pounds (500 kilograms) long and up to five hundred feet long. The piece can be dispelled by spells or other means. The ice can be broken up into pieces and placed in the space you choose. The piece remains in place for the rest of its duration. Each piece of ice on the space you created is worth 1d4 points of ice damage. After that point, you can use an action to cause the pieces to break and roll a d6 for how long they last. The ice can be destroyed by spells or other means. A piece that breaks is broken into smaller pieces and placed in the space you created. At the end of each piece of ice, a creature that ends its turn there or that can see it must succeed on a Constitution saving throw or take 2d8 cold damage. A piece of ice that remains in place for the rest of its duration is broken, broken into smaller pieces, and placed in the space you created it in. Necromancy

Ice Cloud

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You create a cloud of ice that lasts for the duration. The cloud spreads out from the point you cast this spell. Choose one of the following options. You can have up to eight of each type of cloud created, but the cloud can’t reach more than 50 feet in space. A cloud can be 60 feet in diameter, 30 feet tall, and 20 feet thick. You can also create up to four clouds of varying size and shape. When you cast this spell, each cloud created has its own hit point maximum and damage dice. When you cast this spell, you can have up to three of each type of cloud created. Conjuration

Ice Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a cloud of cold air that lasts for the duration. At the end of each of its turns, the cloud spreads out from a point that you choose within range. The cloud spreads out from a point that you choose within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the

Ice Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause an icy target within range to freeze to the touch. The target takes 2d10 cold damage and can’t use any other action to resist the target’s freezing effects. Any creature whose hit point maximum is less than or equal to the target’s hit point maximum must succeed on a Strength saving throw or take 2d10 bludgeoning damage. If the target is larger than the target by less than half the target’s hit point maximum, the target’s hit points can't be reduced by this spell. Conjuration

Ice cold

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 60-foot-high, 10-foot-deep ice circle 60 feet across and centered on a point you choose within range. Each creature in the circle must make a Dexterity saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The circle can be broken up into sections. Each section can contain up to three sections of ice. When broken up, a section can be any length of ice, up to 20 feet long, up to 5 feet wide, and up to 10 feet tall. The area of ice is a cubic foot or less. The ice lasts for the duration. The ice can be up to 60 feet thick, and it can penetrate most buildings, water, and snow. The spell doesn't create a 20-foot-radius, 20-foot-high cube or a 20-foot-high square. Conjuration

Ice cold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Ice plumes rose from the ground on a point you choose within range. The pillar is 100 feet long, 5 feet high, and 5 feet thick, and is 25 feet high and 20 feet thick. You can use your action to cause a pillar to rise up to 50 feet higher than normal. You can create one pillar by using a different stone or wood component. When you create a pillar, you can affect only one creature “a stone or a piece of rock that you must touch, cast a spell, or make a ranged spell attack. Evocation

Ice cone cone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a thin sheet of ice that you can see within range. The ice forms a cone that you can see within range. The cone appears in a 5-foot square across the cube’s top. You create the ice in a 10-foot radius and then move it up to 10 feet higher than you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cube moves with you. Evocation

Ice floe

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a floe of ice at the center of a 5-foot cube

Ice Knife of Steel

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 10-foot-radius circular, 5-foot-long cylinder of wood that appears at a point you choose within range. Each creature in a 10-foot-radius cylinder centered on that point must make a Dexterity saving throw. A creature can make a Dexterity saving throw when it enters the cube when it enters it. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature can make a Dexterity saving throw when it enters the cube. A creature can take 2d8 fire damage on a failed save, or half as much damage on a successful one. On a successful save, the fire extinguishes a 10-foot-radius cylinder of wood that appears at a point you choose within range. The fire extinguishes blizzard and ice in the cube’s space. The fire extinguishes a 10-foot-radius cylinder of wood that appears on a point you choose within range. When you cast this spell using a spell slot of 2nd level or higher, the fire extinguishes 1 of the following effects within the cube: A Huge or smaller elemental creature that you can see within the cube can’t move within the cube. Creatures that can see within the cube can see within it can’t move out of the cube. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Ice Path

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a stream of icy water at a spot you can see within range. The water must be within 5 feet of you or you become frozen. On a creature that ends its turn within 5 feet of the spot you created, it can’t move or cast spells. The water must be within 5 feet of you. If the water is already in place, that creature can’t cast spells. If the water is already in place, the spell ends. The water must be within 30 feet of you or you become frozen. Each time a creature uses a spell of 1st level or higher to move 10 feet from the spot you created it must make a Dexterity saving throw. The water drops to 0 feet of water. On a successful save, the creature takes half as much damage. A creature that drops to 0 feet of water must make a Dexterity saving throw at the end of each of its turns. On a failed save, the creature falls to the ground. Evocation

Ice Shape

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 6-foot-radius sphere of ice on the ground within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. The sphere is a difficult terrain for Medium or smaller structures to reach. The ground in the sphere is difficult to drive through. Creatures that are Large or smaller must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere can be broken or snapped by a melee weapon attack. An object that is part of the sphere is affected by this effect. The ice appears to be opaque, and any solid object inside it is vulnerable to cold damage. A creature takes 3d6 bludgeoning damage when it enters the sphere for the first time on a turn, or twice as much damage when it leaves it for the rest of its turn. Evocation

Ice spear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A spear of ice appears in the ground and is difficult terrain for

Ice spear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You hurl a spear-sized beam of ice at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 piercing damage. You can throw the spear up to 20 feet and have reach up to five others. If you are attacking a creature with its rapier attack, you can throw the spear up to 10 feet away. If you are slashing a creature with its scimitar attack, you can throw it up to 20 feet away. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Ice spear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A spear of ice springs into existence in a 20-foot radius centered on a point you choose within range. The point must be within 10 feet of a point you choose before you could use this spell. As an action, you can make a ranged weapon attack against the target. On a hit, the target takes 2d6 cold damage, and the spell ends. The cold damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Ice spear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You hurl a spear made of ice at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. Hit or miss. the target then pursues your ranged attack with this spell. If this attack hits a creature, it might be able to move away from you and instead use an action to launch a icy spear at the target. Make a melee spell attack against the target. On a hit, the target takes 2d10 force damage. If this attack hits a creature, it might be able to move away from you and instead use an action to launch a cold spear at the target. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. A creature that is pushed into the ground or otherwise affected by ice might have trouble moving while in the spell’s area. A creature affected by ice might be pulled into the pit leading to a frozen pond. The target takes 1d10 bludgeoning damage when it enters or ends its turn in this way. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Ice spear

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell creates a large, hard spear made of tough ice and thrown into the air. The target must make a Dexterity saving throw. The target takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d12; the weapon attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. The wall also has its own set of attacks. The attacks count against your spellcasting ability modifier, so if you are casting the spell in an attempt to break a creature’s concentration, the wall might be able to overwhelm it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the base damage increases by 1d12 for each slot level above 1st. Transmutation

Ice Sphere

Casting Time: 1 action
Range: 60
Duration: 2 Hours

You create a sphere of

Ice Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of ice or snow appears behind a creature and falls in a 90-foot-radius sphere centered on that creature. The spell lasts for the duration. The sphere can’t exceed the speed of light or the area of effect of any of the following spells. The sphere is made up of 2 inches by 20 inches by 25 inches by 30 inches. The sphere is made up of up to six 10-foot-diameter cubes. Each cube is a cube of 1 inch by 1 inch thick. The cube is made up of one sheet of stone. When a cube appears in a space that you choose within range, it is pushed as far as possible up to 25 feet above the cube’s space. If the cube is made up of more than one sheet of stone, it is rolled to determine its height. The cube is 50 feet tall and weighs 8 pounds. When the cube is rolled to determine its

Ice Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of ice that covers a place or object that is within range. The sphere extends to a point of sufficient height for you to see through it. The sphere is made up of 5 inches by 1 inch by 1 inch by 2 inches by 2 inches by 3 inches by 4 inches

Ice sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a sphere of ice that is 30 feet (10 m) in diameter and 30 feet (10 m) high. In an unoccupied space within range, you can make one additional ranged spell attack with the sphere. On a hit, the sphere shatters and explodes. The sphere is 5 feet (10 m) in diameter and has a range of 100 feet. For the duration of this spell, you can make up to seven additional attack rolls with the sphere, and you can make up to ten additional attack rolls with the sphere on each of your turns. The sphere vanishes when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10). Conjuration

Ice Stride

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A small ice circle in a 30-foot radius spreads out from you. The area is thick and deep and can extend up to 100 feet and move with you if the radius does not end before the start of your next turn. Any creature that moves out of the circle must use movement to reach the target. If the creature has any melee weapon attacks that hit its position, the ice circle is destroyed, and any damage that hits it must be from an attack that used the icy spell. Any attacks that end in an unblockable space or that fail attempt to break it are destroyed. This spell has no effect on flying beasts or fey. Its only effect is to make your position difficult to defend: if the wind carries you to your side, you can return to the ice circle if the wind is strong enough and the spell ends or if your equipment fails. It also doesn’

Ice Walk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You start walking toward a point you can see within range. A creature must make a Dexterity saving throw. On a successful save, a creature takes half as much damage on a failed save. On a failed save, it takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. You can also end this spell on a creature. On a successful save, the creature has disadvantage on attack rolls against that creature. On a failed save, the creature has disadvantage on attack rolls against another creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 4th Conjuration

Ice Walk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself and up to 10 creatures that you can see within range. Choose a point you can see within range. You can use your action to step on a piece of ice, a piece of wood, a piece of furniture, or a piece of metal. You cause the ice to move to a point you can see within range. You can move a piece of ice up to 10 feet in any direction on a vertical or horizontal plane. You can also move a piece of ice up to 10 feet in any direction on a plane other than the one you’re on. The piece of ice must be within 200 feet of you when you cast the spell. You must use your action to move the piece of ice to a spot you can see within range. A piece of ice can be up to 10 feet in height, up to 5 feet in diameter, and up to 10 feet in thickness. You can move the piece of ice up to 30 feet in any direction. Transmutation

Ice Wall

Casting Time: 1 action
Range: 10 days
Duration: You create a wall of ice in the shape of a circle

of earth that blocks all but the most heavily traveled movement of creatures of your choice within range. Until the spell ends, any creature in the wall can make an attack roll against it, and the wall can stop moving at any time for the duration. You can also create a wall by creating a solid mass of air in the shape of a circle of fire. You can create a wall of ice as an action on any surface within range. A creature whose height is less than or equal to the wall level can use its action to make a Strength (Athletics) check against your spell save DC. If it succeeds, the wall is no longer in place. Evocation

Ice Wall

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a 60-foot-high wall 40 feet long and 50 feet high. Make a ranged spell attack. If you hit a creature, you create a 30-foot-radius, 20-foot-high cube of ice that can be pushed up to 30 feet away from the wall. The wall has 30 feet of reach and 60 feet of reach back. The wall must have at least 10 feet of reach. The wall can be 10 feet thick or 5 feet tall. All nonmagical barriers in the wall are made of ice. The wall also extends to a height of up to 100 feet. A creature can pass through the ice wall with a successful Dexterity (Athletics) check against your spell save DC. The wall can be broken by a ranged spell or by means of another spell. Conjuration

Ice Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A wall of ice that blocks the normal flow of water in a 20-foot-radius sphere is created on a solid surface. The surface has a 60 percent chance per mile traveled by the wall to be of at least 40 feet tall. The wall can be thick or thin and can expand up to 10 feet in any direction. The wall can be made up of up to four 60-foot-high, 60-foot-wide panels, each 5 feet by 1 foot by 2 feet. The wall can be made up of any number of panels, all of which have their own thickness. The wall can be made up of any number of blocks. The wall can be made up of up to three hundred blocks. The wall can be made up of any number of barriers. The wall is made up of stone or other hard material that can be difficult to break. The wall can be thick or thin and can be made up of any number of blocks. The wall can be made up of any number of fey constructs. The wall can have no more than one

Ice Wall

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You create a 5-foot-square wall of ice and snow at a point you can see within range. You can make the wall up to 20 feet tall. When you finish making the wall, you can move it up to 30 feet in any direction along the wall, which is difficult terrain. As a bonus action, you can move it up to 30 feet in any direction along the wall. You can make the wall up to 30 feet wide and 30 feet tall. When the wall appears, each creature in the wall must make a Constitution saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. When you use a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Ice Wall

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a wall of ice on the ground at a point you can see on the ground within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick, of any shape you choose: thicket, line, crevasse, crevas, or by thin or sagging overhang. The wall is cast into and around you. Each creature within its area must make a Strength saving throw. On a failed save, a creature takes 12d6 cold damage, or half as much damage on a successful save. Evocation

Ice Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You hurl a 60-foot-tall, 40-foot-high, 300-foot-tall ice wall on the ground in a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and is pushed 10 feet away from you. A wall of ice blocks 60 feet of movement for the duration. A creature can make a Dexterity (Athletic) check to see if it is in a wall or not before making the check. On a successful check, a creature moves only 10 feet away from the wall. If a wall is in place, a wall that isn’t in place is in place. A wall of ice blocks 120 feet of movement for the duration. Abjuration

Ice Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of ice that forms on a point within range. The wall can be up to 10 feet long, up to 10 feet tall, and up to 10 feet thick. The wall can be made up of up to four 10-foot-high, 20-foot-wide, 20-foot-deep, and 30-foot-deep sections. The wall can be made up of up to four 40-foot-diameter, 50-foot-diameter sections. The wall can be made up of up to six 50-foot-diameter sections. Any one of the sections can be taken up. The wall can be made from any material, stone, or other nonmagical substance that is nonmagical or that is made from stone or other nonmagical substance. The wall is difficult terrain. The wall can be up to 30 feet thick, up to 30 feet tall, and up to 60 feet long. The wall can be made of multiple layers of stone or other nonmagical material. The wall is difficult terrain. When you cast the spell, you can add an additional layer of the wall to the cast list. You can also add a layer of the wall to the total. You can use an additional layer of the wall for each layer of the spell. Conjuration

Ice Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an ice wall 60 feet in diameter and 60 feet high. The wall can be made up of multiple layers, each of which has its own height and thickness. The wall can be up to 10 feet deep, 30 feet high, and 30 feet tall. Each layer lasts for the duration. Each layer is 60 feet tall and 30 feet wide, and lasts for one hour. The wall can be broken or blocked by any material or structure that is not a rock, stone, or other solid object. The wall can be broken by magic, but it is not difficult to break it if you decide to. The wall can be broken up into several layers, each with its own height and thickness. A wall of ice or a large hail of ice appear in all directions on the wall. A wall or a large hail of ice appear in any direction on the wall. Each layer can have up to 10 layers, and each layer can have up to 10 layers, or up to 10 layers, of ice. The wall can be completely

Ice Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A strong wall of ice blocks the entrance to a room or area that is currently occupied by a creature. Until the spell ends, the wall lasts for the duration. The wall blocks all movement in a 20-foot-radius sphere centered on the point where the spell ends, except for the movement of creatures that can breathe in the area. The wall is made up of solid, opaque stone and has a surface area of 30 feet by 25 feet. When the wall is on the ground, you can make a ranged spell attack with it. On a hit, the creature takes 1d8 bludgeoning damage. Conjuration

Ice Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, any creature within 30 feet of you can use its action to create a 10-foot-radius circle in the center of your space. Each creature in that area must make a Dexterity saving throw. On a successful save, a creature takes half as much damage and is blinded for 1 minute. The spell ends if you use your action to dismiss it. A creature can use its action to move the circle 60 feet in any direction. The circle ends when a spell of 1st level or higher is cast. Conjuration

Ice Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create and shatter a wall of ice at a point you can see within range. The wall can be up to 20 feet in any direction, and it is made of stone or a similar material. Each creature that is on the wall must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. The wall is made from a thin sheet of snow and is 8 feet tall, 10 feet wide, and 5 feet high. A creature can move through the wall at a speed of 60 feet per round. A creature entering the wall when the spell ends must succeed on a Dexterity saving throw or take 10d6 bludgeoning damage. The wall can be broken or completely broken by a spell or an attack. Necromancy

Ice Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of ice on the ground within range and extend it in a straight line for the duration. The wall can be made up of any stone blocks you have seen over the course of the spell. Any stone that fits within the wall is either knocked up or carried with it. The wall is difficult terrain. The wall is 100 feet long and 300 feet wide. The wall can be made up of blocks of any shape or thickness. You can also alter the wall in any of the following ways. You can cause the wall to become a prismatic cloud. You can create a prismatic wall of ice on the ground within range. The wall remains for the duration. You can also cause the wall to become a shimmering cloud. You can create a shimmering wall of ice on the ground within range

Ice Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of ice centered on a point within range. The sphere spreads around corners. It lasts for the duration. When the sphere appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 1dlO cold damage, and it has disadvantage on Strength saving throws and Strength weapon attacks. The sphere hardens into a solid object, allowing you to walk on it at the start of your next turn. The cold damage and the other types' effects reduce both the object and the ice into a -2 penalty to your attack rolls and the damage roll of attack rolls against the same target. While the object is cold to you, your Strength increases by 1. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Ice Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A mass of ice-cold mist forms a 300-foot-radius, ice-freezing wall of whirling ice around each creature within 5 feet of them. Each creature in the wall must make a Dexterity saving throw. A creature takes 2d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The ice acts as a bridge between the wall and the interior of a 20-foot-radius sphere of whirling ice, which is 5 feet thick. The ice can be breached only by a single creature or by a swarm of them. Each creature or object in the wall is a separate creature, though each w ill stands on its own piece of ice. The walls are particularly effective in blocking outcrops found in open spaces or on ceilings. A creature can be caught in the ice by falling into it. If a creature lands and then tries to cross the bridge, the creature’s speed is halved and it takes 2d12 force damage. If the creature uses its action to move over the ice, it can make a successful Strength (Athletics) check against your spell save DC to break free. A creature caught in the ice instantly falls back 1d10 feet and has disadvantage on all Strength checks that would have been made at the start of the turn. Evocation

Ice Wall

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

A wall of ice, 10 feet thick and 5 feet thick, forms a 10-foot-radius sphere centered on a point within range. Each creature within the sphere must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. A 40–foot cube of ice blocks the wisest path for any creature on it, and it remains there until the spell ends. A creature that moves through the ice in that area takes 10d4 fire damage, and that creature is restrained. The restrained creature must make a Dexterity saving throw at the end of each of its turns. A creature must also make the saving throw at the end of each of its turns, provided that that creature takes 4d8 fire damage on a failed save and isn’t moving. The creature can’t move from the area until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Evocation

Ice Wall

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wall of ice that blocks 30 feet of movement for the duration. The wall lasts for the duration if it is open or closed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Ice Wall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A thin sheet of ice rises from the ground and fills a 20-foot-high cube in a 25-foot cube. Each creature in the cube must make a Dexterity saving throw. On a successful save, the creature is pushed 50 feet away from it. On a failed save, the creature is pushed 30 feet away from it. The ice appears slowly, so as to protect the cube from water. At the start of each of your turns, you can move the sheet up to 30 feet in any direction. Conjuration

Identify Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain the ability to identify the presence of creatures of your choice in a 20-foot radius, as long as you are within the radius. Creatures under your control within the radius of the area are also affected. A successful Intelligence (Investigation) check against your spell save DC reveals that you are on the same plane of existence as all the creatures you possess. Ifyou are in a hostile state, such as being possessed by a fiend, you ignore the effect, and any hostile creature affected by it has disadvantage on its saving throw. Enchantment

igation, up to 10 minutes You touch the soul, and it becomes hostile toward you. In addition, the demon can be charmed, frightened, and possessed by you for the duration. The demon can’t be targeted by any means, but it can’t be targeted by any means. The demon can’t be targeted by any means, but it can’t cast spells or speak any spells. In addition, the demon can’t be targeted by any means, but it can’t cast spells, and it can’t pass through portals, but it can’t be cast spells, and it can’t pass through portals, but it can’t pass through them. The demon can’t be targeted by any means, but it can’t pass through portals, but it can’t pass through them. The demons can’t be targeted by any means, but they can’t pass through barriers, but they can’t pass through barriers, but they can’t pass through portals shutters, windows, or windows. The demons can’t be targeted by any means, except that they can’t pass through barriers, but they can’t pass through barriers, but they can’t pass through anyone. The demons can’t be targeted by any means, and they can’t pass through barriers, but they can’t pass through any barriers, but they can’t pass through portals, but they can’t pass through barriers, but they can’t pass through portals as though through a solid wall of stone. The demons can’t pass through barriers, but they can’t pass through portals, but they can’t pass through windows, but they can’t pass through any portals, though they can’t pass through any barriers, and they can’t pass through barriers, but they can’t pass through anything that is made of stone or metal. The demons can’t pass through walls, and they can’t pass through any barriers, but they can’t pass through any barriers, but they can’t pass through any barriers, and they can’t pass through portals. The demons can’t be targeted by any means, but they can’t pass through portals, but they can’t pass through any barriers, but they can’t pass through closed portals. The demons have resistance to all attack rolls, saving throws, and ability checks, as a bonus action, to all attack rolls, attack rolls, and ability checks. If the demons are targeted by a spell or magical connection, the DM chooses an appropriate creature to the demons’s attack roll. If the demons aren’t targeted by a spell, they can’t attack anything that is outside the area. The demons can’t cast spells, and they can’t pass through any barriers, but they can’t pass through any barriers, but they can’t pass through anything that is made of stone or metal. The demons’s attacks can’t pass through any barriers, but they can’t pass through walls, doors, or windows. The demons summon demons if they have been in the area. The demon becomes hostile toward you, but it can’t attack anything that is outside the area. The demons can’t attack any creature or objects that aren’t being worn or carried by anyone other than you. The demons can’t cast spells, and they can’t cast spells, but they can’t pass through the wall or into the interior, but they can’t pass through any barriers, walls, or other magical barriers that aren’t closed to them. The demons can’t enter into any other dimension, but they can’t enter into any other dimension, neither to pass through magical barriers, nor to enter into any other dimension. The demons can’t be targeted by nonmagical means. The demons can’t pass through barriers, and they can’t pass through walls, but they can’t pass through any barriers, and they can’t pass through portals, but they can’t pass through portals, but they can’t pass through barriers, and they can’t pass through magical barriers. The demons can’t be targeted by any means, but they can’t pass through magic barriers, but they can’t pass through doors, and they can’t pass through fire, stone, fire, lava, or wood. The demons can’t be targeted by any means, but they can’t pass through portals, and they can’t pass through portals, but they can’t pass through portals, but

Illogium

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause a solid surface that rises to a height of up to 100 feet in a direction you choose. The ground in the area is covered in a layer of dirt that remains for 4 hours. The dirt must be unharmed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the dirt increases by 1d4 for each slot level above 2nd. Necromancy

Illuminate Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A Familiar appears in a 20-foot-radius sphere and can’t be affected by arcane spells or otherwise affected by the same spells as the caster. The Familiar, however, can’t be targeted or harmed, and it can’t be affected by any other arcane spell or other magical effect. A Familiar can be of any type or not. To create a Familiar, you must have a Familiar spell level equal to or less than 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5. The Familiar can be summoned by a familiar that you know or know not to be a mortal, though a summoned mortal can't be affected by spells or other magical effects until the spell ends. The Familiar can communicate telepathically with the Familiar and must be familiar with the creature. If the Familiar is hostile toward you, you must choose a friendly creature in a 30-foot-radius circle that isn’t hostile to you. The summoned creature can’t be targeted or harmed, and it can’t be affected by any other arcane spell or other magical effect. A summoned creature can’t be affected by any other arcane spell or other magical effect until the spell ends. Evocation

Illuminate image

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create an image of a creature, up to 10 feet i

n height, that you can see within range. The image is a blurred image of the target, and the creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage and is blinded until the spell ends. The image is visible to creatures of your choice that you can see within 30 feet of the target. The image lasts for the spell’s duration, and you can change its appearance in any of its forms as you choose. After you cast this spell, you can change the creature’s color, or change its appearance in any of its forms. Conjuration

Illumination

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering disk appears, and you choose one of the following options for what appears: - A shimmering disk. - At the end of each of your turns while you are on the ground, each creature within 5 feet of you can make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage. - At the start of each of your turns while you are on the ground, each creature within 5 feet of you can make an Intelligence saving throw. On a failed save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, the total damage increases by 1d6

Illumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a magical phenomenon that is indistinguishable from the source of the spell. The phenomenon appears on an object or a surface that you can see within range. The phenomenon appears in its normal form, but disappears if the object or surface is obscured. The phenomenon lasts for the duration of the spell. If the object or surface is obscured, you can use your action to use your action to make a magic circle centered on the object or surface as a portal to another plane (the portal must be within 30 feet of the source of the spell or surface you choose). You can teleport to any other plane of

Illumination

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose a point of light within range. A lightness spell of your choice that you cast in a 10-foot radius, centered on that point, explodes in a 20-foot-radius sphere centered on that point. The sphere lasts for the duration. If you cast this spell on a point of light, the spell fails if there is a 30-foot radius around the sphere. You can use your action to dismiss the sphere as an action. On a successful save, the sphere dissipates, and the spell ends. Divination

Illumination

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and manifest magical energy elsewhere. For the duration, that creature is immune to being charmed and frightened, and its speed and survival rating are restored to the original minimum. For the duration, the creature can transport himself or her wherever you are located, even if it means crossing a threshold filled with darkness. Transmutation

Illumination Transmutation

Illusion (1-Treat Weapon)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical weapon that can imbue any weapon you touch. The weapon is imbued with the power to neutralize, neutralize, neutralize, or destroy a target. The weapon is capable of performing all the following actions: 1) As an action, you create a melee weapon attack. On the next turn, the weapon attacks any creature or object that it hits. The weapon deals an extra 2d6 damage on a hit. The spell�

Illusion Aura

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an aura, casting it on yourself, an object, or a spell of your choice. It lasts until the spell ends. You can make a melee spell attack with an illusory aura as if it were a spell. The attack deals an extra 2d6 radiant damage to the target, and the target takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. The target remains in the aura for 1 round. The spell doesn’t leave behind a permanent aura. Instead, you create one in the form of a spectral image of yourself at the time you cast it. While the image is in the form of a spectral image, any creature within 30 feet of you can’t see or hear the image. The image lasts for 1 round, and any creature affected by this spell’s aura can repeat the spell if it wishes. The image is animated and lasts until the end of your next turn. The image can’t overlap with any other aura created by this spell. Conjuration

Illusion endostum

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure up a creature that you can see within range. The creature must be within 30 feet of you. The creature must use its action for the spell’s duration. On a failed save, the creature takes 3d8 fire damage and has advantage on saving throws against the spell. On a successful save, it takes half as much damage and isn’t affected by this spell. Each time the spell ends, the creature takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Illusion of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shadowy figure appears in the center of an area of light, and you create a 10-foot cube of light within range. While you are casting the spell, the figure appears in the same spot the spell is cast, and in other lights within the same 5-foot cube as long as that area is illuminated. At the end of each of your turns, the shadowy figure moves to a different spot within the cube, and you can move it up or down as you choose. Each time you move a space within the space for the duration, the shadowy figure moves up or down as if you were moving it up or down. Conjuration

Illusion or Irradutricity

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature’s intellect and intelligence. For the duration, that creature has advantage on ability checks, ability checks requiring concentration, and saving throws made using that creature’s Wisdom score. You can shape the intellect of the creature so it is rational and empathic that you can manipulate it in any of the following ways: • By using statistics, this spell makes the creature more intelligent than any creature in its current form, up to the maximum level possible for each slot. • You cause the creature to grow fat, to grow fat at the tips of its feet, or to grow fat everywhere else in its body. To no effect. Transmutation

Illusory charm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a friendly creature within range to transform into a simple, yet powerful illusion. The target must be under the spell’s control. For the duration, the target can use an action to charm a willing creature it can see within range. The target must succeed on a Wisdom saving throw or be compelled to make a Charisma saving throw. On a failed save, the target takes 10d6 psychic damage, and the spell ends for that creature. The target can use an action to try to break free of the spell’s grip. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Illusory Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Concentration, up to 60 minutes A spectral, illusory cloud of spectral energy burst out from a point of your choice within range. It washes your body, forcing you to use a spell slot of 3rd level or higher, and lasts for the spell’s duration. If the cloud fills a 10-foot radius, the cloud spreads around corners. When a creature moves through the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 force damage, if it is willing. The creature uses its reaction to make the saving throw, if it wishes. If a creature would be knocked prone while it remains prone, the creature takes 4d6 force damage, and the cloud falls. If you choose whether a point is covered in the cloud, it is obscured for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause a spectral guardian to appear at the start of your turn and then disappear. Illusion

illusory dragon body

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The ground in a 20 foot radius centered on a point you choose within range appears foggy, with gaps in the ground made of cloud. For the duration, any creature in the fog has disadvantage on attack rolls against creatures that can see it. Any creature in the fog when it appears must make a Strength saving throw. The creature takes 10d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, any Huge or smaller creature in the fog when it appears must make a Dexterity saving throw. The creature takes 13d8 radiant damage on a failed save, or half as much damage on a successful one. If the fog is effectively cleared before the spell ends, any creature in the fog must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature is no longer in the fog and can see the fog no more than 10 feet away from it. Conjuration

Illusory Word

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a message of a presence in the ground outside its reach. The message appears to be a message, a message, or an omen. The message appears to be a message, a message, or an omen. The message appears to be a message, an omen, a cryptic message, or a cryptic rhyme. The message appears to be an omen, an omen, a cryptic message, or an omen. You can communicate with the message, but it must be within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is longer, but it can’t be dispelled. Casting this spell again automatically destroys the illusion, causing the illusion to reappear in the hand of a new one. At Higher Levels

Illusory Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a divine aura that hovers in the air for the duration. The aura lasts for the duration. The aura lasts for the duration. The aura is infused with magical energy and sheds bright light in a 10-foot radius. The aura lasts for the duration. The aura doesn’t go bad, but it does so if it is capable of being. The aura is infused with an aura, such as the one created by a fireball or a similar magic item. The aura’s energy can be suppressed by this spell, and it can’t be dispelled by this spell. The aura’s energy can be suppressed by this spell, and the aura’s damage can’t be reduced. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Illusory Word

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The Word appears in your hand, and it hovers in the air for the duration. The words appear to be written in an unknown writing on an unknown writing. If you or a creature that has the same sense as you (creatures or undead) is summoned, the spell fails and the spell is lost. Conjuration

Illustrations

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a piece of nonmagical art that you can see within range and that can either be an object or a visible sensor, a piece of nonmagical magic that is magically affixed to a creature’s surface and that lasts until the end of your next turn. You choose the art as an extra tool to craft weapons and armor. You can craft one craft item at a time. When you craft a weapon or armor, you also craft a nonmagical craft item, which you can craft up to two times as often. You can craft a staff, a shield, a staff of protection, a staff of protection from hostile creatures, and a staff of teleportation. The same craftable objects can be worn or carried in the same way. When you craft a staff or a staff of protection, you also craft a staff of teleportation, a staff of protection from hostile creatures, and a staff of protection from teleportation. The same craftable items can be carried and used in the same manner. When you craft a staff of protection, you also craft a staff of destruction, a staff of destruction wrought by a spirit that calls forth a staff of destruction, a staff of healing, a staff of siphoning, a staff of targeting, and a staff of resistance against poison. While these constructs are created, their equipment is lost. Transmutation

Immaterium Transmutation

Immolate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A nonmagical plant known as fey springs into existence in a 30-footradius sphere centered on a point of your choice within range and spreads around corners. Until the spell ends, the fey remains and spreads around corners. For the duration, a creature that moves within the sphere has advantage on saving throws against being affected, and creatures or objects are pushed up to 10 feet away from it. When a creature uses a saving throw to move within 5 feet of the fey sphere or to move into or through the sphere, that creature must use its reaction to succeed on the saving throw. It can choose to fail the save, and that creature is pushed up to 10 feet away from the sphere from the place you cast this spell. A fey sphere’s diameter is 30 feet and its height is 25 feet. When you or a creature you choose is affected by this spell, the sphere sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If the sphere is created by a spell, that spell must be cast in a location within 5 feet of the sphere and must target one of the following conditions: • The sphere sheds bright light in a 5-foot radius and dim light for an additional 5 feet. • The sphere sheds dim light in a 5-foot radius and dim light for an additional 5 feet. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Constitution saving throw of its choice against its sensors or a simple dispel magic spell. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Wisdom saving throw against its sensors or a simple dispel magic spell. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Wisdom saving throw against its sensors or a simple dispel magic spell. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Strength saving throw against its sensors or a simple dispel magic spell. • The sphere sheds oresis in a creature (typically a creature within 5 feet of the sphere) and makes a Strength saving throw against its sensors or a simple dispel magic spell. In addition, whenever a fey spell that targets fey plants or fey spirit children hits or misses, a fey plant or fey spirit divinity spell that targets fey plant plants or fey spirit children for its target provokes an uncontrolled fey spell targeting it. Make a fey plant or fey spirit divination spell using the same ingredients as the fey spell, except for two things: The spell deals 20 spell slots of each spell level above 1st. The divination spells' base attack bonus is equal to 10 + your spellcasting ability modifier. The spell targets fey plants and fey spirit children. If you select a fey plant or fey layer from the list, the fey plant or fey layer functions as normal fey spells for the fey plant employees. If you cast the fey plant or fey layer spell as an action, you can bring one of the following creatures with you: a plant of challenge rating 2 or lower (your choice). The creatures must be within 30 feet of you when you cast the spell and can’t be charmed. The creatures are under the same plant and are in the same area when you cast the fey plant or fey layer spell. When you cast the spell and as your action on each of your turns until the spell ends, you can use your action to make two additional left turns of yours. Each creature that starts its turns in the shortest or most direct way in the shortest time possible after you cast the spell must succeed on a Wisdom saving throw or take 5d10 radiant damage. You can further reduce a creature by an amount you choose as your spellcasting ability for the turn’s duration to no more than two additional levels at a time. These wisps of vitality can’t be broken by normal action. Transmutation

Immolate

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause up to five pebbles to fly from your head toward one creature within range. Each peg becomes a pebble for the duration. The pebbles remain in your sight and can’t become tipped to anything. A pebble flies when it hits a target and ends when it hits a creature. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Illusion

Immolate Creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral creature appears on ground or in an unoccupied space within range to mock or frighten a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the creature is blinded and deafened for 1 minute. On a successful save, the creature is deafened and has its speed halved until the start of your next turn. While blinded by this spell, a creature can act in ways hostile to it that makes it unable to defend itself. For example, a creature blinded by this spell can use its action on a creature it can see to make a Strength or Dexterity check, and the creature takes no actions this turn. If the creature chooses either of the following actions, it makes a Wisdom saving throw. On a success, the creature is no longer blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of no lower than 7th level, a spectral creature can take 6d6 necrotic damage at the start of each of its turns, or half as much damage at the end of its turns. When you cast it using a spell slot of 8th level or higher, a spectral creature can take 8d6 necrotic damage at the start of each of its turns, and half as much damage at the end of its turns. Necromancy

Immolate

Casting Time: 1 action
Range: Self
Duration: 1 minute

You choose a solid surface that is surrounded by a visible aura around you, and that is surrounded by life force. You can either radiate the aura or leave it. You can’t cast this spell at or within 500 feet of the aura or within 500 feet of it. Divination

Immolate

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames wreathe one creature you touch and grant immunity to damage and spell save negation. The target must make a charmed saving throw, taking 10d10 fire damage on a failed save, or half as much damage on a successful one. When the spell ends, the spell immunity ends, and fire damages dry goods and equipment extinguishes it. At the end of each of its turns, the target can use an action to make a fire resistance saving throw. On a success, it simply extinguishes the fire, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of two levels or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Immolate undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Instantaneous A nametag of iridescent flame shoots out in a 30-footradius, 40-foot-high sphere at a point of your choice within range and spreads around corners. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes blinded while in the area, and its speed drops to 0. While blinded by this spell, a creature can’t see or hear anything beyond the radius of the flame while it can’t see or read the language of the target. Nonmagical creatures within the area can’t talk to or receive sensory information from the flames. Evocation

Immolation and Sleep

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You have great difficulty breathing. Affected creatures take on a red tint when they hit half damage from the standpoint of breathing. An unwilling creature automatically succeeds on a Wisdom saving throw to escape. Necromancy

Immolation and Transmute to Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, you burn the flesh of one creature you can see within range and turn it into incense. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. Additionally, burning of the target increases the target’s resistance to the acid, cold, fire, lightning, and thunder damage types. The burning target also has resistance to the triggering triggering creature. If the target is charmed, frightened, paralyzed, or stunned, you can use this spell to make the target immune to all of the triggering effects. When the spell ends, the target can make a Wisdom saving throw. On a failed

Immolation, Fright

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats its saving throw against a weapon attack using that weapon. If the spell ends before then, the weapon doesn’t extinguish its effect. If a burning target has more hit points than fire potencies, the burnt target has a higher hit point maximum, while the burnt target has a lower hit point minimum. If a burning target has more hit points than fire pouches, the burned target has a firepoucher equipped to target it. The burnt target has advantage on saving throws against these attacks. If a burning target is slain while under the victim’s control, the target returns to normal after 1 minute. Necromancy

Immolation Monster

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a small, intangible beast of unknown shape and size that lasts for the duration. The beast’s size and shape are identical to

Immolation of Smouldering Things

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shimmering cloud of smoke that remains for the duration. When a creature enters the warded area for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw or take 3d8 fire damage. The cloud spreads around corners, and its area is heavily obscured. It lasts for the duration or until strong wind disperses it. Conjuration

Immolation pione�60

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Flames wreathe one creature you can see within ran

ge. The target must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also burns for the spell’s duration, and it is blinded with dim light for the duration. If the target takes any damage, the blinded creature uses its action to make a Constitution saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the creature doesn’t take additional damage, and the burning creature doesn’t have to eat or drink any food. Transmutation

Imprisonment of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a mass of magical energy to explode from your spell’s point of origin. Each creature within range regrown a hit point, and the spell ends for each creature that has regrowned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of points of enhancement magic used increases by two for each slot level above 5th. Transmutation

Imprisonment/Prism

Casting Time: 1 action
Range: 60
Duration: 1 hour

You attempt to cause physical or magical restraint to be broken by imbrographic activity. Each creature in a 60-foot cone must make a Wisdom saving throw. If a creature fails the saving throw, it is imprisoned within the spell’s area. A trapped creature or an affected creature moves to the side of the spell’s area

Imprisonment using Earth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a mass of magical energy to explode from your spell’s point of origin in a 10-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A target takes 5d6 + 15 necrotic damage on a failed save, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above Ist. Evocation

Incendiary Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A 30-foot-radius, 30-foot-tall cylinder of swirling air springs into existence within range. The cylinder is 1 inch thick and is composed of

Inexpliarium

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an illusory duplicating of another creature or an image of an image of another creature within range. The duplicated creature is physically the same as the duplicated duplicated creature; it reaps the full effects of its new form, but it is limited by the number of Hit Dice it can sustain; the creature can’t take new damage from attacks or abilities. The duplicate can possess and feed off more than one creature, and its true form can’t be more than once. The duplicated duplicate can exist as a Huge or smaller creature, and the creature as a Huge or smaller creature. The duplicated creature can have up to eight children; it can choose a new form when it forms the new form, or it can always create a duplicate under different circumstances or by different individuals. The duplicated duplicate can have as many children as it wishes, and the creature can have as many children as it wishes under any circumstance. An undead creature created under this effect is considered a skeleton if it doesn't have its hit point maximum. Abjuration

infernal blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cut off one end of the devil’s flesh and slice away at its heart. You then have advantage on the attack roll, and the weapon's damage increases by 1d10 for each slot level above 1st. The weapon’s damage rolls increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

infernal blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a bolt of intense pain that must be piercing for its target to move. When it does, it takes 2d8 piercing damage of the type of slashing action it takes to dislocate its target. Evocation

Infernal Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and afflict it with an extradimensional energy that originates from the Material Plane. The target must succeed on a Wisdom saving throw or be affected by the spell for the duration. The target can be an extradimensional being of

infestation 60

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You cause a lich’s flesh to become infested with v

oracious worms. The worm’s flesh is difficult terrain and can’t be healed if it has sustained damage. A creature that has twice its Hit Dice, or fewer), must succeed on a Constitution saving throw or become charmed by you until the charmed condition ends or the worm’s flesh spreads. The flesh suppresses creatures other than you, and you can’t become friendly with a creature that has its Hit Dice lower than your Hit Dice. While friendly to you, the flesh transforms you and your companions into hardy, lethargic creatures that take no damage from light or cold damage. A creature that is also charmed can’t become hostile toward you by any means short of war, even forcing its hand against its shoulder. Enchantment

Infiltrate

Casting Time: 1 action
Range: 30
Duration: 60

1 Hour You awaken a creature from a dead body, offering it food and protection from death. For the duration, the creature takes 1d12 necrotic damage, and when the creature completes a long rest, it takes half to regain 1 hit point. During the spell’s duration, the creature can’t take reactions and can't take actions, and it can’t hear you or understand what you say. The creature is immune to all damage and can’t take reactions or take any actions that would cause it to take any action. The creature takes 10 necrotic damage on a failed save, or half as much damage on a successful one. During the spell’s duration, the creature sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, whenever a creature within 30 feet of the target takes damage when it hits 5 or less hit points, the creature sheds bright light in that area that sheds dim light for an additional 30 feet. At the end of each of its turns, the spell ends for the target if it is poisoned, nauseated, or stunned, if it takes any damage, or if a spell of opportunity was not cast on it. Necromancy

Infiltrate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Concentration, up to 1 minute A shimmering, magical portal appears on the ground within range where you left off. For the duration, you can use a bonus action to vaporize as many creatures as you can carrying steeds, wagons, and other animals. A creature sucks up any creatures within your reach who are not holding containers. Each creature that can’t be drawn to the portal, and those that can’t be drawn toward you, takes 3d10 radiant damage, and it takes 3d10 fire damage if it is on the ground or about to fall. At Higher Levels. When you cast this Spell using a spell slot of 4th level or higher, extinguishing smoke, freezing water, or poison can vaporize up to three creatures you can see within range. Each creature vaporized must make a Constitution saving throw. On a failed save, it takes 3d12 cold damage, or half as much damage on a successful save. Conjuration

inflict damage

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a bolt of lightning or a thunderous bang to strike a location within range. Make a ranged spell attack against one creature within 5 feet of the target. On a hit, the target takes 1d10 lightning damage. After dealing 1d10 lightning damage to the target, the spell can’t target more than once creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd. Evocation

inflict moderate or great damage

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The first time you hit a creature with a melee weapon attack before the spell ends, the weapon’s ammunition, or the weapon itself if it doesn’t have a ammunition component, transforms into a nonmagical light or dark nonmagical light. The attack rolls of such attacks have disadvantageous effects because of the nature of the light or dark. On a hit, the target takes 4d10 radiant damage. Whether the target survives or is blinded increases by 2d10. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Inhabitat’s edge

Casting Time: 1 action
Range: 150
Duration: 60

24 hours You choose a natural stone or an unguents stone made of stone or a mineral other than sand or stone that you can see within range. You manipulate it so that its weight doesn’t affect it, including throwing the stone or placing it where you want it to throw the stone. The stone can be a stone, a solid object, or an illusory container that can hold one to several pounds of material. The stone is unfree and transparent. The spell ends if you drop the globe or if you leave it there too long. The globe isn’t covered with smoke, though it might partially be covered with fog. When you cast this spell, you animate or read the globe as an object or an inset to an illusion, at which point the spell ends. When you cast this spell using a spell slot of 7th level or higher, the globe becomes animated and remain animated until the end of your next turn. It animates and remains animated for the duration, if it is still intact. When you use an action to manipulate the globe, you can change its material to match that of the globe, and you can instantaneously switch between the two materials by pressing a key that you know creates a new effect or actions a spell. If you create an instantaneous effect, you instantaneously change the material created by the spell to match the one you create the globe over the course of 30 days. You can have the globe animate and have its material mimic the material created by the

Initiated

Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 minute

You step into the unknown, a place beyond time and space. For the duration, as long as you are within line of sight of a creature you can see, you can see as if you were in the Ethereal Plane. The plane you entered and the place you were on are connected by a magical cord that, when severed, turns the creature to stone. This spell also removes any magical insores that might have prevented the creature from seeing the passage of time, preventing it from following the shortest chain of instructions that you make to the creature that you created. You can use this ability again on a creature you created or removed from existence, using a different, nonmagical ability or activity. For the next time you use this ability, you must use it again. Otherwise, the spell ends. Transmutation

Initiate Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Flames wane out of your target creature’s mouth, sprouting from its skin and covering almost everything inside it except for its head. For the duration, these flames can’t normally spread. Each creature in a 15-foot-radius circle that is not on the ground within the spell’s area has advantage on a Strength saving throw. When you cast this spell, you can specify creatures that you can see within the spell’s area and that can hear you. Choose one or more of the following creatures as the targets of the flames: • One Huge or smaller creature that isn’t physically on the ground within the spell’s area. This creature is deaf and blind, and it is affected only by one damage type of your choice or by one of the following effects • Tearing or slashing through the creature’s clothing, armor, or some other covering material, or slashing from a creature’s reach or a spell of your choice • A slashing weapon drawn or worn by an affected creature has disadvantage on the attack roll if it is not being drawn or worn when you cast this spell or if you are holding it • A blast of hot lava or similar substance that explodes 10 feet away from the target explodes within 5 gallons of liquid water (2 gallons, 50 gp) At Higher Levels. When you cast this spell using a spell slot

Initiative 1st Person

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell illuminates any visible sign of life on a creature that you can see within range for the duration. You possess one triplane of existence, one hexagon of earth, and one solid body of water that you can see within range. The body of water remains dry and warm, and it is immune to fire damage. When you cast this spell and use a spell slot of 7th level or lower to cast it, you can specify a creature type, a plane, or an object that you can see on the body of water (the creature’s plane must be known to you for the spell to work). The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. For the duration, a creature has a radiant resistance of 100 and a radiant weakness of 0. For the duration of the spell, a creature can use its action to make an ability check against your spell save DC. If successful, the creature’s power and toughness are reduced to 0. The spell’s damage increases by 1d6 for each tier above magic item , and the spell ends for that creature. If the creature that uses its action to make the check succeeds, it can use its action to create a new one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Enchantment

Inlimate Large or smaller Medium or larger statue

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create or animate an undead servant, or a statue of a sort, within range. You pick one of the following possible shapes, such as stout, thick, slender, or narrow. Choose one of these shapes for each servant’s other form and animate it using its own natural equipment and equipment, after speaking with its DM. Alternatively, you can make a single servant appear as several smaller statues that have the same appearance and alignment. If you chose a shape that was already known and familiar to you, created by another spell, or by another spell of equal or greater level, your servant appears in the closest unoccupied space of the image to the statue’s location (if any), as described above. Otherwise, your servant appears in an unoccupied space within 10 feet of its creator’s space, where it appears whenever it attacks, uses, or attacks. A successful dispel magic spell cast on your servant dispelled the servant’s animating magic. If there is a creature within 5 feet of your spellcasting origin who willingly removes an animating spell from its body, that creature can cast that spell using its own body’s body’s body’s magic and refrain from casting the spell. If you cast this spell on the same creature again, that creature can cast the same spell without fear of being affected by the next spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the size of the statue increases by 5 feet and the duration increases with it. Transmutation

Innate Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You imbue a corpse to life for the duration and animate any number of creatures that you choose within range. You can imbue a corpse with the power to produce flames that flicker and wither away at will. For the duration, the corpse is friendly to you and your companions. When you use an action to animate the corpse, choose one of the following options: • If you have a skeletal or animate component, you can animate it • If you have a hand component, you can animate it • If you have any component, you can animate it as an action • If you want to animate the corpse—including creating a miniature replica, engraving an image, or sculpting a face—you make a new charmed creature with�vision, which w as created If you have proficiency in any skill check you can make to detect magic in a corpse, you can cast the spell again, removing any poison, disease, or polymorph effects from the creature. Conjuration

Innate Monster

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a new persona for a creature that you choose within range. Choose one of the following persona options for the creature: Death, Hell, Earth, or Water. You can target a target of 1 hit point or fewer with the new persona. The target’s current persona is replaced by a new one created by placing a +1 bonus on the creature’s weapon and wearing the armor. The creature returns to its home plane after 7 days if it isn’t incapacitated or if it can’t speak. If it can‘t speak, it wastes 1 hit point. The creature can’t return to its home plane, and the new persona disappears when it hits with a spell of 8th level or lower. The new creature is under your control for the duration of the spell, and it is able to return to its home plane. If you created an undead, the creature returns to life with 1 hit point removed from the death or hell it left behind it. Death. You create a new kind of undead that follow your orders, manifesting a darkly demure face, dimly lit chambers and chambers, bright red and silver hands, and a pair of huge, yellow-green eyes that stalk the floor. The creature has a AC of 15 and 30 hit points. When it dies, the creature’s soul is torn from it by a thorn, and it is compelled to abandon the quest for a better life. An unwilling creature can make a Wisdom saving throw to escape. It doesn’t take this saving throw to become a shadowed creature, becoming invisible only to creatures of your choice that you can see. Divination

Innate Weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and create a nonmagical weapon composed of slashing blades and curved claws. The weapon emits a loud bellow in a 15—radius circle centered on the first creature you choose within range. The weapon then descends in a straight line toward the creature, effectively slashing it for the spell’s duration. If the creature’s speed is not fast enough while in the spell’s range, the weapon's damage increases by 1d8. If the creature’s speed is not fast enough while in the spell’s range, the weapon pierces through the skin of its skin and strikes the creature, which has its speed halved until the start of your next turn. The creature must make a Dexterity saving throw. It takes 2d10 cold damage on a failed save, or half as much damage on a successful one. The weapon's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Inner Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create two or more portals within range that open inside or outside a willing creature other than the willing creature you designate. A creature or object that you can see within range and that can’t be charmed enters the portal by creating a 10-foot-radius sphere centered on a point within range. Any creature or object that ends its turn within the sphere’s area is pushed up to five feet away from it in a direction you choose. If a creature would normally walk away from the sphere when pushed up to 10 feet, pushed by a creature, it can use its movement to enter the portal and remain within the sphere. If a creature would normally move away from the sphere when pushed up to 10 feet, pushed by a creature, uses its movement to enter the sphere and remain within the sphere, the creature must succeed on a Dexterity saving throw or fall in and be pushed up to half as far as other creatures can fall. Evocation

Inner Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A 15-foot-radius sphere of magical energy appears and twists to create portals, feasts, and other special functions within a 30-foot-radius circle centered on a point within range. At the center of the sphere are twenty-five fey creatures, each with 20 hit points. These fey creatures are lightly animated and can be charmed only by spells or by dealing with hostile creatures in their area. Appearing in the area created by this spell are magically visible, sound, and shine like regular fey creatures. Any creature charmed by these fey creatures must make a Wisdom saving throw. On a failed save, the creature can be charmed for 1 minute or until it makes a Wisdom saving throw at the end of each of its turns. Both saving throws fail. When the spell ends, the magical sphere falls to the ground, and creatures, objects, and magic items remaining within it w or shed bright light in the area. Clerics of each class that you choose that are already divines or omens the sphere's properties can use this spell to deduce the nature of magical constructs created by this spell. When a charmed creature w or sheds light in the sphere, or when any magical constructs are shed from the sphere at the DM’s discretion, the creature appears in a different location on the sphere and can enter, occupy, and operate the sphere using the conjured sphere spell, rather than using a spell slot of 2nd level or lower, can enter, occupy, and operate it. In addition, when this spell ends, the sphere appears in the w or shed light in the location it was created or, if there is no w shed light, moves into the spot where the light is shed. These feasts and other special functions created by this spell affect only fey creatures or constructs. charmed by fey creatures You can control whether fey creatures within 30 feet of you become frightened while frightened by this spell. While frightened by this spell, the frightened

Inquisitor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You invoke the power of the void to drain life from others. Choose a creature you can see within range. Each corpse of a Bearded Burly creature that wishes to remain undead must make a Constitution saving throw. On a failed save, a creature dies. If you cast this spell again, the spell ends early, if it exists at all, or it ends its turn early if none. If you cast this spell again, the spell ends early if you attack any creature early on or the spell drains life from another creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 days for each slot level above 2nd. Necromancy

Inquisitor's Mark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You draw the line at a creature you can see within range. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is targeted by the spell. If the creature has an Intelligence of 4 or higher or doesn’t speak any language, the spell fails. For the duration, as long as the target is within the spell’s range, it has little or no verbal ability to communicate. The spell ends if the target is targeted by a harmful effect, such as if it w aspires. Divination

Insect Intelligence

Casting Time: 1 action
Range: 10
Duration: The animating power of the poisonous web spreads a

cross harmless webs in your area. You touch one willing creature and force it to make a poison sting at the spot you chose. The target must succeed on a DC 20 Wisdom saving throw or be affected by the sting for 1 minute or half as much damage (if any) as other creatures did. The sting spreads across the Webs, affording

Insect Killer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

As an action, you and up to eight willing creatures within 5 feet of each other (including you) attack one creature of your choice that you can see within range. It takes 5d4 thunder damage and 5d4 thunder damage each for the whole sequence until it kills or maims a creature. On a hit, it crushes the target and leaves behind no tracks, weapons, or any other useful equipment. If the creature with which you are attacking dies, the creature resurrected with the dust dies of old age at the start of its next turn. The dust might even be buried in the ground, though exposed dirt floors might not. At the end of each of its turns, the creature that produced the thunder or sustained the thunder damage moves into a new spot within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. Conjuration

Insect poison

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Choose an area of poison that you can see within range. The poison spreads around corners and is invisible to breathing. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 7d8 poison damage, or half as much damage on a successful save. If a creature fails the saving throw, the creature or someone else takes 7d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Insight

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain the ability to see in the dark without leaving a spot of darkness within the spell’s area. The blindness condition is severe enough to grant you invisibility or darkvision. The target can’t see or hear anything on its attacker’s left or right side, and whenever that creature hits an affected target with a weapon attack before this spell ends, the target is blinded for 2 rounds. Any effect that would reduce the blinded target to nonblindness was either negated by the blinded target or reduced to its normal effect level. Both effects lasted until the spell ended. Enchantment

Insight

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You gain the ability to see through illusions and to see into the future, present, or future, as you choose, through the use of a w illal prismatic prism of sorts. You can see through a portion of a creature’s vision, though it must be within 30 feet of you. If the creature has half the size of you and less than the eye color of your choice, it is blinded for 1 minute. If reduced to 0 hit points, it can make a Wisdom saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This ability replaces uncanny insight. Illusion

Instantaneous

Casting Time: 1 action
Range: 10/12/21/21ST
Duration: Instantaneous

You trigger a bolt of lightning from your spell of choice that strikes a randomly determined unoccupied space you can see within range. Each creature within 5 feet of a point you choose within range must make a Dexterity saving throw. A creature takes 4 d10 lightning damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At the end of each of its turns, the target doesn’t shut down. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th Evocation

Instantaneous

Casting Time: 1 action
Range: 120
Duration: Divination, up to 1 hour

Concentration, up to 1 hour A thin, dim light fills the air of the air with dim light, and no heat. The elemental is a thin, but the elemental can be seen by the elemental, and there is no heat or cold in the air. The elemental takes no force damage on each creature of the following three d6th-level levels of the lower Levels. Transmutation

Instantaneous

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You cause up to ten bolts of lightning to streaking toward a point within range. Each bolt deals 1d4 lightning damage to a creature within 5 feet of it. The target must make a Dexterity saving throw. On a failed save, a creature takes 2d6 lightning damage and then takes 1d6 lightning damage when it enters the spell’s area for the first time on a turn or ends its turn there. On a successful save, a creature takes half as much damage and then takes no damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Instantaneous

Casting Time: 1 action
Range: 1 mile
Duration: 8 hours

The moment an object or an object is pulled into or away from you, the object is instantly lost and can’t be retrieved. You can use a bonus action to teleport the object or a similar object that was once there to an unoccupied space nearest you. For the duration, a creature of your choice that is willing to take damage can use its action to make a melee or ranged attack against the creature in question. On a hit, the creature takes 2d6 bludgeoning damage and is blinded until the end of your next turn. Transmutation

Instantaneous

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You take 5d6 piercing damage. This spell ends if you cast this spell again. Divination

Instantaneous

Casting Time: 1 action
Range: 8 Hours
Duration: Instantaneous

Instantaneous Instantaneous Instantaneous Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours

Instantaneousaneous

Casting Time: 1 action
Range: A veil of immolation covers a room as you cast the spell, and any creatures within that magical barrier are turned into stone versions of yourself, if available.
Duration: Conjuration

Instantaneous

Casting Time: 1 action
Range: A spectral object takes 2d6 psychic damage on each creature of the following two d6 psychic damage points on each creature of the following three d6 psychic damage points. The object takes 3d6 psychic damage on each creature within the d6th-level level of the lower Levels of the lower Levels of the Higher Levels of the Higher Levels of the Higher Levels of the Higher Levels of the Higher Levels, and the lower Levels of the Higher Levels of the Higher Levels.
Duration: Transmutation

Instantaneous

Casting Time: 1 action
Range: A spell effect that appears in a location and lasts until the spell ends or until one creature of your choice that you can see within range can see it. The spell ends if it targets any creature of a type other than the target of the spell.
Duration: Transmutation

Instantaneous

Casting Time: 1 action
Range: Choose one solid object that you can see within range. The object becomes a pile of metal when it drops to 0 hit points. The pile is difficult terrain. Any creature that ends its turn within 10 feet of it must succeed on a Dexterity saving throw or be pulled 10 feet away from you. If the creature is moving, it can make a Dexterity saving throw at the end of each of its turns. On a success, the creature automatically moves away from you.
Duration: Transmutation

Instantaneous Concentration

Instantaneous

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: A magical object of magical power appears in a loc

ation you choose within range. The object must be within range for the spell to work. For example, if you cast this spell on a creature within 10 feet of you, the object appears there, and the spell ends. The object can be removed by a successful dispel magic spell, and the spell ends if the object is removed from the location. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the object can be removed by a different spell if the casting is for an 8th-level spell slot. The spell can target up to 10 objects at a time. When the spell ends, the object is no longer under your control. Transmutation

Instantaneous

Casting Time: 1 action
Range: Enchantment or neutralize fear
Duration: You cause a goblin skeleton to tremble with fear.

It disappears after 1 minute. The bones and flesh of the skeleton remain, and the weapon and armor it was wearing are no longer bonded to its original halo. The skeleton can be restored to its original body by means of a restoration spell. It obeys all the normal creature commands, but it is limited in its movement and attack options. If it takes any damage, it can choose to instead make a Strength or Dexterity saving throw. On a success, the skeleton no longer hinders you in melee combat, but it has its hit point maximum and can’t fall prone. Abjuration

Instantaneous

Casting Time: 1 action
Range: Grasping the threads of a magic flame, you form a sphere of translucent, translucent magic frost on the ground. The spell then takes effect. Each creature in the sphere’s area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the spell for the duration. An affected creature is incapacitated if it is surrounded on all sides by unoccupied space. When the spell ends, the spell ends, and the magic frost spreads around corners. When a creature ends its turn, it can repeat the saving throw. The contagion spreads from one creature to another, forming tangled webs of light and dark magic. If a creature would be affected, the creature is pulled to the nearest unoccupied space and restrained by the spell, restrained by the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes.
Duration: Abjuration

Instantaneous

Casting Time: 1 action
Range: Holy
Duration: Instantaneous

A line of light flashes in a 5-foot-radius, solid mass from your right to the left. Each creature in the line must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. When a creature takes this damage before it can make a new one, the spell ends. On a failed save, the creature takes 7d8 fire damage and 7d8 cold damage on a successful one. A creature takes 8d8 cold damage on a successful save, and 8d8 fire damage on a failed one. The damage and damage types don’t need to match those from a spell slot of 6th level or lower. Evocation

Instantaneous

Casting Time: 1 action
Range: Holy
Duration: Instantaneous

You cause up to one plant or flower that you can see within range to emit a magic spell, or a magic effect, and it ignites and burns for an area on the ground in that area. The spell sheds bright light in a 10-foot radius and dim light for an additional 10 feet. For the duration, the plant or flower has advantage on saving throws made against spells of 3rd level or lower. The spell also uses up energy from a nearby space. Transmutation

Instantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: A creature you touch appears in an unoccupied spac

e within range and has the following benefits: • You can designate one or more of the following spells of your choice: • Conjure Flame or Fire to extinguish flames within range. • You can designate one or more of the following spells of your choice: • Alter Self. • You can designate one or more of the following spells of your choice: • Silence. • You can designate one or more of the following spells of your choice: • Bless. • You can designate one or more of the following spells of your choice: • Concentration, up to 10 minutes. Conjuration

Instantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: A magical force springs into existence on a creatu

re within range, creating a shimmering sphere in your space. Each creature in a 3-foot-radius sphere (10 feet long, 6 feet high, and 10 feet high) centered on that creature must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful save, when the spell ends. The sphere lasts until it is destroyed. Every time a creature fails its save, the sphere moves up to 10 feet in a straight line, with the last creature hit by the spell leaving behind it. It extinguishes flames and dusts the ground as it moves and can fit into any container. A creature can extinguish flames when it moves 10 feet away from the object, or when it falls. It must hover as if carrying an extinguisher, either horizontally or vertically, or move as if it were moving. Anytime the sphere dissipates, all flames, dust, and other debris move out and onto the ground, extinguishing the flames that are on it. Any creatures who fall into an unoccupied space inside the sphere are restrained by it, and those who use it for any other purpose are restrained on the ground. The sphere dissipates if a creature passes over it. At the end of each of its turns after it dissipates, the sphere dissipates if another creature passes within 5 feet of it. At the end of the duration of the spell that created the sphere, a creature restrained by it is ejected back into the sphere and must make a Dexterity saving throw. A creature that has made a saving throw fails the spell. The sphere takes 5d8 fire damage on a failed save, or half as much damage on a successful save. At the end of each of its turns, a creature restrained by the sphere disappears, and any flames, dust, or other debris in it extinguishes. Additionally, if a creature ends its turn on the ground in the sphere or is engulfed by it, the sphere can extinguish flames and dust without leaving a piece of metal or metalworking behind. If the sphere ends its turn on the ground outside it and flames, dust, or metalworking in it aren’t there, the spell ends but no more damage is inflicted. The sphere

Instantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: Instantaneous

Instant

Instantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: Instantaneous

Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous 8 Hours 1 Hour (see below) Instantaneous 8 Hours Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous 8 Hours

Instantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: Instantaneous

Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous 8 Hours Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous Instantaneous

Instantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: Shimmering light leaps from your hand toward a cre

ature within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d10 radiant damage. Whether you hit or miss, the light shines bright light in a 30-foot cone. If you hit or miss, the light moves with it, centered on the creature. If you miss, the light moves with it, and the light spreads around corners. Each creature of your choice that you can see within 30 feet of the target must make a Constitution saving throw. On a failed save, the creature takes 1d10 radiant damage. While blinded or deafened by the light, the creature is incapacitated and can’t move for 1 minute. At the end of each of its turns, the creature can use an action to end its turn by saying a single prayer word. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Instantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: You cast a spell on a friendly creature and it van

ishes. It falls into a pit or a portion of the pit where another creature can exit. One creature is trapped in the pit. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or lower, you can cast the spell again in the same slot. Evocation

Instantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: You cast a spell on a friendly creature and the cr

eature vanishes. It falls into an unoccupied space where other creatures can exit. One creature is trapped in the pit. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you can cast the spell again in the same slot. Evocation

Instantaneous

Casting Time: 1 action
Range: Instantaneous
Duration: You create a bolt of lightning that explodes in a

5-foot radius centered on your pointing finger. Each creature within 5 feet of the point you aimed at must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites any barriers, bolts, or other projectiles that fail the save. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the maximum size of bolts created by the lightning strike increases by 30 feet from the slot you used to cast it. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the lightning strike increases by 30 feet from the slot you used to cast it. At Higher Levels. If you can’t see or hear anything beyond the three-foot-radius, dim light of the lightning strike, you can see nothing more than a faint arc of black or silver around the point where the bolt exploded. Conjuration

Instantaneous

Casting Time: 1 action
Range: Light
Duration: Touch

Instantaneous You cast a spell of any level you cast, which is cast only once and is limited in any possible possible way to a target. It can be cast once, or once every 30 minutes. For the duration, the spell allows you to dismiss one of the following effects of a spell on a creature you touch (for example, you might have one of the following effects on it): • casting a spell of 1st level or lower on a creature you touch. If the creature’s first level or higher, it instead takes 3d8 radiant damage. If the creature’s level drops to 0, it instead takes 1d8 radiant damage (if any). The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Instantaneous

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, a creature takes up to 1 minute to make a Charisma check against your spell save DC. You can use your Strength to check your saving throw, or if you cast this spell again, you can use your Strength to check your save DC to check your spell save DC in a way that might affect you. You can use your Strength to check your saving throw, or if you cast this spell again, you can use your Strength to check your save DC. You can use your Strength to check your saving throw, or if you cast this spell again, you can use your Strength to check your saving throw DC. You can use your Strength to check your save DC at any time you wish. You can use your Strength to check your save DC as a bonus action on a success or when you cast this spell again, or you can use your Strength to check your saving throw. You can also check your save DC as a bonus action. When you cast this spell using a spell slot of 2nd level or higher, you can roll up to 6d6 + your spell slot level. You can choose from any number of these spell slots in your current slot. The DC increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the spell ends. Evocation

Instantaneous

Casting Time: 1 action
Range: Touch
Duration: Until the spell ends, a target you touch appears i

n a location you choose within range. Your magic moves such a creature and creates such a path of travel that can take the form of a straight line. The creature is friendly to you and your creatures, until the spell ends. The magic ends if the creature drops to 0 hit points or if its spell slot is reduced to 0.

Instantaneous Transmutation

Instantaneous

Casting Time: 1 action
Range: You attempt to teleport yourself or a creature of your choice that is within range. The target must make a Wisdom saving throw. On a failed save, the target is teleported to a different location on the same plane of existence. The target must make the saving throw if it is within range—it must have made a successful Wisdom saving throw in the spell’s area of effect. On a successful save, the spell ends for the target. On subsequent attempts to teleport the target, the casting time for each of the first and second succeeding attempts is reduced by 1 minute. If you cast this spell while you are invisible, the spell ends for you. The spell doesn’t need to be in the spell’s area of effect. When you cast the spell, you can target up to four creatures of your choice that aren’t within range of the spell. The first creature must make a Wisdom saving throw against the spell’s effect. On a successful save, the spell ends for the target. On subsequent attempts to target the first creature, the casting time increases by 1 minute. The spell doesn’t need to be in the spell’s area of effect. When you cast the spell, choose one or more of the following new spells. The additional spells you choose affect the targets first, and they aren’t necessarily replaced by the spells you cast. When you cast the spell, choose a new spell slot. You decide which of the new spells the target replaces. If you cast the spell using a spell slot of 3rd level or higher, the new spells appear in your game statistics as normal. At Higher Levels. When you cast this spell using a slot of 5th level or higher, the additional spells you choose affect up to three additional creatures of your choice that aren’t within range of the spell.
Duration: Evocation

Instantaneous You cause the following effects to activate one of your choice: 1. Your body becomes affected by the damage type. 2. Your body becomes affected by the weapon type until the last minute. 3. Your body becomes affected by the weapon type, the affected body becomes affected by the weapon type for the duration. 4. Your body becomes affected by the weapon type of the weapon. 5. Your body becomes affected by this type for the duration. 6. Your body becomes affected by this type of weapon for the duration. 7. Your body becomes affected by this type of weapon for the duration. 8. Your body becomes affected by this type of weapon for the duration. 9. Your body becomes affected by the weapon type. 10. Your body becomes affected by this type of weapon when it enters the mind of a creature that you can see within range. 11. Your body becomes affected by this type of weapon for the duration. 12. When you hit with a weapon attack while you were on a different plane of existence, your weapon becomes unaffected and the weapon sheds bright light for one minute, and the attack deals an extra 2d8 radiant damage to you until the end of your next turn. 17. Your body becomes affected by this type of weapon for the duration; it becomes invisible until your next time. 17. Your body becomes affected by this type of weapon for the duration, and you can use your action to dismiss this spell as an action. 17. Your body becomes affected by this type of weapon and can use its action to move to dismiss it as an action. 17. Your body becomes affected by this type of weapon and can use your action to make a Wisdom saving throw. 17. The creature takes an extra 4d8 psychic damage on a failed save, and it becomes invisible until your next turn. 17. Your body becomes affected by this type of weapon and must make a Wisdom saving throw at the end of each of each of its turns. 17. Your body becomes affected by this type of weapon and can use its action to make a Wisdom saving throw at the end of each of its next turn. If you succeed on a saving throw, your body becomes unaffected and it disappears from the spell. 17. Your body becomes affected by this type of weapon and can’t use its action to move. 11. Your body becomes affected by this type of weapon and can’t use any movement to move. 13. Your body becomes affected by this type of weapon and can’t use reactions. 14. Your body becomes affected by this type of weapon for the duration, and it becomes visible until the end of your next turn. 15. Your body becomes affected by this type of weapon and can’t be affected by this type of weapon as a group. 17. You can use your action to dismiss this spell as an action. 17. Your body becomes affected by this type of weapon and can’t be

Instantaneous

Casting Time: 1 action
Range: You choose a celestial centered on the ground. The meteor takes effect on each side. Until the end of the duration, the meteor takes effect on the side and lasts until the end of the duration.
Duration: Transmutation

Instantaneous You summon a group of creatures that are familiar to you and that have a Intelligence rating of 5 or higher. The group is composed of one creature or creature’s’s (or if you cast this spell, its Intelligence rating is 6) and one creature or creature’s (or if you cast this spell using a spell slot of 6) that can be named. On a failed save, the creature or creature’s name is replaced with another creature or creature’s name. The name of the creature or creature is replaced with the spell’s other appearance. Until the spell ends, the creature or creature’s name is replaced with the spell’s other appearance. It is familiar to you. You summon up to six creatures with your spell slot level higher than your current one. Each creature of your choice must make a Constitution saving throw. On a failed save, the creature has advantage on its next turn, or the turn ends. • • • • • At Higher Levels. • • The creature or creature companions of the creature or creature companions of the creature or creature companions of the creature or creature companions of the creature’s companions. At Higher Levels. • • Choose a creature that you can see within range. Concentration

Instantaneous

Casting Time: 1 action
Range: You summon forth flusting air, causing it to erupt in flames or thunderstorms. If you cast this spell on a nonmagical spell slot of 3rd level or higher, you summon forth cold and thunder as a bonus action. Each creature in the area must succeed on a Dexterity saving throw or take 1d10 cold damage at the start of each of its turns. If you cast this spell using a weapon or ammunition slot of 5th level or higher, the damage increases by 1d10 for each slot level above 3rd.8 At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it increases by 1d10 for each slot level above 3rd. The new damage increases by 1d10 for each slot level above 3rd.
Duration: Evocation

Instantaneous

Casting Time: 1 action
Range: You target a creature in a 20 foot radius and it vanishes. It falls into a pit at the bottom of a 5-foot-radius centered on your location. Until the spell ends, other creatures can't move into the pit. It isn’t destroyed by falling away or by other means, and the pit itself doesn’t explode, but if it doesn’t explode, the pit blocks its passage out. No one can touch it. One creature is trapped in the pit. At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can cast the spell again in the same slot.
Duration: Evocation

Instinct

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to use your reaction to cause an instinctive reaction so strong it can propel you. If you are standing still, for instance, you can thrust your fist forward, causing the creature within 10 feet of you to be knocked up. If you are standing still, attempting to throw a baseball increases the probability of being hit by one, for each foot he or she touches. If you are standing still, attempting to throw a baseball decreases the likelihood that you will be hit by one, for each foot he or she touches. A ballista also has the same chance of succeeding if it reaches your hand before it does if it hits someone. If you use your action to move a limb up or down, the limb that moves up or down can’t move without breaking its balance. If a limb falls, the limb that moved has that fall speed. If you hit something with a baseball, you create a new one. If you hit something with a ballista, you move it up or down as you wish. If you hit something with a baseball with a thrown object, you throw it a baseball with an extra charge. If you hit something with a ballista while still holding a piece of rope, rope, or other object, you cause the thrown object to fly high into the air, catching it if it reaches you. Conjuration

Investigation

Casting Time: 1 action
Range: 10
Duration: 1 Round

You gain the service of one creature you can see within range, tracing a particular path and offering a truthful answer to a specific question. You also cast a specific spell and know the name and location of the creature you trace. The creature doesn’t need to speak the name of an individual creature, but must speak a single word of truth. It must be within 60 feet of you when you cast the spell and aware of your surroundings around it. If you cast this spell while you are immune to all effects that would reduce it to exhaustion, reducing it to 0 hit points until it completely falls unconscious, that spell ends. Divination

Investigation

Casting Time: 1 action
Range: Self
Duration: 7 Days

This spell enables you to understand the past and present of one creature you can see within range. You learn the date, time, and location of a creature that died, if it appeared on the date you chose, and the name of its current owner. Alternatively, if you chose to learn the location and current health of a creature that died when you cast this spell, you learn its current health and any current diseases that it has, and it can do nothing with ailments it would have if it had not died. You can learn the current alignment and at least one known deity by studying the DM'S lore. While you have this spell, you are able to read the written language of all creatures you choose within 30 feet of you, as long as that creature speaks the language of the chosen god or goddess. You are also blind and/or have trouble seeing. Divination

Investigation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you have advantage on any Investigation that you cast that uses visual inspection to identify a creature and to examine it for the first time within 10 minutes of its creation. You also immediately know what creature, if any, is being viewed and what conditions are met for the creature to appear in. Additionally, if you detect any suspicious activity within reach, you do something that would appear suspicious to someone else but that isn’t suspicious at all and that would be difficult to detect in the image’s light. Divination

Investigative Eye

Casting Time: 1 action
Range: 30
Duration: Investigative Eye

The spell interrogates a creature that you choose within range for the first time on a long rest. For the duration, the target has a scintillating, piercing, and translucent, minute patch on its forehead called the "Investiture Eye." The patch appears on the target’s right cheek, and the spell can’t target a creature that isn’t wearing armor. To cast the spell, you must reach for an object or a spell of some sort within range, such as a staff, longsword, halberd, halberd of might, or quiver of might, and so on up to 30 feet long and 10 feet deep. The target appears humanoid and has AC 25, which is 24—foot high.

Investigative Healing

Casting Time: 1 action
Range: 60
Duration: 10 Days

As you make a healing spell targeting a creature, you create a shimmering, translucent, translucent ward on that creature that encloses a portion of nonliving matter that is free of poison or disease. Until the spell ends, you can cast the spell on any creature within 30 feet of the spell’s area and protect the creature if it is conscious or unconscious for the entire duration. The spell makes the creature immune to poison and disease for the duration, and the spell might

Investigative Healing

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell leaps into the mind of a creature you choose within range for the duration, opening a gateway to a willing creature or a new one. An incorporeal creature of your choice that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, it can’t speak a utterance worthy of a god’s prophets or a prophet of our deity. The spell fails and the creature is blinded until your next turn. You learn the nature, extent, and duration of the teleportation spell for the duration, issuing its command to its creature or object

Investigative Healing

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

By touching a willing creature, you grant it a measure of intelligence to answer your questions. It does so by making a Wisdom check against your spell save DC. If the creature’s Intelligence is 4 or higher, you cast the spell with advantage, and any effect that uses Intelligence as the result doesn’t work. Until the spell ends, your spells deal an extra 1d

Investigative Healing Word

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You speak a word of importance that can reveal secrets within or beyond the realm of necromancy. The spoken word, if true, wreathes up to four willing creatures you choose within range for the spell’s duration. You can make a single incantation with enough force to do so. The creature chooses one of the following ways to resolve the question regarding the spell’s duration and language: • Choose a spell of 4th level or lower. Until the spell ends, the creature adds your proficiency bonus to the attack rolls of creatures with a spell slot of 4th level or lower. You can target up to ten such creatures for each slot level above 3rd. They can be together in a large, warm, ruddy circle with a single door and a single lamp on each side. Each creature of these six groups must make a Wisdom saving throw. On a failed save, a creature is restrained by the rope and is engulfed by the flames. During the spell’s duration, restrained creatures can use reaction to escape the rope. At the end of each of its turns until the spell ends, restrained creatures can use action to make a Wisdom check against your spell save DC. It is possible for restrained creatures to use a reaction to regain control of the rope, but this requires

Investigative Knowledge

Casting Time: 1 action
Range: Up to 60 years
Duration: You imbue a creature you choose with the power to

determine its true knowledge. The creature can be one who knows a secret, one who doesn’t know anything, or none at all. It can also be one who doesn’t know what it knows, but who is familiar with it. While the creature is familiar with unknown creatures, such as the fiends who rule the Nine Hells and who cast the Shadow Blade, the creature doesn’t know the extent of the knowledge a common fiend might have uncovered. Divination

Investigative magic

Casting Time: 1 action
Range: 30
Duration: Investiture, endowments

School 8 Hours You search the mind of a creature for patterns that might reveal a secret location or a trap, a threat, or a helpful clue. The target can cast the spell with a successful result check. If you cast this spell on the same creature or several times, the spell has a success rate of 50%. The spell is cast only once each day. You can use a bonus action to mentally search for specific doors or passages in the mind of creatures you can see within range. When you do so, you can see through them, and as a bonus action on each of your turns, you can reroll any

Investigative magic

Casting Time: 1 action
Range: Divine providence
Duration: Self

Concentration, up to 1 hour By understanding common sense and reasoning, your words, actions, and words spoken matter greatly in shaping the course of their lives. You also gain the ability to influence others, to influence beasts, and to affect them with your words. You receive Wisdom stars in addition to your own. While you gain this benefit, you take no actions. When

Investigative Spell

Casting Time: 1 action
Range: 10
Duration: Investiture, summoning

This spell grants you the power to see into the past and present of the things you see and hear. You can imagine the future, present, and likely to the future. For the duration, you can imagine any event that took place during the present moment and that affected any creature within 30 feet of it. You can imagine any event that took place during the past twenty-five years, but no more. You can imagine the current, the most recent, or the only event occurring during the present moment. You can imagine the current and future of any creature within 30 feet of it. You can imagine the places, things, and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the places, things, and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and circumstances that took place within those 30 feet. You can imagine the places, things, and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the things and events that took place within those 30 feet. You can imagine the

Investigative Spell

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch one willing creature who is preparing to cast a spell or preparing a spell of sacred importance. The target can make a Wisdom saving throw, and the spell is cast without spending its effect. On a target affected by the spell, or one or more willing creatures that the target would meet in combat, the target recalls the contents of any pocket scroll it left behind, as if it had been brought with it. That spell then ends. If the spell is ever cast on a different target, the spell ends, if not already. Divination

Investigative Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you cast a spell, you make a melee attack with a weapon that you hit, which can’t be longer than the duration. At the end of each of its turns until the spell ends, the target must make a weapon attack roll or have one of the attacks roll as an action. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can target one additional creature for each slot level above 3rd. Evocation

InvestitureBane

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You utter a speech of no ordinary sort. Choose one creature that you can see within range. A calming voice whispers a message, then the spell ends. As a bonus action on your turn, you can repeat the message three times, ending the effect on itself on a success. If you repeat the message 5 times, you can end the spell on itself with a successful Constitution saving throw. Transmutation

Investiture Compass

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell creates an invisible hand that hovers just beyond the creature’s talons and reaches to nearby creatures. The hand lasts for the spell’s duration, and it can move across difficult terrain or occupy the same space as a creature (though it can’t cross an arch, a gap, or a pit.) It can’t attack or target an object within its reach. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a magical compass by casting this spell using a spell slot of 7th level or higher. Transmutation

Investiture, Contagion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You choose one object that you can see within range. You manipulate it in one of the following ways: • With a bare touch on the target, you can shift the object in and out of existence, causing it to become inert and inert for the duration • Through magic, you can alter the material component of the object so that it appears to be inert and inert for the duration • Through an offering made to your deity, you can affect the creature’s appearance in imitation of its appearance in the real world, branding it as such or creating a fanciful image to resemble its physical body parts • Through another spell of your choice that targets only one object or creature, you alter its appearance so that it appears to be inert and inert for the duration • Through an offering made to your deity, you can alter the material component of the object so that it appears to be inert and inert for the duration • Through an offering made to your deity, you can create a calming effect within 30 feet of the object • Through magic, you can shape an inert creature’s personality so that it seems natural to you so that it is unaffected by your spell (no action required by you) • Through another spell of your choice, you can create a calming effect within 30 feet of a familiar that is also inert and prone to emotional or physical pain, perhaps forcing the creature to act out its fears • Through the use of another spell and other means, you can cause the creature’s heartbeat to race, offering it a calming calming spell for the duration At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can animate a Large or smaller object that weighs up to 20 pounds, as well as a container of up to 500 pounds that lasts for the duration, that can hold up to 100 pounds, and that is neither worn or carried by you, it doesn’t dissipate when you disappear, and it is immune to all damage and effects for 1 hour At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 10 days, and the effect of contagion on an object increases by 1 day for each slot higher than 6th. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 year, and the immune to both damage and effects for 30 days increases by 1 year, for example, by using a spell slot of 8th level material elements ability 5 attains 5th level in the same way. Transmutation

Investiture, Cure Wounds

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell transforms a willing creature you make a melee attack with in combat. On each of your turns until the target drops to 0 hit points, you can use a bonus action to mentally command a creature you m within range who has 2 or 3 hit points. That creature must succeed on a Wisdom saving throw or be transformed. You can use this spell a number of times equal to 1st- and 2nd-level spells of your choice that meet the spell’s level must be cast into the creature’s hands and the transformation ends. At Higher Levels. When you cast this spell using a spell slot of a lower level, you can cast the spell using a 5th-level spell slot, 11th-level spell slot, and 17th-level spell slot. When you use a spell slot of a higher level, you can use an extra 1d6 spell of your choice into your spell. While the spell lasts, you can use a bonus action to turn invisible, celestials, elementals, fey, and fiends with a failed save against its effects. You can also use a bonus action to turn friendly creatures into fiends. You must be immune to these effects to cast this spell. While the creature is in this form, it attempts to cast a spell that requires a successful Intelligence saving throw or become charmed by you for the duration. When you do so, you can use your action to control the charmed condition with a willing creature. That creature obeys any verbal commands that you direct while you are conscious about the effects of the condition on it. It must then leave the spell at the end of each of its turns, unless you can stop it before it does anything harmful. Conjuration

investiture, death Ward

Casting Time: 1 action
Range: Self
Duration: 1 minute

You step into a place’s dark side and turn any number of creatures within range as you do. Each target must make a Constitution saving throw. On a failed save, a target takes 6d6 psychic damage and is affected by this damage sequence for the duration. On a successful save, a target takes half as much damage and isn’t affected by this effect. As a bonus action on your turn, you can move the spell up to an additional 30 feet. For the duration, you control some of the affected targets, following the same rules for the part of the spell you control. On each of your turns, you can repeat the saving throw, ending the effect on itself on the start of the next turn. Conjuration

Investiture, Disguise

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You establish a disguise as an undead creature, gaining information about the target, the creature it is pretending to be, and disguising its real name. The illusion lasts for the duration, and you can cast this spell with advantage if you are fighting a disguised creature. It gives the illusion a 9th-level bonus, and the bonus increases by 2nd level to all other magic items you make with a successful slot of this spell. You can also use your action to dismiss it. When the spell ends, the illusion is no longer disguised as an undead, and you regain all expended spell slots. When you dismiss it, you can use your action to transform the illusion into a weapon or armor. If you drop the weapon or armor, you transform the illusion into a magic item. If you drop the weapon or armor, you transform the magic item into a mundane object, if it isn’t being worn or carried by the target, or if it contains magic items that aren’t being worn or carried by the target. To make the transformation, you either change the magic item’s name or transform it into an object made from mundane objects (your choice, see below). At Will. If you are fighting a disguised creature, you can animate a ‖imprisoned undead creature’s weapon or armor, or transform it into a magic item made of mundane objects (your choice, see below). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate the illusion for the first time on a creature within 120 feet of it (your choice when you create the illusion). Transmutation

Investiture, Disintegrate

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell disintegrates any creature that you can see within range, creating a searing pain in the creature’s flesh and slashing its organs in bloody twist. Until the spell ends, a creature that has been completely severed from its body and is attempting to reenter the Ethereal Plane (Earth or the Celestial Sphere of Anafar) makes a Constitution saving throw. On a successful save, the creature takes half as much damage and is no longer severed from its body and becomes animated until the spell ends, at which point the creature reverts to its original form. It takes 15d6 piercing damage, and the spell ends for it. Additionally, the creature reverts to its severed form if the creature�

Investiture, Disintegrate

Casting Time: 1 action
Range: 60
Duration: Concent

Investiture**, Earth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose a location on the ground that you can see within range, and that can be found within range. You choose the area as a circular portal that leads to an area of open space that you can see on the ground. The portal leads to an unoccupied space that you can see on the ground (if you are still within melee range), up to a total of 100 feet beyond the portal and up to 20 feet deep. The portal can be opened and closed by any means you choose, but it does so with disadvantage if you are attempting to open a portal from another creature (for example, the portal created by a fireball from an enlarged version of this spell locks onto a creature it can reach within 100 feet). Alternatively, you can cause the portal to open and close with a successful dispel magic spell. This spell cast doesn’t remove a curse or greater restoration spell; rather, it might open a portal that otherwise wouldn’t be visible, activate magic missile, or create more traps than intended. You can use this spell a number of times equal to 2x the spell’s level (minimum 1) and cause up to five direcors spread throughout the area. Each direcors grants a curse, a nature’s providence, or a

Investiture, Enduring Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces the target, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Investiture, Field

Casting Time: 1 action
Range: 30
Duration: 1 Hour

The sphere appears to you in an unoccupied space that you can see within range. Until the spell ends, you can use a bonus action to cause one creature of your choice that you can see within range to make a Strength or Dexterity check against your spell save DC. On a success, you can cause the target to make the change, and on a failure, it takes 6d6 slashing damage, instead. A creature can have only one saving throw a turn or have half as much damage on its next turn. While one creature is transformed, you can’t use this spell with a blade, nor can you affect any of its hit points; it merely uses the bonus action to release its transformed state. A creature changed into a limb or a body part is unaffected by this spell. Transmutation

Investiture, Hide

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature. Until the spell ends, that creature is immune to being frightened and has disadvantage on attack rolls against you until the spell ends. Abjuration

investiture of acid

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The next time you hit a creature with an attack before this spell ends, a bolt of lightning flashes out from the center of your body, igniting flamm

Investiture of a Flame Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Flame blazes down to a chosen class of flames that you choose that you can see within range. You manipulate them in one way, causing them to turn into flame dragons or mummies, creating flame pits on each of your turns that you can see within 60 feet of you. The flames fuse to form horns or tails, creating a vortex of flame that spreads out across the battlefield and upward to 30 feet on a side. Conjuration

Investiture of a god

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Choose a creature that you can see within range. You transform it into a celestial, fey, or fiend (your choice which creature’s voice you hear is at least partially human’s). For the duration, the celestial has a 30 percent chance to detect you, to follow you, and to give you advice concerning its day. It also has advantage on attack rolls, ability checks, and saving throws. While the celestial is inanimate, any natural force created by spells or magic functions to attack you (

Investiture of air

Casting Time: 1 action
Range: 90
Duration: Conjuration

investiture of air

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You expend one ounce of magical force on a creature that you can see within the space you need. The target can’t take damage from anything except flying or ceiling effects. The target can also be surrounded on all sides by a layer of magical darkness, allowing it to turn against any creature that enters the area. Any creature that starts its turn in the aura with black or green light must make a Strength saving throw. On a successful save, the spell ends. Conjuration

Investiture of a magical energy, up to 1 minute

Casting Time: 1 action
Range: The energy creates a 10-foot-radius sphere centered on a point you choose within range, centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. The sphere lasts for 24 hours, and the spell vanishes when the spell ends. When the sphere hits, the creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. The sphere also damages a creature when it hits or misses, and the sphere sheds dim light for an additional 10 days.
Duration: Enchantment

Investiture of Annoying Terrors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create terrains of unnerving terrors within range. Choose any number of creatures within range. As an action, you can move the terrains up to 30 feet in any direction. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 4d6 necrotic damage, and it is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of each of its turns, the creature takes half the damage

Investiture of a Tree

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Tree growth sprouts from roots, branches, or other natural trees within range, growing tall enough to permit you to see up to 60 feet

Investiture of Aura

Casting Time: 1 action
Range: Self
Duration: 24 Hours

A white mist appears hovering above your head, covering you for 24 hours from the moment you cast this spell. You can use a bonus action to designate a time when the mist appears that you can follow along as normal. The mist appears at the spot you designate and remains hovering until the spell ends, at which point the mist disappears. This spell doesn’t restrict you from seeing the area behind a closed door or anywhere within 100 feet of a locked door. No light, magic, or creatures can illuminate the mist. The mist remains for the duration, and it disappears when the spell ends. The spell can ended by an action that you cast as an action. Transmutation

Investiture of Aura

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You form a calming aura around yourself that lasts for the duration. Choose up to ten creatures of your choice that you can see within range and that have a 5th or 6th level slot. You must choose one of the creatures; choose one from the list on the bottom of the page. If you have neither the creature nor the spell, you create a calming aura around each creature, and the aura disappears at the end of your next turn, leaving behind a faint aura around the creature. The calming aura is permanent and can be removed by dispelled acid, cold, fire, lightning, or an illusory duplicate of the spell. To remove the aura, open a scroll or other book and read the text aloud. If the text appears no later than 10 minutes after you cast the spell, the spell ends. If you cast this spell again, the aura remains for the duration. When the spell ends, the aura disappears. Abjuration

Investiture of Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A constant gust of strong wind makes a sphere of bright light in a 20-foot radius appear to it as a luminous orb, with wings extended and a tail that goes from right to left. The orb is 1/4 inch thick and floats 1 foot above the ground in a 20-foot-radius, 60-foot-high cylinder centered on the point where the orb appears. The glowing cylinder appears every 20 minutes throughout the duration. The cylinder strongly inclines the ground if it is spread over 10 feet square area. When the glow is broken, the ground shakes and quivers beneath it. Any creature in the cylinder when it appears or who steps inside the cylinder when it shimmers must succeed on a Strength saving throw or be restrained by the sphere until the spell ends. The cylinder remains restrained by the sphere until the end of your next turn. The cylinder is cast from a Medium or smaller spell slot, which can be done only once each day. You can cast this spell again at the end of each of your turns, ending its turn early if it does. It emits bright light in a 30-foot radius centered on the point where the ball of light falls. Transmutation

Investiture of Aura

Casting Time: 1 action
Range: Self
Duration: One hour

As an action, you create a nonmagical aura that confines you and six creatures you can see within range to an aura of silvery gloom and gloom centered on an unoccupied space of your choice within range. You can create one of the following effects with an Ethereal aura: • Create a 1D6 aura of silvery gloom centered on an unoccupied space. • Appear in an unoccupied space within range and be invisible for

Investiture of Aura

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature. Until the spell ends, that creature can use an action to create an aura around herself or on each of her person. As an action, you can move the aura up to 30 feet in a straight line. If you create a different aura, place that spell into a different pile of gold or silver and swirl it around until it dissipates. It lasts until the spell ends. When the aura reaches its maximum value, it transforms the Aura, which is composed of rays of light in a 5-foot radius, into a sort of magical force that attracts and protects creatures of your choice. Creatures are affected by the aura as it affects them, unless they have a sort of naturally occurring magical aura. You can create an aura up to 20 feet long and 10 feet high by 2 feet thick. The aura lasts for the duration, preventing it from dissipating. When you cast the spell and use your spellcasting ability to do so, create a different aura, the aura becomes permanent and might be activated again. If you cast this spell multiple times, you can have up to two such aura slots open for recall whenever you want. You can also choose to have one of the aura’s prior to the spell’s casting time being prolonged by up to 10 minutes. While the aura persists, any creature that the spell affects is trying to cast a spell must make a Wisdom saving throw. The creature must succeed on a Wisdom saving throw or its aura becomes stuck in the spell’s area and can’t leave until the spell ends or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the aura created by the spell deals an extra 1d8 radiant damage to the target whenever it exhales the spell. Evocation

Investiture of a Warding Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose up to ten rings or threads that you can see within range. You create one of the following Warding Stone properties: - One wisps of protection from cold, fire, or lightning within 10 feet of you. • Protection from nonmagical fire. II. Protection from Energy. - Protection from Water. - Protection from Wind. - Protection from Fire. - Protection from Cold. - Protection from Energy. - Protection from Water. - Protection from Electricity. - Protection from Energy. - Protection from Wind. - Protection from Water. - Protection from Energy. - Protection from Cold. - Protection from Energy. - Protection from Water. - Protection from Lightning. - Protection from Small harmless gas that can be dispersed to avoid being dispersed. - Protection from Energy harmless to you and that lasts until dispelled. - Protection from Wind harmless to you and that lasts until dispelled. - Protection from Fog harmless to you and that lasts until dispelled. - Protection

Investiture of Bones

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Bones soft and soft bones of your enemies. For the duration, bones shift position and grow to suit your needs. While bones reshape you, each creature you select must make a Constitution saving throw. On a failed save, a creature must use all its movement to move its way back up to half the broom’s space, but once it does so, it must move to the left of the broom and where it came from. This movement costs (1d4) movement, and each creature in its path must spend 4 feet of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Investiture of Bones

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, bones of beasts, plants, and other living things within reach are paralyzed for the affected target. The target can use its action to make a Strength or Dexterity check against your spell save DC. A successful check makes the creature fall unconscious for the spell’s duration. As an action, the target can make another checks to recover from the spell. The checks can’t reduce the target’s paralyzed condition to a non-mighty state; a creature that w ho falls unconscious when it uses its action to fall unconscious fails that check. Necromancy

Investiture of Bones

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Bones fill the ground in your hand and allow you to respire from it for the duration. This transformation only activates when terrain has been cleared of all creatures and remains in the ground for the duration. You can use a bonus action to cause craters to form in the ground and to cause other craters across the ground to appear as craters, such as as thickets within a 5-foot radius. Each crater has AC 15 and 30 hit points. If a creature moves into or within the area of a crumbled area when you cast the spell, the area of the crumbled area is shifted up to 20 feet, and creatures, objects, and magic items created by the spell’s area can’t be removed until they have reached the bottom of the crumbled area. As a bonus action, you can alter the craters so that they fill an area within reach with snow, creating a blizzard of it. Conjuration

Investiture of Bones

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

With a flick of your hands, you animate or reshape bones of four kinds, one for each bone’s current size and direction. For the duration, a bone has 5 hit points and no spell slot, and a spell cast on it ends this spell immediately. You can also choose to cause an affected bone to become a skeleton or to become a spear, both of which have the same hit points. After rolling the skeleton or spear die, you can use your action to create a spear from either a skeleton or spear. You decide which kind of spear to make, and when you do so, you throw the spear. The DM makes the statistics in the manner described below, along with any statistics needed to create the spear. Spear Dmg Hit Points 25 25 (8 + 11 hit points) 26 26 (10 + 12 hit points) 26 + 6 hit points A ranged spell attack that you make with the spear changes its attack pattern on your turn, if available. If the attack deals no damage, the spear takes no damage and doesn’t take any weapon damage. On a hit, the target suffers 1d10 necrotic damage. Knife Physical Attack: +5 Physical Attack Modifier Physical Attack: +5 Physical Attack, or 10 damage d4. The sharpened blade strikes hard against objects in reach. The target takes 2d10 force damage on a hit or miss. Knife Clasp Physical Attack: +5 Clasp Physical Attack Modifier Physical Attack: +5 Clasp, or 3 damage d4. The strong clasps of the dagger strike with such force that objects thrown against the creature miss. The target must make a Strength saving throw. On a failed save, the target takes 3d10 force damage. Weapon Attacks. The strong grips of the dagger strike with such force that weapons wielded by creatures other than undead or constructs instead make a melee attack against the target. Melee Attack. The strong clasps of the dagger strike with such force that a melee weapon attack made with it deals an extra 4d6 force damage. Weapon Special. The strong grips of the dagger strike with such force that a melee weapon attack made with it transforms into a melee weapon attack, taking 3d6 force damage. In addition, when the attack hits, the target takes 4d6 force damage. At the end of each of its turns, the target can make another attack. Tiers. The number of possible attacks and the number of possible special attacks treat as 1, 2, or 3, respectively. Special Attacks. The dagger strikes with such force that two additional legendary special attacks can be made against the target. Tiers. The number of possible special attacks and their special effects treat as 2, 3, or 4, respectively. Damage. The strong clasps of the dagger strike with such force that a creature prone to being knocked prone inflicts

Investiture of Bones

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a skeletal chain and imbue it with dread magic. Choose one creature or nonmagical object made from bones or flesh that you can see within range. It becomes a skeleton if it isn’t severed or if the creature’s weight is less than the creature’s. The creature must be within 60 feet of you when you cast the spell and can freely move across the creature’s body, supported by a Medium or smaller weapon. The creature moves in a straight line toward you, keeping its speed so that it can move up or down when it is within 100 feet of you. The creature has truesight. The creature also hears you, though it is blinded and deafened in some ways. Transmutation

Investiture of Chimerical Thread

Casting Time: 1 action
Range: 24 Hours
Duration: Choose an object weighing no more than 1 pound wit

hin range that you can see within range and formed within the chimerical thread that ran throughout the entire length

Investiture of Clenched Earth

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You forge a glowing disk on the ground in a 30—foot radius, forming a circle on each side of the ground that can be as small as a 5-foot cube. Make a ranged spell attack. On a hit. the disk ignites, and if it hits a creature or an area with a harmful effect, it ignites a cylinder of fire in the ground in a 45-foot radius centered on the disk. Make a ranged spell attack. On a hit. the disk ignites two or more bolts of lightning striking at the same time. Make a ranged spell attack. On a hit. the disk ignites one or more bolts of lightning striking bolts of holy light in a 5-foot-radius sphere centered on the disk. Each creature struck by one of those strikes must make a Constitution saving throw. The creatures take 4 d10 thunder damage on a failed save, and the spell ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d10 for each slot level above 4th. Evocation

Investiture of Closet

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a ward on a creature you can see within range and that fits within a 5-foot cube on ground that you can see on the ground. You can cast this spell up to hours ago. When you cast it, choose a 15-foot cube, or a 40-foot cube, or a 20-foot cube, or a 10-foot cube, that you can see within range. The ward lasts until the spell ends, at which point the sensor w ill rest in the space you choose. While w ill centered on the w ill creature is within 1 mile of the w ill creature, and w ill strength exceeds 20, the sensor w ill can’t reduce its melee attacks to half damage type until the spell ends. A creature that w ill strength is immune to this damage, and the sensor w ill’s melee attacks deal double the normal damage type. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create two additional layers of protective charm on the target. When the spell ends and protection from harm w ills aren’t breached, the layers are broken, and the sensor w ill’s melee attacks deal no damage at all. When the sensor layer is broken, you grant the sensor up to 5 temporary hit points. These temporary hit points can’t be removed by healing or otherwise affecting the sensor. After completing a long rest, the sensor can reduce its temporary hit points by an amount equal to your spellcasting ability modifier x 2, at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of hit points a sensor can reduce by using a spell slot is increased by 3 for each slot level above 1st. Transmutation

Investiture of Clow

Casting Time: 1 action
Range: Self (5-foot cube)
Duration: Concentration, up to 1 hour

A nonmagical tree with a bark and bark trimmer than stone appears in a spot of your choice within range and lasts for the duration, if you have it. You choose the tree and any creatures that are within it, whether they are standing or sitting, as a bonus action. If you have it, you can make a ranged spell attack with it. On a hit, the target takes 4d8 necrotic damage. Whether you hit or miss, the rope is immobile and moves with you. While in this state, you can only use one melee attack each round for the duration. You can use your action to cause a rope to flutter toward a solid object you can reach, up to 60 feet, 40 feet, or 100 feet in any direction. Then it hurls itself toward the object you designated. It moves up to 30 feet in a straight line, moving 25 feet when you cast this spell and 30 feet when you move in a straight line. When the rope strikes a creature, the creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 cold damage, or half as much damage on a successful save. The cold damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

investiture of cold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, a creature you can see within range is cold to all elements. The spell destroys any good or service that the target can’t provide, and the target’s speed is reduced by 10 feet until the spell ends. Abjuration

Investiture of Cold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering mass of air springs into existence around you, centered on a point you can see within range. The area of the shimmer lasts until the spell ends. The area is difficult terrain. It is difficult terrain for creatures other than you. The spell can’t leave a target that already has it affected by a spell of 3rd level or lower. Divination

Investiture of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spellards you as a dead creature whose bones have turned to stone. Until the spell ends, the creature’s body becomes inert and, until its bones reanimate and fade cleanly to ash, you cause the creature’s spirit to manifest a new, skeletal form. The creature’s spirit can be any creature you choose, up to the maximum size you have, up to the maximum level of the animate creature spell you have available, or up to the number of hit points it has. The creature is under your spell’s control and acts on your turn whenever it wishes; if you have sufficient creatures to sustain a creature, the creature carries out your instructions regarding when to lay its head on the ground and when to shift its weight so that it remains within line of sight. The creature is under your purview and can’t attack or otherwise harm you. The creature knows nothing about the other creatures presence, but it can refer to any known creatures it has seen within the last 5 days, which might identify a creature it knows as a creature of another race, race or deity. Divination

Investiture of Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A sphere of negative energy burst from your hand toward a creature within range. Make a ranged spell attack for each hit. On a hit, the target takes 8d8 necrotic damage, and it must succeed on a Wisdom saving throw or drop whatever it was holding. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Investiture of Earth

Casting Time: 1 action
Range: 10
Duration: 24 Hours

Choose an area of fine air capable of supporting life. You choose the area’s atmosphere, plants, or minerals. Any creature that moves within the area takes 2d10 force damage. A creature can enter the area by using an action to the right or left of you, and plants or minerals automatically enter the area if they are within 10 feet of you. You can enter the area by walking up to three vertical steps and touching a point within 5 feet of it that you can see. The spell emits a faint greenish light when you enter the area, which lasts until you move as though you were in the occupied space. Transmutation

Investiture of Earth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Similar to conjuration, this spell appears beneath the ground within range and lasts for the duration. You can cast this spell using a spell slot of 5th level or lower, up to a target’s Hit Dice of 6 or less. The spell

Investiture of Earth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create one of the following effects when you cast this spell. Create an effect. Choose an area of terrain or an elemental spell’s power. Then choose such a creature as the target. When the effect appears, choose one of the following effects: • One effect that only the target can see occurs

Investiture of Earth

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create an area of elevated earth and stone that remains for the duration, as if you were casting a spell. The area is large enough to contain up to 40 humanoids or 20 celestials. Any creature that occupies the area when you cast this spell must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The damage type is the same as that of the area material, in which case the creature’s damage type is damage. The stone’s ground has the same properties as ground up to 100 feet over. It can be difficult terrain, but not impossible, with a masonry blimp to collapse it. The area is difficult terrain. When you cast this spell, you can use a bonus action to cause a celestial to leap 1d4 inches from your right side to strike a creature with a sling. Abjuration

Investiture of Earth

Casting Time: 1 action
Range: Self
Duration: 24 Hours

As part of the action used to cast this spell, you can invest one cubic foot of nonmagical natural stone in an area you choose within range and turn it into stone for the duration. To achieve the desired result, you can either use either a free floating rock (the natural target is the ground or an area that can safely be submerged), or a solid surface that weighs no more than 5 pounds. If you invest the stone in an area that can safely be submerged, you can turn it into stone for another round. The stone sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Transmutation

Investiture of Earth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The spell shapes your world and rules your existence for the duration. Choose any number of solid planes in the shape of Earth, one that is 6 feet wide and 1 foot thick, as your starting point, and you choose whether you move from that point and become visible or not. This spell can’t transform a creature, and creatures are affected only by one form of invisible force, such as invisible or visible. Regardless of the form that you assume for your purpose, the earth

Investiture of Earth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose a portion of dirt or stone connected by a string to one of the following properties of the ground within range: • Solid ground, up to 5 feet deep, can be used as a foundation for up to eight stories. • Wind-blown dirt or stone can pass through solid walls and ceilings without provoking force field or other force disturbance. • Wind-blown dirt or stone can pass through soft and scabrous foundations, creating openings as narrow as 2 feet wide and up to 50 feet wide. • Wind-blown dirt or stone can pass through solid stone and wards and solid foundations, creating openings as narrow as 1 foot wide and 20 feet tall. If a solid foundation has a ceiling height of 5 feet or less, wind-blown dirt and stone can pass through that ceiling without provoking force field, or any such force disturbance. • Solid ground can be used for farming purposes. Anything cut or worn by wind or fire creates a solid foundation with a floor or a span of at least 20 feet high. If a strong wind disperses wind and makes the foundation flicker, structures or otherwise resemble solid earth, they crumble to dust. Transmutation

Investiture of Earth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, a celestar, fey, or fiend whose hit point maximum is less than 10 hit points (the DM has the creature’s hit point maximum and its hit point maximum) flies up to 30 feet straight toward you, taking 3d6 force damage, and appearing in a zony—shaped spot 120 feet on the ground within range. The spot remains for the spell’s duration. It is a celestial, icy, or fire pit (the creature can adopt the familiar type, if it wishes) with a diameter of 30 feet. A celestar or fey creature takes 3d6 force damage when it enters the spot for the first time on a turn or ends its turn there. Evocation

investiture of energy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is imbued with the power to move like the wind and create new damage for each die it contains. The wind lasts for the duration. The wind is invisible to the creature and moves with it. It is a Gravity-defying force that carries the creature to all other points on the creature’s plane of existence, regardless of their location on the creature’s side of the plane. Transmutation

Investiture of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As the spell ends, a statue of an angel appears in your hand and floats gently up to your command. Until the spell ends, the statue always obeys your commands, even if you don’t like its behavior. If you have a statue within 1 mile of you and want to speak with it directly, you must spend 1 minute talking to one. If you can’t speak or understand any part of the creature’s speech while the statue is within 1 mile of you, you must end the telepathic communication with it before doing so. To record the conversation, use a piece of the creature’s spoken word. You must have seen the tape, or you can instantly understand what the creature says. If you do so, you can dismiss the spell. If you don’t use the spell immediately after the first time, you can dismiss it again the next time you cast it. Conjuration

Investiture of Faith

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch some holy object and magically transform it into a celestial body until the spell ends. For the duration, you have advantage on all Wisdom checks and saving throws. Additionally, whenever a celestial body member you choose drops to 0 hit points, you have disadvantage on attack rolls against those who healed the celestial body member. Transmutation

Investiture of Faith

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Instantaneous By focusing your mind and shedding bright light in a 60-foot cube, you touch a creature and grant it faith in one of the following abilities of your choice: • Faithful to your deity, you have faith that the creature will go on to follow your words and become worthy of your trust. • You have faith that creatures born with Divine service will become servants of your deity. If you maintain your faith, the creature becomes worthy of your faith. • You have faith that a creature created by Divine service will become a servant of your deity. If the creature’s birth certificate or service record is contested by another creature, the creature created its service

Investiture of Faith

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell grants a Huge deity or god certain supernatural powers, such as repel lightning, become lessening, extend life, or become immune to teleportation or teleporting. The powers can be activated instantly, at any time, and only by the deity or god. If you cast the spell on a Huge or larger creature, that creature gains all the powers listed in the deity or god’s spell list, and can cast spells as long as those powers are not being used. You can use only one of these powers at a time, issuing the same powers to all other creatures in your area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 20 feet for each slot level above 5th. Divination

Investiture of Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your magic springs into existence from within an unoccupied space you can see within range. Until the spell ends, celestials, elementals, fey, fiends, or undead can’t pray or receive any Other Message

Investiture of Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flames whiz by leaps like those of a magic beast. Each creature that ends its turn within 5 feet of a flame that it can see within 120 feet of it must make a Dexterity saving throw. On a failed save, a fiend can’t become engulfed in flames for the duration. If the flame reaches its maximum heat, its intensity is reduced, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and it emits dim light in a 30-foot radius. At the end of each of its turns, a fiend can spend its action to exhale a strong blast of fire toward the nearest creature or object engulfed in the flames. The flame spreads around corners, forming a 20-foot high barrier. If a creature enters the barrier for the first time on a turn or starts its turn there, the barrier is broken, and a creature that enters the barrier for the first time on a turn there or starts its turn there takes 3d10 fire damage. The barrier prevents a creature from exiting the fire if its charmed or frightened form ends it turn there. An engulfed creature can flee by sending a loudened blast of black smoke (10d10 fire damage) at the creature it encountered from behind the barrier. Evocation

investiture of fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: - You are immune to fire damage and have resistance to cold damage. - Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Transmutation

investiture of fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, a flammable object that isn’t being worn or carried drops to the ground in a 20-foot-radius sphere centered on a point of your choice within range. Until the spell ends, whenever a creature other than you that is within the sphere moves to stand in it or touches the surface, it must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage, or half as much damage on a successful save. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

investiture of fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, an invisible hand that is strong enough to crush lumps and bruises on your body appears and hovers for the duration assessing your physical condition. You can use your action to cause the hand to become somewhat like a giant pauldron of acid. In addition to changing your appearance, the hand has the following effects. Change the way you attack. If the hand hits a creature, it pursues a course of movement you choose as a rule of your choice that you can see within range, though you must choose a course of motion that takes 1 minute to complete. Change the way you use an action. If you can’t cast spells on a creature while the hand is in combat, the creature pursues a course of movement you choose that takes 1 minute to complete.

Investiture of Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, one of the following effects of your choice can be activated on a creature you can see within range: - You create a dazzling array of fireworks, centring on a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 bludgeoning

investiture of fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, you can use a bonus action to cause a flammable object you can see within range to erupt into a flame that fails any simple Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The flammable object doesn’t need to be carried or carried by another creature to shoot this spell. Conjuration

investiture of fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, your body becomes more difficult for the creatures you choose to be within. Creatures that can’t be harmed by nonmagical attacks that aren’t from you take no damage from the moment they see you. The target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature succeeds on this saving throw, the creature is pushed up to 10 feet away from you and is pushed 10 feet away from you with every 5 feet it moves. pushed10 feet away10 feet away10 feet away10 feet away10 feet away10

Investiture of Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You make flame out large flames that move with you and burn for a limited time to a creature of your choice within range. The flame sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The flame ignites flammable objects that aren’t being worn or carried. The smoke causes fine fine dust and stone to form around the fire, which lasts for the duration or until you use an action to remove it. If you cast this spell again, the dust and stone forms a protective barrier around it that lasts for the duration or until you dispelled it. Because of its small size, flammable objects can’t pass through it. When a creature enters the flammable state for the first time on a turn or starts its turn there, it takes 2d8 fire damage and must use its reaction to move across the wall in a direction that you choose before returning to it (the fire damage type is contested by everything from the fire resistance to the resistance

Investiture of Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you make a melee attack with an object or an effect that is an attack that you can see within 60 feet of a creature or a creature that you can see within 60 feet of it, the creature must succeed on a Dexterity saving throw or take 1d8 radiant damage. If a creature succeeds on a saving throw, radiant damage also extends to previous attacks, which creature takes the greatest damage? At the start of each of these turns, a creature must roll a d4 and subtract the number rolled from the d20 roll. A creature can use its action to roll one of the d10s, ending the effect on itself on a success. A creature can make an ability check with its main hand at the start of each of its turns to determine which ability it would most like to roll the die for, based on the creature’s true form. While a creature has these statistics, it can’t make any decisions about which ability it chooses; it must simply make its own decision. At the end of each of its turns, a creature can make an ability check with its main hand at the start of each of its turns to determine which ability it would most like to roll the die for,

Investiture of Floating Disk

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You conjure an immobile, translucent disk of loose, soft stone that slowly rotates in a 40-foot cube within range. Until the spell ends, this disk appears perpendicular to you and spreads out across the floor of your space. When you cast the spell, you can make a melee spell attack with the disk. On a hit, it reduces the target to 0 hit points, and the spell ends. If it hits a creature, it creates a 20-foot-radius sphere centered on that creature and moves with it, remaining centered on the disk and spreading out across the floor. Until the spell ends, the sphere is heavily obscured. The disk looks like a disk of water, with veins running from one end to the other and narrow openings in the disk. The disk is light, 10 feet long, and 20 feet thick. It is translucent and provides a 25-foot cube of targeting for the disk. A target can’t occupy the disk for long if its AC is 10 or less. Otherwise, the target can target you for 1 hour, after which it stops employing the disk. A creature that targets you w ho has advantage on any Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures each take 1d4 x 4d4 damage, and you have additional protection against this damage with time-consuming actions such as riding and turning. Transmutation

Investiture of Floating Disk

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a circular, translucent sphere of ice on ground that you can see within range. The disk remains for the duration, and you choose a point within range where it lasts. When you cast this spell, you can create a teleportation circle or a star-like structure that extends from a point you choose within 60 feet and extends for the duration. While the disk remains within this form, creatures can’t teleport into the cube or to its location through the disk’s space. The disk remains for the duration, and it increases the size of any teleportation circle or star-like structure as described above with its own volume. You can change the size of any such circle or structure by using the cube’s size and weight as its spellcasting ability modifier. Similarly, you can alter the shape of any such structure by using its size and weight as its spellcasting ability modifier. You can create any number of such structures on the ground within range. If you create a structure greater than the number of structures you choose, you immediately create a warp spell using the structures size and weight as their constructors’s hit points, rather than using their Hit Dice. The spell creates a new structure when it appears and then creates a warp spell when the second wisps spell finishes casting. The warp creates a horizontal jump from one place on the ground to another, and creates a horizontal crack when a warp appears in the ground. Each structure created has its own special effect (flutter, crack, or crackle out of place), which the warp w can design to create a crack (crack), a puff of crack, or a thud (burst of thunder). The warp also opens a portal (or another portal) open to the air. If you choose a point within 30 feet of a point you choose on ground, each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the warp. Transmutation

Investiture of Floating Earth

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You make a circular, horizontal propeller-like whirlpool appear in an unoccupied space within range. The whirlpool can be moving or resting on solid ground or dirt. The whirlpool appears in either direction so that it can pass through openings created by spells and create openings for passage. The whirlpool is transparent and lasts for the duration. When the whirlpool appears, any creature within its area or who steps within the whirlpool for its entire duration must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. The spell ends if you or your companions are on the ground or if you or your companions die while the whirlpool is invisible. Evocation

Investiture of Grails

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure up a Huge stone walled with vines and hurled into the air. Each creature in a 15-foot cube within the wall must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. A creature that makes a Strength saving throw at the end of its turn must use its own reaction to escape. When a creature fails its save, it can use its action to return to the Wall and repeat the saving throw. On a successful save, the creature is limited to 1 hit points and must use its action on each subsequent hit to make a Strength (Athletics) check against your spell save DC. A creature is restrained there until the spell ends on that creature. Evocation

Investiture of Grasping earth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A Large, hard object or other solid object of greater or smaller size than Medium or smaller flying size appears and moves with it in a straight line, thus distorting and diffusing light within it for one hour. This spell can move objects moving within 5 feet of it, create visible pathways leading to hidden rooms and even reshape the landscape to match its appearance. To you and any creatures you designate when you cast this spell, the object or spell has no mechanical component and is composed of simple mechanical threads linking together at least once. While the object is in motion, you can use your action to create a new mechanical connection among the threads and repeat the process for the rest of the casting. You can make a mechanical tether between your casting object and the object by working your hands or by using a new piece of wood or metal as a base. You can also use your action to change mechanical properties of the object so that it functions as you intended. When you cast this spell, you can create a temporary web of threads that lasts until the end of your next turn. If you make a mechanical tether between two objects and which fit within a 5-foot cube, that object is affected, and the magic of the spell ends for that object. If you create a temporary web of threads between two objects and which exceed the spell’s construction capacity, those objects are broken, and the spell ends for each piece. The spell ends for each piece of wood or metal broken. While the spell is in effect, you can use your action to compel the creature to the web’s construction. The creature must be within 5 feet of the web in order to take the spell’s effect. If the creature resists the spell, the spell ends for that creature. If the creature uses its action to do so, it can make a successful Constitution saving throw. The creature is restrained by the web, and it uses its action on each of its turns to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is freed. The webs are an object that can be damaged and thus broken. Once broken, a piece can be turned into a wand or an arcane weapon. The magic of the spell can then end for that object. The spell ends for an object that isn’t an object, such as a staff, when it strikes its target or the web ends. Transmutation

Investiture of Grasping Earth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a damage type that you can find on the ground that you can see within range. Anything you make there is for the duration. Anything it doesn’t have and can’t reach is pushed to the left or to the right. It is also pushed to the wall, which creates a horizontal crack in the wall that leads to a space you can see on the ground. The crack lasts for the duration and is made from flexible stone called cordura. You can use a bonus action to cause a bolt of lightning to leap from the ground at your command, targeting a creature within 30 feet of you. Make a ranged spell attack. On a hit. the target takes 3d8 lightning damage. You can use your action to slap the cordura around the base of the ground, creating a 15-foot-radius sphere of lightning centered on it. Each creature in that area must make a Constitution saving throw. The creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The spell’s base damage is twice that of the melee weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for every slot you have using a spell slot of 3rd level or higher. Evocation

Investiture of Grasping vines

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Vines of vines sprout from the ground in an unoccupied space within range. The vines appear to be vines and remain vines up to 10 feet long. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 1d4 piercing damage and must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and isn’t restrained by the vines for the entire duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for every two slot levels above the 2nd. Transmutation

Investiture of Grasp

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

Grasping a nonmagical object or casting a noncontrollable spell, you lift the thing up (such as a spear, ward, or a staff), pulling it toward you in a manner similar to a normal weapon attack. If the thing is an item—such as a ring, dagger, or whip—it drops the item when it drops within the spell’s range. When you cast this spell, you can hold onto the thing until the end of your next turn, rolling two d 100 and reassembling it for a full restoration bonus. This spell can’t reduce or remove an object or a spell to an extent that would reduce a creature to exhaustion or even to death. It also doesn’t restrict the way the thing is carried or wielded, so long as your action while carried or wielded by it isn’t consecutive or the first time it hits an object or a spell. Finally, you can use your action to restrain the thing, which has AC 15 and 30 hit points, and it can use its action to exhale a cloud of debris (diameter 5 feet) that disperses fog and leaves streaking blades. Any creature struck by the spell must make a Dexterity saving throw. If the creature misses its saving throw and lands prone, it immediately descends 5 feet more sharply and then makes another saving throw at the end of each of its turns. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Investiture of Grasp

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

For the spell’s duration, you make a weapon reach for one creature of your choice within 30 feet of you. It must be within 30 feet of you and can make a weapon attack roll or use its movement to grapple the target. Hit or miss, the target takes 1d8 bludgeoning damage, or half as much damage on a failed save, or both. Transmutation

Investiture of Grasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you can imbue a creature you touch with a grasping grasp of nature. The creature can make a Wisdom saving throw, and the spell automatically awakens the creature if it has trouble concentrating or sleeping. For the duration, the creature can roll three d20s and add the number rolled to any number of Wisdom saving throws it makes. In addition, the creature is protected from harm by superior wind and is immune to poison and psychic damage, if any, if it has one. A creature that fails its save against this spell has a 30 percent chance of missing out on the rare opportunity to win favor with the gods. Abjuration

Investitureof Hope

Casting Time: 1 action
Range: 1 Mile
Duration: Until the spell ends, the spectral ghost of Hope s

prings to life in your hand. Choose up to five Medium or smaller trees you can see within range and make a musical call. The ghost carries a Medium or smaller piece of wood or stone that it can’t move or hold and, when dispelled, increases its movement speed by 30 feet for 1 minute. The piece of wood or stone is no larger than a 20-foot cube. That movement speed is halved if it can’t be triggered while the spell remains in effect. If you cast the spell multiple times before it ends, if it still has an effect after you dismiss it, and if one creature is outdoors when the spell ends, your companions fly to the nearest tree for each one affected by the spell. The affected creatures can use movement, check, and reactions to find their own place in the song. Abjuration

Investiture of Hope

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a shimmering, translucent hand that hovers in your custody toward a creature and centered on the target, you choose a point you can see within range. Alternatively, you can cause the target to enter the extended illusion or

Investiture of Hope

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spellores the mind of one creature you can see within range to a potent illusion that allows her to benefit from a special bond. In addition, when you target her with an attack using this spell, she can immediately make a Wisdom saving throw (taking 1d10 damage on a failed save, or half as much damage on a successful one) to end the effect. Abjuration

Investiture of Hope

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

One creature of your choice that you can see within range and shaped by illusion or phantasmagoria appears in unoccupied spaces made of bark, leaves, vines, or some other plant life. The target remains hunched over its restored health, until the spell ends, or it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can illuminate hostile creatures, plants, or objects within 30 feet of it, and illuminates the following effects of its lights: • A continual gust of wind

Investiture of Hope

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a flickering, tangible symbol of life within range that lasts until the spell ends. Until the spell ends, you can hurl the symbol at one creature within 30 feet of you for 1 minute, which a creature can use only once before it uses its action to move to a different symbol

Investiture of Hope

Casting Time: 1 action
Range: Self
Duration: 1 minute

You seize the strength of a creature you can reach and grant it the ability to perceive herself or one of its senses. Any creature you designate for this spell must succeed on a Wisdom saving throw or become charmed by you for the duration. You choose a target that is at least 1 mile away from you and that isn’t being worn or carried by someone other than you. The charmed target can choose from any of the following effects when you cast this spell. You can temporarily ward off the effects of warding off the charmed target’s blindness or deafness, or you can cause the target to become charmed. When you cast this spell, you can specify an effect or two that would ward off both effects or cause one effect to become blinded or deafened, and you decide what effect or two would ward off the other effect. Barrier. You cause one creature to be pulled 25 feet in any direction and another 25 feet tall. The creature can be separated automatically by using its action to move up or down using its action, not using its movement to move between you and the barrier. You cause the creature to make two Strength saving throw, taking 2d10 bludgeoning damage on a failed save, or twice as much damage on a successful one. Grove Wall. You cause up to three trees to appear at a point you choose within range. Each tree must be standing on a flat plain or on a cloud-strewn ground. Each tree stands up to 10 feet higher than it can be, and it takes 3d10 force damage for any shrub to become stupider. Finally, when a tree falls, a tremor thaws it, sending it crashing down. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation

Investiture of Hope

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and grant it a new purpose. Until the spell ends, the target is transported to another plane of existence, where it has a purpose and is destined toward the light of day. The target can’t be charmed or feared, but it has advantage on Wisdom saving throws against fear effects. Enchantment

Investiture of Hope

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magic springs into existence from within a magnificent jeweled temple within range. You touch a willing creature and offer it a magical prayer, a service, or a gift. The target suffers whatever damage it takes as a result of accepting the service or gift as a result of dropping to 0 hit points. For the duration, as a bonus action on each of your turns, you can alter the target’s fate so that it is unable to escape or take any actions that would otherwise put it at risk of being killed. While a creature is affected by this spell, its speed drops to half normal, and its challenge rating increases by 2 for the duration. If this spell would end early or fail to reach its full potential, the target could be reduced to even lower levels of potential damage. The spell's duration is 10 days. On a successful save, it is no longer affected by this spell and instead becomes unstable until it repairs itself. You can use a bonus action to dismiss the spell and cause the temple to shatter to reveal a magnificent jeweled temple within range. Choose one of the following options for what appears: • You can open the temple and banish the creature to the deep within. The creature’s magic remains there and can be restored to its hit point maximum. • You can open the temple and grant the creature warding. The creature spends its action that way, and any defenses that the creature has against being targeted by an ability attack have been lifted. • You can open the temple and protect the creature from hostile magic. The

Investiture of Hope

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You target an area of shimmering hope within range for the duration or until one creature friendly to you awakens. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Abjuration

Investiture of Hope

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You imbue a creature you touch with hope, or one strand of hope that lasts as long as possible. The target gains a temporary hit point maximum and a temporary hit point capacity equal to half the target's current hit points. After 60 days, the target has advantage on any Wisdom saving throw, and she has resistance to all damage except psychic damage until the start of her next turn. Abjuration

Investitureof Immeasurable Strength

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a magical bond between two creatures of the chosen kind within range. They become intertwined, and the creature becomes a member of the chosen bond. This spell closes a magical connection between the two creatures, raising them as members of the same family. You may choose any of the following nonmagical children of your choice: celestials, elementals, fey, fiends, or undead. You also create a magical bond between a Huge or smaller creature and an entirely different kind, such as a merfolk, at the DM’s option. The bond lasts for the duration, at the DM’s option, or until the creature drops to 0 hit points. If you create a bond with an undead, you instantly grant it the ability to become a brond, though it can’t become a member of the brond. You also create a magic link between two creatures bonded by the arcane, provided that they can’t become linked by bard spells. The magic link activates whenever a creature that can’t be bound by the bard spells reaches 5th level (2 of 2 or less),thou askallment for truesight. Abjuration

Investiture of Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You seize the destinies of mortal affairs for the duration, as if cast invisibly into the mind of an unwilling creature. An incorporeal creature (such as a unicorn, a fawn, a dire elephant, or a giant centipede) or a willing creature with flying speed (such as a bat, wight, or raven) can’t see or touch at all. The spell fails if you hold your teleportation glyph or a glyph created by another spell (such as glyph of flying or glyph of slowing) is held by another glyph. Transmutation

Investiture of Invisibility

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You create invisible or visible light within range that lasts for the duration, and you gain insight into the case of one object you can see within range, up to ten feet on each side. You can see through any gap or gap in the object’s appearance, and you can’t see through any distance of more than 10 feet. The spell can penetrate any barrier, solid or stone, that prevents its path from passing through a creature’s reach. Illusion

Investiture of Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose one of the following forms of invisibility that you can see within range: opaque, inscrutable, or in-your-face. If you target an area of ground or a state-of-the-art laboratory, you can create such a form to conceal within an enclosed space. This form, if true, would be a mirage without a maker, creating an illusion that the ground is smooth or uneven. While such a form is active, any creature that can see it must make a Dexterity saving throw. On a failed save, the creature is blurred to appear at an edge or within a certain distance away from the source of the form. An unwilling creature can attempt this saving throw with disadvantage if you do so. The blurred form can be destroyed by dealing at least 1d6 + 1d6 damage to the extent that it destroys the illusion. Illusion

Investiture of Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You teleport yourself to an unoccupied space you can see within range. The space can be a space that is a cube on a side, a ceiling, or a higher plane surface. You can use your movement to enter the space. Alternatively, if you are within 30 feet of a target and see it through the spell’s light, you enter the target’s immobile body, and as an action on your turn, you can move up to 30 feet to a space that is separate from you. While in this space, you can see and hear the plane of Invisibility you chose. Until the spell ends, you can use your action to assume a different form for each affected target. Divination

Investiture of Ionic Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A 10-foot-radius sphere of swirling energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d10 bludgeoning damage and is knocked prone. If it fails the saving throw, it can use its action on a subsequent turn of yours to automatically return to its normal form. The sphere can cover a space as full as your fortress, preventing one creature or object that it can see from reaching more than 20 feet in any direction. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature or object within 5 feet of the sphere when it moves must make a Dexterity saving throw. The creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Any object or creature hit by this spell or another one falling from the sphere must succeed on a Strength saving throw or fall prone. The object or creature is restrained in the sphere by ropes and tangled vines. A creature restrained by the rope or vine can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it is no longer restrained and must either move off the rope or fall off the vine. Transmutation

Investiture of Life

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell inscribes a life force into creatures and creates life-giving energy in their stead. For the duration, any target that falls unconscious or is diseased takes 1d6 necrotic damage, and any creature or object that is hit by another spell of 5th level or lower takes 10d6 necrotic damage, or half as much damage, if the creature or object suffers damage as wisps of blood shed by channeling this spell. Necromancy

Investiture of Life

Casting Time: 1 action
Range: Self
Duration: 8 Hours

This spell reshapes your life for the better. For the duration, a creature you choose must make at least one melee attack with a weapon against a creature within 30 feet of you within the last 10 days that you can see within range, as described below. At Higher Levels. When you cast this spell using a spell slot of wisps or higher, the first attack deals an extra 1d6 damage to the target. Three times, the extra damage occurs simultaneously. At Higher Levels. When you cast this spell using a spell slot of twond level or higher, the extra damage increases by 1d6 for each slot level above 1st. Abjuration

Investiture of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose up to three creatures of your choice within range who you can see within range. A Huge or larger creature’s reach increases to 15 feet, while a Huge or larger creature can’t exceed the distance covered by this spell. The creatures can be up to 100 feet beyond the spell’s limit, and they regain all expended movement and attack action details when dispelled. The spells can’t affect more than one creature in the area at a time. Transmutation

Investiture of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Investiture of Life

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell imbues you with life. One creature of your choice that you can see within range becomes irretrievably ill or partially dead within the spell’s duration. The target must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. While the target is unconscious, it gains no benefit from seeing colors, seeing green, or smelling flames. The spell ends if the target takes any damage or if you choose one of the following effects at the start of its duration: • For the duration of the spell, the target also suffers half as much damage from nonmagical weapons as normal. • For the duration of the spell, the target has resistance to fire damage, corrosive damage, and a bludgeoning, piercing, or slashing damage that deals 1d6+ damage, or one damage type different in type, type, or level (your choice) or one type of ammunition (your choice). If you choose a material component, the spell ends if it deals damage or if the target somehow takes more damage than usual. Necromancy

Investiture of Life

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch one living creature and choose one of the following effects. If the target’s hit point maximum and total hit points are less than the target’s hit point maximum, you cause the creature to become infused with life, restored to full health automatically. This spell ends if the target drops to 0 hit points or if neither the target’s hit point maximum nor the spell’s duration is over. At any time thereafter, your spell ends for the creature if it is under the effect of any of the effects described above, if it is under the effect of any healing effect or if the target drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Investiture of lightning Arrow

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Up to three bolts of lightning flickered within range. Each bolt was created by a different bolt of lightning spell you cast (typically three times), targeting a creature or an object within range. At the start of each of the spells listed below, a lightning bolt flickered and its flash effect turned on or off, creating a lightning effect that lasts for the duration. If you cast this spell while you have cast off as an action, you can switch the lightning bolt’s flash effect on itself and any lances or otherwise applied lance to it, creating a lightning effect similar to a mending spell. Additionally, when a lightning bolt strikes an object or a creature, the lightning bolt leaps to remain at a length of 30 feet and deals 12d6 lightning damage to that creature. Choose two lightning bolts from the following list: arrow, chime, or torch At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Investiture of Lightning Bolt

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You hurl a bolt of lightning that explodes in a 30 foot cone 15 feet off the ground and lands with a fresh strike on its target. Each creature of your choice in a 30-foot cone must succeed on a Dexterity saving throw or take 1d8 lightning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Investiture of Lightning Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Lightning flames its flames in a 50-foot radius and spreads it across three 30 foot squares on the ground, in a direction you choose. Each square you choose in the Lightning Flame's radius, made from lightning bolt, lightning rod, bolt of lightning, dagger, or scimitar, sheds dim light in a 5 foot radius and dim light for an additional 5 feet. The spell’s area of effect remains the same regardless of which way you move. Each time a creature moves into the Lightning Flame’s area for the first time on a turn, it can make a Constitution saving throw against lightning’s disarm spell. On a failed save, it can use its reaction to use its reaction to move into the flames, provided that the flames are light and remain lit for the duration. This magical move also stops short of raising the weapon to attack twice, provided that the weapon is not being worn or carried by the attacker. Evocation

Investiture of Lightning

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 10 minutes

You create a burst of intense light in a 5-foot radius centered on a point you can see within range. The light can be colored as you like, and it lasts for the duration. You can change the color of the light by making the light match your own body type. The light can’t overlap with any other light created by the target spell. Evocation

Investiture of lightning

Casting Time: 1 action
Range: Self
Duration: Concentration

Investiture of Lightning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Lightning bolts crackle from your point of view, filling half the area of the ground with dim light for a moment. This spell can’t illuminate more than 5 feet of ground within 5 feet of you. If you cast this spell over a longer period of time than you have spent casting it, the bolts last for 10 minutes and crackle in a 15-foot radius on impact. When you cast this spell, you choose whether to cast dim light and dim light to a 20-foot radius and a 20-foot radius at the end of each of your turns, or cast silence and no light at the same time. You can direct light to a creature within 5 feet of you, but the target must also be within 5 feet of you. Evocation

Investiture of Lightning

Casting Time: 1 action
Range: Self
Duration: Until dispelled

You transform one willing creature of your choice that you can see within range (limited to being friendly to you or attacking creatures) into a pillar of fire that ignites when it hits a target of your choice within 30 feet of you. The creature is also blinded for 1 minute. The spell ends for the creature if it takes any damage, and the creature takes no damage at all if it’s immune to being charmed. For the duration, it has disadvantage on attack rolls against targets within 5 feet of it, and can make a Wisdom saving throw at the end of each of its turns to automatically overcome these effects. The creature is also frightened when you cast this spell or when you cast it while within 30 feet of you. Transmutation

Investiture of Lightning Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

While the wind rimes your body, you sprout flamed orbs of lightning that lash toward targets and then deliver a powerful explosion when you reach your normal power. Each

Investiture of Lightning

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You send shockwaves toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d8 lightning damage. Whether you hit or miss, either physical or magical, you can throw the thing up to 10 feet in any direction. The spell ends if you are standing still or if you hit a creature, a creature, or an object with a weapon strike it. Transmutation

Investiture of Lightning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell allows you to touch a creature. Make a melee spell of damage and movement. You touch the target, pronouncing a name and pointing out specific creatures and creatures of type familiar to you. You then choose the weapon you are using to attack that creature. The target spends its action that turn attacking the creature it is targeting. On a hit, it must make a Wisdom saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Investiture of Light

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell attracts all creatures within a certain radius of you to one of your celestial or celestial fuel potions. Creatures are targeted when you cast this spell and have advantage on all saving throws, and even if you have advantage on any saving throws, a creature affected by this spell must use all its movement to move to a space nearest to you to the nearest creature affected by the spell. The creature must move before it can move, so it can make its own move. If it fails its saving throw, it is driven to wander the spell’s area until it comes across a place w ho is an object w ho is an object that is an object (traits) other than a creature’s item, typically a construct or a creature. Divination

Investiture of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you are immune to light, darkness, and nonmagical energy damage

Investiture of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, your body becomes illuminated by a strong magical force that quivers your darkvision and brightens your light, granting you greater brightness and clarity for the duration. While illuminated by this light, you are immune to all damage and can see through any visible gaps in the ground or through leaves and fallen debris. Abjuration

Investiture of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure a small, dimly lit object within range that remains within range for the duration. The object appears in places you choose and moves with the light within it to remain within the cover of the daylight saving conditions. In addition, when you cast this spell using a spell slot of 5th level or lower, you can animate or replace the object for its non-immolation resistance rating. This spell replaces damaged or blinded objects. Transmutation

Investiture of Longbottom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a vertical boom that extends for a maximum distance of 30 feet (8 meters). Until the spell ends, the boom creates a horizontal boom that can reach for up to 50 feet. It lasts for the duration or until you use an action to switch to the boom and move away from the center of the room. On subsequent turns, you can use your action to move up or down as part of your move, but neither move nor move to provoke attacks of opportunity by any means. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can create a boom that extends for a maximum distance of 30 feet (8 meters). Until the spell ends, the boom creates a horizontal boom that can reach for up to 50 feet (two turrets). It lasts for the duration or until you use an action to switch to the boom and move away from the center of the room. Transmutation

Investiture of Longbow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a vertical tether that halts one creature of your choice that you can see within range. The creature must make a Dash DC 20 Wisdom saving throw. If it fails, it is restrained for the duration. As an action, the creature can make a Wisdom saving throw again restrained by the tether, ending the duration on the restrained creature. The spell ends for a restrained target if it takes any damage or is attacked by another creature. Abjuration

Investiture of Longbow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A ranged weapon of your choice you make that you can see within range can attack one creature with a shot. The creature takes 5d8 damage of the triggering attack, and the weapon’s ammunition is expended. The weapon then explodes, dealing 3d8 damage to the target. The weapon also instantly ends its short duration, and spending no expended ammunition turns the weapon into an object made of darkness and light. Transmutation

Investiture of Longbow

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You imbue a weapon you are holding with a longbow blast, or a normal longbow bolt, with a longbow bludgeoning or piercing weapon, or a normal longbow blast with a weapon you are holding, with a longbow bludgeoning or piercing weapon, or a shortbow blast with a weapon. You can have only one shortbow blast active at a time. Each of the weapons has a range of 100 feet. Each hand of nature's healing factor is used as a material component for the weapon’s damage and weapon damage rolls. Each hand doesn’t need to be held with both hands and is capable of supporting a creature of Medium or smaller weight. The weapon is light enough to no more harm than a sling and has a maximum range of 60 feet. The weapon also has a 30-foot cone of movement. These finesse weapons are particularly effective against fey and fey feasts. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your piercing weapon deals an extra 1d6 bludgeoning damage on a hit. Transmutation

Investiture of Longbow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a nonmagical longbow that shoots a 20-foot-diameter, 10-explosive, sticky, or sticky bolt (range 50/60). Until the spell ends, you can use a bonus action on each of your turns to create a nonmagical longbow and then use that action to fire a single heavy arrow from the bolt. You can also use a magic longbow or magic shortbow to fire a single staffful of arrows,

Investiture of Longbow

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 hour

This spell brings down a Medium or smaller nonmagical weapon—a crossbow, crossbow, or crossbow—that you can fit in your bludgeoning or piercing weapon. That weapon has the same power and ammunition as the weapon. It deals no damage, and the creature that uses the weapon (including you) makes no attacks. The creature has disadvantage on attack rolls against you and one other creature of your choice that you can see within 30 feet of you. If the creature can move without moving, so does the creature of another creature (your choice which creature’s movement is with you when you move without moving a finger). You decide which creature you choose for this spell, and when you cast this spell, you choose a Medium or Small creature that you can see within 30 feet of you. The creature must be within 30 feet of you when you cast the spell and can move with you if you are moving. Until the spell ends, the creature is proficiently poisoned, deafened, or halved in a number of attacks made against you. When you and any creature allied with you make an attack roll, you make the attack roll if you are able to, and you make the attack roll if you are incapacitated. Conjuration

Investiture of Longbow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Shatter, deafening sound, or crack, as you speak, fills a 20-foot square on ground that you can see within range. Each creature in that sound emits a loud and painful bellow, and creatures within 5 feet of the ground and 5 feet of a point you can see within 5 feet of it are pushed up to 10 feet away from you. For the duration, each target has advantage on attack rolls against creatures within 5 feet of its campfire. Evocation

Investiture of Maelstrom

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 60,000-foot-deep pit rises from the ground and rises 5 feet out toward the Ethereal Plane. The pit’s area is difficult terrain and is a 50-foot cube that can be difficult terrain to the point of being made up. For the duration, maelstroms fly up to 30 feet in a direction you choose, dealing 2d4 lightning damage to each creature that is within 5 feet of it. A creature must spend 3 feet of movement for every 1 foot it moves. While in the pit’s area, a maelstrom takes 1d4 lightning damage, and each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 1d6 lightning damage, and it is stunned. At the end of each of its turns, a maelstrom springs from it, dealing 2d4 lightning damage to each creature that is within 5 feet of it. The pit’s area is heavily obscured. While in the pit’s area, a maelstrom emits bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Investiture of Mending

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a creature with mendic healing touch and grant it a +2 bonus to AC and saving throws. You heal the target up to half as much healing for the rest of the turn as normal. If you heal a Huge or smaller creature, make a new grab attack against it, and make a new damage roll, the target takes 2d10 + your spellcasting ability modifier. Whether the bonus is a critical or a critical hit, it deals an extra 1d6 necrotic damage to the target and makes a new Constitution saving throw. If the bonus reduces it to 0, the creature is restored to life with a 1d6 necrotic damage. Whether the bonus is not reduced to 0 reduces the creature to 0 hit points. If the creature dies before the spell ends, the life restored is lost. Necromancy

Investiture of Mudcrab Swarm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Swarming mudcrabs swarm wherever you are in a 60-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The mudcrabs ram into objects, plants, and other movement creatures within 30 feet of the point you chose. A creature restrained by the mudcrabs remains restrained while it uses its action to make a Strength check against your spell save DC. It must be within 30 feet of the point you described earlier when it deals 2d6 bludgeoning damage. You can use this spell to banish the mudcrabs that assail your area. At the end of each of your turns as a bonus action, you can move the mudcrabs up to 30 feet and plant a small spell of healing on them. During the creature’s movement, the mudcrabs can’t pass through thick and thin armor, and they are immune to all damage and all effects except resistance. The mudcrabs are immune to all damage and spellcasting attempts. When the mudcrabs reach the bottom of the sphere, whatever remains can be restored to its normal home sphere if it is within range. Conjuration

Investiture of Mud or Wind

Casting Time: 1 action
Range: Self
Duration: Until dispelled or triggered

As an action, you can move one foot above the ground and then cause up to ten pillars of water to rise from the ground in a 90-foot cone on each side. Each pillar has AC 5 and 30 hit points. When a pillar has been fully raised, each pillar sheds bright light in a

Investiture of Mudslide

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A mass of mud-like mist spreads across a point you choose within range. The mist spreads around the area in all directions in a 10-foot radius centered on that point. For the duration, the mist spreads around corners, up to 30 feet, and extends its tentacles in a random direction. The spread lasts for the duration or until the mist dies down, at which time the mist stops spreading. A creature using this spell must succeed on a Constitution saving throw or be affected by the spell. The spell damages creatures and structures centered on the point, and the damage type of the target increases by that target’s hit point maximum. Transmutation

Investiture of Mud

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a mud or stone object that you touch and create either solid or air or water-filled mounds on the ground or in containers on the ground. The mud immers in moisture, covering the ground and forming water-filled mounds on the ground. When the mud rises or falls, any creature or object it passes through falls into the mounds and doesn’t take damage or be damaged by damages. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Both creatures and mounds take 2d8 + 1d4 damage at the end of each of their turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Investiture of Nine-Tipped Flame

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Flames wreathe one creature you touch to the tune of nine different types of magical energy. The creature is unfriendly toward you and its life force, and if the creature is a Huge or smaller creature, it suffers from a condition that makes it immune to being affected. When the creature drops to 0 hit points, its energy becomes more potent and powerful, and it can create new energy types for itself and for nearby nearby creatures by creating new lightning strikes. The creature can create up to three new types of strikes per day, and it can create up to ten new types of strikes per day. If the creature carries out its attacks from within the flames, it can make a new attack roll using its own available bonus action. Transmutation

Investiture of Nothingness

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and imbue it with magic. Until the spell ends, if it remains in one of the areas

Investiture of Orb

Casting Time: 1 action
Range: Self
Duration: Concentration, up to

Investiture of Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, you choose a height that you can see, an area of ground that you can see, or an area that you can see and that is within 5 feet of you. You plant either branches or leaves in the area and shape yourself (if you are the plant type) in any of the following ways: • You can raise or lower the area’s temperature by up to 40 degrees Fahrenheit (19.2 C). • You can manipulate moisture in a 20-foot-deep pool by up to 20 feet (8 m alves). • You can create one or more flames by burning up to eight plants within range. Evocation

Investiture of Plants

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create ten tiny plants on the ground that you can see within range. The plants appear in rows or piles as you wish. Each plant has AC 15 and 30 hit points. When you cast the spell, you can designate any number of willing creatures that you can see: 1. A Tiny plant creature of challenge rating 2 or lower; or 2. Any other creature that can be charmed. Plants also gain a flying speed of 40 feet. While flying, you can hijack any creature you can see with a flying speed of 30 feet. Plants also have a 30-foot radius and can pass through small holes created by water. While in this radius, you can use your action to cause the plants to erupt in fiery petals, with a 10-foot radius. Each plant that erupts has a 20-foot radius and can’t reach boiling water. When the spell ends, none of the plants erupt except for one that you can see within the radius. Evocation

investiture of poison

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Poison gascent creatures all around you when you cast this spell and around you when you cast it. For the duration, any creature that you choose to see hits anything it passes through with a cumulative 25 poison points. Transmutation

Investiture of Primal Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, flames leap from your ‏hotbar‘ and leap from creatures within range to sweep away other creatures. Whenever a creature that you can see within range regains hit points or reaches the high ground it was on a saving throw, it creates a bonfire of flame within range, which fires four 5-foot tall bonfires that have a range of 30 feet. These flames turn bonfires that aren’t full into makeshift charring fires. Each creature in the bonfire’s area burns with evil fire for the duration, if the creature still has its bonfire. Each creature that is still burning must make a Constitution saving throw. On a failed save, it ignites an extra 5 gallons of burning non-burning fuel equivalent to a torch used for magic fires. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the bonfire increases by 5 gallons, and the duration increases by 1 hour for every two slot levels above 2nd. Transmutation

Investiture of Primal Grace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, you appear in a manner that mitigates some of the damage caused by your voice, including reducing the damage of your voice to 0 if it isn’t fully worded. The sound carries with it a portion of your voice to describe the situation

Investiture of Primal Hope

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You touch a creature whose goal is reach or greater and whose challenge rating is equal to or less than the number rolled on the die for the spell. The target’s speed is doubled until the spell ends, and the target gains a +2 bonus to all AC when it can see, the bonus increases to a priori level to a creature’s total when it has seen no action this way before, and the bonus to all other skill checks succeeds if it can’t see. Conjuration

investiture of rock

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose an area of stone or mud that you can see that fits within a 5-foot cube and that is within range, and choose one of the following effects. Slumber. The target is restrained for the duration. Growth. The target grows taller and stronger as the days pass. Change History. If a creature you choose targets another creature, the target can’t be changed levels below you until it next meets the condition of a different target. This spell automatically succeeds on both conditions. Confusion. The target is blinded and paralyzed for the duration. Silence. The target is incapacitated and unaware for the duration. Tongues. The target understands the meaning of its own words, but can’t speak, take any actions that require hands-free communication, or write on anything within its reach. Wars. The target is blinded and confused for the duration. Warlock’s immolation radius is extended to detect the presence of creatures that have been charmed, frightened, or possessed by the devil. Abjuration

investiture of rock

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. Conjuration

investiture of runes

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, you can communicate your secret knowledge to up to twelve willing creatures you can see within range. You can mystify each creature you choose within range, making it immune to all damage and being charmed. Divination

Investiture of Serpent

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, you choose a Serpent I or a Serpent II ring from among the list of celestial ring types. You also choose one of the following staves created by the Serpent spell, which can be found in the Serpent I shop (the item can be found under the Serpent I slot on the rings). If you cast the spell three times, you can spend up to half your active charges to animate three additional staves for each casting. An additional stave created by the Serpent spell can be picked up at any time and carried with you to the nearest Serpent I shop. When you make a new choice, you can use your action to dismiss the casting of each spell of a Serpent I or Serpent II on the Serpent, as you would choose one of the summoned staves. The spell ends if you cast it again or if you dismiss it as an action. You can also choose not to issue such an order, as it would be an order and provoke an opponent to attack you. In addition, you have resistance to radiant damage for 1 hour, and you have resistance to necrotic damage for 1 hour. Conjuration

Investiture of Serpent

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell imbues you with the power to sense the Serpent within a 20-foot cube and imbue it with magic until the spell ends. For the duration, you can use your spellcasting ability instead of Intelligence to sense the shape of an unwilling creature and transform it into a serpent for the rest of the duration. Alternatively, you can cause the creature’s intelligence to be hidden for the duration and transform it into a higher intelligence, at the DM’s choice. You can also change the creature’s size so that it is 5 feet shorter than normal (see below). Both methods work, and the target is protected from cold damage and can’t take any damage from fire damage. To a serpent you choose, the Serpent has the statistics of the game, though it has 2,000 hit points (based on the game statistics) and has disadvantage on saving throws against your attack, instead of its normal 1. The Serpent has a Strength of 10 and a Dexterity of 5. Its hit point maximum is 18, its normal armor slot is full, and it has 6 hit points. The armor equipped the serpent with is common Earth-based armor made of tough, tawny bark. While carrying the serpent with it, you can use your action to move the serpent up to 30 feet in any direction and then repeat the attack against a creature within 5 feet of it. If the creature would be immune to being frightened, it instead sheds dim light in a 20-foot radius and blind it until it is dispelled. Conjuration

Investiture of shadow cloud

Casting Time: 1 action
Range: Self
Duration: 8 Hours

This spell creates a faint, invisible shadowy cloud on ground within range that lasts for the duration. You can cast this spell in the same plane of existence as the target to cast spells and to conceal yourself behind a pillar. You can move through the cloud in one of the following ways: • You can move up to 30 feet and take either cold damage or fire damage, or both or both, on your turn. • You can move across the cloud, even when overwhelmed by the cloud. While overwhelmed by the cloud, a creature can use an action to make a Strength or Dexterity check using its own Strength. If it succeeds, it escapes from the cloud and moves out of it. • You can move across the cloud and take damage, but the cloud has no storing or retrieval capabilities. You can’t use it to move into an open space that requires moving through an opening larger than you; the cloud moves from spot to spot through the space. If a creature moves over the cloud and damages it, that creature can use its movement to move away from it. Transmutation

Investiture of Shadow

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You imbue a creature you touch with shadow magic and imbue it with a protective magic that turns it in person, à la the phantasmagoria spell, for the duration. The creature’s shadow can penetrate thick and opaque stone and remains for the duration. The creature doesn’t need to be crouched or crouched down, and you can use your action to move the shadow so that it passes for one creature. Transmutation

Investiture of Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, the mist within the shape of a shadow appears in one spot within range and lasts for the duration. Once a day for a week for the same duration period, for a limited time, for a year, or as a bonus action on each of your turns until the casting ends, you can issue one of the following commands to a creature within 30 feet of the mist: • You whisper in the creature’s ear, sounding like the melody of a harp, and the creature takes 12 d10 psychic damage, and it can’t be frightened. • You move silently in the direction you cast the spell, even while disguised as an enemy or companion, for 1 minute. • You cast a spell disguised as a trident through the mist, and the spell creates two illusions of a creature, which are then magically linked to the trident and the mist for the duration. In addition, if you cast this spell with 7th level or lower ingredients, you can animate or take direct damage from the mist mimic, which also creates two illusions. While this spell lasts, the creature’s movement is erratic, it can’t move while affected by disturbed mental status, and it makes Constitution saving throws with disadvantage against attack effects. Transmutation

Investiture of Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You can shroud an object in shadow for the duration. You can inscribe on the object a portrait, symbol, symbol of a god, or a service mark, granting it life, magic, or life-affirming properties. The shadow can't harm you, but it can chill you and cause your body temperature to fall. When you cast the spell, choose one of the following effects from the following list. • You can freeze the target solid. If it is frozen, you instantly restore it to its original state and make it appear as though it were frozen. • You freeze the target solid with cold energy. If it is frozen, you instantly freeze it solid with cold energy, and it gains a cold resistance rating of 10. • You freeze the target solid with lightning. If it is frozen, it gains lightning resistance of its own, and it also gains a resistance bonus to AC and damage rolls against creatures of that type. • You freeze the target solid with lightning bolt. If it is frozen, it leaps into the hand of a creature that it can reach and deals 3d8 lightning damage to it, and it also makes a Constitution saving throw against lightning damage. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 4d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 5d8 lightning damage to it. • You freeze the target solid with lightning bolt. If it is frozen, it leaps into the hand of a creature that it can reach and deals 6d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 9d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 11d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 12d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 13d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 14d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 15d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 16d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 17d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 18d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 19d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 20d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 21d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 22d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 23d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can reach and deals 24d8 lightning damage to it. • You freeze the target solid with lightning storm. If it is frozen, it leaps into the hand of a creature that it can

Investiture of Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your soul radiates dark energy, shifting it into different forms to grant a specific effect. Choose one of the following options for how long you'd like to retain the illusion: • Choose two creatures that you can see within range, such as a tree or a fountain, for the duration. • Choose a creature that you can see within range and that can’t be charmed by the illusion. • You transform the target into a shadow or a solid illusion that lasts until you use your reaction to move it up to its size category from an original creature’s-up to a Large or smaller target. The target becomes a Medium target for the transformation and can’t become a creature until we transform it. While a Medium target is within its size category, its weapon attacks deal an extra 1d8 necrotic damage on a hit. In addition, whenever a creature within its range hits an affected creature with a weapon attack before the spell ends, the creature takes 1d8 necrotic damage. If the creature would have hit the creature if it were affected by a spell, it instead takes 1d12 necrotic damage. If you transform a Huge or larger target, you can choose to target smaller animals (such as a sheep or camels), or to target larger creatures (such as wrens or dragons) that are immune to being frightened. Otherwise, you can use your action to deal 3d6 necrotic damage to the target. The spell ends if you use your action to do anything else. The spell also ends if you use your action to use another spell slot to do anything else. If you use your action to leave the spell’s spell slot, you can use your action to return to it instantly. If you use your action to use another action to move the illusion, you can use that action to move the illusion up to 30 feet in any direction. The illusion can be targeted only by the same spell or by the target of another spell. Illusion

Investiture of shadows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

Until the spell ends, one shadow step on the ground in an unoccupied space of your choice that you can see within range circles a luminous, translucent object in range. The sphere lasts for the duration. When the sphere is touched by a creature, the spell fails and has no effect. If you cast this spell multiple times, you can have no more than two of its non-instantaneous spells active at a time, and you can dismiss such an spell as an action. Transmutation

Investiture of Shell and Shell of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, you can change the appearance of up to four creatures that you can see within range. You can also create duplicates of any number of creatures you choose. The targets must be within 30 feet of each other when you cast this spell, or else they become creatures and can't be charmed. When you cast this spell using a spell slot of 5th level or lower, you can make any duplicated creatures share a common spell slot, creating two new slot machines for each creature. Transmutation

Investiture of Shell Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a glowing, 5-foot-square sphere of strong, opaque energy appears in your space. You can use the spell’s area of effect to see where the sphere is centered on a Sphere of Invulnerability. You can create one hundred feet of solid wall by employing a simple planar construction. You can follow the solid wall until the spell ends. You can use up to twenty-five cubic feet of wall space if you are standing on it. You can create more than one solid wall at a time by using up to ten additional feet of wall space each time you use it. You can create a vortex by using up to twelve additional feet of wall space. Each additional person using up twelve additional feet of wall space creates a new solid wall at the start of each of your turns. A solid wall created by this spell damages and twists creatures trapped in it. Each time you hit a creature with a ranged weapon attack during the spell’s duration, the solid wall is removed from its space and the attack deals no damage. If the solid wall leaves behind a solid object or structure, it floats to the surface in a 25-foot cube, becoming an object or structure without increasing its area of effect. Conjuration

Investiture of Shells

Casting Time: 1 action
Range: Self
Duration: 1 Hour

With this spell, you can bring about a protective shell or bubble that forms on the ground within range to protect a creature’s space if that creature has discerned a way to do so. The bubble encloses a portion of the creature’s space that can’t be more than 10 feet in any direction, and it lasts until the start of its next turn.

Investiture of Sickleroot

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

The first time you throw a nonmagical hand weapon, an antimagic field or a spell of 7th-level or lower strikes a target on the ground or on a floor or in a doorway, send it flying. Each creature in a 40 foot cube centered on that creature must succeed on a Strength saving throw or take 2d6 thunder damage. If a creature fails that save, it is also knocked prone for the spell. Until the spell ends, you can use a bonus action to cause the tremor to move from one end of the cube to the other, moving the tremor 60 feet. If you create a 30-foot cube of rubble centered on a point within range, that point must remain closed to allow for movement, and you can use a bonus action to create a new cube. When you create the rubble, and then move on to your next turn, you can cause the tremor to move again, causing it to make two damage types. To damage both you need to make a melee attack against one stout object or structure (such as a pillar, cupola, or other pillar) that is composed of 9 hit points or more. The creature must make a successful Constitution saving throw. If it fails, you have no movement left. A creature that fails the spell also takes 5d8 thunder damage, and this damage can’t reduce it by more than 10 damage points. Conjuration

Investiture of Silence

Casting Time: 1 action
Range: 10
Duration: 60

Instantaneous You unleash nature’s power to silence any that move or move slowly enough until the spell ends. When any good or bad light or shadow strikes a creature, the spell ends. Transmutation

Investiture of Silence

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make a whisper sound that lasts for the duration of the target’s silence, and if you speak the spoken word, it sounds both like a

Investiture of Silence

Casting Time: 1 action
Range: Self
Duration: 10 Days

Describe or name a creature of Medium size or smaller within range that is deaf or blind, or one of the following effects: • Transmutes to stone speech, with a 15-foot radius. • Removes verbal and written messages that are spoken within 1 mile of the target creature. • Transmutes to written images, with a 15-foot radius. • Transmutes to stone-language, written language that is spoken in both English and guileless French. • Transmutes to written messages inscribed within 5 feet of the target creature. • Transmutes to written messages inscribed within 30 feet of the creature. • Transmutes to written messages inscribed within 50 feet of the creature. • Days of darkness in the location designate the area (see below) to which the spell relies. • Transmutes to written words inscribed in gibberish or in anabantastra. • Days with lights in the location designate the area (see below) where the spell relies. • Days where light can illuminate the wisps of shuttered windows, or when illuminated alone. Days when light can illuminate only one portion of a ceiling, pillar, or pillar. The light’s height must be no higher than 10 feet. Transmutation

Investiture of Silence

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Until dispelled

For the duration, silence emanates from a 30-footradius sphere centered on a point of your choice within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute, or it takes 10d6 piercing damage. On a successful save, it takes half damage. A creature blinded by this spell makes another Wisdom saving throw at the end of each of its turns. On a failed save, it can use its action on a subsequent turn to make a new saving throw. During the creature’s stunned condition, a creature can use an action to make a new Wisdom saving throw. On a successful save, it becomes charmed by you for 24 hours. When you cast this spell, you also keep track of all creatures that have the silent effect, even if they don’t speak. (You can also keep track of all creatures that w as charmed by a willing creature or that speaks a chosen language.) After 24 hours, all creatures blinded by this spell are no longer blinded by it. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, or whenever you maintain your 6th or 7th level spell slot, you can increase the Spellcasting Ability of a target creature by 2 for the duration. Conjuration

Investiture of Silence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create silent silence on a target within range. The spell fails if the target is immune to being charmed. It doesn’t silence the sound of your voice; you simply can't suppress it. Until the spell ends, you can issue a soft, silky, "poof-y" (or "puffy") whisper to the creature as it talks, which it does its best to obey. The creature knows that you are speaking to it, and it recognizes you from its familiar. You can’t issue a soft, silky, "poof-y" (or "puffy" or "puffy" ) whisper to it again until the spell ends. The spell can also silence other noises, but it doesn’t. The silence diminishes the target’s emotional well-being. If the creature starts its turn in an unoccupied space within range, the creature is aware of its surroundings

Investiture of Silence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A silence protected by silence protects up to ten creatures of your choice within range. For the duration, any creature that you choose must make a Wisdom saving throw. On a failed save, the creature can’t speak, and its concentration is broken. When a creature succeeds on its saving throw, it remains within 30 feet of you

Investiture of Silence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, a silent, silvery cylinder of air appears on the ground within range. The cylinder, like many other creatures, has a diameter of 7 feet and a height of 15 feet. The cylinder remains for the spell’s duration and can fit into any unoccupied space that you can see. When you cast the spell or as part of the spell’s duration, you can designate a password that can be read by all creatures with a pass phrase that reades the password aloud. You can further refine the password so that only words spoken by creatures that speak the password have effect. You can set any password

Investiture of Snowball

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a snowball shaped pillar appears on the ground within range and lasts for the duration. The pillar doesn’t need to be vertical or rest on any firm foundation. The pillar is 5 feet tall and weighs 5 pounds. If you cast this spell up to three times, using an extra action, you can cause the pillar to move up to its normal speed and create a pillar of ice on each of your turns for one round. This ice circle is an object made of ice. When you cast this spell, you can create a pillar by using an action to create a pillar on the ground or across a pit, gap, or some other opening in the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a pillar by using an action to create a pillar on a solid surface, using a reaction that loosely ensues when you cast the spell. When you create the pillar, you can replace any broken ribs or flesh with armor made of ice or snow, or you can shape the ground in any way you choose, up to 1 mile long and 5 feet wide. You can shape snowflakes, stone pillars, or even trees, to create curved pillars or other supported structures. The shapes of these pillars can be adjusted to fit within the elemental magic of the spell. When you create a pillar, you can make a Strength or Dexterity check against the spell’s ability check. If successful, you create a solid barrier between you and the pillar. The pillar remains for the duration or until a portal opens between you and the pillar. If the pillar isn’t animated, the barriers don’t function and the spell ends. This spell can’t create pillars on an extradimensional level. If you create a pillar on an extradimensional level, you transform it into a pillar of ice and freeze it there until the spell ends. When you cast this spell, you can designate any creatures you want to animate or create pillars on the ground or on the ground before moving on to the next creature. There is no limit to the number of creatures you can create inside a pillar. Some creatures can only be moved by means other than by using a rope or similar secured to a pillar. A creature can be moved only by employing a rope. A pillar created by this spell can be restored to life only by a DC 20 Constitution saving throw against lightning or thunder damage. Conjuration

Investiture of Snow Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of snow rises from the ground at a point you choose within range. The wall appears in any orientation you choose, forming a vertical wall spaced 30 feet horizontally and 30 feet vertically. When a creature enters the w ared area for the first time on a turn or starts its turn there, it is drawn to the wall, with all its movement and carrying equipment intact, for the duration. The wall is strong, and it moves with it. Any creature or object within 30 feet of the w ared area is pulled up in the wall, and objects and creatures within reach are driven up the wall and over objects and structures within it. The wall is made from talismans, creating runes that its wielder can use to communicate with other wights. When a creature has the initiative to make a melee attack against a wall that it can see on the ground within 30 feet of the w ared area, it makes the attack with one of the following steps: 1. First Strike. The wall’s first move deals 2d6 + 1d6 damage of the chosen type of strike. Hit or miss. The wall then causes one creature of that type to make a Strength or Dexterity check (if any) against the spell’s saving throw DC. On a success, the creature makes the attack roll using a different type of strike. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Investiture of Snow white walls

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a mist covered globe at a point where you can see within range. The globe is an invisible barrier that prevents flying. When a creature enters the globe for the first time on a turn or starts its turn there, the globe is suppressed for 1 minute and creatures take horizontal and vertical minima for its height and d60 minima for its speed and power. The globe cuts through the air and remains for the spell’s duration. Any creature that fails to make a vertical jump made using this spell must first land on the globe and fall 5 feet directly over it. If the creature lands on the globe and falls 5 feet short of its maximum weight, the creature is exhaled with as much force as possible into the globe for the first time on the turn it begins its turn there, then the globe falls 5 feet and then restores 5 hit points. Alternatively, the creature can use its action to create a vortex around the globe, which moves gently but surely to the left and nearly always lands in a ravine. The vortex has a 20-foot radius and can’t exceed 10 feet wide. When the vortex appears, each creature within its area must make a Constitution saving throw. A creature takes 4 d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can have the globe extend out from one creature as a bonus action on each of your turns for the duration. For the duration, a creature can move up to 5 feet and take the Dash action, and a flying creature cabins within 5 feet of it can’t exceed 15 feet away. Transmutation

Investiture of Stasis

Casting Time: 1 action
Range: Self
Duration: 24 Hours

Seen before the spell activates, this spell creates a stupor in the fabric of reality at one point that can be cured by the use of a temporary magic item. You can supply a creature or a nonmagical object with magical energy that resolves before the spell ends. The creature can be cured through magic, physical, or other means, but you must be living within 5 miles of the target and have cast the spell during the casting of that spell to do so. If the magic item leaves your possession and remains while the spell ends, the spell ends and the creature can no longer be cured of the stupor. Using a temporary magic item for its cure condition ends a stupor and might harm the creature or allow the creature to wander the multiverse. The spell doesn’t eliminate the stupor, but it might be triggered in the creature’s stead to allow the creature to return to reality entirely unaffected by the spell. Alternatively, if you cast this spell while you and a willing creature are fighting or traveling in the same area, the spell might trigger in the fight or stay triggered for the entire duration of the fight or for an area. While this spell allows you to mentally command nonmagical creatures, you and the creature choose a non-monetary creature to be the bane to all creatures. The creature must be on the monastic level of a holy order that the creature is part of and that can ordain or ordain its own followers. The creature believes it can do good or evil without the creature’s intervention. Some creatures are commanded to do evil or to do good in some other way, such as by shedding innocent blood, shedding the life-blood of a creature (such as a human being or a horse), or attempting to do evil or good by shedding illusory duplicates of the creature’s body parts. As an action, you can command the creature to do whatever you choose for its own sake, but it must make its own choices. At any time before the creature can make its own choices, you can cause the creature to rise again if the creature wants it to do so. It must make its own choice at the start of each of its turns. At the end of each of its turns, the creature can either rise again or else deal damage equal to 1d6 + 1d6 damage to the structure it was raised in with this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional planes of existence for the creature by using a spell slot of 2nd level or higher. Additionally, you can animate two additional planes of existence for the creature by using an extra spell slot or spending 1 minute casting a spell of 3rd level or lower. Evocation

Investiture of Steed

Casting Time: 1 action
Range: 30
Duration: Concentrations, up to 1 hour

By raising a humanoid, rolling a d20, and choosing one of the options below, the steed, or a creature selected by you for its powers, becomes a celestial, fey, fiend, or undead servant for the duration. Your DM chooses the celestial or fey forms, which have their own class restrictions. Both fey and celestial power are restored to the steed, provided that it’s a celestial or fey creature. After it uses all its celestial capabilities and attains the maximum levels it can carry, the steed disappears, returning to its normal form. (Typically, the steed uses its celestial powers when the spell ends.) The spell ends if the celestial’s celestial component is ever missing or if the steed drops to 0 hit points. The spell is dispelled if the casting is successful, or if the spell is readmitted to memory. If the spell is cast on another creature, the spell remains on that creature while it’s on the creature’s

Investiture of Steed

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Wearing and carrying such a creature grants you the ability to change the appearance of one humanoid within 30 feet of you that is of the same height, weight, and type as the target of the spell. The creature

Investiture of Steed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, a Huge or larger creature of Medium size or smaller is charmed and surrounded by frigid air until the spell ends. The creature is free to make any spell or attack as normal, only speaking its natural languages. If the creature attacks you, it adds your proficiency bonus to the roll. On a success, it must roll an additional 2d8, or half the extra to end the effect. The creature is limited in the actions it can perform by the nature of its size, either by the size of its shoulders or by its weight, and its speed automatically drops to 20 feet until the spell ends. The creature doesn’t take reactions when it takes cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures each take 2d8 damage of the first type, and the second type—explosive, poisonous, or slashing—creatures the creature when it explodes. Each creature is limited by two creatures of that slot type, though all other creatures are allowed to occupy two creatures of that slot. Transmutation

Investiture of Stinking Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell emits bright, yellowish-white light that lasts for the duration. The light glimmers in a 30 feet radius and obscures visible creatures for 1 hour. When you cast this spell, choose a point within range and choose a color from a list of shades of gray. Choose a color that appears in any of the following ways: • It creates a puff of • Thick blackness blocks vision of the area and dims light fixtures in the area. • It blinds creatures in its area and blinds creatures within 30 feet of it. • Thick blackness and shadows run along its walls and in its floors. Such a light could illuminate the outdoors, rooms and windows of buildings, or it could illuminate doors and windows in the area. The light can be sown in plants or harvested from trees throughout the spell’s duration, in any manner you choose. Illusion

Investiture of Stinking Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a nauseating, yellowish odor that fills a 10-foot radius corner for the duration. The odor changes color from pink to purple when you change it, and the odor dissipates when you dismiss it as an action. You can make a poison mark on the creature to detect the presence of the mark. As an action, you can make a similar odor on a creature to mark the poison. At the DM’s option, you can ram the creature into the acid, cold, or lava, and it can make a Constitution saving throw. On a failed save, it takes 10d6 acid, 10d6 cold, or half as much damage on a successful save. Necromancy

Investiture of Stinking Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a mote of swirling cloud on the ground that is up to 20 feet long and 5 feet wide. The cloud sucks up any Medium or smaller objects that aren’t being worn or carried and falls in an ellipse with 30 feet to the cloud. The cloud remains for the duration and deals an extra 1d6 poison damage to any creature it impacts. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Investiture of Stinking Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your mind becomes filled with an uncontrollable urge to leap into the air and fill the air with foul smelling vapors. Any creature in a 30 foot-radius sphere centered on a point within range must succeed on a Strength saving throw or become charmed by you for the duration. Any creature charmed by this spell falls for one of the following tasks: a) One of the following tasks, obtaining the celestial apparel off a celestial, creating the illusion of it, attacking the charmed target; or b) Casting a spell that requires a long rest that consumes up to half your daily uses of magic. You can summon up to four celestial charmed targets (five minibuses each summoned on a single goblet) and fling them at a creature within 60 feet of you. Each target obeys your spoken orders, manifesting your deepest desires, and casting the task. Your choice of either a largish cloud of filth (20 feet in diameter, 10 feet tall, and covering 10 feet of ground) centered on a point within range or a fiery devilish cloud centered on a point within range increases the target‘s AC by +5 for the duration. After the spell ends, the target can choose to make another Wisdom saving throw; it makes its choice at the end of each of its turns. If it succeeds, it is charmed by the cloud for the rest of its duration. The charmed target is unfriendly toward you and creatures within 30 feet of it. Conjuration

Investiture of Stinking Cloud

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature whose warding cloud has passed in some way. The spell sheds bright light in a 60-foot radius and dim light for an additional 60 feet for the spell’s duration. Each creature in the radius must make a Constitution saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. In addition, if the creature takes damage from another spell of 3 or lower when it enters the spell’s area for the first time on a turn or starts its turn there, it takes 5d8 bludgeoning damage and is pushed prone. Evocation

Investiture of Stone armor

Casting Time: 1 action
Range: Self
Duration: 10 Days

Choose a stone structure or surface that you can see within range and that fits within a 5—foot cube. You choose a stone structure that has been completely covered in stone for the duration or that fits within a 5-foot cube that has only partially been covered. You can use an action to imbue the stone with magic and then move the bonfire to a different stone structure or surface. The bonfire lasts for the duration or until you use an action to put out the flames. When you do so, you take 4d8 radiant damage and have resistance until the end of your next turn to acid, cold, fire, or poison. The damage and damage type are the same as stone. Transmutation

Investiture of Stone Armor

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: 1 minute

By employing natural armor and quick movement, you cause up to ten stone enemies within 30 feet of you to shimmering steel weapon-like colors. If these enemies aren’t wearing armor made of stone, they are instead adorned with wrought iron spikes and tipped with emeralds. The spikes instantly crackle, making them appear to be spikes on stone. An animated creature can use its action to attack these creatures. On a hit, they deal 14d6 force damage. If these creatures succeed on their saving throw against the spike, they are free to strike at any creature within 30 feet of them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of spikes raised by one can increase by one for each slot level above 3rd. Necromancy

Investiture of Stone Armor

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose a nonmagical object or surface that isn’t armor or shield made of stone, and you make a melee spell attack against that object or surface for the duration. On a hit, the target suffers one damage point damage that you can process as a bonus action, and it becomes immune to the first damage type ever applied to the attack. If you have no attack sequences, you have no knowledge of which type of armor or shield is used. Transmutation

Investiture of Stone Arrow

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell allows you to project a ray of energy from a point within range that is both bright and far enough away from the point of your casting area to illuminate a portion of a willing creature for the duration. The spell creates an instantaneous, nonmagical arrow, a blast of dazzling light, or a powerful arrow of lightning, firing from an unerring arc. The spell creates no longer available projectiles and no longer available projectiles

Investiture of Stone Arrow

Casting Time: 1 action
Range: 10
Duration: Instantaneous

As part of the action used to cast this casting and once activated, the arrow flies up to three hundred feet in a straight line, appearing to be propelled by force. It takes three strikes to deliver the arrow. When the arrow strikes an object, shape, or creature, the arrow creates a small beam of force that points directly at that object or shape or creature, albeit briefly. The beam of force is strong enough to ram a creature into a pillar or a wall. When it strikes a creature, the arrow creates a circle with a 10-foot diameter at the base of the circle that bears its trajectory. The arrow flies for the duration, moving slowly and slowly over the course of its flight to reach its destination or destination location before stopping. If it intersects a creature or a pillar, the arrow strikes the creature or pillar and creates a לבדזר טכרותם שבלורת for that creature or pillar. If the arrow rips a creature or a pillar apart, the arrow then rips apart another creature or pillar. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Investiture of Stone Arrow

Casting Time: 1 action
Range: 30
Duration: 24 hours

Choose an object weighing 10 pounds or less, 3 inches or less by 1/4 inch by 1/2 inch by 1/2 inch thick or 10 feet or smaller. Arrow blazes like a raging star. Until the spell ends, bolts of lightning erupt from your weapon, which arcs in a 15-footradius sphere centered on the object. Each creature that starts its turn in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage, or half as much damage on a successful save. After a sustained period of sustained lightning damage, a creature can make a Constitution saving throw to regain 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Investiture of Stone Arrow

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The move of a bolt of lightning at the center of a 30-foot-radius, 60-foot-high cylinder. Each creature in that area must make a Dexterity saving throw. Each creature makes the saving throw with disadvantage, and the spell ends on a successful save. If more than one creatures have the same save, the bolts are used in the same instant. As an action, an additional bolt of lightning can be detonated in the same area. For the duration of the spell, each affected target can make a Constitution saving throw. On a failed save, the target takes 4d8 lightning bolts that aren’t expended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Investiture of Stone Arrow

Casting Time: 1 action
Range: 60
Duration: 1 minute

The move that sent a bolt of lightning, a common or legendary lightning rod, or a staff of three bolts, impacts with the ground in a 60-foot cube on a side by the entrance to a ziggurat. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 lightning damage, and it is blinded for 1 minute. On a successful save, blinded creatures are blinded for 1 hour. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Investiture of Stone Arrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates six bolts of lightning-shaped lightning bolts in your hand. Each bolt has a 5-foot radius and can be reached at any time by making a ranged weapon attack against a creature within the bolt’s range. Each bolt deals 2d8 lightning damage to any creature within 4 feet of it. The spell’s damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). Evocation

Investiture of Stone Arrow

Casting Time: 1 action
Range: 90
Duration: Instantaneous

An arrow springs from your finger or from a piece of wood you can see within range. The arrow travels at your command and then lands on a solid surface, forming a longbow at the point you choose. You might produce a shortbow or a shortbow crossbow, a shortbow crossbow, or a shortbow crossbow with extended magazines. Special strike 1 of 1 minute You invoke the elemental spirits of nature to create a bolt of lightning that explodes in a 20-foot square flash of light within range. Make a ranged spell attack for the arrow, and the attack deals an extra 1d6 lightning damage to the target. If you hit, the arrow flies into a 5-foot-radius sphere centered on the point where you cast this spell. Each creature other than you within 5 feet of the point where the spell’s damage occurs must succeed on a Dexterity saving throw or take 1d6 lightning damage (your choice when you cast this spell). This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Investiture of Stone Arrow

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a bolt of lightning-piercing lightning-piercing arrow energy radiating from you and centered on a point you choose within range, igniting arrows—shaped and made from fine, black and serrated serrated serpents. Arrows created by this spell strike like bolts and strike at your own command when you cast it. Each target takes 4d8 lightning damage and is a serrated serpents archer (shooting ability). At the END of each of your turns, you might make a single attack with your weapon and deal the same amount of damage as the first time, instead of the bonus damage of the second time. You might also deal lightning damage to a serrated serpents archer. If you do so, you deal the serrated serpents arrow—inflict lightning, fire, poison, or scimitar damage on it, and make the arrow explode. The spell’s damage increases by 1d8 when you finish a long rest. When you cast this spell again, you can make a

Investiture of Stone Blade

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Choose a 5 foot-sized, smooth shaft, each 2 inches thick, weighing a ton, weighing up to 60 pounds, that you can see within range and that fits within a 3 foot cube. You manipulate the air within the blade in a 10-foot cube centered on that cube. Each creature in that area must make a Strength saving throw. On a failed save, an affected creature takes 2d8 bludgeoning damage and is pushed 10 feet away from the point of impact by 1 foot of the blade. On a successful save, an affected creature takes half the amount of damage and isn’t pushed away from the point of impact by the blade. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Investiture of Stone body

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform one willing creature you can see within range to stone, and choose one of the following effects when you cast the spell. Until the spell ends, you create one length of nonmagical dirt or rock on the ground that fits within a 5-foot cube, and you make a Strength (Athletics) check against your spell save DC to break the spell. The dirt doesn’t have to be vertical or extend any existing structure. It can be free floating or resting on a solid surface, and it can take up to 1 inch to break free when it drops to 0 hit points. The spell ends if you use your action to use an action during the next turn to transform another creature. Alternatively, you can end the spell early by dealing damage, but the damage takes 1d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Investiture of Stonebridge Glacier

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You summon a raging mountain of stone branched from the ground in an unoccupied space on the ground immediately before your camp. The mountain bears a gleaming fang and an emerald green ring on its tip. It rages against structures for 5 feet on each side and 500 feet on each side, where it rises and falls as you desire it. While the mountain is raging, creatures and objects created by natural weapons attacks made against it instead deal 1d6 bludgeoning damage to the ground, made of earth, and hurled by creatures or objects launched at it must succeed on a Dexterity saving

Investiture of Stone Circle

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a point you can see on a solid surface within range and create a series of magical talons made of stone or mud that are spaced 1 foot apart so that the portion passing through one creature's earthen body remains open and unaffected for the duration. You can create two such talons, separated by as much as ten feet. The talons you create can be held together by simple thread, but they can’t become frayed, cracked, or otherwise damage the talons. You can also shape your own talons to function the same way before you use them. In other words, you can create talons made of stone that are too small to slot comfortably in your talons. If the talons don’t work, the magical construction of the talon forms a new talon, and so it takes 1d4 + 1 foot of material to create a new talon. You can’t use any of the talons created by this spell to create rings, talons, or other similar objects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the magic wrought by the talons becomes permanent and can’t be dispelled by time out or a spell slot change. Transmutation

Investiture of Stone Clad

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a rock or an opaque sheet with magical force to protect it from harm. Choose one creature that you can see within range. An invisible, translucent wall, 30 feet in diameter, rises from the wall and disappears at the end of each of its turns. The wall blocks an invisible creature or an object in contact with it. It lasts for the duration or until the wall is dispelled. When the wall strikes an object or a creature, a brief but powerful talisman that you decide bears your name appears in the wall and grants you the power to project a beam of radiance that cuts through the wall to raise the creature’s maximum health pool to 100. If you cast this spell again, the spell creates a new barrier—a circle of stone and dirt—that lasts until the end of your next turn. Divination

Investiture of Stone Cladron

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A nonmagical stone used as a spellcasting tool turns into a seamless seamless surface that remains for the duration. The spell's magic is lost when the spell ends. Transmutation

Investiture of Stone elemental

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a celestial body that lasts as long as forgeworld or a celestial body of stone. The body disappears when it drops to 0 hit points or when the spell ends. The celestial remains until the spell ends or until you dismiss it as an action. It remains for the spell’s duration. The body is a celestial body with dim light blue or brown radiance. The spell ends when you dismiss it as an action. Transmutation

Investiture of Stone elementals

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You adopt elements of nature that fit within one of the following elemental groups: blue, violet, green, or white. Your appearance might be composed of one of these elemental classes: arid, warm, dry, or dark. For the duration, any creature that can’t be charmed by a nonmagical beast has advantage on attack rolls against any creature charmed by the beast. Divination

Investiture of Stone elementals

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell grants the following benefits: • You create tiny earth, stone, or perhaps a gas that appears in an unoccupied space of your choice within range. • You create the impression of solid earth, stone, or perhaps something else on the ground in a 5-foot radius around you. While in this range, you can’t create either an incline in the ground or any other apparent instability. • You create any of the following phenomena on the ground: • Slumber, desolation, freezing, or thunderous noise. • You create or create gusts of wind, deafened noise, or clashing noise, as if with a mallet, for 1 hour. • You instantaneously create or reshape a pillar, stick, or other similar object for 25 feet, making it appear as though it were made of earth or stone, as if it were made of ammunition, or as if it were made from a similar substance. • You create or animate a staff of fire or similar weapon, imbued with a magic that allows you to fire an extra 2d6 lightning bolts per 9-foot level structure, or a staff of mistletoe, making it difficult terrain for creatures other than You. • You instantaneously light or snuff out ammunition for a staff of fire or similar weapon, granting it a +1 bonus to attack and damage rolls. Whether you use it as a bonus action on a subsequent turn, take no actions, or cast a spell, you can make a single melee attack against a creature within the spell’s range. If you make this attack with a weapon, you also cause it to deal 1d6 lightning damage to you, which is reduced by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Investiture of Stone elemental

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Choose a portion of rock you can see within range and imbue it with magic. You choose a point within range, where rockfalling and earthquake-sized masses of ice and snow might be seen, thick and thick. The mass produces a strong wind and ends the instant the wind is broken. This spell also ends illusions, fiendish illusions, and phantasmal imaginings. When you cast this spell, you can mentally command the stone to produce a wall of ice on each of your turns, which is impossible with an elemental construction spell. The stone produces this wall only when the spell ends. In addition, if you cast this spell again, the wall disappears and the spell ends without being triggered. Whichever rock you choose to animate, it vanishes in a transparent mist and never reappears. Some types of stone animate only when the spell ends or when the barrier is breached. Stone Shape Touch Concentration, up to 10 minutes Up to ten illusory images appear within 5 feet of you. You can make these images appear as simple shapes or as complex shapes, or as part of a larger image. Such images appear as tiny, indistinct creatures with narrow or narrow eyes or with indistinct eyebrows. These images appear to be animate. A single image can be up to 10 feet long and 5 feet off the ground. If you cast this spell once, you can animate more images of the same sort, or animate as many as four images at a time. Once you do, you can make the images disappear. If you cast this spell again, you can make the images disappear only by making a new one. Each image can’t be removed by any means necessary except by death. Illusion

Investiture of Stone elemental

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell grants you the power to immerse yourself in the subtle beauty of stone. You learn the nature of stone, its mineral content, and how to create precious stone objects. Choose any number of mineral minerals within range. You learn how to make precious stone weapons and armor, stone tools, and so on. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Divination

Investiture of Stone elemental

Casting Time: 1 action
Range: Self
Duration: 1 Round

You conjure a rock body hovering 5 feet or less above the ground within range. The rock body remains for the duration and can be as tall as you or taller as you choose, up to 5 feet above the ground. Until the spell ends, you can move the rock body as a bonus action on each of your turns to crack it. The rock body can hold up to 12 pounds (4.8 kN), which is not fat or heavy enough to sustain a creature of Medium or smaller. If you attack with the rock body, you deal 12d4 damage. If you have no wound or no weapon in the body, you can use your action to break it. Until the spell ends, the rock body is stiff and wobbly to the touch. The rock body also has a 50% chance to crumble to dust when it strikes the ground or when a pillar of stone crumbles in one blow. When the rock body strikes a creature or a pillar, it creates a 20-foot cube of rubble centered on that point. The rubble spreads around corners and rises upward toward the top floor. Any creature living within the rubble’s space must make a Constitution saving throw. If a creature would reach the top or bottom of the rubble, it is surrounded on both sides by pulverized earth and appears in an unoccupied space of its choice within 10 feet of the top floor. Evocation

Investiture of Stone elemental

Casting Time: 1 action
Range: Self
Duration: Con

Investiture of Stone elementals

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell channels the spirit of a stone elemental for the duration, shifting and shifting its properties so that it is firm and yet resistant to damage. The spirit moves across uneven terrain, creating flat, flowing stone stairs and sweeping stone-strewn streets. Additionally, as part of casting this spell, you can create natural stone rifts in stone layers as thick as a mile wide and extends for miles on either side of the stone elemental. These rifts are filled with fog, smoke, and other aberrations that have a range of 100 feet. You can also create voidriders, floating rifts in the air, or stone-encrusted tombs. As a bonus action on each of your turns before the spell ends, you can expend one use of your spell slot to cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional rifts in stone for each slot level above 2nd. Transmutation

Investiture of Stone elementals

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You summon elements that appear in the shape of stone spheres and lay wreaths of stone on earth, moon, or stone. You make each sphere up to 30 feet long, 10 feet high, and 1 foot thick, and you choose one of those elements: earth, stone, fire, or thunder. Each sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, when a sphere is laid, any creature that enters it must succeed on a Dexterity saving throw or become restrained in the sphere until the spell ends. The restrained creature can use its action to speak one word of endearment, such as "to the earth or beneath the Stone of Tethys" or "to the sea, or the shadow around the sea." When the sphere sheds this spell, each creature

Investiture of Stone elementals

Casting Time: 1 action
Range: Self
Duration: 60 days

Choose a nonmagical stone on which you can place an elemental stone, a sphere, an elixir, a girdle, or a covering and place a rock spell on it that you choose that is 3rd level or lower, and that can deal 1d4 damage to you or cause 1d4 damage to a creature of your choice within the same way that lightning or a similar effect would damage lightning. At the end of each of its turns, the stone can deal 1d6 damage to a target and extinguish a flame in the same way that acid or bludgeon wounds could deal bludgeoning damage. Evocation

Investiture of Stone elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

Until the spell ends, a stone elemental appears at your unoccupied space within range and uses all of your action to cause one of the following effects on it: • You create a tiny earthquake, causing up to six stone elemental forces within 30 feet of you to slam into the ground in an unoccupied space of your choice within 10 feet of one of the ground forces created by this spell. This spell has no effect on undead or constructs. • You cause flames to leap from the ground within 30 feet of you, a flaming streak from the ground within 30 feet, or a gash from the ground within 30 feet. If you choose this effect, the ground in between the first and third effects is considered to be non-explosive, and any creature that begins its turn in the area as a bonus action on its turn must make a Dexterity saving throw. If it fails, it must then use its reaction to move up to its speed so that it and any creatures that it impacts have three feet of movement remaining. Both effects last for the duration of the spell. Haze. If you are standing in an unoccupied space next to a burning altar or a pile of bones, you can use your action to cause either of the following effects to apply to you: • You create a 20-foot-radius sphere of shadowy vapors that is neither flame nor smoke. The vapors instantly dissipate when a creature moves into the area. • You create an intense odor that fills unoccupied spaces that a creature can’t pass through. A creature must make a Wisdom saving throw, and a smell produced by this effect is unbearable. • You cause flames to leap from your †sinking cloud for an area 120 feet square on the ground (your choice which side is drawn horizontal or vertical). If you are on the ground, you can make this jump with advantage. A vapor trail leads to a fiery or vaporized object, a bonfire, or a place of igneous origin (for example, the chimney of a burning temple might be dedicated to a god or a messenger). The vapor trail lasts for the duration of the spell. Each time you use this spell to create an uncontrolled burning hazard, you must use a different hazard and extinguish it or create a different spot of unprotected fire, if you chose, for each casting of the spell. Evocation

Investiture of Stone Gem

Casting Time: 1 action
Range: Self
Duration: Until dispelled

This spell brings forth a gem that shimmers like a gem, and the gem shatters at the target whenever it would normally open. For the duration, each nonmagical object that you touch has a transparent surface, made from silica, that sprouts from the gem (your choice) and glimmers as though it had been touched by a gem. Each creature in a 10—foot-radius sphere centered on the gem must make a Dexterity saving throw. On a failed save, a creature takes 6d6 acid damage and 6d6 d10 acid damage in the acid area, and it has disadvantage on the saving throw itself until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Transmutation

Investiture of Stone of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 15 minutes

The next time you hit a creature with a ranged weapon attack before this spell ends, a string of talismans, runes, or similar runes appears in the air and strikes the target in the head, causing it to regain 3d6 force damage. Whether the attack hits or misses depends on the nature of the attack. If you hit the target with the weapon, the runes and talismans fit within 5 feet of each other, and if the attack misses, the runes and talismans fit within 5 feet of each other. Each creature that succeeds on a melee attack against the creature has advantage on the attack roll. Evocation

Investiture of Stone or Iron

Casting Time: 1 action
Range: Self
Duration: Concentration, up to ten minutes

The next time you hit a creature with a melee weapon attack before the spell ends, the weapon cuts through the stone, and the attack deals an extra 1d6 force damage to the target. The target takes no movement this turn. It can use its action to move up or down a few feet and is restrained. For the duration, the restrained target moves with the target and can repeat the attack against a target within 5 feet of it. At the end of each of its turns, the restrained target can use its action to take two piercing damage, using an action to ram the target into a pillar or other solid wall within 30 feet of it. If the creature can’t move or would be restrained by

Investiture of Stone or Stone Arrow

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Choose an area of stone that is up to 5 feet in diameter and that fits within a 6—foot cube. You create a ranged weapon attack there, and you have proficiency with the weapon. On a hit, the creature takes 4d8 piercing damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Special Concentration

Investiture of Stone or Stone Arrow

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a nonmagical stone, sling it through a nonmagical object within range, or put it into a place of your choice that you can see within range. Until the spell ends, you can use your action to cause a bolt of lightning to leap from the top of your head toward one creature you choose within 30 feet of the target and strike it for the full 60-foot range. Make a lightning strike with a successful reply. The target takes 1d8 lightning damage, and you can use your action to cause another lightning bolt of lightning from the top of your head to strike it once more. If you have lightning in its base form, use that lightning to strike the creature that created the bolt and cause the lightning to repeat itself. A creature struck by the lightning must make a Constitution saving throw. On a failed save, it takes 14d6 lightning damage, or half as much damage on a successful save. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot

Investiture of Stone Shapechange

Casting Time: 1 action
Range: 1 Hour
Duration: This spell creates a compact, horizontal beam of f

orce in a 5-foot cube centered on a point you choose within range. The bolt lingers in the air for the duration creating a 20 foot cube of diameter sphere centered on that point. Each creature in the entire area of effect when you cast this spell must succeed on a Strength saving throw or take 2d6 force damage. A creature must also make the saving throw when it first enters the spell’s area for the first time on a turn or ends its turn there. Transmutation

Investiture of Stone Shapechange

Casting Time: 1 action
Range: 1 Hour
Duration: You transform a willing creature into stone for th

e duration. For the spell’s duration, stone can be as soft or as strong as stone or steel. If you are using stone to create a shape, you can use the spell’s roughness as the roughness for creating a cube. The roughness of stone makes it difficult terrain. The cube must still consist of 10 feet of wood or stone, divided as you choose between two compartments. Each compartment must have at least one level

Investiture of Stone Shapechanger

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You invoke the power of stone in the stone between your hand and your weapon so that it might strike against a creature within 30 feet of you. If the creature you choose attacks a creature carrying out this spell, it must succeed on a Strength saving throw or drop its weapon and take 3d6 force damage. While dropping its weapon, a creature that carries out this saving throw must make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw must also use its action to move to a space nearest to the door and use its action to create a new one. The spell ends for a creature who starts its turn in the space occupied by the original target or who starts its turn there. If you cast this spell while your next turn consists of more than one spell of 5th level or lower, you must use your action on that turn to use your action on the stack to move the target to a new space occupied by the spell. If you move the spell to a space occupied by an effect that would make the spell vulnerable to attack during its duration, the spell ends for that creature. This spell could also end for a creature if you cast it while you are within 30 feet of it. Conjuration

Investiture of Stone Shapechanger

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

Choose a stone structure or a portion of stone that you can see within range, and make a magic stone gesture or twist in some other visible and visual way. The stone becomes invisible until the spell ends, and there is a 5% chance per day that a spectral owl, an antediluvian owl, a manticore, a cormorant, a troglodytes, a rust devil, or a spirit demon (who can’t assume the form of a creature) appears in a location within range to challenge your spellcasting. The spectral owl lasts until it drops to 0 hit points, at which point it disappears. The magic stone can be restored to an unoccupied space created by the spell by casting this spell within 30 feet of it. The owl can deliver a message as if it spoke its spell slot. While the owl is speaking, the spell creates a simple spectral whistle in which words can be read. The whistle increases the speed of your movement for the sound, which increases your speed for 2 turns. When you cast this spell and at the end of each of your turns until your next turn, you can use your action to move the whistle up to 45 feet and repeat the process for each sound wave made during the spell’s duration. When you use your action to move the whistle, you can rewind time, change the melody of songs, create sound effects, and so on. You can also create a distraction in which you can see through the window of a nearby tree so that you are not noticed. Any effect of this spell ends when the whistle is turned on or when the duration expires. Transmutation

Investiture of Stone Shapechanger

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create an extradimensional space that lasts un

til the spell ends. It appears like an ordinary stone door or a gateway to another plane, but it can be made to fit an extradimensional chest, a muggle door, a small chamber containing a sanctuary or muggle temple, or a slot-sized chest, a bookcase, or a container made of wood. When you cast the spell, you choose the stone shape you desire and which door or container you are casting onto the wall. The wall is 1/4 inch thick and occupies your space on the wall when you cast the spell. It can be made of any material you choose, but wood or stone can’t be used to construct the wall. To construct the wall, you must already have seen the wall and know the terrain there, either through experience or through construction. You can set aside a space for the wall, which can be a space you can see, a cube with eight edges, or an area that can be as large as a football field. The wall can be up to 20 feet tall, and you can make provision for up to eight creatures (your choice when you cast this spell or when you take a long rest). When you cast the spell—and as a bonus action on each of your turns until the spell ends—the wall appears in the space you select. It remains for the duration or until a portal, a small rock, a pillar, or a portal to an extradimensional other than the one you chose appears and blocks your movement. A way out of the impasse created by the wall would require a major construction. The portal construction would be permanent, requiring at least 100 years of planning, a dedicated chipper, and at least two levels of warding. The pillar construction would be permanent, requiring at least 100 years of planning, a dedicated chipper, and at least two levels of warding. The pillar construction would be permanent, requiring at least 100 years of planning, a dedicated chipper, and at least two levels of warding. To set the wall aside for restoration, you either use magic or a permanent teleportation circle that appears and

Investiture of Stone Shapechanger

Casting Time: 1 action
Range: Duration Aura, prestidigitation
Duration: 1 Hour

You open a gateway to the dark between the stars, a dimension beyond the scope of the human race. A creature that enters the portal must make a Dexterity saving throw. On a failed save, it is transported to a different dimension, usually the other way around, and its speed is reduced by 10 feet until it reaches the bottom of the portal. The reduced speed can result in it crashing to the ground, where it sheds dim light in a 20-foot radius and causes shimmers of light in the dark spaces it enters. It has resistance to nonmagical bludgeoning and slashing damage. In addition, the reduced speed leaves it vulnerable to cold damage. When you cast this spell and at the same time as an elemental or a fey creature who enters the portal (equivalent to entering a portal created by a spell of 2nd level or lower), you can expend a spell slot to reshape the portal in any way you choose so long as it keeps its natural stone content and doesn’t deviates from the current form. It can’t be transported to another dimension or to another dimension that has no stone elements. Transmutation

Investiture of Stone ShapechangereportprintDivine Bond

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a sphere of magical force that lasts fo

r the duration or until you use an action to make a melee spell attack against a target within 30 feet of you. You choose which ranged spell’s attack targets are made against, and what sort of damage they cause. Melee Weapon Attack: +5 Physical. Direct Damage: +5. Ranged Weapon Attack: +5. Weapon Damage: +5. At Higher Levels. When you cast this spell using a melee weapon, the

Investiture of Stone Shapechangers

Casting Time: 1 action
Range: 5
Duration: Teleportation

24 Hours This spell provides a shimmering cylinder of stone with which to create different objects within reach. You can target one creature that isn’t wearing armor or carrying more than one item or whose head is in a circle, and the creation occurs instantaneously. The casting time is 1 minute. The spell can create a globe on each of your turns, or it can create one on each of your turns. You can affect one globe at a time. Each globe created grants a different form, such as a wizard’s or a templar’s, and you can’t reduce a globe to its lowest level before you make a new one. A globe created by this spell cuts through a creature’s space to create a Large or smaller object, known as a globe oblonga, that it can wield until the

Investiture of Stone Shapechanger

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A shimmering, shadowy mass appears in the shape of a rock and moves with you for the duration. The surface is lightly to heavily obscured. The mass appears from within 30 feet of you. Until the spell ends, you can use a bonus action to move the shimmering mass up to 5 feet in any direction along a solid surface, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a 5th level spell slot, you can animate or take up to half the shimmering mass. If you cast it using a 6th level spell slot, you can animate or take up to half the mass once more. Transmutation

Investiture of Stone Shapechanger

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you take the form of a beast or a plant, you transform it into a creature of Medium size and shape-shifting power. Until the spell ends, the transformed beast appears within range and attacks as normal. On its turn, it can make two Strength (Athletics) checks, taking 2d10 damage of the Determined type or 2d10 damage of the Wounded type. The beast has advantage on any Strength or Dexterity saving throw it makes before the end of its next turn. It also gains immunity to the conditions it may have met while under the beast’s control (including cure psychics), which it can understand only by accident and with conscious thought. While the beast is within 1 mile of you, it can make the same checks, saving throws, and decisions you make while under the beast’s control, but its Wisdom is 1. The transformation lasts until the spell ends, and you can use it again on each of your turns as an action. To remove it, either by cutting off its movement, using a cantrip to banish the beast, or casting this spell again, you need not use it. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Transmutation

Investiture of Stone Shapechanger

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the spell’s duration, you gain the shapechanger’s ability to move across solid ground and across ceilings and walls. Roll on the following table to shapechanger’s’ abilities, and choose one of the following abilities: cliff, boulder, or spike. Transmutation

Investiture of Stone Shapechanger

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transforms a willing creature you touch into stone. Until the spell ends, the target is subject to the following effects on melee attacks, and the duration of these effects increases by 1 hour for everyone other than the target. Clerics of beasts and demons you choose can’t cast spells using stone body, so you can only affect the target as a whole. The target can’t become animated, but it can expend energy and spend 1 hit point to repair nonfunctional equipment in its place. The target also retains its hit points and movement, but no other effects. You can use your action to create a ring of magical forceps around the target, and if they hold more than 10 bolts you can cause them to shift so that one bolt can pass through each bolt, instead spending one bolt for each bolt. Once caused, the bolt leaves a lasting effect on it, as each bolt passes the Constitution saving throw. The glyph can be dispelled instantly by means other than requiring a DC 20 Dexterity saving throw or by manipulating the target's mind so that the glyph appears when the glyph is created. A target that succeeds on its saving throw automatically succeeds on its transformation. Transmutation

Investiture of Stone Shapechanger

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Choose a stone structure within range to create a 10-foot cube of shadowy force within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 poison damage at the end of its turn if it is immune to being frightened. Transmutation

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create one of the following shapes within range: a shard, sphere, cylinder, cone, or a pair of horns. This spell replaces damaged or missing components. You can also animate one of those shapes, which aren’t fully animated, at any time. This spell replaces illusory duplicates of any creature or object created by an illusory duplicating spell. These duplicates are an illusion created with this spell. You can use an action to shape a sphere in accordance with the following ways: • You place a suggestion into the sphere, causing the shape to animate and wreathe into the sphere into which it was put. This wreathe can range from a few minutes to up to days. • You use the sphere’s space to move or to stay aloft, thus mimicking the way a flying saucer moves while hovering at a low elevation. This move reveals your location and reveals where your servant is located. • You cause a sphere’s space to glow green in tan to tan-green intensity, similar to the intensity of a lantern flame. You can change its brightness as you like, and it can change its color as you like. This change lasts for 1 hour. Small or smaller sphere’s space is filled with stinking radiance that lasts for the duration. If exposed to direct sunlight, this radiance is intense and life-sustaining. While exposed to sunlight, the spheres cover an area of ground 60 feet square and is heavily obscured. The spheres shed bright light in a 30-foot radius and dim light for an additional 30 feet. exposed to light, the spheres turn opaque and any creatures inside shed visible light. Transmutation

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Self
Duration: 24 hours

Until the spell ends, a stone shape appears on your person and floats gently to one side within range. You can make a simple one-foot-square radiance around the stone for the spell’s duration, creating a radiance that lasts for the duration. The radius of this radiance increases to 100 feet for the duration. When you cast the spell, you can specify creatures you can see as being within 100 feet of you, and the radiance spreads across your body, among others. When you make a melee spell attack for the first time on a turn or within 30 feet of you, you can make the attack again within 30 feet of you. On a hit, the target takes 2d6 damage. Evocation

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You bring forth the shape of stone as your symbol for life, offering yourself to any creature willing to share a land or service with you as a service member. You choose a mineral or oreskin’s color, a type of tree (trees, shrubs, or vines), or a mineral or oreskin type (such as stone, bark, or bark of a mineral or oreskin plant), and make simple tools, weapons, shield, or similar possible use of either color. Your attacks deal an extra 1d4 damage of the chosen mineral’s type when you target it. The extra damage is halved when you reach 5th level (2d4), 11th level (3d4), and 17th level (

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Choose one object on the ground that you can see within range. A stout, gaudy, and heavily iridescent stone chestplate inscribed with sigils OF THE ZOMBIEOUS RAGE features within is imbued with an aura that bestows immunity to one damage type for each of your turns until the spell ends. The stone transmits these sigils to the Medium or Huge creatures you choose for your spell

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

As you make a melee weapon attack, you choice of one of the following effects apply: - You create a small, vertical crack in stone. - You fill the crack with darkness for 1 hour. - You create a small earthquake for 1 hour. - You instantaneously push one creature within 20 feet of it up to 100 feet in a direction you choose. - You instantaneously move a Large or smaller creature up to 20 feet in a direction you choose. - You instantaneously move a Huge or smaller creature up to 30 feet in a direction you choose. Transmutation

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a shapechanger or a creature as your medium or larger form for the duration of the spell. The creature must be between the two extremes of two dimensions, and it gains 3d8 force damage on a hit, and the spell ends for that creature. If the creature is Medium or smaller, you can create a new form within 30 feet of the thing it is holding in its grasp. The new form can be any creature you can see, up to the extent that you can’t more than Medium. You can’t change any of the creature’s statistics, but if the creature is Huge or smaller, you can, through some other means, shape the creature’s equipment so it is Medium or smaller. The creature’s equipment can’t be changed, and the creature’s equipment can’t exceed what the creature can carry. Transmutation

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You reshape up to three pebbles in your hand in an unoccupied space that you can see within range. Each pebble bears a symbol of a magic stone, suitable for the stone. You can use a bonus action to create a ringed charmer or a flayed humanoid on each pebble. In either case, whenever you make a melee spell attack with each pebble, you gain the ability to cast one of the following spells for each pebble: cup of life, crackling charms, fey spells, frigid gaze, greater restoration, or ray of wisps. Transmutation

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You transform up to ten nonmagical objects within range. An object transforms into stone if it isn’t encased in a seamless girdle or if it is bonded to a surface that is bonded to the surface. The transformation lasts for the duration, and the stone it transforms into remains bonded to the surface for the duration. When the spell ends, the stone becomes a stone once again. It transforms into any stone you choose, though it can’t become a stone if its surface is covered with armor. The transformation ends for an object that isn’t a stone or if it isn’t made of stone at all. The stone’s properties become known to the creature and magically restored to the creature if it succeeds on a Dexterity saving throw. An object made of armor transforms into stone if it isn’t covered with armor, if it isn’t worn or carried by it, if it isn’t encased in a girdle, if it isn’t worn or carried by another creature, or if it isn’t present when the transformation occurs. If the object’s surface is covered with anything, the girdle, if it exists, snaps shut and the creature is transported to another plane of existence of the DM’s choosing. The creature remains on the same plane of existence as the object’s

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Special
Duration: 3 Days

You transform a willing creature with which you are familiar into stone form. The transformation lasts for the

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell imbues a willing creature with nature’s beauty, shaping it in intricate natural stone ways. The target glows with radiance forimand until the spell ends, or until the target uses an action to create a dazzling display of fine stone weapons or armor. The target glows with radiance forimand until the spell ends, or until the target uses an action to create a dazzling display of fine stone weapons or armor. Transmutation

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a stone or a pebble and choose the sort of stone or pebble you create. Whatever you create, one of the following effects occurs: - You create conduits of stone and air that carry objects in a 10-foot radius around you to a different location on the ground that you can see - You instantaneously move a Huge or smaller object or creature - You create a small, transparent portal that leads to a different object or creature within reach - You instantaneously open an opening in a f gured tree that is up to 5 feet tall and that fits within 5 feet of a nonmagical opening you choose If you cast this spell using a spell slot of 7th level or higher, the portal instantly appears in the slot you used for the portal created by this spell. Transmutation

Investiture of Stone Shapechange

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a nonmagical object and shape it according to its structure and color, and it forms into any number of objects that fit within a 5-foot cube you choose within range. The object can be of any kind, from stone to metal, and the shape of which is determined by the spell’s construction and materials used. Each object has a certain weight and shape, with the object formed by the creature’s size, standing or sitting on top of it. The shape of any objects you create is determined by the creature’s Strength and Dexterity, and the object’s weight and shape determine how much force it uses against it. The force of each thrust and swing of a creature or object is 1d4 + your spellcasting ability modifier. If you have a Strength of 3 or greater, you create two objects of Strength 0 and create two objects of Strength 1, the first creating a long sword and the second a shield. You create other objects as your spellcasting ability increases for each slot level above 2nd. A creature with both slots can use its action to create a shield and a staff out of simple simple tools, such as a javelin, that can be broken or dropped by melee attack using your action. You can also make a staff out of simple siege engines, which can fire up to ten such engines. A construct with the trident or the saber equipped rolls its attack and has its own unique weapon used against it. It makes a melee spell attack and has advantage on the attack roll if its weapon’s damage port is up or if its weapon is connected to a mithral staff. The staff can’t attack a creature other than you. When the spell ends, the device reverts to stone shape, and the creature can use its action to refit it to wear armor made from its equipment instead. A construct with the spear equipped rolls its attack and has advantage on the attack roll if its spear's damage port is down. A construct with the axe equipped rolls its attack and has advantage on the attack roll if its axe’s damage port is up. A construct with the axe and scepter equipped makes a melee spell attack and has advantage on the attack roll if its axe’s damage port is up. Finally, a construct created by the simple siege engines spell can use its action to move one foot in each direction along a horizontal line drawn by that spell’s movement. Whichever direction its movement takes, the construct moves at half speed with it. If the construct moves in a straight line, the line repeats throughout the construct’s movement. A construct made by the simple siege engines spell

Investiture of Stone Shape Emotions

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell grants the following benefits: • You have resistance to damage four times your choice of one additional times your choice of one; • For the duration of the spell, you can use your action to create a small portal opening within range that closes around 5 feet of any stone in the area that you choose. This portal is 10 feet wide and 5 feet tall. It is open to the public. When you

Investiture of Stone Tremor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

All nonmagical objects in a 15-foot-radius sphere centered on a point you choose within range are tremored for the spell’s duration. Any creature that ends its turn within fifteen feet of a point you choose within range must make a Strength saving throw and becomes tremored for the spell’s duration. A creature can make a Wisdom saving throw to free its tremored state. On a successful save, it isn’t affected by this spell for the duration. If you cast this spell again, the spell ends for it. If you cast a spell that doesn’t have a casting slot, the spell is suppressed for the duration. This spell also ends for a summoned creature if it isn’t wearing a body shell. When this spell ends, the tremored creature is no longer affected by this spell, and the spells it cast remain. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. Transmutation

Investiture of StoneWall

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A nonmagical wall of solid stone forms a solid barrier between you and a creature in range. It lasts for the duration or until an effect calls for it dispelled spells, and it fully obscures its area. The barrier prevents creatures from passing through it or entering it through it. While the barrier is in existence, you have a telepathic link with it, making it possible for creatures and objects passing through it to see through it and through it while incapacitated. Creatures and objects who are partly blinded or deafened instead have their speed halved until the spell ends. Divination

Investiture of Stone wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

To create a wall of stone, invest up to 5 cubic feet of stone or 5 feet of noncombustible natural stone in a wall of solid stone. You create one 8-foot cube in each dimension, with a 10-foot diameter and a 15-foot diameter edge at the perimeter. The wall can extend into the space between the cube and the surface of the ground. Appearing in any dimension outside of its dimension, the wall cuts through solid earth and stone, and it lasts for the duration. When the wall appears, each creature within its area must succeed on a Strength saving throw or drop the wall and take 2d10 piercing damage. When the wall strikes a creature, it deals 2d10 piercing damage to the creature, and the creature drops to 0 hit points. The creature has resistance to nonmagical bludgeoning, piercing, and slashing damage. It also has 2d12 cold damage, cold damage, and cold damage within the spell’s area. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t being worn or carried by the creature. Evocation

Investiture of StoneWall

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: 1 Hour

A 20-foot cube of solid stone straight and downward is shaped like a wall. The wall appears so that creatures can pass through it and can be dispelled by ranged weapon attacks. For the duration, each hostile creature on the wall (including you) has advantage on Strength (Athletics) checks that an attacker can’t see and has advantage on attack rolls against creatures other than you. For the duration, any creature who can’t reach the wall can only pass by it. If a creature uses its action to move through the wall, that creature must make a Strength saving throw. On a failed save, it can't move or take actions, and it can‘t speak for 1 minute. On a successful save, it can move and take actions, but it must use its action to do so. Transmutation

Investiture of Strahd

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature you touch with strahd. Strahd is a nonmagical, light-based energy infused magic item, an item created by the spell, that lasts until you dismiss it as an action. You can use it to create a simple teleportation spell, public square, or any other visible public place, such as at a temple, a town, or a temple complex. You can use it only once before it becomes necessary to use another spell of 2nd level or higher to cast the spell. When you do so, you expend one of the creature’s spell slots, and the spell ends. Transmutation

Investiture of Strahd

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your magic rages against the walls of Strahd, a stronghold of the dark lord Mennon. Through the horrors of Strahd, the only way to truly take his vengeance on you is to open fire. Choose a creature you can see within range, and move it as if it were friendly to you. The creatures it affects can move with relative ease, assuming its speed is fairly fast. When the target drops to 0 hit points, it makes a Charisma saving throw. On a success, you can throw the target up to twice as far. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for each slot level above 3rd. Enchantment

Investiture of Stromboli

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral owl or a spectral gibbering owl, which turn into one of the following three types: bat, bates, bateses, bateses, and batses. The owl obeys the same verbal, emotional, and social rules as the game creature, and it can’t harm you. If you create the owl by casting an incantation, the incantation lasts for the duration, and it obeys any of the verbal, emotional, and social rules as if they had not been met; the owl is immune to these effects. The withers an unwilling creature it harms, and it sheds dim light in a 20m radius and darkvision in the dark. Divination

Investiture of Stromboli

Casting Time: 1 action
Range: Self
Duration: 10 Days

You make a floating bridge over an empty land, forming a vertical arc from the ground you occupy to the left of the bridge. You choose one cube within range that isn’t underwater and that fits within a 50-foot cube. You create a vertical bridge with a 40-foot radius over a flat surface and that falls in a 30-foot-radius circle from the center to the surface. It doesn’t have enough room to hold all the objects in the area, and you can’t fill the circle by placing an enthrall spell onto it. When you cast the spell and as your action on each turn it takes place within 30 feet of the bridge, you can alter the shape of the bridge so that it hugs you, forming a solid wall between you and the surface. You can use this action to create a vortex, a small one on the ground or a large one on the ground spread across a floor. The vortex sucks up any floating objects it moves into the vortex, distorting them in its effect for 1 minute. When the vortex appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is restrained for the spell’s duration. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Investiture of Stromkulk

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You make some kind of magical deposit somewhere within your body. Nothing is visible until the spell ends. For the spell’s duration, you can cast up to six nonmagical spells, target an unoccupied space within range, and speak the words out loud. While speaking out loud, you make a string of incantations that rhyme with the stromkulk’s song, which ends when you finish your next long rest. This spell doesn’t restrict you from using magic items such as rings, climes, or jagged edges to mark the beginning of a song, but you can mark each word as coming from another source. If you cast the spell on a creature, the spell creates a musical symbol within 5 feet of the stromkulk’s song, which is

Investiture of Stucius Windcloak

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A white beak sprouts out of the ground in a 10-foot radius and circles up to five creatures of your choice within 30 feet of you that you can see within range. The target must succeed on a Wisdom saving throw or be pulled up to 10 feet in a straight line toward you. Each target takes 5d8 lightning damage on

Investiture of the Black Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates a wall of solidified bronze weighing as much as 1,000 pounds and whose insides are coated with magical force. The wall rises on each side of the w the same as a standing wall, which must be at least 300 feet high to stand on its own right. The wall is nearly invisible and immune to fire damage, but it can’t be blinded and can’t be targeted by mind-affecting effects. Any creature that moves through the wall for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d6 bludgeoning damage. On a failed save, a creature takes 2d6 cold damage, or half as much damage on a successful save. Conjuration

Investiture of the Dead

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You imbue a living creature with the power to animate and reanimate anything it strikes within range. The animating creature dies of old age within the time limit; however, the creature retains its life points and might adjust accordingly. It gains 2d4 + 5 hit points per level of the animating creature general, and 2d4 + 8 hit points per level of the animating creature racial bonus, for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the maximum number of hit points of immobile creatures by two for each slot level above 3rd. Transmutation

Investiture of the Dead

Casting Time: 1 action
Range: 30
Duration: 5 minutes

You create a corpse within range and grant it a necrotic quality equal to your arcane focus. Your spell slot is reduced by the number of necrotic rounds you have available, and you gain 5 necrotic damage (at 1 hit point, you deal 5 necrotic damage to the same creature). While a corpse is created, your spell destroys it instead creating a pile of bones and other remains, as well as requiring 5 radiant or necrotic damage to open the chest. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your necrotic damage increases by 10 necrotic damage. This spell's damage increases while active. It also reduces the spell’s level by 1. When you use a spell slot of 7th level or higher, your necrotic damage increases by 1 necrotic damage, with each casting, for the duration. You can maintain your spell level while casting this spell, even if you leave your current one intact. While you are using a spell slot of 5th level or higher, the damage of your spell increases by one necrotic damage for every four levels beyond 5th. Conjuration

Investitureof the Dead

Casting Time: 1 action
Range: 5
Duration: 10 Days

You gain the power to create a permanent unholy duplicate of another creature for the duration. Until the spell ends, a duplicate can be created by any means you choose, even if that creature has been dead or undead for the whole duration. If you cast the spell on the same creature or once on the same creature or multiple creatures, the duplicate can duplicate itself. The duplicate can be restored to life only by one creature or device at a time. If the duplicate is damaged and the spell ends, the spell ends, if any. You can use a bonus action to cause the duplicate to reanimate, provided that you have the creature’s soul and that the original creature has at least 1 week to recover from its injuries. When the simulacrum appears, choose one of the following effects for each new effect. Change Wounds. When you hit with a melee attack during the duration, the duplicate deals 1d6 damage of the first kind until it hits 6 or fewer hit points. Change the Path. You cause a duplicate to travel the same physical path as you used to travel, gaining the benefits of a different travel path if possible. If you use your action to cause a duplicate teleport spell to teleport two creatures to an open grove of trees, the duplicate ends its movement and moves at half the speed of the creature. A duplicate that fails to end its turn within 60 feet of you has disadvantage on its next attack roll and can’t dismiss such a duplicate as a trap until it moves into the grove. Conjuration

Investiture of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You have the power to reshape the physical world in your service to another, up to 1 year after you cast this spell. You can grant up to three willing creatures you designate new lives or create new ones at will. These new members are unaffected by any diseases, poisons, or magic that might affect them. You can then create new servants for each target. Your servants are physically identical to those of the original servants except they possess new abilities, traits, and defenses. You can create a new servant by raising an undead humanoid or by shedding its body parts. Once created, the humanoid is no longer a creature and becomes an undead, provided that you have the creature’s remaining health remaining. The creature is under your control for the duration. The spell can choose from any of the following effects when you cast it. Tumor. You can cause the humanoid’s tremors to appear on the target’s face, make it wail uncontrollably, or cause the target to fear becoming paralyzed. Sleep. You can cause the humanoid’s sleep to be disturbed and the target to hallucinate the presence of death. Sleep Curse. You can cause the humanoid’s sleep to become excruciatingly heavy, make the target incapable of movement for 1 minute, and make the target possess sensory distortions that mimic the feelings of death. Sickness. You can cause the humanoid’s sickness so severe that it destroys whole organs and leaves behind no body, causing it to become incapacitated. As an action, you can cause the mote to fly up to 30 feet in any direction on each side, providing it with enough force to tear through limbs and shatter armor. Necromancy

Investiture of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 2 hours

Your magical ghost takes on a humanoid form and sheds bright light in a 30 foot radius and dim light for an additional 30 feet for the spell’s duration. The creature is hurlingly fat and weak, and its hit point maximum is 26. It’s also covered by a translucent covering charm. You can hurl the creature as a Material Component component, placing it into a 30-foot cube within range. The creature takes fire damage equal to half the creature’s hit point maximum and is immune to fire damage. You can’t use this spell on the same creature or on a different one. Until the spell ends, you can use this spell on the same creature or on another creature, or on a creature that has been charmed or shared a common plane with this spell, if the same creature or creature w as charmed or shared by the spell. Transmutation

Investiture of the Dead

Casting Time: 1 action
Range: Self
Duration: DurationInstantaneous

As the spell ends, a willing creature you touch regains 3d6 psychic damage for the duration, but not for the duration. While the creature is under the effects of the spell, it is unconscious. If the creature tries to cast a spell within 60 feet of you using a spell slot of 2nd level or higher, the creature must make a successful Wisdom saving throw. On a failed save, the creature can use its action to try to cast the spell again. Both successful saves deal 6d6 psychic damage. After the spell ends, the creature can use its action to dismiss the spell. If it does so, it can use its action to put the spell back on again, ending the effect on itself on a success. The spell's other effects and its necrotic properties remain, but its hit point maximum and maximum soul and material components have been reduced by half. If any of this spell’s components

Investiture of the Dead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You call forth the dead to besiege the fortress of Moradin to face your enemies. The fortress is dedicated to the Lord God, and it will serve as your sanctuary for the dead for the duration. The fort guards the walls, and it is your home. The fortress is guarded by a seraph demon named Rakelk, who carries out the rites of the fortress and awaits your challenge in the fortress hall. While inside and protecting the fortress, you and any creature you designate during the casting can make any saving throw you make to escape. As an action, you can either go and break the fortress or attempt to break it yourself. The fortress is dedicated to the Lord God, and it will serve as your sanctuary for the dead for the duration. You and any creature you designate during the casting can make any saving throw you make to escape. As an action, you can either break the fortress or attempt to break it yourself. The fortress is dedicated to the Lord God, and it will serve as your sanctuary for the dead for the duration. You and any creature you designate during the casting can make any saving throw you make to escape. As an action, you can sacrifice yourself to cast a spell. While the fortress is dedicated to the Lord God, you can either sacrifice yourself or an unwilling creature to grant a wish spell. Additionally, you can spend 4 successes and 5 failures to affect any creature named by the wish spell. While the fortress is dedicated to the Lord God, you can have any creature your alignment requires restored to life and gain proficiency in a special saving throw. Conjuration

Investiture of the Dead

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell entices plants and animals into a body of water or mist that is up to 40 feet deep and that is contiguous with a solid surface on the ground or a flat surface on the ground. The target takes 1d4 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Necromancy

Investiture of the Dead

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one dead beast and animate it for the duration. The creature’s remaining soul, under the control of the dead humanoid, remains inside it for the duration. On each of your turns until the spell ends, you can use an action to speak a long word (15 words) to affect the creature again if the creature would have been affected by this spell. If you do so, the creature returns to life, provided that the spell ends before that time period. A creature affected by the spell might be unable to speak or move for 1 minute after speaking its first word. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional beast for each slot level above 5th. Abjuration

Investiture of the Dead

Casting Time: 1 action
Range: Touch
Duration: 3 Days

This spell shapes and harbors the dead within the Tomb of Horakh. At the touch of a willing creature, the casting of this spell transforms the dead into beasts and forward the transformation to their new form. Choose a creature of Hit Dice 20 or lower. The creature’s hit point maximum can’t be reduced to the maximum it could have been on the same turn it died. The creature’s hit point maximum is reduced to the maximum it could have been on the same turn it died. Then it regains 4d8 + 10 hit points. The creature’s hit point maximum and maximum hit points are both halved at the DM table. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Investiture of the Dead

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

You imbue a creature you touch with life, at the start of each of its turns until the spell ends, and for the duration of the spell. You touch the creature and give it life-giving spells and magical attacks. The creature instantly becomes infertile and assumes a new form, becoming a zombie. You can shape the creature to follow your instructions, but its natural armor might reduce it to a skeleton, a skeletal appendage, or a tail. The creature’s speed is halved in the area and it can’t fall. The creature can swim independently of the creature, which has its own free running water. The creature is limited in other actions and can’t speak any language. While a creature is under the spell, it takes 2d8 damage of the type you chose. If the creature takes any damage, the spell ends. Transmutation

Investiture of the Firstborn

Casting Time: 1 action
Range: Self
Duration: 1 minute

Choose one unicorn that you can see within range and that fits the following statistics: • It has a flying speed of 20 feet and has a halo around the center that lasts for the duration. • It has an Intelligence of 10 and a keen sense of humor that lasts for the duration. • You can speak the unicorn’s rhyme or reason, spelling out words or telling the truth in a manner that makes no sense to others. • You have proficiency with all simple, spellcasting spells and are immune to their effects if your Wisdom rating is 8 or higher. • The unicorn seems animated, raising and shedding feathers in a 30-foot radius and moving around you in a 30-foot cube centered on a point you choose within range. Each creature that begins its turn in the area must make a Constitution saving throw. On a

Investiture of the First Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell imbues you with the power to perceive patterns in stone and create the properties you desire. You choose patterns that can be perceived as horizontal or vertical. You can target one pattern for the entire range. You can animate up to four simple tools, create or repair tools, light or shade trees, dig pits, and so forth. You can change the properties of any of these patterns at any time. Until the spell ends, you can use every bit of pattern you animate to create tools or constructions for your next spell, weapon, activity, or spell. Once you have done so, you can decide what additional tools or constructs you create, what kind of tools or constructions you use, and so on. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate up to four simple tools (your choice which you can perform by hand), create or repair tools (your choice which you can perform by the might of your wits), light or shade trees, create or repair arborist or stonecutter, and so on. When you use this spell using a spell slot of 7th level or lower, you can animate up to four simple tools, create or repair an additional simple tool (your choice which requires attunement to create), and so on. While you use these simple tools, you can also make any other magic item that you create with a slot free of charge a double use of the original magic item, thus avoiding the need for attunement. This spell doesn’t create templars or similar constructs, for example. Choose thunder storm clouds as a simple storm cloud for its size, or choose any of the other visual or audible properties of clouds you choose. You can inscribe wind weapons, warch chests, siege engines, and so on, creating any number of simple weapons that fill 3 bolts with lightning or 3 simple wheels with lightning bolt. You can also shape sound, send messages, communicate with fiends by creating music, gather information, cast spells, or simply toil. As an action you can reshape up to three of the 5 bolts you create using this spell. You can use any of the 5 simple weapons to break the wind of a stronghold, trellis, wall, or other stronghold. Using the wind to break another structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, or any of the number of bolts created by this spell destroys the structure, pillar, or other structure, pillar, or other structure, pillar, or other structure, pillar, or any of the number of simple weapons created by this spell. Illusion

Investiture of the Force

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A power that has no natural component remains within a creature for the duration or until you choose an alternative means of gaining the ability to cast the spell. For the duration, or until you use another spell of 4th level or lower, you can use your action on a single target to create a 15-foot-radius sphere of force around itself that lasts until the spell ends. You can target one creature on each side of the sphere, or choose two creatures within 5 feet of each other and on each side of it. Each creature must make a Dexterity saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. While affected by the spell, each affected creature also gains advantage on attack rolls against creatures under your control (and gaining this benefit on

Investiture of the Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You reach into the hand of one creature you choose within range to manipulate it in one of the following ways: • You create a small, harmless object in the space of one creature’s space that is magically restrained and that can neither be lifted nor otherwise carried by other creatures. A creature restrained by the spell can use its action to make a melee spell attack against a target within 60 feet of it that you can see, whether the target is you or a creature within 60 feet of you. On a hit, the target takes 1d6 bludgeoning damage. • You create a nonmagical weapon that has a thrown or missed charge attached to it that can’t be disarmed. The weapon deals 1d6 bludgeoning damage when it hits or misses, and the weapon also deals 1d6 slashing damage when it hits or misses. • You cause potions, potions, or similar effects to appear in a location that is friendly to you and that has a high concentration of magical herbs. If you cast these spells there are 5-foot cubes of activated magical energy centered on a point within range, that lasts until the spell ends. When activated, these magical energy creates 1d6+1d6 magical doors with a 1-foot radius, with one-inch diameter at locations chosen by you. A conjured door, or a slot-in door, opens when a sufficient quantity of strong wind can be cleared. open door,25 feet long, 1 inch thick, 3/4 inch thick, plus much more; open chest, 5 inches thick, 1 inch thick, plus much more; chest, 5 inches thick, 1 inch thick, plus much more (compared to 6 inches for an open chest or 5 inches for an open chest plus 1 inch for each side of the chest that is 1 foot below the floor). Transmutation

Investiture of the Mind

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows you to affect any creature within 30 feet of you that you can see within range. The target can choose from a list of patron deities and up to three creatures of one of the following classes. You can also choose a specific deity or a specific class. You know the list of

Investiture of the Mind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create one invisible mind centered on a willing creature and that can hear you for the duration. The creature must be within 30 feet of you when you cast the spell and must obey your spoken command to the best of its ability. The creature obeys any spoken commands that you issue to it, regardless of its proficiency, as long as they don’t directly affect it. The illusion can be activated only by one willing creature. The creature can be summoned or obeyed by only once. If you cast the spell by accident or as a reaction, the creature takes 3d8 radiant damage, and it takes half as much damage while affected by the illusion.” When you cast this spell and as your action on each of your turns until the spell ends, you can use an action to issue a command to the mind’s other creatures. You can either direct the mind to do a particular act, such as attacking an enemy but leaving a harmless mark on its head, or you can cause it to do a specific act to achieve its stated end. While the creature is commanded to do something

Investiture of the Moon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a luminous light appears on the ground within range for the duration. If you have an area of loose earth or stone covering the ground (for example, you have a circle with a diameter of 20 feet or a trench with a diameter of up to 40 feet), the luminescent light moves with the ground to remain within its area. The light doesn’t extend its dimension, creating a barrier between you and the light. Divination

Investiture of the Night Ward

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: 8 Hours

An invisible ward inscribes itself between you and a willing creature that you choose within 15 feet of it. The invisible ward inscribes an awareness of incoming damage, a location to a safe distance, and a status duration that bestows a status effect on the target. The spell recognizes creatures as being immune to any status effect that would cause them to be under the ward, but the spell can’t target a creature or an incorporeal creature (if it exists) while the blinded or incapacitated target is within 15 feet of it. Enchantment

Investiture of the Nine Earths

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates three earths within range: one in the center and one at the base. The earths are stone forms that appear to be connected to the earth by natural veins and veins. The veins can be thin or thick and open when the spell ends or a bridge is breached. A bridge is a bridge that spans a 15-foot cube on the ground that you choose, that points from a place a size different from the creature’s immediate area and that is up to 40 feet tall. The construct’s movement is erratic and the creatures can’t cast spells, activate magic items, craft magic items, or dig up secret doors made of earth. Transmutation

Investiture of the Nine Earths

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

One of the nine elements of nature, such as stone, fire, earth, or water, appears within range, taking 8d4 force damage per plane of existence. Evocation

Investiture of the Nine Elemental Arts

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration of the spell, you can affect one elemental, or one of the following elemental types: cherub, columbus, cedar, fiend, minotaur, manticore, naga, noctus, or weasel. The elemental types can be affected by one of the following spells. Choose one of the following spells used to affect the elemental. It takes 1d4 radiant damage from lightning and 1d4 fire damage from toxic cloud to affect the elemental; the elemental is affected only on a hit. • At 1 minute You create a shard of elemental energy at the edge of a 5-foot square on ground that you can see within range. Each creature in that spell’s area must make a Constitution saving throw. On a failed save, a creature takes 8d10 necrotic damage, and it is stunned for the duration. • At the end of each of the target’s turns, an elemental spell can be cast against it. An elemental that ends its turn in this way must immediately end all spells it casts. • At the start of each of its turns while you are casting this spell, a wall of elemental energy rad up to 60 feet long and 5 feet high constructs one size category taller than a Medium or Small creature are created. The wall lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side and is restrained until the spell ends. While the wall is in place a creature must make a Dexterity saving throw. On a failed save, the creature is pulled 10 feet higher inside the wall than it is wide to avoid it. A creature can go as high as the wall even if it would face the ground. Evocation

Investiture of the Nine Elements

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You gain the ability to reshape the elements in your hand, creating new types of trinkets, summoning elements, fey, fey spell, fiend, demon, fiend trap, or undead trap. Divination

Investiture of the Nine Elements

Casting Time: 1 action
Range: Self
Duration: 3 Hours

This spell makes the creation of magical objects and the casting of spells possible. Roll on the table to determine the properties of magic objects created by this spell. For magical weapon or potion created by this spell, choose the nonmagical nature of the weapon as the major component. For spells created by spells created by this spell, use the same creature material component. For spells created by magic items created by this spell, use the same creature material component. If a spell uses magical elements created by this spell or an ability gained from it, that spell or ability is of a higher level and thus is of a lower level, for example, two levels lower than the warded element. Abjuration

Investiture of the Nine Grasp

Casting Time: 1 action
Range: Self (5-foot-by-5-foot tentacles attached to a 5-foot-by-5-foot tentacle shell?)
Duration: Concentration, up to 1 hour

You form a string of limbs at a point of your choice within range and that you can see within range. The tentacles are friendly to you and can fit into small packages that can fit within a 5-foot cube. When you target one of the limbs with a melee weapon, you can make a melee spell attack against the creature (your choice when you spell cast this spell) in order to deliver a crippling blow to it or to put it to sleep. The target’s hit point maximum is reduced to 0 hit points, and the duration increases to 10 days. You can make a non-druid’s Tiny or larger component, a fish’s catch or crab’s crab’s gill’s tail’, or a rock ’s bark’s teeth or claw’s. The tentacles w as the humanoid you choose. Whenever you make a melee spell attack, your spell’s damage increases by one, and the extent of any healing increases by half. Transmutation

Investiture of the Nine Grasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you gain the ability to reshape the air you breathe to fit a weapon or spell’s capabilities. You can also shape the conditions under which objects or creatures appear to be naturally capable of reaching for weapons, or use magical means to obscure creatures' natural abilities. These successes and failures don’t need to be consecutive, however. You create either a trinket or a piece of the item. When you create either a weapon or a magical item, you can create a grasping grasping talon with each use of the talon. For the duration, the talon has the same properties as the Magical weapon and magical item created by the talon. You can use one additional time for each slot of this spell, to create a talon with a slot of 3rd., 4th., 5th., or 6th. When you create a talon with any of the three properties, you can reshape it in a manner similar to magic using a similar talon. Transmutation

Investiture of the Nine Great Trees

Casting Time: 1 action
Range: 120
Duration: Concent

Investiture of the Nine Lights

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Lightning spews forth from you in a 20-foot cube centered on a point of your choice within range. Any creature in a 20-foot radius circle where the circle is centered must make a Constitution saving throw. On a failed save, a creature takes 1d8 lightning damage, and it has resistance to lightning damage for 24 hours. On a successful save, the creature takes half as much damage and isn’t affected by lightning. Evocation

Investitureof the Nine Paths

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You transform yourself into a rare beast with a brave voice and a longbow, made from the deadly blackberry tree, into an animal of the Nine Paths (the tree is a symbol of strength, vitality, and might). Choose a point you choose within range, such as a high tower or a palace, that you can see, and choose one of the following options for how long you might want to remain a beast: • One beast type, e.g. an elk, lizard, frog, frog-bear, or mongoose, wren, dire wolf, leopard, or moose. • Two beasts (your choice), such as a wolf, werep, leopard, or rhinoceros, but could be created from any beast you’ve chosen. If you chose an illusion, the illusion would operate in secret, and the illusion would be immune to all other effects. • Three beasts, such as a wolf, werep, rhinoceros, or mastodon, but could be created from any beast you have chosen. If you chose an ability score, you would use that ability score as your ability modifier for ability checks, not the ‖creature’s’’‘ ability score. • Four beasts, such as a lion, tiger, or rhinoceros, but could be created from any beast you have chosen. If you chose an ability score, you would use that ability score as your ability modifier for ability checks, not the ‖creature’s‘ ability score. If you chose an ability score of 2 or lower, your animal suffers the effect of that ability score. This ‖imprisonment’s‘ effect also includes any reduction to a beast’s Strength score that occurs during its turn. Conjuration

Investiture of the Nine Tawnys

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You enrich the earth in a 20-mile radius around you by weaving together tangled vines and swaying leaves. To the eye, the tawny blossoms of this plant seem like tiny threads of magic woven together. To the mind, they are just another part of the plant's complex web. Each part serves as a web, shifting and twisting so that one part needs to be touched once to create a loop. You can twist the tawny plant in any direction to create a globe. Loops. The tawny plant spans a 20-foot-radius sphere centered on a point you choose within range. Each 5 foot-radius sphere has AC 15 and 30 hit points. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d10 fire damage, or half as much damage on a successful save. Reducing a 20-foot-radius sphere to 1 hit point save makes this spell immune to damage and emits bright light in a 5-foot radius. A creature hit by this spell must make a Constitution saving throw, taking 10d12 radiant damage on a failed save, or half as much damage on a successful one. Reducing a sphere to 1 hit point save halves its maximum life. Reducing an area of smooth stone to 1 hit point save halves the damage the tawny plant causes. The tawny plant produces one of the following effects when it appears within 60 feet of a target: • You create a puff of flame within 5 feet of the target that you can see. • You cause a puff of smoke to emerge from a 5-foot-radius, 30-foot-high cylinder centered on a point within range. The fire spreads around corners

Investiture of the Serpent

Casting Time: 1 action
Range: Self
Duration: 24 hours

As an action, you can create one of the following magical effects within range. Choose a serpentine, silvery, briny substance that has a diameter of 2 feet and a depth of 1 foot and that fits within a 5-foot cube. You create one of the following effects when you cast this spell or when you use a spell slot of 6th level spell slot 12th. If you create the effect using a spell slot of 7th level or higher, it activates when you take 6d10 piercing damage, and it damages a creature that you choose within 30 feet of it. The creature chooses two of the following effects at a time: • One effect activates when a creature makes a melee spell attack against you, • Two effects activate when two creatures of the same or opposite sex co x 13 feet of the same length of space, or • Three effects activate when three creatures of the same or opposite sex co x 13 feet of the same height c eres a creature of the same size or smaller. Divination

Investiture of the Serpent

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell creates a serpent-like humanoid form within range that lasts for the duration, up to 10 minutes. The humanoid is tall, lean, wiry, and covered in serpentine scales. The creature appears naked and gaunt, with a single pointed nail sticking out of its nose. It has AC AC 18, and it is proficient with all weapon attacks. While in this form, each creature in its area must make a Dexterity saving throw. On a failed save, the creature takes 1d6 cold damage. On a successful save, the creature takes half damage, and half the spell’s damage. You can also specify a different creature type, though this spell is done with the creature’s Strength item. While this creature is in this form, there is a 20 percent chance that the creature would end up as a skeleton if it had Strength 5 or less, provided it doesn’t have any special equipment. Any injuries or bruises from falling damage are dropped to the floor, where they rest free for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional humanoid Hit Points for each slot level above 4th. Transmutation

Investiture of the Tree of Life

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Tree roots sprout from the ground in a 20-foot cube centered on a point you choose within range. Until the spell ends, a tree branch w ho sprouts from a spot of your choice within range. The branch carries nutrients, light, and moisture, as well as sprouts weapons and ammunition, and sheds bright light in a 20-foot radius. The tree provides nourishing nutrients and moisture to its trees for 24 hours. A creature of your choice that is not wearing armor or who is prone or unconscious can use its action to move the tree up to 30 feet in one direction. In doing so, it sheds bright light in a 30-foot radius. When the tree leaves its location, any creatures that were within 30 feet of it when it was created have exhausted their supplies of food and are no longer affected. A creature that was within 30 feet of the tree when you cast this spell has their respiration rate halved for 24 hours, their oxygen level halved for 24 hours, and their body temperature adjusted to mimic natural cold. Necromancy

Investiture of the Undying Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames wreathe one creature of your choice within range that you can see within range. Until the spell ends, the target sheds bright light in a 30—foot radius and dim light for an extra 30 feet. At the end of each of its turns, a target that uses this spell must succeed on a Charisma saving throw or become blinded for 1 minute. The spell has no effect on undead. Moreover, while blinded, the target can use its action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Abjuration

InvestitureOf thewild

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You transform up to thirty feet of your choice of beast or nonmagical beast type within range. You transform a creature of the chosen type, either as a bonus action or as a stage-dependent action, and the target gains the following benefits: - One size category greater than or equal to you’s dimension (your choice) - The target has resistance to nonmagical bludgeoning, piercing, and slashing damage, and gains a +2 bonus to the damage roll against one creature or object - The target can use its action to create a new metal or material - The target can use its action to make a new magic item - You can use a bonus action to grant the target an extra measure of restraint (your choice) At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the power of the transformation extends to all effects created by spells of 7th level or lower. Transmutation

Investiture of the Wind

Casting Time: 1 action
Range: Special
Duration: 1 Hour

You teleport yourself to a location you can see within range within 6 feet of a creature that you can see within range. If that creature is a Huge or smaller creature, it appears in the nearest unoccupied space you can see within 5 feet of you, and until the spell ends, you can make a ranged spell attack against the creature. If you are attacking a Huge or smaller creature, the attack deals an extra 1d6 force damage to the target, and if you miss, you can have the attack fail. The wind carries your movement as you move. If you are targeting a creature, you can use your movement to move up to my speed so that it is still within 10 feet of you. If you are targeting a creature, you can use my windknife move to move up to my speed so that it is still within 10 feet of you. Evocation

Investiture of Thick and Thickeneye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a faint illusion that appears in an unoccupied space that you can see within range and that doesn’t have any body or features. The illusion is harmless and can be destroyed by nonmagical means as a bonus action on your turn. If your concentration ends before you can use the illusion again, you wilt whenever you use another action to immerse yourself in the illusion. Abjuration

Investiture of Thick and Thicketail

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You awaken in one creature you touch to life, provided that it isn’t a Huge or smaller creature. Choose up to ten plants within range for the spell’s potency. You decide which plant produces the most potent effect, or one plant and one shrub. You can also choose from any number of plants you think are undergrowth or leaves, at least one that's covered and growing normally, and one that isn’t growing normally. At any time you can move one plant over to become a new effect, or to become a new effect, or to become a permanent plant, and the plant remains under your thumb while the effect persists. To plant an effect, choose two or three plants that you know are undergrowth, each undergrowth being a different weed. To plant an opening in an activity of an effect’s duration, choose two or three openings along a ceiling. When you plant an effect, you can choose a location within 30 feet of the plant’s location where both the plant and the effect are located. Transmutation

Investiture of Thick and Thick Fog

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A swirling mist appears in the ground and hugs tightly to you in an unoccupied space of your choice that you can see within range. For the duration, this mist makes ranged weapon attacks roll using your roll of 1 or 2, and magic missile attacks roll using your attack modifier. You can target one creature with the swirling mist for each target. Each target must make a Wisdom saving throw. On a failed save, it takes 14d8 + 20 acid damage, 14d8 acid damage at the end of its next turn, or half as much damage at the start of its next turn.

Investiture of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

A thin, tangled web of tangled thorns sprouts from your fingers. The web is 10 feet long and 1 foot thick. It is a soft, translucent mass of thorns that takes on a stinging appearance when it strikes a creature. To a creature that grapples with thorns, the illusion of a looming looming thistle can be a terrifying harbinger of doom. For the duration, a creature that is fully within range is restrained for the duration. A restrained creature must move each round in a direction you specify when you cast this spell, whether through nonmagical means or by moving slowly enough to avoid being struck by a flying saucer. When the spell ends, the restrained target stops moving and must restart its movement after making another ranged attack against a target within 60 feet of it. Conjuration

Investiture of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one thunder-spitting creature that you can see within range. You whisper a refrain that appears in tune with the deity’s language. The creature must be within 60 feet of you or a creature of your choice within the spell’s range for the sound to reach its ears. The creature must be within 60 feet of you or a creature of your choice within the spell’s range for the refrain’s refrain to reach its ears. The creature can make a Wisdom saving throw, taking 6d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the damage increases by 1d6 for each slot level above 6th. Evocation

Investiture of Thundercloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose up to three blizzard-like tempest that freely wreathes the air in a 10—foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is pulled eight feet in one direction and is restrained while this spell is active. A restrained creature is also prevented from moving beyond the area to avoid it. A creature that is already restrained and within the storm cloud can’t move out of the area takes 13d6 cold damage, and it is restrained for the spell’s duration. As an action to avoid the spell, a thunderstorm-like cloud can be created of ice, thunder, and pebbles at the same time as you make the saving throw. The cloud can cover 30 feet of ground, 10 feet of a nonmagical tube, and 3 feet of dirt or snow on each side. Once created, a single thunderstorm-like cloud spreads over 500 feet in a 20-foot radius around it. The cloud can cover 30 feet of ground, 10 feet of dirt or snow on each side. A strong wind from within the cloud disperses it in a 20-foot radius centered on the spot where the storm first formed. Conjuration

Investiture of Thundercloud

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

The wall of ice erupts with a thunderous boom, and each creature within 30 feet of it must make a Dexterity saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. The wall of ice can’t extend past 100 feet. When the wall appears, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 6d6 thunder damage and is pushed 10 feet away from the wall. On a successful save, it takes half as much damage. Both effects dissipate within 10 minutes. Transmutation

Investiture of Thundering Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a 20-foot-radius sphere of thunderous cloud on the ground within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 thunder damage, and it is forced to make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t thrown. Each 5-foot-diameter sphere of cloud spreads around corners. When the cloud reaches its maximum area of cooling, a pillar of thick cloud forms at its center, and when the pillar reaches 5 feet tall, a thin sheet of cloud falls. Each 5 foot-long pillar of cloud forms a 15-foot thick cylinder with a 10-foot diameter center. Each cylinder has 4 feet of reach and a diameter of 1 inch. The cylinder and each 10-

Investiture of Thunder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Thunder festers around you on a solid surface, and the ground becomes difficult terrain until cleared. Until the spell ends, you also have advantage on Dexterity saving throws against thunder effects. When you make a saving throw, you can use your action to make a strong wind sound against the wind. If you do, the wind deals an extra 1d6 thunder damage to the target, and the creature is knocked prone. The spell ends if you use your action to dismiss the thunder, or if you take any damage. Transmutation

Investiture of Thunder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A strong wind carries your sword to a place you choose within range. That place must be at least 30 feet square and can be up to 60 feet on each side. You can use a bonus action to cause one creature of your choice that is within 30 feet of you to become frightened. If you make the move without using your Intelligence or Wisdom, the frightened creature must make a Constitution saving throw. On a failed save, it takes 7d6 thunder damage, which is reduced to 5d6 thunder damage until it drops to 0 hit points. If you use your action to do something w otherwise, you cause the creature to become frightened in two ways. First, if you are fighting the creature, it can’t attack, and it has disadvantage on attack rolls against you until the start of your next turn. If you are fighting a creature other than you, the creature can be disarmed, but the creature doesn’t have to be disarmed. Second, if the creature has 50 hit points, or 15 hit points if you have it paralyzed or pinned to the ground, it can be paralyzed again if the first time it hits 50 or fewer hit points. When the creature returns to you with 70 or fewer hit points, you can use your action on each of your turns to end the effect of the last turn it spent paralyzed or pinched itself. The spell ends if you use your action to do anything else. Enchantment

Investiture of Thunder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Thunder booms erupt from your wands and crackles with an intensity you describe. Completely enclosed by thorns, you make a burst thunderous bang. Each creature of your choice that you choose within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d8 thunder damage. On a successful save, the creature takes no thunder damage. Until the spell ends, you can use your action to create a vortex in the ground that moves 10 feet toward you. Each creature in the vortex must make a Constitution saving throw. Each creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Investiture of Tidal Wave

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Tidal waves of light shimmer down from the top of the sea in a 100-foot circle centered on a point within range. Shot from the top, the wave produces a wave that is no larger than a 15-foot cube. The wave lasts for the spell’s duration or until the spell ends. The wave is a wave of your choice that travels 50 feet in a straight line and hits a creature. When the water level drops to 0 feet, the spell ends. The water level is the horizontal component of the total area of the water as it drops. The water level is the vertical component of the area as it rises and falls. The water level is the depth component of the area as it increases in elevation. The water level is the top component of the area as it rises and falls. The water level is the height component of the area as it increases in altitude. The water level is the bottom component of the area as it increases in altitude. Each creature on the ground that is immune to being pushed must make a Dexterity saving throw. The creature takes 5d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you

Investiture of Time

Casting Time: 1 action
Range: Self
Duration: 10 Days

Choose an object that you can see within range. This spell can cast a spell of up to a level beyond 1st. You cast the spell over a short period of time (limited to 30 days), covering any periods of time when you have a concentration. To the best of your ability, the spell lasts for the duration or until the target drops to 0 hit points. At any time, you can use a bonus action to cast this spell on the same creature again, ending the spell prematurely. If this spell ends early, the spell might end early enough for the target to become blinded or deafened, or it might end earlier than intended. Transmutation

Investiture of Time

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell grants the soul of a willing creature a long-lasting power or repugnance. Whenever a willing creature uses an action to mentally compare himself or herself to a nonliving creature, a creature of his choice that has died within the past month, or a creature of his choice within the past 24 hours, the spell fails. For the duration, the target has resistance to acid, cold, or fire damage. In addition, the target takes 1d4 acid damage when it makes a Wisdom saving throw to resist an attack of opportunity created by the spell. At Higher Levels. When you cast this spell using a spell slot of two levels or higher, a bonus action can be taken to cause the spell to automatically fail if you have this benefit up to six times. Conjuration

Investiture of Time

Casting Time: 1 action
Range: Self
Duration: 1 Hour

As part of casting the Atum ritual, you take a Great Spirit performance. On each of your turns, you can use a bonus action to assume a primordial state of existence of your choice. Your illusion appears in an unoccupied space you can see within 10 feet of you. Until the spell ends, a primordial state of presence appears at your command within 5 feet of you. You can choose either a celestial, an archfiend, or an undead, as the spell's power fuses them. If you cast the spell on a celestial, an archfiend, or an undead, the spell creates a primordial void, made of thick fog and filled with chill. A primordial void is a part of an unoccupied space that can’t be filled more than once. It can hold up to 500 pounds (120%) of gear. While in that void, a creature can make a Constitution saving throw as an action. On a failed save, the creature takes 10d6 cold damage, is stunned, and makes another Constitution saving throw. Conjuration

Investiture of Time

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour (see below for a description) Duration: 1 hour A creature that you choose must make a Wisdom saving throw. On a failed saving, it has disadvantage on attack rolls, ability checks, saving throws, and saving throw attacks for the duration and must spend at least 1 minute casting the spell in order to cast it At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Investiture of Time

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 minute You imbue an object you touch with time travel to an unoccupied space it can see within 10 feet of you. Until the spell ends, the spell lasts until the object is disarmed or the time limit on casting it is reduced to 1 minute or less. If the spell ends before that time period has expired, the spell can be ended by forcing a successful dispel magic spell against the object’s owner’s memory. When the spell ends, the creature can use its action to attempt to undo the spell. You can attempt to undo the same effect two times, or you can attempt to undo several times. If you roll a d60 and the effect on the object isn’t broken, you can attempt to undo the same effect again, but the DM must specify a

Investiture of Tongues

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, you can communicate with any creature you choose. The creature must make a Wisdom saving throw, and the target can’t be charmed by you. The spell ends if you cast it again or dismiss it as an action. If you attempt to walk across a creature that is out of range on the spot, the spell disperses the creature if it’s within 30 feet of you. Otherwise, the spell ends. If you try to spell a spell that doesn’t exist on the ground, the spell fails and has no effect. Evocation

Investiture of Tree Branch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a trunk and set aside one level of cloud 10 feet long, 5 feet wide, and 1 inch thick. You touch one to three leaves, and up to ten leaves each 10 foot and 5 inches in diameter. For the duration, warding mender or mender's hen house members shed no dirt but allow plants to remain within the leaves. You also choose to retain any plants that might otherwise be airborne, but they remain trapped within the leaves and warded against movement. The leaves aren’t covered by any protective covering, so falling objects and creatures don’t do anything harmful to them. If the leaves reach their maximum length, they can’t extend into this way. Transmutation

Investiture of TreeLife

Casting Time: 1 action
Range: 60
Duration: 24 hours

Choose a tree you can see within range. You can store up to ten cubic feet of air for as long as you like within reach. If you choose a tree you can see within range, it instantly sprouts many blossoms and becomes visible in the tree for the duration. At any time thereafter, you can use a bonus action to create a fragrant, soft, yet alert tree in the ground that spreads its branches widely. You can have the tree appear anywhere on your person and, where you see it, it leaps into the air to deliver a powerful tremor that strikes anything it strikes. You can also create fragrant branches in the air within 30 feet of the tree. If you create a fragrant branch, any frost that lingers on it causes nearby creatures within 30 feet of it to make a Constitution saving throw. On a failed save, frost spreads to any area of your choice within 30 feet on each side, and the tree stops growing at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d12 for each slot level above 7th. Transmutation

Investiture of Tree of Life

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

Choose a tree within range, and you animate and reassert life force within it for the duration. The tree grows naturally in any suitable spot within reach, but it disappears if it is too small to hold its fruit. The plant regrows in 10 days and in 50 days in one hundred. If you cast this spell multiple times, the effects last for the duration and can store up to twenty-five percent of them. The growth lasts for the duration and, when the plant reaches maturity, you can use your action to plant a new one. You decide what kind of growth it produces and how it grows. The plants produce a wide variety of plants, from simple leaves to poisonous plants that take lives. The plant regains nearly all of its hit points when it is no longer in existence. Undead and creatures that aren’t friendly to you suffer no ill effects from the plant’s poisons. When you cast this spell and as your action on each of your turns until the spell ends, you can spend 1 hit point to mentally command any creature whose Intelligence is 4 or higher to move up to its natural hit points and use physical force to carry on the attack. That creature must make a Wisdom saving throw. On a failed save, the creature can move as far as 60 feet and then take the Dash action, appearing a different creature of your choice that has its own speed and Intelligence bonus, and that creature moves only by your own initiative (your choice). If you don’t command an affected creature, it makes an ability check with you and makes a Wisdom saving throw. It determines whether the creature w is within 60 feet of you and moves as far as its own initiative allows it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate and reassert life force to three additional feet of nonliving material for each foot created. Transmutation

Investiture of Tree of Life

Casting Time: 1 action
Range: Self
Duration: 10 Days

Until the spell ends, a tree of life or shrub grows on your location. You choose a point you can see within range where a plant or shrub has turned and creates a tree of life (trees grow upright, wisps fill in spaces between trees, and so forth). You can plant up to two trees in any spot within earshot of a creature or inside a container you choose to create. You can also place up to three plants within a space you can see. As the spell ends, you can use your action to plant up to one additional plant, choosing from any number of suitable trees. If you choose a location already visited by a plant, plant that plant there. If you plant a plant other than the one you choose within 30 feet, plant it again. If you plant a plant that uses up one cubic foot of floor space, plant a total of one cubic foot of floor space within 30 feet of the location you chose. Once you plant a plant, it isn’t replaced by another plant. You can’t plant more than one tree at a time. After you plant multiple plants at a time, you can plant up to three at a time, or plant one covering one or both of those locations at a time. You can also plant up to three plants at a time underground. You can’t plant more than one tree per 5-foot cube you create within 3 feet of a

Investiture of Tree of Life

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create or replace diseased trees on the ground in an area under your control for the duration. The trees aren’t diseased or diseased- ful. Each tree has AC 10 and 30 hit points. If you have two diseased trees within 6 feet of each other, create them and replace them with diseased trees of your choice that are of the same level and type as the diseased trees you created or that are within 30

Investiture of Tree of Life

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Your hand gently touches one of the following properties:— leaves, plants, minerals, trees, or even minerals from the environment you choose— to make a tree grow. You touch the ground, or a simple wooden or stone structure, and the tree takes 2d6 hit points for 1 minute. Thick Ice. The tree sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Cold immunity. The tree sheds cold damage in the cold of 1d4 + 10 feet. Acid resistance. The tree sheds an acid resistance of 10 feet that allies it with a staff of ice. Lightning resistance. The tree sheds lightning resistance of 10 feet that allies it with a staff of stone. Wind resistance. The tree sheds guard and gate resistance in the wind (20 miles per day), and it makes two bomb-shaped wings. It makes two bombs of crackling, poisonous forceps 10 feet long and 1 foot wide at the base and 10 feet tall at the top. The bombs last for 1 minute and explode when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional bomb for each slot level above 3rd. Transmutation

Investiture of Tree of Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

An illusory tree sprouts from your foot and branches in a direction you choose. The tree takes 10 feet of walking movement to strike when it reaches maturity. When one of these branches reaches 0 feet in diameter, it creates a strong gust of wind blowing from its trunk. The wind lasts for the spell’s duration. This wind is permanent. When you cast this spell, you choose a point within range: a campfire or a place of quiet contemplation. The wind blows slowly and collects in the tree. Small trees, especially those smaller than trees, have a 20 percent chance of dying of old age within a year. Large trees, especially those small enough to be carried by a wagon or carriage, have a 20 percent chance of dying of old age within a year. After that date, the tree takes 10 percent less damage. Evocation

Investiture of Tree or Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You teleport up to ten willing trees you can see within range to an unoccupied space you choose within range. Trees cast this spell using a different, unoccupied space must be in their range. For the duration, they have truesight, and they learn the languages of nearby trees in that space. When you cast this spell, choose a truesight tree you know (whichever is closest to you) or an unoccupied tree you know (whichever is nearest to you) that is on the same plane of existence as you. You can also choose to set truesight with trees that share a common language. For the duration, trees have advantage on Wisdom checks, though they take 10d6 psychic damage and have disadvantage on saving throws against its spells. Transmutation

Investiture of Tree Strider

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Tree Strider appears in an unoccupied space that you can see within range. The tree lasts until the spell ends or when you dismiss it as an action. It obeys all bark and brush rules of the game, but it makes a Strength saving throw. It takes 14d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the tree strikes a creature, it provides resistance to the weapon damage with which it bears its power. Whenever the tree strikes a creature or strikes any substance other than steel, it produces a strong release, sending the creature upward, then drops the creature and the weapon. When a creature drops its weapon or intervenes in its step to attack, the creature strikes the tree with it. The creature can use its action to make a melee attack against the tree, using the same attack and the same weapon. The spell ends if the creature or another creature intervenes in the creature's step to attack. On a successful melee attack, the creature takes 4d6 bludgeoning damage and is caught in the tree until the spell ends. The tree survives only on bark and twigs, and it is immune to poison and psychic damage. Transmutation

Investiture of Tree Stride

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Tree Stride is one of the most magical of all spells. On each of your turns, you choose a visible tree trunk or stump that you can see within range, up to 5 feet tall and centered on a point within range. You then appear within 5 feet of it and assume the form of a tree, though you must be on the ground in the spell’s area and no larger than a 20-foot cube. You can also move up to 10 feet on each of your turns until you use your action to move up to 10 feet. You can also use your action to make a melee spell attack. If you do so, the target takes an attack bonus against your design’t. While you are within 5 feet of any known tree trunk or stump, you can manipulate that trunk or stump in any of its various forms, forming a separate tree for each one. You can shape your own branches, making use of any available branch to create a rope around a given tree. You can also shape all manner of branch, creating ropes and branches as you see fit. Each kind of rope has a different effect, described below. Bolt. You cause a Large or smaller bolt-like object to fly toward a creature in a cone that you can see within range. Make a ranged spell attack for the object. On a hit, the target deals 2d6 force damage. Gust. You cause a floating mist to fly up to 30 feet in a straight line and until the last creature on the ground can move, passing through the mist and staying aloft. The mist spreads around corners. A creature can choose to remain within the mist or to follow the mist throughout its journey, even if it moves off into the distance. Coming to a sudden halt in its movements might put the creature in danger, requiring a successful Intelligence (Investigation) check against your spell save DC to be aware of its location and of its surroundings. Conjuration

Investiture of Tree Stride

Casting Time: 1 action
Range: Self
Duration: 4 Hours

Tree elements warp to and fro at your command in a small, twisting grove of trees within range. You can create one hundred branches of evergreen orchards or groves of evergreen trees in your area, covering about 5 feet of ground. Each branch lasts for the duration, and you create two new branches each time you cast this spell. You create nothing more than a temporary, 3-foot cube of swirling, evergreen foliage around each new branch. The foliage lasts for the duration or until some natural weapon (such as a tomahawk or mace) misses it. Additionally, when an affected tree falls, it produces a thistle, which makes it vulnerable to fire damage. Evocation

Investiture of Tree Stride

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Your magic merges with nature to create a tree that rises from the ground and rises for the duration of the spell. The tree rises from the ground at your command, continuing until the tree leaves the ground or falls to the ground. It appears in an unoccupied space that you can see within 10 feet of you. You can use a bonus action on a subsequent turn of yours to command the tree to follow you wherever it goes. Once you command it to follow you, you can direct it to remain where it is and to protect its tree from hostile creatures. When you command the tree to do anything that you choose, you can specify a short phrase (no more than 5 words) or a long phrase (up to 50 words) that becomes part of the magic forlorn message. You can communicate with the tree through objects it peles would make or by means other than words or spell words. To communicate with the tree, you must speak the long magical message, set foot in its branches, and reach the tree’s location within 5 feet of where you’re pointing. Otherwise the botany spell fails. Transmutation

Investiture of Tree Stride

Casting Time: 1 action
Range: Unlock
Duration: Concentration, up to 1 hour

Tree Stride or you can transform trees into foliage for the duration. At the start of each of your turns until the spell ends, the leaves turn waxy, fragrant toenails of many trees. The transformation lasts until the spell ends. If you transform a tree, its trunk is transformed into branches for the spell’s duration, and its bark turns to bark for the duration. The transformation doesn’t need to take place on land or in containers; the transformed tree transforms up to ten cubic yards of nonhabitable land from one location within reach to another location within 100 feet of its destination. Transmutation

Investiture of Tree Strife

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a cutting stupor or somnolent tree branch that blossoms into a trinket-shaped weapon, granting it the benefit of bardic knowledge. When you cast the spell, you can make a ranged weapon attack with it. On a hit, the creature must take 4 d10 ranged weapon attacks against you to create the weapon. The weapon’s damage increases by 1d12 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Investiture of Tree trunk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, a trunk that you choose as your permanent position is capable of storing up to ten times its normal capacity, or one meter (0.5 feet) thick, in order to remain invisible. A trunk that isn’t created by another permanent arrangement, such as a warbled trunk, can be restored to its normal state, provided that it is created in the manner provided. If the material arrangement isn’t created by more than one planar, plant’s natural weapons might wilt, forming a tree trunk that fails to wilt. The spell ends for a target that chooses a permanent arrangement that is more than 1 meter at its root and that doesn’t offer enough room for the material arrangement to store its capacity. The spell creates a tree trunk of your choice with a 10-foot diameter trunk, formed of several trees arranged in a manner similar to a sigil chain. The trunk is translucent, holding up to 50 pounds of force when fully extended. The tree emits a faint shriek when it strikes a creature or a solid object. Any creature within 10 feet of the tree when you cast the spell must succeed on a Strength saving throw or be affected by the spell en route. While the affected creature is affected by the spell, trees trudge magically, and whenever it moves to a different spot on the ground or across a ceiling, the creature uses its movement to go where practicable before it does so. While affected by the spell, a tree trunk can’t be removed from its container and placed in an unoccupied space nearest to it. Transmutation

Investiture of Vampiric Vitality

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Vampiric Vitality is a mysterious power that imbues a creature you touch with magical power. Creatures of your choice in a graveyard within range are unaffected by necromancy until the spell ends. Whenever a creature dies within 60 feet of a target whose soul is on the target’s body, the target’s vampiric vitality returns, and the target’s soul is yours for the duration of the spell. At the end of each of its turns, the target can make a Constitution saving throw, taking 7 + its Constitution modifier necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Investiture of Water

Casting Time: 1 action
Range: 1 Round
Duration: You create a 10-foot-radius cylinder of water in t

he air that appears at a point you choose within range. You can move with a speed of 10 feet long (30-foot-square). When you cast this spell using a spell slot of 2nd level or higher, you can move with a speed of 10 feet per round. At Higher Levels. When you cast this spell using a spell slot of 2nd level or lower, the number of objects that fall, but more than a 5-foot-square in the cylinder increases by one for each slot level above 2nd. Evocation

Investiture of Water

Casting Time: 1 action
Range: Self
Duration: 10 Days

Transmutation

Investiture of Water

Casting Time: 1 action
Range: Self
Duration: 24 Hours

Choose up to ten feet of fresh water within range for the duration. A creature must use its movement to move through the water within range. For the duration, a creature has advantage on Strength, Dexterity, or Constitution checks to move up, down, or both ways. The creature can make a Constitution check against your spell save DC, and it becomes proficient in all Strength checks. The spell ends if you use your action to move up or down a new vertical or horizontal line, or if you use your action to move horizontally or vertically. Transmutation

Investitureof Water

Casting Time: 1 action
Range: Self
Duration: 5 Days

You conjure up a mist that fills an unoccupied space within range that you can see on the ground within range. The mist spreads around corners, and its area is difficult terrain. Each 5-foot cube of the mist centered on a point within range grants you resistance to one damage type (magic weapon, light, or piercing) that would normally be affected by a point of celustry. For the duration, the mist sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Evocation

Investiture of Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Flame smoke rises from your hand in a direction you choose. Each creature in a 20—foot-radius sphere centered on the point you choose must make a Constitution saving throw. On a failed save, a creature takes 6d10 radiant damage and is trapped for the duration. A creature that succeeds on the save is transported to a safer spot while it was trapped. Transmutation

Investiture of Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell makes the ground in a location you specify for the duration immobile to swim away. Choose a point on the ground you can see within range, and a length of 60 feet that you can see within 60 feet of you. The ground you choose must not become difficult terrain. For the duration, the ground in that location is immobile, except for steep drops and crevasses. Any drops, crevasses, or other obstacles created by the spell leave behind a trail of footprints or other visible signs of the location’s evolution. The spell’s radius is the area nearest to you, which determines the area’s natural terrain component. At Higher Levels. When you cast this spell using a spell slot of a higher level, the area you specify increases by 100 feet for each slot level above 3rd. Evocation

investiture of water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, flowing water appears in a 20-foot cube centered on a point you choose within range. The water fills a 20-foot cube and moves with it, remaining centered on each point you choose within range. An unwilling creature must make a Dexterity saving throw to resist the transformation. On a failed save, the creature is knocked up in water and is hurled into a 20 foot radius centered on that point. The water remains for as long as the spell remains in effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can convert water into electricity for the first time on a target of your choice that you can see within range, days after you cast the spell. Additionally, water created by the transformation transforms into nonmagical fire until it is extinguished. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can convert water created by the transformation into nonmagical fire until the end of your next turn, ending the effect on it. Diatramatic Interference. You can make a nonmagical fire spell in addition to the one you used to cast the spell. If you cast the spell in the same area every day for a year, the spell lasts until it is dispelled. Fireball. You can throw a nonmagical fire spell in the space of a 60-foot cube centered on a point you choose within range. The spell sets off a chain of explosions in a 20-foot radius that lasts for the duration. Each target must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Flood. You can place a nonmagical water spell in the space of a 60-foot cube centered on a point you choose within range. The spell creates a burst of nonmagical water that lasts for 1 minute. When the burst appears, each creature in the area takes 4d6 fire damage. Creatures in the area are pushed to one side of the area for each blocker standing still. Part Fire. You can place a nonmagical fire spell in the space of a 60-foot cube centered on a point you choose within range. The spell creates a nonmagical flame that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The flames don’t harm you. When you cast this spell, you can have the spell fail if it is cast in this way. If the spell fails, the creature that cast it is ejected from the spell’s area, leaving at least one of its hit points untouched. Evocation

investiture of water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, flowing water enters the spell’s water component and moves along the surface of the water in a horizontal line. The water moves along the surface of

Investitureof Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, you can breathe underwater and create a 20-foot cube of churning water on each of your turns. This churning water is clean and transparent, and it is immune to all damage and effects. You can exclude one creature within 20 feet of the churned-out water from the spell and banish it to the deepest part of the underwater cube you created. Creatures in that area are affected as well. If you cast this spell in the deepest part of the cube, you banish a Huge or smaller creature to the deepest part of the cube. The creature is restrained there until the spell ends, and the creature drops to 0 hit points if it is killed or separated from its mother or if it is forced to move to safety from its mother. Evocation

Investiture of Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure a body of water on ground or in the air, or up to 90 feet deep, that is 30 feet tall and extends for a maximum distance of 30 feet. The water is transparent and difficult terrain. The water fills any gaps you made in its surface; fill cracks in it. The water doesn’t harm you in any way. The water can pass through natural barriers made of earth or stone and freeze solid earth or stone without harming you. In addition, the water doesn’t chill solid ground or stone, and it doesn’t freeze stone. Transmutation

Investiture of Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You establish an elevation in the ground that is no larger than a 40-foot cube. Until the spell ends, a 20-foot-radius pool of water appears in front of you and moves with you. The pool doesn’t need to be vertical or wide. Instead, it lies on the ground and moves with you. Any creature that moves on the ground must make a Strength saving throw. On a successful save, the pool rises again, but the water remains suspended in midair for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Evocation

Investiture of Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw, taking 8d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages targets and ignites equipment in its path, burning it to smithereens. On each of your turns until the spell ends, you can use a bonus action to cause one creature or hazard you see within 60 feet of the target to make a Strength saving throw. On a failed save, the creature takes 1d8 fire damage. On a successful save, the creature takes only half as much damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Investiture of Winds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, winds blow from your hand in a 10-foot radius centered on a point you choose within range. The point must be on the ground, or you draw a line running through the air through the point. If you w ere moving toward a point where the wind is moderate or strong, you can make a Strength check against your spell save DC to note that you are within the wind and that the wind is present. If you are moving toward a point where the wind is strong or where the wind is strong—such as when you make a melee spell attack against a hostile creature within 5 feet of you or you attack a hostile creature there within 5 feet of you—you can make the attack without using your movement. The wind carries you, not the creatures you are hostile of. Conjuration

Investiture of Wood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits: • Ranged weapon attacks made against you have disadvantage on the attack roll. • You create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. If a creature dons armor or someone else attempts to walk over the earthquake, it makes a Strength check against your spell save DC. On a success, the creature is no longer restrained and is hurled 1 foot above the ground in a 20-foot radius centered on it. Transmutation

InvestitureShield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You extend your own shield to protect against ranged damage. Choose a creature within 30 feet of you that you can see within range. If the creature’s speed is elevated or their armor is hasted, it takes 8d6 piercing damage and can’t become shielded against the attack until it cashes to the ground. Evocation

Investiture, Stone Arrow

Casting Time: 1 action
Range: Self
Duration: 8 hours

This spell creates a bolt of strong lightning energy, forming a point of impact 60 feet in diameter and appearing in one spot within range. Each creature that can see through the bolt must succeed on a Dexterity saving throw or take 1d8 lightning damage, and the spell ends. At Higher Levels.

Inviscipline

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spell inscribes on the surface of another object you choose, such as a book, a scroll, or a container, as well as the appearance of other visible things, words, or images. You can specify words, images, or a group of natural words and images. They appear in any form, though the words appear to be legible and can be read without distraction. The inscribe might take the form of a simple letter, a symbol, a symbol, or an elemental glyph, though it conveys the message. The message is usually clear and direct, and the piece of inscrutable parchment the inscribe is using is the only source of the message. The inscrument might be a small cylinder that holds the inscrutable message and/or some other special arrangement. If the message falls to the floor or falls from a ceiling or over a construct that isn’t on the floor, a powerful enchantment sends the inscrutable message flying toward whatever creature occupies the space. Whenever a creature that would take any damage or who would be affected by a spell cast on it uses a spell that deals damage to a creature on the ground or over the top of an object being worn or carried by an undead, the creature takes half the amount of damage or radiant damage caused by that spell as radiant damage and can use that spell normally as normal. Transmutation

Invisibility Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A thin, transparent force springs into existence in the Ethereal Plane within range to guard against spells, magical effects, and other illogical phenomena. The force is large, composed of up to three force components, and it lasts for the duration. The force is impervious to damage. When it strikes an object or moves toward an illogical object, the creature that made its motion is immune to blocking effects and isn’t affected by them. The force remains for the spell’s duration. Any spell cast against it must end before the spell ends. Spells affected by this spell aren’t dispelled, but they appear when the Spell Interrupts has ended. Evocation

Invisibility Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shadowy, inset image of an object within range. The image appears in a 30-foot-tall cylinder centered on the image. The image lingers

Invisibility Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a stone object or a surface and it takes the form of a small, translucent object that is invisible to the target for the duration that it is on the surface. It disappears within 1d4 x 10 feet of where you cast the spell. A light touch reveals this illusion. When the target enters the spell’s illusion, if it enters a space that isn’t occupied or occupied by you or someone else before the spell ends, the target can make an Intelligence checks and the illusion disappears. The target still recognizes you as its owner (though it gains your alignment), but that knowledge is lost. You can use your action on each of the target’s turns to make a Wisdom saving throw against the spell. On a success, the target can repeat the saving throw, ending the effect on itself on a success. Abjuration

Invisibility Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You designate a spot on a wall or a ceiling that you can see that you can see and that can't be affected by barriers, spell-like barriers, or other sensors. You also determine whether a blocking activity blocks your intended activity or a non-permissioned activity that is intended for that activity but isn’t allowed by the area’s conditions. When you cast this spell, the spell fails and becomes permanent. If your spell slot is up to no longer hold a spell slot, you must restart, or you can have it for a shorter time. This spell ends if you cast a spell of 4th level or higher. Necromancy

istance, up to 1 minute

Casting Time: 1 action
Range: By means of a small beam of sunlight, or by employing an illusory barrier, a creature or object of fright can be prevented falling if it is within a 20-foot-radius sphere. This barrier functions like a door or window, allowing creatures and objects with a vulnerable slot to enter and exit it freely. While a creature is immune to being overwhelmed by emotion, a creature or an object can exit without harming any objects or others. A creature can use an action to shake or slap the door or window shut, or make a melee attack through the barrier. A restrained creature or object can use an action to shake the door or window shut again, otherwise shutting it might trigger an effect different from those described here. The attacker and any affected creatures can’t be separated, nor can a creature attack or take any action outside the spell’s range. When a creature reaches the limit set forth in this section, the creature either falls or falls and then stops, requiring a successful Intelligence (Investigation) check against your spell save DC.
Duration: Abjuration

it up to 1 hour

Casting Time: 1 action
Range: Mold and debris fill the air around you for the spell’s duration. Each 5 foot-square portion of dirt or stone taken as an example of a 10-foot section requires at least 1 minute to complete. You can remove up to five feet of exposed dirt or stone by succeeding on the soil checks made by this spell. If you cast the spell on exposed ground, you also instantly excavate the area and pick up any remains as you excavate. The dirt or stone changes color, too. It sheds bright light in a 10-foot radius and dim light for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, dirt or stone sheds bright light in a 5-foot radius and dim light for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect the intensity of the light created by a 10-foot step by rolling an 8 or 11 about evenly on the two succeeding rounds.
Duration: Evocation

JELLY'S FAILURE TO KINCH WITH A FRIEND (your choice)

Casting Time: 1 action
Range: Skill, up to 1 minute
Duration: While you are concentrating on a spell, the target

’s mood is changed. The target is awash with negative energy. When the target wakes up, it takes 1d6 radiant damage. If the target is diseased or poisoned before releasing this energy, it is restored hit points equal to 1d6 + your proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

jotunya

Casting Time: 1 action
Range: up to 1 hour
Duration: You attempt to make a creature completely naked ou

tside of range. The target takes 4d8 bludgeoning damage and is instantly blinded for 1 hour. This damage can’t be reduced or prevented by any other weapon

Kali's Fury

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You conjure up a spectral creature of your choice that you can see within range. It must be within 5 feet of you or can’t be charmed. The creature must be of Medium or smaller size and must be within 30 feet of you. The spell’s target must be within 5 feet of you, and it must be of no more than Medium or smaller size. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage and is restrained. On a successful save, the spell ends. Conjuration

Kamijou's Kiss

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a creature and the creature makes a Charisma saving throw. On a successful save, the creature is able to communicate with you through your spellcasting. It also has the ability to hear you through your spellcasting. You and the creature can talk, read, and write in languages other than your own. If you and the creature share the same language, you can speak it if you wish, as long as you don't have to. If you speak it more than once, the creature can repeat the saving throw, ending the effect on itself on a success. If it uses its action to make a new one, it can use its reaction to end the spell on the current one. Conjuration

Karmic Touch

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The touch of a willing creature of your choice that you can see becomes tangible and lasts for the duration. A creature can use its action to examine the object or object’s physical form and determine if it has the correct equipment or material components. If it has the correct equipment or material components, the spell ends and the object is not visible or visible in any other way. A creature can use its action to dismiss the spell with a failed dispel magic spell or with a bonus action on a later turn to dismiss the spell. Conjuration

Keen Eye

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make a visual impression of a creature you can see within range. The target must make a Wisdom saving throw. On a success, the target takes half as much damage and can’t be frightened by this effect. Conjuration

Keen Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and hear the voice of the creature as it moves across the room. The target must make a Wisdom saving throw. On a success, the creature hears the voice and can use its action to make the same saving throw. On a failed save, the creature can’t hear the creature’s language. On a successful save, the creature can’t speak a creature’s name. At the end of each of your turns, you can’t move from one spot on the floor or floor of the room to another. Conjuration

Keen to see

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You gain the ability to see through invisible objects. You can use your action to see through a solid object, as long as that object is free of any material component. As long as you can see through the object, you can see through it only in part, and you can't see any other parts of the object. You can alter the object, which can be a skeleton or a trinket. You can also alter the object at will, but that spell can't be used to alter the object. Conjuration

Killer Cauldron

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You forge an arcane weapon from an unoccupied container. The weapon must be within 10 feet of a creature that you can see within range. The weapon must be within 10 feet of a target that is Medium or smaller. A target can use an action to cast the spell if it is within 10 feet of the target. If the target has a hit point maximum of +5 or less, the spell ends. If the target also has a hit point maximum of +5 or less, the spell ends. Conjuration

Kill of the Kaleidins

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call for help from a creature of your choice that you can see within range. The creature uses its action to make a Wisdom saving throw. On a success, it takes half as much damage, and its speed for 1 minute on a hit is halved. It has resistance to all damage, and the spell ends if it's used more than once. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. Each time you cast this spell, you can use your action to dismiss the effect as an action. Transmutation

Kiloc's Wrench

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature that is being restrained, or that is being held by an unwilling creature. The target’s head is turned to the left and the creature must make a Strength saving throw. On a failed save, the creature’s head is turned to the right and it must make the same saving throw again, if it does so already. The target must still be within 10 feet of you when you cast this spell. If the creature is held by a creature, it must make the same saving throw, unless the creature is charmed or restrained by another creature. The spell ends if the target is not charmed or restrained by another creature. For the duration, the target can use its action to take a hit. The spell ends if the target is a creature or object that isn’t charmed or restrained by another creature. Conjuration

Kinsman's Touch

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You touch someone, and that person must succeed on a Wisdom saving throw or take 1d6 radiant damage. On a failed save, the target takes 1d6 radiant damage. The spell has no effect on undead. The target can use its action to make a Charisma saving throw. If it succeeds, it remains charmed until the spell ends. If it fails, the spell ends. The target can use its action to make a Wisdom saving throw again, ending the effect on itself on a success. A creature can use its action on a success or a failure to revert back to its original form. The target remains charmed until the spell ends. Conjuration

Kor'kron

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The chosen symbol appears in a place within range and that symbol appears in all the words spoken. The symbol can’t be more than 10 feet from a creature or a point of magic writing on a creature. The symbol’s location is random and can’t be more than 30 feet from any point on the symbol’s surface. You can use your action to dismiss the spell. Conjuration

Korokul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You use your action to designate a spot on an object, a place you are on, or a place you are within a distance of a place you designate. You can designate a spot on the object or place as being within range. If the place is within the range of the spell, it is a square-shaped area. If the place is within the range of the spell, it is a cube of 5-foot-tall cylinder with a diameter of 20 feet. The spell’s area is difficult terrain, and it provides cover from all attacks that are not directed at it, such as fire, ice, lightning, or poison. You can designate up to six different places within the spell’s area. Each place you designate must be within the range of the spell’s area. If you choose one of the locations, that creature must succeed on a Dexterity saving throw or be blinded for 1 minute. Enchantment

Krannikar's Rest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You gain the benefits of this spell. A creature you touch that is incapacitated or unconscious can be turned into a zombie by using your action to regain its breath. The target must make a Constitution saving throw. If it succeeds on this saving throw, the target takes 4d6 necrotic damage and is no longer incapacitated or unconscious. On a failure, the zombie is killed instantly. The spell ends if you cast this spell again. Conjuration

Lampbeam

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A bright beam of light shines in a 30-foot cube centered on a point you choose within range. The creature can make a Strength or Dexterity check against the spell's range on a success. If the target fails the check, the spell ends. This spell can be used up to three times per day. Evocation

Lamp of Death

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A dimly lit corridor leads to the back of a grove of corpses, and you have resistance to death effects until the spell ends. Conjuration

Lamp of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Your lantern shines with a dazzling array of bright light. Choose leaves or other solid objects that appear within range. One creature of your choice that you can see within 30 feet of you must make a Dexterity saving throw. A creature takes 8d4 radiant damage on a failed save, or half as much damage on a successful one. For the duration of the spell, each affected target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell—and as a bonus action on each of your subsequent turns after this spell ends—you can make a ranged spell attack. Hit with the attack, your lantern brightens for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Lampstick

Casting Time: 1 action
Range: 1 Hour
Duration: You touch a lamp and infuse it with magic. Until t

he spell ends, any lamp that you use to make a lampstick into a spellcasting tool and imbues it with a spell ability gives spells with a casting time of up to 1 minute. The light shines brightly within the lamp, and the spell ends when the lamp becomes inert. It also ends when the lamp, if used, drops to 0 hit points. The spell then ends for the lamp, if any, when the spell has a casting time of 1 minute or less. For the duration, the lamp can hold up to one object, which object must be worn by the lamp, and which object must be unfastened from its grasp. The spell ends if you use your action to open the lamp. To open the lamp, a creature must be within 5 feet of you. To lay a spell of 1 minute and less on the ground, smite a creature (including undead, the lamp user) within 5 feet of it, or ram a standing creature (including undead, the ram user) within 5 feet of it. You can use your action to command the lamp to strike the creature or ram it. The lamp strikes the creature whenever it wangles or cuts you or others, and it delivers the spell when the lamp targets it. Abjuration

Lampstick

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell imbues an object with a luminescent light that flashes when it is in motion. The light can be as bright as a 60-foot cube of light, dim light, or a shade of blue. The spell can’t be used more than once. The spell ends on an object that is moving. Transmutation

Lampstick 60 Lance of the Dead Touch Concentration, up to 10 minutes You touch one creature that you can see within range. The target must make a Wisdom saving throw. On a success, the target takes half as much damage on a failed save. Conjuration

Lance's Tiny Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You fill a Tiny, Medium, or Large Construct with magic for the duration. The spell ends if you cast it again, unless the creature’s Small, Medium, or Large component is used to cast the spell again. Nonmagical creatures or objects no more than 5 feet in diameter and no larger than nonmagical objects can‘t be affected by the spell. The spell can penetrate some barriers, but it is blocked by 1 inch of steel and 20 feet of nonmagical material (your choice) that has a toughness lower than fire. Transmutation

Lance Weapon

Casting Time: 1 action
Range: 30
Duration: Special

Until dispelled you can use one of the following weapons proficiencies against one creature within 5 feet of you with a weapon that resembles a spear or axe. You choice a weapon that is a spear or a war axe, or one that appears in an unoccupied space that is between two objects you choose that have the spear or axe proficiency of the target creature. Hit or miss, the weapon stops short of being a weapon. As a bonus action on your turn, you can move the weapon up to 30 feet plus the total weight it carries to the nearest solid object. If you ram the weapon into a pillar, a wall, or other structure, it explodes, and each creature within 10 feet of the pillar or wall must make a Dexterity saving throw. On a failed save, they fall prone in a space that is up to 5 feet on each side. The weapon’s ammunition is deflected onto the ground and then hurled back at the attacker, who takes 5d10 bludgeoning damage and must move at least 10 feet away from the point where it exploded. Conjuration

Languages of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Touch a target you touch. The target becomes a mindless undead. As an action, you can create a 1D8 poisonous breath that causes nonmagical poison to emanate from your mouth. The target must make a Wisdom saving throw. On a failed save, the target remains in its mindless form for the duration. At the end of that duration, the target can move or speak any language the target understands. Alternatively, you can cause the target to become a creature of your choice that can speak any language spoken by the target, either in a language other than your language of choice, or in a language other than your chosen language. Transmutation

Lantern

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

This spell inscribes written information about any living things on a surface within range. When spoken to, this information predicts the course of events for that day and triggers actions to keep track of the current condition, statistics, and statistics of creatures that you choose within range. If a creature has a Constitution score equal to or less than the creature’s total to the prediction, that creature is entitled to certain benefits from the spell, such as the following: • A detailed description of its abilities and defenses, including advanced condition, statistics, and defenses, as well as statistics specific to that creature • A brief description of its equipment, including any addictions or substances it is carrying, as well as any equipment created by the spell. If the creature has a weapon, armor, or shield, this information does not apply to it. The spell can also be triggered by circumstances beyond its control, such as when an affected creature first reaches its full hit point maximum, when an effect removes an illusory bridge linking a creature to an illusory creature, or when an illusory creature triggers an ability change affecting that creature. Special Transmutation

Laser Arrows

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

The spell cuts through materials that you can see and then impacts with a softening material on the ground that you touch to create a permanent arrow. That material becomes inert and unaffected by spells or other magic for the duration. If you cast this spell on the same spot throughout the spell’s duration as you cast the spell, the spell destroys a barrier that blocks both light and shadow movement. While such a barrier exists, you can use an action to cause an invisible spell of opportunity to strike between you and the target, which has to make a successful Intelligence saving throw. You deal an extra 1d6 damage to the spell if you do so, and on each of your turns until the spell ends, you can use your reaction to deal an extra 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates even more damage between you and the target if you do so. Conjuration

Laser Field

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of glowing, jet-black energy that spreads around corners. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The area lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Evocation

Laser Projection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell constructs a beam of strong antimagic field from materials that have been coated with an opaque material. The target must make a Dexterity saving throw. It takes 3d8 damage of the type you chose for its type and then one additional point for its Strength saving throw. This spell creates a field on the ground in a 20-foot cube centered on a point you choose within range. Each creature in the field must make a Dexterity saving throw. A creature takes 4d8 damage of the type you chose for its type and then one additional point for its Strength saving throw. This spell creates an extradimensional space with a 50-foot radius. The radius can cover up to 30 feet of ground, up to 50 feet in each direction. If the area is nonmagical, its cover is broken, and creatures in it are trapped in the area. The spell’s area overlaps with the land in the spell’s area, which has its own magical barrier. Creatures in the spell’s area can’t telepathically pass through the barrier, but they can communicate with creatures, plants, and other creatures that can pass through its barrier, as well as with creatures or objects entering or leaving the

Lava Burst

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a 20-foot solid lava lamp radially in a 20-foot radius centered on that point on a point you choose within range. Any creature that ends its turn within range and takes 2d8 acid damage when it enters the blast must make a Constitution saving throw; a creature takes 2d8 acid damage on a failed save, or half as much damage on a successful one. The lode of lava is filled with flames that are difficult to extinguish but nonetheless harmless. Each creature in the area when you cast this spell must make a Constitution saving throw. On a failed save, a creature takes 1d8 fire damage. On a successful save, a creature takes half as much damage and isn’t affected by this spell. A fire-breathing creature also burns for 1d4 times its normal power as fire until it falls asleep (at the DM’s option). At the end of every 10 days that a creature is allowed to fall asleep, it burns for every 1d4 days that it falls asleep. A creature can’t fall asleep while under the effect of this spell. Evocation

Leaping Storm

Casting Time: 1 action
Range: Self
Duration: until dispelled

Choose one creature within range that is climbing on a fixed branch or limb of a tree. The target takes 3d8 lightning damage on a failed Constitution saving throw, or half as much damage on a successful one. The lightning lasts for the spell’s duration, and the target takes thunderous banging noise when it strikes. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Leash

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. The target has resistance to nonmagical fissures that can be opened or closed. Nonmagical fissures that open in an exposed area of ground are difficult terrain; succeeding on a successful save increases the target’s ability to open or close such a difficult area by one. Otherwise, the spell ends. When the spell ends, the target has no memory of time spent on the spell, and it doesn’t have any movement. When the spell ends, the affected creature returns to the number of hit points it had before it ended. A creature can have up to three hit points at a time, and it is limited in the number of hit points that it can have. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Legend of the Shadow Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

One of your sharp blades smashes into a mote of the Shadow, ending the effect on yourself and all creatures you can see within range. Subtract each creature you can see within five hundred feet of another creature. For each creature, make an ability check using your chosen ability. The DC equals 10 + the spell’s level. On a successful save, you and each creature seen within five hundred feet of each other spend the spell’s full effect, not the creature’s. A Minor Illusion ends the effect on you. Illusion

Lemmy’s Magic

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a celestial or a primordial creature of your choice within range, shaping it in any way that you choose, manifesting a wish spell that would deal an effect that would grant the target the ability to speak and animate. The target must succeed on a Wisdom saving throw or lose all memory of what it said. Otherwise, the spell fails. While affected by this spell, you can affect only one creature with a Wisdom score of at least 1. You can’t affect more than one creature at a time, including with respect to two creatures, you can only affect one creature with respect to two others, and you can’t affect more than one creature at a time by several consecutive means, including by creating a distraction or an area of distraction. Abjuration

Leomcinogen

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature and infuse it with magic for the duration. The target’s resistance to one damage type for the first time on your turn is reduced by that spell’s level for the first time on your turn, and the target’s weapon attacks other than those made with it instead gain a new 3rd level and a successful use of the spell ends. On each of your turns until the spell ends, the target can roll a d4 and add the number rolled to weapon attacks made against the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Transmutation

Leomcinosis

Casting Time: 1 action
Range: Sight
Duration: 24 Hours

This spell kills or seriously damages plants within 10 feet of you. When you cast the spell, choose a point you can see within range. A swirling mass of plants appears in an unoccupied space of your choice within 5 feet of you. You can take this route: one of the following effects occurs. On a failed save, the plant becomes blinded and deafened. Two levels of the plants senses cause the blindness and deafened condition. If the plant is on a failed save versus a spell of 3rd level or lower, the plant becomes charmed. The plants w as stunned and frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional plant for each slot level above 1st. Transmutation

Leomund's Divine Favor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your prayer seeps into the fabric of space, granting you the benefits of your own semblance while you are within 1 mile of Leomund. You can direct the flow of time and space at will, shifting the flow of time so that it is always in the direction you chose. In addition, if you position yourself so that two perpendicular blades of light can pass through your finger, a blade of static energy will leap from one end of your free hand to the other, effectively removing yourself from the timeline. You can use your action to cause the opposite effect. Two blades of light will meet to form a circle that will remain in place for the duration. Each creature in the circle must make a Dexterity saving throw. An attacker is limited in the number of possible creatures on the ground when he or she can see you. While you are within 60 feet of you, creatures can’t be targeted by this spell. Fade Self 1 minute You choose a location on the ground that isn’t a place you choose within 5 feet of the location you chose. You can choose from any number of possible locations around the w ell you choose, which are evident from the spot’s shadow. All of the locations are visible, but you can’t see anything that isn’t on the ground. You can’t target a location on the ground in this way. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Floodplainview away from place’s shadow. Evocation

Leomund's Magical Leomund illusion

Casting Time: 1 action
Range: 60
Duration: 1 minute

Leomund appears in the sphere of life within range, transforming himself into a leopard, a camel, or a camelback. The transformation lasts for the spell’s duration, or until he or she completely dispelled leomund’s illusions. He or she can be up to twenty feet away from the sphere of life. If the sphere of life is open, leomund can see through it, and his or her movement while within it grants him or her the benefits of a Hideous Invisibility check against your spell save DC. He or she can make a Constitution saving throw at the end of each of his turns, ending the effect on himself. A creature can benefit from this saving throw if it wishes. As an action, a leopard, camel, or camelback can make a Hideous Invisibility check against your spell save DC. On a success, the creature is no longer blinded and can move normally. Transmutation

Leomund's Secret Hide Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shadowy figure appears and takes on a sort of invisibility that even the bravest mortal can't suppress. The figure is thin and bearded, and has black hair swept back in a bun. It has AC 20, 1 hit point, and a Dexterity score of 5 or 5.0. Its speed is 30 feet., and it can’t move during the spell’s duration. When the spell ends, the figure retreats into a corner and peels itself off at the DM’s discretion. The spell fails and the spell’s damage increases by 1d6. The shadowy figure has a darting speed of 60 feet. If the dart is direct, it travels 1 foot less than normal for each jump it made. Evocation

Leomund's Spell Focus

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A willing creature you touch becomes a prepared Spell Focus target of 1st level or higher. For each target that becomes a Spell Focus target, roll a d8 to determine its spellcasting ability. For each target that becomes a Spell Target companion, roll an alchemists level 1 spell of 1st level or higher to become companion of Spell Focus companion. Transmutation

Leopard make contact

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You instruct a quiver of ravenous beasts in a harmless activity—playing fetch, mending a deal, or taking a long walk. The spells might target one beast or several beasts, depending on the nature of the activity. The tasks might range from simple (fly us across the chasm to protect a sacred grove or guard a holy entrance), to complex (spy on the mentally ill or the downtrodden). The spells don’t necessarily target beasts, especially if the activity is particularly dangerous. Divination

Leprotech

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You and up to six humanoid companions of your choice that you can see within range step to the left of you in a circle and circle each other until the spell ends. Until the spell ends, each companion can’t attempt to move more than 25 feet away from you. A target’s speed is halved until the spell ends, and it is unconscious until the spell ends, when it collects itself and re-enters its body. It is vulnerable to all nonmagical attacks, spells, and magic items, and has resistance to poison and fire damage. Illusion

Lesser Restoration Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause a spectral shadow projection to form on a willing creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is conjured a spirit that can take the form of a mindless beast and remain in that form until the spell ends. On a successful save, the target has no memory of what it was doing that day. It is immune to all damage and can’t be cornered. If the target uses its action to attack, the target takes the attack instead, ending the effect on itself on a success. The casting of this spell can’t displace normal activity, such as gardening, into the space the shadow forms. The spell can also be used to temporarily hide a certain object or creature from view, such as a wall or a ceiling. The spell can also be used for other purposes, such as to summon a celestial companion. In addition, you can designate a time and place when spells should take effect, such as at the DM’s discretion. Whether you cast this spell or not depends on the nature of the illusion. Spells that remove such an illusion appear in a permanent marker along the target's body, such as in the eyes, ears, or nose. If you cast either spell, the spell disappears without leaving your space. Casting spells that deal no damage affect only illusions, not real life. Casting spells with a 10th-level spell slot count against the spell

Lethal Armor

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell transforms an object you touch into a protective barrier that abandons any resistance or immunity to your damage type. The barrier moves with the target and lasts for the duration. It surrounds you in opaque armor, slowly healing you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the barrier lasts for the duration or until you use an action to dismiss it. It disappears when it drops to 0 hit points or when the spell ends. Transmutation

Levels and other effects of the a Transmutation Levels) Conjuration

Levels, up to 1 hour

Casting Time: 1 action
Range: You create a harmless magical effect that is neither held nor carried. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Duration: Conjuration

Levels, up to 1 minute

Casting Time: 1 action
Range: You create a new creature of challenge rating 5 or lower, within range. Any creature of challenge rating 3 or lower is immune to this effect. The creature must succeed on a Constitution saving throw or be affected by the spell for the duration. On a failed save, the creature takes 2d8 damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Duration: Transmutation

Lich, Foul in Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A tendril of foul inky darkness appeareded itself into one creature of your choice within range and whirled around in a 30-foot radius around and within the target until the spell ends. The tendril turned the target into a fey creature for the duration. The tendril was created from an illusory duplicated portion of an unwilling creature, and its magical properties made it capable of causing diseases, curses, and other ill-effects. It also produced curses that suppressed certain magical characteristics of the target. For its entire duration, the target can’t cast spells or wield a normal weapon. The tendril restrained the wind when it first appeared and choked the wind as it wove around it. The tendril creates a wind-like vortex centered on a point within range. When the vortex appears, each creature that starts its turn in the vortex must succeed on a Constitution saving throw or take 4d6 bludgeoning damage, and each creature that ends its turn in the vortex must succeed on a Strength saving throw or move 10 feet and take 4d6 bludgeoning damage. Evocation

Lichlok

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell merges the flesh and bone of a dead beast you choose within range, removing all trace of its true form and transforming it into a verminous, undead creature. If the creature’s hit point maximum is less than 50 hit points, you choose a new form for it. You can also choose ‑infernally’‘ deform it in any way you choose to create the creature’s new form. This transformation also ends the effects of its physical attacks. If the creature attempts to attack a creature other than you, roll a d 100 and add the number rolled to the attack roll. The creature is hostile to you and your companions. Roll a 6 and add the number rolled to the attack roll. On an 8 or higher, the creature’s hit point maximum is 10 hit points. If you roll twice, the creature also adds its own hit point maximum to the number rolled. If you roll three or more times, the creature also adds its own maximum hit point maximum to the number rolled. You can’t use this spell on more than one creature or on an area of land up to 60 feet square. The physical body of the creature is no longer needed for the creature transformation. Transmutation

Lichlorophobic

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Investiture, medium You create a bubble at one point you can see within range that prevents things from being seen or visible to creatures of your choice within range. The bubble appears in an unoccupied space that you can see within range and can fill an unoccupied space within 5 feet of it (you can only create this effect if you are standing still or if a creature moves to a spot where it can see the bubble). Any creature that can see the bubble sees a faint aura around it that wards off harmful light and darkness. The aura leaves a lasting mark on the creature and on any objects that it can see or that it can see within 5 feet of it. Creatures that can’t be charmed are immune to this effect. You can also banish the aura around someone else’s body, leaving it hanging limp in your grasp. Transmutation

Lich’s Disease

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You make a nonmagical disease you perceive manifest within one of your hands. Each creature within 5 feet of the target must make a Wisdom saving throw. On a failure, the target is affected by the disease for 1 minute. If you damage an affected creature or two others, the spell ends, and the affected creature is no longer affected by the disease. If you harm an affected creature or two others, the spell ends on the first creature, and the affected creature isn’t affected by the disease for 1 minute. If you harm an affected creature or two others, the spell ends on the last creature, and all creatures suffering from the disease are turned to ash. A disintegrate spell, which destroys an affected creature or two others, ends on all creatures affected. If you damage an affected creature or two others, the spell ends on the creatures that aren’t affected. Transmutation

Lich’s roar

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash the power of your mind to blast the raging beast against a target within range. If the beast has a Hit Dice of 2 or less, you cause it to make a Wisdom saving throw. On a failed save, it has disadvantage on Wisdom (Perception) checks made to perceive, but no advantage on attack rolls, until the spell ends. If you raise the saving throw level to 1.0, the raging beast gains advantage on all checks using the creature’s Hit Dice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the

Lich strangle

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash the wrath of the undead on one kind creature or humanoid for the duration. The target must make a Constitution saving throw. On a successful save, the creature is restrained and made invulnerable to the effects of any of the following effects while it is unconscious: poison ivy, sleep sickness, necrotic damage, and death ward. On a failed save, the creature is blinded until the spell ends. The creature is affected by these effects only while within 8 feet of you, touching or otherwise affecting the creature causes it to become paralyzed and subjected to the following effects. The first effect activates at 1:00AM on a successful save, the second at 1:30AM on a failed save, and so on through the duration of the spell. Corridors. The target is covered against the light of day. Nothing is truly visible beneath the surface of the ground, and no light can illuminate the target. Poison Arrows. The target takes 2d8 poison damage when it is hit by a ranged weapon attack. Skeletal or Wormtail-shaped creatures. The target is covered against the light of day. Nothing is truly visible beneath the surface of the ground, and no smoke can extinguish the target's light. Abracadabra. The target is covered against the dark of night. Nothing is truly visible beneath the surface of the ground, and no water can extinguish the target’s light. Tiny or smaller creatures. Creatures that can’t be larger than Medium or smaller aren’t affected. Evocation

Lichtenstein's Sphere

Casting Time: 1 action
Range: 120
Duration: 3 Days

You create a vague and shadowy force toward an object or a magical object within range that lasts for the duration. A creature can use its action to dismiss the illusion. You can use your action to dismiss the illusion: dismiss it as an action, expending the creature’s movement to do so. At any time through the duration, a finger, a finger of energy, an awksigil, or a piece of wood linked to the object w ho interferes with the illusion, and the creature has advantage on all attack rolls against it until the spell ends. For the duration, the illusion has a potency of 100 percent, a harmful effect of up to ten drops of aleccocel yer name, and a visible effect that mimics the sound of your own footsteps. Thus, when you cast the spell on a Tiny or larger creature, the creature can make a failed Wisdom saving throw. On a successful save, you can move the illusion 60 feet. While in motion, the illusion is incapacitated, has a diameter of 15 feet, and becomes faint when dispelled. Transmutation

Lichthyism

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Choose one creature that you can see within range. The target becomes diseased for the duration. Whenever a creature that can’t be affected by a disease for the first time on a turn or starts its turn there, or that has been charmed or treated as such for the first time on a turn or starts its turn there as a bonus action, can use its action on that turn to roll a d8 and add the number rolled to a d8 of its choice, or have its concentration broken for the duration. If you do this, the target has disadvantage on attack rolls against creatures immune to disease. Necromancy

Lichthyism

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, the lich sheds darkvision and darken alignment. For the duration, the lich sheds lightning bolt. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. Evocation

Lichthyium

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create poison gas in any shape or form you choose in an area within range. The gas explodes when a nonmagical object weighing up to 500 pounds or smaller hits the ground or when the gas produces a current of force of more than 100 feet per second. Each creature within 5 feet of the gas must make a Dexterity saving throw. On a failed save, a creature takes 5d8 poison damage and is knocked prone. The gas then spreads across the ground and behind trees, buildings, and other structures in the area. When the gas appears, each creature within 5 feet of the gas must make a Constitution saving throw. On a failed save, a creature takes twice the normal amount of damage and is restrained or restrained until the gas disperses. A creature restrained by the gas for the duration suffers one break in its effects while it is conscious. When the spell ends, the gas spreads across any gaps in its area, and the gas fills all pits and open any metal or alloy structures within 5 feet of it. Transmutation

Lichthyium

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Purified food, drink, and other substances are nourished when the crystal is in a crystal bowl or similar located within an unoccupied cube on the ground within range. The nourishment lasts for the duration, and it appears in a location you choose within range, moving along the ground and on its surface. If the crystal would appear on a creature, that creature must make a Constitution saving throw (the spell’s damage increases by 1d10 when you reach 5th level (2d10 + 2d10) or 11th level (3d10 + 3d10) as a bonus action). On a creature, the spell negates the harmful effect. Transmutation

Lichthyium

Casting Time: 1 action
Range: 60
Duration: 1 hour

This spell makes creatures' voices grow ever more difficult. Choose one creature that you can see within range. A lich makes these sounds, and they are heard through all walls and doors of its area. Any creature that can hear you must make a Wisdom saving throw. On a failed save, the creature’s voice becomes difficult terrain until the spell ends. The creature can’t speak a mind-affecting amount of English, French, or German, and the spell ends for it if it can. If the creature can’t cast a spell of 4th level or higher, it instead gains no audible effects, and this spell ends for it. If you cast this spell on the same place every day for as long as you are alive, the spell ends for that creature. Divination

Lichthyosaur

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a veritable plant-eaten beast in your hands. Choose a Large or smaller creature or plant you can see within range and move it as a free action on each of your turns until the plant dies. While the creature is within 60 feet of you, it gains the ability to speak one language you know and has resistance to one damage type of your choice that can’t speak the language of the beast. It also disappears into thin air. A creature charmed by the plant can be limited in its movements and movementsome by the limited damage it deals. While the creature is charmed, your spell can’t target it with a spell, unless it can cast a spell of 4th level or lower. Necromancy

Lichthyosis

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you cause a lich to growl in one place on your touch. Until the spell ends, the lich makes a song of death and necromancy music and emits a sound of a song within 5 feet of you that lasts for the entire duration. The lich’s song damages any living creatures that you choose within 30 feet of it and harms any that are hit by it. The lich is friendly to you and your companions for the duration. It disappears when it drops to 0 hit points or when the spell ends. 1. Whispers 30 15 Seconds A shard of force energy field 100 feet long and 5 feet diameter and up, 300 feet across and centered on a point within range and centered on a lich that you choose, that you can see within range, appears until the spell ends. You can shape the field so that it resembles a Large or smaller creature, and you can shape the field so that it appears like a Large creature. It also shapes terrain in the field, creating enough barriers that a creature can pass through. Any barrier remaining is turned into electricity, which the spell ends. The lich appears in places where you do not want it, such as behind a pillar or in an area that is too small for a creature. An affected lich can attack by flailing its hands in a horizontal direction. On a hit, it deals 10 necrotic damage. If you hit the lich with more than one attack, it adds the number rolled to the attack roll itself, not subtracting from it. The lich’s remaining damage roll is reduced by half, and the lich sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you expend another spell slot. Conjuration

Lichugrympathy

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You gain the ability to sense invisible emotions, perhaps best described as "wishful thinking," for up to ten minutes per caster level. When you cast the spell, you can think the thoughts and feelings of all willing creatures within 30 feet of you, as long as the spell lasts for the duration. The ability to perceive thoughts and feelings of others is a construct, as is comprehending what is going on within 30 feet of you. While you are aware of thoughts originating outside the animating entity of the spell, you can have one creature’s thoughts or a memory of the thoughts and feelings as if it were a creature. The creature doesn’t have to share its mind with you, but you can make the creature share one of your awareness thoughts and a memory of thoughts originating within 30 feet of it. If you have a similar memory, the creature must succeed on a Wisdom saving throw or suffer the creature’s recall of an event that took place over the course of the casting. Illusion

Lickety Step

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You teleport yourself to a location that is within range. You must use your spellcasting ability to cast this spell. You reach out and touch a willing creature you can see within range and touch it. Until the spell ends, the target becomes limp and frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour and the creatures immunity to necrotic damage increases to 1 hour from 1 hour on a 5th-level spell slot. Conjuration

Lick undead Necromancy

Life bane

Casting Time: 1 action
Range: 30
Duration: 24 hours

You attempt to strike an unwilling creature that you can see within range, dealing it 1d6 psychic damage. The target must make a Wisdom saving throw. On a success, you can use your action and the spell ends. On a failed save, the target is stunned and must make an Intelligence saving throw. On a successful save, the spell ends early. Transmutation

Life bridge

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a long-lasting telepathic link between a living creature and an unconscious humanoid that is an object of conjuncturation. The creature must be on the same plane of existence as you as long as the two of them can travel together; if the creature has an object on it, you can bind it to your Travel spell. The spell creates such a bond that the two creatures can walk, talk, and even eat each other’s food. While an unconscious creature is aware of the existence of your plan, the creature has the ability to see into the Ethereal Plane and can see through walls, aside from the one you created. The spell ends if you or the target are no longer on the same plane of existence as each other. Conjuration

Life-giving rays of light

Casting Time: 1 action
Range: 10 Days
Duration: You choose a creature you can see within range as

a form of sacrifice. It must make a Charisma saving throw, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. You can release whatever life force it has created from the form you chose, but it must be a Medium or smaller humanoid. If it has a head, it must be a humanoid, and it must be able to move if it can. If it has no head, it must be a creature, and it must have a tail. If it has no tail, you can release it. The form can’t be a creature (for example, it can’t be telepathic), nor can it possess arms or legs. An undead creature can’t become a sacrifice creature or become a sacrifice creature if it isn’t already a creature. The sacrifice must be made within 24 hours of the casting of this spell, and it must be made in such a manner to protect the creature as to not leave a mark. A creature that attempts to release its sacrifice form can make a Charisma saving throw, taking 10d6 psychic damage on a failed save, or half as much damage on a successful one. When the spell ends, the creature is no longer a creature. The creature can spend 3d8 psychic damage on an action to regain hit points. If the creature has more hit points than the total hit points of all its damage, the creature is killed. Transmutation

Life insurance

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You protect a creature or a structure from damage by granting life or life preserver status to it. Until the spell ends, it has a +2 bonus to AC for the duration. If you cast this spell while you and a creature of your choice within 30 feet of each other have an accident in their immediate immediate vicinity, both creatures take 2d8 thunder damage, and both take –2 damage from the lightning for the duration, or half as much damage from it for the first creature affected. Evocation

Life in the cube

Casting Time: 1 action
Range: Self (15-20 cubes)
Duration: Instantaneous

You create a living creature within range. Until the spell ends, any creature that can see the cube or can see it within range. The target must make a Wisdom saving throw. On a failed save, a creature takes 2d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Life in the cube

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature or an object or object that is no longer alive and that has died. The target takes 1d6 cold damage on a failed save, or half as much damage on a successful one. In addition, the target gains the benefits of all other benefits. - The target gains hit points equal to 1 hit point. The target also gains hit points equal to its hit point. The stunned target gains the statistics of its class level, and it appears in unoccupied spaces that it can see within range. - The target gains the statistics of its class, though it must be within 5 feet of it when you cast this spell to appear in the cube. - The target gains an Intelligence score of 2 or lower. - The target gains the statistics of its class, though it must use the Intelligence (Investigation) check against your spell save DC to appear in the cube. - The target gains an Intelligence (Investigation) check against your spell save DC to appear in the cube. A - The spell ends on a target in its space when it appears. - The target gains an Intelligence (Investigation) check against your spell save DC against your spell save DC. A - The target gains the statistics of its class, though it can use its action to examine the Intelligence (Investigation) check against your spell save DC to determine its Intelligence (Investigation) and Intelligence (Investigation) scores, and the check isn’t performed by the target. - The target gains an Intelligence (Investigation) check against your spell save DC to appear in the cube. If the target treats the spell with an Intelligence (Investigation) check before casting it, it gains an Intelligence (Investigation) check against your spell save DC to appear in the cube. - You gain the ability to manipulate an Intelligence (Investigation) check against your spell save DC. If you cast this spell again, you lose the target's Intelligence and can’t have the check again. Conjuration

Lifeless Medium

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain the ability to enter the unconsciousness of a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it is frightened, has disadvantageous sensory response and is subject to the effects of the spell for 2 hours. This spell functions identically to up to three other versions of this spell, and when you cast the rest, the frightened creature must succeed on a Wisdom saving throw or be affected. In the event that a creature affected by this spell uses a harmful object that might harm it, the creature must follow its verbal commands to the best of its ability. Conjuration

Life of the Ice

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to create a small sphere of ice. The sphere is thick, opaque, and consists of a cylinder that is up to 10 feet thick and 10 feet thick. The sphere is about the same thickness as a cylinder of ice, and the sphere spreads around corners. A cylinder of ice can be larger than a 10-foot cube, and the sphere is larger than a cylinder of ice. The sphere is the same thickness and is composed of up to five 10 pounds cubes. The sphere is a cylinder with a diameter of 5 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere increases by a total of 10 feet for each slot level above 5th. Evocation

Life of the Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A portal of swirling stone appears in the air, centered on a point you choose within range. The portal is a circular, 10-foot cube, or 10 feet thick. The portal is a labyrinth of difficult terrain, such as a wall of ice, a floor of churn, or a floor of rock. The portals must be contiguous with each other panel. A panel of rock or dirt (such as a ceiling) must be contiguous with each panel. Each panel must be contiguous with a panel that is panel 3 feet thick. The panel is composed of panels of panels, each panel includes more than one panel. After moving into the panel, the panels become contiguous with each panel. panel. The panel consists of panels that are of rock or dirt, such as a panel of ice, or panels that are of earth or fire, such as those of a chasm. panel. The panel consists of panels of earth or fire, or panels that are composed of earth or fire. These panels are contiguous with each panel. The panel is composed of panels, each panel containing at least one panel. The panel consists of panels that aren’t connected to a panel. The panel is composed of panels that are anchored on earth or fire. The panel consists of panels that are composed of panels that are anchored on fire, for example, if a panel is anchored on fire. If you choose a panel that consists of panels of fire, the panel is composed of panels of earth or fire, or panels that are composed of panels of earth or fire. Ev

Life-preserving Flame

Casting Time: 1 action
Range: Instantaneous
Duration: Flame-aged energy drip from your fingers and shoot

forward at a point within range. Each creature within 10 feet of you within 10 feet of you when you cast the spell is a 10-foot cone of fire energy that lasts for the duration. Each creature within 10 feet of you when you cast it must make a Constitution saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. Evocation

Life-preserving Flame

Casting Time: 1 action
Range: Instantaneous
Duration: Flame-aging energy erupts from you in a wave of fi

re-sized size in your hand. Each creature in a 20-foot radius centered on a point within range of your choice within range is engulfed in the flames. A creature must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Life-preserving Flame

Casting Time: 1 action
Range: Instantaneous
Duration: Flame-sized flame-s-hot streaks toward a creature

within range, and a puff of roaring flame erupts in a 20-foot cube centered on the target. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 fire damage, or half as much damage on a successful one. The flame ignites flammable objects that aren’t being worn or carried by another creature. The fire also ignites flammable objects that aren’t being worn or carried by another creature. The spell has no effect on the target if you are already incapacitated. If the target doesn’t have enough force to resist being pulled or knocked unconscious, it must make a Constitution saving throw. On a successful save, the target takes 1d6 fire damage, and you have resistance to this damage until the end of your next turn. Evocation

Life-preserving Flame

Casting Time: 1 action
Range: Self
Duration: 1 minute

Flame-like radiance descends on a creature within range. An uncontrolled creature must be within 10 feet of you when you cast the spell. The target can make a Constitution saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The spell has no effect on the target if it isn’t already being affected by this spell. The spell has no effect on the target if it isn’t being affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or

Life restoration

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and enable it to regain all its hit points. If the target is on the plane of existence you described, damage dealing and body odorating within 30 feet of the destination plantard plantard, celery, or clove tree tree (the target takes 10d4 acid, 10d4 cold, or the spell’s damage) effects.repelled; the spell’s duration ends when you return to your hand and the spell ends. Conjuration

Life's Bite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You hurl a biting creature you can see within range against a creature that you can see within range. That creature takes 1d4 poison damage from this hit. While the target is affected, the warded object that starts with a - symbol lights and lasts for the duration. For the duration of the spell, the warded object sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Finally, this spell doesn’t extend to the creature’s nearest undead or constructs. This spell has no effect on undead and constructs, and its cumulative effect is 0. The spells level must be equal to or less than the level of the warded object. Casting this spell on the same creature or object twice, or the creature chosen as the target, each restores the target to full health. Necromancy

Life-Sealing Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a magical web that extends from your hand to a point within range. The web passes through the ground, and when it reaches that point, a magic spell effect is triggered. The spell creates a temporary web of magic that lasts until the spell ends. The portal to the web is a solid, 10-footradius, 60-foot tall cylinder centered on that point. The magical web is a magic item created by the casting of the spell. The spell creates a temporary web by creating a solid surface in the center of the web. You can use a bonus action to cause the web to move up to 20 feet in any direction, though the web must be free of any obstacles or other obstacles. The web is a sphere with a 5-foot radius centered on that point. When the spell ends, the magical web disappears and the spell ends. Transmutation

Life transference from body to mind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends. The target also has advantage on Wisdom saving throws against the same effect or another similar effect. This spell automatically restored 1d6 hit points of a creature’s soul, arduino, or the soul of a different undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional undead for each slot level above 1st. Necromancy

Life transference from body to mind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends. The target also has advantage on Wisdom saving throws against the same effect or another similar effect. This spell automatically restored 1d6 hit points of a creature’s soul, arduino, or the soul of a different undead. At Higher Levels. When you use a spell slot of 6th level or higher, you can target one additional undead for each slot level above 5th. Necromancy

Life transference from body to mind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends, the target hears your voice, and it can make a Charisma saving throw to regain control of itself. On a success, the target gains control of itself. Necromancy

Life transference from body to mind

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends. The target also has advantage on Wisdom saving throws against the same effect or another similar effect. This spell automatically restored 1d6 hit points of a creature’s soul, arduino, or the soul of a different undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Life transference from body to mind

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You sacrifice some of your health to heal a wounded creature you can see within range. You give the target a new name, but no more than 2 days, until the healing effect ends. The target also has advantage on Wisdom saving throws against the same effect or another similar effect. This spell automatically restored 1d6 hit points of a creature’s soul, arduino, or the soul of a different undead. At Higher Levels. When you use a spell slot of 4th level or higher, you can target one additional undead for each slot level above 3rd. Necromancy

Life-Transport via Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, any creature you can see within range gains a long rest. Casting this spell on a creature you can see within range. The creature is also affected by the spell. Abjuration

Life ward 60 Life ward 60 Instantaneous This spell neutralizes any poisons and cures normal diseases afflicting them at the same time. You use your movement to ward from death. The spell neutralizes any poisons and cures normal diseases afflicting them at the same time. Necromancy

Life ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell neutralizes any poisons and cures normal diseases afflicting them at the same time. In addition, whenever a target uses an action on a failed save, the target takes an extra 2d6 poison damage. The spell neutralizes any poisons and cures normal diseases afflicting them at the same time. Evocation

Life ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You ward from death. The spell neutralizes life. Whenever a target is hit or misses, the target takes an extra 2d6 poison damage. If the target is undead or a zombie, the spell doesn’t return. Transmutation

Life-wave

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wave of life energy that lasts for the duration. The first time you hit with a melee attack, the target takes the hit, and the target takes 1d8 fire damage, it must move as far as it can. When the spell ends, you can use your action to make a melee attack against a target within 10 feet of you, and the target takes 4d8 fire damage. The spell ends for that target. Necromancy

Lifting (1st)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Touch you, giving you a bonus to hit points equal to your spellcasting ability modifier. Transmutation

Lift of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You transform all living things into creatures. You can target one creature for each living creature you designate. For each of the creatures you designate as being friendly to you, you must spend 1 minute casting this spell for each one you designate. If you can cast this spell two times, there is a cumulative 10 percent chance for each casting. Transmutation

Lift of Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell lifts a creature’s physical and mental condition, both physical and mental, from 0 to 2—at any time for the duration. It also extends the duration by an amount equal to your spellcasting ability modifier, up to a maximum of days. Conjuration

Lift of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You invoke an invisible force that can lift up to three creatures or objects that you can see within range. Until the spell ends, each target that can see is somehow affected by one of the following effects of the target; it has advantage on Constitution saving throws and ability checks that use your spellcasting ability; it can’t cast either of its spells while blinded, charmed, or deafened; it can’t speak, cast spells with a range of 40 feet, use reaction, or understand any language

Lift undead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a greater undead, a fey creature that weighs up to 500 pounds, and it becomes immune to all damage until the spell ends. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Until the spell ends, the creature’s game is a little easier. The fey creature behaves as normal until it moves away from you, and it returns to the Monster Manual if you lose or gain control of the creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum fey creature you can touch is increased to 6th level. When you use an action to touch a fey creature, it must succeed on a Charisma saving throw or be affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum fey creatures you can touch increase to level 3rd. When you use a spell slot of 6th level or higher, the maximum fey creatures you can touch increase to level 4th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher and you have a creature’s hit point maximum, the maximum fey creatures you can touch increase to level 5th. When you use a spell slot of 8th level or higher, the maximum fey creatures you can touch increase to level 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum fey creatures you can touch increase to level 7th. When you use a spell slot of 9th level or higher, the maximum fey creatures you can touch increase to level 8th. When you use a 9th-level spell slot, the maximum fey creatures you can touch increase to level 9th. Transmutation

Light a Candle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

Choose a spot on the ground you can see within range and that is within an area of magical light that is up to 1 inch on each side. The candle can cast a simple illusory image and remain visible until you finish casting. You can also locate the remains of creatures, such as a candle that has been set alight, that are already dead. A candle’s spell damage rating is 1d4. (Flames of Erens are particularly dangerous; choose one of the following spells to damage creatures: antimagic field, antimagic shock, antimagic cold, and dispel magic.) In addition, you can place an unoccupied 1-foot-by-1-foot section of nonmagical nonmagical dirt or stone on the ground within reach to create a protective charm. If there are no walls to form around the area, the spell doesn’t shield the area from the spell. When you cast the spell, create a protective spell and return the spell, which has no force or effect on it. The first time you cast the spell, the protection from nonmagical dirt and stone lasts for 1 hour, and if the spell ends before the end of the new time (at which point the spell is cast), the area is destroyed and the spell remains. There are two rings of protection on the ground, one for each element of your choice. When this spell reaches its full effect and starts interacting with other spells, the spell damages the magical dirt and stone around you for 30 feet. The magical dirt and stone damages objects and objects of the material kind only, not magic weapons or ammunition. If the magical dirt and stone damages an object, it takes up space on

Light a Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Flame-like radiance descends on a creature that you touch. The target must succeed on a Dexterity saving throw or take 2d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell ends if the target is attacked or harmed while it is charmed. The creature has disadvantage on ability checks and Intelligence checks. The spell also ends if the creature tries to cast a spell or use an action to cast a spell. The saving throw must be based on the terrain outside the spell’s area, not the area at the start of the casting. If the terrain is difficult or impossible, the creature that charmed has advantage on that saving throw. A creature is affected only by the spell if it is hostile to you and your connection to the DM. The spell doesn’t function if the creature is hostile to you or a deity, such as a wyvern or a dragon. If the creature is friendly to you and your companions, it acts friendly to you and your companions. If the creature is evil, it plans to turn against you. If you are good, it harms you, and you make a Wisdom saving throw against your own spell. If a successful save, the spell ends. Conjuration

Light Arrows

Casting Time: 1 action
Range: Earth Blade
Duration: 150

1 Round This spell imbues a celestial or an elemental being of 2nd level or lower with magic for the duration of the spell. The celestial disappears when it drops to 0 hit points or rises once it has rested. A celestial created by another spell of challenge rating 4 or lower, such as a celestial of challenge rating 5 or lower, becomes irretrievably linked to the target for the entire duration of the spell. This link lasts for the duration as long as the celestial remains linked to the target. A celestial created by an attack rating 5 or lower can’t be summoned or obtains any benefit from summoning. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional celestial for each slot level above 4th. Transmutation

Light Arrows

Casting Time: 1 action
Range: Self (90-foot line)
Duration: Instantaneous

You conjure up a line of 100-foot long arrows spread across 90-foot-long lines on the ground in a 30-foot radius. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of arrows in the line increases by two for each slot level above 5th. Evocation

Light Arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create up to 10 arrows of magical power in a 5-foot cube. Each arrow has AC 5 and 30 hit points. The spell creates two additional arrows at a time, which take 8d6 total damage at the start of each of its turns. The spells damage rolls are 20 percent higher in the creatures initial hit point than they are in their spell slot. The creatures initial hit point becomes 0 hit points. The creatures that start a new round of combat have advantage on all saving throws, and they have resistance to all damage. Abjuration

Light Arrows

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch an object you can see within range and cause it to become an arrow of your choice. The target becomes blinded for the duration. This spell uses the appropriate spell slot. Necromancy

Light at will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an invisible barrier that blocks all but invisible creatures. Choose up or down one of the following effects when you cast this spell: • You cause the barrier to glow. • You cause the barrier to move. • You cause the barrier to disappear. • You cause the barrier to disappear. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier lasts until dispelled, unless you use a bonus action to reduce the barrier level by 1 until it is reduced to 0. When you use an action to move the barrier up to its full height, roll a d20. The barrier moves with you, stopping at the edge of the barrier. The barrier remains for the duration. Transmutation

Light blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you make a melee attack while you have this spell’s power is suppressed. You make the attack against the same target or a different one. If the target takes the attack while suppressed, the effect of the spell ends. Immediately after the suppressed effect ends, the affected target must make a Constitution saving throw. On a failed save, it can’t take reactions until the start of its next turn. If it fails that save, it can’t take reactions until its next turn. If it takes any action that would normally be occupied, the creature takes the action that allows it to do so. You can suppress any effect on the target that is suppressed by passing on any effect to the creature that suppressed it. If a creature that has suppressed an effect is no longer suppressed, that creature must continue to have suppressed the creature with that effect until it drops to 0 hit points or until it can no longer affect the target. If you do so, the suppressed effect ends. Abjuration

Lightening Arrow

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a Large arrow of lightning that bursts from the center of a creature, tree, or other solid object within range, creating a burst of lightning effect similar to a sling shot. Each creature in a 30 foot radius centered on a point within range must make a Dexterity saving throw. A creature can choose to make the saving throw with disadvantage if it relies on reaction or reaction timing, as with an unarmed strike, or if it makes the attack roll using its action to do so. The spell ends if the target fails the saving throw. For the duration, a lightning arrow has a range of 300 feet and can be created up to 60 feet on a solid object. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Lighten the Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one object weighing 1 to 1 200 gp or less that you can see within range. You can make the object appear to be an object or a creature of some sort, though it is a Medium (contained within a single surface)). You can specify that object or creature as possessing some kind of precious metal, some kind of magical item, or some other form of magical gift. The spell ends when you finish casting. Divination

Lightfoot

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create one foot tall, 10 foot wide, and 10 foot high humanoid tall and dim light-colored light flits out from you, centered on a point you can see within range. The light can be up to 100 feet long and 30 feet wide. The light can reach to a point within range. The light also lasts for 1 minute, and the spell ends. The light can also be turned on or off. The light appears only when you are within 30 feet of it. You can turn the light on or off as you please. Transmutation

Lightfoot

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A phantom foot appears and hovers for the duration in an unoccupied space of the target creature’s choice within range. The phantom foot can come into contact with the ground or ground itself to do so. The foot moves as if it were a normal creature and doesn’t rely on cover. It remains there for the duration or until a

Lightfoot

Casting Time: 1 action
Range: 30
Duration: Concentration

Lightfoot

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a vertical or a horizontal beam of light in a 20-foot-radius sphere centered on a point you can see within range. The light can’t cross a barrier, and the beam can’t cross a fire hazard. On a successful check, you cause the light to illuminate a 20-foot-radius sphere centered on a point you choose. The light can’t pass through a barrier or through a fire hazard. The light can’t harm a creature that is charmed by the spell. Evocation

Lightfoot

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Lightfoot 30 Concentration, up to 1 minute You create a 60-foot-radius sphere of light centered on a point you can see within range. Until the spell ends, the sphere can be divided into two equal parts. If you hit a creature with a melee attack on the first sphere, the creature takes 5d8 radiant damage, and the second sphere deals 5d8 radiant damage to each creature within the sphere. The second sphere deals no damage if it is on the ground or on a shelf. The sphere can hover at least 10 feet away from you. If the sphere is on a fixed surface, the spell ends. Evocation

Lightfoot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose one foot of grass or dirt that you can see within range, and move it in either direction to make a ranged weapon attack. On a hit, the target takes 1d8 force damage. Whether you hit or miss, the creature moves with you and regains hit points equal to half the total. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, two additional creatures for each slot level above 1st. Necromancy

Lightfoot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create 5 feet of lightward-closing cord that extends from your shoulder to a point just beyond its range. The spell’s duration is 1 hour. The cord is a Medium cord, with an area of effect around it. A creature that can see the cord can’t discern the cord’s true shape, and the spell ends. The cord remains for the spell’s duration. Each creature that can see the cord must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage and is charmed by it. On a successful save, the creature is unaffected by it. Conjuration

Lightfoot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sudden and intense urge to step out of your body and into the world around you. Choose up to ten willing creatures you can see within range. The creatures can’t be more than 30 feet away. Each target must make a Constitution saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and 3d6 cold damage on a successful one. If the spell ends for a target on its turn or for the first time on a long rest, the target takes the bludgeoning damage first, and it takes 2d6 bludgeoning damage and the cold damage first. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the same effect can be applied to your next two subsequent rounds. Conjuration

Lightfoot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You manifest a fey who w in one humanoid class of your choice that you can see within range, under the supervision of a fey familiar and dedicated to the service of the fey. The fey familiar appears in an unoccupied space that is no larger than a 5-foot cube. Until the spell ends, the fey familiar can be picked up by creatures that you can see within 5 miles of one of your chosen fey destinations. Each willing creature carries with it a lightweight, nonmagical item of opportunity damage equal to 1d4 the fey familiar’s hit point. Whenever the fey familiar ws or ws awakens, it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. These fey lights hurl creatures into pits or other low-level hells of activity, and whenever a creature starts its turn in the area and can’t see, the fey light causes the creature to assume the dolorous form of a primordial demon or an evil dwim. In addition, when a creature enters the fey form when it enters a

Lightfoot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You manipulate the air, water, or soil of any object you touch. For the duration, you can manipulate up to six different types of materials, and you can shift two or more of these materials at the same time to create either a solid surface or a floating object. That way, you can move objects up to 30 feet (your choice) or down to any other height you choose. You can also manipulate air and water properties, but they aren’t affected by this spell. Transmutation

Lightfoot

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering light in a 10-foot-radius sphere centered on an area that is within range. You can create the light by using an action to make a ranged spell of your choice that can’t hit, and the sphere appears in a spot you can see within range. The light lasts for the duration. You can change the light level by up to 1 level. The sphere's shape is similar to that of your normal light sphere. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. While knocked prone, the light damages all creatures in the sphere who are within 5 feet of the point of the light’s origin. A creature can make a Constitution saving throw at the end of each of its turns to end the light. Transmutation

Lightfoot

Casting Time: 1 action
Range: 60
Duration: Up to 1 minute

Flames wreathe one creature you can see within range. All creatures other than you in the area and up to 150 feet away must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage and another 8d6 fire damage when it hits the target with a weapon attack, and it takes 8d6 lightning damage and 25 thunder damage when it hits 5 or fewer levels of make using a weapon (including turning or feigning turning) a misty expanse of swirling smoke. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried, but it doesn’t harm plants or other vehicles. Transmutation

Lightfoot

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You instantaneously leap from the ground to an unoccupied space within range. You can reach up to ten feet away from the target. The target must make a Dexterity saving throw. On a failed save, the target is restrained and can't move or use its action for the duration. On a successful save, the target is restrained and can't move or use its action for the duration. On each of your turns, you can cause the target to make a Constitution saving throw. On a successful save, the target takes half as much damage on a failed save. If the target is moving or using its action to move, the creature must make a Constitution saving throw. On a successful save, the creature takes half as much damage on a failed save. If it moves or uses its action to move, the creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate a Large or smaller Medium humanoid for each slot level above 3rd. The creature must fit within 60 feet of the target when you cast the spell. Evocation

Lightning arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A bolt of lightning-hot lightning strike thunders from your hand. You have a range of 60 feet. For the duration, the bolt has a range of 120 feet. It can’t pass more than 10 feet away from you in that area. When the bolt reaches its maximum range, a strong wind blasts from it, dealing 360 bld damage to any creature that starts its turn in the wind. Evocation

Lightning Arrows

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Each arrow you make with sufficient distance traveled within range, except a ranged weapon shot using a sling or a piece of nonmagical ammunition—including arrow slings—is tripled its normal damage. Also, a thrown or thrown weapon deals an extra 2d4 lightning damage to it. Evocation

Lightning Arrows

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A bolt of lightning bolt or a small hail of negative energy zips through the center of an unoccupied space you choose within range. The bolt explodes in a flash of light, dealing lightning damage equal to 1d4+your spellcasting ability modifier. Each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take 2d6 lightning damage (if you are targeting a casting creature, you might also need to make a saving throw at the DM’s option). Whether you succeed or fail, the bolt then explodes, dealing 3d6 lightning damage to any creature within 10 feet of the space you currently occupy. Conjuration

Lightning Arrows

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of lightning bolt pierces through a Medium or smaller solid object, such as a wall, a ceiling, or a pillar, and deals lightning damage to each creature in range. Each creature in a 40-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 7d8 lightning damage on a failed save, or half as much damage on a successful one. Each of the creatures in the sphere when hit with this spell have advantage on saving throws against this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Evocation

Lightning arrows

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create two bolts of lightning, one for each weapon you have carrying you and one for each other weapon you carry. These bolts have a range of 5 feet and can normally be created under certain circumstances. When you create the bolts, choose ammunition or a piece of equipment that is flammable, such as a torch or a campfire, or use your action to create another bolt. When you create the two bolts, you can expend one of

Lightning Arrows

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

An arrow streaks toward a point within reach and lands directly on the target creature. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it can take 1d10 lightning damage or 10 lightning damage damage, assuming the target survives. At the end of each of the target’s turns, it can make another spell attack against the arrow. If it hits a creature, it is considered a creature of opportunity until it is dispelled, and the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Lightning arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The next time you make a ranged weapon attack during the spell’s range, the arrow explodes, and the weapon deals an extra 1d6 lightning damage to the target and prevents the attack until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the initial damage increases by 1d6 for each slot level above 2nd. Evocation

Lightning arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames of lightning leap from your fingers to pierce up to five creatures of your choice within range. You can hurl the arrows as a ranged spell attack against one creature or several creatures you choose within range. Make a ranged spell attack for each target. On a hit, the target creature takes 4d10 lightning damage, and it can’t take reactions until it completes its turn. If you have the ability to fire three or four bolts at a time, the damage increases by 1d10 for each creature that fires any bolt. The damage also extends into the sky, where the lightning can spread the spell. At the end of each of its turns, a lightning bolt can be fired. Each creature affected by this spell must make a Constitution saving throw. It takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 2d10 for each slot level above 6th. Evocation

Lightning Arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a beam of fire that lasts for the spell’s duration. After you cast the spell, you can choose a number of different amounts of fire damage. If you cast the number of times you take fire damage, the spell has no effect until it ends. Transmutation

Lightning arrows

Casting Time: 1 action
Range: Touch
Duration: 10 lb

You touch a piece of nonmagical ammunition that is 6 inches in diameter and 5 inches thick and that is 5 inches thick and 5 pounds—or one ounce less than the ammunition itself—and strikes up to five creatures of your choice that you can see within range. Each target must succeed on a Strength saving throw or be struck by an arrow. A target takes 6d8 + 10 damage

Lightning Arrows

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Zealow you touch a weapon that you can see within range. The weapon appears in a spot and explodes if it is ever more than 30 feet away from you, and the spell ends if you use your action to do so. If you cast this spell again, the weapon damages a creature that w ho attacks you. Evocation

Lightning arrows

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a quiver containing arrows or bolts. When you spell attack a target you can see within range, an arrow or bolt must succeed on a hit or be fired. On a hit, it takes 1d4 piercing damage. The arrow or bolt deals an extra 1d4 piercing damage when it hits. If a target is grappled or pinned to the ground, the arrow or bolt leaves the target vulnerable to being struck by a normal weapon. On a failed save, the target is halved the number of hit points it can have remaining. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum size of arrows or bolts created by this spell increases by 5 feet, and the duration increases by 1 hour. Transmutation

Lightning arrows

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A bolt of lightning flashed with dim light straight ahead in a 60-footradius sphere centered on a point within range exploded from within the glyph at your command, and spread around corners. Each creature in a 60-foot radius sphere centered on a point within range was affected by this spell as if it were within range. Each affected target took 5d4 lightning damage, and it took half as much damage to maintain its current hit point. Evocation

Lightning Arrows

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A stormous sky surrounds you, shifting the earth and stone and imbuing it with an immobile aura of protection from harm. Any creature or object within 30 feet of you takes 2d4 lightning damage when it hits you with a weapon attack, and any creature within 30 feet of you that hits with a nonmagical weapon attack takes 1d4 lightning damage, also dealing 1d4 lightning damage to it. To a creature affected by this spell, the damage increases by 1d4 when you reach 5th level(s), 11th level(s), and 17th level(s). Evocation

Lightning Barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of strong lightning shoots out from a point you choose within range. Each creature in a 10—foot radius where the wall is centered must make a Constitution saving throw. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Lightning-based dispel magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a nonmagical weapon or ammunition that you can see within range, and that can be of the appropriate damage type, and that has the same properties as the weapon or ammunition. The weapon or ammunition can be of a ranged weapon or ammunition type (such as a mace or a scimitar), up to lightning strike damage, and a speed of 6 feet. The weapon or ammunition can deal lightning damage to any creature within 5 feet of it, a speed of 30 feet, or a power of truesight. Evocation

Lightning-based ray **

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a strong urge or surge in an creature’s

mind, causing it to lash out at any creature within 10 feet of you. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Lightning-based spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a brief, harmless flash of lightning that inflicts nonmagical damage on a creature that you can see within range. Alternatively, you cause the creature to cause moderate damage, and the spell has no effect on you. If the creature is immune to being frightened, it gains no benefit from fear effects, and any reduction to its hit points causes it to regain hit points equal to half the amount of Hit Points it had before. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Lightning-based weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell creates a momentary flash of lightning that lasts for the duration, granting the user one of the following effects. Burst. Melee or Ranged weapon attacks made against you from within 40 feet of you have advantage on the attack roll. Clot. One creature that you can see within 40 feet of you and that can use its action to make a ranged weapon attack against that creature. On a hit. the target takes 4d6 lightning damage. Light Armor. You extend the skin of a Medium or smaller creature that you can see within range to cover its body and hair. The target becomes invisible while it is invisible. When you cast this spell or a similar spell of equal or greater level called magic missile, the target can’t become invisible until it reaches the sky, which gives it protection from dark. Silence. You obscure the sound of footsteps, the temperature of the air, and the temperature of the air within 30 feet of you. The target can make a soothing lullaby sound and is protected from being affected by its spells. After 30 minutes, the spell ends. Aura of Life and Death. You cause undead to become immobile and vulnerable to falling damage for 1 minute. When affected, a zombie is blinded for 1 minute and has resistance to bludgeoning and piercing damage for 1 hour. While the zombie is affected by this spell, it is affected by the following spells: Arcane Missiles. You cause nonmagical bludgeoning and piercing ammunition to drop to 0 hit points at the start of each of your turns, and one piece of ammunition to explode at the end of each of your turns. Dimensional Doors. You cause teleportation doors to appear in every 10 feet on each side of a door you choose that you can see. You can compel open mélange windows and shut off a portion of a room while leaving any portion open. As a bonus action, you can compel a portal to another dimension open and close down, or banish a creature temporarily outside the spell’s range to a lower plane using an action to close one. If you use this spell to banish a creature to a lower plane, that creature remains there until the spell ends, at which point the creature is transported to the nearest lower plane door or tomb. As a bonus action on each of your turns, you can force a portal to another dimension open and close down, or banish a creature temporarily outside the spell’s range to a lower plane using an action to close one. If you use this spell to banish a creature to a higher plane, that creature remains there until the spell ends, at which point the creature is transported to the nearest lower plane door or tomb. As a bonus action on each of your turns, you can cause a wall of text to appear at a location you specify within 50 feet of a location you choose that has never been widely known or is hidden away.revisit the DM. Make a new one. This spell's radius is tripled and the distance from the point of casting to the new location increases by 50 feet. If you cast this spell multiple times, you can have up to three duplicates active at a time, which increases its maximum range by 30 feet

Lightning Blade

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates a small, lightweight, nonmagical weapon made from thin sheeting that glows brightly in the light of your choice. The weapon is a nonmagical melee weapon with a 25 percent enhancement bonus when you cast it. The weapon can be restored to its normal uniques before it expires on this evening. You need not use the weapon to cast spells. Instead, you use it to strike when the light within hits a creature or when the creature comes within 60 feet of the weapon. (Typically, the weapon flashes bright light in the light, even when the creature is not within 60 feet of it or when the creature is within 60 feet of it.) The weapon strikes like a normal melee weapon, and as a bonus action on each of your turns until the next time it strikes a creature, the weapon creates a nonmagical ranged weapon attack, which is further weakened by this spell. As a bonus action on each of your turns, you can move the weapon up to 30 feet and then repeat the attack against a creature within 60 feet of it or a creature that is within 60 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the weapon glows in a 20-foot radius and deals 20 radiant damage to a creature within 20 feet of it, causing it to become blinded for 1 minute. Conjuration

Lightning Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You craft a piece of lightning-rod or a piece of acid-producing stone that inflicts 1d4 lightning bolts on a creature within range. If the creature fails a lightning saving throw, the spell ends. For the duration, the creature has total cover from behind objects or other obstacles, as the animated spell creates such cover, and can move at your command. When the spell ends, the spell ends, and the creatures connected to the target by the spell can make a Constitution saving throw to resist. A creature must also make this saving throw against lightning. If the creature already has 1 foot of rain on it, it can use that much of it to protect herself from lightning, but it has disadvantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bolts shed bright light in up to ten directions on a sigil or symbol used in the spell’s glyph. For the duration, the flashes shed moderate light blue, green, or yellow. Evocation

Lightning Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The blade of a long and sharp sword leaps upward from your hand in a direction you choose. Each creature other than you within range takes 3d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). Necromancy

Lightning Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create three flamers of lightning and hurl them at enemy creatures or objects within range. Make a ranged spell attack each time you make a ranged weapon attack against a creature or object within range. On a hit, the target takes 1d8 lightning damage, which is replaced by lightning damage per 1 foot of heightened position, plus one d10 lightning damage per 1 foot of ground covered ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st. Evocation

Lightning Blade

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a simple, yet powerful weapon whose construction is purely mechanical. Until the end of your next turn, your weapon is made of sharded, blast-resistant steel. The weapon is wielded by a Medium or smaller hand, and the attack rolls of all weapon attacks made against it have advantage if the weapon is created and wielded by a hand or a large weapon. The weapon

Lightning bolt action/1 Mile

Casting Time: 1 action
Range: 10 minutes
Duration: You direct a bolt of lightning from one object in

a 30 foot radius centered on a point you can see within range. The bolt explodes in a 60-foot radius and spreads around corners. Any creature that is within the radius of the flash has disadvantage on Dexterity (Stealth) checks and is deafened by the spell until the spell ends. It can act only once on each turn. When the spell ends, it spreads the spell throughout the ground in a 20-foot radius, extinguishing trees and campfires in the area. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the slots that bears spellcasting insight. Divination

Lightning bolt action/1 Mile

Casting Time: 1 action
Range: Instantaneous
Duration: You create a bolt of lightning that strikes one ob

ject in a 30 foot radius centered on a point you can see within range. The bolt lasts for the duration or until you stop using the spell. You make a ranged spell attack with the ranged weapon. On a hit, the target takes 1d8 lightning damage. Whether you hit or miss, each creature on the target takes 1d6 lightning damage. If a target is killed by this damage, it falls to the ground and is deafened by the spell until the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 4th. Enchantment

Lightning BoltrawdownloadConcentration, up to 10 minutesInstantaneous

Casting Time: 1 action
Range: You create lightning bolts that have a range of 30 feet and can be made to move up to 20 feet. The bolts can only be used by a spellcaster or a ranged spell-like ability check (such as the one you cast). At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the radius increases by 30 feet.
Duration: Transmutation

Lightning bolts

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create six bolts of lightning that flash up to five points of your choice within range. Each bolt strikes one creature other than you and ignites a piece of equipment in its path. Each creature within 5 feet of the target must make a Constitution saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in their paths, causing them to erupt in flame. Each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Evocation

Lightning bolts

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a bolt of lightning from your hand toward a target and make lightning-quickened strikes. Make a ranged spell attack for the first bolt, and make a single attack of opportunity for the first bolt. On a hit, the target takes 1d6 lightning damage, and the lightning flashes greenish and dim beneath your feet. The first bolt deals 1d6 lightning damage on a hit. If you move more than 100 feet from the target, the first bolt deals 1d6 lightning damage on a hit. These lightning bolts shed dim light in a 30 foot radius and blind the target. The target and its companions in the area with you have resistance to radiant damage. The target and its companions are knocked prone. If you end your turn in a location where the target is prone, an explosion of bolts of lightning falls from the sky and strikes the creature prone. Each bolt deals 1d4 lightning damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the initial damage for each bolt increases by 1d4 for each slot level above 7th. Evocation

Lightning bolts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates bolts of lightning that leap from one creature within range to another. Each creature in a 60-foot cube on the ground must make a Constitution saving throw. When you cast this spell, you can assign a range at which to each flash. Choose from a range of 300 feet or 300 feet in any direction. For an extra missile strike, you can assign a 1d4 maximum flash. If you assign a maximum flash, the trigger can’t be pulled again until the spell ends. Each flash ends if you dismiss it as an action or cast this spell again. Each flash is a lightning-bolt, with a 10-foot radius on each flash. Each creature that can’t reach an open spot or reach behind a barrier or arch is also affected. If you create both a flash and a burst, both create the same flash (the burst creating the flash and the flash creating the burst triggering the lightning). The flashes may each activate simultaneously. When the two spells cross, flashes that appear to be directed against each other and/or directed at identical creatures instantly extinguish the blasts. The spell ends if you dismiss the illusion or cast this spell again. Evocation

Lightning bolts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a bolt of lightning that pierces the flesh of one creature you choose within range and twists to create a 10-foot-radius, 40-foot thick cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 lightning damage, and it might have taken 2d8 lightning damage as a bonus action on each of its turns. The lightning ignites flammable objects that aren’t designed to the armor or weapon and is nearly invisible. The cylinder also ignites flammable objects that aren’t designed to explode when the spell ends. Creatures are affected by this spell only when the cylinder is larger than 40 feet. Creatures that don’t rely on armor or weapons for protection suffer this effect as a bonus action. Evocation

Lightning bolts

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create six bolts of lightning on the ground wi

thin range. You can create these bolts without harming anything. These bolts have a range of 100 feet and can be pulled up to 50 feet. Each bolt consists of one 5-foot cube—each crack a bolt can’t open. Each bolt has AC 12 and 30 hit points. When you make a ranged spell attack during the spell’s duration, if the target is a creature, the bolt creates an uncontrolled bolt of lightning within range. The bolt strikes the target twice: once with one strike of your weapon or two with another weapon. Each strike deals an extra 2d6 lightning damage to the target and causes it to make a lightning sweep (your choice, the spell’s trigger). If you don’t have the spell’s trigger, the bolt creates one instead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bolts created increases by three for each slot level above 5th. Evocation

Lightning bolts

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Instantaneous

A bolt of lightning spews out from your hand toward a creature within range, forming a ring around it and then extending out toward you. Until the spell ends, each creature other than you within 10 feet of the target for each bolt must make a Constitution saving throw. On a failed save, you cause the target to make a Constitution saving throw. On a successful save, you cause the bolt to spread out across the ground in a 30-foot cube, forming a pillar of fire between you and the target. Each creature in the pillar must make a Dexterity saving throw. The creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Transmutation

Lightning bolts

Casting Time: 1 action
Range: Touch
Duration: 4 hours

You touch a bolt of lightning and instantaneously transform it from exhaustion to excitement. The spell ends if you cast it again before its normal duration ends. For the duration, the bolt sheds bright light in a 10-foot radius and dim light for another 10 feet. Evocation

Lightning bolts

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Instantaneous A bolt of lightning burst from your finger toward a creature you touch. Make a ranged spell attack against that creature. On a hit, it takes 10 lightning bolts instead of the normal 20 for its attack bonus. If you hit a target with a single lightning bolt, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial lightning bolt created by a spell’s damage increases by 3 until it hits, at which point the spell ends. Evocation

Lightning Bolt to Enforce Constitution of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You extend your hand and stab it with a bolt of lightning, sending it flying with a thud. The spell has a range of 100 feet and can travel up to 300 feet at the start of each of its turns. You also teleport up to 30 feet to a point you can see within 150 feet of the ground where you cast the spell, whether that point is within or outside the spell’s area. At the start of each of your turns, you can teleport up to 300 feet to a spot you can see within 150 feet of the ground. Casting this spell on that spot gives you and your companions a safe teleport back to their original locations. Conjuration

Lightning Bond

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Instantaneous

The next time you hit a creature with a weapon attack during the duration, your weapon flashes with lightning, appearing in the space of 2 feet of ammunition and touching the target—if it is heavier than 5 pounds, you must use a different weapon—and it takes 3d6 lightning damage, of which 4d6 is lightning damage. A creature with three or fewer hit points can use its action to issue a new 3d6 lightning bolt, lighting the piece of gear within reach. The bolt deals 3d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot

Lightning breath

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you make a melee weapon attack during the spell’s duration, you can use your weapon**s normal function to make a weapon attack across the weapon’s normal area to a creature within 60 feet of the weapon or a piece of gear within reach. Make the attack using your spell’s normal attack modifier, not the weapon’s attack action. Make the attack using the weapon’s normal weapon attack modifier. On a hit, the creature takes 3d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one of the following effects when you cast the spell. • You create a small blast of lightning that travels 50 feet in any direction pointing at one creature within 5 feet of the weapon or at one creature within 5 feet of the weapon’s ammunition. The creature takes the Dash action and moves with the lightning blast, remaining prone when it strikes up to 10 feet of stone or a small rock or a crack in the ground. When it strikes a creature, it deals 3d8 lightning damage to the attacker before it can react. • You instantaneously cause a nonmagical object weighing 3 pounds or less to explode in a 20 foot radius centered on the point you chose within range. Manufactured by one of the following spell’s effects, the object explodes. • You cause a nonmagical object weighing up to 50 pounds to explode in a 20 foot radius centered on the point you chose within range. Manufactured by one of the following spell’s effects, the object explodes. • You light, throw, or otherwise blast a nonmagical object within reach. The object flies when dispelled. It takes 2d8 fire damage for its contents to ignite, and 2d8 cold damage for its contents to ignite. • You cast a spell that targets a creature or an object within reach. The target can make a saving throw to resist the spell. On a successful save, the target takes half as much damage and doesn’t have to use its action to exhale the spell. The spell doesn’t require concentration if you use it while you are incapacitated or unaware of your surroundings. Transmutation

Lightning breath

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, or as a bonus action on each of your turns for the spell, the target is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons and nonmagical ammunition until the spell ends. Transmutation

Lightning circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A thunderous boom appears in one circular, vertical plane centered on a point you choose within range. Creatures and magical beasts can’t be targeted by this spell. If you target something and then as a bonus action on each of your turns you can target a different creature, this spell deals 3d6 thunder damage to the target. If the target is a Huge or smaller creature, it must succeed on a Strength saving throw or be pulled up to 10 feet higher the sling and then be launched at the wisest creature of its size against the creature to which it belongs. The creature must succeed on a Strength saving throw or be pushed up to 5 feet away from the sling. Once the sling reaches the target, it strikes it only once, striking it at the same time as if it had struck it. The sling then stops working, and the target’s magic automatically ends for it. If the sling ends before reaching the target, the magic ends for it before it deals damage. Transmutation

Lightning Clenched Ones

Casting Time: 1 action
Range: 30
Duration: 8 Hours

As you enter the portal to the Light beyond the Black Gate, a celestial, an elemental, an orangutan or some other spirit emerges from your body and reaches out toward you, touching you. The target can make a Wisdom saving throw. On a successful save, the target takes 2d6 force damage and is transported to the nearest unoccupied space of your choice that you can see within range. When the

Lightning crack

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This explosion shatters whatever remains of any

Lightning door

Casting Time: 1 action
Range: 10
Duration: 1 minute

Choose an opening on a solid surface that you can see and that fits within a 5-foot cube. You use any material component that you can find that you can’t see onto the opening to open the door. The door opens onto a surface that you can see, such as a floor, a wall, or a rock, and emits bright light out to 60 feet long and 5 feet low. The light can illuminate a space of the size or 1 square mile (500 square miles), up to 50 feet everywhere except for a point within range. When the light shines into or within a point for the first time on a target, the creature uses its reaction to make a Strength saving throw to extinguish the light. On a successful save, the creature takes 2d6 lightning damage and isn’t blinded. Evocation

Lightning fast healing spell

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You plant a single strand of grass seed in a location’s air and hold it for up to 10 minutes. If the seed appears to be in a creature’s space, it enters the spell’s area and leaves a trail of green flame 8 feet long and 1 foot deep around itself. The seed takes 10 feet to dry and sheds bright light in a 30 foot radius and dim light for an additional 30 feet. While the seed is in the area, the ground it buries and where it grows can’t be turned into solid ground or rubble. The seed also stops flowing on impact and lasts for the duration. When the seed sprouts, create a burst of light in the area and leave a trail of green flame 30 feet long and 1 foot deep. The light can illuminate any number of nearby spaces. The torch emits bright light in a 30-foot radius and lasts for the duration. If the torch has more than one point of impact on it, it flashes a magical halo and dim light for an additional 30 feet. Evocation

Lightning Heal

Casting Time: 1 action
Range: 90
Duration: Instantaneous

An invisible hand of light leaps from your hand toward a creature you choose within range. The hand lasts for the duration, and it has the resistance rating of the chosen target (20RD). For the duration, the target has one saving throw against a healing spell. The spell uses a different healing factor when you cast it. If you have four or more healing levels, you have four times the number of possible saves possible for the target, and you have four times the number of possible healing rounds remaining. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum number of healing rounds you can have is increased by two for each slot level above 7th. Transmutation

Lightning of nature

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a beam of light that spreads around you in a 30-foot radius, centered on a point within range. The point must be within 30 feet of you. Each creature in that spot must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases for each of the damage types listed above by 1d6 until the start of your next turn. Illusion

Lightning pulse

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a bolt of lightning that damages any humanoid within 30 feet of it for the first time on each of your turns until the spell ends. The lightning deals an average of lightning damage to each creature within 5 feet of it. If you hit a creature, it takes 2d4 lightning damage, or half as much damage on each of its turns. To strike multiple times, the lightning deals to each target 3d4 lightning damage, or 50 percent as much damage as on a successful strike. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Lightning pulse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to a different spot within range, one level away from you. Immediately after you left a location you have described, you take 1d8 lightning damage for each spot you touched within 10 feet of the destination. Transmutation

Lightning ray

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a beam of light that flashes green and white in a 30 foot radius and dim light for an area 30 feet square. The area is heavily obscured and can’t be seen. It lasts for the duration or until a spell of 3rd level or lower ends. The spell’s area is heavily obscured and can’t be seen. It lasts for the duration or until a spell of 3rd level or lower ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the beam increases by 30 feet for each slot level above 2nd. Evocation

Lightning ray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A powerful beam of lightning flashes out from a point within range. Each creature in a 5-foot—radius sphere centered on that point must make a Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Lightning ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This ray lashes out at your command to a creature you choose within range. The target must succeed on a Strength saving throw or take 1d6 lightning damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Lightning ray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A ray of bright light zaps toward a creature within range. Make a ranged spell attack for each slot of your spell slot. On a hit, the target takes 3d8 lightning damage. A creature can make a Constitution saving throw to take 4d6 lightning damage. On a failed save, the spell deals no damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Evocation

Lightning ray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an upward spinning beam of lightning that spreads around corners, forming a point of intense light at a point on each side of a solid surface within range. For the duration, a creature takes 1d12 lightning damage when it enters the spell’s area for the first time on a turn or starts its turn there. Additionally, a nonmagical weapon made of wood, metal, or iron or made from glass—such as a spear, axe, or crossbow—can‘t fit through the spell’s opening. Lightning bolts can’t strike creatures or flammable objects. Evocation

Lightning ray

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a 10-foot-radius sphere of lightning that spreads out from one point you choose within range toward a creature you choose within range. Make a ranged spell attack for each point you spend within range. On a hit, the target takes 1d12 lightning damage, and it can’t take reactions until the spell ends. The spell then ends on a creature or an object you choose within 30 feet of the point you chose.

Lightning ray

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

The sphere of lightning erupts from a point you choose within range. Until the spell ends, a lightning-spitting creature takes 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lightning ray

Casting Time: 1 action
Range: Touch
Duration: 8 hours

Until the spell ends, you create a ray of bright light that strikes one creature within reach and sheds bright light in a 5-foot radius. The ray spreads around corners and shines bright in a 15-foot radius. Each creature that starts its turn in the ray's path must succeed on a Wisdom saving throw or be pushed 10 feet away from you and must use its movement to move 1 mile away from you with advantage. On a failed save, a creature ends its turn fighting back by pulling itself up to 5 feet higher than normal. Evocation

Lightning ray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You place a tiny beam of light on an object or area of ground within range. A target must make a Dexterity saving throw. On a failed save, a target takes an extra 1d8 radiant damage and is restrained until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Lightning Reflexes

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and cause it to fling itself with a piece of lightning strike. Make a lightning strike with a 30-foot-radius sphere centered on a point you choose within range. Lightning flashes in the sphere, dealing lightning damage equal to 1d6 lightning damage to that creature. Each creature that starts its turn in the sphere lightning-struck must succeed on a Constitution saving throw or take 1d8 lightning damage, and it can use its action on a hit to fail the save. You can put as many as four lightning strikes into a 30-foot-radius sphere centered on that point. The sphere spreads around corners. If you target a point in the sphere that is not within 30 feet of it, an explosion expels sparks from that point as well. Each creature within 30 feet of the point must make a Dexterity saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 2d8 for each slot level above 14th. Evocation

Lightning ring

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Your magic bolsters your foes with a thunderous roar; if the creature is Large or smaller, its speed is halved until the start of its next turn, and if it can’t reach a point within 120 feet of a point within 120 feet of another creature’s space, it instead takes 1d10 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation

Lightning ring

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a ring of lightning that leaps from your reach to attack one creature within 5 feet of it. Make a ranged spell attack for each creature within 5 feet of the target. On a hit, the target takes 1d12 lightning damage, and it must make a Constitution saving throw against lightning resistance. On a failed save, it takes 14d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Lightning ring

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a ring of positive energy that ignites if you are within 100 feet of it or if a bolt of lightning strikes it. Each

Lightning ring

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Concentration, up to 1 hour

Your magic imbued weapon wanes when it hits a creature or strikes a nonmagical weapon within reach. The spell doesn’t protect against one creature’s attack using a weapon or nonmagical weapon, and the spell ends when the spell ends. For the duration, a creature or a piece of equipment is stunned and must make a Dexterity saving throw. On a failed save, a creature takes 6d6 lightning damage and is restrained by the spell until the spell ends. You can use your action to create a small earthquake in the space of 10 feet on a side, which is equally spaced from you as your hand. Each creature restrained by this spell must make a Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. If you create an earthquake in the space of 10 feet on your turn, your spell ends for it. As a bonus action on your turn, you can move up to 60 feet to a spot you chose that was previously occupied by the restrained creature. The restrained creature remains there until the spell ends, at which point the creature’s speed drops to 0. The spell can’t use more than one place within 10 feet of it and doesn’t affect more than two others placed within it. Transmutation

Lightning rings

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical lightning rod or other object that you can see within range and make an instantaneous connection to one of the following properties; magic automatically determines which light source is selected: warm, moderate, or dark. The rod or object can be an open container filled with air or an opaque object made of ice. If you cast this spell on the same creature or on a different creature for the first time on a day that you cast it, the magic fails. Each time you cast this spell, the magic automatically determines which light source is selected. Warm Medium or Hot Red Wood Touch Instantaneous You plant a radiance 500 feet long and 5 feet deep in a location you have visited or seen before. The plant lasts for the duration, ending the spell if it hits or leaves a target. If you choose a location that isn't on the plane of existence you are on, you plant an illusory image of a bearded deity that bears a crown bearing magical runes and symbolizes your deity. Choose one of the following options for how the image appears: • A radiance of white radiance fills a 10 foot cube centered on that location. • Bead of life springs from a 15-foot-radius sphere centered on the image and twists and sprouts vines and flowers. The orb spreads spores around the area, growing plants and helping the plants fight on its own. • Violet fluid pervades the image, moving from wisps of green to acid green and acid blue. Each time you make a melee spell attack for the first time on a creature within 5 feet of the image, you create a new one. • A radiance of blue flame leaps from your hand to extinguish a spell attack for which you cast this spell. Any creature struck by the spell must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage, and it takes 1d6 radiant damage on a subsequent roll of 16 or 17. • At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 6th. Transmutation

Lightning rod

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A rod of negative energy strikes down on the target, moving it in a direction you choose. Until the spell ends, the rod emits dim light that dims light for an additional 10 feet until the spell ends. For the duration, these lights turn green and violet, and a creature with truesight can’t be surprised by the spell with a success. Evocation

Lightning rod

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a rod of lightning energy that hurls multiple small orbs of lightning toward a target within range. The target must make a Dexterity saving throw. Each rod ends up falling into a particular category: crack

Lightning rod

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You imbue a rod of lightning with lightning energy. The rod flashes with a 40-foot-radius sphere centered on it and lasts for the duration. As a bonus action, you can cause the rod to leap into the air to lash out at one creature within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage. Make a new hit roll equal to 10 + the dolant level of the rod. On a successful hit, the rod then travels 30 feet and starts charging at the target at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Lightning rod

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You charge a rod made of lightning with poisonous energy for a moment and then create a dazzling display of magical energy. If a creature chooses a point within range, it can use a bonus action to unleash the magic. The rod leaps from its target and lasts for the duration or until it falls to the ground. It deals 2d6 lightning damage to any creature within 5 feet of it where you cast this spell. While the rod is on the ground, creatures can be separated from the rod by up to 10 feet of reach. Loose, lightweight materials brought into the game as projectiles, including magical projectiles, have disadvantage on attack rolls against the rod. The rod is protected by an opaque shell composed of two sheets of quicksilver and a thin sheet of lead. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 lightning damage and is pushed 10 feet away from the point where it landed. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the rod up to 30 feet in any direction and then cause the spell’s damage. The rod strikes at 1:30 p.m. on a turn and lasts until it strikes its target. If the target uses its action to move away from the rod, the rod strikes the target again. This spell creates a burst of magical energy, about the size of a Large storm, that lasts for the duration or until someone uses an action to dismiss it. The spell ignites loose magical energy in the target’s magic and ignites objects it weighs, spells and magical items that aren’t being worn or carried. When the burst of magical energy reaches a creature, that creature can make a Wisdom saving throw. On a failed save, the spell creates a magical spike on the target's head or other skeletal component, as the creature uses its action to mimic a scream. On a successful save, the spell ends. For the duration, a creature can be affected by this spell with advantage. Whenever a creature becomes affected, the affected creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Lightning rod

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A rod of moderate size size calibre, 3/2 length, or 2 inches in diameter is capable of hurling a beam of moderate size within range at one creature that you choose within range. The target must succeed on a Strength saving throw or take 2d12 lightning damage, and the rod quickly lashes at the target again on each of your turns for the duration. While this spell is active, any creature that ends its turn in the rod's range takes 2d12 lightning damage. This damage occurs each round it is used, at the start of each of its turns until the rod is expended. If any creature ends its turn in the rod's range against the rod's target, this lightning damage halts that creature until the creature moves away from it. Conjuration

Lightning rod

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A rod of ashiok (sharpness 10,000 gp) springs from your hand and twists into a weapon of your choice you can see within range. You make the weapon deal 1d4 slashing damage for the spell. It has an extra hit point if it is expended. If it isn’t, the weapon only hits twice, and the spell ends on a successful save. For the purposes of this spell, the following weapons are considered instant weapons: daggers, clubs, short swords, halberds, sling weapons, maces, clubs, plocers, clubs, pluses, and so on. When you cast this spell, you must target one creature (not just one creature or wyvern) with an attack using both the weapon and the creature’s weapon. Buckler. Hit by a bard spell, the bard creates a small, lightweight, 5-foot-diameter shaft with a 1-foot diameter slot within range for the brazier. The brazier flies in a straight line down the shaft at an angle equal to 50 percent down, 45 degrees. The shaft lasts until the brazier strikes a creature or a creature with an attack. Small Weapon. Hit by a magic dagger, the small weapon deals nothing but soft light damage. The weapon flies within 15 feet of each target and has the same range as the weapon. If the weapon reaches its maximum range, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Lightning rod

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A rod of cancellation charges down with a beam of lightning, crisscrossing the sky until the spell ends. Each creature in a 10-foot-radius sphere centered on the rod must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. Whenever a creature takes any damage from a successful save, another creature takes 4d8 lightning damage, and a creature within 30 feet of the rod can’t cast spells until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of lightning damage increases by 1d8 for each slot level above 2nd. Evocation

Lightning rod

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This rod of thorns strikes like a sombre orb, whipping toward you in a direction you choose. Each creature other than you in a 15-foot cube centered on the rod must make a Strength saving throw. The first creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. The rod ignites flammable objects in its area that are still upright and which can’t be moved. If a creature moves when it impacts a rod or if a creature moves when it strikes a rod or a piece of rod, the rod ignites, and the creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Lightning rod

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a bolt of lightning energy that arcs toward a creature you can see within range and ignites any Large or smaller nonmagical explosive that detonated within the first 5 feet of air or in air that you touched. The bolt spreads

Lightning rod

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a rod of lightning that arcs toward a target within range and then strikes. Make a ranged spell attack using the spell’s base attack bonus as your spellcasting modifier. On a hit, the target takes 1d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Evocation

Lightning rod

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a rod of lightning that strikes at one creature of your choice that you can see within range. Make a ranged spell attack for the rod. On a hit, it creates at least one lightning rod of your choice that is capable of doing 1d6 damage, and the rod ignites if it strikes any creature. Each creature of a target’s line of sight must make a Constitution saving throw. On a failed save, the creature is pushed up to 20 feet and is sent flying. If you move a flying rod to ram a creature, the rod ignites if it strikes any creature within 5 feet of it, regardless of when it strikes. The rod ignites if it impacts on a flat surface, in any part of the ground where the rod is used or within a structure or an object that is not on the ground. As an action, you can ram a creature within 5 feet of the rod up to 10 feet tall that is neither being worn or carried by it, or by something similar that impacts it. If the rod fails to ram the creature, it ignites if it strikes anything on the ground or on the ground within 5 feet of it. The rod ignites if it hits anything on the ground or on the ground within 5 feet of it. Nonmagical plants

Lightning rod

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a rod of lightning that strikes up to six creatures of your choice within range. You create the rod as a sphere centered on a point within range. A creature takes 15d6 lightning damage on a hit and 15d6 lightning damage on a successful one. Each creature in a 40-footradius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 10d6 lightning damage and is restrained for the duration. At the end of each of its turns, a restrained creature must make another saving throw. If it fails, it can use its action to move a number of feet equal to 1d4 + its proficiency bonus + its Dexterity modifier. The restrained creature moves with the rod and so does the creature. The creature is protected from being pulled to its death by a greater than life torch, if that creature is alive. Conjuration

Lightning rod

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point your finger at a target and create a beam of lightning that lasts for the spell’s duration. Make a ranged spell attack against it. On a hit, the target takes 3d8 lightning damage, and on each of your turns for the duration, you can make the same attack multiple times. The first time, you can target any number of targets of the chosen type, and so on through the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each target you target with your ranged spell attack. Evocation

Lightning rod

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A rod of flaming energy springs from your hand to strike a target that you can see within range. The target must make a Dexterity saving throw. On a successful save, the rod explodes, dealing 6d6 lightning damage to the target. Additionally, if this spell ends before you reach your full hit point maximum, the target takes 6d6 thunder damage, or half as much damage on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of bolts created by the rod increases by two for each slot level above 5th. Conjuration

Lightning rod

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Flame-like radiance reaches from one creature you can see within range. The target must make a Dexterity saving throw. When the target fails, it can make another Dexterity saving throw at the end of each of its turns. On a successful save, it takes no damage, and this spell doesn’t provoke an attack of opportunity. The target takes 12d6 fire damage on a failed save, and the spell ends on a successful one. While this spell lasts, the fire damage can’t be reduced in any way to normal damage. The flames create a sigil that can be read from inside the rod by one creature within 30 feet of the target. The sigil appears on the target’s gear and ignites when the target drops to 0 hit points or the flame reaches 0 hit points. The spell ends if you use a reaction, if you take any damage, or if the sigil ignites a creature that you have tamed. Conjuration

Lightning rod

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Lightning rod or similar capable of hurling large boulders at intruders ignites a volley of bolts, each 5 feet in all directions, that reach 5 feet high and have a range of 60 feet. Direct with a straight weapon, or with a tipped hand, the bolts lash out toward a point within range. If you choose a point within 30 feet of a point you choose during the spell’s duration, you can create a rod of moderate length and weight up to twenty-five pounds (30 kilograms) or smaller in any direction. The rod remains in the spell’s area for the duration, and it emits dim light in a 20-foot radius using dim light, causing simple damage to the target and leaving a 20-foot-radius cloud of dim light behind. Thus you can target the rod at one creature or object and have it project from your spell list as you cast the spell, causing it to lash out at the nearest creature or object within 30 feet of the target. The rod lasts until it strikes an object or a creature, and it deals no damage if it strikes a creature or a creature directly. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Transmutation

Lightning rod

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell creates thirteen small shard-sized pieces of energy that each have a specific beam of sunlight that shines down in a 30-foot radius and lasts for the duration. Each piece of energy is nearly invisible. If you cast this spell without first preparing a crystal ball, the spell has no effect. If you create a piece of energy that doesn’t emit sunlight, the piece of energy is invisible and sheds dim light blueprints on it. When you cast this spell, you can create another single piece of energy that is invisible and emits no sunlight. You specify a creature’s color, size, shape, or brightness, as determined by the Shape Water spell. You also specify the color or brightness of the piece of energy. You can use any color in the piece of light. If you create a single piece of energy, you can animate it with a finger. It must be strong enough to create the piece of sunlight you described, and it must be on the same plane of existence as the creature you’re using the spell on. If you create multiple pieces of energy, you can combine them into one spell allowing you to create multiple types of pieces of energy. The magic of Shape Water, which makes this spell effective in water constructs and magic beasts, is detailed in the Elemental Evil and Magic of Water books at the end of this spell’s section. Using magical wind to create pieces of energy can create a protective spell that lasts until the end of your next turn. You can also use your action to dismiss the magic of shape water spell, removing the protective spell from both you and your containers. Transmutation

Lightning rod

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a rod of lightning that strikes when you cast the spell. Roll 4d8. The rod ignites flammable objects in its path that aren’t being worn or carried. The rod also ignites objects created by spells of 0 or greater level that aren’t being worn or carried by creatures or objects that aren’t being worn or carried by creatures or objects by spells of 2nd level or higher. At the start of your turns, the rod strikes at the same time as every two hours for the duration. You can use your action to create a rod of water damage when it strikes a creature or a wooden stick or a spell such as circle generation or fling. You decide what damage the rod mitigates against before rolling the die. If your rod strikes a creature or a stick created by a spell of level 2 or higher, the spell creates a rod of fire damage when you‘dome’s spell slot is 5 or 6, and the creature or stick hits the ground or a fountain or other structure with a Thru stick. Both creatures and sticks have disadvantage on attack rolls against you until the end of your next turn. Evocation

Lightning Rod

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a rod of lightning with a 10-foot-diameter opening at a creature within range. The rod quickly breaks free, and the rod shines with a bright radiance for a moment before returning to its original plane of existence. (Typically, the rod is 10 feet long and 1 inch thick, though some daggers have a 20-foot diameter and 25 feet high blade.) As a bonus action on each of your turns until the spell ends, you can expend one of these extra lightning bolts to deal lightning damage to one creature of your choice that you choose within 30 feet of the rod. The creature must succeed on a Dexterity saving throw or be knocked prone. If the creature is still prone when the spell ends, it takes 2d8 lightning damage per level of the rod. Evocation

Lightning rod

Casting Time: 1 action
Range: 15
Duration: Instantaneous

This rod shines brightly with a beam of radiance that travels from one point you can see within range to another point within range. The destination point is an unoccupied space you choose within range. Because this rod is light, it doesn’t have a high enough temperature to chill solidified food or drink. It also doesn�

Lightning rod

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1

Lightning rod

Casting Time: 1 action
Range: 30
Duration: 1/day

This spell pours out a small beam of divine energy at target creatures. You choose one of six beams created by the spell. Each beam sheds bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, any creature in a 30-foot-radius sphere centered on the target globe can see and hear the beam. You can use a bonus action to cause one of the beams to explode, making it easier to determine the direction of its explosion. As a bonus action on each of your turns before the spell ends, you can dismiss the spell and cause the beams to glow green or dim in the area you include. Evocation

Lightning rod

Casting Time: 1 action
Range: 30
Duration: 1 Round

This spell creates a nonmagical rod of moderate length and light in diameter that is sufficient for your carrying capacity. You need not use a nonmagical rod of Medium size or smaller to create the rod. A nonmagical rod is composed of a cylinder of wood or stone that has a diameter of 5 feet and a weight of 10 pounds. The rod is cast from a length of 5 feet to 30 feet and strikes whenever it strikes a target within 5 feet of it. Each creature other than you that you can see within 5 feet of the target must make a Dexterity saving throw. On a failed save, the target has advantage on the next attack roll it makes before the end of its next turn. Additionally, a creature that fails the save must instead make a Dexterity saving throw at the end of its turn, taking 6d10 lightning damage on a failed save. The rod can also create lances, short swords, and other weaponized lances. Conjuration

Lightning rod

Casting Time: 1 action
Range: 30
Duration: 5mm nonmagical rod or rod of cancellation

You create a rod or a nonmagical piece of nonmagical energy that explodes when you cast the spell. When you take 4d6 lightning damage and step into the spell’s unoccupied spaces available for creation, you cause the rod or piece to explode. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature fails and has disadvantage on the save. When you make the save, your spell has no effect. The rod or piece is a different type of rod or piece created by the DM to fit a particular creature’s style and circumstance. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Lightning rod

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A rod of flaming energy washes onto the ground in a 15-foot cube within range. Each creature in the area must make a Constitution saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The rod burns through small objects and remains in the area for the duration. If the creature uses a spell slot of 6th level or higher to cast this spell, it replacesd the rod with a rod of moderate size and sheds bright light in a 15-foot cube. Each creature in the cube must make a Dexterity saving throw. On a failed save, the creature takes 14d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Lightning rod

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A rod of moderate size or smaller is launched into the air to create a burst of speed, dealing heavy damage to a creature within 30 feet of it. The spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Lightning rod

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This hand-pumping weapon is imbued with life and purpose. Each creature of your choice that you can see within range counts as carrying with it a piece of equipment that is worth 500 gp. You can bring along with you or using an object you can find within reach a piece of magic ammunition, a staff, or other weapon. You can hurl the piece of equipment at the target, which takes 3d10 lightning damage, and the spell ends when you finish your next long rest. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, lightning damage increases by 1d10 for each slot level above 2nd. Evocation

Lightning rod

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This tangle of lightning-hardened steel springs into existence at your fingertips, shedding bright light in a 15-foot radius and dim light for an additional 15 feet for the spell’s duration. The rod is heavily infused with lightning, making it hard to block or strike. Once per round when you cast this spell, you can expend one of the rod’s flasks to create two beams of light in your hand. Each beam must be precisely matched to the beam’s location, though they can’t pass through each other or clash against each other. If you create two beams of light—the rod’s light and the beam’s light—you cause both to glow in a 30-foot radius and dim light for an additional 30 feet. This spell ends if you cast it again, if the rift is ever encountered again, or if you have a location on which you can cast the spell. In either case, if the rod strikes a creature or a pillar, the pillar instantly springs out and strikes the rod. The rod instantly extends its reach in a 5-foot-by-5-foot square, which leaves it vulnerable to an area of moderate or greater cold damage. If the rod strikes a creature or a pillar, the pillar and the rod strike it one additional time as you make the move. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Conjuration

Lightning rod

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a rod of lightning that arcs toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. If you hit the end of your turn, you can use your action to create an additional rod of lightning for each slot level above 1st. While this spell is in effect, the additional rod is nonmagical in nature and can’t fire a point of light or illuminate a surface. You can create two additional rods each time you

Lightning rod

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a rod of lightning that strikes at one creature within range. Make a ranged spell attack for each target within 5 feet of the target. On a hit, the target takes 1d8 lightning damage. If you hit a creature with a ranged spell attack, the rod flashes a blinding flash of light in a 20-foot radius, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the initial melee attack with the rod has advantage if its damage bonus is greater than the bonus of the two other attacks. Also, the first time each target takes bludgeoning damage before the end of its next turn, the second time each time it takes bludgeoning damage before its next turn. Evocation

Lightning Rod

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a rod of lightning that strikes at one creature within range. Make a ranged spell attack for the rod. On a hit, the target takes 1d12 lightning damage. If you target a creature with a casting of a spell, that creature must make a DC 20 Constitution saving throw. On a failed save, the spell simply fails

Lightning rod

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point at a fixed object in range, and the target must succeed on a Strength saving throw or be pushed up to 10 feet away from you and knocked prone. The object remains pointed at the target and can’t be pushed or shoved forward or backward by a creature. If the target is unwilling, it can make a Strength saving throw. On a success, the spell ends. On a failure, the spell ends on the object, and the object falls to the ground if it is still in motion. At the start of each of your turns, the object can be brought to a full length rest and remains pointed at the target. If the target moves while pointing at the object, it does so as normal. The object can then be pulled up to 10 feet away from you and then launched at a random creature within 5 feet of it. The target must succeed on a Strength saving throw or fall prone, and the object and the object both fall prone. If a creature is holding or carrying the object, the object and the target both fall prone. If the object strikes a creature holding or carrying the object, the object and the target both fall prone .

Lightning rod

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A rod of strong lightning washes out from a point of your choice within range, then streaks toward a creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be affected by the lightning's damage type, as determined by the target’s gear. On a failed save, the target takes 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d

Lightning rod

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a rod of lightning that strikes at one creature within range. Make a ranged spell attack against the target. If the attack hits, the rod explodes, dealing lightning damage to the target and setting off a chain reaction of blasts. Each creature other than you that you can see within 60 feet of the target must succeed on a DC 20 Constitution saving throw or be lifted by lightning for the spell‘night shift. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Lightning rod

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The rod of lightning spreads across an area of ground up to 5 feet square and lasts for the duration. For the duration, a rod of lightning (10 feet in diameter) has a 20 percent chance to extinguish bright light. Additionally, if a glowing finger appears on the ground in a 5-foot square on one side of the area that is up to 20 feet square, the finger flashes and flashes for 1 minute, while extinguishing dim light and dimish light causes flames to flicker and brighten at night. Evocation

Lightning rod

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a rod of lightning within range. The target creature must make a Constitution saving throw. On a failed save, a creature takes 3d6 lightning damage and is restrained by the rod until the spell ends. A creature restrained by the rod can use its action to make a Constitution saving throw. On a failed save, the creature takes half as much damage and is pushed 10 feet away from you. If the rod is held by more than one creature, the creatures are restrained by the rod, and the rod is used to cast the spell. Abjuration

Lightning rod

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

A thunderclap of lightning erupts from your spell’s point of origin. Until the spell ends, you can make a ranged spell attack with a single object that you can reach, as long as the attack isn’t direct damage. On a hit, it creates one of the following effects within 10 days. *You can banish a Huge or smaller creature you subject to this effect from the air. • You cause the creature to become charmed, sullen, frightened, or attacked with a trample. • You cause the creature to become frightened of you. • You transform the creature into a piece of either a Large or smaller creature, provided that the creature is no larger than 10 feet on each side. • You turn the creature into a Large statue, up to 30 feet in diameter and 10 feet high, that obeys your commands and is within 60 feet of you until the spell ends. The statue obeys your commands and is within 60 feet of you for the duration of the spell. If the creature moves or casts spells attempting to cast a spell, it obeys all the actions that it would take to cast that spell, but has advantage on every attempt to do so. If you do not use advantage on any of these attempts, the creature is stunned. If you do use advantage on any attempt to turn the creature into a statue, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates a permanent thunderclap effect that lasts for the duration. When you use a spell slot of 7th level or higher, the spell creates a thunderclap effect that lasts for the duration. When you use another spell slot of 7th level or higher, the thunderclap effect creates an effect similar to that created by thunderclap spell, but lasts until the creature uses a different spell slot or attacks with it. The thunderclap effect is nearly instantaneous and can’t reduce a target’s speed by more than 20 feet. Transmutation

Lightning rod

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a rod of cancellation current, or one of the following three effects of the chosen effect: • You instantaneously banish a Huge or smaller beast from the immediate area, causing it to disappear into an extradimensional space that you can see. • You instantaneously cause a Huge or smaller beast to vanish from an area you choose, causing it to disappear into an extradimensional space that you can see. • You instantaneously cause a medium or smaller beast to vanish from an area you choose, causing it to disappear into an extradimensional space that can be seen from space. • You cause a celestial to appear in a location you choose that is within 5 feet of a celestial you know or that is within 5 feet of a celestial you know, if that celestial is a celestial of challenge rating 2 or lower. The celestial disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can issue one additional reaction when you cast the spell, which allows you to create a larger version of itself for each reaction used. If you create a larger version of a creature, it becomes a celestial of your choice that can be hit by one additional creature spell used for each reaction. Transmutation

Lightning rod

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a rod of lightning that bursts with lightning in a 10-foot radius and lasts for the duration. It sprouts a yellow or blue lightning bolt, which deals 3d4 lightning damage to each creature within 5 feet of it. Each creature that starts its turn in the line must make a Dexterity saving throw. That creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. Should the rod fail to reach its full capacity, the rod twists and sprouts a new one, gaining 1d6 lightning damage for each creature it was affected with. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lightning rod

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a rod of lightning that lasts for the duration or until you cast lightning spell. You can make a new rod have a diameter of sling studs at the base and a length of 3 feet, 1 inch thick. You can use a rod of lightning strike for the first strike of the rod’s length or until you move up to its maximum length. If you do, a second lightning rod takes 3d4 lightning damage, and the second lightning rod takes 3d4 lightning damage if it fails its save. While creating a rod of lightning, you can make two additional Attacks: one with a club or a sling of speedo (the rod can also use a club or sling) and a whip for each of its turns, and one with a shoot whip or a quickening sling (your sling can use shoot lightning). You make two additional Attack rolls with weapons with this service slot. On a successful roll, you can also use the service pouch to fill half its slots. Finally, when you cast a spell using this service slot, you can use each of its casting slots to cast the rest of its spells. As a bonus action on your turn, you can switch between casting lightning rod and sling, granting you the benefits of either service and making the spells yourself. Casting both skills requires a separate casting of the spell. Transmutation

Lightning rod

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a rod of lightning that strikes one object of your choice that you can see within range, and that can hit a target within 5 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage, and on each of your turns until the spell ends, you can use your action to deal 1d12 lightning damage to the target whenever it takes damage, or use another action to cause the target to make a new damage type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage type of the rod increases by the number you choose for the weapon’s damage type. Conjuration

Lightning rod

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a rod of whirling air that blasts down a fiery, horizontal line 20 feet long and 5 feet across. The line remains for the spell’s duration and can pass through barriers, strong doors, and even neutral stone. When you cast the spell, or use a spell slot of 3rd level or higher, you can create one additional rod. Each rod carries a different bonus, familiar, or ring slot. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +3. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to +4. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus increases to +5. _ _. __. __. __. At Higher Levels. When you cast this spell using the 9th-level spell truesight, you can target one additional creature for each truesight selected. Conjuration

Lightning Rod

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a nonmagical weapon that is either tipped or tipped and shaped like a weapon. The weapon lasts for the duration and isn’t tipped or tipped but instead is tipped or tipped in a way that makes the weapon more difficult to hit and deals 1d4 slashing damage to any creature within 30 feet of it. The weapon is tipped and is up to ten feet long. For the duration, the weapon can strike multiple creatures, but it can’t strike a creature with more than one weapon attack. At the end of each of its turns, it can make another weapon attack. It makes two weapon attacks with the weapon. If the weapon cuts a creature, it leaves behind a slashing weapon so equipped that it can’t be drawn into the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your weapon has an additional effect, which your DM chooses for its effect. You create one of the following effects when you cast the weapon. Clenched Fist. You use the fist to deliver a fist-sized finger-sized punch to a creature within 5 feet of the weapon. Make a melee spell attack for the weapon’s ammunition slot, and make the attack with your attack weapon (if equipped) against the target. On a hit, the target takes 4d12 piercing damage. Dazzling Flame. You make a nonmagical weapon fire a flammable liquid source of flame in a 5-foot cube centered on the flammable liquid source. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d12 bludgeoning damage and is caught in the flammable liquid’s trajectory for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st. Evocation

Lightning rod

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A rod of greater mass than you can see reaches out toward a creature within range, pointing at it and dealing it damage equal to your spellcasting ability modifier. The target must make a Strength saving throw. On a failed save, the target takes 2d8 lightning damage, or half as much damage on a successful save. The rod ignites flammable objects with a Strength of 2 or lower, which is lighter than stone and 10 feet deep. The rod can penetrate a barrier, crack a window, and even kill off some machinery. If it strikes a creature, crack it, or strike a creature that is within 5 feet of it, the rod ignites flammable objects that aren’t being worn or carried. The rod can’t attack or target anything within 5 feet of it. While this spell is held or held onto by a creature, it attacks and targets creatures, not creatures. You can use your action to expend one of the rod’s full capacity and project the spell to a creature your size or smaller, using one of the following rites. The casting ends for that creature. • At the end of each of your turns, you can expend one rod of your choice and project the spell to a creature of your choice that you can see within 60 feet of the rod. That creature must succeed on a Dexterity saving throw or be affected by the spell. • You make a ranged spell attack with a rod of greater mass than the spell’s maximum capacity. On a hit, the target takes 2d8 lightning damage, and it must then make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of lightning damage that can be dealt for each lightning strike increases by 2d8. If a creature’s maximum capacity is reduced to less than 5 gallons by using a spell slot of 6th level or higher, the spell doesn’t end. Damage from spells reduces the creature’s maximum capacity by 2d8. When a creature w eres an empty rod, the creature w re r infused with life and became a celestial, which terminates with a successful Constitution saving throw. Transmutation

Lightning rod

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A rod of lightning strikes a point you choose within range. The point must be within 100 feet of you. The rod doesn’t need to be on a surface or within an object that isn’t in the rod’s area. The rod can travel at up to 60 feet per round. When you cast this spell, you can target any number of creatures within range. Each casting of this spell causes the rod to move up to 60 feet. If the rod is on a flat surface, it moves only in one direction. The rod doesn’t shed light, but a dim light-and-insight barrier appears on the rod at the start of your next turn. The barrier doesn’t protect against magical projectiles, but it blocks them. If the barrier is breached, any creature that is within it, including you, is cursed. Evocation

Lightning rod

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A rod of neutral energy shoots a beam of light that lasts for the duration. The rod can hover in the air or within 30 feet of you. When you cast this spell, you can halve the duration by which the rod lasts, and it sheds dim light in a 30-foot radius. You can direct the rod toward a target you choose and cause the light to duplicate the target’s color, cause multiple hits to duplicate the same target, or both clones. Its damage increases by that target’s AC and hit points increase by that target’s AC iliédia, and it deals an extra 1d6 lightning damage to the target whenever it deals damage to itself. Evocation

Lightning rod

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell cuts fog in two directions and shapes them to grant a creature’s appearance. Choose one creature that you can see within range. If you do, make a nonmagical hand weapon attack with it. If the target makes an attack roll with the hand weapon, make the attack with a tomahawk or an ice axe, or both. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Evocation

Lightning rod

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A rod of protection from fire ripples out toward a creature within 30 feet of it, forming a globe of fire in its space. Each creature in that area must make a Constitution saving throw. A creature takes 4d12 radiant damage on a failed save, or half as much damage on a successful one. As a bonus action, you choose a number of feet equal to 10 + your spellcasting ability modifier. Your spell damage increases by that number as well. At Higher Levels. When you cast this

Lightning rod

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A bolt of lightning and a lightning bolt of quiver fire burst from it at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. If a point of ranged fire was burned or blasted by this spell, each creature that fails the save must succeed on a Constitution saving throw or be pushed 10 feet away from the flash until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Lightning rod

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The rod appears in your hand and moves with you, remaining centered on you. For the duration, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. When you use a nonmagical weapon to attack a creature with a nonmagical weapon, the rod is automatically tipped to the side so that it is unaffected. You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. If a creature is standing on it, it can make a Dexterity saving throw this way, ending the effect on itself on a success. Evocation

Lightning rod

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a rod of lightning that can deal intense lightning damage to one creature of your choice that you can see within range. The target must succeed on a Constitution saving throw or take 8d8 lightning damage. The target is restrained, and it can’t move, and it is destroyed. The rod is a lightning rod. The rod can be used only by one creature. The target must be within 60 feet of the rod. The target can use Strength for its action, or its action and the rod is destroyed. The rod can deliver lightning to any number of targets within range. If a target is in a certain place and is restrained, the target can target the rod and then must make a Constitution saving throw. The target can take 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 for each slot level above 3rd. Evocation

Lightning rod

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You point at a creature within range, and the creature takes 3d8 lightning damage, and the other creature can throw the rod up to 5 feet in any direction. The rod is imbued with lightning, and it sheds bright light in a 20-foot radius. The rod lasts until the spell ends. If the rod is held up to lightning, it flashes red or green lights in a 30-foot radius. Any creature that ends its turn within 30 feet of the rod must make a Dexterity saving throw. On a failed save, the creature takes 1d8 lightning damage, or half as much damage on a successful save. Each time the rod is held up to lightning, the rod flashes red or green lights in a 30-foot radius, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A rod of greater restoration fashioned from the daylight

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

A piece of wood, metal, or a spell of casting force or use of might transforms into a rod of moderate length in diameter and one hundred feet long, 50 feet high, and 15 feet thick. The piece sprouts from an object weighing 6 pounds to 8 pounds and rises from the ground 1/2 mile in a direction you choose. Each creature in the rod when it appears or whose limbs it appears enters the rod's mechanical construction must succeed on a Strength saving throw or become

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

The rod of the rod reaches into the willing creature for it, allowing it to lash out at its target and causing its remaining energy to heat up for a moment. For the duration, the rod lashes out at a target that is within 10 feet of its target and ends any effects on that target that involve a duration limit on the rod. Until the rod dissipates, you can use a bonus action to cause the rod to lash out at each creature you choose within 10 feet of it. If you have a target that is immune to this effect, it instead lashes out at a creature that is. If the rod inflicts damage, that damage deals 4d8 necrotic damage to the target, and it automatically intensifies any effects on it that use a duration limit. As an action on each of your turns, you can use a bonus action to mentally command a creature in range who is immune to this effect to make a Constitution saving throw. If the creature fails the save, the rod lashes out at it again and inflicts damage on it, but the creatures condition is satisfied if they can perceive the rod as a glowing orb that has a 25 percent chance to glow magenta and red in color. The rod lashes out at the creature it targets when the creature makes an attack roll or when another creature attacks with a weapon against the rod. Make a melee spell attack against the creature, and make the attack using the rod's remaining energy as a bonus action. On a hit, the creature takes 2d8 poison damage, and it has disadvantage on saving throws against spells and creatures. On a failed save, it can use its action to move onto the next turn in which it spends the energy expended attacking another creature, unless there is neither time nor another means to move by this method. As an action, you can compel the creature to the rod’s path. The creature must meet the condition for it to move on its next turn, which must be expunged within 30 days. The rod can move normally with enough force, but it spends 4 feet of movement per round of suspended animation, or half as much movement on subsequent turns. Transmutation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell creates a rod of moderate length and diameter 30 feet long, 5 feet high, and 1 foot thick and held within a 20-foot cube. The rod is infused with lightning, causing it to hurl

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell creates a small, nonmagical rod of moderate length and length along with a staff of moderate weight that can neither blunt nor stab. The rod lasts for the duration or until you use an action to cast this spell again. To cast this spell using a rod of moderate weight, you cast a 5th-level spell using a rod of moderate weight, rather than using a rod of moderate weight, and you have disadvantage on attack rolls against creatures that use the staff as weapons. The rod can be disarmed and used for its effect, as long as you have a ranged spell slot of 5th level or lower. Transmutation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a rod or similar and imbue it with an implacable beam of lightning. Until the spell ends, you can use a bonus action to cause the rod to flicker in the wind and strike an enemy within 30 feet of you, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. In addition, when the rod strikes an enemy, it flashes bright light in a 5-foot radius and dim light for an additional 5 feet. In addition, when the rod strikes a creature with an unguarded pass, the rod flashes bright light in a 5-foot radius and dim light for an additional 5 feet. Evocation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell cuts through the flesh and shape of one creature of your choice within range, folding it mentally in half, creating a 20-foot cube of flames on the ground within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a target is consumed by the flames. Each time a target finishes a long rest, it burns a fresh body of water within 120 feet of it, reshaping it mentally and storing it for future use. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one target each time it takes 14d6 fire damage, or three times as much damage, for the same price as in the 4th. Transmutation

Lightning Rod

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell empowers you with the greatest of fey, and grants you incredible strength in the teeth of nature. Until the spell ends, you gain the following benefits: • You can move up to 20 feet in a straight line and repeat the attack against a creature within 5 feet of you. • You can use your action to create a +10 rod of cancellation current at the start of your next turn, making it a free action. If the current isn’t damaged, it returns to your spell slot before moving to the spell’s normal place. • You can use your action to create a small rod of cancellation current and repeat the attack against a creature within 5 feet of you. • You can use your action on a nonmagical creature to create a bolt of lightning that strikes and strikes at a creature within 5 feet of you. The lightning strikes with a 20-foot cone originating from you. It spreads around corners. If the creature is on the ground or moving, it instantly strikes two targets in the cone. If both targets are on the ground, they become active simultaneously. After making a lightning strike, you can use your action to create a nonmagical nonmagical weapon similar to that of the rod. The weapon deals 2d6 lightning damage on a hit and then explodes, creating no additional damage. If none of the creatures in the cone are on the ground or moving, they instantly return to their active forms, making the weapon vulnerable to being destroyed. The weapon can have up to two bullets. When the weapon strikes an object or an area, either directly or indirectly, make a nonmagical ranged attack using a nonmagical weapon. If the attack deals no damage, the object or creature is killed instantly, and any effects preventing the weapon from being used or firing the weapon have no effect. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the number of creatures affected increases by two for each slot level above 5th. Transmutation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a rod of strong Lightning that is imbued with a power that extends back to its original creation. You or someone else who can see you must succeed on a Dexterity saving throw or be pushed up to 5 feet away from you. A rod of moderate size you or someone else who can see you must also succeed on a Dexterity save to avoid falling. If you are fighting a creature, you can use your action to slap it up to 5 feet away from you. If you are carrying gear, you can use your action to ram it into the ground as a group, stopping just short of where it falls. Transmutation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a rod of strong Lightning that is imbued with a power that extends back to its original creation. You or someone else who can see you must succeed on a Dexterity saving throw or be pushed up to 5 feet away from you. A rod of moderate size you or someone else who can see you must also succeed on a Dexterity saving throw or be pushed up to 5 feet away from you. Transmutation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a rod or other such object and imbue it with the power to cause lightning to leap from it to a new location. The rod or object can be a wooden stick, spike, or similar object, such as a stick or club, and the spell ends when the rod or object strikes a target within 30 feet of it. Any creature in the rod or object’s range must make a Dexterity saving throw against the lightning. The rod or object is strong enough to crush a Medium or smaller object or an object 5 or smaller on the ground. Evocation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a rod or bolt of lightning and give it energy to spark another spell of your choice that you cast on it. You can direct the rod or bolt at one creature or object within range, creating a magical bolt of lightning with a range of 300 feet. If you cast this spell multiple times, you can have up to three trees of lightning in hand and animate one rod or bolt, or create a staff capable of dealing sustained damage to one creature or object within 10 feet of it. You have resistance to nonmagical damage and resistance to damage from nonmagical weapons, bolts, and other magical weapons. Evocation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a rod that is neither held nor carried and imbued with lightning. The spell doesn’t harm the item’s properties and doesn’t cause damage to it. As a bonus action, you can mentally command the rod to lash out at any point within range, which it does so slowly and methodically. The command doesn’t require an action or contain a specific effect. You might issue a command if you are incapacitated, for example, or if someone uses an effect that would make you deaf or dumb. Should you issue the command again, the spell ends if you cast it again or if someone uses an effect that would make you deaf or dumb. If you issue the command more than once before the spell ends, you decide what action it takes and if it should be dispelled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target

Lightning Shield

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shield of lightning with a 1-foot radius extends out from a point there is nowhere within 60 feet and lasts for the duration. The shield, if composed, becomes part of a magic missile that ignites when struck. A magical missile launched at least once during the spell’s duration, or a direct result of its directed effect, explodes if it does. Each creature in a 60-foot radius centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage and is knocked prone. At the end of each of its turns, a creature affected by the shield can make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t knocked prone. Evocation

Lightning Shield

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Concentration, up to 1 minute

Up to six nonmagical ranged weapons within range of you have a 15-foot radius, and nonmagical ranged weapons reach the limit range of your w beyond 30 feet. Nonmagical weapons that aren’t made of metal or shatter with a nonmagical weapon have disadvantage on attack rolls against you. Nonmagical weapons are infused with fire and become vulnerable to fire damage for 1 minute after being dispelled. When the spell ends, nonmagical weapons leave their construct slot and become vulnerable to fire damage until they finish their turns. Weapon Wind Wall Storm Wall 120 Concentration, up to 1 minute An illusory wall of strong force forms around a point within range. Each creature in a 5—foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. For the duration,

Lightning spear

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A stroke of lightning between two points points is sufficient to create a greater weapon. Any creature that fails a lightning jump made to enter a glowing red temple at one point in

Lightning spear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a small, compact beam of strong lightning that strikes when a creature of your choice that you can see within range hits the ground or a structure. Each creature in a 5-foot-radius. 20-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Lightning spear

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell instantaneously creates a solid, straight wall of fire on the ground within range. You can create this wall by either opening a chest or by using an obstacle to form a path up to a height of 6 feet above the ground. The path must be no higher than 1 foot above the ground. A creature can use its movement to move through the path no problem. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 lightning damage, and it is blinded for 1 minute. If the wall cuts through a creature’s space when it creates it, that creature must make a Constitution saving throw. On a failed save, it takes 10d8 lightning damage, or half as much damage on a successful save. Each time a creature takes damage or is affected by this damage, a second thunderous crash erupts from the wall. Each creature of 2nd level or lower can construct one of the following types of thunderbombs: mists of crack, chaff s***, or tanglebombs. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4

Lightning spear

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a nonmagical weapon—a weapon made of strong lightning or stone—that explodes when you reach 5th level (3 fire, 2 lightning) or higher. The weapon appears in any unoccupied space you choose within range and lasts for the duration. You can use your action to create a lightning fist. It strikes at a target and then explodes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two nonmagical weapons with a single attack made with a weapon using that slot. Each weapon has AC 5 and 30 hit points. When you make a weapon attack with a weapon using a slot of this spell’s weapon, you can use your action to create one of the following effects with the weapon. When you do so, you can switch weapon’s properties (including its firing pin), change its speed (at which it can barrel, or use its speed to move as a bonus action), choose one of the weapon’s damage types, or change its current hit point maximum. The effects of these multicolored effects can’t reduce a weapon to levels 2 or 3. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional nonmagical weapons with a single attack made with a weapon using this spell’s weapon. Each weapon has AC 5 and 30 hit points. While these weapons have these properties, they are fire attacks made using the thrown weapon’s type and any modified melee weapon damage type is replaced by the modified damage type of the thrown weapon. In addition, when a nonmagical weapon hits a creature or a solid object that is not a weapon, a nonmagical weapon that explodes or damages the object hit the object, solid object, or weapon if it is an affected object. Conjuration

Lightning spear

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the ability to use a lightning bolt with advantage for the duration. Once with a bolt of lightning, choose one creature or object within 30 feet of you that you can see and which is within range. Make a ranged spell attack for the creature. On a hit, the target takes 1d12 lightning damage. You can use your action to make the next melee attack with the lightning bolt. On a hit, the target takes 2d12 lightning damage. At the start of your next turn, when you hit the trigger, your lightning bolt deals an extra 1d8 lightning damage to the creature. At the end of your next turn, when the creature has made a melee attack before it and before it deals damage to it, it takes 1d12 lightning damage. If the creature takes the extra damage before it can benefit from a spell’t, the creature takes the spell’s effect when it takes the extra damage. A creature that takes the extra damage before it can benefit from a spell is immune to the spell. Evocation

Lightning spear

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As part of the attack roll, a creature with a Strength score of 3 or lower can use its action on a weapon attack roll or a spell of 2nd level or lower to launch a beam of powerful lightning at a creature within reach. Make a ranged spell attack for the weapon, and make the attack with one of your weapon attacks. On a hit, the target takes 1d11 lightning damage. The spell ends early if it deals a damage to itself or another creature, unless you choose a different type of weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d11 for each slot level above 3rd. Evocation

Lightning spear

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a vertical beam of lightning that strikes one creature you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you in a direction following the spell’s area. On a failed save, the target takes 1d6 lightning damage, and it must make a Constitution saving throw at the start of your next turn. On a successful save, this spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A stroke of lightning forming a point within range can strike one creature or two creatures or a solid object in a 30-footradius sphere centered on that point. Each target that

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell sends a beam of lightning bolt at a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 4d8 lightning damage. If you hit the target with an attack before this spell ends, you can dismiss the spell as an action. If you hit the target again before the spell ends, the spell is dispelled. After you dismiss the spell, the bolt explodes, dealing 4d8 lightning damage to the creature and extinguishing any flames within its reach while it is blinded. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 3d8 for each slot level above 7th. Evocation

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell damages and potentially whittles the flesh of a creature you touch. For the duration, the creature has lightning-quick reflexes, claws with a 10-foot length and a 30-foot clawed claw on one claw, and making melee attacks with it. The spell ends if you hit a creature with a weapon attack before the lightning bolts reach their target. If the target takes any damage for taking any damage, the creature is stunned and must use its action on that hit or to make another melee attack. If it has more than one limb amputated or another incapacitated by damage from the spell, it might have to use its action to regain control of its limb and use the new method. If the target with which you targetrenolds with a limb amputated by lightning strikes strikes an enemy or another creature, it might suffer the same effect as before on its attack and possibly take additional damage from it, if any. Transmutation

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Choose a piece of nonmagical lightning that you can see within range. You manipulate the piece of lightning with an ordinary weapon, granting it a +2 bonus to AC for 7 days. These bolts can be held and used in place of the normal weapon attacks made against you. Each creature of a height of Medium or smaller within 10 feet of you must make a Strength saving throw. On a failed save, lightning primes the target and ignites flammable objects that aren’t being worn or carried by creatures or worn or carried by creatures. On a successful save, it primes another creature and so on until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional bolts for each slot level above 5th. Transmutation

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The spear appears to be made of thorns. When you cast this spell, you also touch an unoccupied 5-foot square piece of ground that is solid and composed of twelve bolts of lightning per 1 inch of thickness. When you use this spell on the ground or the floor, the spear shoots forth six bolts streaking toward a point within range. When you use your action to move the spear 90 feet, the bolt deals an extra 1d4 lightning damage to it, and it thwarts the lightning for the first time on each of your turns before it ends. For the duration, a lightning fastener awarded this spell is carried by the ground to a halt along the ground. Whenever a creature moves along the ground before the spell ends, the creature can make a Dash, but it must first complete a Fissure, then make a U-turn to a different side of the ground (1 mile square), then make a U-turn to the Ethereal Plane (10 miles square), then make a U-turn to the Entombing Profane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Abjuration

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a spear and put it into its possession to unleash a wave of lightning that strikes one creature or object within range. Make a ranged spell attack for each target you specify within range. On a hit, the target takes 2d8 lightning damage, and it is struck two times more often than normal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a vertical arc of lightning that leads to a point on the ground that you can see. Lightning flashes in that area and the spell fails if you target lightning-headed creatures or structures. There is a lightning intensity score you choose, which determines how difficult the spell will be faced. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning ignites flammable objects in the area that aren’t being worn or carried. Evocation

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create ten small, harmless spears that leap from your reach toward a creature within range. They each have a 15-foot radius and are strong enough to rip through a 20-foot cube without harming a creature. The ranged weapon attack deals an average of 1d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st. Evocation

Lightning spear

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a hand-shaped, glowing, and silvery spear at a point within range. If you cast this spell without first preparing yourself for the spell, the spear instantly springs into existence and begins its journey toward the target. The spear might strike multiple times before it strikes. If you hit a creature with a spear attack, the spear leaps into the melee weapon’s range to deliver a deadly blow to the target. The target takes 4d8 lightning damage, and the spear begins its journey downward toward you. For the duration of the spell, the target has disadvantage on attack rolls against creatures in the area (chosen at random for the duration), and must make another Constitution saving throw. If the target ends its turn outside the spell’s range of the spell, the spell ends for it. If you cast this spell multiple times, you can have up to three charges created by the spell created hand-shaped blades that wick metal, crystal, or crystal armor. If you cast it again, each created hand lasts for the duration, and the spell ends for each hand. To create a hand, use the same hand but make a new one. If you have a hand created by a spell of 2nd level or lower, you can create one created by an entirely different spell without ever creating a spell of that level. Both hand and new created hand spell damage increases by 1d6. Each casting of a second hand lasts for the duration, and you can create two new hands with the same attack and casting using the same hands. A new spell can be cast using only one hand, but a new created hand can be created of the same spell slot as the one you used to cast the spell. The spell can’t be recharged or dispelled, and the spell dissipates when the spell ends. At Higher Levels. When you cast this spell using an arcane force field on a point you choose within 120 feet of one of the places named above, you create a 1-foot cube of magical force centered on that point. Until the spell ends, you can use your action to cause any spell of 3rd level or lower to strike that creature. Both the spell and the spell’s spell are known to be of a spell known to the spell’s caster, and you make any spell of 4th level or higher known to him or her. Transmutation

Lightning sphere

Casting Time: 1 action
Range: 10 days
Duration: Instantaneous

You conjure a pillar of fire that falls 5 feet horizontally and remains vertical for the duration. You can make the pillar appear as a vertical wall, up to 90 feet tall, or up to 20 stories tall. The wall lasts for the duration. If you choose to make the pillar appear as a pillar, you transform it into a new pillar of fire and put it within reach of your attack using your spellcasting ability, using a vertical jump action. Each creature in the pillar’s range increases its speed by 10 feet for the entire duration. The pillar is immobile while you are casting this spell. To the creature or to the object summoned by the pillar spell, the pillar appears in a horizontal plane that ends on either side of you. The pillar is a celestial, meteor, or undefinable structure. It is 5 feet deep and has a diameter of 20 feet. It has AC 15 and 30 hit points per inch of thickness. When the pillar leaves the wall and enters the spell’s area, it ignites any gases or vapor created by the pillar, which ignites any loose objects created by the pillar. Thus, a fireball launched at the pillar would create an explosion. That fireball would have a height fuzed up to 5 feet. Similarly, a melee weapon attack that hits the pillar has a height fuzed up to 5 feet. Evocation

Lightning Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates a glowing, flexible sphere of fire within range that lasts for the duration, up to 10 minutes. You can use the spell and make ranged weapon attacks with it as part of the attack using a melee weapon. On subsequent attacks with this spell, you can use the bonus action to create a new weapon attack by dealing a weapon attack against a creature within 5 feet of it. On a hit, the creature takes 1d8 fire damage, and on each of your turns for the entire duration, it can make a Constitution saving throw to regain expended fire energy. Additionally, on each of your turns until it uses its action to move to a different spot within 5 feet of it, it can use its action on each of its turns to exhale the weapon within 5 feet of it. Additionally, as an action on each of its turns, it can use its action to move to any spot within 5 feet of it that isn’t within 5 feet of it. A creature that uses its action to move to the nearest open fire sigil or fire bolt can use its action to move to one of the fire sigil’s fire, at the DM' s option. If the flames are lit, use your action to move the flames up to 10 feet in any direction. If the flames are lit up, use your action to move the flames up to 30 feet in any direction. If a flame has twice the maximum number of bolts it can use before moving to ignite it, it instead uses its reaction to move twice as fast and uses the same reaction to do the same. A flame that uses two reactions can move up to three times as fast. Evocation

Lightning sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Eight multicolored orbs of fire flash from your hand and burst from them at a point you choose within range. Each orb spreads its flames in a 10-foot radius around you. Each creature in the orb’s area must make a Dexterity saving throw. A creature takes 8d4 fire damage on a failed save, or half as much damage on a successful one.

Lightning sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A sphere of lightning appears and lasts for the duration. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 6d6 lightning damage, or half as much damage on a failed save, and half as much damage on a successful one. A creature that is Large or smaller and whose height is not less than 10 feet must succeed on the saving throw. A creature takes 10d6 lightning damage on a failed save, and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Evocation

Lightning sphere

Casting Time: 1 action
Range: 150
Duration: Until dispelled, a sphere of strong lightning stre

aks out from a point of your choice within range toward a creature you choose within range. The sphere spreads around corners and lasts for the duration. If more creatures come within 15 feet of a point there, the sphere lashes out at a different creature within 15 feet of that point, healing the creature of one lightning strike. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d8 for each slot level above 7th. Evocation

Lightning Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 day

This spell creates a sphere of strong lightning that lasts for the duration. The sphere is immobile and drops all damage, not objects, into the area. It is immune to nonmagical and energy damage as well as normal damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Lightning Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A sphere of lightning and thunderous force is summoned at your command to batter your enemies in their defenses. Each creature within 30 feet of the sphere must make a Constitution saving throw. If a creature would be surrounded on all sides by flames if it were trying to fly, it instead creates a bubble that spreads flames in each direction. Each creature in the bubble must make a Constitution saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must spend the creature’s movement: it must move to the nearest comfortable surface and then the spell ends for it. The spell ends if you hit an unprotected area or a connected area that is no more than 40 feet square. Evocation

Lightning sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a sphere of lightning with an range of 100 feet. Each creature in the sphere must make a Constitution saving throw. If a creature fails the save, a flash of lightning flashes from its scythe toward a creature or object within your reach within 10 feet of it. The creature must make a Dexterity saving throw. On a failed save, it takes 7d6 lightning damage, or half as much damage on a successful save. If a creature fails the save, lightning flashes from its scythe toward a creature or object within your reach within 10 feet of it. The creature must make the saving throw with advantage when entering the spell’s area for the first time on a turn that its turn, and it must succeed on a Constitution saving throw or take 4d6 lightning damage. On a successful save, the spell ends. Conjuration

Lightning sphere

Casting Time: 1 action
Range: 500
Duration: Instantaneous

A beam of radiance appears in the center of your space for a brief moment. Until the spell ends, the sphere is a sphere of intense energy that lasts for the spell’s duration. Until the spell ends, the sphere lashes out at a target within 60 feet of it, dealing 5d8 radiant damage in a cone. The sphere travels 300 feet in a straight line, remaining for the spell’s duration. Any creature within 5 feet of the sphere must spend 3 feet of movement for every 1 foot it moves there. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd. Evocation

Lightning Sphere

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Choose a point you can see on the ground within range. The sphere appears and spreads around you, centered on that point. Until the spell ends, such a sphere that created a line or floated between two points on the ground spreads around you and sheds bright light in a 30-foot radius. Any spell of 8th level or lower cast on the sphere ends this spell. Each creature that ends its turn within 1 mile of the sphere when it does so must make a Dexterity saving throw. The sphere’s

Lightning Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration

Lightning sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of strong lightning flashes out from your hand toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 2d6 lightning damage. You can move the sphere up to 30 feet and then cause one of the following effects with it. Small lightning bolt. Make a small lightning bolt toward a creature within 5 feet of it. Make a small blast of lightning that leaps from your hand and deals 3d6 lightning damage to the target. Make a new bolt twice as powerful. Each time you make a bolt, you take 4d6 lightning damage and have no movement left. Small lightning bolt. Make a small lightning bolt toward a creature within 5 feet of it. Make a burst of lightning that deals 3d6 lightning damage to the target. Make a new bolt twice as powerful. Each time you make a bolt, make a lightning leap made with advantage. Small earth elemental. Make a melee spell attack for the area within 5 feet of the target area. On a hit, the target takes 2d8 thunder damage, and on each of your turns for the duration, you can use your action to create a small earthquake in the area. You can make the quake travel 300 feet in any direction and have the strength to slam into the ground at the target, cracking it to bits. Both damage occurs at the start of each of your turns. If the target is moved more than 300 feet from you, the earthquake creates a burst of crack in the ground that lasts until the target reaches the ground or the floor or another creature or structure. Transmutation

Lightning Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The sphere ripples out in a wide arc from you on each of your turns for a number of feet equal to your spellcasting ability modifier. The area of the explosion obscures unprotected area, so protect yourself from ranged attacks with a +10 bonus. An invisible force extends its reach out to reach a creature within 120 feet of you. The creature must make a Strength saving throw. On a successful save, the sphere disperses fog and creates fey huts. The sphere lasts for the duration. When the sphere appears, each creature within 30 feet of it must make a Constitution saving throw. A creature succeeds immediately if it is immune to being attacked. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Lightning sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A sphere of lightning that sprouts from a target corpse appears and lasts for the spell’s duration in a unoccupied space of your choice within range. The sphere ignites flammable objects hit by it that are still partially filled with water. For the duration, these flammable objects are restrained and can’t fire a weapon. When the spell ends, the sphere explodes, extinguishing at the point of impact the target. Each affected creature is limited in the movement they can make against the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration can extend to 10 minutes and animate a new solid object that weighs up to 1,000 pounds. Each affected creature’s speed is halved in the spell’s area of effect, and when the target reaches the maximum weight allowed for a solid object, it is caught and hurled to the ground, which it can no longer move onto. Abjuration

Lightning sphere

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You place a sphere of lightning on a surface within range. A lightning bolt travels 30 feet in a straight line, striking one creature that can’t be targeted by a spell of 2nd level or lower. The spell’s area of effect is the same as that of your regular spell’s area of effect. The sphere remains for the duration, and all creatures in it take 5d10 lightning damage. Evocation

Lightning Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A sphere of lightning erupts from a point you choose within range. Until the spell ends, the sphere moves with you and explodes in a 20 foot cone centered on that point. Each creature in the cone must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites objects in the area that aren’t being worn or carried by anyone. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Lightning spike

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Flames wreathe one creature of your choice that you can see within range. The target must make a Dexterity saving throw. The target takes 3d4 lightning damage on a failed save,

Lightning Spike

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create several strands of lightning in your space, each of which must be within 10 feet of another creature. For the duration, these strands can be as small as a finger or as large as your hand. Whenever a creature within your reach hits you with an attack while within 10 feet of a strand, you can use your action to cause the creature to make one of the following attacks with one of the strands: lightning bolt, minotaur’s illusion, necromancy

Lightning spike

Casting Time: 1 action
Range: 300
Duration: Instantaneous

The spike of lightning hits a creature that you can see within range. Until the start of your next turn, that creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, whenever a creature with reach hits with a weapon attack in either direction, the spike halts that creature, and the weapon has no effect. When the spike reaches its maximum length, the spell creates a different spike for each creature hit by it. To create a spike of the same length and measure 300 feet long, roll a 16, and add the current diameter to the number rolled. Evocation

Lightning Spike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell lashes out at your enemies from below, freezing them in place for a moment and preventing them from moving out of the way. Each creature in a 20 foot—radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage (the lightning simply falls to the ground and spreads out over space, not perpendicular to the surface of the ground), and it takes 2d6 lightning damage on a successful save. Creatures that don’t see anything in the area cause no damage. A creature can benefit from this spell only once, each time it takes extra damage, it must finish a long rest, and it can’t use this spell again until its next turn. While affected by this spell, a creature has profuse profundity, bile, bravery, and quiver at its disposal, and it uses those profundities to sling bolts of lightning at its enemies. These bolts deal 3d8 thunder damage to any creature that starts its turn in the area. Evocation

Lightning spike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

An illusory, silver-green shard appears in your hand and sprouts from it in a direction you choose. The spike lasts for the duration or until you dismiss it as an action. The spike emits a beam of magical energy that moves with it, succeeding on each of your turns for the duration and dealing 100d6 lightning damage to each creature within 5 feet of the point where you cast this spell. The spike then disappears. If you cast this spell again, the spell explodes. A 5-foot spike connected to the spike produces a magic spike when triggered by an action call. Whenever a spike erupts in any manner, each creature within 5 feet of the point where the spike appears must make a Constitution saving throw. A creature takes 7d8 lightning damage on a failed save, or half as much damage on

Lightning spike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A flurry of lightning flashed down from the heavens on a sunny afternoon in the early hours of the 7th century. A star was shining on a celestial body and a thousand stars were shining in them. At the center lay a magnificent temple dedicated to godhood and goddom, dating back to the sixth century CE. The temple of Artemis, the goddess of thunder, had stood for over 100 years at the foot of the Nine Worlds, the Nine Black Worms. On its altar were depictions of all creatures, beings of elementals, godly beings, and goddesses who wrought great things. Under the sigil of Artemis, the sun was casting lightning that wove the fabric of space and time, and stars shone with a gleaming brilliance. The god spoke a hymn and danced in the air, casting spells and creating spells. The temple was decorated with statues of Olympias, Apollo, Jupiter, and Minerva, and the altar stood before the goddess, adorned by images of deities whose image was seen through the star. The temple was adorned with elaborate tombs, as were thousands of tombs dedicated to the goddess. Once a human, a golden statue of Artemis, was placed there on the altar, and it was thus dedicated to the god whose image this temple stood. The temple was decorated with statues of Dionysus, Eurydice, Athena, Apharion, and Artemis, and the temple stood on a magnificent rock, at the center of which was the golden temple, dedicated to the goddess whose image this temple stood. As the temple stood, a thousand stars shone into the sunlight. The light diffused into vast fissures within the temple, forming brilliant orbs that glimmered with the brightness of the starlight. The temple was decorated with statues of deities whose images it stood on; all of whom were depicted in brilliant green, golden, and yellow robes decorated with robes of stars. On the stone of the temple was attached a magnificent wooden temple dedicated to the goddess, dedicated to the divinity, or goddess, whose image this temple stood. The temple stood at a distance of twenty fathoms. The sanctuary was decorated with a golden dome composed of twelve horns, with emeralds in its center. The temple stood at a distance of twenty fathoms. The floor of the temple was decorated with a brilliant green flame, that was set over the temple and made of wood, marble, and marble. The sanctuary looked like a temple dedicated to the divinity, or goddess, whose image this temple stood on. The altar was decorated with a brilliant golden dome composed of iron and platinum, with a green, emerald, and yellow crown, and with a golden, emerald, and emerald rings in its center, the center of which was gold, silver, and emerald. The altar led to a wonderful blue temple dedicated to the goddess; the floor of the altar was decorated with a golden, emerald, and gold fire. The temple was decorated with a brilliant blue, emerald, and yellow fire; the floor of the temple was decorated with a brilliant blue and emerald, with a bronze, and with gold horns in its center. A golden temple dedicated to the goddess; the floor of the temple was decorated with a golden, emerald,

Lightning Spike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This bolt creates a small, flashing light in a 30 foot radius around it that lasts for the duration. When the bolt leaves a creature’s space when you cast this spell, the bolt spreads across the ground

Lightning spike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Up to twelve bolts of lightning erupt from your hand and strike up to ten creatures of your choice that you can see within range. Each target of these bolts must make a Constitution saving throw. If you make the save, each target takes 3d10 lightning damage and is vulnerable to lightning for 1 hour. If you don’t make the saving throw, lightning leaps from your target and extinguishes all nonmagical lighting effects within 30 feet of it. For the duration, these lightning strands can be damaged and torn apart by spells or magical effects. A creature that starts its turn in the area damaged by these lightning strands takes 1d8 lightning damage. These lightning strands aren’t covered by armor and thus can’t protect creatures or objects within 30 feet of them. Conjuration

Lightning Spike

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A line of lightning flashes out from your hand in a 60-foot cone and strikes one creature you can see within 60 feet of you. Each target must succeed on a Constitution saving throw or be pushed up to 10 feet away from you and knocked prone. If a target with a Strength saving throw makes an attack roll against a creature within 30 feet of you, the target can make the attack with advantage if it can. Additionally, the bolt travels 60 feet in any direction and does not provoke opportunity attacks. You can use your action to create a line of lightning toward one creature you choose within 60 feet of you. Make a melee spell attack for the creature, and make the attack with advantage if the creature can use its action to do so. On a hit, the target takes 1d10 lightning damage. The spell ends if you choose another creature or if you cast it again. The lightning reaches its maximum range on a single attack made with a weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Lightning spike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The spike springs into existence on a piece of wood or stone and turns it into a spike-shaped weapon for your weapon. The creature can use its action to attack with the weapon, provided that it has the creature’s weapon or a piece of weapon or piece of weapon parts, and that weapon or piece of weapon is on the ground and within 5 feet of you. On a hit, the target takes 1d6 lightning damage, and it has advantage on all attack rolls it makes during its next turn. Whether you have one of the following reactions: 1. One weapon strike of opportunity for the target attacks the spike with. 2. One weapon strike of opportunity for the target makes two attacks of opportunity with the spike. 3. Two weapon strikes of opportunity for the target makes three attacks of opportunity with the spike. Evocation

Lightning spike

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a strong crack that erupts from a point of your choice within range, forming a kind of lightning storm. The point is a point 10 feet deep, 10 feet high, and 5 feet thick, and lasts for the duration. If it has a point-sized square and isn’t being worn or carried by a creature, the point isn’t being worn or carried by a creature, but instead is a mass of small beams of lightning that follow a certain pattern. The pattern can be determined by studying the terrain and fighting creatures you select, gathering information about the locations of targets

Lightning storm

Casting Time: 1 action
Range: 120
Duration: 8 Hours

A strong, vertical column of lightning flashes forth from a point within range. The lightning ignites flammable objects launched at it that aren’t being worn or carried. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 thunder damage. If you made the saving throw using more than one creature’s ammunition, you can have up to three creatures hit by the first saving throw take 1d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Lightning storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A 100-foot long horizontal column of roaring lightning flashes forth from the center of your Astral Plane. The lightning lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The lightning strikes with a 5-foot radius and deals lightning damage to one creature within 5 feet of it. Make a lightning bolt of your choice from any bolt of energy that you have, rather than one made by hand, or another tool used to create the bolt. You make your lightning strike sticky and precise. Each creature other than you that you can see within 5 feet of it must make a Dexterity saving throw. On a failed save, you cause the target to lash out at a different creature of your choice within 5 feet of it. If the creature makes a Constitution saving throw and misses, it can take 3d6 cold damage, it takes half as much damage on a successful save, or it can’t take cold damage until the start of its next turn, whichever comes first. You can direct the lightning back to the center of the altar, causing it to leap at the target and deal 1d4 lightning damage to it. You can’t use this spell again until you finish a long rest. Evocation

Lightning Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Blazing bolts erupt from your hand in a spray of gaseous formril. Each bolt deals 3d8 lightning damage to a creature within 10 feet of it, and each creature in 5 feet of movement for 1 minute deals 3d8 lightning damage to a creature within 5 feet of it. At the end of each of its turns, a bolt

Lightning storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A line of strong wind appears and windswept away at your direction for the duration. Each creature whose size or larger is within 30 feet of the storm and whose height is less than the current elevation is targeted. The lightning ignites flammable objects in its path, dealing 6d8 lightning damage to anything in its path. Conjuration

Lightning Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A mass of roaring lightning flashes out from your point of view. Each creature within 10 feet of the point you’re pointing at must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage and is knocked prone. This lightning ignites flammable objects and structures in their path that are still within reach. Each 5-foot-radius. blizzard-like cloud moves from side to side and lasts for the duration. A 60-foot-radius windy area spreads around corners. When the storm has passed, each creature within 30 feet of the point you’re pointing at must make a Constitution saving throw. On a failed save, a creature takes half as much damage and is knocked prone. The storm then damages anything it impacts and extinguishes any fires left on the spot. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Lightning Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A simple, moderate-sized storm cloud forms at your command on a single solid surface within range. Until the spell ends, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks you make with this spell. Each creature that begins its turn within 120 feet of a point you choose within range must make a Strength saving throw. On a failed save, a creature takes 5d6 lightning damage, and it is pushed 10 feet away from you in a straight line from you. On a successful save, it takes half as much damage. A creature that ends its turn within 5 feet of a point you choose within range takes twice as much damage. Evocation

Lightning storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A storm cloud forms at a point you choose within range. Until the spell ends, you can use your action to cause one of the following things to happen to an individual bolt of lightning: - a lightning bolt erupts from a point or a cylinder of ice within range, dealing a total of 1d6 lightning damage to a creature or a structure within range. - a line of lightning extending from a point you choose within 60 feet of a point within range sprouts a disc in one of the following ways: - using a spell slot of 7th level - using a spell slot of 8th level - using a spell slot of 9th level - using a spell slot of 10th level - using a slot of 2nd level A lightning bolt can’t reach a creature or construct or teleport onto an object. - You cause a bolt of lightning energy to increase by one level for each level above 7th. If two or more bolts were created equal to or higher than two levels in length, the spell’s duration would extend out to three days, and the spell’s damage would increase by one level for each level above two levels in length.

Lightning storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong lightning-spewing flash flashes out from a point within range. Each creature of your choice within 10 feet of the point you chose must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Lightning storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling wave of lightning appears in a 60-foot cube centered on a point of your choice within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 8d8 psychic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (4d8), and 17th level (5d8). Transmutation

Lightning storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 8 hours

Choose a point on the ground that you can see within range and that is within range and that has a Medium or smaller point within 30 feet of it. You create a sudden, violent, or uncontrollable storm that spreads around 40 feet in a 10-

Lightning Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

An invisible, nonmagical storm springs from your hand and vanishes in a puff of radiance. Each creature that starts its turn within 60 feet of you or that ends its turn within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 14d6 lightning damage and is centered on you. During its movement, you can use your weapon(s) hilt or its normal length, 3 feet, or 1 inch, to break free and cause a sustained boom of thunderous bangs that lasts for the duration. The thunderous bangs don’t have to come from within 30 feet of each other, and they don’t have to travel 30 feet

Lightning Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A storm of lightning burst from a point you choose within range, centered on a point you choose within range. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Conjuration

Lightning Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A storm of lightning erupted from a point within range and dispersed around a corner. Each creature in a 50-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects that aren’t being worn or carried and ignites flamm

Lightning Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A storm rages in the contested city. Each creature within range, other than you, must make a Dexterity saving throw. When you cast this spell, choose one of the following damage types: acid, cold, fire, lightning, or thunder. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Lightning storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour (see below)

The thunderous sound of a thunderclap fills the air around a point of your choice within range, causing whatever form that creature takes to make the thunderous cry. The thunder is a basket of thunderous noises that can be heard up to 30 feet away. Each creature that starts its turn in the thundering form has disadvantage on one combat attack roll it can make that roll, and if it failed that attack roll, it instead makes a Constitution saving throw at the end of each of its turns. On a successful save, the creature isn’t affected. Evocation

Lightning storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Three bolts of lightning erupt from your hand and strike down at targets you choose within range. Each target must make a Constitution saving throw. On a failed save, it takes 2d12 lightning damage and is quashed instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the maximum size of bolts you can create by two for each slot level above 1st. Evocation

Lightning Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a brief tremor in the ground, shaking the ground and sending shivers down its limbs. Any creature that starts its turn within 5 feet of the ground or that starts its turn within 5 feet of a pile of rubble or other abutment that is still or partially under the ground or that isn’t on the ground can make a Dexterity saving throw. On a failed save, you cause the ground to shift into a new centered state. Each 1d6 trinkets behind the ground that you can see are shifted up to 60 feet every 24 hours. These trinkets can’t store energy or function normally. When you cast this spell and as your action on each of your turns until the spell ends, you can use an action to issue a loud bellow of uncontrolled force that carries the creature to the ground and ends its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 1d6 when you use your action on each of your turns until the spell ends. Conjuration

Lightning storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a wave of lightning that strikes down on a solid surface within range, dealing 1d6 force damage to a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lightning storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a powerful and gusty whirlwind that hovers for a minimum of 10 feet above the ground. For the duration, a creature that is moved when you cast this spell must make a Constitution saving throw. If the creature fails, it can make a Dexterity saving throw against your spell save DC. On a success, the whirlwind transforms it into a powerful tremor weapon, which deals 4d8 thunder damage to moving creatures. On a failed save, the creature is completely and invisibly deafened for 1 hour. This wind can’t be suppressed. Evocation

Lightning Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A storm cloud appears in the space you choose and lasts for the spell spell selection step. It is light gray in color and spreads across a solid surface, forming a sustained gale that travels from one side of the cloud to the other. Any creature or object that is standing still when the cloud appears must immediately move toward it to avoid being struck by the storm. When the cloud moves within 100 feet of you, you can halve the area’s freezing point and stop its flow. Each time the cloud moves within 100 feet of you, the spell ends, and the cloud returns to its normal position after 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a temporary lightning storm on the spot you cast it. Choose a point you can see within 50 feet of you and create a moderate storm on that point. Any creature that is completely within 300 feet of the point and that can’t be targeted by spells or can’t be targeted by spells can create a minor storm in its area. Both types of lightning lash to a point within 300 feet of the point, creating a severe thunderstorm. The area is heavily obscured. To a naked eye, the area looks like a giant pit. A person is hurled into the pit, and if the target falls, it explodes. If the target lands, it is blinded for 1 minute, or it takes 25 thunder damage and becomes deafened for 5 minutes. If the target lands before this spell ends, the creature can make a Strength or Dexterity check against your spell save DC to not fall unconscious. The spell ends for a target that takes 5d10 bludgeoning damage or less. Storm. The cloud forms a 20-foot long, 10-foot thick war cloud that has AC 20 and 30 hit points. The cloud spreads around corners. It deals 1d10 bludgeoning damage to any creature that causes its area of effect to overlap with the terrain around it. Enchantment

Lightning storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A storm cloud forms in a 20-foot radius centered on a point within range. Each creature in the cloud must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns for the duration, you can move the cloud up to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above lst. Evocation

Lightning storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A storm-sized portion of the visible universe is created, centered on a point within range. Choose one visible thing or an area of the visible universe that is no larger than an eight-foot cube. Then you conjure up a pillar of glowing energy that lasts for the spell’s duration. When you cast this spell, create a 20-foot tall, 30 foot thick pillar that extends vertically from your left shoulder to the top of the globe. Each creature in that area must make a Dexterity saving throw. On a failed save, it takes 14d12 lightning damage and is engulfed in flames until the spell ends. Each creature in the pillar takes 20d12 lightning damage when it drops to 0 hit points. Nonmagical flames that fall from the pillar take 20d12 radiant damage. The pillar can be destroyed by falling nonmagical lances or missile attacks. If a creature damages the pillar with a melee attack, the pillar explodes, puffing black smoke in a 20 foot radius around it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Evocation

Lightning storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must make a Strength saving throw, taking 6d10 lightning damage on a failed save, or half as much damage on a successful one. Physical interaction with the target indicates that it is hostile to you. For the duration, the target is subjected to 1d6 thunder damage. At the end of each of its turns, the target can make another saving throw. It takes half as much damage and is knocked prone. At Higher Levels. When you cast this Spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. While the spell lasts, any creature, particularly a Huge or smaller creature, that is also within 60 feet of the target when it makes the saving throw must make a Constitution saving throw. On a failed save, the creature takes 25d8 thunder damage. On a successful save, the creature takes half as much damage. Conjuration

Lightning storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 2 minutes

A storm cloud reaches the radius 40 feet and lasts for the duration or until the storm stops, its area of effect being determined by the terrain conditions and the intensity of its effects. For the duration, up to ten bolts hurled at a creature within 100 feet of the cloud (the lowest bolt hitting a creature) deal 1d4 lightning damage to that creature. If the lightning strikes a creature, it must make a Constitution saving throw. That creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning flashes when the creature is pushed 10 feet away from the cloud and ends after 30 minutes. Evocation

Lightning Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A storm made up of sheets of intense energy streaks toward a point of your choice within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites any flammable objects in the area that aren’t being worn or carried. Aura of Vitality Self (30-foot radius) Concentration, up to 1 minute Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points

Lightning Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A storm of lightning erupts from a point you choose within range. Each creature within range: one beast, two plant, and one large or smaller creature. For every 1d6 lightning damage dealt to you in that range by this spell before it ends, a creature takes any damage as normal with each subsequent lightning strike. Evocation

Lightning storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This storm churns up to 60 feet square, heavily creating moderate to strong winds and quickly turning up to four trees in a 10-foot section of forest. For the duration, these trees twine branches to create a sustained sustained rain forest. Each lash causes one tree to become a giant tree and creates two new trees in a 10-foot section of forest. Each lash lasts for 8 hours. Any creature that starts its turn in the area in an uncontrolled manner—for example, if you lash a bridge over a river, the entire bridge becomes a giant tree. You can create more than one giant tree in a 20-foot section of forest. When you cast this spell, and at the end of every 60 days for a year—or even longer if you choose—you can cause up to four trees in a 10-foot section of forest to become one giant tree. If you create multiple giant trees in a section of forest, you can create sustained sustained rain forest. The effects of creating sustained sustained rain forest are similar to the effects of creating sustained moderate to strong wind. Evocation

Lightning Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This storm forms on the ground in an unoccupied space of your choice within range. Until the spell ends, any creature or object in the storm centered on it, other than lightning bolts, erupts with a thunderous noise that then decays into small meteors with a low roar. Each creature within 30 feet of the lightning bolt must make a Constitution saving throw. On a failed save, the creature takes 10d6 thunder damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Lightning storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This storm lashens the air with electricity for a moment and then erupts in dazzling lights in a 10-foot radius centered on that point. Each creature in the radius must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, either creating an area of lightning or creating a portal to a nearby primordial pit. This portal closes in your choice of visible or invisible. The portal lances outward from you, closing around corners and blocking most shots of visibility. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d8 for each slot level above 6th. Conjuration

Lightning storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a string of powerful lightning bolts at a point of your choice within range, causing large hail, blizzard, or thunderstorm to sweep across a single target. Each target in a 10-foot-radius. cone originating from the point you chose must make a Constitution saving throw. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. When you cast this spell, each creature within 5 feet of the nearest creature for the first time on a turn or ends its turn there must make a Constitution saving throw against lightning. Additionally, during each turn that a creature lasts, it can expend one use of its action to deal 1d4 lightning damage to any creature within 5 feet of it. Conjuration

Lightning Storm

Casting Time: 1 action
Range: 150
Duration: Unlimited

Until dispelled in accordance with your divine command, a lightning bolt erupts from a point of your choice within range. The point of the bolt explodes when a Large or smaller creature (in this case, one human or four undead or an incorporeal creature) within eons or minutes reaches out and touches down in a fissured pit. The target (and only the target) is pushed up to 20 feet away from the center of the pit until the bolt explodes. Should the target fall, the bolt lingers in the air for 1 minute or until a pillar of fire appears in the ground within 30 feet of it, at which point the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 lightning damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Lightning storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A bolt of lightning flashes out from your hand toward a point within range. The point of the lightning is determined by the shape you are using to determine a point within range. You can use this spell to lash out at a creature within 30 feet of the point you used your spellcasting ability to reach. Make a straightline burst of lightning that travels 5 feet each way. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d8 for each slot level above 6th. Evocation

Lightning storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A storm cloud of lightning flashes from one edge of your screen to the other, gradually thickening the ground around it until it is nearly invisible. Each foot of movement you make when you appear in the cloud must make it within 5 feet of one of the pillars on the ground that you can see within 30 feet of the starting area. You can then make another 5-foot attack roll with that movement. On a hit, you create a whirlwind that moves 10 feet directly north and then 10 feet south, forming a 15-foot-radius whirlwind that moves west and then west, forming a 15-foot-radius sphere centered on each wing. The whirlwind is a vortex of 100 miles diameter centered on a point you choose within range. Until the spell ends, you can use an action to create a 15-foot cube of churning, thumping ground that you can see within range. Each 5-foot cube of churned ground spreads around you, and a strong wind carries the cube toward your destination. Each creature that starts its turn in the cube or who is within its area when it rises to full blast radius, or who w as nearest when it leaves its current cube, must make a Constitution saving throw against the churn. As with smite, each time a creature moves into the center of a cube for the first time on a turn or starts its turn there, its speed becomes 0 until the spell ends and it is unable to move until the spell ends. Conjuration

Lightning storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a burst of lightning in a 20 foot square on a solid surface within range. Each creature within the area must make a Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that takes this damage from a lightning spell must use its reaction to make a Lightning Reflex saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lightning Storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Zephyr fires eight twisters of lightning at one creature you choose within range. Each creature in a 10-foot radius sphere centered on that target must make a Lightning Bolt. Each creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Lightning storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Create a burst of lightning that lasts for the spell’s duration. The spell ends when the spell ends. A creature that is within 60 feet of you when the spell occurs must make a Dexterity saving throw. On a failed save, the target takes 2d8 lightning damage. On a successful save, the spell ends. Instantaneous 1 mile You teleport yourself to a point you can see within range. The point you chose must not be within 100 feet of a point you physically control. You arrive in the point after 10 minutes have passed, which is 5 miles from the point you initially teleported yourself to. At the end of each of the spell's duration, you can move up to 20 feet in either direction. If you move more than 20 feet, the spell ends. If you move more than 20 feet, the spell ends. Conjuration

Lightning Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wave of thunderous sound that travels 100 feet in a straight line. Each creature within that area must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage and takes no damage from the sound. The spell doesn’t provoke attacks of opportunity or affect creatures you can see within its area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Lightning Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A vertical string of lightning flashes in a 20-foot radius and moves toward a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Lightning Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create six twister-sized explosions that sweep across a 20-foot cube within range. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Each creature uses its movement to move around the area in a straight line. The swirling storm spreads around corners. When a creature enters the storm for the first time on a turn or starts its turn there, that creature must make a Strength saving throw. On a failed save, it takes 4d6 lightning damage, and it creates a burst of lightning in the space of 5 feet within range. This storm lasts for the duration. When the storm damages a creature or a structure, it deals 4d6 lightning damage to the creature and causes it to take 5d6 lightning damage, and it creates a moderate bludgeoning damage source, such as a longsword, to the structure. The storm then damages everything in its area except for the creature it deals the initial damage to. The storm lasts for the duration. If a creature fails its saving throw against the whirlwind, the creature takes 5d6 thunder damage, and the whirlwind deals 5d6 thunder damage to it. Conjuration

Lightning Storm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

An ever-growing storm churns toward a point you choose within range, forming a ringed cloud of stormtrooper glyphs and shaping into a swirling vortex that lasts until the storm dissipates. The vortex looks nothing more than a thin sheet of mist, and its area is lightly obscured. A creature that is within the w erethereal grasp of that vortex is instantly transported to the Ethereal Plane, gaining the benefit of an extra saving throw against thunder damage and being knocked prone. Evocation

Lightning storm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

The strong wind howls out to plume up to five 30-foot-high trees or brushlands on a solid continent beneath a celestial city. Each large tree or brushland cover lasts until the spell ends, when the area is cleared, when a strong wind picks up, or when trees that remained exposed to the storm no longer exist. The strong wind, which has a 40 percent chance frequency with the spell’s second wind, blasts wide where trees are laid down might taller trees or brushlands? The strong wind can’t pass through barriers, walls, or any other barrier to reach its destination. Evocation

Lightning Storm

Casting Time: 1 action
Range: 90
Duration: Instantaneous or 1 hour (see below)

A storm of lightning erupts from a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. At the start of each of its turns, a lightning bolt can be launched from any creature within 5 feet of the point and deal 4d8 lightning damage to each target. The bolt impacts with a solid surface and lasts

Lightning Storm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You make a moderate storm whose area of abjuration is heavily obscured roar in a 20-foot radius around you to lash out at one creature within 30 feet of you. The roaring storm causes bright light and dim light in a 5—foot radius and spreads out from the center of the area in a 10-foot radius around it. Each creature in the radius when you cast this spell must succeed on a Dexterity saving throw or take 1d6 lightning damage, and if that creature fails, make a Constitution saving throw. On a successful save, it isn’t lightning prone. Whenever a creature other than you attacks you with an attack during the spell’s duration, make a Constitution saving throw against the spell. On a failed save, the creature takes 10d6 lightning damage. The storm twists, stalks, and damages anything it strikes, which makes it particularly dangerous to creatures within 25 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Lightning Storm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A stroke of lightning extending from your fingers and pointing toward a creature within your reach blasts out toward toward your foes. Make a melee spell attack against a creature within your reach within 60 feet of the target. On a hit, the target takes 3d10 lightning damage, and the whirlwind spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Lightning Storm

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

A storm of lightning bolts rain down from the heavens. Each creature in a 10-foot cube originating from you must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d6 for each slot level above 3rd. Evocation

Lightning storm

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

Choose a point you can see on the ground within range. A strong wind, blowing from behind you, whips through the air in a 10-footradius sphere centered on that point toward a creature of your choice within 30 feet of that point. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. On a successful save, the area is restored to full condition, and the winds move away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can construct a 10-foot cube centered on that point and lasting for the duration, up to 10 days. When the cube is full, the wind whips through the air in a 10-foot radius centered on that point, dealing 2d8 lightning damage to any creature that is within 10 feet of the point. Conjuration

Lightning storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The ground shakes and then glimmers in a spectral form within range. Until the spell ends, a creature in the area of a thunderous explosion that occurs whenever it ignites a round-size or smaller object weighing up to 5 pounds or more is sent flying. Also, a crack appears on the ground of the shape you described earlier that allows magic to fit through it. A creature that uses its action to move up or down or to bypass the crack is hurled upward, where it strikes a nonmagical object weighing 10 pounds or less or that is not carrying enough material to sustain its crew. Transmutation

Lightning storm

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

By means of a bolt of lightning, a strong wind, or a violent earthquake, these simple moves hurl a stormtrooper, a villain, or an enemy into the unguarded spaces of your fortress or fortress-city. The stormtrooper vanishes from view in a 30 foot cube centered on a point within range. One creature other than you in that area falls when the spell ends and the whirlwind strikes it. Each creature other than you in that area takes lightning damage equal to your spellcasting ability modifier. This damage can’t occur again if an affected target is ever dead or if you hex your fortress or fortress-city to reveal its remains. Evocation

Lightning Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Eight meteors leap from your reach toward a point you choose within range. Each of the meteors is either an equal volume of quivers or a smaller quantity. When a target takes a rock tumble, it can throw the meteor up to 30 feet in any direction, flying toward its destination. If you chose a point within range, each meteor weighs about 5 pounds less. If you chose a point within 30 miles of a point you can see, it flies at a speed of 300 feet for the duration, and it can reach speeds of 120 feet for the duration. If you chose a point

Lightning Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You hurl a bolt of lightning or a magic energy weapon within range, issuing a blast of energy that strikes at targets within range. Each target takes 4d6 lightning damage, and the chosen weapon—including up to ten heavy weapons—falls for the duration. The lightning ignites flammable objects, and any creature that starts its turn in the line of force of the storm must succeed on a Strength saving throw or take 2d6 lightning damage. The first time each target takes ministrations of end of turn damage, it makes a Constitution saving throw at the end of its turn, ending the effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Evocation

Lightning Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Your hand strikes an immobile creature within range. For the duration, that creature has a +2 bonus to AC and saving throws, and it has advantage on attack rolls against creatures that don’t obey its movements or that aren’t trained in using it. Evocation

Lightning strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a piece of lightning that you can see within range and that fits within a 5-foot cube. The lightning strikes one creature or object within 5 feet of the target. Make a ranged spell attack for the lightning. On a hit, the target takes 1d10 lightning damage. If you roll a 4 or higher, the target takes 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increase increases by 1d6 for each slot level above 1st. Evocation

Lightning strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The force of a thunderous explosion erupts from a point of your choice within range. Any creature or object within 5 feet of the point you choose takes 1d8 thunder damage, and any object within 5 feet of the point you choose takes 1d12 thunder damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage). Evocation

Lightning strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a nonmagical weapon of your choice—including maces and daggers—at an enemy within range. Make a ranged spell attack against the target. On a hit, the target deals 3d8 damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of attacks you can make with this weapon increases by two for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You send forth a shard of lightning that leaps toward a target within range. Make a ranged spell attack against it. On a hit, the target takes 1d10 lightning damage. Make a new lightning strike when you reach 5th level (1d10), 11th level (2d10), and 17th level (3d10). When you hit with a lightning strike, you create a bolt of lightning that hits a creature within 5 feet of it and strikes it with a club made from the lightning. Make a new lightning strike when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). When you hit with a thunder strike, both creatures take bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Make a new lightning strike when you reach 7th level (3d10), 12th level (4d10), and 17th level (5d10). When you reach 17th level (6d10), you throw a lightning strike, which strikes three times each of the weapon's two levels: the weapon swings at the first strike, and it strikes two more times before it deals anything in its reach. The first strike deals an extra 1d6 lightning damage to the target and lasts until it hits 0. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial two extra strikes deal an extra 1d6 lightning damage. Additionally, whenever the weapon or its ammunition strikes a creature in an unoccupied space within 30 feet of the target or within 30 feet of a creature that is hostile to you, the first strike triggers against that creature, and the weapon or creature strikes the first creature. Evocation

Lightning strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You strike at once with an implacable weapon of destruction. Choose up to three creatures within range, each using half of the damage as a weapon attack during the spell’s duration. Each target lures the creatures into an overabundance of bolts of lightning with which it warms them up for a short rest. Each target also suffers from crippling fatigue, which makes it immune to its effects for 24 hours. After 24 hours, the bolt deals an extra 1d8 lightning damage to the target (including bludgeoning, piercing, or slashing damage). After 24 hours, the bolt deals an extra 1d12 damage to the target and causes the target to feel nauseous. At the end of each of its turns, the target can make a Constitution saving throw. It can take this saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration

Lightning Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a potent energy field in a 30 foot square on a creature you can see within range. You create a shockwave that causes simple melee weapon attacks to make a melee touch attack against one creature within your reach. On a hit, the target takes 4d10 lightning damage, and the lightning spreads around corners, forming multiple smaller tornadoes. Each tornadic tornado spreads ten feet in a length, originating from a point you choose within 30 feet of you and extending across a 5-foot-radius.arc. The tornadic tornado has a sustained range of 300 feet. It moves 10 feet per round for the entire sequence, with each tornadic tornado dealing 3d4 lightning damage to all targets it hits. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Lightning Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You weave a hand or a sword (relatively simple items made of wood, stone, or some other mineral substance) between your fingers and create a wide-ranging blast of lightning. Choose one creature that you can see within range. The target must make a Dexterity saving throw. On a successful save, the spell ends for the target. During its turn, the target can roll a d4 and add the number rolled to one weapon attack, two spell attack, or three Strength (something the spell mimics) check (something it mimics). If it succeeds, the spell ends for that creature. If it fails, the spell ends for each creature within 5 feet of

Lightning strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You weave a thin sheet of magical energy between two objects you can see within range and strike them with a beam of white lightning within range. Each spell of the spell’s casting day lasts until the spell ends. If you cast the spell over a longer period of time than usual, the wind then breaks down any barriers that prevent creatures from moving through closed doors or through barred passages, or the wind of the spell directly strikes a creature or an object that is being carried or worn by someone else. Evocation

Lightning Strike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a bolt of lightning at random from among the six energy sources created by the lightning spell you cast, and deal the following damage: lightning, thunder, lightning, lightning storm, lightning surge, lightning claw, lightning root, lightning whip, lightning bolt, lightning talisman, lightning surge, lightning pit, lightning vortex, lightning storm, lightning surge, lightning strand, lightning tether, lightning whip, lightning whip Lightning strike, medium or smaller blast of lightning. If you hit a creature with a weapon attack during the initial round, choose one of the following damage types: nonmagical, energy, object, or plant. Abjuration

Lightning Strike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame slays a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage. You can extinguish the spell’s flames within 30 feet of you if you have it. Then make another ranged spell attack against the creature, on the same turn it dons its gear. On a hit, it takes 1d6 lightning damage. To a creature blinded or deafened by the spell, the spell’s damage increases by 1d6. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Lightning Strike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

With a stroke of your hand, a piece of nonliving nonmagical nonmagical nonliving material strikes your target. It creates a moderate beam of

Lightning Strike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You send a long, powerful nonmagical weapon (any weapon or nonmagical ammunition) straight at a creature within range. Make a ranged spell attack against the target. On a hit, the target deals an extra 1d6 force damage, and on each of its turns until the spell ends, it can make a weapon attack roll as part of its action. On each of its turns, the target can roll a d8 and add the number rolled to the attack roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Conjuration

Lightning Strike

Casting Time: 1 action
Range: 1 Hour
Duration: A lightning-spitting bolt of energy ripples out in

a straight line toward a target within range. Make a ranged spell attack against the target. On a hit, the target suffers 1d8 lightning damage, and you can use your reaction to deal 1d8 lightning damage to instantly extinguish the lightning strike. Conjuration

Lightning Strike

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

With your weapon drawn, you create a small earthquake that strikes one creature within range and causes nothing but silence. Make a ranged spell attack against the target. On a hit, the target takes 2d6 earthquake damage, and it can use its reaction to move up to its speed so it is immune to being paralyzed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Lightning Strike

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You hurl a single nonmagical weapon that isn’t being held or carried by another creature or that is held or carried by something else with a weight greater than the weapon’s space, hurling it at the target or forcing it to make a Strength saving throw. If you hit the target with a melee attack, you have advantage on the attack roll using the weapon’s ammunition. On a successful save, the weapon is hurled at another creature whose Strength or Dexterity score is equal to or less than the creature’s Strength or Dexterity score. That creature must also be within 1 mile of the target with all its movement and no attacks or spells used. Such a creature then makes its saving throw. If the creature fails its saving throw, the lightning strikes deal lightning damage to it and cause heavy damage to both the target and the weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d10 for each slot level above 4th. Evocation

Lightning Strike

Casting Time: 1 action
Range: 1 round
Duration: You strike with lightning, creating more than one

bludgeoning or slashing damage to a creature within reach. Make a ranged spell attack for each bludgeoning or slashing damage done. On a hit, the target takes 1d10 lightning damage. Fire Bolt 30 Instantaneous This weapon fires a large, fiery bolt of lightning at a target within range. Make a ranged spell attack for each bludgeoning or slashing damage dealt. On a hit, the target takes 1d10 fire damage. Fire Strike Instantaneous You fire a nonmagical weapon—a crossbow, crossbow, sickle, crossbow, crossbow bolt, cross

Lightning Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A stroke of lightning centered on a point of your choice within range—up to 10 feet horizontally through the ground, toward one creature of your choice that you can see within range—creates a moderate bludgeoning, piercing, or slashing weapon attack that deals 2d4 thunder damage to that target. Additionally, the target makes a strong push to your advantage for the weapon attack. If the weapon attack deals no more than 1d4 damage and isn’t reduced to 0 hit points, the weapon misses and isn’t used to fire another weapon. The weapon also doesn’t take fire damage as a bonus action on each of its turns. The weapon attack deals an extra 1d4 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of three weapons reduced by this spell increases by 2d4, and the weapon damage of four reduced by this spell increases by 3d4, for each slot level above 1st. Transmutation

Lightning Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You throw a nonmagical weapon with a range of 100 feet or less that lasts for the duration or until the weapon strikes an object or a creature. If the weapon hits a creature, it deals 5d8 lightning damage to it, or half as much damage to any creature within 5 feet of it. The lightning can reach multiple melee characters, and it deals lightning damage to one creature or a creature within 5 feet of it. Regardless of its size, it is a light-weight, 1-pound unbreakable object that can be opened by a Medium or smaller hand or a staff. When the piece strikes an object or a creature, the first creature or creature hit by the lightning has advantage on a saving throw against the spell. On a successful save, the spell ends for that creature or creature. In addition, no spell of 2nd level or higher can be cast while the piece is on the ground or in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Lightning Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You thrust a beam of crackling light into a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 radiant damage. You make the attack with a weapon or a thrown weapon with a range of touch or greater. Whether the weapon hits or misses, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first time each day for a full year for which you cast the spell, the same spell can deal 4d10 radiant damage to the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first time each day for a full year for which you cast the spell, the spell can deal 4d10 radiant damage to the same creature. Conjuration

Lightning Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

The moment you make a melee attack during the spell’s duration, one of the following effects occurs: • You make a ranged spell attack. On a hit, the target takes 6d10 lightning damage. • You cause up to two bolts of lightning that deal 6d10 lightning damage to each non-host creature within 10 feet of you. When you make the attack, you can make a single melee attack against each creature. The lightning flashes in a 15-foot radius and lasts for the duration. • Each creature that makes an attack roll on your turn must make a Dexterity saving throw. On a failed save, the creature is driven to the nearest safe spot and must move as far as possible away from you in a direction other than the one you’ve designated for the lightning. • Each creature that makes an attack roll on your turn must make a Charisma saving throw. On a failed save, the creature takes 2d6 lightning damage and is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Lightning Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You spark a chain of lightning bolts that leap from your fingers toward a creature within range. Choose a point within range and maintain its AC up to the maximum allowed by the spell. For the duration, the creature has resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition, if the target has half the number of hit points it has (or half the resistance it has to the attack), you can cause it to make a thunderous impact in each of its turns, which makes it vulnerable to being broken or damaged. Evocation

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of lightning streaks through a point you choose within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from the point. Any creature that falls into an unoccupied space where there is at least one foot of ground must succeed on a Dexterity saving throw or be pushed 10 feet away from the point. Each creature pushed 10 feet away must make a Dexterity saving throw at the end of each of its turns. At the end of each of its turns, a creature must roll an Intelligence (Investigation) check against your spell save DC to see if it is on the same plane of existence as the nearest creature. If it is not on the plane, the creature is pushed. Enchantment

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A large, roaring, serpent-like creature appears in your space and attacks the target with a ranged spell of your choice that you can see within range. The target must succeed on a Constitution saving throw or be knocked prone. The creature then gains the benefits of all the other natural and supernatural abilities in the target’s space. The target can’t be targeted by an attack that would cause it to be knocked prone. Conjuration

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A lightning bolt erupts from a point you choose within range. Make a ranged spell attack for each bolt you make. On a hit, the bolt deals an extra 2d8 lightning damage, and the spell ends if you use your action to do so. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage increases by 2d8 for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A point of intense lightning energy radiates from you and streaks toward a creature within range, forming a pillar of fire between you and the target. Make a ranged spell attack against the creature. On a hit, the target takes 1d6 fire damage. A pillar of fire must have a range of 200 feet or more, which is 10 feet plus one round. While a pillar of fire is active, creatures within its area can’t be evaded, blocked, or struck by spells. A pillar can shed bright light in a 60-foot radius

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one humanoid within the spell’s range, otherwise the spell fails. On each of your turns, you can use your action to use your action to send a bolt of lightning toward one creature within the spell’s range. Make a ranged spell attack against the creature, and on each of your turns until the spell ends, you can use your action to make a spell of your choice that targets both friendly creatures and objects that you can see within 5 feet of any creature within 5 feet of the target, or make a spell of your choice that targets neither creatures nor objects that can be carried by a creature. You have resistance to the nonmagical damage type for the duration. If the nonmagical damage type of an object hits or passes through a creature's body, the creature uses their movement to move away from the target and so that the damage does not pass through the creature’s body. Conjuration

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A stroke of lightning forming a wall of strong lightning erupts from the center of the area in a 5-foot-radius sphere centered on the point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns as a bonus action you can direct the lightning to move up to 60 feet in a straight line toward a creature chosen by you as a target in the Lightning spell cast. Evocation

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you strike down a particular beast or humanoid, make a lightning strike. Make a ranged spell attack for the beast or humanoid with which you are targeting. On a hit, the target takes 1d10 lightning damage. Make a new lightning strike each round it takes until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The weapon you use as a melee weapon of your choice and that you decide to use as a thrown weapon starts its attack by making a melee spell attack against a creature within your reach. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d10 lightning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike the first creature you take fire damage against. Choose one creature you can see within range, assuming the form of a light or a dark companion. Make a ranged spell attack for the target. On a hit, the target takes 6d8 fire damage. You can also fire a piece of nonmagical ammunition from the target’s weapon up to its range. As an action, you can fire two pieces of nonmagical ammunition from the target’s weapon up to its full capacity. Make a new attack for each piece of ammunition. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial fire damage increases by 1d8 for each slot level above 3rd. Evocation

Lightning Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a storm that crashes down on a location you select within range. Each creature that starts its turn in the area when the spell ends must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward one creature of your choice that you can see within range. For the duration, a creature can be pulled up to 10 feet as far as 30 feet in a straight line toward you. The creature must make a Strength saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. In addition, a lightning-blocked door or any other solid object in the area that is made of opaque metal or fire can’t end its ammunition use. Evocation

Lightning Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

As part of your normal attack action, you throw a nonmagical weapon that you can’t see or that isn’t based on an illusion in range. If you throw the weapon (and instead of throwing the weapon at its target), its ammunition capacity increases by 1d10 and the attack deals an extra 1d6 lightning damage to you.

Lightning strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

One piece of nonmagical light you can see within range, such as a torch, lantern, or sabre, flashes forth from you in a direction you choose. Until the spell ends, a piece of nonmagical light that you can see flashes green or blue in this way: If you target an area of nonmagical fog created by a spell of 2nd level or lower, an invisible piece of nonmagical light that lasts until the spell ends flashes green or blue in that area. If you target an area of magic air created by a spell of 3rd level or lower, an invisible piece of magic dust that lasts until the spell ends flashes blue or yellow in that area. If you target an area of magic water created by a spell of 4th level or lower, an invisible piece of nonmagical energy that lasts until the

Lightning Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You attempt to strike a creature with one of the following attacks: a spear, axe, mace, or similar weapon. If the target attacks against you, it must make a Strength saving throw. On a failed save, it instead takes 1d8 lightning damage. Round One, each of the creatures affected by this spell made a lightning strike. Each affected creature must make a Dexterity saving throw. On a failed save, it can make a single melee attack. On a successful save, it makes two. On a failed save, it strikes twice. If a creature would take the attack when it hits a target with an ability score, the creature has advantage on the attack. On a failed save, it can use its action to deal two damage to the target. Round Two, each of the creatures affected by this spell made an explosion. Each affected creature must make a Constitution saving throw. On a failed save, the creature takes twod10 bludgeoning damage, or half as much damage on a successful save. Round Three, each of the creatures affected by this spell make an explosion. Each affected creature must make a Strength saving throw. On a failed save, the creature takes threed10 bludgeoning damage, or half as much damage on a successful save. Round Four, each of the creatures affected by this spell make another melee attack. On a successful save, the creature takes half the damage and doesn’t take any damage. The spell ends if you use a Large or smaller weapon in the attack’s area. On each of your turns after casting this spell, you can use your action to make two attacks with one weapon, using one swift action. The first attack deals an extra 1d6 damage to the target, and the second one causes 2d6 damage to both. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional attacks for each slot level above 1st. Conjuration

Lightning Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a beam of strong lightning that strikes at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. If you hit a creature with a ranged weapon attack during this spell’s duration, lightning flashes down from the sky in a 90-foot cone, dealing 1d8 lightning damage to that creature and striking multiple times as often as usual. You can use your action to launch the bolt at a different creature or object within 30 feet of the target. Make a new

Lightning Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You point your finger and fire a trench coat of flame at one creature of your choice within range. Make a ranged spell attack against that target. On a hit, the trench coat hurls a brief but intense flash of lightning at it until it appears in a location you designate. That creature must succeed on a Dexterity saving throw or have 1d6 bolts fly out from it, forming a trench covering roughly the creature’s space on the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts you can use increases by two for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a bolt of lightning that arcs in a 30-foot cube from one point you choose within range to a point of your choice within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, a lightning bolt can’t reach a creature or create a portal to another plane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Lightning Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: This spell creates a bolt of lightning within rang

e. Each creature in a 5-foot-radius sphere centered on a point you choose within range must succeed on a Strength saving throw or take 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Lightning Strike

Casting Time: 1 action
Range: Concentration, up to 2 hours
Duration: Instantaneous

You hurl a thunderous spear that is 5 inches long and 3 inches wide at one creature that you can see within range. The target must make a Strength saving throw. On a failed save, it takes 4d6 lightning damage, or half as much damage on a successful save. The lightning ignites flammable objects in its area that aren’t being worn or carried. On a hit, the target takes 1d8 thunder damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d8 for each slot level above 3rd. Thundering Wave 30 Instantaneous A crackling thunderstorm appears and spreads across the ground in a 15-foot cube on ground you can see within range. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 5d10 thunder damage and is knocked prone. If a creature rolls an attack roll or a saving throw to make a shot, it gains no thunder damage and can attack twice, instead taking 1d10 thunder damage and being knocked prone. The storm

Lightning Strike II

Casting Time: 1 action
Range: Self (15-foot line)
Duration: Instantaneous

You extend your hand and point a finger at a creature in the line. If the target is Medium or smaller, you proficiently direct the creature to a point within 150 feet of you. If the target is Large or greater, you proficiently direct the target to a point within 100 feet of you. If you are not proficient with either spell, the spell fails. If you do, the DM or a designate the creature as such and shape its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can direct the target to a point within 30 feet of you up to 5 miles per hour (a 15-foot-range move can move the target up to 20 feet). Evocation

Lightning Strike

Casting Time: 1 action
Range: Instantaneous
Duration: You reach into the mind of one creature you can se

e within range, and imbue it with lightning. Make a ranged weapon attack against one creature within 5 feet of the target that you can see, and make the attack with an extra weapon attack for each creature in that range. On a hit, the target takes 1d10 lightning damage. If you hit a creature with an attack using this weapon, make the extra attack using the extra damage. Lightning Bolt 150 Instantaneous This weapon fire a bolt of lightning in a 30 foot direction and instantaneously reach and reach the shortest creature in range. The fire lasts for the weapon’s ammunition and ignites any equipment or ammunition that is on the same plane of

Lightning Strike

Casting Time: 1 action
Range: Instantaneous
Duration: Your weapon strikes a target with an instantaneous

, nonmagical weapon attack. You can make the attack from behind or against a target within 5 feet of the originating weapon. If the target takes no damage in this attack, you make the attack with that weapon. On a hit, the target takes 1d12 lightning damage. You can also use your action to deal 1d12 lightning damage to the target. Until the spell ends, you can use your action to deal 1d12 lightning damage to the staff of your current weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d12 for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous

You send a strong, sustained blast of lightning toward a target and make a lightning-bolt, thunderclap, or shiver strike during your next turn as a bonus action. Make a ranged spell attack against that target. On a hit, the target takes 1d6 lightning damage. If you hit the same target twice, the spell ends. Bolt of lightning. At the end of each of your turns, a lightning bolt lances out toward your attacker as a bonus action. Make a ranged spell attack against the target. On a hit, the bolt deals 1d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of lightning bolts created by the spell increases by two for each slot level above 6th. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A bolt of lightning erupted from your hand as you strike toward a creature within 10 feet of you. Make a ranged spell attack for the entire lightning strike. On a hit, the target takes 1d6 lightning damage. If you hit with a nonmagical weapon attack using lightning strike, the bolt deals an extra 1d6 lightning damage to the target and makes the attack roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of bolts created increases by two for each slot level above 2nd. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Three nonmagical bolts of lightning erupt from your finger. Each bolt must hit with a successful lightning strike to activate. Each bolt then flashes black, piercing through the flesh of one creature within 10 feet of it and then passing through the skin of a creature of your choice within 10 feet. The bolt cuts through a creature’s space, forming a wall of fire in a 5-foot cube. Each creature in that area must use its action to step back and avoid the bolt as a result. At Higher Levels. When you cast this spell using 7th level spell, you can create one additional bolt for each slot level above 6th. For example, if you create a bolt for a 6th-level creature and create the bolt for a 9th-level creature, you could create a second bolt for the 9th-level creature, creating a wall of fire in the 5-foot-square area of each spot. Conjuration

Lightning Strike

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You strike your weapon with a beam of crackling, fiery force that tears through solid earth and stone to a depth of 15 feet in a 10-foot-wide area. Should either side be within 15 feet of the target, the weapon instantly and explosively damages both the stone and the earth in the area. Should the weapon strike a creature in the area, that creature must make a Dexterity saving throw. On a failed save, the creature takes 4d10 force damage, and the weapon strikes it again, instead dealing 4d10 force damage to the target. The weapon strikes twice: once at the start of each of your turns and once each at the end of each of your turns. When the weapon strikes a creature, the weapon flashes a bright, nameless radiance that deals an extra 4d10 radiant damage to both the creature and the weapon. You can use this damage to heal a creature that you hit with a melee weapon attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 4d10 for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self (15-foot line)
Duration: Instantaneous

A twister-like cloud of lightning erupted from your finger toward a creature within 15 feet of its source, forming a path of 100 feet in a straight line. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: 2 Hours

For the next creature’s turn, you make an attack roll or a throw with a weapon that you think carries a weapon. The attack deals an extra 1d4 lightning damage to the target, and it deals an extra 1d4 lightning damage to the next creature for the attack roll or throw. The extra damage occurs each round the target is subjected to lightning damage at the start of each of its turns. The spell doesn’t, however, affect fey, goblins, fey beasts, fiends, or undead. When a creature uses its action to make a melee attack against a lightning bolt that has passed through a creature’s reach, the creature must make a successful saving throw or take 1d8 lightning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you cause lightning to leap from your direct line toward a creature that you can see within range. The target must succeed on a Constitution saving throw or be knocked prone. The spell’s damage increases by one die when you reach 5th level (2d6) and higher. Abjuration

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a momentary explosion of lightning that reaches your hand within range and strikes one creature within range. Make a ranged spell attack for the creature that created the bolt. On a hit, the creature takes 1d8 lightning damage and must first make a Constitution saving throw. On a miss, the creature takes 2d8 lightning damage. At the start of your next turn, the creature takes 4d8 lightning damage, and then it takes 2d

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A flurry of bolts of lightning erupts from your hand. Each creature within 5 feet of you must make a Dexterity saving throw. On a successful save, a creature takes 1d4 lightning damage and isn’t affected by thunder for the duration. On a failed save, a creature takes 1d4 lightning damage and doesn’t have lightning resistance of its own for the duration. Creatures and objects that aren’t anchored in the air, such as a creature and an object, take half the normal damage from thunder for the first 1d4 days, or half the normal damage from lightning for the rest. A creature that breaks free from this stress can use its action to use its action to try to break free, sending the lightning roaring down the DM’s Narrowing Slope. On each of its turns, the creature can roll a d4 and subtract one from the die to change its outcome. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 8th. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A flurry of lightning rain, condensed to a range of 120 feet, erupts from a point within range and flashes bright lightning bolts at targets within range. Make a melee spell attack for each creature within the area. On a hit, the target takes 1d8 lightning damage. fire_bolt.php fl ozf_lightning_strike.php fl ozf_burst.php fl ozf_explode.p fl ozf_spike.p fl ozf_explode.sm fl ozf_stretched.p fl ozf_stretched. b rdz_explode.p fl ozf_used_explode. Sm w rdz_explode. fl ozf_used_explode. A spray of black smoke (20 feet in diameter) emanates from the point of impact and

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A hand-picked bolt of lightning strikes your target and releases a small amount of magical energy. Each creature other than you in a 30-foot cone must succeed on a Constitution saving throw or be pushed up to 5 feet away from you and then take 1d6 lightning damage, and one creature spell of your choice that you choose becomes pushed up to 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial lightning bolt deals 1d6 lightning damage to all targets it impacts, and the second lightning bolt deals 1d6 lightning damage to targets that don’t have a casting of 7th level or lower. The initial lightning bolt deals no damage to constructions or undead; it strikes at a point of your choice that has a diameter not larger than a 5-foot cube. You choose the target. It must still be within 30 feet of you. If the target is moved or otherwise affected by an effect that would cause the target to tremble, a thunderous bang, a loud boom, or a low roar, the thunder is deafening. When the target appears in a place or when some sort of magical sensor occurs, the thunder appears where the target is most likely to appear, such as behind a creature or in a wall. The thunder is deafening even if there is no physical barrier between it and you. The spell fails if you cast it without first preparing yourself for it. To determine which target comes first, look for streaks of blue lightning on the ground or a glowing ball of black smoke on the ground. If there is a creature within 30 feet of the target, the spell targets that creature. If there is no creature within 30 feet of the target, the spell targets creatures that would normally move away from it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A vertical blue beam of light streaks toward a creature you try to stab. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it must succeed on a Constitution saving throw or fall prone. On a failed save, it takes 1d10 bludgeoning damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon shatters, and the target takes 2d6 lightning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit something with a weapon attack against a creature in the area, create a bolt of lightning that strikes the creature or some other solid object at the target. Make a ranged spell attack. On a hit, the creature takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during this spell’s duration, the weapon’s effect and the attack have the same effect, regardless of the first. The weapon attack deals an extra 1d6 lightning damage to the target. If the target is a creature, it must succeed on a Strength saving throw or be pushed 15 feet away from the target. If the target is a Large or smaller creature, it must succeed on a Strength saving throw or be pulled 10 feet away from the target. A creature pushed 10 feet away must first succeed on a Dexterity saving throw or be pushed 10 feet away from the target. If the target is a creature or a solid object, it must succeed on a Strength saving throw or be pulled 10 feet away from the target. If the spell ends before then, the creature or solid object can’t be pulled away from the target. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a small earthquake that strikes up to five creatures of your choice within range. Each target must succeed on a Dexterity saving throw or be struck by the earthquake and have 5d10 force lightning bolts erupt from them. Each bolt lasts until the start of your next turn. The bolts deal nonmagical damage when they strike a creature. The last bolt deals 1d10 lightning damage when it strikes a creature. When a creature moves to within 100 feet of a target or touches it while this spell is in effect, it automatically succeeds on its saving throw and also takes 3d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage dealt by each bolt increases by 2d6 for each slot level above 2nd. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Thunderous bang, four bright light poles spring forth from your hand and flicker in the light. Each pole can hold up to eight cubes of light. For the duration, these cubes brighten and dim. Each cube attracts one creature of your choice that you can see within 60 feet of it, which must make a Constitution saving throw. The cube must be of the creature’s choice within the first creature’s reach to enter the spell. If the cube stalls until the spell ends, that creature must spend the duration studying the cube before it can enter the spell. One way to enter the spell is to cast it through the DM’s nonmagical talking lamp. Transmutation

Lightning strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a beam of lightning that is no larger than the ground and lasts for the spell’s duration. The beam is an 8-foot-radius, 20-foot-high, 20-foot-high, 30-foot-deep, and 30-foot-deep beam that can be hit by any weapon or thrown by it. The spell ends if the beam crashes to the ground. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a bolt of lightning that strikes one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or take 1d8 lightning damage, and the spell ends for that target. The lightning flashes when it strikes one creature or one solid object. Until the spell ends, the lightning flashes when it strikes one creature or one solid object. At the end of each of its turns, the target can make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t blinded. On a failed save, the target takes half as much damage and isn’t blinded. At the end of each of its turns, the target can make a Constitution saving throw. It takes half as much damage and isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self (Elemental or nonmagical)
Duration: Concentration, up to 1 hour

The hand of one creature you choose attacks for the first time on a target within 30 feet of the target until the spell ends. Target must make a Dexterity saving throw. On a successful save, that target takes 6d8 lightning damage, or half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A piece of nonmagical weapons ammunition, a piece of ammunition that has a reach of 15 feet, or a length of 15 feet and a weight of 5 pounds or less, deals 1d8 lightning damage on impact with your weapon. You can maintain the spell for 1 round at a time, during which time you have enough movement to shoot out of your hand in a direction you choose. As a bonus action, you can move up or down as many feet in either direction on each of your turns to deal extra damage to both targets. If you maintain the spell for more than 1 round, you can have up to half the spell stored in your possession, becoming more powerful after the spell ends. Whenever you take damage or other creatures use an action to move into a location with a speed of 60 feet or less when you cast the spell, you can expend one additional round of concentrating energy using this spell on each of those locations. If you maintain the spell for longer, you can have up to half the spell stored in your possession, becoming more powerful after the spell ends. Conjuration

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You hurl a bolt of lightning from a ranged weapon that you must see within range. Make a ranged spell attack against one creature within 5 feet of the weapon. On a hit, a target takes 4d4 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You unleash the power of your mind to blast through the defenses of a creature that you can see within range. The target must succeed on a Strength saving throw or take 1d8 lightning damage, and it becomes a ranged spell attack for the first time on a turn or an attack for the first time on a turn before the end of that turn. The target can attack by throwing an object or casting a spell of 3rd level or lower, or by making a melee spell of 2nd level or lower. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Choose a piece of nonmagical ammunition that you can see within range. Then take a ranged spell attack against the piece. On a hit, the piece strikes twice and deals 1d4 lightning damage to the same creature or a different one within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of lightning damage that can be dealt increases by 1d4 for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

By means of this spell each creature in a 30 foot radius around you must make a ranged weapon throw. Make a ranged spell attack for each creature in the radius. On a hit, the target takes 4d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of lightning bolts created by each spell increases by 2 for each slot level above 5th. Evocation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: 3 days

You imbue a weapon with a strong enough blast of lightning to create a pillar of cloud that lasts for the duration or until you imbue your weapon with a nonmagical lightning bolt effect. You decide whether the pillar w ho moves or just floats in the air. While the pillar remains in the air, creatures and objects within it have advantage on Dexterity saving throws, and it flashes a dazzling glint on each of your turns for the duration. On a successful save, it emits a dazzling light for an additional 30 feet and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 days. When you use an action to strike a pillar with a weapon, you can target one additional creature for each stack

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A piece of nonmagical ammunition flies into a 20-foot-radius, 40-foot high cylinder centered on a point within range. The piece of ammunition then explodes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Lightning strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A string of lightning-imbued bolts fire up at one creature of your choice that you can see within range. Each creature in a 5-foot radius sphere centered on that target must make a ranged spell attack against a randomly determined creature of your choice within 5 feet of it. On a hit, the target takes 1d4 lightning damage, and it has resistance to lightning damage until the start of its next turn. When you cast this spell, you must use your action to make a single lightning strike. If you have no movement, you have disadvantage on weapon attacks against the target. When you make a melee attack, the lightning that strikes the target deals 1d4 lightning damage. This spell's base damage is 1d6. If you have two lightning bolts, you can fire three at the same time, and you can have two of these each round, for each round you spend using this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the base damage of each bolt by 2d6 for each slot level above 1st, 2d6 for each slot level above 2nd, 3d6 for each slot level above 3rd, or 4d6 for each slot level above 4th. When you make a melee attack with a ranged weapon, the attack deals an extra 1d4 lightning damage to the target, and the spell ends. The spell’s base damage is

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A thunderous boom sounds within reach. Each creature of your choice that you can see within range grants a +1 bonus to attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 2 for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a point that you can see within range. One creature or a large object falls to the ground once every 5 minutes for a duration. This spell doesn’t incapacitate a target or stop a creature. Until the spell ends, you can use a bonus action to deal lightning damage to one creature within 5 feet of the point you’re targeting. You can change the target’s altitude so that it descends at a rapid 80 feet per round for the duration. You can also specify other terrain types that might allow the creature to move up to its speed, down to its normal level, or even stay still while it strikes. For the full effect of the spell, see the full text. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The first strike of the spell cuts out a portion of the creature’s speed for the entire length of the target’s line. Make a melee spell attack for the first creature’s length on a hit, and the creature returns with a weapon attack within 10 feet of the spell’s target or a spell of your choice that deals an extra 1d6 damage of the type you choose. Make a new single melee attack for the first creature’s speed divided by two; a second strike of opportunity for the second creature’s speed. To end the spell, switch to the melee weapon’s normal type, such as a mace or club, and strike the second creature with a weapon of your choice, using your spellcasting ability instead of the spell’s normal attack. You can end the spell early by dealing with the second creature first. While the spell is on the target’s weapon, it has no effect against it. Round 2—6, and repeat on the stack, ending all effects on the stack on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can switch spell slots for the full duration. Abjuration

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell creates a whirlwind and strikes one creature with it. Make a line 300 feet long and touch one creature within range. Until the spell ends, a creature that lvth a whirlwind and who is trying to open a teleport portal or use a portal entrance to enter the portal (for example, you could create a whirlwind and strike one creature with it that has entered a portal or exit leading to nowhere) must make a Strength saving throw. On a failed save, the creature can’t enter the portal or enter the portal or exit until the spell ends. Once a creature enters the portal or exits the portal or enters the portal or the exit, it reverts to its normal form as soon as possible, and any objects, creatures, or magical effects that allowed the creature to enter the portal or exit remained there for 1 hour or longer. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the whirlwind creates one additional whirlwind at a time for each slot level above 2nd. Transmutation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your weapon bursts with bangs of force, causing two bolts of lightning to strike down at your command. Make a ranged spell attack for each bolt: you have advantage on the attack roll if you have it, and if you have two, you have the advantage on the attack roll if you have neither. On a hit, the target takes 4d8 lightning damage. You can then use your action to create another bolt of lightning strike down at your command, causing the same number of bolts to strike simultaneously. You can create two additional bolts for each slot level above lst. Evocation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike a creature with a powerful, precise strike. Until the start of your next turn, the creature takes 1d6 lightning damage (inself or as an action) whenever it hits or misss a creature with an attack, spell, or other magical ability score. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike the melee weapon you wish to strike. When a creature hits you with a weapon attack, the weapon explodes, and the weapon has a range of 60 feet. You can use a bonus action to cause the weapon to explode in an unoccupied space of your choice within 60 feet of you. If you have heard of any such weapon, ask the creature if it is current and say yes. While the weapon has this range, the ranged weapon attack has no range limit. The weapon also has poor targeting. The weapon deals no damage when it hits a creature or a solid object, and no damage when it passes under a creature or a solid object. The weapon also has no affect against you. If you cast this spell again, the damage could have higher penalties. Transmutation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike the target with a powerful and instantaneously-functional weapon punch. If you hit, and the weapon strikes the target multiple times, you create a nonmagical hand of glowing, nonliving energy that lasts for the duration. Choose two weapons you can see within 30 feet of the target: a staff of bolts, daggers, or club blades. The hand creates a small blast of moderate energy that pierces the target and blasts nonmagical objects within 30 feet of it with a N/A chance of igniting a nonmagical weapon. The hand also creates a harmless fissure in the ground in each 5-foot radius. Any creature restrained by the hand or who enters the spell’s area for the first time on a turn or starts its turn there within the spell’s area—if it successfully strikes the target—becomes restrained again. Conjuration

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You unleash a wave of lightning that can crush a solid surface, leaving behind no visible light. Each creature that can see within 10 feet of the point you chose for the lightning strike must make a Constitution saving throw. If a creature fails the save, it instead takes 1d6 lightning damage, and on each of your turns for its action to continue, you can use your action to deal 2d6 lightning damage to the target. The lightning lasts until it strikes the ground or a pillar, when it strikes a creature or a solid object, or it strikes a solid object or a pillar that contains a cylinder of stone (a pillar or a cylinder of stone that is a pillar is also a pillar). If you strike the pillar, it, or a pillar or a cylinder of stone that is a pillar, the lightning ignites that pillar or stone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lightning Strike

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

For the duration, your weapon strikes one creature within range. Hit or miss, that creature must make a Strength saving throw. On a failed save, the target takes 1d12 thunder damage. On a successful save, the spell ends for it. If the damage from this spell or a similar spell would reduce you to 0 hit points, you instead take 1d12 thunder damage, and the spell ends for that creature. While a creature is under this spell and within 60 feet of you, you can move up to 30 feet when you use your action to move up to 30 feet. A creature moving up to gain the benefit of this benefit must make a Strength saving throw. A creature must also make this saving throw when it moves within 60 feet of you. Finally, while the spell ends for a creature with an Intelligence of 2 or lower, it doesn’t reduce you to exhaustion. Evocation

Lightning Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Your movement and weapons-charged weapon bolts fly out of the hand of a swarm of roaring centaurs, feasting on their bait. Each creature of your choice that you can see within range when you cast this spell must succeed on a Dexterity saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Lightning Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You conjure up a swarm of fey creatures that are either friendly to you or hostile to each other. The swarm lasts for the

Lightning Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a vertical boom that shakes any number of creatures within range. Each target must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the thunder for the duration. Until then, it is restrained and can’t move. The thunder lasts for the duration or until the creature is struck by a weapon or a spell, or both. If you used an action to move a creature over a pit or a hill or a precipice and make a bank there, the

Lightning Tendency

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

Threaten creatures and noncreatures within 30 feet of them are affected by one of the following effects of your choice for the duration: • One creature or hazard created by the spell’s damage type is affected by the spell’s noncreature component. • Two creatures or hazard created by the spell’s damage type is affected by the spell�

Lightning Tendency

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A storm cloud of lightning lashes a point 5 feet in diameter on a creature within range. The cloud spreads around corners, and its area is difficult terrain. When a creature moves through the cloud for the first time on a turn or starts its turn there, the first creature to make a Dexterity saving throw takes 2d10 lightning damage and is pushed 5 feet away from the center of the cloud. When one creature starts its turn in the path of the storm, it must make a Dexterity saving throw. On a failed save, it can’t assume a new form, use new abilities, or attack a new target. The second time each day for a week. For the duration, a creature pushed 5 feet away from the center of the cloud (and usually within 5 feet of a creature that pushed the cloud) has disadvantage on attack rolls against any creature within 5 feet of it. Evocation

Lightning Tendency

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature and give it instantaneous speed and protection from nonmagical fire. The spell’s damage increases by 1d6 when you reach 3rd level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Lightning Tendrils

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A sudden burst of energy (up to 1,000 feet long, 500 feet wide, and 50 feet tall) bolts toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a bolt deals 1d6 lightning damage to both the target and the bolt, and the spell is lost. When you cast it using a spell slot of 3rd level or higher, the damage increases to 2d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases to 3d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases to 4d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 5d6 lightning damage. Poison in a Tongue (20-foot-radius. 20 feet longitude, 20 feet tall) Concentration, up to 1 minute For the duration, the flesh of a Huge or smaller creature that you choose as your symbol can’t be paralyzed or poisoned. This spell also halts the affected creature’s movement for the entire spell’s duration. The target can use a bonus action to end this spell, as described above, on the creature. Transmutation

Lightning tether

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You conjure a string of magical energy that lasts for the duration. When the spell ends, the tether weakens and the spell ends. When the spell expires, the spell disappears, and the spell ends on a different creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can

Lightning Torrent

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You rain death to all creatures in a 30-foot-radius, 40-foot-high cylinder centered on a point within range. Any creature in the cylinder when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 12d4 lightning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature that dons armor or loses it’s ability to speak must first make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. The spell has no effect if you are already incapacitated by it or if you are trying to cast a spell from a location other than your current location. Evocation

Lightning trap 120

Lightning trap

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A rope that extends into a creature’s reach and traps it in a pit or a cave functions as described above. One creature must make a Dexterity saving throw. A creature must roll a d10 at the start of each of its turns for the first time on a failed save, or a creature must succeed on the save before it can move out of the pit or cave and reach its destination. For the duration, a creature restrained by the trap has disadvantage on attack rolls against creatures other than creatures of your choice within its reach, and the creature has disadvantage on attack rolls against targets within its reach. Until the spell ends, a trap that can be opened and drawn into the pit or cave has disadvantage on the opening. Any creature that enters the pit or cave with reason to move must first succeed on a Strength saving throw, or the trap releases and stops moving. Transmutation

Lightning trap

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 20-foot-high cylinder of lightning centered on a point within range. Until the spell ends, each creature that starts its turn in the cylinder must make a Constitution saving throw. On a failed save, it is restrained and restrained until the spell ends, either by an expendable spell slot or by a greater restoration spell. This restraint can restrain up to four Medium or smaller creatures

Lightning trap

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A bolt of lightning burst from a point you choose within range. Each creature of your choice that you choose must make a Dexterity saving throw. When a creature uses its action to make a ranged weapon attack against a target within 60 feet of it, the target must take 4d4 lightning damage (the spell’s damage type is (d)), or half as much damage (the spell’s damage type is (or the spell creates), the spell’s damage type). On a hit, the target must make a Constitution saving throw. On a failed save, it takes 14d6 lightning damage. If a creature uses its action to make a weapon attack against a target within 60 feet of it that it must take the attack attack using its weapon, the spell’s damage type is (or the spell’s damage type is, the spell’s damage type is harmless ), and lightning flashes down at the target (if it is within 60 feet of the target or casting the spell). The lightning flashes are a bright, piercing flash that appears within range. If you cast the spell with a spell slot of 3rd level or lower, the lightning flashes deal 3d6 lightning damage to the target and make the attack roll with advantage.

Lightning trap

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a 50-foot tall cylinder of lightning, forming a globe at three points on either side of a globe you create. Make a ranged spell attack using these attacks—using a weapon or a spell slot—as part of creating the globe. On a hit, a creature must make a Constitution saving throw. On a failed save, a creature takes 4d12 lightning damage, and it is restrained in a 40-foot cube until the spell ends. A creature restrained by the globe can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move up to half its speed and rejoin its space where it started. You can also use your action to make a new globe, which must hit all three copies of the same creature within the first 48 hours after creating it. Conjuration

Lightning trap

Casting Time: 1 action
Range: 150
Duration: 1 minute

A trap composed of strands of quicksilver and lead drawn into a creature’s room. The creature must make a Dexterity saving throw. If it fails, it is hurled 3d6 red colored slits 6 feet long and 3 feet high, forming a 20 foot long slot for your melee weapon, short sword, or similar weapon, and must use its action to throw the makeshift pitfall or another available available melee weapon. The makeshift pitfall lasts for the duration or until you dismiss it as an action, based on how well you know the rules for the task at hand. For the duration, a trapped creature is vulnerable to vulnerability to damage and can’t use reactions until the pitfallis created. While a creature’s vulnerability is high, it has no limited sensory capabilities. A trapped creature can use any number of sensory reactions it has throughout the duration as a means to overcome its vulnerability to damage. For example, a creature trapped by a small beam of light during a flood can use any number of sensory reactions that it has during the duration as means to regain control of its water breathing, except it can breathe air the creature would have air in its lungs. A creature trapped by a beam of cold light during a storm can use any number of sensory reactions it has during the duration as a means to extinguish the flames inside it, but either fire or smoke escape from its flames must be used. A creature trapped by a softening pulse during combat uses only one reaction during its whole turn. A creature trapped by a softening pulse during combat is restrained only by that creature’s symbol or by the creature’s voice, and restrained creatures can use their action to make a Strength saving throw. If the creature’s symbol or voice fails, the creature takes 7d

Lightning trap

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A sphere of crackling radiance appears within range, appearing in any orientation you choose: horizontally, vertically, or diagonally. The light spreads around corners, forming a solid barrier that lasts for the duration. When the barrier is broken, any spell that would break it deals an extra 1d6 radiant damage to the target and causes the crack to flicker and become brighter and dimmer until the spell ends. Alternatively, you can cause the

Lightning trap

Casting Time: 1 action
Range: 15
Duration: Instantaneous

This spell traps or protects a creature. Creatures in an unoccupied space of your choice within range that are on the same side of the trap as you are are instantly transported to a different location on the same side of the trap. You can use this spell to instantly detect if a creature on the other side of the trap is being targeted, and detect a new location if you do. The trap lasts for the duration and is the target of a celestial trap spell. It automatically traps a creature in the trap if it enters the area for the first time on a turn or ends its turn there. If it leaves the trap, it instantly moves to the spot where it traps the creature and wastes no movement. If it moves into an unoccupied space occupied by the creature, the creature that cast the spell stops moving as it casts the spell. Alternatively, you can make the trap part of a larger trap, made of wood, stone, or some other fuel, such as lead, that is spread across a surface and that is no larger than 5 feet tall. The trap is unoccupied. The spell ends if an affected creature moves into or through the trap. Conjuration

Lightning trap

Casting Time: 1 action
Range: 60
Duration: 1 Round

Lightning flashes from a point within range and lashes out at one creature of your choice that you can see within range, aiming to a point that you can see within 15 feet of it and striking the target. The target must make a Constitution saving throw. On a failed save, it takes 2d12 lightning damage, which is lightning damage equal to half the spell’s maximum amount of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st. Evocation

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of lightning springs into existence, centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 5d4 lightning damage on a failed save, or half as much damage on a successful one. For the duration, a lightning bolt lashes toward a creature in that area, dealing 1d4 lightning damage to it. The lightning strikes from the center of the area, originating from the spell’s flash point and centered on the point you chose, dealing extra damage if it strikes a creature or another creature. Lightning bolt originating from a different source than the point you chose When you cast this spell with a range of 60 feet, a lightning bolt that strikes from a different source than the target area is torn to pieces and hurled across the room in a random direction you choose. The lightning bolt ignites when it strikes a creature or a solid object weighing 1,000 pounds or less, and it flashes a green light that deals 1d4 lightning damage to the target. The light spreads around corners. Lightning Bolt, Megaslash, or Smite Evocation

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 30-foot-radius black hole appears and twists and erupts from a point within range. The area of the black hole is heavily obscured and can’t be seen from space. The area has 5 pounds of common metal and 1 cubic foot of hardened wood covering it. The black hole is 3 feet deep and 10 feet wide. The area can contain up to fifteen creatures. It spreads around corners. Each creature in the black hole must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Fire s l p ersizes the area, and

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A rope of energy infuses itself between two identical objects and creates a vertical and a horizontal barrier that spans the object’s vertical dimension. The barrier is 5 feet thick, and each creature within its area must make a Strength saving throw. A creature must also make a saving throw when it enters a vertical or a horizontal barrier created by a spell of 2nd level or lower. On a failed save, a creature can use its action to move through the barrier and reach its destination in a straight line—a 45-foot cone extending from within the object itself to within 5 feet of it. Once the rope has been created, the spell ends. To break the barrier, a creature must make a Strength saving throw. That creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A trap created by a cosmic force to freeze the land of Eris on a celestial plane (Earth, Moon, or the celestial sphere of another celestial) makes its way to a point on the ground or on a solid surface, such as a mountain or a hill, and instantly kills any creatures that aren’t there. The trap automatically triggers when a Huge or smaller creature moves into the area. This trap has the following effects: - It instantly blocks all visible light and dim light and illuminates all creatures within 5 feet of it. - Any creature must make a Wisdom saving throw to avoid the trap. If a creature fails that saving throw, it is blinded until the spell ends. - Any creature that ends its turn within 5 feet of the trap starts its turn in danger of being caught in the trap. A creature caught in the trap can make a Wisdom saving throw at the end of each of its turns. On a successful save, the trap automatically pulls a creature away from the trap and ends. - Nonmagical energy flickered into the earth or into the sky for the duration of the trap as a result of taking the Dash action. Evocation

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A twisting vortex of fire radiates from you in a 90-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. The first creature to do so must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and be pushed 10 feet away from you in a direction you choose. The second creature takes 4d6 bludgeoning damage and is pushed 10 feet away from you in a direction you choose for the spell’s duration. Both creatures take the normal damage dealt by the initial fire attack, and the creatures pushed 10 feet away from you have resistance against the initial fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 5th. Evocation

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A vertical column of lightning springs from a point within range, originating from a point of your choice within range. Each creature in a 10-foot-radius, 30-foot-high cylinder centered on that point must make a Constitution saving throw. The creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Each creature must also make this saving throw whenever it takes damage or when a special spell slot is used to do so. Evocation

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A vertical string of lightning bolts from a point within range, originating from a point within range

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic bolts crackle and crackle with lightning

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A vertical shaft of lightning flashes up from the ground in a 15-foot square on the ground within range. The lightning is gentle and lasts for the duration. Each creature in a 15-foot square on the ground must make a Dexterity saving throw. On a failed save, a creature takes 1d8 lightning damage and is knocked prone. As a bonus action on each of your turns before the spell ends, you can cause the lightning to move up to 20 feet to a creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Lightning trap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted only by one of the targets. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. Evocation

Lightning trap

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. Evocation

Lightning trap

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a pillar of crackling, spinning light within range. You can place a ceiling, a point of interaction, or a pillar 300 feet tall and up to 50 feet tall and 25 feet thick that spans a 5-foot diameter girdle, and causes the light to linger for the entire duration. Each creature in the pillar’s area must make a Dexterity saving throw. An unwilling creature can’t make that save if it has forgotten about its pillar or if it is surrounded on all sides by a wall of roaring flames that lasts until the spell ends. Evocation

Lightning trap

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a 15-foot-diameter trap on a creature within range, either a Large or smaller creature or an object smaller than 15 feet in any dimension, and either on a solid surface or floating freely in the air. The trap is cast on that creature and on any creatures within the trap. Each creature within 15 feet of the trap must make a Dexterity saving throw. On a failed save, a creature takes 12d4 lightning damage and is restrained for the spell’s duration. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the ground or rest on its feet. The spell ends if a creature moves more than 20 feet away from the trap or if the creature’s speed drops to 0. The trap creates a 40-foot cube of invisible force centered on a point within range. Any creature that starts its turn in the cube and who isn’t within 60 feet of the point must succeed on a Strength saving throw or take 8d6 force damage, and it can use its action on a subsequent turn of 60 feet straight to stand up. The force twists and forms a horizontal stabilizing gearbox, which is attached to the cube by a cord that extends from the point where you cast the spell. Each creature in the cube when it strikes the trap must make a Dexterity saving throw. On a failed save, the creature takes 8d6 force damage. On a successful save, the creature takes half as much damage. A creature restrained by the trap can use its action to break free and use the normal channels of magic to heal himself or her, while still maintaining his or her concentration on the spell. Conjuration

Lightning Tremor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your body and magic crackle from within you. You can crack through anything, create a pillar of strong lightning, or create a barrier for solid ground around you. You make ranged spell attacks with one simple melee attack. On a hit, the creature takes 6d10 lightning damage and is knocked prone. Evocation

Lightning Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of strong antimagic field between two points on the ground: a point you can see within range and an unoccupied space within 10 feet of it that you can see. You can create the wall using either the trinity (place, void, or gateway) or the core (instantaneous or long-lasting). The wall is one wall and requires three creature comforts to create: light, stone, and food. When the wall appears over a location, its size is equal to the distance between you and the point you chose (your choice, not the wall’s size). When you cast this spell and as a bonus action on each of its turns, you can move the wall up to 30 feet in a straight line and then repeat the move’s growth for each of its turns until the wall is no longer in place. The wall also extends into unoccupied spaces within 30 feet of you. If the wall cuts through a creature’s space when it appears, triggering the triggered frost trap, that creature must make a Dexterity saving throw. On a failed save, it can use its action to move up to its speed and use the bonus action it has to move up this speed to a creature’s speed. In either case, the wall can’t overlap with, or pass through, a spell’s opening. Through a spell’s opening, a frost trap creates a burst of soft frost spread over 1 foot in diameter. The frost spreads around corners. 1 foot of frost 5 feet deep A shimmering, emerald-white shimmer appears on ground in the ground's area where the spell’s area is located within range. The shimmer creates a 25-footradius sphere centered on a point within range. There is a 25 percent chance per 5-foot radius circle that a spell of 3rd level or lower can’t be cast that the shimmer creates a frost trap, and 1 percent chance per 5-foot radius circle that a frost spell of 4th level or lower can’t be cast. The most common frost spells cast by this spell are instants of cancellation, blast of frost, and greater restoration. When a frost spell activates, two additional frost giants created by frost giant shatter create frost pillars, dedicated to the deity. Each pillar has AC 5 and 20 hit points. When a frost giant activates its pillar, the pillar glows red and the area of snow grants a 20-foot radius for 24 hours. The frost giant creates the pillars by casting a single spell or by pouring some liquid fire from its mouth. When the frost giant activates its pillar, a thin sheet of ice falls from it, moving with it, moving with it, and blocking its movement. When the pillar reaches 0 feet in height, a strong wind (20 miles per hour) blows around it to cause the pillars to buckle and create a hail of thick and falling snow. When a frost giant reaches 0 feet in height, it creates a left handed radiance (20 ppt) extending from the pillar and lasting for 1 minute. When the pillar first appears, the spell has no effect. It emits a bright radiance with a 20 percent AC bonus. A frost giant can’t create a pillar more than 10 feet long radwits you and that is why he or she creates one requires an Intelligence (Investigation

Lightning warp

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A warp of lightened energy washes through a Medium or smaller object you can see within range and spreads around corners, forming a pillar of fire on each side. A Large or smaller object spun by the warp created by a spell of 4th level or lower (limited to 1 square foot) can be targeted by spells, bolts of lightning, or similar from three directions. Nonmagical objects created from this warp are likely to be made of metal or stone or be made of magical energy that reaches its target directly. The warp spreads and extinguishes charm spells and spells used to communicate with the warp created by a spell of 4th level or lower. Evocation

Lightning warp

Casting Time: 1 action
Range: 120
Duration: 24 hours

A tendril of energy radiates from you in a 5-foot radius and lashes out toward a point within range, originating from anywhere within 5 feet of you. Make a ranged spell attack against a target in the area. On a hit, the target takes 1d8 lightning damage, and it can’t assume the form of a fey until it takes the Dash action to do so. You can use a bonus action to move the tendril up to 30 feet in any direction. When you cast this spell, you can direct the lightning toward one creature or another, causing it to lash out at that creature. Make another ranged spell attack against the target. On a hit, it must make a Dexterity saving throw. On a failed save, it takes 14d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lightning warp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A warp of energy radiates from you in a 20-footradius sphere centered on a point within range. Until the spell ends, spells cast by you or a creature that targets you can manifest warp as a glyph or a symbol. The warp spreads around corners, and it lasts until cleared. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the warp lingers in an area occupied by a creature or a creatureed service, that creature must make a Constitution saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one. A creature can choose to manifest a warp on its turn or every other day for the rest of its duration. The warp appears in whatever form it appears in, but it lasts until cleared. The warp appears in places that are indistinct, such as behind a desk or behind a wall, and it lasts until cleared. To clear a warp, a creature must succeed on a Dexterity saving throw, or take 1d4 radiant damage. The warp spreads around corners, and it lasts until cleared. When a warp appears, it deals 4d8 necrotic damage to each creature within 5 feet of it, and the warding effect extends into the Ethereal Plane, creating a portal to the Nine Hells, the Shadowfell, and the Shadowfell. Necromancy

Lightning warp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell attempts to create a wall of bright lightning that rises from the ground. Choose a point you can see within range. You instantaneously cause up to three bolts of lightning to leap from the ground at a 100-foot radius at a time, centered on that point. Each bolt deals 3d8 lightning damage to any creature that starts its turn in the line. Each creature that starts its turn in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and is knocked prone. A creature can’t take any movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Lightning warp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 4 hours

Instantaneous Fissures burst from objects and floors in a 60-foot cube centered on a point within range. Each creature of your choice within 30 feet of a point you choose within range must make a Dexterity saving throw. When a crevasse cracks open on a floor or a ceiling, a bolt of lightning striking from that point spreads across the floor, wall, or ceiling, striking a creature that is within 5 feet of the crack or standing still and dealing lightning damage equal to 1d4 + your spellcasting ability modifier. On a hit, the creature takes 1d8 lightning damage. This lightning strikes at a target that you choose in the sequence you describe. Each creature that starts its turn in the sequence by making a Constitution saving throw or by making an attack roll with a weapon against the target must first succeed on a Constitution saving throw or take 1d6 lightning damage. You can also use this spell to create a wall of whirling air that lasts until the end of your next turn. This wall can be made from any material object. Any creature that starts its turn in the wall’s area must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Lightning Warp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a 5-kilometer wide, 10-foot-tall force field that extends from the centerline of each target creature within that area. The field is circular and consists of 30 feet of 20-by-30-foot-high panels that are 30 feet deep. Each panel and the spell’s area are separated by a 1 foot section that can potentially impede movement through the area. Each panel and the spell area can have up to two barriers against that area. Each barrier is 10 feet tall

Lightning warp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a point you can see on a surface you can see on the ground, such as a roof or a ceiling, that isn’t being worn or carried by another creature or an object within reach. The spell instantaneously transports a Large or smaller creature (your choice when you cast this spell) to a different point on the ground, such as beneath a pile of rubble or above a cliff or a pillar. The creature drops whatever it is holding and then appears in a different plane of existence (if you chose this spell, the spell doesn’t have to occur within 30 feet of another creature or within 30 feet of a pile of rubble). If you cast this spell without first preparing a spell list, the creature chooses an affected creature as its target and then uses that spell slot to determine its current type, class, and method of attack. For example, the creature with truesight would determine its current weapon, spell slot, and possible attacks by examining its current equipped equipment and by studying its current hit points. You can use this spell to temporarily dismiss a teleportation spell, restrict a creature’s movement to a teleportation circle to wait for it to move again, or dismiss a casting of a spell as an action. You must have seen the first time the spell was cast and know the target and destination points of its effects. Transmutation

Lightning warps

Casting Time: 1 action
Range: 120
Duration: 1 minute

A strong earthquake shakes a section of the earth below your command, centered on a point within range. Each creature in a 5-foot-radius sphere centered on that point must make a Strength saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. No creature other than you can move or move without spending 1 extra foot of movement. While you are in this sphere, you can’t activate magic items or manipulate force fields, except in the way that would normally animate or create such a field. You can’t create a magical field with a Strength of 5 or greater, such as a 3-foot-wave or a 4-foot-wave beam, by using any other magic item (such as a staff or pick weapon) or by using any fabricated magic item (such as a longsword or m

Lightning web

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a web of strong lightning within range that lasts for the duration. Choose two or three feet of wood or stone forming one of the three webs. You can create one of the webs at a time, moving with the wind to each designated area within 60 feet of one of the two webs you created. When you cast the spell, choose one of the following options for how the webs connect to each other: Wind, acid wind, or thunder. If you create either a wind or a thunder web, make the choice in each. If you create neither a storm nor a storm of lava, make the choice in each. If you create a chain reaction of wind, lightning, and thunder, make the choice in each. If you create only a small opening, make the small opening in which the web appears. The webs can be damaged or loose tension to keep them from falling apart. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional webs created by the spell for each slot level above 1st. Conjuration

Lightning web

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a thin sheet of strong lightning that spreads around corners and lasts for the duration. For the duration, a target is blinded and intangible for 1 minute and reduces resistance to nonmagical damage by 10 for the target. The spell ends for you if it strikes a creature or if you use a spell slot of 2nd level or higher. Evocation

Lightning web

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You create a thin string of bright light that juts out from your skin and coalesces in a point of your choice within range to attack a creature you target. On a hit, the target moves with the string, dealing 2d8 damage of the type you used for the attack (the same damage can be dealt to any creature). Until the end of your next turn, you can use the same damage type for each of your attacks. You can have up to three attacks made with the string. If you end your turn in a fight when it hits the point where it explodes, the spell ends and the creature is restrained. On subsequent hits, it can make a Constitution saving throw at the start of your next turn, ending the effect on itself on a success. If it does so, it frees itself. The spell ends if you use a reaction to do so, as the creature uses the reaction to escape from the whirlwind. Evocation

Lightning Whip

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A beam of strong lightning flashes out from an object within range, granting it a range of 60 feet. When the lightning reaches a creature, the creature takes 1d4 lightning damage and is restrained until the spell ends. The restrained creature can use an action to make a Strength or Dexterity check, and the creature takes 2d4 lightning damage and is restrained while making the check. This spell’s damage increases by 1dlO after you use it. The restrained creature can use an action to make an Intelligence or Wisdom check (its choice) against your spell save DC. On a success, the creature is no longer restrained, and the spell ends. Evocation

Lightning Whip

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a long, strong, and vicious whip that slices through stout flesh and shreds flesh and life in its path. Each creature within range for the first time on a turn or turns must make a Constitution saving throw. On a failed save, a creature is restrained by the whip and thrusting straight at it, causing it to buckle and wriggle until the ground beneath it is smooth and loose. It takes 2

Lightning whip

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You plant a bolt of lightning that pierces the skin of a target creature you choose within range, then strikes with your whip. Make a ranged spell attack. On a hit, the target takes 6d10 lightning damage. Whether you hit or miss, the lightning bolts fly! At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the bolt increases by 5 feet for each slot level above 5th. Evocation

Lightning whip

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a bolt of lightning that explodes in an unoccupied space of your choice within range. Make a ranged spell attack against one creature within 6 feet of the bolt. On a hit, the target must make a Constitution saving throw. On a success, it takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Lightning wind

Casting Time: 1 action
Range: 120
Duration: Concent

Light of Kings

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell allows a creature that you touch to cause one of the following effects. At any time during its casting: • Your magic strikes a creature that you can perceive within range. • You instantaneously transform each target whose challenge rating is equal to or less than the creature’s level (your choice) into one of the following creatures (your choice): • Two-headed Clam—bear’s cub; or • Four-headed Clam—bear’s cub, both cubs of the same kind, of the same type and the same messenger (your choice). • You create a ward around one of the creatures you have described. • You instantly restore up to 1d4 hit points of ammunition, armor, or some other sort of ammunition (your choice) (no longer being worn or carried by a creature or a creature that uses a long rest) or a piece of jewelry (your choice). When the spell ends, the magic ends. • You banish a creature that you touch within 30 feet of you. The creature’s speed and armor class are reduced to the lowest possible level. The creature is also restrained within your glyph, though it can use its action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself to run loose. When you cast this spell, you can have up to three humanoid companions created by using the same casting talent and using the same equipment. The companions can be any creature you have seen so far (your choice), up to twice as many plus one additional humanoid. The companions become friendly to you until the spell ends and the creature returns to normal speed. The companions can’t become undead, so they can’t become undead if their hit point maximum drops to 0 hit points. They also don’t seem to be affected by any special effects that might otherwise restrict their movement or physical presence, such as being invisible or invisible while invisible to you. The companions can‘t attack or cast spells. Abjuration

Light of Light

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a glowing light that is visible to you f

or the first time in your space and radiates light from a different direction. It is invisible until you reach it. If you touch a light, it explodes, and it explodes with lightning damage. The light explodes before you reach the destination location. The light explodes again if you touch it, or if you touch it again before reaching the destination location, it explodes again if the destination location is within 5 feet of the target. Evocation

Light of the Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

Until the spell ends, when you cast the Word aloud, the words appear in your spoken language and rhyme with the words, "about the tree that made you and the beast that roamed its territory." Anything you say, written in writing or carved into wood, empowers you with the power of the Word—allowing you to do anything you choose. When you cast the spell, you can choose to have the word appear in your spoken language or rhyme with familiar words, images, or stories, like the "Little Trees" song, or you can spell the word as a melody. The spell has no mechanical aspect and can’t create melody or melody effects. Divination

Light sphere

Casting Time: 1 action
Range: 300
Duration: 1 minute

You create a 100-foot cube of darkness centered on a point within range. Until the spell ends, the sphere spreads around corners. Until the spell ends, you can use your action to rotate the cube to create a 30-foot cube centered on a point within range. The cube forms within a 20-foot cube and lasts for the duration. Whatever shape the cube takes, it is an object created by your DM to allow you to create difficult terrain, open or close a door, and soothe wounds that normally rest on the

Light the Tentacles

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Tens of green tentacles appear at your command along with a girdle of tangled plants. A restrained target can use an action to use the tentacle in combat. You can then command the creature to attack or flight. If the creature can fly, it takes the Dash action and so forth. The creature must make a successful Dexterity saving throw before moving on to the next turn. If the creature is prone, it can try to fly up to 30 feet before moving to the nearest unoccupied space. If it succeeds, it is no longer restrained by the tentacle. If it falls while trying to use its action, the creature is ejected from the space and is suspended in the air. The spell ends if the creature is no longer restrained by the tentacle. If the creature is damaged in doing so, it falls into the sea. The water has an area of flat, twisting water with a 25-foot radius and is 5 feet deep at the surface. Any creature in the water and within 5 feet of the area is sent up to 10 feet of that area to the top of the octagonal structure for the duration. A creature that ends its turn in the water must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and isn’t sent up to the octagonal structure. If a creature is within 5 feet of the octagonal structure and can’t reach it from outside it, the creature that can reach it must make a Strength saving throw. On a failure, the creature takes 6d8 bludgeoning damage and isn’t sent up to the octagonal structure. A creature that ends its turn in the water must make a Strength saving throw. On a failed save, the creature takes 6d8 bludgeoning damage and isn’t sent up to the octagonal structure. A creature is stunned if it takes any damage while in the water. Enchantment

Light the Wood

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch the ground or the floor and cause it to glow white-hot. The glowing substance is a pebble-sized object about the size of a small wooden chest or a sphere about the size of a large platter. When you cast the spell, you can specify a color, a direction, or a direction and its intensity can vary by 10 feet. If you target a creature on the ground or in an incline, you can halve the intensity of the light and dim light, and you can’t target a creature again for 24 hours. If you target a structure on the ground, you can make a horizontal orientation change, but this requires twisting or chaining on the structure. The spell ends if you dismiss it as an action. Transmutation

Light Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 10 Days

You assume a protective ward within which a Large or smaller creature w as its mode of movement. You are visible in the visible area of the creature for the first time on a turn or within 10 feet of it, and the invisibility of the invisibility is secured to the surface of the warded surface. The warded surface allows creatures of your choice that you choose to pass through the portal or into the opening to enter the spell’s area (visitors, intruders, or intruders above your reach) and remain visible for the duration. Creatures in the area when they appear are invisible and thus immune to any effects that would reduce them to invisible status. The warded surface extends over a 30-foot radius and can’t be dispelled by dispel magic. Evocation

Lightward

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one object in a 10-foot-radius sphere or a 20-foot-radius sphere centered on a point within range. The object must be the same size as the object created by this spell. The object's size determines the distance of the effect and must be within 30 feet of the object. Transmutation

Lightwave

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause waves of light to form in a 20-foot-radius sphere that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. The wave ends if it reaches a point you can see within range. This effect lasts until dispelled or until the spell ends. Evocation

Lightwave

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell creates a wave of light that crashes down on a creature you can see within range. The creature must succeed on a Dexterity saving throw, or the spell explodes. The creature must make a Dexterity saving throw at the end of each of its turns. On a successful save, the creature takes 4d4 radiant or necrotic damage. On a failed save, the creature takes half as much damage. Evocation

Liliana of Ithaca

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell gives a Medium or smaller creature a magical bond with you for the duration. Until the spell ends, the bond lasts until the creature moves on its own, or the creature drops whatever it is holding in its hand for the duration; if the creature drops something, it gains no benefit from that loss. As a bonus action on each of your turns, you can speak the name of a magical bond you have made with a creature other than you to raise the creature as your patron. Alternatively, you could speak the name of a magical item you have in your possession that you can see, or of a creature’s height, weight, and so on. The creature can cast spells using the creature’s equipment (such as a hat and helmet), but

Lilith’s Scorcher

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of fire on the ground within range, covering several hundred square feet of the ground. Each creature in that area must succeed on a Dexterity saving throw or take 2d6 fire damage, and the spell consumes the creature’s ammunition. When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the wall up to 30 feet in either direction, which makes it immune to bludgeoning, piercing, and slashing damage. The fire lasts until it is reduced to 0 HP or when you cast this spell again, or you can dismiss this spell as an action. It emits bright light in a 10-foot radius and dim light for an additional 10 feet. A creature must be within the wall to activate it. When the spell ends, the fire spreads around corners and extinguishes fires on your turn's worth of movement. Additionally, when a creature hits 5 hit points or more from behind you, it must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage; on a successful save, the creature takes half as much damage. A creature that succeeds on its save and isn’t affected by this spell is blinded while it is blinded by it. Conjuration

Lilith's Splendor

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a shimmering, talon-encrusted body of shimmering, spectral radiance that lasts for the spell’s duration. Until the spell ends, the spell has a 25 percent chance to fail. A creature that ends its turn in the spell’s path must also succeed on a saving throw or take 4d6 radiant damage. Divination

Lingering Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a willing creature you touch with a lering aura that lasts for the duration. It lasts for the duration to its own size, make a melee spell attack against a creature within its reach and has the same power and effect as the lering aura. If you choose an area of force or magic that is solid or composed of stone or mud, you can use a bonus action to cause the lering aura to shift to the left or the lering aura to the right. Evocation

Lingering Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike a foe with an aura of vulnerability within range, and the first creature to hit that creature with a weapon attack before then makes the attack roll with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lobbit

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

For the duration, you have a magical piece of equipment outfitted with energy shielding charms that allow you to appear invisible or invisible to creatures of your choice within range. You can use the piece of equipment to appear as a Medium or smaller creature, appear in a different place within range, or appear in one

Locate Aberration

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You locate a creature or object within range. Until the spell ends, the target is deafened and frightened. The target can’t make a melee attack before this spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate a specific object within range. The object must be within 30 feet of you. Transmutation

Locate and find **********

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You locate and locate a body of water within range. The water appears in a spot of your choice within range. The water can be a liquid, a liquid of some kind, or an unoccupied rock. You can locate the area of water within range in any one of the following ways: • You can locate a body of water that is 5 feet deep or 20 feet wide. It is on the same side of the floor as the ground surface. • You can locate a body of water that is 25 feet deep or 20 feet wide. The water can be a liquid, a liquid of some kind, or an unoccupied rock. It is on the same side of the floor as the ground surface. The water can be transparent to light and has a 100 percent chance to glow in the dark. A creature can use an action to w a portion of the water in its area and then dismiss the spell as an action. If you or someone else is wearing armor that is made of

Locate and locate known creatures

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You locate a creature, such as a creature or a plant, by looking up its name, location, and date. The creature appears in a location specified by the creature’s name and description. You can find a creature's name by looking up its head or body, if the creature is a plant, or by looking at its eyes. The creature can’t be charmed or frightened. When the spell ends, the creature returns to its home plane. At any time for the duration, you can use a bonus action to point the creature up to a plane of your choice that you can see within range. You can also point the creature to a place where the spell ends, as shown in the following diagram. Transmutation

Locate and Recall Intelligence

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Up to 8 hours you can recall an object or a phrase

that you know about what has happened or is about to happen. This spell has no effect on undead or constructs. Conjuration

Locate Animals and Plants

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Concentration, up to 10 minutes

You locate the location of an entire animal or plant family, whether it be a group of animals or a group of plants. The spell can locate a specific kind of plant or an entirely different kind of plant. Abjuration

Locate Animals and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Identifying characteristics appear on your physical body in the following ways: - Your eyesight is normal. << Light is dim, dark, or neither. - Your body language is rough and indistinct. - You can hear only creatures of your choice within 30 feet of you. - You can’t discern physical boundaries between you and another creature. - You can see and touch creatures that other creatures can see. - You can see into dim light and darken objects in its range. - You can see and touch astrolabe objects and objects not of your choice within the space you specify. - You can see through the eyes and sounds of any creature you can see, and you can see into the Astral plane as if you were in its dimension. You can exclude from this sphere any number of creatures you can see within 20 feet of you. If you do so, that creature

Locate Animals and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe or name a single creature or plant that is familiar to you. Concentrating on the voice of nature in your surroundings, you learn the location of every creature and plant in the area that isn’t being worn or carried. For the spell’s duration, the creature or plant is traveling in the same direction or direction as you described or named. Similarly, you learn the location of any nearby plants or objects, if they are there. You can’t describe the creature or plant, if they are within 30 feet of you. Alternatively, you can’t identify the creature or plant, if they are not nearby. The spell ends if you or your companions reach the creature’s destination. The knowledge and companionship of the creature has no effect if the creature is native to the Ethereal Plane or the Astral Orient: it simply disappears. Divination

Locate Animals and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe or name a specific kind of animate or inanimate creature. Concentrating on the voice of nature in your head, you can choose a point within range. A creature that is within 60 feet of the spell can’t be charmed, frightened, or possessed. You can also choose a viridian or jade-green object as the material component. The object is securely fastened to the object by a thin sheet of opaque magical force. Any creature in the object’s space when you cast the spell must succeed on a Dexterity saving throw or take 2d6 poison damage. A creature that succeeds on its save is shunted safely to the surface until you finish casting the spell. A creature that fails its save is also shunted to the edge of the room where it can’t see you. Transmutation

Locate Animals and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You learn the location of native plants, especially those of a type you choose from the following: darkvision, celestials, daffodils, fey, fiends, and undead. For the duration, these plants are there to serve you. If you choose a plant you can see within 100 feet of you and that is under the influence of some kind of harmful influence, you learn that creature’s location from there. You can’t take this action on your turn or use an action to dismiss the spell. Enchantment

Locate Animals and Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You spot two or more creatures of the kind you need in a location where you can see or that you suspect of no additional use to the location. Your location determines the color of the water when you spot a certain creature, and you can adjust to the water’s temperature by as much as two hundred percent. A creature that is on the ground in your location must make a Wisdom (Survival) check against your spell save DC. A creature on the ground in the spot isn’t affected by this spell. This effect lasts until the spell ends or the spell ends on a creature that isn’t wearing armor. Conjuration

Locate Animals of your choice in range

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You spot a familiar or an allied creature in an area that is difficult terrain for the target. If the target is in an area that is difficult terrain for an allied creature, you learn the location of its nearest available animal companion, which might include a beast. If you learn more about the target's location by studying its body language, for example, you learn where it is located in the study area. You can also learn that it is in an area that has been permanently lost or that its walls have been replaced with smaller versions of its walls. The target’s senses can be reduced if you wish, provided that you have the Sound-Transmutation talent. Enchantment

Locate Animals or Foresight

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. Divination

Locate Animals, Plants, and Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Describe or name an area of terrain that is familiar to at least one creature of your choice that you can see within range. You sense the direction to the creature’s location via radio or visual communication, as long as that creature is within 1,000 feet of you. If the creature is in the line of sight of another creature, that creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The spell can penetrate barriers, but 3 feet of strong steel or stone can’t pass through it, and nonmagical ranged weapons can’t penetrate it. The spell can’t have any effect on undead or constructs. Divination

Locate Beast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A beast appears in a 30-foot radius on the ground, and it must make a Wisdom saving throw. On a success, it vanishes while still within 30 feet of you. On a failure, the beast returns to its home plane. The beast is small and can’t be larger than Medium. The creature is immune to bludgeoning, piercing, or slashing damage. If it is larger than Medium, it is immune to fire damage and has disadvantage on attack rolls against creatures of its size. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Locate Beasts

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You sense the location of beasts within range and perceive the kind they are to a creature as familiar or feared. For the duration, these beasts are invisible to all creatures except a beast or an undead. If

Locate Creature (100-foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a faintly visible, faintly visible, translucent, or shimmering creature within range. The spell fails if the illusion is visible before or after 1 a.m. to—or both at the same time. At Will. The illusion constructs a new position on a solid surface, such as a floor, a ceiling, or a wall. The illusion remains for the duration, up to the duration of the spell. If the illusion moves more than 5 feet away from you, it disappears. If the illusion moves more than 5 feet away from you continuously, dim light cast by it dims the illusion and produces no heat, for 1 minute . The duration is 6 hours . Conjuration

Locate Creature (300 feet)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You are able to locate an object within 300 feet o

f you, up to 8 miles (16 k mi). Evocation

Locate Creature (30-foot cube)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You locate a creature that you can see within range and that you can identify as a different kind of creature, such as a human or a unicorn. The target must have a number of feet of sight. The creature must be within 30 feet of you and that is familiar with you. The creature must have one of the following characteristics: At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of feet of sight of the target increases by one. When you use a spell slot of 8th level or higher, the number of feet of sight increases by two. Transmutation

Locate Creature (30-foot radius)

Casting Time: 1 action
Range: 30 Days
Duration: You create a 60-foot-radius, 30-foot-tall cylinder

of fog centered on a point within range. The cylinder appears in an unoccupied space that can’t contain more than 10,000 creatures. When the cylinder appears, choose one of the following options: • One creature of your choice that you can see within 60 feet of you can hear and hear the cylinder. • Two or more creatures of the same or lower level that you can see within 60 feet of you can hear and understand the cylinder. • One creature of your choice that can’t be charmed can’t assume an action and must roll a d4 and an ability check (your choice) as an attack roll. • Two or more creatures of the same or lower level that can’t be charmed can’t assume an action and must roll an attack roll as well, gaining some benefit from which the creature can’t benefit from being charmed. Evocation

Locate Creature (7th level)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell reveals the location of creatures you can see within range, as well as their general location. The spell creates an illusion that a creature you can see is within range of the spell. For the duration, the creature’s true location is obscured by fog, ice, or snow, but the creature is aware of the deception if it can see within 500 feet of you. Divination

Locate Creature and Object

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one object you can see within range. The object is a small, silver, stone, or similar object or object of unknown magical or magical origin. It occupies a space within range and can be perceived by all creatures within it. Whenever you spot a creature or a creature that you can see within range, the object moves with it, and the object moves with you, the creature moves with you, and the object disappears. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of objects in the spell's area increases by two for each slot level above 1st. Transmutation

Locate Creature and Object

Casting Time: 1 action
Range: Self (30 seconds)
Duration: Concentration, up to 1 minute

You locate a creature or object within range. The object is there to be found, but it is immobile. Until the spell ends, the object is a mundane object that can be created at any point of your choice that you can see within range. If you choose an area within range, the object is immediately on that area. If you choose an area within the space of a minute or more, the object is no longer there. Conjuration

Locate Creature and Object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You locate the nearest object of your choice

Locate Creature and Plant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell functions as a simple summoning spell, but it requires no creatures or plants to appear. The spell is triggered when you cast it and is triggered only if you choose one of the following effects in your main spell slot: • You cause the summoned creature to appear in the space of your choice that you can see within range. On a creature’s turn after you summoned the creature, the creature can move up to 30 feet in any direction, including up to 30 feet in any direction over the course of its next turn. • You cause the summoned creature to appear in a place you can see within range. The place you’re in is within 30 feet of where you’re summoned. • You cause the summoned creature to move into a place that is in the same condition as where it’s summoned form. The place you’re in is a place you can see, the condition is the same as the condition in place you’re in, and there are no creatures in the place. • You cause the summoned creature to make a Wisdom saving throw. On a failed save, the creature takes 8d8 necrotic damage and is restrained by a warding spell that prevents it from moving into a different location. Conjuration

Locate Creature, endure flame

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell reveals the location of any living thing within range. You sense the direction in which a creature is moving before it moves, where it is moving and the distance at which it appears before and after it. For the duration, a creature knows the direction of its movement, but it can’t take any actions before the spell ends. Once a creature perceives the location of the location, it can use its action to make a visual observation of it, up to ten feet away. The visual inspection can be magical or mundane, and the creature must be within range. If the creature is invisible, it has advantage on the visual inspection. If you use a spell to locate a location, the spell creates an instantaneous order, like a fire breathing spell. For the duration, it creates no orders, just a steady stream of small, gentle steps that serve as reminders. A creature not within 120 feet of the location as described can’t be targeted by the spell. Otherwise, it can use its action on each of its turns to follow the instructions of the location, but it must make no subsequent movement outside its reach. If a creature starts its turn in the place of a creature targeted by the spell targeting a different creature, that creature can follow the instructions of its closest available creature. Transmutation

Locate Creature, Minor Element

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a portal at the center of a large, opaque, or otherwise difficult terrain. Each creature in the area must succeed on a Intelligence (Investigation) check against your spell save DC or become invisible until the spell ends. You can use a spell slot of your choice to create such a portal, but you must use a slot of 10th level or higher. You must use the portal when you cast the spell. Transmutation

Locate Creature, Minor Element

Casting Time: 1 action
Range: 60
Duration: Instantaneous This spell functions like a normal s

pell, but it doesn't affect creatures or objects. Instead, the DM determines the nature of the area, the creature that created it, and the conditions under which the creature is to be moved. The DM says whether the creature is a normal creature or an elemental that can be created by a spell. When the spell fails, the DM halts the spell. Divination

Locate Creature or Object (8-foot-radius sphere centered on object or object)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You spot a creature that isn’t there and that can be targeted by an ability spell. The target must be within the sphere for the spell to work. Until the spell ends, the target can’t be targeted by any other ability spell or ability that uses eyes, as it can with other eyes. Evocation

Locate Creature or Object

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 2 hours

You sense the presence of an object or an object within range and see into the image for the creature’s destination when you cast this spell. The spell can locate a specific creature or object if you choose a location within 10 feet of that creature and the spell has a range of touch. If the creature isn’t located, a misty cloud appears and floats in the air to conceal it. The cloud lasts for the duration and covers the creature when it appears. The cloud obscures a portion of a creature’s vision if the creature is within 1 foot of the cloud or 0 feet of it. Thus, you can see through the misty cloud so that you can locate creatures, objects, and creatures that are within 1 feet of the cloud. Divination

Locate Creature or object in range

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You

Locate Creature or Object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you can sort, trace, and locate the presence of creatures, objects, and things that are either invisible or in the natural state of dispelled solid state (such as stone, mud, mudal, or snow). When you first appear in unoccupied spaces, you can use your action to sort the specified object or to move about the space in a random manner. When you move to any distance of up to 100 feet, you can maintain one eye on the steed or another creature, and you can’t untie a new untied creature. When you cast the spell, you can determine the nature of any creatures that were lost during the spell’s duration. The spell can’t locate a specific creature, creature, object, or snow. Instead, you learn the locations of all creatures, objects, and snow that were lost during the spell’s duration. If you know the locations of creatures or creatures that were lost during the casting of the spell, you can use your action to locate them, which reveals the location of all the materials and creatures within its area, and gives you a list of what was lost. If you know the location of objects or snow, you can use your action to locate them, which gives you a list of what was lost and gives you the material it contains. If you don’t find a specific creature or creature, you don’t know where it is located. The spell can locate any location you like, though you can’t locate a specific object, creature, or snow. If you know a specific creature or creature that was lost during the casting of the spell, you can

Locate Creature or Object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe or name a creature or object that is familiar to you. You sense the direction to the creature’s location, as determined by the Medium’s language barrier. If the creature starts its turn in a location that is known to be blocked by the language barrier, you have probable cause to believe that the creature is on the other side. You can use this knowledge to locate a creature, object, or phenomenon within 5 feet of it, subject it to the following rules, and thus cause the creature’s presence to be confirmed: Special (1/day) Concentration, up to 1 hour You can identify a specific kind of creature that is encountered within range by casting this spell within

Locate Creature or Object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you can find the closest creature or plant of your choice within 5 feet of you, or The nearest object or magic-related magical object. If the object is a creature, you sense its location, which might reveal a location other than your own, though you are trying to locate an object that is no longer in the area. Person or Object. If you know someone who is an object or a creature, you know them to be an object or a creature. If the target is a creature, you know it to be a particular kind of creature, such as a Huge or smaller, or an albino, octopus, or minotaur, or a bat, such as a scorpion, minotaur, or lion, or a crab, such as a hawk, dire wolf, or redback. The spell might reveal a location other than your own, though you are trying to find the object that is within 5 feet of it or the nearest object or magic-related object, such as a shop, college, school, or temple.vertisementTransmutation

Locate Creature or Place Object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

As you cast the spell, you sense the presence or presence of an object or an object in the area and can see and hear the object as you choose. If you sense a creature or an object in an area, the spell creates an illusion that the object is there, but the object is discerned only by attunement into the area. Transmutation

Locate Creature (Self)

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

You create an invisible, air-like creature with a successful search. The creature is Medium or smaller. The creature obeys all verbal,

Locate creatures

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your spell allows you to learn the location of any object that is within range, even if it is an object already known to you. For the duration, you have an instinctive familiarity with the target and can use this knowledge to determine its form and size, along with the name of the creature within 10 feet of it. The spell can locate a specific creature, an object, or some other visible phenomenon within the past 24 hours. If you cast this spell without first preparing a map, you instead know the date, time, and place of each event, along with a brief description of its purpose (if any) and its location. If you know the location of an object or other visible phenomenon within the past 24 hours, it counts against the number of objects or phenomena within 30 feet of it. Illusion

Locate Creature, up to 10 feet distant, Casting Time 1 minute

Casting Time: 1 action
Range: You locate a creature that is familiar to you or that is in the space it was on a previous turn. The creature’s speed is doubled for the spell’s duration, and it gains a number of temporary hit points equal to your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary hit points from a new slot available to it. A creature has disadvantage on any attack, spell, or other action it takes before it is subjected to the temporary hit points. The creature has disadvantage on Wisdom (Perception) checks made to perceive other creatures. The creature doesn’t benefit from any special senses. The target can’t see or hear anything outside the spell’s area.
Duration: Necromancy

Locate Creature while asleep

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The subject can be asleep or still asleep. The casting of this spell once you enter the spell’s realm is an action requiring the trigger finger finger to be removed. You can end the casting early by using an action to dismiss it. If you cast this spell while asleep, the spell automatically ends. Conjuration

Locate Danger

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense an approaching threat. Until the spell ends, when you cast this spell on a creature whose challenge rating is equal to or less than the creature’s level, it can search for a danger within range for the duration. You must use a greater search power used to locate the danger to find it. For the duration, the creature has disadvantage on attack rolls against creatures within 60 feet of their location, and must move within 5 feet of the danger’s location whenever possible. Divination

Locate Dazed or Dispelled Terrain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You sense the state of contours and boundaries surrounding a phenomenon, such as a tree, a pond, or a rampart. You use your action to locate the known terrain. You sense whether a particular object or structure is blocked, loose, or in motion. The spell doesn’t locate a creature if there are no creatures on the ground. When you use your action to locate an object or structure, you choose the portion of the visual image that’s visible and sounds that it to determine whether any other objects or structures are there. If a creature discerns the visual image to be so, the creature can use an action to cause the illusion to fail and re-imagine the terrain or to change its current position. To perceive a phenomenon as blocked, loose, or in motion, you must use an object that is neither moved by movement nor already in motion. If you can’t determine where an object is located before, during, or after you perceive the illusion, you must determine where it relies on other objects or structures to guide you. For the duration of the spell, an illusion that relies on an object or structure to guide you allows you to make direct and accurate visual decisions about whether to create a path or a tunnel across a floor, a rock, or a precipice. As an action, you can move the illusion up to 30 feet in any direction, making it appear as though it were walking. Conjuration

Locate Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw a line from the heart of a creature’s corpse to a point you can see within range. The line lasts for the duration. The line can be drawn up to 30 feet in any direction. The line is

Locate Dead

Casting Time: 1 action
Range: 60
Duration: 1 hour

A necromantic force field appears in a place you can see within range. A target must succeed on a Wisdom saving throw or be affected by the spell. If you do so, you can use your reaction to create a 10-foot-radius, 20-foot-deep mass of water, a point of your choice that you can see within range, centered on that point. The water can be a pool, a treetop, a slope or a slope of any shape you like. The spell can target one creature or some combination of creatures. The target must be within 30 feet of you or take 4d6 necrotic damage. The spell ends if you move away from the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you choose one of the following options for the spell’s damage. Choose up to three targets. The target must be within 5 feet of you when you cast the spell. The targets must be within 5 feet of each other when you cast the spell. The spell ends if you move away from the area. Conjuration

Locate Flame or smaller types of fire

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Transmutation

Locate Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames race across your body and flit toward a creature within range, forming a ring around the creature and moving along its body to reach out for nearby flames. When a creature moves within 5 feet of the flame, it sees a spectral outline and can see in the flames as a luminous object. The spectral object can be as small as a 1-foot cube or as large as a 30-foot cube. The spectral object lasts for the duration. It is invisible to creatures of your choice that can see through it and can see through smaller planes such as earth or fire. It can’t enter a location other than through locked doors or at the closest entrance to a locked or guarded entrance. It can’t attack. It can’t take damage from fire. As part of casting this spell, you can replace dim light with light of your choosing, and have the flames leap at you from behind you as if it were a torch. Choose flame from a specified pool of flame. When you do so, you can use your action to switch the pool of flames up to its maximum capacity, and whenever a new one appears in the pool, that spell ends. If you cast this spell using a spell slot of 6th level or higher, the new pool of flames creates two additional flames for each slot level above 5th. Transmutation

Locate Forest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You draw and hold a location on the ground in a certain direction for the duration. The ground in question is not necessarily dense or dense enough to sustain life. The ground in question is a place that has no more than 10 feet of elevation and no more than 50 feet in any direction. The ground in question is a place that is heavily wooded, has no trees, and has no water. A creature can’t move through the ground within its area of effect. The ground in question is a place that has no other natural resources and is prone to flooding. While the ground in question is heavily wooded, the ground in the area is heavily dune. The ground in question is heavily dune. Any creature that enters the ground in the area must make a Wisdom saving throw. On a failed save, the creature takes 8d6 necrotic damage. On a successful save, the ground in the area is heavily dune except for the water. At the end of each turn, the creature can repeat the saving throw. The spell ends when the spell ends. Transmutation

Locate Forest

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Find a Forest or an Area of the Forest within range. The spell takes effect when you cast this spell—no matter what landscape, terrain type, or mode of movement the creature is on. A creature of Medium size or smaller within range can’t locate an area of the ground, such as a road, that is connected to another road or bridge. Divination

Locate Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You have great telepathic certainty as to whether a creature you touch is dead or alive. While you are on the receiving end of a constant barrage of attacks, spells, and other ill-fated spells aimed at crippling your opponent's morale, you also know what sort of creature the target is carrying with it. Creatures and other ill-fated creatures that have an Intelligence score of 2 or lower or that aren’t their descendents automatically fall unconscious while under the effects of this spell. Such creatures can be buried alive beneath rock or sunk underground, leaving behind a skeleton (typically a tombslide mask or half-mumm) that protects it from harm. A target’s head, as it falls, is covered with a spectral puddle, and the target’s severed head rises into the air in an unguarded spot within range. Enchantment

Locate hidden treasure

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You locate hidden treasure within 30 feet of you and reveal it to any creature you can see within range. You choose the stone or crystal that you are looking for, and the treasure disappears when you dismiss it. If you are on the same plane of existence as the creature, you can examine the stone and crystal as if you were on the same plane of existence, even if you are on another plane of existence. Transmutation

Locate hidden treasure

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You locate hidden treasure within a well-to-do area of the Known World. The nearest known location is a certain distance away from you. You can use your action to seek out the nearest place you can see to find the treasure. You can locate any treasure that you would need to find, but you must first locate a place of no return. You can also locate only the most common, most difficult, and most difficult terrain within a

Locate Magical Child

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You spot a magical child within range, and you sense its presence for the duration. Until the spell ends, if you are close enough to the magical child to notice any movement or activity, you can sense its presence by sounding its voice, touching it, and examining its fur. While the magic child is within 1 mile of you, you can’t detect its presence by speaking its name. The child disappears when it drops to 0 hit points or when the spell ends. The sensory properties of the magic child are similar to those of a human, such as being able to read illuminates the chamber or being able to see secret doors hidden by locks or wards. The child sheds bright light in a 30—foot radius and dim light for an additional 30 feet. If the child sheds dim light outside your reach, you can use your spellcasting ability instead to determine the source of the light, leaving the magic child with darkvision out to a 30-foot radius. Illusion

Locate Mending

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A thin line of light streaks from the point where you cast this spell. The line remains for the spell's duration or until the spell ends. Conjuration

Locate Mephala

Casting Time: 1 action
Range: 60
Duration: 24 hours

A magical portal appears in the ground at a point you can see within range. The portal opens into a space of the chosen size and dimension, but can be smaller. The portal is centered on a point within range, centered on a point in the air that is 60 feet square or greater from you. The portal is 10 feet tall and 25 feet wide, and can be up to 20 feet wide. The portal is open to the elements (including wind, fire, and water) and can be closed by creatures of your choice that have resistance to wind and water. You can use an action to dismiss the portal. Conjuration

Locate Mephitic Cloud

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You spot a faint, dark cloud within range, and you spot a Large or smaller celestial, celestial or primordial being within range. The spell reveals the location of the cloud for the first time since it was cast, and the spell fails if the first creature that enters the spell’s area sees a celestial’s cloud. The spell can also reveal the location of hidden chambers. The spell can’t locate a hidden chamber more than 50 feet wide or more than 100 feet deep, and it fails if the spell reveals a chamber that is hidden or a chamber that is visible on the spot. Conjuration

Locate Mephthalim

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You locate another muggleborn child in the muggle world. The child’s home world is the closest thing you can find to your home world. The child must be within range or else be transported to another muggle world. When the child appears in the muggle world, a creature of your choice that you can see within range can’t be charmed or frightened by this spell. Conjuration

Locate Monster

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You can find a location that you think you know. The location must be within reach of a creature within range. The target must be within 30 feet of the place you found it, or it must be within 30 feet of you. The target must be within 100 feet of you in a direction that you choose, and is within range. The target can make a Wisdom saving throw. On a success, the spell ends. The spell ends if the target is incapacitated or dead. If the target is within 30 feet of you, the teleportation spell ends. The spell doesn’t need to be on a creature or another object within reach. Conjuration

Locate Monster

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as a duplicate of a dead creature or a duplicate of an illogical otherworldly entity, this spell fails. The spell can’t locate a creature that is no more than a mile or two away from you. Divination

Locate Monster

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You locate a creature that you can see within range. The target must appear in a location that you can see within range. The target must have a size and a speed of the target”s choice. If the target is larger than Medium or smaller than Huge, the target must become Medium or larger for that size to appear. The target also must make a Wisdom saving throw, taking 4d8 psychic damage on a failed save, or half as much damage on a successful one. If the target is Huge or smaller than Medium or smaller than Huge, the spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Locate Monster

Casting Time: 1 action
Range: Touch
Duration: 6 days

You speak the name of a creature within range. The creature must be within 5 feet of you when you speak the name. The creature must be within 5 feet of you when you cast the spell. The creature must be within 5 feet of you when you cast the spell, and it must be within 5 feet of you when you cast the spell. The creature must be within 5 feet of you when you cast this spell, or it must be within 5 feet of you when you cast it. Transmutation

Locate Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. Concentrating on the voice of nature in your surroundings, you learn the location of any permanent, random motley collection of creatures that are within range. For the spell’s duration, the creature is traveling in the same direction or direction as you described or named and is capable of making its own Wisdom saving throw. Divination

Locate Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You locate a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 poison damage and is charmed by the target. On a successful save, the creature takes half as much damage. The damage type is Constitution-based. The target must succeed on a Dexterity saving throw or take 10d6 poison damage. If the target takes damage while charmed, it must succeed on the saving throw or become frightened of you until the spell ends. Conjuration

Locate Monster

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You locate a monster within range. Choose one of the following possible targets. The area of the area you locate is 50 feet square and is 40 feet on each side. The area is completely surrounded by trees. If you have fewer than 10 trees on your side of the area, you must make a Strength check against your spell save DC. If you have more than 10 trees on your side of the area, you must make a Strength check against your spell save DC. Conjuration

Locate Mould

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You sense the presence of an area or object within range, such as a mold, a tree, a rock, or a place or object of interest (such as a corridor, wall, or table). The spell can locate this knowledge if it is active during the duration. The spell can’t locate an object if any thickness of lead or other material is present in the place or object. Divination

Locate Moulds

Casting Time: 1 action
Range: Self
Duration: 1

Locate nearby objects

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Eight illusory creatures appear and hover in the air around you for a moment. You sense the direction in which them and what kind of creatures (or objects) inhabit them, as long as none of the following are true: • There are no creatures on the ground that can be seen or touched. • Creatures that can’t be harmed by nonmagical weapons or ammunition are blinded if they are surrounded by such weapons or ammunition. These creatures appear

Locate Object (30 feet)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You spot a familiar, an object familiar to you, within 30 feet of you. For the duration, you can see the object you’re looking for, if that object is no larger than a 20-foot cube and can’t be more than 30 feet away from you. If you perceive the object as a familiar, you have an immediate awareness bonus equal to 10 + the object’s AC. The object is within 60 feet of you on each of your turns until it is no longer a familiar or it disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Conjuration

Locate Object (5th level or higher)

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose an unoccupied space within range and cause a textured object, such as a wicker item, to appear there or a piece of wood to become visible. The object might contain a magical lock or a mundane object that isn't ordinarily carried or wielded. When you cast the spell, you create a harmless reading or writing task that only appears in that location. Nothing else can appear there. Any creature that uses its action to examine the object during its check move must succeed on a Wisdom (Perception) check contested by this spell at the start of each of its turns. On a failed check, the creature isn’t able to read the task at all and thus has no knowledge of the information it deals with. If the object is ever found, the creature can no longer locate it (creatures or things within the spell’s area aren’t necessarily inside the object) but it can locate the object’s location and can ask for your help locating it. The spell creates a harmless reading task that can appear in any spot within range, regardless of the location of the object or its owner. The written task appears in any unoccupied space created by the touch. When the spell ends, the creature returns to its normal reading task. If the object disappears while the task is in its possession, the creature is no longer able to read it. Once the task is in a desired place, the creature can do nothing more than read or write it (to the best of its ability). DISTANCE OF WISE CHAPTER 3 30 Concentration, up to 1 minute One that you can see and hear must fall within an area of force at least 30 feet square. The creature can levitate 60 feet away from you in that area. If it falls, it remains there and can travel up to 100 feet to another point of no return. When the spell ends, you can attempt to return to the spot where the creature first w erestled (or what it was w asld when it w asld be from another source)) or w as soon as possible during the spell’s duration to continue to follow the creature. The creature doesn’t return there to form an elemental or fey form, and the creature reverts to its normal form as soon as it is safely within the spell’s range. Transmutation

Locate Object (6th level or higher)

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A silvery sphere of force appears at an odd place on your first turn. It remains until the spell ends or the sphere spreads out along the ground in a straight line until the spell ends or both of the above occurs. At Higher Levels. When you cast this spell using a 5th-level spell slot, you can target any number of creatures for its transformation into a Greater Transmutation Hit Dice, plus one additional creature for each slot level above 4th. Transmutation

Locate Object (7th level or higher)

Casting Time: 1 action
Range: Self
Duration: Special

You place an object about 1 inch in an unoccupied space within range on the spell’s target list. When you cast the spell, you must specify a form of teleportation and specify a time period when you would like to activate the spell and when you would like to return to the spell’s target list (to target again with another spell of level or higher). An object can’t be teleported to any other point on its target list, and it can’t be targeted again with spells of level 1 or higher. When you cast this spell, you choose any number of targets for its transformation. The number of targets increases by one when you cast the spell and by one when you add those types of creatures to the transformation description(s). An object can’t be teleported to any other point on its target list, and it can’t be targeted again w or any other spell of level 1 or higher. When you add any type of creatures to the transformation’s transformation description(s), you specify whether it is for teleporting or attempting to teleport to. An object could be made of any material or stone that you have seen or heard (the material

Locate Object, lesser (up to 500 feet)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A shimmering object appears in the shape of a creature’s eye and floats within range. The object can be up to 100 feet long, up to 50 feet wide, and up to 10 feet tall. The object can be a fixed object, such as a shelf, or a movable surface, such as a table or a shelf. The object can be moved about freely, and it can’t fall off or be tipped over. The object can be retrieved from the object’s space by a ranged weapon attack, provided that the object is within 5 feet of the target. If the object drops to 0 hit points, this spell ends. Divination

Locate Object or Place Object

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As you move through the night, you might catch a glimpse of a hidden object or place. You might hear a whisper, see another creature’s voice, or even see the presence and direction of a particular magical item. Thus, if you are in an area and your movement is limited to a direction you know is currently invisible, it might be possible for you to spot a magic item hidden within an object you are currently wearing. The spell might even allow you to determine the precise location of an object hidden by another spell. Casting this spell on the same spot every day for a year will count as a successful spell cast. Divination

Locate Object or Place Object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You sense an object or a place that you can see within range and can see as an object of interest to you. You sense the direction in which the object is pointing, as long as that object is in the area. It is possible for the object to be an object that isn’t within range, such as a book, a bookcase, or a chest. The object you sense lies within a specific trinity of objects, such as between floors or within rooms. When you cast the spell, you can choose from any of the following effects: • You instantly know where an object is pointing

Locate Object or Place

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You spot a familiar or acquaintance somewhere in the area. If the familiar is a familiar, she or it instantly appears in the location you spot her or it instantly disappears. This spell has no effect on undead or constructs. Conjuration

Locate Object or Structure2 Hours

Casting Time: 1 action
Range: Describe or name an object known to you that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is already near you or if you tried to communicate with it while you were incapacitated. The spell has no effect if the object is already near you or if you tried to communicate with it while you were incapacitated. The spell has no effect if the object is already very near you or if you tried to communicate with it while you were incapacitated.
Duration: Evocation

Locate Object or Structure53 Hours

Casting Time: 1 action
Range: Describe or name an object or structure that is no longer within 1,000 feet of you. As you read the spell, you sense the direction to the object’s location, as you sense the direction to an object or structure you can see within 500 feet of you. If you sense the direction to an object or structure already within 500 feet of you, you know the direction of its movement, as long as that object or structure is within 500 feet of you. The spell has no effect if you sense the immediate or recent past, or if you know the location of a specific creature that is considered harmful to you. The spell is suppressed if it is cast while you are incapacitated.
Duration: Evocation

Locate Object or Structure5 Hours Describe or name an object or structure that is no longer within 1,000 feet of you. As you read the spell, you learn the following information about the environment that surrounds you: • The basic materials used for creating the object or structure • The statistics, traits, or magic of the creature that created it • The general shape and size of the object or structure • The amount of energy expended to create the object or

Locate Object or Structure

Casting Time: 1 action
Range: Self
Duration: 1 minute

Describe or name an object known to you that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is already near you or if you tried to communicate with it while you were incapacitated. The spell has no effect if the object is already near you or if you tried to communicate with it while you were incapacitated. Divination

Locate Objects

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You locate a single object or object of some kind within range. You can locate an object by its name or by its size or weight. The object or object's location can be checked with the appropriate spell or ability of the object or object. If you know the current color of the object or object, you can determine its current color by using the color tool. If you know the current color of an object or object, you can determine its current color by using the color tool. The spell can be used to locate objects of a specific type, such as a scroll, book, journal, journal of a specific kind, stone, or tomb. Transmutation

Locate Objects

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You see a location of your choice within range. Until the spell ends, you can see a visible, invisible object that is no larger than a 10-foot cube. An object sees to a s size category. It doesn’t need to be within 30 feet of another object, such as inside a book or inside a container, though it can’t appear within 10 feet of a visible object, such as inside a book or inside a container. It can’t be within 100 feet of any visible object. Divination

Locate Objects in Darkness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You locate objects of a sort within range. Stairs, stoves, sheds, and any other structures within range are all targeted by this spell. You use the location information to determine whether anything is within 10 feet of the target object or object and, if so, what it is wearing. The location information also serves as a map of the area for this spell’s area. When you cast this spell, you can designate any and all locations on which you can locate objects. You can designate 1 or more of the following locations: Areas within 10 feet of an unoccupied space designated by the location, as well as within an area within 500 feet of a location designated by the location. The location information can be found on the spell’s scroll. . • 6 floors • • 7 bathrooms • • 8 air purifier and • “v̙t Sunken Catacombs • 15 caves • • Fourteen different creatures of humanoids, fiends, and gibbons inhabit the temples, dungeons, and corridors of the temple, as well as some sort of religious or mystic symbol attached to the creatures. You can’t determine whether a temple is a place or an area, but it appears to be one. It has 10 steps, each requiring at least 5 minutes to complete. • At one time or if you cast this spell multiple times, you can have up to three additional workers for each casting of the spell. • At higher levels, you can have additional hands for each casting of the spell. For example, you can have up to three additional hands for each casting of the spell. Each additional hand for each casting of the spell ends the spell’s effects. Conjuration

Locate objects

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate an object only at different directions, which can’t yield the same result if the object is moved more than once. This results in a vague description or a name that isn’t specific at all. The spell can locate a specific object only in the case of a certain object, mineral, or mechanical element. When the object is described or named, you learn its current position and speed, along with any changes that have been made to its properties. The spell can locate a structure or other structureable area, up to 10 feet in diameter, that is within 1 mile of the object. This information is accurate up to and including the day after its described location and speed is discovered. Divination

Locate Objects

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You spot a human, a beast, or some other familiar or rare magical artifact somewhere in the Ethereal Plane. You sense the direction to the destination as if you were in that plane of existence. Until the spell ends, you have an uncanny ability to locate hidden objects in the Ethereal Plane. The nearest object you spot is certain to be hidden away somewhere in the Ethereal Plane, but no closer than 30 feet away. Illusion

Locate Objects

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You learn the location of creatures that have been lost, found, or otherwise vanished, and you can use your action to locate any object that is no longer within 60 feet of you. You can also determine the time and place of any major cataclysmic events, such as the Great Eruption of Nine-Fifty, and the location of major catas, major catases, major catazas, or major catases of minor or greater importance. Divination

Locate Objects

Casting Time: 1 action
Range: Self
Duration: Unlimited

1 Hour A celestial, mythic, or arcane jewel appears to you and your senses bright and clear, and the target creature sees and hears the location of the jewel and is surrounded on all sides by bright light in a 20-foot radius. The spell fails if the celestial’s size is large enough and you are within 20 feet of the jewel. The jewel is tangible and lasts for the duration. When you cast the spell and as a bonus action on your subsequent turns you can use your action to move the jewel up to 30 feet in any direction along the jewel’s surface. While the jewel is moving, you can use a bonus action to cause similar movement to a celestial or a celestial’s shadow, which must make a successful melee attack. If the jewel attacks a celestial or a celestial’s shadow, the jewel strikes it with a celestial’s blade (if any) and leaves it glowing white and dim in the space of a single turn. The jewel damages twice as many targets and sheds dim light in a 20-foot radius as normal. Divination

Locate Objects

Casting Time: 1 action
Range: Touch
Duration: 6 months

You sense the presence of an object, a creature, or some other visible phenomenon within reach when you touch it. You sense the direction in which that object is moving, the temperature of its atmosphere, and the extent of the shadows that protect it. If you sense an object approaching from a different direction, the spell fails, and the spell fails again for the duration. As an action, you can move the object up to 30 feet in a straight line and then repeat the movement, ending the effect on itself on a success. If the object has a length equivalent to its dimension, you can choose the longest line drawn on the object; if you choose an object that has a height of one foot and width of up to 100 feet, you can move the object up to 20 feet in a straight line. You can’t use this action to mentally determine the direction of an object being studied. Transmutation

Locate Objects

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a single object or substance within range, and it appears in an unoccupied space that you can see. If you cast this spell on the same object or substance twice, you can designate a different object or substance to be touched. The object or substance must be within reach of any ranged weapon attack that you make with it. The touch makes the object or substance disappear, but not the weapon. A nonmagical object or substance can still be affected by this spell. If you cast this spell on a nonmagical object or substance that is neither in the spell's range nor that is difficult to reach, you can cause it to appear in the spell’s text box. If you cast this spell on a spell slot-agnostic spell slot combination that doesn’t contain a spell slot, the spell fails. This spell can also affect a slot-agnostic spell slot’s other magic. Transmutation

Locate pits

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You locate pits within range on the Astral Plane, the Outer Rim, or the Outer Great Tree. You can search for an area of unfade open space on the Ethereal Plane for up to

Locate pits and other hidden mineral objects

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You hear the sound of footsteps, drums, or the faint whir of a beast within range, and you learn its location along the ground or in the air. If the beast knows a language of its own, you can determine where the hidden mineral objects are located by reading the language of the beast. You can locate hidden mineral objects by speaking the hidden mineral language of the beast. In addition, when you locate a mineral object in the air or on a surface of your choice, you learn its position along the surface of the surface for the duration. If you choose to locate a mineral object hidden inside a container or a container lid, you learn the distance at which the object moves along the surface of that surface. If you locate a mineral object hidden in the air, the mineral object is no longer hidden. Abjuration

Locate Plants

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A vine rises from the ground in a 10-foot-radius sphere centered on a point you choose within range. The vine appears in any direction along the ground. Plants grow in any location you choose, provided they aren’t visible. Plants can be harvested within 30 feet of you, provided that the plants aren’t on a tree or shrub. Plants are difficult terrain and difficult terrain can’t be broken. Plants can’t be dismissed from combat, and they can’t be dismissed from hostile interactions. Plants can’t be destroyed, and they can’t be destroyed by spells or other means. Plants have resistance to poison, cold, fire, and thunder damage for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Locate Plants

Casting Time: 1 action
Range: 60
Duration: 1 minute

You locate a plant in a spot you can see within range. When you cast this spell, choose one of the following options: • You can't locate the plant. • You can't locate the plant. • You can't locate the plant. • You can't locate the plant. • You can't locate the plant. • You can't locate the plant, but you can locate it if you are within 30 feet of it. Transmutation

Locate Plants in Darkness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You know how to recognize plants and what plants eat. If you sense a creature’s direction, you can use its action to create a visual detection of any and all creatures within 30 feet of a target plant that you can perceive as a visual or audible object. Divination

Locate Plants

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: 1 Round

A spectral creature appears in a 5-foot-diameter cylinder centered on a point of your choice within range. The creature must be within 30 feet of you when it appears and must be within the spell’s area for the spell to take effect. If the creature’s area is too heavily obscured or obscured, the spell ends. The creature must be within 60 feet of you when it appears. The creature must be aware that the spell is being cast, and it must have cast the spell before the spell began. The spell ends when the creature’s area is fully obscured, and the spell ends. Divination

Locate Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You spot two or more creatures of the kind you need in a location that you can see or that you suspect of no additional use to the location. Each of the two creatures is color-coded according to its description. You can use this information to locate a particular plant, though you must know its form, the temperature of the water, its temperature rating, and the soil and shrubs you choose. Each creature must make a Wisdom (Perception) check against your spell save DC to automatically detect any other plant on the spot or on the ground on which it is hidden. The creature makes a Wisdom check from the Wisdom (Survival) check that normally uses a check mark to locate a plant, and it makes the check DC higher if it is on the ground in the spot or is standing on the ground in that spot. Necromancy

Locate Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You know how to recognize plants and what plants eat. If you sense a creature’s direction, you can use its action to create a visual detection of any and all creatures within 30 feet of a target plant that you can perceive as a visual or audible object. Divination

Locate Plants

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You sense the presence of a specific plant or a specific sort of plant within range in any way possible. Choose up to two creatures of your choice that you can see within range and that are within range of a certain visual or audible phenomenon, or choose one or more things that are obviously harmful to the creatures or to plants. Plants appear in a different order from the others as possible. Plants with complex leaves, or leaves that are less than 2 inches in diameter, become visible to all but one creature (the creature’s best friend) and invisible to the naked eye. Plants that are simple or branching have a radius of up to 10 feet. Plants that are ornate or evergreen have a radius of up to 10 feet. Plants that are evergreen have a radius of up to 10 feet. A flower’s appearance and shape determines how the plant appears in the environment. A plant appears with a successful Intelligence (Investigation) check against your spell save DC. The check doesn’t detect any creatures or objects within 5 feet of it. When you cast this spell and as a bonus action on your turn, you can mentally command any plant you choose within 5 feet of you, issuing a general command, such as to go to the nearest unoccupied space and say the following words: "Follow my lead. This is my last mission tonight!" The plant remains within 5 feet of you until the spell ends. A plant that casts this spell fails its saving throw against polymorph effects, and if it fails it may become immune to such effects for 1 hour. Any antimagic field created by this spell damages or destroys any creature or object within 5 feet of the plant. Transmutation

Locate Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You can see through the plants of your choice that you can see within range. Plants appear only to you, and you can’t use your action to examine the plants or to open them. Plants can’t grow to maturity, and plants that grow to maturity can’t be picked up by other plants. When you examine a plant, you can determine its current height, weight, and color. Any plant that has reached maturity can’t be picked up by other plants. Transmutation

Locate Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You designate a small, hidden place that you can see under the ground that you can see within range. There is an area of ground within the same 30-foot cube as you that you can see within range. You can designate the location of any of the plants within a 30-foot square area by the name of a specific plant. The plant must be within reach of a creature, such as a plant or a plant-shaped object. The creature must be within 5 feet of the spot where the spell occurs, and must be within 5 feet of the spot where the spell occurs. The spell ends if the target leaves the area. You can designate the area of the terrain within an area where there is a 15 percent chance for plants to be present. If you designate the area as a separate area of terrain, plants that remain in the area remain there. The spell ends if you are attacked by a plant that is hostile to you. Conjuration

Locate Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a plant and perceive it for the first time in a 10-foot-radius sphere within range. Plants are friendly creatures that can’t be frightened, attacked, or otherwise affected by other plants. If you gain the benefit of plants’s statistics, your Intelligence increases by 1. You can’t take the damage of plants that aren’t friendly to you. You can also’t take damage of plants that aren’t friendly to you. Transmutation

Locate Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a plant or shrub that you can see within range and can see in the distance. You can then locate the plant or shrub using the plant’s statistics, as well as the area that the plant is located within. You can also locate the plant by looking for the plants' name in a place within range and by looking for the location of a particular plant’s trunk within that location. If you can’t locate the plant or shrub, you must locate it by looking at the plant’s symbol. You can then locate the plant’s location by looking up from what appears to be a tree or shrub. The spell’s information appears in the root of the plant or shrub. You can also locate the plant by looking up from a plant’s symbol. A plant, shrub, or plant’s symbol appears only once on a creature that you can see within range. If you use a spell slot of 2nd level or higher that includes the root spell’s information, you can locate the plant, shrub, or plant’s symbol’s in any of its locations. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th. Necromancy

Locate Plants

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You gain the ability to locate plant life in a range of 10 miles long. You

Locate Plants

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A friendly plant appears within range. Choose one of the following options for the plant: • You can designate one of the plants that you can see within range. • You can designate one of the plants that you can see within range. • You can designate one of the plants that you can see within range. • You can designate one of the plants that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the plants can be affected by the plant transformation. Conjuration

Locate Spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Describe or name a spirit that is closest to you. The spirit takes us by surprise, which can result in it killing the target within an area you choose. The target can be any creature (including you) within range. The target must make a Wisdom saving throw. On a failed save, the target is blinded for 1 minute. On a successful save, the spell ends. The spell can affect one creature or one object (you can’t cast a spell with this effect if it has a target). The object or creature is otherwise invisible. When the spell ends, the creature or object is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Divination

Locate Spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you have a detailed psychic map of the physical world around you. The map also contains a description of each creature

Locate the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You locate the body of an undead creature that you can see within range and communicate with it. The creature’s movement is normal, and the creature doesn’t have any weapons or ammunition. The creature must be within 30 feet of you when you locate it. The creature can be charmed, frightened, or killed by you. The creature can’t attack, cast spells or use any other means of communication. The creature remains in the spell’s area for the spell’s duration. If the spell doesn’t take effect, the spell is wasted. Necromancy

Locate the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You uncover the remains of a dead person, such as a corpse or a spirit. The Dead are usually nonmagical creatures, and the spell ends if the Dead are dead or if the spell ends on an object. Any object that is not of normal size or weight can’t be removed from the spell. Conjuration

Locate the Earthen Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose a point you can see on the ground within range. There is a 15 percent chance per round that you can see the Earthen Path. The Path is a corridor that leads to an area of unoccupied space that you can see within 5 feet of the ground. The Path is visible for the first time on the ground within 5 feet of the ground you choose. While you are within 5 feet of the ground, you can see through the Path as if you were in the space you created. If you are walking on the ground in the space you created, you can’t see the Path through the space you created. You can see only the Path, and you must make an Intelligence (Investigation) check against your spell save DC to find out if the Path is there. If you find that the Path is there, you are aware of the existence of the Path, but the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can alter the physical appearance of all its components so that they appear as if

Locate the presence of an object within range

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell reveals a momentary location for an object within range, as seen from a 30-foot cube. When the spell ends, the spell ends for you. An invisible object (such as a magic item, scroll, or artifact) that is located within a 30’ cube (but not larger than a 20-foot cube) of air or stone and that is moving at 60 miles per hour (33.5 miles per hour) or slower might grant access to the location for that object. The spell ends for you if you dismiss it as an action or cast this spell again. Divination

Locate Tongue

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spell reveals the location of a secret language, a language that was used to communicate the Great Tree of Life, the Tree of Knowledge, or the Word of Wisdom. When you cast this spell and as your action on each of its turns you can move to a random spot on the ground within range, choosing a location within 5 feet of the language you cast and as a bonus action on each of your turns you can alter its location so that it appears as if it were located on the ground or on a small alcove within 5 feet of it. Conjuration

Locate Traps

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You can locate a trap or similar object in the ground or in the air or by moving it. The object is invisible to creatures within range. If you are moving an object, the object remains in the ground for the duration. The object can be a simple object, a piece of furniture, or an object of a greater size. The object can have up to 8 + 2 levels of nonmagical construction. You can locate creatures of the same name and level as you spell’s target. The target must be within 5 feet of you when you cast the spell. You can’t move the target more than 5 feet when you cast this spell. Conjuration

Locate treasure

Casting Time: 1 action
Range: 100
Duration: Instantaneous

A spectral creature can locate a treasure within range. If it is no larger than a ten-foot cube, the creature can’t discern the location of the treasure. The creature can also’t examine or locate any object, creature, object of value, or spell of equal or greater level. If the creature is holding a larger object than the object it is holding, the creature is no longer able to examine it. If it is holding a different object than the object it is holding, the creature is unable to examine the object. The creature can examine any object or object of value within range. Transmutation

Locate treasure

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You sense the presence of treasure within range, its contents, and how it was presented to you by a familiar, enemy, or by a greater being within range. The tangible result of this knowledge is determined by the deities of your choice, though it can be different. For example, a warded deity can only possess certain treasure, such as magical tombs or royal tombs, that it can see and possess for its entire service life. A warded deity is particularly vulnerable to damage, especially from magic items, and its servants can‘t appear in illogical ways to harm you. While many warded deities are concerned about the safety of their servants, others protect them from harm, such as by guarding off the exit from which the warded servants pass. If you cast the spell for the first time since you cast it, the spell instantly appears in your hand and is dispensed with. The spell has no effect if you cast it again before concentrating. Divination

Locate treasure

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell reveals the location of a treasure, if any, within range. Until the spell ends, any treasure that is found is lost, and any treasure that is recovered is returned. You can find treasure within range, and the spell can trace its source back to a place you have visited before. For example, you can trace the path of a lost treasure to a house or a nearby building. If you choose to trace the path of a treasure to a different place, the spell can trace that treasure back to you. Enchantment

Locate Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sense the presence of undead within range, allowing you to determine the form of the Undead you see within range. While a zombie is within 1 mile of you, it disappears 1 hour immediately following your walk. Undead can't be targeted by spells or traps. Similarly, spells and traps don't work if a zombie is already within 1 mile of you. If you detect a sneak attack, an arcane spell, or a different spell targeting a creature, the spell that targets the creature is also cast without first targeting the creature. You can’t use spells or traps while a zombie is within 1 mile of you. If you do, the spell's duration is halved, and you make a DC 20 Wisdom saving throw. On a successful save, the spell ends. If you cast this spell again detect magic, the spell has no immediate effect on the creature or a magic-based effect on it, and the spell has no effect on you. Necromancy

Locate Wards

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You invoke the power of a ward on up to 30 creatures within range. If any of these creatures have hit points equal to 1d4 + your spellcasting ability modifier, you can seek the presence of each affected creature in an area you choose and sense its capabilities against its immediate surroundings. While the affected creatures are within 30 feet of the warded area, you can determine their current hit points using your spellcasting ability unlocked above. If you cast this spell on the same area every day for a year, the spell lasts until dispelled. Insect Plague 120 Concentration, up to 1 minute Your stomps wrinkle, forming mites in fevers, that are spread among other creatures. At any time during the duration that a creature is outdoors or in an area that is enclosed by a bridge, a 10-foot high ball gag appears at the edge of the area and ignites the mites there. The ball gag spreads the stomps to other creatures and damages them. The creatures that are within 10 feet of the ball gag have disadvantage on attack rolls against them. A creature that is adjacent to the ball gag has advantage on attack rolls against it. Evocation

Locate Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth the element of water on a surface within range. The

Locate Water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You locate water within range. Choose a point on the ground that you can see within range. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can’t be more than 20 feet deep. The area can be any size. Water can’t pass through barriers, nor can it be pushed or thrown, nor can it be blocked by creatures. The water can be an open pit, a shallow trench, or a well. The water can be a stream, a treetop, or a meadow. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. The water can be an open pit, a shallow trench, or a meadow. A watery mass of water appears in a spot you can see within range. The area is 30 feet in diameter and 30 feet high. The water can be an open pit

Locate Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You locate wind there in a 30-foot-radius sphere and reveal its source. Until the spell ends, this wind blows in a 30-footradius circle, centered on that point. While centered within the circle, you can use a bonus action to sense the direction of any whirlwind that travels in that area. Each time you use this power, your senses are directed toward the whirlwind. You can use your action to sense the angle of any steeple or the direction of a powerful tremor, as well as any other sound you might prefer. If you sense tremor levels 4 or lower, the magic wind that blows from the vortex is interrupted. Divination

Locate Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You call forth the wind from a wind vortex. It is a 10-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The vortex is centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 Wind damage and is knocked prone. A creature can’t be pushed or pushed by the vortex. The creature must also make a Strength saving throw every day. On a successful save, the creature takes half as much damage and isn’t knocked prone. On a failure, the creature takes half as much damage and isn’t knocked prone. The spell ends on a creature if the creature’s Strength or Dexterity score is less than or equal to the spell’s maximum. Conjuration

Locate Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You locate an area of wind that doesn’t exist. You must use a direct line of sight to a point within range. The area has a face that is 20 feet wide and 10 feet tall (your choice). The face can be any of the following: a circle, a flat surface, an overhang, or a vertical line. The face can’t be more than 20 feet in any direction. The face can’t be more than 20 feet in any direction. A 40-foot-tall cylinder of air can be seen from any direction within the face. The face can be completely obscured by other objects, such as trees, rocks, or other structures. The face can’t be difficult terrain. The face can’t be difficult terrain. You can create a 10-foot-radius, 50-foot-high cylinder of air that can be seen from any direction within the face. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage and takes half as much damage on a successful one. A creature can’t pass through the cylinder as a normal creature. The cylinder takes up to 24 hours to fill, and a creature that enters the cylinder for the first time on a turn must

Locate Wind

Casting Time: 1 action
Range: 60
Duration: Self

You locate the wind within a range of 60 feet. The area of the storm is centered on a point you can see within range. The area is 40 feet wide and 10 feet tall. The area appears in a spot you can see within range. The area is centered on a point you can see within range. You can target one or more objects on the ground within the area. The objects must be within 30 feet of each other. The objects can’t be more than 30 feet from each other. The wind you detect can reach 10 miles per hour. The spell’s range is the same as that of the closest spell you cast. The spell’s damage increases by 1d10 for each additional foot you travel. Transmutation

Locate Wind

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You use wind magic to locate a wind-infested area. You can use a flying speed of 60 feet for the spell’s duration, or you can end the spell early and remain on the ground for the duration. The wind is gentle but strong enough to cause minor damage to structures and structures within 5 feet of one another. Divination

Locate Wind

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You sense the direction in which a gust of wind will blow toward a point within range. You need not look at the sky to know that a point is up. Until the spell ends, you can see a direction that you have perceived for 10 + the spell’s range. You can also use this knowledge to locate gusts of wind in a given area, one-way or otherwise. In general, you know a direction that a wind blows in a given area when you cast this spell, and you learn the statistics for that direction when you cast the spell. For example, you can deduce the direction of a gust of wind on a flat surface by studying a section of the ground that you can see. That section is about 1 mile across; if you hold your spell slot open and look at a point in it directly from where you cast this spell, you can deduce the direction by as much as 60 feet. When you cast the spell, you can use your action to search for a current wind that is 1 mile away. You can use your action to do the same thing. If you find a current wind of 30 feet or less in a location you have depicted, you learn the statistics for that wind for the first time in a 5-year period, covering one-thirds of the previous month and ending on the first day of the following month. That spell can also detect wind moves away from a location you have depicted, such as a shop or a cave. Divination

Loki's Acid Arrow

Casting Time: 1 action
Range: 90
Duration: 24 Hours

A spectral boomerang descends upon a target within range, firing arrow beams from its lance. Arrows shoot forth at targets along the ground within 1 mile of the target. Arrows ricochet off the target, and creatures within 10 feet of it take an extra 2d6 acid damage each time they hit with an arrow. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a new spell using only the acid arrow. When you create the bomb, you can use your reaction to use only this bomb spell if the one you use it on has a spell slot of 5th level or higher. The bomb explodes when it strikes a location, using only the fireball spell's fireball effect to do so. The bomb is imbued with magical power and ignites when it strikes a location that doesn’t belong to a primordial, undead, or constructs type of being. Conjuration

Loki’s Breath

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You exhale a small, sticky liquid that must be at least 2 feet in diameter and 1 foot thick. The liquid can be a liquid, a liquid of equal or greater size (10-foot-diameter), or a liquid of equal or greater size (10-foot-diameter). The liquid can be liquid or a liquid that has a range of 30 feet. The liquid has no odor or taste, and it doesn’t cause any other effect. You can target one creature of your choice that you can see within range that is wearing armor or carrying a weapon. The target must succeed on a Wisdom saving throw or take 2d8 poison damage on a failed save or half as much damage on a successful one. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 4th. Necromancy

Lolita's Law

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

A line of nonmagical light 100 feet long and 5 feet wide runs from one point you choose within range to another point within 30 feet directly across a creature’s space on the ground. The cone can run up to 60 feet long and 5 feet wide. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw using a different line of fire, the cone ignites if it is on the ground and at the mouth of the sea, if any. A creature that fails its saving throw using a different line of fire can’t extinguish the mist with a simple suction cup until the spell ends. Evocation

Lollipse

Casting Time: 1 action
Range: 300
Duration: 24 Hours

This spell creates a pool of magical force that protects up to six creatures of your choice within range. Each target is incapacitated and must make a Wisdom saving throw. On a failed save, it takes 14d6 radiant damage and is trapped in the vortex until the spell ends. It is immune to all damage and type of triggering trigger activated by another creature. If a creature

Lore and Memory

Casting Time: 1 action
Range: Self
Duration: 10 Days

A minor enchantment that confines you to a location that is known to us for centuries—a place known to you as home, a place where nothing but its might and strength can be sustained—instants a state of mind that is akin to an instantaneous memory. You choose a location or a mental image created by an illusory link known as a memory object. Because memory is often associated with magic, its best practitioners regard its use as sacred. For example, the magi of a wizard’s school of magic, for centuries, would recall tales of terrible events from their days at the school and would remember the feeling of awe and awe at their memory. Such stories might even become part of a student’s library or a school schedule. Such memories might even fill the walls and ceiling of your memory cell, creating an image that is instantly recognizable to your senses. The memory cell also allows you to recall the moments when you felt an intense urge to run, leap, or slam the desk you are using as an

Lucky Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A stroke of luck or a successful hit point penalty reduces a creature of your choice that it can see within range to a height of 1,000 feet. The creature can reach the top of the

Luminous Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a sphere of light and an orb of light. Each 5-foot cube of the sphere has a radius of 30 feet. The sphere is opaque and can't be seen in the sky. The sphere can be made up of up to 20 cubes or a 1-foot cube. Each cube has its own color. The sphere can be made up of up to three different colors—white, magenta, yellow, or violet. You can designate which color the sphere is made up of, such as blue, green, yellow, or violet. The sphere can also be made up of up to 4 different colors. The sphere can be made up of up to 20 identical or very similar cubes and any cubes that are identical or very similar to the cube you created are unaffected. When you cast this spell, you can designate the cube that you wish to create. You can also specify the cube as a cube of different colors. You can also designate the cube as a cube of any other color. This spell doesn’t target any other creature, other than the creature you designate. The sphere can be made up of up to ten cubes, or a total of up to 20 cubes. When you cast this spell, you can designate any other cube you wish, including any cubes you designate as cubes of the same cube. If you designate a cube as a cube of a cube that you created, you can designate that cube as a cube created by another spell or by another ability. If you designate a cube as a cube created by another spell or by another ability, the spell targets that cube. Conjuration

Lunar Ally

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates a spectral, floating guardian angel for you to protect against hostile creatures, using the statistics presented in the Monster Manual to aid in protecting your creature(s) from being struck by a flying spell. You choose the target as your target, though it must be within 30 feet of you. If a creature would land a strike on the humanoid, it must spend 5 feet of movement for every 5 feet it moves. The spectral guardian angel appears on the ground within 30 feet of you, centered on it. The spell creates a spectral swarm centered on the creature you designated, which moves 10 feet toward the target. The spectral guardian angel remains for the duration, and during this time, it has disadvantage on attack rolls against creatures that aren’t its allies. The spectral guardian angel emits a piercing shriek at the target that can’t be dismissed. The creature must make a Constitution saving throw. On a failed save, it sheds spectral cloud, which spreads to 20 feet everywhere it strikes. Should the cloud reach its maximum area of movement, it travels the entire distance avoiding any creatures or objects affected by it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Abjuration

Lunar Madness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute Choose a creature that you can see within range and that can hear you. It must have seen an object 100 feet in the air (the target

Lunar Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A sphere of magic energy streaks toward a point you choose within range. Each creature in a 5-foot cube centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage. On a successful save, a creature takes half as much damage. The sphere then travels through the cube. Each cube within a 5-foot cube on a trip must be within an area of equal size to or less than the cube’s area. If there is a contiguous contiguous area, the sphere is centered on that area. A creature can use its action to move through a cube of the sphere and up to 10 feet across, or up to 10 feet across, across the cube. A creature can use its action to make a ranged spell attack. The target takes 4d6 psychic damage on a failed save. A creature can use its action to dismiss the spell as an action. As a bonus action, it can make an Intelligence (Investigation) check to discern the location of any other creatures within it. Conjuration

Lunar Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A sphere of force and might erupt from your hand and point in a direction you choose, such as down, toward a creature within range, up, or across an obstacle, wall, or other visible barrier. Until the spell ends, a creature with truesight is unaffected by this spell. Additionally, creatures of a specific kind and qualities that the same kind or sort of creature is affected by this spell are unaffected by it. A creature with truesight is unaffected by this spell. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled. Abjuration

Lunar Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of swirling energy that can reach up to 20 feet in a direction you choose. The sphere spreads out from you and lasts for the duration. You can make a ranged spell attack. On a hit, the sphere is pushed 5 feet away from you. If you end your turn in this way, you are pushed 5 feet away from the sphere. The sphere can't be affected by spells or other magical effects. Evocation

Lunar Sphere

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A sphere of swirling energy appears in a spot of y

our choice that you can see within range. You can place the sphere in a place that isn't within 5 feet of it, that isn't on a plane that isn't your home plane, or that is within 5 miles of a place that isn't on a plane other than your home plane. You can place the sphere in any of the following places: a cave, a forest, a swamp, a grassy field, or a small hill

Lunar Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a sphere of translucent light in a 30-foot-radius sphere centered on a point you choose within range. The sphere spreads out in a 30-foot cube centered on a point that you choose within range. The sphere can be destroyed by using a spell of 7th level or higher. The sphere is made up of up to eight opaque stone shards. Each target must make a Dexterity saving throw. A target takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is increased by 5d6. Transmutation

Lunar Sphere

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You create a sphere of unerring light in a 20-foot cube centered on a point you can see within range. The sphere can be anywhere on the floor or on the ground, and it can’t move, spin, or otherwise affect

Lunar Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a flying spell to erupt in a beam of intense energy that travels through a 60' radius sphere centered on any point on the ground within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 2d4 bludgeoning damage and is restrained. The spell lasts for the spell's duration, and your spellcasting ability scores for the duration. Transmutation

Lunar Touch

Casting Time: 1 action
Range: Self
Duration: 8 Hours

Concentration, up to 1 hour A nonmagical object within range can be touched with an unerring flick of your hand. The object must be securely attached to a weapon or other object of sufficient weight to be able to be moved. You can also use a bonus action to move the object up to 20 feet, and the spell ends when the object becomes fully attached. The object can't be affected by the nonmagical properties of other objects or by the properties of magical effects. When the object is touched, it becomes invisible until the spell ends. Conjuration

Lunar Walk

Casting Time: 1 action
Range: 10 Days
Duration: You teleport yourself to a spot within range and f

ollow a creature you can see. The creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you. The creature can’t be charmed, frightened, or otherwise affected by this spell. The spell can also’t’t trigger telekinetic spells or other forms of teleportation. The creature can’t be charmed, frightened, or otherwise affected by this spell. Conjuration

Lunge

Casting Time: 1 action
Range: 60
Duration: 1 minute

You teleport yourself to a point you can see within range. You can use your reaction to teleport one foot in a direction you chose when you cast this spell. The teleport ends if you teleport while under the influence of any of the following effects. The speller must be aware of the spell and must use appropriate means to teleport to the point you chose. If you cast the spell multiple times, you must cast each one on the same target. You can use one of the two effects to teleport two feet away from the object you were teleporting to. Conjuration

Lunge

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a rock within range that you can see within range. When you cast the spell, choose one of the following options: • Rock up to 10 feet higher than normal, up to 20 feet higher than normal, up to 30 feet higher than normal, up to 40 feet higher than normal. • Rock that isn’t made of rock up to 100 feet tall and that doesn’t have a face or is made of transparent skin can’t be thrown without spending 1 Strength point. • Solid rock that has a depth of 30 feet or less can’t be struck by an attack without spending 1 Strength point. • You make a ranged spell attack against up to five creatures of your choice that you can see within 30 feet of you. On a hit, the target takes 4d10 force damage, and it can’t take reactions until the start of your next turn. On each of your turns, you can use your action to repeat the attack against one creature or a whole creature. The same creature or creature of the choice being unaffected by this spell is also unaffected by its movement. Evocation

Lunge

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You set the foundation for a magnificent plow from which swift movement might take you. Choose a portion of stone or mud that you can see within range, and at the DM’s discretion, you can shape it in any manner you choose. The plow doesn’t need to be horizontal or vertical, nor can it move at all if you allow it to be. The plow gives you the ability to move in any direction. You can use either of the following plow functions. 1. Rotate. You can use this function to rotate the plow 1 foot in one direction and 1 foot out the other. On each of your turns after you use this function, you can use your action to change either way. If you don’t use this function, your plow is undone, but it can be restored to its normal state by making a DC 15 Constitution saving throw. If you do so, a cumulative 25 percent chance of making a new plow turn is restored. If you use this function ten times in a short period of time, you have cast a cumulative spell save of I’d 8 hours, cast a spell of 7 days, and have seen no daylight in six months. You can’t revert to your plow’s normal state and wind down any actions you take, but you can use this function once a day for 1 hour straight. Transmutation

Lurking

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering cylinder of acid or gaseous form that remains for the duration. Choose one creature you can see within range and that can sit on a fallen surface, made of porcelain, for the duration. A creature that can’t be targeted by this spell is also designated as affected by it. The spell doesn’t target constructs or undead. Until the spell ends, when you cast this spell, you can target a creature affected by it with another spell of 3rd or 4th level or higher. The creature must make an Intelligence saving throw. On a failed save, it takes 6d12 acid or 6d12 gaseous form acid, (a creature that can’t be targeted by this spell) or (a creature that can’t be targeted by it). While affected by both spells, the creature’s hit point maximum is halved, and their hit point maximum is increased by 2d12. Finally, while the creature or creature possessing the affected form is under the effects of a polymorph spell, a polymorph spell ends if an effect of the same sort uses its effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total amount of times the target can benefit from a trait change increases by 2d12, with a 1d12 increase for every two slot levels above 4th. Conjuration

Lust Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Briefly slashed, the gaze of the Great Grasp is the weapon of your nightmares. Choose a creature within range, one that you think is familiar to you and whose memory you are strong enough to know well. The creature doesn’t know who it is, but it does know that it cares about you, and that it cares about you. The creature has total cover against you, its gear, and everything it stands in its way to attacking. At the start of each of its turns while you control the target creature, you can use its action to move its gear so that it can be moved only by a creature move or by a similar means. If it moves after using its action to move its gear and move by using its action on each of its turns, it doesn’t need to move on its next turn. During this time, it can also use its action to make a melee spell attack, and it can choose to make the attack using either its action or its effects. The creature is under the effects of the fear spell upon itself, and when it tries to take an action that would deal an attack or hit another creature, the creature falls prone and attempts to take another creature’s ranged weapon attack. The creature is also under the effects of the wands of the bonded creature (including the wands of the creature linked to that creature) when they are used against it. At the DM’s option, the creature must still be bonded to the wands when it makes its next melee attack. If the creature uses its action to make another melee attack, it can make the attack using either its action or its effects, but the creature must be bonded to whatever wands it has bonded to, unless its current wands are out of use. Divination

Lust for Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and gain the following benefits: - You learn new life-saving techniques. You can make a single saving throw against a creature or a nonmagical object that you touch. Alternatively, you can cause a creature or a nonmagical object to become blinded, deafened, or frightened for the spell’s duration. - You create either a magical barrier or a barrier of force. You can create both barriers by using one of the following two options: - You can create a barrier that surrounds a point within range of the spell. The barrier blocks any movement or damage that might occur because of the spell’s area of effect. - You can create a barrier that extends beyond the radius of the barrier. The barrier can be up to 60 feet tall. - You can cast this spell multiple times on the same creature or object. Each time you do so, you can cause the spell’s area of effect to change in some way. - You can extinguish the flames created by this spell with a simple touch. The flame spreads around corners. - You can animate one of the following new creatures within range. - Crab, frog, lizard, or frog-like creature. - Tree, shrub, or patch of wood. - Large or smaller creature. - Large or smaller creature that is carrying an extra weight. - Large or smaller creature that is holding an extra weight. - Large or smaller creature that is carrying an extra weight. - Huge or smaller beast. - Huge or smaller beast that is carrying an extra weight. - Huge or smaller beast that is carrying an extra weight. - Huge or smaller beast that is carrying an extra weight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you affect up to eight additional creatures for each slot level above 1st. Abjuration

Lust for Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and gain the following benefits: - You learn the following spells of your choice from the following sources. - Spell, other, or writing that can affect one of your own - Spell, other, or writing that can affect a creature - Spell, other, or writing that can affect a certain object - Spell, other, or writing that can affect a certain creature - Spell, other, or writing that can affect a certain object - Spell, other, or writing that can affect a certain object At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Lustful grove

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

The grove of trees and plants is a labyrinthine and forbidding labyrinth that serves as a temple to the gods. Each floor is a temple altar, each is a creature, and each space is a labyrinthine and forbidding labyrinth that serves as a temple to the gods. Each floor is a creature’s lair. Undead and constructs are excluded from the temples area. While within the temples area, you can communicate with any creature within 30 feet of the temple,

Lust Whip

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You pull the moisture from the air and lay it gently on a surface within range. The surface becomes lightly dampened if you possess a simple whip or if you have a simple whip of your own. You manipulate the moisture with a simple incantation, raising it so as to make it lightly dampened. The simple whip makes a simple incantation appear as a flame or a jewel. The simple incantation can be used to manipulate any sort of magical material within 30 feet of the surface, such as wood, stone, or metal. It creates an intricate, yet harmless pattern within the material. It creates no force or effect of your choice and doesn—— and isn’t covered by an inscrutable dome. The simple whip can penetrate almost any barrier between you and the surface, but if any are set on the target, it collapses and leaves behind an indent in the ground. If a surface’s moisture level is less than or equal to the moisture level of the surface, a simple whip created by this spell fails entirely. Evocation

Mace of Faith

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You create the wind-chill spell, which summons up to three demons whose challenge rating is equal to or less than the chosen challenge rating. Roll a d4 and assign appropriate spells to each one. Each demon has 11 hit points. Each time the demon takes damage, it becomes charmed by you until the spell ends or the gloom disperses, and the charmed condition ends. The charmed condition can be obeyed by any number of creatures you described, with one exception: You might trigger it to aid in evasive work, or to protect you from certain death. On each of your turns, you can target a specific creature to be charmed by this spell. When you target that creature, you choose the creature as the target and cast the spell as normal, knowing it as a charmed creature. The charmed creature can use an action to make a Wisdom saving throw. On a success, it can use its action to make a Wisdom check against your spell save DC. On a check of 3, the creature becomes charmed by you for the first time on any turn until the spell ends. At the end of each of its turns, a creature charmed by this spell can do anything you choose, and it can repeat the saving throw using either a successful or a failure. Using a successful save to regain control of the situation again ends the spell. This spell allows you to create a temporary reduction to one creature’s challenge rating that would reduce the creature’s size by 5 for the duration. The reduction can’t provoke opportunity attacks, and it can’t create pits or other obstacles in the way of its intended activity. Conjuration

Mace of Malice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose an object that you can see within range. You make a melee attack against one creature of your choice that you can see within range. On a hit, the target takes fire damage equal to your spellcasting ability modifier. On a hit, the target takes poison damage equal to 1d4 + your spellcasting ability modifier. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mace of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to stab a creature you can see within range with an illusory, harmless, glowing mace. The target must succeed on a Wisdom saving throw, or it instantly awakens. It has advantage on the saving throw if it is attacking an object, a structure, or some other visible or invisible phenomenon that would cause the mace to automatically awaken. An attacker that attacks an object, structure, or some other visible or invisible phenomenon that would cause an object, structure, or phenomenon to automatically awaken must use its action to take the attack. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, 1 minuteÃÂÃÂ Enchantment

Mace of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible, mace of the undead that flies around you in a direction you choose. Choose one of the following effects if you have the mace, which you can use to target any creature within 5 feet of you. The mace flies in a straight line up to 30 feet in a direction you choose. When the mace flies, it sheds a bright light that has a range of 100 feet. The light can't illuminate objects, including undead, or it spreads out. When the light ends, the light spreads into space, and the mace flies into the air. Transmutation

Macho Killer�60

Casting Time: 1 action
Range: Instantaneous
Duration: You create a razor-sharp, sharp blade that slices

through flesh and bones and leaves behind it a corrosive odor that can be deafening and deafening. For the duration, your enemies are deaf and blind. Each time you take the Attack roll you make while incapacitated or unconscious, you make the same Attack roll twice. Thick and Grasping Blade. Appearing in a Small or larger nonmagical space within range, this weapon inflicts 3d6 necrotic damage on its wielder. It has a 50 percent chance to bleed if the weapon strikes an enemy that isn’t wearing armor or if the creature’s hit point maximum is less than 30 hit points. The weapon leaves behind a trail of bloody footprints that lead to your lair. When the spell ends, your weapon has a +2 bonus to attack rolls and it has disadvantage on attack rolls against creatures under your control for the duration. Necromancy

Macho Niguel

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself to another unoccupied space on the ground that you can see within range. You can use your movement to enter or leave the suspended location, creating some sort of illusion of your presence. You can enter or leave the suspended state by passing just beyond it and immediately before entering or leaving the space you create. You must have seen the area to succeed in entering or leaving. You can exit the suspended state by triggering an uncontrolled teleportation attempt against the spell’s target. You can also use your action to enter or leave the suspended state by making a melee spell attack against its target. On a hit, the target takes 1d6 psychic damage, and you are taken into the suspended state for the duration. At the end of its turn, the target must make a Wisdom saving throw. It takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. While in the suspended state, the target can’t physically move, cast spells, and take actions. It automatically succeeds on all saving throws it makes before the spell ends, and it is immune to all damage and effects that would normally be mitigated by its suspended state. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation

Maddened Blade

Casting Time: 1 action
Range: 1 round
Duration: You attempt to turn another creature into a hideou

s, spectral blade. The creature must make a Dexterity saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3. Evocation

Maddening Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and imbue it with the power of your god’s potent emissary, manifesting your true colors. Until the spell ends, each creature with a distinguishing symbol (such as a “A” or “B”””) that bears your name is unaffected if that creature can’t be charmed, frightened, possessed, or possessed by you. Creatures immune to your divining magic, such as elves, are unable to perceive you. You learn the visual appearance of each creature in your area, which weaves through the multicolored fabric of the game. You determine the creature’s level by dividing your combat statistics among all creatures in your area. Appearing in an area of your choice that you can see, the creature is imbued with your god’s potent emissary, manifesting your true colors. You learn the visual appearance of each creature in your area, which weaves through the multicolored fabric of the game. Appearing in an area of your choice that you can see, the creature is imbued with your god’s potent emissary, apparenting your deity’s true colors. You learn the visual appearance of each creature in your area, which weaves through the multicolored fabric of the game. At any time after you use this spell to imbue a creature with your divine providence, the creature becomes aware that it has been imbued with your divine providence, and can use your action to make a Wisdom (Perception) check against your spell save DC to recognize the creature and understand its immediate surroundings. If successful, the creature recognizes you as the creature it was imbued withenjoys. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. Divination

Maddening dome

Casting Time: 1 action
Range: 70
Duration: Concentration, up to 10 minutes

You

Maddening energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to emit a multidimensional spectral fissure that ripples in a 20-foot radius around you. Each creature in that area must make a Constitution saving throw. On a failed save, a trapped creature is engulfed in the vortex, with half the normal area for the spell knocked out. If the creature tries to swim away from the vortex, it can make a melee spell attack there. On a hit. it takes 2d6 radiant damage, and the creature must make a Dexterity saving throw. If it fails the save, it falls into the vortex, which sheds bright light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the fissure increases by 5 feet for each slot level above 4th Evocation

Maddening energy field

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 50-foot-radius sphere of swirling, green energy that lasts for the duration. Each creature in that area must make a Dexterity saving throw. It takes 10d 10 force damage on a failed save, or half as much damage on a successful one. The sphere is difficult terrain and is heavily obscured.

Maddening energy stroke

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of intense, swirling energy that leaps from your hand and vanishes when you finish casting the spell. For the duration, each creature you choose within 5 feet of you must succeed on a Constitution saving throw or be pushed up to 5 feet away from you. An unwilling creature must succeed on a Constitution saving throw or become restrained by the burst for the duration. While this spell lasts, you can move up to 10 feet each way you chose. As an action, you can move a solid surface up to 30 feet in a direction you choose. If you are moving across a floor or ceiling, you can continue to move up or down as long as the burst persists. If you move across a ceiling or a section of ceiling that isn’t being worn or carried by someone else, this effect ends. Evocation

Maddening energy surge

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a burst of raging energy, bursting from your target and moving toward him or her. Each creature within 10 feet of you must make a Dexterity saving throw. A creature takes 3d12 piercing damage on a failed saving throw, or half as much damage on a successful one. A creature must also make this save when it moves to attack you. On a failed save, a target has disadvantage on attack rolls and ability checks, and it can't take actions, can't take actions in combat, and is now burning bright flames. A target must make this saving throw the following morning (your choice) or at the end of the current turn (your choice). If a target fails this saving throw, it can’t take an action this turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Maddening fog

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create an invisible fog that fills a 60-foot-radius sphere with fog, centered on a point you can see within 60 feet of you. Until the spell ends, fog covers the area, and fog effects appear on each affected creature. A creature with truesight in it gains that truesight. Transmutation

Maddening Fog

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Flames of Brightness spread across a 15-foot cube of fog. Each creature within range begins a new day by shedding bright light in a 15-foot cube. For the duration, each target sheds bright light in a different color. An affected creature can use its action to exhale the light in a 5-foot radius. Each creature exhaled must succeed on a Constitution saving throw or be pushed 10 feet away from the source of the light. The light is light enough to illuminate objects in its area for 1 hour. The light’s color is neutral. When a creature moves within 1 mile of a source of the light in order to affect it, the creature must succeed on a Dexterity saving throw or become blinded for 1 minute. The light’s brightness and dimness make it difficult for other creatures to see through the light. When the light casts this spell, a 60-foot-radius circle of bright light appears in the shape of a torch around which the light shines. This light can illuminate any area of fog, solid or gas filled with air, that is 10 feet square or 10 feet deep. Each 5-foot-square corner of the circle—called the fog’s perimeter—is full of fog and attracts creatures of your choice that the spell creates in the area, such as beasts or demons. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the dim light spreads to 15 additional feet for each slot level above the 5th. Evocation

Maddening fog

Casting Time: 1 action
Range: 150
Duration: Instantaneous or 1 hour (see below)

You conjure up a fog-like mist that spreads out from a point you can see within range and ends within an area. The area can’t be more than 10 feet wide or more than 30 feet tall. The fog covers a 5-foot-square—less area grants an area around it a radius of up to 60 feet. A creature that starts its turn in the area is blinded, has 3d8 poison damage, and has disadvantage on attack rolls and ability checks. The fog spreads around corners. The area can be destroyed, its area filled, and its area filled-in by other means. If the area is full, a cloud of freezing vapors appears in the nearest unoccupied space behind it. When the vapors appear, each creature within its area must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. A creature that fails the save takes 2d6 cold damage. When a creature successfully saves throws the vapors form into a cloud, each creature within its area must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that successfully saves fails its next turn. Evocation

Maddening Force

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a ringing, piercing scream that originates within range. The spell has a range of 100 feet and can’t reduce damage dealt by less than 50 percent of the spell’s range. On a failed save, the target takes 1d4 necrotic damage, and it can’t take actions this turn. The sound continues to emanate from you, and you gain a flying speed of 60 feet for the duration. Necromancy

Maddening Force

Casting Time: 1 action
Range: Self
Duration: 1 hour

You create a force field extending from an occupied space. Choose one of the following effects: • You create a burst of deafening sound at the same spot as a creature, and the sound can be heard up to 10 miles away. The sound can also be heard through walls, opening doors, and windows, as well as through loose trees. The force field is nearly invisible and can reach up to 10 feet in all directions. For the duration of the spell, nearby creatures that are wearing dark clothing or carrying no more than four light objects are unaffected by the spell. The spell, as well as your surroundings and any creatures that are within it, are unaffected by the force field. Transmutation

Maddening Force

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You create a force field that extends down to 20 feet in a direction you choose. The field is composed of a single large, strong force. The force is strong enough to cause a creature in the field to jump and otherwise harm it. It is difficult terrain and is difficult to move around. At the end of each of its turns, the force field can be summoned by a ranged spell or a ranged weapon attack. When the force field is summoned, the target must succeed on a Constitution saving throw or be pushed 10 feet away from the area of effect. The force fields can be summoned by any number of willing creatures, though they can only be summoned once per turn. The force fields can be destroyed by ranged weapons or magic attacks, as long as the force fields are destroyed. Conjuration

Maddening Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a large, swirling, 10-foot-high (30 m) maddening, maddening furnace that churns matter in a 40-foot cube. Each creature in the cube must make a Constitution saving throw. On a failed save, the cube is turned upside down until the spell ends, then it explodes. Each creature that ends its turn in the cube must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the cube, but any creature or object that isn’t within 100 feet of the cube takes fire damage equal to the damage type chosen for its size. The flames last for the duration. A creature’s speed is reduced by 20 feet for the first time turn. Evocation

Maddening Furnace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a shriek of terrible horror in a location that you can see within range. That spot is a prime location for the dreaded maddening Furnace. It is a place with a cacophony of shrieks and screams, and it can’t be missed. For the duration, each creature within 30 feet of the Furnace that is on the move must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage, and it has disadvantage on the next attack roll it makes before the end of its next turn. The Furnace’s scream has no audible component. While the target is affected by this spell, it has disadvantage on attack rolls that are psychic or psychic related. Conjuration

Maddening Hunger

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A creature you choose within 10 feet of you or within range of a spell of 8th level or higher ends its turn by succeeding on a Strength (Athletics) or Dexterity (Int) check. On a success, the creature’s Hunger ends. Divination

Maddening light

Casting Time: 1 action
Range: 10
Duration: Up to 10 minutes

Your body ignites a dazzling array of tiny lights within reach. Choose one of the following effects with a 50-foot radius. Effect Duration: 1 minute Illusion

Maddening light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Light radiate from you in a 60-foot radius. Each creature within range must make a Dexterity saving throw. A creature takes 4d8 dim light damage on a failed save, or half as much damage on a successful one. At the end of each 1-foot-square on-hit or undercut saving throw, it makes another failed save. Evocation

Maddening light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A beam of light streaks toward a creature within range, causing it to erupt into a raging radiance that lasts for the duration. Each target that starts its turn in the area takes 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Maddening light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Lightning springs from your fingertips to strike up to five creatures of your choice within range. They take 4d6 lightning damage, and each creature in a 5-foot-radius sphere centered on each target must make a Dexterity saving throw. On a failed save, a target takes 3d6 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, a save against this spell's damage type and succeeding one consumes the spell. A creature takes half as much damage on a failed save and half as much damage on a successful one. At Higher Levels. When

Maddening light

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A beam of light streaks toward a creature of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss. the target takes 4d6 bludgeoning damage at the start of your next turn. The spell ends if you drop to 0 hit points. Evocation

Maddening light

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A range of dim light springs from your fingers. Each creature within range must make a Constitution saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is blinded and deafened for 1 minute. At the end of each 1-minute rest, a creature is immune to the damage and is blinded until the end of that creature’s next turn. Transmutation

Maddening light

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You touch one creature and imbue it with power that can extend to rival that of a magic weapon. The target sheds dim light in a 20-foot radius and dim light for an additional 20 feet. This spell has no effect on undead or constructs. The target’s speed is halved, and its hit point maximum is halved. If the target is under the effects of the effects of another spell, that spell, or a spell that targets it directly, the target takes no damage from that effect. Necromancy

Maddening pain

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A pulse of pain shoots forth from you. Each creature in a 5-foot-radius sphere centered on you within range must make a Constitution saving throw. A creature takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. The pain radiates from you in a 30-foot radius, spreading throughout the area. Each time a creature enters the pain’s space within the area that you are within 5 feet of the space, that creature must make a Constitution saving throw. On a failed save, the creature takes 10d6 piercing damage, or half as much damage on a successful save. Conjuration

Maddening pain

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a terrifying pain in the ground in a 10—foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 piercing damage and is paralyzed for the duration. At the end of each of its turns, a paralyzed creature can make a Constitution saving throw. On a success, the creature takes half as much damage and is no longer paralyzed. A restrained creature can use its action to make a Strength (Athletics) check against your spell save DC to fly away. Conjuration

Maddening pain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call out to the spirits of death in an extradimensional space that you can see within range. The spirits appear in unoccupied spaces that you can see within range. A creature that can see red or green lights in the space it occupies must make a Wisdom saving throw. On a failed save, the creature is transported to the other side of the barrier, where it can’t return fire to the creature or take any actions that would allow it to do so. The spirits have no natural barriers between them and neither can they repair damage to them. While this spell lasts, the creatures that can’t be bound by the spell are incapable of attacking the extradimensional entities. The spirits appear in all weathers and times appear on their faces that they appear to be in the worst possible condition for maximum effect. A creature bound by this spell is blinded and deafened in some circumstances and is compelled to move to the nearest safe house. Conjuration

Maddening pain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth an elemental force that shapes the air in a 60-foot cube within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage and is knocked prone. An unarmed creature takes half as much damage and is knocked prone only when it uses its reaction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Maddening pain

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, the target of this spell, blinded by this spell, has deafened skin for the first 20 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is the same as for the target spell slot. Illusion

Maddening radiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a dim, bright, and luminous lightness that lasts for the duration. The lightness is visible only to creatures of your choice within 30 feet of you. The spell ends if you cast it again or if you cast it again protected by an object. The lightness can’t cause flame or acid to escape from a range or attack, and even there the light can’t reach the attacker or the creature it can’t reach, so it can’t enter the creature’s mind or cause the damage it does. Evocation

Maddening radiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You cause an aura of radiance to form at your feet. The aura spreads around corners. It lasts until the spell ends. If you cast this spell multiple times, you can have no more than one part of its duration spent attacking a spell target. When the aura appears, each creature you choose within 60 feet of it must make a Wisdom saving throw. On a failed save, a creature takes 10d6 piercing damage. On a successful save, a creature takes half as much damage. A creature takes half twice as much damage when it starts its turn in this aura. When a creature takes damage, it can make a Constitution saving throw. On a successful save, the creature takes half damage, and the spell ends. On your turn, a creature with truesight and greater invisibility can’t be affected by the spell, though it can still perceive in the aura. This spell can’t activate if you or your companions are attacked by a celestial, an elemental, or a fey. Abjuration

Maddening radiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must succeed on a Strength saving throw or become blinded until the spell ends. The spell ends if you use your action to do so. On a successful save, the target is blinded until the spell ends. Necromancy

Maddening radiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a spectral creature that you can see within range. The spectral creature must succeed on a Wisdom saving throw or become blinded until the spell ends. The spectral creature is friendly to you and your companions for the duration. It is covered by fine clothes, though it has a bluish-green skin and a pointed foot. The spectral creature has resistance to nonmagical damage, and it has resistance to poison. The spectral creature has resistance to all damage except psychic damage. Physical contact with the creature causes it to become deafened for 1 minute. The creature can’t be targeted by any form of antimagic field. Conjuration

Maddening radiance

Casting Time: 1 action
Range: 60
Duration: 1 minute

A radiance springs from a point of your choice that you can see within range. Creatures in a 20-foot radius sphere centered on that point are blinded and deafened in the area. Each target must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Illusion

Maddening radiance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

The first time you have attacked with this spell before the spell ends, you can use your action to move the target 30 feet toward the center of the fissure. If the target moves toward the center of the fissure, it can make a Wisdom saving throw. On a successful save, the spell ends for that target. Evocation

Maddening radiance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure a radiance that spreads out from a point you choose within range. The radiance lasts for the duration, and it spreads to new locations you choose within range. This radiance damages whatever remains of a creature it strikes. It creates noxious vapors, and light radions leap from all directions toward the target. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. The spell ends if you’re holding the item(s). Evocation

Maddening radiance

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

The line of radiance that forms around a point of your choice within range begins to fill a 60-foot-radius sphere with a blue light and moves up to 30 feet in a straight line from there until the spell ends. The glowing line lasts for the duration. When the spell ends, the light causes the sphere to burst, leaving behind a 30-foot-radius sphere that is heavily obscured. The sphere is a solid, opaque object that can be destroyed. When the sphere reaches 0 feet in diameter, it spreads out to 25 feet away from the location where you cast this spell. If the sphere is moved more than 25 feet from where you cast it, the area is heavily obscured. Any creature or object that is within the sphere (including you) takes 5d4 radiant damage, and its speed is reduced by 5 feet until the spell ends. If the sphere is destroyed or the spell ends, any living creatures or objects within it have disadvantage on the attack rolls of the attack. Abjuration

Maddening Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a creature you can see within range. The target takes 1d8 necrotic damage, and the target must succeed on a Constitution saving throw or be blinded until the spell ends. If the target is under the effects of a spell, it can use an action to dismiss it, ending the effect on itself on a success. The target regains all of its hit points when it drops to 0 hit points. If the target drops to 0 hit points, it suffers no effect at all from being affected by spells and other effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Illusion

Maddening Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You charge at a creature you can see within range and project a maddening array of bolts of energy that deal an extra 1d4 necrotic damage to it of their choice that lasts for the spell’s duration. The target must make a Constitution saving throw. On a failed save, it takes 2d4 slashing damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. The spell ends if you are incapacitated or can’t see the target. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Maddening Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a 20 foot-radius sphere of swirling energy that lasts for the spell’s duration. When the sphere appears, each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and is pushed 10 feet away from the center of the sphere. On a successful save, a creature takes half as much damage and is pushed 10 feet away from the center of the sphere. A creature that fails its save against this effect is pushed 10 feet away from the sphere. For the duration, a creature can move across the sphere to reach a different location or to another object. The sphere dissipates when it drops to 0 hit points or when the spell ends. The sphere can’t be dispelled by magic. The sphere also disappears when the spell ends. A creature or object created by this spell’s movement or properties is restrained in the sphere. While the restrained creature is in the sphere, the creature must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from the sphere. At the end of each of its turns, the restrained creature can make a Constitution saving throw. If it succeeds, the creature is restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d6 for each slot level above 4th. Necromancy

Maddening Touch

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch a willing creature. The target assumes the form of a creature for the duration. At the start of each of its turns as a bonus action, you can move the target up to 10 feet in a straight line. If it moves more than 10 feet in a straight line, that line moves with it. At the end of each of its turns, the target gains the ability to move its head to face a creature it can see within 5 miles of it. Conjuration

Maddening wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 20-foot-radius sphere of swirling wind centered on a point you choose within range. The

Maddening wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave your way through the crowd, slowly but surely blocking incoming attacks. Choose a creature that you can see within range. That creature must succeed on a Strength saving throw or take 6d10 piercing damage, and it takes 2d10 bludgeoning damage and 2d10 psychic damage on a failed save, or half as much damage on a successful one. Evocation

Maelk's Hope

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You gain the ability to see through the eyes of creatures you can see within range. You can see through one creature’s eyes, or you can see through an object within range. You don’t have to be within 100 feet of a target to see through the creature’s eyes. Transmutation

Maelstrom (15-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: A swirling mass of 6 feet-foot-deep water spreads

around 15 miles per hour over a 30-mile radius centered on a point you choose within range. The area is heavily obscured. Each creature in the area, other than the creatures that make the casting, must make a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. The area of effect includes all water and solid surfaces, such as dry land, that aren’t covered by earth. Evocation

Maelstrom (30)

Casting Time: 1 action
Range: Instantaneous
Duration: A swirling mass of 5-foot-deep water appears in a

30-foot-radius sphere centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain. Any creature that starts its turn in the area and is already on the ground must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. Evocation

Maelstromal Force

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a burst of intense force that erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn’t pushed. A creature is restrained while in the area. If you cast this spell multiple times, you can have at least one additional effect active at a time. For example, if you cast this spell on a creature that takes fire damage, it can take 1d8 fire damage from the initial effect, and 2d8 fire damage from the second. Evocation

Maelstromalleuth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause up to three pieces of silver to wreathe your face in an aura. Each piece of silver has AC 10 hit points and a Strength score of 5, and it has a AC 20 hit point maximum. The aura lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two additional constructs for each slot level above 6th. A construct must be present to cast the spell. The additional constructs can be any construct in the game (such as a horse or cart driver), up to Medium, and up to Huge. You decide how many additional constructs you create. You might create two more constructs for each slot level above 5th. Divination

Maelstrom Burst

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A bubble appears at a point you can see within range and then dissipates at one creature or object of your choice that you can see within range. The bubble spreads around corners, and its area is heavily obscured. A creature or object that is moved through the bubble is trapped in it. One creature or object can't pass through the bubble. A creature or object can't be damaged by being pushed or shoved by a creature or object inside or outside the bubble. Evocation

Maelstrom deflection

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A mass of 5-footradius, 30-foot-tall whirlpools springs into existence beneath a celestial body, centered on an unoccupied space you choose that you can see within range. The whirlpools create a wide trench that rises upward from the ground to a height of 100 feet. Each creature that starts its turn in the trench 1 foot higher than the trench needs not make a Constitution saving throw. On a failed save, it takes 3d4 bludgeoning damage and is caught in the trench until the spell ends. The sudden entrance creates a 20-foot cube of vortexes on both ends of the creature and creates these vortexes for each turn it takes rest. The vortexes last for 1 hour, after which time they dissipate into smoke if cleared out. Each one affects both the creature and the vortexes. Each creature in the air created by the vortexes has advantage on Strength (Athletics), Dexterity (Wis), and Wisdom (Survival) checks made to pass. Evocation

Maelstrom earthqu120

Casting Time: 1 action
Range: Instantaneous
Duration: You create a swirling, blackly whittling air in a

60-foot cone centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature takes 25 bludgeoning damage on a successful save, and it is stunned for 1 minute. After being stunned for 1 minute, it makes another saving throw. If it fails the saving throw, it reverts to its original location and can’t be moved again until its next turn. Abjuration

Maelstrom Flood

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flood of water appears in a 15-foot cube centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 10d4 bludgeoning damage and is submerged for 10 min. A creature takes a left turn in the water. A creature is trapped in the flood if it reverts to its original plane of existence. Evocation

Maelstrom Flow

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 minute

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on the ground, in a open area, or in a region with limited natural or mangan or mineral resources. The water doesn’t have to be wide or difficult to see; it can be anywhere on the ground or in the air. The water remains for the spell’s duration. Any creature in the area when the spell is cast is pushed to one side of the area to remain in the water. The water remains for the duration of the spell. A creature must succeed on a Dexterity saving throw or fall in the water. If they do so, they are ejected from the area into the nearest unoccupied space of their choice, and the spell ends on that creature. A creature that dons this spell becomes charmed even if it isn’t full charmed by it. Evocation

Maelstrom of Asphodels

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears and swirls in an unoccupied space of your choice that you can see within range. The mass appears at a point within range and disappears within 10 feet of that point. The mass is inert and unaffected by damage or effects that leave it. It disappears when no more than 10 creatures or objects are within it. A creature or an object that is moved by the mass is affected as if it were moving only a finger. Evocation

Maelstrom of Force

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A surge of magical force erupts from a point you choose within range. The point can be a point you choose within range, a small area, up to 100 feet on a side, or a vertical line up to 30 feet on each side. The point can be a point or a mass of floating water. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The shockwave is brief. The point can be returned to you up to 10 minutes later if you are fighting it or if you cast this spell again. Conjuration

Maelstrom of Force

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A swirling mass of 6-foot-high, vertical tentacles appears in your space and moves with you for the duration. The area is 10 feet squares and fills 5 cubic feet of its area’s area. A creature in the area when you cast the spell must succeed on a Strength saving throw or be affected by the tentacles for its entire duration. A creature is affected by any means it chooses, but it must succeed on a Constitution saving throw or become restrained by the tentacles until the spell ends. When a creature starts to become restrained by the tentacles, the creature is pulled away from you and must make a Dexterity saving throw. A creature restrained by the tentacles makes this roll a new Wisdom saving throw each time it ends its turn here or at the DM’s discretion. A creature can take its action and make a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer restrained by the tentacles. A restrained creature can use an action to make a Strength or Dexterity check (its choice) against your spell save DC. If successful, it is freed from the tentacles and can move freely around the area. The area is wide enough for at least three dozen Medium creatures and up to six Medium creatures and one Huge or smaller creature or creature pair. Transmutation

Maelstrom of Force

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a mass of invisible, swirling, churning, or otherwise repulsing force, originating from a different plane of existence. Each creature in a 10-footradius sphere centered on a point you choose within range must succeed on a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The force twists, twists, and otherwise sucks up objects in the area, and any that fail doesn’t take any damage, and it might leave the area. The sphere then vanishes. Any object that fails this saving throw must be severed from its body or it vanishes in a puff of black smoke. A creature takes 20d6 psychic damage on a failed save, or half as much damage on a successful one. When a creature ends its turn in the sphere, it can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. Conjuration

Maelstrom of Force

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a burst of frictions that prevents or slows a creature of your choice that you can see within range. A creature takes 4d8 + 4 bludgeoning damage on a failed save, or half as much damage on a successful one. For the duration, a creature has disadvantage on attack rolls against targets other than you. A creature must succeed on a Constitution saving throw or become restrained in the burst. When a creature starts its turn restrained by the burst, the creature takes 4d8 force damage, or the reduction to 3d8. When the creature finishes its turn restrained by the burst, the creature takes 4d8 force damage, or half as much damage on a successful save. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the burst and is hurled 3d6+4 at a 60-footradius. 10-foot-high pillars of water rise from the ground in bunches around you. These pillars are made of tough, transparent stone, and they have AC 20 and 30 hit points. If damaged, a pillar falls flat on its surface, dealing 3d4 force damage to the creature and forming the wall. The creature remains there until the start of your next turn, when the wall deals an extra 3d4 force damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Conjuration

Maelstrom of Force

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A swirling mass of force springs into existence around you, centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is restrained and takes 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Maelstrom of Force

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a swirling mass of invisible, misty clouds on the ground in a 10-foot radius centered on a point within range. Each cloud bears a different symbol, symbol of an area within range, and a vague, uncertain message about what lies ahead. Each cloud is 20 feet long and 5 feet wide, and has a AC of 10 and 30 hit points per 10-foot radius. The cloudes last for 1 minute or until a strong wind disperses the cloud masses. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is Concentration, up to 10 minutes. When you use an action on a new target’s size in this spell’s scale, choose one of the following options: cloud’s diameter ”size ”size ”growth size ”growth ”size ”level ”level ”2 hours ”level ”1 day ”level ”1 hour ”level ”1 hour”enchantment ”8 hours Abjuration

Maelstrom of Force

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a boom of force that ignites a 5-foot-square sphere of swirling force in a 20—foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere is a hollow cylinder with a diameter of 5 feet on each side. A creature that enters the sphere for the first time on a turn or ends its turn there must make a Strength saving throw or be engulfed in swirling force. The sphere remains for the spell’s duration. A creature that enters the sphere for the first time on a turn starts its turn there engulfed in swirling force. The sphere remains for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Maelstrom of Force

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure up a 5-foot cube of energy that you can see centered on a point within range. The cube is large enough to encompass solid earth, fire, or stone. Each creature in the cube must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage, or half as much damage on a successful one. The cube is heavily infested with magic. On each of your turns, you can use your action to create a line of strong wind extending from the bottom of the cube across a space of your choice that you can see within 30 feet of where you cast this spell. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell with a 9th-level spell slot, you can animate two additional cubes for each slot level above 9th. Evocation

Maelstrom of Force

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a 60-foot-radius area of swirling force centered on a point you can see within range. You can use your action to cause any object or object touching the area to become restrained until the spell ends. A creature restrained by this effect must make a Constitution saving throw. On a failed save, a restrained object or object becomes trapped and cannot move. A restrained object or object is no longer restrained by this spell. Transmutation

Maelstrom of Force

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you choose within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. Evocation

Maelstrom of Force

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wave of force and force, originating somewhere, erupts from your left hand. Each creature other than you in a 30-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw for each area within 5 feet of the point must repeat the move again if the effect persists. As a bonus action, you can move the area up to 30 feet in a straight line, stopping short of pushing it. If you moved the area more than once, each creature other than the starting creature must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one. A Large or larger creature that can see the area assumes a sphere of swirling force centered on that point. Each creature other than you in a 30-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw for each area within 5 feet of the point must repeat the move again if the effect persists. As a bonus action, you can move the area up to 30 feet in a straight line, stopping short of pushing it. Conjuration

Maelstrom of Force

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a force field that extends from the top of your

Maelstrom of Force

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a wave of swirling force in a 10-foot radius at a point you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half as much damage and has advantage on any other saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Maelstrom of Force

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You create an aura of force and then create a vortex of force within range. The aura emanates from you and is visible to creatures within 5 feet of you. The aura lasts for the duration, and each creature in the aura's area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage and must use its action to switch places with the aura. The change lasts for the duration, and the creature must choose an action in its movement on each of its turns. Its action takes you an action. It can use an action to dismiss the change. If it doesn’t use its action when it takes any damage, it must immediately switch places with the new form. A creature who fails its save against this change has its speed halved until the start of your next turn, or until you dismiss the change. Conjuration

Maelstrom of Force

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A wave of force field extends out from you in a 20-foot radius and moves with you, remaining centered on you and reaching for a spot you can see. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Conjuration

Maelstrom of Force

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A wave of force springs into existence in a 30-foot-radius sphere centered on a point of your choice within range. The point of the wave is a point of no return. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The wave then crashes to the ground in a 30-foot-radius sphere centered on that point. A creature or object in the area that is within the wave’s area can make a Strength or Dexterity check against the spell’s saving throw DC. On a failed save, the creature is pushed 10 feet away from the center of the sphere, and the creature is pushed 15 feet away from the center of the sphere from any other creature. Transmutation

Maelstrom of Force

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A mass of swirling force springs into being at a point you choose within range. The point of the force is to expand and expand as you direct. The movement is brief and can't leave a body part for long. At the start of each of your turns, the spell reveals the location of a 20-foot cube of swirling force around a point you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Maelstrom of Transmutation

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A mass of strong force springs into being around you. The force disperses into different places of your choice, such as within a structure, as a sphere, or as a portal. The force is strong enough to create a 12-foot-radius., 20-foot-tall cylinder centered on a point you choose within range. This cylinder is large enough to contain magic items. Until the spell ends, you can use your action to create a beam of force 10 feet long, 10 feet tall, or 2 feet wide. The beam can be as large as or smaller than this blast. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 force damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to dismiss it. Evocation

Maelstrom surge

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A mass of roaring air springs into existence around you. Each creature within range: a creature that isn’t within 500 feet of you or that can’t see you must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The air then thickens into a heavily obscured area, with each foot trail facilitating no movement. A creature must make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration

Maelstrom swarm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A wave of chaotic energy ripples forth from your hand, mimicking the movement of your hand. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails the save against this effect has its speed halved, and it must make a Constitution saving throw at the end of each of its turns. A creature killed by this effect is knocked prone. Evocation

Maelstrom swarm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A wave of churning air disperses creatures and energy, and shimmering green light streaks from one creature to the left and right of the creature. The creature remains in mid-air and can breathe normally. A creature with truesight can see through this cloud and cansee through it. Evocation

Maelstrom swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling mass of 10 to 20 feet long, silvery-white clouds appears in the center of your current space. They float in the air and orbit you for the duration. Any creature or object in the cloud remains suspended in midair. A creature or object that is not hovering can make a Dexterity saving throw. On a success, it can hover and remain suspended in midair. A creature or object that is suspended in midair can make a successful Strength or Dexterity check with Strength using its action to determine whether it is able to move. If it can move, the creature or object is no longer suspended in midair. A creature or object that is suspended in midair can make a Dexterity check with Strength using its action, and the creature or object is no longer suspended in midair. This spell has no effect on undead or constructs. Conjuration

Maelstrom swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A swirling mass of 7-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The area is heavily obscured. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved, and it can’t take reactions. Evocation

Maelstrom swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swarm of frigid gasps of elemental force springs into existence around a point you can see within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The swarm appears in a spot you choose within range and lasts for the duration. If you cast this spell while you are on a plane or a different land than the one you are on, the swarm appears there only when you use your action to move it to a location other than where it appears. If you create a specific area within the swarm, such as at the start of your next turn, you can issue this command only to the swarm: Choose a point you can see within range. If a point is cast into an object or a place’s alchemical properties”s, arcane properties”s, or magical properties”s (for a description), this spell creates an object or a place there that is in need of its restoration. Choose one or more of the following effects when you cast this spell. The effect can be removed by concentrating on your spell slot, or you can make your choice at the end of each of your turns. You can create one additional place you can see within 60 feet of you for each slot level above 7th. Transmutation

Maelstrom Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swirling mass of 5-footwide swirling, 40-foot-long strands of energy erupts from your pointing finger. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage and 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of strands in the area increases by two for each slot level above Ist. Conjuration

Maelstrom swarm

Casting Time: 1 action
Range: 60
Duration: up to 10 minutes

A swirling mass of 5-foot tall, churning, watery-white water appears in a 20-foot-radius sphere centered on a point you choose within range. The area can contain up to 10 creatures. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Creatures that aren’t knocked prone are immune to this effect. A creature that is knocked prone and starts its turn proneing doesn’t take actions and isn’t stunned, frightened, paralyzed, or deafened by the spell. Evocation

Maelstrom Wind

Casting Time: 1 action
Range: 250
Duration: Concentration, up to 1 minute

A string of spinning, 40-foot-long beams of whirling air flows from your pointing finger to a point you choose within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d12 bludgeoning damage and falls prone if it can move beyond the sphere. Additionally, a strong wind (at least 10 miles per hour) blows around the area, dealing 2d12 bludgeoning damage to the creature or object inside. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d12 for each slot level above 2nd. Conjuration

Maelstr Up

Casting Time: 1 action
Range: 30
Duration: Instantaneous

By casting arcane spell, you cause up to three constructs to become animated for the duration. Each creature that starts its turn in the animating animation has advantage on attack rolls against any creature of the chosen size or size, and the animating animate object’s speed decreases by an amount equal to the base animating speed of the animated creature for each slot of your minist power. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the animating creatures lose the benefit of any special abilities, spells, or other effects created by the spell. They gain the ability to do nothing more than perform simple tasks such as standing up or removing a covering, stowing or folding a book, pouring milk or preparing baked goods, folding a blanket, laying down a blanket, lighting a fire, pouring a blanket over a foe, pouring a potion over a friend, pouring wine over

Mage Arcane

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical beast within range and animate it as you wish, provided that you have the Fey transmutation already prepared. The beast has the bane of its existence, and if it has any remaining life, it returns to its mother’s plane, becoming a mindless fiend. The beast is thus impossible to control. The DM might rule that the beast is an aberration and that any reduction to its statistics would affect its statistics. In addition, if the beast is a celestial, fey, fiend (a creature that animates or was a creature in an animated or fey form), or a fiend (a creature that merged into a fiend or was a fiend in an bonded form), the DM might rule that such reduction would reduce the beast’s hit points by 30 for 10 minutes, instead of the normal 30. The change can apply to any level of the beast that you know. Divination

Mage Armor +10

Casting Time: 1 action
Range: 8 Hours
Duration: You touch a willing creature who is familiar to yo

u. You create one of the following effects within range: • You create an instantaneous, harmless sensory effect that predicts where the target is going within 1 hour of arriving at a location where it is located. • You instantaneously light or snuff out a candle within range, a small campfire in a corner, or a small campfire on the ground. • You instantaneously clean or soil an object within range, a soil stump in a space with a yield of 10 pounds or less, or a piece of nonmagical nonliving material in a small bin. • You chill, warm, or flavor up to 20 gallons of nonliving material in a 30-foot cube within range. The spell ends if you cast it again or if you dismiss it as an action. • You create a harmless sensory effect, such as a light sabertail, that predicts where the target is going within 1 hour of arriving at a location where it is located. The spell ends if you cast it again or if you dismiss it as an action. If you cast it again, the non-magical object in its area is no longer on the target’s immediate vicinity and is instead replaced by something entirely different. The magic item then disappears. Transmutation

Mage Armor and Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with the power to assume the protective qualities of any kind it wishes. The target’s base AC becomes 1 + your Dexterity modifier. The spell’s damage increases by 1d10 when you reach

Mage Armor (CL 5th)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and imbue it with the power to assume the form of a muggle. The muggle becomes a magical creature with advantage. The muggle has 30 hit points. It gains the following benefits: • You gain the following benefits: • You can’t use a weapon or a spell’s bonus action to gain the benefit of any other effect • You have resistance to fire damage and lightning damage. • You have resistance to cold damage. • You have resistance to fire damage and lightning damage. • You can’t use a weapon action to mentally control a target you can see within range. • You can target up to 1 willing creature for the first time on a turn or turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases for each slot level above 1st. Transmutation

Mage Armor Offering (CL 10th)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical mace that grants you magical resistance to one damage type of your choice that you can see within range. You retain your normal resistance to that type of damage until the spell ends. If you or any of your companions is blinded, this spell ends for you and any creature on it. Abjuration

Mage Armor Offering (CL 9th)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature that you can see within range. You cause it to gain the following benefits: • You gain the following benefits: • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to cold damage. • You can target up to 1 willing creature for the first time on a turn or turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1 for each slot level above 1st. Transmutation

Mage Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an aura of magical power in the form of a specific aura. The aura lasts for the duration. When you cast this spell, you can designate one of the following effects: • Aura of Maiming. The aura spreads out throughout the target’s body and moves with it, creating a 15-foot diameter circle centered on that point. The circle must be at least 30 feet (10 meters) long and 5 feet (2 meters) wide. • Aura of Eros. The aura spreads out throughout the target’s body and moves with it, creating a 30-foot diameter circle centered on that point. The circle must be at least 30 feet (10 meters) long and 5 feet (2 meters) wide. • Aura of Erupting. The aura spreads out throughout the target’s body and moves with it, creating a 30-foot diameter circle centered on that point. The circle must be at least 30 feet (10 meters) long and 5 feet (2 meters) wide. • Aura of Disintegration. The aura spreads out throughout the target’s body and moves with it, creating a 30-foot diameter circle centered on that point. The circle must be at least 30 feet (10 meters) long and 5 feet (2 meters) wide. At the start of each of your turns, you can designate a different Aura that you have in your spellbook. If you don’t designate a different Aura, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours. Transmutation

Mage Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You evoke an invisible, magical beast within range that lasts for the duration. The beast appears in an unoccupied space that you can see within range. The beast disappears when it drops to 0 hit points or when the spell ends. The beast is invisible and has a false ID. Each time it takes damage, it must succeed on a Intelligence saving throw or be charmed by you for the duration. If you or creature interaction with the beast causes it to become frightened, the spell ends. Divination

Mage Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the duration of the spell, the target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Abjuration

Magebane (lightning) Transmutation

Mage Beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon an unguarded beast, a beast that obeys your

Mage Beast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth the spirits of the dead to aid you in your quest. Choose one of the following options for how long you might be willing to stay in the game: dead, undead, or otherwise. The spirits of the dead can be summoned by other characters, but they can't be summoned by any other spell or other means. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th. Evocation

Mage Beast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a beast that is hostile to you and that can be either friendly or hostile toward you for the duration. If the beast has a friendly soul, it can’t be hostile toward you. The beast can’t attack or otherwise benefit from magic, magic-enforced curses, or the like. Until the spell ends, it takes 10d10 radiant or necrotic damage on a failed save, or half as much damage on a successful one. It can’t cast spells or wield weapons. The beast’s statistics remain the same as normal, except for its coloration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. When you target one more creature for the first time on a turn, you can use an action to cause the creature to make a Wisdom saving throw a number of times equal to 2 + your spellcasting ability modifier. On a successful save, the spell ends. The beast can’t be charmed, frightened, or otherwise affected by spells, magical or otherwise. Divination

Mage Beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call down the roar of a beast beast and summon it to aid you in battle. The beast obeys your commands and can move up to 30 feet in every direction. The beast can be a hostile beast, a humanoid, or a beast of your choice that isn't hostile to you. The beast obeys your commands and can move up to 30 feet in every direction. Any time you touch the beast, it sheds bright light in a 20-foot radius and sheds bright light for an additional 10 feet. The beast sheds bright light for the duration, and if it has a speed of 10 feet or less, the light sheds light for the duration. If the beast has a Strength score of 8 or higher, the light sheds light for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the damage of other creature spells by 1d6 for each slot level above 5th.Evocation

Mage Blade

Casting Time: 1 action
Range: Self (15-20 minutes
Duration: You hurl the Blade at a creature that you can see

within range. Make a melee attack. On a hit, the target takes 1d10 slashing damage. This spell can target a creature that has the attack or casts an effect similar spell on the same spell. On a failed save, the target is immune to this effect. A creature immune to this effect can use its action to make a melee attack against the spell. On a success, it can use its action to create a melee attack against it. On a success, the target takes 1d10 slashing damage, and the spell ends. Enchantment

Mage Bond

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature and give it the ability to comprehend an unknown or magical substance known to it. For the duration, that creature understands concepts no more advanced than a child's brain. For the target to understand concepts that otherwise elude understanding, the target must make a Wisdom saving throw. On a failed save, the target can't understand the meaning of any of the concepts described below. The spell fails if the target’s Wisdom is below 1. Alternatively, the target can fail the spell and be affected only once by this spell. Abjuration

Mage Construct

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your magical magic transforms some nonmagical muggle-born animals or objects you choose within range into beasts of burden and protectors of muggle fortresses. You can use a bonus action to cause a beast of burden to become a divine muggle beast, and you create an aura around it so it assumes the statistics of a celestial or celestial beast. Choose one or more of the following properties while you are casting this spell: • If you cause a celestial or celestial beast to become a divine muggle beast, create an aura around it so it becomes a celestial or celestial beast. • If you cause a creature or object created by an effect that creates a primordial offering to become a celestial or celestial beast, create an aura so it becomes a celestial or celestial beast. • If you banish a celestial or celestial beast created by an effect that creates a primordial offering to an unoccupied space on the ground, the beast returns to its home plane, but it is barred from entering the Ethereal Plane and has limited access to all other planes of existence. It neither harms nor defends itself from hostile creatures. If it enters the Ethereal Plane and attains the highest Wisdom (Perception) level, it travels the full distance into the Ethereal Plane, even if it travels at the DM’s discretion. If it fails the saving throw sought to’t cross the line, it immediately descends into the Ethereal Plane to reappear in the nearest unoccupied space when it visits. Divination

Mage Construct

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beast of warded, stone-encrusted armor made of wrought iron or iron ore. The beast is Medium, size, and light (contained within a 30-foot cube), and it has resistance to damage originating from nonmagical weapon attacks. The beast is immune to all damage and conditions until it drops dead. While immune to this damage, the beast is prone and can’t move. When the beast drops to 0 hit points, it disappears, leaving behind no physical form and

Magecraft

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Create a

Magecraft

Casting Time: 1 action
Range: 120
Duration: 10 minutes

You create one fine machete, a spear

Magecraft

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a magical weapon that is a melee weapon with the following functions: • A simple melee weapon attack that misses or can’t reach you must first be made with the weapon. If the attack hits a creature, the target is charmed. If the attack hits a Medium or smaller creature, the target is charmed. If the attack hits a Large or smaller creature, the target is charmed.

Magecraft

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You craft a magical beast, a plant, a plant spirit, or two

Magecraft

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You craft a simple beast or plant artifact that has a material component that can be crafted as an offering to a deity or a willing creature. The item can be a simple trellis, a satchel, a helm, a spear, a cudgel, a cord, a rope, or any other suitable material that can fit inside the creature’s space and that fits within a 5-foot cube.

Magecraft

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an invisible, magical portal to a magical place that looks much like your real home, but made of simple stone. You can open the portal by speaking to a nonmagical beast, a plant, or some other magical object that you can see within range. A nonmagical beast can't open a portal. You can also give up to one hundred feet in height to a statue of a nonmagical beast you choose that you can see within 30 feet of the portal, or to a structure that is up to 200 feet on each side. You can shape the portal as you see fit, but it must be no higher than Medium (for example, you can shape an opening as thick as a wall into a labyrinth or a portal as small and wide as a chair), requiring only a single wish spell to open. You can also use any Material Component known to you to fill the opening you create. The portal remains open for the duration to allow you to conjure a similar portal from the same material component, which you can do without spending extra effort. You can use only one portal at a time, provided that portal lasts for the duration. When you create the portal, you can direct its flow from one spell of your choice you cast to another spell of your choice you can cast instantaneously, benefiting from the same restrictions as instantaneous magic, provided that you have the creature’s best guess at where the portal is made. You can create a duplicate portal as a bonus action on each of your turns to move the portal so that it appears in a random location on the ground or a square to the left of the entrance to a long corridor. Conjuration

Magecraft

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create one of the following special effects within range: • Make two nonmagical daggers of unknown shape and color; tear them up and weave them around yourself as a seamless fabric; or • Hurl a single, simple object made of stone or mud, made of lash or cloud, in a specific direction and visible only to creatures of your choice within that direction. The effect lasts for the duration. A spell that specifically targets a particular creature uses different spell slots to determine which slot is used, so create your own. Choose one or more of the following effects. The effect lasts for the duration, but can be reduced in whole or as part of a spell slot. • Make a ranged spell attack. On a hit, the target deals 3d10 + 1d6 damage. Whether you hit or miss, the spell then ends. • Stunning. You cause a creature to slam shut against a wall and have disadvantage on attack rolls against you for the next 5 minutes. If the creature has 24 hit points, it takes 14d6 necrotic damage (less than 1 hit point at the start of your next turn) or 12d6 + 1d6 necrotic damage (roll for each hit point). On a failed save, the creature’s hit point maximum is halved until it is no longer needed. If you cast this spell with an 8 or greater heart, the spell ends early if the creature fails its saving throw to resist the spell. Transmutation

Magecraft

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical beast in a location that you can see within range. The beast must be within 30 feet of you. The beast can’t be charmed, frightened, or otherwise controlled by you. The beast can’t possess, but must share a common plane of existence with a willing creature of the same plane. The beast’s statistics are as follows: Small Medium Large 2 or fewer 3 or fewer 4 or fewer 5 or fewer 6 or fewer 7 or fewer 8 or fewer 9 or fewer 10 or fewer 11 or fewer 12 or fewer 13 or fewer 14 or fewer 15 or fewer 16 or fewer 17 or fewer 18 or fewer 19 or fewer 20 or fewer 21 or fewer 22 or fewer 23 or fewer 24 or fewer 25 or fewer 26 or fewer 27 or fewer 28 or fewer 29 or fewer 30 or fewer 31 or fewer 32 or fewer 33 or fewer 34 or fewer 35 or fewer 36 or fewer 37 or fewer 38 or fewer 39 or fewer 40 or fewer 41 or fewer 42 or fewer 43 or fewer 44 or fewer 45 or fewer 46 or fewer 47 or fewer 48 or fewer 49 or fewer 50 or fewer 51 or fewer 52 or fewer 53 or fewer 54 or fewer 55 or fewer 56 or fewer 57 or fewer 58 or fewer 59 or fewer 60 or fewer 61 or fewer 62 or fewer 63 or fewer 64 or fewer 65 or fewer 66 or fewer 67 or fewer _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Magecraft

Casting Time: 1 action
Range: 500
Duration: 24 Hours

You craft magical tools or implements that can be infused with magic or bonded to a creature. Choose tools made from magical amber, emerald, or yellowish-greenish gemstone, as your spellcasting ability is contested by the tools' spellcasting ability. You decide what types of magical tools the tools have and how they can be infused. If you are casting spell and have an Intelligence of 3 or lower, the magic artifact created by this spell is magic equivalent to the magic tool you cast. If you are casting an Intelligence of 5 or lower, you can create a similar magic tool using an Intelligence of 4. Using any of the tools created by this spell grants you a conjuration spell slot of the chosen tool instead of casting it. Transmutation

Magecraft AbilityBooster

Casting Time: 1 action
Range: Touch
Duration: Create a wish spell and give it a bonus or an expe

nse. You can animate two additional magic buttons so long as they aren’t worn by creatures or worn by creatures themselves. You choose the bonus or expense, based on how much magic the two buttons can affect. For example, you could make a wish that the moon could rise and banish vampires to oblivion. You could cause them to disappear into oblivion or become magics that protect against such spells. You could also cause them to disappear at the end of your next turn, ending their turn so they can attack you again. The magic buttons can’t be changed while you are within 500 feet of them. If you cast this spell using a spell slot of 4th level or higher, a magic button appears at the top of your mind and on your spell-like surface, rather than somewhere else. You can use a bonus action to cause the magic button to move to a place you choose, which has a 10-foot radius and isn’t on your plane of existence. You issue the wish spell and let go of the slot you used to cast it. When you do so, both the magic button and the spell vanish from your mind, and you can’t cast or use a spell for 1 minute after you cast the spell again. At the end of every 1 days, you can issue another wish spell as an action. You can’t change the way the magic buttons behave, but you can animate and reassert control over them for the duration, making them fully animate or reassert control over themselves even if they are worn. When you issue the wish spell, you also choose how the magic buttons might operate, whether they can animate or reassert control over them, and whether they can affect a creature within 30 feet of the magic button. You can use this spell on up to three creatures and animate no more than once. The spell ends if you use your full reaction. When you cast this spell again, you must use your full reaction, which must be quick and accurate. If your magic button is damaged, you can have it restored to life only by accident. Touch Concentration, up to 1 hour You touch one willing creature that isn’t entirely unconscious. For the duration, the target can make a Wisdom saving throw, taking 5d10 psychic damage on a failed save, or half as much damage on a successful save. On a failed save, the target also gains advantage on Wisdom saving throws, and it can’t take reactions until the start of its next turn. On a successful save, the spell ends for it. Abjuration

Magecraft Abjuration

Magecraft

Casting Time: 1 action
Range: Protection
Duration: 30

Until dispelled You choose a nonmagical weapon or spell of 5th level or lower that you can cast and that has a range of touch and that fits within a circle that you can see. You choose one of the following protection effects when you cast this spell, which lasts until the end of your next turn. For the duration, the spell has no abilities, spells, or other magical effects. It simply regards its target as being within its circle of power, and the spell fails if the target is ever outside the circle. The spell fails if you use your action to create another spell of 5th level or lower, if you have no memory of the spell, or if you create a spell of 5th level or higher but that fails if you are concentrating and can no longer take notes. Abjuration

Magecraft

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a magical beast or other magical phenomenon with power, which lasts for the duration or until you choose to end the spell. This spell lasts for the duration or until you dismiss it. The spell is a magical effect, but it has no effect on it. It can be cast as part of normal casting, as part of a spell's normal component, as a bonus action on your turn, or as a part of a concentration check. Transmutation

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 10 days

You touch a willing creature to create a simple tool used only by a specified kind of artisan. The spell fails each of its turns for the duration. The tool might be as simple as a quill, a scroll, an arcane lock, or a similar device. You shape the tool so that any creature you choose that isn’t an artisan must be within 1 mile of the tool for its creation, or a creature must be within 15 feet of the tool for the spell’s effect. The tool’s weight and shape aren’t affected by any circumstance or if you choose one of the elemental proficiencies of the chosen tool, it doesn’t automatically automatically take a -2 penalty to AC and weapon damage rolls against creatures with a Strength of at least 2 and at least 2 levels higher than you (your choice). If you choose a tool created by a spell, the spell fails if its spell slot is empty, if the tool’s contents contain slivers of gold that can fit through gaps in wall or other structure, and if any of the bits of metal in the space you occupy fits within a slot other than the one you use for the spell slot, the spell fails. (Your spellcasting ability and material component count as 1dlWmin. if you are using an equivalent material component.) Transmutation

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 10

You touch a willing creature. For the duration, the target has blindsight into the invisible plane. For the first time in a month, an affected creature can’t be targeted by a malady, spell, or other magical effect and can use its action before it acts, using its reaction. The target’s Intelligence score decreases by two, and it becomes fatigued. At the end of each of its turns, the target can use its action to move up to its speed so that it can reach its daily activity. Transmutation

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 1 hour

A muggle-born wizard or witch has infused an unoccupied 5th-level spell slot with a spectral component, creating a spectral mote on the target. For the duration, the mote glows in a spectral pattern that mimics the spectral elements of the target. You can imbue the mote with the power to turn mists of quivering mists in the

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A nonmagical spirit appears and whispers words to you in the presence of a Medium or smaller beast within range. Until the spell ends, the spirit is friendly to you and your companions for the duration. You can use your action to speak the message if you are fighting it or attacking it. If you do, the spirit speaks aloud in the language of the beast for its entire duration. The message can be understood only by creatures of the chosen size category, if you choose that creature, and only by creatures of that size category. The message is likely to capture thought or to reveal secret emotions, but it usually lacks the capacity to carry out its intended purpose. While the spirit speaks, you can make a magical incantation or a command spell for it that specifically states that the spirit speak the message. Alternatively, you can cause the magic incantation to fail and the incantation to remain in effect for the duration. Finally, you can direct the spirit to accompany you when you enter the room (typically because you have no other means to escape). When you cast the spell, you can specify creatures you can see within 5 feet of you. Any creature seen within 5 feet of you is depicted as the creature it was described from first to best. If you specify an area of unoccupied space that is occupied by a creature and that is also occupied by a creature, the creature that escaped is depicted as being within 5 feet of the creature depicted in the incantation. Conjuration

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By touching a willing creature, you draw the power of nature’s magic into the creation of mending spells and other magical items used to repair worn or broken equipment. For the duration, the creature has advantage on one Strength or Dexterity saving throw. Whether the spell is cast or failed, the repair fails and the creature is restored to full alignment. Transmutation

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature, and the task at hand is complete. Until the spell ends, you have proficiency with a particular weapon or armor set the target is wearing. For the duration, the target gains proficiency in one skill of your choice that you can see (your choice), and gains a +1 bonus to the attack roll and saving throw, and makes the attack roll with that skill. Transmutation

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch an object that you can see within range. The spell ends if you cast this spell again on the target. The spell doesn’t need to be cast again during this casting. Abjuration

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and exchange a mortal link to life for a mundane service rendered. The link grants the creature limited telepathic abilities and could help plan future attacks. As an action, you can direct the link between yourself and the target, which has its own language and an understanding of the two cultures' magical traditions, up to your proficiency bonus equals 10 + your druid level. The spell ends for you and your companions if you or your companions are slain while casting it. Illusion

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and place it within range, creating magic and shaping its destiny. Choose an alchemical item that you can see within range or one of the following options: an elemental artifact or a mundane magical item, such as a scroll, that is found within 30 feet of the target. You or a willing creature you touch can create an elemental suit, create spell slots for the elemental and create its own magic items using those options, or choose one of the following magical effects. The elemental's magic can be dispelled by dispel magic, magical enchantments, or a legendary fate spell cast by an aligned divinity. The elemental is protected from fire and cold, and it sheds bright light in a 30-foot radius and dim light for an extra 20 feet. The elemental can shed bright light in a 30-foot radius and dim light in a dimly lit area of the elemental’s space. When a creature enters the elemental’s space for the first time on a

Magecraft

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature. For the duration, the target has a simple ability and can craft any magical item within range. Nothing else can be touched or crafted. You and the target can instantaneously craft any item created by this spell. It takes 1d4 + 10 long rest magic items for the spell to complete. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you and the target can craft up to one additional item for each slot level above 6th. Transmutation

Magecraft

Casting Time: 1 action
Range: Touch
Duration: ConcentrationUntil dispelled

You choose a plant or an area within range that is friendly to you and that is no larger than a 20 foot cube. You touch the affected creature and issue soothing magic to it. Until the spell ends, the plant creates 100 feet of foliage that is suspended 10 feet above the ground. You can then cause the plant to animate up to six additional feet of foliage for each slot level above 3rd. You can also create trees or shrubs, among other plants, within the radius of the plant, causing them to animate as if they were made of lentils or roots. The plant creates 100 feet of foliage, lighted and 5 feet tall. If you cast this spell multiple times, you can have up to three trees removed while maintaining the illusion. At each new casting, each plant grows to 5 feet in height, though it can’t exceed 10 feet tall. The illusion lasts for the duration or until someone uses a spell to break off the illusion or, if the illusion lasts for more than 1 minute, the spell ends. Transmutation

Magecraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. The target takes 4d8 necrotic damage, and the target automatically regains hit points equal to

Magecraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a simple magic door on ground that you can see within range. You can make the door even though you have seen nothing there before. It can’t have a slot nor step or latch; instead, you can use a bonus action to open a door that can open a chest, a chest slot, a chest plate, a plate or pocket, as well as a pocket or a gate, that contains a set of magically bound spells or other arcane spellbooks. When your wish is met, you cast the spell without regard to the container and cast the spell on the ground or on the ground without any traps or barriers, if such traps or barriers exist. Transmutation

Magecraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and grant it the gift of the Mantle of Mould, granting it the ability to craft magical tools. You or your companions craft magical tools that aren't necessarily bound by any other divine or mundane arrangement. While the tool is in your possession, the creature attains the maximum number of hit points it can safely hold while you and your companions craft the tool. The DM has no authority to determine whether the creature can craft the tool. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the DM can’t determine the maximum number of hit points of a particular weapon that you or your companions craft, but can determine that it is produced by an ordinary tool. Conjuration

Magecraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and bestow magic for the duration. It has the same properties as simple mending and repair, and doesn’t require any special knowledge of magic items or the new magic item creation rules. For the duration

Magecraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a sensor within range that looks for weaknesses in one creature’s magic and creates a special eye that can discern magic weaknesses within a 60-foot cube. You choose a point within range and that you can see is bright light within 30 feet. For the duration, the eye can discern one or more of the following: acid, cold, poison, curse, profane language, or wood elemental weaknesses, as determined by the spell’s proficiencies and the kind of magic the sensor is made on. The sensor can spot a weakness, detect an illusion, detect magic, detect sign, detect fey, detect magic circle, detect weakness, detect poisonous, detect poison, detect fey, detect poison, Detect Gnome symbol, detect plant, detect magic circle, detect poisonous tree, detect poison, detect plant, detect magic circle, detect divination, detect entangle, detect divination, detect locate secret door, detect  stupendous flaws, detect audible flaw, detect gust, detect gust, detect stream (10 feet), spike (10 feet), torpedo (10 feet), or slip (10 feet). Each of these senses is based on a single fact or feeling, such as a creature’s sense of direction, temperature, or pressure. A weakness discerns by the sensors is one that the DM determines might be appropriate—as a rule of thumb, a weakness of 10 feet might trigger a weakness of up to 1 foot in an inch in a 10-foot section of the wood. Divination

Magecraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a living creature and give it the ability to craft magical items and other magical effects. For the duration, the target gains a +1 bonus on the ability checks and ability checks of any creatures that are within 5 feet of you. Transmutation

Magecraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a living creature and give it the ability to craft magical items and other magical effects. For the duration, the target gains a +1 bonus on the ability checks of any creatures that are within 5 feet of you. Divination

Magecraft

Casting Time: 1 action
Range: Touch
Duration: Unlock

This spell allows you to create magical abi-logs, images, or other magical illusions of your choice, at the DMurchment level of your choice that you can see within range. As an action, you create such a magical abi-log. You can mimic an area of magic, magical barrier, or other magical effect, either physical or perceived, that has a 5th- or a 6th—level component, based on the type of magic barrier you choose. Alternatively, you can create an illusion of a certain kind, such as a temple dedicated to a specific god, a secret temple dedicated to a deity, or a symbol worn by a certain group of people. If the symbol appears to be created of more than one magic abi-log, the magical alteration fails, and the abi-log becomes permanent. This spell fails if you expend any might or other nonmagical energy elsewhere in the spell’s duration. You can use your action to dismiss this spell. When you dismiss it, you can deal an extra 1d6 damage to your target. To a nonmagical creature, the spell is an illusion. You can't use it to create a permanent object, an unoccupied space, or a place that isn’t magical. You can banish the abi-log in a manner similar to the manner you cast this spell, ending its life in the location you chose. To a nonmagical creature, the spell is an elaborate spell. It would end a permanent effect on your target. To a nonmagical creature, the spell is a modified version of a permanent spell you cast. So, to banish the illusion in this way, you would use an attack roll, an attack modifier, or a different spell slot, replacing the existing one with appropriate effect. Such a banishment would have no effect if you cast this spell using a 5th-level spell slot or 3rd-level spell slot, respectively. The abi-log is an illusion made of metal or stone that has the textured form of a willing creature and that has a 5th-level slot, called "instantaneous", slotting into the illusion. If you cast this spell using a spell slot of 3rd level or lower, you can instantaneously transform the instant the textured form is read to a creature with a 60th-level slot, as with a successful dispel magic spell. Similarly, you can use this spell's instantaneous form to assume the form of a creature for the duration; in this case, you would transform the textured form into an ooze (your choice which slot to choose), a giant frog (your choice which slot to use), a rat (your choice which slot to use), a bat (your choice which slot to use), or a big mackerel (your choice which slot to use). The transformation can be ended by paying a spell penalty or by spending an action that mentally handles the transformation properly. Transmutation

Magecraft

Casting Time: 1 action
Range: Unlimited
Duration: 1 Hour

A transmute magical beast you choose that you can see within range transmutes into a mace of abjuration. You choose a muggle-made weapon or armor made from hide or stone and that can be held or wielded by an alchemist. You also choose the mace made from crack, or a piece of metal that is bonded to a handle, and the mace costs 3 times as much to make. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can use your action to create a new mace made from crack or a piece of metal bonded to a handle. When you use your action on each of your subsequent turns until the spell ends, you can re-imagine your mace as a mace made of crack or a piece of metal made from handle. Transmutation

Mage Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, the creature takes an extra 1d6 fire damage. The fire damage increases by 1d6 for each slot level above 1

Mage Growth

Casting Time: 1 action
Range: 30
Duration: Until the spell ends, the growth of mists fills th

e air around you, sprouting mists at points along your body. Each 1 foot of growth costs 5 feet of movement, and you must spend 5 feet of movement for this spell’s effect to grow to full size. A typical growth looks like this: • A tree trunk shaped like a mare appears in the center of a 20-foot cube centered on that point. This growth lasts for the duration of the spell or until a wind of change blows in to fill the space between you and the tree. • A vine shaped like a lion appears on the ground within 5 feet of a point you choose within range. This growth lasts for the duration or until you move out of the ground within 5 feet of it. • A pond shaped like a frog appears on the ground within 5 feet of it. This growth lasts for the duration or until you move out of the ground within 5 feet of it. The ground within 5 feet of a point you choose within range produces a cone of bright light in a 5-foot radius around it. The light spreads around corners, and it creates a 20-foot cube of dim light centered on a point within range. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Evocation

Mage Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell extends the life of any willing creature you have made with an Intelligence (Investigation) or Wisdom (Insight) check. When you cast the spell, you decide what kind of creatures are grown for the spell’s duration. If you cast the spell on a Huge or smaller creature (your choice), the creature becomes Huge or smaller until the spell ends. Magical growth also extends life spans, even when used on creatures other than Huge or smaller. Once per long rest, the creature grows to reach 1 foot more than it already has, and that growth can continue. For the duration, the creature has light, cold, or fire resistance, and its speed can’t exceed the speed of light. If the creature is set on fire, the flames are extinguished within 30 feet of

Mage Growth

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

An illusory leaf sprouts from your finger. The leaf remains there for the duration, growing into and extending out of your hand in an arc for the duration. You can make the leaf flutter or rippling, giving it a more ornate appearance. The leaf can reach up to 60 feet long and is translucent. For the duration, the leaf glows in a 30-degree coloration of your choice. During the spell’s duration, the leaf sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When the leaf sheds this light, you can change its color. To a creature’s left, you can change its brightness and darken it. Additionally, an invisible leaf that sheds bright light in a 20-foot radius that you can see within range sheds dim light evil within 20 feet of it. If you create an invisible leaf that sheds bright light in a 20 foot radius, the spell ends, for that creature. The leaf glows in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled or reduced to 0 hit points. If you cast it using a spell slot of 7th level or higher, the spell lasts until dispelled or reduced to 0 hit points. Transmutation

Mage Growth

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Mage Hands

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You possess up to ten spectral fingertips that sprout from your body or appear within range to guide your magic. Choose three creatures you can see within range, using a DC 20 Intelligence or Wisdom effect, and you give each to your choice of one of the following tasks. Both tasks are possible for you: killing one humanoid or two creatures, or creating multiple creatures (contained within a single large body). Your tasks can target any of the creatures you designated when you cast the spell, but you can designate any specific creatures you designated when you cast the spell. To do so, you must use a separate effect from the same spell, or you can make a separate spell’s damage take 2d10. If your task targets three creatures, you must roll a d4 and add the number rolled to the attack roll you make using that effect; otherwise, your attack rolls are reduced to half of those of the creature you designated. The spell fails if you cast it without first preparing it for what it takes, for example, by preparing a new weapon, armor, or weapon of a legendary kind. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Transmutation

Magellanic Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Instantaneous, you touch a Medium or smaller creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d8 bludgeoning damage and is restrained by this spell for the duration. On a successful save, the creature can be freed by casting this spell again. If you cast it again, you can target a different Medium or smaller creature if you and the target are on the same plane of existence. If you do so, the creature is restrained by this spell for the duration. At Higher Levels

Mage Lore

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes it possible for a land elemental summoned by a

Mage Lore

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose a place within range that you find fascinating, mysterious, or terrifying. You choose from a list of creatures and magical messages that inform your everyday activities and your choice of messages that accompany your daily activities. The magic messages range from simple to terrifying, depending on the message, the message requires concentration, and where you are concerned, the spell fails and no spell appears. The spells succeed if you cast these spells the same day as your class’s wizard’s general arcane arts class activity or at the end of your next long rest. When you cast this spell, you must have cast at least 1 full-level spell, including the message, at least once. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cast up to three messages at a time. Each message must be audible within 30 feet of you. Each message can contain a subject line, a spell description, and an explanation of why the message fails or doesn’t work. Each message details a specific circumstance that must be addressed within a message, such as the location of a location or the name and title of its leader. Once addressed, the message then fails and the spell ends. A message describing an event that took place when you cast this spell fails and can’t be explained in 4 words. The spell ends if you cast it again. Enchantment

Mage Lore

Casting Time: 1 action
Range: Touch
Duration: 1 Day

You invoke the power of nature to bind a deity within your space. One creature you can see within range must succeed on a Dexterity saving throw or be bound. If a creature attempts to cast a spell inside your space, the spell fails and becomes magical. Creatures affected by this spell make the saving throw at the end of each of their turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher. the duration is 1 year. Abjuration

Mage Lore

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a simple living creature. Until the spell ends, the creature has 1 hit point. After you cast the spell, you can use your action to mentally command the creature if its hit point total is greater than the number of hit points you have available. You can specify a simple—anything from simple spells to potions of might to magic item magic items to potions of speed to arcane spell of greater restoration to bestow upon the creature a different kind of supernatural power. If the creature chooses a magic item, you command it to deliver a potent illusion that foils both death and life, shedding light on a location or a dark room within range. If you command the creature to do anything that would harm another creature, it acts in accordance with its nature and chooses what action it will take on that action. You decide what action it will take for its action on that action, and you have the final say on the outcome. If you don't have a final say on the outcome, the illusion leaves a mark on the creature. Creatures and magical creatures that follow the DM’s alignment and/or the Monster Manual obey this spell. If you command the creature to do anything harmful to another creature, you can specify a sequence of commands that would cause the creature to follow a pattern that would reveal the truth about the object being observed (no action required by you). The creature must follow the pattern on its next turn after it treats you as if you were the object. If you command the creature to do something harmful to another creature, it obeys whatever you specify on its next turn, as long as you don’t instruct it to do so. Using only the most general instructions you make to the creature can cause it to fall short of its normal uses in combat. When you cast the spell, you can make a new one that takes 1d4 + 1 levels. For the spell’s duration, the creature can reroll any number of dices it makes to determine its own level of protection against death. Abjuration

Mage Lore

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, a creature you touch is dedicated to the service of the living only by providing nourishment and other services, such as cleaning, lighting fires, or serving as a proxy for the dead. The target also appears in the silent darkness of the mists for the duration—within 30 feet of it, or half as far away as you currently are. The spell creates an illusion that a living creature is fighting another creature within 30 feet of it, such as that of a giant skeletal warrior or a hulking lich. The target of this spell has a 100 percent chance to succeed on a Charisma saving throw against fear effects. The saving throw consists of another spell, such as darkvision or darkvision out to a range of 60 feet, that you can cast while the illusion lasts. When the spell ends, the creature awakens and attempts to make another Wisdom saving throw at the DM’s option, using your spellcasting ability instead of concentrating. On a successful save, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or replace the arm or hand of a legendary fiend for the duration. You replace the arm or hand with a construct of 5th level or lower. Necromancy

Mage magic

Casting Time: 1 action
Range: 30
Duration: Special

Shade of Mirth This spell creates a dazzling array of bright light, akin to a roaring lion, that fills a 40-footradius sphere centered on a point you choose within range. Each creature under the spell within five miles of it must make a Wisdom saving throw. On a failed save, a creature takes 1d4 radiant damage and is blinded for

Mage magic

Casting Time: 1 action
Range: Duration ‐1 Hour
Duration: This spell allows an awakened fiend to extend its

life span in some other manner, albeit in a different form (such as by attaining a higher intelligence or gaining a new talent). The duration depends on the nature of the rite, the potency of the magic, and the kind of magic used. For example, a primordial summoning spell could set an awakened fiend to extend its life span in an attempt to drain its life force. Alternatively, perhaps a greater restoration spell could set an awakened fiend on a path of healing, possibly extending its life beyond normalcy. If your magic determines that a rite is magical, the duration is a function of that magic. For example, a primordial summoning spell could cast the rite on a primordial, a beast, or an undead creature, giving it an additional 10 years or 10 pounds of life (if you choose, the duration also lasts for the duration). Alternatively, if your magic determines that a magic item is magical, the duration also lasts for the maximum benefit it can give the item (equivalent to the minimum benefit offered by a staff item), if any. Finally, if you have cast a spell that would extend an awakened fiend's life span, the spell could be dispelled by a simple dispel magic spell on the target that uses the nature of the beast or undead as its patron. The spell lasts until dispelled. A dispel magic spell removes a mundane spell or a harmful spell cast on a target that uses a magic spell automatically. The spell removes a conjured weapon, staff, clairvoyance circle, or scroll. The spell fails if the elemental w ells or a fiend animates the w ells. For the duration, the summoned beast is aware of and immune to all damage, poison, curse, phantasmal influence, and other spell attacks. The summoned beast disappears when the spell ends. The conjured weapon can store up to two nonmagical ranged weapons of your choice, but you can place only one weapon within 30 feet of it when you cast this spell. These nonweapons are always destroyed. Divination

Mage magic

Casting Time: 1 action
Range: Self
Duration: 10 Days

You cast this spell to imbue a creature with magical power. Each target in a 40-foot radius sphere centered on a point of your choice within range becomes an elementalist. The spell enchants the target with magical power. When the spell ends, the target becomes a fiend, though it remains hostile to you and can’t attack. Divination

Mage magic

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a humanoid. The spell’s magic becomes visible to it. Until the spell ends, the spell’s target can see and hear you as if it were standing still. The target can’t see through a barred door, or through a magical door that prevents it from perceiving or perceiving something that would affect its vision. Abjuration

Mage Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You choose any number of nonmagical trees within range, along with a spectral servant that you can see within range. Your faithful servant is friendly to you, raising its level from 1 to 5. You can’t make a melee attack with the servant until it dies, and its damage increases by 1d6 at the end of each of its turns. When the servant dies, any creature that uses its action to eat or drink regains 4d6 hit points. If you cast this spell while your servant is still alive and willing, any disease that would have killed it would have reduced it to 0 hit points instead; if reduced to 1 hit point, your servant would wither and become

Mage Master

Casting Time: 1 action
Range: 30
Duration: Investiture

Concentration, up to 1 hour As you choose an area of magical force that you can see that is difficult to see or that is nearly invisible to the naked eye, you create one of the following magical effects within range: • You instantly teleport a willing creature of your choice that you can see within range to another location within range,

Mage Master

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You choose one willing humanoid you touch and grant it a +1 bonus to the Armor Class, and you heal the target up to half as quickly. For the duration, the target deals no damage. If it fails its saving throw, it can use an action to return to the number of hit points it had before the spell ends. This spell has no effect on undead or constructs. If the spell ends before the target recovers from a wound, its healing effect ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Mage Master

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You choose one nonmagical object that you can see within range and that fits within an unoccupied 5-foot cube. The object is impervious to damage, and it disappears when it drops to 0 hit points or when the spell ends. The magic item is protected by a protective magic item slot, which can be found beneath your melee weapon. You choose a creature type and/or a spell of 3rd level or lower, such as arcanum or berserk, to be affected. You can use magic items from that type to create other magic items. For example, you might create an item created by a warding spell, an artifact created by an arcane spell, or an artifact created by a similar effect. If you create a magic weapon, magic sling, or similar magic weapon from the warded weapon (but not from the created item), you can use that magic item to create an equivalent magic item (such as a steed, a sabertooth, or a dagger). Additionally, if you create a magic item from an artifact, you can craft such an item from an artifact (but not from the created item). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by

Mage Meteors

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spectral, undead creature appears in a nonmagical area and has the power to speak the language of other creatures. The target is a spectral, undead creature. The target knows the language of all creatures of its kind. It has the power to speak the language of all creatures of its kind, but not of creatures that aren’t undead. The target must be a human, a Medium, a Large, or a Medium. The target can cast the spell twice, in a row. It can also cast the spell once, on a current roll. The spell ends if the target is killed by a spell of 3rd level or higher. The target can have up to five of its hit points of the chosen target as a bonus action on each roll. The target can also have up to four of its hit points of the target’s choice as an action on each of its turns. As a bonus action on each of its turns, it can use its action to issue an edict of his or her will, which he or she can understand. If the edict is made with enough force and forcefulness to cause damage, the target must make

Mageport

Casting Time: 1 action
Range: 150
Duration: 10 Days

You create a specific magical effect within a certain distance of another creature’s space and cause that creature to tremble in fear. Until the spell ends, you can move up to 10 feet in any direction along the ground in the area and cause the same effect as the creature described above. You can also cause the ground in the area to become difficult terrain. The soil becomes muddy and appears slick and smooth until the spell ends. Alternatively, you can cause the ground in the area to become normal terrain. If you maintain your concentration on this spell for its full duration, you also double the number of conditions you can make for each condition. While these conditions are being met, a mote sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t create more than one mote at a time. You can also use this spell to create multiple mote levels, creating wreaths of green light in each mote’s area for each creature. This spell ignores plants and trees in the area, and you can’t create a vortex in the mote’s area and create a barrier that blocks exits to the mote’s area. Transmutation

Mageport

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You teleport yourself to an unoccupied space you can see within range. You choose a point you can see within range and use magic to move it in a direction you choose. Then, with advantage if a point is already occupied, you instantly teleport all that way to that point. If you move more than 100 feet away from that point, you also instantly teleport all the way to a location where you cast the spell. You also automatically gain the teleportation property, which is good if you are fighting a celestial, fey, or fiend (your choice). If you cast this spell multiple times, you can have up to three times the number of times you need to use your own spell slot to have the property visualized. You can also have up to three willing creatures. For the duration, an incorporeal creature has advantage on attack rolls against fey, fiends, and undead. Transmutation

Mage Rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 5-foot-high, 20-foot-high, 3-foot-deep pit. The pit is furnished with a pile of rubble, stone, and soil. Each creature within 5 feet of the pile must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit is heavily obscured and contains a labyrinthine labyrinthine maze. Each creature in the pit must make a Charisma saving throw at the beginning of each of its turns. A creature takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes 1d6 bludgeoning damage and is restrained. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Mage's Blessing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and imbue it with the power to grant one of the following benefits. The target gains the benefit of the duration of the spell. For example, if you cast this spell for the first time each day for a year, the duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Divination

Mage's Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature that you can see within

Mage’’s Dispel Magic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You cause a magical spell to erupt from a distance. Until the spell ends, any creatures that are affected by the spell can’t be charmed, frightened, or otherwise affected by it. Any creature that becomes frightened, frightened, or otherwise affected by the spell or who has been charmed or frightened by it must make a Wisdom saving throw. On a failed save, a creature takes 1d6 necrotic damage. A creature damaged by such a spell can’t regain hit points from it until it uses its action to regain its hit points. The damage increases by 1d6 when you reach 5, 10, or 15 feet of height. Illusion

Mage Sense

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You can sense the minds of creatures within range. You can determine the nature of those creatures and their moods. While your senses are discernible, you can sense the nature of an existing target and its current state. You

Mage's Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You or one of your companions appears in a location you choose within range. The spell lasts for the duration, and you can use your action to create a magical beast’s familiar for the duration. A familiar can be any creature of your choice that you can see within range, but it can’t be a creature or a construct. The familiar doesn’t have to be a creature, but it can’t be one. The familiar is friendly to you and your companions. The creature can be any creature that you have seen or heard in combat, though it must be humanoid or construct. While the familiar is on the ground, it has advantage on attack rolls against creatures that are partly covered by feet. The familiar can speak and understand your language, though it can’t cast spells. The familiar can identify you as a creature, though it doesn’t know you are one. The familiar doesn’t benefit from any special senses available to you, such as smell, taste, or touch. When the spell ends, the familiar disappears and you gain the benefits of any other effects described in that spell slot. Enchantment

Mage’s Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You or one of your companions appears in a location you choose within range. The spell lasts for the duration, and you can use your action to create a magical beast’s familiar for the duration. A familiar can be any creature of your choice that you can see within range, but it can’t be a creature or a construct. The familiar doesn’t have to be a creature, but it can’t be one. The familiar can’t be charmed by this spell, and it can’t be possessed by any being that can give it the wish to be charmed. The creature can’t be possessed by any spell or other magic, but it can’t be possessed by any kind of evil. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create a magical beast’s familiar for the duration. You can specify other conditions that can be met by the spell, such as whether the beast can hear you, and what it can’t see. Necromancy

Mage's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch or touch a creature and it becomes a familiar for the duration. The creature must make a Wisdom saving throw. On a failed save, it becomes frightened for the spell’s duration. On a successful save, it becomes friendly until the spell ends. The creature is then moved to another point on the ground and can make a Dexterity saving throw at the end of each of its turns. On a failed save, it is no longer frightened until the spell ends. Conjuration

Mage's Fleeance

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a mace of mace to slam against your head, sending flying creatures at your direction and sending up to 1 additional mace of mace flying at your direction. As many creatures as you can reach deal an extra 1d8 bludgeoning damage to you if you or another creature you choose is within 500 feet of the mace. Aspen Thorns Touch 2 days Concentration, up to 1 hour You create a thorn that can cover an object up to 100 feet tall. Make a melee spell attack with the thorn. On a hit, the target takes 1d6 bludgeoning damage and is pushed 10 feet away from the target. The thorn can’t be reduced. Enchantment

Magesfoot

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell fills all Medium and smaller objects in reach with shadow that can cover them. A creature with a Strength of 12 or lower can use its action to make a Strength (Athletics) check against your spell save DC. On a success, you summon the willing creature to bear witness to the horrors of the Feywild. Choose up to eight willing creatures that you can see within range. One of the creatures must be within 30 feet of you or able to see you. It must be able to see you, and it does so in a specific way. You decide what sort of creature it is, and how it moves while you are within 30 feet of you. It can’t attack you, or use reactions that it doesn’t understand. As an action, you can mentally command any creature you designate to a particular spell of the specified kind (your choice at the start of your turn, or at the end of your turn, depending on the creature’s nature). The general DM tells you how the creature behaves, and you must know the creature’s nature so that magic and spells that target it deal with it, on par, or below your proficiency bonus. Enchantment

Mage's Hand

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You grasp an object that you can see within range, imbuing it with magic. While the object is in the air, the target has advantage on Dexterity (incl. Strength) checks to move or attack. The object has AC 20 and 10 hit points. Transmutation

Mage's Hand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a hand of divine power that cuts through the defenses of a willing creature. The hand is made of metal and can penetrate any armor or other barrier the target is wearing or carrying. The hand must be within 100 feet of the target and must be wearing or carrying no more than 50 percent of the target’s current height. The hand can’t extend beyond 100 feet. Conjuration

Mage's Hand pione�Primal mace

Casting Time: 1 action
Range: 30
Duration: Instantaneously’sigilate a humanoid within range.

The target can’t be charmed, but it must then make a Constitution saving throw. On a failed save, the target takes the weapon’s normal attack action on an equal or higher of its speed. On a successful save, the target takes 10d6 x 2 weapon damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 9d6 x 2 weapon damage. Evocation

Mage Shapechange

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You choose a creature shape you can see within range, such as a hulking humanoid with four legs and a long nose, a pointed tail, or a bearded man or woman with three legs and three horns. The creature must make a Wisdom saving throw. It takes 7d6 bl

Mage Shell

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a silver, shimmering protective shell composed of magical force that extends out toward a creature you choose within range. Until the spell ends, the shell appears at the creature’s location within 1 mile of it. The creature is surrounded on all sides by a translucent force field, which can be difficult to remove. The force keeps a creature outside for the spell’s duration, while the creature remains

Mage Shell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral demon appears in a 30-foot-radius sphere centered on a point you can see within range. Until the spell ends, the demon can manifest as a fiend. It must be within 30 feet of you and can’t be targeted by spells or by any other means. Conjuration

Mage's Kiss (Self)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A feisty creature you touch is charmed by you for the first time. Until the spell ends, the target is charmed only by the one you described as friendly. For the duration, the target has advantage on any Charisma or Magic checks you make to find out what kind of magical force there is. Otherwise, the target is charmed by you for the first time. You can do this at your leisure. Otherwise, you have disadvantage on all saving throws made by the target and an additional 1d6 damage. If the target isn’t on track, it must make a Constitution saving throw. Your choice grants you a +1 bonus on

Mage Slayer

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You cause an undead creature that you can see within range to attack for the first time on a turn or on a turn that starts on a turn’s current turn. The target takes 7d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Enchantment

Mage Slayer

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following slimes. You can make one of the slimes a spectral, a half-ling, or a half-lion. You must be within 5 feet of the target when you create the creature. When you cast this spell, you can choose a spectral creature that you can see within 5 feet of you. The target must be within 5 feet of you when you create it. The target must be within the range of the spell. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create up to ten slimes of your choice that you can see within range. You can create up to ten slimes at a time. You can create up to ten slimes at a time by using a spell slot one slot higher than the one you used for creating the creature and a shorter duration. For example, you can create ten slimes by casting the spell twice and then casting the spell three times. Evocation

Mage's Mark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A manticore that you can see with your own free will appears in an unoccupied space of your choice within range. The manticore disappears when it drops to 0 hit points or when the spell ends. The spell ends if you cast this spell again or dismiss it. Abjuration

Mage's Mind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing creature you can see within range. You can touch the target again at any time, provided that you aren't incapacitated. You can designate a new target for the spell’s duration. The target must be within 30 feet of you when you choose the spell’s duration, and it can’t be charmed or frightened. The target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and is charmed or frightened by the spell until the spell ends. On a successful save, the spell ends. Transmutation

Mage's Minute Meteors

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a message that silences the surrounding darkness. This spellfor the duration or until you use your action to cast the spell, summons up to ten nonmagical mending creatures you can see within range. Each creature summoned must make a Constitution saving throw. On a failed save, the creature becomes diseased and must be cured by poison this turn. If the creature returns to normal after suffering damage, it is freed, and any excess damage carries over to its original condition. The DM chooses the appropriate disease condition for which the lowest saving throw DC is equal to 10 + your spellcasting ability modifier. The creature’s disease’s duration is 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional diseased creature for each slot level above 5th. The diseased creatures must be within 30 feet of you when you cast the spell. Illusion

Mage spell

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You select an area of magic that you can see that physically affects one creature that you can see within range. The target must make a Wisdom saving throw to avoid being affected. While affected by this spell, any creature that can’t be charmed succeeds on a Wisdom saving throw only if it can’t be affected by more than one spell of the spell. When you cast this spell and as a bonus action on your subsequent turns you can use your action to make a Charisma saving throw to end the effect, ensuring that its Wisdom is vouchsafed against the spell’s caster. Abjuration

Mage Spellblade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a weapon you touch with the power of the mace. If you cast this spell on a creature other than you, the spell ends. The spell can

Mage spell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You and one humanoid you can see within range take an action. You and the target take 2d6 psychic damage. The spell ends when the spell ends. Evocation

Mage Spells

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and bestow upon it the ability to reshape the reality behind its beloved mantel. For the duration, this spell allows willing creatures to understand the meaning of all its messages and decisions, and to understand your own desires and the interests of its followers. The touch enables you to manipulate their emotions, telling them simple and powerful tales. When approached by one of these creatures, you have the power to cause them a brief respite of reality. Alternatively, you can cause the creature to erupt into a violent and bloody war. Both scenarios must be attempted before you cast the spell. If the creature attempts to strike you with an attack during the spell’s duration, your attack deals double the normal damage. In addition, if the creature uses an action to speak a message of up to four words, it deals an additional 2d4 lightning damage to the target, who is blinded and deafened before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Abjuration

Mage Spellwrack

Casting Time: 1 action
Range: 30
Duration: 1 hour

The touch of your favorite divinity w ills you for the duration. You have a limited telepathic link with the wily beasts of the Nine Hells, and upon touching you, w ills the following creatures and things that aren’t on the Material Plane: celestials, elementals, fey, fiends, or undead. At the completion of your next long rest, the divinity grants you a new spell or a new ability, which you can use to dismiss the spell. The spell can’t be more widely cast, nor can it be restored to a creature if it’s already dead. Whenever the divinity calls you to cast a spell of 7th level or lower, and without casting a spell of 7th level or lower, dismiss it using the same spell slot as the new spell. When you cast the spell, or

Mage's power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that you can see within range and cause it to transform into a creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 psychic damage. If the target is a Huge or smaller creature, the target is no longer affected by this spell. Conjuration

Mages prayer

Casting Time: 1 action
Range: Self
Duration: 10 Days

For the duration, you have advantage on prayer checks you make before the spell ends. You also have advantage on any Divine Right or Divine Favor you cast to affect only one creature or one nonmagical being within 30 feet of you, instead of using your own turn. When you cast the spell and as a bonus action on your next turn you can use your action to issue a prayer of holy symbol worship, reciting the same words over and over again. The spell inscribes a special meaning onto the Word of Wisdom you desire, and within 24 hours after you cast, you can issue the same spell again (creatures and other creatures are unaffected by this spell). If

Mage's Shadow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Choose one of the following effects when you cast this spell: • You gain the benefits of any of the following effects • You gain Condition • You gain Condition • You gain Condition • You gain Condition • You gain • You have advantage on attack rolls against the target. • You have advantage on Wisdom saving throws against being frightened by an illusion • You have disadvantage on attack rolls against the target. Transmutation

Mage's Stone Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause stone walls to form around you. Each wall has a thickness of 10 feet and can be up to 10 feet thick. Constructs and creatures of Medium size or smaller can’t be pushed or shoved through the walls. When a wall appears in the space, a creature must make a Dexterity saving throw. On a failed save, a creature takes 3d12 damage and is pushed 10 feet away from the wall. The wall is a hard surface, and its walls can be difficult to break. A wall formed by this spell, however, can be broken only by a successful Strength or Dexterity check. The wall is hard enough for creatures of Medium size or smaller, but difficult enough for creatures of Medium or smaller. A wall created by this spell can be breached or breached by melee attacks. Creatures of Medium size or smaller can’t be pushed through the wall, and when a wall is breached or breached, it is surrounded on all sides. The wall is surrounded by magical barriers, which can be breached by spells or magical means. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause a wall of stone to appear at a location you choose within range. The wall lasts for 1 minute, and it disappears when it drops to 0 hit points or when the spell ends. Transmutation

Mage Stone

Casting Time: 1 action
Range: 150
Duration: 2 Days

This spell creates a magical stone at the edge of your body that guards against being used against you. It lasts for the duration or until you use an action to dismiss it. You can use your action to dismiss it. It instantly appears and disappears, reappears in a spot of your choice within range, and disappears at your side. You can also use a bonus action on a subsequent turn of yours to cause the stone to disappear. After a long rest, you can dismiss this spell. It consumes no fuel and can be dispelled by dispel magic. After the spell ends, your flesh and bones return to normal, though you retain your rings, teeth, legs, claws, and so on. You can’t use reactions to regain expended health or hit points. Similarly, a creature’s senses return to its normal state, though it must be within 30 feet of you for this to happen. You can‘t use reactions to dismiss this spell. It simply ends the spell. This spell's nature is unknown, but it is likely that it is an illusion. You have resistance to nonmagical damage, and the resistance to damage you deal to anything inside it ends if you are ever outside the spell’s range. Evocation

Mage Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a stone in the center of your space that you can see within range. When you cast this spell, you choose one of the following effects. The stone disappears when you finish a long rest. You can’t return to it during this spell’s duration. Fire ¼ Fire ¼ Cold ¼ Lightning ¼ Poison ¼ Poison ¼ Lightning At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll. Poison ¼ Poison ¼ Poison ¼ Poison ¼ Poison At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll. Lightning ¼ Lightning ¼ Lightning ¼ Lightning At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll. Poison ¼ Poison ¼ Poison ¼ Poison ¼ Poison At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll. Lightning ¼ Lightning ¼ Lightning ¼ Lightning At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the stone disappears when you finish a long rest. When you use an action to create an object that is being worn or carried by a creature other than you, you can use a bonus action on each of your turns to cause the stone to disappear. Each time you do so, you must make a new attack roll. Transmutation

Mage Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a stone on the ground of a place you designate. Choose an area of ground you can see within range. The area must be within 30 feet of a place you designate. The ground must be flat or wavy, and it must contain no more than 10 feet of floor space or more than 100 feet of floor space. The ground must be within 20 feet of any place you designate. At the end of each of its turns, a creature can use an action to cause the stone to crumble. If it does so, it takes 2d8 bludgeoning damage and is knocked prone. Evocation

Mage Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a simple stone on the ground that is 20 feet long and 10 feet high. The stone is made of a material that is both stone and wood, and weighs no more than 300 pounds. You decide how long it takes to create the stone. The stone is magically infused with a certain magical power. The stone can be made of any material that you choose, such as wood, stone, stone tools, stone furniture, stone jewelry, stone tools, or stone jewelry, but you can also create any material that you choose from a variety of materials. If you create the stone from a different material, the stone is made from the same material that you made the stone from. Constructs and undead creatures can use their action to make the same stone. While the stone is created, any creature that can see it must succeed on a Dexterity saving throw or take 2d8 force damage. The stone is made of the same material as the stone, and any creature that can see it must also succeed on a Dexterity saving throw or take 2d8 damage. The stone requires at least 6 hours to create, while the spell ends after 60 days. Necromancy

Mage Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You or a creature you touch attacks a creature within range. The attack deals an extra 1d6 force damage to the target. Evocation

Mage Stone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a new magical stone that can be used to create magic items, weapons, or equipment. The spell’s initial effect is to temporarily teleport a willing creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target can’t be moved to a different location until the spell ends. The spell ends if the target’s Intelligence or Wisdom is less than or equal to the number rolled. While the target is being teleported, it can’t speak, cast spells, or otherwise interact with the spell. If the target makes a Wisdom saving throw while teleporting to another location, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 10 days. When you use a spell slot of 7th level or higher, the duration is 1 year. Divination

Mage Stone

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

The stone shapes a creature’s appearance and functions. The creature must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Mage Stone

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You construct a stone structure that appears to be a piece of stone, but only if your Intelligence and Wisdom are at least 10. You must spend at least 5 minutes casting the spell. You can cast this spell multiple times, with one additional effect each time. When the spell ends, you can use your action to teleport a willing creature to the surface of the earth or the water within range. The creature can’t be targeted by spells or magic, though it can make verbal and somatic connections. Divination

Mage Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a stone talisman composed of elemental force and magically imbued with a calming force, imbuing it with an illusion of an area within range to protect it from hostile creatures. The stone has the following properties: - It prevents other magic items from remaining within the talisman container, blocking attacks and creating traps. - The creation can't take effect when the stone is on the same plane of existence as the item’s cordon line, such as a wall or a talisman, or when the magic item strikes it. - The stone can create three levels of protection from poison, two levels of protection from cold, and one level of protection from fire. This protection extends into the entire talisman body. - A magic item created by this spell creates a glyph inscribed on the globe. Scroll Fragment. You can send glyph glyphs into the space or manner of another creature to create a new glyph. When a creature chooses which glyph to create, it can write in the glyph with little effort, and it can’t take any actions that would trigger an action that exposed an action or glyph. The creature only needs to write a line perpendicular to the w dir of the action that exposed the action or glyph. To create the glyph, a creature must be within range of the glyph and understand the glyph perfectly. If the creature uses its action to write a glyph on the globe, that creature must succeed on an Intelligence (Investigation) check against your spell save DC to recognize the glyph and dismiss the glyph glyph. You determine which glyph glyph is created by studying the glyph. The glyph is purely magical and lacks the appearance or function of a written message. While the glyph appears in an area of magic that is friendly to you or a creature within your reach, the glyph is a messenger glyph. When you create the glyph, you can use your action to designate a message that can be delivered to a creature if it is within 1 mile of the glyph and that recognizes the glyph properly. The glyph conveys a message, but it lacks the potency and the clarity to deliver the message. If the messenger fails your check against your DM’s spell save DC, the message is delivered to the creature, not to you. The messenger is an illusion that can only be delivered to a creature that has the messenger glyph. If you send the message using the messenger glyph, your action to deliver it fails. You make a written message that recalls the contents of the scroll, as well as any messages that you might have if the message were sent from a different creature to a messenger. You decide what message to deliver and how, before removing it, the messenger appears in the middle of the page. The magic item created by the glyph is sent to the mouth of a humanoid that you choose within 30 feet of you. The mouth moves 30 feet each time it moves 30 feet, and if you choose this spell with another creature or with a creature, your magic item takes 20d6 bludgeoning damage, and it strikes the creature before it can make a weapon attack, saving throw, or attack move. If you use your spellcasting ability to cast this spell, your magic item also deals 20d6 bludgeoning damage to the creature if it isn’t fighting or using the reaction to make a weapon attack. Transmutation Teleportation Unlimited 8 Hours This spell allows a creature who can’t be guided higher than Medium to fly using teleportation. You choose a point you can see within range. A creature that can see the point is able to see out to the Ethereal Plane. For the duration, an unwilling creature that targets a creature traveling with the creature at a point within 5 feet of the

Mage Stone

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a nonmagical construct and imbue it with the power to create a sort of magically animated magical stone. Choose a stone or a piece of stone or a sphere of stone or a similar shapely surface that you can see and that fits within a 5-foot cube. You imbue the constructs magic in one of the following ways: • Each creature of 2nd level or higher can be imbued with an equivalent spell of 2nd level or lower, if the creature’s Strength and Dexterity are 1 or less; • You cause a target to make an Intelligence saving throw, taking 6d8 damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can create one additional magic stone for each target. Additionally, you can animate two more magic stones for each target. As the spell finishes, you can use your bonus action to combine them, creating a Huge or smaller magic stone. Make twice as much noise as normal. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have magic stone created up to the maximum size allowed by this spell. You can also adjust the weight of the stone so that it is neither heavier nor lighter. When you use the spell again, you can create two additional stone for each target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic stone created by this spell can be created up to the maximum size allowed by both spells. The magic stone can be created up to the maximum weight allowed by both spells. Transmutation

Mage Stone

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell provides the material components for shaping the natural stone used for casting spells of your choice you cast within range. You must use a different material component for each slot level above 3rd. You can even use magic to combine different materials for each slot level above 2nd. For example, you could create a stone bridge from dirt and stone, two layers of stone, covered with a layer of dust, and then use magic to create a seamless surface. As you shape the stone, you can change its ins and outs, creating branching, bumpy, or tangles. Your DM might favor simple shapes over complex ones. You can shape a solid rock 10 feet in diameter, 5 feet tall and weighing 10 pounds, up to the extent that the weight of the rock can be carried up to 20 pounds. You can also shape a thin sheet of stone up to 10 feet thick, up to 10 feet high, and 20 feet thick, though this weight is not being carried by the stone. You can choose whether the stone forms panels or supports, allowing you to make panels that span 40 feet or more, or a truss that spans 80 feet. You can use only one truss per panel. Each panel must be contiguous with another one, and each spans at least 5 feet. A panel that is too small to fit in the middle of a large panel can be barred or separated from it altogether. Each panel is affixed to a creature surface and appears in an unoccupied space of the creature’s choice, occupied by constructs or undead. The spell creates two paths for creatures of the chosen kind within 30 feet of one another. For each path created, an extra 5 feet of travel is made, and the DM adds the new distance to the creature’s statistics. Transmutation

Mage Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and create a stone that is made of earth, stone, or water. The stone is made of the same material as the creature’s equipment (the same sort of tools, the same tools, the same tools). The stone’s material properties are determined by the creature’s alignment. Stone has a flat surface, and water has a vertical surface. When the spell ends, the stone appears in the appropriate place on the floor. The stone persists for 1 hour. Transmutation

Mage Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A stone ring of magical force emanates from you in a 5-foot radius, centered on you. You create a magic loop of magical force in a creature’s space within 5 feet of you. The magic lasts for the duration. The ring can be worn or carried as normal, but it can’t affect the target. The ring protects it from direct damage, and you can’t affect the target with spells or objects that might affect it. As an action, you can cause a creature that can fit the ring to move or become invisible. The affected creature takes 1d6 radiant damage per 1 foot of movement. The ring can’t be worn or carried. Conjuration

Mage Summoning�Concentration, up to 1 minute Choose a creature within range. The target receives 5d6 necrotic damage. Each creature in the area must make a Constitution saving throw. On a failed save, the target is charmed until the spell ends. A target that succeeds on this saving throw can then use a reaction to teleport to another location in the same space. As the spell ends, the target takes 4d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times the spell ends is increased by 1 for each slot level above 6th.Abjuration

Mage Summoning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a creature within range. The target takes 10d6 necrotic damage as a bonus action on each of its turns. The target can choose to become an undead creature or a creature of your choice. While you are casting the spell, an undead creature gains the following benefits: • The target can use a bonus action to make an Intelligence (Investigation) check against your spell save DC, or it can use its action to make a Wisdom saving throw. • The target can use its action to speak a spell of 1st level or higher and understand the language of the spell. • The target can use its action to speak a spell of 2nd level or higher and understand the language of the spell. • The target can use its action to communicate a spell of 3rd level or higher. When you cast the spell, it can choose the language of the spell, but it must understand it. Evocation

Mage Summoning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a creature within range. The target takes 1d6 lightning damage and is grappled by a Medium or smaller creature that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. The target can use its action to move into the air and use its action to make a ranged spell attack against the target. At the end of each of its turns, the target can use its action to move through the air. At the end of each of its turns, the target can use its action to move up to 30 feet in a straight line. The target can also make a ranged spell attack against the target. At the end of each of its turns, the target can use its action to move

Mage’s Wail

Casting Time: 1 action
Range: 10
Duration: Enchantment

Until dispelled, a humanoid creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, the target takes 10d8 necrotic damage and must throw itself away from the target. On a successful save, the creature can move again to another location, though you must choose another spot on the target, or the target takes damage equal to half its hit point maximum. For example, a Medium creature carrying a Medium weapon attacks a Medium or smaller creature of your choice that you can see within range. Creatures of your choice that don’t exceed your reach must make the saving throw. For each new Medium or smaller creature that you can see within range or that fits within a 10-foot cube, it takes 10d8 necrotic damage, and the creature must make the saving throw twice. An additional Medium or smaller creature can’t attack a target if it isn’t within 15 feet of the target. Conjuration

Mage's Ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small magical ward that wards off undead, friendly constructs, and undead that are hostile to you. You can designate one or more of the following wards. Each ward lasts for the duration. For each ward created, you can designate one additional ward that lasts until the spell ends. The same spell or other effect will be affected by the same ward if it affects both. For example, if you have a specific spell that prevents a creature that attacks you from attacking another creature, you might designate a different spell or effect that prevents the same creature from attacking you. Divination

Mage's Ward

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You call forth an invisible ward that blocks hostile magic and illogical magic from casting on you. Until the spell ends, you can use an action to dismiss it with advantage. You choose which magic is blocked or illogical, and what effect that magic has on you. Evocation

Mage’s Ward

Casting Time: 1 action
Range: Self
Duration: 1 round

For the duration, your mind fills up to 5 feet of temporary protection from nonmagical light and that spot you choose must be within 30 feet of you. When you cast the spell, you can designate two light sources for each of the spell’s effects, and you can affect one of them. You can ward one target against one type of harmful energy, such as fire, cold, or lightning. If you cast the spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such a spell as an action. Transmutation

Mage's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 24 hours

You conjure up an invisible ward that blocks hostile magic and illogical magic from casting on you. Until the spell ends, you can use an action to dismiss it with advantage. You can also use your action to dismiss the ward with disadvantage. You decide whether the spell is blocked or not. The DM has the statistics for the spell, the effect that it has on you, and the other effects that the spell has on you. You also know how long the spell lasts, and when it ends. If you cast this spell multiple times, you must choose the most recent use. Divination

Mage's Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a protective, magical ward around yourself that lasts for the duration. You can cast this spell with a spell slot of 6th level or higher, or with a spell slot of 2nd level or higher. You can cast this spell with a spell slot of 5th level or higher, but you must have cast its component components before you can cast it. Whenever an area of effect spell that you cast using a spell slot of 6th level or higher is cast into a creature’s mind for the first time on a turn or a turn after casting it, the spell leaves its effect on the creature. Enchantment

Mage's Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a ward that lasts for the duration. You can cast this spell with a spell slot of 6th level or higher, or with a spell slot of 3rd level or higher. The ward surrounds itself with invisibility, which lasts until the spell ends. You can cast this spell with or without spending a casting slot. Evocation

Mage's Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one humanoid of your choice that you can see within range and have it use an action to gain a level in the chosen class of that creature. The target must be a humanoid or a ranged spellcaster. If it is a creature, each of the target's hit points are equal to your spellcasting ability modifier. The spell ends if you cast the spell again. Evocation

Mage Swarm

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A swarm of spectral creatures, mostly humanoid, appears in a 20-foot-radius, 10-foot-high, 10-foot-deep pit, 40 feet deep and 10 feet tall. The swarm can be hostile toward creatures or friendly toward creatures of your choice that you can see within range. You can change the temperature, the intensity, the direction of the heat, and the color of the light (unlike other spells). Each creature in the pit must make a Constitution saving throw. A creature takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature can’t take extra damage from these spells. Until the spell ends, the swarm moves with you and isn’t hostile toward you. This spell doesn’t target any other creature. Conjuration

Mage Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You call upon the spirits of nature and nature spirits to battle against one another for dominance. Choose one creature for each level of your Intelligence. A creature you choose for this spell ends its turn if it has a lower Intelligence score than you. The spells can end both ways. The DM chooses the creature’s equipment and makes the spell choice. If the creature can be no more than 10 feet away from you, the spell ends. Otherwise, the DM might suggest a different creature for each level. If you cast the spell again, the DM gives you a list of the creatures it counts as the DM’s choice, including a creature type and the creatures it counts. The DM also gives you a list of the creature’s equipment, including the creature’s equipment, when you cast the spell (the DM’s choice). You determine the creatures' equipment when you cast the spell. The creatures’s equipment can be anything you choose, but it is not required to be. For example, a creature with a thick metal ring can be made of iron. If the

Mage Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of undead, including those that are Medium or smaller, appears at the center of a 20-foot cube. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage and becomes blinded for 1 minute. On a successful save, a creature takes half as much damage and becomes deafened for 1 minute. Evocation

Mage's Wrist

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch or touch a creature and it becomes a wristwatch. The creature must make a Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature is no longer knocked prone. On a failed save, the creature is no more prone to being knocked prone. The creature is then moved to another point on the ground and can make a Strength saving throw at the end of each of its turns. On a successful save, the creature is no more prone to being knocked prone. Conjuration

Mage Tattoo

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a nonmagical mementosome symbol that appears

Mage Tattoo

Casting Time: 1 action
Range: 60
Duration: 1 Round

A spectral, invisible creature appears on a solid surface and disappears. The creature is invisible, has no magical properties, and is unaffected by any effects that don’t target it. The creature can’t be targeted by one of the following magic’s: • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Mage Tattoos

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you can reshape any object in reach to mimic your sort. You reshape the object to look what you want it to look like, up close and personal. Additionally, you can add a faint aura to a vague message that appears behind the object and at its location, spelling out the message as if it was written on the object. If you choose an object, you can create one of the following effects within range: • You reshape the creature’s clothing to match your own. (You can designate a color or a symbol, or both.) • The target changes size and appearance based on the amount of force used to create the effect. (For example, you can reshape a humanoid’s armor to match the amount of force used to create the shard construct’s bill. Also, you can animate or reshape duplicates of the target.) • You create a ward that prevents other creatures from entering or leaving the area. (See the warding spell for details.) • You alter the target’s clothing, food, and other sensory impressions so that they resemble your kind—from simple, simple clothes to elaborate costumes that resemble your kind’s armor. (See the clothing change spell for details.) • You grant life rings to animate, w ere slain, or give birth to new animals. (See the animals change spell for details.) • You grant holy water to animate, w illande slain, or give birth to a mite (a type of horse or charmer that can’t be charmed). (See the water change spell for details.) - Foul play is rare in the game, and any creature that can’t speak, take any damage from nonmagical weapons attacks, and makes a melee attack with a nonmagical weapon during the casting can’t speak. The casting of this spell can have severe consequences. On each of your turns for the duration, creatures that can’t be charmed, frightened, or killed can make a Charisma

Mage Tattoos

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Choose one creature you can see within range. A silver incense grasps its brow and reaches to a spot you choose within range. The target must make a Charisma saving throw. On a failed save, the target takes 6d10 thunder damage, and it must then make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends for it. For the duration, the spell leaves behind traces of its magic, and the creature recovers from its injuries no more than 10 days after it was affected. To locate the magic you imbued with this spell, a creature must be within 10 feet of you when you cast it, and can’t be knocked into hiding. When the spell ends, the mark appears on the target’s head, and thunder

Mage Tattoo

Casting Time: 1 action
Range: Touch
Duration: 1 Hours

For the duration, you disguise yourself as a specific spirit or creature, attuned to the touch and willing to share a common bond with it. You can cast this spell in the same location as a regular spell, provided that you have the appropriate components. You choose the target of the spell as your target. The target can’t be a creature, other than you and summoned spirits (see below), that attacks or casts magical effects on you. If you cast the spell from a different target location than the one you are wearing, the spell is suppressed, and the spell is wasted. The suppressed spell is audible and can be suppressed by other means. If you cast the suppressed spell as part of using a spell slot of your choice, the spell doesn’t have to be suppressed. Thus, a suppressed spell can be activated only in the presence of a target or within a certain

Mage Tattoo

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the creature’s senses and intellect shift, though the target retains her hit point maximum. The spell ends if you choose a target creature type, if you choose a target level, or if you choose a target level that the spell doesn’t target. A target’s hit point maximum is equal to half the target’s hit point maximum, and when the spell ends, the target has no hit points. Transmutation

Mage Tongues

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth a new type of magic, one imbued with nature’s might and imbued with the power to banish an unwilling creature to the elements. An unwilling creature can make a Wisdom saving throw. On a failed save, the creature becomes restrained for the duration. While this spell

Mage Tower

Casting Time: 1 action
Range: 10
Duration: 10 Days

Choose a level of magic that you can see above or between you and an unwilling creature. You and the target must have seen a certain number of days in a row, at the same time. The number of days doesn’t need to be more than twice what the creature spends concentrating. You and the target can both see up to 500 feet away, and you and any creature within 500 feet of you can see a straight line up to 60 feet in any direction along the ground. The line remains for the duration. The creature can choose to stay at the top of the line, though it must spend 4 feet of movement for every 2 feet it moves. To do so, the creature must move 5 feet off the ground and spend one extra foot of movement for each additional foot it spends. In addition, a creature using an action to move up or down must spend 4 feet of movement for each additional foot it spends. Divination

Mage Tower

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a magical structure on the ground that holds up to ten thousand nonmagical beasts, including animated beasts and mindless creatures of the fourth form (demons, eons, or the weak). It lasts until the spell ends. If you cast this spell while you are within 30 feet of the magic structure, you must choose a different spell instead of concentrating. Transmutation

Mage Tower

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You construct a tower that houses a magical portal to a particular location in the dimension. The tower takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The tower must be within 60 feet of a space of your choice that you can see. The tower can be up to 10 feet tall, 10 feet wide, and 30 feet tall. The tower is a portal. The portal is one level lower than the nearest unoccupied space within range. The portal is made of stone and has a diameter of 60 feet. The portal can be opened and closed by hand, as long as it is open and closed by a creature of your choice. The portal is made out of a material object. Any creature that enters the portal must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The portal is not a portal to another dimension. Conjuration

Mage Tower

Casting Time: 1 action
Range: 150
Duration: 30 minutes

This spell creates an illusionary door hidden within an illusory fortress on an unoccupied spacecrawler level or higher. Until the spell ends, the illusion creates a circular door with a single panel for opening the door and closing it. The door is 5 inches thick and is 1/4 inch thick. The door is opaque and locks with a staff. The spell ends if the most recent visit of a creature causes the door to open before the specified duration. A creature enters the barred door and uses its action to open it. The creature can examine the door for the first time on a turn or within 60 minutes on a turn. Once opened, the door widens into a labyrinthine maze made up of shifting corridors, thorns, and other difficult terrain. Until the spell ends, a minotaur, a dire elephant, a leopard, a bat, a bat ant, and a bat (all members of the same race) appear in an unoccupied space on the ground floor, one of the creatures is invisible to all creatures except you and can be dragged through the maze by means of a simple rope. A walking stick is worn to a light armor. The minotaur and dire elephant carry small weapons that can be stacked up to 10 pounds. They can’t become transport objects or object classes. For the purposes of this spell, the minotaur is called the minotaur of dungeons. If the minotaur is slain while on the ground floor, the minotaur constructs remain and carry on their tasks as normal. They gain 40 hit points, or half the normal number of hit points possible while wearing light armor. If the minotaur constructs are attacked by a creature on the ground or in openings on its way up to other creatures, it can use its reaction to move the minotaur along the ground, avoiding the attacker and fighting off the attacker as normal. If the minotaur constructs are reduced to 0 hit points, it frees its axe and halberd, and it destroys any remaining enemies it can find in its area. While Minotaurs are restrained by the illusion, other creatures in its area are free to attack the minotaur. On subsequent turns, the minotaur can use its action to make a melee attack against a random creature within 5 feet of it, ending the effect on a successful attack on your turn. Conjuration

Mage Tower

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You draw yourself into an intricate maw that shapes an intricate web of magical portals that allows creatures of your choice to travel instantaneously (up to 10 minutes) to areas of magical darkness or open portals that open in a 30-foot-radius, 30-foot high cylinder centered on a point you choose within range. The portal remains open when you cast the spell, which takes 1 minute to cast. Creatures that can’t be targeted by the portal have disadvantage on attack rolls against them. Once the spell ends, the portal can be opened again, but only if the portal’s contents are somehow damaged, otherwise, the spell ends. Divination

Mage Tower

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a magic tower within range on land you have not yet drawn or planed out. You create the following effects when you cast the spell. The effect lasts for the duration or until you use an action to dismiss it. You can create two such temples, one on land and one on the sea. The temple must be free standing, and can hold up to 50,000 pounds. The temple is dedicated to a holy god’s divinity and acts as a hub for the faithful. It serves as a temple and royal sanctum, offering sacrifices, and performs other mundane or sacred functions. The temples are large, lightly guarded chambers made of magical inscrutable stone, protected by a protective dome or shield. The dome protects the interior from light and darkness that pervades the land. Creatures within the temple are immune to all damage, and any visible damage

Mage Tower

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical tower that is up to 30 feet tall and contains a sphere of energy centered on a point you choose within range. The magic nast you create is imbued with dread power, making it immune to all damage and forcing creatures to a 20 percent reduction to all damage rolls made against you for the duration. The magic nast then consumes the creature’s remaining health, and the target’s magic, until the spell ends, can use another spell slot selected, to regain all hit points and maintain magic against the target’s maximum hit points. When the magic nast finishes casting, the magic nast leaves behind a 10-foot cube of magical energy centered on that point. An unholy swarm of bats flies toward the magic nast, shedding blood and leaving behind foul flammables. Each creature within 30 feet of the magic nast must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, and it also takes 15d6 acid damage, 25 damage from being pushed, and 1d6 radiant damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Mage Tower

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a magical portal between two points on the ground within range. The portal lasts for the duration or until you use an action to leave it and can enter a casque of new life. You must speak the portal spell to enter the portal. You must have seen the ground within 5 feet of the portal, or you can only enter it by visible means. You can use your action to move up to 30 feet in a straight line along the portal, ending the spell early if it overlaps with other spells of your choice. In addition, the portal has AC 7 and 30 hit points, making it nearly indestructible. The portal, like all portals created by this spell, can only be opened by multidimensional doors created by the portal reduction spell. To open the portal, use a truesight spell slot of 6th level or higher; you can also use a truesight spell slot of 5th level. The portal takes up a casque of life and functions as described for it. You can open a door created by this spell, or make a slot door into a door you make with disadvantageous to open. A door created by the portal reduction spell has a diameter of 5 feet and a height of 10 feet. It has a diameter ofiny 5 feet and a height of 60 feet. You must use 8th level or higher levels to open a door created by the portal reduction spell. You can create two such doors, one 6-foot long and 5 feet wide, plus one created by the portal reduction spell. They can be restored only to the floor or to the ground when the portal reduction spell ends. A staircase allowed into the portal reduces the doors to the floor and creates a ramp that leads to a higher level portal. The ramp lasts for the duration. The ramp reduces the casque of life of the portal reduction spell, which lasts for the duration or until you use an action to leave the portal. You can use a bonus action to cause the ramp to move up to the height you chose. It can’t move so far down the ramp that you have trouble moving it. When the ramp appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d12 necrotic damage, and it can’t speak a natural language other than English for 1 minute. On a successful save, it takes half as much damage, and it doesn’t need to breathe a word of English to speak the language. Conjuration

Mage Tower

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical temple (as depicted on the image) and a magical tower (as depicted on the image) and place it on the ground within range. The temple must be within 30 feet of a normal building or one that is on the ground within range. The area is a circle centered on a point you choose within that can only be used to form a portal to the tower. The portal is a cube with a radius of 30 feet. The

Mage Tower

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

The magic within this spell enables the teleportation of creatures to or from a higher plane of existence by means of a spell of higher level or higher casting. You must cast the spell in a location that has at least one other element that you can see or can perceive. Divination

Mage Tree

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell reshapes the natural stone planes in which the spirits of nature dwell, creating one of the following effects for each creature within 30 feet of the tree: • You create a harmless magical tree spirit that assumes the form of a regular tree and grows only on trees that you have seen or seen before. The tree can lay its leaves and bark on any surface and lasts for the duration. • You instantaneously light or disappear from light within 30 feet of it, causing the tree to shade up to 30 feet of ground and make wreaths throughout it. • You shape light or dark energy within 20 feet of it so that it appears bright, dim, or has a luminous appearance. The effect can be subtle to one creature or one object of clothing. • You light, silence others such as trees, shrubs, and shrubs and chill others to a depth of 20 feet. The cold-blooded creatures in your area are affected even further. To a creature charmed by the illusion, these cold-blooded creatures have disadvantage on ability checks and saving throws. If you choose a creature or a creature that is not friendly to you, or one that inflicts bad or harmful damage to you, you instantly kill the creature and lay waste to its home plane. Abjuration

Mage Tree

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a tree on the ground that lasts until you use your action to create a small tree trunk. You can make any material from wood or stone covering the trunk. You choose leaves, branches, or other growths. A trunk can be up to 10 feet long, up to 5 feet wide, and up to 5 feet thick. The trunk doesn’t fill a space. A creature moving through the trunk can use its action to move up or down as part of its move. A creature moving through the tree’s space can use its action to make a melee spell attack. The target takes 6d6 bludgeoning damage on a hit, or half as much damage on a miss, instead of the weapon's normal size. If the tree is damaged or turned into a trunk, the creature remains damaged or turned into a nonmagical creature, if it can’t

Mage Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical portal linking an unoccupied muggle-occupied space under your control to the Material Plane and up to 40 feet deep, 40 feet wide, and 40 feet tall. The portal is made of magical force, and it takes 3d8 necrotic damage when opened. You can teleport up to 30 feet directly to this portal. You can use a bonus action to create a ward around it. When you cast this spell, create a new portal, you must make a Constitution saving throw. You take 3d8 necrotic damage on a failed save, or half as much damage on a successful one. You can create new portals by spending 1 hit point. Each new portal creates a different portal opening within 60 feet of it. Each portal opens in a different way when you use your action on each piece of magical force inside it to create a new portal. You can also create portals that are a little too wide to fit over an unoccupied space, blocking a doorway or window and leading to a dead end. The portals created by this spell are made of magical force. Each piece of magical force has AC 10 and 30 hit points, and the portal created by the portal attack is a magic staff made of magical force, in this case wrought by The Unseen. You can use any number of action gems you possess, creating a staff of disintegrated objects (such as a ringed staff or spear made of earth or stone) with a 10-foot radius on each end. Each object destroyed by the disintegration has disadvantage on attack rolls against you until the spell ends. In addition, a disintegrated object or staff struck by the disintegration is vulnerable to being broken or misspelled. A disintegrated object or staff then falls to the ground, automatically ending a spell casting. A 15-foot cube of air, composed of 10 pounds of air and 5 pounds of lightweight steel, is your new constructible space. It remains inside your construct until you use your action on it to make an ability check, or until you move out of it to avoid destruction by other means. You can use your action to mentally command any creature that you command to a creature friendly to you, or choose any of the following creature types for each creature that you command: charmer, bard, fighter, hunter, engineer, hunter, or other kind of creature. The creature obeys your command if the creature’s Intelligence and Charisma is 4 or higher; the creature obeys if its Wisdom and Charisma is 3 or lower. You can use your action to command the creature to perform any of the following tasks I ordain it to do: Şamage the trees; chop up dead flesh; cleanse the land of poison; dig tunnels or staves into the earth. While the creature is under these tasks, it has disadvantage on attack rolls against creatures within 10 feet of it. Clerics must have a Wisdom score of 2 or lower. If the creatures Wisdom score is 2 or lower, they can’t use their action to speak or cast spells, and they take 5d10 poison damage when they make a poison attack against the creature. Disguise as an undead to make it resemble a human. You change your appearance as a bonus action on your turn. For the duration, you can appear thinner or larger than you, have a mien of royal blood on your head, and look younger than you. You decide when you appear and what you appear to be, though you can’t change your reality until the spell

Mage Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tall stone trunk with a bark pattern that lasts for the duration. The trunk is an inverted version of a human tree. The trunk is a 20-foot-radius, 10-foot-high cylinder centered on a point within range. Each creature in the trunk when you cast the spell must make a Dexterity saving throw. On a failed save, a target takes 1d4 acid damage and becomes diseased until it restores HP. On a successful save, it becomes diseased and cured of all diseases. The acid damage and the condition can be cured by any action you have taken. If the target is diseased, it can’t cast spells until it takes damage or dies. Transmutation

Mage Tree

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, a mote of shadow and some kind of magical energy appear in its place and guide nearby creatures to specific paths or destinations. At the start of each of its turns, a mote of shadow and some sort of magical energy must be laid at least 30 feet out on the ground and within 5 feet of one of the paths or destinations designated in this spell. If you target an area of loose earth or stone and hold it up to 30 feet on each side, the spell creates a temporary mote made of shadow. The mote is a treasure that can be spent to make a weapon or throw an item of loose earth or stone. The spell creates a permanent mote on the ground that lasts until the end of your next turn, at which point you can use your action to put the mote into motion again. An action that normally requires you to use your hand, the mote is rolled into one large, opaque object about the size of your fist. The object is impervious to damage and can’t be damaged while it is rolled. As an action, you can position the mote so that it extends past your passing eye and strikes against your path, not against the shortest path you have selected. If you have selected a path that is difficult or impossible to reach and that requires you to use a course of movement that might require you to use your hand or the mote, the mote strikes against the path and requires you to make a Dexterity saving throw. On a failed save, you must resort to the use of your hand to move the mote. As an action, you can move the mote up to 30 feet and then make a melee spell attack against a creature within 5 feet of it. On a hit, the target suffers the mote’s damage, but not its movement nor its properties. Conjuration

Mage Trick

Casting Time: 1 action
Range: Self
Duration: 8 Hours

A fey demon beast of challenge rating 10 or lower appears in a location you choose within range. The target must make a Charisma saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the beast is incapacitated. The spell ends if you cast this spell again. The target’s statistics, except for its Charisma score, are replaced by that of the demon. If you cast this spell again, you must use the new statistics (your choice) for its statistics. Conjuration

Mage Trick

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A fey demon beast of challenge rating 5 or lower appears in a location you choose within range. The target must make a Wisdom saving throw. On a failed save, the beast is charmed and frightened for the duration. It has advantage on Wisdom (Perception) checks made to learn the true nature of magic. The spell can target one willing creature, and it has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divination

Mage Trick

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a fey demon beast of challenge rating 5 or lower. The target becomes charmed and frightened for the duration. It has advantage on Wisdom (Perception) checks made to learn the true nature of magic. The spell can target one willing creature, and it has no effect on undead or constructs. Divination

Mageunai's Song

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 11 days

While you are concentrating on an action, you and a creature you can see can sense and hear one another. For the duration, you and the creature can see each other for the first time. When you reach level 20, the target is no longer at a particular location. Divination

Mage Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a creature of your choice that you can see within range. The creature must be within 30 feet of you. The spell lasts for the duration. When the spell ends, you choose a new target for the spell, and the new target can make an Intelligence (Investigation) check against your spell save DC. If the target is a creature, the spell ends, and the target is no longer a target. The target can use an action to inspect you for signs of magical darkness. If you are still within 30 feet of the target, the creature can be charmed by you, and the spell ends. The creature’s current statistics, except for Intelligence (Investigation), are lost. The spell ends if you cast this spell again. Transmutation

Mage Ward

Casting Time: 1 action
Range: 150
Duration: Touch

Instantaneous You touch one humanoid creature, which you can see within range. That creature must succeed on a Wisdom saving throw or be blinded for 1 minute. Until the spell ends, you can target another humanoid creature with a Ward within 30 feet of you, if it must. Until the spell ends, the target only hears the words spoken by your hand, and it is blinded for the duration. Until the spell ends, the target doesn’t use any of its spellcasting ability. The target’s speed at the end of the spell can be slowed up to 30 feet but isn’t able to see. The damage caused by a target being blinded doesn’t affect the damage the spell causes. To make the Ward, a creature must make a Strength saving throw. Its speed is reduced by 10 feet, and the speed is increased by 10 feet. At Higher Levels. The duration for a Ward ends when you cast this spell. Evocation

Mage Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You channel the power of the Mantle of Moulds to ward off hostile creatures. Your spellcasting ability is to your advantage, and you deal no damage if you hit an unoccupied square that is also affected by your spell. Abjuration

Mage Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You make an arcane ward that defends against damage. The ward lasts until it is destroyed or the spell ends. The ward defends against a number of damage types that you choose. When you cast this spell, you can target one creature within 5 feet of the ward for the spell’s duration. Evocation

Mage Ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible ward that protects any object or object you pass through. The spell lasts for the duration. You can use your action to dismiss the spell. You can also use your action to dismiss the spell. To do so, you must first cast the spell again. You must still be within range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you cover a 50-foot-square area. You can designate the area you want to protect. You can also use a spell slot of 5th level and an action that you can see within the area to dismiss the spell. Conjuration

Mage Ward

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: 10 days

This spell grants the following effects when cast within 10 feet of a mending glyph glyph glyph (referred to as an "imaged glyph"). As a full-round action, you or one of your companions in combat in which you lead must make a Wisdom saving throw. On a failed save, the creature takes 6d8 radiant damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and isn’t blinded while under the spell.

Mage Ward Self (5-foot radius) Concentration, up to 1 minute The multicolored wards on up to five creatures of your choice within 5 feet of one another sweep across the ground of the spell’s area for the duration. The warded creatures are invisible to all creatures except stone or trees. If the warded creatures are moved more than 5 feet from one creature or object

Mage Ward

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 1 hour

The first time each day for a 1-month period that you cast this spell, your spell slot is expended and the spell ends. You regain hit points equal to half the amount of worn armor you lost while casting this spell. At the end of each 1-month period, you and any creatures you designate at the time you cast the spell return to your spell slot. While the spell lasts, creatures that are incapacitated or unconscious can’t perform other functions of their bodies. The spellservice includes sensory effects. Enchantment

Mage Ward

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the

Mage Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. Abjuration

Mage Ward

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with magical energy. The target attains the speed of light, and if you touch it while it is under your control, the spell disperses any flying debris that flies on impact. This spell has no effect on undead or constructs. Evocation

Mage Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You channel magic to ward off the presence of hostile creatures. You can direct the creatures to a point within range, but they are immune to all damage, and any hostile creatures within the area are suppressed. You can also target one additional hostile creature for each hostile creature you have targeted with this spell. Transmutation

Mage Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a 10-foot-radius sphere of acid in a 10-foot radius centered on a point you choose within range. Choose a point on the ground or a portion of a solid surface that is not worn or carried by any creature. One creature that starts its turn in the sphere takes 4d6 acid damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Mage Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You gain the power to ward off the power of your enemies. You can ward off the damage dealt by up to five enemies in a 15-foot cube. Any creature in the cube must make a Constitution saving throw. On a failed save, a creature fails the spell. Evocation

Mage Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch five humanoid creatures and attempt to ward away a direct or indirect attack (such as an attack that deals 1d4 slashing damage or a direct spell damage of 1d6 damage) (such as an attack that deals 1D6 slashing damage). Until the spell ends, the target isn

Mage Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch five humanoid creatures and attempt to ward away a direct or indirect attack (such as an attack that deals 1d4 slashing damage or a direct spell damage of 1d6 damage). Until the spell ends, no damage is caused to the creatures by the attack, even if they are blinded. Any damage caused by the attack is ignored. The target’s speed is reduced to that of a normal humanoid at the start of your next turn. If the target loses control of its speed during this spell's duration, it can’t use its speed for more than 5 feet of movement for the duration. The target can’t cast spells until after it leaves your space. If you cast your spell and choose a creature within 30 feet of it as your ward, you don’t need to cast it again. Evocation

Mage Weapons

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a motley crew of mysterious, fiendish creatures that follow you wherever you go. These magical creatures follow you wherever you go, though they usually follow you when you are not going anywhere. The creatures are friendly to you and your companions. Whenever a creature moves into an occupied space occupied by a creature, you cause the creature to automatically assume the form of a willing creature or an object of interest to you (if that creature is hostile to you, you can force the creature to adopt this form, causing it to become hostile to you). The creature is also given the ability to speak the language of Wisdom and Intelligence, which your companions can understand. The creature has resistance to nonmagical damage, and it has advantage on attack rolls against anyone who would attack it. You can use this ability once per turn to dismiss all creatures on the path. Huge or larger Monster. At the start of each of your turns until the spell ends, each target takes 4d8 necrotic damage of the type you chose. Familiar. If you are the same age as the target and are the same race as the familiar, that familiar becomes familiar with the target while it is within the familiar’s reach (if you are fighting it, companions can adopt the target’s personality). Until the

Mage Weapon

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch a creature and it becomes a magical weapon of yours for the duration. The weapon has AC 10 and 30 hit points. It has a range of 30 feet. You can use your action to make the weapon attack with a melee weapon. On a hit, the weapon takes 2d8 bludgeoning damage and is knocked prone. Evocation

Mage Whip

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You unleash a powerful magical weapon imbued with mai the fury of a living beast. When such a weapon strikes a creature, create a

Mage Whirlwind

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a whirlwind of wind in a 30-foot radius

centered on a point you can see within range. If you target a point that has a 20-foot radius, the whirlwind moves toward the target, and the whirlwind disappears. The whirlwind, along with its associated terrain, can be blocked or affected by terrain effects and can't travel in any direction. Evocation

Magical Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

As an action, you touch, entice, or compel another creature that you have discerned for some time to perform a specific task. Once you touch the target, the task can be completed, at which point the target returns to its normal form. As a bonus action, you can touch it again, at the start of each of your turns as many times as you have occupied your slot, and switch it off. You can maintain your concentration on the illusion for up to 1 hour before returning to the spelllist. An illusion made of wood consumes its fuel and explodes when you leave it in a location you chose. You can also use an action to cause the fire to extend its reach. The flame then explodes from the target if it reaches its full length. The target is blinded until the spell ends, and it has resistance to attack and targetting spells for its entire hit points. You can make a Wisdom saving throw against this effect if the flaming spell is cast, and if it doesn’t have a casting time of 2 minutes on it. When the spell ends, the target dies. It has a - 1 penalty to all attack rolls and ability scores, and it doesn’t know when it died until after the spell has ended. Evocation

Magical Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This magical bond springs into existence in a 100-foot cone, perpendicular to your body. Until the spell ends, you can communicate magic to and from the other creature in the cone, and you can make a Wisdom saving throw once. If it fails, you can use Strength you have to cause the spell to fail again. Evocation

Magical Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure a tiny blue glowing eye with brilliant blue rays hovering in the air within 10 feet of you. You can use a magic circle to position the eye as the target of your spell. A magical eye appears at a distance of 500 feet and can look up to 500 feet away. A magical eye is an object created from nothing more than a book or a scroll, and it disappears when it falls to the ground within 5 feet of the target. The target can see through the eye’s surface and must make a Wisdom (Perception) check as an action to recognize the eye’s presence. When the target sees something that looks like a magical eye, it can use its action to make a Wisdom (Perception) check that checks if the object is in a spot within range and if it is there. If the target is in a spot within range, it can use its action to see what is coming. If the creature sees no one in the area, it instead sees a creature that is invisible. Casting this spell on the target doesn’t eliminate the opportunity to look for creatures in the area, but the target can dismiss that action. The target can also see through the eye, but no closer than 500 feet away. At Higher Levels. If you cast this spell multiple times, you can have up to three targets at a time. If you have three targets, you can have a total of three targets created at a time, up to four at a time. The target creation will be based on the area you cast it in and on the types of targets the target creates, as determined by the DM. Creatures of the type of targets created by this spell must be within 5 feet of each other when casting the spell. Creatures created by other spells require an area of effect in the same area to be visible. Casting this spell on multiple targets can create several illusion spells

Magical Lock

Casting Time: 1 action
Range: Touch
Duration: Con

Magical Weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an illusory weapon that appears in your space on a solid surface, and it deals 3 cold damage to any creature in a 30-foot-radius sphere centered on it. This spell damages any solid objects up to 10 feet within 5 feet of that area and damages any creatures in the area if they are knocked prone. Evocation

magical weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and exchange weapon combatant gear for magical weapons. Until the spell ends, you can exchange weapon combatant gear for nonmagical weapons at the DM’s discretion. The weapon you choose retains its normal function and properties. While the creature is on the attack roll, it is able to use any spell it has as an action instead of d20. While the creature is within 60 feet of you, the exchange of weapon combatant gear is possible, but only if the creature has the equipment on its person. Otherwise, the creature can’t receive this passageway. Magical Weaponry. You possess a magical weapon that can affect one willing creature or two creatures you can see within 120 feet of you. The weapon appears to be of a piece, and the creature can use it to attack or defend. Alternatively, you can make the weapon disappear and reappear in the designated hand at the DM’s discretion. At any time, you regain possession of the weapon if the weapon doesn’t belong to you or if your magic has ended. Hand of Thorns. You possess an additional hand. That hand disappears when the spell ends. Shadow of the beast. You possess a spectral guardian that disappears when the spell ends. The guardian appears as a spectral hawk, an owl, a rhinoceros, and a scorpion with a luminous gleam in its talons. The hand disappears when the hand reaches 0 hit points. Blade of Claws. You possess the ability to use your action to make a slashing weapon attack against one creature within 5 feet of you. If the creature’s speed is reduced enough that the hand would impede its movement, the creature must

Magic Armor

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell inscribes magical force on a fabric surface that you touch. The spell lasts for the duration. An item created with this spell transmits any effects from it back to the spell slot you used, and the spell ends instantly. Any effect cast on an object created with this spell ends automatically if the object’s magical properties change prior to that spell’ing. A dispel magic spell can end this spell prematurely, but can’t end a spell that was cast in an object’s magical possession (such as the item’s mundane spell’s binding spell) or its typical mundane spell slot. Necromancy

Magic Armor

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell inscribes magical force within wall panels of living things, and the panels turn into magical barriers and barriers for up to 10 feet in diameter. The magic barrier is a sphere with a diameter of up to 10 feet and a thickness of up to 10 feet. It has the same power and properties as the barrier created by a greater magic item. Creatures can pass through it, and creatures and magic items created by spells or manufactured by other magic items can pass through the magic barrier created by the barrier. You know the location of magical portals created by certain spells of your choice, and you have a telepathic link with one creature in the area who can see through the magical portal. The creature must be within 30 feet of the portal and who can see it. You can open an extradimensional gate or a dark portal created by a greater magic item, or an extradimensional shield created by a spell of 5th level or higher. The gate, or both, are visible from within 30 feet. While the gate or both are active, you can see through them. You can exclude one or both of these doors from the magic barrier created by a greater magic item and instead create a gateway created by a spell of 5th level or lower. This magic gateway is visible only to the creature who created it and is invisible to any creature other than you. When you cast this spell, you can affect one additional door on each side by using the same number of magic door panels. Illusion

Magic Armor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a shield that can hold up to 10 pounds of armor, each worn and worn at the end of the duration. The shield has AC 20 and 30 hit points. The shield can be damaged by ranged and magic attacks, or it can be treated as magical armor. The shield lasts for the duration, and it is made of a strong material component. The shield can be worn or carried by anyone. A shield that can't be worn or carried by a creature is a solid object. Transmutation

Magic Armor

Casting Time: 1 action
Range: 90
Duration: Enchantment

Concentration, up to 1 minute You create a protective magic suit that covers half a human body and inscribes magical properties on one creature you can see within range. You can wear the suit up to no longer than one year. When worn, the suit inscribes on the creature’s head a password that a creature discerns as false when it sees it in the moment of its seeing, sounds, or smells. When worn with the magic suit, the password isn’t broken, and it remains active for the duration. The password can be modified so that it only appears when the creature uses its action to change the password, and changes only when you or others have done so. You must use your own efforts to understand how the changes worked. At any time before you use your action to change the password, you can alter the password so that it appears when the spell ends, and you can change the password to appear when the spell ends. The magical suit lasts for the duration and can be disarmed or unarmored if you are fighting it. You decide whether you create the suit. If you do so, it disappears, leaving you fully armed with the magical suit. If you create the suit while your concentration is active, the spell ends for it. If you create the suit while you have concentration, the spell ends for it. You can also use this spell to banish a spirit from the suit (creature or object not within 4 feet of it) if you do. The banishment lasts for the duration or until you give it up. You take 10d10 fire damage per level spell slot you have used, and the spell ends for that creature. If the spell leaves your concentration or disappears while you are casting this spell, any effect that would normally apply to you, such as the reduction to damage from spells or the reflection of illusory duplicates, is suppressed and perhaps prevented. Abjuration

Magic Armor

Casting Time: 1 action
Range: Self (100-foot cube)
Duration: Concentration, up to 6 hours

Choose a nonmagical object that you can see within range and that fits within a 5-foot cube. You choose one of the following magic armor options; none of the armor’s statistics are changed; the armor has the same damage type and reduced armor class. The armor also has resistance to cold damage. You can use a bonus action to cause one creature or magic item (your choice) to become magically equipped with a similar item to achieve the same effect. The armor automatically becomes magical once it has worn off. You must have seen or touched the object before it was worn or worn by the creature. You might have used the armor to protect yourself or your companion against one creature that attacked. If worn by an undead, the creature killed by the armor’s damage might regain hit points equal to half what it lost if it uses its action to move away from the object. This spell has no effect on constructs or undead, created or unoccupied objects, or the construction of any such objects. Transmutation

Magic Armor

Casting Time: 1 action
Range: Self (15-20-20 minutes
Duration: You craft a magic armor that is completely within

range and that is pulled by magic. It is carried with it, repugearing its armor and carrying it along its gear. The armor can be restored to its physical condition and any effects that are already restored to it (such as by removing magic items from their original armor). The armor can be restored to its original size and is carried by another creature. The magic armor can be restored to its physical condition and any effects they have during its restoration. This armor can be restored armor, but it can’t restored to its physical condition and can’t be restored to its original size and size. Transmutation

Magic Armor

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: 1 Hour

You create an invisible magical barrier between you and a creature that you can see within 60 feet of you. The spell doesn’t incapacitate the target. It w as created removes a worn or damaged component of an illusory protection spell, if any, that appears within 60 feet of you. Divination

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 10 Days

Magic Armor Touch 12 Hours An illusory armor suit of magical protection appears on a creature you touch and makes it harder for it to attack or cast spells. The armor is made from thick and heavy armor composed of tough materials woven together into intricate patterns. The patterns are indistinct and difficult for the creature to visualize. Once per round for the duration, you can use your spellcasting ability to affect an illusory armor piece that can be as large as humanoids or as small as fey. In addition, during the spell’s duration, you can use your spellcasting ability to affect one individual piece of armor. The piece of armor fits so tightly that it hardly fits in your space. After you use this spell, you can also use your action to make an illusory bridge within, creating a line of static telepathically linking you and the piece of armor to the landscape. You can extend this illusion by casting a spell or manipulating an object made of metal or stone. You can also use your action to move the piece of armor along the ground as a movement, but no more so than a jump. The piece of armor must fit within 5 feet of you, and it must fit within 6 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the armor piece increases by 5 inches for 7th level spells, 9th level spells, and 12th level spells. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a piece of magic armor that magically inscribes a unique physical and magical message to each creature that you subject within range. The armor is worn by each creature you subject, and the armor fits into the creature’s normal armor, though it isn’t nearly as thick as normal armor. The armor is highly attuned to each creature’s challenge rating and can’t affect a creature’s natural armor class, since magic armor protects only those creatures that don’t fit within the creature’s normal body types or w ho has no natural armor class, such as a dwarf or a wyvern. For the duration, the creature’s natural armor rating is 16, and it has immunity to cold damage (your attack rolls and damage to objects it sheds have no effect) and fire damage (your attacks and attacks to natural fire's natural armor reduced it by 0.5 feet). It has disadvantage on attack rolls against creatures that aren’t natural armor class I or II, or it can’t take reactions or move while covered by the armor. Creatures covered by the armor can’t be targeted by attacks or abilities from outside the spell’s scope. If you cast the spell targeting a creature with an attack or ability whose trigger is beyond its reach, the spell instantly duplicates attacks and abilities from the spell’s spell description and triggers, rather than originating from another spell slot, the creature’s challenge rating is 12, and the creature is limited in movement by the total distance from you to the spell’s trigger. At Higher Levels. When you cast this spell using a spell slot of an upper-level spell slot, the armor increases by one level for each slot level above lst. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with magic. Its armor falls to the ground as armor made from ebony or fey metal, and its weapons, shields, and throwers can fit between its bony, ebony core and its fey core. The spell ends if the creature is attacked or harmed while wearing the armor. A creature can be attacked or harmed only once by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature, and the creature seems immune to damage, conditions, and other magic effects for the duration. The spell ends if the target drops to 0 hit points or if the spell destroys an object or a creature. Abjuration

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. It becomes magically fit for combat. The target’s gear rises, including shield, whip, dagger, shortsword, shortbow, staff, short sword, crossbow, short trident, scimitar, and buckler. The target attains the maximum level of armor it can wear at the spell’s level. The target also attains the maximum levels of its warding spell and warding spell slots at each level thereafter. The spell ends if it targets a creature. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a protective magic armor that inscribes magical properties on surfaces and inscribes patterns on the surface for 24 hours. This magic armor can keep weapons, armor, and shields out of reach of enemies, but it can’t grant immunity to one damage type, a condition, or an ability check. As an action, you can create a protective magic breath armor that inscribes a magical breath spell on the surface of an object, plant, or other hazardous mineral within range. The protective magic breath armor inscribes a specific, visible or audible odor or temperature, temperature range, and amount of oxygen, acid, or fat remaining. When you use the spell, you can designate any magical properties that the spell applies. You can also designate any other magical properties that the spell creates, or that don't apply to you. Each creature of a category above 1 creatures grants advantage on ability checks and ability checks against their own success. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and make a melee spell attack against it. If the creature’s speed is equal to or less than the speed of light for the attack, you have resistance to the spell for 24 hours. If it’s already stunned, it can make a Wisdom saving throw to return to its normal speed by returning to the number of feet it has remaining. If it’s already carrying out its normal course of action, it can use its reaction to return to the speed limit with a 30-foot cone, but it instead takes 3d8 thunder damage at the end of its next turn. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature to protect it from hostile creatures. It becomes a mote of magical power, with one leaf in each leaf and an open container for your storing and retrieving stored magical items. The spell’s price is one trink of treasure, and any expended charges are dedicated to the casting of additional spells of equal or greater level. When you cast the spell, you can have up to three magical items on the mote at a time, storing them safely in one pouch on your person or within a 5-foot cube on the ground outside the spell’s area. When you cast the spell, each item created by the magic of the spell, bonded by the magical item, dissipates as a normal effect. When you cast the spell and as a result of its release, an illusory, flying creature appears at your location in order from closest to furthest away to succeed on a saving throw against harmful fire. Illusion

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature to grant it the ability to manipulate the flow of time and change the way it behaves. Until the spell ends, you have advantage on attack rolls against targets within 3rd-level creatures that you have chosen. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and imbue it with magic. The target’s magic automatically functions as if it were bonded to the armor, even if it isn’t. That magic can’t create a barrier, a gaseous form, a rock, or any other form of barrier, such as talons, that prevents attacks originating from behind a pillar or wall, or between walls or ceilings. The spell creates an invisible barrier around itself that isn’t covered by armor. Through the spell, the target can make two Dexterity saving throws, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the magic fails entirely and the barrier disappears, at the DM’s option. A disintegrate spell targeting the target disintegrates the magic on its target (creatures or objects, objects or objects being destroyed instantly), as well as all its nonmagical components, if it’s active ingredient; it has advantage on all attack rolls against creatures or hostile creatures. Magical barriers created by this spell reduce creatures to a d100 AC for half as much AC, or 40d10 fire damage on a failed save, if not higher. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You and up to eight willing creatures of your choice within range become immune to being charmed. For the duration, and if possible, at the DM’s option, you can issue a direct command to one willing creature you designate: ""If you are aware of a phenomenon beyond words that would make one creature see flame turn to smoke and become vulnerable to fire damage, you utter the command, and the phenomenon ends (for the creature). If the creature sees a flame and becomes vulnerable to fire damage, it instead burns for 1 hour, and the spell ends. The spell could also end there, somewhere safe from fire and invisible to the creature it targeted. The creature would simply become vulnerable to the effect of the spell. If the creature wounds or otherwise damages the armor, it must make a Strength saving throw. On a failed save, the creature takes 1d8 fire damage, and it can’t regain hit points until the spell ends. The creature is completely protected from fire damage, but it can’t use reactions to free fire damage or extinguish it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a magical protect from energy (GCD 10) garment that surrounds yourself and other creatures in a 20-foot cube on each side of an object you touch. You also make the equipment or magic item as simple armor or shield. You can make the same equipment or magic item into a variety of different magical properties, though none of them match those of the object you chose. For example, if you have a simple shield made of invisibility that protects you against cold damage, magic immunity, and death effects, the invisibility protects it, and the spell ends before it does. Using a spell to create a magic shield grants one that doesn’t match the properties of the object and instead protects against both. A creature wearing armor made of normal armor or shield can activate and maintain magic in the area, even while protected by the shield. If the shield activates while protected by the shield, magic flies out of the spell’s range and lands anywhere the spell would target a creature. A ward against disease, poisoning, and other diseases that affect creatures of your choice that aren’t part of a single alignment or alignment system. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and grant it expertise in one skill of your choice; it is chosen at your command. The creature’s equipment is a binder with a weight of 100 gp and an arcane lock weighing 10 pounds. The creature can use its action to put its equipment on the binder and inspect its contents for defects or omissions and provide suggestions for improvement. The creature can resolve such omissions and omissions without penalty and deals with such omissions and omissions with equal or greater force. The spell closes such omissions and omissions. The creature can resolve any or all of its omissions and omissions without regard to its alignment or any creature’s racial, racial magic, or religious beliefs. Each time the spell ends, the creature returns to its home plane and obtains its expertise in that skill from the wizard who gave it the task. Transmutation

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: Unlimited

Until the spell ends, an aberration that fits within a 10-foot cube and isn’t covered by armor fits within a 20-foot cube. Magical inspection can detect patterns in fabric, stone, or stone armor, and the creature can use its action to inspect its equipment. When the creature inspects a piece of armor or weapon, it checks its proficiency check against your spell save DC to determine the safest method for breaking the piece. If a creature succeeds on its check against the spell’s profane components, the piece of armor or weapon is no longer worn or carried by the creature. If it fails, the creature automatically recovers expended uses of its action to return to its normal form, or the piece of armor or weapon is broken and the spell ends. For example, the piece of armor or weapon is almost certainly broken when a creature attacks a magical door that is kept secret from light or sight. You can’t use your action to break the magic door, or you can constrain the door so that the light from it can illuminate it. If you do so, the broken piece falls into a pocket dimension, reshaping it so that it can fit inside your hand or on your trunk. You decide what kind of magical object the magic piece will belong to, and you can choose whether the piece is nonmagical, gem, artifact, mundane, or magical stone. The piece of magic you choose isn’t necessarily visible or audible, and some objects and spells can and usually do little or nothing to change the piece’s appearance. A piece of magic gear could instantly appear on the piece’s chest or on its back, if it is equipped with an attunement that attunes it to a specific item. Alternatively, a magic weapon might instantly appear on any of its weapons and shoulder armor if it appears equipped with a specific weapon or armor. If you chose an item worn by a creature, you might instead choose an object imbued with a permanent spell slot of your choice (including this spell’s slot, if you have one) that has been permanently attuned to a cursed spell slot of your choice. While this spell has no effect on you, the piece of magic is constantly shifting and shifting its properties so that it can fit inside the worn armor or weapon. While the piece of magic is on your body, you can use an action to create a temporary teleportation bubble that travels across your body and ends when you dismiss it or cast this spell. You can use this magic to banish an incorporeal creature to a dark or higher plane sanctuary to end a long-term magical risk you took before leaving your body. Protection from Magic Self Concentration, up to 10 minutes Until the spell ends, a willing creature you touch is protected from magic by a protective magic that doesn’t grant immunity to your most mundane or magical effects. While the creature is within 60 feet of any of your most mundane or magical effects, it can make a Wisdom saving throw, and its saving throw fails. A creature automatically succeeds on this

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

you attempt to create a protective magic armor covering a creature or an object within range, affording it protection from fire, cold, and sunlight for the duration. If the creature is immune to these effects, it becomes immune to them for the duration. The armor can be of any material or nonmagical quality, made of any material—including magical stone or a piece of magical stone—that imbues it with harmful energy, such as cold or fire, as well as one or more magical inscribing glyphs that imbue the creatures or objects with harmful effects (such as deafness, see invisibility, or see darkvision). To create the magical armor, a creature must reach its full height and weight before entering the spell’s area. If the creature is immune to these effects, the armor inscribes a password that is read only to the creature. When you cast this spell, choose a 5th-level spell slot or an 8th-level spell slot. Nothing in the spell slot nor the spell slot nor the spell's locations can be revealed until the spell ends. Divination

Magic Armor

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature, a construct, or some natural thing and create magical protection against death. The target’s magical weapon energy is dispelled and the spell ends. For the duration, the target has AC + 15, with a 40 percent chance of ignoring armor. Conjuration

Magic Arrow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magic arrow that shoots toward a target and cuts down on any enemies within range that you can see. Otherwise, the arrow cuts through the skin of one humanoid or an area within 5 feet of a target within 5 feet of it, halving the creature’s AC, AC hit point maximum, and making it vulnerable to nonmagical damage. The magic arrow has a range of 120 feet and a diameter of 4 feet. The magic arrow cuts through soft tissue and bones of some creatures affected by it, which makes it less effective at cutting through flesh and bone. Also, cuts through nonmagical barriers it can’t be fired from. The arrow can't enter a sealed room or chamber, or even through a sealed door. The arrow cuts through solid objects, though those taken out of range are unaffected. Transmutation

Magic Arrow

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create three glowing arrows of magical force. The arrows glow with life when you cast the spell. You create one arrow when you cast this spell, two glowing darts when you cast this spell, and three more when you use the extra ammunition. Each dart hits up to five creatures within 5 feet of you. The spell ends if you miss anything. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 minutes. When you cast this spell using a spell slot of 4th level or higher, the spell ends for you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 1 year. When you cast this spell using a spell slot of 6th level or higher, the spell ends for you. Transmutation

Magic Arrow

Casting Time: 1 action
Range: Right Arrow
Duration: Self (10-foot radius)

Instantaneous A shimmering spectral arrow springs from your hand and slings toward a creature within 10 feet of it, spreading chaos in its area. Make an attack with an arrow in the area. It deals 3d6 necrotic damage to the target and causes what appears to be necrotic damage to lineages, magic items, and undead. Make a ranged spell attack. On a hit. the target takes 4d8 necrotic damage. You can use your action to move the arrow up to 30 feet in any direction along the arrow. If you hit the target, it takes 2d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d8. When you cast it using a spell slot of 3rd level or higher, the damage increases by 2d8. Evocation

Magic Arrows

Casting Time: 1 action
Range: 1 round
Duration: Your magic arrows leap from your fingertips to cre

ate a volley of magic-infused arrows that explode when hit. Choose a point within range. Arrows explode when a Large or smaller arrow (contained within a 5-foot radius cylinder or larger) hits it. Each head or body part in the volley (fingers, fores, legs, hip, hooves, spurs, legs, hoofs, hooves behind, around hip, behind hooves, behind back), or tip of a Large arrow (diameter: 5 feet), explodes on impact. Any creature or object damaged by the arrow is also pushed to the left and thus within reach of the arrow. The arrows are imbued with psionic power. Each arrow explodes when hit by an attack or spell. A creature takes 8d6 lightning damage when it enters a range spell of your choice that uses ammunition from bard spells or the thrown component; this spell also damages creatures without bard levels in their bard levels. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Transmutation

Magic Arrows

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A quiver of magical arrows slings toward a target and ignites arrows within the spell's range. Arrows launched from the quiver fly toward the target, and arrows launched from the quiver strike the target. Arrows hit or miss the target. The quiver takes 4 arrows to fire. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage of each arrow increases by 2d6 for each slot level above 3rd. Evocation

Magic Arrows

Casting Time: 1 action
Range: 30
Duration: 8 Hours

The casting of a spell can be limited to a short rest by the presence or absence of an energy weapon in its effect slots. Arrows shed bright light in a 10—foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. You animate or take damage from magical arrows, and you create a new magical arrow if one is present in the same place as another magical arrow. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can animate or take damage from magical arrows created by spells of 3rd level or earlier. When you cast this spell using a spell slot of 4th level or higher, you create an entirely new magical arrow. The two magical arrows created by this spell share the same basic properties, though it is possible for them to overlap. If you wish to create three magical arrows of the same basic element, follow these simple steps to determine which magical arrow merges into which slot: “ and “ depending on the stone used to create the magical arrow. (You must be using a slot of 2nd level or earlier to cast this spell.)” When you make your Constitution saving throw, choose a number of tiles from a clear slot, within 30 feet of each other. On a successful save, the spell ends. When you use this spell to cast a spell, or as an action on an ability check to cast a spell, target one of your wands and fling it at a creature or an effect that you can see within 30 feet of you (other than an invisible one created by a spell such as invisibility or truesight), creating a light or dim light effect. The spell ends if the creature or an effect created by the spell or by a spell of 3rd level or later targets you. Conjuration

Magic Arrows

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A ranged spell of opportunity for a target creature of your choice this turn that deals an average of +1d6 damage to one creature or causes an effect that allows the target to make an attack or spend 1 hit point and instead creates a bolt of lightning that fires four bolts and spreads through the air or a sheet of fog, 30 feet long, 3 inches thick, at a point you choose within 60 feet of you. You can make the attack by using your spellcasting ability or using a spell’s overload ability (at the DM’s option), using the spell’s level as the dl modifier, and dealing damage to either creature or object causes the bolt to fire three times the normal number of bolts created by the spell. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Magic Arrows Self

Magic Arrows

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

This spell creates a 20-foot line—five inches thick—that runs along a length of wood, wooded landscape, or a hill and lasts for the duration. You can create the line by casting this spell in a location that is at least 30 feet on each side, creating a circular trench made of 60 pounds of nonmagical ammunition arranged in a particular pattern. You can create such a trench as part of an action that would be performed here. On each of your turns, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from your shoulder to a 15-foot-radius. straight line just above the trench. Make a blast of lightning and then make a ranged spell attack against the target. On a hit, the target takes 1d4 lightning damage. You can make additional spells of 3rd or 4th level or lower damage types known to you available as part of the attack, saving throw, or casting. You can use each of these spells at the same time. Each time you make a bolt of lightning, you deal 2d4 lightning damage to the target, and if it is still below the trench, it takes ¾ of its hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. Evocation

Magic Arrows

Casting Time: 1 action
Range: Self (90-foot cone)
Duration: Concentration, up to 1 hour

A flurry of magic arrows erupts from a point within range. Each weapon has a range and might depend on the target’s natural attacks rating. On a hit, you create a magic arrow that explodes in a 20 feet cone, dealing 1d8 magic damage to each creature that ends its turn within 20 feet of the point. Any Large or smaller creature that ends its turn within 20 feet of the point must succeed on a Dexterity saving throw or take 4d12 radiant damage, which is doubled for the spell’s second level effect, and twice as much for every creature that ends its turn within 20 feet of the point. The spell ends for a creature that died or whose hit point maximum is an equal or lower than the creature’s hit points or the spell’s maximum casting time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Necromancy

Magic Arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Your ranged arrows create arrows—blazing arrows, arrows of brilliant light—that hurl arrows at foes. Make a ranged spell attack against a target within your reach. On a hit, the target takes 2d8 + 1d6 piercing damage. If the target takes piercing damage when you hit it with a spell attack, you can use your spellcasting ability to determine the damage type, which is arrows or shrapnel—arrows or bolts, gatherers, or halberds. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Magic Arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates magical arrows that flit across your lances. As with a thrown weapon, when a magic arrow hits an archer within the magical area you circle the arrow, creating a range of 30 feet

Magic Arrows

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and send a magic bolt of energy at it that strikes hard enough to fill a 20-foot-radius sphere centered on a point within range. For the duration, a target has resistance to cold damage, and it can’t be targeted by spells or conjured magical weapons. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Magic Arrows

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch an object such as a spear or bowl or a rock or a small gem and it imbues it with magic and a staff capable of raising or lowering the material things you choose at the time you cast the spell. You can also make a kind word such as good or evil up to 10 times as powerful as the words you use, and you can issue a wish that allows the cast a wish effect similar to the wish trigger spell, such as grant the created thing the ability to read others wishes. If you cast this spell after spending 4 days dispelling magic, the wish is still active even if it is broken or fails to affect your own magical effects. This spell may also affect magic that you use everyday, such as a tincture or the staff used to cast your spells, or mundane, magical effects, such as casting a spell, creating a protective crystal, opening a chest, or casting a spell. Such magic might function as a charm spell. When you cast the spell, you can affect only one piece of magic at a time. The magic consumed remains on the target, and magic imbued with your wish is dissipated when the spell ends. When you use a spell slot of 5th level or higher to cast this spell, you can use it again. You can affect only one piece of magic at a time. When you complete a long rest, you can make a new piece of magic appear as a bonus action on each of your turns. This magic doesn't disappear when the spell ends, but you can have the magic fail if it fails or if the magic fails to protect a creature or a large area. When you cast this spell or as a weapon attack, you can either make a ranged spell attack with a ranged weapon, or create a temporary weapon that can do the job. The temporary weapon can hold up to 20 pounds and can be repaired only by spending 50 gp worth. When you use this spell or as a melee weapon attack, you can attack using either the temporary weapon or the weapon itself, but not both. You can also attack using both the temporary weapon and the weapon itself, but this requires concentration, not skill ranks. Special (Touch) Touch 8 Hours Choose one creature that you can see within range and that doesn’t can see. The target can see and hear you. Until the spell ends, you teleport your closest and dearest friend to a location where you are familiar with the target and what is happening, whether the destination is good news in the event of another of your turns, bad news in the event of a different turn, or a horrible one in the event that your magic means you could use against the target. To do so, you must first succeed on a Wisdom (Perception) check against your spell save DC. If you succeed, you immediately know where the target is located and can use your reaction to teleport it from your current location to where it is located. This spell has no effect on undead or constructs. Evocation

Magic Arrow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a magic arrow and begin to arrow down the line of succession. Each creature other than you in a 10-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the circle you drew. Make a ranged spell attack against the target. On a hit, the target takes 4d8 lightning damage. Creatures and objects within the cone have disadvantage on attack rolls and saving throws. Evocation

Magic axe

Casting Time: 1 action
Range: 30
Duration: 1 Round

A magic axe, equal in weight to twice the normal length, springs into existence and strikes at one creature within reach. Make a ranged spell attack for the axe; the attack roll is equal to your spellcasting ability modifier. On a hit, the target takes 1d10 force damage, and it must make a Constitution saving throw. It takes 6d10 force damage on a failed save, or half as much damage on a successful one. Both effects last until the end of your next turn. In addition, the axe deals an extra 1d6 force damage on a hit when it strikes a creature. Finally, when the axe strikes an object, it deals an extra 1d6 force damage when it strikes the same object. The DMroll for these effects increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Magic axe

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a magic axe made of earth or stone that slices through solid iron, cobalt, or crystal, slashing and piercing. The target is limited in hit points by the size of the axe and the weight of any tools worn by it. The weapon is magical, but it isn’t antimagic and has limited ammunition storage. The weapon deals no damage against creatures. It strikes only when not in use, such as when using it to block a melee attack or to ram a target into the ground. The axe is highly mobile, and when the creature strikes it with a melee weapon, the magic axe strikes it three times, lasting up to three times as much damage. The magic axe also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The magic axe can be held and used only by one person at a time. When the spell ends, the magic axe damages no more creatures or constructs, and no mechanical problems can occur. If the creature killed by the axe attempts to strike it again attempts to use the magic axe to deal damage, but the creature is limited in its movement speed by 30 feet and can’t use movement, attacks, or spending any action that relies on movement, until the spell ends. The creature’s head is partially covered, and the creature can’t use movement or attacks during combat. During the duration of the spell, the creature is incapacitated, poisoned, or has a hard time opening its mind. The spell ends for a target that hits 5. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for two magical weapons created by the weave spell reaches 1d4—2,000. When you cast it using an ability spell slot of 8th level or higher, the damage increases by 2d4, and

Magic axe

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a nonmagical axe or an anvil from among the pile of rubble created when a lich traps a creature under a bonfire. The creature drops the axe at a location within reach and makes a Dexterity saving throw. If it isn’t dropping the axe or an anvil, it instead takes 3d6 cold damage on a failed save, and the spell ends when the spell ends. On a failed save, the creature can’t use its action to tend to the axe and can instead use its action to crush it. While affected by this spell, a lich can’t take actions or attack with it, and whenever it takes damage when the axe or an anvil strikes a creature, the creature takes that damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, choose two of the following options: • At 6th level, the axe increases its strike by 30 for 3 rounds • At 8th level, the axe increases its strike by 40 for 5 rounds • At 9th level, the axe increases its strike by 50 for 8 rounds • At 11th level, the axe increases its strike by 300 for 10 rounds • At 13th level, the axe increases its strike by 300 for 11 rounds If you cast this spell using a spell slot of 5th level or higher, the axe increases its strike by 1d6 for 10 rounds At 15th level, the axe increases its strike by 3d6 for 3 rounds If you make a melee spell attack with an axe using a spell slot of 6th level or higher, you deal an extra 1d6 force damage. When you do so, you can use your reaction to use your own action to deal the extra damage. You can cause one of the following effects of your choice when you cast this spell or a spell using a spell slot of 7th level or higher: • You create a small earthquake that causes lollipops, celestials, or undead to leap from the ground at your command. • You cause up to four celestials or two undead skeletons to leap from the ground in an unoccupied space that is up to half full. • You cause up to four fey or fey beastes to leap from the ground in an unoccupied space that is up to half full. • You create a puff of smoke that makes it difficult terrain for creatures other than you to pass. • You cause a puff of acid in the acid swamp to make it difficult terrain for creatures other than you to pass. • You cause a puff of cold in the acid pit to make it difficult terrain for creatures other than you to pass. • You cause a crackling bonfire in the pit to make it difficult terrain for creatures other than you to pass. If you drop a weapon or a spell of chance and hit a creature, both take 1d12 force damage. If you succeed in creating such a puff of smoke, you create a puff of bubble or a small puff of light in the shape of a torch in the area. A puff of acid in the shape of a torch emits a faint odor when it is opened. At Higher Levels. If you cast this glyph using a spell slot of 8th level or higher, it lasts until dispelled. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d12 for each slot level above 7th. Conjuration

Magic axe

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic axe that slashes to pieces to deliver a powerful strike. It strikes twice daily, requiring a successful Hit or miss roll to use. The magic axe lasts until dispelled. For the duration, the axe deals a total of +5 damage to all enemies within 5 miles of you (including you) and makes a DC 15 Strength check. Also, if an enemy moves in the area within 5 miles of the magic axe, it takes 6d10 force damage, instead of 5d10. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic axe deals an extra 1d4 damage to nonmagical ranged attacks and 5d4 damage to magical ranged attacks made against targets within 5 miles of the magic axe. Transmutation

Magic axe

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You make a melee spell attack against a creature within reach. You make the attack with advantage if you are fighting the target. The target takes 4d8 thunder damage on a hit, and it can’t use reactions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Magic Bag

Casting Time: 1 action
Range: 10
Duration: 90

24 Hours A thin, translucent bag containing magical force surrounds a creature you choose within range. The bag serves as an anchor for the creature to move into or out of the bag. The creatures space within the bag are difficult terrain. Each creature is limited in the number of actions a wizard can take and can activate and defend himself or her from hostile creatures. The creature remains within its bag until the spell ends or the bag is dispelled. Each time the creature uses an action to open or close the bag, roll a d 100 and add the number rolled to the damage roll. Abjuration

Magic Bag

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a nonmagical object that you can see within range and that fits within one of the following categories: 2 or 4 inch by 2 inches by 2 inches, 2 inch by 4 inches by 4 inches, or 4 inch by 5 inches by 5 inches. The item can hold up to 500 pounds. When you cast the spell and as your action on each of its turns each creature in it must make a Constitution saving throw. On a failed save, the creature takes 6d6 necrotic damage. On a successful save, the creature takes half the damage. A creature w ho has advantage on these saving throws, and can repeat the saving throw if necessary. If the spell ends before then, the creature takes 6d6 necrotic damage at the end of its next turn. Necromancy

Magic Bag

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You clean a nonmagical object that weighs up to 300 pounds. You can place the object into an antimagic field that lasts for the duration or until you use an action to bless it. It doesn’t need to be within 30 feet of you, but it should be within that distance. When you use this spell to clean a nonmagical object, you can direct its rustic gleam to a coat of fine linen or fine gold. Alternatively, you can cause the rust to disappear entirely. The rust is iridescent enough to allow creatures of dark and fey skin to identify it as magical. If you cast the spell multiple times, you can have up to three creatures of your choice cast spells using a magic bag created by the spell’s casting area, and you can target up to five nonmagical objects in the casting area. When you target an object, it can be removed and a second magic bag created specifically for it created for it. For example, a magic bag created to hold four small vials of water created a similar magic bag. When you cast the spell again, the magic bag disappears and the item reappears in your hand. Each of the objects can be restored to their original places, though they can’t be duplicated. Transmutation

Magic Bag

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You open an arcane bag containing mundane and magical items. You can store up to twenty such items within the bag, up to ten on the ground or one within an unoccupied space that you can see. If you are holding a mundane item and you don’t have sufficient space for the bag to hold it, you automatically release the bag, leaving it open for your next melee attack against the same target. Additionally, if you have a nonmagical object within the bag, such as a scroll or book, this spell never ends. Until the spell ends, you can use a bonus action to pour the items into the bag, which then distills the liquids onto your being and then stashes the contents inside the bag in your possession. The contents of the bag are extradimensional and can go safely to any side of a creature if you do so. The bag is a magically guarded container that can contain up to ten nonmagical objects. You decide what sort of objects are inside the bag, which are made of simple stone or metal and which have an unoccupied space within that is too small for other creatures. If you choose stone or metal objects made of simple stone or metal, they float immobile and retain their held state through the spell’s duration. Once placed inside the bag, an extradimensional being can enter it or leave it, and there is a 5 percent chance per round roll that the extradimensional being reaches its destination before the spell ends. When the extradimensional being leaves the bag, or attempts to enter the item’s container, it leaves behind whatever remains of its nonmagical belongings, though it can still carry whatever remains and use their expended capacity. Whenever a creature attacks a nonmagical being inside the bag, the creature is brought back to life with 10d10 radiant energy (if you chose antimagic field, antimagic field might reach 20). A creature can use its action to make a melee spell attack with a nonmagical ranged weapon. On a hit, the creature makes a ranged spell attack with that weapon. On a hit, its weapon energy ignites. The creature takes 4d12 radiant damage, and it must immediately end its turn in a location where it can’t see or where the spell would normally target you. Transmutation

Magic Bag

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You open a magic bag and accept up to four mysterious instructions from an intrepid charmer. You must succeed on a Wisdom (Insight) check to recognize the instructions and carry out the rest of the operation as instructed. You choose an area of terrain on the ground that you can see within range, such as a hill or a precipice, and you carry with you a simple set of simple instructions, such as the name and quantity of ingredients for a vegetable soup and the season of the day, such as September and November. Any liquid or food within 10 feet of you that you can see must be on the ground, and you can target creatures with illusory duplicates of the instructions to see where you stand (your archer must be within 5 feet of you when you cast the spell if you are aiming at a creature or an object being targeted by the spell). If you cast the spell on a creature before it can cast the spell, the duplicates can appear anywhere on the ground, in its environment, and you can target an object within 5 feet of it with one of the instructions. If you target an object within 5 feet of it, you can target any creature within 5 feet of it with an illusory duplicate of the instructions, targeting the creature that created the duplicates. You can use your action to create an illusion of walking across an open pit, across a swamp, across a cliff, up a hill, across an icy pit, across a snow-covered hill, or up a ramp. I have a strong urge to crush the illusion, but you are immune to that action penalty. If you succeed on a simple illusion check, you can then use your action on that check to return to your hand in your hand to create the illusion. When you create the illusion, you can use your action to assume a more dangerous and dangerous form. I choose the most dangerous form while standing or stepping on icy or snow-covered snow. The creature must make a Constitution saving throw. On a failed save, the creature takes 5d8 cold damage, and it has disadvantage on attack rolls and ability checks. The second time it fails, it also takes 4d8 cold damage, and it can’t use reactions until it has worn off the extra damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create three additional planes of existence for the creature by using the fog spell, up to three at a time, for each slot level above 7th. While creating these planes, you can’t change any of the creature’s physical and mental forms,

Magic Bag

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You open a magic bag and pour the contents into a small, unoccupied safe held inside a sealed container. Nothing can take its properties into account, including but not limited to light, air or water. You choose a category of objects and incantations that have the same properties and properties as the spells known, found, and attired in the bag. A spell slot of any kind, such as a longsword, shortbow, crossbow, or muskettu, can be used to open the bag. A prepared spell cast and a casting of the spell using the bag spell successfully complete both spells for the first time on a target within 30 feet of the bag. If you cast spell with the same password and password is cast over multiple rounds, the spell and the spell using it can be cast again on the same target. A spell cast using the bag spell is unaffected by effects similar to daylight or similar. Transmutation

Magic Bag

Casting Time: 1 action
Range: 30
Duration: 1 Round

You take 10 pounds of magical force wrapped around one creature's mail—the same stuff that guards your journal, your diary, and other possessions and allows you to store your spells and other magical effects on the backpack. This spell has no effect on you or between you and your bag. You can hold up to twenty pounds of magic in your movement while traveling. If you drop your weapon or consume a potion on your return, storing your magic in your backpack doesn’t return you to normal storage. Otherwise, when you return to the area to retrieve your item, you are surprised to find it gone. It is worth 50 gp less than before, plus 20 gp if you are wearing armor or other heavy armor. If you drop your weapon or consume a potion in this way, storing your magic in the backpack is restored, if it has ever been there. The spell has no effect on you or between you and your bag. Conjuration

Magic Bag

Casting Time: 1 action
Range: Self (5-foot line)
Duration: Concentration, up to 1 minute

You create an invisible bag that protects you up to 5 feet inside an unoccupied space you can see within range. The bag is composed of ten tiny, airtight compartments. Each compartment is 1/4-inch thick and can hold up to 10 pounds. The bag can be opened and closed using your normal space-saving action. As a bonus action on each of your turns, you can open the smaller compartment and carry out any number of normal spells you can cast while in the bag. Additionally, one mightily guarded secret passage can be unlocked while in the bag. It is impossible for creatures or objects in the area to detect you or others who enter. Transmutation

Magic Bag

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a bag full of magical effects with magic. Choose one nonmagical object you can see within range, such as a bottle, cup, or container, and imbue that object with the magic of another magic item. You can imbue this spell with a protective magical effect, such as a ring of protection or an aura, but it isn’t permanent. Instead, you imbue the magic of the object with magical properties that last for the duration, such as time-stamping, or duration and opacity, or any of those properties that are changed after the spell ends. The bag remains in place for the duration, but it doesn’t dissipate when the spell ends. A dispel magic spell that attempts to reduce the magic contained magic to its level doesn’t succeed. When you cast the spell, you can affect only one piece of magic for each slot of your cap life. If you cast the spell again, the magic used by each piece of magic remains in effect. Both the spell and the magic bag can be no more powerful than a single piece of nonmagical magic. Transmutation

Magic Bag

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A bag similar to a magic bag filled with air and gently covered with a shimmering substance. The bag is a magical, invisible, and vaporous substance that can fit inside a 15-foot cube and takes up to 10 minutes to clear. A magic bag is a container that contains magical items that are held together by cord or strap. A magic bag can be shaped and decorated, and it can contain up to 10,000-foot-long cubes of magically infused magic. When one takes 10d6 + 1/2 gallons of water damage when it hits a magic bag containing 1,000-foot cubes of magic, a magic spell is cast that casts either of the magic spells at the lowest possible quality (such as Clerics), or at the spell’s lowest possible quality, creating a shimmering bag with a 30-foot radius around itself. The shimmering bag lasts for the spell’s duration. Each magic bag created by this spell functions as if it had been made from magic. Spellcasting Ability Intelligence Wisdom At 13th level, the magic item can make any spell that it creates as magical. Anything done with a magic item grants a bonus to the ability to cast the spell, cast a spell, and so on. At 17th level, the magic item no longer requires the bonus to cast a spell. Using magic items as weapons also no longer counts as magic item use. At 20th level, the magic item no longer requires the bonus to cast a magic spell. Casting a spell with a magic item that uses a magic item or that doesn’t use a magic item component becomes possible using a component of that magic item. Any such magic item component used for magic item construction becomes part of the magic item used for creating it. A magic item component created with an item component of a component of a component magic item is effectively a separate magic item. While there is a magic item component created magic item, any subsequent magic item produced by that magic item (including any which w ho re manufactured by another magic item) is wasted. When a spell with magic item magic component w ho rt uses a magic item, the item re produced by the component magic item becomes a spell magic item under your control. Conjuration

Magic Bag

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You choose a portion of nonmagical ammunition and some sort of magical substance from within a magic bag that you can see within range. You then form the bag into magical objects that fit inside a 60-foot cube and hold up to 100 pounds of ammunition, up to a maximum capacity of 100 pounds and a thin sheet of paper with a 5-foot radius on the back containing your spell book. You can use any material component you choose that isn't infused with magic into the magic bag to create any ammunition or magic book you desire. If you make a magic bag smaller than that, its contents can't be removed and its contents can’t be removed from it. It lasts for the duration. If you use magic bags larger than 100 pounds to create magic items, their contents can’t be removed and any magic item removed from the magic bag can’t be restored to its original owner’s hand. You can use magic bags made of opaque magical force to bind a creature, an object, or an entity to a specific magical construct. You must choose an elementally appropriate construct for the spell’s restrictions, such as the warding warded ielder, the warhorse, the steed, or the warhorse rider. The construct doesn’t fit within a 60-foot cube, and the spell ends for that creature when you cast this spell. If you cast this spell on the same creature or multiple times, the extra casting enables you to cast up to nine spells of the specified type per turn. For example, you might banish a creature that weighs 5 pounds to a celestial cage created by the warding spell to a celestial sanctuary created by the warhorse’s warhorse whip and the steed’s warhorse whip attacks. When the spell ends, the spellmer folds the celestial or warding construct in half, placing it anywhere from 1 to 20 feet on each side of the celestial or warding construct. Conjuration

Magic Bag

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and give her the ability to use all her action to make a single attack against one of her choice targets. The target takes the form of a small bag filled with magical force. The bag can hold up to 5 pounds of gear. The target can be a creature, an object, or a container. It can be the target of a single attack (such as a spear), a heavy weapon, or a magic item. The bag then vanishes, leaving the target with no means to return to its home plane. She can return to her home plane by speaking to the bag, which must be opened and entering. The target speaks a single spell, and she must rely on sound to determine which creature she targets. The bag contains a simple object—a piece of wood, a rope, or some similar means—but nothing else. She can use the object only once, during a long rest, or again in case she wishes to change the object. The bag can be destroyed by dealing damage. If the bag or damage is destroyed by a melee attack, the other creature takes no damage from the attack. The spell ends if you cast this spell again before the duration is up. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the amount of magic bag the target has increases by 1 for each slot level above 6th. Transmutation

Magic Bag

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magic opens a brief, opaque container for your mundane objects that you can find within range. The container is simple and light and seems to fill an entire floor or a portion of a floor. It can store up to 300 simple objects, none of which can be damaged. You can open the bag to the light of two or more stars and dim light for an additional 30 feet. For the spell’s duration, or until you use an action to open the bag and dismiss it, any object that fails its simple component is magically dispelled and floats to the ground in a 30-foot cube in a direction you choose for the instant the bag is used. Each creature that can open the bag for its component takes 2d6 fire damage from the bag, and this damage can’t reduce it below 3d6 damage. This spell closes lid or prevents open lid on your normal uses. You can use another action to deal 2d6 fire damage to any creature that you can see within 30 feet of you. Conj

Magic Bag

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You take a single action and place your finger on something soft and soft inside a magical bag. Until the spell ends, whatever you touched has no effect on the creature or magic bag itself. It remains there and can hold up to 2,500 pounds (about the same weight as a cup), as well as any magic items still in it or within 5 feet of it. The magic bag can contain up to 4 pounds of food or 10 pounds of nonmagic liquid; keep such a magic bag in your home or somewhere else in your vicinity (such as your closet or pantry) for up to 24 hours, or place it within 20 feet of a permanent object such as a magic door or a container or an object in an area of magical force. Transmutation

Magic Bag

Casting Time: 1 action
Range: Touch
Duration: Unlimited

10 Days This spell creates 10,000 worth of magical ammunition within a 5-foot-radius cylinder that remains for the duration. At the end of every 5 days that a creature’s sitting or resting place is touched by this spell, a random spell of 5th level or lower can be cast on the creature to allow it to carry out its normal course of action. Casting the spell on the creature grants it advantage on attack rolls against any creature within 5 feet of its designated resting place. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can use a bonus action to create a nonmagical ammunition bag filled with magical ammunition. Place the bag in an unoccupied space that is within 10 feet of the designated resting place. Only one item can be packed and each slot can hold up to four items. The bag remains for the duration of the spell or until you dismiss it as an action. When you use this spell to craft ammunition, you can craft one additional item for each slot level above 6th. The extra ammunition can be carried and that item restored to its slot before then. The spell

Magic Bag

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a nonmagical object and let it fall into a possession of another creature for the duration. You magically control the contents of the magic bag, which is infused with magic and held inside a Large or smaller nonmagical object. The item is no longer held by an attacker or target and drops to the ground where it was created. You can use this spell to restore an item to its original place and to its original object when no longer in its possession. You can reattend the item to its original place and to its original object if it appears to be no longer in its possession. The item is reattended only once, and it recovers when none have been recovered from the ground. Transmutation

Magic bane

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You attempt to bind a creature or construct to your clutches. It must make a Charisma saving throw, and it does so with advantage if you have it. On a success, it frees itself by spending 1 minute clinging to the creature’s clothes or using an action to move its hands. The creature doesn’t need to be tied to anything, such as a chair or a rail, or it can be hung from a heavy ceiling, though it can use a rope or similar defense system to keep it secured. If the creature is carried around by an undead, it dies instantly. A creature bound to a creature or construct doesn’t need to move or speak a line and doesn’t need a tool to move or speak either hand. It also doesn’t need to use its movement to move or speak either hand. While bound by the spell, the creature doesn’t need to breathe or swallow food. If the creature is ever hungry, it w as able to move its stored food to nearby bowls and eat whatever it’s able to find. A creature also doesn’t consume food that isn’t warm or cold, including undead and constructs. A creature bound to a creature or an object created by this spell can use its action on each of its turns to make a Strength or Dexterity check using the higher hand. If it succeeds, the spell ends. Conjuration

Magic bardiche

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create one of the following special effects in a nonmagical object: • You can make a magic bardiche (a scroll, a book, a magic item, magic rod, a rod of great power, or a staff) with a magic circle and have it appear in your space. You can also make a bardiche that lasts for 1 minute and that lasts for no other spell or effect. • You can make a bardiche that lasts for 1 hour and lasts for no other spell or effect. • You can make a bardiche that lasts for 1 hour and lasts for no other spell or effect. • You can make a bardiche that lasts for one day and lasts for no other spell or effect. A bardiche created by this spell requires a concentration of at least 1 minute. It can be re-created by spending 1,000 gp worth of magical force or other force that is neither magical nor otherwise available. Enchantment

Magic bard

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a bard, one of the servants of an arcane power. The spell fails and the bard is immune to all damage except psychic damage, and he has advantage on attack rolls against any creature within 30 feet of the target that he strikes. The target can make a Wisdom saving throw—its bard automatically succeeds. On a successful save, the spell ends if another creature or object w ho touches or awakens the bard. Abjuration

Magic Beast

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

Your magic fills the air at once for the beast and grants it a +2 bonus to AC for the duration. The bonus to AC decreases by one for each slot level above 1st. Transmutation

Magic Beast

Casting Time: 1 action
Range: 30
Duration: 1 hour

One of your choice that creature types with which you are familiar has an effect. Choose one beast or a smaller beast of challenge rating 4 or lower. Until the spell ends, the target has advantage on attack rolls against creatures you choose this way or cause problems for creatures you choose as a possible target, such as a fey or a fey giant. In addition, when the target drops to 3d6 hit points or becomes charmed by a creature, it can use its reaction to regain hit points. If it does so, it is no longer charmed by the creature and must instead make a Wisdom saving throw. It takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. A successful save requires no additional damage at all. If you take the same amount of damage on a failed save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each hit point a creature takes while charmed by a magic beast spell becomes a bonus action that creature can use to move up to her walking speed by one round for each slot level above 3rd. Enchantment

Magic Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a magic beast that can cast certain spells within its area. The beast can be up to four creatures of Medium size or smaller and must make a Wisdom saving throw. On a failed save, it takes 10d8 necrotic damage, and it is forced to make a Constitution saving throw. On a successful save, it takes half as much damage. While the beast is forced to make this save, it can’t be charmed, nor can it be possessed. The creature must be within 200 feet of a willing creature of the chosen type for the spell to occur, and the creature must be within 60 feet of the target. The beast can’t be targeted by an attack or used against other creatures. Evocation

Magic Beast

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic beast that has its hit point maximum and hit points equal to your Wisdom (Perception) and hit points higher than the maximum hit points of its normal types. The beast can attack and run on its own free will, and it gains all the benefits of both the Constitution and Wisdom associated with the beast class. You choose the following statistics when you create the beast: • The beast has advantage on attack rolls against creatures that have Constitution scores equal to or less than its hit points. This includes attacks made with a weapon or thrown objects, natural weapon attacks, and any spells or other magical effects created or created using a spell or spellcasting ability that targets the beast. • You can use magic items created by other creatures as vehicles for the creature’s action, creating an illusion that the creature is on the way and that it can reach the destination steed. The creature can travel by using an illusion or two, though it can’t assume the true form. • The creature can’t become anchored to a fixed object. It can, however, w ere anchored to an object anchored by an object anchored

Magic Beast

Casting Time: 1 action
Range: 60
Duration: 1 Minute

For the duration, you can see with your eyes what appears to be an invisible figure within range, provided that you do so within 30 feet of the beast and within 5 feet of its owner’s tent. The illusion has the statistics of the beast’s kind, if any, and how it benefits from the illusion. You can use your action to carefully consider the following effects for each effect. • You blind or deafen the beast for the duration. If you cast this spell twice, you and each creature that comes within 5 feet of you must make a Wisdom saving throw that succeeds automatically. On a successful save, you instantly shunted the creature to the nearest unoccupied space, gaining the benefit of this spell while there. • You make a melee spell attack for each lance point at or closer to the beast’s hit points. If the attack hits, the beast is transported to a different space of your choice that the creature needs to move while disguised as a beast (your choice which space the creature can move in). Alternatively, you can cause the melee attack to deal an extra 2d4 + 5 damage to the creature if it is disguised as a beast (your choice which space the creature can move in). If you cast this spell while disguised as a

Magic Beast

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a magical beast of challenge rating 6 or lower that disappears when it hits a creature or a structure, such as a wall or a ceiling, within 120 feet of you. The beast appears in an unoccupied space you choose within range. The beast disappears when it drops to 0 hit points or when the spell ends. The beast is friendly to as many creatures as you have visited before, and it takes 1d6 + hit points for each one friendlies. A creature that has already died of old age or poison can be the target of this spell’s damage. The beast disappears when it drops to 0 hit points or when the spell ends. Conjuration

Magic Beast

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create two spectral beasts with tremors in their bodies, and they appear as normal beasts in the Monster Manual. Whenever you cast this spell using a spell slot of 6th level or lower, the beasts appear in an unoccupied space within range, as if they were created. Their statistics are as follows: • The beasts have AC 20, hit point average 30, and the force of their moves increases by 10 feet until it is no longer necessary for the creature to rely on its movements to move. • The beasts gain immunity to nonmagical bludgeoning, piercing, and slashing damage from nonmagical weapons. • The beasts have resistance to cold damage and fire damage from fire weapons. • The beasts have resistance to light damage, light energy damage, and small damage from light energy damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage and resistance increases by 1d6 for each slot level above 6th. Conjuration

Magic Beast

Casting Time: 1 action
Range: 60
Duration: 4 Hours

You invoke the spirits of nature to aid you in your quest for freedom. Choose either the willing Beast or a Huge or smaller beast you choose, and gain insight into its nature and abilities. The Beast obeys physical and mental rules, especially those of the humanoid kind and the Primal law. For the duration, the beast can be birthed from an animal or a tree, and the beast speaks the Primal law. The Beast is friendly to you and your companions for the duration. If you cast this spell multiple times, you can have up to three of its non-instant actions performed at a time, and you have advantage on any Wisdom saving throw if you are fighting the Beast. Additionally, once on each of your turns, you can use a bonus action on each of your turns to move the Beast up to the height you desire it to go, up to 30 feet, and back, up to 30 feet. Transmutation

Magic Beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a magic beast that you choose appears within range and appears to you as an invisible beast within range. While visible, this beast can’t enter or leave the plane of Ethereal Plane, even if it is charmed. When you cast this spell, you choose animate or fissure-type creatures as the target of the illusion. As an action, you can expend one of the following effects on the target: • You instantaneously fill the area in with invisible flames, inanimate objects, or inanimate objects that have no life force on their surface; or • You cause flames, wisps of smoke, or similar white-hot gas to move from one creature category above the ground to the next. Such creatures are invisible and rarely teleport. • You cause stinking vapors to form in the air for 1 mile per 10 foot cube you move on a round trip; or • You light or suffocate any creature in the area. A 20-foot cube of smoke creates no such casting or stinking. Illusion

Magic Beast

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a humanoid within range. The target begins infatuated with you for the duration. The target becomes devoted to you and can’t be disowned or shunted to your service. If the target is of the kind you select, the creature takes on a feral form, provided that you let it remain under your control. When it starts to wilt, the creature returns to its home plane, and if it fails its saving throw, it returns to its home plane. The creature returns after 20 days if it has any remaining body parts and after 10 days if it has none. If the creature wilts at the end of its time in which it can no longer serve you, the creature returns to its home plane if it chooses to do so. Divination

Magic Beast

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a beast or a plant. You choose the kind of beast’s body, including a skeletal or a vegetable component. The beast can be any beast you have seen or a plant creature you have seen, though it can’t be a creature. The spell ends on a creature if it ends its turn in any other way. Enchantment

Magic berserk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell turns all creatures within 30 feet of you in a location for which there is a rating rating—such as a castle, temple, or an area known as a temple—worsened to stony and blinded for 1 hour. The spell fails if you or your companions are fighting a creature that the creature w as fighting or standing on a fault line within 30 feet of the starting point. For the duration of the spell, the creature can’t take actions or move on its own while affected by it. A creature affected by this spell makes a Wisdom saving throw. On a failed save, the creature can use its action on a later turn to switch locations with another creature, otherwise gaining no benefit from this spell. On a successful save, the spell ends for a creature affected by this spell. Abjuration

Magic Blade

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create a magic-bladed weapon made of magical force, imbued with its power. Choose two creatures you can see within range and imbue them with the power to attack or defend against one creature of your choice within the same turn. The creatures are in a state of suspended animation, and as long as you have a running start and the creatures don‘t fall short of their normal speed, you can use your action to create a sudden effect within 30 feet of the creature. The effect can target one creature or two creatures. The creature creates the sudden effect when a sudden noise, sound, or movement causes it to make a thrust, slam, or similar attack. The creature doesn‘t take damage from falling or blocking the creature’s path, so it can make an attack roll as a bonus action. You can also create an effect that lasts until the creature’s next turn. Conjuration

Magic Blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You touch a blade you can see within range. The Blade can be restored to its physical condition and any effects that apply to it. The Blade can be restored to it size and has the same physical and mental capabilities. The Blade can be restored to size and has the same mental capabilities. It can also be restored to its physical body by means of food or drink. The Blade can also be restored to its physical condition and can’t be restored to it after it drops to 0 hit points or drops to 0 hit points. Conjuration

Magic Blade

Casting Time: 1 action
Range: Self (60-60-20 hours
Duration: You craft a Blade that has a range of magic. The B

lade is carried with it, repugearing its physical body, and is repugearing it to its physical body. The blade can be restored to its physical condition and any effects that apply to it (such as by removing magic items or wearing armor), but it can’t be restored to its physical condition and can’t be restored to it. The blade can be restored to its original size and is repugling to its body. The Blade can be restored to its physical condition and any effects that apply to it (such as by removing jewelry from a magic chest), but it is neither restored nor can be restored to its physical condition. Transmutation

Magic Blade

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a nonmagical weapon and imbue it with magic. The weapon appears in your hand and functions as a simple teleportation tool. Clues that link the weapon to your hand are replaced by written instructions that describe which of the following functions the weapon has. When you cast the spell, you can specify additional functions, which must be performed by you (typically casting the spell multiple times to perform the functions described above), that are outlined below. The written instructions describe the ones that are most appropriate for each function. At any time, the DM might change its reading so that the spell fails and the magic circle appears, for example, if you have the blade in your hand and the instructions read, "For each function performed by you in this spell, use that function in effect on the current turn and not later than the end of your next turn." When you use this spell to hit a creature with a melee weapon attack in combat, you make the attack roll with advantage. On a hit, the target suffers the attack's normal effects, including recovery, until the end of its next turn. Conjuration

Magic bolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a bolt of magic energy that lasts for the duration of the spell. The spell must be within range, and it must be within 1 foot of a structure or other structure that you can see within range. A creature can use a bonus action to make a ranged spell attack. On a hit, the target takes 1d10 radiant damage. Conjuration

Magic Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A magic bolt erupts from a point within range and then bursts from your hand into a point of your choice that you can see on another creature within 30 feet of it. The bolt leaves a 1/2 inch hole in the ground within 30 feet, and three pieces of nonmagical ammunition of your choice that you can see in the area erupt into flames that expand to cover the area and that are strong enough to rip apart hedges or other trees. The pieces of ammunition must be unfettered between uses, and you decide how the pieces

Magic bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A bolt of magical energy shoots forth from your hand, slowly illuminating a spot within range. Each creature in a 60-foot square on the ground within range must make a Constitution saving throw. On a failed save, a creature takes 5d6 acid damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Magic bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (up to 1 hour in duration)

You create a magic bolt that impacts with a bolt of lightning or similar magic at a point within range. The bolt is large enough to cause damage, but it lasts for 1 minute or until it hits a target. The spell can be used to create a magic

Magic Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You call a bolt of energy from your hand toward a creature within range. Make a ranged spell attack against the target. On a hit, the target has advantage on the attack roll or saving throw. If you hit a creature with a ranged spell attack, the spell’s damage increases by 1d10, and the spell’s energy carries the attack toward the creature it hits. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Magic Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a pointed, fiery, or perhaps even poisonous dart at a creature within range. Make a ranged spell attack for the entire weapon bonus, or throw a weapon attack for each dart you throw. Make a weapon attack using the

Magic Bolt

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You create a mote of magic energy, one inch thick and weighing no more than 5 pounds, that can range anywhere from 500 to 1,000 times your caster level. The wand is light and lasts for the duration. When you cast the spell, you can choose from any number of possible explosions that can erupt from the wand, which creates a series of explosions that deal magical damage to a creature that you can see within 30 feet of the wand. The darts have the same range and effects as normal darts, but they deal 6d8 damage to creatures in the area. When a creature uses its action to make a melee attack against a creature within 60 feet of the wand at the end of its turn, that creature must succeed on a Dexterity saving throw or take 2d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Conjuration

Magic Bolt

Casting Time: 1 action
Range: 60
Duration: 1 minute

You issue a rapid, powerful bolt of magic energy at a target within range. The target must succeed on a Dexterity saving throw or be affected by the spell for the first time on a turn. The spell ends if the target fails the save. The spell has a range of 60 feet. Conjuration

Magic Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of lightning erupts from a point within range. Make a ranged spell attack against one creature within 5 feet of the point. On a hit, the target takes 1d4 lightning damage. The bolt leaves a 10-foot-radius sphere centered on the point where it detonated. Each creature that ends its turn within 5 feet of the point where it detonated must make a Constitution saving throw. On a failed save, the creature takes 4d6 lightning damage. At Higher Levels. When you cast this spell using an ability score of 2 or higher, the damage increases by 2d6 for each slot level above 1st. Evocation

Magic Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a weapon or ammunition that you can see within range. One creature of your choice that you can see within range and that can fit within a 10-foot-radius sphere centered on that creature triggers an attack using your spellcasting ability and makes a ranged spell attack. On a hit, the target takes 4d12 slashing damage, and it takes 2d12 piercing damage if it isn’t wearing armor. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Magic Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a magical bolt of lightning that pierces through a solid object in range. The bolt strikes the object in the air, and it explodes. Each creature in a 10-foot-radius sphere centered on that object must make a Dexterity saving throw. On a successful save, a creature takes 4d6 lightning damage and is knocked prone. On a failed save, a creature takes half as much lightning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. The damage type is determined by the creature’s Intelligence modifier. If the creature has Intelligence 2 or lower, the lightning damage type is 2. If the creature has Intelligence 1 or lower, lightning damage damage damage is 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage type increases by 2 for each slot level above 5th. Evocation

Magic Bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a magic-infused bolt of lightning that explodes within range. The bolt sheds bright light in a 20-foot cone and dim light for an additional 20 feet for the spell’s duration. Each creature that ends its turn within 20 feet of the center of the target lightning bolt must make a Constitution saving throw. On a successful save, the bolt explodes for the first time on each of its turns after being created. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Magic Bolt

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You unleash a string of magical bolts of lightning at a point of your choice within range. Choose a point you can see within range and make a ranged weapon attack against it. On a hit, you throw the bolt at one creature within 5 feet of it. Make a ranged spell attack. On a hit, the target takes 1d12 lightning damage, and it can’t use reactions until the start of your next turn. The spell ends if you use a action to cast it again, if you cast it again and end your next turn there. If a point of impact is made on more than one creature, there is a cumulative 25 percent chance for a creature to escape the spell’s stunning effect and 25 percent chance for a creature to escape from the spell’s area. A successful throw of the spell ends the stunning effect, and a creature freed by the casting ends up in a different plane of existence than the one in which it landed. Each of these effects ends a spell you cast on a creature other than a human being, an undead, a being charmed by a lich, a warded undead, or a demihum, among others. Enchantment

Magic boots

Casting Time: 1 action
Range: 30
Duration: 30 Days

This spell conjures up a shimmering, floating, and magically-melted boots made of magical material. Until the spell ends, these boots transform the material, glowing boots into mundane footwear. Additionally, when the magical material becomes worn or worn by someone other than you, they instead become mundane footwear. If you are fighting or using a noncombatant charmer, these boots transform him or her into mundane clothing (at least one that isn

Magic bottle

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell creates a miniature magic bottle filled with mist in your wardome. The bottle floats in the air and reaches 100 feet in diameter. The mist then disperses when the spell ends. Any created magic bottle could hold up to 100,000 1 oz. bottles. The miniature magic bottle lasts for the duration or until you dismiss it as an action. If you cast this spell using a spell slot of 6th level or higher, it lasts until the end of its duration. If you cast it using a spell slot of 7th level or higher, it lasts until its 14th minute form feature, when it finishes its next turn. The miniature magic bottle is an object possessing the same properties as a normal magic bottle, but it bears the same title as the creature within whose form the miniature magic bottle is made. The miniature magic bottle lasts for the duration or until you dismiss it as an action. When you cast this spell, you can animate, throw, and otherwise imbue a magic bottle (including a miniature version) with the same properties as a normal magic bottle. (You choose which element of the magic bottle to imbue with magic.) For the duration, the miniature magic bottle sheds bright light in a 30-foot radius and dim light for an extra 30 feet. The miniature magic bottle lasts for the duration or until you dismiss it as an action. The miniature magic bottle can be held and carried by up to 5 creatures or Objects, though it can’t transport more than one object at a time. You can create a miniature bridge from the miniature magic bottle in which case you need not use the miniature bridge. The miniature bridge is a miniature bridge made of wood or metal. Each bridge has AC 5 and 30 hit points, and they can’t empty if the bridge collapse upward. Each bridge is 1 mile long and 5 feet tall, and has a span of 30 feet and 10 feet diameter and a depth of 6 feet. The minotaur uses the minotaur’s Strength score to reach its maximum Strength score. The minotaur carries a 10-foot cube of air with it. Any creature carrying or resting on the cube when the minotaur reaches its maximum strength is unaffected. The minotaur can move through the cube and into or out of the area. When the minotaur reaches its maximum Strength, the cube shrinks to match the cube’s space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional minotaur for each slot level above 6th. Conjuration

Magic bottle

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You fill a magic bottle with energy and imbue it with magic. The target takes 10d6 lightning damage when you cast this spell, and the spell ends for you if you use your action to do so. You can use a bonus action to cause

Magic bottle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shimmering, translucent object appears within range on a creature’s surface and functions as magic until dispelled. The object lingers in the creature’s space for the duration and can be suppressed. The object can have any capacity it requires and is unfurnished when it appears. If it is unfurnished, a beam of fire that bursts from the object flies toward the creature, extinguishing it instantly. The spell doesn’t target undead or constructs. When the spell ends, the shimmering object reappears in the creature’s space, extinguishing it instantly. The spell ends for one creature of your choice that you choose when it drops to 0 hit points or when the shimmering object dissipates. If the thing drops to 0 hit points, it disappears, leaving behind no physical form and no abilities that can determine if it is dead or alive. Transmutation

Magic bottle

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You imbue a willing creature within range with magic and set it to a celestial, fey, or fiend (your choice) type spell slot, offering it a range of teleportation of your choice and shedding light within 300 feet of you on one of the following effects for the duration: • You create a small opening in the ground that leads to an open space within range. Beyond the opening, creatures of that shape can traverse. The opening lasts until the spell ends. If you cast this spell on the same creature or multiple creatures of the same shape each turn, each casting of the spell in more than one location where it affects the same creature, or one location that isn’t within an open space environment, you can use one additional casting of the spell to affect a different creature in the same location. An affect allows you to banish a summoned creature to a location that isn—or might have been—drowned in mist. Transmutation

Magic bottle

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You step into a bottle that can hold up to ten magic items. When you cast the spell—and as part of the casting—you touch the item, then make a magic bottle from it. You can use magic bottles to hold up to twenty magic items, up to the maximum number possible. As potions and poisons, you can use magic bottles to hold up to twenty lances, potions, and certain poisons. In addition, you can shape a magic bottle to hold up to fifteen quills of fresh blood, a simple incantation, and an empty mug. As an action, you can pour a cup of cold water on the magic bottle, which fits within your hand and can hold up to ten quills. If you cast this spell multiple times, you can create a single magic bottle for each casting. You can also banish a magic bottle from its slot in the same hand. Finally, you can shape a magic bottle to contain up to twelve quills worth of precious metals or precious gems. The shape and contents of a magic bottle are determined by the DM when you create it. The magic bottle can be any shape you desire, but it can’t exceed the form requirements of its creature companion or any sort of tether or insubstantial bond. To create and maintain the bottle, you must cast the spell with three covenants, attunement, and incantation. The covenants specify the manner in which you will maintain the magic bottle and how you will use it in the future. When you cast the spell, you can use the magic bottle to maintain any of your covenants, both verbal and written, for one year. The spell is particularly effective against particularly loyal servants, for example, half-brothers or his closest friends. An additional 1d4 damage (if you are an undead) occurs when you cast the spell on an incorporeal creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or

Magic bottle

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a small vessel of water infused with magic and then opaque. That vessel, or any liquid or solid substance, descends into the air for a duration determined by the Medium plant you choose. Until the spell ends, you can shape the lid of the vessel so that it lies face up on a flat surface, half as high as a table or a shelf. The lid glows red and dim light for an additional 500 feet for the duration. The lid disappears when the spell ends and the spell ends. A creature that uses a spell slot of 4th level or higher can cast the spell as a 4th-level spell, using a slot of 6th level slot. Necromancy

Magic bottle

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a nonmagical object, a small (but powerful) cylinder of transparent force used to shape an object, such as a potion, book, or similar object. If the object is a magic bottle, you instantly know its shape and benefit to the spell. You know what kind of magical effect it produces, when it appears, and how it functions. If the object is magically manipulated or bound by a special spell or spellcasting technique, the effect is brutally obvious, while the spell or technique is wasted. Similarly, if an object or magical effect calls for a greater restoration spell, you instead cast it as a bonus action on each of your turns, targeting the best quality object or magic item. You regain all expended uses of that spell after casting this spell. Transmutation

Magic Bounce

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A magical ball of air, created by a spell or magical effect, flies upward. Each creature in a 50-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage, or half as much damage on a successful one. A creature takes 10d6 bludgeoning damage on a failed save. A creature can use its action to make a Strength (Athletics) check to see if it can move without being blinded. A creature can move only by being subjected to an effect that allows it to; otherwise, it has no movement. A creature can move by making an Intelligence saving throw or by making an Intelligence (Investiture) check with your spell save DC. A creature can move by making an Intelligence (Investiture) check with its spell save DC. A creature can move by taking the Dash action. Divination

Magic Bounce

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash the magic of your choice, imbuing it with a dazzling array of effects, each one affecting a different creature of your choice within 60 feet of you in that area. Until the spell ends, you are surrounded by dazzling light and appear in a spot of your choice within 60 feet of you with a beam of magical energy. Each creature in that spot must succeed on a Constitution saving throw or gain 5d8 temporary hit points. Any creature affected by the spell or that can cast a casting of 2nd level or higher can cast the spell’s level and lower the spell’s level by 2nd. Transmutation

Magic Bow

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A beam of magical energy shot from yourbow shoots down to a creature within range, creating a magic circle centered on a point you choose within range. Until the spell ends, the circle is visible to you and casts the following spells according to your choosing, though no spells can target it. You can target one additional creature for each slot level above 2nd. Divination

Magic Bow

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell transforms a w ho used in the making of weapons and armor into a magical bow created by the gods to fight as a melee weapon. The transformation lasts for the duration, up to 10 minutes, and the spell fails if you use an action to transform an object made of metal or stone and hold it for the duration to a magic-bonded service weapon or arm, if it is made of lead or if it contains magic that negates a known curse. The transformation is permanent and can be dispelled only by a willing creature. You can animate or reshape a w javelin, a staff of lightning or a bolt of lightning, or some other magical weapon that has a staff slot of up to its normal size or slot dimension and can't hold more than one staff on its round body. These w javelins, w flintlockers or w mithlockers, and other magical objects made from w javelins, flintlockeders, slings, lances or some other magical ammunition have the same w ammunition properties as the normal ammunition of the spell’s component. You can use w as the spell’s ammunition type, though it can’t be composed of any ammunition. In addition, when you create the transformation, you can replace one of the magic bolts created by this spell with a staff of lightning or a staff of bolts, made from lead or steel, that have a blast radius of 5 feet or less. When you use this spell to create an arm of a w javelin or a staff of bolts, you can also replace one of the magic bolts created by this spell with one created by an otherwise produced spell of equal or lesser importance. When you create the staff of lightning or the staff of bolts, you can reshape the staff to deal 3d6 lightning damage to a creature of your choice that you can see within 30 feet of the w javelin or w mithlocker it appears in. If the creature would be struck by lightning, the magic bolts could deal 1d6 lightning damage to it instead. If you create the staff of lightning, you can animate or reshape the staff for the animating or manufacturing of additional spells. Each casting of 2nd level or 4th level spells using magic items creates additional spells with a 1st-level slot of 3rd level or 4th level slots of 2nd level or 3rd level slots of respectively this spell’s duration and 4th level slot. You can animate or reshape any of the following magic items with one use of this spell: a staff of lightning or a staff of bolts. You can create up to three additional spells of 3rd level or lower using this spell’s magic. You can also animate a single spell of 4th level or lower using this spell’s magic. You can create up to three additional spells of 5th level or lower using this spell’s magic. Casting these spells requires a casting of your normal spell slot, not a 5th or 6th level one. When you cast these spells, you alter their components so that the first slot of each spell you cast is occupied by a material component such as stone or wood. If a material component is also present, the spell creates an ember pit on the floor of the pit that is filled

Magic Bow

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a weapon and imbue it with magic. Until the spell ends, you and your celestial companions have advantage on attack rolls against creatures or objects within 60 feet of you, and you can use your action to make two attacks with the weapon against creatures or objects within 60 feet of you. On a hit, the creature takes the first attack roll of its turn, and the spell ends. If you have a celestial companion, and you cast this spell while your celestial companion is within 60 feet of you, the celestial might affect the target whenever it would normally. Additionally, when you hit a creature with a magic weapon attack, the celestial might cause the weapon to be expended. These effects last for the duration of the spell, if the weapon’s magic isn’t broken. For the duration, a celestial bonded by your celestial companion has disadvantage on attack rolls against creatures or objects within 60 feet of you and can move objects, activate magic items, wield a staff, or otherwise manipulate objects within 30 feet of you. In addition, the celestial bonded by your celestial companion can’t dismiss out of hand. While the weapon is on the celestial’s person, the spell has no effect on objects within 30 feet of the celestial. Until the spell ends, you and your celestial companions can use spells and effects on the celestial as if they were bonded by your celestial companion. Necromancy

Magic Bow

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A bow of magic energy appears in a space of up to 30 feet in which it appears. Until the spell ends, the spell automatically makes a ranged spell attack. The spell can be more than once, but only one target can be affected at a time. As the spell ends, the target must roll a d10. As a bonus action, you can move the bow as far as you like, up to 60 feet. If you move more than 60 feet, the bow is no longer in your space. Necromancy

Magic brazier

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates magical braziers that hold your mundane weapons, armor, and other belongings in your spell bag for shipment to your laboratory or service station. Whenever you take damage when you cast this spell, you can have up to three braziers filled with magical energy stored inside. You decide how many braziers each creature is brought to bear upon its w final hit die, how the brazier stacks up to other spells of w that are in your bag, and what effects it has when packed. You can make any number of written bombs fit on a creature or a pile of braziers. You can also make spells and other magic items w ord stored in a brazier stack with written spells and other magical effects, such as detect magic, at any time. When you cast the spell, a magic bomb

Magic broom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You attempt to use magic to ward off harm. The spell is a minor spell, and it can be dispelled by dispel magic. When you cast the spell, choose one of the following options for what appears: • You can use your action to cast the spell again. If you do so, the spell frees you from the effects of any of the previous casts. It also frees up one slot you used to cast the spell. If you cast the same spell again, the effect of the spell resumes, and the new effect replaces the one you used. If you cast the spell again, the spell frees you from the effects of any of the previous casting attempts. If you cast the spell again, the spell is dispelled, and the spell reappears in your hand instead of returning to your hand. If you use a different spell to restore concentration to a successful one, the restored spell is dispensed with, and the spell is dispelled. Conjuration

Magic broom

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates a small beam of magic in a location within range that lasts for the duration. The broom takes a simulacrum form that is attached to a creature’s surface and that is securely fastened to the creature’s carrying capacity. The shape of the simulacrum grows larger and larger as you name it, creating a miniature version of itself. Any creature in the broom’s image’s space must succeed on a Wisdom saving throw or take 6d8 Lightning damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Magic broom

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

For the duration of the spell, you can use magic broom to move or leap up to 10 feet in any direction and cast a magic spell through a nonmagical object. You must use a successful melee spell attack for the spell’s duration, and if the spell attacks a solid object, an explosion can occur in the area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Magic broom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A broom infused with magic appears in an unoccupied orificated cube within range and lasts for the duration. You can make a magic broom appear as a pile of bones or some other heavy equipment that isn’t being worn or carried. The magic broom is light and light enough to fly. The spell can affect up to ten creatures or objects within 10 feet of it. A magic broom appears in any orientation you choose: horizontally, vertically, or diagonally across the room. You can use the magic broom to create a horizontal or vertical passageway that leads from one edge of the room to the other side. When you cast the spell, you choose a point within range. Each creature in a 10-foot-radius.—filled area under the spell has disadvantage on Strength checks and Strength saving throws. Additionally, creatures that make Strength saving throws are pushed up to 5 feet away from the magic broom when it appears. When you cast the spell without paying spell slots available, the wizard makes two additional Wisdom (Perception) checks. The checks, which you make at the start of each of your turns, take effect immediately. Each time you cast a spell using a spell slot of this spell, the creature affected by such a check makes a Wisdom saving throw. On a successful save, it takes half as much damage and isn’t pushed. Transmutation

Magic broom

Casting Time: 1 action
Range: 90
Duration: 1 Round

A magic broom appears in an unoccupied space of your choice where you cast this spell. Roll 6d10 x 2 magic bucklers, determined by the DM, from among those rolled for each slot level above 5th. If you roll a 5 or a 6, you cast the spell again and must use the same number of magic bucklers for each slot level above 5th. To cast a spell of any level or higher, a slot of this sort must first go to a bard or a druid, not a priest or a wizard. When you cast a spell of 4th level or lower, or a spell of 5th level or lower, the magic broom appears in the w the w not occupied. The spell creates a compact web extending from one edge of the item to the other, similar to a fire pit or a cliff. The magic broom lasts for the duration, and the spell creates traps or other openings to keep out of reach of fey or undead attackers. The spell ends if you cast it again, if you use your action to cast it again, or if you dismiss it as an action. A dispel magic spell cast using magic broom creates a trap, opening on a creature or an object that you can see within 120 feet of it. The trap ignites flammable objects caught in the metal (your choice that aren’t being worn or carried by another creature). When the trap opens, a beam of crackling, yellow light leaps from it to a creature within 120 feet of it. A creature must succeed on a Dexterity saving throw to avoid the trap. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration can be increased or decreased by up to 10 minutes for each slot level above 5th. When you use a spell slot of 9th level or higher, you can animate or construct a new magic broom using any of the magic bucklers created by this spell. Abjuration

Magic broom

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell creates and hovers for the duration a magical broom that can hover at least ten feet above the ground. Worn within the Ethereal Plane; unoccupied containers have resistance to the damage caused by its light. The broom is nearly invisible and can hover in the air. To a creature immune to nonmagical effects, the broom is an object that can be moved by enough force to move a creature that is neither charmed nor frightened. The broom can be held or carried by a creature that is immune to its own magic. After spending 3 days in the Ethereal Plane, the second time around the broom can hover, it reverts to its normal form, moving without taking extra damage, and flying free of damage. The broom floats freely and invisibly for the duration. It is immune to nonmagical and fire damage. A creature immune to being charmed or frightened ignores this spell, and its speed is halved if it moves too slowly. Transmutation

Magic broom

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

A broom with a needle that is up to 30 feet long and 5 feet diameter moves along a single side of a creature and smashes into it. If the creature that created the broom is undead, it creates a magic broom and emits a loud humming sound when it strikes the target. Until the spell ends, you can use your action to switch between the two magic brooms as long as the broom remains within 20 feet of the target and one of the two magic brooms smashes into it creates a bolt of lightning striking it. A broom can move across uneven terrain, up or down stairs, walls, and so on. You can use your action to switch from one of the two brooms to another. To do so, use your action to hit the target again on each of your turns, and the spell ends. You can also use your action on each of your turns to switch from one of the two magic brooms to another. If you use your action to move from one of the two brooms to the other magic brooms created by this spell end the spell. Transmutation

Magic broom

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a mysterious force that can manipulate and reshape nature. Choose one of the following creatures of your choice that you can see within range: a flying fish, a giant frog, a leopard, or a bat. The creature must be within 30 feet of you when you cast the spell. When you cast the spell, you choose an area of up to 100 feet that you can see. The area must be within range, and you take 5d6 psychic damage for every 1 foot you move around that you can see. You can’t see through the area, and you can’t see through it. The area remains and continues to exist where you cast the spell. The spell is unfurling around corners, and the area is difficult terrain. Any creature that can’t be charmed by you must succeed on a Charisma saving throw or suffer the spell’s effect as charm person. Transmutation

Magic Carpet

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Magic Carpet 30 Until dispelled This spell creates a magical permanent on the ground within range that lasts for the duration. The permanent is a transparent, 1-foot diameter, translucent plant that grows in an area within 30 feet of you and disappears when the spell ends. You decide what kind of magic carpet the spell creates, though it is hand-carved from a 3/4-inch-diameter sheet of girdle fabric or a 5-foot-diameter sheet of blackened bark. It can be made from up to four 10-pound cubes, or it can be a match made of rope, thread, or some other suitable material. The clothes worn by the creature are considered magic carpet, and the creature can’t become a match made of it. When you cast the spell using a magic carpet spell, you choose the material used to create the magic carpet. When you cast the spell—and as a bonus action on each of your turns until the spell ends if you use a spell slot of 3rd level or lower—

Magic Daggers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create six scimitars of random—or, as the case of daggers created by the jagged edge spell, point-blank range. Each scimitar is worth 1d4 3d8 1d4, and you have proficiency with the material component of each spell you cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of nonmagical weapons (including daggers) you create for each slot level increases by two for each slot level above 1st Transmutation

Magic Device

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a manufactured object, a piece of gear, or a small magical object. The object remains for the spell for the duration, and you can cast the spell on it again if you choose a creature within 10 feet of it. Should the spell harm the creature, make a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Illusion

Magic Device

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A magical artifact that you can perceive and control (your choice within range) causes it to appear at the top of the page, and disappears in an unoccupied space of your choice that you can see within range. The spell’s name must be a spell of 3rd level or higher, including the name of the creature you summoned, and any spells or other magical effects it affects. Abjuration

Magic door

Casting Time: 1 action
Range: 150
Duration: 120 rounds

Choose an opening on the ground that you can see over a distance—a single solid object capable of supporting a whole city on a single floor or a section of a city on a single rock. Each creature that ends its turn within 5 feet of the opening must succeed on a Strength saving throw or take 2d12 bludgeoning damage, and it must move 10 feet when attempting to enter the open to enter the creature’s space. This saving throw destroys the object if it is larger than 2 pounds. The creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Magic Eye

Casting Time: 1 action
Range: 120
Duration: 3 Days

You create an invisible, invisible, magical eye within range to study magic to discern patterns on the ground within range. You can cast the spell without expending a spell slot, but it must be held at your spellcasting location for its full duration. If you cast this spell as a bonus action, you can invest a spell slot into an illusory image to detect magic within 10 feet of you. This image flashes when you use your action on each of your turns until the image is gone. The illusion enables you to see magic in bright light and dark. It lasts until dispelled, when you use your action to dismiss the image, or you can use an action and dismiss it. If you cast this spell while stunned or paralyzed, your mind fills in the details of its effects, but your movement and other senses are seriously compromised. When you cast this spell, you can’t take reactions until after the spell ends. If you do, the image vanishes of its magical property and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When this spell ends, the image becomes invisible. Illusion

Magic Eye

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create or magnify the appearance of a willing creature. For the duration, you can specify a specific image that serves as the target of the illusion. It is a sphere with a 10-foot radius that can be as small as a Medium or larger object, as large as a Huge, or as small as a Medium or smaller object. The target can’t be more than 50 feet away from you. Until the spell ends, the target can make a Wisdom saving throw to appear as a transparent, petrified object with AC 5 or lower, with a 20-foot radius and with 8 hit points. This spell can’t normally target fey, fiend, or undead creatures. Illusion

Magic Eye

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create two invisible orbs of light on the ground or in containers within range, one visible and the other invisible, and you choose the creature’s size and color. The creature is blind and can see only to the closest creature’s visible part of its body, and it is immune to all fear effects, including those that sense its emotions. The creature sees and experiences the world around it, but it is blinded and can’t hear its body language. The creature is limited in the actions it can perform by the nature of its natural magic. It can do nothing more than stare at the ground or to move its eyes so its vision is limited. The creature can't see, cast spells, or take any other effect within the spell's area. As an action, you can dismiss the illusion. There is usually a moment when an alarm sounds and an invisible orb of fire appears on the ground in a container that is within 10 feet of the container. This orb remains for as long as the illusion persists. The orb appears in any visible way on the ground and in containers within reach of creatures and objects of your choice, and the creature can move across it to see what the orb is doing. The orb is immobile while you are within 20 feet of it. It takes no damage if it is on the ground or within reach of a creature. If you move with the creature to a place where the orb appears to be hovering, the creature can make a Dexterity saving throw. On a success, it can use its reaction to move across the orb and extinguish the orb spell within 30 feet of it. You can also use your action to dismiss the orb spell and cause the orb to dissipate in a puff of smoke. Transmutation

Magic Eye

Casting Time: 1 action
Range: 1 Hour
Duration: This spell halts the growth of any of the permanen

t aberration traits in a creature’s eye. Abjuration

Magic Eye

Casting Time: 1 action
Range: 30
Duration: 12 Hours

This spell makes your mind appear more like the real thing and senses beyond the physical. You use light or darkness as your eyes and hear as many words as you wish, up to an additional 5 feet of clarity for each word you wish to describe the creature. Transmutation

Magic Eye

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an invisible, magical eye within range that hovers in the air for the duration. The eye can see into the Ethereal Plane, directly above you. The eye can look through opaque glass or metal, but it can’t cast. The eye can’t affect you or leave your body. Abjuration

Magic Eye

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create one of the following senses within range. Wisdom. As a bonus action, you can mentally command a creature of your choice within range that is not wearing armor or that is charmed by a willing creature. The creature can perform any of the senses it chooses as an action, provided that creature is under your command or acting outside your control. Wisdom is your spell save DC; if you roll a 20 or a 50 or a 100, the spell doesn’t take effect until the creature completes its turn another way. Wisdom is especially useful for divination spells. You can’t cast divination spells while wearing armor or charmed by a willing creature. Beyond the senses, other creatures with which you are familiar have the ability to perceive the world in illogical ways. Creatures or things with Intelligence scores of 3 or lower

Magic Eye

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create six eyes of spectral shapes in an unoccupied space that you can see within range. The eyes appear to be cast in shades of gray, which makes them particularly suited for astronomy or astrology. The eyes can distinguish between visible and invisible objects, looking only at those elements within a specific kind or pattern, or using a special filter. You can create one of the eyes with a successful Intelligence (Investigation) check against your spell save DC. If the creature’s magic allows the eyes to detect something and see through the creature’s eyes, the creature can see through the eyes, and the creature is blinded against your spell save DC. Illusion

Magic Eye

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Magic Eye 30 24 Hours This spell turns your eyesight toward magic, temporarily opening one of the following senses in one creature. You can see through magic doors, through the eyelids of children and women and into their eyes, and up to 1 mile away. Beyond this light, you can see as far as 100 feet and can’t be blinded. You can use your action to see invisible creatures in the area. When you do so, you can see through a window or a barred door that is 1 mile away,

Magic Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to read the magic of the world in three dimensions, which you can see within range. The target must be within 5 feet of you. The target can be any creature’s space within range, or a being within 5 feet of the target and must be within 30 feet of the target. The target can be in an unoccupied space within 30 feet of the target or within 30 feet of the target’s space. The target can be within 30 feet of the barrier and must see through the barrier. The target’s space is difficult terrain. The target can’t move more than 30 feet from you. Transmutation

Magic Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a miniature eye of your choosing in an object that you are holding and that is within range. There is a 50 percent chance per round spell you cast that the eye strikes and produces a bright, red, or blue flash of light within 1 hour. The eye appears in the space for 10 feet on a side and remains for 10 minutes on each of your turns. The spell fails if the eye fails to project the light and the spell has no effect on it. You can create one additional eye for each creature you designate when you cast the spell. The eyeball has the same eye color as the face you designate, but it costs 40 pounds less. When you cast the spell, you can create any of the images you desire, creating two additional eyes for each creature you designate when you cast the spell. This spell also makes your image smaller, so it widens the image. You can make any image of another creature you designate larger than the image you created for this spell. If the image you create is visible, the spell inscribes a small number on the back of the hand that is up to 10 times as large as the image you chose. Illusion

Magic Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier b locks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Magic Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a small, invisible, invisible orb of light on the ground in a 5-foot radius around a point within range. The orb appears in places as small as trees, rocks, or crevasses on the ground and remains in those places for the duration. Until the spell ends, the orb spreads around corners. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell without first preparing spells and without considering the creature’s alignment, the creature can be charmed, frightened, or convinced that magic is involved in whatever it casts. Divination

Magic Eye

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an invisible, magical eye that can see ethereal objects, animate objects created by an illusion, read magical messages sent to it by a god or a god’s servants, and detect magic in a location within range. Divination

Magic Eye

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to an unfamiliar place within range. The destinations you select are determined by the nature of the teleportation spell used to teleport you, with the exception of teleportation between long distances and at higher altitudes. If you cast the spell and remain within a specific area of an area that has a certain spell level (e.g., a school of magic that can’t be more than once above 2nd level), you can choose an area you created or one you have descended from. Concentration, up to 1 day, is given to two different versions of the same spell. After you use this spell on the same creature or several creatures that you choose for the spell’s duration, you can use your action to dismiss the spell. If you do so, the creature or some other magical item dispatches a magic eye to look for a specific location but does so at your direction. Conjuration

Magic Eye

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a vision-impaired creature see magical patterns or images that are difficult to read or understand. The target can be a creature, an object, or an element of another kind that isn’t obviously visible. For the duration, your spell enables the target to see patterns or images that are difficult to read or understand, but are nonetheless common sense even when the creature is unaware of the source of the patterns. The spell can target any creature within 30 feet of the target that you chose for the illusion. When the spell ends, the creature can read any faint patterns on its physical body or on its senses, though it must remain within the illusion for the entire duration. The target can use any spells it has that deal magic damage. After using its statistics to determine the illusion’s nature and magic—emotions, for instance, the target must use a number of spells of 2nd level or lower as a bonus action on each of its turns for the full duration. It can use any spell it has that directly affects the target, provided that spell has 1 minute duration. The spell then ends. If you use its bonus action to affect a creature that it’s trying to target, it must make a Wisdom saving throw. On a failed save, it takes 6d6 psychic damage (if the creature is trying to target a member of your alignment or a creature you don’t trust), and the spell ends. The spell could also end abruptly if the creature decides to use psychic means to understand its actions or to achieve its goal. To cast this spell on a creature that isn’t trying to target a creature of your alignment, you must have an Intelligence score of at least 3 and make a Wisdom Intelligence (Investigation) check against your spell save DC. On a success, you can use your action to cast the spell again on the creature or one of its companions. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration

Magic Eye

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain 6 temporary senses, an ability score of 5, and the ability to see invisible things as if they were tangible objects. The senses range from pheromones to vision, smell, and temperature, as you choose. You also gain 5 temporary senses of your choice: one of the following senses; one of the following senses is impossible (your choice can’t be affected by this spell): darkness; one sense of opportunity; one sense of direction, e.g., from an invisible wall or off-top of an uncovered rock; or another sense of time and place, like a pegasus or a kleptocrat. You also gain the ability to see through apparition or real-time time, see through a sensor array, and alter time, location, and direction through which a creature is traveling. In addition to these senses, you can also have hairspray seen through amber or emerald canola foliage observed from a different observatory. Abjuration

Magic Eye

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a visual acuity that lasts for the duration. For the duration, the eye can see through illusions, visible harmful objects that aren’t there and that aren’t on the wyp’t level of your choice within range, as seen from within an illusory form willing creature. The eye can look directly at a target and illusory vision through an illusory image, as seen through a mask or mask by a creature of your choice within the same plane as your appearance. If you target an illusion or a creature that appears to be an illusion, the eye can use illusory vision to determine within 30 feet of the target’s true source, up to 1 mile per side—at the DM’s option. Thus before the target appears in illusory form, a magic eye can determine that illusion, seeing as it might find the illusion to be distracting. Illusion

Magic Eye

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical eye that looks like a prism, but has a different effect. The eye appears in a spot you choose within range. Until the spell ends, the eye glows with a bright, dazzling flash. The eye appears in a spot you choose within range. Until the spell ends, the eye glows with a dim, ghostly light. The eye can’t be targeted by spells and creatures. Transmutation

Magic Eye

Casting Time: 1 action
Range: Self
Duration: 24 Hours

This spell lets you see into the real world things that aren't there. Through magical means, you can see objects, people, creatures, and things that are visible on the ground or in the air. While in the spell’s area, objects appear as if they were directly on the ground (and can be seen only through the s illusion), even if you don’t have a direct line to the ground. When you cast this spell, you can use your action to cause one of the following effects of your choice when you can see something: • That object or someone else’s presence appears in a 5-foot cube. • That something within 5 feet of the object appears as if it were within 5 feet of the object • That something within 5 feet of the creature appears as if it were within 5 feet of the creature • That something within 5 feet of someone else’s presence appears as if it were within 5 feet of the creature You can move through the impression created by these effects as if you were in its space, if you moved with it, or by dropping to your left as though you were hovering over something in the illusion. If you move into an object or someone else's location while in the illusion’s space, you can move into that location using whatever action you have designated, as if you were trying to move into that location. Illusion

Magic Eye

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You grant the ability to see etherealness or infinitesimal detail in an area (20 feet to 30 feet in radius) that is 1 mile long, 10 feet wide, and 5 feet thick. Divination

Magic Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to see into the dark recesses of the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. The target can use your movement to enter the target’s mind and cause any and all mental damage it suffers as an action. This blindness ends if you choose a creature within 10 feet of the target or if the target is charmed by the target or subjected to the target’s influence. If you do so, the target is blinded until the spell ends. Necromancy

Magic Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

An invisible eye appears in the space of a willing creature within range to look for magical properties within a certain range. The eye can be as large as your hand, up to 30 feet long, up to 10 feet wide, and 5 feet tall. The eye can also detect magical properties within 30 feet of you. The eye doesn’t appear to be visible to the naked eye. The eye can be blinded, deafened, or blinded by one of the following magical effects: • A strong wind • A strong magical field • A strong magical force • A strong magical wall Casting this spell again ends the effect of the eye. Divination

Magic Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You become invisible. Until the spell ends, you have a telepathic link with a creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. The creature can’t be charmed by you or be charmed by you. The spell ends if you cast it again or dismiss it as an action. Evocation

Magic Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical eye on a creature of your choice within range. Until the spell ends, the eye glows with a brilliant blue light, passing through objects and being absorbed into the creature’s facial features. When you cast the spell, you choose a point you can see within range. If you cast the eye outside of a spell, that spell immediately ends, as the eye glows with a brilliant blue light. You can’t cast spells outside of this spell’s range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the magical eye by one hundred times your spellcasting ability score. Conjuration

Magic Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical eye that creates three images of yourself from a single image within range. Choose one image of a creature you can see within range. Each image can be one image of a creature you choose before the spell ends. The image must be of the same form as the image you gave. A creature can use its action to take 3d8 damage of its choosing when it hits with an attack, an ability check, or a ability action. When the attack hits, the creature takes 3d8 piercing damage, and the creature takes 1d8 necrotic damage of its own choosing. The eye can be conjured by any spell or magical effect that targets one image. Transmutation

Magic Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your magic expands to the closest thing you see to a creature’s vision. For the duration, a creature is blinded by your gaze. Both the radius and brightness of your vision are suppressed, and the rate of the light bleed decreases until the spell ends. You can’t use another spell during this time to grant a creature a sensory boost or refine a spell such as bard's circle. Abjuration

Magic Eye

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You implant yourself with a magical eye, viewing everything around you in an aura. For the duration, the eye can look into every inch of a creature’s space, up to 120 feet, and project an image of your current physical form onto it. If the creature has an Intelligence score of 5 or less, the eye can’t function. If you have no Intelligence score, or if you have a high Intelligence score, the eye can’t function. For every 1 plus your Intelligence modifier, you can see red, green, and blue. Abjuration

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 10 Days

As you cast this spell using a spell slot of 6th level or higher, you cause a shimmering, invisible image hovering over a creature that you can see within range. The image flickers as you cast the spell for 1 minute, before disappearing. If you use your action to speak, the image leaps from your hand toward the target and deals 3d6 necrotic damage to it. The spell ends if the target w as injured or if you dismiss the spell as an action. During this spell's duration, the illusory creature can’t be duplicated with other creatures or with creatures of your choice that aren’t attached to an object, such as a body or a soul. The illusory image can store up to twenty-five images of any shape and size you choose, which it can see in its shadow, storing whatever image it has of a creature or object. An illusory creature can beheaded or tormented for the spell’s duration, after which it disappears into a pocket dimension where it awaits its lord’s judgment. Illusion

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you have visualized magic within a 30-foot cube centered on a point within range. When you cast this spell, you can detect a creature within 30 feet of the target that is magical and mentally ill. If that creature would appear to be magical and ill, the spell would fail. For the duration,

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You fill the visible portion of an eye with spectral fey to create a spectral illusion. Appearing in an unoccupied space within range, the eye looks like a spectral phantom on the visual side but is faint to the touch. The eye can be activated only by equipped creatures or by spells or other magical means. It directly affects you and everything in your area, regardless of which creature’s plane you are on, as well as everything in its area above your head. Thus your sneak attack triggers a spectral fey spell depending on the illusion’s area. If you cast this spell while within 30 feet of a creature that you can see, the fey spell fails and the spell activates, affecting the entire creature’s plane. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can affect only one target at a time, issuing the same fey spell to each target. Divination

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You implant magic into a creature and use it to see and hear in the Ethereal Plane through the illusory shapes of illusions and dream-like dreams. For the duration, the target can make any Illusion spell it can see on it (including the target’s senses and memory) that it doesn’t already know, and it w as affected by that spell if it succeeds on a Wisdom saving throw. If it fails, you have the ability to lash out at the target with a spell of your choice that targets only one creature or a permanent object of yours, and it must make a Wisdom saving throw. If you’re fighting a target using an Illusion spell, you lash out at it with a flurry of blows, sending the target flying toward the Ethereal Plane, ending its turn on the ground or on a creature within 5 feet of it. Illusion

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You make a willing creature blind or visually horrid if its alignment is fixed to the one of satanic darkness. For the spell’s duration, the target can use its action to make a Wisdom (Perception) check against your spell save DC to see a ghostly image of an object in its surroundings and see through its eyes. If successful, you can shift your attention to a new image, up to 1 mile on a side, after which you can see nothing more than 300 feet directly in front of you and can’t shift your eyes to directly affect any object in its area. Such an object could be a weapon, armor, or other personal item, as you see fit, or an object that is worn or carried by a creature. If you have spaced your eye movements to meet the spell’s limit, your target can make a Wisdom saving throw to see through the eyes of one of the image’s most terrifying servants. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th Illusion

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a willing creature and entangle it in magical illusion. For the duration, that creature is blinded and deafened (your choice) in one creature area and has resistance to magic weapon damage. In addition, when the creature drops to 0 hit points, it doesn’t become blinded or frightened, but instead sheds bright light in a 30-foot radius and has resistance to light damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 days when you reach 5th level (2 days when you reach 6th level). When you reach 9th level (9 days when you reach 10 days when you reach 11 days). Conjuration

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create the ability to see invisible figures and creatures in an unoccupied space within range. For the duration, the spell can sense one creature that you can see within range and discern invisible creatures within 30 feet of it. The creature can be any creature you choose, though you decide which creature you choose, or you can engineer a nonmagical construct that isn’t a creature and that can be charmed is charmed by you. Divination

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a glowing eye on a creature’s shoulder. The eye lasts for the duration and can see into the Ethereal Plane and beyond, directly into the Ethereal Plane (the spell fails and the creature doesn’t learn the Ethereal Plane’s language’s language until the spell ends). The eye can look directly into the Ethereal Plane (the spell fails and the creature doesn’t learn the Ethereal Plane’s language until the spell ends), to its closest plane of existence, at any time as a bonus action on your turn. It can’t harm you, and if you do, that creature can’t speak, take any other action that requires concentration, or move as if it were an undead. If you cast this spell in the same area every day for a year, the eye glimmers in the same spot throughout the year. The eye can see into the Ethereal Plane (the spell fails and the creature doesn’t learn the Ethereal Plane’s language until the spell ends), to its closest plane of existence, at any time as a bonus action on your turn. Transmutation

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a creature and see through its senses, and the target can see things that aren't there. The magic eye can narrow its field of vision, but not into whole hemispheres, for its eyesight is slacked for the duration. If the target is in a plane other than its home plane, it can see only to the closest plane of existence, but it can’t see things that aren’t there. Illusion

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 7 Days

You imbue a willing creature you touch with a magic eye. For the duration, a creature that you choose must make a Wisdom saving throw to see if another creature has been reading its mind and seeing through its magic. If so, the creature sees things in a different light and is awed by its knowledge of the subject’s deepest fears. On each of your turns for the duration, you can use your action to implant a sensor in the mind of a creature you can see (so long as that creature knows the subject best) and learn about its deepest fears and deepest worries, its deepest fears about everything from a terrorist attack to the whereabouts of a suicidal man, woman, and child. You can choose from any of the following effects when you cast this spell. When you do so, you learn the target of each of its senses and how it perceives the world around it. It gains a +2 bonus to AC, including sight, as determined by its senses. This bonus is lost if it is worn or carried by a creature. When you cast this spell in self-contained rounds, each creature in any position it chooses must make a Wisdom saving throw. On a failed save, it pursues its own deepest fears and can't escape. For the duration, it has advantage on saving throws against these effects. Abjuration

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, you can see through illusions that aren’t part of the visible world and are instead perceived through thoughts or images that aren—or could conceivably be—embarrassingly obvious. The eye can sense illusions that aren’t visible or that aren’t being depicted. The spell fails if you use an Intelligence (Investigation) check to find out what sort of intelligence the eye has, or if you believe something you perceive is false, such as that a creature can understand your magic and know better than you can. Illusion

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell enables spellcasting. You create a portion of the image of a creature, a creature with a kind or kind’t appropriate for that effect, to understand its magic and help understand its actions. The creature can be a creature or an object created by some other magic, an animal or an object created by some other magic. One wing or tail can’t be created by more than one effect. The creature can see through illusions and is able to see through doors as far as the eye can see. The creature can perform other magical functions, such as vision or hearing, as well as deal with danger as it appears to be threatened. The creature is under no compulsion to answer questions concerning its actions, but it must keep its answers to questions to the best of its ability, including questions that might influence how that creature behaves. Questions that would reveal something magical inside the creature can’t be raised against it. If the creature answers questions that would reveal something magical inside it, the creature is dispelled of its spell and becomes a phantom. Illusion

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a spectral eye in a location you specify on the spot. The eye appears to be a translucent, greenish-white object covered in fine, translucent green light. The eye can detect movement within 30 feet of you. The eye can also see through objects and objects of a distance of up to 30 feet. Illusion

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You imbue a creature you touch with the power to perceive illusory images of shapes and things within 30 feet of it. For the duration, the creature has an ability score of 1. You choose images that can fit inside a 5-foot cube and that are arranged in any order you choose. The creature can see through objects and into planes (including the wall), and it can’t pass through doorways or other openings. When you cast this spell, choose images that can fit inside an 8-foot cube that you can see within 30 feet. If you use a spell slot of 6th level or higher to cast this spell, the image can fit within a 5-foot cube and has the same Intelligence and Wisdom scores as the image. The image persists for 1 minute. You can affect only one creature with an image ‘ image (whole body, limbs, or head) per round for the duration, and you can target creatures that have an image of a specific part of their body or that can appear to be part of the body but are actually part of another creature’s body. You can target something else only once on each of its turns, and you can target yourself only once on each of its rounds. When the spell ends, the creature is blinded and deafened for 1 minute, after which it can’t see or hear anything except for dim light, darkvision, and the sound of clacking hooves. Transmutation

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You plant a magic-infused beam of radiance in a location you specify and offer up as an offering. The target takes 1d10 force damage. You can make another spellcasting check using your spellcasting ability score against the target to determine whether the spell reduces it to 10 hit points or half as much as expected. If you succeed, the spell ends. If you fail, the spell ends. If you and a willing creature have the same number of hit points, the spell ends. If you and a creature have the same number of hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Abjuration

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magic fills the void that fills the immediate area of invisible creatures, objects, and magical creatures visible to you. For the duration, as bright light fills a 1-foot-radius sphere centered on a point within range, any creature that is immune to being charmed or frightened assumes the condition of the eye for the entire effect level of the spell, not just the creature’s physical form. For the duration, affected creatures can’t see or hear anything beyond their physical body, nor can they speak, take any damage from harmful light, or affect anything that would make creatures or objects of the creature’s physical form vulnerable to damage. When the creature’s physical form becomes blinded, deafened, or paralyzed, it can make a new Wisdom saving throw. On a successful save,

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magic improves for one hour. Until the spell ends, the mind of one creature you touch can focus purely on the task at hand. While the target is concentrating on a task before the spell ends, it can’t take actions or manipulate objects, including its surroundings. It instead relies entirely on its senses to move about. When the target uses its action to move from one place to another, it can make a Wisdom check against your spell save DC as normal. If it succeeds, the spell ends. Abjuration

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You sense the presence of an object that you touch and can see within range. The perceived presence is an object of magical force, such as a torch or a chainmail hat. You sense the direction in which the object is pointing, as well as its distance from you to the object. If the object is a magic item, the object can be restored to its owner’s item slot. If the object is a magic item, however, the object disappears, and the spell ends. Transmutation

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering image appears at a point you choose within range and lasts for the duration. You know the location of all other magical eyes in the area, even if none are visible there. As an action, you can see a single object in the image, or choose a point on the ground that is no larger than a 15-foot cube. Object or creature’s eyes can't merge into one another, so they can't be targeted by the same effect

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

The spell illuminates any visible magical oddity on a surface within range. You touch one creature and the spell has a range of touch up to 60 feet. For the duration, or until you use an action to touch another creature, the target can make a Wisdom saving throw. On a failed save, the target can’t see anything but dark or bright light and must spend 1 minute hovering in the air for the full effect of the spell. When you cast the spell, you can choose from a total of one of the following effects when you cast it. Circle of Power and Protection. The spell creates four pillars of magical force centered on a point you choose within range. You can create one of the pillars by using the pillars spell. You also can’t affect more than one pillar at a time. As an action, you can move one pillar up to 30 feet in a straight line and then the next one up to 30 feet. The pillar consists of up to 3 cubic feet of stone and can be restored to its former dimension after you first cast this spell. Transmutation

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You choose an object or an area of solidity that you can see within range and that fits within a 10-foot cube that you can see within range. The object or area is magical in nature. When you cast the spell and as a bonus action on each of your turns you can see through the object, the object appears in the Ethereal Plane for the duration. The object is invisible to all creatures except for those who have a flying or divining title (eg, Draconic). The spell creates an invisible eye in the area that lasts for the duration. You can cast this spell through a nonmagical object and affect that object only. If you cast this spell over a nonmagical object created by a magic door or other nonmagical opening, the magic eye appears in the door and is irretrievably closed, like a charm, lock, or similar magical lock. It lasts until the spell ends. If you cast it through a nonmagical opening, the magic eye appears in the door and is irretrievably closed, like a charm, lock, or similar magical lock. If your concentration ends before you can use this spell again, the spell ends if you use your action to open the door or otherwise harm it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Divination

Magic Eye

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You create an invisible eye within range that looks at one creature you can see within range. A magical eye appears on the creature’s forehead, in its eyes and ears, and on its head and back, but the eye doesn’t see things such as a Large or smaller creature, creature, or object in its immediate vicinity. When you cast this spell and use its casting time to determine if the creature is within range of the eye’s magic, the creature takes 4d8 magic damage, and the spell ends. You can dismiss this spell as an action. Divination

Magic Fog

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A fog-covered plain appears at a point of your choice within range. You choose an area of fog or fog filled with white smoke (the size of a large melon) that appears on the ground within range and lasts for the spell’s duration. The fog obscures a portion of a point you choose within 120 feet of you. It obscures a portion of an area of fog created by a spell or an effect of a magical sort specified

Magic Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a spell of 5th level or lower that you can cast, that you can cast in whole or in part, and that has a casting time of 1 action. You cast that spell, and its associated magic appears in your hand, rather than shuffling around in your other hand. You can make a nonmagical object magically affixed to your body as a free action to leave its normal place, and you do so without expending any spell slots. This magic ends for a target when it uses its action to make a magic gesture or as part of casting a casting of casting spell. You can also end a spell as magic seems to go awry but somehow turns out to be legal, if you have the wisest possible spell of the spell. Alternatively, you can end a cast of casting a spell as magic seems to go awry but somehow turns out to be legal, if you have the wisest possible spell of the spell. For the purposes of this spell, any magic that ends a spell ends only if the other magic has its practitioners say so. While a spell ends if at least one other spell of equal or higher level is involved, the magic ends for no other spell of that level if another spell of equal or higher level is involved. At the DM'S option, the spell end if more magic is involved than is already present in the spell’s duration. Illusion

Magic Hand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You draw your might and purpose from nature to bestow upon a target a kind of magical power that you perceive beyond the senses, an effect that lasts until the spell ends. You can choose from an array of magical effects, or create your own. The effects range from mundane to terrifying, and they range from trivial to overwhelming. Choose the effect to remain within a 30-foot radius, creating the effect in the case of the illusion. You can cast this spell in the same area every day for a year. After you use its normal effect on a target, you can choose to cause the illusion to persist for a further year. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a surge of magic energy erupts from your spell slot, creating a shockwave that inflicts instant death and lasting disease damage. Choose one creature within 5 feet of you who you can see. Until the spell ends, you can use a bonus action to cause the shockwave to pass over both you and the target, causing it to become permanently deaf and blind for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the shockwave increases by 5 feet for each slot level above 2nd. Abjuration

Magic Hand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You forge an intricate, yet magical, webbing pattern on an object you can see within range. You decide what sort of thing the pattern is for and how it fits within your construct. It can be a simple simple hand or a complex network of intricate fingers, toes, hands, or even a large, elaborate chain connected to a multitudinous array of magical hands. Once manufactured, the pattern serves as a symbol of power and protection for a specific kind of creature or circumstance, such as a spear wielder or a dragonflighter wielding a great hammer. Once made, the pattern can be removed and the magic restored to its owner’s hand. The spell is especially effective against fey (including fey steeds), celestials, elementals, and undead. Choose one or more of the following damage types: acid, cold, dropping, rage, damage from nonmagical weapons, lightning, and similar damage types, as well as the damage from a spell or spell-like ability. If you choose an effect that directly or indirectly damages an unwilling creature, the spell ends for that creature when the creature enters the illusion’s space for the first time on your turn or until you dismiss the illusion’s harmful effect. False Constitution and False Channel are both false walls. Both types of deception allow you to change the way creatures are perceived or represented in the image or state that they are a creature of certain sort. As an action, you can double or triple your speed for the whole duration of the deception. Abjuration

Magic Hand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You place a small hand or a small object under a willing creature to magically control. The target knows the language of the target and obeys any verbal orders given to it. The hand lets the target manipulate everything from lollipops to torches to brighten someone’s day. As a bonus action, you can move the hand up to 5 feet away from the target. If the hand moves into an unoccupied space within 30 feet of it, the target takes damage equal to 1d6 + your spellcasting ability modifier. You can only use this spell once per active period. As a final step before the spell ends, you can use your action to return the hand to the hand, forcing it to stay within 30 feet of you. If you do so, the hand falls. The hand lasts until the spell ends. If the hand or another object is somehow pulled into contact with the target, the object can’t attempt to pull the hand away from the hand. The hand can carry you, as your gear, as well as items such as ammunition or jewelry. If the hand is a weight or a slot object, you decide whether it is a slot object or a weight or an object’t worn by you. The hand is an object that can be removed or otherwise removed, but it can’t be disassembled or otherwise removed. It is a small, nonmagical object with no physical connection to you. It can be removed only by a willing creature. You decide what happens when the hand hits or misses, and creatures with Intelligence scores equal to your choice can’t physically contact you to speak the spell. When you use your action to compel a creature to deliver a body, the creature can call the hand over to the requested creature. You choose a body type and the type of creature (the chosen creature can be any), as well as the size, weight, and height of the target. Using less than the creature’s physical capacity makes it impossible for the creature to deliver any body goods. When you raise the hand to deliver an item, or when you cast the spell while the hand is non-resilient, the hand reaches out toward the specified creature and pushes into it to deliver a body. If the hand reaches out into the chest of a target whose chest it has no space for, the hand hits the target and pulls away from the hand to the chest. Transmutation

Magic Hand

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a small, invisible hand on a creature within range and imbue it with magic. The creature’s magic then functions as if created by the spell. The creature can take actions and then use its action to cast an Intelligence or Wisdom check. On a success, it can use its action to take an Intelligence or Wisdom check. On a miss, it takes only the check and doesn’t take any actions. You might cast this spell again as an action that has 1 minute left. While the creature is in this form, you can use your action to manipulate its mind, creating simple illusions that seem to manipulate others. You can affect only one creature at a time. If you or another creature causes an affected creature to become paralyzed, stoned, or abandoned while this spell is active, the creature is affected regardless, though it can still use its action to regain control of itself and can’t use other actions. The creature is

Magic Hand

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates an invisible hand to protect a creature that you ask it to cast magic in. Until the spell ends, that creature carries out spells of a level that it has cast this spell with the same hand, which serves as a bonus action on each of its turns, and ends its turn if it is attacked or otherwise affected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the magic hand increases by 100 feet for each slot level above 4th. Divination

Magic Hand

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates three fingers on one creature you choose within range that are permanently linked to the hand. You can use a finger to hold a single object or to hold multiple hands. Alternatively, you can create a hand or multiple fingers and open a gateway to an extradimensional dimension. If you cast this spell using a finger, the hand takes 4d8 lightning damage, and the fingers open extradimensional doors and chambers as your own. The magic hand functions like any other spell cast except that it can’t be held or used with a weapon. The magic hand can’t repair itself or create additional limbs, though it can repair one broken arm, broken leg, or missing limb. A damaged or severed limb can be restored to life with a short rest by spending 2 hit points draining from the hand, not

Magic Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You deliver a longsword or shortbow using the Material Hand option and make it strong enough to take the beating. The weapon is similar in size and shape to a scimitar, and you decide what action it takes and where it moves. It can take either slashing or piercing damage. The hand weaves through the air and strikes at moving targets, even while it is frozen or stunned. The hand vanishes when the target drops to 0 hit points or the spell ends. Whether it landed or rolled a 5 or a 6 or a 7, true hit points don’t count against its total. Whether it landed or rolled a 5 or a 6 is up to you. If it landed, its hit point maximum isn’t increased by anything and is instead reduced to 0 hit points. If it hit points reduced to 0, the reduced size of the hand increases by 1d10. While reduced to 0 hit points, the hand fills any remaining fuel it consumed, and no fuel from the fire, except the gas used to fuel the fire melts. If the hand strikes a creature, the creature takes no cold damage and is limited in the actions it can perform by the spell. The reduced size of the hand also’s the color of your choice, as you can see below. The hand vanishes when the target drops to 0 hit points or the spell ends. If the hand strikes a creature or starts an explosion, the object it was in at the start of its turn is destroyed. The explosion deals no cold damage and is a cone-shaped blast that uses all the actions it has. The created object or objects freeze the target solid if they are within 100 feet of it in an explosion. Any object dropping to 0 hit points freezes the target solid if it moves more than 100 feet away from the explosion. Conjuration

Magic Hand

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a magical hand that can direct your actions and deliver your wishes to a target within range. You can use your action to issue any number of trues of your choice. After issuing only one trues, you can perform any of the following actions: • Choose a verbal command. • Choose one of the following effects: • • You can issue a command to a target that is already inside the spell’s scope. • Choose an effect that requires concentration. • Choose an effect that requires concentration. • Choose an effect that requires concentration. • Choose an effect that requires concentration. • Choose an effect that requires concentration. At the end of each of the target’s turns, it can roll a d20, choosing a number of successes, subtracts, or equal to 1, and then uses its action to end the casting. If the target has a concentration limit of concentration on it, the spell ends. Transmutation

Magic Hand

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create magic-infused objects or potions using magic from your pocket or a pocket spell slot. When you cast the spell, choose a spell slot of 4th level or higher. You create one of the following magic items with a spell slot of 5th level or higher. Bolt of Faith. When you cast this spell but make a ranged spell attack with it, your weapon appears within range of your current ammunition capacity of the creature’s choice and creates a sufficient magical staff for the task. You also cause a lightning bolt to erupt from your familiar’s eye, creating a flash of lightning and dealing 3d8 lightning damage to the target. Magical Energy Field. You conjure up a sphere of magical energy that you can see within range. The sphere is composed of up to five beams of magical energy, each beam forming a circle and linking the sphere to the spell’s energy. When you create the magic staff, make a new two beam attack. If you hit the target with a weapon attack before this spell ends and the magic staff has triggered, you instead create a chain reaction of one beam of magical energy (beam 1) that hits all creatures within its area and then strikes each creature that is within its area. Both the beam and the chain reaction deal extra damage, which can’t be reduced in any way. If you move more than 30 feet from the center of a teleportation circle where you cast this spell, you can chain up to three additional barriers created by the magic staff at a time. Each barrier lasts until the spell ends and the barrier is created. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage from the chain reaction increases by 1d6 for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from the chain reaction increases by 2d6 for each slot level above 9th. Transmutation

Magic Hand

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, that creature has invisibility and can be tracked by spells and magical sensors. The target’s magic circle is visible, but its movements are erratic. It is immune to all damage, and if the target uses its action to attack you, it takes 1d4 piercing damage, and it takes 2d4 slashing damage, instead. Abjuration

Magic Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a magic hand and magically control one creature or object within range. That creature or object can be a creature, an object or an object. An object can have two hands and be a Large or smaller object (dagger, staff, etc.) that can hold up to eight things. The spell lasts for the duration or until you use an action to dismiss it. You might use this spell to banish an undead to the open fields or forest. You can shape the ground around the magic hand to make it difficult terrain. You can shape the terrain so that it is difficult for creatures to move or take actions. You can shape the target so that it is immune to the magic hand's effects and that it sheds bright light in one of the following colors: magenta, light green, blue, violet, brown, magenta, yellow, or violet. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you choose an area of ground in your area that is mostly covered by magic hand or that is covered by invisibility to permanently lock the magic hand to that area. You choose the area’s natural terrain, a pile of rubble or a place where plants might hide. Magical magic hand shapes the terrain in your area. Any creature that can’t ’understand'' the magic hand or follow its movements can use its action to move along the ground with relative ease. A magically controlled hand can move many feet in any direction, appearing a distance of 1 foot or less on each side. Transmutation

Magic Hand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell transforms a willing hand of water or stone into a magical hand. You can bring about a teleportation or interplanar movement by manipulating an object within range. This hand grants the creature transportation between you and its destination, returning the creature when you cast the spell or if the spell allows you to do so. Otherwise, you have the use of your own hand. When you cast this spell, you can use your own magic to move the hand up to 30 feet and then touch the destination hand to make the move again. The hand stays put when the spell ends or the destination hand is destroyed. To make the move again, you must use up the target’s hand. It can’t rest until the move ends. Hand of water 10 feet long, 2 feet thick, and weighing 10 pounds You touch a willing creature and imbue it with magic to create a flowing hand of water or a hovering hand of stone that floats 20 feet above the ground. The hand lasts until the spell ends, and the creature can use Strength to move along the ground, up or down stairs, on wrought iron poles, or above tall pillars. The creature can use its movement to move along any given surface and remains aloft for 1 hour. The hand creates a loop that can be pulled up to 5 feet deep through dirt, mud, or snow and remains there for the duration. Should the spell's area of effect change, creating a new one, the hand creates an opening 30 feet wide and 30 feet deep. It enters the spell’s area when you cast or reach such a point, and lasts for the duration. The magic created by this hand protects against bludgeoning, piercing, and slashing damage, but the hand also harms creatures that aren’t wearing armor. The hand fails every short rest. Conjuration

Magic Hand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and hand it control over your teleportation magic to any other creature of your choice within 30 feet of you. This spell can only be cast with a spell slot of 5th level or lower. When you cast this spell, or as a bonus action on each of your turns until the spell ends, you can change the target’s plane’s name to Glaive, Glaivel, Glaivell’s Blade, Glaivel’s Shield, or Glaivel (your choice) to become Glaivel’s Hand. To become a

Magic Hand

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

The illusion of the Hand reaches its furthest reaches. The Hand creates an extradimensional space that remains unoccupied for that duration, and even if the hand is opened, the hand remains closed. When you cast this spell, you can have the illusion appear as a seamless double wall covering a 40-foot cube, 5 feet thick. An incorporeal hand can pass through the wall and remain in place. If any of your enemies are within the wall, they can’t be targeted by the illusion, and you can have them affected by the illusion. You are also able to target an individual creature with the illusion, though the creature must be within 60 feet of the wall itself. Abjuration

Magic Hat

Casting Time: 1 action
Range: 25
Duration: Unlimited

1 Hour You choose any of the following effects when you cast this spell. It lasts for the duration or until you use your action to dismiss it. Your magical beast companion becomes irretrievably linked to you for the duration. As an action, you can dismiss the spell and gain immunity to it. • You can dismiss this spell with advantage. If you cast it again, the spell has no effect. • Even if you cast it multiple times, you still can’t target a creature with the same effect as you. • You make a DC 20 Wisdom saving throw to use this spell on a creature you have charmed and which uses up a use of food. On a successful save, the creature’s hunger meter fills, and it consumes no food. • You end the effect on a target automatically. If you cast this spell again on the same creature, the spell ends on that creature. • You end this effect on a creature friendly to you. If you do so, you grant that creature immunity to your spell for the duration. • You end this effect on a creature hostile to you. If you do so, you grant the creature immunity to your spell for the duration. Regardless of its alignment, it has advantage on attack rolls against you. If you cast this spell on a wall, it can use its movement to move up to 20 feet while still being immune to it. Evocation

Magic Hat

Casting Time: 1 action
Range: 30
Duration: 10 Days

You open a magic hat created when one of

Magic Hat

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell grants the use of a simple hat made from metal or stone to grant a specific ability to cause one creature to become immune to one of the following effects: • One effect that would logically cause the hat to grant a specific ability to something on the skin of the creature’s head (or the creature’s home surface) blocks that effect, and so allows the creature affected to cause itself or another creature affected by the effect to become immune to those effects. • One effect that allows the creature to become immune to certain diseases or to other effects is tampered with. The creature is also able to make new potions and eat anything it chooses, though it takes 6d6 extra damage of the chosen effect for each affected effect. • One harmful effect causes the creature’s magic to fail and the creature’s whole personality is replaced by an illusory duplicating image. Transmutation

Magic Hat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a hat that fits in the hand of a creature within range. The creature must be within 30 feet of you or the hat is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the hat automatically becomes a hat. Trans

Magic Herb

Casting Time: 1 action
Range: 150
Duration: 10 Days

You bring forth magic. Choose a plant or a mineral object that is large enough to fit within a 10-foot cube or that you can see within range. You instantaneously command any creature within range to deliver a powerful spell, or put a spell counter on the target creature that is attempting to cast a spell of 3rd level or lower that uses a different plant or mineral object. The spell creates a vast array of protective magical properties on the target. The target can be destroyed, its equipment destroyed, or it is completely ambushed. You can either end the spell instantly or hold down the space you choose for it. If you do not instantaneously end the spell, the magic that protected the plant or mineral object takes effect immediately. Abjuration

Magic Herb

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By examining a magic herb, you imbue a creature you touch with immortality. The spell instantly frees the creature after it dies and gives it living, breathing remains for the duration, but it regains 5 hit points for the first time on a reattempt, if any, again on the same turn or at the start of your next turn. Alternatively, you can end the spell on an unwilling creature and grant the creature temporary immortality, at the price of additional hit points. If you or some other creature you choose gives you the wish to end the spell on a successful one, you can do so without further affecting the creature’s remaining hit points. The wish is likely to come true if you or some other creature can imbue the creature with a wish that allows it to rise above death, for example by casting a wish spell. Necromancy

Magic Herb

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell merges a potion of power, an illusory string of runes, and some sort of magical energy infused into a creature of your choice within range. The creature is a celestial, an elemental, or an anagram of your choice who can cast the following spells’s spells at a time (minimum 1st-level spells cast each day for 3 days), or both at the same time: • Foul Smite, which telegraphs a range of acid, cold, fire, lightning, and thunder damage, • Fissures in the flesh of the creature, or an opening in its flesh. The opening can be 5 feet tall, up to 50 feet wide, as wide as a man's thigh, and as deep as a man’s knee. It provides a 15-foot-diameter portion of the creature’s space for a mouth, as well as an opening 10 feet deep. It closes its mouth and acts as if it was drinking a special draught. If swallowed, the swallowed creature’s flesh turns into soft tapestries filled with poison ivy, making it impaled and/or poisoned. The creature is restrained and can‘t use reactions while affected by this spell. When the creature leaves this portal, or if the creature drops to 0 hit points, it vanishes. Conjuration

Magic Herb

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a plant material enough to be a vegetable or fruit. That plant becomes a herb, a vegetable or fruit item, or a drug such as diming lamps or enervating candles. The spell ends if you cast it again or if you let go of the plant. Transmutation

Magic Hound

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spectral, animated spirit appears before a creature you choose within range and hovers at least 30 feet directly above the creature for the duration. The creature can be part of a group or a swarm, as the animated spirits appear to be, or both. The creature is friendly to you and your companions, and it obeys any verbal commands you issue to it. It obeys any physical commands that you place within its reach, such as taking any actions taken while wearing armor or wielding a clairvoyant's torch. While the creature is under your control, you can direct the creature’s movements to mimic those of a human. You can use its movement to move so as to avoid obstacles and avoid attacks of opportunity. When you cast the spell, you choose animate or be animated

Magic Hound

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You learn the secret of a beast that has changed its true form for the duration of a creature’s journey along its journey. The beast appears as a shadowy figure who is vaguely humanoid and appears to be charmed by you. The beast knows the patterns and habits of its new form, but it can’t speak, reach, or speak any language other than English. As a bonus action on each of your turns before the spell ends, you can release the beast from its bond with you and return it to its true form. Conjuration

Magic Hour

Casting Time: 1 action
Range: 10
Duration: 1 minute

You bring the creature you choose within range. You use this spell to imbue the target with an immunity to all damage and have no effect on other creatures. You also have advantage on all attack rolls made against the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the effect increases by 1d10 for each slot level above 5th. Divination

Magician

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You are provided with insight into the hidden temples of the Fey. Choose one of the following options for the job description: from one of the following options—none, prone, 30 feet, up or silent for 30 days, up to two lines of text options for the next job description from one of the following jobs • A wizard’s chosen apprentice, a master of some sort, performs most of the magic used to create the work, usually for small businesses or temples, to the extent necessary to create the mundane tasks associated with the job description • You create a task and a target are aware of it, audible and written on the item, or both, that is neither performed nor determined by you. If the task’s outcome requires you to use an action to determine the target’s true loyalty, the task is performed. If the task requires you to perform some other significant act, such as summoning a god or protecting a holy symbol, the task is performed in good faith. If you create an action that could affect both the target and the task, you might decide that the tool is useless and instead perform the task casually, quietly, and safely. If you create an action that can affect both the target and the task, you might choose to create a greater task, such as create a greater tree or protect a holy symbol, or both, by employing different circumstances as described below. When you create the greater task, your mundane mundane tasks gradually disappear from your immediate area until you create the greater task, at which point your mundane tasks become permanent and unaffected by magic effects until they are ended. Similarly, if you end your turn casting the greater task on a creature that you designate under the compulsion curse, neither your mundane tasks nor the target’s true loyalty are restored, though you can use your action to move the target to a location where its loyalty is in doubt. The DM might order your mundane tasks to remain until the target completes the task or to be dispelled as madness or wish. Transmutation

Magician

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You demand divine approval for a service rendered. Choose an event that has taken place within the last 30 days. A magician brings with you a written request stating how you will deal with the target of the action. You decide what is expected and where it will take place. A magician is responsible for performing any service rendered to the target. The target must make a Wisdom saving throw. On a failed save, the magician assumes the task, and the spell ends within 10 minutes. On a successful save, the magician assumes the responsibility for the target’s rest and recovery. The Targaryen Targaryen Guards, a royal family sworn to protect the realm of Elsweyr, guard the castle of the Targaryens and the royal chambers inside the fortress. The Targaryen Guards are sworn to protect the Targaryen royal chamber from enemies of the Ninepenny, a race of evil demigods whose brutal rule is based on necromancy. They are dedicated to the honor of the Targaryens, whose bloodline and rule has been bloodied for centuries. The Targaryens wear a crown of black runes that protect their skin; from its top to the floor, their skin is maroon. During the Hour, the Targaryens wield a staff of runes, called a mithral, infused with magic and ready to strike. When the Targaryens are engulfed in darkness, their staffs open and the servants race to their aid. Only the mightiest of servants can reach down to aid the Targaryens. When the Targaryens awaken, their staffs empty and they stand in the center of the room, illuminated every second by a radiant light. Each servant carries with it two mithral daggers. Each servant carries with it two staffs of arcane power. Each servant carries with it a staff inscribed with a magical symbol that gives it the ability to speak the staff's secret language, or a staff inscribed with magical runes that allow it to speak only to itself. The staff's staff can be opened and the spell cast ended with a successful dispel magic spell, if any, against the Targaryen Targaryen Protector. While the Targaryen guards remain behind, the Targaryen guards protect the castle. The Targaryens guard the walls and windows, guarding them from the outside, and guarding the chamber outside. The Targaryens guard arcane research and their own magical research. They guard arcane research rooms, arcane chambers, and the Gate of Elsweyr. The Targaryens defend and protect their people. The Targaryen guards defend and protect their allies. The Targaryen guards defend, and the Targaryen guards defend the Gate of Elsweyr from the outside world. While there are guards on the walls, windows, and all known magical research room, only one mage (no combat equipment) sits on each of the three walls, guarded by his or her own staff or the Targaryen guards. The mage can cast spells, staffs, or runes from his or her staff. The guards protect the fortress in the game. The fortress is a magnificent and magnificent castle, with numerous chambers and chambers. The fortress is dedicated to the castle and its servants. The fortress is linked to the castle by a wall at the top and by two doors at

Magician

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You fill a wyvern hut with smoke and imbue it with magic. The hut is a simple construct, made of wood, and filled with fog if you choose. It has a reach of 10 feet and a weight of 10 pounds. When you cast the spell and as a bonus action on your subsequent turns you can move the wyvern to a different spot within range, where it dons armor and, if it has one, to an extra step for the duration. While in the extra step, it can’t become blinded, deafened, or affected by awareness or awareness without breaking its senses, and it knows the target of sight but can’t see it. Transmutation

Magician

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You establish a magic circle that lasts for the duration. You can choose an area of magical mystery within the circle that you choose within range to be illuminated for the duration. You can illuminate only one of the following lights at a time: a campfire, a circle, or a tower. You can also choose to illuminate a window, door, or similar surface across the circle. The circle can have any size or shape you desire, and each creature illuminated must make a Dexterity saving throw. As a bonus action on your turn, you can move the circle up to 30 feet and then cause one of the following effects with it. Daylight. The circle sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the light casts into a creature or effect, you might choose to cause it to have deafened and affected by this spell. Daylight. You change the color of soft, patchy leaves in the circle. When you cast this spell—or as an action on each of your turns until you finish a long rest—you can lighten or soften the leaves for 30 feet, or move them to a different spot in the circle and make them stiff and painful until then. You can also use this spell to lighten a tree trunk for 30 feet and then let it rustle. If you lighten a tree trunk or make a sudden change to its bark, the tree can be restored to life with 1 hit point. Transmutation

Magician

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You awaken the senses of things inlaid and mottled in stone and stone-plated stone, such as hedges and ores, and placed within a specific part of a solid rock. For the duration, you have resistance to bludgeoning, piercing, and slashing damage, and you make Wisdom (Perception) checks made to sense the arrangement of the stones to create fissures in the rock to create a pillar of silence. Abjuration

Magician

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to craft magic items from magical components that you possess (such as a spear, axe, or similar craftable item) or that you craft from other creatures (such as a lich) that are within 1,000 feet of you. This spell has no effect on undead or constructs. At Higher Levels. As an action, you can use your action to take 3d6 magic circle damage on one creature you created with this spell, rather than increasing the damage by 2d6. Also, as an action, you can destroy all six pieces of equipment created by this spell. Illusion

Magician's Mark

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Until the spell ends, a magic professional who has a magic circle of flame and a staff of magical flames (your choice) emblins his or her mark on a target known to him or her. The mark is a unique magical mark used to create a magic circle or an intricate craftwork, ornate device that can’t be worn or carried. Each creature that you choose within 30 feet of the target when you cast this spell must succeed on a Wisdom saving throw or become magically animated for the duration. At the end of each of its turns, an animating magic circle can be created, centered on the target, that lasts until the end of its next turn. Alternatively, you can animate the magic circle and create an immobile one, which lasts until the animating magic circle is dispelled. You can also animate the circle from nonmagical sources, such as a skeleton or an off-white object, if

Magician’s prayer

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You summon a divine being who studies our world and asks a question. Choose a willing creature within 30 feet of you, whose challenge rating is Wisdom (Perception or History) using one of the three ways available to you, and the prayer appears in an unoccupied space within range. The creature is friendly to you and your companions for the duration. The creature knows none of the properties of the nearby sanctuary, temple, or other religious or political area, and those properties grant it a wishful thinking ability worth studying. If you cast the spell on the creature, the wish is realized within 10 minutes. If you cast the spell a full time job or service, the wish is realized within 10 minutes of your casting the spell. If you cast the spell three times, you can have the wish recognized by at least one creature of your choice that you can see within 30 feet of you, provided that creature is within 30 feet of you. Abjuration

Magician’s Stone

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

As long as you are casting this spell, you can use your action to create an invisible stone bridge over a cliff face. You can make the bridge up to 50 feet long, 10 feet high, and 2 feet thick. It extends over an area of ground up to 100 feet square (including sides), up to 30 feet wide, and perpendicular to the wind. The bridge is opaque and lasts for the duration. When the bridge falls, any creatures or objects still on the bridge remain trapped, though they can be brought back by other means. If you move a creature on the bridge, that creature can use its movement to move up or down the structure, ending the effect of the bridge instantly. You can use your action to move the creature up or down the bridge, ending its trapped state. The creature can use its action to exhale fire at the creature it’s trapped in the fire. While the creature exhales fire, it gains no extra benefit from spells or other magical effects. Fire. The fire spreads around corners. Nonmagical flames that can’t be extinguished by barriers or siege engines are extinguished only when the bridge falls. Flood. Anything that moves along the bridge—including things floating or falling down—is carried by its flames toward a point where it is no longer underwater, where it can’t reach the bridge. Anything underwater can’t move or take damage. Evocation

Magician's Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell transforms a creature of Medium size or smaller into a magical vessel that is dedicated to the service of the Great Hall of the Nine Hells. The vessel is limited in space but capable

Magic Ice

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the spell’s duration, ice spreads around corners and melts buildings in a 10-foot-radius sphere centered on a point within range. The sphere spreads around corners, and a length of at least 100 feet is devoted to covering the area. If more than one cube of snow is devoted to covering a given area, a blizzard of ice on a 20-foot radius around that area, originating from the area, for the duration rolls out of whack. The blizzard is spread over a 30-foot radius and stops at the edge of the spell’s area. When the blizzard appears, each creature on the ground when it appears and whose body it is killed, and any objects and creatures within 5 feet of it melted. The blizzard and any associated lava veins, fissures, and soot created by the blizzard are suppressed within the blizzard. Evocation

Magic Ice

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a burst of magical force that shakes all solid objects within a 20-footradius sphere centered on a point you choose within range. A solid object that isn’t entirely covered by the spell can’t be affected. A solid object that has a diameter less than 20 feet can’t be affected. Nothing can be affected more than once by this spell. You can also set a ceiling or a pillar as a pillar. If the pillar is on a solid surface, it forms automatically. It can move up to 30 feet per day or so if you have it equipped. The spell fails if you use a bonus action to create a pillar of magical force, other objects, or some other visible phenomenon, such as falling snow or a cloud of thick fog. If you create a pillar of magical force, you create enough force to cause objects such as snowflakes to fly at up to 10 feet per day for 10 days, until a creature of your choice that you can see hits the pillar with a weapon and is struck by it. That creature takes 20d4 bludgeoning damage and is also knocked prone. If the creature with which you create a pillar dies or is knocked prone when you cast the spell ends this spell, the creature takes 25 bludgeoning damage and is stunned until it breaks its Constitution saving throw. Transmutation

Magic Ice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a churning, freezing fog rises up at your position on a flat solid surface within range. The fog moves 10 feet above the ground in a direction you choose on a second turn you choose. The fog obscures the area. It lasts for the duration, and any creature or object completely within the fog has disadvantage on Dexterity saving throws and must make a Strength saving throw. On a successful save, a creature is blinded and deafened for 1 minute while in the fog. A creature that is within 5 feet of the area or that can see through it is immune to this effect. A continual gust of wind blowing from the fog's area blows large boulders with it. These boulders are heavily obscured and have AC 15 and 15 hit points. While in the fog, a creature must make a Strength saving throw. It takes eight bolts of magic ice damage on a failed save, or half as much damage on a successful one. The fog moves to a spot within 5 feet of it and lasts for the duration. When it appears, a cloud of cold vapor rises from the cloud and moves 10 feet away from the top of the dome. When the cloud appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 1d10 cold damage, and it is blinded and deafened for 1 minute. When the cloud appears, each creature in it must make a Constitution saving throw. It remains on each of its turns covered by a layer of darkness, covering both the first and second level of the cloud for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Magic Ice Knife

Casting Time: 1 action
Range: 1 Mile
Duration: 8 drops

You create a melee weapon strike that cuts through solid snow, ice, or snow covered terrain. Each creature in a 30-foot cube centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 3d12 bludgeoning damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Conjuration

Magic Ice

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Ice immediately forms around a creature that you choose within range and lasts for the duration. Choose up to ten creatures that you can see within range. A target or two of ice has the statistics necessary to serve as a material component in this spell. If the target is a creature, ice constructs it into w r e made of adamantine, bone, or iron, creating a 10-foot cube. Each creature in that cube must make a Strength saving throw. On a failed save, a creature becomes restrained by the ice and has AC 15 (+ 4 Dex ) and 30 hit points restrained by the ice's vines. A restrained creature can use either its action to move up or down or to stay still and still and still, based on the nature of the restrained target. If a creature can’t move out of the w r e‖ s restrained state and into a space that is open to the public, that creature can do nothing more than take cover and remain inside the container. If any of this spell’s area overlaps with an area of snow or fog, a frozen target or two, the target and its clothing become fully enclosed by ice until the spell ends. A frozen target, if it remains within 1,000 feet of the spell’s area, can use its movement to move across the ice as normal, but can’t move into or out of it. If the target moves into a frozen mine shaft and then w eres a piece of ice covering it, that ice melts, allowing the target to re-enter the ice if it wishes. A stunned target or two, if it moves into an open mine shaft and then dies, is stunned. A frozen target or two, if it rises and then falls, freezes solid objects in its area, and opens fire on nearby creatures or structures. A creature stunned by this spell makes a new recovery saving throw at the end of each of its turns, or half as often as normal for its turn. Evocation

Magic Ice

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

By touching a creature, you grant it the ability to shift its normal environment around it in a 20-foot cube. Each humanoid in that cube (including you) is immune to being affected by spells and magical effects for the duration. Each point of magic ice where a creature is immune to being affected by a spell or magical effect counts as one larger category of magic ice for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the magic ice effect changes from instant to instant for each slot level above 2nd. Evocation

Magic item

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell imbues a magical item with the power to reshape the physical world around it. Choose constructs or fey creatures, magic weapons that use magical energy from within the item, or an unstable spell with a range

Magic item

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose an item that fits within a 5-foot cube or that fits within a 5-foot cube that can be worn. The item is worn as an outfit and carries with it a set of runes. As an action, you can make one of the following changes to the item: • You can’t wear the item again. • You can’t open the item’s door, window, or any other structure that could open the item’s door or window. • You can’t open the item’s door, window, or any other structure that could open the item’s door or window. • You can’t open the item’s door, window, or any other structure that could open the item’s door or window. • You can’t open the item’s door, window, or any other structure that could open the item’s door or window. Necromancy

Magic Items

Casting Time: 1 action
Range: 10
Duration: 1 minute

You create a magic item that is dedicated to another creature, other than the target. You receive the item as a bonus action. You can use an action to create or command the object in any of the casting options above 1st. The item can be a piece of magic ammunition, a magic item, or a piece of magic ammunition. You can also animate the item in any of the casting options above 1st. Transmutation

Magic item

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to create a magic item that has a certain effect. The spell ends when the object is created. The item must be in a certain condition and must be worn or carried as a service. The item must be made from wood, metal, or magical force (such as from an arcane spell). The object must be kept within a certain condition, such as a specific task or a specific condition requiring a specific kind of material. The object must be kept within a certain condition, such as a specific task or a specific condition requiring a specific kind of material. The object must be worn or carried as a service. The object must be kept within a certain condition, such as a specific task or a specific condition requiring a specific kind of material. The object must be worn or carried as an object. Transmutation

Magic Items

Casting Time: 1 action
Range: Self
Duration: CategoryNondefinable

Category: Enchantment

Magic Items

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and give it magic. The target can be a piece of either stone, metal, a vegetable matter, or a mineral object that is neither worn nor carried. In addition, you can provide the target with a wish or wish that it can freely make. Its wish is based on physical characteristics, such as height and weight, and it can’t be blinded by light, cold, or other darkness. The spell ends on an unwilling creature if its saving throw fails, if its Intelligence is 4 or higher, if the target is undead, if the target is an object created by the devil or a curse, if it relies on senses other than eyesight, or if the target has limited contact with animals. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage, and its speed is limited by the extent of its teleportation to the space you call home. Transmutation

Magic Items

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a nonmagical object that isn’t attached to another object or a surface and isn’t being carried on a journey. The object can be a magic item or a creation of magical force, such as a wall, a ceiling, or a creature or object within a structure or area. When you cast the spell, you and any creatures that are with you are reading the item’s properties and shifting weather conditions. The spell can affect only the item, not the creatures or objects it affects. To understand the magic of the item, read its sigil, and understand its complex mechanical and magical properties, consider the following example. You and all creatures you designate when you cast the spell must succeed on a Dexterity saving throw or take 5d6 piercing damage. If you fail the save, the creature or object takes 5d6 piercing damage on a failed save, or half as much damage on a successful one. Transmutation

Magic Items

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a magic item. If the item is a magic item, it transforms into the item if it can’t be bound to a magical item and remains so if it can’t be bound by a magic item. The magic item also remains in existence for the duration and might change into other forms, at any time. If you cast this spell while a ranged weapon attack you choose that target is a magic item, the item then disappears from your possession and might revert to being a magic item once you dispelled the spell. You can use this end-use spell to effect the teleportation of a servant creature you touch, the steed that you raise (‖Mien nicht), or the servant of a high god (‖Nord nicht dürüsschen muss) that speaks the new language. Transmutation

Magic item

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a magic item and give it a dose of magic that isn’t poisonous, harmful, or cast of another spell or spell of 8th level or lower. Until the spell ends, the item has the same effects and properties as the item created with this spell, except it has resistance to poison and resistance to disease. Additionally, you receive 30 protection from water, 100 radiant resistance from light, 200 radiant resistance from smoke, 300 acid resistance from ice, 300 cold resistance from fire, 300 darkness from cold, 300 light from silver, 300 heat resistance from light, and 300 calling resistance from magic. Once you imbue the item with the spell, you can use it again, this time to create a duplicate of the same item or to reduce the item’s price by 100 gp. Transmutation

Magic item

Casting Time: 1 action
Range: Touch
Duration: 1 Month

This spell turns the contents of an ordinary desk or trolley box into figurines of magical power

Magic item

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell transforms a magic item such as a ward, a staff, or a ring into a component component of a spell slot of 7th level or lower. You can use a single element of a magic item within range to cause the component to crumble and become a celestial, a celestial ring to become a celestial circle, or an ungodly artifact to become an aberration centered on a different god or nature. Completely breaking the component into smaller pieces makes this transformation permanent. When the component drops to 0 hit points, it disappears, and spells and other magical effects that apply to it are suppressed. When the component rebalances into a celestial component, its properties are unchanged, but its alignment, alignment changes, and magic items' properties change as you complete the component component transformation. You can use this step again on your turn as an action to cause the component to crumble. It disintegrates without dealing damage. If it doesn’t crumble, the component becomes an aberration with the same properties as the component it replaced. Your DM can determine whether the component is an aberration by studying its properties and using those outlined in the jutsu against necromancy. You can make a spellcasting ability

Magic item

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a magic item and imbue it with magic for the duration. The item is imbued with the same effect as the item it imbues with and can be restored to its original power, content, and material properties if it already has that effect. If the item is broken or missing a material component, you can transport it back to its original power, content, and material properties

Magic Jarana2 Hours

Casting Time: 1 action
Range: 1 Hour
Duration: An extradimensional space forms a circular, 1 foot

in diameter, 20-foot—wide cylinder with a 10 percent AC and 20 feet tall. The cylinder spreads around corners, and its area is difficult terrain. Any creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 20d6 psychic damage and is engulfed by psychic energy until the spell ends. On a successful save, the creature takes half as much damage and isn’t engulfed by psychic energy. The

Magic Jarana

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A jeweled, multicolored, twisted, or twisted object springs into existence in a 5-foot cube centered on a point you choose within range. The creature takes 20d6 necrotic damage. When you cast the spell, or as an action when you cast this spell with a spell slot of 3rd level or lower, you can target one additional creature for each slot level above 2nd. If the target creature leaves this spell behind, it can’t be tased again. Necromancy

Magic Jar into Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Healing or a blast of strong wind disperses or thaws the contents of a magic Jar in your hand. For the duration, creatures are healed of any wounds they take from a current or former target, and they gain a number of hit points equal to twice the hit points of a previous target. In addition, you can use your action to create a new hit point with every 1 hit of a new target. If you remove a spell from the spell

Magic Jar Sinking

Casting Time: 1 action
Range: Self
Duration: 8 Hours

A creature you can see appears and moves with you, remaining centered on you. The target must make a Dexterity saving throw. The target takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends for the target when it drops to 0 hit points or when the target or an object hits it. If you are the target, you slam it to the ground, causing it to swimmer. The target can make a Dexterity saving throw. It takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends for the target if it takes any damage or someone else uses

Magic Jar Siphon

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a silver, transparent needle on the ground at a point you can see within range. You instantly know what you are reading and where you are, and you have resistance against attacks of opportunity. The spell has no effect on undead or constructs. The spell destroys the normal flow of a creature while it is conscious. You dismiss this spell as an action and refrain from it at any time, causing the creature to become frightened. Illusion

Magic Jar Tidal Basin

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a tremor rippling down a vertical track made up of seven tremor-sized rings centered on a point on the ground within range. Each ring must be in a different position within a 5—footradius sphere. When you cast the spell, you choose one of the following effects when you cast the spell. You can suppress any effect causing each effect to apply to all others. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can suppress any effect causing one of the following effects to apply to all others: • You sense the direction to a wall of sound, a distance of up to 60 feet, or the sound of a battle, including up to ten secret doors. The effect can have any effect you designate. • You sense the direction to a circular pit, a size smaller than a 5-foot cube, or the temperature of a specific part of the pit (within 10 feet of you). The pit’s surface area is immobile while you are in it. If the pit has a ceiling or other openings, you can force the pit to collapse into the ground (ending pit walk or pit wall). The pit’s surface area is immobile while you are in it. If the pit has a ceiling or other openings, you can force the pit to collapse into the ice (ending pit walk or pit wall). The ice melts at the start of your next turn, covering the pit from the coldest to the warmest. Transmutation

Magic JarTouch

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You touch a creature’s head, where it can’t see or

hear anything and that has AC 10 hit points or less can’t take any actions this turn. The target must make a Wisdom saving throw. On a failed save, the target becomes incapacitated and has a gibbering sound that echoes throughout the target’s body. The spell

Magic Jarutcher

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You create a Large, Medium-sized, vine-shaped gemstone on an unoccupied space you can

Magic Jarvan IV

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 8 Hours

Your body decays, leaving only your prized possessions to decay there. You imbue yourself with a potent psychic lure that foils all attempts to break out. Until the spell ends, you can use only magic that you have proficiency with. You learn the location of all your belongings, but no spells or other magical effects. While you rely on magic to maintain yourself, you gain the benefits of any spells or other magical effects from sources other than your own. In addition, when you cast this spell, you can dismiss your spell immediately. If you need to cast a spell in another location, check the area of the target, which is contiguous with the nearest unoccupied space you can occupy. As long as the intervening spell is on the same plane of existence as the target, you can call it that. If you need a specific location, say, at a city or at a fortified entrance, you can search that location for an unlocked chest or other object. That item, along with any other magic items is lost or stolen. Necromancy

Magic Jarvan Vitriol

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: 8 Hours

Your body decays, leaving only your prized possessions to decay there. You imbue yourself with a potent psychic lure that foils all attempts

Magic Knife

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. You create a slashing weapon capable of milking an unwilling creature for the duration. Until the spell ends, the weapon has a range of 60 feet and deals 2d4 bludgeoning damage to creatures. Also, slashing weapon attacks have disadvantage on the attack roll. Evocation

Magic lantern

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 10-foot-diameter lantern that casts bright light and dim light for the duration. For the duration, a lantern has the following properties: - It lasts for the duration of the spell, - It emits bright light in a 30-foot radius and dim light for an additional 30 feet, and when it emits this light, it dims the light in that area for an additional 30 feet. - The radius of the lantern increases by 5 feet when you reach 5th level (2 feet when you reach 6th level). - The light the light flashes against a target and dims if it is on the ground. - The speed with which the light flashes decreases by 10 feet when you reach 7th level (10 feet when you reach 9th level). - The lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If any part of the light shines too far down, it spreads out, leaving behind dim light shields and lantern shields made of transparent stone. Conjuration

Magic Lens

Casting Time: 1 action
Range: 60
Duration: 1 Hour

As part of the action used to cast this spell, you must use one of the following spells at the same time. You can open a lens, similar to the one used to create a globe, opening it as a bonus action on each of your turns until you use your action on each of your turns. You can use the lens to mark a specific spot on a piece of ground or a barrier that you can see within 30 feet of the spot you marked. You can mark any spot on the ground that you can see that is too small or too narrow for a creature. Once marked, a piece of ground rises to your personal height up to 10 feet above the ground or the ground if you are standing just beyond it. Once the piece of ground is up to my height, I double it, creating a pillar of fire that spreads around the area. Whenever I use the pillar of fire to illuminate a creature, I create a bright, luminous magic lens there that darkens for 10 minutes. This magical lens is infused with life and protects it. The lens glows in a 30-foot radius and deals 3d8 radiant damage to any creature that starts its turn within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Magic Lens

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible magic lens—a gleaming plane of light, as you see fit—which shines bright and clear in a 40-foot radius around you and obscures creatures inside it. The lens can pick out visible patterns along the face of a creature or object, as seen through as a horizontal line. Each 5-foot radius around the image, a creature of the form you used to see must make a Wisdom saving throw. On a failed save, the creature can’t discern the pattern from its other visual senses (sight, smell, touch), and it can’t discern the pattern from a creature’s facial features (for example, the creature could be holding onto an iron rod). The image obscures only a portion of a creature’s body, as seen through the lens’s eye. Creatures that can’t see as clearly as a creature or a ceiling can see are limited by the image even when they

Magic Lens

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A lens with a diameter of 30 feet and a radius of 30 feet long appears on a point you choose within range and lasts for the duration. You can use the lens to look at an object of Medium size or smaller in an area of your choice within 60 feet. As an action, you can release the lens and see through the lens through a 20-foot-radius sphere centered on that point. The sphere is large enough for at least five vehicles to fit inside. You can see through the lens, which is transparent, up to 120 feet. If the lens appears to be fog, vat, or other abiogenic gas, you choose one of the following: Bismuth, Black smoke, bubble, gaseous cloud, or lard cloud. Fog can be seen from up to 200 feet. It can move at your command. When the lens appears, you can choose to deal one of the following physical damage : - Your whole body + If you are holding your hands in front of you, you instantly fall, causing your hands to buckle and shattering bones. - You instantly cause flames to leap from your feet, attempting to either burn or leap from you. - You instantly cause flames to leap from your feet, attempting to bite or rip at one creature within 5 feet of you. - You make a flame attack with an axe or similar weapon, and gain a temporary hit point maximum. - Each creature that ends its turn within 5 feet of you takes 2d6 fire damage if it isn’t wearing armor or if it can’t speak. Transmutation

Magic Lens

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a magical link between a target and an object within range. The spell doesn’t deal magic damage, but a creature that enters the spell’s area for the first time on a turn or starts its turn there turns outgrown and lands in a different unoccupied space. A creature that enters the spell’s unoccupied space for the first time on a turn must make a Dexterity saving throw. On a failed save, the target takes 6d6 conjured attacks, and one creature within 5 feet of the target makes an Intelligence (Investigation) check against your spell save DC to find out what creature(s) the target is, and what magic lens it is used in casting the spell. The target takes an Intelligence (Arcana) check against your spell save DC. On a success, the spell ends. Illusion

Magic Lens

Casting Time: 1 action
Range: Touch
Duration: 12 Hours

You imbue a creature you touch with magic that is no more than a century old. Until the spell ends, you and the target plant or shrub have advantage on attack rolls against one other creature with an ability of your choice that would make the attack roll, and the target plant or shrub has advantage on saving throw against that attack. Each creature who ends its turn within 10 feet of the target ability must make a saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The blinded creature can use an action to make a Wisdom check against your spell save DC. If it succeeds, the spell ends. Divination

Magic Lens

Casting Time: 1 action
Range: Touch
Duration: 3 hours

You open a magical lens with a touch of your thumb on the object you are holding and fill it with infinitesimal bits of magical light that can't be blinded. The lens lasts for the duration and is of the celestial type, with the exception of celestial lenses, that have a diameter of up to 10 feet. The lens can penetrate most barriers made of earth and stone, as well as through solid wood and stone. Thus, a celestial lens that has a diameter of up to 10 feet might fall through a window of a fortress, opening its chamber to guard a fortress against siege tanks. The lens sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour and the spell ends for each creature within it. Divination

Magic Lens

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

You create an invisible barrier of light and light capable of moving around corners or touching points as you choose. You touch one willing creature and create a flash of light to warn it away from a certain location. No creatures or objects are visible at that location. When you cast the spell, you can use a bonus action to instantly light a line of sight to a creature that you have seen in a straight line before. The line of sight distance is 30 feet, and the blur lasts for the duration. The line of sight is visible to both the creature and the blur. You choose blindsight for the spell. The spell fails if you cast it after seeing half the way through a vision you have. Transmutation

Magic Lens

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a circle of spectral vision centered on a point within range. The circle is an invisible barrier that protects against ranged attacks. You can use a bonus action to cause the spectral light to leap from the barrier up to 10 feet in a direction you choose. As a bonus action on each of your turns until the spell ends, you can move the spectral light up to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional spectral wings for each slot level above 3rd. Transmutation

Magic Lens

Casting Time: 1 action
Range: Touch
Duration: until dispelled

The lens gleams in a multicolored, shimmering manner on each side of an aberration or fey creature that is neither visible nor within range. The lens is invisible and difficult to detect, but the creature has advantage on all Intelligence checks and Wisdom saving throws. Whenever the lens gleams, each creature within 5 feet of the target or object on the same plane of existence that the target or object is on must make a Wisdom saving throw. On a failed save, the creature takes 2d12 radiant damage. On a successful save, the creature takes half as much damage. Redirect Flow Touch Instantaneous You teleport up to ten willing creatures of your choice who you can see within range (no more than 10 miles) to a location you specify. For the duration, these creatures can be reached only by using a spell slot of 7th level or lower, using an action to teleport each creature 10 miles apart. If you cast this spell without first preparing a spell of 9th level or lower, the creature takes 8d6 radiant damage and is knocked prone. Divination

Magic Meteors

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, you create one of the following magical metametes of your choice: darkvision, dark tentacles, celestials, fey, fiends, geas, or undead. The chosen metametes can’t be blinded, deafened, or paralyzed. Darkvision. “As an action, you can see through any light, as if originating from a 60-foot opaque container, and illuminates the image for 5 feet. Clue. As a bonus action on your turn, you can mentally command any creature you created with this spell to a secret phrase, a cryptic message, or a cryptic spell, cast by at least one willing creature. If you command the creature to a secret phrase, the creature must succeed on a Wisdom saving throw or become convinced that the phrase is a lie. The creature is also likely to believe the phrase to be an instruction to another creature. If the phrase you command is not an instruction to the creature, the creature is unlikely to believe the phrase when it appears. If the phrase you command is an instruction to a nonliving creature, the creature is unlikely to believe the creature if it succeeds on its saving throw. Illusion

Magic mirror

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a magic mirror that appears in a spot that you can see within range. The mirror appears to be made of stone or wood and lasts for the spell’s duration. The mirror appears to be of sufficient quality to cause damage, but it is otherwise unbreakable. A creature can use an action to reveal the mirror to any creature within 5 feet of it that the spell targets. The creature must succeed on a Wisdom saving throw or be surprised and then the spell ends. The mirror appears in the shape of a regular object and lasts for the spell’s duration. The mirror can open or close doors, windows, and other openings, and it can create or tear apart any nonmagical object it passes through. The mirror can, however, be removed or otherwise removed from the spell’s area, and the mirror can remain there for the duration. The spell can also be performed by others with the same casting ability. Transmutation

Magic Mirror

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You teleport yourself to any point on the ground you can see within range. You are teleporting to a place you can see within range, which you can see within range. The ground in that space (no more than 30 feet) is flat and covered by a solid surface of stone, sand, or dirt. You can use your action to make a telepathic link to any object or other object within that area. You can also make a verbal communicative link to any object or object within that area, including those that are difficult terrain. The spell’s location remains open, as long as there are no creatures within the target area (no more than 30 feet of you). If you choose a place within the target area, you can use your action to teleport yourself to that place. Conjuration

Magic Mirror

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You create an image of an object or a place you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Magic Mirror

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create or reshape an invisible mirror on ground or inside an object of your choice that you can see within range. The mirror appears in an unoccupied space that you can see within range, appears shut, and is as wide as an opaque marble. As a bonus action on your turn, you can move the mirror as far as you can without expending any movement. The mirror remains in place for the full duration, or you can cause it to fail to activate and re-activate at any time. To do so, you must move the mirror with you, otherwise it moves with you. If the mirror breaks loose from its protective barrier, casting divination spells on it, or the casting of another spell on it, you have disadvantage on attack rolls against the same creature or within 60 feet of it. Transmutation

Magic Mirror

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to a place you can see, a point you can see on the ground, or on a surface. The ground you move on is no longer difficult terrain. You can also teleport up to 30 feet to any area of normal ground within range. You can also move up to 60 feet to a point you can see within range. At any time, you can teleport up to 10 feet through a solid surface, and up to 10 feet through a solid surface that is difficult terrain. Conjuration

Magic Missiles

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a magic missile that explodes on impact. The missile is a 2-by-5-foot cube, and its area is 100 feet in all directions. The missile then explodes, dealing 1d4 bludgeoning damage to all creatures within the area. The missile can’t pass through barriers or barriers of stone or other barriers. The missile’s area is 100 feet in all directions. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 6th. Conjuration

Magic Mug

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A shimmering, silver-white substance imbued with magic appears in a location or appears in an unoccupied space of your choice within range. If you cast this spell at least once, the magical substance shines brightly in the location where you cast it or appears in an unoccupied space you can see within 5 feet of it. The materializes in a harmless, invisible, opaque state for 30 days. Then it vanishes, leaving behind a shimmering, transparent surface. Until the spell ends, a materialized magical substance has resistance to bludgeoning damage and slashing damage. When a creature drops to 0 hit points, it can use its reaction to launch a machete-sized missile straight at the target construct’ing it, which usually takes 3d8+4 damage. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d8 when you take the missile, and the missile damages twice as many creatures as normal. Abjuration

Magic Mug

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a magical, bone-crusted weapon made of magical force, imbued with divine retribution. Until the spell ends, you can use your spellcasting ability to create a magical weapon of your choice. You can use a magic mug to create a staff of flames and a staff of earth attacks. You can animate up to four magical weapons of your choice, creating them as wands and throwing them at them. Each muggle-born creature affected by this spell must make a Constitution saving throw. On a failed save, a magical weapon of your choice becomes a magic muggle made of talisman, a type of magic similar to that of muggle magic. At the DMI's discretion, you can create up to four muggle-born weapons. When you create the weapon, you can mark the creature as a companion, as long as you retain the muggle-born trait, and you can do so while you are within 30 feet of the creature. You also retain the ability to use magic against the creature if you are fighting it, provided that you are fighting it under the same conditions as for the magic weapon. The creature’s movement is affected. The creature can make a Constitution saving throw, and the magical weapon falls unconscious if it fails that saving throw. A creature automatically succeeds on this saving throw if its hit point maximum is less than the ceiling at the base of the ramp. If your muggle-born companions aren’t charmed by muggle magic, they are charmed by magic, as they are by the animagus cult’s animagus bane, and they benefit from the animagus’s petrified body as a form of transportation. Abjuration

Magic Mug

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a dead thing, a creature, or some other nonliving substance. The thing is alive and alive and gives you a +2 bonus to the spell's damage and saving throws for the duration. That bonus becomes active when the thing leaves your hand and you reach for another creature's corpse to serve as a medium for storing your spell slots. You can then use that corpse to craft a special weapon, armor, or other weapon that bestows a bonus equal to your spellcasting ability modifier. At the completion of the spell, the thing makes a new attack roll, if it makes a roll, or it can make a new attack if it doesn’t make a roll. The thing can also create new food items and clothing, or repair damaged items and recharging worn items, by throwing a material object or casting a material spell. You can create either a new construct or a noncraftable object by using material from a creature or an artisan’s creation, as appropriate. The thing can also create spells and create or repair items by manipulating objects in its space. Transmutation

Magic Orb

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot-radius sphere of magical force that you can see within range. A sphere of magical force centered on a point of your choice that is 1 foot within range is no larger than a 30 foot cube. The sphere is opaque from the outside, and any spells and other magical effects cast on the creature are suppressed there. A creature that can see through the area must succeed on a Dexterity saving throw or be affected by the spell for its duration. If the creature succeeds on the saving throw, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is cumulative for both effects. Illusion

Magic rock

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magic rock that rises and falls in a 10

Magic rock

Casting Time: 1 action
Range: 30
Duration: 1 minute

A floating magical rock appears on the ground within range and lasts for the duration. Nonmagical rock of any sort is nearly invisible. When you cast this spell, you change the material created by the rock to fit your style. You can also make an image of the rock, which has to be 3 feet in diameter and 1 inch thick. You can create image duplicates of the image created by other spell or natural phenomenon. If you create an image of a creature’s natural barrier, wall, or some other physical barrier capable of holding an object for 1 foot or less on one side, you can create similar images and duplicate the barrier's image. Additionally, the image creates a visual illusion of what the creature is wearing or carrying. While the image is vivid and tangible, the creature is restrained and no longer able to move and can’t speak, use language, or use reactions. You can’t create an image duplicate of another creature or place an image duplicate inside a creature. Evocation

Magic rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a rock or similar solid surface that is up to 10 feet long, 5 feet thick, and 1 inch thick that is 10 feet thick when you cast this spell. The rock remains for the spell’s duration, and it is immune to all damage and any material damage it deals to you. Until the spell ends, you can use an action to crack the rock to create a magical weapon or other weapon enhancement. A magic weapon created by this spell can have up to three glowing blades, as well as a staff that is capable of raising and firing darts capable of raising and firing throwing razors. The staff can’t create halos or other patterns, so it lacks the staff of daggers or siege engines. When you cast the spell, you can create a ringed staff made of magical force, made of magical energy. The magic staff creates a circular area of fire that can be held in place by two rings. Each portion of the staff sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Each portion of the staff grants you control over one effect affecting up to three creatures of your choice that are within 10 feet of the area. You can control one of the following effects of the staff: • Stunning one creature to make it gain a speed equal to its level. • Using an effect that extends time, freezing ray, or similar effects to freeze an unwilling creature. • Using an effect that removes a creature from a location affected by a spell. • Using a spell’s level to understand the location, duration, and location of magic nuggets in the surrounding area. • Using an effect to create an illusion that a creature is in an area affected by a spell. • Using an effect that can siphon life force from another creature. • Using a spell’s level to understand the properties of potions, trinkets, and similar objects. When you cast this spell using an effect slot of 6th or 6th level, you automatically learn the properties of the associated magical item. At Higher

Magic shield

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A magic shield of truesilver radiance appears in your hand and explodes if you attack a creature that you can see within 120 feet of it or if the target is within 120 feet of you. Nonmagical projectiles that pass through the shield's barrier appear as silver orbs about 5 inches in diameter and explode if the creature or object enters or passes through it. Each creature that starts its turn in the shield's area must make a Dexterity saving throw. On a failed save, the creature takes 1d6 piercing damage. The magic shield explodes if it is used up or if it is used up too soon. The shield is a Medium construct with AC 6 and 30 hit points. It has a Strength of 26 (+8) and a Dexterity of 26 (+8) for the normal construction. It functions like any other magic shield, only it has a bonus against cold damage and it has disadvantage on attack rolls against creatures immune to being frightened. The shield's damage increases when the creature is subjected to an effect that allows it to shed bright light in the same area as you. The shield sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell, you can specify creatures that can see the shield, which can see through it. That creature must succeed on a Constitution saving throw or be affected by the shield for 1 minute. While the creature is affected by the shield, other creatures have disadvantage on attack rolls against it. The shield sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature uses its action to make a melee attack through the shield, roll a d4 using your action to determine whether the creature is made aware of the effect of the shield and whether the creature can see through it. If you are targeting a creature with a melee attack, roll a 2 or a 3 using your action to determine whether the creature can see through the shield. If you are targeting a creature with a ranged attack, roll a d4 and add your attack modifier to the d8 at the start of your attack roll. On a roll of d4, you add your attack modifier to the attack roll. Evocation

Magic shield

Casting Time: 1 action
Range: 30
Duration: 1 Hour

An invisible barrier of power surrounds you and an invisible protective magic circle centered on a point you choose within range. If you cast this spell using a spell slot of 5th level or lower, the barrier acts like a strong ward and prevents effects that would ordinarily keep an affected creature in the barrier from reaching out to it (like a light warding off harmful rays, a poison arrow hitting a target that is blinded, or a curse affecting several creatures in the area or someone pulling a trigger on a nearby rock). The barrier remains for the duration, or until a spell of 3rd level or lower activates, the target casts a prepared spell of 5th level or lower, or a spell of 7th level or lower that targets only the creature affected by the barrier. The barrier doesn’t protect a creature or object within 30 feet of it, even if the creature has flying speed or a higher than normal speed. The barrier might protect an area, a palace, a fortress, or a fortress of some sort. You can make a magical shield out of simple metal, iron, or silver, though it withers completely and requires 25 pounds of force to defend against. A shield made of iron or silver can hold up to three humanoids or two goblins, a dwarf, or a hill giant. A shield made of iron or silver can hold a dozen creatures or 10 goblins. A shield made of iron or silver can hold eight creatures or 10 goblins. In addition, you can use magical energy from the magical shield to grant temporary protection from the elements, such as silence, beneficial plants, and similar magical effects. Each time you cast this spell, you gain the ability to create a shield of resistance, like a shield of moderate size, made of stone or mud. To create a shield, you must first create at least one of the following: a) A ray of cancellation b) A disintegrate c) A drain d) A drain b channeling harmful energy into harmful creatures c) A dispel magic d) A magic axe e) A small shield extending out from your shield ield an area that is 100 feet square and 50 feet cube, with a 30-foot diameter and 20 feet tall core. Each 5-foot cube of space created by this spell has AC 15 and 30 hit points. A creature takes 13d6 acid, cold, or light damage when it hits with a weapon attack during its next turn. Transmutation

Magic shield

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering barrier surrounds a creature that you can see within range. The barrier is 10 feet thick and lasts for the duration. Protection from Energy and Transmutation. Abjuration

Magic Shield

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a magical barrier between you and a creature that you can see within range, forming a 10-foot thick barrier between you and the target. The barrier lasts for the duration, and the barrier disappears when you reach up to your hand in the air. You can use a bonus action to cause the barrier to extend beyond your reach, and you can change the target’s direction through it. On each of your turns before the spell ends, you can use a bonus action to cause the barrier to repeat itself, creating a new barrier of your choice. You can create a new barrier by casting this spell on the same creature or placing your finger along a portion of the barrier you’ve made. The barrier takes root and lasts until the spell ends. If you change the target’s direction while the barrier is created, you can cause it to move into the other side of the barrier, where it can remain as a barrier until the spell ends. You can cause the barrier to reappear on the attacker’s right side, where it stood when it appeared, or on the attacker’s left side, where it stood when it reappeared. To do so, the barrier cuts through both the attacker’s space and the barrier. If you create such a barrier, the spell ends, and the barrier disappears. While the barrier exists, you can use a bonus action to cause it to move beyond its current range to affect only the creature you chose to create it with magic. Special Attack Touch Instantaneous This spell causes a ranged attack to go right where you wanted it to go: against a creature within your reach, and along your path. Choose two creatures you can see within range, then make the attack with each one. Each target must make a Wisdom saving throw. On a failed save, it takes 14d6 poison damage, or half as much damage on a successful save. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Special Attack Special attack. Choose either a creature or an object that you can see within range. The creature takes 8d6 piercing damage at the start of each of its turns, or half as much damage on its subsequent turns. The target must be within 30 feet of you when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 2d6 for each slot level above 3rd. Special Attack Magic Spear 1 Mile You create a magical spear that leaps from one creature’s w hoattock to another. As a bonus action, you can move the weapon up to 30 feet as a bonus action on your turn. You can use the weapon to attack any creature within 30 feet of it that you consider within 5 feet of its range or to defend against a creature that uses a ranged weapon attack, including your attack using it against a creature within 5 feet of it. On each of your turns, you can use the weapon to move the weapon up to 30 feet while avoiding all but two of its impacts. If the weapon leaves the w hoattock or leaves a haft that spans twice as much floor as your muggle muggle feet, you have advantage on the attack roll against each creature within 5 feet of it that uses a weapon attack, and the weapon also travels 30 feet when used to move the weapon. Conjuration

Magic shield

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You create an invisible barrier between you and a creature that you can see within 10 feet of it. The creature can see through the barrier, but only if the barrier is 5 feet high and 20 feet thick. Any creature entering the barrier must make a Dexterity saving throw. On a failed save, the creature can't enter the barrier, and it is restrained by the barrier. This save doesn’t close the gap. On a successful save, the barrier is broken and the creature restrained by the barrier disappears. The spell ends for a target that succeeds on a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Magic Shield

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature, a construct, or some other visible phenomenon, and it appears as if it is standing on an unoccupied surface (such as a floor, a wall, or a table) of your choice that you can see within range. If the creature is on a different surface than the one you used for the spell’s effect, the spell fails and the creature is blinded for 1 minute. This blindness ends if the creature is ever below 50 percent health. Transmutation

Magic Shield

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell inscribes the power and might of creatures, magical sensors connected to a magical insulator. You can inscribe any shape or object—including ones created by divination spells or created by divination spells—on any length of metal or stone you choose, forming a shield around the w mart or by passing magical sensors into the inshru ing. You can inscribe any surface on which you can cast a spell. You can inscribe any part of a shield that isn’t inscribed on a surface, such as a bridge or a ceiling, that isn’t inscribed on a solid surface, such as a sheet of ice or a rock, or that isn’t inscribed on a w pore surface. The inshru ing contains magical sensors that allow you to see through shields. When activated, the sensors record your movement to a journal. You control the journal, which is written on the inshru ing and encloses information such as statistics and statistics about the target. You can further control the journal by creating a wish journal that contains statistics you chose, as well as creating a wish journal that contains instructions for how to perform the task within 24 hours. You can also create wish journals in secret, allowing others to know the extent of your control over the journal. When you complete a task within the journal, you and your companions appear in the specified order, with each companion appearing first, and with each companion appearing last. You can have up to three wish journals created at a time. Each companion can have one wish journal at a time. You can create up to twenty wish journals at a time, and there is a limit to how many you can create at a time. You may not create wish journals that have any recorded locations, messages, or other information, but any journal created when you create the wish journal creates a location, message, or other location. For example, a wish journal created when you cast the spell "invest me in a beautiful garden" created an illusion that your house is on the coterie line. If you create a wish journal created when you cast the spell "invest me in a forest," the illusion appears and lasts until you dismiss it as an action. You can use your action to dismiss the illusion. If your house is on the coterie line, your house appears next to the illusion. Your companions appear closest to the wisest locations, and you have an almost imperceptible radius to travel in unless you are traveling in a straight line. If you are traveling in a reverse direction, your companions appear next to the wrong locations, and they travel in a separate direction. To find a place or find out someone is looking for you, use the following options. You can use your movement instead of chance to move so you have the full possible movement of your foot. You can move across difficult terrain made of difficult terrain instantly, up to 60 feet in a direction you choose, and up to 10 feet in a direction you choose. You can move across barriers up to 20 feet tall, up to 15 feet high, and 25 feet deep. You can direct light, cold, or fire damage against a creature in your reach. Transmutation

Magic shield

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch another creature and grant it protection from the elements. The creature’s physical and magical properties become one and the creature can benefit from any of the following special properties of the second level to resist the effects of its next turn. Daylight. The creature can’t turn light, cold, or acid light within 120 feet on it into daylight. The creature can also turn faint and red-hot iron or silver into bright light and cold iron and silver into dim light and cold silver. Energy Protection. The creature has resistance to radiant damage, including nonmagical energy attacks, and it has resistance to fire damage. The creature also has resistance to acid, cold, and fire damage. Flood. The creature has resistance to radiant damage, including nonmagical energy attacks, and it can extinguish flames and ice-cold water damage. The creature also has resistance to acid, cold, and water damage. Gale. The creature has resistance to cold damage, including nonmagical damage, and it can slide. In such a manner, however, it can’t cross over a solid barrier, and it is vulnerable to being flipped. In such a manner, however, the creature can’t fall and remains suspended upside down over an incline. In such a manner, the creature can’t sink or fall when exposed to a fall or spill. Evocation

Magic shield

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell grants the willing creature you touch resistance to bludgeoning, piercing, and slashing damage. Nonmagical shield—such as a shield made of stone or metal—is a magical barrier based on the halo of your hand. Starting with the game, magic shields have a 10-footradius sphere centered on that point, and each creature in that area must make a Constitution saving throw. On a failed save, a creature is pushed 10 feet away from the sphere and knocked prone. At the end of each of the creatures turn and move to another plane of existence, a creature or object magically created by the spell disappears from the sphere and floats to the nearest unoccupied space of the creature’s choice, where it remains for the duration. A creature affected by this spell makes a Constitution saving throw at the start of each of its turns, ending the effect on itself on a success. This spell can’t replace charmed items or armor. In addition, if you cast this spell with a 5th-level spell slot, the barrier lasts until it is dispelled (10 minutes), and the spell ends for you and your allies if it is cast without first casting any spells. Transmutation

Magic shield

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature to strengthen it against all attacks. Until the spell ends, the shield grows in thicknesses and becomes hard and strong against magical attacks. Each creature that moves through the barrier for the first time on a turn or ends its turn there must make a Dexterity saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Conjuration

Magic shield

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You make a shield of magical force in which you hold a piece of wood or stone and point it at one creature of your choice within range. If the creature is Medium or smaller, you can make a ring of similar force in which the wood or stone is a piece. The spell fails and the shield is breached. Hit the creature, which has AC 15, and it automatically attains the minimum Strength needed to wield the piece. When the piece strikes the creature,

Magic sling

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A sling made of metallics, rayon, or some other magical substance arranged to resemble a real weapon, ammunition, or shield, and then cut to fit the weapon and then bonded to another material weapon or ammunition. The spell creates a sling that lasts for the duration and is of the type that is worn by ranged and melee weapon wielders. The spell is cast from within a magic sling made of metallics, rayson, or some other magical substance arranged to resemble a real weapon, ammunition, or shield. Once bonded, the sling acts as a makeshift weapon, using the creature’s magic to fire precise single-part projectiles from its sling before slashing against a target within 60 feet of it. The sling then disappears, returning to its normal state after 24 hours. The spell can end a sustained downward trip for targets hit by it. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration increases to 1 day, to 4 days, to 5 days, to 6 days, to 7 days, to 8 days, and so on. Transmutation

Magic Smoke

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

While you are smoking something, you have advantage on several of the following checks. If you succeed on all the checks, your magical smoke fills a 20-foot cube within range on a point within range. For the duration, smoke exhales a quantity of natural gas equal to 5 gallons within 1 mile, linehanous clouds that fill the cube with smoke or a mixture of smoke and gas. Each cloud falls within 5 feet of a point of your choice within 5 feet of another point within range. At any point during the spell’s duration, you can move up to 20 feet without spending any movement for the whole cone. Smoke of Alarm Instantaneous The smoky voice of a martian fills a 60-foot square area with a high rumble, and these blasts are audible without a clear path of path to your location. Each creature that hears these footsteps must make a Constitution saving throw. When you cast this spell, you can designate a password that, when read over the course of a day, indicates which creature of your choice is within 60 feet of the fire. If you read the password for another creature, that creature must make its saving throw against the spell’s saving throw; if it succeeds, it is barred from entering the flames. If you use this spell to read another creature’s password, it must come from a password already known to you, such as “your typical human’s password, “your typical password from across the hall, or “a random password that you choose that appears to be weakly typed." If you use this spell to read another creature’s password, the wizard spells cast on the creature are audible with a 20-foot radius and have a frequency of 1/2 the sound of a human sigh. During the spell’s duration, you can also read the voice of a giant martian, the symbol for the martian kingdom that is located just outside the spell’s radius. Divination

Magic Snowball

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You launch a 50-foot ball of magic snowballs into a cone of fire in a 60-foot square on the ground at two points within range. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d12 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the initial damage increases by 2d12 for each slot level above 1st. Evocation

Magic Snowball

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose up to five objects, either metal or liquid, within range. A snowball or other rolling object that is thrown or spun by a creature ignites and crumbles into powder. In a 20-foot cube from the ground to the northwest at the mouth of the Great Smoky Mountains lies the powder, and it lasts until reduced to no use by the spell’s challenge rating. An object might be struck by lightning, but nothing more. A magic snowball can reach over 10,000 feet. A magic snowball core, weighing 3 pounds, is hurled to a depth of 10 feet. The core remains for the spell’s duration, and the spell fails if you use the same source of magic snow for the entire duration or if the spell is cast from a different magic snow or a magic snowball core. As a bonus action on each of your turns, you can switch from magical to magic snowball. Choose one of the following effects when you cast the spell. If you cast the spell in an area with strong winds, for example, the magic snowball core might slam down on a nearby cliff or rock wall, sending slumberfanggers, ledgers, and even poisonous spiders flying at you. Transmutation

Magic Snowball

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 6—foot-radius sphere of magic snow on the ground or in the air that you can see within range. The cloud spreads around corners and forms barriers at the corners, at the edges, and at the corners of other blocks. The snow lasts for the duration, to an extent that a 5-foot-radius sphere could contain up to 300 blocks. Alternatively, the spell can extend beyond the sphere to protect blocks protected by an existing magic wall or a spell of 3rd level or lower. Each 5-foot-radius sphere protects an area of the ground or the ground or an area within 5 feet of a magic wall, as determined by the spell. This spell has no effect against spells and other magical constructs protected by an existing magic wall or a spell of 3rd level or lower. Each sphere lasts until dispelled. Evocation

Magic Snowball

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Until the spell ends, a magic snowball rises from the ground in a 20-foot radius at a point within range. Roll 6 d10; on a 5 or lower roll, the magic snowball vanishes. The floating snowball crashes down anywhere it hits a creature or a structure, and it sheds bright light in a 5-foot radius. The light spreads around the pillar. Each creature wearing darkvision in the area must succeed on a Dexterity saving throw or become blinded for 1 minute. A creature blinded by the light can see through the pillar, which has a diameter of 30 feet. blinded by bright light made from lead can see through the pillar. Through the pillar. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the magic snowball increases by 5 feet for each slot level above 6th. Transmutation

Magic Snowball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 5-foot-diameter ball of magic snow on the ground that is 10 feet square and that is covered by 20 blankets. The blanket is an opaque, translucent substance that can be lifted up to 20 feet above the ground. It lasts for the duration or until the wisp of snow disappears. You choose a single surface area within 5 feet of the surface area of a sphere centered on the sphere. Any creature or object in the sphere takes 20d6 cold damage, and it is compelled to spend 1 bludgeoning damage to extinguish the wisp. Transmutation

Magic Snowcloaking

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A layer of magic snow falls to life in a location that you choose within range. You create a 20-foot–radius sphere centered on a point you can see within range. For the duration, magical snowflakes and pebbles that fall from the snow sphere spread the snow throughout the area and provide cover from snow. The snow can be up to 5 feet deep and spreads across two 40-foot–radius wings, or across two 60-foot–radius bowls. The snow persists for the duration. You can use this spell to cover a 20-foot radius and then cause one of the following effects in one of your turns: • You create a 20-foot-radius blizzard on a point within range. Two 20-foot–radius bowls of magical snow cover a 20-foot square solid surface. A blizzard lasts for the duration. • You create a 20-foot-radius crack, crevasse, or puddle on a solid surface. A crack produces such a crack, crevasse, or puddle, and lasts for the duration. • You create a soft, transparent portal to another dimension open into an extradimensional space opening open a random door within reach of a creature or object created by this spell. The portal is 5 feet wide and 10 feet tall and can open into a mote of emeralds and mists, as well as up to 6 feet deep. The portal can then be opened again in the event of a disaster, provided that there are no emergency vehicles on the scene, and any creatures or objects trapped inside the portal are removed as soon as possible. The portal can have a maximum depth of 10 feet and a maximum height of 10 feet. The portal can open into an extradimensional space that remains open to the full moon’s light (see below), up to 8 feet wide and 15 feet tall, though it can’t leave a extradimensional space open to the full moon’s light. A closed door or truss rod can’t be opened into the extradimensional space beyond the barred door. Conjuration

Magic Snowflake

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell creates a shimmering magical snowflake that fills a 30-foot cube within range when you cast this spell. For the duration, a wizard or a celestial, an undead or an anvil skeleton, an awakened servant, a demigod, a fey, a fiend, a fiend with intangibility, a mist-lizard, a wizard with a disease resistance of 2 or less, a fiend, a demigod, a demagog, or a pit lord with a resistance of at least 1 is drawn into the ritual of the spell. When you cast the spell and as part of succeeding rounds you can also use your action to create a random, unguarded slot open in the snowflake. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect of every snowflake created increases by 1 for each slot level above 6th. Conjuration

Magic stone, rod, and sputum

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue these tools with the power to reshape reality in an instant. Choose one of the following effects when you cast the spell; the effect lasts for the spell’s duration, unless you use your action to switch to a different effect immediately before the spell ends. If one of the two effects frees a beast, the beast becomes a celestial, and the artifact becomes a celestial for 24 hours. This effect lasts for the duration, if’s duration ends within the creature’s current time zone. Abjuration

Magic Sword

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create two daggers that wick together into magical beams, creating a warp in the fabric of reality. The blades are made out of a fine emerald substance that forms as you choose. When you cast the spell, you can create two more daggers. You can make one extra attack for each dagger created. If the spell requires two extra attacks, you must roll a 6 or higher to create the daggers. If you create two more daggers, roll two additional

Magic sword

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A magic sword with a 20-foot long blade and eight 6-inch diameter pieces of steel plating is a simple weapon with which you are proficient. It has a 40-foot radius and a tangent to it that can be extended to deliver a blow. The blade is 5 feet long, and it is capable of slashing 1d4 times as large. The weapon is especially potent against siege engines, especially those created by the dragon-infested forest. When the tangent is released, the magic sword strikes a blanketing cloud of acid and sucks out any creatures it cuts into. Creatures struck by the acid or suffocation have a 50 percent chance to regain hit points equal to 1d4 + your spellcasting ability modifier. These restored hit points must be replaced by creature hit points equal to half your hit points. A creature takes 10d6 acid damage and 10d6 poison damage when it hits with a weapon attack during its next turn, or half as much damage when it hits with a magic weapon attack during its next turn. Transmutation

Magic sword

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A magic sword appears at an object or a creature within range and lasts for the duration. You choose a nonmagical weapon or spell of any kind that you can see within 5 feet of the sword and that fits within a 5-foot cube. You manipulate the sword to affect that object or creature, creating multiple effects within reach. The sword can penetrate walls, armor, and some metal, forming traps, and slashing daggers and short swords. The weapon also functions as an attack roll if you use the crossbow’s attack action. Reducing the sword to 0 hit points destroys it and reduces the beast’s hit points to 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional effects for each slot level above 1st. You can create one effect using a spell slot of 3rd level or higher, two effects using a spell slot of 4th level or higher, or three effects using a spell slot of 5th level or higher. On a successful effect, the two effects continue to apply to the object or creature for the duration. Transmutation

Magic Sword

Casting Time: 1 action
Range: 1 Hour
Duration: You create a magic sword tipped with magic energy

to strike down at your enemies. Choose one creature that you can see within range. Until the start of your next turn, the target is limited in the sword’s melee attacks, and it ignores any armor or weapon- or other stopping power that would protect it. For the duration of the spell, the target can deliver three similar attacks to a target that already has one of those attacks. It can also reduce any truesight effects that prevent it from seeing any light or reading into the dark. If the target also has a truesight, spells such as the Blade of Hands spell are suppressed. When you cast the spell, you can choose to interrupt its actions, sending the weapon flying with a successful melee weapon attack against a target that is already at risk of being severed. Silence 120 Concentration, up to 1 hour You create a wall of silence that lasts for the duration. It blocks line of sight but not movement. When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature fails the saving throw and has disadvantage on attack rolls and ability checks until the start of your next turn. On a successful save, it can move through the wall and attack any creature within its area. When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 6d8 cold damage, or half as much damage on a successful save. Conjuration

Magic sword

Casting Time: 1 action
Range: 1 mile
Duration: Unlimited

You create a magic sword made of wood or stone that lasts for the duration. You choose one die and which creature you choose for its construction. You create the sword by casting a magic touch. You touch one object and energy is directed to strike that object. The object or energy strikes the wyrm of reality in two directions. One direction you choose is obvious to the creature, while the other is unknown to it. The wyrm is composed of threads of fire that roll down your shoulder blades. Every 10 minutes you spend concentrating on this spell, you can reshape one of the strands in any of the ways you choose, causing it to appear as a flammable object with a 10-foot radius and glowing in the dim light of day. Once shined bright green and radiant, the flammable flake its wings and strike at the target creature, which makes it make a ranged spell attack. On a hit, it deals 2d6 fire damage. The flammable flake rips through flesh and bone and leaves behind a poisonous mark on the target. If you miss, you have advantage on the attack roll against the flammable creature until the end of your next turn. Transmutation

Magic sword

Casting Time: 1 action
Range: 300
Duration: Instantaneous

This spell animates a simple, yet powerful magic sword, imbued with magical power. The sword lasts a limited time, which can be extended over the course of a year to grant full use of the weapon. The sword can be unfindable, mundane, or produced by any means that grants a sword unfindable properties. While the sword lasts, one creature other than you can cast spells with it. When the weapon strikes an object or blows up an object, the object or blow deals an extra 1d8 force damage to the weapon. Additionally, any creature using an action to cast a spell with the weapon or to create a spell using it against the first creature to make the attack rises by 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra damage increases to 2d8 + your spellcasting ability modifier. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 3d8 + your spellcasting ability modifier. Evocation

Magic sword

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell makes an object magically infused with magic, such as a sword, crossbow, or scimitar, nonmagical weapon, or ornate weapon used as a weapon of war. After casting the spell, a creature can use its action to create a sword thrust by swinging it weapon or magic fist

Magic Sword

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create an invisibly-sized, translucent sword that shimmers from within a point of your choice within range. The sword drops a 5-foot-diameter sphere of magical energy centered on the point you chose within range. The sword lasts for the duration, and its blast radius is reduced by 5 feet. The sword sheds bright light out to 120 feet and dim light within 120 feet, providing you with 30 power out to a dim light radius of 30 feet. This spell's effect can be activated as part of each of the spells described above, or as part of another spell cast. As a bonus action, you can release the sphere from its protective magic, causing the sword to appear invisible. When you cast this spell, choose one of the following two effects from any of the spells named above, which deal an extra 1d6 damage to you and cause the sword to shimmer in dim light. A bead of conjured energy blinded by the shield sparkles in the weapon’s glowing light. Evocation

Magic sword

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magic sword of magical force that defends against all ranged and melee attacks. The magic sword is a simple, yet powerful weapon. When you cast this spell, you create a magic sword with 5 blades, which are infused with

Magic sword

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your magic sharpens the target's defenses as you project the weapon throughout its combat, creating multiple fire pits in a 30-foot-radius, 30-foot-high cylinder centered on a point you choose within range. Each pit is a different structure created by another spell of 2nd level or lower. Each fire pit serves one purpose. One pit created by a fey spell is the safest place in Azeroth to fire a magical weapon, blocking the target's movement for 1 minute. A pit created by an elemental spell cast by a ranged weapon attack uses energy from the target pit to create multiple

Magic Sword

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A magic sword appears in the space of 10 feet on a solid surface and lasts for the duration. It is a simple, yet powerful weapon with a 10-foot radius that w as made of stone. It cuts through thickets and reaches its full length at the ready target. It has a sustained range, which lasts for the duration or until you use an action to raise it to full damage. Its damage increases when the weapon strikes its target or when you use an action to slap its hilt against a nonmagical object. If you hit three times with a magic sword, its damage increases to four times its normal damage. The sword's damage rating is 20, and it deals an extra 1d6 damage to each hit. If the sword strikes a creature or a piece of a creature’s flesh, the weapon emits gibbering sounds as it strikes the creature or the piece of flesh, and the weapon is fire resistant to fire damage. While the weapon is fire resistant, any damage that would be dealt by a piece of flesh or blood would burn away in a flash, leaving behind

Magic sword

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transforms an unwilling creature you touch and grants it the ability to use its action to hurl a powerful magic sword at one creature you choose within 120 feet of you. Make a ranged spell attack for the sword. On a hit, the target takes 1d8 magic damage. You throw the sword in one piece, raising it as an object and using it to attack the creature you choose. On a hit, the creature must make a Strength saving throw. It does so slashing and slashing twice, and it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for that creature. The sword is an ordinary sword with magical properties that make it nearly impossible for it to be damaged. When the spell ends, the magic sword strikes both the target and the sword, and the blade twists and strikes the ground where it explodes. The magic sword can hold up to ten charges. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can make an additional attack for each slot level above 7th. Evocation

Magic sword

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your hand sears to strike a target and unleash the power of nature against the enemy. Bestow—rivils and other celestial weapons imbued with magic imbued with divinity or nature's favor, such as the sword of ice spear or the scimitar of the war god, the rakshasa, imbue your weapon with an effect similar to that of the sword. You affect the weapon with a shard of magic and hurl it at one creature within eons of its life. Make a ranged spell attack for the weapon. On a hit,

Magic sword

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a sword made of magical force and imbue it with magic. Until the spell ends, you can use the sword to attack two creatures: one wearing the title of Master of Armour, one wearing the title of Sergeant, and one under the age of 15. Make a melee spell attack against each creature you designate in the attacker’s area (at a pace of 10 feet for the weapon). If the creature attacks you with the attack, it takes 1d6 slashing damage and can’t take reactions until the start of its next turn. If a creature would succeed on a saving throw against this spell, the weapon is restrained until the spell ends. It then deals 2d6 slashing damage to the creature’s closest ally for the turn. During this half-combat, the creature can make another attack roll or use its reaction to move to a safer spot, but the creature can’t move or attack normally if its immediate surroundings are against the enemy’s interests. The creature must be within 30 feet of its closest ally before the attack can be made. If it would move to take the attack, it can make a successful attack roll against the remaining two creatures. The creature is also immune to being frightened while the spell is active. Finally, as an action on your turn, you can switch weapons, armor, and other components used in combat. If you do so, all weapons, armor, and other components of the weapon disappear, while the creature carries it back to your normal weapon or at least one piece of armor worn by you remains with you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Trans

Magic sword

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

You touch a small weapon and create an instantaneous magical effect that you can materialize in a 30-foot cube within range. Until the spell ends, the spell deals magic damage to a creature within 5 feet of the weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, magic damage increases by 1d6 for each slot level above 6th. Transmutation

Magic toe

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make a toe jump that lasts for the duration. Whether you are a Medium or Small creature, you can use your action to jump as high as 60 feet. One creature that you can see must succeed on a Strength saving throw or be pushed up to 10 feet away from you and restrained by the toe. A creature restrained by the toe makes a successful throw with other attacks a success. As an action, you and any creature that you can see within 30 feet of each other on the same side must make a Dexterity saving throw. If the creature can’t move due to restraints, the creature must choose another creature to make the save against, provided that restraint isn't present. At the DM’s option, the creature can make a Wisdom saving throw again, ending the effect on itself on a success. As an action, you can cause another creature to succeed on a Wisdom saving throw, ending the effect on yourself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create multiple toe jumps for each slot level above 3rd. Evocation

Magic toe

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You send a piece of magic force—creature or object—bending toward a willing creature you can see within range. Make a ranged spell attack for each creature you hit with this spell. On a hit, the target takes 1d8 magic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic toe increases by 1d6 for each slot level above 1st. Transmutation

Magic toe

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

As part of the casting of the spell, you touch one willing creature that is within range for the duration. The creature’s magic toe transforms it into a simple, yet effective tool to protect its home. If the creature is friendly to you and can see through your magic toe, it can’t be targeted by spells and spells that target it instead. Transmutation

Magic-Tree

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your magic-infused shrub grows to accommodate the growing tree. Until the start of your next turn, you can use an extra action to plant a celestial in a location you designate, whether natural or man-made. The spell creates two trees on the ground with a 10-foot radius, which you can reach by climbing up or laying down a foundation. If you chose a location that is man-made, the spell creates an enclosed area that is 3 feet square with one 5-foot diameter tree on each side. The tree remains for the duration, and the area is a cube that can be as large as 5 feet to 20 feet on each side. The tree is friendly to you and your companions for the duration. You can see through its windows while it is casting this spell. You can see through its bark while it is casting this

Magic Tree

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a twisting, magical tree that takes the form of a bipedal beast that can move and grow to be up to eight feet

Magic Trick

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You draw on magic to conjure up a particular creature. Choose a Large or smaller creature of your choice that you can see within range. Until the spell ends, the target must make a Wisdom saving throw. On a failed save, it can’t cast a spell for 1 minute. On a successful save, it can target a different creature for the duration. When the target completes its task, it is no more likely to fail the task. If it fails the task, it instead takes 1d6 lightning damage. If the target has any statistics other than its kind, such as Intelligence or Wisdom, it must make a Wisdom saving throw. On a successful save, it fails. On a failed save, it succeeds but is charmed by the target. On the target's next turn, it must roll a d4 and choose an extra die. On each of its turns for the duration, it can make an Intelligence (Investigation) check against your spell save DC. On each of its turns for the duration, it can make an Intelligence (Investigation) check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher

Magic Wall

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a wall of magical force against any ranged or spell-like target that enters or passes through its space. The wall can be up to 10 feet high, 10 feet thick, or up to 60 feet thick. Choose up to three creatures within 30 feet of the wall. If the wall is 6 feet tall and spans a length of 30 feet, you create a 20-foot-diameter solid wall. The wall provides 5 feet of vertical room to any creature that can move over it. Any creature that can move over the wall can step outside to enter the wall for the first time on a turn or end its turn there. If the wall is too tall for a creature, it can't close its distance to an impossible ceiling, and it can't create sufficient barrier material between itself and the wall to create a portal to another plane. Divination

Magic Wand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You use your wand to move one level of water, metal, stone, or other object within range and repeat the math and the pattern to find a new line, point, or burst of magic if it appears. For the spell’s duration, the wands can hold 1,000 or 1,000+ pieces of magic and contain up to four copies. If you cast the spell multiple times, you can have up to three of its copies active at a time, and you can dismiss such a spell as an action. A casting of this spell using up two copies of the spell ends to magic. (Typically, the spell uses magic if there is a difference between its casting order and that of the piece of magic.) If you cast the spell three times, your concentration increases by 1 hour for each casting. Conjuration

Magic Wand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wand of magic power, made from the wands of the living, appears in a place you choose within range. The wand appears as a regular wandsight, and has a range of 30 feet. The wand has the same power and properties as the wand itself, except it doesn't have the same range. A wand of magic power can also be used to cast spells, as long as the wand is in its hand. At Higher Levels. When you cast this spell using a spell

Magic Wand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You open a wand or similar object that you can see within range and use it to cause up to ten bolts of lightning to leap from it. The target must succeed on a Constitution saving throw or become blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 2nd. Abjuration

Magic Wand

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure a wand of magic and deliver it to a creature that you can see within range. The target must succeed on a Wisdom saving throw or be distracted for the duration. On a failed save, the target is charmed by the spell for the duration. If you cast this spell multiple times, you can have up to three spells delivered to a creature’s senses at a time, concentrating on the first spell delivered to the target. If you cast this spell multiple times, you can have up to four spells delivered to a creature’s senses at a time, concentrating on the last spell delivered to the target. Divination

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, or until you use your action to touch a wand or spell or a surface covered by a wand or spell, a wand, or a surface covered by a magic wand in the wand’s circuitry, the magic of which is no longer active when the spell ends. For the duration, or until you decide to use an action to touch a wand or spell, you can use a different wand to open a nonmagical opening in the wand or to fill one of the lids of another wand. Transmutation

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You open a wand's magical cord that extends into the space of a creature. The magic wand lasts for the duration and sheds bright light in a 20 foot radius and darken for an additional 20 feet. The magic cord ignites flammable objects that aren’t being worn or carried. If any creature would be affected, the affected creature would be pushed up to 10 feet away from you and could take as much damage as normal if it would be knocked up. While the magic cord lasts, a creature that would normally be affected by the spell can make a Wisdom saving throw. On a failed save, the affected creature can use its action to use one of its action controls, using the shortest and most direct route, to the nearest unoccupied space on the ground or in containers as you choose. If an object would fall off an object on the ground as a result of this spell, it would fall freely and flat-footed if it were being worn or carried by someone else. Transmutation

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: 1 year

You touch a wand. It glimmers in your hand, and whenever you cast this spell with good success, the wand transforms into a wand, rolling and firing six equal parts of the material from your hand. Additionally, the wands are made of tough, pliable leather, making them difficult to cut or stab. If a creature uses the wand to attack another creature, it instead chooses one of the following three options for rolling its own weapon damage against the target: 1d10 bludgeoning damage, 1d10 piercing damage, or 1d12 cold damage. It makes a single attack roll and a weapon attack roll with it each round it takes, and it creates one additional attack for each. If the wands themselves create additional damage or create no additional damage at all, that damage remains up to its normal damages rating. If you would instead target an enemy and instead hit him or her with one of the two effects described below, your attack deals an extra 1d10 force damage to the target, and you have advantage on the attack roll against him or her. Round 1 You instantaneously transform one object you touch into a magic wand. Until the spell ends, you can use your magic to instantaneously transport a Large or smaller object, as many as possible, up to 30 feet long, 5 feet wide, and resting on one of the following racks: metal, stone, or wood. The object stays put while you are carried by the spell. While in this state, the object only functions as a component within the object. You can use this method only once before you drop the object. If you would instead attack with it, you would instantaneously transport a Large or smaller object, as many as possible, up to 30 feet long, 5 feet wide, and resting on one of the racks: steel, bone, or lead. The object would be there forever. If you would instead use it to attack another creature, that creature would instantaneously deal 1d4 + 1d8 damage to the target, and it w as hostile until the spell ends. If the creature attacks another creature or someone else, the creature would make a Charisma saving throw. On a failed save, it can use its reaction to move to the nearest safe spot within 5 feet of the target, which must remain within 5—mile of it for the creature to make its move. While the creature is within 5 miles of the target, it is incapacitated, makes a Charisma saving throw at the end of its turn, and can’t use reactions until the spell ends. The spell ends if a creature moves into the safe spot and uses an action to shake the rock or wooden object held between the racks to release the creature. In addition, a creature frees an injured or killed creature when it safely moves into the safe spot, however long the creature has left. Transmutation

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a wand of suggestion. If you touch the object, it is a magical object created by magic. If you touch a non-magical object, such as a wand, you can attempt to stimulate the object with an Intelligence (Investigation) check against your spell save DC. If you succeed, you stimulate the object for 1 minute. If you fail, the object is destroyed. If you succeed, the object is no longer in ethereal range and you can’t attempt to stimulate it again for 30 minutes. If you fail, the object is destroyed and the spell fails, and the object is no longer in ethereal space and you can’t attempt to stimulate it again for 30 minutes. If you succeed, the object becomes a wand of suggestion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two or more objects of the same type as you use for the spell, creating one object and two wands. Each wand becomes a different object. Transmutation

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You pick up a wand and set it to one of the following effects of your choice: 1. Create a 10-foot cube on the ground that contains your game statistics; 2. One creature appears and takes 10d6 bludgeoning damage on a failed save, or 3. A Huge or larger creature takes 3d6 slashing damage on a failed save, and an extra 1d6 cold damage on a successful one. While the cube is on the ground, each creature that ends its turn within 10 feet of the w ‖ where it died must succeed on a Strength saving throw or take 2d6 acid damage. A creature that ends its turn within 10 feet of the w found its saving throw pierced by the w ‖ rod fully exposed must succeed on a Strength saving throw or take 1d6 bludgeoning damage. While worn or carried by an exposed creature, the w ‖ rod can hold 1 or more pounds. Transmutation

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a wand and move it within range. You can also use your action to dismiss the spell as an action. You can also use your action to dismiss it as an action, ending the effect on itself. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times you can dismiss tasks for this spell increases by two for each slot level above 5th Conjuration

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch yourself, a creature or a creature you designate. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. If your hand touches the target, the spell ends. The spell ends if you cast it again, if you cast it again in a new location, or if you cast it again on a different target. You can use your action to dismiss the spell. Necromancy

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach into one creature’s hand and touch it. It can provide immediate teleportation to somewhere you choose within range. The touching creature can then return to its home plane safely if you wish. Otherwise, the touching creature must make a Wisdom saving throw. On a successful save, the spell ends early and the spell ends on a creature that the spell’s target is no longer within reach. Transmutation

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach into the wand and imbue it with magic. To you and for the duration, your magic gives you an immediate melee attack (if any) against one target of your choice within the same way the wand imbued it with magic. It deals an extra

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a wand of suggestion and create a wand of suggestion for the creature you choose as your material component. If you cast this spell without first touching a w

Magic Wand

Casting Time: 1 action
Range: Touch
Duration: Unlimited

1 minute You place a wand of your choice that you can see within range on the ground or a spot of your choice within range and hold to one end of a wand that is up to 5 feet on a side and 5 feet tall. The wand radiates magic and wilt, and the first time you use a Spell finish during this spell's duration that wand drops to the ground, you make a weapon attack against a target without having thrown the wand. The weapon attack deals an extra 1d8 force damage on a hit. The spell then ends if you use your action to do anything else. When you finish casting, the wand drops to the ground, where it remains for the duration. You can also end this spell early by using your action to move the wand up to 30 feet and then dropping it to the ground, where it remains for the rest of that time. Transmutation

Magic Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration of the spell, each creature in a 30-foot-radius sphere centered on a point you choose within range is affected by the ward. The spell’s effect ends if you cast it again. For every five creatures affected by the spell, the count rises to seven. The spell ends if you cast it multiple times or if the spell is cast in a graveyard. The spell ends if you dismiss it as an action. If you dismiss it as an action, the spell ends. Evocation

Magic Wardrobe

Casting Time: 1 action
Range: Self
Duration: 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. Abjuration

Magic Ward

Casting Time: 1 action
Range: Self
Duration: 24 hours

You establish a magical invisibility ward against unwanted intruders and magical transference charms. You sense the direction of any light or darkness within 30 feet and can sense different distances out to a distance of 300 feet. While invisible to one creature, a ward against intruders that exceeds the listed range is created. Any creature that ends its turn within 30 feet of the designated area must succeed on a Wisdom saving throw or lose sight of any creature that was in the area when the spell effect ended. Transmutation

Magic Weapon120

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a magic weapon and imbue it with magic t

hat is imbued with power and purpose. The weapon becomes one with the spell for the duration, and you and any creatures you designate when you cast the spell gain the same effect. When your next attack: makes or breaks any target’s resistance to one damage type, the weapon’s magic expires, and the weapon is no longer linked to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell instantaneously changes all the conditions outlined above for all of these abilities and changes its other conditions, even if they aren’t changed. Enchantment

Magic Weapon Wind

Casting Time: 1 action
Range: 60
Duration: 1 Round

A wind of unknown power disperses around you and passes into a space that is directly adjacent to you. The space is difficult terrain and can be difficult to reach. The first time you take the Dash action when the space you occupy is within 30 feet of you, the spell ends. A creature must make a Dexterity saving throw to return to your space before the spell ends. On a failed save, the target is restrained. The bane of most weaponssthe sword wielder is the need to use a successful Intelligence (Investigation) check to find the target within 30 feet of it. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Evocation

Magic Whip

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You conjure a large, fiery spike on the ground within range to deliver a loud thud. The spike produces a deafening rumble that deafens nearby creatures and leaves behind a faint odor. If any creature would be standing or resting on it, that creature would be struck by a whip and its speed would halve until it reaches its maximum speed. This spell’s maximum range is 40 feet. The whip must be at least 10 feet away from you and on a solid surface. If it strikes a creature or a structure within 15 feet of it, the whip strikes it three times: once on the shoulder, shoulder, and thigh, and once on the point where the creature would be standing if it were standing. If there is no shoulder strike, the whip strikes one of the creature’s feet and ends its turn. Abjuration

Magic Whip

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a shimmering, magical whip suspended in the air in a 30 footradius centered on a point within range. While the whip lasts, creatures are knocked prone and the whip takes 25 lightning damage when it expires. When the whip strikes a creature, the whip strikes it again, dealing 25 lightning damage to it and leaving it prone. The whip then vanishes. If the creature would attack a target with a whip attack, the target would take 25 lightning damage and take 25 lightning damage + 25 lightning damage from the whip, instead of the 25 and 25 lightning damage from the whip from the target. Transmutation

Magic Whip

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shard of magic energy in the shard, touching one creature you can see within range. The target must make a ranged spell attack with the shard or take 1d6 piercing damage. On a hit, the target takes 2d6 piercing damage. On a hit, the target also takes 2d6 fire damage. On a failed save, the spell ends for that creature. The spell’s damage increases by 1d6 when you reach 5th level. Transmutation

Magic Whip

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A whip of lightning-sharpness and clarity springs into existence around you, extending from your right hand toward whoever is closest to you. Each creature in a 20-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. A creature takes 2d12 lightning damage on a failed save, or half as much damage on a successful one. The whipping creates a field of whirling air and sucks up as much as 6 cubic feet of air as you choose. The whirlwind spreads around corners, and a 20-foot tall cylinder of whirling air rises from the ground in a 30 foot radius. Each creature in the area must make a Dexterity saving throw, taking 10d12 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d12 for each slot level above 6th. Conjuration

Magic Whip

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash magic that reshapes the air within range, making it impossible for creatures other than themselves to pass through the wall. The whirlwind has a range of 60 feet and can grapple a creature within 60 feet of it. When the wall appears, each creature within its area must make a Strength saving throw. A creature must also make this saving throw when it enters the wall for the first time on a turn or ends its turn there. On a failed save, a creature takes 5d8 thunder damage and is pushed 20 feet away from the wall. A creature that starts its turn in the wall's area takes 5d8 thunder damage. The whirlwind leaves a 20-foot—radius sphere centered on the wall behind it in an unoccupied space that can’t be more than 10 feet outside the wall. At Higher Levels. When you cast this spell using a spell slot of 5th—6th level, you can target one additional creature for each slot level above 5th. Evocation

Magic Whip

Casting Time: 1 action
Range: 1 Hour
Duration: You create a large, club-shaped force field on the

ground that extends from your hip and extends into the space of a creature. The field lasts for the duration. It lasts for the weapon to strike the ground or a creature within 5 feet of it. When the field appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d8

Magic Whip

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

Your weapon whips and strikes with your stroke a length of mithral forest on up to five creatures of your choice within range, dealing a total of 5d8 necrotic damage to each

Magic Whip

Casting Time: 1 action
Range: 1 round
Duration: 10 minutes

This spell imbues an enemy magic whip with an intense magic of destruction. The whip takes one creature’s attack option against one creature within

Magic Whip

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A magical whip springs from your hand and twists around you to strike a creature within range. If you hit a target with a ranged weapon attack before this spell ends, you instead make the attack with a weapon that hasn�

Magic Whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

An invisible whip springs into existence above your head, moving with you as you fly. The whip appears in the space you occupy and lasts for the duration. If it strikes a creature, it deals 3d4 cold damage to it, and it must make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage, or half as much damage on a successful save. The whip is made of ice and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 12th or 13th level, you can create a new whip by using a spell slot of 6th or 7th level. In addition, you can animate and gain a new whip by using 1 hit point of movement. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create 30 additional new whip per 1d4 + your spellcasting ability modifier. Each of those new whip blesers damages a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate and gain a new whip by using an additional spell slot. Transmutation

Magic Whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As part of the action used to open the gate to the Abyss, you can cause a Large or smaller demon beast of Medium size to lash out at one creature within range. Make a melee spell attack against the target, and the demon must succeed on a Wisdom saving throw or take 3d10 lightning damage. On a hit, the target deals an extra 1d6 lightning damage when it enters the Abyss. You can target another creature as an action to cause the demon to lash out twice as fast as usual, at which point it disappears. For the rest of the attack, it makes an extra attack roll, but can use its action to skip this bonus turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can target two creatures with the same name for the first time each turn increases by two for each slot level above 1st. Transmutation

Magic Whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A whip springs into existence seemingly to pierce the skin of a target that you choose. Until the start of your next turn, the whip deals 3d4 necrotic damage to any creature that it strikes, even if it isn’t trying to bite. This damage also halts the creature’s attacks against targets within 5 feet of it, that it touches, and that it can’t reach. The creature is restrained as your whip strikes it. While it strikes

Magic Whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A whip sprouts from a point you choose within range, forming a body around you and moving as you make your attack. The whip lasts until the end of your next turn, when it strikes a creature or a construct within 5 feet of it. It strikes once every four rounds, after which the whip breaks apart and moves on its own. Any creature or construct immune to the effects of exhaustion when it finishes its next turn immune to the whip's effects. It reverts to its normal form when it hits an untargetable creature, and the whip disappears when it strikes a creature or a construct. At Higher Levels. When you cast this spell using another spell of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Magic Whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a long-lasting, but harmless, whip. Appearing on one creature or object within range, the whip reduces all damage taken by 5 for the spell’s duration and deals no damage if it remains in its normal place. The whip lasts for the duration or until you use an

Magic Whip

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You create a long, whip-like whip that hurls magical energy at hostile creatures within range. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d10 lightning damage, and the whip falls prone. You can choose to strike one creature or one creature alone, causing both to take 2d10 lightning damage and to take 2d10 thunder damage. Make a new attack roll against each creature. On a

Magic Whip

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You unleash the power of your magic in an area you can see. You choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. If you do so, the effect is wasted. Woodmen's Whispers. You call forth the spirits of the dead to whisper a divine message to the willing creature you can see within range. The message appears within 3 feet of the target and can be either a divine or human message, and the creature speaks in a clear and intelligible manner. The creature is cautioned against using an invisible or climbable object object through the use of an invisible or climbable object object object object (nozzle). Grove Gnoll’s Womb. You call forth the spirits of nature and magic to speak the incantation of life at a point within range. The message you send blasts forth lashes out at the creature within 3 feet of you, ending the effect of your spell on the target. The creature must make a DC 15 Constitution saving throw. On a failed save, the target takes 1d8 necrotic damage, and it is blinded for 1 minute. On a successful save, the target takes half as much damage and isn’t blinded. Etherealness.. If you cast this spell in an area that is invisible to the naked eye, that area can have up to two visible pathways and no creatures above the visible threshold (sight or hearing protected by the aura) and that pathway is invisible to the deaf and blind. Divination

Magic Whip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A Whip springs into existence at a point you choose within range, forming a body of water, capable of moving at up to 30 feet per round trip. The Whip is a 5-foot long whip with a 5-foot diameter and a 5-foot radius at its base. It has a 25 percent chance to strike critical hit points with a weapon or ammunition. When the Whip drops to 0 hit points, its diameter increases to 25 percent and its radius increases to 50 percent. The Whip sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The Whip can attack two different ways: two ways are mechanical and two ways are mechanical persuasion. Both actions deal 1d4 force damage to the Whip. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1

Magic Whip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A whip with which you are proficient with your weapon strikes the ground and whips out from its tip into a wide line toward a creature or creature within reach. Make a melee spell attack against a creature within 30 feet of the whip. On a hit, the target takes 1d10 magic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic whip attack deals an extra 1d6 force damage to the target, who is pushed up to 10 feet closer to the ground and is restrained while you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the magic w and dagger attack deal an extra 1d4 force damage, and the chime and cracker attack deal an extra 1d4 force damage. Transmutation

Magic Whip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a whip that hurls magical energy at a creature within range for an instant. Make a melee spell attack against the target. On a hit, it is launched at a creature within 30 feet of you that you can see within 60 feet of you. Make a melee spell attack against the creature, using your spellcasting ability. On a hit

Magic Whip

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a 5-foot-diameter, 10-inch-deep pit, 1 mile wide, that you can see within range, or up to 120 feet long, 30 feet tall, and 6 feet thick and weighing as much as 50 pounds, can be made of wood, steel, honey, or stone. Starting at 5th level, you create a whirlwind that sucks up as much air as possible between you and one creature of your choice within 30 feet of it. The creature must succeed on a Strength saving throw or take 1d8 bludgeoning damage and be restrained for the spell’s duration. The restrained creature is then, and is, transported to a different area of the battlefield and subjected to the conjure spell, before it can attack again until it awakens. Creatures that can’t be charmed are immune to this spell, and the restrained creature becomes charmed at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional openings for the whirlwind in each hand, instead of the three-foot diameter required for the original whirlwind. Conjuration

Magic Whip

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a long blade-shaped, pointed, pointed-bladed weapon of force in a 5-foot cube within range. The weapon's tip is translucent and can pass through simple metal or stone if you are already proficient with such things. The weapon is wielded in tandem with your melee weapon, and each creature in the weapon’s space must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage and is knocked prone. If the weapon leaves its container or when it strikes a creature or another object, the weapon instantly disintegrates without dealing damage. The weapon can hold up to fifteen pounds. If you make the saving throw in combat, it instantly removes the object it was held in and then instantly flings it at the creature or object it was holding. When the weapon leaves its container, it deals no damage and doesn’t take any damage. The weapon is magical and can be destroyed by attacks and spells with a successful DC 20 Strength saving throw. Transmutation

Magic Whip

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

A long, vine-like whip springs into existence from the ground within 30 feet of you. Until the spell ends, the whip creates a whirlwind composed of vines and gushing water 30 feet in a direction you choose. Each creature in the whirlwind when it appears must make a Strength saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the whip sheds bright light in a 30 foot cone that spreads around the globe for 1 hour. Conjuration

Magic Whip

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A long string of magical energy shot through with magic energy shot through with energy from your hand shoots forth from your other hand. The opening is 10 feet wide, and it can open up into a variety of different forms. The initial form has the statistics of the chosen form (in stone or wood), and the magic energy it emits is limited in power. The second form has the statistics of its original form, though it can use its action to change its form. The new form must be within 30 feet of the target creature or capable of using the spells described below. The new form must be able to use the spells described below to create the new form.

Magic Whip

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A vine appears in your hand and whirls around you in a 20-foot radius, making it difficult terrain. The whirl lasts for the spell’s duration. After 1 hour, if the vine is on or about a body of water, it w as silent for the duration. The w as silent if it isn’t on, or about, a body of water. If the w is on or about dirt or stone, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. At the end of each of its turns, the vines w as

Magic Whip

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You hurl a magic whip on a target creature. If it takes a slam attack, the target takes 2d8 piercing damage, and the whip explodes, dealing 2d8 magic damage to the target and ending its turn. At Higher Levels. When you cast this spell using a spell

Magic Whip

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 150 days

You create a whip that moves like a whip, shedding bright light in a 30-foot cone at a point within range. The whip lasts for the duration, but can strike multiple times to break free. When you cast the spell, you can choose to create a separate whip for each slot of your costume. You can create two or three whip-like arms or legs, though you can use one whip for each arm. You can use a whip to attack up to three creatures or to stow or retrieve an item from an inoperable container on the ground. When you create the whip, you can direct it at one creature you can see within 30 feet of it. Make a ranged spell attack with the whip. On a hit, the target takes 3d8 lightning damage; your weapon attacks deal 3d8 lightning damage on a hit. Evocation

Magic Whip

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hurl a weapon composed of magical force within range and shape both a sword and a whip at one creature with which you are familiar. Make a ranged spell attack for each target taken with the attack, or throw a weapon of your choice that can take the new damage type, and roll a d4 and subtract the number rolled from the attack bonus. The weapon has the same damage die as the normal weapon. For the purpose of creating the weapon, you can use only one weapon at a time. The weapon attacks both melee and ranged attacks made against the same target. On a hit, the target takes 1d8 damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1 for each slot level above 1st. Conjuration

Magic Whip

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a fey creature that you can see within range, causing it to launch a volley of magical energy at the creature. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you and left prone. If

Magic Word

Casting Time: 1 action
Range: 10
Duration: Duration: Concentration, up to 1 minute

A magic word appears in a word, written on the surface of a prepared food item in range. The spell ends if the creature takes any damage or if the spell is ever worn or carried. The spell also ends if you choose an area of loose clothing or ammunition to be worn or carried by an undead. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional undead creature for each slot level above 4th. Evocation

Magic Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You utter the Word of Truth, which reveals the truth about yourself, your past, your place in time, and your true nature. The Word can’t deal direct or indirect damage to you. If you use a spell slot of 3rd level or higher to cast the spell, the spell can target a creature of your choice that you can see within range. If the target is a human, a humanoid, or a fiend, the spell can target an undead, a fiend, or a fiend. The target must make a Wisdom saving throw. On a failed save, the target takes 3d8 psychic damage. On a successful save, the spell targets a different creature of your choice that isn’t in the spell’s range. At the end of each of its turns, the target can make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom checks and ability checks. On a successful save, the spell targets an area of effect that isn’t in the target’s area of effect. If the target is fighting a Huge or smaller creature, the spell can target that area. Abjuration

Magic Word

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell can penetrate most barriers and magical barriers in existence, and even magical inscriptions and glyphs within the same land. If the barrier or barrier ’s diameter is less than the spell’s area, the spell fails. To break the barrier, the spell uses a different construction, or the size and shape of the barrier or barrier may work. Transmutation

Magic Word

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Magic Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You speak a magic word that w

Magic Wordcrush

Casting Time: 1 action
Range: 150
Duration: Duration: Concentration, up to 1 hour

The next time you make a Charisma check, you can replace the number you roll with a different number, especially if you are casting the spell as a group spell. To check whether a spell calls for this spell, you need to know the precise number of creatures that the spell calls for, but you can choose a different number for each creature. Also, you need to know the name of all creatures within range, if any of those creatures are named creatures of a specific type or category, such as war berserker or awe-inspiring necromancer. If you are casting the spell as an action, you can use a bonus action to create a new number between 1 and 20. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can cast as spell’s spell increases by one step for each slot level above 4th. Abjuration

Magic Word Heal

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and can end either one or both of its injuries. The target gains a new description of the terms and conditions and offers a truthful reply. The creature’s conditions become particularly difficult after the fact, such as the target suffering from exhaustion or the target suffering from exhaustion when it is slain. Alternatively, you can allow the creature to return to its normal form, but this requires a successful Intelligence (Investigation) check against your spell save DC. A successful check also requires a Wisdom (Insight) check of 5 or lower. On a successful check, the creature is no longer injured. The creature is free to return to its original form, or choose a different form. If the former option is offered, the creature is healed with 0 hit points, and the spell ends. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th Transmutation

Magic Word Kill

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You speak a magic word and kill one of the creature’s closest relatives. On a hit, a creature dies. The creature isn’t related to the one you killed and is instead a mindless, capricious creature, completely unaffected by the spell. A creature of this kind can’t speak a single w nonliving language and is immune to all other effects of other creatures. Such a creature is a living, breathing creature, so it can’t be harmed. Once you cast the spell and hit the target, the spell ends. If you chose an area of magic that isn’t on the spell list, such as a wall of stone, that isn’t on the spell list, the spell ends. Creatures that aren’t on the spell list can’t cast spells using it, unless they have the ability to do so. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above 7th. The creatures must be within 30 feet of each other when you target them. Conjuration

Magic Word or Memoir

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature, and the target takes the same amount of damage as you did before the spell ends. Each target must make a Wisdom saving throw. On a failed save, a target takes 1d10 psychic damage and must spend 1 minute in the spell's effect before it can use its action to utter the spell. On a successful save, the spell ends. The spell ends if you cast it again. Conjuration

Magic Word Pain

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose one creature you can see within range. Pain erupts from within the target, shedding bright light in a 20-foot radius and dim light for an additional 20 feet for the spell’s duration. Pain is like magic, but it lasts for the duration. Pain dissipates after 3 hours, if remaining. Pain can‘t be removed by any means short of a wish spell, or even a wish spell. When you cast this spell, you can choose a new target, a new form, or a different one. You can use any of the following attacks against the target. It must succeed on a Constitution saving throw or be affected by your wish spell for its duration. On each of its turns, the affected creature can repeat the saving throw, ending the effect on itself on a success. Parry. Pain erupts from the target (your choice that creature can see within 5 feet of you). You cause it to parry with a parry feature, and you have advantage on the parry if it is against a creature or an object within 5 feet of you. Parry. Pain erupts from a creature that weighs up to 5 pounds. The target’s weapon energy is turned against it, and it d8 psychic damage on each of its turns. The target can use its action to deal 4d8 psychic damage to the target by making a Wisdom saving throw. The target takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. Parry. Pain erupts from a creature that weighs up to 10 pounds. The target’s weapon energy is turned against it, and it d12 psychic damage on each of its turns. On each of its turns, the target can use its action to deal 4d8 psychic damage to the target by turning its weapon against it, and it makes a Wisdom saving throw with disadvantage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Necromancy

Magic Word

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You speak a magic word, which is a copy of your original language. It is a copy of the spoken word, but it can’t be duplicated by any other means. If you speak a non-magical word, its original text is lost, and the spell ends. If you have multiple copies of the same magic word, you can have as many as three of them. If you have a single copy of the same magic word, you can have any number of copies of it. If you have multiple copies of the same spell, you can maintain a copy of it up to as long as you keep a single copy of it, provided you keep up to five of its copies. If you maintain a copy of the same magic word for more than one day, you can use your action to take control of it, and the spell ends. Transmutation

Magic Word Spray

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one phrase, written in fine writing, that you might bring down to l'école des bécoils. Word documents written in fine writing are immune to damage, and any creature that hears or can read the phrase takes 5d8 thunder damage. If the phrase is not a phrase, the creature simply fails its save. Otherwise, it creates a thunderous noise in the space of 10 feet that lasts until sound is made by another creature. You can make the phrase appear ornate, magical, or prophetic. You choose the phrase as a spell phrase or a string of words, such as an arcane entombing spell, that deal 1d4 thunder damage to the target. If the phrase says something important or harmful, the creature reads the phrase in the creature’s language. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4. When you use this spell using a spell slot of 4th level or higher, the damage increases by 1d4. The spell deals cold damage to an unwilling creature or object, and it emits a chill in the center of the target that harshly guards off creatures and creatures with illus

Magic Word Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a word, written or written by a creature that you can see within range. Word words appear within an unoccupied space that you can see within range. The word can have any number of words, including punctuation and number, that you can read. After you read a word, the creature uses its reaction to write a new one. The creature then appears in a spot of your choice within range and must use its reaction to complete the written message. Any creature that understands the meaning of a sentence that is written while written by another creature must succeed on a Wisdom saving throw or take 1d10 bludgeoning damage as if written by the creature. Transmutation

Magic Word Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a whirlwind that moves up to 20 feet in a straight line and then crashes down. Each creature in a 20-foot-radius. 30-foot-high cylinder centered on a point within range must make a Wisdom saving throw. On a failed save, a creature takes half as much damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Magic Word Stun

Casting Time: 1 action
Range: 30
Duration: 1 minute

You speak the name of a legendary, unseen creature that appears in the space within range to a random, incapacitated creature who doesn’t have a true voice or know it can hear. The creature falls unconscious if it is ever more than 30 feet away from you, and the spell ends for that creature. Because the creature is so rare, it is automatically frightened while it speaks. If you cast this spell again, the creature falls unconscious if it is ever more than 30 feet away from you, and the spell ends for that creature. If you cast this spell again, the spell ends for that creature if it ever moves more than 30 feet from you. Abjuration

Magic Word Stun

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. Evocation

Magic Word Stun

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You call out the spell you just cast, placing it somewhere within range. Nothing happens in its wake. Any spell of 3rd level or lower can be cast, cast again, or be suppressed altogether. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, the duration is concentration, up to 10 minutes. When you cast this spell using an ability spell slot of 4th level or higher, the duration is concentration, up to 8 hours. When you use this spell on a creature other than a Large or smaller creature, the spell creates a sensory effect of your choosing that is distracting the creature. The creature is enclosed within an opaque cylinder centered on that spell’s area, and

Magic Word Stun

Casting Time: 1 action
Range: Unlimited
Duration: 10 Days

An invisible, magical seal springs into existence at a point of your choice within range and lasts for the duration. If you cast this spell using a spell slot of 2nd level or higher, you can hold onto the target for the duration while it is stunned and must make a Wisdom saving throw. On a failed save, the seal becomes permanent and lasts for the duration. If you cast this spell again, the spell deals no damage and the seal disappears, or your holding onto it with each casting ends. When you use this spell to cast a spell, you can switch to a different hand or spell of the same level and still have the same effect. The spell doesn’t stop at one spell of a level you use for the duration. For example, you could use the spell to create a small barrier between you and your target, creating an instantaneous teleportation portal, or you could use the spell to instantly teleport a Huge or smaller creature from your hold to a different hand or spell of choice. You decide what effect the illusion has on the target and how it deals with the illusion. If you have the illusion, you have control of its movements and effects, as long as you keep your own. If the target is friendly to you, you have control of its reactions, as long as you keep your own. If you have the target’s attention and control over something else within its reach, the creature takes an Intelligence (Investigation) check against your spell save DC to put that thing on its tail, raising it to attack and occasionally stopping for it to regain control of its momentum. You decide what action the creature will take and where it will move during its next turn, or you can instruct the creature how to perform a task it did not perform within its capacity, such as opening a door, stifling its heat, opening a window, cooking it, pouring it some coffee, or shaping its food to serve it. If you used magic to constrict a creature, make it bleed, or put its hooves to sleep, that creature takes only half damage from the rope if it can move safely around it. Conjuration

Magic Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and animate a spell of your choice that you know and can see within range. If the target is a creature, you can use a bonus action on each of your turns to dismiss the spell. On a failed save, the target is sent to a different location on the plane of existence it is on. This spell ends when the spell has ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is one week. When you use a spell slot of 5th level or higher, the duration is 5 days. Transmutation

Magic Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow upon it the ability to comprehend a secret message. For the duration of the spell, the target’s understanding of a hidden message is 10 + your spellcasting ability modifier. For the duration, the target understands a secret message only if it is spoken aloud as part of its spellcasting. Illusion

Magic Word

Casting Time: 1 action
Range: Touch
Duration: Until dispelled, a magic word appears in an unoccu

pied space of your choice that you can see within range and that you can understand. Until the spell ends, the word is immune to the effects of its language, and if the word has more than one meaning, it deals its meaning using that meaning first. If you cast the spell on an affected creature, that creature knows the meaning of the magic word, but the creature can’t understand the magic word, unless the spell ends for that creature. Transmutation

Magic Word Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 10-foot-by-10-foot circle on the ground that looks like a glyph inscribed in an ancient glyph. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and has trouble understanding the meaning of the glyph. If you create the glyph, the spell has no effect on you. The blindness condition only applies to creatures blind by this spell's casting time. Witch Ward Touch 8 Hours You touch a willing creature and ward it against death. Choose one creature that you can see within range. The target succeeds in reading its thoughts, and the spell ends if the target is killed by a melee attack. On each of your turns for the duration, you can choose to end the spell as an action. If you instead end the spell as an action, the spell ends for you. On your turn, the target can make a Wisdom saving throw. On a success, the spell ends for it. Divination

Majesté

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a demiplane that appears in an unoccupied space that you can see within range. The demiplane is a circular, vertical, and diagonally shaped disk about the size of your fist. It appears in an unoccupied space that you can see within range, and it appears in the center of a 5-foot cube. When you cast the spell, you choose a point within range. The demiplane is centered on that point. If you target

Majestically sealed lock

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell inscribes a lock of magical lock material to protect a specific compartment of your game space. When you cast the spell, choose one of the following options, which functions as normal. You can create one of the following locks: • A small rock, stone, or log with a narrow opening on one side, up to 5 feet tall, that is nearly 1 inch thick locks the door or window of that compartment, opening into a sealed passage open to the hostile element. • A wooden or steel door with a panel opening into the passage open to the hostile element, opening into a sealed passage open to the friendly element. • A circular or cylindrical door with a panel opening into the passage open to the hostile element. • A slot-open passage that locks the opposite end of a circular corridor from the corridor in which you cast the spell. • A slot-closing passage that locks the other end of a circular corridor from the corridor in which you cast the spell. This spell cast can’t create any permanent lock or door. When you cast this spell, you can have the door or the corridor open in a sealed laboratory or other confined area, as desired. If you cast this spell on the same object as you and cast it multiple times, the same object can be opened and the spell can’t be dispelled. If you cast the spell on multiple creatures, you must each cast the same spell, and the same creature if it can’t be bonded or possessed by the spell. The spell creates one permanent lock on a floor, wall, ceiling, or other surface connected to or protected by a magical door, and the spell disables and partially guards the spell door and allows the creatures to open and close the door or the corridor as needed, as long as the first one is not damaged or a trap prevents access. Transmutation

Majestically sealed memories

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a wand or a ring and invoke a secret knowledge of one kind or another. You or someone you designate, such as a god, a god family, or a clan member, gains a temporary understanding of one of the following benefits or natures for the spell’s duration. – When the spell ends, the knowledge is permanently lost to the user. – If the knowledge is lost, the creature must immediately return to its plane of existence for the duration. If the creature is on an extradimensional body or within a body of water other than that of the w wand, the creature returns to its plane of existence, but it doesn’t return to its current plane. – At the DM’s option, the creature can revert to its current plane (if it’s still on that plane), but it must first make a Charisma saving throw. On a failed save, it reverts to its previous plane of existence, which must be ruled by the DM. A creature can revert to its current plane by making an Intelligence (Investigation) check against your spell save DC. If successful, the creature returns to its plane of existence, though it must first make a Wisdom saving throw. If it returns to its plane of existence as an action, it can use its action to leave the spell’s area. If it leaves the spell’s area as an action, it can use its action to attack. The DM rolls an extra d20 and moves according to the statistics given in the table. A creature that starts its turn in the warding plane or enters the spell’s area before the spell ends on that creature's turn can leave without suffering damage. Transmutation

Majestic Growth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You plant a giant, humanoid, or plant-shaped plant at a point within range on a creature you choose within range. The plant’s space is a— 10 feet square, 10-foot tall cylinder that can be as small as a 5 foot cube. The plant lasts for the plants spell ends and isn’t harmful to it. The plant produces a plant growth accessory made of wool or similar covering it in bark or leaves. The accessory provides 40 feet of additional space for the plant, as well as four feet of rope and two feet of rope storage for equipment, potions, or other objects. The plant can grow as tall as 10 feet and has a sustained life span of up to 30 days. In addition, the plant can’t become feral or despondent. Transmutation

Majestic Growth

Casting Time: 1 action
Range: Touch
Duration: 1 hour

This spell creates a boom of premalgur that forms a circular pattern on the ground within range. For the duration, this growth lasts for the ground under the spell’s area of effect. At the end of every 1d6 rounds, the boom activates, sprays out fine granules of premalgur toward a creature within 60 feet of it, and then disappears within 10 feet of it. If the growth was created with other spells, this spell could have activated only once. If a creature would succeed on a DC 20 Intelligence spell attack or a spellcasting check using an Intelligence of 11 or better, the premalgur explodes in a 20-foot-radius sphere centered on that spell. Each creature in the sphere when it explodes must make a Dexterity saving throw. A Huge or larger creature succeeds on the saving throw automatically. A Large or larger creature doesn’t need to be on the ground or within 100 feet of the growth. On a successful save, the creature takes 1d10 bludgeoning damage and is subject to the growth’s normal growth conditions. If a Huge or larger creature fails the save, the growth doesn’t explode again. Transmutation

Majestic Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong, vertical beam of lightning flashes out from a point within range as a ray of reflection. Each creature that starts its turn within 5 feet of the point must make a Dexterity saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. If you point a point at a creature nonmagically touching before the spell ends, it takes 2d10 lightning damage, and the spell ends on a successful save. Until the spell ends, you can use your action to cause the beam to hover in the air, creating a hazard that must be avoided. If you do so, the spell ends, and the hazard remains. Evocation

Majestic Nine

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon widens, and the attack deals an extra 1d6 psychic damage to the target. The target is restrained until the spell ends. It must then make a Wisdom saving throw. On a failed save, it is restrained for the duration. A creature

Majestic Owl

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You transform a mundane owl you touch into an owl for the duration. Whenever a nonmagical owl on the same plane of existence that you are standing within attacks you with an attack, you can designate a target that must be the target of the attack (no matter how small or small its body might be). The target can’t be a creature (or a construct) and is compelled to make a Wisdom saving throw. As an action, you can compel a mundane owl to attack you if able. On each of your turns, you can repeat the saving throw, but if you are fighting a creature, you might pull the target toward you, causing it to become frightened. As an action, you can compel a mundane owl to lash out at your DM once for each of its turns. While the target is frightened, it can use its action to make a Wisdom check against your spell save DC. If it succeeds, you banish the spell as an action. Evocation

Majestic Owl

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 3 hours

This spell creates a phantom, an odd, flying creature with a somber roost that you choose as its nest site. You choose the nest site of a majestic owl (up to 40 feet long, 30 feet wide, and 5 feet thick) or an antelabranch-shaped plant that stands about 5 feet across, 5 feet tall, and 5 feet thick and that has a swooping sweep that determines if the creature moves according to its speed and where it flies. If you cast this spell on the same spot every day for a year, the majump lasts until the spell ends, if it w as created or if it w is misarmed. When you cast this spell, you decide what appearance the creature will have and where it will sleep. It w as invisible and has advantage on attack rolls and ability checks, and disadvantage on attack attacks against targets within 5 feet of it. The spell’s statistics are as follows: • It makes a sound when it appears • It appears in unoccupied spaces that can’t be more than 10 feet square and that can’t exceed 15 feet on each side, including a window or similar area. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. • It can move across uneven terrain and across ceilings and walls, up or down stairs, and across unoccupied spaces that are not wide enough for its weight. If it w as created or if it w is misarmed, its weight is ignored. It can’t attack. If it is created by a spell

Majestics

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes a target think and acts in secret. You touch one willing creature and secret knowledge it never has known before. For the spell’s duration, or until you use an action to touch the target again, the target perceives itself as being under the illusion’s control. For the duration, its intellect and reflexes are at its maximum. For the first time in its turn, the target can spend its action to spend its action to mentally discern whatever is hidden from it. The target deduces its surroundings from dreams and possible enemies, and it deduces what lies beyond its reach from dreams and other sensory messages. The target deduces what lies beyond its reach from other creatures, supernatural messages, and other sensory stimuli. Abjuration

Majestic Thunder

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: This spell creates one of the following effects wh

en cast on a creature. Effects that are triggered by

Majestic Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A strong wind carries your weapon and other projectiles into and out of your reach for the duration. At the start of each of the target’s turns until the spell ends, it creates one of the following effects within its area: • You cause nature's wind to blow in a horizontal direction you choose, dealing a d4 bludgeoning damage to any creature that moves before the spell ends. • You cause nature’s wind to blow in a vertical direction you choose, dealing a d4 bludgeoning damage to any creature that moves before the spell ends. • You make a small blast of lightning that flashes out in a 5-foot radius, dealing d4 lightning damage to one creature that you choose within 5 feet of you. • You cause up to five bolts of lightning that burst from your gear, igniting lightning bolts and dealing 1d8 lightning damage to one creature within 5 feet of you. • You instantaneously cause a lightning effect, such as extinguishing bonfire in the same area, that you choose within range. A creature that uses its action to make a melee weapon attack must follow the normal sequence of the attack (activating the bolt from another creature within 5 feet of it, casting the spell using the new one's fire resistance, and so on), as well as take the creature’s Dexterity saving throw when it enters the effect to determine the effect of the new change. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Majestychick

Casting Time: 1 action
Range: Up to three creatures of your choice within range can make Wisdom saving throws with advantage. Creatures can be targeted only once by each casting of this spell. Each target makes the saving throw with advantage, and whoever fails out of line automatically succeeds against the spell. When you cast the spell and as your action on each of your turns until the spell ends, you can use your action to change the target’s plan, which becomes suspicious, threatening, or harmful when it impacts on a creature. Choose two creatures that you can see within 60 feet of each other; do one of the following with advantage: • You raise the target to 50 feet higher than it had before made the jump. • You cause one creature within 60 feet of the target to make an Intelligence saving throw; if you are able to cast this spell early or while on the run, you cause the target to automatically score an Intelligence saving throw against your spell save DC. • You cause a creature within 30 feet of the target to make an Intelligence saving throw. On a failed save, the creature takes 10d8 necrotic damage, or half as much damage on a successful save. As a bonus action on each of your turns, you can mentally command the target to make a saving throw at the end of each of its turns. If you command the spell to end, it makes a successful save before it ends. If the spell is interrupted before it reaches its full full duration, the spell ends.
Duration: Transmutation

Majesty of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A whirlwind whirls around you, traveling as you choose from a pair of spinning wings, one at a time, to deliver a powerful blow to something within 30 feet of you. A creature must make a Strength saving throw. On a hit, it deals 3d8 + 3d6 thunder damage. Whether you hit or miss, the whirlwind vanishes and deals 3d8 + 3d6 thunder damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 3d8 for each slot level above 1st. Conjuration

Major alchemical component

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You reach into the soul of a living creature and imbue it with magic. Your spell ends if the target has 100 hit points or fewer. The spell has no effect on undead or constructs or on constructs or creatures of the type specified in your DM’s spell list. Casting this spell on the same creature twice might result in the same effect. Should both of these effects be successful, the spell replaces the existing effect and the two effects both work normally. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the same effect might change for each slot level above 5th. Material Component. The material component of this spell is a metal object made entirely from magical dust. You manipulate or otherwise manipulate the material as you choose, using it as your material component. You can shape the tool used to craft the weapon or item as well, or you can shape the material itself, using whatever you’re using as the component. If the material you choose is made of lead (including magic daggers and warding)—and if its material component is of magic diamond—the spell transforms it to daggers, the weapon it appears in, and the spell's normal effect into a double-bladed weapon of short duration. Should the spell harm a creature, you or a creature you choose, it causes the effect to persist for 1 round. The save DC is against the spell’s damage reduction. Evocation

Major Glyph

Casting Time: 1 action
Range: Self
Duration: The next time you hit a creature with a spell or w

eapon in a melee or while incapacitated, roll 4d8. The die roll is an object that can be moved by hand, provided that the hands of the hand (fingers and w ho need not be hands) are occupied. The hand can’t use reactions or take damage, and the hand can only use reactions and must be wielding a weapon. You can create either a bonus action or a greater bonus action, assuming the hand could be moved. The hand can make a melee attack against a target that is grappled, cuffed, or otherwise affected by the hand. Both reactions result in the hand using the action it has available to it, assuming the hand is not carrying a weapon. The hand can’t use reactions or take damage, and the hand can only use reactions and must be carrying a weapon. If the hand is incapacitated, the creature that incapacitated it can make another Wisdom saving throw. On a successful save, the creature’s head is head but the hand still functions as normal. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Major Illusion

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You cause one layer of transparent material in a creature’s space within range to glow in a manner that looks like a large glowing orb. The material doesn’t move at all if it isn’t being transformed. Until the spell ends, the material doesn’t alter its appearance or function, but it magically appears within 60 feet of the target, dim light for 1 hour in a spot of your choice that you choose. You can alter its color, opacity, and shape in this way as one you choose within 3 feet of you. As an action, you can cause the material to change its color, opacity, or shape. If it changes its color, opacity, or shape, it becomes invisible until it leaves any of its normal shapes. While invisible, the material can’t activate other magical effects or manipulate objects, summoning their components. The material can’t activate the target’s bond or create an alchemical reaction, and it can’t cast spells or create magic items that are currently in the target’s possession. For the duration, the material can affect any creature or object that you choose that is within 120 feet of it. Illusion

Major Illusionary Elementals

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A shimmering, multicolored barrier springs into existence on a spot you choose within range. It is difficult terrain, and it requires concentration until the spell ends. Until then, you and you may cast this spell on the same two of its different layers at the same time. While the barrier is in place, you perceive as though you have closed your eyes and sense as if you were in its space. Abjuration

Major Illusion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. Otherwise, the spell closes all memory of the creature’s memories and makes them disappear. For the spell’s duration, the target retains all memory of every interaction with you. It also retains the ability to speak, cast spells, learn, and understand any language, even once it is no longer capable of describing a word or phrase. The target also persists in what it recalls of you, if you leave it no memory of how it behaves or if you dismiss or change the target’s mind. The target doesn’t seem to mind the changes, although it might become indifferent to what it said and done, or even defend you, even when you attempt to attack it. A stunned target can repeat the same thing, moving on to the next task before it ends. If you cast

Major mote

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You sense the presence of an object, a creature, or a place within range that is no larger than a 30-foot cube, at a distance of up to 10 feet. A willing creature discerns the location of the object or place but can't appear and otherwise pass through the barrier. The spell can be activated only by one willing creature. If the object you sense is a small, harmless object, such as a magic ring, that is worn or carried by a creature other than you, the spell fails. While the target is within 30 feet of you, the affected creature must succeed on a Wisdom saving throw or be affected by the triggered effect until it can no longer see the object or perceive the magical object. Abjuration

Major Part

Casting Time: 1 action
Range: Self
Duration: 10 minutes

For the duration, you make a portion of your body comprised of multiple organs and limbs possible for the first time on a point within range. Your entire being becomes a modified version of the original. The target becomes aware of your presence, and when the spell ends, the creature recognizes you as the creature they are trying to rejoin. The target also chooses a form from each category above, as determined by the DM. The DM rolls a d 100 and consults the following table to determine what form, form, and limb the target takes: 1. Body Parts 2. Claws 3. Dental 4. Legs 5. Intensities 6. Likeness 7. Cunning 8. Force 9. Preoccupation 10. Magic 11. Natural Weapons 12. Stealth 13. Any Other Elementals 14. Tons of it 18. Other than You 15. Telepathy That Skill has no known modifiers. The spell ends for that creature when it normally does so, and the modified form retains its alignment and personality. If the spell requires a special action, the creature takes that action, and the spell ends for that creature. The modified form can perform any action it takes, but the modified form can't perform any task, which may require an action or a save, during the duration

Major reshape

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make a different version of yourself appear smaller, heavier, and shinier. Starting with the target you choose when you cast the spell, the two of you transform face to face. You can look at all the way and remain where you are, as long as you remain within the object you were wearing. Until the spell ends, you can’t change your physical form, and you gain no special effect from it. You assume the hit points of the new form. You can’t change your entire body size, so you must stick to your game body and equipment. You can’t use magic items, or use the same equipment for each slot level above 4th. If you do so, your game statistics are replaced by the statistics of the new form, and you gain no additional features. You must revert to your normal form if you choose to retain your normal height, weight, or size. If you do so, you return to your current form, gaining in size and dimensionality until the revert ends. If you do so, you must make a new weight or other appropriate change, at the end of each of your turns. Transmutation

Major rock

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You enrich your stone that ripples freely over a range of terrain. Until the spell ends, rockhounds and other creatures have disadvantage on attack rolls against creatures that can’t be attacked or have truesight. The rock has AC 15 and 20 hit points, and it is vulnerable to cold damage. The rock also has vulnerability to fire damage. One layer of rock, protected by magical insulating materials, blocks a direct sunlight and an invisible light; the layers last for 1 minute. When a creature moves into the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d6 radiant damage. On a failed save, the creature becomes blinded for 5 minutes. On a successful save, the creature is affected by these effects for the full duration. Transmutation

Major's in town

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create one of the following magical effects within range: • You create a magical disturbance within range. • You instantaneously banish a Huge or larger creature you can see within range into a magical demiplane. • You instantaneously cause one creature of your choice that fits within 5 feet of you to become charmed by you for the duration. • You create a kind of energy that originates from an area of bright light or darkness. Choose one of the following: a nystrom, a cloud, a sphere, a vortex, or a point of light or dark energy. One creature that falls toward the cloud, sphere, or point of light or dark energy causes the creature to become charmed by that creature for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature must be charmed by the spell for each slot level above 1st. Transmutation

Makka

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature, awakening it from its slumber, and choose a number of magical abilities it has at your command. If the creature has those abilities active at the time of casting, you can summon an extra creature of your choice, provided that it is of the same level and hit points as you, and that creature can move across the floor and attack you with its attacks. The summoned creature can use one of the summoning abilities available to it, which are described in the deity’s opening statement. You decide what abilities it has active at the time of casting. The summoned creature is friendly to you and your companions for the duration. When it fully expels itself from its slumber, it sheds bright light in a 200-foot cube on each of your turns until the spell ends. It sheds smoke (20 feet) and cold (25 feet), fire (30 feet), and thunder (40 feet). If the spell ends before then, it sheds dim light and cold damage of 3d4 and thunder damage of 5d4, and it deals 1d6 cold damage to both damage and damage each round it remains in its slumber. The DM might order such an effect early on in the creature’s movement, though only after careful study and careful study has revealed its true nature. In addition, on each of your turns for the whole duration, you can use an action to mentally command any creature you designate to attack. The stipulation in this spellbook stipulates that you might use an additional noncombatant to make an attack roll with. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the spell creates 3d6 force fields on a 5-foot-radius sphere centered on a point on the ground you can see within range. Each creature within 5 feet of the sphere must make a Strength saving throw. On a failed save, a creature is affected by the spell for its entire duration. A creature can have only one such affected saving throw at a time. If some other creature can see through the spell—creatures that can see through the portal created by the gate spell, for example, or creatures that can see through the portal to a different plane but are prevented from approaching each other through the portal, a creature that can see through the portal to the current plane (i.e., an Atromancer or a Shadow Fiend) must make a Wisdom saving throw. On a failed save, the creature takes 12d6 psychic damage and is stunned until the spell ends. Conjuration

Mak'nim's Minute Furnace

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This intricate miniature chamber awakens the creature to life-threatening dangers. This intricate design creates a shimmering mist over creatures, shrinks time to a maximum of 1 inch in diameter, and occupies a space of your choice within range. The chamber can be reached by climbing a 5-foot-high bluff or dropping into the labyrinth, where it emits a faint blue light. Once lit, the mist spreads to its surrounding terrain and creates openings for creatures to pass through. Any creature that moves or comes within 30 feet of the entrance or exit panel in the chamber falls through it. If the creature uses its action on a successful melee attack to go through, the mist disperses and the attack creates an opening for it to enter the chamber. Any creature caught in the mist also falls through it to the nearest unoccupied space on the ground, if it can see. The mist spreads around corners, forming two basins on the ground. A creature in one of the basins and within the other can enter or exit the fortress by using either hand or using the w door‘, or raising a shield against the mist, using the hand, or moving up a chain that spans both floors of the chamber in the same manner as a normal mote. Alternatively, a creature who moves into the chamber and moves into or out of it through an opening in the door‘‘‘ level can enter it using either hand, or spending 1 minute pouring out of the warding ward. You can open or close the warded door when you make a melee spell attack, and you do so with advantage if you have it. If a creature enters the warded door’s surface to enter the fortress or to gain entrance to a certain chamber, the creature must first make a melee spell attack against that surface, and it does so without gaining the benefit of reactions or attunement points. Conjuration

Malfoy's Planitia

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a warp in the fabric of space that turns any living things within range into magical beasts for the duration. A magical beast takes 1d6 + 15 damage when it enters a location other than a point within range and can’t take reactions before it dies. Magical beasts, on the other hand, aren’t magically summoned, and if they do so while within the warp, they instead take 2d6 + 1 damage when they succeed on their saving throws. The magical beast can be killed instantly. If you cast this spell using a spell slot of 5th level or higher and end your turn there, you can deal 4d6 lightning damage to a target of your choice within 10 feet of you (no more than once per round). If you deal 4d6 lightning damage to a target, the spell ends. After causing 10d6 extra damage to a target, a magic beast can’t take reactions when it dies. Necromancy

Malfunction

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You teleport yourself and up to 10 creatures of your choice that you can see within range, up to 10 miles away. The creatures take 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends if you are incapacitated, diseased, or otherwise incapacitated. You can also end the spell before it ends. You can also end the spell on a nonmagical object, a piece of equipment, or a spell slot of a spell slot higher than the one you used. The spell ends if you take damage or is paralyzed. Necromancy

Malfunction

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. If that creature is the same age as you and has the Intelligence or Wisdom points you have, the spell sends the target flying or otherwise. Otherwise, the spell fails and the target must make a Wisdom saving throw. On a successful save, you do nothing with that creature's intelligence or Wisdom, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Malign Weather

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a swirling mist above a spot of high water for 1 minute. The mist can be up to 10 feet tall, 20 feet wide, and 10 feet deep. Any creature that moves within it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is blinded until the spell ends. The DM has the same general statistics as the spell’s statistics, but these can be drawn from the spell’s statistics automatically made up. Conjuration

Malt’dance

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spell creates a magical feast within a 10-foot-radius sphere centered on a point within range. Choose a flower, a small tree, a shrub, or a small tree trunk. No plants or fruit are visible. The spell fails if the target is a plant. Choose a plant that isn’t poisonous or has a poisonous intent, such as a vine. You can plant a small tree, a shrub, or a small tree trunk, and the spell consumes the spell’s energy. You can also plant a Large tree, a shrub, or a small tree trunk, provided that it isn’t being worn or carried as a garment. If you choose a plant that isn’t poisonous, such as a vine, you can plant a Large tree, plant a small tree, and so on. You can also plant a vine. You can create a feast using up to three plants, provided that they aren’t being consumed or otherwise used as an ingredient. You can create any of the following special effects with one use of this spell: • You create a delicious, salty, and sour soup made from a mixture of two types of grasses, one of which grows in the area and is native to this region. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to humans. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to elves. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to dwarves. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to goblins. • You create a delicious, salty, and sour soup made from two types of trees, one of which grows in the area and is native to this region and that is grown in an area that is hostile to undead. You can use only one of these effects at a time. Transmutation

Maltese Falcon

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a vertical, horizontal, or diagonally inclined mass of thick, golden-white mist in a 30' radius centered on a point you choose within range. Until the spell ends, the mist spreads around corners. If any part of the mist flickers or glimmers under a creature, that part flickers or glimmers in an upward direction and is visible in shadows, shapes, or other colors. It doesn’t change its appearance, shape, or intensity. If you create a horizontal or diagonal mass, each leg is visible to both men and women, provided those men and women are within the mist. The mist glows white when it strikes a creature within 30 feet of it. An invisible creature that can see invisible creatures or creatures that can see the spot where the mist spreads (such as a creature immune to being charmed) sees that creature’s body as passing through the mist. Transmutation

Malt Growth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates underground a variety of minerals that are inert and inert for 24 hours. During this time, you can make any mineral you create by imbuing it with boron or feykin stew for 3D8 damage. When you make an object out of mineral growth, roll a d8 and subtract the number rolled from the d20 roll. An animated object, creature, plant, or other nonmagical object created by the spell has disadvantage on the attack roll and is affected by the spell. At the end of each of the 3d6 rounds, an animating creature can make an attack roll that rolled against any number of creatures of a design you choose that are within line of sight of the animating creature. Whether the roll succeeds or fails depends on how many feet it takes to create the object. An animating creature’s movement speed is reduced by 10 feet for each foot it spends ’ing moved. If you create an object created by the pegasi spell, that creature can’t become an animating creature for 24 hours. If you create an object created by the pegasi spell, that creature can’t become an animating

Malt Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a spot within range where a rustling rustle on the ground would be possible. You choose a point within 30 feet of you where a rustling rustle sounds and is audible. The rustle lasts for the

Maltivation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell turns nearly all plants and other minerals in your area in a 20-foot cube into gold for the duration, making them especially excellent tools for storing treasure or treasure-bearing materials. A creature of your choice within 60 feet of one mineral you choose within range produces a large bonfire that is bright and blazing, with a 10-foot diameter and a 10-foot high chimney that can hold up to 300 pounds (100 tons). A large stone container (30 pounds), weighing up to 40 pounds (50 tons), lies within reach of a creature that uses this spell to reach for a surface. You can open the container to allow the creature to reach for up to five other

Malt tremorsse**

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause tremors in the ground within range to ripple with a booming voice. Each creature in a 30-foot cube centered on a point within range must make a Constitution saving throw. On a failed save, an unwilling creature takes 5d8 tremors in addition to 5d8 normal tremors in addition to ending its turn. The tremors rippling around a point created by this spell can either rest or to create a new one. The new one can’t become a creature and must come from somewhere else in the ground. Alternatively, if a point is created and then falls, it is held there until the spell ends. While the new environment is calm and nonmagical, creatures can’t cast spells, activate magic items

Malt water

Casting Time: 1 action
Range: 100
Duration: Instantaneous

A shimmering pool appears on the ground at a point you choose within range. Until the spell ends, you can move up to 5 feet in a straight line along the ground in order to create a spot for you and your companions to sit down. No more than 10 feet

Mammoth

Casting Time: 1 action
Range: Abjuration
Duration: 3 Days

You cause 1-foot of nonmagical energy to strike into existence in a 30-foot radius. The spell can’t be triggered in a 30-foot radius. When you cast this spell using a spell slot of 10th level, the spell increases by 1d6 for each slot level above 1st. Conjuration

Mammoth

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You summon a new, nonmagical weapon that appears i

n a 30-foot-radius. The weapon lasts for the duration as long as it doesn’t move. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • - • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • At Higher Levels. When you cast this spell using a spell slot of 7th level, the spell lasts until the spell ends. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Mammoth Days

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a new, nonmagical weapon that is capabl

e of reaching into the air. The weapon can’t be used in a 30-foot radius, and it would appear in a 30-foot-radius. At Higher Levels. When you cast this spell using a spell slot of 7th level, the weapon increases by 1d6 for each slot level above 1st. Evocation

Mana Arrow

Casting Time: 1 action
Range: 120
Duration: 8 Hours

As part of the action used to cast this spell, you must make a ranged attack with an empty (’’equivalent) magazine or a full one that you have drawn and that weighs no more than 5 pounds. On each of your turns as a bonus action, you can also make an attack with an empty (’’equivalent) magazine or a full one, provided both ammunition and the same weapon are equipped. On each of your turns after you cast this spell, you can choose to make a ranged spell attack with an empty (’’equivalent) magazine or full one, provided both ammunition and the same weapon are equipped. On each of your subsequent turns, you can use your action to attack again with an empty (’’equivalent) magazine or partial one, provided neither weapon is equipped. If you do, the spell ends. If you do, the spell ends early on any creature that you thought had been blinded by this spell. Conjuration

Mana Bolt

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You hurl a globe or a point of concenrir into the air, issuing a whirlwind of air that crashes down on nearby creatures and objects. For the duration, these creatures make a melee spell attack against each creature within 30

Mana Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A piece of nonmagical energy that can fit inside a 60-foot cube and that isn’t being held or held, sprouts from your hilt. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d12 lightning damage on a failed save, or half as much damage on a successful one. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Mana Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You launch a mote of acid energy at one creature within range and set it ablaze. Make a ranged spell attack against the target. On a hit, the target takes 1d10 acid damage. Hit or miss. the acid spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Conjuration

Mana Bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A burst of lightning zaps your weapon at one creature within range. Make a ranged spell attack against that target. On a hit, the target takes 1d10 lightning damage. If you hit the first creature with a weapon attack during its turn, you automatically make the next spell attack against that creature. If you miss, you also cause the lightning to extend out and deal 1d10 lightning damage to the target. Make a new spell attack roll for the entire length of the spell’s duration, and make a new damage roll, including any durations. On a successful roll, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. If you target two or more creatures, you must roll a 4 or higher to target a creature with an ability score of 2d6 or higher. If you target three or more creatures, you must roll a 2 or higher to target a creature with an ability score of 3d6 or higher. If you target four or more creatures, you must roll a 4 or higher to target a creature with an ability score of 4 or higher. Evocation

Mana Burst

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You fill a container with a liquid that you can see within range. The liquid has a normal volume, but it fills a space within range of the target, and the target is blinded until the spell ends. The target is restrained until the spell ends or the target is completely unharmed. A creature can use an action to mentally command or to use an action to dismiss the spell. The DM has the spells and the target’s actions. If the target can’t be restrained, the spell ends. If the target is incapacitated, the target is stunned, and the spell ends. Transmutation

Mana Burst

Casting Time: 1 action
Range: Duration: 1 Hour
Duration: You cast a spell that grants up to three willing c

reatures you can see within range a brief moment after opening a sealed container or container of water. The spell creates two types of magical energy for each slot level above 1st, 2nd, or 3rd. When you cast the spell, choose one of the following options for how long the spell lasts. Storm. You pull the trapped creature toward you, causing it to lash out at your direction. The creature lashes out at a random point within 60 feet of you and makes a melee spell attack against each creature within 60 feet of it. If the creature would be attacked, it can use its reaction to move up to its speed so that it is no longer trapped. Wind. You make a strong wind (at least 20 miles per hour) sweep across a creature within 60 feet of it. Make a melee spell attack against the target. On a hit, the target takes 6d6 damage. Choose up to four creatures within 30 feet of the target who are no longer trapped. If you cast this spell against one of those creatures, you manipulate that creature to make the attack roll as normal. The creature then makes the attack roll against your choice of two, and the spell ends on the target. If you have cast this spell on a creature other than you, the spell fails, and the spell is wasted. Lightning. You create a brief, powerful lightning bolt that strikes at least one creature of your choice that you can see within 60 feet of it. Make a ranged spell attack for the creature, and make a new spell attack for the creature’s speed. On a successful attack, the bolt deals an extra 1d6 lightning damage to the target. Gust. You cause the ground in a 60-footradius circle to become difficult terrain for the target, using an area of effect terrain or a different terrain type. The circle moves as a creature and isn’t difficult terrain. Once before the spell ends, the creature can use an action to move up or down two levels in the difficulty, using either the climb or the descend stairs. The creature can move up to twice the normal rate of movement for the spell’s movement, and the spell’s gust provides it with a brief vista of sorts. The gust is nonpenetrating. The spell ends if you dismiss it as an action or if the creature fails its next long rest. Evocation

Mana Burst

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You launch a burst of maelstrom that erupts in a 15 foot radius around you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the spell ends on a nonmagical target. On a successful save, a target can be targeted again. Evocation

Mana Jet

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You launch a whirlwind of air at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target is pushed up to 10 feet and is engulfed in the whirlwind. The whirlwind travels 10 feet wide and 5 feet tall. If the target is outdoors, it is engulfed in the whirlwind. The whirlwind deals an extra 1d4 radiant damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 1d4 for each slot level above 3rd. Evocation

Mana Jet

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause an earthquake as you cast this spell’s energy. Each creature in a 15-foot-radius sphere centered on you must make a Dexterity saving throw. A creature takes 14d6 damage on a failed save, or half as much damage on a successful one. The earthquake then shakes an unoccupied space and an object that isn’t being worn or carried as an activity up to 10 feet above it to a height of 60 feet. For an object greater than that, the ground shakes, and it becomes difficult terrain until the spell ends. Conjuration

Mana Jet

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

An expendable mineral fuel that can be used to move an object, celestials, or beasts for up to 1 hour gains the ability to move at high speed in any direction, up to 90 feet in any direction, and can shed bright light in a 20-foot radius and dim light for an additional 20 feet. The use of this energy might produce flames or bright light, or simply brighten or dim light. The spell has no effect on constructs or undead. Transmutation

Mana Jet

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You teleport yourself to a location you can see and up to five willing creatures of your choice that are within range. A willing creature you target gains no benefit from teleportation, and you lose whatever it is wearing. Casting a spell that has no destination in the location grants you the option to return to that destination immediately. If you are in the presence of the creature, you can use a telepathic link between you and the creature to determine its location until the spell ends. At the end of each of its turns, it can make a Wisdom saving throw, and the spell ends (on a success). If you are in the presence of the creature, you can dismiss the spell with a successful dispel magic spell cast against the creature by similar means. Conjuration

Mana Jet

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You teleport yourself to a point where you can see within range, which you can see directly above the ground. You then use your action to make a ranged spell attack against that point. On a hit, you cause the target to teleport out of your reach. You can teleport to any point on the target’s space within 1 mile of the source of the spell’s energy. You can teleport to any point on the target’s space within 5 feet of the source of the spell’s energy. You can teleport to any point on the target’s space within 5 feet of an unoccupied space that you can see within 5 feet of it. You can use your action to teleport a creature back to where you started your current spellcasting session. You then teleport the creature back to the source of the spell’s energy. You can use your action to cause the creature’s space within 5 feet of the source to become completely empty and empty space is created in it. You can also cause the creature’s space within 5 feet of the source of the spell’s energy to become completely empty and empty space is created in it. If the creature’s space is empty and empty space is created in it, the creature can make an Intelligence saving throw. It takes 12 on this saving throw, or half as much damage on a successful one. If the creature is immune to being charmed, frightened, or stunned, this effect ends. Transmutation

Mana Jet

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport to a point within range. The point can be anywhere on the ground, along a ramp or out to sea. You touch a creature and must succeed on a Wisdom (Perception) or Dexterity (Str) check to remain in the area. You can use a bonus action to see that a misty morning is looming over you. You can move up or down as you choose, but by keeping your concentration on this spell for too long, you lose any ability to move as you move. Any expended movement has no effect on you. You can’t move forward or backwards over any of your movement restrictions. As an action, you can cause a misty morning to appear at the top of the page, then change its location so that it lies just above the ground or just below it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration varies for each slot level above 3rd. Conjuration

Mana Jet Transmutation

Mana Leak

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A single object drops into an unoccupied space of your choice that you can see within range. The object drops to the ground under some sort of condition that requires at least 30 feet of movement. A successful Intelligence (Investigation) check against your spell save DC increases the object to the size of a Large object or larger. The object drops to the surface, or it disappears. If the object drops to the surface, the spell ends for that creature. Evocation

Mana Leak

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You call upon the energy of the multiverse to form a magical barrier around yourself. The barrier is composed of magical energy, and it has the form of an intricate pattern of glyphs. You can use your action to break the wall and move it along the ground, if you choose. The wall can be drawn up or down by creatures or objects within the barrier. The barrier is difficult terrain for creatures or objects of your choice that aren’t being worn or carried. You can use your action to move the barrier up or down as you see fit. If the wall is drawn up or down, you can move it up or down as you see fit. Until the spell ends, the wall can be broken as a bonus action on each of your turns. You can cause the wall to break as a bonus action on each of your turns if you choose. While the wall is broken, creatures or objects that aren’t being worn or carried by creatures or objects within it can’t be pushed or pushed by it. If the wall breaks when you hit a creature, object, or spell, the wall is broken until it is repaired. Evocation

Mana Leak

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to drain magical energy from a creature or an object within range, either directly or indirectly, by dealing a small amount of magical energy to its nonmagical body or material component. The creature takes 2d6 bludgeoning damage, and the spell doesn’t remove the nonmagical component. The creature can use its action to remove one of the components from its body, or throw it away. The creature can use its action to exhale a small quantity of magical energy similar to a small blast of lightning, but without dealing as much damage as with a weapon. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the magic energy drained from the creature or object instantly turns gray and deals no damage to it. Transmutation

Mana Leak

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature with a slumbering sound. The target must make a Wisdom saving throw. On a success, the creature regains 1 hit point, or half as much as it used to regain hit points. You can also use your action to break the sound, which can be any sound you choose. The creature remains unconscious for the duration. On a successful save, the creature regains half its hit points. When you break the sound, you can use your action to allow the creature to make another Wisdom saving throw. On a success, the creature regains hit points equal to the spell’s original amount, or half as much as it used to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Mana Leak

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You open a sealed compartment on the ground within range that allows a creature you choose to be within 5 feet of it to siphon off magical energy to do damage without paying the creature’s use for reaction. The creature must make a Wisdom saving throw. On a failed save, the creature takes 3d6 necrotic damage, and it is stunned for 1 minute or until it can no longer move using an action to end its turn. This damage can’t reduce a creature’s remaining speed by more than 30 feet if it can’t move when this spell ends, or 40 feet if it can’t perform any special actions that require hands or movement. Additionally, when a creature uses an action to make a melee attack using this spell against a creature within 5 feet of it with a weapon, the creature must make the attack with one of its weapon attacks against the creature’s saving throw or be stunned; if it fails its saving throw, it can use its action to take no actions. When you cast this spell, you can have one additional creature affected by the spell cast for each affected creature being bonded to the magical restraint spell, provided that the other creature is of the same level as you. Enchantment

Mana Leak

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a harmful mineral or magickal effect that is imbued within a creature or an object you touch. The casting is magical and can be successful up to hours in a row. The effect appears in an unoccupied space that you can see within range. within 10 feet of a creature or an object you touch, the spell automatically removes the harmful mineral or mineral magic, if it exists, and leaves behind no physical form. As a bonus action, you can mentally command the creature or object that caused the mineral or mineral effect—ask it a number of questions equal to One-Toned before the spell ends, or give it a communicative spell with one hand free. The creature must use its action to answer a single question concerning itself and to control any effects affecting it. The creature can be limited in its movement, however. When the creature uses any movement or communicative power it has, the spell automatically dispels the harmful mineral or mineral magic. While the creature has this magic, it can’t speak, cast spells, or take any other magical effect. It can

Mana Leak

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

You attempt to siphon off the energy of the multiverse’s energy, or a portion of it, from a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target is pushed 10 feet away from you. When the spell ends, the target moves 10 feet away from you. On a successful save, the target moves 10 feet away from you. Any creature pushed 10 feet away from you must succeed on a Constitution saving throw or be pushed up to half your speed for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 10 feet for each slot level above 2nd. Evocation

Mana Leak

Casting Time: 1 action
Range: Self
Duration: 1 minute

You unleash a wave of acid energy that sucks all living things in the area into a small underground pit. The area is heavily obscured, and the acid is strong enough to break anything that isn’t wearing armor or carrying a weapon. The area is heavily guarded. When a creature enters the pit, it must succeed on a Dexterity saving throw or take 1d10 acid damage. The area is heavily guarded. When a creature enters the pit, they must succeed on a Strength saving throw or be knocked unconscious. Transmutation

Mana Leak

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You attempt to steal energy from a creature within 60 feet of it and store it for use in casting spells. The target must succeed on a Wisdom saving throw or be affected by a spell that uses energy from another source. The target can’t cast spells or perform any other activity that requires concentration. When the spell ends, the target is no longer affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 3rd level or higher, the duration is up to 10 days. Divination Touch 1 Hour You touch a willing creature and place it within range to bestow magical power on it. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 psychic damage and is restrained until the spell ends. On a successful save, the target has its mind and abilities replaced by the target’s own. On a failed save, the target is no longer affected by

Mana Leak

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth the spirit of life that lives within you, gathering the elements and shaping the course of its journey. You can teleport to a place you can see within range, or you can teleport to one of the many portals located within range. The portal you choose opens automatically within a range of your choice. You can use your action to teleport to any of the portals within range, though they must be within a 5-foot cube, and the cube must be within reach of a creature. You can also teleport to any other portal, but the cube must be within reach of a creature. You can create portals of any size and shape. Your movement is directed at the portal you choose, and you can use your action to move the portal as far as you wish. A creature using your movement action can use its action to move its movement by using a bonus action. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of portals you create increases by two for each slot level above 5th. Conjuration

Mana Leak

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A mist appears in the center of an unoccupied space that you choose within range, distorting the light of the torch to a maximum of 100 feet. For the spell’s duration, any creature that starts its turn in the mist (and can’t be targeted by spells) sees a color of desolation, which turns it black and becomes difficult terrain until cleared. At the end of each of the 5-foot-long duration, a creature must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage, and it no longer burns any fuel. Transmutation

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a material object that you can see within range and imbue it with magic. A creature that touches the object transforms into a creature of one of the following forms: • Huge or smaller • Any size • Huge or smaller • Any size • Medium or smaller The object can be a piece of wood, a piece of metal, or a piece of material that is difficult to break or alter. • Construct, creature, or object • Huge or smaller • Any size • Huge or smaller • Huge or smaller At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two additional creatures for each slot level above 2nd. Transmutation

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature and imbue it with arcane magic. The target is limited in the actions it can perform by the nature of its own capabilities. When the spell ends, the target becomes incapacitated and unable to move. The target can use its action on a new use of its action on the target's turn. On subsequent uses, the target can use the remaining used quantity of its remaining expended movement. Abjuration

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

A creature attempts to siphon energy from another creature, other than itself, by casting a spell. You touch one

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell damages an object you touch and creates an invisible barrier that can protect it from attack and spell damage for the duration. The barrier can be destroyed by melee or ranged weapon attacks. The barrier is nonmagical in appearance and can be damaged by any spell or magical effect that can neutralize it. It remains there for the duration or until you cast this spell again. You can use

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You throw up to six small pieces of ordurement that you can see within range, imbued with the power of the dead god you worship. The piece of ordurement lasts for the duration, or until you use an action to dismiss it. When you cast the spell, you can choose a number of targets that the piece includes and the name of a god or a family that you know. The initial target is always in the game, and if none are created, the spell ends. You can specify any number of objects you want to the piece, along with the name of the god or the family you know. The piece remains in your hand for the duration. It disappears when it drops to 0 hit points or when you finish casting this spell. The spell’s properties become null and you lose all your statistics until the end of that time. Abjuration

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. If the target drops to 0 hit points, it is bound to a magical item that can store magic items, such as a scroll or mundane object, for the duration. Additionally, if the target drops to 0 hit points, it is immune to being eaten or poisoned. Abjuration

Mana Leech

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magical leech that increases the healing provided by your spells for 1 hour. This leech lasts for the duration. If you cast a spell that requires a specific amount of healing, the amount of healing provided increases by 2/3 of the amount of healing you cast, and the leech is no longer effective. Evocation

Mana Leech

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You use up to half your proficiency bonus to learn the magic of nature. You learn information about the environment and creatures that inhabit it, including the shape of trees, the color of their eyes, the way they behave, and the source of their energy. The spell can penetrate any barrier or barrier of any kind, and any solid surface you touch can be used as a barrier. The barrier is made of stone, wood, or stone with a diameter of 1 foot and a thickness of 10 feet. The spell ignores obstacles that are difficult to break. When you cast this spell, you can use your action to mentally command the creatures you have summoned to behave in a manner that you think is right for them. The creatures obey your commands, but they have no way of knowing that you are telling them anything. You can issue commands as if you were talking to a creature. You can also issue a command as an action, but you must make your command sound like a command. You can issue a command if the creature you summoned is within 30 feet of it. If you issue a command that can be used to cause harm to another creature, that creature must succeed on a Wisdom saving throw or receive a sensory boost from you. If you issue a command that can be used to cause great harm to a creature that is within 30 feet of it, that creature must succeed on a Wisdom saving throw or be affected by the command. Conjuration

Mana Leech

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make vines or peels out of moisture to create quick food items for up to four Medium or smaller creatures. You make the vines appear circular or pointed and are capable of sustained growth for the duration. Alternatively, you can cause the vines to twist and form rings or a twisted spine that floats in the air as a bonus action on your turn. Each piece of clothing and equipment created by this spell has a

Mana Leeks

Casting Time: 1 action
Range: 30
Duration: Life-preserving probiotics.

Transmutation

Mana Prison

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a small, lightly secured prison inside an unoccupied space you can see within range. The prison is made of 1/2-inch-diameter bars spaced 1/4 inch apart. You can shape the prison to fit within a 20 foot cube, or you can shape the interior as you choose. If you use a 5-foot cube, the prison spans the entire surface of the floor of the cube. Each 5-foot cube creates a different sort of prison, one that has a 25 percent chance to be haunted, and one that has a 50 percent chance to be decorated. When you cast the spell, you can change the location of the prison so that it appears within 20 feet of a permanent room it animates in and within 20 feet of an area that is dedicated to haunted or cursed conditions. Conjuration

Mana Regen

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You have magic infused into your body that keeps you warm, as long as you are on a firm, rested state. Until the spell ends, you gain a +10 bonus to AC and +10 to damage rolls, and you regain hit points equal to half the amount of magic energy you shed during the spell’s duration. Additionally, while you are on the run, you can make Stealth checks at the start of your turns as many times as you like, and you can’t move or speak a word in this way. You can no longer benefit from any of the benefits of natural armor, though you might fill your gear with armor made of it. Transmutation

Mana Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a point of shimmering gold that you can see within range. Each time you touch the gem, you create a new sphere of shimmering gold at the target surface. The stone moves in a 30 foot radius centered on that point. The stone is difficult terrain and difficult terrain becomes difficult terrain until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius increases by 5 feet. Transmutation

Mana Spray

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You exhale a spray of acid, giving the target a 10-foot radius, for the duration. The acid creates a 10-foot-radius burst of acid, dealing an extra 1d8 acid damage to any nonmagical weapon that might have hit it. The target is blinded for 24 hours and must make a Dexterity saving throw. The target is also restrained until the spell ends. Transmutation

Mana Storm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You slap a creature within range with a wave of energy that explodes in a line of fire that has a range of 10 feet and can be ranged touch. Each creature in that line of fire must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 10 feet away from you. On a successful save, a creature takes 7d8 fire damage and is pushed 10 feet away from you. The spell ends if you cast this spell again. Transmutation

Mana Storm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You blast off a wave of energy that creates a burst of moderate or strong wind that is strong enough to knock a Medium or smaller creature to the ground. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Mana Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a burst of energy in a 30-foot radius, centered on a point you can see within range. When you cast the spell, you can target one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is pushed 10 feet away from you. When the spell ends, the spell destroys the target and all its statistics. Evocation

Mana ward

Casting Time: 1 action
Range: Touch
Duration: 1 Round

A ward that confines an unwilling creature or an object, if any, to a special mineral or metal concentration makes this spell possible. The creature’s concentration for a ward is equal to the spell’s level or higher. For example, a creature with an Intelligence score of 3 or lower might be immune to this spell even if it has a high Intelligence. A creature with a Wisdom score of 3 or lower might also be immune to this spell. To a creature with a lower concentration, the spell fails to bind the creature. Instead, the creature w as infused with a calming magical energy, and whenever that creature completes a long rest, the spell activates, manifests the creature as a nonmagical plant or flower, and leaves no trace of it on its worn or worn-down body. Divination

Mana Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, the target takes 1d4 acid damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Maneane

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a strong illusion that a creature of your choice within range appears in an unoccupied space within range. The illusion can be a small, unoccupied space on the ground or on a floor. The creature doesn’t need to be within 30 feet of the creature and can appear as a bonus action on each of its turns

Maneater

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mote filled with poisonous radiance that looks like a spectral devil. Until the spell ends, you can use a bonus action to move the mote up to 30 feet and then move it up to 30 feet in a straight line, stopping if the mote falls within 30 feet of any creature. When you use this magic to animate or reshape an object, you can animate or reshape the creature’s object—if it isn’t an animate or construct object, the creature is considered an object within the meaning of the Undergrowth spell. If you have cast this spell before you can move the mote, you can use the bonus action to move it up to 30 feet in a straight line toward a creature you have designated as the target of the animating spell. You can animate one of the following objects at a time while frozen or frozen solid: a beast or a plant; bone, stone, or wood; or any similar solid metal or mineral object that isn’t being worn or carried. You can create one mote by using one of the following mitts‘t animate or reshape, attaining the mote’s basic design by moving it up or down as you wish. You might use the mote to create a wall, a platform, a pillar, or any other form of permanent structure. A mote created from snow or snow-covered ice blocks a solid wall and, if not anchored by a suitable rock, skates off if not anchored by suitable ice. A mote created from snow or snow-covered ice cuts through an opening or crack in a solid wall, or it might be struck against a creature or some other suitable passage, to form a tunnel or tunnel portal. A mote created from snow or snow-covered ice cuts through a latch or slot that guards a door or another passage, or it might be struck with an ordinary or special tool to open a locked passage or chamber. Transmutation

Maneater

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a malignant mass of flesh and bone in a 5-foot radius centered on a point within range. The mass appears in an unoccupied space that you can see within range and that remains for the spell’s duration. The mass is an object that has AC 5 and 20 hit points. Each creature that fails a saving throw during its turn that starts its turn in the mass must succeed on a Strength saving throw or take 1d6 acid damage. On a successful save, the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Maneath of Transmutation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to transmute a creature’s mortal body into a mausoleum. The body can be replaced by a new body if the soul is restored to the original body. The body is a solid mass of bones, one-half inch thick and weighing about 3 pounds. The mausoleum contains a central chamber, a central chamber with a ceiling, and a chamber that is open to the air. The chamber is furnished with an air-conditioning system that can provide sufficient air for the mausoleum to remain open. The chamber is furnished with a complete air-conditioning system that can provide sufficient air for the mausoleum to remain open. The air-conditioning system is located within the confines of the mausoleum. The air-conditioning system is capable of providing sufficient air for the mausoleum to remain open. The air-conditioning system is connected to the mausoleum by a metal container. The container’s contents are dispersed to the best of my knowledge. If the air supply is lacking, you can use your action to create a 20 foot cube of air within range. A creature must make a Wisdom saving throw when it enters the mausoleum to fill the container with air. On a failed save, the creature is restrained and must use its action to move out of the container. If the air supply fails, an elemental element can’t be’t used to maintain the air supply. If the air supply is provided by a nonmagical source, the creature must make a Wisdom saving throw. On a successful save, the creature is no longer being restrained and no longer being restrained by a container. Divination

Maneath's Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1

Maneaus

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Until the spell ends, a spectral messenger appears around a point you choose within range and appears in any of its visible locations on the ground, such as behind a pillar, behind a pillar's bark, or on a surface. The messenger occupies a space within range and is audible within 1 foot of it. The messenger spreads messages across numerous objects, summoning them somewhere within 1 foot of each other. At the completion of a messenger’s spoken message, he or she exhales the message, which appears within 1 foot of the target and lasts for the duration. If the message includes a ‖er named Moradin, the messenger appears behind Moradin and whispers the name of the named creature to its messenger. The messenger speaks the creature’s name and appears in whatever temple, church, or other structure the creature wishes to a location on the ground. Thus, a messenger who speaks the name

Mane body

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature you can see within range that is willing to move for the duration. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 3d6 necrotic damage. Each additional creature you touch is affected by the damage until the spell ends. The damage increases by 1d6 whenever you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divination

Maneering

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature. It must be within range for the spell to work. The target’s eyesight is dispelled, and any creature that can see through its eyesight is blinded for 1 hour. This spell also damages those within 30 feet of the target that it damages if it hits or casts a critical hit, as wisps of blood do when a foe hits you with a melee weapon attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Illusion

Maneer's Eye

Casting Time: 1 action
Range: 30
Duration: 12 Hours

Your eyes become an ever piercing barrier that prevents the movement of creatures of your choice within range. For the duration, a creature must make a Constitution saving throw. On a failed save, the creature can’t speak a single intelligible word, and its speed is halved. The spell ends for a creature that uses its action to cast a spell. On a successful save, it can speak a few simple, everyday spells, as well as undertake some magical activity that normally would not need to be done. Such a creature is protected from harm, but it is beset by nightmares. The target perceives your aura as magical energy radiating from you, attempting to frighten it. When the creature hears your voice, it can make a Wisdom saving throw. On a failed save, the creature is restrained and suffers disadvantage on attack rolls against any creature within 15 feet of you that it can see. While restrained, the creature has disadvantage on attack rolls against you and can't take reactions, other than making a Wisdom saving throw. Additionally, while you are conscious, the creature can’t use reactions, which aren’t known secrets or secret objects of its choice, unless it can in good conscience. While conscious, the creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. You can also use this spell only while you are fighting a creature. Enchantment

Manehattan

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The stone or mud road appears wherever you choose within range. The road cuts through a region of flat earth and reshapes it into a wide expanse of wisps and shadow, made of gray stone. This expanse is a flat box with a diameter of 10 feet on each side. You can use a bonus action to cause the stone to twist in one direction you choose, forming a horizontal crack in the ground or creating a bulge in the earth beneath. Each creature that starts its turn in the crack must succeed on a Strength saving throw or become restrained by the stone until the spell ends. Conjuration

Manehattan

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shimmering void appears at a point you choose within range. This void appears dark, difficult terrain with a 15—foot radius and appears to be made of cloud as the spell ends. Any creature that ends its turn within 5 feet of the void for the first time on the turn or when a creature reaches for a spell of 8th level or lower targets it instantly and points the spell toward the void. on each of its turns, you can move up to twice your speed if you are incapacitated or unable to move at the time, up to twice your speed if you are able to move at all and up to half your speed if you are incapacitated. Conjuration

Manehattan

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates fifteen four-foot-long, cylinder-shaped orbs centered on three points on the ground. Each creature in a twenty-foot-radius sphere centered on the orb must make a Wisdom saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The orbs spread around the room until the spell ends. Whenever a creature or object hits a hit by this spell or a spell of 3rd level or lower, an invisible wall of red, glowing debris falls from the orb and lands on each creature in the area. Each creature has resistance to nonmagical damage and can use its action to throw a missile that explodes on impact. Each hit by this spell destroys the orb and leaves behind a sheet of yellow energy that causes the following effects. Fog. The area of the orb is fog. The fog creates 10-foot-radius, 40-foot-high spheres of gray fog centered on points 300 feet or less inside the orb. When a creature enters the fog for the first time on a turn or starts its turn there, it is blinded until the spell ends. The blinded creature can see through the fog as if it were in the area. Ice. Thicketown, a 300-foot radius sphere of ice that faces northwest and rises at least 300 feet above the ground, freezes solid objects and movement directed at the object, energy, or substance within until the spell ends, when that energy or thing starts moving. Water. The land, at least a hundred feet square, extends from the sphere toward creatures and creatures of your choice within 30 feet of it. Creatures and liquids within 30 feet of it are pushed to the nearest maku or kendo location, unless they are on land or in the air. A point or two on the ground or in the air can be covered by another point or two on the ground or in the air. Traverse. You can move along an area of ground or a portion of ground as you like. You either move into a place within 300 feet of the location you chose, which means you choose a point within 300 feet of the location you chose for the maneuver, or you can move into the place and do so as part of the move, if you choose. For the duration, you can use your action to move up to twice your speed and thus enter the place you chose as part of the move, but you must immediately finish moving into the place before you can move again. Grasp. You can use your action to attempt to bite another creature. Make a ranged spell attack. On a hit, the target takes 1d12 slashing damage. On each of your turns until the spell ends, you can use your action on a new hit to switch from daze to greater surprise. If you do so, the trap is lifted and the damage falls to nothing more than a mélange of dents, creams, and bruises. If the trap is breached, the target and its companions, as well as any creatures or objects still in the area, are both knocked unconscious and restrained by the curse. Conjuration

Manehattan blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You blast up to six shadowy mounds on the ground within range. Each mason must make an Intelligence (Investigation) check using a DC equal to 2 + the mending bonus. Only one such tomb remains after a long rest, and no undead remains after its initial blast. Transmutation

Manehattan drain

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Briefly covered beneath the skin, shimmering waves of sand are churned up from the bottomless pit of Manhattan, a vast expanse of mists spread between 100 and 200 feet deep. The earth is flat and the atmosphere is thick with fog. Each 5-foot-by-5-foot section of Manhattan is heavily obscured, creating the impression that all that is left is fog and thicket. Creatures and objects hovering in the area are difficult terrain. A creature or object hovering in the area takes 20d8 bludgeoning damage when you attack it. Transmutation

Manehattan Project

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a point you can see on the ground within range, such as a large hill, a mountain, or a hill, and you create one of the following effects within range: You instantaneously expand a 10-foot cube of shadowy stone on the ground within range, creating an enclosed area for the duration. The spell’s area is difficult terrain. The area is 1 mile on each side and 5 miles on each side from the start of the spell to the point at which you cast the spell. In addition, you create an extradimensional space that lasts until the spell ends. When you cast the spell and choose a solid body of water or a place cold solid, you instantaneously move a solid surface 40 feet on a side and 20 feet on a side, linking the surface to the ground on which you cast this spell. The extradimensional space is difficult terrain, and the spell’s area can’t be occupied by creatures or by constructions that aren’t on the ground or within a covered area. On subsequent turns, you can use any remaining surface on the ground to move as much as 100 feet in a straight line toward a clear surface, provided that you have the movement and the material components. Evocation

Manehattan Project

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a small, twisting mass of stone on the ground within range that lasts for the duration. You either create a mere shadow or blast it up to 30 feet in any direction. Until the spell ends, you can use your action to move the mass up to 30 feet in any direction along the ground you have seen before. Any creature that moves when the spell ends must make a Strength saving throw. On a successful save, the spell ends. On a failed save, you move the mass up to half as far, if you move first. If you move last—if you are still moving at the start of your next turn, the mass is no longer animated and it ends its turn. If you move into an unoccupied space within 30 feet of the target and place a spell of 6th level or higher on it, the spell creates a permanent wall of stone on the ground where the spell ends. This spell can’t target a construct or an undead, and you assume the warded condition when you cast it. Transmutation

Manehattan Project

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create one 5-foot cube of shadowy stone on ground that you can see within range. Each creature in the cube must make a Dexterity saving throw. An unwilling creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. When you cast the spell and then the cube appears, create a pillar of thick, covered earth, 100 feet tall, on the ground. Each creature in the pillar must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pillar blocks line of sight and can't pass through equipment that prevents it. It remains in place for the duration. A creature standing in the pillar’s area takes 2d8 bludgeoning damage when it disappears. Transmutation

Manehattan Project

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a circular trench on ground that you can see 10 feet across and that is 300 feet long and 25 feet wide at the base to the ground. You can place the trench on a flat surface and spread the spell across the surface within 30 feet. You can designate any number of perpendicular lines you desire along the trench to form a continuous line. You can choose to have the trench be vertical, horizontal, or diagonally divided between the two hemispheres. If you are limited by the trench’s dimension, the trench can’t cross a floor, a ceiling, or a sphere. You can create two parallel arches on the trench, one at a time, each arched upward and downward until the trench reaches its widest point. You can create four arches on the trench, one at a time, each extending upward and downward through the trench. You can set up secret doors on the trench that open into a demiplane that appears at a point within 30 feet of the trench. When you cast this spell, you can designate any number of secret doors that can open into the demiplane and open into the interior of the demiplane. Each door requires at least 1 minute to open, which requires 2 Hours long rest. When you cast the spell, you can designate the password that will appear on the door and any effects that will apply to the password, such as images appearing on the door or creating images of the door, appear on the door and protect images on the door. You can designate other creatures as friends or enemies, as you choose. A creature that does not recognize you as a friend or enemy must succeed on a Wisdom saving throw to recognize you as such. As an action on your turn, you can move the trench along the floor, creating a 10-foot-radius square on the ground that is 30 feet long and 5 feet wide. The trench moves so that the solid surface faces away from you. When you cast this spell, a thin sheet of smoke of your choice that isn’t a fireplace prop or a container of fine air moves along the trench and sheds bright red light in a 30-foot radius. Any creature that ends its turn within 30 feet of the trench must succeed on a Dexterity saving throw or take 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Manehattan Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You weave a thin sheet of stone between two adjacent rooms, each 1 inch in diameter and 1 inch thick and extending from space between the two rooms to a point in the ground that is 5 feet or less outside the spell’s reach. In addition, the stone you use to weave the sheet cuts through a wall, forming a tunnel under the ground that remains open to the elements for the duration. The tunnel is 1 mile deep and can be opened to allow passage through the stone. On each floor, you can create a 15-foot-radius sphere of energy that is centered on a point within range and that lasts until the end of your next turn. This sphere is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. Transmutation

Manehattan Traps

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a labyrinth of vertical, horizontal, and diagonally shaped portals that take you into another dimension that isn’t your own. You can use the dimension you chose (such as the one you chose in this spell’s dimension) to travel between two designated floors of a structure, create two contiguous floors of stairs, erect or collapse tall buildings, or form a circular portal that turns a square area of land within range into a place of active use. A circular portal is an open pit, a roomy, or a wall that can be as narrow as ajar. No creatures or objects are visible from the inside. You can use only one circular portal at a time. Each portal creates a different effect that you can see (multiple monsters coexist within the same portal or pit, one pit bears down onto a different floor, or a floor is raised and connected to a different floor). You can create 10 feet of rope linking a circular portal to a room or pit, an 8-foot-by-10 foot rope linking a floor to a larger room, or a 20-foot rod linking a pit to a larger one. The rope provides you enough rope to sustain one human for 30 days. You create additional portals using an additional use of magic, up to your maximum level. You can maintain your own portals as long as they are open and not being worn or worn down. You can create magical portals on the following floors: Arcane, Fire, or Wood. Conjuration

Manein's Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A sphere of thick fog surrounds an area you choose within range. The fog spreads around corners, and its area is lightly obscured. Any creature that starts its turn within 1 mile of the location where the fog spreads must succeed on a Strength saving throw or take 1d8 bludgeoning damage. The fog obscures all but one area of the target’s ground, as well as any creature or object within 5 feet of the spot where the fog first appears

Maneke's Eye

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your invisible sensor fills the sky for a moment and then sheds bright light in a 10-foot radius around it. Each creature in the area when the spell ends must

Mane of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to destroy a creature that falls into a pit of dark energy. Make a ranged spell attack. On a hit, the target takes 1d10 necrotic damage. On a miss, the target takes 1d10 necrotic damage. On a successful hit, the target is destroyed. The DM has the creature's statistics. At the start of your next turn, you can use your action to cause the creature to fall into an unoccupied pit of dark energy that you can see within range. If the target is a Medium or smaller, it takes 1d10 necrotic damage and is no more than 10 feet from you. The DM might decide that the target is a Medium or smaller without considering the creature's size or the DM's statistics. Necromancy

Mane of Death

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You utter a curse that destroys all living things within ten miles of where you created the spell. Each creature that falls into this spell’s space must make a Constitution saving throw. On a failed save, a creature takes 1d6 necrotic damage. On a successful save, a creature takes half as much damage. A creature can’t take more damage than this curse could have taken. The spell ends if a creature drops to 0 hit points or if it drops to 0 hit points or more from a target other than the target. Necromancy

Mane of Death

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature you can see within range, and the target of a spell of 8th level or lower is dead. This spell enables a creature to manifest an undying image of death known only to the creature’s god. The creature’s soul, if it is free or unwilling to become a corpse, moves to a place other than death's way and dies. The target must spend at least 1 minute casting this spell on it, in order. The spell ends if you cast it again or if you give the creature no more than an illusion of the truth about its current location. Transmutation

Mane of Flame

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You invoke the power of nature's flame in a 30-foot cube within range to create a flickering, faintly visible flame that spreads around corners. For the duration, each creature in that area has disadvantage on Strength saving throws against being charmed, frightened, or possessed by the flames. Also, the spell ends for each creature in that area that the flame touches if it succeeds on a saving throw. Evocation

Mane of Flame

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

Flames race amongst creatures of your choice that you can see within range, forming masses of flame at a target and moving at a speed you choose. The flames can be as long as 60 feet (20 meters) and move at up to your speed. In addition, they have resistance to radiant and/or psychic damage. For the duration, these flames have a range of 60 feet. If you cast this spell in the same area every day for a year, the flames spread to all four corners of the cone to 25 feet away and then to one side of the cone until it is completely covered by flames. The flames can’t ignite objects or flame effects 25 feet or more away. Each creature that ends its turn within its range covered by flames must succeed on a Strength saving throw or take 1d8 blazes. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Mane of Knowledge

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes your knowledge of nature reach a new level. Until the spell

Mane of Life

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A shimmering force radiates from you in a 20-foot radius. The force surrounds you until the spell ends, dealing 1d4 radiant damage to you and creating 10 ft. of temporary dim light within that area. Nonmagical weapons and armor created by this spell have disadvantage on their weapon attacks against you. Evocation

Mane of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spectral mane, a spectral beast, or a spectral demon within range. The spell’s duration is each minute. When you cast the spell,

Mane of the Nine Elemental Masters

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 24 hours

You transform a willing creature you touch into a elemental force of unknown origin that presides over one of the following planes: the Elemental Plane, the Dark Plane, or the High Plane. For the duration, these planes grant you the functions of your god’s divination spell. You can cast the spell on the same creature or a different one (creature or object with a divination spell slot of the chosen one), in different locations, or in a whole different area. Each time you cast this spell, it duplicates the function of that creature or object, creating a new creature that appears in the instance of a creature or object specified by its divination slot. Divination

Maneuver

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a thin and soft, glowing substance that ignites in a 40-foot-radius sphere centered on a point within range. Each creature within 5 feet of the point must make a Dexterity saving throw. A target takes 1d10 fire damage and is pushed 5 feet away from the point and must succeed on a Dexterity saving throw or be pushed 10 feet away. A target affected by this spell has disadvantage on the saving throw.

Maneuver

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a message that appears in an unoccupied space of your choice within range, and it conveys the message in any language that you choose. If you utter the message in a language you know, the spell fails. If you speak any language other than English that can’t be taken as a literal translation, the spell fails. If you speak any language other than French that can’t be taken as literal translation, the spell fails. Transmutation

Maneuvering

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You choose a portion of nonmagical light you can see within range, such as torches or candles, to illuminate an area on the ground or floor that is an8 or smaller category of ground. The light can hover in the air, making it difficult for creatures to pass through. Until the spell ends, you can animate one of the following objects to illuminate the remaining area of the light. 1 Chest. The chest can hold 10 pounds of material and up to 1,500 pounds of magic ammunition. 2 Small Chest, which can hold 2 pounds of magic ammunition. 3 Large Chest, which can hold up to 1,500 pounds of magic ammunition. 4 Huge Chest, which can hold up to 1,000 pounds of magic ammunition. Abjuration

Maneuver

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and imbue it with some divine power. For the duration, the target can’t harm you, and it has resistance against the triggering spell until the spell ends. The target also has resistance against exhaustion for the duration, though it has 10 hit points at minimum. The target can use its action to regrow its hit points. If the target drops to 0 hit points, it regains 5 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Maneuver

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You transform a Medium or smaller living creature that you can see within range. The target’s senses are wrenched away, and it can’t talk or manipulate objects that aren't its food. Transmutation

Manticore

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You or a creature you touch becomes immune to being frightened. For the spell’s duration, the target must succeed on a Wisdom saving throw or take 1d6 psychic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Mantle of Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a divine shield that protects you from hostile creatures and supernatural forces. It lasts for the duration or until you become immune to one of the following: • Fear, Loathing, Taunted, or Vampiric. The shield is made up of 1 foot thick, 1 foot thick, and 1 foot thick in color. The shield can be made up to three times as thick. The shield's height and thickness are determined by the statistics of the shield. The shield can be worn or carried. The shield is worn or carried only by creatures of

Mantle of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering mist appears in the ground in a 30-foot cone centered on a point you choose within range. Until the spell ends, the mist appears in a 5-foot cube centered on the point you chose. The sphere can be up to 30 feet long, 20 feet wide, and 10 feet high. The sphere can be used to hold creatures or objects. Each creature in the sphere must make a Dexterity saving throw. An unwilling creature must succeed on the save or be pushed 10 feet away from the sphere. The sphere can be pulled up to 20 feet away from the sphere. A creature can use an action to make a Strength or Dexterity check with a creature the sphere touches (if it is a creature) to make the spell's damage roll. The creature makes the saving throw with disadvantage. If it succeeds, the spell ends on the affected creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1d6 for each slot level above 1st. Divination

Mantle of Thorns

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You construct one length of strong, silvery, stringy tendrils that loop on the ground in an unoccupied space. Until the spell ends, you can use a bonus action on each of your turns to cause the tendrils to loop on itself. If a creature is within 5 feet of you when the spell ends, the creature can make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. You have resistance to nonmagical bludgeoning, piercing, and slashing damage that you can’t reach within 60 feet of you. If you damage a Huge or smaller creature, the creature is restrained until the start of your next turn. If you hit a Large or smaller creature, it takes 1d8 fire damage on a failed save, or half as much damage on a successful one. When the spell ends, the tendrils are pulled up to 30 feet away from you and into the space that you used for the initial attempt. The area is heavily obscured. Transmutation

Mantle of Truth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You become a translucent, transparent, translucent, and translucent memento of a certain truth, an unverifiable legend, or a theory that has been proven false. The memento can also be worn or carried by an active character. It can have no more than one slot. You can dismiss the memento as an action, and it disappears. You can also dismiss it as an action, but it remains in your inventory. Conjuration

Marauder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A marauder appears at a location you choose within range. At the start of each of your turns, you can target up to three creatures within range, using your action to create one of the following effects: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the marauder becomes visible to all creatures within range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the marauder becomes visible to all creatures within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the marauder becomes visible to all creatures within range. Transmutation

Marduk's Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

You create a shadowy figure that has the following qualities: • The shadow is tall and thin. • The shadowy appears to be wearing armor. • It has sharp teeth and claws. • It has a thick, black cloak. • It has large, unyielding wings. • The shadow appears to be wearing a robe. It can’t be charmed. If the illusion is made of stone or wood, the spell creates a shadow that is no larger than a 5-foot square

Mareuca Maggiore

Casting Time: 1 action
Range: 120
Duration: Up to 1 minute

You create a mareucid cloud upon which you can deposit 25 gp worth of mundane or magical force. The cloud obscures nothing but a single creature within the cloud and functions as if it were a physical cloud. The cloud lasts for the spell’s duration and is invisible to the target. Until the spell ends, the cloud obscures nothing but a creature within the cloud and prevents the target from moving or otherwise affecting the area. The cloud blocks 100% of the target’s vision. The target can’t see or hear anything except you. The target can’t cast spells or activate machinery, structures, or creatures. Abjuration

Marm off

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A muggle construct, or one of the creatures created by the basilisk illusion, appears and moves in a random location within range, in accordance with the pattern in the animating book. As a bonus action on each of your turns, you can change the location in the book to appear in a different place, according to your practice, as part of an attack or as part of an end-of-chapter sequence. You can also alter the magic that makes up the place or place at any time. The muggle construct disappears when it drops to 0 hit points or when the spell ends. It disappears when the spell ends, if any. To learn the location of a muggle construct: • When you cast the spell, you can change its size, shape, coloration, and its intelligence, along with its rings, attires, and other properties. The size, shape, and elemental properties of its rings and attires don’t change, as do its general properties and its unique magic. • When you cast the spell, you can affect only one creature or object, or a Small or larger object. The construct can’t take reactions, which makes it vulnerable to cold damage. If you cast this spell on the same creature or object every day for the next 7 days, the spell disappears. Abjuration

Marm's Offering

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You offer protection from darkness to a creature who falls within range. For the duration, the creature’s weapon has AC 16 and attack rolls of 20, and it has advantage on attack rolls against creatures within 30 feet of it. If you deliver a healing spell to the creature, it has advantage on any saving throw. If you deliver a spell to a creature who fails its saving throw, that creature must immediately use its reaction to regain control of the spell. Abjuration

Marm's Scepter

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell causes simple matter to erupt from a point of your choice within range, forming a globe or a sphere at that point that lasts until the end of your next turn. You can use your action to issue a cryptic command. Choose whether a globe or sphere is visible within range. A globe or globe sphere centered on a point within range is a globe. So a globe that is 3 feet in diameter and 15 feet tall would be a sphere with a wingspan of 120 feet. A globe that is 30 feet long and 25 feet tall would be a sphere with a wingspan of up to 200 feet. When you use a spell of 3rd level or higher to animate a globe, choose one of the following options for its appearance: • Each creature in the globe’s area must make a Constitution saving throw. • A creature makes an Intelligence saving throw against the globe’s magic. A creature succeeds automatically if it is immune to being frightened while within the globe’s area. • Within 30 feet of the globe, a shimmering green light appears. In this light, a creature within 30 feet of the globe can see and hear the globe and is blinded for 1 minute. In addition, a dim light globe, 30 feet in diameter and 30 feet tall, explodes in a 20-foot radius sphere originating from the globe. This spell has no effect if the globe is cast from a spell slot of 6th level or lower. Evocation

Marrow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a ward on a Large or smaller creature you can see within range. The warded creature remains inside the area and dim light for the duration. The warded creature is immune to all damage and can’t become dispelled, desecrated, or otherwise covered under another kind of invisibility. Undead or boggled creatures aren’t affected by the spell. The spell inscribes a text on the target creature’s head that best exemplifies the warded condition, which appears in d20 numbers, up to the extent that the creature can see. You can cast the spell with a 30-foot radius and cast the text for up to four hours without requiring the spell. Completely covering the warded creature with an opaque object might yield a message written within an invisible password. Necromancy

Marrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ward on a creature you can see within range that prevents light, light, or magical darkness within it. Until the spell ends, any creature immune to some of the damage that you cause can cast spells of 6th level or lower as normal. For the duration, light, darkness, or natural light created by this spell are suppressed in the area of the spell. Abjuration

Marrow's Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

With a flick of your wrist, you cause a mote to leap from your lips to strike down a powerful memento or to create a ward within range. One creature that you choose must make a Dexterity saving throw. It takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. The mote’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Abjuration

Marrow's Hideous Laughter

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A mote of mirthful humor springs into existence in your hand. You can gag upon seeing a story or a message, or you can make a sound or a joke and banish the creature as an action. You can’t move the joke or message while it lasts, and it isn’t silenced by you. While the mote is in its creation, you can either: - Make a comedy of the story - Direct the joke or banish it as an action. If the story isn’t about magic or a subject other than your own, you banish the creature as an action. Otherwise, you cast the spell as though it were a joke. - You end the spell early by making a laugh or a crooning sound at the end of each of your turns. Transmutation

Mass Abjuration

Casting Time: 1 action
Range: 30
Duration: Concentration b

Mass Confront

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to intimidate a creature that you can see within range. For the duration, the target doesn’t take actions and automatically takes the Dash action or, if it’s invisible, takes a low Dash check. The target ignores any creature’s senses and instead moves with the creature, mimicking the movements of a human’s or elves‘s weapons and armor. Conjuration

Mass Confusion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You are summoned to a place on the ground that is heavily obscured. You and all creatures within a 60-foot radius sphere centered on that spot must make a Charisma saving throw. Each target must be within 5 feet of you when you cast the spell. Creatures that are invisible when they can’t see are knocked prone. A target that can see no more than 60 feet away from you must succeed on a Wisdom saving throw or take 2d4 psychic damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Mass confusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a general confusion within your immediate surroundings, causing creatures in a 20—foot cone to speak gibberish, flout the weather, and take 14d6 bludgeoning damage. An unwilling creature can make a Wisdom saving throw to escape the confusion, which ends if you use your action on a subsequent turn to do so. While frightened by this spell, a creature must make a Wisdom saving throw or drop whatever it is frightened of at the start of each of its turns. If it succeeds, this spell ends for it. Conjuration

Mass Cure Light Wounds

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wave of healing energy is whittled away at a creature that you can see within range. The target must make a Constitution saving throw. It takes 1d12 force damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the target’s hit points below 1. If the target fails its save, it has disadvantage on attack rolls and ability checks, and must make a Constitution saving throw at the end of its turn. A successful save ends the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Transmutation

Mass Dismissal

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You pull a nonliving creature that you can see within range in one of the following ways: • If the target is an undead creature, it becomes animated for the spell’s duration • If you target an animated creature, the creature w softens when it reanimates and becomes animated again (creatures, water, trees, etc.) • If you target an undead creature, an undead steed, or a skeleton, the creature becomes animated for the duration and sheds animated steeds for the rest of the duration • If you target an object created by a spell, such as a chandelier, that is not an object created by an activity, such as jog or painting, that creates an object created by a spell, the creature w softens and becomes animated • If you choose a creature type, any creature that the spell’s target spells target undead with becomes animated and causes it to make a Dexterity saving throw. At the end of each of the animating days that a target is animated, the creature rolls a d4 and subtracts the number rolled from the d20 roll. On a successful save, the spell ends for the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Mass Dispel Magic Arrow

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell creates a small shard of acid and impales the target in a magical arrow. The target remains there for the spell’s duration. On a hit, the target takes 1d8 acid damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d8 for each slot level above 3rd. Abjuration

Mass grave

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gravele a body of water that is 1 mile long and 5 miles wide to the northwest and extends for a portion of the length of the earth. The water remains for as long as you are standing within the water and extinguishes any spells that are cast within the area. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast the spell. If you are outdoors in the area, the water has no effect. Conjuration

Mass grave

Casting Time: 1 action
Range: 90 Hours after the creature has been dead for no longer than 300 days, the grave open. The spell ends if a tomb remains dedicated to a god or a symbol of a god or a political party. The grave is made from 10 pounds of marble, 60 inches in diameter and 60 inches deep, and costs 10 pounds each piece. When you cast this spell, you can store your grave within 5 feet of a place you own and animate it from there, provided you have the physical capacity. You can store only one grave at a time. You can shape a tomb to resemble your deity’s tomb, a place whose shape you decide and which creatures you can’t see. The shape of the tomb also determines which weapons and armor you can wield. You can store up to ten grave goods, and you can prepare one grave for each creature you choose within 5 feet of your tomb. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate or animate two additional grave goods for each slot level above 7th.
Duration: Conjuration

Mass grave

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a grave at a location that you can see within range. The grave is an object that has a diameter of 10 feet and is inscribed with the word "Mordenkainen." The grave is unoccupied and unharmed. It is dedicated to your god’s service. It contains your complete game statistics, game statistics about you and any followers you have, as well as any other information you have. The grave also contains a brief summary of what happened during the grave’s restoration. If you cast this spell again, the restoration has already ended. Conjuration

Mass grave

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You open a grave and fill it with clean air and water of your choice that you can see within range. Nothing can happen there. When you cast the spell, you can have one creature grave an additional 5 feet on each side, and you can dismiss this spell as an action. The grave falls into 3 tiers: nonmagical, humanoids, or constructs. A nonmagical creature grave’s interior is warm and damp, and its ground is narrow and difficult terrain. It can‘t be occupied by life, and it can’t be turned into undead or constructs. An undead grave requires 24 hours of fresh air, light clothing, and water, plus some light cooking. When the spell ends, the ground in a grave is cleared and two additional grave r d l e n d s appear, with each grave requiring twice as much fresh air, light clothing, and light water. A single grave is sufficient to hold four humanoids. On each of your turns for the duration, you can spend 4 uses of this spell, and when you do so, you can use your action to attempt to dig a grave using your action to the maximum extent possible. The ground in the same pot becomes impossible to raze under the effects of a giant boulder. A grave dig m o n d s p o r s p o l t m d s p o l t s p o l t h e o u s s p o l t s o m a l i n d s . If you dig a grave, you can’t excavate more than 10 feet above the surface for 24 hours. If you dig a larger grave, you can excavate only 10 feet above the surface. For the duration of the spell, a grave can’t be moved or otherwise disturbed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can dig a grave using up to two levels of your choice. You can dig a single large trench or a section of a trench. Transmutation

Mass Healing Lightning 30

Mass Healing radiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Divine energy radiates from you, distorting and diffusing harmful radiance in its entirety until the spell ends. Any creature in the aura when you cast the spell must succeed on a Constitution saving throw or take 1d8 radiant damage, and no other effects can occur. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Massive Tentacles

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a point you can see within range. You can create an endless array of tiny tentacles

Mass Madness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You target one beast you can see within range with a series of violent, mad words that can be heard 100 feet away. Within the spell, roll a d20 to determine the creature’s madness level. Madness is determined by a wish spell that your god gives you when you cast this spell. When you cast this spell, you can affect one additional beast for each slot you have available. The beasts come into effect when a wish spell is cast, and they do so at their normal hours. The wish spells must be cast when the beasts appear, and they do so at their normal hours. If you cast them before the interval is reached, the spell gives you 1 minute to cast them. After the spell ends, you can use an action to dismiss them. Each target must make a Wisdom saving throw. On a failed save, it falls to the ground and is blinded until the spell ends. On a successful save, it can’t fall and is no longer blinded. A creature that is immune

Mass Madness

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You call forth the spirits of nature and seek their aid in creating a particular phenomenon, such as pouring out of a fountain, pouring out of a cup, pouring out of a hose, pouring out of a hose, pouring out of a bowl, pouring out of a sling, or pouring out of a hose. The illusion lasts for the duration, and it is a magic trick. Choose one of the following effects. The target is magically affected. The target appears in an unoccupied space on the target’s turn. If the target is on the same side as a creature or an object that is resting or resting on it’s side as the target, the target is affected. The creature must succeed on an Intelligence saving throw or be affected by whatever magic effect occurs on it. A Magic Circle ( • , or , for those with a Strength score of 5 or less). The creature is concentrating. The creature can’t cast spells for 1 minute or more after concentrating. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the illusion lasts until dispelled. Transmutation

Mass mutagenic effect

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1

Mass Resurrection

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You return a creature you can see to life. For the duration, the target regains hit points equal to twice the amount of hit points it has when it died. These hit points must be no less than 5 hit points or fewer. A creature must make a Constitution saving throw at the end of its turn to regain hit points. If the target has at least one hit point, it must make a Constitution saving throw at the end of each of its turns before it can be targeted by this spell. If the target falls unconscious, it must make a Constitution saving throw at the start of each of its turns to regain hit points. Necromancy

Mass resurrection

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, you are able to restore up to half your total body weight when you cast this spell. The restored body can’t exceed 30 pounds (24.5 kilograms). The restored body also can’t exceed the weight of any remaining body parts inside it. The spell can

Mass suffocation

Casting Time: 1 action
Range: 1 Hour
Duration: This spell creates a mass of light in a 20-foot sq

uare on the ground. This light radiates shabby, nauseating light in a 30-foot radius centered on the point you choose. For the duration, the spell cast or a subsequent spell that you cast has a 50 percent chance to produce a glowing, pointed finger. If you cast this spell while stunned, deafened, or blinded, your petrified finger blossoms with a low roar into a flammable vat of acid rain that deals 1d4 acid damage to the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Conjuration

Mass teleportation

Casting Time: 1 action
Range: Instantaneous
Duration: You teleport a willing creature you can see within

range. The target must make a teleportation check using your movement. While the target is within 20 feet of you, you can teleport it to another location where you can see it. If you cast this spell using an action, you can target something within 20 feet of you with a successful check teleporting you to a different location than the target’s location. If you cast this spell using a spell slot of 2nd level or higher, the teleportation attempt lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Mastodon Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Throwing a rock at a creature, a beast, or a being, strikes at one of the specified three points on its hit point. For the first time on a target turn, the target takes 4d8 radiant damage and can’t take reactions until the end of its next turn. The target also takes 5d6 fire damage when it enters the spell’s area for the first time on a turn or ends its turn there. The spell also ends for both the target and the target’s friend if it’s within 5 feet of the targeted creature when it deals its attack or cast a spell of its level or higher. Necromancy

Masturbate

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As part of the action used to cast this spell, you can animate or otherwise affect an unwilling creature. Choose any number of corpses on the ground or in containers on the ground. You or a creature you designate who is hostile to you can use an action to make a Strength or Dexterity check against your spell save DC. The creature can reach out toward you to touch the corpse and create a minor restoration spell by using its action to touch it or taking an action that recalls it. The creature’s speed is halved in the instant it leaves the container and can’t cross an unoccupied gateway or access ramp in its immediate vicinity, except by using an action to speak a short song or by spending 1 minute touching the corpse. You can send the creature soaring into the air to strike down creatures, stunning them, or raising it for battle. You can also cause the creature to lash out at your command, launching it at any creature within 30 feet of you that you have sight of in the area. Alternatively, you can cause the creature to lash out and strike twice, instead dealing it a damage type I or II bludgeoning damage. Conjuration

Masturbation

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a ward against magical stomata that are growing larger and more difficult for you to break. Choose a point you can see within range. You cause the stomata to expand in size to accommodate the expanded space. Each stomata includes a password that allows the stomata to communicate with one another, as well as a symbol or a password chosen from among any of the following divinatory elements. The stomata are covered, shifting to accommodate the stomata’s space. The stomata deal damage with attacks made against you. Each time the stomata deals damage to you, you learn one of the following spells of your choice from the following sources: arcane smite, calm the rope, chill the wind, chill the land, divination, or incantation. Illusion

Masturbation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A crackling mist appears on a solid surface within range and lasts for the duration. You can dispel the mist by using a nonmagical spell or a special spell cast on you. When a crackling mist appears, a soft sound emanates from it, originating from a point of your choice within 30 feet of you and echoing through the air. This sound can be heard 30 feet away. If you cast this spell without first casting a nonmagical spell, the sound doesn’t play. The sound is part of a larger cacophony of noises originating from the ground within 30 feet of you. When you cast this spell, you can create either sounds or vapors, giving each creature in that area one of its voicedizations. The vapors aren’t human sounds or other animate objects, but they do have a cacophony with them. Both the vapors and the sounds originate from the ground, provided that you've cleared out the area before. If you cast this spell outdoors, the vapors are audible within 30 feet of you, but they only sound in the area. If you cast this spell over a small area, such as the walls of a castle, creating either a cacophony or a different sound can cause the vapors to disappear instantly. Transmutation

Masturbation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell makes the creation of beautiful illusions a reality. To create a beautiful illusion, make five simple ones. The first is an illusion of a tree trunk. You choose a creature that you can see within range and that fits within a 10-foot cube centered on that creature's head. You manipulate the trunk to create a beautiful shape. You choose a point within range that you can see and that fits within a 20-foot cube. You can manipulate the point no higher than that made by dividing the trunk into two halves, creating a magnificent treehouse or a labyrinthine labyrinthine floor. If you create a magic tree, you can create a miniature magical tree that grows taller and wider in the room where you cast this spell. Your illusions project your image onto the nearest living creature for 1 minute, after which time the image stops working. The image remains in your mind’s memory, so it is impossible to forget. You can create divination images as part of casting this spell. When you do so, you choose one of the images and animate it, so that your magic effect can move the image around in your mind’s mind to create divination images. While you are aware of the divination images created by this spell, you can use your magic to create divination images that don’t require attunement to a weapon or armor. When such divination images are created, they remain visible but no longer animate. The images are neither duplicated nor duplicates of other divination images, because they are created multiple times within a long time. Instead, you can create one divination image of any number you choose, up to its maximum number. Once you do, the image vanishes, and the image is no longer needed for any other purpose. The image is still used to create divination images created by divination spells, and any illusion created by such a divination could remain at the image’s place and identity. Alternatively, you could construct a divination image that doesn’t already exist and that can be used to divination images, such as a divination of protection from death, created by raising the dead. If you create divination images created by a spell, such as a divination of protection from death, that aren’t created by divination spells, you must use the appropriate reduction of the image to create divination images. You can do so as part of casting the spell, which requires the appropriate tools and materials. You can also use an object as a material component, using one of the following methods for each material component you choose: • Solid form to cover interior of container, around base of doors • Solid form to protect interior of container • Solid form to protect containers at base of doors • Solid form to protect containers after foundation is breached to protect containers from fall damage • Solid form to protect walls from fall damage • Solid form to protect ceilings from fall damage This construction can be used as a part of casting a divination image, or it can be made into a seamless part of the spell depending on the material component used. If the material component used for the divination image is made of metal and stone

Masturbation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a bonfire on ground that you can see within range. Until the spell ends, you can also make short ribs and a tail. The ribs and tail are simple appendages made of wood and contain hair bristles that turn into claws. The creation is harmless, and you can hide or attach a mask to it. You can’t use it to uproot plants, or attack. If you do, the creation takes 1 extra foot of movement to move. Otherwise, the space is difficult terrain, and the creature must succeed on a Dexterity saving throw or fall the bonfire. The bonfire has the same power as normal when it is cast, and it functions the same as a torch when it acts as a messenger. You can also make the bonfire turn into a magical circlet, an invisible circlet when it sheds its clothing, or a larger globe with a 30-foot radius. These changes don’t apply to magic items. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Masturbation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature. That creature becomes entombed in mists of smoke until the spell ends. The mist spreads around corners, blocking vision through most of its area. It lasts until the lid is lifted and the smoke dissipates. The smoke is mildewed and becomes difficult terrain until cleared. The smoke persists for 1 minute, after which it becomes thick and difficult terrain until cleared. When a creature moves into the center of the mist, it can repeat the saving throw. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. It leaves behind no physical trace of where it came from, granting it motley of supernatural abilities. The cloud protects against light and darkvision. It lasts until the spell ends and the mist disperses throughout the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Masturbation

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical blast that ripples outward from you creating a cloud of misty white smoke that covers up to 10 feet of ground and moves with it to 50 feet for the duration. The smoke lasts for the duration, but the creature has resistance to bludgeoning, piercing, and slashing damage. When a creature moves into the explosion for the first time on a turn or starts its turn there, it can take the Dash action and move up to 10 feet straightway as a bonus action on its turn to do the same. If a creature would move over the blast or enter a sealed room under the cloud, the creature can make a DC 15 Intelligence check against your spell save DC. On a success, the creature escapes by shedding its clothes and moving in a different direction as described above, or by succeeding on an Intelligence saving throw against arcane mind control, or both. If a misty white smoke emanates from your spell’s target, a creature within 10 feet of the smoke must succeed on a Wisdom saving throw or become blinded until the smoke dissipates. Transmutation

Masturbation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A torch that is composed of small pieces of wood shines brightly in a 60 foot radius centered on a point within range. The glowing piece of wood is imbued with life, granting it a +2 bonus to AC and saving throws. It lasts for the duration or until you use an action to exhale the piece of wood and extinguish the fire. The piece of wood provides fuel for the creature that makes the fire, and it produces bright light in a 60-foot radius. If the piece of wood ignites, bright light spreads across the ground, and a beam of radiance flashes from within the piece of wood to a point within 60 feet of the point you chose. The piece of wood lasts for the duration or until you use an action to put out the flames. You can extinguish the piece of wood with a simple melee spell, an alchemical flame. If you fire a cone of radiance in a 60-foot radius, each creature within it must make a Constitution saving throw. On a failed save, a creature takes 2d10 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. For the duration, blinded creatures are blinded and incapacitated, and their movement is erratic. At the DM’s option, the piece of wood can be restored to an unoccupied space you choose within 30 feet of the burning structure when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Masturbation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to make a gaping wound appear as fine as snow. Until the spell ends, you make the target wither, become diseased, bleed profusely, or become blinded until abjuration ended. The target can make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or it can make a Wisdom saving throw at the end of each of its turns to mend its wounds. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Necromancy

Masturbation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw water from a creature’s mouth and drip it into existence as a ritual, sending a faint shadow across its body and making it appear as a shadowy figure who is floating in the air for the duration. The water then spreads around corners and slowly fills a 60-foot-radius sphere centered on the mouth. A creature can make a Wisdom saving throw to regain control of his or her form. On a successful save, you can use this spell again, subject to the DM having detailed instructions on how to use it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use a bonus action to dismiss the spell with disadvantage, and the spell ends early on any creature that uses its action to do so. Transmutation

Masturbation

Casting Time: 1 action
Range: 90
Duration: 1 minute

A harmless odor spreads from your hands, revealing precious metals and precious gems. The mist fills a 20-foot-radius sphere centered on a point within range and lasts for the duration. Choose one gem from the following types: emerald, emerald green, gondola blue, dolomite green, gondola purple, gondola violet, or violet amber. For the duration, each creature in the area exhales a sweet smelling odor. The ground in the area is difficult terrain. When the smoke fills, creatures can’t take reactions or take any action that would cause them to move, unless they are swimming. Transmutation

Masturbation

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a gateway between two dimensions that is 60 feet wide and 30 feet tall. The gateway is a translucent disk or sphere that is 25 feet long, 5 feet thick, and 5 feet thick at the base, and 5 feet thick at the top. It opens into a wide, flowing, and sometimes mottled, gondola that leads to a large, opaque pit, known as the Abyss. The pit is filled with an odd odor that can be overwhelming. When a creature enters the pit, it takes 3d8 bludgeoning damage and must make a Dexterity saving throw. On a failed save, the creature takes 1d4 acid damage and 3d4 bludgeoning damage, and it must use its reaction to exhale a moderate blast of acid at its target. The pit also contains a small, opaque container that contains a potent antimagic field that blocks incoming damage. When the pit appears, each creature in it must make a Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. In addition, creatures within the pit have advantage on saving throws against its antimagic field. While the pit is filled with acid, the creatures are no longer affected by its spell—they have been incapacitated. It is possible for a creature to survive by drinking from the pit and remaining trapped there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Masturbation

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a minor transmutation of nonmagical fuel within range that can deliver magical flames to creatures of a type you choose as part of casting the spell. For the duration, a creature that enters the spell’s area for the first time on a turn or starts its turn there (including you) must make a Constitution saving throw. On a failed save, it burns for the spell’s duration. Any effect that removes magical fuel from a creature’s area, such as removing magical insulating material from an area of a labyrinth or casting a dispel magic on a pillar, immediately ends this spell. Transmutation

Masturbation

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and infuse it with crippling pain. The target must make a Constitution saving throw. On a failed save, the target takes 14d6 necrotic damage. On a successful save, the spell ends for it, and the spell doesn’t inflict any penalties or reduce the target’s hit points. Until the spell ends, the spell’s damage increases by 1d6, and the spell’s damage increases by 1d10, if you cast it again. Necromancy

Masturbation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A veil of vaporsick away some of the atmosphere around you, forming a sort of fog that protects you from strong light and cold. The fog can cover a 30-foot cube or a 5-foot cube as you choose. For the duration, each creature that you choose must make a Constitution saving throw against a spell of 8th level or lower, and it sheds bright light in a 20 foot radius and dim light for an additional 20 feet. Finally, whenever a creature chooses to become invisible, it takes 14d6 radiant damage, and the fog drifts 5 feet toward the warded area to affect it. Transmutation

MasturbralTouch

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You touch a creature and instantaneously teleport it to your natural plane of existence. For the duration, the target’s home plane grants you telepathic abilities, which grants you the ability to read the thoughts of its creatures. When the target leaves your natural plane for the duration, it returns to its home plane and deals 4d6 psychic damage to all creatures within 30 feet of it and to all nonmagical objects within 30 feet of it. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Matter Break

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you can break up clouds in two for the purpose of casting spell targeting one creature or object within 30 feet of it. To break a cloud, choose two feet of nonmagical thicket or one foot of magical clear air or one inch of pure white lead or one inch of fine silver lead. Each creature in each location within range must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the spell’s damage type, and the lightning strike damage type is the same as that of the lightning strike. Evocation

Matter Break

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one thing and put it into a flurry of blasts of lightning that deal lightning damage equal to 1d4 + your spellcasting ability modifier. If there are no creatures on the ground within 10 feet of you, the thing explodes within 5 feet of you, dealing 1d4 lightning damage to each creature that is within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation

Matter of Attacks

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You raise a raging storm in a location you choose within range. It creates one additional storm on touch with you or causinglem with a touch. If any rings or thorns sprout from the storm, these rings and thorns are quelled. Until the spell ends, you have resistance to one weapon attack against a creature within your reach. A raging storm deals an extra 1d6 thunder damage to each creature that it hits or misses, and the whirlwind spreads around corners. A raging storm doesn’t extinguish shining windows or brighten broken pallets. In addition, when you hit a creature with a raging storm, the whirlwind leaps from the ground and deals 4d6 thunder damage to that creature (no action required). Evocation

Matter of Holding

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You point at one object within range and hold onto it for the duration. The object isn’t magically bound to you but instead has the power to hold onto it for the rest of the duration. While held onto by an object, you have a telepathic link with it as long as the item remains in your possession. The item can be removed by force if it would affect you or harm you or harm another creature. If you do not want the item to remain held by an affected creature, you can force it to be held by another creature. The spell ends for an affected creature if it takes any damage or if the creature that took damage or damaged another creature touches the item or otherwise touches the surface affected by it. Transmutation

Matter of Holding

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A circular cylinder appears on the ground within range, and its space is simple and enclosed to the best of your ability. One creature or object within range of the cylinder is held against the cylinder’s passage. The cylinder can hold as much as four creatures and a mobile fortress, or you can ram the cylinder through a creature’s space, causing it to crush the creature when it enters the cylinder. Once it descends into the cylinder for the first time on a turn or starts its turn there, it can’t leave until it has done so, and it disappears when it does so. The cylinder can also contain up to four creatures. The cylinder doesn’t move or take actions. If the cylinder overlaps an existing solid wall or a ceiling, the planar contrail, or any section of solid wall that overlaps the wall, explodes, and any creature or object takes 2d8 bludgeoning damage and is restrained by the cylinder for the spell’s duration. This spell has no effect if the cylinder is cast in a dome or if its space is square. The restrained creature moves with the cylinder to avoid it. It can make melee attacks and pass forumsy creatures. As an action, it creates a new attack for the current turn, or constructs a new one. On each of your turns for the duration, you can spend 3 use of magic, or spend 1 use of bard's call, to issue a command to a creature that you can see within 60 feet of the cylinder and that can hear you. The creature must succeed on a Wisdom saving throw or be directed to the nearest safe spot. The creature can use an action to inspect the contents of the cylinder and, as part of the action, command a messenger to deliver an important message to its messenger companion. The messenger may offer your command, from anywhere in the cylinder, in a prerecorded and unaltered language that you understand. If you command the cylinder to move to a certain location, make a circle on the ground that is 100 feet on each side, or form a barrier that extends over a creature within the cylinder (creatures that can pass through the barrier are unaffected), the messenger makes this choice for each creature within your reach. Your choice of a location transforms into a sanctuary, a room with an open entrance, or a place with no entrance. A sanctuary requires that each place have at least one dedicated entrance, passage, or gateway, in addition to the nine other locations in the spell. Each place requires at least one place dedicated to another creature. In addition, each sanctuary requires at least one place dedicated to a creature designated by the entity’s most recent interaction with the place or its nearest creature designated by that creature. The spells don’t apply to these locations. A place designated by an entity in this way also exists in the spell’s area or within an area designated by the entity’s most recent interaction with the place. Thus, a place with no dedicated entrance or sanctuary might be free and open for business as long as the place remains dedicated to that entity but no more, perhaps as a symbol of the entity’s dominance over the place. Divination

Matter of Steel

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 mileA 20-foot tall sphere o

f steel—typically iron or steel worth 100 gp—is centered on a point within range. Any weapon or explosive used to create the sphere or its ammunition to the point where it explodes (similar to how a bolt of lightning damages a creature) creates a damage stream extending from the sphere upward toward the point where the blast happens to be located. Each creature in a 20-foot-radius sphere centered on a point within range must succeed on a Strength saving throw or take 2d6 bludgeoning damage whenever a creature within the area hits 5d6 damage from a different weapon or explosive. Conjuration

Matter of Steel

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A mass of churning, thorns-coloured, steel-grey matter appears in a point within range and lasts for the duration. You can use a bonus action to cause the churn to move apart and create a new mass of 5 to 10 metres in length. This new mass is light, stone, or iron and can hold up to ten creatures or one rock. If you choose a point within 120 metres of a point you choose before this spell ends, the churn forms within 5 metres of it and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause a churn to deal 1d4 psychic damage to a creature or object within range. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Matter of Steel

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You create a tamed, warlike group of natural stone giants, known as the Thunderclaws. Choose any number of natural stone giants you can see within range, and you create one Huge or smaller beast or plant with a 5-foot radius and a Strength of 5 or smaller. The beast has the statistics of the chosen beast, though it lacks the Strength to carry or attack. Each beast has 10 hit points; none have been reduced by this spell. The beast can’t attack or take reactions. Until the spell ends, whenever you

Matter of Unlife

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the cast of this spell, an undead creature that has hit points equal to 1d4 + your spellcasting ability scores a hit point. The creature dies, and spells and other magical effects hold it back from gaining hit points. Whenever an affected creature drops to 0 hit points, it frees itself by throwing a random volume of oaks and crackles in your hand. Abjuration

Matter-O-Meter

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You issue one of the following 1d6 thunderclaps to a creature that you can see within range. The target can make the Dash action, then make a Constitution saving throw. On a success, the target can then make the Dash action again. The Dash action has no effect on the target, although it can move the target up to 30 feet in any direction, up to 10 feet in any direction. The target can then make the Dash action again. The Dash action has no effect on the target, although it can move the target up to 30 feet in any direction, or up to 10 feet in any direction. Conjuration

Maw of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a creature you touch and cause it to become undead. The target must make a Constitution saving throw. On a failed save, the target is no longer undead. The target is no longer visible. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 3rd. Transmutation

Maw of the Deep

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You project a shadowy force into the deepest parts of the deep to deliver a crushing blow. The target must make a Strength saving throw, taking 7d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The target can’t be targeted by this spell, and it is blocked from accessing the deepest parts of the deep. The target’s movement is erratic, and it can’t move beyond the first opportunity it takes to strike out. The target’s speed drops to 0 feet per round it takes you this turn. Necromancy

Maximilian’s ability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature worth at least 1,000 gp. Until the spell ends, each creature you touch costs nothing. If you have the ability, you can use it to commit any of your actions, as long as it is not negated by anything. If you don't have the ability yet, you can use it as an action to target another creature. You can target one additional creature for each slot level above 2nd. If you don't have the ability yet, you can target one additional creature for each slot level above 1st. Abjuration

Maximilian’s Earthen Armor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to ward off attacks of your choice that can affect up to five creatures or an area, including those of a kind that you perceive or know. When you cast the spell, choose one or both of the following damage types: acid, cold, fire, lightning, and thunder. ( You can use your action to make a melee spell attack with one attack of your choice against a target that you can see within range. On a hit, the target takes 4d10 damage of the chosen type.) Poison. You choose poison to make an area of acid, a poisonous plant to make a poisonous forest to make an inapparent structure. Choose one of the following effects at random. On a hit, the target takes poison if it’s on the ground, or the poison die if it’s in the air. Acid. You choose acid to make an area of acid, a poisonous tree to make a poisonous forest to make an inapparent structure. Cold. You choose fire to make an area of cold, fire to make a molten hill, and then another area of acid or a gas that isn’t poisonous. If a creature is holding the object you are holding, that creature must succeed on a Strength saving throw or become frightened of you until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Green. You choose acid for making an area of acid, a poisonous tree for making a poisonous forest, and then another area of acid, fire for making a poisonous tree, if any. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A frightened creature can use its action to make a Constitution saving throw at the end of each of its turns. On a successful save, the creature isn’t frightened. green dragon bones. You choose bones to make up a dragon’s talons, and you choose any other kind of weapon that can be attached to the talon. Blue. You choose acid for making an area of acid, acid for making up a b j altar, and acid for making a chamber, if any. You choose acid for making a fountain, or acid for making

Maximilian’s Eerie Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A string of unlikely winds howls down to your side, summoning fey, demons, and other beasts of burden as you head for the nearest unoccupied space. Completely windmilled and undergrowth overlooking a grassy plain remains unoccupied for the duration. While in this spell’s area, you have a telepathic link with up to three other creatures as long as the two of you are outdoors. Additionally, fey, demons, and beasts can be found roasting in the open fields outdoors throughout the spell’s duration. Abjuration

Maximilian's Floating Disk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You can find floating, translucent remains of water within range. The remains of dead creatures, magic items, or magical effects are lost or hidden until the spell ends. You can use your action to fetch whatever remains from the bottom part of the bottom half an inch deep. The remains can be found in an unoccupied space within 30 feet of the surface. Reducing a portion of volume into soft stone or another mineral mineral (such as iron or lead) until the spell ends, or attempting to find a whole volume of soft stone or another mineral by pouring the whole volume into a vial. Divination

Maximilian's Hideous Laughter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You turn any creature that you can see within range on the ground in a circle that you can see within range. Until the spell ends, the creature can’t be harmed except by verbal communication with a creature other than you. Any creature that has an Intelligence score of at least 1 is targeted by this spell. Evocation

Maximilian's Irrestistible Dance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

An immobile, intangible string of magical darts springs into existence in an unoccupied space of your choice that you can see within range. The dart lingers in the air for the duration or until you dismiss it as an action. Any creature that ends its turn within 10 feet of the location where the dart enters must make a Wisdom saving throw. On a failed save

Maximilian’s Minute Meteors

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create

Maximilian’s next turn

Casting Time: 1 action
Range: Until the spell ends, at the start of your next turn you gain advantage on any Wisdom (Perception) or Wisdom (Survival) saving throws by you making against their triggering attacks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Each creature must make an Intelligence saving throw. On a failed save, a creature awakens from its slumber to find that it is surrounded by magical force. Until the spell ends, you can use a bonus action on each of your turns to mentally command the creatures you animate or create with this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Duration: Transmutation

Maximilian's Scepticism

Casting Time: 1 action
Range: 5
Duration: 1 minute

You project an immaculate mace onto up to three willing creatures of your choice within range. The targets are both familiar and cursed. Once per turn, whenever a target is affected, the target can reply by casting this spell without spending its movement or concentrating. The target can make a Wisdom saving throw. On a successful save, it becomes immune to this effect until the end of your next turn. This spell's effect and the duration remain the same, though you can cause the creature to make a Wisdom saving throw. The target can repeat the spell if it wishes. Transmutation

Maximilian’s Senses

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose one object that isn’t being worn or carried or possessed by another creature. You ignore the target if it isn’t worn, carried, or possessed by another creature. You can use a bonus action to make an attack with the item, which attackat DC is equal to 10 + the spell’s level. If the attack hits, the target is restrained. When this ends, the object’s power and statistics are lost. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Maximilian’s sigil

Casting Time: 1 action
Range: 1 minute
Duration: You use a potent, invisible, poisonous energy to s

hape an illusory copy of a different creature’s calling, appearing in front of it and challenging it to a contest. The creature must succeed on a Wisdom saving throw or die by the start of your next turn. If it succeeds on a saving throw, you then make the attempt for the duration. The summoned creature is friendly to you and your companions. If it dies before the spell ends, the summoned creature is no longer friendly to you and its companions. The summoned creature obeys your commands, and as such, it can Ordinarily Use all of Your Chant Steps You could normally use to enter the summoned form. You might arrive too early, or earlyíss full duration interrupted. Regardless of the reason, you do your best to occupy the space until the spell ends. Until then, you use any and all means at your disposal to call the summoned creature. Some forms of teleportation, such as use of water or air, automatically yield you the control you chose, while others, such as by pulling yourself up to twelve stories of height, canº�t extend their legs in this way. You can use your action to control the wind in a 15-foot cube that is up to 90 feet wide. In addition, you create a 15-foot cube on each side of the barrier, with the wall nearest the plane you're on. The wall is invisible to creatures up to 150 feet away. Any creature in the area when you cast the spell must make a Strength saving throw. On a successful save, the wall disappears, and the spell ends early. On a failed save, the wall appears, and the spell ends at the start of your next turn. As the spell ends, you gain the control you described with this spell again. You can have only one summoned creature at a time. If you lose this ability, the summoned creature reappears in the space you designated, and the spell ends early. If you gain control of this way again, the summoned creature disappears from the plane you occupied until the spell ends. Conjuration

Maximilian’s Sympathetic Insect

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You send a friendly hummingbird, an Aspergillus,bathed in milky green matter, to the brink of complete destruction. The spell ends when you dismiss it as an action. The target bee is Medium size, and it has an average flying speed of 120 feet. The spell’s damage increases by 1d10 when you reach 5th level (8th level), 11th level (13th level), and 17th level (24th level). Necromancy

Maximilian’s Telepathic Bond

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You forge a telepathic link between a willing creature you touch and another creature for the duration. Until the spell ends, the creature can only be contacted by one telepathic link per living creature, or through a magical link that youketches your location. A creature that speaks a telepathically harmful telepathic message can make a Wisdom saving throw. On a success, the creature is no longer able to be contacted by you. Divination

Maximilian's Training

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You learn the physical foundations of a new race of bipedal bearded beasts, the Bear and Owl. Choose one of the following possible outcomes for each bo to pursue: • One beast of challenge rating 2 or lower • Two beasts of challenge rating 1 or lower • Four beasts of challenge rating 1/2 or lower • Eight beasts of challenge rating 1/4 or lower Each bo finishes what it started in its challenge (or, if you choose, completes its task in a random order). At Higher Levels. When you cast this spell with a 7th-level spell slot, the duration is concentration, up to 8 hours. When you spend concentration with a spell slot of 2nd level or higher, the duration increases to concentration with a 7th-level spell slot, up to 1 hour. Transmutation

Maximilian's Warmonger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You enter Maximilian's Warmongering prison cell. An extradimensional prison enclosed by a ward of celestials. You and all those created by the spell are entombed within the cell. As a bonus action, you can move the ward up to 60 feet to the opposite side. Conjuration

Maximilian’s Weapon

Casting Time: 1 action
Range: 15
Duration: Minor

You pull the trigger on an attack of your choice using your action. The target must make a melee attack with an attack weapon using the chosen weapon(s) or two of the weapon’s type. On a failed save, the target takes 2d6 piercing damage. Until the spell ends, the weapon also deals an extra 1d6 piercing damage to you if it isn’t the target of this attack. At Higher Levels. When you cast this spell with a 7th-level spell slot, the amount of time that passes between attacks triggers a bonus action, not a bonus action, for each slot level above 6th. Conjuration

Maximilian Walker

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You draw in and hold onto a Large or smaller demon or humanoid, either as a bonus action on its turn or as a bonus action during its turn. If the demon’s body language indicates that it is running late, the demon sends the young human toward the top of the general area. If the prison conditions at the time you cast the spell are moderate to severe (such as being a zombie confined to a cage), you instantly gain access to and occupy the area. If you fire a round or more powerful weapon at the target, it takes fire damage equal to 1d6 + your spellcasting ability modifier. If you use a melee attack on the target to attack a creature, that creature must make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Maximilian Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Healing, or a blast of strong wind disperses him in a 30 foot radius, centered on a point within range. For the duration, any creature immune to being charmed is also healed of its wounds. Necromancy

Maximilian Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You ward one humanoid who you can see within range against attack. Until the spell ends, a friendly creature can’t be affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to attempt to ward the creature. If a creature attempts to flee, you either ward or attempt to ward the creature from another creature. If you ward

Maximilien's Floating Disk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a horizontal plane of force in space that floats 5 feet above the ground. The disk remains for as long as you concentrate, and can hold up to 500 pounds. When fully extended, the illusion increases in size by 5 feet. As the illusion grows larger, it becomes larger and more detailed; for example, the illusion moves from circle to circle in size. The disk can be a vertical or horizontal plane, though it can’t occupy a fixed spot. It can rotate around 180° around every 60 minutes. To keep the illusion up to date with space travel, you can use an animation of the illusion (see the animated version below) against the current plane. At the end of each of the 10-minute intervals, you can switch between animating the illusion and reality by using an alchemical spell or by employing the illusionist. The illusionist can animate only one creature at a time. If you maintain your concentration on the spell, the illusion continues to expand and change form as you use it. At any time, the illusionist can further refine the illusion so that it functions as though it were real. For example, the illusionist can move the disk so that the image it creates is directly visible. Divination

Maze blocking

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You attempt to block a creature that you can see within range. The target must succeed on a Wisdom saving throw or be obscured by fog for the duration. If the barrier is removed from the target, its sight is blocked by the barrier. If the barrier is created outside the spell’s area, fog (20 feet or 30 feet wide) remains, and creatures and objects are blocked in the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Enchantment

Maze effect

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You sense the presence of an extra-dimensional structure that allows up to eight willing creatures you can see to see in an unoccupied space. A willing creature must be within 10 feet of you when you cast the spell, and you can communicate with the creature by using its senses. You can see through illusions as if you w ere there. In addition, as an action, you can temporarily dismiss this spell. The creature’s senses are vented beyond the scope of this spell. You can’t see through an ikedanege or by any means manipulate an ated creature. If you cast this spell while you already have a ited creature created by another spell of 8th level or higher, the undead created by this spell are unaffected. Whether you hit or miss, each creature on the target takes 1d6 lightning damage. If the target is killed by this damage, this spell ends. Enchantment

Maze for 5 minutes You take 5d4 shadowy images of an area within

Maze invisibility and blindsight

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create an illusion that appears as a translucent barrier between two points you choose within range. The barrier, or iza, appears like a circle on the ground or on a floor. Until the spell ends, you can use your action to move the iza up or down as you would move a solid object, provided that it is free of any visible metal or stone. When the barrier appears, any creature within its area, other than you, is blinded for 1 minute. Additionally, when you cast the spell on a creature blinded by this spell, you can make a ranged spell attack with the iza. The attack deals an extra 1d6 force damage to the creature, and the creature’s movement is slowed for 1 minute. If a creature fails its saving throw against the iza, the creature is deafened for 1 minute. At Higher Levels. When you cast this spell as an action, you can choose to cause the barrier to shimmer like a leaf. While the barrier is shimmering, you can use your action to conjure a new miry to

Maze of Abi-tuul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A nonmagical place or area appears and functions as described for the spell. The area is up to 100 feet on each side and is a completely different place or area than the one you cast. It has a 20 percent chance to be illuminated by light, a 25 percent chance to illuminate an invisible or invisible passage or object, and a 25 percent chance to illuminate an area of fog. When the spell ends, any creatures that could be affected by the spell remain in the fog or appear near or within the illuminated area. Transmutation

Maze of Abraxas

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a fog or misty world on ground that is 60 feet square, 10 feet high, and 10 feet thick. The globe you create is a sphere of opaque liquid that remains for the duration. While the globe remains within 30 feet of a creature, it instantly obscures the light and prevents vision (for 30 days). The globe floats in the air, which makes it difficult for creatures to pass through it. When you cast this spell and at the start of each of its turns thereafter you can affect any creature or object within 30 feet of it with a mind touch attack, it becomes charmed, it gains the ability to speak a language that is native to that creature or object, it makes a Wisdom (Perception) check against your spell save DC, and it strikes the fog off itself. The fog spreads around corners and obscures doors, windows, and other openings. When the fog reaches its maximum height, a cone of bright light in each 50 foot radius emanates from the fog over 50 creatures of your choice from within that closest unoccupied space. If the cone strikes any creature within its area, it flashes a tiny hex in its area. At the end of each of its turns, a creature that w as charmed by the fog stumbles and becomes frightened of you until the fog has ended. Transmutation

Maze of Abundance

Casting Time: 1 action
Range: 120
Duration: 1 minute

You conjure a place within range that is infused with nature's magic. There is no limit to how many creatures you can conjure, but you must be on the move when you make a casting. Creatures are affected more than once by the infused place’s magic. Creatures are affected by more than one place you have visited, expunged from reality, or moved to another location where their current location is impossible. The infused place activates only when the spell ends, and an explosion occurs when the spell ends, dealing 150 bludgeoning damage to any creature that remains affected. Evocation

Maze of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You open a gateway to the dark between the stars that is a stunning 7 feet wide and 10 feet tall, allowing a creature of Medium or smaller to perceive the forms of mortal enemies that inhabit the visible spectrum. This spell has no effect on undead or constructs. Necromancy

Maze of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You close a door or window and recall the pastimes of at least one creature of your choice that you can see within range. Such a creature is a horselord, a horselord of mortality, or a horselord of decay. The horselord looks like a creature’s head, and the creature must make a Wisdom saving throw. On a failed save, the horselord is killed instantly and floats toward you in a random direction. A creature that dons the horselord carries with it a piece of the horselord that contains a textured message that reads, in part, as written:Maelkorn, the Dread Enchanter. This text contains a message of terrible dread, inscribed with a curse that harms novices of your kind. The dread messenger appears at each oar, awakens a sleeping creature, and then dies. While the messenger is in existence, the target assumes the form of a willing creature and is affected by its actions for the duration of the spell. The target also gains the benefits of bardic memories, darkvision, and the power to communicate with other creatures through words and sounds. When the spell ends

Maze of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a mists of fog or mist in a 30—foot-radius, 40-foot-high cylinder centered on a point within range. The fog obscures any visible or perceived creatures or objects visible, and the mist spreads along ground, as well as on ceilings, surfaces, and doors. For the duration, creatures and objects can’t see or hear anything, and fog is invisible to detection. Any creature that can see within 30 feet of the point where the fog spreads is blinded and deafened for 1 minute. Any creature that can’t see or hear anything is subjected to the spell's petrified condition for 1 minute. Abjuration

Maze of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical object that you can see within range falls from the sky and explodes in a 20-footradius sphere centered on a point within range. The sphere spreads around corners. Each creature within 10 feet of the point must make a Constitution saving throw. On a failed save, a creature takes 3d8 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The spell ends for a creature that fails its save against magic us. Necromancy

Maze of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a fiend within range to appear in an unoccupied space that you can see within range. The target must succeed on a Wisdom saving throw or be targeted by the fiend. When the spell ends, the target realizes that you chose a space for the spell’s duration, and it must make a Wisdom saving throw. On a successful save, the spell ends. The target realizes that you used the space for the spell’s duration, and it can’t be charmed, frightened, or possessed by the fiend. You can target the target again only to have it fall prone in a random location the spell ends. You can place up to twenty-five identical creatures or one duplicate beast within the spell’s space. Once a month, the spell ends. At the end of each of the target’s turns, it must succeed on a Wisdom saving throw or take 4 d10 psychic damage, and it must again try to save against this damage on a subsequent turn. This spell has no effect on undead. Necromancy

Maze of Death

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You position a being of dread death within range, summoning it from the shadows of unknown horizons to fight for you, shedding darkvision and darkvision out to an angle of your choice that you choose that mitigates the effect of the image

Maze of Death

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A mote of smoke fills the air within range and ignites one creature or object that you can see within range. Each creature in a 30-foot cube where the smoke is present must make a Wisdom saving throw. On a failed save, a creature takes 12d8 necrotic damage, or half as much damage on a successful save. The smoke ignites flammable objects that aren’t being worn or carried and that have been damaged or worn-out entirely. The smoke then spreads out across the ground and over solid surfaces, causing acid, cold, shame, and bludgeoning, piercing, and slashing damage to be inflicted on each creature within 5 feet of the mote. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Maze of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates an illusory, spectral, or fiendish dome in a location you select within range. The dome is visible from up to 100 feet away and lasts for the duration. Once created, the dome obscures its location, at least for the duration. The dome is an opaque, misty cloud that spreads around corners and rises to a height of 300 feet above the ground. The dome is visible from up to 300 feet away. It lasts for the duration. While the dome is in the spell’s area, you can’t see anything within 300 feet of it. When you cast the spell, you can use your action to move the dome so it remains at least 1 foot above the ground. You can use a bonus action to cause the dome to move up or down in any direction you choose. As an action, you can cause the dome float up to 30 feet in any direction. The dome floats and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the end of your next turn, you can move the dome as far as you can from you in any direction you choose. Divination

Maze of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place a curse on a creature that you can see within range. Until the spell ends, a creature with truesight can still hear the creature and can identify the precise location of spells and other magical effects. The spell summons the dead creatures and then curses them for casting a spell on the target. Starting with the creature that is currently dead, you can target a random creature as an attack or cast a spell on a creature that has a truesight. Targeting a creature that has no truesight as a challenge rating of 3 or lower is a challenge rating attempt that succeeds. If you target a creature with a truesight, it has advantage on the attack roll and a saving throw, and the creature is excluded from the affected creatures actions and is stunned. Enchantment

Maze of Death

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a mirage within range that looks like the corpses of fallen soldiers, offering them a chance to regain life. If the creature drops to 0 hit points before this spell ends, it instead takes 10d6 d10 mortal wounds and 10d6 acid damage. The illusion lasts for the spell’s duration, or until you use an action to shake the mist to a shake. It lasts for the duration or until someone uses an attack on it to shatter it. Abjuration

Maze of Death

Casting Time: 1 action
Range: Touch
Duration: 4 hours

This spell illuminates the horrors that lurk beneath the deepest reaches of the Material Plane. Each creature other than you within 30 feet of any one point you choose within range must succeed on a Wisdom saving throw or take 5d8 necrotic damage and be frightened for the spell’s duration. Additionally, a willing creature that succeeds on its saving throw is frightened of the spell for 6 hours. On a successful save, the frightened creature can move to a safe spot within 30 feet of the location where the spell’s spell occurs, expropriate a corpse, and move the corpse to another safe spot until the spell ends. The corpse, worn or otherwise

Maze of Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range and that is stunned or frightened. The target must make a Wisdom saving throw. On a successful save, the target takes 3d8 necrotic damage and is stunned for the spell’s duration. On a failed save, the target takes only 1d8 necrotic damage and is stunned for the spell’s duration. A creature can’t be charmed or frightened by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the first time you target undead or constructs, the target is stunned. Divination

Maze of Dissonant Apparition

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An illusory image appears within range of a creature of your choice within range. The illusory image spreads around corners, obscuring physical and verbal details of the creature. The image can be distracting or terrifying. To a creature affected by the illusion, the illusory image appears ominous and terrifying. For the duration, the image creates a disturbing vision of the creature and the physical and mental conditions that it underlies. It might even warn the creature of a danger ahead. The image lingers in the creature’s space for the duration, so it can prepare its own vision. Whenever a creature (including you) hits a new mark or enters a new range or enters a previously unoccupied space that the illusory image lives inside, the image illuminates in bright light within 10 feet of it for the duration. Asking the illusory image to join your magical illusions might trigger an attack triggered by an illusion spell known to you. If the illusory image fails to join your magical illusions, the illusion becomes a magical illusion for the duration. Finally, the illusory image is difficult terrain for your enemies. The image obscures an area of difficult terrain composed of up to 5 feet

Maze of Doom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create an invisible, impenetrable dome of blackness that hovers in the air for the duration. Any creature that ends its turn within 60 feet of the dome must make a Charisma saving throw. On a failed save, it can’t move or attack you. The dome extends from you and sheds bright light in a 5-foot radius, making it a hazard for enemies within 5 feet of it. Any creature that ends its turn within 60 feet of the dome must make a Wisdom saving throw. On a failed save, a creature can’t use its action to move or attack you until the spell ends. The dome’s perimeter is lightly obscured; creatures that can see the dome and are within 5 feet of it can see little more than a faint illusion. When the spell ends, the fog spreads, and creatures w ere blinded by the dome’s obscuring qualities move through it. Abjuration

Maze of Doom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to frighten, crush, or otherwise damage a creature that you can see within range. The target must make a Wisdom saving throw, which is modified by how well you know the target state. If you hit the target, it takes 1d8 bludgeoning damage, and then the spell ends. If the target is undead, it must make a Constitution saving throw. If it isn’t, it simply can’t move. If the target is alive and hostile to you, you ram it to the ground in an unoccupied space that you can see within 60 feet of the space you used for the spell’s area. If the

Maze of Doom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a somber, shadowy labyrinthine environment in a 20-foot-radius sphere centered on a point within range. The area is 1 mile square and consists of a square dome and a line crossing it, along with a trench extending from the trench into the interior. The trench extends downward from the trench and is 5 feet deep. Any creature entering the area after the trench extends downward must make a Dexterity saving throw. On a failed save, the creature takes 5d8 necrotic damage and is blinded until the spell ends. The labyrinthine environment can’t be completely destroyed. If any creature enters the area while blinded by this spell, the creature is compelled to move out of the area or be destroyed. Enchantment

Maze of Doom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of blackness centered on a point of your choice within range. The sphere remains for the duration or until you use an action to dismiss the sphere. Until the spell ends, you can use your action to move the sphere up to 30 feet in any direction along the ground, up to 20 feet in each direction along the ground, or down to the location of a point of your choice within range. When you make a ranged spell attack during the spell’s duration, you can target one additional creature for each target. The spheres damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Maze of Doom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 20-foot-radius sphere of blackness centered on a point you can see within range. For the duration, each creature in the sphere (including you and any that are immune to causing disease) has disadvantage on attack rolls against anyone within that radius. Each of the creatures in the sphere has advantage on attack rolls against you until the spell ends. At the start of each of the spheres active levels and levels, you can affect one additional creature for each sphere. When that creature appears, it rounds down to the number of creatures it can affect, picking its level as a rule of thumb and choosing which creature it affects. If a creature is affected by a creature fault, that creature must succeed on a Constitution saving throw or be affected by this spell for its total of benefits become 1, and the spell ends. When the sphere‘s levels last, a creature affected by the sphere could commit a malpractice action to break its spell. It could be as simple as casting a wish spell, sending an orb of fire at one creature affected by the sphere, or summoning lightning bolt at the wisest wizard in your area. Each creature affected by this spell must make a Wisdom saving throw. On a failed save, the creature lashes out at its closest available weapon at the start of each of its turns, then deals 4d6 lightning damage to the wisest creature, who can’t be targeted by the spell. On a successful save, the creature lashes out again at the DM, dealing 2d6 lightning damage to the wisest creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 2d6. When you use a spell slot of 8th level or higher, the damage increases to 3d6. Conjuration

Maze of Doom Concentration, if the target is being destroyed and is carried up to 10 feet away from a creature of the target’s choice within range, the creature’s damage bonus increases by 1 for each mile it moves. The creature has advantage on Intelligence checks. When a creature of its choice is engulfed in the flames, the flames erupt from it. The creature can use its action to cause them to fall into flames that are engulfed in flames. As a bonus action, the creature can use its action to keep the flames in its path. It can make a Dexterity saving throw. On a success, the creature is engulfed in flames that are engulfed in flames that can’t be filled with smoke. The flame spreads from the nearest point of

Maze of Madness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical room within range that lasts for the duration. You can occupy the space you cast this spell up to 1 hour. When you cast the spell, you are looking at three images of one creature or object and must use your Intelligence modifier, not the creature’s Intelligence modifier, to see which image is of a creature. Thus you can see a minotaur or a giant

Maze of Madness

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You set yourself on the battlefield and attempt to manipulate the thoughts of as many creatures and creatures as you can fit within a 30-foot cube within range. Each creature you choose within that area must make a Wisdom saving throw; a creature is affected only by one saving throw of its choice automatically. If the creature fails its save, it is affected by the spell for its entire turn. While affected by this spell,

Maze of Madness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a 60-foot-radius sphere of shadowy darkness on a point you choose within range. The sphere spreads around corners. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 1d4 necrotic damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Maze of Mazz (or, more accurately, of the Fiery Furnace)

Casting Time: 1 action
Range: 100
Duration: Enchantment For 3 days, the target must succeed on

a Wisdom saving throw or be charmed by an unseen creature. At Higher Levels. If the target is under the effects of a spell that isn’t a spirit, such as a spirit that you cast, you can use your action to teleport it. Alternatively, you can keep the target out of harm's way by using its speed. Once you teleport a target that you can see within range to another location, the target disappears. You can maintain the target in place until you have cast this spell again. Transmutation

Maze of Sickness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot-radius sphere of dark energy that lasts for the duration. The area of the sphere is difficult terrain and is difficult to difficult terrain without moving objects within it. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 10d6 psychic damage, and the sphere reverts to being a sphere. Each time an object enters the sphere or falls from it, the object is affected. A successful save halves the damage. One piece of magical inscrutable power remains. Illusion

Maze of stars

Casting Time: 1 action
Range: Self (60 feet)
Duration: 10 minutes

This spell captures images of the moment for up to 10 creatures of your choice that you can see within 60 feet of you and that can see into a certain part of the sky at the target vantage point. You can image a celestial, a fey, a fey giant, a fey demon, a fiend, a necromancer, or a fiend (your choice) in ascending order of brightness. If you target a celestial, a fey, or a fiend (your choice

Maze of Stone and Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A crackling, magical, and sometimes poisonous gas fills a 60-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Nonmagical stone, earth, or solid matter in the area that was created by an attack or spell (such as a spell slot door or a slot slot bombarding wall) becomes an extradimensional aberration with a 10-foot radius. This spell disappears when the gas completely fills its area. The gas

Maze of Stone elementals

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a 5-foot-diameter, 10-foot-high pit on the ground within range. You can lead a group of 5 people of standing height or smaller who share the same height into a cave or a chamber on the ground. The cave or chamber is 3 feet deep and can be as small as a 10 foot cube or as large as a 30 foot cube. Any creature entering the chamber must make a Strength saving throw. On a failed save, a creature can’t move or speak while inside it. In addition, a creature inside the chamber is blinded and deafened for 1 minute, after which the creature can’t cast any spell and can only understand one language of your choice. The creature remains blinded and deafened until the spell ends or the pit erupts. It has disadvantage on attack rolls against creatures or objects on the ground or on attacks by other creatures (creatures or objects being driven by loose creatures or magical liquids, for example). Transmutation

Maze of the Moon

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a dark circle in the sky in front of you and appear in it to the closest creature you can see. The circle is 100 feet in diameter and 5 feet tall. The circle has a diameter of 60 feet. A creature can pass through the circle at will. When you cast this spell using a spell slot of 14th level or higher, the circle lasts until the spell ends. When the circle is worn or worn on the goblet or on the body of a creature, it remains for the duration. Evocation

Maze of Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a point on the ground that you can see, such as a grove of trees, that fits within an area you can see. A mote of shadow appears and falls in a 5-foot square on that point. It can be up to 5 feet on each side. In any direction. You can use a bonus action to move the enclosed area as a whole. Each creature in the area must make a Constitution saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. Conjuration

Maze of Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a swirling mist over any number of willing creatures of your choice that you can see within range. The creatures must succeed on a Wisdom saving throw or be brought to the top of an impossible cliff face with shadow steps. Each target must then make a Strength saving throw. On a failed save, a target takes 8d8 bludgeoning damage and isn’t restrained for the spell’s duration. A creature restrained by this spell must first succeed on a Strength saving throw or become charmed for the duration. If a creature has an Intelligence score of 5 or less, it is charmed for the duration. The charmed creature can use its action to make a Strength or Dexterity check. If it succeeds, the creature is no longer charmed and is freed from restraint. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 6th. Evocation

Maze of Wind

Casting Time: 1 action
Range: S or M6
Duration: 10 minutes

Choose one creature you can see within range. Wind m winds of any sort (at least 10 miles per hour) blow in a 60-foot-radius, 40-foot-high cylinder centered on that creature or in the direction you choose. Any creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 10d4 bludgeoning damage and is frightened for the spell’s duration. The wind has the power to cause the w hoop to move, creating a horizontal takeoff and a vertical jump that lasts for the spell’s duration. Each creature in the gustowed or hovering state must make a DC 15 Constitution saving throw. A creature automatically succeeds on the save if it is enclosed by the gust. On a successful save, the creature is restrained, and its speed is restored but it suffers from no fixed speed. At the end of each of its turns, the restrained creature can repeat the saving throw. A creature restrained by the whirlwind takes 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd. Evocation

Maze or Hide

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You place a small creature that you can see within range within range that you can see. The target must make a Wisdom saving throw. It takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. The target can’t be targeted again until the spell ends. You can also make the target immune to this ability for each slot level above 1st. Evocation

Maze spell

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create another illusion of a place within range in order to warn creatures or to warn off intruders. You might create a labyrinth, a portal, a secluded courtyard, or even a temple. A temple might be dedicated to a god (the material manifestation of which is determined by the DM) or to a group of heroes known as guardians. You might designate a sanctuary in which up to ten willing creatures can dwell, or a secret passage that allows up to four strangers. If you create a temple or secret passage, you can designate rites and shrines within the temple or passage, as well as the location of hidden doors and chambers. Under no circumstances can you enter a hidden temple, secret passage, or secret passage open to the general public. You can summon a spectral servant, though you must use an action to do so. summoned spectral servant (1 action) Con

Medium

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch an unwilling creature or a creature that is already dead. The target’s soul takes on a different form as you take effect. While this spell lasts, you can use a bonus action on each of your turns to alter the target’s personality to make the new form. The changes last for 1 minute. While the change has you, you can’t have more than 1 friendly creature affect you or take actions that don’t affect it, and you can see into the target’s past as if you were in the target’s present. When the spell finishes, the target has the same characteristics as the new version. If the spell has no effect on you, it instantly returns to its original form. Transmutation

Meguard

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Concentration, up to 10 minutes A magical force springs into existence, granting it greater control over a creature, such as the target. The force creates a barrier of magical energy around the target to prevent the target from being moved, or else it disappears and the target falls to the ground. The target regains hit points equal to 4d6 + 10 + your spellcasting ability modifier. Evocation

Mekanism

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

By means of this spell you make a particular kind of magic. When you cast this spell, you might grant a creature a particular form or form of magic. The result is the following statistics: • You make a magic item for the target; if you don’t have an object that can make such an item, you might also need to make an item for a creature or a creature of a creature type other than Tiny or smaller • You create something magical; if you create a ring, a jewel, a treasure chest, or a greater being that extends out to space and destroys other magic items created by the same spell, this spell might also fail to protect you from destruction • You create an object or service with an aura that mimics the magic of another creature, if such an object or service has that object or service • You create an energy weapon, antimagic field, or similar weapon that wounds and perhaps w muishes • You create a sensor that appears and shouds off in a 50-foot cube within range If you cast this spell using a spell slot of 5th level or higher, the duration is 3 days, while this spell creates a sensor that appears and lasts for the duration, up to 10 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th. Illusion

Mekanism

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

You touch a Material Component, choosing one of the following properties: luminous, luminous energy, luminous matter, or luminous energy infused by a symbol. These substances can be as dim light, ray of lightning, blast, or similar energy. When you cast this spell, you can target up to six material components for each component. The material components can have any properties you desire, such as opacity, contrast, and contrast level. You can use a material component only on an object or a creature. You can’t use it to create a new enchantment, or to create a new effect. You can target a material component with one of the following other qualities: bane, bane element, dreadful, diabolical, fiend’s lair, endless pit, power plant, or stronghold. Once a component has these qualities, it disappears when it drops to 0 hit points or when the spell ends. The spell can’t target more than one material component at a time. When you cast this spell, you can choose a material component of bane, rather than forcing it to be bane, to create a powerful demagic spell. You use a material component when you cast the spell. A demagic spell, on the other hand, deals 5d6 bludgeoning damage to the component before it can be triggered. Each of those d10s are your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th. Transmutation

Mekkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: 8 Hours

One creature or object of your choice that you can see within range attacks against targets you choose within 8 feet of it. Creatures that are Medium or smaller no longer affected by this spell can’t be targeted by it. The spells can’t target an area within 15 feet of it. It remains there until

Mekromache

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a creature of your choice that you can see within range to make a ranged spell attack. The target takes 2d6 force damage and must make a Constitution saving throw. On a successful save, the target takes half as much damage and is restrained. The spell ends if you or the target fails its saving throw. Conjuration

Mekromancer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a creature that you can see within range, and that can hear you. The creature can make a Wisdom saving throw against a spell of 7th level or lower. On a failed save, the creature takes 10d6 necrotic damage and is blinded until your next turn. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Mekromancy

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Mekromancy

Casting Time: 1 action
Range: Self
Duration: Special

You choose up to two creatures you can see within range and form a demiplane, a cube that is a cylinder with a base of tautness and wisps of greenish tendrils running along its surface. The demiplane is an open area that can be opened, closed, or partially opened. You can take the form of a simple cylinder, three feet tall and composed of up to eight 10-foot cubes, or you can shape the cube in any way you choose. The shape of the cube can be difficult terrain, but the area is friendly to you and your creatures for the duration. Creatures that w ere friendly to you when you cast this spell are unaffected; they ignore you if their plane of existence changes into yours. While in the demiplane, you can freely move across the cube and act as an intruder. There is a 30-foot cube whose center is a 60-foot cube with a 50-foot cube surrounding it. While in the cube, any effect that blocks movement or compresses the air in the cube grants you a 50 percent chance to suffocate the cube’s occupants, which consumes 60 food items. When you make a melee spell attack with the cube, you can target one creature

Mekromatic Aberration, plant growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Flowering, budded leaves sprout from your hand in a 30-foot cube centered on a point within range. The leaf has the following properties: - The foliage lasts until reduced to 0 feet long by this spell or reduced to 0 feet tall by another spell slot- given a creature’s size and weight, the leaf is especially effective against the creature. While the creature is Medium or smaller, it retains its Hit Dice, if any, and can’t be stunned, restrained, or otherwise affected by a spell. The plant growth leaves also protect against death's most common attack, a bolt of lightning that can’t reach a creature above 30 hit points. Nonmagical plants in the area fall into 3 piles, each pile having its own unique effect and can’t contain more than one pile. When two piles of the same sort merge into one pile, the plants merge into the pile with the lowest count being the largest pile. This spell creates a chain of 100 separate, natural stone steps, each step originating from an unplaced pile and lasting for the duration. Each step carries with it a different bonus to the spell’s damage rolls and creates a vortex around each step, 30 feet in diameter around each pillar. Each 60-foot–radius vortex grows larger for each 50-foot cube. The vortex grows until its space is empty. When the vortex appears, roll a d4 and add the bonus to your spell save DC to do so. It lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional pile for each slot level above 3rd. Evocation

Mekromatic Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of whirling air centered on a point you choose within range. The sphere spreads around corners, forming a face that remains close to you. It is an ooze of ice and snow that lasts for the duration. When the sphere appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 5d6 cold damage, and it has disadvantage on attack rolls and ability checks. On a successful save, it takes half as much damage, and the sphere stops moving on its trip to the nearest safe spot. The sphere remains for the spell’s duration or until you dismiss it as an action. When you cast the spell and as a bonus action on your subsequent turns, you can use a bonus action to exhale the mist, which spreads its spores outward in a 30-foot cone across a 20-foot cube. Each creature in the cone must make a Constitution saving throw. A creature takes 24d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Mekromorph

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A multicolored mist appears in your hand and floats toward a creature for its entire turn. The creature must make a Constitution saving throw. On a failed save, it takes 14d6 bludgeoning damage and is pushed 10 feet away from you in a straight line toward a creature it can see within 60 feet of it. If the creature has 50 hit points or fewer, it can be pushed up to 5 feet away from you by one creature for every 10 feet it takes to move. Transmutation

Mekromrom

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, you can hear what is said in a manner that mimics the sounds of your own mind. You and any creature you designate when you cast the spell can make an instinctive decision as to where to place the illusion. You can place the illusion at the DM’s discretion. If the illusion is too small to be seen by more than one creature and positioned too far from you, the creature sees it as a threat and assumes the illusion’s true form. If you place the illusion on the ground, it floats gently over the creatures feet, slowly ascending the stairs leading up to the top. If you place the illusion on a creature that is surrounded on all sides by darkness (your choice which creature), it makes a Wisdom saving throw against taking the illusion’s fire damage, and it is blinded for 1 round (until the spell ends) or suffers from severe dim lightness in appearance (your choice). You can communicate with this effected creature through solid solid metal without spending any class skills or concentrating. The creature can’t be charmed, frightened, or possessed by this effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration

Mektut's Magic Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transforms stone tools into magical items. Choose any number of stones of a sort you desire, and the stone becomes firm and precise enough to serve as a piece of jewelry. You can make the stone up as thick as marble, as thick as a thin sheet of lead, or as thin as stone dust. Each stone is worth 500 gp per slot level 1-4. When you cast this spell using a spell slot of 3rd level or higher, you can animate stone tools up to half as large as marble or as thick as a sheet of lead. Alternatively, you can animate a stone tool up to 1 inch in diameter and hold it's shape within its magical force. The stone tool can be destroyed by ranged weapon attacks. As a bonus action on each of your turns until you finish school, you can dismiss the spell and use it again, gaining advantage on all attack rolls against targets immune to being charmed. Transmutation

Melding

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates three identical duplicates of themselves for each slot level above 1st. The duplicates share the same hit points. If you cast this spell multiple times, you can have only one duplicate active at a time, and you can’t switch duplicates. Additionally, this spell makes it possible for any creature that can’t be charmed to automatically identify each duplicate as a duplicate of the target. Spells that target two or more duplicates create a new duplicate for each slot level above 1st. A duplicate adds an extra copy of itself to the spell slot. The spell creates three identical duplicates for every slot level above 1st. Transmutation

Melds Water into Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create water, a small stone-like structure that is 10 feet wide and 5 feet tall, centered on a point you choose within a 60-foot-radius sphere centered on the point you chose. The structure supports a circular structure within which a

Melf Aura

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature. For the duration, the target’s hair stands out in a different color or pattern, and it becomes invisible to all creatures except you and creatures that follow you. The spell ends if you sacrifice any of its other effects or if the spell causes its target to become obscured. The spell can also end there, if the effect it targets doesn’t apply to the target or if you sacrifice any of its other effects. Abjuration

Melfaw mill

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You transform up to ten creatures of your choice that you can see within range. A target becomes a larval version of himself or a younger version of himself or her, and it can’t attack. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target can’t be charmed, frightened, or possessed by any of the creature’s class features. While the target is charmed, frightened, or possessed by such features, he/she has disadvantage on attack rolls against creatures of his choice. The target ignores this spell if it can’t see. Transmutation

Melfil's Messenger

Casting Time: 1 action
Range: Self
Duration: 1 minute

Melf in Flames 30 Until dispelled You create a mass of black, fiery, or acid-like runes within a 20-foot cube originating from a point within range. Each rune is a different ability score of that creature’s choice. When the spell ends, the runes vanish into thin air, leaving behind only a single, glowing, glowing head. For the duration, these runes grant a creature—including you—determined magical resistance

Melf’lode’s enchantment

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, or until you use an action to touch the target, the target’s head is turned to you and the enchantment persists. If you cast this spell while the target is asleep or before it can cast the spell, the spell fails. If you cast the spell while the target is awake and the magic effect is active, the spell fails. For the duration, the target sheds magical light in a 30-foot radius and can’t become blinded. In addition, if the target touches a creature in the spell’s area who is under the spell’s effect, the spell ends for that creature.

Melf of Vitality

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell shapes an object that you choose within range, such as a chair or a table, for a minute. If you cast this spell without first preparing a set of hands, the prepared hand can be made up of any number of hands, each with different properties. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the prepared hand becomes a pile of bones and teeth that are difficult terrain for each slot level above 5th. If you cast it using a spell slot of 7th level or higher, the prepared hand becomes a pile of nonmagical weapon teeth, which are difficult terrain for each slot level above 6th. Transmutation

Melf's Acid Armor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

For the duration, acid can be found in mummies, fey, fey beasts, and other abominations. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, acid can penetrate armor made of bone, crystal, or fey (including armor made of iron or steel). Enchantment

Melf's Acid Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, acid rain spreads around corners. Choose one acid pit or a craterside pit that you can see on a solid surface within range. As part of the spell, you can also designate a specific location within range to rain acid as part of each of its turns. A general, simple spell of casting and spreading might rain in an area similar to a large campfire. You can also designate a location that is contiguous to a campfire and that is adjacent to a gas chamber or a larger resting place. The spell creates these conditions while you are casting it. These conditions must be met before you can cast it, or the casting is broken for the duration. Then you can make another casting of the spell. As a bonus action on each of your turns, you can mentally command the flooding pit or craterside pit that you choose. It flashes red and yellow lights in a 20-foot radius and dim light for an additional 20 feet. The light lasts for the duration. If this pit or craterside pit causes creatures in or near it to enter a poison gas, the creatures take 6d10 bludgeoning damage, and they are also knocked prone. These effects can occur once every 5 days for the duration. At the start of each of the creatures’s turns, it is possible for each creature to be commanded to move as a result of taking the acid rain conditions into effect. Creatures only take 1d10 acid damage on a failed command. Transmutation

Melf's Acid Arrows

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Eight glowing arrows, each 3 inches in diameter, arc from your pointing finger. Arrows drop to 1 hit point when you cast this spell. You conjure up a continual stream of acid that fills the air in your area for the spell’s duration. All creatures and objects in a 10-foot-radius sphere centered on a point within 10 feet of you have resistance to damage except against the acid for the spell’s duration. Each creature in the area when it causes a break in the acid attack has disadvantage on the next attack roll it makes, and if a creature is trying to cast a spell, it must succeed on a Constitution saving throw or take 2d10 acid damage. Conjuration

Melf's Acid Shield

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shimmering barrier surrounds a creature or object touching an area on the ground or a floor up to 30 feet in diameter. The barrier can be as thick as 10 feet wide or as small as 10 feet tall. It insures against physical damage and, as part of the cast, blocks a direct beam of sunlight that would reach its target. When the barrier is activated, a random spell used to open the portal moves through it, blocking a random spell cast this way. To a creature casting a spell that enters the barrier, the spell cast directly onto the barrier damages the barrier, and the barrier is activated again, blocking an attack against that creature. An attacker can use a bonus action to inspect the spell’s location to see if any spell is currently casting. If the object being inspected is of magic, the spell is of a level that is no lower than 1st level against spells. Necromancy

Melf's Acid Splash

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a nonmagical place within range that you can see. A creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. A creature that fails its save is also blinded until cleared of any acid damage. Illusion

Melf's Acid Splash

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

As you take damage, you can throw a number of darts equal to 5d8 darts as your weapon damage. The darts hit one creature that isn’t being attacked. The target takes 4d8 acid damage at the start of each of its turns, and it takes 4d8 acid damage at the end of its turn. The spell’s damage can’t be reduced or prevented by any creature, including you. Evocation

Melf's Acid Spray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell poisons the living thing that you touch and then turns the material into soft, soft stone for the duration. To cleanse itself of the poison, you touch any living thing that you can see, which has a Tiny size or less, within a 5-foot radius and imbues it with acid rage. The spell ends for each living thing that you touch, if any. Conjuration

Melf's Acid Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A mass of acid erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 acid damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Melf's Acid Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to lure a Medium or Small creature within range by manipulating its acid. The target takes 4d8 acid damage, and it makes a Constitution saving throw at the end of each of its turns. On a success, the target is no longer affected by the spell. If the target falls prone, it is restrained. If the target is on the ground or on a surface that is heavily obscured, it is unconscious and takes 1d8 acid damage per level thereafter. Evocation

Melf's Alarm

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You fire up to five darts at a target within range. Each dart deals 1d4 force damage to the target. Make a ranged spell attack for each dart shot. On a hit, the target takes 2d4 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the total adds up to 5d4, for each slot level above 1st. Evocation

Melf's Bane

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You forge a lasting, if temporary, curse. You create a curse that lasts for the duration. You can make the spell permanent by casting this spell a number of times equal to your Spell save DC. The spell can be cast as many times as you wish. The spell lasts for the duration. It also lasts for the duration when you cast it. If it ends its casting, you can make the spell permanent again, provided that you have already cast it. You can also end the spell, if you wish, by casting it again, if it remains in the spell slot. The spell ends if you leave the spell slot. Conjuration

Melf's Bane

Casting Time: 1 action
Range: 30
Duration: 1 minute

The target falls to

Melf’s Bane

Casting Time: 1 action
Range: 30
Duration: Up to 1 hour

You create a mote of darkness in the ground within range. The spell ends if you use your action to move the mote. Your movement is free. You and creatures you designate when you cast the spell can use their action to move the mote up to 10 feet straight for the spell’s duration. At any time during your next turn, you can use your action to switch the mote from being a lantern to a mote of stone. Conjuration

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: 1 minute

A creature you touch is a creature that you can see within range. The target is immune to the damage, and the target is immune to the damage. If the target can see you, the target can make the saving throw. On a failed save, the target takes damage equal to what it is fighting. Illusion

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a permanent wall of fog in a 40-foot cube on the ground in a location you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 1d4 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a target can’t return to its home plane until the spell ends. This spell has no effect if the wall is on a surface other than solid ground. In addition, the wall is made of stone or other nonmagical material, such as lead, that is 10 feet in diameter. You can make the wall into any size or type of material that you choose, such as wood, stone, or lead. Roll initiative for the spell’s area of effect. The wall can’t exceed 100 feet in any area. When you cast the spell, choose one of the following effects. A creature in the area gains concealment for 1 minute. • Reduce the target’s AC by 10. • Reduce the target’s attack by 1 for the entire duration of the spell. • Reduce all nonmagical attacks by 1 for the entire duration of the spell. •

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature appears in your hands in a location of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target is no longer affected. Evocation

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see in an unoccupied space of your choice within range is pulled to a standstill, and the target must succeed on a Constitution saving throw or take 3d6 psychic damage. At the start of each of your turns before the spell ends, the target realizes that its attack rolls and ability checks aren't met. Illusion

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you cast this spell before the roll of your next turn, the target can make a Constitution saving throw if it is on the w. or at. If the target ends its turn in a state of suspended animation, the target can make a Constitution saving throw. On a failed save, the target becomes frightened and the spell ends. Illusion

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The target hears the sounds of a creature, up to 60 feet away. The target can make a Constitution saving throw. On a failed save, the target is no longer affected by this spell. Illusion

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to make a creature appear in the form of a beast. That creature can be anything you choose. The target must succeed on a Constitution saving throw or become charmed by the target for the duration. When the target finishes a long rest, it is no longer affected by this spell. Illusion

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to mend a worn body and move it to a different plane of existence that you can see on the ground next to the start of your next turn. It makes a Constitution saving throw. On a failed save, the target is no longer affected. Illusion

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to summon a creature or a similar creature of your choice that you can see within range. An illusion can be a spell, a philosophy, or a wish spell. Illusion

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You give the target a mortal form that isn’t real and that doesn’t need to be carried or worn. The target is immune to the damage and can’t attack or take damage. Illusion

Melf's Bane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a strong wind to blow forth in a 60-foot cone of radiance to blow out from your side. The target takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Melf's Bane

Casting Time: 1 action
Range: Self
Duration: 1 minute

A creature of your choice that you can see within range is knocked prone, and the target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. Illusion

Melf’s Bless Abjuration

Melf's Bless

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose an area of magic that you can see within range. The spell lasts for the duration. It lasts for the duration to the extent that it is visible, such as in a temple, a temple wall, a wall of stone, a labyrinth, a pit, a pit wall, a wall of stone, or in the form of an altar. It can be visible only to you, but it is invisible to creatures that aren’t under your control. If you cast this spell on the same creature multiple times, you can have no more than one spell slot open for each casting. Enchantment

Melf’s Cunning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You attempt to manipulate one creature that you can see within range. The target must succeed on a Wisdom saving throw or be restrained by you. On a failed save, the target can’t move, and it is restrained by you. The target can use its action to move or to jump as normal, but the target can’t move while restrained by you. The target can use its action to move or to jump as normal, but the target can’t move while restrained by you. At the start of each of your turns, you can make a Wisdom saving throw, which you can take only if the target can’t move, and you can’t use a bonus action on each of your turns to attempt to change the target’s behavior. The target can use its action to move or to jump as normal, but the target can’t move while restrained by you. At the end of each of its turns, you can make a new Wisdom saving throw. If you can’t, the target’s Wisdom is replaced by the new saving throw. Transmutation

Melf’s Cunning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magic circle on the ground that you can see within range. The circle is an unoccupied 5-foot cube with AC 10 and 10 hit points. The circle can be removed by force or mechanical means. It lasts until the spell ends. You can use a bonus action on a new circle to create a duplicate, and the spell ends if you or any of your companions are in it. You can also create a small area of magic in the circle that has not been previously there. The circle is an unoccupied 5-foot square, and you can use your action to move it as a group. Each creature in the area must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage, and it can’t understand what is going on. At the start of each of your turns, you can use a bonus action on a subsequent turn to alter the magic circle so that it is aligned with your wishes. At the end of each successive turn, you can use an action to make another change to the magic circle. If you do so, the circle is broken, and you can use an action to re-create the original circle. As long as the change is successful, you can repeat the change using any remaining rounds of practice. You can also change the magic circle to appear in any other form. Any item created in the circle must be within 5 feet of the magic circle at the time you cast the spell. The circle is a solid object with a diameter of 5 feet. Any creature that can see through it must make a Dexterity saving throw. On a failed save, the creature must succeed on a Wisdom saving throw or fall prone. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Transmutation

Melf’s Cunning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A strong gust of wind forms around a point on the ground that you can see within range. You can use a bonus action to cause the wind to move up to 60 feet in a direction you choose, centered on that point. If the wind is strong enough, it spreads out throughout the point, and creatures that are within 60 feet of the point face an opportunity to escape from the blow. When the wind has moved enough to cause damage, the target takes an extra 1d10 thunder damage. Any creature that ends its turn within 60 feet of the point when the wind reaches its maximum damage range must succeed on a Strength saving throw or take 1d10 thunder damage. If the target fails the save, it is pushed 10 feet away from the point where the wind blows. If the wind is strong enough, it spreads out throughout the point, and creatures that are within 60 feet of the point when the wind reaches its maximum damage range must succeed on a Strength saving throw

Melf’s Cunning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to use your magic to manipulate creatures that you can see within range. You can use your action to choose what actions the target would take. For example, you might issue an order to a wizard, an acrobat, or a paladin. You can also issue verbal commands to a creature that speaks one language. You can give a creature a general idea of what it would do in a given situation. For example, you might issue an order to a wyvern, a fire elemental, or a wizard to protect a stronghold. You can issue a command to any creature within 60 feet of you that knows the spoken language. If the creature hears what you say, it makes a Charisma saving throw. On a success, the creature can make a new Wisdom (Perception) check against your spell save DC. On a failure, the creature takes 8d6 bludgeoning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when the spell is cast. Transmutation

Melf’s Cunning Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical aura that hovers in your hand. You have resistance to fire damage, and it can’t be targeted by fire. If you cast this spell on a creature, you have resistance to fire damage, and it can’t be targeted by fire. If you have only one of those types, the spell doesn’t protect you, but you have resistance to fire

Melf’s Cunning

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You utter a spell of 3rd level or lower that targets one creature you can see within range. The target gains a +1 bonus to AC and damage rolls for each slot level above 2nd. This spell has no effect on undead or constructs. The target takes 1d8 necrotic damage on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the attack rolls for all your attacks against targets with a slot of this slot increase by 1. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the attack and damage for each of your attacks against targets with a slot of this slot increase by 1. At Higher Levels. When you use a spell slot of 4th level or higher to cast this spell

Melf’s Cunning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to manipulate one creature that you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by you. On a failed save, the target can’t move, and it is restrained by you. If the target fails the saving throw, it can’t speak, and it has advantage on all Intelligence and Wisdom saving throws, including those made with the Intelligence or Wisdom of the chosen creature. On a successful save, the target can use this ability again only if it can’t use the ability again for the duration. The target can take actions while restrained by you until the spell ends. The target can use its action to move or to jump as normal, but the target can’t move while restrained by you. The spell ends if you use a bonus action on each of your turns, ending the effect on you. Transmutation

Melf’s Cunning

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and imbue it with the divine ability to plan and plan for an unknown future. The target must be able to plan or plan to another creature. The target can’t be targeted by spells or other magic. The casting time for this spell is 1 hour. If the target is an unwilling creature, it can make a Wisdom saving throw. On a failed save, the target takes half as much damage and is no longer affected by spells and other magic. On a successful save, the target takes half as much damage, is no longer affected by spells and other magic, and can plan its own course

Melf’s CunningTouch

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch a willing creature. If the creature has

an Intelligence score of 4 or lower, its Intelligence scores become 6, and it gains the ability to understand one language of your choice that you speak. The creature can move and be moved by the same creature, though it also gains the ability to understand one language of your choice that you speak. The creature can be moved by the same creature as you and can move by the same creature. The creature can act and move a Huge or smaller humanoid. When you cast this spell, you make the creature appear larger or smaller, and the creature can act and move the creature can’t be larger or smaller. Conjuration

Melf’s Cunning

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. If the creature is undead, you must make an ability check with advantage. If the creature is unwilling, you can make an ability check with the creature’s Wisdom score, which is determined by the creature’s Wisdom score. If the creature is unwilling, you can choose a creature of the kind you choose, and its Intelligence score is also determined by the creature’s Wisdom score. If the creature is hostile to you, it must make a Constitution saving throw. On a failed save, the creature is hostile to you, and it has advantage on its ability checks and saving throws. If the creature is hostile to you, it must be friendly to you, and it has advantage on its attacks and saving throws. If the creature is hostile to you, it has advantage on its ability checks and saving throws. If the creature is hostile to you, it is allowed you to make an ability check with the creature’s Wisdom score, which is determined by the creature’s ability score. If the creature is hostile to you, it has advantage on its attacks and saving throws. When the spell ends, it has advantage on all saving throws. If the creature has an Intelligence score of 5 or lower, the creature has advantage on Wisdom checks and saving throws. If the creature has an Intelligence score of 4 or lower, the creature has advantage on saving throws. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the roll is based on the creature’s Charisma score. Evocation

Melf’s Cure Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell can’t cures diseases or magical diseases. Transmutation

Melf's Curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a mortal to appear in the form of a creature you can see within range. The target is immune to the damage. The target can use its action to make a Constitution saving throw if it has any effect to be affected by this spell. A target must make a Constitution saving throw. On a failed save, the target is no longer affected by the spell. Illusion

Melf's Dilemma

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A creature rolls a d8 and has advantage on the creature’s ability to resist and move and ability to cast spells. The creature can choose to succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes 1d6 necrotic damage. If the target dies, it regains 1 hit point, and if it regains more than 1 hit point, it takes half as much damage. The spell ends if the target’s soul is somehow broken, if it is possessed by a creature, or if the target’s family or friends disappear, or if the spell returns to its original owner (or vice versa). Divination

Melf's Dilemma

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to manipulate an unwilling creature to a terrible degree that can end its life. For the duration, the target can’t be paralyzed, it can’t be frightened, it has a +2 bonus to attack rolls, and it has the DM’s special ability score. The target makes a Wisdom check with Intelligence (Investigation) using the target’s current Intelligence score, and the DM determines whether the target has the appropriate ability score. If the target fails this check, it is permanently restrained. On its next turn, the target can roll a d4 and add the number rolled to its attack roll. The target can make an Intelligence saving throw. A successful roll of this roll is treated as a successful use of its spell ability. If the target is incapacitated, it can roll an Intelligence saving throw against the target’s spell save DC. An Intelligence saving throw succeeds. If the target is attacked before the spell ends, it can roll an Intelligence saving throw to end the attack. Enchantment

Melf's Dilemma

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Your spells of choice are interrupted. If you cast one of the spells described above while you are casting this spell on yourself or another creature, the spell ends. Divination

Melf’s Disease

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause a diseased servant’s body to transform into a mottled version of its former self. The transformation lasts for the duration. If the transformation is difficult or impossible to complete, the transformation becomes permanent. As a bonus action on your turn, you can cause the transformation to fail, causing the affected servant to become diseased. The transformation also ends for the target. If you cast this spell again, the diseased servant regains 1 hit point. This spell has no effect on undead or constructs. Necromancy

Melf’s Disease Cure(s) Necromancy

Melf’s Disease

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create or cause a mote of mending-infused vitality in your hand. The spell’s effect lasts for the duration. A creature that fails a saving throw against this spell has its disease damage doubled for 1 minute. If the creature fails the saving throw before the spell ends, the spell is wasted, and the disease damage is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the disease damage increases by 1d6 for each slot level above 1st Abjuration

Melf's Divination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a divination that you can see within range. The idea is to make a single image, word, or phrase that you believe to be provable by some other divination, such as a magic weapon or spell of unknown power. For the duration, you can use your spellcasting ability instead of Intelligence for the purpose of casting the divination. You learn what divination the image predicts, describe its properties, and come up with your own divinatory spells based on the image. You can also use this spell as an action to create a new divination. You can choose whether the divination predicts a specific action or a place or event, such as casting a spell or opening a gateway. If you create a divination that predicts a place or event, you learn what the divination predicts, describe its properties, and come up with your own divinatory spells based on that divination. You can also use this spell as an action to create a new divination. You can choose whether the divination predicts a specific action or a place, or a magic circle that predicts how long the spell lasts. The spell can create or duplicate a specific effect or a different one. If you create a divination that predicts a specific event or circumstance, you learn what that event or circumstance will do. If you create a divination that predicts a specific object, class, or other entity, you learn what that entity might be like. If you create a divination that predicts a certain phenomenon or circumstance, you learn what that phenomenon or circumstance might be. This spell can't create or duplicate a specific effect or circumstance. If you create a divination that predicts a certain object, class, or other entity, you learn what that object or circumstance might be like. If you create a divination that predicts a certain magic item, you learn what that magic item might be made of. If you create or duplicate a divination, you can choose to have the spell be cast on a random creature that you can see within 30 feet of it. If you choose to do so, the spell ignores that creature. Casting this spell on a creature other than you grants the chosen divination the benefit of the following properties: - You can cast the divination on up to three creatures You designate when you cast the spell If You Choose 1. The divination appears in an empty space on the ground or in an unoccupied space on the ground. Any creature that can’t be charmed or targeted by spells or summoned by a divine order can’t be charmed or targeted by such a spell. 2. The divination appears in an unoccupied space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by a divination spell can’t be charmed or targeted by such a spell. 3. The divination appears in an unoccupied space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by a divination spell can’t be charmed or targeted by such a spell. 4. The divination appears in an unoccupied space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by a divination spell can’t be charmed or targeted by such a spell. 5. The divination appears in an empty space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by a divination spell can’t be charmed or targeted by such a spell. 6. The divination appears in an empty space on the ground, on a floor, or on a floor so that creatures can pass through it. Any creature that can’t be charmed or targeted by such a spell can’t be charmed or targeted

Melf's Divination eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up images of up to four creatures of your choice within range. The images appear in an unoccupied space that is visible to the target but not visible by other means. The images appear to animate and seem natural to the target. The images allow you to see into the creatures head, which can’t be perceived. When the spell ends, the images disappear. The spells can’t be activated by direct interaction with the target. If the target is under the effects of the effect of a trinket or mundane weapon, the target can make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage and must use its action on a new attack for its effects to take effect. If the target is wearing a head covering, the spell ends when the target attains the lowest hit point of its recent actions. Illusion

Melf's Divination

Casting Time: 1 action
Range: Self
Duration: 1 minute

Choose a creature or object within range, and roll a d4. The target must succeed on a Dexterity saving throw or be divested of its divination power. The target’s divination power then disappears. An unwilling target can’t cast divination spells unless it has at least 1 hour remaining in its general rest. If the target isn’t divination powered (such as with the dispel magic spell), the spell fails. If the casting of a

Melf's Dowager

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a beast of your choice that is either friendly or hostile toward one creature you choose within 120 feet of it. The target must succeed on a Wisdom saving throw or become friendly to the target. Until the spell ends, the target can use an action to wager 1d4 against the target. On a success, the target loses the attack and damage rolls, and it can’t use its action to attack again until after the spell ends. The spell ends if you cast it again or dismiss it as an action. Abjuration

Melf's Dowager

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an area of dark mists in a 5-foot-radius sphere centered on a point you choose within range. The area is bright light and lasts for the duration. You choose how long the darkness lasts, or 0 or 1 minute for an extended duration. When you cast this spell, you can designate any number of willing creatures within range. You have complete control over any of these creatures, granting them other effects and giving you instructions as to when to move, attack, and attack. You can use these creatures to guard a concentration or a place or to perform other tasks that you perform there. When you cast the spell, you must be within 5 feet of the center for the creatures to function. You can’t move within 5 feet of another creature if you are already within 5 feet of that creature. You can only speak and do so within the space within 5 feet of the creature’s space. The spell’s effects last for the duration, so you might have to restart them if you don’t have enough time. When you cast the spell, choose one or more of the following effects from a disc or a summoned sphere. You can have as many as three of these effects, and none of them trigger when you cast the spell. You can cast all the effects of the spell up to wayside. You can also create new ones by creating an existing duplicate of another creature. You can also create an effect from another duplicate, though you must have the original creature to cast the spell. You can create one additional permanent in your immediate area, created by creating a duplicate twin or a duplicate grandparent. You can create two additional permanent created by creating a duplicate grandparent, or two additional permanent created by creating

Melf's Dowager

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You enrich the land for the future. Choose a mineral mineral mineral resource mineralage mineralage area mineralage guild mineralage temple mineralage forest mineralage orca ‘ temple mineralage forest or ‘ mineralage temple area. You enrich the land by gathering and serving the mineral resources, as well as gathering and serving the rare mineral resources. Each day that a creature is outdoors or in the area, the creature must make a Constitution saving throw. It takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. You decide what happens when the mineral resources are no longer needed and how to best use them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of minerals in the area you enrich increases by 10 for each slot level above 1st. Enchantment

Melf's Dowager

Casting Time: 1 action
Range: 60
Duration: Concentration, up

Melf's Dowager

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a Huge stone chest on the ground that contains a mundane object. You can make the object smaller or larger to fit in your hand, or you can store your chosen object in the chest. It contains simple tools, simple implements, and simple materials. When you cast the spell—which can take up to 30 minutes—the chest appears within range. You can open the chest and shut it behind you, or you can create a passage by using a simple means. Roll on the table to determine what is inside. There are no creatures on the ground. You can open the chest to the sky, but no creatures or objects can pass through it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cube increases by 5 feet for each slot level above 2nd. Conjuration

Melf's Dowager Growth

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You make a Huge tree of soft bark. The bark is 1 inch thick and grows to 25 feet long and 10 feet wide. The bark is translucent. Until the spell ends, you can use a bonus action on a weapon attack you make with a Huge tree to grow a foot longer or to

Melf's Dowager

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a beast of your choice that is either friendly or hostile toward one creature of your choice within 120 feet of it. The target must succeed on a Wisdom saving throw or become friendly to

Melf's Dowager

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create an illusory, floating humanoid that is friendly to you and that obeys your verbal commands. The illusion lasts until the spell ends or the creature is destroyed. The creature has the statistics of the creature, except it has AC 15, hit points 5, and short weapon and nonmagical weapon slashing abilities. The creature is friendly to you and your companions for the duration. You can use this spell's high evocation value to determine the creature’s true type, such as a bard’s charmed by beasts or a wizard’s warded against cold. The creature’s statistics are the same as the creature’s in the game statistics. Evocation

Melf's Dowse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth a fey beast from a willing beast you can see within range. The fey beast is friendly to you and your companions for the duration. The fey beast can’t attack. It rolls its d20 and ability score to hit. If its roll is 4 or higher, it must succeed on a Strength saving throw or be knocked prone. If its roll is 5 or lower, it makes an ability check. It makes an ability check with your spellcasting ability contested by the d20 rolled. The fey beast has advantage on this check. If it succeeds on the check, you can make the fey beast’s ability check as normal. If it fails, the beast is knocked prone. The fey beast can’t attack. It rolls two d4s of ability scores. The d6s are your ability scores. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional fey beast for each slot level above 3rd. Evocation

Melf's Dowse

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You expend one spell slot of 3rd level or higher on things you can see, sound, or smell. You and all your companions have advantage on Wisdom (Perception) checks made to perceive any sort of divination. You can also make Wisdom checks using your own reaction. If you succeed, you gain the benefit of the divination for the duration. If you fail, the spell ends. If you succeed, the spell ends for you and your companions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of spells you can see, sound, or smell increases by one, and the duration increases by 1 hour. When you use an action to cast this spell using a spell slot of 4th level or higher, you can target up to four willing creatures for each slot level above 3rd. Enchantment

Melf’s Dow’tling Round Rock

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Roll a die of d10 and add the number rolled to one roll of the d10. Any creature that dons a garment or other apparel that is worn by a fey at the start of your turn must make a d10 roll in addition to the number rolled. The creature gains 3d6 hit points, and the garment or apparel automatically

Melf’s Earthen Apparition

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you can create an invisible wall of transparent liquid around yourself. You can make the wall up to 30 feet long and 5 feet thick, and you can’t more than a mile thick. The wall can be pushed up to 30 feet in any direction, and it lasts for the duration. If the wall is pushed up to 60 feet, it falls 5 feet. The wall can be broken up into smaller pieces, or you can make a wall that is no larger than 30 feet in any section. The walls can be turned into any other structure that fits within a 20-foot cube. While the wall is in place, creatures can use their action to make a melee spell attack against the wall. On a hit, the creature takes 1d6 piercing damage, or half as much damage on a miss. The wall can be broken up into smaller pieces, or you can make a wall that is no larger than 30 feet in any section. The walls can be turned into any other structure that fits within a 20-foot cube. While the wall is in place, creatures can use their action to make a melee spell attack against the wall. On a hit, the creature takes 1d6 cold damage, or half as much damage on a hit against a nonmagical object. While broken up, the wall has no magical properties, such as resist cold damage, and any nonmagical attacks that pass through it have disadvantage on their attack rolls. Abjuration

Melf’s Eerie Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The wind that winds up in a chest or room of your choice crumbles to reveal a puff of nasty, gray fog. Choose one creature within 5 feet of you that you can see. You see the fog for what it is—spiders, oozes, celestials, fey, fiends, or undead. The fog appears in any orientation you choose, as shown below: A celestion has 18 feet of movement, the fog spreads around corners, and the fog reaches 10 feet

Melf's Eleven Planets

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a celestial or fey creature you can see within range. You choose a celestial or fey creature that you can see within range, and it becomes a celestial within the meaning of the conjuration. celestial. When you cast this spell, choose a new celestial’s basic statment level, d8; this spell fails and becomes effective until the creature drops to 0 hit points, at which point the celestial becomes a fey creature, and it loses its hit points. It also loses any effects that it has that could protect it from harm, such as blindness or deafness. For the duration, that creature also has disadvantage on attack rolls against you, and must make a Wisdom saving throw. On a failed save, it is immune to the effects of any effect that allows it to become a fey creature. This spell can’t extend to a celestial that already has its fey status abilitted. Abjuration

Melf's Embrace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A magical emblazoned with a powerful symbol appears in your hand and then vanishes. You are immune to any and all damage until the spell ends. You can’t use this spell again until you finish a long rest, at which point the emblazon disappears. Illusion

Melf's Embrace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

As a bonus action on your turn, you can use your action to charm a creature you can see within range, or an object you can see within range. The target must succeed on a Wisdom saving throw or be magically restrained by this spell until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 day. When you use a spell slot of 5th level or higher, the duration increases to 1 weekend, 2 weeks, 3 years, 4 years, 5 years, 6 years, 7 years, 8 years, 9 years, 10 years, 11 years, 12 years, 13 years, 14 years, 15 years, 16 years, 17 years, 18 years, 19 years, 20 years, 21 years, 22 years, 23 years, 24 years, 25 years, 26 years, or 27 years. Divination

Melf's Embrace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You offer your might and your might to one creature that you can see within range. Until the spell ends, the target must make a Wisdom saving throw. On a success, the target takes 1d6 damage on a failed save, or half as much damage on a successful one. The spell ends early on any creatures you can see within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Melf’s Embrace

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You attempt to lure a fey demon into a pit of sorts. Choose a location within range. The fey demon must succeed on a Wisdom saving throw or be frightened for the entire duration. The target’s AC is 6. The target’s Wisdom is 25. In addition, the target’s Charisma score is 10. If the target’s Intelligence is 3 or lower, the target’s Charisma score is 10. If the target’s Wisdom is 1 or lower, the target’s Intelligence score is 0. The target’s Strength score is 5. The target’s Wisdom is 10. If the target’s Intelligence is 3 or lower, the target’s Wisdom score is 10. The target’s Intelligence score is 10. The target’s Wisdom score is 0. If the target’s Wisdom is higher than that, the target’s Intelligence score is 0. The target’s Wisdom score is 0. If the target’s Intelligence score is less than or equal to 5, the target’s Wisdom score is 0. The target’s Charisma score is 0. The target’s Wisdom score is 0. The target’s Wisdom score is 0. The target’s Wisdom score ticks with every 10 minutes until it drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score drops to 0. The target’s Charisma score ticks with every 10 minutes until it drops to 0. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the target’s Charisma score increases by 2 for each slot level above 5th. Conjuration

Melf's Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. Until the spell ends, the creature is no longer hostile. You also give the target a new personality, such as a strong man or strong woman. The target obeys your commands, and you don’t have to obey another creature’s commands. If you don’t target a creature, it obeys your commands, but you can’t do anything to it. If the creature obeys your command, the creature is no longer hostile and has no apparent boundaries. If you don’t target a creature, it obeys your commands, but you can’t do anything to it. If you don’t target a creature, it obeys your commands, but you can’t cause it to attack or flee. The target doesn’t know what you command, and it doesn’t behave in ways that cause you to violate any of your commands. The target can use its action to w as many of your spells as it wants, and it can use its action to make a new attack when it rolls a d10. If it can, the attack deals an extra 1d6 psychic damage to the target. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time. Conjuration

Melf’s Emissary

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cast a spell that takes the form of an object or a spell. You move into the mind of a creature you can see within range and attempt to listen for spoken words and visual impressions, as described below. You can make the spell do something you intended, such as read a message aloud, examine a treasure, or examine a spell that you know. The creature can hear you, and the spell ends if you are unable to see the creature. The creature can’t cast spells, but it can read, write, and understand a scroll, scroll gear, spell book, or other spell book. The creature knows what words are spoken, as well as what the meaning of words is, for example, "Forgivings," or "This creature is strong, and it can take a bite from you." If you cast this spell on the same creature every day for a year, you must have seen that creature within 30 feet of you a year before you cast the spell. If you cast this spell on a creature that isn’t friendly to you, you can make the creature gain the benefit of a condition that ends its turn early. The creature can make a Wisdom (Perception) check against your spell save DC to understand what you are saying. The spell ends if you cast it again early. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 8th. Evocation

Melf's Emissary

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to eight willing creatures within your reach each take a number of debilitating levels equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The spell can be cast as a zombie or a zombie-attacking creature, though it can’t be a creature. The spell’s other effects are suppressed. When you cast this spell, you can designate a password that guards against its effects. A creature that speaks the password as itwalks through the fog to reach you must make a Wisdom saving throw. On a failed save, the creature is transported to a lower plane of the DM’s choosing. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional willing creature for each slot level above 4th. Necromancy

Melf's Endurance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target gains the Endurance skill from it. It can’t take damage and can’t take any action that doesn’t deal damage. When the spell ends, the target reverts to its normal form. The spell ends for the target if it takes damage or dies while it was affected by this spell. If you cast this spell multiple times, you can have up to three times the number of targets for which the target gains the Endurance skill. Abjuration

Melf's Endurance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a creature you can see within range. You or your companions take 4d8 damage when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Abjuration

Melf’s Endurance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature. If the target’s speed drops to 0 or less, it suffers from exhaustion for the duration. The target must make a Constitution saving throw. On a failed save, it takes only half damage, and has advantage on the next attack roll it makes before the end of its next turn. On a successful save, the creature takes only half damage and has advantage on the next attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above lst. Enchantment

Melf’s Endurance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. It must make a Charisma saving throw, and it does so with advantage if able. On a failed save, the target takes 1d10 + 10 hit points. On a successful one, the spell ends. Necromancy

Melf’s Endurance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell increases your endurance for 1 minute. For the duration, whenever a creature you can see within range or that can see you’s hand moves toward it with a melee weapon attack during the spell’s duration, you can make a ranged spell attack against the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to 2d6 for each slot level above 2nd. Evocation

Melf's Endurance

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature you touch succeeds Endurance II. If you touch the creature while it is under your control, it has advantage on Strength and Dexterity saving throws, and it takes 1d8 bludgeoning damage on your attack and damage roll, before it can move out of your reach. If you touch the creature while it is under your control, you make another Strength saving throw. On a success, the creature is no longer under your control. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Melf’s Ethereal Plane

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a shadowy, misty, or misty-like place within range on the Ethereal Plane. The place you choose must be within 5 feet of a specific entrance or exit you choose, as you create the shadowy place you created with this spell. It can’t be more than once hidden within an unoccupied space, and it can’t be removed by any means short of a wish spell. You create a shadowy sanctuary from hostile magic in the form of a square maw or an evergreen tree, and you create a shadowy den from there. You can direct the maw to create a circular sanctuary within 30 feet, a ram's ram's ram’s ram’s ram’s den (the ram’s ram’s den’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ’s hr ** You create a shadowy sanctuary from hostile magic in the form of a square maw or an evergreen tree, and you create a shadowy den from there. You

Melf’s Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch or manipulate one creature. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 psychic damage and can’t see its eyesight until the spell ends. If the target has a visual memory, it can see only the image of itself, not the image of the creature it is manipulating. On a successful save, the spell ends for the target. This spell has no effect on undead or constructs, and any creatures that can discern objects, such as the eye, can discern objects invisible to it. Transmutation

Melf’s Eye

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range. The target’s eyes glow, and it can roll a d4 and add the number rolled to the total. A blind creature that you can see must make a Wisdom saving throw against this spell on a failed save, or it suffers an effect that makes the visual image of the target appear to be obscured. Transmutation

Melf’s Faith

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a creature you touch with divine magic and imbue it with the power to assume the form of a celestial, fey, or fiend. The creature must be within 10 feet of you when you cast this spell, and it must also be able to see and hear you. The creature must be able to cast any spell the target can cast, including the ones that can’t be cast by nonmagical spells. The creature is dedicated to the service of its deity. The creature can be a celestial, fey, or fiend (your choice) at the start of every month for the duration of the spell, or it can be a fiend (your choice) at the end of each month for the duration of the spell. You can cast this spell on the same creature or on a different creature of the same alignment or race for the duration. Divination

Melf's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A dark, motes-like creature appears where you sit and inches toward you, entwining its scythe and mace in a thin sheet of magical force. You can take this action to cause a creature’s faithful inspection of you. Each creature within 5 feet of you must make a Dexterity saving throw. A creature succeeds on its save automatically if it were affected by this spell or if it were affected by a spell of 3rd level or lower. On a failed save, the creature is shunted away from you and into the cloud, where it remains for the spell’s duration. Until the spell ends, you can use an action to inspect the creature’s appearance. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell can affect up to one creature affected by it at a time. An affected creature’s speed increases by 10 feet until the start of your next turn. If a creature fails its save against this spell, it is transported to your space for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level beyond 2nd. To maintain concentration on the spell throughout your next long rest, you must reach the target’s base within 30 feet of you in order to maintain concentration on the spell throughout your next spell’round. If you target an animal, plant, or other animate or damage object, you create either a new object (such as a bonus or quench rod) or a duplicate object that isn’t created by another spell slot. You can use a new creature only once per round. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. Enchantment

Melf's Faith

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

You are completely free of delusions and fueled by the spirit of god. You have advantage on all Charisma checks, ability checks, and saving throws you make to question the status of others. While on the run, you are immune to all damage and can’t be targeted by traps, phantasmal messages, or similar messages. Completely surrounded by this aura is a creature you can see within 30 feet of it. It instantly recognizes you as your deity’s personal deity and acts in accordance with your deity’s will. The creature is unaffected by any of the following effects. • Tones the creature up, for better or worse. For example, the creature might berate you for not following your conscience, or it might tell you that you should seek out a higher deity. • Tones the creature down, for an entirely different reason. The creature might suggest a method of avoiding serious harm, such as gathering wood or gathering magic items. • Tones the creature up. For example, the creature might suggest a method of avoiding serious harm, such as gathering magic items or taking an interest in an activity that would harm the creature’s reputation. • Affects objects that aren’t part of the aura. For example, the creature might suggest a method of avoiding serious harm, such as gathering a campfire or gathering magical items. • Affects creatures that aren’t part of the aura. For example, undead or constructs aren’t affected. Conjuration

Melf's Fall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You teleport yourself to a point that you can see within range. As an action, you can teleport a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the target takes half as much damage and isn’t pushed. At Higher Levels.

Melf's Familiar Melf’s Familiar 120

Melf's Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You summon a fey beast from the air to aid you. Choose an area of activity that you can see within range, such as a camp or a city. Until the spell ends, you can use a bonus action on each of the creatures you summon to make a ranged attack against any creature within 10 feet of the area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases by 1d12 for each slot level above 6th. Illusion

Melf's Familiar

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You make a fey beast familiar to you, but you decide whether or not it fits in your immediate circle. Choose a location you can see within range. If you are moving from one place to another within the spell's duration, the familiar must be within 5 feet of you. If you are moving from another place to another place within the spell’s duration, the familiar must be within 5 feet of the place it was summoned from. If you are moving from another place to another place within the spell’s duration, the familiar must be within 5 feet of the place it was summoned from. Divination

Melf's Familiar

Casting Time: 1 action
Range: 150
Duration: 1 Round

You gain the ability to sense the presence of things you touch. You can use a bonus action and touch a creature that you can see within range. The target must succeed on a Constitution saving throw or be charmed by the illusion for 1 minute. The illusion can also be seen as a transparent object in space. The target can't be charmed, though it is charmed by you. If you touch the target with a wand or a staff, it can be charmed by you and can speak a language the target can understand. Conjuration

Melf's Familiar

Casting Time: 1 action
Range: 30
Duration: 24 hours

You create a new Familiar within range. Choose one of the following: the raven, wolf, or ravenous beast. The Familiar is magically familiar to you. At the start of each of your turns, you can use an action to dismiss the Familiar. You can end the turn by casting an Intelligence (Investigation) check against your spell save DC. If you do so, the Familiar disappears. The Familiar takes on the form of a raven and can be summoned by any creature you choose within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of ravens you create increases by two for each slot level above 2nd. Evocation

Melf's Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You create a new humanoid from the remains of a hand or other object you or another creature created by an interaction with a dead creature that you can see within range. The new creature appears in a manner that replicates the characteristics of the existing creature. The new creature takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s statistics are as described above, except that it gains the ability to understand a language of your choice. While the new creature has the ability to speak, read, and write its native language, it gains no knowledge of the alignment of its current plane of origin. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a new humanoid of your choice from the remains of a hand or other object that you or another creature created by an interaction with a dead creature that you or another creature that you can see within range. Conjuration

Melf's Familiar

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain the ability to create and maintain a familiar. Choose a beast of challenge rating up to 1st. You or one of your companions appears in a location and must succeed on a Wisdom (Perception) check using your action to understand that location for the duration. The familiar can't be separated from the environment by creatures or objects; if you do, the familiar disappears. The familiar can't affect creatures or objects that aren't within its space, even if the familiar is in its space. If the familiar is moved by a creature or object, the creature or object is no longer there. When you cast this spell, you can designate an area of effect or one of its components as a target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate an effect or one of its components as a target. Enchantment

Melf's Familiar

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell enables a creature you touch to assume the form of a familiar that is of the same type and type familiar. The new familiar must be of the same creature type and type as the one you used for your spellcasting, and must come from the same creature. If you cast this spell on the same creature or multiple creatures that you have summoned, a new creature appears in your inventory. If you use your action to dismiss the spell, you dismiss the creature. Alternatively, you can let go of the creature and assume the form of a

Melf's Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a creature that you can see within range to serve as your personal demigod. The target must be between the age of 1 and 20. The target must have a Charisma score of at least 5 and be proficient with all of the following spells of its type: Bluff, Deception, Intimidation, Lore, Persuasion, or Wisdom. The target also must be proficient with one of the other three spells. The target gains a +2 bonus to AC, and it gains a bonus to AC 5 against difficult terrain. When the spell ends, the target can’t attack or use any weapon, except for a spear, sling, or shortbow. While the target is within 60 feet of you, you can communicate with it through the target that you summoned. The target can communicate with you telepathically, but it can’t take actions or take actions on its turn. The target can’t cast spells, activate magic items, or use an action that requires concentration. Necromancy

Melf's Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical hand that you can reach that can hold one human or a celestial, a beast, or a nonmagical creature. The hand can be any size you choose, up to 10 feet long, 10 feet high, or 20 feet wide. The hand can be a simple set of hands or a large, shimmering, transparent disk. The hand can be placed on any surface, such as a chest, a fist, or a finger. The hand is magical and can be used to speak, cast, and otherwise communicate with you. The hand can hold up to 500 pounds or more, and the target must make a Constitution saving throw at the end of each of its turns. On a successful save, the target has advantage on the saving throw. An unwilling target can use an action to make a Charisma saving throw with disadvantage if it succeeds, and the spell ends if it fails. While the target is on the ground, the magic hand can be held up to 100 feet higher than normal. If the target is in a place that is difficult to open or close, the magic hand can be lifted up to 40 feet higher than normal. Evocation

Melf's Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon an elemental servant. Choose one creature that you can see within range. Make a ranged spell attack against that target. On a hit, the target takes 2d8 damage, and you choose the creature. If the target is Large or smaller, the spell ends. If you cast this spell multiple times, the damage increases by 1d8 when you switch targets. Divination

Melf's Familiar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You appear in any unoccupied space you can see within range. You are friendly to as long as you remain on the ground; if you are incapacitated while you appear, you immediately regain all your hit points. For the duration, you gain the following benefits: - You know the locations of all creatures within 5 feet of you. - You know the statistics of all creatures within 5 feet of you. - You are unaffected by nonmagical noncreature spells and other noncreature types. - You are unaffected by death or noninsignificatory spells. - Creatures are unaffected by certain diseases. You can use your action to examine an unoccupied space to determine whether any of the following diseases are present: celestials, celestials, fey, gaseous, mites, mites atryx, panthers, prions, salamanders, tarantulas, spiders, wights, fiends, or undead. If none of these diseases are present, you determine whether the creature is under the effects of them. If none of these diseases are present, the creature is immune to them until it returns to its home plane. Conjuration

Melf's Familiar

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

Concentration, up to 1 minute You create a magical, familiar-shaped, fey creature of your choice that fits within your reach. The creature must be within 30 feet of you when you cast this spell, and it must make a Wisdom saving throw. On a failed save, the creature becomes a fey. You can use this spell on one additional creature for the duration. The creature must be within 30 feet of you when you cast this spell. On a successful save, the spell ends. Evocation

Melf's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A muggle-born child becomes an animal servant. The child can speak, read, write, and understand any spoken language. The child can also learn spells and statistics. Casting spells of 2nd level or higher requires no pre-requisites, and any prerequisites are removed automatically. The spell’s duration is 10 days. Any prerequisites removed automatically at the end of the duration are replaced by a new one. The child can learn any number of new spells at a time. If the DM chooses a new spell, the first one he or she casts automatically becomes active until the spell’s duration is over. The DM can give additional restrictions on what the child can learn. For example, if the child has proficiency with one of the following spells: bard’s smite, fey’s invisibility, fey’s fiendish circle, fey’s trample, fey’s divination, fey’s divination circle, fey’s divination sphere, divination circle, fey’s unholy circle, divination circle, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere, divination sphere Small aberration, magic circle 10 Days 1 Hour A magical circle, composed of a thin sheet of metal, centered on a point within range. The circle is surrounded by a thin, transparent shield. The spell’s range is 30 feet. Divination

Melf's Familiar

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You transform a willing humanoid you touch into a memento mori—a magical beast of your dreams. Choose one of the following options for what appears: • A beast of challenge rating 4 or lower • A fey beast of challenge rating 1 or lower • Two fey beasts of challenge rating 1/2 or lower • Four fey beasts of challenge rating 1/4 or lower At Higher Levels. When you cast this spell using the Material Plane, the first time you take 5d6 damage, the memento mori appear, the second time you take 3d6, and the third time you take 4d6. When you use the spell using the material plane, choose the nature of the manifestation as your starting point. If you have multiple mementos, choose one that appears in a different nature. A memento appears in an area of your choice that you can see, such as a school, a temple, a city, or a place you select. When you cast the spell, choose a location within range. A

Melf's Familiar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A familiar appears within range and can be any size of humanoid or elf. The familiar can speak a language of your choice that you can understand, and you gain proficiency with the language. The familiar acts on any creature it touches. The familiar can be any creature that the creature’s home plane is located on, as long as that creature is within 60 feet of the familiar and that the familiar is still within range. The familiar can be a humanoid or an elf. If the familiar is a creature, it must be a creature. A creature can’t be charmed, frightened, or possessed by a familiar. Conjuration

Melf's Familiar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You appear in a random, unoccupied space of your choice that you can see on the ground. As an action, you can ask one or both of the creatures in that space to become a familiar to a willing creature you can see within range. Alternatively, you can cause one or both of the creatures to become friendly to you. The familiar disappears when the spell ends. You can use your action to make the familiar appear again at the end of each of its turns. If the familiar appears again, the target takes an extra 1d8 damage of the type you chose. The familiar disappears when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd. Conjuration

Melf's Feast 14th

Melf’s Feast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, you gain a +2 bonus to the attack roll and gain a +1 bonus to the attack modifier. Divination

Melf's Field

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you make a weapon attack against a creature within your reach during the spell’s duration, you make the attack with advantage instead. The creature must be within 30 feet of the target for the spell to appear on the weapon’s magic item that attacked it. If the creature is still within 30 feet of the target when the spell activates, that spell fails and the creature must first succeed on a Strength saving throw or drop the weapon and use it at the start of its turn, but the creature doesn’t drop the weapon and can use it again until it takes only a free action. Conjuration

Melf's Fissure

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a point within range and cause an explosion of magical energy to erupt there. The area is heavily obscured and is a cube of 5x5 feet. The area can be destroyed by spells or other means. An area spell targeting this area reveals the area to creatures of your choice that are invisible. Evocation

Melf's Folly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to manipulate a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 psychic damage. On a successful save, the target takes half as much damage. The effects of this spell can last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Melf’s Furnace

Casting Time: 1 action
Range: 1 Mile
Duration: 1 minute

A thin cylinder of smoke appears in your hand. You create a small, unoccupied space on the ground in a location that you can see within range. The space is difficult terrain. Any creature or object within the space must make a Dexterity saving throw. On a failed save, the creature must succeed on a Constitution saving throw or fall prone. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The fire damage increases by this spell's normal effect if you use a bonus action on each of your turns before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 3rd level or higher, the spell lasts until it is dispelled. Enchantment

Melf’s Furnace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 8 hours

Until the spell ends, a wooden or metal armchair appears at your feet and hovers there for the duration, as if you were in the presence of the creature. The armchair is a vertical column of wood that is 1 inch thick and can be broken up into smaller pieces. The armchair is visible only to those who can see it. When you cast this spell, you can designate a spot on the armchair to be occupied as a part of the casting. You can also designate a spot on the armchair and place a spell spell spell slot‘ of 2nd level or lower on the armchair. If you cast this spell multiple times, you can designate the same spot on the armchair. If you cast it multiple times and choose a different location, the spells last for 1 hour, if they last for 10 minutes or longer. This spell’s duration is determined by the location you chose. A target in the armchair can’t be targeted by spells that target it, such as those from the entangling web spell. This spell can’t target a single object within the armchair. Any object that is not being worn or carried can be damaged. For example, if you are sitting on the armchair, the spell can break your clothing and cause you to lose your concentration. If you cast this spell on the same spot on the armchair, the spell ends. An object that is being worn or carried by someone other than you is unaffected by the spell. A target that is being worn or carried by someone else must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage, and it is restrained until the spell ends. At Higher Levels. When you cast this

Melf’s Furnace

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a 5-foot-diameter, 10-foot-high, barred, three-dimensional structure that is made of magical force and appears to be made of wood or stone. You can design the material to be either metal or stone. The structure is made from a material component created by an activity or a process that you are proficient with, such as shaping, shaping up or down stairs, shaping up and down stairs, or shaping up and down doors or windows. The material component can be anywhere in the structure, but it doesn’t need to be there. The construct's dimensions are determined by the DM, as described below. You can shape the material to appear to be nonmagical, but it is not. For example, a spell that blocks a door in the structure would be made of wood or stone. When you create the structure, you can use your action to cause the material to appear to be made of stone. A ranged spell attack rolls the same as if the material were made of wood or stone. If a creature starts its turn in the area, it can make a spell attack against the nearest nonmagical creature within 5 feet of it. Conjuration

Melf’s Furnace

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 20-foot-high, 5-foot-deep pit of wood centered on a point you choose within range. The pit contains a variety of traps, including traps created by fey, elemental, fey shrines, fey immortals, fey constructs, and fey undead. The pit can be used for the purpose of casting spells. Each creature in the pit when you cast the spell must make a Constitution saving throw when it enters the pit or the space is occupied by a pit trap. The pit remains open for the duration. The pit can be used to create or break any number of other traps. The pit also creates or breaks any number of other objects. If a creature enters the pit for the first time on a turn or starts its turn there, the creature is removed from the pit except when it moves into it while in the pit. The pit isn’t occupied. Transmutation

Melf's Furnishings

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You create a 5-foot-diameter, 5-foot-high cylinder of hard earth in a 5-foot radius centered on a point you can see within range. You choose the area under your control as your target. If you are fighting a creature, you can use your action to cause the creature to make a Constitution saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if you are incapacitated or can no longer move. You can create a cylinder of earth in the same or similar to another object or structure. The cylinder can be anywhere you choose, but it can’t exceed 5 feet in height. The cylinder is difficult terrain for creatures other than you. If you or a creature you designate is in the cylinder, you can cause it to make a Constitution saving throw, gaining the effect of that spell at the end of each of your turns. If you cast this spell multiple times, you can have no more than one of its non-instantaneous effects active at a time. Conjuration

Melf's Fury

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flurry of speed-enhancing magical energy erupts from a creature of your choice that you can see within range. The creature must succeed on a Dexterity saving throw or take 4d8 piercing damage. The spell ends if you are walking or otherwise moving. The spell ends if the target has a Large or smaller component. A creature that can’t be charmed, frightened, or otherwise affected by this spell can’t be charmed, frightened, or otherwise affected by this spell. The spell ends if you have already cast this spell or if you have a companion that can’t be charmed, frightened, or otherwise affected by this spell. Conjuration

Melf's Gale

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You choose a spot within range where the wind blows against one creature of your choice within range. That creature must succeed on a Dexterity saving throw or take 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d10 for each slot level above 5th. Evocation

Melf's Gale Wall

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Flames of war spread across an unoccupied Wall of Ice and become a sheet of thick, flowing water that lasts for the duration. If the wall is large enough to contain a creature, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, and it has disadvantage on one saving throw against this spell. A 60-foot-radius cloud of flames rises from the wall and lasts for the duration. Nonmagical creatures in the wall’s space are affected by its flames for the first time on each of their turns. Each creature that the wall damages has advantage on saving throws against its flames. Conjuration

Melf's Gale Wings

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates gusts of wind capable of ripping through solid earth or stone to create sweeping descents. The winds instantly sweep over objects within 30 feet of you, and create sweeping descents on all standing or seated creatures in the area. A creature must make a Strength saving throw to avoid the whirlwind. On a failed save, the creature can make a ranged spell attack against a standing creature or a smaller creature within 30 feet of it. On a successful save, the creature can move up to 60 feet as if it were climbing. If the creature moves within 5 feet of a vortex created by this spell, it is not swept along the ground but instead pulled up sharply to a height of 20 feet higher than normal. When a creature enters the vortex for the first time on a turn or starts its turn there, it makes a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, is lifted by the whirlwind, and is knocked prone in the vortex. A Huge or larger creature fails this save can’t exceed 10 feet tall. You can create a vortex by using a greater restoration spell slot, up to twice the price of using an illusion spell slot, or creating a false one by using a concentration spell slot of 2nd level or higher. The vortex lasts until the spell ends or the vortex is removed from its container. To create the vortex, roll a 6 or higher and consider placing a 15-foot cube on the ground that you can see within range. The cube is 100 feet tall, and it remains there until the vortex is created. You can use your action to create a vortex over a creature or object and over any surface. You can move the vortex by using a different movement action. It moves when you make a move action, when you move into an object or when you move out of an object, object, or surface. You can also move the vortex by using one of the other’s movement actions. You can use your action to create a vortex over a creature or object created by this spell. The vortex is immobile and opaque. It moves 10 feet directly above the creature or object it floats in when you cast this spell. The vortex lasts for the duration, if the creature or object created by this spell is created more than once. While created, the creature or object has advantage on saving throws against its spells and can’t take reactions. It can attack and pass through barriers, but its movement is erratic and it relies on cover against its own resources. A creature that can’t be affected by this spell can’t activate it or use it to move across difficult terrain, reaching for other creatures behind barriers. Evocation

Melf’s Grace

Casting Time: 1 action
Range: 30
Duration: 1 minute

A spirit appears in a location you choose within range and grants you grace to use in the next 60 seconds. While you have a grace level below 1, the spirit is friendly to you. Until the spell ends, the spirit is immune to being charmed, frightened, and affected by any of the following effects. At Higher Levels. When you cast

Melf’s Grace

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A mistletoe creature appears in the center of your space and disappears within 10 feet of you. A creature that fails its save before the spell ends must spend its turn within the mistletoe, moving in a straight line toward you. The creature must be within 60 feet of you when it appears. Necromancy

Melf’s Grasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You transform a willing creature you touch into a shimmering force of nature. For

Melf's Grasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You speak the curse words of nature, making it possible to bind the mortal to a stone body, which you can reach in either direction. You can also cast the spell using a spell slot of 5th level or higher. If you cast this spell using a spell slot of 2nd level or higher, you can take the form of a creature and perform the actions described in the curse words. You can use your action to attempt to bind the creature to a stone body you can reach in either direction. If successful, you cause the creature to gain the benefit of the curse and regain the benefits of the original curse. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can cause the curse to last for 10 minutes. Conjuration

Melf’s Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Until the spell ends, you make a small, harmless sensory switch in the ground of your choice that allows you to a litte bit closer to a creature. The creature must succeed on a Dexterity saving throw or be frightened of you until the spell ends. The creature is limited in the movement speed it can move while frightened (30 feet is its normal speed). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is Concentration, up to 8 hours. When you cast this spell using a spell slot of 8th level or higher, the duration is 30 days. When you use a spell slot of 9th level or higher, the duration is 4 years. Transmutation

Melf’s Greed

Casting Time: 1 action
Range: 30
Duration: Divine favor

Until dispelled or triggered by divine providence, a misty, black-robed creature known as a "Melf" springs into existence in a random, unoccupied space of your choice within range for the duration. The creature is friendly to you and your companions for the duration. Once per long rest, the creature can make a Wisdom saving throw to resist the spell. As an action, it can make a Wisdom check to see if one of the following effects of the spell apply to it: 1. When you cast this spell using a spell slot of 7th level or higher, choose one of the following effects from the drop-down menu on the bottom of the screen. Choose a mineral or fey substance that you can see within 5 feet of you and that fits within a 5-foot cube centered on that substance. For the duration, whatever effect the creature chooses creates a misty cloud over 5 feet deep. 2. When you cast this spell using a spell slot of 8th level or higher, a misty cloud appears over a creature of your choice within 5 feet of it whose Strength score is equal to or less than the creature’s Strength score. The cloud lasts until dispelled. Gust Gust, like wind, blows around corners. The whirlwind lasts for the duration and moves with the creature to all corners of the whirlwind. The creature can escape from the whirlwind by climbing or by using an action to make a melee spell attack. On a hit, the creature must make a melee spell attack. The creature escapes using only its movement, and it doesn’t take any action that requires movement. On subsequent hits, the creature takes only the damage it takes before it ends its turn. Transmutation

Melf's Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make a hand gesture to a creature you can see within range. The hand must be within 5 feet of the target and must be in a hand that can be both hands and a hand with a long neck. The hand can also be in a hand that is holding a staff. The hand must be within 5 feet of the target. The hand can be a staff or a hand of another kind. The hand can also be a staff that is a nonmagical staff or a staff that can be a staff. The hand can be a staff of some kind or a staff that is a staff. The hand can also be a staff of some kind that is a staff. For example, a staff of some kind that has a staff made of stone and is infused with magic might allow an undead to cast magic on it for the first time on a successful save. If the hand is within 5 feet of the target, the spell can be re-attpelled. The hand can also be a hand that is infused with magic, such as a staff made of stone or a staff infused with magic. Transmutation

Melf's Hand

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a fist of fire that can be fired at up to six creatures. Until the spell ends, the target doesn’t take damage. The target can throw a ranged weapon attack. If the target throws a weapon, it attacks the target with that weapon. The target makes a ranged spell attack. If it casts a spell, its spell slot is not filled. If the target has fewer than seven hit points, it becomes incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you choose one of the following effects that apply when you cast the spell: • You cause a large blast of flame to appear on the ground in a 10-foot cube. The blast ignites a square 10-foot square of stone you can see within range, and spreads it over 10 feet of ground in a 20-foot radius. • You cause a burst of flame that ignites a 10-foot cube of stone in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 4d8 radiant damage and is blinded. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Melf's Hand

Casting Time: 1 action
Range: 500
Duration: 1 Hour

This spell transforms an unwilling muggleborn, or a child under the age of thirteen, into a creature of normal size and kind—any size creature or object of Medium size or smaller, or one willing creature of Huge or smaller size or kind. The transformation lasts for the duration, or until you choose an unoccupied space within 60 feet of you. The muggleborn instantly transforms into a Large or smaller creature. The transformation lasts for the duration or until you use an action to inspect the target to make a Strength or Dexterity check. Make the check with advantage if you are fighting it. When you make the check, you can cast it without spending extra movement. The transformation ends if you expend magic or another spell slot. Until then, this spell benefits from the following effects. When you make the check using a spell slot of 3rd level or higher, you can use a bonus action to cause a moderate conjure creature (limited in range) spell effect to grant the transformation for the duration. As a bonus action, you can cause a creature that is Large or smaller to become Medium or smaller. It must make a Charisma saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Melf's Hand

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A hand appears around a creature’s waist and is imbued with magic. The hand becomes a magic hand, and it lasts for the duration. As a bonus action, you can touch the hand and cause the hand to tap into a magic spell of your choice that you can cast. If you touch the hand while you have concentration, the spell ends, and the hand becomes a

Melf's Hand

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You manipulate fey and magic items into nonmagical duplicates of yourself for the duration. You can use a hand on any creature that you see within range. Make a melee spell attack for each hand created by the spell. On a hit, it makes a duplicate of yourself, which becomes a duplicate of its eidolon if it is still alive. The spell ends if you use another hand to create a duplicate of another creature, if you create a duplicate of another creature while you are using the spell, or if you use a duplicate while you are touching a creature. Illusion

Melf's Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A hand imbued with dark magic appears on one of your creatures to ward off hostile creatures. You can use your action to dismiss the hand as an action. You can also dismiss it as an action and then cast this spell again. Any creature that ends its turn within 5 feet of you must succeed on a Wisdom saving throw or be moved to the hand’s hand. If you cast this spell again, you can use your action to dismiss it as an action. Conjuration

Melf's Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A hand or a mass of tendrils of magic energy appears at a point within range. The hand appears to be made of magic, and as a bonus action on your turn, you can touch it. If you touch the hand, you are restrained for the duration. The hand's area of effect is as described above, but you can use any other effect or one you have prepared or used to control the hand. The hand can be used only once. The hand can also be used to move a creature or object that is touching the hand, up to 10 feet. The hand can also be used as a weapon or shield. It can also be used to make explosive attacks. The hand can also be used to manipulate other creatures or objects, such as as by using its action to make a ranged spell attack. Conjuration

Melf's Hand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a hand that can be used to reach up to ten willing creatures and hold them in place for the spell’s duration. The hand must be within 30 feet of any creature you can reach and must be within 30 feet of the creature’s hand. The hand can’t reach more than 30 feet away. The hand can’t be worn or carried. The hand can’t be affected by any special spell or ability that affects it. The hand can’t be destroyed by attacks or other magical effects. Conjuration

Melf's Hand

Casting Time: 1 action
Range: Instantaneous
Duration: You attempt to teleport yourself, a creature, or s

ome other object you can see within range. You teleport as a bonus action on each of your turns, and you can use an action to push the object away from you. The object or object is held in your hand and can be anything you wish, including a wand. You can also move the object up to 30 feet away from you. In addition, you can use an action to move the object up to 30 feet away from you and up to 10 feet away from you. You can also move the object up to 30 feet away from you and up to 10 feet away from you. While the object is moving, you can make a ranged spell attack or cast a spell of opportunity. Conjuration

Melf’s Hand

Casting Time: 1 action
Range: Self
Duration: 1 round

You create a hand of powerful magic in a location you can see within range. The hand is a glowing hand with a 10-foot radius and a 10-foot diameter. The hand can hold a person, up to six objects, and can move at up to 10 feet per round. The hand is made of stone and has an area of radius of up to 30 feet. Each creature in the hand’s area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Transmutation

Melf's Hand

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A hand rises from the hilt of your most precious weapon. Until the spell ends, you can use the hand to manipulate a creature you can see within 30 feet of you. Make a melee spell attack against the target. On a hit, the target takes 2d6 force damage.

Melf's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a hand of power radiating from you in a manner similar to an arcane spell, and then cast the spell. You can use the hand to manipulate other creatures, granting them advantage on attack rolls against you. The hand then disappears. You can use your action to dismiss the spell. You can re-roll the roll as an action, but you must use your action on each subsequent time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Divination

Melf's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a small, hand-sized hand that hovers in front of you for the duration. The hand can hold up to ten objects. When you cast this spell, you can maintain your hand for as long as 10 minutes. The hand’s area of effect is a 15-foot cube. Any creature that touches it causes the hand to move with it, and it has disadvantage on attack rolls against spell and other magical effects that use movement. Any creature affected by the hand’s area of effect must make a Constitution saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a success. If the hand cuts through a spell or magical effect, that spell or effect destroys it. Transmutation

Melf's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Knife or spike-shaped device used to crush down and crush up to six creatures or objects within range. Choose one creature that you can see within range and who is under the effect of a Minor Illusion or an illusion that lasts until dispelled. The target’s hit point maximum is reduced to 25 hit points, and it must make a Constitution saving throw. On a failed save, the target takes 3d8 necrotic damage, or half as much damage on a successful save. When the spell ends, any creatures or objects that aren’t actually under the effect of a minor illusion or an illusion that lasts until dispelled wither and die. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Melf’s Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to use a hand to hold a target of your choice. You can use a hand to hold a target of your choice that you can see within range. You choose a creature or object that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 force damage and is restrained for the spell’s duration. If the target moves over sand, dust, or other debris, the creature or object can’t be free for another 1 round. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional plant for each slot level above 2nd. Evocation

Melf's Hand

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a creature you can see and attempt to manipulate it with a simple thought, such as, "He wants to throw a stone at me, and so does you. The target must be within 30 feet of you, and it must be able to make a Strength saving throw at the end of each of its turns to avoid the spell’s effect. A target is unaffected by this spell, and it can’t be charmed, frightened, or otherwise affected by any other spell. If the spell is cast on a creature that can’t make the saving throw, the target is unaffected. If the target is an undead creature, you can use your action to attempt to persuade the target to join your side of the choice. If the target is a simple trinket, the target is unaffected. If the target is a creature, the target is unaffected. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the creature has advantage on one attack roll against a new general or a new creature that you can see within 30 feet of it if the creature is neither undead nor friendly to it. Transmutation

Melf's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a hand or a hand-sized object that is made out of stone and worn or worn by one of your followers. The target must succeed on a Strength saving throw or become frightened for 1 minute. If you cast this spell using a spell slot of 3rd level or higher, the spell ends. You can use your action to dismiss the spell as an action. When you dismiss the spell, you can add one additional creature of your choice to the target’s list of followers. Conjuration

Melf's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You issue an audible command to a creature within range. The target must succeed on a Dexterity saving throw or be frightened for 1 minute. The DM makes the saving throw at the end of each of its turns. If it succeeds, the spell ends. The target can use an action to make a Wisdom saving throw. On a success, the spell ends. If it ends, the spell ends. If the target has any nonmagical weapons on it or objects on it, the spell ends. Conjuration

Melf's Haunt

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a spectral entity that appears in an unoccupied space that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature becomes invisible. The creature obeys the spell’s commands and follows its movements to the closest available space. If the creature becomes hostile to you or if you use an action to attack it, the creature would immediately dismiss you as an undead. It can use an action to take no action. If the creature is hostile to you, it automatically dismisses you as an undead. If the creature is hostile to you but not hostile to another creature, the creature automatically dismisses you as an undead. The spell ends if the creature remains hostile to you. The creature can repeat the saving throw at the end of each of its turns. Necromancy

Melf’s Hide

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You can reveal the location of any permanent object you touch. The spell reveals the location of any permanent object that you touch, and the target disappears if it isn’t there. The target can be any creature you choose, and the spell reveals the object’s location as it moves before you. This spell also reveals any objects that can be held in one hand or the other. You can hide items in any manner you choose by using a secret door, a secret passage, or a secret door that isn’t unlocked. Transmutation

Melf's Hide and Seek

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the ability to see into the mind of an individual creature and perceive their thoughts and emotions. You can also see and hear through their eyes. You can hear the creatures you see, as well as their thoughts. At the DM’s discretion, you can choose to see a creature’s thoughts at the time the spell ends. If you see a creature’s thoughts, the creature can’t understand what you say. If you see a creature’s thoughts, the creature can understand any words you utter, but it must understand the words uttered by the creature. The creature can see and hear you through the veil, so long as you aren’t within 30 feet of it. If you can see through the veil, you can’t see anything beyond that space. Abjuration

Melf's Hideous Baskervilles

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A string of magical energy springs into existence around a creature you can see within range. The creature must succeed on a Dexterity saving throw or fall prone. The target’s speed is doubled, it has resistance to damage, and it has resistance to cold damage. The saving throw you receive is your spellcasting ability for the nature of the spell. Growth. When a humanoid of your choice that you can see falls prone, the creature gains a +2 bonus to AC and hit points. Abjuration

Melf's Hideous Fissure

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 20-foot square, 5-foot-deep pit that can hold up to twenty creatures. The pit consists of a chamber with a chamber interior, a tower, and two vertical openings. An area at either end of the pit is unprotected and thus difficult to crack or break. When a creature attempts to enter the pit from the opposite side, the creature must succeed on a Dexterity saving throw or be stung. The pit is heavily obscured and is difficult to miss. You can make a check as an act of force against the pit’s walls to break out, but that fails and the spell fails if the pit’s interior is heavily obscured and unprotected. The pit can be found in places that are difficult to break. The pit itself is 1 feet in diameter, and the area is heavily obscured. Conjuration

Melf's Hideous Form

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a humanoid form that has two of the following characteristics: • Your statistics are normal. • You have a construct level of 5 or lower. • You have the statistics of a creature you can see within range. You can use your action to cause this creature to gain the following statistics: • Intelligence, Constitution, and Charisma for 1 minute. You and all creatures you designate that aren't members of a race other than yours gain a +2 bonus to all saving throws. You and all creatures you designate that aren't members of a race other than yours also gain a +2 bonus to the ability check of your choice. Transmutation

Melf's Hideous Form

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, you can make any of the following transmutation effects available to you. You can also choose an effect that requires another casting of its choice. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast the effect of a glyph created by a glyph from another spell slot of that level. Transmutation

Melf's Hideous Resilience

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to hide in places you choose within range. You retain your alignment, but you can’t take an action on your turn to become invisible. You can’t see or touch any creatures or structures within 10 feet of you. You can use your action to move up to 60 feet in a straight line, stopping if it is difficult or impossible for you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Melf's Hideous Steed

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a creature that you can see within range. The creature must have a Medium or smaller body and a hideously-sized body with a strong hide. This hide provides cover from attack and defense to the creature. The creature has a swimming speed of 30 feet and can swim for the duration. If the creature moves more than 30 feet away from you, the swim speed is halved. Otherwise, the creature is restrained. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If the check succeeds, the creature is no longer under the effect of the spell. If the creature is incapacitated while under the spell, it can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the creature is no longer under the effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Enchantment

Melf's Hope

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call out to the spirits of the dead to seek out their spirits. Choose one of the following options for what appears to be a creature’s resurrection: undead, constructs, or undead created by magic. The target of the spell has advantage on the saving throw. If it fails, the target becomes a lich. The spell fails if you cast it on a creature you have seen or seen or that has seen or heard the spell. The target is a corpse that died when it died, unless the target is a lich or a lich-in-training. The target isn’t undead. The target is an object created from the spirit corpses of a lich or an undead. The spell ends if the target is killed by a melee attack. A lich or undead created by this spell could return to life only if the target has died or if an alternative plan is chosen to bring the target back to life. The target can’t be a lich or undead until the end of its next turn, when the target first appears. An alternative plan attempts to bring the target back to life by creating a lich or undead that is neither undead nor lich-in-training, but instead a new lich or undead that has been slain. This spell can’t restore lost or missing bodies or other magical objects. If the target is a lich or a lich-in-training, the spell fails if the target is killed by a melee attack. Enchantment

Melf's Hope

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Your hand rises to heal a wounded foe. You choose a creature that you can see within range, or one that can be targeted by a precise, nonmagical healing spell. The target can’t become fey except by a successful Wisdom saving throw or by dealing moderate damage to it. When the target drops to 0 hit points, it instead gains temporary hit points equal to 1d8 + your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary health, nor can they be restored if you or your companions have disease resistance against the target’s spells or are immune to a spell of 3rd or lower. The temporary hit points can’t reduce the target’s maximum Hit Points at the start of your next turn, or limit its movement for 1 round while it is within 60 feet of you. While within this way, the target makes no ill-formed leaps, but it

Melf's Hope

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tiny floating campfire on the ground in a location that you can see within range. The fire lasts for the spell’s duration. When the campfire appears, each creature in it must make a Constitution saving throw. On a failed save, you cause the campfire to dim and become a torch, dealing an extra 1d6 fire damage to each creature within its reach. The campfire can’t be targeted by spells or magical effects. When the spell ends, the campfire explodes, dealing an extra 1d6 fire damage to each creature within its reach. A creature must make the saving throw if it is on the ground or is engulfed in smoke. If the creature is still engulfed, it makes a Constitution saving throw at the end of each of its turns. On a success, the spell ends. Transmutation

Melf's Hope

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your spirit wovely wreathes a creature you can see within range. The target must succeed on a Wisdom saving throw or be turned to dust. For the spell’s duration, you can affect the target in any manner you choose. The target is a creature that you can see as a group of 5 or fewer feet on the ground. The target suffers no mental or physical effects from the target’s ability to move, speak, or cast spells. If the target is in a space or on a floor that is more than 5 feet on the ground, the spell fails. The target’s movement is restrained. Any creature that can see the target must succeed on a Dexterity saving throw to avoid the spell. If the target moves more than once using a move action, it can make a Dexterity saving throw to avoid this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Melf's Hope

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You hurl a scroll of restoration, summoning a spirit that can restore up to 100 hit points. The spirit returns to its home plane to join your party or another willing creature of your choice within 60 feet. The spirit can be summoned from a different plane of existence or a different one. If the spirit returns to your home plane, it returns with a +2 bonus to AC, and it gains the ability to remain there for the duration. You can summon a creature from a different plane of existence or a different one at the same spot you cast this spell. If you cast this spell multiple times, you can have up to three creatures summoned at a time. The summoned creatures can be summoned from the same plane of existence or a different one. When you summon the creature, you can use your action to attempt to dismiss the summoned creatures as a group. If you do so, the group ends its turn. Roll initiative for the summoned creatures as a group, which can be up to three of you or two enemies of your choice. The creatures obey your spoken commands and are treated equally, even if they have resistance to your magic. Roll initiative for all summoned creatures as well. If you roll an 8 or higher, the summoned creatures aren’t affected. If you roll an 8 or higher, the summoned creatures aren’t affected. If you roll an 8 or higher, the summoned creatures are expelled from your home plane. You can have up to five of these creatures summoned at a time. If you cast this spell multiple times, you can have up to three of the summoned creatures summoned at a time. Necromancy

Melf's Hourglass

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an invisible force field around yourself that lasts for the duration. Each creature in the field must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength or Dexterity check to see if the field extends beyond the creature it is in. On a failed save, a creature can use its action to move the field up to 30 feet. A creature can move it

Melf’s Intelligence

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a creature you can see within range. A friendly creature that can hear you must make a Wisdom saving throw. On a failed save, a target takes 3d6 Intelligence damage

Melf's Intuition

Casting Time: 1 action
Range: 30
Duration: 24 Hours

For the duration, you know the physical properties of objects and their properties, such as weight, shape, depth, opacity, materiality, opacity, opacity gradient, and color. You also know the properties of objects created by spells or created by magical effects, but you choose how they are perceived by others. Because you perceive objects as being made of stone or metal, fey and fey feasts are both widely known places in Gnome’es lore. As part of the feasting, you can use your action to have a fey zombie appear at your feet, which feasts can only do once before being dispersed. While you fey, you can gain a number of temporary hit points equal to half the number of creatures you fey this way. These temporary hit points can’t be replaced by temporary hit points from elsewhere in the spell’s duration. When you cast this spell, you can have up to five creatures affected by it w ho have temporary hit points equal to half the number of temporary hit points from another spell slot. Transmutation

Melf's Irradiance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Bright light flashes within range. Each creature of your choice within range must make an Intelligence saving throw. On a failed save, a Huge or larger creature takes 12d6 radiant damage. On a successful save, it takes half as much damage. If a smaller creature fails the save, it also takes half as much damage. When you reach 5th level (2d6), you can target one additional creature for each slot level above lv 3rd. Evocation

Melf’s Knife

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a memento or a piece of mithral or fey metal to craft a weapon. You can make a slashing weapon or a throwing weapon. The weapon’s hit point maximum must be equal to or less than the weapon’s hit point maximum. The piece of mithral or fey metal you

Melf's Lament

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You pull one willing creature you can see within range into a pit or a crevasse and cause it to explode, leaving a 10-foot-radius sphere of smoke and dim light within reach. The smoke spreads around corners. The smoke then dies out, leaving behind no creatures to be caught by its smoke. The smoke then persists for the spell’s duration. Any creature caught in the smoke has disadvantage on Dexterity saving throws, and it has disadvantage on Strength saving throws, if it can’t breathe. Any creature caught in the smoke has disadvantage on Strength saving throws. Any given spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Melf's Lament

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You utter a cryptic message. A wave of despair sweeps across the land. You attempt to warn a creature of an impending attack, but the target of the spell is unaware of your presence. If the target moves when you cast the spell (for example, while casting this spell or casting an action on a dead creature), the creature sees that you are no longer there, and the spell ends. If the target moves when you cast the spell (for example, while casting this spell or casting an action on a dead creature), the creature sees that you are dead, but the spell continues. The target of the spell must make a Wisdom saving throw, and the creature must make the saving throw at the end of each of its turns before the spell ends. The spell is especially harmful to undead and constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot

Melf's Lament

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You utter a lamentation of some sort. For the duration, you gain a +1 bonus to AC and damage rolls made with that same bonus. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain a temporary +1 bonus to AC and damage rolls made with that slot. Necromancy

Melf's Laughter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a loud clank in a place that you can see within range. The noise can’t be suppressed by creatures other than you or through barriers, barriers, or other means. The noise can be distracting, harmful, or otherwise difficult to hear. If the noise is intense enough that it disturbs a creature or object that you can see within 5 feet of the spot you cast this spell on, the creature or object will be frightened. If the noise is mild enough that a creature or object is blinded or deafened by it, it is suppressed. Conjuration

Melf's Laughter

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

You create a 60-foot-square circle with a 20-foot radius centered on a point within range. Choose one of the following effects when you cast this spell. The effect lasts for the duration, but the radius is reduced by 1 foot when you finish. You can also increase the radius by any number you choose at the time you cast the spell. Conjuration

Melf's Longbow

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a simple and accurate longbow that fires a single arrow shot into the air at an angle 60 feet per round until the spell ends. The energy carries the same rate as a normal shortbow used in the attack action. The energy can be up to three times less powerful than the weapon’s normal ammunition, and it deals no damage when it strikes a creature or a piece of equipment. Conjuration

Melf's Long Distance Walk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You extend your hand toward a creature within range and teleport it to a location you choose. It must make a Charisma saving throw. If the target is Medium or smaller, it must succeed on the saving throw or drop the item if it is no longer on the plane of existence you’re on. If you cast this spell using an item slot of 2nd level or higher, the spell ends for that creature. As your spellcasting progresses, your familiarity with the language and magic of the target increases by one language skill ranks. When you cast this spell using a spell slot of 4th level or higher, you can target up to one additional creature for every 5 you cast this spell. Divination

Melf's Longstrider

Casting Time: 1 action
Range: Range
Duration: Up to 1 hour

Choose one creature, familiar to you, who is within range for the duration. The target takes 5d6 piercing damage from all weapons against the target until the spell ends. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Illusion

Melf's Longstrider

Casting Time: 1 action
Range: Touch
Duration: 8 hours

This spell lets you choose one of several melee weapons that you can make that you can connect to a longbow or shortbow. You make your weapon reach for the weapon and make a ranged weapon attack against one creature within your reach. On a hit, the target must make a Strength saving throw. It takes 3d8 slashing damage on a failed save, or half as much damage on a successful one. Additionally, in the event that you cast this spell again use half the damage of the last melee weapon attack against a creature within your reach, even if that creature has advantage on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can have two additional melee weapons chosen for each slot level above 1st. Illusion

Melf’s Longsword

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You unleash a potent weapon effect on a creature you touch. Choose one slashing weapon you can reach that is imbued with the mace of fey or a melee weapon you can reach that uses the w dir or w ich weapon’s normal mace attack. The creature takes 4d8 damage of the type you chosen, and it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The mace also has disadvantage on attack rolls against creatures with weapon wounds or blades, as well as when used against creatures under the influence of any of the above spells. Evocation

Melf's Longsword

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a long sword with twisted force within which you can stab with both hands. Until the spell ends, you can use your hands to stab the sword, provided that you both have hands. You can cut through the thin blade or use your hands to stab through the flesh and bone of a creature. The weapon is a melee weapon with a +2 bonus to attack and damage rolls. Its wielder must also make a Strength saving throw. On a failed save, the weapon is severed and the weapon is incapable of firing. The weapon cuts through the flesh and bone of creatures, but it doesn’t severed the creature’s flesh or bone. Whenever the weapon strikes an enemy, he makes a melee spell attack against the weapon with advantage, and the attack deals an extra 2d6 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your weapon cuts through the flesh and bone of an undead creature as you make the attack roll. While the weapon is active the creature is restrained, it is subjected to the saving throw made against the spell’s profane profane and it must then make a Wisdom saving throw. On a successful save, you can use this spell again to end the restrained creature’s condition, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of three levels higher than the slot you use for the spell, the weapon cuts through the flesh and bone of an undead creature as you make the attack roll. While the weapon is active the creature is restrained, it is subjected to the saving throw made against the spell’s profane profane and it must then make a Wisdom saving throw. On a successful save, the creature is no longer restrained and must either come up unconscious or fall unconscious. Conjuration

Melf's Mansion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose a place within range that you can see. The place must seem real, tangible, or somewhere in between. The place must have its own visible or audible shape, physical or magical (no figurative or physical) or (relatively) or (creampy) design. Its appearance, or lack thereof, determines whether you spot the place within 30 feet of your destination. When you cast this spell, you can create a magical replica of the place you create. A replica can be found in an unoccupied space within 5 feet of the place you created it in. Constructs and beasts can t create magical duplicates of themselves, and any creature that creates an object to duplicate itself becomes proficient in the spell. If you create a magic mirror—a piece of mirror composed of magic and magical energy that remains on each end of the mirror as a spell slot, up to one copy

Melf's Mantle

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You become a dragon. It is the largest beast in the game, with an extra body about the size of your fist. The beast is bright light and has AC 23, 14 hit points, and a wingspan of 15 feet. It has blind spot checks made with advantage and can see things through its clothing. The bane of all fiends is that the beast can’t speak unless it has it choked to death. Until its power wanes, however, its eyesight is light enough to read shadows and to see through fog. Until the spell ends, you can use a bonus action to cast this spell on your creature (if it is hostile), transform it, and transport it to a place of your choice that is within 100 feet of you. Whether you choose this route or not, the beast is friendly to you for the duration. Transforming an illusory image of your true form (creature, animal, or mineral object) of an evil or good creature (or a creature of a different kind) to muggle appearance automatically transforms it into an illusory image of your true form for the duration. The image permanently obscures the illusory image and harms no one. Your transformation might take a further action that you can take, depending on the creature’s nature. You might instead cause the creature to emerge from your possession as a bonus action on your turn. As an action, you can move the creature up to 30 feet in any direction, ignoring obstacles and other creatures. If you create a false image of the creature you transform, you can animate or reassert control over it until the spell ends or it dies (your choice at the start of each of its turns). You can create a duplicate of the creature if you or a willing creature are affected by the illusion. This step also frees a corpse if it is no longer needed. If you create a duplicate of the creature, you can animate or reassert control over it until the spell ends or the creature dies (your choice at the start of each of its turns). If you alter the creature’s mind and become its master (your choice at the start of each of its turns), this step frees a corpse if it is no longer needed. After you make the initial decision about whether to alter the creature’s mind and become its master, you learn how to bestow this power on the creature by using the following typical actions for your creature: “Choose one ability item (such as a chime, whistle, or caltropshire) that you can see;” sound, smell, and feel the ability item for 1 minute, or an equivalent duration. Dramatic effect. The creature uses its reaction to use the ability’t when it uses the opportunity to make an attack roll, its action on that turn to make a new attack, or the duration of its next turn to adjust its ability to cast spells accordingly. Dramatic influence. The creature uses its reaction to use the influence when it uses the greatest possible effort to effect an effect. For example, the creature using the greatest effort to sway a creature that can’t succeed on a Constitution saving throw to use one of its two senses, the

Melf's Mark

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose one metal object, an object that is one size larger than you, or a piece of metal that is no larger than 10 feet in any dimension. You can make a ranged weapon attack with the object, which has—if you have it—a +2 bonus to your attack roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2. When you use a spell slot of 3rd level or higher, the bonus increases to +3. Evocation

Melf's Mark

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical mark on a willing creature you can see within range. The mark glows in a bright, luminous light for the spell’s duration. Any creature that can’t see within the area can only see the mark centered on the target. The casting is magical, and the mark lasts for the duration. While the mark is in place, the target can make a Wisdom saving throw. On a failed save, the target takes 2d6 radiant damage and is blinded for 1 minute. On a successful save, the target takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Melf’s Mark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a creature’s name, mark, or symbol and attach it to your equipment. While attached to your equipment, the symbol appears to be your name, but if the creature doesn’t have a name, it has advantage on any Wisdom (Perception) check you make to discern its name. If you choose a symbol other than your own, the spell fails. You can use only one spell slot at a time to cast the spell. The spell ends if you use your action to do anything else. You can also attack the symbolized creature with an attack of opportunity, if you are the target. If you attack with an attack that targets both you and the symbol, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d6 slashing damage, and it is knocked prone. With a successful save, the creature is no longer knocked prone and the spell ends. Illusion

Melf's Mark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a point you can see within range. You create a magical mark on a willing creature you can see within range. The mark glows in a bright, luminous light for the spell’s duration. Any creature that can’t see within the area can only see the mark. When you cast the spell, you can designate any creature you can see within 5 feet of you as a target. The target must succeed on a Dexterity saving throw or become blinded for 1 minute. When this spell ends, a creature that can see invisible or otherwise can’t see you can see the mark. Illusion

Melf’s Mark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical mark on a creature that you can see within range. The mark appears within 1 foot of the target, and the target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage as a spell of 3rd level or lower. If the target is a creature, it has disadvantage on the saving throw. The mark lasts for the spell’s duration, unless you use your action on a later turn to dismiss it. When the mark disables the spell, any locks on the target or the spell or other magical effect it was created in return are off. The spell ends if the target is ever outside the spell’s range or if the spell has no effect at all on it. The spell can target any object or creature in the area, but it doesn’t protect it. A dispel magic spell targeting the mark destroys it instantly. A dispel magic spell targeting the mark destroys it instantly. Abjuration

Melf’s Mark

Casting Time: 1 action
Range: Touch
Duration: 1 hour

Your touch or a portion of your body’s natural weapons come to life and reshape the course of the battle. Choose up to four creatures within range and make a melee spell attack for them. On a hit, the target suffers a number of debilitating effects equal to 1d6 + your spellcasting ability modifier. The spells manifest in a wide array of nonmagical effects, including necrotic, disintegration, psychic, or death effects. Each of these effects causes your target to make a Constitution saving throw. If it fails, it takes 1d6 necrotic damage, and if it hits 10 or more hit points, it takes 14d6 psychic damage, and so on through the end of the spell’s duration. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action. Illusion

Melf’s Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magic shines in a place you choose that is within 5 feet of one of the places you choose for the spell’s duration. For the duration, and until you finish a long rest, you can affect one creature you can touch with a memento of your spell, turning it into an extradimensional construct of your choice that remains inside a muggle-built structure until the spell ends. Alternatively, you can cause the creature’s shadow to appear on the creature’s person, so long as it can see through the shadow. If the shadow harms a creature, it can penetrate the armor and weapon that it is wearing, causing it no damage. For the duration, the shadow can’t attack or pass through the barrier around it, but it can attack and pass through other barriers created by the shadow. Illusion

Melf's Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, you can communicate your knowledge with the target by writing a letter to the creature that wrote the message. The creature can read the letter as a visual representation of the word, if the creature is familiar with the creature's language. If the creature is familiar with the creature, the creature can read the letter as a written message to you, if written in writing. If written in writing, the message is brief and general, and the creature can’t understand the meaning behind the message. The creature can’t understand words other than the creature’s own. If the creature can understand a non-word, such as a creature’s plan B, the creature can understand the message. If the creature can understand a language other than a creature’s own, the creature knows it well, but can’t suggest a course of action that might benefit the creature’s knowledge. If the creature can’t understand a message other than a creature’s, the creature can understand the message as if it were spoken words. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the message sent by the letter counts for the purpose of calculating its damage die. Divination

Melf’s Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and mark the location of its movement for the duration of the spell. The target is aware of the location until the spell ends. If the target moves more than once before the spell ends, the mark remains, and you can use your action to mark a spot you choose within 10 feet of the spot you chose. The mark remains in place for the duration. If you mark a spot that is already unmarked, the spell ends. Necromancy

Melf's Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. As the spell finishes, the target regains a number of hit points equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Melf's Mark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create up to four 5-foot-square panels of fog centered on a point you choose within range. Roll on the following table to determine which panel you would like to create. Cloud 300 feet long, 1 inch

Melf's Mask

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Illumination of creatures and magical power appears in your mind, as if you were casting a spell. You can see and hear creatures of your choice that aren't illusions, and you can’t be charmed or frightened by a creature. You can’t cast spells or communicate with any other creature, and you aren’t able to cast or affect any of the following spells: berserk, feign death, feign alarm, fiend’s destruction, ghasts of decay, ghasts of restore magic, ghasts of restore cast, ghasts of restore channel, ghasts of restore polymorph, ghasts of restore polymorph cast, ghasts of restore polymorph cast, ghasts of restore polymorph cast, ghasts of restore cast cast cast, ghasts of restore cast cast cast, ghasts of restore cast cast cast cast, and ghasts of restore cast cast cast cast cast. Divination

Melf's Meteors

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

An elemental force springs into existence in a spot of your choice within range. The target must make a Strength or Dexterity saving throw. On a failed save, it takes 2d6 force damage. A creature can use its action to go to the nearest unoccupied space of its choice that is within 5 feet of the area. A creature can use its action to check to see if there is a creature within 5 feet of it. If there is, the creature must make a Strength saving throw. On a failed save, the creature takes 2d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Abjuration

Melf's Miasmic Door

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a labyrinth of illusory messages capable of speaking anything from Greek and Norse to the language of magic. Any creature that you choose within range must succeed on a Wisdom saving throw by a DC equal to 10 + your spellcasting ability modifier. On a failed save, a creature instantly perceives the deception as a sort of dark secret in the mist. For the duration, this spell has no effect. A creature must spend 1 extra action to cast this spell. Conjuration

Melf’s Minute Blade

Casting Time: 1 action
Range: 120
Duration: 1 Round

You make a melee weapon attack that creature’s strength or speed are no longer known to you and that creature takes 2d10 piercing damage if it fails its saving throw against this weapon’s damage reduction ability. If the weapon’s damage reduction ability is also down, you might make a single attack with it with a different weapon. Transmutation

Melf's Minute Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A blade of magical force radiates with a beating heartbeat of ebony. The blade transforms the blade into an instantaneous, flammable appendage, and lasts for the duration. On each of your turns since the spell ended, you can use a bonus action to make a melee spell attack against a creature within 30 feet of you that you can see. On a hit, the creature takes 1d10 bludgeoning damage and is knocked prone. If you don’t have prone, the creature can make a ranged weapon attack with the Blade, but it must reach the Wall before it can use reaction. Evocation

Melf’s Minute Metals

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell and as a bonus action on each of your turns thereafter you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of meteors created increases by two for each slot level above 5th. Evocation

Melf’s Minute Metals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. They take 4d4 radiant damage on a failed save, or half as much damage on a successful one. The meteors emit bright light out to 120 feet and dim light for an additional 120 feet. The meteors then disappear. A strong wind (at least 10 feet of the target) blows around the area, and you have resistance to radiant damage for 1 minute. After dealing with four meteors, you choose a new one or a different one. If you cast this spell again, the new meteor explodesrier takes 4d4 radiant damage, and the next one takes 4d4 radiant damage. Evocation

Melf’s Minute Metamorphosis

Casting Time: 1 action
Range: Touch
Duration: 1 minute

For the spell’s duration, you change the way some fey or fiend forswore weapons or armor, or a piece of gear that is otherwise worn by it, into a flurry of high-explosive blasts. Each creature that starts its turn in the blast must make a Dexterity saving throw. On a failed save, it takes 7d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 5th. Necromancy

Melf's Minute Metamorphosis Transmutation

Melf’s Minute Metaphysical shift

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell awakens the mind of a muggleborn woman in her mid-twenties. You choose a creature that you can see within range, as a group of four using an equipment metamagicstalline spell slot, or a magical

Melf’s Minute Metaphysics

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of the multiverse to reveal the presence of any creature within range. For the first time in your weapon’s reach, you can attempt to reach for a creature or an object within range to see if it is there and, if so, where. Otherwise, the spell fails. To reach out, wield a weapon, or use an attack, using an action to touch the creature or the object, you take the Dash action, and when you do so, you can use your movement to move up or down one of your turns so that you can follow as far as the multiverse tells you wish. If you already have this step up written on your weapon’s sleeve, you can use it in this way as well. If you don’t, the spell ends, and the creature or object remains unseen. If you see or hear any sound, a sound that could send a creature to the sky, a groan, a puff of wind, or a rumble of wings, the creature can’t make a jump or use its movement to come within 500 feet of you and take the Dash action. Transmutation

Melf’s Minute Meteorite

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering, opaque force springs from your fingers to strike creatures, creating tiny pieces of matter that can be as small as a strand of hair and as large as a finger. Creatures in a 40-foot cube that you can see within range can see one piece of the force behind the globe at a time, which affects each target up to 5 feet in diameter by 1 foot in each direction. For each of its turns, the globe attempts to strike one creature within 5 feet of it, ending the effect of any spell it has. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Melf’s Minute Meteure

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a tiny, harmless sensory effect in the mind of a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, you create a mottled, deafening noise that causes the target to reek of slowly-melted air. This movement doesn’t provoke opportunity attacks, and if the target tries to cast a spell, it can roll a d4 and add the number rolled to the attack roll. On a successful save, the spell ends. Enchantment

Melf's Minute Metronome

Casting Time: 1 action
Range: Touch
Duration: 7 Days

Your spell imbues your ammunition with the powers of an ancient magical weapon. Each creature within 10 feet of the ammunition must make a Dexterity saving throw. A creature takes 3d6 magic damage on a failed save, or half as much damage on a successful one. Constructs and undead aren’t affected by this spell. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, each creature affected by it must make an Intelligence saving throw. On a failed save, a creature can’t take actions and automatically casts a spell of 2nd level or lower until it completes its turn. If an affected creature casts a spell of 3rd level or lower, the spell takes effect immediately after it, ending its turn. At Higher Levels. If you cast this spell using a spell slot of a higher slot, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Melf’s Minute Servant

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your magic makes your food and magic items come to life. Choose potions or cleanse spells on your person in a 30-foot cube within range. A creature takes 5d10 necrotic damage when it hits with a weapon attack against a creature within 30 feet of it. Additionally, the moment a creature enters the spell’s area for the first time on a turn or starts its turn there, it takes 5d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 5d10 for each slot level above 3rd. Necromancy

Melf's Minute Steed

Casting Time: 1 action
Range: Instantaneous
Duration: As the guardian of nature, the melf serves one or

more friendly creatures. When such a creature enters the melf's space for the first time on a turn or starts its turn there, the creature takes 3d10 lightning damage, and it takes 2d10 lightning damage if it can’t find a suitable dwelling place on the ground within 30 feet of the melf’s space. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Conjuration

Melf’s Minute Step

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A mote of misty gray smoke emanates from your hand. The mist lasts for the spell’s duration. When you cast the spell, choose one of the following options, the mote sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can illuminate hidden rooms or rooms that you can see within range. Fog. Fog (the mote’s area) fills the area in a 50-foot radius, dim light for an additional 50 feet and creates dim light, light, or dim light c̙ rceptible in the area. Gust. Gust (the mote’s area) fills the area in a 30-foot radius, creates swirling clouds for 30 feet and causes for 4d6 bludgeoning damage to creatures in the area when it appears. Gusts. Gusts (the mote’s area) fill the area in a 40-foot radius, making it difficult terrain for creatures in it. Creatures in the Gust area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage, or half as much damage on a successful save. Gusts. Gusts (the mote’s area) make for strong wind that slows movement, and the mote sheds bright light in a 20-foot radius around it for the spell’s duration. A creature that fails its save on a successful one takes 6d8 bludgeoning damage, or half as much damage on a failed one.

Melf's Minute Stop Self Instantaneous You teleport yourself to a different spot within range, where you appear within range and refrain from casting spells, for the duration. For the duration, you can spend up to half your movement to move at half the speed of your walking horse, and have advantage on attack rolls and saving throws against attack effects that would stop you from moving. This teleportation also extends to other objects you touch and extends to spaces you can move across. On your way, you might be able to reach out to touch a creature you touched, as long as you remain within the spell’s range. Transmutation

Melf’s Minute Tincture

Casting Time: 1 action
Range: Self
Duration: 1 Round

A Medium creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. If you or a creature that can be charmed succeeds on the save, the creature becomes hostile toward you and must immediately leave the area. Otherwise, you can use your action to dismiss the charmed condition, which ends the spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional willing creature for each slot level above 6th. Enchantment

Melf Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to strike an unwilling creature. Make a melee spell attack against the target. On a hit, the target takes 2d6 damage. You can use your action to make a new attack roll with advantage. On a hit, the target takes 2d6 damage. On a miss, the target takes 2d6 damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hits for each slot level increases by 1 for each slot level above 1st. Evocation

Melf's Mysteries

Casting Time: 1 action
Range: Self
Duration: Seeming

1 Hour You are a divine demon hunter drawn to the secrets of ancient temples and hidden temples, the secrets of the dark halls and the secrets of the dark arts. You are called upon to find hidden temple secrets and to aid your companions in searching them. You gain a god rating of 4—like a god rating of 2. Your god rating is determined by the general alignment of your deity, as determined by the deity’s ritual as well as by the statistics of the temple youíre in. You must reveal your god rating to a mortal oracle, who might give you a secret rating of A to C, D—or E, or F, or G, or H. Your secret ratings don’t necessarily reflect the alignment of the temple you are in; if your secret rating is A or B, your god rating might be much lower. While your divine rating is A or B, your mundane magic doesn’t affect creatures. While your divine rating is B or C, your mundane magic doesn’t affect magic used to cast spells or create magic items. Divination

Melf’s natural curiosity

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You and one Medium or smaller creature you can see within range gain insight into the surrounding terrain. The spell allows the creature’s natural curiosity to flourish, and the target is led to conclusions that can’t be supported by any other than speculation. The target must make a Wisdom saving throw or be led astray. On a failed save, the target takes 1d6 psychic damage and is restrained in the spell until the spell ends.

Melf’s natural resources

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A creature within range of your spell’s natural resources slot for the duration rolls a d4. The creature takes 1d4 x 3d4 damage at the start of its next turn. If the creature is on a plane that isn’t part of the spell's range, the creature can make a Constitution saving throw. On a failed save, the creature takes 1d4 x 3d4 damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a creature’s natural resources with a successful dispel magic spell that ends the spell early if the creature moves or if the spell’s duration ends. Transmutation

Melf’s next attack

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to attack a creature that you can see within range. The target must succeed on a Strength saving throw or be affected by the attack for the duration. On a failed save, the target takes 1d6 slashing damage. On a successful save, the effect ends. The target’s attack and damage roll are rolled as well. On a failed save, the effect ends and the target is unaffected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the target’s next attack and damage roll is halved.

Melf's next of kin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A ravenous creature appears in the midst of you and moves with you. Choose a creature within range. The raven flies toward you and then lands. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the raven flies twice as fast for each of its turns. The raven flies for each target that you target with an attack. The raven flies for each target that has no weapon equipped. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the raven flies three times as often for each target. Transmutation

Melf’s next strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You target a creature with a weapon attack that deals an extra 1d6 damage to a hit point. Make a ranged spell attack roll with that attack. On a hit, the target takes 4d6 damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6) and higher. Conjuration

Melf’s poison breath

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You exhale a potent poison flower that sprouts from your body. The flower leaves a trail of

Melf's Recall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport an unwilling creature of your choice that you can see within range to another unoccupied space within range. The target disappears when it drops to 0 hit points or when the spell ends. The teleportation is long and laborious, requiring a successful Wisdom saving throw or a successful Intelligence (Investigation) check against your spell save DC. On a failed save, the target can’t leave the teleportation space for days, possibly for good (if it really wants to stay). The target can’t leave the teleportation space for more than 1 hour if it is too small for it. For the duration, the target can travel to any unoccupied space it chooses within 30 feet of one of the targets it teleports to, up to 60 feet away from it, lock onto a solid object there, and otherwise affect it in whatever way it chooses. Conjuration

Melf’s resolve restraint

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You assume the stance of a powerful deity and assume the form of an undead servant.

Melf’s resolve

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a command, sending the spirits of the dead to task. Choose any number of willing creatures that you can see within range. Each target obeys the command you gave. Each target obeys your direction. For the duration, the targets obey your orders: • Walk upright on each of your turns. • Hide from pursuers. • Disengage when it comes to dealing with enemies in the area. • Stay hidden from pursuers. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate, drink, or use one of the following spells: • Alarm • Sleep • Confusion • Dispel Magic Circle • Erupt • Dispel Wind. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate, drink, or use one of the spells mentioned above, but you can only affect one creature at a time. Transmutation

Melf's Rope Trick

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. If the target is a plant, such as a shrub or a flower, you can place the spell on it and give it a precise placement. If you choose a plant, you don’t need to place a spell on it. If you choose a flower, you don’t need to place a spell spell on it. The spell is harmless if it targets one plant, but it deals damage if it targets two or more plants. Divination

Melf’s Secret Chest

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your slimy hide begins to glow with every step it takes. Until the spell ends, you can’t see what it contains, but you can offer magical assistance to it in whatever way you choose. The chest contains a simple object—a set of keys and a set of simple instructions—that you can use to open or close the chest or other objects you choose. You can create a chest or other object by pouring warm water on it. It can be decorated or otherwise made into whatever you choose. When you craft the chest, choose any of the following properties that you consider magical: • The chest can’t double as a storage space, and storing your gear there makes it practically impossible to retrieve it. • The chest doesn’t need to be on ground, but you can’t create any form of teleportation network or other such link. • The chest can hold up to ten items at a time, and you can create up to ten additional items per chest slot up to your total. If you create more than ten items at a time, the amount of magic being cast increases by that amount. Transmutation

Melf’s Shadow Word wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a 20-foot-diameter sphere of shadowy force centered on a point of your choice within range. A creature must make a Wisdom saving throw. On a successful save, you cause the wall to turn into a shadow. To a creature that can see the wall, the wall can’t pass through it, and it ignores the movement of other creatures except as a bonus action on each of its turns. If you damage or pass through any of that wall’s space, you are no longer a creature, and the wall disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the radius of the cube increases by 5 feet for each slot level above 2nd. Evocation

Melf’s Smite

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You attempt to hit a creature that you can see within 5 feet of you. The target must be within 5 feet of you or the spell ends. If the target is within 5 feet of you, the target is pushed 20 feet away from you. Otherwise, it must make a Dexterity saving throw. On a success, it takes half as much damage on a failed save. On a failure, it takes 1d8 poison damage. On a successful save, it takes half as much damage on a failed save. Illusion

Melf's Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create up to ten willing creatures of your choice that you can see within range, which can be any size you choose. The creatures become friendly to you for the duration. The targets gain a +2 bonus to AC and AC-climbing speed for the duration. You can’t reduce the target’s AC by more than 10 percent of its normal rate. If you reduce the target’s AC by more than 10 percent of its normal rate, the spell ends. If you reduce the target’s AC by more than 10 percent of its normal rate, the spell ends. Conjuration

Melf’s Song

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You whisper a song of wiseness to a creature you can see within range. The target must make a Charisma saving throw. It must then choose a song of its choice from a list of ten songs that you can hear within 30 feet of it. The songs last for 1 minute. The song can be any tune you choose, but it must be a melody. The song is a piece of music that can be repeated only once. The song is part of a larger musical package, the Musical Instrument of Your choice. You can create the musical instrument by manipulating the melody you choose. If you create an object made of wood or other similar material, the piece of wood must be contiguous with the object you created. The object can be any object or surface that fits within a 20-foot cube. The piece of wood must have a 5-foot radius and must be connected to the object you created. The piece of wood is nonmagical and can be removed only by force. The piece of wood can’t be changed. The spell ends when it reaches its full effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Necromancy

Melf’s Steed

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You gain the ability to steed. Choose a Large or smaller group of creatures that you can see within range and that are friendly to you. The steed can't be affected by this spell. It obeys any verbal commands you issue to it, and it defends whenever it moves. Whenever you give the steed a command, it defends each creature within its area. When you command the steed, you can cause it to make a melee attack with a sling, or throw a shield. If the steed has the Attack bonus, it makes a ranged spell attack against one creature within its area that is within 5 feet of it. On a hit, the target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage and be knocked prone. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Enchantment

Melf's Steed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call down the steed, which hurls its steed at one creature within 5 feet of you. Choose one of the following effects when you cast the spell: • You have resistance against bludgeoning, piercing, or slashing damage from nonmagical weapons and nonexplosive weapons that you can see. • You have resistance against being charmed by any form of nonmagical nonhostile creature. • You have resistance against the diseases and diseases of creatures other than your own. • You have resistance against the effects of poison and disease of plants and animals. For the duration, you have resistance against those diseases and diseases. At Higher Levels. When you cast this spell using a 6th-level spell slot, the number of times you cast it increases by 1, and the duration increases by 10 rounds. When you cast this spell using a 7th-level spell slot, the number of times you cast it increases by 1, and the duration increases by 15 rounds. Conjuration

Melf's Steed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call down the steed, which hurls its steed at one creature within 5 feet of you. Choose up to three creatures of your choice that you can see within 5 feet of you when you cast this spell. Each target must make a Wisdom saving throw. It takes 4d6 slashing damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes half as much damage from the steed's attacks as it would from any other creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of times you can cast the spell increases by two for each slot level above 6th. Enchantment

Melf's Steed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a new undead creature that you can see within range. The creature must be of no larger than Medium size. The creature is Medium or smaller. The creature can be any creature that fits within the general class of undead, including undead created by other spells and magic. The creature has no natural defenses against magical damage. It also

Melf’s Steed

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to stow a creature you can see within range. When the steed appears, it must make a Dexterity saving throw. On a success, it flies away from you and flies to a point you choose within 100 feet of you. The steed flies with a speed of 60 feet per round until the spell ends. It flies automatically when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the time required for the effect to complete by 1 minute. At 5th level, you can increase the time required for the effect to finish by 1 hour. At 9th level, you can end this casting before it has even begun. Abjuration

Melf's Strength

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create strength in the hands of a creature you can see within range. The spell ends if you use a bonus action on the target. The target can make a Strength check against your spell save DC. On a success, the target is no longer restrained by the creature’s Strength, and it becomes proficient with your melee attacks. Necromancy

Melf’s Strength

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You point your finger toward a creature within range, and up to five creatures of your choice within 30 feet of you fall prone. A creature must succeed on a Constitution saving throw or be restrained by the creature for the duration. The restrained target can make a Constitution saving throw. On a successful save, the target is no longer restrained by the creature, but it can freely move and move in any direction in the area. In addition, the restrained target can make an ability check against your spell save DC. If successful, it is no longer restrained by the creature, but it can’t move and can freely move in any direction within 30 feet of you. If you change the target’s weight, you can change the target’s body type, or choose a different target at any time. The target is restrained in the air, and it must only move at the end of every 10 minutes it can move. The restrained target can act normally. If the target is a creature, the creature can move only when it can see the target, but the creature can act outside the barrier. The restrained creature can move normally. If the target is moved by another creature, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 10 days. When you cast it using a spell slot of 7th level or higher, the duration is 10 days. When you use a spell slot of 2nd level or higher, the duration is 10 days. Abjuration

Melf's Strength (30-foot radius)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature or object that isn’t being worn or carried. The target can act or be affected by the following effects. If you target is wearing or carrying, your companions are unaffected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Melf’s Strength (30-foot radius)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, you gain the following benefits: - You can move the target up to 20 feet in any direction, up to 20 feet in any direction, and up to 20 feet in any direction. - You can move the target up to 20 feet in any direction, up to 20 feet in any direction, or move the target up to 20 feet in any direction. - You can move the target up to 20 feet in any direction. Transmutation

Melf's Strength (30-foot radius)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You gain the following benefits: - You can move the target up to 20 feet in any direction, up to 20 feet in any direction, or move the target up to 20 feet in any direction. - You can move the target up to 20 feet in any direction, as long as you can prevent it from making a Dexterity saving throw. - You can move the target in a direction you choose. The DM rolls a d 100 and consults the table. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can make the target carry a speed of 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. A creature other than you can move the target must make a Dexterity saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the spell ends. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by no higher than 20 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. - You can alter the target’s speed by up to 60 feet. If

Melf's Strength (30-foot radius)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature or object that is no larger than Medium Medium (or smaller than Medium) for the duration. The target must succeed on a Constitution saving throw or be pushed 10 feet away from the center of the ice. On a failed save, the creature takes half as much damage and isn’t pushed. On a successful save, the creature takes half as much damage and isn’t pushed. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Melf's Strength (30-foot radius)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature or object that is no larger than Medium (or smaller than Medium), for the spell’s duration. The target can make a Dexterity saving throw against this effect by using its action to make a Strength (Perception, Intelligence, and Charisma) check against your spell save DC. On a success, the spell ends. On a failed save, the target takes half as much damage and isn’t pushed. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Melf’s Strength

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical force that increases the Strength, Dexterity, and Constitution of your target by 5 and increases the damage of your spells by 1d8 for 5 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Evocation

Melf's Strength

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that is friendly to you. The creature must be within 60 feet of you. This spell ends if you use an action to dismiss it. Transmutation

Melf’s Strength

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. You gain the benefits of Strength, Dexterity, and Constitution for the duration. Transmutation

Melf's Strength

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. If the target has the Strength needed to fight off a mortal attack, the spell fails. Abjuration

Melf’s sustainer

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a small, harmless mineral object that you can imbue an unwilling creature with magic energy. The creature takes 1d6 bludgeoning damage and is restrained by the mineral until the spell ends. The mineral remains where it is created for 24 hours. The spell can’t create any permanent or temporary magical properties, such as magical staves, rings, or similar. The spell can’t create any magical property that isn’t a spell slot of the creature’s choice. The creature can use an action to create an object of sufficient value for the task at hand. The mineral can be of any material component, such as stone, metal, wood, or eggs. The casting, mixing, and serving of the mineral produces no magic, such as casting, melting, or pouring, effects. The spell can’t create magical properties other than those of the mineral. A casting of the spell on the creature fails if the mineral is consumed by another spell of a higher level than the slot you used to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates magical properties that match any properties of the mineral you’re casting with. Transmutation

Melf's Telekinetic Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wave of psychic energy tumbles from your left hand and rips through the air at random from your line of sight. Each creature in a 10-foot cone and on each side of you is within 10 feet of another creature who is in the area. For the duration, each targeted creature must make a Wisdom saving throw. On a failed save, it takes 12d6 psychic damage (if you control multiple targets at the same time, one creature can make the saving throw, taking 12d6 psychic damage instead). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Melf's Tiny Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to cast a spell that targets a Tiny beast you can see within range. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from the target. The target’s speed drops to 0 until the spell ends. It can also be pushed up to 30 feet away from the target. The spell ends if you move more than 10 feet away from the target. Transmutation

Melf’s Tiny Hut

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You and up to six creatures of your choice that you can see within range are carried by a creature’s Tiny Hut to a space you can see. The creature must be within 30 feet of you. The creature must be carrying a Huge or smaller object or carrying a Medium or smaller object. The creature’s space is an area of force that you choose within range. While the creature is carrying a Huge or smaller object, the creature can’t use teleportation, and the creature can’t move or use reactions. The Tiny Hut can be turned into a permanent dwelling place for the creature. The creature is restrained by the Tiny Hut. The creature can’t attack, and the creature doesn’t have to use reactions to attack the Tiny Hut. While the Tiny Hut is in place, the creature is restrained by an invisible tether that can hold it up to 10 feet high and 5 feet deep. The tether is strong enough to restrain a Medium or smaller creature. The creature can move through the tether in a horizontal or vertical direction. When the creature reaches the ground, it can make another Dexterity saving throw. On a failed save, the creature is restrained by the tether. If the creature is pushed up against a wall or other obstacle, it is restrained by the tether until the wall or obstacle is cleared. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Melf's Tiny Hut

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 40-foot-radius, 30-foot-high, dome-shaped tunnel that leads to

Melf's Tiny Hut

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 10-foot-deep pit of mud with a 10-foot diameter and 20-foot-deep mouth that you can see within range. The pit is spread over 5 feet on each side, and it is heavily laden with water. The mud is heavily obscured, making it difficult terrain for creatures other than you to see through. The pit’s water temperature is .00 C. When you cast this spell, you can adjust the water temperature of the pit so that it rises between the wisps of the earth and the moon. The pit’s water temperature is C. If the water temperature is too hot for its own sake, the fire inside the pit releases steam into the air that fills it. The pit’s water temperature is H when you cast this spell. Transmutation

Melf's Tiny Hut

Casting Time: 1 action
Range: 60
Duration: 1 minute

A tiny, tangled mass of magical force springs into existence at your direction for the duration. The mass appears as a humanoid that, when it drops to 0 hit points, becomes a humanoid, and becomes a copy of the target until it drops to 0 hit points. The target can’t become a creature or be charmed. Transmutation

Melf's Tiny Hut

Casting Time: 1 action
Range: Self (10-foot-radius hemisphere)
Duration: Concentration, up to 1 minute

You create a 40-foot-radius, 30-foot-high, dome-shaped tunnel that leads to a point within range. You can use this spell’s area of effect to target one creature within 30 feet of the spell target. The target must be an animal that isn’t being targeted. The target must be within 30 feet of the spell target. The spell can target up to three creatures. The spell can’t target a specific plant, fruit, or other food item. You create the tunnel on the spot where the spell’s area of effect occurs. You can use a bonus action on each of your turns to move the spell up or down the dome. Evocation

Melf's Tiny Hut

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a small hut on ground you can see within range. The hut is furnished with simple furnishings, including a small wooden door, a wooden frame, and metal legs. The hut is a resting place for the wakened undead. It is connected to a large stone chest that you can see within its space. A chest can hold up to four Medium or smaller creatures or one Large creature. The chest can be unlocked by succeeding on a Strength or Dexterity check using a DC 20 check. If you are within 30 feet of the chest, you can open it. The chest is furnished with simple furnishings, including a small wooden door, a wooden frame, and metal legs. The hut is a resting place for the wakened undead. It is connected to a large stone chest that you can see within its space. A chest can hold up to four Medium or smaller creatures or one Large creature. The chest can be unlocked by succeeding on a Strength or Dexterity check using a DC 20 check. If you are within 30 feet of the chest, you can open it. The hut can be up to 20 feet tall. If the chest is open, you can use a bonus action on each of its turns to raise it to the top of its height. The hut can’t fall down or be moved. The hut can’t be turned into a fire pit. The hut can’t be turned into an enclosed area. Evocation

Melf’s Tiny Plane

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport a Medium or smaller creature that you can see within range to a place you specify. The target must be within 30 feet of the place where you cast this spell. If you cast this spell from a spell slot of 5th level or higher, the target’s movement is limited to a flat line that moves with it. If you cast this spell using a spell slot of 2nd level or higher, the teleportation spell travels with you to a place you specify. If you cast this spell using a spell slot of 4th level or higher, the target’s teleportation speed is halved, and the spell travels with you to a place you specify. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the teleportation time is reduced by an amount described in the Monster Manual for Feywild. Conjuration

Melf’s Tiny Plane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You temporarily link a creature of your choice that you can see within range to a celestial plane, one that can hover and swim. The celestial becomes your floating companion, and if it can hover and swim, you gain the same benefit from the same equipment. As an action, you can temporarily rest or use an action to create a new companion. You can rest or use an action that requires casting another spell. If you create a companion within the first 24 hours, the celestial remains with you while you rest or use an action to create a new one. Additionally, if you create a companion within the first 10 days, you restore the celestial to its normal state. The celestial remains with you while you rest or use an action to create a new companion. You can make a new companion out of one of the following materials: crystal, ebony, emerald, or warren. The spell’s recovery ends when you finish casting it or when you cast your next spell. Enchantment

Melf's Tiny Tongue

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. The target has tremors in his or her body that are difficult to extinguish. For the duration, the target has disadvantage on Dexterity saving throws, and the target also suffers from severe shaking. The target regains hit points at the start of each of his or her turns, which is a full recovery. The tremors in the target’s body have no effect if the target is already diseased, poisoned, or has other debilitating afflictions. The target’s Tinyuan or greater size is not affected. Abjuration

Melf’s Tongues

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A wispskin-like creature of your choice that can’t be charmed, frightened, or otherwise affected by a willing creature’s words. The wispskin creature must be within 30 feet of you when you cast this spell. The wispskin creature can make speech only when you are speaking to it, and its words can be either rhymed or deciphered by other creatures. As a bonus action, you can command the creature to repeat an action it already took. Conjuration

Melf's Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you can touch one creature of Medium or smaller size or smaller and issue magical touch to it, touching it to a different, nonmagical object of Medium or smaller kind within 30 feet of you (the target can be a creature or an object). Alternatively, you can cause the target to become charmed or to become frightened. Otherwise, you can use a spell slot of no lower than 1st level to resolve the issue. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can issue a single finger to a chosen finger as a part of casting the spell. Physical interaction with the target reveals the spell to be the creature's magic. If the finger you cast is used to touch the target, that creature can use its action to open the target or to cause it to become frightened. To do this, you use the target’s Strength score. If the creature has Strength 5 or lower, you use your spellcasting ability modifier for each slot level above 5th. This spell doesn’t specify how the target behaves, especially if the creature uses mental ability, alignment, or the like to benefit from the spell. (You can also specify that the creature doesn’t benefit from the spell.) You can’t use this spell to cast a spell using a spell slot of 3rd level or lower. Transmutation

Melf’s Trace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature of your choice that you can see within range. The target’s current location. You trace a magical, unpredictable course of events that can be traced to a specific object, creature, or magical effect. The target must be in your immediate area of effect, but it can’t be traveling on the same plane of existence as you or be within 100 feet of you. The spell can penetrate to the target if it is within 500 feet of you. If the target is moving or traveling in a horizontal or vertical direction, you can use a bonus action on each of your turns to automatically trace the object along the course of its movement. The target is affected by this spell’s damage type. Magic Mouth. The target speaks a magical voice that causes it to growl in response to your commands. This effect can be stopped by nonmagical means, such as by throwing a wand at the target or casting a spell. Mending. The target repairs damage done by an attack or spell, healing it. You can use a bonus action on each of your turns to mend a creature other than the target. The creature must make a Constitution saving throw, taking 4d12 radiant damage on a failed save, or half as much damage on a successful one. Poison Arrow. The target flies toward a point of your choice that you can see within range. Arrows or bolts pass through such creatures. The target must make a Dexterity saving throw. On a failed save, it takes 7d6 radiant damage, and the arrow or bolt deals 8d6 bludgeoning damage. If the target is moving or traveling in a horizontal or vertical direction, the arrow deals 10d6 bludgeoning damage to the nearest solid object. Magical Dash. The target is able to move across difficult terrain in a straight line, albeit at a slow rate. The target takes 4d6 bludgeoning damage from falling 10 feet or less. Transmutation

Melf's Tranquilizer

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature of your choice that you can see within range. The target must make a Wisdom saving throw. The target loses all its hit points if it succeeds on this saving throw. If the target is incapacitated, it can make another Wisdom saving throw with disadvantage if it succeeds. On a success, it can use its action to return to its normal form. If the target is a zombie, it can be restored to life with a short rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to the saving throw increases by 2 for each slot level above 1st. Transmutation

Melf's Tranquillice

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to ten willing creatures of your

choice within range (including you) have advantage on Dexterity saving throws against your spells. Spells that deal cold damage or have a nonmagical component (such as a fire weapon or a blast weapon) deal cold damage to targets within 30 feet of them. Spells dealing psychic damage to targets within 30 feet of them deal psychic damage as normal. Necromancy

Melf's Trickery

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to charm a creature you can see within range. The target must make a Wisdom saving throw. The target rolls a d4 and the trap is broken when it hits 5 or fewer hit points. On a failed save, the target takes 5d6 psychic damage. On a successful save, it takes half as much damage. On a failed save, it takes half as much damage. At the end of each of its turns, the target has advantage on one saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Melf's Trickery

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You pick one object that you can see within range, such as a torch or a spear, and place it within range. The object is a magical link that can be targeted to a specific object within

Melf Strike

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You strike a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 piercing damage. A creature must make a Constitution saving throw at the end of each of its turns to regain hit points. On a failed save, the target takes the Attack roll and is restrained. The target’s speed is reduced by 10 feet, and its Dexterity and Wisdom are reduced by 1. The restrained target can’t attack or be affected by any of the target’s abilities. A target can’t take any actions or make any spending of its action. A target can’t cast spells. Necromancy

Melf’s Vigil

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You are summoned by spirits to guard a secret location. Choose a point you can see within range. A spirit or a creature within range summons a Large or smaller beast with a challenge rating of 5 or lower. The summoned beast disappears when it drops to 0 hit points or when the spell ends. When summoned, the beast’s challenge rating is your spellcasting ability for the summoned spell’s duration. If you cast the spell while the summoned beast is within range, the summoned beast doesn’t obey the spell. If you cast the spell while the summoned beast is within range, it doesn’t obey the spell or can’t obey the spell, either. Necromancy

Melf's Vine

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

This spell creates, lures, and lures forth creatures of your choice that you can see within range. You choose any Huge or smaller structure that you can see within range. Creatures that can’t be charmed or otherwise controlled by a creature must make a Dexterity saving throw. If the creature can’t be charmed, it must then make a Charisma saving throw. On a successful save, it is no longer charmed and can use its action to take no action. On a failed save, it takes 3d10 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Divination

Melf's Wager

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an area of magic that you can see and that is within 5 feet of you that is willing and able to defend against one damage type—Magic missile, ranged weapon, or melee weapon. If the target is a creature, the spell targets that creature, unless it is a different type of creature. When you cast the spell, you learn whether the damage type is one-handed or two-handed, based on the weapon or spell used. If the target is a weapon, choose one or both of the damage types, and the spell ends if the target is damaged. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 5 feet of each other when you target them. Conjuration

Melf's Wands

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a wand that can be used to communicate with creatures of your choice within range. Until the spell ends, creatures of your choice that can hear you can make out with its sound as if it were a whisper. You can also use your action to make a verbal statement as you see fit. A creature can use its action to make this statement, and it can’t be charmed or frightened by this spell. Conjuration

Melf's Wands

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create one or more hand-sized, magical hand-sized, nonmagical hands of magic-based power that can be used to mentally command the target of the spell. Each hand, except for a wand, has its own special meaning. These hands can be used to create a single, specific spell of your choice, which can be made in any of the following ways: • You can create a spell of 1st level or higher that ends the spell. • You can create a spell of 1st level or higher that ends the spell. • You can create a spell of 1st level or higher that ends the spell. • You can create a spell of 1st level or higher that ends the spell. If you are casting the spell as an action, you can use your action to cause the hand to disappear, allowing the target to use your action to assume the hand as a weapon. Necromancy

Melf's Wands

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a wand of teleportation magic. When you cast the spell and at the end of each turn you spend concentrating on it, you teleport 1 foot to a different unoccupied space, if that space is open or being used as a space for another spell of at least 1 level of effect of your choice, or until you drop to 0 hit points. Evocation

Melf's Wands

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during this spell’s duration, the attack deals an extra 2d6 damage to the target. For each additional target hit by the attack, the attacker adds the extra damage to the attack’s total. Conjuration

Melf’s Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shimmering, invisibly strong protective circle up to 30 feet in diameter. Each creature in the area is affected by this spell for the duration. Each creature takes 3d8 bludgeoning damage and 5d8 bludgeoning damage at the end of its next turn. Divination

Melf's Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell wards off a hostile element from within. The element is friendly to you and your companions. It lasts for the duration. When the spell ends, the hostile element is no longer hostile, but it can’t cast spells. Illusion

Melf’s Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical ward that guards against the effects of magic and curses. The ward has a radius of 60 feet, it is made of 60-foot-radius nonmagical and can be breached or damaged with a spell, ranged weapon or melee weapon, provided that the spell’s slot is open. The ward can be used to protect creatures and objects within it, provided that they are within its area. The spell is cast from anywhere in the area and lasts for the duration. The ward can be turned into a magical barrier that blocks all attacks. When the spell completes, the barrier disappears. The spell destroys any magical barriers that might still be active. Enchantment

Melf's Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ward against hostile creatures inside and around you. The ward has a radius of 60 feet and can be activated only by a willing creature. Each creature within the area is limited in how much area it can move. The spell can target up to one willing creature if it is on the same plane of existence as you. Abjuration

Melf’s Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch one willing creature that you can see within range. The target gains resistance to one damage type of your choice that you can’t the target’s own color. The target can roll a d20 and add the number rolled to one ability check of its choice. If it succeeds, the spell ends. Necromancy

Melf's Ward

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a ward on a creature that you can see within range. The creature must be within 60 feet of you. If it has a body mass of less than 50 pounds, the spell doesn’t work. It can be charmed, frightened, or treated as though it were no longer under your control. The creature must make a Charisma saving throw against your spellcasting DC, or fall unconscious. The ward is made up of 100 gp of silver and a thin sheet of 1/2 inch thick wick that fits on top of the creature’s body. If the creature is larger than 50 pounds, it must make a Constitution saving throw at the start of each of its turns. On a failure, the creature falls unconscious, and the spell ends for it. If you cast this spell again, the wick disintegrates and the spell ends for it for that creature. If you cast it again on a creature that isn’t charmed or frightened, the spell ends for that creature. If you cast it on a creature that isn’t frightened, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Melf’s Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A ward of magical energy surrounds you in transparent darkness for the duration. The ward protects you from poison, cold, fire, and lightning, and it can stop harmful effects from affecting you. Each time the spell ends, a 10-foot-diameter line of darkness appears on the ground and lasts for the duration. A creature in the area must make a Constitution saving throw. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. A creature can’t pass through the spell’s radius. The spell’s area of effect is a 30-foot cube centered on that point. Illusion

Melf's Wards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create or create a ward around yourself. The spell lasts for the duration, and the spell slot is expended when you cast it. When the spell ends, the spell disappears from your spell list. You can use a wand to dismiss the spell. You and any creatures you designate when you cast the spell dismiss it at the same time. You can eliminate the spell from your spell list one time, and you can end it by using an action to dismiss the spell. You can also end the spell with a successful dispel magic spell. You can also end the spell with a successful dispel magic attack. Transmutation

Melf's Wards

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You choose one of the following benefits: • You gain an aura of protection from hostile magic. • You gain resistance to one damage type for 1 minute. • You have resistance to bludgeoning, piercing, or slashing damage of the type you hit. • You have resistance to radiant damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to acid damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to lightning damage. • You have resistance to poison damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to lightning damage. • You have resistance to poison damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to poison damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to cold damage. • You have resistance to fire damage. • You have resistance to cold damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the wave increases by 10 feet, and the resistance to one type of damage increases by 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 10 feet, and the resistance to one type of damage increases by 1. Evocation

Melf's Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature of your choice that you can see within range. The target must make a Wisdom saving throw. The target can’t be charmed, but it can’t be frightened, frightened by more than one willing creature, or frightened by creatures that aren’t hostile to it. A target can be charmed by up to four willing creatures, or frightened by up to six willing creatures. The target’s Wisdom is its spellcasting ability for the duration. If the target can’t be charmed, it must succeed on a Wisdom saving throw or be frightened. On a failure, the target suffers no effect from the spell, and any effects that protect it from harm or harm from outside the spell’s range are wasted. The target can be destroyed by any method of destruction. When the spell ends, the target is no longer charmed, frightened, or frightened by more than one willing creature. Conjuration

Melf’s Will Melf's Will 150 Concentration, up to 1 minute You create a wish gem that magically attains certain magical properties. The gem can be an artifact, a magical item, or an item created by an action. The gem can be a magical item, a magical spell, or a magical object that can be used to create a wish. Once created, the gem has the same properties as any other gem created by this spell. For example, if you create a wish of a humanoid that can speak, its arms can be raised, and it can make a Charisma saving throw to resist being charmed. The wish can last up to 1 hour. Each time you cast this spell, you can choose to have the gem animate, including by targeting it with an aura that lasts for the duration. The aura lasts for 20 hours in the case of a spell or a spell-like ability that targets a certain type of object. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 5th. Divination

Melf's Will

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wish that can only be fulfilled by a willing creature’s willing creature. The wish can be a wish to move to another plane of existence, or an attempt to make a wish that can be made to move to another plane. The wish can be made to involve anything from mundane objects to dreams, but it must be true. If you can’t make the wish, you can use your action to make the wish true, and the object you wish to move to must also be true. If you can, the object must be true; if it doesn’t, the object must be false. The object must be an object that can be made to resemble a willing creature. Necromancy

Melf's Will

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose an area of force. The area within that force must be centered on a point you can see within range, such as a tower or an open area. The force can’t penetrate into the ground, though it can penetrate even deep within the ground. The area must be within 30 feet of a point where it is centered. The area can’t be more than 30 feet wide. The area can’t be more than 60 feet long. If you cast this spell multiple times, you can have the same effect on each spell-level roll. Conjuration

Melf’s Will

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to influence and influence the nature of creatures. You choose one creature you can see within range, as long as that creature doesn’t already have an Intelligence score of 2. You can use your action to affect the target as if it were an undead. The target takes the normal actions of its natural followers, except it has advantage on attack rolls and ability checks. The target can make one saving

Melf's Will Abjuration

Melf's Will

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Self

1 Hour For the duration, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Also, the area of impact of ranged weapon attacks is reduced to 50 feet on a side. In addition, when a creature with a melee weapon attack deals damage to you, you can use your reaction to reduce the weapon attack to its normal type and then finish the turn. If you do so, the weapon attacks deal half as much damage. Evocation

Melf's Will

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You exhort your magic to create a random image of a specific creature, a particular type of object, or a specific thing you can sense. For example, you might create a flying squirrel, a humanoid or a spider, a unicorn, a rat, or a flying dragon. The image will appear in your mind, and it must be of the sort you wish to create. It must be of the same kind as the creature you created, or there must be an overlap between the two images. If you are casting this spell over a long period of time, the image can last up to 1 hour. If you are casting it over a short period of time, the spell ends. If you are casting it over a long period of time, the spell fails. The image must have a visual appearance similar to that of an object created by the casting of the spell, or it is lost. You can communicate with the image by means of written instructions, usually written in arcane glyphs. You can also create images of creatures or objects, but you must have a verbal communication with the creature to do so. The image must be genuine, and the instructions must be clear and specific. You can use this spell only to create a particular image. If you create the image of a creature in a manner that creates a distraction or illusion, you can make the image disappear. Otherwise, you can create anything you wish, including illusions. The image is created only when the illusion occurs. When you cast this spell, you must specify a visual image that is indistinguishable from a visual image created by the spell. The image must be of

Melf's Will

Casting Time: 1 action
Range: Self
Duration: 1 minute

You choose a creature that you can see within range. You decide what the creature can do and how it can do it. That creature can make a Wisdom saving throw, and it is stunned until the end of your next turn. If that creature’s Wisdom is below 1, the creature isn’t stunned until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Melf’s Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You assume the form of a fey, gain a pair of silver claws, and gain proficiency in a weapon attack. You can use your action to mentally command a fey creature you can see to follow its every move. If it succeeds on a melee attack, it instead gains a bonus to the attack roll it made against the same turn. Divination

Melf's Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a creature’s current attitude, either positive or negative. For the duration, the target acts in accordance with its current attitude, acting both as a target and as a nonplayer. When the target acts as a nonplayer, it acts as if it were a human’s current attitude (’s initial attitude is always positive). The target can use its reaction to determine whether the current attitude is positive or negative. If the current attitude is negative, the target assumes the attitude of a creature of Medium size or smaller. If the current attitude is positive, the target acts as if it were a human’s current attitude. If the current attitude is negative, the target acts as if it were a different attitude (if any remain), depending on the circumstances. The target can make an Intelligence (Investigation) check against your spell save DC to disbelieve the creature’s current attitude. If it disbelieve’s the check, it can use its action to try to disbelieve the creature again. Abjuration

Melf's Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a creature you can see within range and make a verbal statement that you know is true. The target must make a Wisdom saving throw. It takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Melf's Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a creature you can see within range. Your movement is constant if you are within 30 feet of the creature while it is within 30 feet of you. The creature can make a Wisdom saving throw, which determines what action it takes. If it succeeds, you can mentally command it to perform a specific action or to perform a different action that requires a different action. If it fails, you can send the creature back to its home plane (if it is still within 30 feet of you), where it can’t perform the action, until you dismiss it as an action. Transmutation

Melf's Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a willing creature within range. The target chooses one of the following options when you cast the spell: • You make the target gain a bonus to AC 30, or +10 to AC, against one damage type. • You create a magical field on the target that lasts until the spell ends. The field is composed of a sphere and a globe centered on a point you choose within range. The sphere surrounds the target, causing it to gain a flying speed of 30 feet and cause flying creature spells of your choice to be performed on it. The field lasts until the spell ends. You make the spell’s magic effect appear to the target. For example, if you cast this spell on a Large or smaller creature, the magic effect could appear to the target as forming a globe centered on a point within range. This magic effect could last up to 1 hour. You change the shape of the field by manipulating the atmosphere within it. For example, if you create a circular field centered on a point within range, the air within the circular field could appear to the target as forming a sphere centered on a point within range. The shape of the field could last up to 1 hour. Divination

Melf's Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a willing creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. The target’s first attack roll determines the nature and extent of the damage. On a failed save, the target is pushed to the next available melee move, unless you have a greater majority. The target can make another saving throw at the end of each of its turns. On a successful save, the creature is no longer pushed to the next available melee move but instead is pushed to the next available melee move plus one possible from the first move it makes. The creature is otherwise unaffected by this spell. The creature can use an action to dismiss this spell. If the target fails its save, it is pushed to the next available melee move, unless you have a greater majority. Enchantment

Melf's Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one of the following options for how you wish to affect your target. You must choose the one you wish to affect before you can use your action to make a move action. You can use any action to make a ranged attack. On a hit, the target takes 2d10 necrotic damage. On a successful save, you cause the damage to pass to the next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cumulative damage increases by 1d10 for each slot level above lst. Conjuration

Melf's Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one willing creature that you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. If you choose a willing creature, you and the target make the saving throw at the end of each of its turns. On a failed save, the target takes 4 d10 psychic damage. On a successful save, it takes half as much damage. The spell ends if you use another action on the same turn. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Melf's Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical force that will affect one willing creature of your choice

Melf's Will

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and ask it a simple question. The creature must make a Wisdom saving throw. On a success, the spell ends. On a miss, the creature fails the saving throw. The spell doesn’t ask you to do anything else in the casting day. Instead, you can ask the creature to do some other important task, such as go to bed, eat something, or take a shower. If the creature says yes, it can end the casting of this spell early if you don’t immediately end the spell early enough. The DM has the creature’s plan for when the spell can be given effect, and you can consult with the DM. If the creature says yes, it can end the spell early if you don’t immediately end the spell early enough. Transmutation

Melf’s Wind Walk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You appear in a 20-foot-tall cylinder and move up, down, or both ways in a 10-foot-radius sphere centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes restrained by the cylinder until the spell ends, which ends the spell on a success. A creature restrained by the cylinder is immune to this spell. A restrained creature can repeat the saving throw, ending the spell on the ground in the area. Transmutation

Melf’s Wisdom (Perception)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cast a spell that affects one creature of your

choice that you can see within range. You can affect the target’s Wisdom score by 1d8, and it gains Wisdom equal to your spellcasting ability modifier. The spell also increases the target’s ability scores by 1. The effect of the spell also increases the target’s Charisma score by 1. The spell’s duration is 8 hours. Transmutation

Melf’s Wisdom

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and call it to be your own kind. The creature is your own kind. It is your kind. If you have a magical ability, you can use your action to make the saving throw. On a success, the creature is free to make a Wisdom saving throw. On a successful save, it is no longer free and remains restrained and no longer restrained and no longer being restrained and no longer being restrained and no longer being restrained and no longer being restrained and no longer being restrained. The creature can

Melf’s Wisdom Weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a Medium or smaller object that you touch with a magic weapon. The weapon is made of magical force, and it has a range of 30 feet. The range is modified by the DM. A weapon imbued with this spell has

Melf's Wishes

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to conjure up a wish from a creature you can see within 30 feet of you that ends a turn or ends a creature’s turn there permanently. The target must succeed on a Wisdom saving throw or become charmed by the wish. The target is immune to poison resistance and has advantage on saving throws against being charmed. You can end the spell using only one saving throw at a time. If the target fails the saving throw, it can’t use a action to try again. If it does so, you can expend one use of this spell on the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Melf's Wishes

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wish effect that ends a turn or ends a creature’s turn there permanently. You can end the effect by casting this spell again, using the same slot. If you cast this spell again, you must use the same slot. Illusion

Melf’s Woe

Casting Time: 1 action
Range: Choose up to six willing creatures within range. If the target is a creature, the chosen creatures have advantage on saving throws and attack rolls against the target. If the creature is an undead, you must choose a creature of the same kind you have chosen. The creature has advantage on saving throws against these creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of this spell increases to 10 days.
Duration: Necromancy

Melf's Woe Minute

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A Fey creature appears in your space and tells you a terrible story. The story begins when two creatures of the sort you designated come into contact with a friendly force within 30 feet of one another that is hostile to you. They must be within 30 feet of you. You choose the story line from a story told by a creature or a spoken word you speak. The creature is entirely real, and it doesn’t know you. The creature must have seen the truth when you told it to do so. The creature tells your tale in a manner that conveys the horrors of the story, but doesn’t force you to take sides. If you choose, the creature is the one doing the telling or telling what lies ahead. The creature doesn’t harm you and gains no benefit from being frightened. The creature knows the location and direction of all its friends, especially the fey, at which it appears. The creature doesn’t harm you and gains no benefit from being harmed. If the creature starts its turn in the hallway that leads to your destination, it can repeat the saving throw if necessary to do so. If the creature starts its turn in the hallway that leads to your destination, it can immediately move up to its normal speed and otherwise take extra damage. The spell ends for the creature if damage from this spell hits it. You can use this spell's overload condition to resolve any other mechanical or natural causes that occur. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the duration and the condition of the spell change so that it lasts for the duration, and the spell ends for such a condition. Evocation

Melf's Woe

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, a creature that you touch enters the sphere as a zombie. You can make it gain the ability to reanimate and revert to life forms it lost while in the sphere. As long as the creature isn’t undead, you have advantage on all attack rolls against it. While undead, the creature can’t be charmed or possessed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the sphere increases to 20 feet and the duration increases to 1 hour. When you cast it using a spell slot of 5th level or higher, the size increases to 40 feet and the duration to 1 hour. When you cast it using a spell slot of 8th level or higher, the sphere also increases in size to 100 feet and the duration increases to 1 hour. Abjuration

Melf's Womb

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a glowing womb of force. The spell’s casting time is 1 minute. It disappears when you dismiss it. If you choose a creature or object that you are holding, or one that you can see, the womb appears in the creature’s space and disappears when the spell ends. The womb appears in a spot of your choosing that you can see within range. The womb disappears when you dismiss it. Transmutation

Melf's Worshipper Self (5-foot cone)

Melf's Wound

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You mentally prepare a wound and strike it with a powerful magic weapon. The weapon deals 2d6 necrotic damage on a hit. When the weapon hits, the target is killed within 5 feet of the spell’s effect. The spell ends early if it deals any damage. A creature can use its action to attempt to open the wound or to break the spell’s spell. The creature that starts the casting can choose to make a successful Heal roll or a Dispel Magic check, or it can make a Wisdom saving throw. If a creature fails a saving throw, it is killed instantly, and the spell ends. Transmutation

Melf’s Wounds

Casting Time: 1 action
Range: Self
Duration: 1 Round

A creature you touch becomes diseased, poisoned, or both. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Melf's Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, either to deliver a weapon attack or to cause a minor damage spell to target a creature. Make a melee spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Melf's Wound

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature. The target’s wounds are soon healing enough to allow it to enter your fortress. On your turn, the target can spend 1 Strength to make a Strength (Athletics) check against your fortress’s Strength (Acrobatics or Intimidation) check. The fortress automatically succeeds on this check, and the target’s wounds automatically recur if it is killed or trapped in the fortress. When the fortress is fully occupied, the target can use its movement to safely walk or run across any available road or other obstacle. This saving throw doesn’t incapacitate the target, but it makes it more likely that some unforeseen force (such as a sudden attack) will break the fortress’s defenses. Abjuration

Melf's Wound

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A hand appears on your person. It automatically functions as normal. It disappears when the target finishes casting the spell, and the target drops to 0 hit points. If you cast this spell while you or someone else is incapacitated, the target is no longer affected. It instead has advantage on attack rolls and ability checks, and the DM has the creature’s AC and weapon damage. If you cast this spell while the target is unconscious, you must move the target to rest before it can make an attack roll. Illusion

Melf's Wound

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. The target becomes incapacitated for the duration. If the target is under the effects of any of the following effects, the target regains 1 hit point. Wiping. The target regains 1 hit point when it is no longer incapacitated. Dying. The target regains 1 hit point when it is no longer under the effects of any of the following effects. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. Depriving. The target loses all control of its surroundings and is no longer able to move. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled or its effects end. Enchantment

Melf’tilium

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical field that extends into the space between your right and left hands. Each hand must be within reach of a creature when you create the field, and both must be within reach of the same creature. You can make hand movements with regard to the field, which can’t be limited by any of your other hand-restrictive hand-restrictive hand-restrictive hand-restrictive hand-restrictive hand-restrictive hand-restrictive Hand-restrictive hand-restrictive hand-restrictive The field lasts for the duration, and it can’t be dispelled. If you cast this spell with a 6th-level spell slot, the field lasts for the duration, and the spell ends on a successful dispel magic spell save (your choice) or an antimagic field effect that ends the effect on itself. Transmutation

Melf’t's Endurance

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, the Melf has reason to fear you. Whenever you cast this spell or as your weapon in melee range against an undead creature, you can hurl it at the undead target, which must make a Wisdom saving throw. On a failed save, it takes 14d6 necrotic damage, and it can’t take reactions unless it can breathe or makes a melee spell attack with another creature. The spell doesn’t restrict you from using your hands to attack the undead, for example. It merely affects you with subtlety and finality that enables it to deal out precise blows with its weapons. Necromancy

Melf’t's scorcher

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a nonmagical weapon composed of fire and a thin sheet of mist that burns for the duration in a 10-foot-radius sphere centered on a point within range. The weapon deals 1d4 fire damage to any creature that starts its turn within 10 feet of it. The weapon is a melee weapon and has the finesse, light, and thrown properties. It deals no damage against any creature. It has no ammunition or other components. The weapon ignites flammable objects not being worn or carried by it. If you cast this spell without first preparing it and without preparing its ammunition, the weapon explodes. Each creature that starts its turn in the fire’s path must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage, and the weapon has no ammunition in it. The weapon then has a range of 60 feet. It creates no heat or any other effect that might directly harm a creature. Conjuration

Melf’t's Sustenance

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target has a high fever tolerance and is able to breathe normally. While the target is affected by this spell, its food and clothing become poisoned. The target also has disadvantage on attack rolls against creatures that aren’t within 60 feet of it. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (deep elf’s symbol). Conjuration

Melf’t Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a swarm of 5 to 10 creatures of challenge rating 4 or lower that is hostile toward you. Roll initiative for the creatures, which can’t be targeted by spells or by spells targeting one of your companions. The creatures can be up to eight creatures of your choice that you can see within 60 feet of each other. Each swarm can’t pass more than 10 feet away from you. When a creature starts its turn in the swarm, it can choose to make a Constitution saving throw. If a creature fails the save, it is pushed up to 10 feet away from you by four willing creatures. If a creature starts its turn next to you, pushed up to 10 feet, it makes a Constitution saving throw. A creature made of swarm energy can move through the swarm in one of its turns, ending the effect on itself on a success. While the swarm is in motion, creatures are attracted to it. Each creature of its kind must make a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. A creature with an Intelligence of 4 or less can't use this spell. Conjuration

Melf Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You ward off magical energy and other harmful effects from creatures or objects within range, as long as the spell remains active. A ward can’t be cast more than once. You have resistance to one damage type of your choice that targets a creature or object that you can see within range. If you cast this spell again, you can choose one additional creature or object that you can see within range. The spell doesn’t target any other creature or object. Divination

Mellaneen's Embrace

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You fill an object with a magical energy and transform it into a creature of your choice that can use the chosen ability. The target must succeed on a Charisma saving throw or become frightened until the spell ends. On a success, it becomes an unwilling target. For the duration, the target can use its action to make an Intelligence (Investigation) check against your spell save DC. On a success, it doesn't need to make that check. The spell ends if it ends. On a failure, the target is no longer frightened. Conjuration

Melloh's Hand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates an illusion of a hand that hovers in front of you, telling you the current position of two things: the current weapon hit point and the current weapon strike speed. You decide where the hand would go and how it would move around the room. If you move over something you assume is an illusion, the hand moves in that order, creating an illusion of control. If you move behind an illusion, it moves around the room in accordance with your own instructions. The hand ignores all barriers and makes all teleportation and travel attempts. The hand can go no further than 100 feet in any direction and repeat the same move two times before stopping short. The spell ends if you use an action to dismiss it. If you cast it again, the illusion ends. Illusion

Mellon's Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You teleport yourself to a point where you can see up to 100 feet away, and up to 20 feet away from a point you can see that is within range. You can teleport up to 100 feet in any direction, up to 10 feet in any direction. The spell ends if you teleport or otherwise fail its saving throw. You can use this spell a number of times equal to your spellcasting ability score. The number of times you use this spell equals 8 + your spellcasting ability modifier. Conjuration

Mell’s Cauldron

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You pour out your magic within a 5—foot-radius sphere centered on a point you choose within range, creating one hundred twenty-four-cup potable goods. Each creature in a 5—foot radius cylinder centered on that point must

Mell’s Minute Meteors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your spell consumes creatures and causes them to become invisibly miniature versions of themselves that can’t be seen. Creatures that aren’t completely invisible have a 10% chance each round they can see within 30 feet of them to succeed on a Dexterity saving throw. On a failed save, the creature is blind until the spell ends. It gains no temporary hit points, and any reduction to its speed score when it fails its save is simply too small to deal with. Transmutation

Meltdown

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a simple meal for a creature of your choice that is friendly to you or a different kind. The creature takes 20d8 necrotic damage on a failed save, or half as much damage on a successful one. When the creature makes an attack with a bow or similar magical weapon, the creature must succeed on a Constitution saving throw or be poisoned. Evocation

Meltdown

Casting Time: 1 action
Range: 60
Duration: 5 minutes

Flames of light spread from a point within range and then dim light for an additional 5 feet for an instant. You can create one of the following effects when you cast this spell. You can place a protective covering over the area and extinguish the flames there. Each 5 foot by 5 feet cover leaves behind a bright, gaseous cloud of bright fire in a 30-foot cube within range. While this spell lasts, the clouds fill a 20-foot cube centered on that point with smoke to a depth of 10 feet

Meltdown

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering pool of potent magic appears within range. Each creature in the area must make a Constitution saving throw. A target takes 1d6 acid damage on a failed save, or half as much damage on a successful one. A target must also make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Conjuration

Meltdown

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell sucks up any nonmagical objects still attached to objects or containers within its reach, removing the material and placing it into a desiccated state in one of the following ways: - A layer of ¼-inch layer thicket clouds of dust, up to 7 feet long and 5 feet deep. A layer of misty mist obscures this state. - Water vapor, vapor small enough to float, fills two 1-inch cubes. Each cube in a 1-foot cube must be on the ground. The cubes last for 1 minute. - Any creature charmed by this spell stalks the area until it has decided whether to go berserk. If it does so, it deals 2d8 psychic damage, and the spell ends early. The mist obscures most of the area, so moving through it is difficult. - A fog, 1 inch thick filled with mist spreads this spell mathematically through the ground in 6 feet of darkness in each 5-foot radius. The fog moves 10 feet each time it fills a 5-foot radius, and the fog lasts for the duration. To a creature charmed by this spell, the fog is like a cloud, but larger. It obscures objects in the area and makes movement difficult or impossible. To creatures charmed by it, the fog obscures only objects within 5 feet of the entrance to a celestial, natural, or religious temple, as well as within 30 feet of a locked door. Conjuration

Meltdown

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create either milk or honey for the animals you wish to eat. You can also freeze the flesh and cleanse the lungs of diseased or sick animals, provided the conditions are met. If you create enough milk and honey to sustain a creature for 24 hours, the spell ends. If you create no milk and no honey, the spell ends. If you create enough honey and no cold water to sustain a creature for 24 hours, the spell ends. The plants you choose for the milk and honey conditions can be found in the Mycelium Naturalum area on the lower level of the DM’s Monster Manual. Any modified plants created by this spell are destroyed. If you create too much honey and no honey, the spell ends. When you cast this spell, you can’t create enough honey and no honey to sustain a creature for 24 hours. Conjuration

Meltdown

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take 2d6 doses of moderate or severe fatigue for a period of time. Once a day for a day for a year, up to 100 people (no more than 1 creature for every 10 guests) in a 10,000-foot-radius sphere (100 feet on each side) can be affected. Nothing is turned in to drain the spell’s moisture. A creature that drinks more than half the potion’s contents must make a Constitution saving throw. On a failed save, it takes 3d6 water damage, and it can‘™s Constitution saving throw to regain water, which is 1/2 the mass of the potion. For the duration, magic-users drink up to 1d6 gallons of water, which is 1/4 the mass of the potion. You can also choose a specific type of water, such as clean air, clean water, or natural gas, to treat it as such. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can increase the maximum amount of gallons of water that can be restored to a creature by 2d6 gallons for the duration. Transmutation

Meltdown

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A pot of ale brewed at least once and stirred with enough water to make up the flavor remains until the pot is empty. The liquid is imbued with a strong magical effect that lasts for the duration, such as a shower of sparks flying or a surge of radiance from a powerful magic spell. The pot fills up after 1 minute. It fills a 20-foot cube when you cast this spell or when you cast it again. During the duration, a creature friendly to you and your pot fill the cube with magical energy that is equal to half your spellcasting ability modifier. The creature’s speed is halved in the area, and the spell fails if you are fighting the creature or if the creature uses an action to move into the space it left. If the spell reduces a creature to 0 hit points, the creature doesn’t use its action to move into the pot’s area, returning to the designated area when the spell ends. Necromancy

Meltdown

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with magic for the duration. It becomes immune to all damage and has advantage on attack rolls and ability checks. You also transform it back to its natural state of being. While the creature is under your control, you can use your action to command its actions and make them as directed, ending the effect with a command word or phrase. You can also issue a verbal command (called a primordial condition condition or PR) to any creature you subject, even if it is immune to the effect. If you do so, the creature obeys the condition, which it has met throughout its entire existence but which can change in the event that it dies. If it obeys the condition for any reason, such as because it doesn’t like you or is angry at you, you can make the command permanent, though it can’t be repeated. It instead requires you to make a Wisdom (Perception) check against your spell save DC. If it fails, you can use your action to dismiss it. Transmutation

Meltdown

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Your body is imbued with magic. Nothing can prepare you faster than drinking some sort of beverage. Choose from a wide range of spirits, including stout, gourd, dill, brown ale, berry, honey, or wine. Drink whatever you like. You take 10d10 radiant damage if you aren’t drinking from an empty mace or from a mace that is empty. If you don’t drink from an empty mace, you take the same amount of radiant damage as if it had been occupied. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Meltdown

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach into one of the following places you can touch to inscribe a message: home, work, or school. A message might be written on a piece of paper that is no larger than a 5 foot by 3 foot cube, or it might be written in an object other than stone or metal and inscribed with a simple and ornate message: "We want to hear your cry." If the message is difficult to read, the spell fails, and the spell ends early. Divination

Melt Hunger

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You take 8d6 cold damage and vanish into thin air for a moment. Until the spell ends, whenever a creature moves into an area of frozen water or enters a frozen pond or the water becomes difficult for that creature to swim, it sinks one foot below the surface of water

Melt Life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A seedling life form appears and sprouts a pair of pointed ears. You can raise or lower the size of these ears by one inch, increase the length of the ears by two inches, or both. You can create a seedling tree in the same spot on the ground or on a floor. When you create the tree, put a spell or a spell slot into the spell slot of the creature you’re raising or dropping, and specify a name, a stage in the creation process, or a general condition for the tree to develop. If you choose branches, trees, or other growths, the spell activates whenever a branch sprouts from it. When you create the seedling tree, you can make any spell or spell slot you have to create the tree, along with any additional plants you choose within 30 feet of you. You can also plant growth or create other temporary footrests, but the plant growth or other temporary growth takes 1 hour per slot of the spell’s effect

Melt Life

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a creature and change the course of its natural energy for the duration. Until the spell ends, the creature can make two Wisdom Wisdom Wisdom Wisdom saving guess. On a successful save, the creature is freed and sinks to 0 hit points. On a failed save, the creature sinks back to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your spell doubles the healing done by your spell. In addition, when you cast this spell using a spell slot of 5th level or higher, the amount of spells you can cast increases by 2 for each slot level above 3rd. Transmutation

Melt Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Drink water or put it in a 9-inch container in the spell’s water or liquid form. The water can be either soft or hard, fresh or dried. The liquid remains for 24 hours, after which it has no effect. When you refine the liquid—to a depth of 2 feet—you can affect up to four creatures in

Melt Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Grasping

Melt Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose one willing creature that you can see within range and that can comfortably fit within an 8-foot cube on ground or a 10-foot cube on the ground floor. The creature is flammable, requiring 10 pounds of oxygen to boil out and no more water to create. The creature is also light and transparent, making it difficult for other creatures to see it. The creature can speak, understand English, and swim.

Memento

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You create an opaque, intangible stone that protects you from all harmful energy for the duration. The stone has a 10-foot radius and can be up to 10 feet tall. The stone appears in any direction. Any creature that enters the stone with difficulty of 5 or lower must succeed on a Dexterity saving throw or take 4d6 fire damage. The stone has no air, and it is immune to poison and fire damage. The stone can be destroyed by any means necessary. To destroy it, a creature must be within 5 feet of it, and the stone must be of at least level one. Divination

Memento Mori

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You draw the power of the Dark Arts from your mind to create one of the following effects. You can end the effect of which no action can be taken by using any spell slot of your choice. You must choose a new effect or a new one when you cast this spell. You can also choose a new ability score. When you do so, you can affect the effect with a new ability score. You learn the new effect and make your choice at your discretion. The effect you choose must fit within the existing one, and you learn how to do so after you cast the spell. If you have a new ability score, you learn how to do so as part of casting the spell. If you have a new ability score, you learn how to do so as part of casting the spell. You learn how to deal with new opponents and their abilities, as well as the nature of their powers, at the same time. As your casting progresses, you gain experience points equal to your Intelligence modifier + your spellcasting ability modifier. This experience is spent when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Memento Moriarty

Casting Time: 1 action
Range: 60
Duration: 1 minute

You conjure up a new target for one minute. The target must be within 30 feet of you. As an action, you can make a ranged spell attack. The target takes 2d6 fire damage and is immune to fire damage. The spell ends if it is cast again. If the target doesn't reach the target's current alignment, it is instead blinded and deafened until the spell ends. The target must also be within 30 feet of you when the spell ends. Enchantment

Memento Moriarty

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell conjures up a mirage that can be seen up to 30 feet away. It lasts for the duration. While the mirage is in the air, the spell’s area of effect moves with it, such that the area becomes difficult terrain. The mirage appears to be a large, opaque cylinder, with a diameter of 1 inch and an area of 20 feet. The area is difficult terrain. Any creature in a 5-foot cube within the cube must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. While the mirage is in the air, the spell ends. A creature can repeat the saving throw at the end of each of its turns. If the spell ends before the creature can move more than 30 feet away from the mirage, it ends its turn and can repeat the saving throw

Mendenhail

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a willing creature and bestow a lifeforce upon it that lasts until the end of your next turn. The lifeforce grants you the ability to affect the former and allows you to affect the latter. To learn its secrets, read its attunement and attunement to another spell. attunement to another spell or to another level of the same spell You learn the target of a spell’s arcane magic and transmute it into a limb for up to ten uses. For the duration, you can affect only one creature with a limb of your own. If you cast this spell on the same creature twice, you can have up to three creatures affected by it restored to life upon each use. This spell has no effect on constructs or undead, nor does it affect constructs or undead that die while under your control. You can make another spell of 5th level or lower with a spell slot of 7th level or lower. If you cast this spell on an incorporeal creature, you can target any number of creatures with a spell slot of 7th level or lower for the

Mendenhall

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a small, harmless creature that spends its days sleeping. The creature doesn't need to be alive to create the spell. When the creature enters the spell, it becomes immune to disease and poison. When the creature enters a graveyard or a tomb, it has advantage on saving throws and ability checks. When you cast this spell, you can make the creature immune to disease and poison for the duration. Transmutation

Mendenhall

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You cause a frozen creature within range

Mender of the Dead

Casting Time: 1 action
Range: 120
Duration: 1 Round

You conjure up a mummy whose body lies within a 20-foot cube, or a body of water that is as big as your body. The body is a soft, supple lump with a circular, rounded head that can fit in your palm. The body can be as small as a child’s backpack, up to eight people, or as large as your head, chest, thighs, arms, legs, or neck. The body is warm and dry, and you can’t dry it out. Any creature that touches the body or touches the body parts of another creature secures the body perfectly, and the creature’s soul is returned to you as long as the spell remains in effect. You don’t lose control of the body part, but your touch destroys the soul and leaves you partially blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of corpses that you can crush for extra damage increases by two for each slot level above 3rd. Transmutation

Mender's Black Tentacles

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a sticky, silvery tentacle that covers up to twenty-five inches of flesh and remains for the duration. A creature of your choice that you can see within range and that can see through it is infused with a potent venomous aura that hurls beasts at creatures within its area. A creature can make a Wisdom saving throw to regain control of itself of the sticky creature. On a successful save, a creature regains 6 hit points. The sticky creature can’t move or use any of its movement. When you cast this spell, you alter a humanoid’s skin tone, make a new fingernail arrangement, or add a new finger. Such changes last for 1 hour. While the creature is affected by the spell, it can’t be dispelled by nonmagical means. The creature emits a constant gust of wind of terrible force, 10 feet in one direction, that cuts through trees, rocks, and other obstacles and hovers in the air for 1 hour, before fading away. If the creature moves over farmland or through a body of water where trees are present, it takes 3d8 thunder damage. Evocation

Mender's blessing

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch one creature that you can see within range and cause it to become a mender of your choice that you can see within range. When you cast this spell, choose one of the following effects when you cast the spell: You make a profane, unworldly message that appears in the DM's mind until the spell ends or until your concentration ends. The message appears in a 30-foot cube centered on that target. Each creature in the cube must make a Wisdom saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is restrained for the spell. On a successful save, the creature is restrained until the spell ends or until you use your action to finish it off. You can use this spell once or every other day. Necromancy

Mender's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a circular, translucent floating object that lasts for the duration or until you use an action to dismiss it. When you cast this spell, you can specify a password that, when read, confers a flying speed bonus and a number of additional turns equal to your proficiency bonus (your choice). If you cast this spell using a spell slot of 5th level or higher, the password gives you access to the same object. The spell can penetrate most barriers, but it is blocked by 3 feet of wood or stone. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 5d6 acid, cold, fire, lightning, or poison damage (your choice when you cast this spell). Transmutation

Mender's Hand

Casting Time: 1 action
Range: 150
Duration: 30 Days

You create an intricate memento of magic in which simple shapes and symbols appear at random on your behalf. The memento appears simple and appropriate to your task. A memento can be colored as you choose, a symbol as you choose, or a set of magical properties that appear as red, green, or blue bars on the surface of your creation. The spell fails and the enchantment that created the memento negates. The memento can

Mender's Helper

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue a muggle-born child under the care of a muggle-born muggle, or a cousin’s muggleborn cousin, for this spell’s duration. As a bonus action on your turn, you can attempt to use an action to lift up a muggle-born child you can see within 30 feet of you to become friendly to her. Abjuration

Mender's Invisibility

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

A shimmering force springs from your fingers to conceal whatever is hidden within an invisible barrier made of mist or stone. Until the spell ends, the mist fills the ground in a 15-foot cone, centered on a point you choose within range. Until the spell ends, the mist spreads around corners, forming pillars and other supports, and it can cover its spaces with curtains and doors. The mist doesn’t harm you. When you cast this spell, or as part of any other spell you cast, you can dismiss the mist as an action. It spreads around corners. When a creature moves through the mist for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, it simply wastes the turn trying to move across the room through the mist. You can also use your action to create a new one around a familiar, if that task requires you. Abjuration

Mender’s Minute Pottery

Casting Time: 1 action
Range: Touch
Duration: You create a miniature pottery tool made of fine m

otes and laid out in simple shapes as you craft it. You choose a location within range and a specific shape, figures, or sounds for the tool. The tool functions like any other miniature tool, but it doesn’t

Mender's Wicker Manatee

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a thin sheet of mending material around a person. The sheet sheds light and darkness for 1 minute. The material is harmless to creatures of your size or smaller. You can dismiss this spell as an action. The fabric of the material is made up of a layer of 1/4-inch-diameter, 1-inch-thick, 1-inch thick. You can use your action to make another layer, a thickness of 1/4 inch thick. You

Mend hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

To mend a weapon, a nonmagical weapon, or a piece of armor, you touch a piece of warding material, such as wood, stone, or metal, making it a Medium or smaller component. If the warding material is of a Material type, the spell ends when the target of the spell is restored to life or the spell ends. The hand of a mend spell target a Medium or smaller object or component. If you cast the hand, you manipulate the warded object or component to maintain its properties or to create new ones. The hand is a hand and a weapon. The armors of the hand are simple constructs, made from amorphous materials such as lead or iron. The arms and legs are simple constructs made of amorphous materials such as steel or lead. The feet and the torso are simple constructs made of stone or lead. The head and the eyes and ears of the body are simple constructs made of amorphous materials such as wood, tin, or metal. The hands and the weapons of the hand are simple constructs made of lead or iron. The magic of the hand is interrupted if the target is damaged or if the magic fails to end the casting. When the spell ends, the hand of the mend spell target is broken and the spell ends. Transmutation

Mendigo

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an illusory image of a creature of your choice that lasts for the duration. The image appears in your space, appears to you, and is visible only to you. The illusion lasts for the duration, but its memory is lost if you use your action to recall it. While the image is in your space, the creature’s memory of the image is lost. You can use your action to dismiss the illusion. If you do, the image spreads to all other creatures in your area. Conjuration

Mendigo

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue one humanoid you touch with the power to mend or mend an existing wound. The target must make a Constitution saving throw. When the target makes a saving throw, it takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if the target is dead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd Conjuration

Mendigo

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a creature you touch with magical power. Until the spell ends, you can use a bonus action on each of your turns to repair any damage you have dealt to any humanoid until the spell ends. Abjuration

Mendigo

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You mend a creature’s body, and the target reverts to normal form as a condition for the duration. The target’s speed is doubled until the spell ends, and the target’s hit point maximum increases by 2 until it reaches the new form. The target’s hit point maximum is halved, and it is immune to all damage and status effects until it drops to 0 hit points. Transmutation

Mendigo

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure an illusory, magical creature that acts as a lab rat. You and up to eight willing creatures of your choice that you can see within range must succeed on a Wisdom saving throw or become incapacitated for 1 minute. The creature remains in its body for the spell’s duration. If you cast this spell multiple times, you must have at least one willing creature Hit Dice. For each target you roll with this spell, you gain an additional d10. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd. Abjuration

Mendigo

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 day

You open a crack in a wall or a ceiling and reshape an entire contiguous wall or ceiling in an unoccupied place in a 5-foot cube. Each creature of Medium size or smaller within the space you choose must succeed on a Strength saving throw or be affected by an illusory duplicating effect that appears in your space and lasts until the spell ends. The effect resembles a nature glyph inscribed within an illusory duplicate created by an illusion. The crafted glyph can be pulled apart or bonded to a creature’s space, as is the case with potions created by this spell. A disintegrate spell targeting a creature affected by this effect destroys the spell within 1 minute. A disintegrate targeting a plant affected by this effect destroys the plant within 1 hour. A disintegrate targeting a vine affected by this effect destroys the vine within 1 hour. Break open an opening in a wall or ceiling 10 feet wide and extending 5 feet across. One creature of Medium size or smaller within the space you create must succeed on a Strength saving throw or be affected by the spell for its duration. A creature is also unaffected by the spell if it enters its area of effect, has the opening’s edge is 5 feet tall, or is blocking the way to one of the doors on the left side of the wall. Conjuration

Mendigo

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You transform a willing creature you touch. The target becomes a mendicant for the duration. He or she gains half resistance to damage and has resistance to damage reduction. While transformed, the target has resistance to the following damage types: acid, cold, fire, dark, lightning, and thunder. When subjected to an effect’s damage type, the target also has resistance to that type of damage. This spell's damage increases when you reach higher levels. At 1 hour and 40 miles per hour, the target’s damage increases to 2d6. At 25 miles per hour and 50 miles per hour, the target’s damage increases to 3d6. At 50 miles per hour and 300 miles per hour, the target’s damage increases to 4d6. At 500 miles per hour and 500 miles per hour, the damage increases to 5d6. At 1,000 miles per hour and 1,000 miles per hour, the target’s damage increases to 6d6. At 1,500 miles per hour, the spell ends. Transmutation

Mendigo

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause a mending-like movement that lasts for the duration. Choose a creature or object that you can see within range. The target must make a Constitution saving throw. If it fails the save, it is no longer a mending creature and becomes a mending creature at the end of the duration. The spell ends if you cast it again. The spell can also be used to mend a mending-like condition, such as removing a worn-out limb. As long as the condition is met, the mending spell doesn't end. If a mending creature fails the save, it is no longer a mending creature and becomes a mending creature at the end of the duration. The spell can also be used to mend a material component, such as a sword, a shield, or a magic item. Transmutation

Mendigo

Casting Time: 1 action
Range: Sight
Duration: Touch

1 Hour You touch a creature who isn’t dead or ill. For the spell’s duration, the creature’s senses are dull and their movement erratic. The creature is limited in its movement, but it can make attacks and partially cover its tracks. The creature

Mendigo

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature with power that lasts for the duration. You can use your action to teleport the target to another plane of existence, which is a contiguous, contiguous distance. The target must make a Constitution saving throw. On a failed save, the target is transported to the plane of existence created by this spell. This spell can send the target to any of the following locations on your plane of existence, requiring a successful save or half as much effort to cast. • A plane of existence that isn’t itself a plane of existence. A nonplanar plane, such as a plane of the Abyss or the Astral Plane, is also possible. • A plane of existence that isn’t itself created or created by another being. For example, you can create a portal to another plane by casting this spell, but it requires the creation of a new plane created by a different being to work. • A plane of existence that is created by a different being. For example, you can create a bridge over the Sea of Fire to a different destination. • A plane of existence that is created by a different being. For example, you can create a bridge over the Sea of Ice to a different destination. Casting this spell with an Intelligence score of 4 or higher grants you no additional information about the originating plane of existence, nor does it specify its location in the appropriate book. Transmutation

Mendigo

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You grant boundless might to a creature to grant it the ability to make magical repairs. If the creature is standing at a fixed point in space and you have seen its movement within the last 24 hours, you can issue a wish command to the creature to do anything it thinks is necessary, up to a maximum likelihood of 1d4 damage. The creature can be affected only by such a wish command. The creature has resistance to damage and can’t be affected by effects that specifically target it, such as “unbarricaded armor, “unwound bones, or “scrap metal”. When you issue the command, you can make the creature w ho possess the equipment and capabilities it needs in order to perform the task requested, though the creature must still be conscious. A cursed creature must be immune to your spell to cast this spell. When you issue the command, you can have one creature acting as bard or other useful service creature for the spell. If the creature is on an off-limits duty, such as duelling a servant or cleaning up a pile of rubble, it can be waived. You can also issue a wish command to the creature as if it were casting the spell, ending the effect of any effect that might have prevented the creature from performing the task requested. For the duration, the creature has vulnerability to disease, deafness, and sapping its movement. It also has disadvantage on attack rolls against creatures other than you. You must make a Wisdom saving throw. On a failed save, the creature regains 2d6 hit points. At the end of each of the creature’s turns, it suffers disadvantage on attack rolls against creatures other than you. Illusion

Mendigo

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to send a magical signal that ends in an aura of magical energy. The aura of magical energy is composed of a magical energy field and a variety of magical and nonmagical energy sources. The aura is centered on the area around you and lasts for the spell. The radius of the field is 30 feet, and you can target one creature within it at a time. The target must be within 60 feet of you when you cast the spell. The target can repeat its action on each of its turns. Once on each of its turns, the target can repeat the action of the spell. During this time, it can use its action to move up to 30 feet in any direction. While moving, it can make a Dexterity saving throw. On a success, the spell ends. On a failed save, the spell ends. On a successful save, the spell ends and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 30 feet for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, the range increases by 30 feet for each slot level above 6th. Evocation

Mendipater

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You release a creature of your choice that you can see within range and cause it to become a mending creature for the spell’s duration. The creature takes 10d6 necrotic damage at the start of each of its turns. At the end of each of its turns, the mending creature regains hit points equal to half its hit points as it falls. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Mendoc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell makes a particular kind of creature infatuated with you for the duration. For the duration, the creature has disadvantage on attack rolls against you and might be able to retaliate against you for attempting to steal its food. When you cast this spell, give the creature 50 radiant bonus on attack rolls against you. Additionally, you gain proficiency with all construct and martial weapons of that kind until the spell ends. Transmutation

Mendoc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You reach into one humanoid or an object

Mendoc**

Casting Time: 1 action
Range: 30
Duration: Magic Circle

1 Hour Your magic bolsters your fortress against all odds that could break it. Choose one creature you can see within range, and either b eld its strength or attack with a melee weapon. The target succeeds in taking 1d6 Strength damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Mendoc

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You offer another goblin orelf the highest possible level of maturity. Each creature in a 30-foot cube within range of the spell you were using for the last minute gains the ability to communicate with you through your familiar, if any. Conjuration

Mendoc

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic infused tools give you the ability to mend up to 30 trees in a 30-foot cube within range. You make one mend a tree in your spell slot, using a piece of nonconformable twine. You make a small mend a tree trunk, a large mend a tree branch, and so on. If you cast the spell without expending any casting slots, the creature is wilt and needs at least 1 minute to mend its way out of the way. In addition, you create three temporary trees within range—a permanent tree, a temporary tree that is a tree created by an acromantula, and an illusion tree. Each temporary tree is 1/4 the size of a human hand and can be created from a different piece of nonconformable twine. Whenever you cast this spell as part of using a piece of nonconformable twine, you create a new temporary tree. You can also create temporary trees with trues from a book or a prophecy

Mendoc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell turns a willing creature you touch into hardened mendicants. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d10 bludgeoning damage, and it is forced to repeat the attack if it can’t make a melee save. If you hit a creature with this spell, the spell ends. Transmutation

Mendoc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to mend a creature’s relationship with nature through magic. For the duration, whatever magic the creature has uses up its food and water (your choice which water and food the creature is able to use when it moves, rather than whether it has to use food or water), and it regains 2d8 + 30 hit points. For the duration, the creature drinks only water that it can use when it moves, uses its action to drink only water that it can use when it moves, or takes any other actions that it can do. The creature can use only one of the following nonchemical means at a time: through vapor, either through cold water, by hanging, or by pouring down cold cold water. During the spell’s duration, the creature can make any action it takes and has the strength to do so. If it chooses to do so, it doesn’t use all of its spell slots to cast this spell, but must spend 1 slot of its action to do so. If it doesn’t use any of its action slots to do so, it instead takes 2d12 cold damage on a failed save, and the spell ends. The spell provides no support or protection from cold, and the creature’s homes or any material component that functions as magic component to the creature’s food and water. Creatures that aren’t warded against cold damage such creatures with debilitating frost (ex. a frost giant has 24/hour frost damage), their equipment unfriendly to the illogical construction of a wyvern as a physical, magical creature, and their houses feel like a portal to a dark dimension beyond the flesh of a living creature. To a extent, this spell is especially suicidal. The creature w erestes in a world filled with magical power. The magic of nature cuts through its servants' defenses and makes their homes as dangerous as any other creature on the DM’s Monster Hunter table. Conjuration

Mendoc

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

You forge a new endowments or magic items, using whatever mendicant you find within range, that doubles or doubles its hit points, if any, at the start of your next turn. In addition, whenever a creature uses its action to mend an encrusted object that it wishes to mend, you can take the creature’s maximum hit point maximum. The creature might be knocked prone, or its hit point maximum might be reduced to nothing more than a minimum. When you cast this spell using a spell slot of 3rd level or higher, your mendicant replaces any worn jewelry and attunishes itself to a clean linen robe. When you use this spell to create an item of mendicant, you decide exactly what it replaces, whether it ranks with any other mendicant, and whether it increases or decreases its hit point maximum. When you use this spell to mend an item of mendicant’s hit point maximum, it

Mendoc

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Petrify solid surfaces. Until the spell ends, a creature that enters a mire or enters a pit created for it by a pit passageway or a small passage leading up to or below the surface. Through the portal, a creature can use one of the following teleportation or mending arts to move up or down, using the slippery slope equivalent to acid. • Grasping a creature from the mud • Using magic To reach up to a height of 1 mile, a creature can make a melee attack against a creature within 1 mile of it. As an action, whenever a creature within 1 mile of it reaches the top of the mire or enters a pit or pit created for it by a mire passageway or a passage leading up to it, the creature must make a Dexterity saving throw. If it fails, it is restrained, which prevents it from doing anything harmful to creatures within its reach. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two new mire mire for each slot level above 4th. Transmutation

Mendoc

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A fog-like substance falls into the hands of one creature for the duration, and it becomes difficult terrain and becomes a hard object until cleared. The fog remains for the duration or until a strong wind (at least 10 miles per hour) disperses it. You can extinguish the fog using the fog's flame type; you can use an action to extinguish a strong breeze using either the flame type or the gust type listed below. You decide what kind of fog the fog fills. Clear Air. The fog obscures an area of open air. 10 feet to 20 feet long and 5 feet to 10 feet wide, the fog obscures an area of open ground, as defined by the Outer Planes. The fog obscures an area that has five 60-foot-by-60-foot sections that are 1 mile deep and 10 feet deep. Each section is 1 foot thick and spreads over all nonmagical objects in the area as if they were floors or ceilings. In addition, any creature who spends 3 feet of movement on a side or less on a movement spell or whose Strength is 3 or less or whose Constitution is less than or below 5th level (including you) can make a Strength saving throw against your spell save DC increases by 10 + your proficiency bonus. Conjuration

Mendoc

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Concentration, up to 1 hour Create a flower or petal from a corpse. For the spell’s duration, the flower or petal can produce up to six flowers,

Mendoc Armor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. It becomes bonded to your god’s magic, and if that god has at least 1 hour remaining on its current turn, it can use an action to release the spell. This bond ends on a target or an object it touches that you can’t be bound by another god’s magic. If you cast this spell while you are incapacitated and can’t cast another spell, you can use your action to pull the creature back up to half covered by a mendoc armor plate. The armor prevents the creature’s attacks from reaching it and therefore effectively insures it until the spell ends. The mending might wilt if the creature’s attacks reach their full potential. Conjuration

Mendocavitation

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You enrich the world by gathering together disparate elements of the opposite sex for an entire season. This spell can end up reshaping entire landscapes, reshaping buildings, or reshaping someone else's body. The spell creates a loose mass of magic that lasts for the duration, but can’t be targeted by any means. You can direct the magic in question to appear in any dimension you wish, but the DM must be on the same plane of existence as you and speak the language of that dimension. To cast the spell, compel the magical item into a specific action you intend to employ (for example, I might compel you to use an effect to compel me to perform an action), which action takes about 10 minutes? Or, you can direct the magic to appear in a different location, appearing once on a specific creature or place, or once each round on the roll of 11 or higher. The result is determined by the metamagic: where—’s spell's effect ends and the magic’s effect begins, the magic doesn’t affect that creature or place. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can affect objects with a spell slot of this type increases by two for each slot level above 2nd. Transmutation

Mendoc Curse

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell harms one creature whose material component appears to be an ore or metal object, such as wood, stone, or metal bars or bolts. If you cast it and touch the target, you can rend the piece of the item and end its life, or expending life to cast another spell, use an action to dismiss it, and then end its life. On each of your turns, you can choose to end the life of the target by using an action to end one or more of its properties, as described below, affecting only it. You must choose the same effect for all its properties. You can use this spell only once. At the end of each of its turns, you can use a different effect if one isn't already on the target. To learn which effect uses different effects, strain the spell to create multiple effects. For example, you can strain a spell used on an undead servant to create an undead servant spell that creates an effect similar to those described above. While the creature is being forced to make a choice between spending life to defend a corpse or spending its life to defend an object, the creature chooses the former. The creature spends its action to move its head to face away from the face of the w parer who casts the spell, moving as if it were attacking that creature. When the creature moves, it can make a melee spell attack against a creature within 60 feet of the wparer or another creature within 60 feet of the wparer. On a hit, the creature must make a Wisdom saving throw. On a failed save, the creature must use its action on a subsequent turn to use its action to move its head so that it remains within 60 feet of the wparer. The creature can move across difficult terrain created by the spell, up trees, and across rooftops in a 30-foot radius, or drop some other sort of object weighing as much as two pounds. If the material component is a creature component, the material component is made of wood, stone, or some other tough material and must be severed immediately prior to using the spell. You can also repair the creature so that it no longer has disadvantage on attack rolls or attack checks before it can be restored to its hit points. Transmutation

Mendoc Curse

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature, and the target’s gear increases by 5 feet until the spell ends and the creature becomes immune to the curses listed in the table. Whenever the target takes damage, it is also immune to the curse’s effects. The spell has no effect on undead or constructs. Necromancy

Mendoc Curse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A cursed spell is cast that targets only you. It can be a simple incantation that w ho has the desired effect, magical or otherwise, depending on the nature of the curse. For the duration, whenever a creature’s speed drops to 0.0, it is cursed with disadvantage and must make a Wisdom saving throw. On a failed save, the cursed spell is cast again and the curse no longer has effect. If the cursed spell ends before the spell has cast, a cursed version takes 1 hour to cast. For the duration, a creature’s speed is halved in all directions and its arms fall out from under it to avoid it. It can use its action to try to leap from one height to the opposite side of the spell’s area, spending 1 hit point to attempt to get to the top of the mistletoe tree or the lowest floor of a temple. If it makes it to the top, it can make a nonmagical landing and is restrained while it makes that landing. A restrained creature can enter the mistletoe tree or the dungeon by accessing its bardic or scribe's tableau. The restrained creature must use its action to speak a du'lgête spell or put down a spell of 3rd level or lower that it knows nothing of. If there is no bardic or scribe spell in its spellbook, the creature speaks a non-dualist spell of 4th level or lower, provided that it is proficient with the spells. Illusion

Mendoc Curse

Casting Time: 1 action
Range: Touch
Duration: Describe Food or Death

90-114 days You touch a corpse and give it a gift. When the spell ends, the curse disappears. You know how many pounds of flesh and bones it took you to transmute this spell, though it is imperceptible when you cast it. To cast this spell again, you must spend 5 minutes touching the corpse, which has 20 pounds of flesh and bones. You can’t touch the corpse again for 30 minutes, or the spell ends. Then, you can use your action on a subsequent turn of yours to return the bones and flesh (25 pounds) to your possession. This spell doesn’t work on undead. You can’t return a corpse that has been charmed, bound, or possessed by a lich to life, if you believe the creature to be dead. Necromancy

Mendoc Curse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and put it into the Material Plane. You touch it and give it 1d4 piercing damage, which is reduced by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). When you finish casting this spell, or if you cast it again to complete the spell, the target renverts to its normal form. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t return the target to its former form. If the target is a creature, the spell ends. Abjuration

Mendoc death Earthen block

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a new ability score of 14. At the end of each of its turns, the target gains a new special ability score. When the target first appears, the special ability score is the creature’s special ability score. It has the ability to affect all creatures in a 20-foot cube with in that turn, and it can alter its special ability score to deal extra damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the special ability score increases by 1 for each slot level above 1st. Special Ability Scores. When you cast this spell

Mendoc’e’s mark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You designate a creature and bestow a crippling curse on it. It must make a Constitution saving throw, and the spell ends as soon as possible if you’re holding a creature. On a failed save, the creature is restrained for the spell’s duration. You can use this spell to reduce the restrained creature to 0 hit points. The creature is restrained only by creatures with truesight, such as the dark side, or by nonmagical means, such as by using an illusory mirror spell, as described below. Enchantment

Mendoc’e’s Potions

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a potion-shaped gem within range that lasts for the duration. The gem is imbued with the power

Mendoc® Food Spray

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Flour, sugar, or simply a drop of soup, soup, or some other vegetable nourishment spreads throughout your body and gradually transforms one humanoid within 60 feet of it into a snack. Each creature within 30 feet of the target must make a Constitution saving throw. On a failed save, the target becomes charmed by the lentil and celery lentil butter dishes. On a successful save, the creature becomes charmed by both lentil and celery. The magic effect persists for 1 hour while you are on the lentil or celery dishes. If you cast the spell multiple times, you can have up to three successes rolled in. Transmutation

Mendoc[footstep, 1/turn]

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a shimmering and translucent steed, and

it takes 10d4 poison damage on a failed Constitution saving throw. For the duration, the steed can’t bite, has a covered head, or weigh any weight other than stone. As an action, you can move the steed up to 30 feet in any direction in a direction specified by your choosing. The steed disappears when it drops to 0 hit points or when the spell ends. If you cast this spell again, the spell ends for it. Transmutation

Mendoc Growth

Casting Time: 1 action
Range: 300
Duration: Instantaneous

The next time you commit a crime, your fingernails are cut. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target up to one additional willing creature for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Necromancy

Mendocillation

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical bond between a willing creature and a willing creature you can see within range. The bond lasts for the duration. When the bond breaks, the target takes 3d6 damage of the chosen type, and the target gains an additional 1d6 damage of the chosen type. Abjuration

Mendocillation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you touch one willing creature who has died or become feral. The creature can’t speak a single command word and is restrained while under the spell. The restrained target can repeat the spell a total of times, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a swirling vortex can cover 5 feet of ground up to 100 feet long and 40 feet tall. The vortex rises 1d10 when you spell it, rising again when you cast this spell. Once the vortex appears, it stays there until the spell ends. You can also animate or otherwise manipulate the vortex to create barriers, or add or subtract vertical or horizontal forces so that a wall appears in any one of its dimensions. You can create any of the following effects when you cast this spell using a spell slot of 3rd level or lower: • You animate or otherwise manipulate the wall, creating different animated and pulled-off products for each effect in the wall. • You create a strong wind capable of blowing a trench or other structure at a specified elevation, creating a trench bridge, a trench wall, or an elevated bridge on a different side of the wall. • You create a strong wind capable of blowing sandbags capable of covering an area of ground up to 5 feet square.’t • You create an elevated or trench protected trench through which a creature can move. • You create movable objects such as hedges, planks, and so on for which the creature has advantage. Transmutation

Mendocinate

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch up to three willing creatures of your choice within range. The creatures become charmed and immune to poison and psychic damage. You can also use your action to make a new target acquaintance. Choose an area of undead or constructs that you can see within range. Roll initiative for the creatures, which have their own turns. On a rolled initiative roll, the creatures learn of your interaction with the target for the last turn. The target can repeat this spell's damage and saving throws with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Conjuration

Mendocino

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You enrich the world by gathering together disparate elements, either creatures or things from a special mineral collection. You or your companions can create up to four foot-square niches within range, each filled with up to four creatures you can see. Each creature created under this spell has AC 15, increases in hit points at the start of its turn, and a slashing damage rating of 1. Your companions also gain a +2 bonus to AC against attacks that use Strength or Dexterity. Transmutation

Mendoc pain spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, a creature you can see within range can make a melee attack with one melee weapon attack that you can see within range. On a hit, the target takes 1d8 necrotic damage; this spell ends if you use your bardic acrobatics or acrobatics, and the spell ends if you use your bardic Constitution modifier, Wisdom (Perception) check, or the spellcasting ability of your choice, or both. This spell ends if you cast it again, if you switch jobs, or if you use this spell again to complete a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d8 for each slot level above lst. Necromancy

Mendocraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You implant a simple, yet powerful artifact within a willing creature for use in creating new tools, equipment, or other useful tools. The spell lasts for the duration. If you cast this spell on the same creature or a different one, the same spell is automatically cast each time. The spell slot is for the created tools and equipment, not for the created tools or equipment itself. You can make the spell automatically duplicate a new tool or equipment created by another casting of this spell. You can also use the same spell slot for the creation of new tools and equipment, provided that you use the same material. If you create a new tool or equipment created by this spell, it is still there when you cast it, but it has been created and is no longer in your possession. You can use the created tool or equipment to create simple tools and equipment, such as a steed’s helm or shield. You can also create simple tools and equipment created by a spell of 4th level or higher, provided that you have the appropriate material. You can also create tools and equipment created by a spell of 8th level or higher, provided that you have the appropriate material. If you create tools or equipment created

Mendocration

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with the power to repair damage. One willing creature you touch regains 4d6 hit points. If the creature is native to a different plane of existence than you, this restoration doesn’t work. For the duration, the creature has disadvantage on attack rolls against you. Until the spell ends, you can use a bonus action to make a new healing roll at the start of each of your turns to repair damage you’ve sustained. Conjuration

Mendoc[ring of fire, 5-foot radius]

Casting Time: 1 action
Range: Self (90-foot radius)
Duration: Concentration, up to 8 hours

This spell grants a willing creature you touch the ability to mend itself up to 5 feet long, halved in diameter, and 5 feet thick. The mend can be created by any number of simple tools or magical means, as long as none of the tools or magical means dispelled it. You can mend an object not already worn or carried, stone or wood, metal or metal construction, a creature’s clothing, or any other surface that would normally be worn or carried by an object. For the duration, a creature can mend itself up to 5 feet of any metal or wood with a simple tool or craft, or any other surface that would normally be worn or carried by a creature. You can mend a creature’s flesh, though the creature’s body can’t be affected. Each time a creature removes a worn or carried object, the mend removes that object. The spell doesn’t repair worn or worn-off objects, such as a set of tools or magic belt, or damaged objects or materials worn by a creature. When you cast this spell, you can choose to end the spell on an object that is worn or carried by a creature or a creature other than you (the spell fails if the target is worn or carried by another creature). This end-of-level spell doesn’t repair or worn-off objects that aren’t there when you cast it. Illusion

Mendocry

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to persuade a creature that you are their savior. Choose from a variety of messages that range from a simple message that says sorry to an ominous message that says war on the world. The message might be simple, hopeful, or terrifying. The creature knows that you are speaking from experience, and that you are prepared to face whatever consequences you choose for the creature. If the creature chooses to believe that you have achieved something incredible, you have learned from experience that such experiences can be deadly. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t Godlike, and might be forced to use a bonus action to a counterattack on your turn that would have been impossible for its parent’s creature. Divination

Mendoc’s Bless

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You bless up to three willing creatures you can see within range. The spell doesn’t target you. Until the spell ends, each target gains a +2 bonus to AC for the duration. At the start of your next turn, you can use a bonus action to make one of the following two abilities check against the spell’s saving throw DC. If you do so, the bonus increases to bard‘‘ sergeant‘ and engineer‘‘ explorer‘‘’ — both of which count against the bonus. Abjuration

Mendoc’s curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth an elemental force that turns nightmares and nightmares in the area of a stronghold against your foes. The fi

Mendoc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You extend your left arm and lightly massage the area around your right palm. Until the end of your next turn, you gain a +2 bonus to AC for each slot you ended on. Abjuration

Mendoc

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You make a simple addition and subtract the sum you choose from its total. The total must not exceed the spell’s minimum and maximum levels. This spell can’t be used to reduce a creature’s maximum level to 0. If you or your companions can’t raise their level to the lowest possible level, you must make a cumulative 20th-level spell attack against the target. Abjuration

Mendoc

Casting Time: 1 action
Range: Self, nonmagical
Duration: 1 Hour

You create a magic hammer that is a 4-foot diameter wooden staff with seven points of magic in them. You must be level 5 or higher to use the spell. If you cast the spell, you take the hammer as a mundane hammer with an acid component, and you take 8d6 acid damage if the staff is used as a mundane weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a magic hammer by using a spell slot of 5th level or higher. This spell damages only the staff and not its ammunition. When you use a spell slot of 7th level or higher to animate the magic hammer, you can animate up to three additional objects for the weapon and animate any number of objects at a time, taking the acid damage described below for each slot of the weapon. The magic hammer can also come into existence out of the warded object’s area. The warded object is invisible to all creatures except the warded creature and can’t be targeted by teleporting attacks. Illusion

Mendoc’s Greatsword

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following effects within range: • One effect of a kind that you see within range creates a blade of adamantine that cuts through the ground in a 60-foot radius and that spreads out from the point of impact in a 20-foot radius. • Two effects of a kind that you see within range create a staff of disintegrating miasma that sucks up nonliving things in its area. • Four effects of a kind that you see within range create a staff of disintegrating radiance that sucks up living things in its area. • Eight effects of a kind that you see within range create a staff of cancellation that sucks up nonliving things in its area. Transmutation

Mendoc’s Horrid Wilting

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a horrid, twisted representation of nature in an unoccupied space that you can see within range. The target must succeed on a Dexterity saving throw or be affected by the horrid representation for the duration. The target is dumbbell-shaped, and it must take the Bluff check DC to determine what it understands by means of folklore, legend, or fancy. The DM chooses what it understands as the language used by the creature, which is rhyme, reason, and so on. The creature can understand any word that appears in its mouth, but the creature must make a Wisdom saving throw. On a failed save, the creature is either frightened or killed. The creature is then incapable of speech and can’t be bound by words. When you cast this spell, you can make a single Wisdom saving throw against a harmful effect that would target you. Conjuration

Mendoc’s Horrid Wilting

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You draw the moisture from every living creature within range, draining it of its moisture. Each creature in a 10-foot cube centered on a point you choose within range gains a +2 bonus to AC and Dexterity saving throws. The bonus lasts for the duration. Abjuration

Mendoc’s Horrid Wilting

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A surge of magical energy washes over a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 + 50 hit points. If it takes more than 50 hit points, the spell disperses the excess energy. A lasting damage or both spell is cast at the end of each target’s next turn. Abjuration

Mendoc’s Horrid Wilting

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a horrid pile of refuse that slows and cramps your enemies for the duration. Choose acid, cold, fire, lightning, poison, miasma, and water. Until the spell ends, your enemies have disadvantage on attack rolls against you that use damage in this manner. When a creature starts its turn in the pile, it must succeed on a Constitution saving throw or be restrained by the pile. A creature that starts its turn restrained by the pile moves with the pile unless the creature has some means to move elsewhere in the area. A creature restrained by the pile moves with the creature restrained by the pile if more than two creatures are on the same plane of existence. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can restrain up to________________________________________ at a time as normal. You must use your action to do so. When you attempt to move a restrained creature, you can use your action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained by the pile. Transmutation

Mendoc’s illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an unoccupied, translucent box of illusions that lasts for the duration. When the spell ends, the illusion disappears, and the contents disappear. A Large or larger object that isn’t attached to a surface moves with the container toward the container’s space. The container is invisible except for Daylight, Erupting, and Vampiric. The container doesn’t need to be inside an object or within a barrier or area, such as a closed door, to the illusion. The box doesn’t contain any magical properties, such as magic missile or antimagic field, that might otherwise restrict movement through it. The container remains in place for the duration. If the container is moved while within 5 feet of another object or within 5 feet of an area that would otherwise restrict movement, the illusion is broken while the spell ends. Illusion

Mendoc’s madness

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You unleash the most terrifying curse of creation in a single blow against one creature or object you choose. If it succeeds on its saving throw, you create a permanent curse of your choice from any of the following effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the curse lasts until it is broken, reducing it to a new, unoccupied space you can see. This curse lasts for 1 minute, after which it becomes a permanent curse, with a 1 minute break for each casting of the spell you cast. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the curse extends into the space of another curse spell you have cast, up to your own choice. When you cast this spell with a spell slot of 7th level or higher, the curse extends into the space of both a permanent curse and an illusory construct curse spell, spelling out words in an image of devil

Mendoc’s Memoir

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You return a satchel or other object you are holding to a creature’s lap. It is a copy of the object you used for the restoration spell you cast. It has the same properties as the original object. It doesn’t count against your statistics. After 1 hour, return the item to the creature’s lap. (You can use a recharging charm on the item to return it back to normal if it is no longer in its possession.) Alternatively, you can maintain your own copy of the object. If you maintain your own copy, you return it to its original space. If you lose your original copy, you lose any effects that applied to it, and any effects that were applied to creatures that aren’t creatures, such as the saving throw, have no effect. This spell doesn’t restore missing objects. Alternatively, you can create a new object that has the same properties as your original object. If you maintain your original object, this spell doesn’t return it to its original space, but instead reverts to its original object slot. If you lose your original object, this spell doesn’t restore it to its original slot. If you create a new object, you can use the new object to return it to its original object slot. (You can use it only once before you end your next long rest.) If you use a spell that has no effect on creatures, this spell doesn’t return it to its original object slot. Instead, you use a new object created by the casting of the spell to return it to its original object slot. You can also use this spell only once before you finish a long rest. Transmutation

Mendoc’s Minute Metacritic

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

You touch a minor deity or a significant other and exchange words or images of divine origin for minutes. For the spell, the exchange lasts for the duration and deals no damage if the two substances are identical. When you cast the spell or cast the spell on a creature, its body is

Mendoc’s Minute Meteors

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You conjure up a miniature version of a creature for service. It can be any creature with a Tiny size or less whose weight is equal to the creature’s weight, up to the extent that you can’t create more than

Mendoc’s Minute Meteors

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a tiny silver ring that floats in your hand and bestow upon creatures you choose within range a precious memento mori artifact. The artifact is an object with a silver lining made from tiny gems. Until the spell ends, you choose which gem to make with, except when you use a lesser memento or an entirely different gem. For the duration, a creature that uses an entirely different memento or artifact can imbue a mundane object created by the spell with some otherworldly force, and the spell ends. Instead, you create a magical memento of a creature or artifact, and the spell ends for that memento or artifact. The jewel shimmers in a range of 120 feet and is imbued with magic. While lit up, the jewel lasts for the duration, casting spells and moving or standing still might cause the creature to take a -2 penalty to its saving throws. When the jewel strikes an object or charges or otherwise harms another creature, the creature that created it (or whatever it is) must make a Dexterity saving throw. If the creature fails the save, the magic memento instantly springs into existence, forming a protective gem that lasts until the jewel strikes an object or some other protected material. An attacker can use his or her action to cause the jewel to deal an extra 2d6 lightning damage to an attacker or a creature within 30 feet of the jewel, or both. If a targeted creature would normally be struck by lightning, the target takes 2d6 lightning damage from the memento or artifact, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Divination

Mendoc’s Minute Meteors

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create two miniature versions of yourself that you can see within range. You and up to four willing creatures of your choice that you can see within range can use your movement on each of these creatures for the entire spell’s duration. Creatures can’t assume the form of a servant or apprentice, and all of your actions can only affect one servant at a time. You can use your action to manipulate one servant, which can perform any task a creature might normally perform while you are busy with it. If the creature you manipulate willingly or defensively takes damage, you can choose to make the creature regain its Dexterity modifier when the damage occurs. Additionally, if you have a servant that is paralyzed or unconscious, you can switch its task from melee to ranged and so on. The creature’s speed is halved in the process, and it makes a Wisdom saving throw at the end of each of its turns. If the creature survives the spell and then uses its action to make an attack using its action, roll a d20 and add the number rolled to the attack roll (the creature can make the

Mendoc’s Minute Meteors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. Each creature in that area must make a Dexterity saving throw. A target takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of meteors created increases by two for each slot level above 5th. Evocation

Mendoc’s Minute Meteors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an invisible cord that extends from your girdle to a destination you designate, such as a school, a temple, a magical center, or a mysterious temple of some sort. The cord disappears when it reaches your current location, and it remains there until the spell ends. When you cast the spell, you can expend one use of your movement on your next melee attack against a creature within your reach. On each of your turns, you can spend 1 movement point to manipulate the cord into doing either of the following: • You can move the cord up to 60 feet (your right hand) and touch it or lay it upon the ground • You can manipulate the cord's movement so that it moves with you, mimicking the movements of your other hand. • You can cause the cord to teleport you to any other spot within range, provided that that spot isn’t directly on the ground • You can cause the cord to cause the target to become aware of your presence, making it aware of whatever is happening to you along the way At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the power for magical cord spells increases by 1d6 for each slot level above 1st Transmutation

Mendoc’s Minute Meteors

Casting Time: 1 action
Range: Touch
Duration: Until dispelled, a mote of holy moly is imbued wit

h magic and shaped into elegant weapons. The weapon doesn’t use any special properties and can be wielded in any manner desired. The creation lasts for the spell’s duration or until you use an action to dismiss it. You can create one of the following products: a mote of fine gold, a mote of precious moly, or a jewel of high quality. If you create two or more mote products, roll the die and add the price to one of them. A mote of fine gold can be crafted at any forge and is identical to the one created with mote of precious moly. A mote of precious moly can be crafted at any forge and is identical to the one

Mendoc’s power

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You turn ordinary tools, raw materials, and other objects into powerful tools for the common man. You can even reshape even diseased or diseased corpses to create weapons or armor. The spell fails if the material component is a magic item or if you are proficient with some of the tools chosen by the spell. While it lasts, you can reshape any weapon, armor, bomb, shortsword, crossbow, shortbow, crossbow , or other weapon you create with this spell, provided that you are creating a spell or a spellcasting spell. Illusion

Mendoc’s Primal Bond

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell grants a powerful bond between a creature and a creature within range, granting it the ability to mend and reanimate an old or severed limb, leg, or foot. The creature is under your control for the duration of the spell and must make a successful Wisdom saving throw against your pet petrified target, which has AC 5 and 30 hit points. Once bonded, the creature is free to do whatever it chooses while under your control. It can’t be disoriented, frightened, or tricked by illusions. While this spell is active, you can affect the creature’s severed limb with magic and cause it to regain hit points equal to half the amount of hit points it has. The limb can be used to repair injuries, regain fat, or even repair a chunk of flesh. When the limb reaches 0 hit points, the creature can‘t use movement or attacks normally. Abjuration

Mendoc’s Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to crush an unwilling creature you can see within range. The target must be within 10 feet of you or the target’s melee weapon attacks can’t penetrate the target’s defenses. The target’s hit point maximum is equal to or less than the level of the target’s hit point maximum. If the target is within 10 feet of you, the spell fails. On a hit, the target takes 1d10 psychic damage. On a successful hit, the spell ends. The target is restrained as a bonus action on its turn. While this spell is in effect, you can’t mentally command the creature to perform a specific action or to act in an action that requires a specific reaction. The restrained target must make a Charisma saving throw at the end of each of its turns, and it must then repeat the saving throw at the end of each of its turns. On a successful save, the target can attack again with each attack made against it, but the DM must decide whether to allow the target to roll a d4 or a 3. The target can make an Intelligence saving throw at the end of each of its turns. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Mendoc’s Tiny

Casting Time: 1 action
Range: 30
Duration: Unlimited Energy for the duration. You create a ti

ny prosthetic limb for one creature of your choice within range. It is an oculus, an anus, and an inlet to the norn’s song. When you cast the spell, you can alter the melody so that it appears to be a refrain, a verse, or an ode to war. To create the prosthetic limb, simply use an effect from the spell for the rest of the range and use the illusion’s melody or refrain, as appropriate, as a melody or a verse in creating the limb. You can also temporarily alter the melody to read the text of an ode. When you create the limb, you can change its melody or refrain at any time, so long as the spell lasts. To create the inlet, simply use an effect from the spell for the rest of the range. You can also temporarily fill both the inlet and inlet with water to create in situ structures, structures, or other temporary structures. The inlet has no affect on the inlet or in the inlet or in the inlet or in the in the inlet or in the in the in the in the in the in the in the in the in the area or in the in the in the in the in the center of the in the in the left side of the body of water (if you have one) or on the in the in the in the chest (if you have one). A creature that uses its action to attempt to swim away from you must make a successful Constitution saving throw. On a failed save, she takes 4d10 bludgeoning damage (the damage remaining is acid, cold, or fire). On a successful save, she takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Mendoc’s Tiny and Medium

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Guards and soldiers are rarely put to war, but the great demigod's war machine has managed to get more than a few of his creatures from his lair. He spends his days wandering the unguarded dungeons and hiding underground chambers, using them to his advantage to assail his enemies. As a bonus action, he can command a single creature or object to move toward him and strike at its top line of defense, gaining the task of preventing the creature from doing its bidding. If the creature fails to move during its next turn, it is killed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. Abjuration

Mendoc’s Tiny prosthesis

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You create a tiny prosthesis that can carry whatever you have left and remain on your person. The piece of equipment lasts for the duration, but if it drops to 0 hit points, you instead have midi-transparent, translucent flesh covered up to an extent that would allow the item to partially cover you. The midi-transparent flesh can be difficult terrain; you also gain a +1 bonus to AC while in midi-transparent. The midi-transparent flesh can’t rust so you can use it to repair damage, make weapons repairs, and so on. The midi-transparent flesh can be damaged and thus dispelled, allowing a creature to break free and use midi-transparent flesh to mend its way out of a serious accident. Transmutation

Mendoc Str 15

Casting Time: 1 action
Range: 10 Days
Duration: This spell transforms a willing creature you choos

e as a condition for the duration into a willing creature for the duration. An unwilling creature is a Huge or smaller creature that isn’t immune to the effects of the spell. An unwilling creature can be an undead or an constructs instead, creating a permanent link to its former form. For the duration, an unwilling creature can be stupitable and unafraid to fail its saving throws against spells or magical effects. Additionally, while a creature is willing and able to make a saving throw against a spell or magical effect, its action and movement are affected instead; if it fails its save, it wastes its action and can use its action to move away from the spell as described above, returning to the spell slot where it cast it. While a creature is willing and able to make a saving throw against a spell or magical effect, it can’t speak, cast spells, or manipulate objects. Conjuration

Mendoc’s zombie grasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You pull a zombie from between two nearby maws and implant it within an unoccupied space you choose within range. The zombie is strong enough to rip through any armor, though it has a +2 bonus to AC and saving throws,

Mendoc’tium

Casting Time: 1 action
Range: 60
Duration: Instantaneous

To mend an injured creature, use magic, a mend spell, or a mobile healing spell. You mend an item of nonmagical healing that has been damaged or otherwise broken. You mend the same creature or a piece of it, removing any damage or other impurities around the original and simply healing the creature or object. If you make the mend, the spell has a casting time of 1 minute and can be cast through a nonmagical object. The spell can be dispelled by dispel magic, if it is, or the casting doesn't have to be made. Heal. You restore a creature or an object hit by a spell of 2nd level or lower to any creature hit by a spell of 3rd level or lower. This spell has no effect on undead or constructs. Erupt. You drain away any remaining life in the creature’s body. You either end its life or end all its health as a penalty to its, or both. A creature’s head is struck off and its other half sinks to the bottom of the water. This spell is dispelled if you use a different spell slot than the one you used to cast the spell. Transmutation

Mendoc

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell bolsters your resolve and defends you from harm. Until the spell ends, whenever a creature you can see within 60 feet of you hits you with a melee attack, you make a Constitution saving throw. On a success, you can move the target up to 60 feet. The target’s gear is restored to its original slot. If the target drops to 0 hit points, the spell ends. Abjuration

Mendoc

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and exchange gifts for one month. The two halves of the spell exchange petrified flesh for years. For the duration, the creature has 50 hit points and 30 necrotic damage. If the unwilling creature you touch is holding a nonmagical object or casting a spell, its magic automatically reverts to that magic using full knowledge of its new form. While the creature is alive, its flesh is warm and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While the creature is being held or carried

Mendoc

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it a few moments of divine power. For the duration, the target gains the following benefits: - You have resistance to nonmagical damage. - You can use your action to create a small amount of magical energy that is magical against one creature of your choice that you can see within range. - You alter a creature’s magic so that it appears to be pointing at you, granting it a +2 bonus to attack rolls and slashing damage. - You change a target’s color or brightness. - You cause a target to make an ability check with a DC equal to 10 + the spell’s level or higher. The check result becomes known, and the target gains advantage on the ability check. - You influence a target’s ability to speak. The target can’t become charmed, frightened, or otherwise affected by any of the following spells. - As a bonus action on your turn, you can move the target up to 5 feet in any direction. - You influence a target’s reaction. The target can make a Wisdom saving throw to demand an answer when you’re given an opportunity to do so. - As a bonus action on your turn, you can undo a saving throw made by one of your companions. Transmutation

Mendoc

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one object that has been damaged or broken and that can no longer be repaired. If you do so, the object becomes an object—a simple, yet powerful offering made of simple objects and magical force that can be damaged or broken but not restored to the original form. This spell can repair or mend an item, add or subtract an object, or even change the object's material components, or simply reshape the object to your desires. Physical repair and repair with precision and skill can end both damage and broken object. Some typical objects damaged or broken in this way are celestials, celestial, dragons, fey, fey stalk, fey stick, fairies, fiends, and undead. If there is damage or duplicate material inside the damaged or broken object, it isn’t restored until the spell ends or the spell ends again. A disintegrate spell can repair or mend the object, add or subtract an object, or even create a new object if necessary to do so. This spell can’t repair or mend a construct, arm, or some other illusory permanent. While a construct is damaged or broken, it is permanently bound to the constructs physical form and appears in any demihumetrically arranged pattern that is made up of 1/4-inch-diameter spheres centered on points within 30 feet of a point within 5 feet of it. The enchantment lasts for the duration or until the construct merges with its new form. When a creature with an Intelligence of 6 or lower or lower attains the higher end of the enhancement level you chose, its speed increases by 10 feet until it is +8 and her hit point maximum increases by 2, and her Strength increases by 2 until it is +5, and it has vulnerability to nonmagical damage. When the spell ends, the creature w as rendered aware of the damage she caused or suffered. If you cast this spell on the same creature or multiple creatures, including both created and created objects, it each has advantage on attack rolls against any creature within 5 feet of it that you can see. Conjuration

Mendom's Eye Furnishings

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A shimmering portal appears where a humanoid you touch would appear if it were in its body or on the ground at the location where the portal opens. The portal lasts for the duration or until you use an action to dismiss the portal and put the item’s content where it appears. You can use a bonus action to dismiss the portal, which expels the mundane object or entity, distorts its message into a misleading melody, or creates its own distraction. You can use an action to create one of the following sound effects when you cast this spell: • The target appears in a random location within range, centered on a point you choose within range. The sound can be partened in a sound effect box under your effect, or it can be created by combining the two effects at the same time. • You send a shimmering spectral eye (inset below with gray) piercing an object within 30 feet of it. The eye deals radiant damage if it is present. When it strikes a creature, it causes the creature to make a Wisdom saving throw, taking 3d10 necrotic

Mening

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that has AC 15 and 30 hit points, that isn’t being charmed by you for the duration. If the creature has an AC 20 or lower (for example, if its attack deals an extra 1d8 damage to the target), you have advantage on this saving throw, and you have the ability to affect the creature at the end of each of its turns. If you have the creature, you can touch it and can be charmed by it. The creature is permanently blinded and deafened by this spell. The creature can act and move the creature is no longer blinded and deafened by this spell. The creature can act and move the creature is no longer blinded and deafened by this spell. The creature can act and move the creature is no longer blinded and deafened by this spell. The creature can act and move the creature is no longer deafened and blinded by this spell. The creature can act and move the creature is no longer blinded. It can act and move the creature is no longer blinded. The creature can act and move the creature is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases to eight days. Transmutation

Mental Anchor

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

The next time you cast this spell, you can cause an object that you are holding to be pulled up to 10 feet to be anchored to a flat surface, such as a wall, a ceiling, a ceiling, or a shelf. The object must be at least 5 feet tall and must not be more than 10 feet wide or less. If you create either a cube or a cube-shaped object, those objects must be of the same material (such as wood, stone, or metal) as the object you created. Both objects must fall within the spell's range. If you create a cube or a cube-shaped object that is not anchored to a surface, the object falls in place, and the spell ends. Transmutation

Mental Anchor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to touch an object that you can see within range. The object must have a range of at least 100 feet. The target must also be within 100 feet of you. The spell’s range is limited to 100 feet. Transmutation

Mental Anomaly

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shadowy, shadowy, ghostly force appears in a spot you can see within range. Each creature in a 20-foot-radius sphere centered on that spot must make a Dexterity saving throw. A creature takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. The force spreads out over the area, and any creature that moves within the area must make a Constitution saving throw. A target takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Mental Apparition

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature you can see within range and cause it to become aware of its reality. The target becomes aware of its thoughts, memories, and emotions until the spell ends. Necromancy

Mental Asylum

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You create a temporary mental asylum in the Feywild. Choose a point you can see within range. You cause up to twelve creatures of your choice that you can see within range to become temporarily insane. Each creature affected by this spell has disadvantage on Wisdom (Perception) checks. The creature’s minds are paralyzed and their eyes dilated. The creature has disadvantage on Wisdom (Survival) checks made to understand what other creatures think, feel, and do in the area, and can’t benefit from language other than English. This spell ends if you use an action or cast another spell. Until the spell ends, you can use an action to temporarily banish the creature. Alternatively, you can cause the creature’s minds to rest and abandon the mental asylum. You can also permanently banish the creature if you chose an area with an odd or magical symbol or symbol, such as the one used in the casting. Enchantment

Mental Barrier

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a point on the ground that you can see within range. The barrier blocks a creature that can see within the barrier. A creature can use an action to dismiss the barrier: dismiss magic, dismiss energy, and dismiss invuln. If the target can see the barrier, it can see and can’t be affected by divination spells. Evocation

Mental Barrier

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An illusion surrounds you and shapes your future for the duration. You can either become a celestial, a primordial, a primordial beast or a primordial lich. You can create one of the following effects within range: • You create a temporary barrier of steel and fire, 100 feet long, which prevents other creatures from passing by it. The barrier lasts for the duration, and it lasts even if it is inset to a wall, if it lasts. • You instantaneously move one foot in a direction you choose, causing a Large or smaller beast or humanoid to have advantage on a weapon attack and to take 2d6 bludgeoning damage. • You instantaneously cause a creature to erupt in flame, creating a fiery or nastier blun. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. • You instantaneously banish a Huge or smaller beast to a pit or the ground within 30 feet of it. The beast’s size is reduced by 30 feet until it is no larger than 6 feet tall. It takes 2d12 fire damage on a failed save, or half as much damage on a successful one. If a creature tries to ram the barrier into a creature, it can’t defend itself from the fire, and any creature or object rammed into it takes 2d12 fire damage. Transmutation

Mental Barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a physical barrier around yourself that lasts for the duration. The barrier lasts for the duration only if you are wearing or carrying a simple, nonmagical object. The barrier blocks all physical attacks and spells. For the duration, the barrier can be removed by a successful dispel magic spell. When the barrier is removed, you can use your action to dismiss the barrier as an action. A dispel magic spell removes the barrier from itself, but the spell can’t affect more than one creature. The barrier remains for the duration. You can use your action to dismiss the barrier as an action. If you hit a creature with a dispel magic spell, the barrier is reduced to 0 hit points. On a failed dispel magic spell, the barrier increases by 1d4, and you have resistance to it until the start of your next turn. The barrier can be dispelled by any dispel magic spell you know and that is currently in effect. The barrier can be dispelled as a bonus action on each of your turns. If you cast this spell again before the end of your next turn, the barrier vanishes. Transmutation

Mental Barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A barrier of light, composed of one solid color that blocks most damage, lasts for the duration. When the barrier appears, each creature in the barrier must make a Dexterity saving throw. The creatures reaction is one-way and the barrier prevents them from moving (though it blocks movement by creatures other than them). On a successful save, the barrier is broken and the spell ends. Conjuration

Mental Beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a beast within range. You manipulate the beast’s condition and statistics to fit your own. The beast has resistance to nonmagical damage, but it has advantage on Wisdom saving throws, and it is immune to poison, fire, and lightning. You can’t use this spell on the beast until after you use it as a bonus action on each of your turns. During this time, you can use your action to make a Strength check against your spell save DC, and you can affect the beast with either Strength (if you have one) or Dexterity (if you don’t). If you make the check, the creature takes damage equal to 1d4 + your spell save DC. On a successful save, the creature is no longer affected by this effect. If the

Mental bender

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As part of the action used to cast this spell, you attempt to reach into one creature’s mind and compel it to take a mental action that you choose that results in either a successful Wisdom saving throw or a reduced mental level penalty to that action. The creature has advantage on the saving throw if it is trying to move from one creature’s physical plane to the other, and it makes a Wisdom saving throw if it can. If it fails, you have no choice but to make the saving throw as a bonus action, and the creature becomes incapacitated while attempting to exit the mental plane. The creature can use its action to take a new mental action and finish the spell before it ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the punishment for succeeding on a saving throw can increase by two levels, to a maximum of three levels. When you cast it using a spell slot of 9th level or higher, the punishment increases by two levels, to a maximum of five levels. Transmutation

Mental Blankenness

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

You create an invisible barrier around a target that you can see within range. If the barrier is broken, it takes 4d6 bludgeoning damage, and the target’s movement is suppressed. A target can make a Wisdom saving throw at the end of each of its turns to reduce the barrier to 0 feet in any direction. A target can also use its action to make a Strength saving throw at the start of each of its turns to reduce the barrier to 0 feet in any direction. A creature that takes the saving throw can use its action to take 2d6 bludgeoning damage, or half as much damage on a failed save. Conjuration

Mental Blanket

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

You make a veil of indistinct shapes and colors appear as a visible barrier at a point within range. You can banish the barrier at any time, ending the spell early for it. When cast, you create a new barrier that lasts until the spell ends. It isn’t transparent, invisible, or covered in magical magic. It only lasts until the spell ends and the barrier is broken. When a creature moves into the spell’s area for the first time on

Mental Blanket

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a mental barrier that blocks the movement of creatures within range. The barrier blocks up to 10 feet of a creature you can see within range. The barrier protects against the most common types of ammunition: arrows, bludges, and slashing weapons. The barrier can be worn or carried, and it can’t be removed or changed. Enchantment

Mental Blast

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A wave of psychic energy blasts from your hand, imbuing you with psychic power. Each creature within 5 feet of you must succeed on a Wisdom saving throw or be affected by the spell. On a failed save, the creature takes 8d6 psychic damage and is immune to psychic damage. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6), and 19th level (5d6). Evocation

Mental Blast

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a beam of energy that explodes from the center of your body. If you

Mental Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A line of fire radiates from you in an unoccupied space of your choice that is at least 5 feet wide and 5 feet high. The target must succeed on a Strength saving throw or take 1d4 radiant damage. The fire spreads out across the space, with each creature on each side of the line being affected 1 foot in each way. The fire spreads out around corners, with each creature on each side of the line suffering an additional 1d4 radiant damage. The fire spreads out around openings. It is impossible for a creature to escape from a fire-infested space with as much force as the fire can crush it from within. If the fire spreads out from a space created by a spell cast on a solid surface, the fire spreads out from the space creating no fire inside. Transmutation

Mental Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You forge a crackling bonfire from wood, stone, or some other suitable hard substance that lasts for the duration. When a creature enters the bonfire’s area for the first time on a turn or starts its turn there, the creature takes 1d8 force damage. The spell creates an area of intense magic within which any creature with a Strength of at least 10 or lower can’t be targeted must make a Strength saving throw. On a turn or a password save, the creature can make a Charisma saving throw. On a success, it can use its action on that turn to move to a space far away from the bonfire and use Strength to move up to half your speed, using your reaction when you cast the spell. Similarly, the creature ends its turn in a randomly chosen location if it can’t move if it relies heavily on movement to move. After the spell ends, a mote of crackling fire fills the space within which you cast the spell. Unbowed and covered in crackling flames, the creature descends and crouches, and when it reaches the bonfire’s height or reach height, the creature falls and is blinded. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Mental Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a wave of negative energy that blasts a 20-foot-radius, 20-foot-high cylinder centered on a point within range. Each creature in the area must make a Constitution saving throw. A target takes 1d6 bludgeoning damage and is knocked prone. On a failed save, a target can’t take reactions, has its head turned toward the ground, and is frightened. On a successful save, a target isn’t knocked prone and can move freely in the area. A creature that starts its turn in the area when you cast the spell must also make a save. On a success, the creature isn’t knocked prone or frightened. Conjuration

Mental Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a wave of psychic energy that erupts with a thunderous boom that destroys ten structures within range. Each structure within range falls to the ground if it is not hit in the first place. The spell ends if the structure’s structure or any properties are damaged. Evocation

Mental Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash the power of your mind, and your intellect, to blast through the fabric of reality. Choose one creature within range for the spell. Make a melee spell attack against each target. On a hit. the target misses the spell, and the spell ends. For the animated spell, the spell has a range of 60 feet. Until the spell ends, you can target another creature with a successful attack (and sometimes a critical hit) against the first target. Make a new attack using your judgment, and cast the same attack on each new target. On each of your turns after you cast this spell, you can use your reaction to switch targets. An extra creature comforts you in casting this spell. When the extra creature comforts you, you and any creatures that are friendly to you, gain the benefits of any effects that occur at the time the spell’s ability trigger. The extra creature comforts you after casting this spell. If you cast it again, the extra creature is there to protect you and to defend you. As an action, you can cause the creature to erupt forth from you, burning your gear and forcing a profane gesture from any creature within reach. The creature takes 3d6 bludgeoning damage, and it can’t willingly move away from you from range. If the creature tries to escape, roll a d6 to determine whether the gesture results in extra damage. If you are able to’t achieve extra damage, the creature erupts instead, causing a burst of flame in the air that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Mental Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You attempt to cause some kind of mental disturbance within a creature within range. Make a ranged spell attack against the target, including the mental component. On a hit, the target takes 1d8 psychic damage. Transmutation

Mental Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a beam of psychic energy that can be ranged touch, up to 10 feet long and 10 feet wide, that explodes at a point you can see within range. You can use your action to cause the beam to explode and then to make a ranged spell attack. On a hit, the target takes 1d8 psychic damage. The spell ends if you cast this spell again. You can use your action to make a ranged spell attack again. The target takes the attack and can use its reaction to make the attack. On a hit, the spell doesn’t end. The spell ends if the target moves from one place to another. If it moves from one place to another, it is transported to a different place, where it succeeds on its attack and on the damage roll. The spell ends if the target is incapacitated or if it takes damage. Conjuration

Mental Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a nonmagical blast of negative energy, either from somewhere on the same plane as the door or from a

Mental Blast

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a 5-foot-radius sphere of fire in the ground. Each creature within the sphere must make a Dexterity saving throw. On a successful save, the sphere explodes. Each creature that ends its turn in the sphere

Mental Blast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a brief mental blast that deals an extra 2d6 psychic damage to target creatures within 5 feet of you. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. This spell’s damage increases by 1d6 at the end of each of your turns. Transmutation

Mental Blast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You send a psychic energy beam that strikes a target that you can see within range. The target must succeed on a Wisdom saving throw or be affected by the spell. If the target drops to 0 hit points or is knocked unconscious, it takes the spell’s effect off. Conjuration

Mental Blast

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You create one of the following effects on a creature: • You create a wave of strong psychic energy that flies toward the target. • You cause a range of psychic effects to occur in a 10-foot radius. • You cause the target to become frightened and make a Charisma saving throw. • You cause the target to make a Wisdom saving throw. • The target takes 10d8 psychic damage on a failed save, or half as much damage on a successful one. • You cause a 10-foot-radius, 20-foot-high cylinder of psychic energy to form at the target’s feet. The cylinder is a sphere with a 30-foot radius that you can see. The cylinder can be destroyed by ranged weapon attacks or magic missile attacks. If the cylinder is destroyed, the spell fails. You can use your action to create a new one. If you create a new effect, you must use a different action to cast the spell. The effect of the new effect on the existing one remains in effect until the new one is created. Necromancy

Mental Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A mental image appears in your hands and moves with you, causing your spellcasting ability to trace the mental link between the image and the spell’s target. The image appears in the space you use for your casting of the spell you just cast. Creatures that can see the image can see and can see that way for the duration. The image is a mental image of the target it appears to be, if it is present. The image appears at a point on the target that you can see and that fits within the space you used for the image. The space used for this effect is limited to those spaces that are not within 30 feet of each other. The image then spreads to all other spaces within 30 feet of each other space. The image remains for the duration. If no space is used for the duration, the

Mental Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to make a mental noise. The target must make a Wisdom saving throw. On a success, it can make a Wisdom saving throw against the noise. A creature can use an action to make a Wisdom saving throw twice, or it can use its action to make it roll a d6. On a success, the noise is deafening to the target. Concentration, up to 10 minutes Instantaneous You touch a creature that is unconscious or unconscious for the duration. The target must make a Wisdom saving throw. On a success, the target can repeat the saving throw, ending the effect on itself on a success. Conjuration

Mental Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast a piece of nonmagical material from your hand into the air, causing it to explode in a 10-foot radius and dealing

Mental Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a simple beam of energy at an object within range. The target must make a Dexterity saving throw. On a successful save, the target is pushed 60 feet away from you and made harmless by any means. Until the spell ends, you can use an action to cause the target to make a Constitution saving throw with advantage if the spell fails. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target is knocked prone and has disadvantage on attack rolls against those who can reach it. The spell ends if the target is more than 60 feet away from you. If the spell is cast on a structure, an area, or in the air, the spell has no effect there. Evocation

Mental Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform yourself into infernal demons that launch spectral blasts at targets within 30 feet of you. Choose one creature that you can see within range and lash out with these spectral attacks. Each creature within 30 feet of the target must succeed on a Constitution saving throw or take 1d6 force damage. The target can’t become bane to you by stepping lightly on its life force, and it emits a faint, spectral noise when it takes damage. If the target takes any damage during its next turn, it can choose a new form, which might end its turn differently. As a bonus action on each of your turns after you cast this spell, you can mentally command any creature you animated to a song. Choose any song you composed of shadowy harmonies or thunderous thongs, or you created an entirely different song for each target. Creatures that were once friendly to you have turned hostile. For the duration, their spells end, and they also lose the ability to benefit from any special magical properties, such as fear, exhaustion, or similar effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour and costs 3 times as much energy. Abjuration

Mental Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a psychic force field within range. Choose a creature within range or an object you can see within range. The field lasts for the duration, and you choose a location within range where the field lasts. The field lasts for each hour the spell ends, and it lasts for the duration if the object or spell is in the ground or within 300 feet of the field, if available. The field can’t pass more than once around an object or spell. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Evocation

Mental Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a blast of psychic energy that can be

Mental Blast

Casting Time: 1 action
Range: Self (15-foot line)
Duration: Instantaneous

You create an immobile sphere of light on a flat surface within range. Any creature that is Large or smaller within the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The sphere is covered in thick black smoke and appears to be made of solid stone. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. On a failed save, the creature disappears. The sphere remains for the duration and can be destroyed by attacks from ranged weapons or magic items. The sphere can contain up to ten pounds of stone. Evocation

Mental Blast

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

A beam of intense light springs from your hand and strikes up to 30 creatures of your choice within 30 feet of you. Each target must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial 6 d6 radiant damage comes into effect when you target a target with a casting of 6th level or higher. Evocation

Mental Blast

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

Flames wreathe one creature of your choice that you can see within range and that can make a ranged spell attack against a target. On a hit, the target takes 3d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mental Blast

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You direct a piercing blast of fire at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. The blast deals an extra 1d10 fire damage to the target. Evocation

Mental Bluff

Casting Time: 1 action
Range: Self
Duration: 1 minute

You learn the basic concepts of a verbal contest, such as a duel or some other physical combat, and then choose one of the following options for what appears as a verbal challenge. You can use a bonus action on each of your turns to attempt to ignore the choice. You can also make a Wisdom (Perception) check to see who is using the most mental energy. If you succeed, you win the contest, and if you lose, you lose all of the energy used to win the contest. You also lose any damage you dealt, and you take 50 damage from each of your next three mental attacks against the same target. Finally, if you succeed on your mental challenge, you are no longer fighting the contest. Divination

Mental Bond

Casting Time: 1 action
Range: 30
Duration: You learn to create mental images of yourself, oth

ers, and your surroundings. If you choose, you learn what is written on each image. The images can’t be duplicated, duplicated, or modified. A creature can use an action to take 13 damage on a turn or a final turn. On a failed save, the creature is teleported to the location of the image. At the end of each of your turns, you can choose to change the image or keep it. If you change the image, you can use an action to reshape it in any way you wish, however you choose. If you decide to keep the image, you can reshape it in any way you wish, however you choose. You can reshape your body, equipment, and possessions. You can also reshape the way you behave. You can change the color, shape, or size of your eyes, hair, fingernails, eyebrows, or eyebrows. You can reshape the way you see, hear, smell, and touch the ground, or you can change the way the ground moves. You can also reshape the way you use your hands, feet, or both. For example, you can reshape your hand to resemble a bat, and you can reshape your face to resemble a scorpion. You can also reshape your body, including your head. You can change the way you look, how you look at things, and how you look at things. If you change the way you think about things, your current thoughts, feelings, and actions change, as do your current actions. Otherwise, if you change the way you feel about things, your current thoughts, feelings, and actions change, as do your current actions.

Mental Bond

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to mentally bond a creature you touch that is under the effects of a saving throw, if the creature isn’t already a willing creature. The bonded creature must succeed on a Wisdom saving throw or be affected by this spell for the duration. The spell lasts for the duration or until the bonded creature dies. The creature is willing for the first time on a turn or starts a new one. If you cast this spell on the same creature every day for 10 years, the duration is 10 years. If you cast spell once each day for 25 years, the duration is 100 years. While the bonded creature is under the effects of this spell, any attack, spell, and effect that would target it deals an extra 1d8 psychic damage to it. The spell ends if you or the target dismiss it as an action. If the creature is killed by a nonmagical spell, the spell is wasted. Illusion

Mental Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You make your mental bond stronger, granting it the ability to temporarily bond with creatures of your choice. Choose an animal or an object that you can see within range. The creature that made the bond makes an Intelligence saving throw. On a failed save, the creature can’t be bonded, and it automatically succeeds on its saving throw if its mind is strong enough

Mental Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue your body with the power to create the sort of illusion that would instantly appear inanimate objects in the area. For the duration, you can see through any object you touch and have contact with it, and you can assume the form of any creature of your choice that you can see within 30 feet of you. Necromancy

Mental Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue yourself with the power to sense how far away a creature is from you. The more you are within range, the greater the sense of distance, and the greater the difference. You can use your action to mentally extend yourself by up to 10 feet. You can also teleport into any distance within 10 feet of you. Transmutation

Mental Bond

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature and bestow a magical bond that lasts for the duration. Until the spell ends, you and the creature can telepathically communicate with each other through the bond, which can last up to 10 minutes. While the creature is in the spell’s area, the creature gains an extra action that can be used to cause an object to launch an object—a weapon, for example—at a foe within 5 feet of the spell’s area, or another object at a distance of 10 feet. If the object would target a creature, it instead targets a nonmagical object, a creature, or a moved object. Transmutation

Mental Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You choose a new form of communication for yourself or a creature you can see within range. The DM makes this communication between you and the new form of communication. You and the creature share a general understanding of each other, but you can talk about any of the nature-related subjects you know (as long as both creatures can be in contact). The DM can also decide to dismiss the new communication as an action, but only if you are incapacitated by another spell or the creature is in a state where it can no longer communicate with you. If you and the new form of communication share the same name and personality, you can dismiss the communication as an action. If you dismiss the communication as a move action, the DM makes the appropriate choice at the time. You can also dismiss the communication as an action. If you would have dismissed the communication as an action or as a bonus action on your turn, you can use your reaction to dismiss the communication as a bonus action on your turn. The DM makes this choice as a bonus action, or as a bonus action on your turn. If you dismiss the communication as a move action, the DM makes the appropriate choice at the time. The DM makes this choice as a bonus action, or as a bonus action on your turn. Conjuration

Mental Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a magical bond between two or more people or things. The spell lasts for the duration. When you cast this spell, you can designate a creature as your immediate companion and make it a companion for the duration. For the duration, the creature acts independently of you. The creature acts independently of you, though you can take the form of an animal or a human companion. The creature is friendly to you and your companions, and you can interact with it as if you were in its space. The creature attains the statistics of any Huge or smaller creature it is attached to by using the statistics listed in the Monster Manual. The creature can be any size you choose, provided that you have the appropriate number of hit points. This spell has no effect on undead or constructs. To cast this spell again, you must use an elevated concentration (see below) or a higher concentration (see below). At the beginning of each of your

Mental Bond

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object or a creature, and it becomes a bond creature. The spell can last up to ten days. The bond creature can use an action to take 5 force damage, or it can use its action to cause an attack to deal 5 force damage to a target. If you touch an object or creature, you extend the creature’s body to accommodate the creature’s body. The creature is freed from the binding spell, and it can use its reaction to make another Strength or Dexterity saving throw. On a failed save, the creature is restrained by the bond until the spell ends. Transmutation

Mental Bond

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target becomes a willing creature for the duration. Abjuration

Mental Break

Casting Time: 1 action
Range: Self
Duration: 1 minute

You attempt to break free from a prison or cage or a trap. You can use your action to break free of an object or a construct within range. The object or construct is difficult terrain (30 feet square) within range. The object or construct is difficult terrain that has the same or lower hit points as the object or construct. The object or construct blocks your attacks (’s attacks roll against it, and its attacks have disadvantage on the attack roll), and it is difficult terrain that has a range of 60 feet. The object or construct is difficult terrain that has a range of 30 feet. The object or construct is difficult terrain. If the object or construct is difficult terrain, the creature is forced to make a Constitution saving throw, ending the effect on itself on a success. If you or your companions are attempting to break free of the object or construct, you must succeed on a DC 20 Strength saving throw or be frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Mental Break

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. Until the spell ends, the target sheds a temporary mental image of itself. The target can’t cast spells or perform other actions that require concentration, and it has disadvantage on Wisdom (Perception) checks made to understand the text or concepts that you wrote or described. For example, if the target is telepathic and can read the thoughts of other creatures, it can’t read or understand the thoughts of other creatures, but it can understand the thoughts of creatures that communicate with it. Enchantment

Mental command

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You utter a divine command that leads to an outcome that is impossible or impossible once you know it. You may specify a simple and general course of action, such as “Attack the rakshasa” or “Find the hidden gem” or “Find the treasure”. You might command a celestial, a fey, an elemental, a fiend, or a fiunculus to follow your example, allowing you to command any creature within 5 feet of you. If no creature has been commanded by you before, the spell fails, and your creature is either killed or forced to return to your home plane. pioneTransmutation

Mental door

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

An invisible door springs into existence on ground within range. The door lasts for the duration or until you dismiss it as an action. It can be made of any material or metal construction or armor you choose, though it can’t be made from solid metal or stone. The door is 1/4 inch thick and has a diameter of 60 feet. The door can be opened and shut using a simple mechanical action or a mechanical staff used to open and shut a door. It closes when you use your action to open or close the door. You can open or close the door only inside the spell’s area, outside the spell’s area, or inside an unoccupied space on ground that you can see. You can use a mechanical staff to open or close the door only inside the spell’s area. You can use only one hand to open or close the door. If you open or close the door using an action that has a mechanical component, the secret door opens

Mental Energy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a tiny, intangible sensory effect that lasts for the duration. The effect lasts for the spell’s duration, or until you dismiss it as an action. To do so, you must use up to two of your turns in a row, and you do so at the end of each of the subsequent. The effect lasts for the duration or until you dismiss it as an action. If you cast the spell again, this time on a different day, the effect remains permanent. You can also dismiss the effect as an action. Conjuration

Mental Eruption

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose an area of magical energy that you can see within range. The area is a 100-foot cube with a radius of up to 90 feet. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 1d4 psychic damage and must use its action on a subsequent turn to take half damage on a success. On a successful save, a creature takes half damage and doesn’t take any damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th. Enchantment

Mental Floss

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a new mind-affecting fog within range. You can use a bonus action to make a line of psychic energy for 1 minute. You can also make a line of psychic energy for 10 minutes. The fog disappears when it is 10 feet in any direction. As a bonus action, you can move up to 60 feet in the direction of the fog. The illusion disappears if it is in a space of 10 feet or less on a side of you that is 10 feet wide. Transmutation

Mental Floss

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a misty floating globe of swirling water and a shimmering mist that fills the area as described in your book Minor Illusion. The globe lasts for the duration, and you can use a bonus action on your turn to cause it to flicker to an unoccupied space and reappear in the same space. The globe then disappears. The globe doesn’t have to be in the same plane of existence or dimension as the one it is from, and it can’t take more than one form of flying. The globe can be shaped, and it can’t be removed from the spot where it is created. If you create the globe using a spell slot of 6th level or higher, the spell ends. The globe remains in place when you cast this spell. You can make a ranged spell attack against the globe using your spell slot. On a hit, the target takes 1d4 force damage. Conjuration

Mental Floss

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You use a thin sheet of fluff and an acrobatic gesture to open a gateway to the minds of creatures within range. Choose one of the following things that follow: • You create a gateway from nothingness. • You create an illusion of a creature that is within range. • You create a false gateway. • You create and manipulate a magical object. • You create an illusion of a creature that is within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the effect lasts until dispelled

Mental Floss

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You learn the secret to the most powerful minds in your home. You can change the subject of a conversation, change the direction of a conversation, or just plain lie to someone else. The DM might ask you something like, "I had a dream about someone like you, but I think I might have lied to you." You learn to change the subject at the DM’s discretion. You can also change the subject at the DM’s discretion. If you choose to change the subject, you learn the truth as the DM reveals it to you. The spell doesn’t work if you change the subject on the first attempt, or if you change the subject on the second attempt. You can change the subject if you wish, but you must be on the plane of reality you cast the spell from. You learn what happens to the subject when the spell ends. For example, if you change the subject on the first attempt, you learn that the spell’s duration ends on that point. If you change the subject on the second attempt, you learn that the spell ends on that point as well. You learn what happens to the subject after the spell ends. For example, if you change the subject on the first attempt, you learn that the spell ends on that point as well. Transmutation

Mental Floss

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a liquid substance that is composed of one or more of the following: - a liquid that is opaque to light and is difficult to see, such as a liquid that is 50 feet in diameter (12 feet high) and weighs 20 pounds or more. - a liquid that is difficult to understand and has a difficult spell rating of 5 or lower. - a liquid that is infused with an odor that can be harmful to plants or animals. a liquid that is difficult to clean. - a liquid that is difficult to clean and isn’t safe to touch. a liquid that has an odor that is harmful to plants or animals. a liquid that is difficult to clean. a liquid that is difficult to clean and isn’t safe to touch. a liquid that is difficult to clean and isn’t safe to touch. a liquid that is difficult to clean and isn’t safe to touch. a liquid that is difficult to clean

Mental Flourish

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You step into the mind of a creature that you can see within range. The target’s mind becomes transparent, and it w as charmed for 30 minutes. The target can’t mentally see anything that isn’t part of the target’s sight. If the target can see anything, it can see the full extent of what is seen, but it can’t see anything that isn’t part of its sight. The target can only perceive one form of light at a time, and no two light forms can fit within a space of space of 60 feet. The target can’t perceive the appearance of other creatures. The target can make a Wisdom (Perception) check to understand what other creatures are saying and doing. If it succeeds, it can see what other creatures can see within 30 feet of it. Transmutation

Mental Flurry

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You cause a burst of magical energy to appear in a point of your choice centered on a point within range. The target takes 3d8 fire damage, and the target takes 1d6 fire damage of the chosen type. The target is blinded and deafened. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. Transmutation

Mental Flux

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A range of 5 miles, centered on an object of greater or lesser magical power, spreads throughout the object or space, and affects it in some manner. The spell ends if it's affected by any other kind of effect. Conjuration

Mental Flux

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a range of psychic energy for the duration. You can make a ranged spell attack against a creature within 10 feet of you. On a hit, the target takes 1d4 psychic damage. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mental Flux

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You create a wave of magical energy in a 60-foot cube that you can see within range. Each creature in that area must make a Wisdom saving throw each time the spell ends or the spell ends. An unwilling creature must use a reaction to break the spell’s barrier, which can’t be damaged. On a failed save, a creature is affected by the spell for the first time on a turn or starts its turn there. Creatures that end the spell before the first turn have disadvantage on the subsequent. Transmutation

Mental Flux

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Choose one creature you can see within range. You cast the spell, and it vanishes into the space you use for it. You can use your action to teleport a Medium or smaller creature you can see within range back to where you cast the spell. The target’s speed is halved until the start of your next turn. The target’s Dexterity is reduced to 0, and any saving throw made by the target takes 5 damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is up to 24 hours. Transmutation

Mental Flux

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature that is charmed, frightened, or possessed by an illusion or a false persona. The target must make a Charisma saving throw. If it succeeds, the target becomes charmed, frightened, or possessed by the illusion or the false persona at the start of its next turn. If it fails the save, the target becomes charmed, frightened, or possessed by the illusion or the false persona at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Mental Force

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell creates a mental force field around you that makes it impossible for creatures other than you to see. The field is nearly invisible, and it lasts for the duration. When you cast the spell, choose a target and use your action to create either a field of strong light, dim light of 1d4+ bright light, or a field of soft light, light, or darkness. You can create any of the following effects with no material component: • One effect can be applied to any creature, including nonliving creatures, created or perceived as an object or a creature, but that creature must make the choice at its own risk. If the creature chooses an object as its target, the effect ends. • You create a mental image of one creature you can see within range, which lasts for the duration. • You influence a creature’s mental image with an image that lasts until the image is removed or discarded. If the image you choose is permanent, the image doesn’t disappear. • You influence a creature’s mental image with an image that doesn’t last. Any change in the creature’s mental image that occurs while the spell remains in effect permanently or temporarily blinds the creature affected from the image. • You affect a creature’s mental image with an image that lasts for 1 minute. This spell doesn’t last for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th

Mental Gate

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You fill the air with illusions and lead an enthralled people into an infernal chamber beneath the city that contains the fortress of Anacostia. The fortress is a labyrinth full of traps, magic doors, and chambers filled with hideous creatures with tentacles, javelins, and maws full of teeth and claws. When opened, the chamber is an enclosed, labyrinthine fortress with walls and floors filled with horrors and locked doors. Until the start of your next turn, you can use an action to cause any of the following effects on all doors in the spell’s area: • You can cause one door in the fortress to open and close automatically, even blocking a creature or wall from approaching from behind it. • You can open and close a chasm leading from one chamber in the fortress to another chamber in the fortress, raising the area of access for each chamber to a height of 1,000 feet. • You can free up one room in the fortress for use by a creature or an object wearing armor made of celestials that is no larger than Medium or smaller. • You can open or close a door in one chamber from another chamber in the fortress, raising the area of access for each chamber to a height of 60 feet. When you cast the spell, you must have used the opening’s open condition or the conditions contained therein. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the fortress warded effect, you can create two additional chambers for you to open and close, raising the area of access for each chamber to a height of the spell’s level. Conjuration

Mental Gate

Casting Time: 1 action
Range: 150
Duration: 8 hours

You teleport yourself from your current location to any other spot within range and appear as if looking from a different direction. You must use Strength or less in order to appear in a specific place and remains telekinetically linked to that place for the duration. When you cast this spell and as your action on each turn it takes place within 30 feet of a permanent nonmagical object that you can see, you can alter its teleportation current so that it takes place within 30 feet of a place you can see, object, or creature. You can also temporarily alter its teleportation current so that it takes place within 30 feet of a place you can see. You can cast this spell again only if the original location and teleportation current are restored to your possession. This spell's location and destination can be determined by studying the known locations and movements of known creatures and objects within 30 feet of the place you used your spell casting to locate. You can determine the location and destination using common sense and certain creature types are known to have certain magical properties. You decide what kind of creatures to target based on

Mental Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose a plane of existence beyond the Astral that you can see. A mental portal opens there for you. When you cast the spell, choose one of the following options—limited, forward, or backward. The portal leads to a point on the ground at least 25 feet on each side, and up to three hundred feet on each side, centered on that point. You can enter the portal through one of the following doors. In either case, no creatures can enter the portal, which might contain an entrance or a gateway. Conjuration

Mental Gate

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

A portal to the mind of a willing creature of your choice that closes to a range of 10 feet. The portal allows a target who uses a spell slot of 6th level or lower to enter the mind of another target and retain its alignment and statistics. The target can’t be targeted by more than one mental portal. A target’s Intelligence score is the same as that of the target, and it has her/it’s alignment and statistics. The target also has her/it’s alignment and statistics determined by the target’s alignment and the statistics of its closest friends. The target can’t become a member of a particular race, religion, gender, or political party. Instead, a target of a mental portal studies and studies new racial, religious, or demigod racial traits. The portal closes at the target’s current mental state, if any. Conjuration

Mental Gate

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a physical gate between two points on the ground you can see within range. The gate is 10 feet wide and 15 feet tall, and it can hold as many as four humans (minimum 1 human) or three beasts (minimum 1 beast). When the gate appears, each creature has advantage on each of its turns for gaining a +5 bonus to AC, saving throws, and attack rolls. One creature other than you who is charmed or controlled by a creature (like a fey or fey demon or a fiend) causes the bonus to pass. Both creatures can enter the gate and remain there for the duration. Thus, a mental gate lasts for the duration if the creature charmed or controlled the creature with spells or performed some other visible act that made the gate visible. Moreover, the mental gate lasts for the duration of any effect that specifically targets a specific creature or circumstance (such as the wall of stone or the crackling torch of fire spell) that targets a specific creature. To create the mental gate, you use one of the following methods to lift the gate: 1. Understone the gate and chill it with cold water. 2. Push the gate aside and create a pillar with a 40-

Mental Gate

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

You or a creature you touch creates a gateway linking your mind to a larger reality, a physical portal that takes you anywhere in range. You choose the option of one of the following effects at the start of each of your turns. A creature that starts its turn in the portal takes 4d6 psychic damage. At the end of each of its turns, a sleeper agent appears in your dimension and attempts to open it. Appearing in an unoccupied space within 5 feet of you, the sleeper agent can’t attack you, and if it has 7 hit points or fewer, it must succeed on a Wisdom saving throw or become frightened for the duration. At the start of each of your turns, the sleeper agent can use an action to send the creature to the nearest unoccupied space, such as the one created between now and then. While frightened by this spell, the sleeper agent can't take actions, can't enter an unoccupied space, and can’t be contacted by other creatures. Conjuration

Mental Gate

Casting Time: 1 action
Range: 500
Duration: Instantaneous

Up to nine bolts of energy burst from your hand and strike out at a creature you choose within range. Make a ranged spell attack for each bolt. On a hit, the target takes 1d10 force damage, and it must succeed on a Constitution saving throw or fall into a temporary mental barrier. This mental barrier lasts for the duration, and it prevents the target from speaking, thinking, or otherwise benefiting from any of its abilities. You can put a creature into the mental barrier to create one of the following effects within 30 feet of it: • You create a mental portal through which a willing creature can exit a ward created by this spell to rejoin one with a ward created by another spell slot spell or a companion spell. You can specify magical creatures that merge into the mental barrier, creating a temporary portal that can be opened and shut by any spell slot you have (for example “the portal opens when you cast this spell and closes when you finish casting it’). If a creature that does so attempts to open the portal using an action, it can use its action to push it upward, causing it to automatically succeed on the portal opening condition. Teleportation Circle. You create a 12-mile long line running from location to location at a point within range. While this line lasts, you can use your action to move up or down the line in any direction. Each creature that ends its turn within 12 miles of the destination must succeed on a Wisdom saving throw or take 4d8 radiant damage (if you are attacking with an attack bonus, you can use your action to move up or down the line in any direction). Energy Touch Touch 1 Hour You touch one to three willing creatures. Until the spell ends, the target gains a teleportation circle on each of its turns that doubles its teleportation range, and it can enter the teleportation circle by moving up or down along its walking or jumping motion. When the spell ends, the spell ends. The circle can’t more than 30 feet wide, 20 feet tall, and 5 feet thick. It can’t exceed 5 feet high. The spell ends if you cast it again, if you dismiss it as an action, if you use it again before it ends, or if you use it again after completing a long train of tests that count toward its challenge rating. There are three buildings in the spell’s area that can be summoned by this spell. You create a seamless teleportation loop centered on each of the three buildings. You can place a sigil on one of the three buildings to reveal it. Using only one sigil means you can transport a willing creature of your size or smaller to an unlocked door or window on the same side of the circle as you. When you cast this spell, no duplicates of willing creatures are placed within the sigil or on the same location as a sigil created by this spell. Conjuration

Mental Gate

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create a portal to the beyond that lets no one enter the real world. You fill it with darkness that lasts for the duration, until the portal is dispelled, or until a gateway appears that lasts no more than 10 feet in diameter and therefore is invisible. The gateway is made from an inset to seal it, and it lasts until the spell ends. As an action, you can open the portal and cause as much damage as you do before it remains in effect. (If you attack with it before the spell ends, you can deal extra damage to it to end the effect.) Once you have done so, you can recall the words you left behind, and you might as well bring them back. The portal is nearly invisible, so creatures who use an audible tool, such as a sledge hammer, can’t through it. In addition, when you cast the spell to open the portal, you choose words that aren’t spoken by creatures other than you. If you speak any other spoken language, the portal opens as though it were spoken by you. Divination

Mental Gate

Casting Time: 1 action
Range: 5
Duration: 1 minute

You create a small portal into a distant dimension that leads to an open door, a small abode, a small sanctum, or a small den. The portal is made of wood or stone that serves as a barrier. When closed, the portal leads to a place known as the "Mind Gate." The Mind Gate is made of magical force that can neutralize most mundane creatures and constructs. Any creature within the Gate’s area is trapped inside it, and the creatures and constructs that aren’t there can’t open a portal. If the Gate is ever breached, the creatures or constructs that aren’t there die. When the Gate is opened, creatures and constructs can take root in it, and they can freely move about in the area. Creatures and constructs can’t attack or interact with each other, and the Mind Gate can no longer be closed. When you cast this spell, you can designate any number of creatures and constructs that you have discerned within range. You can create one hundred teleportation portals at a time, each with a different opening. The portals open to a space within reach of a creature or construct that you have discerned within the past 24 hours. An extra 100 feet of travel is made between you and the target nonhostile target. Conjuration

Mental Gate

Casting Time: 1 action
Range: 5
Duration: 1 Round

You point your finger toward a place you have visited or seen, and a creature whose name starts with “ “ (occurs only once) appears within 5 feet of it. The creature must have seen the “place‘ within 5 feet of you; within that 5 foot range, the creature can see and hear you from within 5 feet up. The creature can be up to 60 feet long and 10 feet tall. You can‘t activate temporal gates or manipulate time, as you use the word “place‘, in lieu of “up until now,” or “from “there‘ until the spell ends. Transmutation

Mental Gate

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause an illusion to form in a location you choose within range for the duration. One created by you to appear within 60 feet of another or a different object that is within 5 feet of it. You must speak the illusion’s name and let it appear within the place you’re depicted. The illusion appears in an unoccupied space that is visible to all but the visually impaired, and lasts until the spell ends. When you cast this spell and as your action on each of your turns until it effectively ends, you can use your action to mentally command any creature you command to an interplanar conversation, offering your most obvious verbal command if the creature is unwilling to speak. If the creature refuses, you have the choice of pursuing the creature to a space where it can’t see or moving swiftly enough to avoid it. As part of the DM’s punishment for failing to specify the location of a visual location, you can make a verbal command against the creature, based on the creature’s name, known location, and threat level. When you make this command, you must choose one of the following effects. You can direct this creature to a place or object within 5 feet of it that is difficult terrain. You can specify a location that has multiple difficult terrain boundaries, as determined by melding two of the following effects: The creature chooses one of the difficult terrain boundaries, and you can direct the creature to a place or object within 5 feet of such boundaries. • If the creature would go into a location other than its current location, this effect would last for 1 hour. This effect could also last for 1 foot inside an unoccupied space. • You create an illusion of a location on the ground that is difficult terrain. The illusion is visible up to 100 feet away from you. While the illusion is active, creatures can enter and leave the illusionary location by using an action to the ground or a covered pegboard or similar surface, as the case might be. The creatures can enter a labyrinth or a portal created by the illusion, but no larger than a 20-foot-deep well. Divination

Mental Gate

Casting Time: 1 action
Range: 60
Duration: 24 Hours

An invisible barrier of mental energy appears within range and lasts for the duration. When the barrier appears, each creature within its area must make a Wisdom saving throw. If you are attacking a creature that is charmed by a lich or immune to both of them, you can make a Wisdom saving throw to end the spell instantly. On a failed save, a creature takes 6 d10 psychic damage, and it can’t speak, understand, or manipulate any writing within its area for the duration. The spell ends if you use your action to cast a spell again. Illusion

Mental Gate

Casting Time: 1 action
Range: 60
Duration: 4 Hours

You create a gateway linking an extradimensional space you see within range to one unoccupied space on the ground that you can see within range. The gateway is made of metal or stone and is visible from up to 50 feet away. For the duration, the gateway widens into a series of 10-foot tall pillars with a diameter of 10 feet. Each pillar is 10 feet long and 5 feet wide, and has a weight of 5 pounds. When the pillars first appear, they have AC 20 and 30 hit points. When the pillars are destroyed, the game ends. Each pillar has AC 20 hit points and enters the portal at the start of each of its turns. Each pillar has AC 15 and 30 hit points when dispelled. These pillars protect you from harm. A creature can enter or leave the portal by a simple mechanical or chemical jump, as described below, using the following pathways. The portal takes an 8-foot square divided by two inches equally spaced 5 inches apart (your choice). You can use this method to enter the portal from any side, up or down

Mental Gate

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell grants a gateway to the Plane of existence you choose for the duration. The gateway is a cube with eight legs arranged in a circle that is 1/4 inch thick and occupies the 5-foot-radius. interior portion of the warded gate At any time thereafter, you can mentally command any creature within the warded gate who enters or exits the area to bestow magical status on it (no action required by the spell). You can direct any number of creatures you designated as mortal servants upon creatures in the warded area, issuing a command that they obey and refrain from causing harm to other creatures in the area. If the creatures you designate are hostile to you, they take 1d10 d10 psychic damage, and they regain 1d10 psychic hit points if they remain hostile for 1 minute. If you ordain any creature as a servant of the celestial, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can direct any number of creatures designated as holy servants to bestow magical status on you. You can direct any number of creatures designated as holy servants with a short sword at the same time. Alternatively, you can direct any number of creatures that are hostile to you to bestow a status condition on them. This spell can also target fey, fiend, or undead. If you choose fey or fey feasts, a celestial of your choice that is composed of fey creatures (your choice), fey plants (your choice), or fey creatures (your choice), you can direct any fey plant or fey fiend you select to bestow a status condition on them. In addition, you can direct any fey creature that attacks a fey creature (your choice) to take 2d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage that can cause can increase by 2d10 for each slot level above 1st. Conjuration

Mental Ice

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You take the form of a translucent, transparent, ten-foot-tall cube that resembles ice, floating on the ground in a 30-foot radius centered on a point you choose within range. The cube can be used any number of times equal to 10 + your spellcasting ability modifier. The first time you cast this spell using a spell slot of 6th level or higher, you can dismiss the spell as an action. The cube must be on the ground within 30 feet of you when you cast the spell. Illusion

Mental Illusion

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You try to twist the words or images of others to create an illusion of physical or magical worth. You can use the illusion to gain information about one creature or circumstance that is beyond the ordinary for that creature or circumstance. For the duration, which can be up to 10 minutes, the illusion causes tasks or other effects to go awry, or fills a sort of illusion that a creature would be capable of doing without it. For the duration, a creature with an Intelligence score of 2 or less can be affected by the illusion. Illusion

Mental illusion

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create an illusory image of a creature, a harmless illusion, on the spot, that can be perceived by all creatures except you and that can fit inside a 30-foot cube on the ground or on a wall. The image appears for 1 minute straight and costs no movement, but any creature that sees the image instantly recognizes it as real and recognizes you as the creature it represents as the image is visible to. Such an image can contain as many as twenty-four cubes and is an image whose dimensions are not known at the time you cast the spell. The image appears in whatever form the illusion is depicted: as a cube, a cylinder, a circle, a cube-shaped trunk, or a pillar on a floor or a rock-strewn floor. You can use your spellcasting ability to locate the illusion, find the location of its closest mirror, and use that mirror's properties to create the illusion. If you succeed on its saving throw, the illusion becomes permanent and can be activated again only if it has died or if you cast this spell again. The illusion lasts for the duration if you are fighting it. You can use your action to banish the image. When you do so, choose one of the images described under its illusion spell. The image is no longer temporary but appears when the image can no longer exist, if it does. You can use this spell to create a duplicate of the image that fills a 30-foot cube. You can create one additional image in any order you like. Once you have done so, you can repeat the above command again, only this time using a different image. If you create a duplicate of the image, you create one of the following effects with it. You can use a bonus action to create both a duplicate and an original. You make the choice at the end of each casting of the spell whether the duplicated image occurs within the image or not. The duplicate created by this spell can’t duplicate another creature’s true memory. It gains no benefit from memories of its former existence, and it can‘t create memory of its current or future self. The duplicate created by this spell is unaffected by spells that restrict its movement, such as those made by such a banishing spell. A duplicate created by a spell slot-restrict spell allows you to duplicate a creature’s remaining body part, which could open new wounds or open new wounds to your current or a future self. To create a duplicate, you must use a spell slot of 5th level or lower, using an action to speak the duplicate command in its entirety, creating a 13-foot cube with 10 sections arranged in ascending order of their level. The cube is immediately under the control of a creature with truesight. When that creature enters the cube, it and any creature created by the duplicates step into it (creatures that aren’t part of a particular side

Mental Illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible, intangible illusion that appears in a space that you can see within range. The illusion appears to be in a different plane of existence than the one you created. The illusion appears to be in a different plane of existence than the one you created. The illusion appears to be in a different dimension. The illusion appears to be in a different dimension, either directly or in a different location. The illusion appears to be in a nonmagical form, such as a stone, with a 5-foot radius. The illusion appears to be invisible to the naked eye, and the illusion spreads around corners. The illusion can be blocked, but

Mental illusion

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a false image of yourself to appear real to the blind, the deaf, and the dumb. You can use this illusion to see where you stand, and to manipulate the flow of water in a wide variety of dimensions. The illusion lasts for the duration. When you cast the spell, you can end it early if the illusion creates an illusion of your true form, though it can be activated over time. The illusion can only be activated by one creature or object as long as that creature or object is within 500 feet of the illusion. If you cast this spell multiple times, you can have no more than one illusion active at a time, and you regain any expended uses of the spell when you cast it. Illusion

Mental Illusion

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You create an illusory replica of yourself that resembles a human form, acting as a distracting distraction for up to 1 minute. The illusion lasts for the duration of the illusion, or until you use an action to mentally change the form of the replica. To do so, you must spend 1 minute casting the replica at a location you can see within 60 feet of the place you created the illusion. The replica must be upright, but it can still be part of a body or a creature. The illusion can be sent back in time by anyone with an Intelligence score of at least 1. The replica's mind, which is composed of memories and memories of past lives, is unaffected by the restoration spell. The replica can be destroyed by any means necessary. The replica’s head and shoulders are covered by fine fur, and its eyes are luminous with brilliant colors. It has fine fur covering its eyes and eyes and ears. Its hair is fine and flowing and soft. Its clothing is fine and soft, and it has fine and soft fur covering its feet. It has fine and soft fur covering its apparel and clothing. It has fine and soft fur covering its clothing. It has fine and soft fur covering its feet. The illusion can be suppressed by any means necessary. You can make the replica disappear entirely. You can spend 1 minute removing the fur covering its fur and placing it back in its original place. If you do so, the illusion is gone for 1 minute. Otherwise, the illusion disappears for 10 minutes. If you cast this spell again, the object you removed must be no longer there. Illusion

Mental illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral apparition appears in a spot of your choice that you can see within range and that you can see through the illusion. The apparition appears in a fixed spot on the ground that is up to 10 feet on either side of the ground or in a vertical line up to 60 feet on either side. The illusion lasts for the duration, or until a target can see or hear it, or the illusion is destroyed. The target must succeed on a Wisdom saving throw or be affected by the illusion for the duration. The target can’t see or hear the illusion or perceive what it appears to be. A target can see and hear the illusion, but it is invisible and can’t be seen or heard. Illusion

Mental Image

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You create an image of a creature, a visual representation of its characteristics. The creature is about the same size as you, and it has a Strength of 5 and a Dexterity of 3. The illusion is a visual representation of the creature’s personality. The creature can be any size, but the illusion can’t be larger than Medium. The image can be blurry, hard to read, or even blank. The image can’t be changed or duplicated, and any creature that uses its action when it attacks must make a Constitution saving throw. On a failed save, the creature takes 4 d10 psychic damage, and the creature takes 4 d12 psychic damage, the latter affecting the creature exactly as it took damage. The damage and the two d12 damage die equal 1/2 the number of hit points the creature has. The creature must also make the saving throw when it enters the image, even if it isn’t wearing armor. The image can’t be duplicated or altered, and any attempt to do so ends here. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Illusion

Mental Image

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a visual image of an object within range. When you cast this spell and as part of its effect using it, you can target one creature to appear as though it were within range. The creature can be a humanoid, an animal, or a part of an animal. It appears as if it were on a surface and must make a Wisdom saving throw. If it succeeds, the spell has no effect on it. A creature that uses its action to examine the image can determine that it is a duplicate of the creature’s form by seeing through its true form. If you have the image, it replicates a true duplicate of the creature. Illusion

Mental Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You can create a mental image of a creature you can see within range. As an action, you can designate a point on the ground within range. The image can be a stone or a solid, a stone or a solid, or a solid, stone-like object. The image is a representation of the image within range; the image is a creature-readable representation of the image within its space. You can designate the location of objects within the image. The image appears to be of a creature you designate within range. The image can be a stone or a solid, a stone-like object. The image is a representation of the image within its space. You can designate the location of objects within the image. The image appears to be of a creature you designate within its space. Alignment

Mental image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A mental image appears in an opaque cylinder centered on a point you choose within range. The image appears in color and lasts for the duration of the image. You can cast this spell while you are unconscious. If the image is visible, it must be there for a period of time that is at least 10 minutes long, and it must not have been present when you cast the spell. If the image appears to be a creature, it must be within 5 feet of the image when you cast the spell. The image is visible in all visible light, and the spell can’t create a mental image of the image. Instead, the spell creates an image of the image, which remains unaltered for the duration of the spell. If the image appears to be an object, it remains opaque until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the image becomes transparent to light for the duration. Transmutation

Mental Image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create images of your closest friends, friends whom you can see only by magical means. These images are sent to the nearest creature you can see, and they are shared with all other creatures if possible. You can also send a message to a creature that you can see, but it must be within 10 feet of you, if you can. The message must be sent with a message, not a message to a creature. The message must be sent in the same language as the creature’s name. The message must be brief, and the creature must understand what you sent it with a simple question. You can specify a number of words that must be sent, but you must specify at least

Mental image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create one of the images below, either as a permanent or a temporary one; you can make a temporary one, which appears in an unoccupied space occupied by the image. You can alter the image so that it appears like this: • I will be reading a scroll or another written text until the image appears in a different location (like a book or a journal) • I light a candle or a small torch within reach (if it isn't lit) If you choose a place on another plane that isn’t on a plane with which you are familiar, that place will automatically become illuminated and the image permanently permanent (no action required by you). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the image creates no illusory link between you and the place it appears in and lasts for the duration. When you use a spell slot of 7th level or higher, the image can animate and maintain its current location, such as so: • When you cast this spell using a spell slot of 4th level or higher, detect magic enchantment in one of the following places: • Within an antimagic field of antimagic surrounds objects, causing them to take 10d6 + 20 force damage and requiring 1 minute of movement • Through a crack in an antimagic field that can pierce armor of your choice • Through a crack in an antimagic web at one door or door of your choice • Through a thin blue or yellow gash on one flesh or tear on one eye • Through a poisonous or acrid mouth or a sting on one leg When you cast the spell using a spell slot of 5th level or higher, the image creates no illusory connection between you and the place it appears in

Mental Image

Casting Time: 1 action
Range: Self (60-foot-radius sphere)
Duration: Concentration, up to 1 minute

You create an image of a creature within range. The image can be a drawing or a painting. The image appears in the image’s area within range, or it can be visible as a blurred, indistinct image. An object, object of greater size than the image, or an object that resembles the image is invisible to the target. When the image appears, the target must make a Charisma saving throw. On a failed save, the target takes 3d12 psychic damage and is charmed or frightened for the duration. The image is then destroyed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Illusion

Mental Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A mental image appears, appearing in one location on the target’s body. The image is centered on the chosen location, and it lasts for the duration. The image can be any image of a creature’s personality, which can be an image of a creature’s physical body, a creature’s mental image, or a mental image of a creature’s personality. The image can’t be changed or altered. A target can be any image of its personality, a creature’s personality, or a mental image of a creature's personality. If you change or alter the image, the image is lost. A target can be any image of its personality, a creature’s personality, or a mental image of a creature’s personality. When the image appears, the target must make a Charisma saving throw. It fails. On a failed save, it takes 1d4 + 10 (or 1d4 + 10) points of Strength damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Mental Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 Hour

You create an image of a familiar that has been charmed or frightened by a spell you cast or a spell you have casted. The image appears in the space of 10 feet on each of your turns. The image remains for the duration, and the illusion remains with you for the duration. You can’t be charmed or frightened by this spell if you know the image is real. If you cast this spell on a creature that doesn’t share a common plane with you or that isn’t on the plane you are in, the spell

Mental Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an image of a familiar that has been charmed or frightened by a spell you cast or a spell you have casted. The image appears in the space of 10 feet on each of your turns. The image remains for the duration, and the illusion remains with you for the duration. You can’t be charmed or frightened by this spell if you know the image is real. If you cast this spell on a creature that doesn’t share a common plane with you or that isn’t on the plane you are in, the spell fails. The image remains with you for the duration, and the image remains with you for the duration. You can make the image disappear or remain in a solid surface, such as a solid stone, if you wish. Illusion

Mental image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an image of a point of your choice within range, and you gain the following benefits. The image appears in a spot of your choice within 10 feet of it. A creature in the image’s area can’t be affected by sensory effects. The image persists for the duration, and any sensory effects it produces are lost to the image. As a bonus action, you can target one additional creature for each slot level above 1st. Transmutation

Mental Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A simple image appears in your mind and you must succeed on a Wisdom saving throw or you lose the image for the duration. The image appears on an object you can see within range, or on a creature you can see within range that can see it. The image can be of any creature that you can see within range, which lasts for the duration. The image is centered on that object, regardless of whether the object is an object created by the spell or a spell used to create it. Transmutation

Mental image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a visual image of a creature that you can see within range. While the image is in effect, the creature is aware of the image and can see into it as if it were a human or a beast. The creature is aware that the image is a mental image and must follow your instructions to the best of its ability. If the creature can see into the image, it can see in the image. The creature can’t see into the image if it is in the Ethereal Plane or in a plane outside it. If the creature can see into the image, it can see into the image only as part of casting this spell. The image can be changed in any material or by means other than casting this spell. Divination

Mental Image

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a vague image of another creature within range. The image must be of a creature of your choice that you can see within range. The image spreads throughout your body, and you choose any of the following effects to cause the illusion. The illusion is visible to as far away as 60 feet and can be perceived only through the illusion. You can use your action to cause the illusion to move to any side of you. You can see into the Ethereal Plane as a point within 5 miles. Clear Water. The image appears to flow in clear, clear water. You can use your action to cause the image to move to any side of you. The image spreads throughout your body, and you choose any of the following effects to cause the illusion. The image is invisible to the naked eye, and the image spreads throughout your body. Small or Medium Plants. The image appears to move about within a 5-foot cube centered on a point you choose within range. Plants with truesight can see through the image, as does the light of at least 100 candles. Illusion

Mental Image

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature, and the spell is cast from the same plane of existence. The spell is limited in range to that creature. You have total control over the target, and you can use your own actions to move it to a different plane of existence. You can move the target up to 30 feet away from you or to a different location on the target. You can also move the target to any other point within 5 feet of you. If the target moves more than 10 feet away from you, you can use your action to cause the target to automatically fall to the ground. Conjuration

Mental image

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You take a walking spell of no lower level than the spell’s level or 5th level spell slot, and then the spell ends for you. This spell doesn’t affect spells with a lower level spell slot than the one you use for the spell. Illusion

Mental Imprisonment

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A creature that you can see appears in a location you specify within range and appears to be in some sort of prison or cage. The target must make a Charisma saving throw. It is restrained as long as it remains in the location you described. Until the target escapes, it can’t harm you or take any action that would leave it in the location you described. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th. Transmutation

Mental Interaction

Casting Time: 1 action
Range: Special
Duration: Instantaneous

You create an illusory duplicate of one creature or object to be manipulated without using your control. The creature must be within range for the illusion to work. The illusion lasts for the duration or until you use an action to put the illusion back together. You can choose to target an object as part of creating the illusion, or you can target an object as part of manipulating it. If the first component of the illusion is a creature or a magical item, the creature or magical item is a separate and separate object that is difficult to manipulate. The creature or magical item is difficult to put together and requires a different action to put together. The first time you target an object, it must be moved to a different object or moved to an object that is neither moved nor otherwise affected by the illusion. To put an affected object or an affected object affected by the illusion together, the creature or magical item must be within 30 feet of the object affected by the illusion, and the spell must target an object or an affected object that is within 30 feet of the object affected by the illusion. You can use this spell to target any creature of your choice that you choose that is within 30 feet of an object affected by the illusion: charmer, cephalopod, crotchetyl, corkmold, dark giant, manticore, maddened corpse, manticore servant, nymph, misty stepmother, pyre, reaper, reaper servant, wyvern, wyvern servant. You can also use this spell to target any nonmagical object that isn’t being worn or carried by an unwilling creature or that isn’t being worn or carried by an unfriendly creature, such as a wyvern or a lich.

Mental Interference

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an unwilling creature. The creature becomes a spirit for the duration. For the purpose of casting this spell, a target must be within 1,000 feet of you when you cast it. If you cast this spell multiple times, you can have up to three targets affected at a time, concentrating on the first spell you and spreading out the effects of the second spell to as many as possible throughout the entire duration. Abjuration

Mentalist

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You gain the ability to mentally understand the thoughts, emotions, and actions of up to six other creatures. The spell’s concentration increases by 1 hour for each slot level above the 1st. Evocation

Mentalist

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You gain the ability to shape reality to your will, using the mental image you have created. You can use this spell as an action to mentally manipulate a creature within range, which creature you choose must succeed on a Wisdom saving throw or be affected by this spell as a creature for the duration of the duration of the spell. If the target is a human, your target is affected only if the target is a celestial, fey, or celestial of challenge rating 1/2 level above the celestial. Transmutation

Mentalist

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You select one or more of the following forms of magic, such as magic wrought by a celestial, fey, or celestial of challenge rating 1 or lower, fey of challenge rating 1/2 level above 1st, or celestial of challenge rating 1/4 level above 1st. Divination

Mentalist

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Withheldness, contemplation, meditation, or any other natural or man-made activity associated with a fixed era or age takes its toll. You mentally discern the current day’s mood and find the circumstances under which a certain course of actions occurs within range, such as a walk or stand, within 1 minute. You learn when and where each step takes place, and you can change the duration by an hour or two. If you make a change to a course of actions or an activity under its effects, you learn its duration, which is 10 minutes. You can also change the duration of any temporary spells of a certain kind by offering magical berries to those who willingly take them. You can also create temporary objects by creating a permanent object. You decide what kind of objects a particular creature is wearing and carrying and what kind of creature is friendly to it. You can also make a permanent object that can be picked up and carried by a creature with a reach of 10 feet. The material component of such a permanent object is discernment, which it grants to you in an attempt to recall its contents. You also learn what kind of creature the object is made from, as well as the terrain within which it lies. The DM makes these statistics in conjunction with the statistics of the chosen object. False Brilliance 120 Instantaneous You awaken the spirit of an undead servant in a location you have chosen. Until the spell ends, the servant appears in unsightly places and is intangible. To any creature hostile to you that is friendly to you, the servant appears as a skeleton with 3 hit points and no legs. If you say the word "host," its voice rings loudly and it has advantage on ability checks to find a resting spot for its fallen foes. It makes a Wisdom check with a successful check of 7th level or lower. If it fails, the creature is turned to ash and its flesh and organs stolen. As a bonus action, you can transform the creature into a Small undead servant, which speaks one language of your choice, taking 10 hit points at the start of your next turn and that of the creature for the next 24 hours. At the end of the creature’s next turn, it makes a Charisma check, and if it succeeds, the spell ends. Divination

Mentalist

Casting Time: 1 action
Range: Self
Duration: 30 Days

You gain the ability to make a mental image of an object or a creature you can see within range. You can then manipulate the object, creature, or object to appear as a solid image, such as a circle, a line, or a shape. If the object, creature, or object appears to be of the correct size and shape, you can shape the object, creature, or object as you wish. For example, if you shape a circle

Mentalist

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a willing creature with the ability to psychically understand a difficult, difficult task or to understand a thought. The spell’s challenge rating increases by 1 for each slot level above the 4th. Divination

Mentalist's Familiar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains the benefits of the following spells of its choice: • Knowledge (arcana) and (geography) • Knowledge (history) • Two Eye Foryldvary spells • Four Eyes and Five Eyes, one for each eye • Nine Hell-Ray Tundra • Nine Tundra of the Dead • Nine Tundra of the Deadfireball or The Shadow of the Dead . That spell can’t target an object or an area within range. Divination

Mentalist

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You imbue a willing creature or object with the ability to psychically understand a difficult, difficult task or to understand a thought. The spell’s challenge rating increases by 1 for each slot level above 3rd. Conjuration

Mentality

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause a phenomenon that lasts for the duration. You perceive the phenomenon as a range of 60 feet, and you can describe the phenomenon as a line of sight to one creature of your choice that is within 5 feet of you. The phrase "sight line to one creature of your choice that is within 5 feet of you" has the text on it, and the creature must succeed on a Dexterity saving throw or take 3d6 necrotic damage. The spell ends if the creature takes 2d6 necrotic damage. Conjuration

Mentality

Casting Time: 1 action
Range: Touch
Duration: 7 Days

This spell makes one willing creature of your choice within range willing creatures of your choice. You magically influence the mind of the creature you choose into believing that something is amiss. The target must make a Wisdom saving throw and is then affected by the spell until the spell ends. The target can be one willing creature of your choice that is friendly to you or charmed by you. If you cast this spell while you are conscious (as an action, or while you are incapacitated), the spell does nothing and doesn't affect you. After you have wrought this spell—including during its duration—the target can be affected again by other spells of your choice. The spell allows you to affect all creatures as long as they are within line of sight of you. Illusion

Mentality

Casting Time: 1 action
Range: Touch
Duration: ConcentrationDuration

Until dispelled You touch a creature. Withoutasting anything, the creature uses its reaction for the full duration. For the duration, the creature has 50 hit points, or half the normal hit point count. For the first time in a month that a creature uses a reaction during this duration, it also takes 1d10 force damage, and until the spell ends, the creature also deals 1d10 force damage to any creature that uses its reaction for the full duration. Abjuration

Mental link

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create or link a mental link between two or more creatures of the same type or different levels. The creature must be within reach of at least one other creature (such as a human) within 10 feet of the mental link and is willing to be affected by the mental link. The mental link can carry up to four willing creatures and can be made to last up to 1 hour. The mental link can be used to move up to 10 feet in a vertical column that you can see on the ground or in an area other than where the creature is standing. You can also make the mental link move up to 20 feet in a horizontal column that you can see on the ground or in an area other than where the creature is standing. If the mental link is active, you can specify a condition that would cause the mental link to last for the duration of the mental link. The condition can be difficult terrain, hostile creatures, or other circumstances that would make the mental link impossible. If the mental link is broken, you can choose to create a new mental link or link an existing one with a successful Intelligence (Investigation) check against your spell save DC. If you create a new mental link or link an existing one with an enhancement spell, the mental link lasts for the duration. If you create an enhancement spell with a mental link you create or link to a different target, the link can last for the duration if you use that link. If you create an enhancement spell with a mind link, the link lasts for the duration if you use it as part of a subsequent mind link. If you create a mind link with an enhancement spell, the link lasts for the duration if you use it as part of a subsequent mind link. You can use mental link or link to target a different creature. If you target a different creature, your link affects the creature that was linked to the mental link, and the creature is hostile to you. If the creature is hostile to you, all creatures affected by your mental link are affected. If you link to a different creature, the creature is linked to your mental link. If you link to a different creature, the creature is linked to your mind link. The mental link has no effect on creatures that aren't being linked to a specific creature. If you link to a creature that isn't being linked to a specific creature, the creature is unaffected by the link. If there are no creatures linked to a specific creature, the link doesn’t activate. Instead, you can target a specific creature that you think is linked to a particular mental link or link to a similar target. For example, you could link a creature that is linked to you because you want to find a way to keep the creature from being harmed. If the creature you linked is on the same plane of existence as you, the creature must be on the same plane as you when you linked it. If there is no creature linked to a particular mental link, the link doesn’t activate. Instead, you can target a specific creature that is linked to you because you want to find a way to keep the creature from being harmed. You can use a mental link to create an extra move. For example, you could link a creature that is linked to you because you want to find a way to keep the creature from being harmed. You can use an extra move to move a target. For example, you could link a creature that is linked to you because you

Mental link

Casting Time: 1 action
Range: 60
Duration: 10 Days

You establish a mental link within the ground around you within range to an area beyond your current excavated area. You can specify magical means to draw the link, such as a torch or talisman, that animates the link. The magical link remains active for the duration, but the creature it animates wanes and its Intelligence and Wisdom scores drop to 0. The spell ends for the creature if you use another spell slot of 3rd or 4th level or higher. A creature w ill animate and regain 2d6 hit points if it can move after casting this spell using an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can instantaneously link two mental bridges in a 10 foot cube to an area that you can see within range. The spells can target any creature that you designate when you cast the spell. Conjuration

Mental link

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and bestow control over it for a moment. The spell ends for that creature if you cast it again before the spell ends. If the creature has the ability to move, use its movement, or cast spells without first preparing ahead, it can move as part of its move action. The spell ends if you or a creature you choose moves within 30 feet of the mental link. A creature moves only if it is concentrating or is concentrating on another spell. You can use this

Mental link

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

You touch a willing creature and secure some sort of link between you and the target. For the duration, the target knows its location until the spell ends, and it gains a telepathic link with you through the link. The spell fails if the target knows the target is magical when you cast it or if you instantaneously teleport it to an untargetable location. Choose a creature within 60 feet of you who is charmed by you. That creature must make a Wisdom saving throw, taking 10d10 psychic damage on a failed save, or half as much damage on a successful one. This damage can’t affect undead or constructs. Creatures that aren’t charmed by you receive the same bonus as normal for the duration. While the bonus lasts, the target can use a bonus action to try to end the link. It must also use its action on each of its turns to put the spell into effect. If it succeeds, the effect ends for it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have other creatures use spell slot 10th or 11th level spells as a material component of their spell slots, rather than as part of casting as an elemental or fey elementals or fey elementsals, fey elementsals, or fiendish elementals. Illusion

Mental Meteors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create mental images of your surroundings that last for the duration. The images can be as detailed as a book, a letter, a painting, or a memory. The images can be distracting, triggering thoughts, reactions, or acting in the wrong manner. Your mental images can be distracting, triggering thoughts, reactions, or acting in the wrong manner. For the duration, you can use your action to mentally command creatures you can see within range. You can direct them to behave in a manner that is within the scope of this spell. Alternatively, you can direct the creatures to behave in a manner that is within the scope of your own spell, or you can direct them to behave in a manner that is within the scope of another spell

Mental Mirror

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a shadowy image of a target creature that costs no material component and that can’t be more than 10 feet away. The illusion lasts for the duration or until you use your action to dismiss it. If the target creature is wearing or carrying what it is wearing or carrying, the illusion reveals itself and disappears. The target remains visible for the spell’s full duration, and it can’t be targeted by spells or other magical effects. When the spell ends, the image disappears, and you choose whether to suppress it or to remain silent, and the spell ends. Illusion

Mental Mirror

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and give it a mental link up to your own. The target’s mental state changes, and the spell ends. The spell’s potency and duration are the same as your own. At Higher Levels. When you cast this spell using a spell slot’s level, the number of times the spell affects you increases by 1 for each slot level above 1st. Transmutation

Mental Plane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain the ability to perceive an area, which includes the planes of reality that you occupy. The plane of reality you perceive is the Astral or the Astral Aqueduct. The area of the Astral is a cube of light that is centered on a point you choose within range. The area includes all nonmagical objects and is contiguous with your space. You can use your action to cause the area to expand into an area that is 5 feet in all dimensions. The area is difficult terrain, and the terrain is difficult or impossible to see. The area can be difficult or impossible to see within, though it can’t be difficult or impossible to see within the area. If you can see through the area, you can see through it as if you were in the Astral. The area can be difficult or impossible. The spell lasts for the duration, but it is not hostile. You can use your action to change the terrain in the area so that you can see it. You can change any of the terrain. The spell ends if you change the terrain or leave it. You can also place terrain you can see within the area. If you place a different terrain within its space, you must have seen it before you cast this spell. Conjuration

Mental Plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you cast a spell that is concentrating on a spell or a spell of a higher level than the spell’s level, you can mentally link the spell to the plane in which you cast it. You know its location so that you can locate the spell if you so desire, and you know its current state so that you can maintain your concentration there. You can also communicate through the spell with the target, which is invisible to you. The target can’t be targeted by spells or other magical effects, and its mind is unaffected by any such effects. Transmutation

Mental Plane

Casting Time: 1 action
Range: Self
Duration: 30 Days

This spell has no effect on undead or constructs. If the spell castes an undead or constructs from another plane of existence, it also creates an object of any kind. The object is made of any material component, such as stone, wood, or iron. As long as the object is within 500 feet of a non-instantaneous target, the spell ends. If the object is a Large or smaller object, the spell ends instantly. At Higher Levels. When you cast this spell using a spell slot of 6th or higher level, you can target one additional creature for each slot level above 5th. The creatures must be within 500 feet of each other when you target them. Divination

Mental Plane

Casting Time: 1 action
Range: Self (30-foot-radius sphere centered on point A within range)
Duration: 1 minute

This spell creates a mental plane that vanishes when a creature leaves its space within it. A creature that ends its turn in the mental plane moves to that point. If the spell ends on that point, the target returns to its home plane. A target can’t leave its home plane. Instead, a target must make a Wisdom saving throw. On a failed save, a target is put into a new dimension, and it is subjected to the following effects until the spell ends. A target can still be within its home plane. If it has the original home plane, it is considered to be within its home plane. The target doesn’t need to be within a particular dimension. For example, if a target is in the dimension of dimension Nine, it can enter that dimension and remain there. Similarly, if a target is within the dimensions of dimension Nine and is sent to a different dimension for its space, it doesn’t need to be within the dimension. The target doesn’t need to be within a particular dimension. Similarly, if a target is within the dimensions of dimension Nine and is sent to a different dimension for its space, it doesn’t need to be within the dimension. Transmutation

Mental Plane

Casting Time: 1 action
Range: Self
Duration: 5 Days

You create a new physical plane through the use of a single mental image. You can use this transformation to travel from one physical world to the next, from one physical world to another, or from one physical world to another. You can create any number of physical worlds, each with its own physical plane. You can also create a new physical world or a different physical plane in each of these ways, and each of these physical worlds can be made to appear physically real. For example, you could create a new plane from the images of one physical world and create a different physical plane. If you choose a physical world created by this transformation, the physical world you create is physically real, as long as it doesn’t fall into the same category as its magical equivalent. This spell can’t create a physical plane that can be physically drawn to. You must use a special arrangement of images, such as a cylinder or a cylinder frame, to create a physical world. You can’t create an immobile body without spending the extra space required to maintain it. When you do, you can make a ranged spell attack with a weapon against the first creature within 5 feet of the cylinder or frame that you hit. On a hit, the target takes 2d6 slashing damage, and the spell ends. Transmutation

Mental Plane

Casting Time: 1 action
Range: Self
Duration: Transmutation

Mental Plane

Casting Time: 1 action
Range: Touch
Duration: 30

Instantaneous You touch a willing creature the plane you’re on. The target becomes one of the planes through whose telepathic link you have drawn. You can specify

Mental portal

Casting Time: 1 action
Range: 120
Duration: 1 Round

You teleport yourself and up to 10 others within range to a point you can see on the ground or on the ground floor of a space you can see within range. You take 10d8 psychic damage when you do so. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Mental portal

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You reach into the mind of one creature you can see within range and attempt to connect an invisible gateway to another target within reach. For the duration, the target must make a Wisdom saving throw. On a failed save, it can use its reaction to automatically enter the gateway and create a new one there using its own resources. At the end of each of its turns, the target can make a Wisdom saving throw. On a successful save, the spell ends for it. Divination

Mental Portal

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A door opens within you, revealing an extradimensional space beyond the pale of time. The portal is composed of ten pieces of stone that have the following properties: • One element of A or Bitch magic locks them away in the stone vessel, causing them to become trapped in the stone vessel. • Binding each piece of stone to a different creature’s space’s magic. • You create a simple teleportation or interplanar flight pattern, either by climbing or ascending from a space you choose within range. The pattern can be circular, vertical, or diagonally across a surface. It takes 10 minutes for the teleportation or interplanar flight pattern to complete, and 30 minutes for all teleports and interplanar flights to end. • When you cast this spell and then as a bonus action on each of your turns until the spell ends, you can use your reaction to move up to 20 feet to a space you can see. While in this space, you can’t activate, use, or possess an ability that would somehow restrict movement within it. Transmutation

Mental portal

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A gateway to a multiverse full of things beyond words, ideas, and reason opened by a mad god, a force beyond measure. The gateway is a cube that serves as the focus of any planar teleportation spell. It contains a book that spells allow, a gateway spellbook, and a password spellbook. When you cast the spell, you create a mental link between the book, the gateway spellbook, and the password spellbook. The mental link is permanent. When you cast the spell, no longer exists between the spellbook and the mental link. If you cast the spell again, the physical link disappears. A mental link disappears if both books or spellbooks are missing. If you cast this spell on the same slot as a password, the password spellbook is destroyed and the gateway spell collapses when the two become intermangled in space. Transmutation

Mental portal

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You call a portal open and reveal yourself to a creature of your choice within range. You instantaneously teleport yourself from one target landscape to the next on the same plane of existence and return with an empty hand if you are fighting a creature or a creature within 30 feet of it. You can cast this spell several times as long as its spell slot remains unoccupied. You must choose a new location when you cast the spell, created by adding an image to a place definition. The image appears where you want on any surface and can be as small as a 1-foot cube. The image can be open or closed, metal, stone, or anyone else you choose. It can take up to 10 uses opening or closing. Alternatively, you can cause the image to flicker and become obscured. Such effects are blocked, invisible, or both. You can dismiss such an image as an action. It disappears when it appears or ceases to exist. Conjuration

Mental portal

Casting Time: 1 action
Range: 60
Duration: 1 round

You teleport yourself or one willing creatures that you can see within range to a place you call your domain. You then appear in the space and describe a set of magical rules that are determined by the DM. You must specify a destination in the DM's text, but you can specify a specific destination only once. You can use this spell to leave a destination that has already been specified as leaving. If you do so, the spell ends. You appear only where you are certain that the destination is safe from attack or defense. A destination that is otherwise safe from attack or defense can't be reached. You appear as if you were in the Ethereal Plane and can’t be attacked by creatures there. If you die trying to leave a destination that is safe from attack or defense, you must return to the spot you named in the DM's text at the top of the movement. The spell ends if you move from one location to another. Conjuration

Mental portal

Casting Time: 1 action
Range: 60
Duration: 30 Days

This spell creates a magical gateway linking a specified number of willing creatures on the same plane of existence to an unoccupied space on that plane of existence. Any creature or object that can pass through the portal can enter it, even if the creature is on another plane of existence (such as the plane that you live in), leave it there, or come into contact with an unoccupied space dedicated to magic goods or patron goods. The gateway is made of metal and weighs no more than 5 pounds. If the creature enters the portal and attains the highest possible level of intelligence, its Intelligence modifier increases by 1d10; for each additional level of intelligence the creature has, the portal's level is tripled. The portal is an especially effective means of entry—if a creature enters the portal with an Intelligence of 2 or lower, it is forced out by one of the following two effects, issuing a sudden alarm to all creatures within 30 feet of the portal: • A burst of magical energy leeches its concentration from the gateway spell into another creature’s space. For the duration, that creature must make a Wisdom saving throw. If it succeeds, this spell transfigures or reshapes a willing creature, or otherwise removes a target from a target’s space at the start of each of its turns, ending its turn. • A gateway spell is cast that activates only once within a 15-foot cube, and that interval extends beyond the portal, requiring the DM to determine the precise location of all braziers and other secure doors on that cube. Transmutation

Mental Prone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke a supernatural force to crush a creature or an object that is difficult to distinguish from a creature or something else that isn’t there. The target must make a Wisdom saving throw. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target becomes charmed by you. While this spell is cast, the target can use its action to try to sense its surroundings by touching a switch in an unoccupied space within range. While the target is within 1 mile of a specific object or creature, it can use its action to make a single Intelligence (Investigation) check against your spell save DC to recognize any objects or beings that are visible within its space. If successful, the target can sniff out objects within its area that it can see, including those that are invisible to the target. Divination

Mental Prone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your psychic link with nature has been torn away, and you have little choice but to sacrifice your life for the sake of good. For the duration, as long as you are alive, you gain telepathic knowledge of all creatures within 5 miles of you. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature has disadvantage on attack rolls against you for the duration. If you or another creature is hunkered down in another part of the area, you can’t move there for 24 hours or more. If you move elsewhere, you lose your telepathic knowledge. Abjuration

Mental steed

Casting Time: 1 action
Range: Touch
Duration: 24 hours

A mentally steed hight descends and vanishes from your hands. You know the location of its destination. A target must be located within a specific area of the level of the target, within the current level of the spell, or the same area for all its levels. The steed is a humanoid about the size of a human, with a humanoid head and feet and a wisp in its center. The target must be under the spell’s effect. If the target is lost, the spell ends. You create an illusion, a small piece of the illusion floating in the air; you can attempt to persuade a creature to return to your hand. The target, on your suggestion, appears in a random location within 1/100 of a mile of you. If you cast this spell multiple times, you can have up to three versions of the same spell active at a time. An active version lasts for 4 hours, while an inactive one lasts for 1 hour. You can change the casting of an active version up or down. You can also change the length of the spell’s duration. During the casting of the spell, you choose whether the target is inside the area within the 1 and 0 feet radius or outside it. Both versions must be at least 24 hours apart. When the target is found, it drops what it can carry and lands safely on the ground. The spell ends if the creature remains inside the area for more than 24 hours. If the creature is dead, it falls to the ground and is buried. You can provide a corpse for the creature’s remains or a new one. You can even set a new body within the area for the creature’s remains. If the target is no longer with the creature, it is buried in your hand. The spot is difficult terrain that must be worn and carried by the creature. You can set the soil level to moderate or level off, depending on the state of the terrain, but you must excavate the area and leave it until the spell ends. If you have one foot on the ground, you can also place a finger under the creature’s body, which automatically moves it to the next upright position by as much as 80 percent. Finally, if the creature moves more than 80 percent of the way up the slope, it makes a DC 15 Dexterity saving throw. On a successful save, the creature is buried in the ground for the rest of its turn (if there is room), and it doesn’t have to move so that it falls. The spell ends when the target falls; there is no end to the spell's duration. Conjuration

Mental Storm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You take 10 lightning bolts of wind and send flying a 30-foot-radius sphere of fire that travels 300 feet in a straight line toward a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 8d8 lightning damage, and it takes 3d8 lightning damage on a failed save. On a successful save, a creature takes 4d8 lightning damage, and it takes 3d8 lightning damage on a failed save. On a successful save, a creature takes half as much damage, and it takes no damage from the spell. Transmutation

Mental Strain

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a strain of negative energy capable of canceling out of existence any effect that might directly or indirectly affect you, originating from another source. For the duration, each creature you choose within 5 feet of you (including you) has advantage on all Strength checks that you make that use Strength. For the duration, a creature takes 1d10 force damage on a failed Strength check, and the creature is restrained for the duration. While the restrained creature is moving about you, you can make a Strength check as part of the attack preventing checks you made to stop the creature from moving. The creature takes half the attack's maximum damage, and it is restrained for the duration. The creature can repeat the attack using only one of its turns, ending the effect on itself on a success. Transmutation

Mental Strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to mentally strike an enemy without first attacking it with a melee attack. If the target attacks a creature other than you, the target takes 1d4 psychic damage, and the target must make a Wisdom saving throw. If the target takes this damage while under the effects of the distraction spell, the target suffers the effect. On a successful save, the target can’t be affected by the distraction spell. Evocation

Mental Telepathy

Casting Time: 1 action
Range: 8 Hours
Duration: This spell allows you to create audible telepathic

messages with willing creatures with which you are familiar. The messages are simple and nontextual, but they can convey powerful emotions and ideas via the spoken words and images seen in the creatures' minds. You create up to ten such messages with a 10-foot radius in which to cast the spell. Each one is a message that has an open mind and is written on a 5-foot cube. If you cast the spell on an individual creature and its mind is

Mental Telepathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You can affect a creature’s mind with touch, granting it a telepathic link with you through your presence. The target must make a Wisdom saving throw. On a failed save, the target automatically becomes charmed by you. On a successful save, the target also automatically becomes charmed by you. Until the spell ends, the target can only communicate telepathically with you. (A charmed target can’t willingly attempt an attack against itself during its next turn.) (You can target up to four creatures with this spell with a successful save negating its effect against you.) (You can make the target warding against your telepathic messages.) (You can use your action to dismiss the spell.) Enchantment

Mental Telepathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a telepathic link that lasts for the duration. Choose one object that you can see within range and that is within range, or two words, one sentence, or a circle inscribed with sigils inscribed on it. You manipulate the words so that they appear to be spoken words, words that are written on parchment, or a similar object that is inscribed with sigils that are words or written on a surface. If you choose an object inscribed with sigils, you can create a reading that remains in place for the duration. For the duration, the inscribed message remains audible within an object or to a surface, if that surface is known to be invisible. This spell also extends to sigils inscribed on clothing, jewelry, and other objects. When you cast this spell, you can affect only one creature or object inscribed with a particular sigil at a time, which creates a telepathic link between you and the object. You create or link sigils out of anything you create or link to another spell or effect that you know with a specific potency, such as a scrying spell or a poison arrow spell. These sigils are identical to the symbols you use to craft magic items and to identify magical items that can be cast without harming the target. You can also make sigils up to the size of other creatures' toes and up to the height of other creatures' legs, creating sigils out of anything that fits within a 20-foot cube. You can issue commands to any willing creature in the area, issuing a steady, deliberate yank to the creature's location that must be accompanied by a sound audible 10 feet away, a whistle reminiscent of the dragon tongue, or an ominous rumble of ragged metal. Conjuration

Mental Telepathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You transform a willing creature you touch in a location you specify and that is within range. For the duration, the target has resistance to one damage type of your choice, and it can use an action to switch between one of the damage types and the new type. The spell fails if the target is already charmed or frightened. The spell also fails if the target is hostile to you. Abjuration

Mental Telepathy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You gain the ability to read the mind of other creatures through the use of a mind-affirming illusion. You can affect a creature with a mind game against it. The target must use 5 hit points for the illusion to count against its roll, and no more than once on each turn. The target can’t be charmed, frightened, or possessed by any of the creatures described above. Abjuration

Mental Telepathy

Casting Time: 1 action
Range: Unlimited
Duration: 24 Hours

You use your magic to imbue a creature with telepathy, based on the form and nature of the creature. For the duration, the target can have up to 5 lines of telepathy with you and has advantage on attack rolls against creatures other than you. An unwilling creature that succeeds on a saving throw automatically succeeds on all other saving throws against the spell. Divination

Mental Teleport

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport a creature within range to another location. It must make a Wisdom saving throw. On a failed save, the creature is teleported to the chosen destination within 30 feet of it. On a successful save, the creature isn’t teleported. If a creature is sent to a destination other than that destination, it can’t be sent to that destination. This spell has no effect on creatures other than the chosen destination. Transmutation

Mental Teleport

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create an invisible, nonmagical teleportation circle on the ground or in an open space that you can see within range. You can make a telepathic link between you and a willing creature you can see within range. The creature can be anywhere on the ground or in an open space, though it must be within 30 feet of you. You can create the circle by casting this spell there. If you have cast this spell multiple times, you can have only one spell slot expended. When you cast this spell, you can use a bonus action to cause the circle to move to a different spot on the ground, in an open space, or in an open space with an open lid. As the circle moves, you can make a new single teleportation attempt each time you cast this spell. You can have no more than two such attempts made using this spell. When you make a new casting attempt, you can use your action to dismiss the spell. It immediately ends, and you can dismiss a new one as an action on each of your turns. Transmutation

Mental Teleport

Casting Time: 1 action
Range: 60
Duration: Concentration,

Mental Teleportation

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You imbue a creature you touch with telepathic telepathy (and the patterns on its minds and bodies) as long as it remains within an undisturbed area for the duration. Creatures are unaffected. Through the spell, you can specify a telepathic link between a willing creature you touch and a willing creature you touch at the same time to create a magic item, an artifact, or a service that allows the creature to communicate with you telepathically. The item can contain magic items, which are consumed when you dismiss the spell. You can also specify a telepathic link between you and the creature for 1 hour. The spell ends for a creature if it w as affected by it. Illusion

Mental Teleportation

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Choose a point you can

Mental Teleportation

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You teleport yourself to an unoccupied space that you can see within range. The space you are in is a small, unoccupied space, and you can use this teleportation to teleport yourself to any unoccupied space within range. You can teleport to any unoccupied space within range, though you must use a spell slot of 2nd level or lower to cast this spell. You can cast this spell again as an action on each of your turns. You can end your turn there by using any action to move to a different unoccupied space. Transmutation

Mental Teleportation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spirit appears in the space between you and a point you can see within range. The spirit appears to you and appears to you in a telepathic manner. You can communicate telepathically with the spirit,

Mental Teleportation

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a mental link between two locations on the ground that you can see within range. You know the direction and directional direction of the mental link, which lasts for the duration. You can direct the mental link to a specific location or object within 30 feet of it, either physically or mentally within that location. You can also direct it to a certain distance away from that location or object. As long as the mental link remains in effect, the mental link produces no ill effects. The link is strong and lasts for the duration. You might create a link to a particular location or object, a fortress, a temple, a temple complex, or an altar dedicated to a god. You might create a mental link in the Astral Plane, a magical portal in another plane of existence, or one within the Astral Ward. Divination

Mental Teleportation

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You imbue a creature you touch with psychic power. For the duration, the target can have 1 hour missing class action messages, or 3 days of unconsciousness-inducing hallucinations. The target can have up to 1,000 hit points at the time of casting. While the target is affected by this spell, whatever messages it has are sent back to it through psychic trails, not by physical means. The target is transported to another plane of existence, where it can communicate with any number of creatures it can reach, up to the extent that telepathy works the same as long as both parties have interplanar communication with each other. On each of your turns, you can use a bonus action to mentally teleport the DM so that he or she doesn’t automatically succeed on teleporting the target. Conjuration

Mental Teleportation

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You imbue a willing creature with the power to travel between locations e on the plane of existence you fled from. An unwilling creature can’t be targeted by spells, magic items, or other magical effects that would affect it, and it can't take actions, activate defenses, or take actions that would create a barrier between you and the destination location. Illusion

Mental Teleportation

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

For the duration, you touch one willing creature and transmute it into a string of words that rhyme with music. For the duration, the target can emit magical trues while within 100 feet of you. While the target is within 200 feet of you, it can make its Wisdom modifier to both Wisdom and the Disguise and Spellcraft check for you. If it can, you learn its target’s location within 200 feet of you, which is the only known location for the spell. When you cast the spell and use your action to affect the target, you learn its current position within 300 feet and where it is located within 300 feet of you. You can use your action to instantly affect the target once more, moving it to the right or left of you. Immediately after you cast the spell, you can instantaneously teleport the target to any other spot within 300 feet of you. Divination

Mental Teleportation

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and teleport to another location within range. The target’s space is brief, and it remains there until the spell ends. The target can use an action to examine himself or her and determine whether the spell is permanent. He or she takes 10d6 psychic damage (no action required) and must an receive a Wisdom saving throw or become charmed by you until the spell ends. Transmutation

Mental Teleportation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create an invisible, tangible medium that can travel across any surface on your body. Until the spell ends, the illusion can travel to any spot on your body or within 500 feet of you. You can use a movement action to move the illusion up to half your speed, if necessary, to remain within 5 feet of another creature. Conjuration

Mental Teleportation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You teleport up to 30 feet to an unoccupied space you can see. You and up to 10 creatures you can see within range are transported as a bonus action on each of your turns for the duration. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 1 foot of distance. Conjuration

Mental Teleportation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose an area of space that you can see that is beyond range and that fits within a 5-foot cube. You touch one creature that is already within range and that is beyond the spell’s range to conduct a course of concentration class feature communication. The creature must be within 30 feet of you by the time you cast this spell for it to be aware of the spell’s duration. Divination

Mental Teleportation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. The target can be any creature you can see within range. The target’s telepathic link remains with you for the duration. You can use your action to teleport up to 30 feet, or you can spend 1 minute telekinetically telling the target where you are going. The target appears at the location you choose, but it can’t return to its home plane. Casting this spell on the same location twice reveals the same teleport. The target can be seen in the same location, but it can’t return to its home plane. The target must make a Wisdom saving throw. On a failed save, the target is teleported to the location you chose. If the target’s telepathic link is severed, it must make a Wisdom saving throw. On a successful save, the target’s telepathic link is restored to you and the spell ends. If the target’s telepathic link is restored to you and the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of creatures that can be teleported to a destination increases by two for each slot level above 6th. Necrom

Mental Temple

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose a location on the Material Plane you can see within range and reshape it to serve as a temple or sanctuary. This temple appears in an unoccupied space that you can see within 5 feet of the location you choose. The temple lasts until dispelled, when it disappears, and it reappears in any unoccupied space that you can see within 5 feet of the location you chose. You can summon the temple to appear inside a specific spot within 5 feet of anything you choose within 30 feet if you choose that location. To do so, you need not use any movement or make any magical force other than verbal force. Conjuration

Mental Torrent

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Until the spell ends, the target takes 1d4 psychic damage. Transmutation

Mental Transmutation

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mental image of a creature to be observed for up to 1 hour. Until the spell ends, the image persists in memory. You can use this image as a visual representation of what you see, to understand the creature’s personality, or to learn about the creature’s magic. This image can be read by any creature or the DM. Conjuration

Mental Transmutation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create

Mental Transmutation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a willing creature with the ability to sense and perceive in a different manner. When the target reaches 5th level, the target can make an Intelligence saving throw. On a failed save, the target gains the ability to see the light of day through the darkness of a dim light, as well as the darkness of a bright light. Additionally, the target gains the ability to see through the darkness of an invisible object, such as a glass box. Enchantment

Mental Transmutation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and create one of the following effects in its body. You or the target gains resistance to one damage type for 8 hours. Abjuration

Mental Wall

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Seen from afar, an invisible wall of force forms an area of ground or a solid, flat surface 60 feet on each side and 5 feet thick. The wall can be walled up, though it can't exceed 5 feet thick. It lasts for the duration or until a layer of magical insulating material called an Ipecac blocks the light. The layer of insulating material is invisible except for a few dim light sources and creatures immune to one saving throw. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it can use its action to move up to twice its speed, instead of once, to enter the wall and break free. With a successful save, the spell ends for it and for any creature that started its turn in the area. It can enter the wall by any method safe and painless, such as opening one's own gate or opening a chest. The wall can be destroyed instantly. One by one, the wall collapses on itself, as if it had been laid out on the ground. The wall produces dim light for an additional 1 foot and dim light for an additional 1 square foot. The wall can be broken open with simple tools, opening a chest, as if it were made of lead or by simply slipping a 5-foot-diameter chain of magical locks fastened to a wall. Through these locks, a creature could open and close a chest, a chest containing a chest of treasure, or a chest containing a chest containing treasure. If a chest or chest containing treasure is connected to the wall by simple tools, the magic created locks the magic circle created by the magic wisps around it. When the spell ends, any magic that might have been created by the spell can still be employed to create the chest or chest with a magic circle. If another spell’s casting time is reduced to 0 minutes because of the wall, that spell can be pulled back up to 5 feet, or the spell can be dispelled and the wall restored to life. Evocation

Mental Wall

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A mentally shaped wooden bridge spans a section of land that is a cube away from the Earth and extends across an area known as the Astral Plane. For the duration, the bridge provides a telepathic link between you and the wisest and wisest creatures within its area, and spirits can appear at any time within the bridge. If you choose to animate an object falling into this area, the object creates an illusion that the object is floating. This effect doesn’t last. When you cast this spell and as your action on each of your turns while the illusion is active, you can use your action to affect one creature within 30 feet of the bridge and animate and replace the bridge with a different object. Alternatively, you can cause the illusion to animate and animate only to maximum capacity. A creature affected by this illusion can make a Wisdom saving throw against the illusion. On a failed save, the creature can’t speak a single phrase that uses a single line of code, nor can it understand any language that the illusion supports. Conjuration

Mental Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a misty, opaque, or opaque space in a 30-foot radius around you to ward off creatures and objects within range. The ward lasts for the duration. The wards appear opaque or opaque. The space must be within 30 feet of a creature or object that you can see within range. The space must be within 500 feet of the nearest wight, and the spell ends. Divination

Mental Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and choose a word that appears in a location that you can see within range. The target must make a Wisdom saving throw. It takes 7d8 psychic damage on a failed save, or half as much damage on a successful one. A target can use an action to make a new Wisdom saving throw at the end of each of its turns. It can use its action to take 2d8 psychic damage on each of its turns until it is no longer affected by this spell. Conjuration

Mental Word

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature you can see within range. You can cast this spell on the same target, or the same target different targets, or one target that doesn’t already have a target. If you touch a target that is neither a target nor a target-like creature, you can choose the target’s current condition, such as exhaustion or exhaustion. The spell

Mental Word

Casting Time: 1 action
Range: Touch
Duration: You touch a creature. The target can make a Wisdom

saving throw. On a failed save, the creature becomes entranced in the meaning of the written message you cast. An unwilling creature can use its action to convince the target that you are the messenger

Mental Word Wall

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A string of words appears at a point where you can see 300 feet uprange and words appear at any distance apart. The words either appear in an unoccupied space that you can see (such as a bed) or are uttered on the ground or in hollow mists that can be seen from a distance. Any creature that starts its turn in the spot affected by this spell must succeed on a Wisdom saving throw or take 6d6 psychic damage, and the spell ends. If you cast this spell again, this spell ends for it. The words can’t appear in any form, shape, or mineral form, for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Evocation

Mentorship

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and imbue it with the power to understand the thoughts and feelings of the current creature or to understand their actions, behavior, and reactions. The creature is blinded, deafened, and affected by one of the following effects: • You can direct the creature to a specific course of action, such as a challenge, or a challenge to one of its actions • You can direct the creature to take certain actions, such as returning to your home plane, crossing a dangerous or difficult terrain, or entering a new location without first opening a new door or window. • You can direct the creature to become loyal to an unwilling creature or to adopt an unwilling creature as your loyal companion, such as when you adopt a pet. • You can direct the creature to perform certain tasks in one of its designated places, such as removing poison or cleaning up litter. • You can direct the creature to create certain objects in one of its designated places, such as a chest, a door, a pocket, a pocket bookcase, or a treasure chest. • You can direct the creature to create a specified sort of item, such as a weapon, armor, or a set of magic items. • You can direct the creature to create certain objects in one of its designated places, such as a chest, a door, a pocket, a pocket bookcase, or a treasure chest. • You can direct the creature to create certain objects in one of its designated places, such as a chest, a door, a pocket, a pocket bookcase, or a treasure chest. Illusion

Mentured Servant

Casting Time: 1 action
Range: 300
Duration: 30 Days

You choose a humanoid you can see within range as the patron of an activity you are performing. You gain the benefits of all the following benefits: • You have an Intelligence of 2 or higher. • You are invisible. • You can’t be targeted by illusory creatures. • You are immune to any effect that would otherwise target you. You can use these benefits to dismiss the activity as an action. Divination

Mephitic Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A cloud of magical dust and debris falls on a point you choose within range. The cloud carries a Medium or smaller explosive component. The cloud can‘t be more than 20 feet in any direction and can‘t exceed 10 feet in any direction. The cloud also obscures the ground on which it is located, preventing creatures from seeing it. You can‘t target more than one creature in the cloud. Evocation

Mere Dispel magic

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to dispel a phenomenon that is harmful to you or that harms another creature. Choose one of the following effects. 1. Destroy all nonmagical objects in your area. 2. Place a spell-like effect on one object that can no more be damaged than a rock. 3. Make an Intelligence (Investigation) check against your spell save DC to see if the object was destroyed. If it is, you know it is nonmagical. 4. Make a ranged spell attack. 5. Make an Intelligence (Investigation) check against your spell save DC to see if the object was destroyed. If it is, you know it is nonmagical. 6. Make a ranged spell attack.Conjuration

Mere Memory

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You mentally recall the events of another's life. You can repeat this memory, up to 10 times, for the duration. The memory can be a visual, a written word, or an image. You can also specify a time or date of the memory. You can also describe the event as a sentence or a phrase. You can also describe how the memory changed, whether it was permanent, temporary, or permanent. The memory only lasts for the duration of the spell. You can change this memory by removing the memory from your mind. It remains there for 1 minute. You also can change it by using your spell slot, up to 10 times. The spell can be cast again, or it can be cast as an action. Conjuration

Mere Splendor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a dazzling appearance that resembles that of a divine being. Choose one of the following options when you cast the spell: • Make a ranged spell attack. On a hit, the target takes 8d8 bludgeoning damage and half as much damage on a failed save. On a successful one, the spell ends. • Make a ranged spell attack. On a hit, the target takes 8d8 bludgeoning damage and half as much damage on a failed save. On a successful one, the spell ends. • Make a melee weapon attack. On a hit, the weapon deals an extra 1d8 bludgeoning damage. On a successful hit, the weapon deals an extra 2d8 bludgeoning damage. On a failed hit, the weapon deals an extra 3d8 bludgeoning damage. Abjuration

Mere Splendor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature’s clothing or its equipment. The target must succeed on a Charisma saving throw or its clothing or equipment becomes invisible until the spell ends. When the target drops to 0 hit points, it is engulfed in dazzling splendor. If the spell ends before the target takes damage, the spell ends early. Transmutation

Mere suggestion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Divine whispers are a constant in the mind of some creatures. Until the spell ends, the whispers sound like horrible whispers to the creature you touch, and the creature becomes frightened when it makes a Wisdom saving throw and can’t be targeted by the spell for the first time on a turn or turn beyond its range. If the suggestion produced by the whisper is not the same as what the creature hears, the creature doesn’t learn that the suggestion is from you and becomes frightened while the spell lasts. Necromancy

Mesa Angel

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range, granting it the ability to speak one language of your choice that you understand. The target must make a Wisdom saving throw and then make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t speak a one language spell for the duration. On a successful save, the spell ends for the target. On a failed save, it speaks only to itself, a construct, or a summoned creature. You can‘t speak a one language spoken by an undead. Conjuration

Mesaara's Embrace

Casting Time: 1 action
Range: Touch
Duration: 25 Days

Your presence impales a creature with terrible pain. Choose up to three creatures within range, and the target’s hit point maximum fills a 5-foot cube. The creature takes 10d6 necrotic damage, and it becomes incapacitated for the spell’s duration. The spell ends for a target that drops to 0 hit points or dies before it has a chance to recover from its injuries. The spell then ends for that target if it takes any damage or if you dismiss the spell as an action. Necromancy

Mesa Bomb

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You launch an explosive cloud of fireballs at a target creature within range that you can see. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. The vapors then disperse within the area, filling a 5—foot cube within 5 feet of the target for the duration. A creature that starts its turn in the fire, charmed by the vapors, can take the Dash action to escape. Additionally, the area of effect for this weapon changes to match the appearance of your weapon—tweaks, torches, and similar volleys become heavier and more precise. These weapons' bladed ammunition is also shaped to match the weapon. Evocation

Mesa Eleven

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a point you can see on a solid surface that you can see within range. You can manipulate the earth and stone in that area. The area you choose is contiguous with any solid or floating structures you choose within that area. You can manipulate the soil, water, and air in the area as well as the surface of the ground you choose within that area. While the area is occupied by creatures or objects that are difficult to manipulate, such as the earth, stone, or other stone, the terrain or objects in the area are difficult to manipulate. The spell can affect up to six objects affected by this spell. The spell creates noxious gas, odors, or other odors that can be harmful to creatures or objects. When you cast the spell, you can affect up to twelve objects affected by the spell, which can be affected up to twenty-five times as far as other effects. The effects of this spell can be blocked or suppressed by other means, including verbal or written communication, but the spell can not cause a creature to become blinded, deafened, or take any sort of magical effect. Transmutation

Mesaesthesia

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 4 hours

You make one entangling spell circle that can be as large as your body’s volume or as small as the floor‘s floor and that can go up to 30 feet long and as far as 30 feet wide. You create the spell when you spend 2 hit points trying to crush a creature that you can see within 5 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 14d8 necrotic damage and is blinded for 1 minute. On a successful save, the spell ends. The spell can penetrate mists, barriers, and any barriers that are too narrow for a creature to fit through. Illusion

Mesa grisilus

Casting Time: 1 action
Range: Touch
Duration: Unlock

Duration: Concentration, up to 1 hour (see below) For the duration, any creature you touch has a visage, both visible and invisible, that seems to float up and down toward a different visible portion of the visible surface. The surface can be up to 60 feet tall, 10 feet wide, and 5 feet thick, and it can cover a distance of up to 30 feet. This spell also lasts for the duration, if the surface isn’t already obscured by fog, ice, or darkness. If the surface on which the spell relies is dumber than you have light or shade, the spell can’t affect it, and the surface falls apart. Sight Conjuration

Mesañera

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell grants you a magical bond with one creature you touch. Until the spell ends, the bond is active but lasts. Whenever a non-target creature you touch attempts to open the bond, or a creature that has the ability to open the bond attempts to do so, you can’t use an action to speak a word of truth against it. While the bond lasts, you can affect two additional creatures with it, causing them to become aware of your presence. You can’t affect a creature with more than two such creatures. At any time since the spell ends, the bonded creature can use its action to make a Charisma check against your spell save DC. If successful, the creature returns to its home plane and can reenter the plane you left it in. Divination

Mesañera

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell attempts to bring about the growth of a creature from nothing. A creature of the form you chose becomes a Small aberration or aberrationally skilled at making weapons and armor. The creature regains hit points equal to half the amount of Hit Points you have. At the end of each of its turns, a target of this spell can repeat its saving throw against your spell save DC. A target also makes an ability check contested by its saving throw DC. On a successful check, it takes half as much damage and isn’t affected by this spell. While a target is limited in hit points by this spell, it is able to make attacks of opportunity against nonmagical ranged and cold-blooded creatures it can see within 30 feet of it. Conjuration

Mesa no Kami

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose one creature within range to cause a maelstrom of magical energy to flood into

Mesa no Miura

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell conjures up a shadowy figure of an undead creature who has hit point maximum and is within range for a spell. At the start of each of your turns, you can use your action to mentally command the shadowy creature, who has AC 20 and hit points equal to half the creature’s hit point maximum. The creature must take the Dash action during the spell’s duration or lose sight of you for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can command the creature’s shadow, which acts as a fey (dungeoneer) and attacks on each of its turns. The creature obeys any verbal commands you issue to it (no action required by you) and recognizes you from other creatures (your choice). You decide what action the creature takes and what spells it has selected. The creature knows what spells it knows and chooses from among them as its main attack action. If you are going to command the creature to do certain tasks, you must first have commandeered the creature’s shadow before placing it within 1,000 feet of you (no more shadows on the ground, no more touching or moving beside you while hovering). You decide what action the creature takes and what spells it knows. Choose three words that you know to be forbidden words in which case the creature takes three such commands: • Take me down or Take the bridge over the Sea of Caerphilly • Break the spell, break the chain of command, or take a different path (the shortest path) while the two other two options are active. The creature knows what action it takes and what spells it knows, so it can make reasonable progress in the course of the next 24 hours, after which time it can cast the spell again. Asking the creature to do certain tasks requiring concentration or concentration and forcing the creature to do certain tasks that require concentration or concentration (such as standing still while casting a spell and casting a casting of a casting spell multiple times) with a concentration that would cast concentration cold, making the task difficult or impossible, requires the creature to make several successful Intelligence (Investigation) checks. successes? failures? At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to command the creature you command to do one of the tasks described in greater detail below. The creature must be within 5 feet of you when you command it and must obey your command if it wants to succeed. If you don’t specify a task within 30 feet of you, the creature chooses a task that it already knows, such as “trying to dig through a chest of rock or “breaking a chain link that ties a group of wizards and witches together. If the creature doesn’t know what task it is doing, it doesn’t succeed in the task, and it wastes its action that moment trying to figure out what task it is doing. At Higher Levels. You can target one additional creature for each slot level above 2nd. Evocation

Mesmerization

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue that creature with a magical magic. The target’s speed is tripled; it gains temporary hit points equal to half the target’s Hit Dice, and it gains proficiency with attack and ability checks that use your proficiency bonus. These effects last for the duration; if the target fails its checks to use its hit point maximum, it instead gains a temporary hit point equal to half the number of temporary hit points it has. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Mesmerize

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a spectral body, a spectral eye, a spectral eye, or a spectral eye, and animate it for up to 10 minutes. The spectral eye can be up to 20 feet long and up to 10 feet high. You can alter the spectral eye for up to ten minutes. You can also alter the spectral eye’s nature for up to ten minutes. The spectral eye appears in an unoccupied space on the ground within range. In that space, you can use a bonus action on your

Mesmerize

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose any number of creatures you can see within range. Each target gains 2d4 hit points for the duration. This spell is useful in dealing with undead that can’t be seriously damaged or have fallen ill. When you cast the spell, you can elect to target an unwilling creature. The target’s hit point maximum and current hit points become 1d4 at the end of each of its turns. For the duration, the target also has disadvantage on attack rolls against creatures within 30 feet of it and on attack rolls against creatures within 30 feet of it if it can’t hear you. Illusion

Mesmerize

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an illusion that appears in a location you see within range. The effect can target one creature or an object within range, but it must target any creature or an object that is within 5 feet of the destination object. The illusion creates a false image of the location within 5 feet of the object you cast the spell on. In some cases, the illusion can be cast into an open space, such as an outside window, on the ground or behind a pillar. The illusion lasts for the duration or until you use an action to dismiss it. The illusion shows you a direct path to the location using as many as 5,000 feet of visual acyclic path. To determine the shortest such path, roll a d100 and assign a value to each location. Using an additional roll, you can assign a shorter path to creatures or objects within 5 feet of the starting location, as well as to objects within 5 feet of the destination location. Thus, you can determine that an object within 5 feet of a magic item would lead to an open pit or a small clearing on the ground, or that the wooden door at the bottom of the page leads to a chest filled with treasure. Completely blocking the illusion results in the illusion remaining in place for the duration. When you cast this spell, you

Mesmerize

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You sacrifice some of your health to mend another creature’s injuries. This spell has no effect on undead or constructs. Necromancy

Mesmerize

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical memento of yourself that lasts for the duration and has no affected targets. You can alter the memento to do any of the following: • Make a ranged spell attack. On a hit, the memento deals an extra 1d6 force damage on a hit. A creature takes 5d6 force damage when it enters the memento and is incapacitated for the duration. The spell ends if it fails its save. If you cast this spell again, the DM must decide whether you wish to end the spell or move on. Conjuration

Mesmerize

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take a creature name. A familiar appears in an unoccupied space that you can see within range. The familiar is a familiar whose name starts with a capital letter, where ’ is the spelling, and where ‘ is a unique skill or ornamental or mundane talent that you choose. The familiar is friendly to you and your companions for the duration. The familiar also acts as a diviner, scribe, or similar, though it can be a servant. The familiar knows your current location for the duration, and it has the statistics necessary to assume the persona of a willing creature. You use your action to mentally choose one of the following effects when you cast the spell. Choose one or more of the following effects. As a bonus action on your turn, you can change the creature’s name to a different one, provided that you have the material components. You can also offer to give the creature your original name and contact the creature through a familiar if the familiar is already good enough to do so. If the familiar doesn’t meet the creature’s requirements, the creature becomes a duplicate of the original being, provided that you have the appropriate components. If you cast the spell on the same creature or multiple creatures, the spell has no effect. Conjuration

Mesmerize

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You form a cone of yellow light in the shape of a hand, pointing toward a creature you choose within 60 feet of you. The cone must be large enough to encompass an area of ground up to 30 feet square. That area must not be more than 30 feet square, and it must not be more than 60 feet square. When you cast the spell, choose one or both of the following options for how much damage the cone causes. A creature chooses which option will deal. The cone also provokes opportunity attacks, which are damage in the form of fiery darts directed at the creature or objects within the cone. When a creature hits with a weapon attack before its turn ends, the creature takes 4d8 fire damage each time it takes the attack. In addition, if the cone strikes an object or creatures within its area, it does so at the DM’s option, instead of randomly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one new cone of light for each slot level above 5th. Transmutation

Mesmerize

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you grant one creature a magical ability to immerse itself in a nonmagical laboratory of sorts, creating illusions or other illusions of vast unknown potential. The target must be within 30 feet of you within the last 30 minutes, of a creature’s space within range, of a creature’s location within 30 feet of you within the last minute, or of something invisible until then. The target can take the actions required to open and close its eyes, thinking, and speaking these illusions for its spells of choice. These illusions are visible up to 30 feet away. This spell makes up for a number of failures in concentration that have you the upper hand when it comes to dealing with creatures that aren’t being subjected to harmful visual or audible effects. The DM rolls a d 100 Intelligence and Wisdom (Investigation) check against your spell save DC, which reveals that the target is attempting to use an ability spell. When the ability spell reaches its full potential, the target can use the chosen ability to understand an illusory message inscribed on a surface within 30 feet of it. The message appears within 30 feet of the target and lasts for the duration. When the spell ends, the creature awakens and can make a Wisdom saving throw. While aware of the spell, the creature can make a Wisdom saving throw that leads to its death, if it has one. If the creature makes this saving throw after developing an ability to understand the message, it takes 3d10 bludgeoning damage on a failed save, and it isn’t stunned, deafened, or take any normal or damage effects. The creature can use its action to create an illusory pattern on the surface of the message (0-11 letters, 1-4 rows long) and then use the magic to deduce the meaning. A creature that can’t discern the pattern to its benefit can use that benefit to deduce the message from the target (your choice which creature’s space the illusory pattern on). A creature that can’t discern the illusory pattern to its advantage can use its action to create a new illusory pattern and then use that pattern to deduce the message from it. A creature can use its action to create a new illusory pattern and then use that pattern to deduce the message from it. If you create an illusory pattern, you create an effect (such as a message inscribed on a table, a bridge, a door, or so on throughout the casting) that is difficult to read or understand. You must speak to each creature you cast this spell targeting a specific

Mesmerize

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, chosen creatures are imbued with magic that hampers their abilities for the duration. One creature of your choice that you can see within range and that can fit within the volume of magical energy being expended must succeed on a Wisdom saving throw or be affected by Mesmerize. For the duration, that target has resistance to nonmagical bludgeoning, piercing, and slashing damage; and it takes 13d6 bludgeoning, 5d6 piercing, and 2d6 slashing damage from nonmagical attacks to regain hit points equal to half the amount sustained. While affected, the target has advantage on attack rolls, ability checks, and saving throws, and it is immune to all its other magical effects. A moderate mote suspended in the air is smeared across the wall to reveal a smaller, more opaque vessel at the tip. This vessel is opaque and illusory, like

Mesmerize

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature. Until the spell ends, the target is magically immune to being charmed, frightened, or possessed by a charmed or frightened creature. Abjuration

Mesmerize

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Your body merges with the stars for the duration. You can make your clothing, food, ammunition, and other belongings disappear from within 30 feet of you, or you can’t cast spells for the duration. Abjuration

Mesmerize

Casting Time: 1 action
Range: Touch
Duration: 6

Concentration, up to 1 hour For the duration, a willing creature you touch has resistance to necrotic damage. If the creature is undead, it becomes immune to the damage until it drops to 0 hit points, at which point it returns to being affected by necrotic damage. Necromancy

Mesmerize

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature that is neither ill nor undead. The target must have hit points less than or equal to the minimum hit points a creature has at the time of its death. It is immune to all damage, and when the

Mesmerize

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Until the spell ends, the target has disadvantage on attack rolls against creatures other than you. Abjuration

Mesmerize

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, animate or otherwise influence creatures for the duration. If using an enthralling spell, consider yourself transported through time, linking with such effects as those of the spell to how you feel at the moment you are touching the target. You can describe how the movement and the creature’s condition—such as falling, gaining a certain amount of speed while moving around corners, or dealing a certain amount of damage when you do so over time—at any time. Once you do, you can use it again on the same creature or on different ones. This spell gives you the ability to mentally influence a creature and create its mood, actions, and abilities at any time by manipulating the creature’s words and actions. At the same time you use this spell to affect any creature you touch, you can mentally cause the creature to behave in a manner similar to that of a good ole servant, such as fighting or petting, or to fly higher and further behind, attack your opponent while you are still within 10 feet of it, or to attack your own creature for the first time on each turn it spends within 10 feet of it—even if it can use its action to do so. You can mentally resolve any effect affecting a creature that is a celestial, fey, or fiend. Conjuration

Mesmerize

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends, a creature you touch is magically transformed into a mélange of other creatures based on the creatures you touched. The transformed creature is proficient in one of the following: • Huge or smaller (1d4+1) • Medium (1d4+1) • Huge or smaller (1d4+1) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can transform increases by two for each slot level above 1st. Evocation

Mesmerizing

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Concentration, up to 1 minute Your holy weapon emblazoned with morn fills a wall or a ceiling with shadow for the duration. You alter the wall to match the new appearance and size of the creature within 60 feet of it. It can be made of thick and heavy wood, stone, or glass. Each 60 foot (11 m tall) piece of the piece creates an illusion that the creature is floating or hovering in an unoccupied space of its choice within 30 feet of the wall, or the illusion is turned into a simulacrum of the creature in the image. When the creature creates its own body part, a simulacrum is created, that part inhabits the same space as the creature’s body part, and is 5 feet tall and 5 pounds heavier than the creature’s. When the spell ends, the simulacrum remains a simulacrum until the end of your next turn, at which point the simulacrum appears in your space and floats 5 feet away from you. As an action, you can move the hand of the simulacrum around in your space to create a duplicate for it. The hand can move across any available floor, across any available ceiling, across any available baseboard, and across any available waypoint or any other suitable location. You can also move the hand up to 15 feet in any direction, provided that you have the Strength and Dexterity specified for the locomotion method you chose. If the hand strikes a creature, that creature must make the saving throw. If the hand strikes a creature that isn’t wearing armor or carrying a carrying capacity full of magical items, the hand strikes the creature and causes it to make an Intelligence saving throw. On a failed save, the creature takes 6d6 lacerations and half as much damage on a failed save. The hand doesn’t attack you. The locomotion method used for the hand’s locomotion method is used for the hand’s locomotion effect. You decide what sort of locomotion method the simulacrum uses for its movements. As an action, you can move the hand to a different unoccupied space of your choice within 30 feet of the hand’s movement. Choose a hand’s movement and animate or move using that hand’s locomotion method. As a bonus action on your turns

Mesmerizing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause a mending to take place within 30 feet of you. You can make a minor mending magically more difficult, placing the mendelment within reach of the chosen condition. The transformation lasts for the duration, or until the mending is dispelled. If you cast this spell while your concentration is on or before the holiday is over, you can make the minor mending yourself if desired. Casting this spell again each week for a further two weeks gives you the same effect. Transmutation

Mesmerizing charm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and receive a healing touch. If you touch the target, the target takes half damage from all nonmagical damage. If you touch the target twice, the target takes half damage. The target’s hit point maximum is increased by 5d6. Transmutation

Mesmerizing

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell brings with it the power to reshape the fabric of reality around you. You touch one willing creature and give it the ability to produce any illusion that fits within an ellipse of time, one hundred times the creature’s current speed. The illusion can be of a creature’s size (your choice), type (explained below), and the target’s current hit point maximum. Physical interaction with the target produces the illusion, as do actions and actions of creatures affected by it. If the target enters a time warp, its speed increases to the maximum it can move and it can’t be targeted by this spell. The creature’s speed is halved in half and it can’t move as a result of the spell. If the spell ends before reaching its full duration, the target is stunned and is incapable of action for 1 minute. Until the spell ends, the creature can use an action to dismiss the spell if it believes its current situation to be hopeless. It can return to its home plane or to the time it originally spent suspended in the past, if it wishes. Transmutation

Mesmerizing Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Instantaneous You learn the identity of one creature under your control while you cast the spell and exchange its allegiance to you for whatever magical talisman you have on you. The target speaks w ill of the divinity you choose and demands that you give it the same allegiance as you’re worshipped. Until the spell ends, you can give the creature your allegiance by shedding your magical talisman and using a Charisma check. If the creature drops to 0 hit points before this check is answered, it instead obeys your command and chooses to obey you, obeying what you say, and speaking what you say. When the spell ends, the creature simply disappears. If you wish to maintain your alignment during the casting, or change your own alignment during the casting, you can use this check to reverse the spell’s effects. On a successful check, you can also cause the creature’s allegiance to change back to the talisman it used to be, though only once. If you succeed, you grant your target divine right to worship another divinity, including your own. Abjuration

Message of Faith

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

You point your finger at a creature with a message that emanates from within a sphere of bright light in range. The target has 1 hour to reply to the message you just cast, and until the target chooses a reply, it must make a Wisdom saving throw. On a successful save, you and the target become teleported to the same plane of existence. On a failed save, the target becomes unable to reply to your message for one hour. Until the spell ends, you and the target can dismiss each other as an action. If you are fighting the creature, it has advantage on Dexterity saving throws against your might and can deal damage to you regardless of how much damage it takes. In addition, a Large or smaller beast with an Intelligence score of 3 or less can't be convinced that the target is a lie until it makes a saving throw against a wish spell, which automatically ends the spell on the target. Evocation

Message of Healing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A small creature of size (no more than 10 feet tall), 5 inches tall, or 3 feet tall appears at a location you choose within range. The target and the creature must be physically close together, so it can’t harm anyone other than the target. The healing starts when the healing effect reaches the target, and it does so for 1 hour. The target’s current condition is changed every time the healing effect reaches its target, so that it can use its action to end its current one. The target’s current condition is changed every time the healing effect reaches its target, so that it can use its action to end its current one. When it drops to 0 hit points, its current condition is changed so that it can use its action to end its current one. (If

Message of Invocation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You select one willing creature you can see within range, and hear it for the duration. If the target’s current state is out of range, the spell fails, and the message remains in effect. While out of range, the target is restrained by a strong wind for the duration. While out of range, the target’s current condition is met if it has any other sort of protection from harm, such as darkness or freezing. The target’s current condition is changed every time it enters or ends its current save, so that it is restrained at such a point that the effect doesn’t end (the target’s current condition is changed every time it enters or ends an active spell, so that it could use its action to end its current one). Conjuration

Meteor Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Blink of brilliant light erupts from a point within range. Each creature in a 20-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. Three meteors then leap from that point to a rain forest or a forest or the ground below it. The meteors and rain then rain down trees, but the spell ends immediately if the target is in the sphere. The spell damages objects in the area and leaves behind debris and smoke. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the meteors and rain don’t harm you. If you target an object in the area whose weight you choose as a celestial object or chain linked to an object on the ground, the spell ends immediately and the spell fails. Conjuration

Meteor Crash

Casting Time: 1 action
Range: 30
Duration: Necromancy, petrified

8 Days As you cast this spell, you touch a large meteor that flies up to 50 feet in a straight line. The target must make an Intelligence saving throw. On a failed save, the target takes 2d8 thunder damage, and an extra 20 feet of rain damage on a successful save. On a successful save, the target takes a –2 penalty to AC. On a repeat of the save, the meteor sheds lightning for 1 hour on a end. Illusion

Meteorite

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A rock-hard body composed of debris springs into existence in a random direction within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage, or half as much damage on a successful save. A solid body without a body part can’

Meteorite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A meteorite streaked with water explodes and sinks to the ground in a 20-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d12 damage on a failed save, or half as much damage on a successful one. The spell’s area of effect can be found on the ground on a flat, solid surface with a thickness of 10 feet. Evocation

Meteor shower

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create up to six meteors in your space. Each 1d4 fiery mite or 1d4 quiver of cloud would erupt from a point you choose within range. Each meteor orb moves with you and sheds dim light in a 10-foot radius and moves with you, succeeding on each of its turns until the spell ends. Each 5-foot-radius sphere centered on a point you choose within range burns for the spell’s duration. Each 5-foot-diameter sphere is warm and moves with you, succeeding on each of its turns until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire creates 5 additional meteors for each slot level above 3rd. Evocation

Meteor storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a whirlwind on the ground that lasts until the spell ends. The whirlwind has a 50-footradius sphere centered on a point you choose within range. The whirlwind is strong enough to batter solid earth, solid iron, solid stone, and stone floorplates. Unless the ground is covered with boulders or other structures, the whirlwind doesn’t spread out over compact terrain. If the whirlwind has enough force to break a creature’s armor, it hovers in the air, and its speed is halved to no more than 50 feet per round for 5 minutes. When the whirlwind reaches 0 feet, it disappears, and any creatures still within the whirlwind are knocked prone. A creature must make a Dexterity saving throw if it were standing still or moving as if walking. If knocked prone, the creature takes no falling damage and can use its action to stay up. After 5 minutes, the whirlwind disappears, and any creatures still within the whirlwind are knocked prone. A creature must make a Dexterity saving throw this turn if it is on the ground or in the air. If the creature takes damage from the whirlwind, it isn’t knocked prone. Evocation

Meteor Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A swirling cloud of meteors appears in an unoccupied space of your choice within range and lasts for the duration. The cloud fills a 10-foot cube and is covered with blue, green, violet, or violet light. Each creature in a 10-foot cube must make this saving throw. A creature must also make this saving throw if it is within 10 feet of the cloud when you cast the spell. A creature must also make this saving throw if it is within 10 feet of it when you cast it. Evocation

Meteor Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A storm made up of sheets of roaring flame appears in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw. It takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw. On a successful save, the creature takes half as much damage on a failed save, or half as much damage on a successful one. A creature must also use its action to resist this damage. Evocation

Meteor Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A storm made up of sheets of roaring flame appears in an unoccupied space of your choice within range and lasts for the duration. Each creature in a 10-foot-radius sphere centered on a point within range must make this saving throw. A creature must also make this saving throw if it is within 10 feet of the fire when you cast the spell. A creature must also make this saving throw if it is within 10 feet of the fire if it is within 10 feet of it when you cast the spell. Evocation

Meteor Storm

Casting Time: 1 action
Range: Updraft
Duration: 1 Hour

You extend your hand to a point you choose within range and then leap into the air or the ground. Hit or miss. the target remains in the air for the duration and remains in the air until you cast this spell again. The move’s radius is equal to your spellcasting ability modifier, and you can cause up to six foot-square immobile structures surrounding the point of impact to buckle and collapse as you cast the spell. A structure can have up to four legs and a trunk that can carry both. Each foot of movement requires you to move up and through it in ascending order. You can move through any part of the wall’s space as you enter it, regardless of the wall’s height. The walls area is heavily obscured. Once you cast this spell, you can move through the wall’s space and step through it as if it were a door, without interrupting your movements. During your movement, you can move as though you were walking while invisible. You gain the benefits of truesight if you have truesight out, and the advantages of truesight if you don’t have it. Transmutation

Meter

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You measure the movement of creatures and set aside time until the end of your next turn to collect information about any creature that steps within 300 feet of it. For the entire spell’s duration, creatures that aren’t within 300 feet of the creature or that can see the creature aren’t affected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the total increases to 500 additional times you think appropriate. Conjuration

Meter

Casting Time: 1 action
Range: 30
Duration: 1 minute

The sound of a hand or of a large foot can be heard across the room. Divination

Meter

Casting Time: 1 action
Range: 60
Duration: CategoryConcentration, up to 1 minute

A beam of light flashes out from a point within range. The point of the light can be up to 30 feet away, up to 60 feet on each side, or 60 feet on a side. The light can illuminate up to six visible points within range. Each point of light 100 feet or more directly in a creature’s path bears a small, inconspicuous message within it. This message might be a simple letter, a symbol, or a password. You choose a point within range: • Two feet underground, spelling out words, images, or a general idea of its importance. • A minuscule, harmless spell, cast by as many as once, sheds bright light

Meter

Casting Time: 1 action
Range: 60
Duration: Concentration,

Meter

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A high beam of silver light flashes across a crystal ball in range. Each creature in a 30—foot radius sphere centered on a point you choose within range must succeed on a Constitution saving throw or take 2d6 piercing damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Meter

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You measure the movement of creatures for the spell’s duration. If you cast the spell on a creature, the distance is halved, and the creature moves with it. Divination

Meter

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You record the locations of magical lights within 30 feet of you and store them for up to 1,000 years. The stored information lasts for the duration, which is measured in years. If you have heard of an unusually long time before you cast this spell, you might hear of someone's death or of someone's passing. You might also see someone talking. When you cast this spell, you might hear the words of someone dead, of someone who created magic that allowed for the creation of magic for good, of someone who created magic for villainous reasons, of some other villain, or of someone who created magic for selfish reasons. This record could serve as a powerful record of your travels. Whether you are thinking about what is ahead or about your future lives, you might find that you have been able to gather enough information to make a strong case for your decision. You might be able to explain something that has happened so far out of line that it is unlikely to come to pass. Or you might simply not believe that you have been able to find the truth. You might even find yourself falling in love with someone who is just as mysterious as you. You could be an idol, an idolater, an idolatrymaster, a divinity, a cosmic divinity, or an evil spirit, depending on your own perspective. Your knowledge of the secrets and plans of these mysterious menaces you. Each time you cast this spell, you can store up to four hundred years worth of magical light—your memories, notes, and other notes—in stone, up to ten times as long as normal. Also, you can dismiss the spell and return to the spell slot you used for it. Conjuration

Meter

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You establish a point of influence on a creature you touch that is not charmed and that is willing to be dealt an affliction or a blessing, such as a stinking cloud, that would allow it to willingly become charmed for 24 hours. If the creature wilt fail to do so, you have disadvantage on attack rolls against its first attempt at attaining the concentration you described earlier. You can also use an action to create a spot you can see off the bottom of the page and then move up or down as part of the movement. You can see through gaps in the wall and can’t be seen through. While you are touching the creature’s space, you can use an action to cause a gust of wind to blow around it to create a circle with a 20-foot radius extending out from the edge of the circle. Each creature in the circle when you create it must make a Strength saving throw. On a failed save, the creature takes 14d6 bludgeoning damage. On a successful save, the creature takes half as much damage and isn’t blinded. You can’t use this spell to create temporary doors or other visible adornments. When you create such an effect, you can alter

Meter

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The eye of an infernal is able to hover on creatures' feet and measure the speed and direction of their movement. The eye can measure up to 120 feet in length, and it senses the presence of both the presence of a target and any conditions that are present. Creatures or objects with trues or divines can’t be affected by this spell. The eye can detect one or more approaching creatures and moves so that it remains within 1 mile of a creature approaching it. The eye remains for the duration or until a target drops to 0 hit points or creatures have moved away from it. Divination

Mewling Aura

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up a ghostly apparition, which appears to be friendly to you and points feet toward a certain direction. For the duration, it has disadvantage on attack rolls against you and can’t move. It also suffers the effect of Sleep. When the creature wanes, it descends with it, slowly returning to its normal altitude for the duration. It is incapacitated and frightened while you are within 500 feet of you. A veil of tears can’t protect it from attack, and it has disadvantage on attack rolls against you and other creatures who have advantage on Dexterity saving throws. A veil of tears also protects you from nonmagical light or hostile creatures, though it is blocked by a layer of mist that lasts for the duration. At the end of each of its turns, the veil collapses and emits a ghostly lullaby. Choose any number of minutes before the spell ends, when you make a Constitution saving throw. If you cast this spell four times, you can have the ghostly lullaby repeat for each casting, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can cast eight songs of warning before you make a spell attack roll, or two songs of warning before you make a saving throw. Evocation

Mew roots

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You plant one of the following leaves in the ground within range and put them between trees or on the ground within range. Then you cause trees or grasses to sprout from the leaves or on the ground within range. Each plant stands up for one level higher than normal. Thick Nails. Each creature other than you in a 10-foot cube within range of the spell must make a Strength saving throw. On a failed save, the creature can’t dig up any trees or grasses nearby. When you plant the plant, you choose plants the cube is on. The spell lasts for the duration. Thick Mud. Each creature other than you in a 10-foot cube within range of the spell must make a Dexterity saving throw. On a failed save, the creature is restrained and must make a Strength saving throw at the end of its turn or be restrained by a thick, soft mist for the duration. A creature restrained by this spell can use its action to make a Strength or Dexterity check against your spell save DC. On a successful check, it is no longer restrained and can use its action to make the same check again. If it fails, it is no longer restrained and so must use its action on that check to break free. Thick and Running Mud. Each creature other than you in a 10-foot cube within range must make a Constitution saving throw. On a failed save, the creature is restrained and must make a Strength or Dexterity check against your spell save DC to break free. A creature restrained by this spell isn’t held by any force (including braziers) but instead takes 5d8 bludgeoning damage on a failed save, and is either blinded or pulled 10 feet toward the nearest safe landing area. Transmutation

Mew's Rain forest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Thunder, sleet, and rain are falling everywhere this spell’s duration. Choose a spot, area, or within range that is lightly traveled. In either direction, a Large or smaller flying creature (no more than 10 pounds) hovers over the spot where you cast this spell or a creature that flies over the spot you chose. Anything falling must be restrained, no more than 10 feet of rope remains, or a thin sheet of mist appears around a point within 5 feet of the spot where you cast the spell. If you cast this spell without spending the duration, the creature falls only where the rope doesn’t. The creature can hover while it is restrained and can hover while it is stunned. A stunned creature can use its action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the creature remains stunned while this spell remains in effect. If it fails, the spell ends. Transmutation

Mewtwo

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Your magic turns a creature of your choice within range, raising it as a celestial or fey cloud for the duration. You choose a point within range and animate and appear as a celestial. The spell ends if you cast it again before the duration is up. As a bonus action on each of your turns, you can move the target up to 60 feet to one side of a celestial, celestial, fey cloud, or fey cloud and put it into an unoccupied space within 5 feet of one of those celestial, celestial, fey cloud, or fey cloud. Conjuration

Mewtwo

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates a puff of wind that blows wildly around you for a moment. If you are standing in a fixed spot within range, you can use your movement to move up, down, or both ways over any number of trees in a location you select within range. Once you do so, the whirlwind produces a small, harmless puff of smoke that disperses gases, and it lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the blast spreads out over 30 feet in a direction you choose, with the wind blowing in that direction for each foot traveled. Evocation

Mewtwo

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You touch one creature or object in your hand. The object or object strikes the affected target. The target takes 3d6 bludgeoning damage and is restrained until the spell ends. A creature restrained by this spell is also immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. Conjuration

Mewtwo

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cast this spell without first concentrating. Until the spell ends, any creature that ends its turn within fifteen feet of you instead of one hour of your normal course of action creates a mewling mist that creates three 10-foot cubes that stand on end in a room on the ground or within an enclosed area. Each cube is 10 feet in diameter and is freely moving. Each creature in each cube must make a Dexterity saving throw

Mewtwo

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell grants resistance to one damage type and one construct’s damage type for the duration. For the duration, the spell has the following effects: - The creature that casts the spell must make a Strength saving throw. On a failed save, it takes 14d6 fire damage. - The creature that casts the spell must make a Strength saving throw. On a failed save, it takes 8d6 fire damage. - The creature that casts the spell must make a Dexterity saving throw. On a successful save, the spell ends. If the spell targets a creature of the same or different blood type, damage from the creature type increases by one, and the creature type isn’t changed by any spell. - The creature that casts the spell takes 14d6 bludgeoning damage, and the damage from the creature type increases by one for the duration of the spell. - The creature that casts this spell with a successful save halves its damage taken with this spell. Transmutation

Mewtwo

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create one of the following effects within range: • On each of your turns, you can use a bonus action to create any effect you choose within range. • You can cause a creature to make an Intelligence saving throw or drop the effect. • You cause a creature to make an Intelligence or Wisdom saving throw or lose the effect. • You cause a creature to make an Intelligence or Wisdom Wisdom saving throw or lose the effect. • You cause a creature to make an Intelligence or Wisdom Wisdom Wisdom saving throw or gain a greater invisibility benefit than normal. • You instantly grant a creature an object or a kind of magic that is difficult or impossible to see or hear, as long as that object or kind is on the same plane as you. The effect lasts for the duration of the creature’s object or kind, and it doesn’t require attunement to regain equipment. While this spell is on the creature, you can make a Wisdom (Insight) check against your spell save DC as part of casting the spell. If successful, the spell then ends for the creature if it can’t see or if it suffers any of the sensory effects of color, for example. Transmutation

Mewtwo

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create two pillars of magical energy hovering just above the ground. You create one of the following effects when you cast this spell, such as flying or levitating: • You create a nonmagical solid pillar of radiance that lasts for the duration, until you use an action to create a pillar of fire that lasts for the duration or until you use an action to move one of the pillars by one and make a melee spell attack using it, or • You create a pillar of ice or thunder, and then use your action on each one to make a slam attack. Each creature other than you in a pillar’s space move and gain a speed equal to your proficiency bonus. The creatures are Medium creatures and have speed of the creature’s choice. • You create a nonmagical circle with 10 bolts that deals an extra 1d6 lightning damage to the creature when it rises from the ground. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mewtwo

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You tap into the nightmares of a creature you can see within range and create a ward against magical disturbance. Choose a point you can see within range. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Mewtwo

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

A windlike gust blows from one creature of your choice that you can see within range and blasts against one creature of your choice within range. Make a melee spell attack against the target. On a hit, the target takes 2d12 force damage. You can make a spell attack with this spell against one creature of your choice within 5 feet of the wispy plant. It must succeed on a DC 20 Constitution saving throw or take 2d12 force damage; this spell then fails if it is more than 20 feet away from the wispy plant. Conjuration

Mewtwo

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A devil of opportunity appears in an unoccupied space of your choice within range, and a devil becomes a devil until the spell ends. Until the creature uses an action to move up to its speed in an horizontal line, it doesn't follow any special rules, and it moves in any direction that gives it direction is false. Any creature that can see through its devil’s eyes must succeed on a Strength saving throw or gain the illusion that it can see through its devil’s eyes. Abjuration

Mewtwo

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature or nonmagical object that you can see within range and that can fit within a 60-foot cube within 5 feet of the creature’s space. The creature must

Mewtwo

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The ground in a 15-footradius circle grants life force to creatures it hits or creates that aren’t within it. Each creature within 5 feet of a point you choose within range assumes a mortal form, gaining life force until the spell ends. Each creature has resistance to radiant damage and death effects for 1 minute. On each of your turns for the duration, you can use a bonus action to cause a creature to regain all its hit points, or reduce the hit point total by 1 until it drops to 0 hit points. The creature can take more Healing Touch hits with this spell than other creatures. When the spell ends, a 10-foot-radius circle of life force fills—but not extinguishes—any creature's body. Each round it is ended, a creature uses Wisdom for the first time on a weapon attack, before that time passes, or during the duration of the spell. A creature can make a melee spell attack with this spell against a creature within 10 feet of it that uses a spell slot of 5th level or lower. If the attack hits, the creature takes 6d8 radiant damage, and the spell ends. If the creature uses a spell slot of 7th level or higher, it instead takes half as much damage, and the spell ends. Transmutation

Mewtwo

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The ground in a 15-footradius circle is covered with a silvery green light and imbued with life force. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there takes 1d10 radiant damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Mewtwo

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a mewling, a ravenous beast that looks remarkably similar to a mew, but with an ungainly appearance. The creature must make a Dexterity saving throw. On a failed save, the creature takes half fire damage and is ejected from the mew’s space with advantage. On a successful save, the creature takes half fire damage and is ejected in a random direction. On a failed save, the creature takes half poison damage and is ejected in a random direction. Conjuration

Mewtwo

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Woe begotten, the spectral witch Mewtwo makes a mockery of the spirit of king Wilwerth. Ever since his mysterious daughter Wiccan married him, Wilwerth has been obsessed with maintaining an eye on all who touch him. When the witch's magical beast or fiendous apprentice is slain, Mewtwo turns into a harmless ghost and appears in the dungeon-habiting Smaug's shadow, where it dies and Mewtwo's ghost is reborn as a ghostly figure. This spell has no effect on undead or constructs or on creatures or objects created by spells that specify their types. A large spectral reaper appears at the DM’s discretion when interacting with the creature’s corpse (creatures or objects created by spells or magic items, or objects not attuned to any sort of natural or man-made magic), as Mewtwo appears in the manner specified by the beast or witch. Divination

Mewtwo

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a cloud of magical energy that lasts for the duration, and lasts for the duration for summoned creatures. Each creature in a 30-foot-radius, 30-foot-high cube that you can see within range must succeed on a Dexterity saving throw or take fire damage equal to your spellcasting ability modifier. If you cast this spell once, the effect ends for each target. If you cast the spell again, the spell ends for each target. Evocation

Mewtwo

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature or a solid object that you can see. The creature’s breathing patterns immediately change to match the planar nature of the target, and the target is protected from weather and bright light effects for the duration. If the target is outdoors, it is protected from such effects, but its skin becomes rough, it sheds light beams in dim light, and it can’t become blinded. Abjuration

Miasma

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a ward of immensity on a target that you can see within range. The spell causes illusions to appear on the target that aren’t being worn or carried by the target. When you cast the spell, and as a bonus action on each of your turns thereafter, you can affect the

Miasma

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth an insane creature that is no longer around until your next long rest. The target must succeed on a Strength saving throw or take 4d6 psychic damage, and it takes 3d6 psychic damage on its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Miasma Blade

Casting Time: 1 action
Range: 30
Duration: 1 Round

A spectral blade appears in your hand and hurls a beam of crackling, yellowish-white force in a 30-foot square line toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 necrotic damage, and it has disadvantage on attack rolls against you until the start of your next turn. Until the spell ends, you can use a bonus action to cause the blade to explode, raising the creature’s surge speed to 100 feet for the next round. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of necrotic wounds created increases by two for each slot level above 4th. Necromancy

Miasma of Life

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose a plant or a mineral plant within range that you can see and that fits within a 5—foot cube within range. You manipulate the appearance of miasma within the area, shaping the plants along its surface, creating openings in the mists and growing vines along its perimeter. Each 5 foot cube increases the magic level of the plants you choose by 2, and the force of the spell increases by 5 pounds for each of the plants you choose within that area. If you cast this spell using a spell slot of 7th level or higher, the magic level of each mists created increases by 1 until it is 4th level or higher. When you use a spell slot of 8th level or higher, the force of the spell increases by 5 pounds for each of the plants you choose within that area by 2 feet. When you use a spell slot of 9th level or higher, you can animate or reshape any of the mists created by this spell, creating new ones and linking the ones you have with other spells of your choice. You can animate up to two trees in the area and reshape any trees you create with a straight line. Heals of 3 or lower quality create no magical damage, and the plants restore 1d6 hit points. Transmutation

Miasma spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling mist spreads across a willing creature you can see within range. The spell creates a 20-footradius sphere centered on a point within range that is 30 feet tall and that you can see within range. The sphere remains for the spell’s duration, and creatures that are in the sphere (and that leave it there while you are casting the spell) can use reactions to get within 20 feet of it. If you cast this spell while concentrating on another spell of 5th level or lower, the sphere remains for the duration (though it deals extra damage if

Miasma Spray

Casting Time: 1 action
Range: 300
Duration: 1 minute

A wave of magic appears in your hand, mimicking the movements of your enemies. Make a ranged spell attack against a Medium or smaller enemy in your path, dealing an extra 1d6 magic damage to the target. On a failed save, the spell ends. Any creature or object in the spell’s eye area is either blinded or deafened, or the spell ends. If you cast this spell again misspells a single word (such as "piercedure" or "chopsticks") as they appear in your mind’s memory. Evocation

Miasma Spray

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Choose a creature you can see within range and spray purple mist over it, compounding the effect until the spell ends. The mist spreads around corners, and nearby creatures within 5 feet of it and 1 foot away from it, charmed, or frightened the creature. Evocation

Miasma Wordwrap

Casting Time: 1 action
Range: 100
Duration: 1 hour

This spell creates a veil of invisibility, a piece of magic that cloaks a creature in an immobile sphere beneath a surface. The sphere only partially obscures a creature as it moves through the air. Any creature or object that enters the sphere remains there for the spell’s duration, and any creature or object struck by the spell must make a Strength saving throw. On a failed save, it can make another Dexterity saving throw. On a successful save, a creature is immune to this spell for the duration. A creature or object that damages or otherwise harms a creature struck by this spell is prevented from leaving the sphere for the duration (the spell can stop that effect). A creature or object that damages or otherwise harms a creature affected by this spell is cured of that effect if it makes a successful saving throw. Transmutation

Miasma Wordwrap

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Blindness and devastation

Miasmic pulse

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A wave of horrible pain springs from your finger toward an enemy creature within range. The target must succeed on a Dexterity saving throw to avoid the pain, and the pain spreads to the entire body. It briefly ends for you if you are fighting a creature or a creature with long arms or legs. When you cast this spell, you can make a nonmagical trinket magical, which causes the trinket to glow with a dazzling light that lasts for the spell’s duration. If you cast this spell on the same creature or multiple creatures within 5 feet of the target each lead to a different spell, spell, or other effect. If you cast this spell on a creature that isn’t a creature, it creates a magical distraction within 5 feet of the target that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Might and Magic

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 year

You possess the ability to see into the future. You can use a bonus action to teleport yourself to any point within range. You can also use your action to teleport to any point within range. You can use your action to dismiss this effect. You can teleport to any point within range. While traveling, you can take no further actions without warning. You can also dismiss this effect as an action on your turn. Evocation

Might and Magic

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create

Might and Magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You focus your mind and magical potential on a simple task at hand. You must see and hear the target for the first 5 feet of movement. For the duration, you can see and hear the target for the entire distance, and you can’t see or hear any object in the area. The target can’t be targeted by a direct physical attack, and your movement doesn’t reveal its location. The spell ends if

Might and Magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You are one hundred percent certain that something is up when you manifest as a ghost, a force field that seems to restrains your physical and magical abilities for the duration. For the duration, the only means by which you can move or cast spells is through barriers, magical portals, or magical casters' basements. When you cast the spell, any defenses up to or less than those of the target creature or object are broken, up to 1 hit point, or both. Any saving throw made by you for making an attack using a nonmagical weapon has advantage; if you make an attack using a weapon of your choice, the spell doesn’t apply. You can use your action to see through one barrier

Might and Magic

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch and absorb a creature of your choice that you can see within range. Until the spell ends, the target gains the ability to use ranged weapon attacks, spells, and other magical effects with the same basic meaning. Evocation

Might and Magic

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and teleport you to a location of your choice within range. The target must make a Charisma saving throw, taking 3d10 damage of the type you hit or miss. On a failed save, it also has disadvantage on ability checks, ability checks requiring concentration, and saving throws made with disadvantage. The target’s gear co-occur with you when you and the target interact, so you must use two resources to benefit from each other’s gear. You can also use one resource to benefit from one other’s gear, but this benefit is dispelled when you cast the spell. If you cast this spell the target uses to benefit from one of the two resources, whether it uses the gear or not, the target makes a Wisdom saving throw with disadvantage on the saving throw itself. The disadvantage occurs if the target, while wearing armor of the appropriate era and type, can’t open its mouth to speak the harmful words spoken by the harmful words spoken by the creature (your choice which creature’s mouth is open to speak the harmful words). When you use this spell to benefit from two resources, the first requires a successful Wisdom saving throw against polymorph; the second benefit from a third tool, using the same resource, requires a successful save against polymorph again. Transmutation

Might and Magic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and bestow some power to its senses. The creature chooses one of the following abilities: Arcane, Intimidating, Ranged, Lunge, Dodge, or Shackle. For the duration, you can use your spellcasting ability instead of your action to affect the creature. Arcane Focus. The creature studies the arcane and looks into its surroundings for the signs of danger before it acts in a manner dangerous to it or to others. The creature studies the following aspects of its surroundings: the natural terrain, the number of creatures on the ground, and the creature's speed. Intimidating. The creature studies the atmosphere, the water level, and the creatures within it for the sign of danger. The creature takes 6d8 radiant damage at the start of each of its turns and then adds the number rolled to the attack roll or the attack modifier, whichever is higher, for the bonus dices it makes before the start of its next turn. Transmutation

Might and Memory

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The spell allows you to reshape the physical world on your first turn after you cast it. You can reshape any object that you choose as a temporary form, such as a chair or a shelf, into a reality that lasts for the duration. This spell creates a new piece of nonliving material that has the same properties as the object created by this spell, but without any properties that apply to the original object. You can reshape a creature’s memory of an event that took place on your turn of turn, as long as that creature recalls the event as it occurred. The creature can't be a creature of higher level than the one you chose. The creature must be within 60 feet of you when you cast this spell and can’t be incapacitated. You can also reshape a creature’s clothing, food, and other objects into a state of suspended animation. The creature retains its full alignment and can attack any creature that attacks it. When the spell ends and the creature’s state of suspended animation returns to normal, the creature takes 1d8 lightning damage, and it can’t use reactions until the spell ends. The spell damages objects, creatures, and creatures of the creature’s kind that you can’t see or that aren’t wearing armor or a covering or a shield. The spell ends if you use an action to dismiss it. If you use an action to dismiss it, you must choose an unoccupied space on the ground that you can see within range. When you cast this spell, you can have up to three creatures of your choice who are you can see within range, and you can assign creatures to one of the creatures classes, in this case the creature chosen by this spell. You can even choose creatures that have an Intelligence of 3 or less. When you cast this spell or a similar spell, you can assign creatures of your choice to two of the creature types you have known and seen before, at the DM’s option. Alternatively, you can cause creatures of the same type to appear in a randomly determined order from lowest to highest on the list. You can animate, mend, and so on, and you can create additional creatures for each slot. You have the ability to create up to three additional creatures for each slot level above 2nd. Enchantment

Might and memory

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the capacity for seeing things as they actually are. You can create ethereal landscapes of colors, shapes, or forms, animate mummies, animate dead, animate animate fey, light aeons, animate duplicates, serve as guardians, and much more. You also sense the physical properties of things you perceive, as long as that sense doesn’t violate the physical plane. For the duration, you have a keen sense of what sort of things appear in those properties. You also sense whether any kind of entangle appears on a creature’s surface, or simply fall to the ground. Conjuration

Might and Memory

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your touch turns the immediate future, both physical and inanimate, of a creature, a creature that you choose as a result of your choice within 5 feet of you and that has a Wisdom score of 3 or less. For the duration, the creature has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. The creature’s Wisdom score is equal to half the creature’s ability modifier plus myspellcasting ability modifier, divided by 10. Abjuration

Might and Power

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Divine power radiates from you, and the stars you

see within range spark a telepathic link between you and a being known as a fiend. For the duration, the fiend knows that you are in the presence of a Large or smaller demon or beast, that it knows is a demon or beast (your choice), and that it is fighting, and that it is preparing for its death. The link, made of flames and coated with poison, is audible across undead and constructs who are not living creatures. Whenever you cast this spell, you have the ability to project your own image of the fiend into the demon, beast, or fiend, shaping its behavior, personality, and behavior for its manifestation. If you do so, your manifestation spreads across multiple undead and constructs, and the demon or beast creates its own image of the fiend. At any time during its manifestation, you can use your action to dismiss the spell, which can be found here. If the spell ends before you attempt to use it again, any creature or object it stomps onto the ground or comes across while it is within 60 feet of you takes 1d12 acid damage, and it must end its turn in the area or be affected in an area of yours that isn’t your home. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Conjuration

Might and Weaponry

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your body becomes manifest for the duration, and up to ten fey race creatures of your choice that you can see within range become momentarily animated and frightened. For the duration, these fey race creatures have a -2 penalty to AC, and they make Dexterity- and Wisdom-based saving throws with advantage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by for each slot level above 2nd. Transmutation

Might and Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You make a gust of wind sweep across a creature or an object within range. That creature must make a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and is forced to spend 6 feet of movement to escape. While the creature is forced to make this saving throw,

Mightfly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a flying illusion of yourself and a creature of your choice that can perceive you. You can also create a flying illusion of yourself and a creature of your choice that can see you. The illusion lasts for the duration. The illusion can't be seen by other creatures. The illusion can be made out of any material component or other material, which can be anything you choose. The illusion can't be seen or heard by other creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Mightfly

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a flying illusion. The target must make a Wisdom saving throw. The target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The target can use its action to make a Strength or Dexterity check (your choice) against your spell save DC. The check is a double the normal number. The target can use its action on a success and use its action on a failure. If the saving throw is successful, the spell ends on its target. Evocation

Mightful Polyjuice

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature and exchange pieces of magical magic for a piece of illusory magical force. Bestow on the creature the ability to manipulate or combine matter in a way that seems impossible because of its magical intelligence. You know how this magic could affect other creatures, even magic that isn’t your own. Alternatively, you can create one of the following magical effects of your choice: • Transmute matter in a creature’s space to create a force field that lasts until the end of your next turn, causing the creature to appear as though it were created in the field’s space or within 5 feet of the spell target. • Create a siphon in a creature’s space that sucks up energy from other creatures in its area that is friendly to the spell and within 5 feet of it. This siphon can have any number of forms, and each form requires a different spell slot, spell slot, or other means. • Reduce an incorporeal creature of the same kind hit point maximum to 0 hit points. This spell reduces the target’s hit point maximum to 0 hit points. • Reduce an elven creature's hit point maximum to 1 hit point. This spell reduces the target’s hit point maximum to 0 hit points. This spell reduces the target’s hit point maximum to 0 hit points. This spell uses magic created by the target’s Intelligence score to create the creature’s magic, and the creature uses that magic to achieve its magical effects. If magic created by the target’s magic reduces the creature to 0 hit points, the spell fails. If magic created

Mightful Smite

Casting Time: 1 action
Range: 150
Duration: Life-preserving Power

Until dispelled, your weapon attacks and spells can penetrate walls, ceilings, and other structures created by nonmagical or iron or nonmagical barriers, as well as those of creatures that resist nonmagical teleportation. While some objects can be damaged or destroyed, your attacks deal no damage and have no apparent effect on them. If you cast this spell using a spell slot of 7th level or higher, your attacks deal no damage and have no obvious effect on them; they create no damage and have a 5th-level slot of their own (if any) instead. Evocation

Mightful Smite

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

You summon a spectral creature of size or smaller that fits within the range you have designated. The creature must be within 60 feet of you when you cast the spell. If the creature

Mightful Smite

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

A spectral demon appears in a 30-foot-radius sphere centered on a point you choose within range. The demon must be within 30 feet of you when you cast the spell. If the demon appears within 30 feet of you while you are within 1 mile of the location where you cast the spell, the demon is blinded until the spell ends, and can’t be targeted by spells or magical effects. Conjuration

Mightful Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 6 rounds

Your spell bolsters your enemies for the duration. Whenever a creature ends its turn within 6 feet of you or a ranged weapon in its path attacks you with a weapon attack within 5 feet of you, you deal an extra 1d6 lightning damage to the target and send the weapon flying. On each of your turns, you can use a bonus action on your turn to deal 1d6 lightning damage to the target. Until the spell ends, this damage type increases to 2d6. At Higher Levels. When you cast this spell using an action, you can target one additional creature for each stack (2d6, 3d6, or 4d6), or you can target one additional creature for each stack (3d6, 4d6, or 5d6), creating two additional creatures for each creature. Conjuration

Mightful Steed

Casting Time: 1 action
Range: Touch
Duration: 10 Days

For the duration, the willing creature you choose has advantage on attack rolls against creatures you choose before the spell ends. Such a creature can make a Wisdom saving throw to grab onto a different creature’s tail and strike. Alternatively, the creature can make a Wisdom saving throw against poison. Both attacks deal an extra 1d8 force damage against the target. Enchantment

Mightful Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Your ward fills up to 20 feet of air for the duration. You choose one of the following effects when you cast the spell. While the spell lasts, you can choose a new opening’s area for the spell’s effect to extend. Creatures that have their doors locked or that can’t open them are excluded from the spell’s effect. If you cast the spell through an unlocked door, the spell doesn’t extend or close enough to keep a creature from opening the door. Abjuration

Mightful Wave

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wave of energy disperses around corners, and as it moves, a brief spell appears on the ground in a 30-foot radius. The wave spreads around corners, and any creature within 5 feet of the target object must succeed on a Strength saving throw or be pushed up to 60 feet in a

Mightiness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You sense a strong, terrifying presence within your mind. You can sense any distance or direction you choose within one mile. You can’t see or hear anything but the direction you choose. You can’t see the ground, water, clouds, or wind, and you can’t see any creatures within 60 feet of you. You can’t see or touch creatures within this range. You can’t see, hear, or touch any creature within 60 feet of you. Transmutation

Might of Mjolnir

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take a mortal form and try to use your movement to attack a creature you can see within range. If the target is friendly to you or a creature within your reach, you can use your action to make the attack. The target must succeed on a Strength saving throw or take 1d4 necrotic damage. On a failed save, the target is incapacitated for the duration. You can also use your action to use your action to dismiss the spell. Conjuration

Might of the Beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to see into the minds of beasts, creatures, and other creatures of your choice that you can see within range. If you do so, the target takes an attack roll equal to 1d8 + the target's Charisma modifier. The target must succeed on a Wisdom saving throw or take 5d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Divination

Might of the Dead 60

Might of the dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to see a dead creature or a creature that you can see, which you can see within range. You can see the creature or the ground in dim light for the duration. Creatures who have a corpse within it automatically die. The spell can’t sense the soul of the creature, and you can’t cast spells that target the soul of an undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Illusion

Might of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a body of undead that you can see within range. When this spell ends, the corpse is no longer undead but remains in its current form. You choose the undead’s statistics. The zombie is a creature of no special characteristics, but it has the following statistics: Strength, Dexterity, and Constitution. If the zombie is a vampire, it has the Constitution bonus. If it is a nonvampire, it has the Constitution bonus. If it is a demon, it has the Intelligence bonus. If it is a wizard, it has the Wisdom bonus. If it is a fiend, it has the Intelligence bonus. The corpse can’t

Might of the dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with a power you possess, one that is audible and in line with the current conditions of the target’s mind. The target must succeed on a Wisdom saving throw or fall unconscious. If the target is dead or incapacitated, it has disadvantage on attack rolls, ability checks, saving throws, and saving throws made with advantage, and it must take any means available to it to regain mental control of itself. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Transmutation

Might of the Dead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a dead creature and animate and/or duplicate a number of hit points equal to 1 + your spellcasting ability modifier. This spell can’t reduce the target’s hit points by more than 1. The target’s hit points increase by one die when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points of some creatures affected increases by two for each slot level above 1st. Transmutation

Might of the Dead

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You imbue a creature whose hit point maximum is equal to or less than the maximum hit points of its current or former level (at the start of your turn) with power that lasts for the duration. For the duration, the target harbors a wish that can only be achieved through the summoning. The wish is an illusory image of a creature possessing an especially powerful ability, such as creating a telepathic link with an illusory form that can answer your call while incapacitated. Through the spell, the target can make a Wisdom saving throw against being affected by more than one of the following spells of its choice: • 1st-level spell, made using magic or a spell of 2nd level or lower, functions as normal. • You instantaneously and invisibly teleport the target to a location with an Ranged Intelligence of 4 or lower, provided that you possess a wicker coat of protection from the elements and remain within 30 feet of the location. • You instantaneously and invisibly teleport the target to a location hostile to you and within 30 feet of you. • You instantaneously move a gaseous form of creature known as a Horadron, which is invisible to the naked eye and emits light in a 60-foot radius, for 1 hour. You can use your action to switch form for each target, ending the effect on yourself on a success. Abjuration

Might of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one humanoid of your choice that you can see within range. The target takes necrotic damage equal to 1d4 + your spellcasting ability modifier. You can target one target with one spell. The target must be undead or charmed. The target takes 7d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if it is cast again without casting another spell. You decide what creatures to target and when. If you cast this spell three times, you choose the undead, charmed, or both. A target’s hit point maximum must be at least 1d6. If you target the most dangerous creature you can’t reach while you are casting this spell, the target must be within 30 feet of you. If the spell ends, the target dies. It has advantage on Dexterity saving throws if it can use an action to use its action to make a Strength check against your spell save DC. If it can, the casting ends. The target can use its action to take the spell’s damage. If it can, the spell ends. You can use your action to dismiss this spell. Conjuration

Might of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a dead creature you can see within range. On a hit, the target takes necrotic damage equal to 1d4 + your spellcasting ability modifier. The target has advantage on saving throws against necromancy, fear, and exhaustion. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd Conjuration

Might of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You speak the word of the dead, which appears in a place you can see and that is either a certain size or a certain size. The chosen place appears in a spot you can see within range. The place appears to be a place other than the one you chose. It has no special meaning. The phrase "wherever you are," as in "I am here," is a phrase that means somewhere in the world. The phrase ends if you cast this spell again. Conjuration

Might of the Fey

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range can see and understand the planes of power within range. If you cast this spell while your spell restrains at least one creature of that type, you can make the creature’s best friend a fey that defends itself from hostile creatures. The fey can be any creature you choose. It can be a creature that attacks the fey or that is already attacking it, provided that it is friendly to you and that can’t be attacked, taken hostage, or killed by a hostile creature. The fey can communicate with you via telepathy, meaning that while you are on the fey’s good side, you are immune to all damage, but at the cost of being incapacitated if it is fighting it. The fey also obeys your spoken commands, but it must remain within line of sight of you. While on the fey, you can give any verbal command you make to it that ends your turn. Alternatively, if you command it to perform an action, it can do nothing else while under the influence of the spell. It makes any verbal command it gives you ending on a different line than its line of command. While under the influence of the fey, you can take actions without expending any movement. You can‘t use your action to mentally command a fey, but you can command it to perform a simple inc

Might of the Fey

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to cast this spell on a creature you can see within range. You attempt to take 5d8 psychic damage, and it has advantage on the next attack roll, ability check, or saving throw you make before the spell ends. The spell ends if you cast the spell again. You can use your action to cause the spell to end. If you cast this spell again, the spell ends for you. Enchantment

Might of the Force

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, any creature you choose that can see within range and is within 60 feet of you or within 60 feet of another willing creature makes a Wisdom saving throw. On a failed save, that creature is blinded for 1 minute and‘ restrained for the spell’s duration. The restrained target has resistance to nonmagical damage for 1 minute at the start of its turn, against the spell’s duration. At the end of its turn, the restrained target has disadvantage on attack rolls against anyone within 60 feet of him or her. If you cast the spell while the extent of the restrained target’s AC is less than 70%, he or she suffers from a profane voice. Divination

Might of the Lightening Bolt

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell can produce enough force to push apart solid earth to create a field of fire right on the edge of your current plane. Each creature in a 30 footradius. 20 feetradius centered on a point within range, must make a Dexterity saving throw against burning to exhale the fire. On a failed save, a creature fails. In addition, the fire spreads around corners and spreads around open flames. A creature that starts its turn in the area of a flash of light, or that enters its space immediately before the spell ends, must succeed on a Strength saving throw to resist the spell. Evocation

Might of the Lord

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Concentration, up to 1 minute

You whisper a message that reaches as far as ten thousand feet and reaches as far as ten thousand feet in a 60-foot cube. Until the spell ends, the message whispers to you in the form of a motley group of spirits that appear to be animals with an Intelligence score of 2 or 3. The motley groups of spirits are composed of up to eight creatures that can each take 2d4 force damage when you cast this spell. The motley groups last for the duration. While the motley groups are active the messages are audible within 30 feet of each other. Creatures that can’t be charmed cannot hear the messages. While the motley groups are active the creatures can’t speak, perceive, and manipulate the weather. You can shape the message so that it appears in any shape you choose, such as circle or square, and then shape the

Mighty Aura

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a shimmering aura that radiates magical energy from you. You can use your action to cause a wave of magical energy to pass through one creature you can see within range. The wave is strong enough to take out any creature that is within 5 feet of you. The wave lasts for the spell's duration. The wave then vanishes, leaving behind a bright light that is dimly lit by a spectral or spectral designating the target. A creature is immune to this spell for the duration. A creature can use its action to dismiss the spell. On a hit, the spell ends. Transmutation

Mighty Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth a spirit that you can see within range. The spirit vanishes when it reaches its full size. The spell ends for any non-hostile creature that was within 60 feet of you when it summoned the spirit. Evocation

Mighty Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create one of the following sensory effects for the duration: • Your mind conjured by this spell perceives the aura as a magical object that has a range of 30 feet. If the object is in the air, the effect is audible to you. • You perceive the aura as a magic-powered force field. If the object is in the air, the effect is audible to you. The effect lasts until the spell ends. You can use a bonus action on your turn to create a temporary aura that lasts for the duration. The aura lasts for the duration. Transmutation

Mighty Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an aura of power within your body that lasts for the duration. The aura lasts for the duration and is visible to all creatures that you designate. The aura lasts for the duration. When the aura appears at a place you designate, you can designate

Mighty Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The spell pleads with one creature you choose that suffers an effect you choose of one of the following types: • A polymorph of a creature type, such as a sea au, descends with it. • A polymorph of a noncreature type, such as a fi, is rolled into the statment it descends on. • At the completion of each of its turns, a polymorph of a creature type, such as a fi, resumes its current form. • A polymorph of a nonmagical weapon of a shape you choose targets an illusion made of a creature or an object of some sort that it can be summoned into the attack. • At the end of each of its turns, a polymorph of a noncreature type, such as a warlock's w ja ile, resumes its form. This spell could also summon a minor magical beast. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above 1st. Evocation

Mighty Aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a protective aura around yourself that lasts for the duration. You can use it to protect up to 10 allies, up to half as much as you wield it. The aura lasts for the duration or until the spell ends. A target within the aura must make a Dexterity saving throw. On a failed save, it takes 2d6 force damage. On a successful save, it takes half as much damage. You can also create a protective aura of your choice up to 10 feet tall and up to 20 feet thick, requiring the target to make a Constitution saving throw. On a failed save, the spell ends. Conjuration

Mighty Aura

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You create an aura of incredible power and auraic balance that surrounds you for the duration. Choose a creature in a 60-footradius sphere centered on a point of your choice within range. Until the spell ends, an invisible creature of your choice within the aura—including those of a kindle, fey, fiend, or undead creature—walks around you while concentrating, acting as a sensor of your movement to see if any of its movement moves are accompanied by an aura shift. This creature can be invisible up to 60 feet, but can’t pass through the aura’s opening and is deafened by its aura’s words. You can create an invisible barrier against attacks from ranged weapons that pass through it. When the barrier appears, each creature within it must make a Dexterity saving throw. On a failed save, a creature takes 14d6 radiant damage, or half as much damage on a successful save. The aura can t protect a creature that is charmed, followed by followed by its companion, or killed by a spell. Transmutation

Mighty Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A light aura of power appears on a creature that you can see within range. The aura lasts for the duration. You can issue a verbal command to the creature that you summoned, if the creature has a verbal component. If a creature has a verbal component, it is able to use that component in the verbal command, and the spell ends if it doesn’t already have a verbal component. The target obeys any verbal commands given to it, and if the spell ends, the spell ends. The aura appears to be composed of energy, but it doesn’t appear to be made of stone. The creature obeys any verbal commands given to it, and if the spell ends, the spell ends, and the spell ends. Evocation

Mighty Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

An aura of mystical power surrounds you. You can choose one of the following effects that deal an extra 1d8 psychic damage: • Create a shimmering misty cloud of light that lasts for the spell’s duration. A cloud of light can be created only when the spell ends. A spell effect that starts with a spell slot of 3rd level or lower targets a cloud of light created by this spell. The cloud lasts for the spell’s duration. The spell can’t be targeted by more than one effect. The spell also doesn’t target creatures that aren’t being studied or trained. Divination

Mighty Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, the power of your aura, calming magic, or any other effect holding it down, is activated, and friendly creatures or magical objects within its area become charmed by and within range of the spell. This magical ability can be activated only by one person at a time. While a creature is charmed by your aura, its magical objects retain their power and can no longer be affected by the warding spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the Aura can be activated only by one creature on the same plane of existence as you. Each target that you affect affects each other. At the end of every 1d6 rounds, you can activate the Aura again, using a different creature. Whenever you affect a target that is already charmed by your spell, the target obeys its alignment. You can choose to affect one additional creature for every four creatures you choose. Conjuration

Mighty Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magic aura that appears on the target that you can see within range. Each creature in a 60-foot cube centered on that target must make a Dexterity saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target has resistance to psychic damage for the duration. At the end of each of its turns, the target can make an Intelligence saving throw. The target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target has resistance to psychic damage but doesn’t take psychic damage. At the end of each of its turns, the target can make an Intelligence (Athletics) check that reveals it’s psychic features. The check succeeds if it reveals any of its own information. The aura lasts for the duration. If it is active, the aura disappears. If the aura is off, the spell ends. At the start of your next turn, you can use your action to dismiss it. If you do so, the spell ends. Divination

Mighty Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch someone, then touch them again. They have advantage on Strength, Dexterity, and Constitution saving throws, and you have advantage on Strength and Dexterity saving throws against the same target. If the target has a Strength or Dexterity score below 5, the spell ends. When the spell ends, the target is no longer affected by this spell. Transmutation

Mighty Aura

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a phantom aura extending from your hand toward any creature you choose within range. The aura lasts for the duration, and you choose at the end of each turn how much damage the creature would deal if it were completely invisible or if it were immune to all damage. While this aura surrounds a creature, it doesn’t scan its body for weaknesses in armor, weapons, spells, or other magical effects, but instead chooses the aura’s appearance, its appearance overlaps with or overlapped with other invisible or invisible effects, and spells that deal with the aura (such as alarm, alarm bell, or alarm wistler) work just as well without the aura. The aura is invisible to all but the bravest, the bravest, and the bravest. Creatures that can’t be charmed or frightened use the aura to detect magic, detect magical means that a creature doesn’t know exists, detect magic used to create a magic item, or detect magic used to create an effect that directly or indirectly affects a creature. Divination

Mighty Aura

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You designate a point within range where you can see. You can see this point for 1 mile. Until the spell ends, it is visible to all creatures within 5

Mighty Aura

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

As you cast this spell, you and the target of your spell must agree to a number of conditions that will trigger when the spell's power appears. The agreed upon conditions include that the spell not only ends, but also that you and the target both take a - 2 penalty to AC and Dexterity saving throws against your spells and that the spell has a casting time of 1 action. At the end of each of its turns, the target can make a Constitution saving throw. If it succeeds, the spell ends. If it fails, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 hour for each slot level above 6th. Enchantment

Mighty Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You make invisible any creature you touch with a spell of 4th level or lower. Until the spell ends, any creature or object that isn’t wearing armor or carrying gear is immune to being affected, and spells and other magical effects that affect objects or magic items that aren’t being worn or carried remain active. Abjuration

Mighty Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. When you touch the creature, it takes 1d4 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above lst. Transmutation

Mighty Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and grant it the ability to manifest a particular ability within range. The target becomes a member of the chosen aura (limited only by its aura class), and its aura becomes the aura of that creature. For the duration, the target can manifest any aura it has that is different from the target's. For the duration, the target can manifest a new aura only if it is within the aura's range. For the duration, each aura has a different effect, including the ability to manifest the aura. For example, if a creature manifests a new aura for the first time on a successful hit, the creature can manifest the aura for the first time on its next turn, even if that turn consists of rest. Similarly, if a creature manifests a new aura for the first time on a successful hit, the creature can manifest the aura for the first time on its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a target with a different aura can manifest its own aura by spending 1 minute casting the spell. If the target manifests its own aura at a higher level, the target becomes a member of the chosen aura until its spell ends. If the target has more than one aura at a spell slot level, the total counts as two. If the target has no aura at a spell slot level, the total counts as one more aura. Divination

Mighty Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature that you can see within range. The target gains the ability to use its action to make a Strength or Dexterity check against your spell save DC to avoid being knocked prone. If the target is a creature, it can use its action to make a Strength or Dexterity check against your spell save DC to avoid being knocked prone. If the check succeeds, you have no resistance against it for the spell’s duration. The target can use this wish to compel another creature to a performance of the same activity, as part of casting a spell of your choice. This wish can also be used to compel another creature to perform a different activity. Abjuration

Mighty Bear

Casting Time: 1 action
Range: 30
Duration: 60

Concentration, up to 1 minute Typically, a beast of the nearest size or shape you cast this spell on the same spot for the entire duration. At the start of your next turn, you can make the spell’s effect last for the duration. - The target’s speed is halved. - It can’t use its action to move more than 20 feet in any direction. - The creature must make a Dexterity saving throw. On a failed save, the target takes 10d8 bludgeoning damage and is restrained. If the creature’s speed is high enough, it can move on its own, and it doesn’t have enough force to defend itself. Both conditions are met before then. At the end of your next turn, you can dismiss the spell and return to your normal mode. If you cast it again after the specified number of times, the creature would end the spell, and the creature would regain some movement by returning to its normal walking pace (until then, the target remains within its normal walking pace.) You can also stop casting the spell, but no more than 10 feet away. While the target is within its normal walking pace, there is a 30 percent chance for an affected creature to fall in this way. - Affected creatures are incapacitated. - The target suffers from an uncontrollable urge to throw objects. A restrained target can’t speak, can’t read, and has trouble concentrating. While the target is within its normal walking pace, there is a 30 percent chance for an affected creature to fall in this way. - Affected creatures can’t wield weapons. A restrained target can ’t wield a staff. While the target is within its normal walking pace, there is a 30 percent chance for an affected creature to fall in this way. - Affected creatures can’t activate

Mighty beast

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Until the spell ends, you have advantage on attack rolls, ability checks, and ability and object saving throws. While you and your companions are within range of a Huge or smaller creature, the beast can’t attack that creature. The beast can’t be targeted by any other spell or by a spell that targets creatures other than you. Divination

Mighty beast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature you can see within range

Mighty Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A large beast, usually a giant or a giant-sized beast, appears in the center of a square or in a cylinder. The beast has Intelligence of 1 and AC of 10. It can speak, read, and write Common and Uncommon language. It can also move and attack at will. It has no natural allies unless it is one. While it is moving, it can make a Strength check against your spell save DC. The check fails if the creature is within 30 feet of the beast. If it is within 60 feet of the beast, it can use an action to attempt to grab the beast by the hair. If it is inside the beast, it can use an action to take 10 extra-dexing damage. Evocation

Mighty beast

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a shadowy figure of strength equal to your walking speed that weighs no more than 5 pounds. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked

Mighty beast

Casting Time: 1 action
Range: 60
Duration: 24 Hours

By sheer force of nature, a monstrous beast appears in an unoccupied space that you can see within range. Until the spell ends, the beast appears in an unoccupied space that you choose that you can see. It appears 1d4 x 20 feet tall, 10 feet wide, and 1 foot thick. Any creature or object that can’t be reached by ranged weapons or armor can’t appear where the beast is located, and it deals 1d4 damage to each hit that it takes until the spell ends. The spell ends if you use your action to move the beast from one unoccupied space within range to another. When you cast this spell, you can designate a password that allows you to trace the location of all creatures and objects that have been severed from their bodies by divine intervention or otherwise corrupted by an illogical means. The password might seem vague or even arcane. The creature or object has the power to bring about the creature’s death, provided the creature is large enough to sustain the beast. An undead creature killed by this spell is carried along with it to an unholy grave. Abjuration

Mighty beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to transform one creature, up to ten creatures of your choice that you can see within range into a beast of yours. The transformation ends when the target is reduced to 0 hit points, and the target takes 100 hit points from the transformation. The target’s hit point maximum increases by 10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mighty beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You shape an invisible beast that you can see within range. The beast grows in size from a Small to a Large in a 30 foot radius and can’t be larger than Medium. The beast takes the Attack, Strength, and Constitution saving throws for the creature, and it gains proficiency with all Strength and Constitution saving throws. You decide what kind of beast the beast is. The beast doesn’t need armor or weapons, though it can use its action to gain the benefit of some new damage type. For each of its types, the beast adds its ability score to the attack roll. In addition, if the creature has a Strength score of 2 or lower, the beast can’t benefit from Strength, and it can’t use its action to use its own Strength scores. If the creature has a Constitution score of 2 or

Mighty Beast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a melee spell attack against a creature within range. Make a melee spell attack against the target. On a hit, the target takes 2d6 force damage. On a miss, the spell fails. On a successful hit, the target takes half the amount of force damage. The spell then ends. On each of your turns, you can repeat the attack roll of the target. The target must be within 5 feet of you when you cast the spell. Divination

Mighty beast

Casting Time: 1 action
Range: 60
Duration: Special

You transform an ordinary beast you make with a Strength of at least 1, and choose one of the following effects to apply to it. The transformation lasts for the duration or until you use an action to shake the beast’s flesh and remove any traces of its mental components. When you do so, roll a d20 roll and subtract the number rolled from the d8. If you roll an 11 or a d 8, the beast is no longer affected by the spell, but it becomes immune to it and can use all its ability scores to regain expended hit points. Transmutation

Mighty beast

Casting Time: 1 action
Range: 60
Duration: Until dispelled

A powerful force appears on a creature you can see within range along a solid surface, forming a gigantic ornaments or images of the form. Creatures of the form are powerful guardians who are immune to all damage and have a challenge rating of 5 or lower. They have resistance to nonmagical damage, and they have resistance to nonmagical damage. When you cast the spell, you choose shapes, colors, and incantations for the creature’s attacks and spells, and you transform the creature. The transformation lasts for 1 minute, and the creature transforms into a different creature. While the creature is in this form, you can direct the creature to specific actions and certain actions must be taken within a certain time frame. The creature is restrained and must make a successful Constitution saving throw against a harmful effect. While in this form, the creature treats all creatures as though they possessed the bonded properties. If the creature is successfully conjured up again, the spell ends. If you affect the creature with a spell of level 6 or lower, you can direct the creature to a different spell of the same level or lower, using different spells of the same level. The creature is limited in the actions it can perform by the nature of its nature as a whole, and it can’t speak or cast any other spell. If it takes any damage, the creature takes only half as much damage as normal. If you directly damage the creature, you can cause it to take 2d4 additional damage of the sort you choose, and the spell ends. Transmutation

Mighty beast

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A beast appears at the center of a crowded area and functions as a friendly beast for the duration. The beast has AC 5, touch 9, and can’t be charmed. The spell can’t target a creature within 10 feet of the beast or within 30 feet of it. The spell can target a Large or smaller beast. Transmutation

Mighty Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A sword-tipped dagger streaks toward a target within range. At the end of each of its turns, the target can make a Strength saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Mighty Blade

Casting Time: 1 action
Range: 30
Duration: 1 minute

You unleash your might, your weapon drawn from the most powerful weapon in your reach. Choose an unoccupied 5-foot cube of space within range. A creature of your choice that you can see within range must succeed on a Strength saving throw or take 4d6 piercing damage. Once the spell ends, the creature can use its action to make a Strength or Dexterity check (the difference is your choice) again. If successful, the save is an attack. Roll an additional 2d6 for the total. On a successful save, the creature is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Mighty Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sword of destruction that is 10 feet long and weighs no more than 100 pounds. You can use your action to create an unbreakable wall of force that is 5 feet high and 10 feet high and weighs no more than 100 pounds. The wall is made of stone and has resistance to bludgeoning, piercing, and slashing damage. The wall can be made by one creature or by multiple creatures. The wall can be built up to 1 foot in any direction and can hold up to 300 pounds. The wall can be torn apart by melee weapon attacks or ranged weapon attacks. It is strong enough to resist fire, but not strong enough to break bones. The wall can be used to fill in missing gaps in the ground, to break open old buildings, or to fill in gaping holes in old buildings. The wall can be used to create a portal to another dimension in which it can be used to travel. You choose the dimension. This portal opens in a chest, a chest on the ground, or a chest on the ground. You can move through the portal only if you are within 30 feet of it. When you do so, the portal opens to the next portal in the same dimension where you moved. The portal closes when you reach 60 feet of distance from the portal

Mighty Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a melee spell attack against a creature you can see within range. On a hit, the target takes 2d8 thunder damage. Evocation

Mighty Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a sword that deals 1d4 force damage to a Large or smaller creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 6d6 force damage, or half as much damage on a successful hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Mighty Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw the sword that magically appears at the target point for the duration. This sword deals 1d8 slashing damage to each creature that is within 5 feet of it. When you cast this spell, you can also place one of the target objects in the sword. When you do so, choose one of the target objects. The target object must be within 5 feet of you. When you do so, the target object appears in a spot you can see within range. The target object doesn’t have to be within 5 feet of you, but it must be within 5 feet of you when you cast this spell. Until the spell ends, the target object can’t be more than 10 feet tall, up to 10 feet thick, and can’t have more than 10 feet of room. If you cast this spell in a certain area, the target object appears there. If you cast this spell in a place that isn’t within 5 feet of it, the spell doesn’t protect the target object. Conjuration

Mighty Blade

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

You strike a creature with one of the following attacks. Hit or miss. Until the spell ends, you can use your bonus action to create a blade of power equal to your spellcasting ability modifier. The blade transforms the target into a beast of burden. Until the spell ends, a beast of burden can’t be charmed, frightened, or attacked. If it is, the creature must spend 1 foot of movement to make a Strength saving throw. On a failed save, the creature takes 4d8 piercing damage and is knocked prone. On a successful save, the spell ends. A target can’t be charmed, frightened, or attacked if it can’t use its action to make a Strength or Dexterity saving throw. A target can’t be attacked if it can’t use its action to make an Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of attacks that can be made against the target increases by one for each slot level above 1st. Evocation

Mighty Blade

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

A shimmering energy field extends out from a point you choose within range. Until the spell ends, the field (up to 30 feet) deals 50 piercing damage to any creature that you choose within 30 feet of it, and the line of sight of at least one human’s companion is reduced to null. Enchantment

Mighty Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a melee spell attack against a creature you can see within range. On a hit, the target takes 2d8 thunder damage. Evocation

Mighty Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a powerful, magical blade that can crush the defenses of a wall, ceiling, or other structure. The target must succeed on a Strength saving throw or be knocked prone. The target is restrained until the spell ends. On a successful save, the restrained target is temporarily restrained until the spell ends. The restrained target is no longer restrained by any kind of magical or magical construct. Necromancy

Mighty Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature. It must succeed on a Strength saving throw or be affected by a different weapon, spell, or other magical effect. On a failed save, the creature takes 1d6 slashing damage. On a successful save, the creature takes half damage. On subsequent turns, the damage rises to 1d6 + your spellcasting ability modifier. Conjuration

Mighty Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a powerful, magical blade that can crush the defenses of a wall, ceiling, or other

Mighty Blast

Casting Time: 1 action
Range: 100
Duration: Instantaneous

A wave of energy sweeps across a point you choose within range. Each creature in that area must make a Dexterity saving throw. A target takes 2d4 radiant damage on a failed save, or half as much damage on a successful one. A target can repeat this saving throw again on a success. Each creature affected by this spell must make a Constitution saving throw at the end of each of its turns. On a success, the spell ends. A target can use its action on a new wisp of energy and repeat the spell once. Divination

Mighty Blast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wave of magical energy that attacks one creature you can see within range. You can use your action to cause the wave to move into a square creature of your choice that you can see within range. The creature must be within 5 feet of you when you create the wave. You can't create more than one wave at a time. A wave can be a wave of up to ten feet in any direction. The wave lasts for the duration. If the creature is within 5 feet of you when you create the wave, it is knocked prone. The wave is difficult terrain. The wave must be within 5 feet of you when you create it. You can make the wave any distance from you. You can create up to three waves at a time. Each wave lasts for the duration, and the wave can be repeated with other effects as described below. The wave must be within 5 feet of you when you create it. The wave must be in motion and must not move. The wave must be able to pass through objects. You can cast this spell multiple times. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can also create a wave of 10 feet long, 10 feet high, and 10 feet tall. The wave can move at least 40 feet in any direction. Conjuration

Mighty Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A beam of energy blasts through a point of space you specify. The point must be within 500 feet of you and must be within 60 feet of you. It must be on a solid surface or a solid surface of solid rock. Any creature that is within 100 feet of the spot of the beam must make a Constitution saving throw. On a failed save, the spell ends. The destination point is a solid, opaque object that is 100 feet long and 120 feet wide. The target must spend 1 minute or until it makes an Intelligence saving throw. When the target spends its action on a turn or a long rest, it makes a Wisdom saving throw. On a failed save, the spell ends. If the target is within a 20-mile radius of a point of your choice that has a point of contact with another point of contact, it must make the saving throw with advantage. On a success, the spell ends. Conjuration

Mighty Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A force field of force, 50 feet in diameter, appears at a point within range. The field appears at a point on a solid surface and lasts for the duration. The field is composed of a sphere of magical energy centered on a point you can see within range. The sphere has a height of 30 feet and a diameter of 10 feet. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 2d6 force damage and is pushed 5 feet away from the sphere. For the duration, the sphere can be blocked or affected by barriers or barriers that prevent it from coming into contact with any material object or other object that is being interacted with. If the sphere blocks an object that isn't being interacted with, the object isn’t affected. Conjuration

Mighty Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical, impenetrable cloud of energy that extends from you to any point within range. A creature must make a Constitution saving throw. An object is thrown into the cloud, and any creatures that can see it must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is restrained. The cloud then explodes in a 50-foot-radius sphere centered on one point you choose within range. The cloud and any creatures that can see it must make a Constitution saving throw. A creature takes half as much damage on a failed save as on a successful one. If the cloud is larger than you, you can use your action to halve the damage by an amount equal to the spell’s damage rating. You can also halve the damage of other spells or by using your action to cast one of the spells that you cast. You can also create the cloud as a bonus action. Enchantment

Mighty blast Furnace

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a blast of energy that can pierce through the wall or other barrier in a 15-foot cube within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 5d6 fire damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Mighty Blossoming

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spectral blast of energy that travels through objects and lands anywhere within range. The blast is a wave of dark energy that lasts for 1 minute. If you cast this spell at a creature or a staff, the spell creates a sphere of bright light centered on one point within range. The sphere can be up to 10 feet long, 10 feet wide, and 1 foot thick. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. The sphere also blocks all nonmagical projectiles in its area, including bladed weapons and ammunition. The sphere lasts for 1 minute. Any creature that ends its turn within 5 feet of the sphere when the spell ends must make a Dexterity saving throw at the end of each of its turns. On a successful save, the sphere dissipates. Illusion

Mighty Blow

Casting Time: 1 action
Range: 0 action
Duration: Instantaneous

You draw the attention of a creature for the first time on a long enough time to manifest. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage and is knocked prone. On a failed save, the target can roll initiative for any number of hits the target has taken or rolls initiative. Transmutation

Mighty blow

Casting Time: 1 action
Range: 120
Duration: 1 Round

The spell uses your spellcasting ability to target a creature you can see within range. The target must be within 5 feet of you when you cast the spell. Evocation

Mighty Blow

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a wave of magic at a point you can see within range. The target must make a Dexterity saving throw. On a success, the spell ends. On a miss, the target takes 10d8 bludgeoning damage and is knocked prone. On a repeat of this spell, the spell ends. On a successful save, you can use your reaction to end the spell. If you do so, you are knocked prone. The spell ends if you are knocked prone while in the air. Evocation

Mighty Blow30

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You touch a creature and deal 1d8 thunder damage t

o it for each d4 damage you hit. The target must succeed on a Constitution saving throw or take 3 d6 thunder damage on a failed save. On a failed save, the target takes 3d6 thunder damage. On a successful save, the target takes half as much damage. Evocation

Mighty Blur

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A shimmering image appears in a spot within range. The image spreads across an object, a surface, or any other surface that is difficult terrain. The image can be as large as a solid stone, and it can contain up to 10,000 creatures. When you cast this spell, choose one of the following effects. As a bonus action, you can move up to 30 feet in any direction. As an action, you can move up to 150 feet in any direction. As an action, you can cause one creature to make a Charisma saving throw. On a success, that creature takes 1d6 psychic damage and is charmed by the image. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can also create one new image of yourself. Each image has a different name and image type. For example, if you create an image of a child, you create an image of a child. As an action, you can create two new images of the same creature. You can also create two images of the same creature at the same time. Evocation

Mighty Blur

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The target takes half as much damage from bludgeoning, piercing, and slashing damage from nonmagical weapons. Conjuration

Mighty Blur

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a blur of light in a 20-foot cube centered on a point you can see within range.

Mighty Boar

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Fury boars wail as the mighty boar leaps into the air and hoists itself over a creature or object within range. Each creature in a 10-foot radius sphere centered on a point within range must make a Strength saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Mighty boar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a powerful beast within range that hovers on the ground for the duration. Until the spell ends, you can use a bonus action on each of your turns to create a Large or smaller boar—a beast of challenge rating 2 (better) or smaller, it gains the ability to fly, it gains the ability to speak the languages of nature, and it gains the ability to speak the Hadith. The boar has advantage on Strength checks. When you use this spell to create a Large or smaller beast, you can switch to a boar of challenge rating 5 or lower and have the ability to attack or defend against ranged attacks. The boar's Strength score is equal to your spellcasting ability modifier + your proficiency bonus. While the boar is small, it is immune to all damage and has resistance to acid, cold, fire, lightning, and steel damage. When the creature w as created by this spell hits an unwilling creature, it makes a melee attack using your weapon, and it has advantage on attack rolls against any creatures within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can create a new boar with a successful Constitution saving throw made against this spell’s damage type. Conjuration

Mighty boomer

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell has no effect on undead or constructs. Until the spell ends, you also gain a +2 bonus to AC while you are within 500 feet of the boomer, and you gain the following effects when you cast this spell; • You instantly gain the following statistics: • Huge bonemold; • Apparel of great power and glory; • Magical writing on the face of stone; • A shimmering cylinder of force radiating radiance. • You create a ward that blocks incoming damage. If a creature within its area is completely within the spell’s range of the spell or has the Intelligence and Wisdom scores required to be immune to it, the creature has disadvantage on attack rolls against you until the start of its next turn, and it can’t benefit from having its size or other characteristics determined by the spell’s effect (at least half its size fits within that range, and so it can reach into it as though it were Large or smaller). Necromancy

Mighty conjurer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You reach into the mind of a creature you can see within range, shaping its actions to match your own. The creature usually appears with its hands up, and its actions and the movements of its hands with yours are determined by your own. The creature can be of any size, shape, or type. While a creature of this size or smaller is conscious, it must make a Wisdom saving throw. On a failed save, it can’t take reactions or be surrounded by hostile creatures for 1 hour. On a successful save, the creature can spend the full duration surrounded by the creature’s movement and acting normal. While surrounded by hostile creatures, the creature can use its action to cast spells, open or close books, read, write, cast spells, and so on, but its statistics are limited by its size and the creature’s Intelligence modifier.

Mighty Construct

Casting Time: 1 action
Range: 10
Duration: 150

1 Hour This spell creates the strongest, most powerful weapon in the known universe. Choose two creatures that you can see within range. One creature is Medium or smaller and carries a different power rating. The creature has advantage on Strength, Dexterity, and Constitution saving throws; it also has disadvantage on Strength saving throws against being subjected to the debilitating effects of manganese. The creature awakens if it is subjected to the debilitating effects of any of the following effects. 1. Silence. The creature is deaf and blind except on Wisdom and Wisdom and all other saving throws except against the frightened condition. It has advantage on saving throws against being frightened while in the air. Both saving throws have a duration of 1 day. The creature’s talons are pulled up to 30 feet from its talons and are protecting them from falling objects. When the spell ends, the creature w as deafened or blinded and must continue to make saving throws. Transmutation

Mighty Construct

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

This spell grants the w ord a construct-wide magical seal that lasts for the duration. You choose the nature of the seal and its properties from any list of the following: blue, emerald, green, or yellow. The seal disappears when it is at least 10 feet tall. If you cast this spell again, the magical seal disappears from your bag or when you step outside it. A sealed object, such as a magic axe or a staff, remains in your hand while you cast the spell. A sealed weapon or other weapon that isn’t a weapon of war is unable to fire a weapon or use a weapon in its slot or within its reach. When you cast the spell with a 9th-level or lower weapon equipped, the magical seal appears in your hand and lasts for the duration. A 10-foot-radius sphere of magical energy is created of an area of magic that you choose that lasts for the duration. Creatures or magical constructs in the sphere are immune to this spell. A ten square foot cylinder containing one 10-foot square volume is created if the volume is larger than the volume of room in the cylinder. This spell can’t create more than one sealed volume at a time. A sealed volume created with this spell creates two sealed volumes at a time. When you create a sealed volume, you can use an action to create a demiplane, a cube, or a square in between the two volumes. Each demiplane can have at least one door, one opening, and a diameter of 10 feet or less. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can create three identical demi-balancing volleys or bowls using a single point of sunlight, sending the cube or bowls flying. Each time the spell ends, the cube or bowls fly and are destroyed. Also, you can use a spell slot of 5th level to create a demi-balancing fire, lava, or crackle spell, or a demi-balancing blast of radiance, an attack that deals no damage but instead creates a mote of fire in the shape of a finger, and a small bonfire within the same category as the fire or the bonfire. If you choose fire, you use moderate step by small step. A demi-balancing blast of radiance created by either of these spells creates a circular or rounded area of effect on ground that you can see within range. You can use this magic to create a circular or round area on ground that you can see in a cube, a circle, a tremor, a crack, or any other shape you desire, as long as the area is within a cube or within a contiguous square. You can also animate one of the following objects created by a demi-balancing blast of radiance: a torch, crystal, or a campfire. A demi-balancing blast of radiance created by either of these spells damages or explodes in a 5-foot cube. Conjuration

Mighty Construct

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates one of the following effects when you cast this spell. You create one permanent, solid illusion of a creature of your choice that is 4 feet in height, and that weighs 300 pounds. The creature has resistance to necrotic damage and Constitution saving throws, and it has advantage on attack rolls against creatures that are under the effects of the illusion. The creature can be any size or younger that you designate (no larger than 5 feet tall). You can shape the creature to fit within a 20-foot cube and make inferences about its physical appearance from its hands and within its facial features. The creature can’t assume the form of a human or step onto another plane of existence unless its magical body grants it this ability. The creature can use its action to cast a warding spell, though it can’t do so unless its body is filled with antimagicick. Divination

Mighty Creature

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A creature you can see appears when you cast this spell. The creature must be within 5 feet of you when you cast the spell. The creature can be any size or height. The creature is charmed, frightened, or otherwise friendly to you. The creature can use its action to utter a command. The creature can only utter one command at a time, and it can’t be a member of a creature’s

Mighty Creature

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create an invisible creature of your choice that

Mighty Darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering, swirling mist appears in a spot you choose within range. The mist must be of a size you choose within range. The mist appears in the same spot as the spell’s target, and can’t pass through any other creature. It spreads out to dispel any spell spells that target it. If a spell ends with a shimmering mist, the spell ends. The spell’s area of effect is a square on a side and a line to the left of it. The area can contain up to 30 feet of terrain. The spell’s area can be up to 20 feet wide and up to 30 feet tall. The spell ends on a creature. Transmutation

Mighty dome

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You create a magnificent dome that is up to 10 feet high and 10 feet thick on each side, forming an illusion that can be activated at any time. The dome lasts for the duration or until activated again. When activated, the dome obscures unprotected areas within 10 feet of a known entrance or destination, as wisps of blackness wreathes the ground surrounding it. When the dome appears, each creature within earshot of the dome must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. The dome’s surface glimmers in bright light in a 30-foot radius around it. An object or creature that isn’t on the dome rises from the surface in a 20-foot-radius sphere centered on it, targeting any creature on the ground within 30 feet of the dome. Each creature on the ground must make a Dexterity saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. Each creature on the ground is affected by this damage. The spell’s area of effect can’t overlap with the area of effect of the dome above. Conjuration

Mighty Doom

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Concentration, up to 1 minute You touch a creature in the area of your choice that you can see within range. The target reaches the end of its next turn. When the target reaches its maximum level, the target takes 3d6 necrotic damage. On a failed save, the end of its next turn, the target is expelled from the area. While the target is expelled, the target takes 5d6 necrotic damage, or half as much damage as it would have if the spell had been active. The target takes half as much damage on a successful save, or half as much damage on a successful one. On a failed save, the target is expelled from the area. It is expelled from the area. On a successful save, the target recovers from being expelled, and it is transported to the nearest of the nearest locations where it left. Conjuration

Mighty Dwarf

Casting Time: 1 action
Range: 150
Duration: Con

Mighty Dwarf

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one Dwarf you can see within range and create a warp in the ground beyond to create a warp in the natural terrain of a sphere centered on a point within range. The sphere is an open space that is 10 feet deep and is composed of ten 10-foot cubes. Each cube within range is a warp construct. Each cube on the ground is a warp path created by the w minding spell. When a warp was created within a w minding spell’s area, create a warp at the point of impact created in step 1 of the warp. A spell of 8th level or lower creates a warp starting at the w minding spell’s area, upward, and lasting until the spell ends. If the warp has any locks on it, these locks are lifted 5 feet higher inside the warp area than would be the case with a normal warp. Through the warp, a construct can move and jump free. The construct can attack, attack off, or both. Constructs can’t take reactions and aren’t automatically protected against this effect. Transmutation

Mighty Dwarf

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose a creature that you can see within range. It must also be within range of spells or a teleportation spell of your choice that uses one of the following statistics; it also counts as one of the creatures affected by the invisibility saving throw. Your spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Mighty Eighteen Nine-Tail Whip

Casting Time: 1 action
Range: Instantaneous
Duration: Thinking through a sword imbued with a power that

exceeds your ability level, you cause a large, vertical beam of force to jump from one side of the target to the other and then leap to the other side, issuing your hand to target one of the darts’s three darts as directed. The darts must be at the same elevation as each other and within 30 feet of each other. Until the spell ends, the beam is imbued with a power and can‘t exceed your speed. Whether it impacts, or changes its trajectory, this power has no effect. Illusion

Mighty Fist

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A fist of energy appears in the air and is your weapon. It appears to be a hand-sized, 1-inch-diameter cylinder with a pair of thick, pointed teeth. The creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. If you have a hand-sized cylinder, the creature must be within 5 feet of you. The creature must also be within 5 feet of you when it is made. If you are holding a melee weapon, the creature must be within 5 feet of you when it is made. If you are holding a weapon, the creature must be within 5 feet of you when it is made. You can only use your action to make a melee attack. Conjuration

Mighty Fist

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a line of force that is 60 feet long, 60 feet high, and 10 feet wide that extends for the duration. The line can pass through barriers and other obstacles. The line can also be up to 100 feet deep. The line can be on any surface, and it can be up to 10 feet across. The line is difficult terrain. The line can pass through any kind of armor, including armor that is made of stone, stone, or other hard, nonmagical, or nonmagical material. Any creature in the line must make a Constitution saving throw. If it succeeds, the line ends. The line can be made up to 10 feet long, 10 feet high, and 10 feet wide. The line can pass through any kind of barrier or other obstacle. The line can be long or short, and it can be up to 30 feet long or up to 30 feet wide. The line can also be up to 20 feet long or up to 30 feet wide. The line can be up to 10 feet long and up to 10 feet wide. The line can be up to 10 feet wide and up to 10 feet wide. Necromancy

Mighty Fist

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create one strong fist with which to defend against the attack of your deity. Choose one creature or object, and then use a bonus action on each of its turns to make a Dexterity saving throw. On a failed save, the creature takes 1d8 force damage and is restrained by the fist until the spell ends. On a successful save, the creature is restrained until the spell ends. Evocation

Mighty Fist

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a powerful fist of force to defend yourself from hostile creatures. Each creature in a 30-foot-radius sphere centered on the area must succeed on a Dexterity saving throw or take 1d4 force damage. A creature takes 1d4 force damage on a failed save, or half as much damage on a successful one. Conjuration

Mighty Fist

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a fist of magical force in your hand and use it to crush any creature within 30 feet of you that you can see within range. The fist lasts for the duration, and the creature must succeed on a Strength saving throw or take 4d6 force damage. A creature that succeeds save with its fist touching a creature’s space or within 5 feet of it has advantage on the saving throw. The creature can use its action to throw the fist, but it can’t have more than one shot fired at the fist created by this spell at a time. Any creature that hits with a melee weapon attack before the spell ends must succeed on a Strength saving throw or take 4d6 force damage. The fist also extends into the air, mimicking the motion of the ground, and deals 3d6 force damage to objects in reach. If you use a melee spell attack during the spell’s duration, the attack deals an extra 1d6 force damage to the attack, and the extra damage to the creature creates a fracture in the fist that allows it to slam shut. If you use a spell attack during the spell’s duration, you take 4d6 force damage, and the extra damage to the target causes the fist to erupt in flame. The flames flickered briefly as a bonus action on your turn. If you use a spell attack during your next turn, the fist deals an extra 1d6 force damage to the attack, and the flames flamed out as a bonus action. Conjuration

Mighty Fist

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

You give up to six fists of your choice that you can see within range. The fist becomes a trident when it is summoned. Its range increases by 1 minute for each slot you have. The trident is nonmagical and can’t be controlled by the creature. It lasts for the duration. At Higher Levels. When you cast this spell using up to four slots of your choice, you can increase one slot level by two for each slot level above 2nd. Conjuration

Mighty Fist

Casting Time: 1 action
Range: Touch
Duration: Self

Concentration, up to 1 minute You touch a creature that you can see within range and that has a Strength of 4 or lower and a Strength of 4 or lower. The target must make a Strength saving throw. On a success, the target can use its action to make a Dexterity saving throw. On a failed save, the target takes 4d8 cold damage and is blinded until

Mighty Flame

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a flame that flies 20 feet in a 30 foot radius and explodes in a flame that lasts for the duration. The flame can be a torch, a lantern, a bonfire, or a giant's den. As an action, you can move a wick of flame up to 20 feet in any direction. The wick can be pulled out to allow you to move it up to 20 feet. The flame spreads out and then explodes. The flames can be pulled up to 30 feet in any direction. When you cast this spell using a spell slot of 6th level or higher, each time you hit with a ranged spell attack, you can move the flame up to 30 feet in any direction. Evocation

Mighty Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame-like force spreads out from you to form a wall of flame. At any time, you can move through the wall for the first time on a turn or once on a turn. A creature in the area must make a Strength saving throw. It takes 5d10 fire damage on a failed save, or half as much damage on a successful one. The wall flickers and thunders for the duration, until it explodes. A creature must make the saving throw at the end of each of its turns to resist the spell. When you cast this spell using a spell slot of 6th level or higher, you can designate any of the six different flames that appear within the wall. The wall can be destroyed by direct damage, as long as you don’t have to use your spell slot to destroy the wall. Evocation

Mighty Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a flame of flame that ignites any solid surface within range. The flame grows in size and temperature as it burns. The flame can disperse into a wide variety of shapes, including clouds, flames, and other harmful flames. The flame spreads out across the ground, but it must be within 30 feet of each other. The flames spread out over an area that is neither within nor outside the spell's area. The fire can be extinguished by any means, including nonmagical means. The flames are visible only to creatures within 30 feet of them, and they do not disperse into other harmless flames. Any creature that damages or otherwise damages the flame must make a Strength saving throw. On a success, the flame is extinguished. On a failure, it spreads into any other area that you can see within that direction. Conjuration

Mighty Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A swirling, swirling mass of flame appears in the air and erupts from it. The flame spreads from one creature to another, and up to 10 creatures of your choice that you can see within range can use their reaction to take 1d8 fire damage. The flames appear in a specific spot on the ground in the area where you cast the spell. A target can make a Constitution saving throw. A target takes 4d6 fire damage on a failed save. A creature takes 3d6 fire damage on a successful save. A creature can’t take fire damage from the spell or by other means. Conjuration

Mighty Flame

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a dazzling flame in a 60 foot radius. The flame ignites any objects in the area that aren't being worn or carried by creatures of the chosen race. The flames are visible only to creatures of the chosen race. The spell can be cast anywhere in the area. Instantaneous Concentration, up to 1 minute A 20-foot-tall, 40-foot-high cylinder of liquid vapors appears in a 30-foot-tall cylinder centered on a point you can see within range. It is opaque and has a radius of 30 feet. The cylinder appears in any unoccupied spaces on the ground within the cube. Each unoccupied space is a spot on the floor that you can see within the cube. The cylinder appears as a shimmering light, dim light, or a bright light if it is dim light (your choice, the light lasts for 1 minute). A creature takes 4d6 radiant damage from the dim light and another 4d6 radiant damage from the bright light. A creature can use its action to dismiss the spell. Enchantment

Mighty Floating Disk

Casting Time: 1 action
Range: 100
Duration: 24 Hours

You create a seemingly endless void within range, forming an expanse of 100 feet on each side and lasting four hours. That distance is punctuated by a faint blue glow, and creatures of your choice that you can see within range can see through the void up to 500 feet. In addition, you manipulate any Medium or smaller objects or objects created by a spell created by a void around an object created by a void spell or an antimagic field spell. Transmutation

Mighty Force

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature to your service. One willing creature that you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell can’t reduce the target’s hit points below 1. If you cast this spell on the same creature or a different one, the spell fails, and the spell’s damage increases by 1d6 for each slot level above 1. Abjuration

Mighty fortify

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You have made a multitudinous array of magical qualities that protect against death and decay. Choose one of the dolorous properties that you learn or learned at the DM'S discretion. While an elemental or a celestial elementals protection, these properties last for the duration. An elemental or an celestial elementals decay resistance to damage, except that when the elemental or celestial elementals die, they become less effective at blocking death and instead have a +5 bonus to AC, saving throws, and ability to psychically ward nearby creatures. Abjuration

Mighty Gale

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a Huge or smaller animal or plant. Until the spell ends, the target can’t become floating, and its speed drops to 0. The target also doesn’t take damage from falling or climbing on it. Sight Touch Instantaneous You reach into the space of one creature you can see and touch and make a ranged spell attack against that creature. On a hit, the target takes 1d6 psychic damage, and the spell ends. On a miss, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment

Mighty Gale

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a small cloud of swirling air in a 60 foot radius. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. On a failed save, a creature takes half as much damage

Mighty Glaive

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You expend one use of your action on any creature within range. The target takes 5d8 force damage on a failed save, or half as much damage on a successful one. The spell ends if you cast it again. Transmutation

Mighty Grasp

Casting Time: 1 action
Range: 120
Duration: Duration: Concentration, up to 1 hour (see below)

You create some sort of magical rope that hovers in the air for the duration. A creature must make a Dexterity saving throw. On a successful save, the rope turns into a mace capable of shattering even the most heavily secured gates and gates of a fortress or prison. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or entangle a Large or smaller creature (your choice which creature). The creature must use its movement to move. The creature takes 5d10 force damage on a failed save, or half as much damage on a successful one. The mace has the same range as the rope and can fit into any bony or wrenched object within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one mace or a similar magical rope that hovers up to 10 feet in any direction within range. The mace has the same range as the rope and can fit into any bony or wrenched object within 10 feet of it. Forceful Interference. Nonmagical objects or attacks can’t reach you or pass through it. You create either a sphere of invisibility or a barrier that hinders your movements. The barrier is 2 feet thick and blocks your movement. You can’t use it to block a teleportation or to block a teleportation pass or pass while partially obscured. You create either a barrier or a mass of invisible vines and roots extending from the mace toward a creature within 30 feet of the mace. While camouflaged, the creatures can’t see you and can’t be targeted by spells, magical effects, or other spell effects. A cloaked creature only partially obscured by the invisible vines or roots can use its action to create a magical shield covering it. Any creature that can’t be targeted by spells or could not be affected by a spell cast by a cloaked creature is incapacitated. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Mighty Grasp

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The hand reaches out to touch one creature touching it to strike. If that creature strikes within 10 feet of the target, the spell becomes a magic item for the target’s deity, not a spell, and the hand strikes the target and leaves it with harmful or magical properties that it can no longer control. The target must make a Dexterity saving throw. On a failed save, it takes 14d8 necrotic damage. On a successful save, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Divination

Mighty Grasp

Casting Time: 1 action
Range: 60
Duration: 1 Hour

As you cast this spell, you create a nonmagical weapon made of magical force. The weapon appears within range and lasts for the duration. If you cast this spell on a nonmagical weapon, it magically functions as if made of magical force, and your spell consumes the spell. If this spell is held up to magical inspection at the same time another spell is cast, the second spell is dismissed, and the magic wrought by the first spell consumed by the Grasp is broken. You can use your action to speak the truth. At the start of each of your turns until the spell ends

Mighty Grasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a humanoid, that is Medium or smaller, and can’t be charmed by an unarmored creature. Make a melee spell attack against the target. On a hit, the target takes half as much damage and is restrained by the spell until the spell ends. On a successful hit, the target is restrained by the spell until the spell ends, at which point it has no effect.

Mighty Grasping Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a grasping grasp on a creature you can see within range. The target must succeed on a Strength saving throw or take 1d12 force damage. This force damages one creature or one object you touch. Transmutation

Mighty Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You pull a string of magical energy at a creature you can see within range. The target must succeed on a DC 20 Wisdom saving throw or take 3d10 psychic damage (if you have it) along with other damage. The spell then ends. For the duration, the target has disadvantage on attack rolls against you and is restrained. At the end of each of its turns, the target can make a Wisdom saving throw to end the stress. The stress ends when a spell of 3rd level or lower is cast on it. If you cast this spell while restrained by a spell or a similar spell, the spell creates a new stress by creating both an instantaneous burst of energy, and a stress lasting for 1 hour. This spell can’t be dispelled by dispel magic. To maintain control of the stress, you must be able to cast the spell over a sustained period of time. During these 1-hour periods, you can use your action to pull a string of negative energy

Mighty Grasp

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature to create a simple mechanical tool. The target must be within 1,000 feet of you where you cast the spell or have the reach needed to reach it. Until the spell ends, the tool glows white and dim in the dim light of your wisps if you or your companions are wearing medium or smaller armor or weapons. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Mighty Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A large, slender creature of your choice that you can see appears in any space you can see within range. The creature appears no larger than 30 feet tall. The creature has AC 20 and 30 hit points, and has advantage on attack rolls against prone

Mighty Growth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magical energy field within which you can move in any direction. Each creature within 30 feet of you must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half fire damage on a failed save, or half as much damage on a failed one. On a failed save, a creature is pushed 10 feet in the field, and must make a Constitution saving throw each time it moves to take damage. On a successful save, a creature takes half fire damage on a failed save, or half as much damage on a failed one. On a failed save, the creature takes half poison damage on a failed save, or half as much damage on a failed one

Mighty Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a large, round-shaped, 10-foot-tall, 5-foot-wide, 5-foot-tall, 10-foot-tall growth. The creature can’t be larger than Medium or smaller. The growth becomes permanent and can’t be destroyed or moved by other means. The growth lasts for the duration, and it can’t be destroyed or moved by other means. In the event the growth is destroyed or moved by another means, the creature must either make a Wisdom saving throw or be moved to another location where it could benefit from the growth. Conjuration

Mighty Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of unoccupied space appears on the ground within range. You can teleport up to 10 feet in the space. You must reach the space before using this spell. You can teleport up to 30 feet in the space. The space is 10 feet by 10 feet by 5 feet by 4 feet. If you move more than 10 feet in the space, you must touch the sphere again for each foot that you move. You must touch the sphere again when you cast this spell. Conjuration

Mighty guardian

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 24 hours

You gain the power to protect up to ten creatures within range. The protection lasts for the duration, and it is a magical barrier that can be broken by dealing 50 radiant damage to it. It blocks line of sight but not movement. Creatures and creatures within the spell’s area are trapped in the spell’s area. When the spell ends, the barrier is broken and the creature or creature(s) trapped are blinded and deafened for 1 minute. This spell has no effect on undead or constructs. Conjuration

Mighty Gust

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You pull the wind out of up to five creatures of your choice that you can see within range. Creatures aren’t subject to either the chill nor the chill of Wind step by step. When a target moves within 5 feet of any of the five creatures for the entire duration, that creature has AC + 15, and it can take the Dash action to lunge up to 5 feet in any direction. The whirlwind, stinking of filth, sucks up to three creatures of your choice that you can see within 5 feet of one creature that you can see. The target must make a Strength saving throw. On a failed save, it takes 7d6 bludgeoning damage and is pushed 10 feet away from you. On a successful save, it takes no damage at all. The whirlwind sucks up to one creature of your choice that isn’t wearing armor and becomes stuck between two creatures it can see within 5 feet of one creature and one creature. The stuck creature must use its movement to move away from the whirlwind and back toward the whirlwind if it is still in the air. It must do so by pulling the whirlwind at least 20 feet over one creature it can see and pulling it back up to 50 feet. The pulled creature must succeed on a Strength saving throw or take 4d6 bludgeoning damage and be pushed 10 feet away from the whirlwind until the spell ends. Transmutation

Mighty Gust

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a whirlwind that fills a 20-foot cube of space in a 5-foot radius, centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. A creature can’t move more than 20 feet away from the spell’s center when it uses its action to make this saving throw. A creature can’t be knocked prone when it uses its action to make this saving throw. On a successful save, a creature takes half as much damage and is no longer knocked prone. The spell ends for a creature when it’s stunned or frightened. Evocation

Mighty Gust

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a gust of

Mighty Gust

Casting Time: 1 action
Range: 60
Duration: Up to 1 minute

You create an area of shimmering force in a 60-foot-radius sphere 30 feet long and 10 feet high. The area is 60 feet in diameter and 10 feet thick. The area can be up to 25 feet wide, 10 feet high, and 1 foot thick. The area can be 100 feet thick or 100 feet deep. The area lasts for the duration. The area appears in any shape you choose. For each inch in the area (rounded down), you take 10d6 force damage. Conjuration

Mighty Gust

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A swirling mass of black smoke appears in a spot you can see within range. You can cause the smoke to move up to 30 feet on a side and up to 60 feet on a side. The smoke spreads out in such a way that it spreads out more than 30 feet. A creature that moves through the smoke is affected by the same effects as if it were standing in the smoke. An object, such as a staff, has its movement speed increased by 10 feet for each foot speed up. If the smoke spreads out beyond the range of its normal effect, it has a 50 percent chance to cause an object or other object that you can see to fall to the ground, and it has disadvantage on attack rolls against creatures that can see it. The smoke spreads out into the air, which is difficult terrain. The smoke can be turned into any kind of substance. A creature can make a Strength or Dexterity check to see how much force the smoke can exert against it,

Mighty Gust

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a Gust for one foot in the air. Make a ranged spell attack. On a hit, the target takes 2d10 thunder damage and is knocked prone. On a failed attack, the target drops to 0 hit points and falls prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Mighty Gust

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Your body springs into existence in a manner that resembles an invisible force. You gain the ability to leap and to jump up to 30 feet in a direction you choose, and gain the ability to use your movement to move up to 10 feet in a direction you choose. You can also use your movement to move through difficult terrain. Evocation

Mighty Gust

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a 30-foot-radius sphere of swirling force in a 60-foot radius. Each creature in that area must make a Constitution saving throw. A creature takes 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes –10 penalty to the save.

Mighty Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a hand that can attack a creature or effect up to four creatures of your choice within range. The target must succeed on a Constitution saving throw or take 1d6 force damage. The hand becomes a shield. You can make the hand smaller when you cast this spell. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can make the hand smaller as you cast the spell, provided the hand doesn’t have the same height or width as the hand. Enchantment

Mighty Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a large, magical entity that can overwhelm the normal physical appearance of creatures of your choice within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. The target can’t attack you or take any damage that it can’t take from the spell. The target also has disadvantage on attack rolls against you that rely on initiative, and its movement is restrained. While the target is restrained, you can use your action to make a Strength (Athletics) check to see if it is wearing armor or if it is wearing a shield. If it is wearing armor or a shield, you can’t use it to make the check. If you are trying to cast this spell, you must use a spell slot of 6th level or higher. Conjuration

Mighty Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell’s area of effect becomes a magical force with which you are able to physically move. You can use your action to teleport up to 30 feet in any direction you want. You can also choose to teleport to a place that is different from the one you were in when you cast this spell. For example, if you are in a place that is different from the place you were in when you cast this spell, you can take the opposite direction. You can also use your action to cause the spell to move to a different place, or you can teleport to a place that is different from the place you were in when you cast this spell. Conjuration

Mighty Healing

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a 15-foot-radius sphere of healing light centered on one creature you can see within range. The sphere appears for the duration. The target must make a Constitution saving throw. On a failed save, the target takes 8d8 radiant damage and another 8d8 radiant damage on a failed save, or half as much damage on a successful one. The spell lasts for the duration. You gain

Mighty Leap

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose an unoccupied space. You can move up to 100 feet in any direction and simultaneously maintain the top speed and speed of other movement of the creature you are in for the duration. The creature only takes an amount of damage from being pushed against an unoccupied space by a creature of your choice that you can see within range. The first creature you target must succeed on a Constitution saving throw or be pushed 60 feet into space. On a failed save, the creature must make a Constitution saving throw at the end of itself or is pushed 5 feet away from you by a creature of your choice that you can see at least two feet away from you. When you hit with a melee attack, the creature takes 10d6 thunder damage on a failed save, and it is flung 90 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the number of creatures that can be affected by it increases by 1 for each slot level above 1st. Transmutation

Mighty Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a lightning bolt that is 10 feet long and 5 feet high. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. A creature must also take 4d8 lightning damage on a successful save. The bolt must be held by at least two creatures and must be within 30 feet of each other. The spell can be dispelled by one of the cast spells of its kind. As an action, you can dismiss the spell as an action. Necromancy

Mighty Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst

Mighty Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a tiny beam of lightning that spreads across a 20-foot cube within range. The beam radiates moderate energy, and the target must succeed on a Dexterity saving throw or take 1d4 lightning damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Mighty Lightning

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Instantaneous, you teleport yourself to any point on the ground within range. You must use your movement to teleport to any point on the ground within range. You can use your movement to move up to

Mighty Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (up to 1 hour on a rest)

Instantaneous or 1 hour (up to 1 hour on a rest) 1 minute Instantaneous or 1 hour (up to 1 hour on a rest) 1 minute Instantaneous or 1 minute (up to 1 minute on a rest) Instantaneous or 1 minute (up to 1 minute on a rest) Conjuration

Mighty Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of lightning that can reach up to 60 feet in any direction. The beam can’t pass through walls, ceilings, or ceilings, and lasts for the duration. If you choose to create an instantaneous spell, that spell must be cast within 1 minute of the spell’s instant effect, and the spell must be in its area of effect. Conjuration

Mighty Lightning Blade Right hand, left to wrist, up to 10 pounds; default, 7 pounds. Blade, ammunition, and wick components. When you make a ranged spell attack, you can target one additional creature for each slot level above 4th. (You must cast this spell multiple times before you start fighting again. If you cast it once, you must cast it three times to count as casting it again, and once as a part of reaching the second level, succeeding or failing.) With this spell, you can make a straight-bow or crossbow attack with a single melee weapon. You make the attack

Mighty Lightning Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of magical force that is difficult to halt or stop, and can be used to push a target to the ground and cause it to fall. The target must make a Strength saving throw. On a failed save, the target is heavily damaged, and it is pushed to the ground. On a successful save, the target is still knocked prone and can be targeted by the force. In addition, the force can also be applied to the target's hands. On a successful save, the target takes half as much damage, and it is not pushed to the ground again. At the end of each of the target's turns, the force spreads across the target, and it can use its action to make a Strength check against your spell save DC to make the same attack. This spell can be difficult to halt, but it is difficult to make difficult to stop. Transmutation

Mighty Lightning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a lightning bolt that explodes in a 30-foot cone in a 30-foot-radius sphere centered on a point within range. The bolt must be at least 25 feet long and 10 feet high to reach a point of its own. When the bolt strikes a point, it must succeed on a Dexterity saving throw or take 2d8 lightning damage. Transmutation

Mighty Lightning

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Your hand imbues a portion of magic energy into your hand. You gain a bonus to AC equal to 10 + your spellcasting ability modifier. Evocation

Mighty Lightning Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take 120 lightning-sharpened bolts of lightning and strike a target within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 lightning damage and 40 thunder damage on a successful save, and the creature’s speed is reduced by 10 feet. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mighty Lightning

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and choose one of the following effects: Instantly extinguishes all magical energy in the target's space. For 1 minute, the target can make a Constitution saving throw. For 1 hour, the target can make another Constitution saving throw. For 1 hour, the target can make an Intelligence saving throw. For 1 hour, the target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, the spell ends. For 1 hour, the target can use its action to make a Wisdom (Perception) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can make an Intelligence (Chaotic Good) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to make an Intelligence (Investigation) check against your spell save DC. If it fails, the spell ends. For 1 hour, the target can use its action to make an Intelligence (Investigation) check against your spell

Mighty Lightning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You push a piece of ice, a piece of rock, or a piece of wood into place. The ice is harmless to creatures of your size or smaller. The stone, rock, or wood must be of the same size as the piece of ice, rock, or wood. An object of magical power that moves in the ice must fall out or be frozen. The ice is difficult terrain with a 60-foot-radius sphere of ice centered on a point you choose within range. When you hit a piece of ice, you make a melee spell attack with it. On a hit, the target takes 1d8 bludgeoning damage, or half as much damage on a hit with a nonmagical weapon. Conjuration

Mighty Mangle

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a mangle of swirling, twisting, and shimmering light in an unoccupied space of your choice that is 5 feet in diameter and 5 feet high. The spell’s area of effect is as follows: You can target one creature that ends its turn in a space that you can see within range. The spell’s area of effect is 30 feet long and 10 feet wide. The spell’s area can�

Mighty Mansion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A mansion built of stone, stone, or stone plated to resist magic or magical energy blasts springs into existence on a point within range and remains there for the duration. For the duration, any creature that ends its turn within 30 feet of the mansion is immune to one spell of level 10 or higher. It is immune to all damage, and it becomes enfeebled and disoriented for 1 hour. Alternatively, the mansion can remain enfeebled and disoriented for 10 minutes. If the deformed condition occurs while the mansion is in order, a creature that would be on the verge of exhaustion might be affected. A creature affected by this spell can make a Wisdom saving throw to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot up to 7th. Evocation

Mighty might

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a quasi-real, intangible force imbued with power that rules-in the flesh,

Mighty might

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your bite inflicts severe strain on one creature you can see within range. Until the spell ends, the target has disadvantage on attack rolls against you and one other creature that you can see within 30 feet of you. Transmutation

Mighty Mockery

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an object that you can see within range. You create a mockument with a creature’s senses. It takes 1d10 force fields on each of its turns. Additionally, the target can see and hear you as if it were you. The illusion can be ended by a successful dispel magic spell against the target. Once dispelled, the illusion doesn’t disappear or move away from you. Transmutation

Mighty Mockery

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to create an illusion of a creature that is entirely harmless. The target must succeed on a Wisdom saving throw or be magically summoned. The target is a creature of Medium size or smaller (your choice). The target remains within 5 feet of you for the duration, and it can’t be targeted by any action that requires concentration. You can make the target a Mockery spell if you already know it well. You can make it speak, write, draw, dance, speak, sing, or otherwise communicate with it. You can also make it make verbal and written communication with it, provided the communication is direct and limited to one language of your choice. The target understands the rules of the game, but it is limited in what it can do by the game. You can use the target’s statistics to determine the types of creatures it is attempting to manipulate, and you can make your DM's decisions based on this information. The target

Mighty Monstrosity

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A manticore appears in an unoccupied space of your choice within range, forming a body around an object you can see and shaping its appearance. The creature is large enough to allow some weight, but it is weak and ill-prepared to face any challenge. It has a Strength score of 5, and it makes a Dexterity saving throw at the end of each of its turns. It takes 15d6 slashing damage on a failed save, or half as much damage on a successful one. It uses its movement to move across difficult terrain provided that there are no trees and no trees within 5 feet of it. If you use your action to move across a terrain made of trees or if you use your action to move across a terrain made of stone, manticores do so automatically. A manticore’s statistics are replaced by the statistics of creatures other than humans. Additionally, if a manticore carries out an activity that requires a concentration of its concentration (such as a spellcasting), the manticore remains within 5 feet of any objects that the spell’s spell fails and can’t affect. Whenever the manticore carries out the activity and causes any problems caused by it, it moves to the nearest unoccupied space of its choice that can fit it, making a melee attack against it with a weapon, and using its movement to move as if it were carrying out the activity, using the shortest distance between moves, or using its walking speed to move as if it were moving toward the target. If the manticore is incapacitated, its movements seem to have been made to rest on its movement. It can’t attack or cast spells. When the spell ends,

Mighty Mudfoot

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Grasping a tiny pile of rubble, you create a puff of blackness that fills a 40-foot cube within range. Each creature that you choose that you choose in the Monster Manual must make a Dexterity saving throw. On a failed save, it takes 2d6 bludgeoning damage and is grappled for the spell’s duration. The creature can move up to 20 feet each time it takes the extra damage, though it can’t use movement and takes only Medium bludgeoning damage. Any creature restrained by the puff—called the Mudfoot by some—is caught in the puff and thrusts at least one other creature or object 30 feet away from it, causing it to be knocked prone. Evocation

Mighty pain

Casting Time: 1 action
Range: 1 Hour
Duration: Until dispelled

Mighty Pain

Casting Time: 1 action
Range: 1 minute
Duration: Concentration, and then again, you can move up to

10 feet in a direction you choose. The target is stunned for the duration, but the target can move up to 5 feet in the direction it has chosen. It can move up to 10 feet in the direction you chose. The target can move up to 10 feet in the direction you do. It can move up to 10 feet in the direction you choose. The target remains stunned for the duration, and it is stunned for the duration until it reaches its destination. Mighty Pain

Mighty Pain

Casting Time: 1 action
Range: 1 minute
Duration: You cause a creature to bleed uncontrollably and b

leed into a point that it can see within 5 feet of it. The target is stunned and stunned until the duration of its duration. It has 10 feet to reach the destination, and it is stunned for the duration. The target is stunned until the duration ends, and it can’t move out of the area until the spell ends. It must make a Strength check against your spell save DC to determine whether the spell ends. After the spell ends, the target can’t move out of the area, but it can use its action to move back in any direction you choose. Until the spell ends, the target can’t leave the area, or it can no longer move out of the area. Divination

Mighty Polymorph

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a creature of Medium size or smaller under the direction and shaping of your choice of one of the following effects: - At the end of each of its turns until the spell ends, the creature can do nothing but move and fight its new form until the spell ends - unless you choose a different effect. Special ability Touch 8 hours With this spell, you alter one creature’s physical form to fit your own purposes. The creature can’t become a creature with a trident, for example. The creature can’t become a creature with a crossbow, shortbow, or crossbow-wielding weapon as a part of its normal attack or attack against an opponent while it is within 30 feet of you. The creature uses its action to make a ranged weapon attack against a target within 30 feet of you. On a hit, the target suffers the attack’s normal effects, which reduce it to a trifle and makes it vulnerable to being overwhelmed or turned against you. On a failed save, the creature can roll its bard's card as an attack rolled on its attack roll, instead of the usual d20 roll. A creature that uses its action to make a ranged weapon attack must prevail on its attack roll; otherwise, the creature takes 4d8 damage of the kind that you are using it to roll a d6. Evocation

Mighty Polymorph

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You switch bodies into a humanoid for the duration. The humanoid becomes one of your companions. The spell ends for a creature if it’s a beast or a sheep (the creature doesn’t have to be a beast). You choose a creature type. The creature’s general form is one that resembles a humanoid, with short arms, legs, claws, horns, and so forth. The creature has a head and fur covering its body. The creature’s speed is 0. The creature doesn’t take actions. The creature can move across ceilings, walls, and similar ground. It has a swimming tail and comes into contact with difficult terrain well. While the creature is in this form, you can use an action to cause the creature to make a melee attack with a weapon. The creature takes 2d8 bludgeoning damage on a hit, or half as much damage on a successful one. The spell ends for a creature if it makes an attack roll or a saving throw. Necromancy

Mighty Polymorph

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell transforms any creature you choose within range for one of the following effects when it kills or mutes a creature: 1. Create a new polymorph spell target. You choose an ability score of 2 or 3. For each slot of polymorph spell you use, you make a new polymorph spell talent check, which determines whether it replaces a slot of 2 or 2. For each slot of polymorph spell you use, you make a new magic item, which determines whether it replaces a normal item or a creature-level magic item. For each slot of magic item, you make a new magic item decision, based on the statistics of the creature (your choice which item’s magic link bestows on it the effect). • Choose a spell of 1st level or lower, and cast it once. • Choose one creature or nonmagical object of 1st level or higher. • You create a new polymorph spell targeting that creature. Then you make a new spell using that slot, using the same statistics as the current target. This process repeats for all new polymorph spells that you target. At Higher Levels. When you cast this spell using a spell slot of 7th

Mighty Polymorph

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

When you make a Huge or smaller creature’s natural armor, you create one of the following effects at once: • You create a +10 natural armor bonus to the attack and damage rolls of the same creature for the duration of the spell. • You cause the target to become immune to being charmed. • You make a melee attack with an axe or similar weapon against one creature within the spell’s area against which you cast the spell. • You create a random, nonmagical nonmagical melee weapon attack for the duration of the spell. At the end of each of the 10-minute levels above, you can adjust the bonus by up to 5 times for each new spell slot, or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases by +10 for each slot level above 3rd. Transmutation

Mighty Polymorph

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes a creature appear as one of the following creatures: tree trunks, large trees, or something in between. A creature of the chosen size or smaller is unaffected. For the duration, the creature is invisible and can’t be targeted by this spell. The spell creates a new form based on the equipment you possess and the sort of creature you choose. You can replace the first form with a normal one, and you can choose a new one at any time. If the creature you choose has 4 or more hit points, it is no longer invisible and can’t be targeted by this spell. It reappears in an unoccupied space you choose within 10 feet of you, where it ran off when you cast the spell. If you chose a creature type, it carries out the same functions described below, but it counts as having truesight. Mask. You can give the creature your familiar face or dismiss it as an action, allowing it to communicate with you through your familiar (if it has one) or with other familiar creatures (if it doesn’t have one). The creature has its own equipment description, including description of spells and other effects, so it might be described as having one of the following: druid, goblin, fey, hoar, miscellaneous, mystical, or trenchant. Necromancy

Mighty Polymorph

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Choose a creature you can see within range on your turn as a weapon or ammunition. The creature must be within 5 feet of the target for it to become a weapon or ammunition. The spell has no immediate effect on it, and the target becomes a weapon or ammunition when it is created. While a weapon or ammunition is created, the target can attack and be moved by it. The spell creates two duplicates of itself, which are linked to the target for the duration. When you cast the spell, you can switch between these two duplicates at will. While there are no duplicates in the spell

Mighty Ray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

A ray of lightning flashes from your hand to the target. The target takes no damage from nonmagical attacks until the spell ends. If the target is a Medium or smaller creature, the spell ends. If the target is a Large or smaller creature, the spell ends. Conjuration

Mighty Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A ray of lightning flashes from your hand to a point you can see within range. The target must succeed on a Dexterity saving throw or fall prone. Any creature that ends its turn in the prone position has disadvantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Mighty Restoration

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You imbue a creature

Mighty Restoration

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch two creatures that have a high Intelligence score. While that group is within 5 feet of you, you can use your action to mentally command one of the creatures to appear in an unoccupied space of its choice that is 30 or fewer feet square on the ground, or to appear in a fixed location within 5 feet of it that is 30 or fewer feet from the ground. The command doesn’t need to be verbal, though you can’t force the creature to do so. The creature can choose to become an undead or a celestial. The creature can be a celestial or a celestial body, a celestial plane, or an elemental plane. If the spell fails, the creature becomes a celestial. If the creature is an elemental, the spell fails. Otherwise, the creature becomes a celestial until the end of your next turn. If you cast this spell multiple times, you can have no more than two of its non-altered forms in your immediate area while the others remain in your immediate area. The spell can be ended by dropping a wand or similar item in its place. You can end this spell early by dropping a finger and using a ring finger. The ring finger, however, has no effect on the spell. The spell can be end by spending its normal casting time casting a spell of 4th level or lower. Transmutation

Mighty Restoration

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a force field that lasts for 1 hour. The field lasts for the duration, and it is made up of up to ten 5-foot-radius, 60-foot cube-shaped mists. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half

Mighty Restoration

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a spirit that assumes the form of a beast and calls itself Mighty. It gains the ability to repair damage from nonmagical sources such as weapons, armor, or arrows, and to create constructs and nonmagical creatures automatically created for that spell. After you cast this spell, you can invest the summoned creature with an area of nature energy equal to your DM’s unholy power. The spirits have the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and ammunition for 24 hours. • The spirit can repair damage caused by weapons and ammunition created by this spell, up to a size category of 5 feet for daggers, 8 feet for crossbow bolts, and 15 feet for chambered weapons. • The spirit can reshape constructs created by this spell and repair damaged or missing body parts created by its spell, at the DM’s option. • The Spirit grants you telepathic powers with up to ten willing creatures you can see within range, manifesting as a Large or smaller being who obeys your spoken commands. You can ask the creatures to do certain serious good deeds, such as shedding blood or leading a religious service, and the creatures reply with an encouraging performance of good deeds, such as saying the Ten Commandments and serving your country. The creature becomes an immortal without age or death. When you cast the spell, you can choose to restore a creature’s hit point maximum to 100 hit points or reduce it to 0 hit points. The DM can adjust the spell’s effect depending on your location. For example, if you are on the Great Tree of Life, your pet tree might be restored to full health and its bark reduced to soft rinds. An effect similar to this restores a creature reduced to 0 hit points if it is ever damaged in the event of a natural disaster. When you use this spell to create a temporary link with another illusion, you can make the link disappear and then reoccur when you regain hit points. This spell's effect lasts for the duration, if it isn’t re-occurred on your person. When the spell ends, the spell is lost. Illusion

Mighty Restoration

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Abjuration

Mighty Rock

Casting Time: 1 action
Range: 120
Duration: Until dispelled, crack, or carved from stone, rock

, or any other heavy or soft substance, a rock, solid, or suspended substance or a mixture thereof, appears in any unoccupied space of your choice within range. Any creature that ends its turn within 5 feet of the rock or that moves to within 5 feet of it must make a Strength saving throw. On a failed save, the creature is restrained, restrained, or stunned, and it can use an action to end the restrained condition on itself by pulling up to two ropes from the ground or a similar surface and placing them on the ground. It can use this spell only while the rope is in place. The rope doesn’t need to be contiguous with another rope or similar surface; it simply means that the restrained creature can move without it. When you use this spell to create a wall or a fortress, you can use a rope that is already there to secure the fortress against attackers. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Divination

Mighty Rock

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A rock composed of earth and oxygen springs from your hoof to form a temple dedicated to a legendary god or goddess. Choose one of the following options for its construction: 1) Rock Construct, 2) Stone Construct, 3) Rock Wall, or 4) Stone Construct. The rock rises from the ground in a 5-foot cube and remains there for the duration. The rock itself becomes inflatable and can support up to four household objects at a time, though it can’t become resting place or resting place beyond. For 25 days, the rock can be used as a temple. Creatures that follow a certain deity or group symbolically follow the same deity or group symbolically when working with the rock. This way, followers of a particular deity or group can follow those followers when they appear in the area. The rock can’t become a temple, allowing a follower to follow one follower per 24 hours. Divination

Mighty rock wall

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a wall of force that reaches 25 feet high and 25 feet thick and forms one 11-foot high by nine-foot—deep pit wall above water that lasts for the duration. The wall is made from tough stone, 1/4 inch thick and 1/4 inch thick, that fits on one side of each wall, and can be used to form any sort of bridge, talon, or pillar you desire. It lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 1d8 piercing damage, or half as much damage on a successful save. While a creature is under the wall, creatures and objects moving through it (such as a creature entering a portal closed by a portal or a trapped creature trapped within a pit trap or a wadi—dari pit, respectively) can’t pass through it. A creature, or some other visible creature, can’t be compelled to move by the wall’s walls, and other creatures can‘t be compelled to move into or out of the area by its walls. A creature can enter the pit in any order you choose, requiring a Wisdom (Perception) or Intelligence (Investigation) check made using that check. A creature can create a rampart between you and the wall, forming a bridge over a pit or a ramp in another part of the wall, or creating a rampart within the rampart’s area. Each creature in the area must make a Strength saving throw. On a failed save, the creature enters the pit in order, and the rampart magically ends. If a creature attempts to jump over the wall or jump across it or into any part of it or into any part of a rampart created by the portal spell, a wall that is prevented from reaching it instantly falls down, preventing it from reaching the rampart until then. Wall of Force 150 24 hours You create a 20-foot-radius sphere of whirling air centered on a point you choose within range. The sphere remains for the spell’s duration, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the sphere appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 2d16 bludgeoning damage and is caught in the vortex for 1 minute. On a successful save, the creature takes half as much damage and isn’t caught in the vortex. A creature caught in the vortex can use its action to take 2d8 bludgeoning damage, and the force twists its skin and forms a 15-foot pole at the center of the vortex around itself. A creature caught in the pole can use its action to make a Strength or Dexterity check against your spell save DC. On a

Mighty Serpent

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a serpent of unknown power, imbued with the power to cause great harm. Choose one creature you can see within range. The target must succeed on a Dexterity saving throw or become frightened for 1 minute. The target gains the following benefits: The spell ends on the target. The spell has a range. The spell can be cast anywhere in the world. Conjuration

Mighty Servant

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You invoke the power of the Omniscient over the servants of nature in an attempt to restore order to the world. You ask the servant to assume the form of a simple servant, usually a courteous servant or a war leader, and serve as a messenger to the gods. He or she obeys your commands, but he or she can act as a messenger and sometimes as a spy. He or she acts as a watchdog and keeps a watchful eye on everything that goes on around him. If the messenger disappears, the summoned creatures or certain creatures within their area are gone, giving them no way to find them. If you cast this spell while your messenger is in the form of a humanoid, the spell fails. Enchantment

Mighty Skeleton

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The skeleton of a creature drops to the ground. The creature must succeed on a Constitution saving throw or fall prone. The target takes 2d6 force damage on a failed save, or half as much damage on a successful one. The skeleton remains for 1 minute. The target can use an action to end the spell. The target is knocked prone. If the target is being carried, it must use its reaction to make a Strength or Dexterity check against your spell save DC. If the spell fails, it ends. The spell ends if you aren't incapacitated or if you use your action to end it. Illusion

Mighty Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous (1 minute)

You attempt to crush the life force of a target. The target must succeed on a Strength saving throw or take 4d12 cold damage. On a failed save, the target takes 1d12 cold damage. Evocation

Mighty Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A line of force that surrounds a creature of your choice that you can see extends into the air and touches it, forming a kind of supersonic whirlwind that spreads around you and forming a right side face to the creature. The whirlwind is nearly invisible, and its area is lightly obscured. The whirlwind is difficult terrain. The whirlwind is a 15-footline, 30 foot-wide cylinder centered on a point within range. When a creature enters the whirlwind for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it takes 1d12 thunder damage. The whirlwind sucks up any Medium or smaller objects that were dropped or picked up by creatures or carried by creatures. A creature that enters the whirlwind for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 6 piercing damage and must move to a new spot for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Mighty Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a pebble, a piece of nonmagical ammunition, or a mixture of substances into a group of four or more enemies within range. Each of the targets must succeed on a Dexterity saving throw or take 1d8 piercing damage. The damage type is the same as that of the thrown object or ammunition. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Mighty Smite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: One hand rises up toward a creature within range a

nd inflicts bludgeoning damage to that creature until the spell ends. Make a melee spell attack against the target. On a hit, the target takes 1d8 + 1d6 bludgeoning damage. If you hit the creature, or you make a melee spell attack against it on your subsequent turns, you instead make the same attack against a different creature or a creature within 5 feet of it. On a hit, it has advantage on Constitution saving throws and can’t make attacks until the start of your next turn. Conjuration

Mighty Smite

Casting Time: 1 action
Range: Instantaneous
Duration: You cause a creature to erupt viciously at you wit

h a melee weapon attack. Make a melee spell attack against the target. On a hit, the creature takes 1d6 piercing damage. On a miss, the creature takes half as much damage. Make a ranged spell attack against the target. On a hit, the creature takes 1d6 slashing damage. On a miss, the creature takes 1d6 piercing damage. On a successful cast, the spell ends early. Necromancy

Mighty Smite

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 minute

For the duration, your mind, and all creatures within 30 feet of you have advantage on saving throws against spells of 3rd level or lower. For the duration, you can change the target’s level by 2nd level, or you can cause it to become a 2nd level target. Abjuration

Mighty Smite

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

A fist-sized wall of fire erupts from a point of your choice that you can see within range. Each creature in a 30—foot—radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and grows larger as you choose. Each 5-foot square on the ground has AC 5 and 30 hit points, and these points can’t be reduced by nonmagical fire damage. The fire spreads around corners and grows larger as you choose. Each 5-foot square on the ground has AC 5 and 30 hit points, and these points can’t be reduced by fire damage. When a creature fails its saving throw, it can use its reaction to move up to its speed and finish the move without expending its movement. While moving, the creature takes 3d8 bludgeoning damage, and it can’t take normal damage from nonmagical weapons. Any damage the creature takes from a nonmagical weapon or projectile causes it to make a nonmagical attack with that weapon or projectile. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hits it deals with increases by two for each slot level above 3rd. Evocation

Mighty Smite

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

Make a line of unholy, razor-sharp, and/or tattered earth a size category higher than your choice, line thicknesses being 1 inch. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 piercing damage, or half as much damage on a successful save. For the spell’s duration, an earth ’s surface appears lightly to both attackers and foes. Any creature caught in the area is also visually attacked. At the DM’s option, the DM can command the ground in the line to lash out at a creature within 60 feet of it, causing it to make a d8 piercing damage. Physical Damage. The earth in the line ’s area deals 20d4 + 20 cold damage to any creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Conjuration

Mighty Smite

Casting Time: 1 action
Range: Special strike
Duration: 1 round

Branding Smite. Each creature of your choice that you can see within range, other than you or a friendly creature, makes a melee attack against a creature within 5 feet of it that it can see within 5 feet of it. On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of attacks a creature can make against targets within 5 feet of it equals your spellcasting ability modifier. Evocation

Mighty Spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical force field that surrounds you, protecting a portion of the area from hostile creatures. The field lasts for 1 minute and can be destroyed by spells, other magical effects, or other means. The field lasts only on a targeted land or water elemental, celestial, or neutral or hostile plane. Necromancy

Mighty Sphere

Casting Time: 1 action
Range: 10
Duration: 1 Round

The sphere that forms where you cast this spell appears as a shimmering mass of magical energy at a point where you are standing. For the duration, any creature that you choose within range can physically move and instantly dismiss the spell with advantage. Evocation

Mighty Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A sphere of power and divinity appears within range. The sphere is large and thick enough to protect a Medium or Small creature. The sphere remains for the duration, and whenever a creature takes damage from a spell that targets a creature or a part of a creature’s body that is touched by a spell or that targets another creature, the sphere falls to the ground and spreads around corners. Each creature who ends their turn within 5 feet of the sphere and moves within 5 feet of it must make a Strength saving throw. On a failed save, a creature takes 12d6 thunder damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Transmutation

Mighty Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 10-foot-radius sphere of swirling force in one of the following forms: 1) A line of force up to 5 feet long and 7 feet wide with a 10-foot diameter. The line forms when a creature of equal height and weight (at least two people of the same height and weight) enters a point within range. The line can pass through any surface in the line, including solid ground and any objects that are within it. The line is centered on a point within range, along with any other points within the line. The line can be any shape or form, and the creature can make a Wisdom saving throw. A creature can use an action to end the line of force on a creature within 5 feet of it. The creature can’t be knocked prone. While this line of force lasts, any creature in the line can’t be affected by spells or other magical effects that target it. Any creature in the line that is affected must make a Wisdom saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A humanoid or an ungulates creature can’t be affected by this effect. Transmutation

Mighty Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a sphere of swirling energy that can pass through objects, creatures, and anything other than stone, wood, or stone. The sphere is 100 feet in diameter—no higher than the diameter of a 20-foot cube. When you cast this spell, you can designate a point within the sphere as your destination. The sphere is centered on that point and can contain up to 100 feet of space. This sphere has a radius of 20 feet. The sphere can only be affected by spells and other magic. The sphere also has a 30-foot radius. You can use your action to cause the sphere to move to a different spot within range. The sphere spreads out in a line, centered on your destination. The sphere can’t be more than 30 feet in any direction. The sphere is centered on a point within range, up to 100 feet. You can also designate points within the sphere where the spheres appear in a line. The sphere can be up to 50 feet in any direction.

Mighty Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A swirling sphere of water and ice erupts from the ground within range. Each creature in a 30-foot-radius sphere must make a Constitution saving throw. On a success, the sphere is engulfed in swirling water, but it doesn’t have to be engulfed in water. Conjuration

Mighty Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a shadowy, globe-shaped sphere centered on a point within range. Until the spell ends, a creature within 30 feet of the point must make a Dexterity saving throw. On a failed save, a creature takes 12d6 cold damage and must either spend 5 feet of movement or spend 1 minute standing still to create a sphere of ice and snow in range. An unwilling creature must also make the saving throw. When the spell ends, the sphere moves to a spot where it is not visible. Any creature standing still in the sphere’s area can repeat the saving throw. A creature takes 12d6 cold damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s current temperature, current altitude, or current precipitation level. The sphere moves at half the normal speed of light, with a 30-foot.-radius sphere centered on that point. When you cast this spell, you can have the sphere extend out toward you, raising it to a height of 300 feet for the duration. You can also create lumps of ice on the ground within 30 feet of the sphere. For the duration, each creature in the sphere is affected by four of the following effects of the spell, and its speed increases by 10 feet until it stops being a creature for the duration. First, each creature affected by this spell makes a Strength saving throw. On a failed save, a creature takes 12d6 cold damage. On a successful save, it takes half as much damage. Second, each creature that stops being a creature for the duration is immune to this spell for the rest of the duration. To a creature’s advantage, a creature that stops being a creature for the duration is immune to this spell for the duration, and so on. Third, you can use a spell slot of 7th level or lower to create a shard of ice on the ground in the space you occupy. Make a line of crackling, glowing bolts, 5 feet long and 3 feet wide, running from you. Each creature in the line must succeed on a Strength saving throw or take 1d8 cold damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mighty Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 2 hours

This spell creates a magical, invisible and immobile sphere that is 1 foot in diameter and 5 feet high at its center. The sphere is 10 feet in diameter and 5 feet tall. The sphere can be moved with a successful Strength (Athletics) check against your spell save DC. The sphere vanishes when it reaches the height of 20 feet in a burst of magic. Any creature that touches the sphere has disadvantage on attack rolls against the sphere, and the sphere doesn't disappear. If the sphere moves while you aren't incapacitated, you can use your action to move it back to its original spot. Transmutation

Mighty Sphere

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You create a mass of invisible magical force that twists and twists throughout a target's space, centered on a point within range. The target must make a Dexterity saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. When a creature fails the save, it can choose to remain within 30 feet of where you cast this spell or spend the spell’s duration outside of it. Transmutation

Mighty Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of strong magical energy that lasts for the duration or until its radiance is broken. The sphere grows in size from the ground in a 30-foot-radius sphere centered on a point within range. The sphere can be up to 20 feet tall and can be up to 30 feet long. The sphere can be up to 40 feet long and up to 30 feet high. The sphere can contain up to 11,000 cubic feet (1,000 cubic feet in 10 feet cube) of air. The sphere can be dispelled by dispel magic, or by dispel object, by means other than by casting the spell. Conjuration

Mighty Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of energy centered on a point you can see within range. The sphere remains for the spell’s duration. You can use your action to create a 10-foot cube of pure light centered on a point you can see within range. The cube is 60 feet in diameter and 50 feet tall. When you cast the spell, you can make an Intelligence (Investigation) check against your spell save DC. The check is a success. The sphere is as large as a 20-foot cube and has 10 feet of reach. You can place one stone cube within the cube as an immediate action. If you place a stone cube within the cube without moving, it takes 10d10 fire damage. The cube can’t be affected by spells. You can place a stone cube within the cube as an immediate action. The cube can’t be moved or affected by spells or magical effects. You can place any number of stone cubes within the cube. The cube can’t be targeted by spells or magical effects. Transmutation

Mighty Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of force and shape that is 20 feet long and 10 feet wide. The sphere is 10 feet high and 10 feet high and has a diameter of 20 feet. The sphere can be up to 25 feet tall and up to 10 feet wide. The sphere can be up to 20 feet thick. If it is 1 foot in diameter

Mighty Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of force within range, and it transforms into a swirling sphere of force. The sphere is centered on a point within range and can contain up to 1,000 pounds of stone. The sphere can be up to 300 feet in diameter, and it can contain up to 1,000 pounds of stone. You can use your action to create a sphere of 10 feet in diameter and a sphere of 10 feet tall. The sphere can have one or more 5-foot-by-5-foot sections, and each section must have a height equal to the height of the section nearest to it. The sphere can be any size, and it can contain up to 1,000 pounds of stone. The sphere can be up to 1,000 feet high, up to 1,500 feet tall, and up to 1,500 feet wide. The sphere can be up to 20 feet long and 10 feet high. Any creature that starts its turn in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 3d6 force damage. On a successful save, the sphere is broken and the spell ends. Transmutation

Mighty Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create one hundred tiny spheres of energy centered on a point you can see within range. The spheres fill a 20-foot-radius sphere and are of no larger size than the diameter of a human hair. Each sphere has a hit point maximum of 5d6. The sphere ends when it hits a creature or a Medium or smaller creature. The sphere can't be more than 20 feet wide or less. Conjuration

Mighty Sphere

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

You create a magical sphere that has the power to teleport you anywhere in the dimension. The sphere can be anywhere in the dimension. It can be anywhere in the plane of existence you are on, as long as the sphere ends on a point you choose within range. The sphere is made up of blocks of stone and solid, nonmagical stone. The sphere can be created on any of the ground within its area and is made up of ten panels. The panels are 1 foot in height and 1 foot deep, and each panel is 10 feet in length. A creature can cast this spell with a rod of lightning striking the panel and then another rod of thunderclap striking the panel. The rod of lightning lasts for the spell’s duration. The sphere can be created by any material or magical means. The sphere can be made out of any solid object that is not made of stone or other nonmagical material. A sphere of energy can be created by any means that can create a sphere. For example, you can create a sphere of energy, a prismatic prism, a sphere of magic energy, and a sphere of force. The sphere can be made from other material or magical material. You can create a sphere by casting the sphere spell, which uses up one spell slot. The sphere can be made up of any material or magical material. The sphere can be made up of any number of identical dimensions. The sphere can be any size, shape, or thickness, and the normal size and shape can be any dimension. The sphere can be made up of any material, a stone, a magical object, or a substance that is a different material or a substance that is a different substance. The sphere can be made up of any amount of magical energy or any quantity of magical energy. The sphere can be made up of any number of types of magical energy or any one of the following types of magical energy: fire, ice, thunder, or thunderbolt. If you cast this spell multiple times, you can create one or more of the different types of magical energy at a time, and each casting of the

Mighty Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A sphere of force that can be made out of solid material that can reach 100 feet and that weighs 50 pounds (24 kilograms) is created by a spell. You can use your action to create a sphere of force that can reach 100 feet in a 60-foot radius. The sphere must be within 30 feet of the caster and must be 30 feet in diameter. The sphere can be anything you choose, including a sphere made of stone or a sphere made from stone that is of any thickness and weighs less than 40 pounds. The sphere can be made out of anything you choose, including a sphere made of stone or a sphere made from stone that is of any thickness and weighs 40 pounds. The sphere lasts for 1 minute. The spell’s effect ends if the sphere is destroyed. Necromancy

Mighty Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a strong, invisible sphere of force at a point you can see within range. The sphere can be up to 60 feet long, up to 30 feet high, and 1 foot high. You can move the sphere up or down as you choose, with the sphere at the top and the sphere at the bottom. You can also move the sphere up or down as you choose. A creature can use its movement to move the sphere up or down as long as its speed is not under threat. When the sphere is created, you can target one of the creatures for the spell’s duration that has a 20 percent chance per day to take damage. For the duration, the spell can target up to four creatures. The target can take no actions, and it is unaffected by spells or other magical effects. The spell’s damage increases by 1d10 for each level above 1. Transmutation

Mighty spider

Casting Time: 1 action
Range: 90
Duration: Until dispelled

A vast and invisible spider nestles itself between two layers of thick fog, making it impossible for creatures to see each other. The spider has a body mass of 8 feet, 10 feet, and 15 feet, the spider’s legs crossed, and it has AC 20 and 30 hit points. It flies in temperature range 30—43° F. Its legs are crossed, and it has a wingspan of 2 feet and a ram’s length. The webs are made of tough silica that keeps track of creatures it touches. The spider doesn’t shed its web-based clothing, nor does it breathe it. It uses only silk for the majority of its body. When a creature touches the spider’s webs, they disintegrate into fine dusts. The webs remain for up to ten feet in a direction the wisps it between webs. The webs are made of silica that keeps track of creatures it touches. When a creature touches a webserver to launch a spell that uses magic to open or close them, the webs appear and take up a creature’s AC by 15 and save DC by 1 for each webserver spell cast. Conjuration

Mighty Spirit

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Your magic extends to all creatures within range. You sense the current conditions under which the creatures appear to themselves and that of their friends, enemies, or foes and emanates from them, casting a spectral, intangible force that lasts for the duration. If any of your creatures are created through this effect or are created for combat, they appear to you as if they were created for that effect. Creatures created by a spell of 3rd level or lower can’t be affected by it. You can also adjust the spectral power to fit a different reality, based on the reality you know or suspect exists within the last 30 days. The spectral power lasts for the duration, but it can’t penetrate barriers, talismans, or ward glyphs. To cast the spell, the creature must be fighting a creature within 5 feet of it and must be within 100 feet of the spell’s target. When you cast the spell, you can specify a spectral effect that will affect only the creature created by the effect. You can also specify a spectral component that creates a wave of magical energy to accompany the effect. The wave can pass through barriers, neutralize magic devices, stave off cataclysms, and even create portals to destinations beyond the Astral Plane. Illusion

Mighty Spirit

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Your mystic voice rings across the lands. Choose one creature within range for the duration to affect as a Spirit creature of type Strength or smaller, of the chosen kind: a Medium or Large creature, or a Large or smaller creature that is either an undead or an undead component. The creature’s speed is possible with the creature’s Strength score. If the creature is neither an undead nor its speed is 2 or less, it gains no benefit from becoming an undead in the same way as an undead component. Moreover, the creature doesn’t gain the benefit of any sort of natural healing. For the duration, the creature has advantage on all Strength and Dexterity saving throws, and it has disadvantage on Strength saving throws against being affected by any spell or other magical effect. Special Wind magic 120 1 Hour The air in a 15-foot cube originating from a point within range blasts out in a direction that you choose so that it appears as a horizontal line originating from a point within 30 feet of a point you choose in this way. Each creature in the line must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is caught in the vortex for the spell’s duration.

Mighty Spirit

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spirit that can physically and mentally attack as many creatures as you like, up to 10 times your Constitution bonus. The spirit can also make a Wisdom saving throw each time it attacks

Mighty Spirit

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You enter a small area and move with it. You gain the following benefits as an action. You can teleport to a location within range, such as a city or a castle. On your next turn, you can take the move action and teleport to a different place within range. You can also use your reaction to teleport to a place where you are currently living. The teleport ends if you leave the area. You can use a bonus action on each of your turns to teleport to another place within range. You can also use a bonus action on each of your turns to teleport to another place within range. You can also use a bonus action on each of your turns to teleport to another place within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you choose one of the following benefits. You can also choose two of the benefits you use for this spell. At Higher Levels. When you cast this spell using a spell slot of

Mighty Splendor

Casting Time: 1 action
Range: Self
Duration: 15 Days

You manifest your true power in a creature. Choose a creature within range. For the duration, that creature has advantage on attack rolls against you, and can make two Wisdom Wisdom saving throws with disadvantage on the attack roll. Choose up to two creatures within 5 feet of you whose warding step you choose when you cast this spell. The creatures benefit from being invisible to you. They feel no fear in the area and can be reached only by speaking its name (if known) or touching it. If you cast this spell without first speaking the creature’s name, the spell fails. Divination

Mighty Splendor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature, either a creature you can see or one you know. The target must succeed on a Charisma saving throw or drop to 0 hit points. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mighty Splendour

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

One creature of your choice that you can see within range (up to 60 feet) is coated with a corrosive liquid that burns for 1 minute on each of its turns. The target must make a Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. The poison then collects in the creature for 1 minute on each of its turns. You can use a bonus action on a subsequent turn of yours to crush the creature, removing the corrosive liquid and storing it for your next melee attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates two additional effects at Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the extra effects created by the spell apply to both effects. When you cast this spell using a spell slot of 9th level or higher, you create two additional effects at Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the extra effects created by the extra effects apply to both effects. Conjuration

Mighty Splinter

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You create a shimmering mass of force in a 15-foot radius centered on a point you can see within range. The spell’s area is difficult terrain. Until the spell ends, the spell’s magic circle has a 15-foot radius, and the spell’s area is difficult terrain. Until the spell ends, the spell has a 20-foot radius, and the magic circle has a 20-foot high slot. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases to 20 feet for each slot level above 2nd. Evocation

Mighty Splitter

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose up to ten creatures of your choice that you can see within range. You choose a creature type: humanoid, quadruped, quadrupeda, quadrupedaest, quadrupedaestess, quadrupedaesty, quadrupedaesty and so on. The chosen type’s statistics are replaced by those of the chosen race and gender. The target must succeed on a Wisdom saving throw or be affected by the spell. The affected target is immune to this spell. It has a swimming speed of 30 feet, and it has advantage on Strength (Athletics) checks made to maintain this speed. Until the spell ends, you can use your action to charm or frighten a Medium or Small creature you can see within range. Make the chosen trap or opportunity attack with that creature. If you target an object that is neither held nor carried by another creature, this spell ends. If you target a spell, object, or other magical effect, you can end it by using a different action. Conjuration

Mighty Splitter

Casting Time: 1 action
Range: 120
Duration: Instantaneous or 1 hour (see below)

You choose one creature that you can see within range. The target must make a Wisdom saving throw. On a success, it takes 2d6 slashing damage. On a miss, it takes 5d6 slashing damage. On a success, it takes 10d6 slashing damage. On a second saving throw, it takes the full damage. On succeeding saves, the target takes half as much damage. Divination

Mighty Splitter

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the spell’s duration, you transform up to ten nonhostile creatures of your choice within range. Each target must succeed on a Wisdom saving throw or be charmed by you for the whole duration. For the duration, charmed creatures can’t be attacked or harmed by you. Additionally, whenever a charmed creature with a Strength score or lower scores at the start of its next turn drops to 0 hit points, it can’t be attacked or otherwise affected by you. During the duration, a charmed creature also continues to make the saving throw with disadvantage and must use its action to move away from you and attack any creatures who are within 10 feet of its home redoubt. An affected creature can use its action to make a Constitution saving throw, taking 3d10 force damage on a failed save, or using its action to move away from you and attack any creatures who are within 10 feet of its redoubt. Each time a creature uses a weapon attack during the duration or makes a melee attack before gaining hit points, the creature must succeed on a DC 20 Constitution saving throw or take 2d8 acid, cold, fire, lightning, or thunder damage (your choice when you create the spell) instead. A creature w ho harms a creature affected by this spell each round it takes acid, cold, fire, lightning, or thunder damage until the spell ends. Transmutation

Mighty Splitter

Casting Time: 1 action
Range: A creature or a creature within range attempts to combine his/her melee weapon attacks against a target of your choice within range. Choose one creature that you can see within range. On a hit, the target takes 1d12 slashing damage. You can use your action to move the creature up to 40 feet in any direction, ending the effect on itself on a success. If you cast this spell again, the creature must have seen the attack and is within 5 feet of you. If your melee weapon attacks target a target within 5 feet of you, you have advantage on the attack. While targeting a target, you can make a melee attack with it, and if the target uses its action to make a new attack, roll a d8, replacing the first die with a different one for that creature. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Duration: Evocation

Mighty statue

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Up to three statue-sized statues of spirits appear in a secluded spot on the ground within range. The statues are animated and appear to float and remain hovering near a surface or within an area of loose earth (such as a ceiling, a floor, or soothed when cleared). They are also visible from up to 300 feet away. While the statues animate, all effects are lost and any creature or object can’t benefit from being invisible, invisible, obscured, or invishered. The statues aren’t covered by armor, shields, shields-wearing creatures, or spell

Mighty Step

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You leap from one spot on the ground in a space you can reach, then leap to an area you can see within range. For the duration, you can’t pass through a space larger than 60 feet, even when you choose the space. You leap vertically up to 30 feet, then up to 60 feet, then up to 90 feet, then up to 500 feet, then up to 500 feet, then back again to a distance of up to 30 feet. The area you leap from is completely enclosed by the ground, and you can use a truncheon to cut off any creature that falls into the area if it has legs. Any falling creature that drops to the ground must succeed on a Dexterity saving throw or be knocked prone. A creature that successfully saves against this effect has its speed halved and can’t take reactions, and the spell ends. A creature caught in the spell’s area must make a Dexterity saving throw every 8 hours. When the spell ends, the creature must succeed on a Dexterity saving throw or take half as much damage. If the target falls over, the spell ends, and the spell ends within 10 days. Necromancy

Mighty Step

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You step into the past and attempt to compel its memory. The memory is limited to a specific course of action, such as a course that requires you to use your hands to reach for a weapon. If the memory is successful, the spell ends. The memory is lost if you cast it again or if you use your action to dismiss it. If you do so, the spell fails. If you fail, you must use your action to decide whether to end the spell or to refrain from it. If you do so, the spell ends. Conjuration

Mighty Step

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place yourself on the ground in a 5-foot radius around you and create a 1-foot-square open area. You can move through the area as you see fit,’ but you must use your movement to move up to 10 feet in any direction. You must be on the ground at the time you cast the spell. If you are on the ground in a straight line, you must stay on the ground as long as possible. If you are in a horizontal line, you must stay on the ground as long as possible. You can make every movement you take as if you were moving up or down. As you move, you take the same damage, except that it deals no extra damage. A creature takes 1d8 cold damage when it enters the area. The cold damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Mighty Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You summon a storm-like storm that explodes in a 60-foot-radius sphere centered on a point you choose within range. Each target must make a Constitution saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The storm then vanishes. A creature can repeat this spell many times, ending the effect on itself on a success. For the first time on a turn or a turn after you cast this spell, you can designate a place in the storm that you can see within range, such as a forest, a forested area, or a swampy area. A storm can be made up of up to ten smaller ones, but each requires a different slot. You can create one storm on a single target. The target must be within 30 feet of you, and it must be strong enough to defend itself against spells. You can also create a storm up to 10 miles long, up to 10 miles wide, or up to 10 miles high. Once created, the storm can be destroyed by other means. A target must be within 30 feet of you to do so. A storm can also be triggered by magical attacks. Each storm lasts for 1 minute. When you cast this spell, you and any creatures you designate when you cast it also gain the benefits of the following spells: Bless of Protection from Evil, Force, or Lightning. Bless of Protection from Poison. Bless of Protection from Disease. Bless of Protection from Sleep. Cure Wounds. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Mighty Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a whirlwind that travels up to 60 feet in a direction you choose, centered on a point you can see within range. The whirlwind is strong enough to crush obstacles, and it is strong enough to push up to 30,000 pounds of rock. The whirlwind can pass through barriers, but you aren’t able to move through them. While your movement isn’t blocked by any objects, you can make a ranged spell attack. The target must succeed on a Strength saving throw or take 8d8 bludgeoning damage and be pushed up to 20 feet in the whirlwind. If you hit the target with a weapon attack, you can cause it to take 2d8 bludgeoning damage or be pushed up to 20 feet in the whirlwind. The target has resistance to bludgeoning, cold, and damage from nonmagical weapons for 1 minute. For the duration, the target can use its action to make two Constitution saving throws, ending the effect on itself on a success. On a failed save, the spell ends. Evocation

Mighty Storm

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a storm of roaring thunder in a 20-foot-radius sphere centered on a point you can see within range. Each creature in the sphere must make a Constitution saving throw. On a successful save, the creature takes half as much damage and is knocked prone. If the spell ends, the spell ends. The storm spreads out to 60 square miles, and all creatures within the area must make a Constitution saving throw. On a successful save, the creature takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th Conjuration

Mighty Strength

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You gain the ability to create and manipulate strong, durable objects, whether solid or stone. An object that fits the description of a strong object is strong enough to stand on its own. This spell can’t be cast on any creature other than you. The spell is a double-edged sword. The creature that constructs it must be of at least 5 feet tall and weighs 2,000 pounds. If the creature is a creature, the creature can’t be charmed by this spell. The spell’s effect is temporary. A creature who ends its turn in the spell’s area can use its action to move up to 30 feet away from the area. Transmutation

Mighty Strength

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A creature you can see can’t take any damage of its kind. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mighty Strength

Casting Time: 1 action
Range: Self
Duration: 1 minute

Threaten creatures you touch attack a creature’s Strength check. The target’s Strength scores are reduced to 0. That creature takes 1d10 force damage. The spell’s damage increases by 1d10 for each level above 2nd. Enchantment

Mighty Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a force field that is strong enough to defend against ranged attacks. The field is composed of three equal parts that have a radius of 30 feet and a height of 30 feet. The field is 20 feet wide and 15 feet tall. The field allows you to teleport to any point within range. A target that travels on its turn must make a Strength saving throw. On a success, that target is teleporting to a different point on the field. On a failure, the spell ends and the spell ends for that area. When a target moves into the field, it must make a Strength saving throw. If it fails, it is restrained by the force field. The spell ends on the restrained target. Conjuration

Mighty Strength Strength, up to 10 minutes Conjuration

Mighty Strength

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Your hand strikes something strong enough to crush an opponent up to 60 pounds away. Until the spell ends, your weapon attacks deal an extra 1d4 force damage on a hit, except on objects struck by your attack. Conjuration

Mighty Strength

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and gain the benefits of your Strength bonus (your choice) and Dexterity bonus (your choice) for the next 24 hours. This spell’s effect ends on the target if the target uses Strength, Dexterity, or both for the next 24 hours. You can use your action to dismiss this spell. Transmutation

Mighty Strength, up to 1 minute

Casting Time: 1 action
Range: 1 minute
Duration: Self

You can use your Strength to attack a creature’s Strength, up to 1 minute Touch a creature in the area of your choice that you can see within range. The target’s Strength rises by 1st level. The target can be stunned for the first time in its turn within a 30 feet of the target. If the target is stunned for the first time in its turn there is a Strength saving throw of your choice that you can see within range. The target is stunned and dispelled and disintegrate in a 6 foot radius. The target is no longer in the area, and it is no longer restrained in the area. The target can be stunned, dispelled, or torn away. You can expend your Strength to make the target more powerful for the spell’s duration. The target’s Strength increases by 1d8 when you reach 6th level or higher. The target is restrained in the area, and it can be restrained or torn away from you. The target is restrained in the area. The creature takes 5d6 psychic damage, or half as much damage on a successful one. Any creature restrained in the area by the creature is frightened and stunned for the spell’s duration. The creature can be restrained or torn away. A restrained creature is restrained in the area for the spell’s duration, but it can be restrained or torn away from you for the spell’s duration. The creature is restrained in the same way as the restrained creature, with the same effect as if it restrained in the place of its first restraint. When you cast this spell using a spell slot of 4th level or higher, the target is restrained while in the area. The restrained creature is restrained while in the area of its first restraint. The restrained creature is restrained in the way it would normally be restrained. The restrained creature must make a Strength check or Strength check before being restrained in the area. If a restrained creature is restrained in the area, the restrained creature is restrained and torn away from you. The restrained creature is restrained again while in the area of its first restraint. The restrained creature can be restrained and torn away again. The restrained creature can be restrained, torn away, or torn away again, if it is restrained in its first time in the area, or if the restrained creature is restrained in its first time in the area. It is restrained for the spell’s duration. The restrained creature is restrained, torn away, or torn away again, if the restrained creature is restrained in the area, or if the restrained creature is carried away from you. The restrained creature is restrained, torn away, or torn away again, if the restrained creature is restrained in the area. The restrained creature is restrained, torn away, or torn away again. When it is restrained, the restrained creature must make a Strength saving throw or Strength saving throw. If the creature can be restrained or torn away from you, the restrained creature’s next turn ends when the spell ends. The restrained creature is restrained in the area for the spell’s duration, up to 1 year. The restrained creature is restrained on a failed save, if the target is restrained, torn away, or torn away again, the restrained creature is transported to the nearest location where it reverts to its normal form when it reaches the spell

Mighty Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A line of energy blasts from your spear, filling two inches of the ground in a 40-foot radius. Using a spell slot of 4th level or higher grants you extra damage to two strikes. After 5 rounds, the first hit deals 1d4 x 10 force damage to the ground. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose one creature of your choice that you can see within range. The target takes 4d8 psychic damage. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage. On a failed save, the target takes half as much damage and is stunned. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a momentary silence, causing creatures of your choice within 30 feet of you to tremble and crackingle as you strike. Each creature that is under the effect of this spell must make a Constitution saving throw. On a failed save, the creature is restrained and must move away from you to regain its control over itself. For the duration, this spell doesn’t restrict the creature’s movement, and it makes no sound, sound, or move inside any sealed spaces within 30 feet of you. No creatures—including creatures created by or connected to a multidimensional or physical construct—are trapped within the spell’s silence. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a powerful, instantaneous strike that deals 1d6 force

Mighty Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You strike a creature or an object of sufficient size and weight to cause a brief burst of lightning. Until the spell ends, the target can use his or her action to make a Strength check against your spell save DC. On a success, the spell ends. If the spell ends, the target takes half damage from the end of the spell, and the spell ends on a successful save. The spell ends if the target is incapacitated, or if a spell or ability that targets the target fails to end. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a force of magic that reshapes the course of space and time. Choose a point within range. The point can be any square or square-shaped space. The sphere of force is 10 feet in height, and can be any length of surface. The sphere can be both smooth and rough. The sphere can also contain up to 10,000 square feet of ground up to its full force. The spell can also target one square foot of ground or one foot of slope. The spell ends when the sphere is completely covered by ground and the spell ends. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 1 Hour
Duration: You use your action to strike a target within rang

e. The target must succeed on a Wisdom saving throw or take 1d6 force damage. On a failed save, this spell ends. The spell ends on undead or construct creatures. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 300
Duration: 8 Hours

You create a large, magical force that can't be harmed, and it can’t be harmed directly or indirectly. You can’t attack the creature or anything that moves within the area, but the force can and must be strong enough to resist all damage. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a beam of energy that can reach up to 150 feet long and up to 30 feet wide and up to 30 feet high and 10 feet high. The beam can be up to 30 feet long, 10 feet high, and 10 feet high. The beam is a 30-foot cube and has the same range and duration as the spell’s area of effect. The beam has a range of 60 feet. The beam moves at 20 feet per second and is capable of reaching up to a maximum height of 30 feet. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose one of the following effects to affect the weapon. The effect lasts for 1 minute or until you use the Ability check again. This effect can’t occur more than once on the same object. The spell’s duration is halved if it lasts more than 30 minutes. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a fist attack, or one of your unarmed strikes with one, that you can’t miss. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 4d8 force damage. If you make a fist attack against a creature you can see within range, you choose an object or object that is not within reach. The target is restrained by a shield. Necromancy

Mighty Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a fist attack with one weapon. You can make the attack with a weapon up to 3 feet in length. The target takes 1d6 force damage. A creature’s hit point maximum is reduced by half. Divination

Mighty Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You raise your hand to raise a weapon of your choice from the air. The weapon must be of an unoccupied 5th-level or higher slot. The weapon is unarmoured and can’t be worn or carried. It drops to the ground in a 60-foot cube. Each creature inside the cube must make a Constitution saving throw. On a success, the cube moves as far as you can move without issue. If you hit a creature or an object within the cube that is within 60 feet of the cube, it is pushed 10 feet away from you. If you hit an object within the cube that is within 60 feet of the cube, it slams 10 feet away from you. The cube moves no more than 60 feet in any direction. If you move to a different spot within the cube, you can use a bonus action to cause the cube to move to the location it was moved to. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A ranged weapon attack of your choice that you can make with your weapon’s normal weapon attack bonus or its bonus weapon attack bonus against one target of your choice within range. If you do both, the attack deals an extra 1d6 psychic damage to the target and ends for it. Transmutation

Mighty Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a creature that you can see within range and that can either be a creature or an object. The target takes 4d8 thunder damage, and it takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If you are fighting the creature, you have advantage on all attack rolls and saving throws, and you create one of the following effects within range: • You create a small blast that fills a 15-foot-radius sphere centered on the target to all creatures in the area. • You instantaneously cause one plant or an object creature to make a Strength or Dexterity check, choosing the one from the list, to succeed. • You cause plants and objects to become diseased and sickly if you fail the check, or a similar check the target makes to recover from such a condition. • You cause harmless tremors in the ground if you place a trap or other moving structure within reach of a creature or object within 5 feet of a location prone to such a condition. Make a successful check with the steed or wyvern spell using your spell slot and move as far as you can from the creature you used for creating the effect, using your own statistics. For the purposes of this spell, the spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). For the purposes of choosing which effect to make, each plant or an object created by this spell increases by 2d8 when you reach 9th level (4d8), 11th level (5d8), and 17th level (6d8). Transmutation

Mighty Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

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Mighty Strike 60 Instantaneous You strike a creature that you can see within range and that can’t take normal damage. The target can use its action to make a Strength (Athletics) check to be knocked prone. On a successful check, the target is knocked prone. The target must be standing or standing on a plane of existence other than your current one if it is standing. The target can make a Strength (Athletics) check against your spell save DC. On a successful check, the spell ends. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike a target that you can see within range. Choose one creature that you can see within range. The target takes 2d6 psychic damage and must succeed on a Constitution saving throw or take 1d6 psychic damage. The target regains hit points equal to half the number of hit points it has. It can repeat this saving throw at the end of each of its turns. This spell can't end if you are incapacitated or a creature fails to make a Wisdom saving throw. Evocation

Mighty Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to a point within range. When you reach the top of the cliff, you and all creatures within range are pushed up to 10 feet into the air or up to 10 feet into the air. Choose one creature that can’t move, and you and any other creature that can’t move are restrained. The target takes 3d6 cold damage and 3d6 necrotic damage. The target also gains resistance to all physical damage except for bludgeoning, piercing, and slashing damage. Conjuration

Mighty Strike

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to attack a creature or a creature that you can see within range. The target must make a Strength saving throw. On a roll of 2 or higher, the creature’s Strength score is reduced by 1 until it can’t be reduced to 0 hit points. If the target already has a Strength score of 1, the spell ends. On a failed save, the target takes 4d6 psychic damage, or half as much damage on a successful one. The spell ends if you cast it again or if the spell ends before 8 hours of rest. Conjuration

Mighty Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You strike a creature that you can see within rang

e. The target can take no action until the spell ends. The target must make a Constitution saving throw using its movement. On a successful save, the creature takes half damage on a failed save. The spell ends if the target takes damage. On a failed save, the spell ends. If the target takes damage, it takes half damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Mighty Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You launch yourself at an object that you can see within range, causing it to leap toward you in a straight line. You can use your action to make the target jump up to 20 feet in the air and make the attack roll. The target must succeed on a Strength saving throw or be pushed 10 feet away from

Mighty Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A fist of force springs into existence in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or become restrained by the force. The target takes 4d6 force damage on a failed save, or half as much damage on a successful one. The force lasts for the spell’s duration. Any creature restrained by the force has disadvantage on Strength, Dexterity, and Charisma checks made against its challenge and ability scores against the spell’s duration, and it is immune to a number of other effects that aren’t there. The force can’t be used to push a creature in a horizontal direction, for example. Transmutation

Mighty Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to overwhelm an enemy with a punch. As an action, you can cause the target to take 1d8 force damage. You can also cause the target to make an attack roll with a weapon you can see within 30 feet of you. If the target makes the attack roll against you before the effect ends, the damage is reduced by 1d8 for the spell’s duration and the target takes 1d8 force damage of its own. Evocation

Mighty Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an instant, unblinking fist that can strike a creature. The creature must make a Strength saving throw. On a failed save, the creature is knocked prone and is restrained by the fist. The fist then explodes, dealing 1d6 force damage to the target and causing it to take 2d6 force damage. If you use your action to create a new fist, choose one of the fist's two attacks, the fist can’t be used again until the new one hits. This fist deals 1d6 force damage to the target each time it makes its attack roll. If the fist ends its turn on the ground, the creature is restrained by it and can use its action to move up to 30 feet as a bonus action. The creature is restrained until the fist ends, at which point it is no longer restrained by the creature. The fist can’t be used to attack a creature that takes damage when it uses its action to move up to 30 feet from the ground. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Mighty Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You select a creature within range. The target must succeed on a Wisdom saving throw or be knocked prone. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. If the target drops unconscious, it is revived by another creature that can’t be knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Mighty Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike a creature in melee range. The target must succeed on a Dexterity saving throw or take 1d8 lightning damage. On a successful save, the target has resistance to lightning damage until the spell ends. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a swarm of enormous, black tentacles that are capable of moving around corners of the room. Each creature in the swarm must make a Strength saving throw. A creature takes 2d8 force damage on a failed save, or half as much damage on a successful one. For the duration, the swarm can move up to 30 feet in all directions. A creature must make a Strength saving throw each time it moves 120 feet or less from the point it appears in the spell’s area to regain its movement. On a success, the spell ends. The swarm can move up to 30 feet in any direction that it appears. The swarm is a Medium swarm of tentacles, 20 feet long, 20 feet wide, and 10 feet tall. The tentacles are difficult terrain and can be difficult terrain for the spell’s duration. The swarm can move up to 60 feet in any direction. It sheds bright light in a 20-foot radius and dim light for an additional 50 feet. The swarm can’t pass through barriers or other barriers or pass through walls. The spell ends when the swarm appears in the space it occupies, if any. Transmutation

Mighty Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a swarm of tiny hummingbirds of different shapes, sizes, and colors. You can’t create more than one swarm at a time. Each

Mighty Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a swarm of tiny, translucent creatures of your choice that have the same hit points as any other creature within range. Each creature in the area must make a Strength saving throw. On a successful save, a swarm of creatures and their equipment is centered on you. The swarm lasts for the duration, and any creatures inside it return to their normal forms. Any creature within the swarm that is incapacitated by the spell has disadvantage on the saving throw. A creature that falls unconscious during the spell’s duration is unaffected. If a creature that is not incapacitated by the spell is killed by a creature that is or is attempting to be a creature of the same sex, the creature is killed on its next turn. If a creature that is killed by a creature of the same sex dies, the creature is not able to perform the task that led to the creature’s death. If a creature that drops to 0 hit points or is injured by a spell or spell-like ability or by a special effect that causes the creature to take damage or to become incapacitated, the creature is instantly killed by that special effect. Alternatively, a creature that drops to 0 hit points or is injured by a spell or spell-like ability that causes the creature to take damage or to become incapacitated can use its action to use its action to use its action to move out of the spell’s area to avoid being harmed. A creature can use its action to move only in that direction. The swarm ends if a successful save equals or exceeds the spell’s maximum number of hit points. A creature that drops to 0 hit points or is injured by a spell or spell-like ability that causes the

Mighty Swarm

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a swarm of ten tiny spiny creatures, and each one can’t move. The creatures can’t move when they first enter the game. Any other creature that can’t move within 10 feet of you must succeed on a Wisdom saving throw or take 2d6 fire damage. If you create a swarm, the creatures can’t be larger than 10 feet and can’t be charmed or frightened by you. Creatures can’t be charmed or frightened by you. You can also create one swarm of ten at a time, lasting until you dismiss the spell. The swarm lasts until you cast dispel magic. Abjuration

Mighty Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You command a swarm of hostile creatures to make a ranged attack against a target you can see within range. The target takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. You also have advantage on attack rolls against the swarm’s target. The swarm can lay eggs, but it must also lay a swarm of at least 4 eggs. You can also lay an infestation of other creatures. To lay a swarm of creatures, you must be within 5 miles of the target within 5 miles of it. The swarm can’t take damage when it reaches the target’s maximum height or when it takes damage. Conj

Mighty Swarm

Casting Time: 1 action
Range: 1 minute
Duration: A swarm of magical creatures of your choice that y

ou can see within range. They appear in an unoccupied space that you can see within range, or within the spell's area within 1,000 feet. The creatures can be any size or type, including undead. Each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 10d6 necrotic damage. At the end of each of its turns, it makes a Constitution saving throw. On a successful save, it takes half as much damage. A creature takes only half as much damage on a failed save. Transmutation

Mighty Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A swarm of small creatures appears on the ground in a 10-foot radius. Each creature of the swarm must make a Constitution saving throw. A creature takes 10d10 necrotic damage on a failed save. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A swarm of tiny, ravenous creatures appears in a spot you choose within range. Make a

Mighty Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a swarm of celestial creatures in an unoccupied space within range. The swarm appears in the location where it appears and lasts for the duration. The creatures have advantage on any Wisdom (Perception) check a creature makes to disperse the creatures around them. At the start of each of your turns, you can expend a swarm of creatures to cause at least one additional swarm to appear in the space it created. At any time during this spell’s duration, as long as you have a swarm of such creatures within 30 feet of you, you can cause the swarm to move to any other spot within 30 feet of you that the spell targets. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a swarm of tiny insects that are friendly to you and that stay within range for the duration. Each creature within 10 feet of you must make a Constitution saving throw. A creature takes 6d8 swarm damage on a failed save, or half as much damage on a successful one. A creature that fails the save must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature can take this saving throw at the end of each of its turns, ending its turn. A creature that fails the save must make a Constitution saving throw at the end of each of its turns. A creature doesn’t need to make this saving throw against a swarm of tiny insects. It doesn’t need to make this saving throw against large ones. A creature that fails the save must make a Constitution saving throw at the start of each of its turns. If it fails, it takes 4d8 necrotic damage on a failed save, and the spell ends on that creature. A creature that fails its save against a swarm of tiny insects has no effect on this saving throw. A swarm of tiny insects is hostile to you and that stays within 10 feet of you until the spell ends. Evocation

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: 1 minute

A swarm of creatures emerges from an unoccupied space that must be within 5 feet of one another. Each creature in the swarm must make a Constitution saving throw. On a successful save, a swarm of creatures appears on a side of the target that is 30 feet square and that is 30 feet in diameter and 120 feet tall. Any creature that fails its save against this spell also fails its spell save. The swarm appears on the surface of the ground a square 10 feet or more above the surface of the ground where it appears. The swarm can be up to 10 miles across. If the swarm appears on an unoccupied space, it must remain there for the spell’s duration. The swarm can be destroyed as an action, and it can’t attack or otherwise enter an unoccupied space. The swarm can’t harm any creature other than its closest allies. When the spell ends, the swarm moves into the space and moves to any other spot within reach. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A swarm of large, spectral creatures appears. Each creature in the swarm must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature can use a bonus action to make a Strength (Athletics) check using your bonus action to determine if its movement is normal or prone. If it isn't, it moves only as far as its normal movement. A swarm of creatures is a swarm of creatures of your choice that isn't normally hostile to you. The swarm is capable of moving at least 100 feet in any direction, and can reach up to 10 feet tall. A swarm can also move up to 10 feet in any direction. The swarm can’t attack a creature or object within range. It can’t take damage from spells or magical effects. The creature can use an action to make a Strength (Athletics) check against your spell save DC, which reveals it to be immune to this effect. If the check is successful, the creature is immune to this effect for the duration. The creature can’t speak, understand, or otherwise use language other than its own. The spell ends when the creature becomes deaf and blind. Abjuration

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A swarm of swirling, roaring, roaring creatures appears in a 30-foot-radius sphere. Each creature in the area must make a Constitution saving throw. On a failed save, a swarm ends. This spell can end in a surge

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a swarm of small, flying creatures within range. The swarm is harmless to non-hostile creatures that are within 30 feet of you. As long as the swarm is active, creatures within it can make a Wisdom saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and half as much damage on a successful one. The swarm is difficult terrain. Any creature that can see or hear you must make a Strength saving throw, and the target takes 2d8 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional swarm creature for each slot level above 2nd. Evocation

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A swarm of tentacles sprouts from your hand and spreads out from you to serve

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swarm of fey creatures swarm at a point you choose within range. Each creature you choose within 5 feet of the point you choose must succeed on a Constitution saving throw or take 1d8 thunder damage. A creature takes 20d6 thunder damage on a failed save, or half as much damage on a successful one. Until the spell ends, you can use a bonus action to cause the swarm to move toward you. You can move up to 30 feet before the swarm disperses. If you move more than 30 feet before the swarm is centered on you, you must move up to half as fast as you normally move. Evocation

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swarm of tiny undead appears over a surface on the ground in a 20-foot cube. Each creature in that area must make a Constitution saving throw. A creature takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature can take no more than 10 hits with this spell. A swarm of undead appears on the ground in a 5-foot-radius sphere centered on a point you choose within range. If you cast this spell using a spell slot of 5th level or higher, the swarm appears on the ground in a 30-foot-radius sphere centered on a point that you choose within range. A creature that succeeds on a saving throw on the spell ends its turn in the area and isn’t affected by the spell. Evocation

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a swarm of fey creatures to swarm around you as you cast this spell. Each creature in a 20-footradius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is a 30-foot cube centered on that point. The swarm lasts for the duration. Each creature that ends its turn within 60 feet of the center of the cube must succeed on a Dexterity saving throw or take 1d6 force damage. When you cast this spell again, the spell ends. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a swarm of strong, strong air in a space of 60 feet in a spot you can see within range. The swarm is small and moves slowly and in a straight line up to 10 feet in any direction. The swarm spreads out from the nearest point of contact for the duration. The swarm can be larger or smaller. The swarm is difficult terrain. The swarm lasts for the duration and can be destroyed by ranged or magical means. Creatures that aren't in the swarm and aren't on the same plane of existence as you are within it must succeed on a Wisdom saving throw or be prevented from moving. If the swarm is destroyed by a spell or effect, it instantly vanishes of its original location. When the swarm is destroyed by a weapon or other object, it vanishes on a random spot within the space it was created in, and on any adjacent space that was not in the swarm. In this way, the swarm can be destroyed by spells, but otherwise it is harmless. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a swarm of tiny, yellow, or green tentacles that are capable of moving around corners and hurl themselves at creatures within range. They appear at least 10 feet tall. An object in the swarm can be any size you choose. The swarm can't be larger than 5 feet in height. The swarm can attack any creature within its area, including creatures that are within 5 feet of the center of the swarm. Each creature in the swarm must make a Constitution saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are immune to poison or fire damage take half as much damage from the swarm. At Higher Levels. When you cast this spell using certain higher-level spells slot 1st, 2nd, or 3rd, the damage increases by 1d6 for each slot level above 1st Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of flying, magical creatures appears in a 15-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A swarm of creatures can occur up to ten times its normal size. Creatures that don’t have a swarm spell active also

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A tiny swarm of tiny creatures appears in a 30-foot-radius sphere centered on a point you choose within range. The swarm can be up to 10 creatures, up to 10 allies, up to 20 willing creatures, up to 10 undead, or up to 10 constructs. Each creature that ends its turn in the area must make a Constitution saving throw. On a failed save, the swarm vanishes. On a successful save, the swarm vanishes. A swarm of these creatures appears in any unoccupied spaces on the surface of the ground that the swarm points to. Creatures that don’t have any kind of communication with the swarm can make this saving throw with disadvantage. A swarm of these creatures appears only once on the surface of the ground, and it appears on one of the floor spaces of the space it appears on. Any creature that moves in the area must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature moves to the nearest unoccupied space on the surface

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a swarm of swirling, swirling, and roaring creatures that you can see within range. The creatures must succeed on a Dexterity saving throw or take 1d8 lightning damage and be knocked prone. The creatures can move through the area and can make attack rolls as normal. The creatures are difficult terrain. The creatures must be within 60 feet of each other when created. The creatures can move through the area and can make attack rolls as normal. The swarm lasts for the spell’s duration. The creatures can’t be affected by spells or other magical effects. At Higher Levels. When you cast this spell, you create a swarm of swirling, swirling, and roaring creatures that you can see within range. Each creature in the swarm must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and has disadvantage on attack rolls. Evocation

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a swarm of tiny, harmless, poisonous, or magical creatures that you can see within range. The swarm grows in size from the initial size to the height of the target's head. If the target is larger than you, the swarm becomes the size of a Large creature and becomes larger when you reach 5th level (2d8). Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a swarm of tiny insects that hover in a 20-foot-radius sphere that you can see within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d6 necrotic damage and must move 10 feet to the nearest safe zone. The swarm moves at half the normal speed of a normal creature. The swarm can be outgrowing any other creature within 60 feet of it. Creatures that aren't outgrowing must use a DC 15 Strength check or take 1d6 bludgeoning damage. A swarm of manticores grows to a height equal to your walking speed. Any creature that is larger than the manticore must make a Dexterity saving throw. On a failed save, the target takes half as much damage and must use its reaction to make the saving throw again. On a successful save, the target takes half as much damage and takes no damage from the spell again. The swarm lasts for the duration. The swarm, or any other creature that can be affected by the spell, can move only by flying. A swarm is a humanoid construct that can’t exceed its hit points. A swarm can’t create more than 10,000 gallons of water or 10,000 gallons of air. It can’t create more than 30,000 gallons of water, up to 10,000 gallons of air, up to 60 gallons of water, or up to 300 gallons of air, up to 1 inch tall. A swarm can’t be affected by teleportation spells. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tiny swarm of tiny creatures that are harmless to you and that can be seen only to you and that can be made to move in any direction. Each creature in the swarm must make a Constitution saving throw. A creature must move through the swarm to reach you. The swarm can move in any direction at the start of each of its turns. The swarm can also attack. The swarm can be stopped only by a spell of 5th level or higher. A creature can make this saving throw only once, each time it takes damage. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature can also use an action to dismiss the swarm as a bonus action. Evocation

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tiny swarm of tiny creatures that are harmless to you and that can be seen only to you. Each creature in the swarm must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The swarm can be stopped only by a spell of 5th level or higher. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You lash out with a swarm of invisible energy to attack a creature within range. The target must succeed on a Dexterity saving throw or take 4d6 psychic damage. If the target’s Strength and Dexterity scores against you, it is immune to this spell. When you cast this spell, choose one of the following options. The swarm is harmless and lasts for the duration. Large. At Higher Levels. At Higher Levels. At 1st level, whenever you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Mighty Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You tangle, wring, and wriggle like a swarm of bees. Each creature in a 60-foot-radius sphere of swirling water centered on a point you can see within range must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. The creature must then make an Intelligence saving throw at the end of each of its turns. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can increase the damage by 1d8 for each slot level above 6th. Transmutation

Mighty Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a swarm of magical creatures within range. Choose a creature within 30 feet of you and cause it to move with you, or you can cause it to hover or hover nearby. If the creature is hostile to you or you command it to attack, it defends itself by making a Constitution saving throw. On a failed save, the creature defends itself against the creature for the remainder of the turn. If the creature is immune to being frightened, it can’t be targeted by this spell. Evocation

Mighty Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A swarm of heavily-armed creatures appears at a spot you can see within range. Choose one creature of your choice that you can see within range. The swarm is hostile and has advantage on attack rolls against you. The swarm appears for the duration. The creature can’t attack until it’s completely engulfed in the swarm. The swarm doesn’t harm you or cause hostile creatures to attack you. The swarm doesn’t attack you or cause hostile creatures to attack you. The swarm lasts for the duration and doesn’t move. You can move the swarm up to 30 feet. The swarm can’t be affected by other spell effects, such as conjuration or mind-affecting ones. The swarm can’t be affected by attacks or spells. The swarm can also be moved by means other than one of the following. Any movement made by the swarm can’t cause the swarm to move. The swarm can’t be affected by spells or other magical effects. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A swarm of tiny insects appears in the space that you specify on the ground within range. Roll a d20 and the number on the table on the bottom of the page is equal to the speed of the swarm. The swarm must be within 30 feet of you. Roll twice, and the same number of creatures on the same sheet must be on the same plane of origin. The swarm can be a large group of creatures or a small group of creatures. Each creature in the swarm must be within 5 feet of you. A creature that starts its turn in the swarming state can use its action to make a Strength or Dexterity check. On a failed check, the creature is restrained. At the end of each of its turns, the creature can make a Constitution saving throw. On a successful save, it is no longer restrained by the spell. An affected creature can repeat the saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained by the spell. Conjuration

Mighty Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You

Mighty Swarm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a swarm of small, harmless creatures on the ground. Choose one of the following: a humanoid, an ichthyosaur, a manticore, a kobold, a leopard, a wyvern, a rat, a boar, a spider, a spider mite, a snake, a spider moth, an ichthyosaur, a mantid, a bat, a spider, a spider spider or a snake. The swarm can be larger than the swarm, and it must be within 30 feet of you. You can't move it. You can use your action to move the swarm up to 30 feet to a point you can see within range. If it moves more than 30 feet, it must make a Constitution saving throw. On a failed save, the swarm ends. If the swarm is larger than the swarm, it can't be moved and must instead move up to 30 feet away from you. The swarm can appear in any direction. If the swarm is in a place that isn't within 10 feet of you, it spreads out. For example, if the swarm is in the middle of a clearing, the clearing isn't occupied by the swarm. You can designate a spot where the swarm can hover and can cause it to hover up to 10 feet away from you. You can also designate a spot where the swarm can move. When the swarm appears, you can use an action to make a ranged spell attack. The swarm can defend itself from hostile creatures. If you cast the spell on a creature, that creature must succeed on a Dexterity saving throw to avoid being engulfed in the swarm. On a successful save, the creature’s hit points are halved. If the swarm spreads out, it can cause the creature to travel only 30 feet away from you. If the swarm spreads out, it spreads out to a place you choose within 60 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd

Mighty sword

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a nonmagical sword that can fight for one minute with a successful hit. The weapon is light and lightweight, and it disappears when reduced to 0 hit points. The weapon can reach and strike at up to lightly defended individuals. While in this form, the wielder doesn’t have to use attacks and might (if any) and has advantage on attack rolls against enemies within 5 feet of the weapon. Transmutation

Mighty Sword

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A mace drawn to one creature with power and precision surpasses its normal use and lasts for the duration. The magical sword appears in the space of a 30-foot cube on the ground and lasts for the duration. A target can use an action to end the spell on a creature it can reach. On a successful melee attack, it strikes the target twice. Until the end of its next turn, the sword w ill not leave the ground and cuts across its surface, forming a sustained piercing ram as it strikes. At Higher Levels. When you cast this spell using a spell slot of two levels higher than your Spellcasting ability, the damage increases by 1d10 for each slot level above 3rd. Conjuration

Mighty sword

Casting Time: 1 action
Range: 60
Duration: 1 Round

You construct a sword with a 1-inch blade and strike against one creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 slashing damage. You can target one creature with a melee weapon attack against your choice of one (or both) within 30 feet of the sword, and the weapon deal 1d6 slashing damage of the target normally. As a bonus action on each of your turns, you can also target one additional creature for each of your turns. If you target two or more targets simultaneously, they become targets of this spell. You can’t target multiple targets at once. Once a casting of this spell ends, the spell can be restarted only each time you target two or more targets, or whenever you target three or more targets. Whenever the weapon attacks a creature within 5 feet of it or a creature within 30 feet of it, it deals 1d6 slashing damage to the target, which must then be slain. Transmutation

Mighty Telepathy

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You speak a telepathic message to a creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target can’t be charmed by you. When the spell ends, the target regains all expended uses of this spell. The target can use an action to make a Wisdom (Perception) check against your spell save DC to see if the spell is successful or fails. If it succeeds, the spell ends. It ends when you cast the following spells on the target: Animate Dead, Acid, Cleansing Soot, Enthrall, Enrage, Enrage by Sleep, Frightful Exits, Healing Wave, Heavy Rain, Heavy Rain by Wind. Transmutation

Mighty Thorns Until dispelled, Conjuration

Mighty Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You hurl a storm of thunderous force at a point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Mighty Thunder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a powerful tornado of force of nature that erupts from you. The tornado lasts for the duration. If you are within 60 feet of the point of origin of the tornado, it creates an unoccupied space in the space you created when you cast this spell. A tornado can’t exceed 50 feet in height. A tornado can also be created by a spell or by the wind. If the tornado forms from an object, the object must be within 100 feet of the point of origin of the tornado. The tornado also lasts for the duration. A creature’s movement when it creates the tornado must be within 60 feet of the point of origin of the tornado. The creature can use its action to make a Strength check

Mighty thunderclap

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The thunderclap of a thunderous weapon crushes any creatures that aren’t already knocked prone, allowing it to do little more than protect creatures. For the duration, each creature in a 10-foot radius around the creature’s center of mass must make a Constitution saving throw. On a failed save, a creature is blinded until the spell ends and has disadvantage on attack rolls against creatures under the same condition. If the creature fails the saving throw, it can use its action on a later turn to take 2d10 thunder damage. This spell can’t save a creature blinded by this spell or creating a thunderous noise while under the spell. Transmutation

Mighty thunderclap

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a thunderous blast of bracer that reaches as far away as the eye can reach in a 30-foot radius. Each creature within 10 feet of the target must make a Constitution saving throw. On a failed save, the target takes 3d8 thunder damage, and it can’t use reactions for 1 minute. On a successful save, the spell ends, leaving behind no material damage. A creature takes half as much damage and isn’t affected by thunder damage. Illusion

Mighty Thunderclap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A thunderous explosion, or a cloud of thorns, appears in a 30-foot-radius cube centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 5d10 thunder damage on a failed save, or half as much damage on a successful one. When you cast this spell, the damage increases by 1d10 for each slot level above 1st. Conjuration

Mighty Thunderfly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose any creature you can see within range. Until the spell ends, the target must succeed on a Constitution saving throw or be knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 month for each slot level above 5th. Evocation

Mighty Thundergod

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You invoke the power of nature against an enemy or against an object within range and push into its space to protect it. Divination

Mighty Thundergod

Casting Time: 1 action
Range: 60
Duration: 1 Hour

The thunder god erupts with a thunderous roar that can’t miss a target, and the target makes a melee spell attack for the entire attack bonus vs. targets within 10 feet of it. On a hit. the target takes 4d12 thunder damage, and it can’t attack you until the start of your next turn. The thunder shakes anything it’s thrown against. To a creature who uses movement while under the thunder, the thunder is audible. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration

Mighty Torrent

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A Torrential rain of flowing, flowing force springs forth from you in a 30-foot radius and lasts for the spell’s duration. Each creature in the area must make a Constitution saving throw. A creature takes 14d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Evocation

Mighty Torrent

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A storm of swirling water erupts from you and pours from you up to 300 feet away, centered on a point you can see within range. The water becomes a roaring fountain of water for the duration. For the duration, you can hold onto a portion of the water (in this case, a piece of stone with a 20-foot radius) for as long as you hold onto it. As the water drifts, it fills a 25-foot cube. A creature must make a Constitution saving throw. On a failed save, this creature takes 8d8 fire damage on a failed save. A target takes 10d8 acid damage on a failed save. If this creature becomes incapacitated, it becomes paralyzed and must make a Constitution saving throw every day. On a successful save, the creature has its mind dispelled. The spell ends if the target is dead or if it dies. The swirling water is difficult terrain, and it lasts for the duration. You can use another action to disperse the water, and then you can use your action to move the water up to 10 feet and up to 15 feet. You can also move the water up to 20 feet. Transmutation

Mighty Torrent

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a burst of magical force that twists and twists the fabric of reality around you until no one can see you. The spell can’t penetrate solid walls, and its area extends into space. If the spell ends before then, the spell fails, and the illusion falls apart at the end of each of its turns. The spell has no effect on undead or constructs. Evocation

Mighty Torrent

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a powerful torrent of water that can reach up to 100 feet long and up to 100 feet high. The torrent grows to 1 inch in height and 10 feet high. You can use your action to teleport to a point within range. At the start of each of the spell's turns, you can move up to 10 feet in one direction. You can also move up to 10 feet in one direction. A creature that ends its turn within 5 feet of the start of its turn must move 1 foot to the left of the start of its turn. If the target moves more than 10 feet in either direction, it is pushed 10 feet up to reach the top of the torrent. A creature that moves more than 10 feet in one direction must make a Strength saving throw. On a failed save, the creature must move 10 feet up to reach the top of the torrent. On a successful save, the creature moves up to reach the bottom of the torrent. Conjuration

Mighty Transmutation

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create or create a large, solid object or object of greater power. Make a ranged spell attack against the object or object. On a hit, the target takes 1d6 force damage. On a failed save, the target takes 1d6 force damage, and the spell ends. The object or object can hold up to 4 pounds, and the spell can be cast over a nonmagical object. Conjuration

Mighty Transmutation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A beam of radiance radiates out from you to a creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 radiant damage, and the spell ends. On a successful save, the spell ends. Transmutation

Mighty Tree

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a tree that stands on a point within range and that is legible to trees of its kind for the duration. The tree can be up to 50 feet long, 10 feet high, and 1 foot thick. It appears in a spot you choose within range. You can specify creatures or objects that the tree is speaking to. When you make the decision to make the tree animate or not, you make your own judgment about its appearance. When you make an illusory manifestation, all nonliving objects created by the illusion remain under your control, and nonliving objects created by the illusory manifestation can’t harm it. It gives you the ability to shape the image so that it looks like a real tree and obeys any verbal commands that the illusionist makes to shape the creature’s appearance. You can ask the illusion to move along a vertical or horizontal plane, which must be at least 45 feet across and no larger than a 20-foot cube. That change might apply to a creature created by a spell such asude, bardic trick, or divination circle, or to a creature created by an activity that the creature knows is sacred, such as the taking of the Lotus Raiment. While the creature created by such a spell is on the visible plane, the illusion can’t cast spells there or cast any magic items there. If you choose a point within range, the tree branches, and any creatures

Mighty Tree

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your tree shrinks to make way for a new form. It takes 2d4 roots and 5 feet of bark for its new form. For the duration, it has the following benefits: • It has resistance to cold damage and fire damage. • It sheds bright light at a rate of 300 feet per round it occupies its new form. • It sheds darkvision when it forms from another tree. • It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. • It sheds cold damage and cold damage in a 20-foot radius. Evocation

Mighty Tree

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a tree—

Mighty tree

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell shapes trees and plants to serve as servants of nature and guardians of the common. Choose a portion of dirt or stone that you can see within range, such as a patch of bark or a patch of bark covered with bark and worn by armor. You make the tree seem like a tree, blocking light and shadow, but also creating natural barriers and creating shadows so that its light can pass through them. If you cast this spell without first making a single shadow in its area, the spell ends, and trees and plants in the area become shadow trees until the spell ends. Whenever a given patch of bark becomes thick and heavy enough to allow for a continual fall (typically 5 feet per minute), a shadow plant that you choose creates a small, twisting tremor in the patch, forming a cone about 1/2 inch in diameter. If you create a cone by a normal fall, the spell ends. Transmutation

Mighty tree

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a tree trunk strong enough to crush trees in a 40-foot cube centered on a point of your choice within range. You can create one of the following effects within range: • You create a tiny tree trunk with a blast of strong wind. • You instantly lift a tree from the ground and throw it up to 10 feet in any direction. • You speed up the tree by 30 feet. • You blind for a short time, make wisps of shadow webs around

Mighty Tree

Casting Time: 1 action
Range: 60
Duration: 1 Round

The tree that you choose sprouts limbs and blossoms into a powerful tree companion. Choose one or more branches or leaves, one or two branches, and one trunk. The tree grows in a 40-foot cube centered on each point within range. For the duration, the tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The tree sheds darkvision if it is active. For the duration, the tree sheds for 20 feet its trunk and sheds bright light in a 30-foot radius. The tree sheds dim light in a 30-foot radius and dim light in dim light for an additional 20 feet. The tree sheds cold darkness in a 30-foot radius. Transmutation

Mighty Tree

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a tree that rises from the ground in a space that you can see within range. The surface area is square with bark covered by bark and peeling away. The tree appears in places that you choose, such as behind a door or over a window. It can be up to 50 feet long, 10 feet high, and 1 inch thick. The tree appears in places you choose, visible only to creatures of your choice within range and that have AC 5 and lower hit points than the trees that you choose. The tree appears where you cast spells and what appears to be foliage, not just tree trunks but also trees and branches, roots, stalks, and branches from trees from other planes of existence. The tree disappears when it is replaced by another tree. The tree can

Mighty Tree

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You establish a tree of strong wind centered on a point within range. The tree lasts for the duration or until you dismiss it as an action. It grows to 1 foot tall and is light gray to green in color, with a bark diameter of 1 inch thick and a growth rate of 10 feet

Mighty Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a tree that is strong enough to crush even the most powerful trees in a location. It lasts for the duration or until you dismiss it as an action. You decide what kind of tree it is and how it functions. It can be a Medium tree or a Large tree. The tree can be up to 10 feet long, standing up and down on a flat surface, and growing. Each foot it takes to grow to 10 feet is expended. The tree can be restored to full health by spending 1 hit point to a creature or by spending 1 hit point to cast this spell again. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can illuminate invisible doors, windows, and other openings. The light isvolving through objects and leaving behind dimly lit creatures. Transmutation

Mighty Tree

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Dimension

Mighty Tremors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shadowy, shadowy entity that can’t be seen. The entity can be any size, as long as its size is less than your size. The entity’s height changes as you cast this spell. The target must be within 5 feet of you when you cast the spell. The target can’t be more than 5 feet in any dimension. The entity is difficult terrain, with a 30-foot radius and 10 feet of walking (2.5 miles per hour), and can’t move while dispelled. When the spell ends, the entity disappears and reappears in the nearest unoccupied space for the duration. Conjuration

Mighty Tremor

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a wall of strong shaking in a 20-foot-radius sphere centered on a point within range. The wall lasts for the spell’s duration. Until the spell ends, the wall is immobile. A creature that steps into the wall must make a Strength saving throw, taking 5d8 force damage on a failed save, or half as much damage on a successful one. A creature that enters the wall without successfully gaining height or falling off the wall is knocked prone. Transmutation

Mighty vines

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A vine extends from your hands in a 10-foot radius around itself to serve as a temporary jump block until the start of your next turn. You can use this movement to move up or down a staircase or ramp, or to jump from a height of up to 30 feet above the ground. The vine lasts for the duration. When the vine appears, it deals 4d10 force damage to each creature that ends its turn within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature to protect against the vine's effects. The plant produces vines that protect against bludgeoning, piercing, and slashing damage.

Mighty Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of swirling force springs into existence at a point you choose within range. The wall appears in any orientation you choose, and you can make straight or diagonal cuts along the wall to create a simple, horizontal wall. The wall can be up to 10 feet long, 10 feet high, and 1 foot thick. It disappears when the spell ends. The wall can be blocked, struck, or otherwise used to slow, constrain, or neutralize a creature. The wall can be up to 30 feet tall, and it disappears when the spell ends. The wall can't be moved by any means that isn’t directed radially toward you. Evocation

Mighty wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of force that lasts 120 feet on each side. The wall is composed of steel, bone, and stone, and it is composed of magical energy that can only be passed through the wall. It is a Huge wall of force composed of 10%-inch-deep pitiable stone that spans 120 feet on each side. The wall is made of 1/2 inch thick, and it is composed of magical energy that can only be passed through the wall. Any creature standing in the wall must make a Dexterity saving throw. On a failed save, it takes 7d6 force damage, or half as much damage on a successful save. The wall is immobile while you are within it. Any creature that ends its turn in the area must make a Dexterity saving throw. On a successful save, the wall is destroyed. While the wall is in place, creatures can’t attack or take damage from the wall. Any creature or object within the wall can’t be targeted by a spell or otherwise interacted with. If the wall cuts through a creature’s space, that creature must make a Dexterity saving throw against the wall’s damage. On a failed save, the creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Conjuration

Mighty wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A wall of force 90 feet long and 10 feet high spans a 40-foot-radius.sidereal wall, 10 feet thick and 5 feet thick enough to collapse stone or plaster. The wall lasts for the duration, and its edge is up to 10 feet less than the wall you choose. It is a horizontal barrier, 50 feet diameter and 5 feet thick. It blocks line of sight but not movement, and it has resistance to cold damage. The barrier lasts for the duration, and the creature that starts it is blinded for 1 minute, after which time it can breathe normally. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wall doubles its current height, up to 20 feet, and stops short of collapse. Evocation

Mighty wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The wall appears within range and lasts for the duration. You choose to create a ceiling or a foundation, a foundation or a turret, or a base, which is a vertical pillar that can be up to 10 feet long, up to 5 feet wide, and 5 feet thick, and has a diameter of 20 feet and a thickness of 25 feet. It has the following properties: - It creates no internal heat and doesn’t need to be heated. - It lasts for the duration of the spell, if the pillar is created. - It insulates creatures from hostile enchantments, neutral enchantments, and harmful energy. - It blocks 50 percent of incoming damage as magic damage, and it increases the resistances and antimates of magic items by 30 percent. - It keeps a constant fog cloud on the ground around it that obscures its area and makes it difficult terrain for creatures other than humans and undead. Transmutation

Mighty Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of whirling primordial woe on the ground within range. Each creature of your choice within 120 feet of the wall rises out of it, moving up to 10 feet per round level I of the wall. The wall lasts for the duration, and it functions the same as a wall of churned earth or a churned pit wall, but it creates a 20-foot cube of whirling primordial woe that lasts for the duration. Any creature that starts its turn in the Wall or moves into it (if it isn’t there) must succeed on a Strength saving throw or take 6d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th or 6th level, the duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. Using a spell slot of 8th level or higher allows you to cast spells up to half as long as the spell’s base duration. Evocation

Mighty wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 mile (0.5 mi)

You create a wall of force 100 feet in a direction that you choose that lasts for the duration. The wall lasts for the duration to one creature or two others who are friendly to you or who can see you. The wall appears randomly on the ground within 10 feet of your current location, at the edge of an unoccupied space that you can see behind you. It blocks your movement and has no memory of its source. When you cast this spell, or as part of reaching for a weapon against an enemy who is immune to its normal spell-like effects, you can designate a password that the wall speaks. It answers the password when you use your action to create a ranged spell attack, if the attack calls for it. On a hit, it causes some metal within the wall to ignite, which ignites more objects in its path. The wall has AC 15 and 30 hit points, and it has a reach of 10 feet.’ If the barrier between you and the enemy is breached, you and any creatures within it either leave the wall (typically a creature that is holding or attacking you) or pass through it (typically a creature that is attacking you). Break it. You cause things in the wall to buckle and twist in a manner that makes it difficult for them to move. A creature that fails to make a Strength saving throw takes 2d8 bludgeoning damage and is knocked prone. Such a creature has advantage on any Strength saving throw. When the spell ends, the wall sprouts runes that grant it protection against all damage. Damage reduction. The walls damage reduce abilities reduce vulnerability to one damage type. The walls damage reduction are good and strong against the following damage types: acid, biting, deafened, or slashing. special attacks. If your attack deals an extra 1d6 damage to a creature, the walls damage reduction is reduced by that creature's damage type until its maximum value is satisfied. This reduction reduces the creature’s hit point maximum by 2d6, and the spell ends for that creature if its hit point maximum is less than the creature’s hit point maximum. In addition, if your attack deals an extra 1d6 damage to a creature, the walls magic aura fills its aura with magical light and blinds it for 1 hour, and ends for the creature if its hit point maximum is less than the creature

Mighty Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of force at the center of a space. The wall, which is 25 feet across, is 1 foot thick and is composed of a thin sheet of stone that remains up to 30 feet long and 10 feet thick. On a successful save, the wall collapses and the spell ends. Evocation

Mighty Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of force in a 20-foot-radius sphere that resembles a swirling wall. The wall is made up

Mighty Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of strong energy that blocks a 60-foot-radius sphere of cold light, centered on a point you choose within range. The wall blocks up to 20 projectiles, and any creature that ends its turn within 60 feet of the wall must succeed on a Dexterity saving throw or take 1d4 cold damage. The wall is strong enough to stop most forms of magical force. You can use your action to move it up to 30 feet. If you move more than 30 feet from the wall, it must succeed on a Strength saving throw or be pushed 10 feet away from it. On a failure, the wall falls 10 feet away from you. Conjuration

Mighty wall

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

You create a 15-foot tall, 20 foot high, 10-foot-deep barrier up to 100 feet deep between each side of an area within range. The barrier blocks line of sight and moves at your direction each time you spend looking for it. The barrier lasts for the duration. When the barrier appears, each creature within its area must make a Dexterity saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall is 1 inch thick and w hich might crumble under its weight. It lasts for the duration or until you dismiss it as an action. While the barrier is active, you can interact with it in any of the following ways: • You can push it open, thus blocking its movement for its entire duration. • You can push it close enough to cause damage to a creature within touching it that you can see, causing it to make a Wisdom saving throw. • You can cause it to create a magical barrier that surrounds you and surrounding objects in the area, making it impossible for nonmagical creatures to pass through. • You can break the barrier, forcing a creature to make a Dexterity saving throw against the wall. An object that breaks the barrier takes 2d10 bludgeoning damage, and an object that doesn’t break the barrier—such as a wayward owl or a magic door—crushes it. A creature that breaks the barrier is also subjected to the wall’s effects. When such a creature enters the wall for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, it takes 2d10 bludgeoning damage and is pushed 10 feet away from the center of the wall. A creature pushed 20 feet away from the wall is not pushed with this change. Evocation

Mighty Water

Casting Time: 1 action
Range: 100
Duration: Instantaneous

A wave of water appears in a 5-foot-radius sphere centered on a point you can see within range. The water appears to be of equal or greater size to the area and lasts for the duration. The water is opaque to creatures of dark, black, green, or violet color. Any creature that is affected by this spell must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. Creatures affected by this spell are immune to this effect, and they can use their action to take no damage from the spell. Conjuration

Mighty Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a tiny, swirling wave of water on a solid surface within range. The wave is no larger than 10 feet high and about 1 inch wide. Each creature in the wave must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and becomes restrained. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can cause the wave to expand by up to 10 feet in a 10-foot-radius, 40-foot cube. The wave is a 20-foot-tall, 60-foot-tall cylinder of water. Each creature in the cylinder must make a Constitution saving throw. If it succeeds, it is restrained and can’t move out of the water. Otherwise, it moves out through holes in the water and into the water. The water in a cylinder is a 60-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is restrained by the wave for the duration. During the wave, creatures can make Strength (Athletics) checks and saving throws. They also have advantage on attack rolls against spells and

Mighty Wave

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wave of energy appears from a point you can see within range. Each creature within the area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A wave of energy descends in any direction on a solid surface, and lasts for the duration. If the area is over a solid surface, there is no wave. Evocation

Mighty Wave

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wave of swirling water at a point

Mighty Wave

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You weave a powerful vortex of wind and thunder in one location within range. This vortex fills a 10-foot cube. Each creature in the area when you cast this spell must make a Constitution saving throw. On a failed save, it takes 14d6 thunder damage, and on a successful save, it takes half as much damage. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mighty Wave

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a wave of force 100 feet long, 10 feet wide, and 1 foot thick that crashes down on a creature or structure within range. The wave travels at a speed of 300 feet per 10-foot-tall structure. The wave sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Each creature in the area must make a Wisdom saving throw. On a failed save, the creature is restrained and restrained by the wave until the spell ends. The restrained creature can use an action to try to break the hold by succeeding on a Strength check (DC 20) or by using an action to break the hold by an attack roll. On a successful save, the creature is restrained and can move freely through it until the spell ends. Transmutation

Mighty Wave

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create the power within you to flood the air around you with the energy of four different wave shapes. Each wave has a diameter of 10 feet and a mass of up to three pounds. When you cast this spell using a spell slot of 6th level or higher, you can alter the wave direction it takes you, causing the wave to move in a straight line toward you. While this spell affects a spell’s target, the target can’t move or be affected by the wave. You can change the direction of the wave by using your action on each of your turns. You can also change the direction of the wave by using your action on each of your turns, ending the effect on itself on a success. Transmutation

Mighty Wave

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a wave of magical force, originating from the nearest creature of your choice that can’t be more than 30 feet away. The wave travels at a constant speed, centered on a point you can see within range. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from all sources. Transmutation

Mighty Wave

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wave of intense energy spreads out from an object that you can see within range. The wave spreads around corners, and any creature within 5 feet of the target object must succeed on a Dexterity saving throw or be pushed 5 feet away from the wave. The target object can be anything you choose. The target objects are strong, strong, and strong in material component, but the waves are strong enough to do serious damage to creatures and objects in the area. Transmutation

Mighty Wave

Casting Time: 1 action
Range: Instantaneous
Duration: You cause waves of energy that ripple in the air a

nd ripple on the ground. Each wave lasts until the spell ends or the spell ends and you cast it again. If you don’t have an area of effect that lasts for that long, you can use your action to leave the area and return to it. The waves dissipate quickly, and you can repeat the spell if you wish. When you cast this spell, you can move up to 30 feet in any direction. You can move back up to 30 feet in any direction. Conjuration

Mighty Wave

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You create an illusion of the wind, a wave of

Mighty Wave

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A wave of power that fills space and can reach up to 20 feet in any direction. The wave can travel at the speed of light, and the area around it is difficult terrain. The wave is difficult terrain, and the area around it is difficult terrain. The wave appears in a direction you choose. The wave lasts until it is destroyed. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create one additional wave for each slot level above 4th. Conjuration

Mighty Wave

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You unleash a wave of magic that spreads out to cover a 10-foot-radius sphere, either at a 60-foot radius or at a 30-foot radius. A 10-foot-radius sphere must be within range to cause the spell. A creature that is within 10 feet of the sphere can make a Strength check to see if there is a 5-foot-square line of sight between the sphere and the ground. On a success, the sphere ends. On a miss, the sphere ends. Necromancy

Mighty Weapon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a weapon that you can use to overwhelm or overwhelm enemies. It has the same attack power as the one you used to create the weapon. The weapon has disadvantage on attack rolls against creatures that aren't carrying weapons. This spell ignores challenge rating and other effect modifiers. If you are fighting a creature that has a challenge rating of 5 or lower, the spell fails. The target takes 4d6 slashing damage, or half as much damage if it has no challenge rating. Conjuration

Mighty Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature, moving it or moving a creature up to 30 feet. The target must succeed on a Strength saving throw or take 2d8 thunder damage. When the spell ends, the target is no longer restrained by that target and can use its action to move back to its original plane of existence. Transmutation

Mighty Whirlwind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A whirling storm of whirlwinds rivalled the largest storm in history—the Great Smoky Mountains, churning and churning, with its torrential downpours and its tundra-like gales. Grasping with the wrath of nature, this whirlwind turns the earth into a roaring, giddy, maelstrom. Each creature in a 10-foot-radius sphere centered on each point you choose within range must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The swirling air sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is then extinguished when the glowing rim is gone. The whirlwind sucks up as much air as it can carry away from you and pours it out for up to 5 gallons per hour. Evocation

Mighty Whirlwind

Casting Time: 1 action
Range: 300
Duration: 1 minute

A whipped, whirlwind-sized mass of roaring air appears in a 30 foot radius, straight ahead, and starts roaring for the duration. The whirlwind can move at full speed toward a creature or object within 30 feet of it. When the whirlwind appears, each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d6 cold damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Evocation

Mighty Whisker

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a whirling vortex of force in a 15-foot cube centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 thunder damage, and it is knocked prone. A creature that fails save three times or dies instantly. A creature killed by this spell is also knocked prone

Mighty Whiskers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You cause a shimmering noise that lasts for the duration. Until the duration, the noise fills a 10-foot-radius sphere centered on a point you choose within range. The sphere is a solid mass of magical force. Each creature in the sphere when you cast the spell must succeed on a Strength saving throw or become restrained in the noise for the duration. Each creature is immune to this effect, and any saving throw a creature makes is reduced by 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is cumulative. For example, if you cast Mending, the duration is 1 hour, 7 days, and 16 hours. Transmutation

Mighty Whispers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create audible whispers and soft whispers within 30 feet of you. The whispers can be brief, passing words, picturing things or images, or whole words. When you cast the spell, you can give a whisper a faint metallic tone. It is accompanied by a murmur and a low whistle. It can be unlocked by attacking a creature that attacks a creature described under the creature’s name or by speaking the whisper aloud. Abjuration

Mighty Whispers

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create psychic whispers within reach, one per line on each side of a creature you choose within range. Each word must be uttered within 1 minute, and each creature within 10 feet of the target must make a Wisdom saving throw. On a failed save, the creature can’t speak or cast spells for 1 minute. On a successful save, the creature can cast one of the following spells: an invocation to the wind, thunder, lightning, or thunder storm. On each of its turns, it can repeat the saving throw, ending the effect on itself on a success. If it does so, or before its next turn, it can use its action to move onto the next affected creature, choosing from the list created by this spell. Overgrowth. The words spread around the base of the stronghold, forming the largest structures and most heavily obscured landscapes on the ground. Furnishings. Thickets of thicket fill nearly all the bases of the stronghold. Floods. Storms flood twice as far away from the base as they do from the top, creating massive plumes of black smoke that sweep across the ground. In addition, at your command, a Flooded Monster that you choose makes its attack roll with one of the d10 Strength checks made against your spell save DC. Additionally, as an action, you can ram the Flooded Monster into thicket with a single nonmagical weapon, causing it to become heavily obscured. To a creature using your action to make a Strength saving throw or reach for the nearest solid surface, you can ram the Flooded Monster into a pillar, breaking it apart. If a pillar is created, its weight reduces it to 0 pounds. When you create the pillar, you add the weight of the pillar to the spell’s Strength saving throw DC. It then appears in an unoccupied space on the ground next to the pillar. If the pillar drops to 0 pounds, it is engulfed in smoke and must make a Strength saving throw. On a failed save, it becomes trapped until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two pillars of 1/2 inch diameter, two inches tall and weigh as much as 100 pounds. While the pillars are in place, creatures that aren’t in the pillars radius or within its area can take 1d8 bludgeoning damage, and nonmagical ranged weapons such as muskets or javelins deal 2d8 bludgeoning damage. Conjuration

Mighty Whispers

Casting Time: 1 action
Range: 60
Duration: 3 hours

This spell summons the spirits of men and beasts of legend to protest the presence of evil in the Great Hall. At the center of the room is a hideous, skeletal figure of a god whose wails can be heard across the Great Hall. The grimoire contains a list of things that have happened in the past year and a half, as well as an explanation of what the piece of information says. For the duration, each affected creature must make

Mighty Whispers

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You conjure spirits of your choice that are invisible to everyone except for you and that can hear and understand your language for the duration. When you cast the spell, you can direct up to three words from the language you speak to affect one creature of your choice within 30 feet of you. That creature must succeed on a Wisdom saving throw or be suppressed for the duration. This spell has no effect on undead or constructs. While suppressed, creatures can take actions and take other actions along the way. They can make noise, make sounds, read lips, speak lips, cast spells, write on shutters, light candles, warm clothing, warm clothing, cover one's face when outdoors, and so on. You can direct the words back to the language you used to speak them. Each time you cast this spell, you can choose to instantaneously read the words instead, moving along your spoken lines. You can inscribe the words on wood or stone, placing them within harm's way. If you do so, the words become permanent, appearing in your memory only for a limited time. You can’t direct words back to the language you used to speak them. Evocation

Mighty Wind

Casting Time: 1 action
Range: 10
Duration: 1 Round

Blazing bolts of lightning strike at five points of your choice that you can see within range. Each creature within 10 feet of each bolt must make a Constitution saving throw. On a failed save, a creature takes 5d12 thunder damage, and it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Evocation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration,

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Wind whirling around you makes a 20-foot-radius, 40-foot-high cylinder of strong winds roar out toward a creature within range. Make a ranged spell attack against one creature within 20 feet of the cylinder. On a success, the creature takes 10d12 thunder damage, and its speed increases by 30 feet until the spell ends. At Higher Levels. When you cast this spell by a spell of 4th level or higher, the damage increases by 2d12 for each slot level above 3rd. Evocation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a 360-degree, 100-foot-radius sphere of wind centered on a point of your choice within range. Until the spell ends, the sphere lashes out at your command toward a creature within range. Make a ranged spell attack for the area. On a hit, the target takes 1d10 thunder damage. Whether you succeed or fail, the sphere drops to 0 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a strong gust of wind capable of carrying a creature up to 30 feet in a direction you choose. The wind can reach the target and reach as far as 60 feet with it. If lifted, the wind carries the creature up to 20 feet in a straight line, up to 10 feet when it descends, and back to 10 feet when it strikes. To a creature of medium or smaller size or reach, the wind is like a heavy fog cloud, preventing it from moving and obscuring details of its surroundings. A creature of the same or lower size or reach can’t be affected by this spell. Evocation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Your magic clouds create a 20-foot radius sphere centered on a point you choose within range. Until the spell ends, any creature or object that can’t be reached by nonmagical means can carry on or carry out teleportation spells with advantage, and the spheres shift in your hand to stay within that range. A Medium wind (10 miles per hour) sphere centered on a point within 20 miles blows in a 30-foot cube centered on the sphere. The spheres each have a 20 percent charge rating, and the spheres create vortexes that can leave a 1-foot-deep pit at the center. These vortexes fill a 30-foot cube. When a vortex appears, each creature or

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A powerful chill spreads across a creature’s space, and the area of the chill is wider than a normal deep forest. The chill spreads to 30 feet in a 15-foot radius and to 50 feet in a 30-foot radius around itself. It lasts for the creature’s whole body to become chilled and to take 1d8 cold damage. Additionally, it deals 1d4 psychic damage to all creatures within 30 feet of it. Evocation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you and you. The wind lasts for the spell’s duration. While in the wind, you can use your action to create a 10-foot cube of swirling, swirling wind centered on a point you choose within range. Each creature in the cube must make a Constitution saving throw against thunder damage or become restrained in the wind until the spell ends. A creature can use this saving throw against another creature, such as a Huge or larger creature, or it can’t become restrained by the wind. As a bonus action, you can move the cube up to 30 feet. If you create a 10-foot cube, you can create a 15-foot cube as well. Any creature that ends its turn in the area must make a Constitution saving throw. On a failed save, the creature is restrained and must move on its own. If it wastes its action to free itself, it wastes the action that it could have taken to free another creature. On a successful save, the creature is no longer restrained and can move on its own. The wind damages objects in the area, but it doesn’t leave trails of dust, which might otherwise protect the area. The wind is suppressed, but it can be suppressed with a strong wind attunement. In addition, as an action, you can create a small pocket dimension to hold your concentration. The pocket dimension is 1 mile in diameter and has a ceiling and a sphere of crackling energy hovering 10 feet above the ground. You can use that space to physically move your w hart and to create portals to other dimensions. As an action, you can open the portal. The portal opens to a 1-mile radius sphere of intense energy that lasts for the duration. Any creature that ends its turn within the portal can repeat the saving throw. A creature can use its action to re-enter the portal or re-enter the vortex. Conjuration

Mighty Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong wind (great or medium size) disperses wind energy from a point you choose within range. Until the spell ends, a 10-foot-radius sphere of strong wind stretches for the duration. It moves in a direction: straight ahead, left, or upward. The sphere moves with you, centered on that point. Each time you move, a gust of wind moves toward the nearest creature of your choice within 5 feet of it. A creature must succeed on a Dexterity saving throw or be pushed 10 feet away from the center of the sphere. A creature can move through the vortex direction by using its movement action to make a Strength or Dexterity check. On a success, the creature moves away from the center of the sphere and is no longer restrained by the earth. Transmutation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A whirlwind whirls around you, rolling, or slashing in a direction you choose. Each creature within 5 feet of you when you cast this spell must succeed on a Strength saving throw or be pushed 10 feet away from you in a direction along the ground toward the wisp. A pushed creature can use its movement to move up or down stairs or trails, so making the saving throw with disadvantage becomes a swift action. Transmutation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wind of unknown power (in this case, a thunderbolt) whips through your defenses, creating more than one storm centered on a point within range. Each storm lasts for the duration, which prevents spells and other effects from affecting it from affecting others before it ends. If you cast a spell and that spell has a range of 500 feet or less, you can cast this spell on it as part of the spell’s duration. If you cast a spell and target it with an effect originating from another source (such as from a magic lens aimed at a creature), this spell can’t be affected. When you use this spell on a storm, you choose the first storm to erupt. When you cast the spell, you can choose from any of the following effects, which might occur depending on the area affected: • A thunder cloud appears centered on a point you choose within range. A thunder cloud that drops to 0 hit points before it extinguishes is hurled 120 feet to the right, 15 feet off the ground. A thunder cloud that drops to 0 hit points before it combusts is hurled 30 feet to the left, 20 feet off the ground. A thunder cloud that drops to 0 hit points before it explodes is hurled 30 feet to the right, 15 feet off the ground. Each creature that ends its turn within 5 feet of the point where the meteorite’s blast hits must make a Constitution saving throw. On a failed save, it takes 1d6 thunder damage. On a successful save, it takes half as much damage. Conjuration

Mighty Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wind of unknown power twists and forms a 15-foot cube of 100-footradius, 60-foot-cube centered on a point within range. The cube lasts for the duration or until the spell ends. When the cube is filled with air, the first thing that moves is up to 50 feet to the left of where you cast this spell. When you reach the top of the cube, any creature that ends its turn in the cube must roll a d 10 and take 2d8 psychic damage for the turn. The cube can’t enter a place or within 1 mile of another creature’s place within 5 feet of it or within 5 feet of a place or object that is directly within 5 feet of it. Divination

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The wind makes a simple, invisible barrier appear on a creature’s surface, up to 60 feet high, 10 feet high, and resting on a flat surface. The barrier can be up to 60 feet long, 10 feet wide, and 10 feet tall and lasts for the spell’s duration. When broken, the barrier collapses and leaves behind a 1-foot-radius cloud of magical energy on the target surface, which remains in place for the spell’s duration. The cloud obscures the area and up to 20 feet of ceiling, 10-foot high pillars, and 10 feet of girders. Protection from Energy. You can project a positive energy field around each creature within 10 feet of the barrier and banish them into the air, causing them to become immune to all damage and being restrained. A creature that is immune to this effect becomes immune to all damage and falls prone if able. Evocation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Up to ten strong wind sways through your body and surrounds you for the duration. You and up to one willing creature within 30 feet of you can create one foot of free horizontal movement in any direction. You can move through the free movement as if you were in the air. If you move into a place other than the space you occupy, you can move through the space as if you were in the space, but no more than 5 feet. You can use your action to create or create and control up to ten untrained wind mongers in this spell. Any of them can use Strength for the attack and damage rolls it makes, provided the target is wearing armor. Any of these attempts fails if the target is wearing armor. The spell ends if you cast it again. You can target up to ten wind mongers in a 30-foot-radius. cylinder. Each mote must be in its place. Each wind monger must be within 1 foot of one willing creature that it obeys to be within 5 feet of it. Each

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Wind whirls around you, blowing around you as you cast this spell, up to 90 feet in a straight line. Each creature in a 20-foot-radius. 20-foot-high cylinder centered on a point within range must make a Strength saving throw. A creature can choose to fail the save, and any effect created by this spell ends before the spell’s level is reached. On a failed save, a Large or smaller creature takes 7d6 bludgeoning damage and is restrained by the spell until the spell ends. If a Large or smaller creature fails the saving throw, that creature is also restrained by the spell. A restrained creature must use its movement to move to the best available space if it can while the spell is in effect. Until the spell ends, a restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, a restrained creature then becomes friendly to you for the duration. Transmutation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Wind whirls around you, creating mists of cloud in a 30-foot radius centered on a point you can see within range. A point must be within range of you, and you must make a Strength saving throw. A creature must also make the saving throw when it enters the webbing or fabric of the wall or when it uses an ability that allows it to take the extra step. The wind then

Mighty Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wind that fills a 10-foot cube of space. The cube must be within range. Until the spell ends, the cube can be difficult terrain or difficult terrain created by more than one wind. The wind then sweeps through the cube, creating up to twelve illusory shapes. Each shape includes a creature, object, or spellcasting ability that is difficult to comprehend or comprehend using the DM’s spell-like ability. The shapes cause the creatures in them to fly without first speaking them aloud. The creatures of the shape’s nature are invisible to most creatures. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the size of the wind increases by 1 foot for each slot level above 7th. Necromancy

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create one of the following wind conditions: • The wind is strong and can reach 100 miles per hour. This wind can be blocked or dispersed with enough force to cause the wind to ripple in any direction. • The wind is strong and can reach from 40 to 100 miles per hour. • The wind is strong and can reach from 40 to 100 miles per hour. • The wind is strong and can reach from 40 to 100 miles per hour. • The wind is strong and can reach from 40 to 100 miles per hour. Transmutation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You gain the ability to create a whirlwind of force in a 30-foot radius centered on a point within range. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. The whirlwind is a whirlwind of force, with each foot of the creature blocking the whirlwind and the size of the object blocking it divided 1 mile. The whirlwind sucks up up a Medium or smaller object that isn’t secured to anything and that isn’t carried by anyone. A creature restrained by the whirlwind can use its action to make a Strength check contested by your Strength (Athletics) or Dexterity (Athletics) check. If successful, the creature is pulled 10 feet higher than it was when it entered the whirlwind. Evocation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your magic grants you the ability to blow the heavens and the earth against enemies within range. For the duration, each creature you choose within 30 feet of a creature that you can see must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch one creature you can see within range and cause it to have AC 30 and STR 30, Dex 30, Con 20, Int 10, Wis 11, Cha 10. On your turn, you can cause the creature to make a ranged spell attack against the chosen target. On a hit, the target takes 1d10 bludgeoning damage and is knocked prone. Evocation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You unleash the power of nature's wind at two Medium or smaller points within range. In a straight line, each creature other than you within 60 feet must succeed on a Strength saving throw or take 1d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A gust of wind extends from you, blowing from point A to point B, and then flying up to 30 feet in a straight line toward you. You can move this wind up to 60 feet in any direction as long as you are within 30 feet of the point you chose. You can also move it up to 30 feet in any direction, but only if it is in a vertical line that is 30 feet or more across. This wind dissipates in 1 minute. A creature who starts its turn in or out of this wind must make a Strength saving throw. On a failed save, it takes 5d10 bludgeoning damage, and it takes only half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases

Mighty Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

With an wind of your own, you decide the direction and direction of a beam of radiance that spreads over a 30-foot-radius. Each creature in a 30-foot-radius green light or dim light must succeed on a Wisdom saving throw to avoid being turned to dust. The light must remain within 30 feet of you for the entire spell’s duration. That number can’t be reduced below 3rd or 4th level, as the spell creates its own light. The light can illuminate up to 10 feet of solid surface, as long as it is bright light and can illuminate at least 5 feet of solid surface. Transmutation

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of magic energy that can be heard and seen from multiple feet away. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. Conjuration

Mighty Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of wind that extends from the ground to a point within range. Each creature within 5 feet of the point must make a Dexterity saving throw. On a failed save, a creature takes 8d6 thunder damage and is knocked prone. On a successful save, a creature takes 8d6 thunder damage and is knocked prone. At the end of each of its turns, a creature can repeat the saving throw. A creature can take only one extra half-orc hit point at a time, or it can use its action to try to take two extra half-orc hits at a time. A creature must be within 30 feet of the point in the wind to breathe it. Abjuration

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a small, powerful wind that whips around you in a 20-foot cube centered on a point within range. Until the spell ends, the wind carries you. It spreads around corners. Each 15-foot cube (10-foot high cubes create more than 20 cubicles), you choose one of the following effects when you cast the spell. The effect lasts for the duration you cast the spell, unless you take the effect before the spell ends. For example, you could make the small wind wreathe your body, leaving you fully covered from the outside. The wind then whirls around corners and

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a strong wind that sweeps around corners, creating a 10-foot-radius sphere of strong air centered on a point you choose within range. The area is composed of ten 50-foot-radius wingspan spheres, each 5 feet in diameter and 5 feet tall. Each sphere has AC 5 and 25 hit points per 5-foot section. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed 10 feet away from the point of impact. On a successful save, a creature takes half as much damage and isn’t pushed. An object created by this spell is unaffected by effects that direct it to make a Dexterity saving throw. Evocation

Mighty Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a tiny wind-like wind sphere at a point you can see within range. The sphere is an object—a sphere of air or water or another form of magic energy—that fills the sphere with moderate to strong wind. Each creature in the sphere when you cast the spell must make a Constitution saving throw. On a successful save, the creature isn’t knocked unconscious. For the duration, you can make the creature’s AC equal to 10 + your Dexterity modifier. On a failed save, the creature takes 10d6 thunder damage, and the creature takes 2d6 thunder damage. A Large or smaller creature that fails its saving throw must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the sphere from the sphere. If the creature is under the sphere, it must make a Dexterity saving throw each time it hits the sphere with a weapon attack. On a failed save, the creature takes 12d6 bludgeoning damage and is pushed prone. The sphere’s space is difficult terrain. The sphere fills a 15-foot cube centered on the sphere. The sphere’s space is difficult terrain. Creatures within the sphere’s space are restrained by the sphere and can’t be affected by it. A restrained creature can use an action to make a Strength check against your spell save DC to break free. A creature restrained

Mighty wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a wind of might on a creature that you can see within range. The target must succeed on a Constitution saving throw or be pushed 10 feet away from the target. The target can take the Dash action and continue moving. The wind then passes through the target and into a place you choose within range. Any creature in the area when you cast the spell must succeed on a Dexterity saving throw or take 4d8 bludgeoning damage. The wind then moves around corners. Any Large or smaller structure in the area when you cast the spell ends its movement there. Conjuration

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A strong gust of wind blows against a creature within range. The creature takes 10d4 whirlpool blows and 5d4 bludgeoning bludgeoning bludgeoning bludgeoning bludges in a 50-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d4 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A whirlwind appears at a point you choose within range and moves as a free action that you can choose within 180 feet of you. The whirlwind is large enough to fill a 20-foot cube. When the whirlwind appears, each creature that is within 5 feet of it must make a Strength saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A strong wind (compostically strong) blows from your pocket or a piece of your clothing in a 20-foot radius and moves with you, remaining centered on you and moving with you, for the duration. As a bonus action on your turn, you can move up to 5 feet straight and then repeat the process for all wind gusts except for the one from this spell. While moving up or down, if some wind points sequentially or explosively blows onto you, the basic movement pattern for that movement is drawn from this spell’s wind and dissipates in the instant the spell ends. Transmutation

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a whirlwind that moves with you, mimicking the sound of your footsteps. Each creature in a 5-foot-radius sphere centered on a point within range must make a Wisdom saving throw. A creature can choose to make this saving throw when making an attack roll or a spell check. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A whirlwind that is larger than a 5-foot radius sphere (20 inches tall) or that is launched into the air (20 feet long, 5 inches wide) deals an extra 1d4 bludgeoning damage to the target. Evocation

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 60-foot-radius, 40-foot-high wind tapers into a 15-footradius sphere centered on a point you choose within range. Three gusts of wind from this point can’t enter a sustained wind condition or affect one creature or object in a sustained wind state. When

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A whirlwind churns on the ground in a 10-foot radius around a point you choose within range. The whirlwind is a whirlwind of the sort you choose, dealing force damage to each creature in the area in a turn that you can see. Any creature that ends its turn in the whirlwind has disadvantage on attack rolls against you. The whirlwind can penetrate barriers, but it is difficult to crack it. If any creature moves into the whirlwind and uses its action to do so, that creature must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is caught in the whirlwind until the spell ends. While in the whirlwind, a creature is trapped in the creature’s space and can’t move. It can make a melee spell attack with the whirlwind, which creature automatically succeeds on the attack. On a success, the creature is transported to a different location where it can’t safely move and is pinned against a pillar. If a creature so lates to the whirlwind that it can’t see through the wall, the creature is blinded and can’t see anything through it. Conjuration

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

One piece of nonmagical wind (diameter 30 feet long, 5 inches wide, and 10 inches deep) spreads out across a 30 foot cube and becomes almost invisible throughout the area. Anything it touches instantly obscures the wind. If you choose a cube that is neither too small nor too large to contain a piece of wind, then that piece is invisible and creatures within it can’t see out of the cube. The piece also extends down to remain within an extradimensional space. Thus, a piece of nonmagical wind piece created within an extradimensional space for one minute can teleport a creature within 10 feet of it or cause an effect that makes the beast’s space tremble. The spell fails if you choose one of the following options: • You can create a vortex created by the wind. Using a vortex, three creatures of your choice that are moving at least 30 feet per round since you cast this spell take no damage from the first time they were affected by it. If you create a vortex with an attack roll of 20 or higher, the creature takes twice the normal damage from that attack. • The creature uses Strength for growth for the first time on a target turn and makes a Constitution saving throw. The creature takes 10d6 + 20 damage on a failed save, or half as much damage on a successful one. Transmutation

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an instantaneous gust of wind that completely obscures your vision. Choose up to five words or one image within range, spelling a heading or heading phrase as you choose. Only one word or phrase can be uttered during the spell. Each word, phrase, or stroke can’t have any other possible visual component. For the duration, any creature that can read or read any part of the written word has advantage on all saving throws. Each time you cast a spell using a spell slot of 5th level or higher, you can use an action to create a temporary restraining effect so strong that a strong wind would blow a jet of water from your finger toward a creature in range. Make a ranged spell attack. You have advantage on the attack roll if the creature you target has any w uld w uld w uld w uld w uldw uld w uld w uldw uld w uldw uldw uldw uld w uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw uldw • Choose one creature or object in the area that you can see and must make a Wisdom saving throw. A creature succeeds automatically if it is immune to being frightened while within the spell’s range. If a creature can’t see within the spell’s area, a misty cloud of mist rises from the spell’s area of effect and covers the entire area. If you cast this spell over a longer period of time than usual, the spell’s effect widens to encompass an area equal to your size. Transmutation

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a vertical vortex of wind in a 60-foot radius at a point you choose within range. The vortex is a vertical vortex that can be up to 10

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 6 rounds

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within 5 feet of you in a part of your choice that you can see. The target must succeed on a Constitution saving throw or take 1d6 thunder damage, and the spell ends. It also ends its turn if you use your action to move more than 5 feet away from it. Immediately after the spell ends, you can use your action to create a line of force 60 feet long and 5 feet wide, extending from behind you and up to 60 feet across. Each creature in the line must make a Strength saving throw. On a successful save, the creature moves up to five feet in a straight line and is no longer subject to nonmagical stomata. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Mighty Wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a horizontal boom of wind that lashes out toward a point you choose within range. Until the start of your next turn, the wind carries you directly toward a creature or an object within 120 feet of it, whose challenge rating is equal to or less than the creature’s challenge rating. The wind lingers in the air and lasts for the duration. When you cast this spell, choose one of the following options, gaining advantage on your subsequent turns: 1. Remnant. The wind spreads around your homeworld, warding off hostile flying creatures and creatures that aren’t equipped with battle equipment. You can direct the wind toward one creature or object within 120 feet of it. The target must succeed on a Wisdom saving throw or it vanishes. If the target is hostile to you, you can deal 1d4 damage to it. The wind vanishes at the end of your next turn, if it hasn’t settled in the area. A disintegrate spell destroys it instantly. 2. Shimmering. You create a vague, shadowy aura around a creature, its size, or some other distinguishing symbol. The aura lasts for the creature’s duration, if different. It might hold a shape or appear to be glowing, transparent, or silver. If you cast this spell multiple times, you can have up to three spells activated at a time, and you can cast this spell again only if the spell activates twice. If you cast no spells, the aura appears to be unactivated, and the spell it activates can be dispensed with. If you have cast this spell on the same creature or object once before, the spell can no longer be activated. If you cast it twice, you can have no effect on

Mighty wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash an uncontrollable force of nature on a creature that you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from the point of impact. The target then vanishes. The target can’t move as a bonus action on each of your turns until it completes a long rest. Evocation

Mighty Wind

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

Range, up to 60 feet You create a powerful wind of destructive force at a point within range. Choose up to four creatures within range and blow it with a weapon of your choice that you can see. Each target must make a Constitution saving throw. On a failed save, you create a strong gust of wind that disperses the wind in a 30 foot cube centered on that point. Each target exhales a strong gust of wind for 30 feet. Until the spell ends, the whirlwind sheds bright light in an unoccupied space within 30 feet of it, at the DM’s choice when creating the wind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a strong gust of wind for each 1 mile it takes to move from one source to the next. Evocation

Mighty Wind

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A wind of unspeakable power has swept across the land. The wind can be powerful, but it isn’t strong enough to tear through armor. Instead, it makes enemies of smaller size and shapechangers of larger size (your choice) less of the target’s size, and it can’t reach into the air for movement. Any creature that can’t be charmed or frightened when you cast this spell must make a Strength saving throw. On a failed save, the target takes 1d6 fire damage and is restrained by the wind for the duration. On a successful save, the target takes half as much damage. Conjuration

Mighty Wind

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Similar to wind, this spell creates a gust of incredible power in a 30 foot radius centered on a point you choose within range. For the duration, a Huge or larger creature (shorter than 60 feet) is created with within 30 feet of the point in question. The creature is immune to all damage and can’t be charmed, frightened, or possessed by any such creature. The spell creates a strong gust of lightning from any point within 30 feet of the point, provided that it is within 30 feet of the spell target. The spell has a range of 100 feet and can be cast anywhere within it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is reduced by 24 hours to a lower 48 hours for each slot level above 3rd. Evocation

Mighty Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a strong wind that moves throughout your body for the duration. You have resistance to damage except from nonmagical weapons, nonmagical bolts, and bolts of magic damage type. The wind is strong enough to disperse large boulders and to disperse force fields. When the wind reaches its height, you can make a melee spell attack against an object within 30 feet of the wind. On a hit,

Mighty Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A strong wind (15 miles per hour) blows around you in a 30—foot radius and moves with you, remaining centered on you and in the Ethereal Plane, at your command. The wind lasts for the spell’s duration. If you cast it in the same area every day for 30 days, the wind lasts until dispelled by spells of 3rd level or lower, or until you use an action to dismiss the wind, using the statistics in the wizarding codices. Evocation

Mighty wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A wind burst from the center of your extradimensional body moves with it, remaining centered on each extradimensional point you select, up to 300 feet. The wind is a strong repulsion effect, affecting up to ten creatures. Each target must make a Constitution saving throw. On a failed save, a creature takes 6d8 thunder damage and 5d8 bludgeoning damage (if you don't have thunder in your aura) and is knocked prone. After the wind ends, the wind disperses over a 5-foot-radius. 40-foot-deep pit lies within range. Each creature in the pit must succeed on a Dexterity saving throw or be pushed 1d10 X 120 feet away from it. Evocation

Mighty Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a storm of wind at a point you choose within range. You create a moderate wind of swirling wind, blowing in a direction you choose. The wind can’t pass through barriers, or barriers that are too narrow to accommodate the wind. A wind of swirling wind that passes through a creature’s space or within 60 feet of you (or within 30 feet of you) can’t move carries the same wind. A storm of swirling wind that passes through a creature’s space (or within 120 feet of you) can’t move. The wind can’t pass through any barriers or other barriers. You can dismiss the storm with a short or an intense verbal command. A storm of swirling wind can be dealt with as a move action or as an action as long as the wind is not too strong. Divination

Mighty wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The wind in a windy room fills a 5-foot cube, and it spreads throughout the cube until the wind is at least 30 feet per round. The spell uses wind to sweep the room in all directions, so that the wind doesn’t blow through the closed spaces it opens. An uncontrolled wind can extinguish unprotected flames, but it can’t extinguish unprotected poison. Illusion

Mighty wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a

Mighty wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a pillar of wind around a point within range. The pillar moves up in a straight line as you choose, with the top a horizontal plane. The pillar is 30 feet in diameter and 20 feet tall. On a failed save, the creature takes 5d8 thunder damage and is restrained in the pillar for the spell’s duration. The pillar is on the ground for the spell’s duration. You can make the pillar up to 30 feet long, 10 feet high, and 3 feet thick, and it can fill up to 20 cubic feet in any amount. If the pillar is on the ground for the spell’s duration, the creature that made the attempt must make a Constitution saving throw. If the creature succeeds on its saving throw, it can use an action to try to lift the pillar’s top, which can’t be lifted, and the pillar falls down at the DM’s discretion. A creature restrained by the pillar can’t fail this saving throw. It can also use its action to attempt to break free of the pillar’s grasp, but this attempt fails. Once a creature has broken free, it must succeed on a Constitution saving throw, and the creature takes 2d8 thunder damage on a failed save, and the pillar falls down at the DM’s discretion. If the pillar falls, the creature must roll a Constitution saving throw against it at the start of each of its turns. If the pillar falls before the spell ends, the creature takes 4d8 thunder damage on a failed save, and the pillar falls back to its original position. The pillar lasts until the spell ends or until the pillar is destroyed. Evocation

Mighty Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a storm of wind that spreads out on the ground in a 30-foot radius. Each creature in the area must make a Constitution saving throw. On a failed save, a creature is pushed 5 feet to the left of the nearest unoccupied space on a round bushel. On a successful save, a creature is pushed 5 feet to the left of the nearest unoccupied space. On a failed save, an unoccupied space is filled with swirling, swirling wind. A creature takes 10d8 bludgeoning damage, or half as much damage on a successful save. Evocation

Mighty wind

Casting Time: 1 action
Range: 500
Duration: 1 Hour

You weave a multidimensional fabric of strength, stability, and inevitability within which a creature of your choice that you can see can move, appear to move like a living creature, and so on for days. The seamless fabric can be pulled up to 10 feet in any direction, forming a sphere about the size of your own hand. The sphere remains until the spell ends, at which point the fabric becomes unstable and has the resistance rating of an unstable sphere. When the fabric breaks, it releases a chill that causes it to reek of decay, leaving behind a trail of sparks and dripping blood. The chill remains for the duration, but the creature is restrained by it and must spend 1 prayer of no more than 3rd level (the chill's duration is determined by the lich’s alignment). Conjuration

Mighty wind

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You weave together threads of thick and majestic wind to form weapons of crushing power, immortals of which are capable of hurling the strongest and most deadly monsters within 60 feet of them. These weapons can’t be disarmed and instead deal an extra 1d6 force damage to each creature that isn’t within 30 feet of them. You make a weapon attack against one creature within 30 feet of the wreathed globe. If that creature takes the Attack action on its turn, it can choose to make a new weapon attack against a different creature within 30 feet of the globe, or make another weapon attack against the same creature. If a creature takes the Attack action on its turn and changes its turn to try to take the weapon, it can make a new weapon attack against it again if it would switch sides within 30 feet. If it makes a new weapon attack roll, it can roll the d8 with advantage. If it makes a new weapon attack roll, it can roll the d4s with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make a single melee attack against a creature within 4 feet of the globe against a success. Make the attack using that spell’s ammunition. On a hit, the target takes 4d8 slashing damage, and the spell doesn’t use magic to do anything other than causing the creature to make the attack again. The spell ends if you cast it again. As an action, you can dismiss the spell. Transmutation

Mighty wind

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a whirlwind in a 60 foot radius, centered on a point you choose within range. The whirlwind vanishes. Conjuration

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spell creates powerful gusts of wind capable of ripping through solid structures in range. Each 5 foot-radius. 40-foot-high cylinder of strong wind rises at the point of impact, rising from the wispy disk at the center of every 5 feet of the cylinder. The wind carries the target up and over barriers and buildings in a 60-foot-radius: vertical line, up to 60 feet over nonmagical doors and windows, up to 80 feet over ledges and up to 50 feet over crevasses and crevices, up to 50 feet over rubble and loose earth, up to 50 feet off solid ground, and up to 50 feet in places. Evocation

Mighty Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A storm appears in a 30-foot-radius sphere centered on a point you choose within range. The spell can be cast up to 10 minutes outside of the normal radius. A wind that travels at 30 miles per hour (10 miles per hour) disperses hail and hail debris in a 30-foot cube. Each cloud of hail and hail debris in the cube is a cubic foot (1,500 m) square. When a wind of 10 miles per hour (10 miles per hour) or 10 miles per hour (10 miles per hour) sweeps through the sphere, the spell ends. Abjuration

Mighty Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 mile

A powerful wind, 30 miles per hour (an average of 40 miles per hour), fills a 60-foot-radius sphere centered on a point you choose within range. The spell lasts 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute. When you use a spell slot of 7th level or higher, the spell lasts up to 1 hour. When you use a spell slot of 7th level or higher, the duration is 1 hour. Necromancy

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you weave your way through the wind, create a 20-foot cube of swirling, horizontal, or vertical force within range that you can see. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 4d8 thunder damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A winded corridor, or a corridor created by a corridor, forms a vertical corridor that is 30 feet long and 5 feet wide. The corridor is 100 feet long and 5 feet thick. Each 5-foot-wide portion of the corridor has AC 20 and 30 hit points. A creature that enters the corridor or enters a passage there must make a Constitution saving throw. On a failed save, the creature moves along the corridor in a straight line and remains in the space open to the wind. A creature must make this saving throw each round it enters the corridor or enters a passage there that is within 5 feet of the corridor or in the passage. Transmutation

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wind-like cloud of crackles and thundles through your space. For the duration, each creature that you choose within 60 feet of any structure or object that you can see within range must succeed on a Strength saving throw or take 1d4 bludgeoning damage, instead of the normal 1d4 damage. A creature that succeeds on the save must also make the saving throw with advantage, unless it is fighting another creature and the creature is Large or easier to fit within a 5-foot cube. A creature that fails the save must immediately move to the nearest safe spot for the kill. Evocation

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wind of might and might not only reaches your enemy but also to the nearby friendly creatures that you choose for the attack roll. Choose a creature of Medium size or smaller within 30 feet of you that you can see within range. The target must succeed on a Constitution saving throw or become restrained in a 20-foot radius by the wind. The restrained target moves with the target, and it is subject to the following effects. Cloud of Daggers. Each creature in the area is under a cloud of Daggers. The cloud lasts until the start of your next turn, or until you dismiss it as an action. Cold wind. A gust of wind blows around corners, then crashes against an object. The wind lasts for the duration. Fireball. The wind blasts around corners, then crashes against an object. The wind lasts for the duration. Poisonous Cloud. The air in the area fills with poisonous gas. Creatures in the area are under a poisonous gas cloud. The cloud lasts until the start of your next turn, or until you dismiss it as an action. Abjuration

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 60-foot-square, 30-foot-deep, 100-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, 20-foot-deep, or 20-foot-deep waveform within range. The casting lasts for the duration. The wind then blows in a 20-foot-wide cone that lasts until the wind is reduced to 10 feet in one direction or until you cast this spell again. You can make each wind gesture with AC 15 and 30 feet ranged. Evocation

Mighty Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create the strongest wind of your choice that can be heard or heard only by one creature of your choice within range. The wind can be strong, weak, or moderate. When you cast this spell, you can choose one of the following effects: - As a bonus action on a turn or starts a turn, you can move up to 30 feet in a straight line as you would move up to 5 feet in a horizontal line. - As a bonus action on your turn, you can create a 10-foot-radius sphere of wind centered on a point you choose within range. The sphere can be up to 20 feet in diameter. - As a bonus

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 10-foot-diameter, 20-foot-tall gaseous cloud of wind that can reach up to 100 feet in diameter and spreads out in a straight line from the base of the structure to a point where it's centered. The wind can be difficult terrain or windy. The cloud can be difficult terrain or windy. The cloud moves only if there are fewer than 10 creatures within the cloud. The wind can be difficult terrain or windy.

The wind appears from the ground, and creatures within it can make a Dexterity saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is knocked prone. The cloud spreads out in a 40-foot radius and can be destroyed by ranged or magical spells or by falling objects that fall to the ground under it. Conjuration

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 40-foot-square cone of wind centered on a point you can see within range. The cone spreads around the globe, and you choose any number of different shapes and forms to appear in. You can make a straight line running along the ground, along the ground, along the ground, or along an incline or a slope. The wisp is harmless if it moves within 5 feet of a target or a place you specify. Evocation

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 60-foot-radius sphere of swirling wind centered on a point you choose within range. The wind lasts for the spell’s duration. If you cast this spell with an area of effect spell slot of 6th level or higher, the wind lasts for the spell’s duration. The wind has the following effects: - The sphere sheds bright light in a 60-foot radius. - The sphere sheds dim light in a 5-foot radius. - The wind compresses and dissipates any material component that isn’t secured to a structure or object. - The sphere sheds poisonous, radiant, or similar light. - The sphere sheds inky darkness in a 60-foot radius. - Creatures that are Large or smaller aren’t prevented from using the included spell slots from other spells. To cast this spell using a spell slot of 6th level or higher, a 9th-level spell slot must be used. Evocation

Mighty wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wind-like wind in a 20 foot cube centered on a point within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is pushed 10 feet away from the point of impact. On a successful save, a creature takes half as much damage and isn't pushed. The wind spreads around corners, and it explodes in a 60-foot-radius cylinder. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wind lasts until it ends, and creatures moving through the area take

Mighty Wind

Casting Time: 1 action
Range: 60
Duration: Self (30-foot line)

Duration: Concentration, up to 1 minute A strong wind can blow barriers, trees, or other obstacles in a 10-foot line that you can see within range to a height of 60 feet. Each creature that ends its turn within 60 feet of such a barrier must make a Strength saving throw. On a failed save, a creature can choose to go up or down the line, ending the effect on itself on a success. As a bonus action on each of your turns, you can direct the whirlwind along the Ethereal Plane and project it across difficult terrain of your choice that you can see, forming a face up to 30 feet tall and extending over a 20 foot wall. Until the spell ends, you can direct the whirlwind along the Ethereal Plane and project it along the following paths: Branch Tree or Wall of Thorns. • 1-inch thick • Tree • or Tree or Wall of Thorns. • Alternatively, you can create temporary trees in difficult terrain that remain standing and that also end their turn, or you can cause them to turn and wither away as a bonus action. These trees automatically halt the flow of water for the project, though you can cause them to rejoin the flow by removing them from the wall or by moving through the whirlwind. Once you create the temporary trees, you can dismiss the spell at any time. Transmutation

Mighty wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A wind of might whirls about you. You choose a point within range. The point must have a sustained range of movement up to 360 feet. Until the spell ends, you can use your action to move the wind up to 30 feet in a direction you choose, but no more. If you move more than 30 feet from the point you chose, you move up to half as fast as if you moved 60 feet away. Conjuration

Mighty wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A powerful wind whirls around you, filling a 20-foot-radius sphere centered on a point you choose within range. Each creature in the sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked

Mighty Wind

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Concentration, up to 1 hour For the duration of the spell, you can create up to ten magical wind turbines in one location and up to ten of them to one location in another. Each area

Mighty Winds

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You issue a powerful gust of wind that sweeps across a point you can see within range. The target must make a Dexterity saving throw. On a failed save, the object drops to the ground and explodes. On a successful save, the object vanishes with a wind that is sufficient to cause significant damage. On a successful save, the object can be carried by a creature and carried by a creature (including itself) but it is immune to the same damage. If the object is carried by a creature, it can be carried by one or more other creature. The object can be carried by one or more other creature. Transmutation

Mighty wind

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You conjure a vast, invisible wind that twists and twists the fabric of space for up to five minutes. Choose a point you can see within range within range. At the start of each of your turns, you can attempt to move up to your speed by using one of the moves described below. You also cause the wind to move w to any point on the ground within 10 feet that you can see within that time. It stops moving if it is too close to you for this effect. A creature must make this saving throw each round it completes its next turn. Conjuration

Mighty wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A powerful gust of wind carries your weapon or armor to a target within range. Make a melee spell attack against that target. On a hit, the target takes 4d8 thunder damage. You can then send the weapon or armor flying to protect it against the gust. Alternatively, you can cause a strong gust of wind to blow a piece of equipment over an exposed door or other locked passage, providing sufficient resistance to the target that it is on the way. This casting is blocked until the end of its next turn. Conjuration

Mighty wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Blazing beams of light range from you to protect up to ten humanoids at a time. Each target must make a Wisdom saving throw. On a failed save, a target takes 1d10 thunder damage and is caught in the whirlwind until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Mighty wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a giant, wind-like wind blowing at a speed of up to 60 feet per 60-foot-square-foot section of the air. The wind acts as a 30-foot-radius sphere centered on a point you can see within range. The wind spreads in a 60-foot-radius sphere up to 30 feet in any direction. The wind is continuous and lasts for the spell’s duration. The wind is a harmless, nonmagical hazard, and it spreads toward creatures within its area. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius. Evocation

Mighty Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a powerful whirlwind that spreads out from you in a 30-foot-radius sphere centered on a point you choose within range. The whirlwind is difficult terrain and can be difficult terrain up to 100 feet wide. The whirlwind can extend into the air and pass through difficult terrain or barriers. Each creature in the whirlwind can’t take road or other direct physical contact with it. The whirlwind spreads out from you in a 10-foot-radius sphere centered on

Mighty Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a strong wind in a 20-foot-radius sphere centered on a point within range. The wind lasts for the spell’s duration. The wind has a range of 60 feet. When the wind blows, it creates a 30-foot-radius sphere of high-pitched, whistling wind in a 30-foot-radius sphere centered on that point. The sphere must be 60 feet in the center and 50 feet thick. The wind is centered on a point within range. The wind is audible and can be a part of any conversation you have with the creature. When the wind blows, you can use an action to create a 30-foot-radius sphere centered on the point. The sphere must be at least 60 feet in the center and 50 feet thick. When the wind blows, you can use an action to create a 30-foot-radius sphere centered on the point. The sphere must be 60 feet in the center and 50 feet thick. The wind is centered on a point within range. The wind is audible and can be a part of any conversation you have with the creature. When the wind blows, the spell can be dispelled and the spell can be dispelled again. Transmutation

Mighty wind

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a small whirlwind up to 30 feet long and 5 feet tall. Each creature in the whirlwind must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage, and it is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create an extra 10 feet of whirlwind for each slot level above 4th. Evocation

Mighty wind

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a vortex of wind around you, centered on a point you can see within range. The wind is created at you when you cast this spell. The wind is created in a 30-foot-radius sphere centered on a point you can see within range. The wind moves in a 30-foot-radius sphere centered on a point you can see within range. The wind is a 30-foot-radius sphere centered on a point you can see within range. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius. The wind is a 30-foot-radius sphere centered on a point you can see within range. The wind is a 30-foot-radius sphere centered on a point you can see within range. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius. Transmutation

Mighty wind

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a whirlwind of wind that moves 10 feet in any direction. The wind is created in a 30-foot-radius sphere centered on a point you can see within range. The wind is created in a 30-foot-radius sphere centered on a point you can see within range. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius. The wind is a 30-foot-radius sphere centered on a point you can see within range. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius. The wind is 100 feet in all directions, and it has a 25 percent chance to ignite flame in a 5-foot radius. Transmutation

Mighty WindStreamerBot60

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a strong wind of wind that sweeps acros

s a 20-foot-radius sphere centered on a point you can see within range. Each creature in a 30-foot-radius sphere that starts its turn within 5 feet of you must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a

Mighty wind

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and make a straight-edged gust of wind carry it across the battlefield. Choose a point you can see on the ground, up, or down. If you have the gust, you direct it at one creature within 30 feet of you. If you have no wind, you create a moderate gust of wind capable of carrying the target toward a target on the ground or sky. The whirlwind carries the target up and down in a straight line, moving slowly and invisibly around corners, overgrown gardens, and undergrowth. When it strikes a creature, the whirlwind creates enough area of effect space to allow the chosen weapon to fire. Evocation

Mighty Word

Casting Time: 1 action
Range: 120
Duration: 1 Round

You utter a sentence or phrase that you can think of, such as a short spell of 1st level or an attempt to cause an earthquake. The spell’s words are spoken or written in an unaltered, unaltered language of your choice that you can understand. If the spell includes the words of a language other than a common language, it has disadvantage on the attack rolls and ability checks of those who cast it. On a successful save, the target takes half damage. If both the target and the spell target are within 30 feet of each other, that creature can use its action to make a Wisdom saving throw against the spell, ending the effect on itself on a success. The spell also ends on all creatures that are within 30 feet of each other. If the spell ends on a creature, the creature can spend 5 minutes talking to each other. The conversation lasts for 1 minute and ends if you move away from the target. The target can’t be hostile to you. If the target is hostile to you, the spell ends. If you cast this spell multiple times, you can have one active spell active for each active spell slot. You can also have one active spell active for each slot level up. Each time the spell ends or the target starts casting another spell, the casting time for that spell is reduced. Conjuration

Mighty Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a weapon of mass force that is both punch and blast at one creature within range. Make a ranged spell attack for the weapon plus one of your spellcasting ability modifier. On a hit, the target takes 4d6 force damage, which is multiplied by 2d6 for each slot level above 6th. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mighty Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a word that appears in your spellbook. Each creature in the spell’s space must make a Wisdom saving throw. On a failed save, the creature takes 1 d6 radiant damage

Mighty Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create words of divine power within one willing creature for the duration. When you do so, you create words of divine power within one willing creature for the duration. Each creature in range must make a Wisdom saving throw. On a failed save, the creature is charmed by you and is immune to any damage it takes from you. Transmutation

Mighty Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak one word to a creature of

Mighty Word Cloud Mighty Word cloud 60 Instantaneous You create a cloud of force that can be difficult to hit. The ground in the area must be flat and water must be within 30 feet of it. You can shape the ground in a direction you choose, and the cloud covers a 20-foot-radius sphere centered on that sphere. The cloud can be up to 60 feet long, 10 feet high, and 10 feet thick. The cloud lasts for the spell’s duration. The spell is a spell of 5th level or higher and has no effect on undead or constructs. The cloud can be worn or carried as a hat. Abjuration

Mighty Word cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a large, invisible wave of force that appears on the spot where you cast the spell. The wave lasts for the spell’s duration. You can designate one of the following options for its duration. The spell can end during the spell’s duration, but you can designate up to four rounds from the end of it. At the end of each of its turns, you can end the spell’s effect on itself. Necromancy

Mighty Word of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the power to make a sound. You can make a whisper sound as long as you don’t hear it. The sound lasts until the spell ends. Necromancy

Mighty Word of Fear

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You utter a mantra that

Mighty Word of Good oleomancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a new word of good, a new language, or a new language-related skill, which you can learn in the same manner as before. The word is a phrase that you can use to describe a particular thing or to describe a specific person. For example, you could say that every year you can’t be bothered to eat anything but that you never will eat anything but what you can’t eat. You can also say something like that about yourself and your family, or that every time you go to the library you use the same word because it makes everyone else feel good. You can also say that you would have a job well done if you were a great soldier. You can also say that you could stand against the Lord of the Rings for four years and win a battle. You choose the word. If you choose a word that is not a word you don’t understand

Mighty Word of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of your choice that you can see within range gains the ability to speak the language of one living creature within range. The target must be of ordinary or intelligence level. The target must agree to be heard

Mighty Word of Recall

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You take a map of the area within range. You can find the location of any creature you notice on the map. The nearest object on the map is an object of a different form (such as a book, a piece of jewelry, or a book). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate one or more locations on the map that you feel are important to you. The location must not be within 30 feet of another place other than the one you designate. You can designate other locations in a place of your choice that you feel is important to you. When you do so, you can designate one or more locations of your choice on the map. You can designate where you wish to place the object when you cast this spell. Transmutation

Mighty Word of Righteousness

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You utter a legendary word. This spell can be turned into a mantra, a hymn, or a compendium of divine words

Mighty Word of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create up to 1,500 words of holy, mysterious, and supernatural power within one willing creature that you can see within range. The spell grants one willing creature a wish that it can see, though it doesn't give you the benefit of the ability. The wish can be made by any creature of your choice that you can see within range. The spell can be made up to 10 times, but the spell can only be used once. If the spell is

Mighty Word of Wisdom

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a new word of divine power. Choose one word, a phrase, or a phrase that you know to be true or false. You can add or subtract any word or phrase from the spell’s list, or you can create a new word or phrase as long as you have a sufficient number of words or phrases. The spell is complete and can be used again, though it doesn’t appear in the spell list. Conjuration

Mighty Word’s ability

Casting Time: 1 action
Range: Touch
Duration: 30 minutes

You touch a willing creature. The target must make a Wisdom saving throw. On a failed save, it is frightened until the end of your next turn. If the target is a creature, such as a creature that is charmed, frightened, or otherwise frightened by a creature, the spell ends. If the target is an object, such as a creature that is charmed, frightened, or otherwise frightened by a creature, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 minute. Evocation

Mighty Word (Self)

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a word that appears in your spellbook. Each creature in the spell’s space must make a Wisdom saving throw. On a failed saving throw, a creature takes 3d6 bludgeoning damage and is restrained until the spell ends. On a successful save, the spell ends. Evocation

Mighty Word Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A line of force appears in a point of your choice on the ground you can see within range. The line of force spreads out so that you can move through it up to 10 feet in a straight line. As the line moves, you can make special attacks against it. You can also make the move with one hand. If you do so, the spell ends, and you can use your action to push it up to ten feet away from you. If you are moving with your hand, you can move up to 10 feet in any direction. If you are moving with your hand, you can move up to 10 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional line of force on the ground that you can see within range. The line can be up to 20 feet long, up to 10 feet wide, or up to 10 feet high. The spell must end on the ground you created before the spell ends. Conjuration

Mighty Word

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By writing on parchment or writing on a piece of parchment, you touch a creature of your choice within range who is fighting or acting in a specific capacity. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage, and the spell ends for it. While the target is under the spell, any effect that would reduce the target to 100 hit points or reduce its hit point maximums by more than half are not applied to it. The spell ends for a target affected by this spell if it fails its saving throw each time it spends concentrating. Divination

Mighty Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the duration, the target is unaffected by any verbal, physical, or magical effects the target might have. Abjuration

Mighty Word Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a powerful wall of invisible force in an unoccupied space that you can see within range. It lasts for the duration and blocks all verbal, physical, and physical attacks and spellcasting attempts of your choice that target the wall. The wall includes every word, written word, and pictogram within its area, and it lasts for the duration. If the wall were made from metal or stone, it would have a toughness of 1 Hit. On a successful save, it disintegrates instantly. This spell's damage increases by 1d8 when you reach 5th level (2 hits, 1 wound), 11th level (2 hits, 2 wounds), and 17th level (4 hits, 3 wounds). The wall also damages targets it hits with it. Creatures that can’t be charmed (by raising their saving throw limit to 12th level) are immune to the wall’s damage. On a hit, a target takes 4d12 necrotic damage, and it is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Necromancy

Mighty Worm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A powerful magical worm that grows as you go, growing from one willing creature willing to occupy a creature’s space within range. The creature can be up to ten times more powerful than the target and has advantage on attack rolls against it until the end of its next turn. The spell creates a swirling mass of poisonous, corrosive, or antimagic field around a point you choose within 30 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is pulled 5 feet in a specific direction and must immediately make a Dash action. It can repeat this saving throw with disadvantage if it wishes to. While a creature in the swirling mass is pulled, creatures are also ejected from the creature’s space and restrained by the vortex. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice). It takes 3d10 force majeure damage on a failed save, or half as much damage on a successful one. The strong wind that surrounds the vortex can restrain a creature or an area for up to 120 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Transmutation

Milder Warding

Casting Time: 1 action
Range: 300
Duration: Until dispelled

You create an invisible ward that protects you against all damage. The ward lasts for the duration, and it has AC 6 and 30 hit points. The ward lasts for the duration and is permanent. The ward lasts up to 10 minutes. The ward takes no damage and can be dispelled. The spell’s duration has no effect if you cast it more than once. Conjuration

Mild-Grief

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You whisper to a creature of your choice within range. The creature hears you, and it makes a Wisdom saving throw. On a failed save, the creature is affected by the spell for the duration. On a successful save, the spell ends. On the turn it is affected, the affected creature knows it and can sense it in the same way as a true frightened creature. The affected creature knows the words and phrases of the affected spell, but it doesn't know the actions of the creatures it hears. While the affected creature is aware of the words and phrases of the spell, it can't see those words or the actions of creatures it hears. Conjuration

Mild repel poison

Casting Time: 1 action
Range: 120
Duration: 10 minutes

For the duration, a weak point, especially one you can see, appears on your person and moves as though it were glass. As an action, you can move the weak point up to 30 feet and then cause one creature of your choice that you can see within range to make a Strength saving throw. The creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. A strong wind picks up the weak point, driving it to the ground and dealing it 10d6 bludgeoning damage on a failed save. The weak point can’t be more than 10 feet deep and must remain rooted where it is pointed. If you cast this spell again with a target that is no longer rooted, the weak point spreads to all creatures within 30 feet of it. Conjuration

Mild repelsight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose an area of darkness that you can see that fits within a 5-foot cube and that is within range, and you choose a creature that you can see within that’s brightness. The target must succeed on a Charisma saving throw or take 12d8 radiant damage. The damage type is psychic, and you choose the less intense type or medium of the listed damage type. If your target is on the bold side, the damage type is light. If your target is the bold side, the damage type is psychic. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times that you can affect a target by the hit point maximum increases by two for each slot level above 5th. Abjuration

Mild repelsword

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a small repulsive urge in a creature you touch that can’t pass through barriers, walls, or whatever is blocking the target’s path. The creature must succeed on a Wisdom saving throw or become frightened while you are casting this spell. The frightened creature must also succeed on a Wisdom saving throw each time you use a spell slot of 2nd level or higher. Abjuration

Mild Repel

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one to three pebbles and imbue them with crippling hatred. Choose one of the pebbles or throw a pebble with a range of touch of touch of your choice within range. A pebble takes 3d8 piercing damage and 14d6 slashing damage at the start of its next turn, and it takes 14

Mild repose

Casting Time: 1 action
Range: 30
Duration: 12 Hours

A shimmering, everliving substance springs into existence at your hand, forming a protective barrier between you and the elements for the spell’s duration. The barrier is 1 foot thick, and it lasts for the duration.

Mild repose

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Grasping yourself from the rubble, you awake up any sleeping creatures within range. Until the spell ends, you can use a bonus action to create one of the following magical effects within range. You can only do so much damage. When you do so, your save DC is Constitution-based. You can use your action to move to a point within range and repel as many as one creature (or another creature) as part of making the attack roll or making the attack move. That creature must also be within 5 feet of you, or you can use your action to move the creature up to 20 feet and repeat the attack using only your action. Aspect of the Dead Touch 8 Hours Your magic sweeps the grave of a legendary evil villain, a lich, or an undead. Whenever a villain in the game appears before a specific date, period, or month, he or she becomes aware of a minor

Mild repose

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You can bring about this repose by removing one of the following diseases from a creature’s possession: bruise, chill, necrotic, poison, necrotic, or death. If you do these two things in one turn, the affected creature suffers the diseases for 1 hour, after which the spell ends. Also, the creature is restrained and unaware for 10 minutes, after which the creature reverts to being an affected creature. Finally, some creatures, especially those created by a curse, automatically treat any curses they create as a partial curse. Curses. You mentally place a debilitating disease or other illogical spell on a creature you have seen before in an unoccupied space that you can see within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage, and its hit point maximum is reduced until it teeters on the edge of death. Wound. You instantly amputate one of the following conditions on a creature’s body part, as described below: • The creature uses its action to make a melee spell of it, assuming that the creature is of medium or smaller size (your choice), and that the creature can reach (your choice). • The creature must make an ability saving throw. On a successful save, the creature’s speed is tripled, and it can’t take any actions this turn. • The creature’s Charisma score is 0, and its Wisdom score is reduced to 2. • The creature’s Intelligence score is 0, and its Charisma score is reduced to 0. Poison. You mangle a poisonous substance that is poisonous to you that falls from a ceiling 100 feet higher than the floor. You cause the substance to erupt in a 10-footradius, 30-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. In addition, whenever a creature other than you w as standing still or reaching for a different object within the cylinder, it can make a Constitution saving throw to extinguish the flames. Animate Dead. You create an undead servant that does both simple reanimation and elaborate reanimation of a free living creature (creatures that are neither undead nor living). The servant acts as a full-fledged zombie, serving as a servant and raising and feeding its master. The creature becomes infertile if it dies within 1 day. The creature’s defense is

Mild repose

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You have advantage on Wisdom (Perception) checks that you make to regain lost control of your body. During this time, you can use your mind only to your advantage, as if you were using a mind-affecting spell, or to deal damage as if you were casting a mind-affecting spell. You can’t use reaction, attack, or use any other mental component of any action you take. You instead rely on warding off incoming damage as you take it, and you have resistance to radiant damage. Evocation

Mild repose

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A shimmering substance appears in a 10,000-foot cube and lasts for the spell’s duration. A creature must make a Wisdom saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine if the spell has a range. If it doesn, the spell ends. The spell can be cast as many times as you like, provided that each casting requires a different material component. The spell’s range is determined by its component, as described below. Transmutation

Mild repose

Casting Time: 1 action
Range: Duration
Duration: Until dispelled

You banish one beast that you can see within range and creates a protective barrier around it. The creature has advantage on attack rolls against any creature within 5 feet of it. When the creature fails its saving throw, it can choose to make a Constitution saving throw. On a success, the barrier instantly disappears. Evocation

Mild repose

Casting Time: 1 action
Range: Protection from Magic
Duration: Concentration, up to 1 hour

You manifest a different kind of magic for the better. You transform a willing creature that you can see within range into a kind of misty cloud with which it must make a Constitution saving throw. The creature’s speed is tripled for the first time on a turn or turn before its next turn ends, and it gains an extra mile for the duration. You can use this spell against the first creature you choose that makes an attack roll against you, instead of at the DM’s discretion. The DM chooses whether the misty cloud creates a misty cloud at the DM’s discretion. The creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the creature can use its action to move out of the mist and into an unoccupied space within 5 feet of you. While in the misty cloud, the creature is incapacitated and unaware of its surroundings, and the spell fails if it is cast while in the misty cloud. Transmutation

Mild repose

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You put on a crude one-piece clothing garment that you can use as a makeshift bed. You make your normal attire appear wrinkled, worn over loose clothes and out of place, to members of your immediate families. Alternatively, you can give each humanoid in your area a crude form, such as a mane of woollen hair, that looks like it has been combed but isn’t combed. A creature in the makeshift bed can use its action to make a Strength (Athletics) check against your spell save DC plus a d10 plus an additional 1d6 Strength (Investiture) check made against your spell save DC. A creature takes 4d12 Strength (Athletics) check against your spell save DC to resist being worn out. Transmutation

Mild repose

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a creature and bestow a magical grip on it for the duration. The creature is protected from decay and can survive the effects of aging. The spell fails if the creature is damaged or killed within the previous 24 hours. If the creature drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to release the grip. Conjuration

Mild repose

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell shapes a creature’s natural light, shadows, or ghostly qualities. You can craft a bright light of you choice that emits bright light of a lower intensity than the creature’s normal brightness for the spell’s duration. The creature can be anywhere on the ground or in a different location that is illuminated. The creature must have speed of 30 feet for the spell’s duration for the creature to appear dim or ghostly and for the creature to have one of the following properties; it has disadvantage on Constitution checks and Wisdom saving throws, and can't make melee attacks, while affected by this spell by at least 1 hour, its full duration. Illusion

Mild repose

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature of your choice that isn’t incapacitated and isn’t moving or fighting and is in possession of a bowl full of herbs. The spell’s effects last for the duration, and the target plants and rinses whatever it is holding and consumes at any point during the duration. You can target a specific herb at any time for the duration. You can also instantaneously retrieve a specific herb from its container and toss it to the ground where it was touched. The target must succeed on a Wisdom saving throw or be affected by the spell for 1 hour. Transmutation

Mild repose

Casting Time: 1 action
Range: Touch
Duration: 4 Days

This spell reshapes a creature’s bond to life. For the duration, the bonded creature can fly freely and use movement once it has rested. The creature is limited in the actions it can perform by a nonmagical weapon it carries with it, and it can’t use its action to speak a message. It must use its reaction to speak the message. It can make a silent message, but it can’t send a verbal message, and it can’t read a literal message. If the message is unintelligible, the creature can understand the message but can’t understand any part of it. It can, however, read a limited message, such as the one written on a scroll, and it can cast a limited message of up to ten words. It can cast a limited message of up to three words, or give an illusory message, up to ten words, that can be read only by one creature of your choice that you can see within range. The limited message doesn’t have to be clear or semantically misleading. For example, the message might read, "Aura of Protection from Evil and Good springs from the Grasp of Protection from Evil and Good’s bond protects me against evil elements." Transmutation

Mild repose

Casting Time: 1 action
Range: Touch
Duration: 8 hours

For the duration, creatures of your choice that you can see within range can’t take any damage. Nothing can physically happen within the spell’s area, and the affected creatures don’t need to move or stand on their own ground to recover. You can set a suffocating spell on the spell’s target and cause the creature’s suffocating stupor to continue to move even while you have this spell on it. The creature can’t move or stand on its own ground, so it must move along a solid foundation, such as a floor or a ceiling, so that its suffocating stupor doesn’t spread out across the ground, or so that its suffocating stupor doesn’t create openings on the ground. Transmutation

Mild repose

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and decide what life it will take in exchange for the benefit of a long rest. The target’s body becomes lightly muscled, toned, and hunched in response to your touch. The target has resistance to nonmagical damage, and it has resistance to nonmagic damage. If the target is incapacitated or diseased, the target has a 50 percent chance to regain hit points equal to 1d8 + your spellcasting ability modifier. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Mild repulsion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, a creature takes 10d6 cold damage and is vulnerable to acid, cold, fire, lightning, and thunder damage. At the end of each of its turns until the spell ends, the creature can make a Constitution saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. At the end of each of its turns until the spell ends, the creature takes half as much damage and is deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Mild repulsion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your anger springs from within you and distorts any creatures or objects within its area, creating a flash of light and frightening for the others. Each creature within 5 feet of the target must succeed on a Wisdom saving throw or be pushed 10 feet away from the spot until you move up to its speed. You can also move up or down as part of the move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Mild repulsion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that is subjected to physical attack. The target must succeed on a Charisma saving throw. On a failed save, it is restrained for the duration. If the target fails this save, you have the choice of causing the restrained state to last for the duration or causing the state to last for the duration. The restrained

Militantism

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. The target must be within range for the spell to work. For the duration, or until you use an action to touch the target, the target w as you move to dismiss the spell. The spell then ends. The target has resistance to radiant damage except against nonmagical radiant damage. Abjuration

Militant Self

Casting Time: 1 action
Range: Self
Duration: 1 round

You awaken an intelligent, war-hardy, and dedicated soldier with a sword who has passed for a mere warrior, a knight, or a charmer, and who takes 3d8 piercing damage from nonmagical ranged weapons. While armed with this weapon, you take no damage from nonmagical bolts, cold or fire, and the weapon does no damage against you. Additionally, as a bonus action on each of your turns, you can release the weapon from its protective aura and strike it with a weapon of your choice with that weapon, rather than throwing it. Evocation

Militant Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike a hostile creature that you can see within range and create a medium-sized, compact weapon of strong magical force that shoots arrows or by any other weapon known to you as a shortbow. You create a Large weapon with a 2nd- or 3rd- or 4th- or 5th- or 6th- or 7th- or 8th- or 9th- or 10th- or 11th- or 12th- or 13th- or 14th- or 15th- or 16th- or 17th- or 18th- or 19th- or 20th- or 21st- or 22nd- or 23rd- or 24th- or 25th- or 26th- or 27th- or 28th– or 29th- or 30th- or 31st- or 32nd- or 33rd- or 34th- or 35th- or 36th- or 37th- or 38th– or 39th- or 40th- or

Mimic

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Describe something that happens in an enclosed area within range. You can banish

Mimic

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create an emanation of life, magic, or radiance within range that lasts for the duration or until you dismiss it as an action. You can use it to examine a creature or an area to an extent impossible otherwise, but it doesn’t create any of the following effects: • Sensitive to light, the spell’s brightness reduced by 30 feet. • Sensitive to light, the spell’s blindness broken. • Sensitive to light, the target’s eyes opened. • Sensitive to light, the target’s hair turned black. • Sensitive to light, the target’s clothing thinned. • Sensitive to light, the target’s voice creaked against the wind. Transmutation

Mimic

Casting Time: 1 action
Range: 15
Duration: 1 Round

You transform a creature you can see within range. Choose up to two creatures of your choice that you can see within range. The target must be within 30 feet of you. It can make a Wisdom saving throw. On a success, the spell ends. On a miss, the target takes 3d6 lightning damage and is knocked prone. If you don’t end the spell early enough, your spell ends early enough that the spell can’t be cast. Transmutation

Mimic

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Describe or name a phenomenon that appears at night when an unwilling creature you can see within range is within range for the duration. The phenomenon can be a ripple effect, a puff of wind, a puff of fire, a puff of radiance, or a fading glow of a torch. The phenomenon lasts for the duration or until you use an action to dismiss it. You decide what the phenomenon is and how to best describe it. When you do so, choose a phenomenon that you can describe, such as a torch, a puff of radiance, or a fading glow of a torch. You can use either of these words to describe the phenomenon, but they must be of sound, no more than three words, and describe only to the creature you described. If you use the word illusion

Mimic

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a miasma that appears in an unoccupied space within range. A creature must make a Wisdom saving throw at the end of each of its turns to sustain the illusion. The spell’s duration is 1 hour. If you cast this spell the first time you take the Dash action on a creature, the spell lasts until the target returns to normal. When the spell ends, the spell ends. The miasma can’t harm another creature. Abjuration

Mimic

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You attempt to visualize a phenomenon or image within range. You can visualize an object as a

Mimic

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to mentally symbolize any creature you choose within range (no action required) that you can see within range. You can give the creature a verbal description of anything it speaks, up to line of sight, as long as you can see it. You can’t specify a specific creature’s name, but you can create a mental image of the creature that is within 1,000 feet of you, and you must be able to see the image to be able to understand it. The mental image lasts for the duration, unless you use a bonus action to reduce the mental image to a state of complete silence. If you use a mental image on another creature, the image can’t be activated again for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. Abjuration

Mimicry

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a spectral creature of Medium size and shape it into a spectral weapon. Each creature in a 60-foot-radius sphere centered on a point you can see within range must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Mimicry

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause a magical effect to appear in the ground around you. Any creature that is within 5 feet of you or that can see you must succeed on a Wisdom saving throw or be blinded until the spell ends. The spell lasts until the spell ends. Transmutation

Mimicry

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You use your reaction to create a muggle-like phenomenon that lasts for the duration. You can use your action to make a spell of your choice that lasts for the duration, ending the effect on itself on a success. The effect lasts for the duration, at the start of each of your turns. If the spell fails to resolve, the spell ends and the phenomenon appears again on the target. The phenomenon lasts for the duration, if you cast it again, it can't resolve. Conjuration

Mimicry

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A spectral servant appears and attempts to bestow power on an unwilling creature. The target succeeds in casting one spectral spell of your choice that you can cast within a 30-foot cube and that can target one willing creature (typically a beast or fey) that you can see within 60 feet of the target. The servant appears as a tiny orb with a silver cord hanging from its neck. The sphere can contain up to five creatures. Whenever a target in the sphere’s area moves to take damage, the orb deals that damage as magical energy, similar to how energy damage is transferred between creatures. The orb lasts for the duration or until a spell ends. If you cast this spell in unison with another casting of the same spell, the spell ends. If you cast it without first preparing any creature for it, it doesn

Mimics

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell creates a magical image of a creature, a creature that is similar to another creature, that can be a magical beast or a magical beast of some kind. You can use the image to create a magical bond with a creature of the same or opposite sex described in the bond spell, or a magical bond with a creature of the same or opposite sex, as your cousin. The bond lasts for the duration, and the magic beast is immune to it. You can also designate a different magic beast to test the spell out, provided that you ask the creature to undertake the task of creating the image. If the magic beast doesn’t succeed in creating the image, you create a new image that attains the maximum possible weight and height (see below). When you cast the spell, you can replace the image with another creature, as part of casting the spell, created by the magic beast, if the beast can’t produce the image. If you use another cast of the spell, the image appears on the creature’s left shoulder, and you can replace the creature’s arm with an object that is neither worn nor carried by anyone other than the magic beast, if you know how. To create a new image, or create a new magical bond, you use the image to create a magical effect that is tangible, verbal, or both. For the duration, any effect created by a visual illusion or by a verbal spell that mimics physical interaction with an object created by a magic beast has a duration of 1 day, or until the image is used as a spellcasting tool. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can create two additional temporary magical effects for each slot level above 3rd. These effects can’t be created or created using any other form of casting magic item, spell, or other magical effect. If you create an extra magical effect, you can also create one from scratch. These effects can’t be dispelled by dispel magic. Conjuration

Mimic

Casting Time: 1 action
Range: Touch
Duration: 1 hour

For the duration, you can affect one creature you touch that isn’t being carried or carried with another object, such as a rope or string, that isn’t being worn or carried by another creature. The target can use its action to automatically draw the rope from the target’s pocket or by pulling it up against a wall, forming a horizontal cord and then repeating this process three times as many times. Alternatively, you can yield to temptation and keep the target within line of sight of both the cord and the target while you are casting this spell. For the duration, that creature can follow you wherever you go, even when stopped by obstacles such as trees, rocks, or trees. Transmutation

Mimic

Casting Time: 1 action
Range: Touch
Duration: 1 hour

With a touch of your magnet, you create a sensory hallucination that can result in a memory of an event that took place a moment ago. An ordinary hallucination, such as someone saying something out of the ordinary, for example, would be a hallucination of a person of a certain sex, race, language, or other recognized group of beings (such as elves, dwarves, or goblins). You can cast this spell as a bonus action on each of your turns, allowing you to regain expended movement. On each of your turns, you can think of any of the following actions that took place during the spell’s duration: - I turned and saw a shadowy figure wearing a transparent robe covering a space occupied by a humanoid. - I raised my hand to commune with that shadowy figure, raising it to assume my role as a servant, sharing my physical form with it. - I cast a sensory alarm, causing a pale, worn-out creature or creature beside me to tremble in fear. - I exhale a loud thud and fling myself at the shadowy figure, knocking the creature unconscious. - I leap into the air and slam my fist against the shadowy figure’s throat, knocking it unconscious. - I throw myself at the shadowy figure, pinning it to one side with my bare hands. - I leap, striking the shadowy figure with my left hand, causing it to sink to the ground and lay motionless on the ground. This spell has no effect on undead or constructs. - If I take damage from an attack, magic missile, or similar attack, the shadowy figure has advantage on the attack roll, though I can take no damage from it while incapacitated. - If I am overcome with rage, the shadowy figure lashes out at the DM with a thunderous roar, knocking both the creature and the shadowy figure unconscious. The spell ends for the target if it succeeds on a saving throw or if I use another action to dismiss it. Illusion

Mimic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a vision that appears to be a harmless image of a creature that's within range. The illusion lasts for the duration or until you use your action to dismiss it. If the image isn’t an image of a creature that is within 30 feet of the target creature or that is in an area that is too narrow for the illusion to enter, the illusion is broken and the illusion becomes faint. You can use a bonus action to dismiss the illusion. If you do so, the illusion becomes permanent, though it reverts to its original form at the end of the duration. Illusion

Mimic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You invoke the power of the Minor Illusion to reshape a creature’s knowledge of the weather in its favor, even creating a simulacrum that can mimic your voice. Illusion

Mimic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You manifest a creature you touch, an object created by the animating spirit for the duration. The object is a piece of magical force that serves as a platform for the animating spirit to move across. The target can move up or down as you choose, but it must first make a melee spell attack against a creature within 5 feet of the platform. On a hit, the target takes 2d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can attack twice as often for the first time since you took the attack action on it, and twice as often for the second time since taking the attack action on it. Both attacks deal an extra 1d10 force damage. Transmutation

Mimic

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch the illusory image of God or a deity, along with whatever it appears to be, on an object that you touch. It lasts for the duration, but can’t exceed 10 minutes if you are holding it and can release it at any time. When you cast this spell, and as a bonus action on each of your turns thereafter you can touch or attempt to touch any creature you can reach that is under the image, a fey creature, a fey spirit, a fey beast, or an extradimensional being. You can affect any of the images chosen by a creature with an Intelligence of 2 and make the appropriate communication with it. The fey creature creates fey spells by linking fey spells it casts with fey spells it casted on it, though doing so can’t affect fey creatures or creatures created by spells of 2nd level or lower. For the purposes of these fey spells, fey creatures are usually best described as fey spirits. These fey spirits take on a life of their own if they are awake and can’t be targeted by spells or summoned by spells. They are silent and do not need food or water. If they are under the image and can’t be harmed, they do nothing harmful to themselves. If you choose a fey creature, you make that creature a fey spell. It has the same statistics as a fey creature, provided that the creature doesn’t seem hostile or cruel to you. It has resistance to one damage type of your choice, provided that it doesn't seem to be diseased or poisoned, or it has immunity to one damage type of your choice that deals cold damage. Conjuration

Mind and Space

Casting Time: 1 action
Range: Self
Duration: 60

1 Hour This spell allows you and up to eight willing creatures you designate to reshape the course of an area for up to 60 feet on a side, creating a permanent visual illusion around creatures and objects that aren’t being worn or carried by the creatures. The illusion lasts for the duration the illusion is created, or until the illusion ends. You can use your action to dismiss such a spell. You can dismiss this spell using any of the following ways: 1. You can’t cast this spell again; beleth reduce the target to 0 hit points. 2. You create a visual illusion of yourself in a fixed location, such as a tree or a trench, that isn’t being used or worn by another creature. Such an illusion requires an Intelligence (Investigation) check made using the spell’s area illusion skill, known as the Pattern check. The illusion can be visible up to 60 feet away, but can’t cross a trench, a trench bridge, or any other natural or man-made barrier. The illusion overlaps with the target’s space, so it appears in an unoccupied space that you can see within range. The illusion is tangible when the target perceives it as floating, half-sized replicas of itself, and it lasts for the duration. If you cast this spell multiple times, you can have up to three replicas created at a time, and you can dismiss such a spell as an action. Transmutation

Mind and Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your mind appears solidified in stone and stone wallowing in time for the duration. You can see and hear the stone as if it were glass or stone. Also, stone appears smooth and free of any mineral salts, phlegm, or mineral fissures. You can create any stone you desire on the stone in stone form, though it is infused with darkvision and dim light for the duration. As a bonus action on your turn, you can move the stone up to 30 feet and repeat the spell. You can shape it to fit inside a 60-foot cube, or you can shape a 60-foot cube as a bonus action. It can also fill any space that is no larger than a 20-foot cube. If you create a cube that includes both stone and stone wallow in time, you create a phenomenon that lasts for the duration. For the duration, a creature within your cube’s area is aware of and able to move to the nearest spot where the cube is visible. A creature within your cube’s area is familiar with and able to move to the nearest spot where the cube is seen, so long as it is within 5 miles of the cube’s area. You can move a creature within 5 miles of your cube’s area in a manner similar to a flying creature, if you find the behavior harmful to the creature. Conjuration

Mind and Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a stone object and change its properties to serve as a bridge or a temporary road. The stone remains solid and safe for as long as you remain on it, and you manipulate it in one of the following ways:

Mind Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your magic enables you to reduce one creature of your choice within 15 feet of it and move it so that it is immune to being frightened. The target’s carrying capacity is reduced by the sum of its current hit point maximum and the spell’s maximum ammunition point maximum. The target can be moved up to 30 feet before breaking out in a loud scream. The spell ends for the target when it drops to 0 hit points or when it makes a melee attack roll or an ability check, and the spell ends for the target when it reaches 5th level (2d6), 11th level (3d6), or 17th level (4d6). Transmutation

Mindashift

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You invoke an illusory, illusionary force within the mind of one creature you can see within range. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of the spell for its duration: • Each creature charmed by this spell for its duration is affected by its illusion, up to half as much the remaining damage at the start of its next turn. • Looping and weaving through the mind of creatures you choose for its duration makes it easier for you to move around illusions, up to 60 feet per round for the duration. • Looping and weaving through the mind of creatures you choose for its duration makes it easier for you to change the subject of an argument among yourself, with other creatures, or with companions. • Looping and weaving through the mind of creatures you choose for its duration makes it easier for you to create an illusion of yourself, up to 1 foot in each side of a wooden door. • Each creature charmed by this spell for its duration is affected by an illusion that has it wrought of a figure, weapon, or other visible image of a creature. The target must make a Wisdom saving throw against the spell or be affected by its illusion for the duration. On a failed save, the target takes 10d6 psychic damage. On a successful save, the spell ends. Illusion

Mind Barrier

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a gateway for up to three creatures of your choice within range that you can see within range. The spell fails if the gateway is cast into a place that is 2 or more floors below the floor or if the gate is made of a different material or stone than the one you chose. The gateway is 1 inch thick and occupies 5 feet of stone and 4 inches of nonmagical nonmagical floor space. Any creature that enters the gateway for the first time on a turn or ends its turn there takes 1d10 psychic damage. Conjuration

Mindbender

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell uses your awareness and an ability score to determine your relationship to the elemental spirits known as deities. Choose one of the following three gods: Avatar, Demi-Dawn, Thunder God, or Everliving. The divine rating of the two d10s is used to determine the general deity rating, as well as the deity’s current power and glory. ”Divine’s current glory; + the deity’s current life span; + the highest currently known rating of the deity’s divine abilities and duties; and ”the second lowest current divine rating of the deity’s classes or deity class. The divine rating is equal to its higher level. If the deity is undead or has a 30 percent chance of not being affected by spells or being contacted by telepathy, the divine rating is 1. Otherwise, the divine rating is 0. While the spell is active, the spell’s DM is encouraged to make a Constitution saving throw. If successful, the spell allows you to manifest a divinity in any form you desire; a divinity whose rating is determined by the DM. The eminently mortal divinity appears in a location within range, such as your bed, where it lances its mightily to your enemies' defenses. While the divinity is active, your attacks, spells, and other effects also deal 1d6 bludgeoning damage to it. A creature that attacks a divinity feigns death can use its action to cast a phantasmal mirage spell on itself to extinguish the divination spell. The spell ends if you switch between divinities, if you reduce a divination spell to a level that requires a separate class action or if you use your action to move the divination spell from one location to another. Abjuration

Mindbender

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

This spell lets you immeasurably reshape your appearance to appear as a nonmagical figure, up to the extent that you can fit into a sort of floating costume. To do so, you must touch a creature and reshape yourself as a figurative version of that creature, as the creature would appear in a nonmagical form, such as a creature with an Intelligence of 3 or 4, to appear in an odd or mundane manner within 60 feet or so of it. You can use your action to change your appearance in this way for the first time on a creature’s turn, which might require you to hurl a fiery fist into its jaw. If you do so, the creature takes 3d12 cold damage, and it has resistance to that damage until it uses its action on a new turn, ending its turn early. You can also change your appearance in this way again, ending the effect early on a creature by dropping whatever form you are taking the damage from. Transmutation

Mindbender's Grace Conjuration

Mind bending

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a nonmagical object that rises from the ground and remains fixed for the duration. To a creature, it appears as a vertical pillar that is 5 feet tall

Mind bending

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you make a melee attack during the spell’s duration, your attack increases by one step as you make the attack roll. On each of your turns after you cast this spell, you can use your reaction to cause any number of creature or object legs or other appendages that you can reach to buckle and restrain the target. If you do so, the creature or object falls as normal, and if it first ends its turn restrained by a tether, it falls up to half as fast as it would have landed. To a restrained creature, the creature or object is no longer restrained and instead suffers any effects that apply to it. To a restrained creature causing its remaining turn restrained by a tether, the creature or object remains pinned to the creature’s taut or restrained, though it can try to break the spell with its action on each of its turns until it breaks free. If the creature or object reaches its full full height before the spell ends, the creature or object still has taut or restrained legs and falls as normal, but its full height is halved in a straight line, thus raising its remaining fall speed to 60 feet. Additionally, a pinned creature can’t use movement or attacks during its fall, but it can use any action it requires to move up or down or make a successful grab (including turns or using its reaction to move up or down), unless it can’t move during its fall. Abjuration

Mind bending

Casting Time: 1 action
Range: 60
Duration: 1 minute

The bending of an object or an aura results in different effects for that object or aura. The effects of bending can be as small as a finger or as large as a fist. For an object’s diameter and diameter, any effect produced by bending is halved, while magical effects can be produced only by using a lesser being’tween the effect of the spell and the creature�

Mind bending

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Divine energy blasts from within a Large or smaller Medium creature you can see within range. The blast spreads around corners, and it deals 1d4 psychic damage on a hit. A creature using an action to open a portal to another plane of existence or the plane that created it must make a Charisma saving throw. The portal open or close automatically within the past 24 hours, provided that no creatures have died within it of the portal’s contents. If you are the portal creature, you can open it, causing creatures to appear in any plane of existence they come from. You can also teleport up to thirty feet away from the portal. When you do so, you immediately move to a spot immediately adjacent to it and immediately after, whenever possible, you and the portal creature can be bonded together in an enduring magical bond. Bonded creatures remain in the portal despite the portal opening and can be killed only by severing the creature’s link to the portal. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Mindbending Aura

Casting Time: 1 action
Range: 30
Duration: Duration Until dispelled

An aura of shadowy power springs forth from your deity’s hand. Choose one weapon you can see within range, and then make a melee spell attack against a target within 5 feet of it. On a hit, the target takes 2d10 necrotic damage. You can also use your reaction to break the spell’s target apart, causing it to crumble to dust. Each creature in a 5-foot-radius sphere centered on the spell’s target must make a Constitution saving throw. On a failed save, a creature falls prone and is blinded for 1 minute. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns. If it succeeds, this spell ends for that creature. On a successful save, the spell ends for the creature or a creature harmful to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Mind-bending Bolt

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a momentary energy field at a point you can see within range and move with it, issuing a brief but powerful edict. In a body of water, the moment is brief. A body of water of Medium size or smaller, one hundred feet square and 10 feet deep, is called forth from the center of the body of water by one creature or hazard into the air, even if that creature has to use a move action to do so. The creature that uses a move action must make a successful Constitution saving throw. It doesn’t take a Strength saving throw, and its speed drops to 0 until it finishes a long rest. Evocation

Mind bending

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates a multidimensional portal to a dark secret dimension that extends across the multiverse. For the duration, an unwilling creature can use its action to attempt to reach the portal, which can hold up to eight willing creatures or one object. When it reaches its perceived destination, the creature takes 2d6 force damage, and the spell ends. While the portal is in existence, creatures and objects can, and can again, travel to the portal through the portal’s doors or into the nearest unoccupied space that isn’t dedicated to their deity. When the portal appears, each creature

Mind bending

Casting Time: 1 action
Range: Self
Duration: Until dispelled

This spell makes one willing creatures who are fighting a war within your dimension possible. You shape the battlefield in your dimension for the battle. When the spell occurs, you choose a creature or group of creatures that you can see within 60 feet of you and that can’t be more than 500 feet away from you. When you make the choice, you also choose whether the target is Medium or Small. If the target is larger than Medium and can’t reach Medium or Small enough to be targeted by the spell, it instead becomes Medium or Smaller, until it drops to Medium or Smaller. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for every two slot levels above 5th. Transmutation

Mind bite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You bite a creature that is within range. You touch the target and cause the target’s speed to increase by 60 feet until the spell ends. The target has advantage on Strength, Dexterity, and Constitution saving throws, and it takes 10d12 psychic damage on a failed save, or half as much damage on a successful one. If you use Strength or Dexterity, your attack deals an extra 1d6 psychic damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Necromancy

Mind bite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a bite attack with a weapon you are holding that deals an extra 1d4 damage to a creature within your reach. It doesn’t affect undead or constructs, nor does it deal slashing damage to constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage carries over to your normal attack roll. Flesh to Stone 150 Instantaneous You lay a lich within range. Choose one willing creature that you can see within range and that can Hit or Run, or one Huge or smaller creature that can attack you, make a melee spell attack for the spell. On a hit, it deals 5d6 necrotic damage to the same creature or to a creature within 5 feet of you. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Mind bite

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to bite a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 necrotic damage. Until the spell ends, you can use a bonus action to slap the target 4 claws on the jaw. On a hit, it must spend 3 hit points to regain control of its jaw. While the jaw is in motion, you can use its movement to move its four claws along its body, which can be pulled up to 20 feet apart. If the jaw strikes you, you create a 15-foot-radius sphere of negative energy that lashes out at your command. Each creature in that area must make a Constitution saving throw against necrotic damage before it can use its action for its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your damage increases by 1d10 for every two slot levels above 1st. Necromancy

Mind bite

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By biting the flesh of a creature you touch, you imbue it with a poison effect that lasts until the end of your next turn. The creature is heavily affected by this poison and suffers no ill effects. The creature’s hit point maximum becomes 12 + your spellcasting ability modifier. Hit points determined by the spell aren’t reduced by any such effect. If you reduce the creature’s hit point maximum, its hit point value is reduced as well. This spell's damage increases when it reaches its high point. Whenever the creature takes damage of your choice, you have advantage on the next attack for the creature, and if you hit the creature with another weapon attack before the spell ends, it takes 3d10 force damage at the start of its turn, causing it to become frightened again. Through the lips of the creature, you pin its resolve, ending its turn. When the creature strikes up its side, you have advantage on attack rolls against it and take the spell’s full damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Mind bite

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and bestow upon it a calming magical bite. The creature becomes immune to being frightened while it moves or moves using your action to cast a spell. On each of your turns, you can use your action to bite the creature and regain some hit points. The creature doesn’t need to make any saving throw, and it is immune to being charmed. If the beast dies before the spell ends, you have the option of sending the creature to an unfathomable lake or pond, such as the one depicted in the game map, where you can track its movements. The creature is also immune to all damage and effects, though it has a limited understanding of its surroundings (it can’t speak, understand language, and is blind) and can’t attack until the start of your next turn. If the creature w ill harm or become trapped, it can use its movement to try to escape but must first cross a frozen chasm made of ice or snow to reach the nearest shore. Necromancy

Mind bite

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature. The creature’s senses gradually change as you refine your spell. For the duration, each of the senses of the target and the bite bite trigger in a new location and trigger at the start of each of its turns after you cast the spell. Abjuration

Mind bite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

By grasping something within range, you feel the bite—the hard tissue that wraps around the weapon or the small piece of metal it is made of. That bite can’t be damaged or missing a target, and it doesn’t need to be using an action to open a gateway between you and the target. Divination

Mind bite

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

Your touch briefly shapes someone else’s reaction in an effort to restore order to a room. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 psychic damage. You can bring the creature back to life with a brief tap of your hand, sending it flying into the air and back to the starting room where it came from. If the creature was in a room that was occupied by a creature, the creature can make a Constitution saving throw against the spell. On a success, you can bring the creature back to life with a single touch. Similarly, you can bring the creature back if it has any resistance to your weapon attack damage type I or II. If you do so, the creature returns to life with 1 hit point and can use any new hit point to regain hit points. This spell can’t reduce the creature’s hit points below 1. The creature might be able to move to a new room if it so chooses, but that could mean that the creature spends the rest of its movement sitting on a low, worn-out chair or lying motionless on the ground. Using your action to move the creature, you can cause it to rise to a height of up to 30 feet and then use its movement to move as normal, dealing it no extra damage and removing it from the spell. Alternatively, you can cause its movement to be erratic, requiring it to move to a space that isn’t occupied by a creature and instead move according to your instructions. Transmutation

Mind Blankness

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and banish it to an unoccupied space on the ground that you can see within range. The target’s speed is doubled until the spell ends. If the target drops to 0 hit points before this spell ends, the spell ends, and all creatures that the target created with this spell are turned to ash. Necromancy

Mind Blankness

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, the willing creature has a blank mind, and it can be affected as a free action to end its own mind magic. For the duration, the target can use its action to make two Wisdom

Mind blast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell reshapes an inert creature’s physical body to unleash a wave of psychic energy that leaves a target within 30 feet of it stunned. For the duration, the target has advantage on Dexterity saving throws and has advantage on attack rolls against creatures that can’t be targeted by the target’s senses. The stunned target can use an action to make a Constitution saving throw or end his or her turn in a location of your choice within range. If you cast this spell while stunned, you reshape the target’s sensory organs in a manner that might reveal hidden abilities or even traps that might thwart its intended attack. The target recalls any ill effects that plagued him or her that had affected it before he or she made the saving throw. His or her concentration and memory are suppressed while stunned, and when he or she awakens, his or her sensory organs return to normal. Abjuration

Mind blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wave of mind-wiping energy erupts from you. Each creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 5d6 psychic damage and is stunned. On a successful save, a creature takes half as much damage and isn’t stunned. A creature stunned by this spell can use its action on each of its turns to make a new Wisdom saving throw at the start of each of its turns. On a successful save, the creature is no longer stunned and has advantage on any new saving throw. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Mind Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose an object that you can see within range and be centered on. A creature

Mind blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You throw psychic energy forth from a point within range. For the duration, the energy has a range of 300 feet and can be fired 30 feet out toward a creature within 300 feet of it. Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened of you until the spell ends. Abjuration

Mind blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a creature that you can see within range and that can hear you. It must make a Charisma saving throw. The target takes 2d12 psychic damage on a failed save, or half as much damage on a successful one. For the duration, the target can use its action to outwit you in combat, and it takes no actions during its action that aren’t harmful to it. Your magic can even turn the target into an illusion, if you shapely animate it so that it appears as if it were standing still. If you shape the target so that it can move at your command, it must make a DC 20 Intelligence saving throw. On a failed save, it can spend up to half its movement and jump as a bonus action to regain its normal speed. It can’t use movement once during its turn and can't sneak up to foes. During its turn, it can use the movement and reaction abilities of all creatures it can see (including you

Mind Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You raise the intellect of one Medium or smaller creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls and ability checks. On a successful save, the spell ends. Necromancy

Mind Blast

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a beam of mind-affecting force, which sprouts from your finger and twists 360° clockwise and counteracts one of the spell’s effects. You choose an area of magical darkness 120 feet square on each side and 40 vertical feet on each side, and you cause the following effects to occur in that area.

Mind blast

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a nonmagical psychic energy field, centered on a point within range and centered on a specific creature for the next 8 hours, centered on that creature. If the target’s mind fills with negative energy, it is turned to stone and its material component becomes rare earth. At the DM’s option,

Mind Blast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a burst of mind-blowing energy that lasts for the duration. Choose up to ten nonmagical creatures that you can see within range. A target of this spell has advantage on all Wisdom saving throws, and the target’s Intelligence increases by 1. When the spell ends, the target takes damage equal to 1d10 + your spellcasting ability modifier. Conjuration

Mind blast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a willing creature you touch and cause it to become indistinguishable from another creature. For the spell’s duration, choose one creature that you can see within range and that can hear you. The target takes 5d8 psychic damage; the spell ends. The target can make a Wisdom saving throw. On a successful save, the spell ends without offering a target a condition that would make it incapable of perceiving you as a creature and instead allows you to affect the target with a mind spell (creature or object of the chosen form) that creates delusions of grandeur and power. You might make the target levitate, create motes of smoke, or create a silvery cloud of debris. Make a separate saving throw each time you cast this spell using a spell slot of 7th level or lower, or using a 5th-level spell slot. While you have these attacks, you can target one additional creature for each slot level above 6th. Transmutation

Mind Blast

Casting Time: 1 action
Range: 60
Duration: 1 Round

You cause up to ten tiny orbs of fire to erupt from your hand and ram into one creature. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage and is pushed 10 feet away from you. On a miss, the target takes 5d8 fire damage and is pushed 5 feet away from you. The fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mind blast

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Your spell smites one creature within 60 feet of you and creates a pulse of mind-wiping rays of energy that deal nonmagical bludgeoning and slashing damage—at least twice as much as normal damage—in a 15-foot cube within range. Each target must succeed on a Strength saving throw or be affected by your spell for its duration ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Necromancy

Mind Blast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 10-foot-radius sphere of fire that spreads out in a 20-foot-radius sphere of fire centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d10 fire damage and is knocked prone. If a creature is knocked prone, it takes 1d10 fire damage and is blinded. The spell ends if the creature succeeds on a Constitution saving throw. If a creature fails the save, it is pushed up to ten feet away from the point it was pushed towards. The spell ends if the creature moves more than 10 feet away from the point that it was pushed. You can change the spell's outcome on each of your turns. The spell ends when you return to the spellcasting state. Evocation

Mind Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A line of fire 40 feet long, 5 feet thick, and 6 feet deep bursts out from your hand and reaches for a target you choose within range. Make a line 5 feet long and 5 feet tall extending from the point of impact, and the flames move with it. Each creature in the line must make a Strength saving throw. On a failed save, a target takes 6d8 fire damage, or half as much damage on a successful save. For the duration, flammable objects in the area have disadvantage on attack rolls against them. Redirect flame and dirt in the area to create pathways or a ramp—the flames lash at the same spot every 5 feet. Each creature in the line must spend 4 feet of movement for every 1 foot it moves. If a creature moves more than 4 feet away from a point in the line, another creature must make a Dexterity saving throw. On a failed save, it takes 5d8 fire damage, or half as much damage on a successful save. Redirect Flame. The fire sparks off flammable objects in the line and ignites flammable objects using sunlight, mist, or daylight. In addition, a wyrm, a lich, or an undead are created whenever a creature in the area moves more than 40 feet from one point within range of the wyrm, a lich, or an undead. A lich creates eight creatures of the following types within 5 feet of one another when you choose them. Each creature created within four times its size and those created within five times its size must make a Constitution

Mind Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the action used to cast this spell, you can target a nonmagical plant or a creature within range with a mind blast. Each plant or creature within 10 feet of the target has advantage on one skill check of its choice that uses a different part of its hit point as a material component. The target can use this spell only on itself and on any creatures that it can see within 30 feet of it. Evocation

Mind blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the action used to cast this spell, you use one of the following nonmagical weapons’s attacks of opportunity: berserk, deafened, paralyzed, prone, or stunned. You can use only one of those attacks at the time. If you do so, the target takes 4d6 psychic damage, and it can’t speak a one-word command when it dies. The spell ends if you cast it again or if you put the spell into an active cast slot. Whether you use this spell in combat or as part of an action, you can use an action to cause one of the following nonmagical weapons attacks against the target: 1) A ranged weapon attack that causes a weapon attack made against a creature within 30 feet of the w ord target, or 2) One weapon attack against a creature within 60 feet of the target that causes harmful poison in its area, or 3) A melee weapon attack made against a creature within 30 feet of the w ord target, or 4) A nonmagical weapon attack made against a creature within 30 feet of the target that causes poison in its area, or 5) A magical weapon attack made against a creature within 30 feet of the target that makes an ability check with the w ord creature’s level or lower. Transmutation

Mind Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, you create a audible scream that hovers in the air for each target chosen by line of sight. Each target must make a w pitch of 20 feet within a 10-foot radius on a side and must make a Constitution saving throw. A target takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Mind Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast up to three creatures within range in a 60-foot cone, dealing them 6d8 psychic damage and causing them to become frightened for 1 minute. Each target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't use its action to speak a word, take any actions that require concentration, or cast a spell. Whenever the creatures under your control or within 30 feet of you, as with the blast, become frightened, the frightened target adds its Charisma score to the frightened condition, and the creature’s Wisdom die rolls for its hit points. While the frightened creature has these statistics, it has no memory of its first form, and it treats creatures as though they had been charmed or possessed by the spell as a pet, considered magical by some, or even a pet by some. The creature realizes only as much as it knows about its first form before it can target another creature with the spell again. As a bonus action, the creature can use an action to try to target another creature as part of casting the spell, but has no immediate means to do so. The creature must succeed on a Wisdom saving throw or be frightened while frightened by the spell. Transmutation

Mind Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a brief blast of psychic energy that lasts for the duration or until you use your action to dismiss it. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Mind blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a momentary void that makes it impossible for creatures other than you to move. That moment remains a semblible in the mind of one creature you can see within range. You can choose from a list of possible destinations, such as the path of a flying saucer, the space of a creature or a group of creatures within a certain volume. After considering all possible destinations, the creature chooses a destination and then chooses a plan B destination (called a "plan B" destination if it occurs in this volume), in which case the creature takes the shortest and most direct route to the destination. Alternatively, you can create a specific destination and then choose a different destination for the creature. If a destination is determined to be impossible to achieve by any means, the creature takes no action that would allow it to take such a route. Transmutation

Mind Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a mass of mind-affecting, mind-affecting, or mind-wrenched energy at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 psychic damage, and it can’t take reactions until the start of your next turn. At the end of each of its turns, it can use its action to make another ranged spell attack. On a success, it takes a different action each time it attempts to attack. Evocation

Mind blast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A sphere of mind-affecting energy erupts from a willing creature you choose within range. The sphere lingers in the air for the duration, and you can target a creature with a melee weapon attack during the spell to put the sphere into astral form. If the target, or a piece of it, drops to 0 hit points, the orb appears within 5 feet of the target and moves with it, remaining in the cloud for the duration. The orb lingers in the air for the duration At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Abjuration

Mind Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A line of spectral energy appears in a 20-foot-radius sphere and appears to be composed of a thin sheet of pure white vapor, which becomes a prismatic prism when it hits a point of direct contact with a Medium or smaller solid object. The sphere is 60 feet in diameter and has a diameter of 20 feet. The sphere is in motion for the spell’s duration. The sphere can be centered in any direction. The sphere can be difficult terrain, such as wood, stone, or swamp. While the sphere is in motion, you can make a ranged spell attack using a spell slot of 2nd level or higher. The attack roll and the damage roll for each slot level above 1st are the same. The sphere can’t be moved. Conjuration

Mind Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

As your action on a turn, you cause a brilliant flash of light to leap from within an object you can see and to deal 1d4 radiant damage to one creature within 5 feet of the target. The target must make a Constitution saving throw. On a failed save, it takes 1d4 radiant damage, and on a successful save, it takes half as much damage and isn’t blinded. If the target is damaged by an ability blast, it instead takes 1d4 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Mind Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a creature within range and make a line of energy screaming in a 100-foot radius extending from you toward that creature for an additional 90 minutes. The target must succeed on a Charisma saving throw or take 1d10 psychic damage. During this time, the target can have up to two thoughts at a time. You choose a subject worth 1d10 psychic damage per level of that spell, and the spell ends if you cast it again or if you dismiss it as an action. While this spell is in effect, the target spends its action that turn pondering its past actions and actions as a mind to plan its future. The target then experiences a brief sensory shock, described under the following spells. While the target is affected by these spells, it has a 50 percent chance of remembering the actions it took at the start of each of its turns as a bonus action on its turn. The bonus action can occur as an action, before or after completing a long rest. If the target is already aware of its surroundings before the bonus action, it can orient itself so that it is surrounded by smoke and unaware of obstacles until the spell ends. Illusion

Mind blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This blast of mind erupts into a force of your choosing that shapes physical and magical creatures for the next 6 minutes. Creatures that have the blast are immune to being charmed. Conjuration

Mind blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

With a mind of your choice, you create an audible message from a location you can see within range. The message lingers within a creature’s ear for the duration, and the creature can hear the message if it wishes. The message doesn’t need to be strong, harmful, or dramatic; it just say what it wants to say. To create the message, you raise the area of an open space within range for the spell, make a musical note within 30 feet of the place where it appeared, and whisper the message as the message changes location. The message ends when you finish casting. If you are listening, the creature can hear you through the opening of its ear and knows where you are located. The message might be an alarm clock, a message to an unwilling servant, or a message to a creature that uses its action to learn new spells. It might even warn a sleeping creature of danger. To create the message using only sound, you create sounds that are 1/4 octave off the floor. In addition, you can create sound waves by using up to four words or an amount equal to 5 times the spoken word. These words or audible sounds can’t be created by magic. Conjuration

Mind Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a momentary circle of shimmering, black light that fills a 30-foot cube within range. Each creature that starts its turn in the circle must succeed on a Wisdom saving throw or take 6d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Mind Blast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A

Mind Blast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A 30-foot-tall sphere of mind energy appears in a spot you choose within range. The sphere explodes when it strikes a creature. A creature must succeed on a Dexterity saving throw or take 1d8 psychic damage. The sphere can be dispersed in any direction. If a target is within 30 feet of the sphere, it is unaffected by spells and magical effects that cause the sphere to disperse. The sphere can be destroyed or damaged in any manner, including by stunning the target. The sphere remains for the duration. If you cast this spell multiple times, you can designate the number of times you wish to cause the sphere to disperse. When a sphere is destroyed or damaged by a spell, the spell ends. When a sphere is destroyed or damaged by a magical effect, the spell ends. When a sphere is destroyed or damaged by a spell, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Mind Blast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create the image of an object, a creature, or a magical force hovering over it that is no larger than a 20-foot cube. The image appears at a spot within range and lasts for the duration. If you cast this spell and make a melee attack using your spell slot, the attack deals an extra 1d6 force damage. If you make a ranged spell attack with a spell using a spell slot of 2nd or 3rd level, the attack deals an extra 1d6 force damage. Both damage rolls increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Illusion

Mind Blast

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Until the spell ends, the target’s mind explodes for the duration of the spell. You cause the target with a phantasmal image of death, granting it a phantasmal form that resembles a statue or a demiplane. The phantasmal form can’t attack, receive commands from, or be controlled by any other creature. Instead, the creature assumes a phantastic form that mimics a phantasm or demiplane and performs actions and actions that require concentration, as determined by its deity. If the creature uses any of its movement to move around a demiplane or to jump from a demiplane to a demiplane other than its, the creature w as transported to that plane, and the creature moves as if summoned by the illusion spell. The fey familiar bears the appearance of a phantasm or phantasm demiplane, as well as the creature’s true form and other characteristics, if any. Finally, the creature appears to be dead, if it has been dead for 5 minutes or longer. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mind Blast

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a beast or a plant and place a magic spell on it. You or a creature you touch releases a bolt of telekinesis from its body. The bolt leaves behind a trail of magical energy, and the spell fails if the target is in range. A creature that successfully saves throws an antimagic field around itself that lasts until the spell ends. A creature that fails its save against this spell has its speed halved. Evocation

MindBlaze

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering, nonmagical sphere centered on a point you choose within range reaches out and touches one creature you choose within range. The spell creates a globe of bright light in a 5-foot cube centered on that point, that glows in the area for the duration. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 14d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half damage, and blinded for 5 minutes. On a failed save, a blinded creature can use its action to use its action to move w a 30-foot cone of bright light in a direction that you choose, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Illusion

MindBlaze

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates two illusions that you can see within range. The illusions can be a creature or an object, a creature or an object that is neither. The illusions can't reveal its true form; they appear and disappear as part of the casting of this spell. A creature of the illusion type with an Intelligence score of 4 or lower can use its action to see through the two illusions. If a creature sees through them, it can make a Wisdom saving throw. On a failed save, the creature can only assume the false form of an active illusion, which it can use in its attacks. If the creature uses its action to examine the two illusions, it can make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature can neither assume the illusion nor use it in any way. Illusion

MindBlaze

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

By tracing a line of magical energy between you and a willing creature, the spell shapes or obscures a portion of a target's reality so that it can be viewed and understood only by creatures with Intelligence scores at the time of casting. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. Abjuration

MindBlink

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one creature you can see within range and instantaneously disappear. If the target is one hundred feet away from you, the target disappears instantly. If you cast this spell while you have advantage on an ability check, you instead instantaneously achieve the blindness of a deafened target (no action required). Transmutation

MindBlink

Casting Time: 1 action
Range: Touch
Duration: 10 days

By touch you can alter the course of an enemy’s movement for the duration. This spell can also target plants and other animate objects. Otherwise, the spell only affects creatures that you can see within range, whether you have a sense of smell or taste, or have vision into the future. Enchantment

MindBlink

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A shimmering surface appears and floats in a 30 foot radius around you, peering out into a 30-foot-radius. 5 black holes formed when a quicksilver pool is created in the Earth, Fire, Water, and Poison Elemental classes of your choice within range, and there is a faint chance that they will expand in temperature as you set the spell ablaze. The emissary fills every slot of both your bard and your witch’s reaper slot with magic and creates four additional black holes for each slot level above bard. These holes are faint and dim light in color. In addition, you can see through their gaps a minimum of 60 feet and be up to 500 feet away. When you cast this spell and as a bonus action on each of your turns until the bard’s spell ends, you can make one additional casting of mind blur into a single activity centered on that casting turn. Divination

Mind-Blink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a momentary silence within the mists of time, shifting the focus of the darkness to a creature or object within range for the duration. In addition, a pointed object of 20 feet or less in diameter becomes invisible to all creatures except hostile creatures and can’t be targeted by spells or other magical effects. Divination

MindBlink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You draw the awareness of another creature of your choice using an ability check made using your spell save DC. If you have seen a different creature, seen one with more deception and seen an illusion of one that was the target of an omen or a threat, you know the illusion for what it is. The DC equals 10 + the spell’s level, or 1 point for every 4th level spell you cast. Transmutation

Mind-Blowing Arrow

Casting Time: 1 action
Range: 150
Duration: Instantaneous

With each arrow you choose you create a magical arrow that hits wherever it lands before falling to the ground. Each creature of your choice with a ranged weapon attack during the spell’s duration must succeed on a Dexterity saving throw or take 3d8 lightning damage, and it can’t fire a arrow until the spell ends. The magical arrow can pass through glass without leaving a transparent barrier. When you make an attack roll with an attack, you can switch between making the arrow jump over a barrier and firing the arrow at a target within 30 feet of the closest barrier or object. If a target has a bludgeoning or piercing weapon on it, it can use its action to make a melee attack with that weapon, and if it hits a creature or a creature uses a reaction, it takes 3d8 lightning damage, as determined by its DM. If you have the same weapon’s magic used in making the arrow, you can have it have the bludgeoning or piercing magic of the arrow if the arrow is also tipped over a barrier or object. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can have the spell halve the damage of two spell attacks by 3d8 + your spellcasting ability modifier. Both effects take place as a bonus action on your turn. Evocation

MindBlowing Aura

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A strong wind rouses a creature within range to raging flames. Choose one creature that you can see within range and creates raging flames within reach. Each creature in a 20-foot-radius sphere centered on the point you choose must make a Constitution saving throw. A creature takes 2d10 burning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 3d10 + your proficiency bonus + your Dexterity bonus. Evocation

Mind-Blowing ray

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature within range and imbue it with the power to see and hear everything through the veil of darkness. For the duration, the target can’t be charmed or frightened by any hostile creature within 120 feet of it. The target must make a Wisdom saving throw. On a success, the spell ends. When you cast this spell, you can target a specific creature with the spell and imbue it with this power. A successful saving throw fails. On a successful save, the target is unaffected by this spell for the duration. If the target is charmed by a hostile creature within 120 feet of it, the creature can’t be charmed or frightened by the target. Transmutation

Mind-Boggling Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

An illusory swarm of giant, bat-like insects appears on the ground within range and erupts from your hand as a swarm until the spell ends. Each creature in the swarm must make a Constitution saving throw. A creature takes 3d10 cold damage on a failed save, or half as much damage on a successful one. Each of these insects spreads to 20 other creatures and 25 structures within 5 feet of one another. If more than one swarm is present in a place or area, each insect spreads to 25 other creatures and 25 structures within 25 feet of one another. A creature can’t take additional damage from moving through the

Mind boggling

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create immobile illusions of your choice within range that allow you to see in the dark the way one creature sees the face of another creature. A target must make a Wisdom saving throw. On a failed save, it can’t perceive the illusion for 24 hours. On a successful save, it can see into the face of the creature it’s seen within 24 hours, and it can repeat the saving throw. While you are conscious about the spell, creatures can’t be targeted by it. When you use the spell to create the illusion, you can use a bonus action to cause one creature of your choice that you can see within range to make a Wisdom saving throw against the spell. On a successful save, the target becomes aware of the illusion for the first time on its turn (this spell can repeat itself many times, ending the effect on itself on each successful). A creature can use an action to dismiss the spell. When the spell ends, the illusion reverts to being an illusion for the duration. The illusion can’t be activated by one creature or a permanent. While the illusion is in motion, you can gesture with it to cause it to appear to be an illusion, which makes it capable of seeing things that are beyond the reality of the target’s senses. If you create an illusion of another creature or a permanent, the illusion fails if its image is obscured or a distraction. A creature who uses its action to examine the illusion can determine that it is an illusion with a successful check against your spell save DC. If an illusion is successful, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of one higher level than the one you use for the spell, you can increase the duration by a minute while attuning to it. When you cast it using a spell slot of two, three, or four, you can increase the duration by a day while attuning to it. When you use a spell slot of four or more, you can increase the duration by one day while attuning to it. Illusion

Mind Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A magical force sweeps out of a creature’s pocket to form a bond that lasts for the duration. Until the spell ends, the spell doesn’t harm the creature. A creature bonded to a plane is freed from the stress of flying and settling on its own. No longer bound by chains of divingy locks and haunted by demons, the creature pursues its goals and lives independently. Creatures bonded to planes created by divination spells are able to take actions and move at their fastest rate possible to achieve their objectives. For the duration, the bonded creature has a +1 bonus to attack rolls and ability scores. The bonus stacks with other effects that grant certain abilities, such as wish effects that grant certain abilities, and alignment, deity, or racial trait checks made by the creature. The bonus increases to +2 when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). Abjuration

Mind bore

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell poisons the soul of an undead target. Choose one creature that you can see within range and that can hear you. The target must be within 30 feet of you, of which there is a 60 percent chance by the time you finish casting this spell that creature’s soul is damaged. That creature must then make a Wisdom saving throw. On a failed save, it takes 6 damage of the listed type on the damage type, and it takes 7d6 psychic damage on a failed save, and 8d6 psychic damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Mindbreak

Casting Time: 1 action
Range: 60
Duration: Concentration

Mindbreak

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you can target one willing creature with an illusory illusion or a false memory of an area within range to grant you control over it over the course of a turn. The creature is under the effects of delusions, phantasmal delusions, hallucinatory delusions, and terse terse messages depending on what you cast and what sort of creature’s mind the creature is speaking. The creature knows only the thoughts it has perceived throughout the duration, and can see only one possible direction to the illusory or false memory. The spell ends if you cast it again, for example, if you cast this spell again target one of your wands and are lifted up to 60 feet off the ground in an unoccupied space of your choice that you can see within 30 feet of one of the creatures you’re targeting. You can try again, failing miserably. Conjuration

Mindbreak

Casting Time: 1 action
Range: Self
Duration: 2 Hours

You create a permanent distraction within range that lasts for the duration, and its caster chooses a point within range and that is within 30 feet of a creature or an object that is no larger than a 20-foot cube. The distracting point is a point within range and can’t less than 10 feet square, and it creates a new distraction for each 5-foot radius around the target. The spell must target one of the following effects of a creature’s natural or man-made effect—such as darkness, invisibility, or telepathy effect—that would make the illusion different from its real effect: “creatures immune to being charmed by an illusion, such as the wisps of a wizard’s warding charm, rely on a false sense of security, or rely on a false sense of direction. “creatures immune to being charmed by an illusion, such as the wisps of a wizard’s warded charm, rely on a false sense of direction, or rely on a false sense of direction. “creatures immune to being charmed by an illusion, such as the wisps of a wizard’s enchantment, rely on an illusion of a god or goddess to communicate its message. The illusion requires the creature’s Intelligence score to be 4 or lower. Alternatively, if the creature relies on an illusion as its weapon attack, the creature can make a ranged spell attack with the weapon, albeit with disadvantage if the creature is attacking from behind a wall, a small pocket dimension, or a smaller chamber within 10 feet of the chamber. Transmutation

Mindbreak

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your mind twists and shapes events surrounding your choice of objects for the duration. Until the spell ends, you can use your action to switch objects in the area, causing one of the following effects to occur: • At the start of each of your turns after you cast this spell, you and any creature you designate that is within 60 feet of you, or that can hear you, can make a Wisdom saving throw against the spell. • You cause any creature that can’t hear you to become frightened. • You turn an object you are wearing or carrying into an object made of lead or metal. The object has the same power, properties, and value as the object’s ammunition but reduces the object’s damage by 10d8. • If you cast this spell without first preparing items for transportation, your plane shift occurs immediately after you cast it and lasts until you finish preparing your gear. During your stay in a magical city, you are subject to the same restrictions and restrictions against fey, antimagic field, and electricity as normal citizens of that cursed, magical city. Transmutation

Mindbreak

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a creature and shift the subject’s mind, so that the damage it takes and the conditions under which it fails are met. For the duration, that creature has disadvantage on attack rolls against one creature other than you. In addition, if the creature would be affected by a saving throw from another spell if you or your companions are fighting it, its mind begins to fail, and it deals an extra 1d6 damage to the spell. Abjuration

Mindbreak

Casting Time: 1 action
Range: Transmutation
Duration: 8 Hours

This spell temporarily blinds the target, causing it to become paralyzed for the duration. The target must make a Constitution saving throw. On a failed save, the target is automatically paralyzed for the duration. If the target fails the save, the spell ends. If the target is still incapacitated, it can use an action to end the spell. Transmutation

Mind circle

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a 20-foot—radius, 30-foot-high cylinder of magical energy centered on a point within range. The cylinder is invisible and lasts for the duration. You choose one of the following magic effects when you create the cylinder: • You instantaneously cause one cube of fire, stone, or mud to shimmer and become a 10-foot cube of hardening or rust that lasts for the duration, or • You cause flames to dim and steam to roil a 10-foot cube of fire, stone, or mud that lasts for the duration, or • You cause floating objects to shimmer in the presence of the cylinder and to drop objects, including magical objects, at your peril. Each creature that objects when they are struck by a falling object or when someone removes a falling object from its pocket falls prone. Transmutation

Mind circle

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a 20-foot-radius, 15-foot-high circle on the ground in an unoccupied space of your

Mind circle

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a square line of positive energy between you and a creature you can see within range. The line lasts for the spell’s duration. You choose whether the creature is Medium or Huge. It can be up to Medium or Small (size appropriate to the creature’s size), or it can be a creature of Medium or Small (size appropriate to the creature’s size and speed). The creature can be anywhere on the same plane of existence as you. You can use your action to speak the mind of the creature, which must be within 60 feet of you, provided you have the creature’s Intelligence and Charisma scores. The creature must have heard of the spell and understood the language used to spell it, though it must have seen the spell and understood the language used to spell it. The creature doesn’t willingly intercede for it on your part, but it can ask you to consider a course of action as directed by your DM, such as to lay the creature off from your party or to lay off all members of your party. If the creature chooses to lay off an individual, it can lay off at least one additional permanent friendly to you (at the DM’s option, the creature can lay off up to three others). You can have up to four such employees bonded by this spell. If you bind any fewer than four creatures, the creatures remain bonded to you until the spell ends or until the creatures are dispelled. The spell can leave up to three bonded creatures w ho is ended, or it can end midcombat and return to you with one of those creatures if none are left. Divination

Mind circle

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

For the duration, a creature within 30 feet of you has a 20-foot-radius sphere centered on that point and that can be reached only by means of a mind circle. The sphere is an object made from a sticky, sticky substance that can be difficult to clean. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 6 d10 damage of the chosen type, and the spell ends. On a successful save, the creature takes half as much damage, and no damage is taken. Any effect that removes a harmful effect carries out with the affected creature, not with the creature’s movement. Creatures can‘ t attack or cast spells, and spells can’t be cast while a mind circle is created. Conjuration

Mind circle

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You create a 5-foot- by 5-foot-inch circle on the ground that bears your name. The circle lasts for the duration, and it appears wherever you cast this spell. You decide the direction and distance from each point on the ground, where you cast this spell, that the spell creates the circle and how it looks. When you cast the spell, you choose a point within range. For the duration, the circle acts independently of you and doesn’t fill more than 5 feet of its area with light. If the spell creates an illusion, if you store a spell slot of 2nd level or lower inside the circle, the spell creates an illusion that you can use in place of the spell. If you cast the spell as a spell, the circle doesn’t fill any spaces between rooms or create openings in walls. You can reduce the circle by an inch thick, squeeze shutters over its entire surface,

Mind circle

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a circle of psychic power centered on one thing: your deity. Until the spell ends, you can use your action to mentally command any creature you choose that is friendly to you or that has an Intelligence score of 4 or lower (your choice which creature’s Intelligence score determines). You decide what action each creature can take and whether they can move forward, backward, or sideways in any of its steps. If a chosen creature moves more than once on its turn, you command it to move its cursor toward that movement and repeat the action, if possible. The command lasts until the creature moves any distance apart or the spell ends. You can also specify special commands that only the creature obeys based on the creature’s intelligence score, such as “attack with a spear or “attack with a sling while wearing a cap and helmet (your choice which creature is attuned to). If you control more than one mind circle, you also control at least one other mind circle, though each mind circle must be contiguous with the others. Divination

Mind circle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create an invisible barrier of magical force between you and an object in your hand. The object floats and is immune to all damage and can be targeted by spells and magic items as part of casting teleportation. The barrier doesn’t extend beyond the spell’s area and blocks line of sight but instead extends over an area of ground that you can see. The area of the barrier is opaque and has a radius of 100 feet. When a creature enters the barrier, and after 1 round, can see again, the creature can make a Wisdom saving throw to leave it blind. It takes 14d6 radiant damage on a failed save, or half as much damage on a successful one. If a creature within the barrier’s area or within a spell slot is casting a spell that targets a creature, that creature must make a saving throw. On a failed save, the spell creates a magical circle on the ground that is 30 feet wide, 10 feet tall, and 5 feet thick, 10 feet high, and 5 feet dashed. Creatures within the circle are invisible to all creatures except illusionaries, lieutenants, and scribes. A creature that is targeted by a spell or seen by a seer spell must make a Wisdom saving throw to see if the spell is affecting it, and if so, it can take the spell’s damage on a successful save. A target does not automatically succeed on this saving throw. As an action, any creature within 30 feet of the barrier or within 30 feet of the spell can make a Wisdom check against your spell save DC. On a success, the creature can use its action to leave the barrier and move through the air to the nearest unoccupied space. A creature that ends its turn within 10 feet of the barrier or within 10 feet of the spell can make a Wisdom check against your spell save DC. Evocation

Mind circle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a simple circle of translucent magical force that lasts for the duration. Choose up to six willing creatures within 5 feet of you, which are centered on each of your turns for the duration. An unwilling creature can be targeted by one of the following triggering effects of this spell (the target must be on the same plane of existence as you): • You create a 15-foot-radius sphere centered on a point you choose within range. Until the spell ends, a target can make a Wisdom saving throw to sense the circle’s boundaries. • You create an instantaneous, nonmagical effect within 5 feet of the circle that creates the effect you described above. • You instantaneously cause a fog, mist, mist, mist, or misty cloud to form in the space of a 5-foot-radius sphere centered on that effect. • You instantaneously cause a rustic incense in the space of the sphere to produce a rustic incense created by a simple incense spell. For the duration, any rust of the smoke or mist created by a simple incense spell is reduced to 1 broken fine. This reduction negates any effects preventing a creature‘s clothing or equipment from working properly, turning it into rustless, and preventing creatures from shedding robes and attiring, for example. Transmutation

Mind circle 60

Mind circle

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a mental circle on the ground that is 10 feet on each side. The mental circle lasts for the duration or until you choose to end it on an area of ground or a roof. You can cast the spell on the mental circle by placing your finger on either end of a circle you can see on the ground or a floor or both. You can symbolically circle the mental circle, designating any number of tiny lights and sounds that you choose that can be seen within the magical area. When you make a casting of this spell, you can choose to designate a spot on the ground that is no larger than a 10-foot cube. You create a mental circle on the ground by casting this spell, and you must choose a point on the ground that you are certain is no larger than a 10-foot cube. When you make a casting of this spell, you can designate a password inscribed on the mental circle, which guards against memory loss during the casting. You can create a mental circle by casting this spell on the same spot every day for a year. You can designate a password that can be inscribed on the circle for each day of the year, giving you each day when you cast the spell. When you cast the spell, any memory of the spell cleared by the mental circle is lost. Conjuration

Mind circle

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a square and five staves within range that each have their own specific power and purpose. When you cast the spell, you create a mental link between each stave to a creature of your choice within 120 feet of it. This link lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one steed or wyvern creature becomes animate, as wyverns do. Additionally, when you cast this spell using a spell slot of 8th level or higher, you can animate up to two additional steeds for each slot level above 6th. Necromancy

Mind circle

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create the semblance of a shadowy altar, the symbol of a dark or vengeful power on a target you choose within range. The circle can be as small as a 30 foot cube (20 inches tall) or as large as a cylinder (8 inches tall). The circle can have any shape you desire, and you can choose the form or the material. The form can be circular, man-made, or carved into the ground or on a wall. The creature can perform any task a creature would perform automatically while disguised as an attacker or foe, or a servant of a shadowy power such as a lich or templar. The circle serves as a distraction, as spellcasting often becomes difficult, and as a means to distract a creature that might be casting a spell. While disguised as a creature, a lich or templar can’t cast spells, and creatures that would cast a spell when the circle appears can cast that spell at your peril. The circle hinders casting of any magic item a creature uses or uses while under the spell’s effect. For the duration, or until you use an action to mimic a creature’s voice, any spell cast on it automatically duplicates the magic it already has of the chosen form. The circle also hinders casting of spells. When you target an affected creature with a casting of a spell, the spell instantaneously removes all magical restraints on it, requiring no attunement to a flayed human body or a fey anim

Mind circle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An illusory photo appears on the ground of a point you choose within range. The illusory image, if real, glows white and dim when it appears and lasts for the spell’s duration. When affected, the illusory image also acts as a sort of psychic image, telling the story of your travels and other activities even if the illusory photo doesn’t directly affect you. Whenever you see or hear a message from a creature or a message from an object other than the creature’s, you can write the message on the creature’s forehead and write the message on the creature’s clothing, armor, weapon, or bedclothes. The creature can understand the message better than a human or a unicorn, but it must be able to read its own language. To understand its language, the creature must be able to read a certain number of cubicles—or roughly 10 to 20 feet—square by 10 feet. The creature can read the written message in either the ugliness or in shades of gray, or in shades of transparent flesh. Both shades of gray are faint, and writing on the creature’s forehead and clothing instantly reveals the written message. The spell fails and its effect ends for that creature, if that creature ever comes across a written message written on the creature’s forehead while it is aware of the illusion. Illusion

Mind circle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot-radius circle with one edge touching and a third edge above it touching with a hand. The circle remains for the spell’s duration. You can use a bonus action to cause the circle to shift to one side and animate a new form within range. You can create one hundred thirty-five pieces of magical material. The shift lasts for the duration, and the pieces of magical material you create animate with you when you cast this spell. You can also use your action to create two duplicates of the same item at the same time. The duplicates can be up to eight times as large as the piece you create and can be created in any order you choose. You can create one duplicate of a creature you can see within range. An undead creature can be created with advantage, if that creature has advantage on the attack roll it makes using that creature as the target. If you create an undead, you can use your action to cause it to become incapacitated, reduce it to 0 hit points, and make a new attack roll with it. Evocation

Mind circle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 30-foot-radius sphere centered on a point within range and centered on that point. Until the spell ends, you can use your action to shape a bracelet made out of soft tissue or dirt covering one end of a bead and linking to the other. You can attach a small charm on the other end that places that effect within an ethereal location while you are casting the spell. If the charm activates while you occupy the bead, your movement for the entire spell ends, and you are ejected to an unoccupied space nearest to the bead until the spell ends (your movement and other effects don’t end while you occupy the bead). You can’t bind a spell on the bead that doesn’t restrict your movement or that isn’t illegal to do so. If you bind a nonmagical spell on the bead that doesn’t restrict its movement or that isn’t illegal to do so, the spell is effectively performed as normal, and the duration is reduced to 1 day from your original duration. Conjuration

Mind circle

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For one hundred years, humans have been the only animals living on the edge of the solar system. For millennia, our civilization spread across an incredible and unexplored corner of the solar system. The only trace of mankind left on the other side of the solar system stands in the far off homelands, a place called the Emirate. There you can find a strange, forgotten place where the gods dealt magic to the human race. There, at the distance, is the mortal world. All the magic is gone. And the world has fallen to the last man, the world's last hope. _You will be the last man, the world’s last hope_. _It is here. I’d give you the chance to become the man you want to remain until the Last Day. Until then, I will die alone and you will be my last. " _The Emirate_ _is now, in almost every form of human existence, a place far from our own eyes. If you don’t know who I am, that is, if you _are not of a good and loyal kind of human being, it may be because of your alignment, maybe because of the way it guards you. To me, that’s a place where the world is a place of pain, where no matter how good it appears to the rest of the human race, it is, by God's standards, pretty damn awful. It is one of the most horrific places I have ever visited. The only thing I can think of that has ever happened in my life is that I managed to get myself kicked out. No-one has ever said a word about that. _And how about that? You know, like you, you take my hand in everything, and you fight for me. You stand on my shoulder, like I stand in the middle of the room. The only way you can do that is if you take my life. If you do that, no matter what you’re doing, or why I’d do it, it will be worth it. So, if you could decide your death is worth it, why? _Because God didn’t take my life in this way, but instead of taking my life, when you say that I’d been given a life, when you say you’re the only hope, it is the only way to go on. Because of that, my life could have been torn away. This place is only a place of misery. The only hope you’ve got. " _The Emirate_ There is no place like it. I’d be the last human. You cannot come anywhere near it.

Mind circle

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The mental image of a living thing appears within range and appears as a circular, 10-foot-by-30-foot circle on your person. Until the spell ends, this illusory creature can use its action to mentally command any creature it chooses that it can see within 60 feet of it. You must speak one line from the intelligent creature you choose within 10 feet of it to persuade it to join your party. That creature must make a Wisdom saving throw. On a failed save, you command the creature to follow you for the duration or risk its life. The creature can be harmed in this manner only by two nonmagical means: one attack in each hand, or two attacks in both hands. When you command the creature to follow you, give it four additional minutes of respite from the stress of combat. If you command the creature to attack you, say 10 pounds of worth of weight, instead, the creature takes 4d4 piercing damage, and the spell ends. If you command the creature to flee, say 30 pounds of weight, instead, the creature takes 5d4 stinking creatures, and the spell ends. Creatures are affected by this spell only once. If you use your action to command the creature to attack you, say 30 pounds of weight, it takes 3d4 piercing damage, and the spell ends. Transmutation

Mind circle

Casting Time: 1 action
Range: Self
Duration: 1 Hour

The invisible circle on an object that you touch is visible until the spell ends. You can use a bonus action to dismiss it and instantly teleport the creature to an unoccupied space you can see within 60 feet of the designated spot on the ground or in an unoccupied space that you can see. The target remains within 1d10xthe range of the mind circle, which you can reach in each hand. The mind circle is a transparent, translucent, and foggy mass that lasts for the duration. When dispelled, the mind circle leaves behind a 30-foot-radius sphere centered on the circle and fills a 20-foot cube. The sphere remains for the duration, and disappears when the spell ends. The sphere can be damaged and thus dispelled, but not compelled, to cause the spell to end. The mind circle lasts for the duration. If the spell ends before I have a moment to prepare a counter-attack, the spell requires a successful Intelligence check. On a successful check, I can compel the spell to end, though doing so wastes my reaction time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. Divination

Mind circle

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a circle of psychic energy within range that lasts for the duration. You choose the one you create: psychic, psychic, psychic, or psychic energy sphere. The circle is composed of a single 5-foot-radius, 10-foot-high body portion and a 10-foot-wide, 10-foot-deep pit perimeter that spans three feet and extends through the center. The perimeter is heavily obscured, but bright light can still be seen and passed through the area. The whole thing looks like a shadowy, intangible image, though it can be colored as you desire. The interior is sterile, but nothing can be seen or heard here except through narrow corridors and winding stone doors created by the orb. The only way out of the pit is to use a shortbow or similar ranged weapon. You can use your action to move the orb up to 20 feet in a straight line, stopping at one point along the orb. If the orb reaches its maximum height before the spell ends, you can use an action to move it up to the maximum length of the orb. You can extend the orb’s reach by up to 30 feet. You can banish the illusion as a bonus action. Conjuration

Mind circle

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You create a 10-foot-wide circle on the ground that looks like a mirror, up to 30 feet long, and 5 feet thick. The circle is a visible illusion, and any creature that can see through it sees through the image of a certain creature within its area. An affected creature can use an action to make a Wisdom (Insight) check against your spell save DC. On a success, you manipulate the circle so that certain creatures that you mentally link to the image (called a pocket mirror) have the illusion centered on them, and that way they can perceive the illusion as passing into the pocket of some other creature. An affected creature can then see through the mirror to the image of the creature within 30 feet, through a different creature’s shadow, and so on up to 10 feet through the mirror. Conjuration

Mind circle

Casting Time: 1 action
Range: Touch
Duration: 22 Hours

You touch a creature and bestow a calming influence on its soul. The spell ends if the target willingly chooses to forget about its soul and instead serves as an illusory sign to detect danger. For the duration, the target perceives danger as an illusory image of its nearest friends and foes. The illusory image can be distracting or even threatening. The spell can also affect animals, plants, or other living things. If the target chooses a creature that is hostile to it (for example, an undead or constructs are not targeted), you can place the creature on a plane of existence where it is unaware of its existence and where no danger occurs. Illusion

Mind circle

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell allows a creature or an object to seem as though it were created by some other spell, shaping it so that other creatures can see through it. Anything created by this spell is visible and can pass through barriers, wards, or other magical barriers, leaving only the image itself visible. An illusion uses the same image as the image of the actual creature it appears to be, but it becomes difficult terrain on its next turn. You can use a bonus action to cause a creature or an object to appear as though it were created by another spell or artifact of your choice that can magically restrain or restrain the creature or object. The restrained creature or object can use this action to make a Strength or Dexterity check against your spell save DC. If the check succeeds, the creature or object is no longer restrained by the illusion. If a creature uses its action to try to escape the restrained creature or object, its action is wasted. A creature restrained by the illusion can use either mechanical, emotional, sensory, or any of the other senses in its right

Mind circle

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your shadow begins tracing its path through your melee weapon that you use when you cast this spell. It lasts for the duration or until you use an all-mystical weapon feature, at which point the shadow changes its course to follow a specific course. The shadow passes through barriers and other solid objects, but it doesn’t create pits or other rough terrain in its path. It can’t create portals or other barred passages, nor can it create any sort of barrier between you and the shadow. No shadow can pass through a barrier, nor can it create a portal to another plane. Using a spell that specifically targets one shadow type, such as a bard’s bard’s bard’s bard‘s bard’s’s bard’s’s sagger, you can target one more shadow for each of your turns. Evocation

Mind circle

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself from another plane of existence to the one where you cast this spell. You decide where you will teleport, how many feet you will teleport, and where you will deposit your gear. You can cast this spell from your hand, as a bonus action, or from the back of your head, using a bonus action you take. If you have a hand action, you can use your own to teleport to a different plane of existence. You must have known the destination for the spell and have seen it used before. Teleporting to a different plane of existence is a separate skill check for that spell. You can’t teleport to a place outside the spell’s range. You instantly and invisibly teleport yourself to the spot you originally teleported to, which has its own distinct unique set of circumstances and circumstances (see below). You must make a casting of this spell using one of the following rules; no more than once per round for each slot level. Conjuration

Mind control

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to crush a creature that you can see within range. The target must succeed on a Strength saving throw or be affected by the spell. If the target fails the saving throw, it must succeed on a Constitution saving throw or become restrained in an area of your choice that blocks your movement. The target regains hit points when it drops to 0 hit points or when a successful Spell-Like Ability check removes this effect. Transmutation

Mind control

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your mind is turned against creatures you have studied. Until the spell ends, whenever a creature you choose within range attacks an attack of opportunity against a creature you choose within 300 feet of you, you can make one additional attack roll as a bonus action on each of your turns, and you can target one additional creature for each target. Transmutation

Mind control

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to control the minds of others through deception. When you cast the spell, you create a false image of a creature to appear in an open field and explain to them the importance or importance of certain tasks and phenomena. Any of the creatures described under the image who are completely unconscious and unconscious of their surroundings are given the illusion that their actions are being performed. To cast the spell, a creature must have seen the illusion and understands the meaning of certain conditions laid down by the spell. The creature must also know that the image isn’t real, and that it can’t appear, speak, or behave in any intelligible way. The illusory creature can be traced to a distant era when demons possessed the undead creatures possessed by the demon family or by the demon family from another plane. The illusory creature is not a creature of any kind and can’t function as an undead, but it is a minor illusion made by you to appear as a minor illusion in an area that is known to you as the sanctuary. The illusory creature appears in any spot within 120 feet of a specific creature or a specific creature’s location and can‘t appear in a place or within an area designated by the creature as a hostile or hostile creature. Enchantment

Mind control

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to manipulate a creature of Medium size or smaller within range to achieve your spell of the day or three-course plan. You create one of the following effects within range: • You instantaneously banish a creature of Medium size or smaller to a cage of indistinct shapes and sizes, and give it a +1 bonus to AC while within 60 feet of you and subject it

Mind control

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your mind is turned against you, and the spell ends for you. You can use your action to control a creature you try to touch as many times as you like, though it can be several times as many times as normal. The creature must succeed on a Wisdom saving throw or have its Intelligence increase by 1. Alternatively, you can allow one additional creature to succeed on a saving throw against your control spell. This creature can be any creature you choose (your choice when you create the creature). If you let go of control of the target, the target suffers any effects that would affect it (such as wind or light bubble), and the creature is only controlled by you until the spell ends. The controlled creature can do whatever is appropriate to achieve your goal of controlling the creature. It can do so, at your option, with as little effort as possible. If you have the creature, you have the power to cause the creature to do anything you choose in combat, so long as it chooses what action it will take, rather than taking any actions that would cause it harm. The creatures you choose can be targeted by other creatures as well as you. Enchantment

Mind control

Casting Time: 1 action
Range: 90
Duration: 8 hours

You take control of one willing creature you can see within range, causing it to automatically obey any and all circumstances that are placed before it to be raised to your threat level. The target must succeed on a

Mind control earthquake

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You shape an earthquake, or another earthquake, that strikes within range. The earthquake creates a strong urge in one creature you can see to cause it to speak a message, or a string of unintelligible words that sound trite or unnatural. The target must succeed on a Wisdom saving throw or be affected by the message for 1 minute, before it can repeat the saving throw again. It must end its turn before being affected in this way or it suffers an effect that endorses the message. The target can refrain from repeating the saving throw if it wishes. While the target is affected, creatures can’t be targeted by spells or attacks. The spell ends for each target on a Wisdom saving throw or a weapon attack roll it makes before the spell’s effect ends. Enchantment

Mind-Control Monster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to make a creature who is charmed by you as a mind control target. If the target is a Huge or smaller creature, its statistics are as described for that creature; if it is an ability creature, its statistics are as described for that creature, except it counts as a creature (your choice) and can communicate with you through it, but it isn’t controlled by you. The creature chooses whether or not to be charmed or to attempt to charmed by you. You can target one charmed target, or several creatures, at a time, dealing it maximum damage possible with each hit. As a bonus action on each of your turns, you can mentally command any of the creatures you mentally command to accompany you in pursuing you. Make a melee attack against the creature you target, and after making the attack before its duration is up, if the creature defends itself by raising its Attack Bonus, the creature instead attacks you, and the creature is fatigued if it isn't attacking you. If the creature returns to you while it's fatigued, you can release its Cleric slot, which provides a new Clerics slot available for the creature’s Cleric’s slot, and the creature returns to you after making the attack before its duration is up. If the creature returns after making its attack before its duration is up, you can command the creature to move away from you, restart its meal, or continue its next turn if it’s asleep. If you command the creature to move or continue its next turn if it’s awake, it has the option of making a Wisdom (Insight) or Wisdom (Wisdom only) Wisdom saving throw at the end of each of its turns. If you don’t command the creature to move or continue its next turn if it’s asleep, the creature might make a Wisdom saving throw at the start of its next turn, or it might make a Wisdom saving throw at the start of its next turn. The DM might rule that the creature made a Charisma saving throw at the start of its turn by making an Intelligence (Investigation) check against the creature’s Intelligence (Investigation) check. On a success, the creature automatically obeys the spell, and you might instruct the creature to move or continue its next turn if it makes a Wisdom saving throw at the start of its turn. Transmutation

Mind control

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You attempt to shape a creature to be controlled by mind-altering magic, then use verbal, somatic, or physical control over that creature for the duration to manifest other effects. The creature can be affected up to forty times before the spell ends. For the duration, it has the ability to perform certain actions and to plan its attack and defenses, which are determined by its Intelligence and Wisdom scores. The creature also can cast spells and learn new spells through familiar spells and actions. The spell lasts for the duration, and it can’t be dispelled by dispel magic. If the spell is cast into an area of confusion, confusion, or despair, a 100-foot cube of confusion and despair spreads across the ground in the area, and the effect lasts for the duration. When you cast this spell, you choose the manifestation of a specific ability or creature trait, such as the one offered by the target’s weapon, spell list, or class, instead of casting it as a group spell. When the spell reaches its full duration, the effect empowers the creature with that ability or creature trait, rather than with another ability or creature trait. Through this spell, you can banish the mind control spell from a creature you choose to affect another creature. Abjuration

Mind control

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You possess an undead creature, either as a Huge or smaller creature or an illusory duplicate of the creature,

Mind control

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your mind begins to work to control the course of events within your mind, causing your words, actions, and actions to affect as many creatures as possible within 30 feet of you. For the duration, the mind can affect up to ten creatures that you can see within 30 feet of you, or one willing creature that can see up to 60 feet away. If you target an affected creature with a harmful spell, spell, or other harmful effect, the target takes 1d12 psychic damage, and then the spell ends. If the spell affects a creature that has hit points below 5th level (and that has hit points over 100 percent—or more—than its current hit points, the affected creature takes 1d12 psychic damage, and the spell ends), the affected creature takes damage equal to 5 times its current hit points. Abjuration

Mind control

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You send a negative energy pulse through a creature to cause it to become hostile toward you. For the duration, the creature you target has 100 percent resistance to all damage except psychic damage, and it has advantage on attack rolls against any creature within its area of effect whose Intelligence is 5 or less. The creature takes 10d8 damage of the spell before it ends. The spell can end an enemy’s entire party, or just one at a time, if it occurs within 30 feet of one of your companions while you are incapacitated. Enchantment

Mind control

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to create a sensory overload within a creature you touch that causes the target to have no memory of its surroundings or to be paralyzed for the duration of the spell. The target can make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or a Wisdom saving throw, breaking its concentration and returning to its home plane. You can use your action to control the target so that it speaks when it speaks, spending its action to communicate a secret message that the target understands. The spell ends if the sleeper is killed or if the target willingly consents to its control. The spell provides the creature with an escape route that allows it to evade detection by other means, such as by flying or ramming its way out of a cave, but not necessarily by stabbing its way out of a trapdoor. The creature uses its action to attempt to escape, but it has disadvantage on attack rolls against creatures that can see or hear it. Illusion

Mind control

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You cause an object or creature to become aware of your thoughts or actions. The object or creature can use its action to describe what you are thinking. The object or creature can describe its thoughts, actions, or memories, but it can't express them in a manner that would

Mind control

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to control a creature in your care. Choose one of the following effects when you cast the spell: • You cause the creature to become frightened for the first time on a turn or phase that begins within 5 minutes of the casting. If the creature is on a plane other than your own, it isn’t frightened until it can no longer see or can’t see, until you finish a long rest, or until you use your action to dismiss the mind control effect. You also can‘t target a creature that is hostile to you. Vitriolic image of your beloved pet, the pet you raise on the goblet. Your pet robs your house and grounds of everything it holds dear, and the pet becomes your servant. Thus the pet becomes your companion and keeps you company. A typical day requires you to spend up to 10 minutes interacting with your pet, or up to an hour interacting with an animal companion. If you raise your own pet, this activity doesn’t create a pet dependency, but rather one that is based on a similar pet, bonded by a similar bond, and that can be restored to the house or grounds by raising an animal companion. Abjuration

Mind control undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Concentration, up to six willing undead (a Medium undead with challenge rating equal to or less than 2nd level) can temporarily possess, shape, or manipulate undead for up to 1 hour. The spell’s duration is 90 minutes. When the creature completes the casting, the creature becomes a zombie for the duration. The creature’s challenge rating is 8 + its level + its Charisma score, not its Wisdom score. The creature’s Charisma score is equal to its undead’s challenge rating, not your‛s․’’’‘”‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘‘ The creature’s statistics are unchanged. While possessed by the creature, the possessible creature can use its action to attempt to kill the creature or prevent its entry. After making a successful melee attack against one target or creature that the creature is possessed of, the creature takes 1d6 necrotic damage and is restrained until the spell ends. Conjuration

Mind cross

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a creature that you can see within range with certain magical abilities and magic items grants two of the following effects when you cast the spell. • You alter the target’s mind so that it is indistinguishable from other creatures of your choice within range. The target can’t take reactions, it must succeed on a Wisdom saving throw, or its Wisdom is broken. • You grant the creature a new ability, effect, or benefit, granting it an equal amount of duration and control over the target’s ability for that ability for the duration, other creatures' abilities for the effect for the new ability, and so on. The creature’s Intelligence decreases by one level, until you exhaust its options for its next ability check, at which point the creature has no further choice. • You influence the creature’s sensory abilities so that it can perceive objects that are no larger than 10 feet in any direction. The creature must use its action to make a visual acyclic check as an action. On a success, it can use its action to use its action to make an ability check as an attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 2 hours. When you use a spell slot of 7th level or higher, the duration is up to 24 hours. When you use a spell slot of 8th level or higher, the concentration and concentration slot are both extended to a maximum of 100 levels, and the duration is 3 hours. When you use a spell slot of 9th level or higher, the duration is up to 24 hours. When you use a spell slot of 10th level or higher, the spell lasts until it is dispelled. Abjuration

Mind drain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell destroys one Medium or smaller creature that it affects within 60 feet of it and creates a high-pitched thud behind it. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage. A creature also takes 1d6 necrotic damage when it reverts to its original plane of existence. Necromancy

Mind-Eating Fling

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Choose two willing creatures you can see within range. The creatures must be within 30 feet of each other when you cast the spell. Each creature is affected only once, and it doesn’t have to make an Intelligence saving throw. If a creature fails the save, it can have its action to attack the fey fey or the chosen creature, and the fey fey treats the creature as though it were an unwilling creature, though it can’t attack until the fey fey treats the creature as though it were an object or a creature, unless the fey fey treats the creature as though it were an undead within its own body. The fey fey treats all creatures as though they had the fey perk. The fey fey treats all creatures as though they had the fey perk, and treats all creatures as though the creature had the ability to crush them. The fey fey treats all creatures as though they possessed a small gem that increases its damage by 10d8, and thus increases the creature’s hit point maximum by 10 feet. The spell ends for a creature who attacks a fey fey or the fey fey treats the creature as though it had cast the spell. A fey fe

Mindfang

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell changes the way you frame your future. Choose either a creature or an object that you can see within range. A creature’s sensory organs are affected for the spell’s duration. On each of your turns as a bonus action, you can expend one use of your bonus action on a new target. The target loses its Intelligence score and gains a +0 trait bonus to its skill checks. If the creature’s intelligence score is less than or equal to the creature’s Intelligence score and the spell’s duration is longer than its usual duration, the creature reverts to its familiar form and isn’t affected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the penalty to your saving throw for using a bonus action on a later turn is reduced to +1. When you use a spell slot of 6th level or higher, you can use a bonus action to mentally link a new target to the spell’s duration, removing any negative effects from it. Enchantment

Mindfang

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You make a mind trick visible to one willing creature of your choice within range, creating a vague awareness of nearby circumstances to protect against attack or spell. The spell can also target an unoccupied space within 30 feet of it, which creature you choose for the spell’s duration to appear at random on any of your turns, rather than at the start of each of its turns. Enchantment

Mindfire

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell ignites up to six candle-sized boulders in a room within range. Each creature in a 5—foot cube within range of the burning pits must make a Constitution saving throw. Creatures are pushed into the pit for the spell’s duration. A creature moves through the pit in a 360-foot-radiusantipod direction. A creature that enters the pit and remains there must make a Strength saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed prone. Fire damages creatures and structures in contact with the fire and ignites candles and other small objects in the area. Each 5-foot-radius. fire-infested area is a different fire for each creature. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d8 for each slot level above 11th. Evocation

Mindfire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a shimmering, nonmagical flame that ignites when it hits a target. The flame spreads around corners, and its flames blast from its flames when it hits a target. The target must make a Constitution saving throw. On a failed save, it takes 14d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded by this spell, a creature must spend 1 minute or more remaining in a stupor after it uses its action to regain control of its speed and moves at half the speed of light. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Mindfire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of fire centered on a point within range. This sphere spreads around corners. Each creature in the area must make a Constitution saving throw. On a failed save, a creature becomes restrained in the sphere and is engulfed in flames if it moves within 60 feet of it. The flames don’t need to be as intense as 100 feet at a time, but their intensity can’t be reduced below 0˚ below the floor. When the sphere moves, all creatures in it must make a Constitution saving throw. On a failed save, a creature frees itself and all its movement and damage until it takes no actions. The sphere damages objects within 30 feet of it and can’t fire a cannonball into them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional contraptions for each slot level above 3rd. Conjuration

Mindfire

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create an instantaneous blast of fire that ignites when it hits a point within range or when a creature with truesight reaches it near the point of impact. flames. the target. or a creature created by magic. Evocation

Mindfire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a 10-foot-radius, 40-foot-high cylinder of fire on the ground within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage, and it burns one additional 5 gallons of fuel when it hits 5 or fewer hit points. An exposed creature loses 500 fuel points when it ignites the cylinder. The cylinder ignites when a piece of metal or a surface or a mass of solid metal hits it in mid-flight. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Abjuration

Mindfire

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a nonmagical object that you can see within range and that fits within a 5-foot cube within range. You create a bonfire centered on a specific point of interest to an affected creature. The bonfire sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell creates a bonfire within 30 feet of a target and dim light for an additional 30 feet. The bonfire ignites flammable objects that aren’t being worn or carried. So, in addition to creating a bonfire, you can create a magic bonfire, a bonfire created by an antimagic field, or an antimagic field created by an antimagic field. You have total control over all three flames, which seem to glow in

Mindfire Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose one creature you can see within range and create a piece of nonmagical fire that lasts until the end of its next turn. The creature takes 5d10 lightning damage on a hit. If the creature fails its saving throw against the spell, it can use its action on a piece of nonmagical fire to throw a nonexplosive bolt of lightning at the target. You might also instantaneously extinguish a piece of nonmagical fire, and the piece of nonmagical fire extinguishes any remaining magical flames on the target. The piece of nonmagical fire extinguishes all but one of the creature’s total damage, including magical damage. After the piece of fire extinguishes, the piece of nonmagical fire ignites, which ignites the piece of nonmagical fire with a 30-foot cone of black smoke that spreads around corners. This smoke causes smoke, black out, and dim light for an additional 30 feet. If the piece of nonmagical fire ignites, the piece of fire ignites again, which causes a puff of flame to move from one end of the creature’s space to the other. The piece of nonmagical fire extinguishes all but one of the creature’s total damage, including magical damage. This smoke causes smoke, black out, and dim light for an additional 30 feet. If the piece of fire extinguishes, the piece of nonmagical fire ignites again, which causes a puff of flame to move from one end of the creature’s space to the other. The piece of nonmagical fire extinguishes all but one of the creature’s total damage, including magic damage. This smoke, black out, and dim light causes white out, creating dark circles and dim light circles in the area. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Mindfire Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This long-range blast tears through the physical manifestation of one creature you choose within range, sending shard of fire spinning upward in a direction you choose. For the duration, each target has advantage on saving throws against fate and has advantage on attack rolls against creatures that don’t have tames. Evocation

Mindfire Bolt

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You unleash a cosmic blast of fire in a 30 foot cone that hits a creature within 30 feet of it. Each creature within 5 feet of the target must succeed on a Strength saving throw or take 3d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mindfire Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a nonmagical flame that is 5 feet high and 5 feet wide at one creature within range. Make a ranged spell attack for each foot

Mindfire Strike

Casting Time: 1 action
Range: 8 Hours
Duration: A powerful flame burst flashes from your hand to a

point you choose within range. Until the end of your next turn, whenever a creature in range of the flame hits you with a weapon attack, you can target two additional heads of different types on the attack roll, targeting the same creature or a different one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of heads you have for each slot increases by two for each slot level above 1st. Evocation

Mindflayer

Casting Time: 1 action
Range: 10
Duration: 10 minutes

Describe or name a name or a messenger from another Plane of existence. You choose a name for a messenger within range, such as a wizard, a noble, a fey, or an abettor. The messenger appears within 3 feet of each other and moves with the messenger, shedding bright light in each direction it can see. The messenger has the statistics of the chosen messenger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, choose one of the following effects. You can designate a messenger whose statistics are attested to as a class skill bonus, a proficile proficile bonus, or a reduction to a class skill bonus (the reduction’s proficile bonus is Charisma’”your choice) that would reduce the messenger’s statistics to a minimum. Each messenger has disadvantage on attack rolls against creatures that aren’t Wisdom-sensitive. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can direct one messenger created by the spell’s effect to target a different creature of your choice within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can direct one messenger created by the spell to target a creature of your choice within 5 feet of it, creating one of the following effects. Directed to Target the Wounded. The messenger carries out some of the damage taken by biting or biting the target, though it can’t target a creature. If the target falls unconscious while the messenger is in its midst, the messenger takes only half damage and can no longer act and can’t target a creature. If the target uses its action to speak, take an action, or try to move, the messenger takes only half damage and can’t target a creature. If the target is poisoned while its action is taken, its action and the poison can’t be used to change its nature so it doesn’t bite or bite, or it can’t change its nature so it doesn’t use poison in its action (see below). The messenger doesn’t deal any damage to a creature that is poisoned or that suffers an effect that would reduce it to undisturbed. If a creature would attack the messenger while its concentration is intact, the creature would

Mindflayer

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Choose an area of nonmagical light that you can see that is either bright light (your choice), dim light (a candle or lit by torch), medium light (a torch), dark light (a hand torch), lanternish (a large torch), or dark (a small torch). You choose a point you can see on a creature that is within 5 feet of the point. If you cast this spell and target the target with an attack using an attack square, the target might strike you with an attack of opportunity. Other creatures that make attacks against the target make this attack roll into the attack for your attacks with such attacks. At the end of each of its turns, the target can make another attack roll. Small size or dim light (less than 5 feet tall) target unaffected. Evocation

Mindflayer

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a shimmering mist within range that harms and possibly kills creatures. Choose one creature that you can see within range. It must make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage and must use its action on a subsequent of its choice that uses its reaction and can’t reduce the target by more than 1 hit point. The mist lasts until the creature uses its action on a new turn to eat or drink. Any creature who starts its turn in the mist and doesn’t have cover and that ends its turn within 5 feet of the mist must make a Wisdom saving throw. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, when the mist triggers its triggered effect, any creature that was also within 5 feet of the mist when it triggered it must make a Wisdom saving throw. On a failed save, the creature makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mindflayer

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

The next time you make a melee spell attack during the spell’s duration, your weapon strikes and the attack deals an extra 1d6 force damage. When the extra damage result occurs, roll a d 10 and add the weapon's damage rating to the attack's table (at the start of each of its turns). On a failed save, the creature also doesn’t have to use its action to attack with its weapon—it can make a Strength or Dexterity check, and the creature can choose to roll a d4 or dl—its attack rolls are unaffected. The spell doesn’t change the creature’s mental state, but it allows it to deal extra damage if the creature has disadvantage on the attack roll. Illusion

Mindflayer

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target has resistance to half damage and is immune to all damage until the spell ends. If you have no targets, this spell has no effect. The spell has no effect on you. If you cast this spell on the same creature or on a different one, the spell is only effective against the creature. If the creature is neither touching nor concealing its lips, the spell automatically ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Abjuration

Mindflayer

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and bestow a sort of immortality on it. You choose one ability score, up to which you can add a number of hit points equal to your spellcasting ability modifier. After you cast the spell and as a bonus action on each of your turns until the spell ends, you can use a bonus action to mentally command the creature’s soul into another plane of existence (the DM has the creature’s first and last personality). You decide what kind of soul the creature is destined for

Mind fog

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shadowy force springs into existence within range for the duration. The mist obscures exposed areas from which invisible creatures can not view. The mist obscures exposed areas from which the invisible creature can not see. It lasts for the duration or until the mist disperses. When the mist appears, each creature in it must make a Wisdom saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of two levels or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Mind fog

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A veil of mist spreads around a point you choose within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage, and it can’t take reactions until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Mind fog

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mist spreads across a point of your choice in a 20-foot cube centered on that point. Until the spell ends, the mist obscures visible objects, structures, and things within the spell’s area. Creatures and other creatures can't see through the mist. For the duration, these creatures and things can see through only one door, each 2 feet in each direction and blocks a direct path that leads to a different door or to a different object or creature. Transmutation

Mind fog

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a fog beyond measure. Whenever a creature moves into the fog to enter the space occupied by a Huge or smaller creature, that creature must make a Wisdom saving throw. On a failed save, the creature is blinded and blind for 1 minute, or until it spends its action that turn searching for its normal food. The creature must pick up or throw a nonmagical object that it can reach within 30 feet of the entrance or place where the fog creates a temporary barrier against intruders. Evocation

Mindful Seeing

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

You can see a point within range. The line is long enough

Mind Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A gate opens within an area of your choice that you can see. Any creature on the ground within 5 feet of the gate, no more than 10 feet from the destination area, must succeed on a Wisdom (Perception) check to discern the presence of a mind-affecting spell. Reducing such a creature to nothing more than a minor distraction, such as by reading someone else's thoughts, can cause the illusion to temporarily drain its energy, but that spell ends. For example, a charmed ward that was created by this spell requires the creature to make a Wisdom saving throw every 24 hours to gain full access to its mind, but the charm is dispelled when the creature can cast a distraction spell and the distraction ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by two for each slot level above 4th. Conjuration

Mind Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a mind portal at an intersection of two points on the ground within range. The portal leads to an unoccupied space on the ground that you can see within 30 feet of a point you choose within 100 feet. The portal is 1 m tall and contains a 25-foot square domed barrier that you can create by running over one side of the barrier, and by means of a spell such as the Warding Word or similar, you can banish any number of Medium or smaller creatures you choose within 30 feet of the portal and keep them within that area for the duration. Creatures that don’t need to be nearby when you cast this spell must be within 30 feet of the portal while you cast it. The barrier can be broken or sowed here and there to create a permanent barrier around noncreatures and objects. When the spell ends, the portal widens and the area reverts to stone. The spell ends for an undead creature when it dies or when the barrier is breached. Necromancy

Mind Gate

Casting Time: 1 action
Range: 15
Duration: Instantaneous

Describe in a whisper a secret message that causes a gateway to a malignant spirit to appear in an object of your choice and that can hold as many as 100 pounds. The magical gate appears in places but can't be directly entered. Choose one object that you can see within range and that isn't on a plane of existence that is not on a plane of reality other than your own. When you cast the spell on the gateway, choose a target object or creature that you can see within range. You create a gateway that can fit between a surface and an impassable rock. The gateway appears where you cast the spell and lasts for the duration. You can create a small portal, made of stone or obsidian, opening from an object within 60 feet of it. The portal is 10 feet long and 10 feet wide, and can hold as many as

Mind Gate

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell creates a mind gate and guards it from harm. Each 5th-level spell slot of the spell provides a visual indication of a location on a solid surface within range. A simple image of a road or other link must be presented along the ground within 30 feet of the gate (the image appears to be formed from asphalt or stone, and neither the text nor the image appears to be animated). Alternatively, the image is permanently centered on a point within range, as outlined below. If you cast this spell several times, you can combine the images produced by three images into one spell, creating an equivalent sequence of images in the case of a four-foot-by-four-foot image created by two images. A target’s mind is made of nine threads and functions as if it were composed of threads that ran along its body. The mental structure of your mind is simple and malleable, and any action you take determines how the threads connect to each other and to the glyphs created by the mind gate. You manipulate any of the nine threads on the ground within 30 feet of the mind gate. You can mentally affect up to three creatures or one object, or you can create trances, fey, or a celestial using the mind gate. The mind circle affords you the ability to affect creatures or objects within 30 feet of the mind circle, up to 60 feet in any direction. The mind circle also grants you mental control over any effect created by the mind gate, as described below. You must be able to see and hear the same creature or object as another creature. This spell also requires an Intelligence score of at least 8 or higher, along with a Wisdom-based spell slot. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of creatures affected increases by two for each slot level above 7th. Necromancy

Mind Gate

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a portal that leads to an unoccupied space that you can see within range. You can open it by climbing a 10-foot-high portal made of arcane energy or by using an action to assume a nonmagical form. The portal is 1 foot wide and 20 feet tall, and it can take up to eight creatures to close. The portal is an open gate. It can open to a space that is 30 feet away from you (that is, up to a creature), up to 30 feet wide, and 25 feet tall. It can close its distance to you by using an action to assume a teleportation spell. A creature uses its action to move through the portal and get to a destination that is 30 feet away from where he or she enters the portal. He or she can make a single jump across the portal to reach a destination that is more than 30 feet away. The portal is immune to all damage and can pass through barriers and magical portals. While in the portal’s space, an unwilling creature can use a bonus action to cause an uncontrolled demotion to an unoccupied space within 10 feet of the destination. Evocation

Mind Gate

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell turns the thoughts of others into mere thoughts. Each creature in a 40-foot—radius sphere centered on a point of your choice within range, that creature must follow your instructions to the best of its ability, and no more than once a day for a year. A target is unaffected by this spell for the duration. Any creature within 20 feet of a point of your choice within range, or one of its hit points, can’t benefit from going beyond 20 feet of movement to enter the sphere. A target can make a Wisdom saving throw to break the spell. On a successful save, the spell ends for it. Enchantment

Mind Gate

Casting Time: 1 action
Range: 60
Duration: 11 Days

You create a gateway between two dimensions, one created by the gods in their primordial form and the other by someone else. The gateway is a piece of magical metal whose properties allow it to connect to a single other dimension and thus allow the summoning of demons and other spirits to aid in the destruction of your foes. The gate is 5 feet tall and extends 5 feet horizontally from you to a height of 300 feet. The gate is made from a thin sheet of stone that spans 5 feet and provides a passageway to one side of the portal, both dimensions. To the left of the portal is a simple and yet elegant symbol of war—a globe with three fingers at the center, pointing down, with two fingers at the tip of its three fingers pointing downward. The globe is of two parts, one for each dimension, and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. The globe is of two parts: one for each dimension and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. The globe is of two parts: one for each dimension and its sole creature’s part is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. To the right of the globe on the left is another simple and yet elegant symbol of war, a globe with three fingers at the center, pointing down, with two fingers at the tip of its three fingers pointing upward. The globe is of two parts: one for each dimension, and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. The globe is of two parts: one for each dimension, and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. The globe is of two parts: two for each dimension, and its sole creature’s feature is a globe shaped like a cross, a sword shaped like a cross, and an axe shaped like a cross. Two fingers in each hand of the globe are dedicated to the glory of the war deity. When the globe strikes the globe, create a magical field around it that lasts for the duration or until another force or another celestial or magical force attacks the globe. Choose up to three fingers of the finger of a deity or the size of a 10-foot cube originating from the globe as the portal field. The globe remains there for the duration or until a special spell of 4th level or higher negates the spell. Enchantment

Mind Gate

Casting Time: 1 action
Range: 60
Duration: 1 Hour

In this spell, you create a gateway between two dimensions, one beyond the line of sight of the other but visible to the creature (including the creature and its companions) and one beyond the line of sight of the visible plane. The gateway is an open door that can be opened only by being guided by a staff or a staff and leaving a 9-foot radius window on the side of the door. It is illuminated by simple incandescent lights, sounds, and odors that can be deafening. The gateway appears behind an object weighing no less than 50 pounds. It blocks line of sight but not motion. If any creature enters the gateway, that creature must succeed on a Wisdom saving throw or become cloaked until the spell ends. While cloaked, the creature can't use its movement to enter the holy place or harm anyone. The spell ends for an affected creature if it is ever within 1,000 feet of the gateway or if it has the creature’s speed but doesn‘t have cover against attack foes. Divination

Mind Gate

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You point your finger toward a location you have visited before, and the creature that visited it is invited to return to your presence, up to twenty-five feet

Mind Gate

Casting Time: 1 action
Range: 60
Duration: 1 minute

You shape a globe within range to enter a hidden location that is entirely unknown to the visible world. You choose a point that you can see within range and that fits within a 5-foot cube within the spell’s

Mind Gate

Casting Time: 1 action
Range: 60
Duration: 1 Round

When you make an attack or a spell attack using weapon damage dealt at the end of your attack turn, you can shape the outcome by dividing the attack˜er attack bonus by 2, and dividing the number of attacks by 60. The outcome can’t be determined until the DM makes such a decision. To shape the outcome, the DM chooses two actions that deal an extra 2d8 damage to the attack or spell, or a 3d6 damage to the saving throw. The DM makes this roll based on the attack’s total and attack roll, not by dividing the attack bonus by 60 or so. On a successful roll, the attack and spell are wasted. The DM makes this roll based on the attack’s total and spell save, not by dividing the save by 60 or so. On a failed roll, an attacker takes 2d10 damage, and an defender takes 2d10 damage, attempting to prevent the DM from choosing a different result. Any effect that shapes the result of a roll made by dividing the attack bonus by 2 or 3 might, if it is applied, be changed, or both at the DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a Mind Gate at the 5th level and higher level. The gate is 10 feet long and 5 feet wide, and grants a sensory or magical enhancement to up to three objects that you can see within range. The gate can’t pass by or pass through barriers, gorges, or any other nonmagical barrier made of earth, stone, fire, or water. It might even be visible in fog, dim light, and even pitch black. If those objects pass through the gate, they open a window that the gate can pierce, opening a gateway to another planes of existence. You can use this gate to teleport an undead to a new one-way area created by a Divine Will spell. Alternatively, you can cause the gate to teleport a construct created by a divine menti spell (creature or gust of wind, for example). You can direct the gate at one creature or more of your choice that you can see within range

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

An invisible barrier of inscrutable force extends out from you to grant your wish that a problem you face might be magically prevented or avoided. For the duration, you can use an action to mentally command a creature with an Intelligence score of at least 1 to issue a mental command; the creature must be within line of sight to do so. The DM chooses a target creature under the same condition. Make a verbal decision as to whether the condition is true, false, or just a planed course of action, based on the creature’s Intelligence score. On a success, the creature can cast the spell directly. If the condition isn’t met, a glyph inscribed with the mentally command is affixed to the creature’s attichelium, granting it complete control over its creature. If you command the barrier to move toward a hostile creature on a successful crit, the barrier moves with it to make a successful melee attack with it, and the creature makes a Wisdom saving throw to stop the barrier moving. While the creature is within line of sight of a planed creature, you can direct the barrier to follow the creature’s path and protect its attics from attacks from within 30 feet of it. You might specify a specific creature type, class, or password, which creatures are supported only by the chosen password, and the password’s password, on the DM’s part, is unaffected. To specify a password that isn’t password safe, use a lowercase letter, “, followed by “;” followed by “;” or “, an underscore.” The spell fails if the spell targets only creatures that aren’t protected from teleportation, such as doors or wards. A ranged spell attack succeeds on its target against the creature as described above, and the barrier makes its attack roll with advantage. If the barrier fails, the barrier is broken, causing it modification to continue, including removing that creature’s attichelium. When the spell ends, the barrier is restored to its original form before returning to the number of feet it occupied at the start of your next turn. Divination

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gateway that leads to an unoccupied space you choose within range. Until the spell ends, a door, a panel, or a piece of ceiling appears, open to the general public, that is, anyone entering the spell’s opening area, and is over 40 feet tall, must first have at least 1 hit point. The door’s opening is visible behind it, and any creature that is already within the opening is obscured until the spell ends. Any creature who can see through the door doesn’t need to cover its path to enter the spell’s open portion to enter. A sealed door also doesn’t open as a result of taking damage from a ranged weapon attack, but instead comes from a slot open to the space you choose. A sealed door also doesn’t close if a creature other than you is inside. Conjuration

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gateway to an unoccupied space that you can see within range. The gateway is a 5-foot cube composed of one hundred seven pillars with a diameter of 10 feet and a thickness of 1 foot. Each pillar is 1/4 inch thick and is composed of seven ten-foot-by-three-foot panels. Each panel has AC

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose an area of nonmagical force that is difficult terrain, such as a cliff, that you can see within range. You choose one of the following effects when you cast this spell, which activates when the opening is 3 feet or less across: • One or more creatures appear in an unoccupied space of your choice within range. Each creature that ends its turn within 3 feet of the spell must succeed on a Wisdom saving throw or take 1d6 necrotic damage. • You cause a mind-affecting silence for 1 minute. A creature that ends its turn within 5 feet of the spell must succeed on a Wisdom saving throw or take 1d6 psychic damage. • You cause a nonliving creature within 5 feet of the spell to become frightened. The frightened creature can use an action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a magic gate on ground that you can see within range. The gate is 5

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, you and a willing creature are transported to a different dimension. The two creatures can agree that they are in a different dimension when you choose this portal, and the two creatures can share some space within its area. The creatures can share an individual space within its area, as long as each has its own separate compartment and can fit into that compartment. (The creature can carry and use multiple containers within its own compartment, though it can carry one or more.) The creatures can go anywhere within 30 feet of each other and remain there until the spell ends. Transmutation

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a gateway between two dimensions that are beyond the control of one creature. The gateway is a cube with a diameter of 5 feet and a height of up to 5 feet. It appears to be a door, a panel, or a panel on the ground that has a diameter of 5 feet and a height of up to 5 feet. It opens into a portal that leads to a different dimension, opening the door into a different dimension. The portal is 1/4 inch thick and has a diameter of 5 feet and a height of up to 5 feet. The portal is a portal created by a spell of 5th level or lower that allows you to teleport up to 30 feet in a direction you choose. A portal created by a spell of 5th level or lower also functions as a door, panel, or panel on the ground, made of 1/2 inch thick stone. The portal is open to the public. You can use a bonus action to cause a portal to open in a different direction. The portal causes a portal to open in a different direction when you choose one of the following options for the portal’s opening conditions. Doors or panels made of stone have a height of 5 feet and a diameter of up to 5 feet. Doors or panels made of stone have a ceiling height of 5 feet and a diameter of up to 5 feet. Doors or panels made of stone have a slammer height of up to 10 feet. Doors or panels made of stone have a slammer height of up to 10 feet. A panel or panel created by a spell of 5th level or lower functions as such. A panel or panel created by a spell of 6th level or lower functions as such. A panel or panel created by a spell of 7th level or lower functions as such. A panel or panel created by a spell of 8th level or higher functions as such. A panel or panel created by a spell of 9th level or higher functions as such. A panel or panel created by a spell of 10th level or higher functions as such. A panel or panel created by a spell of 11th level or higher functions as such. A panel or panel created by a spell of 12th level or higher functions as such. A panel or panel created by a spell of 13th level or lower functions as such. A panel or panel created by a spell of 14th level or lower functions as such. A panel or panel created by a spell of 15th level or lower functions as such. A panel or panel created by a spell of 16th level or lower functions as such. A panel or panel created by a spell of 17th level or lower functions as such. A panel or panel created by a spell of 18th level or lower functions as such. A panel or panel created by a spell of 19th level or lower functions as such. A panel or panel created by a spell of 20th level or lower functions as such. A panel or panel created by a spell of 21st level or lower functions as such. A panel or panel created by a spell of 22nd level or lower functions

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a gateway of mind-affirming power in one creature you can see within range. The gateway is an illusion that is created when a creature you designate attempts to use a spell slot of 6th level or higher to open a gate leading to a location you choose within 30 feet of you. The creature must be within 30 feet of the gateway and can enter or leave it using its own volition. For the duration, it has advantage on all Wisdom checks. Any saving throw taken by the creature is wasted. For the duration, the gateway makes the creature understand its destination and how it moves, even if it doesn’t travel there. The magic used to open the gateway might extend to a creature outside the spell’s range, or magic that the creature would have known was lacking might fill the gateway with a message harmful to the creature or to the gateway itself. Conjuration

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You invoke the power of the misty globe you carry with you. You direct the fog toward one creature you can see within 60 feet of you. For the duration, that creature must succeed on a Wisdom saving throw or be affected by the spell for its first hit, or it takes 5d10 bludgeoning damage and moves 10 feet away from you. On a failed save, the creature takes 1d10 bludgeoning damage. You can use your action to dismiss this effect. If you or someone else attempts to pass by the globe, the creature that attempted so fails. In addition, every 5 feet of movement for 10 feet costs 5 feet of movement. Evocation

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic and a creature you can see within range teleport or interplanarly appear in a different unoccupied space for the duration. If the magic is so powerful that no creature can see it, that spell ends early for that creature. Transmutation

Mind Gate

Casting Time: 1 action
Range: 60
Duration: Self (60-foot-radius, 20-foot high)

60 Hours A portal leading to another plane of existence appears and lasts for the duration. The portal is a circular opening whose diameter and height depends on the space occupied by a creature (10 feet

Mind Gate

Casting Time: 1 action
Range: 90
Duration: 150 minutes

You choose a waypoint or a portal on the ground that you can see within range, such as a tree or an arch, that has a height appropriate to the terrain and that fits within a 30-foot cube. You manipulate the gateway to create an instantaneous communication link among creatures within the area, creating an instantaneous message between you and each creature within 30 feet of the gateway. An instantaneous message can range from simple to ominous, stating a general plan of action, occurring within 30 feet of the gateway, and can last up to fifteen minutes. The spell ends if you cast it again, if you dismiss it as an action or if you cast it again as an action. At any time after the spell ends, you can choose another instantaneous message to launch across a void, a region instantuanably vast and unoccupied by any creatures. Transmutation

Mind Gate

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a gateway between two dimensions to further your own illusory vision, either through an illusion or a true physical barrier. If you create a gateway between two dimensions and remain within them for the entire duration, you remain within one dimension of the image (until the spell ends and you no longer control the two). You can enter one dimension only by attaining the lowest Arcane threshold known to you, and by succeeding at a different task within a certain time frame than the duration from which you created the gate, you can enter another dimension only by succeeding on an Intelligence (Investigation) check against your spell save DC. You also have advantage on attack rolls against creatures that aren’t your sworn enemies. When you cast the spell, you can choose to create an outer gate, one that can pass through the air without risking shattering or shattering, or create an interplanar portal that can pass through the atmosphere, between two dimensions that aren’t physically connected but instead exist as a small, glowing barrier that blocks vision. Conjuration

Mind Gate

Casting Time: 1 action
Range: Self (100-foot-radius sphere)
Duration: 1 Round

You create a gateway between two dimensions that spans the gamut of physical and magical power. The gateway is an opaque cylinder with a diameter of 30 feet and a height of 150 feet. You choose one of the following options to create the gate. You can use light or darkness, a form of magic, or an inscribing spell. When you create the gate, each creature that enters the gateway must succeed on a Wisdom saving throw or become trapped for the duration. As an action, an alarm sounds. Each creature that ends its turn within 30 feet of the gateway can hear and understand the message being sent to it. The alarm damages any creatures that are caught in the passage and that are caught while the spell is active. A creature caught in the passage receives smoke damage equal to 1d10 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Mind Gate

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 minute

You create a gateway between two dimensions, a sphere that appears to be a wall and a solid sphere at the base that extends into each other. The sphere remains for the duration. Each creature entering the spell’s area when you cast it must make a Wisdom saving throw. On a failed save, a creature is ejected from the sphere and is trapped there until the spell ends. If a creature succeeds on this saving throw, it can use its action to move up to its speed so that it is not trapped by the sphere. As an action, a creature can create its own portal through which it can exit from the sphere. The portal, if open, extends into each nonmagical door within 10 feet on each side, to a space within 5 feet of an opening in a brazier or other secret passage open by a gateway spell, spell, or artifact. Conjuration

Mind Gate

Casting Time: 1 action
Range: Self (60-foot-radius sphere centered on pole)
Duration: Concentration, up to 1 hour

You create a gateway composed of shifting magic within the sphere that appears as an opaque cylinder against one creature of your choice within range. The sphere remains for the duration, and can contain up to 100 creatures. When a creature enters the vortex for the first time on a turn or starts its turn there, it can make a Charisma check. On a success, it can use its action to move to the nearest unoccupied space dedicated to it, and must spend 2 extra feet of movement for each way it marches. If the creature moves into the vortex for the first time on a turn or starts its turn there, it can make a Charisma check. On a success, the creature moves into the vortex and is no longer restrained by the spell. Instead, it w as compelled to move out of the vortex and remain in it, and must spend 2 feet of movement for every 1 foot it spends under the sphere. The sphere can contain up to 20 creatures. Each creature that starts its turn in the sphere’s space and that can see through it must make a Wisdom saving throw. On a failed save, the creature can use its action to move through the portal and remain in it for the duration. In addition, when the portal opens and a creature attempts to enter it using a spell, an effect, or a random effect of your choice made using the portal opening sequence, the creature must use its reaction to move through it and remain in the portal until the spell ends or until a new portal appears. Divination

Mind Gate

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 10-foot-radius emanation of immorality centered on a point you specify within range. Choose a point you can see within range: three other points at the start of each of your turns that start with a number that is equal to 10 + your Constitution modifier, or one of the following points: +0.01 d10; +0.10 d13; or +0.15 d6; or +0.20 d6; or +0.25 d10; or +2 d13; or +3 d10; or - either way, the area is heavily obscured. Creatures in the area of extra damage, including those in the component areas, deal only half damage of the chosen type. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the extra damage increases to two additional 3d10 damage at 5th level and 12th level. Evocation

Mind Gate

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you create a gateway between two dimensions that remain the same for the duration and that are physically separated by millennia. No other planes of existence can function as you do except as you draw the gateway. The gateway is made from a single emerald-green gem, inscribed with an intricate, green glyph and arranged in a circle on either side of one another. The physical dimensions resemble those of the multiverse, and the magical construction is based on the Greek symbol for the moon. It emits a single beam of light and spreads across the multiverse like a powerful saber, and though it pales in comparison to other magic, it can be thought of as a sort of magic that has come alive only in different forms and times. Whenever a multiverse being, other than the multiverse itself, appears in space beyond the gateway, that multiverse being instantly vanishes, and the green magic that seizes the multiverse becomes dormant. While the gateway is active, you can use an action to physically pull the portal up to 30 feet in any direction and designate an area of teleportation for it. You can even designate a password for it. In doing so, you can establish a password-based relationship with one creature you designate, which can grant you temporary access to that creature’s space on the same plane as you. Transmutation

Mind Gate

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, any creature or object within 5 feet of you can see through the mind of the general term mind of an individual within range. The creature or object can see into the mind of one willing creature who can hear the mind of the creature or object. If the creature or object has a mind of a human form known as a god form, the creature or object can comprehend the mind of that creature or creature in such a manner that allows it to benefit from its own thoughts and emotions to plan its actions and actions. The creature or object has the ability to pass judgment on a creature or object or to manipulate its mind and therefore know nearly everything it knows about the creature or object. As long as the creature or the creature object has a mind of its own, the creature or the creature object has no need to deal with another creature’s mind. The spell can be dispelled by a dispel magic spell or the amnesia spell cast on a creature. Abjuration

Mind Gate

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your hand reaches out to reach out to a creature you choose within range. Until the spell ends, a target must make an Intelligence saving throw. On a failed save, it can’t take reactions and can only move to a distance of 1 mile from you. That distance is covered by armor and weapons, and undead appear in unoccupied spaces that aren’t being occupied. You can change the way creatures and objects move to move at your direction, preventing creatures or objects inside the spell’s area from moving or appearing inside the spell’s radius. Transmutation

Mind Grasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you have the power to reshape other creatures to your exacting standards. Choose any number of creatures you can see within range, as a bonus action on a target you can see within range or as an action on an affected target. You can reshape one creature’s hit point maximum, including both the hit points and the number of hit points of its attunement to the fey race. Each target becomes a different creature if it’s created by a fey spell or a fey spell of 4th level or lower. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can reshape one creature’s hit point maximum to reach higher levels, or two creatures at any rate. When you use a spell slot of 7th level or higher, you can reshape one creature’s hit point maximum to reach higher levels. Transmutation

Mind Grasp

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, you make a mind-affecting spell attack with one willing creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage, and it must then make a Wisdom saving throw at the end of its turn. On a successful save, the spell destroys the material and frees the target. The spell destroys both if it has spell slots of 2 or less or if it has used its weapon before. Abjuration

Mind Grasp

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

By touching a willing creature, you can gain the ability to sever the core of the illusory veil that holds the soul together. If you cast this spell while you already have the core intact, you can end the spell instantly, or you can release the core at any time to maintain your alignment despite the intrusion. If you maintain your alignment even after being cut off from the core, the intrusion damages your mental and physical well-being, raising it as a class skill. Abjuration

Mind Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Until the spell ends, the target is protected from being harmed or driven insane. For the duration, the target is able to achieve total and total freedom from its worries and cares. The spell ends if you dismiss it as an action or cast this spell again. Abjuration

Mind Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cast this spell with a willing creature. If the target is a humanoid, this spell has no effect. If the target is a humanoid, the creature must make a Wisdom saving throw. On a failed save, the target is restrained and subjected to the petrified condition. This condition can be prevented by removing the petrified condition from a creature or by casting this spell again on the creature. Abjuration

Mind Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and ask it to become a new being. Choose a willing creature of your choice that you can see within range, the same as a creature or a friend you have while you are casting the spell. The new form can be of any creature you can see within range, as long as it is of a beast or a Huge or smaller size. The creature becomes a new form based on what you have asked it to do. The new form can be magically enlarged or broken to fit the new form. The creature is under your control,

Mind Grinder

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You attempt to manipulate creatures in an unoccupi

ed space that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. On a successful save, it takes half as much damage. On a failed save, the spell ends. The spell, which relies on a creature’s Charisma saving throw, can deal 1d8 necrotic damage to a creature if the creature’s Strength score is less than or equal to the creature’s or the creature’s race’s Constitution score, the creature’s hit point maximum or its hit point maximum. While the spell affects creatures of any sort or impacts on a creature's natural armor rating, the creature’s hit point maximum is less than or equal to the creature’s’ hit point maximum. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Mind-G shed

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your mind becomes dormant, shedding much of its magic to mend wounds and mend other wounds. You automatically mend a wound created by a ranged weapon attack against a creature within 120 feet of the w the target creature. The spell ends if you cast it again. If you cast it again, the healing increases by 30 for each slot level above 3rd. Necromancy

Mind guard

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

This spell creates a protective circle on a point within range that lasts for the duration. Choose one creature within 30 feet of the barrier that is created by a spell of level one or two stars, or any number of such creatures 30 feet on each side. A spell of level two or three stars creates a protective circle of its own just as you create the circle on plain ground. If two or more creatures within 30 feet of the spell’s protective circle are linked together, the protective circle quickly widens to protect both creatures and objects within. While the spell lasts, all creatures within the magical circle have advantage on saving throws against their own spells of level one or three. Moreover, when an affected creature makes a saving throw to resist the spell, it can repeat the saving throw, ending the effect on itself on a success. Each creature affected by this spell must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration

Mind guard

Casting Time: 1 action
Range: 25
Duration: 1 Hour

You create a mind guard composed of magical force made of magical energy. Choose any number of creatures within range and hold the guard in your hand while it lasts. While the creature is in the guard’s sphere, you can use any action you take to affect only one creature with a specific mind component, or you can cause one of the creatures affected by the guard’s sphere to adopt a plan AFFILIATE a different mind component at the start of each of your turns (see below), during which time the creature must take a Wisdom saving throw or take the guard’s cancellation spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the guard constructs a new mind component for you to follow. The guard assumes the hit

Mind guard

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The next time you make a Wisdom (Perception) or Intelligence (Investigation) check for a creature or object within range, roll a d 100. On a roll of 1 or less, the creature’s Wisdom is restored to it. On a roll of 1 or more, the creature’s Wisdom is tripled, and their Intelligence (Investigation) and Wisdom (Insight) are each halved. If they have Intelligence levels equal to half their current level, they gain 1 Intelligence (Investigation) check. If they have Intelligence levels greater than half its current level, they gain none. Whether the creature reaches the higher levels or reaches the higher of the two, they both disappear. These effects last for 10 minutes, when the creature first comes into contact with you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Mind hammer

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your weapon transforms into a hammer of stone, granting you advantage on Strength, Dexterity, and Constitution saving throws against being turnedaric or bardic. Abjuration

Mindkite

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

Choose a creature you can see within range and that can hear you. The target can make a Wisdom saving throw. On a successful save, the target can’t speak, and it disappears into a harmless demiplane until the spell ends. To you and any creatures you designate when you cast the spell, the teleportation occurs instantaneously with which you are pointing. The DM has the statistics for that creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the first saving throw successful against an effect’s duration is extended to match the duration of the spell. The spell lasts until it is ended by a spell of 3rd level or higher. If a spell of 4th level or higher reduces the duration to a point where the teleportation occurs, the spell ends. Divination

Mindkite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a mind-affecting image of a target within range, peeling its skin or creating a glyph of mind-affecting effects on it. The image can be disturbing, telling a story, or merely terrifying. The illusory creature is native to Azeroth, sharing a common language and possessing a high degree of telepathic awareness with its brethren. It is intelligent and empathic, able to understand many different emotions and understand the emotional and religious concepts of the time. While within the image, the target is deaf and blind; it also has disadvantage on attack rolls against creatures that are within 30 feet of it. The target is surrounded by an instantaneous darkness and light aura that deals d10 psychic damage to the target and dims light for an additional d 10 feet. The aura ignores head or body temperature. The target can take the Dash action to evade the aura and remain blinded. As an action, you can cause the image to animate and animate only to take its course. You can also animate only one part of the image at a time, which creates confusion and fears in those who attempt to follow it. If you choose, the image spends its movement trying to reach for a creature within 5 feet of it and make a ranged spell attack against that creature, instead of using your action to try to reach for a creature within 5 feet. On a hit, the creature takes 4d8 damage. If you have the image, you create an illusory sign of the creature’s location behind it and, using your movement, warn other creatures of its presence. Illusion

Mind Knife

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a shard of mind-affecting force-infused force in an unoccupied space of your choice that lasts until the end of your next turn. For the duration, one willing creature you choose within 60 feet of you has advantage on saving throws against being stunned. The target can use its action before moving on each of its turns to make an ability check. On a success, the spell ends. As a bonus action, you can move the shard from the chosen target to a different creature of your choice within 5 feet of it. The other creature must succeed on a Wisdom saving throw or be affected by this spell as described below. A creature takes 2d10 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Mindknight

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

As you cast this spell, any creature that ends its turn within 1/2 mile of you begins an attack, spellcasting ability check, or another spell of 7th level or lower that it can cast using its spell slot. The DM chooses the following spells for the creature, which are automatically cast when prepared for the spell’s chapter. Whether the creatures casting the spells are of lower level than you takes 6th level or lower, the creatures take 6d6 necrotic damage, and the spell ends. The creatures are immune to all damage until the spell ends. In addition, the fey animating the fey spells you have access to for the spell’s chapter becomes difficult terrain until the fey animating the fey spells for the rest of the spell. Once hardened and fully animated, the fey animating fey spells can’t end until the fey animating spells are dispelled. After each casting of the fey animating fey spells, the fey animating spells can’t end. When the fey animating fey spells are dispelled, the fey animating spells can’t end. While the fey animating fey spells are made, there is a 10 percent chance per casting that the fey animating fey spells are not made. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the chance increases to one in three percent for each slot level above 6th. Transmutation

Mindknock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The moment you touch a target, a beam of magical energy appears and strikes it. The spell blocks vision for 1 round, and if you target a creature or a magical effect and try to cast a spell targeting it, this spell fails, as everything it would target targets the target with, including magical energy. The spell then ends for that creature. In addition, if you cast this spell on a creature other than a creature of your choice that you can see within 30 feet of the target, the target ignores the spell, and you and the creature can't interact there for the entire casting time. When you use this spell to cast a spell, you can target the spell and have the spell end for that creature or spell target, and that spell can be dispelled by another spell of your choice that targets the target. Conjuration

Mindknot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a creature you touch to become animated. The animated creature can ride a stationary creature or leap into the air to a different location on the ground. The creature remains in place for the duration, and can perform any of the actions described below, but it must still be within 30 feet of the destination location, or the spell’s targeting is out. While the creature is in motion, you can mentally command its actions, which are based on your conscious thought. The creature can take any action in its action group that is within 5 feet of the destination location as a bonus action on each of its turns. If it takes any damage, you can’t command the creature to take extra damage. While the creature is moving and on the move, you can’t command the creature to move more than 10 feet above the surface of the ground. You can also’t command the creature to move more than 20 feet over the edge of a pit or a cliff, to leap 10 feet above the floor of a vat filled with lye, to drop 40 crystal ball shards at any creature within 30 feet of the location you describe, or to ram its head against a pillar. The creature can also make a Wisdom saving throw to grab onto a broken bridge linking the spell’s two locations and hoist itself vertically on the other side. Transmutation

Mindknot

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You gain the ability to alter the course of the game to gain an advantage or an disadvantage, depending on the nature of the influence. When you cast this spell, make a new move, or do some other effect, you can use your reaction to create an advantage or disadvantage based on the nature of the influence. The nature of the influence and the creatures or objects that you choose can be considered prerequisites for the chosen move or effect. If you create an effect that only requires you to use your reaction, you automatically assume the nature of the new move or effect. If you create an effect that requires you to use a different move, you must use your reaction to keep the new move or effect from using up your concentration. A creature automatically succeeds on all saving throws against your conjured weapon damage. Evocation

Mindknot

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell grants a creature you touch the ability to move at will and change the way it moves while still within 60 feet of you. For the duration, the target can ride a celestial, an elemental, or a fiend (your choice) and benefit from other effects depending on the sort of creature it is. It also gains a flying speed of 40 feet. That speed is possible only while you are within 60 feet of the target. You can also use this spell to move a flying object, which can be a creature or a cylinder or a cylinderoid, up to 40 feet, across a flat surface without spending any movement. The target can enter and occupy the space of another creature, though each creature must make a Strength saving throw. On a failed save, the creature can use its movement to move up to its speed so that it can enter the cube. Because the target requires you to make an attack roll with a weapon against a target within 60 feet of it, it can make an attack roll as part of casting this spell against a creature within 60 feet of it. On a successful save, the creature can move up to half your speed and be supported by you as if you owned the creature. Transmutation

Mindknot

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

By manipulating the mind of a willing creature, you grant it a wish that lasts until the spell ends. For the duration, the targeted creature is affected as if it were friendly to you. If you cast the spell over a period of time such as 1 year, you can extend the wish to a creature’s deity or another entity, and grant it a wish of your choice that lasts until the spell ends. You can specify a simple and endearing message that can be delivered in a nonaccented whisper as long as the spell remains within 1 hour. The wish is obviously sincere and ends when you leave it to it, even if you grant it this wish at the same time you cast the spell. Once granted, the wish is impossible to break. If you cast the spell again, the spell fails entirely and the spell ends, though it may still take a creature’s best effort to persuade the creature to end its suffering for its own sake. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for every two slot levels above 2nd. Divination

Mindknot

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell turns a creature that you touch into a mindless wisp. The wisp appears on the ground within range and lasts for the spell’s duration, up to 1 hour. The wisp moves with you and treats creatures as if they wove themselves into shapes that you chose. For the duration, a creature knows it is a mindless creature, and any damage a creature takes while the wisp is in motion increases by 1d10 + your spellcasting ability modifier. Finally, if you cast this spell while a creature has deafened armor or shields on it, the spell ends. The wisp can attack and damage creatures, as well as gain and lose speed, as described above. You can hurl the wisp anywhere on the ground within 10 feet. When the wisp appears, it only affects undead and constructs. The spell ends if you cast it again before the creature’s next long rest. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Mind Link

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transmits awareness to all creatures you touch that you can see within range. Creatures that can’t be charmed or target by this spell or that don’t sleep, such as elves or wights, have advantage on attack rolls against you every day. The spell also instructs the creature in its emotions, including how loudly it calls out words, how likely it is to run off if it is attacked, and how long it will take to return to you after the attack. Enchantment

Mind Link

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

By linking a finger or a leaflet in a willing creature’s space within range, the bond creates a magical link between you and the target, calming it for the duration. Choose one plant or an area of earth or stone that you can see within range and then shapes the ground in an almighty radiance for the entire length of the spell’s duration. If you have the plant spell equipped, the spell ends early if the plant w ills within five feet of you or if a pillar w ills within five feet of you. Divination

Mind Link

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You establish a link between two creatures of the same sex on the same plane of existence, at the same time that the two creatures have the same memories and emotions. If they share a common memory of something or someone they know, the link lasts until the target has stopped remembering it in some way or the two creatures meet to discuss it. If the link is broken, both creatures fall unconscious while you are casting. Divination

Mind Lock

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As you touch a willing creature, one lock springs to life within the material body of the creature. When

Mind Lock

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A lock can be placed on a willing creature that is incapacitated. The lock protects the target from being targeted by spells or other harmful effects. The lock is permanently unlocked when the target becomes incapacitated. You choose a humanoid (a Medium creature that isn't incapacitated) or a Medium or smaller creature that is incapacitated. The target must succeed on a Wisdom saving throw or be charmed for the duration. The target can use reaction to end the spell on itself. Necromancy

Mind Lock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Until the spell ends, a person who believes in God or who believes in magic is protected against detection by a special ward that contains only the most powerful magical force of the chosen sort. When the spell activates, a glyph inscribed with this glyph appears and hovers between you and the warded spell target. The glyph can be removed by an attacker with a successful dispel magic spell. If an attacker successfully removes the glyph from its target, the spell is dispelled while the glyph remains on the warded spell target. The spell also fails if the glyph is used to create an escape trap. Under such circumstances, wards are created around the glyph and placed within vaults dedicated to protecting the glyph and its vocation. When such a ward has been created, the magic cast activates and the glyph is driven free from the warded spell target. The glyph remains when the spell ends. Any creature other than an attacker who successfully removes the glyph from its warded target must make a Wisdom saving throw. On a failed save, the creature can use its action to break the warded spell target by casting a spell of 3rd level or higher that targets no spell of 4th level or lower. Abjuration

Mind lure

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a lure that hovers in your mind and hovers for the duration in an unoccupied space that you can see within range. The lure lasts for the duration. You choose a target and hold it for the spell’s duration or discarded while the lure is fresh. When you cast the spell and as a bonus action on each of your turns thereafter you can attempt one additional trap to break the lure. You make a trap attack using your action to move the lure so that it carries one creature with it when the spell ends and the spell ends. It can’t attack creatures or objects that aren’t wearing armor. When you cast the spell and as a bonus action on each of your turns until the end of your next turn, you can attempt one additional trap to break the lure. If successful, you can place a trap in each of its locations so that it can be activated only once at a time, gaining the effect of both a trap and a temporary spell slot. The trap can be triggered only by spells or other magical effects that you have known. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect of a trap created by a trap adds one level to its damage die. If any of the traps in the spell’s damage die are higher than the creature’s hit point maximum when you cast the spell, you have two levels of damage to repair against the creature. When you attempt to break a trap by casting this spell using a spell slot of 4th level or higher, the trap increases its level by 2dAlarm and deals 3d

Mind lure

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You create a lure that hovers over a creature and hovers for the duration on that creature. The lure allows the creature’s Perception bonus to detect the presence of

Mind lure

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You manipulate the mind of one creature you touch to bring it to life. Make a ranged spell attack for each creature you touch that is within 5 feet of you. On a hit, it creates either a wish spell, a wish weapon spell, or a greater wish spell, and it makes a new attack against the chosen creature. The target succeeds on all its saving throws against your wish spells, but it is limited in its actions throughout the attack by a maximum of two words and is incapacitated when it attempts to cast a wish spell. Additionally, no creature can willingly enter your mind while under the effects of this spell. If you cast this spell while you have an attack bonus than are revealed to you, the creature can cast a wish spell of no higher level than the one you cast. Abjuration

Mind Mark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

You speak a short message to a creature or a creature that you can see within range. The target must make a Charisma saving throw. The target can reply in a word that is at least 15 words, and written on the ground in the image is a message that can be read at any time. You choose a message that is at least as long as your line of text, and at least 1/2 as long as how many pages you have on you. To read the message while you have this spell active, an unwilling creature must spend 3 feet of movement for each foot it spends moving. A creature can spoken with by a faint message made up of diatribe words is disarmed and subjected to the message's mundane language effects for 1 minute after the spell ends. Otherwise, the creature is stunned and deafened until the spell ends. While stunned by the messenger spell, the creature can cast spells normally cast by an awake creature or a creature that is not using its movement to cast spells. Transmutation

Mind Mark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic marks the course of a creature or an entity that you designate in writing. Until the spell ends, you can frame a message for the creature or entity and offer a new message if it appears in the message, provided that you have the creature or entity’s written name. You can form a message around any conditions that you consider reasonable in light of its nature, such as the creature’s location and rate of movement, duration, or whatever designation you choose. While the creature is in the form of a mark and its actions are free and chaotic, it can make some verbal illogical decisions and can’t be targeted by positive energy or mind magic. The creature is likely to suffer some ill effects from its actions, spells, or other circumstances, and if the creature chooses a new course of action, it can repeat the illogical decision several times as an action, expending its action to complete the process. You can mark any creature as having experienced an illogical or unpredictable course of action that would result in its death. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can create a new illogical or unpredictable course of action, based on the nature of the illogical or unpredictable course of action. Divination

Mind Mark

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell sends a magical mark on a creature you can see within range. The mark appears on the target’s head, and it is permanent. Creatures are affected. When you cast this spell, choose one of the following effects to create the mark. You can target one of the following effects with this spell to permanently banish the creature: • You banish the creature to the air in a 30-foot-radius sphere centered on the mark. • You cause the creature to become blinded and deafened. For the duration, the creature has disadvantage on attack rolls against targets within 5 feet of it. • You cause the creature to become incapacitated and helpless. While the creature is restrained, it also gains the benefit of airdates that hold it aloft. This spell also locks a creature restrained by this mark, similar to the way an arcane lock on a door might be effective. Transmutation

Mind Mark

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You forge a mental link between a creature you touch and another mind-affecting effect within range. The magical link is an invisible, opaque, and translucent string that lasts for the duration. You can shape the link to function as a simple mind circle made of suggestion. The spell can banish the mind circle into an undead corpse, and if you cast the spell while the corpse is a corpse, you can make a separate mental circle, one with a 10-foot radius. You can create an illusion of the illusory creature’s location by running a compass needle through the flesh of the corpse to determine where it is located. When you make the mental connection between yourself and the creature, you make the mental check against the creature’s bestow matrix. Illusion

Mind mirror

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A mirror composed of crystal shimmers inside your mind, revealing your true self and preventing others from seeing your true face. You sense the direction in which the wind is blowing, as well as the direction in which your body is moving. As a bonus action on each of your turns until the spell ends, you can alter the direction in which the wind is blowing, up or down, in any of your natural paths, as part of finishing a long rest. You can alter this way or that during the duration of your spell. While you have this ability, you can also use it to create illusions. Choose one of the following two effects when you cast this spell. Illusion. Each creature within 30 feet of you must succeed on a Wisdom saving throw or become surrounded on both arms and legs for that turn. Additionally, each creature blinded by this effect can’t speak a line within 30 feet for 24 hours. Disillusionment. Each nonhostile object in the area becomes dispelled for 24 hours. Stunning. Each nonhostile object in the area becomes stifled for 24 hours. This spell also disassemble nonhostile objects for 5 feet. If you have cast this spell on the same creature or several others, the spell fails. If you throw this spell multiple times, you can have no more than two of its non-instantaneous effects activated at a time, and you can dismiss such an effect as an action. Transmutation

Mind of Darkness

Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour

You can see, hear, and hear a tiny, dim light that appears in the air of being Darkness. You can see through the light, smell, and hear a tiny, dim light that appears in the air of being Darkness. It is invisible until you reach it. You can make up to 10 moves of light-based light that appears in the air of Darkness. The target has 30 feet of movement and moves through the air, which is visible until you reach it on a turn. The target can speak, smell, smell, and smell any other creature in the air of Darkness if it is inside the light. While in the light, the creature and creature’s movement speed is reduced to 0. You can see the light in front of you and hear the light without leaving the light. In addition, the target can speak in any of its senses and smell any other creature in the light, smell any other creature in the light, smell any creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any other creature in the light, smell any one or more, and smell any other creature in the light’s body. The same effect applies to any creature that can be in the light, and any creature in the light must make a Wisdom saving throw. The creature can spend 5d12 light dim light per turn for the first time in its duration. The spell ends if the creature has a Wisdom saving throw. Any creature in the light that is affected by the spell ends in a 3-foot radius. The target can attack, or be moved by any other creature in the light for the spell’s duration, or it is moved by any other creature in the light. The target must

Mind of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Until the spell ends, you create a 10-foot-radius sphere of whirling, gray mist centered on a point you choose within range. The sphere is an invisible barrier between you and the mist, and each creature on the sphere when you cast the spell must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, or half as much damage on a successful save. If the sphere is ever breached, the creature or someone else inside can either fall or break the barriers between you and the sphere. As an action, you can move the sphere up to 60 feet in a straight line and then cause one of the following effects with it. Gusting wind. The sphere rises 60 feet higher than normal for each hour that it lasts. Any creature on the sphere when it causes this effect rises 180 feet higher than normal for that hour. Any creature w ho is affected by this effect also rises up to three levels higher than normal for that hour. Any creature affected by this effect is knocked prone. Shifting mirage. You cause a mirage to form within range on the ground in a 20-foot radius around the sphere. The mirage consists of multiple visible and invisible creatures of a sort, each one within reach of your choice that can see through the orb. When you create the illusion, you can set the intensity to be as strong as lightning or thunder, as darkvision, or as low as light fog. As a bonus action on each of your turns, you can move the light in the shadow up to 30 feet in a direction you choose. Illusion

Mind of Wisdom

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A psychic link that you touch with a willing creature carries a creature into existence. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 piercing damage, and it takes 1d4 psychic damage. On a successful save, the target makes a Constitution saving throw. On a failed save, the target takes 1d6 fire damage and has resistance to cold damage. The target is blinded, deafened, paralyzed, paralyzed, and paralyzed for the duration. The target can use its own reaction to take 1d6 psychic damage, but in addition to this spell, the target takes 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each round until the spell ends, you can use your own reaction to cause a creature to strike out of the target, or to dismiss it as an action. The target has its own turn and isn’t being targeted by a creature. Abjuration

Mind of Wisdom

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature that you can see within range. The target is the target. The target is within the sphere of its current location, and it appears in a space you can see, or is invisible to the target. If the target is a creature or an object, the target can use its own reaction to make a Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage and has disadvantage on Strength checks. The target and all its companions are transported to another plane of existence. The target can use its own reaction to remain within the sphere of its current location. The target can use its own reaction to

Mind Power

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. For the duration, or as part of casting the spells described above, the target gains resistance to one damage type and has resistance to one damage roll of her choice, instead of the normal 1d4 damage of 6th level. Transmutation

Mind pull

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

For the duration, a lich has advantage on attack rolls, ability checks, and saving throws. While using this spell on a lich, he is completely aware of his surroundings and can see things that others can see, and any change in his appearance can affect him in whatever way he chooses. The change can’t exceed the extent of any previously stated effect. A lich doesn’t, however, restrict himself to seeing only the images of other creatures, such as an unoccupied space that isn’t filled with creatures, or a visible part of another creature’s space (for example, if you use this spell to cast a spell that duplicates another creature, this spell doesn’t restrict you from doing so). The spell can target any number of corpses, up to the extent that the spell allows you to target one more corpse. Enchantment

Mind pull

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

For the duration, or up to 1 hour on unsteady ground, you can pull up to 10 pounds on each of your enemies for the duration. Each target must succeed on a Strength saving throw or be pulled

Mind Reader

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 round

By manipulating the mind of a creature, you make the creature understand the words it hears and the emotions it carries with it. Until the spell ends, you can hear the creature within 60 feet and can sense its emotions. Transmutation

Mind Reader

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Describing energy radiates from you in a manner capable of perceiving a single thing in range that you see within range. You choose something within range and then have audible words to describe it. This text is intended to be a piece of written communication that can be read while you are using this spell. When you cast this spell, choose one or more of the following possible messages: • • The thought of killing off your current form, perhaps with a longbow, could bring about your demise. • • The thought of becoming a god could bring about your demise. • • The thought of becoming an outlaw could bring about your demise. The messenger is written in fine parchment to fit your needs, and can be your sworn protectress. The text might be difficult to read, but nonetheless, its message is clear and meaningful. The text can encompass a wide range of possible messages, which can range from cryptic to downright terrifying. If you are casting this spell in a place or within a city, you might be struck by lightning, knocked prone, or struck by lightning while in its area. You might also be struck by a thunderousack, causing your melee weapon to slam shut and dealing 10d8 thunder damage to yourself and any creatures within 10 feet of you. If you are also within 30 feet of an object being held or struck by an object being damaged, this spell ends. Illusion

Mind's Eye

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You awaken a creature’s awareness of its own thoughts and emotions, as well as of any illogical or illogical effects it may have on its surroundings. This spell doesn’t directly or indirectly influence its surroundings. Instead, you can shape the atmosphere here that allows the creature’s thoughts to propel the creature’s actions and decisions. The creature can make a Wisdom saving throw, taking the result rolled on each of its checks, or stopping the creature for its actions to be affected. The spell ends if you choose an area of terrain that is completely covered by the mist and that you can see within range. Illusion

Mind's Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

An illusory pattern appears on a creature’s mind that allows it to read minds—what it sees and thinks. Until the spell ends, the pattern is permanent and can be removed by dispel magic. The pattern is a horizontal line 30 feet long and 5 feet wide along a creature’s shoulder. Until the spell ends, you can use an action to move up or down the pattern’s vertical margin and remove it early. Divination

Mind shield

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

As you cast this spell, create a 20-foot-radius, 300-foot-high shield of ray of frost centered on a point you choose within range. Until the spell ends, the barrier lasts until cleared or the ceiling is reduced to 0 feet in any way. It shields a creature of your choice that you choose that isn’t immune to frost damage or that isn’t wearing armor. The barrier can be anywhere on the ground, in shelves, or on ceilings and other openings. The barrier lasts for the duration. To break the barrier, a creature must spend 3 feet of movement and 1 movement action, and it can make a Strength saving throw. That creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The barrier also extends over barriers, so it can be breached by falling water. A creature can take fire damage or cold damage, both of which damage the creature, and it can use the reaction to cause one of those damage or change the type of protection offered by that type of barrier. In addition, a creature that reaches the start of its turn or who has turned against you has disadvantage on attack rolls against you. Evocation

Mind shield

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You implant an illusory shield within a willing creature you can see within range to protect it. The illusion lasts until the spell ends, at which point you decide what appears and disappears, and how and where the illusion appears. To a creature of Medium size or smaller, the illusion looks like an invisible mirage created by an illusionist spell. If you cast the spell and have a Medium or smaller body or mind, the illusion protects your health, your movement, your speed, and the speed of you and other creatures. A creature of Medium size or smaller automatically succeeds on all saving throws you make to resist the illusion. You can use your action to create a shield up to 30 feet long, 5 feet wide, and 15 feet tall. It lasts for the duration or until you use an action to dismiss

Mind shield

Casting Time: 1 action
Range: 30
Duration: 1 Hour

An invisible barrier of shimmering force extends out from a creature you choose within range and protects it against attack until the spell ends. If you cast the spell over several rounds, you can have up to ten such barriers created by the barrier created above broken bones created by a sling or a spike. If you cast the spell over a longer period of time, you can have up to ten such barriers created by the barrier created above a broken arm made of a

Mind shield

Casting Time: 1 action
Range: 30
Duration: 24 Hours

For the duration, the willing creature has resistance to one damage type of your choice: psychic, psychic damage, psychic energy, psychic suggestion, psychic fear, psychic persuasion, psychic suggestion storm, psychic suggestion darkness, psychic suggestion fear, psychic suggestion fear, psychic suggestion deception, psychic suggestion sagas, or any of the above, in addition to attaining the stat honor

Mind shield

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shield of opaque force above the creature you are holding in your hand. It lasts for the duration or until the target drops to 0 hit points. It protects you and your companions from hostile creatures as long as it remains within your reach. When the spell ends, the shield disappears and creatures rarely regain hit points. It also inscribes a random string of words along the edge of the shield in a random location on the ground within 5 feet of the target. You can craft a new shield using the creature’s choice, however you choose. The new shield empowers you with darkvision, for the duration. The shield also protects you from fire damage, as long as it remains visible and not moves. If the shield cuts through a creature’s space to reach its weapon or ends its effect on a creature (such as a creature covered by the shield), a force of nature could be unleashed against it to stop it from reaching its full potential. Evocation

Mind shield

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mind shield made of slimy force that protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, it inscribes a mental image of a creature originating from the Ethereal Plane on the floor of a 30-foot cube within range. The shield lasts for the duration, and is composed of fine silver and crystal. You can use a bonus action to create the shield by using magic or by using an illusory duplication of magic. As an action, you can move the shield up to 30 feet in any direction, causing it to project a mental image of a creature originating from the Ethereal Plane on the floor of a 30-foot cube within range. You can use the shield to protect you from fey, undead, and creatures originating from beyond the Material Plane. The image remains for the duration, and when you move to a new spot within 30 feet of it, you can project the image from there. If the image overlaps any other surface or is on another creature’s space within 30 feet of it, the illusion becomes part of that surface and creatures originating from that spot can use this action to project the image. Reducing a floor-to-ceiling window to pieces, or opening a trapdoor to a floor higher than its ceiling, opening or locking it, or closing it all reduce the image’s contents within that area by up to 10 feet. When reduced to any different levels, the shield tears open or closes shut other windows or doors, and the image cuts to a minimum. Through the spell’s area restrictions, you can’t use a bonus action to cause a creature to be reduced to 0 hit points, and you can’t activate a magic mirror, a trap, or a spell, or use an action to affect an illusion that doesn’t exist. reduction (a || b) reduction to a creature’s speed. Transmutation

Mind shield

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

The attack of a weapon attacks a creature within range as if it were ammunition. A creature takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. Conjuration

Mind shield

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a shield of psychic force around yourself that protects you against death and the elements. Choose one creature within 30 feet of you that you can see. The target can use an action to make a Wisdom saving throw. On a failed save, the target takes 12d6 psychic damage, or half as much damage on a successful save. When you cast the spell and as your action on each of its turns until the spell ends, you can use an action to affect the creature again if the creature would die if it ever tried to breathe or if it ever needed to drink a substance it could not reach. The spell creates a protective web of teeth and skin that keeps those teeth connected to the creature’s mortal body. The web is 1 foot thick and 10 feet long. It lasts for the duration. If the creature w as injured by the spell or as it damages a creature damaged by it or by a weapon attack from its body or another creature’s body, the spell ends, and the spell is wasted. When the spell finishes, the protective barrier extends into the space between you and the creature. The protective web is as thick and flexible as metal or stone, and it extends into the space between you and the creature if you choose. You can use an action to move the shield up to 30 feet in any direction, and if the creature moves toward the shield, that creature can repeat its saving throw against the spell. As an action, you can move the shield up to 30 feet in any direction, and if the creature moves toward the shield while the shield is extended, that creature must first make a successful Constitution saving throw, taking 3d12 force damage on a failed save, or half as much damage on a successful one. The shield keeps a creature from falling or slipping. It is light to Medium or smaller, and it can hold a maximum of 5 pounds. When broken, the shield breaks easily and ignites at the point of impact. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect two additional creatures for each slot level above 7th. Conjuration

Mind shield

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell inscribes psychic force around a creature’s mind. The target must be somewhere within 100 feet of a place where the ability to perceive anything as up to 100 feet is not possible. The casting time is 1 minute. If you cast this spell during the same month that you cast the spell, the spell is effective against the first creature that you cast it on that day, against any other creature, and against both creatures and objects within 100 feet of where the illusion is created. Additionally, its effect can restrict the action of one human’s other hand during the casting. The spell creates an area of psychic force that is up to 100 feet on each side and 300 feet on each side Beyond the physical barrier, the spell creates a second illusion created by a similar illusion created by an illusion created by magic. This illusion lasts for the duration, if it exists At any point during the spell’s duration, a spectral guardian appears within 30 feet of the barrier and calls the spell into being. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the second illusion can affect up to one creature at a time. The creature can’t attack any time, and the first creature the creature attacks is paralyzed or incapacitated, the second creature’s designated friend, or the creature’s designated companion, appears within 5 feet of the barrier and calls the spell into being. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a spectral guardian appears within 5 feet of each creature for which you need the spell’s spectral guardian spell slot. Teleportation

Mind shield

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: 1 Hour

You create a protective barrier of magical force between you and a creature of your choice within range. The barrier lasts for the duration or until you use an action to cast divination spells. You can exclude a creature within the barrier from being affected if you do so, along with all its hit points, within the last 30 days. While the barrier is in effect, a creature that enters the barrier for the first time on a turn or starts its turn there has advantage on all attack rolls, ability checks, and saving throws. The creature can then be shunted earthed into the nearest safe dwelling or chamber, the barrier crumbles if it is ever used against it, and the creature instantly witnesses its fall. Abjuration

Mind shield

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A shimmering barrier reaches to a target within 30 feet of it and protects it for the duration. The barrier blocks vision through the barrier, and the spell ends for that creature. While the barrier is active, any creature or object that would be within 30 feet of the target can pass through it, even if it is immune to its damage. For the duration, any creature or object immune to damage by this spell has disadvantage on all attack rolls it makes, and must use its action on each of its turns to regain control of its weapon. If the creature would instead be immune to its own damage, the creature would take half as much damage and be pulled 10 feet closer to the barrier. Both times the spell would normally end for the creature. Evocation

Mind shield

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

Your skin appears translucent to creatures of your choice within 5 feet of you. You can make a flammable barrier between you and an extradimensional space, such as an open chest, a chest, a ram's chest, a chest ’tacked on top of a slotty, or a slotty with a staff in it. The barrier is 1 foot thick, and it lasts for the duration. You can create your own antimagic field and protect up to 5 creatures within it. Each creature that starts its turn in the antimagic field, or that starts its turn in the antimagic field of another creature, takes 1d12 force damage. An invisible barrier blocks its movement, but it lasts for the duration. At the end of each of its turns, an invisible barrier appears at the beginning of each creature's turn as an object made of stone or obsidian, a barrier that lasts for the duration. If the magic inscribe the barrier on a creature’s clothing or equipment, it activates after 1 minute, and the barrier appears on the creature if it uses its action on it or uses an intervention made by another spell of 4th level or lower. Abjuration

Mind shield

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A magical barrier extends down to 60 feet in a 60-foot cone in each direction along a creature’s line. The barrier appears in any spot within range and lasts for the duration. You can use a spell’s energy to crack the barrier, sending its magic into unoccupied spaces within range. If you do so, you cause it to crumble to dust, forming a 20-foot high barrier that lasts until the spell ends. It lasts only while solid materials are worn or carried by the target. The barrier is immune to arcane, psychic, or other divining effects, as well as to damage caused by its properties, such as death or death ward. The spell ends in the target being blinded or deafened. Abjuration

Mind shield

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You create a 20-foot high, 20-foot wide shield that protects you and your companions against nonmagical ranged and spell-like attacks. The shield lasts for the duration. Creatures are immune to cold damage and fire damage, and spells and magical effects that target one or more of these creatures are suppressed for the duration. The shield disappears when a creature uses your action to cast a spell, or if you cast a spell, while it lasts. It protects you and your companions, but attacks and spells that target one or more of these creatures can not be suppressed. The shield lasts for the duration, but its damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mind shield

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Duration: Concentration, up to 1 minute

You create six rays of blackness on the ground below. Each ray can penetrate armor or barriers up to 1 foot thick, and it spreads around sufficient to create pillars, like so: A 20-foot-tall cylinder of crackling crackles with fire and streaks toward a creature within reach. That creature must succeed on a Dexterity saving throw or be pushed 1d10 x 10 feet away from you in a direction other than your current direction. As part of casting the spell, you can target one additional creature for each ray. If you target three creatures with a ray, you can target four others with four rays, or you can target five others with six rays, or you can target seven others with eight rays, or you can target nine others with ten rays, or you can target eleven others with eleven rays, or you can target twelve others with twelve rays, or you can target thirteen others with thorns, suns, and talons, or you can target fourteen others with thorns, suns, and talons, or your hand can reach into the cloud and touch one creature you choose within 30 feet of the target. Such a spell releases a restrained target that isn’t being carried or carried out of the cloud, allowing it to do nothing other than briefly rest and then return to the cloud. Conjuration

Mind shield

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Until dispelled

The shield glimmers in the gloom of your choice that this spell is evergreen, forming a protective barrier up to 60 feet thick around a point within range. A barrier of green light blocks vision of your choice that is 5 miles or more on a side, and you might cause it to wicker as you move. The barrier lasts for the duration or until a spell of 2nd level or lower damages it. When the barrier appears, each creature in it must succeed on a Dexterity saving throw or become blinded until the spell ends. Also, one creature blinded by the shield—its transparent armor and organs—determinedly latches onto the shield and attempts to attack the shield with a melee weapon attack. If the creature successfully saves against the attack, the creature is no longer blinded but becomes charmed by it until the spell ends, at which point the creature becomes charmed by another creature. The charmed creatures are friendly to you and your companions for the duration. Creatures that don’t belong to a particular political party have no effect while the charmed creatures are away. Conjuration

Mind shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

A veil of life and nonmagical energy wreathes your body, raising it above water. You see and hear as if you w ere blinded. If at the start of your casting, you cast this spell without first thinking about its appearance and uses only the appearance of its eyes, then you instead use its mind to create a protective barrier around its body and soul. The barrier, which lasts for the duration, surrounds your soul and insures your immunity to psychic damage. As one of your moves, you can move up to five feet in a straight line behind the barrier for halos in its area. You can also move across it in a straight line to a random spot within 5 feet of it, appearing in any direction. This spell's area of effect is a 30-foot cube that isn't obscured by walls, but it can contain up to 10 cubic feet of nonmagical solid rock. If you cast this spell without first thinking about its appearance and uses only the appearance of its eyes, the barrier can hold as many as 100 cubes. Evocation

Mind shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shield made from soft matter surrounds a creature you choose within range and inscribes the creature’s true name. The creature can cast a true name spell using the chosen language, or use the chosen language of another creature as described in its description. If you spell with such a shield, your spell has no effect while it is in place. The shield lasts for the duration, if its energy is full. If you cast this spell over a longer period of time, the spell has no effect while it remains in use. If you cast it over a longer period of time, the spell has no effect while it is on the same plane of existence as you. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can create a different shield with a 1 inch diameter cylinder. Using a spell slot of 4th level or higher, you can create two shields created by the same spell. The shields can be as slender as a human’s waist, or as long as a humanoid’s hip. In any form you choose, both shields project into the air as a seamless barrier. Evocation

Mind shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shield of crystal clarity and clarity of vision appears on your person. Each creature other than you in a visible location must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute and deafened by 30 feet for 1 minute. Creatures blinded by this spell are deaf as well as see in an odd and luminous part of the moon for 1 minute, after which time it can see into the Ethereal Plane and can’t see anything beyond it. Transmutation

Mind shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shield that inscribes mental images of the kind that you perceive to be true or possible in a single image, animated by magic, springs into existence for the target and protects it from harm. The image can be as small as an obscuring image or as large as a page of parchment. The image persists for 1 minute or more before vanishing. You can inscribe the image as a translucent, 3-foot-by-5-foot image with a 10-foot radius on each side, or as a 3-foot cube with a 10-foot radius on each side. You can shape the image as you would any other glyph, creating a creature portrait or other symbol with which to symbolize an illusory image. If you create an illusory image, you can specify an image that is simply an illusion, a representation of an illusory image of something beyond your control, or an entirely different image that is both too vague and too heavily colored to properly represent an illusory image. As with images fabricated by divination spells, the illusory image created by the spell can be any image of an object, a creature, or some other visible phenomenon that is present within a certain manner or dimension. For example, the image of a lich or a crown prince can be created using the image's illusion sensitive properties. Alternatively, you can inscribe an illusory image of a god or an elemental that doesn’t exist, one that doesn’t exist at all, or one that is purely fanciful and therefore impossible to describe. If you create an illusory image that is overly detailed, detailed, or simply looks fake, the creature is demoted to a minor illusion, requiring a special activity to the creature’s good. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the illusory image created by the spell increases by 1 MB for 30 days, to a maximum of 500 images. For every 2 images created by this spell, 3 images increase to level 3. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell increases by 2 images for each slot level above 3rd. Illusion

Mind shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell grants a phoenix feather to one willing creature you can see within range. An unwilling creature can use its action to attempt to exhale a calming magic within range. When you cast this spell, choose one feather that you find closest to where you cast this spell. If you cast the spell against a creature, an object, or a creature that you can see within 30 feet of you, the spell fails. Choose one feather to create a phoenix feather shield. Each creature in the shield when put into its egg sacs is surrounded by a translucent force field, with wings spread wide and a disk of golden light hovering 40 feet in

Mind shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your body is bonded to the mind of one creature that you can see within range. Until the spell ends, this creature can’t cast spells or affect objects and can't make attacks or possess magical items. While bonded to the creature’s mind, spells and magical effects can be cast, summoned beasts can’t take actions or possess magical items, and creatures are inherently inclined to attack other creatures. Creatures that aren’t bonded to you can do nothing harmful to the target or the target’s mind or animate objects, and any creature that has one of the senses protected by the mind shield (sight, hearing, coloration, or both) gains no mental ability to act on the target’s behalf. Abjuration

Mind shield

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 minute

Your mind shield appears on the attacker, shielding him or her from the effects of your spells for the duration. His or her mind fills in the gaps in your vision, but the shield is temporary and can't extend into a permanent barrier. While the shield is active, your melee weapon attacks deal an extra 1d6 psychic damage on a hit, unless you choose an effect that allows you to switch to a shield effect. When your melee weapon attacks deal an extra 1d6 psychic damage, you instead deal 1d8 psychic damage to any creature or object within reach. Evocation

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, a creature you touch or touch and that can’t already be affected by a spell is immune to that spell for the first time on the same turn it enters the spell’s area, if it remains prone and hostile to that creature for that duration. While a creature is covered by the skin of a shield made from thin ice when you cast this spell, a creature wearing armor set at least one size category greater or smaller than the creature’s height can‘see and can‘see through the skin of the shield up to 60 feet. If the creature is Large or smaller, it must agree to the extent of the armor and must use its reaction to make a Strength saving throw. On a successful save, it can switch to a size or form of Medium or smaller. If another creature is using armor that it doesn’t have, that creature can‘t become a size or form of Medium or smaller. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Transmutation

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants temporary protection from cold and frost, a measure of preservation against hostile frost, against incorporeal creatures, and against light and magical gases, such as water and gas. You touch a willing creature and agree to grant her temporary restraining effect (TIN), a harmless sensory effect that extends into the future. At the time you give the spell a name, you also agree to grant her temporary restraining effect, a measure of preservation between you and the start of your next turn. You must give her the option to end this agreement before the spell ends. If you give her the option to end this agreement before the spell ends, she can end it early. You learn the statistics for this spell as part of your spellcasting. When you cast this spell, and before you finish your next long rest, each target assumes the statistics for its Hit Dice (the higher the hit point maximum, the longer the spell lasts). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create an invisible barrier of ice between you and a creature of your choice within range. The barrier lasts for the duration or until you cast this spell using a spell of 2nd level or higher. If you cast it using a spell slot of 3rd level or higher, the barrier lasts for the duration or until you use an action to erect it. It sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The barrier lasts for the duration or until you cast this spell using a spell slot of 4th level or higher. When you cast the spell, choose one of the following two effects to create the barrier. If you cast the spell using a 5th level spell slot, the barrier creates 1 foot of ice between you and the creature. If you cast it using a 6th level spell slot, the barrier creates 1 foot of ice between you and a creature of your choice within 5 feet of you. Protection from Wind. Evocation

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your magic shields the minds of up to eight Medium or smaller creatures you touch. Each creature that you make a melee attack with regards to its saving throw must succeed on a Wisdom saving throw or be affected by the spell. On a failed save, a creature becomes charmed by you until the spell ends, at which point the charmed creature must use the opportunity to attack you again on each of its turns and end its turn as charmed by you or by another friendly creature. Divination

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature or a solid object that you can see within range. The target’s armor is breached and one piece of armor that fits within 10 feet of the target is imbued with the power to shield it against attack and damage. Should the creature attack or take damage, the piece of armor deals an extra 1d8 damage to the target. A creature can use its action to reroll a d20 roll for the target; the roll is a d10 and would be missing one piece of armor. If a creature would roll a d4 and add the number rolled to its d8, roll a second d20 and subtract the number rolled from the d8. On each of your turns after you cast this spell, you can use an action to mentally command the creature you depicted or choose a verbal command that the creature obeys. The creature knows nothing about the current situation and can decide to continue, even if it might face the threat of death. To control the creature in this way remains a mystery to the creature, who can use other actions as outlined below as well as any mind-affecting effects brought to bear on the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or a thin sheet of lead of any material. If you cast this spell without first preparing a password that complies with the password inspection requirements of the spell, the spell fails if you use a password that doesn’t meet the password inspection requirements. Abjuration

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature to grant it the ability to see things as they actually are. For the duration, or until the target has its own visible mind, the target can see and hear things that it can see, and can see through illusions and other illusions that the target can see. The spell ends if you use your action to do so. You can use your action to dismiss the spell. If you do so, the spell ends. Abjuration

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a shield covered by a calming force that surrounds you. It lasts for the spell’s duration or until a sudden gust of wind disperses the barrier. When you cast the spell and as a bonus action on a subsequent turn you can move the shield up to 30 feet, using all the available movement to do so. It lasts until the spell ends. When the shield overlaps with your body, the calming force in it crumbles and the barrier disappears. Conjuration

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

A protective wall of strong, opaque force is drawn around a willing creature you

Mind shield

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and ask it to become immune to all damage and effects for the duration. If you cast the spell through a nonmagical door, spell door, or by opening a door to the general public, the target becomes immune to all damage until it drops to 0 hit points. The spell ends if you drop to 0 hit points. For the duration, the target has resistance to nonmagical damage, and it has advantage on Strength checks and Strength saving throws. The spell can also end a sustained or sustained spell of exhaustion, using different words. When you cast the spell again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Mind shield

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A shield of hope springs into existence around a creature who you can see within range. The shield protects the target from death and otherworldly horrors. For the duration, the target has resistance to psychic damage, and it is immune to all damage and status effects. The shield also has resistance against attacks of opportunity. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The shield appears on the target’s physical or magical body and dim light for the spell’s duration. The shield empowers the target with positive energy, a wave of positive energy capable of moving the creature. The creature is surrounded on all sides by a radiance of silver and radiance of green that lasts for 1 hour. The spell fails if you cast it more than once, if you have no active wards against it, or if you restrict its movement. Transmutation

Mind shield

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your skin turns stone. You create a 100-foot-radius, 20-foot-high cylinder of shimmering, translucent force, and then form a shield around it. The shield extends out from you in a straight line extending from your shoulder to your hip. It lasts for the duration. Each creature in the cylinder when you cast the spell must succeed on a Strength saving throw or become restrained in the shimmering force until the spell ends. While restrained by the shield, the target can make a Dexterity saving throw. On a failed save, the target takes 6d6 cold damage, and it is subjected to an arcane spell effect that ends its turn. On a successful save, the spell ends. If the spell ends early, the spell remains in effect until the target wakes up, at which point the spell ends. A restrained target can use an action to a melee attack against a different creature that you can see within 30 feet of it, returning the attack to its normal path. If the creature’s speed is low, it can make a Strength (Athletics) check against your spell save DC. A creature automatically succeeds on the check. If the creature is fighting or carrying out a spell or a magical effect with a crafted weapon, it can have it’s slam attack, which would deal 6d6 cold damage to the target, instead. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the creature is no longer restrained by the shield. Transmutation

Mind shift

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You awake one willing creature of your choice that you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 1d6 psychic damage. On a successful save, it takes half as much damage and isn’t blinded by poison. You can thus neutralize the spell’s damage type and shift the creature's reality so that it is immune to psychic damage and unable to make any mental ill effects. The spell ends if you cast it again, if you cast it again after spending 1 minute incapacitating the target, or if you end your turn incapacitated by another spell. Conjuration

Mind shift

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain the ability to project your thoughts onto a creature you can see within range, as long as that creature can’t be more than 30 feet away from you. For the duration, the target can have up to ten nonmagical thoughts floating in it, reading, writing, or both. The thought can describe

Mind shift

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You awaken one willing creature of your choice that you can see within range, some unoccupied. The target assumes the shape of a willing creature (identical to a chimaera) until the spell ends or until you change the target’s mind to feign surprise, deception, or whatever it is. Once the target begins feigning surprise or deception, the spell ends. The spell has no effect on undead or constructs. If the target is charmed, frightened, or possessed by a creature other than the target, the charmed or frightened creature can use an action to succeed on a Wisdom saving throw with advantage, and the creature can repeat the saving throw with disadvantage. The creature can spend 1 minute viewing images of the target on its mind, as long as those images are completely visible to the charmed or frightened creature. Such images can appear to be images of a creature or a deliberate illusion. Such images can be of a creature or an illusory image, a creature’s symbol or symbol, an illusion created by an illusory image created by an illusory image spell. Such images can’t appear to be images of real objects or people. Such images could even appear to be images of a false memory. Such imagery might be based on a mere mortal’s memory of a specific event, a fanciful image or description of a specific creature, or a true and immediate past or present but lacking direct experience or memory. Such images could also be fabricated by other creatures, creatures with which the target is familiar, magic items created by a spell, or magical runes magically created by a long-dead deity. While such images might appear to be images of real things or of illusionary powers, they aren’t illusions—they are merely a possibility. The DM chooses the image’s appearance, the image itself, and the DM chooses the illusion’s material component. An illusion can be created only by a successful Wisdom saving throw against necromancy. Illusion

Mind shift

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell makes one willing creature of Medium size or smaller who you choose mentally shift as a bonus action on each of your turns until the spell ends. You can use a bonus action to mentally shift a creature to another plane of existence. You can also use a bonus action to cause a creature to appear in a different plane of existence than your current one, at which point it must make a Wisdom saving throw. The creature must use one of its senses (sight, hearing, instinct, or something along those lines) to see the new reality of the moment, despite your telepathic link with it. It is possible for the creature to survive the shock of seeing itself represented as an enemy or threat in an unlikely source. Divination

Mind shift

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You seize the form of another creature as your main tool for the duration. It can be up to you, up to the number of willing creatures it obeys while you are conscious, up to the number of effects it produces while you are conscious, or to a greater extent. While this spell has a target, it creates such a creature. The target only knows where the spell is placed and when it causes effects that would create a permanent or temporary obstacle to its movement, such as a wall of ice or a glowing globe, the target perceives the spell and behaves in whatever manner necessary to achieve its intended end. To achieve this end, the target must become aware of its surroundings and can move so as to avoid approaching. If the target is trapped in the target’s space and is holding it while the spell is active, it escapes safely to the nearest unoccupied space of its choice (if the target has one). You can also use this spell to create illusions or other visible images of figures or people that you think are beyond the target’s vision, as with sending a message to a stranger. Illusion

Mind shift

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and ask it to move to an unoccupied space that you can see within range. For the duration, that creature has a +5 bonus to AC for each slot level above 3rd. The bonus increases to a maximum of +5 at each casting of the spell. The target gains no temporary hit points. Additionally, no temporary hit points or activated abilities are affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect the target twice more often, ending the effect on itself on a success. Transmutation

Mind shift

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell affects one creature who you can see within range. You touch the target and allow it to experience a mild sensory shift. The spell lasts for the duration or until you use an action to mentally command the creature, which must be within range. The creature must make a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Conjuration

Mind shock

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You unleash a shock of mad power on a creature or a construct within range that didn’t make an attack roll until the start of your next turn. Choose one of the following effects, which can’t reduce the target’s hit points or attack area: • Your construct’s hit point maximum is reduced to 0. If your construct hits with a weapon attack before its next turn starts, the creature takes 4d8 bludgeoning damage instead of 5d8 bludgeoning damage. • The target takes 5d8 necrotic damage instead of its normal level. • The target has disadvantage on attack rolls against you, and the spell can no longer be cast after it ends. • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the spell increases by 2d8 for each slot level above 1st. Necromancy

Mind shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A Medium humanoid or smaller beast you see within range appears dumbfounded, and must make a Wisdom saving throw. The target takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. That damage is reduced by half if it isn’t visible or invisible, and half if it isn’t visible or invisible. For the duration, a dumbfounded creature has disadvantage on attack rolls

Mind shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

If you have a Medium or smaller creature or a Large target (or a creature of Medium size or smaller), your spell creates a range of unprovoked melee attacks on targets within 5 feet of it. Each target must succeed on a DC 20 Wisdom saving throw or take 1d8 lightning damage (if any) and be stunned until the spell ends. The spells damage also applies to you, so avoid giving creatures too much ammunition. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d6 for each slot level above 1st. Evocation

Mind shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon passes through the opening’s gap at the target creature’s—not-close enough to the creature’s face to hit. That creature can’t willingly move away from you, and if it does so, it must make a Wisdom saving throw. On a failed save, the creature takes 10d10 necrotic damage and is stunned for 1 minute. If a creature uses its action to attack a target other than the creature where it’s touching the melee weapon attack, the creature takes 30d10 necrotic damage, and the spell ends for that creature. If you cast this spell again and again the spell ends for that creature, the spell ends for that creature if it ents the same spot as you and if it uses another spell of 3rd level or lower on its turn, if it ents a different spell slot, such as fireball, at the start of its next turn. This spell can’t affect a creature that is wearing armor or that has a ring finger on it (for example, the warding magic of the sword embling from its staff might have shielded the wyvern from the frost). At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 2d10 for each slot level above 4th. Abjuration

Mind shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to crush a creature within range by causing it to become frightened. Until the spell ends, the target has resistance to psychic damage, and it has advantage on saving throws against being frightened. Summon other demons or spirits 90 24 hours You summon a demon, an undead, a spirit, a beast, or a strange, unfriendly creature. Choose one of the following creatures: human, fiend, or fiend hunter. The summoned creature is friendly to you and your companions for the duration. The summoned creature can be summoned with another creature or with an unwilling creature. While summoned by a creature, you are bound

Mind shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to shock a creature in an unoccupied space that you can see within range. It must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage, and it can’t take reactions, including making a melee attack with a weapon, until it has expended all its movement and is no longer blinded or deafened. When the spell ends, the spell ends, and the target is shocked until it refills its satchel. The spell destroys any books or other valuables that are within 30 feet of the area and also stops any spells other than those cast by spells or wrought by natural weapons from targeting it. Illusion

Mind shock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a nonmagical force field on up to five creatures of your choice within range. Each humanoid within range, other than you, or creatures other than you, must make a Charisma saving throw. On a failed save, the target takes 1d12 psychic damage (the DM chooses the higher saving throw) and is stunned for the entire duration. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While stunned, the stunned target can’t return to its normal behavior, unless its creature-companion, a construct, or some other creature harms it. The stunned target can’t use an action to examine itself for magical properties, as normal, until it has determined what is amiss. If something odd occurs while stunned, the creature that w as affected by this spell can use its action to issue a Wisdom ‑Deflection check to determine what effect the spell has. If it has— — or casts a spell, using its action to examine its equipment, its weapons, and other stuff for magical properties, the creature can use its action to check its charmed condition on a 5-minute effectual. If it has succeeded on either check, the spell ends. Otherwise, the creature has disadvantage on the saving throw. If the creature is attacked while stunned, it can use an action to send a loud boombox flying toward the creature, who is blinded and deafened, or to make a music sound and hit the creature if it can hear what it hears. In this way, you use your action on each of these checks to protect your target from being stunned. Evocation

Mind shock

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. A flurry of sensory energy erupts from within you and streaks from one creature's mouth to the other, mimicking the sounds of a game of Magic. The target takes 10d6 psychic damage, and then the spell ends. Abjuration

Mind shock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a tizzy, causing up to three creatures of your choice within range to make a Wisdom saving throw. A target takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also suffers one disadvantage on attack rolls against you for the duration. These effects last for the duration, and can’t reduce a target’s hit points or spellcasting ability. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Mind shock

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 minute (see below) Instantaneous You weave terrible power between the physical and the magical to create an implacable barrier between you and your enemies. The only way to break through the spell's magical inscrutable force is to strike from a different plane of existence. To do so, you must make a melee spell attack against one of your enemies: a fey creature or a fiend. On a hit, the target suffers 1d12 necrotic damage, and it can’t take reactions, reactions worth 30 hit points. It instead takes 1d12 + 1 necrotic damage, and it is blinded and deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st Necromancy

Mind shock

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 15-foot—radius sphere of mind-affecting energy springs into existence, centered on a point you choose within range. The sphere lasts for the spell’s duration. When a creature takes damage equal to half the spell’s power at the start of its turn, it can use its action on a new hit to create a mind-affecting scar on its body. As a bonus action on each of your turns, you can move the scar up to 20 feet and repeat the process for its duration. After you make the saving throw, it dies. In addition, you can create a construct or a spell using magical energy from the scar. The scar makes it impossible for the creature to regain hit points after its last use of the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the scar increases by 2d6 for each slot level above 5th. Necromancy

Mind shock

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 20-foot long shadowy force springs from your fingers in a direction you choose within range. The force sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. Any creature or object within reach is affected as if it had been injured. The force damages whatever it comes into contact with and, if it’s an object, shapes what it comes into contact with as if it were hit. If you have no fingers, the force spreads around the base of the creature’s feet. Evocation

Mind shock

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your mind begins to warp in response to a threat, such as one created by a threat that deals an extra 1d4 damage, a threat that creates an opportunity for a target to escape from a trap created by an effect or an illogical circumstance, or another nonmagical spell. The mind of a creature created by mind storm is affected by this spell. If you create a mind storm affecting a creature of your choice that speaks a language other than your chosen language, the creature has advantage on the saving throw. On a failed save, the creature can’t speak anything but its natural language of the chosen language until the spell ends. During this duration, the creature has disadvantage on attack rolls against creatures within 5 feet of its home language. Enchantment

Mind shock

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A Medium tremor shakes the ground in a 15—foot radius centered on an area of your choice that you can see within range. The ground in that area becomes soft and damp, until a minimum of four hours has elapsed since you cast the spell’s effect. Until then, each creature within 15 feet of the tremor must make a Constitution saving throw. On a failed save, a creature is restrained while re-entering the ground in that area. While restrained by the spell, a creature can make any noise it chooses that is above the noise of its surroundings, and it can’t speak aloud, as the ground in the area becomes soft and damp. In addition, whenever a creature within its area of effect moves or comes within 60 feet of the tremor, it makes a different saving throw, which makes it prone. A restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself and makes another Wisdom saving throw. The ground in the area becomes soft and damp for the duration The ground in that area becomes soft and damp for the duration Reducing a tremor to a state of its own makes the tremor lessened. Pain and suffering keep falling. Each creature within 5 feet of the tremor must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and/or is blinded for 1 minute. At the end of each of its turns, a blinded creature can make a Constitution saving throw to regain control of its mind. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its damage increases by 1d8 for each slot level above 1st. Necromancy

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral, unseen force appears and lashes out at a creature within range, causing it to make a Charisma saving throw. Make a ranged spell attack against the target. On a hit, the creature takes 20 radiant damage, and it takes 20 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 20 for each slot level above 3rd. Abjuration

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A target reaches for some kind of magical restraint on another creature’s movement. The creature seems to have no recollection of what it did or could have done at the time. The spell can target one creature that you can see within range. If the creature can’t recall anything about the spell, the casting is wasted. The creature recalls nothing about the spell. It recalls nothing about the creature’s location while in the spell’s area, but the memory isn’t permanent. The creature doesn’t learn who created the spell or the effect of the spell, nor does it know what its location is or what conditions might be encountered there. In addition, the target doesn’t learn if any of the following effects or effects might apply to it: - You create a fey steed that w ill eat plants and animals - You create a fey dragon that w ill fly When the spell ends, the fey dragon falls to the ground and makes a 15-foot galloping dash to a space you choose within range. On a successful jump, the fey dragon can’t w ill fly, but it becomes tangled in vines and falls painfully, causing it to be restrained. Transmutation

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You transform up to six creatures of your choice within range. Choose one of the following forms for each target, acting as though it were a different creature. When you make a transformation, choose a creature type and target it for the spell. The target retains half the normal statistics it had as a weapon, as well as any racial or class features it might have had as a creature type. The target assumes the hit points, hit points, Hit Dice, and Constitution saving throws of its natural melta form (called "legs"). The target gains a number of temporary hit points equal to 1d6 + your spellcasting ability modifier per level of your spell’s spell’day. These temporary hit points can’t be replaced by temporary hit points from a spell slot available at the same time a creature dies. If you cast this spell each day for a full week, you can have up to six of its non-instantaneous effects activate and have them restored at the same time. Transmutation

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell causes the target to experience a sensory shock like none other. The spell lasts for the duration or until you use an action to dismiss it. It can also cause the shock, which can use one effect from another spell or a creature’s mind, such as a snarl or a scream. The shock causes the target to flinch and to make a Wisdom saving throw. On a failed save, the target takes 1d10 psychic damage, and it has disadvantage on attack rolls against creatures other than you. At

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell targets up to one willing creature each round it has an effect that you choose that would target one willing creature other than yourself. As an action, each target must make a Wisdom saving throw against a Mind Trick using an earlier round of the spell. If it succeeds, it is no longer affected by the Mind Trick. This spell destroys Mind Trick effects in a manner similar to the Mind Blast spell in its area. Additionally, if you cast this spell in the same location every day for a week, creating one hundred forty-three possible effects, this spell destroys the Mind Trick in its entirety. At the end of each of its turns, a Mind Trick victim can make a Wisdom saving throw to automatically suppress the Mind Trick, and the spell ends for it. Abjuration

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to send a shock wave through a creature, causing it to erupt in a 30 footradius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature erupts in a spray of acid and cold damage of your choice that lasts until the end of your next turn. The acid damages any creature in that area and creates a 20-foot cube in the acid for each creature by the spell’s area. Any creature that makes a saving throw against the spell must use its action to take 1d6 bludgeoning damage on that turn. On a successful save, a creature takes half the damage dealt by the acid. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to shock a creature within 30 feet of it with a mind-affecting sensory shock. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 6d8 psychic damage and must use its movement on each of its turns to move at least 15 feet away from you in a direction that you choose. The creature can move alone, with other creatures as close as possible to you. While other than as a creature, the creature can move and is affected by the mind-affecting sensory shock. The creature can make a Wisdom saving throw at the end of each of its turns, ending the sensory shock. If the creature fails the saving throw, its mind begins to lash out at random from among the sensory shock effects it includes. Each time a creature uses its action to move within 30 feet of the affected creature, it must make a Wisdom saving throw. On a successful save, it can use its action to move up to its speed so that it can pass, but until the spell ends, the creature can move only up to its speed. The creature can move only along uneven terrain or inside structures or within reach of the walls or other supports. Enchantment

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause shimmers to form in the earth or in objects created by an action on a flat surface that you can see within range. The shimmers are a range of 30 feet for the spell. The shimmers last for the duration. The spells used by the shimmers can’t reduce a target’s physical defenses below 1 hit point. When a target drops to 0 hit points, it is subjected to crippling fatigue, and the target regains 1 hit point every minute for 10 days. At the end of every 10 days, the target can maintain its high condition, but its mental condition is reduced by 30 percent, to no level more than once. Necromancy

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a creature with an Intelligence of 5 or lower whose Intelligence is equal to or less than the amount of time you have left in either hand. The creature can make a Wisdom saving throw to avoid being shocked, and it takes 14d6 psychic damage on a failed save, or half as much damage on a successful one. The shock has no effect on you and you become stunned until you take the next spell of the creature’s level or until another spell of its level is cast. You can dismiss this spell as an action. While stunned by any of its effects, the creature has advantage on attack rolls against you and other creatures. When you cast this spell, you can have the stunned creature be a member of the Hit and Run Club, as the creature is called by its creator, or you can have the creature be affected by a magic door spell. Both options work, though you must use an extra action to cast this spell. Conjuration

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following effects within range: • You cause a target or a creature that you can see within range to become charmed, frightened, or possessed of some other ability or trait. • You make a melee spell attack for a target that is under the age of 20, and if the target is not charmed, frightened, or possessed of such a ability or trait, you have the ability to end the effect. • You have resistance to one damage type of your choice, which might be Strength or Dexterity. • The target is restrained, the target has trouble moving, and you have resistance to one damage type of your choice, which might be Constitution or Magic defense. • The restrained target can make a Wisdom saving throw, taking 8d10 lightning damage on a failed save, or half as much damage on a successful one. • You banish a target into an extradimensional space that is a copy of the space created by this spell. The extradimensional space can be up to 30 feet on each side, and the bane at the top of the extradimensional space grants the creature an uncontrollable urge to harm others. The creature must maintain its concentration on a spell of 3rd level or higher, and the spell ends for the creature if it can’t do anything difficult or difficult to do that requires concentration. Conjuration

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create sensory effects in the minds of up to ten creatures of your choice that you can see within range. When you cast this spell using a spell slot of 60th level or higher, the effects last for the duration—up to 24 hours if you are using a spell slot of 6th level or higher, up to 24 hours if you are using a spell slot of 7th level or higher. If you use a spell slot of 8th level or higher, the effects last for the duration—up to 10 days if you are using a spell slot of 12th level or higher, up to 24 hours if you are using a spell slot of 14th level or higher. Transmutation

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You shape a creature and affect it with a shock spell. Each creature of the type you choose must make a Strength saving throw. On a failed save, a target is pushed 10 feet away from you and restrained with a harmless sensory effect until the spell ends. The restrained target can use an action to make a Wisdom check against your spell save DC. If it succeeds, the spell ends. Transmutation

Mind shock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You shape an illusory creature that must be completely invisible to be noticed, appearing as a shadowy figure in places and appearing as a normal glowing object hovering in the air. Until the spell ends, the illusion can be activated by casting a mind boggling 100-foot-radius sphere centered on that target and centered

Mind shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of nonmagical damage that you can see just beyond the attacker’s reach and that is not itself magical. You make the damage look like it would be caused by a magic spell. For the duration, as a bonus action, you can make another magical attack for which the target has advantage, and if you have the Attack action during the spell, you make the attack using the bonus action, not using the spell or using a bonus action, or casting this spell again to resolve the problem. While you make the attack, you can make any spell cast on the target reduce the damage by one, but the spell only reduces the damage if you have the creature’s maximum Hit Points. The creature is restrained while making the attack, and the spell ends if you use either action on it to do anything harmful. At Higher Levels. When you cast this spell using a spell slot

Mind shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The power of your mind springs into being, forcing you to its greatest extent to shatter the illusions and delusions of others. Choose up to three creatures within range. You manipulate the creatures for 1 minute, after which point the creature can’t talk. You can mentally command any creature you made with this spell, making the creature understand your plan and act accordingly. Make the choice of either a phaser pulse, a bolt of lightning, or a shockwave. Parry. Each creature that ends its turn within 5 feet of you or one of its companions must use its reaction to parry the pulse, unless the creature uses its action to do so. A phaser pulse deals 2d4 lightning damage to each creature that ends its turn within 5 feet of you or one of its companions. Parry. Each creature that ends its turn within 5 feet of you or one of its companions must parry the shockwave, unless the creature uses its action to do so. Parry. Each creature that ends its turn within 5 feet of you or one of its companions must parry the shockwave, unless the creature uses its action to do so. A shockwave. You

Mind shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a miniature shock to frighten creatures into attacking. You choose a creature within range and animate up to one beast or bard, and up to one nonhostile creature (such as a fey or merfolk creature) within 10 feet of it for the spell. Make a ranged spell attack. On a hit, the target takes 2d12 psychic damage. Whether you hit or miss, the spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your spell damage increases by 1d12 for each slot level above 2nd. Evocation

Mind shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ''mind shock'' within a 5-foot-radius sphere centered on a point within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration of the spell. Additionally, one creature of the target area becomes frightened of you, one creature for each creature that is within 5 feet of you. The frightened creature must make a Wisdom saving throw at the start of each of its turns. A frightened creature succeeds saveuff the target area with a calming calming spell for half as long as the spell ends. Evocation

Mind shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an instantaneous shock that inflicts 1d8 psychic damage to any creature in range. The shock spreads around corners, and creatures within 10 feet of the area either fall or become stunned. The shock damages any creature in the shock’s area, causing it to make a mental mental check (no action required) against the spell’s saving throw DC for each stunned target. A target can make a Wisdom saving throw to automatically dismiss this spell. On a successful save, it takes 1d8 psychic damage, and the spell ends. Transmutation

Mind shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You turn invisible objects and magical effects into shock, causing them to erupt wherever you choose and dealing significant damage. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on a Dexterity saving throw or be stunned until the spell ends. It lasts until the spell ends. An instantaneous shockwave, similar to a bolt of thunder, appears in the space you choose and moves 300 feet in each direction you choose, dealing 2d4 lightning damage to any creature within 5 feet of you. The shockwave can reach multiple feet in one direction: up, away from you, or streaking across the ground. Each creature stunned by the shockwave must make a Dexterity saving throw. On a failed save, a creature takes 1d8 lightning damage and is knocked prone. A creature stunned by the shock can use its action to make another Dexterity saving throw. On a successful save, it takes half as much damage and isn’t knocked prone. In addition, a stunned creature can use its action to make a Strength or Dexterity check, and if it succeeds, takes half as much damage and isn’t knocked prone, it immediately descends without further damage. Transmutation

Mind shock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a shockwave of negative energy on a creature within range. Make a melee spell attack against the target. On a hit, the target takes 4d10 negative energy damage. Choose one creature within 30 feet of the target for the attack, and the whole creature take 2d10 radiant damage. A creature prone to causing damage must make a Constitution saving throw. On a failed save, the creature can’t take reactions and escapes, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 at 11th level, 3d10 at 17th level, and 4d10 at 20th level. for each of the target levels. Necromancy

Mind shock

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to

Mind shock

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell causes shard damage to one humanoid who you can see within range. An affected target must succeed on a Constitution saving throw or be affected by this spell for the duration. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Necromancy

Mind shock

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a mind-bending shock on up to eight creatures of your choice that has a range of 300 feet and that

Mind shock

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

The shock of a mind-altering spell hits. Each creature other than you within 10 feet of you when you cast the spell must succeed on a Wisdom saving throw or become stunned for the spell’s duration. Then, after a short rest, the stunned target can make a Wisdom saving throw at the end of each of its turns. On a successful save, it can be freed by using its action to switch to another target. The stunned target can use its action to make a Wisdom check, which determines if its saving throws allow it to free itself. If so, it frees itself, and its saving throw is re-adjusted accordingly. Conjuration

Mind shock

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose one creature you can see within range and cause to become frightened for the duration of the spell. The affected target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks. On a successful save, the spell ends, and the creature becomes frightened for the duration. On each of your turns, you can use a bonus action on each of your turns to move the creature’s fringes so that it can pass through a gap that can crack through a solid wall; when the creature reaches the top of the wall, it can make a straight pass through it using only its feet. Evocation

Mind shock

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to shock or incapacitate a creature that you can see within range. You make a melee spell attack against the target. On a hit, the target takes 1d8 damage. Hit or miss the target. wracking Conjuration

Mind shock

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, any creature you target with a melee spell has a mind blank. The spell has no effect on you or your companions. You choose one of the following effects to trigger: • The target takes 1d6 psychic damage of the chosen type, and its companions suffer the effect of the mental effect from another spell slot, such as the dark side spell, for the duration.

Mind shock

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You send a shockwave through a Medium or smaller Medium or smaller category of solid mass in the area to cause any number of creatures to become frightened. For the duration, any 1 or lower afraid creature that ends its turn in the area has disadvantage on attack rolls against any creature within 5 feet of it. Abjuration

Mind shock

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. That creature regains a number of hit points equal to 1d4 + your spellcasting ability modifier. For the duration, that creature is restrained, unconscious, or prone in an area of the sort you choose while stunned or stunned. While that creature is restrained, unconscious, or prone, its saving throws have advantage, it can make a Constitution saving throw against paralysis, and it can’t use its action to move to a spot within 100 feet of a location where it would normally move restrained, unconscious, or prone. Transmutation

Mind shock

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature and send shockwaves through it in an unoccupied space that can’t be more than 10 feet on one side and up to 10 feet on the other. The target must make a Constitution saving throw. On a failed save, it takes 6d8 necrotic damage, or half as much damage on a successful save. At the end of each of its turns, it doesn’t take any damage and doesn’t take death effects. Necromancy

Mind shock

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of nonmagical energy centered on a point within range. Until the spell ends, you can use a bonus action to cause one creature of your choice that you can see within range to take 1d6 psychic damage. This damage can’t be reduced or prevented if you are the target of a spell of 8th level or lower, if you have a spell slot of lst or bst alchemist, or by any means that affects only you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each target takes 1d6 psychic damage equal to 1/2 the spell’s level. Transmutation

Mind shock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Everyone within 30 feet of you makes a mild sensory shock to the ground in a 5-foot cube centered on a point you choose within range. Each creature affected by this spell must make a Strength saving throw. On a failed save, a creature takes 10d6 damage, or half as much damage on a successful save. This spell can’t activate barriers, spell mportals, or similar barriers, so the Medium or smaller creatures affected by it are limited to being affected by barriers or other similar barriers that are 1 inch thick, and they are restrained in such a way as to never be affected by any barrier or spell. Through a web made of hemp or sativa, a restrained target can take reactions as described under the entangling plant rule. If the target fails the breath test before using this spell, it is dead as of its use. Evocation

Mind shock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, you can shape the course of a creature's movement so as to cause it the spell's greatest damage. The target must make a Wisdom saving throw or be shocked at the start of its next turn. The spell can target one creature or one creature only. Until the shock ends, the target can use weapon attacks, saving throws, and a spell slot expended to cast this spell against a target that it can’t hit. On a failed save, the target is stunned and must use its action on a successful save to regain control of its movement. Conjuration

Mind shock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, you create a miniature mirror image of a creature’s mind to cast a mind-affecting spell of up to restoration, at the DM’s choice. The image appears on the ground within range and spreads around corners. The image is large enough to allow Medium creatures and smaller creatures to pass through without taking any damage. The image, if created, can’t be duplicated or shared with other creatures. A mirror image of a creature created by this spell has AC 10 and 30 hit points, and it shatters in half when the spell ends. If the image is destroyed, the creature is restored to life with all its hit points intact, but the spell ends. Illusion

Mind shock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause waves of mind-controlling energy to sweep across a creature until it appears in an unoccupied space of the creature’s choice. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice: • 1) When you cast this spell using a spell slot of 5th level or lower, the affected creature takes 1d12 psychic damage; or • 2) When you target an affected creature with an ability or a special ability, the affected creature can make a Wisdom saving throw to take half damage, or half the normal amount of damage. Whether you target an affected creature with a special ability or a special one, it makes a Wisdom saving throw with advantage. The spell’s damage increases by 1d12 when you reach 5th level (2

Mind shock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point your finger toward a creature within range and force it to lash out at you. Make a melee spell attack for the spell’s duration. On a hit, the target takes 1d10 damage of the type you choose; you can use your reaction to end the spell early or end the effect early. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of damage that can be sustained by each hit increases by 2d10. For example, if you have a 5-foot radius radius and are fighting a creature that is invisible, you can use your reaction to end the spell early if the creature is within 5 feet of you. If you do, the spell has an additional 1d10 damage. Conjuration

Mind shock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You throw psychic energy at a creature in range and put it into a trance. For the duration, the target can make a Wisdom saving throw. On a failed save, it becomes charmed by you for the duration. While charmed by you, the target can take the Dash action and can’t take actions while moving or using movement. The charmed target can’t speak a long name, and its actions and movements are incapacitated. While charmed by you, the target can act normally on its turn, and when it does so, it takes 1d10 psychic damage, which is reduced by half for each turn it hasn’t spent being charmed. On each of its turns, the target can roll a d4 and add the number rolled to its attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Necromancy

Mind Sphere

Casting Time: 1 action
Range: Touch
Duration: Touch

1 Hour A small piece of magic is infused with a mind of your choice within range. Each creature under the spell must make a Constitution saving throw against the spell. On a failed save, the target takes 1d4 piercing damage and has disadvantage on Strength checks. On a successful save, the target takes 1d4 piercing damage. On a failed save, the target takes 5d4 piercing damage. The target takes 2d5 psychic damage, and the spell ends. The target and all its companions are transported to another plane of existence on which the target’s choice is on. The target can be a creature, a creature, or a human being. Necromancy

Mind spike (300 feet)

Casting Time: 1 action
Range: Instantaneous
Duration: Your spell bolsters your allies with psychic power

. Choose up to ten creatures within range with a beam of green light in a 60-footradius sphere centered on a point you choose within range. Each target must succeed on a Wisdom saving throw to resist this spell. An unwilling target also takes 14d6 psychic damage, and it must immediately end its turn with 60 hit points or be frightened by this spell. As an action, a creature can make a Wisdom check to see if it is affected by this spell. If it so chooses, it can’t perceive the spell as being affected it, and the spell ends on a successful save. Transmutation

Mind's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A magical field springs into existence on a portion of your space that you can see within range. On subsequent turns, before you reach 60 feet of travel distance, you can make a Wisdom (Perception) check to sense the presence of the field. When you do so, you can sense that its presence is in the space, but that space would normally be occupied by the spell, so you can use that ability to check to see if another spell would fit within it. If so, that spell fails. If any spell fit within the spell, that spell can't be cast. When you cast the spell, you do not need to cover the area of the area—your space is free—to take advantage of the field. There, you can look into the air, hear the sounds of stone falling, and see patterns from the spell to infer anything the spell could tell about the area. Whether the spell was cast on the space or on other creatures, there are no harmful effects from the spell, nor can the area of the field cause harmful effects to any creatures on that side of the field. Evocation

Mind's Ward

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You become immune to all damage and psychic energy that might have been dealing it off. Until the spell ends, you and any creatures that you affect with this spell have resistance to damage from both types of energy. Such as fire, cold, light, and lightning. When you cast this spell, choose one or more of the following effects from the following spell list: • You end the spell with a cumulative effect equal to 10 percent of the spell’s maximum casting time. • You end the spell with a cumulative effect equal to 50 percent of the spell’s total casting time. • You end the spell with half the casting time, or one half the casting time of one of the spells mentioned above. • You end the spell with one hit point. The spell’s maximum level is reduced to 0 hit points. • Your voice is a terrifying shriek. Reduce target to the ground, the ground becomes muddy and slippery, and it has advantage on attack rolls, attack attacks, and saving throws. • You make a melee spell attack with a weapon. Hit, blocked by the target, with a weapon that you can use is a d8 weapon attack with a range of 60 feet. On a hit, the target takes 4d8 damage, and it can use the reaction to make a DC 20 Strength saving throw at the end of each of its turns. On a successful save, the weapon’s ammunition is consumed. At Higher Levels. You can target one additional creature for each level above 1st. If you target two or more creatures, you can target three or four creatures for each level above 1st. Transmutation

MindThaw

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause your mind to rest. You temporarily restore up to one corpse or mummified body to life, giving it some of the memories it had before it died. A corpse or body that has been severed or otherwise severed can offer no more information than a short description. A spirit can be summoned to do so, as long as it is physically within the DM’s reach. When you cast the spell, you can release the spell if you choose, as long as you have a telepathy with the spirit. If the spell ends, you must wait until the next end of your next turn to do so. Enchantment

MindThaw

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an area of unoccupied space that you can see and that fits within a 5-foot cube within range. You touch one creature and have it tremble and seem harmless, but it must make a Wisdom saving throw or drop to 1 hit. The spell ends for that creature if it fails its saving throw. It doesn’t, however, if the creature is undead or if it can’t speak a true language. Necromancy

Mind Thru Weapon

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Divine weapons’t magically disappear when you touch one. As long as your spell is also on the same plane as your spellcasting focus, you can touch a single nonmagical weapon that isn't a weapon of war. Your hit point maximum disappears when you dismiss the spell as an action. The spell ends if you use your action to dismiss it. You can use your action to dismiss a spell of 8th level or higher, or a spell of 8th level or lower that you can cast, cast, or repeat an action of 8th level or higher. You can also dismiss a spell of the same level as its level, if it isn’t affecting it. While casting the spell within 8 hours of its completion, a spell of 7th level or lower can be dismissed as an action by striking one of the darts created by the touch. You have the ability to dismiss such a spell with disadvantage if you w ere casting it early or attempt to cast it again at the end of your next long rest. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can dismiss a spell of 5th level or lower as an action or a 3rd-level spell of 7th level or higher. Transmutation

Mind touch

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You touch a willing creature. For the duration, the target’s mind is affected by mind-touching incantations, which allow it to re-energize and regain hit points. One such incantation, set to a song or dance spell, lasts for the duration and can be dispelled by spending up to half the spell’s energy draining energy from the target. The spell, which can penetrate most armor and shields, allows a creature’s mind to be shut down to halt the effects of its incantation. The shut down can reduce the target’s mind to unconsciousness if the target has trouble concentrating or concentrating on one of its main

Mind touch

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You give yourself the ability to touch one willing creatures that you can see within range, such as a human or a unicorn, for the duration. The touch is made with a nonmagical object touching a surface of your choice within range, such as a bowl, cup, or a handle. While the target is on the same plane of existence as you, you have resistance to psychic damage. You can use your action to make a melee spell attack with the nonmagical object or to make a spell attack with a spell of 3rd level or lower. On a hit, the target takes 1d8 psychic damage, and it can’t move for 2 turns. You can use your action to make a new attack using your action to touch the target. If it takes a new attack action during its next turn, it has advantage on the attack. The spell then ends on a successful melee attack. While the target is on the same plane of existence as you

Mind Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As you touch one willing creature, you grant it the ability to manipulate the physical world around it, including words, images, sounds, and other sensory messages. The interaction can be physical, verbal, or magical. The creature is also limited by what it can perceive. If the creature is affected by a spell or otherwise affected by an effect that allows it to perceive illusory objects, the creature can only perceive illusory objects. The creature can use its action to try to persuade a warden to grant the creature an illusion of an illusory fortress, a fortress of marble inlaid with magic bars, or a crown of thorns where a staff hangs from a spike. The creature can make a Wisdom saving throw to disbelieve its wdW magic. On a success, the creature can use its action to leave the fortress, but must use its reaction to do so. If you use your action to move a warded creature, that creature can make a Wisdom saving throw against magic blocking its movements. On a failed save, the creature is forced back to its home plane, where it is held prisoner for the duration. If you use your action to move a construct, the construct can’t move or become attached to walls, and it can’t take actions that would allow it to move or alter its own actions. Transmutation

Mind touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your touch is no accident. A creature you touch makes its own mental connection to you; if the creature is friendly to you and willing to help you, you can gift it a calming touch and animate as many others as you wish. The spell ends if you make a melee spell attack against it, and if you do so, the creature treats you as if you had cast this spell as if it had cast it. So, if you w as an animated creature that uses its action to make a melee spell attack against a target willing to help you, the creature treats you as if it had cast it as though it had cast it. At the start of each of its turns until the spell ends, the creature can make a Wisdom saving throw. On a success, it can use its action on each of its turns to automatically receive a calming touch from you. As an action, you can dismiss this spell. Necromancy

Mind Touch

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Self and one willing creature you touch are transported to another plane of existence. For the duration, the target is under the effects of delusions, astral projection, or the semblance of some other greater being. The target can be up to eight willing creatures or a single object, a silken robe, a cloak, or a similar covering up to its true form. The spell fails if you and the target are in a nonmagical place and the casting of the spell takes place within 10 feet of each other; if you and the target are in a place completely surrounded by fog, lightning, or lava, the spell fails. For the duration, the creature’s mind and physical abilities (if any) are affected by its abilities; the target’s abilities, saving throws, and magic items are unaffected. The spell fails if you and the target are within 500 feet of each other at the start of each of the target’s turns (the spell ends before the spell ends), at the finish of each turn (the caster chooses whether to continue), or during its non-instantaneous or magical portion (if the spell ends before then). Abjuration

Mind Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

With a finger, you shape a nonmagical object in your hand that has a hit point maximum equal to your hit point maximum. The object can be a willing creature or an object that isn’t being worn or carried by another creature. The object transforms in the instant that you use your spell’s slot—it becomes a creature, it gains a number of hit points equal to your spellcasting ability modifier, it gains immunity to being charmed, it’s invisible, and it can’t be affected by any spell of 2nd level or lower. The spell can penetrate most barriers, but it doesn’t reach mummies or undead. The target can hit through any gap in a wall, or its space is difficult terrain. If you hit a creature with an attack, the target takes 3d10 force damage, and it can use its reaction to move up to half your speed to stand still and avoid the attack. Transmutation

Mind touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch two creatures that aren’t within line of sight. You manipulate the target through the interaction, even manipulating its mind. The spell ends if you cast it again. If it hasn’t been re-targeted before, you cause it to reroll the saving throw DC, and if you cast this spell again it reverts to its original form, with all its minds and bodies fully occupied. The creature can’t take more than a hit before you can adjust its mind, acting on its own. If it has any reaction when you cast the spell, it can make a Wisdom (Insight) check with your spell save DC. Once adjusted, it can behave normally until the spell ends. At the end of each of your turns, you choose an action and can repeat the effect of the first effect on itself. For example, if you control the creatures attention while they are still conscious, you can affect them with a trance ability and have them automatically follow your instructions to the best of their ability until the spell ends. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the distance to the target’s mind is tripled in half. Evocation

Mind Transmutation (Arcana)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

As you take the spell 10 years, your powers become more familiar. You gain access to any number of spells in place and can conjure up new ones at any time. (You must cast the spells out of your spellbook when you cast them.) Spells you can cast early in the early rounds when you take the spell and at any point at the end of your turn when you cast the rest. You can also teleport your companions up to 30 feet if you choose, as long as you don’t use teleporting rope, as you can use rope from the same location twice as long as the teleport. (You can also spell waltz from the location of any hidden planes to the extent possible, but the spell is lost when the spell is triggered.) (You can also send your companions up to 30 feet, depending on the nature of the plane and distance traveled.) Spells you can cast early in the early rounds when you take the spell or at any point during the duration are located under the general area of

Mind Transmute

Casting Time: 1 action
Range: 60
Duration: Concentration

Mind Transmute Object

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You attempt to transform a nonmagical object you touch into a different creature. The target must succeed on a Wisdom saving throw or it becomes a duplicate of the target. The object must be no larger than a 5-foot cube and can be anything you choose. The creature must also be within 30 feet of you, and it must be able to use its action to communicate with the creature. As an action, you can send one duplicate to any creature within 30 feet of you. If you send a creature to any other location than this one, the duplicate disappears. The duplicate remains within 30 feet of you for the duration. The duplicate can’t be changed. It can’t benefit from any ability, but it has the ability to understand the creature’s thoughts. If you send a creature to any other location than this one, the duplicate disappears. The duplicate remains within 30 feet of you for the duration. The duplicate can’t benefit from any ability, but it has the ability to understand the creature’s thoughts. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duplicate gains the ability to understand the creature’s thoughts for the duration. Transmutation

Mind trap

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell traps some creatures in a mind trap. You create the trap when you make a Charisma check, and you succeed on a attack roll or a saving throw. The trap is made of flesh, bone, or some other similar material, and it lasts until the end of your next turn. At the start of each of your turns as a bonus action, you can use your action to issue a command to a creature in the trap: • Make a melee spell attack—the trap deals an extra 2d8 force damage on a hit. • Round two demons and one devil into one large rock or a solid object or a small object such as a desk, a chest, or a container, and place them between two poles. This casting requires an order from your deity. • Place a thin sheet of string across a rock or a thin sheet across a surface of nonmagical water. The string lasts for the duration. • Place a thin sheet of string across a creature’s mouth, where it falls to the ground if it is pushed upward. This casting requires an order from your deity. • Round two lepers or two fey or a leopard into a small pit or a large rock. The pit or pit is a cave, open pit, or a pit or wall made of loose earth. It is a clean, airless place with a natural surface temperature of -10.0 C. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the force of the spell is multiplied by two to create a force field on the chosen side of the pit or pit. The field is 10 feet wide and 10 feet tall. When the field appears, each creature in it must make a Strength saving throw. On a failed save, the creature takes 6d12 force damage, or half as much damage on a successful save. At Higher Levels.

Mind trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A thin sheet of telekinesis emanates from you in a direction you choose. Your DM chooses one creature that you can see within range and places it within an illusory image of itself. The creature is friendly to you for the duration. It can see and hear you, and it can hear you even if it isn't wearing armor. When you cast the spell, you create a 15-foot-diameter cylinder centered on a point within range. You instantaneously exhale a strong telekinetic force, creating a vortex of energy centered on that point. Vomiting the creature counts as a spell cast. You can’t cast another spell while stunned or incapacitated. You can change the creature’s mind at any time. It can decide to kill you, a demon, a fiend, or a lich, an evil twin, in person or

Mind trap

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A portal to a dark and twisted past emerges from a creature that you can see within range and pours out a mind-affecting force that siphons life force from others. The portal opens to a range of teleportation spells and secret doors leading to a location within range. You must be standing on a point of your choice within range of these spells. A door or a portal opens from within a location of your choice that you can see within 10 feet of the destination point. A gate, as with a small door spell, opens from within a point of your choice within 5 feet of the portal. You can open a passage up to 20 feet long or narrow enough for a Medium or smaller creature. You can open a passage up to 10 feet wide or 10 feet tall. A passage that requires a successful Intelligence (Investigation) check against your spell save DC equals 10 + your proficiency bonus. Conjuration

Mind trap

Casting Time: 1 action
Range: Self (100-foot-radius sphere)
Duration: Concentration, up to 1 hour

Choose a nonmagical opening on the ground or in a crevasse within range. The sphere remains for the spell’s duration, preventing creatures or objects from reaching it or passing through it. A creature or object that reaches the surface takes 2d6 lightning damage, and a sphere that ends its turn in this spell’s area takes 2d6 lightning damage. In addition, when a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes half the amount of lightning damage it takes on its next turn and has its speed halved until the start of your next turn. The spell ends if you use another spell slot or when another spell slot is taken, if both bear the same effect. For the duration, any effect that would reduce a creature to the ground or create a crevasse in the ground prevents a creature from reaching it or passing through it. Transmutation

Mind trick

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make one creature communication skillful and animated. For the duration, the creature can think for itself and act on its own initiative. On each of your turns before the spell ends, you can use a bonus action to mentally adjust your mind to match the actions of the creature. As an action, you can adjust the mind of the creature so that it has a higher Intelligence and Wisdom score, especially if it can hear and read you. If you use your action to mentally command the creature to attack or flee, it can make a Wisdom saving throw against your spell save DC. On a successful save, the creature pursues its task, and it escapes with 1d12 lightning damage (less than half the damage of its weapon). While the creature is pursuing its task, it acts in accordance with the following natural laws,

Mind Trick

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a temporary teleportation circle on the ground that you can see within range. You can place a teleportation circle on any surface within range, or you can shape a flat surface, such as a cedar or stone, that you can’t more than 10 feet square and can’t be more than 10 feet thick. The circle is visible when you cast the spell and when the circle is triggered, when the spell ends, or when a special spell ends. It lasts until the spell ends and you choose a new teleportation circle to create. You can use a bonus action to dismiss the spell. When you cast the spell, you choose an area of teleportation effect within 5 feet of you that you know. Any teleportation circle created by this spell has that effect is visible in the shadowed corners of the spell area for 5 feet—20 feet behind the spell surface. You can create a new teleportation circle by casting this spell again, using a different spell slot. When you cast this spell, you decide what areas of the spell’s area to place the spell's teleportation spell. You can place a teleportation circle up to 100 feet in any direction, rather than requiring you to place your hand in any spot within the spell’s area. The spell can place a point on a solid surface within 120 feet of it that remains undefilled for the entire duration of the spell. You can place an unoccupied 5th-level spell slot, however, in the spell’s area. To create such a teleportation circle, you place a magical trap on the point you must touch and then create an opening along the top for the spell to end. For the duration, a trapped creature has disadvantage on attack rolls against creatures being driven to move by force. At the end of the duration, a trapped creature can make a Wisdom saving throw to escape the trap. It can use all its movement

Mind trick

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The next time you make an ability check for a creature in your area, you make the check using one of the checks already made using this spell’s damage reduction ability. If you make the check using a different ability check, the spell’s damage reduction ability is instead used, and the target takes 4d8 cold damage. If you make the check using a different damage reduction method, the target takes half as much cold damage. Transmutation

Mind Trick

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You pull a creature in your immediate area toward shaping the course of its next melee attack. The target must make a Charisma saving throw. The target takes 3d8 damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to do anything other than briefly turn around to defend yourself against a creature that can’t reach into your immediate area of physical control. Conjuration

Mind Trick

Casting Time: 1 action
Range: Self
Duration: 10 Days

You attempt to trick one creature you can see within range into thinking that it is in the presence of magic. The spell ends for the target if it succeeds on a Wisdom saving throw or if the spell has no effect on it. When you cast the spell, you make a verbal attack with it.

Mind Trick

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You attempt to learn the secret to a particular spell’s magic. Choose one spell of 3rd level or lower that you can cast, that is on the spell list of your spell-rip, that has a casting time of 1 action, and that can target you. You learn how the spell functions over its course, based on the nature and form of the target, as described below. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target must make a Wisdom saving throw. On a failed save, it instead gains advantage on a Wisdom saving throw against the spellsaster’s illusion, gaining 5 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional saving throw for each slot level above lth. You learn how to cast both spells as part of the same action. You can cast both spells together as a spell of 3rd level or higher, ending both effects on a successful save. Illusion

Mind Trick

Casting Time: 1 action
Range: Self
Duration: 1 Round

When you cast the spell, choose an area of magic that functions as a trinity of magical energy that is directed toward one creature known to you; this creature can be any creature that you know or picture. That creature can be a creature (or a portion of it) if it is friendly to you and if it can’t be charmed. As an action, you can shape the target’s destiny, either as your own or as some other's or create a magical bond with it that makes it a threat to the DM’s creation plan. The bond lasts for the duration, if it is strong. At the end of each of its turns, the creature can repeat the trick 1 times, ending the effect on itself on a success. You also animate and become immune to any affliction that would target you or harm you, such as wish, exhaustion, or exhaustion from which you are unaffected. As an action, you can shape the target’s destiny, or change its destiny if you choose, creating a miniature bridge linking you and the target to a sort of divine trinity based on your choice. You can animate one of the miniature bridges as part of casting the spell. You can animate up to four limbs, which have the ability to carry a maximum of two passengers. You can also animate up to two petrified corpses and animate two more petrified corpses. To shape the bridge, you must use an arrangement of simple shapes and images that are both familiar and familiar to the creature. It has to be of a creature type you choose, such as a tree trunk, chest, or a rock shelf, and the illusion must capture some kind of visual or audible component; you can animate objects, animate animate, animate, animate, animate, animate, animate, animate, or animate using some other arrangement, such as a fist, a claw, a tail, a club, or a string. You can animate one of the petrified corpses, animate two more corpses, or animate more animals. To shape the bridge, you need only apply sufficient force to the illusion to cause its appearance, such as using a simple, nonmagical chain to control the wind in its area (your choice, the bridge sheds dim light for 10 minutes

Mind Trick

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to pull one creature, object, or other thing into a random location for the duration. The target must succeed on a Wisdom saving throw or be charmed, frightened, or attacked by a creature with a different kind of spirit. The target can’t be charmed, frightened, or attacked by any of the creatures described above. The target can use its action

Mind Trick

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You attempt to learn the secrets of your own mind. You attempt to bind a creature of your choice that you can see within range to your will. The target succeeds in a Wisdom (Perception) check against your spell save DC. The target can’t be compelled to action by your will, but if it does so, you attempt to bind it to your own plan. You attempt to bind the target to your will, and any resistance to your spell ends this attempt. You can use your action to attempt to compel the creature to your will. If successful, you end your turn. Alternatively, you can attempt to compel the creature to your will by casting an interplanar message, such as an alarm, that appears in the creature’s space. If successful, the spell ends. If you are successfully attempting to bind a creature to your will, you can attempt to compel its mental state and/or to manipulate it in some other way, such as by telling it that you want it to feel some sort of special bond with you. The DM has the creature’s plan in writing. If you use your action to attempt to compel the creature to your will, the DM has discretion to issue a verbal command to that effect only if such an action would cause the creature to act in a manner that would cause the creature to behave in a manner contrary to your wishes. If the creature fails its saving throw, you make the creature’

Mind Trick

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you create an illusory image of a willing creature you can see within range and then act as if it were there to see what image appears. The illusion lasts for the duration or until you dismiss it as an action. The image is an image of a willing creature that has the same power and appearance as the creature’s physical form. Choose one of the following effects when you cast the spell. The image appears in your space (such as behind a pillar and so far as possible above a pillar), centered on a point you choose within range. • You change the creature’s mind of up to 1 hour as if it had cast this spell. • You change the creature’s memory of an event that took place 10 days prior to the casting of this spell. • You change the creature’s memory of an event that took place 50 days prior to the casting of this spell. • You change the creature’s memory of an event that took place 60 days prior to the casting of this spell. • You change the creature’s emotional state when the image appears, as if it were real, in accordance with the emotions experienced by the creature when you cast this spell. For the duration, this spell can affect all creatures with a different emotional state when you cast the image. For each affected creature

Mind trick

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to fool the mind of one creature you touch to believe that it has something to do with another creature’s actions and moves. For the duration, it has disadvantage on attack rolls and ability checks, and can’t be targeted by other creatures. The target obeys any verbal commands it pleases, but it must either be incapacitated or move at least 30 feet away from you. You can use your action to manipulate the target, using one of the following effects. Choose one effect applied to one creature: restrained or swaying restrained. The target takes the Dash action, gaining 40 feet of movement speed, rather than the default 10 feet. Choking. A restrained chimerical creature must throw a nonportable object or leave the area and spend 5 feet of movement for every 15 feet it spends moving. If the chimerical creature drops to 0 hit points, it can use its reaction to move up to 5 feet, which it can do without expending 5 feet of movement. As a bonus action, it can use its action to make a Strength or Dexterity check, and it takes 4d10 force damage on a success. Each of these damages creatures other than the restrained conditioner creature. Conjuration

Mind Walk 30

Mind Walk

Casting Time: 1 action
Range: Self
Duration: 1 minute

The spell allows you to move across a room and into another room within range to briefly incapacitate a creature that you can see within range. Alternatively, you can move into an adjacent room and cause the same effect to take place there, causing the same creature’s paralyzed condition to take full effect instead of being affected. Abjuration

Mind Walk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose a point you can see within range. A creature that ends its turn within 10 feet of you must make a Wisdom saving throw. On a success, the creature spends its movement on a new

Mind walk

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that has total Intelligence of 2. Its Intelligence increases by 1 for 7 days. This spell has no effect on undead or constructs in the spell’s radius. Transmutation

Mind Wall

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a wall of shimmering force in an unoccupied space that you can see within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 1d10 force damage, and the spell ends. When you cast this spell, you can designate any number of creatures in the wall whose area you want the spell to target, and any creatures that aren’t there when you cast the spell. You can also specify creatures that aren’t there at the time you cast the spell. The wall ignores all damage and spell save DC for halos and lances. When you cast the spell and as a bonus action on each of your turns thereafter you can expend one of the spell’s powers on one willing creature to resist the spell. The creature must make a Constitution saving throw. On a successful save, the spell ends for it. Evocation

Mind ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

For the duration, you ward a creature that you can see within range against your will. The ward is an invisible force that wards off fiends, undead, and creatures within your reach. Small or smaller creatures are immune to this spell. When a target is blinded by a poison gas, a fiend that w as a creature that suffers the effect, or another creature blinded by poison, the target takes 25 extra radiant damage, and it must either succeed on a Constitution saving throw or become blinded for 5 minutes At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt by its spell increases by 1d6 for each slot level above 4th. Abjuration

Mind Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

For the duration, you have a telepathic link with one creature you can see within range of your choice and can see with your finger, sound, smell, or touch other creatures as many as three miles away. The creature can’t attack you or move around you. If you cast this spell while you are asleep and the target stays aloft, you have advantage on attack rolls against it for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the time it takes for the spell to fully effect an enemy to perceive it as a threat increases by 10 minutes for each slot level above 5th. Conjuration

Mind Ward

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A multicolored ward appears within range to protect a creature or object you choose within range. The ward lasts for the duration, preventing the creature or object from falling or entering the warded area, and causing it to become blinded for the duration. The ward insures against accidental damage, including poisoning, as well as magical effects created by your choice that would create a poison or a poison gas weapon within the spell’s area, such as poisoning a creature with a thrown weapon, throwing it flat-footed, or stunning it with a spear

Mind Ward

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

A ward against psychic influence. You are immune to psychic damage, but not until the spell ends or you take psychic damage. The spell ends when you cast it or if you choose a different spell. You can use a bonus action on a subsequent turn of turn immune to this damage. An immunity spell can’t target a creature or a permanent that the spell targets. In addition, if you cast this spell using a spell slot of 5th level or higher, the spell ignores illusions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell damages an unwilling creature that you choose as part of its challenge rating. While immune to this damage, stalker demon has disadvantage on attack rolls against any creatures other than the stalker demons you choose. Conjuration

Mind Ward

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A protective ward creates a 20-foot-radius, 30-foot-high cylinder of bright light around a target that you can see within 60 feet of it. The cylinder is heavily obscured and can’t be harmed by spells or magical effects. To a creature affected by a spell, the cylinder creates an area of concentric darkness and dim light within range. The cylinder is centered on that spell and lasts for the duration. When the cylinder appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 8d8 necrotic damage, or half as much damage on a successful save. A creature killed by this damage rises up against a polymorph spell target. If a polymorph spell is cast into the cylinder, the spell has no effect, and its effect is harmless. A polymorph spell targeting a creature takes no further action. A spell or an alchemical spell targeting several creatures takes 2d4 more damage, and the damage of a spell or a spell targeting a single creature takes half as much. Necromancy

Mind Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You whisper a message that doesn’t fit within a 20-foot radius. You learn the nature and causes of the wards, their effects, and the statistics of each one. For example, when you cast this spell and make a Wisdom saving throw, the spell wards your mind and produces a visual illusion of yourself in armor and some sort of covering. When you cast the spell and make a Wisdom saving throw, you can use your action to move your mind to one of the following wards: awake and blinded; darkvision out to 20 feet; exhaustion from using objects and objects of smaller or greater weight within 5 feet of you; or wish terrors in the space within 5 feet of you; or any of the following effects at the same time: • You can’t hear or perceive any creature within 5 feet of you, both living and undead. • You can’t see or touch any creature within 5 feet of you; you can only cast spells and verbal spells there. • You can’t cast a spell using a spell slot of 3rd level or lower, and any spell cast by you that targets only one creature affected by the spell ends if you cast it while within 5 feet of another creature affected by the spell. • You can’t talk to a creature affected by this spell or its immediate family members while within 5 feet of it. If you cast this spell while within 5 feet of a target affected by this spell, the spell ends if you or another creature uses its reaction to cast it. If you cast it while within 5 feet of a targeted creature and then make a Wisdom saving throw, the spell ends if you use your action to do so. Transmutation

Mind Ward

Casting Time: 1 action
Range: Self for 24 hours
Duration: This spell grants you resistance to nonmagical eff

ects of up to your choosing, such as freezing ray, blast from impaling cloud, or flammable object that can’t pass through barriers, such as those created by mundane barriers or magically created by spells of 2nd or 3rd level. Evocation

Mind Ward

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell makes a person immune to psychic damage, including psychic damage caused by a spell of 3rd level or lower, up to the extent permitted by your deity. The spell can penetrate most barriers, light barriers, and magical barriers, and even magic doorways. When you cast this spell on a creature, you can create a protective crystal covering it and storing its statistics. The spell creates a shield covering the creature and storing its statistics. The spell also damages objects in the area, reducing them to impassable to melee attacks. Any creature that moves through the area for the first time on a turn or ends its turn there must make a Charisma saving throw. On a failed save, it can use its action on a later turn to move to the furthest edge of the area away from the shield. If it makes a successful save against this spell, it can rejoin the shield and continue to protect the creature. When you cast this spell on a creature, you can create a ward on it and keep it protected from psychic damage. Abjuration

Mind Ward

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell wards off and preserves life in your home for up to 24 hours against the current harmful condition or activity, which has the same effect as normal for that condition or activity. If a nonliving being living within 20 feet of you is w illing or sickened by a condition of the same kind, the spell fails, and life-altering effects from that spell dissipate instantly, with a 10-minute break, if any are removed. A creature affected by the spell is also cured of the effect when the spell ends. Necromancy

Mind warp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You manifest a warp in one creature you can see within range. The warp appears in an unoccupied space of your choice within range and lasts for the duration. One creature that you can see within range is affected only if it is immune to that spell or spell's damage type. If you choose an area of terrain that is heavily obscured, one creature perceived as invisible is trapped in the warp, attempting to escape by flying or otherwise attacking. Any creature that can’t see or can’t understand where the creature is or can’t reach out to touch it must make a Dexterity saving throw. On a failed save, it can act as a shadow for as long as it is visible in the area. While this spell lasts, while creatures can’t see you, while affected by any spell affecting your alignment are prevented from seeing you in whole or in parts of the area affected, you have advantage on the saving throw. On a successful save, the spell ends for the creature. Divination

Mind warp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

For the duration, any creature that you choose for the spell can use one of the capabilities it has advantage on to move through the air in a horizontal line 30 feet in each direction. If that creature moves over a pit, cliff, or other difficult terrain, it is transported 5 feet higher, and the speed increases by 10 feet for each jump it makes. The transported creature can use its movement to jump higher up the wall or jump from wall to wall. If the creature would jump over a rock or if another creature steps on it, it takes 2d10 force damage. If an obstacle would be at the bottom of a horizontal line, the creature must move at least 5 feet above the obstacle to jump up. Transmutation

Mind warp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, a construct of natural armor has a 40 percent chance each time it strikes a creature within 30 feet of it that is wearing armor made of metal or stone, with a 50 percent chance per time it strikes an incorporeal creature that is wearing armor made of metal or stone. Evocation

Mind warp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause warp within the fabric of reality to ripple outward in a direction you choose for the duration. For the duration, a creature’s gear can’t rotate, and its weapons can’t fire when it reaches a height of more than 60 feet. If you create this effect using a spell slot of 3rd level or lower, the warp spreads around corners, and it lasts for the duration. If you create the effect using an ability slot of 4th level or higher, the warp spreads around corners, and it lasts for the duration. If you create the effect using a nonmagical weapon or a slot of 5th level or higher, it spreads around chest and across the weapon’s chambered for the weapon. Should a creature choose to project the effect using a spell slot of 6th level or lower, the warp spreads around the creature’s body and travels across its chest and between its fingers and your finger, healing it of half damage and reducing that damage by two. Transmutation

Mind warp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a warp in the fabric of reality within range that turns the fabric of your reality into difficult terrain. It lasts for the duration of your party member’s gear, or until the wisp disappears. You can move up to 20 feet as a bonus action on your turn to make a one-hit kill. On a hit, the target takes 1d8 necrotic damage. Until the spell ends, your next attack can target only one creature or one creature only (no whole group, no circle, and so on). Necrom

Mind warp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to warp a creature you can see within range. It must make a Wisdom saving throw. The creature is Medium or smaller and must make a saving throw the first time it enters the wisps or within 60 feet of you. On a failed save, it can’t speak, cast spells, or do anything other than chant, mantide, or incantation. The spell ends if the creature w as it enters the wisps or within 60 feet of you. Transmutation

Mind warp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You turn the fabric of reality around you to match the chosen form. For the duration, each creature you choose within 30 feet of you becomes a different creature: charmed, frightened, or paralyzed for the duration, or charmed and frightened while charmed and paralyzed while frightened. Conjuration

Mind warp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

Duration: Concentration, up to 1 minute You manifest a warp in the fabric of space that makes it possible for creatures of your choice that aren’t being worn or carried by the creature to be stuck to a space that you can see 100 feet away. A creature is affected only when it can see a star, moon, or other celestial, fey, or dark force field, or when it could see a globe centered on that star. The warp spreads around corners. Any creature affected by this spell on a successful saving throw takes 14d6 force damage, and a Huge or smaller creature fails the save automatically. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Mind warp

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to warp some fabric within range, shaping it in your image. The warp creates a ripple-like sound—a fabric falls, a door opens, a creature emerges, and a vortex of swirling, shimmering air appears within range. The vortex is large enough to fill 10 feet of floor space and spreads out across 1 foot of floor surface. To a creature charmed by the illusion, the vortex looks like a sea, with large, flowing blue eyes and blue, flowing green fur floating in the air. The vortex can cover up to 30 feet of the creature’s space. The creature can enter and remain inside the vortex by using a successful Intelligence (Investigation) check against your spell save DC. On a failed check, the creature can enter and remain inside the vortex by moving through the opening and then using its action to move up to the vortex’s 5-foot-radius vertical wall, ending the effect of such a move on the creature. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, you can animate or reshape the wisps of fabric created by the warp spell for up to 8 hours, using magic. A wisps made from fabric created by the warp spell lasts for the duration. Each creature warded against the wisps spell can’t exceed 80 hit points. Transmutation

Mind-Warping

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a cloud of negative energy centered on a point you choose within range and centered on it. The cloud lingers in the air for the duration, attempting to dampen the wind that blows around it. When the spell ends, the cloud spreads around corners, and it deals an extra 1d4 radiant damage to each creature it strikes. It moves 10 feet toward the center of each round it takes effect, and it deals 2d4 radiant damage to each creature it strikes when it does so. The spell dissipates when the spell ends. Conjuration

Mind warp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Your body appears to you as stone, making you vulnerable to attack and damage until the start of your next turn. Nothing more can happen that day. Until the spell ends, you gain resistance to one damage type of your choice: acid, cold, fire, lightning, or damage to nonmagical objects or objects that aren’t being worn or carried by others. Abjuration

Mind warp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an instantaneous warp that lashes out toward a creature within range. The warp lasts for the duration or until the target stops moving. The warp spreads around corners. It originates from as far as 30 feet away and spreads to all Medium creatures within 30 feet of it. If you are not within 30 feet of the warp, you can’t see it and can only speculate as to where it is coming from. The warp spreads around corners. It originates from as far as 30 feet away and spreads to all Medium creatures within 30 feet of it. If you are not within 30 feet of the warp, you can’t see it and can only speculate as to where it is coming from. Evocation

Mind warp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

When you cast this spell on a creature, its mind twists and becomes a warp that surrounds it until the spell ends. Until the spell ends, the warp spreads around corners and extends its tentacles outward to cover its entire body. For the duration, the warp can’t transverse physical space around the creature. At the end of each of its turns, the creature can repeat the saving throw with disadvantage, ending the warp on its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Mind You Choose

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You and a creature you can see within range make a saving throw. On a failed save, the target realizes that the target is a creature that you can see only to perceive. The target can make a Constitution saving throw, or the spell ends. Enchantment

Miner

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Choose a pile of emeralds that you can see within range, and a glowing red orb hovering there for the duration. You can make a ranged spell attack with it that occurs each round you cast this spell. If the orb attacks another creature and you have seen it before, you have seen its movements before. If you have seen its movements before, you can see where its movement takes it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of emeralds you can make explode for each other creature in a 30-foot cube increases by 2d6, for each other creature in the cube by 2d6 or more. Evocation

Miner

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

The next time you make a melee attack before this spell ends, you make the attack with one weapon you can reach, using one piece of nonmagical ammunition that you can carry, rather than using a piece of ammunition that has been drawn from an unoccupied space. When you make your attack, you can use your bonus action to shift your weapon so it doth not attack with a piece of nonmagical ammunition, but instead use a different weapon, using the piece of ammunition’s ammunition as the new piece. That movement is limited to the weapon’s movement, and you can’t use this spell while your attack deals damage. If you do, the piece of nonmagical ammunition deals no damage and you can’t use this spell again until the spell ends. While you have the new piece of materiel, you can use it to cast mundane or alchemical spells and gain possession of new tools or objects. While you have the piece of nonmagical ammunition in your possession, you can no longer cast spells or use tools used by creatures that use w ill or w ill tools, or create constructs or undead. Transmutation

Miner

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw the ore into a 5-foot cube centered on a point within range. You cause minerals to glow in white and dim in color. Each mineral in the 5-foot-radius area is difficult terrain. Each mineral affected by this spell has AC 30 and 30 hit points. If a mineral die is visible in the cube, that mineral has a 20 percent chance to regrow with each use of its natural mineral makeup. It can regrow in any of its turns, provided the mineral used the first time it regressed to 0 hit points. Evocation

Miner

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You use a small quantity of ore to craft a new weapon or a piece of armor. You can make one weapon or piece of armor from one ore cast into a piece of stone, metal, or vegetable matter, or you can make up for lost time using any metal or vegetable matter remaining. You can also combine any metals or materials you choose before casting this spell. The armor or weapon is a magic weapon made of stone or metal with a range of 30 feet. If you cast this spell multiple times, you can have up to three of its non-magical properties manifest at a time, manifesting itself in any spell of 7th level or lower that targets only one creature or object of your choice. You can use this spell only once per turn, or whenever you want. You can use it once per turn, or once per hour. When you manifest the armor or weapon, you can use it to cast a spell of 7th level or lower, which also targets one creature or object of your choice that is missing from the creature or object manifest slot. The spell can only be used once per turn, and it can’t be used again until the spell ends. If you have cast this spell multiple times, you can have up to three manifest spells manifesting them at once. Each spell manifesting once takes 1 minute to cast, if it isn’t already. If you have cast this spell multiple times, you can have up to three manifest spells manifesting once per minute. When you manifest the armor or weapon, you can use it to cast a spell of 7th level or lower. It can’t be dispelled by dispel magic, and its magic ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Miner

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a nonmagical object made of metal or stone that lasts for the duration. When you cast the spell, choose one of the following actions, which may or may not be affected by other spells, known to you: • You make a melee spell attack. You have advantage on the attack roll if the object has a price attached to it that you believe is immaterial or worth little or no money. • You create a nonmagical weapon of greater size than your spellcasting ability. The weapon is a trinket of mithral worth 50 gp; open its trinket and choose one of the following effects. • You create a disintegrate weapon. Each creature other than you in a 30-foot cone that you can see within range must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage and is blinded for 1 minute. • You create a nonmagical ammunition capacity capable of holding up to 500 pounds. You have proficiency with each use of this capacity. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each slot increases by 1d6 for each slot level above 6th. Transmutation

Miner

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A cylinder of gas fills the air and explodes, igniting a Large or smaller nonmagical object in the area. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The cylinder is a ball of fine silver centered on a point within range. The cylinder is difficult terrain and can be difficult terrain to the naked eye. A creature that starts its turn in the cylinder can determine that it is in it by seeing and hearing the cylinder in the same plane of the plane it is on. If the creature sees what it sees, it perceives the shapes of the shapes and amounts of force required to move the creature there. The creature can make a Strength check against your spell save DC to move the cylinder up to 60 feet. If the creature moves up or down, the cylinder moves with it. If the cylinder moves as a result of a successful Strength check, the cylinder explodes. Divination

Mineralskin

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A shimmering, magically visible cylinder of crystal-clear energy springs into existence at a point you can see within range. The cylinder appears to be a labyrinth of seemingly infinite numbers of tiny, glowing creatures. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. A creature that successfully saves out of thin air takes 3d8 necrotic damage on a failed save. A creature must spend 1 minute or more in the spell’s area to cast. Evocation

Mineralskin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create ten tiny minerals in a 60 foot cube that you can see within range. Each mineral must be within 30 feet of you. When you cast this spell, you can designate a spot within the cube for the mineral’s creation. You can designate one or more of the following: a) a chest or some other structure for the mineral’s use b) a room for the mineral’s use c) an area for the mineral’s use d) a place for the mineral’s use e)

Mineralskin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create one of the following magical elements that are imbued with a specific effect. You can create any element, including any of the elements above. The element is created by casting a spell of 1st level or higher. You can create an element of any type, as long as it can’t be more than one element of any one type. The element can be a simple gemstone, a rare earth element, a gemstone of any type, or a fey element of any type. The spell has no effect on undead or constructs. Conjuration

Mineralskin

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create and manipulate magical elements in a 5-foot cube centered on a point you choose within range. You make the choice of one of the following effects. You can create a 10-foot-radius sphere centered on a point within range. The sphere is made up of up to five cubic feet of solid solid metal. Each cubic foot of material created by the spell is one cubic foot in thickness. A creature can use an action to make a Dexterity (Wis) check against your spell save DC. The creature must succeed on the check or be affected by the spell. It can also use its action to make a Wisdom (Perception) check against your spell save DC. If the creature succeeds on the check, it takes 2d6 radiant damage, or half as much damage on a failed save. The spell lasts until it is dispelled by another spell or by a different spell. You can also use an action to dismiss the spell. Illusion

Minerama

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Your magic radiates magical energy in a 100-footradius sphere centered on a point you choose within range. Each creature within that area must make a Wisdom saving throw. On a failed save, a cylinder of magical energy erupts from you, dealing 2d4 fire damage to each target. Each creature in that area must make a Constitution saving throw. On a failed save, a cylinder of energy erupts from you, dealing 3d4 lightning damage to each target. While in this area, a creature must use all its movement to move along the ground, falling to the ground where it falls, in a 5-foot cube. Any creature restrained by the magical cylinder can use a bonus action to make another melee spell of 2nd or 3d6 damage, and it takes 11d4 lightning damage of the first effect for its remaining damage type to be reduced to 2. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d4 for each slot level above 3rd. Transmutation

Minerate

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a magical object of unknown magical power, such as a hammer, sling, or staff, that you can cast as part of your spellcasting. The object is an object that is an object, but it is not an object that can be transmuted. You can use an action to imbue your object with a magical effect you normally want to manifest, such as a magical staff or hammer. The object is imbued with a certain type of magical effect. You can possess up to three of the same magical effect. If you possess more than three of the same magical effect, you can use your action to attempt to imbue your object with the appropriate effect, but you must use your action to roll an Intelligence (Investigation) check against the spell's DC to succeed. If you succeed, the object is no longer magical. Transmutation

Miner

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point of the earth that you can see within range. The stone in the area is imbued with some sort of magical power. If you cast this spell, you can use your action to take 2d6 psychic damage. You can also use your action to cause the stone to take 1d6 psychic damage. If you do this attack with advantage, you take 2d6 psychic damage on a hit. Conjuration

Mineskin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A muggle house lies on a hillside, with a large tree rising in the front part. On a successful throw, the muggle house becomes a permanent fixture in the house’s interior. It is a common location for people to stay, with many of them staying at a place called the "Muggle Library" or "Muggle Library Room." The library is large

Mining

Casting Time: 1 action
Range: 30
Duration: Unlimited

You touch an area of rock, stone, or other solid material that fits within a 60-foot cube. You can also touch one cubic foot of stone, stone, or other solid material that isn't a solid material. Make a Strength check to see if the material fits within the spell. If so, it isn't a solid object. It isn't harmful to the creature, and the spell can't cast more than once per round for the duration. A target that isn't in the spell's area can use an extra action to make a Strength check against your spell save DC. On a success, the spell ends. Transmutation

Mining

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell is a spell that has a special effect on

the target. The target is a creature, or a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d4 piercing damage. On a successful save, the target takes 1d4 piercing damage and has disadvantage on Dexterity checks. The target has its own own own own own own own own own own turn and doesn’t need to be trapped by the spell. If the target is a creature, the target can use its own reaction to make a Strength saving throw. On a hit, the target takes 1d4 piercing damage. On a successful save, the target takes 1d4 + 1d4 piercing damage. The target takes 1d4 piercing damage. On a successful save, the target takes 1d4 piercing damage and has disadvantage on Dexterity checks. The target takes 1d4 piercing damage. On a successful save, the target takes 1d4 piercing damage and has disadvantage on Strength checks. Abjuration

Mining Furnace

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

This spell creates a circular, 10-foot-high, eight-foot-high stone structure that is 5 feet in diameter. The stone is difficult terrain and can’t be used by any creature other than you. The spell takes effect when you cast it or if you are holding a Medium or larger object. At the end of each of your turns, you can use your action to dismiss the spell. Transmutation

Mining

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You designate a mineral or mineral object as a mineral or mineral mineral. The object must be within 5 feet of the chosen object, and it must be of an size that is equal to or less than the object’s natural size. If the object is a stone, the object is a stone. When you cast this spell, you can make a number of different mineral or mineral mineral objects of your choice that you can see within range. You can make up to eight of these objects at a time. When you cast this spell, you can specify multiple objects in any order you like, allowing you to target the same set of objects more than once. You can also specify objects that you don’t need to be in the same class or type as the target. For example, you could designate a stone as an object of the class "craft" or an object of the class "engineering." You can use this spell to designate a mineral or mineral mineral object that can be produced from either stone, if you have the same material. Transmutation

Mining Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magic stone of fine metal and sparkle it with a single strike. The stone falls to the ground and ignites any creatures that fall within 5 feet of it. Make a ranged spell attack against a creature within 5 feet of the stone. On a hit, the target takes 2d8 poison damage and must succeed on a Dexterity saving throw or be pushed 10 feet away from the stone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Mining

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you touch one to three pebbles and imbue them with magic for the purpose of creating a casting of simple tasks and creating objects. A pebble can be a tool, a simple vessel, or both. The pebbles become magically infused with magic on any of your turns. You can use a bonus action to cause a pebble to become infused with profane or profane spell profane for the spell. If you cast this spell two or more times before finishing your next long rest, you can cause one pebble to become infused with profane spell profane for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause one pebble infused with profane or profane spell to become infused with profane or profane spell profane for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two pebbles infused with profane spell profane for the duration. Each one takes 2d4 necrotic damage, and it becomes inert and withers when damaged. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each spell cast increases by 1d4 for each slot level above 1st. Transmutation

Mining

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature that isn’t being worn or carried. The target creature awakens from its coma and witnesses the sight of a new mineral or mineral object. The target creature awakens if it drops its head or if it witnesses an attack. Each target loses 1d4 hit points. At the end of each of its turns, it can use a bonus action to cause the new mineral or mineral object to fly toward it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional target for each slot level above 5th. Necromancy

Minor fey

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a nonmagical fey creature that you can see within range and that only you can see. The fey is a lightweight, greenish creature with a silvery, pointed snout and fluttering feet. The creature has bad breath and can’t speak. The fey consumes any creature it can see within range and exhales in a 20-foot cone. As a bonus action, you can exhale the fey in a 20-foot cone, dealing 4d6 bludgeoning damage to the target and leaving it prone. If the target takes this damage, choose one of the following damage types: acid, cold, fire, lightning, thunder, or poison. The target takes 1d12 bludgeoning damage of your choice, and you choose the triggering type as your weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Mirage Armor

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create an illusion that appears in any space on the plane of existence you’re in, and within range. The illusion ends if you dismiss the spell as a bonus action. The illusion can be seen or heard within 10 feet of you, and it can’t be seen or heard by creatures other than you. Conjuration

Mirage Armor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create one spectral armor worn over a Medium or smaller nonmagical object. The target must make a Dexterity saving throw. On a failed save, it becomes a spectral weapon. As an action, you can make an extra attack for the object. On a hit, the target is knocked prone. If the target is walking, it must make a Dexterity saving throw as normal. On a successful save, the spell ends. For the duration, the spell regains 1 hit point, and the spell ends if the target is incapacitated. Transmutation

Mirage Construct

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A spectral, flying, demon-infested beast appears to you and each other in a random spot on the ground. You can designate the spot as a place of worship and it must be within 5 feet of the place you’re referring to. The creature appears to be wearing a transparent robe with a blackened head. The robe lasts for the spell’s duration. You can designate its color. The creature must be within 5 feet of you. A spectral creature can’t move through the air or through stone. If the spell’s target is a creature, the creature can’t harm or kill the creature. The spell ends if the target is caught in the spell’s trap. The creature must be within 5 feet of the place you’re speaking of. If the target is a creature, the target can’t harm or kill the creature. The spell ends if the target is caught in the trap. If the target is a creature, it can’t harm or kill the creature. The spell ends if the target is caught in the trap. The spell ends if the target is cast into an object that is difficult to target or that has no visible effect. Transmutation

Mirage Construct

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible, transparent stone that can be cast in any plane of existence. The stone is made of stone and is made from a single, yet overlapping piece of stone. Each creature in a 40-foot cube centered on a point you can see within range must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a creature can’t be charmed, frightened, or otherwise affected by this spell. Conjuration

Mirage Construct

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a creature that you can see within range. The creature must succeed on a Wisdom saving throw or take 7d8 psychic damage. On a failed save, the creature is charmed and restrained for the spell’s duration. If a creature succeeds on this saving throw, the spell ends. The spell lasts for the spell’s duration. When the spell ends, the affected creature must roll a d8 and subtract the number rolled from the target’s Wisdom score. If the target is a creature, the spell ends. Illusion

Mirage Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame-like rays of light erupt from a point you can see within range. Each creature in that spot must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can increase the damage roll by 1d10 for each slot level above 1st Conjuration

Mirage Image

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a magical image of a creature you can see within range. Choose an area of the image where it appears or disappears. The image lasts for 1 minute. A visible image of the creature appears in the image. The image is the same as the creature’s original body or body parts. The image can’t be changed. You can also change the image by turning it on or off, which can’t be done by other means. The image can’t be changed by more powerful means or by any spell that allows it. For example, if you make a teleportation spell that creates a visible image of a creature, the image can’t be changed. The image can’t be replaced, for example by a spell that cures a disease. If you change the image, the image returns to its original form. The image is visible to you, but the creature must make a Wisdom saving throw. On a failed save, the image vanishes. Alternatively, you can change the image by moving the image up or down. The image can’t be changed by more powerful means or by any spell that allows it. For example, if you make a teleportation spell that creates a magical image of a creature, the image can’t be changed by an action that normally would change the image. The image can’t be

Mirage magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 30 minutes

You teleport up to 30 feet to an unoccupied space that you can see occupied. Divination

Mirage of the Dead

Casting Time: 1 action
Range: 120
Duration: 1 hour

You touch a corpse, a creature, or some other intangible phenomenon inanimate. The target must make a Wisdom saving throw. On a success, the target is no longer undead. The target also gains the following benefits. A dead creature with an Intelligence score of 2 or lower is no longer undead. The target gains immunity to disease and poison. A creature that ends its turn with a hit point is no longer undead. You can designate one additional creature for each slot level above 1st. You can also designate one additional creature for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate up to four additional creatures for each slot level above 4th. Evocation

Mirage of the Deep

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 20-foot-radius, 10-foot-tall cylinder of water in the shape of

Mirage Ward

Casting Time: 1 action
Range: 30
Duration: 10 Days

You create a ward of invisibility in the ground, centered on a point you can see within range. The spell lasts for the duration, and the spell has no effect on undead or constructs that aren't friendly to you. Conjuration

Mirage Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You ward off the darkness, leaving behind only dim light that can be seen through the window of your invisibility spell. As an action, you can ward off the darkness with a spell of your choice that you recall from a long time ago. You can also use your action to dismiss the spell. Conjuration

Mirage Ward

Casting Time: 1 action
Range: 60
Duration: 10 Days

You teleport to any point within range, and the spell lasts for the duration. You can use a different teleportation spell at any time to teleport somewhere else. You can also teleport to any point within range, but no one can teleport there. The spell isn't cast until you finish a long rest, or until you leave a spell cast and return to your normal life. You can

Mirage Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a spectral image of a creature of your choice that you can see within range. The image appears in an unoccupied space that you can see within range. The image must be within 30 feet of the creature you created. The image remains for the spell’s duration. The image must be of sufficient size to be discernible by other creatures that can see it. Each creature that can see it must make a Wisdom saving throw. On a failed save, a creature can’t discern the image’s true nature until the spell ends. The image remains for the spell’s duration. At the end of each of its turns, the image appears for the spell’s duration. At the start of each of its turns, a creature can use an action to mentally command its target to follow the image. The creature must reach the top of its mental structure before it can use its action to command its target. If the creature reaches the bottom of its mental structure before the spell ends, the command ends. If the creature reaches its full mental structure before the spell ends, the command ends. If the spell’s duration ends before the image appears, the command ends. Transmutation

Mirrorbeam

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a single beam of light within range. The beam appears in a random spot on the ground within range. Until the spell ends, the beam appears in any spot on the ground within range, allowing the caster to see it for the first time. The beam appears in any spot on the ground that doesn't have any visible light source within range. A creature can use its action to dismiss the beam and then dismiss another creature. The casting time for this spell varies by slot level. Until the spell ends, the beam appears in any spot on the ground that doesn't have any visible light source within range. A creature can use its action to dismiss the beam and then dismiss another creature. The casting time for this spell varies by slot level. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 10d6 for each slot level above 4th. Conjuration

Mirror mirror

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A mirror appears in an area of your choice that you can see within range and that is visible from the surface to the nearest creature of your choice that you can see within range. The mirror appears in the area of your choice that is within 5 feet of the ground. You can use your action to teleport to

Misc Animals

Casting Time: 1 action
Range: 30
Duration: Moderate to severe damage

Your magic makes the creation of up to ten beasts immune to your spells impossible. Choose an area of terrain that you can see that is completely within range, such as a mountain range, that you can see on a hill, mountain, or the sea, and you decide whether the beasts' statistics are correct or not. The beasts' statistics are all wrong, and they don’t appear in the game. You can go back in time to correct the problem, provided that you have the patience and the patience of the creature’s owner. Conjuration

MiscMagic

Casting Time: 1 action
Range: Touch
Duration: Augury

Concentration, up to 1 hour There will be a 300-foot radius centered on a point within range and that is large and thick enough to sustain up to twelve creatures. Whenever a creature

Miscule Object

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A humanoid wearing a robe or robe cap appears within range. The creature must succeed on a Constitution saving throw or take 10d6 bludgeoning damage. The target must then make the saving throw at the end of each of its turns. On a success, the creature remains within 30 feet of the image. The creature can’t be charmed, frightened, or possessed. Abjuration

Mishair

Casting Time: 1 action
Range: 60
Duration: Concentration, and then again again, you can move

up to five feet in the direction you were given from the start of your turn toward a creature in your target’s range. The target’s move up to 10 feet in a direction you choose. Any creature that moves up to 5 feet in any direction in the direction it can travel up to 5 feet in the direction you chose. The target is transported to the destination, until it reaches the destination’s destination’s destination. The target’s destination is unaffected by any action it takes. The target can still be charmed and frightened up to 5 feet in a direction you chose, except if it has a specific form of mind, you can dismiss it as a creature’s first line of protection. Any creature in the first line of protection is immune to all of its effects. The target’s target’s effect ends. Evocation

Mishandling's End

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create an endowment of magical energy that lasts for the duration. The endowment lasts until the spell ends. You can use your action to dismiss the spell and return to the spellcasting area. You can also end the spell at any point of your choice that you can see within range. Enchantment

Mishap

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You choose one solid rock or dirt that you can see within range, and that isn’t covered by any cover that prevents vision. You and any creature friendly to you can talk and stone tools made from stone become common objects of great value in the area, and objects of lesser quality become rarer and harder to come by. If you cast the spell multiple times and succeed on each casting, the first time you do so, you can cast this spell again, giving you three times the number of uses up. You can dismiss this casting into confusion, causing the stone to shatter into bits, forming a hard disk on which you can store your new material. Transmutation

Mishap

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell summons the spirits of men and women from beyond the void to fight to the death for the glory of your god or deity. Choose any number of creatures within range and combine the summoned spirits with your own to create any number of creatures of your choice, which have the same hit points, spell slots, and spell levels. Each creature created must make a Constitution saving throw. On a failed save, the creature falls unconscious for 1 hour, after which time it can use its action to regain consciousness. The creature can’t speak, but it can

Mishap

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You weave together threads of magic to create a permanent object or service that fits within an area within range. Choose a pebble, a piece of wood, a piece of metal, or a small object, such as a chain link or a tool, that you can fit within 1 cubic inch of the suggested permanent. The object can be of any material that you think fits within the pebble or metal, as long as it fits within the wendig piece you use as the material. The pebble or metal is stiff and can be damaged, but not broken, when the creature uses an action to designate a link or tool. The pebble or metal serves as a permanent tool or a container for other tools. If the pebble or metal serves as a tool, the creature makes the tool and uses it to do so; otherwise, the creature uses the tool to do so. Thus, a pebble or tool that cuts through a wall can cut through a smaller piece of wall. The spell ends if you use another spell slot and the spell slot is occupied by a permanent object or service. Transmutation

Mishap

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You seize the initiative for the first time on a creature you can see within range, causing the creature to take 1d6 psychic damage along the body except for the eye and the head. For the next 7 days, you can use an action to mentally command any creature you animated with this spell to appear in the most dangerous location on the creature’s turn, direction, or destination of the creature’s movement, cast a spell of 8th level or lower, or make a spell attack. On each of those days, you can command the creature to attack another creature, as with a spell of 11th level or higher, or to cause an effect, as with a melee attack, that would deal no damage. If you command the creature to attack a random creature on the ground within 30 feet of you, that creature must succeed on a Constitution saving throw or be attacked by an illusion. The creature is immune to this effect if it has the same form as the creature’s name, title, or profession as the creature. The creature speaks only to itself, and it is completely silent. If the creature attacks another creature, or if some other effect dares to affect the creature, it takes 2d6 psychic damage, and the creature takes 2d6 psychic damage if it can’t see, receiving the creature as an effect rather than as part of its attack action. The creature uses its action to make another attack. On a hit, the creature takes 4d6 psychic damage, and the creature can use its action to move to a safe spot within 5 feet of a safe spot within 5 feet of the creature’s name, using some other creature’s class (your choice) as the starting creature for its attack rolls. The creature moves according to its natural rate of movement, which determines where it stands in the space where it appears. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Abjuration

Mishap (30-foot line)

Casting Time: 1 action
Range: 30 Days
Duration: You create a harmless sensory shock that causes a

creature to become charmed, frightened, or possessed of an

Mishap (30-foot radius)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch any Medium or smaller that you are holding and imbue it with a potent psychic ability that lasts until the spell ends. The target gains temporary hit points equal to your spellcasting ability modifier. When the target reaches 3rd level, you can give the ability a 10 on a 10 on the spell list. When the target reaches 6th level, you can give the ability a 5 on a 10 on the spell list. When the target reaches 7th level, you can give the ability a 5 on a 10 on the spell list. When the target reaches 8th level, you can give the ability a 5 on a 10 on the spell list. You can also give the ability a 10 on a Constitution check made using it. Transmutation

Mishap

Casting Time: 1 action
Range: 30
Duration: Up to 10 feet radius

You choose a creature that you can see within range and that can hear you. You touch it, and its speed and Constitution score increase by 10 for the duration. The spell discards all noise if it is within 30 feet of you, if it damages a creature within 30 feet of you, or if it makes a sound within 30 feet of you (if any). If you choose this spell, and you make a melee spell attack using it, the target makes the attack roll with advantage, and the spell ends if you use your action to do so. If you used your action to cast this spell, you could replace the saving throw with an attack of opportunity. Evocation

Mishap

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell creates an illusory, spectral manifestation of an undead creature that lasts for the duration or until its spirit siphons health from it, returning it to its body. The creature appears completely unharmed and has AC 7 and 30 hit points, including half at the start of its next turn. It disappears when the spell ends. It is inconspicuous and difficult to distinguish from other creatures. The incorporeal creature vanishes when it has subjected another creature to a total of 100 hits, including half damage at the start of its next turn. It is unconscious but aware of all who it is and of its actions during its turn, which it can do as an action. If it ends its turn unconscious, it uses its action to move to the nearest safe spot where it can see it and ends its turn there. Abjuration

Mishap

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a willing creature. For the instant you cast the spell, or for 1 minute straight, the target’s first ability check, ability check, ability check, or saving throw of the spell is modified by how well you know the creature. For the duration, the modified creature has an Intelligence of 2. If you don’t know the creature well enough to set its spell into motion, the spell doesn’t take effect until you or your companions are killed, during which time the creature has an Intelligence of 2. The creature can be targeted by a spell or an effect that interferes with its action, such as a burning wish spell, before it can use its action to examine whether the spell is appropriate or harmful. If the spell fails, it is unconscious for the duration. If you cast this spell again, the spell must be recharged if it lasts. Otherwise, the spell automatically recharges each time it is cast, provided that there are no more creatures in the target’s space when you cast it. This spell also requires a successful Constitution saving throw. If you cast this spell again, the additional time cost is reduced to zero. If you cast this spell at the end of your current session, the duration is 8 days, plus one month for wizards and one year for clerics. A creature or a creature both affected by this spell and immune to it for the duration is immune to all damage until it reaches 5th level (1 month or less) or higher. Necromancy

Mishap

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell creates a muggle-born magical girl who is devoted to your work and dedicated to Hogwarts. The spell replaces magic she learned from studying the Hogwarts books in magical schools throughout her adult years. The magical girl becomes a unicorn, mermaid, crab, fish, fey, fey beast, fey demon, fiend, fiend human, fiend knight, ghoul, fiend witch, fiend seer, ghoul hunter, ghoul spy, ghoul sorcerer, devilish wizard, fiend fighter, fiend knight, devilish wizard, fiend seer, devilish wizard, fiend witch, fiend knight, fiend seer, devilish wizard, devilish wizard, fiend queen, devilish wizard, devilish wizard, fiendish conjurer, fiendish mage, guardian spirit, guardian spirit demon, or elemental devil. The summoned creatures are friendly to you and your companions, as long as they are within 30 feet of you. They obey any verbal commands that you make with advantage. When you cast the spell, and after you have cast it for 1 hour, you can dismiss the summoning with advantage. (Typically, it takes 1 hour for

Mishap

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell transforms a willing creature into a laughing stock. You choice a laughing stock or a spirit beast, up to a size or size you specify. Its height determines how tall you construct the creature. The creature can move up or down as you like, using its own legs. It can make a melee attack with one of its slam attacks, and it can choose to make a Strength or Dexterity check against your spell save DC. On a success, it can switch between laughing and idle for a full day. You can also animate and gain additional laughter, provided the creature’s Strength and Dexterity are +5 or less. If you cast this spell while you can’t cast another spell, you lose any laughter, and your appearance returns to normal. Transmutation

Mishap

Casting Time: 1 action
Range: 60
Duration: 30 Days

You extend the capacity of a Medium or smaller nonmagical creature you can see within range, sending it into a tempestuous and magical maw. The target’s soul, if any, is corrupted into animate and deathly infernal, a fiend, a necromancer, a fiend hunter, a demiplane mimic, a demiplane wraith, a sentinel, or a demigod. The target falls unconscious for 1 minute, after which it is transformed. The transformation is permanent. If you cast this spell multiple times, you can have up to three copies cast at the same time, casting the same spell once, or casting this spell against a different target. Each time you do so, you must have cast the spells again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, two copies of the target become animated for 1 minute, after which they become dead, and the second magic item created

Mishap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell shapes a creature’s mental image to appear real. Choose a creature within range and the illusion spreads around corners. At the same time, the creature is surrounded on all sides by a mask that protects it but no light or light sources, making it incapable of seeing through the veil. The illusion doesn’t appear to be real. The illusion can’t appear to be there in the visible world or in the mind of the creature. If the creature has 100 Intelligence and/or Wisdom score, the illusion is strong against the spell. When the illusion appears, choose one of the following options for preventing it: • You could place a creature's mental image somewhere in a place or within an area of an object or force a creature to make an Intelligence saving throw against it. Illusion

Mishap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell turns some creatures into mummies made of smoke, flame, or neither. The spell creates two types of creatures: undead and constructs. Each creature types is represented by two distinct weapons (your choice that isn’t drawn or wielded by a creature), a staff covered with a thick covering, and an invisible staff that lasts until dispelled. Each staff has a casting time of 1 minute and can be unfurl a ranged spell of your choice from within 30 feet of it. If you cast this spell multiple times, you can have up to three of its non-instant actions triggered at a time, and you can dismiss such an action as an action. Transmutation

Mishap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, your hair falls apart and melts into mists of crackle and crackle and crackle and crackle and burst with crackles of power. Choose two creatures you can see within range. A creature takes 5d10 lightning damage, and the creature must make a Dexterity saving throw. On a failed save, it takes half as much damage and must use its movement to move to a different creature, this spell allows it to move up to its speed by two feet, and it can’t use its action to move more than two feet away from any one creature. It makes two Constitution saving throws. If it succeeds, it isn’t blinded and can use all its movement to move up to its speed by two feet. On a failed save, the creature doesn’t benefit from taking any actions and spends its action that way. You can also change the color of one of the creatures’s clothing, creating a mottled blue, yellow, or green. Physical interaction with the creature results in it becoming frightened and shedding its skin, and it’s movement and reaction time reduced accordingly. A frightened creature instantly turns to dust, and any creature other than you that escaped the spell loses sight of the creature in the area it escaped from receives a - 2 penalty to AC and saving throws, and it must restart its turn by rolling a d4 and the number rolled becomes a number of 8 to the creature’s advantage. Abjuration

Mishap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a simple task more difficult by forcing the creature to deal with difficult or impossible tasks for the entire duration of the spell. The task can be complex, difficult, or impossible depending on the task and the creature’s game statistics. The creature has a creature type and a language, which are spoken by the creature but not necessarily understood. The task is difficult enough that the creature must deal with it in difficult or impossible ways. The creature can make a Wisdom saving throw, removing a task from the spell and re-casting it. On a successful save,

Mishap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes half as much damage and must use its movement on a single attack roll to take half as much damage. On a successful save, the spell ends. You can animate two new Medium or smaller creatures or create one new creature for each slot level above Medium. You can also change the target’s number of Medium and Small Tiny creatures by up to six, and create one new creature for each slot level above Medium. In addition, when you cast this spell using a spell slot of 6th level or higher, you can animate two new Medium or smaller creatures for each slot level above 6th. Transmutation

Mishap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell grants the ability to affect up to three creatures of your choice within range. You manipulate one willing creature you can see within the mote or a container that you are holding to one effect desired by that creature. The target must succeed on a Wisdom saving throw or be affected by this spell for 10 minutes, or both. If the target fails this saving throw, it can’t become charmed by this spell for 24 hours; it must, however, keep its mouth shut and keep its ears touching the ground. You can also cause the target to become frightened while charmed. To affect a creature with a charm making it seem as though it has been charmed, you have to give the creature a line drawn from you in an obvious manner, such as with a daze, warning of a danger, or telling the creature to guard its doors or windows. To affect a noncreature, plant-based creature, such as a plant or a tree, you use the same line but make its action count as an action. This spell doesn’t treat plants as animals, though some plants become plants when they are cut or sown. To affect an alchemical object, a substance created by a spell of 5th level or lower, such as a rope, that has a casting of bard or druid as its target, the warding spell may be cast on the object, causing it to become a leaf of knowledge and understanding for 10 minutes. The warding spell can’t leave the object if it fails or fails again, and the spell disappears within 10 minutes. Transmutation

Mishap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell grants the following effects when you cast this spell. The first effect of the spell is a harmless sensory effect that lasts for the duration. When the second effect occurs, any creature or object that was under the Spell of the First Coming turns into stone and falls prone. An affected creature takes 4d6 acid damage and 4d6 lightning damage when it falls prone, and it takes 4d6 lightning damage when it rises again. Shatter 15 Instantaneous (see text or image) A chorus of thunderous booms fills a 20-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature that starts its turn in the cylinder must make a Constitution saving throw. On a failed save, it is pushed up to 10 feet away from the cylinder and suffers thunder damage equal to half the creature’s maximum number of feet. When a creature ends its turn in the cylinder, it can repeat the saving throw, ending the effect on itself on a success. While the cylinder is in motion, a thunderous groan appears at the top of every 30 minutes. If the creature moves over a precipice or a rock, the groan is audible 10 feet away. A creature that ends its turn in the cylinder must always make a Constitution saving throw. On a failed save, the creature frees itself, and the thunder sounds return to the cylinder. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can direct thunder to a creature of your choice within 30 feet of it that you can see (no action required by you). You can direct the thunder to move 10 feet each time you make a melee attack using it, or 20 feet each time you make a ranged attack with it, if the creature is within 30 feet of you. Transmutation

Mishap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a shimmering, magical force that pulls creatures into magical mists that fill a 30-foot cube within range. Until the spell ends, you can use an action to shake the mists open and reveal hidden doors, such as those created by the door trick spell. You can open or close the doors using a simple action, and if the doors are open, creatures within can’t be targeted. The force twists and opens the mists, but creatures are restrained in the force. A creature that starts its turn in the area and is under the spell’s effect can’t move. Casting this spell in the same area every day for a week might cause the same effect to occur every time you cast it. Conjuration

Mishap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell turns one beast you choose within 20 feet of any creature for dipping into magic for the first time on a target within range. Alternatively, you can instantaneously turn a creature for lashing or lashing against a target. If the target is neither hedging nor threatening, you can maintain the spell until the target has turned against you. Transmutation

Mishap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

While the ground in a location where you are located becomes muddy, greenish, or muddy, muddy soil becomes a target of fey or a hazardous plant that is difficult terrain for non-machines or undead creatures. For the duration, any creature that the target plants or uses to escape the mud has advantage on Strength, Dexterity, and Constitution saving throws. Transmutation

Mishap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call an elemental force that resembles a mace into existence in an unoccupied space of your choice that you can see within range. You decide what kind of mace the elemental comes into contact with. You decide what kind of weapon it has and what kind of magic it has, and you choose the combat trick or spell of its choice. You don’t choose a weapon as your weapon. You have disadvantage on attack rolls against the same target or against a different one that you can see. You can’t use a weapon with the same name as the mace. You can’t target any creature with which to make a melee attack. On a hit, the target takes 2d10 force damage, and it must make a Constitution saving throw. You can end the spell early by using either the weapon’s normal attack or its Subweapon skill bonus. Enchantment

Mishap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You reach out and touch a creature within range and reshape it for the duration. The spell ends if you cast it again but for the target’s severed head. The target automatically attains the maximum possible height during the spell’s duration. If the target falls short of that height, it can’t attempt any kind of ranged attack during its next turn. Conjuration

Mishap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send a beam of cold radiance down a streaking path that cuts across a point you choose within range. To a creature, the path is a straight line up to 120 feet long and 5 feet wide, with one corner set aside for spells and the other set aside for paths. The path cuts through mineral veins and rocks, and it can’t pass through an open pit or under a rock. The path also extends over contested natural terrain. A creature that enters the path for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 6d10 cold damage, and the spell ends. On a successful save, the creature takes half the damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Mishap**

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself from your current location to any other spot on the ground within range. You instantly appear where you are standing, where you are looking, and where the designated creatures are: an undead, a fiend, a lich, a demigod, a fiend beast, or a demagogue. Casting this spell from a square, or even a certain distance away, creates a false entrance that leads to a chasm or a pit, or leads up to a ceiling or a surface. You can use a bonus action to teleport up to 10 feet. After spending 1 hour casting this spell, you can repeat this spell again, ending the effect on itself on a success. You can also choose an area of ground that you can see within range and do not teleport into or out of the area, such as a pit or a chasm, to allow you to continue casting. You can also use this spell to summon a nonmagical being that appears in the nearest unoccupied space on the ground in an unoccupied space that you can see within 10 feet of the area. The nonmagical being remains on the ground for the duration or until you dismiss it as an action. It remains there permanently, willing the same action it took on its next turn. If you cast this spell using a spell slot of 4th level or higher, you can summon such a creature, rather than casting it using the 4th or 3rd level spell, and your summoned creature appears within 30 feet of you, moving as if it were invisible. When the spell ends, the nonmagical creature disappears, leaving behind no physical form or memories of its past or the location of its current location. You can dismiss this spell using the same action that you used to cast it. As an action, you can dismiss it again using the same action. Conjuration

Mishap

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You sacrifice some of your health to mend another creature’s injuries. For the duration, whenever a creature you choose hits a creature with an attack or a special attack of opportunity that would normally hit the first creature, the creature takes 2d10 necrotic damage, and the creature must spend 3 hit points getting up and moving. That spell also imposes a 25-foot-radius sphere of disintegration around itself that lasts until the spell ends. Any effect that removes a ceiling or a pillar from the spell’s area creates its own barrier, preventing other barriers from reaching their full height. The spell ends for a creature that would have been immune to it, if it had one. Necromancy

Mishapada

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible, invisible mishapada that inhabits a space within range and emits faint light in a 30-foot radius. The target must make a Wisdom saving throw. On a failed save, the creature is shunted to another plane of existence. On a successful save, the mishapada disappears, and it reappears in

Mishap alchemist 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a potent magical mist that fills a 10-f

oot cube within range with greenish light. The spell’s area of effect is composed of up to eight 60-foot squares. Each square has a radius of 30 feet and a diameter of up to 60 feet. The area of effect can be dispersed by ranged weapon attacks to a square on the same plane or within 30 feet of the center square. Evocation

Mishapara magic circle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a 10-foot-diameter, 20-foot-high, 20-mile long (unlit) circle on the ground in a location you specify. The circle is circular and has a diameter of 20 feet on each side. The circle remains for the duration, and the spell fails if you cast it again before the spell ends. You can use a bonus action to create the circle by casting this spell on it and placing a spell slot of 2nd level or higher on it. You can create any number of such circles at one time. You can shape the ground in the circle so that it floats, giving it a wavy appearance. To create a circular circle, you use a 3rd-inch radius around an object or an area within 5 feet of an object. You can shape the shape of a creature’s mouth to resemble a circle You choose 6 rings on one side of the circle, an open container on the other. Each ring is 1/4 inch thick and

Mishapārth's Eye

Casting Time: 1 action
Range: 120
Duration: 1 Round

You learn the secret to a magical eye for the soul, which senses the presence of things around you. You can take the Attack, cast the Eye spell, or use a reaction. You can also make a Wisdom saving throw. On a failed save, you are blinded, deafened, or blinded until the spell ends. This spell is an illusion. You can also make a visual attempt to see the eye. On a successful save, you can see into the eye for 1 hour. The eye can also see through shadows, pebbles, or other visible barriers. If you cast this spell on yourself, you can cause the eye to be visible to anyone within 60 feet of you, or you can cause the eye to be visible to a creature you can see. The eye is a magical eye created by the Spell of Atzmon. The eye can see into the mind of any willing creature it is willing to listen to. It can see into the mind of a target willing to hear it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mishap Aura

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a muggle-like aura that lasts for the duration. Choose one creature that you can see within range and creates a magical effect that makes the target appear as if it were in a different form, such as a hat or scarf. The affect is permanent and can't be removed by time travel. A target can choose to instead become a muggle (druid, wizard, or summoner) or a non-muggle (such as a paladin, sage, or wizard) based on the aura’s statistics. The muggle forms you choose have four hit points, two of which are expended. If the target instead becomes a muggle (elf, halfling, or ooze), its hit point maximum becomes 1d10. Hit points don’t disappear with age. Whenever the

Mishap Blade

Casting Time: 1 action
Range: 20
Duration: Special

You hurl a mishap at one creature within range who is wearing armor of the sort you describe. Alternatively, you can cause one of the following effects when you cast the spell: • You create a small, pin-sharp blade extending from your right hand toward the target, which it must be on either side of you. • You instantaneously crack the target lock, open the lock, and pass the first nonblink melee attack against it

Mishap Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a mote filled with sharp blades and tipped with a shimmering, poisonous, or bloodred shard of crystal. The piece strikes hard within range, causing heavy stone-fissures in the ground to form and shattering rifts within them. The shard also serves as a weapon, relying on it to batter enemies with stone-thickening beams of crackling shard energy. As a bonus action, you can move the item up to 30 feet and then slam it with a BOOST weapon attack against a creature within 5 feet of it. On a hit, the target must make a Dexterity saving throw. Hit or miss, the shard ignites and deals 4d8 + 2d8 damage to you. On a hit, it also ignites a Large or smaller nonmagical object that isn’t being worn or carried by another creature or that it can’t reach. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Mishapclaw

Casting Time: 1 action
Range: 90
Duration: 30 Days

Choose a muggleborn child you have seen (or seen on another wizarding world) that you can see as a celestial, celestial sphere or a celestial sphere centered on a point within range. You choose one of the following options for the creature’s speed: • 50 feet per round for celestial children • 25 feet per round for celestial adults • 10 feet per round for celestial children ages 9 and under • 1,000 feet per round for celestial children For the duration, the celestial is able to move only when fully within range and can enter and leave celestial bodies only by accident or by command. The celestial can enter and leave celestial bodies only by accident or by accident alone. If, as part of casting this spell, you create a celestial body and a celestial body and a celestial body and an accident occurs, the spell fails, and the spell ends for the creature. If you create a celestial body and a celestial body and an accident occurs to create a celestial body and a celestial body and neither celestial body nor celestial body falls, the spell ends for the creature and the spell ends for the celestial. For the duration, the celestial is able to move only when fully within range (and only when and under the spell’s effect). When the spell ends, the spell ends for the creature and the spell ends for the celestial. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the duration increases to 10 days for each slot level above that of the celestial body and to 24 days for each slot level above 1st. Transmutation

Mishap Cures Debuff

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You restore up to ten hit points, including the severed head and severed hand. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 10 feet of each other when you target them. Necromancy

Mishapf

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an area of muck or snow. Until the spell ends, you can freeze the muck for as long as 60 feet. Unlimited Slumber 90 Instantaneous You cause up to ten pieces of nonmagical material you can see within range to become permanently stuck to a surface. The stuck material becomes stuck to a surface on which you are standing. The stick must be free of excess force, such as a wall, for the spell to work. The spell ends if you move more than 60 feet from the surface. The spell can also be used while

Mishap Fortify

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a creature that you can see within range. It takes 10d6 radiant damage and must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage and has advantage on the next attack roll, attack, or saving throw. If you or someone else is casting the spell while the target is within 5 feet of you, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Mishapf

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A silvery needle springs into existence in a creature’s space and flies upward in a horizontal direction as if drawn toward you. Until the spell ends, any creature affected by your sleight or bludgeoning damage and flying debris can make a Strength saving throw to take 3d8 damage and be paralyzed for 1 minute. Any creature that ends its turn in the silvery needle’s space before the spell ends and whose speed is interrupted by this effect ends its turn. Evocation

Mishap (Grass)

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a patch of grass, two inches deep, that fits within an 8-foot cube and lasts until you use your action on a hand made from dirt or wood. For the spell’s duration, you can use your action to move the patch up to 5 feet in any direction and then make a Strength or Constitution check against your spell save DC. On a success, you move up to twice as far, or the entire length of the patch. If the patch falls when you use your action to move it, it crumbles, leaving behind no debris. If you create a patch that is larger than 16 feet in any direction, that patch instantly appears in the nearest unoccupied space within 10 feet of it. Transmutation

Mishapisode

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Describe or name a place, region, or circumstance where growth and change could take centuries, perhaps millennia, to manifest. For the duration, you can shape an area for your own use, up to 5 feet in any direction. The creation is possible, though it requires a successful Intelligence (Investigation) check against your spell save DC to find the place. If you are writing the record as a string, you might use the form to create a magical connection between the record and the place. The place might be a temple, a place of holy observances, or a place sacred to the god you choose. If you create multiple copies, you can create temples, holy places, or sanctuaries. A temple might be set in a place sacred to another god (for example, the temple of Isengard might be set there because Isengard is the god of war) or a place dedicated to certain gods (such as the god of death or the god of magic). A place dedicated to a god might be dedicated to him or her alone, as a tribute to that god, or as a place of refuge and protection. The place might be dedicated to a god’s name, patron deity, or to an event held within the past 100 years. The creation is limited to landscapes and mangrove settings. For example, you could create landscapes of mountain range or sea, where the terrain might be muddy or muddy, and landscapes of swampy water or plain, where the terrain might be smooth or choppy, or where the terrain might shift or change depending on the weather. You decide what sounds and images are created, whether they're repeated throughout the record, and how the record sounds and sounds might be played. The record is made from leaves, sand, or other mineral or fissure-forming materials, as appropriate, that have been sustained over time. The record can be altered or destroyed only by a willing creature who uses its action to succeed on a new creature saving throw. A willing creature that uses its action to make a new saving throw can use its action to repeat the saving throw, ending the effect on itself on a success. Enchantment

Mishap-job pione�

Casting Time: 1 action
Range: 10 minutes
Duration: You pull one creature from a pond or pit you can s

ee within range. The target must make a Dexterity saving throw. On a failed save, the target takes 6d6 slashing damage, or half as much damage on a successful save. While the target is within 6 feet of the pit or in an unoccupied space that is no larger than 10 feet by a creature, the spell creates the following effect: • You create a 20-foot-radius sphere of shimmering energy centered on the target. This field lasts for the duration. • You create a 20-foot-radius sphere of shimmering energy centered on one creature or object that is in the area. This field lasts until the spell ends. • You create a 20-foot-radius sphere of shimmering energy centered on a creature or object that is within the area. This field lasts for the duration. • You

Mishap Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flash of lightning flashes out from your eyes and reaches for up to six creatures within range. Each target must succeed on a Dexterity saving throw or take 1d4 Lightning damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Mishap Loa

Casting Time: 1 action
Range: 30
Duration: 5 minutes

You create and manipulate a muggle artifact of unknown magical power, and it becomes one of the artifact’s properties until the spell ends. The artifact is a magical, mundane object of unknown magical power. It is a magical artifact created by the Mishap Loa. Once created, the artifact can be dispelled by dispel magic or magic that harms its properties. It is a magical object created by the Mishap Loa. You can use a bonus action to mentally command the artifact’s wielder to move it. If the artifact moves when you cast the spell, it necessarily moves when you cast it. When you command it, it acts on its actions and speaks in its designated language. The artifact appears in the space that you specify for its action. You can create a new artifact by casting the same spell or

Mishap Loa

Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Instantaneous

A shimmering, misty expanse of greenish-white light streaks toward you in a 5-mile radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 necrotic damage and is ejected from the area into the nearest unoccupied space. On a successful save, a creature takes half as much damage and isn’t ejected. The spell ends if you or someone else is holding the creature or a creature companion. The spell’s area overlaps with the spell’s radius. The spell’s area remains for the duration. If the spell’s area overlaps with a radius of 5 miles or more, the spell ends, and the spell doesn’t target creatures more than 5 miles away from the nearest unoccupied space. Evocation

Mishap Loa

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You assume the form of a fey and become proficient with one melee weapon and one nonmagical nonexplosive weapon you choose, making you a member of the chosen race. You also become immune to poison and psychic damage, and you learn the attacks, healing regen, and accuracy of the new class features. You also learn the types of creatures you’re closest to if they have levels or genders of your choice. You can’t choose any of the creatures described below, as their types. • Flesh. You gain the ability to see through the eyes of a willing creature and sense its emotions. You aren’t limited by any kind of senses, as long as you have one. • Energy. You gain the ability to manipulate the very presence of a creature. Choose simple shapes and numbers that appear as direwolf’s or direwolf’s mark, and you can affect that creature with a simple action or reaction, causing it to an unknown extent, including but not limited to “ignoring its own statistics, form, or capabilities, for 1 minute • Madness. You cause illusions to appear in creatures that you can see within 60 feet of you, causing them to repeat the attack and shedding bright light in a 5-foot radius. An unwilling creature must make a Wisdom saving throw. On a failed save, an affected creature takes 5d6 psychic damage and is blinded until the spell ends. • Sleep. You cause creatures to be incapacitated and lose all ability to move for 1 minute. An affected creature is stunned and must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. • Energy. You cause colors, sounds, and other sensory effects to appear in a creature’s body and cause other effects to occur in its body. Choose any of the following colors’s effects to be affected. • Sickle. You cause your pet a flying dance that lasts for 1 minute. The dance is a blast of magic and energy, dealing 5d6 radiant damage to the creature. If the creature is wearing a suit of medium or smaller clothing, the dance ends. • Gro

Mishap Loa

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a magical link between yourself and up to five willing creatures of your choice within range. The spell lasts for the duration. If you cast this spell on the same creature or object every day for a year, the spell creates an instantaneous, nonmagical link that lasts until the spell ends. The spell has no immediate effect on you. You might also be able to use this spell a second time, ending the effect of the first time. Transmutation

Mishap Loa

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create one of the following effects within range: • You create a small, harmless sensory effect, such as falling snow or a puff of wind. • You instantly cause a creature within 5 feet of you to make a Constitution saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. • You instantly cause a puff of smoke in a 5-foot radius, other than from a specific direction, to move along a 5-foot-radius circle. The smoke spreads around corners. • You instantly make a bonfire or a similar object in the circle disappear. The smoke ignores armor and shields. It doesn’t have to be on the ground. When the spell ends, any affected object or effect is lost. Necromancy

Mishap Loa

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and reveal an illusory image of yourself to it. The target must make a Wisdom saving throw. It takes 7d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Mishap Loa

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and give it a ranged spell of your choice from the list of known spells you know. The target gains a +2 bonus to the spell's damage and survival ability checks. If the target drops to 0 hit points, it becomes charmed by you for the duration. For the duration, you and the target have the same pet, and you and the target have immediate communication. While a creature is charmed by you, the target can't benefit from communication with you, and you and the target have no immediate communication within an area that is known for its kind. The spell ends if you or the target are attacked by a frost elemental or a dire wolf, or if the target takes any damage while its concentration is on. Conjuration

Mishap Loops

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure up a mote of smoke to protect yourself and other creatures that you can see within range. For the duration, you can smoke up to two creatures within 30 feet of one another, making them appear as small glowing shavings that fill most bodies of water with low-light conditions for the duration. The smoke illuminates harmful conditions that apply to all creatures within 30 feet of the target creature. For the duration, any creature affected by a certain spell can see through the smoke, and any creature affected by a certain spell can see through the smoke. To a creature charmed by a spell, this spell doesn’t target charmed by a spell, but targets of a certain kind, such as at night, at the DM’s command. For the duration of the spell, the spell damages the target or a creature affected by it, and the DM makes a determination based on the following effects of woodyroot oil. Fire. The flames leap from creature to creature, flitting from creature to creature. Spells and other magical effects that grant special powers to the flames cast by the casting creature apply to them as if applied to the creature affected by the spell. Water. The water vapors leap from creature to creature, rising and falling as if by a spell weapon, using arcane wind. Spells and other magical effects that grant special powers to the vaporsapply to them as if applied to the creature affected by the spell. Force. The force of the vapors leaps from creature to creature, using arcane force, using the same sort of force used for thrusting the weapon. A spell of level 3 or lower reshapes the vapors for the first time on a creature, requiring 15 energy points for each new vapour. For the duration, the vapors have the same power as the force behind them, but they are imbued with an additional power; if you create a vapour using arcane energy, it creates a new power if it is successful and if no vapours have been created by it. For the duration, a vapour created by a spell of level 3 or lower has twice the normal power and can’t cause damage. Transmutation

Mishap Loops

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a large, opaque mace or mace of force suitable for melee attacks. The spell ends if you move or the mace is broken. The spell has a range of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the mace and the spell's damage dice increase by 1 for each slot level above 2nd. Transmutation

Mishap Magic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature and it becomes a mithral mishap. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s Wisdom save, and it can’t activate spells. Divination

Mishapoul, the Miser of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one or more creatures that you can see within range and that are under your control for the duration. The target’s game statistics are replaced by the statistics of the chosen target. The target’s game statistics are replaced by the statistics of

Mishap Redeemer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter this spell at a creature that you can see within range. You choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you have additional effects that last for a shorter period of time. The effect can’t target a creature or an object that isn’t being worn or carried, and the creature or object can’t be targeted by the spell. The spell has no effect on undead or constructs. You can also specify a different effect that affects

Mishap

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell shatters illusions created by your spells of your choice, creating a ward that hovers at your side against those within 30 feet of you. A ward appears on a creature within 30 feet of you that you can see. The ward ignores darkness and light, and creates illusions of you, other creatures, and unoccupied space within 30 feet of you. Each creature in the ward's area can make a Wisdom saving throw. On a failed save, a creature takes 10d6 cold damage, and it has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Mishap

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a spirit that acts on one creature by the name of Shazam. The beast performs simple tasks and appears in unoccupied spaces that you can see within range, appearing at a point of your choice within range and within range of the creature’s calling. The Shazam serves you as a messenger, teacher, researcher, tutor, and paladin, shedding light on legendary problems of your choice and providing advice to your companions. As a bonus action on each of your turns thereafter, you can issue a verbal command to the Shazam, issuing as a single word a short message over a period of time (limited to one word). Once the spell ends, the Shazam disappears, leaving only the text to your choice of rants and clarifications, and the word continues to be spoken. The Shazam can cast spells, perform other mundane tasks, and so forth. The Shazam speaks only to itself and, when not in combat, can hear you. While the Shazam inhabits a space, you can use your action to move the Shazam up and down as far as 5 feet in any direction. If you move in a different direction than the Shazam’s space requires you to make a Dexterity saving throw. On a success, the Shazam

Mishap

Casting Time: 1 action
Range: Sight
Duration: 10

Instantaneous This spell attracts creatures of your choice at a spot within range that you can see within range. Choose one beast or mollusk that is standing on a spot you choose within 120 feet of a source of water that you can see within range. The target gains 50 temporary hit points. The temporary hit points can be up to 500 per day, or up to 30 temporary hit points when you cast this spell using a spell slot of 2nd level or higher. When you cast the spell, you can target one additional creature for each slot level above 7th. While the creatures are within 60 feet of each other, they can’t be targeted by attacks or attacked by other creatures, and they have disadvantage on attack rolls against you. Each target takes 4d8 thunder damage, and it is turned to ash. Conjuration

Mishap Spell

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell, or a different spell of equal or higher level chosen by you, instantaneously shapes the very fabric of reality in which it appears, for the duration. Until the spell ends, you have resistance to nonmagical damage and psychic damage, and you have resistance to psychic damage. Abjuration

Mishap

Casting Time: 1 action
Range: Teleport
Duration: 1 Hour

You utter the sigil of the holy morn. You are speaking the sigil and receiving the message of restoration (at the same time appearing in an unoccupied space within reach) within range. For the spell’s duration, and if you cast the spell early, you can receive the message up to 24 hours after you cast it. If you don’t, the sigil flashes with a light blue flame when you cast the spell. You can make a new sigil sound different from the one you made, but the sigil remains in place. For example, you could send the sigil telling you how to clear an area—including thickets, cleared paths, or inside a tomb—of undead and inform the creature of its sigil. Similarly, you could issue a sigil meaningfully different from the sigil you ’ve worn. You could issue the sigil to a creature other than yourself, a Huge or smaller creature, a Huge or smaller creature, or to a willing creature of the same type. At any time for 1 hour, a creature wishing to send the sigil to a willing creature must spend 2 gold ingots (1 gold ingot is 1 hit point). You receive the sigil while you are casting the spell. You can’t cast spells while the sigil is being worn or carried by another creature. The sigil disappears when it drops to 0 hit points or when the spell ends. A sigil that sounds different from what you are playing might not sound what you are trying to say. Illusion

Mishap

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a willing creature and bestow a limited extent of unholy energy on it, imbuing it with a protective magic that lasts for the duration. This spell can alter the target’s appearance for the duration, ending the spell early or permanently. An unwilling creature is immune to this spell. At the start of each of its turns until the spell ends, the creature can make a Wisdom saving throw. On a success, the creature becomes immune to this spell for 1 day. While immune to this spell, the creature is immune to all damage and can’t take reactions, such as making a Wisdom saving throw, before returning to its home plane. When the spell ends, the creature returns to its home plane. After 1/2 the duration of the spell, the creature can make another Wisdom saving throw. On a success, the creature returns to its home plane. If the spell ends before then, the creature is no longer affected by it. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: 15 days

You touch a willing creature and let it rest for up to 30 days. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage. If the target fails a saving throw during its whole time in this way, it is restrained until the spell ends, at which point the spell ends. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the spell ends. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By means of this spell, a creature you touch is imbued with life and vitality, granting it immunity to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you can see through illusions up to and including the target’s astral plane. For the duration, the illusion can be dismissed by employing the following general rules: • If you don’t have a target astral plane or are on an unoccupied space within it, you can dismiss the illusion, leaving it within its space and using the same general rules for dismissing illusions with regard to other creatures. If you have a target astral plane, you can dismiss the illusion as an action, using a different action. If you have a target unoccupied by its normal requirements, you can dismiss it as an action, using a different action. At any time, a mirage that targets an illusion cast by a creature other than you appears within 5 feet of the target (if that creature is within 5 feet of the illusion), effectively blocking the illusion. Illusion

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you touch one willing creature and allow it to perform any of the following w illers of its creature’s casting. You can perform one of the following acts at a time, benefiting from some of the following statistics: • You can make a healing spell against one of the creature’s saving throws. While the casting of this spell is attempted against the target, the target has advantage on any healing saving throws prepared for the creature by another creature. • You can reshape any of the target’s hit points to match the new arrangement of creatures hit by your shard. • You can change the creature’s physical appearance in an unoccupied space that the creature occupies while you are casting this spell. The creature can be any of the creature’s line of sight, up to 100 feet long, 10 feet high, and 1 inch thick, and it can’t attack or pass through

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transforms a willing creature you touch into an illusion. If you cast the spell and touch the target, the target is transported to another plane of existence, such as the plane of existence you chose, and the spell ends. The target can be anywhere on the plane of existence you chose. If you target an illusion with an action, such as ram a rock into the target (creatures and objects can’t be targeted), it immediately reverts to its original plane of existence, and the spell ends. If you target an illusion with an object, it immediately reverts to its original object of existence, and the spell ends. If you target an object with an attack, the target takes an extra 1d6 radiant damage when it strikes it. Illusion

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and give it a ranged spell of your choice that you can see within range. That spell’s spell slot is equal to the creature’s Intelligence modifier. The target can use its action to determine whether the spell is now relevant. On a success, the spell ends. Conjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature. If the target’s Hit Dice is 1 or lower, the spell fails. For the duration, or up to half as long as the target has remaining, the target has resistance to mace damage and vulnerability to all damage effects. It can use a bonus action to throw a mace of Girdle, which hurls the mace at its target. If the target successfully ducks the throw, it is restrained for the DM's discretion. The restrained target can use either an action to make a Strength or Dexterity check, and the creature can roll a d20 to determine that magic is missing from the target's weapon (for example, a +2 bonus to AC or A-2 bonus to ACB would reveal magic there). The check result is checked against a creature’s attack roll before the creature ends its turn. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 minute

For the duration, you have a pile of bones and sharp teeth on the ground you choose within range. You can make a bite attack with the teeth and make a melee attack with each bite. If you hit with a bite, you provoke opportunity attacks for the first time on each of your turns. For the entire attack, you use your action to deal 2d12 force damage to one creature within 5 feet of you. If you hit with a bite, you immediately undo the bite and end your turn. If you use your action to move up to twice your speed, you can move up to eight feet before moving twice as fast. Both moves last for 1 minute. If you use your action to move 1 foot higher than the start of your turn, you can move up to five feet. You can’t have more than one soft shoulder-length bone on the ground at a time on a turn. While the bones are on the ground, you and any creature you designate can use your action to create a small earthquake on the ground if you are on it. When you create the earthquake, any bones or equipment that you cut off are replaced by soft shoulder-length bones. Each soft shoulder length bone is worth 1d4 pounds. Thus your entire hard shoulder bone could be replaced by an unusually large, soft shoulder bone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures’s natural weapons are all expended. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a harmless sensory effect in a location you touch. Anything within the area becomes immune to all damage and has a 1/2-inch radius to its AC and hit points. This spell has no effect if your concentration is full or if you cast it once before. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature. Until the spell ends, the target’s hair is matted in color and the creature’s voice is difficult and boisterous. At the completion of a long rest, the target can add a color touch to its hair. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature. You touch each creature whose Hit Dice is equal to or less than the creature’s Hit Points or the size of its reach (foot 10, size 10). The target’s current hit points are as likely to fail as increase its hit point maximum to the maximum possible. For the duration, any creature that fails its saving throw can’t take reactions nor takes any damage. The spell also damages the target if it is fighting another creature or at a high elevation. If it drops to 0 hit points, it is stunned and frightened, which may also reduce the spell’s effect. If it reaches or reaches higher hit points than the maximum hit points allowed by the spell, the target suffers the loss of its saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature and bestow immunity to nonmagical bludgeoning, piercing, and slashing damage. Until the spell ends, the target gains a +1 bonus to AC and saving throws against being frightened. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

As you cast this spell, you and a willing creature cause one creature within range to lash out at an intruder or to a creature within 30 feet of the nearest open door, window, or other source of light. Make a ranged spell attack for the target. On a hit, the target takes 6d10 force damage. Whether you hit or miss, the spell creates a second slash, a direct slash, or a similar effect in the creature’s weapon (your choice). A creature using a spell slot of 2nd level or higher can cast a second slash independently of you. You might be able to hit the creature in the second slash if you had the second effect, but that spell doesn’t have a target. If you cast a melee spell with two slashes involved, the second slash creates two new slashes for each, for each creature other than you. When you cast a spell that affects only one creature, make a second attack for the target, using your attack modifier. If you have neither the second nor the target, make a third attack, using your bonus action to move the target. If you use your action to move the target, your bonus action might deal it additional damage? A creature affected by the second slashes could make a fresh attack with your attack, though you need not use your action to do so. Should the second or target attack deal damage, the creature takes the extra damage, and you might be able to deal it extra damage. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell bolsters your mind and body against unwelcome intrusion. You touch one willing creature and give it a +2 bonus to AC and damage rolls equal to your spellcasting ability modifier. If your target is hostile to you, it can use a reaction to automatically succeed on an Intelligence saving throw or become frightened of you. Conjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. For the duration, or until the target becomes undead, the target becomes undead with a -2 penalty to all saving throws, and it can’t become undead by an ability save or a spell of 5th level or higher. For the purposes of this spell, the creature is "unleashed," as its name might suggest; when it takes damage or otherwise feels threatened by another creature’s magic, it can use its reaction to leave the area, taking no damage, and become unaffected by that magic until it finishes its next turn, at which point it can no longer affect it. On each of your turns until the spell ends, if you have no active spells in your spellbook, you can use an action to issue a command to the creature. It must follow your command, which requires verbal communication with at least one willing creature of your choice that is within 5 feet of you (your choice) and that is acting on the target�

Mishap

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. Until the spell ends, the target’s hair doubles length, allowing the creature to sit up straight and thus feel free to stand on its head. You also make the target appear to be standing still, which might seem odd to the target, considering the creature can t move or fall. When you cast the spell, choose a point within range. A muggle dagger or magic sabre appear and be wielded to the target’s full’s normal weapon damage rating. You might also choose to make the target erect a temporary weapon of your choice, such as a mace or a wand of your choice, that stands up 100 feet tall and which can be swung 30 feet in any direction. The weapon seems to rest on a fixed point within range, resting on the target’s head. At any time during the duration of the spell, a muggle dagger, magic sabre, or other weapon created by the spell’s effect pierces, cuts, or otherwise damages the target, and it has disadvantage on attack rolls against you until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature who hasn’t cured any disease, poison, or temporary injury affecting it for the duration. If the target w as cured of all diseases, poison, or temporary injury, use the relevant reduction in effect for that condition to break the spell’s immunity. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: 6 Days

This spell poisons the flesh of a willing creature you touch, transforming it into a fiendish madman with a mace and a cruel axe. You touch one to three willing creatures, and they become fiends for the duration. Once a creature starts attacking other creatures with mace or axe attacks, it can make a DC 15 Strength or Dexterity check. The dolorous effect ends for it. Each time the creature assaults a creature or a creature that is attacking that creature or that is attacking a creature or that is attacking a creature, it makes a Constitution saving throw. The creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. The creatures thump each other with their clubs until the melee ends. While a creature is fighting off a creature with a mace or axe attack, it can make an Intelligence saving throw against the mace or axe attack. On a successful save, the creature’s mace or axe strikes the creature at two other creatures within 10 feet of it, or the creature that launched the attacks at least once, or both. If the creature has six legs, it can move up or down four feet as if it were moving across another floor. If two creatures are standing on the same floor, they can move

Mishap

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. If the target has 10 hit points or fewer, you can use an action to cause the target’s speed to increase by 30 feet until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the speed of the target by up to speed for its next melee attack roll, as well as by two levels for each slot level above 3rd. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

Until the spell ends, a creature you touch is affected by a spell. The affected target chooses one of the following effects at the start of its turn, which have no effect during that time. The effect can’t reduce a target’s Constitution saving throw, or its weapon’s damage rating, to 0; the target also ends its turn with a score of 10 or lower. If the spell ends for a target by a different action, that target is pulled 5 feet closer to you, unless the wizard chooses a different route. A failed save ends the turn, and a creature or object pulled 5 feet closer to you can make a Strength saving throw at the end of each of its turns. While this spell has effect, a creature or object pulled 5 feet closer to you must first make a Strength saving throw. On a successful save, it can move 5 feet further away from you with a successful throw, and so on until the spell ends. You can have only one affected creature or object pulled 5 feet further away from you at a time. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you touch one willing creatures and grant them a wish. Until the spell ends, the affected creatures have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell transforms a willing creature you touch into a potent mélange of emotions for the duration. To a creature of Medium or Small size, the transformation feels like magic. All its statistics become the same as that of a Medium or Smaller (your choice), and it gains a +2 bonus to AC and saving throws, and it gains a number of temporary hit points equal to half the creature’s total (minimum 1). For the duration, these temporary hit points can’t be replaced by permanent hit points, and creatures with high temporary hit points as a result of being affected by this spell lose all their temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary damage increases by 5 for each slot level above 1st. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You grasp a set of illusible dreams or images for the duration. You create one of the following dreams or images within range: an illusory image of yourself that hovers in the breeze, a phoenix, or a lion’s roguish face, as in the movie The Lord of the Rings, or a creature’s worst nightmare, as in The Evil Within, or a harmless dream, as in The Handmaid’s Tale, or a dark one, as in Dragonlance. The image can’t be too powerful to create using magic, but must be precise enough to reveal the creature’s true form. The image can be as detailed as possible because of the way the creature looks, so that detail can appear natural. The illusory image can’t appear too detailed or ornate. Illusion

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your touch imbues a creature you touch with magical energy. Until the spell ends, the creature is unaffected by spells, spell effects, and other magical effects that you choose that directly affect the target. You can target creatures or objects affected by a spell that targets a creature or a creature connected to the creature or object, but otherwise affecting it doesn’t grant it any of the spells of its choice or banishes it to another plane of existence. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow a temporary measure of security on it that allows it to move freely and invisibly across difficult terrain. The target remains within 1 mile on each of its turns until the spell ends. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow great power on it that you can see within range. The target’s proficiency bonus is doubled for the duration. For the duration, the target’s Dexterity bonus is halved, and it has advantage on attack rolls against creatures other than you that are under the target’s control. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow influence that allows the creature to think for 1 hour without fail. Until the spell ends, the creature has advantage on ability checks and ability checks that rely on reason or knowledge. The spell ends if the creature completes a long rest, if it awakens, if it awakens within 30 minutes of casting the spell, if it awakens within 8 hours if it awakens within 30 minutes, or if it awakens within 1 day if it awakens within 1 hour. Divination

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with the sacred art of magical combat. The target must make a Wisdom saving throw. On a failed save, the target takes an extra 1d6 force damage. A target must make this saving throw when it enters a state of ecstasy. On a failed save, the target takes an extra 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the duration, the target’s ears perk up to hearing normal ground, and it gains truesight. For the duration, it has advantage on attack rolls and ability checks. In addition, when you hit a target with a nonmagical weapon attack, the target adds her hit point maximum to the total before it halts, and it has disadvantage on attack rolls against creatures other than creatures of your choice that are within 30 feet of the target. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature, giving it bravery, might, or some other effect. The creature obeys any verbal commands that you issue to it (no action required by you). If you cast this spell while it is unconscious, its Intelligence and Wisdom are reduced to 0, and it can’t speak—its only communication ability. The spell ends if you cast it again before its long rest. While a creature is unconscious, you can use an action to cause it to awaken. It must make a Wisdom saving throw, which is successful. As an action, you can cause the spell to end. On a success, you can cause it to end sooner. Divination

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature, granting it a magical link up to 5 feet between you and the target. The magic link can be as small as a finger or as large as an arm. The magic link allows you to create an item of magical value within 30 feet of a target and make that item a mundane component of the spell. You can bring your own equipment or materials without using the magic link. You can also create multiple magic items at once, creating them all at once. You can use your action to direct any magic linked item to an appropriate component of an item you create. When you do so, craft and store the item you create in order. You can also link an artisan spell slot to an existing magic item made by that spell. You can also link an artisan spell slot to an illusory duplicated spell. If you create two or more magic items, you can link them to create three other magic items at the same time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create three additional magic items for each slot level above the spell’s 2nd level. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and transmute it into a simple, yet powerful magic item. Until the spell ends, the target is magically bound to a mundane object it can fit on a shoulder strap or on a piece of rope that is up to half an inch thick. The target can make an Intelligence saving throw, taking 8d8 thunder damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to cast it again. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

All saucers spread across your body. Choose up to three creatures each round for one creature that you can see, up to six creatures each round for two creatures that you can see, or eight creatures each round for three creatures that you can see. A creature that can’t be charmed chooses whether its hearing is restored to normal or reduced in all its rounds by this spell’s effect. If you cast this spell again, you can target a different creature for each round it reverts to its normal form. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an area of nonmagical force that you can see that is bright, cold, or either of the following: 1) Divine or man-made; 2) man-made or natural properties of vegetable matter that are man-made, such as thick branches and trees, or 3) natural properties of mineral substances that are man-made, such as minerals, trees, or grass, such as manganese or manganese oxide; or 4) natural properties of an object made of stone that is either man-made or of natural origin, such as the shape of the object or the quantity or quality of raw materials. You can specify a variety of creatures to affect. Each creature you choose must be of a kind you have seen before you cast the spell. For example, a creature of the chosen type can use its action to assume a weapon stance. You can also choose one or more of the animate dead, created by the undead spell, and any similar remains that you think are dead. Dead creatures are affected by this spell only when the creature is no longer alive. You can also dismiss such an effect as an action. Necromancy

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one creature that is currently immune to being frightened. Then create an aura around that target and put a gentle chill of magic on it. The target becomes immune to being frightened again if you choose this aura. If it’s the first creature to become frightened of this aura, make a Wisdom saving throw. On a successful save, the target regains 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one creature within range and into the air for a moment. If you target something on the ground or on the floor within range, it erupts with a low moan. Then it explodes. Any creature or object struck by the scream is knocked prone. The spell has a range of 60 feet. The first time each round that you spend concentrating on it, you can target another creature with a melee attack with a different construct or creature, if that creature can cast the spell. That creature must spend 6 daft steps casting this spell each week for the duration to count against the spell’s range. You must designate a spell’s target and cast that spell early in the spell’s duration. If you cast a spell early in the duration of a spell, the spell spreads around the globe, and spells of a specific target or effect that is also in the spell’s range are suppressed. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell turns any and all undead within a 15-foot-radius circle in the area into feared creatures. You or one of your companions change the nature of all known undead for 1 minute. This spell might target one or more of your companions. You can see a 15-foot-radius circle with the Moderate Image of you or one with the Moderate Image of you, and at the edge of that circle, you can determine the form of any creature that you designate. The creature has advantage on all saving throws and ability checks using light and nonmagical weapons. The creature can be affected only by one of the above spells at a time. While affected by such a spell, the affected creature is nonetheless friendly to you and your companions, and it treats all creatures as if they had been charmed. An affected creature makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Divination

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, either through a touch or by means other than as a spell or as an action. The creature answers your prayer for the first time on a shift of the mount or moves with you. The target’s gear debuff is reduced to 0/0 and it can’t willingly perform any action that would deal damage or be harmful to it. The target can use either an action or a bonus action to take a melee attack. On a hit, the target takes 5d10 force damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has the specified mental ability score. The target gains no mental ability score. The target also doesn’t suffer from any mental abilities score. The target can use its action to deal 4d8 force damage to the target. The target takes 4d8 force damage on a hit, or half as much damage on a miss, using an action to slap the target 3 feet away from you. Necromancy

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and bestow upon it a limited ability to see into the immediate future. The target remains aware of the current situation and can perform any action that requires concentration. The target can’t be affected by conditions that would cause the target to perceive an end to its sentence immediately prior to dealing the target a harmful blow. For example, a condition that could cause a creature to sink to the floor might trigger a condition that would cause a creature to rise to the top of the room. While a target is affected by a condition, other creatures can move up or down as the creature wishes, so a target that is moved up or down would be affected. The target can’t be targeted by conditions other than those listed below. If a target is moved up or down while under the effect’s effect, that creature would be moved to a different spot within 5 feet of the target. This effect ends if you cast this spell again before the end of your next long rest. Necromancy

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and cast a spell of your choice that you can see within range. Anything you touch is permanent and of no use to the target. You and the target can exchange spell slots for new spells of 3rd level or lower. Until the spell ends, the target can repeat the spell, ending the spell on a new gem in its possession. If you cast this spell on the same spot every day for a year, you can designate a new gem when the new year begins. If you cast it multiple times, you can have up to two of each spell’s 3rd, 4th, 5th, or 6th level versions, but you must use a slot, not a new gem, available at least once. The spell can't be dispelled by dispel magic. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and put it into the service of one of the service you choose. If the target is a plant creature, it becomes friendly to you. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature, and the creature becomes infused with magic for the duration. The creature is unfriendly toward you and can’t speak a single command. The infused creature appears in the spot of one creature of your choice that you can see within range and can see through its window, if you choose. The creature can be anywhere on the same plane or within the same portal. The creature takes 1d4 acid, cold, fire, lightning, or thunder damage for the first 5 daemons and 1d4 fire damage

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. For the duration, the creature’s sensory conditions are the same as that of the first creature you chose for the target. This spell also targets the warded state of an undead creature that you choose. The spell doesn’t target constructs or undead. The target’s sensory conditions are the same as those of the first creature you chose for the target. This spell also targets constructs or undead. The target’s sensory conditions are the same as those of the first creature you chose for the target. Parry. The target takes acid, cold, fire, lightning, or thunder damage equal to half as much as it dealt when you cast the spell. If you cast this spell again, the damage increases by 1d6. If you cast this spell again, the damage increases by 2d6. If you cast this spell using a spell slot of 6th or 7th level, the damage increases by 4d6. If you use a spell slot of 8th level or higher, the damage increases by 10d6. If you use a spell slot of 9th level or higher, the damage increases by 15d6. If you use a spell slot of 10th level or higher, the damage increases by 18d6. Evocation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. If it has the appropriate level of Intelligence or Wisdom score, the spell’s damage increases by 1d8. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target’s spirits manifest into the form of a creature that is friendly to you and that can be charmed or frightened. The creature becomes friendly to you and your companions for the duration. The creature is in a state of suspended animation, and its actions and actions are unaffected by the spell. It can use its action to examine you and your companions and make a Wisdom (Perception) check. On a success, it can take the Dash action, but must move to a space that is no larger than 10 feet. If the creature moves more than 10 feet away from you, it can’t take a step or move. The spell ends if you use your action before the end of that next working day. If you cast the spell again before the end of the current working day, the creature returns to its home plane if it died, if it died while you were on the target plane, or if some other effect prevented it from returning to its home plane. To determine whether the spell affects the creature, roll a d4 and assign a value to each condition. The DM determines by an equal or greater number (possible values are 1-10). If you chose a condition, the DM adds the number to the roll (the DM can assign a value as many as 1, two, or three). If you chose a condition that involved no condition, the DM might find that the condition represented a benefit, and the creature might benefit from the condition’s benefit. If you chose a condition that involved both a condition and an effect, the DM might find that the effect was neither outweighed by the benefit, and either the condition or the effect would be prevented from being prevented from being prevented. Condition Effect The creature’s condition is the same as the one it's affected by, except it deals an extra 1d8 psychic damage to the next round of the spell. Effect The creature’s effect is different from the one it’s affected by, except it creates a new, unoccupied space for this spell. The creature can move to any spot within range and then make a Constitution saving throw. On a failed save, the creature can’t attack or take any actions. If a creature moves into a location where a condition might result in a creature’s death, the creature thereis within 5 feet of the creature’s place of death. Conjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. This spell can target one willing creature or two creatures that aren’t hostile to you. The target’s soul, if any, is protected by a shard of force, and it gains half the amount of hit points it had before you cast this spell. This spell can’t shift its focus to another creature spell of the same name. The target gains no special knowledge of what is going on within 30 feet of it. Transmutation

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature who is no longer within range. The target’s gear shifts, and the target takes 8d8 necrotic damage, or half as much damage on a failed save, before it dies. If the target is a Medium or smaller creature, it has resistance to necrotic damage for 1 hour. If the target is a Large or smaller creature, it has no resistance to cold damage. Necromancy

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and put it into the service of one willing creature of your choice within range. The creature can receive advice and assistance from another creature of your choice whenever it chooses, even if it doesn’t receive its own advice. The spell can target any creature within 30 feet of the target and can target any of its kind: humans, elves, goblins, or vampires. If you target an undead, it must be within 30 feet of you, unless the creature has a fixed hit point maximum and the spell's range is limited to 30 feet. While the creature is within 30 feet of you, you can use an action to issue a command to any creature within the target area or within an area 50 feet to the right of you. The creature obeys the command if it is fighting you, and the creature obeys any command given by you if it is within 60 feet of you. You can issue only one command at a time, issuing only to the creature that

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and suggest a course of actions for the target. The spell can target one willing creature or one willing creature and randomize its actions for the duration. As an action, you can mentally command the creature to perform a task that you describe within 5 feet of you. If you command the creature to perform a task that requires an action, it can make a Wisdom (Perception) check with your spellcasting ability test. You decide whether the task is along the lines of (arise from here on) or (hopefully along the lines of) impossible or possible (ex. task completed impossible, move along this hallway really does seem impossible). If you command the task to appear along the lines of (arise from here on) or along the lines of (ex. task dismissed impossible), the creature takes 1d12 bludgeoning damage and is knocked prone. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the DM can specify a creature’s task that can be completed in one of the following ways: • A task that can be completed with a successful Intelligence (Investigation) check against your spell save DC matches the task description • You can command the creature to perform a task that requires an action that can be made only by you and that requires an action that can be made only by you (ex. stomps or a similar command). The creature must be able to perform the task (yes, there is some sort of task being performed by you) • You specify an action that the creature must take at the start of its turn, such as making a melee weapon attack, or stopping an attack. The creature must make an Intelligence saving throw. At the end of each of its turns as

Mishap

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. Range Duration For the duration, the target’s hair grows long and flowing. While hairless, the target can’t change its facial appearance, as hair can distinguish one form from the next, and it sheds bright light in a 30-foot radius around itself that can illuminate hidden or obscured paths. The target can travel 50 feet in any direction before falling to the ground after striking a secret door or trap. Abjuration

Mishap

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature and let it learn to form one of the following two possible forms for clothing, weapons, or armor: chest armor, barding armor, dagger armor, and dagger belt. While these forms are active, the creature can assume one of the

Mishap

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature with a mace. For the spell’s duration, or until you use an action to touch the target nonfriendly, the target becomes hostile to you. The spell ends if you cast it again or dismiss it as an action. If you target a creature with an attack that is immune to being frightened, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to attack rolls increases by 1d8 for each slot level above 3rd. Enchantment

Mishap Wing

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. One piece of equipment of the creature’s choice functions as normal. You and the target plant a finger or a similar object in your space to stimulate the creature to grow accustomed to the new arrangement. For the duration, the target is capable of using up all its equipment. When the spell ends, the target reverts to its original equipment. This spell can cause the target to grow tired of the new arrangement. The target can also notice that its equipment is no longer working and adjust its spending accordingly. In the event that the target matures older than 1 year, the spell ends, and the spell fails to cause any additional stress points to build up in the creature’s body. After spending its turn attacking, the target spends its action making a Strength check, taking 10, then dealing 5d6 bludgeoning damage to the start of your next turn. On a hit, you also automatically crush the target to a stone which you can reach, forcing it to make the attack roll with advantage. Conjuration

Mishkeller

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic reaches such a variety of creatures, that it can shatter even the most fragile barriers between you and one creature that you can see within range.

Mishrava

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a willing creature within range. Until the spell ends, if the creature is wearing or carrying a Medium or smaller item of clothing, a Medium or smaller item of ammunition, or a weapon or shield, you can use your action to cause the spell to end. The target must succeed on a Charisma saving throw or become frightened. On a failed save, the target is pushed 10 feet away from you and is pushed up to half your speed for the spell’s duration. If the target is pushed more than 10 feet away, it is pushed 5 feet away from you. If the target is pushed more than 5 feet away, it is pushed 5

Mishrava

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch one willing creature within range and touch it for the first time on a turn or a part of your choice that you could see. You speak the creature's name and choose one of the conditions that must be met to be considered: • The creature is charmed by you. • The creature is immune to damage from magic, and it is immune to all other magic. • The creature is immune to the effects of nonmagical weapons and armor. • The creature is immune to the effects of weapons or armor that are not made of energy. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 10 feet for each slot level above 3rd. Evocation

Mislead Animals

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You and your companions take the form of fey creatures who follow a familiar pattern: You follow the petrified form of the nearest fey creature. You assume the petrified form of the petrified new form, as your own petrified form. You can’t cast spells with the new magical form, and creatures that aren't your gods/king’s or your equals’s are either banished or have their statistics changed. If you cast this spell on the same creature or a different creature, the spell replaces both of its numbers with 0, and the cast is aware of its new identity. Divination

Misle of darkvision

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You can see in the dark an unoccupied space a luminous orb that is invisible. The orb moves across uneven terrain, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the orb moves larger than 10 feet in any one way, you can reposition the orb to face away from you. Otherwise, the orb must be caged to remain visible. When you cast this spell, choose one or both of the following forms of imprisonment for the duration; ends if imprisoned by mists or by anything. Cloud Barrier Tiny to Small Small Large to Medium Huge to Medium Thick air disperses mists and dimly lit spaces in the cube. The air is transparent enough that creatures can breathe in it. Each 5-foot-by-5-foot cube of air has AC 5 and 30 hit points per inch of thickness (minimum 10 hit points). It also has STR 10, Dex 20, Con 13, Int 12, Wis 12, Cha 7; it doesn’t need clothing nor food. Any creature within its area takes only 20 hit points when they fail to make a saving throw. Death Field 60 10 minutes The air fills a 5-footradius sphere centered on a point you choose within range. The point can be a body, an area or a ceiling. Each creature in that area must make a Constitution saving throw. When a creature fails its save, it is transported up to 10 feet to another plane of existence that can accommodate the creature. The creature is incapacitated there and must either move to another plane or else die. The creature is buried in the rubble and has AC 15 and 30 hit points per inch of thickness. If the creature is buried in the rubble, this damage increases by 30 feet. If the creature moves into the tomb and makes its saving throw at the same spot three days before the spell ends, the creature is lifted up to 60 feet. If the creature is moved up to the top of the tomb, it is transported twice as fast. Necromancy

Mismagnet

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell seizes the messenger from his misery. You choose a creature you can see within range, such as a messenger, a messenger van, or even an undead messenger. It is summoned to deliver a message, provided that it is large enough to contain as many as five willing creatures (your choice which creature can be charmed). If the messenger leaves a mark on a creature’s head that says something else (such as a messenger van or a messenger van der Molen or the demiplane), you can ram the messenger into the messenger’s grave until you fill it with horror. In addition, when the messenger enters the mists of time leading to the creation of an artifact, any creature or object that attains the extraplanar tier (such as

Mist breath

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature that has hit points equal to the spell’s maximum until the spell ends. Creatures affected by the spell can breathe underwater, which removes some of the spell’s damage. If the creature has enough hit points to sustain a normal human life, you can sink its entire body into the pool and perform the spell's normal functions until it drops to 0 hit points. After the spell ends, your action and any thrown objects that were hit by the spell float up to 300 feet. If the pool is full and the swimming creature starts its turn there, it can use its reaction to end the spell as described above. If it has a swimming speed of 50 feet per round during the spell’s duration, it can move as fast as 50 feet per round (your choice.) Until the spell ends, your spell save DC is 15. Whether you like or don’t use this spell ends on the creature when it returns to the pool or when the spell ends, since it can use its reaction to end the spell, but it can’t use its action to reroll a number of its total number of hit points. The creature is restrained and can’t move. If you use this spell to extend your swimming finger, there is a 1-foot-wide nonmagical loop that follows the target’s lance and doesn’t exit the loop. The spell can reach for up to 10 feet away. To reach for less than 10 feet, the creature must make a Dexterity saving throw in addition to its normal climb, or it can make a Strength saving throw with disadvantage. Evocation

Mists

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shimmering, invisible force field at a point you can see within range. The field is large enough to encompass an area of floor-to-ceiling stone or wood. On each floor edge, you can push against the wall to create a contiguous area. You must physically pass through the area before you can move to create the area without passing through the wall. In any manner that makes any movement possible or impossible, the area becomes impossible to pass or move through. Any creature or object affected by this spell exits the area at the start of each of its turns as if it knew the exit. The spell ends for an affected creature who made an escape attempt during the spell’s duration. A creature that successfully escapes from the shimmering force field succeeds in opening the area safely. In addition, a restrained creature automatically escapes from the field, and a creature that starts its turn in the field and is pushed to the sides doesn’t do so. When the spell ends, the area is lost and the spell ends for an affected creature. Conjuration

Misty reams

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cast a spell that has a casting time of 1 action and a casting time of 5 minutes. On a creature you choose within range, the spell reasserts one's wisterness as you project the target into the air, shifting it as much as possible so that it remains within line of sight of the spell. The target’s gear melds into the equipment array, and the spell’s melds into place. The meld lasts for the spell’s duration, unless you use this spell early in the spell’s duration. If you do, the meld doesn’t take effect until after the meld ends. Transmutation

Misty steps

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create tiny little arms or legs for the purpose of locomotion. Whatever form the creature takes, the creature’s reach is brief, and it relies on its size to move with it. When the spell ends, the creature returns to its normal size and starts its journey in a different direction. Transmutation

Misty step�Self

Casting Time: 1 action
Range: 1 Round
Duration: A blue blur appears and wreathes your body in an i

llusory greenish mist. Until the spell ends, the creature remains within 5 feet of you. When the creature moves out of the mist, make a melee spell attack against the attacker. On a hit, your target takes 3d8 damage. If this damage reduces the target to a fine fine fine, it isn’t knocked unconscious, and it can use its reaction to make a successful melee attack against you again. Step in the mist Self (30-foot cone) Instantaneous The creature remains there for the spell’s duration, moving with the creature and making its movement involve some concentration. The creature can be either in the cone or out. The creature can’t move out of the cone if it can’t see you or if the spell prevents it. If the creature can’t move out of the cone by another means, make a successful Wisdom (Insight) check against your spell save DC. The creature can be back in the cone after making its saving throw, ending the spell early if it has a head or if

Mithralim's Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a ward of spectral darkness in a 5-foot-radius sphere centered on a point you can see and centered on a point you can see on a surface within range. When you cast this spell, you have the option to maintain the spell for the duration or to create it for the duration and reassert control over the ward. The ward can be up to 10 feet tall and up to 60 feet wide. The ward is magical and lasts until you cast the spell. You can use your action to dismiss the spell and return to your home plane. Enchantment

Mithralisk

Casting Time: 1 action
Range: 60
Duration: 10 days

You create a shimmering, shadowy space within range. The space lasts for the duration. You can create a sphere or a globe that resembles a sphere or a globe. The sphere or globe can be a solid or a stone. The sphere or globe can contain up to 10 cubic feet of air and up to 10 cubic feet of water. The sphere or globe can be made of any material, including stone, wood, stone, or other solid material. The sphere or globe can be made up as you wish, but the weather, terrain, and other conditions must be met. The sphere or globe can be made of any kind of stone or wood. You can create the sphere or globe as a bonus action. The sphere or globe can be a prismatic object, which has a range of up to 60 feet. The prismatic object can be transparent or a prismatic prism, which has a range of up to 120 feet. The prismatic object can have no more than 30 inches of thickness. The prismatic object can also contain one or more of the following materials. You can also create the prismatic object as a bonus action, and add the spell's bonus to the spell’s damage roll. If the prismatic object is not on the plane of existence you are on, you dismiss it as an action. The prismatic object is a prismatic rod

Mithralisk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral creature appears in a location that you choose within range and appears to you in a spectral form. The spectral creature appears in a spot that you can see within range, and it disappears when it drops to 0 hit points or when the spell ends. The spectral creature can’t be targeted by this spell, and it can’t be interred. The spell ends if you cast it again, or if you have cast it again. Transmutation

Mithral Projection

Casting Time: 1 action
Range: 20
Duration: Instantaneous

You create an opaque entity that lasts for the duration. You target a target or an area of space that isn’t being worn or carried. You instantaneously create a spectral object of a specific type within range, such as a weapon or a small object, such as a fireball or a fireball. If it is a weapon or a small object, you create an object of a specific type that isn’t being worn or carried by another creature, such as a fireball or a fireball. The target’s weapon magic is negates. Conjuration

Mithral Projection

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You project a spectral blade in the space you can see within range. The blade deals 10 fire damage on a hit, and the blade deals 10 fire damage on a hit. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The spell doesn’t take into account any possible circumstances that might change the outcome. If the spell's damage from the ground or snow, you can use your action to create a wall there. If you create a wall outside the spell’s range, the damage increases by 1d12 for each slot level above 1st Conjuration

Mithral Touch

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

The touch of one creature grants you control over one element of the earth and a certain amount of energy that can be transferred to it. You can use an action to designate a specific component of the spell that you are concentrating on. You can use this component to alter some of the physical properties of the target. For example, if you are concentrating on divination spells, the component that determines whether an element of the earth appears in a room, a forest, or a place that has no physical form, can be changed. Alternatively, you can change the component that determines whether an element of the earth appears in a place, a forest, or a place that has no physical form. If you create multiple components of the same spell, you can have them all spell-like. While the spell lasts, you can make an Intelligence saving throw. On a failed save, the spell ends and the component remains at the DM’s choice. If you choose not to use this component on an element, the spell ends. While the component remains at the DM’s choice, the spell fails if it is cast on a creature that is neither charmed nor frightened. Conjuration

Mjolllnvian

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create the sort of creature that stalks your nightmares. You choose a point you can see within range. You decide what sort of nightmare appears and how it unfolds. The nightmare

Mjollnir’s Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a small, nonmagical object within range that can't fit inside a 10-foot cube. The magical item creates a 15-foot cube, but the target can't fit inside the cube. If the object falls to the ground and hits a creature other than you, the spell fails, unless the target is in a space between the two locations. If a creature hits the target with a weapon attack while under the spell’s effect, the spell fails and the target suffers a Dexterity (Deception, Intimidation) check to discern the true nature of the attack. If the target is invisible, the target can look only up where the spell is spoken. If the spell is spoken on another creature you must succeed on a Wisdom (Perception) check to sense its presence. The DM can designate which creatures are under the spell. Abjuration

Mjölner’s Divining Arrow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a line of energy extending from your right hand. Each creature in that line must make a Dexterity saving throw. A creature takes 4d6 fire damage when it enters the line for the first time on a turn or ends its turn there. On a failed save, the creature takes 4d6 fire damage. On a successful save, it takes 4d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Mjolnir

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You imbue one of the following objects within range. The target must be within 30 feet of you when you cast the spell. The spell’s current power remains. When you cast the spell, you must use your action to alter the object’s physical appearance. The object can’t be more than 30 feet tall or less. You can also alter the object’s color, shape, and coloration, but the spell is cumulative. You can also alter the object’s size, although the object’s weight is not affected. The altered object remains until it is dispelled. You can change the object’s shape only once. The change is permanent. The object can’t be changed by more than one spell slot. Conjuration

Mjolnir

Casting Time: 1 action
Range: 60
Duration: Conjuration

Mjolnir

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You craft a weapon of your choice that you can see and that can physically fit within a 5-foot cube. You craft it from one of the following materials: acid, gaseous, wir, fey, fey tritium, gaseous solution, fire, hellebore, jasper, kraken, lily, morsel, mordenkainen, nugget, nugget talisman, ores, prisms, raiment, tawny branch, tawny tree, vine, vine sap, wyvern. You craft the weapon at 1st level and every four levels thereafter. You can only create weapons made from this material. Acid. The weapon produces a range of acid that is equal to the weapon’s damage, and it burns through any barrier that blocks it. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Mjolnir

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonliving being and imbue it with the power to cause one of the following effects. It has resistance

Mockingbird

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration,

Modding

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You reach into the mind of a creature you can see within range, placing an object within reach within range. The object can be any object created by the spell, prepared by you, or wrought by others. The object is difficult terrain and can be difficult to destroy. A stout, slender humanoid and a Huge or greater creature are your companions. When a creature of the chosen size or reach reaches the point of maximum reach toward the creature’s center and reaches into the bottom of the creature’s reach out to reach up to its own reach, the creature carries out the normal functions of any and all of the following functions at its command. The creature carries out the functions of any object that can reach into the creature’s reach and that can fit within its reach. Transmutation

Modification of Weather

Casting Time: 1 action
Range: Special
Duration: You temporarily alter the appearance and condition

s of a region, visible by visible light, such as a window, a campfire, or a grove of trees. The effect looks like a comic book cover or a casting of a spell, but it extends into all weather conditions, so long as the region is moderate to severe. You can use an action to alter the image by shaking hands with creatures you can see within 60 feet of you. You can alter the appearance of trees and shrubs in the area, as long as the trees and shrubs are present. The change lasts for 1 minute. While the spell is in effect, creatures can use their movement to approach you in a rosy direction, and you might be able to prevail over the creatures. If you don’t have a rosy vision, the image lingers in your mind. Evocation

Modify body

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a skeleton disappear into thin air. When you cast this spell, choose one or both of the following effects. The target disappears into the misty void—a 10-footradius sphere centered on a point you choose within range. You can cast the spell again only if you have the misty void cast again. You can move the target up to 60 feet in any direction. If the target moves over a pit trap, ramp, or other pit, the spell fails, and the spell automatically ends. When the spell ends, the target disappears, and the spell ends. Stunning Ray. If this effect applies to you, the target crumbles to reveal a hideous transformation that disguises creature features as snowflakes. Make your ranged weapon attack roll with advantage. On a hit, the target takes 3d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts affixed to the target increases by two for each slot level above 1st. Evocation

Modify earth

Casting Time: 1 action
Range: 30
Duration: Special

You place an imperfect surface on the ground that you can see within range. You can make the area as small as 1 mile square or as large as the square nearest you to the surface. The surface has five parts: a sphere of fine detail that fills a 60-foot cube, an inch of marble, a 10-foot-square corner, or a circle. Each part is opaque and has a covered area that is 50 feet square. If the surface is touched before the spell reaches its full extent, the creature is touched once before its effect ends. If the surface is touched after the spell has ended, the spell ends. When the surface is touched, a creature is targeted for its transformation. The target must make a Dexterity saving throw, taking 7d6 slashing damage on a failed save, or half as much damage on a successful one. The transformation lasts for the duration, and its damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Modify energy field

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to reshape the energy field created by a spell of 5th level or higher. Choose one of the following effects when you cast the spell. When the effect occurs, fill the ground in a 30-foot cube with magic Material Good energy radiates from you, and any creatures in the area must succeed on a Strength saving throw or be charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. created by magic 60 created by spell slot selection See Ability Slot 1 created by magic 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

Modify memories

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to reshape a creature’s memories. You make them match your own senses and learn about the world around you, its other members, the creature’s current status, and other creatures' current states. The target must be able to speak one language of your choice that you understand and understand. The target can have one or more of the following types of memories: • I remember that moment when the creature first attacked. • I recall the sound of the group fight. • I recall the smell of burning flesh or of bitter herbs. • I can recall how many times the creature has used one hand to influence a creature’s memory. • I can recall the feeling of holding the creature while it recites a memory of an event or sips a liquid from a vial that is held in one hand. • I can recall how many times the creature has used one hand to influence a creature’s memory. • I can recall how many steps the creature took to reach its destination. • If the creature is familiar enough to speak the spell, the creature recalls the feeling of being near the object while it recites a memory of an event or sips a liquid from a vial. A creature that can hear and recognizes you must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the spell’s duration. If you use your action to move the target 30 feet away from you, the target becomes friendly to you and can be contacted through your memory. Enchantment

Modify reality

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You become aware that reality is based on illusion and fabricated reality, based on the image of an object, a creature, or some other image. You can use your movement to move a fixed object, creature, or thing that you can see and that is within range, with or without senses other than your own. If the object you're grasping is no longer in existence, it is no longer real. A creature caught in the illusion can attempt to move the object by succeeding on a DC 15 Intelligence check against your spell save DC or by making an Intelligence check against your spell save DC. On a success, the creature can attempt to move the object up to 30 feet in any direction. The object or creature that can no longer be moved can’t move or be moved by attacks or effects. You can use your movement to temporarily hide the object or creature, such as by making a ranged spell attack against a creature within 30 feet of it. On a hit, the target takes 6d6 psychic damage. Transmutation

Modify Sand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You instantaneously dirt, stone, or a small quantity of vegetable matter within range. The material can be anything you choose within 1 inch of the area that you can see. You can then cause any of the affected items to float into the air, where it disappears. A creature’s speed is doubled, and it gains resistance to all damage except bludgeoning, piercing, and slashing. During the spell’s duration, the material can’t break armor, and it is immune to all damage except deafening. The spell ends if you cast it again. If you don’t end the spell before 10 days, you lose any resistance to it until then. The spell closes a spell slot and makes you immune to all damage except silence. While immune to damage, you can use your reaction to make a melee spell attack against the target. In addition, you have advantage on the attack roll if it starts or ends in an ability check. While immune to being knocked prone, you can move and remain prone while frightened or incapacitated. The target is protected from falling injuries and from falling debris. Conjuration

Modify Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack while you are casting this spell, the attack deals 1d6 + your spellcasting ability modifier. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Modify Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You strike a creature with a flurry of attacks. Hit or miss. The target rolls a 5 or higher. A successful attack returns the target to its normal form. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your attacks deal 1d6 damage more than normal. If you cast it using a spell slot of 4th level or higher, your attacks deal 1d6 damage more than normal. If you cast it using a spell slot of 5th level or higher, your attacks deal 1d6 damage more than normal. Evocation

Modify Vitality

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a corpse or other remains and imbue it with the power to restore vigor to a pool of vitality. Nothing can physically fill the corpse’s space, but it remains conscious and aware of all the damage it took and of any healing that was done. For the duration, any damage from a natural or manganese attack or a magic spell reduces the creature’s current vitality by 1 until it drops to 0 hit points or dies. A creature that has 100 hit points or fewer can’t be restored to life by an attack or an ability spell. Evocation

Modify Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You instantaneously clean an area of dirt or stone in the spell’s area that you can see within range. The area can be as small as 10 feet in diameter for up to 30 minutes. The spell can be activated only by using the clean water display. Transmutation

Modify Wood

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You instantaneously cut the bark off a tree trunk, an earthen vessel, or a container, and then you instantaneously move it 10 feet away from you in a circular fashion for the spell’s duration. You can move the tree trunk, an earthen vessel — a cube of wood with a 10-foot cube extending from the cube’s top edge 5 feet away — and an earthen container into any suitable location and into any unoccupied space created by the spell. A container moves only 5 feet before entering the spell’s space or leaving it. Transmutation

Mold and Earth

Casting Time: 1 action
Range: 60
Duration: 1 Day

For the duration, you have advantage on a Dexterity saving throw against the miasma of nature. Additionally, you can use your action to make a ranged spell attack against one creature of your choice that you can see within range. On a hit, the target takes 3d8 damage. Evocation

Mold and Fog

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You draw the mists of space in a 40-foot radius and turn them into bright, shadowy shapes. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Mold and Smoke

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

This spell summons a mass of smoke that ignites in a 10-foot radius at a point you choose within range. Until the spell ends, smoke can be destroyed by any means necessary to do so. When you cast this spell, you can change the smoke to a different form for each target that you target. It has its own hit point maximum and can’t reduce smaller than Medium size. If you target a creature larger than you, the target takes 10d8 fire damage. If you target a creature larger than 5, the fire damage increases by 10d8. Otherwise, the target takes 10d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from each of its two damage types increases by 2d8 for each slot level above 7th. Evocation

Mold and Thick Smoke

Casting Time: 1 action
Range: 120
Duration: 2 Hours

A blast of activity can tinkle your torch toward a point of your choice that you can see within range. The area is heavily wooded and heavily fortified, and exposed flames don’t move. You can extinguish the flames within the burning area and cause no damage. When you cast this spell, make the same attack roll against one of the three creatures that you can see within 30 feet of the target. Attack 1 Round This spell creates ten small harmless objects that appear in a 30-foot cube within range. Roll 4d8; the number rolled equals 10. The objects are otherwise identical to the target. When you cast the spell—and as long as it takes to create the objects—you can cause the objects to glow red-hot. They disappear when the spell ends. A creature can benefit from these glowing objects however it chooses, even if it isn’t using them. You can use them to make melee attacks, staves, maces, and so forth. If these objects cause any damage, the creature that created them retains her hit points. Transmutation

Mold Armor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a layer of fine, leather-like armor that protects you from light, fire, and undead damage for the duration. You can make the armor up to 180 percent as thick as a human hair, 20 percent as thick as a marble, 25 percent as thick as a crystal, and 30 percent thick as a serpentine armor covered in fine runes. The armor is simple armor that sheds bright light in a 30-footradius sphere in a 5-foot radius centered on the point where you cast this spell. The glowing runes are invisible, preventing vision-threatening effects from being cast onto the creatures eyesight. While affected by the armor, a creature can take only light damage on each of its turns. If the creature fails a saving throw against this armor before the spell ends or is replaced by a similar garment, the spell ends for that creature. If a creature would attack you with a melee weapon attack during its turn, the creature can repeat the saving throw against the armor. The spell can also end for it if it has any. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the armor increases by 1d10 for each slot level above 1st. Transmutation

Mold Armor

Casting Time: 1 action
Range: 60
Duration: 1 minute

You gain the ability to mend simple objects and other objects that are worn or worn by other creatures. You also gain the ability to mend any kind of magical item worn or worn by this creature. For example, if you are wielding a staff or spear and you are attacked by a ranged weapon attack, the attack deals an extra 1d6 necrotic damage to you and you take 1d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can mend up to two different types of magical items. You can also mend up to three different types of magical items at the same time. Transmutation

Mold Armor

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your body is made entirely of simple, simple equipment: a piece of long, flexible armor that is made of metal or stone. The body has simple features, such as the ability to have its eyes closed, a small hand, and the ability to use its feet for moves. The armor consists of two types: armor and shield. Armor requires no casting, and shield requires no casting. You choose the type of armor which you like best, as long as your choice has no effect on the combatant. You choose any type you like—shield, armor, or armorments. This spell has no effect on armor or shields, and you choose any type that fits within its general rules. This spell deals with armor and shields, which are both types of armor (and no more than one type of shield), and also includes armor and shields of similar level or type, which are similar in kind except for different types of shield. Additionally, as you choose, you can create and keep any number of simple armor types (like shields, armorments, and armor pieces) and shields that fit within the general rules, but no other types of armor. Each of these components is different; you must distinguish a different type of armor if your item fits within another type of armor, or your equipment fits within another type of armor, or there are multiple types of equipment in your inventory. You can create or keep any number of shields (including the ones you have), but your equipment is limited in how many of those pieces it can fit within each armor. Each shield consists of a piece of steel—the steel used by your weapon, for example—or a piece of leather. Each piece of this armor consists of a shield and a piece of light armor. You use the same equipment. Armor has 10 hit points—tanks, magic, magical defenses, and warding—and 30 hit points. It does not have armor. Whether this armor or any other nonarmor piece fits within an other piece of armor is up to you. Each piece of armor must have at least 10 hit points. When you cast this spell, your first hit point of the armor becomes the second hit point of the armor. At Higher Levels. You can use your reaction to cause one of the following effects, such as creating a shield in addition to being attacked, transforming into a shield of your own, or casting a spell as a bonus action: You gain resistance to acid, cold, fire, lightning, and lightning damage. You also understand the color of any armor that you cast and what its color is. This spell ends when it isn’t you

Mold Armor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a dead humanoid and imbue it with the magical capabilities that allow it to endure death. One creature that you touch becomes animated for the duration. This spell’s effect ends if you dismiss it as an action. As an action, you can move the animated target up to 30 feet to a fixed position within range. As an action, you can cause the target to animate again. It must finish its turn, or it can make a Wisdom saving throw. The spell’s duration is determined by the DM. The animus lasts until the target dies. If the spell’s spell ends before the target animates, its animus ends, and it falls to the ground if it is still animated. When the spell ends, the creature falls to the ground if it has still animus, and it is restrained by some sort of tether. Alternatively, you can cause the tether to automatically end if the target's animus is ever free, though it must be held down by at least one nonmagical rope. If you have the creature’s severed form and no tether, the creature doesn’t fall and instead moves up to 30 feet in a straight line until the spell ends. You can use your action to move the target up 30 feet in a straight line that carries the spell’s duration to the next succeeding round. If the spell requires you to use a bonus action to maintain control over the creature, such as by raising the target's speed to 30 feet, you can raise it by throwing. If you maintain control over the creature over a period of time, you can choose from any of the effects of which continue unabated until the target is no longer restrained. The spell can also restore the creature’s severed form if the creature is restored to life. Transmutation

Mold Armor

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch one diseased or diseased creature of your choice within range. The target suffers any reduction to hit points it has before you cast this spell. If the target fails a saving throw, it takes half as much damage and is diseased until it drops to 0 hit points, at which point it is restored to life and turned into good material for armor for the duration. Otherwise, the spell fails and the spell fails again if the diseased creature’s hit point maximum is less than the creature’s hit point maximum. It has the lowest hit points at the start of each of its turns, and the lowest maximum at the end. To cleanse the diseased creature’s body of all magical energy that it can create, you can expend one use of the diseased creature’s typical method of moving: ramming your foot down its length, working both ways along its body and blocking its path, and using your remaining movement to ram your other foot into its throat and suck it dry. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to twice the normal damage for that slot. Transmutation

Mold ball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create twenty-five pounds of loose material on the ground using a spell slot of 3rd level or lower. The material is a crude representation of reality, created using only the image created by the spell. The material can be anything you designate within range, but it can’t be divine or fabricated from stone. As long as you don’t damage the material, it doesn’t need to be in the material’s area. If you create the material using an action or a spell of 3rd level or lower, roll an additional 2d8 for the material. If the material isn’t already in the material’s area, roll it again using an action or a spell slot of 7th level or higher. If the material isn’t already in the material's area, roll it again using an action or a spell slot of 7th level or higher. If you create the material using an action or a spell of 4th level or higher, roll it twice using the same spell slot. For example, a creature that uses an action or

Mold beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mold of green, poisonous, or poisonous creatures that you can see within range. The creatures must be within 30 feet of one another and can be of different forms. Each creature must make a Constitution saving throw. It takes 3d10 poison damage on a failed save, or half as much damage on a successful one. The creature regains expended uses of its action on a new turn. It gains no benefit from this spell if it is no more than 30 feet away from you. If a creature attacks you with a melee attack before the spell ends, the attacker must succeed on a DC 20 Strength saving throw to end the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can shape a mold that weighs up to three pounds (your choice) and can’t exceed the minimum weight set by this spell. Transmutation

Mold beast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a mold that is 10 feet tall and weighs up to 500 pounds. The mold can be created up to 30 feet long by one human or a rat. The mold is an object created by the spell. It is a solid mass of rubble and rubble-infested dirt that fits inside a 5-foot cube. A creature that can’

Moldblock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one nonmagical object on the ground that you can see within range. This object must be cast in a spell slot of 3rd level or higher. Constructs and undead have a 50% chance to see the object when it is cast. Until the spell ends, the object is invisible to the target. Any creature that can see the object must spend 1 minute casting the spell as an object. The spell can be re-enchanted. The object must remain in place for the spell’s duration. The creature must spend 10 minutes casting the spell and must repeat this spell once. Conjuration

Mold Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature. The target’s magic mending powers are restored. If the creature is diseased or poisoned, its magic automatically prunes it to a crude simulacrum of its former self before rolling the creature back to normal condition. As an action, you can repair the creature’s magic mending powers. You can also mend the creature’s flesh and bone. To the extent possible, you can repair the creature’s soul and give it knowledge it didn't have when it died. When the spell ends, the creature recovers whatever magic it had restored. A diseased or poisoned creature can use an action to regain 200 hit points, or half as much damage, at the DM’s discretion. In addition, if the creature has 1 hit point and is struck by a spell or a blast of magic energy, it takes 1d10 radiant or necrotic damage, and it is blinded for 1 minute. During this time, its hit point maximum can't increase by more than 50. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher

Mold Breaker

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one undead creature, and the target gains a +1 bonus to AC and saving throws for the rest of its turn. The spell also fuses two common diseases that each affect a single creature, such as celestials, with another curse. The spells fail if the creature’s level is less than or equal to the level of the original curse’s level. For example, a cursed creature can’t become celestial by raising its level to 19, and raising its level to 20 would cause the celestial to become celestaric. Necromancy

Mold circle

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a nonmagical object that isn’t being worn or carried and that doesn’t have a slot. The object becomes an extradimensional object that can hold up to eight people. The object can be a simple, wooden box, a cylinder, a cylinder ring, or a cylinder with a slot of 2 or more. The object can be a container, a cylinder, a cylinder with a slot of 2 or more, or a cylinder with a slot of 5 or more. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can touch increases by two for each slot level above 1st. Transmutation

Mold construct

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a Huge pile of mud and mud (typically 1,000-2,000 pounds) at a point you can see within range. You make a slam of force using your spell slot. The creature that constructs the mud or mud is restrained, and it makes a Constitution saving throw to try to break the spell. It failed its save, and it is restrained for the duration. If the creature breaks the spell by moving too slowly, it is restrained for the duration. If the creature breaks its spell by moving so much as 10 feet over the spell's range that it falls, it is stunned. If the creature falls while it is unable to create its own way out of the restrained distance, it suffers only if it can do so. If the creature can reach out and touch the creature it bound to the mud or mud isn’t nearby, it doesn’t reach out to reach out to you. Conjuration

Mold construction

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You choose an area of loose earth that you can see within range and that fits within a 5—foot cube. You manipulate it in one of the following ways: - If you target an area of loose earth, you can instantaneously move it along with other structures created by the spell. This movement doesn’t involve enough force to cause damage. - You cause shapes, colors, or both to appear on the loose earth, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If you cast this spell once a day for one year, you can have no more than two of its non-instantaneous effects active while you use a spell slot of 2nd level or higher. Transmutation

Mold Earth500

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You conjure up one hundred giant-sized sections of

earth you can see within range as a wall of water for 1 minute. Each section can be up to 1,000 feet in height, 20 feet wide, and 10 feet deep, and can have up to twelve legs and have a weight of up to ten pounds. Each section is 4 feet high and 30 feet tall, and is composed of up to eight sections. A section can have up to two stories. The first section is the end state of the section’s space. The second section is the first half of the section’s space when you cast the spell. The section’s end state is that of a chamber, wall, or other structure (such as a pit or pit wall, a fort, or a fortress). The chamber is 1/2 square by 100 feet, and is composed of 6 or more stories, each of which is 4 feet high and 30 feet tall. Each section is contiguous by at least one room which is two stories tall and one foot wide, and that room is contiguous by at least one floor above it. When you cast the spell, determine what portion of a section it is in, if it is contiguous, how many feet they are, and whether it has any rubble. The spell determines the manner in which these sections are connected. If the section has any debris, including a scroll or other treasure or artifact, it must leave its area before you cast the spell to clear it. If the section is on a solid floor, the floors above the material are difficult enough for the spell, and the walls are heavily reinforced. Additionally, the spell deals no damage to the ground that the section is in when it is cast upon it (to the full height of the section’s space as far as the creature controls). The spell ends when the first spell-sized section of land is created, when the spell ends, or when the area has become completely covered by water. Transmutation

Mold earth moved to nearest new terrainankingDuration: Concentration, up to 1 minute

Casting Time: 1 action
Range: You cause up to ten feet of dirt, 3 feet in diameter, to form a 15-foot cube. For the duration, you can move up or down 60 feet in any direction. The dirt has resistance to nonmagical nonmagical damage, and it can be hurled up to 10 feet. If you move over a pile of rubble, you can move up to 20 feet in any direction. If you move a size category larger than A to Z, you can move the cube up to ANT-sized for that creature. The cube grows only if you have the animate object or nonmagical nonmagical noncreature traits perk active.
Duration: Transmutation

Molden Apparition

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You choose a piece of nonmagical precious metal that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - Using your action to push the piece up to 10 feet away from you, causing it to momentarily freeze solid. - Using your action to cause the piece to protrude out of the way to reveal a hidden passage. - Using your action to temporarily halt the flow of water in your westerly direction. If you are holding the piece up to the same hand, the creature can move through the passage as if it were flowing water. If you are holding it against the creature’s direction, the creature can only move through the passage if the hand is firmly closed. If the hand is loose, the hand releases the hand from the hand, leaving the creature to waken up if it withers. If the hand is in an object other than its being held up to the hand, the object is restrained by the hand. If the hand is in an object that isn’t being worn or carried, the hand releases the hand from the hand, leaving the object to waken up if it withers. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Transmutation

Molden Arrow

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause an arrow to crackle and crackle in a random direction within range. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Molden Arrow

Casting Time: 1 action
Range: Touch
Duration: 10 min

You touch a willing creature that you can see within range. The target takes 5d10 bludgeoning damage and is restrained until the spell ends. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Enchantment

Molden Beast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a mold or a beast of warding force within range. Make a melee spell attack with a mote of mottled stone against a creature of your choice within 5 feet of the mold or beast. The spell doesn’t target any creature. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from the target. The spell doesn’t target any Huge or larger creature. At the end of each of its turns, the target must make a Constitution saving throw or be pushed 10 feet away from the mold. When the spell ends, the target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Moldenberry

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a shimmering, emerald greenish-green plant that grows on one creature you can see within range. You can make the plant appear as a flower or thorny growth, as long as the creature can see it. While the plant grows, the target gains the ability to see invisible creatures in the area, and can see through the plant’s window. The plant’s surface area is heavily obscured, and the target can’t see anything beyond the target’s visible plane. Once per turn, the target can perform any action that requires movement. While the target is on the ground, the target can take damage equal to twice the target’s AC. The target also gains the ability to perform any action that requires concentration. Similarly, the target can’t perform any action that requires a casting of a concentration check. Evocation

Moldenberry

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You are blinded until the spell ends. Creatures blinded by this spell are forced to make Dexterity saving throws. The first time a creature takes this damage before the spell ends, the target takes 5d6 bludgeoning damage at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. Enchantment

Moldenberry Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-tall, 10-foot-wide puff of greenish-white smoke that lasts for the spell’s duration. When you cast the spell and as a bonus action on each of your turns thereafter you can move the spell circle up to 60 feet. Any creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, the creature takes 10d6 fire damage, or half as much damage on a successful save. The puff is harmless if on the ground or in a body of water. Evocation

Molden Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wave of magic energy crashes down on a creature of your choice that you can see within range. The target must succeed on a Strength saving throw or take 4d8 necrotic damage. The target also takes 3d8 necrotic damage from magical damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Molden Body

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a skeleton of a creature you can see within range. The skeleton is 100 feet long, 10 feet high, and weighs 30 pounds. The skeleton is friendly to you and your companions for the duration. The skeleton can be restored to life only by a willing creature or a simple action of its choice. The skeleton disappears when the spell ends. A skeleton created by this spell can be restored only by a willing creature or a simple action of its choice. The skeleton disappears when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size, weight, and speed of the skeleton become determined by how the skeleton fits within the current 5-foot cube. The skeleton is created with the best possible physical characteristics for the purpose of determining its size and shape. The skeleton is a creature, though it is a skeleton. A skeleton created with the same physical characteristics and special qualities as you for the purpose of calculating its size and shape is considered a creature. Transmutation

Molden Charm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a curse, causing a humanoid within range to become frightened for the duration. The target must succeed on a Wisdom saving throw or take an extra 1d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Molden Construct

Casting Time: 1 action
Range: 10
Duration: Until dispelled

You create an immobile, mummified and rotting construct that moves slowly, nearly immobile and immobile for 1 minute. The creature is weak, sickly and weak to other physical damage. Additionally, the creature is heavily damaged and has disadvantage on attack rolls, ability checks, skill checks and ability skill checks. The DM chooses the type of skeleton created by this spell: undead, fiends, goblins, liches, oozes, rakshasas, sages, vipers, fiends or any other creature created by this spell. The skeleton can be any size, shape or type. An immobile skeleton, a skeleton that is heavily damaged, weak and weak, or a skeleton that is heavily damaged and heavily damaged from any damage, becomes a Huge or smaller creature. The DM has the skeleton’s statistics, as well as its current hit points and hit points per level. The DM then creates a skeleton of the skeleton’s statistics, along with any statistics it has that are missing from the skeleton. A skeleton of this kind can be created only by a spell or other special spell, provided the creature is animated and can move freely. An immobile skeleton, the skeleton created by this spell, a skeleton created by a special spell, or a skeleton created by a special spell can be restored to its normal form. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one new skeleton for each slot level above 1st. Evocation

Molden Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a mold that sucks up moisture from the ground and turns it into stone. The mold becomes a solid, 10-foot-diameter cylinder. Each creature in the cylinder when you cast this spell must make a Strength saving throw. On a failed save, a creature takes 1d6 + 2d6 damage. On a successful save, a creature takes half as much damage. A creature that uses an action to make a Strength check succeeds. On a failed save, the creature must choose a new form. A creature must also make a Strength check to gain this benefit. A creature must take the first action of a new form when it makes this saving throw. Necromancy

Molden Curse

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell temporarily molds the remains of one creature that you can see within range into a cursed object. The target must make a Charisma saving throw. It takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can use your action to attempt to return the target to its original container, but the spell ends if you fail that attempt. Any creature that fails its save must spend its action as an action to attempt to retrieve the object. If the target is wearing armor or carrying a container, the creature must make a Strength saving throw. On a successful save, the creature regains the object it was wearing and is no longer cursed by this spell. On a failed save, the creature returns the item to its original container. If the container is a Medium or smaller object, the object is no longer cursed. If the object is a Large object, the spell ends if the object is worn or carried. If the object is neither worn or carried, the spell ends if the object is worn or carried. Illusion

Molden Curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral, wispy cloud of ice spreads out from a point you choose within range. The cloud is a harmless cloud with no visible surface. Until the spell ends, the cloud appears as a cloud of ice in an unoccupied space that you can see within range. The cloud also covers a space of up to 100 feet in a 30-foot cube, centered on a point you choose within range. The cloud disappears when it drops to the ground. When the spell ends, the cloud disappears completely. A cloud of ice that hits or misses a point must succeed on a Dexterity saving throw or be pushed 10 feet away from it. A cloud of ice that hits or misses a point that is visible within the spell’s area must succeed on a Strength saving throw. A cloud of ice that hits or misses a point that is visible within the spell’s area must succeed on a Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Molden Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make a hand gesture that is difficult terrain that lasts for the duration. The hand should be centered on you. You can also make other hand gestures as long as the hand is pointing at a target within range. The target must make a Dexterity saving throw. It takes 10d6 bludgeoning damage, or half as much damage on a failed save. On a successful save, you are stunned. On a failed save, you take half as much damage. If the hand is in the air, you can use your movement to push it up to 60 feet away. If the hand is in the air, you can use your movement to push it up to 40 feet away. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can direct the hand to move up to 30 feet in any direction. Illusion

Moldenkainen

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create one of the following effects when you cast this spell. The spell has no immediate effect during the casting time. The effect lasts for the spell’s duration. The effect can be turned off in the spell’s menu or in your spellbook. If the spell enables one creature to become a mote of manticore fur, it disappears without a trace. The spell creates no ill effects on the creature. The spell’s DM determines the effects of the effect by rolling a d4. Each creature affected by the spell has his or her own turn to make its own mental and visual decisions regarding the effect. The DM makes this roll when casting the spell on the same creature each day for a year. Finally, the DM makes the mental image that makes up the mental image for each creature affected by this spell’s effect when it appears in the DM's statistics. The changes made to the effect don’t last. At any time after casting the spell, the DM makes a new mental image. At any time during the spell’s duration, you can have up to three of these effects affected at a time, and you can dismiss such an effect as an action. Transmutation

Moldenkainen

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a thick fog on ground that lasts for the duration. Each creature in the area must make a Constitution saving throw. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. The fog spreads around corners. Each 5-foot-deep corner of the fog, other than the opening that opens at the top of each level, is filled with smoke that lasts for the duration. The smoke can be extinguished by reaching for a nonmagical torch in the area. At the start of each of the creatures turn and repeat the damage round. A creature that takes this damage during its turn falls prone and must make a Constitution saving throw. On a failed save, a creature takes 1d8 cold damage. On a successful save, a creature takes half as much damage. At the end of each creature’s turns, it takes only half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Molden's Blessing

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

This curse grants a cursed creature 10 years of pure, harmless power for the duration. A creature that is cursed with this curse takes on the form of a human, a warded, or a undead creature, an ill or an fiend. While the creature is cursed, it can be charmed, or cursed with a +4 bonus that can result in a +1 bonus to AC, a +4 bonus to AC against spell damage or knockdowns, or a +2 bonus to AC against attack rolls, saving throws, and skill checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can also choose a new target for the spell within range, though it must remain within 10 feet of itself. Make a Wisdom saving throw against a target. A target takes 1d4×10 feet of damage on a failed save, or half as much damage on a successful one. On a success, you restore 2d4 hp. The hit point maximum for the curse is 5d4. Evocation

Molden's Haunting Winds

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 60-foot-radius sphere of shadowy air that lasts for the spell’s duration. The air is 10 feet in diameter and 10 feet high, and it ignites bolts of lightning that deal 5d6 lightning damage to a creature within 60 feet of you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Molden Soul

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A skeleton appears in a place you can see within range. The skeleton can’t be larger than Medium or smaller than Medium. The skeleton remains for the duration, and you choose an area within the skeleton’s space that you can see within range. The area is in a spot no larger than you and doesn’t have to be within an area of other creatures. The area is unoccupied. The area’s distance from you is equal to or less than the area’s distance from you from a point you can see within its space. The area can’t be more than 10 feet (1 meter) wide. The area can be up to 60 feet (8 meters) long, up to 30 feet (4 meters) wide, and up to 100 feet (60 meters) long. A creature that enters the area for the first time on a turn must make a Strength saving throw against the spell. On a success, the spell ends. The spell remains in its area for the duration. A creature can use an action to cause this spell and all its spell slots to be restored to full health. The spell ends if the spell’s target dies. This spell ends if the spell ends as a bonus action. Conjuration

Molden's Ward

Casting Time: 1 action
Range: 300
Duration: 10 minutes

You create a shield that illuminates for ten minutes. Choose a nonmagical element. Choose an invisible element that you can see, that you can see, or that has no special abilities. The shield is covered in silver and bright ruby, and it contains a shield of magic that lasts for the duration. At the end of each of your turns, you can remove the shield from the target. Otherwise, you are cursed with this spell for 1 minute. Divination

Molden Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one spring, plain, or tumbledow-like, and you cause it to grow slowly, dark green to lightly shimmer, and green to lightly shimmer gray. The spell’s duration is concentration. When you cast this spell, you cause the spell to grow dimly green in color. At the end of each of your turns until the spell ends, you can repeat the attack and damage rolls of all creatures you can see within 30 feet of you. Evocation

Moldering Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a melee spell attack against a creature within 5 feet of you. On a hit, you target one of the targets. The target takes 3d8 bludgeoning damage (your choice) and is restrained. The restrained creature must make a Dexterity saving throw. As a bonus action on your turn, you can move the target up to 20 feet. On your turn, you can move the target up to 10 feet more straightaway. Conjuration

Moldering Blade

Casting Time: 1 action
Range: Touch
Duration: 30

Instantaneous A blade streaks toward a creature you touch, moving with it as it hurls out of the ground in a direction you choose. The target must succeed on a Wisdom saving throw or fall prone. The target takes 3d6 slashing damage on a failed save, or half as much damage on a successful one. Necromancy

Mold Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You reach into the past, present, and future of one creature and make it appear in any dimension it is on. Make the creature’s location contingent on the presence of a particular object, spell, or other force within range. For example, if you target a creature that is no longer on the same plane of existence as you, you can assume the creature is stuck there and attempt to contact its creator at any time. The spell fails and prevents the creature from entering the past, present, or future, depending on the DM’s preference. The creature could, however, remain in its current plane and continue its journey there based on the alignment of the target and

Mold Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create mold that reaches to the air and sheds darkvision to you. Until the spell ends, the creature’s speed is halved, it gains a +2 bonus to AC, it gains resistance to cold damage, and it gains resistance to fire damage. If it enters the spell’s area for the first time on a turn or starts its turn there, it is drawn into the mold, which has 1 foot in diameter and is capable of moving and slashing like some other creature. While drawn into the mold, the creature uses its action to make a Strength or Dexterity check. On a success, the creature’s speed increases by 1 step, and it doesn’t have to move if it can’t move. While drawn into the mold, the creature uses its action to make an Intelligence or Wisdom check. On a success, the creature w ho depues a journey across the multiform land toward its

Mold Faith

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create some sort of sacred altar in an unoccupied space that you can see within range. The altar serves as a symbol of life and divinity in some form or another, but it doesn’t have to be a sacred altar. A sacred altar might be dedicated to a god (such as Strom), a god’s family (such as Strom's), or another celestial (such as Strom’s granddaughter), a divine symbol (such as Strom’s great-grandmother) or a mundane (such as Strom’s great-grandmother) that no longer serves the entity that created it. When you cast the spell or use its overload command, you can choose a different consecrated altar for each slot level above 5th. The altar can hold up to 500 pounds, and it emits a faint blue light when it strikes a creature. While the altar is glowing, a creature can make a Constitution saving throw. A creature succeeds by making its saving throw against the altar’s harmless magical effect. A creature affected by the effect can use its action to make a Constitution saving throw against the altar’s harmless magical effect. On a successful save, the casting of this spell ends for that creature. Divination

Mold Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a simulacrum of yourself that lasts until the spell ends. This simulacrum is an illusion, and it can’t be dispelled by dispel magic. It remains for the duration, but it becomes a simulacrum by the spell’s end. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 day for each slot level above 5th. Necromancy

Mold Faithful

Casting Time: 1 action
Range: Touch
Duration: 24 hours

For the duration, your body is rendered inert and your magic defenses suspended by thick mists of magma that protect it. Until the spell ends, a creature in the area assumes half-form as your Medium or smaller Medium cousin until the spell ends, at which point the creature transforms, casts the spell, and then dies. This spell ends the extent of your physical illusion, if you chose, if your body becomes inert; this spell ends if you cast this spell again. You might end up in a state of suspended animation, suspended animation ending abruptly if you move or if you use your action to move as far as possible from where you cast the spell. To determine whether your body is in suspended animation, place an object, object of greater size than your hand or any object that is still attached to your body (such as a staff, dagger, or spear) within 30 feet of it. You can determine whether you are in suspended animation by looking to the top left of the spell’s text in a manner similar to a magic circle spell. If you cast the spell and make a melee spell attack against a target in the effect area of a ranged spell using your spellcasting ability, the spell can affect the target as if it had cast the spell and cause the following damage (your DM might add this to the attack's damage rolls):An incorporeal target can’t perceive or understand other creatures. Additionally, the target of this spell can’t speak or use sounds. Transmutation

Mold Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering, multicolored barrier springs into existence on a spot you choose within range. It is difficult terrain, and it can’t slope or fall. Until then, you and you may cast this spell on the same two of its different layers at the same time. You choose which layer to banish if it is visible, which layer to leave transparent, and which layer to leave opaque. Transmutation

Mold Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and grant it faith in your power. Until the spell ends, that creature has resistance to necrotic damage, damage that can’t be blocked, and disease damage. It also has vulnerability to certain effects, such as slashing damage, that can’t be prevented through otherwise magical means. You decide exactly how much damage the target takes until the spell ends. The target can also be subject to curses and other ill effects, which must be dispelled through a source other than magic. If the target falls unconscious, its mind becomes subject to the effects of those curses, and if you cast this spell multiple times, you can have up to three curses inscribed on it at a time, requiring concentration to continue. At each casting, you decide what effects and curses the creature might take, how those effects might be affected, and what they might be called for an alchemical druidic ritual. Choose one enchantment for which you cast this spell: celestials, elementals, elementals of plants or the sort usually found in fey, elementals of water, elementals of ice or water elementals of air, celestials of the sort usually found in fey, elementals of cold or fire, elementals of sign (such as those of the mistletoe tree), elementals of poison, or animagi, each of which is dedicated to one creature you designate. You also consecrate one creature or object you choose for that purpose, such as a ring finger or a staff, in accordance with how you see fit. The spell fails if you cast it in the same area over and over again, if you don’t have multiple targets, or if you cast it in a certain way every time you take a long rest. The spell can’t communicate if it has low level spell slots, if it requires a

Mold Growth

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You create a 20-foot cube of masonry that resembles a thick, waxy, solid rock. The cube is 10 feet tall and weighs 10 pounds. The cube is 100 feet long and 10 feet wide. The cube must not be more than 10 feet in diameter. The cube can be made up of up to six masonry blocks, each 5 feet across and weighing 10 pounds. Each block has an area of 7 feet x 7 feet. The cube can’t be more than 2 feet in diameter. The cube can be destroyed by a successful blast. A creature that can’t be affected by this spell can’t break through the cube’s surface. The cube can’t be more than 10 feet in diameter. The cube can be destroyed by a successful blast. Conjuration

Mold growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 6-foot cube of thick, dormant growth on the ground in a spot you can see within range. The growth lasts for the duration or until you use an action to cause it to grow again. When the growth appears, it

Mold Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a pale, earthy body of water that fills a 30-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage and is blinded until the spell ends. This spell’s radius is equal to the spell’s area of effect. On a successful save, a creature is unaffected by this spell. The spell ignores armorments or shields created by nonmagical weapons, such as the laceration or acid arrow. Evocation

Mold Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a thin sheet of magical energy that lasts for the spell’s duration. The spell lasts for the duration. You can use a bonus action on each of your turns to create one of the following effects. You can also make a new effect of any effect that starts before the end of your next turn. You can also make a lasting effect of any spell that starts before the end of your next turn. The spell has no cumulative effect on you. The spell doesn’t need to be stored or worn by you. You can make a new effect of any effect that starts before the end of your next turn if you like. The effect has no cumulative effect on you. You can make a lasting effect of any spell that starts before the end of your next turn if you like. Conjuration

Mold Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create the remains of a humanoid or a beast within range, shaping it into different fey, magic beast, fey spell, fey nonmagical beast, fey undead, or fey greater fey. It has a hit point maximum, AC, and hit point drain maximum, as well as a missing piece of gear. The piece of gear can contain up to six equipment pieces, or it can contain no pieces at all. You can have up to three fey spells in a piece. The fey piece also contains magical energy that can be diverted to create feasts and defenses. This fey creates fey creatures where you’re located (within 10 feet of me), within 30 feet of a place you choose, or within 30 feet of a mausoleum. This fey creates feasts and defenses. At the start of each of your turns after you cast this spell, you can use your action to create a small distraction within 30 feet of the place you chose for feasts and defenses. The distraction lasts for the duration, but the creature doesn’t take reactions and can be targeted by spells or magic items. If the place you choose has a common entrance and a common entrance into the temple, the fey creates the entrance in the temple. Each creature ’within 30 feet of the common entrance and within 30 feet of the place you chose must make a Strength saving throw. On a failed save, the creature falls prone and takes 7d6 bludgeoning damage, or half as much damage on a successful save. Conjuration

Mold Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range and that can make a Strength or Dexterity check (your choice) against your spell save DC. The target’s growth is harmless. Until the start of your next turn, that creature can’t exceed the growth’s normal size. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Mold Growth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A giant, 10-foot-deep pit appears in the ground and lasts for the duration. The pit can be up to 60 feet long, 15 feet high, and 20 feet thick. Each creature in the pit must make a Dexterity saving throw, taking 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause a pit to expand to a depth of up to 20 feet. The pit can be up to 30 feet deep. Evocation

Mold hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 10-foot-by-10-foot sheet of opaque magic-infused force with which to shape an object you touch. The spell does little to alter the shape of any object that is touch, and you can use this spell to shape a nonmagical object that isn’t being worn or carried. Object. If you possess an object that isn’t being worn or carried, you assume the creature’s form of the object and assume all its statistics. The creature returns to its normal size when you cast the spell using a spell slot of 3rd level or higher; if the creature isn’t wearing or carrying a object, you assume the creature has the same type of clothing, weapon, or equipment as the object and that it can’t be charmed. When the spell ends, the spell ends. Illusion

Mold hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, the hand of a nonmagical humanoid you can see within range becomes a miniature of you. The hand moves with you, and creatures you can see within its space are unaffected by its movements. The hand grows in size from the base of the humanoid to the size of a fist. If you cast this spell multiple times, you can have multiple fingers in the hand at the same time. The hand is magically permanent, and you choose how you wish to store the hand within it. You can store up to 100 pounds of the hand in the palm of your hand, or you can store up to 100 pounds of the hand in the palm of your hand and maintain the spell for 5 days. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can issue a command to the hand of up to one non-magical humanoid you can see within range. The hand must be within 30 feet of you. Nonmagical creatures must also be within 30 feet of the hand. The hand can’t be charmed, frightened, or possessed by a human. Conjuration

Mold hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a hand of magical force that acts as a shield against physical attack. Until the spell ends, the hand can’t be targeted by a ranged weapon attack. You can use your action to dismiss the hand and have it disappear. The hand becomes a spectral hand with a 10-foot radius. A spectral hand is a hand of stone or mud with a Strength of 5 or lower and a 5-foot cube. If the hand is larger than 5 feet, the spell ends. The hand can be pulled up to 20 pounds, but it is vulnerable to bludgeoning, piercing, or slashing damage. The hand can't be worn or carried. The hand doesn’t need to be on the ground. While the hand is on the ground, you can use an action to cause the hand to tremble as a bonus action. You can’t move the hand more than 10 feet away from you. Illusion

Mold magic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and cause it to become a mold. The creature is Medium in size, has a speed of 30 feet, and can move at 50 feet per level. You can dismiss this spell with a straight line, but it must be on the same plane of existence as the creature. The mold is an illusion created by the element of surprise and can be suppressed (by means of dispel magic, for example) and thus suppressed. Transmutation

Mold prison

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a small area on the ground that you can see within range. You cause one Medium or smaller construct to become a simulacrum. The simulacrum is a creature of Medium size or smaller. It obeys your spoken commands, looks like it is affected by your spoken command, and doesn’t do anything harmful to you. The simulacrum is hostile toward all creatures and must be neutralized before it can do anything. A true necromancer uses this spell only as a last resort. The simulacrum can't be destroyed or otherwise damaged, and any creatures or objects damaged by this spell are lost to the DM. Conjuration

Mold prison

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell confines creatures that have an Intelligence score of 6 or less to a prison made of stone and woven with tangled vines. The prison fills a 40-foot cube and lasts for the duration. Each creature that starts its turn in the prison is transported to a cell outside it

Mold prison

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You plant a prison on the ground that lasts for the duration. You choose a point you can see on the ground within range and make a melee spell attack against it. If you hit, the prison shrinks to 1 cubic foot (2.5 inches). You can create one additional prison at a time around the same spot on the ground as you. This illusion creates no longer visible traps or obstacles. When you create a trap, create one at the beginning of each of the creatures next to it, and repeat until the illusion triggers an action to break it. Choose two objects you can see within 30 feet of each other, or move the pieces of a trap up to 60 feet in a straight line. You can break the trap by moving a sufficient distance between you and the piece to connect it. The pieces can be apart and connected only by magical means. If you break the trap or activate a trap creator in a place that can be activated from outside the dome—such as using an action to break an open trap and cause a glowing orb to leap from the edge of the trap—the lid is snapped shut, and the spell ends. Evocation

Mold prison

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a 10-foot-deep pit inside a solid stone or mud structure that has a diameter of 60 feet. The pit is 1 inch thick and is 1 foot deep. The pit can be turned into a cage and a

Mold prison

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of mud on a point of your choice within range. The sphere moves in a straight line up to 60 feet per 90-foot cube. The sphere remains for the duration or until a wind of 25 miles per hour (25 mS to 40 mS) disperses it. The sphere is impermeable and floats in the air for the duration. An attacker is limited in how far it can move and has disadvantage on attack rolls against creatures that can move more than 60 feet away from it. The sphere is difficult terrain. It can’t pass under buildings, unless its weight can carry it, or pass under freeways that are wide enough to allow vehicles to pass. The sphere is difficult terrain and can’t pass under buildings, unless its weight carries it, or pass under freeways that are wide enough to allow vehicles to pass. Immolation. The sphere suffocates creatures that are too weak to reach the surface. The sphere suffocates creatures that are too weak to reach the surface. The sphere increases the condition of an area of water that you can see by up to 20%. Transmutation

Mold prison

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 15-foot-radius, 20-foot-deep pit filled with stone. Each creature in the pit must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit remains open for the spell's duration. As it becomes larger, the pit becomes more difficult for it to move. A creature must make a Dexterity saving throw each time it enters or leaves the pit. On a failed save, a creature is restrained, and the spell ends. A creature that has been restrained by this spell can make another creature’s saving throw at the end of each of its turns. A creature restrained by this spell can make a Wisdom saving throw at the end of each of its turns. On a successful save, a creature is no longer restrained by the pit. It is no longer possible to cause a creature to be trapped by the pit. Transmutation

Mold prison

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a stone cell, a cube of stone with a diameter of 60 feet and a height of 60 feet. Each cell is composed of a cube of stone equal to the cube’s height. At the time of casting the spell, any creature in the cube when the cube is created or the cube is moved by other means must make a Dexterity saving throw. On a failed save, the creature takes 4d6 force damage, or half as much damage on a successful one. The cube’s height is the determining factor in determining the creature’s size. When the spell ends, all creatures in the cube are reduced to 0 hit points. If a creature is moved more than 60 feet from the cube, that creature must make a Dexterity saving throw. On a failed save, the creature takes 4d6 slashing damage, or half as much damage on a successful save. At the end of each of its turns, that creature can make a Strength saving throw. It takes half as much damage on a failed save and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Mold prison

Casting Time: 1 action
Range: 60
Duration: 1 minute

Grasping a small pit or pit of earth, a mold green or red light bursts from a point of your choice within range. The weapon’s hole are Medium constructions. Whenever a creature, creature’s weapon or weapon pits a different shape or dimension from another, it makes a new attack roll against the hole and can make a new Strength saving throw against it. This makes the weapon resemble a regular weapon, albeit manufactured differently. Also, whenever a creature in the pit hits a target with a melee weapon attack while the weapon is gripped or held by the pit’s shapechange, the creature must roll a d10 to change its weapon’s hole’s damage type. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Mold prison

Casting Time: 1 action
Range: 60
Duration: 24 hours

A prison made of magical force composed of fine gemstone bound together by a string of magical threads rises from the ground and reaches a height of 300 feet. The prison fills a 5-foot cube. When the prison appears, each creature in it must make a Constitution saving throw. On a failed save, a creature can’t take reactions and is restrained in the prison for the duration. The prison’s ground is difficult terrain and is 40 feet on each side. Any creature restrained by the prison web can make a Wisdom saving throw against its spell save DC. On a successful save, the spell ends. A creature restrained by the prison web is expelled from the prison through a narrow opening in the upper part of the prison. This passage, however, is blocked by a solid wall of magical force. Beyond the prison is a small, dimly lit chamber filled with whirling blades and a thin, shadowy door. In this chamber, an invisible guard is impossible to reach. When an evil spell is cast on the prison, that spell fails and the magical guard vanishes. The guard emits a cacophony of squeaks to warn others of its presence, while the spells it cast and the direction it passes create a hostile environment for other creatures to wilt

Mold prison

Casting Time: 1 action
Range: 60
Duration: Concentration

Mold prison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A mold-shaped pit appears on the ground in a spot you choose within range. The pit is 1 inch thick and can be up to 40 feet tall. The pit’s area is heavily obscured. As a bonus action, you can move the pit up to 60 feet in any direction. The pit remains until the spell ends or the pit is destroyed. A strong wind (at least 10 miles per hour) disperses the mold in a 10-foot-radius, 10-foot-deep hole 10 feet wide, 20-foot high, and 20 feet deep, 10-foot high, 20-foot high, or 20-foot high. The diameter of the hole is 10 feet. The pit is so thick it blocks wind. Any creature moving in or out of the pit must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. As an action, you can cause the pit to burst with radiance. You can move the pit up to 60 feet in any direction. If the pit is moved more than 60 feet from you, any creature that starts its turn there must succeed on a Strength saving throw or become blinded until the spell ends. Evocation

Mold prison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to bind a creature within an illusory cell that lasts for the duration. When the creature enters the illusory object’s space within 1 minute, the object falls to the ground, and the spell ends. The object can be restrained, though it must be nonmagical in nature. If the restrained object is too large to hold a creature, the spell ends. The object you choose for what it is made or object type (and what kind) strikes you as particularly wicked. The creature is restrained, the DM determines by how much light it sheds when you cast this spell. The creature is conscious and aware of whatever he or she is holding, and can make a Wisdom (Perception) check against your spell save DC as

Mold prison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an illusory prison composed of tough metal bars made of thin, gray, or black metal. When a creature enters the image, it is bound to its physical form until the spell ends, and the image remains for the duration. The bound creature isn’t undead, and it can be evaded by other creatures as a bonus action on each of its turns. It must make a Wisdom saving throw, taking 5d12 fire damage on a failed save, or falling prone. The spell ends for a creature that fails its save against falling prone. Whenever a creature successfully saves against falling prone or the spell ends, it can repeat the saving throw. It can take a new creature saving throw at the end of each of its turns, ending the effect on itself on a success. A creature w ho harms a creature bound to its physical form by the illusion, causing it to become an undead creature. The spell ends for a creature bound to a different form, such as a creature bound to the w mad plane, for any reason beyond the creature’s normal control. Illusion

Mold prison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create or mold a prison within range on a creature you can see within range. Until the spell ends, you can use a bonus action to cause the prison to become translucent and flammable, as if it were metal. The prison is a translucent stone—up to 40 feet tall and 10 feet high—that has AC 5, 5 hit points, and a diameter of 16 feet. The prison can be breached or restrained, preventing it from falling to the ground or, worse, being pushed against a solid surface. The prison obscures an area of floor space that a Large or smaller creature can see and that is up to 30 feet wide. The prison also extends beyond the spell’s area, preventing it from passing through a body of water or entering a trap. A creature that has already been charmed by a lich (a minor lich is an undead that isn’t charmed) or made a lich’s level of 2nd level or lower can’t be charmed by a lich. Because of this vulnerability, a creature that has been charmed by a minor lich can’t leave the prison and is barred from entering it by the lich’s level. Thus, a charmed creature might not leave the prison, but it might escape or somehow escape by climbing out of the prison. Conjuration

Mold prison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A prison of bones and dirt appears at a location within range that you choose within range. The prison is difficult terrain and is made of 10-foot squares. Any creature in the prison whose blood it spills is killed instantly. Creatures killed by this spell are blinded and deafened in appearance. As an action, you can cause the prison to become diseased, rotten, or mollustrophobic. This spell has no effect on construct types or Medium or smaller objects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Mold prison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 20-foot-high cylinder of earth and stone in the space that you can see within range. The cylinder is heavily guarded. Roll 6 d10 and the area is heavily obscured. The area is 10 feet square, and the DC equals 10 + the area's size. You can make a single attack with a Large or smaller cylinder against the target. If the target comes within 5 feet of the cylinder, it must make a Dexterity saving throw, taking 9d10 bludgeoning damage and being pushed 5 feet away from you. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 5 feet away from you. After the creature makes its saving throw, the creature can repeat the saving throw, ending the cylinder on a different surface. If the cylinder is too large for a creature, it disappears and creatures that occupy it as objects, such as those in the space created by a pit, pit trap, or wyvern pit, can't be pushed into it. If the cylinder is too small for a creature, it doesn’t die and creatures that occupy it as objects, such as those in the space created by a pit, pit trap, or wyvern pit, can't be pushed into it. Evocation

Mold prison

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mold of stone on the ground that remains for the duration. When the spell ends, the stone becomes inert and remains for the duration. Any creature that starts its turn in the mold must succeed on a Strength saving throw or take 1d6 cold damage. The spell ends for a creature that failed its save against this spell. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Mold prison

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A prison of stone, 40 feet long and 5 feet wide, was created on the floor of a large stone chamber on the other side from the entrance. The entrance was made out of thin and crudely made blocks of stone, and it opened up to allow passage into the prison. The walls were made of thin plaster and had panels that extended down the length of the chambers chambering chambers of stone. Each panel was made to have a capacity for an extra 10 pounds of ammunition and a weapon—up to a maximum of six weapons at a time. Each panel could hold up to twelve creatures. Each panel was secured by three bolts connected to a barbed metal chain at the end of each panel. The bars held the bar without damage. The bars were made from strong blue-green acid that burned for 1 minute per creature within 5 feet of the entrance. Each creature that was within 5 feet of the entrance or that was within 5 feet of the entrance or that was within 5 feet of the barbed bars failed to make a Dexterity saving throw. On a failed save, the creature takes 4d6 necrotic damage and is restrained by the bars. The acid can pass through the bars and into the creatures presence, suffocating them and causing the creatures' skin to turn a dull gray. If the creatures’ bodies are occupied or the acid can’t be removed from them by a creature, the creatures take 1d6 necrotic damage, and the creatures are restrained by the bars. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a 10-foot-radius sphere of swirling, acid-infested water centered on a point you can see within range. The sphere can’t pass through barriers, and it can't contain more than 10 creatures at a time. A creature that can see the sphere can’t see an object or pass through a door that was unlocked while the spell was in effect. Evocation

Moldrathois

Casting Time: 1 action
Range: 60
Duration: 2 Days

You create a portal that is 20 feet in diameter and 5 feet high. The portal opens in a 50-foot cube on the ground and is 10 feet wide and 5 feet tall. Until the spell ends, the portal can be made up of any unoccupied spaces that you can see within range. The portal appears on the ground and is centered on you. The portal can be opened by using one of the following spells: dispel magic , dispel necromancy , or dispel entangle. dispel water magic , dispel cold magic , or dispel fire magic . dispel water elemental magic , dispel water elemental elemental elemental elemental elemental elemental elemental spell. Conjuration

Mold Remover

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a tiny, debilitating effect that takes effect even when you aren’t in the use of the spell. You take 1d8 necrotic damage for each 4 pounds you add to your weight. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Mold resistance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a thin waxy layer of masonry on a solid surface where a creature of your choice can’t pass. The layer covers the entire surface of the place, up to 20 feet thick. The layer is difficult terrain, and you are immune to being frightened. A creature in the layer has disadvantage on attack rolls, ability checks, and saving throws. Transmutation

Mold resistance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with a strong bond that extends up to 5 feet. The target sheds moleskin and grasseskin-like growths in the ground in a 10-foot radius. Until the spell ends, the target sheds moleskin and grasseskin-like growths in the ground in a 20-foot radius, and the ground in that area becomes difficult terrain until the spell ends. This spell also damages plants, trees, and other moleskin- and no growths have any effect on you. The ground in the area becomes muddy and difficult terrain until the spell ends. Transmutation

Mold Skeever Shell

Casting Time: 1 action
Range: 300
Duration: 8 Hours

A shimmering, translucent shell appears on ground within range to protect a creature or construct from harm. The shell is opaque and lasts for the duration. It protects creatures, constructs, and undead alike from light and damage. The shell protects against magical damage, magic missile damage, and ranged weapon damage. When a creature enters the shell for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 1d8 fire damage, or half as much damage on a successful save. When the shell appears, the creature must use its action to move into the shell and extinguish the fire. For the shell’s full duration, the creature must use its action to move into the shell and extinguish the fire. A creature must use its action to move into the shell when the spell ends. If the shell starts its turn with more than one creature within 5 feet of it, the creature must choose a new creature within 5 feet of it or move into the shell if it does. A single piece of flying debris (snowballs, bolts, or other projectiles made of wood, snow, bark, or other granular matter) each carries the piece with it, while other pieces don�

Mold Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 15-foot-radius sphere of magical energy centered on a point you choose within range. The sphere remains for the spell’s duration. When you cast the spell, choose one or both of the following effects when you do so, which deal additional damage when combined with the other effects described below. At Any Other Level. If you cast this spell using a spell slot of 4th level or higher, the spell fails and your spell fails automatically if it’s already on the target. Conjuration

Mold Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a soft, transparent sphere that has a 50-foot radius and has a 5-foot-diameter sphere centered on it. The sphere is a solid, opaque sphere with a diameter of 10 feet. The sphere can be moved by simple means. As a bonus action on each of your turns, you can move the sphere up to 30 feet in any direction. The sphere can’t move more than once. Until the spell ends, you can use a bonus action to cause the sphere to shake and to cause the sphere to disappear. Any object, spell, or weapon that is in the sphere can't be moved or struck by it. While the sphere is in motion, objects, or magical effects that could harm it or harm nonmagical objects in it (such as poison, disease, or magic missile) can’t be used to move the sphere. Transmutation

Mold Sphere

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a sphere of strong, translucent force in an unoccupied space that lasts for the duration. The sphere moves with the target and explodes when it hits or misses. This spell has no effect on plants or magical objects. A creature in the sphere is restrained by it. The sphere is a solid mass of air, 50 feet thick. Any creature or object that touches it can’t be affected. Any creature or object that falls into the sphere isn’t affected. A creature or object can't be on the sphere. The sphere is difficult terrain and can be difficult to reach. The sphere lasts until the spell ends or when a target leaves the sphere. Enchantment

Mold Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A small, transparent sphere of mold spreads out from a point you choose within range. The sphere is harmless to all creatures within 5 feet of it. It doesn�

Mold Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A sphere of swirling, floating, translucent force springs into existence in a 20-foot-radius sphere centered on a point you can see within range. The sphere appears in unoccupied spaces that can’t be more than 10 feet wide. The sphere is a 25-foot-diameter cylinder, with a diameter of 5 feet and a mass of 10 pounds. The sphere is a cylinder with a diameter of 10 feet and a mass of 10 pounds. The sphere is a cylinder with a diameter of 10 feet and a mass of 10 pounds. Each creature in the sphere must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this spell has its speed halved until the spell ends, at which point it becomes diseased and must use an action to regain full hit points. Evocation

Mold Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of mold-like force in a spot you choose that isn’t occupied by anything. The sphere remains for the duration. The sphere can be damaged or destroyed by melee or ranged weapon attacks, and it can’t be moved by any means. The sphere is inert and remains for the duration. Any creature that starts its turn in the sphere must succeed on a Strength saving throw or be pushed 10 feet away from it by a creature that can reach the top of the sphere. A creature must make this saving throw each round, after the spell ends. The sphere can be damaged or destroyed by melee or ranged weapon attacks, but it can’t be moved by any means. The sphere can be damaged or destroyed by melee weapon attacks, but it can’t be moved by any means. As a bonus action on your turn, you can cause the sphere to erupt, sending out 10 bolts of force in a horizontal direction you choose. Each bolt deals an extra 1d6 force damage to you. At the end of each of the last 10 rounds, the sphere erupts again, dealing an additional 1d6 force damage to you. Conjuration

Mold Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 5-foot-diameter, 10-foot-tall cylinder of earth in a 40-foot radius centered on a point within range. The cylinder remains for the duration or until you invoke the Stone Shape spell. A creature that enters the cylinder for the first time on a turn or starts its turn there must make a Dexterity saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. The cylinder can be destroyed by ranged or magic weapon damage. A creature that enters the cylinder for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, a creature is restrained by the cylinder and can make a Dexterity saving throw at the start of each of its turns. If a creature is within 20 feet of the cylinder for the first time on a turn or starts its turn there, it can make a Constitution saving throw at the start of the turn it was restrained, or it can make a Constitution saving throw at the end of the turn it was restrained. The cylinder is destroyed by the spell if it remains within 10 feet of the center of the globe. Transmutation

Mold Spirit

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature. Until the spell ends, the target is bonded to an extradimensional or extradimensional puller you touch. Alternatively, you can create a ward that lasts until the end of your next turn. To cast the spell, a creature you touch is compelled to go into a dimension locked or barred against its will and to be trapped there for 24 hours. This spell might even create a teleportation ward. The ward is 1 mile in diameter and can be activated only by one creature. If you cast this spell multiple times, you can have up to four wards activated at a time, which might trigger a ward on the same spot, adjacent to a teleportation point, or even on the same side of a room. For each ward, you must spend 3 uses. A ward activates only on a single target, or when some other creature w as summoned. For example, a ward created by creating a portal in place of a door might activate when you entered the portal and approached it, or when you pushed the lever on the lever that led you to the other side. A ward created by creating a portal in place of a door might activate when you approached the solid wall that separates the two chambers of a temple. Asking the creature to go into its dimension might trigger a ward created by creating a portal on a different floor, for example. While making the warding command, you

Moldstone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a rock or flat surface, such as a wall, a slope, or a stone, rock, or any other arrangement of rock so shaped that it is difficult to move. You can move the rock or the stone by a moderate amount of force. The rock or stone can’t pass through any barrier, barrier spell or spell. The rock or stone can’t be destroyed or damaged. The spell ends when the rock or stone sheds light or dim light upon itself. Conjuration

Mold Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swarm of freezing zombies appears in a 30-foot radius around yourself. Each creature in the area must make a Constitution saving throw. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Mold Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A swarm of harmless mold spores forms at a location you designate within range. If the target’s body is inside the mold, it becomes difficult terrain for the duration. Any creature that moves within the mold’s space must make a Dexterity saving throw. If it succeeds, it is no longer a target of this spell. If it is hostile to the target, the spell dismisses the spell. Evocation

Mold Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small, yellowish mass of water streaks toward you and springs into existence. The creature must make a Dexterity saving throw. On a successful save, it takes 2d8 bludgeoning damage and is pushed 10 feet away from you. On a failed save, it takes 2d8 bludgeoning damage and is pushed 10 feet away from you. When the spell ends, the water damages all creatures in the area and spreads around corners. The spell ends if you move more than 20 feet away from the water. Transmutation

Mold Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a swarm of swirling mold-shaped mounds that you can see within range. Each mound is a 5-foot cube with a 10-foot-deep opening. Each creature in a 30-foot-radius sphere centered on one of the corners must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Each creature that fails its saving throw must succeed on a Constitution saving throw or be pushed 20 feet away from the starting point. A creature that succeeds on a saving throw by 1 foot must spend 1 minute moving 20 feet away from the start point to make a DC 15 Constitution saving throw. At the end of each of the creatures' turns, each creature moves 20 feet away from the start point to make a Constitution saving throw. A creature made of this material must also make the saving throw at the end of each of its turns. At the start of each of its turns, it can use an action to spend a reaction to either take 2d6 damage or take 2d6 damage of the chosen type. Conjuration

Mold Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a swarm of molds in a 20-foot radius around a creature you can see within range. When a creature you can see within range of a mold or other solid surface enters the area, you can create a 10-foot radius sphere on the ground and within 30 feet of it, the creature takes 10d8 necrotic damage. The spell ends if you cast it again within 30 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a 10-foot-radius sphere centered on a point you can see within range. Each creature in that spot must make a Dexterity saving throw. On a success, the spell destroys one mold or other solid surface in the radius. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a sphere of gas and dust around a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a success, the creature takes half as much damage and doesn’t need to use its action to move from the sphere to another one. Necromancy

Mold Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a swarm of 10-foot-deep molds that are strong enough to batter a Medium or smaller structure. The swarm is 10 feet long, 10 feet high, and 30 feet wide. The swarm lasts for the spell’s duration. If the molds are destroyed by a melee spell of 2nd level or higher, the spell ends. The swarm can’t pass more than 20 feet away from a point you can see within range. The spell ignores obstacles and can’t move beyond the area to harm a creature. The swarm also takes no damage from normal impacts. The swarm spreads out into the air and ends when the molds are destroyed. A mote created in the swarm can’t be dropped, so its weight is equal to the area’s total weight. The spell can’t extend its reach beyond the area. Necromancy

Mold Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a swarm of tiny, poisonous spiders in a 30-foot cube centered on a point you can see within range. Each creature within the area must make a Dexterity saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is a labyrinth of tangled webs and stinking plants. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. Each creature that ends its turn in the area must also make a Strength saving throw. A creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Mold Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A swarm of plant-sized insects, or one of them, appears and withers into pieces and falls, and the spell ends. The swarm is a harmless, harmless creature that defends itself from hostile creatures and moves in groups. The spell ends if a creature that isn’t it dies. Any hit points it has is replaced by poison damage, and it also gains the following benefits: - Applies disease to its next melee attack roll, including normal attacks, and, if it has poison in it, makes a Constitution saving throw to end the effect. - The target suffers no sensory effects other than sleep, and it can’t speak, cast spells, or do anything else that relies on words. - The target can't use reactions or use reactions that use reaction weapons. - The target can't take reactions that use reaction weapons. - The target can’t attack or cast spells. - The target ignores any and all damage that would normally be taken by the target physical attacks. If a target takes any damage while it is within 30 feet of a target that it can’t reach, the target takes half the amount. A target that is hit by a melee attack before it can use its reaction, or a ranged attack before it can use its reaction, makes another 1d6 psychic damage. The damage is a psychic force. Divination

Mold Swarm

Casting Time: 1 action
Range: Self
Duration: Instantaneous or 1 minute

A swarm of giant spiders springs from your hand and moves toward a creature within range. The target must succeed on a Dexterity saving throw or be restrained by the swarm until the spell ends. The restrained target can move freely through the swarm. If it succeeds on a saving throw, it is no longer restrained by the swarm. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target up to eight additional giant spiders for each slot level above 6th. Evocation

Mold Tomb

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A grave and skeletal tomb fill several dungeons within range. You choose an area of loose earth and stone that you can see within range, such as a temple, a temple structure, or a grove of trees. Any creature that enters the tomb must make a Dexterity saving throw. On a failed save, a creature takes 10d6 necrotic damage, or half as much damage on a successful save. The tomb’s interior is an enclosed space with a wall of ice and fire protecting it from cold. The walls are 1/4 inch thick and stand 5 feet off the ground. Each wall is 1 foot tall and provides a vertical barrier against falling water. The wall is made from 1/2-inch-diameter bars spaced 3/4 inch apart. The wall is animated and lasts until the floor is breached or the spell ends. When a creature enters the tomb, it can pass through the wall if it so chooses, which doesn’t stop it from leaving. The wall is a vertical, horizontal, and diagonally shaped cylinder with a diameter of 1/4 inch at the base. Each creature in the wall rises and falls according to its level. When the creatures fall, they can repeat the saving throw. If a creature fails its saving throw, it can choose to remain hunched over the diagonally-shaped wall, creating a ramp that can lead to the wall or a small cave. Break Free Necromancy

Mold track

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You cause a solid surface on the ground to become smooth, smooth, and smooth. Until the spell ends, the surface becomes opaque. It fills out in any gaps between the ground and the surface, and it can’t be changed. It disappears when the spell ends. Transmutation

Mold track

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends, you can track a creature with limited movement. The creature must make a Dexterity saving throw and then make a DC 10 Dexterity saving throw each round. On a failed save, the creature is transported to the location you described. On a successful save, the creature is transported to the destination spot you described. The creature can move about freely in the area, and it gains the benefit of any speed it has. The movement of the creature does not provoke opportunity attacks. It moves with you, and it can’t move across any obstacles on the target creature�s space. It can move across difficult terrain or pass through difficult barriers. If you target a creature that is moving across a difficult terrain or passing through a barrier, the creature can use its movement to move up to half its speed against the wall and across the barrier to that spot. A creature can move across difficult terrain only by placing its head up the wall or by moving its head to the side of the wall. On each of your turns, you can move the creature up to twice its speed, and it can move across difficult terrain only by moving its body weight to the nearest solid surface. It can move its movement to a standstill. The spell ends if you use your action to dismiss the movement. Transmutation

Mold Wall

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A wall of solidified mud falls 2 feet tall and rises at a speed of 60 feet per hour for the duration. The wall appears at a point along the ground within range and lasts for the duration. It blocks line of sight but not movement. Thick walls of mud have four times the area’s height and fill an area equal to your speed. The wall forms over 5 feet tall and lasts for the duration. If you choose to cast this spell multiple times, you can have up to three workers standing on the ground at a time, working together to create a seamless wall. When the wall appears, each dwarf created within 5 feet of the wall must make a Constitution saving throw. For each created dwarf, he or she makes a Constitution saving throw at the end of each of his or her turns. As an action, a creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, a creature that succeeds on its save against the wall has its speed halved until the start of your next turn. Finally, a creature that fails its save against the wall has its speed reduced until the start of your next turn. When the wall releases a Huge or smaller object weighing 1 to 2 tons, that creature must succeed on a Dexterity saving throw or become restrained in the mud until the spell ends. While restrained by the mud, a creature makes an Intelligence saving throw at the start of each of its turns, ending the effect on itself on a success. A restrained creature moves with the mud to a space that is 1/4 the size of the portal to this dimension, and the creature can travel to that space by dropping to 1 foot of stone and using hand held rending flames. The creature can use its action to extinguish the mud cloud with a flick of its wrist. It takes 7d8 radiant damage on a failed save, or half as much damage on a successful one. A restrained creature can move through the mud with advantage when coming toward you. Conjuration

Mold Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a wall of solid stone on the ground within range that lasts for the duration. You choose shapes, colors, and other effects to create vertical structures, walls, or turrets on the ground, walls of any sort, or turrets that form barriers, like those at the corners or the roof. The walls can be made of any material, stone, or wood that fits within reach. When such a wall appears, any creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is pushed 10 feet away from the wall. On a successful save, pushed creatures are pushed up to 10 feet away from the wall; pushed creatures can’t leave the wall or pass through it. The walls can be broken up into smaller panels, which are connected to one another by spikes and pulleys. Each panel can hold as much as 10 pounds of equipment. Each panel can be damaged by as many as two damage types, or by one type of nonmagical weapon. Evocation

Mold Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The walls of a mold you choose are made of wisps of thick, gray stone. They stand on either side of a solid body of water within range. Any creature that starts its turn in the mold has advantage on one of those checks. It takes 14d6 cold damage, or 3d6 fire damage, instead of the normal 1d6 damage. The walls also have disadvantage on attack rolls against creatures trying to reach the top of the wall. The first time each creature enters the mold, the creature or objects made it into the mold take 1d6 cold damage, or half as much damage on each of their next turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Evocation

Mold Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one 150-foot-radius, 20-foot-high, 10-foot-deep portion of wall that spans a 5-foot-radius, 20-foot-high, and 10-foot-deep portion. You can designate the wall as such. When you cast the spell, if the wall exists, it is made of 1 foot of 2-inch-diameter metal and 1 inch of 1-inch thick. The wall consists of 3-foot-by-5-foot panels with 10-foot-high ceilings, making them moderate-sized rooms. The walls can be divided into 5 equal tiles, each with a 5-foot-square interior and exterior walls and an interior stairwell. Each panel is 1 foot thick. You create one additional wall upon completing the spell. The walls are warded against otherworldly aberrations and otherworldly horrors. When you cast the spell, you can dismiss such an aura as an action. Evocation

Mold ward

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell wards off death and feign death, allowing nonmagical creatures that aren’t themselves undead to remain undisturbed for the duration. Casting this spell on the same spot every day for a year grants the spell no extra effect, allowing creatures without bodies to retain their undead form. The effect usually lasts one hour and, in some rarer cases, is up to three hours. After this spell ends, the spell ends and any remaining creatures or objects are unaffected by its effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to one hour and the

Mold ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause your body to become an undead skeleton. Each creature you choose within 5 feet of you must make a Constitution saving throw. A creature takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Enchantment

Mold Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Choose a spot you can see on a solid surface within range. You make a melee spell attack against a creature of your choice that has a save against this spell or a spell of 1st level or lower. On a hit, the target takes 4d8 necrotic damage, and it has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Mold Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to ward off the undead that attack your place of rest. You and one Undead you designate that you can see within range can’t be targeted by any undead, so you designate a hostile creature that attacks that creature. The hostile creature must succeed on a Charisma saving throw or be destroyed. On a failed save, the target’s soul is consumed by the undead that attacked it. At the start of each of your turns, you can use your action to attempt to neutralize the undead. If you succeed, the spell ends, and you regain all expended uses of that spell. Transmutation

Mold Water

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a spot within range and fill a 20-foot-radius sphere with water. Each creature in that spot must make a Constitution saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Transmutation

Mold Wing

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a quiver containing wings of endless supply and riposte a creature of your choice within 60 feet of it for the duration. The spell fails if you choose wings from among the chosen number of creatures. For the duration, the wing has the same power and provides the same capabilities as the next lowest level feather. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional feather for each slot level above 4th. Evocation

Mold World

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a Huge, mowable, mud-walled world on ground that you can see within range. The surface is lightly razed and floor grouted to form an elevated demiplane. You can move up to 30 feet from one side to the other as a bonus action, and you can direct light and dark energy radiated from the demiplane to either side of the w the w is occupied. You can move across the demiplane using only the shoulder blades of your weapon. Divination

Molecular Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a circular, circular needle with a diameter of 1 inch and a diameter of 10 inches. Until the spell ends, an unoccupied space within the sphere appears in a spot that is equal to or less than the size of your hand. The needle is difficult terrain for creatures other than you. It can be used to manipulate the material within a sphere. If the material is a sphere or a container, the material remains there for the spell’s duration. The material is difficult terrain. While the needle appears in the space you choose, there is a 30-foot-radius sphere of force that can be closed with a successful Dexterity check. If you cast this spell using a spell slot of 3rd level or higher, the sphere moves 10 feet in a direction you choose. On a failed check, the material falls, causing it to become opaque. The material also disappears when the spell ends. Enchantment

Molecular bomb

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A thin, translucent needle springs into existence below your feet and explodes in a 15-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Necromancy

Molecular bomb

Casting Time: 1 action
Range: 60
Duration: Instantaneous

It emits a single, precise force field 100 feet in a direction you choose, forming a ring of bones that extend from your fingers and strike all creatures within 60 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 12d6 piercing damage and is restrained for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and must either move off the ground or fall to the ground if possible. Once restrained, the creature moves with you and, when it reaches the top of the area, takes 10d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to as long as its damage total is greater than 30d6. When you cast this spell using a spell slot of 8th level or higher, the damage increases to double its initial damage. When you cast it using a 9th level spell slot, the damage increases to three times its initial damage. Conjuration

Molecular Cloud

Casting Time: 1 action
Range: 120
Duration: 30 Days

This spell creates a 20-foot-radius sphere of blackness on a solid surface within range. Until the spell ends, the sphere fills a 20-foot-radius spread centered on a point within range. You can use a bonus action to cause the sphere to expand to cover a specific area or to create a horizontal crevasse. The sphere remains on that area for the duration. If the sphere moves over a portion of its area that is covered by a robe or covering cloth, the robe or cloth is dispelled, forming a horizontal crevasse. The sphere is opaque and lasts for the duration. If damaged by a melee spell or rolled by a spell of 8th level or higher, the sphere explodes and deals 300 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cause the sphere to cover a different area of a place or pit, as well as create a new one if you do, for the duration. Transmutation

Molecular Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 5-foot-diameter, 10

Molecular Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a cloud of molecular energy that lasts for the duration. The cloud lasts for the duration on the ground within range. The

Molecular Force

Casting Time: 1 action
Range: 150
Duration: Instantaneous

An illusory image of an object, an entity, or some other phenomenon appears around a point of your choice within range and lasts for the duration. If you cast this spell—for example, targeting an object you can see and then laying waste to an undefended object lying somewhere safe beneath a certain cliff or a certain rock—you cause the illusory construct to appear and move with it, appearing on the ground somewhere within range and speaking the creature’s name. If you cast this spell without first speaking the creature’s name, it takes 1d6 bludgeoning damage, and it’s damage increases by 1d6 when you reach 5th level (2d6), 11th

Molecular Force

Casting Time: 1 action
Range: 30
Duration: 10 minutes

A single substance that can hold as much as three cubic feet of air springs into existence and transforms its contents into magical energy. You can reshape any number of cubic feet of nonmagical dirt or stone to create an inverted cylinder of matter for each cubic foot of nonmagical dirt or stone you cast. The cylinder remains in place for the duration. If you cast this spell on the same material object as you are holding the spell and cast it over a different creature or object, the magic cylinder transforms into a duplicate of that object and so it replicates the effect of the spell. To transform a cube of nonmagical dirt or stone—including a cylinder of dirt and any objects it can fit into containers or on top of objects—into a magical cylinder, use a different casting of the spell, follow these steps. ( Your DM has the creature’s game statistics.) Choose one pile of rubble, one solid object, or one half-foot square arrayed with magical force behind you. If you cast the spell on the same creature or object twice, it gains one layer of magic dust, if it has two layers of magic dust and at least one layer of magic dust at the start of each layer, it gains two layers of acid, cold, or lightning dust, and so on. If you cast this spell multiple times, you can have up to three layers cast into the cylinder and animate and replace one layer of magic dust with two layers of acid, cold, or lightning dust, for example. The magic dust layer also allows you to cast spells that deal magic damage, like stinking clouds, or that protect against being affected by certain status conditions, such as exhaustion, lowered immunity to all damage, or wish, an inability to cast certain spells. If you cast this spell on the same creature or object once every 60 days for a year, the spell lasts until dispelled. If you choose magical construction over metal or stone, the magic dust layer is automatically created and lasts until dispelled. For daggers, clubs, and other melee attack types, the magic dust layer is automatically created and lasts until dispelled. For nonmagical weapons (such as daggers, crossbows, crossbows of any kind), the magic dust layer is automatically created and lasts throughout the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can reshape two daggers, two clubs, and one hand axe into simple daggers and nonmagical daggers, making them daggers of any kind, normal weapons, and so on. When you use a spell slot of 4th level or higher, this spell makes any weapon created by the spell’s creation take 5d10 force damage. Conjuration

Molecular Force

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell shapes something within a creature’s mind and shapes what it thinks and feels. Choose a pile of bones or a chunk of wood as the material component. You shape the bones, creating a sort of magical construct. You can make smaller bones, create wooden trunks, and make a chunk from a piece of wood as large as a finger. Both use the same casting material and have the same hit point maximum. If you shape a creature’s psychic body to fit within a teleportation circle, this spell creates a teleportation circle on the ground within range that floats in the air, mimicking the movement of a plane or star. The spell creates a new teleportation circle at the start of each of your turns, after which time it automatically transmits to your Monster Manual and then to your new circle. If you chose a fixed location within a circle, the spell creates an instantaneous teleportation circle made of a thin sheet of ice that lasts until the end of your next turn. To cast this spell using an arcane spell slot of 8th level or higher, a creature must first meet all the conditions outlined in the alignment, plane of origin, and nearest creature in the circle for the spell to work. The spell creates a temporary teleportation circle at the start of your next turn that guards against death and can be dispelled by

Molecular Force

Casting Time: 1 action
Range: 60
Duration: 120

Instantaneous A multicolored, translucent force appears around a creature and reaches for one creature of your choice within 120 feet of it. Make a ranged spell attack for that creature. On a hit, the target takes 4d8 force damage, and the force twists and shapes its way through the air until the spell ends. Bestow this effect on that creature or another creature within 120 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Transmutation

Molecular Force

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a creature that is both strong and powerful. The creature must be of a Large size category greater than Huge or smaller. The creature can move at least 10 feet per day if you choose a size category that fits within that category. If you create the spell, your creature takes 2d8 damage of the type you chose, and the spell ends on a successful dispel magic spell on it. Evocation

Molecular Force

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You send a force field—a sphere of force that is about the size of your fist—on a creature that you can see within range. You choose a point within range and make a melee spell attack against it. If the target succeeds on a successful melee attack, it frees itself from the field, becoming a mote of sorts and casting a distraction spell on it. You make a new melee spell attack against a creature within 5 feet of the force field. On a hit, the target suffers the distraction for 1 minute, or until it uses its action on a subsequent turn of opportunity. On a successful melee attack, the distraction deals no damage at all. You can place one level of the force field somewhere within 5 feet of it. Transmutation

Molecular Force

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, up to ten creatures of your choice that you can see within range are immune to being charmed (your choice, no action required). Additionally, a target that is charmed succeeds on all Strength and Dexterity saving throws made to resist the spell. The target also doesn’t take reactions that would make it difficult for it to make a Constitution saving throw, but instead takes a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Abjuration

Molecular Hub

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a gateway to an unfamiliar part of the universe, a place where stars and other massive bodies orbit, at least in part, out of the visible light of a location that you know. The gateway takes up to ten minutes to construct and can hold up to 200 willing creatures. Starting at 6th level, using a spell slot of 6th level spell, you can create a gateway by spending 2 minutes creating an illusory arch on a surface made of manufactured material. On each side of the arch, stand two creatures whose game statistics you know. If you know the creature’s game statistics, the gateway opens. Any creature encountered while creating the gateway has advantage on Strength, Dexterity, or Constitution saving throws. It takes no action to move up or down; it simply stands still and takes no actions. Each time it takes damage, it can use its action to break the arch and then move to the nearest unoccupied space that is within 5 feet of it. If this process requires spending 1 extra minute to move up to the top of the illusory arch, so it does, so be it. Otherwise, the arcane gate is made of a translucent barrier made of harmless substance and is covered with a transparent mask. Creatures in the area or that reach

Molecular Image

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a Living creature. Until the spell ends, the target can perceive one of the following images to a different image, which has different properties: • Thickets of green or blue light seeped into the target's vision, shifting its body to match the image. This image can be as fine as 0.01 inch thick or as deep as 1 inch deep. The image can pass through difficult terrain created by an opening in a solid surface, such as a ceiling or a floor. Illusion

Molecular Knife

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A whip springs from your thumb or other part of your choice that carries your weapon, a small piece of wood or other suitable ammunition, into battle. The whip serves as a melee weapon for the duration. If you drop your weapon or throw it, it immediately begins swinging, dealing heavy damage to the target and draining the ammunition into its nonempty prison. While the target is under the whip's effects, it can’t attack, activate magic, or carry more ammunition. The target instead has advantage on Strength checks and Strength saving throws. The whip is capable of slashing through the soles of leather armor. When dispelled, the whip creates a burst of magical energy similar to a bolt of lightning during which time the target takes 1d4 lightning damage. This energy can’t be reduced. The magical energy damages objects and creatures within 30 feet of the whip. Conjuration

Molecular Mail

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature and imbue it with the power to manipulate matter in a manner that can be likened to the art of the samurai. The target must be within range of at least one Medium or smaller object, such as a bowl, set oftering, or a set of teeth. The target is friendly to you and has advantage on any saving throw you make to resist the spell. You can use this spell to mail any object you touch to one creature you can reach that is friendly to you or to another creature. Mail is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find the object. It arrives at the target within 1d10 minutes of receiving the object, and the spell ends when the object drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled. When you use a spell slot of 7th level or higher, the spell lasts until dispelled, or until you use an action to cast it again. Transmutation

Molecular manipulation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You cause one willing creature you can see to manipulate an object or substance you touch. The target must succeed on a Dexterity saving throw or become stuck in the maelstrom. If the target succeeds on its saving throw, it is no longer stuck at the creature you used your action on. The spell ends if the target is no longer in the maelstrom. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. Illusion

Molecular piecracia piecracia

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A pebble-sized chunk of pebble pie crumbles under your fingernails and sprouts ears like a finger. For the duration, pebbles appear in pairs on your visual acuity scales, and each creature that ends its turn within 5

Molecular Piecrusia

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes all the physical interaction between two creatures in a muggle-universe sphere possible. You manipulate them so they can think of anything from an impossible idea to the most mundane plan of a group of four people trapped in a cave on an unusually cold day. All possible outcomes for which they can think are voided, and none of them can be observed or heard. You can make such a thing as an act of magic, a wish, or a deliberate choice of words. If the creature is trying to know how to get out of the cave and find the four people trapped inside, the creature can make a wish only that appears on paper, as on rare occasions, and is thus impossible. This spell has no effect on magical creatures. For example, the magic of having your hair cut off when you cast this spell would be impossible. The wisest bet is to keep your hair cut at your house. The easiest way to achieve this effect is to make all the creatures in the room talk to the other side of the door. You might also need a mirror to track the outcome, say with something like, The fool made an elaborate plan to get out of that cave and reach the outside world, so here it is: trying to get the three people trapped on the other side of the door, but it's just a silly prank. Whatever the result, the creature can’t make a true gesture, a deliberate choice, or anything that would be considered a deliberate action from the moment it viewed the mirror. The creature knows that trying to talk the creature out of attempting to figure out how to get through the door would cause enough damage, perhaps as many as ten damage to your body. To get through the door, the creature must first be near the edge of the sphere, which is about 300 feet away from the entrance. Then, the creature must make a Charisma saving throw. On a success, the creature escapes as described above, taking threed6 force damage and permanently scarfing its lance. If the creature escapes from this spell and has it using the lance, its magical lock plate instantly reverts to magical lock, and it is stunned until the spell ends. The spell then ends, and all three creatures instantly re-appear in the same spot before the door, no matter how far away from the entrance they are or where they are. At Higher Levels. When you cast this spell using a spell slot of twond level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Molecular Piecrust

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You make a piecrust or a piecrust pie with 1/2 a cup of water and a lid similar to one used to form a pie. You make the pie larger or smaller according to your choice: 1/2 cup, up to 1 cup, 1 cup, 2 cups, 3 cups, or 4 cups. You can also shape the pie in any image you desire, though the shape must be 3 feet on each side and 5 feet on each side. The image must be 3 feet on one side, 5 feet on the other, and 20 feet on the other. Each half-mile on each side, you can animate a piecrust or pie crust that appears in another 60-foot cube with advantage on your subsequent turns. You can animate up to two pies, which are animated but unresponsive. Each animates if you cast this spell again. To animate more than two pies, roll the number rolled against an 8-bit die. If you have the illusion, you can animate at least two more pies, or adopt the illogical practice of making an 8-bit die. That would create a pie whose size is equal to or less than the mine you chose. If you have the image, you can animate up to four pies, which are animated but immobile. If you have no self-image or no self-image, an image that fits within the image you present to the creature is lost; your pie crust is restored after you have rolled the same number against each pie. You can use your action to animate one additional pie, which animates but doesn’t respond to food’s temperature. If you have the illusion, you can animate two pies, which are animated but insubstantial, but immobile. Your pie also serves as a sensor in a sensor, which acts on a single successful attack roll against a single creature within 60 feet of you. You can use your action to alter the pie’s appearance in this manner, either by removing the lid or shaping it in any way you choose. The pie can be restored to it’s normal size or reduced to immobile status if you choose either a lid or a new lid. You can shape the pie to fit within a 30-foot cube, with the lid pointing to the east, and the pie crust to the northeast. Transmutation

Molecular piecrust

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a piecrust at one creature within range. Make a ranged spell attack against that target, dealing an extra 1d4 force damage to the target. On a hit, the target takes force damage equal to 1d4 + your spellcasting ability modifier. Hit or miss, the affected creature has disadvantage on attack rolls and ability checks, and its speed has trouble moving. Evocation

Molecular piecrust

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a pie crust on the ground at the center of an area of up to 500 feet square. Each creature within 5 feet of the center of the pie is ejected into the area, forming a dome that remains for the duration. Each creature in the dome must make a Dexterity saving throw. On a failed save, a creature becomes trapped between the two pies, attempting to get out of it by climbing up its fallible ceiling. The creature takes 2d8 bludgeoning damage and is trapped for the duration. If the creature’s fall damage is less than the ceiling’s ceiling lift (less than 10 feet), the creature can attempt a free fall up the fallible ceiling. The creature must make a successful saving throw. On a failed save, the creature is ejected from the piecrust into a space that is either nonmagical or that is within 5 feet of it. It remains there until the spell ends or the dome is completely covered by the dome. Transmutation

Molecular piecrust

Casting Time: 1 action
Range: 60
Duration: Until dispelled and imbued with power beyond the h

uman imagination, the flesh of an illusory creature is imbued with deadly potency. When a creature of Medium size or smaller enters the touch of a piecrust within 120 feet of a point you choose within 120 feet of you, the creature takes 1d8 necrotic damage, and it must end its turn in the center of the circle by making a Constitution saving throw. On a success, the creature doesn’t willingly end its turn in the center of the circle. Both successes cause the creature to make a Constitution saving throw. On a failed save, it takes 3d8 necrotic damage. This damage occurs when a creature makes an Intelligence saving throw. On a failed save, the creature has disadvantage on attack rolls against creatures within 30 feet of its point of entrance. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Molecular pie crust

Casting Time: 1 action
Range: 90
Duration: 10 minutes

A pie made out of liquid crystal and decorated with glyphs of various shapes, colors, sizes, and feasts appears in a location you choose within range and appears in places you choose. You can shape the pie so that it appears like a normal pie. You can shape the crust with any material or stone that you choose that is made from food or drink. A creature can use its action to inspect the pie and determine the manner in which it functions. If the creature determines that a particular shape or element functions poorly, that shape or element can remain. For example, a creature that uses its action to examine a pie can determine that a certain stone in the shape of a ring or a piece of silver is composed of gold, silver, or bronze. To shape the pie you need only two ingredients: water and a shapechick. When the pie arrives at a location within range, the shapes and elements don’t change, but you are given the chance to choose from two of the three elements of the shape you choose. If you make a fat pie, you take 10d4 + 8d4 damage, and if you make a large pie, you take 25d4 + 4d4 damage, and if you make a small pie, you take half as

Molecular Piecrustrum

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a piecrustrump that resembles a cylinder and is made from a thin sheet of fine grit and small holes. The piecrustrum is shaped like a ball and has a diameter of 1 inch and a height of

Molecular pie crust

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one piecrune gem. Then, with a touch made from the gem, create a pie crust on the spot where you cast this spell. You or someone else can make a piece of jewelry by dropping it into a zircle of air. The piece of jewelry, made out of the gem’s juice, glimmers green and brightening. A piece of jewelry made out of the gem’s juice lasts for the duration or until you use an action to touch it, depending on the version of the gem you use. The piece of jewelry lasts though it’s normal coloration and not through any sort of aging or withering. The piecrune gem is immobile and immune to all damage and can’t activate, repair, or otherwise affect it. The piece of jewelry glimmers green

Molecular pie spice

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a pie-colored substance that fits in your hand, covering about half the surface of the surface on which you cast the spell. For the duration, a creature makes a flavorless pie out of any materials that it chooses, and it can make any flavorless pie that it chooses from the following ingredients (your choice, at the start of each of your turns, in addition to the ones you used before creating the pie): tomato sauce, basil, oregano, oregano leaves, rosemary, parsley, oregano powder, salt, buttermilk, and soy sauce. Both ingredients last for 1 hour. A pie made of both ingredients consumes no heat and is transparent. This spell creates a pie made of the same ingredients for the duration. If you cast this spell again, a pie produced by this spell instantly appears on the ground and is covered with a protective layer of invisibility. This spell lasts for the duration if it is cast over an area that is secluded from the light and shadow. At the end of every 30 days, the spell ends. A pie created using this spell creates no ill effects, creating none at the end of its duration. When you cast this spell on a creature, its magic automatically functions again, and it speaks when it awakens. Abjuration

Molecular Projection

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a creature or an object infused with a particular kind of magical energy, either by shaping or manipulating a mass of simple metal components within range. The target must be within 40 feet of you when you cast this spell or the spell conjured the creature upon its surface. The creature can use its action to make a metal component known to you that it has chosen for its component, such as a hammer, similar to that of a mace or saber master. The target attains the statistics listed in the Monster Manual if you are using an elemental component, such as a bard or a dark knight. If you are using a nomenclature component (such as an empress—for example, the empress might be a knight), the target carries whatever the component carries with it, as does the creature’s component, if it is part of the creature’s component (such as a paladin or bard). If the creature’s component is mundane or magical, the creature carries whatever it carries with it. The target attains the higher levels of the elemental component by carrying out its functions, such as casting divination spells. Transmutation

Molecular Projection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a creature’s current that is small enough to be worn as a material component in your mundane everyday life. The creature can make one ability check, which you decide based on the creature’s current condition, as part of the casting of the spell. On each of your turns for the duration, you can use one ability check made before the spell to check against one ability of the creature’s choice that can be used during the spell’s duration. If an ability check fails, the creature is driven insane, and the spell ends. If you cast this spell multiple times, you can have the spell end both ways, ending the spell early. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate or reshape the creature’s current as a bonus action on each of your turns until the spell ends. While the creature’s current condition is met, they can use an action to move or lay a trap. Roll twice: move up to 60 feet, or lay a trap that is 20 feet long and 5 feet high. If the trap is ever breached, the creature is forced to move on its own or face a trapdoor. When the spell ends, the creature falls prone, which causes the trap to automatically fail if it is ever ever breached. Alternatively, you can use a bonus action to cause the trap to automatically open and close when the creature moves onto its next turn. Evocation

Molecular pull

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send up to twelve creatures into a specific direction. Any creature that ends its turn within range takes 2d10 force damage, and two other creatures must succeed on a Wisdom saving throw or take 1d10 force damage.

Molecular Pulse

Casting Time: 1 action
Range: Self
Duration: 15 Hours

This spell creates fields of shimmering, needle-like energy in your space that gives you the ability to move about as if you were in a pocket dimension. Choose a point you can see within range. You can create one of the following patterns within range. The patterns are caused by an invisible force that surrounds you, as well as by unknown means. Each pattern creates a different effect, such as creating a new one or creating one that might duplicate one already existing one. Each pattern also damages the target, which moves with it. When the target first enters the effect, it can take 1d6 lightning damage, or half as much damage at the start of its next turn. Flood of Arrows. Poisons up to ten arrows in your space. Arrows filled with poison are heavily obscured and deal 1d6 piercing damage to the target. Round Bomb. Reduces one target—including you—to 1d6 acid, 1d6 cold, and 2d6 fire damage. This spell creates a large blast of acid and a round of potions and soup that causes simple, harmless bludgeoning damage to each target to one and a half the target's AC. The spell ends if you use your action to do anything else. Transmutation

Molecular Quilt

Casting Time: 1 action
Range: 10
Duration: 8 Hours

This spell creates a globe of quills that hold all the material components of your creation. You can use the globe to create a construct or armor, a helmet, and a cloak. It can be restored to its normal state by using a different spell slot, a 5th-level spell slot, or by removing all the quills from the world and placing them within the sphere. This spell can’t create an entirely new material component. To create the quills, a new spell slot must be cast on your spell list, which contains the material component, on the spot. You can create two or more quills with the same casting. You can also choose to create a portion of the material component that can be restored to its original state and to create a new spell slot at a later stage. Each quill must fit inside a 5-foot cube, and you can create two such slots by working your way through your spell list, creating two 5-foot-cube dungeons. Each of these dungeons requires at least one other creature charmed by the spell to use it. Once a wizard constructs the quills, the warding spell ends, and the material component is restored to its normal state. If you cast this spell in the space of a single creature and have no more creatures on the plane than five creatures each hold onto your clairvoyant clairvoyant artifact, you can cause the spell to end whenever one of those creatures dies. Conjuration

Molecular Scratch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a thin, unbroken sheet of metal to crumble in a 15-foot cube that you can see within range. The explosion produces a bright light that appears in a 5-foot cube centered on the point you touched. As the light moves, the cube collapses and the spell ends. This spell can target a single creature or nonmagical object in the cube. Divination

Molecular Shift

Casting Time: 1 action
Range: Self (10-foot-radius nonmagical area)
Duration: Instantaneous

By manipulating one or more living things within 10 feet of one another, you create a certain effect in the area. Then that effect creates a shifting vortex around itself that can be dispelled by an Intelligence (Investigation) check or spell of 3rd level or lower. For the duration, each affected humanoid has advantage on attack rolls against creatures other than creatures of your choice within 120 feet of the vortex. For the duration, an affected humanoid can use an action and make a Wisdom saving throw to break the vortex, which deals an extra 1d6 damage. The extra damage occurs each round it is raised; if the creature can break the vortex with a successful saving throw, it can use its action on each of its turns to move up to five feet in any direction from the vortex. If you break the vortex with an attack, you deal an extra 1d6 damage, and each creature that can move or spend 1 hit point attempting to move against the wind for its entire turn (including before it can attack again), it must make a Wisdom saving throw. On a failed save, it takes 6d8 psychic damage, and it can’t use reaction for 24 hours. On a successful save, the spell ends for it. Transmutation

Molecular Splendor

Casting Time: 1 action
Range: Divination
Duration: Instantaneous

You transform a creature you can see within range. It becomes a creature of Medium size or smaller, appears to be m Huge or smaller, and has AC 30 and 30 hit points. The transformation lasts for 1 hour and costs 8 Strength none the less. You can use a bonus action to make a melee spell attack with it. On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability modifier. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Molecular Splendor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature of your choice this spell slot allows you to construct a phial from a material component and fill it with energy until the spell ends. You create a pebble-sized appendage that remains for the duration or until you use your action to move a finger to the surface where you laid the material component. The finger causes a glyph of energy similar to that created for this spell, inscribed within its fabric. The glyph can be rewoven into the object that you used as a material component. If there is enough material in the glyph, the spell ends and the glyph becomes an emblazoned scroll inscribed with the name of a specific spell of 10th level or lower. Your glyph is a single glyph of difficult terrain composed of runes and glyphs whose purpose is the same:

Molecular Storm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A flurry of energy, driven by a strong wind, ripples out from a point within range to blast outward from a point within range. Each creature in a 10-footradius sphere centered on that point must make a Strength saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half as much damage and is neither knocked nor affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you create a wave of energy 10 feet long, 10 feet out from you, that moves in a direction you specify for each slot level above 5th. This wave can move up to 30 feet in a straight line, passing through structures and any standing trees in the area at the start of each of its turns. Each creature that is within 30 feet of a structure when the wave forms must make a Constitution saving throw. On a failed save, a creature takes 8d10 bludgeoning damage and is struck by the wave for the whole turn. A creature that succeeds on its saving throw takes half as much damage and isn’t struck by the wave for the whole turn. In addition, a creature that fails its save against this wave makes an Intelligence saving throw at the end of each of its turns. On a successful save, the creature can throw the wave back 60 feet. Evocation

Molecular Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A storm made of maelstrom appears in an unoccupied space that you can see within range. The storm spreads around corners. The storm lasts for the duration, and it damages creatures and objects within 30 feet of a point you choose within 60 feet of a point you choose within the past 60 days. When you cast this spell, or as a bonus action on a later casting of this spell, you can deal moderate to precise damage to a creature or an object that it is stuck on a creature or that it can reach into the space within 30 feet of it. An attacker that ends its turn within 30 feet of the storm or who enters it enters a diatribe prepared by a creature spell, written in the mind of the creature (who could understand the language of the creature), written within the mouth of a gargoyle, written in the mind of a primordial or primal creature, written between the words of a scroll, or written between the words of a steed, a fey, a fey master, a demigod, or a fiend. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Conjurations

Molecular Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wave of intense force that damages one creature you can see within range. The target must succeed on a Dexterity saving throw or be knocked prone. If the target is prone, it takes 1d8 bludgeoning damage and must make a Constitution saving throw. On a failed save, it is knocked prone and takes 1d8 bludgeoning damage. The wave has a 50 percent chance to leave the target prone if it is no larger than 10 feet long by 5 feet wide and no more than 30 feet long. Conjuration

Molecular Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A whirlwind warps toward a point you choose within range. Each creature in a 5-foot radius sphere centered on that point must make an Intelligence saving throw. A creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one. When you reach the middle of a whirlwind, roll a d4 to determine what sort of damage it deals. A 20 roll or ten addition dips the whirlwind in two directions. The whirlwind spreads around corners. The whirlwind lasts for the duration or until it stops moving. It deals 3d8 lightning damage to any creature within 5 feet of it when it strikes a creature. Evocation

Molecular Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a puff of intense muck that travels from one location to the next throughout the area. The area of effect is like a jet of crackling, roaring flame. For the duration, each creature in a 40-foot cone that you choose within range rages with a thunderous frequency that originates from you (your choice, including against spells drawn from a distance, as with truesight, or with a single accord of nature, as with fascination). The cone sheds bright light in a 30’ radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area of effect increases by 20 feet for each slot level above 5th. Transmutation

Molecular Traces

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create small, nonmagical footprints that conceal mundane objects and animate them, as described in the book, Transmutation. If you cast this spell on a creature you can see within range, the spell creates no detectable traces of the creature. When you cast the spell on an object or a creature, the spell dismisses all of the spell and replaces it with another spell of 3rd level or lower. You can also use a spell slot of 6th level or higher to reduce any of

Molecular Tree

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a tree trunk filled with magical force. This tree spreads out over a space equal to your space and can reach as far as 100 feet away. No plants or creatures are visible within the trunk, which is heavily obscured. Appearing in an unoccupied space within range, the tree creates a magical forest of soft stone on each side of the ground. This magical forest sucks up moisture and neutralizes rust and light within the area. It lasts until the tree is destroyed or the magic neophyte, if any, expends 10 feet of movement to pull it free. When the tree appears, choose a nonmagical tree within 30 feet of you that you can see, and make a ranged spell attack with it. On a hit, the target suffers the attack’s normal effects (your spellcasting ability is 11th level, not the target’s), while it is under the tree’s influence, until it stops suffering this effect, or it expends no movement to do nothing. Finally, as an action, you can move the tree up to 30 feet and designate one of the number of trees or structures within 30 feet of you that it’s capable of growing and maintaining. To maintain the tree for another 30 days, the tree requires about 2,500 pounds of food. While the tree is growing, creatures are blinded and deafened, and creatures with trues or supernatural abilities score a d8 Wisdom penalty on the Strength, and undeads and undead with trues or supernatural abilities are affected both by the tree’s disease resistance and the number of trees or structures it’s capable of growing and maintaining. When you cast this spell, you decide what plant or tree to plant and what structure to designate. If you have the creature’s first trained tremor mace equipped, the tree gives a bonus to AC against melee attacks made against that creature for 1 minute. If you have the creature’s second trained tremor mace equipped, the bonus increases to +5 to the creature’s attack for 1 minute. If you have the creature’s third trained tremor mace equipped, the bonus increases to +10 to the creature’s attack for 1 minute. The bonus to the creature’s attack increases to 12 + its proficiency bonus, and the tree also extends to 30 feet to the tree’s nearest neighbor. When you cast the spell, you decide whether

Molecular Trimpul

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You tangle together a pliable mass of strange and magical materials, gradually transforming them into weapons and armor. The transformation lasts for the duration or until you use your action to end the spell. When you do so, choose a creature or an object within range that isn’t being held by an unwilling creature or that is somehow affecting the creature’s physical or mental condition. The creature must succeed on a Dexterity saving throw to resist the transformation. An unwilling creature can use a reaction to try to break out, but until that attempt fails, the creature is blinded. An affected creature can use a reaction to try to move away from the moment the spell ends, but until it can move, the creature is paralyzed. The blinded creature can use its action to make a melee spell attack against a creature within 60 feet of it that has the disease, healing effect, or charmed symbol on its person. A creature can choose to make this attack with a bonus action that uses its action to make a new one. At Higher Levels. When you cast this spell using a spell slot of two levels higher than one of the spell’s level, you can target two additional creatures for each slot level above 1st. Transmutation

Molecular web

Casting Time: 1 action
Range: 20
Duration: 10 minutes

An invisible force springs from a living creature's flesh with a touch. The creature is wracked with grief and horror at the fact that its flesh was once part of a creature, its flesh no longer intact, and its flesh has lost its grip on reality. Instead of simply fading into memory, the creature reverts to being nothing more than a mass of shaggy, flesh-colored tendrils that sprout from its skin. The creature is covered in filth and torn to shreds in an instant, but no damage has been done. You can create a web of sticky orbs around a creature’s flesh and create a sensory effect. A web at the ends of the creature’s flesh can break apart and reshape itself to serve as a sensor or as a material vessel. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sensory effect created by the web increases by 50 feet for the duration. The web’s space is difficult terrain. Until the spell ends, you can use a bonus action to create a double wall of sticky matter on a creature’s side. The double wall disappears when the creature reaches the top of its speed, if any, or when the double wall crashes into a creature’s space or another creature’s space. This double wall can span up to 30 feet tall and is 15 feet thick. As a bonus action, you can move the double wall up to 30 feet in any direction along your turn. If you would create another double wall, roll a 5 or a 6. The double wall, or an area that can be seen through the double wall, hits a creature and is severed from it. Any creature or object severed from the double wall moves with it to a nearby unoccupied space for its whole movement. Conjuration

Molecular web

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a thin, flexible web composed of condensed matter that remains for the spell’s duration. Through the web, creatures and magical beasts can enter and exit its confines, working together to maintain order in a confined space. This spell can’t as easily as other spells affecting creatures and magical beasts, and its effect is limited to creatures and magical beasts. To create the web and sustain itself, a creature must be within 30 feet of the web and has at least 1/2 the remaining mass. When a creature uses its action to create the web, it can make a web spell using one of the following spells’s effects, either alone or as part of casting as part of the spell. A web spell can’t be repeated, allowing the creator to repeat the spell if several times the asking price. A web spell can’t close more than one chasm within 10 feet of each other. Transmutation

Molecule

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a creature or a material object that is neither solid nor stone and thus incapable of forming any useful mechanical or other material components. The creature is an unwilling creature who fails a single Strength or Constitution-based skill check, ability check, or saving throw of your choice, and the object takes 2d8 necrotic damage at the end of its next turn. The object doesn’t harm or take any special damage, but it can’t allow it to become nearly magical. If you cast this spell again successfully, the spell ends. You can add your proficiency bonus to the damage so that it increases with your proficiency bonus, not with your Dexterity or attack modifier, but with the bonus of your choice. A creature can be affected only once by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Molecule

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a creature’s only tool, and this tool transforms the creature into an illusory creature of unknown origin. The creature is large enough to fit in a 5-foot cube and is warm and friendly to you. The creature can be affected only by one of the following effects of the spell created the creature: 1) A constant gust of wind (creatures that aren’t charmed by your religion, such as elves or paladins) or a blast from behind a wall of fire destroys or maims the creature for 1 minute 2) The creature is transported to a new location of your choice within range, as shown in the table below. This spell can turn a willing creature into a Huge or smaller creature, as long as the creature is no larger than a Medium beast. Otherwise, the creature becomes a Huge or smaller creature. The transformation also includes a section on raising the creature and the creatures that transform it into, though the creatures are each transported to the same location and become bonded together until the creature transforms.’ At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional creatures for each slot level above 5th. For each of these creatures, create two additional creatures for each slot level above 4th. Transmutation

Molecule

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create or reshape a substance that is an object or a mixture of two or more substances. You choose any number of any number of substances you choose within range, at which point you create or reshape the substance: stone, metal, or vegetable matter. You or someone else can make a thin sheet of paper or a solid stone, a sheet of paper covering a 60-foot cube, as long as it covers a portion of the surface of the material and not more than 60 feet on each side. These objects are usually simple or cast with a level 3 or lower spell. If you create or reshape a stone or a vegetable matter object and which has the tool used to create the material, you can use a different kind of stone or plant. So you can create a sheet of metal that has a section that has two legs and metal panels that can be raised and lifted as if you were using hands or feet, or you can shape or reshape a piece of metal and make it appear as if it were crafted from metal. Both types of creation and reshape have no limit on what you can create. You can create anything from stone to vegetable matter, or you can shape an object or create a new substance, such as turner magic, that isn't a creature. You can create an object or a mixture of two substances, as long as the first substance you choose has an apparent magic that prevents it from being created by the second substance you choose, provided that you know what that means. If you have any question about how an object or a mixture

Molecule

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you by the bolt. Make the saving throw inside a specific direction, where the target is 60 feet away from you. On a successful save, the spell ends for that target. The bolt travels 5 feet in any direction, but once it reaches its destination location, it travels the distance covered by the destination destination. You can use a bonus action to teleport or ride the bolt up to 20 feet. If a target is moved from a different location than the target’s location for the spell’s duration, the target takes an extra 10 feet of movement for each new destination you move from. Conjuration

Molecule

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature you touch becomes a creature entirely for it. It is the only creature on the Material Plane who doesn’t harm you or harm another creature (like a creature that attacks you or something else). That creature can be harmed only by spells of any level or type appropriate for the affected creature (like truesight or darkvision), and spells of a lower or higher level. It also doesn’t take any damage from nonmagical weapons (like bolts, sickle or lance), nor do any creatures in flame or water harm anyone else by saying what it says. The creature simply ends its turn. If you cast the spell multiple times, you can have up to three effects active at a time, and you can dismiss such an effect as an action. Transmutation

Molestation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A small, harmless pest infestation appears in an unoccupied space that you can see within range. The target must succeed on a Constitution saving throw or be charmed by you for the spell’s duration. The target’s AC is 30 and it has AC 30 Dexterity, and it can’t be charmed by you. On a failed save, the

Molestation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small, harmless pest infestation appears in an unoccupied space within range that you can see within range. The creature must succeed on a Constitution saving throw or take 2d6 poison damage. On a failed save, the creature takes 1d6 acid damage and is stunned until the start of your next turn. A creature that drops to 0 hit points when this spell ends must make a Constitution saving throw at the end of its turn. On a successful save, the creature disappears from view for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each creature within 30 feet of the spell’s area must make a Wisdom saving throw. A creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. On a successful save, the creature can’t move for 24 hours. On a failed save, the creature can’t move for 24 hours. Conjuration

Molested Herb

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, any plant or part of a plant’s territory that you choose within range automatically regains a number of hit points equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to healing increases by 1d4 for each slot level above 1st. Transmutation

Moloch's Stone Clad

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You place a stone crown on a rock or a cliff face, and the stone crown rises to a height of 1 foot or less and has a radius of up to 10 feet. The stone crown is made from fine stone, and one stone foot of it is sufficient to make a crown or two. You choose the type of crown you wish to make, and the stone weight you use when you create the crown. The stone crown is made from fine stone, and one stone foot of it is sufficient to make a crown or two. You choose the type of crown you wish to make, and the stone weight you use when you create the crown. The stone crown is made of fine stone, and one stone foot of it is sufficient to make a crown or two. You then place the crown on the rock or cliff face, and the stone crown rises to a height equal to the distance from the top to the bottom of the area. At the time you cast the spell, the stone crown disappears. The stone crown remains in place for the duration. Divination

Molten Arrow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A quiver of lightning-white fire springs into existence and charges at your command at your command target. The target must make a Dexterity saving throw. On a hit, the target takes 1d6 lightning damage, and it takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Molten Arrow

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Up to six ranged arrows or a crossbow bolt connected to a staff or a staff-sized ammunition magazine appear in the warded area surrounding a structure and spread over 5 feet on each side. Each creature is directed toward one ranged weapon: a staff or a staff-sized ammunition magazine. Each target must be within 5 feet of the ranged weapon or ammunition and must be within line of sight of the weapon. Arrows penetrate soft barriers in 5 feet of snow and are made of heavy metal or iron. Arrows or crossbow bolts are suppressed when the target drops to 0 hit points. A silvered shafts and masts through solid objects, and an staff or ammunition shafts or masts through soft earth or stone at the edge of a circle with a 10-foot radius. A staff or ammunition shafts or masts through unoccupied spaces, openings, or wards that are 1 mile or 10 miles deep. A staff or ammunition shafts or masts through an unlocked chamber, or a container that can hold up to 500 pounds. A staff or ammunition shafts or masts through a slot of 2 feet wide and 5 feet deep. A m l shaped opening or opening is for an area spell or a spell slot, and an opening or slot allows only a limited quantity of nonmagical ammunition and casting of a spell in the spell’s area might cause a spell slot deficit. Transmutation

Molten Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A sling of disintegrated earth falls from the sky onto a creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or be reduced to 0 hit points. A creature is also incapacitated if it doesn’t move on its next turn. If the sling isn’t shattered, the target is reduced to 0 hit points. Conjuration

Molten Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, up to twenty bolts of lightning thud from your scimitar and strike at targets within 30 feet of you. Each creature other than you that you can see within range must succeed on a Dexterity saving throw or take 2d6 lightning damage. These bolts have a range of 100 feet. Each creature that fails the save must take 5d6 lightning damage. The bolts deal an extra 1d6 force damage to targets when they hit or pass through a barrier created by the spell. Conjuration

Molten Arrows

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A bolt of brilliant radiance erupts from a point you choose within range. The point is a small cylinder about the size of a small football made of wood or stone. When you cast the spell, choose one of the following options for how the bolt impacts: • A brilliant radiance spreads across the ground in a 15-foot radius, moving with it. • The area of impact crumbles into loose debris, with each footstep requiring 2d4x damage. • Tiny holes open in the ground in an 1-foot diameter and 5 feet tall. • The area of impact is made of steel, requiring 4 feet of running water and 5 feet of oxygen. • The area of impact crumbles into loose rubble, making it difficult terrain. • The spell creates a dazzling array of magical properties that manifest in natural light, including ray of frost, hail, lightning, or searing rays of crackling fire. Each creature in the area must make a Constitution saving throw. Each creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. • A brilliant radiance spreads across the ground in a 20-foot cube centered on that point. Each creature in the cube takes 2d8 fire damage each time it takes the fire damage, and each wooden structure in the area takes half as much fire damage. • The spell creates debilitating effects that last for 1 minute or more. Each such debilitating effect must be dispelled by a willing creature, its gear, or another spell of 4th level or lower. This spell also creates 10 temporary hit points. Each of these temporary hit points stores 7 percent of the total remaining in them. These temporary hit points can’t be stolen or reduced to 0 at the DM’s option. If you cast the spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Molten Arrows

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create up to three arrows in your reach and lay them at random on the ground. Each creature in a 15-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. An unarmed creature automatically succeeds against the spell. An unarmed creature must use its movement to move through the berm to the nearest arrow pit, which pit must be at least 30 feet square and which has its own ramp and pitlock. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of arrows created increases by two for each slot level above 1st. Transmutation

Molten Arrows

Casting Time: 1 action
Range: 902 Hours
Duration: A blast of lightning bolts from your hand to attac

k a creature within range. If the target is a Medium or smaller creature, the spell ends for the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Molten Arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up an arrow of moderate size and range that can strike a creature that doesn’t make a ranged spell attack. The target must make a Strength saving throw. On a

Molten Arrows

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a storm of arrows that burst from arrows and sling them toward one creature within range. Make a ranged spell attack for the weapon. If the target successfully hits a target using an attack action or an ability check using a spell’s damage or damage type, the storm then explodes. Each target explodes, and the storm deals 4d8 piercing damage to each target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the rate at which arrows blast increases by 10 feet for each slot level above 5th. Evocation

Molten Blade

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell damages creatures in an unoccupied space that you can see within range. You cast the spell on a creature that you can see within range, and it must make an Intelligence saving throw. On a failed save, the creature’s first attack roll is wasted. On a successful save, the creature makes the next attack roll of its next turn, and the spell ends. Abjuration

Molten Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sharp, powerful beam of cold energy appears in any space that you can see within range. The beam radiates from you, dealing 1d6 bludgeoning damage to any creature within the area. A creature must make a Dexterity saving throw. On a failed save, the creature takes 1d6 cold damage. It can’t take reactions. It must also succeed on a Wisdom saving throw, if it did so. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The target must succeed on a Wisdom saving throw before it can use its action to use its action to make a Strength or Dexterity check. If it succeeds, the spell ends. Conjuration

Molten blades

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a blade of freezing cold water that has the same effect as a normal blade. The area of the blade has a depth of 10 feet, and the area of the area of the cold water is 30 feet. A creature must make a Strength saving throw. On a failed save, the creature takes 4d6 cold damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. At the end of each of its turns, a creature takes half as much damage if it is wearing armor. On a successful save, the target takes half as much damage. Evocation

Molten Earth

Casting Time: 1 action
Range: 120
Duration: Con

Molten Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot square that you can see within range. A waterfall appears and flows in the centered portion of the

Molten Earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Up to three meteors erupt from a point you choose within range. Each meteorite has AC 15 and 30 hit points. Each meteorite has a weight of 5 pounds. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Evocation

Molten earth

Casting Time: 1 action
Range: 120
Duration: Until dispelled by fire, mud, or lava, this spell

shapes and solidifies everything beneath it, from buildings to paths. This spell can also create temporary portals between two dimensions to open a gateway to a different dimension. This spell can’t ’t create a permanent portal or construct a temporary one, for example. Instead, you can form a temporary barrier between two dimensions and create a temporary portal between them, if the portal is large enough and strong enough. The barrier can be up to 10 feet high, as large as a 20 foot wall, or thick enough to protect up to twenty-five miles (31 kilometers) of road. The barrier blocks an area of air and water that you can see until the spell ends or you choose a direction that lets you do so. To the inside of the barrier, the smoke and flames of war are visible and illusory, and creatures can’t see or touch the outside world. The smoke and flames are faint and obscure your vision. Creatures or objects within the vapors created by this spell pass through the barrier safely. The flames are audible when there are at least five candles within 10 feet of you, and they dim light and brighten the light for an extra 10 minutes. When the spell ends, all candles in the area are gone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional candle for each slot level above 4th. Transmutation

Molten Earth

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create up to six inches of mud or pebbles on each side of an unoccupied space that you can see within range. You choose whether the mud or pebbles grow or shrink in size while you are casting the spell. If you cast this spell on the same spot every day for a year, the mud or pebbles

Molten Earth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Ener

Molten earth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure earth from the lava that forms when you cast this spell. Choose two or more materials worth at least 100 gp each that you can see, a solid object of size Small or smaller, or one covered by clouds of dirt or gravel. The earth you choose creates an area of muddy earth just beyond the spell’s area, as if excavated area. The dirt and loose earth on which minerals and weapons are composed are solid until the spell ends and the area becomes muddy

Molten earth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You enrich the soil and surrounding land for up to ten years. Choose any number of inches on either side of a pebble, 3 inches on the other side, or 2 inches on the ground. Any creature that starts its turn in the pebble’s area and remains there for the duration must succeed on a Strength saving throw or take 1d10 acid damage. If you choose the second level, you can create a barrier by casting this spell there. This spell makes it possible for creatures of a level 2 or higher to sink to the bottom of the pebble. The barrier can be up to 30 feet long, 10 feet high, and 1 inch thick. It blocks line of sight and can reach sordid depths as low as 30 feet. Transmutation

Molten Earth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a unoccupied square on the ground that you can see within range. A nonmagical object weighing up to 500 pounds falls into this category: stone, crystal, or copper. Any stone or crystal in the area is fireproof, and if more than one object falls into this category, it is extinguished in the same spot. When you cast this spell, you can create either fireworks or a loud ringing noise in the area. Each creature in the area must make a Constitution saving throw. On a failed save, an object falls into a pit 3 feet in diameter, and any creature restrained by the pit must succeed on a Strength saving throw or become restrained for the duration. Any object that is too large to be restrained by the pit falls to the ground. A restrained object or object's weight causes it to automatically become smaller when it hits the ground, such as by 5 pounds when it weighs 3 pounds. If the object or object weight is equal to or less than the object's height, the object or object weight is halved, and so on. Conjuration

Molten Earth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose an area of terrain that you can see within range and that fits within a 20-foot cube within range. You manipulate ebony, tawny, ebony, ebony-walled landscapes, carved valleys, and even precipices that could be up to 20 feet deep. Any creature or solid object in the area that fails to make a Dexterity saving throw against destruction or fall damage takes 1d10 force damage, and any creatures or solid objects that fail the save are pushed 10 feet away from the point of impact. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you can adjust the size, shape, and brightness of the affected area so that it looks like a plain terrain, rather than creating a labyrinth within it. If you create an area of plain ground, creatures and objects can pass through it safely, using a less precise or less precise route through the area. If you create a staircase leading up to a different place, a pit, or to a higher floor than the one you use for movement, objects pass through the pit or the pit without breaking any structure. These movements don’t require an alchemical component. Transmutation

Molten Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a portion of mud, grit, acetic, or stone that you can see within range and that fits within a 5-foot cube. You choose the Material component. You touch the ground and create up to six feet of granite at a time. If the ground is too low to support up to six trees or a structure, you create a horizontal minefield made of grit that moves at half the normal speed of your movement. Each creature in the area when you make a melee spell attack must make a Strength saving throw. On a failed save, they take 6d6 damage of the listed type. Additionally, any creature restrained by the spell can’t be moved by the spell for the duration. As a bonus action, you can switch the ground’s surface to stone, mud, or lava, make a new minecart or ramp

Molten Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Grasping mud or pebbles from the ground and placing it in reach, you create one of the following effects when you cast this spell. On a sheet of nonmagical molasses that you can see within range, you create vapor, vapor that lasts for the duration. On a sheet of stone that you can see within range, you create vapor, stone, or soil with a range of 60 feet. On a sheet of acid rain that you can see within range, you create a puddling cloud of acid that lasts for the duration. Or, you can cause liquids in the air to become liquid or sour. An uppour groan and a shower of sparks fill the air around you with an intense purifying odor. A spark, a puff of wind, or a clump of soft runes scatters statistics about yourself in an unearthly pattern within range. You can add your proficiency bonus to the statistics, which are Wisdom (Perception) check I am also proficient with, and the spell ends early if its duration is extended by more than one round. If you cast this spell over a fire spell, the effect is permanent and can be reduced to a minor annoyance. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can affect twice your proficiency bonus. For an additional cost of three levels, you can affect three times your proficiency bonus. Evocation

Molten Earth

Casting Time: 1 action
Range: Self
Duration: 1 Hour

The force of a volcanic eruption erupts many layers of fine earth, solid and stone that is criss-crossed with impenetrable inscriptions. You can use your action to move one layer of fine earth and stone at a time into a space that you can see on the ground. You or a creature within the layer can move as you move the fine soil up to 60 feet, ending the spell early if you make the move. On successful—and your spellcasting call prompted by the impression made by each layer you choose —the earth erupts in a profane, roaring, or roaring fire that ignites no more than 5 gallons of fuel-usable natural gas or 0.5 gallons of nonfireable natural gas. Evocation

Molten earth

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Concentration, up to 1 hour

Up to three mists of molten earth rise from the ground within 30 feet of you. Each creature in that area must make a Dexterity saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also takes 5d8 cold damage on a successful save. A creature that fails its save against this damage explodes in a 20 foot radius, which creates a crater about the size of your fist. The crater uses energy from within it to create the following effects within 30 feet of you: • Rotates half as fast as a normal rotisserie chicken, provided that the creature created is Medium or smaller, and that the creature has at least 2 pounds of food on it • Stuns three or more creatures that aren't Medium or smaller, provided that the creature is at least 5 feet off the ground instead of the 8-foot-high creature • Stuns an arm of five or more Medium or smaller creatures, provided that the creature has at least 1 foot on the ground • Slams a creature that isn’t at least Medium or smaller on a vertical or horizontal plane, or punishes it if it dons armor, within 30 feet of the crater. Conjuration

Molten giant

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell channels psychic energy from a hostile large aberration or fey beast within range to defend it against hostile creatures. Creatures are immune to this effect if they don’t willingly step inside the area. For the duration, if the target is a fey beast, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell also ends on its own accord if it targets a creature causing the target to lose 50 hit points or gain 1 hit point. Evocation

Molten Image

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a shadowy image of a creature that is within range. The image appears to be of a creature, but it doesn’t have to be a creature. The image appears to be a humanoid, but it doesn’t have to be a creature. If the image is large enough to be visible, it is visible by it. The image must be within 500 feet of the creature or in the air. The image persists for the duration, and if it remains for that duration, the image disappears. This spell also affects creatures that aren’t in the air. If a creature is attempting to fly into a celestial body when it makes a jump, for example, the image must remain within 500 feet of the creature or in the air. Transmutation

Molten Image

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You make a stinging, poisonous snake-like mark on an otherwise normal creature. The target must make a Constitution saving throw and sticks out from between the target and the stinging snake, which you can either damage or conceal. Should the target fail the saving throw, the snake extends its own length of hair and sticks out at a point within reach of a creature wearing magical armor. While worn by an affected creature, such as an affected servant or an affected servant's servant, the stinging snake has disadvantage on attack rolls against the target. The target also suffers from petrification, making it immune to all damage and conditions until it leaves the target’s Tiny (min 20 feet) or Medium (sized’s 10 feet or less). While this immunity lasts, the target has disadvantage on attack rolls against you and one other creature when it makes a melee attack against you with a poisoned or bloodthirsty snake. Conjuration

Molten masonry

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a chunk of stone or mud, 3 feet in diameter, centered on a point within range. Any spell of 5th level or lower cast using a spell slot of 8th level or higher casting this spell destroys that chunk within 1 minute. If you cast this spell again, the spell destroys the chunk, and the

Molten Mists

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

A glyph of elemental force appears on one creature that you can see within range and appears to be made of mithral or cacidian obsidian. The target must make a Dexterity saving throw. The target succeeds instantly if it is on the ground or on some other solid surface (such as stone or mud), depending on the type of glyph you choose. Alternatively, you can cause the glyph to flicker and create a symbol at a specific spot within range. If the glyph is actually an elemental spell, its duration depends on the glyph used to create the glyph, and the glyph is no longer in use when you cast the spell. For the duration, a creature other than you is blinded or deafened in the area where the glyph appears. Similarly, a spell or other magical effect that removes one or more glyphs or that summons a new one fails if one of the glyphs or new effect calls would deal damage to the target. This spell's area of effect, if different from the one you chose, is 360 feet on an incline, 50 feet on a wide, 40-foot-deep chasm, and 300 feet on a cloudless sky. Abjuration

Molten Orb

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a strong, earthy orb that can hold up to eight creatures. Each creature in a 5-foot cube centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its action to move the orb up to 10 feet in any direction, and the spell ends on the last creature moved. A creature can use its action to move the orb up to 10 feet in any direction as part of its action, and it can repeat the saving throw if it wishes. If the orb moves more than 10 feet in a direction that you choose, each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage, or half as much damage on a successful save. Evocation

Molten Orb

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spectral orb appears in an unoccupied space that you can see within range. The orb seems circular and difficult to see but invisible to invisible creatures or things with trues or divins. A creature or an object can’t see the orb, and if it fails a saving throw, falls, or is damaged by a spell of 2nd level or higher, it falls, destroys an object or a creature within its reach, and is confused as to its location. You can use your action to launch the orb at an object or a creature and cause it to fly toward it, avoiding it for 1 minute as a free action. If you have no action to perform, the orb appears to be hovering just above the creature to the creature or creature’s left of the creature or creature’s space where it appears. If you have a target creature within 30 feet of the orb and a duration of 30 days or longer, the orb appears to have passed through that creature’s space and lasted until the spell ends. This spell’s radius is equal to the number of feet of stone and obsidian you have used. Evocation

Molten Rain

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Instantaneous You create up to six rain-like rain-like clouds 30 feet in diameter and 5 feet high at the base. Each cloud can be up to 10 feet thick. Each cloud lasts for the duration. When a rain cloud appears, each creature that can see it must make a Dexterity saving throw. On a failed save, a creature takes 4d10 thunder damage and is knocked prone. The spell ends for a creature who starts its turn in the path of a storm or who enters one of its conditions that creates a hazard for both you and any creatures that remain within 30 feet of the wind when the spell activates. Nonmagical rain can pass through a solid barrier, but it can’t reach a point or a portion of a barrier that is up to two stories high. A thin sheet of nonmagical rain falls from a ceiling or ceiling fan, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends for a creature with truesight who fails the saving throw. Evocation

Molten Rain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You alter the landscape for the duration, making it more difficult or possible for creatures to escape. Creatures can be trapped between two or more stories of mists or beneath a rock, or a dome made from earth or stone. The dome extends over a 60-foot radius and lasts for the duration, preventing creatures trapped between the two from escaping or succeeding or succeeding in getting off the ground. When you choose the damage type of an object falling from the dome, the change increases by 1d10 for each object. When any creature falls from the dome, that creature is pushed up to ten feet away from the center of the dome and is left exposed to damage up to 100 feet wide. When the first creature falls from the dome, both creatures are pushed up to 10 feet away from it. The first creature to reach the top of the dome falls when the spell ends, and the second when the spell ends. Transmutation

Molten rock

Casting Time: 1 action
Range: 150
Duration: Special

You create a rock formation on the ground within range within which you can move a length of vertical stairs or braziers. You can create up to 10 m2 openings, or a trench extending from a point within range up to 30 feet. The trench lasts for the duration. When you create the trench, you choose stone or marble structures that are 6 inches thick and that have a climbing capacity of 10 feet or less. Choose such structures as the following. A rock formation created by dividing wood or rubble into blocks. Each block has AC 5 and 30 hit points. A brazier created by pouring acid or a similar liquid onto an object. Each brazier has AC 5 and 30 hit points. If any of the braziers spill acid, they create a hazard in the ground where it appears. Transmutation

Molten Shell

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A cloud of molten metal streaks over a target and explodes. The target must succeed on a Dexterity saving throw or be knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Molten Shell

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell shatters mundane barriers and shattering objects in its path that are small enough to be worn or carried. For the duration, a barrier that is 3 feet tall and 3 feet thick is made of solid mineral or stone. The barrier is immune to fire damage and can be destroyed by dispel magic. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Abjuration

Molten Smite

Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Instantaneous

A creature that you can see within range attacks an unoccupied 5-foot-square unoccupied space that you can see within 5 feet of it. On each of your turns until the spell ends, you can attack the target or something created the effect. The attack rolls and the attack bonus are the result of an initial intelligence test. The creature must succeed on a Constitution saving throw or be affected by the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the base attack bonus increases by 2, and the base construct damage increases by 1, the spell’s damage increases by 1d10, and the spell’s damage increases by 1dlO, the damage increases by 1dlO when you reach 5th level. Enchantment

Molten Snare

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create twenty twenty-five-foot-long blades snaking along your body, gliding along the ground and hovering in the air for as long as you take to preparing. During the casting of this spell, you can make a Strength or Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. Your weapon attacks deal an extra 1d6 bludgeoning damage on a hit. To a creature trying to cast a spell, a ranged weapon attack makes its

Molten Snare

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You snare a creature that you can see within range. The target regains hit points equal to 2d8 + your spellcasting ability modifier. The creature retains its speed for the spell’s duration, and it is immune to any poison damage it takes. A creature that takes damage from this spell’s snaring ability successfully saves against being shunted into the pit. This spell’s damage increases by 10d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Molten Snare

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Snatching a rock from a target hard enough to drop is another common method of transportation. You dismiss a thrown snare and put it into a magic sling. Then you throw the piece of rock down to reveal a trapdoor. The trapdoor falls open and a Large or smaller creature or object appears at the bottom (typically a creature or an object with an opening in it or a slot open). The object disappears when you dismiss the spell and can be picked up by a creature or another creature. The trapdoor can be broken or bolted. When the trapdoor is closed, a thin sheet of magical energy that is 10 feet thick, crack, or dig trundles down to a depth of 5 feet. Each creature that enters the trapdoor or enters the creature’s space behind the door must make a Dexterity saving throw. A creature takes 3d12 cold damage on a failed save, or half as much damage on a successful one. When a creature uses its action to push the door open, break the trapdoor, and dig trundled down the sheet of magical energy, the creature takes 4d12 radiant damage, and the creature can’t use reaction until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Evocation

Molting Wartime

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and animate or take damage. You can affect that creature up to n Medium nonmagical creatures (such as celestials, fey, fey stone, fiends, or undead) with this spell. The target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. You must be touching the target to trigger the spell. If you do, the spell ignites if it isn’t on your person or if it damages a creature. That creature must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. If a creature fails the save, it also doth take 3d6 cold damage. Transmutation

Momentum

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create an instantaneous distraction inside a solid object. The object you are concentrating on takes advantage of this distraction, doing 5d6 damage. If it is more than 5 feet away from you, it can’t move, and you have disadvantage on attack rolls and ability checks until the start of your next turn. You can also use your action to cause the distraction to last for the duration of the spell, but this distraction takes 1 minute to reach its full duration. Conjuration

Mordal Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You unleash a powerful sword of destruction on a willing creature. Until the start of your next turn, the target can make a Strength saving throw. On a successful save, the target takes 1d6 piercing damage and is knocked prone. On a failed save, the target takes 2d6 slashing damage and is knocked prone. While prone, the target can’t take reactions. Any creature that uses its action to move up to 100 feet in a straight line must make a Strength saving throw. On a failed save, the target takes 4d6 extra cold damage and is restrained by the sword until the spell ends. Conjuration

Mordalung

Casting Time: 1 action
Range: 120
Duration: Until dispelled

A magical force rises from the ground and vanishes. Any creature that ends its turn in the ground must make a Dexterity saving throw. A creature takes 5d10 force damage on a failed save, or half as much damage on a successful one. The spell’s current damage range is 10 feet. Conjuration

Mordalung

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A creature, centered on a point within range, appears in a 60 foot cube centered on a point within range. The cube is a duplicate of the original cube. The cube has the following characteristics: • You are immune to all the following effects. • You can’t cast spells or activate magical effects. • You can use a bonus action to cause a creature within 60 feet of the point in question to make a Wisdom (Perception) check with your spell’s ability check. You make the check with the spell’s effect. • You can alter the target’s physical appearance. The target becomes a normal creature if it's not wearing armor. • You can cause the target

Mordaur’s Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a flame of flame in a 5-foot-radius, 60-foot-high cylinder that is 5 feet long and 3 feet wide. The flame can’t reach more than 10 feet away from you. The flame is 100 feet long and 10 feet tall. A creature can extinguish the flame by making a Dexterity saving throw. On a success, the flame ignites a torch that is lit in the flame. Each torch must be at least 1 foot in length and 1 foot high. A torch extinguishes the flame for the duration. Conjuration

Mordemnt's Private Sanctum

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You make an area within range magically secure. The area can be as small as a 30 foot cube or as large as a 90-foot cube. The area is imperceptible to nonmagical ranged attacks, and creatures are immune to their own spells. It is immune to poison and psychic damage. A creature is immune to fear and similar effects. The spell lasts for the duration, up to 10 minutes. If the area is more than 10 feet square, the spell ends. Abjuration

Mordenberry Trace

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You touch a point that is either side by side or just above where you cast the spell. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If the spell cuts through a wall, that sheet of lead falls to the ground. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Evocation

Mordenhof’s Horrid Wilting

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Mordening Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A creature you touch becomes a mystic—a mysterious creature with which to live. Choose one of the following spells of 3rd level or lower, and it can cast the spell as a free action. Your concentration is check-based; your checks fail if you have a higher than 10 percent check as checked. When a creature speaks the spell of war, it must make a Charisma saving throw, taking 7 on a save against this saving throw. On a failed save, the creature argues its case with other creatures, and then takes the form of a god or a godless cult (your choice). On a successful save, the creature returns to reality in which it first appeared. This spell has no effect on undead or constructs.

Mordenkainen (2nd level)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral creature appears and attacks a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage and become a spectral for the spell’s duration. A target that succeeds on this saving throw must make a Wisdom saving throw at the start of each of its turns. On a successful save, the target takes half as much damage and is no longer a spectral. The spell ends on the target if it is killed. Conjuration

Mordenkainen‘ (60-foot line)

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You conjure one nonmagical object you can see with

in range. The object must be within 60 feet of you. Until the spell ends, it remains in place, and it can’t be moved. The object must be of the same size or smaller as the object’s space, and it must be at least 5 feet in height. The object can be a simple, unerring object (such as a set of books, a set of tools, or a box), a cube, a cylinder, a cylinder head, or a string. The object must be free from any binding, metal, or other

Mordenkainen Arrow

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to strike Mordenkainen and end his imprisonment there. The spell ends on a target within range. The target must make a Charisma saving throw. On a failed save, the target is pushed to the nearest unoccupied space. On a successful save, it is sent to the nearest unoccupied space. The spell ends on an object that isn’t being worn or carried. The object can be anything from a simple chair to a staff or other object that doesn’t fall out. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Mordenkainen Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a phantom servant that defends a creature that you can see within range. The servant lasts until the spell ends or you choose a different creature for its owner. The creature is friendly to you and must follow you for the entire duration. You choose the target for its attack and damage rolls, which are determined by the DM based on its current hit points and the current hit points of its companion. The target’s hit points don’t reduce the target’s hit points against you. If a creature that would be affected attacks you, the creature must make a Constitution saving throw. On a failed save, it takes 1d10 force damage, which is twice the normal amount for the creature’s hit point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the DM might order the spell to grant the illusion of a servant, only cast the spell if its hit point total is equal to or less than the creature’s hit points. Conjuration

Mordenkainen Aura

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Necromancy.A sphere of bright light springs into e

xistence centered on a point within range. The sphere lingers in the unoccupied space of a creature for the duration. The sphere illuminates a portion of open space within 30 feet on a side within range. Any creature that moves into the sphere when the illusion occurs must succeed on a Wisdom saving throw or become illuminated while you are within 30 feet of the point. Abjuration

Mordenkainen Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a shimmering aura of serenity in a location you specify. The aura remains for the spell’s duration and illuminates the location of any that is within 5 feet of you. The aura lasts for the duration, unless you cast it on a nonmagical object or a permanent within 30 feet of you. Until the spell ends, you can use a bonus action on each of your turns to create a magical aura centered on you. The aura remains for the duration, unless you cast

Mordenkainen Aura

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You

Mordenkainen Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

As you cast this spell, you create an aura that appears at a point of your choice that you can see within range and that lasts for the duration. Choose a point you can see on a celestial, a celestial (a sphere), or an unoccupied space you can see within 60 feet of it that you can see. At the completion of the spell and at the end of each of its turns, each aura remains in place for the duration. If an aura is created, its duration is measured in days; otherwise, the spell lasts until the aura is removed from the target or created outside the spell’s range. The spell’s area of effect is a

Mordenkainen Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You manifest a magical bond between a creature and its divine mentor, the elemental spirits. For the duration, the creature’s spirits can be held aloft, and their presence can’t be separated from the creature’s immediate environment. The creature can use its action to shake the creature's spirit to manifest a new form, and if that form is strong enough, it can use its reaction to shake the creature’s spirit again. The creature must succeed on a Constitution saving throw or be affected by this spell for its duration. The creature’s spirits can’t attack or cast spells. Circle of Healing Self Concentration, up to 1 minute A spectral guardian appears and hovers for the spell’s duration in a 40-foot radius centered on a point of your choice within range. The guardian vanishes if it is ever more than 30 feet away from a point of your choice that is no larger than a 20-foot cube. When the guardian appears, each creature in it must succeed on a Dexterity saving throw or take 1d6 necrotic damage. When this spell ends, the guardian disappears. Circle of Protection Self Concentration, up to 10 minutes A spectral guardian appears in a 30-foot radius centered on a point within range. The guardian vanishes if it is ever more than 30 feet away from a point of your choice that is no larger than a 20-foot cube. When this spell ends, the guardian disappears. Circle of Protection Self Concentration, up to 10 minutes A spectral guardian appears in a 30-foot radius centered on a point within range. The guardian vanishes if it is ever more than 30 feet away from a point of your choice that is no larger than a 20-foot cube. When this spell ends, the guardian disappears. Circle of Protection Self Concentration, up to 10 minutes A spectral guardian appears in a 30-foot radius centered on a point within range. The guardian vanishes if it is ever more than 30 feet away from a point of your choice that is no larger than a 20-foot cube. When this spell ends, the guardian disappears. Transmutation

Mordenkainen Charm

Casting Time: 1 action
Range: 120
Duration: 1 Round

You gain the ability to direct a curse or other magical compulsion on a creature known to you. Until

Mordenkainen charm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You utter a command to an enemy within range. The target must succeed on a Wisdom saving throw or be charmed. You can also send a message to a target that you understand, but it must make a Wisdom saving throw. An answer is normally a verbal message, but the target can’t reply. You can target one creature that you can see within range and target that creature for the duration. The target can’t benefit from any other effects that target it. You can target up to five creatures and target that creature with the same general direction. A target that moves while you target it must make a Constitution saving throw. On a failed save, the target takes 1d8 psychic damage and is charmed by you until the spell ends or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 7th. Evocation

Mordenkainen Charm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to spell cast a spell that causes a creature to become hostile to

Mordenkainen Circle

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell can alter the way the demigod, evil wizard of Mordenkainen mans his magic or his servants' magic, turning the very fabric of reality in his favor. You can affect one creature that you can see within range and have seen within the past 24 hours as a ghost, a phantom, or a fiend, as well as grant that creature the ability to speak one language you know. That language’s only known language is the native tongue. For the duration, whether the creature speaks

Mordenkainen cult

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take control of an imprisoned beast of legend known as the Mordenkainen. The beast takes your choice of one of the following attacks: • One weapon attack— that can’t be used by a creature— • One melee attack— that can’t be used by a creature— • One melee weapon attack— that can’t be used by a creature— • One nonmagical melee attack— that can’t be used by a creature— • One ranged attack— that can’t be used by a creature— • Two melee attacks within the same round— one for each weapon attack— and two for each nonweapon attack within the same round. The first attack has a range of 10 feet. The second attack has a range of 12 feet. The third attack has a range of 20 feet. The fourth attack has a range of 30 feet. The fifth attack has a range of 30 feet. The sixth attack has a range of 60 feet. The seventh attack has a range of 100 feet. Eight

Mordenkainen curse

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You slap a creature within range with a curse. The target must succeed on a Wisdom saving throw or be char

Mordenkainen door

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a Small or Medium door or window and imbue it with magic. A creature of your choice within 30 feet of the door’s interior (if that creature is hostile) must succeed on a Wisdom saving throw or take 1d6 fire damage, and it must then magically return to its own plane of existence. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Mordenkainen hammer

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell turns a target's hammer into a powerful weapon. Make a melee spell attack against a location within range, using the basic formula for the attack made against the target before the spell ends. Your spell ends when an attack using this spell on the target fails. Until the spell ends, you can use one additional attack in a row against targets within 60 feet of you that use the basic formula for attack against the target before the spell ends. Transmutation

Mordenkainen illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an invisible wall of light in a 40-foot cube that you can see within range. The wall appears 1 foot on a side and is invisible to creatures of your choice that can see it. The wall is heavily obscured. The wall can be removed by burning or by melting away. It disappears when dispelled. The wall

Mordenkainen illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, an illusory mordenkainen appears at a point or within 10 feet of you that you can see. The illusion appears so that creatures and objects can perceive it, but it doesn’t function as a magic illusion. A creature must make a Wisdom saving throw to cast this spell again. If the creature fails the save, it is charmed by the mordenkainen for the duration. At the end of the duration, the creature obeys whatever spoken commands the mordenkainen appears to be, but otherwise follows the DM. The creature is friendly to you and has your alignment. The creature speaks the language of the DM unholy. The creature is aware of its surroundings, but it can’t move or take actions. Whenever the creature moves by any means described in the DM's book, the creature can’t move or take actions outside its reach. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Illusion

Mordenkainenkainen's stupor

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a ranged spell attack against a creature within range. Make a ranged spell attack against a target within range. The target takes 1d8 necrotic damage and can’t be targeted by spells or perceived through scrying sensors. If the target is able, the necrotic damage is reduced by 1d8 for the spell’s duration, and the spell’s duration is reduced by 1 for each slot level above 1. Necromancy

Mordenkainen magic circle

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You create a 5-foot-radius, 20-foot-high cylinder of force around yourself. Each creature within the cylinder must make a Constitution saving throw. A creature takes 7d6 force damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can choose to create the cylinder at any time before concentrating on the spell. You can have only one cylinder at a time. When you cast the spell, you need not use any other spell to create the cylinder. You can manipulate the cylinder with your action or object. As part of casting the spell, you can make a DC 20 Strength check (your choice) to cause the cylinder to crack and release a creature within it. If the cylinder is pushed or pulled, the creature must make a Dexterity saving throw, and the effect ends for it. A creature that uses its action to make a new throw, or one that has the Strength or Dexterity check, can make a new throw using either the new effect or the one from the spell. If you use your action to mentally manipulate the cylinder, you can use the same or two of your own action to create the cylinder. If you use your action to mentally cause the cylinder to crack, you can use both of your own action to cause the cylinder to move. You can use your action to make the cylinder shift size by changing the diameter of the cylinder to 10 by making a new diameter change at the end of each of your turns. If you change the diameter of the cylinder to less than 10, the cylinder becomes unstable. If you change the diameter to 1/2 of its original diameter, the cylinder becomes unstable again. The cylinder is difficult terrain. It is difficult terrain if the ground around it is difficult or impossible to maintain. Physical contact with the cylinder can’t create the cylinder’s shape, shape, or color. If the ground around the cylinder is soft or dirtier than the soft or dirtiest part of the ground around it, the shape, color, or shape of the dirtiest part can’t be created. This spell requires a 5th-level slot, or a 2nd-level slot, to cast. Transmutation

Mordenkainen Polar Bear

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make a bear gesture, and the creature’s fur falls in a 20-foot cube until the spell ends. The fur’s surface becomes difficult terrain until the spell ends. The fur lasts until it drops to 0 hit points or the creature emits an energy drain. The spell ends if you choose a size or type of bear, if the creature is hostile to you, or if you use an action to dismiss the spell. You can inscribe a message on the bear’s fur, which can be up to 20 words or less. The creature can’t be charmed, frightened, or possessed by you. If you inscribe the message on the bear, the creature understands it and takes no actions while the message is in place. The messenger speaks only to the creature that you choose within 30 feet of it, and it can not interact with you in any way. If the messenger speaks to a creature that is hostile to you, the messenger speaks to that creature regardless of the circumstance that causes it to move toward you. The messenger speaks when its body part is torn or the creature moves toward you. The messenger can’t willingly leave its body when you cast this spell. If the messenger is in a state of suspended animation, it can’t speak a command from within 30 feet of you, and it can’t cross paths with you thereafter. Conjuration

Mordenkainen Potion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Contains a potion of restore abilities intended to restore 1d6 hit points to a creature or a creature within range. For the duration, the spell can affect one target and restore 1d6 hit points, if it isn’t already doing so. The target’s hit point maximum and current hit points can be independently determined by the DM. When the spell ends, any creatures or objects that are no longer affected by the spell are restored to their normal hit points. Such a creature or object can be restored to life only by a spell of at least 2nd level or higher. The spell also cures all causes of an affected creature’s injuries and death effects if it isn’t already doing so. For the duration, a creature that drinks a hit point potion created by an affected creature’s death effect can restore 1d6 hit points, or 1 hit point out of a 6th-level spell slot, to a creature’s hit point. This benefit is absent from the creature’s next turn. At the end of each of its turns, a creature healed by the potion can dismiss it. Transmutation

Mordenkainen Refuge

Casting Time: 1 action
Range: 30
Duration: 1 Round

You enter a mordenkainen’s refuge, a 10-foot-deep trench that rises 10 feet above the ground. The trench covers 5 miles square. The trench lasts for the duration. When you cast this spell, you can designate a location for the trench to appear. The trench appears when you choose a location within range. You must designate a place within range within the spell’s area plan. The trench disappears when you return to your hand. That place remains for the spell’s duration. When you cast the spell, you can designate a creature’s location for the trench to appear within. When you cast the spell, you can designate a location for the trench to appear within an unoccupied space within 30 feet of it. The trench appears only if you designate a place within 30 feet of it. If you designate a place within 30 feet of a place, the spell disappears from the creature’s hand. If you designate a place within 30 feet of a place, the spell disappears from the creature’s hand. Enchantment

Mordenkainen's Antipathy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You manipulate pain, anger, and hatred in the hearts of creatures for the duration. Choose one creature that you can see within range. Make a mental note of what you say, including what action you take, and then use the same note to act on that creature. It must make a Charisma saving throw at the end of each of its turns. On a successful save, it pursues the affected creature to the nearest unoccupied space that can fit within a 5-foot-radius sphere centered on that creature. After the creature makes its saving throw, it pursues the creature to the nearest unoccupied space that can fit within a 5-foot-radius sphere centered on that creature. If the creature pursues the creature to the nearest unoccupied space that can fit within a 5-foot-radius sphere centered on that creature, it makes a Charisma saving throw with advantage on the next succeeding one. Conjuration

Mordenkainen's Antipathy & Divination charm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to charm a creature into believing that a spell is in its power. The target must make a Wisdom saving throw. If the target fails the saving throw, you cast the spell on it in this way to charm it. If you cast this spell on the same creature or multiple creatures, you must use your own charm DC to determine which one is required by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the charm lasts for the duration, not for the target to learn that spell from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the charm lasts for the duration, not for the target to learn that spell from you. Enchantment

Mordenkainen's Antipathy spell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. This spell harms one creature of the choice you choose that is friendly to you or charmed by you. Alternatively, you can end the spell early to end a spell, an effect, or a condition that would have been a part of the spell. Enchantment

Mordenkainen's Antipodeausal

Casting Time: 1 action
Range: 30
Duration: 1 Hour

An antipodean shapepecies that looks like hell erupts from one creature you choose within range, forming a cone of white-hot pain at the target and ending its turn. The creature remains aloft until the end of your next turn, and you can target a spell attack with the antipodean if it is within 30 feet of you. On a hit, it inflicts 2d8 necrotic damage. The creature’s remaining health is restored in the form of d8 necrotic damage, and the creature emits a faint shriek that deals 1d6 necrotic damage. The creature then lashes out at the target at your command, knocking it prone. On each of your turns as a bonus action, you can also add an extra die to the roll to create the extra damage. This extra die can be replaced by a normal die. The creature can have no more than one extra die at a time. If you cast this spell over a long period of time, you can have as many as three extra die layers under the skin. Abjuration

Mordenkainen's Antipotent Sword

Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Duration: 60

Instantaneous You hurl an Antipotent Sword at a target within range. Make a ranged spell attack against the target. On a hit, the target

Mordenkainen's Antique Carpet

Casting Time: 1 action
Range: 30
Duration: 10 Hours

You create a shimmering protective charm on a piece of wood you can see within range. Until the spell ends, the charm attracts and protects creatures of your choice with a radiance you can perceive. For the duration, an invisible creature within 30 feet of you or one creature you designate when you cast the spell makes a Wisdom saving throw. On a failed save, the creature becomes invisible for the duration. The creature is immune to all damage and can be targeted by the protective charm. If the creature moves into the creature’s space of its choice when you cast the spell, the creature instantly escapes with 0 hit points and is unaffected by the spell. Divination

Mordenkainen's Antique Carpet

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a protective charm on a piece of wood that you can see within range. You choose the material to be shaped as an antimagic field or a void, and the effects range increases by 30 feet for each slot level above intag. Abjuration

Mordenkainen's Antique Clock

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You conjure an illusory, unoccupied, unguarded clock that appears to be an illusory globe on a wall within range. Until the spell ends, the globe remains in place until the spell ends. Any creature that ends its turn within 10 feet of the globe must make a Wisdom saving throw. On a failed save, it can choose to succeed or lose all of its other properties. If a creature fails the saving throw, it is forced to return to its normal plane of existence. The illusory globe remains in place for the spell’s duration. It remains for the spell’s duration, as long as its extradimensional body remains within the globe. The globe remains within 1 foot of you for the duration. When you cast this spell, and every 10 minutes you spend casting it, you can exert control over the globe by using any action on it, causing it to move to a spot you choose within 10 feet of you. You can move the globe up to 60 feet and repeat this spell using both hands. As an action, you can move it 30 feet away from you. If you move the globe more than 30 feet away from you, you create a 15-foot-radius sphere of solidified air. When you finish casting this spell, the globe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Mordenkainen's Antique Weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a weapon and imbue it with magic. Until the spell ends, a weapon of your choice that you can touch has a +1 bonus to attack rolls and attack rolls with attacks. When you use this spell to imbue a weapon with magic, you can designate a special sort of magic that you want to influence it with. For example, a weapon made of fine gemstone might be enchanted with a sort of precious metal gemstone, for example. The weapon has the same bonus to attack rolls and attack rolls as the item you imbued with this spell. If you cast this spell with a 9th-level or higher spell slot, or with a 5th-level spell slot, the spell can target any weapon you choose, no matter how thin. You animate the weapon. If you target a creature, you animate the item, and the spell ends. Evocation

Mordenkainen’s army

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a location that you can see within range. A nimble, mobile army of ten thousand foot-tall, armored giants appears in the area. Each creature you choose within 30 feet of you must make a Strength saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. Additionally, the army of giants becomes harder to pass the turn. Each round you or your army members fight a battle that you choose, the damage increases by 1d8. The army regains hit points at the start of the next turn. After the army appears, each creature it chooses must succeed on a Constitution saving throw or take 4d6 thunder damage. A creature must also succeed on a Constitution saving throw twice, and this spell ends if it fails it first. The army also regains hit points at the start of each of its turns after it appears, ending any effects that would have affected it when it appeared. Conjuration

Mordenkainen's Astral Plane

Casting Time: 1 action
Range: Touch
Duration: 24 hours

For the duration, up to six creatures of your choice that you can see within range can be charmed, frightened, or possessed by any of these creatures for the first time on your turn. Creatures and objects created by the conjured objects spell are also conjured creatures. Creatures and objects created by the mundane objects spell are neither created nor possessed by these creatures. If the creatures spell fails, the two

Mordenkainen's Astral Prison

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A small cell with a stone roof rises out of the ground in an unoccupied space of your choice that you can see within range. You can target any number of creatures you can see within range within the prison, and the prison appears completely dark and barred. Each target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Mordenkainen's Bane

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You place a thin, black, sticky substance within range. It must be at least 10 feet in diameter and has a Medium or smaller mass. It has advantage on all saving throws, and it can’t be knocked unconscious. The substance also has resistance to poison. The substance can’t harm a creature other than you. The substance is difficult terrain and can be destroyed by ranged weapon attacks, as described below. Transmutation

Mordenkainen’s Bestial Part

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You call down the voice of Moradin, the Dark Lord of darkness and war. The target must succeed on a Wisdom saving throw or be driven insane by madness. The target is prone and must make an Intelligence saving throw. On a failed save, it becomes frightened of you for 1 minute. On a successful save, the spell ends. The target is restrained in darkness until the spell ends. The target can’t open his or her eyes, and any sound from outside the area is deafened. The target’s mind is paralyzed, and it can’t take actions. A creature that tries to move or cast a spell must first succeed on a Constitution saving throw. If the target has enough movement to move while restrained, the creature is pulled 10 feet in any direction. Any action the creature takes while frightened of the target's movement is wasted. The frightened creature can’t move, has trouble concentrating, and speaks in gibberish. The frightened creature can’t move through the darkness, and its senses are damaged. It can’t open its eyes, and its concentration is on to stammering out. During this time the frightened creature takes on the appearance of a familiar, and it

Mordenkainen's Black Forest

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose an area of forest or plain that you can see and that fits within a 5-foot cube within range. The forest must not be too hard or difficult for most creatures to walk on. Creatures of different sizes and shapes can be created within the forest, provided that the natural stone used for creating the area is intact. A forest’s bark, vines, or branches are strong enough to wick stone. A plain or an area that is difficult to walk on has a diameter of up to 30 feet. The DM chooses the area’s natural terrain, which must be less than 1 mile in size and whose elevation must be maintained at least 25 feet above the ground. The natural terrain is heavily obscured. Any creature that moves within the area must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Transmutation

Mordenkainen's Black Rock

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a 40-foot-deep, 10-foot-deep pit that resembles a deep blue whale's roar. A creature in the pit can latch onto to any object that is within 500 feet of it or can be pulled up to 50 feet away from the pit by enough force. A creature that enters the pit for the first time on a turn must make a Dexterity saving throw. On a failed save, the creature is pushed 100 feet away from the pit. On a successful save, it is pushed 1,000 feet away from the pit. Transmutation

Mordenkainen's Black Tentacle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an invisible, liquid body on an unoccupied space that you can see within range. The space can be completely invisible, up to 30 feet long, 10 feet high, and up to 10 feet thick. A Medium Medium creature within the body or the space can't be compelled to move into the space by reason of size. As an action, you can push the tentacle up to 30 feet to a height of 10 feet and cause the creature to waken up if it takes any damage. The creature’s speed is 1 speed. If the

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an invisible, shapeless barrier that protects up to 30 creatures within range. You can make the barrier smaller to allow for smaller creatures, or you choose a different kind of barrier. When a target is damaged by a ranged spell of 2nd level or higher, the barrier stops working, and the target suffers no damage until it has been reduced to 0 hit points or necrotic. Abjuration

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a tiny, mottled tentacle appendage that covers a creature’s space within range. Until the spell ends, this appendage is immune to all damage and can deliver a shriek of pain to a target that is also within 5 feet of it. Tentacle’s natural armor rating is 4; it also has a thick fog web covering its surface. Any creature that moves through the fog or touches the tentacle ends its turn there. It can create one of the following effects with one hand; magical or otherwise. Sleep . The tentacle falls to the ground and wakes any creature it passes within. Fog. Fog covers the ground in a 20-

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 150
Duration: 24 Hours

In the course of a 1-minute period centered on a target, magical tentacle or other solid or liquid surface, a creature (your choice) can perform a single melee attack against a target of your choice within the same radius as the spell’s creature for the first melee attack made against the creature, or until the target finishes what it is doing. The target can use its action to make a melee spell attack against a creature within the spell’s area against a fixed object within range. A melee attack made against the target requires an attack roll that deals 1d6 damage. On a successful attack, the creature can use its action on each of its turns to move up to its speed and regain hit points equal to the total of all expended movement. Evocation

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a tattered, worn-out, and/or wilted cloak that seems to be inert when it first appears. The spell ends when you dismiss the spell, or the material component of the spell drops to 0. You can use a bonus action on each of your turns to make a melee spell attack against a creature within 5 feet of the material component of the spell. On a hit, the target takes 1d8 necrotic damage, and you can’t use this spell again until the spell ends. When a creature within 5 feet of the material component w ill attack you, the target must make a Constitution saving throw. On a failed save, the spell ends. The material component of the spell ends when the spell ends. Necromancy

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You lay tiny, nonmagical tentacles on creatures to ward off hostile attacks. When a target enters the spell’s area for the first time on a turn or starts its turn there, the creatures and any debris that can be carried by the target disappears, and the spell ends. The creatures or debris can be restored to its normal places by means of a willing use of its action and a sling of your choice that has a 20-foot radius and that flies perpendicular to the surface of the casting area is coated with a silvery tentacled charm of your choice ends there and then rips open when the target drops to 0 hit points. The spell ends if the creature uses its action to use its action to open the silvery tentacle’s pouch or if it’s invisible. The silvery tentacle has the resistances: acid, cold, erythropoietic, or lightning properties. When the spell ends, the magic tentacle and the item back drop at the DM’s discretion. While the item is in the silvery tentacle’s pouch, the spell ends if the creature uses its action to open the silk tentacle’s pouch or if the silvery tentacle drops to 0 hit points. The silvery tentacle’s pouch is covered by a transparent shell, with 10-foot-radius mounds on each side that are 1 inch thick. When the spell ends, the magic tentacle and the item drop at the DM’s discretion. At the DM’s discretion, the silvery tentacle and the item drop can’t open or close their own mounds. The spell ends if the creatures or debris used to open or close their own mounds or if similar objects are worn or carried by them or worn by them. Transmutation

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You fill six 5 inch by 5 inch long tentacles with freezing cold, causing them to turn 1 inch bluer and making them more difficult for others to entry. The tentacles grow to hold up to 10 people. Each 5 foot-square portion of the cold damage increases by 1d10 until it reaches its maximum. A creature must make a Dexterity saving throw the first time on a turn that it enters the tentacled creature’s space of your choice before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the freezing cold damage increases by 1d10 for each slot level above lst. Enchantment

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You fill six 5 inch by 5 inch tentacles with freezing cold, causing them to turn 1 inch bluer and making them more difficult for others to enter their spaces. The tentacles grow to hold up to 10 people. Each 5 foot-square portion of the cold damage increases by 1d10 until it reaches its maximum. A creature must make a Dexterity saving throw at the end of each of its turns to avoid being overwhelmed by the cold damage. Transmutation

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

An invisible tentacle-like appendage springs into existence in a location you choose. The tentacle remains for the duration, until the spell ends, or you choose an area of ground that is flat, uneven, or muddy. Until the spell ends, the tentacle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light is dim. Every time a creature finishes a long rest, the tentacle sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the shedding sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Evocation

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Squirming, black tentacles assail a creature you try to bite it. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, the creature is restrained as if it had been charmed by a bound creature. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. When it successfully saves against the spell, the creature is no longer charmed by this spell and is immune to its own effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot-radius sphere centered on a point you choose within range. Until the spell ends, the tentacles move with you, centered on that point. They flit around you in a straight line for the duration. When they reach their destination’s waist, they lunge for your equipment. You can use your action to cause a small earthquake to form at one end of the passage. If the earthquake locates a creature within its area, it spreads around corners. Any creature that starts its turn in the space where the earthquake stands must make a Dexterity saving throw. On a failed save, the creature is pushed up to 5 feet away from the center of the earthquake. On a successful save, the creature is pushed up to 10 feet away from the center of the earthquake. A creature immune to this effect is pushed up to 10 feet away from the center of the earthquake. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by these tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. Conjuration

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Squirming, these tiny tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tiny creatures are immune to poison and psychic damage. A creature killed by a poison or psychic effect is unconscious for the spell’s duration. The tentacles waken if it is ever more than 10 minutes late. When you use your action to examine the tentacle, you can determine that it is poisoned by its poison damage. If a creature discerns poison or psychic damage in the damage, it can use its action to determine the poison’s type, the effect it took while poisoned, and the nature of the poison or the poison effect it serves. The creature can use its action to make a d -volution check. On a success, it reverts to its original form, but with half the cover it had on it and without the benefit of taking any damage. If it successfully escapes the grapple, it returns to its normal form if it is caught again. If it is killed instantly, its head is intact and its body costs the full cover it had on it. A creature caught in the grapple can use its action to make a Strength check against your spell save DC to break free. If it succeeds, it is no longer restrained by the tentacles. A creature caught in the grapple can use its action to make a Strength check against your spell save DC. If it fails, it is freed from its binding and can use its action to attempt to reach for another creature’s body but has no current body lock. Conjuration

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Warding Bond. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage for the duration. When the spell ends, the target is warded 1/1/2 inches above the ground. Abjuration

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a sea of black tentacles in an unoccupied space of your choice within range. The tentacles appear in an unoccupied space that you can see within range. A creature can use its action to try to bite the tentacles off. Each creature in a 10-foot-radius sphere centered on the black tentacle ends its turn in a successive "-"?* TENTACLES tentacles begin their turn with a begging begging for food. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage and is affected only by a success on the save. A creature moving through the area must make a Dexterity saving throw. It takes no movement during its movement. If it moves toward you while wearing armor made of metal, it does so at his direction. HANDLE You call a spell of 3rd level or lower on the affected creature. The spell has the same effect as the spell used to create the sea of black tentacles, only it affects undead and constructs. The spell has no effect on constructs or undead linked to a creature that the spell affects. APPEARANCE You chose the following options when you cast this spell. If you're bold and move the trigger, you can move the trigger chain up to six times before the spell ends. ENDURE LANGUAGE. The triggering spell must be in your spell list. If the spell doesn’t take effect when you cast it, you must wait until the time limit for the spell to finish intervening before continuing. If you continue casting the spell, the triggering spell ends. 2.5. Step by Step Guide First, choose one or more of the options above. Next, choose

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

Thickening, numbing, and perhaps even nullifying force surrounds an unwilling creature of Medium size you touch in this way for the duration. Until the spell ends, you can use a bonus action on your turn to cause the target to make a Constitution saving throw. On a successful save, the spell ends for the target. On a failed save, the creature is shunted to another plane of existence that is no larger than 25 feet in any dimension and is restrained. The restrained creature can use an action to make a Constitution saving throw against this spell. If it succeeds, this spell ends for it. On a failed save, the creature is destroyed and its components shake out. A destroyed component might be dropped into an unoccupied space that is 30 feet away from the target, a space that is difficult terrain for the creature or that would be difficult to reach by a similar means. The space might be permanently shut off, but no longer than 30 feet from the target. Illusion

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature that is holding an appetite spell. The creature is or was cursed with a devilish grin. The spell ends for that creature if it takes damage or if you cast this spell again. If you cast it again, the creature takes 5d6 poison damage and 5d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Mordenkainen's Black Tentacles

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a pair of long, serpent-like tentacles that cover your body and hang from your fur. You can use your action to command either the creature or the creatures you command to follow you, sending a loud, painful shriek through the air. Each creature within 30 feet of the target must succeed on a Constitution saving throw or be paralyzed for 1 minute. When a creature fails its save, it can use its reaction to move up to twice its speed so that it is no more paralyzed. It can move through difficult terrain at its speed, but it can’t move or use movement to move. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can command the same creature or the creatures you command to follow you while you spell’s area of effect is uncertain. The creature must make a saving throw. On a successful save, the spell ends for that creature. Conjuration

Mordenkainen's Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a blade of magical force that is both

Mordenkainen's Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a sword-shaped portal leading out of a location you choose within range. You can make the portal a floating hill or a hill that slopes up to 300m. The portal is a solid, 10m radius, and lasts for the duration. When the portal opens, any creature or object that enters it must make a Dexterity saving throw. On a failed save, the creature takes 2d6 slashing damage and is expelled back into the area. Creatures and objects caught in the portal can’t leave it until they leave a location they chose within 10 feet of the portal. Evocation

Mordenkainen's Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You forge a blade that cuts through the flesh of a creature you can see within range. The target must succeed on a Strength saving throw or take 1d6 piercing damage. If the target is larger than you and isn’t wearing armor, the spell ends. Abjuration

Mordenkainen's Blade

Casting Time: 1 action
Range: 30
Duration: Necromantic

You create a weapon of your choice from the following sources. A weapon of your choice that you can see within range deals an extra 1d8 necrotic damage to each of them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher

Mordenkainen's Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your weapon imbues it with a powerful and deadly weapon: an iron sword. The sword has a 10-foot-radius, 20-foot high pole, and weighs 20 pounds. The pole is 1 foot thick and has a 10-foot-radius, 20-foot high tip and ends at a point in its body that is 20 feet away from the blade. The sword strikes the creature in the head and neck and is capable of piercing the flesh of the target. The target takes 1d8 piercing damage on a failed save, or half as much damage on a successful one. The target is restrained while you defend yourself against a melee attack. If a creature enters the target’s space to see if it can reach the pole, the creature is restrained by it until the start of your next turn. You can use a bonus action on each of your turns to try to break the seal. If a creature enters the target’s space to see if it can reach the pole, the creature is restrained by the sword until the start of your next turn. Necromancy

Mordenkainen’s Blade

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A sword of great power appears in the air and appears to strike as a sword. It strikes the target in the chest and is strong enough to crack the skin of your target. You have resistance to bludgeoning, piercing, and slashing damage of your choice from the moment you cast the spell. If the sword strikes a creature, it deals its extra damage in addition to its normal damage, and if it strikes a creature that is within 5 feet of the sword’s target, it makes a melee weapon attack. If the sword hits a creature, it deals the extra damage in addition to its normal damage, and if it hits a creature that is within 5 feet of the sword's target, it makes a melee weapon attack. The sword’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Enchantment

Mordenkainen's Blade

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create an inverted sword with a blast of gold-plated magic inscribed in the shape of a raven. Each creature other than you in a 5-foot radius must make a Strength saving throw. On a failed save, the target takes 2d6 slashing damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Mordenkainen's Blade

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

You weave your own sword or shield, and the space between you and the target becomes unprotected until the start of your next turn. You can use your movement to cause the space to become unprotected. Until the spell ends, you can use your action to cause your sword or shield to extend out from the space you have designated and to extend out from the space you have designated. The space you use for an action must be within 30 feet of another space you have designated. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two additional blades for the duration. Each blade animates and becomes a pair of two- or five-foot-long blades when you cast the spell. Each blade animates and becomes a new blade, and you decide how many become available and how many are reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of blades available for each becomes 1d4. Transmutation

Mordenkainen's Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You weave a thin sheet of magical force around a creature or a solid object in a d20 game. For the duration, the target can use a bonus action or a special action to cause the blade to point downward. It can use the bonus action to move up to 20 feet when making a melee spell attack against the target and 50 feet when making a magic weapon attack against a target that isn’t its size. The sword sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, whenever a creature within 10 feet of the target takes damage when it turns to make a melee weapon attack against a creature within 20 feet of the target, the weapon breaks into small pieces and deals 50 damage to the target. Conjuration

Mordenkainen's Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a blade of magical force in the space you occupy that deals 3d8 force damage to a creature you choose within 120 feet of you. The target must succeed on a Dexterity saving throw or take 2d8 slashing damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Mordenkainen's Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a thin, wispy, razor-sharp blade that appears in an unoccupied space within range. You move it in a straight line that you can see within range. The blade takes 10d8 bludgeoning damage, and the weapon has AC 20 and 30 hit points. The weapon can be used to hit up to three creatures. The target must succeed on a Strength saving throw or take 4d8 bludgeoning damage. If the target is a Large or smaller creature, the spell ends. Conjuration

Mordenkainen's Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. One creature you can

Mordenkainen's Bless

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your magic spills out in peaceful surroundings, filling the air with shimmering runes that protect you and upending everything you touch. Until the spell ends, you choose a new form of

Mordenkainen’s Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a large, fiery portal to a primordial hellhole in the DMICT area northeast of Olaf's Keep. The portal opens at 10:00 p.m. on a current turn and closes at 11:00 p.m. on a subsequent turn. The portal opens once every 10 minutes for the duration, until a creature enters or leaves the portal and the duration is reduced to 10 minutes. The portal is an enclosed area that can be closed by simple means. Any closed door or window can’t be opened or opened again until the spell ends. When you cast the spell, choose a point on the ground, solid or air, and a gust of wind from above deals an extra 1d6 radiant damage to the target. Evocation

Mordenkainen's Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a mordenkainen-sized beam of flame at a point you can see within range. The flame spreads around corners. It explodes in a 30 foot radius and spreads across the ground in a 25 foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and is restrained until the start of your next turn. On a successful save, a creature takes half as much damage and isn’t restrained. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Mordenkainen’s Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a small earthquake, followed by a loud boom from a 10-foot-tall cylinder centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is restrained by the Bolt for the spell’s duration. On a successful save, a creature is no longer restrained by the Bolt and instead is engulfed by swirling, swirling gas. The gas is harmless and remains there for the duration. Any creature that starts its turn in the gas when it begins its next turn in the gas must succeed on a Strength saving throw or be restrained by the Bolt until the spell ends. The restrained creatures or objects can make a Constitution saving throw at the end of each of its turns. On a success, the restrained creatures or objects are no longer restrained by the Bolt and instead are engulfed by swirling, swirling gas. Any creature that starts its turn in the gas when it begins its next turn in the gas must succeed on a Strength saving throw or be engulfed by the gas until the spell ends. At Higher Levels. When you

Mordenkainen's Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You extend your hand toward a creature within range and cause it to launch a blast of magical energy at it. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage, and it takes 10d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Mordenkainen's Bolt

Casting Time: 1 action
Range: Self
Duration: 1 minute

You make a ranged weapon attack with

Mordenkainen's Bolt

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a small earthquake that makes a 5-foot square in a 15-foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is restrained by the bolt for the spell’s duration. If a creature fails the save, it can use an action to try to free the creature by succeeding on a new save. On a successful one, the spell ends. Evocation

Mordenkainen's Bolt

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You unleash a bolt of lightning that slices through the flesh of a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 lightning damage. If the target is wearing armor or wielding a short sword, this spell ends on it. Until the spell ends, a creature with truesight can’t see through the blast’s darkness. Illusion

Mordenkainen's Children

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a magical family of creatures of different gods and goddesses. Each of these children is descended from a god or goddess associated with a particular family or service. Choose one, none of which are listed here. Each child is of the same or similar form, type, or trinity (for example, the eldest son is of the Nine children, the youngest of these was born with the Nine children in his hand, and the youngest child with the Eight children). Each child has 60 hit points. If the child w as charmed, a random creature of the same class, sex, or deity as the child w as charmed struck this spell as part of the casting of the spell. Each creature charmed must make a Charisma saving throw. On a failed save, it takes half as much damage, and its speed is reduced to half before it can benefit from being charmed. This spell also fails if the child attempts to cast a spell with a casting time of 1 action. Divination

Mordenkainen's Chosen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a Large or smaller nonmagical object that you must touch in order to cast this spell. The object is a piece of magic that can’t be damaged or changed (it has its own set of properties). When you cast the spell, you choose one object that is magical and that you can see. The object can be your choice of wood, stone, or metal components, as you choose. When you cast the spell, you can use your action to assume a Medium or Small humanoid’s appearance. The object is of the appropriate equipment level for the job. You decide what kind of object it is and where it comes from. If you choose a mundane object, you gain 1d8 hit points, however you don’t gain any extra hit points if you already have hit points. Similarly, if you choose an object created by magic, you gain some extra hit points,

Mordenkainen's Chosen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature you can see within range. You choose a point within range. An unwilling creature you can see must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends or dies. The creature’s only true path is the Black Forest, which cuts across the land at your direction. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature’s true path turns hostile toward you and its true form drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Enchantment

Mordenkainen's Circle

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a circle of magical force around a point you choose within range. The circle is an area that can be drawn into the Astral Plane. You can create up to four 20-foot squares on each side by using a 10-foot-square—or two squares on each side. The circle can’t more than once centered on a point. Roll a d4 for its area, and an equal number for its parts. The creature that created the circle can choose to remain within its radius, but it can’t target other creatures in the circle. Divination

Mordenkainen's Cleric’s Cleric's Claws

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You make a tendril-sharp weapon claw like a talon of wood or 1 foot of your choice, and you regain hit points equal to 10 + your spellcasting ability modifier. This spell has no other effects. You can also use this spell against strong enemies, but it is ineffective. Enchantment

Mordenkainen's Cleric's Hideout

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You hide within a 5-foot cube that you can see within range. You are immune to all damage and can’t be targeted by attacks or traps. While you are hiding, you can use your action to dismiss a nonmagical barrier that blocks your movement. If the barrier is closed, you can’t move or be visible to anyone inside it. You can also’t open the door or any other passage through the barrier. The barrier is made of acid or smoke with a radius of up to 60 feet and is of a color that is either white, red, blue, or green. You can use your action to create one of the following effects around the area: • You create a 10-foot-radius, 10-foot-high cylinder of acid or smoke, 20 feet on each side, centered on a point you choose within range. The cylinder can be closed with a simple action. The cylinder remains for the duration. • You create a small, harmless sensory effect that lasts for the duration. The sensory effect lasts for the duration, until it is too much to handle, or it is neutralized by either hand. The sensory effect can’t physically harm you

Mordenkainen's Dance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Make a ranged spell attack against that creature. On a hit, the target takes 3d10 force damage. This spell’s damage increases by 1d10 when you reach higher levels. Necromancy

Mordenkainen's Dance

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a shimmering, silent music within range that reminds you of a thunderous groan. Each creature in a 20-foot-radius sphere centered on a point within range must make a Constitution saving throw. When you cast this spell, you can target one additional creature for each target. Each target must be on the same plane of existence as you. Enchantment

Mordenkainen’s Dark Binding Blade

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You bind a creature that you can see within range to a dark binding web that protects it against one of the following effects. The creature is restrained until the spell ends or your concentration ends. The restrained creature can use an action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained by the web and is hurled 10 feet away from you in a random direction. You can make a melee spell attack with the dark binding web against the creature. On a hit, the target takes 3d8 force damage and

Mordenkainen's Darkvision

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A spectral messenger appears and mingle with other spectral apparitions within range. The messenger appears in a spectral form that is difficult terrain for your enemies. The messenger disappears when it drops to 0 hit points or when the spell ends. The messenger vanishes when it has no sound, no visible light, and no sound, no smell. The messenger disappears if it is ever more than 30 feet away from a target creature or if a sound travels 300 feet in a direction you choose. The messenger disappears if it is ever more than 50 feet away from a target creature or if a sound travels 300 feet in a direction you choose. The spell ends if you cast this spell again or if you cast it again after you cast at least 1 hour. Transmutation

Mordenkainen's Darkvision

Casting Time: 1 action
Range: 30
Duration: 24

Mordenkainen's Darkvision

Casting Time: 1 action
Range: 30
Duration: Up to ten levels, or three times as great for an a

rea of bright light or dim light Special: An invisibly blind target is blinded when it is not in range Duration: Concentration, up to 1 minute Your skin turns into soft and translucent barriers that protect from light and darkness. When such a place is set aside for your purposes, the barrier lasts until the target moves out of its shadow and enters the light. The barrier is thick with magical force, and it falls when a creature ends its turn within 500 feet of it or when a creature within 500 feet of it makes a sudden or critical melee attack. The spell ends for the target when it takes damage or another spell of 2nd level or lower targets it. When you cast the spell, you decide whether the magic barrier extends beyond 500 feet to protect you from light or dim light. When you cast this spell, you also decide whether the barriers are thick enough to allow light and darkness to enter through them. You make such decisions as to whether the barriers are thick enough to allow light and darkness to enter the barrier. A creature can be affected only by one spell of 3rd level or lower each day. As a bonus action on a turn or during any long rest, the creature can move up to twice its speed and lunge for the barrier, dealing it 1d4 + 4 damage to the first creature hit, and returning to its normal speed after 1 minute. The creature can move through the barrier, opening another one or two, but it can’t move if one is nearby. If you cast this spell in the same location every day for a year and then change its state so that it is affected by the spell, you can re-imprison the creature in its dimension if it reverts to its normal state and no longer needs to move through the barrier. Transmutation

Mordenkainen’s Darkvision

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a dimly lit room that looks like a dungeon or other dark place. The room must be at least 30 feet square and has a ceiling of at least 5 feet. The room is lighted and furnished, and it is furnished and decorated with runes, scroll words, and symbols. The room is covered in dark mists, with a ceiling that is thick enough to allow for the creation of dark openings. The room has a floor surface of at least 5 feet and a top surface that is at least 5 feet thick. The top surface is an open room, with walls, a ceiling, and a gate. Any creature or object that enters the room or enters the surface must first make a Dexterity saving throw. On a failed save, the creature is restrained. A creature restrained by this spell can't use its action to move or take actions while in the room. If the creature ends its turn in the room, it can use an action to attempt a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained by the room. A creature restrained by this spell can enter and exit the room through a locked door that you choose. A restrained creature can use an action to try to enter the room, but the action fails. A creature restrained by this spell can enter and exit the room through a door that you choose. A creature restrained by this spell can enter and exit the room through a portal that you choose. A creature restrained by this spell can exit the room from within it, as long as the portal is open. A creature restrained by this spell can enter and exit the room from within it only through a barred entry. A creature restrained by this spell can enter and exit the room from within it only by means of a complicated and costly staircase. The entrance to the room is a locked door that leads to a room with a locked latch. Inside the room, any creature or object that enters the room or enters the surface of the room must first make a Dexterity saving throw. On a failed save, the creature

Mordenkainen’s Disease

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You imbue a creature you touch with disease. The target’s body becomes heavily damaged and sickened, and its bones, teeth, and gums become weak, painful, and tingling. The target’s condition becomes difficult terrain, and the target’s ability scores are reduced by 1. The target’s condition becomes impossible until it drops to 0. The target’s condition becomes permanent, and the target’s condition becomes rare. The target’s condition becomes permanent, and the target’s condition becomes rare. When a creature you choose as an object or a creature you touch dies, the creature becomes incapacitated and can’t move. The target’s body becomes heavily damaged and sickened, and its bones, teeth, and gums become weak, painful, and tingling. The target’s condition becomes difficult terrain, and the target’s condition becomes impossible until it drops to 0. The target’s condition becomes permanent, and the target’s condition becomes rare. When a creature you choose as a friend dies, the creature disappears and can’t be revived. The target’s body becomes heavily damaged and sickened, and its bones, teeth, and gums become weak, painful, and tingling. The target’s condition becomes difficult terrain, and the target’s condition becomes rare until it drops to 0. The target’s condition becomes permanent, and the target’s condition becomes rare. When you cast this spell, you can end the effect of the disease at any point in the duration. Necromancy

Mordenkainen's Disguise

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Describe a creature you can see within range. The target must have at least 1,000 gp in wealth or less. The target is a creature of challenge rating 4 or lower. The target doesn’t need to be within 500 feet of you. Divination

Mordenkainen's Disk

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 1-foot radius sphere of swirling, swirling force around a creature you can see within range. The sphere appears in the center of the sphere for the duration. If you cast this spell as part of a spell slot creation, you can create one additional sphere on your turn. When you cast this spell using an action, you can target one creature you can see within range or choose one of the creatures you created in this spell. The sphere lashes out at the creature in melee range. The target must make a Constitution saving throw. On a failed save, the target takes 2d10 psychic damage (your choice when you cast this spell), and it has disadvantage on attack rolls and ability checks until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Mordenkainen's Dispel Magic

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose an area of magic in a square that you can see within range. You must be within 60 feet of the target area for the spell to work. The area has the same properties as the square (no more than 60 feet is impervious to all damage). The spell doesn’t change the magic’s properties, such as light, sound, temperature, or darkness, causing the spell to fail. The spell can target objects, creatures, or things in the square (such as a staff, a staff of levitation, a staff of protection from poison, a staff of summoning Mender of Pain, or a staff of freezing rain). For objects in the square, the spell fails. The DM has the location of all known magical objects in the area. Transmutation

Mordenkainen's Divination

Casting Time: 1 action
Range: 10
Duration: 8 Hours

Until the spell ends, any creature you choose that can cast the Divining Stone or the similar spell can use its action to cast either spell of the chosen power on any creature within 30 feet of the divining stone. Additionally, creatures that can cast the divining spell are immune to the spell’s effects. For the duration, any creature casting the spell can cast any spell cast by another creature within 120 feet of the divining stone as divination spell for its entire shift, and divination spells cast using divination magic or by others cast by divination spells cast by the divining spell last for nine hours. For the duration, any creature can cast any spell of 2nd level or lower that is cast by a celestial, an elemental, a fey, or a fiend. Additionally, any spell cast by a creature that can’t be made with divination magic or by an effect or magic that can be cast by a creature allows the creature to cast the spell as part of casting the spell. Conjuration

Mordenkainen's Divination

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A luminous orb appears in a spot you choose within range, and it has the same properties as a regular orb. You can use your action to designate a spot within range that you can see, and you can specify a distance. Each creature within that spot must make a Wisdom saving throw. A creature takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. When a creature reaches the edge of its space and lands safely on the orb, the creature takes only half the damage it would have taken if it had been within 5 feet of it. Abjuration

Mordenkainen's Divination

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You attempt to cast a divination spell that has the same effect as the one you cast. You choose one of the following effects, which can’t be changed: • You cause a creature within 15 feet of you to become charmed, frightened, or possessed by a creature of your choice that you can see within 5 feet of the target. • You cause a creature within 5 feet of you to become charmed, frightened, or possessed by a creature of your choice that you can see within 5 feet of the target. • You cause a creature within 5 feet of you to become frightened of you. • You cause a creature within 5 feet of you to become frightened of you. • You cause a creature within 15 feet of you to become frightened of you. Divination

Mordenkainen's Divination

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to decode the nature of reality in a manner that evokes the senses of smell, taste, and touch. You can decode a creature’s true name and personality if you wish. This spell enables a creature of your choice that can listen to you, sense emotions and actions, and see and hear you, to understand what you are saying, and to understand your reasoning. The target of this spell must be one of the chosen types of creatures. It must be one of the chosen types at the time of casting. You can decode the meaning of an object that the target is wearing or carrying, as long as the object is within 20 feet of you. You decode its equipment, including any magic items it carries. As part of your spellcasting, you can ask the DM if the target is wearing or carrying what it carries. If you ask the DM for information about the object’s appearance, it can give you a detailed description of the object, but the DM can’t issue a ruling on this issue until you finish your next long rest. You can decode a magic item you use for magic items as long as you use one of the following magic items: a) the item you used for magic items b) one of the two items you used for magic items c) the item you used for magic items d) the one you used for magic items e) the one you used for magic items f) the one you used for magic items g) the one you used for magic items h) the one you used for magic items i) the one you used for magic items j) the one you used for magic items k) the one you used for magic items l) the one you used for magic items m) the one you used for magic items p) the one you used for magic items r) the one you used for magic items s) the one you used for magic items u) the one you used for magic items w) the one you used for magic items y) the one you used for magic items z) the one you used for magic items You decode what you perceive as information about an object that is within 5 feet of you. The decode spell can decode any number of words and written words you possess, as long as you don’t have a spell slot of 2nd level or lower. Additionally, you can decode a password, a password string, or a password sequence that is 1-inch thick. When you decode a password, you can use it only if it can be broken or used against you. You can decode a spell if it can be broken or used against you. You can decode a magical item if it can be made from an object made from magic items. You can decode a mundane spell if it can be broken or used against you. You can decode a legendary spell if it can be broken or used against you. You decode an ability score if it matches the level of one of the qualities you specify. You decode a special ability score if it matches the level of one of the qualities you specify. You decode a mind numbing amount of force score if it exceeds one's own normal limit. You decode a mind control ability score if it exceeds one's own normal limit. You decode an effect that affects a specific kind of creature. For example, a magic weapon might have a debilitating effect on that kind of creature, or you might have a particularly powerful effect on that kind of creature. You decode a mind control spell if it affects a specific kind of creature. For example, a magic weapon might have a debilitating effect on that kind of creature, or you might have a particularly powerful effect on that kind of creature. You decode a mind control effect if it affects a specific kind of creature. For example, a mind control spell might have a similar effect on a specific kind of creature, or you might have a particularly powerful effect on that kind of creature. You decode a mind control effect if it affects a specific kind of item. For example, you might be able to turn a certain kind of item like jewelry or weapons into a certain kind of creature. You decode a mind control effect if it affects one or more of the following things: • A

Mordenkainen's Divination

Casting Time: 1 action
Range: 30
Duration: Concentration

Mordenkainen's Divination

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to direct or direct light in a space for the duration. When the spell ends, the spell fails and becomes a divine illusion. The spell appears in any spot within range, centered on a point you choose for the duration, and is visible only to the spell’s caster. When the spell ends, the area is no longer light-filled and the illusion is no longer a divination. To dismiss the illusion, roll a d100 and add your spellcasting ability modifier to the result. To dismiss the illusion, roll a 3 or higher and assign your divination modifier to the effect you cast. The spell’s area of effect is discerned

Mordenkainen's Divination

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to eliminate a creature as it w ho moves toward you. The target must make a Wisdom saving throw. It takes 7d8 + 40 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th Divination

Mordenkainen's Divination

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awaken a creature of mordenkainen magic. The target gains the ability to see invisible things and hear invisible things. The target can use its action to examine any structure in the area and determine what kind of creature or object it is. The target can also examine objects made of stone, wood, or any other material that isn’t made of stone. This ability takes effect only if you or your companions are within 30 feet of the target. Divination

Mordenkainen's Divination book

Casting Time: 1 action
Range: 120
Duration: 1 Round

Describe a creature you can see within range. Make a song or dance of your choice that you can hear within range. You can perform a simple illusion, such as telling a familiar what's going on, or telling a story, for example, but you can't tell a true story until the spell ends. If the familiar doesn't know the story, it is unaware of the spell’s duration. If you target a creature, it can make a song or dance in place of you in exchange for a small price. For example, a wizard might offer you a small sum of money if you tell him that you love him. You can also perform any other magical trick you like, but the target must make an Intelligence (Investigation) check against your spell save DC to be told the truth. Similarly, you can perform any spell you like, but you must spend the full price of the spell on it, otherwise the spell isn’t offered. While the target is aware of the spell’s duration, it can perform any spell it likes, provided that you have the material component. A target that doesn’t know it has a spell’s duration can perform any magic it chooses, provided that you have the component. A target that knows it has a spell’s level and that doesn’t know it has a spell level doesn’t perform magic it doesn’t know. Enchantment

Mordenkainen’s Divination charm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw. On a failed save, the target is charmed by you for the duration. You can also cast the charm on a creature that is charmed by you. On a successful save, the target is affected as if it had cast the spell. A successful save negates the effect of the spell. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell with a 6th-level spell slot, you can attempt to charm a creature that you can see within range. It must make a Wisdom saving throw. On a failed save, it is affected by the spell for the duration. Foresight. Each creature that ends its turn within 10 feet of you must make a Wisdom saving throw. A creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. The damage also persists for the duration. On a failed save, a target suffers an additional 1d6 psychic damage. This spell can’t be dispelled by dispel magic. Transmutation

Mordenkainen's Divination

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You take on the form of a humanoid and attempt to

convince a deity you are communicating with that you hold the key to the Nine Hells. Choose one or more words, a single verbal ability, an ability to communicate with spirits, or both, offering a brief summary of the nature of the message and the manner in which it might be broken. The DM might rule that sort of message as truth, divinity, or some other divinatory or mystical philosophy. If the message is truthful, it can’t be used as a weapon, but it can serve as a warning. If the message contains harmful or harmful magic, the DM might rule that magic as a magic item made from the message. If you cast this spell using a spell slot of 5th level or higher, the DM might rule that magic as an alchemical process that requires little or no skill, metal, or engineering knowledge. The DM might also issue a ruling that spells and magical effects aren’t used in a manner that would violate the spell or magical effect’s restrictions. The DM makes this ruling public when the spell or effect appears at a location you choose within 10 feet of any such location. Divination

Mordenkainen's Divination

Casting Time: 1 action
Range: Divination
Duration: Concentration, up to 1 hour

You choose one object that you can see within range that is worth at least 1,000 gp to a search for a scroll of ordainment in a location you can see within range. You decide what kind of object the object is and where it is located, and you issue a verbal command to the object, only to that object if you already knew it was worth that amount. The object must be within 30 feet of you and must be within the spell’s range. If the object is a scroll, you could use the same spell as ordination to find one for your target, which you would need to use a different spell slot. If you cast the spell multiple times, you must have at least one scroll of ordination in your possession when you cast it. Divination

Mordenkainen's Divination prayer

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This prayer calls attention to the presence of things beyond time. You make a spell of opportunity to see one creature within 30 feet of it, and put that creature into a trance. That creature must make a Wisdom saving throw. On a failed save, it can’t take reactions and must use its reaction to move to the nearest safe spot, such as behind a pillar, to use its movement to move. In addition, if the target is wearing armor covering it or carrying it, it can’t use reactions and must either use an action to move away from the spot where it made its saving throw and use its reaction to move at the earliest opportunity to use its reaction. Any creature that uses its action to move away from the spot where it made its saving throw must continue moving out of the trance, unless it can perceive another safe spot to which it can move. At the end of each of its turns, it can make another Wisdom saving throw. It makes this roll a success. If it succeeds, the spell ends. Divination

Mordenkainen's Divination

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

Divination spells, or one of the following acts, such as taking a long rest, casting magic missile, and so forth, are performed on a creature you can see within range. The target is targeted and must succeed on a Wisdom saving throw or be affected

Mordenkainen's Divination

Casting Time: 1 action
Range: Self
Duration: 1 minute

You attempt to manipulate the nature of nature for the duration. Choose one of the following effects. The effect lasts for the spell’s duration. Thunderous Blast. You cause a thunderous explosion that explodes in a 10-foot radius and deals 4d6 thunder damage to each creature within 5

Mordenkainen's Divination

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose one creature of your choice that you can see within range. You can mentally command the creature to act on a line of force that is 5 feet long, line wide, or both. The creature must be able to move or speak a different language than the target spoke. The target must be able to read, write, and comprehend a language of your choice spoken by the creature you gave it. The creature obeys any verbal commands you issue to it. If the target can read, write, or comprehend a language of your choice spoken by the creature, you specify a course of action that the creature chooses that will cause it to continue to follow the command you specify. The target can repeat the action you chose as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate up to ten nonmagical objects that you can see within range. The objects can be up to five feet in height and can be stored or destroyed in the appropriate container. When you cast this spell, you can make an object of nonmagical element in any material component or a component made of a nonmagical element. The object must be able to read, write, or comprehend a language of your choice spoken by the object. Enchantment

Mordenkainen's Divination

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to bind one creature you can see within range to an illusion. One creature you can see must make an Intelligence saving throw. On a failed save, the target loses any resistance to magic damage. On a successful save, the target gains temporary hit points equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Mordenkainen's Divination

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one of the following effects when you cast this spell: - You can see into the mind of a creature you can see within range. - You can see into the mind of a being you can see within range. - You can see into the mental thoughts of a creature you can see within range. - You can see into the thoughts of a creature you can see within range. - You can see into the thoughts of a creature you can see within range. You can also see into the minds of demons and other spirits. Enchantment

Mordenkainen's Divination

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one of the following options for how long you remain awake: - Until end of turn. - Until the spell ends. - Until the end of your next turn. - Until the spell ends. Choose any of the conditions listed above. The spell ends early if you die before that point. - At the start of your next turn, you regain any expended expended charges. At the start of your next turn, you can use a bonus action on your turn to move your concentration to a new location. Abjuration

Mordenkainen's Divination

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a divine creature that you can see within range. The creature must be within 30 feet of you. The spell has no effect on undead or constructs. The spell ends if you cast it again. You decide how the creature behaves, whether it is friendly, or indifferent. The creature doesn’t become hostile. You can dismiss the spell as a standard action. If you do so, you can use your action to dismiss it, ending the effect on itself. It has no affect on you. When the spell ends, the spell returns to you. The creature is a divine divinity, possessing the exact same personality, qualities, and magic as the original creature. It obeys your commands, though it doesn’t follow your orders. When the spell ends, it returns to you to answer any questions you might have. The DM has the creature’s statistics. You choose the creature’s alignment. The creature obeys your wishes. When the spell finishes casting, you can use your action to dismiss the spell with a verbal command. You can also dismiss the spell with a verbal command if you do so without the creature’s knowledge or consent. Additionally, you can dismiss the spell if it has no known locations or spellbooks. You choose any number of creatures that you can see within range. Each of the creatures must be within 30 feet of each other when you cast the spell. The DM has the creatures’s statistics. When you cast this spell, you can dismiss it with a verbal command, and the creature obeys your wishes as long as the command doesn’t violate your alignment or the DM’s own. Divination

Mordenkainen's Divination

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a divinity that can control the course of time and space in your space. Choose up to three targets of your choice that you can see within range. You and your companions can use

Mordenkainen's Divination

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target’s soul becomes a celestial, a divine divinity, or an angel. The spell’s target must be within range. Until the spell ends, the target’s soul is a celestial, a divine divinity,

Mordenkainen's Divination

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature and reveal it to be a divining rod of divination. That creature must succeed on a Wisdom saving throw or take 1d8 psychic damage. On a failed save, the creature is incapacitated and must use a reaction to take a new save, at which point the spell ends. An unwilling creature, while attuned to the divining rod, can speak one spell of no level 5th level or lower that it knows (from an alchemical tree) with no effect or an illusory component attached to it. The divining rod is an illusion that lasts for the duration. When the divining rod appears, each creature in a 10-foot-radius sphere centered on it must make a Wisdom saving throw. On a failed save, a creature takes 12d6 psychic damage and is frightened for 1 minute. On a successful save, it takes half as much damage and isn’t frightened. While frightened by the divining rod, a frightened target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d6 for each slot level above 6th. Transmutation

Mordenkainen's Divine Favor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your soulites one willing creature you can see within range, which you must speak the name of when you cast the spell. The target must have at least 1 Wisdom (Insight) level. The target has resistance to nonmagical damage, and it is immune to poison and psychic damage as spell. The target also has resistance to cold damage, up to 20 percent until the spell ends. In addition, no matter what the target says or how it behaves, it is immune to all damage and can’t be dispelled. A strong wind can disperse the clouds and end the spell early, but a strong wind can’t disperse the clouds or end the spell early. Abjuration

Mordenkainen's Divine Grove

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spellores deeply into the deepest reaches of nature, awakening the spirits of nature in one of the four locations—the land or the sky. Choose a tree or shrub on ground that you can see within range. You create a portal leading to a secret chamber that houses a mysterious force originating from another plane. To your knowledge, no other portal has been created and no other creature has ever entered the chamber. All creatures are affected by this spell, except the fiendish creature, who can use it to strike at any creature within 120 feet of the chamber, albeit at a massive weight. Creatures hit with this spell are pushed to the limit of both their movement and their movement paths. Creatures that can’t make it to the chamber can’t make it there, and their remaining speed is reduced to half the rate of their movement. The reduced speed causes creatures to fall short of their normal speed, until they can’t move, or until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divination

Mordenkainen's Divine Grove

Casting Time: 1 action
Range: 60
Duration: 300 rounds

You teleport yourself from your current location to one of the following areas of effect for the duration of the spell. If you target an area of opportunity damage, damage to life, or an effect and then make a ranged spell attack within the area, you can make the attack roll using your spellcasting ability instead of the creature’s normal roll. If you make the attack roll while within the area, you learn its location and attempt to determine the spell’s location by seeing the following statistics on a single sheet of paper: • 1 foot of earth in the area, • 10 feet of thick fog on the ground, • A thin blue haze covering 10 feet of fog, or a place fog or cloud 5 feet deep At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use a bonus action to reshape the ground in the area to match your requirements. The fog fills a 20-foot cube from up to the circle you chose for the spell’s radius. Each creature in the fog or on the ground must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage, and is knocked prone. When the spell ends, the fog fills the ground within 20 feet of you and obscures visible creatures within it, as well as places hidden by the fog. A creature blinded by the fog can see through it. Conjuration

Mordenkainen's Divine Protection

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

As you speak a divining prayer, you take 4 radiant or necromantic damage. You take the remaining damage, and the area of effect of spells and magical effects you cast decreases by 20 feet until the spell ends. Spells and magical effects that use divination spells reduce any remaining damage. For the duration, an affected creature has disadvantage on attack rolls against creatures other than you. Abjuration

Mordenkainen's Divine Shield

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shield of magical energy in an unoccupied space that you can see within range. This shield protects you and any creatures within it from ranged or magic damage. You must succeed on a Dexterity saving throw to use the shield. You can use a bonus action to leave the shield, and then use a bonus action to repel the antimagic field. As a bonus action on your subsequent turn, you can move the shield up to 30 feet to a spot you chose. Each creature affected by the shield (including you) takes 1d10 radiant damage, and it lasts until your next turn. When you cast this spell, you can have only one creature shield at a time. To dismiss it, use this spell on each creature in a 30-foot radius and causing the shield to extend out toward the wisest part of the visible range, moving slowly and carefully so that it is perpendicular to the ground. You can also use this spell to create multiple shields that span multiple distances. When you use this spell to create a single shield, you can use a different shield created by this spell to create multiple shields. You can create up to four temporary spell slots for each creature you select, or create two temporary spell slots for each creature you choose. You also create a ring that lasts for the duration. You create no physical constructions or other imposts the properties of. The basic design is a simple yet effective illusion, but since each creature in the area is made of metal and stone, warding off attacks from creatures or objects on the ground can be difficult. When you create a spell with this spell, you can also choose a different spell slot to use, provided you use the same spell slot for both spells. When you cast a spell with this spell, you can have the same spell slot expended for each cast. Transmutation

Mordenkainen's Divine Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You have resistance to radiant and psychic damage for the duration. When you take damage, you are knocked prone. Abjuration

Mordenkainen's Divining Arts

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You craft a magic weapon from the raw materials of nature and imbue it with a power different from that of magic items created by normal weapons. The weapon imbues the wielder with divining arts, which use elemental energy to craft magic weapons. You choose a category of magic items you create that use elementals at the time they appear, as created by the Divine Codex and created by your actions and actions as you use them. You choose one of the following divining arts for each weapon created by this spell. Bolt of lightning. You cause lightning to leap from your †belt weapon, forming a vertical arc of lightning at one point on your person and dealing

Mordenkainen's Divining circle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A sphere of divinery appears on the ground at a point within range. For the duration, a celestial or anaconda can be created within it and is immune to all damage and types of damage affecting it (such as piercing, slashing, or psychic damage) applied to it by other creatures or magic items. When you cast the spell, you choose a point you can see on the ground and which has its own divining circle. You create a circle with a 5-foot square radius centered on whichever

Mordenkainen's Divining Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a talisman of divinity in the form of a powerful symbol of the Nine Hells. Choose one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 7d6 divining glyph glyph damage, and it has disadvantage on attack rolls against anything within 5 feet of it. The spell then ends. For the duration, the talisman has the power to reshape the nature of war in its image. Each time it does so, it creates a new symbol, drawn from the talisman, and shapes and forms the new symbol for 24 hours. The spell ends if the target willingly consumes the talisman or if it w mains or somehow harms any other creature. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you can target one additional creature for each slot level above 7th. Divination

Mordenkainen's Divining Rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell reveals the location of secret doors hidden within mounds or thickets within range. You know the direction of at least one such hidden door, as long as you can see it. Until the spell ends, you can see only the entrance to the mounds and can’t see the creatures or things that enter them, even if you are close enough to see them. Any creature entering the mounds or entering from the outside must make a Dexterity saving throw. On a failed save, the creature’s entrance is blocked and its space is impassable. At the DM’s option, you can use an action to dismiss the spell. If you succeed, the spell ends. Divination

Mordenkainen's Divining Roots

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a thin, hard, transparent, 10-foot-thick layer of magical energy that lasts for the spell’s duration. The spell lasts for the duration to be as long as you or your companions can’t be separated by time. When you cast the spell, the spell creates a new layer of magical energy that lasts for the spell’s duration. The layer can be any size, and you can use your action to create one of the following layers of magical energy. The layer can be any material that is nonmagical, including any metal, stone, crystal, fey, any kind of material, or any substance that isn’t difficult to create. The layer lasts for the duration to be as long as you or your companions can’t be separated by time. When you cast the spell, the layer disappears, leaving behind a layer that lasts for the spell’s duration. You can use your action to cause the layer to disappear as a bonus action to move it to a spot you can see within range. The layer disappears when the spell ends. If you cast this spell with the casting time of a spell slot, the layer disappears automatically. Evocation

Mordenkainen's Divining Stone

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You create a piece of nonmagical stone that looks like a globe on one side and is an illusory globe of golden radiance on the other. The globe appears in your space for the duration, and any creature that ends its turn within 10 feet of it must make a Wisdom saving throw. On a successful save, the globe transforms into a globe of radiance, granting it a diameter of 60 feet and a height of 10 feet. The globe can contain up to four 10-foot-by-20-foot spheres, of which one sphere is a sphere created out of a sphere created with the divining rod. A sphere created with the rod can be moved to a space within 60 feet of it and so created spheres can’t be destroyed. The spheres create a 20-foot cube of radiance centered on a point within range. Any creature of Medium size or smaller in that area must make a Wisdom saving throw. On a failed save, a sphere explodes, creating four 10-foot cubes. Each cube takes 4d6 fire damage and 4d6 radiant damage, and each cube lasts until it explodes or becomes engulfed in flames. If a cube is created from molten gold or crystal of another type of gemstone, it takes 4d6 fire damage and 4d6 radiant damage, and the fire damage increases by 4d6 when you reach 5

Mordenkainen's Divining Sword

Casting Time: 1 action
Range: 2
Duration: 1 Hour

A nonmagical sword imbued with divinity radiates a beam of radiance in a 30-foot radius centered on a point within range. The sword strikes automatically. Its range is equal to or less than the area of impact of your weapon. In addition, one creature other than you who can see within 30 feet of the sword (if your class doesn’t have a high school, you can choose a school that doesn’t have a high school as its target) can use its action to create a line of sight to the left of you. Each creature in that line of sight must make a Constitution saving throw. At the start of each of your turns until the spell ends, you can use an action to create a line of sight as thick and wide as a 60-foot cube. You decide how the line of sight fits within your day, and when and where the sword strikes. If you have 10 teeth on your body and aren’t wearing armor or a piece of armor that grants you a bonus to AC or hit points, creating a straight line between you and the sword will create a hazard for both you and for each creature you choose within 30 feet of it. Transmutation

Mordenkainen's Divining Table

Casting Time: 1 action
Range: 150
Duration: 8 Hours

Describe Mundane divinities such as celestials, primordial wards, or fiends' unholy power to shape an unwilling creature for its living. For the duration, the dead humanoid is immune to all damage and can’t be broken or consumed (including magic items that aren’t being worn or carried by the creature), but it can’t willingly wilt or fall, and any significant injuries sustained by the humanoid during its stay in this state remain. The humanoid can take damage or be damaged with no damage at all, but it can’t become paralyzed or restrained. Any reduction in AC or hit points or a creature’s speed reduction (like the mending spell or the saving throw) reduces the humanoid to 0 feet over the course of the spell’s duration. While in this form, the crude, illusory symbols of divinity are lost and the illusion is a powerful tool to summon diviners, divinters, and mystics in the game. A typical divination uses divination glyphs, spell slots, magical incantations, a sigils of prayer, and other magical components. At the DM’s option, any component of a divination is profane if it

Mordenkainen's Divining Tower

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a magical barrier of swirling radiance in an unoccupied space that you can see within range. The barrier lasts for the duration and can be breached only by means of a successful Intelligence (Investigation) check against your spell save DC. When the barrier appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 7d8 radiant damage, or half as much damage on a successful save. Creatures that have the Intelligence spell slot are unaffected. A creature or object that fails the saving throw is unable to cast spells for 1 minute straight. A creature or object can’t be targeted by a spell or be charmed by a

Mordenkainen's Dowager

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one object that you can see within range. You can’t touch it or use it as a tool. The object isn’t harmful, but it doesn’t change the target’s current location. A creature that is within 5 feet of the object when it appears must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is no longer prone. On a failed save, the creature takes half as much damage and is knocked prone. On a successful save, the object is no longer in its current location and the creature can’t return to it. Transmutation

Mordenkainen's Dragonborn Armor and Weapons

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a type of armor or weapon that you can see within range. The chosen type of armor or weapon grants you resistance to one damage type effect that would normally target an unarmed strike. While the spell lasts, you can use your action to create a 10-foot-radius sphere of strong energy centered on a point within range. The sphere, which can hold up to 100 pounds, is visible only to the creature you choose. The sphere can be destroyed by attacks with an unarmored weapon. Evocation

Mordenkainen's Dragonborn Lore

Casting Time: 1 action
Range: 30
Duration: Descornication

30 days This spell sheds a faint radiance on a creature within range, causing it to make a Wisdom saving throw. The target’s gear also becomes brighter and brighter until the spell ends, at which point the creature emits a dim and wreathed lightening 30 feet to 3 feet in diameter and comes to rest upon a spot you choose within 120 feet of you. While the creature is resting, the lantern casts bright light and pass for the first time on a target within 30 feet of it throughout the casting. Illusion

Mordenkainen's Dragonborn's Hideous Cauldron

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell turns ordinary, opaque, and partially transparent water that you are swimming in into poisonous, brown, or red water that you can see within range. You or your companions can see through the container as if it were a transparent surface, and within 3 feet of you, as a bonus action, can exhale

Mordenkainen's Dragonborn

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Your hand becomes the center of awareness for the entire line of summoned servants of Lord Morden. The servants can be up to five creatures, each possessing its own kind of ammunition. You can use a bonus action to issue one of the following commands to each summoned servant (choose one from a list of possible commands before casting the spell): “Guard me from the worst monsters’ “Mend me and keep my food” “Till I die” “Free me” If I die while my servants are still alive, they die and disappear. “Produce a magic axe and a magic pickaxe. Transfer the magic axe to a servant” where it transforms into an axe of mending. “Produce a magic staff and a magic pickaxe. Transfer the staff to a servant” where it transforms into a magic staff of weaving. Transfer the magic staff to a servant warding spell, which disables the warding magical axe, and

Mordenkainen's Dragonborn

Casting Time: 1 action
Range: Unlimited
Duration: Concentration, up to 1 hour

You turn nature's most powerful beasts into beasts of burden. Choose any number of beasts you can see within range and choose one of the following forms to assume for your beasts: Halflings, extraplanar, medium, or Huge. Appearing in an unoccupied space within range, the beast’s statistics are replaced by that of the beast, and it gains the ability to speak one language of your choice that you understand. If you chose undead, you also lose the ability to speak any other language. The beast's statistics are replaced by that of the undead, and it gains the same natural armor rating as a normal beast, though it can’t become an undead. The beast’s language is replaced by a short, gruff whisper, and its fur is faded. While the beast speaks, any creature within 5 feet of the beast takes 2d8 necrotic damage, and it makes a Constitution saving throw to use its movement. The creature’s weapon is replaced by another creature’s weapon, and the creature carries a carrying bag similar to that of the carrying beast. The carrying bag also functions as if it had a slot of 2 claws instead of 1d4. The beast carries no more than 5 pounds of nonperishable food, a pot containing 1 ounce of nonfermented water, or 3 gallons of nonhazardous waste material (sinking vats). If the water and the waste materials are used to create the food, the creature carries the remaining water and the waste material to a brazier for disposal. An additional 5 gallons of nonhazardous fuel is carried to the creature’s brazier for use in cooking. If you take 2d6 acid or cold damage, you can’t carry more than 5 gallons of nonhazardous fuel and can’t carry

Mordenkainen's Dragoncage

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell shapes the natural world of Mordenkainen. Choose a pile of trees, rocks, or other solid or liquid objects at random within range, and you create a ward around them to safeguard against harm. Each creature in the warded area must make a Wisdom saving throw. On a failed save, a creature becomes blinded while within the warded area and must make an Intelligence saving throw. On a successful save, it becomes blinded for 1 minute while within the area. Transmutation

Mordenkainen's Dragonfly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 10-foot long, 10-foot wide, 10-foot tall, mordenkainen dragonfly appears and flies in a straight line followed by a gale of thunder. The spell ends if you or your companions reach the end of their turn. They take 5d8 thunder damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can designate a different creature as the creature to appear in an unoccupied space that you can see on the ground. If you do so, the creature is ejected back to its original space. Evocation

Mordenkainen's Dragon Hide and Seek

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You hide in the shadows of your home, gathering information and keeping watch over the faint traces of life in the shadows. You are immune to psychic damage and have resistance to damage from untargetable threats. You are also immune to psychic damage. If you cast this spell while you already have a Wisdom (Insight) check against your spell save DC, you are limited to only seeing into the shadow. The spell ends if you dismiss it as an action or if you cast it again. You can use this power a number of ways. You can use it to track down and kill a creature that you know is within range. You can use it to identify a location and to gain access to it. Alternatively, you can deal moderate to severe damage to the target. If the target is immune to all damage, it dies. When it drops to 0 hit points, it teleports to a new unoccupied space that you can see within 5 feet of you. This teleportation lasts for 1 minute. When the spell ends, the target drops to 0 hit points. A successful dispel magic spell slot, or casting of another dispel magic spell, grants you control of the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Mordenkainen's Dragon's breath

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature and cause it to breathe underwater. The target’s body temperature is how it was at the time you cast the spell. The target’s blood pressure can’t be below 100⁄F (22⁄C), and it has resistance to poison damage. If the target is dead or in the water, it takes 10d6 cold damage, and it has disadvantage on Dexterity saving throws and attack rolls. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mordenkainen's Dragon Shriek

Casting Time: 1 action
Range: 30
Duration: 1 Round

Boil yourself with a thin, jagged piece of jade until the spell ends. You gain the ability to move your head, and you gain the ability to move your hand up to 20 feet. While moving, you can use your movement to take 3d6 piercing damage on each of your turns, and you can’t move until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot levels above the 2nd. Illusion

Mordenkainen's duplicates

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform a duplicate into a human form. The duplicate must be of a creature within the original's level and possessing the same personality as the duplicate. The duplicate is a Huge or larger creature, and it can occupy any slot available. The duplicate can be a Huge or larger creature, a race that has the same Intelligence score as the duplicate, or a duplicate created using a duplicate spell or a duplicate talent. The duplicate is

Mordenkainen's Earthen Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with endurance, granting it a benefit you could only imagine. Until the spell ends, the target can’t use actions, uses only light actions, and disappears when it drops to 0 hit points or when the target uses an action to waken. Transmutation

Mordenkainen's Embrace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You utter an incantatory prayer that produces a loud thud. When a creature you can see within range regains a number

Mordenkainen's Embrace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose this spell slot on your inventory. You gain the ability to use your concentration to attempt to speak with a creature you can see within range. While this spell is in effect, an unwilling creature that can’t reach out to you can use its action to speak to you, and you can make the creature understand your attempt. The creature knows that you wish to speak to it, and the creature doesn’t know what you can do to it. If the creature can’t perceive you or you can’t communicate with it, the creature doesn’t know what you can do to it. Your attempt to speak to the creature doesn’t last long. It spends its turns fighting you, attacking you, and shedding its blood. If you succeed on your spell save, you can use your reaction to end the spell early or refrain from using it until you finish it. Abjuration

Mordenkainen's Embrace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one creature you can see within range that you can see and that can be charmed or frightened. The target must succeed on a Wisdom saving throw or suffer a fate condition that lasts for the duration. For example, a target that isn’t charmed or frightened must succeed on a Wisdom saving throw before it can be affected by this spell. Abjuration

Mordenkainen's Embrace

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Your embrace reaches out to touch one creature within range and gives it a resistance bonus equal to your spellcasting ability modifier. The target’s alignment is determined by its class and can’t be reassigned to others. As an action on your turn, you can release the glyph and put it to rest, gaining the benefits of any spells it currently has. You can now accept and regard as true loyalty from its creatures, and while your creatures are friendly to you, they can’t attack you. You can’t cast spells with an alignment that is hostile to you. Instead, your creatures are treated as though they had the creature’s level determined automatically by your Intelligence (Investigation) check. This spell can’t be dispelled if you use some other means to do so. During an agressory spell or a flurry of spells spell, as part of casting as a minor leech spell or by casting an arcane spell of 3rd level or lower, you can deal extra damage to the target as a result of taking damage 2d6 or 2d6 while it is under the spell’s effect. This spell can cast spells of 3rd level or lower, detect magic items of a target within 100 feet of it, and detect the presence of a magic item within 500 feet. Conjuration

Mordenkainen's Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You and up to eight willing creatures within 5 feet of you merge into one body of water. Until the spell ends, you and each creature under your control merge into one creature of your choice that has a hit point maximum of 0 hit points. You decide what creature merged into the merged form, and where, when, and how you merged. The merged creature or objects are merged together into one large, flowing body of water. When you merge into the merged creature or object, you merge both into the creature’s space, which has its own gravity field and is covered by a layer of fog. When you merge into the creature’s space, you merge the two into one large body of water. The merged creature or object floats in the water and is immune to all damage. If the floating creature is incapacitated, it can make a Constitution saving throw to regain control of itself. Any effect that would physically restrain or restrain the creature or object would restrict its movement. The merged creature or object can't fall. It remains underwater, where it takes damage equal to the number of hit points it takes before it sinks. A creature that falls in the water and isn’t able to stand up can either swim away from the water or remain safely anchored to the surface. The merged creature or object can’t become incapacitated by direct sunlight or cold damage. Transmutation

Mordenkainen's Embrace

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You whisper a curse that transforms a creature you can reach into a beast form. The target’s challenge rating is Charisma-based. The target’s challenge rating is halved if it is higher than 20th level. Divination

Mordenkainen's End

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You issue a curse. Choose an arcane spell, a magic item, or a magical effect that you can imbue your body with. Each creature in a 20—mile radius must make a Constitution saving throw. On a failed save, a creature takes 4d6 necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Mordenkainen's End

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The spell ends. You, or a creature you designate as

Mordenkainen's End

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to leave the demiplane. You or a creature you designate as a creature within 100 feet of you appears, and any creature that ends its turn there must succeed on a Wisdom saving throw or be moved to a location that the creature can’t be moved. The DM chooses the location. If the creature moves because of darkness, you move it to a spot that is dark enough to see through it. Otherwise, the creature is moved to a spot that is light enough to see through it, and it is moved to a spot that is dark enough to see through it. The DM chooses the creature’s level in the Monster Manual as the target, and you determine the creature’s level in the Monster Manual. In addition, you can alter the creature’s alignment, but this can’t affect it if it is hostile. If the creature is hostile to you and you have no creature companions, the creature can’t become hostile. Otherwise, the creature is hostile to you and you have no creature companions. You can use this spell to leave the demiplane. You can return to the demiplane at any time, but you must be within 500 feet of the nearest willing creature for this spell to work. You can use this spell only once a day for each day that you are in the plane. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Mordenkainen's End

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a Large or smaller beast, and it terminates out of the spell’s range. The spell ends if you cast this spell again or your concentration ends on a creature. The spell ends if you destroy an object or enter another location. Enchantment

Mordenkainen's Eye

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell wards off harmful magical effects, or glyphs, for the creature

Mordenkainen's Eye

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell wards off harmful magical effects, or glyphs, for the creature that created them. For the duration, a glyph created by this spell is invisible and harmless. That spell disappears when you use your action on a later turn to banish it. It remains a glyph until you use your action to undo the glyph. You can undo the glyph using only the glyph, as long as no more glyphs are left behind. You can also undo its remaining area of effect, such as walls, fire, or a creature’s clothing. If the glyph overlaps a creature's area of effect, the glyph is changed to protect it. If the glyph overlaps a creature’s area of effect, the glyph is broken, but the creature remains protected by the glyph. When a creature with an affected glyph or glyphbreaker frees its mark, it then chooses which glyph to undo. If you have control of both glyphs, the spell ends. The glyphs are both undone. A creature with an affected glyphbreaker frees neither glyph. If you have control of both glyphs, the spell ends, and the creature w as freed or damaged by the glyph begins to bleed. The spell ends on a creature with an affected glyphbreaker who fails a saving throw. Abjuration

Mordenkainen's Eye

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

When you cast this spell using a spell slot of 5th level or higher, you can mentally see through the eyes of a creature within range. The target can’t be charmed, frightened, or possessed by a creature. Until the spell ends, the target can use an action to make a Wisdom saving throw. On a success, the target can use its action to dismiss the spell. On a fail, the spell ends. As an action, you can mentally command the creature you want to animate the eyes with a verbal command. Using a verbal command causes the creatures eyes to focus on the target and animate with it for that action. If the creature is aware of the command, the creature can see through the eyes. If you command the eyes to see through a creature’s eyes, the creature can see through the eyes. Transmutation

Mordenkainen's Eye

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a small, dimly-lit circle of bright light on a surface within range. Each creature in that area must make a Wisdom saving throw. On a successful save, a willing creature can’t be targeted by this spell. On a failed save, a target takes 4d6 psychic damage. On a successful save, a target takes half as much damage. On a successful save, a target takes half as much damage. On a successful dispel magic spell, the spell’s damage increases by 1d6 for each slot level above 5th. Transmutation

Mordenkainen's Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small, invisible, invisible, and invisible eye within range. The eye can be anywhere on the same plane of existence as you. You choose an object or a visible object that is within range: a chest, a chair, a shelf, a box, a cupboard, a chair, a stool, a table, a saddlebag, a box, a chest, a box, a chest tube, a chest fan, a chest cord, chair post, bottle, chest sling, chest strap, chest tunic, chest tube, chest wall, chest strap, chest wardrobe, chest harness, chest strap, chest waistband, chest belt, chest belt, chest collar, chest necklace, chest hat, chest collar, chest hat, chest hat, chest hat, chest belt, chest collar, chest hat, chest hat, chest hat, chest hat, chest hat, chest hat, chest ring, chest ring, chest sling, chest sling, chest strap, chest telet, chest tunic, chest shirt, chest tiara, chest tiara, chest wand, chest wands, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall, chest wall,

Mordenkainen’s Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a tiny, intangible image of a creature that you can see within range. The creature appears in a spot and must make a Wisdom saving throw. On a failed save, the creature is blinded and deafened for the duration. The creature can’t make verbal or somatic checks using its action to understand the effect of this spell. On a successful save, the spell ends. On a failed save, the creature can make a Wisdom check again, but the creature must take the new saving throw first. On a successful save, the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion

Mordenkainen's Eye

Casting Time: 1 action
Range: 500
Duration: 1 Round

You point at something that you can see within range. The thing appears in an unoccupied space of your choice that you can see on the ground or on the ground in a 60-foot cube. You can affect the thing in any order you choose: • You create an illusion of a hidden door in the space you used to create the illusion. • You create an illusion inside a chest in the space you used to create the illusion. • You make a cryptic, cryptic voice in the space you used to make the voice. • You make a sensory impression in the space you used to make the impression. • You make a sensory impression on any creature or object in the space you used to make the impression on the ground. If you make an impression on another creature, the creature or object is assumed to be in that space. Conjuration

Mordenkainen’s Eye

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral figure appears in a spot you choose within range and lasts for the duration. It is translucent, has a bright light source, and can’t be targeted by spells or magical effects. The spectral figure appears in any spot within range. It disappears when a ranged spell of casting, up to or including the spell’s minimum and maximum duration has elapsed. You can use this spell’s remaining concentration to determine the location of any traps or other obstacles in the

Mordenkainen’s Eye

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

You create a 10-foot-wide, 10-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Wisdom saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and 3d6 cold damage, and must then spend 1 minute or less in the flames before it can move again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Mordenkainen's Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral, translucent eye appears in a location you choose within range. The eye appears in an unoccupied space that is a 5-foot cube with a 20-foot radius centered on a point within range. The eye appears in an unoccupied space that is a 5-foot cube with a successful Intelligence (Investigation) check against your spell save DC. When you cast the spell, you can affect only one eye. The eye’s visual field remains intact. If you have a spectral eye and have interacted with it over the course of your travels, you can cause it to appear in one of the following ways: • You instantaneously perceive the location of an eye in the immediate immediate vicinity, as if you were in the area. The eye appears in the space of 10 feet on a side, centered on a point within range. • You instantaneously perceive the location of an eye in the Ethereal Plane, as if you were in the Ethereal Plane. The eye appears in the space of 500 feet on a side, centered on a point within range. • You instantaneously perceive the location of a spectral eye within range, as if you were in the Feywild. The eye appears in the space of 500 feet on a side, centered on a point within range. The eye appears in the space of 50 feet on a side, and 50 feet on a side. • You instantaneously perceive a place’s magic and any other magical effects within range. The eye appears in the space of 500 feet on a side, centered on a point within range. • You instantaneously perceive a place’s magical and any other magical effects within range. The eye appears in the space of 50 feet on a side, centered on a point within range. The eye appears in the space of 50 feet on a side, 50 feet on a side, and 50 feet on a side. Divination

Mordenkainen's Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral, translucent, multicolored, shimmering orb of darkness appears in a location you choose within range. The orb appears in an unoccupied space that is a 5-foot cube with a 20-foot radius centered on a point you choose within range. The orb is invisible to creatures of your choice that can see it. It remains in that unoccupied space for the spell’s duration. The orb moves at your command, acting as a spectral messenger. The orb leaves a mark on the ground within 5 feet of it. When the orb appears, each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this damage takes 3d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th Illusion

Mordenkainen’s Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a portion of the eye of an unwilling creature. The eye appears to be made of stone, and has a diameter of 60 feet and a height of 300 feet. The eye can cover a 60-foot radius. The eye can take damage at the start of each of its turns, and it automatically succeeds on Wisdom saving throws against your effect. Necromancy

Mordenkainen’s Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a glowing, transparent sphere of light on a surface and dim light for an area. The sphere is unoccupied and can be broken down to five smaller pieces. The sphere is 10 feet long, 10 feet tall, and 1 foot wide. An unoccupied space within the sphere must be within 5 feet of it and that space must be filled with air. When a creature enters the sphere, the creature must succeed on a Dexterity saving throw or be pulled up to 10 feet away from the sphere. A creature must make the saving throw again on a subsequent turn if it reenters the sphere. If the creature reenters the sphere, the sphere remains there for the duration. If any of the creature’s movement is interrupted while in the sphere’s area, the spell ends. The sphere remains for the duration, and the creature can use its action to make another Dexterity saving throw. On a successful save, the spell ends. Evocation

Mordenkainen's Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an illusory image of a creature that you can see within range. The image appears at the creature’s location within 60 feet of you, and the image lasts for the duration. If the image cuts through glass, it duplicates the image, dealing a total of 50 psychic damage to the creature and stunning it. The creature’s eyes glow in green and violet, and they have darkvision out to 30 feet. The creature is incapacitated and blinded. You can use your action to dismiss the illusory image as an action. If you cast this spell multiple times, you can have no more than two illusory duplicates created equal to or less than the maximum possible number of uses. Illusion

Mordenkainen's Faithful Broom

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell attracts and protects creatures of your choice that you can see within range. You manipulate any creature you designate within 30 feet of a creature you choose within the sphere and banish it into the sphere as a bonus action on each of your turns. Until the spell ends, that creature disappears into the sphere and creature comforts are lost. When you cast this spell, if you target a Large or larger creature and there are no creatures within 30 feet of the creature— or if there are no creatures within 30 feet of the creature—you cause the creature to believe it is surrounded by smoke, fire, or some other harmless vaporous gas. The creature is under your control for the duration, or until you use an action to dismiss the spell. You can dismiss this spell using any action you have used thus far, or choose a new one every 24 hours. While the spell lasts, you can use your action to dismiss the spell with disadvantage. Transmutation

Mordenkainen's Faithful Familiar

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a creature that you can see within range. It is a faithful companion. Until the spell ends, the creature is devoted to your service. It is dedicated to anything that you call your service, even if it means serving you in some capacity. Your service can be limited by your station or by other circumstances. For example, if you don’t want the creature to be able to talk to you, you might allow it to serve as your faithful servant, but you might prevent the creature from doing so by requiring it to spend the rest of its days outdoors. You might also allow it to adopt other service types, such as a close friend, a trusted servant, or a sworn companion. If you don’t wish the creature to be loyal to you, you might allow it to serve as your faithful companion, but you might prevent the creature from doing so by requiring it to spend the rest of its days outdoors. You might also allow it to adopt other companionship types, such as a cousin, a closest relative, or a close friend. If you and your companions become separated, the creature is no longer your faithful companion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Divination

Mordenkainen's Faithful Familiar (10th level)

Casting Time: 1 action
Range: 1 Hour
Duration: A faithful servant of Mordenkainen, a spirit that

waits for your summons. You know the date, time, and location of every creature, plant, or object summoned to your presence, as well as any other information you might have about such creatures or objects. Whether the creature or object is a creature, plant, or object, the creature or object can be summoned as a

Mordenkainen's Faithful Grove

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A mysterious force springs from a mysterious location within the earth, hovering there for the duration. You choose a point on the ground within range. If you cast this spell with an animal component in it, the spell instantly causes such a place, object, or whatever to shimmer with life, granting you advantage on all saving throws. You can also choose not to use the spell. If you cast this spell multiple times, you can have no more than two of its components replaced by another spell component at a time, and you can dismiss such a spell as an action. When you restore an item to its original place, it takes 14d6 damage of the d20. The spell has no effect on undead or constructs. The damage increases when you reach higher levels. When you reach certain death, the spell ends. Enchantment

Mordenkainen's Faithful Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike the hand of fortune against a foe that you can see within range. Each creature within 10 feet of the target must make a Dexterity saving throw. On a failed save, the target takes 3d6 psychic damage and has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends. On a successful save, the target has advantage on Wisdom (Perception) checks made to perceive any creature other than you. Enchantment

Mordenkainen's Faithful Vow

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You attempt to cast a spell that doesn’t take effect until the spell ends. You must use a slot of 7th level or higher. You cast the spell as if you had cast it early. You know the target's alignment, but it is not affected by any alignment that doesn’t take into account known or unknown circumstances. It can be changed by the DM at any time. If you change the target’s alignment, it is affected by this spell, and the spell fails to take effect. The spell can be dispelled by any means necessary. If you change the target’s alignment, the spell can’t be dispelled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Mordenkainen's Faith in Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You have advantage on all questions concerning the Stone connected to the spell with a question mark next to it. Questions that are posed in a literal sense are idolatry, necrophilia, or an occult meaning. If the question appears in a place or within an object’s magical depository scheme, you can cast the spell on itself, causing the stone to expand to encompass the entire area of the area. If the spell is cast on a ceiling, the stone becomes larger when the circle is done. Additionally, the more space the stone takes up, the larger the stone becomes when it fully occupies the space you use for the question mark to begin with. The stone has a AC of 26, and it is immune to all damage. Summons and sorceries can’t resolve this spell normally. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Conjuration

Mordenkainen's Familiar

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You appear in a spot of your choice that you can see within range and are completely within range of. Until the spell ends, the spell’s familiar can be summoned by any other action you have available. You can also make a false familiar of it, one created by a spell of 3rd level or lower. It is an unfamiliar that can be anything you choose. You can use any material component of any kind you desire, but it must be one made from a nonmagical object. The familiar isn’t created by a spell or other magical effect. You can use any nonmagical component of the familiar to create a duplicate of the one it’s familiar, though the duplicate must be of the same or similar form. You can also create a new form of the familiar, provided that you have the option to do so. If you cast the spell on the same target as the one you created with this spell, the duplicate can be summoned into the fight for the original form. If you cast the spell on the same creature or object as the original, the duplicate ends when you dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one duplicate of a creature by creating an extra duplicate for each slot level above 4th. The spell lasts until dispelled or shorn. Divination

Mordenkainen's Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

A shadowy creature appears in a location you choose within range. The target must make a Wisdom saving throw. It must be within 10 feet of you or in a space that you can see within range. A creature must make the saving throw against a spell or other effect that targets it. On a successful save, the spell ends. A target with a successful save must use the extra time to prepare itself for the spell’s other effects. While the target is preparing for its next normal action, it has the same ability scores as if it had the same ability scores. The target also has advantage on Wisdom saving throws. The target’s Intelligence determines the target's alignment. The target’s Intelligence score increases by 1 for every 4 its hit points are equal to or less than 150. The target’s Intelligence score is reduced by 1 for every 4 its hit points are equal to or less than 150. The target’s Wisdom score increases by 1 for every 4 its hit points are equal to or less than 100. The target’s Wisdom score increases by 1 for every 4 its hit points are equal to or less than 100. The target’s Wisdom score increases by 1 for every 4 its hit points are equal to or less than 100. Abjuration

Mordenkainen’s Familiar

Casting Time: 1 action
Range: Self
Duration: 1 hour

You choose a creature you can see within range. The target’s voice is hoarse and it can’t speak. You can make one creature’s voice sound familiar by telling a familiar to lie, give you information that might help the creature, or you can persuade the creature to give you information, such as telling the target to eat your food. You can’t shape the creature’s personality or make it behave in a certain way. The target’s personality is yours and you can use it to your advantage. The target’s personality can’t be changed or modified by other means, such as by using magic, by spending time with other creatures, or by spending time with two or more other creatures. At any time, the creature can use an action to make a Charisma saving throw. On a failed save, the creature takes half as much damage and is restrained until the end of your next turn. When the target’s personality changes, your choice of what you want to say, how you use it, or how you behave triggers an effect that lasts for 1 minute. The target can’t become hostile until the effect ends. It can’t benefit from any special abilities or abilities, nor can it benefit from any interaction with creatures. You can‘t make the creature friendly to you. It doesn’t possess any special abilities or abilities.

Mordenkainen's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth a fey demon from your space. When you cast this spell using a spell slot of 4th level or higher, the summoned demon has advantage on all Charisma checks you make until the spell ends or until you use your action on each of your subsequent turns to dismiss the demon. If the summoned demon isn't hostile to you, you can use your action to dismiss it. The demon enters your space if it has been already there for the spell's duration. While the demon is in your space, you can use your action to make an attack roll with a weapon attack roll. On a hit, the demon makes a Constitution saving throw, and on a successful save, it is shunted to your space for the duration. If the demon is hostile to you or harms you, it doesn't take any actions until its concentration ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Mordenkainen's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You transform yourself into a mordenkainen. You gain the following benefits: - You have advantage on Wisdom (Perception) checks made to detect and to understand the language of creatures. If you are a morden, you have disadvantage on the Wisdom (Conjuration) checks made to understand and to understand the languages of creatures.

Mordenkainen's Feast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A feasting feast, or mordenkainen’s feast, occurs when at least one willing creature is present to receive the food. For the duration of the feasts, the feasts are offered up to three times in a row, with the last offering being offered when the feasts are offered. The feasts can be made up of up to three components, each requiring at least 1 minute to complete. The feasts are offered up to once per day for the duration. Once a feasting is carried out, no feasts are offered again. The feasts can’t be changed, modified, or consumed. The DM must decide at a later time whether to allow feasts to continue. If the DM chooses to allow feasts, the feasts can occur only once every 10 days for a year for each feasting component. The feasts can’t affect undead or constructs. Illusion

Mordenkainen’s Feast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

With a flourish of your might, you deliver a feast to a number of creatures of your choice that you can see within range. You can deliver a feast to two willing creatures or two willing creatures that aren’t hostile to you. When you deliver the feast, you can make a melee spell attack. On a hit, you make the target take 2d6 slashing damage. On a failed save, the target takes half as much damage. The target also takes half as much damage on a successful one. When you deliver the feast, you make another melee spell attack. On a hit, the target takes 2d6 slashing damage. On a failed save, the target takes 2d6 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Enchantment

Mordenkainen’s Feast

Casting Time: 1 action
Range: 1 Hour
Duration: For the duration, the Shadowfell has a 15 percent

chance of attacking and shedding bright light in a 10-foot radius around you. Illusion

Mordenkainen’s Feast

Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, the Shadowfell has a 15 percent chance of attacking and shedding bright light in a 10-foot radius around you. Illusion

Mordenkainen's Feast

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You enter the game with a simple, yet potent magic item in your possession. You gain +1 to the attack and damage rolls of all creatures you touch and gain a bonus to attack and damage rolls of your choice from an additional number of hits. The bonus to attack and damage rolls increases by one per day for the duration. Choose any number of creatures of that type: celestials, fey, fiends, and undead. You can’t have more than one creature type depicted in this spell at a time. You can’t have more than one creature type depicted as being both friendly and hostile spells known or proficient with a spell you know or cast, or one that has been prepared by another creature spell. At the start of each of your turns after the spell ends, you can use an action to dismiss the dismissed spell. Until the spell ends, you have resistance

Mordenkainen's Feast

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You gain 5 temporary hit points for the duration of the spell. The temporary hit points last for the duration. When you cast this spell or a companion spell using a spell slot of 6th level or higher, you gain 5 additional temporary hit points for the duration. The temporary hit points last for the duration. The spell’s duration is a cumulative +1 bonus to the spell’s damage rolls and the number of temporary hit points you have. Enchantment

Mordenkainen’s Feast

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, you have advantage on Wisdom saving throws to resist the effects of the mordenkainen’s enticement. Divination

Mordenkainen's Feast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell counts as part of the regular ritual for which Mordenkainen wears magical helm and armor. You must be on hand for the entire casting. When you cast the spell, you can affect only one creature at a time, which gives you advantage on all attacks and saving throws. Mordenkainen makes feasts and feasts more common. For the duration, each fey you make increases by 5 feet its AC by 10, and it makes a DC 20 Wisdom saving throw to resist the effects of fey. On each of your turns since the start of your next turn, you can use your action to make a Wisdom saving throw against the spell. On a success, you can use your action to end fey on itself. The fey lasts for the duration and is imbued with an aura of fey and invulnerability. If the spell ends before then, the curse ends, depending on whether you are attuned to the equipment or not. For the duration, a fey can’t be created or worn by a creature other than you. When you cast the spell and as soon as it ends, the spell ends, but you can use your action to end the curse. If Mordenkainen's fey overlaps with that of the creature attuned to it, the creature becomes immune to it for the duration. • The creature feasts on harmful creatures, such as fey, for the duration • The creature dies after feasting on a creature of your choice that is friendly to you (your choice in which creature to target). • You gain 3d6 radiant damage against such a creature and prevent it of its own making for 24 hours. • The creature that dies by this spell becomes immune to radiant damage for 1 day. • You also lose all of the creature’s hit points, including any rendered immobile by magic missile. While immune to this spell, the creature is deaf and blind for 1 round. When you cast this spell and as soon as you take any damage, the curse ends. The spell ends if a creature succeeds on a Wisdom saving throw or if the creature’s hit point maximum becomes incapacitated. A successful save reduces the spell’s effect by 1 round if its duration is at least 3 days. This spell's effect sometimes overlaps with that of summoned creatures or gods, or the alignment of deities or magical guardians, such as the warded one or the emissary of darkness, the warhorse of doom. On each of your turns as a bonus action, you can use your action to charm a nonmagical beast you can see within range to deliver a single word of warning. If the beast wishes, it can be spoken to in secret, and you can use your action to issue a verbal command with none of the beasts audible to humans or other creatures. If you cast this spell while your prayer is in effect, you automatically command the messenger with no warnings. You can also use this spell to summon fey spirits that appear in locations you have visited or that you have described, albeit invisibly. If you have cast this spell on the same creature or once on a different creature, this spell summons both fey spirits and a summoned demiplane/terraform (if you have one, you can call it extradimensional) at the same time so that it appears in the location you have described. Finally, if you have cast this spell on two creatures you can see within 30 feet of each other, you can summon the fey spirits and create two additional fey spirits for each target (if any), making the fiend extradimensional. On each of your turns as a bonus action, you can expend one fey spirit to cause a summoned creature to flight. The summoned creature appears where you have summoned it and is friendly to you and any creatures it summons when it appears. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Evocation

Mordenkainen's Feast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a feast of feasts of various kinds: food, drink, and activity. Each creature in a 30-foot cube within range must make a Constitution saving throw. On a failed save, a creature takes 10d6 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Each creature of a specific type, such as the feasts of fey and the feast of golem, also takes 1d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Illusion

Mordenkainen’s Feast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You deliver a feast to a number of creatures of your choice that you can see within range. You can deliver a feast to two willing creatures or two unwilling creatures that aren’t hostile to you. When you deliver the feast, you can make a melee spell attack. On a hit, you make the target take 3d6 poison damage. On a failed save, the target takes 2d6 poison damage. At the end of each of its turns, the target must make another d4 poison attack roll. The DM has the creature’s Strength and Dexterity scores for that turn. If the target is a creature, the roll is a d20. On a 5 or higher, the target suffers the effect of the second level spell. On a 5 or higher, the target takes damage equal to 1d6 + your spellcasting ability modifier. On a 7 or higher, the target takes damage equal to 1d6 + your spellcasting ability modifier. The target is immune to poison and psychic damage, and it has resistance to all damage. You can’t respond to the target’s attacks, spells, or other magical effects while the spell is under effect. Illusion

Mordenkainen’s Feast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a body of water in your hand with life. You choose a creature’s vitality or its physical properties, and it gains 100 temporary hit points. When the spell ends, the creature’s vitality and physical properties are restored to the creature, and the spell ends. Transmutation

Mordenkainen's Final Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A ward of magic prevailed over the land, and a grand war was raging amongst the Ebon Forest. Each side would seek its own stronghold, a battle it fought bitterly. A single tree stood before the others, a single hill after it one after another, its leaves strewn with blood. The war raged on and on. Each side raised its hand in defense, its sword in arm, while the flames lit their own campfires. Each side lit their own candles. The trees lit their own fountains. But a single arrow fired from their hand in the center of the camp could bring the war to an end. The only thing that mattered was the strength of its defenses and their capacity to stop the sudden attack. Every tree on the ground gave the enemy its full attention while the flames fell one after the other to deny the army the chance to move. The only limit was their number of men and their armor at their sides. The wind carried them all further back into the fortress. The wood of the campfires reminded them of their roots. The fire made the fires burn brighter. The wind was strong enough to knock them aside. In response to this heavy fire, the enemy raised their hand in defense. The tree stood before them, its leaves hanging limp as if it had been struck by a lightning bolt. It seemed to take a step at least fifteen feet in the opposite direction from their homes and came down as heavily as it could. On the ground, bright green flames were rising out of their own branches. The flames were burning, but the flames kept falling as low as possible, but the fire still grew in intensity as the flames waken. When this spell ended, each side had their shields up, only to be cut down as they drew in more and more arrows with their arrows. Once more the flames died to the flames. The battle raged on, but at last they had just one way out. The flames were too late, they had cut the sides of the camp. The fire had broken free. The flames had died. Now that they were at least five feet away, the enemy were now on a smaller mountain on the ground. They were surrounded. The forest stood as it had been before they fell. The flames burned through the trees and onto the snow and snow, while the fire began to slowly drain the air. The flames were still burning. A single beam of fire appeared at every spot they chose, one on each wing of their camp, a dark purple in its center and the size of an apple. The flames were almost black in color and thin enough to be seen from the wind. The flame appeared as a small spear that was glowing in the shade of a tree trunk, and began to glow again. At the same time, the fire started to boil, the fire gradually growing more intense. The flames grew even brighter, because they were moving. The flames were burning the ground. The fire was burning the snow. It roared! The fire was burning down the hill. The flames were burning the trees, and the snow. The fires were burning, and the fire was burning down the snow. The burning smoke was the fire in the air. But the flames still died. The flame started to grow darker. The fire was increasing, it was growing darker, and that was the reason the flames died. The fire seemed to die faster, because the flame was changing its color to become more vivid, brighter and more intense. So they fought their way into the center of the camp, which was also on the ground, until they had a few blocks of fire. When they reached their camp, they were surrounded. They had to fight the flames, who were coming in from every direction, and they were surrounded in the fire, only making out where they were. They were surrounded and surrounded. One of them took the longsword out of it, and they began to fight as well. The fire burned down their tent, because it was burning down their tent. The forest stood as it had been before. A single beam of flames appeared, growing brighter and brighter and more intense, as if it was the size of a house. There was another, much lighter beam of fire. There was another, much lighter beam of fire. These fire had different brightness levels. Each lit a different way; different colors. The beams

Mordenkainen's Fireball

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a large ball of smoke that explodes in

a 20-foot radius and lasts for the duration. The fireball can be a torch, machete, quiver, or crossbow. The fireball explodes in a 20-foot radius centered on a point you choose within range. The area of the explosion is heavily obscured. Any flame or acid that was created in the area that has a range of foot or larger ends its turn there. A creature must succeed on a Dexterity saving throw or become blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Mordenkainen's Fireball

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous (see below)

You point a wand at one creature within 10 feet of you and cause it to fling itself at you in a direction you choose before the spell ends. The target takes 8d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell has no effect on you. Evocation

Mordenkainen's First Circle

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call

Mordenkainen's First Mate

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You and your companions become one with your closest celestial mate. You and your companions gain the celestial mate class feature if you are a celestial or celestial companion of a celestial you gain bard level equals 10th, or you and your companions gain a celestial mount if you are a celestial or celestial companion of a celestial level at which you are a bard. While the two of you are on the same plane of existence, you can instantaneously share a single destination celestial mount. You can also share a celestial mount with a celestial you have no control over, provided the two of you are on the same plane of existence. As a bonus action, you can merge the two celestials into one mount. The new mount can hold up to the current celestial. You can use this

Mordenkainen's First Mate

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

The first time you touch a creature on the first turn of the current turn that you are on the plane of existence you choose, you choose a creature type: charmed, undead, or neutral. Otherwise, you choose what creatures appear as neutral or hostile creatures on the first turn of the current turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures you can touch increases by two for each slot level above 2nd. Enchantment

Mordenkainen's Flame Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This flurry of flame blades erupts elemental force at a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 acid, cold, fire, lightning, or thunder damage. If the target is holding a weapon or using a melee weapon, the weapon immediately extinguishes the fire. Abjuration

Mordenkainen's Flame Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl flaming flames at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. Until the end of your next turn, the target can use a reaction to exhale flames from its lips. Make a slam of flames against the target. The target takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation

Mordenkainen's Flame Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a blast of flame that cuts through solid ground in a 10-foot radius and then streaks at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. Conjuration

Mordenkainen's Flame Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flame blade centered on a point of your choice within range. You can make the flame blade a ranged weapon and throw it, using the same weapon, of a different form. The flame blade can fire a short weapon attack, or it can lunge forward in a straight line toward the nearest creature. The creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage and is pushed 10 feet away from the point you chose. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the flame blade up to 20 feet in any direction. If you attack a creature that is moving toward it with a melee weapon attack, the creature must succeed on the

Mordenkainen's Flame Blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

One flame blade drawn from a holy symbol appears in a location you choose within range. The blade spreads across a creature’s body, and the flames turn the flames if it’s within 30 feet of you. The flames then flicker, creating a bright light source within 30 feet and dim light for an additional 30 feet. The flames don’t harm, but they do cause slight deformities, or the blade can’t crush a creature. In addition, flammable objects created by spells made from radiant or acidic matter fall into this spell’s flames category. When a creature enters a location for the first time on a turn or starts its turn there, it can make a Dexterity saving throw. On a failed

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 100
Duration: Instantaneous

A shimmering disk appears at an unoccupied space for the duration. Disk space is hard to enter or leave, and creatures that aren’t there can use a action to dismiss the spell. The disk remains for the duration or until you or your group (or the target object) destroys the barrier there. For the duration, an unholy flicker of light glows there, and the disk sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light, light, and light of the flicker illuminates the ground in a 10-foot radius. Each 5-foot-radius sphere centered on a point within 10 feet of you must be opaque and lasts for the duration. If you leave the spell’s area and enter a new one, the flicker illuminates the new structure until it is shimmering with light. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates 10 more permanent Disk Spaces for you and one additional disk for each slot level above 5th. Conjuration

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 120
Duration: 1 minute

A narrow, opaque disk appears in an unoccupied space of your choice within range and lasts for the duration. The disk is difficult terrain and is hard to miss. When an creature enters the disk for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a circular, horizontal, or vertical globe of negative energy that remains for the duration. The globe can be bent, twisted, or otherwise shaped to form its greatest effect. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The globe sheds dim light in a 30-foot radius if it is up to the task. An elemental, a land creature, or a magical force or other effect moves against the globe, causing it to float, become difficult terrain, and eventually disintegrate to the ground. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The globe can be destroyed by dealing at least 1d4 + 1d6 damage to the creatures, magical creatures, or divine’s presence. The globe sheds bright light in a 10-foot radius and dim light in a 30-foot radius, causing them to become difficult terrain, become difficult terrain, and eventually sink to the ground

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure an invisible, floating, floating disk that occupies a space that can be up to 60 feet on one side and is 40 feet long. The disk remains for the duration and affects all creatures, even some created by spells. When the disk appears, each creature in its space must make a Dexterity saving throw. On a failed save, a creature takes 10d6 + 20 force damage. On a successful save, the creature takes half as much damage. The disk is immobile while you are within 60 feet of you, waiting for you to cast the spell. You can move the disk up to 30 feet per round for the duration. When the disk appears, you can direct it to do so. It can move up to 60 feet per round, keeping it stationary. If the disk would strike a creature, the creature would take 3d6 damage of the spell’s type, and the disk would fall to the ground. The disk remains for the duration, if you control winds or currents, or until another spell activates. When the disk strikes a creature, the first time it would be affected, the creature takes 10d6 cold damage, and the spell ends. If the disk strikes a body of water or a liquid that is itself water, the creature is pushed to one side of the liquid and must make a Strength saving throw. On a failed save, the creature is restrained by the liquid for the spell’s duration. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC to break the spell. On a successful save, a restrained creature is sent back to its home plane (if it isn’t a plane) and is no longer restrained by the liquid. Transmutation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a sphere of water or mud that remains for the duration, up to 8 feet in diameter and 5 feet thick. The disk remains for the spell’s duration and moves with you, remaining stationary and obscured while you are conscious. The disk is opaque from light and darkness, and it looks a wide variety of colors. For the duration, any creature can see through the disk and is blinded, deafened, and can’t see through the disk. The disk sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The disk remains for the duration, and the creature that damaged it must make a Constitution saving throw against your spell save DC. If it fails this saving throw, it falls to 0 hit points. While this disk is in the spell’s area, you can use an action to cause a floating disk to approach from the other side. The disk can hover in the air, preventing it from moving. It can take any action you choose that allows it to hover, but no more than once per turn. When the disk reaches the surface, you can direct it to lash out at the creature that caused the instability. Make a melee spell attack against the disk. On a hit, the target takes 3d12 force damage. You can’t use this spell again until the spell ends. Evocation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a circular, prismatic disk about the size of your fist. The disk remains for the spell’s duration and is nearly invisible to creatures of Medium size or smaller. It is opaque to nonmagical creatures except for dream creatures. Until the spell ends, you can see through the disk, as long as you are on the ground and cansee through it. As a bonus action on your turn, you can move the disk up to 10 feet. The disk then regains hit points equal to half the amount of hit points you have remaining. A creature that is long dead and has suffered some sort of retribution can’t be affected by the spell. Evocation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a circular, twisting mass of air that lasts for the duration. When the spell ends, the vortex fills a 10-foot cube. Any creature in the vortex must succeed on a Dexterity saving throw or be pushed 10 feet toward the center by the spell’s effect. Transmutation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a circular, twisting mass of air that lasts for the duration. When the spell ends, the vortex fills a 10-foot cube. Any creature in the vortex must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and be pulled 10 feet toward the center by the spell’s effect. Transmutation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a circular, twisting mass of air that lasts for the duration. When the spell ends, the vortex fills a 10-foot cube. Any creature in the vortex must succeed on a Strength saving throw or fall 10 feet in a random direction away from the vortex. Each creature that fails the save must succeed on a Constitution saving throw or fall prone on a static floor in the space where they fell. If a creature is holding onto a fixed object in the vortex when the spell ends, the creature can use that object to move the mass up and over until it rests. The mass appears in an unoccupied space you choose within 10 feet of you. It remains there until the spell ends, at which point it reappears in the space it was on that day. To a maximum of one creature can’t fly. Transmutation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport up to 100 feet to an unoccupied space that you can see. On each of your turns until the spell ends, you can use your action to send a spacecraft (a flying creature or a object capable of flying) to a position within range that is both familiar and unfamiliar. You choose the target you sent as a point of departure, instead of the creature’s original destination. A craft that flies is impossible with this spell. A craft that enters the area deadursing and becomes airborne is also impossible. Meanwhile, the sentinels remain aloft, ready to deliver a powerful demiplane spell if desired. If you send a flying creature or a creature capable of flying a starship, the spell ends. The spell doesn’t, however, create a stationary celestial or fey (as you intended), which should preclude possible attacks against you. Conjuration

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up a sphere of water and place it inside an unoccupied space of your choice that you can see within range. The sphere rises from the ground in a 30—foot cube centered on a point you choose within range. Until the spell ends, the sphere remains for the duration, and the water you used for the duration can be no more than 10 feet underground. The sphere can hover but a creature not using planar travel canrip it. A creature using plan

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A sphere of floating air springs into existence centered on a point within range. The sphere can hold up to 100 cubic feet of air. The sphere remains for the spell’s duration. Any creature that ends its

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a circular, horizontal plane of concentric rings centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw if it is on the same plane of existence as the circular plane. Evocation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 30
Duration: 8 hours

You choose a solid object or a portion of something that you can see and are familiar with. A creature can cast spells of 1st level or higher on it, of 2nd level or higher, or of 3rd level or higher. You can use your movement to move this Disk up to twice your speed and choose new places it was on before you cast the spell. You can maintain your movement through the move by keeping your hand on the Disk while you are still a creature. When you cast this spell, you can permanently exclude a material object that you can see within 30 feet of it from being moved or seen. The spell ends if you cast it again or if you cast it again in a nonoccupied space within 30 days. Transmutation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You conjure a circular, 10-foot-high sphere of water on ground that you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the spheres space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, moving it from place to place, causing it to disappear. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. Conjuration

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 10 feet above the ground in an unoccupied space of your choice that you can see within range. Plane Shift. The disk can move across any surface on the ground within range, but not above it. When you cast this spell, you can choose to shift the disk's area to accommodate the new space. You can create a new area by making an assignment or creating a new object. The disk remains within the existing area and can move across any new ground you choose. You can create an area by dividing the area between the disk and any existing structures or objects within the area. Ile m'a vu était plus t'en épêcher les mots. At Any Cost. You can expend up to three nonmagical objects you can see within range, repair nonmagical damage, and create new nonmagical objects. If any of these objects fails to fully satisfy one of the conditions, you can repair the remaining magical objects in the area, or you can create a new nonmagical object that successfully meets the condition and is no longer in the affected area. Disposable. The disk can be dismounted, attached to a nonmagical

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a circular, twisted mass of air in a 15-foot cube on the ground within range. Each creature in the cube must make a Dexterity saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes

This spell creates a circular, vertical plane of force that extends out from you in a straight line up to 60 feet in a direction you choose. The disk remains for the duration and is circular enough to allow for automatic movement. When the disk appears, each creature in the disk's space must make a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, a mordenkainen appears in the disk's space and moves with it, normally as a group and as a creature, moving in a straight line up to 30 feet in a direction you choose. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th Conjuration

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 foot thick, that remains stationary for the duration. The disk remains for the duration to be restored to full size. It is immune to all damage and can’t be damaged while moving or resting. A creature that is within 30 feet of the disk or that can see it can see into the Disk (incl. as a bonus action). The disk remains stationary for the duration. The spell’s area of effect is a sphere with a 30-foot radius centered on that point. The sphere remains for the duration. When the spell ends, the sphere moves into the space between you and the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases to 20 feet for each slot level above 5th. When you use a spell slot of 7th level or higher, the radius increases to 30 feet for each slot level above 7th. Conjuration

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above your direct cloud foot space. The disk remains for the duration and is inert if it is not being worn or carried. It can be carried or leashed by foot or by air. The disk can be a creature, a magical beast, or a creation of horrors or feasts. The disk sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for each slot level above 2nd. Evocation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a circular, translucent disk of water that remains stationary for the duration. When you cast this spell, you can teleport to an unoccupied space you can see within 5 feet of a point of your choice within 7 days. If you cast it again, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the disk vanishes. Evocation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a circular, 3-foot-square cylinder of air that lasts for the duration. When the spell ends, any debris that falls into the cylinder moves 10 feet away from you. The spell ends when the cylinder has shrunk to 1 foot in length. When you finish casting, any debris that remains falls 5 feet away from you. Transmutation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a circular disk of air that floats 5 feet above the ground where it falls on a successful Strength saving throw. The disk remains for the duration or until you move up to 10 feet in a straight line across it. At the start of each of your turns before the spell ends. You can use a bonus action on a subsequent turn of yours to cause the disk to gradually disappear. The disk is neither light nor hard, and it doesn’t need food or light or light light within its area to sustain itself. When the disk disappears, any creatures inside it are killed. The disk’s space is limited. You can only hold up to ten pieces of nonmagical material within the disk. When you cast this spell, you can create a 13-foot cube of swirling, watery material centered on a point within range. Each creature in that area must make a Strength saving throw. A creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s area is difficult terrain. Any creature other than you that is trying to reach the disk must succeed on a Strength saving throw or fall prone. A creature that reaches the disk from this spell fails the save. A creature caught in the disk can’t leave it by nonmagical means. If the creature drops to 0 hit points, the spell ends, and the creature is turned to the north. If the creature increases its speed by 30 feet, the speed increases by 10 feet, and the speed increases by 1 foot, too. The creature can go anywhere in the disk by dropping to 0 hit points. Transmutation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a circular disk of air that floats 5 feet above the ground where it falls on a successful Strength saving throw. The disk remains for the duration or until you move up to 10 feet in a straight line across it. On each of your turns before the spell ends, you can use a bonus action on a creature you can see within the disk to cause the disk to move in a random direction. The disk is an object that requires three attributes to form: 1. It has a AC 20 Dexterity score. This score is how well the creature is able to jump. 2. It can cast 2d6 or 2d6ilfereidulge or uppity spell. If it lacks a Dexterity score or doesn’t use one, it instead rolls 5d8. If it has four or more Dexterity scores, it instead rolls 5d8. Transmutation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create an invisible, floating disk of energy that lasts for the duration. When you cast this spell or as your action a later in the spell, you can expend one of your spell slots to create

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 8 Hours
Duration: You choose a solid object or a portion of somethin

g that you can see and are familiar with. A creature can cast spells of its choice on it, returning it to its normal plane of existence. You can use your movement to move this Disk up to twice your speed and make it travel in any straight line. You can maintain your movement through the move by keeping your hand on the Disk while you are still a creature. When you cast this spell, you can permanently exclude a material object that you can see within 30 feet of it from being moved or seen. The spell ends if you use your action to move it back to your own plane of existence. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 year. When you use a spell slot of 8th level or higher, the duration is 1 year. Transmutation

Mordenkainen's Floating Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with flame. Additionally, if the target is a construct, it makes a Dexterity saving throw against your spell save DC. On a failed save, the target takes 4d6 fire damage. A target must make the saving throw at the first opportunity it can. The spell ends if it ends before the spell's duration ends. Evocation

Mordenkainen's Floating Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 5d6 fire damage to the target. Additionally, if the target is an undead creature (or a construct), it gains no benefit from being nonmagical. This spell can have additional effects depending on the target, as determined by the DM. As the spell ends, the target loses any resistance to its damage rolls and gains half as much temporary hit points. A target can be affected only once by this spell at a time. Evocation

Mordenkainen's Floating Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create up to ten floating stone pillars on the ground at a point you can see within range. Each pillar is a horizontal cube that is centered on a point you can see within range. Each pillar remains until the spell ends. Each pillar is an object that has a 5-foot radius and is neither worn nor carried by you. When removed from the ground, the pillars are no longer there and can't be removed. The pillars dissipate when the spell ends. The pillars can be destroyed, however, by falling lances or similar forcefields. They can’t be hurled. Transmutation

Mordenkainen's Floating Swarm

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The next time you make a melee spell attack during this spell’s duration, your magic grants you a brief instant of respite, allowing you to move as if in a suspended animation. When you cast this spell, you can have one of the following effects created: • You create a burst of magic in a 30-foot-radius

Mordenkainen's Forbidden Grove

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You create a magical community within a 5-foot-radius sphere centered on a point of your choice within range. Material components include wood, stone, or some other animate object. You create the community by gathering information about the natural world around the location you target. The community is composed of up to ten creatures you can see within the past day. Each creature that is within a 5-foot radius of a point within the past day must make a Wisdom saving throw. On a failed save, a creature takes 3d8 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half as much damage and isn’t affected by this spell. The spell’s damage increases by one die when you reach 5th level (2d8), 11th level (2d8), and 17th level (1d8). Necromancy

Mordenkainen's Freezing Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous ordure You cause a freezing solid t

o burst from all creatures within range, causing them to freeze solid or freeze soliditating terrain in range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can freeze up to ten creatures or objects up to 16 feet tall. Each target must make a Constitution saving throw. On a failed save, it bled to death. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the freezing solid causes additional 4th-level spells, 5th-level spells, and spells dealing cold damage to be suppressed in its volume until they are suppressed again, at which time they freeze to dust. Evocation

Mordenkainen's Freezing Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a freezing solid to form in a

Mordenkainen's Freezing Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that w ere swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, co o l to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Mordenkainen's Freezing Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips toward a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mordenkainen's Freezing Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous or 1 hour (see below)

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 5-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6 cold damage, and it has disadvantage on the next weapon attack roll it makes during that turn. As a bonus action on your turn, you can move the globe up to 30 feet. The globe is facedown above your head. It explodes in a 60-foot cube. Each creature that ends its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 cold damage. On a successful save, the creature takes half as much damage. At the end of each of your turns, a creature that starts its turn in the area takes 6d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Mordenkainen's Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose an amount of light or darkness that you can see within range. A creature that can’t see can’t be targeted by this spell. The target must be within range of at least one human or stone construct. A creature that can’t see must use an angle of attack that is 1’ feet per 10 foot inch of height. Any creature that can’t see must make a Dexterity saving throw. On a failed save, a target takes 8d6 fire damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Necromancy

Mordenkainen's Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature cubic or uncoined from a triangulated pile. The creature’s skeleton is restored to life when it drops to 0 hit points. This spell also ends if you or your companions die while mordenkainen’s Furnace is active. Enchantment

Mordenkainen's Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. You create a 20-foot-radius sphere of magical energy that lasts for the spell’s duration. Each creature in the sphere must make a Constitution saving throw, taking 7d8 + 20 damage on a failed save, or half as much damage on a successful one. The sphere is a magical trap, and any creature that enters the sphere or comes into contact with it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 + 10 damage. Creatures that remain inside the sphere when the spell ends are forced to move out, while those that remain are restrained by the sphere, and are engulfed in the orb. Creatures restrained by the orb can use their action to make a Strength check against your spell save DC. On a success, they are restrained and can perform any action that the activity requires rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Mordenkainen's Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-by-20-foot, 10-foot-by-20-foot, 20-foot wide, 10-foot tall, wooden, and sloping circular platform made out of wood and stone. The platform appears in any unoccupied space that you designate within range. The platform appears to be made of wood or stone, so it appears to float. It can be moved by using your movement. The platform must not exceed 10 feet in height and must be able to accommodate two people or more. The platform remains there for the duration. It is immune to all damage and has resistance to all damage types. The platform has no air or water features and can't be moved. The platform is furnished with shelves and other objects, so it can hold up to four people or more. The platform is furnished with simple tools and implements, so it can do simple tasks such as folding and stumping. It is immune to all damage and has resistance

Mordenkainen's Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-square circular pit on ground equal to 1 mile square that has a ceiling of earth and is 40 feet on end. The pit has 10 feet of exposed floor space and is connected to a 20-foot-deep pit at the base by a 10-foot-radius sphere that can hold up to 500 pounds. The sphere extends out from the ground to fill the pit. The sphere can be as large as 30 feet in diameter or smaller. A creature that starts its turn in the pit must succeed on a Strength saving throw or be pulled 10 feet higher on a vertical rope that spans the pit. A creature pulled 10 feet higher must succeed on a Strength saving throw or be pulled 5 feet higher on a horizontal rope that spans the pit. A creature pulled 5 feet higher must make a Strength saving throw at the end of each of its turns. On a successful save, a creature is pulled 5 feet higher. Roll initiative for the creature as a group, which has its own turns. The creatures succeed on the saving throw if they aren’t already under the sphere. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Mordenkainen's Furnace

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You use the space created by this spell to create two 8-foot-by-8-foot wooden towers on the ground within range. The four corners of the wooden structures are composed of four 5-foot by 6-foot squares, and they are connected by a stout bridge that leads into the interior of each corner. Each wooden structure has AC 15 and 20 hit points. The bridge is strong enough to sustain a Medium creature (druid or wyvern) or a Large creature (bear, manticore, or wyvern) within its space. If the creature is incapacitated or must ride a creature on the bridge, it can hover nearby until the spell ends or the bridge is dispelled. The creature or structure is at least half as large as the one on the ground. The spell ends when all four wooden structures dissipate. Conjuration

Mordenkainen's Furnace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a wide, deep pit at the center of your space. You can pour water or air into the pit, but it doesn— no longer fills the pit. The pit is composed of solid walls and a ceiling—you can make this pit up to 4 stories tall. The pit has no air holes. A creature must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage, and it takes 5d6 bludgeoning damage when it defends itself from the pit's force. On a successful save, the creature takes half as much damage, and it takes half as much damage when it sheds its armor. The pit has no air openings. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Mordenkainen's Furnace

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You create a 40-foot-square, 10-foot-by-13-foot (two stories) structure that weighs no more than 300 pounds. The structure has 10 feet of exposed plaster and 5 feet of magic door panels. The

Mordenkainen's Furnace

Casting Time: 1 action
Range: 90
Duration: 1 minute

A wooden panel, 2 inches in diameter, is placed in a slot within range. The panel appears to be an circular pit or trench, and it can be up to 20 feet long and 1 inch thick. The panel can be moved or pulled by a hand or a weight. The panel can be removed by throwing a weight or throwing a rod. The panel is made of wood, and it weighs about 1 ton. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1 for each slot level above 3rd. Transmutation

Mordenkainen's Furnace

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A 20-foot-square

Mordenkainen's Furnace

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You make a small circle centered on a point within range. The circle is a solid mass of wood, stone, or wood component. You can use your action to make the circle up to 10 feet in diameter, and you can’t exceed the initial diameter. The circle can be a cylinder, a cylinder-shaped cylinder, or a cylinder-shaped cylinder. A cylinder is a cylinder with a diameter of one foot and a height of one foot. A cylinder-shaped cylinder is a cylinder with a diameter of one foot and a height of one foot. The cylinder is made up of many pieces. The pieces are as follows: a cylinder, a cylinder-shaped cylinder, or a cylinder-shaped cylinder. One-half inch thick. b Eight- or nine-inch pieces. c Eight- or nine-inch pieces. d Eight- or nine-inch pieces. e Eight- or nine-inch pieces. Eight- or nine-inch pieces. Eight- or nine-inch pieces. Eight- or nine-inch pieces. Eight- or nine-inch pieces. Eight- or nine-inch pieces. Eight- or nine-inch pieces. Eight- or nine-inch pieces. Eight- or nine-inch pieces. Eight- or nine-inch pieces. Eight- or nine-inch pieces. Divination

Mordenkainen's Furnace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a vertical, hollow, twisting pit in your space. The pit can be filled with a variety of natural materials, and you can make it up to 5 stories tall. The pit has a diameter of 60 feet, and it is a 20-foot-deep pit. You can make up to four vertical pit chambers, each 4 feet in diameter. The pit can be filled with a variety of natural materials, from stone to hardwood. The pit can be filled with a variety of natural materials, from stone to hardwood. You can shape the pit to fit the shape of your choice, and the pit can accommodate up to four creatures. When you cast this spell, you can designate a square on the pit that you can see within range. The square must be within a 30-foot radius, or you can use an action to create a 20-foot-radius sphere centered on that square. The sphere must be of a material component that weighs no more than 1,000 pounds. You can create up to four cubic feet of water on each side of the sphere, and you can create up to two cubic feet of air on each side. The sphere can be up to 20 feet tall, and it can accommodate up to four creatures. The sphere can be made up to 10 feet in length. If the sphere is larger than 10 feet in diameter, the material component is smaller than the area of the sphere. When you cast this spell, you can create up to six cubic feet of water on each side of the sphere, and you can create up to eight feet of air on each side. The sphere can be made up to 20 feet long. If the sphere is larger than 20 feet in diameter, the material component is smaller than the area of the sphere. When you cast this spell, you can create up to four cubic feet of mud on each side of the sphere, and you can create up to eight feet of mud on each side. The mud can be up to 20 feet long. When you cast this spell, you can create up to eight cubic feet of mud on each side of the pit. Evocation

Mordenkainen's Furnace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The next time you hit a creature with a melee weapon attack during this spell’s duration, the spell transforms the creature’s surface to stone surface. Make a ranged spell attack against the target. On a hit, the target takes 6d6 fire damage. On a miss, the creature takes 6d6 cold damage. On a successful hit, the spell ends. On each of your turns, you can use your action to make a new fire spell attack against the same target or multiple times on the same creature. You can also end this spell on a creature that has already died. As a bonus action on your turn, you can make another magic spell attack against the same target or multiple times on the same creature, ending the spell. Abjuration

Mordenkainen's Furnishings

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

For the duration, each creature you choose within 30 feet of you has a pile of bones worth at least 1,000 gp (equivalent to about 1,500 gp in this case). Any creature that would be affected by this spell but donned a headband or cloak instead of the item and died immediately (and with a successful Intelligence (Investigation) check against your spell save DC) instead has their statistics replaced by the statistics of the creature. This spell can't restore a creature to life if its hit point maximum is less than the creature’s hit point maximum. While the creature has hit points equal to its hit points at the start of each of its turns, it is incapacitated. If the creature is charmed, frightened, paralyzed, or stunned, it has advantage on Wisdom saving throws against your spells and magical effects for the duration. Transmutation

Mordenkainen's Gate

Casting Time: 1 action
Range: 120
Duration: 1 minute

You blast the ground in a 100-foot radius centered on a point you choose within range. The area is heavily obscured, and creatures that can’t be targeted by spells or that can't see through the ground (such as celestials or undead) can’t be targeted by spells or magic items. You can shape the ground in the area in any manner you choose, but the area is flat, requiring you to spend 3 feet of movement for every 1 foot you move there. The ground in the area is difficult terrain, requiring at least 1 minute of movement for every 1 foot you move there. You can create any number of such difficult terrain conditions at a time, determined by the DM. The weather and the types of creatures that you select affect the terrain conditions in 1 of the following ways: • The more difficult the terrain is, the more difficult it is to clear by foot. • The more difficult the terrain is, the more difficult it is to clear by hand. • The more difficult the terrain is, the more difficult it is to clear by combat. • The harder the terrain is, the more difficult it is to clear by ranged weapon attacks. • The harder the terrain is, the more difficult it is to clear by spellcasting. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each of the conditions increases by 1d8 for each slot level above 1st. Evocation

Mordenkainen's Gate

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell grants the use of magic to halt the flow of time by a spell that it recognizes as real. The blocked time is measured in months, or one year's worth of continuous time. To deal with the instantaneous interruption caused by a mundane spell, you must make a casting of the spell that requires casting a casting of a living spell, such as a staff of magic or a raising of the dead spell, at least one year before the spell is cast. Transmutation

Mordenkainen's Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You enter an extradimensional space that lasts 10 minutes. When the gate opens, any creature that ends its turn within 10 feet of the entrance to the portal must succeed on a Wisdom saving throw or fall into a restrained state for the duration. Once a creature enters the extradimensional space, it can rejoin the portal at any time. The gate is a labyrinth that leads to an unoccupied space within range. It is a labyrinth that is 1 mile in diameter and is composed of 10 blocks of stone each, but the stone only partially covers the entrance to the labyrinth. When a creature enters the labyrinth for the first time on a turn or ends its turn there, the creature must succeed on a DC 20 Wisdom saving throw or fall into the labyrinth until the spell ends. The gate is an open pit with a floor that can be as low as 1 foot in some cases. Any creature that enters the labyrinth through the portal must make a Dexterity saving throw. On a failed save, a creature is restrained and must move through the portal in a random direction until the spell ends. A creature restrained by the gate can make a Constitution saving throw at the end of each of its turns. On a successful save, a creature is freed from the gate and can enter the portal again. After a short period of being restrained by the gate, a restrained creature is transported to the designated space within the labyrinth for the duration of the spell. The space within the labyrinth is contiguous with other unoccupied spaces within the space. The space within the labyrinth is contiguous with creatures within the space, but creatures within can’t occupy it. The portal opens to a distance of 10 feet in each direction except up to 60 feet on each side. The spell ends if you use an action to dismiss it. Conjuration

Mordenkainen's Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Divine energy is whirling around you and condensing around you in a 500-foot cube centered on a point within range. Until the spell ends, this energy has a 10 percent chance to cause a blast of magical energy to fly from that point forward as part of reaching for a suitable object or reaching for a hidden pocket object. This energy blasts around you in a straight line toward a creature or an object within range. If you are within 20 feet of that creature or object, you can cause the jet of magical energy to fly at a 60-foot speed. Similarly, you can cause the jet of magical energy to blast its way through a wall, other creature, or object to a point of your choice within 60 feet of that creature or object. Finally, you can cause the jet of magical energy to travel across a floor, forming a hard outer wall. When that hard outer wall appears, create a magic circle in the space you occupy within range. You can direct the energy toward one creature or an object within the area, creating a random, invisible line that leads to the hard outer wall. While in this way, you can direct the energy at any creature or object within 60 feet of the hard outer wall (your choice which creature or object is affected by the line), causing it to cause whatever spell of up to level or lower that spell to miss. Transmutation

Mordenkainen's Gate

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell grants a gate the following properties: - You can open an unlocked door or corridor using only one of two free actions. - You can move through an opening using only one of two possible actions. - You can move across an opening using only one possible action. - You can switch to another room in the same building without breaking the spell. - The spell lasts for the duration, and it doesn’t stack. If you cast it multiple times, the same spell, or a spell that normally targets you, the first time it is cast, the spell fails, and the second time it is cast, you instead take 7d10 radiant damage, which is reduced by 1d10 for each casting of the first time. Conjuration

Mordenkainen's Gate

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You enter Mordenkainen's Gate, a door that leads to the Floating Island in the Risen World. It is

Mordenkainen's Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Choose one solid object weighing up to 10 pounds or fewer inscribed on it that you can see within range. You choose one of the following effects when you cast the spell: • You create a portal leading from one place on the ground to another place on the ground—up to 5 feet wide and 10 feet tall, and all buildings and other structures are brought to a sudden halt there. • You instantly banish an incorporeal creature that drops to 0 hit points from a spell slot of your choice and cause it to become an undead creature. • You give up to ten temporary hit points for each slot level above 3rd. Conjuration

Mordenkainen's Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell creates an invisible gate linking the Astral Plane to the Material Plane. The gate is 5 feet wide and 10 feet tall, and lasts for the duration. You can open the gate by using a spell slot of 6th level or lower. You can symbolically open the gate using the symbol of Mordenkainen. It is a symbol of your divinity, a symbol of your will, a symbol of your service, and a symbol of your divine ministry. You can open the gate on a successful supply run of 10 goods worth 300 gp. You must use a shortest, straight, and most perpendicular link at the entry of every 10 days period for which you cast this spell. You must also use a shortest, straight, and most

Mordenkainen's Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You weave a portal that leads to the Ebonheart Forest in the Northrend region. You choose one of the following options to teleport your closest creatures into the forest for the duration. You can cast this spell in its area, though it can’t teleport into the Ebonheart Forest. You must have seen the area and can see to its northeast. A creature that uses its action to examine the portal makes an Intelligence saving throw. There are 2 types of creatures in the area: vermin and loyal servants. A vermin creature, on the bottom left, is one charmer that doesn’t follow your commands and can’t speak any language. A loyal servant, on the top right, is one who acts independently of you and isn’t hostile to you. While loyal to you, the creature treats you with regard and loves you as family members, friends, and even neighbors. A loyal servant doesn’t benefit from being immune to your spells or saving throws. As an action, you can shatter the portal and grant the creature or creatures you animated with divine service a temporary restraining or comforting spell. During this time, the creature can cast spells normally cast by a vermin or a loyal servant, as well as those of its choice and those of its choice coming from within the opening

Mordenkainen's Gate

Casting Time: 1 action
Range: 150
Duration: Concentration, up to one minute

You conjure a gate at the center of an unoccupied

Mordenkainen's Gate

Casting Time: 1 action
Range: 500
Duration: 8 Hours

Blindness, up to 1 hour You choose an area of ice or mud that you can see within range and create a portal to a higher plane that is not visible to the naked eye. The portal is 30 feet long and 5 feet wide at the base, and it lasts for the duration. You can open the portal by raising a trident or throwing it. It is invisible except for locked doors, and can be opened only by speaking the portal's name. You can open the portal with only slight effort by succeeding on a Strength saving throw or by using an even greater Strength throw. If you do so, you can use a bonus action to cause the portal to buckle and burst with flame, extinguishing the flames in its area. The portal is an open portal to another plane of existence. If you choose a plane that isn’t visible to the naked eye, the portal leads to a higher plane that isn’t visible to the naked eye, such as the plane leading to the Astral plane or the plane that brought you to this world. Both dreams and reality are centered on the portal, which appears to be a tall, cylindrical structure made of wood or stone. You can open or close the portal. It is 2 feet wide, 1 inch thick and 1 foot deep. It can be opened and shut by one creature or by two creatures or creatures that you can see within the portal. You can speak the portal’s language, though you take 20 feet of movement penalties when you speak the portal’s language. Conjuration

Mordenkainen's Gate

Casting Time: 1 action
Range: 500
Duration: 8 Hours

Blindness, up to 1 hour You choose a point you can see within range and create an invisible barrier of ice between you and that point. This barrier lasts for the duration. When a Large or smaller point you choose within range hits an unprotected creature, it creates a crevasse behind the barrier to protect it. When a point 5 or smaller hits an unprotected creature, that creature creates a 20-foot cube in which to launch a spell of 8th level or higher. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Mordenkainen's Gate

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You emerge from the confines of Mordenkainen's Gate (the gateway to the Nine Hells) for the duration, granting you access to a passage of 100 feet in both length and breadth that lasts until the spell ends. Conjuration

Mordenkainen's Gate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You enter the image of an idol that appears to be an idol created by a great great monster, such as a great pit bull, a great hall of a demon, or a great colt. The image is a translucent, transparent body and neck portion that weighs 2 pounds and is Medium (contained within an object 5 feet or less within reach). The image appears to be a true representation of an idol created by a great great monster, such as a great hall of a demon, a great hall of a colt, or a great statue. It appears to be composed of a thin mass of bones and sticks, which are covered with a thin sheet of thorns. Creatures that are Medium or smaller size and can’t be charmed are

Mordenkainen's Gatecrash

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

This spell crushes every creature in a 30-foot-radius sphere centered on the gate that led to Morden's Gate in the late Cataclysm. Any creature or object that starts its turn in the sphere and that enters it or exits it is knocked up, and creatures and objects that end their turn in the sphere's area are hurled from it with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Evocation

Mordenkainen's Gate

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You step in the hem of the mordenkainen's den and take 5d8 radiant damage. You can enter the den through the door, opening the door behind you, or leaving a portal on the ground level. For the duration, or up to 10 minutes, you can enter the mordenkainen’s den, opening the door behind you, or leaving a portal on the ground level. The portal can’t be more than 10 feet wide and is invisible to creatures of your choice that can see through it. You can pass by any open mouthed or hanging space on the ground level, but no more than 5 feet deep. You can‘t activate the door or enter the mordenkainen‘s den. Conjuration

Mordenkainen's Gift

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You learn the secret of Mordenkainen's magic. As a bonus action on your turn, you can make a magical incantation, a staff of magic, a staff of magic energy, or a staff of magic energy that lasts for the duration. You can also make a magic circle, a magic circle, or a staff of magic energy. The spell lasts for the duration, unless you choose a new spell within 120 days. You also learn the following information about Mordenkainen's spells: Spells of Ice (radius 10 feet) • Summon ice giant or giant ice cone • Summon a giant ice monster (90 feet long and 10 feet tall) • Summon a giant ice beast with a power of 5 (your choice) • Summon an ice elemental • Summon a giant ice beast with a power of 10 (your choice) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Mordenkainen's Great Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A 20-foot-high, 24-foot wide, 40-foot high, 10-foot thick mass of solid gray or grayish-white fire appears in an unoccupied space of your choice within range and ignites in a line of fire 20 feet long and 5 feet wide, 10 feet high, and

Mordenkainen”s Great Furnace

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

This spell creates a powerful, flowing, and silent fortress inside which wights race in groups to fight. Each wizard in a 10-foot-radius sphere centered on a point you choose within range must make a Strength saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A strong wind can disperse the wights, but it is difficult to determine the direction of travel of the remaining wights. A strong wind can also disperse mists, mounds, and other loose objects in the area, which creates a hazard for intruders. The first time each turn a wight enters the fortress, the creature must succeed on a Dexterity saving throw or be drawn into the flames. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Mordenkainen's Great Hall

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: 1 minute

This spell grants the ability to appear in or pass through any solid or ground in range. You must use 5 feet of movement for the spell’s duration. You appear only where there is a direct line or a space within 5 feet of the source of the spell’s energy. Otherwise, the spell appears as if made out of stone or metal. You can make a telepathic statement to any creature you pass through that says the opening you entered has a natural stone or mineral component, as long as that creature is within 5 feet of the opening. Otherwise, the spell appears as if it overlapped with another spell of that kind or type active while you were casting the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures must be within 5 feet of each other when you target them. Transmutation

Mordenkainen's Greatsword

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You choose a creature that you can see within range. The creature must be within 30 feet of you. Until the spell ends, the creature has disadvantage

Mordenkainen's Greatsword

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You choose a creature of your choice that you can see within range. The creature must be within 30 feet of you for the spell to take effect. The target can use its action to deliver a punch that strikes the target square in the chest. The target takes 4d6 piercing damage at the start of its turn. If the target is wearing armor or a piece of armor, the target must succeed on a Constitution saving throw or drop the weapon if it isn’t wearing it. If it isn’t, it can’t drop it. The target can’t use attacks on it after it makes its attack roll, nor can it attack again until the spell ends (otherwise the weapon could not be fired). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Mordenkainen's Greatsword

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a long sword-shaped weapon, resting on a solid surface. Until the spell ends, the weapon deals 1d6 force damage to creatures in a 10-foot square that you can see within range. Any creature in the square must make a Dexterity saving throw. On a failed save, the creature takes 5d6 slashing damage, or half as much damage on a successful save. The weapon is a quarter-staff with a 10-foot radius, or a scimitar with a 10-foot radius and a 5-foot-diameter point—it cuts to ribbons. Weapon and Armor Proficiencies. You have proficiency with all simple weapons and slashing weapons. Light. Each creature in the area must make a Strength saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Heavy. Each creature in the area must make a Strength saving throw. A creature takes 6d6 slashing damage on a failed save, or half as much damage on a successful one. Wide. Each creature in the area must make a Strength saving throw. A creature takes 6d6 slashing damage on a failed save, or half as much damage on a successful one. Wide Open. One creature of your choice that you can see within range must make a melee attack using a weapon that it is proficient with. A

Mordenkainen's Grove

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 20-foot high stone cube on the ground within range that is animated and aware. Until the spell ends, the cube is made of magical energy and springs into existence in a straight line toward a creature you choose within range. The creature must make a Wisdom saving throw. On a success, the creature takes 10d6 radiant damage, or half as much damage on a failed save. The cube vanishes when the spell ends. If the cube is created from thin air, it has advantage on saving throws against magical energy. Similarly, the spell ends when the cube is destroyed. Evocation

Mordenkainen’s hammer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. The target must be within earshot of you. The target can use its action to make a Strength (Athletics) check against your spell save DC. The target takes 4d6 force damage, and it makes a Constitution saving throw. On a failed save, the target takes half as much damage on a successful one. At the end of the spell’s duration, the spell ends, and the target is no longer affected by this spell. The target’s hit point maximum is reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one extra creature for each slot level above 2nd. Transmutation

Mordenkainen's Hammer

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A mordenkainen shaped as a hammer leaps into the air and strikes at one creature within 5 feet of the spell. The target must succeed on a Strength saving throw or take 3d6 bludgeoning damage. The target is also struck by a club or similar weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Mordenkainen’s Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point your finger toward a target and receive a whisper from that target. The target must succeed on a Wisdom saving throw or be pulled up to 10 feet in a direction you choose before you can move. The hand disappears when you finish a long rest. Abjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take a single melee weapon attack against one creature of your choice that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage, and the attacks last until the end of your next turn. The spell ends if you use a weapon other than the one you cast this spell on or after the end of your next turn. In addition, the spell ends if you use your next turn to finish a long rest. Transmutation

Mordenkainen's Hand

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell grants the willing hand of Mordenkainen the ability to manipulate nature. Choose two creatures that you can see within range and that are within the time limit you set for this spell. The creatures can be up to six creatures of Medium size or smaller. You can then issue a verbal command to each creature (no action required) within 30 feet of you, issuing a simple command: "steal the other creature’s sword or spear, or put it to the sword’s lance or the spear’s rapier." Nonmagical creatures you can see within range and that aren’t charmed by you must succeed on a Wisdom saving throw or take 6d6 psychic damage and take 12d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Necromancy

Mordenkainen's Hand

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a hand that can hold a weapon or shield and that has the power to cut through or crush stone or other solid material. The hand can be in a hand or a string. The hand can also be a magical cord or a finger. The hand can be used to cut through a creature’s space, or it can be a magical cord or a finger. Illusion

Mordenkainen's Hand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A large, circular hand appears at a point you choose within range. The hand lasts for the spell’s duration and lasts for the duration of the spell. If you cast it twice, the duration is 10 days. If you cast it three times, the hand lasts for the duration, and if it lasts for the duration, you have the option to end the spell any other way. Casting this spell again ends the hand. The hand leaves a mark on the target or a gap in the ground that you can see. The hand is invisible to difficult terrain, magical damage, and undead. The hand disappears when the spell ends. Conjuration

Mordenkainen’s Hand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an object that can hold up to six hands. You choose a point within range. The object must be a Medium or smaller object (such as a staff) or a Large object (such as a sword) or a Huge object (such as a hammer). The object can be a statue, a wall or a ceiling. The object can be any object or object-shaped object or object-shaped object (including a statue

Mordenkainen's Hand

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a Great Hand on a target and hand it to one creature that you can see within range. Until the spell ends, the hand is an illusion that hinders detection by a creature of the same size or smaller than you. It appears for 1 minute, and then disappears. The hand functions like any other hand created by the Hand of Thorns spell. You can use a hand to manipulate an object made of mithral or marble. It can reach into the other hand of an unwilling target and touch it, returning the hand to its original shape and again capping its movement. You can also use a hand to open or leave a chest, a chest that is filled with mithral ore, or a hand that moves across a floor. The hand can attack and otherwise affect creatures within its area. If you use a hand to open or leave a chest, you can use that hand to move across it and so close to the chest you used to create the hand. The hand can store up to twenty-five pounds of gear. When you cast this spell, you can create a second hand made of mithral or marble. This hand carries your familiarity with the hand with it and affords it the ability to interact with creatures and objects within its normal range. In combat, you gain the following benefits: • You have resistance to bludgeoning, piercing, and elemental damage. • You can use your action to create a nonmagical weapon within range that cuts through a creature’s clothing. A creature cuts through a creature’s clothing and/or uses an action to throw a weapon, and it can repeat the saving throw. It must use two cuts before it can attack a target. • You can use your action to create a nonmagical weapon within range that cuts through a creature’s clothing. A creature cuts through a creature’s clothing and/or makes an attack attack roll using it. The creature can spend 1 minute pouring herself a drink of clean blood before moving on her next turn. When you create a hand, you can replace the hand with a similar hand made from mithral or marble. This hand has the same basic equipment and abilities as the one created with the hand. The hand can also be made to fit a specific hand or to fit a specific weapon. For example, you could create a mithral hand made from mithral spikes, spike halberds, or spike bars and link it to your mithral dagger. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create two additional mithral and marble hands for each slot level above 7th. Transmutation

Mordenkainen's Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a creature Medium or smaller that you can see within range. You choose one that is within 5 feet of you. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it gains a swimming speed equal to its level, and it gains proficiency with all checks it makes that uses Strength. In addition, as an action on your turn, you can move the target up to 30 feet and then cause it to make a Wisdom saving throw. On a success, you stop the spell immediately and prevent the creature from moving again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Transmutation

Mordenkainen's Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a hand of shimmering force in an unoccupied space of your choice within range. The hand lasts for the spell’s duration, and it doesn’t need to be on the hand’s body or within its space. You decide what kind of hand you’re using. Each hand has a Strength of 3, and it has resistance to cold damage. The hand also has resistance to fire damage. While the hand lasts, the hand becomes magically bound to the hand of another creature, so it can’t attack or use another ability of the target’s own. If the hand were hand, the target would be bound to the hand, and the hand would not leave the target’s space. The hand can’t attack or use another ability of the target’s body, so it can’t attack the target, cast spells, or use an ability of the target’s own. If the hand is too large for the target, it falls to the ground and strikes the target. If the hand is too small for the target, it strikes the hand, causing it to become a miniature replica of the target hand. The hand can’t physically fit within a 5-foot cube, and the target can’t be held or carried by the target. The hand can’t physically move or pass through any barrier, gate, or any other point that would prevent the hand from reaching it. Transmutation

Mordenkainen’s Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a hand that can hold up to 10 pounds of equipment. The hand can be as small as a hand or as large as a fist. The hand can hold up to ten pounds of equipment. Conjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to cast this spell on a willing creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed by the spell. On a failed save, the target is charmed by you. The target speaks the curse of the Hand. You attempt to cast the spell on the target. If you do so, the spell fails and it fails again. This spell’s duration is 10 minutes. You can target the same creature multiple times. You can also target a different target. Each time you target the same target, you must make a Wisdom saving throw. When you do so, you cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 10 minutes. When you cast it using a spell slot of 3rd level or higher, the duration is 24 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is up to 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is up to 90 days. Conjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to throw a mordenkainen weapon or shield to smite an enemy within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 bludgeoning damage, and it takes half as much damage on a failed save. The spell doesn’t target constructs or undead. When the attack hits, the target takes 4d6 bludgeoning damage of the chosen type, and it can’t take reactions when it hits with the attack again. Evocation

Mordenkainen's Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point an unoccupied hand at a creature you can see within range. The target must succeed on a Constitution saving throw or become charmed by the spell. The target also becomes frightened of you for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the frightened condition has no effect on you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the frightened condition has no effect on you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the frightened condition has no effect on you. At any time after the spell ends, you can use an action to warding the target. Conjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You set out to sharpen your sword and shield, but you are surrounded by the dread dreadlord Mordecai. You and your companions are surrounded by dread dreadlord Mordecai. The dread lord has a body of undead creatures, and you and your companions are surrounded by dread dreadlord Mordecai. While your companions are in fear of you, you can use your action to cause a melee attack to deal an extra 1d8 necrotic damage to each creature within 10 feet of you. On a hit, the target takes 4d8 necrotic damage. If you hit a creature with a melee attack during the attack's duration, the creature takes half as much damage. Until the end of your next turn, the target takes no damage from your melee attack. Evocation

Mordenkainen's Hand

Casting Time: 1 action
Range: 5
Duration: 1 minute

A messenger hand appears in the space you choose within range and remains there for the duration. You can make the hand disappear and cause the effect of the spell to last for the duration. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Evocation

Mordenkainen's Hand

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You choose a hand or an object you can see within range, such as a trunk, a box, a boxcar, or a box—and it slices open a Large or smaller object. Alternatively, you can cause the hand to expand to include an additional object, such as a chest, a chair, a set of books, or a place or objects you designate. The hand then sprouts a magic circle in a 5-foot square that sheds bright light in a 10-foot radius and dim light for an additional 50 feet. When you finish casting this spell, you can repeat the process for each hand or object. If you do so, the magic circle is no longer visible and you gain the benefit of this spell’s other effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of magical doors that you can create increases by two for each slot level above 3rd. Conjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Until the spell ends, any Medium or smaller object you choose that isn’t being worn or carried gains the following benefits: - It is restrained. - It has resistance to all damage. - It has advantage on saving throws against effects that target silver or iron objects. - You can use your movement to move a Huge or smaller object up to 20 feet in a direction you choose, sending it flying. The object falls to the ground and isn’t prevented from moving. It remains suspended in mid-foot for the spell’s duration. - You can use your action to create a line of strong wind around any object that isn’t being worn or carried as long as the object isn’t being carried or carried by someone wearing or carrying it. The line

Mordenkainen's Hand Aura

Casting Time: 1 action
Range: 30
Duration: 1 minute

You imbue a hand or a limb with the power to grant it a +2 bonus to AC for the duration. When you cast the spell, choose a creature type: bard, fighter, druid, wizard, ranger, paladin, inquisitor, reaver, or stranger. The hand becomes a magic item for the duration, which has its AC reduced by 1 for the first time of your choice. If you have a hand or limb with a creature, the creature can use an action and the bonus increases by 1 at the end of its turn. The hand or limb can be any creature’s size or higher, and it can’t attack or target any creature with harmful abilities. Transmutation

Mordenkainen's Hand axe Blade

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You strike an axe at a creature within range. Make a melee spell attack against the creature, making the attack roll a d 10. The creature can make a d6 rakghoul attack using your spellcasting ability, and the attacks damage each other. Make the axe attack against the creature within 6 feet of you. On a hit, the creature takes 1d6 slashing damage. If you hit the creature with the axe before it can attack you again, it takes 1d6 slashing damage from the axe at the end of each of its turns, if it has one. If the creature fails its saving throw against this damage, it instead takes 1d6 slashing damage from the axe each time it hits its weapon attack roll. If a creature hits the axe again, it reverts to its normal form, with 1d6 slashing damage from it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Mordenkainen's Handicap

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a minute glyphs within reach for up to three creatures of your choice that fit within a 20-foot cube you choose. A creature that uses an action to create a glyph must succeed on a Dexterity saving throw or become blinded until the glyphs next active. For the duration, a blinded creature can use an action to make a Strength or Dexterity check, and it can have the glyph created by other actions. A blinded creature can create its own glyph using any spell or other creature spell it created before its spell ends. For the spell to be permanent, it must survive beyond the spell’s duration. If it does so, the spell ends, and the glyphs wilt when they are no longer in their current form. A creature that uses an action to examine its glyphs must do so at its peril. At the end of each of its turns, the spell frees a creature with a failed save. Transmutation

Mordenkainen's Hand of Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a small, hand-sized glyph of force within range. Until the spell ends, a creature that drops a handful of these handfuls can use an action to create one of the following glyphs with or without spending a casting of this spell (see below). • You create a guard against fey. The target rolls a d4 and becomes frightened of you for 1 minute. • You create a shield against fey. The target rolls a d4 and becomes frightened of you for 1 minute against the DM’s choice. • You create a poison resistance glyph against the same target. You can have no more than one hand on each hand. The shield and the glyph can be removed by means other than by slashing it down. Illusion

Mordenkainen's Hand of Thorns

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a Huge, hand-blown horned, raven-like beast that is your stalking companion. The beast is friendly to you and your companions for the duration. It is your natural weapon, and it takes no actions during its combat actions. While the beast is within 60 feet of you, you can use your action to move the horned beast up to 30 feet in any direction. It continues to move with your movement. The beast doesn’t take actions during its next turn, as it wastes no movement. The beast stays within 20 feet of you for the duration of the spell. Until the creature collects its horns or dies, it uses its action on each of its turns to throw the weapon’s butt. The creature takes 2d8 piercing damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Mordenkainen”s Hand of Thorns

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Thorny fingers and worn rings appear on the ground within range. Each creature of your choice that you can see within range must succeed on a Dexterity saving throw or take 3d6 piercing damage. A creature killed by this spell is also incapacitated. Conjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A hand appeared in the shape of a humanoid, and it dealt 15 necrotic damage to one creature of your choice that you can see within 15 feet of it. The target’s speed increased by 10 feet for the spell’s duration. The target’s hit points increased by 1d8 for the duration. The hand also reduced the target’s Hit Dice by 1d8. The hand frees the target from the effects of its necrotic damage and preserves it for the spell’s duration. The hand is magical in nature, restraining the target and dealing it no physical damage. The spell ends if the target’s hit points increase to more than 1 or 2 hit points below their normal hit points. Necromancy

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a hand of fine, silvery force

Mordenkainen’s Hand

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You deliver a hand or a potion to a creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained until the spell ends. Until the spell ends, the target is restrained by your hand or by an object that can hold it. On a successful save, the target is freed and is no longer restrained. The spell ends if you use a different hand or potion. If you deliver a potion to a creature restrained by your hand, the target takes 1d6 bludgeoning damage. If you deliver a hand, the target takes 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can alter the nature of the hand so that the damage is 1d6. Abjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: 1 Round

You attempt to throw a mordenkainen hand, either hand or an axe, in a direction you choose. Make a ranged spell attack against the target. On a hit, the target takes 4d6 bludgeoning damage, and the mordenkainen weapon or shield deals an extra 2d6 bludgeoning damage of the chosen type. The mordenkainen hand can’t be thrown while the attack is being cast. An attacker can use its action to dismiss the spell, which dismisses any remaining damage as bludgeoning damage. The mordenkainen hand can’t be moved. The attack doesn’t deal an extra 1d6 bludgeoning damage of the chosen type. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Mordenkainen's Hand

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

You call forth a hand of unholy energy in a 20-foot cone centered on a point within range. Each hand must be at least 30 feet on each side, and the spell ends if you cast it again before the break. While the hand is in its center, you can make other magical effects of up to ten results visible to the hand. You can use the hand in any other manner you choose, though you must use your action on each of those effects first. You can use the hand in different ways every day for a week, during which time the hand can be used only to cast a spell, perform some other activity, or perform some other action. The hand also appears in the spell’s area of effect. You can use your action to move the hand up to 30 feet, which is straight out of a 3rd-level spell slot. It is suspended in midair as you cast the spell. Transmutation

Mordenkainen's Hand

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A hand or a finger or both, or a hand and a object of slightly different size and shape and size make for a powerful magic weapon. The weapon has AC 15 and hit

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You sling a slingful of forceful forceful forceful on the target and hold it for the duration. The target must succeed on a Strength saving throw or be reduced to 0 hit points. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Mordenkainen’s Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a hand that can hold one ounce of magic, or some other substance, in its grip. You can use a bonus action to imbue the hand with magic. The hand becomes an object, and you can change its properties as you choose. You can imbue the hand with a simple or special ability, such as a magic circle, for example. You can also imbue the hand with new magical properties for the first time on a creature that you designate. You can also use the hand to create an illusion of a greater power, such as one created by a spell. Transmutation

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A hand of frosted might appears at a point you choose on your turn, centered on that point. The hand appears in a 45-foot radius centered on that point. You can use a bonus action to cause the hand to shake, or you can cause it to implode. The hand extends from the point you chose and twists around in a perpendicular line. You can use your action to create a circular motion that moves with the hand. The hand twists and twists, and you can use your action to cause the hand to shake as you choose. The spinning hand moves in a straight line from the point you chose to the point that you created it. The spinning hand also moves in a horizontal line from the point you chose to the point that you created it. The hand is restrained by the hand’s defenses, and the hand’s space is limited to one cubic foot of air. The restrained hand can’t move or be moved by others. Abjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A hand that you can see on the ground appears to you in a circular shape. Its surface appears to be smooth, but it has a difficult time moving and appears to be resting on the ground. Until the spell ends, the hand appears unoccupied, but it can’t be physically moved. The hand can be used to move a creature’s weapon, a spell, or any object that has a range of 60 feet. The hand can also be used to move a nonmagical object. The hand can also be used to move a Large or smaller object weighing up to 10 lbs. It can also be used to move a Large or smaller object weighing up to 50 lbs. The hand can be worn or carried, and it can’t be turned into a weapon. Conjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a hand weapon of your choice that you can see within range. The hand becomes a sling or a club, and the weapon is made of wood or steel. The hand must be free of any ammunition. The hand becomes a sling or a club. The hand can’t hold more than three people. When you cast this spell, choose one or two of the following attacks. The hand becomes a sling or a club. The hand becomes a sling or a club. The hand can be held or carried up to Medium or smaller, and no larger than 20 pounds. The hand can’t be worn or carried up to Medium or smaller. The hand can’t be used to attack or cast a spell. Choose a ranged weapon attack against the hand. The hand is made of wood. The hand’s hit point maximum is reduced to 1d10. The spell ends if you or someone you are holding or carrying is killed by an attack or casting. Conjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe or name a creature that you can see within range. The creature is tall, has a narrow nose, and has a thick skullcap. The creature has 10 hit points. The target must make a Wisdom saving throw. On a failed save, it takes 3d8 bludgeoning damage, and on a successful save, it takes half as much damage. The target’s hit points increase by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This hand imbues you with the power to manipulate nature. You use your action to manipulate nature with your might, manipulating the water that flows around you. Choose one creature within 5 feet of you as your target. The target must succeed on a Wisdom saving throw or suffer the effect of your attack. The target can use its action to try to swim away from you, returning to the pool where it was hit. If successful, the target returns to your hand. Whether you use your action to revert back to your hand or you continue to use your action to attack, the target regains hit points equal to 1d6 + your spellcasting ability modifier. Conjuration

Mordenkainen’s Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell appears to cast a vague message to a creature of your choice within range. The target must succeed on a Strength saving throw or be charmed by the spell. At the end of each of its turns, the target can make an Intelligence (Investigation) check against your spell save DC. On a failed check, the spell can’t be used. The target’s Wisdom and Charisma scores drop to 0. If the target is willing and able to speak, the spell can’t be cast. On a successful check, the spell can’t be cast. The spell is unaffected by the target’s Intelligence or Wisdom scores. The DM has the creature’s Intelligence and Wisdom scores. If the target is unwilling and unable to speak, the spell can’t be cast. If the target is willing and able to cast magic items, the spell can’t be cast. Illusion

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to handpick a creature you can see within range to serve as a personal guard. The chosen creature must make a Wisdom saving throw. It takes 10d10 poison damage on a failed save, or half as much damage on a successful one. At the start of each of your turns until the spell ends, the hand picks the creature, and the creature obeys as it arrives at its decision. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Mordenkainen’s Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to manipulate a Medium or smaller being into giving you an action. One willing creature that you can see within range, the target must make a Wisdom saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is pushed 10 feet away from you in a random direction. The target can’t use its action to move or otherwise affect the target. On a successful save, the target is restrained by the hand. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Enchantment

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a hand weapon or a hand shield that you can see within range. The weapon must be at least 5 feet long and can have a weight of at least 1,000 pounds. The hand weapon must be at least 5 feet long and has a weight of at least 1,000 pounds. When you cast this spell, you can use your action to switch hand weapon and shield hand types. You can use a hand weapon or shield when you cast this spell. If you switch hand weapon or shield types, you can use the new hand weapon or shield only if you have the new hand weapon or shield. The new hand weapon or shield can’t be worn or carried by others. If you switch hand weapon or shield type, the weapon and shield are lost. If you switch hand weapon or shield type, you lose your ability to use any of your spells while the hand weapon or shield is in use. You can use any spell of a type you know that has no prerequisites, such as the

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a hand weapon or an unarmored throwing weapon of your choice that you can see within range. You make the weapon or weapon-equivalent of a dagger, sling, or similar weapon, and you have control over the weapon. The weapon wields the hand as you do the hand weapon, and you can use your action to attempt to use the weapon as a weapon-equivalent. The weapon’s damage increases by 1d6 when you reach 4th level (2d6), 11th level (3d6), and 17th level (4d6). When you hit with the weapon, the weapon’s damage increases by 1d6 for each slot level above 2nd. Transmutation

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a hand of force that can manipulate one or more objects, as you choose. You animate a simple, solid object, as the spell ends, or a solid object, as the spell ends. You choose a point you can see within range, such as a wall, a ceiling, or a ceiling span. The object you choose must be of the same dimension as you created it, and you must have the same Intelligence, Wisdom, and Charisma scores. You can use your action to cause the object to move, and you use your action to cause it to jump. The object is difficult terrain. The object can’t be damaged. The object’s movement is difficult terrain. The object can’t be destroyed. You can use your action to cause the object to become part of a larger object. The object is difficult terrain. The object can’t be damaged. The object can’t be destroyed. The movement of the object is difficult terrain. The object can’t be damaged. The creature’s movement is difficult terrain. The object can’t be damaged. Necromancy

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a hand that hovers above the ground in an unoccupied space you can see within 30 feet of it. The hand’s space remains open to the wind. Until the spell ends, you can use a bonus action to create a small, transparent hand with a 5-foot radius around yourself. You can use the hand to move about the hand, which has its own speed and can’t move or attack. If you move the hand up to 5 feet and attack it, you must succeed on a Strength saving throw or be within 5 feet of the hand. On a failed save, the hand falls to the ground and is restrained by the hand. If you use the hand to move about the hand, you can use a bonus action to move the hand up to 30 feet and make a melee attack against one creature within 5 feet of the hand. If the hand falls, the creature must succeed on a Strength saving throw to remain restrained by the hand. Necromancy

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magic weapon of your choice that you can cast as a hand weapon. While the hand weapon is on the target, a creature you can see must make a Strength saving throw or take 3d6 lightning damage. On a failed save, the creature takes 4d6 lightning damage. On a successful save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On each of your turns, you can target one additional creature for each hand weapon you create. The target must have the weapon's special properties. While the hand weapon is on the target, the creature must have the special properties you described above. The hand weapon creates a small, nonmagical weapon with a simple, nonmagical attack. It can be attached to a piece of ammunition, a container, a sheet of paper, or a piece of metal, and it can be worn or carried by a creature. You can use a staff to create a staff of your choice. The staff has its own magic properties, such as slashing, piercing, slashing, and slashing damage. The staff can be wielded or carried by a creature. The staff can be worn or carried by a creature. After the spell ends, the staff can be restored to its normal state. The staff can be used to cast spells again, but this time with a different weapon. The staff can only be used once. The magic of the hand weapon creates a staff of your choice with a simple, nonmagical attack. The staff can be attached to a piece of ammunition, a container, a sheet of paper, or a piece of metal, and it can be worn or carried by a creature. The staff can be worn or carried by a creature. The staff can be used to cast spells again, but this time with a different weapon. The staff can be worn or carried by a creature. The staff can be used to cast spells again, but this time with a different weapon. The staff can be used to cast spells again, but this time with a different weapon. Abjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create one of the following effects within range: • One Medium or smaller beast of challenge rating 4 or lower • One Huge or smaller beast of challenge rating 5 or lower • One plant or shrub • One beast of challenge rating 6 or lower • One in muggle’s possession • Two Actions • One use of the spell three times • One use of the spell four times • One use of the spell five times To cast this spell, a creature must be within 30 feet of you by the time you cast the spell. Transmutation

Mordenkainen’s Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You point your finger at a target, which must succeed on a Wisdom saving throw or fall prone. The target takes 3d6 force damage on a failed save, or half as much damage on a successful one. The hand is protected by a grasping hand. Necromancy

Mordenkainen's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a hand or a portion of hand and make it appear as if it were made from a hand or a portion of a hand. The hand can be as large as your hand (1 foot in diameter), up to six sizes appropriate to the hand. That hand can be as large as your hand (4 feet in diameter), up to six sizes appropriate to the hand, and that portion of hand can be as small as the hand (1 foot or less), up to six sizes appropriate to the hand. The hand is magically fixed to the target and can be fixed to a different hand. The hand can be as small as your hand (1 foot or less), up to six sizes appropriate to the hand. Abjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: Self or space
Duration: 1 Round

Until the spell ends, or you choose an object that you can see and that is within range, and that isn’t covered by an object or worn by a covering cloak. When you cast this spell, you choose one of the following effects. You instantly gain the ability to move across difficult terrain as if you were casting the spell. I can move across a floor as if it were a solid surface, but I have no way of conveying the degree of freedom and mobility that you show by moving across it. Similarly, if I am struck by lightning, I can move across a wall, but I have no way of

Mordenkainen's Hand Stone

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a small, smooth stone sphere centered on a point you choose within range. The sphere remains for the spell’s duration. The sphere is an object that can be damaged and thus breached, and it lasts until it is broken or the spell ends. If the sphere is moved out of the spell’s range, the material component is lost. A disintegrate spell targeting the sphere also stops working. The spell ends when all of the components are destroyed. A disintegrate missile targeting the sphere also stops working. The spell also ends when the spell ends. If the sphere is moved more than 60 feet from you, the damage increases by 1d6 for each foot moved. If you target a creature on a solid surface, the spell ends for that creature. Transmutation

Mordenkainen's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature, and the spell ends. Until the spell ends, you and the target have a telepathic bond of acquaintance. The spell lasts for

Mordenkainen’s Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a hand and imbue that hand with magic. The spell’s properties change from the hand’s normal properties to one of them. For example, an object created by a spell can’t be created or modified by the hand. If you cast this spell multiple times, you can change its properties as you choose. You can create one additional magic item with a casting of this spell and three additional with a casting of the fey spell. Divination

Mordenkainen's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one hand in range and cause utter chaos in the immediate vicinity. Until the spell ends, a creature that you can see is affected by the hand, and you can use the hand’s movement to cause the hand to leap into the air to harm it. Conjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a hand. The hand disappears when you cast this spell or if you cast it while wearing a ring. Transmutation

Mordenkainen”s Heart

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a small, glowing globe of magical energy in a 10-foot radius centered on Mordenkainen. Each creature within that radius must make a Constitution saving throw. A creature takes 8d8 psychic damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns. On a successful save, a creature takes half as much damage and has advantage on its next attack roll. On a failed save, a creature takes half as much damage and is knocked prone. When a creature moves into the center of the globe, the creature remains there until it moves out to another plane of existence. The globe may be moved or destroyed. The spell’s radius is apertured. At the start of each of your turns after you cast this spell, you can move the globe up to 30 feet in any direction. At the end of each of your turns after you move the globe, you can move it up to 60 feet in any direction. Evocation

Mordenkainen's Hideous Emissary

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You call upon the spirits of legendary beasts and legendary creatures from across time to bring about the end of the world. You choose a location on the plane you are on that you can see. You can place a certain kind of creature, a certain kind of beast, a certain kind of beast, or a certain kind of beast. The location must be within reach, such as a mountain, a swamp, or a cliff. The creatures you choose are summoned by the gods, and so their presence doesn’t last long. You can choose a location on the plane you are on that lasts for at least 10 minutes. The location must be within reach, such as a mountain, a swamp, or a cliff. The creatures summoned by the gods aren’t at war with you, but they do so by your side. You can cause or cause barriers, traps, or barriers—those walls, traps, or barriers—to form around a creature summoned by the gods. You can use this spell to create a portal to a location you choose within range. You can cause or cause barriers, traps, or barriers—those barriers, traps, or barriers—to form around a creature summoned by the gods. You can use this spell to summon a creature of your choice from the Plane of Fire that you can

Mordenkainen's Hideous Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a shadowy magical creature within reach that can sense and understand your voice and that can sense the voice of any creature within 30 feet of you. The creature must be within 5 feet of you when you cast the spell. The creature has advantage on all Intelligence (Investigation) checks you make to understand the voice of the shadowy creature. The creature can hear you but can't see you. The creature obeys your commands as long as you don't attack it with a weapon attack. The creature obeys your rules as long as you don't attack it with a weapon attack. Your disguise spell can target one creature only. This spell ends if you change your form or lose your control over your form. Enchantment

Mordenkainen's Hideous Furnace

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell turns a labyrinthine place into an especially dangerous place for the creatures inside. When a creature enters the w ar e of a place the size of a M6, it is blinded until the spell ends. The creature can make a Wisdom check against your spell save DC to see if the blindness persists. On a success, the creature is no longer blinded and must either move off the edge of the sphere or fall into it. Conjuration

Mordenkainen's Hideous Laughter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You hide foul creatures and creatures within an enclosed area, up to 8 creatures within an enclosed area, or someone else within an enclosed area. Any creature that starts its turn in an enclosed area must make a Wisdom saving throw. On a failed save, a creature is shunted away from the area and is engulfed in foul air. A creature must then make a Constitution saving throw. A creature takes 8d8 + the spell’s maximum damage on a failed save, or half as much damage on a successful one. This spell can’t contain more than one creature, but several creatures can. A creature can be a creature, an object, or a creation of any sort. A creature is friendly to you and your companions. It doesn’t possess intelligence, but it has the statistics necessary to be a creature. You control up to ten creatures of your choice when you cast this spell. You can specify creatures that are hostile to you and that have low Wisdom scores, or you can create your own creatures. Each of the creatures has disadvantage on Wisdom checks and saving throws. The DM makes this roll when the spell’s effect ends. Enchantment

Mordenkainen's Hideous Mantle

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hide within an unoccupied 100-foot-radius sphere of dark energy centered on a point within range. Until the spell ends, you have disadvantage on attack rolls that you can make with ranged weapons, spells, or other magical effects, and you can’t move or use your action to examine the sphere for signs of your presence. Beyond the sphere, the sphere isn’t large enough to contain all that you see or hear. Instead, you can’t see or touch any of the creatures within it, and any creature that can’t be charmed targets is excluded from the spell. As an action, you can move the sphere up to 30 feet in any direction. Any wind or rain that moves through it, even from within the sphere (such as from behind you) damages any creature in the area. Necromancy

Mordenkainen's Hideous Place

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that isn’t yours. The target must succeed on a Dexterity saving throw or become cloaked and invisible until the spell ends. If you cast this spell again target another creature with the same save, or until you dismiss the spell as an action. Divination

Mordenkainen's Hideous Place

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that has been hit by an attack. You hide the creature from detection for the duration. As an action, you can move the target up to 30 feet but no farther. Until the spell ends, the target can’t move or take actions. Transmutation

Mordenkainen's Hideous Place

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that isn’t yours. The target must succeed on a Wisdom saving throw or become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the invisibility ends for each target. Necromancy

Mordenkainen's Hideous Place

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature that has no flesh left and is still animated. The target must succeed on a Dexterity saving throw or become cloaked and invisible until the spell ends. If you cast this spell again target a different creature with the same save, or until you dismiss it as an action. Transmutation

Mordenkainen's Hideous Tears

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tear of translucent liquid. Until the spell ends, you can use an action to cause the liquid to move up to 30 feet in a direction you choose. Alternatively, you can cause the tear to move up to 30 feet in a direction you choose. You must make this movement with advantage. The move is no more difficult than a normal movement, and any damage it does is automatically halved on a successful save. The tear then ends. When you cast this spell on a creature you can see within 30 feet of it or a point you can see within 30 feet of it, the spell ends. A creature that can see the tear is charmed by it, and it has advantage on Wisdom saving throws. If you cast this spell on a creature you can see within 30 feet of it or a point you can see within 30 feet of it, the effect ends. Transmutation

Mordenkainen's Hideout

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a simple, invisible, and invisibly invisible space on the ground in a 5-foot radius. The space is an unoccupied space if it is occupied. The spell ends if you cast it again or if you cast this spell again and it is cast again on a creature you can see within 5 feet of the space. On your next turn, whenever you take damage or are pushed, you can use your action to move the spell to a different unoccupied space. Enchantment

Mordenkainen's Hideout

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a location on the ground that you can see that you sense is prone to being disturbed by creatures. The area has a 10-foot radius and can’t being disturbed is difficult terrain. The area can be made up of anything you can reach, up to 10 feet wide, up to 10 feet tall, or any form of solid ground that you can see within 30 feet of you. The terrain is lightly to heavily wooded, and any growths or crevices are harmless. Evocation

Mordenkainen's Hideout

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small area of dark stone or mud where other creatures can't pass. The stone remains for the duration, and can be hidden in any manner you choose. You can use your movement to move this hidden area. When you move, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d10 necrotic damage. You can’t use reactions against the creature or its surroundings while hidden. You are also blinded and deafened in the area. A creature immune to this effect can’t use its action to take any action that could potentially affect its environment, returning to its normal form immediately. Conjuration

Mordenkainen's Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Make a melee spell attack against that creature. On a hit, the target takes 1d10 radiant damage. If you hit the target on a successful attack, it gains the ability to make a Wisdom saving throw to end this spell. At the end of each of its turns, the target can make a Wisdom saving throw, ending this spell on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Enchantment

Mordenkainen's Hope

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You send a beam of hope up to reach a creature you can see in the air. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage. On a miss, the target takes 1d6 radiant damage. If the target has a wingspan of over 40 feet, you can send a beam of hope flying up to reach it. Make the attack roll with advantage. On a hit, the target takes 1d6 radiant damage. A flying beam of hope sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Make an attack roll with advantage. On a hit, the target takes 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mordenkainen's Horrid Grasp

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a small, numbing force field on up to five creatures of your choice that lasts until the start of your next turn. Any creature that starts its turn in the field and moves within 5 feet of it must make a Strength saving throw. On a failed save, it can use its action to move up to its speed and make a Strength (Athletics) check against your spell save DC. If it succeeds, it is unaffected by this spell, and it produces a force field on each of its turns until the spell ends. This field isn’t thin enough to protect creatures from negative energy, but it provides a protective layer that protects against negative energy and antimagic field. A strong wind can disperse the field, and it is difficult to see through it. Any creature within 5 feet of the field when you cast this spell must make a Constitution saving throw. On a failed save, the creature can’t speak a single line of language other than gibberish for 1 hour. While the field is in place, an uncontrolled creature can use an action to make a Strength (Athletics) check against your spell save DC. On a success, it can do so again if

Mordenkainen's Horrid Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The target’s speed is doubled, and its reach increases by 5 feet. The target’s gear also becomes heavier and heavier until it stops moving. Until the spell ends, you can use a bonus action on each of your turns to automatically retrieve all of the target’s gear. If it is non-equivalent to its equipment, it isn’t brought to its senses and isn’t brought to its senses until the end of your next turn. This spell can’t be dispelled by dispel magic. Conjuration

Mordenkainen's Horrid Metalworks

Casting Time: 1 action
Range: 150
Duration: 10 minutes

A metalwork of hideous decay radiates foulness, and the veins and burs of all menders of the earth turn to stone. Each creature that ends its turn within 60 feet of Mordenkainen’s forge must make a Dexterity saving throw. On a failed save, a creature takes 8d6 necrotic damage, and it can’t use its action to breathe, for up to half its speed and have half the cover it has. On a successful save, it takes half as much damage (15d6), but suffers none of the disease or other similar effects. If any creature within 5 feet of the forge or a creature that is carrying it carries a Medium or smaller item within 5 feet of it, the creature carrying the item takes half the damage (15d6), and the item isn’t affected by this spell. The damage and necrotic damage fall into three waves. The first wave, sustained for 1 minute, deals 25 necrotic damage to the target. The second wave, sustained for 1 hour, deals 25 necrotic damage to the target and one drain to the air, causing the creature to freeze to death. The third wave, sustained for 24 hours, deals 24 necrotic damage to the target, and one death drain to the air, causing the creature to freeze to death. The fourth wave, sustained for 1 day, affects up to four creatures, but not more than twice as many creatures. Transmutation

Mordenkainen's Horrid Remains

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You find a tomb under the earth that holds the remains of a creature known as a celestial. The earth nearest to the celestial is thick with magical dust that obscures any visible creatures other than the celestial. You can use your action to move the celestial up to 40 feet in any direction and then smell it for 10 feet. You can also move the celestial up to 30 feet in any direction but the celestial is blinded and deafened. The spell ends for the celestial if it is ever more than 20 feet away from you or if you cast this spell again while it remains within 20 feet of you. Necromancy

Mordenkainen's Horrid Remedy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

By touching a creature, you can neutralize some or all of their natural conditions. You can extinguish a creature’s pain and suffering by causing the creature to feel no pain, no matter what form it takes. You can also neutralize a creature’s fright by making the creature feel free to do whatever it chooses to do. For example, if the creature is frightened of someone, you can make the creature feel free to do anything that it chooses, including to run away or hide in a corner. If the creature is frightened of someone, you can make the creature feel free to do whatever it chooses to do. Conjuration

Mordenkainen's Horridric Door

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a circular door that leads to a hidden compartment on the ground floor of a hidden abode. The door is 1 inch thick and is 10 feet long and 5 feet wide. It has a latch that can be used to open and close the door or to close the lid. The door can be open to allow access to any compartment on the ground floor that is more than 10 feet on each side. The door can be locked using a simple mechanical phenomenon called a "Dueling Door." Opening the Door opens a door that leads to a secret compartment on the ground floor of a hidden abode. You decide whether the compartment is a secret compartment or a regular compartment. A compartment is one that can be open only by means of a special ability the spell has. A compartment can have no more than two doors or a single room as locked or as unlocked. A compartment can contain up to four creatures, one object, or two things. A compartment can have a maximum of four creatures and one object, or two doors and one room. Creatures are invisible under a compartment's cover, and any creature within can’t be targeted by spells or magical effects

Mordenkainen's Horrid Servant

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell pits a celestial, a demiplane, or a primordial being against one or more beasts of prey, including fey, at the DM'S discretion until the creature’s next activity ends. The celestial, a demiplane, or a primordial being pits a celestial, a demiplane, or a primordial being against one or more beasts of prey, including fey, at the DM'S discretion until the creature’s next activity ends. The celestial, a demiplane, or a primordial being pits a celestial, a demiplane, or a primordial being against one or more beasts of prey, including fey, at the DM’s discretion until the creature’s next activity ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Divination

Mordenkainen's Horrid Smite

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You attempt to crush a creature that you can see within range and cause it to lash out at you in a manner that makes you’t capable of targeting you. The target must make a Constitution saving throw. On a failed save, it takes 7d12 slashing damage. On a successful save

Mordenkainen's Horrid Tongue

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until the spell ends, the target is immune to any attack or spell damage that would normally be dealt to it. Evocation

Mordenkainen's Horrid Wilting

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell crushes any life in its area. Each creature of your choice that you can see within range and that can’t reach to you by rail or plane takes 2d6 necrotic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Mordenkainen’s Horrid Wilting

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose an unoccupied space that you can see within range. A shimmering, yellowish mass appears there, and the spell fails if the target is a creature. Each creature other than you that you can see within 30 feet of the radius of the shimmering mass must make a Dexterity saving throw. On a failed save, the creature takes 4d8 poison damage and 4d8 poison damage at the end of its next turn. On a successful save, the creature takes half as much damage and isn’t affected by this spell. In addition, no more than once each day for a 24-hour period, for a week, or a month, the spell lasts until dispelled. The spell creates no new plants or animals. It merely reasserts one's normal control over one's equipment. If the target is damaged while it is in this condition, the creature that damaged it, or another creature, destroys the object or the spell. If the spell ends or the spell is broken, the creature is not limited in its actions by this effect, and any necessary repairs can be made at any time before the end of the current round. Transmutation

Mordenkainen’s Horrid Wilting

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Mordenkainen's Horrid Wiltinger

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering, magical wrecking ball appears in a portion of space you can see within range. The wrecking ball must be within 10 feet of you, and it disappears when it drops to 0 hit points or when the spell ends. The spell destroys a mordenkainen's magnificent wardrobe on a successful save. The spell ends if you dismiss it as an action or cast this spell again, if the rubble has already been removed from its location. If you cast this spell again, the rubble stays within 10 feet of the spell’s location, but the spell ends if you use an action to dismiss it. When you move into the area, you can use a bonus action to undo the rubble spell and restore it to its original location. If you cast this spell again, the rubble remains within 10 feet of you, but the spell ends if you use an action to dismiss it. Trans

Mordenkainen's Horrid Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You whisper a word of warning, telling a monster of its next strike. Your words do nothing but warn the creature away from you. The creature that hears your words is stunned. Enchantment

Mordenkainen's Hourglass

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a simple, translucent

Mordenkainen's Hourglass

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a prismatic orb of fire that moves in a straight line up to 60 feet in a direction you choose on each of your turns until the spell ends. The orb moves with you, remaining centered on you and touching the ground in the area. When you cast this spell, you can designate any number of creatures that you can see within range, and the creature’s space is your space. Any number of targets must be within 5 feet of each other when

Mordenkainen's illusion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Mordenkainen looks at a Small or larger object in contact with the light in the image and can see into its space. The image can be up to 100 feet tall or 8 feet wide. In addition, when the illusion finishes, it takes 7d6 radiant damage. If you have 7d6 radiant damage or less, the image sheds bright light in a 20 foot radius and dim light for an additional 20 feet. If you have an image of a creature or object up to the image’s height, that image sheds dim light in a 30 foot radius. Because the image is so small, it sheds bright light in a 10 foot radius and dim light in a 30 foot radius. If the image is still brightening when it fades, you can use your action to return to your normal physical body to restore sight to the image. If the image persists for any reason, you can use your action to dismiss the image. If the image is turned against you, the target takes 5d6 radiant

Mordenkainen’s illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shadowy, misty figure, wearing a helm with a helm slot and flowing robes with flowing fangs. The illusion lasts for the spell’s duration. When you cast the spell, choose one of the following options: • You create a 30-foot-radius sphere of strong wind centered on a point you can see within 30 feet of you. • You create a harmless, harmless sensory effect. •

Mordenkainen's Instant Grasping Knife

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a shard of magical force and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage. Hit or miss. the target and each creature within 5 feet of you must make a Dexterity saving throw. A creature takes 2d6 + 1d8 slashing damage on a failed save, or half as much damage on a successful one. The antimagic field lasts for the duration. Each nonhostile creature that fails its save against this effect makes a Dexterity saving throw. On a failed save, the spell ends. Necromancy

Mordenkainen's Intimidation Blade

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell attempts to create a type of humanoid (a construct, a beast, or a other nonmagical creature) that is capable of being frightened for the duration of the casting. The creature is visually identical to that of a creature of the same kind as the casting spell, in size, equipment, and material advantage, but it has no memory of the time at which it first began to fear the creature, and it can’t speak, cast spells, or understand any other spoken language. The creature can’t be charmed, frightened, or tricked by means that uses ammunition, ammunition components, or a spell slot of any sort. The spell creates the illusion of another creature, such as a creature closely related to you or a friend, and fails if the duplicitous creature is encountered in its space. The duplicate creature can’t willingly appear before you, nor can it give you commands, commands that you would cause it to do so, or even acknowledge that you are the one who commands it. The duplicitous creature can then assume that you are the duplicitous creature, and the spell ends for that creature. When you cast this spell, you can have the illusion duplicate only in an unoccupied

Mordenkainen's Intimidation Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical globe that obscures all but the very topography of the ground in a 40-foot-radius sphere centered on a point you choose within range. The globe remains for the duration, and can cover an area of flat ground up to 120 feet in diameter. If you cast this spell on the globe, the magic globe blocks line of sight. While the globe is in the globe’s area, you can to a distance of 60 feet using one hand. Anything within the globe’s area is affected in ascending order of their current elevation: clear, elevated, or dark. At the top, you can to a distance of 360 feet using the thumb and forefinger of one hand. Any given movement results in a creature’s choice of one of the following effects when making that movement: • You cause the creature to make a Dexterity saving throw. If it fails the save, it is restrained for the duration. • You instantaneously move a creature that is in the globe’s area up to 120 feet in a direction you choose. The target’s speed is tripled until the spell ends. • You cause a creature to make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Mordenkainen's Intuition

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell gives insight into the mind of one creature you can see within range. It fails if you can see a creature within 30 feet of you. Divination

Mordenkainen's Invincibility

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Your next melee attack deals an extra 1d6 force damage to the target. This spell has no effect on undead or constructs. Evocation

Mordenkainen's Invincibility Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to six hours

You sense the presence of another creature within range. Until the spell ends, that creature can see only to the closest part of a solid surface, and it can’t take any magical damage or take any magical damage from falling or standing still. Abjuration

Mordenkainen's Invisibility

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

Mordenkainen's Invisibility Sphere 150 Concentration, up to 1 minute You create a spectral, floating globe on the ground within range. Until the spell ends, the globe appears in your space. Until the spell ends, each creature in a 40-foot-radius sphere centered on the globe (including you and each other creature) centered on the globe (and each object that is no larger than a 15-foot cube) must make a Wisdom saving throw. An unwilling creature can’t understand the globe’s meaning

Mordenkainen's Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and teleport to a point within range. The target must make a Wisdom saving throw. On a failed save, the target takes 5d6 psychic damage and must immediately take the Undying Path at the start of your next turn. The spell fails if you know that the target has been affected by at least one of the following spells of level 1 or higher. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Mordenkainen's Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and then detect its alignment and size (your choice). The target is invisible to the creature, and the spell fails and the target is invisible for the spell’s duration. If you touch the target and the target is smaller than Medium (15 hit points), you create a dim lightness anomaly on the target, and the spell ends. The spell ends if you have no spell slots open an opened case or in hand. Illusion

Mordenkainen's Invitation

Casting Time: 1 action
Range: 120
Duration: 1 Round

Describe any creature or object that you fancy and that you know is particularly interested in you. You appear in a location and ask a question concerning a specific activity or opportunity to that creature or object. Nothing in the record would be more significant to that creature than the creature's familiarity with you, its knowledge of you, or your familiarity with its interests. If the creature is known for something you say, the creature answers a general question directed at you. If the creature is known for something you say, the creature answers a secret question, and you reveal the answer if you are the target of the spell. Alternatively, the creature could reveal a secret answer if you cast the spell more than once and the spell reveals knowledge of an area of secret knowledge that you know is at stake. Once revealed, the answering question requires an Intelligence (Investigation) check against your spell save DC to be answered. The check succeeds if you are the target of the revelation. If your spell fails, the creature awakens from its nap, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of a slot high enough to cast mordenkainen's invitation spell, you can cast the spell in a new location as a move action, rather than the same location every day for 60 days. Illusion

Mordenkainen's Invitation

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Mordenkainen's Invitation

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Your spellcasting ability for the next 24 hours is contested. You must use your action when you cast the spell. If you use your action to cast the spell again, the challenge is reassessed. If you use your action to dismiss the challenge, the challenge is discarded. You can use your action to end the challenge on a creature if it has not yet died. If you end a challenge on a creature, that creature must make a Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 4th or 5th level, you can maintain your concentration on the spell for up to 24 hours. Transmutation

Mordenkainen's Invitation (500-500)

Casting Time: 1 action
Range: Instantaneous
Duration: You speak a word that appears in a 20-foot radius

around you, and the word conveys a message that lasts for the spell’s duration. The spell doesn’t need to be spoken in this way; you can speak it aloud or as part of casting the spell. The spell doesn’t need to be written on a surface, such as a floor, wall, or a ceiling. Instead, the spell is audible when spoken in the same manner that a human voice is heard. The spell can target only one creature. The spell doesn’t need to last long, as a typical spell might. Instead, the spell predicts the course of action for the target creature, which must follow the instructions in the spell. The spell predicts the direction in which the target will move if it moves on a straight line. The DM has the creature’s current speed and direction for that move. The spell predicts that the target will move if it is knocked back 15 feet. The spell doesn’t need to end, as a normal spell might, as long as the target isn’t under any stress. Transmutation

Mordenkainen's Invitation

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

For the duration, you can create an illusory image of a creature within range that causes it extreme pain. The illusory image can be distracting or disturbing, as you desire, or you choose an effect, such as a feverish cloud, that makes the image seem like an intense sensory overload. To create the illusion, pour cold water on the creature’s head and crush it with a pick axe. If it fails, you twist its jaw and crush it with a pick axe, sending it sprawling with pain. If it succeeds, you create a new illusory image that lasts for the duration. If you create the image while you have concentration, you can use a bonus action to cause the illusory image to disappear, returning to its normal place in the image’s space. You can’t have more than one illusory image created by this spell active at a time. If you cast this spell multiple times, you can have no more than two illusory images created by it active at a time, and you can dismiss such an illusory image as an action. Illusion

Mordenkainen's Invitation Blade

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell imbues you with incredible magical power. Choose one simple, tangible object that you can see within range: a sword, shield, shield of the holy order, axe, buckler, crossbow, crossbow, crossbow bolt, stake, mace, or crossbow musket. You choose an object made of ordurement (typically wood, stone, or iron), and the spell transforms that object (usually a piece of iron or stone with a thick bark or bark covering it) into a powerful weapon, granting it a +2 bonus to attack rolls against you until the spell ends. The transformation lasts for the duration, and isn’t special. It grants you proficiency in a weapon skill check and makes it easier for you to use that skill against the chosen creature. If you don’t use that check when making a weapon attack, you have advantage on the attack roll if it succeeds or fails. You can attack twice, or you can have the attack fail if it fails. While the spell lasts, you can use a bonus action to cause any creature or object created by the transformation to fly to a celestial, fey, or fey god’s space within 30 feet of you. Make a melee spell attack for the weapon damage, and make a weapon attack using the attack, with advantage if you have it. On a hit,

Mordenkainen's Invitation Divination

Mordenkainen's Invitation to Mending

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You send a positive message to one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is offered an invitation to mend its equipment. You can send the invite by writing the creature’s name and phone number on the back of the invitation, along with a brief summary of your efforts. If the creature doesn’t make a successful save, it is sent back to its home plane. If the creature returns to its home plane, it is asked to re-enlist in that plane. The DM offers a random invitation to mend its equipment at random once per round for each slot level above 1st. You can choose whether to send an invitation to mend or send an invitation to mend — any number of creatures, including you, with which to mend an object, creature, or object. If you send an invitation to mend or send an invitation to mend alone, each target assumes responsibility for the — any number of days that it can be out of action for the duration of the spell. If you send an invitation to mend and designate a new creature as the new mend target, that creature must first meet the original mend target’s requirements for transport and re-enlisting, and it must then re-engage in the restoration process. If a target’s restoration ends before that time frame can occur, that creature returns to its home plane. If you designate a new mend target after meeting the original’s requirements for transport and re-enlisting, that creature returns to its home plane. You can also specify a different restoration target if the restoration process doesn’t return the target to full health within that time frame. Divination

Mordenkainen's Invitation

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Until the spell ends, you touch a creature and receive an instantaneous message that implores the creature to accompany you on a journey that begins with you. If that journey includes at least one place you specify, the creature appears where it appears and returns with the destination, but the creature is incapacitated and unable to move. Additionally, if the journey includes at least one object you pick that you can perceive, the creature appears where it appears and’s returned, though it must remain within the object’s immediate range. Divination

Mordenkainen's Invocation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical, illusion-like force field on the ground. Choose up to ten creatures of your choice that you can see within range. Each creature that can’t move can’t be affected by this spell, and the force field lasts until it is dispelled by a spell of 3rd level or lower. The force field lasts for the duration, and you can use your action to create a new force field whenever you choose. A force field can be affected only by a spell of 3rd level or lower, by the force of a magic item created by another spell of 3rd level or lower, or by any other effect that causes the force field to last for the duration. You can create the force field only once before you cast this spell again. Divination

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to cast this spell on a creature of your choice that you can see within range. Make a Charisma saving throw. On a success, the target is unaffected by this spell. Casting this spell on a creature that can see 100 feet away doesn’t destroy the target’s magic. Divination

Mordenkainen's Invulnerability†

Casting Time: 1 action
Range: 1 Hour
Duration: This spell grants a creature or an object immune t

o being charmed immunity to one damage type for the duration. If you cast this spell on the same creature or on a different creature, the spell is wasted, and the creature or object becomes immune to the type of damage and other effects for the duration. Additionally, the spell fails if the object is subjected to an effect that allows the triggering of a condition, such as a burning wish, that would cause the object to fail. In addition, when a creature uses an action to examine the spell’s text on its body, the creature can make a Wisdom (Perception) check against your spell save DC to determine if its gaze can be directed toward the spell. If so, the creature’s gaze deals 1d6 psychic damage when it strikes the creature or something within its reach, and the creature makes the Wisdom saving throw. On a failed save, the creature is blinded until the spell ends. Conjuration

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose an object that you can see 100 feet away that you can see. You add one foot of stone to the object, and the stone starts to deform in a horizontal plane and fall into a pit. Each creature that can’t move must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature also takes 3d8 bludgeoning damage on a failed save, or 3d8 bludgeoning damage on a successful one. Transmutation

Mordenkainen's Invulnerability Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell inscribes a magical aura that protects against death, undead, and constructs. The aura appears on the target’s physical body and functions as a sort of ward against death. When the spell ends, the magical aura disappears, and the target is restored to life with all its hit points and Constitution scores reduced by an amount equal to the necrotic damage it took. The spell has a 1 minute casting time, and cures all diseases, magical wounds, and mutilations that affected the target prior to its spell’s duration. The spell can’t leave a target’s physical body or affect it when the spell ends. Necromancy

Mordenkainen's Invulnerability Aura

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell causes a strong electric field to form around a creature you touch. The area of the field is 20 feet on each side, with the top 20 feet on the ground and the bottom 20 feet on the ground. On each of your turns, you can use a bonus action to cause the field to move up to 20 feet in a direction specified by the DM. Conjuration

Mordenkainen's Invulnerability Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and have them tremble with fear. Make a melee spell attack against the target. On a hit, the target takes 1d4 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Mordenkainen's Invulnerability charm/wand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to compel a creature you can see within range to a magical spell of up to your choice that is an option or a spell of 3rd level or higher. The target must succeed on a Wisdom saving throw or be frightened for the duration. The frightened target can repeat the saving throw at the end of each of its turns, ending the spell on the affected target. If you or any of your companions damage the target, it is restrained and must the cast a Wisdom saving throw at the end of each of its turns. If it succeeds on the saving throw, the spell ends for that target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Enchantment

Mordenkainen's Invulnerability charm weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cast this spell once you have prepared a new weapon. When you finish casting, you can use the new weapon to attack a creature you can see within 60 feet of it. If you hit the target with a melee attack before this spell ends, your attack deals an extra 1d6 damage of the chosen type to the target. Evocation

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Choose one creature that you can see within range.

The target must succeed on a Charisma saving throw, or its speed is reduced to 0 hit points until it is no longer frightened. For the duration, the target has advantage on saving throws against being frightened. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 10 feet of each other when you target them. Abjuration

Mordenkainen's Invulnerability Daze

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A nymph emerges from a corpse and disappears, causing the target to become blinded and deafened for 3 rounds. The spell ends if you cast it again or if you use your action on a later turn to examine the corpse. If you found a corpse with bright lightening in it, you can eliminate any darkening around the time its blindness expires. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one creature with a natural talent score equal to twice the spell’s Intelligence score. The creature’s natural talent score is 7. The

Mordenkainen's Invulnerability Field

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a sphere of extradimensional energy that lasts until the spell ends. The sphere appears in your space and then disappears. It can contain up to ten creatures, and you can place up to ten items within it. When you cast the spell, you can make a telepathic message to all the creatures you designate; if you are speaking to any creature

Mordenkainen's Invulnerability Field

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of intense, magical frost on a point of your choice within range. The sphere is warm and heavily obscured. Until the spell ends, that area is immune to cold damage, and bludgeoning, piercing, and slashing damage from nonmagical bludgeoning damage is instead reduced by 1d8 for 10 minutes. When a creature hits the sphere with a weapon attack during the spell’s duration, the creature takes 1d8 + 1d8 damage of bludgeoning, piercing, or slashing normal damage, and the spell ends. ordnance Field 120 Concentration, up to 10 minutes At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the blast increases by 20. When you use a spell slot of 4th level or higher, the radius increases by 20. Conjuration

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: 1 minute

A devil emerges from the ground in an unoccupied space of your choice that you can see within range. The devil appears within range, at the DM's option, and lasts for the duration. At each of its turns before the spell ends, you can use a bonus action to mentally command the devil to move into a vial of your choice that you can see within 5 feet of it, giving it permission to do so. If you command the devil to do so, it can do so only during its next turn, at which point it can do nothing more than give you an order. At any time thereafter, it can take legal action to end the effect of its order if it believes that doing so would be in the public interest. If you direct the devil to do so, it does so only once every six months, ending any current or former effects of its order on you within 24 hours. At any time thereafter, it can order any creatures it orders to perform tasks it deems appropriate. You can also specify a set of conditions that the devil must follow when it acts, such as if it serves as a messenger, patron, or judge, or if it chooses to remain a loyal follower of your deity. When you choose these conditions, you can issue a verbal command to the devil, which it does whatever it chooses. The devil obeys your spoken commands, but it doesn’t take actions that you would take at the time you spoke its command, since such actions could provoke attack or defense effects later in the turn. You can specify a set of conditions that the devil must follow when it acts, such as “when it obeys the rules of your court,” or” when it acts in accordance with your

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cause any object you are holding to disintegrate into tiny shards, though the spell doesn’t reduce the total to 0 shards. The shards remain in place for the spell’s duration. When a creature drops its material component into

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, any creature you choose within 60 feet of a creature that you can see must make one death saving throw. If the creature fails the save, it is banished to an unoccupied space that is no larger than a 20-foot cube. If the creature moves into the spell’s area for the first time on a turn or starts its turn there, it can make a Constitution saving throw against the spell. If it succeeds, the spell ends. Abjuration

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a creature within range. The target’s natural armor rating is reduced by 2 until it is immune to all damage. You can use a bonus action on each of your turns to reduce the target’s natural armor rating by 1 until the end of your next turn. Abjuration

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose an object that you can see within range. You or a creature you choose must make a Dexterity saving throw. On a failed save, the creature becomes immune to your attacks for the duration. If you lose the immunity, you lose the creature’s ability to cast these spells, and you lose the ability to cast any other spell of level 4 or higher. At the end of each of the target’s turns until the spell ends, it must make a Wisdom saving. On a failed save, the creature takes 5d10 vulnerability to your attacks. When the spell ends, the creature takes 2d10 vulnerability to your attacks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Enchantment until your next turn, or until you finish a long rest. For the duration, each hostile creature in a 30-foot-radius sphere centered on a point you choose within range is immune to thunder damage and is immune to thunder damage. A creature that starts its turn in the area and is immune to thunder damage is knocked prone in that area. Any creature that ends its turn in the area and is not immune to thunder damage is knocked prone in the spot where it began. Evocation

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spell ends for you and your companions in a flash of light. Choose up to five creatures within range. Each target must succeed on a Dexterity saving throw or be affected by the invisibility spell for the duration. At the start of each of its turns, the affected target can repeat the saving throw. The spell ends for you and your companions if you use your action to dismiss it. If you use your action to dismiss it, you must use a successful save

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spell ends for you and your companions in a flash of light. Choose up to five creatures you can see within range. Each target must succeed on a Constitution saving throw or be affected by the invisibility spell for the duration. At the start of each of its turns, the affected target can repeat the saving throw, ending the effect on itself on a success. If you have the invisibility spell active while the spell persists, the affected target has advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 minute for each slot level above 5th. Enchantment

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, damage that you take from falling damage rises by 1d10. If damage from falling damage exceeds 1d10, you instead take 2d10 lightning damage, and lightning flashes from the point of impact as if you were climbing up a mountain. Evocation

Mordenkainen's Invulnerability spell

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create an invisible barrier around yourself that prevents creatures within 60 feet of you from casting spells. The barrier lasts for the duration, and it is made of 1 × 5-foot-diameter panels of magical insulating material. The barrier blocks one-half the area of the area of spells you cast as a group, and the other half is unprotected. Creatures that can’t cast spells or have Intelligence scores lower than 1’ can't be targeted by spells. When you cast the spell, you can target any number of Medium creatures or small creatures that are within 5 feet of you with the attack, spell, or attack that you intended to target, but don’t have the target active. You can use a bonus action to dismiss the barrier, which dismisses the spell. If you or another target of the spell is immune

Mordenkainen's Invulnerability spell

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature, either an object or a material component of the target’s power. For the duration, the creature has resistance to one damage type of your choice, and it has resistance to one damage type of your choice, plus or minus 5 feet of freeze. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Enchantment

Mordenkainen's Invulnerability Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 15-foot cube of darkness appears in a spot you choose within range. A creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d8 lightning damage and is blinded until your next turn. At the end of each of your turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mordenkainen's Invulnerability Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of invulnerability surrounds a creature you choose within range. Until the spell ends, the sphere erupts from a target you choose within 30 feet of the target and spreads around you, succeeding on each hit that you take. For the duration, the sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If the sphere overlaps a creature's body, the creature is blinded until the spell ends, and the sphere damages the target and its equipment. Any creature or object affected by the spell is blinded as well. A blinded target can make a Wisdom saving throw to escape the sphere, if it wishes. Abjuration

Mordenkainen's Invulnerability Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This multicolored, multicolored, multiline force surrounds a creature that you can see within range and springs

Mordenkainen's Invulnerability Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a sphere of magical force. Each creature in a 20-foot cube within range must make a Dexterity saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. Each creature that fails its save is affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Mordenkainen's Invulnerability Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

Your magic radiates with radiance, granting you resistance to one damage type of your choice. Each creature in a 10-foot radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a creature can’t take reactions until the spell ends. While affected by this spell, a creature takes 1d8 radiant damage if it is immune to being blinded, deafened, or charmed. When a creature takes this damage, the creature also takes 1d10 necrotic damage, which is reduced to 1d8 when it hits 50 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Necromancy

Mordenkainen's Invulnerability Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You touch a creature and are protected from death and undead. If the creature drops to 0 hit points, it is instantly killed. Otherwise, the spell instantly ends. The sphere remains for the duration, even if you or your companions die. If you cast this spell again, you must leave the spell slot blank, and you must use your remaining spell slots to instantly end the spell. Bond of Vitality Self 1 Hour You place a magical bond with one creature you touch that is the same as the one you used for the magic item. The spell ends if you or the creature you touch dies. The magic item must

Mordenkainen's Invulnerability Summonsery

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spectral creature that uses illusion to assail one creature it can see within range. The target must make a Wisdom saving throw. A target takes 7d6 necrotic damage on a failed save, or half as much damage on a successful one. You can summon a spectral creature only in dim light or darkness. The spectral creature can’t be targeted by spells or by attacks. When you summon the spectral creature, choose one of the following summoning options: • You. Summon the spectral creature from a corpse. The spectral creature can’t attack or cast spells. • Beyond the Veil. Summoned creatures of your choice that can’t be targeted by spells or by attacks. • Beyond Time. Summoned creatures that can’t be targeted by spells, such as the dark side or the true self, can’t be summoned. • Time Stop. A summoned creature is freed from its restraints when it drops to 0 hit points or when the spell ends. You can end this spell early by using an action to dismiss it. Enchantment

Mordenkainen's Invulnerability Summonsing Mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You summon an invisible, translucent, and translucent mask that hovers between your left eye and the ground in a 30-foot cube within range. The mask is nonmagical in nature, and doesn’t extend beyond 30 feet. When the spell ends, the mask falls to the ground in an unoccupied space you can see within range. If you leave the mask up to 10 feet away, the summoned creature is blinded until the spell ends or until it can no longer see the ground in its left eye. Conjuration

Mordenkainen's Invulnerability Summonsing Mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You summon an invisible, translucent mask that hovers between your left eye and the ground in a 30-foot cube within range. The mask is nonmagical in nature, and doesn’t extend beyond 30 feet. When the spell ends, the summoned creature is blinded until the spell ends or until it can no longer see the ground in its left eye. Conjuration

Mordenkainen's Invulnerability Summonsing Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose a rock or a floor of stone and place it within range. Until the spell ends, the rock, or the floor, if any, becomes invisible to creatures that aren’t within 30 feet of it. The spell doesn’t protect you from nonmagical damage. A creature affected by the spell can make a Wisdom saving throw, and if it succeeds, it is immune to the spell. As a bonus action, you can create a magical incantation, or a similar incantation, that causes a vague magical feeling to the rock. The spell is cast with a concentration of spell slot level 5 or lower. The spell doesn’t protect you from nonmagical damage. A creature affected by the spell can make a Wisdom saving throw, and if it succeeds, it is immune to the spell. If the spell fails, it is cast without first attaining the creature’s level on the saving throw. A creature affected by the spell can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that uses its action to make a Wisdom saving throw at the end of its turn must also have successfully cast the spell. Transmutation

Mordenkainen's Invulnerability Summonsing Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a rock or a floor of stone and place it within range. Until the spell ends, the rock, or the floor, if any, becomes invisible to creatures that aren’t within 30 feet of it. The spell ends if you cast it again or dismiss it as an action. You can use a bonus action to dismiss the spell. If the spell ends, the rock or the floor is no longer invisible to creatures that aren’t within 30 feet of it. Conjuration

Mordenkainen's Invulnerability Summons Small or Medium Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon tiny insects, plants, or monsters from the Material Plane whose statistics you know. You choose one of the following forms—Arcane Plants, Magical Plants, or Wood Elementals. You create one Huge leaf seed, a small tree branch, or two, and they grow to an area of up to 20 feet in diameter. They are friendly to you and your companions for the duration. Clerics of Barrage 30 1 Hour You utter a thunderous bellowed word, which can be heard 100 feet away. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and becomes deafened for 1 minute. On a successful save, it takes half as much damage and isn’t affected. A deafened creature also has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Abjuration

Mordenkainen's Invulnerability to Cold

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You conjure up an illusory duplicated duplicate of a creature of your choice that has the Hit Dice you speak of as long as you are alive. The duplicate takes on the form of a creature, but it is illusory and must be destroyed. When the duplicate dies, it is no longer a creature. You can see the duplicates face to face, but the illusion is intangible. The duplicate is hostile to you and moves with you. It can’t attack you, and it has disadvantage on attack rolls against you. You can use your action to dismiss the illusion. The illusion lasts until it is destroyed or you dismiss the spell with a harmless spell save. Illusion

Mordenkainen's Invulnerability to Darkness

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature. For the duration, the target can’t be targeted by an illusion that is based on a false memory of events and exists entirely outside its memory. While the target is incapacitated, its movement is free and it can use reaction to end the effect of the spell on itself. While the target is incapacitated, any effect that might have prevented the target from casting a spell can instead have prevented it from casting that spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Abjuration

Mordenkainen's Invulnerability to Disease

Casting Time: 1 action
Range: 150
Duration: Concentration any length of time

Taken from memory, this spell ends whenever a creature or an object being worn or carried by a creature enters the spell’s area or enters its space within 60 feet of Mordenkainen’s fortress. At the end of each of the spell’s duration, Mordenkainen has advantage on one weapon attack roll of his or her choice, and ends the effect. At Higher Levels. When you cast this spell using a spell slot of no lower than 7th level, the spell ends for each creature or object within 120 feet of Mordenkainen’s fortress. Evocation

Mordenkainen's Invulnerability to Disease

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature and grant it immunity to a disease that harms it for the duration. Until the spell ends, celestials can’t be targeted by spells or possessed by magic items. When you cast the spell, choose a disease. Whenever a creature in a specific disease category is affected by a spell or a spell of 4th level or lower, the disease deals an average of 25 extra damage to the target, which has AC and hit points equal to the minimum hit points the affected creature has. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a disease afflicts one or more creatures of that disease’s type: celestion, celestria, maddened celestry, lichen, naga, malefic, normal, sai, or vampiric. Each of these creatures must make a Constitution saving throw. It deals no damage if it isn’t wearing armor, or if it can’t transport an object (such as a staff or a longbow) into the disease’s area. Necromancy

Mordenkainen's Invulnerability to Fear

Casting Time: 1 action
Range: Self
Duration: 5 Days

This spell hinders your enemies from casting spells for the duration, forcing them to make a Wisdom saving throw. Creatures with Intelligence scores of 2 or less are immune to this effect. For the duration, though, they can use a bonus action to make a Wisdom check against your spell save DC. On a success, they have advantage on the check. If they fail, they have disadvantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus damage increases by 1d6 for each slot level above 5th. Evocation

Mordenkainen's Invulnerability to Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Magical antimatter pours out from a point that you can see on the ground within range. The area is difficult terrain, and you can either pass or come within 100 feet of it. You must decide as to where you target the liquid and where you must fight the odds against you. You might be forced to move to a spot where the liquid doesn’t exist, or you might have to move nearby. A successful Reflex save grants you temporary control over the area, making the terrain on which you are standing impossible. If you cast this spell again, the area is destroyed. If you cast it again a number of times, the damage increases by 1dam per repeat target. Conjuration

Mordenkainen's Invulnerability to Fire

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

This spell damages creatures that

Mordenkainen's Invulnerability to Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to bind one creature you can see within an extradimensional space that you can see within range. The target must make a Dexterity saving throw. You are stunned until the spell ends or you take damage equal to 1d8 + your spellcasting ability modifier. On a successful save, the target is transported to a different extradimensional space, this space being exactly as described above. If you cast this spell while stunned or when you take damage from a weapon attack, you instead reduce the target to 1d8 + your spellcasting ability modifier. The target also appears in the extradimensional space where it was stunned or injured. You can bind the target up to 8 feet higher than normal, nonmagical, or iron structures, as long as they aren’t being occupied by creatures or are immune to being charmed. If you bind the target to a solid surface, such as stone, you have to use a weight less than 10 pounds. When you bind a creature, you can give it a +2 bonus to Strength, a +2 bonus to Dexterity, and a +2 bonus to Dexterity and Intelligence. When you bind a creature of the same kind as you, the same bonuses and effects apply to both. The bond lasts for the duration, and the target can use the reaction to resolve the issue without fear of prejudice. The target can use its action to verbally command the target, in which case the command lasts for 1 minute. The target can repeat this demand ten times, ending the effect on itself on each demand. As an action, the target can make a Wisdom check against your spell save DC to see if its Wisdom increases or decreases by an amount equal to twice the bonus’s added condition. If so, the spell ends. Conjuration

Mordenkainen's Invulnerability to Fire

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. The target’s soul is irretrievably entwined with your own. The target can be any creature. It has advantage on Wisdom saving throws, and it has resistance to radiant damage. The spell ends if you cast it again. Enchantment

Mordenkainen's Invulnerability to Invulnerability

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create an instantaneous curse that lasts for t

he duration. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use a different effect when you cast the spell. You can also use a reaction to reduce the curse's duration by an amount you choose. The spell has no effect on you. You can use your action to reduce the curse’s duration by an additional action. You can use your action to dismiss the spell. When the spell ends, the curse disperses into your immediate area. You and any creatures you designate when you cast the spell regain all hit points, and any creatures affected by it have their levels halved. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the size of the curse's effect by one, for each slot level above 1st. The curse lasts for the duration. For example, if you have a curse that insulates a creature by blocking fire, you could create a curse that insulates a flame

Mordenkainen's Invulnerability to Poison

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a nonmagical hazard that you can see within range. You take 3d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Necromancy

Mordenkainen's Invulnerability to Poison

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Your touch with Mordenkainen frees a dormant poison inanimate object you touch. For the duration, the creature has the appearance of a different creature, if it exists. It reanimates as a Huge or smaller creature with 10 hit points (your choice when you cast this spell), and it recovers at the start of your next turn if it is unhittable. For the

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch another creature and force the creature’s physical or mental vulnerability to an effect that would be a natural or manganese of another creature’s size, size, color, or an antimagic field. For the duration, or until you use an action to touch the target, the creature can take only one nonmagical slashing or piercing damage when it makes a melee attack, or none damage when it uses a weapon attack action. When the spell ends, the creature regains 2d6 force damage of the associated type. Transmutation

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and imbue it with terrible vulnerability until the spell ends. For the duration, that creature has disadvantage on attack rolls against you. At the start of each of your turns, the target has advantage on saving throws against this vulnerability. Necromancy

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s speed is halved, it takes a – 2 penalty to AC and +6 damage to Dexterity, and it can’t be targeted by more than one vulnerability. Necromancy

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and give it a fright. The target loses all its Dexterity and Intelligence, and if it succeeds on a saving throw against a spell of 2nd level or higher, it also becomes frightened for the duration. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Abjuration

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and imbue it with the power to withstand blows of ordinary and man-made origin. Until the spell ends, you and the target become invisible to the target, and both disappear and reappear at the end of the target’s next turn. Illusion

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and cause it to become encased in a magical insubstantiality. The spell’s magic fails and the creature becomes frightened. The target can take the Dash action and then make a melee spell attack against the target. On a hit, the target takes 3d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Mordenkainen's Invulnerability

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch any creature you choose within range and have no physical connection with. Any flesh, fluid, or gem within range that you touch is instantly destroyed. Abjuration

Mordenkainen's Iridescent Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose one creature you can see within range, and choose one of the actions that you can’t take before the spell ends. You instantly and mentally command the creature to a flurry of blows that deal an extra 1d4 damage. The creature must succeed on a Constitution saving throw or take 4d4 damage. If the creature is on a plane of existence that isn’t a plane of opportunity, you can use a bonus action to automatically succeed on this saving throw. You can also use an action to mentally command the creature to move away from you, unless the spell ends before then. If the creature resists your verbal

Mordenkainen's Irises

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You learn the appearance of one creature of your choice that you can see within range. You can determine the creature’s size from its current weight, height from its current width, and so on. The spell only affects undead. If you cast this spell on the same creature or a different one, the spell ends. If you cast it on several creatures that share a common spell slot, the spell ends for each. For example, you might end the spell on a muggleborn wizard who uses the muggleborn spell line to cross the muggleborn line. Divination

Mordenkainen's Irises

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You learn the appearance of one creature within range. The target must be one of the chosen creatures. If the target is a creature, it is charmed by you. Otherwise, it is warned that you might attack it. Until the spell ends, you have advantage on Wisdom saving throws against being frightened. Divination

Mordenkainen's Irises

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. The target must succeed on a Wisdom saving throw or become blinded until the spell ends. This blindness is prevented by a number of drops from you equal to 1/2 the target’s Strength score. When the spell ends, the target’s senses are cut off, and it becomes deafened for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the blinded target’s senses are doubled. When you use a spell slot of 6th level or higher, the target’s senses are tripled. Transmutation

Mordenkainen's Irons

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a glyph of iridescent color and shimmering in a 60-foot radius centered on it. The glyph lasts until the spell ends, at which point you cast it or your action. It glimmers in a 10-foot radius. The glyph can be destroyed if it exceeds your spell save DC. Illusion

Mordenkainen's Ironsight

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You grant the semblance of invisibility to an unwilling creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, it is blinded for 1 minute and is deafened for 1 minute. The spell then ends and you and the target must both return to your current plane of existence. Necromancy

Mordenkainen's Irradiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 8 hours

You conjure a Great Wall of Ice at a point you can see within range. The wall rises at a point you choose within 120 feet of you and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. The wall is 10 feet long and 5 feet thick, and it spans a length of 30 feet. Until the spell ends, you can use a bonus action to cause the wall to move 10 feet in any direction, which creates three random obstacles along the wall that are difficult terrain. The wall is contiguous with the wall when you cast this spell. You can move through the wall as if you were in its space. The wall is made from 1/2-inch thick ice, and it has eight 60-pound weight points. The wall blocks line of sight, and any creature that can see through it must make a Dexterity saving throw. On a failed save, a creature is pushed 10 feet away from the wall and is trapped there until the spell ends. A creature can’t escape the wall by climbing or otherwise moving through it. Moving through the wall requires a successful Intelligence (Investigation) check against your spell save DC. When you cast this spell, you can designate any number of willing creatures who can see through the wall. Each willing creature must make a Wisdom saving throw. On a failed save, a creature is pushed 10 feet away from the wall and is trapped there until the spell ends. A creature can’t escape the wall by moving through it, however. If you use a spell slot of 2nd level or higher, the

Mordenkainen's Irradiance

Casting Time: 1 action
Range: 5
Duration: Up to 1 minute

You create an illusory duplicate of one object within range that is completely obscured. The duplicate can be anything you choose, but it must be perfectly square, no more than 10 feet wide, and it must have the Intelligence and Wisdom scores of the original object. The duplicate must remain within 30 feet of you for the entire duration of the spell, unless you use an illusion spell to duplicate the object. If you create an illusory duplicate, the replica is no longer completely obscured and can be back up

Mordenkainen's Irradiation

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause metal or iron objects to emit an explosion of moderate to heavy damage. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage; the spell ends if you cast it again. Evocation

Mordenkainen's Irregular

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A group of Medium or smaller creatures lies dormant on a solid surface within range. The creatures must be within 30 feet of the spell’s area. When the creature’s area is breached, it begins a chain reaction of grabbing hold of the sleeper and pulling it up to 10 feet deep into the ground. The sleeper resists the pull and the sleeper collapses unconsciously if it doesn’t have a head. A creature that is securely under the sleeper can’t move or be moved. The sleeper also has disadvantage on Constitution checks that are made to maintain order. When the creature reaches the top of the area, it either falls, tries to attack or twists itself loose from the pull, depending on the nature of the pull. The sleeper can dig itself out of the pull by shaking hands with the attacker or by dealing damage to it. Conjuration

Mordenkainen's Irregularities

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a string of horrid, fiendish gibberings. Each creature that ends its turn within range must make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage and must spend 1 minute underground to regain health. On a successful save, it takes 6d6 necrotic damage and isn’t prone. Transmutation

Mordenkainen's Irregulars

Casting Time: 1 action
Range: 30
Duration: 24 hours

Concentration, up to 1 minute You create an endless array of hideous, irregular shapes and sizes at random locations throughout your body. They range from greenish-white to twisted, to brownish to grayish-white, to beige to magenta to purple, and to aatrox-gray to black. You must make each creature in your area of effect as if it were an object. For example, a shapech

Mordenkainen's Irrelevance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to stare into the mind of one creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you until the spell ends. The target can’t become frightened by more than one willing creature. Until the spell ends, the target can’t become hostile toward you or attempt to attack you. Divination

Mordenkainen's Irrelucible Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create an invisible, inert sphere of antimagic field centered on a point you can see within range. The sphere remains for the spell’s duration, and disappears at the end of the duration if it is used up. You can use a bonus action to cause the sphere to disappear. Place the spell anywhere on your body or in its space. You can create a new nonmagical object every 7 days, or I

Mordenkainen's Irrestistible Dance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The next time you make a melee spell attack in this spell’s range, the target takes an extra 1d8 damage of the type you chose for the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above lst. Evocation

Mordenkainen's Irrestistible Dance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an invisible, magical link between a willing creature you can see and another willing creature you can see within range. The creature must make a Charisma saving throw, which is modified by how well you know the target's language and the creature’s attunement to a willing creature. The creature can be of Medium or smaller intelligence or lower. The creature is also charmed, frightened, or possessed by one or more of the above creatures. The spell fails if the target can be charmed, frightened, or possessed by one or more of the creatures. Illusion

Mordenkainen's Irrestistible Dance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You invoke the power of the gods to deliver a string of majestic dances that lasts for the duration. The spells last for the duration, and the creatures or objects you designate retain their powers if they are destroyed or the spells are ended. If you cast this spell without first preparing any missing components, the components combine to create a single

Mordenkainen's Irrestistible Sphere

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical sphere of magical force that lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. On a failed save, the creature must take the Dash action and move away from the sphere. On a successful save, the creature can move to a different spot within 10 feet of the sphere and still be within range. The sphere remains for the duration and is invisible to detection. If a creature moves into the sphere while within 5 feet of it, that creature must make a Constitution saving throw. On a failed save, the creature moves with the sphere to the nearest safe spot, the sphere is drawn into the sphere and the sphere remains until the spell ends. Conjuration

Mordenkainen's Irrestistible Stance 30 Mordenkainen's Irrestistible Steed 30 Instantaneous You utter a string of stanzas that ends a raging fight within range. If more than one stanza can be heard within a radius of two miles, you are treated to one of the following effects. A roaring roar, an ominous rustling, or a loud clatter of drums erupts from each stanza. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional stanza for each slot level above 3rd. Conjuration

Mordenkainen's Irrestooth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Grasping shadows wreathe the ground in a 10-foot radius around you. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the shadow disappears. The creature remains there for the spell’s duration. Whenever a creature within 10 feet of the spell’s area dies (including you), the creature that sows the disturbance moves to a new spot of no cover (no cover, just a thicket of bushes). At Higher Levels. When you cast this spell with a 9th-level spell slot, the spell lasts for the duration of the spell, and the shadow disappears when the spell ends. Illusion

Mordenkainen's Irrestoothillith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up an iridescent, shadowy creature that is friendly to you. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The shadowy creature can be targeted only by one spell slot of your choice, and it doesn’t take any damage from nonmagical weapons such as halberds or lances. When the shadowy creature finishes casting one of its spells, it disappears, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. If the shadowy creature finishes its turn still standing, it falls and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Mordenkainen's Irreverence

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or any of your companions is incapacitated, the spell ends, and the target is left charmed by you until the spell ends. You can also end the spell early by using an action to dismiss it. Divination

Mordenkainen's Javelin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create three 5-foot-by-5-foot javelins in a random unoccupied space on the ground that you can see within range. Each creature in a 3—foot radius sphere centered on the javelin must make a Dexterity saving throw. The creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. The javelins have a explosive charge that deals an additional 2d6 force damage to the target when it takes the extra damage. When the extra damage reduces the target to 0 hit points, it crashes to the ground and has its wings ripped open. The javelins have a bluish-white undershirt covering their entire body and a thin cloak hanging from its base to protect it from the elements. The extra damage to the target causes it to make a Constitution saving throw at the start of each of its turns. It takes 3d6 force damage on a failed save, or half as much damage on a successful one. If the extra damage to the target occurs while the spell is in effect, the extra damage ends on a successful

Mordenkainen's Journal

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This journal is your journal of secret information and insight into your lives. It contains accurate information on things, events, and people, along with personal letters, books, and other documents. The piece of paper held inside is your journal, and you can send it to any creature you choose if it can’t be charmed by you. You write only as part of the text, writing only as you read it. That piece of paper contains information that is likely to upset your general mood and make you illogical to others. You can’t write magic items and spell books that aren't written by you. For the duration, each creature you choose within 25 feet of you, regardless of class, level, or equipment, can use an action to write to any creature within 25 feet of you. If such a creature would write to you in one of its turns, the creature would learn the location of the letter and read it aloud, ending the effect of its letter on the piece of paper. If the creature would write to you in a different creature’s letter, the creature would write the letter twice, ending the effect of the letter on the piece of paper. The creature can be sure of the location of any missing letters and of any missing spellbooks or other magical items that are on the piece of paper. That piece of paper is lost if you dismiss the spell using a

Mordenkainen's Journal

Casting Time: 1 action
Range: 60
Duration: 5 months

This precious journal contains information that was lost to time but which has since been restored. If you are a living creature or a demigod, you know when each page was first created. The blank page is permanent and can be restored to your possession. You can use a blank page as a base to create a message and to suggest new messages. The message must be clear, precise, and legible. You can specify a password that is entirely random and that is less than a year old, as a text password and at least 1 year old, and that is strong enough to read at least one page of writing. Alternatively, you can create a message that is both long and elegantly written, but that is written without any rhyme or reason. Alternatively, you can create a message that is simple and yet evocative of its target audience. If its content is lost to time and that page is restored to your possession, you create a message that is neither long nor elegantly written and that is strong enough for your message to carry over to time. You can set aside one hundred words for each message created by this spell. You can also specify a password that can be as general or as cryptic as you like, but that doesn’t warrant emphasis or emphasis only on one password at a time. When you create your message, you can suggest a password that might be better suited to the message. You can suggest a password that is strong enough to read a single page of text. That password could be a password that has magical properties and is guarded by an artifact, a password that has magical properties and is vulnerable to attack, or a password that has magical properties and is difficult to shatter. The DM might decide to create new passwords or create an entirely new password, depending on the nature of the spell. The DM might decide to create a random password, which is written in an unknown language and thus requires at least 1 minute to learn, or an entirely new one, requiring only six minutes to master. You might create a password that is strong enough to cause serious damage, but weak enough to allow a creature to achieve maximum personal advantage in combat. Divination

Mordenkainen's Kiss

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. The creature must make a Charisma saving throw to resist your kiss. On a failed save, the creature is unable to speak, and you have no way of communicating with it, other than using a touch, as described above. On a successful save, the creature is unaffected by your kiss. If the creature is a creature, you can use its action to try to communicate with the creature, but it must first make a Charisma saving throw. On a successful save, the creature can be spoken with for 1 minute. On a failed save, the creature can be spoken to for 1 minute. On subsequent attempts to communicate with the creature, the creature must make a Charisma saving throw. On a successful save, the creature is no longer able to speak with it. On a failed save, the creature is no longer able to speak with it, and it can’t speak with you. On each of your turns after the spell ends, you can choose to continue communicating with the creature, or you can continue communicating with the creature if you are already communicating with it. If you choose to continue communicating with the creature, the creature can use its action to try to communicate with you again. If the creature is able to communicate with you, the creature automatically recognizes you as a friend and appears in your presence. The creature can speak and understand your voice, as well as understand your thoughts, but it can’t take any action that would cause it to be frightened. You can use your action to cause the creature to flinch. Abjuration

Mordenkainen's Knife

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You hurl a sword—a long sword with a 10-foot length that is 1d6 slashing and 1d6 slashing damage—at one creature you can see within range. The target must succeed on a Constitution saving throw or be subjected to a slashing or slashing attack that deals an extra 1d6 of damage. If the target is more than 60 feet away from you, it is knocked prone, and the spell ends. If the spell is cast on a creature, the creature that casts the spell must succeed on a Constitution saving throw or be subjected to the spell; if it fails, the spell ends. If the spell has no effect on the target, it is immune to being knocked prone. The spell is especially effective against undead. If the target is a creature, it must make a Constitution saving throw and be knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Mordenkainen's Last Ritual

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Blazing incense spreads from your hand in an unoccupied space of your choice within range to grant you a wish that allows it to permanently end your life. You either wish to end your life by burning, maiming, or suffocating, or you choose the effects of a wish spell. Your spell

Mordenkainen's Lightning Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flurry of bolts erupts from behind you in a 5-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Mordenkainen's Longbow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, you have proficiency with a bow and arrow. You make a ranged spell attack against a creature within 5 feet of the target, but you can’t make a spell attack against the target by using your own magic or a spell of 3rd level or lower. Special Fireball 90 Instantaneous You point your finger and blast a beam of flame up to 120 feet wide and 20 feet tall from a point within range. Each creature in a 5-foot—fireplace space where the spell’s effect takes place must make a Dexterity saving throw. A creature takes 11d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages any objects in the area that aren’t being worn or carried by creatures or by creatures or objects that are being worn or carried by creatures or objects that have been dispelled. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Mordenkainen's Longbow

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. A 5-foot-diameter cylinder of wood or stone appears in the ground within range and lasts for the spell’s duration. Any creature in the cylinder when it appears or that ends its turn there must succeed on a Strength saving throw or take 4d6 bludgeoning damage. On a failed save, a creature takes 4d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mordenkainen’s Longbow

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You sling a longbow from your hand and fire a bolt of lightning from it at a target within range. Make a ranged spell attack. On a hit, the target takes 2d8

Mordenkainen's Longbow

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: This spell creates a longbow of great power. Choos

e one of the following effects at the end of casting. The effect lasts for the duration or until you use an action to move the weapon up to its full length. This spell immediately ends if you move more than 100 feet out of the way. You can fire a longbow from under the weapon if you have it. It has a maximum ammunition capacity of 60 arrows and can fire up to two additional arrows. For the duration, the weapon has AC +10 and AC bite damage + 10. The weapon also has disadvantage on attack rolls against creatures or on attack rolls by creatures that use Strength. Transmutation

Mordenkainen's Long Sword

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You choose a 5-foot cube of wood or stone that you can see within range. The cube is an unoccupied space that you can occupy as a material component. The cube lasts until the spell ends. When you cast the spell, you can make a melee spell attack against a target within 5 feet of the cube. On a hit, the target takes 4d8 damage. If you cast this spell multiple times, you can have up to three of its non-inflicted effects active at a time, and you can dismiss such an effect as an action. The spell ends if you cast it again. When you finish casting, you can dismiss such an effect as an action. Enchantment

Mordenkainen's Long Sword

Casting Time: 1 action
Range: 60
Duration: 2 Hour

You create a long sword composed of fine threads, curved toward one creature within range. The threads move like long swords, and when one dies, the weapon rises from the ground and strikes twice with equal force against that creature’s face. The sword sheds bright light and dim light for an additional 30 feet. Once it strikes a target, the weapon deals an extra 1d8 radiant damage to it and has the finesse property of steel. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blade sheds bright light in a 30 foot radius and dim light for an additional 30 feet for each slot level above 1st. Conjuration

Mordenkainen's Madam's Ward

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spellards you as a spectral guardian angel with an immaculate beard and dazzling green eyes that dance and weave webs of tangled threads to keep out of reach of mortal eyes. The ward guards against spectral creatures and magical siphons, and it is rumored that you are an intelligent lich. The ward also functions as an illusion, mimicking the appearance of your face. When cast, each creature in a 30 foot cube within the spell’s area is blinded for 3 days. In addition, the target can make a Wisdom saving throw to remain blinded until the spell ends. On a failed save, the target can’t cast any spells. While blinded by this spell, you can use a bonus action to create a radiance of moderate to low intensity within 30 feet of you. The radiance lasts for the duration, and it emits bright light in that area. The flicker of a ward reveals the presence of a specific creature or magical creature inside it, as determined by your organization. Creatures within 30 feet of the target are blinded for the duration, and once per turn, this blindness condition can be lifted by employing magical means. Creatures within 30 feet of the target can’t assume the condition of other creatures. Finally, unlike other illusions, the illusion can’t leave a solid surface, such as a floor, for the duration. While the condition is in effect, the magical ward can’t cross an immobile floor, except when such a room includes a space within 30 feet, or when such a room includes a gap within 30 feet

Mordenkainen's Mad Bomber

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A 30 foot long, 20 foot wide cylinder centered on a point within range explodes forth a massive, glowing bomb with a blast radius

Mordenkainen's Mad Bomber

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range creates a bomber of air or mud that flies in a straight line up to 50 feet in a direction you choose. It vanishes when it hits a creature or a structure or an object of large or small size within reach. A creature that uses its action to move a free climb or descend motionless on the ground in the general direction you chose. You can create a vertical or a horizontal jump using the same action used to create the horizontal jump. A jump using the same action can create a vertical or a horizontal leap. You can create or jump a horizontal or jump up to eight stories. Conjuration

Mordenkainen's Mad Bomber

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A Large flying beast with a billowing cloud of smoke rises from the ground in a location you choose within range. You can designate a point within range where the beast moves, so that it can move toward you when you cast this spell. When you make the move, the beast’s weapon falls into the safest unsecured location on the ground (your choice if the beast is standing, sitting, or crouched), which prevents it from firing a shot out of the beast’s mouth. When the beast reaches its maximum number of hit points, it flies up to 30 feet per round it spent in the air. When the beast finishes a turn within 30 feet of you, it ends it turn. The beast has advantage on attack rolls and ability checks. On a successful attack roll, the creature takes half damage equal to half the total. Conjuration

Mordenkainen's Mad Eye

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell grants the wish of a creature that you can see within range. The creature can see into the Astral Plane and can’t be char

Mordenkainen's Magical Blast Furnace

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon a magical blast furnace composed of magical energy that blasts forth in

Mordenkainen's Magical Mansion

Casting Time: 1 action
Range: 500
Duration: 24 Hours

This spell creates an invisible mansion on the middlegarde continent in the Ethereal Plane. The mansion is a 100-foot-deep chasm that extends into the Ethereal Plane and lasts for the duration. The mansion is furnished and decorated entirely of stone, stone, or metal. It contains a magical attraction known as the Mansion. If there is one there, the spell creates an invisible, locked, immobile mansion that lasts for the duration. The mansion is furnished and decorated by you and your companions. You can use a bonus action to make flammable objects of it fall to the ground, the space for which is very limited. When a creature steps into the space, that creature must succeed on a Dexterity saving throw or become restrained there until the spell ends. A creature that succeeds on this saving throw is restrained there until the spell ends. A creature that has an Intelligence saving throw or isn’t restrained by it can repeat the saving throw, ending the effect on itself on a success. A nonliving object that is neither being nor remains suspended in midair falls into this category. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the magic nécessary cast also ends the effect on you. Abjuration

Mordenkainen's Magical Map

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You bring to light the territory of your home plane, which is your home plane if you are a creature or a permanent object of greater home than yours. Each creature that can’t seen within the last century must find its own way to the nearest settlement, whether that way is within 100 feet of your home plane (if you are a permanent object of home rule, say, you are on the plane of another permanent creature than you can see within 100 feet of your home plane). If you are on a plane that doesn’t have a home, the creatures can’t leave your home. They can, however, move to any settlement nearest to your home plane if that settlement is within 100 feet of your home plane. Settlements that are within 100 feet of your home plane include cities, towns, and villages. If you move to a settlement within 100 feet of my home plane, you can move there as long as you still have a home plane seat or you can stay in a shared home plane with your husband and wife. If you move to a settlement within 100 feet of my home plane, I can arrange for you to stay in a place shared by both of you, but you must remain in your home plane

Mordenkainen's Magical Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a magical stone that takes the form of a ball and moves with you in a straight line. The stone takes you 30 feet—until the spell ends. You can use a bonus action on a subsequent turn of yours to cause the stone to become permanent rather than temporary. This spell has no effect on undead or constructs. Transmutation

Mordenkainen's Magical Stone

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a magical stone that, when fully charged, transforms into a mordethinking stone, until the spell ends. The transformation lasts for the duration, or until the stone is dispelled, either by slashing or by thrusting. The stone is nearly invisible, requiring a Dexterity of 10 + the spell’s level to cast this spell. It is a magical stone that has AC 15 and 30 hit points. It is worth 50 gp equal to 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic stone becomes active for the duration. When you end its active use, you must use a different spell slot. If you use a spell slot of 3rd level or higher, the stone recharges in 1 hour. When you use a spell slot of 4th level or higher, the magic stone functions normally. Transmutation

Mordenkainen's Magical Wand

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You construct or animate a wand that effectively emits magical energy in a 30-foot radius around a creature or an object within range. The wand is worn by you and up to eight willing creatures of your choice that you can see within range. The wands are magically linked to the target and are visible to your neighbors and other creatures alike. Each target assumes a warded state while in the spell’s radius. When the spell ends, the wands dissipate into smoke, forming dim, smog, or dark, making them vulnerable to fire damage and missile damage. When a target w ho ds a shot of the wands, that target loses control of its magical wand, and it can repeat the saving throw against that spell's damage type. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of wands you can create increases by two for each slot level above 5th. Transmutation

Mordenkainen's Magic Antipathy Charm

Casting Time: 1 action
Range: Self (20-foot radius)
Duration: Instantaneous

You unleash a magic hatred, devouring the flesh of an unwilling creature that you can see within range. Each creature that you choose within the same area as the target must make a Wisdom saving throw. On a failed save, the creature regains 3d8 necrotic damage (less than 1 hit point) at the start of each of its turns, and it also takes 1d8 necrotic damage at the end of its turns. For the duration, the target can’t take reactions, can’t use reactions, and can’t benefit from natural healing or a number of others called necrotic bonuses. While the target has these bonuses active, the target also has disadvantage on attack rolls against creatures within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Mordenkainen's Magic Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a magical aura that surrounds yourself and your companions for the duration. Choose up to ten creatures in a 30-foot-radius sphere centered on a point you choose within range. The sphere remains for the spell’s duration. Each target must make a Constitution saving throw. On a failed save, a creature takes 5d8 acid, cold, fire, lightning, or thunder damage (your choice when you create the spell) and becomes blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Creatures that aren’t blinded by this spell take only half as much damage from the start of your next turn to the end of your next turn. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a success, the spell ends. Enchantment

Mordenkainen's Magic Blade

Casting Time: 1 action
Range: 90
Duration: 1 Hourordening Blade

You create a glowing dagger that can cut through steel or stone. One creature you can see within range must make a Strength saving throw. On a failed save, the creature takes 20d8 slashing damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. Evocation

Mordenkainen's Magic Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You touch a nonmagical object that you can see and must be within range. You make the magic within range, or a magic circle, automatically enclose the object. The object can be anything you choose, but you can’t create a magical connection between the two objects. You can use a bonus action on each of your turns to alter the magic circle so that it appears to be a ringed globe. The ringed globe remains until the end of your next turn. The ringed globe can contain up to 3,500 gp (500 silver). Divination

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You conjure a circle of swirling magical force that moves in a straight line up to 20 feet in a direction you choose before its area is touched. The circle remains for the duration. When you cast the spell, you choose a point on the circle that you can see and that is within 5 feet of it. The circle moves with the area and remains so until you dismiss it as an action or as part of a magic item cast. You can use your action to move the circle up to 30 feet in any direction. The circle remains for the duration. When you cast this spell, you can direct the swirling force in the air in the circle to create a 30-foot-radius cloud of swirling gas. Each creature in the area when you target it

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a magic circle on the ground that bears your name, a magic phrase inscribed within a book that you write in, or a strange symbol that appears to be a weapon drawn from a golden ring. You choose the sign of the cross (the size of a circle) and any runes that appear within the circle that describe specific magical abilities. The circle remains for the duration and emits a loud clank when the spell ends. If you cast this spell multiple times, you can have no more than two spells inscribed in the magic circle at a time, and you can dismiss such a spell as an action. It emits a cacophony like a thunderbolt if you are within 30 feet of the magic circle. Divination

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 10-foot-radius, 20-foot-deep, 20-foot-deep, orifice centered on a point you can see within range. The point can be a laboratory, an observatory, a sanctuary, a sanctuary complex, a sanctuary tower, or any other structure that you choose that fits within the following domains: arid, arid earth, booby-trapped forest, booby-trapped meadow, forest of the wild, and swampy coastal plain. The radius is visible only to creatures of a size smaller than Tiny (no stick) and is visible only to you. Any creature that starts its turn in the radius and moves in any direction under the radius must make a Dexterity saving throw. On a failed save, the creature is restrained and must move to an unoccupied space you can see within the radius. A creature restrained by the radius can use its action to make an Intelligence saving throw. If it succeeds, it is no longer restrained. A creature that is restrained by

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: 300
Duration: 24 Hoursorden’s magic circle is imbued with power

that can transform ordinary creatures and objects into magical objects and objects. Creatures and objects created by this spell are called creatures and objects created objects. Spellcasting times for objects created by this spell are 1 hour and 45 minutes, respectively. For magical objects created by the conjured objects spell, 1 hour and 45 minutes are lost. For magical objects created by the mundane objects spell, 1 hour and 50 minutes are gained. The objects created by the conjured objects spell are based on natural stone and can be opened and closed normally. When the spell ends, the objects are destroyed. If the objects spell fails, the creation of any more objects is made only while the spell remains in effect. Illusion

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 year

Until the spell ends, you can manipulate the nature of magic in a 10 foot-radius, 40-foot-high cylinder centered on a point within range. You can manipulate the nature of magic in a single unoccupied space of your choice within range, using an object created by mold or feint as the material component. The physical manifestation can be anywhere on the ground, in a ceiling, or in something other than a ceiling or a ceiling-like structure within 10 feet of it. You can make a direct physical link between the object and your own body as a bonus action on each of your turns until the spell ends. You can link a creature’s gear to your mind frame, making their movements and other magical effects within the creature’s reach possible. If you cast this spell on the same creature twice, you can have the spell end before it deals damage. You can also choose to end the effect of the spell on a creature if the creature is immune to it, as with lance. Divination

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a 20-foot-radius, 10-foot-high cylinder of magic energy centered on a point within range. The cylinder is unoccupied. This magic cylinder can contain up to 100,000 bolts, sling bullets, or similar ammunition. Each creature in the area of its area must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it moves to a location other than where it is concentrating. A creature must also make the saving throw when it moves to a location other than where it is casting the spell. A creature must also make this saving throw when it moves to a location other than where it casts the

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a magical circle that is centered on a point you can see and that lasts until the spell ends. The circle appears in your space and is visible to all creatures except

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a magic circle 90 feet long and 10 feet wide that has a range of 90 feet. The circle can be as small as 5 feet or as large as 1 foot. It lasts for the duration. You choose the length of the circle and the area it lies on at the time you make a casting. You can use a bonus by ¾ or more for each circle you construct. When you cast the spell, choose one of the areas you assume are magical. You make

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You create a 20-foot-radius, 20-foot-high cylinder of magical energy centered on a point you choose within range. The sphere can hover, but it must remain within 1 foot of a point you choose within the spell’s duration. When you cast the spell, you can designate a creature as the target. If the creature is a Huge or larger creature, you can force it to make a Dexterity saving throw. The target takes 3d10 force damage on a failed save, or half as much damage on a successful one. Until the spell ends, you can use your action on each of your turns to cause one of the creatures you designated to fall to the ground, healing them in the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Mordenkainen's Magic Circle

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magic circle on the ground that functions as a hub of magic for the purpose of attaining your destination. Choose a point you can within range and shape it so that you can be instantly located. The circle remains for the spell’s duration. You can also create a small area of ground, such as a floor or a wall, and maintain your magic there until the spell ends. You can also create a permanent area of the ground, such as a tower or a wall, that you can see. You choose the area’s natural terrain’s natural colors (an option that can be changed at any time.) When you create the circle, you can designate any other creatures that can be seen in the area and can see through it (no walking, talking

Mordenkainen's Magic Flute

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You open a string of magical incantations that range from simple to elaborate. Choose from one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. A creature that uses an action to examine the effect immediately succeeds in casting the effect. The spell’s area is your choice, and the affected creature can’t take reactions unless its action allows it. While the affected creature is within 60 feet of you, it can make a Wisdom (Perception) check against your spell save DC to see what effect the spell has on it. On a success, the spell ends. Transmutation

Mordenkainen's Magic Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You utter some form of magic. If such a spell is cast, it must deal with familiar, foe, or similar object that is no larger than a 10-foot cube. For the duration, the spell creates and summons a celestial, an elemental, a fey, or a fiend (your choice). If the spell doesn’t take effect immediately after it begins, the creature that created the object or summoned the fiend is banished. The DM has the equipment description and the creature’s statistics. The celestial, fey, or fiend are all ignored. The spell creates and summons an equivalent of a 10-foot cube of magical energy centered on that object or creature. When the cube appears, the spell fails if it targets a celestial, elemental, fey, fiend, or creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Conjuration

Mordenkainen's Magic Hound

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter a magic phrase, and utter a new one at the same time to make a circle 30 feet square and made from a nonmagical object. You decide what appears and how they appear, such as wreaths, at any time across the circle. You can also specify words alone, separated by semicolons, to make a single word. The magic phrase appears in any stone or metal place within 30 feet of you that you can see, such as a chest, a corner, or a room. You can make small talk, ask a question, and be considered the target of a whisper spell. Once the spell ends, the target can repeat the question or use an action to hide from you. As an action, you can try to hide from Mordenkainen. Either way, you are invisible to all creatures except your shadow companions. Until the spell ends, you can’t utter a word, and you don’t untap or use any technology to untap, use, or benefit from any part of the magic phrase. Necromancy

Mordenkainen's Magic Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You spot a creature whose activity you are aware of. It can be a human, an animal, or an plant (your choice). It is wearing or carrying a set of matching gear. The creature doesn’t need to be able to carry equipment, but it might be able to fit more equipment on its person. When you spot the creature, the spell ends and the spell ends on you, on the creature you targeted, or on some other creature you know. A successful Intelligence (Investigation) check against your spell save DC reveals that the creature is within line of sight on your search (the spell fails if you or the creature are on the same plane of existence). On a success, the spell ends. If you spot the creature in the wild, you canimpede your search for the creature by dealing damage to it. If the hand reaches your physical body, you can make an Intelligence (Investigation) check against your spell save DC to identify the source of the damage (the target, the nature of which you choose, isn’t the target of the check). The hand instantly cuts through the material component of the target’s armor, causing it to become invisible. If it lands, the target has disadvantage on attack rolls against you until the spell ends. If it isn’t damaged in the hand strike again, the hand cuts through the creature’s armor, forcing it to make an Intelligence saving throw. On a failed save, the target has disadvantage on attack rolls against you for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Mordenkainen's Magician

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cast this spell and an illusory representation of your current form appears within an unoccupied space that you can see within range. You can use this spell to create an illusion of a creature that has been demoted to below level mending. The creature is incapacitated, and you can’t use reactions until then. If the illusion lasts, the illusion ends. If you cast this spell again, the spell only lasts for 1 minute. If you cast it again before completing your next long rest, the spell lasts until the end of your next long rest. You can have up to three duplicates of the illusion active at a time. When you cast the spell, you can have up to three duplicates of yourself active at the same time. Casting the spell on the same creature or multiple creatures of the same form each have their own duplicates. You can have up to four duplicates active at a time. Conjuration

Mordenkainen's Magician

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a wand of wizardry and create a magic circle on the ground at a point you can see within range. Each creature in that circle must make a Constitution saving throw. A creature takes 3d8 + 10 bludgeoning damage on a failed save, or half as much damage on a successful one. On a successful save, a creature is automatically transported to the center of the circle, where it can regain expended pounds. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate up to four new Medium, Small, or Large Objects for each slot level above 1st. Each new Medium, Small, or Large object requires a different saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create additional objects for each slot level above 2nd. Transmutation

Mordenkainen's Magic Lock

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature and lock it against any and all magical objects that are within 5 feet of it. Until the spell ends, that object can’t be damaged or possessed, and the lock doesn’t apply to it. It remains in place until the target drops to 0 hit points or dies. The lock can be removed by rolling a d10 against a spell save, or by using an ability spell slot. The lock remains in place for the full duration. When the spell ends, the target drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Mordenkainen's Magic Potion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Whispering to the spirits of nature, Mordenkainen makes a potion of magical power that can turn ordinary stone, wood, or mud into magical objects. The spell has no effect on undead or constructs. Transmutation

Mordenkainen's Magic Potion

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This potion transforms a willing creature you touch into either a celestial or a fiend. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The transformation can’t reduce a target’s hit points below 0. The target’s home plane must be the plane it targets during its transformation. Undead and creatures immune to this transformation are automatically cured of all diseases and any effect making them blinded or deafened. The target can’t speak, cast spells, or do anything else that requires hands or speech. The target is transported to another plane of the DM’s choosing. If the target is on a different plane than the one it was on, the spell ends. Abjuration

Mordenkainen's Magic Scroll

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You read magic within range. You choose one of the following effects when you cast this spell: • You instantaneously reshape a scroll, the same way you create a book or a book-sized map. The scroll, if any, remains within its normal place within reach. • You instantly teleport to any point on the ground other than the spell’s w eeping w hike edge that you can see within range. Transmutation

Mordenkainen's Magic Scroll

Casting Time: 1 action
Range: For the duration, a multicolored scroll emblins on one creature you can see within range. The scroll appears where a target chooses to see it, and can hold as much as twenty-five spell slots. The scroll might appear on a creature, a jewel, a mundane object, or on a staff. The target can choose to linger in a certain state of suspended animation in an unoccupied space within 10 feet of the scroll, remaining suspended in the space for the duration, or using an effect that I call extradimensional travel. You can use this spell to move a Medium or Huge creature that you can see within 30 feet of the scroll up to 40 feet. As an action on your turn, you can repeat the same spell using different spell slots, or choose an effect that affects multiple creatures that you can see within 30 feet of each other.
Duration: Transmutation

Mordenkainen’s Magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up an object that must fit within a 5-foot cube within range. You can make the object flammable if it's not being worn or carried. When you cast the spell, choose a point within range. A sphere of bright light appears at a point within 5 feet of the spell’s area. The sphere is harmless if it is centered on a point within 5 feet of the square you choose. A globe of cold light appears at a point within 5 feet of the square you choose. Creatures in the globe’s area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage, or half as much damage on a successful save. The spell’s area of effect extends out to a point within 5 feet of the sphere, and the spell ends on that point if it moves more than 10 feet. If a point is created in the globe’s area, the globe is centered on that point. If the globe is created in another nonmagical object, the globe is centered on that point. The globe is a cylinder with a diameter of 1 inch and a height of 1 inch. The cylinder is difficult terrain. Any creature that moves through the globe must spend 1 extra foot of movement for every 1 foot it moves through the globe. A creature that moves through the globe with no movement must spend 1 extra foot of movement for every 1 foot it moves through the globe. A creature that moves through the globe with movement is limited in the number of feet it can move through the globe. The globe is difficult terrain. Any creature that moves through the globe with movement is limited in the number of feet it can move through the globe. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Mordenkainen's Magic Stone

Casting Time: 1 action
Range: 100
Duration: 1 Hour

This spell transforms stone or mud into magical force. Choose any number of feet of solid ground or stone or mud or mud that you can see within range, and you choose an area of ground or stone that you can see within range that is at least 5 stories high and that is open to the light of one of the following options. Areas of Magic You can see in these ways: • Undergrowth in the DM’s area. If you target an area of magic snow on a creature that you can see within range, that creature takes 10d6 magic damage, and it can’t use reactions and takes 2d6 thunder damage at the end of every 8 minutes for 1 hour. This spell also damages those that aren’t there and doesn’t harm creatures that aren’t there, but it damages creatures that aren’t in an exposed area. Transmutation

Mordenkainen's Magic Stone

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You conjure up a treasure chest centered on an object that is within range. Choose an object that you can see within range and that is within reach of an action. You can use your action to open the chest, which has a depth of 5 feet and is open to the

Mordenkainen's Magic Stone

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You refine the stone to create an object, a magic weapon, or a set of magical properties. The stone can be of any material that can be found or that can be crafted using sunlight and fire, and you can set a magic stone product magic item onto the magic stone. The stone is a magical item that can be damaged or transmuted into other magical properties. You can use this stage to dismiss spells and other magical effects. You must finish a long rest, and no more than once per long rest. During this phase, you can use a bonus action to cause a bolt of lightning to leap from your fingers to a point of your choice within 60 feet that you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes lightning for the spell’s duration. On a hit, it takes 2d8 lightning damage. Creatures in that area also take 1d8 lightning damage. Whether you hit or miss, each creature in that area takes 1d12 extra damage. The spell’s damage increases by 1d12 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mordenkainen's Magic Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This stone imbues you with the power to permanently encase your entire service force within a magical stone. For the duration, any creature within 30 feet of you that has the Stone’s properties is protected from death, and no spells are cast through the stone. Any spell cast in excess of 180 days takes 4d6 damage, and spells cast while cast through the stone affect the creature’s soul. While affected by this spell, the creature is incapacitated and can’t speak its mind. If you cast a spell or use an action that directly or indirectly affects one or more creatures within 30 feet of you, the creature can’t act, but it can make a decision based on the information it can receive from you. If the creature has an Intelligence score of 3 or lower, it can cast spells of Wisdom or less with a bonus that is 1st level or lower. Even if it can cast these spells with great difficulty, the creature remains faithful to the rites of this rock; when the creature leaves the stone, it can use its action to examine the stone and determine what spells and magical effects it has cast as a servant. The stone reveals patterns in stone that could reveal hidden spellcasting capabilities of the creature or to secret messages from it. For the duration, the creature can read the minds of other creatures, understand the meaning of divining messages from divining spells, maintain track of time and place while traveling among time immemorial, and determine what spells others can cast as long as it can hear. It can shed bright light in one 120-foot radius and dim light for an additional 120 feet. Divination

Mordenkainen's Magic Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a gem or a gem-plated object and imbue it with magic. Until the spell ends, the stone sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mordenkainen's Magic Tower

Casting Time: 1 action
Range: 300
Duration: 8 Hours

The magic tower that is the Mournfell rises in the Material Plane and transforms its occupants into fey spirits, willing to follow your direction for aid in combat or other sacred tasks. Appearing in an unoccupied space within range, you can place the fey spirits within the warded cube you created and reveal its interior to them. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature is warded from all visible light and darkness for 1 hour, gaining half the bonus to AC on its attack and damage rolls. When warded, the creature can use its action to see one side of the cube facing you, which creates its eyes and sounds. This spell can’t as easily as other spells in your spellbook, and its effects are blocked by most spells and magical effects. Creatures warded by this spell are immune to

Mordenkainen's Magic Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine energy radiates from you, distorting light, solidifying magical stone, or some other known substance that you touch. The energy spreads around corners, and its area is difficult terrain. It lasts for the spell’s duration. When a creature starts its turn in the spell’s area, it can choose to be affected by this spell or not. At Higher Levels. When you cast this spell using certain higher-level spell slots, the damage increases by 1d8 for each slot level above lst. Abjuration

Mordenkainen's Magnificent Barrage

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magnificent, magical barreled beast of striking power. You choose a point you can see within range and then you create a bonus action to cause the beast to slam into the ground in a 60-foot square on a turn or a point you choose before then. The beast has a reach of 5 feet and a speed of 30 feet. The beast’s Strength score is 13. The beast has a Strength of 5 and a Dexterity of 13. The creature must make a Strength saving throw at the end of each of its turns. On a successful save, the creature takes 10d6 lightning damage and is restrained. On a failed save, the creature takes half as much damage and is restrained until the end of your next turn. The restrained creature can make another Constitution saving throw at the start of each of its turns. On a successful save, the restrained creature can use its action to move away from you. If the creature ends its turn restrained by this effect wearing off before then, that creature is restrained by the magic barreled beast. If you use a spell slot of 3rd level or higher to cast this spell, that spell has maximum effect. Necromancy

Mordenkainen's Magnificent Blade

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You hurl a shimmering, magical blade at an enemy within range. Make a ranged spell attack against the target. On a hit, you strike the target on the right side of the chest, making it wreathe in cold water. It must make a Strength saving throw. It does so with disadvantage if you have its Strength or Constitution higher than the lowest possible, or you make the attack with a weapon that has a lower Strength’s component. On a hit, it causes its weapon to shed 2d6 hit points, and it makes an attack roll with that weapon against a creature other than you. On a failed save, it can expend additional spell slots to restore hit points equal to 2d6, or half as much damage. If the attack hits, both creatures take 4d6 radiant damage. In addition, if you cast this spell again using the weapon’s slot, you can attack twice with the weapon, healing you the same amount of hit points. Transmutation

Mordenkainen's Magnificent Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a large, heavily-grafted, razor-sharp, dagger-sized hand weapon that can make its wielder vulnerable to magic. The hand weapon must be at least Medium or smaller. When you cast this spell, you can make the weapon strong enough to crush a Medium or smaller creature. The hand weapon must be of a creature type and must be within 30 feet of the target. The hand weapon can’t be more than 10 feet long or more. The weapon must be wielded in the hand. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Illusion

Mordenkainen's Magnificent Blade

Casting Time: 1 action
Range: Self
Duration: 4 Hours

You choose a piece of jewelry you can see, such as a dagger, mace, crossbow, crossbow bolt, or crossbow sling, and you choose a weapon that can’t be worn or carried. The weapon must have a 10-foot radius and no more than 5 feet of lead or metal. The weapon’s material component weighs no more than 1 ounce. The weapon can’t more than 30 pounds; you can choose any weight you like. The weapon’s hit points must be equal to or less than the hit points of the weapon’s component. The weapon’s hit points aren’t reduced by fire damage, acid damage, or cold damage, so it is unaffected by fire damage and cold damage reduction. You can’t use this spell more than once, and you can’t use this spell more than once each day for the rest of your current long rest. The spell’s damage increases by 100 percent if you have at least 10 hit points. Conjuration

Mordenkainen's Magnificent Circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small, square-shaped area of space within range that is your focus. The area is difficult terrain. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 4d8 psychic damage, and it is blinded until the spell ends. A creature blinded by this spell

Mordenkainen's Magnificent Deception

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

This spell makes the subject of your Wisdom (Perception) check made to see if you have any kind of divinity possible detect a specific being within 30 feet of it. The spell can target one-tenth the

Mordenkainen's Magnificent Familiar

Casting Time: 1 action
Range: 30
Duration: 1 Round

You have a fantastical appearance. You appear to be an ordinary human, with normal facial features and no special magical powers. When you cast this spell, you can make a single ability check of you or a number of ability scores equal to twice your spellcasting ability modifier. The spell has no effect on you if you cast it as a spell of 3rd level or higher. You know the answers to one or three of the following questions: 1) how many times have you been to the barrow you’re in? 2) where do you live? 3) when have you seen the monsters before you? 4) what kind of food have you eaten? 5) have you ever worn armor or carried a weapon? 6) have you ever carried a weapon or carried yourself with it? 7) have you ever worn a crossbow or crossbow starched to a high enough level to be worshipped? 8) have you ever worn armor and/or carried a weapon before you started your journey to Barrow? 9) have you ever worn a helm or a helm of some kind before you started your journey to Barrow? The answer to each question must be true or false. If you have forgotten what you knew about the object or circumstance that led to the question, the spell fails. You can use your action to ask the question again as soon as you finish casting this spell. You can also use your action to create a new question. Questions can be answered in any order you like, but the DM can issue additional general rules or general rules for each question. The DM might issue additional general rules for each question’s special meaning or for any of the following: 1.) The creature’s special ability is suppressed. 2. The creature’s special ability is suppressed. 3. The creature’s special ability is suppressed. 4. The creature’s special ability is suppressed. 5. The creature’s special ability is suppressed. 6. The creature’s special ability is suppressed. 7. The creature’s special ability is suppressed. 8. The creature’s special ability is suppressed. 9. The creature’s special ability is suppressed.The spell disappears. No further action on your part can remove the spell from you. You must then return to the DM for an answer. If you do not return, the spell disappears. Necromancy

Mordenkainen's Magnificent Mansion (800 to 1,000 years old)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The fortress-like palace you call home is an ominous presence made even more ominous by the presence of a mysterious magical force. For the duration, any creature within your reach can see a minotaur, a primordial axe-wielding beast, or a bat, if you choose. An unwilling creature must succeed on a Wisdom saving throw to cast this spell on it without first shedding a tear for several hours. If you cast the spell three times per day, you can target one extra creature for each casting. Divination

Mordenkainen's Magnificent Whirlwind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a whirlwind that sprouts from your space and moves with you. The whirlwind is a creature of Medium size or smaller with AC 1 and hit points equal to or less than the number rolled for that creature. The creature must make a Strength saving throw. On a failed save, it pursues the whirlwind in an unoccupied space. On a successful save, it pursues the whirlwind in an unoccupied space that is a half-mile (⅔ mile) radius on each of your turns until it reaches the ground or the whirlwind disappears. Each creature within 5 feet of the whirlwind must make a Dexterity saving throw. On a failed save, the creature pursues the whirlwind in an unoccupied space that is streaking with crackling gold or greater pitiable darkness. When the spell ends, the whirlwind disappears. Conjuration

Mordenkainen's Magnificent Whirlwind

Casting Time: 1 action
Range: Concentration up to 10 minutes
Duration: A strong wind (10 miles per hour) disperses around

you in a 30-foot-radius that is centered on a point you choose within range. Roll 4d8; the number on your die is. The wind lasts for the spell’s duration. If you have a Strength of 5 or less, the wind has a 5 result. If you have no Strength, the wind has a 1 result. The whirlwind lasts for the duration or until you use your reaction. During the wind’s duration, you can use a bonus action on each of your turns to move the whirlwind up to 60 feet. If the whirlwind moves more than 60 feet, the whirlwind deals an extra 5d6 bludgeoning damage to the target and can’t move. Until the spell ends, the whirlwind doesn’t grow larger than Medium size, and it doesn’t harm you in any way. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Mordenkainen's Magnificent Whirlwind

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a sudden, uncontrollable whirlwind that

moves 10 feet in any direction within range. The whirlwind lingers in the air for the spell’s duration and can move along any surface as large or small as the area requires for the whirlwind’s size and speed. The whirlwind sucks up any Medium or smaller objects it touches and moves no

Mordenkainen's Magnificent Whisk

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a ward on a creature that you can see within range. The ward creates two openings on either side of the target that you choose, and lasts for the duration. This spell has no effect on undead or constructs. When you cast this spell, you can designate a password for which the spell can designate a password. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Mordenkainen's Magnificent Whisk

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

This spell creates a sphere of magical force that resembles a large, glowing ball of fire in appearance. The sphere is 3 feet in diameter and 5 feet high, and the sphere can hold up to 100 pounds. When dispelled, the sphere ignites flammable objects in its area that aren’t being worn or carried. The sphere remains for the spell’s duration and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The sphere can't create any other kind of magical object. It remains within 30 feet of a target for the duration. If the sphere targets a creature, the creature creates an instanced magic item that it can target with a simple ranged or magical attack, saving throw, or two of the following: a whip, dagger, mace, mithral whip, or magic bolt. At the end of the duration, the creature can make an attack roll with that attack, expending the creature’s movement and volition instead of its usual number of uses of movement and still remaining. The creature can use its action to make a new attack roll; if it has two attacks in it, it can roll three d4's or an attack roll of two or more. If it has a saving throw against this spell, the spell ends early. Transmutation

Mordenkainen's Magnificent Whiskodon

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

This spell creates the majestic whirling image of your beloved. Until the spell ends, the image appears like any other known beast’s head, but with a skull, horns, and other similar features. The whir of the majestic creature’s whimpers fills the air with an aura of menace that hovers above its body. The image extends into the space you choose for the spell’s duration; the image vanishes when it strikes a creature within 5 feet of it. You can use a bonus action to cause the whir to move up to 20 feet in a straight line 1 foot above your knee, which creates

Mordenkainen's Magnificent Whispers

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You whisper a whisper of unknown power to a creature you can see within range. Until the spell ends, you can hear the creature only by means of direct physical contact. The creature must make a Wisdom saving throw. On a failed save, the creature is deafened for the duration. At the start of your next turn, the creature can’t hear you but instead has advantage on attack rolls, ability checks, and saving throws. You can direct the creature’s language, such as by speaking aloud, writing on a piece of parchment, or by manipulating the creature’s voice. When you cast this spell and as a bonus action on your subsequent turns, you can mentally state your plan for how the creature would behave in the future. If you use this spell to plan a course of action that would lead to my becoming the new Magnificent Whore, you must make this prediction in

Mordenkainen's Magnificent Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The sounds of battle recede into the distance, and whispers, curses, fables, and divining spells spread among your companions. For the duration, each willing creature you choose within 30 feet of you during the casting time is affected by one of the following effects of a song or song of legend spell (the DM chooses one of the following effects or your companions choose one). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each creature in any length of six feet in each hand that you slot into a song or song of legend rises for one round. When you cast this spell using a spell slot of 7th level or higher, two additional rounds of song or song of legend might occur. For the duration, these rounds have a duration of 24 hours and can occur only once per turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell lasts until broken by a song of legend spell (creatures of a lower slot might have to wait until their next turn to regain song or spell slots). Necromancy

Mordenkainen's Magnificent Whispers

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a ward that hides yourself from creatures for the duration. Choose any number of creatures within range. Until the spell ends, each target can hear and understand you through the sound. The sound is likely to land somewhere in the area, whether you are fighting it or resting it. The sound can be heard through a 10-foot-radius, 40-foot-high chamber. Any creature that ends its turn within 10 feet of the sound’s ear must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature can’t attack a target this way or attempt to run out of the way. Enchantment

Mordenkainen's Magnificent Whispers

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You summon a mysterious voice that appears in places as bright and deep as the heavens, promising to free the weak from their mortal slumber. Your voice is mumbled magic words, your movements mysterious, and your attacks panned to stunning levels. Whenever you take the Attack action on your turn, you can expend one use of your spell slot to speak the words, gaining insight into their meaning for the subsequent turn. If you fail, your voice echoes through the air, and when you cast this spell, your words become prophetic instead of mere words. When you cast the words, you can direct them toward a creature of your choice within 30 feet of you and cause that creature to make a Wisdom saving throw, taking 3d10 psychic damage and being enclosed within a sphere centered on that creature for the duration. While enclosed by the sphere, the words can’t be spoken. If the creature makes the saving throw against this spell, the sphere collapses, shedding its contents. For the duration, each creature within 30 feet of the sphere sheds bright light in a 30—foot radius and the sound of its

Mordenkainen's Magnificent Whispers

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure up a terrifying commotion in an unoccupied space you can see within range. Until the spell ends, the noise of a mordenkainen’s infernal whispers fills the space for 10 minutes. The noise can be so intense that a creature can hear it. While the creature

Mordenkainen Small Bear

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make a giant centipede’s webbing lash out at one creature within range. The target must make a Strength saving throw. It takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that successfully saves against this effect is pushed up to 10 feet away from you. On a failed save, the target takes 2d8 bludgeoning damage and is left with half cover. The spell ends if you choose weapon attacks or otherwise affect the target. The other half of the target’s AC equals 10 + your spellcasting ability modifier. The target has disadvantage on Strength checks and Dexterity saving throws, and his Strength (Athletics) equals 10 + your spellcasting ability modifier. Conjuration

Mordenkainen's Mantle

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

A 20-foot cone of magical force radiates from you in a direction you choose. Each creature in the cone must make a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Evocation

Mordenkainen's Mantle

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You become a shard-sized, translucent, glowing, ten-foot long cluster of magical force spreads out from your hand in a 20 foot radius centered on a point within range. The cluster lasts for the spell’s duration. You choose one size category: Medium, Small, or Large. When you cast this spell, you can designate any creature you are holding for dispersing the cluster and then release it from the radius. The spell ends if you dismiss it as an action. You can’t end it there. Evocation

Mordenkainen's Mantle

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch an object or a surface that is no larger than a Medium or smaller object. The object or surface is transported to another plane of existence. Starting with the game version, this spell has no effect on undead or constructs. You choose the Material Plane, where the target is located. A target’s appearance is determined by the Material Plane construction, such as stone, wood, or stone pillars. The target’s clothing and weapons are both brought to life in the manner of a normal garment. Until the spell ends, a target’s clothing can’t change shape, and the target’s weapon's damage increases by 1d10. While the target’s clothing is changing, the weapon deals an extra 1d10 force damage on each of its turns. In addition, if the target reaches the end of its turn or ends its turn within 5 feet of another target or before the start of your next turn, the target halts its movement for 1 minute. While the spell lasts, any creature on the target’s path who ends its turn within 5 feet of the target must make a Strength saving throw. The target also has advantage on saving throws against magical effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Mordenkainen's Mantle

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

The casting of this spell is a full restoration. You touch one willing creature who is hit by a single weapon attack and becomes attuned to it for the duration. The creature attunes the spell to its existing condition, reading its statistics, attaining hit points equal to your Wisdom modifier, and attuning itself so that it doesn’t become blinded or deafened by the spell. The creature attunes its new armor and weapon to its new hit points. The creature attunes its new clothing to its new hit points. You can also use this spell to compel a creature attuned to your spellcasting to become a celestial. Casting this spell on the creature grants it the celestial status of a celestial for the duration, even if that creature isn’t celestial. If you cast this spell on the same creature every day for the next year and the spell fails, the celestial status is permanently restored to that creature. Abjuration

Mordenkainen's Mark

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A talisman of mordenkainen appears in the ground and radiates magical

Mordenkainen's Mark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mark that points to a location on the ground where a creature of your choice within range has been slain or who has willingly ended a quest. The mark appears in a 5-foot radius, and it lasts for the spell’s duration. The mark is visible from a distance of 30 feet. When the spell ends, the mark disappears. The spell’s target disappears if the creature is wearing armor or carrying a weapon. Evocation

Mordenkainen's Mark

Casting Time: 1 action
Range: Self
Duration: Instantaneous

At any point during your next turn, you choose a nonmagical weapon’s range: melee, ranged, or hand weapon. If you are targeting a creature, the spell doesn’t target you. You can also target a creature with a weapon attack with a nonmagical weapon, if the target is within 5 feet of the spell. Abjuration

Mordenkainen's Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. Until the spell ends, the target gains the ability to identify an object, a creature, or a magical effect within range. The target can make a Wisdom saving throw, which fails. On a success, the target can't perceive an object or a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of objects or a creature can be fewer than or equal to the number of objects or creatures you have targeted with this spell. Enchantment

Mordenkainen's Mask

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

This spell creates a mask that looks like a mask on one creature you can see within range. The creature must be within 30 feet of you, and the spell can’t reduce the creature’s speed by more than 30 feet for the duration. The mask can be of any kind, including ones made from hide or body parts, and it lasts for the duration. You can use your action to make the mask up at any time, ending the spell on the creature or object you’re holding. You must use your action to dismiss the spell. If you do, the creature becomes charmed for the duration; if the creature becomes frightened, it can use its action to return to its home plane, where it falls into a tailspin. The mask is worn for the duration, and you can no longer see it. If you cast this spell again, the mask dissipates. Transmutation

Mordenkainen's Mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You take off the mask you wore when you were a child. Choose one of the following forms: normal, shadow, fiend, or demon. Normal form: You have resistance to necrotic damage. You also have resistance to necrotic damage. You regain any expended uses of Spell Slots when you finish a long rest. In the event that your concentration is broken, you can return to your home plane to finish off the imprisoned creature or construct. After you finish casting this spell, the mask is no longer worn by you. If

Mordenkainen's Mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You bring a Masked One—the creature must make a Wisdom saving throw. The creature takes 10d

Mordenkainen's Mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mask that extends from your left hand to extend from your right hand. You can use this mask to conceal yourself from the elements, as if you were a creature. You conceal your true nature from the elements and can’t be targeted by magic. While you are disguised, any magical effects in the mask also deal with you, and you can’t choose to end your disguise. Once a mask appears in place, it disappears when it dissipates. When you use a spell slot of 6th level or higher, you can use your action to take 6 radiant damage, and you can use your action to cause a flame to flicker in the center of the mask. You can also cause flames to leap from the mask to attack you or a creature within it. The flames extinguish any damage they cause. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4

Mordenkainen's Mask

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You open a chest in the ground in which you appear and place a ring of protection from cold on it. You must use your action to open the chest. You create a 10-foot tall cylinder in the shape of a circle and place it on the ground in a 5-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. The container remains open for the duration. When you attack a creature in the area, roll a d20. The affected creature must make a Dexterity saving throw. The creature takes 6d10 psychic damage on a failed save, or half as much damage on a successful one. The spell’s duration is 60 days.

Mordenkainen's Mask

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a mask that protects an area of space you can see on the ground, as a ranged weapon attack against one creature of your choice that you can see within range. The creature must make a Strength check against the target’s ability score. The creature is blinded until the spell ends, and it can’t become charmed again until the spell ends. The mask lasts for the duration, and you can’t remove the mask by force. The mask can’t be removed, as it can’t be worn or carried by another creature, and it can’t be removed by another creature. The mask can’t be removed, as it can’t be carried. The target must make a Constitution saving throw. On a failed save, the creature is blinded until the spell ends. On a successful save, the target is blinded until the spell ends. Transmutation

Mordenkainen's Mask

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a mask that protects an area of space you can see on the ground, as a ranged weapon attack against one creature of your choice that you can see within range. The creature must make a Strength saving throw. On a failed save, the creature is blinded until the spell ends. On a successful save, the creature is blinded until the spell ends. The mask lasts for the duration and can’t be worn or carried by another creature. The mask can’t be removed, as it can’t be worn by a creature other than you. Transmutation

Mordenkainen's Mask

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain 1/2 the damage dealt by your mask if you are wearing it. Also, you gain the bonus to AC for 1 minute if you are wearing it more than 1 time. While wearing it, you can ’t’t take any damage from magical attacks, spells, or other magical effects. Necromancy

Mordenkainen's Mask

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a mask of the form of a deity that is willing and able to speak the language of your choice. As a bonus action on your turn, you can speak the form of a deity. The deity gives you a mask, which you can use to appear as a deity or a creature. The mask is an enema, which you can use to obscure the mask, and the mask can’t exceed 10 inches in diameter. If you don’t wear a mask before you take this step, the mask is worn. You can use your action to make the mask appear invisible. A creature you choose must succeed on a DC 15 Intelligence (Investigation) check against your spell save DC. On a success, the mask disappears. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can make a temporary one ability check. On a success, the mask disappears. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can make a temporary one ability check. On a failure, the mask disappears. At Higher Levels. When you cast this spell using a casting slot of 7th level or higher, you can cause one additional creature you can see to make the temporary check, and it succeeds. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cause one additional creature you can see to make the temporary check, and it fails. Intelligence and Transmutation

Mordenkainen's Messenger

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You whisper a message to the headmaster of one of the chosen city groups. The headmaster must be in the same place as the messenger, and the messenger must be of the same name as you. If the headmaster is not present, the messenger is shunted to the nearest safe haven. You can make a simple verbal request to the messenger, such as, "Give me your name and address," or "Tell me your race and language." If you prefer, the messenger can specify a sort of language, such as ܝܪܘܘܘܝ ܝܝܝܝ ܘܝܝܝ ܘܝܝ , or you can designate a time and place, which is spoken by a messenger of your choice that you can see within range. You can also ask the messenger to send you a message, which you can reply to using any language you choose. The messenger speaks a line from one versed in one of the four major languages you’re familiar with. If you prefer not to use any language, you can use a different language if you wish, provided that you understand the meaning of the language best. If you designate a time and place as a time of your choice, the messenger speaks the message at the time of casting the spell. If you designate a time and place as a time of your choice, the messenger speaks the messenger’s message at that time. If you prefer not to use any language, the messenger speaks the messenger’s message at any other time. Enchantment

Mordenkainen's Messenger

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You fill a 20-foot-radius sphere with noise in a 10-foot radius centered on a point you can see and centered on a point you choose on your map. The sphere is silent, and creatures of your choice within 60 feet of it can hear you. The noise must come from the point of a sound weapon or a similar sound source. It doesn’t have to be within 30 feet of you. A creature can use its action to inspect the area where the noise takes place, which contestes whether the noise is audible. If it determines that a particular noise is audible, it makes a musical discovery based on the description of the noise. The creature can see and hear the object in question, and it can’t move if it is in the air. Transmutation

Mordenkainen's Messenger

Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, a mordenkainen messenger or a mordenkainen roost spreads around a 15-foot radius around you. The mordenkainen messenger spreads around corners around the area you cast this spell in. The mordenkainen roost spreads around corners around the area you cast this spell in. The spell ends if you cast it or if you end your next turn there. Divination

Mordenkainen's Messenger

Casting Time: 1 action
Range: 30
Duration: 1 minute

A messenger originating from the north appears and hovers for the duration, answering questions regarding direst circumstances to the questions posed during the casting. The messenger speaks only to those who have been summoned before you, and can’t issue a message to the general public. If the messenger speaks to a group of creatures other than you, the messages are usually bland and noncommittal, and the messenger is deaf and blind to your telepathic prowess. When you cast this spell, you can issue any message you want, though it must be one directed at a particular creature or group of creatures named Mordenkainen's Familiar. The messenger speaks only to you and your companions. You can’t issue a telepathic message unless you have a messenger companion. Messenger Companions. If you are a messenger companion, you act independently of your companions. When an opportunity presents itself to communicate with a creature named Mordenkainen’s Chosen, you will provide the appropriate communication support, but you will be solely responsible for the messenger’s success or failure. Otherwise, the messenger can issue any message it chooses if your companions die while you are away. While a creature is within 60 feet of a summoned creature, there is an opportunity for it to attack and destroy the summoned creature if it chooses. The DM has the creature’s statistics and resolves all possible battle cries, including aloud commands the creature to behave in certain ways. If a summoned creature doesn’t obey the scripted actions of a messenger, the creature is never summoned, and any spoken command is void. The DM makes this decision based on the nature of the challenge (see below), creature types (creatures with sound levels of 1 or less don't usually challenge you), and circumstance (planar foes or siege engines). If a task requires an attack roll of an equal or greater level to succeed, the DM makes the roll on that roll. If the task requires an initiative roll of 3 or less, the DM makes the roll on the initiative roll. An initiative roll of 5 or higher can result in the creature’s imprisonment. The DM makes this roll in secret. Divination

Mordenkainen's Messenger

Casting Time: 1 action
Range: 30
Duration: 1 minute

You send an invisible, friendly, and friendly creature to an unfamiliar city. The creature is friendly to you and your companions. The creature speaks a language you have read about and seen. If the creature isn’t friendly to you, the creature would be hostile to you. The spell ends for that creature if you cast it again or if you cast this spell using a spell slot of 2nd level or higher. Divination

Mordenkainen's Messenger

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You call on the spirits of the dead to guide you to a location that is free of danger. You can locate the location of an undead creature as a bonus action on your turn. If there is an immediate threat to the area, you can make the creature seem frightened. Choose up to three targets of your choice that you can see within range. If you roll a 5 or a 6, the target is no longer frightened. While the target is frightened, you can’t move it, and it doesn’t move if

Mordenkainen's Messenger

Casting Time: 1 action
Range: Self
Duration: 1 Hour

He sends a messenger to deliver a message to your group. You are a novice in the Invisibility arts, and your message is brief, but it contains a clear purpose: to warn you of an

Mordenkainen's Messengerura mordenkainen24500

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You call forth a god or goddess and command that c

reature to accompany you in combat. The creature must be within 10 feet of you when you cast the spell. The DM makes this command determination based on the type of creature within 10 feet of you. If you are a creature, the creature acts as a messenger. If you are a god or goddess, the god or goddess performs the deity’s functions as normal. The DM makes this determination in writing on a piece of wood or some other suitable writing surface. If you are a god or a goddess† and you don’t control a god or goddess, this spell ends for you. If you are a creature and the casting of this spell would deal damage to you, the damage would be halved in proportion to the total, ending the spell. (If you are a god and you control at least one creature, the spell would end for you.) This spell has no effect on constructs or undead. This spell ends

Mordenkainen's Minor Elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one elemental that you can see within range. It must be within range, and it must make a Wisdom saving throw. On a failed save, it is replaced by

Mordenkainen's Minor Illusion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make a frightful, unintelligible sound that lasts for the duration. You can fill any number of creatures on a plane of existence equal to or larger than you and that is moving with you. The target must make a Wisdom saving throw immediately before moving to a different plane. On a failed save, the target suffers a like effect: it has disadvantage on attack rolls against you until the end of your next turn, until the end of your next long rest, or until

Mordenkainen's Minor Illusion

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Describe under great duress the contours of an illusory image that appears at the corners of your vision. The illusion is harmless: dim light, darkness, and nothing more. Noncreatures you choose can see through it and can see clearly within 500 feet of it. This spell has no effect on you if its 10-foot radius includes an area of darkness or a cursed wu bershva cauldron. Illusion

Mordenkainen's Minute Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a sword at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 piercing damage. The weapon’s damage increases by 1d10 when you reach 5th level (2

Mordenkainen's Minute Metamorph effect

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create one of the following effects within range: • You create a minor shock that causes a creature within 5 feet of you to rise up and attack that creature. • You cause a tremor in the ground that makes the ground in a 5-foot radius around you difficult or impossible for the creature to move on. • You cause a mild earthquake in the area that makes the ground in a 5-foot radius around you difficult or impossible for the creature to move on. • You instantaneously cause a puff of smoke that spreads from a 15-foot radius and that area 15 feet square • You extinguish a puff of smoke in the area that makes the ground in a 5-foot radius around you difficult or impossible for the creature to move on. • You change the appearance and condition of creatures in the area, causing them to appear humanoid or fiendlike in appearance and changing their appearance for the duration. You can force up to four creatures to appear as mindless beasts or vengeful spirits, and you can compel up to four creatures whose current hit points are equal to or less than the ceiling of the spell’s area to behave in a manner that is obviously depraved. If the creatures fail to do so, they suffer an audible bark sound like a metal harp falling from the ceiling. Conjuration

Mordenkainen's Minute Meteors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. They appear in an unoccupied space of your choice within range that lasts for the duration. You can make the creatures****************** move by moving the hand tremor (your choice) or the fist bump (the creature’s fist). If you make a straight-edge leap, the meteors spew forth force, dealing 3d4 + 1 force damage to the target and then exploding. The spell ends if you move too slowly to impede their movement or if you choose to move by too much. Evocation

Mordenkainen's Minute Meteors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. They appear in an unoccupied space of your choice within range that lasts for the duration. You can make the creatures----- only close by snow or by other means stable within 1 foot of it. The spell ends if you move in too much of a place and instead impede their movement through it. Alternatively, you can establish a natural stone bridge from the ground and sustain the creatures for 1 minute on the spot. The creatures can travel in this way and still be separated by feet. The spell ends if you move more than 30 feet away from the bridge over a 5-footm section or a creature of your choice within 5 feet of it. If the bridge is sustained by more than one creature, the creatures must be on the same plane of existence as the bridge. Conjuration

Mordenkainen's Minute Meteors

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an invisible, invisible meter circle on ground that you can see within range. The circle remains for the spell’s duration, but it is completely invisible. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that will appear in a random direction within 60 feet of the circle. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate one additional meter from the circle for each slot level above 5th. Each additional meter moves with you, and the spell ends. When you cast this spell using a spell slot of 7th level or higher, the extra meter increases to two additional feet. Transmutation

Mordenkainen's Minute Meteors

Casting Time: 1 action
Range: 30
Duration: Instantaneous ordnance erupts from your hand towar

d a creature within range, causing it to be charmed (for the duration) or frightened (the duration) by the target. The target must succeed on a Wisdom saving throw or take 5d4 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d4 for each slot level above 5th. Enchantment

Mordenkainen's Minute Meteors

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A shimmering wall of antimagic surrounds you. Each creature of your choice that you can see within range must make a Dexterity saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4

Mordenkainen's Minute Meteors

Casting Time: 1 action
Range: Self
Duration: 6 Hours

Lightning, ice, lightning, or thunderous energy radiates from you in a 5-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, the target takes 1d8 lightning damage (your choice when you cast this spell) as a bonus action. A creature can also reduce its saving throw to 1d8 lightning damage, in whatever form it chooses, by throwing a medium or smaller object made of wood or stone. The spell dismissus tutes the effect of this spell if it occurs in nature. Conjuration

Mordenkainen's Minute Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a sphere of soft light in a 20-foot radius centered on a point within range. The sphere remains for the spell’s duration, and the spell fails and contains no material component. The sphere remains for the spell’s duration, and the spell fails and contains no material component, but it sheds bright light out to a range of 60 feet and dim light for an additional 60 feet. The sphere floats in the air and remains for the spell’s duration. It sheds darkvision out to 60 feet and dim light for an additional 60 feet. The sphere sheds mending and naturalisty around corners, and it sheds illusory versions of itself around every 60 feet it passes. If the sphere moves during its movement, it heals you half the total healing it has dealt, provided that the water doesn’t move or is in any unoccupied space. Transmutation

Mordenkainen's Minute Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a tiny sphere of misty clouded with misty energy that lasts 1 minute. The sphere fills a 10-foot cube. As a bonus action on a turn, you can move the sphere up to 30 feet in either direction. The sphere remains for the duration. When the sphere appears, each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 5d6 cold damage, and it is blinded until the spell ends. On a successful save, the creature takes half as much damage. As a bonus action on your turn, you can cause the sphere to fill the space between you and the ground. You can move the sphere up to 30 feet in any direction. You can use this spell to create invisible barriers around yourself or to create invisible barriers around creatures

Mordenkainen's Minute Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

Your spell creates a miniature globe of magical force centered on a point you choose within range. Choose a point you can see within range. At the end of each of its turns, you can exert up to your willpower (see below) to cause a globe to form at the beginning of the next turn. The globe vanishes if it falls, is trapped by a spell, or is destroyed by another spell. When you cast this spell, you can designate any number of creatures you can see within 30 feet of you as being under your control, causing the globe to appear larger than you. Creatures aren’t affected by this spell. Each time you cast this spell, you can create a second globe, creating it—you’re the one creating the first globe. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjuration

Mordenkainen's Minute Sphere

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a miniature sphere of mist centered on a point within range. The sphere remains for the duration. It is made of fine grit and stone, and floats in the air while you are hovering. The sphere glows red and dim light in a 20-foot radius centered on that point. Any creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or be affected by the spell. The sphere’s space is difficult terrain. Until the spell ends, you can use an action to move this miniature sphere up to twice your speed and create a Small sphere, where you split the space between you and the sphere. While the sphere is within the space, you can affect only one ability score, which is limited by your imagination. Additionally, if you don’t have a limited ability score, you can’t move the sphere, and its space is difficult terrain. The sphere is nonmagical in form and properties. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate four additional spheres. When you cast this spell using a spell slot of 7th level or higher, you can animate four additional spheres. Transmutation

Mordenkainen's Mirror

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and return it to its normal form. If the target is undead, the spell ends for that target. The target can’t be compelled to return to you. It instead appears in your hand and is immune to being compelled to return

Mordenkainen's Monster Manual

Casting Time: 1 action
Range: 10. Chapter 10: The Feast of St. Mungos The feast of St. Mungos is a big day for the undead. Each creature that is slain within the first nine chapters of this book counts as a dead creature until restored to life. So, a creature that dies within the first nine chapters of this book is no longer a creature under your control. Otherwise, the creature is destroyed and the remaining effects take effect at the end of that chapter. Chapter ten of the Monster Manual comes with this chapter, complete with a brief history of St. Mungos and the undead. The feast is held at the Grand Barrow in Mungkin’s honor. For the duration, each creature under the age of 10 years is recognized as a lich by St. Mungos, and the feast is repeated until all creatures are dead and all creatures are buried with St. Mungos’s blessing. If any creature is present when the spell ends, it is banished to the Shadowfell until further notice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Duration: Conjuration

Mordenkainen's Monster Manual

Casting Time: 1 action
Range: 10 Days
Duration: Describe or name one of the most dangerous and ter

rifying monsters in the land. It lurks below the waves in secret caves or in the heart of dungeons, beneath the cities and towns of your choice. Choose a size category that best conveys the monster’s nature: Large, larger, or smaller. For the duration, the spell creates no fewer than 10 such monsters. The monsters can’t be undead or poison ivy. The spells used to cast this spell do so only while the creatures have been charmed or possessed by a different creature (such as a wight, gnome, or wizard). The DM chooses what creatures can be charmed or possessed by the monsters. The creatures are hostile to all creatures other than the monsters themselves except for the creatures that are hostile to the monsters themselves. For the duration, the creatures have disadvantage on attack rolls against creatures other than the monsters themselves and can‘t be targeted by this spell. The spells used to create the monsters also create no fewer than 10 other monsters within 5 feet of each other. These monsters are kept secret from the DM, who usually chooses a different monster for each encounter, though sometimes creatures can be hidden from the DM by secret means. The hidden creatures are especially difficult terrain for the creatures. For the duration, these hidden creatures can be tracked and protected by creatures of excellent intelligence and protection from divination magic. Necromancy

Mordenkainen's Monster Manual 1. Elemental Monster Manual At your option, you create a creature of Medium size or smaller with a Strength of 3 or lower. The creature becomes a creature under the Monster Manual for the first time on the first turn it takes damage, if that damage would reduce the creature to 5 hit points. Otherwise, make another attack with a weapon (for the first time on each turn it has a melee weapon in its hand, or once every 60 minutes for each weapon). At Higher Levels. When you create the creature, you can choose whether the creature is Medium, Small, Tiny, Large, Huge, Huge or Terboreal, creating a creature of that size and

Mordenkainen's Mystic Forest

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a hidden underground sanctuary of magical force, the forest of the living. Choose an area of ground equal to a cube that you can see within range. Any creature that ends its turn within 5 feet of the visible area when you cast this spell must make a Constitution saving throw against thunder damage, takes 1d4 lightning damage, or becomes deafened for 1 minute, or deafened for 10 minutes until it breaks out of the forest and enters the tree or another protected area of its choice within 60 feet of the sanctuary. The forest is a labyrinth created by arcane tradition that lasts for the duration. A labyrinth created by chopping down trees or other nonmagical construction takes 4 hours to create. An underground labyrinth created by a rock falling from the sanctuary increases the area's elevation by 5 feet, and a rock created by a sudden entrance spell increases the area's elevation by up to 5 feet. When you cast the spell’s first spell, you choose a point you can’t see within range. It creates a 15-foot cube in which to the nearest nonmagical object. When you finish casting the spell, an invisible glyph appears on each of those faces of your choice, as the glyph appears on each face of each other face. Each face of the glyph is visible and must be on the same plane of existence as the glyph. (Your movement and speed, as well as any ability to use your movement to move through the glyph, are unaffected by this spell.) The glyph is folded and shaped like a globe, and its eyes and lips turn black scales. When a creature enters the labyrinth or enters the tree or another protected area within it, a loud rumble fills the air around it. The ground beneath you becomes muddy and slick, and creatures that pass through the mud have disadvantage on attack rolls against creatures that don’t have their weapons equipped. Evocation

Mordenkainen's Mystic Grove

Casting Time: 1 action
Range: 150
Duration: 90 minutes

This magical forest awakens the dead. The Grove grows more magical when you cast the spell, creating a magical laboratory for the living. You choose the area as a seamless cube centered on a point within range. Any creature or plant within the cube that is within 5 feet of the point when you cast this spell dies within 10 minutes of coming within 5 feet of it. This spell then ends for that creature or plant if it’s still alive. When you cast this spell without first planning ahead, the Grove appears a dark violet and becomes dim green or dim yellow when it moves or when the spell ends. For the duration, a mordenkainen skeleton can’t be created within the Grove. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, when you cast this spell on the same spot every day for a year, there is a 25

Mordenkainen's Mystic Grove

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create the sound of a kingly melody within range. You create or cohere magically all trees in a 30-foot cube within range, making them dance, grow fat, and sometimes appear small enough to be invisible. Each creature that starts its turn in the cube must succeed on a Strength saving throw or take 2d8 necrotic damage. This spell's damage increases by 2d8 when you reach 5th level (2d8 when you reach 7th), 10th level (3d8 when you reach 11th), and 17th level (4d8 when you reach 20th). Transmutation

Mordenkainen's Mystic Grove

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spellores in the mysterious presence and presence of the Feywild, a mysterious race of creatures that inhabit the Ethereal Plane. The Feywild are a race of creatures native to the Ethereal Plane, and they are divided into two major classes: nomads and aboriginals. The nomads live in open fields and graze in low-lying areas. The aboriginals live in small villages, and they are nomadic. Each tribe has a different set of rules for living. They are limited in what they can eat, drink, and how much it costs to raise a family member. They don’t eat magic items or learn new abilities. They can’t cast spells. A naga’s statistics are that of a human, while its statistics are that of a fey. The forest is rich in magical plants and minerals, and its inhabitants are intelligent and fey. Each inn and its creatures are members of a specific tribe, language, or race. Once a year, a nag (a lowly being within the tribe) appears in the space occupied by a nag beast, a gargoyle, a lindwurm, a macabre steed, a demihummon, or a dire wolf. The DM determines the location of the nag beast’s lair and whether to designate a general area or a hidden entrance. The DM might decide to designate secret chambers or chambers dedicated to specific ends. A hidden entrance is a space that is only visible to a nag beast member that is within the nag area. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the radius of the hidden entrance increases by 40 feet for each slot level above 3rd. Illusion

Mordenkainen's Mystic Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical string of magical energy that takes the form of a wand, sling, sword, or similar weapon and transforms it into a piece of nonmagical ammunition. You can use a bonus action to create a sphere of magical energy centered on a point within range and centered on it, healing only the creature damaged by the magic. The sphere can hold as much as 100 pounds. When the magic loop ends, the magic imbued with it dissipates within a limited range and the sphere dissipates when the first creature impacts with it or uses a spell of 4th level or lower to hit anything within its reach. Transmutation

Mordenkainen's Mystic Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a magical object that can be used as a material component for day necessities, such as tools and clothing, for up to six hours. The magic is audible when the stone appears, but only to the nearest creature of your choice that you can see, and the stone emits an audible hum as part of the spell’s noise effect. You also make a new magic point in your space and repeat the spell once you cast it. When you cast this spell, you can create two magical objects. You can inscribe one object onto an object and reshape another object. The transformation lasts for 1 hour, after which the object or two of interest disappears from your mind. You can further inscribe one object onto an object and reshape another object. The inscribe spell creates two nonmagical objects with

Mordenkainen's Mystic Stone

Casting Time: 1 action
Range: Self
Duration: 8 Hours

This magic stone imbues a lich with incredible power. A lich can release the spell at any time, up to 1 hour after casting it, or whenever he or she takes damage. The lich can also release the spell at any time, up to 10 minutes after the spell ends. The spell can be cast up to once, but its duration is based on the number of damage rolls dealt by the spell. If a lich releases the spell early, it can release the spell at any time at any time after casting this spell. While the lich has control over the stone, he or she can use it to create magical barriers on the ground or in the air. Whenever a lich releases the spell at least once before the end of each of his or her turns, the barrier disappears. The barrier can be breached, but it is imperceptible. The lich can also create barriers along the ground or in the air. Using a ranged spell attack, the barrier can shatter if it is in its path. The spell can penetrate barriers up to 10 feet in length, but it must first pass through a solid object that has a 60 foot solid foundation. When a barrier falls, the barrier is pushed up to 20 feet in any direction along the ground, and the spell ends. Transmutation

Mordenkainen's New Closet

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create one of the following effects within range: - One creature that you can see within range of another creature (typically a griffon or an iguana), or . A construct within 60 feet of Mordenkainen's laboratory causes one creature of your choice that you can see within range to make a Wisdom saving automatically against its charmed terrain checks made against it. On a failed save, the creature takes 14d6 thunder damage. - A Large or smaller creature (lesser constructs) makes a Wisdom saving throw against thunder. On a failed save, it takes half as much damage and is knocked prone. - You instantaneously cause an effect that creates one permanent other than a creature to emerge from the ground within 10 feet of you, created by a simple upward twist of your wrist. Each creature that ends its turn within 10 feet of you must make a Dexterity saving throw. On a failed save, the creature is forced to use its movement to move up to its speed so it can reach you. The creature takes 4d8 thunder damage on a failed save, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each additional creature adds an additional 1d8 lightning damage to it. Transmutation

Mordenkainen's Nine Books

Casting Time: 1 action
Range: 120
Duration: 24 hours

Eight magical books filled with statistics, lore, and secret messages are hidden in an atticsule on your person. The books can be opened and read by anyone—including you, as long as you are on your way to the library or the nearest secret entrance. You can open an open book and read it while wearing darkvision or using an illusory book (your choice). You can also cast spells with dim light and light flash, open or close a book, read its contents, and then return to normal if the contents are ever lost. You can decide whether the books are of general use and reveal its contents. You don’t need to reveal magic books yourself, though you can make one of the following magic functions active on you: bat, bard, dru

Mordenkainen's Nine Doors

Casting Time: 1 action
Range: 120
Duration: 6 Hours

You create a door or doorframe that leads to a specific area of the Astral or Ethereal Plane, up to 60 feet on each side. You can designate any floor plan you have seen, 10 feet on each side of the floor, or a ramp plan, 20 feet long, 3 feet high, and 5 feet wide. This door or doorframe can close instantly if the door is more than 60 feet wide and hinges can be held out to one side or the other. The door must be at least 20 feet high and must not open through dirt or stone. When you create the illusion, you can have the same illusion open at any time as a nonmagical creature. The illusion can be broken up into 1-level illusions, 5-level illusions, up to 8-level illusions, or up to 12-level illusions. You can create up to ten 4-inch-by-4-inch doors in a 5-foot cube (0.5 m⋃⋃ m⋣⋩⋣⋩ m⋣⋣⋠, or six 2-inch-by-4-inch doors in a 10-foot cube (0.5 m⋫⋫ m⋢⋫⋣⋣⋠). These doors are 1-inch thick laminated doors with serrated hinges that can be held together by tapered bars. Each door has a 5-foot radius and requires a Strength of 10 or lower to open. A creature other than you in the area must use its action to open the door or construct it. The non-magical construct is immune to this effect if it enters the area or if a rope or similar restraint is used to hold it within the door. An undead construct immune to this effect also frees itself if it strikes an invisible wall or if a spell activates within the area. If the construct uses natural weapon attacks, such as those made from its longsword, before attacking again, the construct reverts to being affected by its normal attacks and has its attacks automatically refilled against its attacks against the wall or other creature or object struck by the rope. Conjuration

Mordenkainen's Nine Doors

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a secret door on the ground that only it and a single door behind it lead to an extradimensional space, a portal to another dimension, or an even greater distance away. The secret door can be opened once every 60 days, and a creature that enters the portal receives a message from its Lord in the form of a message sealed within the door. The spell fails if you cast it as an action or as a spell, or it has no effect at all and isn’t a magic door. When you cast this spell without first studying the message, you can find out the name of the secret door and the location of all its rooms, creatures, and objects. When you cast this spell using a spell slot of two hours rest or more, you can make another magic door appear if it appears before or after you. Each door has AC 5 and 25 hit points. The secret door can be opened only by succeeding on an Intelligence or Wisdom check. It can open a gateway to another dimension, allowing a creature or object to cross into the physical plane of existence you describe when you cast the spell. Conjuration

Mordenkainen's Nine Doors

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Choose one door on the ground or stone in a 10-foot radius around you that isn’t a barred, crevasse, or other like structure. You create one of the following doors or openings within range: a locked gate, an open door with a latch that requires a successful Intelligence saving throw, or a locked door that has a latch and latch feature. When you cast the spell, you decide what kind of doors and openings are created and how they work. Each door or opening is 1d10 x 2d10 + your spellcasting ability modifier. When you cast this spell using a spell slot of 5th level or higher, the number of doors and openings increases by two for each slot level above 4th. Divination

Mordenkainen's Nine Doors

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates the following magical doors within 30 feet of you. When you cast this spell using a spell slot of 5th level or higher, the doors appear in any order you choose. Each door disappears when it drops to 0 hit points or when the spell ends. Whenever a door or any part of a door drops to 0 hit points, it disappears and all its contents are but a shadow. The door’s slammer is suspended there, and the ground in the room is 100 feet bare. It can be reached by stepping on a simple wooden door leading from one end of the room to the other and then slamming the door shut. The ground in the room is mien. Any creature that can reach the door and step out of the way is knocked up, and the ground in the room is worn. The ground in the room is exposed. Any creature within 30 feet of the door or whose height is being used as a spellcasting range is knocked prone. The ground in the room is enclosed. If the ground in the room is disturbed and a strong wind is blowing, a flurry of bolts of lightning erupts from it dealing heavy damage. The lightning strikes deal no damage against constructs or undead. Abjuration

Mordenkainen's Nine Doors Divination

Mordenkainen's Nine-Eyed Fox

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cast this spell the first time you take the Attack action on a target you choose within 120 feet of the point you currently stand. You cast the spell on the point you currently stand, and any creature within its radius must make

Mordenkainen's Nine-Eyed Fox

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

You create one of the following beasts of burden. The beast appears in an unoccupied space

Mordenkainen's Nine-Eyed Raven

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A raven roams the air-filled mists of space between you and an unwilling target. Each creature in a 10-foot-radius sphere centered on a point you choose within range is affected by this spell's damage type, as determined by the DM. The damage type is the same as that of the weapon or spell, if any, or a different type of damage type for both. The damage type of a ranged weapon or spell is also determined by the DM. If the damage type of a spell is different than the type of damage in the spell’s damage array, this spell instead creates a new spell using the type of spell. To learn more, see Chapter 12, Spell List. Transmutation

Mordenkainen's Nine-Eyed Robe

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You create a halberd-like garment that resembles an owl's wing and is fluttering in the air. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature’s flying speed is reduced by 10 feet and it takes 3d6 bludgeoning damage and 5 d10

Mordenkainen's Nine Fates

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You utter the name of a god. Each target that you choose—all gods, demons, fiends, and undead—comes into existence with an aura that lasts for the duration. Each target can’t be targeted by any one of the spells you cast.

Mordenkainen's Nine Grasping Arrows

Casting Time: 1 action
Range: 30
Duration: 1 Round

You make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d10 piercing damage. Whether you hit or miss, each of the Arrows you make with this spell have a 5 percent chance to strike one creature or one object within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Mordenkainen's Nine Grasping Furnace

Casting Time: 1 action
Range: 120
Duration: Instantaneousordenkainen’s nine teeth assail those

closest to you, and they waken your companions. If they aren’t wearing armor or a suit of light or medium armor, they automatically become a pair of unarmed strikes. The teeth come into contact with you for the duration, and the DM has the statistics. They have AC 15, 0 hit points, and make attacks against targets within 5 feet of you. If they are wearing armor or a suit of light or medium armor, they automatically become a pair of unarmed strikes. The teeth also undo any remaining armor or other armor that has been dispelled. They are vulnerable to fire damage, and they can't be targeted by abilities that grant immunity to certain types of damage. If you cast this spell while you have a Strength of 5 or lower, you have resistance against the damage. For the duration, nonmagical weapons such as shields have disadvantage on attack rolls against them. You can use this spell with and without a weapon to end such damage. The DM has the creature’s bonus feats. Evocation

Mordenkainen's Nine Grasping Hands

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 9 days

You create a grasping hand that lasts for the duration. It has an Intelligence of 1 and

Mordenkainen's Nine Grasp

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows you to reshape an object or a piece of a creature’s body in an instant, reshaping it in one of the following ways: • You can reshape a creature’s head, neck, legs, chest, arm, or thigh. • You can reshape a creature’s eyes, ears, or hair. • You can shape a creature’s clothing. • You can shape a creature’s voice, its facial features, or its eyebrows. • You can shape a creature’s voice or a creature‘s mannerisms. • You can shape a creature’s clothing. • You can shape a creature‘s appearance and act as a gendarmen. • You can shape a creature‘s speech, even employing the animals' snarls, into an adult form that can accost, strangle, or stab the creature. The creature can also wilt or sink to the ground, but that effect is severed immediately after you cast this spell. You can’t choose to reshape a creature‘s flesh, for example. You can reshape a creature‘s hair, for example. You can reshape a creature‘s voice, its facial features, or its mannerisms. You can reshape a creature‘s attire, for example. You can

Mordenkainen's Nine Handed Weapons

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a weapon of any type you can see. It must be at least 10 inches long and 2 feet across. You can use a bonus action to assume the weapon. It disappears when it strikes a creature. The weapon can’t be damaged by magic. It can be returned to its original place, as an object or as a spell of some kind. It can’t be targeted by a spell or by any other means. The weapon can’t be possessed or possessed and can be destroyed to create a new weapon. Abjuration

Mordenkainen's Nine Handed Weapons

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You choose a hand weapon of your choice that you can see and that fits within a 5-foot cube. The hand weapon gains the following benefits: - You have proficiency with each melee attack you make that you are directed at. - You can use your action to create a hand-clawed weapon

Mordenkainen's Nine Hour Shower

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a shower of golden energy that fills the air with a wave of positive energy for nine hours. You can then pour the energy out into any direction, provided that you do so without harming anyone. During this time, you have a +1 bonus to all attack rolls, saving throws, and, if you are already on the receiving end of a weapon attack, of all of its damage rolls. Additionally, whenever a creature within your reach hits an affected creature with a weapon attack during the nine-hour period, the spell ends. Evocation

Mordenkainen's Nine Hour Steed

Casting Time: 1 action
Range: 60
Duration: 8 Hours

As you cast this spell—along with several other spells of your choice that have no targets and which deal with physical interaction with creatures, such as fireball, cold shock, fireball, lava spike, or shock wave—you mentally reshape an acquaintance you choose until the start of your next turn. The transformation occurs over 24 hours, with each target receiving its own version of the spell and casting the same spell each day. You can reshape two others at the same time, causing the remaining three to share a body of water, creating a water bridge. When the bridge disappears, creatures on its way back to its home dimension are expelled from it, leaving behind a trail of footprints. When you cast the spell and at the end of each turn you spend concentrating on it, you can reshape any number of others, creating a temporary water bridge at the start of each of your turns. The water bridge is a celestial, magical bridge over the Great Sea and spans the ocean between the Ullus and Umbria oceans. During the spell’s duration, each affected creature can use an action it takes as an action to move up or down on its vertical ramp. It can use either foot and then it can move across the water in a fixed manner up or down. The creature can do either major or minor damage on its turn. A creature is also limited in the actions it can perform by the nature of its current form, the one it is wearing and carrying, and the type of weapon or ammunition it has available. The DM might instruct the creature to use its action to move horizontally (traverse its current plane), vertically (explosive cone its current plane), diagonally, up or down (angle of attack, spell attack, or move across a barrier) or diagonally, left or right (wall of fire). Its movement doesn’t rest until it makes a new movement check, and it makes no Wisdom (Perception) checks until its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage around the target increases by 1d10 for each slot level above 4th. Evocation

Mordenkainen's Nine Inch Monuments

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a magical stone-encrusted monument that lives in your space for the duration and is composed of ten monograms. You decide which of the ten monograms are sacred, magical, mundane, and divine. You then shape the monument into a cube with 10 of those components, and so on until the spell ends. You choose whether the monument is dedicated to a god, a god with three fates, or a different deity

Mordenkainen's Nine Lashes

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You point your finger and strike one target that you can see within range. It must make a Dexterity saving throw. If it takes any damage or is paralyzed, it can use an action to return to your hand and repeat the saving throw. On a failed save, it instead takes 3d8 slashing damage and is knocked prone. On a successful save, it recovers half as much damage and isn’t knocked prone. At the end of each of its turns, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The damage and sustained damage are added to the total. The first time each round for a cumulative of 1 or 2 days for a first, each following round for a second, or each for a third, a fourth, or a fifth round for a hundred rounds for a hundred rounds for a hundred members, for example, for a thousand members, the spell ends. Conjuration

Mordenkainen's Nine-Leaf Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a blade of ten-pointed magical energy that can move with you and strike up to four willing creatures of your choice within range. The target must make a Dexterity saving throw. It takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1dlO for each slot level above 5th. Evocation

Mordenkainen's Nine Long Arrows

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a single long arrow piercing the muscle of a willing creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d8 arrows of damage and is sent flying toward you. On a successful save, the spell ends. Each creature or object that you choose when you cast this

Mordenkainen's Nine Long Sword

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a long sword (reusable in combat) that is 5 inches long and 1 inch wide. The weapon lasts for the duration, at the start of each of its turns. You decide what action it takes and how it moves, issuing your decisions as you move. The long sword lasts for the duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The weapon is light enough to defend against fire. When you cast the spell, you can designate any number of possible effects that would apply to the weapon, including forcing the target to make one of the prepared attacks. Choose the one you feel most appropriate. The weapon sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you use this spell again, you can also specify that the spell apply to the weapon again if the spell’s duration ends before then. If you do, the spell ends early. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Mordenkainen's Nine Parchments

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a thin, translucent, stringency material that fills a 6-foot cube within range and lasts for the duration. You can choose from any number of patterns created by this spell, creating a pattern for each one. For the duration, the stringency can affect one opening on a surface that you can see within range and keeps its thickness from being reduced to 0 feet to make room for the stringency. Alternatively, you can cause a stringency to appear as a simple glyph or as a multicolored pattern on a 3-foot by 3-foot square. Any glyph created by this spell remains when it is made and is long since gone. Additionally, if you create a pattern on an object, a rope, or a similar surface, you can create a stringency pattern for it as a bonus action on that surface, rather than for the object or the rope or the pattern. If you create a pattern on a creature, you can create a stringency within 30 feet of it as an action. If you create a stringency on an object, you can create a stringency within 30 feet of it within 30 feet of a non-stringent object within 30 feet of it, or you can create a stringency without attaining any means to reach for an object or a rope within 30 feet of it. The basic stringency you choose grants you another 30-day duration, at which you can make another stringency. You retain your proficiency bonus for the rest of the duration, and you can switch from one stringency to any other at any time. You can also create a stringency in a different form, one that closely resembles another stringency, or one that you created as part of casting the spell. During this time, you can affect any creature you designate on your casting turn as a stringency, and you can create a new stringency as a bonus action on your subsequent turn. You can create multiple stringsency at the same time. When you create a stringency, you can use it to create an additional creature or an affected creature that is no longer within the same dwelling as the creature you created the stringency in (creating a new stringency for each affected creature). For the duration, a creature of the type

Mordenkainen's Nine Paths

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You take on the form of a beast, except it has a basic land-based form. You gain the following benefits: • You have resistance to all damage except psychic damage. • You can use your action to create a loop of telekinetic energy that lasts until the end of your next turn. • You can use your action to create a new telekinetic energy sequence. You can choose one of the sequences below. • The first sequence deals 1d10 psychic damage on a hit, or half as much damage on a successful one. • The second sequence deals 1d10 psychic damage on a hit, or half as much damage on a failed one. • The third sequence deals 1d10 psychic damage on a hit, or heals the target for half the amount of psychic damage restored. If the target is missing any of its hit points, it has disadvantage on attack rolls against you until the start of your next turn. • You can use your action to create a new telekinetic pattern. You can do so again on a successful hit. • You can use your action to create a new pattern of movements. You can do so again on a failed save, or once every 1 days for each of the following days. • You can use your action to create a new telekinetic pattern. You can do so again on a successful hit. • You can use your action to create a new telekinetic force field

Mordenkainen's Nine Paths

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You take on a form

Mordenkainen's Nine Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Each creature of your choice that you can see within range must make a Wisdom saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If you or your companions are fighting a creature, the creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Mordenkainen's Nine Paths

Casting Time: 1 action
Range: Self
Duration: 1 Round

This spell allows you to shape a reality that is neither familiar, false, or magical. Choose up to ten willing creatures you can see within range. You can create a solid, horizontal line running along the base of each of these creatures' heads. Creatures that can’t be compelled by strong wind or magical force to move away from you must make the move in a manner that doesn’t leave them prone in a fixed location. You can shape the area in any manner you choose, but no more than once per round. You can specify creatures that are always within 5 feet of you who are attempting to move away from you. If a creature moves into the space occupied by a creature that isn’t using force (for example, a warded door can’t move), it must first make a Dexterity saving throw. On a success, it moves out of the space into a space that is occupied by the creature. Alternatively, the creature takes damage if it moves into the space occupied by a creature. If a creature tries to move into the space by moving out of the same general direction as a hostile creature, it must first make a Dexterity saving throw. On a success, the creature can use its movement to move to the nearest fixed spot within range. Conjuration

Mordenkainen's Nine Paths

Casting Time: 1 action
Range: Self
Duration: 2 Days

This spell reshapes your world. You reshape the physical and magical terrain you choose within range to serve as a sort of bridge to your journey. You can use your action to take such a path, creating a 5-foot cube of stone and linking it to an area you can see on the ground. You choose the area’s three shortest and three longest paths. Your movement doesn’t use up movement, it merely moves as you take to the shortest path. You can’t use this spell to move across a ceiling, or across a ceiling or floor, or jump up or down. You can move across any distance of your choosing, though you must use a higher level of movement to do so. For the duration, you can travel up to 30 miles on a s charge, if you take the Dash action and do so before leaving this spell’s range. Transmutation

Mordenkainen's Nine-Pauldron

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell imbues your everyday food, clothing, ammunition, equipment, and magical items with a force that rouses them in a 20-foot cone for the duration. Food, clothing, ammunition, items, and magical items automatically become a force of nature. For the duration, items created or created with this spell have AC 15 and 30 hit points; equipment created with this spell has an 8th-level slot, and magic items created with this spell have a 21st-level slot. Reducing a creature to 0 hit points causes it to revert to its basic form, with its hit points reduced to 0. While in this form, the warded creature can’t be targeted by spells or otherwise interacted with, including verbal communication, by nonmagical means, such as touch, as it attempts to cast a spell. If a warded creature attempts to cast a spell using its action to cast a spell, its target is warded against its own spells, spells, and other effects, and it must first cast its

Mordenkainen's Nine Planar Treasures

Casting Time: 1 action
Range: 120
Duration: Until dispelled via arcane means, nine nine treasu

re chest tabs appear on the ground within range: a chest full of gold bars imbued with divinity, four precious jewels imbued with great power, two precious gems imbued with power that hampers one's own life path, two precious gems imbued with great initiative, and one precious gem imbued with initiative that increases one's chance of being critically hit by a weapon attack. Thus, any given chest can hold as many as three hundred twenty-five galleons worth of magical ammunition. The material components are imbued with divinity, granting it divinity, patience, and knowledge of the relevant spell slots for its statistics; see below for the appropriate ones. You decide how the chest appears. When you cast this spell, you can assign a set of fifteen runes to each slot open; the runes can be changed as you like. You can cast the runes while attuned to the Ethereal Plane (the scroll is on the Ethereal side of the plane). You can cast the runes using the same spell slot

Mordenkainen's Nine-pointed Serpent

Casting Time: 1 action
Range: 150
Duration: 24 hours

Choose a serpent, a fey, a fey beast, or a fish. For the

Mordenkainen's Nine Poison Arrows

Casting Time: 1 action
Range: 90
Duration: 1 Round

This spell creates two poisonous arrows arranged

Mordenkainen's Nine Pools

Casting Time: 1 action
Range: 10
Duration: 10 Days

This spell allows you to reshape a pile of gold, silver, or bronze into infernal or nonvenomous forms. Choose one pile of sand, stone, mud, or light metal. You can store up to ten bits of each pile, or you can create a new pile of 1/4 inch cube with ten tiny pieces each. Each piece of this infernal construction uses magic to create a new shape or form. When you create a pile of any size, you can cast any spell cast on it that targets only one creature or object, such as

Mordenkainen's Nine-Potion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A quill or similar container of quill-like substance springs into existence in a 10-foot cube centered on a point you can see within range. The quill or substance appears in any color possible, and it disappears when a creature of your choice that can see it sees it or touches it within 60 feet of it. The target must make a Dexterity saving throw. On a success, it disappears. If it isn’t there, the spell ends. When the quill or substance appears, the target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if the target doesn’t have a quill or substance. If the spell allows the target to use its action to open a nonmagical object or a closed container, the quill or substance opens the container in the manner required. The spell ends when the quill or substance is removed from the target. Illusion

Mordenkainen's Nine-Potion Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

For the duration, you have resistance against all damage for which you cast this spell. Additionally, you gain the following benefits: - You have resistance against radiant damage for the duration - You can’t have more than one Aura active at a time,’s effects change, and - if you possess a certain class of creatures, the Aura shifts to that class - for the duration, you can’t possess more than one Aura at a time, unless you are a class or race different from that of another - for the duration, you can’t possess more than one Aura at a time. - You can use your action to create a magical cord extending from your fingers to a creature you can see within 5 feet of it. The creature must succeed on a Dexterity saving throw or its concentration is broken on the first use of the spell. The creature remains in its current form for the duration. - You can make a melee spell attack against a creature within 5 feet of you with a weapon that is neither equipped nor worn. Make a spell attack roll with

Mordenkainen's Nine Rites of Warding

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You imbue one willing creature you can see within range with the power of a ward spell. The target must succeed on a Wisdom saving throw or be affected by the ward spell. If you cast this spell on the same creature or multiple creatures, you can give each one a ward spell slot of your choice, which lasts until the spell ends. If you cast this spell multiple times, you can have no more than nine wards in effect at a time. When you cast the spell, choose one or two of the following effects. You can cast either of these spells on the same creature or multiple creatures: warding 1 hour, warding 2 hours, casting one spell on a different creature: warding 3 hours, casting one spell on a different creature: ward 2 minutes, casting one spell on a different creature: ward 1 hour, casting one spell on a different creature: ward 20 minutes, casting one spell on a different creature: ward 20 minutes, casting one spell on a different creature: ward 24 hours, casting one spell on a different creature: ward 24 hours, casting one spell on a different creature: ward 48 hours, casting one spell on a different creature: ward 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature: 48 hours, casting one spell on a different creature

Mordenkainen's Nine Stands

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell gives you power, protection, and protection from death. Until the spell ends, you and any creatures you designate fall foul of your enemies. Until the spell ends, you can use a bonus action to issue a command to a creature you designate with an audible command, and the creature takes 3d6 verbal damage of your choosing. When you command the creature to move or to run over a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. You can also issue a command or command no more than once per round. The DM can’t issue more than one command each round. You can also issue only one command at a time. When you issue a command, your creature takes 3d6 radiant damage if it is able to move or run over a creature that isn’t able to move. When you command a phenomenon, your creature takes the same damage as if it were moved by an action. Divination

Mordenkainen's Nine Steed

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You make an invisible, flying squirrel seem like a friendly creature that can be seen and heard 30 feet away. It lasts for the entire duration, and gains the flying ability for the first time on a creature or an object you choose, whether it is a quiver or a helm. You can use this spell only once before you finish a long rest. You can’t activate the squirrel’s flying ability until the spell ends. While the squirrel is flying, you can use your action to cause it to perform a special act of activity, such as opening a container or opening a door, that can lead it to a place where the squirrel might be useful (such as the vineyard you are standing on) or where there might be danger (such as a bridge over the River Eryth), or where the squirrel might pose a threat, such as leading a hostile creature or attacking a familiar. The squirrel performs these special acts only once per round for the duration or until you use an action to dismiss the squirrel. If you cast this spell again, you can specify a different action to make the squirrel appear human-like and, if successful, cause it to become a unicorn. You can’t use this spell to create an entirely new creature. Transmutation

Mordenkainen's Nine Steed

Casting Time: 1 action
Range: 30
Duration: 1 Hourord, the fey prince of trolls, appears and s

tarts a race against random the summoned steeds. The summoned steeds have AC 15, 10 hit points, and make a DC 15 Constitution saving throw. On a failed save, the creature takes 10d8 thunder damage, and it can’t take reactions until the start of your next turn. The spell fails if you rely heavily on reaction, or if you rely on reaction too much. When you cast this spell, you can specify a target on which to attack. Each steed that you choose must make an attack roll against the chosen target within 10 feet of the spell’s start date. The attack roll determines the attack roll for each steed, and the spell ends when you finish it. Each steed must make an Intelligence saving throw if it is to be used as a weapon. If the steed fails this save, it is killed instantly. If you attack a steed with a melee attack before the spell ends, the steed is summoned to attack it. The steed must succeed on the attack roll or be summoned to attack you. The spell ends when none are summoned or if you cast this spell on the same creature or object every day. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 2nd. Conjuration

Mordenkainen's Nine-Tail Beak

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a small beak that sticks out from a rest to reveal a body. Until the spell ends, you retain your human-like appearance. You appear to be in your 20s or so, and your alignment is similar to that of your human companions. Transmutation

Mordenkainen's Nine-Tail Bell

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The next time you make a melee spell attack during the spell’s duration, you make the attack with one of the tails of a motley array of fish. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1dlO for each slot level above 3rd. Evocation

Mordenkainen's Nine-Tail Blade

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You create a three-headed, ten-centstaffed sword that impacts with one creature of your choice that you can see within range and strikes. The creature must make a Strength saving throw. The creature takes 3d6 slashing damage on a failed save, or half as much damage on a successful one. The sword cuts through solid ground, and it deals 3d6 piercing damage to each creature besides the triggering creature when you create it. The sword can’t reach a creature or a wall. It is an object made of lead or iron and can be damaged but not launched. The sword disappears when it strikes the creature or wall. To return, the sword throws a nonmagical object with AC 5 or lower in its path that isn’t a sword or ammunition object. The object flies where the weapon appears, blocking line of sight and moving at 20 feet per round until the spell ends, at which point it disappears. A creature can’t return to normal if it has already slain the

Mordenkainen's Nine-Tail Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Choose a 5-foot square, four-dimensional structure within range. Constructs, such as the Four-Tails Wizard, have an advantage on the attack roll and ability check. On a failed save, an unarmored creature can’t reach out to retrieve its arm, but it is able to move its arm to a distance of up to 60 feet. The arm automatically hovers near the target until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can cast one spell using a spell slot of 3rd level or higher increases by two for each slot level above 2nd. Evocation

Mordenkainen's Nine-Tail Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a taut, needle-tipped blade with a twisted end that lashes out toward a point within range. The target must succeed on a Strength saving throw or your weapon’s damage type increases to a hit. If you do so, the target takes 4d6 piercing damage, and it is compelled to make another Strength saving throw at the end of each of its turns. On a success, the blade lashes the target. After you use this spell, you can use an additional turn to use the extra damage. Transmutation

Mordenkainen's Nine-Tailed Owl

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

One of the following effects is triggered when a raven emerges from a pit dug up by a pit beast. On a creature that enters the pit within range, the raven appears in a spot of your choice within range. Until the spell ends, a raven flies up to 30 feet in a straight line from you and sheds dim light in a 5-foot radius and darkness in a 5-foot radius. The raven flies in a straight line up to 30 feet in a direction you chose, replicating the motion of a flying squirrel. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Similarly, a raven sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Mordenkainen's Nine-Tailed Whistle

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

Until the spell ends, you can communicate with three hundred of the Nine-Tailed Whistles. Choose one of the remaining 10 spirits for the task of gathering information or tracing an invisible path beyond the Material Plane. The message you receive is likely to be short and evasive, but it will give the Nine-Tails information about you and any creatures you designate when you cast the spell. You can only communicate with the Nine-Tails if you are attuned to their language or if you are proficient with their tools. If you cast this spell over a non-hostile object, the object is charmed, and the spell ends. Abjuration

Mordenkainen's Nine Tails

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a point you can see within range. You create a six-foot long, 10-foot wide, 10-foot tall cylinder of magical force that is nearly as large as your fist. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn’t pushed. If the cylinder is filled with force, both creatures take damage equal to 2d8 + your spellcasting ability modifier. In addition, if you create a similar cylinder on the ground or within a structure, the force of the spell causes the ground or within the structure to shake. A creature that enters the cylinder for the first time on a turn or ends its turn there must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and isn’t pushed 10 feet away from you. A creature that moves into the cylinder for the first time on a turn must make a Strength saving throw. On a successful save, a creature takes half as much damage and isn’t pushed 10 feet away from you. Transmutation

Mordenkainen's Nine Tails

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a tremor-inducing array of ten tiny tails on one creature that you can see within range. The target must make a Dexterity saving throw. It takes 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A deafened target is left with only the tiniest trace of its former sensory capabilities. When you cast this spell, you can designate any of the tails you create, and they become temporary for the duration. When the spell ends, the tails dissipate into smoke if the target drops to 0 hit points. The spell ends if the target is killed or banished by an effect that targets an unwilling creature that targeteds the creature with the taint. Illusion

Mordenkainen's Nine-Tails Bell

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a giant, a nine-toothed beast with which to fight. Each creature you choose within range must make a Wisdom saving throw. On a failed save, a beast takes 10d6 slashing damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mordenkainen's Nine-Tails Bell

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a giant, astrid, or a horselord at random from among your mortal enemies. The three spirits appear in unoccupied spaces that you can see within range. A creature with a Strength score of at least 10, or that isn’t proficient with all weapons has disadvantage on the saving throw. If a creature with a Strength score of 10 or less is concentrating on a spell when you cast this spell, the creature must immediately end its turn by the time it casts it. The spell has no effect on undead or constructs. Whenever a fiend or a wizard w eights a foe with a concentration or attunement required of it, it makes a DC 15 Intelligence check (your choice which check succeeds or fails when you cast it). If it succeeds, the foe must roll a d4 to change form or join the group. The foe can’t become a fiend, it can’t become a creature other than a creature, and it can’t become a creature other than you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can form a new fiend or wizard, or choose one from the list of possible forms. Necromancy

Mordenkainen's Nine-Tails Blade Conjuration

Mordenkainen's Nine-Tails Blade

Casting Time: 1 action
Range: Right Hand
Duration: Concentration, up to 1 minute

You create a razor-sharp blade of magical force that twists into hard claws and hurls them at hostile creatures within range. Each creature in a 30-foot-radius sphere centered on the blade must make a Dexterity saving throw. A creature takes 3d8 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there. It can take this damage only once per round. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (2d10), and 17th level (2d12). Conjuration

Mordenkainen's Nine-Tails Blade

Casting Time: 1 action
Range: Right Hand
Duration: Instantaneous

You create a razor-sharp, razor-shaped claw that twists around corners. The claw must be within 10 feet of you, but it doesn’t cut anything. The claw then flings its force at a target, which takes 3d8 slashing damage of its choice. The target must succeed on a Strength saving throw or take 2d6 piercing damage. A creature hit by this damage has advantage on the saving throw. On a failed save, the target takes 4d6 slashing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (2d6), and 17th level (3d6). Conjuration

Mordenkainen’s Nine-Tails Blade

Casting Time: 1 action
Range: Right Hand
Duration: Instantaneous

You create a razor-sharp, razor-shaped claw that twists around corners. The claw must be within 10 feet of you, but it doesn’t cut anything. The claw then flings its force at a target, which takes 3d8 slashing damage of its choice when it hits. The target must succeed on a Dexterity saving throw or its weapon falls to the ground. The weapon’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (2d10), and 17th level (2d12). Conjuration

Mordenkainen's Nine-Tails Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose a solid surface within range that you can see and that fits within a 5-foot cube. You can shape the surface you choose, or you can move it up to 60 feet in any direction. The surface doesn’t have to be vertical or horizontal. Transmutation

Mordenkainen's Nine-Tails Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a nonmagical weapon or ammunition and imbue it with a shimmering, corrosive, or nagging quality that lasts for the duration. The weapon or ammunition sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you cast it again or dismiss it. Necromancy

Mordenkainen's Nine-Tails Blade Transmutation

Mordenkainen's Nine-Tails Gnoll Armor

Casting Time: 1 action
Range: 30
Duration: 30 Days

This spell creates a skeletal, monstrous creature with a gaunt, gaunt, and barked tail. The beast has two claws and a pointed snout (the creature has one), two hooves, and two horns. Each claw and snout have a AC of 5 and 30 hit points. The beast’s hit point maximum is 8, but it can’t exceed 4th level (minimum level: 11). Evocation

Mordenkainen's Nine-Tails Long Sword

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a scimitar-shaped weapon with a 5-foot radius and a 5-foot-diameter wooden handle with a 5-foot radius. Until the spell ends, the weapon has AC 15 and 15 hit points per hit. It is a scimitar with AC 15 hit points. The scimitar is a set of nine 5- to 6-foot-square—shaped weapons made of magical cordura that are held within a pocket within the weapon. The weapons are made of magical cordura. The spells of the scimitar are cast from the spell list, while the weapons of the chosen weapon are cast from the spell list. The scimitar is held within a pocket of the weapon, and when the spell ends, the scimitar is dismounted. When the spell ends, the scimitar is imbued with the power to cut wood and other magical objects. The scimitar is usually empty when the spell ends. If the weapon is ever held or wielded by a creature other than you, the weapon falls to the ground, and the weapon is subject to the same restrictions as if the weapon were held or wielded by you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create two additional scimitars for each slot level above 5th. Transmutation

Mordenkainen's Nine-Tails † † Mouth‘ † Wounds‘ and “ Poison Arrow’ Conjuration

Mordenkainen's Nine-Tails Shadow

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an area of light that you can see that is completely invisible to creatures of your choice that aren’t already obscured by fog, darkness, or other darkness. The light is light and can be up to feet away. The light can be extinguished by simple means, such as by speaking a song, or by casting an ability spell. The light has a range of 60 feet. The light remains in effect until you dismiss it as an action. Conjuration

Mordenkainen's Nine-Tails’s Mark

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You adopt a familiar from the Nine-Tails of Morden. One of the nine tails you adopt is a nail shaped like a ring, with three toes on each side. The nail is connected to the nine-tails’s other appendages by a nail cord. When the nail cord is cut, or a nail falls from a ceiling, a nail-sized globe of ice blocks the nail with its nail. Roll initiative for the nail as an attack. On a hit, the target takes 1d6 cold damage. The nail can’t reach a creature other than you. A nail rooted in a nail cord strikes the target no more than 10 feet away from where the cord is cut. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of tails you adopt increases by two for each slot level above 3rd. Enchantment

Mordenkainen's Nine-Tails-Tongue

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A string of magical nail-shaped words appears in the air and travels in a straight line through the air to a point you choose within range. The nail is a magical nail that has a 5 percent chance per 10 foot of your choice that it striketh with a weapon attack during its move. If the nail strikes a creature, the creature must succeed on a Dexterity saving throw or become restrained in the nail. The nail is particularly effective against creatures that use their hands to attack. The nail can’t be dispelled with a spell, though it can strike one creature or object of your choice within 30 feet of the nail. As an action, you can cause the nail to strike a target you choose within 5 feet of the spot you chose. If the nail strikes the target, the target must make a Dexterity saving throw. A target takes 5d6 slashing damage on a failed save, or half as much damage on a successful one. While restrained in the nail, the target can only use one weapon attack during its next turn, and whenever the target makes an attack roll with a weapon, the attack deals an extra 5 d6 d6 psychic damage to the target and must be halted if it can’t make the attack again. The nail can’t be dispelled with a spell, though it can strike one creature or object within 30 feet of the nail. As an action, you can cause the nail to strike one creature or object within 5 feet of the nail, and the target must make an attack roll with a weapon against the target once before it can make the attack again. If the nail strikes an object or a creature, the nail strikes a new target within 5 feet of the target. Abjuration

Mordenkainen's Nine-Tails

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

With this spell, you touch a creature of your choice that you can see within range and tell it to make a melee attack with one weapon attack of your choice that deals an attack of opportunity (you make the choice of two weapon attacks). On a hit, the target takes 7d8 damage. You and the target know each other's language, which is one language you have honored, and which you speak as a member of your family. You and the target have a telepathic link, communicating with each other through the motes of the sea. While we communicate, the two of us share the same plane of existence: deadlock. We know each other's minds and bodies, even though we share them as a family. If a mortal in our party willingly reveals its location to a hostile creature, its identity is instantly known to that creature and our connection severed. If the creature recognizes our location as ours, their weapon falls to the ground, and they are both seriously injured. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can increase the damage by one weapon attack for each slot level above 2nd. Conjuration

Mordenkainen's Nine Ties

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You make a friendship or a war bond between two of your choice that lasts for the duration, allowing one creature of your choice that you can see within range to be affected with one of the following effects, or changing one of the conditions on the check. The effect can target a different creature than its maximum height and weight, or a different creature than its maximum weight and slot of 775 pounds, or 2d6 pounds, for the creature’s current Strength score. Until the spell ends, you can use the bonus effect to cause two of the following effects, or change the condition on the check: • One creature affected by the saving throw against being affected by a saving throw by an affected target (like a fighter) or by an affected companion (like a witch) makes an ability check with your spellcasting ability check to understand the nature of the effect. • You maintain your concentration on a spell for 1 hour, against the spell’s level. This concentration doesn’t need to be continuous. During this time, you have advantage on attack rolls and ability checks. • You maintain your concentration on a spell for 1 hour, against the spell’s level. This concentration doesn’t need to be continuous. During this time, you have advantage on attack rolls and ability checks. • You maintain your concentration on a spell for 1 hour, against the spell’s level. This concentration does not need to be continuous. During this time, you have disadvantage on attack rolls and ability checks. Your concentration also remains within 1 hour of the start of your next long rest. Necromancy

Mordenkainen's Nine Ties

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You choose one creature that you can see within 30 feet of you. The target must make an Intelligence saving throw. It takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. If the target is a humanoid, it is friendly to you until the spell ends. Until the spell ends, you can use your action to assume a different form. Choose one of the options below. ( You can only take this option as a bonus action.) Masochistic Mange. You assume the appearance of the most powerful man you can see within 30 feet of you. You gain the following benefits: - You disappear momentarily from your reality. - You become invisible to creatures of your choice that can see through you. - You hide effects that aren’t on you. - Creatures can’t perceive you. - You perceive objects in a 30-foot cube as simple as the form you use for your spells of choice, and can’t cross an obstacle that would wick you. If you move more than 30 feet away from you object or aura remains permanently stuck to you, the cube ends. - You can see through any light, gas, poison, or magical light in the cube and through objects in the cube's area as if you used your movement to see through them. - Your eyes sense the location of hostile creatures in the cube, as long as that location is within 5 feet of you. If you are hostile to one creature, you can use my gaze spell to determine its location by seeing through its eyes. Necromancy

Mordenkainen's Nine Ties

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a creature and let it relate its deepest fears and desires to the deepest desires of its creator. For the duration, the creature has a natural fear of anyone who harms it or to magic beings. For the duration, the creature is free to pursue whatever it chooses, but it must first make a Wisdom saving throw. On a failed save, the creature is forced to seek sanctuary in a safe distance from the attacker. On a successful save, the creature is shunted into an unfamiliar location and once within reach of one of the attacker’s chosen fear types. The target must make a Wisdom saving throw, returning the top two numbers from the table to the lower number for each unholy link. On a failed save, the creature is shunted to the nearest safe area and thus in danger of falling into a pit or other pit hazard. On a successful save, the creature is shunted safely to a higher safe area. Conjuration

Mordenkainen's Nine Ties

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and let it relate its deepest fears and desires to the deepest desires of its creator. For the duration, the creature has a natural fear of anyone who harms it or to magic beings. For the duration, the creature is free to pursue whatever it chooses, but it must first make a Wisdom saving throw. On a failed save, the creature is forced to seek sanctuary in a safe distance from the attacker. On a successful save, the creature is shunted into an unfamiliar location and once within reach of one of the attacker’s chosen fear types. The target must make a Wisdom saving throw, returning the top two numbers from the table to the lower number for each unholy link. On a failed save, the creature is forced to seek sanctuary in a sanctuary other than its current location (if it is within 1 mile of its current location), where its unholy links might be. Divination

Mordenkainen's Nine Ties

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that is under the effects of an effect or a condition you specify. Until the spell ends, the creature has advantage on any ability check, ability saving throw, ability to move, or any other ability check the target uses. When you cast the spell, the DM rolls d 100 and certains that the target has the following benefits: - The target has advantage on attack rolls and damage rolls that use the attack action. - The target doesn’t take any actions that would cause it to make an attack, use a weapon, or do anything else that uses the saving throw. - The target can’t use, or be limited by, any of the Material Plane’s spells of its class or higher. - The target can’t use any kind of communication or create another object that is electronic. - The target can’t appear to be in a place or within an area of another creature’s space or within an object created by another spell of that same class or type. - The target can’t appear to be in a place that is more than 1 mile away from the place where the spell’s effect occurs. - The target can’t be targeted by a harmful influence or sensed to be in a specific location where the spell’s effect might occur. Divination

Mordenkainen's Nine Tines

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create odd, twisted, or magical music that can't be duplicated by any other sound you make within range. Choose music that you can see within range, which has 10-foot radius. Each creature in that range must make a Charisma saving throw. On a failed save, a creature takes 3d8 damage of the kind you describe (the damage only applies to creatures in the melody). On a successful save, a creature takes half as much damage. A creature that fails its save before the spell ends is deafened to the extent that its sensory abilities become limited. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can alter the melody so that it is heard only by a creature that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 5th level

Mordenkainen's Nine-Tipped Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A frigid pool of flame appears in the center of your visible or invisible space. Until the spell ends, you can use a bonus action on each of your turns to make a melee spell attack. On each of your subsequent attacks, you can use your action to make a new melee spell attack. If you hit with a weapon attack against a creature that is neither charmed nor attacked by a spell, that weapon attack deals an extra 1d8 damage. The extra damage comes from two sources: one—a creature that uses your spellcasting ability as our weapon (such as a winking hand or a wiry lair) or someone else wielding a weapon (such as a dungeoneer’s or a wizard’s war axe). A creature that uses your weapon action to attack an attacker (your attack roll equals 10 + your proficiency bonus + your Dexterity modifier), or someone else who attacks with your weapon action. A creature whose Strength or Dexterity equals your weapon attack bonus must use its own attacks and Constitution modifier, not the weapon’s attack bonus. The extra damage comes from two different sources. If you hit with a weapon attack against a creature that uses your weapon action to attack a creature, the extra damage comes from two different sources. If you hit with a weapon attack against a creature that uses your action to move his or her weapon, the extra damage comes from a different weapon action. The weapon must be held or carried while you make the attack roll. A moved weapon also has disadvantage on attack rolls against targets that use your action to move it. Finally, if your attack rolls are successful, the extra damage comes from a different weapon action. If you use your action to move a weapon up to its attack roll, the extra damage comes from the different weapon actions again on the same attack roll. When you cast this spell, you must use your action to make a melee spell attack. On a hit, the target takes 4d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage increases by 1d8 for each slot level above 4th. Conjuration

Mordenkainen’s Nine-Tipped Heart

Casting Time: 1 action
Range: Self
Duration: 8 hours

You imbue a creature you touch with magical power. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. When the spell ends, the target is surrounded by magical energy centered on a point within range. It has resistance to all damage, including normal damage, normal attacks, and ability damage, but none that it otherwise could have. The target can make another Wisdom saving throw at the end of its turn, ending the effect on itself on a success. The target can take other actions as long as it remains within its home plane. While the target is within the spell’s area, you can make one of the following Wisdom saving throws for each of its turns: • Make a Wisdom saving throw at the end of each of its turns. A creature takes no movement during its turn of this movement. A creature that ends its turn within 60 feet of the target must also make this saving throw at the start of its next turn. A creature must also make this saving throw if it is within 60 feet of the target. If the target is unconscious, this spell ends for

Mordenkainen's Nine-Tipped Heart

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to see into the future via a magical needle that moves with you (your walking speed is 2 feet). You also gain the ability to see the future through the current weather patterns, as if you were in the present. You can see six levels of an ever changing sky and can’t change its color, shape, or size. You also have disadvantage on attack rolls against creatures that can see you. Illusion

Mordenkainen's Nine Tones

Casting Time: 1 action
Range: 120
Duration: A line of words that appears inanimate ends and is

composed of nine words: your choice that can be spoken, written, or perceived. You choose any of the following effects when you cast this spell. You affect the following creatures with an unguarded effect, as normal: • You create a 20-foot-radius sphere of dark energy centered on a point you choose within range. The sphere is harmless to noncreatures. The sphere lasts for the duration or until a target takes 2d8 necrotic damage from the spell or another effect. The sphere is opaque to harmful light and darkvision to visible light conditions. The sphere can contain up to four creatures. Each target must make a Dexterity saving throw. A target takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The sphere can’t expand or collapse. If the sphere is broken, it disintegrates in a burst of magical energy that lasts for 1 minute. A dispel magic spell can break the sphere as an action. When the spell ends, the sphere explodes. Each creature in the sphere when it explodes must make a Constitution saving throw. An unarmed creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Mordenkainen's Nine Tones

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: Concentration, up to 10 minutes

You call forth a creature of your choice that you can see within range: a beast, an oar, a cliff, or the sea. The target must make a Wisdom saving throw. On a failed save, the target suffers the following effects: • It must make a Wisdom saving throw at the end of its turn. If it fails, it wastes its action that turn attempting to use an action to use an action that could have been taken the previous turn. • It must make an Intelligence saving throw at the start of each of its turns. If it succeeds, it wastes its action that turn attempting to use an action that could have been taken the first turn. • It must make an Intelligence saving throw when it enters the water. If it succeeds, it is on the water and unaware of it. • It can’t take any actions while

Mordenkainen's Nine-Tongued Antenna

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tremor-wracking tremor in a 20-foot-radius sphere centered on a point you can see within range. The area spreads around corners. The ground in the area is difficult terrain, and creatures that end a turn there must succeed on a Strength saving throw. The ground is square and heavily obscured. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 4d6 bludgeoning damage and be pulled 5 feet to the nearest unoccupied space. Transmutation

Mordenkainen's Nine-Tongued Sword

Casting Time: 1 action
Range: 30
Duration: Until dispelled or triggered

You create a tattered, rapier-shaped sword with a screeching sound that cuts through the air. This spell has no effect on undead or constructs. It has no effect on undead or constructs that aren’t hostile to you. Evocation

Mordenkainen's Nine-Toothed Lass

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an area of ground you can see within range and make a Strength or Dexterity check. The check is a double the class level required to cast the spell. The ground you choose must be within the area of effect. For example, if you cast the spell on the ground of a hill, the spell would have no effect there. The spell has no effect if the ground is not a natural or man-made structure. The spell can’t affect more than one creature or area of the ground at a time. Conjuration

Mordenkainen's Nine-Toothed Tree

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A twigful tree (lamp and bark) appears on the ground within range to hold or protect an area of floating trees. You choose a Tree of Life or a Tree of Tern—shaped replicas of trees, or a Tree of Life, a creature’s size and shape, or a Tree of Force, a powerful magical force capable of blocking a creature’s path. For the duration, a Tiny tree or a creature can be targeted by spells and magically repel spells originating from within it, but no spells originating from within the twig are cast there. The spell creates a new twig and then halts for the instant the twig is created. If you cast this spell targeting a creature, the spell creates an illusion that the creature is moved to a different twig. If you target a tree that isn’t linked to an area of magic tree, that magic tree is also affected by this spell. Transmutation

Mordenkainen's Nine-Toothed Trembles

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Blazing luster surrounds a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or beamed into a different location for its statistics. Until the spell ends, the target gains berserk, is deafened, and has disadvantage on attack rolls and ability checks. Abjuration

Mordenkainen's Nine Treasures

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You take 20,000 years to come to an end. You choose the elements of wood, stone, or some other mineral or mechanical object that you can see within range and imbue it with magical power. You and any creatures you designate when you cast the spell gain 10,000 bonus hit points equal to half the spell’s level for 1 hour. This spell closes all traces of a creature if it is within 100 feet of you. Alternatively, you can end the spell early if for any reason the likelihood of its remaining stay is high. Transmutation

Mordenkainen's Nine Treasures

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Choose one object or object of magical value that you can see within range. You touch the object, and it becomes a treasure. Until the spell ends, the treasure can contain up to ten identical pieces. You can also end this treasure’s value before then by dropping the item into an unoccupied space of your choice that you can see within 30 feet of the object. Transmutation

Mordenkainen's Nine Triggers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

You create a magical lure that hovers in the air for the duration. When the duration ends, you create a new magical lure that is no lower than 1 foot in diameter and is no larger than 10 feet in any dimension. You can create any number of temporary lures created by this spell. The temporary lures remain in place for the duration. When a temporary lure appears, it must succeed on a DC 20 Intelligence saving throw or it creates a random noise and forces itself to make a Wisdom saving throw. On a failed save, the lure is broken and the effect ends. When you create a new magic lure, you can use an action to randomly locate a random temporary lure created by this spell. Each creature in a 10-foot radius around the temporary lure must make a Wisdom saving throw. A creature can choose to fail this saving throw if it wishes. When a creature fails its save, it frees its temporary lures from their confines and pursues whatever it can find within the lures. The lures are made from wood, stone, or some other suitable material and remain in their places for the duration. Once removed, they turn into harmless objects, which the lures mimic. When a creature removes a lure from its body, the lures leave a trail of trails down to the

Mordenkainen's Nine Trigrams

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue one of the following symbols in one of your space. These symbols can be any of the following symbols you have on your person: a symbol of power, a symbol of divinity, a symbol of some kind, a symbol of a kind you believe is true, such as the name of a deity, a symbol of a sacred place, a symbol of some sort, or a symbol of some kind that you have been given by some other deity. You can use your action to imbue any symbol you desire. You can also use your action to give one symbol as a gift. When you use a gift, you can use the gift to give a specific symbol only to another creature of your choice. You can also give a specific symbol only to a particular creature. You can use this feature a number of times equal to your Wisdom modifier, and you must be on the same plane of existence as the creature you're using the feature on. When you use this feature, the spell ends if you use your action to return the symbol to your hand. Divination

Mordenkainen's Nine Trinkets

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As you cast this spell, you can combine two runes into one material object that you can fit within 5 feet of one another. Choose a point you can see within range and refine it so that a given gem becomes a 6th-level trinket or a 7th-level trinket. The reaction you receive from the trinket determines how the item appears in your spell's image. Until the spell ends, you can refine a duplicate of the item you made with this spell. If you refine a 9th-level trinket or a 10th-level trinket, the spell ends for that trinket or trinket+ trinket spell’s components. The refined trinket or the item it appears in is then tempered with enervate until the spell ends or the item no longer appears in its image. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can refine a duplicate of a 9th-level item by spending 5 minutes refining the original material. You can refine two trinkets of the same kind at the same time. This uses a different material from the one you refined and requires no alchemical or otherworldly expertise to perform. Transmutation

Mordenkainen's Nine Wands

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You summon a shadowy force that takes on a form you choose: a baton, a claw, a saber, a dagger, a club, a saber, a saber stick, a saber club, a saber sling, or a scimitar. The form lasts until the spell ends. The shadowy force sucks up whatever remains of creatures you choose within its space, storing them for your use. It is difficult terrain and has a 100 percent chance to crit. When you cast the spell, you can reshape the shadowy force into a new form if you choose the options above. The new form can’t attack or

Mordenkainen's Nine Wands

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a bane, a labyrinth, a small, or an area of floor-to-ceiling darkness that you can see and that fits within a 5-foot cube. The area is enclosed by a rope or a loose rope that can be torn. Any creature in the area when you cast the spell must make a Dexterity saving throw. On a failed save, the creature takes 3d8 necrotic damage and is restrained until the spell ends. When the creature releases this creature’s rope or loose rope, it can make another Constitution saving throw at the end of each of its turns. It can also make a new one using a rope or loose rope. If it makes a new one, it can make a new one again using a rope or loose rope. When the spell ends, the creature is no longer restrained by the rope or loose rope. If it reverts to its bane, it is no longer restrained by the rope or loose rope. If it escapes, it is no longer restrained by the rope or loose rope. Abjuration

Mordenkainen's Nine Wands

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a magical cord that uncloaks itself from your hand and hovers there for a moment. The cord lasts for the duration. It is a 5-foot diameter cylinder with a 60-foot radius and a 30-foot high point. The cord acts as a magic cord, but it is not a cord of speed. It is merely a magical tether created by the wizard to a creature that you can see within range. The creature that made the contact can either end its turn within 5 feet of the magical cord or hold onto the magical cord as long as 30 feet. If the creature doesn't end its turn within 30 feet of the magical cord, the magical cord is broken, and the creature must spend 3 feet of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create two additional magical cord creatures for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. The creatures can be a Large or smaller creature or an undead creature. The creatures can be friendly to you and can speak the language of your choice that you speak. The creatures can't attack you. The creatures remain within 30 feet of each other for the duration. You decide what happens next in the game. The creatures can be friendly to you and can speak the language of your choice that you speak. If you cast this spell again, the spell ends. Transmutation

Mordenkainen's Nine Wands

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You unleash an energy field around you, centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage and is struck by lightning for the duration. On subsequent turns, a creature struck by this damage has disadvantage on Dexterity saving throws and is not affected by any speed bump effects. Evocation

Mordenkainen's Nine Wands

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You summon a being that assumes the form of a small demon. It takes 10d6 necrotic damage, and it gains a number of temporary hit points equal to twice the necrotic damage it takes. When summoned, the minotaur has no memory of his or her past life, and it is unaffected by the spell. The minotaur instead has 50 hit points and 100 necrotic damage. Abjuration

Mordenkainen's Nine Wands

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a small, magical link between a wooden or metal object you are holding and another object you can imbue yourself with magic. Until the spell ends, you have the ability to create two additional objects of the same material component, or two objects of the same kind that have the same or similar magical properties. You can also choose to create two objects at a time, rather than having to make two additional objects. In either case, the new objects have the same magic up to them. They remain objects of the same kind after their respective metamens are complete, and neither object has any magical properties changed. You can also dismiss the spell as an action, causing it to cease working. Conjuration

Mordenkainen's Nine Weapons

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Choose a weapon or a simple armor or tool of war that has a high percent chance to create a nonmagical weapon or simple weapon or weapon or simple weapon when struck by one of the following attacks against a target within range: club, halberd, scimitar, or dagger. You make the weapon or simple weapon deal one damage of your choice, and you make the melee attack against that weapon or simple weapon. On a hit, the target takes 7d8 + 1d6 damage. The weapon or simple weapon deals no damage against you. The spell ends if you or someone you love is killed while attempting to strike the weapon or simple weapon. Transmutation

Mordenkainen's Nine Webs

Casting Time: 1 action
Range: 30
Duration: One hundred and ten days

You weave your webs into shapes that range from needle-tipped to venomous. They take 10 necromantic touch damage, and you gain the following benefits: • You can fit four staves into the hand of a willing creature • You can see through walls up to 20 feet in diameter, and you learn the direction that each stave goes • You can move through solid earth or mud, stone, or air, and you learn the conditions under which it rimes and how they affect its properties • You can move through liquids, air, or water that is 50 feet square, 1 mile wide, or 10 feet deep, or one that drops to 0 hit points. The webs aren’t magically nonmagical. They are made of tough, pliable flesh, and are immune to poison and psychic damage.

Mordenkainen's Nine Whips

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral messenger appears and hovers for the duration in an unoccupied space within range. The messenger appears to be an illusory creature with a mottled coloration and motes a hoarfrosted machete in a 30-foot radius around itself. The casting of this spell requires only three components, and none are needed to achieve the desired effect. The casting is instantaneous and can be stopped by a successful Word or Spell attack, an attack that deals 1d8 necrotic damage to the messenger increases its saving throw maximum by 5, and the spell ends early on any creature who w eres a creature or a portion thereof’s saving throw succeeds in casting the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance traveled increases by 5 feet for each slot level above 1st. Conjuration

Mordenkainen Snowball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A flash of light and fury radiates from you to pierce through the ground in a 5-footradius, 30-foot-high cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1dlO for each slot level above 3rd. Evocation

Mordenkainen's Obliterate Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a trench, a trench a foot deep, and a trench a distance apart. The trench must be of the type you choose. The trench extends over a 5-foot cube, and the trench rises up to 100 feet in a direction you choose before falling to the ground. When you cast this spell, you can designate a direction through which the trench exits the spell’s area. For example, you could create a trench in the floor of a room you are seated on that is 5 stories higher than the floor. At any point during the casting, you can use an action to create a 10-foot-square line extending from the point of impact extending from the point of impact as if it were a line extending from your right. The line can pass through any noncorrosive barrier created by the spell, though it takes 1d10 fire damage at the start of each of its turns, and 1d10 acid damage at the end of each of its turns. Transmutation

Mordenkainen's Obliteration

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a 15-foot-

Mordenkainen‘ Spell (60-foot line) Transmutation

Mordenkainen sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot sphere of water appears and surrounds a point you choose within range. The point must be on the ground or in a body of water that is neither there nor there ," such as a creature or a structure. A creature can choose the area as their destination for the entire duration. If they choose the area as their destination ground or in a body of water, the sphere surrounds the area and is impervious to water moves (see below). The sphere is invisible and unaffected by spells or other magical effects. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Constitution saving throw, taking 7d10 on that turn. On a success, the creature can move to a spot within 10 feet of the sphere and continue to be within that distance until it returns to its normal position. If the sphere moves to a spot within twice the distance, the creature is trapped and has disadvantage on Strength (Athletics) checks to reach within 30 feet of the sphere until the spell ends. Transmutation

Mordenkainen's Planar Ally

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A planar entity that you can see within range has the statistics of the creature it is fighting. The creature must make a Strength saving throw when you cast the spell, and it is automatically pushed 10 feet away from you. If the creature fails its save before this time passes, it is pushed 100 feet away from you. If the creature ends its turn on a failed save, the creature is pushed 10 feet away from you. When the creature comes up with a successful one, the creature takes half damage, and the creature is pushed 100 feet away from you. A creature that succeeds on its save against this spell loses it. The target also takes half damage on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the attack deals an extra 2d6 thunder damage to the target, and the attack deals an extra 2d6 thunder damage to it. Evocation

Mordenkainen’s Plan

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

Choose an area of ground within range and place a thin sheet of thick fog over it. The area is 25 feet square and is heavily obscured. The fog is large, flowing 20 feet across. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 5d8 bludgeoning damage, or half as much damage on a successful save. The fog then spreads out across the ground in all directions, extinguishing unprotected flames in its area and in place. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until dispelled, its area of effect is extended, and it deals 1d8 bludgeoning damage to any Medium or smaller creature or object, the spell’s damage increases by 1d8. The spell lasts until dispelled, its area of effect is extended, and it deals 1d6 bludgeoning damage to any Large or smaller creature or object, whichever is smaller. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the total damage increases by 1d8 for each slot level above 1st. Evocation

Mordenkainen's Power Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a sphere of magical force that moves in a horizontal plane perpendicular to your line of sight. The sphere remains for the duration, and disappears when the spell ends or the sphere leaves your concentration. The sphere remains at your discretion for the duration. When you cast the spell, you can designate any number of willing creatures you can see within the sphere, which have their own turns, and so on. If you choose, the sphere remains for the duration. At any time, the sphere moves with you, centered on a point you can see within 5 feet of you. The sphere remains within the spell’s area for the duration. Each time you spend within 5 feet of the sphere, you can make a ranged spell attack. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th Transmutation

Mordenkainen's Private Chambers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a cylinder of hollow marble with a blast of magical energy. Each creature in the cylinder must succeed on a Dexterity saving throw or become charmed until the spell ends. The cylinder is filled with magical energy that lasts for the duration, and the spell ends when the cylinder is completely filled. The shape of the cylinder is determined by the Shapechanger class feature. The cylinder is a 25-foot cube with a 10-foot radius centered on a point within range. Each creature in the cylinder must make a Charisma saving throw. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The cylinder can hold up to 100 pounds. When it is completely filled, the creature is no longer charmed by another creature. Conjuration

Mordenkainen's Private Sanctuaries

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The area can be anything you choose, but it can’t be more than 50 feet on one side and 50 feet on the other. The spell lasts for the spell’s duration, unless you use your action on a later turn to reschedule it. The magical lock on the area is broken when you cast this spell. A creature that uses an action to break the lock on the area takes 6d6 radiant

Mordenkainen's Private Sanctuaries

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create private chambers on land or sea that are dedicated to divination or the study of celestial spirits. Choose a chamber on a small solid surface made up of vines or trees. You choose the plants or the animal’s form, though it can’t be more than Medium or smaller. The plants and the beast are linked, creating a labyrinth of stone and stone tools for use by the spell. When the plants and beast are destroyed, no magical equipment is left behind. If you create a labyrinth on land or sea, you create an enclosed area with nine stone rooms devoted to divination or the study of celestial spirits. Each room is 5 feet square and can be as small as a 15-foot cube and is furnished with tools and implements. When the doors open, any creatures that enter the labyrinth face a 30 foot cube of narrow hallway. Each creature in the open room must make a Dexterity saving throw. On a failed save, the creatures don’t disappear and can be trapped for 1 minute. A successful save ends the spell. For the duration, a creature can be trapped only by two traps created by this spell. A trap created by this spell can’t be removed by natural means, but it can still remain unoccupied until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional traps created by this spell at a time. Each trap is 1 foot in diameter and is 15 feet high and wide. The traps create either a door or a passage leading up to or without a creature, or a barrier that blocks movement across the room between the two traps. Each trap is nonmagical and immune to all effects. A creature can spend 3 feet of movement to break the barrier, and it can repeat the saving throw using any method available to it. The barrier, or an area of barrier, composed of wood or stone, stone, or whatever else is strong enough to resist most attacks. A creature can enter the

Mordenkainen's Recall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You appear in an unoccupied space that you can see within range and that hasn’t been previously worn or carried by a creature. Until the spell ends, the target gains a +2 bonus to AC and AC-deflection. Necromancy

Mordenkainen's Remedy

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a small, harmless object that

Mordenkainen's Resilient Ally

Casting Time: 1 action
Range: 5
Duration: 8 Hours

A spectral creature walks out of a location you designate. The shadow enters the space it enters at the start of your next turn, moving along the ground, up and down the length of the w that it enters. The shadow disappears when it reaches its destination or when the w dissipates. The shadow remains for the duration, and it becomes friendly to you and to creatures you select when you cast the prayer. Nonmagical ranged weapon attacks made against the shadow don’t deal any extra damage. The shadow can create a shield by passing through it and creating a barrier, by passing through a portal created by another spell of 2nd level or higher, or by passing through an opening created by a portal spell of 5th level or higher. Conjuration

Mordenkainen's Resilient Sphere

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A shimmering barrier radiates bright light from a spot within range. The barrier extends from the point of a finger pointing toward a creature of your choice within range, and lasts for the duration. You choose the target's plane’s plane’s spellcasting location. You can cast this spell through the barrier and cause up to five bolts of lightning to leap from its base. Each bolt has a range of 360 feet and can’t be reduced to 0 feet in any plane. When the portal to the multiverse appears, each bolt deals 4d4 lightning damage to the target. That creature can use its action to move up to its speed so that it can enter the portal, succeeding on the normal attack roll and also succeeding on the saving throw. Evocation

Mordenkainen's Resilient Sphere

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A comforting shimmering sphere surrounds a creature you choose within range. The sphere’s surface is translucent and remains for the duration. While the creature is in the sphere’s space, you can use a bonus action to cause the sphere to move up to 60 feet in a direction you choose. For the duration, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a protective cube at 7th level and higher, sharing the same properties as the sphere or creating an area of extradimensional security. This protective cube is 24 feet long, 10 feet tall, and 6 feet thick. In the center of the cube are five rings with silver-tipped tip that are connected to five fingers of one finger, one piece of jewelry, a staff, or a piece of jewelry of the sort you desire. You create two protective cubes by spending the spell creating a new protective cube. When you create the cube, you decide what kind of protective force the rings use, how strong they are, and how many inches of rope each ring is placed in. You can set the material created by the cube to be nonmagical in nature, such as radish, black gold, or emerald. When you create a new cube, you can reshape it in any manner you choose to best serve your purpose. To create a new protective cube, choose a sphere created by the

Mordenkainen's Resilient Sphere

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a small, imperceptible force field that

protects you from harm. A creature in the field of effect must make a Constitution saving throw. On a failed save, the object in the field of effect is knocked prone. An object that is knocked prone is pushed up to 10 feet. A creature can’t be pushed up or pushed into the field. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A restrained object (such as a staff or a staff of magic’s might) can’t be pushed or pushed into the field, and restrained objects can’t be pushed or pushed into the field. A restrained object can be pulled up to 5 feet away from the object, but the object must be restrained for this spell to function. The restrained object remains in the field for the duration, and it can’t be pulled up to 5 feet away from the object. Divination

Mordenkainen's Rest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell grants a creature’s resting place to temporarily or permanently expired memories. You can restore the memory of a creature’s death if you are within 100 feet of the creature’s location and that creature is dead within that time frame. If you restore the creature’s memory of its death, the memory must be re-enacted or the memory lost. Divination

Mordenkainen's Rest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell grants a creature’s resting place to temporarily or permanently expired memories. You can restore the memory of a creature’s death if you are within 100 feet of the creature’s location and that creature is dead within that time frame. If you restore the creature’s memory of its death, the memory must be re-enacted or the memory lost. Necromancy

Mordenkainen's Rest

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You awake and fall unconscious. You are also able to use your reaction to regain the benefits of your concentration and to use your action to make a Wisdom saving throw. On a success, you regain the benefits of your concentration and are incapacitated and don't have to use your movement or spellcasting ability to make the saving throw. On a failed save, you are unconscious for 1 minute. You also have resistance to nonmagical damage. You can use your reaction to revert to your normal form when you return to normal life. Conjuration

Mordenkainen's Rest

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell makes your next melee attack roll made with a weapon of your choice that you are proficient with successful. on a failed save, you end this spell early. You can end this spell early by spending 1 minute resting. You regain all expended hit points equal to the spell’s level when you cast it. At the end of your next turn, you regain all expended hit points. Until the spell ends, you can make another weapon attack roll against a creature within 5 feet of you using your action on a hit. A creature must be within 5 feet of you for the roll to be effective. On a success, the creature is no longer affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the attack roll against a creature that uses your spell slot to make an attack roll against a successful one increases by two for the subsequent roll. On a 2, the creature must make the attack roll as normal. Transmutation

Mordenkainen's Rest

Casting Time: 1 action
Range: Self
Duration: Instantaneous

When you cast this spell, your spell slot is reduced to 0, and you regain all expended hit points. If you cast the spell again, you can make a new one at any time. The effect ends for you and your companions if you cast the spell again on a new willing creature or if you cast the spell as a group action. Make another spell attack roll for each slot level above 1st. On a successful save, you are no longer incapacitated. Transmutation

Mordenkainen’s Ring

Casting Time: 1 action
Range: 150
Duration: Instantaneous or 1 hour (see below)

You create a ring of magical force around yourself, or an object you can see within range, which is centered on you. You can make the object appear to be a sphere or a cylinder, or to have a cylinder as a ring around a finger. The object you create has the same properties as the object created by this spell, except it isn’t a magic ring. You can make an object from any material that isn’t made from anything, including magic rings or similar. You can also make an object from anything you can see within range, including magic rings and similar objects. The object you create is made of one-dimensional material that isn’t made of anything. The object’s shape is the same as that of the object you created,

Mordenkainen's Rock

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You point your wand at one creature of your choice that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on the following attacks: • Two-handed Weapons • Two-handed Weapons (1-handed) • Two-handed Weapons with a Loaded Attire (underpowered) • Two-handed Weapons with a Pourer-Gatling Attire (unprounable) • Two-handed Weapons with a Trident-Tipped Bead (unprounable) • Two-handed Weapons with a Bead of Force (unprounable) At Higher Levels. When you cast this spell using a spell slot of

Mordenkainen's Rogue Trader

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell allows you to forge powerful, legendary magic items from rare, precious metal. Choose up to three legendary objects you can see within range: a staff of legendary servants, a jewel of legendary importance, or a precious jewel of legendary importance that can be of any material that can’t be traced back to a specific era. Once you have cast this spell, you can use a bonus action on each of your turns to issue a command to the staff of legendary servants. The servants follow your orders, protecting and entertaining your interests and casting spells for which you have the most experience. You can issue a command out of an open door that you can see within range, a ritual that requires a specific ritual setting and a specific casting time. You can also specify commands that take effect only after you cast the spell. For example, if you command the servants to follow your command that a certain creature be fed a poison, the servants follow your command that the creature be left harmless. You must speak to the servants what you command, issuing the same command to them. If you issue no commands, the servants follow your command that the creature not be fed the poison. When you issue a command, the servants follow your instructions so the creature is free to follow your orders as long as they follow your instructions. While the servants follow your commands, the creature is aware of them. When the spell ends, the servant that was given the command obtains the item back from the original owner. While the spell ends, the item remains with you and is dedicated to the cause of your happiness. At Higher Levels. When you cast this spell using a 9th-level spell slot, you can target one additional creature for each slot level above 10th. The creatures must be within 10 feet of each other when you target them. Enchantment

Mordenkainen's Rope

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The rope that ends up on the ground becomes a wall of vines that you can see within range. Any creature in the rope's area must make a Dexterity saving throw. On a failed save, the rope is turned to stone. On a successful save, the rope is turned to stone. The rope is broken when the spell ends, and creatures that are restrained by it fall prone on their own. Transmutation

Mordenkainen's Sanctum

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You seize the living space of a creature that occupies a 5-foot square portion of space that it completely occupied when it w as an undead. The creature’s soul is bound to the space, allowing it to survive until the spell ends. The creature only speaks when w as an undead and can’t become conscious. On its turn, it can spend 1 minute remaining conscious or using a reaction to move up to 10 feet in a straight line. If the creature moves more than 10 feet, the move is broken and the creature loses all its movement. You decide what action the creature would take and where it would move during its next turn. As an action, you can move the creature up to 30 feet in any direction and repeat the move 30 times. If you maintain your concentration on this spell for its full duration, the creature is unaffected by any effects that apply to it. If an affected creature moves when the spell ends, the creature does not move while it does so. You can use this spell to banish an undead to a graveyard or a similar location. While the creature is banished, any undead that remain have a 20 percent chance to regrow their missing body parts. Such a creature regains 2d8 hit points when it awakens. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Mordenkainen's Sanctum

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a 1,000-foot-radius, noxious, poisonous, or magical place on the ground that lasts until the spell ends. You choose a point within range and can direct creatures and objects there but can’t harm them. The location of the place costs 1,000 gp, but can be reached by crossing a chasm, a small bridge, or some other solid object. You can direct creatures and objects up to 60 feet away and pass through openings as small and as wide as 10 feet deep. For example, you can direct a 10 foot-deep pit to rotate off a wall or up a side. A creature that moves through the pit must make a Dexterity saving throw. The creature takes 10d8 poison damage on a failed save, or half as much damage

Mordenkainen's Scorcher

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. It must succeed on a Strength saving throw or be targeted by a Scorcher spell. A target takes 8d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Mordenkainen's Scorcher

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, your weapon pierces both body and mind, and the target takes 4d6 fire damage, or half as much damage on a hit. The target’s speed is reduced by 10 feet until the start of your next turn. Evocation

Mordenkainen's Scorcher

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a bolt of flame that ignites flammable objects within range. You make the blast look like a torch, but it doesn’t have to be flammable. You can set off the casting of this spell only to cause flammable objects to ignite in a specific direction. You can also use a bonus action to make a line of sight through a flammable object in this way, seeing as how the flammable object is made of metals and stone. Conjuration

Mordenkainen's Scorcher

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create two rays of flame that deal 1d8 fire damage to one creature you choose within 30 feet of you. The target must succeed on a Strength saving throw or take 1d8 fire damage. The fire then spreads around corners and over obstacles in the target’s path. Each creature in a 10-foot radius sphere centered on the ray must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Mordenkainen's Scorcher

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A shimmering force springs into existence around a creature that you can see within range. The creature must make a Dexterity saving throw. It takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Fire damage. The target takes fire damage when it takes the fire damage. If it takes fire damage in the first case, the creature takes half as much damage and is blinded for 1 minute. If the

Mordenkainen's Scorcher

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and cause that creature to gain the ability to fire a beam of fire that is no larger than a 20-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and is blinded until your next turn. On a successful save, a creature takes half as much damage, or half as much damage at the end of its next turn. While blinded, a creature can’t see or touch any solid object or area and can’t activate spells. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Evocation

Mordenkainen's Scorcher

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a nonmagical object that you can see and that isn’t being worn or carried. The target takes an extra 1d6 fire damage when you hit. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mordenkainen’s Secret Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a blade of morden kennled with wood that seems to come from a place of unknown power within range. You choose one of the following effects when you cast the spell. It creates a blade of morden kennled with wood, giving it the ability to strike as a weapon. Blade of the Righteous. The blade of the morden kennled with wood grants it the power to deal 1d6 damage to a creature or object within 5 feet of it. Blade of the Undying. The blade of the morden kennled with wood grants it the power to deal 1d6 damage to a creature or object within 5 feet of it. Blade of the Faithful. The blade of the morden kennled with wood grants it the power to bless a creature or object within 5 feet of it. Blade of the Path. The blade of the morden kennled with wood grants it the power to travel to any point on the plane of existence that allows for the casting of a saving throw. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates a chest on the ground in an unoccupied space on the ground-level for you—the chest owner—to carry your belongings and notes so that they can be made available to nonmagical creatures. You choose one object or spell that you are holding that can be opened and carried and that isn’t being worn or carried by another creature (for example, a ring finger or a necklace can open and carry a creature). You can carry no more than ten such objects or spells, or a single object or spell. You can’t carry more than one item at a time. While carrying an item, you need not use your hands to move it to the chest, rather, you use your hands to press the chest button to open it. You can open a chest by using a bonus action to mimic a visible chest button. When you make a melee spell attack on your turn, you can either use your bonus action to cause a flanking attack using your bonus action or your weapon to strike the chest button as a bonus action on each of your subsequent turns. You can use your action to cause a flanking flanking attack using one of the following two flanking tasks: (a) using your action to cause a melee attack using a weapon, or (b) using your action to cause an attack using a piece of armor. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You open an unlocked chest on the ground or a slot above the surface of ground. The chest is a connected cylinder about the size of a small cottage. The chest can contain up to eight Medium or smaller creatures (your choice which have their own set of Tiny weapons). When you cast the spell, you decide what creatures appear. The creatures appear as normal creatures, and you can choose what type of armor they have or have not worn. Each chest has 10 hit points. You can’t have more than one chest at a time, and any creature that starts its turn with the hit point maximum has its hit points halved. You can’t have more than one chest at a time, and any two or more at a time, the creature dies (falling to the ground or the ground is an action). At the end of each of its turns, a mordenkainen’s chest can hold up to 100 creatures. You can hide within 1,000 feet of a chest by using an extradimensional space feature (see below). Once a vaulted space has been created, you can use it again as an extradimensional space (see below). To access the space, use the same space (but with a different creature) or the same space (but with different creatures). Alternatively, you can create a portal that leads to a different chest or chest dimensions. This portal (or any other portal) leads to a chest or chest dimensions that match the dimensions of the original target dimension (your choice) or another dimension. If you create a portal from nothing more than the space you use to enter the spell’s area, you are accessing a direct link between the original target dimension and the extradimensional space. You must have the appropriate plane of existence to use this spell. You must have seen or heard

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your personal wardrobe changes into a mordenkainen's treasure chest (from left to right). One item of high value within the mogu chest is yours to wear until the end of your next turn. You and any creatures you designate when you cast this spell become one with the mogu chest. You transform into a mordenkainen and transform into a muggle, an elemental, or a fiend at the same time, and then remain within 30 feet of each other for the duration of the spell. While in the mordenkainen’s chest, you can use a bonus action to cause a bolt of lightning to leap from your shoulder or behind your head to strike a target. Make a ranged spell attack for the jewel, which deals 3d6 lightning damage to the target. On a hit, the target deals 4d4 lightning damage with 1 hit. Any effect that would reduce the target to 0 hit points prior to your casting this spell ends on the target’s hit point maximum. You can’t use any tools used by the target or remove any objects from it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d4 for each slot level above 5th. Transmutation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You open an unlocked chest on the first floor of an undead stronghold. When you cast this spell, choose a chest created by the inscribe spell or the warding spell, or create a chest by using the warding spell. You create the following chest conditions when you cast the spell. The conditions can be changed in a creature’s mind by the use of an action or by casting this spell without first making such a change. When the spell ends, an undead stronghold appears in your memory, made of stone and incense that is thick and heavy. Each stronghold is 1/4 inch thick and is made of opaque metal weighing 1 lb., or 20 percent as much as normal metal. When the stronghold is destroyed, all living creatures within it are expelled. Each creature is protected from decay, but its hit point maximum is reduced by the sum of its hit points. Undead and oozes have disadvantage on attack rolls against creatures other than undead. You can’t create a chest by casting this spell on a creature that is hostile to you or that has a history of attacking you. While the creature is hostile to you, it can’t talk or cast spells. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

This spell reveals your deepest secrets. You must reveal your deepest thoughts to a willing creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is stunned for the duration. On a successful save, the stunned target returns to normal size at the start of its next turn. The spell ends if you are incapacitated or if you cast this spell again when you return to your normal physical body. A stunned target can’t take reactions or take any action that might benefit from its action. Illus. Mikel Wysopal Necromancy

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A chest of frozen bones and raw, fleshy flesh springs into existence within a 5-foot cube within range. The chest is a celestial chest of bones and raw, fleshy flesh springs into existence within a 5-foot cube within range. The chest is a celestial chest of bones and raw, fleshy flesh springs into existence within a 5-foot cube within range. Nonmagical creatures that don’t belong to a class or a type other than that of a celestial class are shunned within the cube. Creatures of that class or a type other than that of a celestial class can enter the cube in any manner they choose, and any nonmagical construct they leave behind is shunted to the space nearest to the cube’s closest nearest nonmagical construct (creature or object). Abjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You open an unlocked chest of summoning material that you can see within range. The chest contains a chest of summoning material that is an unoccupied chest piece. The chest can hold up to 100 chest pieces, or it can hold up to 200 pieces of summoning material. The chest is nonmagical in nature, and creatures can’t cast spells. If you cast the spell with a 5th-level or lower slot, the magic of the chest is lost. The magic of the chest is strong enough to crush mundane objects, magical vines, and similar material barriers in its area. The chest can hold up to 100 pieces at a time. The spell ends when the spell slot is up. You can store up to ten pieces of summoned material in the chest. You can’t store more than one piece at a time. The spell ends when the spell slot is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of pieces you can store increases by two for each slot level above 2nd. Enchantment

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You open a chest filled with magical energy centered on a chest you can see on the ground or on a floor. Magical energy radiates from you in a 30-foot cube centered on the chest. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell creates a chest of magical power that contains magical items, spells, and other mundane objects. The chest is unbreakable by fire or water, but it emits a faint dim light if it is strong enough, and it emits a faint greenish light if it is low enough. The chest is worth 50

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Your chest springs into existence from the deepest part of your body, transforming you and keeping you alive for the duration. You are immune to all damage, and when you drop to 0 hit points, your flesh softens and transforms into milk, an everyday food item in the game. If you have a Large or smaller creature or object within 5 feet of you, the creature can’t become hostile toward you and can’t physically attack you. As an action, you can open the chest and move it 10 feet away from you. While opened, the creature can make use of any tools it chooses, and it gains a number of temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. These temporary hit points can’t be spent to repair damage, but they can be spent to inscribe a message within the chest. As a bonus action, you can open the chest and create a message that can reach as high as 20 words. You can also use the chest to open a chest of distress in an unoccupied space within range. Finally, you can offer your own communicative message to the creature within 10 feet of the chest in an attempt to persuade it to join your ranks in your army. You can reach as far as 50 feet away from the chest as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of temporary hit points it can sustain increases by 2 for each slot level above 6th. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You open a chest on the ground that contains an object worth 10,000 gp or less whose weight is 10 pounds. Until the spell ends, you can open a chest only by spending 1 hour digging up the chest and storing it in a simple chest worth 10,000 gp or less. Thaumaturgy Touch 24 hours You touch a creature and imbue it with magic. Until the spell ends, the target can make a Wisdom saving throw, taking 3d12 necrotic damage on a failed save, or a spell attack roll against a creature within your reach within the spell’s area for the first time on a turn that it would normally target itself and you, or one creature that would normally be affected by the spell. While the target is affected by a spell of 3rd level or lower, the damage it takes from the spell is reduced to 1d12 necrotic damage, and the reduction to magic-infused damage from other spells and magic items increases by 1d12. If you cast this spell on the same creature more than once, the spell’s damage increases by 1d12 while the second creature is affected by it, starting on the second time. Abjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A secret chest of magical force hidden in a chest of ice and snow appears only when you have reached the age of dragon’s wrath. You can open or close the chest, allowing a creature to enter it or leave it, or opening and closing its chest, granting it a bonus to attack and

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell grants the chosen being a chest made of magical force. It contains all the equipment needed to create the chest. You choose whether the chest appears in a chest or a chest piece, or none at all. The chest is worn or carried by someone who has the chest piece. A successful Intelligence (Investigation) check against your spell save DC reveals that the chest is for someone else. You know the location of the chest, which is within range, but you can’t decide which direction it is going. The chest appears in the space you created, centered on a point you can see within range. If you are walking on ground that you can see, and there are no creatures within it, you must use your movement to move in that direction. If you are behind a structure that has a ramp that leads up to the chest, for example, you can move in a direction that would move the chest. The chest doesn’t contain any objects, spells, or other magical effects. Illusion

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a chest that is 5 inches square and weighs 1,500 pounds. The chest is 1 inch thick. You can create multiple chest pieces. Each chest piece is a piece of magic metal that you can see within range. Each piece of magic metal has AC 5 and 15 hit points. When you cast this spell, you must choose one of the following options. Arcane Chest piece. You can create two chest pieces, one of which can’t be more than 10 feet in any dimension. You can create a chest of any size and no larger chest piece. You can create a chest that is 5 inches square and weighs 1,500 pounds. The chest is 1 inch thick. You can create multiple chest pieces. Each chest piece is a piece of magic metal that you can see within range. Each chest piece is a piece of magic metal that has AC 5 and 15 hit points. When you cast this spell, you must choose one of the options below. Arcane Chest piece. You can create two chest pieces, one of which can’t be more than 10 feet in any dimension. You can create a chest of any size and no larger chest piece. You can create a chest that is 5 inches square and weighs 1,500 pounds. When you cast this spell, you must choose one of the options below. Arcane Chest piece. You can create two chest pieces, one of which can’t be more than 10 feet in any dimension. You can create a chest of any size and no larger chest piece. You can create a chest that is 5 inches square and weighs 1,500 pounds. When you cast this spell, you must choose one of the options below. Arcane Chest piece. You can create two chest pieces, one of which can’t more than 10 feet in any dimension. You can create a chest of any size and no larger chest piece. You can create a chest that is 5 inches square and weighs 1,500 pounds. When you cast this spell, you must choose one of the options below. Arcane

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A chest containing nearly all your gear, magic items, and other belongings. You are assumed to be in your fortress and must open the chest at least once before the game ends. You must have a chest at least 30 feet square, and the chest has 10 legs and a trunk that can hold up to four people. You can hide your chest and your weapons, armor, and weapons from detection by other creatures or objects. Additionally, if you are attacked, you and any creature hostile to you are also immune to this effect. When you cast this spell, you can designate any number of creatures that you can see within 30 feet of you as friends and enemies of you. You can also designate any number of creatures that are hostile to you as being unaffected by this spell, as well as any other effect that would affect you. You can’t designate any other effect that would leave you blind or deafened, or that would make you incapable of seeing anything. Enchantment

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell enables a Large or smaller human to become a celestial, elemental, fey, fey demon, fey spirit, fiend, fiend master, or fiend pirate. The charmed form remains until the spell ends. If you are the one doing the casting, you can make the transformation into a celestial or fey demon, or have the fey form become a fey demon. If you are the target of this spell, your magic is reduced to noncontrolling levels 1E-20. Otherwise, the magic of the fey demon is restored to it's normal level. The transformation lasts for the duration or until you use an action to dismiss it. When the spell ends, the celestial or fey form reverts to its normal form, and you lose all your hit points. If the celestial or fey form is slain or the fey form restored to its normal form dies, its hit point maximum is restored and its hit points regenerate as normal. If you cast this spell again w as part of a long rest, the creature’s hit points and reanimated hit points become visible, at least until the next active spell rest breaks your concentration. Abjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A chest

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell reveals your chest. Choose 1 chest piece you can see within range, and you gain the following benefits: • You hide your chest piece. This spell creates a chest of soft, warm air in an unoccupied space on the ground within range. • You can open or close your chest piece. This spell opens or closes a chest piece you can see within range. • You can hold a chest piece of the same kind. This spell opens or closes a chest piece you can see within range. • You can magically teleport to a chest piece you can see within range. This spell creates an unoccupied chest with a 20-foot radius and is permanent. • You can use an action to dismiss this spell. When you do so, roll a d20. • You know the password. This spell creates a small chest piece within range that can hold up to 10 pieces. The chest piece can be opened or closed by using an action to its left or right, or you can use the chest piece’s closure to open or close a chest or other container. The chest piece’s space is difficult terrain. Any piece that drops from the chest piece’s space can’t be opened or closed by you. When a chest piece drops from the chest piece, the chest piece opens or closes in a random direction. The chest piece can be opened or closed only by spending 1 doubloon. The chest piece can be disassembled into any number of pieces, removing any that aren’t completely affixed to the chest piece. The chest piece can be opened or closed only by spending 1 doubloon. At Higher Levels. When you cast this spell using a 3rd- or 4th level spell slot, you create one additional chest piece for each slot level above 2nd. Transmutation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a chest on ground that you can see within range. The chest is an open chest piece that fits inside the space you created at the start of each of your turns. You can open or close the chest using a simple motion, but any creature inside the chest must make a Dexterity saving throw. On a failed save, it takes 1d6 cold damage, or half as much damage on a successful save. When a creature enters the chest for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, it can’t open or close the chest, and if it does so, it immediately descends into the ground and starts its turn there. The chest moves with you, remaining so long as you are in the chest. If the chest moves while you are within 1 mile of it, you can’t move it while you are within 1 mile of the spell’s area. You can move only by leaving the chest visible and without spending 5 feet of movement. You can’t move more than 10 feet away from the chest, even if that distance includes the area of the chest’s visible movement. You can’t move more than 30 feet from the chest, or stand on it. Any effect that moves the chest would move it too far from you. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A chest containing magical ammunition, magic tools, and items. The chest is a chest with an opening at its base that can hold 1 cubic foot of nonmagical ammunition, 5 pounds of magic ammunition, a chest-shaped pocket, and a thin sheet of transparent material that is 5 feet wide at the base. The chest contains as many as four 5-pound containers. The chest can hold up to four magic ammunition containers on each side. Each container has AC 20 and 30 hit points. The chest can be opened and shut using a small opening on either side. The chest can hold up to twelve magic ammunition containers. The chest can contain up to ten magic ammunition containers. A chest can be turned into any other chest or slot. The chest can be up to 10 feet deep, 20 feet high, and 20 feet thick. The chest can be decorated with any design you desire. You decide how the magic ammunition is drawn, how many rounds it contains, and the material it contains. Magical ammunition containers can be enchanted and otherwise modified by you. An ammunition container created by this spell creates or duplicates one of the following effects with it: 1. Magical ammunition containers created by this spell have their own magic ammunition slots and can be turned into magic ammunition. Magical ammunition containers created by this spell create ammunition only when the ammunition slot is occupied, when the ammunition slot is used, or when the ammunition slot is no longer used. The ammunition created by this spell can be turned into any ammunition magic ammunition container created by this spell. 2. Magical ammunition containers created by this spell can be turned into any ammunition magic ammunition container created by this spell. The ammunition created by magical ammunition containers can be turned into any ammunition magic ammunition container created by this spell. 3. Magical ammunition containers created by this spell can be turned into any magic ammunition container created by this spell. The ammunition created by magical ammunition containers can be turned into any magic ammunition container created by this spell. This spell also creates ammunition that is infused with a magical effect that lasts until the casting of an alternative spell of 8th level or lower. Transmutation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This magical chest appears inside your current space on the Ethereal Plane. You are limited to one chest at a time. You can open and close the chest, but nothing else can be carried. A mordenkainen’s secret chest is an open chest with a chest slot of 2 + 5 cubes. The chest can contain up to 100 cubes. The chest can be moved and modified by others as you wish. It can contain 1 chest, 2 chests, 3 chests, 4 chests, 5 chests, 7 chests, 10 chests, 15 chests, 20 chest slots, 25 chest slots, and 30 chest slots. You can store up to 100 cubes in the chest. It can contain only one chest at a time. When you open the chest, you must open all the adjacent chests. You can store up to 100 cubes in each chest. The chest can be disassembled into any number of identical pieces, removing any duplicates. The chest can contain up to 100 cubes. Each cube in the chest must fit within a 4-foot cube. You can place cubes in any size and shape you wish. The chest can contain up to 100 cubes. Each cube in the chest must fit within a 4-foot cube. When you finish casting this spell, you can remove any duplicates that you have removed from the chest. Each cube in the chest must fit within a 4-foot cube. Each time the spell ends, a random cube is removed from the chest and an empty cube is opened from the chest for that turn. The cube removed from the chest is then destroyed. A random cube within the cube or within an area of a cube that has a cube within it can’t hold more cubes than you have remaining, or an area of a cube that has a cube within it with a cube within it becomes difficult terrain until cleared. The cube removed from the chest can then be destroyed. If you have a cube within a difficult terrain area, the cube there is immediately removed from the area, and the spell ends. If you have a cube within a similar terrain area, the cube there is immediately removed from that area and the cube there is immediately destroyed. This spell has no effect if you control more than one creature or if you have multiple hands. Enchantment

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

This spell grants the following benefits: • You grant up to ten nonmagical objects within range that you can see within range (your choice) to a creature you can see within 30 feet of the chest and hold within range. An object can be up to a light object or a light object containing up to one object; if the object is heavier than what the object contains, it vanishes. • You grant up to ten creatures within range an object from a chest that you can see within 30 feet of it to one that fits within 30 feet

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You open a chest on the ground in an unoccupied space that you can see within range. Nothing there is other than your attunement to this spell’s duration, and nothing that isn’t your typical chest. The chest contains your belongings, including your weapon(s), armor, spells, weapons, and other items. Each chest has a different description and includes a description of when the spell’s duration ends and how you use it. You can’t open another chest or use any properties on it. The chest can contain up to 8 objects and doesn’t have to be on the ground. Any object that can’t be held by an object’s weight can’t been used as a

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the willing creature you touch the ability to store up to 500 gp worth of magical ammunition, as well as any ammunition or other valuables that you might have hidden away in the chest. The chest can hold up to 500 pounds. When the spell ends, the chest disappears, leaving behind no physical evidence of its existence. You can’t recall any creature in the chest who isn’t wearing a head shield or a similar head armor. You can dismiss the spell as an action and return the chest to its normal state. You can even set the chest aside for up to 30 days, after which time the chest disappears. A chest can contain up to 500 pounds of ammunition, but no more than 500 pounds of gear. You can’t recall a creature in the chest who isn't wearing a head shield or similar head armor. Transmutation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You open a chest containing a treasure chest of sorts. The chest contains 1,000 gp worth of mundane, magical, or rare items, as well as 10,000 gp worth of magical items. The chest is open to the public. It is a chest with 10 rooms, each containing one chest. Each room is 1 inch in diameter, and can be divided up into rooms for as many rooms as you wish, or rooms with rooms of the same kind as rooms with rooms of the same kind. Each room has a different purpose, such as protecting a room from fire or by blocking a hostile creature. Each room can contain up to four 5-foot cubes, and any creature larger than 5 feet must succeed on a Strength saving throw or become restrained in the cube until the spell ends. A creature restrained by the cube can use an action to try to open or close the chest. The chest must be contiguous with the chest in order for the spell to work. If the chest is not, the spell fails and the cube is destroyed. Transmutation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You open a chest on the ground that contains a chest piece whose chest length is less than 10 inches. The chest is 1 inch thick and contains a chest piece of the material you named. The chest piece can contain up to 5 cubic feet of nonmagical armor, a piece of nonmagical weapon ammunition, or up to 2 cubic feet of nonmagical weapon ammunition. You can’t create more than one chest piece at a time. A chest piece created by this spell can contain up to 1,000 pieces. The chest piece can be opened and closed by one skilled in the art of transmutation. Once opened and closed, the chest piece instantly becomes part of your game statistics, granting access to any number of additional statistics you have. Each additional statment must be of a different type, such as a higher Intelligence score or lower. The spell’s statistics become active when the spell ends. Choose one or more of the following options for the chest piece’s statistics: - Intelligence - Charisma - Wisdom - Charisma modifier. - Charisma score is how well you are able to understand the text and concepts in the chest piece’s statistics. - Wisdom modifier is how well you know the creatures’s racial statistics. - Wisdom modifier is how well you know the creatures' class and/or alignment. If you don’t specify an option for a creature’s statistics, the creature doesn’t appear in the chest piece statistics. The DM controls the statistics, which are determined by the DM in game. If you have more than one chest piece, the DM has total statistics for each chest piece created. The DM doesn’t have to specify a creature’s statistics; the DM can determine their statistics through a roll of 11 or less. Transmutation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a chest piece that has the same name and type as the chest piece you created. The chest piece is an object that has the same properties as the chest piece. It doesn’t have to be fully enclosed by clothing, but the piece can be. A piece of nonmagical armor can be a chest piece or other object that fits inside the same space as the piece. The piece can be anything that fits inside the space the piece occupies. The piece can be a chest piece or other object that fits within the space it occupies. The piece can be anything that fits within the space it occupies. The piece can be magic. A piece of nonmagical armor can be a piece or other object that fits within the space it occupies. A piece of nonmagical armor can be a piece that fits within the space the piece occupies. A piece of nonmagical armor can be a piece that fits within the space it occupies. A piece of nonmagical ammunition can’t be opened or worn by a creature that can’t open or wear a piece of armor. The piece can’t be dispelled by nonmagical fire, but a piece of nonmagical ammunition can. A piece of nonmagical ammunition can’t be dispelled by a spell of 2nd level or higher. Transmutation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You open a chest containing magical chest-caliber ammunition, an arcane lock, a set of keys, a ring, and a set of chitinous runes. You must touch the chest before it appears. It contains whatever you need to carry, including your weapon. You decide what you want to carry and when you need to carry it. You can place your location on the chest, or you can place it anywhere on the ground

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. Con

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can use a bonus action to cause the chest to shift to match the chest you created with this spell. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a chest and two other objects in it that contains magical force, a container that can hold as much as 10,000 gp worth of magical force as you choose, and a transparent helm with eight silver bolts imbued with divinity. When you cast this spell, you can open the chest and objects, opening the chest and objects, the chest and the objects, and divining in the helm that the planar destination lies. You also caninvestigate the chest and objects, opening the objects, determining the destination's location and divining in the helm that the chest and the objects are the same. If you know the location of the divinatory portal and the location of any other objects, you know the location of the divinatory portal until the spell ends. If you don’t know the location of the divinatory portal, you rely on magic to locate the one you are looking for. Divination

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You open a chest of magical power within range that contains a chest of magical force. The chest is a chest with eight chest panels. You can open the chest by using an action to touch one chest panel to the chest’s left and right. You and all creatures within the chest are within 5 feet of it. You can make other mental mental connections with the chest. If you or any creature you touch becomes incapacitated while you or the creature are within 5 feet of it, you can move to remove the incapacitated creature from the chest and restore it to full health. Alternatively, you can move the chest up or down, depending on the nature of the chest’s space. When you move up or down, you can direct the chest’s energy to move in a direction you choose, which might leave you or the creature within 5 feet of it underwater. You can move the chest up or down by using either hand. When you move a finger, the chest moves with you, replicating an action taken with the other hand. When you move a finger, a small chest embossed with an illusory power appears at the bottom of the chest. You can’t move it more than once, and you can’t touch it more than once. When you move a finger, the chest moves with you, replicating an action taken with the other hand. When you move a finger, the chest moves with you, replicating an action taken with the other hand. Each time the chest moves with you, you make a new illusory power up to twice your level. This illusory power creates a new chest panel, chest, and chest’s space on the ground within range. You can’t have more than one illusory power created by this spell at a time. Divination

Mordenkainen's Secret Doors

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

You make two teleportation doors magically appear on the ground at the edge of an unoccupied space you choose within range. You can create one door by spending 1d8 magic circle in a space you can see and using humor; two doors appear at the bottom of each space to each other and to each creature inside the room. The doors are 2 inches thick, and each requires at least 1 hour to mend. The doors can be opened and shut by one creature or by using an alchemical door, alchemist's toolbox, or other dedicated passage. They can’t be locked. If a door hinders movement, such as to a creature in the middle of an open space, the creature can use its movement to move up or down a flight of stairs to that spot. If a door hinders movement by up to half as much as a normal door, the creature must make a Dexterity saving throw. On a failed save, the creature is limited to just one detached door (the creature can have more than one detached door). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the magic door created by this spell can have up to four detached doors—fingers apart and facing apart—equipping it with precision and care. When a creature moves into or through the detached door, that creature must use its movement to move up or down the stairs or vice versa, and the invisibility of the door obscures the creature’s vision. Abjuration

Mordenkainen's Secret Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magnificent wooden structure on ground that you can see within range. The shape is large enough to encompass a 10-foot-by-20-foot cube. You must make a Dexterity saving throw to do so. If you are holding the structure, you can use an action to cause the object to become much smaller than that size. A creature must succeed on a Dexterity saving throw to move through the entire cube’s space. If the object moves more than 10 feet away from you, it must first make a Dexterity saving throw. If it fails, the object isn’t moved. A creature that harms the object or moves it with other creatures, such as by climbing or otherwise attacking it, must roll an Intelligence (Investigation) check against your spell save DC. On a success, the object is no longer in the space it once was. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the object increases by

Mordenkainen's Secret Furnace

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a small, opaque door in a spot you can see within range. The object must be of the same shape or different material properties. A door created by this spell must be at least 5 feet wide and must be of an unoccupied 5-foot cube. The door must be made of opaque material that fits within a 5-foot cube. A creature must be within 5 feet of the object when you cast the spell. A creature can use an action to speak a word that wordlessly descends into the room. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the creature is frightened and can’t be targeted by this spell. A frightened creature gains no benefit from sensory effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the door increases by 1 inch for each slot level above 2nd. Evocation

Mordenkainen's Secret Grove

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a hidden underground passage by gathering magical energy. The passage is about the size of a small alchemical pot, and it is open to the elements only. It is a labyrinthine labyrinth that has three floors that are connected by stone staircases, each of which is dedicated to a specific task. You can open one of the three doors on the first floor by using up to three charges, or you can open one door on each floor by using up to four charges. The doors are always locked, and you can use only

Mordenkainen’s Secret Grove

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A 40-foot-tall cylinder, 10 feet thick and 1 foot wide, appears up to 60 feet outside the DM’s area of effect in a 10-foot radius centered on a point you choose within range. The cylinder remains open for the duration. While the spell lasts, you can use your action to cause the cylinder to fill in half, changing the appearance of the cylinder in the same way as changing the size of the space you move within. The spell ends when you cast it. You can also end it before then, if you plan to end it in a different area. The spell ends when you finish a long rest. When you finish a long rest, you can choose a new name for the cylinder, such as Mordenkainen, Mordenkainen’s Secret Grove, or Mordenkainen's Secret Grove. If you change the name of the cylinder, you can use your action to end the spell. You can also end the spell if you are already on the same plane of existence as the one you chose. You can end the spell on a permanent or temporary plane by casting the spell directly from the spell slot you used, and this spell ends on that particular plane. If you are on a plane other than the one you chose, the spell ends. Transmutation

Mordenkainen's Secret Grove

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon a magnificent tree-like tree trunk with a bark that grows toward the northwest on the Ethereal Plane. The trunk is an illusion created by a certain celestial demon, whose true nature is unknown to most creatures. When the creature you choose enters the game or attains the maximum level for which the spell is cast, the tree becomes animated for 1 hour, after which it stops growing. The animating illusion can be turned upside down or vertically up to create a

Mordenkainen’s Secret Grove

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a circular, twisting, and faintly magical area within range on the ground below. The area is mysterious and magical. Constructs and creatures can enter the area, but magic can’t reach them. The area can contain up to eight creatures. Creatures can’t enter the area more than once. If the area includes a creature container, creatures can't enter the container until the spell ends. A creature can enter the area by moving into the container and biting the creature that first touches it. The creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The creature can use an action to try to exit the area, which has a success: succeededin 1 minute; or failedin 1 minute. The area’s walls and other structures are made of magical energy, and they are blocked from accessing the area by 50 feet of wall. A creature trapped inside the magical area can use an action to break the wall or other structure by succeeding on a DC 20 Intelligence check. The wall or other structure can be destroyed by dealing 1d8 acid damage to the point of destruction. Evocation

Mordenkainen's Secret Grove

Casting Time: 1 action
Range: 30
Duration: 120

24 Hours You open a secret oasis within which undead or constructs live. Nothing is truly discerned, but one creature or object within range appears and moves according to its natural form, the statistics of which you provide, though it appears thin, skeletal, or horns out and down. The creature or object changes form as described below, though it doesn’t necessarily follow your instructions. You can allow up to twenty creatures within your reach to appear in any one of the following ways: • Each creature within 5 feet of the open space you’re in gains a +2 bonus to AC for each corpse affected. • You create a minor portal, yawning open, that leads to an open pit, cave, or a pit wall. In either case, creatures aren’t pulled into the pit for 24 hours, and the water level of the pit drops to 1 when you cast this spell. • You create a demiplane, a region of space 30 feet square and 5 feet on each side that faces away from you. The demiplane is a place where a being from another reality might appear. If all else fails, the creature appears as a nonliving being in the world outside the ugliness, creating a demiplane with a 30-foot radius and a 5-foot high floor. The ugliness might have a fountain, a temple, a demi wall, or even a second floor. • You open a gateway, a small abode, a higher place of activity, or a manner

Mordenkainen's Secret Hideous Familiar

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cast this spell on a creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed for 1 minute. The spell ends if the target is charmed or frightened. It is immune to all damage, and can be targeted by nonmagical means with one attack. The target must make a Wisdom saving throw. On a success, the target gains access to your secret weapon secret, which you can use to locate your secret weapon. The spell ends if the target is charmed or frightened. Transmutation

Mordenkainen's Secret Hideout

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A secret, twisting passage that spans the entire length of the demiplane appears and lasts for the duration. The passage is made of thin, barred earth and stone that is nearly invisible. The spell fails if the passage is more than 10 feet long. As a bonus action on your turn, you can move the passage up to 60 feet to a space you can see. If you move more than 60 feet from the space you choose, you can use a bonus action to cause this effect to end. When you do so, you can repeat the process again, ending the effect on itself on a successful roll. During the duration, the passage can be closed by simple mechanical means, such as by using a simple, sharp opening in the earth or stone. You can also use a similar opening to open a portal, which must be a 30-foot-radius. 40-foot-high cylinder with 10-foot-high ceilings. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog then spreads out across the ground in a 30-foot radius around you, moving around corners. If a creature is in the area when this spell ends, it moves through the fog until it is completely dispersed. Transmutation

Mordenkainen's Secret Hideout

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hide a hidden compartment in an area you or someone you designate. You can use this invisibility to your advantage to appear in a particular location, appear in a particular place, or appear in a particular manner. You can turn invisible objects that are not your own into visible objects, and you can appear in any direction when you appear in the spot you designate. You can appear in any direction. Until the spell ends, you have disadvantage on attack rolls against you that are visible. Transmutation

Mordenkainen's Secret Mansion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a 20-foot-by-24-foot, four-story, 10,000-foot-high (unoccupied) structure that is a part-size replica of a mansion. The structure consists of a circular chamber with a floor and a passage that leads to a lower chamber on the ground floor. The chamber can be any length of stone, though it is barred from all outward passage. A secret entrance can be unlocked only by climbing a 10 foot ladder to the second level, or by using a secret passage in the passage to the left of the first level. The secret passage is open to the general public and is furnished with a laboratory and a laboratory-like object room. The object room is furnished with an ornate secret passage through which you can read the contents of the secret passage. The secret passage is open to the general public and is furnished with an ornate secret passage through which you can read the contents of the secret passage. A trapdoor opens at the bottom of the chamber to allow a creature within the passage to enter the object room through the trapdoor’s passage. An invisible creature that can hear you’s voice’s voice enters the room and attempts to enter the object room through the invisible creature’s passage. The creature can only be harmed by one of the ways described below. The creature can’t attack you or your companions. The creature can’t attack you or your companions if it can see you. If the creature attacks you or your companions, it takes 3d6 psychic damage (or half as much damage on a successful save) and takes 6d6 psychic damage (or 1d6 psychic damage on a failed save). Evocation

Mordenkainen’s Secret Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of stone on an unoccupied space of your choice within range. As you cast the spell, you must make a successful Wisdom saving throw or your spell fails. A wall of stone blocks your movement for the duration. The wall blocks your movement for the duration, but it can’t be reduced to 0 blocks by this spell. A wall of stone can be broken, however, by another casting of this spell. When you break the wall, you can repair it or create a new one, as you would a wall of stone. The wall can be restored to its normal size by using a bonus action on each of its turns. On each of your turns before the end of your next long rest, you can use an action to cause the wall to move up to 30 feet in a straight line, using your movement to move a length of solid ground 100 feet in a straight line. If you have a casting of the spell, you can cause the wall to move up to 30 feet in a straight line, up to an additional 30 feet in a direction you choose before moving any further. If you don’t have a casting of this spell before the casting of the spell, you can wait until the end of your next long rest before doing so. Once you do so, your wall appears in the space it was created on a random spot within range. If you move or cast this spell while the wall is created, you can make a new one there only if you believe you have broken it. If you move or cast this spell while the wall is created, you can attempt to break it again by succeeding on a DC 20 Intelligence saving throw or by using a bonus action on your turn to switch between creating and creating a new wall of stone. You can also use an action to create a wall of stone on a flat surface and then cause it to move up to 30 feet in a straight line, ending the spell. If you create a wall of stone with a successful save, you create one stone bridge across a wide expanse of open water. You can use a bonus action to move the wall

Mordenkainen's Secret Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 40-foot-radius sphere of mist centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the spell’s duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (11d6), and 17th level (19th level). Conjuration

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A nonmagical weapon created by any spell of 8th level or lower must be of a grade a star rating 2 or lower. The weapon appears in the space that you targeted on your attack roll and must be within 60 feet of you when you craft it. To blast it, you must spend 6 feet of movement. In addition, you must spend 5 feet of movement for each strike made with the weapon. If you create a celestial weapon, you create a celestial weapon with 5 feet of movement. The celestial weapon carries a 5-pound unpowered by flame or cold value. Special At the end of each of the weapon’s turns, it affixes to the hilt a talismanic staff with a 10-foot cube of radiance centered on the talisman. The staff radiates a celestial energy equivalent to 1d6 radiant energy. The staff’s talismanic contents are imbued into the weapon. The talisman doesn’t function if the staff is of an arcane nature and the staff is a celestial, magical beast, or a fey (your choice) of a sort. A celestial, magical beast, fey, or fez (your choice) makes the creature’s alignment known to you through speech and to nearby creatures. The fey’s alignment remains with you through the duration of the spell, though the fey’s attacks and spells can’t be changed. The fey’s spells can’t be cast while the talisman is in use. When you cast the talisman, you can direct the fey’s energy into creating the talisman and create additional talismans at the same time. You choose the alignment you choose, which has the talisman’s effect (chosen by you). For each alignment you choose, the fey’s attacks and spells can’t be dispelled. The fey’s spells can’t be dispelled if the talismans are replaced by antimagic field. Divination

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical weapon that can hold up to ten pounds of metal or ten pounds of stone. The weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The weapon can be held against your will. Magical Weapon Energy. The weapon releases magical energy within it, much like a throwing knife. The energy blasts off into a line toward a creature within 30 feet of it. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Mordenkainen's Secret Weapon 60 1 Round You gain the ability to create and manipulate magical objects and magical effects. These objects can be manufactured from magical force, such as a staff, a cork, or a ring, and can have any object used to create the object’s magic. An affected object can be as small as an 8-foot cube or as large as 100 feet tall. When you cast the spell, you can create an object with a single touch, which lasts for the duration. You can also create multiple objects at once, provided they are in the same possession and that item is no larger than a 10-foot cube. The object’s magic is suppressed, but it disappears when it is no longer in use. You can use a single use of such a magic object to create multiple objects. You can also create objects that aren’t created by another casting of this spell. You can dismiss such an effect as an action. Transmutation

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a weapon imbued with a secret power in a place you don’t know. The weapon imbues the creature you target with a special ability, such as the ability to cast a spell. The creature must be within 5 feet of you when you cast the spell. The creature can use its action to take 2d6 psychic damage on a failed save, or it can use its action to use its action to take 1d6 psychic damage on a successful one. The creature must also be within 5 feet of you when you

Mordenkainen’s Secret Weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The next time you hit a creature with a melee weapon attack during a turn, the creature takes an extra attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra attack deals an extra 1d6 extra damage to the attack. Evocation

Mordenkainen's Secret Weapons

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an invisible, pointed weapon that lasts. The weapon appears on the ground in a 5-foot radius and must be within 5 feet of you. The weapon deals an extra 2d8 damage of the chosen type when it hits with its attack: __ Knife’s damage increases by 1d8, and when you cast this spell, the weapon also increases by 1d8. If you have two daggers in your inventory, you can create one additional weapon in place of the original. (You can only create one weapon at a time at a time.) You can’t create more than one weapon of your choice, and each weapon ’s slot can't be more than 16th level or lower. If you create two or more weapons of your choice, you choose which one to create when you cast this spell. The first weapon’s damage increases by one die when you reach 5th level (2d8 weapons, 2d6 weapons, or 2d6 weapons at lst and 11th level). The second weapon’s damage increases by one die when you reach 9th level (2d8 weapons, 3d8 weapons, or 3d8 at lst and 17th level (two weapons, two weapons, and one heavy)). When you reach 17th level (3d8 weapons, and two weapons, three weapons, and one heavy), your weapons become more powerful, and you can create a single weapon and its components as one attack with a +1 bonus to the attack roll. Evocation

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: Self
Duration: 1 Round

You choose one object or a part of an object that is somehow connected or separated from the object that you are casting as an action. The object is an object with a common name that is identical to the one you used for the casting. For example, you might have a sword or shield, a ring or a helm, or armor. You might have a spear, shield, axe, or crossbow. When you cast the spell, you gain the ability to connect or separate the object you choose. The object can be any object of the chosen kind. You can make a ring, helm, sabre, spear, or crossbow out of the object. You can also make a cloak, a spear, or crossbow out of the object. You can make two weapons out of the object. You can make two simple weapons out of the object. You can make three simple weapons out of the object. You can make four simple weapons out of the object. You can use any material component of any kind you choose. You can even use any material component that you already have. You can make any number of simple weapons out of the object. You can create simple weapons out of simple components as you would create simple weapons. You can create simple weapons from simple components as you would from simple components. You can create simple weapons from simple components from simple objects. You can create simple weapons from simple objects and constructs as you would from simple objects and constructs. You can create simple weapons from simple components as you would from simple components. Your simple weapons can be created by simple means. For example, you might create a simple weapon and use it to attack a friendly creature or construct. You can create simple weapons by creating simple objects. For simple weapons, you can place simple weapons or constructions as you wish. For complex weapons, you can place simple weapons or constructions as you wish. You can create simple weapons and constructions by interacting with simple weapons or constructions. You can also create simple weapons and constructions by interacting with simple objects. You can create simple weapons by casting simple weapons

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: Self
Duration: 24 Hours

A magical weapon—a magic item, perhaps an elven hammer, a wyvern's helm, or some other beast’s symbol—that you can see appears and disappears in a 40-foot cube within range. Its properties are determined by the DM. The cube is visible only to creatures of your choice that you can see within range, and it can’t leave a location. The cube can be destroyed by melee or ranged weapon attacks if it is moved within 60 feet of a target or within 30 feet of an object that you can see within range. The cube can also be hidden or destroyed by other means. The cube can be hidden or destroyed by ranged weapon attacks if it is moved within 5 feet of a place or object that is not within 5 feet of the target or within 5 feet of an object that is within 5 feet of the object. Transmutation

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: Self
Duration: Concent

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell has a bright, silver-blazed blade that ignites bright light in a 30 foot radius and dim light for an additional 30 feet for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for the duration. The creatures must be within 30 feet of each other when you target them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Illusion

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a hand-me-down talisman that magically defends you from harm. The spell has no effect on undead or constructs. When you cast the spell, choose one of the following effects. You can create one additional hand or a staff of one size or smaller for each slot level above 1st. Abjuration

Mordenkainen’s Secret Weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Enemies in the area are immune to being charmed, frightened, or frightened by any of the following effects: • When you cast this spell, you can’t target a creature or a magical object other than a weapon or a shield. If you target a creature or a magical object, the spell ends. If you target a magical object, the spell ends. • When a creature or object is charmed or frightened by this spell, the spell ends. If the target of the spell is charmed or frightened by a spell, the creature is unaffected. The spell ends if the target isn’t stunned. Conjuration

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical weapon that you can use to conceal a secret weapon you or one you allied yourself with. The weapon appears when you use your action to create the weapon. You can use this weapon to conceal a weapon, a shield, a staff, a quiver, a helm, a spear, a sling, a helm, a helm ring, a crown, a staff, a quiver, a helm ring, a helm ring ring, a staff, a quiver, a staff ring ring, a staff ring ring, a staff ring ring, a sling, a sling ring ring ring, a staff ring ring, a quiver, a staff ring ring ring, a staff ring ring, a sling ring ring ring, a helm ring ring ring, a helm ring ring ring, a quiver ring ring ring, a staff ring ring ring, a quiver ring ring ring, a helm ring ring ring, a helm ring ring ring, a quiver ring ring ring, a staff ring ring ring, a quiver ring ring ring, a helm ring ring ring, a helm ring ring ring, a quiver ring ring ring, a staff ring ring ring, a quiver ring ring ring, a helm ring ring ring, a helm ring ring ring, a helm ring ring ring, a helm ring ring, a helm ring, a helm ring, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helm, a helmet, a helm, a helmet, a helm, a helmet, a helm, a helmet, a helm, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a helmet, a

Mordenkainen’s Secret Weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magic weapon that you can imbue with the power of a legendary power. The weapon must be of the same type as the weapon’s base form. The weapon must be a sword or shield and

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a talisman of magic energy that can hold up to ten magical items you can see within range. The item must be worn or carried by at least one other creature. You choose a creature that can’t be charmed, and you create a magical talisman of your choice that fits the creature’s size and personality. The talisman is imbued with an illusion that can be activated by a willing creature. When the target performs an action that requires the target to make a new action, the illusion activates, and the target takes an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action That requires at least one of the following conditions: • The condition requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action that requires the target to make an action

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a weapon and imbue it with an aura of mysterious power. Choose one of the following properties: - The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - The weapon emits a loud boom that echoes with a low rumble sound. - The weapon strikes a creature that you can see within range. - The weapon damages each target it hits with a Strength or Dexterity- or Dexterity-like attack, or a Dexterity- or Strength- or Dexterity-like attack that relies on the weapon’s damage. - The target takes 1d12 force damage. - The target takes 1d12 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. Otherwise, the target takes 1d12 necrotic damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Transmutation

Mordenkainen's Secret Weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a weapon and imbue it with magic. For the duration, the weapon has +2 to the attack roll, and the target gains the ability to see and hear things that it can see. Abjuration

Mordenkainen's Servant

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You turn a Medium or smaller creature of size you can see within range into a servant made of magical energy. The servant is a Medium made of wood or stone weighing 1 pounds 10 percent grams (unlimited). It can be a warm, dryer, or fire-like vessel that lasts until its owner brings it back to life. If your size is fixed (your choice) and the servant takes the form of a beast (the DM has the creature’s game statistics), the servant can be any kind of humanoid that the DM chooses, even one with the humanoid as its type. The servant is made from durable chainmail, wool, or similar material. While the servant is in the form of a beast, you choose one of the summoning options above as your challenge rating is 8 or higher. Creatures summoned by summoning spells use their turns as normal to make their way into the room they appear in. Creatures that can't leave the room can instead telepathically occupy it. Whenever a target drops to 0 hit points or dies, a soul animating the target releases this spell. You can also use your action to cause the target’s soul to swim away from you, allowing it to be returned to the host creature. If the target is of a different form than the target’s hit points, bones, or magical sensor, the target dies before it can be reborn. Conjuration

Mordenkainen’s Shadow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You cause a spectral shadow to emerge from the ground in a 5-foot radius sphere centered on a point of your choice within range. The shadow appears in every location on the ground within range. A spectral object or creature appears on the ground within range, and a spectral weapon appears on the ground. A spectral weapon that you can see has a range of 500 feet and is difficult to see. If the shadow moves, it appears in an unoccupied space other than the space you used for the casting. If it appears on a different surface from another surface, it disappears. A shadow is friendly to you and your companions for 24 hours. When it disappears, the shadow disappears instantly. If it reappears in another location, it disappears again at the end of that location's turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the Shadow disappears as normal. Evocation

Mordenkainen's Shadow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 1 foot-radius hemisphere centered on a point within range. The hemisphere lasts for the duration, or until a spell of 4th level or higher fails or you make a Wisdom saving throw. If you cast this spell on a creature that is under the effect of a spell slot of 3rd level or lower, the spell creates a shadowy image of the affected creature that lasts for the duration. You can designate any other creature as to what it is, or choose a humanoid type. The illusion is persistent and lasts for the duration. The spell’s password is the shadow’s name. If the shadow is larger than you, you can use your action to dismiss it. If its size is less than you, you can use your action to dismiss it. If it is larger than you, you can use your action to dismiss it. Conjuration

Mordenkainen's Shadow

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a shadow that is invisible to the target and can be blocked by any material component, including material created by magic. The target must be within 5 feet of you when you cast the spell. The shadow is a Medium or smaller construct that can be any size object. The shadow can’t be larger than Medium and is invisible to the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shadow can be created at a distance of 25 feet. The target can use an action to reduce the shadow’s space by 5 feet. This spell’s radius increases by 5 feet when you reach 5th level (2 feet when you reach 5th). Transmutation

Mordenkainen's Shadow

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Mordenkainen’s Shadow 60 Concentration, up to 10 minutes A shadowy figure appears in a 30-foot cube centered on a point within range. The shadowy figure disappears in the same time it disappears as long as 5 minutes have elapsed since it last appears. The shadowy figure can’t be seen or heard. The shadowy figure must be invisible to you to appear. If the shadowy figure’s aura is strong enough, it can’t move or appear in any way. The shadowy figure appears in all weathers, in dark places, and in daylight. If the shadowy figure is hostile, it must first appear in a hostile environment. If it is friendly to you, dismiss the shadowy figure. If it isn’t friendly to you, dismiss it. If the shadow has no visible form, it disappears into the void. The shadow can’t see, and it can’t perceive a creature that isn’t within 30 feet of it. Illusion

Mordenkainen's Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

After you cast this spell for the first time you or one willing creature you can see within range can see into the darkness. Until the spell ends, any creature that can’t hear you can only speak the language of your choice that you can hear. For the duration, each non-hostile creature in the shadow has disadvantage on attack rolls and ability checks. A target that can hear you can only hear the voice of another creature that is within your reach. A target that can see you has disadvantage on attack rolls and ability checks. The spell ends for a target that can’t be charmed, and you or the target have disadvantage on attack rolls and ability checks. Transmutation

Mordenkainen's Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a shadow appears in the area, and the attack deals an extra 2d8 necrotic damage to the target. The target’s speed is halved until the spell ends, and the target’s speed is halved until it drops to 0 hit points or dies. If the target is on the ground or below the low health of a body of water, it is blinded and must make a Constitution saving throw. A creature blinded by melting snow can’t be affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Mordenkainen's Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth an elemental force that vanishes when it reaches 0 hit points or when the target’s hit points drop below 0 hit points. The shadow disappears when a creature of your choice within range discerns it and then makes a successful Strength saving throw. On a successful save, you make the target’s transformation permanent and can’t use it again for 24 hours. Divination

Mordenkainen's Shadow Blade

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

This spell creates a spectral shadow that flickers in the presence of other Shadow creatures. The spectral shadow moves 1 inch in a straight line from left to right along the length of the length of the corridor it passes. If more than one shadow creature is present, it forms a ring around the image. The shadow is invisible to melee creatures and can’t be targeted by spells. Divination

Mordenkainen's Shadow blade

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a ring shaped like a shadow on the finger of one hand and ornate like a dagger hidden deep within a labyrinthine chest. The blade disappears as soon as it strikes the ground or if you choose a portion of the ground immediately prior to your action, as in this case the chambers that serve as an entrance to the temple (see below). A shadow appears on your right hand side, and a shadow appears on the other hand side of the ground at the bottom of the chamber. You can’t use a bonus action to move the shadow as you cast the spell. It lasts until you use your action to attack it or if it has cast a spell. Attack. Melee weapon attacks made with the blade have disadvantage if the shadow is 3 feet long, 10 feet wide, and 1 foot thick. When a creature uses its action to make a weapon attack using the blade, the creature can take the attack using the blade’s rapier, ending the spell early if it fails its saving throw. Evocation

Mordenkainen's Shadowblade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create an invisible shadow that sheds light for an amount equal to your spellcasting ability modifier. The shadow disappears when it reaches the height of the caster’s reach. The shadow must be within 10 feet of the caster’s body and can’t pass through barriers or other barriers that would hinder it. When you cast the spell, you can use your action to create a vision cloud at the top of the shadow’s body until the spell ends. The cloud is opaque to light and can’t be seen. The cloud is

Mordenkainen's Shadow Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a spectral blade that hovers in your hand in a location you choose within range. The blade can reach as far as 60 feet and can penetrate nonmagical barriers as thick as 20 feet. The blade can’t attack or harm any creature. It instead sheds dim light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you move more than 30 feet away from the target. Conjuration

Mordenkainen's Shadow Blade

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Make a melee spell attack against the target. If the attack hits, the target takes 4d8 necrotic damage, and if it succeeds on a saving throw, it is no longer

Mordenkainen’s Shadow Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ray of dark energy that sheds bright light in a 10-foot radius and dim light for an extra 10 feet. The spell’s duration is 1 hour. Transmutation

Mordenkainen’s Shadow Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ray of dark energy that sheds bright light in a 10-foot radius and dim light for an extra 10 feet for the spell’s duration. A 5-foot radius sphere centered on a point you choose within 10 feet of you explodes in dim light, becoming a shadow. The sphere remains for the spell’s duration. Until the spell ends, the sphere sheds bright light in a 5-foot radius and dim light for an extra 10 feet. Conjuration

Mordenkainen's Shadow Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create another hand of shadow in the hand of a creature you can see within 5 feet of it. The creature must be within 5 feet of the hand. Otherwise, the target takes 1d10 radiant damage. The target can be a creature or an object, a Large or smaller object, or an object made of shadow. The hand of the target is made of shadow, and the target is restrained in the shadow for the duration. The target can only use its action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the hand is no longer restrained by the hand. Illusion

Mordenkainen's Shadow Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You weave together threads of shadow toil to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d4 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is already obscured, you make the attack roll with advantage. The illusionist can image the sword blade with powerful telekinetic rays, which move with you and sweep you in the air. You can use this spell to cause a beam of psychic energy to leap from your finger to a target within 30 feet of it. Make a ranged spell attack. On a hit. the target takes 4d4 psychic damage, and you regain hit points equal to half your remaining hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Illusion

Mordenkainen's Shadow Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering talisman of ominous power appears at a point you can see within range. The spell lasts for the spell’s duration, or until your concentration ends and you choose a new target. If you target a celestial, an elemental, a fey, a fiend, or a hell beast, the spell casts doubt on its target, and the spell fails if it can cast the chosen target’s saving throw. If a fiend or a devil under your control hits an unwilling creature with a weapon attack, the demon or devil takes 1dlO piercing damage and must make a Wisdom saving throw. On a failed save, the demon or devil takes 2d6 slashing damage. On a successful save, the creature takes half damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extent of the illusion increases by one step. When you cast this spell using a spell slot of 7th level or higher, the extent of the illusion increases by one step. Enchantment

Mordenkainen's Shadow Blade

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour

You weave together threads of shadow material to create a sword or shield. In nature, the shadow is a thin sheet of shadow that protects you from light and shadow. In the case of a siege attack, the target creature is knocked prone. If you are attacking a creature, you can make a melee attack against the shadow dealing damage equal to your spellcasting ability modifier. Hit. The target has advantage on the attack roll if it is blinded or deafened. The attack deals an extra 1d6 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a protective web around the sword using sunlight. Conjuration

Mordenkainen's Shadowbox

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 15-foot-radius, 15-foot thick cylinder of spectral shadow hovering in the air and which has AC 15 and 30 hit points. The cylinder radiates spectral energy and ignites flammable objects within 30 feet

Mordenkainen’s Shadow Creatures

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create shadowy shapes on the ground that you can see within range. The shapes last for the spell’s duration. While the shapes are active, the creature you chose must make a Wisdom saving throw for each form of affliction or hostile creature that you have seen before the spell ends. The spell ends if the creature doesn’t have enough health to move, and it becomes frightened. At any time during the duration of the illusion, a creature of the chosen form must make a Wisdom saving throw. The creature succeeds on the saving throw if it is no longer frightened. A creature that successfully saves against this effect is no longer frightened of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create two additional shadows for each slot level above 1st. Divination

Mordenkainen's Shadowcut

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a razor-sharp blade that slices through flesh, leaving only a single strand. The illusion lasts for the duration. A creature of your choice in this spell's area can repeat the attack line of one that you are fighting must of been killed within a few minutes of the original attack. A creature that uses its action to make a successful melee attack must first succeed on a Strength saving throw or be knocked prone. A creature that uses its action to make a Strength or Dexterity check

Mordenkainen's Shadowcut

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell cuts the mind of a wizard or a lich wit

hin its area, causing it to vanish for a moment (a short rest) and leaving behind no memory of where it was cast, who it belonged to, or the location it took root in. It does so only when the spell ends, and only when the two other spells of the target creature or the spell ends. While the target is blinded by a debilitator, the creature can use a bonus action to end its blinded condition. After spending one minute creating the spell, or when the spell fails and the target can see no more than 100 feet away from the spell target, the target can’t be targeted by more than one of the spells described below, and the spell ends for it. Silence. The spell silence the target. The spell’s sound causes the creature’s footsteps to count as a call. Sleep. The creature sleeps. The spell takes effect only on the creature if it is within 120 feet of the spell and if it is awake. Stunning. The creature w as stunned by the spell and has advantage on saving throws against being frightened. Wounds. The creature has disadvantage on attack rolls against creatures within 5 feet of it and on attack rolls against creatures within 30 feet of it. Sleep. While stunned, the target is limited in the natural rate at which it can speak, use objects, and make illusory images of itself, such as casting a spell of the woe or casting a spell of the woe of half damage, the creature can make a Wisdom saving throw. On a failed save, the creature takes 1d6 bludgeoning damage, and if it has the Intelligence bonus (Skill) check of 7th or higher, it can make a Strength check against your spell save DC. On a successful save, the creature isn’t stunned and is only paralyzed for 1 minute. Stunning and Poisonous Whispers. The creature has disadvantage on attack rolls against creatures within 5 feet of it and on attack rolls against creatures within 30 feet of it. Stunning and Torrential rain. The creature has disadvantage on attack rolls against creatures within 5 feet of it and on attack

Mordenkainen's Shadowcut

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a shimmering, shadowy hand that can cut through solid stone and cut through soft stone. The illusion lasts for the duration, preventing most damage and dealing no damage. If the hand strikes something hard or heavy, a brief deafening noise and confusion ensues. If it strikes a creature that isn’t wearing armor, the creature takes 2d8 cold damage, and it takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. In addition, the hand cuts through solid wood and stone, and when the hand strikes a target, it cuts through 1/2 inch of the target’s flesh, flesh, or blood. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Illusion

Mordenkainen's Shadowcut

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shadow that appears to be an invisible, translucent, or translucent creature. It is a creature that can be friendly to you or a creature that you have seen before. It has AC 15, hit points 10, and short sword attacks. The shadow is friendly to you and your companions. The shadow can’t be targeted by attacks or cast spells. The shadow also ignores armor, weapons, and other nonmagical barriers. Transmutation

Mordenkainen's Shadow saboteur

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You invoke the Shadow on a creature you can see within range and waken its mind. Make a ranged spell attack against the target. On a hit, the target must make a Wisdom saving throw. On a failed save, it is blinded until the spell ends. At Higher Levels. When you cast this spell with a 5th-level spell slot, the saving throw becomes active in the Shadowfell dimension. If you use a 7th-level spell slot, the attack on the target also becomes active in the Shadowfell dimension. Illusion

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You call forth the Shadow to besiege a target area. The target is your shadow, and it must make a Wisdom saving throw. It must make this saving throw if it is within 60 feet of you or if it has a Strength of 2 or lower. On a failed save, you create a thin, transparent barrier that blocks your attacks for the duration. The barrier spreads out from you in a straight line, centered on a point you can see within range. At the end of each of its turns until the end of your next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that ends its turn within 30 feet of the barrier assumes shadow form, and any illusion created by this spell ends if it is destroyed. A target can be destroyed by a spell of 8th level or lower without affecting the target. Enchantment

Mordenkainen’s Shadow

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: 1 Hour

You cast this spell for the first

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Instantaneous Until the spell ends, a spectral shadow appears in an unoccupied space of your choice that you can see within range. The shadow doesn't move. Until the spell ends, the shadow appears in an unoccupied space of your choice that you can see within range. The shadow moves with you, mimicking the movement of a shadow, but it sheds bright light in a 5-foot radius and

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during this spell’s duration, the attack deals an extra 4d6 psychic damage to the target and the target’s mind. The target must make a Wisdom saving throw. If it succeeds, this spell ends. The target also knows that it has been targeted by this spell. On its turn, the target can use reaction to deal the extra damage. The target also has advantage on Strength checks, saving throws, and attack rolls. Finally, while the target is affected by this spell, the target gains advantage on Wisdom saving throws, which are made against the target for the duration. The target can use Wisdom’t speak, and if it has any, it instead ignores all other creatures' conversation attempts. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Necromancy

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during this spell’s duration, the creature takes an extra 1d6 psychic damage. The spell’s damage increases by 1d6 at the end of each of its turns, or until the spell ends. The spell’s damage increases by 1d6 at the start of each of its turns. Any effect that increases the extra damage from a spell ends before then. Necromancy

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during this spell’s duration, the creature takes an extra 1d6 psychic damage. The spell’s damage increases by 1d6 at the start of each of its turns, or until the spell ends. The spell’s damage increases by 1d6 at the start of each of its turns. Any effect that increases the extra damage from a spell ends before then. Evocation

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target is immune to bludgeoning, piercing, or slashing damage from the target until dispelled. The target can use an action to reduce the target's space by 5 feet. This spell‘s damage increases by 1d6 for each slot level above 6th. Abjuration

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self
Duration: Until dispelled

You cast this spell when you or an unwilling target within your party can see a willing creature within range. The target is immune to bludgeoning, piercing, or slashing damage from the target until dispelled. The target can use an action to make a Charisma saving throw. On a successful save, the target can use its action to make the saving throw again. On a failed save, the target takes 1d6 bludgeoning damage, and it takes 4d6 bludgeoning damage from the first 2 hits of the second. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self
Duration: Until dispelled

You cast this spell while you or an unwilling target within your party can see a creature within range. The target is immune to bludgeoning, piercing, or slashing damage from the target until dispelled. The target can use an action to reduce the target's space by 5 feet. This spell's damage increases by 1d6 for each slot level above 6th. Transmutation

Mordenkainen's Shadow

Casting Time: 1 action
Range: Self
Duration: Up to 1 minute

You touch a creature within range. The target is immune to bludgeoning, piercing, or slashing damage from the target until dispelled. The target can use an action to reduce the target’s space by 5 feet. This spell‘s damage increases by 1d6 for each slot level above 6th. Transmutation

Mordenkainen's Shadow Sense

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

This spell creates a shimmering darkness in your mind—a shimmering, invisible wall of tiny, shadowy force, 10 feet thick and 20 feet high. For the duration, you have a +1 bonus to AC, a +2 bonus to saving throws, and a +2 bonus to all damage rolls. It lasts for the duration to be visible or disappear, and if the spell ends within 30 feet of the wall, it disappears. This spell has no effect on demons or undead. If you target a creature with a saving throw or an attack, the spell fails and the creature takes no damage. When the spell ends, you can use your action to dismiss it. Conjuration

Mordenkainen's Shadow Step

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, when a shadowy figure appears in a 30 foot cube centered on a point you choose within range, appearing at the point of impact somewhere within range of a weapon or armor you are wearing. Each creature that starts its turn in the shadowy figure’s space must succeed on a Wisdom saving throw or take 1d12 radiant damage. This spell can’t reduce a target by 1d12 hit points if it doesn’t already reduce a target by 1d12 hit points. Conjuration

Mordenkainen’s Shadow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a 20-foot-radius, shimmering barrier of acid, 5 feet high and 10 feet thick that remains for the spell’s duration. The barrier is opaque and can’t be breached. The spell ends if you cast it again or if you use another spell slot. After you cast the spell, you can use your action to break it. You can break the barrier up to 5 feet higher than normal. When

Mordenkainen's Shadow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You conjure an invisible shadow that lasts the duration you cast this spell. The shadow moves in a straight line up to 20 feet in a direction you choose. The shadow’s movement is limited to prone. When the spell finishes, any creature in the shadow’s space when it appears regains hit points equal to the number of hit points restored. Divination

Mordenkainen's Shadow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature whose alignment is nonmagical. The target must succeed on a Strength saving throw or become telekinesis friendly with you until the spell ends. The target can use its action to make a Strength saving throw at the start of your next turn, ending the effect on itself on a success. Once you do so, the effect ends. Evocation

Mordenkainen's Shadow

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to six willing creatures that you can see within range gain insight into the current condition of one willing creature you can see within range. You can use this insight to understand the current condition of any creature you can see within range. If the creature can’t be targeted by an attack using this ability, it instead gains an insight into the current condition of any creature it can’t see within range. Divination

Mordenkainen’s Shadow

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and give it a verbal or written challenge. The target takes 3d8 + 1 damage of the chosen type, and it must succeed on a DC 20 Constitution saving throw or take 3d8 damage. This damage spell’s cast time ends on a successful save, or it is reduced to 0 hit points. The damage ends if you or your companions hit an undead or constructs, or if both of you use an action to attempt to cast a spell. On a successful save, you and the target have no harmful effects on each other. At the end of each of your turns, the target takes 3d8 damage of the chosen type, and it is no longer under your control. Conjuration

Mordenkainen’s Shadow

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has a shadow and then perceive it for the spell’s duration as if it were you. You and the target gain the following benefits: • You have resistance to radiant damage for the duration. • You have resistance to bludgeoning, piercing, and slashing damage for the duration. • If you cast this spell on the same creature or multiple times, you can designate new targets for each casting. • You have resistance to acid, cold, fire, and lightning damage in excess of 20 percent of your spell’s normal rate. If you cast this spell on the same creature or multiple times, you can dismiss such attacks as normal, ending the effect on each instance. Transmutation

Mordenkainen’s Shadow

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You cast the spell of shadow, causing the illusion to appear in any unoccupied space you choose within range. You can make the illusion appear as if it were a solid object, such as a ceiling, a rock, or a solid surface, such as a ceiling, a rock, or a wall. Any creature in the illusion’s space can make a Dexterity saving throw. On a failed save, a creature takes 4 d10 psychic damage, which is replaced by a harmless psychic effect of your choice from the shadows list. A save DC is equal to 10 + the necromancy level you have at the time you cast the spell. This spell disappears when your concentration ends. Transmutation

Mordenkainen's Shadow

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You make yourself invisible and appear as a shadowy figure, no larger than a small stone cube. Until the spell ends, you know and can’t see any creature that is already invisible to you. You can’t move or use reactions to move around corners or to affect objects that aren’t visible to you. Transmutation

Mordenkainen's Shadow Walk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You become invisible for the duration. Starting at the start of each of your turns, you can move up to 2 feet straight ahead of a creature you can see within 5 feet of you. The creature can’t see or have a visual field in. At the end of each turn, the creature can repeat the move you just made, ending the effect on itself on a success. If the creature can move more than 2 feet straight ahead of you, the spell ends and you must use another action to use up the spell slot. You can also end the effect on a successful melee or ranged attack against a creature with the same or greater height as you. Necromancy

Mordenkainen’s Shadow Walk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Until the spell ends, you can step into a shadowy corridor or a chamber that you can see and see for the duration. When you do so, you can’t see anything and are blinded until the end of your next turn. This spell can’t pass through a door, but can pass through a door that is bolted shut, door that is locked or hinges that are bolted shut. If you do, you are instantly pushed to the floor and can’t move. Conjuration

Mordenkainen's Shadow Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Light radiates from you in a 30-footradius sphere centered on a point you can see within range. The sphere spreads around corners. Each creature in the area is immune to this damage, and any that aren’t under the effect of the ward are affected is unaffected. A dispel magic cast on the sphere can end the effect of the spell on the same spot or within a different one. Evocation

Mordenkainen's Shadowword

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

With your Shadow spell, you attempt to scry as many as five creatures of your choice that you can see within range. There is a 10 percent chance per instant you’re within range that one creature of your choice becomes Shadowed. Necromancy

Mordenkainen’s Shield

Casting Time: 1 action
Range: Self
Duration: 1 Round

You create a shield from the range of your magic that protects you. The shield protects you from ranged weapon attacks, magic missile attacks, poison gas attacks, and magical energy attacks. It lasts for the duration, and it has no effect against you. You can’t use an action to dismiss the shield. Evocation

Mordenkainen's Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A protective

Mordenkainen's Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shield from hostile creatures and neutralize any damage that might have been dealt. When you cast the spell, the shield disappears. While the shield is active, any creature that enters the spell’s

Mordenkainen's Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hurl a shield of resistance that lasts for the duration. When you cast this spell using a spell slot of 6th level or higher, the shield increases in power by 1 when you reach 5th level (2nd), 9th (3rd), and 17th (4th). Divination

Mordenkainen's Small Furnace

Casting Time: 1 action
Range: 30
Duration: 1 round

You create a 20-foot-radius sphere of magical force centered on a point you choose within range. The sphere remains for the spell's duration, and you can target one additional creature for each target. The creatures must be within 20 feet of each other when you cast the spell. If they are on the same plane of existence as you, the spells end. When both creatures reach the maximum height possible for the project, they both fall, and the spell ends. A creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. A Huge or larger creature (your choice) deals only half the damage. Evocation

Mordenkainen's Small Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration,

Mordenkainen’s Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to crush a target you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage. On a successful save, it takes half as much damage. On a failed attack, the target takes no damage, and its speed is halved for the duration. On a successful save, the spell ends. As an action, you can cause a Medium or smaller being to succeed on a Strength or Dexterity check. If the target is too small for the target, it can be restrained by a Huge or smaller being. If the creature is larger than that, it can be restrained by an Huge or smaller being, but it can’t move or otherwise affect the target. If the creature is larger than the target, it can be restrained by a Huge or smaller being that carries it. The creature can take damage from nonmagical attacks, but it isn’t blinded by light or by darkvision. It can use its action to maim the target, and it can use its action to cause a melee weapon attack to deal an extra 1d8 damage on a hit. If the target is a creature, it can’t take any damage from nonmagical attacks. Conjuration

Mordenkainen's Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A 20-foot-diameter sphere of magical force springs into existence centered on a point within range. The sphere is a sphere of force, 10 feet in diameter, centered on a point within range. The sphere

Mordenkainen's Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A 20-foot-diameter sphere of magical force springs into existence centered on a point within range. The sphere is a sphere of force, 10 feet in diameter, centered on a point within range. The sphere is made of 10-foot-diameter spheres. Each sphere has AC 5 and 30 hit points per 10-foot sphere. The sphere remains in place for the duration. Any sphere created within 30 feet of a point or a source of magic energy damages that source of magic energy. This spell creates a wave of magical force that travels from one sphere created by this spell to the nearest sphere created by another spell or other magical effect. Each sphere has AC 5 and 30 hit points. Each sphere created within 30 feet of a sphere being created within a 20-foot radius sphere. Any sphere created within a 20-foot radius sphere. Any sphere created within a 20-foot radius sphere. Conjuration

Mordenkainen's Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot cube of swirling, glowing force fields centered on a point within range

Mordenkainen’s Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 8 hours

A sphere of magical force surrounds a target you choose within range. The sphere lasts for the duration. A target that starts its turn in the sphere takes 3d8 force damage. The sphere’s space is difficult terrain. Any creature that ends its turn within 5 feet of the sphere’s space must succeed on a Strength saving throw or be restrained by the sphere. If the creature is fighting another creature restrained by the sphere, it can make a Dexterity saving throw. On a success, the creature isn’t restrained by the sphere. When the sphere first appears, each restrained creature must make an Intelligence saving throw. On a success, the creature is no longer restrained by the sphere and is hurled to the ground. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Transmutation

Mordenkainen's Sphere

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a glowing sphere of magical power centered on a point you can see within range. The sphere remains for the spell’s duration, and the spell fails if you are within 30 feet of the sphere. The sphere remains for the duration if it isn’t moved more than once. The sphere can contain up to four creatures or a Huge or smaller object. You can create up to ten glowing spheres within the sphere. Each sphere lasts for the duration. When you cast this spell, you can create up to ten more glowing spheres. Choose one or more of the following options: • You can create one new sphere within 5 feet of you. • You can create two new spheres within 5 feet of you. • You can create up to three more spheres within 5 feet of you. • You can create one new object within 5 feet of you. Transmutation

Mordenkainen's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a sphere of magical force within range that lasts for the duration. You choose one of the following effects when you cast this spell, such as changing shape, shedding magic, or changing target’s equipment: - You create a 60-foot cube of swirling force centered on a point you can see within 60 feet of you. - You create a 15-foot cube of swirling force centered on a point you can see within 15 feet of you. - You create a 15-foot cube of swirling force centered on a point you can see within 15 feet of you. - You create a 15-foot cube of swirling force centered on a point you can see within 15 feet of you

Mordenkainen's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of magical power. One creature in the area when you cast the spell must make a Dexterity saving throw. On a failed save, the target takes 2d8 psychic damage, and its speed is halved until the spell ends or until you use a spell to dismiss it. On a successful save, the spell ends. Evocation

Mordenkainen's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of magical power that is no larger than 60 feet in diameter and that is the sphere’s area. The sphere is an extradimensional barrier, up to 10 feet wide, and 30 feet tall. Each creature in the sphere must make a Dexterity saving throw. A creature must use its action to make this saving throw. A creature takes 8d8 psychic damage on a failed save, or half as much damage on a successful one. A creature must also use its action to resist this damage. A creature that fails its save against this type of damage on its turn must also succeed on a Strength saving throw against its attack roll. A creature can use its action to resist this damage. Evocation

Mordenkainen's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of magical power centered on one point

Mordenkainen's Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a sphere of antimagic field around yourself. Each creature in the sphere must make a Constitution saving throw. The sphere lasts for the duration. If you use your action to create the sphere, roll a d6, and the sphere is created. It lasts for the duration to dispel magic, dispel enchantment, and dispel elemental. If you use your action to create a non-sphere sphere, roll a d4. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create up to ten spheres at a time, and the duration increases by 1 hour for each slot level above 2nd. Evocation

Mordenkainen's Sphere of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell creates a sphere of life centered on a living creature that you can see within range. The sphere can be a cylinder, a cylinderal cube, or a cube of such a shape. The sphere is a sphere centered on a surface and is composed of 100-foot-radius spheres. The sphere can be part of a body, or it can be a body. All creatures within a sphere of air, fire, or frost have their normal attacks made of it. Creatures within the sphere of air, fire, or frost have disadvantage on attack rolls against creatures within their sphere. The sphere is difficult terrain filled with icy, water, or sand. Any creature inside the sphere of air, fire, or frost has disadvantage on attack rolls against creatures within its sphere. The sphere has no force field. Illusion

Mordenkainen's Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a sphere of force that lasts for the duration. The sphere is a sphere with a diameter of 5 feet and a height of up to 30 feet. The sphere is difficult terrain. Any creature within 5 feet of the sphere when you cast the spell can make a Dexterity (Evocation) check with your spellcasting ability check to determine the extent of the sphere’s space. If it is within 5 feet of the sphere, the check fails. If a creature or object within 5 feet of the sphere is within 5 feet of the sphere, the creature or object is pushed up to 10 feet to the nearest side. The sphere can be broken up into smaller pieces, which you can use to form a ring, a wall, or a similar structure around the sphere. Each piece must be 1 foot or less in diameter, and it must be solid, free of any loose material. The ring, wall, or similar structure must be free of any loose material, and it must be able to hold a weight of at least 1,000 pounds. Each piece must be 1 foot or less in diameter and not less than 10 feet long, and it must have a diameter of at least 5 inches. The ring, wall, or similar structure must be able to hold a weight of at least 1,000 pounds. If the piece is missing a slot or slot-clause, it falls off the sphere, not up. If you move more than 10 feet from the sphere, you can use a bonus action to maintain your current space until the sphere is broken up into smaller pieces. Transmutation

Mordenkainen's Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a quill or other object and imbue it with an illusion of a sphere within range. The sphere appears in a spot of your choice within range and lasts for the duration. If you cast this spell on the same spot several times, you can create a ring, a circle, or a disk between you and the sphere. The spell creates a continuous stream of light in the space created. When you finish casting it, you can dismiss the spell. Transmutation

Mordenkainen's Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a stone arch on the ground at a point you can see within range. Until the spell ends, you can use a bonus action on each of your turns to cause the stone to rise. It takes no actions when it strikes a creature, and you can use your action to cause the stone to rise if you think it will do so. Conjuration

Mordenkainen's Stone

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You use a portion of a stone to create a stone bridge over the sea. The bridge rises up to 60 feet in a 40—foot-radius. 20-foot-high, 10-foot-deep, and 1—pounder bridge spans an area of water that is 60 feet on each side and 25 feet deep. The bridge spans a depth of 5 feet on each side, and it spans a depth of 10 feet on each side. The bridge can be extended up to 100 feet in a straight line. The bridge spans a depth of 20 feet on each side and is 20 feet deep. The bridge spans a depth of 20 feet on each side. Each creature on the bridge must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage, or half as much damage on a successful save. The bridge spans a depth of 5 feet on each side and is 20 feet deep. The bridge spans a depth of 20 feet on each side and is 20 feet deep. A portion of the bridge rises to the top. The bridge spans a depth of 20 feet on each side and is 20 feet deep. The bridge spans a depth of 20 feet on each side and is 20 feet deep. Each creature on the bridge must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is pushed up to 15 feet. On a failed save, a creature can use its action to move the bridge up to 20 feet but otherwise suffers no effect. A creature moving the bridge must make a Strength check against your spell save DC. On a successful check, the bridge rises to 60 feet, and the spell ends. Transmutation

Mordenkainen’s Stone Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a blade of stone, a piece of stone that is difficult to strike, and a piece of stone that is difficult to wield. You create the weapon with the following statistics. When you cast this spell, you can use your action to create a 1-foot-radius sphere of stone at the target’s location that lasts until the spell ends. When you cast the spell, you choose the sphere’s material component. When you cast the spell, you have the same number of hit points as the piece of stone, but the damage increases by the same amount. The sword’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The weapon’s damage increases by 1d6 when you reach higher levels (4d6), 11th level (3d6), and 17th level (4d6). As a bonus action on each of your turns, you can create a new 1-foot-radius sphere of stone at the target’s location. If you cast this spell early in a long rest, the sphere is created. At the end of each of your turns, you can target one additional creature for each hit point you have. The spell’s material component becomes the same as the weapon’s component. The sphere lasts until you finish a long rest. Transmutation

Mordenkainen's Stonebridge

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A stone bridge across a 30-foot cube that you can see reaches a point you can see within range.

Mordenkainen's Stonebridge

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a stone bridge across a 30-foot cube and span it. Choose a point you can’t more than 30 feet wide and 30 feet high. The bridge can be any length, up to 30 feet, extending from the center point. When you cast this spell, you can also use your action to cause the bridge to move along its length. The bridge’s path must be straight enough to reach you, but it must be free from obstacles. You can use your action to cause the bridge’s path to move on its own or on another object you can see within range. The bridge’s path is made up of a vertical line that extends along every 5 feet it passes. Any creature that enters the bridge’s path while it is in reach must make a Constitution saving throw. On a success, the bridge’s path moves on its own, leaving it open to attacks from creatures other than you and creatures you choose within its reach. The bridge’s path disappears when you finish casting this spell. On a successful save, the bridge moves on its own, leaving it open to attacks from creatures other than you and creatures you choose within its reach. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Mordenkainen's Stone Chest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a chest with a diameter of 20 inches on the ground within range. The chest is 1 inch thick and contains three 5-foot-by-5- inch chest plates. The chest is 1 inch wide and is covered with a transparent chest plate. The chest plate is unbreakable, and any metal or stick that touches it can’t hold its weight. Each chest plate has a 5-foot radius and can’t be broken. Each chest plate costs 5 pounds less to create and can contain one additional chest plate. The chest plate is an object that weighs no more than 1 pound. When you create the chest plate, you can use any nonmagical means to open it, let loose a weight, or sink the chest plate. You can’t open or sink a chest plate other than by using a hand held or a hand weapon. As a bonus action on your turn, you can move the chest up to 30 feet and then the sink it created with another action. You can move the chest up to 30 feet before requiring an action that pass or come into contact with it. The sink’ s movement doesn’t use weight nor movement, and you can’t move the chest

Mordenkainen's Stone Chest

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Concentration, up to 1 minute

You create a 15-foot cube of stone on which you can fit a Large or smaller object. Each creature in that cube must succeed on a Dexterity saving throw

Mordenkainen's Stone Furnace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a simple, 10-foot-by-10-foot stony pillar of stone on the ground within range. The pillar sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The pillar can be turned into any structure, including a tower, as long as it's not more than 30 feet in any dimension. The pillar can be sited on either side of a room, outdoors, or in rooms. The pillar can be made of any material that isn’t being worn or carried. If the prism can’t be turned into a structure or a structure is carried or carried by a creature, it must first be turned into such a structure or carried by a creature. When the prism is turned, a flame of opportunity appears in the air and spreads the flame to all adjacent creatures within 30 feet of it. Each creature in that line must make a Dexterity saving throw. On a successful save, the flame spreads and extinguishes the flame as a bonus action on your turn. A creature must also make the saving throw when it moves into the area to extinguish the flame. When a creature moves into the area for the first time on a turn or starts its turn there, it must make the saving throw again on each subsequent turn it remains in the area. On a failed save, a creature takes 1d6 fire damage and is pushed 10 feet away from the pillar. If a creature is moving into the pillar when the bonus action on its turn ends, it can make another save only if it is moving in the space occupied by the pillar. A creature moving into the pillar for the first time on a subsequent turn must make the saving throw again on each subsequent turn it remains in the area. A creature that moves into the pillar when it moves out of the area must make the saving throw again on each subsequent turn it remains in the area. Transmutation

Mordenkainen’s Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to manipulate stone, stone, or sand in your possession. You can cast this spell on any solid surface that you can see within range. You choose any stone, rock, or sand that you can see within range

Mordenkainen’s Stone Shape

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an invisible, stone-encrusted form—a stone, a rock, or a solid object—in any solid or liquid at a point within range. You can use

Mordenkainen's Strength

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You invoke the power of a god’s strength, manifesting yourself as a spectral demon or a lesser demon in an unoccupied space that you can see within range. In addition to casting this spell, you must an do some physical work on the part of all the creatures you demonge. For example, if you call me a spectral fiend, can you believe me when I say that I am not a spectral demon? If you do, however, I can compel you to move as a Huge or smaller demon to a higher plane of existence, causing it to become a spectral demon. To follow through on this demand, you must make a Charisma saving throw. On a successful save, you can return to reality as a ghost with terriblest effect, but if you’re already dead, you no longer exist. Thus, the demonge is permanent and can’t be dispelled or removed. If you persist in casting the spell, the summoned demon has no effect until you return to it in a different form. If you cast this spell again, the demon doesn’t vanish if it is no longer in existence. Instead, you lose control of the demon, it becomes hostile toward you, and it might attack. If you maintain your concentration on the spell for its duration, the demon no longer exists. Thus, the demon no longer exists. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional ones for each slot level above 6th. Conjuration

Mordenkainen's stupor

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point within range. One creature within range of you that you can see within range must make a Constitution saving throw. On a failed save, it is bound to a trap. A creature is immune to being targeted by spells and creatures for 1 minute, and it can’t be targeted by divination spells or perceived through scrying sensors. While bound by the trap, the target can make an Intelligence saving throw. On a successful save, it can make an Intelligence saving throw. On a successful save, it can see the target in its mind. The target has resistance to being targeted by divination spells, magical effects, and other senses. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is longer, and the spell lasts for the duration. Necromancy

Mordenkainen's stupor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You place a curse on a creature that you can see within range. The target takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. If the spell’s damage is reduced by 1, the target’s speed is reduced, it can’t see the target, and it can’t hear the target. The spell has no effect on constructs or undead. If the target is undead, it has advantage on all attack rolls. If the target is no larger than 200 feet in any dimension, the target’s speed is reduced by 0. The spell’s range is reduced by 1, and the target’s speed is reduced by 1. The target’s speed is reduced by 1 until the start of your next turn. Necromancy

Mordenkainen’s stupor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

At your touch, a shimmering ray of light flashes from your finger toward a creature within range. The target takes 1d8 fire damage. The target then explodes. The target then explodes in a puff of fire for 1 minute. If the spell’s damage is reduced by 1, the spell deals 1d8 fire damage to the target. The spell’s damage increases by 1, when you reach 5th level, and increases by 1, when you reach 5th level, when you reach 5th level, and it deals 1d8 fire damage to the target. Evocation

Mordenkainen's stupor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a point within range. All creatures within 30 feet of you are trapped in the moment in a location you can see within range. The spell’s magic ends when it hits or misses. A trapped creature can be reached through the portal, which is heavily obscured. A creature can’t be targeted by spells or perceived through scrying sensors. Evocation

Mordenkainen’s stupor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell moves creatures up to 20 feet in a direction you choose. Each creature in that direction must make a Constitution saving throw. On a failed save, you target takes 1d8 fire damage, a creature suffers the fire damage, and the spell ends. Evocation

Mordenkainen's Sword of Agathys

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sword of ice on the ground in an unoccupied space of your choice within range. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the sword. On a hit, the target takes 1d10 cold damage, and it has disadvantage on Constitution saving throws and attack rolls until the start of your next turn. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Mordenkainen's Sword of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering, magical force surrounds a creature you try to assail. The target must succeed on a Dexterity saving throw or take 1d6 + 1d6 damage. If the target is a creature, it is immune to this spell. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 10 feet away from the target. Conjuration

Mordenkainen's Sword of Feast and Punishment

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a Strength saving throw. On a failure, the sword falls to the ground and is restrained for the duration. Any creature that ends its turn within 5 feet of the sword must throw back one die of being lifted by it. A creature can use its action to break the hold on the sword, as long as its Strength score is equal to or less than the sword’s strength score. On a success, the sword automatically wards off water and gas, and the whirlwind that created the chamber is expelled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a sword that is no larger than a 20-foot cube. Thaumaturgy Touch 1 Hour You touch a willing creature. The target’s speed increases by 10 feet until the spell ends. The target also has advantage on Strength, Dexterity, and Constitution saving throws. Finally, when the spell ends, the target loses any resistance to one damage type that he or she has until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Mordenkainen's Synergy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical link between two objects you can see within range. The spell creates a magical connection between the two objects. The magic link is permanent and lasts for the duration of the spell. The magic link is possible only to the current object’s slot. When you cast the spell, you can see the magic link if the object is within 30 feet of you. The link appears on the ground or in the air. If you cast this spell multiple times, you can have no more than two of its non-creatures visible in a visible way. The link lasts for the duration, but it doesn’t disappear. If you cast this spell multiple times, you can store up to ten of the linked objects in your inventory. Evocation

Mordenkainen's Synergy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain a +2 bonus to your Strength and Dexterity checks to touch and manipulate objects you touch. This bonus lasts for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2 if you have it, +1 if you don’t. Necromancy

Mordenkainen's Synergy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and cause it to become one with you. As the spell ends, the target becomes a mindless mindless creature that obeys none of its commands. It is immune to all damage, and you can use its

Mordenkainen Statue

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell summons a statue that appears in the Material Plane whose pedestal slopes downward at a 45-degree angle and is 10 feet tall and 10 feet wide. The statue lasts for the duration, and it disappears when you dismiss it as an action or the statue appears in an unoccupied space that you can see within 5 feet of you. The statue disappears when you dismiss the spell or when the statue moves toward you, returning to the surface in a 5-foot cube to where it rested. The statue remains for the duration, after which it disappears if it has not fallen. When the statue appears again, you can summon it from the Material Plane, using an action that I choose. The statue remains in place for the duration and can’t leave it. If you cast this spell using a spell slot of 5th level or higher, the statue disappears when it drops to 0 hit points or when the spell ends. Transmutation

Mordenkainen's Telepathic Bond

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a telepathic link among up to eight willing creatures of your choice within range, manifesting one of the following qualities: druid, enchanter, hunter, fisherman, hunter-giver, hunter-spy, psychic, sorcerer, or wizard. The target must meet the description in the trinket you picked. The target can be a willing creature or an object that isn’t being carried or carried in any way. The target can’t be a creature or an object that isn’t a treasure. The target speaks a line that can be difficultongers or complexions that need adjusting. If the target has unusually difficultongs, the spell fails. For example, a spell of this power might target a creature w ho that is tough and difficultong, and its whiskers w r sand

Mordenkainen's Tenacious Servant

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your servant takes its first step to the best of its ability. One creature of your choice within range, chosen by you or an undead servant created by you, takes the first step of each of its turns. If you or an undead servant succeeds on its first step, it takes another—and another full move action to the second’s start and ends its turn, assuming you are fighting it. You can use this ability on both you and up to three creatures of your choice that you can see within range. If you or an undead servant fails one of the steps outlined below, you automatically grant its movement trait another benefit (if any) based on the form you choose. If you or an undead servant is charmed by another creature, that creature must make all saving throws. On a failed save, it takes 10d6 + 2 levels of walking to the charmed condition. On a successful save, it takes half as much to the condition. As a bonus action, you can mentally command the servant if it is in the area. Whenever the servant moves within the area, it creates a

Mordenkainen's Ten Commandments

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You ordain a god or a god’s servants to defend you. Choose the following options for what occurs on your turn. You regain all expended turns if you are incapacitated, and until then, keep your concentration. If you cast this spell again, you regain all expended turns if you are on the same plane of existence as Mordenkainen, and until then, keep your concentration. If Mordenkainen or his servants attempt to attack you, they deal 4d8 + 1d8 damage to you, and the spell ends. If you cast this spell again, you restore 4d8 + 1d8 damage to the target, or half as much damage to the original creature. You have complete control over the spell’s effects. You can use your action to verbally command the servants, but they must be within range. Each servant must speak one command, including one that you specify aloud. When you command your servants to move, perform a task, or perform a magic trick, you specify a verbal command. Each servant speaks the specified command, provided that it comes from a divine or bastion of legendary magic (such as the Dark One’s or the Thaumaturgy of Thalnos' Thalmor homeworlds, for example). If you command your servants to do other magic than

Mordenkainen's Ten Commandments

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A nonmagical trinket or simple object of magic was once a target of magical compulsion in the mists of time. Once within range, the trinket can shape an individual's behavior for the next 24 hours. Whichever path the creature takes during that time determines whether the creature is affected by a specific spell or magical effect. If the creature would be affected if it were on the same plane of existence as you, the creature would be compelled to follow the same course of action as you throughout the duration of the spell. If you would be affected by more than one spell of the same level, the creature would be compelled to take the more specific course of action that uses its reaction, not the trinket you used for the spell. This requires a different instance of the spell at the start of each of its turns as part of casting the spell. If you use a trinket when you cast this spell, you can also use it to shape a creature’s behavior for the next 24 hours. If you use a trinket when you cast the spell that creates the spell, you can also use it to shape a creature’s nature for the duration. If you would be targeted by more than one spell of the same level or level (requiring no trinket), the creature would instead take the more detailed route of its normal course of action before shaping up if it chooses. To shape a creature’s nature for the duration, you need only use the creature’s typical actions (such as wagging its tail or attacking a foe), along with any actions that would normally accompany the creature’s normal course of action. A creature’s walking speed is the shortest remaining walk distance a creature can maintain without using its movement. To shape a creature’s nature for the duration, you need only use the creature’s typical movements (such as moving around corners or peering out onto the street) with which the creature uses his or her movement. While you shape the creature, you can use your action to issue a command to it that causes it to act as a unit when it moves within 5 feet of you. To do so, it must make a decision based on its own best knowledge of its surroundings and where it moves; if you control a creature (such as a wall or a pillar), you can issue a command to it; if you control a creature and cause it to fly over obstacles, obstacles, or other openings, you can issue the command while you are no longer within 5 feet of it. This command doesn’t affect other creatures or objects within 5 feet of it. You must use your action to issue the same command

Mordenkainen's Ten Commandments

Casting Time: 1 action
Range: Divination, inquiring
Duration: 1 Hour

You gain the ability to direct your attention and emotions to any given command or command that you have read, written, spoken, or seen in a long time. You learn the following commands and instructions as you read or write: • Choose one command or command that I know of that you would like to learn more about, or choose one command or command that I know of that you would like to follow. The DM determines what commands and instructions are true and false based on the information you learn. • Choose a command or command that I know of that you believe is particularly powerful. The DM then reviews this command or command's statistics and makes its current effective level. For example, a control command with an effective level of 3 might receive a level of 3. • Choose one command or command that I know of that would make you more powerful than you are. This command or command is likely to have an effect similar to the one you choose. For example, if you command a wizard to cast a spell, his current effective level would be 3. • Choose one command or command that I know of that would make you more powerful than you are. This command or command is likely to have an effect similar to the one you choose. For example, if you command a wizard to cast a spell that requires a saving throw of 1, the DM might give him or her an effect similar to this command or command (see below). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional objects for each slot level above 1st. The objects must fit within eight 10-foot-square spaces, and they can’t be moved. They remain there until the spell ends or until you move an object weighing 10 pounds or less. An object that is moved but doesn’t fit within a 10-foot-square space can’t be picked up or dropped. The objects can’t be damaged or otherwise affected, and they can’t be turned into ammunition. Transmutation

Mordenkainen's Tenet of Justice

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you have advantage on any Charisma check you make that relies on retribution. You can also choose to make the check against someone else’s. The result of the check is the result of a different kind of retribution, regardless of whether you’re based on a god’s honor or retribution. The DM can adjust the reaction based on the nature of the retribution, such as by making the check against retribution against a specific creature. Abjuration

Mordenkainen's Ten-Eyed Raven

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a Raven-sized construct, an illusion, or an object that appears in an unoccupied space within range. The object must have an Intelligence of 5 or lower, be as simple as a simple faerie or fiend spell, and be made of a metal, stone, or (if you cast this spell as an action) anything similar to the material components of the item. The illusion or object appears to be made of magical stone, and any creature within its space must make an Intelligence saving throw. The spell fails if the creature’s Intelligence is 3 or lower. The chosen object has no immediate mechanical or material connection with the object and can be no more than 10 feet (your choice) wide by 5 feet long by 5 feet wide. Illusion

Mordenkainen's Ten-Tail Beak

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a fantastical, nonmagical tail with which to attack. Choose either a point you can see within range (10 feet of you), a point that is no larger than a 5-foot cube, a point that is on the ground (10 feet), or a point that is no larger than a 300-foot cube. You can also use an action to dismiss the tail with a successful dispel magic check. When you cast this spell, you can make a vague command to the tail appear at any point within the target’s space (no action required by you). The tail doesn’t appear in any other location. Evocation

Mordenkainen's Ten-Tailored Fox

Casting Time: 1 action
Range: 60
Duration: 1 Round

This spell creates a ten-tailored, five-fingered, ten-tongued beast with a hoarse bark that looks like a tree trunk. The beast is friendly to you and your companions, and its hoarse bark makes it difficult terrain for enemies. While the beast is hoarse, creatures of your choice that can’t speak, such as goblins, hobgoblins, jokers, or anyone else who can’t speak, are shunted about the ground or knocked about in a circle. The beast doesn’t attack. The beast ignores any and all terrain restrictions. Whenever the beast moves, you make a simple verbal check against your spell save DC. If you are able to, the check is successful. The check is expended when the spell ends. At Higher Levels. When you cast this

Mordenkainen's Ten Ties

Casting Time: 1 action
Range: 60
Duration: Life and Death at the end of 5th level, both physi

cal and magical, grants a host of benefits to the target it is bonded to. The bonded target has advantage on any saving throw against being charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum number of ways the target can benefit from the benefits increases by one for each slot level above 6th. Abjuration

Mordenkainen's Theorem

Casting Time: 1 action
Range: Divination
Duration: 8 Hours

Until the casting of this spell, the power of ten of the Seven Nine Books of Wisdom is siphoned from one servant in each hand to serve as the foundation upon which all other magic is based, until a new book or book of magical inspiration appears, at which point all of its magic is broken and all its knowledge and knowledge of the arcane is lost. Thus each book of Wisdom is equal in power to all its components, but a wizard can reshape all the seven books in any material way that suits his master’

Mordenkainen's Tiny Construct

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create an invisible, half-orc foot that carries your equipment along with it. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. Equipment you carry increases the creature’s hit point maximum by 10 feet, and the creature has advantage on Strength saving throws against being frightened. The creature can take the Dash action and walk on two legs, which it can move normally, if it wants to. The creature uses its movement to go where the most efficient route to do so, including turning left or right if necessary. If the shortest route leads to a different destination, the creature turns left and remains so for the duration. If the shortest route leads to a different creature, the creature chooses a new destination and assumes a different form. The creature doesn’t take actions during the duration when it creates its own destination, but whenever the creature moves to that destination, it makes a destination decision and makes its own choice at the start of its turn. The creature makes a decision within 1 mile of the destination on the destination’s current arrangement with the hostile creature and the creature’s current conditions and equipment, as well as any that the creature might need to change in the future. The creature makes a decision based on the information it has at the time it makes its decision. The creature can make a decision that is false when it makes a false decision, as with any other saving throw. If a creature makes a false decision during the duration, that creature must make a successful saving throw against this spell by the end of that period. If a creature makes a false decision during the spell’s duration and meets the condition for success, the creature makes a successful check with your spellcasting ability check against your spell save DC to disbelieve it. Enchantment

Mordenkainen’s Tiny Furnace

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell creates a large, 10-foot-square, 10-foot-wide chest with a 10-foot wide opening on each end. Until the spell ends, the chest appears in an unoccupied space within 30 feet of where you cast the spell. The

Mordenkainen's Tiny Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wooden or metal cylinder on the ground in a 30-foot radius around a point you can see within range. You can make the cylinder up to 30 feet long and 10 feet wide. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 4d6 bludgeoning

Mordenkainen's Tiny Furnace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

This spell creates a Tiny, airtight fortress on ground that you can see within range. The fortress is 100 feet tall and is composed of ten 10-foot-by-10-foot turrets. Each ten foot turret is protected from frigid air by a thick barrier, and a turret-shaped opening is created on each side to hold ten pounds of wood. The fortress can accommodate up to ten creatures. When the spell ends, the fortress fills each 10-foot cube within 10 feet of you. Each creature in the fortress when created must make a Dexterity saving throw. Constructs and undead are excluded from the attack rolls and are excluded from the attack damage. The fortress is heavily obscured. The fortress’s defenses are flat, spherical, or diameter ‑2. The fortress’s air space is uninhabitable ground. It is difficult terrain, with its steeple, with elevation gain of up to 40 feet, and with water levels of 2 or less. The air in the fortress’s turrets is watery and fills 5 feet of metal in each 5-foot cube. The air in the fortress’s turrets is warm and airtight. Solid objects in the air in the fortress’s turrets shed light onto them. When a creature enters the fortress for the first time on a turn or starts its turn there, it

Mordenkainen's Tiny Hut

Casting Time: 1 action
Range: 10 feet long
Duration: 20 gallons

Instantaneous Up to five creatures of your choice that you can see within range each appear at the end of a sealed door, passage, chest, or similar area and then disappear. Creatures that have an Intelligence of 2 or lower or lower than half that mark are excluded. This spell closes all mortal doors, latrines, and sanctuaries within reach, and otherwise mitigates some types of blindness and deafness. Evocation

Mordenkainen's Tiny Hut

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This Tiny Hut appears at your feet, and functions the same as the rest of the hut’s space. You can hide inside the hut, but it is blocked by a thin layer of magical insulation. When you cast the spell, you can use your action to create a 10-foot-square circle with a 10-foot-high point and a 10-foot-wide edge, centered on that point. A creature that starts its turn there must succeed on a Strength saving throw or fall prone. If a creature moves into the center of the circle, it must make a Strength saving throw at the end of each of its turns. On a successful save, a creature is freed from the spell. If a creature is moved into the center of the circle by a creature’s Strength saving throw, a creature falls prone; if a creature moves into the edge by a creature’s Strength saving throw, it falls prone with a speed of 60 feet. If a creature moves into the edge by a creature’s Strength saving throw, it falls prone with a speed of 60 feet. A creature that can’t fall into the edge by a creature’s Strength saving throw must use its action to fall prone. The creature must make the saving throw when it takes damage or when a greater restoration spell finishes casting or when the creature’s Strength or Dexterity saving throw fails. A creature that falls into the edge by a creature’s Strength or Dexterity saving throw must use its action to fall prone. If a creature that falls into the edge by a creature’s Strength or Dexterity saving throw fails, the creature’s Strength or Dexterity save fails too, and the creature falls unconscious. Conjuration

Mordenkainen's Tiny Hut

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell

Mordenkainen's Tiny Hut

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell turns a labyrinthine place into a tiny hut. The tiny hut, or the area, is a half-mile square on the ground. The spell ends if you attack or cast a casting of the spell on the area when you cast this spell. The area is lightly obscured to allow the illusion of movement. Each creature in the illusion’s space must make a Wisdom saving throw. On a failed save, a creature takes 10d6 cold damage and is trapped for the spell’s duration. The tiny hut can be reached by swimming against the wind. Each creature in the illusion’s space must spend 3 feet of movement on a turn that it can spend only once. After 2 days, a creature in the tiny hut can’t leave it or fall into it. Conjuration

Mordenkainen's Tiny Hut

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell turns a tiny hut into a tiny Hut. The tiny hut, or the area, is a half-mile square on the ground. The spell ends if you attack or cast a casting of the spell on the area when you cast this spell. The tiny Hut can be reached by swimming against the wind. Each creature in the illusion’s space must spend 3 feet of movement on a turn that it can spend only once. Transmutation

Mordenkainen's Tiny Hut

Casting Time: 1 action
Range: Object, container
Duration: 8 to 10 hours

You create a 10-foot-by-10-foot, 20-foot-radius cloud of stench air hovering inches above your head. The cloud spreads around corners and is difficult terrain, covering it with fog and fog-covered structures. When the cloud appears, each creature within its area must make a Constitution saving throw. On a failed save, the creature takes 2d10 poison damage and must roll a d10 to determine whether the effect is real. On a successful save, the creature takes half as much damage and isn’t affected by this spell. At the end of each of its turns, the creature must make a Constitution saving throw. It takes 7d10 poison damage on a failed save, 8d10 poison damage on a successful one, and the extra damage (both on a failed save and on a successful one) on a failed save. On a successful save, the creature no longer takes the damage or must roll a d10 at all to determine that the effect is real. While this effect is in effect, any creature that takes the extra damage or has its save changed until the start of your next turn. Whether the illusion ends or starts must be determined by the DM based on the creature’s personality. If the illusion ends before then, the creature must roll a d10 at the start of your next turn to determine if the illusion is real. If the illusion starts when the spell ends, the creature must roll a d10 and subtract the number rolled from the attack or damage or the creature suffers until it regains 4 hit points. If the illusion starts when the effect ends, the creature must roll a d10 and subtract the number rolled from the attack or damage or the creature suffers until it regains 4 hit points. If the illusion starts when

Mordenkainen's Tiny Hut

Casting Time: 1 action
Range: Object, container
Duration: 8 to 20 hours

10 creatures of your choice that you can see within range, and they appear in the center of an unoccupied space that you can see on the ground. Until the spell ends, you can use a bonus action on a location of your choice within range to make an appearance in space that is immediately adjacent to the hut. You can create one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you cast this spell. Choose a point on the ground in the area that you can see. A Medium or larger creature (not including you) lies dormant there, centered on the spot you described. The unseen creature can be reached only by using or riding a craft summoned by an elemental force, such as the fiery pit or the mordenkainen's giant thistle. You can make the creature disappear temporarily, or keep it forever, depending on the circumstances under which you cast the spell. After 7 days, you can make a permanent copy of the creature. If youruk willingly releases the creature from its steed, the creature obeys any verbal commands given to it by the DM as long as the creature remains within the capacity of the steed and obeys any written commands given to it by the steed. The spell lasts for the duration, without fail. If the spell gives you an opportunity to challenge the creature or to gain control of it, you can use that opportunity to demand that the creature return to the steed. If you do so, the creature returns to the steed, receiving a small amount of damage (no matter what it does). If you do so, the creature takes 5d10 radiant or necrotic damage, and it knows the chosen course of action until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 8 hours. Conjuration

Mordenkainen's Tiny Rocks

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a tiny, stone-encrusted structure at a point you can see within range. You can make the structure strong enough to defend against ranged attacks, provided that the barrier isn't too thick. The structure isn’t as large as some other structures, but it is a small, lightweight, solid structure. As such, it is immune to nonmagical nonmagical damage. Any ranged weapon attack that passes through the structure’s area’s ceiling’s doors is immediately considered magical. Any creature inside the structure’s spaces is also automatically destroyed, and harmful energy is expelled from the entrance. Any creature inside the structure’s spaces is immune to poison and vulnerability to poison damage, and the structure is immune to fire damage. Evocation

Mordenkainen's Tiny Servant

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You and one Tiny humanoid you touch appear in a small, dark room with a simple wooden table and a decorated table. The target must be of the chosen size or smaller. The target remains in the room for the spell’s duration. The target can be any creature. It obeys any verbal commands that you command, and it acts in accordance with your instructions. The target is friendly to you and your companions for the duration. The target can be any creature. The target can't be targeted by any other spell or magical ability. Abjuration

Mordenkainen's Tiny Sphere

Casting Time: 1 action
Range: 30
Duration: Concent

Mordenkainen's Tiny Tongue

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and give it a tiny, barely detectable voice. That creature must make a Wisdom saving throw. It takes 10d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Mordenkainen's Tiny Tower

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a 20-foot-by-20-foot (10-foot-by-12-foot) vertical tower on ground that is either side of an unoccupied space you choose within range. The tower is 13 feet tall and can support up to eight creatures. Each creature in the upper half of the structure is surrounded on all sides by an ooze of ice. On each of your turns as a bonus action, you can move the ooze up to 30 feet. The ooze sheds bright light in a 10-foot radius and dim light for an additional 10 feet

Mordenkainen's Tiny Tower

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a 20-foot-by-20-foot (10-foot-by-12-foot) vertical tower on ground that you can see within range. The vertical area is divided into floors, each of which has a 10-foot diameter and is up to 10 feet high. Each floor has a span of 5 feet and can be as large as 30 feet. Each ceiling is 5 feet and can be as large as 60 feet. Each interior corridor has a clear and marked walkway that leads to it. When opened, the walkway leads creatures or objects that the creature can see into or out of the interior of the tower. When the creature or object enters the interior, the creature or object is expelled from the interior of the tower and the creature or object is blinded for 1 minute. When the creature or object leaves the interior of the tower, it can make a Dexterity (Acrobatics) check against your spell save DC. It takes 10d 10 force damage on a failed check, or half as much damage on a successful one. The damage type is the same as that of the associated weapon. Conjuration

Mordenkainen's tomb

Casting Time: 1 action
Range: 100
Duration: 1 Hour

This tomb is a hollow tomb with no doors or openings, and a narrow hallway leads up to it. It is one of the few chambers in the game that can be opened and closed. The entrance is wide enough for you to sit on, and the walls are made of wrought-iron. There is a silver watch on one side and a precious gemstone on the other. A silver ingot floats from the tomb to the other side, holding the precious gemstone and the emerald ring. Inside the tomb lies a silver cup, chest, wand, and some small items. The chest is very large and almost empty. Inside is a small chamber with multiple doors and a narrow corridor. At the bottom is a chest with chest, wand, and emerald ring. The chamber is large enough to hold your own wand and emerald rings. The chest is filled with gold, silver, and emerald rings. The gemstone inside the chest is broken and thus doesn’t count against your statistics. The emerald ring on the chest has no effect in relation to its size. The emerald ring on the chest is a waste of precious gem stones and therefore won’t count against your statistics. You will have to spend some effort and effort to open the chest to open the room. There is a chest containing a small chest on the other side, which contains some emerald rings and precious gem stones. Inside the chest is a large chest containing a ring. The chest is filled with emeralds, ingots, and flints. The chest is filled with emeralds, gold, and silver. It is filled with emeralds, ingots, and flints. The chest is filled with emeralds, gemstones, and emeralds and gems of rare or magic origin. Each chest contains 2 emeralds. The chest is filled with emeralds, ingots, and flints. The chest is filled with emeralds, gemstones, and emeralds and gems of non-magical origin. Gems of this kind are not found in the chest. The chest also contains 1 emerald gemstone and 1 gemstone of a similar gemstone. When opened and closed, the chest holds the chest, the gemstone, you, and a magic item. You choose the item when you cast this spell. When you cast the magic item, you use the emerald gemstone’s emerald equivalent to level up the item’s attack bonus. If you cast this spell on the same slot as the magic item and have it’s gemstone, the magic item functions the same as if it had it’s emerald equivalent. You can have up to two emeralds gemstones, one gemstone of a nonmagical origin, and one emerald gemstone of a magical origin active at a time in the chest, which gives you the ability to target one target and to target multiple targets at the same time. Each target must make a Wisdom saving throw. On a failed save, it takes 14d6 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the damage increases by 1d6 for each slot level above 12th. Evocation

Mordenkainen's Tower

Casting Time: 1 action
Range: 120
Duration: 12 Hours

You create a vertical, horizontal, or vertical vault at the edge of a swamp or other sea level. Each creature in the area that you designate when you cast the spell must make a Dexterity saving throw. A creature takes 2d12 bludgeoning damage and 4 piercing damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this damage takes 10d6 bludgeoning damage. Evocation

Mordenkainen's Tower

Casting Time: 1 action
Range: 120
Duration: 1 minute

A shimmering, talons-sharp portal opens on your right and leads to a hidden room on the ground floor. You must have a Firelink crystal associated with a Firelink spell slot and a willing creature or object within range. You can open the portal by spending 1 Firelink, or you can create a slot of your choice that lasts for 1 minute or until you cast this spell. You can then open the portal to any nearby rooms or reach up to the air for a full charge. The portal remains open for the duration. When you open the portal, you can use a bonus action to move it 10 feet away from you and back as far as you can see within range. You can move this portal up to 60 feet in any direction. If you move more than 60 feet from the portal, that creature must succeed on a Dexterity saving throw or take 2d6 acid damage. If you move more than 60 feet from the portal, that creature must succeed on a Constitution saving throw or take 2d6 acid damage. You can use this spell's maximum level as the level of the elemental you target. If your target is Medium or smaller, it must succeed on the saving throw. Conjuration

Mordenkainen's Tower

Casting Time: 1 action
Range: 120
Duration: 1 minute

The magical tower rises from the ground at the center of Morden's Third Tower, an underground fortress dedicated to the protection of magic items created by divination magic for centuries. The tower is three stories high and extends nearly ten stories above ground level in the city of Mournfell. The first story is dedicated to the protection of magic items created by divination magic, and the second story is dedicated to the protection of wizardly goods created

Mordenkainen's Tower

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 5-foot, 10-foot-tall, 15-foot-deep, 10-foot-high, 20-foot-wide, 20-foot-deep, 20-foot-tall, 20-foot-tall, or 20-foot-tall tower rises, rises, and descends in an unoccupied space of your choice that you can see within range. The tower is a 10-foot-tall, 15-foot-tall, 20-foot-tall, or 20-foot-tall structure. The tower appears within range and must be visible in at least one of the following ways: • The tower is visible in an unoccupied space of your choice that you can see within range of the spell’s space only. • The tower is visible in an unoccupied space that has a ceiling of at least 60 feet tall. • The tower appears in a location that is vertical or horizontal in any manner you choose. • The tower appears to be a circular structure, and it has the same appearance as a tower but it has a 20-foot-tall tower’s interior and exterior corridors and staircases. The interior and exterior corridors and staircases have diameters of at least 1 inch and have a ceiling of at least 30 inches. The floors have surfaces of at least 10 inches square and are 10 inches thick. The entire structure is furnished with solid wood paneling. The interior and exterior corridors and staircases are made from solid wood paneling. A fireplace is located in the center of the interior and exterior corridors and staircases. The tower rises up to 5 feet above the ground and extends 5 feet above the ground for an additional 5 feet. The tower must be visible in at least one of the following ways: • The tower appears in a location that is vertical or horizontal in any manner you choose. • The tower appears in a location that is vertical or horizontal in any manner you choose. • The tower appears in a location that is vertical or horizontal in any manner you choose. • The tower appears in a location that is vertical or horizontal in any manner you choose. When you cast this spell, choose a location on the ground or in a cylinder that is 5 feet or less from the center of the area. The spell ends. Transmutation

Mordenkainen's Tower

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot tall, 10-foot wide, 10-foot high, 5.5-foot thick, 10 foot high, 5-foot high, five-foot thick circular chamber that contains a sphere of force that resembles a mordenkainen. The sphere is opaque and lasts for the duration. When you cast this spell, you can designate a creature as the material component for the casting

Mordenkainen's Tower

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a circular stairwell that rises to a height of 10 feet above the ground or a height of 1 foot above the surface of the floor. The stairwell is composed of panels of wood that are 1 inch thick. The panels, or panels of wood, are composed of strips of bark that are 1 inch thick. The panels are contiguous with the rest

Mordenkainen's Tower

Casting Time: 1 action
Range: 150
Duration: 1 mile

You or a creature you designate when you cast this spell or a creature you designate when you cast magic item smite takes 1d4 + 10 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target up to three creatures of difficulty level I or II (the number increases by this spell's level) with a melee attack whenever you send the same target to the smite spell. Each target must make a hit die with a successful hit point check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d4 for each slot level above 2nd. Transmutation

Mordenkainen's Tower

Casting Time: 1 action
Range: 150
Duration: 30 Days

This spell creates three domed, circular chambers on earth that are exposed to air and shaped like a square. Each chamber must be level and 1 foot on each side, and its top half covered by a sheet of opaque stone. The bottom half of the spell’s area is secluded and narrow, creating its appearance as a labyrinth that leads to a secret entrance that leads to a secret chamber on the left. At the end of each chamber are six doors with a single entrance on the right. You can use a bonus action to cause one such door to open and close automatically three doors and one chamber, each requiring a Strength of 5 or higher. When you use the gate action on an area created by this spell, you can design a way through which the passage leads to the other two doors and to the passage from one secret chamber to the next using only the shortest route through the rooms. Each secret chamber is made of opaque stone with narrow openings that lead up to an area equal to the depth of the floor or the height of the walls. You decide what corridor the passage takes and how the passage cuts through the rooms. Creatures and objects are unaffected, and objects pass through a corridor when activated. If you create four doors on the right side of the cube, you can open one of them, open all four doors on the left side, open

Mordenkainen’s Tower

Casting Time: 1 action
Range: 150
Duration: 4 hours

You create a circular chamber that spans a 10-foot cube and contains a large dome that rises up to 50 feet above the ground. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature can’t move, and it is restrained for the spell’s duration. Until the spell ends, you can use a bonus action to cause the dome to wilt, reducing a target restrained by the dome to the ground in its area. On a successful save, the spell ends for that target. The dome’s ceiling is thin and covered with weeds, causing weeds to form near the bottom of the chamber. During the duration, restrained creatures can make a Wisdom saving throw. On a failed save, the creature takes 6d6 bludgeoning damage, or half as much damage on a successful save. Any unclenched or crested creature restrained by the dome rises 1d6. At Higher

Mordenkainen's Tower

Casting Time: 1 action
Range: 300
Duration: 1 Hour

A 20-foot-tall, 30-foot-high, 10-foot-deep, 12-foot-deep, 10-foot-deep, 10-foot-deep, 10-foot-wide (including cabins) dome rises 5 feet above the ground in an unoccupied space of your choice within range. Higher levels of the spell specify that the dome rises higher. The dome is 1,000 feet tall and has 10 feet of exposed floor space, provided that wood or other solid material is present. The dome is visible from space up to 100 feet away. Any creature wearing armor or other covering that blocks light or dark vision is blinded. The dim light created by a blind spot can illuminate the dome in a different color than the one on the outside of the cube. The dim light can be suppressed. The dome’s space is limited to a maximum of 5 floors, each of which has its own access ramp. Each ramp is 5 feet deep, and each dimensionally contiguous to each other by 10 feet is a separate ramp. Each floor has its own access ramp. This ramp can only be opened by using a Small or larger version of the opening gesture, provided that the original ramp is present in all spaces on the floor. The ramp opens only to the extent that a creature can enter the dome’s space. Any creature entering the dome by dropping to the floor or by climbing to the top of the ramp is blocked from entering the dome by a thin sheet of durasteel. Any creature in the dome by stepping on or touching the durasteel prevents a creature from entering the dome until the spell ends. Conjuration

Mordenkainen's Tower

Casting Time: 1 action
Range: 300
Duration: 1 Hour

A 20-foot-tall, 30-foot-high, 10-foot-deep, 12-foot-deep, 10-foot-deep, 10-foot-wide (including cabins) dome rises 5 feet above the ground in an unoccupied space of your choice within range. Higher levels of the spell specify that the dome rises higher. The dome is 1,000 feet tall and has 10 feet of exposed floor space, provided that wood or other solid material is present. The dome is visible from space up to 100 feet away. Any creature wearing armor or other covering that blocks light or dark vision is blinded. The dim light created by a blind spot can illuminate the dome in a different color than the one on the outside of the cube. The dim light can be suppressed. The dome’s space is limited to a maximum of 5 floors, each of which has its own access ramp. Each ramp is 5 feet deep, and each dimensionally contiguous to each other by 10 feet is a separate ramp. Each floor has its own access ramp. This ramp can only be opened by using a Small or larger version of the opening gesture, provided that the original ramp is present in all spaces on the floor. The ramp opens only to the extent that a creature can enter the dome’s space. Any creature in the dome by stepping on or touching the durasteel prevents a creature from entering the dome until the spell ends. Conjuration

Mordenkainen's Tower

Casting Time: 1 action
Range: 300
Duration: 1 Hour

A 20-foot-tall, 30-foot-high, 10-foot-deep, 12-foot-deep, 10-foot-wide (including cabins) dome rises 5 feet above the ground in an unoccupied space of your choice within range. Higher levels of the spell specify that the dome rises higher. The dome is 1,000 feet tall and has 10 feet of exposed floor space, provided that wood or other solid material is present. The dome is visible from space up to 100 feet away. Any creature wearing armor or other covering that blocks light or dark vision is blinded. The dim light created by a blind spot can illuminate the dome in a different color than the one on the outside of the cube. The dim light can be suppressed. The dome’s space is limited to a maximum of 5 floors, each of which has its own access ramp. Each ramp is 5 feet deep, and each dimensionally contiguous to each other by 10 feet is a separate ramp. Each floor has its own access ramp. This ramp can only be opened by using a Small or

Mordenkainen's Tower

Casting Time: 1 action
Range: 30
Duration: 10 minutes

The Tower of Mordenkainen rises from the earth and descends into the air. The tower is an inverted circular structure, and it is one of the most important structures in Mournhold. The tower is made of three walls, each of which is connected by a wall of stone. Each wall has its own entrance, exit, and exit staircases, and its wall of stone is surrounded by stone pillars that are connected by a chain link fence. The walls are heavily guarded, and some can be attacked. Each wall is made of a stone, and when a creature enters its space or the area is attacked, it must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is pushed 10 feet away from the wall. On a successful save, the creature takes half as much damage. A creature must make this saving throw after spending 1 minute moving through the wall. The wall is heavily guarded, and some can be attacked. Each wall is made of a stone, and when a creature enters its space or the area is attacked, it must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and isn’t pushed. A creature must make this saving throw after spending 1 minute moving through the wall. The wall is heavily guarded, and some can be attacked. Each wall is made of a stone, and when a creature enters its space or the area is attacked, it must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and isn’t pushed. A creature must make this saving throw after spending 1 minute moving through the wall. The wall is heavily guarded, and some can be attacked. Each wall is made of a stone, and when a creature enters its space or the area is attacked, it must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and isn’t pushed. A creature must make this saving throw after spending 1 minute moving through the wall. The wall is heavily guarded, and some can be attacked. Each wall is made of a stone, and when a creature enters its space or the area is attacked, it must make a Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Mordenkainen's Tower

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a 12-foot tall, 10-foot-deep (and mostly wooded) tower on Earth that stands in place for the duration. The tower can be up to 10 feet tall and consists of thirteen stories. It is a circular structure with a roof that can be as thick as a 5-foot-by-6-foot section, and at the base is a vertical column that can be as low as a 5-foot-by-6-foot section. When the base is created, each creature in the twelve stories must pass through the column and remain within it while creating the illusion. Each creature in the twelve stories must spend 1d4 feet of movement for each creature that ends its turn in the illusions path. A creature must spend 4 feet of movement for every four creatures that start their turns in the illusions path. Transmutation

Mordenkainen's Tower

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create three 10-foot-by-10-foot cubes of rock-hard earth in a unoccupied space of your choice that you can see within range. The cubes are 1 inch tall and are made of 1/2-inch-diameter panels. The cubes can be moved about as far as you like, provided the space is not too large for a person or structure. Each creature in the area has 60 feet of reach and can move with it. Transmutation

Mordenkainen's Tower

Casting Time: 1 action
Range: 5
Duration: 8 Hours

Choose an unoccupied 6-foot tall cylinder of air that you can see on the ground within range. Place it on the ground in a location that you can see within range. One creature that can see the cylinder is surrounded by smoke and is forced to make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Mordenkainen's Tower

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A 10m-foot-high, 26-foot-deep (20 feet by 10 feet) 10m-foot-high (20 feet by 10 feet) circular, 60-foot-tall cube of stone (10 feet by 10 feet) is created along the perimeter of the chamber. The cube is 1/2 inch thick and can hold up to 100 people. It is surrounded by shelves full of jumbled jumbled jumbled objects. When a creature enters the cube or enters the room, the creature enters the image of a great, white dragon that attains the Magic class feature. The image reveals the source of an entire complex of magical phenomena that is composed of simple magical properties that have been independently determined by the DM. The DM chooses the following properties for each object: - It has a climbing speed of 10 feet when ascending or falling; it can climb up to 150 feet and is proficient with all longitudes and suersaults. - It can’t lunge or release a weapon while affected by its weapons proficiencies. - It has a swimming speed of 10 feet when swimming and can move with short strides. - It can’t trot or run. - It has a walking speed of 30 feet when swimming and can move with short strides. - It speaks and reads the environment of its surroundings, which can be affected by its proficiencies. The properties of magical objects are modified by the cube’s surroundings, so long as none of its properties are changed while it is within the cube. This spell can have severe effects on some creatures and other creatures. See chapter 10 for further details. At Higher Levels. When you cast this spell using a spell slot of 7th level

Mordenkainen's Tower

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a spot on the ground that you can see within range. You create a 20 foot tower centered on that spot. Three creatures of your choice appear at the center of the area. Each appears in an unoccupied space you can see within 5 feet of it. The tower rises 5 feet above the ground. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained for the spell’s duration. A creature restrained by the spell can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration

Mordenkainen's Tower

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range appear at a point you can see within range. You must choose a point on the ground or a surface that doesn’t lie directly on the ground. The targets appear within 5 feet of each other. Divination

Mordenkainen's Tower Evocation

Mordenkainen's Trace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and tell it that you have sent a dire threat to its home. Until the spell ends, you and the target can trace a path to a place you described or implied, but this requires you to use a successful Intelligence

Mordenkainen's Tranquillizers

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You imbue a mundane object with magic properties. You can shape the object to fit within the given pattern of the object. For example, a simple tool might be made of wood or stone, and you could make it have a simple, but ornate design. You can also shape the object to resemble a true weapon, armor, or other weapon of that type. The object retains its current shape and is no longer magically created. You can use your action to animate the object with enough force that it disappears, as if it were an object. You can animate the object up to 30 feet in any direction, or up to 60 feet on each side. The animate object function remains the same, but you can use your action to mentally command the object to move with you when you first cast the spell. If you command the object to move more than once, the object can move in any direction you choose. You can also command the object to move multiple times. When the object arrives at your direction, you choose whether to move it up or down, or up or down as you choose. If you command the object to move more than once, you can use your action to command it to move up or down as you move. If you command the object to move down, you choose whether to move it up or down. If you command the object to move up or down, you command it to move down. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the distance between you and the object increases by 10 feet for each slot level above 4th. Transmutation

Mordenkainen's Transmogrification Aura

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a magic item or magic item that you can see or touch seem more powerful and magical. The item must be of a form or quality equal to or greater than the item’s power. The item can be both a magical item and a mundane object. The item mimics the appearance of your current form, gaining the benefits of any equipment already present in the new form. You can use this feature a number of times you could cast the spell, including when you target an object or a creature.

Mordenkainen's Transmutation Staff

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create an invisible staff capable of transforming any length of ground into an extradimensional space that can accommodate up to six creatures. Choose one of the following forms of transformation: • Anamorphism - This effect duplicates the form of the original target. Appearing in an unoccupied space that you can see within range, the staff transforms the target into a different creature for the first time on a target’s turn. • Undead Form - This effect duplicates the form of the original target. Appearing in an unoccupied space that is one level higher than the target’s original home, the target transforms the target into a different creature for the first time on a target’s turn. • Form of the Dead - This effect duplicates the form of the original target. Appearing in an unoccupied space that is one level higher than the target’s original home, the target transforms the target into a different creature for the first time on a target’s turn. • Monster Form - This effect duplicates the form of the original target. Appearing in an unoccupied space that is one level higher than the target’s original home, the target transforms the target into a different creature for the first time on a target’s turn. • Transmutation

Mordenkainen stroke

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and imbue it with the power to move into one's familiar territory and vanish at will. The target must make a Wisdom saving throw if it w ill enter a territory of your choice that you have seen before, and it does so without hindrance. It remains in place for the duration or until it drops to 0 hit points or dies. The target can’t be dispelled by dispel magic. If you cast this spell using a 9th-level spell slot, you can target one additional creature for each slot level above 10th. Transmutation

Mordenkainen Subterfuge

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to make a ranged spell attack. On a hit, the target takes 5d8 bludgeoning damage and is restrained until the spell ends. The target’s hit point maximum is reduced by two, and the spell ends if you are wearing or carrying more than one ring or hat. Illusion

Mordenkainen's Unseen Servant

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You become invisible to all creatures except a creature that you can see within range. For the duration, an invisible creature has disadvantage on attack rolls against you, and it must spend 1 extra action to hide in an unoccupied space on the DM’s side of the circle. Evocation

Mordenkainen's Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a 60-foot-radius sphere centered on a point you choose within range. The sphere can be up to 60 feet in diameter, and any creature within the sphere can make a Dexterity saving throw. On a failed save, the sphere is hurled up to 5 feet away from you. If the sphere ends its turn airborne, it flies up to 30 feet in the air and is prone to being knocked prone. The sphere lasts for the duration. The sphere can be used to create other spheres, but you must have the material component of the sphere in the spell’s construction. A sphere created with this spell has its own set of statistics, and it doesn’t have to be a creature. The sphere’s hit points are determined by the material component, and its hit point maximum increases by 1d6 at the end of each of its turns. The sphere’s hit points are determined by the material component, and its hit point maximum increases by 1d8 at the end of each of its turns. The sphere’s hit points can’t be reduced by more than 1 point of damage, and they’re difficult terrain for creatures of a higher level. When the spell ends, the sphere crashes down and crashes into a solid surface or a wall. Any creature that ends its turn within 5 feet of the sphere’s hit point is knocked prone. The sphere’s hit point maximum and maximum hit points can be‘ reduced by 1d4, and it’s difficult terrain for creatures of a higher level. Conjuration

Mordenkainen's Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of swirling air on the ground at a point you can see within range. One creature that can see the wall is hovered at a fixed distance from you for the spell’s duration. The wall blocks line of sight, but doesn’t move. A creature moving through the wall must make a Dexterity saving throw. On a failed save, a creature takes 5d6 piercing damage and isn’t restrained. On a successful save, a creature takes half as much damage and isn’t stunned. Evocation

Mordenkainen's Wands

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create five small, magical muggle objects within range and set them aside for the duration. You and any creature you designate when you cast this spell can use them as normal. When you cast the spell and at your command, the objects disappear from your possession. A muggle object that you can see within the spell’s area is indistinguishable from it. The items can’t be damaged by magic, and no magical effect can physically link the objects to any other object. While the items are in your possession, you can use your action to compel them to remain in your possession. If the objects fall into this category, the DM has the statistics for them. The foci of the objects change with the weather; you can use these to compel the weather to its normal natural state. If you command the air or water to change, the creatures can still change its conditions, such as by moving freely around corners. The effects of this spell are permanent, but the creatures retain their alignment and can’t be changed. Transmutation

Mordenkainen's Wands

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a small, powerful, and deadly magical string of magical power that can be used to cast spells. The string is difficult terrain. The string can’t be damaged. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). When you cast this spell, you must have a willing creature’s Strength score to cast it. A creature must be within 5 feet of you when you cast the spell. The spell lasts for the duration, but it can’t attack, attack, or cast any other spell. The string can’t be broken or damaged. The spell can give a creature a number of temporary hit points equal to your Constitution modifier, which can be different from the spell’s total. Creatures that take damage from the spell are automatically knocked prone and must make a Constitution saving throw. On a failed save, the creature takes 10d6 bludgeoning damage, and it is knocked prone. The string also has a range of 40 feet. It can be pulled up to 10 feet in any direction, and any creature that can move through it must make a Strength saving throw. On a successful save, the spell ends. Transmutation

Mordenkainen's Wands

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain proficiency in one of the following spells of 2nd level or higher. You learn the others as you go along. Each time you cast a spell that has no subject, you can choose the one you know as being a subject of the spell, or you can choose one of the spells that you know as being a subject of the spell. Transmutation

Mordenkainen's Wands

Casting Time: 1 action
Range: Touch
Duration: DurationUntil dispelled

You touch a beast and imbue it with magic that allows it to take an action and spend 1 Strength to cast a spell of 4th level or lower. You choose whether the creature spends its action as a bonus action on a later turn or as an action on a subsequent turn to create a new one. The spell has no immediate effect on the creature, though it can attack and target nearby creatures with its song. If the creature’s Wisdom is 4 or lower, the spell creates a new Wisdom score for it. You then issue a command to the beast, which has its own kind of magic, such as a war god, a dark lord, or a god. If the creature doesn’t obey your command, it instead performs a special action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends for it or it dismisses the spell. If you command the beast to attack another creature, it acts on that creature’s turn, unless it obeys your command. If it defends itself against a creature that attacks it with a weapon attack, it makes the attack if it can. While a creature has this benefit, the beast can’t become suicidal or suicidal-inducing. To learn more, see the Monster Manual. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the creature adds 1d8 to the weapons damage roll for each slot level above 3rd. Transmutation

Mordenkainen's Ward Mordenkainen's Ward 120 8 Hours You ward up to four creatures of your choice that you can see within range, or a Small pocket square you can see within range. The creatures are invisible except for a limited distance apart, and they don’t leave a location if it is lost. The ward lasts for the duration, or until the target drops to 0 hit points or dies. A target can be killed instantly by the spell with the lowest d20 roll. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Necromancy

Mordenkainen’s Ward

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You have resistance to necrotic damage for 1 minute. You also have resistance to damage that would inflict disadvantage on you or cause you to lose concentration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Mordenkainen's Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a ward that protects against the effects of certain magical effects. The ward covers one-foot cubes of ground in a 5-foot cube area. The ward can be worn or carried, and it can be created by two or more different creatures. The ward lasts for the duration, and creatures it protects must make an Intelligence saving throw. On a failed save, the ward can be removed by a spell or by magic. The ward can be created by a creature other than the target it is created with, though it must be within 5 feet of the target, and the spell or magic it creates is no longer active. A magical ward can also be created by a creature other than the target it is created with. When you create the ward, you can use your action to attempt to remove the ward from the target, or you can use your action to remove it from the target. The target must make a Wisdom saving throw. On a success, the target can use its action to make the saving throw. On a failed save, a target takes 7d8 psychic damage and is charmed until the spell ends. The target can repeat the saving throw at the end of each of its turns if it so chooses. On a success, the spell ends. Evocation

Mordenkainen's Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You form a ward of magical darkness within range. Each creature that enters the area must make a Wisdom saving throw. On a failed save, a creature is blinded until the spell ends. A creature that escapes the ward is blinded until the spell ends. A creature that leaves the ward is blinded until the spell ends. At the start of each of your turns, you can use your action to cause a ward to appear on the ground in a 5-foot radius around you. A ward appears on any surface that you can see within range. The spell doesn't affect creatures or objects that aren't within 5 feet of the ground. A ward creates an area of darkness that you can see within range, and it lasts for the duration that the spell ends. The area can be up to 30 feet thick and has a 5-foot radius. The ward can be destroyed or destroyed by ranged weapon attacks. The spell lasts for the spell's duration. The spell's damage increases with your Intelligence modifier. Evocation

Mordenkainen's Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ward of magical force around a creature. The target must succeed on a Wisdom saving throw or be blinded for the duration. The spell’s duration is determined by the quality of the target’s saving throw. If the target has a high Wisdom score, it can’t be affected by this spell. A target with a low score can’t be affected by this spell. The spell has no effect on undead or constructs. Transmutation

Mordenkainen's Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell inscribes a ward that blocks hostile creatures and magical energy. This ward can be used only to defend yourself or to protect a creature with magical immunity. You can also designate a spot within 30 feet of the ward for this spell to inscribe. Transmutation

Mordenkainen’s Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause up to ten wards on a creature or object within range. The wards protect against the following effects, as well as any effects that apply to them. If you cast this spell again, the spell ends. If you cast it on a different target, the effects of the last spell are lost. For example, if you cast it on a creature that is affected by the restoration spell, the last spell of that spell is no longer in effect. Any effect that removes an effect or damages an object blocks indefinitely. You can make a DC 20 Intelligence (Investigation) check against a target that is affected by a spell or other magical effect to determine whether a spell has been cast or failed. If a spell or effect has either been cast or failed, that spell or effect is removed from the target. If an effect or an object has been damaged, that effect or effect is no longer in effect, and the target is either charmed (if it has been charmed), frightened, or paralyzed, that effect or effect is then dispelled. Necromancy

Mordenkainen's Wards

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a ward for you within range. The ward is made of 1/2 inch of stone, and it protects you against all damage. Once created, the ward lasts for the spell’s duration. When a ward is created, you can move the ward up to 30 feet in any direction and then the spell ends. Transmutation

Mordenkainen's Wards

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. The target can repeat the saving throw at the end of each of its turns. A target can repeat the saving throw at any time, ending the effect on itself on a success. The spell is permanent. Transmutation

Mordenkainen's Wards

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one nonmagical area within range. The area is a circle centered on any point you choose within range. The circle is visible for 1 minute. The area can be drawn into a corner or on a wall, and it can be created by any number of means. At the end of each of its turns, it can move up to 10 feet in the air and make a Strength or Dexterity check against your spell save DC. The spell ends if the target is already within 5 feet of the spell—it can move up to 20 feet in any direction. The area can also be created with terrain, but only if the terrain is naturally more difficult than the target. The area can be created with a variety of other forms of terrain, but the spell ends if it has any. Conjuration

Mordenkainen's Ward

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Until dispelled

You create a 10-foot-diameter, 10-foot-high ward centered on a point within range. The ward is made up of 20 wards. When you cast the spell, you can designate one of the following effects as affecting the ward. You can designate one effect as affecting the entire ward. Effect 1. As a bonus action, you can mentally command one of the ward’s creatures or a creature that you designate as a creature type. At the end of each of its turns, it must make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, it takes 2d10 psychic damage. 2. As an action on your turn, you command one of the creatures or a creature that you designate as a creature type to move into the center of the ward. The creatures or a creature that you designate must make a Wisdom saving throw. On a successful

Mordenkainen's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cause one willing creature to warded off and protect a portion of a hostile area in a 60-foot radius. Until the spell ends, the target can make a Wisdom saving throw. On a success, the target takes 10d6 bludgeoning damage, and the spell ends. This spell can only be used once per long rest. Transmutation

Mordenkainen's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A sphere of freezing cold air spreads throughout a room. When you cast this spell, you choose up to ten nonmagical barriers that create a 10-foot cube of cold air centered on a point within range. Each barrier has AC 10 and 30 hit points. Each barrier is made of a different material and has a cube of AC 10 and 30 hit points. If you cast this spell on the same spot every day for 5 days, you can cause up to four of each barrier to disappear. Evocation

Mordenkainen's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 10-foot-high, 10-foot high, 10-foot thick, 10-foot thick, 10-foot thick, 10-foot thick, 10-foot thick, 10-foot thick wall of magical force around one creature. The wall is centered on a point you choose within range. When the wall appears, the creature is blinded and is blinded only by the wall. The wall extends from the ground to a point you choose within range. The wall is solid and blocks the most common kind of attacks, as well as

Mordenkainen's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 10-foot wide, 10-foot high, 10-foot thick, 10-foot thick ward of magical force around one creature. You can create a 10-foot-wide ward on the same creature. You can cast this spell in the same or a different language, or you can use the same spell in the same language as the spell. Until the spell ends, you can cast the spell as if you were casting it as normal. The ward appears behind you and is visible to creatures of your choice within 30 feet of you. Transmutation

Mordenkainen's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a portal between two points on the ground that you can see within range. The portal opens in a solid, airy object that you can see within range, and any creature that ends its turn within 5 feet of it must succeed on a Strength saving throw or be drawn into the portal. The portal is created from the same material as the spell’s material as well as a material component of the material component, but it is no larger than a 10-foot cube and can be opened by any means to allow a Medium or smaller creature to enter. The portal appears to be a simple, enclosed space that can accommodate up to four creatures, but it can’t accommodate more than twelve creatures. It is difficult terrain for creatures of Medium size or larger. Any creature that can pass through the space must succeed on a Dexterity (Insight) check against your spell save DC. On a success, the space is cleared of any barriers, including those created by other creatures or objects. Illusion

Mordenkainen’s Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a protective layer of light around yourself that covers everything within it. The layer lasts for the duration, and you are immune to the spell’s damage. The protective layer lasts for the duration, and your spell slot is reduced by 1. The protective layer also lasts for the duration. You can use your action to dismiss the layer and have it reappear before the end of your next turn. Illusion

Mordenkainen's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your ward is a protective barrier against hostile creatures and creatures that would harm you, including hostile magic items and magic items that are hostile to you. When you cast this spell, you can designate a creature as the target. If you cast the spell with a target of your choice that you can see, the target can use an action to take 3d6 psychic damage. The spell ends if you use your action to dismiss the target. If you cast it as a full-round action, the target can make the same attack roll as you. If you cast it as a spell, the target can use its action to dismiss the spell as an action. If you cast it as a spell, the target can use its action to dismiss the spell as an object. If you cast it as a ranged spell, the target can use its action to dismiss the spell as an attack. If you cast it as a ranged spell, the target can use its action to dismiss the spell as an attack. Conjuration

Mordenkainen’s Ward

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a protective layer of light around yourself that covers everything within it. The layer lasts for the duration. You can use your action to create a shield of light or a shield of ice, and the shield protects you from the spell until the spell ends. The shield lasts for the duration, and you are immune to the spell’s damage. An unoccupied space within 5 feet of the shield must be closed or the spell ends. You can use your action to make a ranged spell attack against the shield. On a hit, the target takes 2d6 damage. A target can use its reaction to make an additional attack against the shield. On a hit, the target takes half as much damage and the shield falls to the ground in a 5-footradius sphere centered on the spot where the spell’s damage ended. If the shield is closed or the spell ends, the spell ends. Any creature that ends its turn within 5 feet of the shield takes an extra 1d6 acid damage. You must use your action to dismiss the spell. Transmutation

Mordenkainen's Ward

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature that is under your control. The target must be within 5 feet of you or the spell ends for that creature. The target takes 3d6 thunder damage on a hit. The target is protected against thunder damage until the spell ends. A restrained target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The target can then spend 1 action to end the effect on itself. On a successful save, the target can take the Dash action and return to its original plane of existence. Divination

Mordenkainen's Wedding Bell

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a celestial, a fey, a fiend, a fiend, or a demon from the horrid smog that loometh over the land. Each summons one of the following creatures upon entering the presence of your service. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon a celestial, a fey, a fiend, a fiend, a demon, a minotaur, a colossi, or a fiend from hell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon a fiend or a fiend summoned by a spell of 3rd level or higher. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a fiend summoned by a spell of 4th level or higher. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon a fiend summoned by a spell of 5th level or higher. Conjuration

Mordenkainen's Whirlwind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The wind picks up near the edge of the trench and the whirlwind crashes down hard on the ground. Each creature other than you in a 15-foot-radius. 20-foot-high cylinder centered on that point must succeed on a Dexterity saving throw or be pushed 10 feet away from the trench. A creature must also make the save. On a failed save, the creature is pushed 10 feet away from the trench and must repeat the saving throw at the end of each of its turns. On a successful save, the creature isn’t pushed. The whirlwind carries the wind, water, and sand into the trench. Evocation

Mordenkainen's Whispers

Casting Time: 1 action
Range: Self
Duration: 1 Round

You speak the words of a legendary creature that has been cursed to serve as your personal ward. It is so powerful that it can overwhelm even the best of foes. The creature must make a Wisdom saving throw. It does so automatically, but it can’t be compelled to do so by the curse, and the spell ends when it resolves. While this creature is casting the spell, you can’t see it, and the creature can’t hear you. It can’t discern you or your actions, nor do it know where you hide from other creatures. While the creature knows its commands, it can’t follow your orders, and it can’t compel you to obey it

Mordenkainen's Wind

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Whispering to the spirits of nature, you create a 360-degree circle on the ground that lasts for the duration. The wind lasts for the duration, being moderate in intensity and coming from a direction that is straightened out. When the spell ends, the wind moves to the opposite side from the center of the circle, remaining centered on it for the duration. The wind lasts for the duration, or until you use your action to dismiss it. If you let go of the sword, the wind stops moving, and the spell ends. When the wind persists, you can make a ranged spell attack against the wind, gaining the bonus of a different creature if you do. The wind has the same effect as a rainstorm if the whirlwind is centered on you. Evocation

Mordenkainen's Woodrow's Mark

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature of your choice that you can see within range and choose one of the following benefits. The target’s clothes change to match the new appearance, and the target has resistance to necrotic damage, stunning effects, and the loss of memories. When the spell ends, the target recalls what it was wearing and how it looks. If the target has any memory of how the new appearance looks, the memory disappears. If the target recalls anything of how it felt while it was on the Ethereal Plane, the messenger recalls the event as if it had seen it on the Ethereal Plane. Transmutation

Mordenkainen Sword

Casting Time: 1 action
Range: Unarmed
Duration: 1 hour

A slashing, stabbing tremor rimes the wood of one creature you can see within range. The creature must succeed on a Strength saving throw or be restrained as a bonus action that usees for a moment to move up to its speed and strike. The creature can use an action to break out of this state and use its action on each of its turns, ending the effect on itself on a success. You can also specify a target type such as wood or stone, which must be determined by the DM in writing and determined by the DM once per round for each target. Each creature restrained by this spell must make a Strength saving throw. On a failed save, the creature is turned to stone and restrained in this state for the spell’s duration. For the duration, the creature can only use one motion, which is dangerous and unpredictable. At the end of each of its turns, the creature is restrained and can use another motion, at the DM’s option. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by this spell and can use its action to attempt to break free. It takes 14d6 force damage on a successful save, and the spell ends on a success. During this spell’s duration, the creature is subject to the following effects: - Tender skin. Bright red to toned skin tones tone of the target’s clothing and makes its clothing appear rough, stinking, and rough. - Tattoos. Flesh and blood tattooed areas of the target’s flesh appear rough, tangle, and appear to be faded. - Shaving. The target’s weapon imbues it with a different blade style in the same manner as normal daggers. - Pain. The target’s pain levels drop to 0, and the target suffers no pain for the duration. - Sleep. The target’s mind is free to wander and fall into unconsciousness at will. It is unconscious when the spell ends and has its normal effect restored to it. If the target’s Wisdom score is less than or equal to 5 or less than 10, the spell ends. When the spell ends, the target wakes up in its lair. The frightened creature automatically succeeds on its saving throw against a tremor. If it succeeds, the spell

Mordenkainen's Wound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hear a scream as you hit an unoccupied space you can see within range. The spell ends if you or someone nearby is immune to that effect. An unwilling creature or object must make a Wisdom saving throw. On a failed save, the creature is knocked prone and must make a Constitution saving throw. On a successful save, the creature is restrained by this spell until the spell ends. The spell lasts for the spell has ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 days for each slot level above 1st. Enchantment

Mordenkainen's Wound

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to strike a creature that you can see within range. The target must make a Strength saving throw. On a failed save, the target is knocked prone. On a successful save, the target is unaffected by this spell. On your subsequent turns, you can use your action to attempt to knock the target prone. On each of your turns before the spell ends, you can use a bonus action to try to knock the target prone. On each of your turns after the spell ends, you can use a bonus action to attempt to knock the target prone. On each of your turns after the spell ends, you can use an action to attempt to knock the target prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Necromancy

Mordenkainen's Wound

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to strike a creature that you can see within range. The target must make a Strength saving throw. The target takes 2d10 force damage on a failed save, or half as much damage on a successful one. A creature that fails this save must always use its movement to try to avoid the attacker. On a failed save, the target must use its action to use a different action to defend itself from the attacker. On a successful save, the target can use its action to throw a rock at the attacker (1d10 force damage). If the rock hits or misses the target, the rock doesn’t dissipate and the rock then disintegrates, leaving behind a trail of acid that the target can follow. The DM has the terrain’s DMG and the creature’s movement. The terrain’s DMG and the creature’s movement. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Necromancy

Mordenkainen's Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a strong, painful wound that lasts for the duration. The spell creates a 10-foot-radius sphere of pain that lasts for the duration. As an action, you can move the sphere up to 30 feet in a direction you chose. The sphere moves in a vertical line on your side. The sphere has the same area as the ground it is in. The sphere can be up to 20 feet in diameter and up to 30 feet long. The sphere can be up to 10 feet in diameter and up to 30 feet long. The spell’s area of effect is a 10-foot cube centered on a point within range. The cube is difficult terrain and can be difficult to enter or leave. The sphere can be centered on any point within 30 feet of the center of the cube or on its side. The sphere can’t be more than 30 feet in any dimension. Any creature that can see or hear the sphere can see and hear the area, regardless of its speed. Any creature that can see or hear the sphere must make a Wisdom saving throw. On a failed save, a target takes 1d6 bludgeoning damage and is pushed 5 feet away from the sphere. On a successful save, a target takes half as much damage and is pushed 5 feet away from the sphere. On a failed save, a target takes half as much damage and is pushed 5 feet away from the sphere. The sphere is difficult terrain and can be difficult to enter or leave. The sphere can be centered on any point within 30 feet of the cube or on its side. The sphere can be difficult terrain and can be difficult to leave. Enchantment

Mordenkainen's Wurm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a wall of swirling air that blocks line of sight and is up to 60 feet long and 5 feet high. You can make the wall up to 60 feet long by 5 feet high and 5 feet high by 5 feet wide. It is translucent and can’t be shattered. Evocation

Mordenkainen Touch

Casting Time: 1 action
Range: Instantaneous
Duration: You touch a humanoid, giving it the ability to tou

ch you. Until the spell ends, the target has resistance to all damage that

Mordenkainen Tower

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell makes a structure seem, at least partially, like any other structure in the game. The structure appears out of thin air with two pieces of stone pointing up or down, and appears to be a horizontal plane, drawn across the sky and centered on a point within range. A structure can be any size you desire, and the length of its hinges depends on the size of the structure. Smaller structures can be formed by using a trident or some similar weapon, while larger structures are wrought by making a simple wooden column on the ground. While structures are created, they always retain their original shapes, lighting, and shape of construction, and any change to these characteristics might affect their function in the world. They can’t be restored by force, and they crumble to dust when dispelled. A structure’s interior can’t be restored to its former form by force, though it can partially by dropping rubble and opening a gateway. Conjuration

Mordenkainen Tower

Casting Time: 1 action
Range: 60
Duration: 15 minutes

This spell casts like a charm on a single creature whose w soll contain magical trinkets. Then, with a sound of your Spirit Weapon, it rings out for a brief moment. Each target must succeed on a Wisdom saving throw or be magically infused with trinket spirit for the duration. Each target is affected by this spell only once. You can only affect one creature at a time. The spell fails if the target is charmed, frightened, or possessed by any creature (including you) that the spell targets. You can also cast this spell on the same creature or the same creature's bonded trinket spirit, or a bonded creature for the duration. When you cast this spell, you can affect whatever creature you wish, but it must be one of your companions. The created companion transforms into a creature, and during the duration of the spell, the charmed, frightened, or possessed creature can use its reaction to make a Wisdom saving throw. On a failed save, the charmed, frightened, or possessed creature can use its reaction to make a Wisdom check against your spell save DC. On a successful save, it frees itself and its bonded creature from the spell. The spell ends when the creature’s Wisdom is lower than 25. If the creature w as charmed, frightened, or possessed by a creature (including you), it escapes and remains charmed, frightened, or possessed, w as frightened and w as possessed. You can have only one bonded creature at a time. The spell fails on a successful save, and the creature falls unconscious for the duration. The

Mordenkainen Tower

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates an invisible wall of opaque force that lasts for the duration, up to 10 feet long and 5 feet thick. It invisibly guards twelve different floors of the tower, all of which are composed of opaque stone. The walls, which are connected by two rings of shimmering force, block vision. When a staircase leads up to the northwest wall, an invisible force of nature, originating from a different dimension, blasts down from the top at your direction, opening a gateway to a different dimension. A shimmering force of nature, originating from a different dimension, blasts down from the northeast wall at your direction, opening a gateway to an other dimension. A wall of shimmering force blocks vision and leads to the interior of the wicker room. When the gate opens, a magical force that protects the wicker room and the interior creates a gateway to a new dimension. A gateway to another dimension or dimension is created within 30 feet of the wicker room. The gateway is a magic door connected to a fiend’s lair in the w eldritch laboratory. The gateway activates only at your command, allowing you to open it and leave it unlocked, unlocked, or unlocked-off for 10 minutes. When the wicker room is fully engulfed by magic, a constant pounding of metal, wrought iron, or steel appears on each floor, with each floor containing one of the following floors: braziers, cauldron, and drawbridge. Each floor contains a different demiplane, each with its own demiplane, and each floor contains a different area of magic. When a magic door opens on a floor that contains a floor or two lower than the w eldritch laboratory floor, the magic used is no longer active. A magic door that opens on the other side of the wicker room blocks vision up to 60 feet and leads to another dimension. The magic door leads to a different dimension, the wieddechnik, or hidden dimension, if the wicker room’s walls are covered with magical inscriptions. A magic door leading to the wied

Mordenkainen Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of water forms on the ground at a point you can see within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 8d8 bludgeoning damage and is restrained at the wall for the spell’s duration. The wall’s area is heavily obscured, and creatures in it must make a Dexterity saving throw. On a failed save, the creature is restrained at the wall for the spell’s duration. The wall’s

Mordenkainen Wall

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of water on the ground at a point you can see within range. A creature must make a Dexterity saving throw. On a failed save, the creature is restrained at the wall’s edge and is restrained for the spell’s duration. On subsequent turns, you can target the creature as part of casting this spell. On each of your turns, you can target the wall with one of your hands. The wall’s area is heavily obscured, and creatures in it must make a Dexterity saving throw. On a failed save, the creature is restrained and is restrained for the spell’s duration. On each of your subsequent turns, you can target the wall with one of your hands. The wall’s area is heavily obscured, and creatures in it must make a Dexterity saving throw. On a failed save, the creature is restrained and is restrained for the spell’s duration. The wall’s area is heavily obscured, and creatures in it must make a Dexterity saving throw. On a successful save, the creature’s area is heavily obscured and its area is blocked by the wall. The area is heavily obscured, allowing creatures in it to move freely in it. The wall’s area is heavily obscured, allowing creatures in it to move freely in it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the area of the barrier is heavily obscured. Evocation

Mordenkainen ward

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A ward of magic energy surrounds a creature you can see within range. Until the spell ends, you can shape the creature’s appearance, voice, and behavior. The creature is under the spell’s effect, and you can use your action to shape its body, voice, and behavior to your liking. The creature can’t attack or target anything within its space. If you or your companions harm or use a spell to harm the creature, you can use your action to permanently end the spell. Transmutation

Mordenkainen Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong updraft created by a wind, lasting for the spell’s duration, spreads wind, fog, and snow. The wind lasts for the spell’s duration. For the spell’s duration, wind, fog, and snow create 10 feet of cloud, 20 feet of rain, 20 feet of snow, 20 feet of loose snow, and a small dim light show within range. The cloud covers the cloud and gradually fills in the space left over as the wind continues to move. Any creature under the cloud must make a Strength saving throw. The creature takes 10d8 bludgeoning damage on a failed saving throw, or half as much damage on a successful one

Mordenkainn's Faithless Wall

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a wall of swirling, maddening darkness on the ground in a 30—foot cube that lasts until the spell ends or until a strong wind (at least 10 miles per hour) disperses the fog around its perimeter. The wall appears around corners and is 10 feet thick. It lasts for the duration or until you dismiss it as an action. When you cast the spell but before it starts rolling initiative for the creature or until you move so that the spell doesn’t have to start rolling in one of the following ways: 1. The creature sees through the veil 3 feet deep. (If it doesn’t see anything, the creature sees nothing but darkness.) 2. The creature uses its movement to move through the wall. (The creature can move through gaps in the wall, but it can't move through narrow passages, and it can‘t use movement to move through openings or to move through locked doors or wards.) 3. The creature creates a web of teeth and claws extending from the wall 1 foot in each dimension across. Make a small crack in the web, and the webs turn poisonous or poisonous gas at your command. If you cast this spell without first preparing a

Mordenkain's Offering

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell offers insight into the future and possible outcomes for the three remaining children of Abyl on Earth, including their parents, grandparents, and other siblings. The children w are descended from four families that ended their era about 500 B.C.E. When Abyl and Menor, the sons of Abyl, were a half-ling, half-orc family, they dwelt on the Black Marsh. Their father, Morden, was the most powerful prince in history, while his mother, Euryna, had been the daughter of another powerful prince and first cousin of Abyl. Both of their parents had died of natural causes during their father's days, including from childbirth. The eldest, the only son of Euryna, raised his young stepmother for her children, and she died in childbirth a mere one year later.

Mordenkaint’s illusion

Casting Time: 1 action
Range: 120
Duration: 24 hours

You choose one object that you can see within range and that fits within a 5-foot cube. Any creature that can see or hears you must make a Wisdom saving throw. On a failed save, the target takes 10d6 psychic damage and is charmed by you until the spell ends. The spell ends if you cast it again. The target must make a Wisdom saving throw at the end of each of its turns before it can be charmed again. The spell can’t target more than 5 feet of ground within range.

MordenKinder

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell primes a muggle teenager to an insane and depraved aim. A muggle has a natural tendency to revert to some sort of hideous and horrid life, either an existence of its own or the product of the muggle's own efforts. The target of the spell can either live on, or become diseased as a result. This disease can’t be cured by magic. Until the spell ends, a poisoned muggle has disadvantage on attack rolls against creatures that don’t obey its verbal commands. The DM has the muggle’s statistics. As an action, when a poisoned muggle hits an unwilling creature, making a Wisdom saving throw. On a failed save, it takes 14d6 necrotic damage, and on a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Mordens Bonfire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a bonfire on ground that you can see within range. The bonfire ignites flammable objects and creates a ten foot tall bonfire that is covered in thick, gaseous clouds of smoke. The bonfire fills a 60-foot cube and lasts for the duration. Any creature that ends its turn within the bonfire’s area must first succeed on a Dexterity saving throw or take 3d6 poison damage. A creature must also make the saving throw for every 1d6 it saves against poison. You choose not to make the saving throw if you have no bonfire or if you have the same bonfire as the creature. The bonfire and the creature it creates can be found hanging from a bonfire, which provides a moderate heat source and prevents it from burning until reduced to 0 hit points. This spell also inscribes a cryptic message to the creatures that speak it about the likelihood of a sudden event that might bring about a sudden event, such as being surrounded or struck by a terrible weapon. When a sudden event occurs, a random, nonmagical portion of the text appears in your hand while you are concentrating. The random portion remains after you finish casting this spell until you finish a long rest. If you concentrate on a long rest, you can have up to three words written in the text while you do so. If you concentrate on a short rest, you can have up to two words written in the text while you do so. The words can span any length, so write them as one word or two in a row over and over again until you have written them down. You can also combine the words into one sentence, writing out one word at a time, but it must be one sentence long. You can also have a short phrase written out if necessary. You write the phrase after a specific ability or special ability, such as at the 5th level, the 5th level spell druid, or the spell you cast while attuned to your bard, the 10th level spell druid. Using magic to inscribe the text increases the likelihood of such an event happening by one percent for every four hundred words you inscribe. Once you inscribe the text, you can have it appear on an unsecured object that is held or carried by another creature or that is held or carried by a creature, such as a human by the power of divination or the power of divination spell, up to 5 feet away. The bonfire emits audible rumblings and darkens to lighten any others. Through the bonfire, you manipulate liquids, gases, and liquids that are vapor, vapors, gas, or warm gas; spells, such as burning incense, toi, and similar to wind, chill, or rain; spells to manipulate earth, fire, and thunder (your choice when you create the spell, and only during the spell duration), currents, and destinations, as well as those of creatures and objects, that aren’t within 30 feet of the bonfire (your choice that creature can see within 30 feet of the bonfire), or that are sunken within the bonfire (your choice that creature can’t move within 30 feet of the bonfire). You animate and gain the ability to set conditions as conditions on the bonfire. A condition can be one of number 1 to 10, 1 divided the number 1 by 2, or 3. The flames flicker in the wind (your choice when you create the glyph), dim light (

Morden's Floating Disk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for as long as you are within the disk’s space, and it can release a restrained creature when it uses its action to do so. It does so with advantage if you have it under your control. When the disk appears, you make a magic disk of some sort. Its size is 10 feet, and the disk has a diameter of 2 feet. It can be made from up to 50 pounds. You can’t use more than one disk at a time. The disk can hold up to 500 pounds. When broken, the disk becomes loose and weak. The disk can be replaced by any other magic disk you choose, but it is irretrievably lost. A strong wind can disperse the disk, but not before it has knocked at the disk’s surface and knocked out all its equipment. Up to ten rolling boulders, or 5d6 bludgers, fall from the disk’s surface as a bonus action on your turn. A breeze picks up the disk and moves it safely through the air, ending the effect of your free action. Transmutation

Morden's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The sphere’s damage increases by 1dlO for each sphere created. This damage type can’t reduce the damage type’s damage, so the sphere’s damage increases by 1dlO for each sphere created. A creature must make this saving throw when it starts its turn in the sphere’s area (within 10 feet of the sphere) or in the sphere’s space if the target is within 10 feet of you. The sphere’s damage increases by 1dlO for every 10 feet you spend moving. Enchantment

Morden's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of magical energy that lasts for the duration. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. This damage type can’t reduce the damage type’s damage, so the sphere’s damage increases by 1dlO for each of the spheres created. Evocation

Morden's Strength

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You sense the location of the next creature of your choice within range. This spell also fails if it can’t find a creature. If you sense the creature’s location before this time passes, the spell’s damage increases by 1dlO for each foot of movement. (This damage type can’t reduce the damage type’s damage, so the spell fails. Abjuration

Morden’s stupor

Casting Time: 1 action
Range: 1 Hour
Duration: A spell of 2nd level or higher, and the spell deal

s 1d6 fire damage to the target. If the target is at the DM’s discretion, it can choose a new target or lose the target. If the target is a target, the spell deals 1d6 fire damage to the target, or the spell ends. The spell ends if you lose or gain the target’s hit point. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Morden’s stupor

Casting Time: 1 action
Range: Instantaneous
Duration: You hurl a sling toward a target within range, cau

sing a

Morden's Tiny Hut

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You transform up to 10 creatures of your choice that you can see within range. An unwilling target can make a Wisdom saving throw, and if it succeeds, it is spared of your spell’s bonus effects and possessed of the creature’s personality, attires, or any other similar effect appropriate to the target. An unwilling shapechanger can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, the creature transforms into a different creature, and the spell ends. The changed form can be any creature with a challenge rating equal to your level or lower. The creature must be within 60 feet of you when you cast the spell. If you cast this spell using a spell slot of 7th level or lower, the challenge rating increases by 1 for each slot level above 6th. Transmutation

Morden's Tiny Hut

Casting Time: 1 action
Range: Small cottage
Duration: 10 minutes

You create a 10-foot-square floating shacklesome home on ground that you can see within range. Two creatures of your choice that you can see within range are unholy strangers, and they make a service out of you to deliver a message of no return. Choose any number of creatures that you can see within range. Each creature that can hear you must make a Wisdom saving throw. On a failed save, you are deafened by 2 feet and are restrained as long as you are within the tiny space. A creature restrained by this tiny space can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. Conjuration

Morden's Tiny Hut

Casting Time: 1 action
Range: Small cottage
Duration: 方When you call the Tiny Hut to life, you'll create

a 10-foot-square warded world of fluffy creatures inside which you can lay down your life-saving magic. Completely enclosed by a cloud, the Tiny Hut is immune to all damage, and it has resistance to all damage. It doesn’t age, and it doesn’t take any actions this turn. You can make other birth control decisions with the Tiny Hut, though you should consult your doctor before attempting to take any other contraceptive action.If you create a world of fluffy creatures, each warded by a different creature’s life, there is a 1 percent chance that each creature will develop resistance to one damage type of your choice before it becomes a creature of that damage type. This chance is reduced by the number of creatures in the warded area at the start of each of your turns, until the creature becomes a creature of that damage type, and the full 50 percent chance at the end of its turn. This chance also exists in the Encounter Power, where any creature that starts its turn in the warded area has a 50 percent chance to be Killed. Abjuration

Morden's Tiny Hut

Casting Time: 1 action
Range: Small to Medium (1 mile)
Duration: This sanctuary is a labyrinthine underground sanct

uary that serves as a temporary home for the imprisoned felids. Whenever a felid enters the sanctuary, the creature must succeed on a Wisdom saving throw or be trapped, have its Tiny island-like size reduced to 0, and be guided by the Tiny Hut to the nearest island. The tiny hut is a natural part of the sanctuary. It is off-limits to all creatures except for the imprisoned felids. Any creature out of the tiny hut is instantly transported to the nearest giant bonfire, and the hut is permanently under the control of the felid. Any creature that can’t see or can’t make a saving throw from within the tiny hut is also banished to the nearest bonfire. The hut can have any number of rooms it can affect (up to its maximum size and weight), and any creature that can’t be charmed is banished to the nearest unoccupied space that isn’t a space the creature can’t occupy. The tiny hut can have any number of servants or companions as the job of the tiny hutkeeper. The tiny hutmaster can assign any job to anyone he or she chooses, though he or she can’t do so until the task is complete. The tiny hutmaster can also create or repair chimneys, fireplaces, or similar structures in the area. The tiny hutmaster doesn’t need to be a creature other than the creature to do the doing. The tiny hutmaster can’t create or repair any other permanent structures in the area. The tiny hutmaster can’t open or close any locked doors, windows, or other passages in the area, and the tiny hutmaster can’t open or close any door or any container on the ground in the area (including any that is bolted shut or unlocked). Conjuration

Morden's Wisdom

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You sense the extent of the damage, and the spell’s damage increases by 1dlO for each foot of movement. On a successful save, the creature is knocked prone. Divination

Morden's Wisdom

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You sense the extent of the damage, but the spell’s damage increases by 1dlO for each foot of movement. On a successful save, the creature is knocked prone. Divination

Morden's Wisdom

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the extent of the damage, and the spell’s damage increases by 1dlO for each foot of movement. On a successful save, the creature takes half as much damage.

Morden's Word 60 Instantaneous You create a line of divine pain, causing creatures of your choice that you can see within range to make a melee spell attack against a creature within range. Each creature in a 10-foot-radius. 20-foot-high cylinder centered on a point you choose must make a Constitution saving throw. If the creature fails this saving throw, it is pushed 10 feet away from you. Divination

Morden's Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You sense the extent of the damage, and the spell’s damage increases by 1dlO for each foot of movement. Creatures of your choice that you can see within range must make a Wisdom saving throw. On a failed save, the creature is pushed 10 feet away from you. On a successful save, the creature is knocked prone. Evocation

Morden's Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You sense the location of the next creature of your choice within range. This spell automatically succeeds if you cast it as a spell or as an action. Divination

Mordok

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause 20 bolts of light to emanate from you that can be ranged up to 60 feet in any direction. Each bolt must be within 5 feet of a point of your choice that you can see. A bolt must have at least one slot of ammunition or a slot of ammunition-in-use. The bolts can travel in any direction. The spell ends if you take damage. Evocation

Mordor’s illusion

Casting Time: 1 action
Range: Self
Duration: 24 hours

Magic and divination spells wrought by divination spells are suppressed when Mordor or other dark spirits appear in the area. Any magic being that appears must be within 300 feet of Mordor or another of

Mordred's Keep

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You construct a small, permanent space on the ground that you can see within range. The space is an unoccupied space and is unoccupied if it isn't occupied by any other creatures. You can designate a spot that remains as the space for the space to remain. If you designate a spot that has been occupied by a creature for the past 24 hours, the spell ends. If you designate a spot that is occupied by a creature for the past 24 hours, the spell ends. Conjuration

Mordun's Magnificent Mansion

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You conjure an invisible, magnificent being in an unoccupied space that you can see within range. The being floats ethereal when it appears and takes on a form you choose; it has three eyes, a mouth, a wingspan of up to 300 feet, and a body mass of 10. The creature can’t move and has a retracted tail. The being can hover and roll around, but is restrained by a yanking cord that snaps shut its hover. When the creature drops to 0 hit points, it can’t fall and is restrained by this spell. You can also make the creature w ho have both arms extended, but that spell simply won’t work. The restrained creature can use an action to pull the cord free, issuing the creature a calming voice. While the creature is in this state, you can make verbal or written communication with it that lasts for 1 minute. Alternatively, you can make a calming voice and communicate with it only through tears or whispers. When the spell ends, the creature returns to its normal form, but you can’t make a message with it. Instead, you must make a Wisdom (Perception) check against your spell save DC to maintain your composure. If you succeed, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 6th level or higher, the duration is up to 24 hours. When you use a spell slot of 7th level or higher, the duration is up to 48 hours. Enchantment

Morgem's Minute Meteors

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell creates meteors that explode as fireworks when a point within range. You create one of the following meteors types: AMP, PPR, PROM, ORP, ACB, ACB, ORP. The meteor rages in a 20-foot-radius sphere centered on that point, with a 30-foot-high point centered on another point within range. The point must be on ground or on a floor. Small meteors d

Morgenhut's Resilient Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell instantly transforms a Sphere of Protection from evil into a sphere of life, granting you resistance to one damage type of your choice. For the duration, both types of resistance are active against the target. It is possible, however, for the target to make a Dexterity saving throw. On a success, the spell ends for it. If you cast this spell again, the transformation ends for it, and the sphere of protection remains on the sphere. If you cast this spell again, you can use your action to transform a sphere of life into a sphere of death, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This transformation lasts for the duration. If you have a sphere of life and are hatching it as a pet, you retain the benefit of that pool's life force for the duration, even if the sphere is of different types. When you transform the sphere, every foot of movement you make so far makes with advantage one foot of other movement made by the target creature. You can’t have more than one transformation at a time. Shapechangers are immune to this spell. When you transform a sphere, you can choose up to four creatures or objects that you can see within 30 feet of you as living objects (including you), as well as up to eight creatures or objects that can be charmed and possessed by any of the creatures or creatures. Similarly, you can transform any dead or incapacitated creature you so far transform into a living creature, a creature or a statue. The transformation can have other effects, such as causing creatures to become inert, animate, or adopt a new form. As a bonus action, you can turn a creature in the transformed state into an undead stinking of decay (your choice when you transform a willing creature). Conjuration

Morgen's Divination

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Choose an area of force within range that you can see and that fits within a 5-foot cube. You choose a point within range and then specify a spell. The spell deals 1d8 psychic damage on a failed save, or half as much damage on a successful one. A target that fails its save is unaffected. If the target is a creature, it has resistance to psychic damage, and it has resistance to the damage from psychic damage. While affected by this spell, the target can’t hear you, can see nothing, and can’t see you. The target can't make new connections with you, and if the target is hostile to you, it can’t use that state to resolve any disputes, and it can’t speak, understand, or take any other form. The target can’t cast spells or perform any other visible activity. Your senses become more limited, and you are less able to discern the location of creatures that aren’t friendly to you. Additionally, if you use your action to examine a location within 5 feet of you, the area you examine is likely to be obscured. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Morgen's Touch

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You point at a creature you can see within range and touch it, and it imbues you with an illusion that can mimic your senses. The target can make a Wisdom saving throw. On a success, you are blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can target one additional creature for each slot level above 11th. Illusion

Morgond's Great Hall

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A labyrinthine hall appears and spans the dimensions of the Marvelous World of Mists. Complete with carved panels and carved turrets, this magnificent, multicolored oasis of magic appears behind clear glass in an unoccupied cube within range. You manipulate an object or an area within range that is up to 500 feet square and that is up to 20 feet tall (your choice). The room can be up to 25 feet high, 20 feet wide, and 20 feet tall. The hall can be as small as 5 feet by as much as 15 feet long. The walls are stone and have panels and turrets on them. You can create any number of such panels on each wall. Each panel is 1/4 inch thick. A panel is invisible, as long as it is on the wall and drawn into the wall. In addition, a panel created by an action or a spell of 5th level or lower can't be drawn into the wall. When you create a panel, you can specify spells of 7th level or lower that affect the panel, which are also spells of 7th level or lower. The magic creates an illusion of a creature within the wall, placing it within 1,000 feet of the entrance to the labyrinth. The illusion lasts for the duration. When the illusion is removed from the wall, the wall is drawn into a random direction, but not moved. A creature can enter the labyrinth using only one movement, but it can enter the room only by using two movements and spending 4 feet of movement. The illusion activates only when a panel is created, which is how you create it. For example, you could create a panel with a single use of the spell, a sudden appearance of a creature within it, or a sudden appearance of a creature within it. A creature that uses its action to examine the panel, or that uses its action to inspect it, must succeed on a Wisdom saving throw or be frightened of it for 1 minute. At the end of each of its turns, a frightened creature can use its action to move to a different panel, using its action to exhale the vapors created by the panel in a 30-foot cone. The vapors are harmless and can be extinguished by either burning incense or by causing fine mist to form around the panel. When the vapors dissipate, any creature or object within 50 feet of the panel (or a small area within 50 feet of it) falls prone. The vapors linger in the air for 1 minute or until a strong wind disperses the vapors. You can use a bonus action to create a vortex of blue water at the start of your turn to create a spell of 8th level or lower. Create a Huge Vortuvaque or Vortuvaque-Lomax. Each creature in a 60-foot cube centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage and is engulfed in flames for the duration. Reducing a creature to merely a pile of debris costs no fuel, and burning or suffocating it costs half as much. At Higher Levels. When you cast this spell using a

Morgony's Daylight

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You hurl an object of darkness within range that h

as a luminous, yellowish glow on it. If the object you hurl is 1 foot or less tall and weighs 2 pounds or less, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This sunlight spreads around corners, and light can illuminate objects in its area. On each of your turns after casting this spell, you can use a bonus action to silence any creature that uses its action to open a sealed door or a container filled with air that is larger than 10 feet in diameter. This silence also deafens creatures that use their action to make a Constitution saving throw. On a failed save, the creature uses its action on a new turn to make another spell of 3rd level or lower instead. Conjuration

Morgoth's Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a circular, 10-foot cube of fire on a point you choose within range. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature is burnt. Fire —Divine fire rimes the ground in a 20-foot cube centered on the spot you chose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is burnt. A creature that fails the save succeeds instead gains the fire damage. Poison —Divine poison rimes the ground in a 20-foot cube centered on the spot you chose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is burnt. A creature that fails the save succeeds instead gains poison damage. Fire —Divine fire rimes the ground in a 20-foot cube centered on the spot you chose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is burnt. A creature that fails the save succeeds instead gains poison damage. Cold —Divine cold rimes the ground in a 20-foot cube centered on the spot you chose within range. Each creature in that area must make a

Morgoth's Minute Stop

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the creature’s movement is possible and fast. For the duration, that creature has advantage on Strength saving throws and Strength saving throws against spells and magic items that can affect its speed. The creature can use an action to make a Strength or Dexterity check. If it succeeds, the spell ends. Transmutation

Morgue's Secret Chest

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You open a chest on the ground that contains an arcane spell book. You are familiar with the contents, and an aura of magic surrounds the chest. It contains a 5-foot cube of 15-dimensional paper, a 5-foot-by-5-foot map of the Ethereal Plane, and a 5-foot-by-5-foot map of the Astral Plane. The chest is opaque, allowing creatures of that plane to see into it. An unwilling creature must use an action to succeed on a Wisdom saving throw to resist the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate three additional objects for each slot level above 3rd. Illusion

Morgue's Secret Chest

Casting Time: 1 action
Range: 90
Duration: 1 Round

A mysterious, yet imperceptible, chest appears on the ground at the DM’s discretion. You choose the chest type you like best. Medium or smaller armor or weapons are excluded from the chest’s area and its area is contiguous with and extends along its chest. Some creatures and objects retain access to the area and have it restored to its original state. The chest also appears and lasts for the duration on the ground, in containers, under objects, or somewhere within 5 feet of the chest. At the DM’s option, you can excavate the chest and create a new one there that lasts until the end of your next turn, at which point you can process the information in the chest. You can also shape the chest to make it carry a creature of the same type or size as you and to appear as if it occupied a different chest. If the chest is too large to hold a creature, it appears in an unoccupied space within 5 feet of the w ord. When you create a new chest, you can summon one from the chest’s cube, make the chest appear smaller than 10 feet wide, and give it a +1 bonus to attack rolls and saving throws. The chest disappears when the spell ends. Conjuration

Morgue's Sphere of Energy

Casting Time: 1 action
Range: 60
Duration: Instantaneous (1 hour) Choose one of the following

options: 1) A beam of energy appears in a 60-foot cube centered on a point you can see that you can see within range. A beam of energy appears as a beam of energy. If you have multiple beams of energy in your hands, you can designate which one you wish to create. You can also designate which of your hands to use. You can create a beam of energy as a free action on any surface that is within range. A beam of energy must be within 30 feet of you, or the beam can be centered on any surface that is within 30 feet of

Morgue Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a swarm of mollusks and crawl towards a creature you can see within range. Choose one beast of beast type you can see within range. The creature must fail a Wisdom saving throw or be trapped in the swarm. The swarm spreads around corners, and when it appears, the creature must make a Strength saving throw. On a failed save, the creature is sucked into the swarm’s space. The creature can’t breathe, and it’s speed is halved. The creature can’t move, and it has disadvantage on attack rolls against creatures that are within 10 feet of it. In addition, the creature can’t cast spells or make any other activity that requires concentration. While trapped within the swarm, the creature can’t take actions or take actions that would normally allow it to. The creature must make a Wisdom saving throw each time it moves into the space, and on a failed save, it is restrained by the mollusks for the duration. The creature is unaffected by this spell. If the creature fails its saving throw, it is restrained until the spell ends. After the first time it is restrained by the mollusks for this duration, the creature can’t take actions or otherwise use its reaction to make such an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 year. Necromancy

Morgul's Hand Construct

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a hand made from magical force that can restrain a Huge or smaller Construct or an undead creature for the duration. A creature of Medium or smaller size or reach and without a Strength (Belt of the Undergrowth) or Dexterity (Feather of the Earth) rating of 6 or lower can’t be affected by this spell. The hand lasts for the duration or until you use an action to dismiss it. It can hold up to 100 pounds. When you cast this spell, you can also choose a different construct for each slot level above 5th. Transmutation

Morgund's Secret Chest

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You open an unlocked secret chest within range that contains essential herbs, potions, and other magical items. Choose one of the following options for what appears: • One mundane object that you can see within range. This object contains only the ingredients needed to brew a potion, cooking pot, and similar equipment, as well as the equipment's equipment and ingredients. You can use any nonchemical ingredients in the chest as part of the brew. • One object that you can see in excess. This object contains only the ingredients needed to create a magic chest. You can use any nonchemical objects in the chest as part of the brew. • One magical item. You create an object of magical force that lasts for the duration or until a specific effect or effect modifying the object changes its effect. This effect can be chained or otherwise prevented from occurring. A magic chest created by this effect has four times the normal rate of its normal use when you cast this spell. Enchantment. You create an illusion that is visible on the ground within range. The illusion obscures a location you choose, a distance of 100 feet, or a visible object visible within range. For the duration, the illusion can be activated only there by walking or using an ability that mimics the movement of your hand and that also allows you to use your movement to move about the location. It lasts for the duration or until you use an action to dismiss the illusion. On subsequent turns you can use your action to dismiss the illusion. You can also use your action on each of your turns to dismiss all three illusions simultaneously. That action lasts until you dismiss the third one or until you dismiss the enchantment. Enchantment

Morpal

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch a creature that you can see within range. The target takes 3d6 necrotic damage. The target is restrained until the spell ends. An invisible wall of light blocks the attack and the spell's damage increases by 1d8 for each wall. Illusion

Morpal Touch

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature or an object within range and cause it to become infused with magic. You can use a bonus action on a first-level or higher turn to cause the target to become infused with that spell or an ability spell of 3rd level or lower. After the spell ends, you can spend 1 minute removing the target from the spell. Transmutation

Morpheus Blade

Casting Time: 1 action
Range: Self
Duration: 1 Round

You create a powerful, roaring blade that flings its blade at a foe within range. The target must succeed on a Dexterity saving throw or take 1d8 slashing damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Morpheus' Favor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You are bound to an unoccupied space that you can see that you can see. You can choose one of the following options when you cast this spell: • I can affect one creature that you can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. • I can affect one creature that I can see. I can affect one creature that I can see. I can affect one creature that I can see. I can affect one creature that I can see. I can affect one creature that I can see. I can affect one creature that I can see. If a creature can see me, it can see and can hear me. If a creature can see me, it can see and can hear me. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Morpheus Mad

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, one willing creature you touch becomes a raging madman. You cause creatures with a high Intelligence score to gain an extra hit point total and to make a melee attack against a target of the same or higher intelligence. If you hit a creature or a creature that is neither friendly nor undead, you deal an extra 1d10 force damage. Abjuration

Morpheus missile

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You unleash your flaming spear, which deals 1d6 force damage to any creature within 5 feet of you that you can see. The target must succeed on a Constitution saving throw or take 1d6 fire damage. The target takes 5d6 fire damage on a failed save, or half as much damage on a successful one. For the duration, the target can’t move or jump. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Morpheus Stone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a rock or a stone around yourself that is made of either metal or stone. The rock or stone looks exactly like any other object you can see within range. The rock or stone is made of either lead or tin. Any creature that can’t be affected by magic damage reduction or other effects can’t be affected by this spell. The rock or stone can be damaged by nonmagical means, such as by direct damage to the object, as long as the damage doesn’t cause the object to be damaged by damage from nonmagical means. This spell has no effect on undead or constructs. As the spell ends, the rock or stone becomes a sort of stone until the spell ends, and the spell ends with the object or object created. Nothing can be done with it, and it disappears into the Material Plane. Necromancy

Morpheus' Stone Shape

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 3-foot cube of stone on the ground in a spot you can see. The cube has 10 feet of travel, and it can’t be moved. Each creature affected by this spell must make a Constitution saving throw. On a failed save, the creature is restrained. On a successful save, the creature is no longer restrained. The spell ends if the creature is more than 20 feet away from you. If the cube is on the ground, the spell fails, and the spell ends. If the cube is on a creature, the creature must make a Constitution saving throw. On a failed save, the creature is restrained. While the creature is restrained, you can use an action to cause the cube to move to a point of your choice that you can see. It can hover, fall, or roll over obstacles, as long as those are

Morpheus Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a stone web on the ground that extends across a length of sky above a location you designate. If the diameter is less than 10 feet, the spell fails. The webs are composed of sheets of quicksand that form at the base of the sky (the webs are made of stone if the sky is unoccupied). These sheets of rubble, which are 5 feet in diameter, are composed of sheets of fire that fill 3 feet of the sky, centered on an angle of your choice within range. If you cast this spell and place your finger inside one of the flames, a sheet of rubble spreads out to fill the whole sky. Each sheet of rubble has AC 5 and 30 hit points. When a creature enters the spell’s area for the first time on a turn that it would enter a warded area under the protection of a warded door or a teleportation door, the creature takes 1d10 fire damage. The fire damages objects in its area and ignites flammable objects it enters or leaves unprotected. The smoke damages anything it passes through and ignites flammable objects not caught in its path. The smoke can be suppressed under the protection of a strong wind. Transmutation

Morpheus Thickwall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 year

You create a wall of thick, black clouded fog that extends from a point within range and forms a 10-foot-radius, 40 foot-high, 20-foot thick barrier. For the duration, the wall lasts for the duration. It blocks line of sight but can pass through it. It lasts for the duration to make a melee spell attack against a creature within 5 feet of it. An attacker can use his weapon to hit the wall if it shields it from hostile fire. It lasts until its base damage equals 20 + the number of damage types the wall has. If its base damage is equal to or less than the number of types of creatures it can’t see, the wall stops working. It doesn’t protect a creature or a temporary structure, such as a wall created by an effect that allows light or shade, that is present within 5 feet of the wall. To prevent the wall from working against a creature, make a ranged spell attack against the creature, which has the same type of creature as the one you chose. On a hit, the creature takes 10d6 cold damage, or half as much damage on a successful one. On a failed save, the creature can't benefit from the wall’s defense against its attacks, and its speed drops to 0. The spell’s damage increases by one level when you reach 5th level

Morpheus' Ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch the sickened creature. You can’t make a melee spell attack until the spell ends. On a hit, the target takes 1d8 necrotic damage. If you cast this spell on the sickened creature, the spell ends. If you cast this spell on the other creature or a creature’s plane of existence, it ends if it is within 30 feet of you. Conjuration

Morpheus Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a tornado of wind that spreads across a 10-foot-radius sphere centered on a point within range. The wind lasts for the duration, and it deals 1d6 thunder damage to any creature standing within that area. The target must make a Constitution saving throw or take 1d6 thunder damage

Morphing Stone

Casting Time: 1 action
Range: 30
Duration: 1 Round

This spell transforms a surface up to 5 feet in diameter and up to 10 feet tall into a hard core for up to twelve hours. Until the spell ends, a creature that can’t be charmed or driven by influence worth at least 500 gp can instead become a statue of phoenixes or a statue of serpents. The transformation lasts for the duration or until the spell ends. A creature that transforms into one of the statues transforms into a statue of phoenix or serpents, which serve as the targets of the transformation. A creature that transforms into one of the statues transforms into a statue of phoenix or serpents, which serve as the targets of the transformation. That creature also transforms once it has turned, into a statue of an unwilling creature or a statue of a creature, and so on until the spell ends. If a creature transforms after transforming into a statue or statue of a creature, that creature is now a statue of an unwilling creature or a statue of a creature. The statue might be a small statue, a large statue, or an even smaller statue such as a turret (3 feet on a side). It may be part of a larger or more permanent object or a mixture thereof (see below). To transform into an aqueous object or a liquid, a creature must make a Dexterity saving throw. A creature takes 8d4 acid damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Morphing Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a sonic boom that damages one creature within 5 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 thunder damage. The boomerang damages one creature within 5 feet of you. If you create more than one boomerang, the noise and other effects of the boomerang also affect one other creature within 5 feet of you. Conjuration

Morpork's Antipathy and Antidepsychic Power

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a poison that poisons one creature you choose within range. You choose poison within the same line as poison, a line that normally requires a straight line. Until the spell ends, the spell deals an

Morpork’s Cunning Spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature you can see within range. It has a Charisma score of 3 and a Charisma modifier of

Morpork's Cunning

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

By manipulating an unwilling creature, or a creature that can touch an unwilling creature, you create a shimmering, poisonous snake that is capable of turning into a bane, a potent distraction, and a powerful weapon. Choose one creature that you can see within range. It must make a Wisdom saving throw, taking 3d8 poison damage on a failed save, or half as much damage on a successful one. While the target is under the effects of the muggle influence, your actions don’t affect it and your attacks don’t incapacitate it. Necromancy

Morpork's Eleventh Hour

Casting Time: 1 action
Range: Touch
Duration: 8 hours

For the duration, the morpork in question becomes enthralled with madness. For the summoned beasts are immune to all damage and have advantage on attack rolls against them until the spell ends. The summoned beasts can be slain only by succeeding Wisdom saving throws or by raising their challenge rating to 4 or higher. If the summoned beasts are slain while frightened, your wizard seizes the beast and calls upon the morpork to utter a manifesting scream of fury. While frightened, the summoned beasts are unable to move, attack, or use equipment. At Higher Levels. When you cast this spell using a spell slot of 6

Morpork's Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration , up to 1 hour

Your embrace forces nature to let you take on a kind of bravery that makes your friends tremble with fear. Choose two willing creatures you can see within range. One creature that you can see must make a Charisma saving throw; if it fails, you lash out in a random direction within range and make the saving throw against the spell’s effect ends. The creature remains frightened for the duration, and it can use an action to end the encounter by spending 1 hit point trying to wriggle free. You can have the creature become charmed by you for the duration, or to remain charmed until the spell ends. The charmed creature can use its action on each of its turns to make a Charisma saving throw against this spell. On a successful save, it isn’t charmed by you for the duration. Thus, the charmed creature doesn’t need to take the Dash action to chase after a hostile creature, seek refuge with other creatures, or take the Dash action on each of its turns. While charmed, the creature is aware that spells it cast and knows it can cast, if it chooses. Necromancy

Morpork's Endurance

Casting Time: 1 action
Range: Touch
Duration: until dispelled

Until the spell ends, imbued with the raging spirit of the primordial morpork, your attacks deal an extra 1d6 force damage for each of your companions for which you have proficiency. If you have two of the chosen companions, each carries with him or her a memento of your companions life, which can have up to 10 verses. When you use this spell to imbue a creature with raging spirit, the memento carries your statistics and statistics for your companions with it to the next succeeding use. At any time thereafter, you can use your reaction to move closer to the raging morpork, who can reach into the ground and push him/her to within 30 feet of you. Evocation

Morpork's Furnishings

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature who isn’t friendly to you and makes a damage type switch to a different weapon or tool from its bag. On a target that hits the switch, the target takes 4d10 fire damage and is prone for the duration. Your spellcasting ability and weapon damage absorb the remaining damage of the switch, but the spell doesn’t deal any additional extra damage. The spell also doesn’t affect fey, elemental, or thunder creatures. Touch Instantaneous Up to six creatures of your choice that you can see within range are lifted by the blow. You and any creature you and your companions can see in the air or on the ground become ones and friends with one another for the duration. Creatures aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases to +2 proficiencies. In addition, you learn the material properties of each creature you touch and the potency of each of its spells, including the weight of its components, as well as the statistics of any creatures that aren’t on the same plane of existence as you. Transmutation

Morpork's Magic Jar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of magic that you can see and that fits within a 5-foot cube within range. You create a magic jar filled with emeralds and honeycombs. Each creature in the jar must make a Wisdom saving throw. On a failed save, a creature becomes a new jar created by the mimic spell. For the duration, these creatures have disadvantage on attack rolls against you and can’t open or leave a sealed jar. The creatures can’t be targeted by spells or otherwise affect by spells. You decide what kind of magic jars the creatures can’t be targeted by. A magic jar created by turning into a jar of emeralds and honeycombs provides three times as many properties as ordinary wooden jars. Whenever a magical liquid or substance that is created by a spell w ill lage or seizes a creature, such as a potion, a potion, a potion bottle, or a staff, creates a magical container within 5 feet of any liquid created by that spell, the magical container becomes a magical container for the duration of the spell (no other containers are created by this spell). This magical container can contain up to eight containers (up to eight such containers can be created at a time, each container created by a spell lasts for the duration). Any spell cast on the container creates a magical effect similar to that of the irise charm, which lasts until the spell ends. A container created by a casting of a magic spell can contain up to eight additional containers (up to eight such containers can be created at a time, each container created by a spell lasts until the spell ends). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic jars created by the two jars created by the spell stack up to its lowest level. Conjuration

Morpork’s Memento

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates an illusion that appears in an

Morpork's Minute Meteors

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one or more meteors or meteors of different colors. While touched, you give each target of your spell a powerful magic metamorphose spell slot of your choice that you could cast at once, creating new ones for each slot. For the duration, the metamorphose spell has a 10 percent chance to correct any coloration issue its eyes had, as determined by the DM. The metamorphose spell creates any number of temporary meteorites you can see within range. Each meteor melts and vaporizes any that aren’t created. As a bonus action on each of your turns, you can mentally command any meteor that formed if you had any of its meteorite types in your spellcasting. This meteorite command is blocked by any barriers that remain on that turn. When you command the meteors to do anything, your meteor throws them, shedding light in a cone 3 feet in any direction along the ground and targeting the same thing. Any creature that ends its turn within the meteor’s path must make a Wisdom saving throw. On a successful save, you ordain any meteors you can reach to follow the meteors and protect them. A meteor that fails that save must make a Wisdom saving throw against your spellcasting requirements. If your meteor reaches the desired creature—its clothing, weapon, or whatever it carries must be brought into the scene of the meteor’s location along with whatever other gear it carries. If, however, your meteor strikes a creature, that creature must make a saving throw against your spellcasting requirements or the meteor falls to the ground and stops moving. Transmutation

Morpork's Minute Meteors

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch one creature or object that is

Morpork's Power Word Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to smite one creature within 30 feet of it with a powerful punch that can incapacitate a target for the duration. If the target succeeds, it immediately begins making Wisdom saving throws and is stunned. The spell ends if you use your action to do so. On each of your turns until the spell ends, you can target another creature as an action that asks it to make a Wisdom saving throw to end the effect of this spell. It makes the saving throw with advantage if you are fighting this spell’s spell’s damage target. On a success, the spell ends. The stunned target can make a Wisdom saving throw at the end of each of its turns, ending the effect of the spell on it on its next turn. If it fails, the spell ends. Conjuration

Morpork’s Secret Weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a roaring, poisonous cloud of phantoms that grows in a 5-foot radius on a point you can see within range. Creatures of your choice that you can see within 5 feet of the cloud and that can see you must make a Dexterity saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. The damage plants up when a creature you can see hits 0 hit points. The phantoms disappear when you dismiss them as a bonus action. When you cast this spell, you can mentally command any creature you made with this spell if the creature

Morpork’s Small Round Antipathy charm

Casting Time: 1 action
Range: 10
Duration: 1 hour

This spell attracts a willing creature or object in range for the duration. You affect the target and entangle it in an extradimensional web composed of magical energy. The web is a cylinder made of quicksilver and emits an intense blue light that lasts for the duration. The first time a target enters the extradimensional web, the target takes 1d8 acid damage, and it can’t become coated in acid for 8 hours. The second time a target takes 1d6 acid damage, the target takes 6d8 acid damage, and he or she takes half as much damage. You can change the way the extradimensional web passes through the target’s area, or you can create a horizontal passage through the web and pass through a portal blocking its passage. The portal is 10 feet wide and is 1d4x8 feet long and 25 feet tall. You are limited in the movement of your limbs and can’t move across the portal without breaking stride

Morrow and Restoration

Casting Time: 1 action
Range: Self
Duration: 5 Days

This spell creates life in your body—the elements, air, fire, lightning, or water. For the duration, you have resistance to one damage type of your choice, and you regain all expended uses of that ability. Abjuration

Morrowind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A large, translucent cylinder appears in space. The cylinder can be used to create any number of creatures within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that succeeds on a saving throw is transported into the cylinder, and the target remains in the cylinder until the spell ends. Transmutation

Morrowind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature you touch becomes a creature of your choice that can’t be charmed or frightened until the spell ends. This creature can be a Huge or smaller creature, a Medium or smaller creature, a Huge or smaller creature, or a Huge or smaller creature. When you cast this spell using a spell slot of 2nd level or higher, the spell ends for that spell slot. If you cast it using a spell slot of 5th level or higher, it ends for the spell. Transmutation

Morrow's Nine Girders

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a string of magical strands that instantly turn any creature that starts its turn in a random location on the ground within range. Any creature that starts its turn in the destination location within 10 feet of the target familiar (or the target creature in the lore) must succeed on a Dexterity saving throw or take 1d6 acid damage per level spell slot up to that point. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mortal bond

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You imbue a creature you touch with the power of the mortal bond. Choose a creature that you can see within range. The creature becomes an undead until the spell ends. The creature can’t be targeted by spells or other magical effects. If the creature fits the description for the target, it can be killed by any means necessary. The target’s soul is shared between the two creatures. The creature can be anything from simple constructs to powerful fiends. The bonded creature can perform any task that it wants with full autonomy and with complete and utter disregard for its own life. In addition, the bonded creature can’t become possessed by any other creature. Transmutation

Mortal Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature or magical being and imbue it with mortal or celestial status. The target must succeed on a Wisdom saving throw or become in a state of mortal or celestial stupor. The target can repeat the saving throw at the end of each of its turns. On a success, the spell ends. Necromancy

Mortal Coil

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 10-foot-deep pit in the ground that lasts for the duration. Each creature in a 15-foot-diameter cylinder must make a Dexterity saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. If a creature fails the save before the spell ends, the creature is pulled away from you by a small, yellow cloud that lasts for the duration. If a creature moves out of the cloud, it is engulfed by a thick, yellow fog. The fog spreads around corners, and the fog fills a 20-foot radius. A creature must make a Constitution saving throw at the end of each of its turns to see the foul vapors. On a failed save, a creature is pulled 5 feet closer to the center of the fog. A creature must then make another Constitution saving throw at the end of each of its turns. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Illusion

Mortal Strike

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Your magical attack deals an extra 1d6 lightning damage to each creature within 5 feet of you. The target must succeed on a Wisdom saving throw or be knocked prone. On a successful save, the target takes half as much damage. If the target is holding a Large or smaller object, the attack deals an extra 1d6 lightning damage to that object. Conjuration

Mortal Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a beam of lightning at a creature you can see within range. Until the spell ends, the target takes 1d4 piercing damage. The spell ends if the target is killed by a melee weapon attack. Enchantment

Mortal Strike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You strike a target that you can see within range. The target takes 4d6 bludgeoning damage and is knocked prone. The target has advantage on attack rolls until the spell ends. If you hit the target, it takes 4d6 bludgeoning damage and is knocked prone. If you hit the target, it takes half as much damage and is knocked prone. If the target is restrained by a spell or other harmful effect, the spell ends. Transmutation

Mortal Strike

Casting Time: 1 action
Range: 300
Duration: Instantaneous

This spell creates a ray of energy that can be fired from your hand. The target must succeed on a Strength saving throw or take 1d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mortal Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A bolt of lightning flashes from your hand to a point you can see within range. The spell ends if the target must make a Dexterity saving throw. On a failed save, the bolt deals an extra 5d6 lightning damage and no damage to its target. On a successful save, the spell ends. The target must make the saving throw one additional time each day. If it fails the spell, it takes no damage from it. If it fails the spell several times, it takes half as much damage. The spell is permanent and can be dispelled as an action. Conjuration

Mortal strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a mortal blow that deals 1d4 necrotic damage to a creature you can see within range. The target must succeed on a Constitution saving throw. On a success, the target is immune to the spell for 1 minute. If the target fails the save, it automatically returns to life with a creature of your choice that you can see within range. Transmutation

Mortal Swarm

Casting Time: 1 action
Range: 60
Duration: 1 minute

You lash out to move through the air and disperse creatures of your choice that aren’t within 30 feet of you. The target must make a Dexterity saving throw. If you are flying, it takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If you are moving, it takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends if you move away from the area. Conjuration

Mortal Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a ward created by this spell against undead creatures and similar creatures blocks vision of its connected members and prevents them from seeing what is happening inside

Mortem's Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand’s space if its Strength score is less than or equal to the hand’s strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 1d8 and the damage from the grasping hand increases by 2d8 for each slot level above 5th. Evocation

Mortem's Hand

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A hand or an object you touch appears and becomes part of your everyday routine. Until the spell ends, you can use a bonus action on each of your turns to automatically teleport you to an unoccupied space within range. This spell also ends when you dismiss it as an action. Transmutation

Mortem's Womb

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a tombstone that floats in the air and that disappears when you dismiss it as an action. You can make a tombstone up to 30 feet long, 20 feet high, and 5 feet thick, or you can make a crystal ball with a diameter of 30 inches and a diameter of 30 feet and a thickness of in excess of 25 inches. You can make either bomb or tombstone blocks. The simple arrangement of the two objects creates a permanent tombstone at a location where it disappears when dispelled. Only a single tombstone can be created at a time. When the simple arrangement of the two objects creates a permanent tombstone at a location where it disappears when dispelled, you choose one of the following options. A bomb or a tombstone could be made from any of the three materials you choose. As long as the material is of the same quality and material used in the casting, the bomb or tombstone is able to fall while the metal remains intact. A tombstone made from crystal could be made from any of the three materials you choose. As long as the material is of the same quality and casting, the tombstone doesn’t crumble when dispelled. A tombstone made from crystal could be made from any combination of the three materials used in the casting. You can create any of the following effects according

Morte's Downdraft

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a churning earth or stone circle on the ground that you can see within range. The circle is 10 feet high, and it sheds bright light in a 10—foot radius. When you cast this spell, you can affect only one creature with a casting of this spell. You can create a churning earth or stone circle with a simple motion. You can’t animate more than one creature with a casting of this spell. You can animate up to four nonmagical constructs with a casting of this spell. You can animate up to eight vermin, as with IEDS, or eight aberrations, as with IEDS. You can make up to eight nonmagical constructs in your casting. You can make up to eight nonmagical fey in your casting. Casting this spell on a creature or a circle grants a number of temporary hit points equal to 1d8 + your spellcasting ability modifier. These temporary hit points can’t be occupied by other abilities for 24 hours. A creature is also unaffected by this spell if it already has one. Conjuration

Mortify

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the power to permanently alter reality. For the duration, you can cause one of the following effects to occur: • You create a 10-foot-radius sphere of light in a 60-foot-radius sphere centered on a point you can see within range. • You cause the sphere to explode. • You cause a 10-foot-radius sphere of light in a 60-foot-radius sphere centered on a point you can see within range. • You cause the sphere to explode and cause a wave of psychic energy in a 20-foot-radius sphere centered on a point you can see within range. A wave has a radius of 60 feet. • You cause the sphere to appear in a 15-foot cube that is centered on a point you can see within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you change the shape of the sphere in addition to changing the size of the sphere. You can also alter the sphere in any other manner you wish. Conjuration

Mortify

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You take on the form of a powerful illusion, and target one humanoid within range. Make a melee spell attack for the first time on a creature you can see within range. On a hit, the target takes 1d8 necrotic damage. On a failed save, the creature gains no benefit from this spell. You can also use your action to make a new target of the spell. While the target remains in the target's space, you can target up to one creature of your choice that isn't already in the target's space. The target must be within 10 feet of you when you cast this spell. When the target appears in a space that isn't occupied by the target, it must make a Wisdom saving throw. On a success, the spell ends. If you cast this spell twice, you can target up to three different creatures of the same gender. You must also designate which creatures you wish to target. Abjuration

Mortify

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature. For the spell’s duration, the target’s body becomes mote, a creature that resembles a beast or griffon with three horns and two horns at its sides. Until the spell ends, the target’s hair grows back to normal length, and it gains the features of its new form. The hair also gleams silver inlaid in amber. For the duration, the target’s hair glimmers with life and transforms into a dazzling array of dazzling colors. The target appears in locations such as dungeons, temples, sanctuaries, and sanctuaries filled with wondrous creatures. When you cast the spell, you can affect up to three willing creatures who share a plane of existence under a different name (for example, You might call a fey Alistair 'Alistair' or 'Alistair' , and an

Mortigan’s Minute Meteors

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates tiny meteorsheets and floats them into existence at a point within range. Each meteor lasts until it drops to 0 hit points or explodes. Each meteor has AC 15 and 30 hit points, and it takes 10d10 force damage on a hit. It deals 2d10 force damage on a failed save, or half as much damage on a successful one. A meteor can hover, but it can’t hover more than 100 feet from you. The meteors are harmless when hovering, but they can erupt and explode. Each meteor has AC 15 and 30 hit points. If dropped from a meteor, it is dropped from a different spot within 30 feet of you. The meteors shed bright light in a 30-foot radius and dim light for an additional 30 feet. When a meteor drops to 0 hit points, it vanishes and sheds dim light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two small meteorsheets inscribed with the mote of the minotaur. Each meteor has AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the meteors shed bright light in a 30-foot radius and radiate dim light for an additional 30 feet for each slot level above 7th. Conjuration

Moss Spell

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a spell that you can cast as part of an action. The spell can be cast anywhere. You can place one spell slot of spell control in any slot you have selected as spell control. You can also place one spell slot in any slot of the spell itself. The spell can be cast as normal. You can have up to three targets of your choice that you can see in the area. The target must be within 30 feet of you. The target gains no benefit from teleportation, and it can't move while within 30 feet of you. Conjuration

Moss Spray

Casting Time: 1 action
Range: 15
Duration: Instantaneous

A storm cloud, 10 feet high, moves down from the sky and spreads out from the points of impact. Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. The cloud dissipates after 5 minutes. The cloud doesn’t cover or disperse objects or harmful energy. The cloud then explodes, dealing damage to anyone it strikes. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Moss Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spray of poisonous gas spreads out from a point of your choice within range. For the duration, the area looks like this. You can use an action

Mote of fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon forth fire within range, fire within range, or lava within range. Each of the elemental spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). On a failed save, the creature takes 1d8 fire damage, and the fireball sheds bright light in a 30-foot radius and dim light for an additional 2 feet. On a successful save, you have no effect on the creature. The spell’s type of ammunition is the same as that of the other weapon type used in its first use. It has the same ammunition as that of the weapon used in its first use. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Mote of Woe

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You endow a willing creature with negative energy, causing it to erupt in lethargy. Each creature in a 20 foot radius sphere centered on a point you choose within 5 feet of a point you choose within range must make a Constitution saving throw. A creature takes 8d8 + 15 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature has resistance to necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above lst. Necromancy

Mould

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a ward that shapes solid objects in a 60-foot radius around you, such as walls, tables, shelves, and so on. The warded object is immune to fire damage and can be damaged by as many as 5d8 fire damage as it deals to you. The spell fails if you have a Strength of 2 or less. Evocation

Mourn and Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell inscribes a glyph onto objects you have visited or seen before on the ground or on the ground within range. You can mark a location on the ground by writing on the object’s interior and exterior, or writing in its inscriptions on the ground surrounding it. You can also mark an area of terrain, such as a mountain range, by pouring a thick, silvery cord from within the earth’s surface over the area. The cord lasts for the duration, and when it strikes an object or a creature, it strikes it with a profane message. The cord deals no damage if it has no current or a length of not more than 60 feet. When you cast this spell, you can assign a password or set a password that, when read over a creature’s mind, appears to be random, arcane, or magical. The password is the same as the one you use for your spellcasting instructions (if you use the same password for your spellcasting instructions, the password is different from the one you use for your journal instructions). If you set a password that is different from the one you use for the journal, the spell ends. Divination

Mourn for One Hour

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A divine weapon of your choice that you can see that can’t be disarmed or otherwise affected by magic damage, as well as one that has a duration that ends when the weapon is disarmed or if it has no ammunition, can’t be disarmed by more than one spell of your choice or one spell slot of your choice that has a 5th or 6th level component. Conjuration

Mournful Apparition

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell cures a necromantic beast, a spirit, or an undead of its type within the time it would normally take to cast a spell and removes a disease, sickness, or poison afflicté, affliction, or polymorph spell. A bonded creature is unaffected by this spell. A bonded creature can’t willingly leave its dimension and can’t willingly return. It remains there for as long as its bonded creature remains, and it can’t leave the dimension more than once. Nonbrick wall or other solid wall within 5 feet of it can’t reduce the area of the barrier to rubble unless you reduce the

Mournful Apparition

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an illusory portal between a willing creature and an illusion to appear and/or disappear for the duration. The portal is a circular opening 10 feet wide and 5 feet tall, and it lasts for the duration or until a creature uses an action to inspect it or when a creature uses its action to examine the portal. It is invisible to the naked eye and can be closed, torn, or otherwise damaged by arcane or magical magic. While the portal is open, a willing creature can make a Wisdom saving throw. On a failed save, the creature is transported to another plane of existence of the same power and condition as the target and is no longer there. The portal remains open for the duration or until the target leaves the portal or another illusion appears, moving the target to another plane of existence. Conjuration

Mournful Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling cloud of gloom descends on a location you specify within range. Until the spell ends, it sheds dim light and is light years darker than normal. The cloud moves 10 feet and sheds bright light for an additional 10 feet. At any time thereafter, the spell ends, and the cloud spreads across the ground in a 20 foot radius, moving 10 feet each time it spreads, for each round it remains in place. Evocation

Mournful Remains

Casting Time: 1 action
Range: 1 Mile
Duration: 10 minutes

You extend a finger of power and light up to three times until the target appears dead or diseased, moving or hovering for a full round. Until the spell ends, you can use the finger to mend diseased hands, wounds, or anywhere from a finger wound up to an inch deep. If you use the finger to mend a cholera attack, you can ram the target with a mote of maguey. It takes 4d10 force damage, and it can’t take additional damage from magic for the next turn it lasts affected by you. Transmutation

Mournful Remedy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Describe or name a new habit or activity that you find beneficial. You choose a beneficial habit or activity, such as a favorite service, a gift, or a curse. Whatever it is, the spell fails if you expend one or more of the following conditions on it: • You spend 1 spell slot’s level to do so. • You make a new choice of an activity that you can w as repeat itself, ending the effect on itself on a success. • You let go of a spell of 3rd level or lower, offering up a new one. • You let go of any sort of object or activity that you feel is harmful to the creature or to your physical safety, for example by pouring out your soul into a grave. Illusion

Mournful Reminiscence

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and decide how it dies. The spell makes the subject mortal, so undead don’t die if you cast this spell while it has no save. This spell closes any lingering effects on the target by raising the target’s hit point maximum by one die. This spell also permanently nulls out all poisons and curses cast by the creature that cast the spell. Through the spell’s duration, the target’s hit points might drop to 0 or fewer. To achieve this effect, you need not touch the creature. Instead, you pull its limbs together and place them within striking range, extending your finger along its heart, and placing your thumb within touching range of the other hand. The fingers knit and twist to create a natural fit, causing the target to feel the touch. Your finger travels from one touch of the target’s wrist to the other and creates a natural fit. Whenever you make a melee attack during the spell’s duration, you have advantage on the attack. On an attack when the target reaches the high school or higher spell level, you have disadvantage on the attack. If an attack hits, the creature is considered a higher level creature than you’s level, and the spell ends. Necromancy

Mournful Remorselessness

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell is a temporary abjuration spell created by a muggle doctor to serve as a distraction spell against undead and constructs. It only partially hinders the target’s attacks against you, but it still hinders the target’s movement for the duration. The target can take reactions as normal when it receives a new threat, such as opening a portal or casting a spell linked to a major evil or good symbol, or the target makes a Charisma saving throw against a spell of 3rd level or lower. On a successful save, the spell ends for it. While this spell is active the target takes an average of 0.8 damage per level of its target spell, which is higher than normal for its level and well below normal for its two other components. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Transmutation

Mournful Smite

Casting Time: 1 action
Range: 10
Duration: Instantaneous

As part of your spell of restoration, you cause one willing creature you can see within range and choose a new curse. Then, if the target fails a saving throw, it instead causes a wall of flames to rise up and strike at the same target. Any creature or object within 5 feet of the target must succeed on a Dexterity saving throw or take 1d8 fire damage and be pushed 10 feet away from the start of your next turn until you make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Mournful Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You point a cursed weapon at one creature you can see within range and endow it with a cursed mote that you can see in each hand, at a point of your choice that you can see within range. The weapon must fit within a 30-foot cube. The spell ends if you cast it again, if you end your turn there without using your weapon other than on your subsequent turn, or if you cast this spell while prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. This creature must be within 30 feet of you when you cast this spell. If you cast it while prone, its weapon falls prone, which stops it from using its action to attack or use a weapon. During an attack using a weapon you can use to defend against a cursed weapon, roll a d8 and add your proficiency bonus to the attack roll. On a successful roll, the weapon is no longer cursed but instead becomes magical and no longer affects you. To defeat a cursed weapon, roll a d4 to determine its magic based on its properties. The creature’s weapons are deactivated and its spells are suppressed. If you have the mote, you can reposition it so that it appears on the ground (the DM has the creature’s current speed and gear class, which is a celestial class you chose, that you can see within 30 feet of you) and that is held in your hand, use your action to pull the handle back and forth between your thumb and your forefinger. You can use your action to move the weapon up to your bicep and then back to your hand. While the weapon is held up over your head, you can gesture to cause it to buckle to the bicep’s level. You can also cause it to drop to 0 hit points without leaving it. The weapon then ceases to be a cursed weapon and becomes a magical weapon, determined by the DM as your training allows. You learn more about cursed weapons in The Lost Weapons of Tlalac. You learn more about cursed weapons in The Lost Weapons of Smithereens. At the DM’s option, you might choose to target one creature you choose as an attacker or a target of an attack. If you strike the target, it takes 3d10 force damage, and you regain hit points equal to half the amount of force damage you have regained. The weapon is neither cursed nor magical, and no spell has magical properties that make it a magic weapon. The spell ends on a target if it is ever worn or carried by a member of its kind other than you. Illusion

Mournful Smite

Casting Time: 1 action
Range: 30
Duration: Enchantment

1 Hour You hurl incense or charm into the hand of a creature you choose within range to stave off death or great harm. You can target a creature with this spell or with a melee spell attack that is ranged and where you cast the spell, make a ranged spell attack. On a hit, the target suffers the full damage of any curses or stomps that you cast or that you have prepared for the spell’s casting time. At the end of each of its turns until the spell ends, the target can make a Wisdom saving throw to try to stave off the effect of the effects of this spell. On a success, the spell ends. Enchantment

Mournful Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A place full of curses and curses tomes of foul power erupts in an unearthly, hideous radiance. You choose a creature you can see within range and hit it with a curse. At the start of each of its turns, it must make a Constitution saving throw. On a failed save, it can’t cast spells, spell, or effect for 1 minute. On a successful save, it can cast spells for 1 hour, and it can cast spells for 1 hour, break spells, and cast magic items. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Mournful Smite

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

The ground in a 15-foot radius around a location within range becomes haunted for the duration. Until the spell ends, the haunted area has 5 feet of free movement to it and can be destroyed or sown by either lightning or by simple pestilence. Evocation

Mournful Smite

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your rage punishes creatures whose heads are ever-changing. Each creature in a 10-foot cube within range blasts a mote of churning mire spraying from your hand or behind your head until you finish a long rest. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 6d6 lightning damage, or half as much damage on a successful save. While the creatures are within 30 feet of one another, bludgeoning, piercing, or slashing,

Mournful Smite

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the options below. Until the spell ends, your companions shed bright light in a 10-foot radius and that creature can’t become hostile toward you or gain any reply. Abjuration

Mournful Smite

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

The first time you hit with a melee weapon attack during the spell’s duration, your weapon crackles with loud thud. Choose one creature that you can see within 15 feet of you and that is within 5 feet of the target. Hit. The target takes 4d8 thunder damage—the spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mournful Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A whirlwind of thorns and crackers lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d6 bludgeoning damage. The whirlwind then spreads around corners and lashes out toward a creature within 5 feet of it. For the duration, the whirlwind damages that creature. In addition, the whirlwind sheds bright light in a 5-foot radius and dim light for that area. If you target an area that is 30 feet or more apart, the whirlwind can’t pass through any barrier created by its area of effect. If there is a spell of 8th level or lower in your spellbook that requires you to make a spell with a duration of concentration or longer, you instead use the spell’s duration instead, requiring a different spell slot. Evocation

Mournful Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to strike one creature that you can see within range. Make a ranged spell attack for the target. On a hit, the target takes 4d8 necrotic damage. If it is immune to necrotic damage, it instead makes a poison arrow attack for the spell’s damage type, and it must succeed on a new poison arrow attack roll using your spellcasting ability instead of the target’s weapon. The arrows can’t pass through barriers, shields, or other barriers, but they do fall from trees, such as holly or coomptop, and they deal no damage if they hit. As a bonus action, you can affect one of the target’s non-hostile creatures by raising its Attack bonus by 1. If it defends itself against a ranged weapon attack, it can use its reaction to launch a weapon at it, if it is able. If the target fails its save against a weapon attack this spell’s damage type is Constitution saving throw. Necromancy

Mournful Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hurl a profane book or an illusory book of hieroglyphs at one creature that you can see within range. The target must succeed on a Wisdom saving throw or be turned to ash. On a successful save, the spell ends and the spell ends for the creature. For the duration, the target hurls profane, prophetic, or prophetic words at all menaced by demons or other spirits. The words recoiling in fear when read, and the profane, prophetic, or prophetic words aloud can silence others who are deaf or blind. The words can even banish an otherwise immune creature to servitude. At the end of each of its turns, the target can repeat the saving throw, ending the spell early or moving to a new spot within reach. Such a spell can reach its full duration if not immediately. Illusion

Mournful Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You point your weapon and deliver a flurry of blows to target enemies within 5 feet of you. Each creature in that range must make a Dexterity saving throw. On a failed save, a target takes 3d8 bludgeoning damage and is knocked prone. On a successful save, a target takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Mournful Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and bestow a blessing that extends well beyond the grasp of the willing creature’s physical body to offer protection in the presence of an undead or an anaconda (your choice), a celestial, a fiend (your choice), or a giant (your choice). The spell ends for the target if it takes any damage. While the creature is protected by the blessing, all its statistics become null and its hit point maximum become 1d8. While a creature is under the spell’s effect, its hit points, including all its movement, are reduced, and its spellcasting ability is reduced, if any, by half. While a creature is under the spell’s effect and has 40 hit points, its Hit Dice

Mournful Word

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You gain the ability to affect an unwilling creature and animate anything it is wearing or carrying, especially if worn as armor or carried by a weapon. The target becomes haunted for the duration. It can be dispelled by dispel magic, by dispel magic that has

Mournful Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shadowy voice appears once every 60 years telling tales of murdered people and the horrors that await the undead in the wastes. The words can range from soft whispers to wreaths full of poison. If uttered while the spell is in effect, they describe the contents of the tongue’s mouth and other parts of the tongue’s body. To a creature versed in the lore of the dead, these tales reveal tales of heinous crimes against innocents that can amount to greater evil. To a creature versed in the lore of the undead, these tales reveal terrible curses, visions, and other hidden horrors. To a creature versed in the lore of demons, the stories might reveal that of the creatures who attack, seize, or even murder their victims. Creatures versed in the lore of dark magic, however, can’t speak the tales, and creatures versed in those spells can’t cast spells. Divination

Mournful Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell casts a vague, painful message within an unoccupied space that lasts for the duration. The target of the spell is a willing creature whose soul is at least partially hidden, and its voice quivers when the spell ends. Each creature that you choose within 30 feet of you when you cast this spell must succeed on a Wisdom saving throw or gain this message: “I've heard a wail in the distance. It's an ominous whisper. Let me make up my mind.

Move Forward

Casting Time: 1 action
Range: 30
Duration: 1 minute

The target is affected by the spell and is pushed 10 feet away, and the target must make a Constitution saving throw. On a failed save, the target can repeat the saving throw if it has any effect to it. On a successful save, the target can take only half damage. Illusion

Mudcrab

Casting Time: 1 action
Range: 30
Duration: 120

Instantaneous A mudcrab or rubble pile spread over 10 feet square on a flat surface, made of wood or stone, rises at the DM when you choose it on the spot, and lasts for the duration. The mudcrab’s area is lightly furnished and decorated until the ground appears dry and free of creatures, and it stands if damaged or otherwise disturbed. It is immune to all damage and is covered with mud if it isn’t completely covered and is less than 4 inches thick. If the mudcrab damages a creature, any life or limb restored to it by this spell is lost, and the creature that damaged it regains 1 hit points at the start of its next turn. If the mudcrab’s area is full, the mudcrab vanishes. Transmutation

Mud fever

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Flames race across your body, shedding bright light in a 20-foot radius and dim light for an additional 20 feet for the spell’s duration. The flames wither away as you hurl, shedding bright light in a 20-foot radius and dim light for an additional 20 feet for the spell's duration. Whenever a creature dons a hat or hatchet hat, it gains a +2 bonus to AC while it is charmed or under the effects of this spell. Transmutation

Mud fever

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You hurl up to ten pounds of mud. The weight of which can be up to 100 feet long and can be difficult terrain. You cause the mud to move with it, mimicking the movement of your walking weapon. The mud falls when the spell ends, when the area of the mud falls, or when a wind of moderate or greater speed blows in the area. Any creature that moves within 30 feet of the mud when the spell ends must make a Constitution saving throw. On a failed save, the creature is restrained and must move 10 feet away from the mud to retrieve its objects. At the start of each of your turns until the spell ends, you can use a bonus action to mentally command the mud to move 10 feet away from you. If you command it to do so, you must say a command that can be described as being uttered by one of the creatures you instruct about me (if you control at least one humanoid, you must specify a command that must be spoken and which must be visual). When you direct the mud to move, it remains restrained and must move 10 feet away from you to do so. If it leaves the mud, it can’t return to the mud or fall off it. Transmutation

Mudflap

Casting Time: 1 action
Range: Self
Duration: 5 Hours

You attempt to manipulate the air in the form of thin air, such as a sheet of paper, a sphere, or a sphere of stone. The spell lasts for the duration. The target must succeed on a Constitution saving throw or fall prone. On a failed save, the target is frightened until the spell ends. On a successful save, the spell fails. On a subsequent save, the spell ends. You can make an Intelligence (Investigation) check against your spell save DC. The spell succeeds. Evocation

Mud Groove

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You forge a gaseous odor that fills an area for the duration. No plants or creatures are visible where the gaseous odor enters the area, creating a quiet, secluded area for up to 10 people. The gaseous odor lingers in the air for the duration. While the gaseous odor persists, creatures don’t take acid, cold, fire, hail, or thunder damage. Conjuration

Mud growth

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose a nonmagical mud type creature that you can see within range and that fits within the following archetypes: • Tiny or smaller. • Large or smaller. • Deformed or twisted. • Tiny or smaller. Tiny or smaller inlement body and weight. Any stat change. Nonmagical weapon attacks made with this mud creature’s ammunition have disadvantage on their attack rolls against it. Transmutation

Mud of Grasp

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a mudslide on the ground that damages up to six creatures of your choice within range. Each affected creature must make a Dexterity saving throw. On a failed save, the creature is restrained and creatures can’t be moved or used as armor. A restrained creature moves only by placing its hands on its hips or by moving its back as if it were on the ground. Its movement seems restrained by the ground, so it can use its movement to move through it. As an action, a mudslide can occur on any paved road in the area and cause damage to any creatures moving through it. Each affected creature must make a Dexterity saving throw. On a failed save, the creature is restrained and moves on its next turn, unless it can use another action to use another action. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a mudslide can occur on any paved road in the area and cause damage to at least one creature. Conjuration

Mud of the Beast

Casting Time: 1 action
Range: 120
Duration: 30

Until dispelled, every creature within 5 feet of you is knocked up by mud for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of mud that can be removed increases by two for each slot level above 2nd. Enchantment

Mudslash Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a mudslick mass of churning, blackness against a hostile creature within range. The spell's area of effect is in the Monster Manual, line 9. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Mudslaughter

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a creature and then kill it. You can target one creature or a plant. Until the spell ends, each plant that you target when you cast this spell targets one creature or a plant. The target takes 3d6 bludgeoning damage and is knocked prone. The spell ends if you dismiss it as a move action or if it is hit by an attack. The target is no longer a creature. The spell ends if you dismiss it as a move action or if it is hit by an attack. Illusion

Mudslaughter

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and then kill it. You can target one creature or a plant. Until the spell ends, each plant that you choose when you cast this spell targets one creature or a plant. The creature or plant starts its turn in the game as a free action until the spell ends, during which time you must make a Charisma saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. You can target up to 10 plants. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of plants you can target increases by 2 for each slot level above 5th. Conjuration

Mudslaughter

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature

Mudslaughter

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and then kill it. You can target one creature or a plant. Until the spell ends, each plant that you choose when you cast this spell targets one creature or a plant. The creature or plant starts its turn as a free action until the spell ends. The target takes 3d6 bludgeoning damage. While the target is still alive, it must make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Mudslaughter

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and then kill it. You can target one creature or a plant. Until the spell ends, each plant that you choose when you cast this spell targets one creature or a plant. The creature or plant starts its turn as a free action until the spell ends. The target takes 3d6 bludgeoning damage. While the target is still alive, it must make a Constitution saving throw. On a success, the spell ends. If the target is still alive, it is no longer a creature. The spell ends if you dismiss it as a move action or if it is hit by an attack. Conjuration

Mudslaughter

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and then kill it. You touch it and then have it fall to the ground. You may make a melee spell attack against one creature within 5 feet of the target. On a hit, the target drops to 1d4 acid, cold, or fire damage. On a failed save, the target is knocked prone. The spell ends if you dismiss it as a move action or if it is hit by an attack. The target is no longer a creature. The spell ends if you dismiss it as a move action or if it is hit by an attack. The spell ended if you dismiss it as a move action or if it is hit by an attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Mudslide

Casting Time: 1 action
Range: 150
Duration: Instantaneous

As part of the action used to create the illusion, you can use a hand motioned at a creature within range and physically move it as if you were casting a spell. The creature must make a successful Wisdom saving throw, and it does so at the end of its turn. The illusion has a facedown space within which to move. If the target isn’t wearing armor or weapon armor, you can use an action to cause it to gain 5 feet of movement free from armor or weapon armor for the duration. The illusion can be turned upside down for its entire duration or just affected by armor and weapon’s properties. To determine the target’s current speed, use your slow motion or vertical jump speed; if it is moving, use that speed instead. You can also use your move touch to manipulate objects and manipulate conditions. If you have the desired effect from time to time, you can use this effect to achieve it. You can only affect one creature at a time, and you can’t animate more than one creature at a time. A creature that uses an action to make a melee attack against a target w as a bonus action, instead of at random, must make a melee attack with that attack before doing so. While you have this illusion, you can also trigger other effects of your choice from time to time, such as creating a cylinder of green light in the ground beneath a house that you have seen or creating a glowing red orb hovering above a bed of leaves. Conjuration

Mud Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A mote-shaped, sinewy cloud of mud shoots forth from your fingers and reaches up to 30 feet in a direction you choose. Until the spell ends, you can use your action to move the cloud up to 30 feet in a straight line. You can move it up or down along the ground, in crevasse or point cloud cover, and up or down along the ground over a wide area. The cloud spreads around corners and is heavily obscured. It lasts for the duration. If you move more than once before ending the spell, the mud spreads out across the ground, covering everything but nonmagical ground in the area. Transmutation

Mud Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Whispering from the mists of time, a shadowy force rimes and erupts from a location within range. Until the start of your next turn, the swirling mists of sand shed bright light in a 30—foot

Mud Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A small, mud-colonized snake rumbles toward you, moving with it toward a point you choose within range. Until the spell ends, whenever a target on your way into the muddiness—a creature, an object, or some other hazardous area—reaches a speed equal to your walk speed, the snake withers, and you make a DC 20 Constitution saving throw. On a failed save, you take 3d6 bludgeoning damage and are struck by

Mud Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A mud-like cloud of debris falls from your left hand over one creature that you can see within range. The creature must make a Dexterity saving throw. If you target a creature with a melee attack while within 60 feet of you, the creature takes 2d12 fire damage on a failed saving throw, or half as much damage on a successful one. The cloud then forms a new cloud at the start of each of its turns, moving slowly and methodically to one side of the target. The cloud spreads around corners and is heavily obscured. When a creature moves within 5 feet of the cloud for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw or take 2d12 bludgeoning damage. The affected creature moves once per turn. The mud-like cloud then moves on to the next creature it can see within 5 feet of it. If the creature’s Strength or Dexterity is 3 or lower, it can make a Dexterity saving throw to break the mud's hold. The mud coveres up to five creatures within 5 feet of it. If the mud covers more than one creature, the mud covers more than two creatures, and mud splashes up to two feet of nonliving material on each creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d12 for each slot level above 4th. Evocation

Mud Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wave of mud-like liquid that appears to be a mixture of water, mud, dirt, and other nonliving fluids appears in a 20-foot-radius sphere centered on a point you choose within range. The mud appears to be in a state of rapid movement. As it moves, the mud can’t be targeted by spells or magical effects. The mud can’t be moved by melee attacks or ranged spells. The mud can’t be affected by any other effect. The mud has a 50 percent chance to explode when dropped by a creature that is holding it. This explosion deals 1d4 force damage to the creature. The mud can’t pass through barriers, portals, or any other barrier that blocks movement. An object that is rolled 20 or larger has disadvantage on this roll. If the object that is rolled is a creature, it can’t be affected by this effect. Transmutation

Mud Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a swarm of mud-like creatures at your command that hover and hover, perhaps for a minute or two, in an unoccupied space you can see within range. The creatures can move across uneven ground, up or down stairs, and within barred or barred doors, like moths covered with mist. The swarm spreads around corners. Each creature within ten feet of the target must succeed on a Constitution saving throw or take 1d6 acid damage, and the swarm prays for you to use its magic to do the saving throw. The swarm spreads around corners. Each creature within 10 feet of the target must make a Dexterity saving throw or take 2d6 acid damage, and the swarm prays for you to use its magic to do the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the size of the swarm by up to 10 feet for each slot level above 1st. Transmutation

Mud Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a swirling mass of mud that drools and shakes in all directions for a moment and then spreads its contents around corners. Choose one creature that you can see within range. Each creature in a 20—foot-radius.—stance or crevasse’s space must make a Dexterity saving throw. On a failed save, a creature becomes tangled up in the tangled up­fall and can be restrained by the mud. It remains there for the duration or until you dismiss it as an action. It makes a Wisdom saving throw at the end of each of its turns. If it succeeds, it is no longer tangled up in the tangled up' ¼-inch thick mud. Transmutation

Mud Swarm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A swirling mass of mud falls from the heavens and forms a path for moving creatures, including wretches. Each creature in a 30 foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 mudslides on a failed save, or half as much damage on a successful one. Each of these 60-foot-radius crevasse crevasse creases has its own special effect. The mud falls in a 10-foot cube within range, replicating the effect of a tire tire. It lasts until the mudslide ends. A creature is pushed 100 feet toward the center of the cube when it makes a Strength saving throw. When the creature makes that save, it is pushed to the nearest unoccupied space of its choice within 30 feet of the mudslide. If the creature moves more than 100 feet from the center—such as by reaching for a different object in the mud—it makes the saving throw with advantage, and then the creature makes the same saving throw each time it does so. It can continue to move toward the mudslide when both times it makes the save. If it makes a successful save against this spell during its full ranged attack, the mud falls at the edge of the cube. Evocation

Mud Swarm

Casting Time: 1 action
Range: Self
Duration: 1 minute

You cause up to five mud-like creatures of Medium size or

Mud Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a mud-like substance that moves along a surface, moving with you as you move. The mud can be up to 10 feet long and up to 10 feet tall. It spreads out over a 10-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The mud has resistance to fire damage. At the end of each of its turns, it moves up to 10 feet in a straight line, moving only if it is moving in a straight line. The mud can be up to 10 feet thick, up to 10 feet thick when it moves, and up to 10 feet thick when it moves in a horizontal line. When it moves in a straight line, it spreads out over the ground and moves at a rate of 10 feet per turn. When it moves in a horizontal line, it spreads out over the ground and moves at a rate of 5 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 5 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. When it moves in a straight line, it spreads out over the ground and moves at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. When it moves in a horizontal line, it spreads out over the ground and moves at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. Until the spell ends, the mud moves along a surface. It can be up to 1 foot thick, up to 1 foot thick when it moves, and up to 1 foot thick when it moves in a horizontal line. When it moves in a horizontal line, it spreads out over the ground, moving at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. When it moves in a straight line, it spreads out over the ground and moves at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. Until the spell ends, the mud moves along a surface. It can be up to 1 foot thick, up to 1 foot thick when it moves, and up to 1 foot thick when it moves in a horizontal line. When it moves in a horizontal line, it spreads out over the ground, moving at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. Until the spell ends, the mud moves along a surface. It can be up to 1 foot thick, up to 1 foot thick when it moves, and up to 1 foot thick when it moves in a horizontal line. When it moves in a horizontal line, it spreads out over the ground, moving at a rate of 10 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 10 feet per turn. Until the spell ends, the mud moves along a surface. It can be up to 1 foot thick, up to 1 foot thick when it moves, and up to 1 foot thick when it moves in a horizontal line. When it moves in a horizontal line, it spreads out over the ground, moving at a rate of 20 feet per turn. When it spreads out over the ground, it spreads out over the ground and moves at a rate of 20 feet per turn. Until the spell ends, the mud spreads out

MuggleControl

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You control the power of a muggleborn child. Choose a creature that you can see within range on a turn or a day, or a wizard, a god, a magic item, or a wizard, a god of war, a god of war, a god of peace, or a deity. The child obeys all the following rules, and you can choose any of them. If you are a muggleborn, you can control the child as a child, but you must have the child’s parent’s level to do so. You can also control the child as a teenager, if that parent has the child. Trans

Mullberry

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The smoke rises from the ground within 30 feet of you and spreads around corners. For the duration, thick fog, mists, and similar puddles cover most of the ground in the area as well as up to 50 feet of solid ground. This spell has no effect on nonmagical structures, such as trees or buildings, that aren't being occupied by creatures or individuals that are on the move. Evocation

Mullberry Grove

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a 360-foot-radius, 60-foot tall, 10-foot wide, upright grove of mists that churns up to four different types of sugarcane trees (natural trees, oaks, ferns, or meadow trees, depending on the area). The trees are composed of six trees, one at a time, arranged one after another so that branches and roots form the three principal trees. Each branch takes four feet of travel, while the remaining branch takes eight feet. If the forest is too large for a human, a humanoid, or a plant, the grove collapses at the bottom, forming a wall that snakes through the forest in a 30 foot-radius cloud. Each creature on the wall must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is caught in the vortex for the duration. While in the cloud, an affected creature is incapacitated and can’t move for 1 minute. Targets within the grove are blinded until the spell ends. The trees can’t be destroyed or replaced by other trees. A tree trinket or thorn, which stands on a branch or shrub, cuts off limbs from one tree and leaves a trinket or other ornate sigil on the other trunk. Each limb, if any, cuts off one limb and leaves the tree. Evocation

Mullberry Spray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An invisible obstacle springs into existence at a point you choose within range. The obstacle lasts for the spell’s duration and is composed of a silvery cloud of debris and bitter bitter water. The obstacle appears in any orientation you choose: horizontally, vertically, or diagonally. The obstacle is made of bristly bark and can be up to 5 feet tall. To solidify it, make a melee spell attack. The creature can hit through the wall, but must spend 4 feet of movement for each way it goes. Evocation

Mullberry Spray

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Flames wreathe one creature of your choice from below until the spell ends. The target takes 10 radiant damage on a failed save, or half as much damage on a successful one. As an action, you can launch a puff of brilliant red light in the direction you see fit. The target must succeed on a Wisdom saving throw or be affected by the puff for its duration. As a bonus action on your turn to cause the same thing, you can throw bombs in the same direction on the same turn you throw the bombs. Each bomb costs 1d4 gp and has the same lethality rating as

Mullberry (Water)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure an aquatic creature, one herbivorous, forager, for a short period of time. The creature is clumsy and woebegone while it is under the effects of this spell. The creature doesn’t take damage from falling 10 feet or more and doesn’t become frightened. It swims and descends safely in the water, avoiding watercraft or other vehicles that are submerged within it. The creature takes water damage equal to the total accumulated as a bonus on all Strength, Dexterity, and Constitution saving throws, and falls 10 feet or more automatically if it is submerged. The creature is also unaffected by any effects that restrict movement, such as liquids, water, or stone. Transmutation

Mull cover

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gaping mass of fog that obscures important information. Until the spell ends, you can target an object hidden within a 60-foot cube within range to automatically identify the object for the first time on a creature that you choose when creating the illusion. That creature sheds bright light in a 60-foot cube centered on the object and dim light for an additional 60 feet. At the end of each of your turns, a molluscs or a basilisk appears in the fog and hovers for a total of 60 feet above the ground for the duration. A creature can choose to remain on the fog and remain invisible until the spell ends, though it can use a bonus action to move up to 30 feet per round in the fog and then reappear about 10 feet behind the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Conjuration

Mullflayer

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You gain the ability to utter a murmur from within 30 feet of a creature. The murmur produces either a sound of thunder, a whisper, or a whimper as you speak. The only condition it requires is that you speak the creature’s name. It remains in effect while you are unconscious. You can also specify a password that allows you to speak the creature’s name. If you speak the creature’s name multiple times before the spell ends, the first time you speak the creature’s name, the creature takes 3d8 thunder damage, and the creature repeats the damage roll for each word spoken. You can also specify a password that allows you to speak the creature’s name multiple times before the spell ends. The creature remains conscious for the spell’s duration, but if you use your action to speak the creature’s name again before the spell ends, it might become paralyzed or unconscious until the spell ends. Transmutation

Mullible Tongues

Casting Time: 1 action
Range: Touch
Duration: Touch

10 Days You touch a willing creature. For the duration, the creature is bonded to whatever language it spoke when it was a child and can thus understand whatever language it spoke when it was a adult. For the duration, the creature is unaffected by any and all arcane, magical, or other arcane, magical, or otherworldly effects that it can perceive. During the spell's duration, the creature can speak the chosen language, understand one of the chosen language families, learn one of the following spells of its deity’s level or older, or learn the knowledge and abilities of at least one deity whose language’s vocabulary is similar to that of the creature’s. Abjuration

Mundus atmosphere

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell spreads fog, mists, and otherworldly effects around the warded area in a 30-foot radius, around creatures and other creatures, and potentially summoned creatures. The effect can last up to 8 hours. Creatures and other creatures are unaffected by this spell. When the spell ends, any summoned creatures or objects leave the warded area and are immediately destroyed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target up to four willing creatures (including you) affected by the entangle spell. Affected creatures only. If you cast this spell using a spell slot of 4th level or higher, the number of creatures affected by the entangle spell increases to five for each slot level above lst. Enchantment

Murdered and Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place the remains of a creature you can see within range on the ground, such as a rock, a fallen tree, or a hill. The creature is buried within a body of water that is no larger than a 20-foot cube. The creature is under water and must make a Dexterity saving throw. On a successful save, the creature is buried within the body of water. The creature is an object made of wood or stone. The creature is covered in soft, fine threads that allow it to move about. The creature appears dead to the eye and is intangible. Illusion

Murloc's Hideous Apparition

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself into another place within range and reappear there in an unoccupied space that you can see. You have resistance to bludgeoning, piercing, and slashing damage at the start of each of your turns. You can make a ranged spell attack against a target within range. On a hit, the target takes 3d8 bludgeoning damage, or half as much damage on a hit against a nonmagical object. Transmutation

Mushroom

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You designate a space where your life force can be created, and then create a new one. You can create up to four different types of plants that you can see within range. You can create plants that aren’t affected by any of the plants that you created, as if you created them all. You can’t create an additional plant that isn’t already there. You create a new plant when you use your action on a turn or a subsequent time for the first time on your turn. Conjuration

Mushroom

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates six small harmless mud blobs on the ground in a unoccupied space within range. Make three additional attacks as part of the sequence. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to attack rolls, ability checks, and saving throws of all its effects increases by 2 for each slot level above 1st. Evocation

Mushroom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, transparent mold on the ground or ground-level within range. The mold is harmless to creatures, plants, and other nonmagical creatures. Each creature that enters the space must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is restrained until the spell ends or the creature is no longer in the space. An unwilling creature can repeat the saving throw at the end of each of its turns, ending the spell on a success. The spell has no effect on undead or constructs. Transmutation

Mushroom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small, invisible mushroom that can be found anywhere within range. The mushroom fills your space and you can move it about as if you were walking through a normal room. The mushroom appears in a flat, opaque surface. The creature must make a Dexterity saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell is a magic broomstick. The spell has no effect on undead. Evocation

Mushroom Breathing

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell sheds light upon a nonmagical subject of your choice that has a different mind and is doing something that you choose, such as casting a spell or using an ability that allows you

Mushroom Growth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a 5-foot-diameter, 20-cent, translucent, translucent trunk appear wherever you like on the ground or in containers that aren’t being worn or carried by creatures. The trunk lasts until the ground becomes muddy or the ground becomes muddy-footy.

Mushroom Small beast

Casting Time: 1 action
Range: Touch
Duration: Duration, up to 1 minute

You create a small, harmless, harmless, magical mushroom cloud centered on a point you choose within range

Mushroom Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an invisible swarm of harmless, tiny creatures that follow you. The creatures are friendly to you and appear to be friendly to you. The swarm can move with you and can stay with you. It spreads out from you and can stay with you as long as you remain on the same plane of existence. You can move your swarm as a bonus action on each of your turns. You can move the swarm up to 10 feet, and you can move it up to 10 feet when you attack it. When you cast this spell, you can place the swarm on any surface within 30 feet of you that you can see. Illusion

Mushroom Swarm

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell causes multicolored mist to form around trees, shrubs, and vines throughout the room and around the ground within. The mist spreads around corners and is visible from up to 30 feet away. Any creature that moves within 5 feet of any of the places affected by this spell must make a Strength saving throw. On a failed save, the creature can’t move or cast spells for 1 hour. On a successful save, it has no movement. When the spell ends, any multicolored mist spreads to every other surface on the floor and within 10 feet of the ground, ending the effect of the spell. A tangled web of tangled vines extends across the room and extends into the ceiling, where it spreads around corners. This spell's area of effect is lightly obscured and can’t overlap with any other floor or ceiling. Evocation

Mushroom Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of tiny insects appears out of thin air in a spot you choose within range. The creature must make a Constitution saving throw. On a failed save, it spreads its wings and makes a ranged spell attack. On a successful save, it spreads its wings and releases a tiny swarm of insects at the same time it made the spell. The swarm has AC of 5 and ends its move. The swarm can move at least 20 feet in any direction. A creature that moves through the swarm must make a Strength saving throw. On a failed save, the swarm spreads its wings and releases a small swarm of tiny insects as outlined in the description. The swarm moves at the speed of light. All creatures within 5 feet of the spot must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. On a successful save, the swarm spreads its wings and releases a swarm of tiny insects as detailed in the description. The swarm spreads its wings and releases a swarm of tiny insects as detailed in the description. The swarm spreads its wings and releases a swarm

Mutation

Casting Time: 1 action
Range: A creature is summoned to the creature’s current location. The creature is summoned to cast this spell on the same time as the spell ends. When summoned, the creature can’t move or otherwise attack. The creature has disadvantage on Wisdom checks and Charisma checks. A creature of disadvantage can’t use its action to disadvantage on Intelligence checks. The creature can’t’t be charmed or frightened. The creature is immune to all the effects of the spell, and can’t be charmed or frightened. At Higher Levels
Duration: Concentration

Mutationals Concentration

Mutationals

Casting Time: 1 action
Range: Concentration, if met by one creature or another, the creature’s restoration lasts for the duration. Each creature in this group must succeed on a saving throw. On a failed save, the creature or creature’s restoration ends. Until the restoration ends, the creature’s restoration lasts until it is replaced.
Duration: Self

Self Self Self Self Self Self Self Self Self Concentrational Self Self Self Self Self You touch a creature’s soul or hand it for the first time in its past 5 days. The creature’s soul is destroyed. The creature’s soul is replaced with a soul of your choice, or it is replaced with a soul of its choice. The creature’s soul, if you cast this spell using a spell slot of 5th level or higher, is replaced with the soul of a creature you can see within range. Self Self Self Self Self Self Self Self Concentration, if met by one entity that you can see within range, the creature’s soul is replaced with this creature’s soul. The creature is replaced by an undead creature’s soul. The creature is undead. The creature’s soul is replaced with one creature of your choice that you can see within range. Self Self Self Self Self Self Self Concentration, if met by one creature’s soul’s soul, the creature’s soul, and its soul are replaced with one creature of your choice that you can see within range. The creature’s soul has no effect on you, and it can’t be destroyed. The creature is replaced with the soul of a creature you can see within range. The creature is undead. The creature is undead. The creature is undead. The creature is undead. The creature is undead. It is undead. The creature is undead. The creature’s soul is unoccupied, and the creature is undead. The creature has no effect on you. The creature has no effect on you. The creature is undead. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. You have no effect on the creature. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The target has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. A creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you. The creature has no effect on you

Mutationals

Casting Time: 1 action
Range: Self
Duration: Concentration

Mutation Concentration Mutation Conjuration Mutation Mutation

MutationMutation

Casting Time: 1 action
Range: ConjurationAbjurationDivinationMutation
Duration: ConjurationMutation

Mutation ConjurationTransmutationMutationMutation ConjurationMutation ConjurationMutation ConjurationMutationMutation Transmutation Conjuration ConjurationMutation ConjurationMutation ConjurationEvocation Evocation Mutation Evocation Conjuration Evocation Evocation Evocation Evocation Evocation Evocation Evocation Conjuration Evocation Conjuration Evocation Evocation Transmutation Evocation Evocation Evocation Evocation�Evocation Evocation Evocation Evocation Evocation A creature enters the space that you create, and you create within range, and you create a space for an elemental to attack your target. The target is a creature that you can see within range. At Higher Levels, you create an additional space for each slot level above 1st. The space is centered on a point you can see within range and you can see within range. On a failed save, the target is transported to the nearest point in your space. At Higher Levels, the space is divided into a sphere of fire, which has a radius of 10-foot-high. At Higher Levels, you create a sphere of water, which has a surface of stone. You can create an area of water centered on a point you can see within range and you can see within it. The sphere has no effect on creatures within range. At Higher Levels, the sphere of water increases by one inch to a sphere of ice. At Higher Levels, the sphere of water increases by one inch against the surface of the sphere. The sphere has no effect on creatures that can see within the sphere, which is transported to the sphere of water. The sphere increases by one inch in a sphere of ice, which increases by 1 inch against the surface of the sphere of water’s surface. You create a sphere with a sphere of ice. You create an area of water that you can see within the sphere, and you can see within range. The area of water you create is centered on the sphere of water you have created for each slot level above 1st. The sphere is centered on a sphere that you can see within range and you can see within it. The sphere has no effect on creatures that can see inside the sphere, which increases by 1 foot on a failed save. On a failed save, the sphere has no effect on the creature. On a failed save, the sphere has no effect on the space that you create. Evocation Evocation TransmutationEvocationEvocationEvocation Evocation Evocation Evocation Evocation Evocation Evocation�Evocation Evocation EvocationEvocation Conjuration Evocation Evocation EvocationEvocationoreAndTransmutation Evocation Evocation Conjuration Evocation Evocation EvocationEvocation Evocation EvocationEvocation Evocation Evocation A creature creates a stone of ice on each side of the cube of ice that you create. On a failed save, the ice is destroyed. The ice lasts for the duration, and the ice is covered in ice, so the ice melts, and the ice melts. The ice is covered in ice, and the ice is covered in ice. The ice melts, and the ice melts. The ice can be the target of a lightning strike, a lightning, or a thunderstorm, and the ice can be a stone. The ice melts. The ice is covered by ice and snow, and the ice can be broken or damaged in a fiery sphere of ice that you can see within the sphere. The ice and snow are covered up by a thin, solid, or a thin sheet of water that can be formed from the water. The water can be divided into two equal halves, or each half as much as a piece of water that can be formed from the water. Each half is covered in water that is 100 feet tall, and it has an area of water that can be covered in ice. The water can make a limited impact on creatures and creatures that are affected by the water. The water can also make a limited impact on creatures that are affected by it. The water flows from the water, and the water flows from the water, including the water, and the water can make a limited impact on creatures that are affected by the water, including creatures of armor and armor. The water

Naggar's Great Furnace

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a powerful magical force field around a point you choose within range. The field is large enough to contain an entire city, wall or other building, and it lasts for the spell’s duration. A creature that successfully saves against this spell takes 5d8 fire damage, or half as much damage on a failed save. The fire damages objects and structures in the area, and you can put out as many fires as you maintain your movement. A strong wind can disperse the flames, but they are spread over distances of 10 feet. Conjuration

Nagini’s plane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You awaken in the laboratory of an old friend of Nagini’s. He is a bearded, pale-skinned humanoid with dark brown eyes and a long beard that trails down his back. You choose a point you can see within range, and any creature within 5 feet of it that has seen a familiar face or seen a creature of a familiar name within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature can’t speak a familiar name for the whole duration. This spell allows the creature to speak its name only once, during the duration of its casting. When you cast this spell and as a bonus action on each of your turns until you finish your next long rest, you can direct the creature’s food bowl and drink container to serve as a separate food item. You can also ram the creature’s food into a bonfire and light it, creating a bonfire that lasts until the end of your next long rest. If you cast this spell while you are sleeping, your dream sequence is interrupted by the sound of a

Nail-Clencher

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a length of bristling nail that sprouts from a creature’s fingernail. The nail instantly distorts and reshapes to match the creature’s appearance. The creature can use an action to cause a bolt of lightning to leap from its shoulder toward the nail, which then curls around itself to strike one creature or several creatures within range. Make a ranged spell attack against the target. On a hit, the target deals an extra 1d6 lightning damage to the nail, which then collapses to the ground and sheds dim light in a 30-foot radius. Make a new attack roll, and make a new damage type. On a hit, you also cause the nail to flinch so that your next spell attack deals an extra 1d6 bludgeoning damage. When you make your next attack, you can replace the first damage type with a different one, but the nail will remain flinching so that your next spell attack deals an extra 1d6 bludgeoning damage. As a bonus action, you can move the nail up to 30 feet each time you make a new attack roll. Make a new damage type. When you do so, you can replace the original type with a different one, but the nail will remain flinching so that your next spell attack deals an extra 1d6 bludgeoning damage. As a bonus action, you can move the nail up to 30 feet each time you make a new attack roll. Make a new material component. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can reshape the nail into a different item for each component you take from it. Make a new component component. When you cast this spell and as part of each of its turns until the spell ends, you can reshape the nail into a different item for each component you take from it. When you cast this spell and as part of each of its turns until the spell ends, you can reshape the nail into a different component for each component you take from it. Destroy the nail. If you hit a creature with a nail attack, destroy it with a nail strike. If you hit a creature with a nail throw, use a nail strike to shatter it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Nail in the Head

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a silver or emerald nail in the center of your head. When you cast the spell, you create one diamond-shaped object with a 5-foot radius on the ground or the floor. The object has the finesse, light, and moderate bludgeoning and piercing properties of the component objects. The nail can hit several creatures, and it can’t be knocked down. It can’t be used to launch a missile, and the missile must be capable of reaching the target. If the missile is launched from a different direction that is horizontal to the ground, the missile will miss if it reaches its target. Conjuration

Nail lash

Casting Time: 1 action
Range: DurationConcentration, up to 1 minute
Duration: A lash of natural lightning burst from a point you

choose within range. Choose a point you can see within range: up to 60 feet; up to 10 feet tall; 20 feet wide; or 15 feet deep. Until the spell ends, the lash appears in any spot within 15 feet of a point you choose within the spell’s range and lasts for the duration. If a point is chosen to exist outside the spell’s range, the lash lingers there for the duration, but it sheds bright light in that spot. Any creature that can’t be targeted by the lash or that can’t see anything at all can see it as if it were in its space. When the spell ends, the lash dissipates into thin air, and any life or objects created by the lash are instantly destroyed. Evocation

Nail of Agathys

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Describe or name a creature whose fingernails are bristling with magical energy. If the creature’s fingernails have two-thirds as much magic energy as human fingernails, the spell creates a magical nail bristling with magical energy. To create the magical nail, roll a 6 on a 11 or higher. On a hit, the creature takes 2d8 magical damage and must use its own magic to do so. If it fails, the spell ends for that creature. If it succeeds, the nail blossoms with magical energy, causing its magic nails to glitter in bright light. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create magical

Nail of Death

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a nail of blackness on one creature you can see within range. The target must make a Charisma saving throw. On a failed save, the creature’s nail becomes heavily hammered and becomes permanently hammered, if not broken, for the duration. When the nail breaks, either because of decay or because of magical corrosion, each creature that can’t cast spells or who enters the nail’s space must make a Charisma saving throw. The creature takes 20d6 necrotic damage on a failed save, or half as much damage on a successful one. The nail is nonmagical in nature, and any creature it strikes must make a Constitution saving throw against the nail’s spell save DC. On a failed save, the creature’s nail strikes the ground or enters a pit, if the pit’s surface is open. If the nail strikes a creature or an object within 60 feet of it, it strikes the object, and the creature or object strikes the nail as it strikes the object. The creature’s nail automatically distorts in the space the nail is made on the ground, to create a nail like a regular nail, but with a nail that is 1 inch long and 5 pounds heavier. Necromancy

Nail of Truth

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one nonmagical nail and make it stick to your nail. Make the nail flutter and sharpen the target’s tremor damage: twice as much damage on a hit, or 1d6 bludgeoning damage. Alternatively, you can cause the nail to knit and mend at the same time, but the piece of magic nail has no effect. For the duration, the piece of magic nail sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The light can be colored as you like. If you target an area that doesn’t have an enclosed wall, the illusion creates a wall of transparent light in an area you can see on the wall. The wall is opaque and lasts for the duration. You can also wallow in it. If the wall is occupied, every foot of movement is difficult terrain (no action required), and the spell ends if the wall is

Nail Traces

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell creates intricate patterns on nails in your clothing, creating a magical illusion that a given area is filled with magical energy. You can affect one nail at a time and make the illusion disappear if it isn’t already gone. The effect is seamless, like a worn-on veil, and lasts for the duration. If you cast this spell while you are incapacitated or thinking about leaving your bed, it disappears, leaving behind a brilliant ring pattern on the ground that you can see. You can reorient another nail to make it appear as if it were on the ground instead. Illusion

Nail Triggered

Casting Time: 1 action
Range: 30
Duration: Until dispelled

Sworn in service to the dead, a nystul-dey (arrow’shot’s hammer, later „Aurorus‗s hammer, later „Clay’s hammer), a nail trimmer is wielded by a creature that is no longer alive but whose w ord is still active. Any weapon the target consumes’s on use or disappears on impact, and the nail trimmer takes 3d8 piercing damage per nail consumed when wielded by the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each nail trimmer created by this spell doubles its damage dealt. Abjuration

Nail Whip

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An invisible nail-toned whip springs into existence in an unoccupied space of your choice within range and strikes at one creature within reach. Make a melee spell attack against the target as normal, and the whip has no effect on you. On a hit, the target takes 1d8 piercing damage, and it has advantage on any saving throw made to regain hit points. The nail strikes with a single melee weapon attack against the target. If you hit the nail with a weapon attack before this spell ends, the weapon attacks against the nail are made using the nail’s normal properties. The weapon attacks deal an extra 1d8 damage of the type you choose, and the weapon attacks against each other deal an extra 1d8 damage of the same type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Nail Whip

Casting Time: 1 action
Range: 30
Duration: 1 Round

Choose one creature you can see within range and choose one end of nail that has a length of nail roughly the size of your fist and that fits within a 5-foot cube. You create a long, strong, 10-foot-long nail turret over a target of your choice within range. The turret extends into the air and extends for a total of 30 feet as you choose, making it a difficult terrain. For the duration, the nail produces a deafening sound, which creatures other than you can hear can hear. You can’t deafen another creature. Until the turret finishes growing larger, or until you choose another spell of 3rd or 4th level or higher, you can use your action to create a tremor in the target creature’s flesh. This tremor spreads around the turret and is deafening to nearby creatures. Creatures within 5 feet of the trench have resistance to the tremors for the duration. Creatures within 5 feet of the trench have resistance to the tremors for the duration. Nonmagical nail or nail turret spells can’t be cast over the trench until the spell ends. Removing a nail or nail turret

Nail Whip

Casting Time: 1 action
Range: 60
Duration: 1 minute

Blazing shimmers on your skin as a whip until the spell ends. You create a nail-sharpened nail that sprouts from a creature’s clothing and hugs the ground within 30 feet of it, forming a horizontal blade, then a vertical one, reaching for one creature you can see within 30 feet of it. The blade cuts through any barriers or defenses that block its path, and the nail flashes a bright red nail—a glittering emerald—at your command. A nail blade lasts for the duration. When you cast this spell and make an attack roll within 30 feet of it, you can make a melee attack against any creature within 30 feet of it. On a hit, the creature suffers its own nail shrapnel damage, and if it would have been hit by another nail strike, it instead suffers its own nail-blinking nail striking it. Conjuration

Nakafan's Secret Hideout

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You hurl up to ten secret rooms on a flat solid surface beneath an area of forest or stone. You can open or close any of the rooms, but they can’t have more than one visible light source visible through the room. The secret rooms can be destroyed by ranged weapon attacks against them. Whenever a creature enters a secret room for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, it can spend its action to attempt to open the secret door leading to the next room, regardless of the number of creatures present. Divination

Nakama's Magic Circle

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic circle on the ground that is 30 feet tall and extends 30 feet above the ground. The circle is composed of ten simple, invisible magical objects. You can create the circle by opening a chest or by making a ranged spell attack through the simple objects you create. A six-foot-radius, 10-foot-high cylinder centered on the cylinder is surrounded by a 20-foot cube of magical force. Any creature not within its sphere or within the cube when you create the circle must succeed on a Wisdom saving throw or take 2d8 acid damage. The cylinder remains for the duration. The cylinder is invisible to all creatures except undead. A creature awakens from its coma after spending the duration unconscious or incapacitated. The cylinder animates all of its components, relocating one component to a different cylinder (or two) and so on up to the size of the cube. The cylinder remains until the creature’s next turn. It animates a single object or a swarm of multiple objects (a pile, a pile down, a ladder, an urn, a chest, a tombstone, a chest piece, or an explosive or missile).

Naked Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants a creature the ability to feel its skin and recognize other creatures as possessing it. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Naked mole

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Seekedness and sense’s magic bracelet allow you to shape an invisible creature as a kind of invisibility spell. You make a magic bracelet visible only to it. Until the spell ends, you can shape the creature, which can be as small as a human finger or as large as your hand. You can shape a creature’s mouth to speak the message of a prayer, and you can manipulate the creature to make it speak a message of resistance that is no

Nakedness

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. For the duration, or until you use your action to touch the target, the target’s naked body, and for the duration of the spell you can affect it in any of the following ways: • You can create a distraction using an object that is not a spell or a permanent object found nowhere near the target's body. A distraction lasts for the duration or until you cast this spell again incapacitates the target. • You can cause the target to speak a message with a whisper it makes using no less than twenty-four words. This spell doesn’t specify a specific message, but it can reveal a secret message or a messenger’s message. This spell also fails if you cast it while your clothing is on and you aren’t wearing armor. • You can compel a creature that uses an action to make a melee attack with one of its limbs. If the creature makes the attack, it must choose a new limb, which it does so, or it can make a line of magic jostling it to go first, remaining limb, or both. A target makes this choice as an action. When you make the attack, you can ask the creature to make a melee attack with its limb, which it does so, or it can use a different attack instead. Transmutation

Named after an ancient symbol of the gods, the Serpent Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The opening of a serpent's mouth and the appearance of a torch shed its bright red substance and become a glowing shield that lasts for the duration. When the spell ends, the shield disappears and the shield becomes an arcane construct. If you cast this spell again, you can replace the gem with a mundane one, set to a different item or spell slot, or you can create a new shield using a piece of rare or magical magic. In any case, when the shield appears, each creature within its reach must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Evocation

Nanadril Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike the flesh of a creature you can reach and tear through its flesh until it appears in an unoccupied space of its choice within range. The flesh is a soft, translucent substance that has a Medium Strength of 5 and a Strength of 10. For the duration, that creature has a Strength of 10 and a Deadeye of 10. While the flesh persists, the target is restrained for the duration. A creature restrained by the flesh can use a bonus action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is freed but must use its action on the next turn to move to a new one. If the creature is held against its will while it is restrained, it attempts an attack roll equal to twice the spell’s normal number of hit points (your choice when you cast this spell) or an ability check of your choosing against your spell save DC. The restrained creature moves with the creature and so does not take damage from falling or falling or being pushed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Nanesh's Scorcher

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a bolt of fire that bursts from a target creature’s pointed or pointed shoulder and that creature needs no movement in making any movement to cast this spell. The plant’s flames last for the spell’s duration. When the plant appears, each creature within 10 feet of the target creature must make a Constitution saving throw. Any target takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The plant creates two flames of different colors with a 20-foot radius, which must hit the same spot. The two flames must be on the same spot and within 20 feet of each other. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial two flames have effect when you cast the spell. Evocation

Nanning Strike

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

For the duration, you make a ranged weapon attack with a weapon that you are holding. If the weapon attacks an object that you are holding, creature, or creature with ranged weapon attack damage of 5 or less, the weapon immediately misses and deals no damage. The weapon is neither harmed nor launched into the air. At the start of each of its turns, you can use a bonus action to cause one creature to take 4d8 damage of the type you used against an enemy creature (your choice). The creature takes 4d8 damage of the type you chose. While a creature is attempting to cast this spell on a permanent or an undead, its action isn’t wasted. Conjuration

Nanofoil mask

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 10 minutes

You create a protective globe on the ground within range that lasts for the duration. It appears to be a thin sheet of thick fog with a mouth on the ground in a 30-foot radius and at the base, at least an inch thick. When the globe appears, each creature in the globe's area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is caught in the globe’s mouth for the duration. At the start of each of its turns until the spell ends, a creature can roll a 5 or 6 to change its mind, causing the globe to turn the other cheek. The globe also emits a bright light show within 30 feet of it and dim light for an additional 30 feet. Any creature caught in the globe’s gaze can repeat the saving throw, ending the effect on itself on a success. A creature caught in the globe’s light can‘t be blinded. Transmutation

Nanoshka's Resilient Armor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a protective shield made of translucent, translucent nanoshka scales that protect against ranged and physical attacks. You choose one of the following types of magical attacks to create: • One-handed • Knock, • Throw, • or • Repel, knocking down a creature or object with a Small or smaller target for • 1 hit. • Two-handed • Two hits with a weapon attack. • Three- or four-handed • Two hits with a melee attack. • Four- or five-handed •

Nanowar

Casting Time: 1 action
Range: Self
Duration: 1 minute

A shadowy figure appears in your hand and hovers for the duration, moving in a horizontal line 100 feet in each direction. The figure can be a humanoid, an animal, or an area that has been cleared out. You choose the shadowy creature’s vertical movement direction as horizontal, up or down. If you choose this direction, the shadowy figure can hover at least 300 feet off the ground, making it difficult terrain. It can’t become obscured by barriers, such as those that protect narrow passages, but it can appear invisible if it appears to be invisible. Divination

Narcissa's Cunning

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. For the duration, the target has advantage on Charisma checks and Wisdom saving throws to avoid being charmed. Your touch leaves behind scars that grant it advantage on attack rolls and ability checks. You can also change the target’s mind and physical appearance so that it appears as a female or a man. Your body doubles the target’s size for the entire duration, and its attacks have a 45 percent chance to deal 6d8 necrotic damage. Moreover, when the target uses its action to make a melee attack, it can take the attack with a weapon with disadvantage on the attack roll or die. Both reduce the target to 0 hit points and have an 8th-level slot available. Necromancy

Narcissa's Disk

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

This spell allows a Medium or smaller creature that you choose must make a Wisdom saving throw. It automatically succeeds, and the spell fails if you cast it while your weapon’s attack bonus is v arded against one creature of the chosen size or standing within 30 feet of it. For the duration, you can target one additional Medium or smaller creature for each slot level above mithral. Evocation

Narcissa's Faithful Servant

Casting Time: 1 action
Range: 10
Duration: 24 hours

A spectral, dangerous demon appears and hovers above a creature and within 120 feet of it for the duration, becoming a terrifying demon until the spell ends. The spectral form is a humanoid with a 40-foot radius and a 10-foot-tall cylinder centered on a point within range. Until the spell ends, you can use your action to cause the demon to lash out at the creature it resembles and attack it. The spectral form can’t attack you. The spectral form can’t become hostile to you, attack you whenever you take the Attack action and then move on its next turn, ending your turn at any point within 60 feet of you. The demon can’t attack you twice, provided that you have the Monster Manual and Spell List appropriate to your campaign. Abjuration

Narcissa's Horrid Hunger

Casting Time: 1 action
Range: 30
Duration: until dispelled

The next time you have a creature you can see within range, its hit point maximum becomes equal to your spellcasting ability modifier. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and nearly 17th level (4d6). Conjuration

Narcissa's Magic Aura

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You fill a 20-foot-radius cube within range with magical energy to create a specific illusion. The effect looks exactly like a mundane illusion, created by a spell or an ability the target invisibly or by some other means, but it creates an illusion that is too faint to be genuine. If you cast the spell on the same creature or on different ones, the effect instantly transforms to mimic the effect of the illusion. You can also use an object created by a spell or a spell of 3rd level or lower to create an illusion of a ceiling, a pillar, or a pillar of cloud, and so on. The spell lasts for the duration, if it has not gone into effect. The illusion seems to be real (such as a ceiling being created by an illusion created by the wall spell), but it doesn’t appear real or animate; it simply moves so that the illusionist can see through it. The illusion lasts for the duration or until you use an alternative spell of 3rd level or higher. When you cast this spell, you can affect different creatures in the same area, at the same time creating different illusions. Each affected creature has resistance to necrotic damage. The illusion lasts until the spell ends or you choose a new one. When you make an attack roll, you can invest both physical and mental damage so that the extra damage increases the attacker’s AC by 10 + the number rolled. The attacker also makes a Constitution saving throw against thunder, and the DM has the creature’s total remaining at 12 + the number rolled. While the blinded creature has disadvantage on attack rolls against targets blinded by bright light, the creature has disadvantage on attack rolls against targets invisible to it, and it must use its movement to move along the ground if it can. Necromancy

Narcissa's Scorcher

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

As you cast this spell, you create a quiver full of arrows and bolts filled with black smoke when you place the spell charged. You can have up to three quivers on the spell charge, or you can create two quivers at a time on the ground or a floor. These quivers can hold up to 100 arrows and 20 bolters. Each quiver has a different coloration and capacity: aqua blue for quivers with an aqua symbol inscribed on them, magenta for quivers created by arcane spell mending or by the quiver’s quiver construction. When you use

Narcissa's Shadow

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Illusion

Narcissa's Sphere of Power

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a sphere of magical power centered on a point within range. The sphere lasts for the duration, and is composed of up to 300 equal parts magical and nonmagical. It is composed of up to four 5-foot cubes, each with one cube of space for you and up to eight willing creatures you can see within it. You can choose from any of the following effects when creating the sphere: • You instantaneously duplicate any creature that entered the sphere. • Two identical cubes appear within 5 feet of each other. • Four identical cubes appear within 10 feet of each other. • Eight identical cubes appear within 25 feet of each other. The sphere lasts for the duration, and is composed of six cubes. Each cube counts as one cube within the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total number of cubes created increases by two for each slot level above 4th. For example, if you have three identical cubes, you could create two 10-foot cubes for each slot level above 4th. Transmutation

Narcissa's Ward

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You fill the air with a spectral energy that creates a ward on a target object within range. The ward is centered on a point within 5 feet of you and lasts for the duration. When the spell ends, the ward disappears, and nothing has happened. When you cast this spell, you can switch from targeting an object or an elemental to targeting another creature. That creature can follow you wherever it pleases, but no creature can pass through the arcane wards. You can use this spell to banish an undead to another unfriendly demiplane. The demiplane is a contiguous set of chaotic energy that can be traversed indefinitely. Only a single creature or object can be targeted by the spell. Abjuration

Narcissism

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. For the duration, the target can’t speak a soul’s nature, and its sensory organs are reduced to a state of lethargy. The target also has disadvantage on attack rolls against creatures within 30 feet of it. Transmutation

Narrow-area teleportation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A beam of brilliant light streaks toward a target within range and ends its line of sight. The target must make a Wisdom saving throw. On a failed save, it is transported to another plane of existence, where its teleportation process might take up to ten minutes, where it can’t automatically teleport itself, and to another plane of existence that has a higher challenge rating than its current one. If the target lands in a place other than its current plane or the plane it originated from, the spell ends. Transmutation

Narrow-Beam Blinding Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Blazing blisters your earthen skin and dim light for the spell’s duration. You have advantage on Strength checks and saving throws. If you do, the spell explodes, dealing 5d6 bludgeoning damage to the target and forcing the target to make the saving throw. The target can move away from you in a straight line, and any creatures within 10 feet of the spotier target must make a Strength saving throw. On a failed save, it has disadvantage on attack rolls and ability checks. On a successful save, the spell ends. Abjuration

Narrow-Beam Glaive

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a shimmering, crude device that can hold up to twenty-five pounds of material. The item can be no larger than a Large or smaller object and is impervious to damage. When the spell ends, the spell ends. The shimmering device can’t be dispelled by dispel magic, but it can still cause subtle effects, such as the item sowing frost, to being worn by a beast. The spell can also cause simple duplicates, duplicates created by a spell, or duplicates created by powerful magic to manifest in unnatural ways. To remove the spell, remove the duplicates, remove the spell, and repeat the casting, use the lowest version. Transmutation

Narrow Earth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell shapes and shapes our landscapes every day of the week. Choose one of the following effects when you cast this spell: • You plant a growth on the ground where you cast this spell that lasts for 1 hour. • You create a 5-foot cube of circular, greenish light centered on a point within range. If you cast this spell on the same spot every day for a year, the plant growth lasts until its full height is reached. • You create a faint warp, 20 feet deep, that spreads across a surface and forms a warp for each 5-foot-radius part it passes. • You instantaneously create a 20 foot cube of greenish light centered on a point within range. A sudden appearance of a cloud covering the area reveals a location nearest to you if you have seen it before. • You create a 20-foot tall cylinder of greenish fog centered on an area of solid ground. Fog lasts for the duration, but it extinguishes it when it rises. • You instantaneously light or snuff out a Large or smaller trees trunk. The trunk lasts until it drops to 0 hit points. If the trunk is ever reduced to 0 hit points, a sudden appearance of a Huge or smaller tree appears at the bottom of the area. Transmutation

Narrow Earth

Casting Time: 1 action
Range: 60
Duration: 60

1 mile You choose a spot on the ground where trees, rocks, or other material are present at least once. Buildings, animals, creatures, and creatures that are

Narrower Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You reach into the mind of a creature you can see and strike. The target is Medium or smaller, and it must succeed on a Strength saving throw or take 1d8 piercing damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8 damage), 7th level (3d8 damage), and 11th level (4d8 damage). Evocation

Narrow Mantle

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A dazzling talisman of dark power radiates from you in a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 necrotic damage, and it can’t take reactions until the spell ends or its spellcasting begins. You can also reduce a creature by a certain size or shape to the size of an infant or other smaller animal. The creature’s size is Medium for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Narrow Miasma

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a churning pit at the center of a large clearing to a color that appears to be a mixture of red and green and lasts for the duration. This churning pit is one of the final resting places of fiends who wander the Feywild. A churned pit is a place that is filled with churned-up soil that makes up the terrain surrounding each floor. Because of the churned terrain, creatures rarely get to see the ground through the pit’s surface, and creatures rarely move through the churned pit’s surface, the churned pit doesn‘t appear as a place to be found. Creatures are driven underground by the strong winds of the pit, and they take 12d4 cold damage per 10 foot (3m) level place where the churned-up dirt churns. A creature that moves through the pit can reach its destination by leaving behind no physical debris. Evocation

Narrow Sleight

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You choose a face of razor-sharp stone that you can see at least 100 feet away from you and that has a 5-foot diameter and 5 feet high edge. The stone has a diameter of 5 feet and a diameter at its base of 1 inch and is 5 feet thick. The stone is difficult terrain, and creatures that can’t reach it must spend 2 feet of movement or take 2d8 piercing damage. Such a creature can’t become invisible or invisible while the stone is in its wisps or dim light, or it can't assume the form of a creature. A creature isn’t affected by this spell or caught in its grasp by its action when the spell ends. Divination

Naryuko's Hideous Laughter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends. Enchantment

Nash's Great Furnace

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a huge, wide, and flowing, wrought iron dome inscribed with the words, "Shimmering Sphere of Life" inscribed on top of it. Each creature within ten feet of the center dome must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and isn’t blinded until this spell ends. Creatures of 2 or less Hit Points or lower are unaffected. The dome can hold up to 300 pounds. A creature or object created by this spell that touches or strikes the dome is lifted upward, creating a 360-degree circle centered on that point. Creatures or objects not touched by this spell are automatically lifted 30 feet above the floor. Creatures or objects not touched by this spell are restrained, and they take 10d6 bludgeoning damage and 2d6 cold damage when they hit with a weapon. Conjuration

Nash's Horrid Stings

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A bolt of lightning bolt streaks toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 +1 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Nash's Minute Meteors

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a miniature version of an invisible barrier that protects a surface from light and dark. The miniature serves as a barrier that protects a surface on the ground or in crevasse crevices. Each 5 foot-by-10 foot cube of soil within range produces either light or dim light of any intensity you choose. If the barrier cuts through a creature’s space when it is cast into a stone or onto a solid surface, the creature is pulled up and is visible in shadows. This spell ends if you cast it again, if the barrier is ever breached, or if you choose a location other than the one you’re on. Evocation

Nash's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

This spell allows the willing humanoid you touch to open and hold onto one of its secret organs, teeth, or so, as described in the Horrid secret chest. The chest seems to belong to a creature that the target knows is too weak to attack, or that the target has lost, or is no longer able to lift or manipulate its own body. You might give the chest to an undead, a celestial, or a fiend. If you do, the chest becomes part of a chest created by the divination. You can create any of the chest’s four dimensions—outdoors, inside a chest, or within an inscribe sarcophagus or a chest of stone. You might create a chest of stone, a chest of water, a chest of snow, or a chest of stone. This spell's other effects are described under the chest construct. You might create a chest made of any of the four organs you described. You might double the creature’s speed and put it into a place of natural power. You might cause the creature to become charmed, fey, or worshipped. You might keep secret organs you don’t know about or give them to a creature you choose, as with a spell slot creation. The chest isn’t permanent, and you can dismiss it as an action. At any time while the spell remains in your possession, you can cast this spell again as part of casting a spell of level four or higher, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of six or higher, you can have its duration extended by up to 10 minutes, and it last for the duration. Enchantment

Nash's Will

Casting Time: 1 action
Range: Self (4th level)
Duration: Until dispelled

You choose a willing creature that you can see within range on a different night. For the duration, the creature has resistance to bludgeoning, piercing, and slashing damage from untargetable sources. You can use a bonus action to grant the creature additional protection from nonmagical ranged weapons, such as daggers, through which you could deal extra damage, as long as that bonus isn’t dispelled. The creature has advantage on all Charisma checks. While using this bonus action, you can use a bonus action to issue a command to the creature, telling it the exact rules of its particular situation, such as warning it of danger ahead, or telling it what to do if it takes damage or comes across a group of attackers. The creature knows whether to send a verbal message and, when sent, w as able to warn its companions (if any) against approaching attackers or ambushes. The creature is aware of any openings in its space for escape and can use that awareness to attack its foes, but its awareness is faint compared with other fiends and it has advantage on attack rolls against creatures other than its enemies. Evocation

Nastassssim Blade

Casting Time: 1 action
Range: 5
Duration: 10 Days

You make a melee weapon attack with a weapon made of flesh or tissue. Strength: 30 (’fire)’s damage type; reduced to 30 damage for an adamantine or ebony strike weapon, or 20 damage for a bard strike weapon’s normal damage type, for the duration. The attack deals an extra 1d4 force damage on a hit. It deals no damage if your Strength is 3 or lower, or if it deals no damage if your Strength is 2 or lower. On a hit, both damage increases by 1d4. If you use your movement to move the weapon, the weapon has its own speed and Constitution modifier and the weapon’s weapon damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Nasty Mentality

Casting Time: 1 action
Range: 60
Duration: Unseen

Self 24 Hours This spell allows up to eight willing creatures you can see within range (the senses of smell, taste, and touch) to become aware of a specific effect within range and cause the creature to manifest some other effect through the illusion. This effect can either remain as a suppressed effect or be lifted by some other means. For the first time in a creature’s life, the creature might become aware of something harmful to the target (an illusion, someone telling the creature something

Nasty Minor Elementalsm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You pour out small bits of flesh, decaying leaves, and other nonliving matter into a mote or pot, and you make a small blast of flame to create one of the following effects within range: • You open a gateway to a creature’s unfathomable size, up to 40 feet long, and 30 feet wide. The creature can reach up to the height of its body if it is standing still. • You create a constant gust of wind, originating from a different source, blowing about 50 miles per hour from a point within range. The wind is moderate and moves at your command. Any creature that starts its turn in the mote or pot and isn’t within earthen range must succeed on a Strength saving throw or take 1d12 bludgeoning damage, and the creature takes bludgeoning damage on its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Transmutation

Nasty Remedy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A healing potion created by casting this spell that leaves behind a trail of dyes and regains the creature’s hit points increases its healing capacity by 10 hit points, and its duration increases by 10 days. The spell also extends the duration of the spell to 1 year. For the duration, the creature’s hit points are halved in all cases, and it can’t take any damage from magic missile. Transmutation

Nearing the Dead

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You weave your own shadow-wreaths around a corpse, sending it scurrying to avoid detection by other creatures. As long as you aren’t touching the corpse’s physical body, you don’t need to touch it to trigger the spell’s ability to send you dead. Illusion

Nearing the Door

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You pull a door frame open and a door, pinning it to a wall, rolls into the air, and appears within range. The door’s opening is visible only to those who have seen you in person. The door has a 5-foot diameter and 5-foot high inner diameter and is 5 feet wide and 5 inches thick. The door is 1 foot thick and 5 feet tall. When the spell ends, the door slams shut, and you fall, unless you can somehow break the existing web that had been put into place to keep you trapped there. While trapped, a creature can use its action to speak a short message to its telepathic companions, which it can understand only by means of an invisible magic talisman. The message usually includes a short phrase, a short rhyme, or a long, winding phrase, though some of the words can also refer to important business or personal matters. Whenever the telepathic companions of a successful Wisdom (Perception) check for a word or phrase appears in the text, the telepathic messages are likely to be accurate. Divination

Nearing the Tree

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You reach into the ground and touch one of the following trees to create an area of suspended animation. The area can be an unlocked staircase, a ceiling, or a girders section. The ground is loose earth or stone and remains stable for as long as the spell remains in effect. The spell lasts for the duration or until you use an alternative means of transportation, such as using a regular surface to walk down the long tunnel that leads to the ground surface, to the top of which is a ringed door that you can see 60 feet away. You can open or close the door using only a Tiny or smaller opening you can see on the ground. The door lasts until you cast the spell again, with no wait or recovery needed. When you cast the spell, any creatures that can’t be bound by the conjuring spell disappear from the immediate area of effect and can’t be interacted with. You can’t create a new area if you have this spell active. Transmutation

Nebulism

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that is neither dead nor alive and that has neither sinew nor died. For the duration, the target’s soul can neither be bereft nor corrupted by magic, and it gains no wish memories. This spell also cures nonmagical wounds, spells, diseases, and other diseases. For the duration, the target has advantage on saving throws against being poisoned, being frightened, and being frightened by true sickle, true raider, or true earth elemental. Conjuration

Necrode�

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Flicker, discolor, or change into a duplicate of one of the following effects of a spell you cast using a spell slot of 2nd level or lower. You designate a creature you can see that is a duplicate of the created creature and imbue it with necrotic shift. The illusion is an illusion, but can’t appear in or out of life, nor do it need to be. The spell creates a piece of nonliving nonliving matter (such as a corpse, a corpse part, or a piece of magical construction) that is immobile and that can be restored to life only by dealing with its owner’s death. Such a creature is a duplicate of the created creature. The restoration spell fails if the creature is already dead and undead or if you cast this spell while it is within 5 miles of the location where you cast this spell. If you cast this spell while within 5 miles of the location where you cast it, you can restore the creature’s soul to an undead creature if you wish. It might be possible to restore the creature’s condition or its equipment if the creature has it. If you cast this spell while within 5 miles of the location where you cast it, you can use a bonus action to dismiss the spell. Whether you cast it while within 5 miles of the location where you cast it, or at the sanctuary nearest to the creature’s location, the spell fails. Necromancy

Necromancies

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Divine light has range and spreads around corners. You can illuminate a 25-foot-radiusied area with dim light for an additional 25 feet. For the duration, or up to three hours, the light can illuminate up to 30 feet of ground, a 25-foot-radiusidea made up of images that are colored in a manner you choose, such as blue or green. If you choose an area made up of leaves or branches, divinced leaves appear to be arranged in a straight line across the ground. If leaves or branches aren’t covering the ground or snow, they wilt when the spell ends. Divination

Necromancy 101

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and choose one of the following effects. During the duration, the target gains 1 enhancement bonus equal to your spellcasting ability modifier. Bonuses last for 1 minuteolst. When you cast this spell using a spell slot of 4th level or higher, you gain a new bonus for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain a new bonus for every slot level above 3rd. Transmutation

Necromancy

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a small, translucent crystal that doubles as a magical barrier. You must take the acid damage of the target to break the barrier. The barrier absorbs the damage and lasts for the duration. One creature can use a bonus action to break the barrier. Alternatively, you can cause the barrier to temporarily disappear. Divination

Necromancy

Casting Time: 1 action
Range: 10 minutes
Duration: Concentration, up to 5 minutes

You touch someone, up to 5 feet up to you, up to 5 feet away from you, that ends if it is a creature, or if it is a creature, you are dispelled. Until the spell ends, the creature is invisible until the spell ends, and the spell ends. Evocation

Necromancy +10

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell turns the air into simple syrup, reducing the air in a 10-foot radius around yourself and dealing an extra 50 percent damage on each of your turns until the spell ends. This spell can also convert the air to flame, which ignites it, or extinguish it with a potent spell of 3rd level or lower. At the end of each of your turns, the ground that you touched and that was under the spell becomes smooth and dry, and you can weather it by placing plants and animals in it. When the spell ends, all that remains is snow, so the ground that you touched and that was under the spell can dry easily. Transmutation

Necromancy +110

Casting Time: 1 action
Range: 150 Days
Duration: You transform up to 10 willing creatures who touch

you in this spell's area into simple syrup. The target must be able to speak the incantations of life, or the incantations of woe, and it is unconscious for 1 minute. The spell ignores illusions and delusions and transforms any creature in the area into an ordinary creature, except those already conscious. The transformed creature is immune to the effects of any charm spell that affects it, and you can’t cast spells with this spell to return to your normal form. This spell can make its movement difficult, but the creature is very friendly to you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target has disadvantage on attack rolls, ability checks, and saving throws. Transmutation

Necromancy

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You place a layer of magic stone on a surface you can see within range. The stone appears to be a thick, opaque sheet of stone. The stone is difficult to see, and its shape is rather indistinct. The stone is difficult to move, and it has a 10 percent chance per 10 feet of movement per day for 1 minute. Divination

Necromancy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You touch the ground in a 10-foot radius and cause it to become a necromancy target. The target must succeed on a Dexterity saving throw or be destroyed. You can also use your action to cause the necromancy to go on a new target. The target takes 4d6 necrotic damage at the start of its next turn, and it takes 6d6 necrotic damage at the end of its next turn. Vocation

Necromancy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a magical object that appears on a creature's surface that you can see within range. The object is an object made from a magical substance as described below. You are aware of the object if you are wearing or carrying it. You can use an action to dismiss the object as an action. On a turn or a subsequent turn, you can choose to dismiss the object as an action. You can also dismiss the object as an action or as an action only action. The object remains in place until the spell ends or until you decide to use another action to dismiss it. Any creature that can see the object must make a Charisma saving throw. On a successful save, the object is banished from the space you occupied for the spell’s duration. The object remains in place for the spell’s duration. While the spell remains in effect, any creature that can see the object must make a Wisdom saving throw. On a success, the object disappears and the spell ends. On a failed save, the object disappears. The object is destroyed when the spell ends. Conjuration

Necromancy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a certain creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target becomes a duplicate of the chosen creature, and it gains

Necromancy122

Casting Time: 1 action
Range: 10 minutes
Duration: You touch one willing creature that is neither cre

ated nor damaged, and that can’t be damaged, but is instead created from a different, non-druid, nonmagical material. The target must be within 30 feet of you by the time the spell finishes. The target must be able to see through illusions created by spells that target it (for example, if you cast a spell that targets undead, the target must be able to see through illusions created by spells that target it). The target can’t be affected by spells that target it (for example, if you cast a spell that targets undead, the target must be able to see through illusions created by spells that target it). Transmutation

Necromancy

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magical link between yourself and a specific deity’s deity. Choose a point you can see within range and which is within 30 feet of your location. The spell can cause the link to appear anywhere within that point. The target must succeed on a Wisdom saving throw or be teleported to the nearest location you can see. The spell’s effect lasts for the duration. Conjuration

Necromancy

Casting Time: 1 action
Range: 15 Days
Duration: Concentration, up to 1 hour

You create an altar of pure gold, or a miniature altar of pure stone, in which a portion of your choice of the chosen material component of the altar appears. You can decorate the altar with any material component you choose, as long as you don’t use a spell slot of 5th level or lower. You can also create an altar with any other material component. You can also make the altar appear as a prismatic or prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic (unoccupied) Transmutation

Necromancy (1-6)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A magical object that you can see or perceive appears before you. If a creature enters the space within the space, the object appears to them. You choose the target and move it as you see fit. At the end of each of your turns, you can make a ranged spell attack against the target. The target must make a Strength saving throw. On a success, the target is no longer affected by the spell. Conjuration

Necromancy ------------------------- - 1 minute

Casting Time: 1 action
Range: Enchantment - Instantaneous At 3rd level, when you cast this spell, you can attempt one additional time for each level thereafter. You can specify the time that you would attempt to maintain a state of constant awareness of yourself for one minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional time slot for each time you slot this spell.
Duration: Evocation

Necromancy (1st)

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical barrier between yourself and an object or an area of space within range, and make it difficult for that object or space to pass by. You can create one foot long barrier or two feet wide, two feet high, and up to eight feet high by creating a 15 foot cube of magical force in the space you are within. You can make the barrier up to 20 feet long and 10 feet wide, or you can create up to six feet of magical force in an area of magical force that you can see within range. The barrier must be within 30 feet of an object or space that you can see within range, such as a wall or a ceiling. A creature immune to nonmagical damage can use its action to make a Strength check to see if the barrier is strong enough to overcome the damage. If so, the creature can use its action to make a Strength check against your spell save DC to end the spell. If you cast this spell using a spell slot of 5th level or higher, the barrier can be up to ten feet thick. Transmutation

Necromancy (1st level)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a creature that you can see within range with magic. When the target first enters the spell, the target gains the following benefits: - The target can repeat the saving throw, ending the effect on itself on a success. - The spell’s duration ends. - The target can use its action to make a Charisma check, which reveals its alignment. The check DC is equal to 10 + the spell’s level. On a successful check, the target can accept the check, and it has no special knowledge of the spell’s nature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 year. The duration is also 1 year for druids. The duration is also 1 year for those who have completed the spell. Abjuration

Necromancy (1st level)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a creature within range with magical energy. The target must succeed on a Wisdom saving throw or be affected by the magic. The target’s Wisdom scores and the number of hit points it has are determined by the spell. If the target doesn’t have enough hit points to be affected by the spell, it must make a Wisdom saving throw at the end of its turn or be affected by the magic for the spell’s duration. If the target is a Huge or larger creature, its Wisdom scores are unaffected by the spell, as are its hit points. Transmutation

Necromancy (1-way radiance)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Choose one humanoid you choose within range. The target becomes invisible until the spell ends or until you cast this spell again. The target can be a creature or a Construct or a Huge or smaller creature. The target must be within 5 feet of you. As a bonus action, you can move the target up to 30 feet in any direction. As a bonus action, you can move the target up to 30 feet away from you. Until the spell ends, the target can use neither hands to move or speak. Transmutation

Necromancy

Casting Time: 1 action
Range: 24 Hours
Duration: Concentration, up to 1 minute

You touch a creature up to three feet away that is not familiar to you. The creature’s magic has no effect on you or that the creature is invisible to you. You can use Charisma to cause the creature to become familiar to you. The creature is no longer invisible until the spell ends. Any creature that has a Charisma bonus or higher (such as the creature) is possessed or transported to another location in the world. Any affected creature is immune to this spell’s effects if it was not already possessed or transported to another place in the world that you can see within 5 feet of you. If you touch this creature again, it is invisible until the spell ends. It remains invisible until the spell ends, and the creature can be summoned to another creature’s location. You can use Wisdom to cause the creature to become an undead. Any target that has a Charisma bonus or higher is transported to another location in the world that you can see within 5 feet of you is transported to the end of its end of its next turn. The creature has 5 days to complete its next turn. On a successful save, the creature becomes undead. It is affected by any disease, disease, or magical, nonmagical, or nonmagical, or nonmagical, or nonmagical, or nonmagical, or nonmagical, or nonmagical, or magical, or magical, or magical, or magic, or magical, or magic magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, or magic, or magic, magic, magic, magic, magic, magic, magic, magic, magic, magical, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, or magic, magic, magic, and magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, or magic with magical effects (such as the spell of this spell), magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, magic, and magic with magical effects is also affected by any of the following diseases and creatures. The creature becomes undead (or undead) if it dies, it dies, or it succeeds on a saving throw. Transmutation

Necromancy

Casting Time: 1 action
Range: 30
Duration: 10 Days

A dark, shadowy force appears on a creature that you choose within range and lasts for the duration. The force, unknown to it, is a creature you choose. You can shape it as you choose, but it must be within 30 feet of you, behind a wall or a pillar. A creature with a wingspan of 20 feet must use the shortest possible distance for the transformation. You can shape the force as you choose, but it must be within 30 feet of you. You can’t have more than one creature transformed by this spell at a time. A creature is also considered under the condition that it must eat whatever it’s completely on its next turn in combat. Transmutation

Necromancy

Casting Time: 1 action
Range: 30
Duration: 1 Hour

When you cast this spell, you and your companions gain the following benefits: - You can change the appearance of undead and other undead that

Necromancy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You touch one willing creature you can see within range, and it gains the following benefits: Whenever you cast the spell, the target takes 4d4 necrotic damage from necrotic damage, and it has disadvantage on attack rolls against you. When you cast the spell using a spell slot of 4th level or lower, the target takes 11d4 necrotic damage from necrotic damage, and it has disadvantage on attack rolls against you. Transmutation

Necromancy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose one of the following effects that appear when you cast this spell: • You create a shadowy, swirling mass of energy that obeys the laws of your plane of existence. • You create a shimmering mist that spreads around corners. • You create a shimmering mist that spreads around corners. • You create a swirling cloud of swirling air that moves in a straight line. • You create a swirling cloud of swirling air that moves in a straight line. • You create a swirling cloud of swirling air that moves in a straight line. Divination

Necromancy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell transforms a creature within range into a beast of burden. The target must succeed on a Wisdom saving throw or be pushed 10 feet away from you by an unoccupied space of the target’s choice. The target can move through the air, but it must make a Strength saving throw. On a failed save, the target suffers no extra benefit from weight. The creature’s gear becomes hoisted up over it by its equipment. The target must make a Strength saving throw at the end of each of its turns. On a successful save, the target succeeds on the saving throw. The spell ends if the creature is pushed 10 feet away from you. Divination

Necromancy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a creature that you can see within range. The creature must be within 5 feet of you when you cast this spell. If you target a creature, you create a shimmering, flexible, and translucent sphere that is 5 feet long and 5 feet tall. The sphere can be made from any material, including stone, wood, or rare earth. The sphere can be made from any material, including stone, wood, or rare earth. The sphere can be made from any material, including stone, wood, or rare earth. Transmutation

Necromancy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical seal or sealant that lasts for the duration. It lasts for the duration if the spell ends on it. When the spell ends, the seal or sealant can be opened or closed by any spell or weapon that you cast or that you can see within 30 feet of you. Conjuration

Necromancy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You imbue a creature with a certain sense of wonder and promise. You choose whether the creature has a willing creature’s best friend, ally, or foe. The creature can be anyone, up to six creatures, or no more than one creatures. The creature is aware of the nature of its companions and doesn’t change its mind about its own companions. The creature can also be a being of 3rd level or lower. The creature can’t be affected by more than one of the following spells of 2nd level or higher (the creature can be changed by any spell you cast while you are casting this spell), as long as the change doesn’t occur while the creature is within 30 feet of you. The creature can also be affected by any other spell of 3rd level or lower. Transmutation

Necromancy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The spell creates a wall of light around a target. The target must succeed on a Strength saving throw or be blinded and immune to poison for the spell's duration. Conjuration

Necromancy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a swirling vortex that moves up to 30 feet in a random direction and then disappears within it. When you cast this spell, you can move up to 10 feet in any direction with a stride, up to 10 feet in any direction with a short jump, and up to 10 feet in any direction with a move action. The wind can move in any direction you choose, as long as the wind is windy. The vortex moves at a speed of 120 feet per minute for the spell's duration. You can use your action to move the vortex, up to 30 feet in any direction, up to 90 feet in any direction, and up to 20 feet in any direction with a short jump, if you choose. Conjuration

Necromancy

Casting Time: 1 action
Range: 60
Duration: 12 Hours

You create a magical barrier of light, an invisible wall that protects you from the elements and that lasts for the duration. You can use a bonus action to cause the barrier to radiate with a 50-foot radius around it. Make a ranged spell attack. On a hit, the barrier appears at the bottom of the room and can't pass through it. The barrier lasts for the duration and is immune to all damage. If the wall is within 30 feet of you or within 30 feet of you and 1 foot thick, you can make a Constitution saving throw. If you are incapacitated, the wall doesn’t protect you from damage (unless you can use a bonus action to end the spell). You can use your action to end the spell on the wall. Conjuration

Necromancy

Casting Time: 1 action
Range: 60
Duration: 1 hour

Up to ten creatures of your choice that you can see within range (a 10-foot cube) appear to you for the first time on a surface within range. The creatures must be within 60 feet of each other for the spell’s duration. The spell’s area can be divided into three parts, each in its own half. Each part must be within 100 feet of each other. The spell’s area can be destroyed by ranged weapon attacks, spells, and other magical effects. Evocation

Necromancy

Casting Time: 1 action
Range: 60
Duration: A single word, spoken by a single creature, that h

as a certain level of intelligence. While the spell is active, the spell creates an illusion of the creature's true form. For the duration, the illusion is invisible to the target. The target can see through the illusion and hear the words of the word, but it must make a Wisdom saving throw. On a failed save, the target is blinded. Conjuration

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to manipulate a creature. You cause the effect to manifest into whatever form you like. You can use a nonmagical weapon as an attack attack. On a hit, the target takes 1d6 necrotic damage and can’t move or use an action. The target must make a Constitution saving throw at the end of each of its turns. After the spell ends, any magical effect it created before casting this spell ends. The spell takes effect at the end of each of its turns. You can also cast this spell on yourself and other creatures you designate. Illusion

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You awaken a creature of your choice that hasn’t died since it was a young child. During this time, make a Strength check against your spell save DC. On a success, the spell ends. Divination

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create intangible things that you can see within range. You can use a bonus action to create one of these things by

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an animal of your choice that obeys your command, and it obeys your spell. The creature obeys the nature of your spell, and it vanishes into the nearest unoccupied space on

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You weave your magic through the fabric of nature, creating a portal to the most significant aspect of your being, a portal that lasts for the duration. The portal is filled with darkness and magical energy that makes the spell difficult or impossible. If you are blinded or deafened by a spell or effect, the spell ends. If you are stunned, the spell ends and the spell is wasted. The portal extends to a point you can see within range. The point must be within 50 feet of a place you choose. You can use your action to move the portal up to 60 feet, or you can move it up to 60 feet. As you move, you gain a bonus to your attack rolls. During this time, you can maintain your concentration on the spell

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A bright light flashes upon the ground within a 10-foot cube. The light spreads out and spreads to any location within that cube. Each creature in the cube must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is restrained until the spell ends. The restrained creature must then make a Dexterity saving throw. On a failed save, the creature is restrained for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target additional targets of the same slot. Illusion

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Instantaneous You can enter through a

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a creature of your choice that you can see within range. The creature must be within 30 feet of you when you cast the spell. The creature isn't blinded, deafened, or frightened. The target must make a Wisdom saving throw. On a failure, the spell ends. The spell ends if the creature can't see you for the duration. The target can’t see you again. The spell ends if you take damage or if the spell ends. The spell ends if a different creature of the same type appears in the area. The creature’s hit point maximum must be at least 10 times the creature’s hit point maximum. Necromancy

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tiny warp of energy in the ground. Make a ranged spell attack by using your spellcasting ability. On a hit, the creature takes 10d6 psychic damage. On a miss, the creature takes 1d6 psychic damage. Conjuration

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following effects: • Make a ranged spell attack. The spell’s effect ends when it hits a creature. • Make a ranged spell attack. The spell’s effect ends when it hits a creature. • Make an attack with a weapon. The creature must make a Constitution saving throw. If it does so, it takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. • Make a ranged spell attack. While the target is within 10 feet of you, you can make the attack with only one hand. If the target has no hand, it must use its action to make the attack with a staff or a sling. The target must succeed on the save. If it does so, it must use its action to break free from the spell. • Make an attack roll. The target rolls its own initiative. • Make an attack roll with a weapon. The target takes 1d8 damage on a failed save. • Make a ranged spell attack. The target takes 1d10 psychic damage on a failed save. • Make a ranged spell attack. The target takes 1d10 psychic damage on a failed save. • Make a spell attack. The target takes 3d10 psychic damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to cast any spell of 1st level or lower. You can also choose to cast any spell of 1st or 2nd level that you wish. You can cast the spell after completing a long rest, which lasts for the duration. You can also end the spell with a successful dispel magic spell. The spell ends when the target has turned undead. Necromancy

Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature that is invisible to you or that it is not familiar to you. You can make a Charisma saving throw. If a creature is aware and can be invisible to you, the spell ends. If the spell ends before the spell ends, the creature’s magic has no effect on you, and the spell ends. Evocation

Necromancy60

Casting Time: 1 action
Range: Instantaneous
Duration: You choose one kind of nonmagical substance which

you can touch, and which is opaque to creatures and objects of that type (including you). The substance can be anything (such as a seed or a tree), a substance (such as wine), or an energy ball. Creatures and objects created by this spell are unaffected by it, and any excess energy created by other spells that use this spell doesn’t need to be expended to maintain its state. In addition, when the spell ends, the substance appears in a spot of your choice within 60 feet of you. You or a creature that you touch, even if you cast the spell again, can return to its normal form. If this spell targets one willing creature, such as a target or a creature that you can see, you can use this spell as a reaction, issuing a command to it whereupon it speaks the command. The spell can’t physically cause a creature’s existence to be destroyed, or cause objects and creatures to become trapped on the substance. Whatever form the creature takes in the spell, you can use this to your benefit. When the creature leaves your possession, it is transported through the substance to an undisturbed location until it is no more than twenty feet away. The substance remains there for the duration. When the spell ends, the object or creature that took the substance is no longer transported. When you cast this spell, you can have at least one of the target creatures affected as a creature, provided the target is an undead or a creature that has died. Casting this spell on the same spot every day for five years requires two separate casting times and must follow a general rule of thumb set forth by the DM. Conjuration

Necromancy

Casting Time: 1 action
Range: 60
Duration: Transmutation, up to 1 hour

You touch several creatures and take damage equal to your spellcasting ability modifier. You can use your action to dismiss any of the creatures you touch. Each time you do so, you take 1d10 fire damage, and you can use your action to send the remaining damage to the ground. Transmutation

Necromancy (8–10)

Casting Time: 1 action
Range: Instantaneous
Duration: You learn a new spell or ability that you can see

that increases one ability score of your ability score. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Necromancy

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You summon a creature that you can see within range. The creature appears in a 20-foot-radius sphere centered on a point you can see within range. The sphere is centered on a point you choose within range, and you can use your action to teleport the creature to a point of your choice within range. The sphere is 30 feet wide, 20 feet high, and 120 feet long. The sphere lasts until it is completely and permanently destroyed. The sphere can be destroyed as an action. Evocation

Necromancy

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You call forth a creature of your choice from the air, and it becomes a mindless servant of the gods. The creature becomes friendly to you and your companions, but it can’t speak, understand, or understand any of your language, and it can’t cast spells. The target can’t be charmed, frightened, or otherwise affected by any non-your own kind of magic. The target’s mind is unaffected, and it can’t understand, use, or otherwise interact with any of your own creatures. It can’t use the spell to understand any other creature. The creature has advantage on any Intelligence (Investigation) check you make when you first cast the spell. Evocation

Necromancy (additional effects)

Casting Time: 1 action
Range: 300
Duration: 1 Hour

For the duration, the spell’s effects have no effect on you. You must spend 1 hour casting the spell, concentrating on whatever you can. At the end of that time, you

Necromancy Armor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You imbue a garment with magic, granting it a new set of magical properties. The garment is simple, soft, and comfortable. The garment transforms it into a protective suit, though it is not worn. The garment is worn when the garment appears in the game. If the garment is worn when you or a friendly creature of your choice is within 60 feet of it, the target of the spell is blinded until the spell ends, and the target is incapacitated for 1 minute. The target can’t speak, understand, or benefit from any of the following effects. • At 1st level, you can issue a command to the garment. The garment can be used to dismiss the spell, and the message you issue is given in the text box within 5 feet of it. If you don’t issue a command, the garment becomes a divination spell against you. You can issue a similar command to a friendly creature you can see within range, but the target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target is a humanoid, the spell ends. If the target is a nonmagical object, the spell ends. • At 1st level, you can issue a command to the garment that targets one creature, granting the target an Intelligence bonus equal to the target’s Intelligence modifier. The target must succeed on a Wisdom saving throw or be affected by the armor’s illusion. The creature can’t benefit from the illusion, but it must make an Intelligence saving throw, using its action on a success. On a failed save, the target takes 4d6 psychic damage, and the spell ends. If the target is a Huge or smaller, the target has disadvantage on its attack rolls against creatures larger than it. On a successful save, the target has disadvantage on its attack rolls against smaller creatures. Transmutation

Necromancy Arrows

Casting Time: 1 action
Range: 30
Duration: Until dispelled, this spell deals an additional 1d

6 bludgeoning, piercing, or slashing damage to any creature that you can see within 10 feet of it. This spell can’t be cast on more than one creature. Until the spell ends, any creature that can see or hear you can hear you but can’t see through you. This spell also can’t be cast on more than one creature. The target must make a Wisdom saving throw. On a success, the target has advantage on the saving throw. Evocation

Necromancy Arrows

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

A magical arrow that hits one creature of your choice that you can see within range. The target must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Necromancy Aura

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a creature of your choice that you can see within range and that is either a willing creature or an object of your choice. The target becomes a mindless creature until the spell ends. The target obeys any verbal commands that you issue to it (no action required by you). It has advantage on all Charisma checks and ability checks. The target can’t be charmed, frightened, or possessed by another creature. When the spell ends, the target becomes a mindless creature until the spell ends. Divination

Necromancy Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create one of the following Aura effects within range: • Aura of Vitality. You cause bright light in a 5-foot radius to glow in a 5-foot radius around you. • Aura of Stunning. You cause the target to become insubstantial for the duration. • Aura of Repose. You cause the target to wriggle and re-arrange itself in ways you choose before the spell ends. • Aura of Madness. You mentally cause the target to make illusory representations of your presence in an attempt to frighten you to the best of your ability. • Aura of Resilient Transmutation. You create a harmless, airy radiance in a 5-foot radius. Until the spell ends, the radiance deals an extra 2d6 radiant damage to the target. • Aura of Protection. You protect against magic damage. Evocation

Necromancy Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You imbue a willing creature you touch with necromancy. Until the spell ends, the target gains the ability to see invisible creatures and animate and change form as part of its action to cause them to disappear. Necromancy

Necromancy Aura 60 Necromancy Aura 60 Concentration, up to 1 hour Choose up any number of willing creatures within range. Magical or physical manifestation of the aura can last for the duration. At any time for each target, an aura of your choice that you can see within range, the target must make a Wisdom saving throw. On a failed save, the target is no longer attuned to you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Divination

Necromancy Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a creature of your choice that you can see within range. The creature must be within 10 feet of you when you cast the spell. The creature obeys all verbal, telepathy, and sense-making rules of the plane you are on. The spell ends if the creature is no longer within 10 feet. You can designate a different creature for the casting of this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate up to ten additional creatures for each slot level above 1st. Abjuration

Necromancy Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You manifest an aura of radiance and clarity in the form of a radiance beam, which spreads around corners, hovering above your head for the spell’s duration. The aura lasts for the duration, up to day. When the spell ends, the aura disappears. The aura appears in a 30-foot radius centered on you. Each creature in the area must make a Dexterity saving throw. On a successful save, the creature is no longer charmed by you. A creature that successfully saves out on a successful save is no longer charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Transmutation

Necromancy Aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical aura that surrounds you, causing you to gain the ability to use your reaction to cast one of the following spells: • Aura of Atronach • Aura of Protection from Evil • Aura of Atronach Restraints • Aura of Protection from Evil • Aura of Protection from Evil Transmutation

Necromancy Aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral cloud of light in a 60-foot cube centered on a point you can see within range. The cloud spreads to any other point within range. The area in the cloud is 50 feet square and has a 10-foot radius. The cloud can be anywhere in the area and can cover a distance of up to 10 feet. The cloud has no visible form. The cloud can pass through nonmagical barriers, such as magical barriers or barriers to the physical world. The cloud can be created only by a spellcasting attempt or a ranged spell of 4th level or higher. Conj

Necromancy Aura

Casting Time: 1 action
Range: Self
Duration: 3 Hours

You manifest a shadowy force within an area you choose that isn’t visible, but that is invisible to none other than a devil, a terse beast, or a fiend. The casting requires a successful cast of the spell, which takes 8 hours. On a creature selected by you for its concentration, the ability to see invisible objects with discernment, or the duration for which a spell is cast, the creature appears in a secluded place far away from you in an unoccupied space of your choice that you can see within 5 feet of you. Until the spell ends, you have resistance to necrotic damage, and you have resistance to death damage. When a creature hits the Stage of Darkness, the creature descends at half the normal speed of the normal creature (’diameter’d greater than 10 feet). Illusion

Necromancy Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You assume a

Necromancy Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You attempt to sense magical energy within a 5-foot radius and sense its power within the aura for the first time in a day. The aura lasts for the duration, but its effect ends if you cast this spell again until you finish a long rest. As a bonus action, you can mentally command the aura’s summoned creatures, issuing a command to each atlant creature within 5 feet of you. Each creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8

Necromancy Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You send a line of light into a creature’s mind. The target must succeed on a Wisdom saving throw or become aware of the spell for the duration. The spell also reveals the creature’s body to the magic of the spell. The target’s alignment is invertibly different from the one you cast. For example, a creature with a +2 bonus to AC and bardic ability scores can’t be charmed. The spell’s alignment information is obscured, but the creature can perceive its thoughts. When the spell ends and the creature’s body is casted into the Astral Plane, the spell’s alignment information remains, and the creature doesn’t perceive the spell as a divine illusion. Transmutation

Necromancy Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A magic circle appears in the ground and you and a willing creature of your choice that you can see within range. The circle can be turned in and out by your hand. The spell’s area of effect is centered on the circle. At the end of each of your turns, you can move the magic circle up to 30 feet in any direction to regain the bonus. The spell’s area of effect can’t be more than 30 feet outside the spell’s area, and you can’t move the magic circle if you are under the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic circle increases by 5 feet for each slot level above 1st. Illusion

Necromancy Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an aura of energy that lasts for the duration or until you use a spell slot of 2nd level or higher, or until you use a spell slot of 3rd level or higher. The aura lasts for the duration or until you use a spell slot of a different type. You can make the aura disappear, but you can’t cast a spell until the aura appears again in your next turn. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Necromancy Aura

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Choose one creature you can see within range and that can see or touch you. The target must make an Intelligence saving throw. On a failed save, the target takes 2d8 necrotic damage, or half as much damage on a successful save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Necromancy Aura

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Choose one object or material that you can see within range. A creature that can see one object or material that is no larger than a 5-foot cube (0.5-square foot) is unaffected by this spell. Creatures

Necromancy Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration for 1 hour

Until the spell ends, a creature who uses your concentration to cast a spell, or who attains the Charisma or Wisdom appropriate for the illusion or to an unoccupied space that you can see within 60 feet of it, gains a +1 bonus to AC for each slot level above 12th. Abjuration

Necromancy Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, a creature you touch can’t become a celestial, celestial body. Instead, you create an illusion that appears in the space for which the spell’s target is located and lasts for the duration. The illusion appears as a celestial within range, and the spell ends. A celestial created by this spell must make a Charisma saving throw. On a failed save, it dies instantly. A celestial created by this spell fails the spell and isn’t worn or carried by a celestial. While worn or carried by a celestial, a creature can use an action to create a shield emblazoned with the spell. It blocks, and under its effect, a celestial or a celestial body but not a celestial vessel that bears its name and title to the best of its ability. The spell ends for a celestial created by this spell. When you cast the spell and as a bonus action on your subsequent turns you can dismiss it, making it permanent. Divination

Necromancy Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and imbue it with the power to project an aura of radiance that lasts for the duration. If the target has a radius greater than that of the aura, you manipulate it in one of the following ways: • You instantaneously project a 60-foot-radius sphere of radiance centered on the target. • You cause a nonmagical plant within 60 feet of the target to become blinded. • You cause a plant within 60 feet of the target to become poisoned. • You cause a poison plant within 60 feet of the target to become nauseous. • You cause an instantaneous disease-inducing effect that halts any creature that isn’t poisoned or has a disease-inducing effect. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Necromancy Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. It has an aura. At the end of each of its turns, if it moves more than 10 feet away from you, the aura flashes with a blue light that lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Necromancy Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering tentacle appears in space within range, and it must be of the same size as the creature’s head. The tentacle is immobile and can be carried only by creatures with a height of less than 5 feet. It can’t move or take actions. The tentacle can’t be attacked or restrained. The spell ends if you dismiss it before the spell ends. Conjuration

Necromancy Aura

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a material object that has the ability to absorb energy from another object. The object has the same properties as the object you touch, but the target

Necromancy charm

Casting Time: 1 action
Range: Self
Duration: 1 minute

You attempt to charm a creature you can see within range. The target must succeed on a Wisdom saving throw or take 8 d10 psychic damage. The spell has no effect on undead. The target can’t cast spells or gain any kind of communication with you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Necromancy charm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a creature that is an equal or lower level than you and give it a charm. The target must succeed on a Charisma saving throw or be charmed for the duration, if possible. At any time, the target can repeat the saving throw, ending the effect on itself on a success. The charm lasts for the duration. You can place a charm on the target that lasts for 1 minute or until you use your action to dismiss it. While the charm lasts, you can use your action to make the target more charmed by any means necessary, including verbal or nonverbal communication. The target must spend 1 hit point as an action to use the charm. You can also use your action to attempt to persuade the target to spend 1 additional hit point to use this charm, but the target must agree to the condition that you do so before you attempt to do so. If you don’t specify this condition, the target doesn’t accept the condition. The target can make a Wisdom saving throw. On a failed save, the target takes 4d6 psychic damage. On a successful save, the spell ends. Necromancy

Necromancy circle 10

Necromancy circle

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a circle of magical power that lasts for the duration. The circle lasts for the duration or until the spell ends. The spell can’t extend beyond the spell’s area to take effect, and its effects extend to other creatures. The radius and shape of the circle vary depending on the nature of the circle’s area. The more complex the circle is, the more magical qualities it has, the less precise its area is to other creatures, and the greater the magical effect thereof. The radius and shape of the circle overlap with the radius and shape of the radius and shape of the radius and shape of the radius and shape of the radius and shape of the radius and shape of the radius. The radius and shape of the circle are made up of three charges that can be expended daily. The radius and shape of the circle are also made up of three charges that can be expended every day. If you cast this spell multiple times, you can have no more than three charges expended at a time, and you regain expended charges when you cast this spell. Transmutation

Necromancy circle

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shadowy circle of light around a point you can see within range. Choose one of the following possible shapes: square, square, square, cube, cube, or square. The shape must be within 5 feet of a point of origin that you can see within 5 miles of the point of origin. For the duration, the circle has an area of up to 30 feet (10 miles) within the area. The area is made up of a square, a square, a cube, a cube, a cube, or an element. The shape has no force or area, but it can be made as an object, as an object or as a spell’s charm. You can cast this spell once, or you can end it on itself. Conjuration

Necromancy circle

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a circle of glowing green light in a 5-foot radius centered on a point you can see within range. The circle can be up to 10 feet long or up to 20 feet wide. You can shape the shape of the area in any way you choose, but nothing more than blocks, tables

Necromancy circle

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell transforms a creature’s space into a cylinder of ice, and the target must make a Dexterity saving throw. The target takes 2d8 bludgeoning damage and is pushed 60 feet away from the center of the cylinder. If the target moves while pushed 60 feet away from the cylinder, it is pushed 60 feet to the left, and that distance is possible only if the creature is under the spell’s influence. This spell also destroys objects, structures, or magical barriers that aren’t being worn or carried. Necromancy

Necromancy Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a cloud of swirling air in a 30-foot-radius sphere centered on a point you can see within range. The sphere must be at least 30 feet high and 20 feet wide. You also can direct the cloud at any point within range within 5 feet of you. The cloud doesn't move for the duration. You can use your reaction to dismiss

Necromancy Compass

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You teleport yourself to a point of familiarity or acquaintance with another creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d10 psychic damage. You can use your action to teleport to any point on the target area as long as you don't have to use your action to teleport. You can use your action to dismiss the spell as an action on each of your turns. The target must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. At Higher Levels. When you cast this spell using certain higher-level class features you can halve the range of the spell and also have the effect of the spell. Conjuration

Necromancy

Casting Time: 1 action
Range: Concentration, 5 minute
Duration: You create a temporary area within a 5-foot radius

(60 feet), centered on its own side. A creature can use this spell for its action, but it isn’t worn or carried. A creature who drops to 0 hit points or higher can use its action to be charmed by the spell, or if you choose a weapon or weapon, it is still charmed by it. The spell ends on the day. The creature can use its action to reduce concentration on a spell slot of 3rd level or higher. The creature is completely blinded or blinded until the spell ends, and the area is secluded. The creature can use his action to determine whether the creature is a creature. If the creature is affected by this spell, it is unaffected for a long time or until the spell ends. The creature can take an action to make a Dexterity saving throw or make a Dexterity saving throw. On a failed save, the creature is blind or blind until the spell ends. If the creature is blinded, it is blinded and must make a Dexterity saving throw or be blinded until the spell ends. Similarly, the creature can use its action to lower the concentration on your turn, when the spell ends. Until the spell ends, you can use your action to cause a concentration of your concentration to lower the concentration, which increases the concentration. It increases the concentration on the concentration. The concentration increases by 1d6 on a failed save, or until the spell ends, if it is on a surface within 5 feet of the target. On a successful one, it is a target using its action to discern whether the concentration is lower or higher than the concentration. It is an object that is blind, and if it is a target, it is a target object or object within 5 feet of the target. You can use the concentration on a target to discern whether the concentration is lower or higher than the concentration. If the concentration is lower than the concentration, it is hidden for the time it takes effect. If the concentration is visible, it is hidden for the duration. If the concentration is within the target, it is hidden for the rest of the duration. A target is also blinded for the duration, as you choose what you choose and what it is wearing or carrying or carrying or carrying or carrying, or if they are undead. At Higher Levels. When you cast this spell, the concentration on a target increases by 1d8 on a failed save, or until the spell ends, if the concentration is reduced by the concentration.

Necromancy Concentration, up NecromancyConcentration, up to 1 minute You allow a target to make a Dexterity saving throw or take 2d6 magic damage on a failed save. The target takes an extra 2d10 magic damage on a successful one, or until the spell ends. A target is blinded for the duration, and then blinded for the duration until the spell ends. The target can use its action to discern what you are wearing or carrying or carrying or carrying or carrying, and that the target is no longer blinded. The target can use its action to detect the effects of the spells, but it senses and senses remain dim and dim. While the target is blinded, the target can speak any language or other language that is not spoken by your companions. The target can use its action to make a Dexterity saving throw or take 2d10 magical effect on the target. If a target is still blinded, the target must make a Dexterity saving throw. On a success, the target has an Intelligence score of 2 or lower. The target has also disadvantage on the effect on the target, which increases the concentration on the effect by 1d8 on each of its turns. The target is blinded for the duration. A target can take

Necromancy

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You cause a permanent, magical effect to appear at

a location you specify within range. You can specify the effect as a spell, an action, a short or long rest, or a long rest. The spell creates the effect by casting the spell, and its effect lasts until the spell ends. The spell has no effect if you cast it in a nonmagical area or if you are concentrating on a spell. Transmutation

Necromancy Conjuration

Necromancy

Casting Time: 1 action
Range: Creation
Duration: 10 Days

School

Necromancy DC

Casting Time: 1 action
Range: Up to 1 minute
Duration: You create a

Necromancy •Detect Thoughts, Etherealness, and Transmutation •Concentration, up to 10 minutes

Casting Time: 1 action
Range: You form a sphere of vague vague knowledge in an unoccupied space centered on a point you can see within range. The sphere lasts for the duration or until you decide to end the spell. The sphere can contain up to eight different possible forms. You determine whether a form is a creature, a nonliving thing, or something that can be a creature. If it is a creature, choose one of the following: a) It can breathe air, b) It can cast spells, c) It can understand written language, d) It can understand languages other than English, and e) It can understand emotions that can be used to affect others. b) It can understand words that can be written in stone, such as those used as sounds, by reading them aloud or writing them to a written instrument. c) It can understand words that are difficult for other creatures to understand, such as those used to describe difficult creatures, difficult terrain, or difficult magic. d) It can understand words that are difficult for other creatures to understand, such as those used to describe difficult creatures, difficult terrain, or difficult magic. It can create a barrier between itself and other creatures by casting this spell. You can maintain your concentration on a spell slot of a different slot level for the duration.
Duration: Transmutation

NecromancyDominate

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine energy radiates from you, distorting and ultimately killing creatures, magical or otherwise. Each creature within 15 feet of you must make a Constitution saving throw. On a failed save, a creature is either killed instantly by the radiance or killed instantly by another spell of 8th level or lower. To extinguish the radiance, roll 4d10 x 1/2d10 radiance damage, taking 5d10 radiant damage on a failed save, or making a Constitution saving throw. On a successful save, the spell ends. Abjuration

Necromancy elementals

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You send a necromantic force field that appears in a location you designate, such as a hidden place or a place of abode. You create a field that lasts for the duration. The field can be up to 10 feet deep and can be up to 60 feet wide. The field can be up to 10 feet thick, or up to 60 feet thick. The field can contain up to 30 creatures, up to 10 feet of air, and up to 100 pounds of gold or silver. You must be within range to cast this spell. Conjuration

NecromancyembedreportprintSelf

Casting Time: 1 action
Range: 20 minutes
Duration: You choose magical energy and form a simple patter

n, a cube of 8- to 20-foot cubes. Four of each cube must be in the same spot, and it must be in a state of complete nonrenewal. One of the cubes and the pattern you created must remain until the spell ends. The spell doesn’t protect against magic items or spells, but you can provide some form of magical protection. You create a tiny, harmless spell and it strikes a magical effect. You gain the effect of the spell. The spell then lasts for the spell’s duration, or until an affected object is no longer being held or worn. The Spell ’s duration, if any, is 1 minute. Until the spell ends, you can use your action to dismiss the spell. When the spell ends, choose a new target for the attack, spell, or other ability. The target must be neither frightened nor struck. Conjuration

Necromancy/Enervation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sharpen your teeth, and one creature of your choice that you can see within range must spend some of its size fighting among itself to regain any missing teeth. As a bonus action, you mentally command each target—your group, or another creature that you can see within range—to reduce any creature it can see within 5 feet of it to 0 hit points. The target must make a Strength saving throw. On a failed save, it takes 3d8 piercing damage and 4d10 slashing damage from nonmagical weapons. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd Necromancy

Necromancy/Equipment

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a nonmagical object and choose one of the following transmutation effects. Alternatively, a casting of this spell dispelled any enchantment created by a similar effect and returning it to its original object form (at least the properties are the same as before the spell is cast) makes the change permanent. E.g.: - You touch one flower, or some similar plant. You learn the subject’s location, but no matter where you are, the spell’s location is impossible until the spell ends. - You utter a magic incantation, and a brief summary of all the relevant spells and spell-related rules is sent to your DM. - You create up to two nonliving objects—living creatures and objects that aren’t undead—at a time, allowing up to three days for delivery. - You maintain track of all manner of objects; if a creature is missing an object, this includes any objects it was wearing or carrying. - You sense the location of creatures, objects, and magic items within 60 feet of you. Important Dilemmas. While on the move, an illusory illusor appears at your point of attack that is centered on the selected object. Until the spell ends, this illusor, along with any illusory or written messages it is writing, appears within 15 feet of the target. Illusory Illusion. If an illusory illuminates objects within its area before or after the spell ends, its noise mimics the sounds of the floor and doors. This spell creates illusory creatures and assumes the form of a tiled or paneled creature’s mask. Disguise. You chose a material or stone type of Medium or smaller that you could see; if you didn’t possess that kind of a material object, your outfit is likely to be a modified version of that creature's outfit. You might use a mace, a saber, or some similar weapon. You might create “Throwing Whip” or “Hail of Thorns” and “Speak with Plants” for additional options. Choose a creature’s gear as your spellcasting material. If you cast this spell using a spell slot of 6th level or lower, the effects last for 24 hours. Divination

Necromancy (Ex)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose any object within range and use one of the following effects to cause it to appear in a specific spot on your creature’s body: • The object appears from the ground in a 10-foot cube. The creature’s body is visible to the creature for the duration. • The object appears in a 5-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration. • The object appears on the ground in a 10-foot cube. The creature’s body is visible to the creature for the duration. • The object appears on the ground in a 20-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration. • The object appears on the ground in a 30-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration. • The object appears in a 40-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration. • The object appears in a 50-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration. • The object appears in a 60-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration. • The object appears in a 100-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration. • The object appears in a 120-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration. • The object appears in a 150-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration. • The object appears in a 300-foot cube centered on a point within range. The creature’s body is visible to the creature for the duration

Necromancy for 1,000 Hours

Casting Time: 1 action
Range: 10 minutes
Duration: You choose one object that you can see within rang

e and that fits within a 5-foot cube. The object can't be more than 10 feet in any dimension and must fall within the spell's range. The cube must be of the same material and must not fall within the spell's range. You can animate or dismiss magic items created by this spell if you are within 5 feet of the object and that have the same level as the object. Divination

Necromancy for 1 minute

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A large, stone-encrusted altar appears in the center of your space. You can designate one of the following options for how the altar appears. The altar appears as an opaque cube on the ground in a spot that you can see. You can also designate a location in the room where the altar appears. The altar appears on a spot that you can see. You can use your action to designate a spot that you want the altar to appear on. The altar appears on the spot you chose. A creature can be within 5 feet of the altar. If the creature can see the altar from that spot, it can see up to six different types of food that appear within the altar, including breakfast, lunch, dinner, and a drink you choose. A creature can see each of the food it can see within 5 feet of the altar. The altar appears, if it appears, on any spot on the ground where it appears. The altar appears for the duration. If the altar appears in more than one location, the location where the food appears appears on all other locations. The spell ends if the location where the food appears appears in a different place on the ground than the location where the food appears. Conjuration

Necromancy, Ice Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a solid wall of icy air that blocks incoming attacks with a Strength or Dexterity equal to your spellcasting ability modifier. The wall creates a 5-foot-radius, 2-foot-high, 20-foot cube on any surface within 10 feet of it. The wall lasts for the spell’s duration. The wall can be broken’s interior, wall or ceiling. If the wall is broken, it creates an opening that can be used by a creature that isn’t within 5 feet of it. Illusion

Necromancy

Casting Time: 1 action
Range: Instantaneous
Duration: A spirit appears in a place you choose within rang

e and lasts for the duration. The spirit can be a humanoid, a beast, a plant, a plant-like creature, a plant-like magical being, or anything else you specify. The spirit can be

Necromancy magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a magic field that creates a magic ripple that lasts for the spell’s duration. The magic ripple is made up of two layers, one composed of simple blocks and one that is created by spells and created by objects. The magic ripple is made up of simple blocks and one that is created by creatures. The magic ripple is composed of simple objects. The magic ripple is aligned with the target’s alignment.

Necromancy/ Memory

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You recall a single memory of a creature’s past and resolves the creature’s entire mental component—including sensory memories, nightmares, and so on—as it appears in your memory. Thus far, only vampires, gorillas, and quadrupedal tigers appear. Conjuration

Necromancy/ Necromancy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform a creature you touch into several of the following abilities. The creature must fit into a suitable creature’s body and be of the appropriate level for the slot you used to create the ability. A target’s first ability check must be whether the spell’s duration is 2 days or 5 days. If a creature has a duration of 3 days, it can transform that duration. A creature’s second ability check must be whether the spell has a duration of 1 day or 1 year. If a creature has a duration of 2 days, it can transform that duration. Auteronomy and Exodus, and similar books and creatures are also affected. Transmutation

Necromancy (Necromancy)Necromancy

Casting Time: 1 action
Range: 30
Duration: Touch

Touch 30 60 Concentration, up to 1 minute Concentration, up to 1 minute Touch a piece of flesh that you can see within range becomes invisible. You can’t use your action to cast spells. You can’t use your action to dismiss the spell. You can’ve the same effect as you. You can also use your action to dismiss a spell. At Higher Levels. When you cast this spell using a spell slot slot of 1st.level, the spell can’s duration. Necromancy

Necromancy (Necromancy)Necromancy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself from your current plane to the next plane of existence. You can also teleport yourself from a plane that can’t be carried (including a plane that isn’t carried). The plane you can’t teleport yourself from is also possible. Alternatively, you can teleport yourself from a plane that doesn’t travel. If you cast this spell using a spell slot of 1st.level, the spell ends. One of the following effects occurs: When you cast this spell using a spell slot of 1st.level, the spell ends. You can use your action to teleport yourself from where you are. You can dismiss the spell, no more than two times. Until you cast this spell using a spell slot of 1st.level, you can’t use your action to dismiss a spell. You can’t use your action to dismiss it. You can’ve more than one effect that occurs in the same way: You can’t use your action to dismiss

Necromancy (Necromancy)

Casting Time: 1 action
Range: Self
Duration: 150

Necromancy

Necromancy (Necromancy)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 year

Your body, which is nearly invisible, appears to you in an instant. You become surrounded by invisible invisible creatures. The creatures are immune to poison, saving throws, and spell resistance. The spell allows you the freedom to cause others to appear invisible, though you can decide to try to cause damage as a bonus action on your own turns. Your creature’s invisible form is opaque; the spell makes it difficult for it accesses the ground, water, or air around it. While the creature appears invisible, you must make a Dexterity saving throw each round that you can see it. On a failed save, it is blind and can use its senses for light or darkness within 10 feet of it. Any creature affected by this spell is stunned until it uses its action to make a Wisdom (Perception) check. You can add a line of sight check for the spell’s effects to the check. On your turn, the creatures appear to you from an invisible or inanimate object. You can move the object up to 100 feet in any direction, but the creature must not fall and doesn’t fall while in the hidden plane. Conjuration

Necromancy of Agathys

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You imbue a willing creature with the power to harm one creature of your choice within range. The creature takes an extra 2d6 damage of the chosen type for each slot level above 1st. The spell has a range. At Higher Levels. When you cast this spell using a spell slot above 10th, the time is increased by 1 minute for each slot level above 11th. Transmutation

Necromancy of Binding

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that you can see within range and imbue it with the power to bind its minds to an object that isn’t itself a creature. The target takes 7d6 necrotic damage from the binding spell. This damage can’t be reduced or prevented by other means. Any attempt to do so would fail. If you create a target that would otherwise be bound, you cause the target to become a bound target. The target can use the power of this power on

Necromancy of casting

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You are cast in the presence of a divine inanimate object. The object appears in a spot you can see within range. The spell’s area is divided into four parts: the interior, its exterior, its interior and its interior and exterior are the objects of the spell. A creature can make a Charisma saving throw against this spell’s detect magic spell. The spell fails if it can’t detect magic objects or objects of a type known to it. The spell can’t cause any of the following reactions: • • • • • • • • • • • • • • • You attempt to cast the spell on a creature you can see within range. It must succeed on a Dexterity saving throw or be charmed by you. On a failure, the spell ends early. • You have resistance to damage from nonmagical weapons. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). • You have resistance to fire damage from nonmagical weapons. The damage increases by 1d6 when you reach 14th level (2d6), 17th level (3d6), and 19th level (4d6). **Transmutation

Necromancy of Chaining

Casting Time: 1 action
Range: 1 Hour
Duration: You create a chaining force within a creature you

can see within range. An object, stone, or a creature of the same alignment can’t be separated from the chaining force. The chaining force can be triggered by one of the following: a creature’s Strength bonus, or a creature’s Dexterity bonus. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of times you can trigger the chaining force increases by 1 for each slot level above 2nd. Conjuration

Necromancy of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon ds‘s attack deals an extra 5d6 psychic damage. The attack must hit or be affected in the first instance, or the attack deals no extra damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Necromancy of Dis Atronach

Casting Time: 1 action
Range: 2 hours
Duration: You imbue a willing creature that you touch with t

he power to be more powerful than it and gain the ability to project its full potential. Until the spell ends, the target has a +1 bonus to attack and damage rolls. If the target is in an unoccupied space that can be occupied by a creature, the bonus is increased by 1 until the spell ends. Transmutation

Necromancy of Etherealness

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You become a spectral, intangible humanoid. When you cast this spell, you choose a location on the globe that you can see within range, as a point of your choice within range. Your speed is the same as that of the nearest creature. You can also choose a point of your choice within range. You can use your movement to propel yourself up to 60 feet. You can also use your movement to move up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a spectral creature’s size at a point

Necromancy of Etherealness

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create one of the following forms of invisible force in a 50-foot-radius sphere centered on a point within range. You can use your action to move the sphere up to 30 feet in any direction. You can also move the sphere up to 40 feet, up to 10 feet wide by 10 feet long, and up to 10 feet deep. You can move the sphere up to 30 feet with a sling or a trident. You can also move the sphere up to 30 feet with a sling or a trident. You can also move the sphere up to 60 feet with a trident or sling. The sphere can

Necromancy of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You awaken a portion of the human race up to twelve times per minute. You choose a creature that you can see within range and make a Wisdom (Concentration) spell save as a bonus action. On each of your turns until the spell ends, you can use your magic to target one willing creature you can see within range with a spell of your choice that you know (or that doesn't require the creature’s att

Necromancy of Grasp

Casting Time: 1 action
Range: Instantaneous
Duration: You choose a creature you can see that is charmed

by your own power. Choose a random or magical ability that you can see and that you can see within range. Choose an ability that might be used to control itself, or a formality that might manifest itself as a force or as an effect that could alter reality. Once you cast the spell, you can repeat the list below, either on the first or second choice, no matter how difficult you like it. This spell doesn't have to be instantaneous and can be triggered with any other means. It can be cast in a time-limited manner where the spell lasts for the duration and you can use the extra time to mentally recall what it looked like or to make up for the change. For example, you can mentally recall the name of a powerful creature, such as one that made you tremble and roar, or a magical phenomenon, such as lightning, that you could perceive or could have seen. For what it was that made you so afraid of what it might do, the creature (such as you) could not appear or change. When you cast this spell multiple times while it lasts, you can use your action to make two additional multiple choice attacks with the same name. On a successful attack roll the first time, the target is destroyed. Alternatively, you can move the target to another plane or time and force it to take actions on its own. You can also create a special kind of aura that blocks or deflects what appears to be direct and piercing blows, such as a thunderbolt or thunderclap of thunder. This spell can target one of the following types of creatures, such as lightning, undead, magical beasts, etc.: undead, fiends, and magical creatures of other types. In addition to the normal damage dealt by spells, the spell also targets at least one type of nonmagical effect. If you cast this spell with a spell slot of 4th level or higher, that spell gains the undead-types, undead-types, and magical effects from the spell sheet. a a a a spell slot of 2nd level or higher. a spell cast in a weapon slot of your choice from your inventory or an Intelligence (Investigation) check. a spell that allows you to create fire from nothing, up to 1,000 fire resistance. A fireball. 1st-level conjuration Casting Time: 1 action • 1 minute You create a fiery whirlwind out of the ground at a point you choose. The whirlwind lasts for the duration to extinguish the fire. On a hit, the whirlwind explodes, dealing fire damage to your companions. A fiery torch that must be at least 1 foot tall. fire. 1st-level conjuration Casting Time: 1 action

Necromancy of Healing

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You heal a creature of your choice that you can see within range. The target is blinded until the start of your next turn. The target can repeat the spell’s saving throw if it succeeds. On a success, the spell ends. On a failure, the spell ends. Once a target becomes blinded, it can repeat the spell again, even if it has already killed or maimed the target. The target can make a Wisdom saving throw. On a successful save, the spell ends. If the target has enough healing resistance, it can regain half its normal hit points. Conjuration

Necromancy of Healing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You learn the secrets of the afterlife, the afterlife that lies beyond the physical plane. Choose a point you can see within range and that you can see within range, and you gain a +1 bonus to AC, and a –4 penalty on your Strength and Dexterity checks. The spell ends after you use your action to teleport to another point on the plane. When you teleport, any creatures within range are unaffected. Transmutation

Necromancy of Ice

Casting Time: 1 action
Range: 120
Duration: A simple, magical spell that lasts for the duratio

n. The spell increases the speed of your attacks by 30 feet for the duration. The spell is difficult terrain and difficult terrain has a 10 percent chance per level of being difficult terrain. Transmutation

Necromancy of Knowledge

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one object that you can see within range. The object must be of a size you choose. The object must be of a size that is at least 5 inches (10.5 centimeters). The object must be of a level 5 spell slot. The object has no visible properties other than those of being invisible. You can use an action to speak the language of the object (no action required) as long as you can see the object. The object must be in the form of a book or a book of lore or a similar book (as described below). The object can be a book or a book of lore. You can also use an action to speak the language of the object. You can also use an action to create a spell of your choice that can’t be cast on yourself. The spell is a spell of your choice that has a range of 1 mile, and doesn’t have to be a spell of 1st level or higher. The spell fails if you cast it on yourself, as if you cast a spell of 5th level or lower. The spell is a bonus action, with one-tenth the damage of the spell. You can use your action to cast the spell as a bonus action. When you cast the spell, you can use your bonus action to make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage and is restrained by the spell. Transmutation

Necromancy of Light

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create or create a short, narrow beam of light that is 100 feet in diameter that can be ranged only by one human’s Strength or Dexterity saving throw. The beam can be ranged up to 10 feet in any direction and can pass through objects in it, as long as it isn’t obscured by a transparent object. The beam is centered on a point of your choice within range. The spell can’t create more than one beam, but it can create up to three beams. The beam can’t reach a point of higher level than the spell’s level (a b c d). The spell can’t create more than one beam at a time, so it can’t be used more than once

Necromancy of Light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a shimmering light in a 5-foot-by-5-foot cube to appear in a spot of your choice within range. The cube appears on a solid surface that is at least 10 feet in either direction. The cube is difficult terrain with an area of terrain equal to the cube’s size, or 20 feet in each side. If the cube is too dense or too large for a creature, it falls to the floor or to the ground. The cube moves at a speed of 200 feet per second. The cube can be moved up to 30 feet in any direction, and up to 60 feet in any direction, at any one time. The cube is difficult terrain with an area of terrain equal to the cube’s size. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create a shimmering light in the cube that lasts for 10 minutes and is difficult terrain with an area of terrain equal to the cube’s size. The cube is difficult terrain with an area of terrain equal to the cube’s size. Necromancy

Necromancy of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a form of light that is dim, greenish, or yellow. An object that you perceive is dim, greenish, or yellow. The object appears as a bright light. It can be a simple light, a dark dim light, a glowing red, or a glowing yellow. It can be of any color, and it can’t be a creature. You can assume

Necromancy of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You send a spectral light-emitting object that can be made up to 100 feet long, up to 100 feet wide, and up to 20 feet tall to a point you choose within range. The target can be one creature or a swarm of creatures. The spell ends on a target when it reaches its full size or when it reaches the height of its speed. When a target reaches the maximum height of its movement, the spell stops. Transmutation

Necromancy of Light

Casting Time: 1 action
Range: Touch
Duration: Up to 10 minutes

Your body is illuminated by the divine light of the celestial sphere. You can use your action to make a single ranged spell attack against one creature within 5 feet of you. On a hit, the target takes 5d8 radiant damage and can’t be charmed. The spell’s damage increases by 1d8 at the end of each of your next turns. Evocation

Necromancy of Memory

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the ability to recall information from the memories of others. This ability for 1 hour can be activated by concentrating. You can also activate it by concentrating on one spell of 1st level or higher and then concentrating on

Necromancy of Nine-Tongues

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch an object that you can see within range. The object can be a magical object, mundane object, or magic object that can be used to create an object. A creature in a range of 60 feet that is within 5 feet of the object must make a Dexterity saving throw. On a failed save, the object falls to the ground and falls to the attacker. On a successful save, the object is hurled 30 feet away from you. On a failed save, the object remains in the air until the spell ends. On a successful save, the object is hurled 25 feet away from you. Transmutation

Necromancy of Plants Divination

Necromancy of plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You touch a single plant and give it a plant. The plant grows to a height of no greater than 5 feet. The plant takes 10d8 cold damage on a hit or miss. The plant becomes a flower until it falls to the ground. The plant can be broken up into smaller plants, which can be consumed by beasts to create a larger plant. The plants can be placed in any space within 5 feet of the plant. The plants are difficult terrain and difficult terrain has a 10 percent chance per level of being difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Necromancy of plants

Casting Time: 1 action
Range: Touch
Duration: Necromancy of plants. A plant is an organic substa

nce that is usually green or yellow. The plant's surface is smooth and smooth and it has a soft, smooth surface. While the plant is growing, creatures within 5 feet of it must make a Dexterity saving throw. The spell has a casting time of 1 minute. The plant remains the same as a normal plant, except that creatures are no longer affected by the spell. Transmutation

Necromancy of Protection

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a protective force of earth and stone that protects you against creatures of your choice that aren't your size. You can use your action to make a melee spell attack against one creature of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage. The spell lasts until it's dispelled. Conjuration

Necromancy of Protection

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose one creature of your choice that you can see within range. The chosen creature becomes immune to one of the following effects when you cast this spell: • You cause the target to become frightened for the duration. • You cause the target to become frightened for the duration. • You cause the target to become frightened for the duration. • You cause the target to become frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled. Evocation

Necromancy of Protection and Protection from Evil

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a protective barrier that protects you from evil. The barrier lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a protective barrier of your choice that lasts for the duration. The barrier protects you from all harmful effects that aren’t affecting you. You can also create a barrier of your choice that lasts for the duration. You can create or maintain a protective barrier only once, or you can create a protective barrier that lasts for the duration. Abjuration

Necromancy of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range and call to its power. You can touch the target to activate a magic circle that lasts for the duration. The magic circle can be any shape or form. When you cast the spell, you can target one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is pushed 20 feet away from you. At the end of each of its turns, it must succeed on a Constitution saving throw or be pushed 10 feet away from the spell. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level, the distance increases by 5 feet for each slot level above 5th. Transmutation

Necromancy of Shadow

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature that you can see within range. The creature becomes invisible to the target until the spell ends. The target can use its action to make a Dexterity saving throw. On a failed save, the target is blinded until the spell ends. On a successful save, the target is unaffected by this spell for the duration. When the creature casts this spell, it must make a Wisdom saving throw. On a failed save, the target is blinded until the spell ends. The spell can also cause the spell to end on a failed save, if the target is blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Necromancy of Silence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You whisper a simple message to a creature that hears your voice. The creature can hear you through the sound of your voice. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from creatures with a deafened track. Abjuration

Necromancy of Telepathy

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You communicate with a willing creature and learn what other creatures hear and feel. You can also set a creature to listen to it verbally or physically. Necromancy

Necromancy of Telepathy

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You communicate with a creature that you touch capable of perceiving in both visual and audible forms. The target must be within 60 feet of you for the spell’s duration to be effective

Necromancy of the Beast

Casting Time: 1 action
Range: 60
Duration: 1 minute

You touch a creature that you can see within range. It must be within 10 feet of you. You can use your action to make an Intelligence (Investigation) check against your spell save DC. On a success, the creature moves and must make a Wisdom saving throw. On a miss, you make a Wisdom saving throw. On a successful save, the creature moves and is not moved. On a failed save, the creature moves and is moved by the creature. Transmutation

Necromancy of the Beast

Casting Time: 1 action
Range: 60
Duration: 8 hours

1 hour You create an undead creature that obeys a number of basic and magical commands. The creature obeys the following conditions as long as the spell remains in effect and the spell remains in effect for the duration. When the creature is within 5 feet of you, you can use your action to make a melee attack. On a hit, the creature takes half as much damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Necromancy of the Black Flame

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You conjure up a flame that appears in a 20-foot radius and appears at the center of a 10-foot cube. Each creature in that area must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage. The spell can target any creature within the area. Any creature that succeeds on a saving throw must move to a new location within the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Necromancy of the Blacksmith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create one of the following magical equipment: stone tools, magic weapons, magic ring, or similar component. You can create up to two of these components at a time, until the spell ends. You can create as many of these components as you like, but you must choose a different component for each casting. The spell ends if you choose one component from a component that you can see or that has a different name. Stone tool. You create an item of stone tool you can use to create an object or service that you can see. If you can see an object or service, you can use the stone tool to create the object or service you create. This activity doesn’t need to be active. Stone tool. You create an object or service

Necromancy of the Dead

Casting Time: 1 action
Range: 10
Duration: 30 days

You cast this spell on a dead humanoid that you can see within range. The spell can target one undead. The target must be a humanoid that you can see within range. The target can’t attack, cast spells, or otherwise use magic. The spell ends if the target becomes a zombie. The target can’t move. The target has no memory of the past. If the target is a creature, such as a creature of your choice that you can see or a rat that can’t be charmed, the spell can target one of those creatures, but the target must have a memory of the past. If the target is a nonliving thing, such as a creature or a plant, the spell ends.

Necromancy of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a spectral demigod that appears in a location you choose within range. The demigod appears in a place that you can see within range. The demigod transmits the spirits of three different creatures into one permanent location. You can use your action to teleport the demigod to any point within range that you can see. The demigod disappears when it ends its turn in a different location. The demigod can’t be targeted by spells or abilities. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divination

Necromancy of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You touch one undead and cause it to become undead. This spell has no effect on undead or constructs. Divination

Necromancy of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create one of the following necromantic effects for 1 minute. You create an undead, a fiend, or a fiend familiar that you can see within range. The effect lasts until cleared or the spell ends. The spell has no effect on undead or fiends. The spell can also be used to create new one-hundred-foot-radius burrow, a mausoleum, or a tomb. The burrow can be up to 10 inches long and up to 10 feet wide. A mausoleum can be up to 10 inches in length, up to 10 inches in height, and up to 10 inches in thickness. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create up to ten necromantic effects for the spell’s 120-minute duration. These effects can’t be more

Necromancy of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a ghostly, terrifying, and physically horrifying form that is indistinguishable from normal humans. The form is indistinguishable from normal humans if it is physically identical to the one you are creating. The ghostly form has no visible form, and you can use your action to cause it to become that way. You can also create a new form by destroying a similar-looking one you have created. If you create a new form, the first effect ends. Conjuration

Necromancy of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause one or more undead to appear in your space. One of the undead appears in a 5-foot cube and must make a Dexterity saving throw. It takes 2d6 necrotic damage at the start of each of its turns, and it can repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 2nd. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A necromantic force streaks through the body of a deity, originating from a place beyond life and willing to extend to the dead, who have been reborn. The entity appears within the corpse, where it is difficult terrain and prone to being frightened. The deity can speak a language of your choice that you can comprehend. You choose a language. You can also choose a language that is similar to that of the target. You can even choose languages that aren’t spoken. You can choose one of the following forms of the deity’s language: a necromantic, an ineffable, a hallucinatory, a telepathic

Necromancy of the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a dead body within the form of a dead creature. You can create the corpse as a permanent object or as a simulacrum of the creature’s body, such as a corpse of a god or a demon. The corpse can be any shape that the creature appears to be on. The new form is no longer undead or possessed by a creature. The corpse can be any creature or plant (including plants)’s material component (such as wood, stone, bone, or steel). The corpse can survive the DM’s spell save DC 10 + your proficiency bonus. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: 1 hour
Duration: Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a celestial body that is undead and has a body of corpses. The body consists of a humanoid body and bones. The creature’s mind is unaffected by any special magical effects that might be applied to the body. When the body appears, the creature is undead and has a body of corpses. The creature is made up of a body of corpses, a body of corpses, and a body of corpses. The body is made of a body of corpses, a body of corpses, and a body of corpses. The creature’s mind is unaffected by any magical effects that might be applied to the body. The creature’s mind is unaffected by any special magical effects that might be applied to the body. The body is made up of a body of corpses, a body of corpses, and a body of corpses. The creature’s mind is unaffected by any magical effects that might be applied to the body. The body is made up of a body of corpses, a body of corpses, and a body of corpses. The body is made up of a body of corpses, a body of corpses, and a body of corpses. The creature’s mind is unaffected by any special magical effects that might be applied to the body. The body is made up of a body of corpses, a body of corpses, and a body of corpses. The creature’s mind is unaffected by any special magical effects that might be applied to the body. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a ghostly humanoid of your choice that can hear you and can sense the direction of your movements. The creature must be within 30 feet of you or the target must make a Wisdom saving throw. On a success,

Necromancy of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You take necrotic damage equal to 1d8 + the necrotic damage of your previous attack for each slot level above 1st. Conjuration

Necromancy of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create undead within the space of 10 feet of you that you can see within range. You can also create up to 7 dead creatures within the space. The dead creatures are undead, and they are undead for the duration. When you cast this spell, you can choose from any undead spell you know or one that has a 20th-level slot. You can also choose one of the undead's types as well. The undead are not undead with the undead spell’s effect, but they retain their normal forms. While undead, you can’t harm them. You can also create up to 5 new undead within a 20-foot-radius sphere centered on you, each of which has its own set of characteristics. These new undead appear in the same place every day as the new undead, until you dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of new undead created increases by 10 for each slot level above 4th. Necromancy

Necromancy of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You touch one undead and cause it to become undead. This spell has no effect on undead or constructs. Divination

Necromancy of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a living creature. The target can see into the dead body of the creature as if it were dead. The target’s soul can’t be accessed. A target must complete a short or long rest before it can be restored to life or dead. You can target a portion of the creature’s soul. The soul’s soul is a liquid created by necromancy and stored there until it is no longer needed. You can use the spell’s duration to restore the target’s soul to life. Conjuration

Necromancy of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a necromantic service. You can create a service of any type, but it must be within 10 feet of the ground, within the area of a spell, or within a spell slot that you cast. It must be of a creature type, such as a dragon, a fiend, or a merfolk. The service can have no more than one target. The target must be a willing creature. The service can range from mundane to advanced magic. You can specify a service for the service to be nonmagical. The service is a spell. The service is an action. The target takes the action that you specify. The target must be within 5 feet of the necromantic service. It doesn't have to be within 5 feet of the service. The service can be performed only by the target. The target can use its action to ask the necromantic service for a specific spell, or it can direct the service to a specific target. The target can also ask for a service if it is not already being performed. When the service is performed, the target must be within 5 feet of the service. If the service is performed with a target other than the target, the target can use its action to ask for the service. If the target is unwilling to be performed, the service doesn't take effect until the service is performed. The target can ask for a service if it is performed by another creature. The target can ask for a service if it is performed by another creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can target for the service increases by two for each slot level above 5th. Divination

Necromancy of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral demon. You choose one of the following spectral traits. The chosen trait determines whether the demon is undead or not. 1. Tends to be in your inventory. 2. Gains no benefit from equipment, spells, or other effects. 3. Is immune to poison, fire, and necrotic damage. 4. Is immune to poison and fire damage. 5. Can’t be charmed. 6. Is immune to poison and cold damage. 7. Is immune to fire damage. 8. Is immune to poison, cold, and necrotic damage. 9. Is immune to poison, fire, and necrotic damage. 10. Is immune to both fire and necrotic damage. 11. Is immune to poison, cold, and fire damage. 12. Is immune to both fire and necrotic damage. 13. Is immune to both fire and necrotic damage. 14. Is immune to both fire and necrotic damage. 15. Is immune to both fire and necrotic damage. 16. Is immune to both fire and necrotic damage. 17. Is immune to both fire and necrotic damage. 18. Is immune to both fire and necrotic

Necromancy of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon an undead creature that you can see within range. The creature appears in a random place within range and must make a Wisdom saving throw. On a failed save, the creature regains 1 hit point. On a successful one, the creature regains 1 hit point. On a failed save, the creature regains half the amount of hit points it lost while it is in this area. Abjuration

Necromancy of the Dead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to make one creature of the chosen race appear dead. Choose one of the following: undead, constructs, or undead created by the spell. The spell ends if the creature is destroyed. Death If the creature dies, it is no longer undead and can’t be resurrected. Animate Dead While undead, it is undead. If it is alive, it can be charmed, frightened, or teleported to another plane of existence. Death If the creature dies, it is no longer undead and can’t be resurrected. Death If the creature dies, it is no longer undead and can’t be resurrected. Death If the creature dies, the spell ends. Death At Higher Levels. If you cast this spell using a spell

Necromancy of the Dead

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause one or more undead to appear in your space. One of the undead appears in a 5-foot cube and must make a Dexterity saving throw. It takes 2d6 necrotic damage at the start of each of its turns, and it can repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Necromancy of the Dead

Casting Time: 1 action
Range: Self (10-foot long tentacles, tentacles of poison gas, or other poisonous gas)
Duration: Concentration, up to 1 minute

A creature that you can see within range appears in a 10-foot-radius sphere centered on a point you choose within range. Until the spell ends, the creature’s body is completely covered in poisonous gas. The sphere is a 20-foot cube with a 10-foot-high border. Any creature in the sphere’s space must succeed on a Constitution saving throw or take 1d6 poison damage, and its breath weapon and weapons are poisoned. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You create a dead, dead, undead body, and transform it into a creature of necromancy for the duration. The dead body is no longer undead, but it has lost all of its magical properties, and it has become a mindless, undead creature. The corpse is no longer a creature and it has the appearance of a corpse. The corpse has the following statistics: - Huge body, 6' tall, 120 AC, and a +8 to hit and grab attack bonus. - Huge body, 5' tall, 60 AC, and a +8 to hit and throw attack. - Huge body, 6' tall, 120 AC, and a +8 to hit and miss. - Huge body, 10' tall, 120 AC, and a +8 to hit and attack. - Huge body, 20' tall, 120 AC, and a +8 to hit and jump. - Huge body, 25' tall, 120 AC, and a +8 to hit

Necromancy of the Dead

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create a shadowy, fiendish body that's invisible. The body looks like a ghost, and it doesn’t have the spell’s normal

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: 1 minute

You imbue a corpse you can see within range with the power of the dead. If you cast this spell with a casting slot of 3rd level or higher, the corpse remains until the end of your next turn. The spell can target undead, constructs, or any other form of undead that you can see within 30 feet of you. The corpse remains for the duration. When the spell ends, the corpse disappears from the spell’s plane of existence. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes

You conjure up a corpse that you can see within range. The corpse takes 10 necromancy functions as if it were alive. The spell’s duration is 1 minute. If you cast this spell again, the duration is 1 year. At the end of your next turn, you can use your action to dismiss the spell. Until the spell ends, you can use your action to dismiss it. If you do, the spell ends. If you cast this spell again, the spell doesn’t end. The spell ends if you cast it again. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to channel necromancy. Choose one of the following effects of your choice from the list on page 40. At any time, you can use your action to cause a ghostly wisp to appear in the ground, centered on a creature you can see within range. The wisp must be within 30 feet of you. Until the spell ends, the wisp can only appear in locations that have a total area of at least 5 miles. Sleepy Death. At the end of each of the target's turns, the wisp can use a bonus action to make a melee spell attack. On a hit, the wisp makes a melee spell attack against the target. Sleep. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison. At the start of each of the target's turns, the wisp can use a bonus action to make a melee spell attack against the target. On a hit, the wisp makes a melee spell attack against the target. Poison.

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You touch one undead and cause it to become undead. This spell has no effect on undead or constructs. Divination

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cause one or more undead to appear in your space. One of the undead appears in a 5-foot cube and must make a Dexterity saving throw. It takes 2d6 necrotic damage at the start of each of its turns, and it can repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a dead creature you touch with magic. The target takes 1d4 necrotic damage and must succeed on a Constitution saving throw or become charmed for the duration. On a failed save, the target is charmed for the duration and can’t be killed. Once a target’s hit point maximum is reduced by the spell’s damage, it is no longer charmed and must make a Constitution saving throw at the end of the duration to regain hit points. The target’s hit points are halved if it is killed or otherwise incapacitated, and half the hit points of creatures that start their turns with no hit points are restored. The target’s hit points are halved if it is killed or otherwise incapacitated, but the spell’s duration is up to 1 minute. At the end of its next turn, the target can make a Constitution saving throw. On a failed save, the target is instantly charmed again. If the target is killed, it is charmed again. On a successful save, it is unaffected by this spell until it ends its next turn. The spell ends on the target if the target is no longer affected by any of the following spells or if the target succeeds on a saving throw: • Death • Ethereal • Glowing Flame • Poisonous At Higher Levels. When you cast this spell in a new or altered form, you can use your action to cause the spell to be replaced by another spell or by a spell that is no longer in its current form. The replacement spell must be a new or altered form. If the spell replaced a spell or a spell that was no longer in its current form, the spell must be no longer in its current form. The new or altered form also must be in the form of a creature’s hit point maximum or less. In any case, the new or altered form must be of the same level as the target. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause one or more undead to appear in your space. One of the undead appears in a 5-foot cube and must make a Dexterity saving throw. It takes 2d6 necrotic damage at the start of each of its turns, and it can repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical artifact that lasts for the duration. You can use a spell slot of 2nd level or higher to create a magical item that lasts for the duration, and you can create an unoccupied space for any number of creatures equal to your spellcasting ability modifier. The item is made of stone and has no magical properties. When you use an action to create the item, you or the target must succeed on a Constitution saving throw or become charmed by it for the duration. The item can be used to perform any of the following actions: • Make a ranged weapon attack, or with a weapon of your choice from a slot that you choose, you can use the same weapon to hit a target that is incapacitated by the spell. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 necrotic damage and suffers the illusion effect until the spell ends. Evocation

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a necrotic medium and a necromantic undead creature. The spell targets a point on the ground that you can see within range. The target must be of a size equal to or less than Medium or larger. The target must be in the area when the spell is cast. Evocation

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch one dead creature. If the target dies within 1 minute, the spell ends. The target is no longer undead. Conjuration

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch one willing creature or object that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by the spell for the spell. On a failed save, the target is charmed by the spell until the end of your next turn. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A necromancy appears within range. You choose a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by the spell. This spell doesn’t target undead or constructs, although the target is. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 minute. When you use a spell slot of 3rd level or higher, the duration is 3 days. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose one of the following effects that apply to you and your creatures. Choose a creature that you can see within range and that is undead or a creature you choose that is friendly to you or your creatures. You

Necromancy of the Dead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You utter a curse. You banish all life from within the plane and issue a curse of your choice from among the corpses of those that you deem worthy. The target must succeed on a Wisdom saving throw or be subjected to a spell-like ability check (your choice at the time of casting the spell). On a failed save, the target has disadvantage on the spell's effect. On a successful save, the spell ends. The spell also lasts for the duration. If the spell ends before the target has turned undead, the spell ends on that target. The target must make a Wisdom saving throw. On a success, the spell ends, and the spell ends for that target. On a failure, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Abjuration

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch several creatures and take damage equal to your spellcasting ability modifier. You can use your action to dismiss any of the creatures you touch. Each time you do so, you take 1d6 necrotic damage, and you can use your action to send the remaining damage to the ground. Transmutation

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You are summoned by the spirits of the dead. They have no natural means of communication. They are friendly to you, but in exchange you give them a limited amount of life that can be used as a bonus action, up to your choosing. You can use this bonus action at the end of each of your turns. You can also use this bonus action at any time. You can use this bonus action multiple times before ending the effect. Until the spell ends, the spirits can’t communicate. You must use your action to dismiss the spell. At the end of each of your turns, you can repeat the spell. Illusion

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a corpse or body of a creature you can see within range and cause it to become a corpse. The target disappears into the Material Plane and is replaced by a corpse that isn't dead but has a corpse type. When the corpse drops to 0 hit points, the target is replaced by one that has a different type. The target can't be more than 10 feet away from its corpse. Trans

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A spectral, undead creature appears in a place you choose within range. A creature must make a Wisdom saving throw. On a success, the creature has the undead spell’s damage and can’t be charmed. On a failure, the spell ends. The spell ends if you cast this spell again. Evocation

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a corpse. The corpse sheds bright light in a 20-foot radius. You have resistance against necrotic damage, poison damage, and radiant damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or become immune to poison, disease, fire, lightning, necrotic damage, and poison-enforcing effects for the duration. On a failed save, the target takes 1d6 necrotic damage. If the target is undead, it becomes a mindless undead until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A dead body appears in a place you choose

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a dead body, a corpse found in a place you can see within range. The corpse is a piece of flesh, a bone, or some other sort of material that has been worn or worn by one or more other creatures. The corpse has no memory or memories of past life. You are not incapacitated, nor do you have any memory of how the corpse came about or of the creature that created it. The corpse is inert, and it can’t be worn or carried by another creature. The corpse is a living corpse, and it remains in a place you can see within range. You can’t create a corpse of any shape, size, or type. The corpse remains until the spell ends, when you use your action to dismiss the spell. Conjuration

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a corpse and imbue it with the power to manipulate the dead, a creature it can touch. The spirit of an undead appears in the corpse, and its soul remains with you until the spell ends. If the corpse is undead, the spell ends. The corpse is also diseased, diseased, and diseased. The spell ends on the corpse if the soul is still alive. When you cast this spell, you can use your action to make another target of the same type of corpse you used to make the spell tick. The target must be of the same level as the target.

Necromancy of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one dead creature and send it to the grave. The target is alive and well. You choose one of the following options when you cast this spell: The target sheds light in a 50-foot cone centered on a point you choose within range. The target sheds darkvision in that area for an additional 30 feet. The target sheds light in a 30-foot radius centered on a point you choose within range. The target sheds bright light in that area for an additional 30 feet. The target sheds darkvision in that area for an additional 30 feet. The target sheds light in a 50-foot radius centered on a point you choose within range. The target sheds bright light in that area for an additional 30 feet. The target sheds bright light in that area for an additional 30 feet. The target sheds bright light in that area for an additional 30 feet. The target sheds light in a 60-foot radius centered on a point you choose within range. The target sheds bright light in that area for an additional 60 feet. The target sheds light in a 60-foot radius centered on a point you choose within range. The target sheds light in that area for an additional 60 feet. The target sheds light in a 60-foot radius centered on a point you choose within range. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds light in that area for an additional 60 feet. The target sheds

Necromancy of the dead

Casting Time: 1 action
Range: Touch
Duration: Touch

Concentration, up to 10 minutes You touch a living creature and imbue it with a necromancy. The target must make a Charisma saving throw. On a failed save, the target is dead. The target’s soul is not possessed by the target. The target’s physical body is unaffected, and it can’t be possessed by another creature. If you use a spell slot of 2nd level or higher, the target has no physical body. Transmutation

Necromancy of the Elements

Casting Time: 1 action
Range: Self
Duration: 8 Hours

Self You touch the body of a creature of natural or mental description. The target must succeed on a Wisdom saving throw or suffer an extra 1d8 radiant damage. On a failed save, the target is charmed by the spell or item. On a successful save, the spell ends and the target appears as a shimmering cloud of light that lasts for the duration. The spell ends if the target is killed. A creature killed by this spell enters the spell as if it had been killed by a creature that was killed by the other spell or by a spell or item. Until the spell ends, this spell automatically fails if the creature is killed by this spell. At Higher Levels. When you cast the spell, you can alter the material properties of the target. For example, if the target is a stone, you can alter the material properties of the target. At Higher Levels. When you cast the spell, you can alter the material properties of any spell or magical effect that you cast. For example, if you cast a spell and it would cause a creature to gain hit points, you can affect a creature that has advantage on the saving throw. At Higher Levels. When you cast the spell for the first time on a creature you control, you can cause it to become charmed by the spell. At Higher Levels. When you cast the spell for the first time on a creature you control, you can cause it to become charmed by any other spell or magical effect that you cast. At Higher Levels. When you cast the spell for the first time on a creature you control, you can cause it to become frightened. At Higher Levels. When you cast the spell for the first time on a creature you control, you can cause it to become frightened by any spell or magical effect that you cast. At Higher Levels. When you cast the spell for the first time on a creature you control, you have resistance to all damage type and no speed. At Higher Levels. When you cast the spell for the first time on a creature you control, the duration is 10 minutes. You know the target's statistics. The target has advantage on the Intelligence, Wisdom, and Charisma checks you make to determine its ability to understand the world around it. When you cast the spell, you can use your action to call out the target's statistics using the creatures statistics. The target must be within 5 feet of you. At Higher Levels. When you cast the spell or cast the spell again on a creature you control, the duration is 10 minutes. You can use your action to call out those statistics again using the creature statistics. Transmutation

Necromancy of the Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you can manipulate the nature of nature or the elements within a sphere centered on a point within range. The sphere is a solid mass of water, with each point of space a different kind of wood, stone, or other substance. The sphere can contain up to ten different types of creatures, each of which can be affected by a different kind of magic, but it can’t affect any sort of magical effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Necromancy of the Flame Blade

Casting Time: 1 action
Range: Self
Duration: You touch an object that you can see and make a ra

nged spell attack. The target can choose one of the following effects: • You touch the target with your hand, causing the target to have an area of effect that is unoccupied. • You make a ranged spell attack. On a hit, the target must make a Dexterity saving throw. On a failed save, it takes 3d8 bludgeoning damage. • You make a weapon attack. On a hit, the weapon deals an extra 1d8 bludgeoning damage. • You make a melee spell attack. On a hit, the weapon deals an extra 1d8 bludgeoning damage. • You make a ranged spell attack. On a hit, the weapon deals an extra 1d8 bludgeoning damage. • You make a melee spell attack. On a hit, the weapon deals an extra 1d8 bludgeoning damage. • You make a weapon attack. On a hit, the target takes 4d8 fire damage. • You make a ranged spell attack. On a hit, the target takes a 1d4 + 10 fire damage. If the target is a Huge or smaller creature, it takes half as much damage. On a hit, the creature takes half as much damage. On a failed save, the target takes half as much damage. On a successful one, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful one, the target takes half as much damage. Evocation

Necromancy of the Forest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You teleport yourself to a forest that is part of a forest. You can spend 1 minute walking there. You can also teleport to any other place you choose within range. You can use your movement to move to any point you chose within range. You can use your movement to teleport any distance that you choose in the same direction. You don’t have to use your movement to move to a place you don’t want to. You can make one additional teleport attempt on a turn. You can use your action to teleport to another place that you can see within range. You can also take the form of a creature. Transmutation

Necromancy of the Four Winds

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a cloud of wind that blows in a direction you choose for the duration. Each 5-foot-long cloud in the area is a 100-foot cube. The cloud spreads out across the floor or in any other available space and can’t pass through any solid or stone. The wind can travel up to 30 feet in any direction. The cloud can be an open canopy, a cloud bed, or a cloud cover. The wind can pass through any barrier you choose. The cloud can’t pass more than 20 feet in any direction. The wind is deafening and difficult terrain. The wind can penetrate any barrier you choose. You can use an action to create a 10 foot radius windward of you. You can use this wind to extend your hands out to a point that is 10 feet from you. The wind can pass through any barrier you choose. The wind can’t pass more than 20 feet in any direction. The wind can penetrate any barrier you choose. Any creature that ends its turn within 5 feet of you must succeed on a Strength saving throw or take 3d6 bludgeoning damage. Divination

Necromancy of the Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Concentration, you can shape a hand of silver, emerald, green, or yellowish-white stone in any shape you choose, that fits within a 30-foot cube centered on a point within range. You can designate a specific material component that appears in the hand. You can shape the hand as you choose, and any creature that can use its action to make a Strength or Dexterity check as a bonus action, using your own body weight, can do so. A creature must spend at least 1 bonus action to use this action. You can also shape a piece of stone, such as a ring, a scroll, or a dagger, but you must choose the component that appears. If you shape a piece of stone, you can use your action to make a new piece of stone, and the spell ends on the first new piece created. A creature can use an action to make a new piece of stone, or the piece of stone you created is replaced by another piece created by this spell. If you shape a piece of stone, you can use your action to make a new piece of stone, and the spell ends on the first new piece created. The material component of the stone you choose changes depending on what it is made of. For example, if you shape a ring, you can shape a piece of silver to match your hand, or you can shape a piece of emerald to match your hand. The material component of a piece of emerald changes depending on the nature of the stone you shape. For example, if you shape a piece of silver, you can shape a piece of emerald to match your hand, or you can shape a piece of emerald to match your hand. A creature can use its action to make a Strength or Dexterity check as a bonus action on each of its turns. If it succeeds, the spell ends on the first new piece created by this spell. Transmutation

Necromancy of the Nine Elements

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You utter the words of one of the elemental gods, who appear in the form of a great, wide-brimmed, four-legged creature with a pointed, pointed, pointed, or flayed head. The creature must be of the same type as the deity’s chosen element, though its statistics and equipment are the same, the same race, and the same level. The deity’s equipment can be any of the following: (a) A longsword, (b) a shield, (c) a shield- or two-handed weapon, or (d) a magic staff. The creature’s gear is the same as the gear of the deity. The creature must have at least 1 hit point. It can use its action to make three attacks: one with a staff (one-handed weapon), and one with a staff (two-handed weapon). These attacks deal an extra 1d6 force damage to the target. A creature that attacks against a creature other than the target must make a Strength saving throw. It takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Divination

Necromancy of the Nine Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You call forth the elements of the nine elements, each of which has its own special abilities and special uses. Choose one of the following powers: • Huge or smaller, elemental, or mundane. • Red, green, or blue light. • Red light or darkness. • Red light or darkness. Transmutation

Necromancy of the Nine Elements

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one element that you can see within range. You create a ten-foot-tall, 2.5-foot-high, 20-foot-tall cylinder of earth, a 10-foot-tall, no more than seven-foot-tall cylinder of water, and a 10-foot-tall, no more than seven-foot-tall cylinder of ice. Each

Necromancy of the Nine Elements

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a spectral element that has AC 1 and resistance to damage. The element can be any of the following: acid, cold, fire, lightning, thunder, or thunderous. The element can’t pass through barriers, nor can it breathe fire. It has resistance to all damage, including acid. Divination

Necromancy of the Rains

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a spirit of death, a shadowy figure that can be as large as a fist, and that can be as large as or smaller than you. The spell ends when you cast the spell. The spirit can use its power to teleport you to a place you choose within range. The teleport is instantaneous and lasts for the spell’s duration. If you cast this spell at least once every 30 days, the spirit remains there for the duration. You can use your action to dismiss the spell and return to your home dimension. Abjuration

Necromancy of the Underdark Evocation

Necromancy of the Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of wind that is 30 feet in diameter and centered on a point you choose within range. The wave must be at least 30 feet long and 10 feet high. The wind can be up to 10 miles in diameter and 10 miles across. The wind is strong enough to push buildings and other structures, but not so strong that it can penetrate the wall of a building. When you create the wind, you can make a ranged spell attack against one creature you can see within range. On a hit, the target takes 2d8 bludgeoning damage and is pushed 10 feet away from you. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Divination

Necromancy of Time

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You shift the course of time in a 20-foot-radius,

40-foot-high cylinder centered on a point you choose within range. The spell lasts for the duration. When the cylinder opens, every creature within it must make a Constitution saving throw. On a failed save, a creature takes 1d6 necrotic damage and isn’t blinded. You can end this spell before you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. Conjuration

Necromancy of Transcendence

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a point on the ground you can see within range. You create a portal to the dimension of another dimension within range. The portal is a point you can see within range. The portal lasts for the duration. You can use your action to create a portal in the space you specify. You can also use your action to create a portal in the space you specify. You can designate which plane of existence the portal appears on, as long as that plane is within 30 miles of the portal you created. The portal is visible to creatures that are within that plane of existence. You can designate that the portal is on land when you create it. The portal appears on any surface, including the ground. Until the spell ends, this portal is visible only to creatures that are within 30 miles of the portal you created. You can designate any other area of the portal to remain visible only to creatures that are within 30 miles of the portal you created. You can also designate a place to remain visible even

Necromancy of Transmutation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical object that you can see within range. You cause the object to become a magical object that you can see within range. This spell ends when the object is worn. Conjuration

Necromancy of Transmutation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature and gain the power to transform it into a new form. The target must be within 30 feet of you, but the transformation lasts for the duration. You control the creature to the best of your ability until the spell ends, at which point it becomes a new form. You can only use this spell once per short or long rest. You can use your action to temporarily transform a nonliving creature into a new form. If the creature is still alive, it is no longer a creature. You can alter the form to suit your own circumstances. The creature is magically transported to your new form. The transformation lasts for the duration and can be used again as an action. You can use your action to make the creature revert to its current form. The creature must be within 30 feet of you to use this spell. The transformation lasts for the duration and ends when the creature is no longer a creature. Transmutation

Necromancy of Unattainable Strength

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell can cause a creature within range to become immune to all damage and to any saving throws made by other spell or other means. The target must succeed on a Strength saving throw or be charmed by you for the duration. If it fails the save, the spell ends. When the spell ends, the creature is blinded until the spell ends. Transmutation

Necromancy of Water

Casting Time: 1 action
Range: 300
Duration: 30

A cloud of water wreaths itself in your mind. If this spell ends or if you choose another spell before then, you can use your action on a melee weapon attack roll to determine the duration for this spell and the total damage it deals that turn. It must be a melee weapon, no lower than 10 feet tall, and has the following statistics: its AC: -1, up to half its normal AC, and 1/2 its bonus AC. Its base attack bonus is 1d8 + your Constitution modifier. If you cast this spell while stunned, you can target a creature you can see within 100 feet of you and force your touch to move. You can move the target in any direction you like: up, into the air, or back. Transmutation

Necromancy of Water

Casting Time: 1 action
Range: Water
Duration: 1 Hour

Choose one of the following effects when you cast this spell: • Choose one of the following effects. • Water Breathes. The target takes 2d6 bludgeoning damage. • Earth. The target takes 2d6 bludgeoning damage. • Flame. The target takes 2d6 cold damage. • Lightning. The target takes 2d6 lightning damage. • Poison. The target takes half as much damage from poison. • Lightning. The target takes half as much damage from lightning. • Water. The target takes half as much damage from water.

Necromancy of Wind

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You shape the air and soil in a 20-foot-radius, 40-foot-tall cylinder centered on a point you can see within range. This spell has no effect if you can see the cylinder from your space. Transmutation

Necromancy of Wind

Casting Time: 1 action
Range: 60
Duration: 8 hours

A cloud of wreaths itself in your mind. At the start of each of its turns, you can see a 10-foot cube of wreathed air in front of you with the senses of both you and the cloud. For the duration, the cloud can sense you and affect you, providing a general description of the location and intensity of your surroundings. It can also sense when an unseen force is at its location and when the power of a spell or effect ends. The cloud can also sense when you take damage and when you gain a new spell level, an ability score adjustment, or a condition for a given effect. You and the cloud are instantly within range by magic and know each other if there are any other spells or effects on you. If you cast this spell multiple times and target a cube, a new cube appears on the floor of the cube it fits in and can take on any shape it chooses. When you cast this spell, you can cause multiple versions of the same cube to appear, that do not fit within the same cube, so that they don’t fit. This cloud has the following statistics: its hit point maximum (d6) and AC until the start of your next turn (d8). Its hit point maximum can’t exceed the maximum maximum bonus of your spellcasting ability. The cloud can’t pass through trees, lakes, or other openings that aren’t protected by terrain. Its hit points can change by five points per 60-foot cube that you can see within range; the change to Hit Points increases by 5 at the beginning of your next turn. As a bonus action on your next turn after this spell ends, you can move your cube up to 30 feet in any direction, which lasts for 10 minutes. If you move your cube higher than your cube’s maximum weight, it can be moved up to 30 feet away from you. It is also possible to move up to 10 feet while moving by using its height and weight together to create a straight line. When you move your cube toward a point that you want to touch or that you pass through, an

Necromancy of Wind

Casting Time: 1 action
Range: 90
Duration: 1 hour

This spell, performed by a creature that must be within 90 feet of you, creates a wind. The spell does not cause any damage to other things or to the ground within 120 feet of you. The target can make the saving throw at the end of each of its turns. On a failed save, it is stunned, and can’t repeat its saving throw. It also can’t take reactions to move. On a successful save, its movement can take place as normal. Illusion

Necromancy of Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature you can see within range and cause it to become surrounded by lightning. The target takes 5d8 lightning damage, and the spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Enchantment

Necromancy of Wisdom

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a ward that protects a portion of the Earth in a 20-foot-radius sphere centered on a point within range. The sphere lasts for the duration. The sphere is difficult terrain, and creatures in the sphere are hostile to you. If a creature enters the sphere for the first time on a turn or starts its turn there, it takes 4d6 psychic damage. On a failed save, the creature must make a Wisdom saving throw. On a successful save, it takes half as much damage. On a failed save, the creature takes half as much damage. Necromancy

Necromancy or Protection from Evil

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a magical barrier that prevents the destruction of magical barriers in a location. The barrier is made of stone and is made of 10x5x8 cubic feet of solid material. The barrier is 10 feet high, 20 feet high, and 25 feet wide. The barrier is made of 10 x 5x8 tiles and weighs 5 pounds. The barrier blocks 1 inch of ground in a 5-foot radius and 20 inches of floor. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can use your action to create a barrier 5 feet high and 20 feet high. The barrier blocks 1 inch of ground in a 5-foot radius and 20 inches of floor. The barrier blocks 1 inch of ground in a 20-foot radius and 30 feet of floor. The barrier protects the plane you entered or was on. Enchantment

Necromancy - Pain

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You channel your pain prowess to cause a shower of pain—inflicting pain bolts or piercing a creature, a target, or some other sensation you deem appropriate. Make a melee spell attack against a creature that you can see within range. On a hit, the target takes 2d8 piercing damage, and it can’t take reactions until the start of its next turn. After taking this damage, the target loses any resistance to any damage type until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Necromancy/Poison Spray

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You create a 20-foot cone of poisonous acid flying from a point of your choice within range. You can make a single melee attack with a weapon against a creature that you can see within the cone. On a hit, the target takes 3 d10 poison damage. This spell closes all mortal wounds and makes poison weapons deal 20d6 poison damage more effective against targets under 1 inch thick. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional creature for each slot level above 1st. Transmutation

Necromancy radiance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a radiance that lasts for the duration. The radiance can be colored as you choose, and you can make any of the following radials go green: blue; yellow; or violet. The spell’s other effects can be neutralized or suppressed by this spell. Transmutation

Necromancy/Resistance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause up to seven willing creatures to succeed on a Wisdom saving throw or become charmed for the duration. The spell also extends the duration by 1 minute. If you or other creatures have the ability to turn the charmed targets into mindless beasts, the spell ends for them. A frightened target can use its action to make a Wisdom saving throw using the DC; on a success, it can use its action to return to its base form. Its action is wasted, and it can’t activate a chaining spell until the spell ends or until you or other creatures cast this spell. Illusion

Necromancy restoration

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose one of the following effects when you cast this spell: • A bright light radiates from you, dim light that remains dim for the spell’s duration and damages anyone it touches. This spell functions as charm person spell for the duration. • You cast this spell using a spell slot of 7th level or lower. This spell functions as charm person spell if

Necromancy Restoration

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range and restore the physical form of that creature. The target must succeed on a Constitution saving throw or become transformed into a new form. Once transformed, you can choose to reduce the target to its current form. If you reduce the target to 0 hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the restoration increases by 1d6 for each slot level above 5th. Divination

Necromancy (see below)

Casting Time: 1 action
Range: Self
Duration: Self

1 Hour A creature you touch appears in a 5-foot cube centered on itself. Until the spell ends, the creature is immune to necromancy, magic damage, and spell damage for the duration. The creature must make a Constitution saving throw. On a failed save, the creature becomes an undead. At the end of each of its turns, the creature can use its action to regrow the creature. At the end of each of its turns, the creature can use its action to regrow the creature. Evocation

Necromancy

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You take on a new type of magic. Choose one of the following forms: fire, ice, water, poison, or thunder. Choose a creature type: arcanist, fey, fiend, or vampiric. Choose one or more magical effects that apply to the creature. When a target takes damage, it can choose whether or not it chooses the new form. The target doesn’t have to be a humanoid. It can’t automatically become a creature. The target must succeed on a Constitution saving throw or be banished to an unoccupied space you can see. Transmutation

Necromancy

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose one or more materials that you can see within range. You manipulate the material to create magical effects, such as creating a glyph or raising a creature. You can also manipulate it to create mundane effects, such as lighting a fire or creating a magic circle. You can also make the material disappear entirely, but you must use a different tool to do so. If you do so, all the material remains and the spell ends, and you can use your action to return it to the material you used for the casting. You can use this spell on up to three creatures and up to six creatures and objects at a time. When you cast the spell, choose a new material as the material that you used, and the new effect ends. This spell has no effect on undead or constructs. Illusion

Necromancy

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You draw the breath of a living creature for the first time in a long time, and it becomes a creature for the duration. The creature can be any size you choose, provided that it can breathe, has a mouth and a body. The creature can’t become larger than Medium (1 foot in diameter), or it can’t become smaller than Huge (10 feet in diameter). The spell ends if you cast it again or if the target’s breath weapon is used to utter the command. Transmutation

Necromancy

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You imbue a creature you touch with magic. While the creature is within 60 feet of you, the spell ends. The creature’s magic lasts for the duration. When the spell ends, the creature returns to its normal form. You can use your action to dismiss the spell as an action. If the creature is already carrying a weapon, you can use your action to dismiss it. If the creature is carrying a spell or a weapon, you can dismiss it as an action. The spell ends if the creature is dead. Transmutation

Necromancy

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You imbue yourself with a powerful magical power. The spell creates a magical beam of light in a 30-foot cube centered on a point you choose within range. The beam is a bright red, green, or blue color. The beam spreads over a 60-foot cube centered on a point you choose within range. The beam spreads out in a 30-foot cube centered on a point that you choose within range. The beam can be extinguished by using a willing creature’s action. When a target drops to 0 hit points, the beam destroys the target. Abjuration

Necromancy

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You manifest a tiny, invisible, but seemingly harmless creature that can be used to create a field in the space it is on, up to 60 feet across. For the spell’s duration, the chosen target is unaffected by hostile creatures, such as hostile creatures, giants, and undead. Abjuration

Necromancy

Casting Time: 1 action
Range: Self
Duration: 1 hour

You take control of a small area of water in your body for the spell’s duration. You can use a bonus action to cause the area to fill with liquid, creating an intense and magical fire. The extinguishing effect on creatures and objects, not by chance, is instantaneous. If you cast the spell at a special resting place, the area is immediately cleared away and all water creatures and objects in it are turned back to normal. The spell can’t extinguish all forms of moisture or prevent dry air from flowing in. Your breathing patterns are affected by this spell, so if you're standing on a frozen ground and have no water running, any excess water can enter your lungs. Conjuration

Necromancy

Casting Time: 1 action
Range: Self
Duration: 1 minute

You attempt to use your magic to create a globe of magical energy that fits within an unoccupied space within range. The globe is centered on a point you can see within range, and it appears to be on a flat surface. The globe is difficult terrain, and the area you are in is difficult terrain. You can use your action to make a ranged spell check. On a success, the globe transforms into a solid object, and you can make a ranged spell attack against it. On a miss, the globe falls on a flat surface. You can move the globe up to 30 feet, and you can move it up to 30 feet. The globe can’t be moved up or down by creatures. The globe can’t be turned by spells and other means. Transmutation

Necromancy

Casting Time: 1 action
Range: Self
Duration: 1 minute

You choose a place on the ground that you can see that has an elevation of at least 100 feet. You manipulate any stone, log, or other solid object that is within range, such as a ceiling, to form an inverted cube. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much

Necromancy

Casting Time: 1 action
Range: Self
Duration: 30

Abjuration

Necromancy (Self)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to create an unoccupied space within range that has no spells or other effects. The space is filled with a shimmering mass of spells and magical effects that cause no damage. Each creature in that space must make a Wisdom saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage on a failed save, and the spell ends. On a failed save, a creature takes half as much damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

As you cast this spell,

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a new sort of magic based on the nature of the object created, which can be one creature, one plant, or one object created by another creature. The spell can target one creature or one object created by another creature or one target created by another target.

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a spectral illusion that can be seen through the eyes of up to one hundred creatures (including you) with a spectral quality of 5 or higher. The illusion can be any shape you choose, but the illusion can't be completely invisible. It can also be seen in any visible way, such as through the eyes of a creature or through its skin. The illusion can't be blinded. The illusion can't be targeted by spells or other magical effects and can only be summoned when the spell ends. Transmutation

NecromancySelf

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You gain the ability to communicate one or more ne

w sounds within range. You can send sounds into the water or by manipulating small objects that appear in the water. You can also imbue

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to create an invisible barrier that blocks all light in a 20-foot radius around you. The barrier lasts for the duration. You can use your action to create a 100 footradius centered on a point you choose within range. You can make the barrier up to 10 feet high, 20 feet high, or 20 feet thick, and you can create a barrier in any size or shape of your choice that is up to 30 feet in diameter. The barrier is visible to any creature within 5 feet of it and lasts for the duration. The barrier is difficult terrain, and you can’t move or stand within it. The barrier blocks

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You point your finger at a creature of your choice within range. The target must succeed on a Wisdom saving throw or become charmed until the spell ends. As a bonus action, you can mentally command the creature to repeat the saving throw, but the target must succeed on the DC or take 3d6 psychic damage. If the target fails the saving throw, it is charmed for the duration. If the target casts this spell on a nonhostile creature or enters a creature’s space, the spell ends. Transmutation

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

By casting this spell on one creature, you create a magic spell, a duplicate spell of another spell of similar type, and then make a DC 20 Charisma check (the spell's DC is equal to the spell’s level) to cast the spell. If the spell succeeds, you have the same effect as the original created spell.

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You alter the nature of your surroundings, shifting the landscape, trees, and other natural phenomena to suit the current conditions. You can also change the appearance of any of the creatures in your area, including the trees and shrubs that you control. You can also change the color of the earth in your area. Nothing is more difficult for you than to see the dark of night. A creature in your area must make a Wisdom saving throw. If it fails the save, it becomes blinded and deafened until the spell ends. If it succeeds, the blindness and deafness are broken. On a failed save, the creature takes half as much damage and can be charmed or frightened by the spell. Conjuration

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a level, nameless place you can see within range. While this spell is in effect, you can designate a specific place that you'll be traveling to. For example, you can designate a place on the plane of existence where you'll be traveling by placing your finger on the rock you're attempting to appear on and pointing to the spot that you'll be traveling on. You can also designate a place on the plane of existence where you'll be traveling by placing your finger on the rock. You can designate a time and place when you'll be traveling where the flammable flame will appear on the spot you intended. This spell can also designate a place where you'll be traveling in a different plane of existence. You can designate a place where you'll be traveling in a different plane of existence, such as a plane that you don't know, a plane in which the creature you designate has a certain level of intelligence, and a plane in which the creature you designate has the same level of intelligence as you. Conjuration

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an animate object within range that you can see. The object must be of a type you choose. The object can be a creature, a plant, or an object created by a creature. Until the spell ends, the object can be destroyed. You can use an action to issue a command to the object or dismiss it as an action. The object can be a simple object, a creature, a tree, or a piece of clothing. The object can also be a magical object, a magical creature, or a magical object created by a creature. When the object appears in a place that you can see within range, the spell can affect only that place. Conjuration

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a spectral image that appears in the space of 1 minute. Each creature in a 5-foot-radius sphere or a 5-foot-radius cube centered on a point you can see within range must make a Wisdom saving throw. On a failed save, the image is replaced by an illusion. On a successful save, the image remains in the space for the duration. Conjuration

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create tangible creatures of unknown origin. You can create plants, animals, or even plants from nonmagical elements such as air, fire, or water. The spell lasts for the duration. The plants or creatures are magical constructs created by the spell, and if they are created from nonmagical materials, they are magical creatures. You can alter the conditions on their creation, and they do not need to be aware of them to do so. They are neither created creatures nor created magical creatures. If the spell fails and they become lost while you or someone else is casting it, you can use a bonus action to teleport them to a different location. Alternatively, you can cause the plants or creatures to disappear, giving them a temporary home. These temporary homes are similar to the rest of the spell’s reach. When you cast the spell, you decide whether the temporary homes are permanent or temporary. If you decide to permanently remove the plants or creatures from their temporary homes, you remove the spell’s temporary elementals or the spell’s temporary elementals and the spell’s spell’s ability to create objects from nonmagical objects. The creatures or objects created by the spell have no effect. They are created by the spell, but their properties are different. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create additional temporary plants or creatures for each slot level above 1st. The plants or creatures remain until removed from their temporary homes. Transmutation

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature you touch

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a specific phenomenon that is being described on the ground and that you can see within range. It is described in a manner similar to a spell, unless the subject is a creature. The phenomenon is described in a manner that is more detailed and detailed, such as a magical beast or a fiend. It is described as being very large, with a long, pointed head and a mouth that lolls open and closes. The effect of the phenomenon is described in detail, and the creature is blind, deaf, or in some other manner affected. The target must succeed on a Wisdom saving throw or be charmed by the phenomenon for the duration. If the target is a creature, it can’t benefit from the phenomenon. It can’t take actions that aren’t currently considered actions. The effect of the phenomenon lasts for the duration. Conjuration

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magic circle that you can see centered on a point you choose within range. The circle is centered on that point, and it has a range of 60 feet. The spell has no effect on creatures or objects within the circle. Illusion

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a new celestial. You can designate a place within range,

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing creature and touch it with one hand. The target must succeed on a Dexterity saving throw or become aware of the target. Divination

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch one willing creature and give it the gift of necromancy. The target gains the benefit of your spellcasting ability for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target gains the same benefits of your spellcasting ability for the duration. Transmutation

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You transform up to ten creatures of your choice within range. They remain in the transformed state for the duration, and you decide how long until you have reached the target’s maximum hit points. For the duration, the target’s hit points are halved for each of its hit points. When the target reaches the maximum hit points, it becomes incapacitated and must use its action to make a Constitution saving throw. The creature can use its action to take 3d6 lightning damage. On a failed save, the creature takes half as much damage. When the spell ends, the spell disappears. If you cast this spell multiple times, you can have it cast as many as three times. If you cast it more than once, you must have cast it once. Transmutation

Necromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a divine word, which you can understand, and you create one of the following effects: • You create one of the following effects in one creature for the duration: • You make a loud noise in one creature’s space. • You create one of the following effects in one creature for the duration: • You create one of the following effects in one creature for the duration: • You create one of the following effects in one creature for the duration: • You create one of the following effects in one creature for the duration: • You create one of the following effects in one creature for the duration: • You create one of the following effects in one creature for the duration: • You create one of the following effects in one creature for the duration: • You create one of the following effects in one creature for the duration: • You create one of the following effects in one creature for the duration: • You create one of the following effects in one creature for the duration:

Necromancy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A necrotic blast of magic, created by your magic, erupts from an object within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 necrotic damage and is pushed 10 feet away from you in a random direction. The spell’s damage increases by 2d8 for each slot level above 6th. Transmutation

Necromancy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose an object that you can see within range. You move in a straight line. The object appears in any space within range. The object can be a humanoid, a creature, or a plant. You can also use an object to move a distance of up to 30 feet. You can also move a number of feet equal to your spellcasting ability modifier (your choice) when you cast this spell. The target must make a Constitution saving throw. On a success, it takes half as much damage on a failed save, and on a failure, it takes half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Necromancy

Casting Time: 1 action
Range: Self
Duration: Instantaneous�You conjure up an illusion of your o

wn choosing. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can target one additional creature increases by one for each slot level above 1st. Evocation

Necromancy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a magical energy field that surrounds a creature or object. The spell’s area is centered on the creature or object at the time you cast the spell. The field blocks all other magical effects and no harmful magical effects can occur within it. The spell has no effect on creatures or objects that aren’t created with it. Evocation

Necromancy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a magical seal on a creature. Any creature that enters the spell’s area must succeed on a Wisdom saving throw or take 8d6 radiant damage. The spell has no effect on undead or constructs. Conjuration

Necromancy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature and send it to a different location. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the target is charmed for the duration. The spell ends on a target when it reaches the end of its turn. Transmutation

NecromancySkill

Casting Time: 1 action
Range: 30
Duration: School

NecromancySkill

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose one ability of your choice that you can cast on yourself or another creature that you can see within range. You manipulate the target until the spell ends. When the target willingly enters the target’s space for the first time on a turn or starts its turn there, you create an aura of magic within 30 feet of the target. The target can’t be affected by this spell, and its speed is reduced by 10 for each level above 3rd. Transmutation

NecromancySkill

Casting Time: 1 action
Range: Transport
Duration: 8 Hours

Your magic infused magic reaches one creature of your choice within range, granting it a telepathic link with a willing creature of your choice within 30 feet of it (the link lasts until the spell ends). The creature must be within 30 feet of the target for the spell to work, but the creature can communicate telepathically with you through the creature’s mind. The target’s gear must be on the ground immediately before and after the spell ends, or the target falls unconscious while the spell is cast. This spell has no effect on undead or constructs. You can’t activate the link while you are asleep, while you are incapacitated, or while you are asleep. You can use this spell at the end of each of your turns to stimulate an ability check made using the checksum of the target creature. If the check succeeds, the link is activated again if the creature’s unconscious condition is met. If the check fails, the link is activated again, this time for the creature’s best interest. Otherwise, you make the check using your spellcasting ability modifier. If you succeed, the link is activated again and you must use this spell as instructed on each of your turns for each target to be activated. If you fail, the link is activated again, this time for the creature’s best interest. Otherwise, you make the check using your spellcasting ability modifier, not using your spellcasting ability modifier. Transmutation

Necromancy spells

Casting Time: 1 action
Range: Transmutation (1 minute)
Duration: You manipulate the nature of an object that you ch

oose using one of the following effects: • Create an invisible wall of air that blocks any ranged weapon attack. • You create a solid, opaque wall that doesn’t need to be transparent. • You create the wall with the following effects: • You create a solid, opaque wall that blocks all ranged weapon attacks. • You create the wall with the following effects: • You create a solid, opaque wall that doesn’t need to be transparent. • You create the wall with the following effects: • You create a solid, opaque wall that doesn’t need to be transparent. • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the wall with the following effects: • You create the

Necromancy Step

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a shadowy, invisible object. For the du

ration, you can make a Wisdom (Perception) check against your spell save DC to determine if you are conscious. The object must be a creature or something that you can see, such as a large, ornate statue. You can also use your action to cast the spell as an action. On a hit, the object explodes, sending a beam of light across the ground and a short sword flying toward you. The target must make a Charisma saving throw, and any creature or object that is within 5 feet of you must succeed on a Constitution saving throw or fall prone. The object then takes the fall. You can also use your action to move the object up to 20 feet in any direction you choose, but only in that direction. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the radius increases by 30 feet. DeceptionTouch Concentration, up to 1 minuteYou touch a creature you can see within range and cause it to make a Wisdom (Perception) check against your spell save DC. The creature takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if the target is unconscious. The creature must succeed on a Wisdom saving throw or become conscious for the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional spell for each slot level above 4th. Abjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature you can see within range. The target must succeed on a Charisma saving throw or take 1d6 necrotic damage. On a failed save, the target is charmed by you, and is immune to all damage. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the damage increases by 1d6 for each slot level above 6th. Evocation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing humanoid you can see within range. It must be of natural, nonmagical alignment. You touch the target again, and it gains a magic resistance rating of at least 3. It can’t take any damage from magic attacks. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell poisons the willing creatures you touch. For the duration, the willing creatures have disadvantage on attack rolls against you until the spell ends or until the target drops to 0 hit points. If you cast this spell over a long period of time, the spell can remove one disease that the target willingly carries with it, raising the target’s disease resistance to 0. The spell also cures fainting spells, phantasmal vision spells, and fever spells. When you cast this spell, you choose not to cast any other spell. You can use your action to deal with any effect that might target or chill the target, including ones that target or chill the target’s mind. Instead, you deal magic damage whenever you take your attack, its saving throw, or its damage type against a creature within your reach. Creatures under your reach are immune to this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Necromancy

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature. If the target is within 5 feet of you, the target takes 10d6 psychic damage and can’t be affected by any of the following spells or effects: • An illusion of being in the past. • • • • • • • A spell of 5th level or lower. • • • • • • • At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Necromancy Touch 24 Hours You touch a willing creature. If the creature has half the Hit Dice of the target, you cause the target to become charmed until the spell ends. The charmed condition can be met by other means. If you use an action to mentally influence a creature that has a high Wisdom score and that makes an Intelligence saving throw, you cause the creature to become charmed by your touch. The creature knows and recognizes you as the target of this spell, and if the creature is already charmed by your touch, you can change its intelligence score so that it is slightly above you. Abjuration

Necromancy touch

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a willing creature you can see within range and cause it to levitate and wither. The spell ends if you cast this spell again. Divination

NecromancyTouch

Casting Time: 1 action
Range: 60
Duration: 1 minute

You touch a willing creature that has a +1 bonus to AC and/or the spell’s damage. The target can’t take reactions. On a successful save, the target takes 10d6 bludgeoning damage and is pushed 10 feet away from you. The target’s speed is halved until the spell ends. You can also dismiss the spell as an action. Abjuration

NecromancyTouch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature that is neither familiar nor has any magical abilities that might be of use to it. The target must make a Wisdom saving throw. On a failed save, the target is charmed by the creature. On a successful save, the spell ends. On the next go, the target can make another Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d

Necromancy Touch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a willing creature and receive a sensory effect for 1 hour. Touch Touch 1 Hour You touch a willing creature that you can see within range. The target takes 1d8 psychic damage (or half as much damage if you choose). At the end of each of its turns, the target can use an action to make a Wisdom saving throw. On a success, the spell ends. Necromancy

Necromancy touch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a willing creature or object and deliver it to its creator. The target’s spell slot is equal to its level, provided that you are touching it. The target’s current hit points are replaced by that of your spell’s remaining levels. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: 6 hours

A shimmering sphere of swirling energy appears in a spot you choose within range. The sphere must be within 30 feet of you. If it is not, the sphere becomes a shadowy, shadowy creature. If the sphere is centered on a point within range, it has the same area of effect as the sphere. The sphere can be up to 30 feet in diameter and up to 60 feet tall. The sphere can also be a cube, a cube of 20 or more inches, or a cube of 20 or more feet with a height of up to 20 feet. If the sphere is not centered on a point within range, the sphere is centered on objects within its area. The sphere must never be more than 30 feet outside the radius. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: 7 hours

You touch a target and take on a life of your choosing, with the power to destroy it. Choose one of the following effects when you cast this spell (in addition to the first two effects described above and at the start of your next turn or when you cast it for the first time in a 5th-level spell slot). The effect lasts until the target dies. The spell becomes permanent. At Higher Levels. When you cast the spell using a spell slot above 2nd level, the duration is instantaneous. When you use a spell slot of 3rd level or higher, the duration is up to 1 minute. When you use a slot of 4th level or higher, the duration is up to 1 hour. Enchantment

Necromancy

Casting Time: 1 action
Range: Touch
Duration: 8 hours

Choose a magic spell. You create an image within yourself. It must be composed almost entirely of energy, an invisible substance or a spirit that can perceive your location. Once you cast the spell, you are free to choose from either an image or one composed of two images. Choose an image of a creature of your choice that you can see. For the image, you can use an action. If you create a new image, another, or an existing image, the image must first appear inside the image. A spirit takes on the appearance of any spirit that it summoned. For example, created creatures that share your spellcasting ability must know that you can see them whenever they are around you. If you create an image that is composed entirely of the spirit's own energy, and you create a new image that has more of its own energy, the image is no longer a image. For example, created creatures summoned by the spirit in this image must be in your possession when they speak, if it is within 1,000 feet of you, and if the image is created from a different source such as a book or a book sleeve. You

Necromancy

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature. The target must succeed on a Wisdom saving throw or become charmed for the duration of the spell. The target also takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell‘s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

A shimmering, magical light erupts from your hand as you cast this spell. You choose an area of shimmering light within range. The light appears in a 5-foot cube centered on a point you choose within range. The light disappears when the spell ends. When you cast this spell on a creature or object within 5 feet of it, the light disappears. Necromancy

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature and choose one of the following effects. The target must succeed on a Wisdom saving throw or take 1d10 necrotic damage. On a failed save, the target takes 1d10 necrotic damage. The effect can be blocked or triggered at any time. Any target that casts this spell ends its turn as a bonus action. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You attempt to cast a spell from another god. You can cast the spell multiple times, and the spell doesn’t need to be in any of its components. You can end up casting it multiple times, depending on the nature of the spell. You can also end the spell if you could cast it on a different creature. Transmutation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch is immune to necrotic damage, and the spell ends on the target if it is holding its or casting a spell that affects one necrotic creature or one prone to one form of slashing or piercing. The target also has disadvantage on attack rolls against targets prone to one form of slashing or piercing. Abjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a magical object to be worn by a creature within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 10—16 cold damage. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or become charmed for the duration. The target can also’t be charmed. The target can also’t be charmed by any other creature. The target can also’t be charmed by any other creature. The spell’s damage increases by 1d6 when you reach the 10th level (1d6)—if the damage is reduced to 0. At the 10th level, the target’s damage increases by 1d6 when it reaches the 17th level (1d6)—if it is a bonus action. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a dead creature and cause it to transform. The target is either an undead, an undead-enhanced version of yourself, a creature of opportunity that has no memory, or an undead possessed character that knows nothing of the past. For the duration of the spell, the target can be subjected to the following effects’s effects: • If the target has a low Intelligence score, the target can’t cast spells and becomes subject to

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch an object and cause it to grow cold, allowing it to be exposed to freezing winters or cold airships. Until the spell ends, you don’t gain immunity to cold effects or the effects of other curses. You can choose either the cold ability or the non-cold ability, and neither afflicts you. Transmutation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature that is Medium or smaller and that is within 10 feet of you. That creature must also be within 5 feet of you when you touch it. The target must succeed on a Dexterity saving throw or take half as much damage and be charmed. This spell ends if you leave the spellpath or if you finish it. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target takes 1d4 necrotic damage. If the target is under 5th level, it takes half as much damage. The spell ends early if the target is attacked or otherwise harmed by another target or by an ability spell. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature to create a magical ability. The target must succeed on

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. You can touch the target’s soul. Each target must make a Wisdom saving throw. On a successful save, it can repeat the spell, provided that you use your action on a subsequent turn. On a failed save, the spell ends. The spell can’t have more than one target. You can use an action to touch the soul of a target and must make the saving throw. On a success, the spell ends. You can repeat the spell using up to three other targets. This spell can also end a spell, such as the one you used to end the spell. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, you touch a point of your choice that has a moisture component. You touch the moisture, which w eaving with your might, causes plants and animals in the area to grow and change shape. Creatures that have an Intelligence of 4 or higher can’t be affected by this spell. If you touch a moisture source that has a moisture component, the spell ends immediately. You can use your action to touch the moisture to create a flying spell by manipulating the moisture. Creatures in the area become airborne for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create two flying spells of your choice from the spell’s flying component. You can use a spell slot of 6th level or higher to create two spells of 6th level or higher, or three spells of 6th level or higher. Enchantment

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell purges an area of necrotic energy that would otherwise be concentrated within the spell’s area of effect. The area is heavily obscured and includes solid earth and stone. The spell creates a void that remains open for the spell’s duration. At 1 minute, the area is unoccupied and an undead immune to poison and psychic damage has no effect on it. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher and are able to cast it multiple times, you can have up to three of the affected spells active at a time. For example, if you cast this spell for the duration and have three active spells of the same slot, the area fills in the void. Transmutation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a portal to the deepest and most dangerous part of the underworld of the Feywild, and then teleport into a place that you can see within range for the duration. The portal opens on a point you choose within range, and you can teleport to it up to 30 feet wide and up to 10 feet tall (including the portal itself). The portal is no more than 30 feet in any direction. You can use your action to teleport to the portal and back. Evocation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and place it within range. The target must succeed on a Wisdom

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature of your choice that you can see within range. Until the spell ends, the target becomes immune to all damage. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or become charmed for the duration. The target’s Wisdom becomes 1 + your spellcasting ability modifier. The target can also’t be charmed. You can use a bonus action on each of your turns to make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage. On a successful save, the spell ends. The spell’s damage increases by 1d6 when you reach 9th level (2d6), 11th level (3d6), and 17th level (4d6)—if the damage is reduced to 0. The spell’s damage increases by 1d6 when you reach 11th level (2d6)—if it is only a bonus action. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature within range and tell it to perform a long-range spell of your choice that you can see within range. The target must be within 30 feet of you. The spell can target one creature or one object, and the target must succeed on a Wisdom saving throw or become char

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature within range, making it invisible and subject to its conjuration. Until the spell ends, your touch can be as long as 60 feet long or longer. You can also touch the target once before the spell ends. Abjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. On a failed save, the target takes half as much damage. This spell ends on the target if it is being charmed by another target. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. You touch the target and can sense its natural language. Each creature can speak one of the following languages: • Common; • Awakened; • Gnostic; • Ethereal; • Fling; or • Primordial (a nonliving being that can't be charmed by you). The target can understand the language, but the target can't know the language. The target can speak its language in a secret and secret location. The target must be on the same plane of existence as you. As a bonus action, you can open the target's space and let it speak its language. The target can see through the target and can hear it. In addition, the target can see through walls, ceilings, and other objects in its space. Any creature that is within 5 feet of the target must succeed on a Wisdom saving throw or be charmed by it for the duration. If the target isn’t charmed by you, it makes an Intelligence saving throw. On a failed save, the target can’t be charmed by you. Abjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch, touch, or touch a willing creature or object. If the target is a Large or smaller creature, you can touch it. The touch and touch feature of the target are the same, and the target isn’t affected by the touch or touch feature. Transmutation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You place a small piece of parchment on a surface of stone that you can see within range. For the duration, the stone has resistance to all damage, and any drops it takes gain a +1 bonus to the attack roll, attack ability modifier, and saving throw. This spell’s area of effect is the same as the area of effect that created the spell. The area is a circle centered on a point you choose within range. When the spell is cast, the area appears to be a vertical line extending across a vertical line. The line is centered on a point you choose within range. The spell can’t directly reach a point where no stone can’t be, though you can leave the area to trigger an attack from a spot within the circle. The spell can’t be used to move a creature that is already within the circle. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and give it a touch. The target’s magic moves and statistics are restored to it. It can make Wisdom saving throws, but it is immune to all damage. The spell’s damage increases by 1d6 for each slot level above 1st. Evocation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. Its magic fills the target with a faint glow that lasts for the duration. Until the spell ends, the target can’t take damage from magic. Transmutation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature of your choice within range, and any creature you touch must succeed on a Wisdom saving throw or become charmed by that creature for the duration. On a success, the target gains a +1 bonus to AC and a +1 bonus to AC against all damage rolls that would normally result from a natural attack. On a failure, the target is charmed. On a successful save, the creature is immune to this spell for the duration. Enchantment

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature or object with a magic item that you can see within range and cause the magical item to become imbued with a strong magical power. The spell is cast on the target, or the target is imbued with a strong magical power. If the target is wearing a magical item or a similar item, the spell doesn't work. The target is imbued with the same power as a normal item. Enchantment

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range and specify a location on it. A creature must make a Wisdom saving throw. On

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range. The target must be within 5 feet of you

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature with magic and create a magical substance that you can see within range. The substance becomes invisible to the target and can be easily seen by creatures or objects without magic. For example, if the target is wearing a magical cloak, it can see through the magic. A target can use its action to make a Dexterity saving throw. On a failed save, the target is blinded until the spell ends, or the spell ends for the object that you touched. While blinded, the object has a +2 bonus to AC and a +1 bonus to damage rolls, and the spell ends if the target is blinded. The spell can also cause the spell to end on a failed save, if the target is blinded. Conjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch and touch another creature you can see within range. You choose a willing creature of your choice that you can see, that has a Strength of 5 or lower, and that doesn't have any other magical properties. It is a willing creature. If you cast this spell while you are on a plane of existence, you choose the target. On the target, you can target any number of the target's physical, magical, and other properties. For example, you can target a creature with a strong physical, magical, or other property, and the target can choose any of the following properties: • Strength, Dexterity, Constitution, Constitution Modifiers, or Intelligence. The target can choose any of the three, but you must possess at least one of the following property: • Strength, Dexterity, Constitution Modifiers, or Intelligence. The target can choose any of the three, but you must possess at least one of the following property: • Strength, Dexterity, Constitution Modifiers, or Intelligence. The target can choose any of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three, but you must possess at least one of the three

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object that you can see within range and that has a range of 300 miles. The object has AC 20 and 30 hit points. The target must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The spell ends when the object disappears. Transmutation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature or a solid object you touch. The target�

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that you can see that is within range. The target takes 1d6 psychic damage and must use its reaction to use its reaction to make a new mental attack against you. The target is immune to this spell

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that you can see within range and imbue it with necromancy. The target sheds necromancy in a 20-foot cube centered on the target. The target can’t be affected by any other magic. The target can’t take any actions. You can use your action to dismiss the target. Necromancy

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch or touch an unwilling creature and imbue it with a supernatural ability. The target gains the ability to see invisible or visible in the target’s space. The target can’t see through walls, ceilings, or other barriers, and it has no discernible magical ability. Necromancy

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch or touch one willing creature or object within range. You can touch the target only when the spell ends. The target must succeed on a Wisdom saving throw or be charmed for the spell. When the spell ends, the target is blind until the end of your next turn. Transmutation

Necromancy touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing creature. Until the spell ends, the target can use an action to examine itself and make a Wisdom (Perception, song, or dance) check contested by a spell or ability check. It can make a Wisdom (Perception, language, or dance) check against a spell or ability check, or it can use its action to examine itself and make a new check contested by a spell or ability check. If a check successfully checks for truth or falsehood, the target can use its action to examine itself and make a new check contested by a spell or ability check. Necromantic lure Touch 1 minute A lure of magical energy appears in a 20-foot radius and lasts for the duration. The lure lasts for the duration or until a new lure appears. The lure can be a small object, a plant, or a creature. The lure can contain as many as 10 pounds of magical energy. The lure lasts for the duration or until a new lure appears. The lure can be destroyed when the lure reaches 0 hit points. The lure can be dispelled by a simple dispel magic spell. When the spell ends, the lure reappears in a new location if the target is within 30 feet of the location where it originated. Abjuration

Necromancy touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch one willing creature or a solid object that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 necrotic damage and is stunned until the spell ends. On a successful save, it takes half as much damage and is unaffected by the spell. Abjuration

Necromancy touch

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature and choose one of the following effects: • You touch the target with magical energy. The target is stunned until the spell ends, or half as far as you can move to dismiss the effect. • You touch the target with an energy ball of energy that lasts for the duration. The target is restrained until the spell ends. • You touch the target with an energy drain. The target is restrained until the spell ends. • You touch the target with an energy drain. The target is restrained until the spell ends. At any time after the spell ends, the target remains restrained until the spell ends. At the end of each of its turns, the target regains hit points equal to 1d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of hit points created by the effect increases by two for each slot level above 2nd. Evocation

Necromancy touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and imbue it with an ability that functions as your chosen ability for the duration. The target’s magic is audible when you cast the spell and is aware of the target’s location as far as in the radius goes, and you possess the relevant abjuration. When you cast the spell, or if you cast it multiple times, the target must make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the spell ends for that creature. On each of your turns until the spell ends, the target can repeat its saving throw, and it can repeat the saving throw if necessary to complete the task. While the spell is on the target spends its action as normal. If the target is charmed, frightened, paralyzed, or stunned, its Wisdom is reduced by 1 until it is 0. The spell ends for that creature. At the DM’s option, the target can make another Wisdom saving throw. The target takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. The DM can adjust the target’s save point value to match the new damage. The DM must have observed the spell with this effect and know the target’s nature and is proficient with the target’s typical spells. Necromancy

Necromancy touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature. You touch the target. Choose one of the following spells of 3rd level or lower. At the start of each of your turns, whenever you strike the target with a ranged spell, you can affect the target with one of the spells. At the end of each of your turns, you can affect the target with a different of the spells. At the start of each of your turns, you can affect the target with any of the spells. At the end of each of your turns, you can affect the target with either of the spells. Transmutation

Necromancy

Casting Time: 1 action
Range: TouchTouch
Duration: Concentration, up to 1 minute

Touch a piece of flesh that you can see within range, and can’t see within range. You can’t use your action to touch it for the duration. You can’t use your action to touch it for the duration. Until the spell ends, the creature becomes invisible. The creature can’t communicate with you, so you must use your action to dismiss this spell. You can’t use your action to dismiss this spell. You can’t use your action to dismiss it. You can’ve the same effect as you, but each time you cast the spell, the effect increases by 1d8 for each slot level above 1st. Divination

NecromancyTouch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and cause it to touch you again. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage and become charmed by you for the duration. At Higher Levels. When you cast this spell using a spell

Necromancy touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. Until the spell ends, the target is unaffected by necromancy. The target can use an action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. The spell can also be ended by harming the target, as in this case involving a wish spell. The target is limited in the number of willing creatures it can understand, and it must make a Wisdom saving throw at the start of each of its turns. If it fails, the spell ends. On a success, the spell ends, and the spell ends on you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th. Transmutation

Necromancy Touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Instantaneous Instantaneous Concentration, up to 10 minutes Instantaneous (10 minutes) Instantaneous (10 minutes) Conjuration

NecromancyTouch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. The target must succeed on a Charisma saving throw or become charmed for the duration. The target gains no benefit from the spell. If you cast this spell again, you can choose to use a bonus action on any of your turns to charm the target and make another saving throw. A target of this saving throw takes 2d6 bludgeoning damage, and it has disadvantage on attack

Necromancy Touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature that is willing or less of your choice that isn't its size or height. The target is immune to vulnerability to necrotic damage and the spell has no effect on it. The target can make a Wisdom saving throw. On a success, the spell ends. On a miss, the spell ends. On a success, the spell ends. On a failure, the spell ends. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can increase the damage of your spell by 1d6 for each slot level above 6th. Evocation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Touch

Touch Touch Concentration, up to 1 minute Touch a piece of flesh that you can see within range, and take 1d8 psychic damage. You might touch it for the duration, though it is dead. The creature must make a Constitution saving throw, taking 1d8 psychic damage. On a failed save, the creature takes 1d8 psychic damage. The creature’s hit points become smaller.

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Touch

Touch Touch Touch a piece of flesh that you touch that you can see within range, and use your action to place it next to you. Each creature can see within range. The creature’s hit points become smaller. The creature’s hit points become larger. The creature can make a Constitution saving throw at a failed save, or half as much damage. On a successful save, the creature takes 1d8 psychic damage for 1d8 per hour. On a failed save, the creature takes 2d8 psychic damage, or half as much damage on a successful one. A creature has no hit point or hit point or hit point. If the creature takes the hit point, that creature can’t be hit. If the creature has any hit points, that creature can’t be hit. Necromancy

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and cast this spell on it, causing it to become familiar with the language of a deity you choose. The spell disappears if the target is already an unwilling creature. The target knows the language of the deity and is familiar with it as long as it is in its possession. The target can speak the language of the deity, but it must be one of the following: an evil god, an elementalist, a demigod, a necromancer, a druid, a paladin, a paladin of the appropriate race, or an undead. The target knows nothing about the language, but it can understand one or more of the following words or refrain from words that are harmful to it: • A word of encouragement or reassurance, such as a calm voice, that you give to a frightened creature. • The creature is overcome with emotion, and it automatically succeeds on a Wisdom saving throw against this saving throw if it is affected by an urge spell. • The creature is incapacitated and unable to move or speak. • The spell ends for the target if it makes a Charisma saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. Transmutation

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch an object that isn’t being worn or carried. It is made of pure material, and you touch it and receive a +1 bonus to AC, saving throws, and ability checks. If the object has any magical properties, they must be stated with a +1 bonus to the DC of the ability check. Abjuration

Necromancy

Casting Time: 1 action
Range: Touch
Duration: Up to 1 minute

You touch a creature that you can see within range. The target must succeed on a Charisma saving throw or take 10d6 necrotic damage. The spell ends if you cast this spell again. Transmutation

Necromancy, Transmutation

Casting Time: 1 action
Range: 1 Hour
Duration: A creature you touch transmocates into a creature

of your choice that you can see within range. The spell’s energy radiates out in a 40-foot cone centered on that creature. The cone lasts for the spell’s duration. You can use a bonus action on each of your turns to cause the target to become charmed by the spell, but the target is immune to this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Transmutation

Necromancy

Casting Time: 1 action
Range: Transmute Rock
Duration: 30

up to 1 minute You create a 15 foot cube of earth and stone that remains for the duration. Until the spell ends, you choose one of the following properties of the cube: - Medium - Huge - Dex - 2nd-level - 4th-level - 5th-level - 6th-level As you range the cube, you learn its statistics, gaining the following benefits: - - You cause the cube to expand to encompass an area of ground within range - You shape the ground in the cube to look like a wall - You make the wall appear to be stone or a bridge - You cause the wall to move along the wall - You make the wall appear to be vertical - You transform the wall into stone or a portal As you complete the spell, you learn more about the terrain in the cube, gaining the following benefits: - - You cause the cube to expand to a height of up to 40 feet - You shape the cube in such a manner that the walls, doors, and other surfaces can be blocked or hidden by the ground in the cube As you complete the spell, you gain access to all the statistics and abilities of the cube, gaining the following benefits: - - You learn the physical forms of creatures that inhabit the cube, gaining the statistics

Necromancy wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure up a wind of wind that sucks up to three gallons of water from the air and turns it into a wind. The wind creates wind currents that pass through and up to 100 feet in a direction you choose. On a turn, you can move up to 10 feet in a straight line, and up to 10 feet in a horizontal line, before falling. Make a ranged spell attack. On a hit, the target takes 4d8 thunder damage, and the spell ends. Transmutation

Necromancy Word of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You curse the living and the dead. The curse lasts for the duration or until the spell ends. The curse is a spell. The spell doesn’t end if the target is dead. It ends when the spell ends. It ends at the end of the target’s next turn. If the target is dead during this time, the curse ends, and its target doesn’t die. The curse is permanent. You can use your action to dismiss or banish the spell. If you choose to banish the curse, you can use your action to dismiss the spell. The spell ends. You can use your action to dismiss this spell again if you like. Necromancy

Necromancy Word of Death

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You utter a secret word: a cryptic message that curses for 4 days. The DM has the statistics for the message. The DM can’t recall the message, but you can use the statistics of the spell’s target as a template for the message. The DM has the statistics for the message, and you have the statistics for that message for that day. The DM has the statistics for a given target if the target is the target of the spell’s spell. If the target is a target of this spell, the DM has the statistics for that target, but it doesn’t have the statistics for that target if the target is the target of the spell. This spell fails if the target is destroyed. Transmutation

Necromantic Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You place a small, wispy sphere of fire within range. The sphere is 10 feet long and 10 feet wide and weighs a single stone. The sphere is centered on a point you can see within range. The sphere is difficult terrain for creatures smaller than 5 feet. It is difficult terrain for larger creatures. Until the spell ends, it can be pulled into you by means

Necromantic Love

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature, who becomes a creature of your choice that you can see within range. The target gains the following benefits: - You can see into the mind of the target and understand its language. - You are able to perceive the nature of its emotions and personality. - You can compel the target to perform acts of sexual activity. - You can affect the target by making it feel as if it had sex with you. - You can end the effect of one effect of a spell on the target. - You can end the effect of a spell on the target on a succeeding turn. Divination

Necromantic Orb

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You touch one willing creature. The target must make a Charisma saving throw, gaining the benefit of one of the following effects. On a success, the target becomes charmed by you for the duration. On a miss, the target fails its saving throw and becomes charmed by you until the spell ends. Transmutation

Necromantic Runes

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You attempt to

Necromantic Script

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You write on a surface that is up to 1 inch in diameter and that can accommodate a writing instrument up to 16 pages. If you cast the spell on a creature, it must make a Wisdom saving throw, taking 10 on the saving throw for the spell and 10 on the subsequent roll for any effect that would limit its ability to understand the written word. A creature readies itself for a spell must first occur on the page you used for the spell. If the creature knows the password of the page it can read, it can use the written word as long as it can perceive the page’s boundaries. Illusion

Necromantic Shift

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You awaken a creature within range who experienced one or more of the following effects of your choice from the start of the current turn: • Your hand becomes invisible for the duration • You double the size of your other hand, and your hand is no longer securely attached to it • You double the creature’s speed • You instantaneously teleport a creature of your choice within 5 feet of you or that was charmed by you for the entire duration • You instantaneously teleport a Large or smaller creature within 5 feet of you • You instantaneously teleport a Huge or smaller creature into an unoccupied space you choose that is free of creatures • You instantaneously dismiss all effects that would have affected a creature that was charmed by you. Conjuration

Necromantic Touch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch or touch an object, a creature, or some other intangible or mechanical phenomenon. The object you touch is a magic item, such as a magic wand or scroll, and you can make an Intelligence (Investigation) check using your spellcasting ability. You make the check against the spell save DC. If you or someone you designate as an "impossible object" succeeds on the check, the object disappears and the spell ends. You can also decide to end the spell before taking damage, but you must choose not to. If you choose to end the spell before taking damage, you get no benefit from the spell. You have resistance to necromancy-enhancing effects for 1 minute. Conjuration

Necromantic Trick

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to use your action to charm a creature you can see within range. The target must make a Charisma saving throw. On a failed save, a target takes 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be in the same area as you when you cast the spell. Transmutation

Necromantic Trick

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shadowy figure appears in an unoccupied space within range and then performs an action that you can see within range. The target must make a Charisma saving throw. On a failed save, a target takes 2d6 necrotic damage and is blinded for 1 minute. On a successful save, a target takes half as much damage and is blinded for 1 minute. On a failed save, the target takes half as much damage and isn’t blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Necromantic Trick

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a creature of challenge rating 6 or lower, within range. The spell’s challenge rating is how many +1/+1 counters it has. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. If the creature is hostile toward you or targets you while it is charmed, frightened, or stunned, you may use the creature’s Charisma modifier against it for its bonus action. Alternatively, you can use your action to attempt to lure the creature to your campfire, and the target takes an action that reveals itself to be a lie. The target pursues the lie no matter what. If the creature knows what it is doing, it defends against being frightened or stunned. If the creature isn’t sure what it is doing, it waits until it is certain it is safe before attacking. With an attack roll that targets a creature, the creature rolls a d20. The creature must make a Charisma saving throw. On a failed save, the creature regains hit points equal to 1d6 at the start of your next turn. On a successful save, the creature regains hit points equal to 1d6 at the start of your next turn. If the creature is incapacitated, it is unaffected by this spell. If the creature is attempting to cross a dangerous or hazardous bridge, it can use its movement to step over the fallen. Conjuration

Necromantic Trick

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You deliver a harmless suggestion to a willing creature you can see within range. The target gains the benefits of the target's knowledge of the magic you have spoken, and the target must succeed on a Wisdom saving throw or be charmed by your magic for the duration. The target can reply with a Wisdom saving throw or be frightened of you. The target can reply with a Wisdom (Perception) or Intelligence (Investigation) check to

Necromantic Trick

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch, touch, or touch an unwilling creature. When the spell ends, the target takes 10d6 psychic damage whenever it is attacked by a friendly creature. Conjuration

Necromental Plane

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell takes shape around a plane you can see within range, and the plane spreads out over a horizontal radius of at least 60 feet up to 100 feet long and lasts for the duration. At your command, the spell transforms into a prismatic disk centered on a plane you can see inside your area. Each creature affected by the spell can see within 60 feet of the prismatic disk. If you are within the sphere, you can move your spell through the image, as long as you can see within the sphere. It takes the form of a prismatic surface, and it is centered on the portal you were on. The sphere opens and closes at the same speed as if you were inside the sphere. The sphere lasts for the duration. If you pass within 5 feet of the sphere, the spell transforms back up and remains centered on it until the end of your next turn. In addition, it becomes more permanent at the end of that turn. The spell also enters your spellbook and becomes another prismatic disk centered on the nearest sphere. You can make an attack against the sphere, or you can take damage. When you do so, you can take damage, and if you hit an unoccupied square spell or creature with an attack against the sphere, you take 4d8 damage, and if it has no hit points, it sheds its sphere of ice (your choice that side). It

Negation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A white, intangible power radiated from your hand to touch a creature that you can see. The targets reaction is unchanged. An enemy killed by this effect immediately returns to life. It sheds dim light in a 10-foot radius and dim light for an additional 10 feet. If the target is under the effect of this effect when it returns to life, that creature takes 1d10 psychic damage and must succeed on a Constitution saving throw or be affected for the duration. This damage can be reduced or suppressed in any way, but must end before then. Conjuration

Negative Aura

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical aura flashes in your hand and moves with you, moving with you on each minute you spend concentrating on it. Until the spell ends, you can use a bonus action to mentally command the aura if it is present. Its movements aren’t random. You can call the aura up to several times throughout the casting, causing the m aura to repeat throughout your casting. While the aura is in effect, each time you make a melee attack with a weapon, your attack bonus is increased by 1d10 for each slot level above 1st Conjuration

Negative Energy Attack

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A nonliving creature (a creature that isn’t charmed, frightened, or possessed) attacks for the spell’s duration. A creature with a Intelligence score of 2 or lower can’t be affected. Evocation

Negative Energy Bond

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Evocation

Negative Energy Field

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 1-foot radius, 20-foot-tall cylinder of negative energy coursing through you. This energy globe remains in place for the duration. Each creature in the cylinder when the energy sphere appears is a creature within 1 mile of the location where you cast this spell. You can exclude one or more of the following from the energy sphere at the same time: acid, cold, fire, lightning, or poison. The barriers created by this spell can be closed or broken as described below. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration

Negative Energy Field

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of negative energy was created centered on a point within range. All creatures in that area must make Constitution saving throws, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this spell has its speed halved until the start of your next turn. Evocation

Negative Energypel

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of negative energy flows from you into a point you choose within range. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d10 + 1 damage, and the spell ends immediately. You can use a bonus action to cause one piece of negative energy to fly out from you and strike it once. This spell has no effect on undead or constructs. Evocation

Negative Energy Persists

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A hostile intelligent creature that you can see is surrounded on all sides by thick fog that continually obscures the intruder from view. The intruder can make a Wisdom saving throw, and on a success, it can make that saving throw with advantage. When the intruder enters the game (or the item or object being worn or carried), any statistics it has until then must be replaced by that of the chosen creature. The intruder can attack any creature that has attacked it and have a total of one attack, two of which are psychic, against any creature that has attacked it. On subsequent rounds, the intruder can roll a d20 to determine whether it has been frightened. The statistics it has until then must be replaced by the statistics of the creature it’s frightened of. Abjuration

NEITHER necrotic orb

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates an invisible, intangible orb of fire in unoccupied space that remains in place for the spell’s duration. The orb moves with you and stays centered on you, creating an enclosed area that prevents other creatures from passing through it. Any creature in the area can pass through it freely. As an action, a creature that can see the orb can’t pass through it. The orb moves into the space to which you designated in the prior section. Conjuration

Nell's Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, a spectral shadow wreathes your body. It flickers and dims as you wish, shifting shape and form to protect it. The shadow lasts for the spell’s duration or until you use an action to shake the shadow to a new form. While you are in the shadow’s shadow’s presence is difficult terrain for other creatures. A creature restrained by the shadow can use its

Nel'thalas

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a shimmering mist that spreads to within 300 feet of you and lasts for the duration. You can use your action to create the mist by manipulating one of the following two properties of the mist. When you create the mist, choose one of the following effects. It spreads around corners. • You create a 20 foot cube of shimmering mist centered on a point you choose within 300 feet of you. • You create an invisible barrier that lasts for the duration. In place of a barrier, the barrier makes it possible for creatures to pass through or move through the barrier. The barrier prevents creatures from passing through it or moving through it or reaching through it. The barrier is made of 30 pounds of strong antimagic field and has the same range and diameter as the mote it calls home. You can use your action to create a new antimagic field. Each time you create the mote, choose a color from among the colors of your choice from any of the remaining 5 counters on the mote. The mote disperses any negative energy it emits into the environment around it, provided that barrier is not damaged. Transmutation

Nemesis

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

The next time you hit a creature with an ability damage roll or a nonmagical ability check made using it, an ability die is rolled in half for that ability. For the duration, any ability check the target makes with a ability that uses a bonus action to roll a d10 + ability check also counts as making the check with that ability. As a bonus action, you can use your action to create one of the following effects with vulnerability to all damage: • 1d10 vulnerability to lightning, 2d10 to poison, or 3d10 to fire. • 2d10 vulnerability to cold, 1d10 to lightning, and • 3d10 vulnerability to thunder, 1d10 to lightning, and 3d10 to cold. Nemesis

Nemesis

Casting Time: 1 action
Range: 25
Duration: 1 Hour

Your flesh appears to be the strongest and most powerful weapon in creation. For the duration, each creature whose saving throw was successful in casting this spell with a successful one succeeds on a Constitution saving throw against necrotic damage. Until the spell ends, you can use your action to create a new weapon. While you have proficiency with your weapon, you can make any weapon from the new form with disadvantage. This spell doesn’t create a new magic weapon, but it creates two duplicates of a magic weapon you have studied. Make a melee spell attack for the weapon, rolling a d 100 and taking 3d8 psychic damage on a hit. On a hit, the target suffers 1d6 psychic damage (if any) and must make a Wisdom saving throw. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Nemesis

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your nightmare dawns over a location you choose within range. You create an unoccupied 4-foot cube of darkness within range that lasts for the duration of the spell or until you use an action to light the fire there. You can choose a region within range where you see no more than two dark, dimly lit areas, or see at least one portion of one area that is bright light and dark, and any area that is dark and dimly lit requires a concentration (your choice) or two of the spell’s saving throw’s effect to cast it. You can create only one such area at a time.

Nemesis

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You fill the air with a radiance worth reaching for an object that you can see within range. If you cast this spell using a spell slot of 6th level or higher, you can replace the radiant pain spell slot with an Energy sphere prepared by an elementalist who specializes in manipulating the air in the spell’s area for the spell’s duration. Additionally, you can shape the air to fit inside a 10-foot cube with a 50 percent chance when you cast the spell that the cube is made from. Evocation

Nemesis

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a cosmic being who forms in the image of a god or goddess and lives for the duration. The cosmic being is friendly to you and all creatures you designate and obeys your commands. Each creature that you make with this spell must succeed on a Wisdom saving throw or become charmed by the cosmic being for the duration. If you have no creatures on your turn, you could use this spell to persuade a willing creature that it could be the better god or goddess for the duration. The charmed creature must also say yes to the plan, which might involve accepting 1d10 poison damage from a random creature on your turn or spending 1d10 minutes trying to persuade the creature to change its mind. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional creature for each slot level above 5th. Conjuration

Nemesis

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your mind fills the course of a willing creature to create a new reality that spans multiple dimensions. For the duration, a creature can create one new reality by succeeding on a single melee spell attack against a target within 30 feet of it and seeing through its illusions. For the first time on a target within 30 feet of it, the target can’t make a melee

Nemesis Sphere

Casting Time: 1 action
Range: 60
Duration: 10 Days

You created a globe of fire within range that explodes when it hits a creature or a structure. The globe is 1/2 inch thick, and it lasts for the duration. You create a new globe on the first successful fireball you make within 60 feet of it. If you create two or more globes in the same area, the globe explodes, and the remaining two globes fall if any. The globe has a sustained range, at which it explodes, that lasts 10 days. When a creature touches the globe or releases it from its protective covering and moves or otherwise impacts it with advantage, a creature that would normally be immune to this spell makes a Strength saving throw. On a success, it vanishes, leaving behind no protective covering. The globe explodes if it is more than 20 feet in any one direction, and the spell ends. For the duration of the spell, a creature can use an action to launch a globe of fire at a creature other than yourself within 60 feet of the globe or a ceiling or a pillar made of wood or stone. The creature must succeed on a Strength saving throw or throw the globe off. It explodes 1d10x as large, but otherwise spreads out across the ground. The globe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Nemesis Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A demigod infestation spreads among trees and bushes in a location—typically a large tree or shrub—for the duration. Any tree or shrub that sprouts from the demigod’s seed sprouts from a tree in the Monster Manual, if that tree is the one being grown. That tree must be within 1 mile of the plant, and that tree can’t plant a food item within that 1 mile. For the duration, any food the demon’s tree carries carries moderate penalty penalties, such as death or being turned to stone. Conjuration

Nemesis

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a copy of yourself that can match any creature’s height or weight, or a creature’s height and weight in pounds and leftovers from an original game of roulette. The copy can fit within a 5-foot cube and can be shared between the two. The spell lasts for the duration and can’t be dispelled by dispel magic. If the creature is on the same plane of existence as you, the spell doesn’t work. If the creature is on a different plane of existence, the spell fails, and the spell is wasted. In such a case, the spell mimics your physical form in that of the creature it mimics, creating you as a simulacrum. You are the same as the creature in the physical form, using the same equipment and abilities. If you have two or more humanoids in your body, they share the same equipment and abilities, and they share the same statistics, but they aren’t created equal. You can’t become the creature’s twin, for example. Instead, you can raise both of them from the dead, provided that you can find a suitable new home for them. The spell mimics a creature’s height and weight, though it has the same statistics, except it lacks the ability to move. The spell ignores armor and shields, though it has the same damage reduction and attack and damage types. A creature that can’t transport you can reach you, though you can still use a body-sentence telepath spell to communicate with it. You make yourself and any creatures you share a telepathic link with a Tiny or larger creature of your choice that you can see within 30 feet of you, if the target can’t pass through the link. If you and the target are the same creature, the spell ends for that creature if it can reach you or carries it. If you and the target are both of the same race, the spell ends for that race if it can’t reach you or carries it. Transmutation

Nemetic Field

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A pebble-sized, 10-foot tall sphere of green light appears in an unoccupied space of your choice within range. The sphere lasts for the duration or until a plant within its area dies. When such a creature destroys an area of nonmagical nonliving material covering the sphere’s area, plants within ten feet of the sphere wither and the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature that can see within the sphere must make a Wisdom saving throw. On a failed save, the creature takes 6d6 necrotic damage and is blinded for 1 minute. On a successful save, the spell ends. Necromancy

Nentar's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Necromancy for the duration. You conjure a hand of suggestion from the Necromantic if it is within 120 feet of you. The target must succeed on a Wisdom saving throw or be pushed up to 5 feet away from you in a direction you choose. If you succeed, the enchantment ends. You can use your action to dismiss the effect. If you choose a larger hand, the larger one is unaffected by this spell. As a bonus action on your turn, you can move the hand up to 30 feet in any direction. If you move it more than once, the hand vanishes into a harmless demiplane. While the hand is in this demiplane, you can use your action to create a wish spell that would make a creature wish to be restrained by the hand. On a successful save, the creature is no longer restrained by the hand and is instead pushed up to 10 feet away from you in a direction you choose. Transmutation

NEONJAIL

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You invoke the spirits of nature to safeguard a place, a race, or a location. The spirits protect against harm, but they aren’t divine. The place, race, or location is particularly dangerous to a creature because of its nature. At any time, a spectral, greenish cloud appears in the place you designated. The cloud is bright light gray, and it lasts until the spell ends. When the cloud appears, the cloud doesn’t cover it. If the cloud increases its area of effect, the area is reduced to 0. The cloud doesn’t cover objects or is bright or darkness at all. When the cloud moves, the area is blocked by solid blocks of any color you designate. The cloud doesn’t grow larger than the size of a 10-foot cube, and it disappears when the spell ends. Conjuration

Nephala Nymph

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

For the duration, you imbue one willing creature you touch with temporary resistance to one damage type, including bludgeoning, piercing, and slashing. The mote then becomes a symbol of fey and the location of feasts. You have resistance against thunder damage, and you have resistance against cold damage. As a bonus action on each of your turns before the spell ends, you can sacrifice fey to regain temporary hit points. While the sacrifice lasts, the creature takes 1d8 + 1d10 damage. This damage can’t be reduced in any way by other methods and can’t be reduced before then. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Nephalem’s Bane

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Thick, dripping leaves sprout from your fingertips in an unoccupied space on the ground within range. Until the spell ends, you can use a bonus action to cause the leaves to bleed. Choose one creature or object that you can see within 30 feet of you and that is within range. You cause the leaves to flicker from shadow to light green or dark blue to opaque green, forming a solid barrier that prevents others from passing by. Alternatively you can cause the leaves to fly and hurl objects at them. Any creature that uses its action to attack you must make a Strength saving throw. On a failed save, the creature takes 6d10 force damage. On a successful save, it takes half as much damage. On a failed save, the creature takes half as much force damage. At the end of each of its turns, the leaves bode well for the duration. Both turns occur simultaneously in a 10-foot-radius, 30-foot-high cylinder centered on the cylinder. When a creature enters the cylinder for the first time on a turn or starts its turn there, the creature takes 6d10 force damage; on a failed save, the creature takes 6 d10 force damage. While the leaves protect you from fire and acid, you can use an action to move the cylinder up to 30 feet in any direction. Each creature in the cylinder when it starts its turn in one of those directions is blinded and restrained, which prevents it from working with the leaves. To break out, the creature can use its action to move the cylinder up or down, using only its action to do so. As an action, you can move the cylinder up or down, revising it so that it always appears in a location within 120 feet of you. Transmutation

Nephalem's Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell allows you to reshape the nature of matter in the hands of the living to suit your purposes. Nonmagical matter can be reshaped using magic. To reshape nonmagical matter, use the following special effects, as appropriate: • Nonliving matter created by this spell can’t take any reduction in Physical damage it takes, and can’t be reduced in any way other than as a material component. This spell makes nonliving matter in several ways. First, you can make nonmagical matter appear as if it were a living creature, instead of as an object or a component of another creature’s soul. Second, you can make nonliving matter resemble any nonliving creature you choose within 60 feet of you. Third, magic means that a creature can see within 120 feet of you when you cast this spell must succeed on a Dexterity saving throw or become blinded until

Nephalem's Hand

Casting Time: 1 action
Range: 30
Duration: 15 Days

You create the mightiest hand of any mortal creature in the form of a fiend or a fiend-infested temple, and in return you receive the same sort of weapon-throwing (your choice) or profane language (your choice) as a fey or a fiend (your choice) and with the same statistics, but with fewer profane messages. The hand is imbued with a foul magic that inscribes a line of runes on the ground that is twice as long as the telepathic link it appears

Nephi

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Your magic increases one creature of your choice that you can see within range and ends the turn within 1 hit point of the spell at the start of your next turn. That creature’s speed increases by 10 feet until the start of its next turn, and it has resistance to point blank damage. You can repair damage to the creature at any time, gaining benefits and reducing those of your choice for the duration. When you do so, you can repair a number of times equal to ten + your proficiency bonus. Undead, being particularly undead, tend to live longer and gain a higher maximum hit points. To repair a nonliving creature’s death, the creature must be dead within the last ten minutes of its healing, and this repair can’t take effect until the creature’s next long rest. This repair also reduces the creature’s exhaustion rate by 10 percent, if it’s raging or attacking. You can’t use this benefit again until you finish a long rest. You can’t use this benefit again if a creature’s speed drops to 0 and the spell’s duration is extended beyond 30 minutes. Necromancy

Nephi

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You weave a magical web of magic that leads to a region of up to 100 feet deep and thick with shifting clouds that emits bright light and that lasts for the duration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, the creature is drawn to the web and must wait until the spell ends or the shifting clouds dissipate before returning. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your spellcasting ability instead of Strength for the duration. Abjuration

Nephilas's Tower

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell creates a magnificent, faceless fortress at the center of your world, laying waste to the flesh and blood of every creature on its path. Until the spell ends, your fortress is animated and stands on its own ground, in a unoccupied space that you can see. Any creature not within 100 feet of the fortress must make a Constitution saving throw. On a failed save, the creature takes 3d10 piercing damage when it enters the fortress and is hurled 5 feet below the ground. Any creature or object struck by the creature takes 3d10 thunder damage. A creature that makes a successful save against this damage takes half damage, and a creature that fails saves against this damage takes half as much damage. Abjuration

Nephilas

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The lich whispers to you in a whisper of unknown power, telling you its plan: a) make a vague and cryptic prophecy about the coming year b) fill the air with a sound like a beating heart c) bring forth a corpse to stand upon the earth d) make sure nothing goes wrong on the earth e) bring back any magic items that you have worn to the grave f) send a message of help to the ill fated heir apparent g) read the holy book h) find out who the true Child of Stone and Stone of Stone is and where it came from i) find out who the true God of the land k) gather the remains of the Ninevarch to a great temple in a secret location m) defend the area from evil n, in your fiefdom, defend the lands you live on and defend the land against your enemies. Divination

Nephilim's Antipathy potion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This potion empowers a creature with a negative sentiment that can be seen from a specified distance. Choose any number of creatures that you can see within range. You or someone else choose an emotion that is noncorporeal, poisonous, or, if you choose, as a mood component, somatic (a mixture of sweetness and savor; one meaning behind the words "muffled" or "flanger"). The creature has advantage on Wisdom saving throws against being frightened, and the spell has no effect on its attacks or magic items. If you cast this spell while frightened, a creature that can mentally perceive itself as seeing a different emotion than you takes 2d12 psychic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell deals an extra 1d8 necrotic damage to each target. Both damage and the necrotic damage each target takes reduce by 1d12 the spell’s duration. You can affect only one creature at a time, and the spell can only target one creature at a time. While a creature is affected by this spell, the creature knows the emotion it is seeing, though it can’t speak, feel, or even think. The creature is limited in its emotions and can’t understand what other

Nephilim's Faithful Hound

Casting Time: 1 action
Range: 5
Duration: 8 Hours

You make a creature seem unfriendly and unkind to humans or other creatures you can see within 30 feet of you. The target must make a Wisdom saving throw. It does so with advantage if you are fighting it or if you have observed and seen it move or act in an unfriendly or threatening way. If it fails, it takes 4d10 psychic damage, and it doesn’t know it. This spell has no effect on undead or constructs. When you cast this spell, you can have the target be an illusion (as the creature is pictured), a creature a description of which is on the page entitled Imprisonment. You then specify a cage that can hold the target while you make the saving throw. The target can be forced to sign a false confession and must sign it for this spell to work. A creature can be charmed only by this spell, if the creature chooses to. If you cast this spell on the same creature every day for a year, and the casting lasts, the cage disappears while it still has the capacity to sign the spell, or the target makes an Intelligence saving throw. When the spell ends, the spell can be dismissed. Conjuration

Nephilim's Handicap

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a shield of shadowy energy over one creature of your choice within range. The shield lasts for the duration, preventing the target (and only the target) from casting a spell or creating an effect, such as a shield over a creature and blocking an effect, that would grant it a shortening or cancelling spell, a cancelling spell, or a reduction to a spell’s level. To cast a spell, an effect, or a set of spells, the target automatically unrolls a saving throw made in response to a spell’s nature check. The spell doesn’t take effect when you cast it or when you cast the associated spell. While the shield protects the target from being warded, it can’t prevent a target from casting a spell or creating an effect from an affecting effect. Abjuration

Nephilim's Scorcher

Casting Time: 1 action
Range: Touch
Duration: For the duration, you can use a spell slot of 5th

level or higher to create a nonmagical object that sheds bright light in a 30-foot cube that you can see within range. Each creature in that

Nephilim's Shell

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You imbue any creature in a 20-foot-radius, 40-foot-high cylinder centered on a point of your choice within range with a shimmering force that animates a beam of yellow radiance that reaches 5 feet high and extends for 5 feet beyond. The beam appears in any spot of your choice within range. The beam can target any creature on the target area that would normally be invisible, such as those within the blast radius or inside a 20-foot-radius well or a 20-foot-deep pit or cliff. Regardless of its size, the beam can’t pass through a barrier, so it cuts through soft barriers that keep outgrowth and weeds that take up space. While invisible to most creatures, the beam can appear and disappear at any time, causing creatures with flame exception to have disadvantage on Dexterity saving moves and attack rolls against them. Transmutation

Nephilim's Wall

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a wall of stone in a 5-foot-tall cube that you can see within range. Each wall must be at least 10 feet in height and 60 feet diameter. The wall is thick and stands on end. Any creatures in the wall are restrained by the wall. Until the spell ends, it is difficult terrain that is difficult terrain for your enemies. For example, if you are on the edge of a difficult terrain area, creatures can jump from it up to 10 feet. You can also create a square in the wall, which is difficult terrain for your enemies. The wall is made up of 30 cubic feet of stone and is made of stone. The wall is 60 feet in diameter and 40 feet tall. When you cast this spell, you can cause the wall to expand to cover a distance of up to 60 feet. The wall can be stacked up to 10 times. The wall can still be up to 500 feet tall, up to 300 feet wide, and up to 1,000 feet high. You can create 10 feet of the wall in any direction. The wall can only be up to 20 feet in any direction. You can move the wall as far as you like, but you must use your movement to move the wall up to 100 feet. Each time you move the wall up to 100 feet, you must use your movement to move it up to 100 feet. At the end of each turn, you can move the wall up to 100 feet in any direction. The wall can be up to 30 feet in any direction. You can use your movement to make the wall up

Nephiloc disease

Casting Time: 1 action
Range: 90
Duration: Necromancy

Continuing to serve you for the duration is the price you pay to end your life. You take 2d12 necrotic damage at the start of each of your turns, and you regain 4d12 necrotic damage when you cast this spell again. You must finish a long rest before you can use this spell again, unless you take 2d12 necrotic damage. You can’t use it again until you complete a long rest. Necromancy

Nephral Serpent

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell imbues a serpent with a foul hold on creatures it comes into contact with. Choose one creature that you can see within range. The target takes 8d8 necrotic damage that can be expended the next turn as a bonus action on each of your turns while the spell is in effect. The snake pursues the creature it killed or captured and devours it, which creatures it devours or attempts to devour. The snake’s flesh is warm and moist, allowing it to breathe underwater for the duration. The snake also becomes immune to disease, and it gains half the normal amount of hit points. You can use your reaction to reduce the damage to 1d8 at the start of your next turn, or choose a different necrotic spell for each target. The snake can move across uneven terrain, through difficult terrain, and up to its speed limit. If you create a wall at the start of your turn, the snake can break it up as part of its move to stay in the wall. Moreover, in addition to its normal attacks, the snake has the opportunity to lash out and deliver a loud shriek. Using its reaction, it strikes the wall at half the creature’s speed and makes a melee attack roll against each creature within its reach. When the wall fails, the creature takes 4d6 piercing damage, and the snake makes another melee attack roll against each creature within its reach. Transmutation

Nerevarine's Divining Arts

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. For the duration, that creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light spreads around corners, and its area can’t more than 5 feet deep. If the creature is holding its breath or smoking a cigarette and can’t move while the spell is active, the creature must use a reaction to exhale its full possible supply of fire. Transmutation

Nerevar's Hand

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a mystical hand of shimmering, translucent force in the space you left. The hand doubles as a miniature replica of your own hand, and until the spell ends, the replica functions as your normal hand. You can use your action to dismiss the effect. If you choose a larger hand, the larger replica counts as one size fit within the hand and can’t rotate, shift, or otherwise change its size in any way. As a bonus action on your turn, you can release the hand from the palm of your hand and crush the replica. It takes 3d6 force damage on a hit, and the hand releases a force that is equal to your hit point maximum. This effect persists for 1 round. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Nerfrostbite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a nonmagical weapon, a piece of rope, or a piece of stone that you can see on the ground into the air. It explodes if any other creature moves within 15 feet of it. Each creature under the spell must make a Constitution saving throw. It takes 5d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d

Nerve Break

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A strong nerve vine appears in a creature’s area of concentration and lasts for the spell’s duration. The vine persists for the duration, and the creature or objects it affects can use movement on a turn or jump as a bonus action on each of its turns to try to break it. At the start of each of its turns as a bonus action on each of its turns, a creature in the vine’s path can use its action to move at least 30 feet away from it and regain 3d8 hit points. This spell also stops short of collapsing a solid barrier, barrier, or other barrier made of solid material (such as a ceiling, wall, or ceiling) to break it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is’t reduced to 10 minutes. When you cast this spell using a spell slot of 3rd level or lower, the spell lasts until it is dispelled. Transmutation

Nerve Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A mass of quiverscent energy, supposedly made of ice and bound to a sphere, springs into existence around a creature that you can see within range. The creature can be as small as a Medium humanoid or as large as a Huge construct. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and is sent spinning through the air. This energy then vanishes, leaving behind no force and ignites no bolts. A creature that fails the save must succeed on a Strength saving throw or be sent flying. Evocation

Nervousness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You awaken in a location you can see within range. The location can be anywhere you choose, but you can’t be more than 100 feet away from the location. The spell’s duration is affected by the location’s size, as do the duration of the spell’s duration (though if you cast it on a creature, the duration is affected by your size instead). The following conditions apply: - You can’t take the Attack action on your turn. - You don’t take any damage from being affected by this spell. - You can’t take the Physical Attack action on your turn. - You don’t take damage from being affected by this spell. - You can’t cast spells against undead or constructs. - You can’t cast a number of other magic items. - You can’t cast spells with a casting time of more than 10 minutes. You can’t have more than one willing creature’s level or higher. Conjuration

Nest Armor

Casting Time: 1 action
Range: 120
Duration: 1 Round

Your magic inscribes a protective magic on items you wear. Each creature in a 5-foot-radius sphere centered on a point within range must make a Dexterity saving throw. When a creature uses its action to make a saving throw, it can roll a d4 to ensure the spell doesn’t reduce the spell’s area of effect to 1 area of effect. The spell can’t reduce a sphere centered on a point within 5 feet of another

Nestrification

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

When you cast this spell using a spell slot of 6th level or higher, your spells turn the world into gold and become more powerful. Until the spell ends, you also create one additional, completely different object for each slot level above 4th. These objects are both of the same kind and can be of any sort, made of any material or stone or of any kind (such as stone, wood, or iron) that you can see within range. The spells can cast any new spell through the item. If you cast a spell using an item slot of 6th level or higher, the spell doesn’t create additional objects for 7th level or higher spell slots. For example, if you have a spell with a 9th-level slot creating a duplicate of one of the duplicates, the spell doesn’t create additional objects for that slot. If you have a spell slot of 7th level or higher creating a duplicate of another spell of 7th level or lower, the spell creates a new duplicate for that slot slot, if it exists.

Nightmare reroll

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to roll off a failed attempt to avoid seeing a nightmare face. If a creature succeeds on the saving throw, the creature becomes aware of the danger posed by the failed save and can deal only half damage on a failed save. The spell ends if you cast it again or dismiss it as an action. If you attempt to cast another spell with a target that doesn’t recognise the creature as a threat, the spell that triggered the nightmare is dispensed with. A successful save negates the effect of the spell, and a half damage die occurs if you still have control of the target. Abjuration

Nightsense

Casting Time: 1 action
Range: 60
Duration: 1 Round

A spectral entity reaches for your corpse and crushes it in a harmless explosion, shedding spectral light around it at a spot within range. The spectral creature has resistance to radiant damage. If the creature is holding onto a nonmagical object that is neither broken nor worn, it can use its action to throw the item off, knocking it prone. If the creature can throw the object, it can throw a ranged weapon attack. It does so at your option. Whether you have double the number of hit points or one hit point left over, the spectral creature can’t enter a location less than 100 feet away from you. When you use this spell and during your next turn, you can use your action to switch places, causing the creature to enter a certain spot and targeting you. If you would like to target a creature in a different spot than the one you’re targeting, you must use the creature’s movement. If you target a creature in a different spot than the creature who triggered the spell, the creature is killed. Illusion

Nilf's Eye

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you gain a special ability that w as natural for eyes and that lasts for the duration. If you cast this spell after attaining 4th level spell, you can use that spell to achieve a higher magical ability. Additionally, as an action on your turn, you can exert your choice of one of the following effects on a peyote creature’s eyesight. Concentration, up to 1 minute N

Nilf's Primal Form

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You take the form of a fiend, a beast, or a hideous mollusk to appear as a harmless plant. The transformation can be stopped by a ranged spell of 3rd level or higher, and the creature takes 1d4 necrotic damage at the start of each of its turns. If you cast this spell while you already have seen the image or its movements, the image becomes diseased and becomes diseased again. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Necromancy

Nilithus’s Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell conjures up a sphere of magical force, inscribed within a silver or emerald crystal. The sphere appears in unoccupied spaces that you can see within range and disappears when the spell ends. A sphere covered by this spell’s surface can hold up to ten times its contents. The sphere remains for the spell’s duration. When you cast the spell, you can reshape the sphere so that it appears as a transparent portion of the interior, surrounding the gem and forming a wall of whirling, translucent force. Alternatively, you can create a protective globe so that warding off incoming damage can shield the globe from hostile fire. Whenever an area of hostile fire fills the globe with fire, a flammable object or a portion of a globe that isn’t covered by the spell destroys it, the globe instantly extinguishes it. As part of casting the spell, you can create a protective globe on the ground within 30 feet of the spell's area. You can have only one protective globe on the ground at a time, and the globe explodes when the globe is created or when a wall of whirling force has been created between the globe and the spell’s area. The globe can be broken into small pieces, which are connected to one another by magical cables or bolts. Small magical cables connected to a protective globe can be as small as a finger or as large as your hand. Each piece of magical cord has AC 5 and 30 hit points, and it can’t been reduced in size to 0 hit points before it is torn apart. When a piece of magical cord is broken, any creature within its area suffers 2d8 bludgeoning damage, and the bludgeoning damage can’t reduce the piece of magical cord to 1d6 bludgeoning damage. If the piece of magical cord is severed from a creature, the creature is restrained, and the spell ends, because the creature is no longer within the protected area, and the spell ends. Transmutation

Nilstrom

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A surge of magic energy erupts from a point you choose within range, centered on that point, and creates a large, white, talon-like cloud of magic energy hovering in the air above it. The cloud moves at 5 feet per round in a direction you choose for the duration. If you chose a point you can see on another plane of existence, you must choose a point you can see within 100 feet of the point you chose, even if you can’t see there. The cloud lasts for the duration or until you end the spell, at which point the cloud disappears. When you cast this spell, or as a bonus action on a subsequent day, you can dismiss the cloud as an action. It disappears into a pocket dimension (30 feet below the ground) that you can see within 30 feet of you, and lasts for the duration. The cloud spreads around corners. When a creature stands on a spot within 30 feet of the cloud and takes the Dash action, it can move up to 5 feet without spending the action looking directly at the cloud. Conjuration

Nimblefoot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

For the duration, you can move around your body and move at your command. When you do so, you can move up to 60 feet in a straight line, and you can use your action to move both ways. You can also use your action to make a vertical jump. If you make the jump while wearing armor, you must also make the jump on a flying object. Additionally, if you do so, you must make a successful Dexterity saving throw. On a successful save, you can use your reaction to automatically succeed on the saving throw. If you fail, you are restrained by the restrained object, and you can use your reaction to automatically release the restrained object. If you release the object, any creatures that are within 60 feet of it must succeed on a Dexterity saving throw or take 1d4 slashing damage. Additionally, the restrained object can’t be used if it is still in its container. Abjuration

Nimblefoot

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target’s speed is doubled, and it is able to make swimming, climbing, and crossing safely. Abjuration

Nimbleness

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

Your skin becomes immobile, granting you resistance to necrotic damage, speed, and other effects for the duration. You have resistance to necrotic damage (100 feet), damage from nonmagical bludgeoning weapons (20 feet), and bludgeoning, piercing, or slashing damage (20d6 + 20). As an action, you can move up to 20 feet in a straight line and repeat the same damage round for each damage type known. Necromancy

Nimbus

Casting Time: 1 action
Range: 150
Duration: 1 minute

You teleport up to ten creatures of your choice that you can see within range by dropping to a creature or by casting a spell of 3rd level or lower. Each target must make an Intelligence saving throw. On a failed save, it is transported to a different location where it can’t see, which makes it vulnerable to being devoured. Transmutation

Nimbus

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The next time a creature you can see within range hits you with an attack or a weapon attack during the spell’s duration, the creature takes that attack or attack’s normal damage as damage. At the end of each of its turns, that creature can make another Wisdom saving throw. On a success, the creature can use its reaction to make another Wisdom saving throw at the same time. To do so, it must use its reaction to make a different attack or spell of opportunity. If the creature makes such a casting, it takes 4d10 lightning damage on a failed save, and it takes 4d10 lightning damage on a successful one. Conjuration

Nimbus' final trap

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A swirling cloud of fire and brimstone appears within range in an unoccupied space of your choosing that you can see within range. The cloud spreads around corners, and its area is heavily obscured to the left and to the right. For the duration, the cloud sheds bright light in all dimensions and dim light for dim light. When the cloud appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 8d8 fire damage and is pushed 10 feet away from the center of the cloud while it is burning. An extra 1d8 fire damage occurs when an affected creature fails the save. While engulfed in smoke, a creature can use its movement to move through the cloud and avoid the surrounding area. For the duration, a creature covered by the cloud has disadvantage on attack rolls against creatures within 5 feet of it. A creature covered by the cloud when it spreads its smoke across a plain is also pushed 10 feet away from the cloud. At

Nimic

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your spirit invokes a phenomenon that appears within range to create a sensory illusion that a willing creature is near. For the duration, any creature you choose that you can see within range for the first time on a turn or starts moving at your command can perform any spell of your choice that targets the creature. The target must be within 30 feet of the illusion and can use its reaction to make a melee spell attack against that creature to achieve the illusion’s effect. If you hit the creature with a melee spell attack, the illusion ends. Abjuration

Nim of Ice

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour (see below) This spell functions like the Primal Bond spell, except that when you cast this spell using a spell slot of 2nd level or higher, you can have up to four Primal Bond members active at a time, or choose a lower version of Primal Bond with an 8th-level slot. Primal Bond members can be up to five members of a single bond (your choice) bonded by another spell or by some other means. The Primal Bond lasts up to 10 minutes, or until one member of the creature changes its mind, sheds a light skin, or some other visible change. You can also choose to have one member of each bond cast as a celestial, fey, fiend, or undead spell. When you cast this spell, you decide how each member functions, granting you the following benefits: • Primal Bond members have a 25 percent chance of dropping to 0 hit points. If there is no Primal Bond member, a creature in the area regains 3d8 necrotic damage by being reduced to 0 hit points. If a companion or friend of a Primal Bond member drops to 0 hit points, the Primal Bond member takes 3d8 necrotic damage, and the companions

Nimrodancer

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a shard of rare metal capable of reshaping the earth and creating permanent underground fortresses. The shard is imbued with dread power, spreading from one creature within 5 feet of you to another, creating its own fortifications and attacking them from the inside out. Each creature in a 5-foot-radius sphere centered on a point within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 psychic damage. As a bonus action, you can mentally command any creature you command to a fight its new home (no action required by you). Choose one creature that you choose within 5 feet of you and issue the command: “Attack!‟ “Produce a loud, bellowing bellow, THOUSANDSHOT, that summons you and hurls whatever creature you choose within 5 feet of it. Whatever creature you choose within 5 feet of it must succeed on a Constitution saving throw or be pushed 10 feet away from you and knocked prone. You create a permanent underground fortification there that lasts until the command is dispelled. You can command any creature you command to a fight its new home (no action required by you) or make other mental commands with an animal’s roar, but no more than once per round. When you issue the command, there is a 1/2 chance per round that the creature that uses its action to make a Wisdom saving throw. On a successful save, the spell ends for that creature. Conjuration

Nishaku

Casting Time: 1 action
Range: Sight
Duration: Self (15-foot cone)

Concentration, up to 1 hour You weave a harmful illusion that harms up to ten creatures within 15 feet of you. The illusion appears in an unoccupied space that you can see within range and lasts until the spell ends. If the illusion damages a creature, it leaves behind a mark that tracks the creature it harmed. If it fails a Wisdom check to see if its mark is intact, the creature it harmed regains hit points equal to half the amount of hit points it had before it. In addition, the illusion increases the challenge rating of any failed check you succeed at or reduce both your total hit points by, or half the amount of hit points recovered from, a failed saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Transmutation

Nishon's Hideous Whispers

Casting Time: 1 action
Range: Touch
Duration: 1 minute

As you cast this spell using a spell slot of 3rd level or higher, you learn the sound of one of the following whispers made by any creature of your choice within range, which can be any sound you have seen in existence. Choose a whisper that you can understand that was made by a creature within 1,000 years of creation as a reaction to a choice of one of the following options above. Until the end of your next turn, the creature can make a Wisdom saving throw to end its turn in a place it knows—such as by speaking the words out loud, or remaining silent for the entire duration of the spell. Nondescript Polyjuice wordlock Touch Until dispelled This spell inscribes a magic seal on a surface that you can see within range, making it impossible for the creature to pass through. To read the text, a creature must spend 5 feet of its movement for every 1 foot it spends exposed to light or cold damage. This spell's text might appear on a wall of text or a circle or floating to the left or right. If you cast this spell without first reading the text, the seal is active for the entire spell. If you know the language of the seal and are within 5 feet of it, you can read it, and spells and other objects created by the seal automatically detect it within 5 feet of it. If you cast this spell without first reading the text, you must choose between two possible words: • The seal can’t open or leave any barrier between you and the spell’s destination language. • The seal can detect a password, a secret passage, or a password sequence that might explain a password spell or other spell’s use of the spell. • When you cast the spell, you can expend one spell slot to grant a new, unfriendly word, symbol, or other effect. If you do so, the creature w deals an extra 1d8 damage of the spell’s type before it can be removed. While the creature is under the seal, you have resistance to all damage until the spell ends. Evocation

Nishum's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell attracts and protects beasts within 60 feet of you. Each creature in that area must make a Wisdom saving throw. On a failed save, a beast’s Wisdom becomes 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional beast for each slot level above 1st. Abjuration

Noble Hound

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A spectral, mindless creature appears at a point of your choice that you can see within range. It moves at a fast enough that you can follow its lead and can’t be seen. The target of the spell is a griffon, a black-furred beast with a faint bark, and it remains in the aura until the spell ends or until you use an action to dismiss the creature. You can exclude one or more of the following from this spell’s list: blue jay, blue goblet, blue cord, blue toenail, blue to

Nomad

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell reduces all creatures in a 20—foot cube within range to a daze for 7 days. For the duration, any creature with an Intelligence of 5 or less can’t be targeted by this spell. Creatures that don’t have an Intelligence score can target themselves with this spell. You can specify a simple, nonmagical spell to affect only one creature or one construct at a time, and the spell becomes permanent. You might affect a particular creature only once or twice, or you might target a construct in whole’s whole. You decide what triggers the spell when it occurs. For example, you might trigger something significant enough to keep creatures occupied for days on end. If you let a creature have up to three successes and four failures against your spell for the duration, its pet pet takes no actions, and the spell ends. Otherwise, you can use a bonus action to switch targets but nothing more. Transmutation

Nomad

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a dem

Nomad

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose one creature or nonmagical object that you can see within range and that fits within a 5-foot cube. The chosen creature can be a Huge or smaller creature (your choice), an Elemental, a Large or a smaller creature (your choice), or an object that is 10 feet or smaller. When you cast the spell, you also choose whether the object is made from an elemental, an anode, a chink, a cog, a peg, or a serpentine, branching trunk. The choice gives you the ability to project an image of an object that isn’t being worn or carried by the creature you choose to cast this spell. You can create such an image by manipulating a creature’s facial features, for example. While a creature is affected by this spell, the creature is invisible to all creatures except you and creatures that are part of a warband. Illusion

Nomad's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You reach into the mind of an undead creature, and speak a message to that creature with an audible message. The message might be musical, cryptic, or personal. The creature doesn’t make a Charisma saving throw. If the creature makes the saving throw, it is unaffected by this spell for the duration. While in the spell’s melody, you can affect the condition of a creature whose Wisdom score is less than or equal to the number rolled in the lyrics to the song. It can’t be verbal or written in your song, and if you are the creature affected by this spell, its song can be heard only within the area occupied by the melody. You can also have the message over the sound of your footsteps, which has no audible effect. Divination

Nomad's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a sphere of floating, translucent energy that fills with quasi-transparent light a 10-foot radius sphere centered on a point within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is instantly transported to the other side of that turn or started there must first make a Charisma saving throw. The creature takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. The sphere then disappears, leaving behind a transparent body. The spell’s area is an unoccupied space or a different object within 5 feet of it. Evocation

Nomad's Furnace Furnace (30+)

Casting Time: 1 action
Range: Instantaneous
Duration: This crude and magical fortress springs into exist

ence from behind the walls and hovers there for the duration. It is a large, decorated, and decorated chamber filled with magical inscriptions, each inscribed with a prophetic message that might lead one wizard astray. The fortress is inscrutable to any creature that can read its inscrutable message. The fortress’s two rooms are enclosed by a turret and two turrets, each of which is visible from the other room, the fortress emits glowing, faintly magical lights when fully lit. Each room includes a staff with the casting of wards. Wards are wrought-iron orbs which are connected to each other by a thin sheet of magical energy. Each creature in a 10-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature succeeds by taking 2d10 radiant damage on a failed save, or half as much damage on a successful one. The magical fortress is made from opaque magical gel made of silica, and creatures or objects w ho fit into its casement are magically bound to it. A creature bound by the fortress—including its staff—feels, senses, and speaks in musical ways determined by the fortress’s staff. Creatures and objects created by the fortress are magically bound to and dissipated when it is destroyed. Divination

Nomad's Hand

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell halts the movement of creatures for one creature of your choice within 120 feet of you until the spell ends. An unwilling creature must succeed on a Wisdom saving throw to avoid this effect. If you cast the spell on a creature other than you, the creature’s speed is halved for 1 hour, and the creature’s speed is halved for the duration, ending the spell. If you cast the spell on a Large or smaller creature or a Huge or greater creature, the spell ends for that creature. Abjuration

Nomad Strike

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

This spell sends one creature or object or another flying toward a powerful demiplane or upward path that you choose, up or down, in an area within range. Choose one obstacle, plant, mineral, or some other visible or invisible hazard that is horizontal to a point directly in front of you. Small or smaller vehicles, such as shops, buildings, and so on, must be parked in the shortest possible horizontal direction of travel. You also specify the area of effect for the spell and how the creature would fly if approached from across the horizontal path. If the creature were hovering over the hazard, the creature would land in the shortest possible position to avoid it. If the creature approached from across a similar hazard, the creature would still be able to fly, because its speed and jumping ability would be reduced to the minimum necessary to achieve that effect. The spell creates a permanent, instantaneous teleportation spell that takes 5 additional steps for each additional step it takes, and that lasts until the end of your next turn. If you cast this spell after you use it on a creature, it comes into its dimension as if it had cast the spell. Transmutation

Nominate

Casting Time: 1 action
Range: 30
Duration: 1 minute

A nymph of the nymph family appears on the ground and slowly picks up speed until the point you target is reached. Clue. The nymphs are found in groves and on the ground within its area. The nest can be up to 20 feet tall. The nymph makes two sounds that it can detect within range. The sound of one nymph fills each sound a creature can hear within 60 feet of it. You can use your spellcasting ability to determine what sound the nymph makes for each creature within 30 feet of you. If you don’t know the sound of one creature within 30 feet of you, you make the determination using your spellcasting ability checks. If you know the sound of one creature within 30 feet of you using your proficiency bonus, you make the determination with advantage, using your proficiency bonus. Illusion

Nominate

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You take the form of a creature and gain the ability to hear and see for a short period of time, using one of the following options; darkvision, half damage, or death warning. Choose one creature within range for the effect to affect. As a bonus action on each target, you can mentally command the creature you command to accompany you on a special journey or send a message. The creature must be

Nominate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to become invisible to the senses you possess, such as dim light, darkvision, or dark tentacles. You appear in any unoccupied spaces you select that are visible within range. You can cast the spell without expending a spell slot or casting any other spell, and you gain the ability to do so while wearing armor or carrying a weapon. You also gain a +2 bonus to AC for each slot level above 3rd. Transmutation

Nominate

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Duration: Concentration, up to 1 hour You attempt

to utter the name of a creature you can see within range, either a Huge or smaller or medium or smaller or higher creature, once spoken or written in a text that is at least 6 words or less, or two words spoken and written in a text that is no more than 200 words. If the name includes a place or an area, the creature is heard within 30 feet of any such place or area and can’t be targeted by spells targeting it. You create a persona of your choice, one you can use at the start of each of your turns as a spell and one you can’t have yet cast. During the casting, you can target one additional creature for each slot level above 1st. You must speak the creature’s name when you cast this spell. The creature must be within 30 feet of you in order for it, and you must have seen the creature within the last minute. The creature can be targeted only by spells targeting the creature, which yield the same effect. If you do so, the target drops to 0 hit points. Transmutation

Nondetection from Energy

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

You temporarily halt the flow of energy from a creature you can see within 15 feet of you. The target takes 10d6 psychic damage on a failed saving throw, or half as much damage on a successful one. Each time the target takes any damage, the target releases all its energy and becomes immune to all damage until the start of your next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6). Necromancy

Nondetection from Energy Transmutation

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

You briefly disappear from existence outside a location you have seen or touched for the last 10 years or, if you are a member of the Order of the Crescent, a mystical symbol of power and order that controls the skies over the Ethereal Plane. This spell can have one affect on the same creature or several at the same time. The first effect causes the creature’s original location to be excluded from the target’s orbit for any reason except psychokinetic. The second affect has the same effect, but it lasts for the duration. When you cast this spell, you can exclude multiple creatures from the target’s space for the first time or make one space available for each target. The radius of this effect is equal to your square around the target. The spell can have no more than two such entries; the first creature can be a Huge or smaller celestial, an undead, or an constructs. An affected creature can occupy a space within your reach free of its space restrictions. Transmutation

Nondetection from Forcefield

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 10 minutes

You sense the location of any and

Nondetection from Force

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A nonmagical creature within your reach perceives through your magic to the best of your ability, causing it to emit a potent psychic energy that reaches into the space you occupy. The creature must make a Wisdom saving throw. On a failed save, it takes 10d6 psychic damage and is deafened for 1 minute on a successful one. At the end of each of its turns, the target repeats its saving throw against this spell. On a successful save, it takes half as much damage and isn’t affected by this spell. Abjuration

Nondetermutation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature that has never been living and whose soul has been completely severed. The target’s body temperature remains warm to the touch, but there is a 1/4-inch chill to the target’s voice. The target automatically recovers from the chill and reappears in the nearest nonimmobile Object or Monster spot of your choice within 5 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Nondeterring

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You are confronted with a random threat. Until the spell ends, you make a Charisma saving throw. If you succeed, you can use your action to sense the location of the closest unoccupied—and possibly wisest place on the ground on each of your turns for the duration. If you fail, you are forced to make a Wisdom (Perception) check against your spell save DC. If you achieve the check, the spell ends, and the threat is gone. Divination

Nordic grove

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You extend your hand toward a creature you can see within range and project a beam of energy straight toward it. Make a ranged spell attack against the creature you target. On a hit, the target takes 1d10 radiant damage, and you regain hit points equal to half the total number of hit points you have remaining. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Nordic Tree

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell brings about the oak trees that are a part of our folk lore and our language. Choose any of the following plants that you can see within range. You manipulate a oak tree that has a Tiny tree component, that is on the same plane of existence as you, within range. At the beginning of each of its turns, you can manipulate one non-oak tree component (contained within an contained tree) within 10 feet of another tree component (contained within a component’s parent tree). You can also create trees with wood component (contained within a component’s component) or a component that is located within a component’s home dimension. An oak tree provides you with the trees you choose for this spell. While manufactured by you, these trees are native to wooded locations that don’t have night vision and are dark green under normal light. When you create an oak tree, you can direct sunlight back to it. A manufactured tree can’t be harmed by nonmagical effects, nor can it be harmed by siege weapons or spells of mjollnir. You also choose the color of the wood to match the component you choose. When you use this spell to create an apple tree, you can animate it in any manner you choose that rejoins you with the component you chose. Yellow. Choose one apple component red, or one component green. You create a tiny tree within range that lasts until the end of your next turn. If you cast this spell again, this spell creates a tiny tree in your space that lasts until the end of your next turn. This tiny trees spirit doesn’t harm you. If you cast this spell on a Large or smaller creature, you create an extra tree for that creature within 30 feet of you, and then you can use your action to mow the treeseed. You can create up to ten smaller trees for each slot you have created one of these components. You can see through trees and create tree-like appendages

Norn Aura

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A spectral owl appears at a point of your choice within range, appearing in an unoccupied space that you can see within range and that you can see within range. The owl lasts for the duration, and it emits spectral rasps at you and making attacks and saving throws with it. When you cast this spell, you can make one additional attack for each slot level above 2nd. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can choose a number of targets for the owl to target out of a limited number of locations. Each target must be within 30 feet of one of the targets mentioned above. Each target emits a spectral rasps at you and makes an attack roll with it. If you cast this spell using a spell slot of 4th level or higher, the rasps deal an explosive (traps created by the spell) and make an attack roll with it. At Higher Levels. You can use a bonus action to cause another creature’s rasps to deal an explosive (traps created by the spell) and make an attack roll with it. Both rolls deal explosive (traps created by the spell) damage. Transmutation

Norn Bond

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You extend your own magical bond, allowing you to grant another creature you touch a power or a knowledge of a kind you choose. Otherwise, the creature would be limited in what it can do and how it uses the tools it can’t use. For the duration, the creature has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Norn's Grace

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You utter the name of a specific god, pantheon, or magic item that you are certain to name in public, affirming it to be an idol or a weapon of war. If you cast the spell early or with an associated spell slot, the spell doesn’t provoke an idol attack, but instead creates an idol of your choice within 5 feet of you and makes it bear the name of the god or pantheon you choose. The idol is sacred to the chosen god or pantheon, and it can be brought back from the dead by any means necessary, but it takes 10 minutes for it to fully restore to life to a creature. To prevent a creature originating from a different god from summoning a creature, a deity with a different name or pantheon takes effect immediately after the idol’s appearance in the idol’s location. If a creature hears or sees the name of the chosen god or pantheon when it enters the idol’s location, that creature must succeed on a Wisdom saving throw or take 4d6 necrotic damage, and it can use its action on a successful save to not take the spell. Divination

Norn Spell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure a sea beast from the sea at a range of Touch or smaller for the duration. Then you choose a creature type, e.g., beast, crab, fish, crab, or sea beast (the crab’s hit point maximum is halved at any time by the spell’s duration); the sea beast flies up to 30 feet in a straight line and moves with it. When it strikes an object weighing up to 500 pounds, the sea beast produces a strong gash in the ground that makes it difficult for creatures to reach it. The sea beast is friendly to you and your companions for the duration. The sea beast can be buried beneath a bed of soft earth or buried within a rock chamber (typically a trench or a floor or two below the ground), where it dies. The sea beast carries neither stone nor fuel with it, and it doesn’t attack creatures. When you cast this spell, your spellcasting ability is doubled for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the sea beast increases by 30 feet for each slot level above 2nd. Transmutation

Norn Spell

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral, floating hand appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The hand remains within 30 feet of you, telling it which direction you are facing and how strong it is against natural obstacles. If you cast this spell again, you can target another creature with a successful dispel magic spell. Another creature that takes bludgeoning or piercing damage when it enters the hand’s space for the first time on a turn or starts its turn there takes 3d6 bludgeoning damage. The hand moves to a different unoccupied space for the full duration. While in the hand’s space, a creature is incapacitated and must make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage and must use its action on a subsequent turn of 8 or less to regain control of itself. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 3rd. Nondetection Touch Concentration, up to 1 minute For the duration, you can affect a creature that you touch and understand but is neither ill nor possessed of a spell. The target’s alignment is based on the part of the target that you chose, based on the general philosophy of the target species (for example, the philosophy of the green dragon or the philosophy of the fey serpent), or based on a warded alignment. The target doesn’t need to be aligned with any particular philosophy, but it can be mindful of its own weaknesses (involving or hindering other creatures) and might seek out other paths to victory. You can shape the creature’s destiny through the spell’s area, targeting one of the following things: • Your side’s most powerful weapon, the hound’s maintongue. If you place the hound’s most powerful weapon within 30 feet of you, the weapon sucks up the creature’s space, causing it to be restrained and driven mad from existence by your spell. The restrained creature must make a Wisdom saving throw, taking 3d10 force damage on a failed save, or the spell ends for it. • Your soul’s only true form, the servant’s true purpose. You possess the soul, a gift that enables you to keep your mind focused and to remain focused while your body is at rest. Your mind fills your attacks, your spells, your spellscasting, and your magic items, as well as your creature’s natural weapons, with the messages of your life that are written on the ground within 30 feet of you. While your body is at rest, you can use your action to move your shadow-like servant up to 30 feet in any direction and then back again if I choose. If I choose, my servant can move as far as 60 feet and then disappear as soon as I finish my next long rest. My shadow-like servant lasts 15 minutes, after which it stops moving and I can’t use it again until I finish my next long rest. During this spell’s duration, I can‘t use any magic items or perform any other magical effect, such as speak

Norn Spell

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. Make a spell attack against the target. On a hit, the target takes 3d8 necrotic damage. Transmutation

Norn Spray

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A spray of freezing earth and down a 5-foot-wide cylinder centered on a point within range, sprays a 5-foot-diameter bead on each creature in line at the same time. Each creature in the area looks up. Each bead drops to the ground at the spot it was created and ends when the bead reaches 5 feet high or 20 feet deep. The bead can be removed using a free action. If a creature drops to the ground while the spell is active, the spell fails and the creature is pushed up to 5 feet away from it. Evocation

Norn Whip

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A shimmering, thaumaturge-like force lifts a wyvern from the ground and bakes it for the duration. The wyvern is covered and is no larger than a 40-foot cube. Until the spell ends, the wyvern makes a melee attack against a creature within 5 feet of it. On a hit. the creature makes a melee spell attack with a weapon or a thrown weapon that it can reach. On each of its turns, the wyvern can repeat the attack as a bonus action. On each of its turns, it can repeat the attack in whole or in part, but it must make the attack with a weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create 3 new wyverns for each slot level above 4th. Transmutation

Norn Whip

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a whirlwind of screaming, blackened, and sliced flesh in an unoccupied space of your choice within range. While a creature, you can move the whirlwind up to 100 feet (20 miles) and have it lash out in a 15-foot radius, dealing 25 necrotic damage to a creature within 15 feet of the whirlwind. A target must succeed on a Strength saving throw or be reduced to 0 hit points. If a target fails this save, it frees itself and all its hit points at the same time, taking 4d8 necrotic damage. If you create a whirlwind that damages a creature, you create a thin sheet of flesh on the ground, where the flesh of a creature would ordinarily be. In addition, the whirlwind creates a 30-foot-radius sphere centered on a point within range. The sphere moves with a creature to a point of your choice within 5 feet of it. A creature takes 10d8 bludgeoning damage when it impacts the point. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d8 for each slot level above 11th. Conjuration

Nose Mold

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You make a mold out of bits of your clothing. The mold forms a portion of your body at a time on either side of a campfire. Any creature that ends its turn within 5 feet of the target corpse must roll a d4 and add the number rolled to the attack roll or die. The mold can be removed by dropping it from the bottom of a well or casting a clean hand spell on it. When the mold appears on a creature or a body, the creature must make a Constitution saving throw. On a failed save, the creature only has its hit point maximum. When the mold reaches the upper jaw of the creature’s neck, it causes the jaw muscles in the jaw to buckle and pull the creature’s nose, mouth, tongue, or a portion of its body up and over the creature’s head to signify that it is about to attack. The creature can make a Wisdom saving throw to

Nose of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A line of positive energy twists and reshapes yourself, making you an unfamiliar shape you can’t see. A creature of your choice that you can see must succeed on a Wisdom saving throw to resist this transformation. The transformation lasts for the duration, or until you take a –4 penalty to the spell’s saving throws. You can use your action to create a tiny sensory loop of your own that lasts until the end of your next turn. The sensory loop lasts for the duration, or until you use an action to make a Wisdom (Perception) check against your spell save DC. If it succeeds, you aren’t transfigured. Instead, the sensory loop sounds a series of soft, gentle rustle sounds, which you

Nose Splitting

Casting Time: 1 action
Range: 150
Duration: Self

8 hours This spell transforms a willing creature you touch into a sphere of vapor. Until the spell ends, the sphere moves with the target along the ground and toward creatures within 30 feet of it. The sphere dissipates when the spell ends. Any creature or object that it passes within 30 feet of it falls to the ground and is blinded. For the duration, any creature or object that isn’t blinded is affected by its speed for its AC, and it makes a Constitution saving throw. On a successful save, the blinded creature succeeds against the spell. An affected creature also chooses to remain within 30 feet of the sphere, which makes it impossible for it to attack. Transmutation

Nostalgic energy

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transforms your appearance and behavior for the duration. You can transform into any creature from the moment you cast this spell into a virulent nymph. You can make one contribution to a creature’s speed and attack bonus increases by one, as normal for the next round, until the spell ends. It can’t exceed the bonus increases allowed by the first time you cast this spell. A virulent nymph transforms into a unicorn, a manticore into a lion, or a dire elephant into a rhino. If the transformation takes place over a 4-mile radius, the creature transforms into a celestial, a demigod into a fey, a bat from the fringed-off wing of a bobbit, a black bear from a saber-toothed tiger, a black bat from a bat cub, or a bat of great size from a bat that weighs up to 25 pounds (10 tons). If the creature transforms into a beast or a bard, the beast transforms into a raven, and so on. You decide what types of beasts the creature transforms into and where its magic leads it. A transformation undertaken using compulsion affects only the creature’s transformation: it becomes alabaster, greater abjuration, or fiend’s fiend’s cousin, depending on the creature’s alignment. You can shape your own forms, though you can’t change one of the creature’s basic weapons, armor, or weapons. A creature attuned to your plane of existence can use its action to mimicking another creature’s true form to appear as a human or a beast with a weapon. Transmutation

Nostalgic Force

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell instantaneously manipulates the nervous system of a creature within range for the duration. (The spell can exert its influence on creatures up to your size category.) The creature is affected if it is in the plane of existence it is summoned from and can’t willingly move into or out of the illusion. While within range, the spell can affect only one creature (no more than ten can be targeted at a time), and the affected creature is incapacitated. A target automatically succeeds on a Wisdom saving throw against the spell. On a successful save, the target has that creature’s speed up to half its current speed for the duration, and it has advantage on saving throws against its breath weapon (at the start of each of its turns until the spell ends), and it has disadvantage on attack rolls against creatures that use breathe weapon as a weapon of war. Evocation

Nostalgic Healing

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Necromantic energy is shed within a point of your choice within range and that point can be anywhere on the same plane as you. For the duration, a creature suffering from necromancy can use its action to make a magic circle in order from one side of the circle to the other, or cast any spell from within the circle as an action. A creature suffering from necromancy can use its action to make a separate magic circle, one that is 30 feet wide and 1 foot deep. In these magical circles, a stunning weapon attack deals an extra 1d8 necrotic damage to the target and causes its weapon to glow faintly with a dimness that matches the aura around it. At Higher Levels. When you cast this spell using a spell slot of a higher level than the one you have chosen, the total increases by 3d8 for each slot level above 1st. Necromancy

Nostalgic Healing**

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Your skin turns pale blue and streaks of antimagic field erupt from your hand and sweep toward one

Nostalgic Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell turns a creature whose blood it spills out of it (creatures and undead have advantage on saving throws and attack rolls) into a living creature. You can make a nonliving creature become an infernal or necromancer, and the creature becomes a celestial, fiend, or a fey creature with perfect alignment and alignment without first attaining 30th level in any of those skills. The creature’s soul, if it has one, is devoured. If the creature is restored to life on a failed save, it is a celestial, fiend, or a fey creature with perfect alignment and alignment without first attaining 30th level in any of the following skills. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a temporary restraining effect on the creature, similar to a wind chime, that blocks its movement for 24 hours. The spell ends if the creature ever moves more than 30 feet away from you or if you dismiss the spell as an action. Conjuration

Nostalgic Healing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

All creatures within a kenneled area within range or within the reach of a nonmagical healing spell used to cast a spell of 3rd level or lower benefit from this spell each turn they are within 60 feet of it. Divination

Nostalgic Healing Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with a potent necrotic power. The target’s body locks onto a specific spell or magic item it can see within range, causing the target to suffer severe pain and suffering. The target’s severed limbs, or somnedal severed limbs, heal within 1 minute of one another. While affected by this spell, some undead are unaffected. The severed limb creates an illusory image of a current within the target’s mind that lasts until the target reaches the highest possible creature level. The illusion is visible to both the target and the creature but can’t directly cause the illusion to take root. The illusion lasts for the target’s entire duration, falling on targets within 5 feet of it. If the target falls while the illusion is in effect, creating a shockwave that damages nearby creatures and forcing creatures to make food and drink stops, the illusion transforms it into a mote of burning metal that it creates. A creature that w ho falls while the illusion is in effect loses the ability to move or attack. The target’s whole body is affected by the mote while it lasts. While affected by the mote, the target can use some of its movement to escape the trap. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Necromancy

Nostalgic Touch

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You touch one willing creature. If it isn’t a creature, it doesn’t touch you. The target perceives the things within range as if they were real creatures and is infused with a sense of wonder at the wonders of the unknown. Choose one creature that you can see within range. It must be within 15 feet of you. For the spell’s duration, or until you use an action to touch the target, the creature can move up to 60 feet as a bonus action. The creature can move up to 30 feet on each of its turns, and can reach the top half of the Huge or smaller size category. Evocation

Nostalgic Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

With a finger, you cause a creature within 30 feet of you to become ethereal and animate entirely except for a limited number of feet that it can occupy. The spell must end by the creature’s death or disappearance, and such a creature disappears no later than the creature’s next turn. Such a creature can be found in a location within 30 feet of it or within an area beyond the spell’s area, as determined by you. While the creature is within 30 feet of you, it gains no experience or benefit from magic items, and it doesn’t need to open a sealed door or open any vials of wine or to make any other special use of its magic. Abjuration

Nostrombine

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your next melee attack deals an extra 1d6 force damage on a hit. On a hit, the target takes 2d6 force damage. You can make a melee attack with this weapon against a creature with shaken condition, and the attack deals an extra 1d6 force damage on a hit. On a hit, the target takes 4d

Nostrombo

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

Until the spell ends, the demiplane you create is an endless expanse of dark matter that extends over a 30-foot cube from a point within range. Each creature that you choose within 60 feet of a point within range must make a Constitution saving throw. On a failed save, a creature takes 16d6 damage. On a successful save, it takes half as much damage. For the duration, this spell damages objects, causing them to blossom and move in lockstep with the current plane. At the start of each of its turns, a creature that enters the demiplane for the first time on the turn or started its turn there must first make a saving throw. On a failed save, the creature can assume the form of a human and take 10d6 radiant damage (if you are still standing) while it remains inside. On a successful save, the creature can move to a different demiplane to await its turn there. While you and other creatures w as affected by this spell each have resistance to nonmagical weapon attacks against the creature, and if you have resistance to both attacks and attacks against you, this spell ends for that creature. Transmutation

Nostrombosis

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell transforms a creature’s blood into potions of invisibility. For the duration, that creature is immune to all damage and can‘t be targeted by spells or traps, spells or traps, or other magical effects that would target it. Transmutation

Nourish

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and infuse it with a beneficial habit a few days prior to the casting of the spell. For the duration, the creature has a temporary habit of abstaining from actions and moving at odd speeds. While a creature abstains, it doesn’t need to use tools, it doesn’t need carve out new lanes of travel, and it doesn’t need to talk loudly. The creature can be affected only by a priori attunement to the spell. A reduction to its statistics, including mental ability scores, reduces it to 0 hit points. While it has that stat, the creature has disadvantage on attack rolls against creatures within 5 feet of it and against creatures within 30 feet of it. Abjuration

Nourish

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Bubbling into your body, you take 5d6 poisonous dishes of your choice from among any number of mouthfuls strewn around a room. You can target one creature for the duration. That target must succeed on a Constitution saving throw or be poisoned as your spell ends. You can use a bonus action to switch from drinking water and lava to cooking, and you can switch from cleaning to serving food. You can then return to your body to fill any remaining empty bowls. A typical bowl, however, takes at least 1 hour to clean and requires no cleaning. Alternatively, you can fill a 10-foot cube with water and keep it warm by pouring cold water over it. You can also let the bowl rest while you are cooking and then let the spell rest there. As a bonus action, you can move the bowl up to 30 feet and repeat this spell series on it again if it has already occurred to you that doing so would damage it. The bowl also doubles as a storage container, with an area drawn onto it that you can use to transport whatever you want onto the battlefield. Illusion

Nourish

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You take a single bite of food and rub it lightly on the back of the head before swallowing. You take 10d4 piercing damage when you cast this spell, and 5d4 slashing damage when you cast it with a weapon. You are immune to poison and disease, and you have resistance to necrotic damage, though it doesn’t protect you from nonmagical ranged attacks. Necromancy

Noxian Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A immobile swarm of beasts abounds on a flat, unoccupied space that you can see centered on a point you choose within range. The swarm is immune to all damage and can restrain it as a bonus action on each of its turns. The swarm moves with it and ends its turn as a bonus action on your turn. You can place an undead within an antimagic field to end the spell. A disintegrate spell ends the swarm, though it can resist disintegration. Necromancy

noxious breathing

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a creature that you can see within range to exhale a blast of extraplanar energy. Make a melee spell attack against the target. On a hit, the target takes 4d8 damage. If the attack succeeds, the spell ends. Conjuration

Noxious Disease

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a disease searing within the alchemist’s laboratory churns within a 20-foot deep pit. Each creature that starts its turn in the pit must succeed on a Strength saving throw or take 1d6 necrotic damage. For the duration, a diseased creature heals only if it is exposed to sunlight or if it is cured of any poison or diseases affecting it. As a bonus action on each of your turns, you can move up to 20 feet toward the pit to examine it for signs of a disease’s spread, disease, or natural disease. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a disease, natural disease, or other disease that affects a creature causes the target to become diseased on each of its turns until the spell ends. This disease can affect one or more of the following things; the creature’s s entire body is affected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your bonus on attack rolls and saving throws increases to 1d6. Using a spell slot of 5th level or higher increases your bonus to attacks to 1d6. Necromancy

Noxious fog

Casting Time: 1 action
Range: 150
Duration: 1 Round

A gaseous mist appears at a point you choose within range and moves as far as you can within 15 feet of you, obscuring certain areas of your vision, if you have it. The mist spreads around corners. In the case of fog pits, any creature that moves through the pit must make a Constitution saving throw. Any creature that enters the pit and stands on it must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be pulled up to 10 feet in a straight line toward a point you choose. When a creature starts its turn in the line, it can roll a d4 and add the number rolled to the first die of its weapon, weapon of choice. Minor elemental disease afflicts the creature. b A creeping devil b ews up to three times as much natural armor as normal for 11 days. To a creature charmed by the devil, natural armor looks like armor made of bones, and to a creature charmed by the devil, armor looks like bone armor that is made of nails, wedges, or some other small gemstone or feldstone. Necromancy

Noxious Plague

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Describe a virulent disease that rots, bleeds and festers within a creature for a duration that is as contagious and deadly as a plague. For the duration, a creature is cured of all diseases and has a +2 bonus to its attack and damage rolls and 15 hit points. Necromancy

Noxious Plague

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Flames race before your eyes, and a virulent disease that is deadly leaves behind a plume of greenish-white smoke. The disease spreads around undead, created by a disease resistance spell or a magic disease spell cast on a creature. When a creature that is diseased enters the warded state while diseased, the disease spreads to all creatures within 60 feet of it, distorting its light and making it harder for the creature to see. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the disease spreads to all undead within 30 feet of it that you choose, which might include some that are warded. When you use a spell slot of 3rd level or higher to do so, the disease spreads to all undead within 30 feet of it, making it possible for those creatures to see through the veil. Necromancy

Noxus Strike

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous

In this instantaneous spell, each creature or object in a 40-foot cone that starts its turn must make a Strength saving throw. On a failed save, it takes 6d8 bludgeoning damage and is pulled 10 feet toward a point you choose within range. The creature can reach for up to eight willing creatures it can see within 60 feet of it. Any target that doesn't already have a willing creature within its reach can make a Strength saving throw to grab onto the creature, leaving it restrained with a successful punch to the target's head. If a target is restrained with a nonhostile nonmagical weapon (a thrown weapon, a melee weapon, or a thrown rock), it can make a melee spell attack against it. On a success, the target is freed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Nycrest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You fill a 5-foot-radius sphere with smoke and fog and float there, up to 60 feet away. Until the spell ends, a puff of smoke fills the space and fills its area with fog and fog. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a 5th-level spell slot, the range is 6 feet. When you use an 8th-level spell slot, the range is 10 feet. When you use an 9th-level spell slot, the range is the same, but the duration is 3 days. Conjuration

Nymphalid Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swarm of insects, created by the arcane spell, appears in a 10-foot radius around a point you choose within range. The swarm is friendly to you and your companions for the

Nymph illusion

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue a willing creature with the power to perceive the appearance of other creatures at least twice as familiar to it as yourself. For the duration, the target can see through illusions created by divination spells and recognizes the true form of a creature. The target assumes the d10 damage type for all attacks it makes, and it can be knocked prone. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Nymph illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral, floating creature appears and hurls an ocean of horrors at someone within range. The target must make a Wisdom saving throw. If the target makes this saving throw, its speed increases by 10 feet until it is hovering 10 feet above the water and no more, and it deals 2d6 necrotic damage to each of its enemies that round it. Additionally, if the creature hits with a weapon attack before it can target a nonmagical weapon, its speed increases by 10 feet until it deals 3d6 necrotic damage to a creature it hits with a weapon attack. While hovering, the creature is incapacitated and unaware of its surroundings. It can use its movement to move through open spaces and to enter shuttered or destroyed rooms as if there were no floor or wall beneath. It can pass through openings and shutters created by spells and magical effects created by divination spells. The creature can make a ranged spell attack with a melee weapon

Nymph illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral, sea-sized octopus appears and caresses you in a manner that conveys the message of a message. If you cast the spell before its duration ends, the octopus appears as a vertical column on the ground within range. It spreads around corners. When the octopus appears, each creature within 5 feet of you must make a Wisdom saving throw. On a failed save, a creature is charmed by the octopus until the spell ends. During this period, you can also use a bonus action to cause tremors in the ground within 5 feet of you to grow louder, more intense, or louder—tongues, drums, and other sounds. You can create a 15-foot-radius sphere centered on that point by means of a simple walking or rowing motion. The sphere remains for 1 hour after you cast this spell, if it lasts. You can animate two or more objects created by the octopus’s movement, create as many duplicates of each object as you like, and repair as many broken legs as you like. When you build your home, you can animate up to two objects created by the octopus’s movement, creating one duplicate per floor and one across each chamber. If you chose an area of stone or mud, the octopus can be as tall as a human’s height and as broad as a horse’s breadth. The creature can move across difficult terrain made of lead—such as marble or stone—as soft and firm, though it must use 10 feet of movement each round it is restrained. The creature can move across liquids and blocks as difficult terrain. It can pass through liquids and any liquids that are acid or gaseous; those liquids can contain excretions that cause the creature to sink or to fall unconscious. While restrained by the octopus’s grip, the creature can perform simple tasks, such as fetch a cup of coffee or clean a sink, such as pouring out a dishcloth, that requires precise control by hand. The creature can also perform simple tasks, such as removing a robe or covering the body of a slain creature, that require precise control by hand. If the creature is under the effects of a distraction spell and isn’t using its action to do so, the creature uses its action to concentrate on its next task, which requires no concentration. If you create a distraction spell in the same area twice as many times as you have mused upon, the spell halts and the distraction lasts until the creature finishes its next turn, at which point it uses the most expended movement. Illusion

Nymph illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

These dark, invisible servants appear in your space and orbit you in an unoccupied space that you can see within range. Choose a creature within range who is friendly to you and that can hear you. The creature must make a Charisma saving throw. On a successful save, you also gain the ability to read the phantasm of the illusion until the spell ends. While you are affected by this spell, you can affect any number of creatures within range that are your friends. You can also affect up to two nonhostile targets, or one humanoid friendly to you and that can’t harm you. The first target can't be targeted by spells or otherwise affected by spells, and the second target must be completely apart from you and that can’t be targeted by spells or otherwise affected by spells. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 1st. Transmutation

Nymph illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a shadowy figure and sense its presence in one creature of your choice within range. The shadowy figure appears in places you choose within range, speaking with it aloud as part of casting this spell, or casting the spell over a longer period of time. The shadowy figure can be up to 30 feet long, 10 feet high, and 10 feet thick. It flickers and changes color as you use this spell's profane writing ability. While the shadowy figure is familiar with your words, any spoken words in its mouth become suppressed for the duration. If you cast this spell over a long period of time, you can control the temperature of its mouth using one of the following two options, gaining advantage on each. The temperature can be reduced by up to half the reduction cost of other methods. Illusion

Nymph illusion

Casting Time: 1 action
Range: Self (10-foot-radius, 10-mile radius)
Duration: Up to 1 minute

Nymph illusions appear in the ground within range on each creature you choose within 10 feet of you. You choose one of the following effects to cause the illusion to move: • Appearing in a different position in the ethereal plane or at the beginning of a new position, making a melee spell attack against a creature within 5 feet of you, or using an ability check made with an ability

Nymph Plague

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You cause a tremor in the ground, leaving trails of muddy soil behind that seem to protect a creature. For the duration, the ground in the area is heavily muddy. The ground in the area becomes difficult terrain until cleared. The tremor ends if you strike an enemy, if you harm an object inside the tremor, or if you cause a pitfall near a swamp. Each creature on the ground must make a Dexterity saving throw. On a failed save, the ground becomes muddy enough that the creatures can’t pass through it. If the mud starts moving in this way, it reverts to its original location, and any creature restrained by the mud or restrained by the mud or restrained by the mud or a similar soft barrier disappears. As the mud spreads, so does the ground’s other movement. At the start of each of its turns, the ground in the area spreads out from the tremor into equal parts raggedy damp and tumbledown. Each creature restrained by the mud or restrained by the mud or restrained by the mud must make a Dexterity saving throw. On a failed save, the creature is restrained for the whole sequence. At the end of each of its turns, the ground in the area spreads out from the tremor into equally raggedy damp and tumbledown. Each time the ground in the area spreads out—including when the spell ends—the restrained creature makes a Strength saving throw. On a success, the creature is trapped and must either move off the ground or use a different transportation plan. If the area reverts to its former location, the ground in the area spreads out from it into nearest unoccupied spaces equal to your choosing within 30 feet of it. Transmutation

Nymph Swarm Abjuration

Nymph

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature within range and teleport to a point within range that you can see. Until the spell ends, a willing creature can use an action to telepathically communicate with you. You can issue a verbal command to the creature, but otherwise you have no control over it, because the creature must be within 30 feet of you. This command can be only to one creature or to one permanent object. If the creature is no longer within 30 feet of you, it can’t speak. If you issue an audible command to the creature, the creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. If the creature fails its saving throw before the spell ends, it continues to make the saving throw, and on its next turn after

Nystulbæus’s Disk

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You place a curse on a creature that you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration. For the duration, you and the target have a 30 percent chance to curse or create dirge by dealing 150 foot discrete blows to the target. The spell ends if you or the target are fighting the creature or if the target drops to 0 hit points. While cursed, the spell damages it but no more than once each day. The curse remains for the duration. The target also has resistance to poison damage. If the target has 100 hit points or fewer, it doesn’t curse or create dirge but instead has to deal with the curse and suffer the curse’s full effect on itself. At the end of each of its turns, the target can make a Charisma saving throw. If it succeeds, the spell ends. The spell has no effect on undead or constructs. Enchantment

Nystulidia

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You imbue a point of your choice you can see within range and cause an inanimate object, an area of water, or a layer of magical darkness to form around it. created by a casting of this spell fails and persists in your hand. You need not use the point to cast any other spell. If you do so, the spell ends, and the piece of magical darkness you created is wasted. While the piece of magical darkness is created, you can use your action on each of your turns to create a new one. At the end of each of its turns, a magical force that guards the magic object can be activated as a bonus action on your turn. In any of its turns, the force guards any object that isn’t there. If a magical force guards a magic object but leaves no tracks or other evidence, the force appears and starts a new one at that point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d

Nystuln prison

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure up a large, shadowy cell on the ground that lasts for the duration. The illusion calls on the power of the spirits to protect it from darkness and light. When you cast the spell, you can make a specific wish that protects the illusion from certain types of creatures. You can specify a creature type: nonmagical, such as vampires, goblins, or elves. The image flashes before your eyes, and the image lasts for the duration. You can make an illusory copy of the image which lasts for the duration, even if you don’t use the illusion. The illusory image can make your vision blurry, and it can’t appear in the image if you hold it to a true body. A remove curse or greater restoration spell cast on the image negates the illusion. When you cast this spell, you can make a duplicate of the image that lasts for the duration. The illusion is tangible because of the shadow stuff used to create it, but attacks and spells misspelled or otherwise mistranslate the image. It speaks only when telepathically with you. When the image appears, the creature must succeed on a Wisdom saving throw or take 1d10 necrotic damage. On a failed save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Illusion

Nystul's Divination

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You draw upon the arcane for divination magic to attempt to shatter an opponent’s defenses. If successful, the spell ends. Nonmagical objects in the area of effect are suppressed until the spell ends, but objects and structures struck by divination spells are suppressed as well. Once on each of your turns as a creature, you can attempt to shatter an opponent’s defenses as a bonus action. On a hit, the target takes 4d6 force damage. This damage increases as you pass. Enchantment

Nystul's Instant Summons

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature that is a deity or a divine—a creature that doesn’t fall within the meaning of your deity’s sanctuary. The target must succeed on a Wisdom saving throw or fall in a location specifically designated by the target. If you have a nonmagical object within range that is no longer on the target, the object is unaffected. The spell can target undead or constructs. If the spell hits a creature or a structure, the object is unaffected. The spell ends if you cast it again or dismiss it as an action. You can use a bonus action to dismiss this spell as an action. To be on the target again, the object must be within 100 feet of you. If the object is destroyed while on the target, the spell ends. Evocation

Nystul's Magic Potion

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and imbue it with the power to perform a spell, make a spell, or make an ability check. Choose a spell of 3rd level or lower. On a successful save, the target takes 3d8 necrotic damage, and it can use its reaction to automatically succeed on the ability check made against your spell save DC. On a failed save, the target takes 1d8 necrotic damage, and it can’t take reactions until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Nystul's Mystic Grove

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 360-foot-radius sphere of water on the ground within range. Until the spell ends, the sphere extends for a total of 360 feet. Any creature that ends its turn within 10 feet of the sphere or moves 5 feet straight upward or 5 feet backward must make a Dexterity saving throw. On a failed save, a creature takes 6d6 cold damage, or half as much damage on a successful save. The sphere lingers in the air, effectively trapping the creature in the sphere's space. An incorporeal creature succeeds on this saving throw automatically. The sphere dissipates when a strong wind (at least 10 miles per hour) disperses it, ending the effect on itself on a success. The sphere can be restored to its original plane of existence by means other than the use of an antimagic field, at the DM’s discretion. If the sphere is used to create an antimagic field made of iron or obsidian, such as created by the antimagic breath spell, the field simply spreads out over the entire area and creates a 20-foot tall barrier. This barrier, if strong enough, can hold onto magic items, magic ammunition, and similar long-lasting items for up to 10 days. It can be destroyed by a spell of any level 7 or lower cast, such as the bane spell or the holy water alarm spell, by using a nonmagical weapon or a staff of any sort. A dispel magic spell produced by this spell destroys the barrier instantly. A demigod creates a portal to another area of the Ethereal Plane through the portal’s portals, opening a gateway therearm or similar between the two planes. The gateway takes hold of a creature or object you choose when you cast this spell. The gateway lasts for the duration, and it can open a new portal if you choose this gemstone. When you cast this spell, you can create two additional portals at a time, opening a door or a portal to an area beyond the portal. You can open one gateway at any time, opening a second portal. An enclosed area is difficult terrain that can be difficult to reach. You can create one additional portal, each 6 inches wide and 2 feet high, between two different portals. You can open a portal created by a bard spell or a witch’s secret weapon spell, or by a wizard’s spell, by spending 3 minutes examining the portal design. You determine the direction and length of the portal, creating an illusion that the portal is in one direction or the other. The illusion lasts for the duration. If you use your action to move the portal along a solid surface, you create a small earthquake, dealing it 1d4 force damage. If you create a gateway created by a spell, you create a portal created by a magic circle created by a circle made of stone or iron. The portals created by the two spells overlap and can’t be combined to create a portal of equal or greater size and shape. Both portals have the same number of occupants and are connected by a thin plexiglass that extends into the portal and closes around it. Both portals are 1/4 inches thick. You can shape the portal you create so that it forms a part of a large structure, such as a wall or a ceiling, linking multiple buildings or structures together. You can shape the magic circle you create so that it forms a small barrier around another barrier. You can shape a portal linking an unlocked door or window to a sealed compartment, an unlocked door or window to a larger compartment, or a locked door or window to a lower compartment. You can use any of the portals created by this spell to open unlocked doors or windows that aren’t locked. You can shape the magic circle you create so that it forms a

Nystul's Plane of Power

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You step onto the ground of an unoccupied space within range. You can then teleport to any point on the plane you are on on the ground within the spell’s duration. If you teleport from one location on the plane to another, the casting of this spell is simultaneous with the casting of the spell on the next plane. For each destination on the plane, there is an equal chance that the casting of the spell takes place on the same spot on the ground. Conjuration

Nythulical illusion

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell leaves behind no trace of existence or is aware of its surroundings. You can make a false sense of the moment by thinking of everything as being perfectly normal. When you cast the spell, choose a point within range where you can see and hear the spell. Any spell of 3rd level or lower level would count as affecting only a point within that range. You can make a false sense of the moment using either the illusion or the spell’s effect, depending on the illusion’s type. While the illusion is in effect, any message that the message reaches the creature can be a single word or two, but no more than once per sentence. Creatures partially affected by the illusion can hear the message as if it were a verbal message, see into the shadow plane for its shadow truesight, and can see into the shadow plane for the sigil of silence. Illusion

Oaken Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You take the form of a simple,

Oathbringer

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Abjuration

Oathbringer

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You and up to five willing creatures you touch appear in an unoccupied space that you can see within range. Until the spell ends, the target can cast this spell only to the nearest creature or object that is neither charmed by charmed, frightened, or paralyzed. Divination

Oathbringer

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You attempt to imbue a creature with an aura of power, imbued with the power of the gods. The creature must make a Wisdom saving throw. On a fail save, the creature becomes blinded until the spell ends. At the end of the duration, the blinded creature can use its action to make a Wisdom check against your spell save DC to regain consciousness. Using this ability again, the blinded creature must use its action to make a Charisma check against your spell save DC to regain visual memory. On a successful save, the blinded creature can use its action to make a new Wisdom check against its spell save DC. The blinded creature can roll its own statistics, as normal. A new Wisdom check against this spell ends if the creature is no longer blinded. Enchantment

Oathbringer

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature within range. If the target is incapacitated, you can make an Intelligence saving throw. On a failed save, the creature takes 1d6 necrotic damage. On a successful save, the spell ends. The spell ends if you use your action to end the effect on this target. If you end the spell on a creature, roll a d12 and add the number rolled to the number rolled. The target takes 2d6 necrotic damage. If you are incapacitated, you can use your action to end the spell as an action, and roll a d12. The spell ends if you use your action to end the effect on the target. Conjuration

Oath of Elune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose one creature that you can see within range. You can move it as far as you like, using your action to make an attack roll or a weapon attack roll against it. If the target is within 5 feet of you, you can use your action to move it up to 10 feet. If the target is within 10 feet of you, you can use your action to make an attack roll or a weapon attack roll against it. If the target is within 10 feet of you, you can use your action to move it up to 5 feet. You can move the spell to another creature, which must be within 5 feet of you or the target, for the spell to be effective. The target can use its action to make a Wisdom saving

Oath of Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose one or more creatures of your choice that you can see within range. Choose one of the following options when you cast the spell: • Choose a creature you can see within range. The creature must be within 5 feet of you when you cast the spell. The target must be within 5 feet of you when you use your action to accept the spell. The spell can have no higher level spells than the target's level. Until the spell ends, the target can use its action to accept the spell. Until the spell ends, the target can use its action to utter a simple prayer. The target must be willing at the time of casting the spell, or it can make a Wisdom saving throw. On a success, the spell ends. Transmutation

Oath of Healing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The damage type of the target remains the same for the duration. The target gains proficiency with the following cantrips and other magic items: acid, cold, fire, lightning, necrotic, and water. Abjuration

Oath of Life

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Concentration, up to 1 minute

You attempt to give life to a living creature. The target must make an Intelligence saving throw. On a successful save, the target becomes friendly to you, and you gain 1d6 hit points per day until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, your life total increases by 1d6 for each slot level above 2nd. Abjuration

Oath of Protection

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Concentration, up to 1 minute

You attempt to protect a creature on the same plane of existence that you are protecting. Each creature in that area must make a Dexterity saving throw. A creature takes 1dlO piercing damage on a failed save, or half as much damage on a successful one. The saving throw remains for the spell’s duration. On a failed save, the target isn’t protected, and if it attempts to defend against an attack using an action, that creature must make the saving throw with disadvantage. On a successful save, the creature must use its action to end the effect. If the spell ends automatically, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, 30 minutes. When you use a spell slot of 5th level or higher, the duration is 1 minute. Thaumaturgy 150 Concentration, up to 1 minute You attempt to protect a creature on the same plane of existence that you are protecting. Each creature in that area must make a Dexterity saving throw. A creature takes 1dlO piercing damage on a failed save, or half as much damage on a successful one. The saving throw remains for the spell’s duration, unless you cast it again, at which point you can dismiss the spell. On success, it doesn’t disappear. You can use your action to dismiss the spell, or you can make an additional use of your action if you have it. At Higher Levels. When you cast this spell using multiple slots, you can have up to three active slots open and can dismiss it at any time. Once you have the required active slots, you can use an action to create one additional one-shot slot. Necromancy

Oath of the Ancient One

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one of the following forms of manifestation. You can use one of the following triggers to release the entity. •’,’,’,’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’’�

Oath of the Elements

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one thing, which you must succeed on a Wisdom saving throw or take 1d8 lightning damage. This spell ends when you cast this spell again. Conjuration

Oath of the Nine Divines

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a divine book upon the ground in a 5-foot cube centered on a point within range. You choose either an area of the book that is 5 feet by 5 feet, or one that is contiguous with another area of the book. The area lies within a 5-foot cube. Each creature within the 5-foot cube when the spell ends must succeed on a Strength saving throw or be affected by the

Oath of the Unborn

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one creature that can’t beheaded or imprisoned. The target must make a Wisdom saving throw. On a successful save, the target takes half as much damage on a failed save. The creature can repeat the saving throw at the end of its turn. On a failed save, the creature takes 1d6 necrotic damage and regains hit points equal to the spell’s level. The target can’t be killed. Until the spell ends, the target can use an action to attempt to cast this spell again on a different creature. The target must be within 60 feet of the target when the spell ends. Transmutation

Oath of Vengeance

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Until the spell ends, any creature that drops to 0 hit points or dies (including the target) from this spell can’t be affected by this spell. Necromancy

Obedience

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature you touch seems to be reborn. If you cast this spell over a long period of time, the spell ends. If you cast this spell multiple times, you can use your action to target the same creature twice as often. The first time, the target must succeed on a Wisdom saving throw or be replaced with the target of your choice that was no longer on the target list in the spell’s list of known targets. The target can be the same as you. The target’s current level and hit points are as if they were level 1 and 1/2 level higher than the target for the spell’s duration. The target’s Constitution is 1. The target’s Wisdom is 1. The target’s Charisma is 1. If this spell ends, it ends with a +1 bonus to all attack rolls. Conjuration

Obedience

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A tinker with the tools of the arcane transmutation constructs constructs a tinker with the tools of the arcane transmutation constructs constructs a spell. You can use your reaction to give up all of your Intelligence, Wisdom, and Charisma scores when you cast this spell. The target takes the attack roll and

Obedience

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature or object that you can see within range and give it an Intimidate check that reveals it to be in the state you described. If the target can read you, it knows you well enough to need your help in understanding some sort of task that you or someone you have known well. The spell fails and the target is incapacitated until the spell ends, unless you use an action to end the spell early. The target can repeat the saving throw against your spell using a bonus action. If the target can read you, it knows what action the spell takes and can follow your instructions with equal speed. The target can repeat the saving throw if necessary to end the effect of the spell on itself. If the spell ends before the target can see anything else, the spell ends, and the spell fails. The target can use an action to attempt to end the effect of the spell on itself. Using an action to attempt to end the effect of the spell would allow the spell to end automatically. If the spell ends before the target can see anything else, the spell ends, and the spell fails. The target can repeat the saving throw against your spell using a bonus action. If the spell ends before the target can see anything else, the spell ends automatically. Transmutation

Obedience

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell allows you to bestow temporary status, such as magical or physical protection, on a creature’s physical or mental image. Until the spell ends, the target can’t act on its own, but can take any action that would allow it to do so. The target can choose to be protected from harmful magic, or it can become immune to harmful magic. At the time of casting, the target also gains the benefits of any spells that would normally target this target. Enchantment

Obedience

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spirit that perceives a creature within range for the first time every day for the duration, and that can sense the location of any creature within range, appears in the spot the spell refers to and then disappears. This spell has no effect on undead. Divination

Obedience

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. For the duration, or until you cast the spell again, the target’s speed increases by 10 feet, and their speed decreases by 10 feet until the end of their next turn. If they aren’t already using this benefit, they learn to use it once more. This spell has no effect on undead or constructs. Foresight. The target has advantage on all Wisdom (Perception) checks made using eye sight. If the target can see, she can see into the Ethereal Plane, where she can discern the presence of living things up to 500 feet away. Through darkness, the target sees only as far as she can see, and she can’t see anything beyond 500 feet. She can only discern the presence of creatures that are beyond the plane she is on. She can’t see anything beyond 500 feet and can only see the Plane of existence of creatures that are undead. If the target is under the effects of a condition that would make her immune to that condition, such as being under the effects of a disease or being under the effects of a polymorph spell, this spell ends immediately. Enchantment

Obedient Body

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an illusory body of soft, translucent shapes in a 10-foot radius sphere centered on a point you can see within range. Each creature in that body must make a Dexterity saving throw. If a creature fails the save, it must then move on its turn. The body is composed of two layers. The first layer is composed of simple, transparent material that is smooth and translucent to the touch. The second layer is composed of transparent, opaque material that is difficult to see and difficult to discern. The surface of the first layer is completely opaque to the eye, while the second layer is composed of the same transparent material that is difficult to see. The body is heavily vascularized and can’t change shape. The body is surrounded by a thin layer of mist. The mist obscures its appearance, but it can’t cover the entire body. The body can be completely enclosed by the mist. The body doesn’t need to be inside the body. The body can be completely submerged in the mist. The body can be completely submerged in the mist. For the duration, the body can’t be affected by this spell. The creature can make an Intelligence saving throw. On a successful save, it is immune to being submerged for 24 hours. On a failed save, the creature is submerged for the duration. The creature can be submerged for the duration by any means necessary. A creature that makes a successful save against this spell ends the spell. Evocation

Obedient spirits

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 24 hours

You awaken spirits that follow you wherever you go. You can choose from a variety of spirits that can be any of the following: celestials, demons, fey, fey beasts, fiends, or undead. Any creature that starts its turn in the spell’s area (such as at the start of the next turn) must succeed on a Wisdom saving throw or become frightened for the duration. The spell ends if the frightened creature returns to its home plane. The spell ends if the frightened creature returns to its home plane. If the frightened creature is on a plane other than its home plane, the spell ends. The frightened creature is immune to all damage. A creature that succeeds on a saving throw and isn’t affected by this spell is immune to all effects that aren’t being carried out by the creature’s plane of origin. Divination

Objectified

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

You send an object directly into the magical world for the first time in a long time, dealing 3d6 radiant damage to it. The object is one hundred percent human body, and the spell ends. Evocation

Obligation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. The target gains resistance to one damage type of your choice that it can cast once. Conjuration

Obliterate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and cause it to make an Intelligence saving throw. Make an Intelligence saving throw at the end of each of your turns. On a hit, the target takes 2d6 slashing damage and is knocked prone. On a failed save, the target takes 2d6 slashing damage and is restrained by the object you chose. This spell ends if you move on your next turn. During this spell's duration, the restrained object can’t be moved or wielded. If you move the object in a manner that makes the object appear to be a weapon, such as by using your hands to touch the object, the object has disadvantage on the attack roll and Constitution saving throw. The object can’t be stolen or used as a weapon. The object can’t be disarmed or modified by magic. Transmutation

Obliterate

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an object that you can see within range and that can fit within a 5-foot cube. You create an invisible duplicate of the object. If you cast this spell on the same creature or a similar duplicate that you are casting, both duplicate creatures become invisible to you and have disadvantage on attack rolls against you, unless you choose an action that causes the target to take the action that results in a critical hit, such as feint or attack. The target can make an attack roll of its own, and it takes the roll if it is on the same plane of existence as you. On a hit, the duplicate takes 2d6 slashing damage and is pushed 5 feet away from you. If the target moves out of its space, it is knocked prone. The spell ends if the creature is no longer moving. If you cast this spell multiple times, you can have no more than three of its last two uses active at a time, and you can dismiss such a spell as an action. Transmutation

Obliterate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an object or object that you can see within range and that can fit within a 5-foot cube. You create a shimmering, magical object with a blast of magic. The object can be a magic item or a mundane object that can be found in an unoccupied space. The object is magically immobile, and the spell ends if the object is moved more than 5 feet. The object can then be restored to its original place, if any remain. If the object isn't moved more than 5 feet, the spell ends. Transmutation

Oblivion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a magical potion that becomes a potion, if one. You can use a bonus action to create a potion. You can also create two potions at a time. The first potion creates

Oblivion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You forge a ring of ooze, which can be up to 5 feet in diameter and up to 60 feet long and up to 30 feet high. The ring can contain up to 1,000 ooze. The ring can contain up

Oblivion

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a spectral demon within range and cause it to gain supernatural service to you. The demon can be any of the following creatures. Your choice: undead, fiends, or undead friendly to you. Small or Medium, up to 10 feet long, and no larger than 5 feet tall. Large or smaller, up to 10 feet tall and no larger than 5 feet wide. Large or smaller, up to 30 feet tall and no larger than 5 feet wide. Huge or smaller, up to 20 feet tall and no larger than 5 feet wide. Huge or smaller, up to 30 feet tall and no larger than 5 feet wide. Any number of creatures of the chosen size or size are unaffected by this spell. Conjuration

Oblivion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create one of the following effects on yourself or another creature. The spell’s duration is 120 minutes. You can use your action to make a melee spell attack against that target. On a hit, it takes 2d10 fire damage. On a miss, it takes 1d6 fire damage. If you cast this spell multiple times, you can have three of the same effect on the same target. Conjuration

Oblivion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You have the power to create a spectral, illusory spirit that appears in a 20 foot radius around you. You can use your action to cause the spirit to appear in any location of your choice within range. You can also cause the spirit to appear in any place within range and to appear in the same spot. The spirit appears with a 20 foot radius around you and 5 feet tall and weighs 10 pounds. When you cast this

Oblivion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You conjure up a sphere of poisonous liquid that becomes 1 foot in diameter. The sphere must be of the same size and shape as the target. The sphere is made up of 100 gallons (500 liters) of water. The sphere fills a 5-foot cube and has 10 feet of reach. The sphere can be used to create a wand, a ring, a staff, a wand of levitation, or a wand of teleportation. You can change the shape of the sphere, but it must be neither in its original shape nor in any other way that can

Oblivion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a ring of ooze. You can use your action to cause the ooze to glow orange, violet, or green in a 20-foot radius. The ooze must be within 1d2 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the ooze spreads over the surface of the ground in a 30-foot cube centered on a point equal to your square root of the spell’s area. Transmutation

Oblivion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create one of the following creatures of your choice that have a 10 percent chance of becoming the target of a magical spell or other magical effect: a spectral, an undead, an constructs, or a fiend. The spell ends when the target regains hit points equal to 1d8 + your spellcasting ability modifier. The target takes 1d8 necrotic damage from magical damage. A creature or object that has any of the following properties when it enters or leaves this spell’s area can’t be affected by this spell. Huge or smaller. The target’s size is Medium or smaller. Vulnerability. The target’s hit point maximum is Medium or smaller. Death. The target’s hit point maximum is Huge or smaller. Poison. The target’s hit point maximum is Huge or smaller. Water. The target’s hit point maximum is Huge or smaller. Lightning. The target’s hit point maximum is Huge or smaller. Water, At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target gains a number of benefits equal to your spellcasting ability modifier. The number of benefits increases by 1 when you cast this spell using a spell slot of 7th level or higher. Evocation

Oblivion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

At the start of your next turn, you can designate an area within range to receive a portion of the damage. This area can't be more than 30 feet wide, 30 feet high, or 20 feet deep. The area can contain up to 100 cubic feet of stone or a combination of both. Each cubic foot of stone or a combination of both must be within 10 feet of a point of your choice that you can see within range. The area you choose must be within 30 feet of a point of your choice that you can see within range. If there is no point of an area where a point of your choice appears, it is a blank area of space and is centered on an unoccupied area of your choice within the area’s area. The area must be within 30 feet of a point of your choice that you can see within range. At any time, the spell ends. Conjuration

Oblivion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a sphere of magical energy that can move with you in any direction. The sphere can pass through objects and barriers that are not made of stone or stone blocks or other similar materials. If you cast this spell multiple times, you can create up to three spheres at a time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d8 for each slot level above 1st. Evocation

Oblivion

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a ring of ooze that emits a strong wind. The radius of the ring depends on the size of the ring. A ring of ooze lasts for the duration, up to 1 hour. When you cast this spell, you can use your action to cause the ooze to dissipate into nothingness. The spell ends if you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ooze increases by 10 feet for each slot level above 5th. Evocation

Oblivion

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a small beam of spectral energy that pierces through a wall in a 30-foot-radius sphere centered on a point within range. The beam ignites in a 20-foot-radius sphere in a 30-foot radius. The beam can’t pass through a wall, wall of stone, or other object. While this beam is on the ground, creatures that are within it can’t be charmed by the spell. A creature that can’t be charmed by this spell must succeed on a Dexterity saving throw or take 1d6 radiant damage. This effect ends if you cast the spell again or if you dismiss it. Evocation

Oblivion

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spectral demon, a creature of magical power equal to 5/8th your current height and 5 feet in diameter, with a 30-foot radius. The demon’s statistics are none other than that of the target and it has advantage on attack rolls, ability checks, and ability checks. While the demon appears, you can use your action to cause it to teleport to a certain point on the map. Any creature that ends its turn in a location other than this one must make a Wisdom saving throw. On a failed save, the demon takes 1d10 necrotic damage. On a successful save, the spell ends. Conjuration

Oblivion

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spectral element that appears in an unoccupied space on a level. The element lasts for the duration or until the spell ends. The element can be any of the following forms: Medium, Large, Small, or Large. Medium. It has a normal AC of 15, and the element has resistance to all damage. The element can’t be charmed, frightened, or otherwise affected by magic. Large. It has a normal AC 10, and the element has resistance to all damage. The element can’t be charmed, frightened, or otherwise affected by magic. Large. It has a normal AC 15, and the element has resistance to all damage. The element can’t be charmed, frightened, or otherwise affected by magic. Small. It has a normal AC 20, and the element has resistance to all damage. The element can’t be charmed, frightened, or otherwise affected by magic. Large. It has a normal AC 30, and the element has resistance to all damage. The element can’t be charmed, frightened, or otherwise affected by magic. Wither. It has a normal AC 10, and the

Oblivion

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create one of the following effects for the duration of the spell. Tremor. You cause a strong odor of destruction in the area around you, issuing a chill of energy that lasts until the spell ends or until the ground around you becomes impassable. If the ground around you is impassable, you are no longer restrained by it and you are instead restrained by the spell’s area of effect. Fog. You cause a strong fog on the ground around you that lasts until the spell ends. The fog obscures only the area around you. Water. You cause a strong breeze blowing against the ground around you. The ground around you is impassable, and you are no longer restrained by it. Ice. You cause a strong cold breeze blowing against the ground around you. The ground around you is impassable, and you are no longer restrained by it. Wind. You cause a strong wind blowing against the ground around you. The ground around you is impassable, and you are no longer restrained by it. Water. You cause a strong wind blowing against the ground around you. The ground around you is impassable, and you are no longer restrained by it. Wind. You cause a strong wind blowing against the ground around you. The ground around you is impassable, and you are no longer restrained by it. Water. You cause a strong wind blowing against the ground around you. The ground around you is impassable, and you are no longer restrained by it. Water. You cause a strong wind blowing against the ground around you. The ground around you is impassable, and you are no longer restrained by it.

Oblivion

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You give up your life to appear in the future, and gain a new ability. Your choice of a number of possible future actions that you can take at any time. You can make one of the following decisions before the spell ends. If you choose a future action, you take an action that pays for itself. If you choose a future action, you take one. If you choose a future action, you don’t take any actions until the spell ends. You can also end a future action by making a new one. You can end a future action by using your action to take another. Conjuration

Oblivion

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch an unwilling creature, causing it to become a mindless beast. The target must make a Wisdom saving throw. On a failed save, the target takes 3d8 poison damage and is frightened. On a successful save, the target takes half as much damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Necromancy

Oblivion

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an ooze of ooze energy. You can also create a wisp of mist or an ooze of fire. The ooze lasts for the duration. You can use your reaction to teleport to any point on the ooze in a 5-mile radius. If you target a point on the ooze that is not within 5 miles of you, you can use your action to issue a command to the ooze that appears on the target. You can also issue a command to the ooze that appears on the target that lasts for the duration. Conjuration

Oblivion

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cast this spell with one hand. You can make a ranged spell

Oblivion

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose one of the following effects when you cast this spell. The spell lasts for 1 minute. You can also end it by casting a spell of concentration as if casting this spell again. Conjuration

Oblivion

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flying sphere of force that lasts for the duration. The sphere is 100 feet in diameter, and can be up to 30 feet long, 10 feet high, and 10 feet wide. The sphere forms in any direction and is centered on a point you can see within range. The sphere blocks all damage, including falling damage, from creatures you can see within that direction. A creature can make a Strength check to see if it has been hit by a sphere or not. On a success, the sphere blocks all damage, including falling damage. If you do not have a sphere, you don’t need one. A sphere can travel at up to 60 miles per hour. When the sphere appears, each creature inside must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. When you cast this spell, choose a point on your spell list that you are on that is within 100 feet of you. If you cast this spell at a point you can see on a plane other than your home plane, you can take the same damage on each point on your plane. The spell’s radius is 300 feet. Transmutation

Oblivion

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magical circle, a sphere of glowing green light, centered on a point that you can see within range. You can place the circle on any surface within range. The circle appears to be a square or more in size and appears to be of a color that you can see within range. The circle is 10 feet long and 10 feet wide. You can cast this spell again on a different surface within 10 minutes if you do so. A cylinder of green energy appears in the center of the circle for the duration. The cylinder can contain up to 10 gallons of water. When you cast this spell, you can also create a protective barrier on the ground and on the ground outside of the circle. The barrier protects the circle from falling down or damage. The barrier is made up of a thin sheet of transparent material that lasts for the duration. When you create the barrier, you can use an action to make an attack roll with the shield. On a hit, the barrier fails. The barrier ends when the spell ends. Transmutation

Oblivion

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a sphere of purple light in a 10-foot cube and emanate a beam of energy that travels through it. Each creature in the sphere must make a Constitution saving throw. It takes 10d6 acid damage and 10d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can also create a sphere of fire in which to launch a missile. It must be within 30 feet of you, and must be within 10 feet of you and the sphere. The sphere is 30 feet in diameter. Each creature in the sphere must make a Dexterity (Athletics) check against your spell save DC. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The sphere moves with you and can be reached only by teleporting to a point that is within 30 feet of the point of your destination. The sphere lasts until you use your action to teleport to a different spot within 30 feet of the place where you made the spell’s movement. Conjuration

Oblivion

Casting Time: 1 action
Range: 300
Duration: Instantaneous

For the duration, you can create, shape, or manipulate water or other gas from ores or other natural sources. You can also make ores of o

Oblivion

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a magical orb of fire that appears in a 5-foot radius centered on a point you can see within range. The orb appears in an area of 30 square feet on a side and disappears when you dismiss it as an action on your turn. The orb appears in a place that you can see within range, so long as the area is within 5 feet of the point you created it on your turn. You can see up to 10 square feet of the area, as long as that area is within 5 feet of the point you created it on your turn. The orb can also be seen by up to 10 other creatures. A creature can use an action to dismiss the orb as an action on its turn, or it can use its action to dismiss it again on its turn, ending the effect on itself on a success. You can also cause the orb to disappear as an action on your turn. Conjuration

Oblivion

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell creates a magical sphere of green light that fills it with magical energy, centered on a point you can see within range. The sphere is a sphere with a 5-foot radius. Each creature in the sphere when it appears must make a Dexterity saving throw. A creature

Oblivion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A magical explosion appears in a spot of your choice within range. A creature of your choice that you can see within range can make a Dexterity saving throw. On a success, the spell ends. A creature of the chosen size or smaller size can’t be affected by this spell. If a Large or smaller creature is affected by this spell, it must make its saving throw on a success. On a failed save, the creature is pushed away from you. If the spell fails, the spell ends. A creature can make this saving throw at any time on a turn or once every 60 days. A target must succeed on the saving throw if it is within 30 feet of you. A creature made of stone must make this saving throw when it enters a new, higher-level location (such as a dungeon or a secret entrance) or if the spell ends before the target can use its action to move to the nearest well. Conjuration

Oblivion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a creature within range to emit a sacred spirit within range. It must be within 30 feet of you or a creature that is within 5 feet of you. The creature must make a Wisdom saving throw. On a failed save, the creature is charmed by you and is immune to any damage it takes from you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the power of the spirit increases by 1d8 for each slot level above 2nd. Conjuration

Oblivion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause three types of poisonous gas to form within 30 feet of you. Each creature in that area must make a Wisdom saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Constitution saving throw. A creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Constitution saving throw. Alternatively, a creature can use its action to make a Strength saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Illusion

Oblivion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose one of the following benefits: - You become blinded. If you hit, your sight is blinded until the spell ends. - You become deaf and blind for the duration. - You become blind for the duration of your next turn. You also can’t be blinded. If you cast this spell again, you can designate a time at which you can switch blindness from benefit to benefit, as long as that effect lasts. Conjuration

Oblivion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a sphere of celestial, unclothed air that is 30 feet in diameter and 10 feet high and 25 feet tall. You can launch the sphere to any point within range. The sphere can be directly above, below, or just beyond the ground you are on. You can also teleport up to 120 feet in any direction. The sphere is made of solid lead, which can be broken at any time by falling down. A sphere of celestial liquid can be created up to 120 feet in any direction. The sphere can be cast as a spell weapon. For the duration of the spell, the sphere can be used only by one creature. The sphere can be up to 1 foot in diameter. For each foot in the sphere, you can take a –4 penalty on attack rolls and ability checks. Conjuration

Oblivion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Oblivion 30 Instantaneous A divine beast appears in the form of an undead creature. The beast can be any size, and can’t be larger than Medium. The beast’s statistics are Medium, and it has no fear of you. The beast is friendly to you and its companions. You can’t attack or cast a spell of opportunity against it. You can’t attack or cast any spell against it as an action. As long as you are within range, the beast appears in the form of a humanoid that you can see within range. The beast can’t attack or cast a spell of opportunity against you as an action. Divination

Oblivion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A portal appears in a 20-foot-radius, 20-foot-high sphere that is either 15 feet wide or 20 feet high. The sphere is opaque and is difficult terrain. It has AC 15, touch, and will teleport you. While the portal is open, you can use your action to teleport up to 30 feet in an unoccupied space. Similarly, you can use your action to teleport up to 30 feet in a space that isn

Oblivion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small rock weighing up to 10 pounds falls from the sky in a 30-foot cube centered on a point you choose within range. Until the spell ends, you can use your action to sling the rock up to 60 feet in a direction you choose. Until the rock hits you, you can use your action to make a Strength check against your spell save DC to leave the rock where it is. If you succeed, you throw the rock up to 30 feet and can throw a length of rope as a bonus action on each of your turns until the rock is no longer used. This magic sling produces a small amount of rock that you can drop at the start of each of your turns. You can use a bonus action to teleport to a location you choose within 5 feet of where you threw the rock. If you are within 5 feet of any of the locations, you can use a bonus action to teleport to a different one. If you are within 5 feet of any of the locations where the rock appears to be empty, you can use a bonus action to teleport to that location. The rock doesn’t grow larger than a 10-foot cube. Transmutation

Oblivion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A sphere of shimmering energy radiates from you. Until the spell ends, a target must make a Wisdom saving throw. On a failed save, a target takes 1d8 piercing damage and is blinded until the spell ends. Conjuration

Oblivion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a spectral beast that

Oblivion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a spectral, spectral orb of light that shines bright, piercing, or slashing from your hand. The orb appears in a spot you can see within range. Until the spell ends, you can take the form of a spectral creature, a creature of 2 Hit Points or less, a plant, an undead, or a nonmagical plant. The spectral creature can’t be larger than 5 feet (0.8 m). The spectral creature can’t be charmed, and it can’t attempt to cast spells. When you cast this spell, you choose the same creature or plant as the start of your next turn. You can also change

Oblivion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the spirits of nature to deliver a poisonous potion to a creature you can see within range. The potion, if successful, inflicts no damage. If the target is diseased or poisoned, it becomes poisoned and harmless until the spell ends. The target regains hit points from the potion upon its return. The DM determines whether the target is restored to full health by dividing the number of hit points it has by the number of steps it takes before it regains hit points. If the DM determines that the target is, the spell ends, and the spell is cast again. The DM reasserts the spell’s vitality if the target returns to normal life after completing a long rest. Transmutation

Oblivion

Casting Time: 1 action
Range: 50
Duration: Instantaneous

You enter a magical place that appears to be a place you can see through the magical portal you use to teleport yourself to another plane. You must be within 5 feet of the portal when you cast this spell. Charm DC 50 Concentration, up to 1 hour You teleport yourself or a creature you can see within range to an area that is within range. You can use your action to teleport a creature within 5 feet of the portal to another plane. The creature must be within 5 feet of the portal when you cast this spell. The creature must also be within 5 feet of the portal if it has the teleportation ability. The creature can only be within 5 feet of the portal when you cast this spell. Conjuration

Oblivion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical orb of light in a 5-foot cube. Any creature that is within 5 feet of the orb must make a Dexterity saving throw. On a failed save, the creature takes 3d6 lightning damage. On a successful save, the creature takes half as much damage. If the orb is placed on a surface or in an active area, such as a door or window, the spell damages it. Transmutation

Oblivion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an ores of ores that you can see within range. The ores appear to be unoccupied, and you can use your action to make one ores of any material you choose. The ores can be any material other than stone, wood, earth, stone, or any other substance that you choose. The ores can be destroyed, but not later than 30 days. You can shape the ores into many different shapes. Roll initiative for the ores as you choose. When you create the ores, you can make one additional ores of any type, which can be any stone, wood, or wood component of the shape you chose. The ores can be made into any other ores of the same type, but not from the same component. The ores can be used to create any object, including any that fits within the normal range of your spell’s spell slot. When you cast this spell, you can create one ores of any type, for the first time

Oblivion

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a prismatic substance that appears in a 60-foot cube that you can see within range. The prismatic substance is a solid, glowing sheet of pure stone, 20 feet long, and 5 feet tall. It radiates a 50-foot-radius sphere of light centered on a point you can see within range. The sphere has a casting time of 1 minute and can be dispelled by dispel magic or dispel cold. The sphere remains for the spell’s duration. You can use your action to dismiss the spell. You can also dismiss another spell if you know what the DM has written. If you dismiss a spell or other

Oblivion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a spectral element that appears to all creatures within range. It is a spectral, unoccupied object that you can see within range. Each creature of that type must make a Wisdom saving throw. It must have an Intelligence of 2 or lower and no other kind of intelligence. A target must then succeed on the saving throw. If it fails, it is incapacitated. When the spell ends, the target takes 2d6 necrotic damage and is no longer incapacitated. Evocation

Oblivion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral creature appears in a room or space of your choice that you can see within range. The creature must be within 5 feet of you. The creature must also be within 5 feet of you if it is traveling in a straight line. The creature can’t be charmed or frightened. The creature can’t cast spells or activate magical properties, and it can’t cast or take any actions while in the spell’s space. Creatures that aren’t charmed or frightened take no actions. When a creature enters the spell room or space, it makes a Wisdom saving throw. On a success, the spell ends. Divination

Oblivion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A sphere of ooze flows from your hand to a point you choose within range. The sphere is a solid piece of rock that is 1 inch in diameter and 1 inch thick. You can move the sphere up to 20 feet per day. Each creature in the sphere must make a Dexterity saving throw. On a success, the sphere is suspended in the air for the duration. On a failure, the sphere is suspended in the air for the duration. You can use your reaction to cause the sphere to move up to 20 feet per day. On a success, the sphere is suspended in the air for the duration. The sphere has 30 feet of travel, and it has AC 30. The sphere can also be levitated, if it is. The sphere can be made to float up to 40 feet. The sphere can also be disoriented, if it is thrown by a creature or if it is subjected to an attack that deals a number of hit points equal to your spellcasting ability modifier. Conjuration

Oblivion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to three undead creatures to wreathe themselves in an ooze. You can use your action to cause up to three of the creatures to die. The creatures take 8d8 necrotic damage on a failed save, or half as much damage on a successful one. You can also use your action to cause up to three of the creatures to take poison. The ooze appears on a creature that you can see within range. The creature must be within 30 feet of you when you cast the spell. If you cast this spell while under the influence of a spell of 1st level or higher, the ooze spreads to all creatures within 30 feet of you. If you cast this spell while under the influence of a spell of 1st level or higher, the ooze spreads to all creatures within 40 feet of you. Conjuration

Oblivion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a spectral demon from the ground up and send it across the screen. The demon must be within 30 feet of you when you cast the spell. At the beginning of each of your turns, you can use your reaction to make your demon appear in any space within 30 feet of you. You can also use your action to cause the demon to appear in a different space on the screen. If a demon is in a different space on the screen than you, you can use your action to cause it to appear in that space on the same turn you used to cause the demon to appear. If you cause the demon to appear in a different place on the screen than you, the demon is banished by it. Conjuration

Oblivion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a quill of quill-like substance in a solid object that is 20 feet in diameter and that is 20 feet tall. The substance appears in a 5-foot cube centered on a point you choose within range. The sphere is harmless and is unaffected by any damage. As with any other spell or effect, the spell’s duration is reduced by one hour. Abjuration

Oblivion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing creature that is imbued with the power to create one of the following effects to manifest in a creature's body. The target takes 1d6 + 10 minutes of damage in addition to its normal rest. The target can use its action to make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. If you cast the spell multiple times, you can have up to three of the casting phases taken up by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you choose what effects the spell has. You can use the first effect to create a new one. At the end of each of its turns, it can use another effect of your choice to create one of the effects. Transmutation

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swirling, prismatic beam of light streaks out from a point within range. The beam must be centered on a point within range. The beam is centered on a point within range only if that point is directly on the ground. The light can be up to 100 feet long and is centered on any point within range. The beam can’t pass through barriers, such as those created by the extradimensional portal. Any creature within its reach must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. A creature can’t be pushed or carried by the beam. The spell ends if the target is prone or knocked prone enough. The spell doesn’t end if you are incapacitated or if you are on the ground or at a place you are not on (such as a spell-like ability, an object, an object of magical power, or an object of magical force that you are holding). Necromancy

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast this spell for the first time on a target that has less than 50 hit points. The target takes 1d6 extra radiant damage on a failed save, or half as much damage on a successful one. While this spell lasts, the target has disadvantage on attack rolls against creatures that aren't being charmed. Conjuration

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a spectral creature and create one of the following effects: • You create up to ten spectral creatures of your choice that you can see within range. • You create a spectral creature with level, hit points, and hit points equal to 5 + your spellcasting ability modifier. • You create up to ten spectral creatures of your choice that you can see within range. • You create up to ten spectral creatures of your choice that can’t be charmed. • You create up to ten spectral creatures of your choice that can’t be charmed. Conjuration

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical effect that lasts for the duration or until your next turn ends. The effect lasts for the duration or until you drop to 0 hit points or less. The spell can end before the spell ends. The spell lasts for the duration or until you drop to 0 hit points or less. Conjuration

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an intangible illusion that lasts for the duration. The illusion is a portrait of a creature of your choice that can be of any size, height, weight, or type. The illusion is centered on one object or object that you can see within range and that is capable of seeing through it. The illusion appears in a spot that you can see. The spot you target must be within 500 feet of the spot in question. The spot must be visible to the target. The target must make a Wisdom saving throw. On a success, the illusion appears in the spot on the specified day. If the spot appears on a different day, the illusion ends. On a successful save, the illusion ends. If the spot appears on more than one day, the illusion can end on a different day. The same effect can occur with more than one casting of the same spell and with different spell slots. Transmutation

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an ooze that resembles a serpent and lasts for the duration. The ooze can be any shape, up to 6 feet long and weighs up to 10,000 pounds. The ooze can be used to create any ooze or any other liquid, including a potion or a wicker basket. The ooze lasts for the duration. The ooze can be used to create up to ten ooze or up to three ooze. The ooze can also be sent as a magical object that can be worn or carried. The ooze is magical when it appears, but magical by nature. The ooze doesn't need to be magical, but it can contain up to three ooze. You can create up to ten ooze or up to fifteen ooze, and up to ten ooze can be created with the same

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a random orb of ooze that lasts for the duration. The orb has a 10-foot radius, and it is 100 feet tall and weighs 300 pounds. The orb lasts for the duration. The orb is made up of light and moderate to heavy stone, which is 50 feet long and 10 feet thick. The orb has a 10-foot radius, and it is made up of two 10-foot-by-10-foot plates. The plates have AC 10 and 20 hit points. A creature can use an action to cause the orb to become a prismatic prism, if it wishes. The prismatic prism can be of any color. The prismatic prism can be used to create one of the following effects. The prismatic prism can be destroyed by dispel magic, and the spell ends. Conjuration

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make your magic ring appear as a ring of quill and pearls. Each creature you touch has advantage on its saving throw against the spell. On a successful save, the ring becomes a ring of quill and pearls. The ring is magical, and you can use your action to dismiss it. If you dismiss it as an action and you don’t have a ring of quill or pearls in your inventory, you dismiss a ring that is made of quill and pearls. Divination

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a spectral creature that resembles a being of your choice that you can see within range. The creature must be within 5 feet of you when you cast the spell. The spectral creature must also be within 5 feet of you when you cast the spell. The creature must be within 5 feet of you when you cast the spell. If the creature is within 5 feet of you when you cast the spell, the spell ends. The creature must be within 5 feet of you when you cast this spell. Each creature that falls within 5 feet of the target must make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage. If the target is under the age of 10, the spell ends. The target can only use one use of its reaction. The target can use its reaction to take half damage, or half damage if it is under the age of 10 and it can’t take any action that would cause the spell to end. Transmutation

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport a portion of your body in one direction. The target must succeed on a Wisdom saving throw or be teleported to another point in the original plane of travel. The target must remain within your current plane of travel in which you first appeared (no more than 30 miles from where you first appeared). While within the plane, the target can cast spells of 3rd level or lower, and can make an Intelligence (Investigation) check against your spell save DC to determine the destination plane. The target can travel anywhere in the plane, but it must still be within 30 feet of the destination. Transmutation

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is blinded until the spell ends. On a successful save, the target is dazzled until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Oblivion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch any object that fits within range. That object becomes a magical weapon. The target takes an extra 10d6 fire damage on a failed save, or half as much damage on a successful one. A target of this spell must make a Strength saving throw. If it does so, it takes no damage but is frightened. If it fails that save, the object is destroyed, and the spell ends. The object can be any size, but it is usually a Medium or Large object. The object can be up to six hundred pounds. The spell ends if the object is destroyed. You can use a bonus action to reduce the object to 0 hit points or half as much as normal. Transmutation

Oblivion

Casting Time: 1 action
Range: 8 Hours
Duration: You cause up to three creatures of your choice tha

t you can see within range to become ravenous, and the creatures must make a Constitution saving throw. A ravenous creature takes 2d6 + 1/2 the number rolled for its hit points. An unerringly ravenous creature has disadvantage on this saving throw. While ravenous, the creatures are also prone to exhaustion and incapacitation. Conjuration

Oblivion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You imbue a creature with a strong magical energy, imbuing it with the power to produce magic with which to defend itself and to defend against hostile creatures. Your magic is strong, and your target is immune to any damage from its magic. The target’s attack rolls are made with the spell’s normal attack bonus, and it has advantage on Wisdom (Perception) checks against your spell-like ability checks. This spell’s effects can be ended by writing down all its effects on the target’s action, ending it with a + or -. The target has advantage on any Wisdom (Perception) check you make against your spell-like ability checks before the spell ends. When you cast this spell, you can end this effect on a permanent or a new one as a free action. Conjuration

Oblivion Bond

Casting Time: 1 action
Range: 60
Duration: 1 year

You create an elemental bond of resistance to one damage type. You can create one of the following bond types, as described below. You can create one of the following types of bond at any time. You can also create one of the two types of bond at any time. The bond has no effect on you or the creature you created. You can create one of the two types of bond at any time by making an attack or a spell attack roll with oblivion. The ability to create an elemental bond of resistance to one damage type is a bonus feat. The bonus is cumulative with the number of bonded creatures you create. You must use your action on a hit to create the bond. For each bonded creature that you create, you can roll a d10 and subtract the number rolled from the roll before the effect ends. If you are carrying more than one creature, you can use

Oblivion Cloud

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a cloud of freezing air in a 60-foot cube that you can see within range. The cloud spreads in a 10-foot radius. Each creature in the cloud must make a Dexterity saving throw. On a failed save, a creature takes 1d6 cold damage and 1d6 radiant damage on a successful save. A creature takes 4d6 radiant damage on a failed save

Oblivion

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create an ocicle-shaped sphere of magical ener

gy that is 30 feet in

Oblivion Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a 5-foot-diameter, six-pounder of ooze that appears in a place you call your home. You can use an action to cause the ooze to move to a place you can see within range. You can also cause the ooze to move anywhere within range. The ooze can’t fall or otherwise harm you. The ooze can’t be damaged. The ooze’s movement is normal. The ooze is harmless. You can’t make attacks against the ooze or against creatures that use it. You can use an action to dismiss the ooze. Enchantment

Oblivion of the Dead

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You use up all of the life force you have, including life force energy, to move into a new location that you can see within range. You can also move up to 30 feet in any direction as long as you don

Oblivion of Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport yourself to a place you can see within range. You can’t be in the area of another body of water, which is also a waterless place that is difficult to reach. You can move without using any movement in the area. You must use your reaction to teleport to a place you can see within range. You must use your action to dismiss the spell. You have resistance to all damage and no cover. Necromancy

Oblivion of Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A water-filled cylinder appears in the

Oblivion

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You create one quill or other solid object that is made of stone or a similar material. The object is difficult terrain for creatures other than you. Until the spell ends, the object can’t be broken or damaged. While the object is in motion, creatures that touch it have disadvantage on attack rolls against the target, and it has advantage on attack rolls against creatures that are within 5 feet of it. While the target is in motion, the target can’t be moved, and it has disadvantage on attack rolls against creatures that are within 5 feet of it. Enchantment

Oblivion

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Blaming into a willing creature grants it a magical reaction. When the spell ends, the target takes the attack roll, and the target is immune to that attack for the duration. On a hit, the target is knocked prone. You can use an action to make the target move up to 30 feet away from you, and the spell ends for that target. Abjuration

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you gain the following benefits: - You gain a +2 bonus to AC, +1 to damage rolls, and +5 natural armor class. - You gain a +2 bonus to AC, +1 to damage rolls, and +5 natural weapon class. - You gain a +2 bonus to AC, +1 to damage rolls, and +5 natural weapon specialization. - You gain a +4 bonus to AC, +4 bonus to damage rolls, and +2 bonus to all attack rolls. - You can use a bonus action to cause a creature you can see to become frightened of you. You can’t do so without first making a melee attack roll against the target. Necromancy

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an oblivion that appears on the ground in a 10-foot radius. Choose one solid rock, a solid solid surface, or a solid solid material such as stone, wood, or some other kind of solid surface. The oblivion lasts for the duration. The oblivion is a magical ores of your choice that you can see within range. You can use an action to grant the oblivion a specific quality. For example, you can grant the oblivion a certain level of Intelligence or a certain amount of Strength. If you grant the oblivion a certain quality, the ores can be changed with a creature’s choice. The oblivion can also be changed by a creature. You can use an action to grant the oblivion up to one additional quality of that quality. You can also change the oblivion’s current quality by changing the ability to see into the quality of the oblivion with the creature. The oblivion can’t be cast to cast a spell. Conjuration

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature you touch with an illusion of your power. The creature must be within 5 feet of you and is charmed by you for the duration. The creature obeys any verbal commands given to it, and you can force the creature to obey your commands. If the creature is hostile toward you, you can use your action to make the creature friendly to you. If the creature is hostile toward a different creature or a different kind of creature, you can make the creature friendly to that creature only once. If you do so, the creature gains no benefit from that creature's abilities, and any special effects that would apply to the creature are lost. The creature is immune to all damage, but its statistics and personality are unaffected by this spell. The creature is also immune to any status effects that would apply to the creature if the creature was hostile toward you. If you cast this spell on the same plane as you are standing, the spell ends on that plane. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You whisper a cryptic message to a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d4 necrotic damage. While the spell is active, the creature can use its action to make an Intelligence saving throw. On a success, the spell ends. The target can’t be charmed, frightened, or otherwise tried. Conjuration

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an incorporeal form that is indistinguishable from the rest of its kind. If the creature is smaller than the creature’s normal size, a creature of the illusion’s kind is automatically assumed to be within its normal size. An incorporeal creature must be within 100 feet of you to cast this spell. Each time you cast this spell, the creature must make a Constitution saving throw. On a failed save, a creature transforms into an illusion of itself until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to see through the defenses of creatures that you can see within range. You can see through the eyes of beasts, demons, and other fiends. You can see through the eyes of any nonmagical creature that you can see within range. You can also see through the eyes of any creature that can see you in your presence. You can also see through the eyes of any creature that can see you in your presence. Conjuration

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature with a new kind of magic. You choose a familiar of one of the following types, provided the spell’s type is the same as that of that type of magic: fey, fiend, fiend beast, fiend Huge or smaller, Medium (24/60), or smaller. The target must have a Huge or smaller (or an appropriate Medium), Medium (10/60), or smaller (or an appropriate Medium) Strength. The spell’s magic has its own set of effects. The target’s Intelligence and Wisdom scores are increased by 1. The target’s Strength, Dexterity, and Intelligence score increase by 1. When the spell ends, the target’s Intelligence and Wisdom scores return to normal. Transmutation

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature of your choice that you can see within range. Until the spell ends, that creature must make an Intelligence saving throw or be destroyed by a melee weapon attack. On a failed save, it takes 10d10 bludgeoning damage and is restrained until the spell ends. If the restrained creature is within 5 feet of you (including you), it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing creature of your choice that you can see within range and that has Intelligence. The target is protected by a magical curse. It is immune to the effects of any other curse or magical effect that prevents it

Oblivion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power of the okin. The target makes a Wisdom saving throw. On a failed save, the target is blinded until the spell ends. On a successful save, the target is blinded until the spell ends. On successful damage roll, the blinded creature has advantage on the attack roll, and the target is immune to fire damage until the end of your next turn. On a successful save, the blinded creature can repeat the saving throw. On a failed save, the creature is immune to poison damage until the spell ends. Additionally, the target has advantage on Strength checks made against its target. Illusion

Oblivion

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose a place or a area within range where the ooze of your magic, and the energy of creatures living there, radiate. The area is filled with visible light, darkvision, and darkness. The light can be dimmed, turned off, or turned on as you like. The light can’t be more than 30 feet wide. The ooze appears on any surface other than the surface of your fortress or a wyvern. The ooze can’t be affected by spells, weapons, or magic items. Transmutation

Oblivion

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a sphere of ooze, which lasts until the spell ends. It explodes in a 20–foot-radius sphere that is 30 feet long and 20 feet high. The sphere can cover any surface within range, but it can’t be more than 15 feet wide or 5 feet high. Each creature in the sphere must spend 10 feet of movement for every 1 foot it moves. During the spell’s duration, each creature in the sphere has a +1 bonus to AC and hit points equal to the spell’s level. The sphere is a 40-foot cube with a 40-foot-radius sphere that extends

Oblivion Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A translucent sphere of ooze appears in a spot on the ground within range. Each creature in that spot must make a Dexterity saving throw. On a failed save, a creature takes 2d6 acid damage and is blinded. On a successful save, a creature takes half as much damage and is blinded for the duration. When you cast this spell, choose one of the following effects on the sphere. You can also add an additional effect to the spell to cause the sphere to expand to cover a total of 30 feet. The sphere can expand in any direction. The sphere can be up to 20 feet in length, 30 feet in diameter, and 60 feet in height. The sphere has a 60-foot radius. The sphere sheds light in a 25-foot radius, and dim light for 1 minute. A 20-foot cube of light appears in the cube. The cube is 25 feet in height. The sphere extends to a point you choose within range. The sphere appears to have a 50-foot radius and a 50-foot cube. The sphere can be up to 100 feet in diameter, 30 feet in diameter, and 60 feet in height. If you cast this spell multiple times, choose one of the first three times. The sphere remains within the spell for the duration. An object created by this

Oblivion Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a sphere of swirling energy that is 10 feet in diameter and 1 foot high. The sphere is composed of 5 cubic inches of pure gold. You can make the sphere into a solid object by any other means. A creature can use its action to create a solid object by raising the cube's height. The cube must not exceed 10 feet in height. The cube can't be moved. Constructs created of the shape of the cube can use their action to make one of the following changes to their body or equipment: Construct must be of an element that is at least 1 level higher than the cube. Construct must have the same element as the cube. Construct's equipment must be of a material component that can be manufactured into

Oblivion Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a sphere of swirling green light that is centered on an object or area of land you can see within range. The sphere can be up to 25 feet long, up to 60 feet wide, or up to 100 feet tall. The sphere can be up to 1,000 feet in diameter, up to 1,100 feet tall, and

Oblivion Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A sphere of ooze that appears on your hand or in the ground in a 30-foot cube centered on a point you can see within range. The sphere has a diameter of 20 feet and a height of 30 feet. When you cast this spell, you can make one additional sphere of ooze for each slot level above 6th. Conjuration

Oblivion Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of ooze and moisture appears in a spot of your choice that you can see within range. The sphere is filled with a transparent liquid and has an area of 5 feet square and 5 feet wide. The sphere appears to be a sphere, though you can change the color of the liquid by using the transformation color property. The liquid appears to be water, though it is much lighter than water. The water has a 20 percent chance to shimmer green when cast on a solid surface. The wicking effect of the wicking effect lasts for 10 minutes. When the spell ends, you can dismiss the wicking effect and return to your home dimension. Necromancy

Oblivion Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of swirling, swirling energy appears centered on a 60-foot-radius sphere of water or water elemental. The sphere is bright light with

Oblivion Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of swirling energy that is 5 feet in diameter and 5 feet tall. The sphere appears to have an extradimensional dimension. You can use your action to teleport to the sphere and then to another dimension. You can also place a point of your choice within the sphere that you can see within range. When you teleport, you can use your action to make a ranged spell attack. On a hit, the target takes 2d6 necrotic damage. Conjuration

Oblivion

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target’s natural armor rating is 1. Your magic grants you a bonus to the attack rolls of other creatures, as well as to attack rolls against your target. The bonus to attack rolls increases with the casting time of your spell. If the target’s natural armor rating is lower than yours, the attack rolls are automatically increased, and the target’s natural armor rating is increased too. The bonus to attack rolls increases with each casting of your spell. If the target’s natural armor rating is higher than yours, the attack rolls are multiplied by the new bonus, and the target’s natural armor rating is increased as the casting progresses. Finally, the target’s natural armor rating increases with each casting of your spell. If the target’s natural armor rating is higher than yours, the attack suffers. The attack deals an extra 1d4 psychic damage on a hit, and the target’s attack suffers if it succeeds on its saving throw. The DM might allow the spell to be reduced to 1st level, 2nd level, or 3rd level. Abjuration

Oblivion

Casting Time: 1 action
Range: Touch
Duration: 30

30 minutes A shimmering mass of green energy appears in a 20-foot cube centered on a point you choose within range. You gain the following benefits: - You can move up to 30 feet in any direction. - You can extinguish the light of at least one creature that you can see within range. - You can move up to 30 feet in any direction. - You can extinguish the bright light of at least one creature that you can see within range. - You can extinguish the dim light of at least one creature that you can see within range. - You can extinguish the cold light of at least one creature that you can see within range. - You can extinguish the warm light of at least one creature that you can see within range. - You can extinguish the cold light of at least one creature that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a number of times equal to your Intelligence modifier increases by 1 for each slot level above 1st. Evocation

Oblivion

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and its equipment. The surface of the ground is covered by a translucent substance that is transparent and has resistance to bludgeoning, piercing, and slashing damage. The target must make a Dexterity saving throw. On a failed save, a target takes 8d8 necrotic damage and is knocked prone. The target must also make this saving throw at the end of each of its turns. The spell ends if the target moves more than 10 feet of its space. Conjuration

Oblivion

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a nonmagical creature that you can see within range and cause it to gain immunity to the damage it deals. The target is immune to damage from nonmagical weapons. Necromancy

Oblivion

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch up to six creatures of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d10 bludgeoning damage and be knocked prone. The target can repeat its saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional target for each slot level above 6th. Conjuration

Oblivion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and animate up to six quills of oat or fish. (You can make a nonliving object or an illusory duplicating object into an inanimate object.) An unwilling target can make a Wisdom saving throw, taking 9d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The oat or fish are soft and warm against the touch. The spell ends for an unwilling target if it takes any damage while the oat or fish is on the target. Transmutation

Oblivion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an unwilling creature that isn’t your target or that isn’t under your control. The target disappears. Transmutation

Oblivion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and imbue it with the power of the omen you created at the start of each of your turns. The target takes 2d6 necrotic damage and has resistance to necrotic damage and stunning until the end of your next turn. This spell doesn’t affect undead. Conjuration

Oblivion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one object that has a certain special power. The object becomes a sphere of light, and you can add an amount of force equal to 1d8 + your Dexterity modifier to the damage roll. The sphere is centered on a point you can see within range and lasts until the spell ends. Touch 60 Concentration, up to 1 minute You touch a willing creature and give it the power to touch a willing creature that you can see within range. The creature can make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. Any creature that

Oblivious

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create or manipulate a creature or an object within range. The creature or object can be any creature or object. The target can be any creature or object you or your companions created, or the spell’s target element (if any). The target creature or object can be any creature or object you or your companions created, and the spell ends if the target has been subjected to any of the following effects. Enchantment

Oblivious Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself into an unoccupied space that you can see within range. You can use a bonus action to make any melee attack you take with this spell defend against one target. The target must make a Constitution saving throw. On a failed save, it takes 1d8 necrotic damage. On a successful save, it takes only half as much damage. The spell ends if you cast the spell again. If you cast it again, the spell ends. If you cast it multiple times, you can have up to six of the two ends connected by a single word. Enchantment

Oblivious Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a cloud of shadowy clouds with a range of 100 feet. The cloud spreads in a 30-foot radius and is centered on a point you choose. The cloud appears opaque, and any creatures in the area are blind. Until the spell ends, the cloud moves in a straight line that intersects the ground. The cloud spreads across a 5-foot-radius sphere centered on the point you chose. The cloud then disappears. If the cloud moves into a different space or on a different plane than the one it occupies, the spell ends for that space and the cloud doesn't move again until the spell ends. Conjuration

Oblivious Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a cloud of shadowy clouds with a range of 100 feet. The cloud spreads in a 30-foot radius and is centered on a point you choose. The cloud appears opaque, and any creatures in the area are blind. Until the spell ends, the cloud moves in a straight line that intersects the ground. The cloud then disappears. If the cloud moves into a different space or on a different plane than the one it occupies, the spell ends for that space and the cloud doesn't move again until the spell ends. Conjuration

Oblivious Cloud

Casting Time: 1 action
Range: Instantaneous
Duration: 1 minute

You create a cloud of clouded darkness with a range of 300 feet. The cloud spreads in a 30-foot radius centered on a point you choose. The cloud appears opaque, and any creatures in the area are blind. Until the spell ends, the cloud moves in a straight line that intersects the ground. The cloud then disappears. If the cloud moves into a different space or on a different plane than the one it occupies, the spell ends for that space and the cloud doesn't move again until the spell ends. Conjuration

Obliviousness

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch one willing creature that you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you. On a failed save, the target is charmed by you. On a successful save, the target is charmed by you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the saving throw you made is no longer required to use this spell. Transmutation

Obliviousness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

1 minute You create a shimmering globe of undiminished divine power centered on a point you can see within range. The globe appears in a 100-foot cube centered on the globe. The globe can be any size you choose. The globe is invisible. You can move over it to another plane of existence. The spell ends if the globe is within 5 feet of a creature that you can see. When you cast the spell, choose one of the following options: • Choose one of the following forms of teleportation. • From the spell’s list, you can temporarily teleport to a place you can see. • From the spell’s description, you can teleport to any point on the plane of existence that you choose. You can also teleport to any point on the plane of existence that you choose. • From the spell’s description, you can temporarily teleport to any point on the plane of existence that you know. • From the spell description, you can temporarily teleport to any point on the plane of existence that you know. • From the spell description, you can temporarily teleport to any point on the plane of existence that you know. • From the description, you can teleport to any point on the plane of existence that you know. • From the spell description

Oblivious Remedies

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A creature you touch appears in the shape of a creature you have seen before. The creature becomes a creature of your choice that you can see within range. The creature has AC 20 and can reach up to 30 feet of height. The creature must be within 30 feet of you when it appears. When the spell ends, the creature reappears in a different location on the plane of existence it first entered. It takes 20d6 fire damage on a failed save, or half as much damage on a successful one. The spell also ends if you cast it again. If you cast it again, it lasts until you dismiss it and the spell ends. If you cast it multiple times, you can designate which one you want to end. The same spell ends if you dismiss the spell with a successful save. The spell ends on a target if the target is within 30 feet of you. If the target is within 30 feet of you, the target is not within 30 feet of you. Conjuration

Oblivious Remedies

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You make a strong magical odor that fills the air that you are on the first turn until the odor is gone. Until the spell ends, the odor lasts for the spell’s duration and smells like anything you can smell. You can smell anything you choose within 1 foot of you. The odor is deafening, but doesn’t incapacitate you. Transmutation

Oblivious Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A friendly creature you choose appears within range and deals 1d6 acid damage to a creature of your choice that isn— (A creature) or can't be charmed. The target can make a Constitution saving throw. It regains hit points when it reaches 0 hit points or when it attains half its speed. On a failed save, the target takes 17d12 necrotic damage and is charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Oblivious Transmutation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a 1-foot cube of darkness in a 10-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Creatures can’t be affected by this spell. Transmutation

Oblivious Word Wall

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a 20-foot-radius, 20-foot-tall, 10-foot

-high cylinder of swirling, swirling, and roaring Word Walls as a bonus action. The spell’s radius is not affected by any other spell or effect. Each creature in the area must succeed on a Wisdom saving throw or be knocked prone. If you cast this spell again on a creature that falls prone, you can use an action to make the creature make a Wisdom saving throw. On a success, the spell ends. Conjuration

Oblivious Word Wall

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A line of shimmering green light appears in the air and spreads out in a 10-foot-radius,

Ocelot's Dance

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

A shimmering, swirling mass of force springs into existence at the willing creature you target. The target takes 1d8 force damage. Until the spell ends, the spell ends on a target you choose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Oddball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A round of boomerang-like boomerang appears in the middle of a floor, causing all creatures within range to make a Strength check. A creature takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that hits with a straight-line shot must make a Strength saving throw. On a failed save, a target takes 1d8 bludgeoning damage. The spell ends if you hit with a weapon attack or with a weapon attack roll as a bonus action. Divination

Odin's Hideout

Casting Time: 1 action
Range: 60
Duration: 1 minute

You cause an unoccupied space within range to have its size changed by one inch. This change lasts for the duration. The space is made up of a single solid surface that has a 10-foot square. Any creature that enters a space that is a portion of the space must make a Dexterity saving throw. A creature takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d8 for each slot level above 1st. Transmutation

Odorous breath

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a shimmering, wispsy, corrosive vapour that fills a 15-foot-radius sphere centered on a point you choose within range. Until the spell ends, the spell can target any creature that you choose within 5 feet of the sphere. Each creature that ends its turn within 5 feet of the sphere must succeed on a Constitution saving throw or take 5d8 poison damage. On a failed save, a target takes 4d8 poison damage and is blinded until the spell ends. When you cast this spell, choose one of the following options: • Choose one - Choose one. A creature must succeed on a Constitution saving throw or become blinded for the duration. • Choose two or more of the following effects. A creature takes damage when it takes the second or subsequent damage from one of the effects listed in that effect's table. The damage increases by that amount at the end of each of its turns. A creature can use its action to move one foot in any direction as a bonus action on each of its turns to make a melee attack. On a hit, the target takes 2d8 poison damage, and the spell ends. Illusion

Odyr's Hand

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You forge a string of magical power through the mind of a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. The spell ends if the target is charmed by a different target. A creature or object can't be charmed by this spell. You can also use this spell to compel the target to take some of the damage, as long as that target is not already charmed by this spell. If you do this and it doesn't succeed, you must use your action to end the spell. For example, if you make a spell that requires the target to take the damage from an attack, you can end the spell by casting this spell again with a different target. If you end the spell by casting this spell again, the damage increases by 1d6 for each slot level above the one it replaces. Divination

of 1 minute

Casting Time: 1 action
Range: You create an invisible demiplane that disappears when you or your objects reach the Ethereal Plane. You can see through the demiplane, which has an area of 5-foot by 10-foot-foot-square, and can pass through solid earth, gas, fire, and fog. You can also teleport up to 30 feet in the direction of the vanishing cube by using a flying saucer. If the saucer flies over a lake or falls in an area slippery or unstable, it carries enough water to fill a 3-foot cube.
Duration: Transmutation

ogenetic storm

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a cloud of force that disperses into the atmosphere and coalesces in an area you choose within range. The cloud spreads around corners, and it lasts for the duration. It can be difficult to determine where the cloud originated from, as it likely extends its reach in the direction you chose. The cloud is visible from any direction you chose until the start of your next turn, which ends when you finish the spell. This spell has no effect on undead or constructs. Coming back from the dead spreads its power across the entire battlefield, whether its target is alive or dead. You can use your action to regain 1d6 hit points, or you can cause the cloud to reappear in an unoccupied space that you can see within range. If the cloud reappears empty handed, you must use your action to use either action to do so. Conjuration

Okin to Heal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a creature you touch to heal a willing or incapacitated condition that you can’t live out of. The spell’s duration is up to 1 minute. The spell ends if you or one of your companions is killed by the spell. Illusion

Old Faithful

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You form one unoccupied space within 10 feet of another creature of the same alignment as the target for the duration. The space is an unoccupied space if both are occupied spaces within that space. The space grants you temporary hit points equal to 20 hit points for each slot open and ends. For the duration, any creature or object you target has disadvantage on attack rolls and ability checks that would normally target spells and other magical effects. Evocation

Olympus Charm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A friendly creature you can see within range must make a Wisdom saving throw. The target takes an extra 10d8 psychic damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage, and is affected by all of the effects of the spell until the spell ends. The spell ends if you are incapacitated or if you cast this spell several times. Conjuration

Omen of Dissonance

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Until the spell ends, the target can choose a number of words of warning that appears when the spell ends. The word appears in a random place within range, and you choose one of the words. If the target is aware of the word, it can make an Intelligence (Investigation) check against your spell save DC. If it's not aware of the word, it can’t be charmed, frightened, or possessed. If the target is aware of the word, it can make an Intelligence (Sight) check against your spell save DC. If it is not aware of the word, it can make an Intelligence (Investigation) check against your spell save DC. If it is, the target must make a Wisdom saving throw. On a successful save

Omen of Power

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call on the divine, who grants you the power to create a magical artifact. This magical artifact has the power to change all things on the plane of existence. You and an object that you are holding can be magically transported to a place that is within range. If you move to a place that isn’t within range, your object is pulled to the nearest unoccupied space within range. If you move to a place that isn’t within range, you can teleport a creature within range to a place where it is already there. You can also teleport a creature within range to a place that isn’t within range within 30 feet of the place you created the artifact. If

Omen of Wisdom

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell appears at the end of your next turn. Until the end of your next turn, the spell can’t be cast on you. You can also use this spell on yourself only. Necromancy

-O-Meter

Casting Time: 1 action
Range: 30
Duration: 10 Days

You mark an area of unoccupied space on the Ethereal Plane with an illusory image of an unoccupied space within range. The illusory image appears to be of creature’s height, weight, or hit points, and the image lasts for the duration. While the illusory image lasts, all creatures with AC 20 or higher scores than you can see can’t be charmed by the illusory image. The spell’s effect on affected creatures is mild. Clerics can’t make such spells known, nor can they make such material components available to the public, nor can they provide the same information to the general public. You can make the illusory image appear natural or fabricated, such as creating a detailed description of a particular phenomenon, a specific magical item, or the name, creature or object of an event. Appendices. Appended to the illusory image are appendices to the written passage. You can create additional appendices by using an extraplanar or extradimensional link. You can create both appendices by dealing a blow to one of them, or by pulling the illusory image out of its entrails and placing it somewhere else on your person. Conjuration

Omne of Darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bright, nauseous cloud of dark, acid, or poison that covers an area of up to 5 feet square. The cloud covers up to 5 feet of ground, and the spell ends when it reaches the target. The cloud is harmless to creatures of 2 or less Hit Dice. Conjuration

Omnidirection

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Choose one foot of ground within range that you can see. The ground is smooth and transparent, and any creature within 10 feet of the ground must make a Dexterity saving throw. On a successful save, a creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a successful attack, the creature takes half as much damage as if it used its action to move. The creature then takes 3d6 psychic damage and can’t move again. Choose a new target for the spell’s duration. Evocation

Omnipotence

Casting Time: 1 action
Range: 120
Duration: 10 minutes

You create a psychic force field on a creature that you can see within range. The field can be as large as your hand or as small as a finger. The field lasts for the duration. The field can be broken up into 10 squares or 5 squares. The field can be up to 20 feet in diameter or up to 20 feet in height. The field lasts until it is destroyed. When you cast this spell, you can use your action to make the field disappear. You can also make the field appear as an ordinary or magical effect. The field appears as a circle

Omnipotence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause a swirling, cloud-like cloud of magical energy to appear above a point you choose within range. The cloud must be at least 10 feet in the air, and it must be within 100 feet of you. The cloud is harmless to the creature, and the spell ends. The cloud then disappears. The spell doesn’t target any creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area of the cloud increases by 1 square for each slot level above 4th. Evocation

Omnipotence

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create an area of magical force that lasts for the duration. Choose a creature within range and place it within the spell’s area. The area is heavily obscured by thick, twisting corridors and shadowy pathways. The area is composed of a solid wall or a thin sheet of stone. When you cast the spell, you can maintain the illusion until the spell ends. The illusion lasts for the duration. If you cast this spell multiple times, you can have up to three illusions active at a time. You can also have up to two illusions active at a time. When you cast this spell, you can also cast one additional spell at a time. Transmutation

Omnipotence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shimmering, shimmering, pulsing mass of antimagic energy in a 10-foot radius. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Omnipotence

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has been affected by an ability or condition you have chosen that results in psychic damage. The target must succeed on a Wisdom saving throw or become charmed by the spell until the end of its next turn. It is unaffected by any effects that target it. Transmutation

Omnipotent Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

A harmless aura appears in your space that lasts for the duration. The aura appears when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The aura lasts until you use your action to dismiss it. It lasts for the duration. When you dismiss the aura, you can use your action to make a spell attack. On a hit, the attack is a d8. You can use your action to end the spell, or you can end it. The aura lasts for the duration. If you end the spell, you lose the ability to cast it again. Conjuration

Omnipotent Weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a weapon of your choice that you can see within range that you can see on a creature within 5 feet of it. The weapon must be in a 5-foot cube. A creature in the 5-foot cube must also be within 5 feet of the target creature. An enemy within 5 feet of the target creature must succeed on a Dexterity saving throw or take 1d6 fire damage. A creature in the 5-foot cube must also succeed on a Strength

Omni Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell allows you to see through invisible barriers and other barriers that are invisible to the general public. If you are on a plane of existence that is both visible and invisible, you can see through barriers up to 10 miles on a side equal to your flying speed. You can use an action to make a ranged spell attack against the barrier. On a hit, the spell targets the barrier. If the barrier is closed and the spell fails, the spell is wasted and you gain no benefit from the barrier. The wall of noise can be heard up to 10 miles away from your location. The spell lasts until cleared. You can use your movement to move a barrier of similar size and thickness to a different spot on the same plane. If the barrier moves or isn't moving at the time you cast the spell, it moves with you. If you move or aren't moving, it is made of stone or stone blocks and can't be moved or blocked. The barrier can be broken or smashed by means other than stone or stone blocks. The spell remains in effect until the spell ends or until the spell ends on a target. When you cast this spell, you can use your action to make an elemental attack against the barrier. On a hit, the creature is knocked prone and the spell ends. On a failed attack, the creature is knocked prone and the spell ends. The spell can target any barrier or area of the spell as you see fit. If you attack a barrier or area of a spell, it can target the same or a different one, as long

Omni Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You give a creature within range a spell of your choice that you can see. The spell lasts for the duration. You also have resistance to one damage type of your choice that is Strength or lower. If you cast this spell with a spell slot of 6th level or higher, the spell lasts for the duration. Conjuration

Omnissary

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A spectral messenger appears in a place you choose within range. The messenger appears in a spot that is 20 feet away from you. The spot is difficult terrain and difficult terrain can be difficult terrain. The messenger appears in one of the following ways. You can follow a simple pattern of movement. You can also make a ranged spell attack. You can also make a spell attack. The target takes 3d6 psychic damage, or half as much damage on a hit. The spell has no effect on you or your companions. The messenger appears in a place you can see within range. A spectral messenger appears in a place you can see within range. The place you choose is difficult terrain. The messenger appears in a place you can see within range. The place you choose is difficult terrain. The messenger appears in a place you can see within range. The place you choose is difficult terrain. The messenger appears in a place you can see within range. You choose the area. The ground in the area is difficult terrain. The ground in the area is difficult terrain. The messenger appears in a place you can see within range. The place you choose is difficult terrain. The place you choose is difficult terrain. The messenger appears in a place you can see within range. The place you choose is difficult terrain. The place you choose is difficult terrain. The messenger appears in a place you can see within range. The place you choose is difficult terrain

Omnivore

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. Until the spell ends, the target is charmed by you. The target doesn’t need to be charmed by you for the spell’s duration. You can target only one creature at a time, and each target must make a Wisdom saving throw. On a failed save, the target takes 3d8 psychic damage. On a successful save, the spell ends. Conjuration

Omnivore

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You teleport yourself to a point a bit larger than you and up to 100 feet away from where you stored your action on the spell. This spell can’t occur within 30 feet of any such location. Conjuration

Omnivore Step

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You step into the presence of a creature that can hear you. The target must make a Wisdom saving throw. On a failed save, the target takes 4d6 psychic damage. On a successful save, the target takes 4d6 psychic damage. On a failed save, the target takes an extra 1d6 psychic damage. On a successful save, the target takes half as much damage. Evocation

Ongoing Presence

Casting Time: 1 action
Range: 120
Duration: 6 Hours

A creature of your choice that isn’t already in motion or able to move must make a Constitution saving throw. On a failed save, the target takes 16d8 fire damage and is charmed. On a successful save, your life is at your command. The target must end its turn in the air and ends its turn there when it makes a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8. Poison

Ongoing Resurrection

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You touch someone. The target takes 1d8 necrotic damage. The spell ends for this target. The target can’t be targeted again by another creature of your choice that you can see within range. The target can repeat the spell’s damage by an additional amount of rounds equal to the target’s hit points. Necromancy

Ongoing Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A swirling sphere of swirling blue light appears in a 10-foot cube centered on a point that isn’t within reach of your normal senses. You touch the sphere. The sphere radiates a bright light, but the sphere isn’t visible. The sphere is a 30-foot sphere, and you might place a point of your choice on the sphere’s surface and a point that is 100 feet tall. The sphere is opaque, translucent, and unbreakable. The sphere's point doesn’t move on the ground, and you cannot move it. The sphere isn’t visible as you move it, though you can follow through its glowing mouth and hear. It is a sphere of opaque, translucent color, and it has a 100-foot-diameter at its center. You can use its telepathic ability to speak with the sphere’s other senses; the sphere obeys the same rules as other creatures of your choice that use its telepathic abilities. The sphere can no more teleport than it can move across the cube. If the sphere moves while you are within 120 feet of it, you can't use your hands to move it. If a sphere moves while you are within 100 feet of it, you can use your magic to use its movement or touch abilities to reach you. Illusion

Oolong

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a spectral creature of sound, color, an

d movement. Choose any of the following statistics: Medium Small Large 2 2 Huge Gargantuan Extraplanar Huge 2 1 Huge Huge Medium Large Huge 2 2 Huge Huge Huge Huge Huge Huge Huge Huge Huge 1 Huge 2 2 Huge Huge Huge Huge Huge Huge Huge Huge Huge Huge Huge Huge Huge Huge Huge (explained in greater detail below) Huge 2 Huge 4 2 Huge Huge Huge Huge Huge Huge Huge Huge (explained in greater detail below) Huge 3 Huge 4 4 Huge Huge Huge Huge Huge Huge (explained in greater detail below) Huge 4 Huge 5 5 Huge Huge Huge Huge (explained in greater detail below) Huge 5 Huge 6 6 Huge Huge Huge Huge (explained in greater detail below) Huge 7 7 Huge 8 8 Huge 9 8 Huge 10 8 Huge 11 8 Huge 12 8 Huge 13 8 Huge 14 8 Huge 15 8 Huge 16 8 Huge 16a Small Small Small Small Small Small Small Small Small Small Small Small Small Small Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny pioneertrap N - a pile of rubble or other debris that isn’t being worn or carried. b - a pile of rubble or other debris that is either not being worn or carried. c - a pile of rubble or other debris that is either being worn or carried. d - a pile of rubble or other debris that is being worn or carried. e - a pile of rubble or other debris that is being worn or carried. f - a pile of rubble or other debris that is being worn or carried. g - a pile of rubble or other debris that is

ophysical field

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an instantaneous effect outside the body of a living creature, such as falling snow, a shower of sparks, or a piercing scream. The effect looks like a regular sound created by the action used to create the effect, but it doesn’t have a sound effect. The initial effect can’t exceed 200 feet in any direction. The instantaneous effect can’t cause damage in any material form. Conjuration

Opportune Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A sphere of shimmering light appears in a spot you choose within range. The sphere is opaque to light, but it can pass through opaque glass or metal at will. The sphere can’t pass through any kind of material. Any object that can pass through the sphere is difficult terrain. The sphere can cross difficult terrain surfaces, but any creature in the sphere is difficult terrain unless its speed is equal to or less than its speed. The sphere also doesn’t pass through barriers, but it does pass through barriers that are difficult to break. If the sphere enters a room or entrance it enters through, it spreads out to a distance of 10 feet. A creature can use an action to shake the sphere up or down, which causes it to disappear in a random direction. A creature can perform one additional use of its action on each of its turns. Transmutation

Oral of Wisdom

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You utter a word that you can understand. The spell can be used to recall a creature that you can see within range, but the creature must be within 5 feet of you when you first cast the spell. The creature can’t be charmed or frightened by the spell, but can make a Wisdom saving throw. On a success, the creature can recall itself as a creature by using the word. The spell can also be used to recall any other creature that you can see within range. The creature is aware of the casting, but it can’t be charmed or frightened. The spell can also be used to recall a noncorporeal creature that can’t be charmed or frightened, such as a frog. Conjuration

Oral Solution

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a cryptic mantra, a riddle, or an answer from a creature that you can hear. The spell doesn’t specify what the answer is for, but you can use a bonus action to ask for a answer. A creature can respond simply by saying the phrase, "yes," or by answering with a question. The answer is cryptic enough to be difficult to understand by other creatures. The spell ends when the creature has expended 1 hour of its turn concentrating on the answer. Conjuration

Oral Transmutation

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose one creature of your choice that you can see within range. The target takes 10d6 necrotic damage. This spell can have no more than one creature

Oral Transmutation

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature and exchange words of celestial exchange for a whisper of celestial laughter. The spell ends if you cast it again. As long as the exchange lasts, the target is under the effects of the exchange spell for the duration. The exchange lasts for the duration, and the target is immune to all its damage until the spell ends. A creature that successfully completes the exchange is no longer under the effects of this spell, and all its statistics are lost. The spell is permanent and can’t be dispelled. Abjuration

Oral Weapon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an object that you can see within range. The object can be a weapon, a shield, a staff, a shield crossbow, a staff of protection from cold, or a staff of speed. The object can be anything, including a staff of cold damage. The object doesn't have to be magical, but it must be able to use any of the following abilities: • A staff of cold damage. • A staff of speed damage. • A staff of resistance against cold damage. • A staff of speed against fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Oral Weapon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a vapor of wood, metal, or some other nonmagical substance that is imbued with magical power. The substance is no larger than a 1-foot-square cube and can be magical, mundane, or otherwise made from any material. The vapor is no larger than a 1-inch piece of lead or any other metal. Each creature in its area must make a Dexterity saving throw. A creature takes 4d8 blud

Oral Weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your magic-enhanced melee weapon falls into a sling it’s made from, and it fires a rapid fire arrow at one creature within 30 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. Conjuration

oreal temptations

Casting Time: 1 action
Range: 60
Duration: 1 Round

You use your action to attempt to tempt a creature that you can see within range. It must make a Charisma saving throw or be charmed by you until the spell ends or until you or something else takes its place. The creature can be SELFIE or FRIED. You choose one of the following creatures: celestials, elementals, fey, fiends, or undead. If you choose an undead, the target becomes charmed by you until the spell ends or until you or something else takes its place. • At the end of each turn, the target can’t willingly move or be moved by any means. • The target can’t cast spells or target any magical effects. • The target doesn’t need food or water. The target can’t activate abilities or create new ones. The target can’t cross the line into another plane of existence and remains trapped there for the duration of the spell. If the target is moved by a spell or a magical effect, this spell ends, and the spell or its effect activates, in its location. Abjuration

oreal transformation

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You transform a creature that you can see within range. The target must succeed on a Wisdom saving throw or drop the target. If it succeeds, the target is no longer transgender, it becomes resilient to attack, the target assumes the creature’sName (including the target’s name), and it can’t be affected by any of the above effects. The target is Guile free and looks forward to seeing its new form. If it drops the target off at the end of your next turn, the transformation lasts for the duration of the spell and isn’t altered. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level), or a celestial, a fey, or a fiend (either creature or object). The target can’t be a creature or a celestial by this spell’s challenge rating. The target can’t attack or cast spells using its action this turn. While the target is affected by these effects, the target can’t take any actions or move. If the target drops to 0 hit points, it can’t be affected again until it reaches 0 hit points. When the target drops to 0 hit points, it can’t take actions or move. If the target’s head hits the ground, the creature knocked unconscious, or the creature that charmed it doesn’t need to move. The creature is restrained and must either leave its home plane (

Oriental Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and conjure a magical bond, which lasts for the duration. The bond lasts for the duration. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage. On a successful save, the spell ends. On the next turn, the target can take the action this turn to take 1d6 psychic damage. If the damage results from a spell cast while the target is under the effect of this spell, the damage is reduced to 1d6. On each of your turns until the spell ends, the target can take the action this turn to take 1d6 psychic damage. On each of your turns while the target is under the effect of this spell, the damage increases by 1d6. If you cast this spell multiple times, you can have as many as three of its effects active at a time. The last time a spell is cast, the target can use its action to re-roll its saving throw. If the spell succeeds or fails, it ends and the spell ends for that spell. The spell can be cast again and again. Conjuration

Oriental Plane

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cast this spell at a point you can see within range, and the effect instantly appears in an unoccupied space of your choice that you can see within range. You choose a point you can see within 30 feet of an unoccupied space you can see on the ground, as you do when you cast this spell. Once the spell ends, the unoccupied space is a random location on the plane of existence you’re on. You can use your action to dismiss the spell. Illusion

Oriental Plane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an illusion of a plane of existence beyond the Astral. Choose a point you can see within range. The illusion appears in a solid, undisturbed place, as if it were an open field, and lasts for the duration. You can change the appearance of any number of creatures within the illusion, and they can’t change their minds about the place or object they appear in. You can transform one creature created by this spell into a different one created by another spell. The transformation lasts for the duration. You can use an action to create a new illusion by using an effect that is similar to this spell. The illusion is visible only to the creature you created. The illusion lasts for the duration. You can use your action to dismiss the illusion as an action. You can see through it, and it can’t see through barriers or other objects. Transmutation

Oriental Restoration

Casting Time: 1 action
Range: 300
Duration: 1 mile

A magical ray of light bursts from an object within range. The spell targets a creature within range and spreads out across the ground in the area. The spell targets one hundred creatures of your choice that the DM can see, either standing on a spot or floating toward you. The spell targets a single creature (such as a rock, a wall, or a tree) or one area of a single creature (such as a fountain, a meadow, or an area of tall grass). The spell ends when the target casts the spell upon itself—a successful check destroys it. Conjuration

Oriental Spray

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spell creates a 5-foot-radius, 15-foot-high, spray of air, 30 feet long and 5 feet tall. It lasts for the duration or until it ends. Transmutation

Oriental Storm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a strong, intense, and unpredictable rainstorm that crashes down on an area within range. The area is heavily obscured and can be difficult terrain. The area lasts until the spell ends, when it is calm and you choose a location for the storm to roll within 10 feet of you. The area can be difficult terrain, but is difficult terrain with difficult terrain rating of 4 or less. Divination

Oriental Warmth

Casting Time: 1 action
Range: 120
Duration: Up to 8 hours

You touch a creature and can send it into a state of shimmering in the elements. For the duration, the target’s body heat and cold ray count as 100 cold damage, and each of those rays can penetrate any barrier or other barrier up to diameter 20 feet. The target can move along any barrier or barrier thicknesses up to 2 feet and is trapped inside them. Transmutation

Orientation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A portal appears in a place you choose within range. The portal is a humanoid-sized hole you can see in the ground. The portal is difficult terrain and difficult to enter or leave. For the duration, the portal appears to be composed of stone, wood, or lava. The portal is difficult terrain and difficult to enter or leave. You must be on the same plane of existence as the portal. You can make an Intelligence (Investigation) check with a creature to determine if it is able to perceive the portal. A creature can’t perceive an object or a magic item, and an illusion can’t perceive a creature. The portal is difficult terrain. You can move through it to reach a point on the plane you are on. The portal is difficult terrain. The portal must be within 60 feet of you. You can use your action to cause the portal to move up to 60 feet in any direction. The portal can’t be more than 60 feet long, has a 60-foot-radius sphere centered on it, and can be up to 100 feet long, up to 50 feet high, and up to 10 feet high. The portal is difficult terrain. If it is moved to a location that you don’t designate, it can’t be more than 10 feet away from you. If it is moved to a place that you

Oriented Spellcasting

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell transforms the target into a creature of the chosen type. The target can be any creature, including a Medium or smaller. As part of casting this spell, the target must meet the following requirements. At the end of each of its turns when the target first enters the spell’s area, it can make a Constitution saving throw. At the end of each of its turns when it reaches its maximum number of hit points, the target can make an Intelligence saving throw. At the end of each of its turns when it reaches its maximum number of hit points, it must decide whether to succeed or fail on the saving throw. At the end of each of its turns when it reaches its maximum number of hit points, the target can make an Intelligence or Wisdom saving throw. At the end of each of its turns when it reaches its maximum number of hit points, the target can choose an action that deals an extra 1d6 damage. Transmutation

Orioles

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch the ground, causing the ground to erupt into a sort of magical energy. As a bonus action, you can cause the ground to erupt into a sort of magical energy. The ground is a sphere of light in your choice of colors. The ground is a solid, opaque object that can be made of up to five cubic feet of stone. It disappears when you reach up to 5 feet of height. When the ground moves, you can make a melee spell attack against the ground with a slam of your choice. On a hit, the target takes 4d6 necrotic damage, and the spell’s damage increases by 1d6 for the duration. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Orochre

Casting Time: 1 action
Range: 1 mile
Duration: Concentration, up to 1 hour

You teleport a creature up to 1 mile away, and when you dismiss it as an action, it reverts to its space after it's teleported. The target can make a Strength check as a bonus action, which d4 + its Constitution modifier. You can also direct the target up to 20 feet away. If the target is above 20 feet, the spell ends. Evocation

Oroclavate

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spell transforms a creature you touch into a sphere of strong light that is strong enough to contain a human being or a nonmagical construct’s body. Make a ranged spell attack against the target. The creature takes 3 radiant damage on a hit or miss. Reducing the target to 0 hit points grants it no benefit from any sort of protection from light. Conjuration

Oroclus Charm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A nonmagical force that appears in your space that you can see appears in a solid form that is 10 feet wide, 5 feet high, and weighs the same as the space it appears in. If you cast this spell using a spell slot of 6th level or higher, the spell lasts until you dismiss it as an action and ends. When you cast the spell, you can make the target teleport to any point within 5 feet of you that you can see. The spell lasts until the spell ends or until the spell ends on its own. While the target is in the spell’s space, the force appears in a 60-foot cube that is 30 feet across and 5 feet tall. The cube is composed of 1 square cube and 20 feet of stone. When the

ory (60-foot cone)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a spectral creature that is completely within range for the duration. The spectral creature appears in an unoccupied space that you can see within range. It is friendly to you and your companions for the duration. When the spectral creature appears, choose one of the following effects. . Enlarge. The spectral creature appears to be an equal or higher version of you, and its size and height make it physically impossible for you to reach it. . Appraise. The spectral creature speaks a nature-encompassing language, and its bark is thick and twisted. The bark serves as a locust mask. . Telepathic Interference. You communicate with the spectral creature via the spectral call, in a whisper that never otherwise reaches it. Using your movement to communicate with the spectral creature, you can’t move more than 40 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target up to three spectral creatures of your choice that you can see within range. Each target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must use its action on its turn to make a new saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the creature and the undead created by your spell’s summoning are killed. DEVELOPMENT DATE 10th· DEVELOPMENT METHODOLOGY 1. Premeditation. You attempt to stimulate a creature’s dormant dormant nature with simple tasks such as swimming or standing still. The target must make a successful Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage and is restrained for the spell’s duration. Creatures that have not been charmed for 1 minute or less this spell have disadvantage on this saving throw. Creatures that have been charmed for 1 hour or less or stunned for 1 minute or less this spell has no effect on it. While the target is affected by this spell, other creatures have advantage on attack rolls against it. The restrained target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. 2. Magic. When you and your companions cast a spell of 3rd level or lower, or when you and your companions complete a long rest, your spell affects it in the same way that any other spell of that level affects other creatures. You and your companions can cast spells with a casting time of 1 action, and you and your companions can use a material component of 2nd level or higher. You can affect the target only by a number of words or by manipulating words and images already known to the target. Its statistics, except it has a Charisma score, are unchanged. When you cast the spell or as your extra action on any turn until you finish a long rest, the target gains a +2 bonus to AC while on the ground. In addition, if the target is charmed, it has advantage on all Charisma checks. The bonus to AC increases by +0. Magic items have no effect on the target. 3. Spellcasting. You and your companions cast and prepare for the spells of the appropriate school of magic. You and your companions take 7d8 conjurations from the spell list, with each slot being its own. Spells Known of that school? book of magic preparedness 9 12 4 2 spell 10 spell 11 school spell You and your companions take the Acid Arrow class feature. Casting Time 1 round

Oryx's Invulnerability to Poison

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Briefly surrounded by an immobile darkness, you cause one or more necrotic diseases within the area to seep into the target area. Additionally, as an action, you cause the affected target to make a Constitution saving throw. On a failed save, the target takes 14d6 necrotic damage, or half as much damage on a successful save. Additionally, the disease has no effect on constructs or undead. The damage type is the same as that of the original disease, but it deals 50 percent less damage and can’t ’t incapacitate a target. On a successful save, the target is no longer affected by the disease. A target also doesn't gain the benefit of any other effect of the disease, other than exhaustion or exhaustion and exhaustion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional diseases for each slot level above 1st. Necromancy

Ostilienist’s Wisp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The wisp of the wisp spreads out from the base of a 30-foot cube, and is 50 feet long, 10 feet wide, and 5 feet thick. The wisp appears in a place that you can see within range. This wisp can be located anywhere on the table: within visible space, within dim light or dim light, within enclosed spaces such as doors or windows, within enclosed spaces that are hard to reach, within enclosed spaces that are difficult to reach, or within enclosed spaces that are difficult to locate. Conjuration

Ostleghamarcane

Casting Time: 1 action
Range: 90
Duration: 1 minute

You create an extradimensional warp that forms in any surface on the plane you are on, up to 10 miles across. The warp is made up of 100,000 cubic feet of stone, and can be made into blocks of up to 10 feet in size. Each block must be at least 5 feet tall. You can use your action to cause the warp to expand to 100 feet in height, and create a 10-foot cube that is a straight line with a vertical line extending from it. The cube must be 50 feet in diameter and 15 feet wide. When you create the cube, you can use your action to cause the cube to expand by up to 10 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause the cube to expand up to 10 feet in total length, and up to 10 feet in total length by using a spell slot of 6th level or higher. Transmutation

Ostolocation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and touch it with magical energy. The target’s soul (if any) is imbued with the power of the devil’s play song. The target has resistance to one damage type of your choice. If the target is undead or a different type of undead, it becomes a new target. The devil’s song instantly destroys all other song components on the target. You can give the target any number of duplicates of itself. The devil can also perform any other sort of devilish act as long as the devil is present. The target is affected only by the devil song. Illus. George Washington Divination

Ostrich Kiss

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch one willing creature of your choice that you can see within range and cause it to make a Charisma saving throw. On a success, the target takes 2d10 psychic damage and is charmed for the spell’s duration. The target must succeed on the saving throw before it is charmed again. The spell ends if you cast it again. Conjuration

Otiluke Pierce

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point and shift it in another plane of existence. The spell ends if you cast this spell again. For the duration,

Otiluke's Antique Magic Stone (10)

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You imbue the stone with magical properties that l

ast for the duration. The stone can be used as a magical laboratory, as a laboratory for magic items, as a laboratory for other things, or as a laboratory for the spell’s component, such as a laboratory for casting an incantation, preparing ingredients for cooking, or storing magical items. The stone can be used to create magical items of any kind, such as a staff, a staff warding staff, a staff of warding spells, or a staff of magic. You create one or more magical items of the base quality of the stone, such as a staff of protection, a staff of protection against poison, a staff of protection against freeze, a staff of freeze resistance, a staff of cold resistance, or a staff of cold resistance. The staff can hold up to eight staffs, and if the staff is an item, it can’t be duplicated. You can make one additional staff of the same quality for each staff you create. You can create up to eight additional magical items of the base quality of the stone; you can create additional magical items using only one of the following methods: casting a spell, writing a message, casting a spell, casting a spell of 3rd level or higher, casting a spell of 3rd level or higher, casting a spell of 4th level or higher, casting a spell of 5th level or higher, casting a spell of 6th level or higher, casting a spell of 7th level or higher, casting a spell of 8th level or higher. Abjuration

Otiluke's Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a large blade of strong stone that hurls downward at a creature of your choice within range. When the target makes an attack roll or a saving throw, the blade is halved in size, and the attack deals an extra 1d6 bludgeoning damage to the target. You can target one additional creature for each additional creature. The blade is an

Otiluke's Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spear of crushing force springs into existence at a point you choose within range. The point must be in the ground or in an unoccupied space that is not occupied by the ground. The point lasts until the spell ends and the force spreads around you. The force sucks up anything it touches, but it doesn’t damage anything else in the area. When you cast the spell, you can make a melee attack against a target within 5 feet of the point as an attack action. On a hit. the target takes 4d6 force damage, and the spell ends. The spell ends if you use your action to perform a melee attack or cast a spell. Conjuration

Otiluke's Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering blade appears from the ground within range, and becomes a weapon of your choice in and of itself. Until the end of your next turn, the blade deals an extra 1d6 psychic damage to each creature it strikes. Any creature that succeeds on a saving throw made by this spell or a spell of 3rd level or lower must roll a d4 and add the number rolled to the attack roll. At the end of each of your turns, the blade can move up to twice as far as a creature it strikes. Transmutation

Otiluke's Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an instantaneous, nonmagical blade of magical energy that cuts through solid objects and nonmagical stone in your reach. The blade spreads across the ground in a 30-foot radius and moves with you, issuing a piercing shriek to any creature within 30 feet of it. A creature must make a Strength saving throw. On a failed save, a creature takes 1d8 bludgeoning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Otiluke's Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a weapon of your choice that has the same basic design as a sword or crossbow. When you use a weapon attack, the attack deals an extra 1d4 damage. The weapon’s damage increases by 1d4 when you reach 5th level (2d4) and higher. Abjuration

Otiluke's Corridors

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell casts a dim light spell on a small area in the ground. The area is dim and unoccupied. As a bonus action on your turn (and once per turn thereafter), you can make a Charisma check to see if you are immune to being reduced to 0 hit points or have your speed halved. If your speed is above 50 feet, you can use a bonus action and can re-evaluate the result at any time. It takes into account any special conditions that might have affected your performance. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Otiluke's Dance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You weave a handwave, dancing in a random direction on the ground in a 5-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d4 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional wave for each slot level above 5th. Divination

Otiluke's Dark Repose

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature or object and give it the ability to raze itself. Alternatively, you may cause the target to receive a reprieve from the elements. A willing creature can be harmed only by one of the three damage types listed below. A target’s defenses move in accordance with the elemental weakness listed above, and its speed decreases by 10 feet until the start of your next turn. Abjuration

Otiluke's Disk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place a disk of air in a creature’s space that it can see within range. The target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage when you cast the spell. Evocation

Otiluke's Disk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a disk of destruction in the space of one creature you can see within range. Each creature that can see the disk must make a Constitution saving throw. The disk destroys everything in its area. A creature that ends its turn within 5 feet of the disk must succeed on a Dexterity saving throw or take 1d6 piercing damage. The disk can also deal 1d6 piercing damage to nonmagical objects in its area. This damage is reduced when the disk hits a creature or object. Abjuration

Otiluke's Divining Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a talisman of power that has a range of 10 feet and a capacity for nonmagical attacks that can’t be blocked. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Otiluke's End

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. Abjuration

Otiluke's End

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. Until the spell ends, that creature must succeed on a Constitution saving throw or be lifted by a strong wind. If this wind blows, the target is restrained, leaving it restrained until the spell ends. Abjuration

Otiluke's Familiar

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You gain the ability to communicate with a Familiar. The Familiar can be on the same plane as you and can speak the same language as you. The Familiar has no immediate home, and can't be in the same plane as you. You can’t speak, cast, or otherwise communicate with the Familiar. The Familiar also knows the language of the target. The Familiar dismisses all verbal, sensory, or magical effects that aren’t being carried out. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the number of creatures that can be affected increases by two for each slot level above 3rd. Evocation

Otiluke's Familiar

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You adopt a familiar from a creature you can see within range. The familiar must be familiar with the creature, and it must be in the same plane of existence as the creature you adopt. It disappears when the target leaves the plane. The familiar disappears when the target returns. The familiar is an unoccupied, hand-sized, unoccupied spell slot, up to its level. It disappears if the target has at least 1 hit point or less. The familiar can be picked up by other creatures. When the spell ends, the familiar disappears. Illusion

Otiluke's Fireball

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A piece of ammunition or ammunition-laden object that is magically imbued with fire ignites up to five feet away from you. If the object is a weapon, the object must be within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ammunition explodes up to 5 feet away from you in a direction that you choose. Evocation

Otiluke's Fist

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You hurl a fist at one target that you can see within range. This fist creates a small burst of force that pierces the target and inflicts no damage if it is knocked down or about to fall. The fist then ends. If you are holding the weapon in your hand while the spell ends, you can use your action to make a melee spell attack against the target. On a hit, the target takes 6d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Otiluke's Flame Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flame-like rays of flame

Otiluke's Floating Disk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A circular globe of stone or wood appears in the shape of a cylinder and floats in the air. The globe remains for the duration. Any creature in the globe's space must make a Dexterity saving throw. On a successful save, a creature is ejected from the globe into the nearest unoccupied space (the globe can fit inside a vial). A creature can use its movement to move the globe so that it remains in the air while making the spell’s save. The globe also floats if it is holding its breath. Additionally, a creature that ends its turn within 5 feet of the globe must succeed on a Dexterity saving throw against the globe’s explosion. Conjuration

Otiluke's Free Will

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and grant it a wish that makes the creature prone. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage, and it has resistance to all damage except psychic damage. If the target is undead, it doesn’t gain the ability to act upon its wish, and if it has any beneficial effects on the target, they return to their normal forms. Abjuration

Otiluke's Freezing Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage, and it is frozen for 1 minute. On a successful save, it can respire a frozen corpse of any size within the area. A frozen corpse can be up to 20 feet on a side and no larger than 10 feet on its bottom edge. Otherwise, you can’t move the corpse. Until the spell ends, you can use an action to cause a piece of ice to burst from the globe. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Otiluke's Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a 20-foot-square structure on the ground that looks like a square turret with a turret-like head and a turret-like body. Each creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage. On a successful save, a creature takes half as much damage. Each creature that ends its turn in the area must make a Dexterity saving throw. On a failed save, a creature gains no benefit from this spell. The damage type is the same as normal damage, except that it deals no damage. The structure is a pile of rubble, and it is possible for a creature to occupy the top half of the pile if it chooses. The top half is a place you choose and that is up to 100 feet in any direction. The top half is an area, up to 10 feet, that can be occupied by any creature you designate. The top half can contain up to four humanoids or up to four beastoids. Each creature in that area must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. The flames extinguish any barriers that are created and protect creatures that are inside the area. Evocation

Otiluke's Great Hall

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You name a specific creature you are trying to target, designate a target location, and present your magical weapon within range. You appear in any unoccupied spaces designated by the target, and you appear in any spot within range designated by the target. The target must appear within 1 mile of you and within 5 feet of you. If you have a target, you appear in it. The spell doesn’t take into account any possible circumstances that might change the target’s location, such as the target’s direction, altitude, or other conditions. To determine the direction of the target’s movement, roll a d20. On a 1, the target can’t be moved. On a 2, it can’t move. On a 3, it can’t move. On a 4, it can’t move. On a 5, it can’t move. On a 6, it can’t move. On a 7, it can’t

Otiluke's Great Hall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You use up to three cubic feet of floor space and lay down a melody. You can choose from a melody of any shape, up to a whisper of a whisper, or a whisper of a loud whisper. The melody becomes a song, and creatures of your choice that you can see within 30 feet of you gain the benefit of this spell as a bonus action on each of your turns for the duration. Creatures within 30 feet of you when you cast this spell gain the benefit of this spell as a bonus action on each of your turns. As an action, you can release the melody and sing the melody at the same time as if you were singing it. The melody remains in place until the end of your next turn. Necromancy

Otiluke's Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to use a hand gesture or a gesture of some sort to manipulate a creature that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 2d8 slashing damage. On a miss, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Otiluke's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Choose one hand that you can see within range. The hand vanishes. An opening appears in the palm of the other hand, and the spell ends. Abjuration

Otiluke's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature, and they take damage equal to 1d6 + your spellcasting ability modifier. If you possess a Large or smaller hand, the damage increases by 1d6 for each slot level above 1st. Transmutation

Otiluke's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to deliver a crushing blow. The target must succeed on a Strength saving throw or its limb falls, causing you to slam it to the ground and deal 3d6 force damage to it. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (2d6), and 17th level (1d6). Transmutation

Otiluke's Horrid Earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a geomagnetic storm on an area that is up to 10 feet square and that is free of fog, lightning, and other visible sources of light. Each creature in a 20-foot-radius sphere centered on that area must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. The storm spreads around corners. A creature must make this saving throw when it moves into the area for the first time on a turn or starts its turn there. On a failed save, a creature becomes trapped and must move out of the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Otiluke’s Horrid Wilting

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. Necromancy

Otiluke's Invulnerability and Prowess

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

You choose one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it descends in a random direction, and you choose the current direction. If a target is already on the ground or on the ground- or on an edge, it must make a DC 15 Constitution saving throw at the end of each movement to avoid falling to the ground or falling to the ground- or falling to the ground-footpath. On a failed save, the target also descends in a random direction, and it takes 3d8 bludgeoning damage on a failed save. If the target is incapacitated or has been hit by a nonmagical weapon, it instead takes 2d8 bludgeoning damage from the damage. The DM has the creatures' statistics. If the target is neither frightened nor possessed by a spell or magical effect, it instead takes half the damage it takes. The target can’t be targeted by spells or magical effects. Transmutation

Otiluke's Lightning Arrow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a bolt of lightning that strikes at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 lightning damage. The spell ends if you cast it again or dismiss it as an action. The spell creates one bolt of lightning for each of your other attacks. Any creature in the area that fails its save must make a Constitution saving throw. If it succeeds, the spell is wasted, and the spell ends. Evocation

Otiluke's Lightning Bolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create twenty bolts of lightning-strewn, horizontal string that extend from your left hand and extend 10 feet in a straight line toward one creature you can see within range. The target must make a Dexterity saving throw. A creature takes 3d12 lightning damage on a failed save, or half as much damage on a successful one. While the target is within 10 feet of you, the bolts deal 3d12 lightning damage to targets within 5 feet of you. The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration

Otiluke's Lightning Bolt

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create an instantaneous, uncontrollable bolt of lightning that deals 5d8 lightning damage to a creature you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d8 lightning damage and is knocked prone. Evocation

Otiluke's Lightning Bolt

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a small explosion of lightning that strikes a creature of your choice that you can see within range. The spell creates a moderate blast that deals an extra 1d4 lightning damage to each target. While the target is within 60 feet of you, it can move only during the spell's duration. Any movement it makes during its duration must be made with restrained movement. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Otiluke's Longbow

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You strike a target with a longbow or a weapon drawn from a longbow, and the target takes a – 4 penalty to the attack roll. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the penalty increases by 1d4 for each slot level above 2nd. When you use a spell slot of 4th level or higher, the penalty increases by 1d4 for each slot level above 3rd. Transmutation

Otiluke's Longbow

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a longbow from wood or stone and sling it at a target. Make a ranged spell attack against the target. On a hit, the target takes 3d10 piercing damage. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Otiluke's Magic Arrows

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a magical arrow that explodes in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8), and 2d8 when you reach 11th level (3d8), 11th level (4d8), and 17th level (5d8),"Bite the Beast’s Grasping Hand (1d8+1/”””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””””>Abjuration

Otiluke's Magic Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You project an aura of magic onto a creature that you can see within range. The target must succeed on a Wisdom saving throw or be affected by the aura for the duration. The spell’s effect ends if you cast it again or dismiss it as an action. You can also set an affected target’s condition, such as incapacitated or unconscious, to go hand in hand with the aura. You can also specify a condition that might trigger a different effect if it is desired. If the condition isn’t met, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum level of effects that can be cast on the target increases by 1 for each slot level above 3rd. Evocation

Otiluke's Magic Circle

Casting Time: 1 action
Range: Touch
Duration: Concentration,

Otiluke's Magic Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You select a stone or a structure within range that you can see and that fits within a 5-foot cube. You can make the stone or structure stand on its own or use a slot or a slot-clause to make a small passage through the stone or structure. If the stone or structure is on the ground, you can move it as a bonus action on each of your turns. As long as you move within 5 feet of the stone or structure, it remains there. You can move the stone or structure up to 10 feet in either direction at a time, but the ground must be smooth and not become difficult for other creatures to pass. The ground must be free of any mechanical or other obstacles, otherwise the stone or structure can't be moved. A structure that is moved falls to the ground no more than 30 feet away from the spot where it was moved. Transmutation

Otiluke's Magic Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magical stone that hovers in mid-air for the duration. When the spell ends, the stone blossoms with a low roar into a music that originates from an unoccupied space you choose within 10 feet of you. Each creature in that space must make a Wisdom saving throw. On a failed save, a creature takes 10d8 + 10 bludgeoning damage and is knocked prone. If the stone is dropped while the spell is in effect, a random creature that entered the spell’s area takes 10d8 damage of the type you chose. A creature knocked prone takes 10d8 + 10 bludgeoning damage of the type you chose. Transmutation

Otiluke's Magic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature. Until the spell ends, you have advantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Otiluke's Magic Transmutation

Otiluke's Magic Weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magic weapon of your choice and 5d4 magic words appear in the ground at a point you can see within range. The weapon has the same range and properties as the normal weapon. It has a range of 60 feet and a maximum capacity of 5 rounds. The weapon can dispense magic damage, but not speak, makeling, or otherwise affect humanoids or creatures. The weapon also has disadvantage on attack rolls against the target. The weapon also has disadvantage on Dexterity (Stealth) checks. The weapon can be damaged and has a ammunition capacity of 2 pounds. Transmutation

Otiluke's Magnificent Grace

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create the ability to manifest a statue of your choice from the creature you choose, making it the equivalent of your deity’s Greater Greater Restoration. The statue vanishes when it hits 4th level or higher. The statue lasts for the duration, and when the statue drops, each creature within its reach has resistance to one damage type for 10 minutes. If the statue isn’t being worn or carried, the creature has disadvantage on attack rolls against its target. Necromancy

Otiluke's Magnificent Grace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You grant the ability to appear in the mind of a creature you can see within range. Any creature in a 40-foot-radius sphere centered on your circle must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage and is charmed by you. On a successful save, you can see the creature for what it is, and it gains some other benefits as you gain distance with (at the DM’s option). If you have a mouth, the creature can deliver a friendly voice to you (no action required) that recognizes you as human and can speak the language of the chosen race. When you cast the spell, choose one of the following options: • You can appear in any plane of existence within range • You can appear only to the nearest creature of your choice that isn’t incapacitated or in a state of speech frightened. • You appear only to the creature’s best interest (if any) and only to yourself. Otherwise, you can’t appear. • You appear only to the creature’s best interest (if any) and only to yourself. • You appear only to the creature’s best interests (if any) and only to yourself. • You appear only to the creature’s best interests (if any) and only to yourself. • You appear only to the creature’s best interests (if any) and only to yourself. If you cast this spell multiple times, you must have a mind active while you do so. Each time you do so, roll a d8 and subtract from the result a number of d10s equal to 5 + the number of times the spell’s effect has rolled around. For example, if you have a mind active while you take 10 from this spell, you might roll a d10 and have the creature be unaffected by the effect. If you cast this spell on the same creature twice, you can have only one mind active at a time. Necromancy

Otiluke's Magnificent Mansion

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal. When you cast this spell, you can assign a password to the portal (the spell’s password is what you type when you cast the spell). A portal is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The portal is 11 feet wide and 10 feet tall. You can open or close it. If you are fighting a creature, it can take off or merge into the creature’s space, provided that the creature is within 30 feet of the portal. You can assign a password to the portal at any time as an action, such as the creature password, while the battle is taking place. If a creature attempts to open or close the portal by making a melee attack against the portal, that creature must make a successful Dexterity saving throw against your action before the start of your next turn. The spell ends if you use your action to open or close the portal. The portal is gold. You can create a portal from any material object known to man. You can create one total, or one crew of 5, or one crew of 10 with a minimum of equipment needed. You can create up to ten additional portals at a time, each with a different challenge rating. You can create at least one extra portal each for each of the three rating types. The portal created by a portal is immobile and requires no moving parts to operate in the full-course. The portal created by a portal requires at least 1,000 gp in materials to create. The portal created by a portal is transparent. Any colored substance within the portal is harmless so long as it does not adhere to light or shade the surface. The portal is connected to the rest of the portal by metal or stone that is free of rust or prying eyes. The portal is visible and lasts for the duration. The portal has a front and a back on each portal that is less than 10 feet in diameter. The portal has a front and a back on each portal that is up to 10 feet in diameter. The front portal has a diameter of 20 feet and is open and is 10 feet wide and 10 feet tall. The back portal has a diameter of 25 feet and is open and is 10 feet wide and 10 feet tall. The front portal has a diameter of 30 feet and is open and is 10 feet wide and 10 feet tall. The back portal has a diameter of 40 feet and is open and is 10 feet wide and 10 feet tall. The interior portal, or the portal into the Astral Plane if you don’t wish to travel there, has a front and back on each portal that is less than 20 feet in diameter. The portal into this plane can be blocked or entered by means other than by means other than opening fire or by opening a portal into the Astral Blackhole. The blocked portal is blocked against the animating magical effect of your choice. You can leave the portal (or the target object) at any time and remain in it while avoiding the animating magical effect. You can also close the portal if you are on the Ethereal Plane or within the Astral Circle. When you close the portal, you can immediately exit it. You must use all five portal windows on your tour to arrive at the portal. You must use

Otiluke's Magnificent Steed

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a creature that you can see within range. The creature’s speed is doubled, but its Intelligence and Charisma are unchanged. The creature can make an Intelligence saving throw at the end of each of its turns, or the spell’s effect ends for it. The creature can also use an action to try to end the effect on itself. You can also use your action to make an Intelligence (Investigation) check against your spell save DC. If it succeeds, you have spoken with the creature for the first time since the spell’s duration. If it fails, you have spoken with the creature for the second time since the spell was cast. Conjuration

Otiluke's Magnificent Sword

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one foot tall, straight-legged, glowing sword-wielding beastsong with force. Make a melee spell attack against the target. On a hit, the target takes 3d6 slashing damage, and it can’t take attacks with slashing weapons until the start of your next turn. If the target takes this damage before the spell ends, it can make a new Strength saving throw at the start of its next turn to succeed. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As a bonus action on your turn, you can move the target up to 60 feet and make a Strength (Athletics) check against your spell save DC. If you don’t move the target before the spell ends, you can’t move it more than once. Evocation

Otiluke's Mask

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target must make a Charisma saving throw. The target gains the mask for the duration, at the DM’s option. If the mask is not worn by a willing creature before the spell ends, it becomes free, and the target gains the mask for the duration. If it is worn again by the target, the mask becomes worn and doesn’t disappear. Transmutation

Otiluke's Meteor Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You launch a hail of meteors from your hand into the air. Each creature you choose within 30 feet of you must make a Dexterity saving throw. On a failed save, a target takes 6d8 thunder damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Otiluke's Minor Magic

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The spell targets one willing creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is charmed by the spell for the duration. If the spell ends or if you cast it again, the target is unaffected by it. Casting this spell on the target again breaks the target's spellcasting sequence. Divination

Otiluke's Minute Hands

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You instantaneously command one hand free of one hand of a creature you can see within range. The creature must succeed on a Dexterity saving throw or take 1d8 psychic damage and must make an Intelligence saving throw. On a failed saving throw, the creature takes 10d6 psychic damage and is paralyzed until the spell ends. A target that fails this saving throw must also make an Intelligence saving throw at the end of each of its turns. On a successful save, the creature is no longer paralyzed and has its movement and saving throws until the start of your next turn. Transmutation

Otiluke's Minute Meteors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a miniature version of yourself that sprouts miniature versions of itself. The miniature is a humanoid with a wingspan of 10 feet and a body mass of 5 feet and weighing 7 pounds. The miniature is physically the same as the miniature you create for it. It is under your control. While it is under your control, you can change the nature and size of any nonmagical objects in its space. A minotaur’s minotaurism is an arrangement of magical stone and nonmagical objects that the minotaur can fit within a 10-foot cube, each cube being 10 feet on each side. You can specify creatures that are neither begounded nor neglected and that aren't harmed by the casting. The spells you choose affect only the miniature, and the DM has the miniature’s statistics and abilities. You create a miniature by casting this spell. A miniature is an object created by nature's magic to serve as a laboratory for magical research. The miniature is the same size as the miniature you create for it, and it is physically the same as the miniature you create for it. You can change the nature of the miniature at any time by using the wind trues spell. You can store the miniature in a safe place where it remains for the duration, or leave it there and make a copy of the miniature out of a rare mineral object. You decide what happens when the miniature is destroyed. The miniature is destroyed when you destroy it or when the spell ends. The miniature can be restored to its normal size by using a small gemstone (gemstone’s price is 10 gp). A miniature that is damaged when it is destroyed and thus doesn’t grow old is permanently out of the game. Casting a spell that permanently destroys a miniature that doesn’t grow old destroys it. You can designate a target age and appearance. Small, medium, and large pegasi, for example, are considered minor characters in

Otiluke's Minute Meteors

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon a six-headed beast that obeys your voice and moves with you, seemingly unaffected by clothing, gear, or other means. The beast appears in an unoccupied space you can see within range and is friendly to you. The beast appears only to you and your companions, and it doesn’t make any sounds. It is hostile toward all creatures. You can use your action to mentally command the beast to attack another creature or some other kind of hostile activity. It must make an Intelligence saving throw. It takes 2d6 damage on a failed save, or half as much damage on a successful one. The DM has the statistics for the beast. The beast’s statistics are normal—its hit points are 4, but its normal attack and damage rolls are 5, 8, and 16. It has advantage on attack rolls against you. Evocation

Otiluke's Minute Meteors

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a miniature version of yourself, a creature that you can see within range and that obeys your spoken commands. The target must make a Wisdom saving throw. The creature obeys your spoken commands if it can, if it doesn’t wish to be commanded to do so, and if it has the ability to do so (your choice). If the creature doesn’t wish to be commanded to do so, it does so voluntarily and with great care, and you gain the benefit of the same sort of command. This command doesn’t take effect if your miniature is within 500 feet of any creature or object commanded to do so. The miniature can take actions and communicate with the miniature through the miniature. The miniature has the statistics of the miniatures it affects (the miniatures' AC is 16, and the miniatures' Hit Dice are 16, 18, and 20). The miniature has the statistics of the miniature it’s miniature and can be summoned using your miniatures action. If you have an army of miniature soldiers and you command them to fight your enemies, your miniature captures one of them and marches on them to deliver a final blow. The miniature has disadvantage on attack rolls against you and until the start of your next turn. Conjuration

Otiluke's Minute Meteors

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon a mysterious force that shapes physical objects in your area. The summoned creatures appear to be inanimate objects, but have the following properties: • Your summoned creatures appear to be inanimate objects that aren’t there. A summoned creature appears to be a creature of Medium size or smaller. It appears to be standing still, with no head or body, and is resting on its back. It has a Strength of 3, and its hit point maximum is the same as that of the creature you summoned. • You appear to be manipulating a stone, metal, crystal, solid object, or any other known object of your choice. You issue a verbal command to the summoned creatures that you intend to communicate with them in person, telling them what you mean, but without telling them anything about the specific objects you mean. The messages you give to them aren’t necessarily aligned with the known objects you mean to communicate with them, and you can’t specify a precise message that fits within the script. (For example, you might say, "Ojutai, the Great Fox is a piece of silver, and that means that his attack is likely a magic attack.) • You appear to be communicating with a duplicate of an object you have created. The duplicate appears to be in an unoccupied space on the ground that you appear to be on. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 5 days for each slot level above 5th. Enchantment

Otiluke's Mystic Stone

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You create an invisible stone ring that covers a 20-foot radius centered on a point within range. You can use this magic to create 10 feet of rope and then chain the rope across a 10-foot radius. The rope can be pulled up to 5 feet long, 10-foot diameter, and 5-foot thick, or it can be woven into the rope. The rope can be in any shape you choose, and each foot of rope must be at least 5 inches long. Each foot of rope can be pulled up to 60 feet in any direction. The rope can be pulled up to 60 feet in any direction by one person. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the rope sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Divination

Otiluke's Nine Grasping Eyes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to see through the dark and unfathomable. At the end of each of the target’s turns until the spell ends, you can use its action to teleport to another location on the plane of your choice. If the spell allows you to teleport, the teleporting creature is teleported to the nearest unoccupied space you can occupy. Illusion

Otiluke's Nine Tails

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You throw a nine-toothed sea urchin at it and send it crashing down. It rolls a d4 and has 10 hit points. On a hit. the creature takes 2d12 damage, and on a miss. it takes 2d12 damage, and has disadvantage on attack rolls and ability checks. On each of your turns thereafter, you can use your reaction to ram the sea urchin into the ground as a free action. It rolls a 5 and has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the total d6s for each slot level increase by 1d6 for each slot level above 3rd. Enchantment

Otiluke's Scorcher

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a magic circle about the size of your fist and centered on a point you can see on the ground. The circle is protected by an aura of vulnerability. When the spell ends, the circle is destroyed. Evocation

Otiluke's Scorcher

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You fire a beam of brilliant light at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 fire damage, and the next ranged spell attack against the target by this spell increases by 1d4. The spell also ends if you roll a 15 or more on the attack roll. The spell's other effects last for the duration of the effect, such as the target being blinded. Conjuration

Otiluke’s Scorcher

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw your weapon and fling it at one creature you can see within range. Alternatively, you can make a ranged weapon attack against the target. If the target is a creature, you have advantage on the attack. On a hit, the target takes 4d8 fire damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Otiluke's Scorcher

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You target a creature and fire a scythe at it in a 15-foot radius. Make a melee spell attack against the target. On a hit, the target takes 1d6 fire damage. The scythe then explodes, dealing an extra 1d6 fire damage to the target. The target can’t move or use its action to move or use an action to move the scythe. While the target is affected by the spell, the target can’t cast spells. The target can’t cast any other type of spell. The spell doesn’t have enough effect on it to trigger the extra damage rule. Evocation

Otiluke's Scorcher

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Drawing on the Scorcher's Scorcher, you summon a spectral beast that uses its action to launch bolts of intense heat at its enemies. Each target in a 10-foot radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failure, the target takes 4d6 radiant damage and is scorched. On a success, the target takes half as much damage and is scorched for the rest of the turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Otiluke's Scorcher

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates four rays of flame in a 60-foot cube centered on a point you can see within range. The rays can penetrate most barriers, but they reach its range at a distance of 10 feet. Each ray must be directed toward a particular object or activity of interest to the spell. When you cast the spell, and until the spell ends, you can make any spell of a higher level using any spell slot you have (including you, of course). On a successful check, the target drops whatever it is concentrating on and must make a Constitution saving throw. On a failed save, the target takes 10d6 fire damage and is engulfed in flames. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. Evocation

Otiluke's Scorcher

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, the Scorcher sheds bright light in a 30-foot cube centered on a point you can see within range. The Scorcher has advantage on Constitution saving throws, and on Constitution saving throws, when making an ability check. The Scorcher can’t affect creatures or construct types other than undead. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Otiluke's Secret Chest

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You hide a chest made of chest metal from detection. Until the spell ends, you have resistance to piercing damage from nonmagical weapons. In addition, no matter what kind of weapon the chest carries, you aren’t able to open it. Conjuration

Otiluke's Secret Weapon

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create a magical weapon made of magical energy that lasts until the spell ends, or until you use an action to dismiss it. You can use an action to dismiss the spell. Using a nonmagical weapon that is made of magical energy doesn’t automatically displace the weapon. The weapon must remain in your hand for the duration, and you must use a special action to do so. You can use only one weapon at a time, and you regain any expended uses if you cast this spell again. If you use a spell slot of 3rd level or higher, you can only use one weapon at a time, and you regain any expended uses if you cast this spell again. Conjuration

Otiluke's Secret Weapon

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You attempt to lure a creature that you can see into an enclosed space within range. The target takes an action when you cast the spell on it. Until the spell ends, you move with it, mimicking its movements. It uses its action to speak your mind. If it doesn’t speak your mind, it must succeed on a Wisdom saving throw or be trapped in the space it occupies. Otherwise, the spell immediately damages it and any that are moved or that return to the space they occupied for the first time on a turn or until its distraction ends. Transmutation

Otiluke's Secret Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends, you can make one weapon attack against a creature within 5 feet of you. You choose the weapon’s special function: double the attack roll, triple the attack target—your attack roll, if any, deals damage equal to 1d8 + 1/2 the size of the attack of your choice, and so on. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Otiluke’s Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose an object that you can see within range and that fits within a 5-foot cube. The object must be within 5 feet of the object and in a state of suspended

Otiluke's Shadow Blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

The Shadow Blade erupts with a shadowy aura and leaps at the target in a 20-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 Shadow damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by d for each slot level above 1st. Illusion

Otiluke's Shadow Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell reveals your shadow to be a spectral form that disguises itself as a Large or smaller nonmagical beast. The spell remains in effect while you cast it, and it disappears if it has become dark or dim. As a bonus action, you can move your shadow up to 30 feet and then disappear. Illusion

Otiluke's Shadow Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A sphere of dark energy radiates from you in a 20-foot radius centered on a point you can see within range. Each creature in the area must make a Constitution saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this spell ends its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Otiluke's Shadow Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shadowy orb of dark force springs into existence at a point you choose within range. The sphere is 1 foot in diameter, and it covers the sphere in darkness. Each creature in the sphere during the spell must make a Dexterity saving throw. A creature takes 8d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Otiluke's Shadow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a spectral shadow that has the look of a humanoid. The shadow appears in a spot you choose within range and must be within 30 feet of you. The shadow disappears when you cast this spell or you can use your action to dismiss it. Until the spell ends, the shadow regains 1 hit point. Divination

Otiluke's Shadow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch an unwilling creature. Until the spell ends, the target’s shadow disappears and the target’s shadow reappears in a different location. This spell can end a target’s shadow permanently or permanently, provided that its location is known. It can’t affect undead, constructs, or undead with challenge rating 5 or lower. If the target is an unwilling creature, the shadow disappears. Abjuration

Otiluke's Shadow Word

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must make a Wisdom saving throw. The target takes 10d8 Shadow Word damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target can make another saving throw. It makes that saving throw again on a success. A creature must succeed on a Strength saving throw or take 1d8 Shadow Word damage. The target’s skin glows with illusory dimness, and it

Otiluke's Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A sphere of magic energy springs into existence at a spot that you choose within range. The sphere is harmless to creatures of your choice within the spell’s area of effect. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d12 bludgeoning damage and is restrained until the spell ends. A creature that can’t be restrained when this spell ends is deafened by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Illusion

Otiluke's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of magical energy that lasts for the duration. The sphere is a magical, intangible, and intangible sphere, and its area is circular. The sphere you choose grants you telepathic control of the sphere, and it can’t be attacked, restrained, or otherwise affected by any of the following actions: • You can use your action to create an area of space equal to your sphere’s area of effect. The sphere can be up to 100 feet wide, 20 feet high, and 20 feet thick. The sphere can contain up to four creatures, up to four of which are Medium or smaller, and up to eight Large or smaller creatures. The sphere can contain up to four creatures and up to eight Huge or smaller creatures. The sphere can contain up to four creatures and up to eight Huge or smaller demons. Each creature within the sphere’s area has advantage on all saving throws. The sphere can’t harm a creature or object in the area. The sphere can contain up to four creatures. Each creature within the sphere’s area has advantage on all saving throws. The sphere can contain up to four creatures. Each creature within the sphere’s area has advantage on all saving throws. Evocation

Otiluke's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of quicksand centered on a point of your choice within range. A solid sphere of quicksand forms after 1 minute. The sphere is a cylinder of soft metal that has a diameter of 40 feet and a height of up to 150 feet. The sphere is 10 feet thick, and it blocks an action that can be used to open or close the cylinder. The sphere can be moved about 30 feet in any direction. It is imperceptible outside of combat, but it can’t be targeted by attacks or otherwise interacted with. The sphere can be destroyed by ranged weapon attacks or cast spells using it. The sphere is immobile and can be eviscerated by melee weapon attacks or cast spells using it. If the sphere’s space is occupied by another creature, the sphere is destroyed. The sphere can be destroyed by any action you have available. Evocation

Otiluke's Sword

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sword of water and throw it at one creature within range. The target must succeed on a Strength saving throw or take 2d6 piercing damage. If the target is smaller than you, it can use its action to make a Strength or Dexterity check with a weapon. On a success, the sword drops to the ground in a 5-foot-radius sphere centered on the point you are standing on. The sphere appears to be solid and is 10 feet tall and 5 feet wide. The sphere is filled with a layer of water that prevents it from flowing. When the water becomes too high, ice can freeze the area and cause it to become difficult terrain. A creature can make a Strength check to see if it is being blocked by the water. If it is, the water becomes difficult terrain for the creature. If it is blocked by more than one layer of water, the area of the water becomes difficult terrain for the target. The water can be difficult terrain if it has multiple layers. A difficult terrain condition can be met by using the terrain condition check again. Conjuration

Otiluke's Tentacles

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a nonmagical, nonenchantment-enabling appendage that you can see within range. The appendage is transparent, and it is made of soft, supple skin. The flesh is opaque to light and darkvision to an extent that other creatures can see. You can make the flesh translucent and translucent to moderate light and darkvision to an extent that other creatures can see. You can shape the flesh to fit within any of the following categories: beast, plant, or mineral. Evocation

Otiluke's Tentacles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure two tiny tentacles that resemble your chosen weapon. Until the spell ends, you can use your action to create a ranged weapon attack against the target. On a hit, the target takes 4d6 thunder damage, and the tentacles wither away. Until the end of your next turn, the tentacles attack and deal 3d6 thunder damage to the target. A restrained target can use its action to make a Strength or Dexterity check (its choice) against its turn. While the target is affected by this attack, it can make another Strength or Dexterity check (its choice) against your turn. In doing so, it can choose a new attack action or a new trait. The target takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Otiluke's Tongue

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You utter a curse word that doesn’t have to be written on a scroll, scroll trinket, scroll of summoning spell, or similar spell. The curse lasts for the duration. A creature that hears the curse must make a Constitution saving throw. On a failed save, the creature is cursed with an unguarded, uncontrollable urge to attack or to use an action to use a weapon. If the creature is on the ground or in a space heavily enclosed by vines, it is restrained by the vines and can’t attack. It

Otiluke's Tower

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical tower of stone that stands on top of its current height. You can move the tower up or down by moving the top ten feet of the ground on which it stands, up or down by up to eight feet, or up or down by up to ten feet. A warded spell’s ability is to move the tower up or down by up to eight feet. You can change the warded spell’s height so that it rises or falls as you choose. For example, you can change the height of the tower so that it rises or falls by 10 feet. When you

Otiluke's Unseen Terrors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up terrors in your space that are neither bright nor cold, and that aren’t as large as normal creatures. A creature that is neither frightened nor stunned, or that isn’t charmed, frightened, paralyzed, paralyzed, or stunned is affected. The terrors appear in the form of dazzling lights, roaring music, or ominous music, and resemble those of a terrier or terrier terrier’s master. The summoned creatures are friendly to you. When you

Otiluke's Ward

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an unwilling creature, granting it resistance to your attack and damage rolls for 1 minute. Necromancy

Otiluke's Water Breathing Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical watery mass that lasts for the duration. The mass can be anywhere on the body, and it can’t be damaged. It can fill a space equal to your choosing, but it can’t fill more than 10 feet square. The mass can be animating w oights. The magic of water breathing, if any, spreads out over the mass until it is no larger than 10 feet in any direction. Any creature within 10 feet of the mass must make a Constitution saving throw. On a failed save, the creature takes 10d6 cold damage. On a successful save, the creature takes half as much damage. The spell ends on a successful save. Transmutation

Otiluke's Waterworks

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The water of the Sea springs into existence from beneath the ground and spreads outward toward your enemies. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. A creature can’t use its action to move more than 10 feet away from the center of the sphere when it makes the saving throw. The sphere is heavily obscured and can’t be seen from above. At the start of each of your turns, you can make a Wisdom saving throw. On a successful save, the spell ends. Conjuration

Otiluke's Whirlwind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A whirlwind of speed and power crashes down to earth in a 5-foot radius centered on a point you choose within range. The whirlwind vanishes at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whirlwind deals 1d4 + your spellcasting ability modifier necrotic damage to everything it touches. Evocation

Otiluke's Whirlwind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your movement increases by 5 feet for the duration. You can use your action to move another creature in the direction you chose. This action isn’t concentration-based. You can move up to 20 feet in any direction. You can’t move more than once before leaving the spell’s space. You’re unaffected by any effects that might apply to you that end your next turn. Conjuration

Otiluke's Wound

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A creature you can see within range uses a bonus action to regain 10 hit points. The bonus turns the creature into a full-grown adult, giving it adult form for the duration. It’s normal form is replaced by a beast’s skeleton, a dragon’s head, a wizard’s weapon, and a piece of armor worn by a wizard. The creature’

Otiluke's Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature that you can see appears harmless and harmless until the spell ends. In this way, you can end a creature's life or inflict permanent harm on it. Abjuration

Otiluke the Eunuch

Casting Time: 1 action
Range: Divination
Duration: 30 minutes

You create an illusion that appears to be a re

Ottergeist 30

Otto's final breath

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a dead creature and breathe it up to 5 gallons of water. This spell’s effect lasts for the duration or until you use an action to dismiss it. You can dismiss this spell with a verbal command, afflict it with an illusory life effect, or cause it to take the form of some other creature. You can remove a undead creature by using an action to dismiss it with a neutral spell. If you have cast this spell while unconscious, its stress rating is equal to or less than the number of turns it has remaining. This spell closes all mortal wounds and restores any excess health a creature takes. Necromancy

Otto's Irresolvable Object

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You attempt to fixed an object no larger than a 5-foot cube that you can see within range. The object has the properties described in the relevant section, but no additional properties. When you cast the spell, you can use your movement to move the object up to 60 feet in any direction along the object. Using your movement, I make a check contested with 1. The object is still valid over the course of the spell. Check with 1. Or check with 1. If the object is a cylinder, make a check contested with 1d8. If the object is a sphere, make a check contested with 20 layers of rope, DC 20 Strength. If the object is a foot or two on a piece of wood, make a check contested with 1d8. If the object is no more than 10 feet from you, make a check contested with 10 feet. If you are wearing a rings or a similar component on your body, you can use your movement to inspect the object for abnormalities, and the object is turned upside down for the duration. The spell doesn’t protect you from attacks with a weapon crossbow or crossbow bolt, though you can use your movement to inspect the object for abnormalities if it is in contact with the ground or worn by

Otto's Irrestistentive Extraction

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You seize the moment that you take control of an object that you touch. For the spell's duration, objects pass through and remain unaffected by your touch. At any time, you or one of your companions in a group that you touch can use its action to inspect the object for abnormalities and make a Constitution saving throw. If it remains perfectly still and hasn’t been subjected to any damage for the spell’s duration, you can use your movement to move the object up to 60 feet in any direction. If you or one of your companions blocks a movement with a weapon without using its movement or gear, Otto's Irrest is momentarily turned upside down, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the triggering circumstance is changed as described above. If the triggering circumstance is met by make a Constitution saving throw, the object is turned upside down, and the spell ends at 12. Abjuration

Otto's Magic

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the power of your magic to grant yourself access to an object you touch. You temporarily bestow a wish on one creature or object of your choice that you can see within range, and you gain an immediate +2 bonus to AC for the duration. The creature can’t be more than 10 feet away from you. The bonus to AC is in addition to the bonus gained from other spells. You can use this spell only while you have the desired effect, such as by giving yourself an effect that gives yourself an extra action to each cast. You can give yourself more powers if you wish, and you might gain abilities that you otherwise couldn’t. You might also gain abilities and abilities that you otherwise couldn't. You might also gain powers and abilities that you otherwise couldn’t. This spell might also be affected by other spells. If you cast these spells while you already have a wish, such as by casting a spell of 3rd level or higher, the wish animates with you for the duration. As long as you have a wish, including a wish that would affect a specific creature or object, the wish is manifest and lasts for 1 minute. You can use your action to wish an object that you can see within 30 feet of you, or the object itself, at any time. You can give yourself additional powers if you wish, and you might give yourself powers that otherwise wouldn’t be granted. For example, if you give yourself the ability to duplicate an object—such as changing a surface, laying waste to a stronghold, or turning a corner—you might wish to wish that object no more. This spell might also be affected by other spells. If you have a wish that would affect only one creature or object of your choice that you can see, you can make that creature or object disappear; otherwise, you might wish to maintain some control over the creature or object. You might wish to project your wish onto an object you own, such as a chair, desk, set of shoes, or a key, and you might wish to grant some other benefit to that object. At Higher Levels. I can affect the target’s total hit points by one use of my spell. I might wish to maintain one of those benefits until after I have cast the spell again, or I might wish to cause the target to become aware of the two benefits at the same time. If you are using an effect that only targets undead, the spell might target a creature that isn’t undead, such as a zombie prince. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Illusion

Otto's Magic Stone

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a nonmagical object that you can see within range. The stone gives you an insight into the effects of your spell. You can cast the spell without expending any spell slots. When you cast the spell, you can use your action to create a magical object—a simple, yet effective illusion, a tangible representation of a job well done, or a musical note that fills a role you think is appropriate. The object you choose must be of the kind you desire. For example, if you animate an object that has a weapon in it, you can use the spell to create an object that is physically similar to the weapon you use when you cast the spell. If you change the kind of the object you create, the spell doesn’t take effect until the change ends. You can also choose to make the object a duplicate of the desired one, provided that is physically the same as the one you created. If you create an object made from a different material, the desired object can’t be duplicated. To create the object, you must physically be able to do so. To create the effect you desire, you must physically be able to do so. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the special effects. You can place the effect where you normally place it. If you place the effect, the spell lasts for the duration. If the spell would normally use a different spell slot, place it instead. Enchantment

Otto's New Castle

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A statue appears within range. The statue must be within 30 feet of the main entrance to the castle. You choose one creature within range: a statue of old age, an owl, a raven, a leopard, or a flying saucer. The statue appears to be holding a key. The statue appears to be the same size as the statue you cast this spell in. When you cast this spell, you can designate a different creature for each of the spell's elements. The creature must be within 30 feet of the main entrance and must be able to hear you. When you cast this spell, you can designate a different object for each of the spells. The object must be within 5 feet of the main entrance. Conjuration

Otto's Whisk

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a corpse, offering it up as a sacrifice to save one creature you can see. If the creature you sacrifice is undead, you grant it a +2 bonus to AC and a number of hit points equal to your spellcasting ability modifier. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Otto's Wound

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has been hit by an attack or thrown by an attack using Strength or Dexterity. The target regains hit points equal to

Out of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you cast this spell, you can’t be more than 60 feet away from any creature dead or missing. Any creature in an unoccupied space of your choice that ends its turn within earshot of you for any reason (including if you cast this spell and are wearing armor) remains trapped in the spell for the duration, regardless of falling damage or whether it can move. This spell hasn’t affected undead or constructs. Illusion

Outskin Swarm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a swarm of tentacles that move up to 30 feet in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d6 acid damage on a failed save, or half as much damage on a successful one. The swarm appears in a spot you chose when you cast this spell. For the duration, each creature in the area must make a Constitution saving throw. On a success, the creature gains no special benefit from that area. If a creature that starts its turn here is friendly to you, that creature can make a Wisdom saving throw. On a failed save, the creature takes 10d6 fire damage, or half as much damage on a successful one. While the swarm is active, creatures can move through the area by using their movement to move through the swarm normally. Conjuration

Overwhelming Weapon

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A weapon of your choice that you can find streaked throughout an area you can see. The weapon becomes a weapon of your choice that you can use in battle against up to five foes within range. The weapon’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Pale Armor

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A protective amber-green glow surrounds you and radiates with a faint, familiar sound. You are immune to fire damage and have resistance to cold damage. The spell’s radius is limited to 30 feet. The glow lasts for the spell’s duration. If you cast this spell again, the duration is expended. Abjuration

Pale Armor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create pale armor that resembles stone. You can create up to twenty different pale armor plating types, each holding up to three different types of armor. Each armor type has its own special properties. Each armor type has its own special abilities. Each armor type has its own special special abilities. Each armor type has its own special special abilities. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reshape one of the armor components in any order you choose, which must be within range of the spell’s target. The reshape increases by 1d6 for each slot level above 6th. Divination

Pale Rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one rock that you can see within range and that fits within a 15-foot cube. You can either create an unoccupied space or construct one. The space you choose must be within 5 feet of the rock. The space must have an unoccupied surface and can be up to 20 feet tall and up. The space must be within 5 feet of a point of your choice that you can see within 5 feet of the rock. Evocation

Pale Splash

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a pale, glass-like mass of flame, which then vaporizes one creature you can see within range. Make a ranged spell attack against that target. On a hit, the target takes 1d10 acid damage, and you can’t use reaction until the spell ends. If you hit a creature with a ranged spell attack, the spell's poison insatiable nature makes it incapable of firing any weapon. Make a new spell attack against the target, which takes 1d10 acid damage. On a hit, the target takes 1d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Pantheon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You command the spirits of six gods to guard a secret temple, the Great Pyramid. You must be within 200 feet of the temple, and you can’t pass by more than 300 feet. The temple is guarded by a guard named the Great Pyre. The Great Pyre is a giant, strong-willed creature with a long slender body and a ravenous mouth. The Great Pyre can’t be harmed by spells or magical means. The Great Pyre is friendly to you, its companions, and all creatures within it. The Great Pyre’s presence, if it exists, is difficult for creatures other than you. The Great Pyre’s personality is extremely cold, with its eyes filled with cold laughter. You can’t harm or even attack the Great Pyre. The Great Pyre can’t be affected by spells or magical means that cause it to be friendly to you. The Great Pyre can’t be affected by

Pantheon of Wisdom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a sphere of divine knowledge to expand to encompass the entire plane of existence within which you’re standing. This sphere is a 10-foot cube and has the same area as that of the spell. You can specify a section of the sphere that is one mile in diameter and 5 feet high and 10 feet wide. The sphere can be a sphere of any thickness, as long as it is not more than 20 inches tall. The sphere can be centered on any surface within range. The sphere can be as tall as a humanoid, up to 10 feet tall, and up to a height of up to 20 feet. The sphere can be up to 15 feet long and

Passport

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You transport a creature of your choice to a celestial of your choice. The creature must be within 60 feet of you when you point the creature to you. You can transport the creature to any other celestial plane, though you might have some other means of transportation. Alternatively, you can teleport the creature to an other plane, and it is transported to the nearest unoccupied space. You can dismiss the creature as an action. The creature must be within 60 feet of you when you point the creature to you, unless you move on your way in the creature’s space. The spell’s damage increases by 1d6 when you teleport the creature, and you can teleport the creature to a celestial plane in the DM’s space. An uncontrolled creature can be summoned by other creatures. Transmutation

Pass Thoughts

Casting Time: 1 action
Range: 60
Duration: 6 Hours

You and your companions make two transpiring telepathic communiques at the same time. You and your companions each make one wish, and you become aware of the other wish as you communicate it. The telepathic activity takes as long as three days, and the companions and each other at least maintain communication, though they can’t be separated. At higher levels, passing through a telepathic link with a willing creature permanently changes this rate. The duration doesn’t need to be consecutive, however. When the spell ends and the two companions finish speaking and attempting to complete their telepathic messages, the subject can continue to make the wish that it made through telepathic link. The two companions can communicate throughout the duration, though they’re limited to speaking and reading at a minimum. At 5th level, you and the companions can become one. At 9th level, you become one, and at 11th level, you become the target, and the activity lasts for

Pass through Cold

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A passage appears at a point you choose within ran

ge. Until the spell ends, you can use your action to make the passage appear in any unoccupied space you can see within range. The passage is a flammable barrier, but it is difficult terrain for creatures other than you. The passage can be destroyed by means of fire damage or cold damage, or by means of lightning damage. Transmutation

Pass through Cold

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You gain access to a space that you can see within

range. The spell can be ended by touching the space using a cold spell slot of 2nd level or higher. Evocation

Pass through Curse

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You gain the ability to cast a cursed curse on one creature you can see within range. The curse can be ended by using an action. Abjuration

Pass through darkness

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You gain the ability to understand the reality of an affected creature’s deepest fears. The target must make a Wisdom saving throw. On a failed save, the creature returns to its senses. This spell can’t return to its senses. Transmutation

Pass through Lightning

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A blast of lightning flashes from your hand to a c

reature you can see within range. The spell can end early by using a bonus action, or you can end the spell early by using an action on your turn. The spell doesn’t end early by using a bonus action, or you can use an action on your turn to cast the spell again. The spell ends early by using a bonus action, ending the spell early. Evocation

Pass through Plants

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You touch a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target must use its movement to locate the target. On a successful one, the target can use its action to make a Wisdom saving throw. On a successful one, the creature can use its action to make a Wisdom

Pass through Plants

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You touch one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the spell ends, and the spell ends for that creature. The spell can’t locate the location of another creature (such as a tree), but it can locate the location of an area that is neither held nor carried by the target. The spell can locate a spot of the same kind within 60 feet. Transmutation

Pass through Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch one plant that is neither held nor carried nor carried and that is no longer held by the plant. The spell can locate the location of any of the plants by using a spell slot of 4th level or higher. If you specify an area that has no area, you must specify a specific location. If you specify a location or object, it must use its movement for the spell to locate that object. In addition, if the object is in the spell’s space, the spell fails, or you lose control of the object. Transmutation

Pass through Plants

Casting Time: 1 action
Range: Touch
Duration: Self (60-foot radius)

Instantaneous You touch one plant within range. When you cast the spell, you can touch the plant by using a spell slot of 4th level or higher. If you cast the spell multiple times, you can have up to two or three additional plants at a time. If you cast this spell multiple times, you must assign a random creature to each plant as part of the spell, and you end the spell multiple plant for each plant. Divination

Pass through Steed

Casting Time: 1 action
Range: 90
Duration: Self

Concentration, up to 1 hour This spell allows you to travel with all other planes of existence. The spell can be ended by using a different spell slot, such as the spell slot used on a different plane. Abjuration

Pass through Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell spreads wind and sucks up wind in a 60 foot radius centered on a point within range, blowing up to 60 feet in a straight line. The wind moves with you when you cast the spell. The wind also sucks up wind for other planes. This spell can’t cross through difficult terrain. As an action, you can use your action to teleport in any plane of existence to a different plane. When you cast it for the first time, you can repeat this spell using a different plane. The spell doesn’t cross over difficult terrain, such as in a place where the wind doesn’t blow. Transmutation

Passwall wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wall of strong wind on a solid surface that you can see within range. You can make the wall up to 60 feet long, 15 feet high, and 1 foot thick. You can form it into a hemispherical dome that remains for the duration. The wall lasts for the duration. When the wall appears, each creature within its area must succeed on a Strength saving throw or take 5d10 bludgeoning damage, as provided in thewall’s area before. Evocation

Pelestial Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a sphere of energy that extends to a point you can see within range. The sphere is made of 30x24x8-inch-diameter blocks of stone and weighs no more than 30 pounds. The sphere has a 60-foot radius. The sphere can be made up to 1 foot tall, 1 inch thick, or 2 feet long. You can also make the sphere up to 10 feet long or more. The sphere can fit anywhere in the plane of existence you are on. The sphere is made of any material other than stone. For example, you can make up a sphere of stone with a rock. The sphere can be made up to 20 feet in diameter, 10 feet high, and 1 foot thick. The sphere can be made up to 20 feet long and 5 feet high, or 5 feet tall and 1 inch thick. The sphere can be made up to 5 feet

Pelvis the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch the remains of a dead creature and create a new one. The creature must be undead to cast this spell. The new creature must

Penthecypal Transformation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You transform a creature of your choice that you can see within range into a transparent sphere of energy. The target must succeed on a Dexterity saving throw or become charmed for the spell’s duration. The target gains the benefits of the transformation for the duration. The target can also be charmed by a creature of your choice that is charmed (see below). The target can’t change its form until the spell ends. The target can use its action to take the form of a creature of your choice that can’t be charmed. It must make a Wisdom saving throw. On a failed save, the target becomes charmed by any form it has before the spell ends. The spell ends if the target is charmed by a creature other than you. Transmutation

Permanent Arcane Touch

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature and cause it to become magically aware of the presence of an invisible force that is within range. The spell lasts for the duration. If the target is a creature or a place other than a creature's space, the spell ends. The target can use an action to make a Wisdom saving throw. On a success, the spell ends. On a failure, the spell ends. Conjuration

Permanent Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a permanent aura of aura and animate objects within range, as long as the spell remains in effect. You can cast this spell again as an action on each of your turns. You can dismiss the spell and return to normal, but you no longer have control over the aura. The spell ends if you cast it again or if you use a spell slot of 2nd level or higher. Transmutation

Permanent Cure

Casting Time: 1 action
Range: Instantaneous
Duration: You heal a creature or an object for 1 hour. The s

pell ends if you cast this spell again. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 radiant damage. On a successful one, the spell ends. When the spell ends, the target takes half as much damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the same effect occurs with each additional slot level above 4th. Conjuration

Permanent Cure Magic Conjuration

Permanent Darkness

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A dark cloud appears in an area of your choice that you can see within range. The cloud spreads around corners and forms in a 40-foot cube within range. The cloud lasts for the duration and rises to 30 feet in a 30-foot cube. A creature can use its action to make a Strength (Athletics) check against your spell save DC to see if the cloud covers a square or more of space. On a success, the cloud appears in a 5-foot-radius sphere centered on a point within 5 feet of the point you chose. A creature can use its action to make a Strength (Athletics) check against your spell save DC to see if the cloud covers a square or more of space. The cloud appears in a 20-foot-radius sphere centered on a point within 20 feet of the

Permanent Flame

Casting Time: 1 action
Range: 10
Duration: 24 Hours

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Any creature that starts its turn in the flames’s path in the same spot every day for the duration must succeed on a Charisma saving throw. A creature can take this spell as an action that plants a cloud of smoke vaguely resembling a torch within its body. It spreads the smoke and extinguishes it with a splash of urn water, allowing it to persist for 1 minute straight. At any time thereafter, the cloud spreads to all other places within 30 feet of it, extinguishing the flames there. Evocation

Permanent Flame

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

When you cast this spell using a spell slot of 6th level or higher, you can specify an area of flame that you can see within range and that emits a dazzling display whenever you step into it. A dazzling display must be visible within range, otherwise it ignites all creatures in the area. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 radiant damage of the type you used for the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Permanent Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a spark of flame in a spot of fire within range. Make a ranged spell attack against one creature within range. On a hit, the target takes 1d6 radiant damage, or half as much damage if it has no Hit Points or if it has a Strength score of 2 or less. The spell ends if you cast it again. The target takes no damage from the spell. Conjuration

Permanent Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A flickering flame appears in your hand and becomes permanent if you have it. The flame persists for the duration or until you or the target dies. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you give it another opportunity to dissipate the energy, if any. Any creature that ends its turn within 15 feet of the flame must make a Dexterity saving throw. On a failed save, the creature becomes charmed by it for 1 hour. While charmed by the flame, you can affect the creature’s attacks and magic items with a +2 bonus, and you can end one spell of level one or more that you cast with disadvantage on your next attack roll. You can use a bonus action to mentally command the creature if it is within 60 feet of you. The creature must make a Wisdom saving throw if it wishes. When the spell ends, the charmed creature returns to its normal form and must re-equip all its expended expended turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional lizards for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of ld 10th level or higher, you can animate up to three additional lizards for each slot level above 1st. Transmutation

Permanent Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Instantaneous Flames of nature burst from your hands and flicker like emeralds in the dark. Each creature within range, other than you, grants a wish that makes a creature wish that it has always had. For the duration, each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. On a failed save, a creature can’t serve as a spellcasting component. As a bonus action on each of your turns, you can grant a wish spell to one willing creature willing to undertake the task. Make the wish count against your spell save DC. As an action, create a misty globe centered on that point. Each globe 5 feet in each direction on a point you choose within range. A globe that is rolled 20 times, or more, in any direction, spreads the wish between the globe and the target, and makes available a wish spell with which to deal extra damage. Each globe damages each creature within 24 hours. At the end of each of its turns, a globe can be created. Each globe has AC 5 and 30 hit points. Each creature that starts its turn within 15 feet of a point within range of a globe created by a spell of 5th level or lower must succeed on a Dexterity saving throw or take 4d6 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Permanent Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a spectral flame that burns for 1 minute on a 5-foot-high cylinder centered on a point you choose within range. Each creature in the area must make a Constitution saving throw, and any excess damage is wasted. A creature takes 8d8 radiant damage from the flame and 10d8 radiant damage from the flame's blast. The flame radiates with a deafening roar that can be activated only by a willing creature or by an unoccupied vessel. Until the spell ends, the flame ignites in a 30-foot-radius sphere of flame centered on the point you chose

Permanent Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flames sweep across a corpse that points a finger toward a target within range. The flames appear in silvery arcs that range from soft to deep, from one edge of a mottled maw to the head of a humanoid. Shapechangers automatically succeed on all saving

Permanent Flame

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a flame at a point within range. You have advantage on Strength (Athletics) checks made to extinguish the flame. The spell also creates a 10-foot-diameter cloud. The cloud lasts until the spell ends or until you dismiss it as an action. You can use a bonus action on a subsequent turn to wick the cloud and extinguish it. Transmutation

Permanent Flame

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a bright light that ignites in a single target within range. The target must make a Constitution saving throw. It takes 11d6 radiant damage on a failed save, or half as much damage on a successful one. Make the spell using the lowest level spell’s damage equal to 4 + your spellcasting ability modifier. Conjuration

Permanent Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous, up to 1 hour

Flame-like objects appear in the air at a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage. The spell ends if you are incapacitated by any of the following: acid, cold, or thunder. Transmutation

Permanent Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a flammable, 100-foot-high, 30-foot-tall cylinder of flame in the shape of a human face, one inch square and 10 feet high. The cylinder can be any size and must be of the same dimension or higher. The cylinder can be anything you use to create it. Any creature that ends its turn in the spot must succeed on a Dexterity saving

Permanent Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A thin, blackish flame appears in a spot of your choice within range and ignites a cone of flame 120 feet in a 20-foot radius. For the duration, each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage and is blinded until the end of your next turn. A creature can repeat this saving throw at the end of each of its turns. A creature who drops to 0 hit points while blinded by the spell can repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can also change the spell’s level by 2 for each slot level above 1st Conjuration

Permanent Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flame, a moderate blast of flame, explodes in a 10-foot cube. The cube must be within range. The cube can be destroyed by force or magic. The cube can also be destroyed by any other spell or weapon that can’t be used to destroy the cube. Conjuration

Permanent Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flames spread across a solid surface and shimmering in the dark. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. Each flame explodes when it explodes no larger than 60 feet on a side. Each burning creature in the area must make a Dexterity saving throw. On a failed save, an object or creature is immediately damaged, and the creature is immune to that effect until it drops to 0 hit points. The spell’s damage increases when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Permanent Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The flames of an elemental flame erupt from the ground in a random direction. The flames must be within 60 feet of each other, and the fire spreads in a 30-foot-radius sphere. Each creature that is engulfed in the flames must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute. A creature blinded by this spell has disadvantage on the attack roll, attack roll, ability check, ability check, ability saving throw, ability check bonus, or saving throw of the spell. Conjuration

Permanent Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bright, glowing, flammable flame that is a 10-foot-tall cylinder. The flame lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 10 feet for each slot level above 6th. When you use a spell slot of 7th level or higher, the radius increases by 10 feet for each slot level above 7th. Transmutation

Permanent Flame60

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a flame of flame within range that last

s for the duration. The flame can be up to 10 feet long, up to 30 feet wide, and up to 100 feet in diameter. The flame can be extinguished by spells, other means, or by a blast of force from a spell slot of 3rd level or higher. Evocation

Permanent Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flame-like rays of fire circle the area around you and cause up to 10 radiant damage to each creature you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. This spell has no effect on magical objects. Evocation

Permanent Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a flame of flame to form in a 5-foot square on the ground within range. The flame spreads out across the ground and becomes a torch for the duration. The flame spreads out over a 15-foot cube, and each creature that starts its turn in the center must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Permanent Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flammable flame that appears on the floor of your current location. At the start of each of your turns, you can use your reaction to cause the flammable flame to glow and dim light within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause the flammable flame to dim light and illuminate harmless objects in a 30-foot-radius sphere centered on a point you can see within range. Each creature takes 10d8 fire damage and half as much bludgeoning damage. Each creature that fails its save on a successful one takes half as much damage and half as much bludgeoning damage. Conjuration

Permanent Flame

Casting Time: 1 action
Range: Instantaneous
Duration: You create a shimmering flame at a point you can s

ee within range. The flame ignites stone, wood, or any other material that is attached to a solid object. The flame is visible only to creatures of your choice that you can see within range. You can use an action to cause the flame to radiate in a straight line, up to 10 feet, up to 10 feet, up to 10 feet tall, and up to 10 feet wide. The flame spreads out in a 40-foot-tall cylinder centered on a point you can see within range. You can target one creature whose name starts with a letter, and that creature must succeed on a Wisdom saving throw or take 2d8 radiant damage. A creature takes fire damage when it appears in any of its squares on a sheet of wood, stone, or other solid object. Transmutation

Permanent Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a flame that lasts for 1 minute. Each creature within that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature can extinguish the flame by using its action to extinguish a candle or by using a spell of 3rd level or higher. Conjuration

Permanent Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a fire of flame at a point you can see within range. You can make a ranged spell attack with the fire if you have the flame and have Intelligence (Investiture) checks. On a hit, the target takes 1d8 fire damage. If you already have the flame, you can use an action to extinguish it. Conjuration

Permanent Flame

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create an immobile flame in a 15-foot radius, centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. Evocation

Permanent Flame

Casting Time: 1 action
Range: Touch
Duration: 4 days

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Any creature that starts its turn in the flames' path must succeed on a Dexterity saving throw or take 2d6 radiant damage and be engulfed in flames for the duration. The flames don’t harm you. Until the spell ends, you can use a bonus action to cause one of the flames to flicker orange or yellow in an individual creature’s space, have a low volume, and become infernal until it drops to 0 hit points. You can also cause one of the flames to become fiendish in a group, making it nearly fiendlike in nature. Conjuration

Permanent Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a flame that ignites up to 10 cubic miles of flame at a point you can see within range. Each creature in that area must make a Strength saving throw. On a failed save, the target takes 2d6 radiant damage. On a successful save, the creature takes half as much damage. The flame can be extinguished or replaced with moderate or powerful flames, but only at half the normal amount of fire cast by the spell. If you cast this spell multiple times, you can have up to three of its components active at a time, even if you have no spells of its type active at one time. You can designate a flame that you can see that you can see only in that area. The spell is permanent. If the flame extinguishes or replaces a spell of 3rd level or higher, the spell ends. If the flame replaces a spell of 5th level or higher, the spell ends. The spell ends when you dismiss it as an action. Conjuration

Permanent Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A shimmering flame appears in a 20-foot-radius sphere centered on a point you can see within range. A target must succeed on a Dexterity saving throw or take 1d6 fire damage when you channel the flame. A target must also succeed on a Dexterity saving throw or take 2d6 fire damage on a failed save. Dispel Magic (DC 20) Concentration, up to 10 minutes A beam of flame appears in a 20-foot-radius sphere centered on a point you can see within range. The beam must be within 30 feet of a point you designate. The beam can be up to 10 feet long and up to 10 feet high. The beam can be made up of up to six beams. The beams can be up to 1 inch in diameter or 12 inches tall. The beam can be a beam of energy, a beam of force, or a beam of force, such as a beam of normal force. A beam of force of up to 15 pounds (4.6 kg) has a range of 60 feet. The beam can also be a beam of force. The spell can be used to cause or alter one of the beams. The spell has no effect on undead or constructs. Transmutation

Permanent Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. You and creatures you designate when you cast the spell or as an action on your subsequent turns can follow the flames wherever they lead. The flames, being lightened by a condition, take no current shape and always form one at a time in a 30-foot radius around you. If you cast the spell multiple times, you can have up to one flame go airborne and two go underwater, per session. Evocation

Permanent Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A flickering torch with a beam of flame appears in a spot of your choice within range. The flame can be a torch, a lantern, a prismatic prism or an unoccupied container. You can use a bonus action to throw the torch up to 10 feet away from you. The flame spreads in a 30-foot radius centered on that spot. You can't use this spell on one creature other than the target. Evocation

Permanent Growth

Casting Time: 1 action
Range: 0 Days
Duration: You create a permanent growth in one of your bodie

s that you can see within range. You gain the benefits of the Growth spell, which lasts for the duration. You gain a flying speed of 60 feet. You can also use your movement to move up to 30 feet in the direction you used your wings. You can also change one of the growth conditions by using your movement to target one of its branches. The growth lasts until the spell ends. You can also make a temporary temporary spell that lasts for the duration. You can have up to four temporary spells of your choice that end the effect of the spell at a time. You can have up to three temporary spells of your choice that end the effect of the spell at a time. You can also have up to three additional temporary spells of your choice that end the effect of a spell of the same name. Conjuration

Permanent Growth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a permanent, floating structure in place that allows you to see within range. You can use your action to cause the structure to grow or shrink, but it remains within its current size, with or without truesight. The structure appears in any spot within range. You can use your action to cause the structure to grow or shrink by using the same action you used for the construction. If you do so, the structure becomes a permanent structure. You can use only one permanent structure at a time. The structure takes 10d6 force damage when it appears. The structure has no visible form, other than a body, arms or legs. The structure can’t be taken by larger creatures or summoned by other creatures. If you cast this spell again, the structure disappears. You can use your action to send the structure back to its original form, and if you do so, the structure reappears in its new form. If you cast this spell again, this spell disappears. If you use your action to send the structure back to its original form, the structure reappears in its new form and remains in its new form until you dismiss it. Transmutation

Permanent Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a permanent, 10-foot-tall humanoid growth that can be as large as your hand and as tall as your foot. The growth lasts for the duration and has the same characteristics as the original. The growth can be a Huge or smaller, a Medium or larger, or a Huge or smaller. The growth lasts for the duration. The growth is an unoccupied space that you can see within range. The spell ends when you remove the root of the growth. The growth is temporary. It lasts for the duration, and it can be destroyed by a spell cast on it. The spell only ends when the root is removed from the creature. Necromancy

Permanent Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a bolt of lightning to strike a point within range. A point of lightning must be within range. You can use your action to cause the bolt to expand to a maximum height of 10 feet and strike a point within range. Each creature on each hit must make a Dexterity saving throw. On a successful save, a creature takes 2d6 lightning damage, or half as much damage on a failed save. A target takes 1d6 lightning damage on a failed save. Conjuration

Permanent magical link

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a magical link between a creature and the object in its possession. The link can be found in a place or objects within a point you choose, such as a chest or a room. You can also create a link by creating a link and using a spell slot of 4th level or higher. This link can be made through any means. You can also create a link by casting a spell of 1st level or higher, which removes the link. This spell can also be used once to create a permanent link, or you can use it in place of the link to create one. The link lasts until the spell ends. If you create a link with other objects, you designate one of them, and the link can be used to create a temporary link. The link can be made in any material component of the object’s material component, and any creature that can’t be created as a result of casting the spell must first create a link with the material component. A link created through a spell of 1st level or higher can be made if it lasts until the spell ends. The link can be created using both material and magical means. You can create a link with no material component, though it can be made using other means. A link created through a spell of 2nd level or higher can be made using either material or magical means. You can also make a link with any material component. The link can be made in any material component of the object’s material component, and any creature that can’t be created as a result of casting the spell must first create a link with the material component. You can use a link to create a permanent link with any material component, but you must first create a link with the material component to create the link. The spell has no effect on creatures that are otherwise connected to the creature. A link created through a spell of 2nd level or higher does so only if the spell has the same effect as the one it creates. Transmutation

Permanent Memory

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You can recall the past. You can also recall the present, as long as you have at least 1 hour. Conjuration

Permanent Object

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You place a permanent object such as a chair, set of clothes, or a small bowl in an unoccupied space of your choice that is within range. The permanent object remains in place for the duration, and the object disappears when the spell ends. You can use a bonus action to dismiss the spell. Each creature other than you that you can see within 30 feet of you when you cast it must make a Wisdom saving throw. On a failed save, the object shimmers for the duration, and the creature must make a Strength saving throw. On a successful save, the spell ends. You can create a permanent object that isn’t bound by the spell but is instead frightened of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a permanent object that isn’t frightened of you but is instead frightened of you. Illusion

Permanent Rest

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You gain the ability to wake up one willing willing creature’s body. You wake the target up after 1 hour. You can also wake up any other creature that isn’t incapacitated. Conjuration

Permanent Rest

Casting Time: 1 action
Range: 60
Duration: Up to 1 minute

You create a temporary place of respite from the mundane world, a place you can see that lasts for the duration. The temporary place lasts until you dismiss it as an action. You can also create it by making a new one for the duration. During this time, you can make any temporary change to the world that you create (such as a new robe or a new outfit) permanent. 1 minute Instantaneous You create a permanent container within it, which you can spend one of the following ways: You can spend one of the following ways: • You can create a temporary container by casting a spell or by using an action to create one of the other ways. • You can create a permanent container by casting a spell or by using an action to create

Permanent Serenity

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You create an intangible, nonmagical being that can appear in all spaces within range. You can create the creature by touching it or by using magical means. If the creature is larger than half your hit points, the spell ends. The creature can only be created by one spell of your choice that can be cast on it. The spell also ends if you use your spell slot to create an incorporeal form. Conjuration

Permanent Spellblock

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a permanent spell block that lasts for the duration. An object, a creature, or an area of space that you can see is blocked by that spell. You can use your action to cause a permanent spell block to occur. To do so, you must first cast the spell once, and then dismiss the spell, or the spell ends. The blocks can be destroyed. If you cast the spell again, the spell ends if you've destroyed it (the same might apply to an object created as a spell of 3rd level or higher). You can use your action to end the spell on a permanent spell block. The spell can be cast again as normal. The spell can be dispelled by any means your choice that allows it. If you don't have any other means for casting the spell, the spell ends as normal. On a failed save, the spell ends. If you cast the spell once, it is repeated on each of your turns. You can use your action to dismiss the spell as an action. If the spell ends before you dismiss it, you can dismiss the spell again, taking the same amount of damage. The spell doesn’t prevent creatures from casting spells that target a specific creature (such as a wizard), such as the fey or demon. Evocation

Permanent Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a new, undisturbed sphere of force within range. The sphere is centered on a point you can see within range. The sphere appears in the ground, and any creature that ends its turn within the sphere’s area is unaffected by this spell. Any creature who ends its turn within the sphere’s area must make a Dexterity saving throw. On a failed save, the creature takes 4d6 force damage and must move half as far away from the sphere as any creature would move. The sphere is opaque to light and can be difficult terrain. The sphere can be pulled out of the ground by any means necessary. The sphere can be used to create any number of identical objects within the same sphere’s area. All objects created within the sphere are affected by the same spell. Necromancy

Permanent Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You teleport from one point of space to another. The area is flat and doesn’t have any special properties. The spell’s area is heavily obscured and difficult terrain is difficult terrain. The spell creates a permanent sphere at a location that you can see within range. The sphere can be anywhere in the area. The sphere is centered on a point within range. The sphere has a 5-foot radius. The sphere can’t be more than 10 feet tall. The sphere can be up to 20 feet in diameter, and it can’t exceed the spell’s area limit. Creatures that can see the sphere can discern the sphere’s direction, as long as it moves along a 100-foot-radius. When the sphere appears, any creature within it must make a Wisdom saving throw. On a failed save, a creature takes half as much damage on a failed save. This spell ends at the end of each of its turns. Conjuration

Permanent Sphere

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a permanent sphere of air in the space of your choice in a 10-foot cube that you can see within range. You can use a bonus action to create a sphere of water in the space of your choice within range. You can make the sphere up to 60 feet square and can use your action to make a melee spell attack. The sphere extends up to 30 feet and can contain up to 5 cubic feet of water. The sphere can be made up to 9 feet long and 5 feet high. The sphere can also be made up to 10 feet tall and 10 feet wide. The sphere can also be made up to 10 feet tall and 10 feet wide. A creature in the sphere can’t be charmed, frightened, or otherwise affected by any of the following spells: Darkvision, detect thoughts, detect magic, divination, or entangle undead. Conjuration

Permanent Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a sphere of force that lasts for the duration. The sphere is made of stone, wood, or wood-infused material. At any time after you cast this spell, you can make a ranged spell attack. On a hit, the sphere shatters. The sphere must remain within 60 feet of you until you cast the spell. Transmutation

Permanent Sphere of Energy

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a sphere of energy that can be used to create a permanent object, a magical object, a construct or a magical link. The sphere can be any shape you wish, and the spell must be cast from a space-based medium or higher. The sphere can be any size you choose. The sphere can be any shape you wish, and the spell must be cast from a space-based medium or higher. The sphere can be one of any type you choose. The sphere is a sphere with a diameter of ¼ inch, a height of 10 feet, and a radius of 10 feet. The sphere can be any size you wish, and the spell must be cast from a space-based medium or higher. Conjuration

Permanent Stunning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An undead creature that you can see within range attempts to utter a groan or two in a line that is 100 feet long and 10 feet wide at the base, provided that no creatures are present. It must make a duet line (6 words or less) or a duet line (10 words or less) with an undead creature, which has it bonded to the same creature as the spell’s target and under its control. The creature can’t willingly move away from a

Permanent target

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a permanent target. The target can't be charmed or frightened by you. While the target is charmed or frightened, it can attack any creature of its chosen type. At Higher Levels. When you cast this spell using certain higher-level spell slots, the number of creatures you can target increases by one for each slot level above 2nd. Conjuration

Permanent Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. Until the spell ends, the target makes a Charisma saving throw on a successful save, or half as much damage on a failed save. The target also becomes familiar with the target. The spell ends if the target spends 1 minute or more in a new location. Transmutation

Permanent Waking Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You take 1d6 psychic damage. You can use your action to call out to the nearest creature. The creature must make a Wisdom saving throw. On a success, the spell ends. On a failure, the spell ends. On a subsequent turn, the spell ends and the creature can repeat the saving throw at the end of each of its turns. On each of your turns, you can repeat the saving throw at the end of each of your turns. On each of your turns after you use your action, you can make another casting of this spell. Transmutation

Permanent Ward

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a permanent ward that lasts until the spell ends. This ward can be any size, but it can’t be more than one size larger than the one you created. The spell can also cause the ward to automatically become permanent. Constructs and creatures that have the ward can cast it on themselves only, as long as they aren’t incapacitated. The spell can be cast multiple times. Each casting of the spell has a cumulative effect of 100 percent. When you cast the spell, you can change the ward for a second time. The spell lasts for the duration. You can only have one ward created at a time, and you can have up to 10 wards created at a time. The spell has no effect on undead or constructs. Transmutation

Permanent Wards

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a surface that is made of stone. The surface is composed of a thin layer of stone and a thickness of 1 foot. The surface area is composed of six 20-foot-high cube blocks of stone. Each cube block has a height of 30 feet and is 6

Petrificating Wind

Casting Time: 1 action
Range: 120
Duration: 5 The wind of the storm that can reach you is inte

nse. The wind turns up to 20 miles per hour toward you and inflicts bludgeoning, piercing, and slashing damage to you. Evocation (60-foot line, no target) Conjuration

Petrify

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You can sense the location of a creature within range. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. The target can’t be affected by spells, other creatures, or magical effects that target it. The target can use an action to cast this spell again on a target it has turned into a different creature. A target can dismiss the spell with a successful dispel magic spell. Evocation

Petrify

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a shimmering sphere of water that you can see within range. The sphere must be within 20 feet of you and no larger than 30 feet in diameter. The sphere is opaque to nonmagical light. Any object or creature within the sphere must succeed on a Dexterity saving throw or take 2d10 bludgeoning damage, or half as much damage on a failed save. Any creature that ends its turn within 3 feet of the sphere must make a Constitution saving throw. On a success, the sphere vanishes and the spell ends. This spell has no effect if you or someone you know is holding it. Divination

Petrify

Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute

If you touch an object, move it and then shatter it, causing it to emit a shimmering orb of light. The orb of light dims when it strikes a creature. You choose a point you can see within range. The area of the orb you choose is bright light that has a brightened or dimmed intensity. The orb has a brightened and dimmed intensity, and each creature in that area has a brightened and dimmed intensity. The area of the orb that you touch is dimly lit, so that at least one creature in that area can see through the light. Transmutation

Petrify

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You conjure up a line of invisible force that is difficult to see, sound, smell, or touch. The line can be anywhere on the ground or in the air. The line can be blocked, blocked only by a nonmagical object, a construct, or a creature. Creatures with Intelligence scores of 2 or lower can use their action to determine the blocking line by examining the object. If a creature with Intelligence scores of 2 or lower can see the object, the creature must succeed on a Dexterity saving throw or be compelled to make an Intelligence saving throw. On a success, the creature can see through the line as if it were invisible. The creature can use its action to reveal the blocking line to any creature it can see within 30 feet of it. Transmutation

Petrify

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create or break up any object in a 5-foot cube in which you or another creature you can see within range. A creature can use an action to create or break up any object in the cube. A creature can use its action to make a melee spell attack

Petrify

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You touch a single creature. For the duration, the target can see through walls and ceilings as if through glass. For the duration, the target can see through any opening in the ground that it can see through. Each time the target leaves the area, it must make a Dexterity saving throw. On a failed save, the target takes 3d8 piercing damage and is blinded for the duration. On a successful save, the target is blinded for no longer than 1 minute. Transmutation

Petrifying Cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Until the spell ends, you cause fog to form around a point within range. Choose up to three points of misty fog that you can see within range and that is 10 feet square. The fog obscures the area for 10 minutes, and up to ten creatures within 10 feet of the point must make a Constitution saving throw. On a failed save, a creature is blinded and must make a Constitution saving throw. On a successful save, the creature is blinded and must make a Constitution saving throw. If the fog obscures the area for 10 minutes or longer, any creature within 10 feet of the point must make a Constitution saving throw. On a failed save, the creature is blinded and must make a Constitution saving throw. On a successful save, the creature is blinded and must make a Constitution saving throw. Divination

Petrifying Image

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spectral entity appears to you, and you gain the following benefits: • • You gain a truesight, which is a spectral ray of light that is cast by your spell, centered on the spot you created. You can use your action to create a spectral frame on the spot you created. You can also use your action to cause a spectral ray of light to appear on the spot. The spectral frame is visible to the target, but it must be centered on a spot that you can see within range. You can create a spectral frame by using dispel magic or by using an object of magic affecting the target that can be used as an object of casting. The target can choose to create the spectral frame as a bonus action on each of its turns. Transmutation

Phantasmal Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a melee weapon attack against a creature within range. Make a melee weapon attack against the target. On a hit, you can make the attack against a creature that isn’t blocking your path. On a failed fight, the target is restrained. If the target drops to 0 hit points, it is incapacitated until it is no longer in the spell’s range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Phantasmal Disk

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create, or cause to appear a phantasmal disk of energy that lasts for the duration. The disk is a prismatic object that is centered on a point you choose within range. Each point of the phantasmal disk that you choose within range counts as one point of magical energy for the duration. The spell ends when the disk dissipates. If you cast this spell again, you must end the spell before the disk reappears in the same location. Conjuration

Phantasmal Form

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You assume the form of a larger or smaller humanoid for the duration. The illusion lasts for the duration, and its movement doesn’t provoke opportunity attacks. The illusionist must use its action to succeed on all prayer checks and to maintain control over his or her creature. The illusionist is friendly to you and your companions for the duration. While the illusionist is friendly to you and your companions, the spell ends. The illusion grows in power as the spell ends. Illusion

Phantasmal Image

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You step into the phantasmal form of an undead beast, and it appears to be the same as your normal form. Until the spell ends, the beast appears to you in an unoccupied space that you can see within range. While the beast appears, you have resistance to necrotic damage and immunity to poison damage. In addition, whenever a creature within your phantasmal form attacks you, you have advantage on the attack roll, and the creature must succeed on a Constitution saving throw or be knocked prone. If the phantasmal beast is attacking you while undead, you can use a bonus action to switch bodies. Stunning the phantasmal beast for its necrotic prowess causes it to make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. Transmutation

Phantasmal Killer Instinct

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You invoke the power of the phantasmal flower, granting the creature within an ordered 3-foot radius sphere centered on a point of your choice within range. The target must make a Wisdom saving throw, taking 7 (invisibility or hidden) damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is limited in the actions it can perform by the nature of its new form, and it makes all Charisma checks and the saving throws with disadvantage. The phantasmal loses all its hit points and costs half as much damage to break into the target’s room. On a successful save, the creature is driven mad by the intensity of the flames it creates. The phantasmal takes 14 slashing damage on a failed save, or half as much damage on a successful one. In addition, whenever a creature within 5 feet of the target or within 3 feet of it makes an attack roll or a saving throw before the spell ends, the creature is subject to the same fate as if the two rolls next to it. Evocation

Phantasmal Killer Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure a swarm of petrified corpses centered on a point within range. You can choose the number of corpses you create or the kind of creature’s corpse you choose. The spell fails if the spell’s area is filled with corpses. If you cast this spell on a point already occupied by a corpse, the spell creates an undead component in the area that can be killed only by a successful Intelligence (Investigation) check against your spell save DC. Enchantment

Phantasmal Rot

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You create an invisible, poisonous phantasmal cone that blossoms with a 40-foot cone. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is affected by this spell; if a creature is killed by this spell, the spell ends. Conjuration

Phantasmal Sense

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a phantasmal vision centered on a point you can see within range. The phantasmal vision lasts for the duration or until the spell ends, either because it is too dark, because you don’t perceive it, or because your concentration on this spell ends. The phantasmal vision lasts for the duration or until you dismiss it as an action and return to your concentration. Abjuration

Phantasmal Sense

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to sense the presence of a creature within range. The target must succeed on a Wisdom saving throw or become incapacitated for the duration. The creature is aware of its surroundings and can speak, read and write without fear of detection, and it can’t be attacked or frightened. The target perceives the creature as an object or an area of opportunity, is familiar with its surroundings, and can’t be attacked or frightened by it. As a bonus action on your turn, you can move the target up to 30 feet in any direction. Conjuration

Phantasmal Sense

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You sense the presence of a creature within range. The creature is within 3 feet of you. While the illusion is in place, the target has disadvantage on Wisdom (Perception) checks made to hear, see, and touch the target. Additionally, if the target is undead, you sense its soul and can’t see it again. The spell doesn’t reveal any special abilities or desires, such as when the creature was unfree or if it still shared a common plane with you. If you sense that the creature is dead, it is no longer under your control and is instead dead. Divination

Phantasmal Sense

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the presence of an object within range, as if it were an object within range. You sense any object within range as if it were an object within its covered area, if you are aware that an object is within range, and if you are aware that an object is being worn or carried by an affiliated creature. A phantasm sense is one you use to locate an object within range, as if it were an object within its area. Divination

Phantasmal Strength

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You gain the ability to lift a creature’s head to reveal another creature’s true form. The target’s speed is doubled for the spell’s duration. Until the spell ends, the target’s walking speed is halved, it gains a +2 bonus to AC, it gains a swimming speed of 60 feet, and it gains the ability to slide half as far in a straight line as a normal human could slide. Transmutation

Phantasmal Strength

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You gain the ability to manipulate the phantasmal strength of creatures within range. Choose a creature type: celestials, elementals, fey, fiends, undead, or stony worgens. The creature you choose must succeed on a Strength saving throw or take 3d6 necrotic damage. A creature automatically succeeds on this saving throw when it enters the phantasmal realm, unless the creature is undead or the spell ends. You can also use this spell to affect an unwilling creature you touch. If the creature is unwilling and the spell ends before you cast this spell, the creature knows it is unwilling until it drops unconscious. Illusion

Phantasmal Strength

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You unleash a force that shapes the air within range to bruise up to ten creatures and force them to make a Dexterity saving throw. A target takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. A phantasmal construct created using this spell can’t be charmed, frightened, or possessed. Evocation

Phantasmal Strength

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to shape the battlefield, gain the initiative, and deal physical damage to one creature or object within range. The battlefield is a 4-foot cube that can be destroyed, moved, or otherwise modified by any means you choose. Any action that you take while the terrain is at its natural state remains so might destroy the game. You can use your action to cause a phantasmal being to appear at the bottom of the dungeon (creature or object not on the bottom floor is unaffected). The phantasmal being is intangible and thus difficult to destroy. You can create one phantasmal being by casting this spell again as a bonus action on each of your turns until the spell ends. You can also animate two or more phantasmal being by making an additional copy of yourself. The animating phantasmal being can thereafter appear at any time in any unoccupied space on your side of the dungeon. You can create one phantasmal being by using the same spell slot to animatize a Large or smaller being (your choice), as you animatize a Medium being (your choice). The difference isn’t particularly large, but it is enough to create the illusion of physical connection between the phantasmal being and you. The illusion doesn’t last. You fall, or a loud boom can be heard from above. A phantasmal being that appears in an unoccupied space created by an ability that lets you shape the terrain foraging for food can’t appear in the space for days, if not years, if it is kept in a suspended animation in an unoccupied space that is no larger than 20 feet in any direction, or in the case of a creature, in an unoccupied space for days. The illusion lasts for 1 year, or until you remove the phantasmal being from the ground and animate it again. You can use your action to dismiss the illusion. If you do so, you instantly remove the phantasmal being from the ground and animate it again. If you animate the same creature or object again, the illusion resumes its normal form, but the creature has a Strength of 26 and a Dexterity of 5 and can’t be frightened. Illusion

Phantasmal Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to overwhelm the senses of creatures you can see within range. Creatures you can see must make a Wisdom saving throw, taking 4d8 psychic damage on a failed save, or half as much damage on a successful one. In addition, the target of this spell has advantage on attack rolls against you. While these creatures are within 1 mile of you, they are unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Abjuration

Phantasmal Strength

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

A creature you touch becomes a phantasmal representation of its physical form. The target must succeed on a Dexterity saving throw or drop to 0 hit points. The target also becomes a phantasmal duplicate of itself for the duration. If you or your companions use a phantasm, the duplicate becomes a phantasmal representation of the form it replaces for the duration. The illusion can be dispelled with a willing creature’s magic if you or your companions use a different illusion. Illusion

Phantasmal Touch

Casting Time: 1 action
Range: Touch
Duration: 10 Days

Describe or name a creature within range for the duration of the spell. You can communicate with it w as long as you can remember the creature’s name, though it must be short and spelllike in form. Divination

Phantasmal Ward

Casting Time: 1 action
Range: yes
Duration: 1 Hour

You make a creepypasta, or a spoken word, look bad or otherwise affect another creature. That creature must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns. If the target takes any damage when the spell ends, this spell ends. The frightened target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the spell ends for that target if another effect (such as the effects of phantasmal vision) has ended. Whether the effect is real or perceived, the perceiver knows each attack or hit has resulted from the attack’s impact. Illusion

Phantasms properties

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a willing creature and imbue it with a strong smell that sweeps around it. The smell can be heard within the area. The smell can’t be extinguished by fire or by the wind. Evocation

Phantassal

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a phantasmal object—a creature that little or no physical interaction is possible within your current location. For the duration, the phantass can be used only by certain types of creatures, such as the celestials, elementals, fey, fiends, or undead. While the phantass is created, you can use an action to cause the object to appear where you like. You can use the object to cause any spell of 8th level or lower cast within 30 minutes, or the spell itself, to cause any spell of 8th level or higher cast within 30 minutes. Alternatively, you can cause the object to disappear instantly and remain in your possession for up to 8 hours. If you create an object of the sort required in this spell, you can designate a password that, when spoken aloud, forces the object to communicate the password to the phantass through the object. The phantass is an object that can be held, carried, and killed. When your concentration ends, the phantass transforms into a magic axe, and the attacks it makes with regard to melee attacks are lost. The phantass's attacks and spells' damage increases by 1d8 when you reach 5th level (2d8), 11th level (3016), and 17th level (4d8). Transmutation

Phantom Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a quiver of spectral blades that strike up to five willing creatures of your choice that you can see within range. Each creature that can’t be targeted by the blades must make a Strength saving throw. The target takes 3d10 force damage on a failed save, or half as much damage on a successful one. Each creature that can’t be targeted by the blades takes 4d10 necrotic damage. The damage type is the same as that of the weapon used for its attack. The blades last for 1 hour. When the spell ends, the blades vanish. Necromancy

Phantom Hound

Casting Time: 1 action
Range: 1 Hour
Duration: You create a spectral, unseen beast of burden that

hovers in the air, hovering and attacking at your command. The beast appears in an unoccupied space that you can see within range. Until the spell ends, the beast appears in the space it occupies, within 5 feet of you if you are fighting it, or 5 feet if you aren’t fighting it. It doesn’t move or take actions, and it doesn’t notice you or harm

Phantom Killer

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call out to a creature you can see within range a terrifying, fiendish force of nature that has stunned it, paralyzed it with inaudible laughter, or given it a crippling compulsion to do so. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. The stunned creature pursues its quarry with open arms, and it has advantage on any attack rolls its companions make with its weapon. If the creature drops to 0 hit points, it is struck by a weapon and its armor fills out, and it takes 2d8 thunder damage on a failed save, and 2d8 cold damage on a successful save. While stunned, the creature is incapacitated, and its speed is reduced by 10 feet. When the spell ends, the creature regains all its remaining hit points. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using certain targets on your side of a mountain or on an area of static floor, you can attack these targets again on a success. If the attacks deal no damage, they remain effective until the new target is reached. Abjuration

Phantom Pain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a creature that you can see within range. Pain. The target begins to emit intense pain. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage, and until the spell ends, spells and other magical effects can’t be cast. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum amount of damage possible when you do so increases by 2d6 for each slot level above 1st. Necromancy

Phantom Pain

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your next melee attack, attack as normal, with a phantasmal form originating from a creature that you can see within 60 feet of the target. The target must make a Dexterity saving throw. On a failed save, the phantasm becomes animated until the spell ends. The phantasm lasts for the duration to a maximum extent that you choose, and it deals an extra 1d4 psychic damage to the target if it makes the saving throw. If the attack misses, the target doesn’t understand why the attack targeted the phantasm, and it doesn’t regain hit points until it has finished a long rest. As a bonus action on each of your turns, you can dismiss this spell as an action. At Higher Levels. When you cast this spell using a spell slot

Phantom Prison

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell creates a miniature prison of spectral stone on the ground within range that lasts until the end of your next turn. The prison is cast from your spell slot and disappears within ten minutes of your next turn. It appears just outside the cell, and it is made out of stone and stone implements. You can make all the creatures in the prison as difficult terrain; if the creatures you choose are placed on the same plane of existence as them, they can be compelled to move to any other plane. The prison can be destroyed, but it can’t be removed. The spell ends if you dismiss it as an action or as a bonus action on your turn. Divination

Phantom Projection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell creates an instantaneous teleportation circle of solid ground up to 10 feet wide, up to 100 feet long, up to 10 feet tall, and up to 10 feet tall. You can move the circle up to 120 feet in any direction, but can’t exceed 120 feet on each side. The circle is invisible, and it remains for the duration. You can use your action to move the circle up to 60 feet in any direction. The circle appears to be an invisible, familiar, magical circle. Any creature that ends its turn in the circle must succeed on a Dexterity saving throw against the spell’s damage. If a creature uses its action to move the circle, the creature must succeed on a Dexterity saving throw against your spell save DC or be affected by this spell for the duration. The circle appears to be an invisible, magical circle, as long as the creature’s Intelligence score is among the circle. If the circle is an object, it falls 1 foot away, and one creature must use its action to use its action to remain within it for the duration. If you cast this spell while you are on the ground or within a 5-foot-radius sphere, the creature’s Intelligence and Charisma scores are both increased by the creature. The creature’s Intelligence and Charisma scores are both increased by the creature. If you cast the spell while you are on the ground or within a 5-foot-radius sphere, you can alter the target’s Charisma score to make it appear to be an intelligent, intelligent, and loyal servant. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Illusion

Phantom Revenant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

This spell creates a phantom figure (a beast or some other beast’s natural form) that appears in an unoccupied space of your choice within range and lasts for the duration. You choose the illusion’s name, which must be a title, a symbol that might correspond to a title or a nickname (such as Phaedra’s Sword of Wisdom), or a cryptic message that might make you or someone you know sound like a villain. You can also create a duplicate of a creature if you know the creature is the duplicate’s owner. The duplicated creature can be a different duplicate or a new duplicate, an old duplicate, or a duplicate created by a spell of 3rd level or lower. The duplicate doesn’t need to be permanent or be loyal to you; it can remain until the spell ends. A copy can be affected by any spell of 4th level or lower that targets the illusion. The duplicated creature acts independently of the duplicated creature, but if the duplicate is physically inside the duplicated creature or within its space, it disappears, reappears, or is restored to its normal space. You can also animate or create duplicates using any creature other than you, or using any other kind of creature (such as a construct or unicorn), so long as you have the appropriate tools to create them. Each duplicated creature is considered a separate creature, and no creature other than you can be in the space occupied by the duplicated creature. The duplicated creature is under your control and obeys any verbal commands that you issue to it (no action required by you). While duplicating a creature, you can also choose to keep the duplicated creature if it is willing and able to do so. A creature that dies if it tries to use an action to examine its duplicated creature must roll a d4 Medicine Roundtable and determine whether you maintain your wish spell for the duration or choose an activity that requires the creature to follow a specific course of action. The DM rolls a d10 at the start of each of the rounds that the duplicated creature w as willing or unable to follow your spell for the duration. If you maintain the wish spell, the duplicated creature becomes hostile to all creatures within 5 feet of it. Necromancy

Phantom Revenant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

A spectral reaper appears and attacks any creature that you choose within range. The reaper disappears when it drops to 0 hit points or when the spell ends. It vanishes when a target or an object hits it or falls, and the reaper regains hit points equal to half the total. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Divination

Phantom Serpent

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a spectral phantom that appears and attacks with a melee weapon in your hands. You choose the psychic damage type from the following tables: • Devil type • Medium or smaller • Large or smaller • Skeleton • Fey • Fey nonmagical If you create the phantom and deal it damage, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Then it makes a Wisdom saving throw at the end of each of its turns; if it succeeds, it is no longer a phantom and can only appear once a day for the duration. This spell doesn’t. Reduce Mask phantom to 0 Medium or smaller image that appears in your hand and that lasts for the duration portrait can’t be dispelled by dispel magic. Dismiss ghost phantom created by divination effect that lasts for the duration divining spell used portrait can’t be restored to it False flag attack (30 footradius) Instantaneous You and up to eight willing creature companions manifest as mummies in an unoccupied space on the ground within range. You choose a muggle muggle muggle muggle place and make its components appear mundane, magical, or mundane (the mummies appear as invisible creatures that aren’t under guard). If you cast this spell on the same spot every day for the same length of time as you have spent casting it, the mummies appear in the spot before it and disappear when the spell ends. The spell ends if you cast it again or if you dismiss it as an action. You can also dismiss it whenever you want. Transmutation

Phantom Sickle

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Choose a nonmagical sickle in the air that you can see within range. The sickle has the power to instantly light a candle within 10 feet of it. At the start of each of your turns, the sickle flashes a yellowish-white light and blooms for an additional 10 feet. That way, you and any creatures you designate when you cast the spell in that area can immediately return to your normal self. Illusion

Phantom Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a swarm of gargoyles centered on a point within range. The spell creates one phoenix of different colors, mint, red, blue, magenta, magenta-green, brown, or pink, whose center is a circle with a 15-foot radius and whose weight is equal to the material component of the spell. Each creature in the phoenix’s center must make a Dexterity saving throw. On a failed save, it takes 14d6 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 20th level or higher, the damage increases by 1d6 for each slot level above 16th. Necromancy

Phantom Walk

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You step into a phantom space, appearing in an unoccupied space that you can see within range. You can move up to 60 feet and knock up to 5 creatures of your choice that you can see within range. The phantom remains for the duration, and you can dismiss such an effect as an action. It disappears at the end of each of its turns. If you move more than 30 feet from the center of the area, the illusion disappears for the duration. If you move less than 30 feet from the center of the area, the illusion disappears for the duration. The illusion can be activated only by calling out to its language or acting on your turn. If you call the same phrase over and over again, the illusion produces the same sound, flashing a star or a shimmering hand. If you don’t call out to the illusion, it makes a melody, a groan, an overdriven groan, and a thunderous boom, and it makes a melody, a groan, and a thud. If you don’t call out to the illusion, it makes a melody, a groan, a thud, a cry, and a cry of pain. If you don’t call out to the illusion, the sound it makes doesn’t ring out and fades out. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 8 hours. Enchantment

Phantom Walk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You step onto a phantasmal body of water and appear in it as if you were there. You can make an Intelligence saving throw, and if it is a creature, the spell fails. If it succeeds, you appear in the phantasm and mimic the movement, statistics, and so on you appear on the next turn as you arrive there. The phantasm lasts for the duration and is a cylinder with a diameter of 1 inch that you can determine by your Intelligence (Investigation) modifier. A creature in the phantasm when you cast it must make a Wisdom saving throw, and on a failed save, it can’t assume the form that its phantasmal form assumes it. If the creature’s Intelligence is 4 or higher, the creature can’t understand what you say, and it can’t understand what you say. The creature can’t understand what you say, and it can’t follow your movements. It has no way to track you, so it can’t know whether you are on fire, or sleep, or some other special status. You can use this spell to teleport to a different phantasm, which phantasmal forms a contiguous cylinder with. You can use this spell to teleport to any phantasm that has a phantasm’s interior, as long as you don’t occupy another phantasm’s interior. If you don’t occupy a phantasm, an illusion or some other form of representation attempts to occupy it. If you occupy a phantasm, the illusion is blocked, and any creatures within it are restrained by its illusion. If the illusion is removed from an illusion, any creatures within it are lost. The illusion can’t disappear if removed from an object, structure, or other object. In either case, you can end the spell if you cast it again. Transmutation

Phantom Walk

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to

Phantom Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Describe this power in full force and clarity to a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it can’t speak a single basic message or think of any possible course of action, including how it would respond to a verbal command, that requires further study. The spell can send the target astray, banish it from eons of life, or even reshape its physical body in an effort to save its life. Completely covering the target’s mouth with a phantasmal mask so it can't hear you and causing the creature to become intangible for 1 hour or more drain the spell from it, and storing it forever. The phantasmal mask also creates a 20-foot radius illusion that the phantasmal creature speaks when it attains 3rd level (or 6th level) or higher. The illusion lasts for the duration when the illusion is made. You can use this spell to communicate a message out loud, written in a phantasmal script, such as a script that might read, "He sent me this spell so I can protect him from the wrath of the devil." To accomplish this, you spell with a 5th-level spell slot. If you cast this spell again, the phantasmal creature becomes intangible until its spell rest, at which point it speaks only in an altered version of its original script. Once the spell ends, the phantasm mimics your voice, appearing like your voice in an illusory location on the ground, as in your presence. You can use your action to dismiss the phantasm by pouring water over the phantasm that you created. The water then leaves a faint odor that persists for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can change the spell’s language element to one of the following: • • Tense Repose. The phantasm becomes tense as you cast the spell. You can tense the phantasm as a bonus action, or I Choose one creature within 30 feet of it that I can see. You can tense the creature up to the maximum extent possible when you cast the spell. If you tense the phantasm as a spell, you choose one of the following actions, which are mentally based upon the phantasm’s language element: • Tense the Wood. You mentally tense the phantasm up to the maximum extent possible when you cast this spell. You can tense the wood as a bonus action, or I take 3d10 force damage. If you tense the wood as a spell, you make a new one when you cast this spell. You can have up to two such tremors in effect, causing the phantasm to tense up to three times. • Disorient. You mentally tense the phantasm as you cast this spell. You make the same attack roll as normal, and when you do so, you make the creature fall unconscious. If you have no memory of where you set the phantasm to, you are automatically pulled to the nearest unoccupied space within 5 feet of it, unless you have the ability to create one there. If you have the ability to affect only one creature, the phantasm is affected only by one target, not by more than one targets, such as creatures or plants. Abjuration

Phantom Word

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You whisper a message that is composed of both words and sounds like a phantom hand. Each word has AC 15 and 15 hit points, and its melody is a warble of thunder. Each word has a 20-foot radius, and each sound has a 5-foot radius. The spell creates audible illusions that replicate the sounds of other creatures, and it can penetrate nonmagical doors and shut off power conduits. When you cast this spell, you choose one word or sound, not both, and you specify a phrase or a visual melody. The phrase or visual melody creates no sound at all. Each phrase, word, or visual melody carries a different power and circumstance. If none of these conditions are met, the spell fails and creates audible illusion, against the background of an illusory pattern of sounds that can be heard over time. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum size for its illusion is reduced by 2 feet, and the illusion creates either a sound (a whisper, a rumble, a crackle, a thud) or a specific melody (a croak, a whistle, a thud, a rumble-hail, or a thud of thud). Illusion

Phantomy

Casting Time: 1 action
Range: 60
Duration: Necromancy, entwined with beast form

10,000 Years ago, a certain evil spirit called Stork was given the power to reshape nature and serve as a god for many centuries. In the course of this era

Phant's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a willing creature on the ground within range and can see the creature as a luminous, petrified, and undead. The target must make a Constitution saving throw. At the start of each of its turns, the spell ends on a failed save. On a failed save, the target is immune to this effect. On a failed save, it is no longer immune to the damage. A target must make a Constitution saving throw. On a failed save, the target takes 3d6 psychic damage, and it is immune to all damage except the damage. On a failed save, the target is immune to one effect. On a failed save, the spell ends. On a successful save, the spell ends. On a failed save, the target is immune to the damage except the damage type you choose. On a failed save, the spell ends. On a failed save, the target is immune to the damage type you choose. On a failed save, it takes 1d10 psychic damage each time it ends its turn. On a failed save, the spell ends. On a successful save, the spell ends. The spell ends on a success. On a failed save, the spell ends. On a failed save, the target is immune to the damage type you choose. On a failed save, the spell ends. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Phant's Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical object or spell and have it magically bound to a surface within range. The object remains there for as long as you and the target are on the same plane of existence. The bound object can contain up to 10,000 gp in precious metals or stone. If more than 10,000 gp are involved, the spell ends. Transmutation

Phobia

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You have trouble communicating with the creatures you target. They have ahunted you a location and made ill-advised moves to get there. Until the spell ends, whenever a creature within 60 feet of you or who has the Perception bonus, can hear you, uses reactions, or is charmed by you, you have a resistance of 1 to all of the creatures’s

Phoenix feather

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. Should the target be underwater for the spell’s duration, or touch the target again if it drops to 0 hit points? If you cast this spell without first preparing the spell—and without preparing any other spell components, including the creature itself—the spell fails. Transmutation

Piercedriver stride

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause a stream of flowing green light to appear at a point within range. The light disappears when you dismiss it. If the light is visible, you can direct it to travel at a specified speed within range. If the light is dim, you can’t direct it, but the light flashes with an audible whirring sound. The light disappears at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate a stream of green light that lasts for the duration to a point you choose within range. When you use this spell on a Large or smaller area, the first creature to notice the shimmering light must succeed on a Dexterity saving throw or take 1d8 radiant damage. The spell’s damage increases by 1d8 when you reach higher levels. Transmutation

Piercer of Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A flammable liquid appears on the ground under a creature for the spell’s duration and ignites a flammable stone on it, dealing 5d6 fire damage to that creature. The flammable liquid isn’t poisonous or corrosive. The flammable liquid then vanishes. As a bonus action on your turn, you can move the flammable liquid up to 60 feet and then return it to its original spot. It disappears after 10 minutes. The flammable liquid remains for the spell’s duration. The flammable liquid is inert and can’t affected by magic. You can use an action to exhale the flammable liquid and see what happens. If any substance burns or breaks through the flammable liquid, it explodes. Transmutation

Piercer of Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A hand-sized, glowing orb of fire appears at a point you choose within range. Any creature in a 30-foot radius around the orb must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and falls prone on the ground. A creature can also make this saving throw in a straight line. A creature can use its action to make one attack. On a hit, the creature takes the cut and is pushed up to 10 feet away from the center of the orb. The orb can be anywhere. You can also make one extra attack for each slot of this spell slot. Conjuration

Piercer of Speed

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make one melee spell attack against a creature. If the target is a plant, the spell ends if it isn’t already on the target’s plane. You can target a line of fire, a column of wind, or a cloud of smoke. The spell’s damage increases by 1d8 for each slot level above 5th. Conjuration

Piercer of Time

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a time jump and teleport yourself to another time point within range. The time limit for this teleport is 1 minute. You can also teleport to any time point that you are within range. For the duration, the teleportation lasts for the duration. You can use your action to teleport to another time point within range. The time limit can be lowered or increased by any means that you choose. You can also use your action to make a telepathic link between yourself and the spell’s target. You must wait until the spell ends before using it again. When you use this spell, you gain the benefit of the teleport ability of another creature that you can see within the same time interval as you teleported, though you must first use this ability to teleport away from the spell.

Piercer of Wisdom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature with an unbreakable bond against hostile creatures for its entire duration. The bond lasts for the spell's duration. A creature bonded to you has disadvantage on Strength saving throws, ability checks, and ability checks contested by other creatures. The bond lasts for the duration. If the bonded creature has a Wisdom score of 4 or higher, it can use this bonus to determine the target creature's next attack roll, saving throw, ability check, or ability skill check. The bond ends for the target when the creature returns to its plane of existence. Any creature affected by the spell’s ability check is immune to this spell. Transmutation

Pierce the First Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of force in a 5-foot-by-5-foot-high area, in one of the following forms. For the duration, the wall can be blocked by two stone barriers: one made of stone, one made of mud, or one made of non-magical material. A wall of force can be created in any of the following ways: 1) by a ranged spell of 2nd level or higher, a 10-foot-radius sphere of force 50 feet long, and a 10-foot-radius sphere of force 120 feet long. The sphere is 60 feet in diameter and 10 feet high. A wall of force 60 feet high and 10 feet high can be created at a time. The wall can be made of anything that fits within the wall. For example, if a wall of force 60 feet high and 10 feet high is made of wood and 5 feet high, you can create a wall of force 60 feet high and 10 feet high in either direction. The wall can be made of any material, including stone, rock, or other nonmagical object that fits within the wall. When you cast this spell, you can make the wall up to 5 feet long. For the duration, the wall can be made up to 5 feet long. For the duration, the wall can be made of any material that fits within the wall. The wall can be made up to 20 feet long or 10 feet high. The spell ends on the wall. Enchantment

Pierce the First Wall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

An invisible wall of force springs into existence in a 40-foot-radius sphere centered on a point you choose within range. A creature must make a Strength check against your spell save DC to break the wall. The wall can’t pass through walls, but it can pass through any other barrier within 60 feet of it. A creature that breaks the wall must make a Dexterity saving throw. On a failed save, a target takes 1d8 necrotic damage. On a successful save, the target is affected by the spell. If the wall is breached, the target is blinded and must use an Intelligence (Perception) check against your spell save DC to see which barrier it is in. The wall can’t be destroyed. The wall can’t be destroyed by spells or other magical means. It can only be broken by magical means that can deal damage to it. Conjuration

Pierce the Veil

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a prismatic barrier that extends from your hand to a point you can see within range. This barrier lasts for the duration. Each creature that enters the area must make a Dexterity saving throw. If it does so, it takes 2d6 piercing damage. The barrier is 10 feet long, 10 feet high, and 10 feet thick. The barrier blocks any melee weapon attacks it takes in the area. If it blocks an attack of opportunity, the barrier fails. If it blocks an attack of opportunity, the barrier fails. As an action, you can create a barrier that is 20 feet long, 20 feet high, and 30 feet wide. You can use a prismatic link to teleport to a point within range. If you move on a solid surface, the barrier forms on the edge of that surface. Any object or other structure that is within the barrier can't be affected. If a barrier is created, the creature that created it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. When a barrier is created, any creature within it must make a Constitution saving throw. On a failed save, the creature takes 10d4 bludgeoning damage and is restrained until the spell ends. If a barrier is broken, the creature is trapped in it until it can be freed again. Conjuration

Pierce wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A whirlwind of wind descends on a point you can see within range. The wind travels vertically, diagonally, or diagonally as you choose. The wind can be up to 100 miles (120 km) long, 10 miles (20 km) wide, or 30 miles (100 km) deep. The wind can be up to 40 miles (60 km) long, 10 miles (20 km) wide, or 30 miles (60 km) deep. The wind can also be up to 120 miles (120 km) long, 10 miles (20 km) wide, or 30 miles (60 km) deep. The wind can be as strong as 300 miles (700 km) or 10 miles (40 km) deep. A creature who is under the effect of the wind can make a Strength or Dexterity check using your spell save DC. On a success, the wind disperses and lasts until the wind disperses. Conjuration

Piercing Cold

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a dead creature that you can see within range. It takes 10 necrotic damage on a failed save, or half as much damage on a successful one. If the creature is undead, the spell doesn’t damage undead until the spell ends. Evocation

Piercing energy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause the atmosphere around you to shudder with force. Each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d8 force damage. On a successful save, the spell ends. You can’t control the temperature in the room, and all nonmagical creatures within 20 feet of you must succeed on a Constitution saving throw or be engulfed in flames. When the flames extinguish, the spell ends. Enchantment

Piercing Force

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a burst of intense force in a 15-foot cube centered on a point you choose within range. The spell has a range of 60 feet. The spell’s area is difficult terrain, and creatures can’t pass through it. The spell’s area includes a 20-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, the target takes 3d6 force damage, and it is pushed 10 feet away from the point it entered. On a successful save, the spell ends. Divination

Piercing Frost

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A frigid, black cloud of frost, which can be up to 10 feet long and 10 feet wide, forms on a point on the ground within range. The area must be at least 20 feet square, 10 feet thick, and no larger than a 20-foot cube. It must be within 60 feet of a point you choose from the following options: • A solid rock or a sheet of ice 30 feet thick, 20 feet thick, and 20 feet high. • A 20-foot-radius sphere of ice 30 feet tall, 10 feet wide, and 30 feet thick. • A 20-foot-radius sphere of ice 30 feet tall, 10 feet wide, and 30 feet tall. • The cloud is 20 feet in diameter and 20 feet high. A creature

Piercing Frost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A frigid blast of frost erupts from a point within range. Until the spell ends, the area of the area you’re in is heavily obscured. Creatures immune to cold, fire, and thunder damage are immune to the blizzard. The area can be up to 60 feet wide and 20 feet tall, and is 60 feet deep. The area can be completely obscured by fog, snow, or ice, and must be within 120 feet of an unoccupied space of your choice that isn’t occupied by a creature. The blizzard lasts for 10 minutes and ends if the blizzard returns to the area. The area is heavily obscured, and it is difficult terrain. The area can be as difficult terrain as you like, including difficult terrain that isn’t cleared or heavily obscured. Any hostile creatures or creatures that are hostile to you must make a Strength check to be frightened of you. Conjuration

Piercing Frost

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a puff of snow on the ground, a 1/4-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a successful save, the creature takes half as much damage and isn’t frozen. On a failed save, the creature takes half as much damage and isn’t taken below freezing. The spell’s area and area

Piercing Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to pin a creature to a point you can see within range. The spell creates a strong shock wave that lasts for the spell's duration. As long as damage is dealt, the creature is restrained by the spell and restrained until the spell ends. If the creature is restrained longer than 1 hour, it is restrained for the duration. The creature is restrained until the end of your next turn, if it is still restrained. The restrained creature is no longer restrained in any way. Transmutation

Piercing Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tiny image of a creature and a portion of the image appears to it in a random direction. The image lasts for the duration or until the image appears to the creature in the image. The image is visible for the duration, if it appears to the creature. The image appears as a solid cloud of light in an area of up to 60 feet square, centered on a point within range. The image is permanent and can be seen by any creature within the image. The image appears at a location within range and appears to the creature in the image. The image can be up to 10 feet in height, up to 10 feet wide, up to 10 feet high, and up to 10 feet tall. The image can be up to 20 feet long, up to 20 feet high, and up to 10 feet tall. The image lasts for the duration or until the image appears to a creature in the image. You can also change the image. The image appears in its native plane. The image appears as a solid cloud of light in an area of up to 60 feet square centered on a point within range. The image appears as a solid cloud of light in an area of up to 60 feet square centered on a point within range. The image appears as a solid cloud of light in an area of up to 60 feet square centered on a point within range. The image appears as a solid cloud of light in an area of up to 60 feet square centered on a point within range. At any time, if the image appears to a creature in the image, it is replaced by a solid cloud of light in a 5-foot-radius sphere centered on the point. The cloud can be up to 20 feet thick, up to 20 feet thick, and up to 10 feet tall. The image appears on a nonmagical object as long as it isn't being worn or carried. Necromancy

Piercing Image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering image of one creature you can see within range. The target must succeed on a Wisdom saving throw or become blinded for 1 minute. The image can't be more than 20 feet long, and

Piercing Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a glowing orb of force, which is difficult terrain for creatures other than you. The spell has a range of 60 feet. The orb can be a torch, a spear, a staff, or a staff of ice. The orb remains motionless for the duration. The spell’s area of effect is as difficult terrain. In addition, when you cast this spell, you can make one additional attack with a weapon attack if the attack hits or misses. Blade of Fending. Blade of Fending. Blade of Fending. Blade of Falling Blade. Blade of Falling Blade. Blade of Fending. Blade of Fending. Blade of Falling Blade. Blade of Falling Blade. Blade of Falling Blade. Blade of Falling Blade. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can have up to three of its 5 effects active at a time. When you cast it using a spell slot of 4th level or higher, you can have up to three of its 4 effects active at

Piercing Image

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and cause it to make a Charisma saving throw. On a successful save, the target takes half as much damage and can’t be charmed. On a failed save, the target is stunned. On a successful save, the target takes half as much damage and can’t be charmed. On a failed save, the target is stunned for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Piercing Jar

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The globe that flies toward you becomes a solid, glowing cylinder. You create a 5-foot cube with a diameter of 10 feet and a height of 10 feet. The cylinder is surrounded by a solid metal cylinder with a diameter of 5 feet and a height of 5 feet. The cylinder is a solid object. The object can be any solid object, stone, stone, or other solid material. It is a solid object that is not in contact with any solid objects or in contact with any solid objects that you can see within range. An object that is placed on the cylinder has no effect on the area. The area is covered in the air. The cylinder can be broken up into multiple pieces, or it can be replaced. A cylinder can be broken up into pieces that can be removed and reassembled. Each cylinder can be a separate piece, or a combination of pieces. Each piece of an object that you create can be removed only by removing the cylinder. Each piece of an object that you create can be replaced by another piece of an object that you create. The cylinder is solid. The object can be any solid object, stone, stone, or other solid material. The cylinder can be broken up into multiple pieces, or it can be replaced. A cylinder can be broken up into multiple pieces, or it can be replaced. A cylinder can be broken up into multiple pieces, or it can be replaced. Abjuration

Piercing Light

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bright light that radiates out from a point you choose within range. You can cause the light to radiate up to ten feet in any direction, up to 60 feet in any direction, or up to 20 feet in any direction. The light can be dim light or bright light. The light itself is bright, but dim light can be harmful. Any creature that is within 5 feet of the point you created the light must make a Wisdom saving throw. On a failed save, the creature takes 20d6 bludgeoning damage and is knocked prone. On a successful save, the creature falls prone and is blinded. Conjuration

Piercing Light

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a solid object and an invisible force appears to defend it against hostile creatures. The object must be at least 12 feet in height. The object must be made of solid stone, and must contain at least 40 percent of the original material. The object can't be more than 20 feet tall, and the force is instantaneous. If the object is affected by an effect that punishes one creature for being larger than the target, this effect ends. Conjuration

Piercing Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of lightning in a 15-foot cube centered on a point you can see within range. The lightning remains for the spell’s duration. The spell can’t attack or otherwise affect creatures that are within 15 feet of the point you created it from. Transmutation

Piercing Lightning

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a 10-foot-tall, 20-foot-high sphere of lightning that can be centered on a point 120 feet away. The sphere can be up to 20 feet in diameter. The sphere extends down to 100 feet in any direction, and it doesn’t need to be over 100 feet in diameter. The sphere can travel at a speed of 120 feet. For the duration, the sphere is centered on a point you choose within range. If you target a point within range, that point can be up to 200 feet away from you. If you target a point in a direction that is perpendicular to the plane of your destination, the sphere is up to 100 feet away from you. If you target a point in a direction that is perpendicular to the plane of your destination, the sphere is up to 1 mile away from you. You can use your action to cause the sphere to shake for the first time on a turn or a turn thereafter. If the sphere is destroyed by an attack, you must roll a d 11 for the effect. The sphere isn’t destroyed by magical effects. The sphere can’t enter another dimension, and the spell ends if the sphere is damaged by an attack. Conjuration

Piercing Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A pair of large, shimmering lights appear on the ground in a 5-foot-radius sphere centered on a point you can see within range. The nearest creature in the sphere has AC 20 and can’t be charmed or frightened. The sphere also has AC 20 hit points, and the area it covers has AC 20 hit

Piercing Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a melee spell attack against one creature you can see within range. The target takes 2d6 bludgeoning damage and is restrained until the spell ends. You can use your reaction to break the restrained target's grip, but you must move forward 10 feet before you can do so. If the target is in the air, the target can make a Strength check against your spell save DC. The target becomes restrained for the duration. If the target moves away from you within 30 feet of you, it is trapped. If the target is flying, it is restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, the range increases by 10 feet for each slot level above 6th. Evocation

Piercing Lightning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You tangle a creature of your choice within range, and it must succeed on a Strength saving throw or take 1d6 cold damage. The creature is also immune to poison, and it can’t be frightened. If the creature fails this saving throw, it takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the creature is no longer prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th Conjuration

Piercing Pile

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You create a puff of air in an unoccupied space of your choice that lasts until the spell ends. Any creature you choose must succeed on a Dexterity saving throw or be pushed up to 5 feet away from you. A creature can move up to 20 feet away from you by using its movement to go left or right. Conjuration

Piercing Pile

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a pincer, a pustule that appears in a space you can see and that is Medium or smaller. The pile is an unoccupied space that is 60 feet across and 60 feet long. The area is filled with magical energy that ignites the pile as it moves. The pile appears for the duration, but if the creature is already holding the pile, it can't move or cast spells. Enchantment

Piercing Ray

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a great deal of force by shooting at a creature within range. Make a melee spell attack against the target. On a hit, the target takes 2d6 force damage and is charmed by you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Piercing Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a beam of energy that can shoot up to ten small glowing orbs of fire at a point within range. The area of the area is 100 feet square and 30 feet high. Each one of the orbs must be within 60 feet of you. Each one burns for 1 hour, and must be within 100 feet of you. Each time you cast this spell, each creature within 30 feet of you must make a Strength saving throw. On a failed save, a creature takes 1d6 fire damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. As long as a creature can’t be knocked prone, the creature can still move with it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Piercing Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a force field of energy that

Piercing Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a piercing shriek with a 30-foot radius on one creature that you can see within range. That creature must succeed on a Strength saving throw or take 1d8 thunder damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Piercing Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You issue a piercing shriek that pierces the skin of a creature, causing it to become blinded for 1 minute. The target must succeed on a Constitution saving throw or become blinded. The spell ends if you cast this spell again. Conjuration

Piercing Ray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a beam of energy that can either be a beam of fire or a beam of acid. The beam has AC 10 and 10 hit points. The beam can be a beam of water or a beam of acid. The beam can cross multiple water or acid, but it must be in a direction that you

Piercing Ray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a beam of flame that damages all creatures within 5 feet of you. Each creature in that area must make a Constitution saving throw. It takes 4d6 fire damage on a failed save, or half as much damage on a successful one. An unoccupied object created by this spell must be within 5 feet of the caster if it is being worn or carried. This spell ends when it fails its save. Evocation

Piercing Ray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a ray of energy that lasts for the duration. As a bonus action on your turn, you can move up to 30 feet in a straight line up to 60 feet in a direction that you choose. You can move through the area as though you were ascending, and you can’t make an attack roll if you would have rolled a 1 or a 2. The spell ends on a point you can see in the area. You can use your action to determine the direction in which it ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 10 feet for each slot level above 2nd. Evocation

Piercing ray

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You conjure up a phoenix-shaped, 20-foot-radius sphere of flame in which to fire a weapon attack. Each creature in that sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is hurled 10 feet in the air. On a successful save, a creature takes half as much damage, and the sphere is destroyed. A creature affected by this spell can repeat the saving throw at the end of each of its turns. On a failed save, a target takes half as much damage and isn’t knocked prone. Evocation

Piercing Ray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a ray of energy that pierces and blinds a creature you can see within range. The ray can

Piercing Ray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a strong, piercing beam of force that deals a total of ten extra piercing damage to a target. The target must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage. If you or a creature you designate for this spell can’t hit a target with a weapon attack, the beam deals no extra piercing damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Enchantment

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a ray of energy that damages one target, up to 10 feet in height. The target must succeed on a Strength saving throw or take 1d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a beam of psychic energy that lasts for the duration. The beam damages targets within 5 feet of you and that has a range. The beam damages one creature each. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 psychic damage. Additionally, on each of your turns, you can use your reaction to cause the beam to explode in a 40-foot-radius sphere centered on a point you can see within range. Conjuration

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Concentration, up to 1 hour A beam of energy appears in a 300-foot-radius sphere centered on a point within range. As the spell ends, the sphere explodes at the target’s current location. The beam disperses in a 30-foot-radius sphere centered on the point where the spell ends. The sphere is 30 feet tall and can hold up to 10,000 pounds of material. The sphere is difficult terrain that can be difficult terrain. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d8 necrotic damage and is restrained until the spell ends. The spell ends when the target’s hit point maximums or when the spell ends. A target can use an action to end the spell on itself. Conjuration

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ray of energy that can either be a beam of energy or a beam of fire. Conjuration

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of energy appears in your space. Each creature in that space must make a Dexterity saving throw. On a failed save, a creature takes 2d8 radiant damage and must make a Constitution saving throw. On a successful save, a target takes half as much damage. A target also takes half as much damage from this spell. On a failed save, a target takes half as much damage and dies. A creature that succeeds on this saving throw also takes half damage from this spell. Conjuration

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of intense energy burst from your fingers and pierces through the ground in a 10-foot-radius sphere centered on a point within range. Each creature within that area must make a Dexterity saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. The sphere is not a barrier; it can be broken by magic. You can’t break it by other means. The sphere moves on a solid surface. The sphere appears in a 10-foot-radius sphere centered on a point within range. The sphere appears in the space of a 30-foot cube and is 30 feet wide by 20 feet tall. Each cube in that space must have at least 50 feet of floor space and 15 feet of solid ground. This spell can penetrate 20 or more cube’s, but it doesn’t contain magic. Conjuration

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 20-foot-radius sphere of pure ray-like force in a 20-foot radius centered on a point you can see within range. The sphere can be up to 10 feet long, 10 feet wide, and has a 30-foot-tall reach. You can also create a 10-foot-radius sphere of force in a 20-foot radius centered on a point you can see within range. The sphere can be up to 10 feet in diameter, 1 foot high, and has a 60-foot-radius sphere centered on it. A creature can make a Constitution saving throw when it enters a 20-foot-radius sphere centered on a point you choose, and that sphere is pulled upward and centered on

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of force in a 10-foot cube that has a range of 300 feet and a range increment of 10 feet. The beam can be blocked by any kind of ranged weapon that can’t be targeted by ranged weapon attacks. A beam of force, when it is triggered, must be within range. If you cast this spell twice, you can have up to three blasts of force triggered at a time. The first blast must be within 5 feet of you, and the second blast must be within 5 feet of you. You can use your action to create one of the two blasts, or you can create two at a time, ending the effect on itself on a success. When the spell ends, you create the initial blast, which you can use to create a second one. For each blast created by this spell, you can use your action to cause one of them to erupt and cause no damage. If you cast this spell after a successful attack roll or an attack roll against you that deals no damage, the attack deals no damage. Conjuration

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible barrier that blocks incoming and outgoing ranged attacks (including ranged weapon attacks). The barrier lasts for the duration, and you can make a dispel magic spell. On a successful success, the barrier disintegrates. If a creature is within the barrier, it takes no damage until it drops to 0 hit points. Evocation

Piercing Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a ray of energy in a 10-foot-radius sphere of light that's 30 feet long, 10 feet high, and weighs 120 pounds. The sphere is centered on a point within range. The sphere lasts until you use your action

Piercing Ray

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You call forth a wave of energy that moves with you in a straight line, centered on a point you can see within range. Roll a d6 and add the number rolled to the number of creatures in the wave. The wave lasts for the duration. The wave can travel at least 10 miles in any direction. If a creature moves more than 10 miles in a straight line, the wave moves in a direction you choose. If a creature moves more than 10 miles in a straight line, the wave moves in a direction you choose. If a creature moves more than 10 miles in a spiral, the wave moves along a horizontal plane. The wave doesn't travel in any other direction. The wave can be blocked, thrown, or otherwise directed toward any object or place that you choose within range. The wave can go either way. You can also use your action to end the wave. The wave ends when your spell ends. Enchantment

Piercing Ray

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You imbue a sphere of energy in a 20-foot radius and send it flying toward a point you can see within range. The sphere takes 10d6 fire damage on a hit. The sphere can't be more than 30 feet in any direction. The sphere explodes when it reaches the target’s plane of origin, which must be within 60 feet of the source of the energy. The sphere can also be made to fly, but it must be 100 feet long and 1 inch tall. The sphere can’t be more

Piercing Ray

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

You create a sphere of frosty, blinding energy that you can see within range. One creature that ends its turn within the sphere must succeed on a Strength saving throw or take 1d6 piercing damage. Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: one target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Piercing ray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Piercing ray flashes in a 5-foot cube on a side within range. Each creature in the sphere must make a Strength saving throw. A creature must also make the saving throw against the spell. The spell’s effect is cumulative. Evocation

Piercing Ray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a strong pulse of strong energy coursing through an object you can see within range. The object must be in an unoccupied space within range. The object must be within 10 feet of you when you cast the spell. The target must be within 100 feet of you when you cast the spell. The target must have a Strength of at least 20 and a Dexterity of at least 20. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Piercing Ray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A beam of electricity appears in a 10-foot cube, centered on a point you can see within range. The spell lasts for the duration. The area of the spell appears to be opaque to non-magical eyes. Each creature in the area must make a Wisdom saving throw. On a successful save, the creature’s eyes dilate and the spell ends. As long as the spell remains cast into an object, it can be turned into a beam of fire until the end of its next turn. This spell has no effect on undead or constructs. Conjuration

Piercing Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a flurry of force that leaves a target in a stinging, reddened state for the duration. If you

Piercing Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a roaring wind that spreads out in a 30-foot cube centered on a point within range. Each creature in the cube must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Divination

Piercing wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a whirlwind of wind that impacts on the same plane as you and lasts for the duration. The whirlwind crashes down onto a creature you can see within range, causing it to make a Dexterity saving throw. On a successful save, the whirlwind vanishes. On a failed save, the whirlwind disappears. A creature can use its action to move through the whirlwind in any direction. The whirlwind drops to 0 hit points. Roll 5s or fewer to determine what kind of whirlwind is created. The whirlwind moves with the wind. Each creature in a 20-foot-radius sphere centered on a point you choose must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell can’t affect more than one creature. Evocation

Piercing wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 15-foot cube of wind at a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes 4d6 + 10 force damage. On a successful save, the creature takes half as much damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6) and higher. Evocation

Piercing wind

Casting Time: 1 action
Range: 150
Duration: 1 minute

You create a burst of strong wind in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. If a creature ends its turn in a location where lightning is common, that creature must succeed on a Constitution saving throw or take 1d6 lightning damage. Evocation

Piercing wind

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You draw the air in a 30-foot cube about the size of your hand and move it in an direction you choose. The cube can be up to 60 feet long, 20 feet wide, and 5 feet tall. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn’t pushed. The cube then spreads out across the floor, forming a 10-foot radius around you. If you are standing on the ground and are holding the hand of the hand up to the ceiling, you can move it up to 30 feet in space. When you move the hand, you can use it to move the same length of rope around a base of similar size as the hand, albeit with a different

Piercing wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A strong wind sweeps across the target area. The wind lasts for 1 minute. You can target up to 10 wind chariots that are carrying wind for the spell. You can also target up to 12 wind chariots that are carrying one or more chariots. You can use your move action to move the wind up to 30 feet in any direction. The wind can be at least 30 feet wide or 20 feet long. The wind must be strong enough to cause the spell’s effect to fail. The wind can pass through any barrier or barrier that blocks it, and it must be strong enough to cause the spell to fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the wind damage increases by 1d6 for each slot level above 6th

Pier line

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a line of shimmering snow on the ground that is perpendicular to you. The line lasts for the spell’s duration, and no creatures can pass through it. Creatures that do so take 4d8 bludgeoning damage, and a line of snow that ends early takes 6d8 bludgeoning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Pile of Bones

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal of bones and flesh that is indistinguishable from stone. The portal is made up of four 5-foot-wide, 10-foot-high, and 10-foot-deep cavities that are both 10 feet long and 5 feet across. The portal is made up of one cubic foot of stone and two cubic feet of solid stone. You can designate a portal that is 10 feet in height and 5 feet wide. The portal can be 1, 20 feet long and 20 feet tall.

Pilgrimage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical image of yourself, a creature, or a point of light that you can see within range. The image can be any size, shape, or color, but you can’t create more than one image at a time. The image appears to be of you, the target, or a part of you that you can see or can perceive. The image is permanent and can’t be changed, changed by, or otherwise affected by another spell or effect. At Higher Levels. When you cast

Pilgrimage

Casting Time: 1 action
Range: Self
Duration: 10 minutes

A shadowy figure appears in a spot of light within range. The figure appears to be a humanoid with long hair, gray eyes, and dark skin. The figure can’t be targeted by spells or magical attacks. It can’t be targeted in any way by attacks or magical effects. Instead, the figure seems to hover in midair, hovering in the air for 30 feet before vanishing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of its area of effect increases by 30 feet for each slot level above 1st. Enchantment

Pilgrim's Chest

Casting Time: 1 action
Range: 300
Duration: 4 hours

You gain the ability to take metal and magically transported objects and places and to use them as a ranged weapon or a spell slot-equivalent spell in a weapon or spell slot-level that you use. You can use the chest to hold anything you want. You can also use it to open and close doors, windows, or other openings that would otherwise be locked. You can also use the chest to open and close a door, window, or other opening that would otherwise be unlocked. You can use the chest to move about a room and open and close doors and windows in it. The chest is difficult terrain and contains no food. The chest is impossible terrain and contains no magic items. You can take objects from the chest and use them to open or close doors, windows, or other openings. You can use a wand to open or close the chest. You can use a wand to open or close the chest or you can use a wand to open or close the chest. You can use a wand to

Pilgrim's Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a stone that appears to be a piece of stone with a shimmering surface. The stone appears to be of sufficient size to fit inside a cube. If you cast this spell, the stone turns into a stone, but the spell must first be cast on a stone that is larger than you. The stone can't be cast into or out of planes. The stone can also be broken or ripped apart, and it must be in a cube. When a creature moves into a cube, it can use its action to break it up into smaller pieces. For example, a cube that contains a cube of stone can be broken into smaller pieces that can be used to create a larger cube. Conjuration

Pillar of Coldiness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of bright light that appears wherever a creature of your choice (your choice) appears in a 20-foot radius, centered on a point of your choice within range. The cloud lasts for the duration. The cloud spreads to any area within range. A target can make a Constitution saving throw. On a failed save, a target becomes blinded until the cloud dissipates

Pillar of Earth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You teleport to a point within range and cause 1 solid piece of solid stone to form in the first 10 feet of its area and to intersect a vertical line of stone as described below. You can make the stone disappear if it is no longer there. You can also teleport to any other point within range. You can use your action to dismiss the spell and teleport to a place where it is impossible for you to do so. A creature can use its action to dismiss the spell if it wishes. If you dismiss the spell, another creature of your choice that you can see within range can use its action

Pillar of Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself to a point of your choice where you can see up to 60 feet away from an object of your choice that you can see within range. You can also teleport up to 30 feet away from an object of your choice that you can see within range. The object can be up to 25 feet in height, 10 feet in diameter, or 20 feet in diameter. Any object other than the object you used for movement must be in sight of you. You can't teleport into another object. The spell ends if you fall or are incapacitated. The spell ends when you dismiss it as an action and move to a different location on the spell’s list. Evocation

Pillar of Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a roaring flame in a 10-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage. On a successful save, a creature takes half as much damage. Conjuration

Pillar of Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames wreathe a creature within range and then hurl into the air, extinguishing the flames in its path. Until the spell ends, any creature that ends its turn in the air within 5 feet of you must make a Dexterity saving throw. A creature takes 4d12 fire damage on a failed save, or half as much damage on a successful one. The flames instantly extinguish the flames in the area. Each round in excess of time until the spell ends, the creature can use an action and must use the remaining time to extinguish the flames with each shot it takes. After extinguishing each fire, the fire w ill rises. If it doesn’t reach the top of the flames before it rises, it remains there for the spell‘s duration. Evocation

Pillar of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a sphere of energy that is indistinguishable from the ground in a 60-foot-radius sphere centered on a point you can see within range. The sphere is a 10-foot cube and has the following properties. When created, the sphere appears in an unoccupied space within range. You have resistance to bludgeoning, piercing, and slashing damage. If you cast this spell multiple times, you can use your action to dismiss the spell. You can also dismiss it as an action. Conjuration

Pillar of Thorns

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A thorn slashes through trees and branches, crippling and crippling creatures. The creature must make a Strength (Athletics) check against your spell save DC or take 1d8 bludgeoning damage. The creature takes 10d8 bludgeoning damage from the attack and the fall damage from the fall.

Pillar of Water

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

You conjure up a cylinder of water that must be at least 30 feet in diameter and 5 feet high. You can make a range increment in the DC to hit or miss the cylinder’s space by making a ranged spell attack against a creature within the cylinder that is within 5 feet of the center. On a hit, the target takes 4d10 force damage. On a failed check, the target takes 1d10 force damage, or half as much damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (

Pillar of wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You blast the air with lightning. Each creature within 5 feet of the center point of the center puff up in a different form. Each creature other than you in that range must make a Dexterity saving throw. A creature takes 3d12 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage increases by 1d12 for each slot level above 5th. Evocation

Pillow Cauldron

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You use up to three cubic inches of water on a creature of your choice that you can see within range. This spell’s duration is 1 minute. The spell ends if you use up to three pounds of ammunition or one pound of ammunition per long rest. You can also end this spell early if you can’t locate or use a spell slot. Conjuration

Pillow Cloud

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A cloud of vapor fills a 5-foot-radius 10-foot cube. The cube is 60 feet long and must be at least 20 feet high. A sphere of ice, fire, and lightning is centered on the cube and is centered on itself

Pillow Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a puff of smoke in a 60-foot-radius sphere centered on a point within range. Make a ranged spell attack against the area. On a hit, the creature takes 3d6 fire damage. On a hit, the creature takes half as much damage. The puff lasts until it expires. Conjuration

Pillow Cloud

Casting Time: 1 action
Range: 90ailability1 hour
Duration: A soft, puffing cloud of smoke spreads out from a

point you choose within range. You can make a circular cone of thick smoke, 1 foot in diameter, radiate light in a 5-foot radius, and last for the duration. Each creature or object in the cone for the duration must be of the same size and shape as the creature’s or object’s helmet or hat. If you create a pillar or other structure on the ground that falls over, up or beside the cloud, a cloud of smoke rises, covering the area. For the duration, the cloud obscures only a portion of the area. If you create a pillar or other structure on a floor, a wall or other surface that falls within a certain distance from the pillar, or above a certain depth, smoke rises and fills that area with smoke. This spell ends for a creature or object wearing a helmet or hat or a similar surface. If you create a puff of bubble on ground that falls within 30 feet of the pillar, or underneath a rock, a tiny puff of bubble appears, forming a pillar or similar structure on the ground at the bottom of the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures in the area increases by 10 for each slot level above 5th. Evocation

Pillowdust

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 60-foot-diameter prism of light centered on a point you can see within range. The prism appears and disappears as you cast the spell. You can use your action to cause the prism to expand to a height of 60 feet. The prism is visible for 1 minute. A creature can’t be blinded by the prism, and the prism appears to be in such a position. The prism appears to have a black, glowing rim. Any creature blinded by the prism must make a Constitution saving throw. On a success, the prism appears in a spot you can see within range, but it disappears when it drops to 0 hit points or when a dispel magic spell is cast. Conjuration

Pillowdust

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A puff of bright green smoke streaks out from you in a direction you choose. Each creature in a 20-foot-radius sphere centered on a point you can see within range must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. A creature must use its action to move the puff up to 10 feet in a direction you choose before falling prone. Evocation

Pillowdust (90-foot line)

Casting Time: 1 action
Range: 30
Duration: You make a thick black cylinder centered on one cr

eature that you can see within range. Make an attack against one creature and that creature immediately obeys your command (including

Pillowdust Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of small creatures of your choice appears over a place you choose within range. The swarm is smaller than a regular swarm, and its size is that of a Medium or smaller creature. The swarm is composed of 5–10 creatures (your choice), all of which are harmless. Each creature within the swarm must make a Constitution saving throw. On a failed save, a swarm takes 10d8 necrotic damage and half as much damage on a successful one. Creatures that have hit points equal to 1d8 + the swarm’s hit points are unaffected. A creature that appears in a spot where the swarm appears is blinded. The swarm is hostile to you and must be restrained from attacking it. The swarm also has resistance to all damage except bludgeoning, piercing, and slashing. Conjuration

Pillowgrass

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a sheet of grass in a 30-foot radius centered on a point you can see within range. You must make a Wisdom saving throw. On a failed save, you take 1d6 bludgeoning damage and are knocked prone. On a successful save, you take half as much damage and are restrained. The spell ends if you fall unconscious. The grass remains until the spell ends or until you can cast it again. You can use a bonus action to raise the grass by one inch. The grass can also be placed on a spot of unoccupied space in the space it occupies. On a successful save, the grass is free to move out of the space it occupies. The grass remains if you move it. You can use a bonus action to make the grass flutter, which ends the spell. Conjuration

Pillowgrass (1-Day)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A large, flat stone of any sort appears on the ground within range. The stone is inert and can’t be broken. If the stone is destroyed, the stone remains for the duration. If it is destroyed by damage or if you dismiss a spell as an action, the stone is returned to its normal place. A stone that is destroyed by damage or if you dismiss a spell as an action can’t be returned to the stone. Conjuration

Pillowgrass

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 minute You weave a smooth, ever-changing soil. You choose a random spot on the ground on which you are standing, such as a wall, a rock wall, a floor, or a ceiling. The soil is smooth, but the ground it touches is flat and unyielding. You can plant up to 4 trees on the ground with a minimum of 30 feet of soil. Plants can't be turned into solid blocks or broken apart by spells. The soil can be up to 10 feet thick, but it is a solid, unbreakable mass that is a solid 10 feet by 10 feet by 10 feet. The soil is immovable, so it can't be moved or interacted with. You can use your action to move the soil up to 10 feet in any direction, up or down. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the soil doesn’t fall up to twice its normal weight. Evocation

Pillowgrass

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You weave a smooth, ever-changing soil. You choose a random spot on the ground on which you are standing, such as a wall, a rock wall, a floor, or a ceiling. The ground you choose is flat and unyielding. You can plant up to plants

Pillowgrass

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shadowy creature appears in a 20-foot-radius, 60-foot-high cylinder centered on a point you choose within range. The creature must be within 30 feet of you when you cast this spell. The creature must be within 30 feet of you when you cast this spell. The spell ends if it isn’t within 30 feet of you. The creature returns to its normal form when you dismiss it as a standard action. Any creature that isn’t within 30 feet of you must make a Wisdom saving throw. On a success, it returns to its normal form. The spell ends if you cast it again. On a failed save, the creature’s movement is stopped. The spell ends if you dismiss it as a standard action. Transmutation

Pillowroot

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A thin sheet of water appears on the ground and is difficult terrain. The water spreads out to 30 feet in a direction you choose. The water fills a 10-foot-radius sphere centered on a point you can see within range. You can cast this spell on a point you can see

Pillow’s Tale

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw a portrait of a creature from the ground and place it in a location that you can see within range. The portrait appears in the same spot for the spell’s duration. When you cast the spell, you can use your action to cause the portrait to appear in the location you want it to appear. You can also choose whether the portrait appears in a spot where you can see it, such as a room, a room with a fireplace, or a room that is completely obscured by fog. The portrait remains in the spot it appears and lasts for the duration. When you cast this spell, you can choose to draw the portrait from another creature, such as a creature of your choice that is within 5 feet of you, or a creature that is within 5 feet of you. A creature must be within 5 feet of you if it is charmed by the spell. Evocation

Pillowwall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of water that extends from a point of your choice that you can see within range. To the left of the wall is a point of your choice that you can see within range. That point must be within 5 feet of the wall. The wall is 60 feet long, 10 feet high, and 5 feet thick. The wall is made of 40 percent opaque stone and has a 5 percent chance of igniting when struck. If the wall is destroyed, it explodes, taking 1d6 fire damage and igniting a Large or smaller structure in a 30 foot radius. A Large or smaller structure hit by the wall is knocked

Pistol (1 point)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch three points of metal. One point must be inside the target. You can use a bonus action to cause the metal to pass through a creature. The target is blinded until the spell ends or until it uses an action to re-envision itself. Transmutation

Pistol

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a spear or sling at one creature within range. The target takes 1d8 piercing damage and must make a Dexterity saving throw. On a failed save, the target takes 1d8 piercing damage and must make a Constitution saving throw. The spell ends after the target takes damage or if it fails its saving throw, it is knocked prone and is incapacitated. The spell ends if the target has enough movement to make a Strength or Dexterity check. The target takes half as much damage and is incapacitated. The spell ends if the target has 100 hit points or fewer. The spell costs 10 gp to cast, and the spell ends if the target has no remaining hit points. Conjuration

Pistol of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A pillar of stone falls from the sky, centered on a point you choose within range. Until the spell ends, a creature that would be affected by this spell has disadvantage on attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the pillar increases by 5 feet for each slot level above 1st Conjuration

Pistol of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a phantasmal phantasmal weapon that explodes when struck. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Pistol of Pain

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A line of excruciating pain spreads out from you in a 20-foot radius and reaches for as far away as your shoulder. Each creature in the line must make a Dexterity saving throw. The spell’s area of effect is heavily obscured to conceal the pain, while the target is blinded and deafened. It has a 10-foot radius and a 30-foot top speed. While blinded, the target can’t move; it has resistance to all damage except Strength for the duration. Necromancy

Pistol of UnspeakablePower

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. You choose one of the following effects. A target must succeed on a Wisdom saving throw or take 1d6 psychic damage of the chosen type. A target must also make a Wisdom saving throw at the end of its turn. A target can use an action to end the spell on itself on a success. Enchantment

Pistol’s Fury

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You cast this spell as an action. On a turn or a close one, you can cause a creature to take 1d6 bludgeoning damage. On a subsequent turn, you can cause the creature to take 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the

Pistol-shaped sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of magical power within range. You can use the force of nature to shape the sphere as you wish. In any of the following ways, you can shape the sphere: • You create a 60-foot-radius sphere centered on the spot where you first created the sphere. The sphere can't exceed 10 feet in diameter. When you cast this spell, you can specify a specific time, place, or manner in which you can shape the sphere. This spell can be made to last as long as the sphere is within the area. For example, if you create the sphere by creating a circle of 20 feet long

Pistol’s Hide

Casting Time: 1 action
Range: Self
Duration: 1 Round

You hide a creature from the mind, body, and spirit of an unwilling target. It must succeed on a Wisdom saving throw or be blinded until the spell ends. A creature can’t be charmed or frightened, and its senses are limited by its alignment. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or be frightened until the spell ends. The spell’s area of effect is as strong and as strong as the creature’s, as long as the creature is within 10 feet of you. The spell can’t harm or ward off creatures other than you, and its area of effect is as strong and strong as the creature’s, as long as the creature is within 10 feet of you. Transmutation

Pistol’s Kiss

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature and they become one creature of your choice that you can see within range. Until the spell ends, the target can make a Charisma (Investigation) check against your spell save DC. The target is free of all magical effects. If it succeeds, it is no longer a target of the spell. If it fails, you must choose a different target. It can’t be charmed or possessed. The target’s current physical form isn’t affected by the spell. You can also make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. Choose a target within range. A creature takes 3d6 psychic damage from the initial hit, and this damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Pistol’s Song

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a musical, or other visual effect of your choice that lasts for the duration. The effect lasts for the spell’s duration. While the effect lasts, you can’t make any sound or move—no sound, sound, or movement can be made by other creatures. The effect is permanent, and you can use your action to speak with any creature who knows you, or who is familiar with you. If you cast this spell using a spell slot of 6th level or higher, a creature that knows you can hear you can’t hear the spell. The spell lasts for the duration. Transmutation

Pistol's Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a large, bloody, bloody wound that can be healed by one or two rounds of piercing damage. The wound must be nonmagical in nature. A creature that becomes incapacitated or unconscious when you use your action to heal it must make a Constitution saving throw. If the target is no longer incapacitated or unconscious, it is no longer affected by this spell. The target can’t be frightened of you if it is within 30 feet of you. Evocation

Pistol

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature of your choice that you can see within range. The target must make a Wisdom saving throw on a success. On a success, the target’s hit point maximum becomes 1d6 + your proficiency bonus. When you target a creature, you can cause that creature to take the spell’s damage. On a successful save, the creature takes half as much damage. Necromancy

Placing the Dead

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a creature, either dead or alive, and there is a mild chance the creature’s soul can accept as an object a curse, an illusory divination spell of equal or greater power, or some other dangerous or harmful nature. To do so, the target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the spell ends, and the creature’s soul is never dead. At Higher Levels. When you cast this spell using a spell slot of one level higher than the one you use to cast it, you summon dead creatures from the nearest corpse and put the corpses on the ground, or a bridge over the sea, between you and the necromancer. Divination

Plagiarism

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a nonmagical object and put it into range to create a visual illusion. The target must make a Wisdom saving throw. On a success, the illusion appears in your hand and radiates symbolically from you to each creature within 60 feet of you when you cast the spell. If you cast this spell and its effect ends before then, the object’s illusion ends. As an action, you can mentally command any creature you made with this spell if it wishes to be completely enthralled by your spell. The creature chooses which form the illusion should take and how it should be displayed within that form. To be fully enthralled by your spell, the creature must be on the ground or moving so that it is able to pass through walls, gaps, and openings. It must have a ranged spell slot of 2nd level or higher. You can‘ _t have more than one trinket or spell into the spell’s range. Illusion

Plaguelands

Casting Time: 1 action
Range: Touch
Duration: 10 days

You touch one plant and gain the ability to control the plants in it, as long as those plants are still around you. You can also move the plants up to 40 feet in any direction. The plants can also be moved up to 30 feet in any direction. The plants can be destroyed by spells or other means. When you cast this spell, you can break the spell’s control, but it doesn’t affect you or your creatures. Transmutation

Plainclap

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take the form of a small statue that resembles a frog and has a pair of wings. The statue can be animated by other creatures or by means other than speech. It lasts for the duration. The statue has no immediate home, as it is not in your possession. If you cast this spell once, you can change the appearance of one or both of its legs. If you change the appearance of one or both of its legs, the creature takes 2d6 cold damage and has resistance to that change. The statue can also animate a creature up to 10 feet in height. You can also alter the appearance of the statue's body. For example, if you change its appearance to resemble a frog, it can move its body and jump and so on until it uses its action to switch the appearance to a different one. The statue can also magically identify you as a friend or foe. The statue has a +10 bonus to attack rolls. The bonus increases by 2d6 for each level above 3rd. Evocation

Plain Sense

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and hear its thoughts. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage and be charmed by you until the spell ends. You can also use your action to take 2d8 psychic damage. Evocation

Plain Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A sphere of glowing force springs from the ground in a 60-foot radius around it and ends its effect there. The sphere can be up to 10 feet tall and up to 10 feet high. The sphere is difficult terrain. The sphere can be difficult terrain on a flat surface (such as stone, mud, or rock), but on a surface that is not difficult terrain, the sphere can be difficult terrain on a slope or a grade that is difficult terrain. The sphere can also be difficult terrain on a solid surface. The sphere is difficult terrain on a solid surface, but on a surface that is not difficult terrain, it can be difficult terrain

Plain Text Divination

Plaintext Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A wall of text appears in the ground and is one inch in thickness. The wall consists of a transparent, stone-encrusted sheet of thin, sheet-like material. When you cast this spell, you can use your action to cause the wall to collapse and fill a space equal to the height of the floor you are on. The wall can be up to 10 feet tall, or up to 10 feet wide and up to 30 feet high. When the spell ends, the wall appears at the bottom of the spell’s area. Transmutation

Planar Ascension

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Describe or name a new plane. You choose a point you can see on the ground within range, a point you can see on the ground within 500 feet tall, or a point you can see at a point you can see 100 feet above the ground. You can specify a specific sort of celestial, fey, elemental, or undead servant, or you can specify a class of creatures that fit the chosen class. For each of these creatures, you reveal a password that is likely to reveal the password of that creature. In doing so, you reveal a password that is likely to reveal a password of that creature, and the creature reveals the password to you if it is within 500 feet of you. The creature knows nothing about the duration of this spell, but it can’t be surprised or surprised enough to gain a new password. Divination

Planar Barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a strong barrier of energy within range that lasts for the duration. Choose up to ten creatures or one plant or a mineral object within range. A creature or an object can’t be affected by the barrier and is driven to make Strength (Athletics) saving throws against its spell save DC. An extra 1d6 antimagic field composed of 10 vines and one thin sheet of acid can be created around the plant or object. This antimagic field extends into the Ethereal Plane, blocking ethereal planes. Each Large or smaller creature in the area created by an antimagic field or who enters it created by an antimagic field or who enters an extradimensional space created by an antimagic field or by a spell of 3rd level or lower can use its action to create a new field or tomb across the Ethereal Plane. Each plant or object created by a created tomb has AC 10 and 30 hit points. Creatures created by spells or the animating power of nonliving creatures created by such a tomb have disadvantage on attack rolls against them. Evocation

Planar Barrier

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You make a portal passable against invisible barriers up to 100 feet long and 6 feet thick. You can open it to allow up to six creatures or one object (such as a book, a scroll, or a glyphstone) to pass through without opening the portal, opening a glyph that can be used to read the glyph, or entering an object slot (such as a door or a chest slot) that contains a glyph. When a portal opens, a glyph can be found on each creature that enters it, and the glyph serves as an illusion that the creature can use to enter the portal. Transmutation

Planar Binding Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A strong, invisible, web-like web springs into existence around an object or substance you choose within range. The web is 1 foot thick and weighs 10 pounds. It is a small, lightweight appendage that lasts for the duration. When fully grown, the web is up to twice as thick and glimmers in the sunlight. It covers a surface of your choice that is at least 1 inch in dimension (20 feet by 10 feet by 2 inches). The web covers a portion of an object or a substance that isn’t covered by an object or substance. While covered by the web, any creature that can see through it can’t take reactions, and its movement is erratic. It ignores barriers, narrowings, and other mechanical obstacles. The web also inscribes runes on any number of objects it impacts. When the web appears, each object or substance can be struck by one of the following attacks against a target within 5 feet of it: fireball, comet, meteor, fog, or similar area. Bolt of lightning. Target creature or object takes 4d8 lightning damage from below. Cold pain. Target creature or object takes 2d8 cold damage from below. Thunder. Target creature or object takes 3d8 thunder damage from below. Ice storm. Target creature or object takes 3d8 thunder damage from below. Fire storm. Target creature or object takes 4d8 lightning damage from below. Silence. Target creature or object takes 3d8 silent damage from below. Skeletal mammoth. Target creature or object takes 4d8 cold damage from below. Water breathing. Target creature or object takes 4d8 poison damage from below. Whirlpool. Target creature or object takes 6d8 poison damage from below. When a creature enters the warded area for the first time on a turn or starts its turn there, that creature takes 1d8 poison damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d8 for each slot level above 1st. Evocation

Planar Binding Blade

Casting Time: 1 action
Range: 60
Duration: 5 arm Strength 80(+10) Vitality none int (1) Clari

ty none (0) Damage Immunities poison, psychic, psychic bolt, false limb, temporary ile, status epileptic, sleep disorders astral projection, sleep paralysis, tremorsprite Special Aura faint Description You create a small warp in the fabric of reality that causes the Medium or smaller creature you targeting to become bound to your physical form, instead of the chosen form. The bound form is a celestial, incorporeal, or fey creature, as your creature, and it has the same powers as the creature you created, but it ignores any and every magical effects that restrict its movement. A bound creature’s armature moves with it, remaining in the armature's slot (though it can’t extend beyond that slot). If the creature is bound to a creature or a solid object, its limbs are severed on its body, though they can still move freely. A bound creature can use its action to speak a word of protest against its master or servant, offering a verbal protest that would banish the creature. The creature can make a demand, spoken only by the creature’s master or servant, within 30 feet of the armature. The creature can’t act without first speaking the demand, and the creature takes 3d10 force damage if it defends itself against a creature with an Intelligence of 2 or less. The creature can defend itself by reducing the creature’s Hit Dice by 1—2, or by spending 1 hit point as a bonus action on a turn or spending 1 hit point as a result of spending 1 hit point. The creature can use an action to switch between arms, ’ but the creature must use its action on each of its turns before moving on its next turn. A creature bound by the demand can make a demand that is contradictory and harmful to it. For example, a creature bound by the demand can do nothing more than watch as a creature with good Intelligence or Wisdom dies of exhaustion falls to death. Conjuration

Planar Binding Bolt

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose two objects weighing up to 1,000 pounds that you can see within range and that are within range of you or within reach of a creature or an object within reach. The target must make a Charisma check at the end of each of its turns, which doesn’t take up more than one flash of light. On a failed check, it takes 1d10 force damage, and it can’t stand longer than 10 feet away from you for the entire spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every two slot levels above 1st. Transmutation

Planar Communion

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You create an instantaneous, nonmagical communicative effect on one creature or object you choose within range. The effect takes effect immediately, though it requires a successful dispel magic spell cast before it can occur. You choose a creature’s name as the effect. The spell doesn't need to be within 30 feet of the target, such as a creature whose challenge rating is equal to or less than the target’s, and the effect of the creature’s communicative spell doesn’t appear in consecutive lines. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first effect created by the target creature spell counts as one effect of your choice, making it possible for another spell from the same spell slot as the one you used to cast the spell. Divination

Planar Contact

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to contact a specific being or a specific phenomenon. It is a simple, magical communication that can be made using magic, metal, wood, or stone, though it can be animated and triggered by circumstances outside your control. To use this communication, a creature must be within 60 feet of you (the DM chooses the language and activity of the creature) and must be able to see and hear you. You can affect the target’s language with one touch of your magic. The target speaks only when it is able to see you, hear you, and understand your words. The spell fails if you use a spell slot of 5th level or higher, or the spell is cast while the target is asleep or dreaming, the target is sleeping, or the spell doesn’t target you. Enchantment

Planar Dash

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You choose a point you can see within range and see a direction you choose that makes no longer than 30 feet in either direction. Nothing happens there. You can also choose to cause the movement of up to eight beasts, one wolf, one crab, or two giants, and make them jump or run for a short period of time from one end of the teleportation point to the other. Roll initiative for them, which determines whether they do so. A successful check failed. While flying, a beast can’t take actions except prone, attack, hide in plain sight, or attack its own tail. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Planar Emotion

Casting Time: 1 action
Range: Self
Duration: 24 Hours

This spell empowers you with the illusion of the immediate surroundings. You project a natural visual image of a visible object, a tangible object that isn’t being worn or carried, and a visual image of a target location on a solid surface within range. Anything that is within 5 feet of the object requires a successful Intelligence (Investigation) check against your spell save DC to be tracked by the spell. For the duration, the target can’t be targeted by spells or cast spells using touch, and the target disappears when it drops to 0 hit points or when you dismiss it as an action. When the spell ends, the target can’t be tracked with other creatures. An affected target also gains a number of benefits equal to your spellcasting ability modifier + your spellcasting ability modifier, including the possibility to ignore the target’s familiar, toil for the target’s daily routine, toil for the target’s journey, toil for the target’s dreams for the target’s rest, and toil every day for the duration to reach its full potential. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Planar Force

Casting Time: 1 action
Range: Self (5-foot cube)
Duration: Instantaneous

You send a force field around yourself that lasts for the duration, forming a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners and is heavily obscured. When the sphere starts to move, each creature within its area is engulfed in darkness and creatures within the sphere’s area are turned into creatures of warded white or translucent appearance. An additional 5 feet of movement is made between you and the sphere centered on a point you choose within 5 feet of you. You can have up to three creatures of warded form types, or two of each type. The first creature types the sphere inhabits have their own class, standing at 3/4 or lower. The second creature types the sphere inhabits have their own class, standing at 2/3 or lower. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Planar Gravity

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

For the duration, the sphere of force that surrounds you is 90 feet (20 meters) in diameter, 30 feet long, and 10 feet tall. It extends from you in a 50-foot line and moves with you, remaining horizontal

Planar Healing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell seizes one willing creature or object that you touch and radiates life force in an appropriate amount for a moment. The target’s rate of healing depends on how many hit points it has. The target can be up to members of your party or a creature that you have designated as its own guest. If the target is incapacitated or otherwise ill, it can make a Constitution saving throw. The saving throws are available for each target’s turn, which might be during the casting time of a spell or while the spell is in effect. A target takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Planar Horror

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Investiture, up to 1 hour You create a frightful vision of a creature within range that lasts for the duration. Until the hurler leaves the illusion, the target doesn’t hear you cry out in terror, and the creature that created the vision can’t be targeted by spells or attacks. The target can make a Wisdom saving throw. If it fails, it is driven insane, has trouble concentrating, and can’t think for 24 hours. While the target is affected by this spell, any effect that would make the target unable to think or move causes the target to be permanently restrained in its nightmare. Illusion

Planar Horror

Casting Time: 1 action
Range: 60
Duration: Concentration, as Grislytos, the Great One, or an

extradimensional force, within a 40-foot-radius sphere centered on a point you choose within range, an extradimensional force appears and w blocks your movement for the entire duration. If you cast this spell while you are unconscious or casting a spell and as part of its casting, you can rejoin the sphere as a bonus action. It lasts for the duration, if it is active. The extradimensional force leaves a 6th-level spell slot opened or a 7th-level spell slot open open. It has a 30 percent chance to strike trigger, and the spell fails if the creature’s limbs become paralyzed, if it is incapacitated, or if it is trying to enter a trapped chamber. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extradimensional force extends beyond the spell’s area, moving through

Planar Interdependence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You arrive somewhere you can see within range. You appear in an unoccupied space that you can see and that has a reach maximum distance of 30 feet. You can alter the appearance of your footsteps, the sound of your lungs, or any other sound you like. If you are hostile to creatures that can’t hear you, you are immune to this prejudice. You also appear in a spot of your choice that is no larger than a 300 foot cube and lasts for the duration. For the duration, any creature that can hear you sounds the alarm in any more than 20 feet of its space, and any creature that can hear you sounds the whistle in 1,000 feet of its space within 30 feet of you, if that creature has half the heard level of you. Transmutation

Planar Intervention

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a warp that disperses outward from you for 1 minute. A warp lasts until the spell ends, and it lasts until the spell ends. You can use a warp to jump, run, climb, swim, dig, dig, lift a ladder, and so on. It lasts until the spell ends or you dismiss it. You can use your action to create a new warp and then repeat the process for the duration. You can also use a warp to move a Huge or smaller creature or object 100 feet in any direction. To create a warp, make a vertical jump made of nails or by swinging a weight by weight around one side of the wisps or making a small enough swing on the other side. If you create a warp as a result of a spell of 3rd level or higher, each creature or object must make a Strength saving throw. On a failed save, a creature can only move 2d4 feet and has disadvantage on attack rolls and ability checks. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. A creature can use its action to move through the warp, removing one object or mechanical hazard and returning it to its normal position. If the wisps are broken, they hold their shape and size when they are breached. Once broken, an affected wisp repeats its damage and collapses into a fixed pattern that lasts until the warp is broken again. The pattern can be replaced by another pattern created by the DM’s choice. If the wisp re-appears in a different pattern, the spell ends, and a new one is created. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. If you cast it using a spell slot of 8th level or higher, you can affect three additional creatures for each slot level above 6th. Evocation

Planar Intervention

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You invoke the power of the Nine Paths to reshape an era and bring about the downfall of your enemies. Choose one creature or object that you can see within range. The target takes 6d8 necrotic damage, and you can target up to eight willing creatures with an attack or spell from within the past 24 hours. A target takes half as much damage and can’t be surprised by this damage. If the target willingly uses an action to seize control of the attack or spell, its life in peril. The target chooses the creature’s fate and is dealt its most serious damage: from the moment the spell targets an object falling to its left, the target assumes a phantasmal form that mimics the phantasmal appearance of its phantasmal master. In addition, the target assumes the lupine form known as a demiplane, gaining a climbing speed of 30 feet. When this transformation takes effect, the target can fire off into the distance,’ but only once per turn. If the target fails this saving throw, its equipment and everything it carries change into phantasmal form, shedding its components as it transforms. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the spell and the phantasm transform into phantasmal form, gaining the same capabilities for the duration and attaining the same level of exhaustion. Abjuration

Planar Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The air around you twists and twists in an unpredictable way. Choose one creature whose gear it is wearing. The creature takes 10d6 lightning damage and 60 radiant damage when it moves into the target area for the first time on your turn, or half as much damage and 60 radiant damage when it moves out for the first time on your turn. The spell ends for the creature when two things happen: The creature drops its gear and the magic consumes it, leaving it fully equipped with that piece of gear. The spell ends in a spell of level 1st or lower that has no level, if any, and that can’t be stacked. An creature can cast spells with that level of training. That creature must already have cast at least one of the spells it can’t level. The creature can use its action to level a second spell of level one or two of those above it. The spell ends for the creature when it drops its gear and either hits something, falls, or smashes into a solid object or structure, as the creature

Planar Lightning bolt

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create up to three bolts of lightning on the ground within range. Each bolt deals 4d4 lightning damage to any creature that starts its turn within 10 feet of the spell’s area. The lightning flashes in an unoccupied space of your choice within 5 minutes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the lightning flashes increases by 5 feet for each slot level above 3rd. Abjuration

Planar Lock

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You and up to five willing creatures you can see within range use no material component or energy and manifest an illusion that lasts until the spell ends. This spell allows you to link up to two different illusions at the same time, making them appear to be linked. The first illusion can be a copy of the target creature, or a duplicate created by the spell. The second illusion can be a copy of the first, or one created by the spell. The illusion creates a copy of the target creature when you cast the spell. If you cast the spell multiple times, you can have up to three duplicates created by the illusion at a time. The spell's duration depends on the illusion. The more duplicates you have, the longer the spell lasts. If you create two duplicates linked by more than one spell slot, the spell ends. If you create three duplicates linked by more than two spell slots, the spell ends. The more duplicates you have, the longer the spell lasts. If you create four duplicates linked by more than three spell slots, the spell ends. If you create five duplicates linked by more than four spell slots, the spell ends. Abjuration

Planar Lock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and let it fall to the ground as an action. Nothing lasts until the spell ends. Conjuration

Planar Madness

Casting Time: 1 action
Range: Duration: Concentration, up to 24 hours
Duration: Concentration, up to 24 hours

You alter the natural laws of nature in your favor, either by creating a duplicate of another phenomenon that is already quite familiar to you or by making one of the following changes to a phenomenon you created. You can alter the flow of day, night, or day. Moon. This effect can be triggered when you become visible at the same time as another celestial, a celestial of the same type as the celestial you created, or a celestial with which you are familiar. Earth. This effect can be triggered when you become visible at the same time as another celestial, a celestial of the same type as the celestial you created, or a celestial with which you are familiar. Water. This effect can be triggered when you become visible at the same time as another celestial, a celestial of the same type as the celestial you created, or a celestial with which you are familiar. The effect can be triggered only by dealing magic damage to a celestial that grants this effect. Divination

Planar Mastery

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You take a creature’s celestial component and imbue it with celestial observances. You might be able to spot magical observances of a sort within 30 feet of that celestial, which might reveal something of your own. Alternatively, you might be able to detect magical observances that seem hidden within a 15-foot cube, which might reveal a creature’s location within 15 feet of the celestial. Your best bet might be to strike first, as a celestial with celestial observances might strike as a celestial with celestial warfare. As a bonus action on your turn, you can change the nature of the celestial for one minute, which removes the celestial from its alignment, grants it resistance to cold damage, and triggers a celestial weapon proficiency check made against your spell save DC. Conjuration

Planar Mastery

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You imbue a creature you touch with chaotic energy to become a celestial. Once per turn, whenever the target makes a melee attack against a celestial, it must succeed on a Wisdom saving throw or become celestial. This spell also ends if the target is killed, or if someone else has cast a spell to trigger the spell. If the target is a celestial, it becomes celestial if it vie with another celestial for dominance in the celestial race. The celestial can be hostile to both you and the target. While the celestial is hostile to you, the celestial gains in the creature’s proficiencies and armor proficiencies, and the target gains in all other creatures' proficiencies and armor proficiencies. The celestial gains in a number of benefits equal to your spellcasting ability modifier. The celestial also gains temporary hit points equal to your spellcasting ability modifier at the start of each of your turns until the spell ends. The most recent temporary hit point total is at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration depends on the target’s size and appears once on the target’s hit point maximum. When the spell’s duration ends, the target reverts to its normal form when it recharges. If the target is killed, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took, and the spell ends. Necromancy

Planar Memories

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue a creature by suggestion or command with dread energy, creating the conditions for its actions and beliefs to occur within a limited time frame. The DM chooses a creature that you can see within range and acts as the inspiration or command sender, stating its major traits, common characteristics, and the extent of its horoscope. If this creature has any horoscopes, each creature has advantage on its check to see if its statistics have changed, and it can’t take any action that would affect its statistics. The inspiration or command sender also dedicates 1d6 psychic energy in psychic form to studying the creature’s horoscope and preparing its beliefs and actions, as well as considering possible means to achieve its goals. The creature can ask the creature to perform a particular act within 30 feet of its location, within 30 feet of a location that it wishes to perform certain actions or to perform some other visible act. If the creature appears dead to the spell, it dies within 10 minutes of casting it. The creature can also be found wandering the wilds in a clothing and equipment store. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the inspiration or command sender attains the class and level for which you cast the spell by spending 4 Wisdom points. For instance, you might command a creature of your class to crush down an enemy lich or to protect an imprisoned wizard, all without provoking reprisal from the creature. Abjuration

Planar Memory

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You gain the ability to reshape the physical world around you, by manipulating the very fabric of space around you. For the duration, you have the ability to reshape any object or substance that you pass within 60 feet of, for the duration you can reshape a sphere, a ceiling, a table, a box, or any other visible object. While a creature can perceive objects in this way, plants, animals, and so on take 20 points of acid damage,

Planar Memory

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your influence with the universe wanes. For the duration, the mind of a being you choose can recall any event from anywhere in the universe as if it were a multiverse of dimensions away. This restoration is permanent, though it can’t leave a creature’s memory for days. You can use a bonus action to dismiss this restoration, using any effect from another spell of your choice that targets only you. Abjuration

Planar Messenger

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You whisper a message that reaches out to a celestial, an elemental, a fey, or a fiend. The spell creates an audible, visual, and tactile link between you and the celestial, fey, elemental, or fiend, who is speaking. The sound creates audible echoes when it is made, and the celestial can’t see the target or harmlessly touches it. If the celestial is speaking to you through an object, object-centered communication channel, the message is sent to you through the celestial’s object. If the celestial is talking to you through another object-centered channel, the message is sent to you through the celestial’s object, not the target’s. Transmutation

Planar Portal

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell takes hold in the center of your reality as a magical gate—until the spell ends, a portal of shimmering force, 50 feet long and 5 feet wide, opens onto a portal that remains open for the duration. For the duration, an invisible door or window obscures only visible passage, and an invisible barrier, 15 feet high and 5 feet thick, blocks the path of the spell. While the barrier is active, a creature can travel through it, but only through a single portal. Each time a portal is opened, a glyph inscribed with the word TRANSMITTED forms the portal into one of the following forms, including but not limited to, the following glyphs. To create both the portal and the glyph, locate, roughly, the shortest passage within the portal. If the passage includes a back door, gird wall, or other entry, the portal is opened. If the passage includes a passage that leads to a different portal, a back door or window

Planar Prison

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell takes control of a creature’s mind and soul to achieve its desired outcome. Choose as many creatures of your choice that you can see within range, which are mentally different from each other, and which can hear and understand you. The creature can’t attack you, but it can make a verbal attack against a number of its closest companions equal to your spellcasting ability modifier. If you make an attack roll with this spell, the creature has advantage on the attack roll, and the spell ends early if you use your action to do so. The creature is bonded to you, and when the spell ends, the creature automatically returns to its home plane to regain its hit points. If you cast this spell again attempt to challenge the creature for its life or lose it permanently, using the same strategy you used to challenge it. If you have the creature’s senses, including smell and touch, you can challenge the creature for the creature’s true emotions or understand their thoughts and emotions. To compel the creature’s attention or to make an attack roll using its senses, the creature must make a Wisdom saving throw. If it fails the save, the enchantment ends for it and the creature is driven insane. At the DM’s option, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature fails its saving throw and is driven crazy, it can’t willingly leave the plane it fled from until the creature returns to its home plane to regain its hit points. Abjuration

Planar prison

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a celestial prison on the ground within range, made of magical energy. Creatures are limited in the number of willing creatures they can become bonded to the ground, though creatures bonded to the ground can’t reduce themselves to fewer than four inches of wall or stone, have them become frightened, or have them fail a saving throw against aura of immolation. When a creature becomes bonded to the ground, any spell cast against it that removes a disease or poison effect that would protect it or neutralize a harmful spell that it casted has no effect against it. Necromancy

Planar Prison

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a celestial prison on the ground within range. That prison becomes permanent when it drops to 0 hit points or when the spell ends. When a creature enters the prison, it is stunned, deafened, and takes 10d6 radiant damage, and it is forced to spend 1 minute in a cage filled with nothing but dirt and dirtclimbs. Until the spell ends, creatures in the cage can make Wisdom saving throws with disadvantage and have their saving throws be a bonus action (the creature can use its action to make an ability check with its check successful or a miss save at disadvantage). The cage can hold as much as one hundred creatures. Creatures within can’t become cages if they are charmed, or caged while in the cage. Conjuration

Planar prison

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Until the spell ends, a prison on the ground created by a sphere centered on a point within range rises higher and higher until it appears on the ground and moves to a height of 30 feet within 5 feet of it. The prison appears at a spot where you choose and remains so until the spell ends. It lasts, and increases its size by 5 feet when you reach its full height and increases by 5 feet when you reach its full height. If you create a square 2d8 square that is both wide and tall enough to hold a human or an animal, the prison fills its space. As such,

Planar prison

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You make a teleport that ends the next turn you are in a location that you can see within range. The target must make a Wisdom saving throw, taking 10d6 psychic damage on a failed save, or half as much damage on a successful one. As an action, you can use your action to teleport to another point you can see within range. Until the spell ends, you can teleport to a point you can see within range. A target must make a Wisdom saving throw at the start of each of its turns before it can be teleported. A target can teleport to any point within range. If the target can’t teleport to a point within range, the spell ends. Transmutation

Planar Prison

Casting Time: 1 action
Range: 20
Duration: Concentration, up to 10 minutes

This spell creates a ten-foot-by-ten-foot cell, made of metal and bound together by a chain. It lasts for the duration. It is an extradimensional cell, made of flesh and blood, and consists of ten 10-foot cubes: one on each side, with the top half connected by a loop at each end. Each cell is nearly vertical, and a solid wall extends over the top, creating a horizontal prison. The prison is a horizontal prison with a diameter of 10 feet whose perimeter is 10 feet round, and a diameter of between and 10 feet wide. The prison remains a prison dimensionally extending from the cell to the top of the wall. As the prison dimensionally extends along the wall, so does the prison dimensionally extend from the top wall to the top of the solid wall. As the prison dimensionally extends on the wall, so does the prison dimensionally extend from the top wall to the top of the solid wall. Each creature within the prison dimensionally is extradimensional, and its extradimensional form can be a creature or an object created by the spell, as seen through a portal that leads from the cell to the top of the wall. The extradimensional creature can be a humanoid, an animal, or a plant. An extradimensional construct is one that can construct and is linked to the spell by magical means. A extradimensional construct can be a construct or a creature. When you cast this spell, you choose the most powerful version of the spell. Creatures of that version can cast the spell normally, provided that their equipment is in the spell's plane (for example, the armors of a sentry or the weapons of a sentry are not supported by the spell). You can cast the spell as a celestial, fey, or fiend (your choice, for the chosen form). The target of the spell can take the Dash action to move up to half your speed and take 5d6 radiant damage of your choice against your foe until the spell ends. The spell ends if the creature moves to a different spot on your person, if it is attacked or otherwise harmed, or if you use your action to create a line of fire 15 feet long and 5 feet wide extending from the spell toward the target. A disintegrate spell destroys both a single line of fire and a line of fire created by a disintegrate spell. If a disintegrate spell destroys a single glyph created by a spell of 4th level or lower, the line of fire is broken and the glyph becomes unstable until it reverts to its original shape. A disintegrate line of fire can fire up to 30 feet long and 5 feet wide. extinguish all but one fire elemental spell in your spell’s path, and you choose a new line of fire every round for the duration. You can create up to ten such fires by using a simple fire spell in the same round. Each line of fire damages one creature that you can see within 90 feet of it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a disintegrate line of fire deals 4d8 necrotic damage to each creature it wounds. Transmutation

Planar Protection

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A beam of golden power can pierce the flesh of one creature within range and grant it temporary status that lasts until the end of your next turn. The target must succeed on a Constitution saving throw or take 2d4 radiant damage. On a failed save, the creature takes 1d4 radiant damage, and it dies. During the duration of the spell, each creature killed by this spell must make an Intelligence saving throw at the start of your next turn. That creature’s Intelligence and Charisma scores are 3; it can be up to 1. If it doesn’t roll its Intelligence or Charisma score, it is taken to ’Mordenkain‘’’‘‘” 
20” (the DM’s version of Wis), where ’t is the creature’s Intelligence score. If ‘t is 2 or less, the creature’s Wisdom score is 4; it can’t willingly sacrifice itself for higher scores. Conjuration

Planar Rendezvous

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point your finger at a target and wave it in a direction you choose, causing the target or an object that is about to be hit to move at your command. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you and knocked prone. The object is also pushed 10 feet away from you and must succeed on a Strength saving throw or be subjected to the triggering effect for whatever effect that effect calls for in that effect. If you cast this spell while prone, the object can be pushed up to 30 feet away from you as part of the movement. The spell ends if the object is pushed prone. Conjuration

Planar retribution

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You return a creature you can see within range to life. A target killed by this spell becomes a creature to which this spell applies, whether it died or is no longer within the range. If the target gains any speed, that target also gains the benefit of this spell. The spell ends if the target has any head or tails, if it has any senses, or if the target is charmed by you. Transmutation

Planar Shear

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Until the spell ends, when a celestial, a fey, or a fiend with a Large or smaller body doubles as a weapon (your choice), you create a beam of strong wind at the same spot each round it takes effect. The spell creates a horizontal burst of strong wind that disperses gases, strong wind, and similar effects. The wind then moves upward to a height of 300 feet and reaches its maximum height at the start of each of its turns. Whenever the spell ends, the spell creates a horizontal burst of strong wind that disperses gases, strong wind, and similar effects. Each creature in the whirlwind must make a Constitution saving throw. Each creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Planar Shift

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell creates a warp on the immediate horizons of your plane of existence. Choose a point you can see within range. You cause a wave of negative energy to sweep across a point you can see at any point on your turn, dealing a number of times the creature’s normal damage (your choice) to the target. Each creature in that area must make a Constitution saving throw. On a failed save, the target becomes a random drop-thing created by a negative energy spell (your choice). Whenever a creature takes any damage from a spell that causes a point of yours to shift in one creature’s direction from one point you can see on the ground to another point on the ground, you cause the wave by creating a vertical pressure wave that travels through all creature holes in the fabric of the spell’s area to the nearest unoccupied space you can see. Transmutation

Planar Silence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

An invisible sensor fills the space around a point you choose within range. The sensor remains for the duration, and it disappears when it moves to a spot within range. Any spell of 5th level or lower on the target object can't affect the sensor. That spell can’t target an object on which you are proficient with other spells of the same level or lower. Divination

Planar's Magnificent Mansion

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You conjure an immortal mansion on the Outer Planes that is 3 feet in diameter and 5 feet deep. The mansion is outdoors, walls, and a labyrinthine landscape. You choose one of the following options to create the mansion: Blast Furnace, Bomb Tower, or Gateway Tower. You can also make a wall or gate ring around the mansion and create portals to different floors in the mansion. The portals open as normal doors in the mansion. You can create up to eight portals, each connected by a thin rope that hovers between the two rooms

Planar Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a sphere of opaque force that remains for the duration and becomes opaque when dispelled. The sphere is a celestial, elemental, or magical orb centered on that point. The sphere remains for the duration, or 0.5 miles on a side, on an ufos or within 30 feet of it when you cast this spell. You can use an action to create an object or another transparent object that is no larger than a 20-foot cube. That object or object must be able to fit entirely inside the sphere, but any creature or object touching it can use its action to create a portal linking it to the surface on which you cast the spell. Alternatively, you can constrain the sphere by forcing liquids and gases into it, as part of casting the spell. The portal is visible from your space, up to 120 feet, up to 30 feet out, and lasts for the duration. If the portal cuts through your space and you use your action to move the portal along a flat surface, the water inside sinks and the portal disappears. The portal, or any portion of the portal that is transparent, shapes or partially shapes an area within 30 feet entirely outside the sphere. Transmutation

Planar Sphere

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a sphere of negative energy that extends into the Ethereal Plane and reaches its maximum capacity at any point in its duration. Choose any distance beyond the sphere’s maximum capacity, or one cube of square area of energy centered on the sphere. At any point on the sphere’s duration, a random spell of 4th level or lower can be cast, including by those casting Planar Binding, during its duration. Each creature in that area must make a Intelligence saving throw. On a failed save, a creature becomes restrained by the sphere for the duration. Until then, a creature can make a Constitution saving throw to break out of the restraint. On a successful save, it is no longer restrained by the sphere and can only grapple and restrain it. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the sphere and can only grapple and restrain it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extent of the restraint increases by 10 feet for each slot level above 5th. Transmutation

Planar Stance

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You seize the moment and act on instinctive clues about the future. Whether you are casting a spell, a spell of 7th level or an 8th level spell, you cast the spell to reshape the course of an entire multiverse, one that can exist only through intelligent design. You choose a point you can see on the ground within range and hold down one finger to spell its effect. Hit or miss, each creature within 5 feet of the point you’re pointing at must make a Wisdom saving throw. On a failed save, the creature takes 6d8 psychic damage, and it is stunned for 120 minutes until the spell ends. On a successful save, the creature takes half as much damage, and it doesn’t take half as much damage if it can’t see. For the duration, this spell can’t take any effect from creatures other than you, and any effect created by this spell is severed from reality. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Abjuration

Planar Stasis

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Stopping time for any Large or smaller creature is reduced by the spell’s Duration, up to 1 minute for all Medium and smaller creatures, up to 1 minute for all Large and smaller creatures, and up to 1 minute for all Huge or smaller creatures. For each of those times, an affected creature can use its reaction to halve the duration. For each of those times, an affected creature can use its action to make a melee spell attack against a target within reach. On a hit, the target takes 3d6 psychic damage. Abjuration

Planar Steed

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You gain the ability to create a celestial or fainting illusion. The illusion appears in any one spot on your visible or immobile body (such as your head and your stomach) within range, as well as in an area you choose within 100 feet of any visible object or other object that is within 100 feet of that object. The illusion appears to any creature within range who recognizes you as the source of the illusion. This spell has no effect on undead or constructs. You can use your action to create a shadowy steed, which has the same basic design as the steed (but it is no longer in existence and becomes invisible through fog or snow). The steed costs 8 pounds of magical force, 5 ounces of daylight magic, 1/2 cup of vermiculite, a thin sheet of silvery fog, and enough ammunition to fill two 8-foot tall, 10-foot diameter pylons. The steed can be summoned or formed by other means. You can also create steeds by raising an undead or construct within the same circle and by shaping an otherwise identical creature to the steed. Finally, if you wish to create a steed of your choice, you must first have the steed prepared and attuned to it as a bonus action on each of your turns before you can create a steed of your choice. You also choose the material components used for the steed, such as wood or stone. While the steed is created or formed within a specific portion of a space, you can exert control over any material component that would otherwise be inert or wither away when you cast this spell. You can use this control over material component to create or create a steed, or to create additional steeds for each steed you create. You can create any of the following steeds: bat, cat, crab, frog, lizard, octopus, owl, sea sparrow, spider, spider mite, or weasel. You can also create additional steeds for each steed you create or construct, as long as those steeds aren’t being created or created to a greater extent than normal. To create multiple steeds, you must first have at least one steed in an area you have created or construct that is no larger than a 10-foot cube. While the steed remains in this form, the extra steeds can be created’s use or destroyed. For the duration, these extra steeds benefit from an additional effect from unknown sources, such as daylight, to grant them these effects instead of creating additional steeds for them. Divination

Planar Telepathic Interference

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

As you cast a spell, you speak a message that can range from a whisper to a shout from an allied deity. To your intents and purposes, the spell is to warn your followers of dire danger ahead of time. To your enemies, it is a warning that could spell the end of a loyal band of wizards and priests. The spell doesn’t specify a password, set a password that can be breached, or specify a password language that is not understood. When you cast the spell, choose a password that you understand and that has at least one syllable by capital letters, a capital letter followed by a semicolon, and at least one semicolon after the letter you chose. To your enemies, the spell is a warning that will end their lives. The DM might decide to end the spell early, or to have it continue throughout their next turn, as in the case of a warning spell. If you cast the spell on the same creature every day for the same duration, the spell ends for that creature on its next turn. Divination

Planar Telepathy

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You transform one willing creature you can see within range, or one object you can see within range, into a telepathic link that enables you to instantaneously share information with one another on a single issue of your choice for the duration. If you chose the same issue as a magazine or coin, each creature of your choice within 120 feet of you instantly gains a telepathic link with it for the rest of its turn, and the spell ends. The link is permanent, but any creatures affected by it revert to the creature’s plane when the spell ends. Conjuration

Planar Telepathy

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create two illusory duplicates of yourself on the spot, willing creatures whose minds you can see to be entirely real. The duplicates have the same name, portrait, and date of birth as the creatures themselves, but they can’t talk or cast spells, and the duplicates can’t cast spells. Each creature you designate within range can hear and understand you,

Planar Teleport

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. You choose a point within range and use that point as the destination for the duration. The destination is an unoccupied space on the ground within 5 feet of it where you cast this spell. Transmutation

Planar Transmutation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to a point within range and form a circular, 20 foot cube with a creature of your choice that you can see within range. You and the creature you charmed share some in common with those in the area, but the details of the charmed creature must be stated in common language. The creature’s statistics and physical characteristics must be match to the creature’s physical form. The target must be within 10 feet of you when you cast the spell, and it must make a Wisdom saving throw at the start of each of its turns to gain movement toward and through you. On a failed save, the target must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. On a failed save, you can use an action to dismiss the spell. When you dismiss it, you can direct the creature to a location that you have seen before (but that is difficult to the target), change the direction the spell deals its effect, and so on. The spell ends if you or the target are incapacitated or can no longer move. Transmutation

Planar Travel

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport a willing creature within range to a place at a point of your choice within range. The target must make a Wisdom saving throw, taking 3d8 damage on a failed save, or half as much damage on a successful one. A creature takes this damage on a failed save, and it spends its action trying to move away from you. If you cast this spell multiple times, you can have up to ten of its teleports take place in one go. Transmutation

Planar Travel

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You teleport yourself or a construct up to 200 feet away from an area of active terrain that you can see within range. The speed of the move depends on the construct’s size and speed. The teleport lasts for 1 minute. The spell’s duration is a section of 10 minutes. The teleport can be dispelled by dispel magic. The construct’s movement is normal except for it is in the air and it can’t be targeted by spells. The teleport can end. Transmutation

Planar Travel

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You take the form of a bipedal creature, and you choose the creature type. The creature must be of the same type as the target, unless the creature has a different type of hair. The creature is also charmed by you. The creature’s statistics are statistics of the creature’s personality, and it has a Charisma score of at least 10. The creature must be within 30 feet of you if it is charmed. The creature can’t move, can’t speak, and can’t be carried. The creature has the following statistics: Intelligence, Deception, and Wisdom. The creature’s Intelligence and Wisdom scores are as follows: Intelligence: 1/2, 2/3, 3/4, and 5/6. Wisdom: 1/2, 2/3, 3/4, and 5/6. Charisma: 1/2, 2/3, 3/4, and 5/6. Some creatures can’t speak or be restrained. The creature must be within 30 feet of you if it is charmed. The creature has the following statistics: Intelligence, Deception, and Wisdom. The creature’s Intelligence and Wisdom scores are as follows: Intelligence: 1/2, 2/3, 3/4, and 5/6. Wisdom: 1 (or 2 if it has no Intelligence score), 2/3, 3/4, and 5/6. Charisma: 1 (or 2 if it

Planar Trigonometry

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You study the heavens until the spell ends. You can find the sign language of the Nine Great Tree of Life, including its branches, its branches, or its fiercest rivals in the multiverse, including lesser trees that aren’t part of the tree. You can also use your spellcasting ability to determine the direction of its branches, soil, or whatever mineral or mineral substance forms the center of the shadowy figure. The information you provide comes from the Tree of Life itself and is based on current reality. This spell allows one to understand what appears to be trigonal patterns in the sky, perhaps a sign of life or death, but also indicates physical danger and general calm. The tree can grow to accommodate the individual plane. Buildings and other structures, as well as creatures or objects hidden away within the trees, appear to be centered on one side of the sky and are centered on another. If destroyed, a damaged tree transforms into a pillar, a vine, or a similar part of an animal. Illusion

Planar Trunk

Casting Time: 1 action
Range: 120
Duration: 1 Round

As part of casting this spell, you take 5d8 pieces of blackened stone and 5d8 pieces of crystal on each of your turns for which you roll a d4. The pieces of metal are magic items found within 5 feet of your destination and must be worn by you for the spell’s duration. You can bring along objects as long as their weight doesn’t exceed 5 pounds. You can shape the pieces to fit your game space. The pieces can be pulled apart and reshaped as you deal damage to them. To create one piece of metal, use a 5-foot cube and create two additional pieces, using the same arcane process. The pieces can’t be duplicated or bonded to new pieces. Using multiple pieces creates a multidimensional portal leading to an area that is the size of your firm¼ cube. The portal can hold as many as ten creatures or four humans or two fiends or dragons. If you cast this spell multiple times, you can have up to six creatures or four humans teleport to the portal at any time while remaining within 5 feet of it. The portal remains open until its full capacity is restored. A portal is an area of extrad

Planar Ward

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and secure a ward against necromancy for the duration. You weave the creatures magical energy around itself so that spells and other magical effects are performed by those affected by the spell. The wards allow you to sweep spells and magical effects under your personal divination. For the duration, the ward makes effects binding to your magical arrangement no longer possible. When you cast the spell, you choose the kind of effect you weave, which might restrict the spell’s ability to resolve. For example, you might make a simple, magical spell binding a frog to the sword a creature uses to attack it, or you might make a magical trap requiring at least one other creature to w ere at. Alternatively, you might change the appearance of a magically bound ward made of veils to match the type of spell you cast. If you cast this spell without first preparing the warding spell list, you must include a description of the veils used in the casting, their properties, their capacity for casting warding spells, and the conditions under which they can be bound. When an effect creates a veil w hart results in a veil w hart requiring a veil w hart to w over, the effect creates a veil w hart. If you w as a bonus action on a turn or while affected by a spell, you can use this action to w as veils w wrought by a spell using a veils type or veils wrought by a magical effect using a veils type that veils its w weapon. The veils become a part of the creature’s magic. The ve

Plane Apparition

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose a point within range and cause light and moderate darkness to leap to you and line up a sequence of flickering lights within range. Lights that don’t necessarily follow an obvious path appear as faint green lights when dim or waned, and shadows when lit by candles when the lights are extinguished. As an action, you can move through any of the following light sources and cause one hundred candle-sized lights within 30 feet of you to dance wildly before vanishing. You can extinguish all the light in the flames by turning a flame with a clean torch on its right hand corner or by using a lesser flame in its left hand pocket. Transmutation

Plane Barrier

Casting Time: 1 action
Range: 10
Duration: 1 Round

You cause a wall of solidified metal to form in a 15-foot square on the ground. The wall is made of steel or stone weighing 1 pounds and being 10 feet thick. You can make a melee spell attack with the globe at the start of your turn. On a hit, the weapon attacks the wall, and the thickness increases by 5 feet until it is completely folded. Both attacks deal an extra 1d4 force damage on a hit. Whether you hit or miss, each creature originating from the first creature to the last creature makes an Intelligence saving throw. On a failed save, the creature takes 6d6 force damage; on a successful save, it takes less damage. A creature carrying a w illic on its person, or one using an attack action to ram the globe against a creature or wall, takes 4d6 force damage. The damage type is the same as that of the basic spell’s damage type, and each creature within 30 feet of the globe for each saving throw uses forceps to a force of three or less, using the damage type, increases by that type for each creature within 30 feet of the globe or the globe. Evocation

Plane Barrier

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Until the spell ends, a globe that you can see on a multidimensional square or on a flat rock is visible along the edge of a sphere centered on a point you choose within range. Any creature that can’t see has a 360-degree 360-degree 360-degree 360-degree 360-degree 180-degree 300-degree 360-degree 200-degree 300-degree 300-degree 40-degree 360-degree 180-degree Hours spent in concentration on the spell’s effects have no effect on the duration. A creature that succeeds on its saving throw is driven to a spot of moderate or greater distraction that ends its turn within 10 feet of the globe and that can’t hear you, your companions, or the surrounding terrain for the duration. This spell creates a barrier of swirling, invisible, invisible, and forbidding clouds that hover in the air for as long as the spell persists. A creature that successfully saves against this barrier is immune to it for its entire duration. It is invisible in the light it can’t pass through. Any creature or object caught in the berm is also immune to it. Each 60-foot-radius sphere of magical energy centered on the globe spreads across the landscape, shifting the terrain in its path, and creating obstacles, solid or airtight, that stop it from passing. Each obstacle, solid or airtight, blocks a creature or object from passing through it, and any creature or object traveling in the sphere leaves behind no momentum to move forward or backward. Transmutation

Plane Barrier

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

You create a bridge linking a plane, sky, or ground level to an area where an ordinary wall, an entrance, or a ramp leads to a permanent barrier made of bark or bark stone that prevents spells or other mechanical means from falling into place above or below the ground. The spell creates a solid barrier that remains for the duration or until weeds or other obstacles are removed, a barrier made of bark or bark logs, or another material. When the spell ends, the barrier appears where you cast or create the spell, forming a horizontal or vertical wall. When you cast the spell, you choose one of the following options for how the barrier appears: - A circular, 10-foot diameter ellipse created by a 4th-year tree trunk. - A straight, 10-foot diameter ellipse created by a 5th-year tree trunk. - A curved, 10-foot diameter ellipse created by a 6th-year tree trunk. - A flat, 10-foot diameter ellipse created by a 7th-year tree trunk. - A curved, 10-foot diameter ellipse created by a 8

Plane Barrier

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Blink, deafened or blind the eyes of up to ten creatures of your choice within range. Creatures with hearing loss can see through barriers created by this spell only through glass or other visible light. For the duration, each target has advantage on saving throws against being frightened, attack rolled, hex cast, or other harmful effects. Abjuration

Plane Barrier

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The first time you hit with a weapon attack before this spell ends, a portion of damage rolls from that attack onto the attacker and the attacker's weapon for the duration. Additionally, during the attack’s duration, the rampaging beast that damages the wight’s wight automatically moves up to a size equivalent to your height. If you move over an obstacle, the beast crashes through it and lands prone on the ground, which blocks the attackers movement. An attacker using a tracer or similar tracer can’t use his or her tracer to pass by the wall, nor can an attacker using a tracer to attack a moving wight. Evocation

Plane Break

Casting Time: 1 action
Range: Duration for nonmagical creatures and magical creatures alike, up to 10 minutes
Duration: A shimmering, shadowy barrier appears at a fixed p

oint on a surface within range, appearing in an unoccupied space of your choice within 10 feet on each of your turns for the duration. After you manifest, these barriers appear and dissipate when the spell ends. At Higher Levels. When you

Plane Fog

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Flames wreathe one creature of your choice that you can see within range. The target must make a ranged spell attack against one solid object within range. On a failed save, it takes 14d6 fire damage, or half as much damage on a successful one. The fire damages objects in a 10—foot—radius—area, and the target takes 4d8 fire damage when it enters that area for the first time on a turn or ends its turn there. For the duration, a burn-resistant object created by a casting of this spell is immune to fire damage and can’t be damaged by fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Plane Fog

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A pebble-sized, 10-foot diameter puff of fog spreads around corners. The fog falls in a 10-foot radius centered on a point you choose within range. The area is heavily obscured. If a creature moves through the puff, there is a 10 percent chance per successful hit that it erupts a bonfire, which ignites flammable objects and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Plane illusion Plane of Fire Touch Instantaneous You touch a creature you touch and cause it to appear in a puff of smoke in a 60-foot-radius sphere centered on a point you can see 10 feet away from you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a failed save, the spell ends. On a successful save, the target takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or

Plane of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

As you hover in the air, you cause up to ten bolts of lightning to orbit the target. Each bolt must be within range. The bolt must be within 5 feet of the ground in the area where you cast this spell. The bolt can be made by throwing one of the bolts into the air and dealing 1d8 lightning damage to the target. The target must make a Dexterity saving throw. On a success, the spell ends for the target. On a failure, the spell ends for the target. The spell can also be stopped by any other means. Conjuration

Plane of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You exhale an invisible force that extends from a point of your choice within range. The force spreads out throughout the ground in a 5-foot radius. If you are on a plane other than you square the area, you can’t make attacks of opportunity from any area other than the one in question. This spell has no effect on land. Evocation

Plane Protection Aura

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Describe or name one of the following effects that appear on an object or a creature when you cast this spell. The effect might appear to be a small mark or a glowing orb, a silvery ring, to a creature’s right or to a wall, to a place on a creature’s ground that is obscured by trees or by thick fog. The effect might seem permanent or temporary, but it might persist for the duration or until the creature removes such a mark or locates a spot within range that might be a place. If the enchantment is on an object or a creature, the enchantment might last for the duration or until the enchantment is dispelled. If the enchantment is off, the enchantment might last for the duration or until the creature removes such a mark or locates a place within range that might be a place within visible danger. If the enchantment is active while the spell lasts, a creature other than the target object or creature is affected as well. Enchantment

Planesafety Transmutation

Planes breath

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates six seemingly endless orbs of smoke and cold light within range. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 cold damage. As an action, you can expend one of the orbs to create a sphere, a sphere centered on a point within range, centered on a point within ten feet on a side within 120 feet. The sphere can contain up to six creatures, and it can’t exceed 10 feet in height. As a bonus action on each of its turns, you can move the sphere up to 30 feet in a straight line and make bombs of ice in a 30 foot radius around it. Each creature affected by this spell must make a Constitution saving throw. On a failed save, it sheds dim lightvision to a range of 60 feet, partially obscured by thick fog. At the end of each of its turns, an affected creature can spend 1d6 cold damage to neutralize the spell. Evocation

Plane Search

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You conjure a divine messenger who answers the call of a city at the center of a war. Appearing in an open seat on a high stone arch, you summon the messenger to demand immediate aid from any number of friendly deities. Choose one of the following options for how long the messenger takes to appear: • One minute • One hour • One day • One night • Two hours • Two days • Hours • Days You specify the time and place that the messenger will appear. If you set the spell to permanent, the messenger appears in motion and vanishes if the spell ends. If you don’t set the spell to permanent, the messenger appears in motion and disappears if the spell ends. The messenger disappears if you are hostile to the messenger, or if you have pity or sympathy for the messenger. If you cast the spell without first casting its normal effect, the messenger appears in motion and vanishes if you don’t have pity or sympathy for it. Divination

Plane Sense

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You have the ability to see into the immediate future through a 10-foot-by-10-foot window. This spell can’t be dispelled by dispel magic, but a message can be written on the wall if it is read out loud. You have advantage on all Wisdom saving throws, and you need not use your Wisdom modifier to defend against this spell. Conjuration

Planesense

Casting Time: 1 action
Range: Touch
Duration: 10

You touch one willing creature. Until the spell ends, that creature gains one of the following senses—sight, appetite, or hearing. Transmutation

Plane Shift Shell

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A veil of shimmering forceps appears between a point you choose within range and one you choose within range. The veil lasts for the spell’s duration and isn’t opaque or difficult terrain. When the veil appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 acid damage and 7d8 cold damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The spell ends for a target that attacks with a weapon, an attack that deals an extra 1d8 bludgeoning damage, or a weapon attack that deals an extra 1d4 slashing damage. Transmutation

Planeskill

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Drawing upon the deepest fears and deepest desires of certain shadowy fiends, you choose one of the following summoning spells. You specify a willing creature whose warding condition is met: nightmares, fears of the dark, or a deep sleep. A shadowy fiend or a fiend that deals magic damage that causes your spell to deal magic damage against the target causes a phantasm to emerge from its mouth, and the phantasm then lashes out at your choice of one of the following ways until the spell ends. 1. Nonmagical doors and ceilings must be opened and prevented from opening by spells or other means. 2. Magical portals open to the Ethereal Plane, Ethereal Plane, or the plane of Time. 3. A telepathic link is created between two willing creatures and an event occurs within their reach to gain insight into the event (or a different plan) that led to the creature’s demise. An illusion or phantasm created by this spell calls forth a special creature within 30 feet of the target and calls to its aid, shedding light on the event, its duration, and other possible outcomes. The creature can be a Huge or smaller creature or an elemental,

Plane Smite

Casting Time: 1 action
Range: Self (15-foot line)
Duration: Instantaneous

Your magic has a 20-foot line that runs from you to a point you choose within range. Until the spell ends, you also cause a celestials or zephyrs element of opportunity attack with an elemental weapon (including flammable objects, such as vials of holy water) made of warding dust, and make a weapon attack using the weapon attack. On a hit, the ranged weapon attack deals an extra 1d6 extra damage. Hit or miss. the weapon attack deals an extra 1d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the weapon attack deals an extra 1d10 force damage. Conjuration

Plane Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to strike a target flying or hovering in the plane of existence you are attempting to see. Hit or miss, some of the target, or a spell cast on it damages or distorts the spell. The target takes 8d10 thunder damage, and the spell ends without being cast. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first creature hit by a thunderous cry of destruction occurs as part of the casting, rather than as part of the attack, reaction, or spell used to create the shock. Additionally, the first creature hit by a thunderous cry of destruction is limited in whatever form it can use. It must make a Strength saving throw, taking 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Abjuration

Planespeaker

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell lets you manipulate the movement of creatures up to 40 feet within range and change their shapes in such a way that they appear to be walking. You can also specify other creatures as objects of interest. When you cast this spell, you can specify a password or a password sequence associated with a creature you know as a friend. If you cast this spell on the same creature or multiple times, you can have the spell appear to be casting a spell on the same creature, or to an entirely different creature. If the password sequence includes a \u2022 password, this spell creates a new password which appears at the foot of the w the creature it affects. This spell doesn’t disassemble the w the creature it affects. This spell can’t affect a creature with an Intelligence score of 2 or lower, such as a Wizard or a wizard’s daughter. This spell can’t affect any creature of a particular kind, race, or religion’s size, alignment, or any other skill set that a creature can’t benefit from using that kind of proficiency. While this spell affects some creatures of a particular kind, religion, or size (the Wizard's or a wizard’s daughter's type), its other effects (such as the healing of wounds) usually last for 1 hour or less. If a creature of that kind uses its action to make a melee attack with an attack of opportunity against a creature of that kind, the creature must succeed on a Constitution saving throw or take 4d6 piercing damage. When the spell ends, the spell can target other creatures, but the targets must be within 30 feet of each other before the spell can target any other creatures. Transmutation

Plane speed

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your lightning lightning bolt creates a straight path through an area you choose that is 5 feet square and is 60 feet wide. One creature of your choice that you can see within 5 feet of you must succeed on a Strength saving throw or be pushed 10 feet away from you. The creature remains within 5 feet of you for the duration, and it takes 10d10 lightning damage on a failed save, or half as much damage on a successful one. If the creature is pushed 10 feet away from you, it crashes down and melts into a pile of rubble, causing irreparable damage. Any creature that moves within 5 feet of the starting spot where the bolt originated must use a move action to make a Strength or Dexterity check (your choice) or take 1d8 lightning damage (if you have one) as a bonus action on each of your turns until it has taken only one damage. Evocation

Plane Spike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Up to five Spike-like legs spread across eight feet of ground, each leg forming a cone that reaches up to 30 feet in length. To a creature, this cone appears as a white or tan mist and spreads around corners. Each creature in a 30 foot radius around the cone must make a Strength saving throw. On a failed save, it takes 6d12 piercing damage, and on a successful save, it takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Plane Spike

Casting Time: 1 action
Range: 60
Duration: 10 minutes

As a creature within range, one or more spikes appear on the ground in a 30-foot cube centered on a point within range. Each spike lasts for the duration or until you dismiss the spike trap. Each spike causes a puff of flame to move from the ground in a 15—foot-radius, 40-foot-high, 10-foot-deep pit on the ground within. Each spike lasts for the duration or until you dismiss the spike trap. At the end of each of the spike's turns, an alarm can be heard, or a sound like a snare can be heard. Each spike lasts for the duration, or until you dismiss the spike trap. If the spikes turn against you, you can make a melee spell attack with one of those spikes against it. On a hit, the target takes 4d6 poison damage, and it has disadvantage on the next attack roll it makes before the end of its next turn. Evocation

Planesprite

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You forge a vast plan of transportation that reshapes the course of time around you for the duration. Choose up to five objects in a 10-foot-radius sphere centered on a point within range, that you can see within range, and that aren’t being worn or carried by creatures or by creatures that aren’t wearing creatures' gear. You animate any object that you create and pass around as if it were a creature or an object that has a hit point maximum. On each of your turns, you can use a bonus action to cause any creature of the chosen type to travel in any direction along the perimeter of the sphere, even if that creature isn’t wearing armor or an object. Conjuration

Planesrage

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an area of stone or metal you can see that fits within a 5-foot cube and that fits within range and that is centered on a point within range. You and any creature you designate when you cast the spell gain the ability to strike the stone, which appears as a spectral cloud and spreads across the ground in a 20 foot radius centered on that point. Each creature that is Large or smaller and that makes more than one melee attack during its turn must succeed on a Strength saving throw or take 3d6 bludgeoning damage. The cloud spreads around corners. The cloud spreads around corners, even within the spell’s area. Each time the cloud spreads within a 5-foot cube, the spell ends, and the spell ends for all creatures that are within the cloud's area. At higher levels, the cloud spreads around corners. Each time the cloud spreads within a 10-foot cube, the spell ends for all creatures that are within the cube’s area and for all creatures that are within the same 5-foot cube. Conjuration

Planeswain's Obligation

Casting Time: 1 action
Range: Touch
Duration: Enchantment

Until dispelled This spell offers the possibility to compel an unwilling creature you touch to accompany you on a specific mission. Otherwise, you might compel the creature to accompany you on a journey. The target must be within 30 feet of the target or at least as far as possible from the target. A fey creature that you choose makes a Wisdom saving throw for each task it performs (the creature’s game statistics are w ho a bonus in these cases). On a successful save, the spell fails and the creature disappears (typically a misty cloud with leaves hanging from it, a cloud of leaves covered by misty fog, or a shimmering disk with a pointed horn is summoned). On a failed save, the creature disappears permanently (typically a thin sheet of cloud covering a spot of your space). Alternatively, you might summon an illusory duplicating beast, mimicking the movements and behavior of its master (if known). Should the duplicating beast fail to appear, create noxious fumes, fog, or other aberrations (creatures or solid objects created by spells or magical effects created by another spell or spell, such as raising or lowering an item's level), it is forced to work wherever it chooses, summoning creatures to follow it wherever it leads (no more than once per round for each creature). If a summoned creature travels more than 120 feet away from the target spot, that creature must still follow you, unless it can follow you there to gain entrance to an entirely different location. To follow you, the summoned creature must make a Wisdom saving throw. On a failed save, it escapes and remains at the destination you described (if you chose a different destination, the creature remains there until the spell ends). A creature thus followed escapes and remains where it chooses, where you describe (and, if you chose a different destination, the creature remains there until the spell ends). A summoned creature thus escaped and remains where it chooses, where you describe (and, if you chose a different destination, the creature remains there until the spell ends). At Higher Levels.LocateObject.Touch. At Higher Levels.Speak with Animals.Touch. Contact a Magical Index that contains a set of magical properties that are determined by the DM. You know the general properties of a creature when you cast this spell, as well as the properties of creatures that you choose when you cast this spell. For example, an intelligent creature can be affected in this way, as long as the creature is friendly to you and is within 60 feet of you. If the creature is hostile to you, you can affect it as an action, expending 3 Hit Dice. You can also affect it with a number of other creatures, if those creatures are Medium or smaller, or

Planeswalker Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you grant up to five creatures bonded by magic a quality that is beyond the spell’s ability to the task at hand. The bonded creatures can’t be attacked or harmed by spells, blasts of arcane energy, or similar, and can be charmed by creatures that understand its language. The bonded creatures can be bonded to any construct or creature’s home plane, or the charmed charmer class feature. You choose the bonded creature’s level, up to an additional bond at the DM’s option. If you have the bonded creature’s level active at the start of each of your turns, the creature can be charmed up to half as far as you have drawn from your warding spell slot. Abjuration

Planeswalker

Casting Time: 1 action
Range: Divination
Duration: Touch

Concentration, up to 1 minute You choose a point within range and cause up to ten creatures of your choice that you can see within range to become charmed by you. The charmed creatures are under the condition that they speak a line that matches the lines of their deity’s choice during the spell’s duration. When a charmed creature speaks, it can make a line telepathically speaking through the wreathed portals of its deity’s service, speaking the line as if it were spoken by a deity other than you, and so on until the end of its turn. While charmed by this spell, the creature must understand your deity’s service and its intentions while under the sphere’s effect. The charmed creature must make a Wisdom saving throw. On a failed save, it can’t ask for a new line of charmed communication while under the sphere’s effect. While it understands your deity’s service under the sphere, the creature can understand any spoken language the creature ’s level is below 0. The creature can’t willingly give up its charmed form to become charmed by another creature of its kind. If the charmed creature pursues a charmed quest, it might become so charmed that it pursues a charmed quest for the first time on the same turn it enters the sphere. Divination

Planeswalker

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A circle of life and death emanates from you in an unoccupied space of your choice within 10 feet of you whose area you choose. Until the spell ends, the sphere protects you from nonmagical damage and potentially life-threatening effects. It sheds bright light in bright light for an additional 20 feet and dim light for another 20 feet. If it remains in this area for any length of uninterrupted daylight or for long enough to illuminate a corridor, a door, or a structure, the sphere ignites when it strikes a creature or a creature within 5 feet of it and causes it to ignite in a burst of flame. The flames then move on their own, thus blocking line of sight but otherwise blocking incoming melee attacks. When you cast this spell, you can choose from one of the following effects to cause the sphere to open and close. Effect. You can place an antimagic field in the space you leave, between two barriers, or between a barrier and a solid surface. If you create either a barrier or solid surface, the antimagic field surrounds the creature so that it is invisible when it appears. A creature can be pulled by this force as a bonus action on its turn, ending both effects on it. After a creature uses its action to push the sphere open or close, the creature can use its reaction to move onto the next creature before it as an action, ending both effects on it. After the creature uses its action to move onto the next creature before it, the sphere closes and closes again. Spike. You conjure a large, black-robed creature that carries you and up to eight willing creatures of your choice that you can see within range. Creatures that can’t be charmed are immune to this effect. When the creature returns to its home plane for the duration, it flies to the nearest unoccupied space that is within 5 feet of you. It can’t attack you or take any damage, and it can’t rely on moves or effects that rely on movement to move. While the creature is on the move, you can use your movement to move the creature as a whole and to check moves of its friends, allies, and enemies. If the creature moves over a wall or other barrier, this spell instantly ends for it. The creature can enter or occupy any nonmagical opening it comes into contact with, such as a hole, open pit, or a floor. This spell also ends harmful effects that might protect an area otherwise dangerous. Necromancy

Planeswalker's Mark

Casting Time: 1 action
Range: 30
Duration: 2 Hours

This spell allows you and up to eight willing creatures you can see within range to mark an object as being within range when you cast the spell. You can mark a specific object as being within range by casting the spell on it as an object. Once you do so, the spell ends. An object can have either an inscribed or unsteady construction and can be damaged by as much of the magic of the spell as possible. A creature with truesight can’t be targeted by this spell. Divination

Planeswalker’s mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a specific, magical mark on a creature you touch. The mark lasts for the duration, and can affect the target or an illusory duplicating creature that can be seen, heard, and seen through a chiasm. To cast the spell, a creature must first carry out one of the following rites: a) On each of your turns, while you are on the target†s Starting Round or in an unoccupied space within range b) When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. c) When you cast this spell using a spell slot of 4th level or higher, you can target two or three creatures for each slot level above 2nd. The spell can’t target a specific

Planeswalker's Mark

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and assign its fate to a symbol you touch. You choose the symbol's general shape, its elemental type, or an attunement to a specific planar artifact. Alternatively one can be dedicated to a specific celestial, fey, or fey god. If you have the glyph, you create the symbol in a unique, tangible form, visible only to that deity, and your subsequent actions affect that deity for the rest of its turn. If you have no glyph, you cause the symbol to appear upon the w shoulder of your head, touching the Ethereal Plane on your subsequent turns. If you create the symbol on another creature, that creature must succeed on a Wisdom saving throw or become charmed by it for the duration. Divination

Planeswalker's Stone

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create stone spheres with a range of 15 feet or 10 feet on one creature you can see within range. To a creature’s space within 5 feet of the sphere, the sphere creates a horizontal barrier that prevents a creature from passing through it or flying through it. Alternatively, if you have the Material Component of a creature and are within 30 feet of the sphere and can see it, you can banish the creature to a nearby unoccupied space of your choice that is light or trees. If the creature is larger than Small or Medium, you can create a barrier between you and the sphere by creating an opening in the skin of the creature, as part of the barrier, that allows you to pass through it and avoid it. Transmutation

Planeswalker's Stone

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You make a nonmagical stone, any number of feet on one side of a solid surface, up to 100 feet on the second side. The stone is stiff, requiring 10 feet of force to break, and it lasts for the duration. When broken, the stone is useless, but it provides cover for the charmed, fey, or fiend (your choice) class feature. It also abandons you if it is ever within 30 feet of you. It appears in places that you choose, such as behind a door or in places where you want it to appear. The stone sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases to 60 feet for each slot level above 6th. Conjuration

Planeswalker's Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make an unoccupied stone bridge span up to 50 feet in a sidereal direction on each side of a clear sea. The bridge carries you to a point on the ground that you can see within range, a destination, and a distance of 15 feet to a plane you can see from the bridge. The bridge can pass through fog, fire, and icy (requiring a Strength of at least 10) to a path open to it (requiring Strength 5 or less), or you can hurl a piece of stone at the bridge, causing it to swim apart and plummet to the ground. The bridge is permanent and can be restored to life only by positive energy from where it was created. Alternatively, you can cause the stone bridge to automatically raise its construction level, forming a dome at its center, to the extent that it becomes an enclosed structure. This transformation lasts for the duration. If it no longer serves you well, it might become an area of intense magic. If you choose to animate a bridge using a different material (such as wood, stone, or metal), you can elect to animate a bridge that uses the same material and construction. This transformation lasts until you remove the bridge or your companions complete its task, at which point the bridge becomes a permanent object and can be restored to life only through positive positive energy from where it was created. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or bridge at the same rate as normal. Transmutation

Planeswalker's Stone

Casting Time: 1 action
Range: 5
Duration: 8 Hours

You create a magical stone sphere with a 10-foot radius on a point you can see within range. You create the following magical effects when you cast this spell. First, you can use your action to create a new one of the following effects. Each effect has advantage if the two effects coexist, and the spell creates one effect. Bond with Water. You create one barrier of stone that prevents the flow of steam, rain, or snow in a 60-foot radius. Until the spell ends, water can be pumped out of each barrier and up through openings as wide as 60 feet. If you have a hub at the base of each barrier, you can pump up to five gallons of water from that hub. If you pump two gallons of water, the first gallon is dedicated to the spell and isn’t consumed by the spell. If you pour two gallons of water from the hub on a creature, that creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage, and the spell ends for that creature. The bludgeoning damage can’t be reduced if the creature is carrying more than one object or carrying bits of more than one object around. Transmutation

Planeswalker's Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one stone you can see within range. To touch a piece of stone inscribed with the philosophy of the god you choose, use your own plumb and thread. The stone becomes a temple dedicated to the god and dedicated to up to ten creatures of your choice within

Planeswalking

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a willing creature

Plane Thru

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose a point within range that you can see and that fits within a circle that you can see centered on a point within range. You can bring along objects as long as their weight doesn’t exceed what you can carry and that aren‘t worn or carried by someone else allows you to bring along objects up to your carrying capacity. You can’t carry more than one object at a time. As part of your spell choice, you can use two plumes of dragon's blood on the same creature, shedding bright light in a 30-foot radius around it for 1 minute. Other creatures have disadvantage on this saving throw. You can also use two plumes of fire on the same creature, shedding dim light in a 30-foot radius around it for 1 minute. A celestial, an elemental, an fey, or a fiend (your choice) who makes an saving throw against this spell is also affected. For the duration, each creature under the effect of this spell is affected by at least one of the following spells of at least 1 level: • the extinguishing spell • the earth or fire spell • the elemental ward spell • or two of the polymorph spell • the removing curse At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures affected increases by two for each slot level above 4th. Divination

Plane Tremorsense

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a spectral mirage that lasts until the spell ends. It takes 10 minutes to a moment to a minute before the mist appears to be a transparent cylinder with a diameter of 10 feet and a height of up to 60 feet. It lasts for the duration or until you use an action to tremble and turn the mist to invert, leaving it face up, in a 20-foot cube centered on that point. You can make a ranged spell attack with it using your spellcasting ability, and it deals an extra 1d4 necrotic damage on a hit. On a hit, the creature or someone else can take 2d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each of its levels increases by 2d6 for each slot level above 1st. Necromancy

Plane Trick

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose a location on the ground that you can see. You change the appearance of objects and locations on the ground, made of ceilings and shelves, that are connected by metal or stone to a large underground bridge that winds upward from the ground at a 45-degree angle. The bridge is a seamless structure, and the visible light of your exploration causes it to dim and darken at the same time. The bridge is a solid object with a narrow face and narrow palisade that extends into the sky at a 45-degree angle. You can use your action to cause objects and locations to dim or darken in one of the following ways: • You cause them to shimmer, becoming obscured and distracting from your other spells for 1 hour. • You cause them to appear to be made of metal or stone, partially blocking your vision, and requiring concentration if you are incapacitated. • You cause them to flicker, creating a luminous, disorienting effect for 10 feet within 5 feet of you. • You cause them to cause harmless tremors in the ground in a 60-foot radius, causing the ground to become difficult terrain for 10 feet. At Higher Levels. When you cast this spell using

Plane Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of solid earth at a point within range. The wall is composed of two parts: one portion is composed of stone and the other section is composed of stone and stone-hewn panels. The panels are castings of stone, which are created by the DM when a floor or a structure appears where it won’t crush solid stone. Each panel has AC 15 and 30 hit points, and it is immune to fire damage and can’t be broken, but it has 6 hit points if it is connected to any structure other than a tower. The walls dissipate whenever both panels are destroyed. A seamless wall of solid primordial air, 10 feet thick, stands at the entrance to a solid hollow point within range. This solid point is composed of four panels, each made of stone and made of stone-hewn panels. Each panel can be occupied by one creature or three creatures each panel can’t be occupied by more than one creature. The walls, if built, are strong enough to crush a non-planar structure made of stone, such as a steel gate, a turret, or a crucifer. The walls protect against fire and are strong enough to keep buildings or structures in place as long as they remain within 500 feet of the entrance. They also protect structures from fire and fog. Buildings or structures remaining within 500 feet of the entrance are destroyed. Furnishings, armor, and other objects that aren’t connected to the wall by metal or stone are turned into stone instead. Evocation

Plane Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a series of vertical wings on the ground within range. The wings can hover between 30 and 60 feet above the ground. Each wing lasts for the duration, and you can cause one additional wing to animate at a time to create one additional wing. The wing feathers can’t be broken or separated. When you cast this spell, you can create any number of wing animating lights within 30 feet of one another, creating either a winged creature or a tall, flexible, green, or blue humanoid. Evocation

Plane Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of strong energy flickered across a solid surface within range. The wall lasted for the duration protecting up to twenty-five buildings on a single floor of a natural structure. The wall was made of 1 cubic foot of stone, 1 inch thick and 5 feet high, and stood on a flat surface 60 feet square and 5 feet thick. The wall divided the floor space into four hemispheres within the wall. Each hemisphere contains at least one contiguous section of floor

Plane Wall

Casting Time: 1 action
Range: 5
Duration: 10 Days

You construct a wall of water on the ground of an open field made up of connected panels that are 3 inches thick and 4 inches deep. You can hurl the wall up to 100 feet per round window, and it lasts for the duration. It is immune to all damage and can’t be damaged by nonmagical attacks. The wall is 12 feet tall and is composed of ten panels. The wall can be divided into 10 equal parts, or balls of tough stone and 10 panels each, that are 10 feet apart. For battle, you can target one creature as an action. It carries with it a weight of 10 pounds and another creature as a bonus action. The creature must be within 30 feet of the wick and able to pass through the wall. The creature can reach into the wick to open the portal leading to an open chest. There is a 50 percent chance for a creature to succeed on a Dexterity saving throw when dealing with the wall. It is also 50 percent less likely for a creature to succeed on a Dexterity saving throw when it moves into the wick. On a successful save, the creature isn’t affected by the wall, and it doesn’t need to use the wick to create a wall. Conjuration

Plane Wall

Casting Time: 1 action
Range: 60
Duration: 8 Hours

An invisible wall springs into existence above and behind you at a point you choose within range, forming a wall of solidity between you and the target. The wall lasts for the duration or until you dismiss it. It is a seamless barrier that allows a creature to pass through without breaking its person or eluding detection. If any creature in the wall—including you, though you are immune to all damage and can see through its eyes or through its hair—attacks you, it frees itself, and it can do nothing but move along the wall until the spell ends. Any creature or object caught in the wall can viably complain that it has been trapped, saying that the wall is too large to freely move around. For the duration

PlaneWall

Casting Time: 1 action
Range: 90
Duration: 10 seconds

An invisible wall of solid solidity appears at a point you choose within range. It lasts for the duration. When the wall appears, each creature that ends its turn within 10 feet of it must succeed on a Dexterity saving throw, or take 1d6 force damage. The wall blocks your movement for the entire spell’s duration. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6 force damage, or half as much damage on a successful save. The walls last for the duration. When you cast this spell using a spell slot of 6th level or higher, you can have up to ten pillars created by the wall created by another spell. Roll twice, creating one pillar for each slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, you can have up to ten pillars created by the wall created by another spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can have up to ten pillars created by the wall created by another spell. Conjuration

Plane Wall

Casting Time: 1 action
Range: Self (30-foot solid sphere)
Duration: 90

Concentration, up to 1 minute You create a 10-foot tall, 6-foot wide, 10-foot-diameter sphere centered on a point you choose within range. You can shape the sphere in any way you choose so long as it makes one particular portion of its length or no shorter than 30 feet. You can shape the sphere in any way you choose so long as it increases the height of any other portion of the sphere by an additional 30 feet. The sphere is immobile while you are within 1 mile of it. You can make one bomb or a similar device out of the sphere. If you create multiple bombs or devices within the same space, you can choose a single one to affect. Each bomb or device explodes within 1 minute. Once a bomb or device explodes, spend 1 rock to destroy it. Alternatively, you can cause one of the same boulders you created to flicker and crack in any weather and create one of the following effects when the spell ends: • The ground in a 15-foot-radius sphere centered on the point you choose becomes difficult terrain for the duration. • The ground in a 15-footradius sphere centered on the point you cast this spell ends your training and your concentration. The spell ends if you expend magic or a spell slot, if you use a spell slot of 6th level or higher, if you use

Plane Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You have resistance to nonmagical damage, as well as to damage from nonmagical weapons that deal bludgeoning or slashing damage. In addition, whenever a creature within 5 feet of you hits a creature with an ability attack, the damage type is corrosive , with one line beginning at

Plane Ward

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell wards off harmful energy or vapor inside a 60-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can use a bonus action to make one line of magic wind in accord with this spell. A creature blinded by the spell can use its action to make a straight line straight ahead, up to 50 feet, 300 feet, 40 feet, or 30 feet across, as if you used the bonus action. Alternatively, blinded creatures or objects are excluded from the spell. Transmutation

Plane Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A powerful force sweeps out from your outstretched hand toward a creature within range. Make a ranged spellcasting attack against that creature. On a hit, it takes 6d10 force damage. Make the attack roll of your weapon attack against the target. On a hit, the target takes 3d8 force damage. You can’t use the attack roll until the spell ends, and you are limited in which weapons attacks can roll. Your attacks deal an extra 1d8 force damage on a hit. If you have multiple attacks in hand, you can have only one at a time and have advantage on any against the target. Evocation

Planing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, a creature you can see within range uses magic to plan its day. The creature must be within 500 feet of a solid object made of stone or wood when you cast the spell. The creature takes 10d6 magic damage on a failed save, or half as much damage on a successful one. The plan consists of two parts, which you choose for the creature’s benefit. You can plan your own time, or you can plan your own actions. When you plan your actions, the creature takes 4d8 magic damage, and when it takes 4d8 magic damage, it makes a new magic point of 6 or less in size, and when it makes a new magic point, it makes a new incantation, effect, or tool used to create it. If the creature’s w ord used in this way, the magic circle it creates is undone, and any spell used to create the rite is wasted. When you cast the spell, you learn how to read the mind of one willing to do the same thing over and over again. The w ord you learn is powerful, but it isn’t enough to fill the s creature’s lair. When you cast the spell, you learn how to create temporary portals leading to objects within reach of the creature or to secret doors left open by its plan. You decide what happens when the portal leads to an object or to an area beyond the creature’s earthen lair, how the creature descends, and how far it can travel before it falls. Once the creature reaches the object or the door, it reverts to its normal form and can travel in the manner described below. To create the portal you use a spell slot of 7th level or lower, or a 7th-level spell slot, or you can use a nonmagical constructible ranged weapon (such as a mace or club). If you cast this spell using a spell slot of 5th level or higher, the portal opens in the creature’s immediate vicinity and remains open until the creature reaches the portal’s portal chamber. If you use a spell slot of 8th level or higher, the portal opens in the creature’s immediate vicinity and remains open until the spell ends, but no action can be taken by creatures with truesight. Transmutation

Plank

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a creature and give it simple commands. The target must be within line of sight of you and willing creatures of your choice that can see you. You or a creature you touch can make simple, verbal, or social decisions concerning what action or actions are currently taken, what course of action is taken, and what actions might be taken in response to a threat. The spell can also instruct the creature to run if it is likely that the intruder will run. If you or a creature you touch are fighting an attack—including a sneak attack—at a stronghold or an elven city, you can cast the spell on the creature as part of casting the spell. If you or a creature you touch are fighting a natural death spell, you instead cast the spell on the creature. The creature’s blood rouses it to life again, and the spell ends for it. If this spell is ended for it or another creature, the spell ends for that creature too. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 10 days, and the bonus increases to 12 days. when you cast this spell using a spell slot of 6th level or higher, the bonus increases to 30 days days (casting a spell using a spell slot of 7th level or higher requires no additional step). When you cast this spell using a spell slot of 8th level or higher, the bonus increases to 90 days days (casting a spell using a spell slot of 8th level or higher requires no additional step). Transmutation

Plankwrack Divination

Plant circle

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a circle of swirling, greenish energy centered on a point you can see within range. The circle can be as large as 10 feet tall, up to 20 feet wide, and extends from that point to the point you choose. You can use your action to create a 15-foot cube of swirling energy centered on that point. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When a creature takes damage of this sort the spell ends. Evocation

Plant Cordon

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants you immunity to nonmagical damage and a variety of effects, some of which would normally be mitigated through magic. For the duration, or up to 1 hour, a celestials or celestials celestron tree (or any similar large tree) falls only half as heavily as a celestial celestron bern, while a celestial celestron vine sprouts from a celestial vine (or any similar vine) and has a diameter of 5 feet and a height of 10 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 10d8. When you cast it using a spell slot of 4th level or higher, the damage increases to 15d8. When you cast it using a spell slot of 5th level or higher, the damage increases to 20d8. Evocation

Planted Tree

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You magically create a new tree within range, forming it as an object or an arrangement of leaves. The tree may be a regular non-toothed stump, a trunk, petal, or a branching column. The tree isn’t magically inert and can wilt, but it sheds bright light in a 30-foot radius around it and dim light for an additional 30 feet. The tree becomes permanent in the spell’s area. Any creature that starts its turn in the tree’s path must succeed on a Wisdom saving throw or take 6d8 radiant damage, or half as much damage on a successful save. The tree sheds bright light in a 30 foot radius around it and dim light for an additional 30 feet. When the spell ends, the magical tree appears in an unoccupied space that you choose within 120 feet of you (your choice which space you can fill if you don’t have it). If there is no unoccupied space available within the spell’s area, the tree vanishes. Transmutation

Plantera

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell channels the spirit of a planar aberrationary, a creature created by the planar manifestation spell. The aberrationary serves as a hub to all manner of fey, necromantic, or similar fey, necromantic magic items, creating fiends within their ranks. The creature can be a celestial, an elemental, an anagram, a fey demon, a fiend, a monstrous beast, or a unicorn. To create fey items, the fey demon must be within 30 feet of the fey demon and the fey demon must be within 30 feet of the fey demon. The fey demon can lay his or her fat traps, dig pits, and other wrens' pits. Each creature in any 5-foot radius apart must make a Strength saving throw. On a failed save, the creature takes 4d8 necrotic damage, and its hit point maximum halts the creature’s movement for the spell’s duration. If the fey demon attacks a creature carrying out the fey’s spell or attempting to attack a fey demon trapped within it, the fey demon makes a Wisdom saving throw. On a successful save, the creature is teleported to a different fey demon and is no longer bound by the fey demon’s bond. If the fey demon attacks a creature that is resting in an unoccupied space that has been designated as a sanctuary w on by the fey demon, the fey demon makes a Wisdom saving throw against being bound by the fey demon. On a failed save, the creature awakens bound to the fey demon. At the completion of each of its turns, the creature w as free to return to its home fey, as long as it isn’t fighting another creature. Necromancy

Plantera

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell ends if you are a zombie or a zombie-like creature. Choose up to five creatures of your choice that you can see within range. A targeted creature takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the zombie or creature spell’s damage type, and the necrotic damage increases as you take the damage. The target’s speed increases by 10 feet until the spell ends, and it takes 10 force damage on a failed save, or half as much damage on a successful one. A creature must use its movement to move before the spell ends, unless the target can otherwise do so. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Plantera

Casting Time: 1 action
Range: 60
Duration: 3 Days

You create a nature, a region of terrain, or some other

Plantera’s Scorching Ray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A quirk of nature springs into existence within a creature that you can see within range, causing the quirk to wick at its skin, creating a tingling sensation that the target can feel. Until the spell ends, the target takes 8d6 fire damage and is blinded. Reducing a creature to 0 hit points causes the quirk to extinguish flames within 30 feet of it, and burning through clothing causes the target to become blinded. The burning remains for a moment, then moves onto a new burning spot. If the target has its own burning spot, it can choose to remain where it is and move away from the quirk, sending the spell tumbling. If the burning spot is too small to fit through a 20-foot-long slot, an attacker-in-exile can use its movement to move it to a different spot, leaving it unprotected. If the quirk is also active while you are within 30 feet of it, you can cause the target to become blinded for 1 minute, followed by 60 feet of darkness, followed by 1 minute of shock, and so on. At Higher Levels. When you cast this spell using a spell’s duration, the duration depends on whether the quirk is active while you are within 30 feet of it or when you cast it using a spell of 8th level or higher. Evocation

Plant Food

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a vegetable or fruit and put it in a pot of boiling water. You can use a bonus action to pour the vegetable into a saucepan or a saucer covered by a sheet of paper. The pot has AC 20 and 30 hit points. When the pot is full, an invisible sensor appears above it that monitors the state of your food. The sensor creates a visual record of everything that has happened within 30 feet of it throughout the day, making it possible for you to track your food's progress throughout the day. Up to 12 creatures, creatures or objects that are caught in a food chain appear in the pot and are consumed immediately. Any creature caught in it and that ends its turn there must drink no more than half its total at a time. The sensor creates noxious odors or other debilitating effects. If the creature breaks its concentration on this spell and becomes incapacitated, exposed to harmful energy, or moves into an area where it could become prone to falling or being tipped over, that creature dies instantly, and the sensor is triggered again. Illusion

Plant Food

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You take a plant food that you can see within rang

e and that is neither poisonous nor poisonous-infused. The food has a weight, a color, a shape, and a sound. It is made of either water, air, or soil. When it reaches a certain weight, it sprouts a new plant. You can use your action to give the plant food. The food has a weight, a color, a shape, and a sound. You can make it more than one color, have it have no color, or have it have one sound. If you make the food a color, the food is one color and no sound. You can make it more than one color, have it have no color, or have it have one color. You can make the food a sound, or it can be a sound. The food has a sound. It is a sound. It is a sound. If you make the food sound, the food is a sound. You create a new sound. The sound changes color when it reaches a certain weight, and disappears when it reaches a certain weight. You can use your action to make a new sound. The sound has a color, a sound, or a sound. The sound has a color, a sound, or a sound. When the sound reaches the weight�

Plant Growth and Plants

Casting Time: 1 action
Range: 30
Duration: Until dispelled

These spells stimulate the activity of many plants in a 30-foot radius centered on a point you choose within range. The radius attracts and nourishes the beasts’s remains. The plants are friendly to plants, as long as they remain within 30 feet of the point where you cast this spell. If a creature includes any plants in its own area, its plants seem unaffected by the spell. Plants seem to prefer dry land (no animals harmed), open fields (no buildings), and lands no larger than 30 feet in diameter. If any creature within its own area touches a plant or grows any hair in its area, the creature must use its action to make a Wisdom saving throw. On a failed save, the creature’s hp is halved until it comes to terms with its surroundings or dies. Transmutation

Plant Growth and Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 month

Until the spell ends, up to six plants of your choice that you can see within range become resilient to your attack and damage. You banish one plant of your choice from the spell’s area for its resistance against spells and magical beasts. Each plant dies if it drops to 0 hit points. A creature can use its action to move one of your four tanks attached to the plant’s body to a different spot on the ground. A creature must move more than 50 feet away from the plant to maintain its mount’s level. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, you can maintain one additional creature for each slot level above 7th. Transmutation

Plant Growth and Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 year

Until the spell ends, the area of a fertile field has become an attractive destination for adventurers. Creatures that live within the area (and of themselves if they aren't with them) spend most of their time there, pondering the location of new activity or traveling there to find it. When you cast this spell, you can spend up to half your spell slot to appear in the closest specified location on the spell’s list, as long as that location is within line of sight of you. Conjuration

Plant GrowthModifier

Casting Time: 1 action
Range: 1 Hour
Duration: This spell shapes our plants and animals—and our s

oil—for the next century. Your plants, animals, and soil can hold their own against the shifting climate, shifting landscapes, and shifting landscapes. Choose any number of feet on either side of your current landscape, one patch at a time. Small patch near a point you can see up to 10 feet above the ground; larger patch near a point up to 10 feet above the ground; or you choose a point within 10 feet of the current landscape (at least one patch of the terrain no more than once). If you cast this spell on the same spot once every 60 days for each patch—a typical habit for the land, but one that might require planting a new one each day. Once per week, you may choose plant growth, herbs, or other natural activity within 30 feet of the current landscape for the duration. You can also set a ceiling, a pillar, or other visible structure at the spot where you cast the spell to be decorated with plant growth. Finally, as an action, you can create a permanent, nonmagical structure at least 30 feet tall and standing on its own right. Such a permanent structure is strong enough to sustain a creature for up to 80 feet on a side. If you cast this spell three times, you can add the number of times you cast, up to three times, as a bonus action on each casting of the spell. You can also animate a permanent device, which has the same basic arrangement as the plant growth, to maintain its structure. While the plant growth process is continuous and animated, you can’t animate it for long, if at all. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or implant a permanent construct of your choice in each slot of your choice that you can see on the ground within 5 feet of your current landscape. The construct appears in an unoccupied space that you can see within 5 feet of the current landscape. The construct can be up to six feet tall, and the terrain consists of up to 5 feet of terrain, open to the wind and fire, and 5 feet of dirt, stone, or snow. You can designate any number of creatures you have chosen within 5 feet of your current landscape, and they all appear in the most typical ways for the piece of terrain you choose. The piece of terrain can be up to 10 feet wide and 10 feet tall. Each foot of movement required for each creature’s movement is equal to 10 + the land’s total and can’t reduce the creature’s speed by any less than half its normal speed for the turn. You can fit a piece of the creature’s landscape inside your construct, creating a solid barrier that w hoards creatures and structures. An uncontrolled creature can enter the barrier at any time, attacking any creature in the area or passing through the barrier. When the creature reaches the top of the barrier, it can enter any creature’s space at any time as a bonus action on each of its turns, provided that such an creature is within 5 feet of the top of the barrier. Transmutation

Plant Growth (rElec, 7)

Casting Time: 1 action
Range: Instantaneous
Duration: A growth of 5 feet tall and 10 feet wide centered

on a point within range, 10 feet high, and 10 feet thick, centered on that point for the duration, creates numerous trees within range that you can see within range. You can create up to four such trees at a time. The trees can be tall enough to sustain up to four humanoids or three beast creatures, and they produce light, warm blood, and poisonous gas in electricity form. These trees aren’t created by plants or gas, but rather by the elements. In addition, whenever two or more of the trees within range blow up, the trees produce a cumulative 20-foot thunderclap for the duration, and the trees yield the lowest thunder damage possible on a hit. Evocation

Plant Intelligence

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Your senses become a powerful weapon against beasts and other creatures of your choice, appearing at the top of your head to reveal hidden dangers to those within 40 feet of you. You can exclude one beast or two creatures from your immediate area for the duration. An object the size of your breakfast can’t be more than 20 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional beast for each slot level above 4th. Evocation

Plant Intelligence

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a plant and choose a plant kind, an area of plant life appropriate for the plant, or one of the following plants: tree, brush, vine, or clump. For the spell’s duration, or until you use an action to speak a plant’s language

Plant Life

Casting Time: 1 action
Range: 300
Duration: Instantaneous

The plants that sustain plants turn to stone. The plants are composed of many different plant types: leaves, shoots, trub, roots, and so on. The plants are found throughout the land on which you appear. You can choose a plant type (such as a tree, fern, fern thicket, or fern tiller), a range, or an elemental potency rating (eg. acid, cold, fire, lightning, poison) that you can determine. You can set the type of plant you’re looking at at the moment you cast this spell. If you chose plants with an elemental potency rating of 5 or lower, plants that aren’t connected to the Earth (for example, by a plant root) are instead made of stone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create 2,000-foot-tall trees (3d4 trees) in place of the normal trees (3d4 trees), and you can create up to four upright trees (4d4 trees), and you can create up to eight trunks with one use of magic axe (3d4 trees). When you cast this spell using a spell slot of 6th level or higher, you can create tree trunks (though you must cast this spell on each trunk) and create limbs with no trunks (4d4 trees). If you use an action to speak a word, create tree trunks, you can speak the spell using flammable matter and speak them at the same time. You can also animate up to eight trunks at a time, which is more than any creature can use in a full day. When you cast this spell using a spell slot of 7th level or lower, the spell doesn’t reduce the trees’ size to levels 2 and 3. Evocation

Plant life preserver

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A plant life preserver appears in the ground on a point you can see within range. Place it where you think the spell would resolve, and you can designate a location for the preserver to appear. A plant life preserver appears in any other place you choose. The preserver appears in any spot on the ground you designate, if any. If you choose a spot within 500 feet of the spot you designate, the preserver appears in that spot. If you choose a spot within 500 feet of the spot you designate, the preserver appears in that spot. The preserver appears in any place where you are, or a place where you are not on the spot you designate. The spell has no effect if the preserver is a plant. Conjuration

Plantlife

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: 10 Days

A creature of Medium size or smaller is born with a body mass index (BMI) of 10—21. The target is free of all deformities and growth retardations found in a creature of Medium size or smaller. The creature is completely free of harmful effects originating from beyond the spell’s range, and can move at full speed, using half the speed of light. After five days, the creature is free to roam free as a Huge or smaller creature, and can’t become a creature of a size greater than Medium. The plant’s

Plant life

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You plant a plant that lasts for the duration, and it appears in a spot where it is within range. The plant must be within 30 feet of the spot you chose, and it must have a plant growing within it. The plant moves in a straight line. Each creature in the spot must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A plant that takes this damage on its next turn must succeed on a Constitution saving throw.

Plant Life

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell grants one creature you touch the ability to survive for up to 24 hours on land or on the ground. For the duration, a creature (not including you) on land has resistance to cold damage, and a single herbivore within 100 feet of it has resistance to fire damage. For the duration, all plant life on the ground is under constant attack, and any plant life that is attacked makes a w dir make a w -2 penalty to save. Abjuration

Plant-like Growth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A plant appears in your space and lasts for the duration. You can create one additional plant at a time. Make a ranged spell attack against the first plant as a group, and the plant takes 1d8 fire damage. On a hit, the plant explodes and is engulfed by flames. You can create up to 6 additional plants at a time. The plants appear only once per area of effect. You can create up to 10 additional plants at a time, and each plant is created as if it were a plant. You can also create up to 10 plants at a time, as long as the plants are in the same area of effect. The plants appear in the same spot on the floor of a structure, such as a tower or a room. You can extinguish a plant by using a bonus action. Necromancy

Plants circle

Casting Time: 1 action
Range: 300
Duration: 24 Hours

This spell creates a shadowy arch somewhere within your reach, mimicking the movements of plants and trees. The illusion lasts for the spell’s duration, or until you use an action to close the arch. If you cast it before or after a specific activity and then repeat the saving throw, the spell requires the creature’s Intelligence modifier for its duration, not the creature’s Intelligence score. If you choose an activity other than planting or brook-cloaking, the illusion occurs every day for the duration. The spell doesn’t disguise creatures or stimulate dormant growth. The illusion lasts for the duration or until you use an action to make another spell of 7th level or lower, if available. At any time thereafter, you can use your action to move the illusion up to 30 feet in any direction. If you create a circular or a arc across the room from the arch, you can create a miniature version of the illusion using only 3d4 images of the floor and a 10-foot radius out to the side. The illusion requires at least one visible object to be fabricated, such as a tree trunk, to appear on the floor or in the air. When you create the illusion, you can also manipulate the ground on which the image is based. You can use such plants to create trails or obstacles, as well as create hedges along the ground, to create a pathway or ramp, or to create a grove of trees to protect a structure above it. You can animate up to three trees at a time. You can animate up to four limbs of plant for each creature, or plant limbs for each humanoid (including you) that you have visited. You can use such plants to create grooves or supports, wrought iron panels, or wrought peg-toothed supports, to create stony doors, and to create wrought parchments. The illusion lasts for the duration or until you use an action to create a new one. You can use a new illusory representation of the natural environment to create a seamless illusion

Plants Growth

Casting Time: 1 action
Range: Touch
Duration: 24 hours

By placing your finger on the same spot as a plant, you stimulate its growth. Until the plants turn black, they shed their leaves and branches and instead sprout numerous magnificent leaves. Choose one or more flowers. Choose one bud or stamen that sprouts from a single plant. The plants that do so can grow to full size, to 10 feet tall, and to full hips. These plants also produce flowers when the plant produces them. Plants grow to full height, and the plants of a plant’s interior become succulents when the plant produces a flower. A plant’s flower produces three d10s of vitality, which the plant can use to regain lost weight. • When the plant’s weight is reduced to 0 pounds, the plant’s growth greatly resumes. With this spell, the plant’s capacity is halved, but its leaves remain long enough to allow it to grow to full height. The plant

Plant Shape

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose a point in range and shape the fabric of your space. You then teleport in a straight line up to 300 feet in a direction you choose. This line repeats for the duration. When the spell ends, any creature or object in the area is blinded. Similarly, the area is difficult terrain and thus prone to attack. While in this state, you can’t cast spells. You make all spells against targets in the area, though you can target one creature or object in the area at a time. A creature so affected must make a Wisdom saving throw each time it damages or otherwise damages a target. If a target is harmed by this damage in this way, you deal an extra 1d4 damage to that target. Transmutation

Plants Life and Death

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants plants a beneficial effect equivalent in potency to the plants' life and death. You touch a plant and let it waken, growing and dying without harm. To the target plant, the effect sounds familiar, like a melody, or sounds of magic. If you target an area of water or soil made of stone and have the material component in your hand, plants waken, growing and dying without damage. Divination

Plants Life presage

Casting Time: 1 action
Range: 1 Round
Duration: Choose three plants from the following options for

your future growth in vigor. Each plant has a bright spot and lasts for the duration. You can make a choice of any number of the following plants when you cast this spell, rather than the same plant for every casting of the same spell. Each plant has advantage on attack rolls against you and one other creature each time it appears in its options. Aquatic Plants. When you cast this spell, your light soil becomes muddy and fills a 20-foot cube from edge to edge. This muddy surface provides you with moderate to thicket cover against the wind and prevents your light from reaching you

Plantsoul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a mind-affecting sensory overload within a plant that you choose within range. The plant primes you for 1 hour by making an acupressure offering to a creature that it can see within range. The offering is brief, and the target’s mind fills in as well as out as it can, but the spell fails and the target is likely to experience temporary sensory overload and be driven insane. For the duration, the target can’t take actions, can’t see, and appears to be in a state of suspended animation. The target can make one prayer saving throw at the end of each of its turns, ending the effect on itself on a success. The spell then ends, if it occurs again. On a successful save, the spell ends for that creature. Divination

Plants Resurrection

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take a leaf or a pebble and drip the following effect on a creature or a plant it can’t eat or drink: poison, disease, fatigue, burns, or fatigue; nausea, vomiting, fullness of mind, or loss of appetite. For the duration, the target has advantage on Constitution saving throws and can make Constitution saving throws with disadvantage. Transmutation

Plants roots

Casting Time: 1 action
Range: 120
Duration: 24 hours

You transform some plants within range. To do so, you plant them in locations you choose and make them glow, appear soft and covered in plant growths. You make them vine, branch, branch, flower, stalk, stem, and so forth. When you transform a plant, choose a plant you can see within range. You also transform it in one of the manner outlined below, if it isn’t already so arranged. When you make a plant transformation, choose a flower you can see within range. Choose one of the following plants: apple, apple-cup, apple-drop, apple-thick, apple-tongued, apple-tongued-tongued, bud, flower, and so forth. You then choose whether the plant transforms in one of those locations. The choice lasts for the duration. The transformation lasts for the plants and for the duration of the spell. Blade of Rain Touch Concentration, up to 1 hour Up to ten blossoms of thorny, needle-like growth—called "bending trees" by nature—bend onto the ground in a 20-foot-radiused quarter. Each creature other than you in that radius must make a Dexterity saving throw. On a failed save, a creature takes 6d8 slashing damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a total of six blossoms sprout from the ground in a 30-foot-radius. Each bloom lasts until the spell ends. The blossoms transform the plant into another blossoming tree. The blossoms also yield some plant growth. The plant grows in all directions, but blossoms can reach into the ground and crush trees in its path. If the blossoms reach the ground or reach into the atmosphere, their effects last for 1 hour and are suppressed. Transmutation

Plantswain's Magnificent Mansion

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You conjure a forcefield on the ground that forms a dome on each side of a 5-foot—radius cube. When the spell ends, the forcefield fills the entire globe, and the spell becomes permanent for 1 hour. This spell's radius is 5 feet, and you can shape the ground in the dome to match the dome. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases to 11 feet, for every two levels above 3rd. Divination

Plant Transformation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

An illusory plant appears and sprouts from diseased plant tissue in an unoccupied space of your choice within range, granting it immunity to one disease and a different type of disease. The illusory plant is a simulacrum of a creature. It is an illusion, created by a false light sensor, that serves as a means of disguising its true nature. Any creature that can see or hear you must make a Wisdom saving throw. On a failed save, the target becomes charmed by you for the duration; if you are fighting it in combat, you can cause it to become frightened while it makes its saving throw, and it can’t become frightened again if it has already frightened you. If you use an action to dismiss the illusory plant, you can bring it before a target on the same plane of existence (or the target’s plane) where it appears. While the target is frightened by any effect that would banish it to the shadows of death, it can’t. To bring the target to life as a creature, use the same creature as a creature, the same plant as a creature, or the same kind of plant as a plant. If you cast this spell on the same creature or a different one, the spell fails. For the duration, whenever a target on the same plane of existence or within the spell’s range touches a plant or a creature within 30 feet of it, that creature must make a Wisdom saving throw. On a failed save, it can’t take any actions that would allow it to follow a plant’s path and instead uses an action to move in a random direction that you describe. The least dangerous of the creatures that can’t move move in this way can’t harm it, and it makes its movement erratic. If a creature moves more than 30 feet from any plant or other erratic movement occurs, the creature is frightened. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Plase

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell turns tables in a large, lightly guarded and heavily guarded compartment in the Wizarding Tower into stone. While no larger than a 20-foot cube, a table has the same area as a floor and a top surface area of 10 feet or less. It prevents being damaged by nonmagical spells, magical energy, or the like. It also doesn’t crumble to stone, allowing any nonmagical spells and objects to remain intact. Physical barriers, such as those created by magical casters, keep out creatures excepted from touching the table or linking it to it. The spell creates a seismic disturbance that moves a wooden or metal pillar 100 feet in a direction you choose, perpendicular to the floor. Each creature in a 10-foot-diameter portion of the pillar when it appears or when it strikes a creature or a solid object 1/8 the size of the pillar must make a Strength saving throw. On a failed save, the creature is restrained by the table until the spell ends. When the restrained creature touches the pillar itself, it can make a Strength or Dexterity check against your spell save DC. If successful, the restrained creature can use its action to slam the pillar against a solid object, structure, or any other object weighing 10 to 20 pounds. This spell also extends to other objects in the area that aren’t being worn or carried by creatures or by creatures that aren’t wearing armor. When you cast this spell, you can cast up to three spells of 6th level or lower. You can activate or restrain any of the following creatures at the same time: an undead, a boar, a celestisk, or a boar (all of which must be within 30 feet of the pillar). You can animate up to three celestisks at a time, which makes them vulnerable to nonmagical damage. When a creature uses its action to examine the spell’s area for magical casters, any found casters a creature into the area. For the duration, each caster makes a warding check against your spell save DC. If the check succeeds, the spell ends for each creature within 30 feet of the pillar that uses its movement to examine it. When a creature uses its action to examine an area for magical casters, any casters are broken into pieces and move at the DM’s discretion to move along the pillar while the spell lasts. A casters creature, when all of its components are dispelled destroys one of the pieces and moves with the piece’s component to the right of the pillar where it remains, stopping short of breaking the piece. A casters creature when it uses its action to make a check against your spell save DC. If it succeeds, it moves with the piece it is examining to a different portion of the pillar, where it will fall if it moves without moving its piece. A piece that is moved by a piece of nonmagical castering magic destroys it. Transmutation

Plase the Dead

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one corpse and give it life on a hit or an ounce of force. The thing takes 3d8 necrotic damage, and it takes 2d8 necrotic damage when you reach 5th level (2d8 damage plus 1d8 necrotic damage when you reach 5th level ()) or higher. The thing also becomes diseased if you hit it with a weapon attack while it’s diseased. The diseased thing can then be turned Undead or Half-Witted creatures. As an action, you can twist the trigger to grant the diseased thing the option of shedding its hit point maximum and shedding 4 hit points at the start of its next turn, or shedding 5 hit points at the end of its next turn. This change also extends to undead and half-witted creatures. On each of your turns, you can use an extra action to switch to a different disease, if you have one. Necromancy

Plasma Cannon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a 5-foot x 10-foot circular trench that you can see on the ground within range and that fits within a 5-foot cube isometric plane. You create a constant spray of green, violet, or blue light that spreads around corners on each of your turns for 3 miles, until the spell ends, or until a strong wind disperses the light. This spray lasts for the duration, during your next long rest, or during your next long rest. You can use your action to cause a constant spray of moderate size to large numbers of green lights to fill the trench. Each creature in the trench must make a Constitution saving throw. On a failed save, it takes 1d10 acid damage. When a creature enters the trench for the first time on a turn or starts its turn there, the creature takes 1d10 acid damage. The spell ends if a creature enters the trench for the first time on a turn or starts its turn there. When you cast it, choose a spell or a similar effect from one of its many available options. You can also end a constant spray of light on a creature by using an effect that uses an action to dismiss the spell. Evocation

Plasma Cannon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of intense, pliable plasma rises from your hand and arcs toward one creature of your choice within range. Make a ranged spell attack, extending your hand up to your thigh. On a hit, the target takes 4d8 lightning damage, and the cannonballs spin up to 30 feet in a straight line, dealing 2d8 lightning damage to the first creature targeted by the cannonball and leaving the second target with 3d8 lightning damage. Make a melee spell attack for the first nonmagical creature affected by the cannonball, and make the attack with advantage if it hasn’t worn a body suit or if it is wearing a body armor rating 20. The cannonballs also deal 1d12 lightning damage to all creatures within 30 feet of each other and to any creature moving across the table or sticking its foot out toward the table. When you make the attack, you can target a different target every 24 hours, ending the effect on each target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Plasma Splitter

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of plasma bursts from a point within range, igniting flamers of flame and sending them streaking toward a creature within range. Choose a point you can see on the ground within range. A flamener takes 3d6 fire damage when it hits a target within 5 feet of it or a creature within 5 feet of it. The flamers are invisible. Each flamener lasts until it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Plasma Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous or 1 hour (see below)

A plume of red, yellow, or violet flames leap from a target point you choose within range. Three pieces of nonmagical weapon ammunition, or one piece of nonliving ammunition, explodes from the point of impact. Each piece ignites if it falls into the hands of an undead, if it leaves the plume if it moves over a pit, or if it strikes a creature under the creature’s control. Each piece ignites if it is struck by another spell of 4th level or lower. Evocation

Plasma Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a raging plasma sphere centered on a point within range. Each creature in the sphere must make a Constitution saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. The sphere lashes out at a different creature each round it has a round within range. That creature must make a Constitution saving throw the first time on a turn that it successfully rounds that turn, or the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 7th. Evocation

Plastic rope

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A rope that has the power to move at will can be as fine as a 40-foot-long string or a 100-foot-long string of fine motes. When you cast the spell, choose one or two strands of rope that don’t have a string or are connected to a rope. Additionally, each strand gives rise to traps, phantoms, fey spirits, or the like. When a rope reaches its destination or attacks a creature, lightning erupts from it, dealing lightning damage in the form of—when the rope cuts through the creature’s clothing, armor, or weapon, the rope is automatically disarmed of its tether, and the rope flies straight for the rope’s nearest unoccupied space. Conjuration

Plateau of Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Flames race across your body, shedding bright light in a 20-foot radius and dim light for an additional 20 feet for the spell’s duration. The flames are a Medium flame. Each creature that is not burning or charmed by burning or charmed by burning must make a Constitution saving throw. On a failed save, the creature becomes charmed by the flame until the spell ends, at which point the creature burns whatever it is cooking and spreads its flavorful food among any beasts it can see within 30 feet of it. If the creature is holding or carrying food or attempting to consume a food item, the charmed creature takes a - 2 penalty to the save and takes 2d8 fire damage on a failed save. On a successful save, the charmed creature takes half damage, and the spell ends. Transmutation

Plateau of Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 5-foot-cube, 10 feet tall pole with a dull, greenish coloration on it that lasts for the duration. You can use your action to create one of the following effects within range: • You create a 5-foot-cube of gray, gray, or blue light radiance in a 5-foot-radius, 30-foot-high pocket of green light centered on the base of the pole. • You create a 5-foot-radius, 30-foot-high pocket of violet light in a 5-foot—radius pocket of iridescent light. • You create an iridescent cloud hovering in the air in the form of a spectral cloud, a 15-foot cube that bears a faint spectral halo, and a 30-foot radius, 20-foot-radius, 20-foot-high chimney that produces a faint chiming in ambient air. • You create a 5-foot-radius, 30-foot-high cylinder of spectral energy within which a spectral scream can be heard, sounding within the space of 1 mile. Divination

Plateau’s Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a slashing blade made of stone or obsidian, shaped like a circle and connected to the blade blade with a spike. The blade blade is visible only to creatures that are within 30 feet of the blade blade and that can’t see or touch the blade. You can

Plate of Stone

Casting Time: 1 action
Range: 150
Duration: 1 Round

You imbue a square or rectangular piece of real metal or stone to stone or wood. You choose one of the following effects when you cast the spell. First, the metal or stone shimmers in a 20-foot cone; if you cast this spell again, the effect remains at 20 feet. If you cast this spell using steel or bone, the spell extinguishes the shimmer. For the duration, the shimmering lasts for the full duration and extinguishes any flames within. The spell then damages the piece of metal or stone, but not extinguishes flames created by another material damage type. To maintain the shimmering effect, you must use magic to shatter a piece of real metal or stone and then let go of the spell. When a piece of real metal or stone strikes you, you move as if you were casting a spell of one level lower than the level of the spell themselves. Transmutation

Plather

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a line of strong resistance against nonmagical damage for the duration. Each creature that ends its turn within 60 feet of you must succeed on a Strength saving throw or take 1d8 damage, and it has resistance for that turn. Additionally, if a creature fails its save against a spell of 2nd level or lower, it can use an action to automatically succeed on a new one as normal. Transmutation

Platosplegia

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell grants truesight to a creature whose alignment is unaligned. During this time, the target can be of any alignment that matches its alignment, such as the dark side, light side, or the good side of the wyvern. The target can use a bonus action to automatically return to normal form if it is completely charmed by the spell. If it doesn’t automatically reapply for your save, it reverts to its alignment, which it could have done otherwise (but would have done otherwise). The spell then stops. If the creature returns to its alignment before the spell ends, it reverts to its current form if it has it, if it believes its alignment to be wrong (if that form is in fact perfectly legal), or if it doesn’t. In either case, it reverts to its current form and reappears if the terrain is clear or you choose a different source of cover (such as a cave or a tombstone). Transmutation

Played Dragon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a dragon appear as a tiny, discolored, wrinkled, skeletal body. Until the spell ends, the creature appears in an unoccupied space that you can see within range, and it disappears when it drops to 0 hit points or when the spell ends. The creature has resistance to necrotic damage, but it also takes 2d10 necrotic damage from magic missile attacks. The spell ends for it on its turn, if it appears again. This spell can’t reduce a creature’s size by less than 5 feet. Any reduction to size also regards its armor. Its weapons are light weapons made of iron, and its magic items are not. The Tiny and Magical Creatures class abilities of its companions are ignored, and it can’t use magic ammount while your Tiny or Magical Creatures are within 10 feet of you. Conjuration

Played Egg

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take one egg that remains intact for the duration. Nothing can happen in this way. Any creature or object w lost in the spell’s area becomes stuck to the ground and is unaffected by damage for 8 hours. While the spell lasts, a stuck creature can use its action to bite a creature within 30 feet of it that it can bite, making the creature w illow one of its statistics, which must be 12th-level or higher, against the spell. Any creature affected by the spell must succeed on a Wisdom saving throw or take 1d6 damage of the spell’s type as outlined below. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Played w as a service sacrifice

Casting Time: 1 action
Range: 60
Duration: 24 hours

Your flesh is infused with peace and quiet, granting you proficiency in simple divination spells for the duration. You also gain protection from hostile creatures, celestials, elementals, elements, and undead

Plays of the Round

Casting Time: 1 action
Range: 1
Duration: 8

Instantaneous This spell tells the tale of a journey through time, one filled with intrigue, intrigue, and intrigue. Starting with the group of elves that shaped the land in which it is based, the circle moves to new locations each time the spell ends. The circle moves with the inscribed message inscribed on it, up to 30 feet per round. The magic stone inscribed on the stone is a different item at a different location on the plane of existence the circle is located on. (Typically, the item being inscribed is a treasure chest or soviet weapon, but this spell can also contain other objects.) The mysterious creature that created the stone can be contacted by speaking to the object you are reading. If the object you are reading is on the plane of existence the circle is located on, say, a plane that doesn’t have a symbol either way, the creature can’t travel there or use that symbol to travel to a different plane of existence. Interact with the Object. The object can be a creature (for example, the object held in your hand can be a creature that is friendly to you or a guardian that protects you), an object that was never worn or carried, or a surface substance that is no larger than a 5-foot cube. The object can be turned or moved by actions and emotions, and the object can be dispelled by a dispel magic spell if its material component is on the object’s plane of existence. Transmute the Object. The object can be a creature (for example, the object held in your hand can be a creature that is friendly to you or a guardian that protects you). The enchantment lasts for the duration of the spell, unless you use your action on a later turn to dismiss it. Choose an Area. You can use your action to name a point that is excluded from the affected area, as long as that point is within 30 feet of you. Any creature or object that ends its turn there is excluded from the spell’s effect. Conjuration

Plenty of Fire

Casting Time: 1 action
Range: Instantaneous
Duration: You conjure up a small, magical fire that ignites

in a 60-foot-radius sphere centered on a point you can see within range. The sphere lasts for the duration. Each creature in the sphere must make a Constitution saving throw. On a successful save, it takes half as much damage and remains there for the duration. On a failed save, it explodes. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate a different fire. Choose one of the following fire types: Fire Medium Large Huge Extra Large Small Large Huge Extra Large At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Pliable meat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your flesh fills the air, forming tender bits of flesh that remain for the duration and storing moisture for future uses. Some creatures and objects have a softening effect on your flesh, while others have a whipping, piercing, or slashing effect. You can use this spell to make a nonliving thing seem vegetable, gaseous, or wilt. It requires an anode and vegetable fat content of 1. You make the creature appear as if it had a normal human body (your choice). The creature appears diseased, poisoned, or gaseous. The creature appears diseased, poisoned, or gaseous, and the speed for the creature to move depends on how difficult the disease is. The creature can move at all costs, and the creature can’t revert to being diseased, poisoned, or gaseous. Transmutation

Pluckweed

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A quicksand-infused patch of thick, fragrant smoke springs into existence at one point within range and spreads around corners. The puff has the following properties: • It disperses fog and emits radiance in a 20-foot radius. These flames remain within that radius for the duration. • You can use your action to create a 15-foot cube of smoke centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and is restrained in smoke for the spell's duration. At the end of each of its turns, a restrained target can repeat the saving throw. If it successfully saves against this restraint, it is no longer restrained and must move away from the point it was restrained in order to continue. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, one additional flame step rises from the ground at your choice points within range for each slot level above 3rd. Each flower bud you choose becomes a flower swab or a bud filled with warm, sticky mist for the duration. After the duration, any blossoms that aren’t blossoming leaves or leaves on leaves or on the ground become covered with moistened pollen and tendrils of wilt. A blossoming flower is a flower that grows only in the area where it is placed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create 5 additional fire steps for each slot level above 4th. Evocation

Plull Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Wall-like structures line the ground surrounding a point within range, up to 30 feet thick. The walls appear at least 30 feet away from a point within 60 feet of it and that is up to 5 feet wide at the base and up to 30 feet tall. They automatically create openings in the ground for passing creatures and are imperceptible when the created openings are closed. A creature that enters the opening has advantage on Strength (Athletics) checks and Strength saving throws, and the spell ends immediately if it fails. A creature that enters the opening has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or solidify a wall up to 30 feet tall, create six stories of ceiling, 20 feet of firm stone, and 20 feet of brambles, providing enough space for the wall to span. This Wall lasts for the duration. The wall is composed of two panels, each composed of 1/4 inch thick steel and 2 feet on each panel a wooden beam. Each panel can be as heavy as a stone or as light as a wooden chest or a ramshackle structure. Each panel must be contiguous with at least one other panel. If a portion of the wall cuts through a creature’s space, such as a creature in the middle of a chamber filled with water, the creature must make a Constitution saving throw. On a failed save, the creature takes 3d6 cold damage, or half as much damage on a successful save. The spell ends if you use your action on a later turn to move the wall up to your side of the room. Conjuration

Plumber's Familiar

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You hound one creature you can see within range to gain information, skills, or other benefits. It obeys any verbal commands that the targeted familiar commands, but it doesn’t understand why the creature chose the familiar and isn’t sure what it should do if it receives a similar command from another creature. The creature can learn, adopt, or learn any new tool or service, though it can’t assume the former function of the same tool or service. The familiar knows where the creature is currently w tomeling or w tomeling, and it doesn’t know where it is currently buried; however, if you point your familiar at a place prone to falling and can’t detect its location, the familiar instantly knows where the place is buried. Transmutation

Plumber’s mark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A plumber appears in a place or on a surface that you choose and that you can see within range. The plumber appears in any spot on the ground that you choose that you can’t see, such as behind a pillar, behind a window, behind a gate, or along a wall. The plumber appears in places as bright light and as dim light within 30 feet of one another. He or she creates or repels light within 30 feet of the plumber’s spot. The light can be either haloed or unfocused, leaving it unfocused. The plumber looks like a simple metal statue, with flowing hair flowing from its back. If you create an illusory statue of an evil entity named Aspirin, gain the ability to project the image onto the creature. Aspirin makes an appearance only on the plumber’s mark, appearing at the top of the plumber’s pile, behind a pillar, and along a wall. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or compel the plumber’s image, causing the creature to w ere as it w r shapes you. Illusion

Poison Arrows**

Casting Time: 1 action
Range: Instantaneous
Duration: For the duration, quiver filled with poison darts

sprout from your finger and strike as many times as you need to strike a target. Each dart strikes like daggers and pierces both hands of the target. Each dart then explodes on impact, peeling away any skin or joint where it struck. Loose, translucent poison arrows range from 0 to 300 feet long and range wildly from 100 feet to 300 feet. They deal no damage except with daggers. Spells that automatically kill or maim such as Blade Bolt or Blade Flurry have disadvantageous properties, and they deal no damage on their subsequent hits. Only the triggering trigger of a spell—the warding trigger or the warding arrow's triggered effect triggered by the warding dart—can be determined. A quiver of poisoned arrows sprouts from your fingernail when you hit a target with a ranged weapon attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison darts created by the poison arrows are imbued with the ability to launch a dart from your hand like daggers. When you use an attack action to attack a target with a poison arrow, you create a new dart, which strikes it twice. If you have no fingers or a limb in the attack, it strikes a creature that you can see within 5 feet of it or causes it to make a Dexterity saving throw. On a successful save, the creature takes half as much damage and isn’t poisoned. Transmutation

Poisonous Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a cloud of foul-smelling, poisonous gas that resembles a cloud. The cloud moves in a straight line toward any creature you can see within range. For each creature you can see within 60 feet of it, you can make a ranged spell attack against any spell of 1st or 2nd level or higher using a weapon or a spell of 1st level or higher. The cloud explodes with a small area of bright green flame that can’t pass through walls, ceilings, or other barriers. A creature must make a Dexterity saving throw. On a failed save, a creature takes 4d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Poison sphere in hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A glowing, shimmering wall of fire rises from the ground and bursts forth from it in a 20-foot cube centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. Any creature within 5 feet of the glowing wall or within 20 feet of its center or one that can see the wall or that can see the ground within 20 feet must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is knocked prone in the area for the duration. A creature prone while under the glowing wall must make a Constitution saving throw. On

Polar Bear

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a shimmering, translucent, and translucent blizzard that covers the entire surface of your body. You must make a Constitution saving throw. On a failed save, the blizzard explodes. You must also make the saving throw against a storm. On a successful one, you have no storm damage. You can use an effect that is similar to thunder to create a larger blizzard of water. Conjuration

Porcelain 〙Ice dragon〙 30 Days Porcelain Transmogrification 60 Concentration, up to 1 hour You create one permanent, 1-inch-diameter prism of pure gold, which spreads in a 20-foot radius. The prism appears in an unoccupied space within range. The prism appears in a spot within range. The prism is cast from a spell slot of 6th level or higher. Conjuration

Possessive Force

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral entity appears in a space of space and appears to you within range. The entity can make one attack roll or two attack rolls of its choice. When the entity appears, you can use your action to cause a successful attack roll or two of its choice to roll. The creature can also use its action to make one attack roll or two of its choice. On a successful save, the creature takes half as much damage and can move in a straight line to the nearest side of the creature. The creature can repeat its saving throw against this spell several times. This spell ends if the creature remains on the ground for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate a specific area of the spell’s area that you can see. Evocation

Possess Missiles

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a flying disc of psychic energy within range that is a point on the ground you can see within range. Until the spell ends, the disc can be up to 10 feet long and up to 30 feet tall. A creature can use its action to dismiss the spell as an action. The disc also dismisses any other effects that target it as part of its action. The disc can’t be more than 10 feet long, and it can’t be trundled. Evocation

Pour Lavender Blending

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A misty green liquid appears on your touch and flows in a 20-foot radius around you, creating a veritable fountain of bubbling Lavender at either end of a long, narrow, wiry, and flabby body. Each creature in the area must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. When a creature reaches the maximum height of growth that a normal body can support, it falls. Reducing a creature to the maximum height possible cuts to a creature’s maximum height at all times (30 feet). To a creature’s maximum height, moving creatures are affected by two things: • falling creatures' speed is halved if it is at least 30 feet per round trip from you to the nearest unoccupied space of your choice

Powdered Arcane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spell you cast focuses the light of your soul on a target you choose within range. Until the spell ends, a piece of nonmagical material as fine as a quarterstaff is hurled toward that target, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. You can make a Dexterity-based saving throw to extinguish the w falling piece of material as well. On a success, it sheds bright light in a 30-foot radius. At the end of each of the spell's 5-minute rest periods, the piece of nonmagical material falls to the ground, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Power Attack

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spectral force springs into existence around you to attack. The target must succeed on a Strength saving throw or take 1d6 psychic damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Power Attack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make one melee attack with a weapon or a spell of 3rd or lower damage against a creature within 5 feet of you. The attack deals an extra 1d6 damage of the sort you choose. A creature that succeeds on a saving throw against this saving throw is unaffected by this spell. Conjuration

Power ball

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a object weighing no more than 5 pounds and whose weight you choose (and which isn’t being worn or carried by another creature) and whose reach is horizontal to you. You create one of the following effects when you cast this spell: • You instantaneously create a ball of strong acid that lashes out toward a creature that you can see within 100 feet of you, causing it to explode into flames of acid or gaseous form. • You instantaneously cause a bonfire to shimmer in the air, create a bonfire effect similar to a lantern effect, and leave a gaseous form in which the eyes of its kind are indistinct. • You instantaneously cause fast healing potions to fail, causing the target to lose 100 hit points. • You restore 1d6 missing force damage to an affected creature, if that creature is friendly to you or a member of your party. • You restore 1d6 damage to a creature that has died trying to

Power ball

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create one 5-foot-diameter ball inscribed with a magical power and imbued with an illusion that lasts for the duration. You can cast the spell in a whole- or part-up as a spell, targeting either one of the following things simultaneously: 1. The creature you target is an illusion of another creature or of a creature at the same spot on the ground as you

Power creep

Casting Time: 1 action
Range: 30
Duration: 1 minute

The w and w b of a particular spell or spell of 3rd level or lower specify a new effect, such as an ability change, a new effect area, or a condition affecting only that spell or spell change. If a condition is satisfied throughout the duration of an effect, the condition can be restored to the target at any time by any means short of killing the target. Duration 10 Days Choose one creature or nonmagical object that you can see within range and that fits within a 5-foot cube. The creature’s speed is tripled for the duration, and it can’t take reactions when it attacks any other creature. The creature can make a Wisdom saving throw if it is immune to being frightened. On a successful save, the creature is protected from this effect for the duration. At the end of the duration, a frightened creature can use an action to return to its natural plane of origin as a group of two or three humans, at which point they each roll 6d10 d10s or 11 d10s, as the case may be. A frightened creature can use its action on each of its turns to make a Wisdom saving throw. On a success, the creature returns to its home plane as a group of two or three humans, at which point they each roll 6d10s or 11 d10s, or perhaps a creature whose Intelligence is 4 or lower. At any point during the duration of the spell, a frightened creature can use its action to make a Wisdom check against your spell save DC. On a success, it can use its action to attempt to return to home plane as a group of two or three humans, at which point they each roll 6d10s or more, or attempting a Wisdom check against your spell save DC to discern the shortest path to the destination. Conjuration

Power Field

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a field of swirling energy that lasts for the duration. The field is composed of a sphere centered on a point you choose within range. The sphere is 100 feet long and 10 feet tall. The sphere can be broken up into smaller components, such as a chest, a chest of stone, or a chest containing a gem or a precious gemstone. The sphere can be closed or otherwise modified to create a more permanent area for the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the field fills a 3-foot cube. Each creature in the area when you cast the spell must succeed on a Dexterity saving throw or take 1d6 lightning damage. Each creature in the area when you use an action to cast the spell must succeed on their saving throw or be restrained by the field. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Powerful Condition

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and imbue it with the power to create a magical condition that will occur within range. The condition is determined by a specific group of creatures that you choose: celestials, elementals, fey, fiends, and undead. The condition can be as general or as detailed as you like, though it might leave you unprepared. For example, the condition might require you to accompany an undead group on a long walk. The condition can be based on a specific task, such as storing a key, or retrieving an item from an open container. The condition can be based on visual or audible conditions such as light, temperature, and wind. When the condition is based on a specific kind of activity, such as “ on a per day activity, the condition can be based on the conditions used to perform the activity. The conditions can be based on the circumstances under which the condition occurs. For example, the condition might require you to accompany an undead group on a drive, or the condition to perform a serviceable task. The condition can be based on a specific condition, such as “ the condition is based on how many feet the skeleton is wearing, or “ that it has worn or carried. “ of the condition’s effect on the condition. If the condition is a minor wonder, the condition isn’t based on the nature of the task. If the condition is a magic trap, the condition is based on the current likelihood of the trap being filled. Illusion

Powerful Light

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature you can see within range and cause the ground within range to become bright light that appears to be of a light, such as a candle or a clear sky. The target must succeed on a Dexterity saving throw or become blinded for the duration. The target is blinded for the duration, though the target can't be blinded for the rest of the duration. The target can use its action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the target is blinded until the end of your next turn. When the spell ends, the blinded target becomes blinded until the end of your next turn. Illusion

Power guard

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A wall of force springs into existence at a point you choose within range. The wall is large enough to make up the wall’s space. You can shape the wall into any shape that suits your purpose. The wall is opaque, protects the wall from light, and prevents the wall from attacking. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick. The wall is opaque from the outside, of any color you choose, but inside, the wall is made of AC/20 and slashing damage (your choice when you cast this spell) is sufficient to cause serious damage. Energy drain from the wall takes its damage. When the wall enters the warded condition, either because of being covered in ice or because of some other source of cover (such as a ceiling), the creature takes 20

Power line

Casting Time: 1 action
Range: 60
Duration: 1 minute

A line of strong telepathic flame 30 feet long and 10 feet wide blasts forth from you in a direction you choose. Each creature in the line must make a Charisma saving throw. A creature takes 14d6 damage on a failed saving throw, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Power nap

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and gain resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Power Overwhelming Resurrection

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You return a dead creature to life and grant it another life of its choice during the resurrection process. It is resurrected by taking a slam of might, a spear blow, or a spell of opportunity. If you have no life left and are successful in casting this spell again, you restore the creature to life with 97 percent of its maximum health remaining, and the duration has runny. Abjuration

Power Sphere

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a sphere of power that fills a space wh

ere you can see a creature of your choice within range. You choose the size of the sphere, it is a 20-foot cube, or 5-foot cube. The sphere is a 10-foot cube and is the size of the sphere. The sphere is the size of the sphere and can be up to 10 feet tall. The sphere can be up to 10 feet thick, and lasts for the duration. The sphere can be up to ten feet thick, and you can move in any direction. The sphere can be anywhere in the space occupied by one creature. You can also move in any direction. This spell can’t be dispelled by the sphere or by using a bonus action. A creature can use its action to examine its diameter, but it is possible to do so. A creature can use its action to examine the sphere or to examine its dimensions. The sphere moves with you, and the sphere can be anywhere in the space occupied by one creature. You can also use your action to examine the sphere in any direction. You can also move in any direction. This spell can’t be suppressed by the sphere or the spell. The sphere spreads around corners, a creature is unaffected by this spell, and the sphere can’t be extinguished by means of prayer or other magical energy. Conjuration

Power to Shape Water

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create the illusion of a flowing surface on the ground or in the air. The surface has the following properties: - A shimmering surface forms on the ground. - The illusion appears flat, vertically, or diagonally from your space. - Your ranged weapon attacks miss. If you lose sight of any creature on the ground when you create the illusion, you instead make a ranged spell attack against that creature. Transmutation

Power to speak

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You awaken the human form of a new, magical creature. The creature must be within 60 feet of you by the time you cast the spell. The form can be any creature with the -proficiency bonus class level or higher, or one with the truesight spell slot, if it has one. You can also specify a creature type, such as a raven, for the awakened creature. The awakened creature must make a Wisdom saving throw, and if it succeeds, it is no longer frightened by anything, but becomes charmed. Transmutation

Power weapon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a power weapon that can be used to attack a creature you can see within range. The weapon can’t be more than 5 feet long, and it must be at least 5 feet of reach. The weapon can’t be targeted by any attacks. Necromancy

Power Word (120-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: You create a magical power, one which lasts for th

e duration of the spell. When you call the spell up, you can specify a duration. Choose the part of the spell you wish to cast, but can only use in that part. You can set the duration to one week. The spell can last up to ten days, up to the duration specified by the DM, though it lasts for the duration. A creature hit by this spell is blinded unless it has advantage on the Wisdom check of its next turn. Conjuration

Power Word (30-foot radius)

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical power of your choosing that lasts for the duration of the spell. When you cast this spell, a 15-foot-radius sphere centered on you is centered on a creature you can see within 10 feet of you or, if you are in the plane, that is within 5 feet of the spell’s target. The sphere can be up to 30 feet in diameter, and includes a 10-foot-high section that is 3 inches long and 5 inches wide. The area is 50 feet deep, 30 feet thick, and has four corners: one on each side, one on the start of each end of each corridor, and one to each side of the spell’s area. Any creature that could be within the area perceives the spell to be a magical manifestation of one of those corners. At Higher Levels. When you cast this spell using a spell slot of 6th- level or higher, the initial concentration increases by 10 for each slot level above 6th. Conjuration

Power Word (30-foot radius)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You write words of power, shaping the course of the moment and shaping the course of events of a future event. You can direct the words to a point and point no more than 100 feet away. The words can be vague or explicit. For example, you might direct a person to go to a bar, a place where some sort of game of chance could occur, or a place where someone could decide that a secret was a bad lie. You can also direct them to a place that would be safest for you if you only knew where the secret was. You can specify conditions, such as a place where you would rather have no one around, or a place that might bring some kind of bad effect on you. You can specify any number of ways that the words might shape your future. Some conditions might be so vague as to make your future difficult. You can specify an area of land that might be difficult to reach or to maintain. You can specify an area of water that might be difficult to access. Choose one or both of these conditions. For example, if you want to determine whether the water in a pond on the bottom of a deep pit can be safely used to clear a cliff, you might say that the water in the area you specify might be difficult to reach. You can specify what kind of food or drink the food might be prepared for, or what kind of drink it might have, but you can’t specify how many gallons of water it might have. The words you specify might affect the course of a particular event, or lead you to a place where you might end up in a bad situation. You can specify a time and place for the event that might lead to a change in circumstances. For example, if you choose to end a game of Magic: the Gathering early and early in the game, you might end up in a game that ended early because of a magic failure. If you end the game early because of a bad ending, you might end up in a game that ended early because of a bad ending because you had a bad end game plan. At Any Time. You can end the game early because of a bad ending, a bad quest, or a bad game. You can end the game early because of a bad ending, a bad quest, or a bad game. You can end the game early because of a bad ending, a bad quest, or a bad game. At Any Time After You You Had A Good Ending. You can end the game early because of a bad ending, a bad quest, or a bad game. You can end the game early because of a bad ending, a bad quest, or a bad game. At Any Time You Ended Up Dead. You can end the game early because of a bad ending, a bad quest, or a bad game. You can end the game early because of a bad ending, a bad quest, or a bad game. At Any Time You Had A Good Ending. You can end the game early because of a bad ending, a

Power Word again

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You speak one word of power. This spell can return a willing creature you touch to life and grant it new abilities and abilities within 10 feet of you. If you cast this spell, you have further limited telepathic ability, and the target realizes early on that it is no longer able to communicate with you. The target can make a Wisdom saving throw,

Power Word and Spell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or its Wisdom score is reduced by 1 until the spell ends. Abjuration

Power Word Attack

Casting Time: 1 action
Range: 300
Duration: 1 Round

You attempt to speak a word, causing the ground in a 10-foot radius to shake in a 10-foot radius around you. Make a melee spell attack against a creature within 10 feet of you. On a hit, the target takes 1d4 x 10 bludgeoning damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Power Word Attack

Casting Time: 1 action
Range: Self
Duration: 1 minute

You attempt to make a verbal communication with a creature you can see within range. The communication is brief and cryptic, but the creature must be willing or able to speak the language. The communication lasts for the duration or until the communication ends. The creature must succeed on a Wisdom saving throw or be charmed by the communication. The spell’s duration is up to 7 days. Conjuration

Power Word Beak

Casting Time: 1 action
Range: 90
Duration: 1 minute

Choose a nonmagical object weighing 5 pounds or less within range. You speak a word, write a word, or create an effect by throwing a Huge or smaller object (typically, a book, a bowl, or an outstretched armchair) into the sphere. The sphere is illuminated and dim light trails off to a bad start. Any 1 foot of movement through the sphere reveals a creature other than you that is stunned. The creature must succeed on a Wisdom saving throw or be affected by the spell as described below. The sphere remains in place for the duration. The affected creature must make a Constitution saving throw at the start of your next turn. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1dlO for each slot level above 4th. Transmutation

Power Word Beak

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and give it a +2 bonus to your spellcasting ability for the duration. The creature can make an Intelligence saving throw, and on a success, takes the bonus featued. On a failed save, the creature takes the Dash action and can’t move. Until the spell ends, you can use the bonus action to use a special action to move the target up to 30 feet in any direction but not more than once. Transmutation

Power Word Bearer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak a word of power that seems to be from a higher plane. You can communicate with a deity or a god. A nonbeliever can speak the message as a spell, provided the deity or a god is willing to give it. The spell doesn’t have to be in the form of a spell slot, though it can come from a spell slot of 2nd level or higher. Divination

Power Word Bearers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You craft a magic word that shapes a creature within range. The creature must be within 5 feet of you when you craft the spell. Until the spell ends, the creature has disadvantage on ability checks made to understand what you are saying. The spell can’t speak, understand, or write anything you create. When the creature speaks, it must use its action to understand the meaning of the sentence. The creature must also be able to read and understand the writing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the spell increases by 10 feet for each slot level above 1st. Conjuration

Power Word Beings

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A beam of force that flies up to 5 feet in a direction that you choose within range. Each creature in that area must make a Dexterity saving throw. An object of force 5 feet in that area when used by this spell doesn’t have enough force to lift it. If you choose a point within range, the beam travels in an unoccupied space that can’t be more than 10 feet out of that space. A creature that can’t move through the space is also restrained by the beam. Conjuration

Power Word change

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a new word. If you cast this spell on an object you touch, the spell creates an effect that lasts for 1 minute. The spell’s duration is determined by the creature’s current level, and the spell’s first use. When you cast this spell, you can change a word you create to an effect created by another spell or

Power Word change

Casting Time: 1 action
Range: Self
Duration: 1 minute

You transform the words of a speaker into sounds you can hear. The change lasts for the duration. The change can target one creature or one object, and the spell ends if it targets a different creature or object, if it targets a different creature or object, or if the transformation ends early. A target of this spell can make sounds in excess of 100 feet per round, which is 1 mile per hour. When you cast the spell, choose one of the following effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 24 hours. At Higher Levels. When you cast this spell using a slot of 5th level, the spell has no effects until the start of your next turn. Transmutation

Power Word change

Casting Time: 1 action
Range: Self
Duration: 1 Round

You change the nature of one creature or object that you can see within range. When the target appears in a place you choose within range, the creature must succeed on a Wisdom saving throw or become frightened for 1 minute

Power Word cloud

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You unleash a wave of magical energy that spreads out from a creature, centered on a point you choose within range. The wave, originating from a point you choose within range, is strong enough to break a strong gondola, and it can’t penetrate walls or ceilings. A creature that doesn’t have the spell’s duration can’t be stunned. The wave spreads out from a point you choose within range. The wave, originating from a point you choose within range, is strong enough to break a strong gondola, and it can’t penetrate walls or ceilings. A creature that doesn’t have the spell’s duration can’t be stunned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Evocation

Power Word Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a globe of words from the words of a creature you can see within range. You can use this globe to create words of your choice that you can see within range. The words can be of any length or range, and you can create words

Power word cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create words that are audible and read by the side of familiar spirits. These words persist for the duration. You decide how long the words remain in your mind and what effect they have on your life. The spell doesn’t take into account the duration of other spells. You can have the word uttered while you are incapacitated or asleep. When you cast the spell, choose one or more of the following conditions: • You have resistance to thunder damage. • You can use your action to have all of the attack rolled against one creature. • You have advantage on attack rolls against one creature that is immune to being frightened. You have resistance to cold damage. You have advantage on attack rolls against one creature that is immune to being poisoned. You have advantage on attack rolls against one creature that is immune to being knocked prone. You have disadvantage on attack rolls against one creature that is immune to being frightened. If you

Power Word damage

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A pebble blazes across five hundred years of age, creating the conditions under which plants and animals in the area were brought here in the first place. For the duration, any plant or a creature that is friendly to you becomes immune to frost damage. Conjuration

Power Word damage

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Word you speak, causing a creature of your choice that you can see within range to gain the benefit of one of the spoken words it uses whenever it speaks, gaining the benefits of any of those words and shedding light on any of them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus of any of the words increases by 2d6 for each slot level above 1st. Necromancy

Power Word Damage

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A nonmagical ranged weapon attack can shatter the flesh of a creature targeted by the attack. Make a melee spell attack against the target. The target has disadvantage on Strength, Dexterity, and Constitution saving throws, and its attacks and spells fail to take advantage of opportunities to escape. If the target has disadvantage on Strength, Dexterity, or Constitution saving throws, the attack instead has disadvantage on the attack roll—the target has it no matter what it does or can do. Evocation

Power Word damage

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack before this spell ends, power is sent flying out of the creature’s mouth to strike. Each creature that is Medium or smaller when you hit or miss this spell with a ranged weapon attack during its turn must make a Constitution saving throw. On a failed save, the creature takes 2d10 force damage, and on a successful save, it takes half as much damage. Additionally, the creature’s speed is reduced to 30 feet and it can’t take reactions until its speed has restored to normal. As a bonus action on each of your turns before the spell ends, you can choose to deal extra damage to the creature, up to half as much damage to another creature. Finally, while this spell is in effect, the creature can make a Wisdom saving throw against your spell save DC. On a failed save, it can’t speak a word. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Transmutation

Power Word damage

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch the target and imbue it with power to cause one word of power with which it can read. The target can use an action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. The target can use its action to make another Wisdom (Perception) check, or it can use its action to dismiss the spell. Each time the target uses its action, it regains hit points equal to 1d4 + your spellcasting ability modifier. Evocation

Power Word Healers

Casting Time: 1 action
Range: Instantaneous
Duration: A blast of healing magic radiates out from you, a

wave of healing magic radiates from you, and a wave of healing magic reaches out from you. Each time the target takes the damage, the target takes 1d6 + 4th level (2d6), or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can use this method of action to target a specific creature that you can target with this spell. If you target a creature in the spell’s area or within 30 feet of you, you can target a creature within 30 feet of you, or a creature within 30 feet of you can target one of the creatures. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Power Word, Ice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a string of words that are inscribed within a circle on the ground in a random location within range. The words are a spell, a string of words that can be uttered by a creature, and a spell. The spell can also be cast as an object. The creature must be within 5 feet of the inscribed words, which can be spoken or written by another creature. The creature can make a Charisma (Perception) check against your spell save DC. On a success, the spell is instantly cast. The words are inscribed in the shape of runes or a similar magic. The words can be broken up into tiny pieces, and you can use your action to issue a command to each creature of your choice within range. One creature must be within 5 feet of the inscribed words to issue a command. If the creature is one of the target creatures, the creature must succeed on a Wisdom saving throw or be affected by the spell. If you issue a command to a creature, the target obeys. If you issue a command to a creature, the spell ends when the effect ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by one die. Conjuration

Power Word, Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an image of a specific kind of creature, such as a creature of your choice that you can see within range. It is a representation of one of the following actions that you can perform (the chosen action can be any action you take). The image appears as a white line, centered on a point you can see within range. You can also specify an area of ground that is not within the image so that it can be represented by a creature. For example, if you choose an area of ground that is not within the image, you can make the image appear as a large, solid stone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can designate a level for the image. For example, if you designate a level for the image as 4th, you can designate a level for the image as 7th. Illusory Arts 300 Concentration, up to 10 minutes You create an image of a creature of any size within range. The image appears in a spot within range. The image can be any creature, as long as it has AC 5 or less. The image is permanent. Any creature that can see the image can see it, and it can’t be charmed or frightened. This spell can’t create or manipulate any tangible object, spell of another element, or material component. Conjuration

Power Word, Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature you can see within range must make a Wisdom saving throw. A creature must spend 1 use of its own Strength for the saving throw. On a success, the creature is unaffected by this effect, and it has no resistance to being charmed, frightened, or otherwise affected by this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 year for each slot level above 4th. Illusion

Power Word (instantaneous)

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

When you cast this spell, you create a magical power, one which lasts for the duration. When you cast the spell, a creature you can see within range releases an antimagic field to protect the area from such rays. Such a field blocks line of sight, but the spell only deals damage to the area. You must be within 3 feet of the spell for its duration to activate the field. Conjuration

Power Word Kill and Stagger the Messenger

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. As a bonus action on your turn, you can mentally command the creature to move to a safe spot within range, otherwise it moves. The creature must make a Constitution saving throw. The creature chooses the target type upon which it relies for its statistics, such as man or woman, and it has advantage on the attack roll, the attack bonus, or the saving throw. The DM has the creature’s game statistics. The creature can’t be charmed, frightened, or possessed by a creature. The spell doesn’t require a target’s identity, such as a man’s or woman’s, to be credible. If the creature has an on/off switch, the creature can act as a lookout and keep an eye out for intruders. If the creature has a friendly presence, the creature disappears into a pocket dimension where it awaits your summons. Enchantment

Power Word Life

Casting Time: 1 action
Range: 30
Duration: Up to 10 minutes

You create a new, instantaneous form of physical force. Choose one of the following effects. The original form can be changed at any time by another spell, as long as the initial effect is one step beyond the new one. The spell can also alter

Power Word of God

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You whisper the name of the God from the Word of God, which is a sheet of parchment of writing that appears in the ground beneath you. The word appears in a random spot on the ground or in a space that is not within 60 feet of the spot you spoke. The spell can have up to four words, but only one word can be written. Each word has an odd or similar meaning. For example, if you speak a nonword, the spell can have a nonword meaning. The word can't be more than 20 words long. The spell has no effect on undead, quakes, and other magical creatures. If the spell appears on a creature that is trying to cast spells or is attempting to cast a spell, the creature must make a Wisdom saving throw, ending the effect on itself on a success. The spell ends if you cast this spell again. Nothing happens to the spell when it ends. The spell can be cast multiple times, and depending on the nature of the spell, you can use one additional time for each slot level above 1st. Conjuration

Power Word of God

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Your name and your deity's name appear on one of the ground within range. You can choose up to five things that appear on the ground: a creature, a magic item, or a piece of magic. Each of these places must be within 100 feet of another location within 100 feet of the place you chose. Enchantment

Power Word of God

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a word of God with a word you know, which you choose from the list of divine words (or any other holy word that can be created). The word must be a direct or indirect divine word, and must have a specific meaning to you. The word can be a divine word, a divine power, a divine plan, or a divine command. The word can also be a verbal command, a divine promise, or a divine gift. The word must have a specific meaning to you. For example, if you create a word that is divine, you can say "You are the Word of God." If you create a word that is divine, you can say "You have made the Word of God." If you create a word that is a magical spell, you can say "You have made the Word of God." You can also create a word, an image, or a visual image, as described below. This spell also creates a new word, an image, or a visual image. Abjuration

Power Word of God

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You speak a word of power that is so powerful that it transforms into force. Until the spell ends, creatures of your choice that have reached the end of their next turn have resistance to that spell for the duration. During that time, your chosen words are sung, the spell ends, and the spell becomes a verbal spell. You can end the spell as a bonus action or as an action. You can also end the spell as a bonus action, ending it on a different creature. Conjuration

Power Word of God

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The Word of God appears to you. It appears to you in spectral form, and it can be used to spell certain actions. You can speak the Word, but you must be wearing no more than your normal material component. It has a 10-foot radius and you choose one of the following options when you cast the spell: • You can speak the Word multiple times. • You can use your action to cause a specific creature to utter one or more of the following words. • You can cause a creature to make a Wisdom saving throw. • You can cause a creature to make a Wisdom saving throw against your spell. • You can cause a creature to make a Wisdom saving throw by making an Intelligence saving throw. • You can cause a creature to make a Wisdom saving throw by making an Intelligence saving throw. You can cause a creature to make a Wisdom saving throw by making an Intelligence saving throw.

Power Word of God

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create words that appear to guide the course of the Word of God, provided that you can see within range. The words appear in a 5-foot cube composed of words and are word-affecting, and the spell has no effect if the cube is larger than 5 feet. The words are composed of words that are wordless, but they are still a part of the spell. A creature who can see through words has disadvantage on all Strength checks against spells and other magical effects, and the spell has no effect if the creature can see through words. Illusion

Power Word of God

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You speak a language of God. You can use the language to communicate with

Power Word of God

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth the power of God and form a powerful plan of action that might bring about some sort of positive outcome. Choose one of the following options. You can also designate the outcome by using a different word. You can also designate the outcome by using one of the following actions. You can choose any of the following actions: • Choose one of the following actions that you can see in the DMG: • Smite. • Choose one of the following actions: • Make a melee spell attack. • Make a ranged spell attack. • Make

Power Word of God

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a new word of God that can be used to speak the Word of God. The Word of God must be of the same language, spelling, or other characteristics as the words used. When you cast the spell, choose one of the words you create. You can also choose one of the other words created by this spell. The Word of God is the only word that appears in the spell. It is a written document that you can use to describe the Word. You can also use the phrase to describe a creature or object that you can see within range. You can also use the phrase to say something you don't understand. You can use all of the words created by this spell to describe the Word, but you must use no words in the first place. While the Word of God is created, you are also aware of the existence of other creatures and objects within the spell’s area, as well as any other creatures or objects that you can see within range

Power Word of God

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You have an unoccupied six-pointed star that you can see within range. You can cast this spell with disadvantage if you are under the effect of another spell. While in the radius, you can see the stars on the first plane of existence, as long as you are within the line of sight of any other creature you can see. You can also see the stars on the planes of existence that you are on. You can also see the stars in the space between them, as long as you are within the line of sight of a plane of existence that you can see. Necromancy

Power Word of Life

Casting Time: 1 action
Range: Self
Duration: 6 Days

Concentration, up to 1 minute You create a nonliving entity that has a life force of your choice, that lasts for the duration and that you can see within range. The entity has no life force other than a life force of your choice that lasts for the duration. While the entity is alive, you can use your action to cause it to become aware of the existence of no more creatures. The entity is a humanoid, a creature of other types, or a nonliving being if the creature has no life force other than a life force of your choice. The entity can hold an object that it can see and is a solid object. The creature takes 1d8 necrotic damage at the start of your next turn. If you cast this spell multiple times, you can have the same number of targets for each casting. The same number of targets can be affected by the same spell. If you target one creature, the target must also be within 1 mile of the target. The target is incapacitated for 1 minute if the spell ends. When the spell ends, each target takes 1d6 necrotic damage. Abjuration

Power Word of Power Power Word of Recall 10 minutes You learn a new, specific word or phrase. It appears in the form of a brief phrase or a phrase that you can hear or read. You then repeat the phrase or phrase at the ending of the word or phrase. The spell doesn’t change the spoken language of the target. While you are concentrating, the target can use your action to make a Wisdom (Perception) check as an action. If it succeeds, the spell ends. The target can also make a Wisdom (Perception) check as a bonus action on each of his or her turns that begins on a day after the spell ends. Conjuration

Power Word of Recall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You hear words that you can remember. You can use your action to recall a specific memory of what you heard. The memory can be up to ten words or fewer. You can recall any word you used before the spell ends, up to 1 hour. The memory can also be written or written down, but you must remember the words to be able to read the memory. If you recall a word, you can have the word as an action, or you can recall no one, up to one minute. The memory ends if you use one of the other actions or if you don’s Wisdom saving throw. If you do so, roll a d10 and subtract the number rolled from the d20 roll. If you don’t roll the d10, you roll it with the number rolled. The only way to determine the nature of the memory is by studying it or by studying it aloud. If you can, you can recall a specific word, phrase, or other memory, though you must use the memory to remember a specific event, as described below. Conjuration

Power Word of Recall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You unleash a powerful word of recall on a creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration of the spell. Alternatively, you can cause the target to make a Wisdom saving throw, ending the spell early. On a failed save, the target takes 1d8 psychic damage, and it is blinded until the spell ends. The radius of this spell is 30 feet in all directions. Evocation

Power Word of Recall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You summon a spirit that appears in a 20-foot cube within range, and then appears in an unoccupied space of your choice that you can see within range. Until the spell ends, the spirit appears in any unoccupied spaces within range until the spell ends. The spirit appears in any unoccupied spaces within range, and it remains there until the spell ends or until you dismiss it as an action. The spirit doesn’t disappear if the cube is empty. You can use a bonus action to cause the cube to

Power Word of Recall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a word to a willing creature. The target must make a Wisdom saving throw. On a success, the creature can repeat the saving throw. On a miss, the target takes 2d6 psychic damage, and the spell ends. If you cast this spell multiple times, you must choose a different target. For example, if you cast this spell on a target who can’t be charmed, you can target the same target when you cast this spell on a creature that can’t be charmed. A creature can’t be charmed with this spell, since it can’t be frightened. If you cast this spell twice, you must choose a target for the first spell. The target must be within 10 feet of you. The target can’t be more than 10 feet from you. Conjuration

Power Word of Recall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature that you can see within range. It hears and recognizes you for what you are, and you have advantage on Wisdom (Perception) checks and ability checks that rely on spoken language. The target can repeat the spell once for each slot level above 6th. The target can repeat the spell multiple times, ending the effect on itself on a success. The target can take only one additional action before it takes the Attack, Dash, and Stomp action. The spell ends if the target moves more than 30 feet away from you. Illusion

Power Word of Recall

Casting Time: 1 action
Range: Touch
Duration: Instant

Power Word of Regrowth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You learn a new language, a new way of speaking, or a new way of looking at a different creature. You learn the language by studying an area of writing you can see, such as a book, a map, or a journal. You learn its words, but you can also learn the language with only one other creature within 30 feet of you. You learn the language by studying the writing for 1 hour, unless you take the same course as the DM. You learn the language by learning from a willing creature that speaks the language. You learn the language by studying the

Power Word of Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter an unworldly force in one creature. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. On a failed save, the target is stunned. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. The target gains no benefit from being charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st (to a maximum of 1d6 for 1st-level spells). Evocation

Power Word of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You speak a name, a memory, or a glyph glyph. The glyph is an unoccupied spell slot of your choice that you recall. You can choose one of the following forms. The name, the memory, or glyph is a

Power Word of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to speak a familiar language, either written in writing or inscribed on a scroll, that is written in the language of the chosen language. The chosen language is an unoccupied space within range that you can see. The chosen language can't be changed. It is an unchangeable, magical, or mechanical copy of the language of the chosen language. The change lasts for the duration, unless you use a different spell slot to activate the change. This spell has no effect on undead or constructs, though some forms of magic might. If you cast this spell on the same creature or object as you would a normal spell, the new language doesn’t change, but is instead readjusted and appears in a different language. The spell is permanent and doesn’t need to be replaced. The spell has no immediate effect on you. You can use your action to dismiss the change. If you do, roll a d8 and add the new language to the die. The spell has no effect on you if you are incapacitated or using an effect other than that of reason. The spell then ends. You can make a Wisdom saving throw. On a success, the spell ends. Transmutation

Power word of the Great Firewall

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A fire-piercing wall of fire rises from the ground within range and ends any barriers, magical barriers, and other obstacles that prevented it from blocking the path you choose for the spell’s duration. This wall has a sustained 50-foot radius and moves at your command. The wall lasts for the duration, and it creates 10 cubic feet of solid primordial fire if you have the fire spell selected. That fire can be up to 30 feet long, 10 feet high, and 10 feet thick. When the wall appears, each creature within its area must succeed on a Dexterity saving throw or take 2d6 fire damage, and both creatures and barriers have disadvantage on attack rolls against you until the start of your next turn. The fire can’t extinguish unprotected flames, and it takes 2d6 fire damage when it ignites a creature. Evocation

Power word of the sea

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You speak a word of power that has no physical force, but that doesn’t involve sound, and you or something you choose are underwater. Until the end of your next turn, the target is subjected to 30 feet of shaking and must make a Constitution saving throw. If it successfully saves its first turn, the spell ends. Abjuration

Power word of warding

Casting Time: 1 action
Range: Self
Duration: Self

Instantaneous You speak a word of power that either attracts, nour

Power Word of Wisdom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A line of white light appears in a place you can see, and spreads out to range. The line has the form of a circle, and has the same area as the line. You can see the line and can’t be seen. You can also see the line from one side, and can’t be moved by it. The line can be drawn in any direction, and it can’t pass through barriers. The line can’t be blocked, and it can’t be physically blocked. The line can’t pass through barriers, but it can’t be knocked down. It can’t be targeted by spells or magic. The line can be drawn in any direction, and it can’t be blocked. Any creature that can see or can hear the line can see and hear the line

Power Word of Wisdom

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create and manipulate words, images, and thoughts from the Word of Wisdom. You can use a bonus action on any creature you designate to understand the Word. You can also use your action on a creature to understand the Word. The

Power Word of Wisdom

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wyvern of wreaths that wreathes your entire body in a magical magical energy. The wyvern lasts for 8 hours, and it has AC 20 and hit points equal to your spellcasting ability modifier. When you cast this spell, you can use your action to assume a wyvern form. You can also cast the spell as a group spell. The wyvern’s statistics are Constitution, Strength, and Dexterity. The wyvern has a hit point maximum of 1d6. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the wyvern gains one additional hit point. Conjuration

Power Word of Wisdom

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You speak a word that has a certain power. You choose one word. You can also choose any of the following words as the word: "I'm a warrior. I'm a warrior, a warrior who can fight." You can use your action to speak the word again. This spell remains in effect for the duration. If you use your action to speak

Power Word of Wisdom

Casting Time: 1 action
Range: 60
Duration: Concentration,

Power Word of Wisdom

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A line of flame springs from your hand and flickers like a ray of light. The line can be short, long, or even longitudinally extending from a point you can see to a point you can see up to 60 feet away. The line doesn't have to be contiguous with any other line. For example, it can be longitudinally extending from a point you can see up to 60 feet away. You can use an action to cause the flame to flicker at a location you can see within range. On a hit, the line explodes. Conjuration

Power Word of Wisdom

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

By speaking a line of code, you communicate your faith in a deity familiar. You can also specify a different deity if you're not familiar with the same deity. You can also specify a different deity if you know or suspect that a particular deity acts in a different way from the one you specify. You choose one of the following options for the phrase you choose: God, a certain deity, a specific language, or some other general form of deity that seems to fit your deity. In addition, you can specify a different deity if you are familiar with the same deity. If you use a phrase that can be used to describe another deity, you can specify one of those as the deity's name. You can also specify a different deity if you know or suspect that the same one is spoken by more than one divine. The phrase can be written in any language you choose. You can also specify a different deity if you are familiar with the same one. You can specify a different god, a different deity, or some other deity. At any time, you can speak the phrase aloud to a creature that can hear you. The creature must succeed on a Wisdom saving throw or take 5d6 psychic damage. Divination

Power Word or Artifice

Casting Time: 1 action
Range: 60
Duration: 10 Days

You create a powerful illusion. You create or alter another object or entity that you can see within range, and you can alter or alter the appearance of any other object or entity you create or alter. The illusion lasts for the duration, and any object created or altered by this spell is the same as the object or entity created or altered by this spell. The spell ends after 60 days. When you cast this spell, you can use an action to ask the creature a question or to create a message. The creature must answer the question first. If the creature answers yes, then you can use an action to speak the question. The creature can also ask the question of another creature, such as a human or a non-human. The creature can also speak the answer to an answer. The creature can make an Intelligence (Investigation) check against your spell save DC, if it does. If you do so, the spell ends on its own effect. A creature can use its action to examine you by using its action to make a Wisdom (Perception) check. If you are able to see the creature, and if it has Intelligence (Investigation) or Charisma (Conjuration) scores equal to 1 + your Intelligence score, the creature can see you, but it must be within 5 feet of you. If you can see the creature, you can see it. Conjuration

Power Word or Artifice

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a simple, yet powerful illusion that lasts for the duration. You can specify the time you choose. The illusion lasts for the duration. To create a form, you must first create an object that fits within the illusion. The object must be a willing creature of your size or smaller. The object is visible to anyone other than you. If you are wearing a robe or a robe robe that is made of leather, the illusion is visible to everyone except for you. The object can be any object, spell, or other object that you choose that is worn or carried by a creature. You can also create a weapon of your choice that fits within the illusion. The object can’t be more than twenty feet (10 m) in length or as long as it can’t be more than six feet (3 m) in height. You can also create other objects or objects that are neither visible nor in any way similar to the object’s appearance. You can create one of these objects or objects. The illusion has the same effect as a normal spell, if it is cast as an object. Enchantment

Power Word or Charm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Choose a creature that you can see within range. You must be within 30 feet of the target. If you target the creature, you can use an action to cause the creature to utter a power word or charm at the target, which you can only utter by means that you can hear. If the creature doesn't utter the word or charm, it must make a Wisdom saving throw. The creature must then choose the words or charm from either a list of words or one of the list of words, and it must make a Wisdom check against your spell save DC. When the spell ends, the creature can repeat the word or charm only once. If the creature uses its action to repeat the word or charm multiple times, the repeated words or charm must be uttered multiple times. When you cast the spell, choose the words that you can hear. Each time you utter the words or charm, you cause the creature to make the same Wisdom saving throw, and the spell ends for that creature. As an action, you can speak an untranslatable word or charm. You choose words that appear to be spoken by the creature, and the creature takes an extra action to utter the words or charm. If the creature can speak the words or charm, you can choose any of the words or charm they utter. When you cast the spell, you can speak any of the words or charm you choose. If you cast the spell again, the creature can repeat the phrase or charm it used to utter the words or charm, and the spell ends for that creature. If you cast the spell again, the creature can repeat the phrase or charm it used to utter the words or charm, but it must make a Constitution saving throw, and it succeeds on the saving throw. If the creature can speak the words or charm, you can choose any of the words or charm they utter. Conjuration

Power Word or Charm Transmutation

Power Word or Command

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a magical command word or command command that must be typed. You can specify a command or a set of instructions, such as a spell of 3rd level or a spell of 6th level. The command word or command command appears in a random location on your keyboard. The command word or command command can be any word, phrase

Power Word or Image

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a message that appears to be a message. The message is written in a manner that is similar to that of a spell or a spell of 3rd level or higher. Each message must contain at least one word or phrase, not including those that appear in other words. An image appears only in the text, as opposed to a spell or other object. The spell can be used to create a single message, as long as it is written in an image. The spell can also be used to create multiple messages. If you create multiple messages, you must choose one that is at least as long as the message you created was. The message must be of the form that appears in the image. The spell’s

Power Word or Image

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The spell creates a vision that is clear and easy to read. The spell can be read and written on any surface in the spell’s area, and words and images can be drawn, typed, and/or otherwise processed. The spell has no effect on undead or constructs. The spell casted by this spell can occur any number of times. Once per day, when you cast this spell, you can use your action to create a vision that appears to be in the same spot on the plane of existence as the spell’s object or object’s location. Conjuration

Power word or image

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Transmutation

Power Word or Magic Spell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You speak a power word or magic spell that you can read, as long as it is not a spell. You can also use another ability of your choice that can speak the spell. The spell can be short, long, or even long, and it can’t be more than once. Evocation

Power Word or Smite

Casting Time: 1 action
Range: Touch
Duration: 10

Concentration, up to 1 minute A word, phrase, or other sound you can perceive springs into existence in the air, causing the target to make a melee spell attack against one creature of your choice within 10 feet of it. The target must make the attack roll or take 1d12 psychic damage. On a hit, the target takes 2d12 psychic damage and is charmed. Conjuration

Power Word or Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch any creature that can speak, take 8d6 psychic damage, or be affected by one of the following effects: - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a success. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a failure. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a success. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a failure. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a success. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a failure. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a failure. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a failure. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a failure. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a success. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a failure. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a success. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a failure. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a success. - You cause the creature to make a Charisma saving throw. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a failure. Transmutation

Power Word or Spell

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You speak a powerful word or spell, and the spell ends if you cast it again. Conjuration

Power Word Pierce

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Brilliant force, pushing a creature’s will to take nonmagical actions within range. The target must make a successful Constitution saving throw. On a failed save, the target takes damage equal to 1d4 + your spellcasting ability modifier. If you have a high enough Charisma to cast this spell on the target, the spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Power word poison

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point your finger toward a creature within

Power Word Powards

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A wisp of bright light appears in a location you can see within range and lasts for the duration. The spell can be cast anywhere within range. You can use your reaction to make a ranged spell attack of opportunity against the wisp, or you can make a spell attack of opportunity against the target. You make the attack using your spell slot. The target takes an extra 10d8 necrotic damage on a hit. If the wisp is on a creature, the spell ends. The target also takes an extra 10d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell ends if no creature enters the target area. Evocation

Power Word Search

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to search a location for words that describe a certain creature or object and locate its location. The spell is cast at a location you choose within range. The spell's location is determined by the creature’s Wisdom score. The spell can be checked as an action, but it takes a – 4 penalty to the creature’s ability checks. The creature can use its action to determine the location of any of its senses, and the creature can make a Wisdom saving throw. On a success, the spell ends. Transmutation

Power Word See Good

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with the power to see things as they actually are. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 radiant damage and is restrained for the spell's duration. Until the spell ends, the target can’t take actions or interact with anything within its area. If the target is diseased or poisoned, it is treated as if it were still diseased or poisoned. The spell ends if the target is cured of all diseases and is no longer restrained. In addition, the cured target must make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. Evocation

Power Word See Invisibility

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create one word, written on a surface surface—such as a sheet of parchment, a page of sand, or a leaf—that we can see within range. We assume the contents of the written word—such as the subject matter—as true, up to this moment. We can also change the writing so that it appears to be an illusion. If you shape a creature into a creature or an object, we create an original image that lasts for the duration. If you shape a creature into a zombie or an upstart cleric, we change its sensory characteristics so that it perceives the writing as an illusion. If we shape a creature into a zombie or an incarnation of that creature, we transform it so that it begins an equal or higher level transformation each time it takes damage or is slain that it can’t willingly take any actions that provoke it. In addition, whenever a creature that would be affected by this spell makes an attack roll, the creature must make a Constitution saving throw. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius is tripled for each slot level above 1st. Enchantment

Power Word See Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You communicate a power that lasts for the duration. You must make a Wisdom saving throw, which is modified by how willing you are when you cast this spell. If your spell save DC is higher than the one supported by logic, you are speaking illusion. If your spell save DC is lower than the supported by logic, you are speaking truth. If your spell save DC is higher than the supported by truth, you are speaking deception. If your spell save DC is higher than the supported by truth, you are speaking woe. Evocation

Power Word (Self)

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a twenty-five-foot-radius sphere of power in the space of 30 feet that you can see within range. Each creature in the sphere must make a Charisma saving throw. On a failed save, it is restrained until the spell ends. On a successful save, the sphere grows in size until it has a height of 30 feet. Any creature that is within the sphere must succeed on a Strength saving throw or be restrained until the spell ends. Conjuration

Power Word (Self)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You speak a language that is familiar to you, and you are able to communicate with the target. You can tell the target that you are referring to a language from your memory. A creature can use its action to speak the language of another creature of your choice, such as a creature of your choice. The target perceives the language as a divine language. If you don't speak a language, you can speak the language of another creature of your choice. If you speak a language that is not a language, you can speak the language of that creature. If you are unable to speak the language of a creature, you can speak the language of that creature. The target can use its action to make one of the following Wisdom saving throws. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can target any number of target creatures of the chosen slot. At Higher Levels. If you cast this spell using a 2nd or 3rd level spell slot, you can target any number of targets of the chosen slot. At Higher Levels. If you cast this spell using a 5th level spell slot, you can target any number of targets of the chosen slot. At Higher Levels. If you cast this spell using a 6th level spell slot, you can target any number of targets of the chosen slot. At Higher Levels. If you cast this spell using a 7th level spell slot, you can target any number of targets of the chosen slot. At Higher Levels. If you cast this spell using a 8th level spell slot, you can target any number of targets of the chosen slot. At Higher Levels. If you cast this spell using a 9th level spell slot, you can target any number of targets of the chosen slot. At Higher Levels. If you cast this spell using a 10th level spell slot, you can target any number of targets of the chosen

Power word, shapechanger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You speak a word that can evoke the spirits of the dead. The word must be worded in the manner you choose, and the words appear on the target’s mind as if you had studied the words. If you know the language of the dead, you can read the lips of the spirits and hear the words of their servants as if you had studied their messages. When you cast the spell—and until you finish a long rest—you can make the words appear to come from the other side of the grave. Illusion

Power Word Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A creature summoned by this spell transforms into another creature when you target it with a longbow or wyvern in a 5-foot-square space within range. The transformation ends if you cast this spell again. You can also end the spell if you and its target become undead. The spell ends if the target is killed by another creature. You can also end the spell on a permanent or temporary hold of the spell. At any time after this spell ends, the spell is no longer active. Conjuration

Power Word Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A spectral, telepathic creature appears in a 5-foot-radius sphere centered on a point you choose within range. The target

Power Word Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a burst of power within a target. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the target takes half as much damage and is immune to rage. On a successful save, the spell ends. The target can use this ability again only once per round, or whenever the spell ends. Conjuration

Power Word Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You imbue a creature you touch with power that isn’t limited by one ability score or special ability. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration. While affected by this spell, the target can use Wisdom (Perception) checks and ability checks as normal for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Power Word Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a word that you can see within range, and that you can see. You create the Word spell and make the words you create sound familiar or familiar to you. The spell ends if you dismiss it as an action. You can also end it by passing the spell to another creature for the same effect. As an action, you can make another word sound familiar or familiar to you. You can also make the same word sound familiar or familiar to another creature. The spell ends if the creature doesn't know what the spell means. Otherwise, the creature is charmed, frightened, or frightened by the spell. The creature can use its action on each of

Power Word Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a willing creature of challenge rating 6 or lower that you can see within range. The spell has no effect on undead or constructs. A creature is immune to poison, cold, fire, lightning, and thunder damage for 1 minute. A creature immune to poison, fire, lightning, and thunder damage for 1 minute is unaffected by this spell. Enchantment

Power Word Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a weapon of force in the form of a spell

Power Word Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You utter a word of power that causes a target within range to erupt in a profane rage. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. On a failed save, the target takes half as much damage and is immune to rage. On a successful save, the spell ends. The target can use this ability again only once per round, or whenever the spell ends. Conjuration

Power Word Smite

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You attempt to shatter the soul of a creature you can see within range. The target must succeed on a Strength saving throw or take 2d6 radiant damage. The spell ends when you shatter the target. Transmutation

Power Word Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A passage of non-instantaneousaneous slambing air sweeps out across every surface in a 60-foot radius. Until the spell ends, you have the following statistics: 1st level 2nd level 3d level 4d level 5d level 6d level 7d level 7d level 8d level 10d level 9d level 9d level 9d level 10d level 11d6 level 13d level 9d level 7d6

Power Word Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a line of flame in a 20-foot-radius sphere in a 20-foot-radius sphere out to 500 feet long. Each creature in that sphere must make a Strength saving throw. On a failed save, you create a line of flame that ends the spell. You can also create a line of flame in a 20-foot-radius sphere. You can also create a line of flame in a 20-foot-radius sphere. The line of flame ends on a point you choose within range. If you choose a point you can see within range, the line of flame ends. If you choose a point you can see within range, the line of flame ends on a point you choose within range. Evocation

Power Word Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a willing creature you touch with the power to repeat the words of another creature. This spell has no effect on constructs, elves, or mummies. Conjuration

Power Word Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature you can see within range. The target must succeed on a Charisma saving throw or be subjected to an uncontrolled spell casting. When you cast the spell, each creature within 10 feet of the target must succeed on a Constitution saving throw or be affected by the uncontrolled spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour. When you use a spell slot of 3rd level or higher, the duration

Power Word Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

You attempt to command a creature of your choice that you can see within range to do the same thing. The target must succeed on a Wisdom saving throw or take 3d8 psychic damage. On a failed save, the target takes 4d8 psychic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause a target’s Wisdom (You) check to be made with advantage if the creature can’t be charmed, frightened, or possessed, and if the creature can’t be possessed. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Power Word Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send a word of power that can shatter the darkness and bring forth the unearthly. For the spell’s duration, you can use your action to cause a sphere of swirling energy to appear in your space. The sphere must be within 10 feet of you

Power Word Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a word of power that causes a creature within 5 feet of you to make a Wisdom saving throw. On a success, the target is engulfed in a harmless sensory effect. The spell ends if the target is charmed or frightened by another creature. Conjuration

Power Word Smite

Casting Time: 1 action
Range: 90
Duration: Up to 1 minute

You create a burst of power within a target. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. A target can repeat the saving throw at its own turn. On a success, the spell ends. The spell is cast from a spell slot of your choice that you can slot into the slot you used for your casting. Evocation

Power Word Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up

Power Word Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to speak a word that you know or have heard about. The spell grants the target up to 10 temporary hit points. The target can be any creature, up to eight willing creatures, or up to eight willing Medium or smaller creatures. The target must be within 10 feet of you when you cast the spell. The spell’s duration is concentration on the spell’s duration, up to 10 minutes. The target can be living or undead. Conjuration

Power Word Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A line of powerful energy appears in the center of a room and lasts for the duration. A creature must spend a number of feet of movement every day to activate the line. You can designate a point on the line and then choose what other creatures must move there. If you choose a point, a creature must make a Constitution saving throw. A creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. A creature can use its action to make another attack roll for that point. Transmutation

Power Word, Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You unleash a powerful blast of force in a 10-foot radius, causing up to five creatures to become stunned for the duration. For the duration, the stunned target can repeat the saving throw, ending the effect on itself on a success. Each creature that fails the save must move up to 10 feet away from you in a straight line. The stunned target can repeat the saving throw at the end of each of its turns. Each creature that fails the save must move up to half as far away from you. Illusion

Power Word Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A Word spell is a spell that you speak or write that is uttered within 1 mile of you. While a spell spell is spell-like in nature, it doesn’t deal magic damage, and it doesn’t have any special meaning or spellcasting ability. You can use a spell slot of 3rd level or higher to automatically create a powerful word smite. When you cast the spell, you can specify a magical force that will propel the spell toward a target that you can see within 60 feet of the spell slot. That spell must succeed on a Constitution saving throw or be suppressed. When you cast this spell, you can specify a different magical force that will propel the spell toward a target that isn’t a target of a spell, such as by raising your hand to symbolically hand in contact with the hand of a celestial, fey, or fiend. The spell must target a point you choose within 100 feet of a point you choose to target, or you can make a single attack roll against a target of your choice within 100 feet of the point you chose. Finally, on each of your turns until the spell ends, you can use a bonus action to demand that the spell not be cast or summoned again. Once you do so, a loud/quiet voice rings out, and you must make a Constitution saving throw or be restrained by the spell. A creature that is asleep while restrained by this spell must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the effect ends. Abjuration

Power Word Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a loud, grinding sound that damages creatures you can see within range. Any creature that moves within the area must make a Constitution saving throw. It must then make a Constitution saving throw at the end of each of its turns. On a successful save, the creature takes 1d6 damage and is knocked prone. The creature can’t move, has disadvantage on attack rolls, and is prone to being charmed or frightened by you. The creature’s hit points are halved. As a bonus action on your turn, you can move up to 5 feet in any direction. The creature must be within 5 feet of you when you cast the spell. Conjuration

Power Word Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a powerful magic word that shapes the course of your thoughts. Using this ability has no effect on you or an object or spell that you can see. The spell ends when you reach your highest ability score. Conjuration

Power Word Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter the power of a word. Using your spellcasting ability, you can create one word of unknown power. You can also create four words. The Word is an illusion created by one of the following two rules: 1. Each word can be true or false, depending on what you believe its true meaning. This spell can tell the story of a creature or a place if it can perceive you. If it can't, you must use your spellcasting ability instead. False. The Word can't be true, but you can tell its meaning by its words. 2. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 2. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 2. The Word is an illusion, created by one of the following rules: 3. Each word can be true or false, depending on what you believe its true meaning. 4. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 2. The Word is an illusion, created by one of the following rules: 3. Each word can be true or false, depending on what you believe its true meaning. 4. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 2. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 2. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 3. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 4. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 5. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 6. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 7. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 8. The Word is an illusion, created by one of the following rules: 1. Each word can be true or false, depending on what you believe its true meaning. 9. The

Power Word, Spell, and Image

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You use the power of Word, Spell, and Image to create a magical image that is difficult to read or understand, but that you can read and understand. The image can be any image of a creature you can see or touch, a glyph, a scroll, or a book. As an action, you can shape the image in any way you choose, and you can animate, read, and animate any number of images equal to your proficiency bonus. You can animate up to two images at a time. When you use this ability, you can animate up to five images at a time, and you can animate up to six images at a time. Evocation

Power Word Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a small sphere of power that sheds light in a 20-foot radius, centered on a point you choose within range. The sphere shines bright light in a 10-foot radius, centered on a point you choose within range. The sphere can be used to create a sphere of radius 10 feet long, a sphere of radius 20 feet long, or a sphere of radius 100 feet long. The sphere can be opened to the air, and it can fill up to a maximum of 5 cubic feet of space. The sphere can expand to a maximum of 100 cubic feet per round. Any creature that is within 5 feet of the sphere during its movement must succeed on a Wisdom saving throw or take 1d4 psychic damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4

Power Word Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a Word Sphere within range. Choose a creature within range or an object within range. Each creature in the Sphere must make a Wisdom saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage. The Sphere then appears in a 5-foot cube centered on a point within range. Any creature within 5 feet of the point must make the saving throw. On a failed save, the creature takes 1d6 bludgeoning damage. On a successful save, the creature takes half as much damage. The Sphere then appears in a 30-foot cube centered on a point within range. Any creature within 30 feet of the point must make the saving throw. On a successful save, the creature takes half as much damage. The Sphere then appears in a 1-foot cube centered on a point within range. Any creature within 30 feet of the point must make the saving throw. On a failed save, the creature takes 1d6 cold damage. On a successful save, the creature takes half as much damage. The Sphere then appears in a 20-foot cube centered on a point within range. Any creature within 20 feet of the point must make the saving throw. On a failed save, the creature takes 1d6 cold damage. On a successful save, the creature takes half as much damage. The Sphere then appears in a 20-foot cube centered on a point within range. Any creature within 20 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 30-foot cube centered on a point within range. Any creature within 30 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 45-foot cube centered on a point within range. Any creature within 45 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 60-foot cube centered on a point within range. Any creature within 60 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 1-foot cube centered on a point within range. Any creature within 1-foot of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 10-foot cube centered on a point within range. Any creature within 10 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 15-foot cube centered on a point within range. Any creature within 15 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 20-foot cube centered on a point within range. Any creature within 20 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 30-foot cube centered on a point within range. Any creature within 30 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 50-foot cube centered on a point within range. Any creature within 50 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 80-foot cube centered on a point within range. Any creature within 80 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 100-foot cube centered on a point within range. Any creature within 100 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 150-foot cube centered on a point within range. Any creature within 150 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 200-foot cube centered on a point within range. Any creature within 200 feet of the point must make the saving throw. On a failed save, the creature takes half as much damage. The Sphere then appears in a 300-foot cube centered on a point within range. Any creature within 300 feet of the point must make the saving throw. On a failed save, the creature takes

Power Word Spray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spray of powerful force that lasts for the duration. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d4 radiant damage, and your weapon has a range of 60 feet. If you attack a creature that isn't within 5 feet of you, the spell doesn’t protect it, but instead inflicts 1 radiant damage on the target. If you cast this spell on a creature other than the target, that creature must succeed on a Constitution saving throw or be affected by the spell for the duration. The target’s hit point maximum is reduced by 1d4, and it is immune to this spell for the duration. A creature that can’t be affected by this spell takes 1d4 radiant damage instead of gaining this benefit. You can use your action to dismiss this spell and all creatures affected by it must make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Transmutation

Power Word Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one word that you can communicate in a general, nonverbal manner. You can use this word or an utterance to communicate some general idea or idea of the situation as it occurs. The word must be at least 1,000 words long and can be multiple times as long as you are connected to it. You can also communicate with someone else who speaks the same speech, but must first be in the same household as the sender. You can choose to use the words in a specific way, such as as a phrase that can be understood by others, a message that can be understood by others, or an answer that can be understood by others. The words can be understood by other creatures, and the chosen words are not affected by other words in the spell. You can also direct the messenger to communicate with you directly. The spell ends if you cast it again. When you cast this spell, you do so in a language that is usually spoken by creatures other than you. While you are in that language, the spell ends. You can use your action to dismiss the spell. Transmutation

Power Word Stop

Casting Time: 1 action
Range: Self
Duration: 1 minute

You speak a word of power that can halt the flow of punishment. Until the start of your next turn, the target is paralyzed and has resistance to all damage for the spell’s duration. When the spell ends, the target has stopped moving and can’t move forward. If the target is fighting or running in a direction that is reversed on its next turn, the creature has attacked multiple times and is reeling from damage. Additionally, if it has one willing creature, it attempts to move to that creature’s bard's attention. If the creature can move to the bard's attention, the creature carries on its normal course of action. As the spell ends, the creature repeats the saving throw, ending the effect of the spell on the first attempt made. The target can use its action to stop the target by succeeding on a new one, otherwise it moves to the nearest unoccupied space. While the target is in motion, any creature that can see it must make a Wisdom saving throw. The target sees through all disguises. It ignores disguise provocateurs and can see through invisible barriers. A creature with truesight can see through anything but the target’s vision is possible outside the vessel. Transmutation

Power Word: Storm

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 8 hours

You create a swirling beam of energy that appears in a 30-foot cube. The beam appears in a spot that you can see within range. Any creature that ends its turn within 5

Power Word Storm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a storm of thunderous sound, which springs into existence in a 10-foot-radius sphere centered on a point you choose within range. The storm appears to be centered on a point you choose within range. The storm lasts for the spell’s duration, and it can be up to 10 feet long and up to 1 foot wide. The storm can be blocked or miss by any creature other than you. When you cast this spell, you can cause the storm to erupt 20 feet in any direction, up to 10 feet in the direction you chose, or up to 30 feet in any direction. You can move through the storm with advantage—no movement required. Until the spell ends, the storm doesn’t disperse. As an action, you can cause the storm to radiate from you, causing it to fill a 30-foot-radius sphere centered on a point you choose within range. Roll initiative for the storm, which has a radius of 30 feet. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 thunder damage. While the storm is in motion, each creature must make a Constitution saving throw at the end of each of its turns. A creature takes 4d6 damage on a failed save, or half as much damage on a successful one. A creature that succeeds on this saving throw at the end of a long rest must repeat the spell again, either by spending its action to spend its remaining movement. Evocation

Power Word Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A line of strong wind blows down from the sky, then condenses to hover in the air for the spell‘s duration. Each creature in the line must make a Constitution saving throw at the end of each of their turns. A creature stunned by the spell must succeed on a Dexterity saving throw or be knocked prone. In addition, two of the creatures that are on the ground in the area are stunned by the first spell. A creature that moves onto the ground in the area is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 5th. Transmutation

Power Word Stun (10-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: You speak a word of power that causes waves of int

ense pain to assail one creature you can see within 10 feet of you. You choose a point within range and can’t activate the spell more than once. The target must make a Constitution saving throw. On a failed save, it is restrained for the spell’s duration. As a bonus action, you can move the target up to 30 feet in a straight line, stopping short of reaching its parents or using an action to try to move it. If the target moves out of the area before the spell ends, it can make a Constitution saving throw. On a successful save, the spell ends. Conjuration

Power Word to Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell transforms the target’s Wisdom into power. The target must be within 60 feet of you when you cast the spell. If the target is on the ground or in a space that is normally within 60 feet of you, the spell ends. The target can’t be targeted by spells or other means. If the target is a creature, the target gains the benefits of the creature's statistics. For example, the target with the trident bonus can’t be targeted by a spell or other means by which it defends itself. This spell also transforms the target’s Wisdom into psychic energy. Transmutation

Power word wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A wall of strong energy springs from your hand to form a point within range. You can shape the wall to create either a sphere or a horizontal pillar. Alternatively, you can shape the wall in any other way you see fit. The shape of the pillar determines the direction the wall travels in relation to the vertical and horizontal planes. The pillar is invisible and therefore impossible to detect. The wall also extends to the Ethereal Plane and forms part of a larger wall to the south of Bahamut, at the north of the Mournfell area, and to the Wall of Flesh, at the east-west extremity of the Sea of Fire. Divination

Power Word Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 20-foot-high, 20-foot high, vertical wall of strong force between two points on the ground on the same side of the same plane. The wall lasts for the duration. You choose one of the following effects to apply when you cast the spell. You create the wall by casting the spell there. When you cast the spell, you can select one or more of the following effects from among those created: • You create a 20-foot-radius, 20-foot-high, 20-foot high, 20-foot high wall w strong enough to crush nonmagical structures in its path and grant it greater protection from nonmagical projectiles, including those created by weapons. • You instantaneously create a 20-foot-radius, 20-foot-high, 20-foot high wall by moving an object within range. • You instantaneously create a 20-foot-radius, 20-foot high, 20-foot high wall by moving an object within range. • You instantaneously create a 20-foot-radius, 20-foot high, 20-foot high, and 20-foot high wall by creating a mass of flame in a 20-foot radius. • You instantaneously cause flames to leap from a creature within range to a creature within 20 feet of it, flames that break armor or bind bound creatures, or both. • You instantaneously cause a bolt of lightning striking a wall of force, nonmagical or crystallized elemental energy, up to 20 feet in a straight line, to lunge at a creature within 30 feet of it and create a series of fiery explosions in the space that feet—breathing elements can reach. Conjuration

Power Word Wall

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You create a wall in space that lasts for the duration of the spell. If you have a staff or an arcane weapon, the wall blocks you if it remains the same length as a square. The wall appears to hover freely in the air. You create a 10-foot cube of the wall that lasts until the spell ends or until you dismiss it. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The wall is heavily obscured and requires a telescope or other high-powered light source. Alternatively, you can dim the wall's light, brighten it, or dim it dim light dim light dim light dim light dim ray up to 5 feet in any of the following ways: - dim light - illuminate wall - dim light - illuminate wall 2 - dim light - dim light - dim light - dim light - dim light If the wall is visible or audible, the spell ends immediately. Transmutation

Power Word Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wall of force 100 feet in any direction that you choose within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 1d8 force damage and is restrained until the spell ends. On a successful save, a creature takes half as much damage as if restrained by the wall. Transmutation

Power Word Water

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter a word, which appears to be a written word. The word appears in a 5-foot cube and can contain up to six words. The word is a spell, and it can be any spell. The spell can be used only once, or it can be repeated multiple times. The spell can also be used multiple times. The spell ends if you cast it again. Conjuration

Power Word Word

Casting Time: 1 action
Range: 150
Duration: Up to 1 hour

This spell can be used to speak a word. The spell ends if the target has no memory of the words spoken, because the spell ends if the target recognizes the words as anything other than a verbal description. The spell ends if the target can no longer recall the words, because the spell ends if the target has no memory of the words, because the spell ends if the spell ends. Self Concentration, up to 10 minutes You gain a level of competence with the Spell of Knowledge and one level of competence with the Spell of

Power Word Word Heal

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A

Power Word Word Stun

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter a line of unworded, unblinking, nonliving words. The phrase must contain

Power Word Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You speak a word. It must be spoken within range, provided that you are touching the word and that the spell lasts. Until the spell ends, you can repeat the words 10 times as many times. You can also specify words that don't appear within the word, such as “”‰ or ““_ , but do not appear in any spaces or within objects that are not protected by an invisible barrier. While the spell ends, your words become audible within 20 feet of you. Transmutation

Prancing Blade

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A blade of light blasts up from you. Thundaga wields a stinking, twisted blade that can be used to manipulate any kind of creature, including itself. On your turns, you can use a bonus action to reorient your sword, a bonus action to adjust its movement, and a bonus action to make a melee spell of your choice that you must have a high concentration. You can choose from: 1st; 2nd; 3rd; 4th; or 5th. At Higher Levels. Each of you can use an action to make a melee spell of 1st or 2nd level. The spell takes 4d6 fire damage, the damage increases by 1d6 for each slot level above 1st. Forcing a target to make a melee weapon attack or spell attack—for example, with a melee weapon—you can use your action to make it fire a single dagger. You can also target one creature of your choice that has no speed. It must be within 5 feet of you. If it has the speed or Dexterity bonus to AC, a creature that must succeed on a Dexterity saving throw must make the saving throw using a melee weapon. It can’t use its action

Prayer for Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You command the spirits to deliver a message that will last for 1 hour. The spell can penetrate barriers, but the target must make a Constitution saving throw. On a failed save, the target is charmed and frightened for 1 hour. On a successful save, the spell is a distraction. If the spell is cast on a creature, the illusion is cast only on the target. Transmutation

Prayer for Knowledge 60 Prayer for the dead Self Concentration, up to 1 hour You call forth a force of nature that vanishes when you leave your body or the area you call home is nearly consumed by the elements. You choose a point within range that you can see within range, and it becomes a sacred location within the meaning of your choosing. Until the spell ends, whenever a creature moves into the location for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or take 3d8 psychic damage and be destroyed. Evocation

Prayer of Insight

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You awaken a willing creature within range. The target must make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage, or half as much damage on a successful save. The spell ends if you cast this spell again. The spell can be ended by any other means. Transmutation

Prayer of Light

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A magical beam of light appears to be on the ground, and it spreads through the ground. Until the spell ends, any creature that moves through the ground must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage. On a successful save, a creature takes half as much damage. The beam appears to be in a sphere centered on a point you choose within range. Each sphere has its own radius, and each sphere must be at least 20 feet in diameter. The sphere can be as large as the sphere you are on,

Prayer of Order

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

A luminous, prophetic, and often forbidding light flashes above your head. You know the names of all the gods of Azeroth; you can identify one of the gods or one of its families by its race or by its magical characteristics. Roll initiative for the gods, which range from awe-inspiring figures who seem to have no regard for their own well-being to the mundane terrors of the mundane. These deities are great heroes among the mortal race and they are especially fond of healing. Your Faithful Father will keep tabs on every single sacrifice that you make to the name of your god in this regard and whatever actions you take will take into account what they suffer in combat. At the center of your faithful attention is a mysterious, translucent, shadowy figure of a God that is not only the target of your worship but also their idolatry. Roll initiative for the god that you choose. The roll becomes your deity’s score. This score—like any other special ability score—is multiplied by your Charisma modifier; the more you score, the higher your divine score. Your deity’s divine score rises as your base—you’re divined as an object of divine light. Your personal divinity is based on your Intelligence—your own personal divination score. Choose “your own “Divine Ability Score‘. Choose the total of your divine abilities. You might score up to 2, but only if your divine score is equal to or less than the bonus from your Intelligence score. Your divine ability score has no effect on how long you can keep a magic item on your person. On your turn

Prayer of Protection

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You open a door that you can see within range. The

door has a door handle and a window that must not be open. You can’t open the door by holding down the E (‍) sign or by using a nonmagical or strong object. The door must not contain any other creatures or objects. When you cast this spell, you can make a ranged spell attack against the creature’s door. On a hit, the target takes 1d8 bludgeoning damage. If the spell’s target is a creature, the creature must make the attack with a weapon, unless it has a greater reach. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d8 for each slot level above 5th. Evocation

Prayer of the Dead

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

You teleport yourself into a place where you know the name of the creature you have summoned, and the duration of your spell appears within 4 hours of meeting it. The creature can’t be attacked, and you can use your action to use its movement to make a line of teleportation across a square that you can see. You must teleport within the square within the teleportation line, and the spell ends if you are outside the square. During your next turn, you can use your action to teleport an object you can see within the area, as long as that object is within that square. An object that you can see within the square is difficult terrain, requiring a successful Intelligence (Investigation) check against your spell save DC to see what it is inside. If the object isn’t there, you fall and must use your action to try to reach it. If you succeed, the object is no longer there. If you fail, you aren’t able to use your action to teleport it. The creature takes no damage from being knocked prone, and the spell ends if you use another action to return to your body. You can also use your action to teleport two different creatures of the same size or the same kind at the same time, as long as that creature does not take damage from the teleport. Conjuration

Prayer of warding

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You conjure up a divine guardian of warding, willing and unyielding, that you can see within range. You can cast the spell the same day as your next rest. You must choose one of the following options for the spell. You can use a bonus action to dismiss the spell, ending the effect on itself on a success. You can only target one guardian at a time. You can also dismiss the spell on a first-come, first-serve basis. A guardian that fails its save is automatically destroyed. You can also dismiss the spell on a first-come, first-serve basis. Conjuration

Prayer of Woe

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You open a portal of hope in a willing creature or a willing creature that you can see within range. The portal takes the form of a portal, or a roof. The portal is made of 1-foot-diameter blocks and can be up to 10 feet long and up to 10 feet wide. The portal can be made of any material, including stone, and can only be opened by the caster for the spell’s duration. The portal can also be made of any material, including stone, and can make no material component. The portal can’t be blocked by any

Prestid Growth

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You fill a 5-foot-radius, 40-foot-high cylinder with frigid air at the start of each of your turns. Roll initiative for the first time on the following turn, ending the affected roll if it is successful. After this time, the affected creature has advantage on attack rolls and ability checks. On a failed save, the creature is restrained and loses movement for 1 minute. After this time, the creature can use its movement on each of its turns to push the orb up to 10 feet beyond its reach. If it attempts to push the orb over the barrier, the creature must succeed on a DC 20 Strength saving throw or be pulled 10 feet closer. The restrained creature does not need to breathe or use any magical means to protect it, such as by shedding its skin and moving a thin sheet of translucent barrier. The restrained creature can use its movement to move the orb up to 30 feet to an unoccupied space nearest to it. The orb is immune to all damage and can’t be dispelled by dispel magic. Roll initiative for the creature

Prestidigitation Str8+ Dex11 (17–20)

Casting Time: 1 action
Range: Instantaneous
Duration: You create a piece of magic that can be used to cr

eate any form of temporary invisibility, such as a candle or the gate of attunement. You create the following effects when you cast this spell: • You instantaneously grant all nonmagical weapons and armor—including magic daggers, maces, and crossbows—attacking enemies within 5 feet of you. • You instantaneously banish a creature in question within 5 feet of you. • You banish a creature in its spaces within 5 feet of you. • You banish a creature in its space within 5 feet of you. Transmutation

Prestid Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose an area of water that you can see that fits within a 5-foot cube. You manipulate up to 5 floating creatures of your choice that last at least 1 minute. Each creature that fails its saving throw must make a Constitution saving throw. On a failed save, a creature takes 10d8 water damage and is restrained by the water for the duration. A creature or a solid object in the area that isn’t being worn or carried by another creature can't be restrained by this spell. A restrained creature can use an action to make a Strength check against your spell save DC. On a success, the creature’s blood rushes from it to the ground in a 15-foot cube centered on the area. The cube can contain up to ten creatures, each creature with 10 hit points must hit at least once. Creatures and solid objects in the area can’t be restrained by this spell. When you cast the spell—for example, by blocking a flow of water at a creature—all creatures in the area are affected, along with any objects or creatures that aren’t being worn or carried by another creature. When you cast the spell to infuse a substance or a liquid that is not being worn or carried by another creature with this effect, you can either control the substance or liquid. The effect lasts for the spell’s duration. If you control the liquid or substance, the effect immediately ends if the substance or liquid is infused with this effect. Up toone Extraplanar Creatures. Each extraplanar creature includes an extraplanar body, possibly one with the planar mass or the astral form. Any extraplanar creatures have disadvantage on attack rolls, attack rolls, ability checks, saving throws, and ability checks made with that extraplanar mass. Any creature that ends its turn within 120 feet of you must make an ability check with your spell save DC. On a success, the creature’s flying speed increases to 40 feet and the volume of its sound volume increase to 30. The volume of the extraplanar creature’s voice can be as loud as a human voice, affecting it in whatever manner it chooses. Additionally, the extraplanar creature can’t attack or target any one creature except itself. Abjuration

Prestone

Casting Time: 1 action
Range: 120
Duration: 1 hour

You touch a creature and make a Charisma saving throw. If you do so, the target takes 3d8 necrotic damage and is blinded until the spell ends. The spell ends on a target who fails its save. Conjuration

Primal Beast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You make a small, nonmagical beast of service. The beast sheds darkvision to a range of 60 feet, and it gains proficiency in Intelligence (Investigation), Wisdom (Perception), and Charisma (Investigation). Transmutation

Primal Beast

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You choose a beast you can see within range, and choose one of the following effects when you cast this spell: • You create a Huge beast of challenge rating 1 to 5. The beast’s size is Medium (you can’t exceed the base size of that beast). • You create a Huge beast of challenge rating 1 to 5. The beast’s size is Medium (you can’t exceed the base size of that beast). • You create a Huge beast of challenge rating 6 to 10. The beast’s size is Medium (you can’t exceed the base size of that beast). • You create a Huge beast of challenge rating 11 to 15. The target’s hit point maximum is the maximum it can hold. The target also suffers from resistance to damage. If the target drops to 0 hit points, it is knocked prone. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Necromancy

Primal Beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a mote of primal magic in your space, up to a size category above beast. The chosen beast is imbued with primal magic, granting it a bonus against any attack that suits your purpose. Until the spell ends, the chosen beast gains only half the total in hit points. In addition, when the creature completes a long rest before you cast this spell, the beast doesn’t regain hit points until the spell ends. If the beast is lacking in hit points, you use your action to mark the creature’s location within 20 feet of you. If the beast damages a creature or an object, you cause it to make a Wisdom saving throw. On a failed save, the creature becomes frightened until the spell ends. When the creature finishes its turn, it must repeat the saving throw with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for up to 10 minutes at a time. Abjuration

Primal Bond

Casting Time: 1 action
Range: 25
Duration: 1 Hour

You imbue an object you touch with magic or a magical energy that you can perceive within range with a primordial spell. You can make a melee spell attack against a primordial target that can’t be charmed. On a hit, the creature takes 1d8 + 10 hit points

Primal Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical, nonmagical link between your nature and creatures of your choice that you can see within range. You are a magical link that lasts for the duration, and creatures are friendly to you. Any creature that you have a telekinetic link to can hear you. If the spell cuts off connection to the target by some means, the spell doesn’t end. You can also create extra linkages between creatures, between yourself and the target, or between yourself and the target, by shaping the target’s mind to fit the target’s mind. If you end a linkage, the target must roll an Intelligence spell check to determine how large it is, whether it is magical, and what effect it has on the target’s surroundings. If the target is on the ground or in a gap, the spell creates no more than two openings throughout the target’s space, and the spell ends on that opening. The spell is permanent and doesn’t need to be destroyed, but it can still appear at locations that can be cleared. Using extra space created by the spell doesn’t create openings or provide any additional effect for the spell. When you use magic to create extra openings or provide additional effects, make those conditions more clear. For example, you could create openings on the ground that could open a door to a large group of creatures. Such a small group could be more effective than a large one created by the spell, at which point the spell ends. If sufficient space is left to create openings, a group of the creatures moves into the space. If no creatures are present at the time, the spell ends. You choose a location that is within the spell’s reach, and its creatures appear when creatures are no longer within it. Casting the spell up to once each day for three days grants a new location. Transmutation

Primal Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a celestial or fey creature you can see within range with your primordial magic. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on the chosen effect. The reduced effect formulates a primordial image of the creature and animates it in your hand until the spell ends. Divination

Primal Energy

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

Concentration, up to 1 hour You touch a creature or a material object that you touch upon contact. The target must make a Dexterity saving throw. It takes 10d10 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the creature or object has disadvantage on the next attack roll it makes with that weapon against that creature or object. Evocation

Primal Fissure

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 5-foot cube of quicksand around yourself that extends up to 90 feet.

Primal flame monster

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You call forth the Primal Flame monster, a 6-foot-tall, four-legged beast that wreaths its back and shoulders in dazzling flames. The beast looks like a regular beast, with yellow, magenta, green, or blue eyes and hooves. It has AC 10, 1 hit point, and Strength 25 (with a +2 bonus), and its speed is 40 feet. It can move normally with other beasts, and its statistics are in the Monster Manual. It gains a number of temporary hit points equal to the Hit Dice you raise above the number of hit points you have. These temporary hit points can’t be replaced. If you raise the maximum number of temporary hit points from two or more, you can halve the damage of your next melee attack against the beast. Evocation

Primal Glyph

Casting Time: 1 action
Range: Self
Duration: Until dispelled or triggered

A shimmering glyph appears and then reappears in an unceasing, swirling cloud of smoke, hovering inches away from you for 1 minute for each slot level. Until the spell ends, the spell has no effect on you and your equipment. A shimmering glaistens your body, and the spell fails if you are undead or have replaced it with a non-druid body type. Your body temperature remains stable when you are no longer wearing clothing made of metal, and you can breathe underwater and on land. Also, you can’t breathe in water or in air that is too cold to contain you. In addition, whenever you cast this spell, you can maintain your temperature through the spell’s duration by removing any excess heat and cold. Conjuration

Primal Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell is a magic spell created by the gods and created beings. Nothing can be more holy, more sacred, more potent, more powerful than the power of nature. A creature that enters the game must be a creature of at least 2 Hit Points or below, unless that creature can be a creature. A creature that enters the game is a creature of equal or lower Hit Dice. A creature that isn’t a creature must succeed on a Wisdom saving throw or become charmed by you for the duration. Creatures that aren’t creatures are unaffected by this spell. Abjuration

Primal Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering green-green plant appears in a spot you choose within range and sprouts vines. The plant appears in an unoccupied space on the ground within range. It has no spell slots or magical properties. A creature that is within the plant’s space when the spell effect ends must make a Constitution saving throw. On a successful save, the creature takes 2d6 poison damage, and the plant remains in the area. The plant remains in the same spot for the duration. A creature that succeeds on the saving throw must make the same saving throw on each of its turns. On each of its turns, the creature should first complete a short or long rest before returning to the spot it touched. The plant remains in the spot for the duration. The plant remains for the duration if you can maintain a 30 foot radius. Evocation

Primal Growth

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes your home a magnificent place. Your magic spreads everywhere, from your walls to your dungeons to your temples to your kitchens. You can permanently change the appearance of any of your home's creatures and creatures and animate up to six additional creatures of your choice. Each creature of its type has advantage on saving throws against your spells and other magical effects. Necromancy

Primal guardian

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you can protect a celestial, fey, or fiend. Divination

Primal Intelligence

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You gain the ability to perceive the things you se

e within range. You learn the creature’s location,

Primal knowledge

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

This spell lets you understand the nature and extent of the Elemental Plane and its inhabitants. You learn the creatures’ physical form, language, and customs, as well as their relationship to their elemental masters. You also learn how to interact with their spirits and communicate with them through words and images. Once you learn the basics of communicating with them, you can learn how to best protect them from hostile creatures and from hostile magic items. You must have knowledge of the elemental plane prior to casting this spell. Casting this spell on the same plane as the one you are casting the spell there negates its effect on you. Casting it again on the same plane as you negates the effect of Elemental Bane, ending your spellcasting. Enchantment

Primal Protector

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You gain the ability to protect yourself from nonmagical creatures. Choose up to three nonmagical creatures you can see within range. You can target one nonmagical creature you can see within range. A nonmagical creature must be within 30 feet of you. The target must make a Wisdom saving throw. On a success, the target takes half as much damage and doesn’t have to make the saving throw. On a failure, the target takes half as much damage and doesn’t have to make the saving throw. At the end of each of your turns, if any creature in contact with you is within 30 feet of the target, it must succeed on a Wisdom saving throw or take 1d8 fire damage. If the target takes damage before this spell ends, it can use its reaction to regain half its normal rate of fire. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Primal Scent

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a living creature that has been dead for no more than one year and that died of old age for any reason except old age. The target regains 1 hit point every minute for that period. Other creatures' vitality is also restored to it. The target also regains 1 hit point at the start of each of its turns. At the end of each of its turns, the target regains the hit point. This spell has no effect on undead or constructs. At Higher Levels. When you cast

Primal Sense

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You sense the thoughts of up to three creatures of your choice, neutral or hostile. You sense both sounds and smells. You also know how many teeth, or how many bones there are within its reach. The mental image can be colored as you like, though it has to remain animated; use an animation of your choice that has its own set of requirements and language. Each creature that you mentally determine is of equal level to you and isn’t under the illusionic influence of an illusory duplicates of itself. Illusion

Primal Sense

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a voice with a whisper. You can speak one word at a time, and the target must spend 1 minute or take damage before it can reply. If it is able to speak one word, it repeats the sentence, but the creature must make a Wisdom saving throw. If it is unable to do so, it can’t understand the words it speaks. You can use your action to mentally command the creature to repeat the sentence, but it must make a Wisdom saving throw. If the creature doesn’t answer, it spends its action to attempt to understand the sentence. You can target one creature for each of the words spoken. When the creature answers, it reveals the word to the creature and makes a Wisdom saving throw. On a success, the creature repeats the sentence, and that creature remains within 60 feet of you with a 1-foot-high cylinder of stone on the ground. On a failure, the creature moves toward you, but it is unable to move closer to you. If the cylinder is occupied by other creatures, the creature is restrained by the cylinder. You can use an action to issue a command to the creature, issuing a brief message, such as a command to "kill" the creature. If the creature doesn’t answer, it wastes its action and must make a Wisdom saving throw. If it does answer, it uses its action to continue answering. If the creature answers successfully, the creature can repeat the sentence but must use its reaction to continue answering. If the creature doesn’t answer, it wastes its action and must make a Wisdom saving throw. On a failed save, the creature repeats the sentence, but the creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature repeats the sentence but must make a Wisdom saving throw at the end of each of its turns. If the creature doesn’t answer, it takes the answer from the cylinder and makes a new one. If the creature doesn’t answer, it spends its action making an Intelligence saving throw. If it succeeds on the saving throw, it continues to answer the sentence. If it fails, the

Primal Sense

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A magical vision appears behind you, where you speak the language of the beast that feeds off primal need for physical protection, when it appears and what kind of food it can provide. While there, you can perceive up to 1,500-foot cubes of magical force in all directions, centered on you. You are blinded, deafened, or completely incapacitated, but your movement is normal. A creature that is already unconscious when it functions as a distraction from the spell fails to obey the spell, and if you do so, it is made aware of it. The creature that you target must make a Wisdom saving throw to keep itself in the awareness of the illusion. The DM or another DM's own actions, such as a reaction to a verbal command, are performed by the DM. Conjuration

Primal Sphere

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create an air and solid surface of air on which to build a temporary temple, a labyrinth, a temple to a god, or any of the mundane objects you designate there, centered on a point you can see within range. The area is 5 feet on each side, and can be up to 60 feet long, up to 20 feet wide, and up to 20 feet deep. Any rock that remains on the surface has hardness 5 and is 10 feet thick at the base. The area is surrounded by tall, flowing stone walls. Any stone or other object that remains in the area has a 10-foot radius. Each wall is 10 feet tall and is 10 feet across, and weighs 5 pounds. Any stone that is still attached to a wall has a 20-foot radius and is difficult terrain. Any object that can be carried or carried by an object that is on the wall is also difficult terrain. This spell creates a 25-foot-radius sphere of shimmering light centered on a point you can see within 5 feet of the area. The spell can last up to 20 minutes, though it can cause temporary paralysis if it is held up to dry or thrown when pulled up by a strong wind. It lasts for the duration if the petrified object is still attached to it. Conjuration

Primal transformation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a primordial state of suspended animation that lasts for the duration. You can use a bonus action to dismiss the effect and return to the spell slot you used to cast it. You choose whether to animate, drinking, swallowing, or taking a slashing, piercing, or magical damage mode. When you cast the spell, you can choose whether the animus lasts, or it dissipates into a soft, quivering mass. While animating, the primordial condition is temporary, but it can persist for up to 10 minutes, and when it finishes, it disappears. The spell can’t return to an animus if you are dead or unconscious, and the spell ends if you drop to 0 hit points or if you dismiss the effect. Transmutation

Primal Ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a protective, magical barrier between two creatures of the same gender for the duration. The barrier blocks all incoming magic and magical energy for the duration, and no other magical or magical energy can penetrate it. Evocation

Primal Weapon

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create an elemental weapon that is imbued with primal power. You can use the weapon in combination with a spell of 3rd level or lower to cause one creature you can see within range to make a Strength or Dexterity check with a successful DC 15 Constitution saving throw. On a success, the creature’s weapon is no longer attached to it and the spell ends. This spell has no effect on undead or constructs. Evocation

Primal Weapon

Casting Time: 1 action
Range: 30
Duration: 1 Round

A magic weapon of striking power radiates from you. The weapon gains the following effects: • It doubles its damage die for each slot level above 1st; • The ammunition and weapon have a section—equivalent numbers of rounds—ordered by crack and thaumaturgy. When a ranged weapon attack hits, the attacking creature takes 9 d12 force damage. When the weapon misses, the ammunition and weapon take 3d12 damage from the start of its next turn, and the weapon’s ammunition and weapon have a section—equivalent numbers of rounds—limited by the number of darts they can hold. As a bonus action, the attacker can use a bonus action to cause the weapon to fall to 0 hit points. Conjuration

Primal Weapon

Casting Time: 1 action
Range: 30
Duration: 1 Round

You attempt to fire a mote of primordial force in a 5-foot radius. Three bolts of energy strike it, striking up to five creatures of your choice within 5 feet of it. On a hit, a creature takes 2d6 fire damage. Creatures of this type always take 1d6 fire damage when they cast spells. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each creature in the blastthruble increases the spell’s base damage by 1d6. When you cast this spell using a spell slot of 4th level or higher, the initial 2d6 damage increases by 1d6 for each slot level above 3rd. Transmutation

Primal Weapon

Casting Time: 1 action
Range: 60
Duration: 4 Hours

A shimmering, elemental force springs into existence at your command and ignites a volley of bolts at once. Each creature in a 10-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.‘ The spell’s damage increases by 1dlO when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). Evocation

Primal Weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, any creature you choose within 30 feet of you can’t use special actions, such as raising or lowering its action to attack or throw anything on you. Conjuration

Primal Weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a weapon that is both ranged and non-radial to one creature of your choice that you can see within range. The weapon has the same basic properties as the weapon created by this spell. The weapon can be a melee weapon or a weapon and ammunition item. The weapon can’t have more than one slot of the same name. The weapon can be a weapon and ammunition item, a shield, or a staff. Transmutation

Primal Weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a creature you can see within range. Hit the target with a weapon attack with a 5-foot radius and the attack deals an extra 1d4 piercing damage for the target. The target has advantage on the attack roll if it relies on its own attack bonus, if it relies on its own bonus, or if it relies on an attack bonus of its own. The weapon’s damage increases by 1d4 for each slot level above b’vear. Evocation

Primal Weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a nonmagical weapon that you can see within range. You fire a volley of arrows from the ranged weapon you used for the attack. Each arrow hits one target. A target takes 4d4 piercing damage when it hits or misses a target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Conjuration

Primal Weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You open a chest in an unoccupied space of your choice that you can see within range. A Medium weapon made of wood, stone, or another mineral kind of readily replicates the statistics of the chosen weapon. The weapon emits a thunderous boom audible out to 120 feet. Any target that starts its turn in the chest has advantage on Strength saving throws against the explosion. Additionally, no matter what kind of ammunition the target takes, the damage increases by 1d20 at the end of each of its turns. On a hit, the target takes 4d6 thunder damage. The blast radius is 20 feet. Any target killed by the blast increases by the necrotic damage of one of the weapons listed above. Conjuration

Primal Weapon

Casting Time: 1 action
Range: 8 Hours
Duration: This spell creates a celestial sword that is imbue

d with primordial magic. The sword has the power to strike a target within range, provided that the target isn’t within range. The sword can be wielded by any creature or a celestial. The sword is unblockable by nonmagical barriers or barriers that don’t already exist. Evocation

Primal Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and imbue it with a weapon. The target must make a Dexterity saving throw. On a failed save, the target is destroyed. The target’s Strength score is equal to 0. The target’s Intelligence score is equal to 1. The target’s Charisma score is equal to 1 + your spellcasting ability modifier. The target’s Wisdom score is equal to 1 + your spellcasting ability modifier. The target’s Intelligence score is equal to 1 + your spellcasting ability modifier. The target’s Wisdom score is equal to 1 + your spellcasting ability modifier. Conjuration

Primal Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to strike a creature with an arrow, pickax or similar weapon. If the target has 5 legs or fewer, you strike twice, once for each limb. The target has a Dexterity of 2d10 and once for each leg. Transmutation

Primal Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a weapon and it becomes a primal weapon of the type you used to craft it. Choose raw melee weapons as your equipment. You might make the same weapon or clone it, reshape it, or imbue it with new abilities, traits, or magic. Once you have cast these spells or imbued it with new abilities, traits, or magic, they disappear. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you always have a primal weapon’s level at which it can’t be replaced. Abjuration

Primal Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration of the spell, you are able to use a magic weapon in a mechanical manner that only you can see, such as a hammer, scimitar, or similar weapon. You can’t use a magic weapon if it is a metal or stone component, and everything that isn’t a magic weapon (such as the staff, ward, or sigil) is treated as if it were made of metal. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d10 for each slot level above 5th. Transmutation

Primal Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A spectral weapon descends on the battlefield and springs into existence, glowing with radiance. Until the spell ends, the weapon has a range of 60 feet and can’t attack. The weapon is forged from a spectral cloak of energy that protects it. It has an incredible power in combat. When fully summoned, the weapon has an area of effect that resembles that of a flayed boneless hand. The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Once summoned, the weapon can’t attack or take damage. The weapon is fully restored when you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Primal Weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering elemental force springs into existence at your command and ignites a volley of bolts at once. Each creature in a 10-foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one

Primal Word (1,000-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A line of red tendrils, a few inches long and 1 in

ch wide, sprouts from a creature you can see within range. The tendrils move out from the mouth of a beast that you can see within range. The creature regains a number of hit points equal to the number of hit points it can regain from the spell and can’t lose any from returning to a normal life. The creature regains the benefit of the temporary distraction effect, and its movement speed is normal. If this effect has any effects, they are removed from

Primordial Bane

Casting Time: 1 action
Range: 30
Duration: Touch

1 Round You create a wall of thorns, bolts of lightning or bolts of lightning up to 20 feet thick, up to 20 feet thick, and up to 10 feet thick. The wall is then at the ground and can be up to 30 feet thick, up to 10 feet thick, and up to 10 feet thick. Each creature in the wall must make a Wisdom saving throw. On a failed save, the creature can make a Wisdom saving throw. On a successful save, the wall disappears and the spell ends. The wall lasts until the spell ends. The wall can be up to 10 feet thick, up to 10 feet thick, and up to 10 feet thick. If you target a creature with this spell, it deals 1d8 + your spell modifier to the target creature that has the same hit points. You can make a Wisdom saving throw or take 1d6 lightning damage. The wall can be up to 10 feet thick, up to 10 feet thick, and up to 10 feet thick. The wall is a vertical sheet of bludgeoning or piercing bolts of lightning or thunder damage, created by a spell or a magical link between a surface and an effect used to create a wall on the wall. The wall can be up to 10 feet thick, up to 10 feet thick, or up to 10 feet thick. At the start of your next turn, a creature can make a Wisdom saving throw or take 1d8 lightning damage. On a failed save, the creature takes 1d6 lightning damage, and the spell ends. The wall can be up to 10 feet thick, up to 10 feet thick, and up to 10 feet thick. Each creature in that wall must make a Dexterity saving throw. On a failed save, the creature takes 1d6 lightning damage, and the spell ends. As an action, you can move the wall up to 10 feet thick. A creature can use the wall to move the wall up to 10 feet high. Alternatively, you can move it up to 10 feet high. A creature can use the wall to move the wall up to 10 feet high. Evocation

Primordial Bond

Casting Time: 1 action
Range: Instantaneous
Duration: You take control of a primordial creature for the

first time on a creature you can see within range. An unwilling creature’s movement is limited to that of a creature with your alignment. The creature obeys all the rules of the game and is immune to all damage and status conditions. The creature’s statistics are unchanged and it can make any Strength, Dexterity, or Intelligence saving throw. Transmutation

Primordial maelstrom

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A wave of elemental force rips through 20 creatures of your choice within 10 feet of you, causing them to shift to one of the domains of your choice within range. Each target takes 2d6 force damage. This spell doesn’t extinguish the waves’s damage—it doesn’t extinguish the initial damage, it only stops them. A target affected by this spell takes 2d6 extra damage every time it hits with a weapon attack, a minor weapon attack, or a melee attack before it ends. When a target takes extra damage from this spell, any object it enters or leaves takes 5d6 extra damage, and all creatures affected by the spell take 2d6d6 extra damage. Conjuration

Primordial Runes

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You imbue a creature you can see with an ancient runes, a power that extends to everything you touch. Choose a creature, an object, a rune, or both, and you learn its basic meaning. The creature must be of service to you, and it must be within 5 feet of you if it is a member of another race. The spell’s effect lasts for the duration, unless you use your action to dismiss it. The creature is friendly to you until the spell ends. If you cast this spell again, you can dismiss the spell as an action and not dispel it, ending the effect on itself. Enchantment

Primordial Sense

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a primordial spirit that you can see around you. The spirit appears in a spot you can see within range. It can’t be invisible, can’t be targeted by magical or otherwise magical attacks, and can’t be charmed or frightened by things you can see. The spirit can take the form of a Huge or smaller creature, though it must be

Primordial Sense

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a willing creature you touch with primordial knowledge. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Abjuration

Primordial Sense

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch or perceive a creature. You can perceive the form of the creature in, and the direction in which the creature is pointing. You can also sense the nature of its surroundings. The spell doesn’t detect shapes or forms that might be hidden by other creatures. The spell doesn’t displace mental images or illusion. Casting this spell on the same creature as a group of creatures for the first time since your start out frees you from any of the restrictions on that creature, and that creature can use its action to examine the mental image or the form of the creature that created it. Necromancy

Primordial Smite Primordial Smite 30 Instantaneous You cause up to ten creatures of your choice that you can see within range to fight one another for the duration of the spell. If the fight ends before the end of your next turn, the creatures take fire damage equal to your spellcasting ability modifier. If you or your companions die while the fight has been raging, the creatures take poison damage equal to 1d8 + your spellcasting ability modifier. If you or your companions die while you have no creatures to fight against, the fight ends early, and it ends on a random turn. If you or your companions die while fighting against a creature, that creature gains the -2 penalty to the attack roll and is no longer hostile toward you. Evocation

Primordial Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a Medium-square, vertical cone of fire and lightning bolts that create a 20-foot-radius sphere of fire and lightning. The spell is a harmless, harmless magical force that surrounds you. The damage increases with 1d12 when you reach 5th level. Evocation

Primordial Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You make a melee attack with a ranged spell or other magical effect. If the target succeeds, you can move the wall up to 10 feet high, and if the wall disappears, the spell ends. The wall is a 40-foot cube of fire and lightning, which surrounds you and surrounds you and the wall of fire. The wall can be up to 10 feet small or even up to 20 feet thick. The wall is a 20-foot cube of fire and lightning, which surrounds the wall of fire. The wall can be up to 10 feet thick, up to 10 feet thick, or up to 10 feet thick. If the wall is solid, it remains. The wall can be up to 10 feet thick, up to 10 feet thin, or up to 10 feet thick. It can be up to 10 feet thick, up to 10 feet thin, or up to 15 feet thick. Alternatively, you can cause the wall to slam shut. Instead of saving and saving, you can use your action to cause the wall to slam shut. Evocation

Primordial Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A burst of flame erupts from a point within range. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. Then, the fire erupts from the point of your choice that you can see within 30 feet of you. When you make the save, you assume the form of a primordial, which you can breathe in and out. The fire spreads around corners, and it spreads slowly when it moves toward you. Additionally, the fire appears in a spot of your choice within 5 feet of you. A creature that can see the fire, that is burning brightly, must make a Dexterity saving throw. On a successful save, the creature takes half damage, or half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Primordial Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a primordial creature of your choice that you can see within range to slam its hilt against a wall or other surface. The primordial moves one size category larger than yourself into the target area for the attack or defense. The target creature must succeed on a Dexterity saving throw or be knocked prone. It moves only when the attack or defense fails. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Primordial Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause up to three creatures of your choice that you can see within range to make a melee weapon attack against a creature within your reach. The attack can have a range of 100 feet, and the target takes 3d8 bludgeoning damage when it hits. This spell has no effect on undead or constructs. Evocation

Primordial Smite

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You attempt to crush one creature within range with a strong blast of primal energy. The target must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is knocked prone. On a successful save, the target is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Primordial Spell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a celestial, an elemental, an fey, a fiend, a fiend, a minotaur, a macabre, a macabre, or a fiendilk body of your choice, which you can see within range. Funnel your choice of weapons into the chosen weapon shape, and you create a blast of magical energy that pierces the body of the creature you chose. Each creature in your choice must make a Dexterity saving throw. The first time the target takes damage, the target takes an extra 2d6 fire damage, and the spell ends for the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Primordial Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure an unknown spell capable of doing some physical harm that you perceive within range. You choose a spell of 5th level or lower, or an unknown spell that you can see within range, and then you deal 1d4 damage to that spell. The spell must be no larger than a 5th-level spell, and the damage can’t exceed your maximum nonlethal damage rating. If the spell is successful, the spell ends. Otherwise, the spell doesn't harm you. As an action, you can dismiss the spell. If you do so, use your action to return to an unoccupied 5th-level slot. If you are returned to a slot before moving to a new one, you no longer control an object damaged by this spell. You can move your action to a new slot, or you can hurl the spell at a creature within 30 feet of you. If the creature takes damage of the sort you described, the creature must make a saving throw. If the creature succeeds, it moves to the nearest unoccupied 5th-level slot available. The spell has no immediate effect if the creature is no longer within 30 feet of you. This spell has no effect on constructs or undead. This spell has no effect on magic items. If the spell reduces an object damaged by this spell to 0 hit points, the item then returns to its original box or slot, depending on the nature of the damage (creatures and objects immune to being frightened are unaffected). If the spell reduces an object damaged by this spell to 1 hit point, the object is no longer in its original box or in a space that you can see but that is difficult terrain for the creature. If the spell gives an object any abilities other than those of the posed version, the object takes those changes into account in creating the new form. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Abjuration

Primordial Sphere

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You touch a primordial sphere that becomes a sphere of force that can expand to encompass four adjacent dimensions. The sphere can be a solid wall, a ceiling, or an unoccupied space. The sphere remains for the duration. Any creature in the sphere when the spell ends must make a Dexterity saving throw. A creature takes 16d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Primordial Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw the primordial sphere from the air and fill it with water. Each creature in the sphere when you cast the spell must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Primordial Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a primordial sphere with a powerful blast of primordial energy. Each creature in the sphere when you cast the spell must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. On a failed save, the spell ends. Conjuration

Primordial Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You call forth a wave of primal energy in a 30-foot radius around you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes half as much damage and is pushed up to 10 feet away from you. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Primordial Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up a quiver of flame in a 10-footradius sphere centered on an area you can see within range. Each creature in the area must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The quiver can hold up to 100 gallons.

Primordial Steed

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a whirlwind of churned earth or stone that surrounds you. Each creature in the whirlwind must make a Constitution saving throw or take 1d8 necrotic damage. On a failed save, a creature takes 1d6 necrotic damage. The wall can be up to 10 feet thick, up to 10 feet thick, or up to 10 feet thick. Any creature within the wall is immune to this damage. The wall can be up to 10 feet thick, up to 10 feet thick, or up to 20 feet thick. The wall can be up to 10 feet high, and a 20-foot high sphere of acid or stone falls down to a ground under your control. The wall can be up to 10 feet thick and 5 feet thick, and 20-foot thick. The wall can be up to 10 feet thick and 5 feet high, and 10-foot high. The wall can be up to 30 feet in diameter and can hold up to 4,000 feet in diameter and 5,000-foot high. The wall can be up to 30 feet thick and 5 feet thick. The wall can be up to 20 feet high, 10-foot high, and 5-foot high. The wall can be up to 10 feet high, and the wall can be up to 40 feet thick. The wall can be up to 10 feet thick, up to 10 feet high, and

Primordial Strength

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a strong, strong, and

Primordial Strength

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

As your magic sweeps through the multiverse, you create one of the following effects within range. You take 1d4 + 1 piercing damage for each effect you create. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d4 for each slot level above 1st. Transmutation

Primordial Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a swarm of oozes in a 10-foot radius centered on a point you choose within range. The swarm is strong and strong enough to take down a creature within 30 feet of the point. The swarm spreads out to cover a 10-foot radius. The swarm can be up to 30 feet long, 20 feet thick, and 30 feet thick. The swarm can attack any creature it touches. The swarm is strong enough to take down a creature within 30 feet of it. Divination

Primordial Vitality

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You touch your hand, causing a solid mass of raw and decaying metal to shatter into a solid mass of magical energy. Once the mass is created, you can use your action to create a 20-foot cube of gold or silver in the center of the cube. Each creature within the cube must make a Dexterity saving throw. A creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Transmutation

Primordial Vitality

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the condition on an object you take the form of a Huge or smaller object or an object that would ordinarily be a Huge or smaller object (such as a book, a crystal, or a treasure chest). The condition can be met by spending 1 slot expended on this magic item. If the condition isn’t met when you cast the spell, an extradimensional construct appears at the point of destination in the area where you cast the spell. This extradimensional construct disappears when it hits the ground or if it moves over a pit, a cliff, or a level 3 or lower. If it remains in this state for the full duration, the construct disappears and the spell ends. The construct is immune to all damage, and it can’t be driven back to its former location. The spell ends if the extradimensional construct damages the target. If the target survives the duration of the spell, the creature is transported to the location of the start of your next turn, even if it is outside the extradimensional area. Conjuration

Primordial Volley

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You fire a piece of nonmagical primordial material in a 20-foot radius centered on a point you can see within range. Such a primordial force, made from crystal and obsidian, ripples out as roaring energy at the target. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 3d4 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one additional primordial force to defend yourself against a bolt of lightning from a creature other than you. Primordial Shield Self Concentration, up to 1 minute Primordial energy springs into existence, centered on a point you choose within range. Constructs and undead are excluded from the blast, and spells targeting them are suppressed. Each creature in the area takes 1d4 radiant damage when it fails its save. A creature must also make the saving throw when it moves into or within the aura for its melee attack. A creature can be killed in this way only if it destroys its aura. Evocation

Primordial ward against death

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. The last time the resistances were 5 or less, the spell ended. Evocation

Primordial Ward against Magic

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. The last time the resistances were 5 or less, the spell ended. Evocation

Primordial Warding

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A nonmagical weapon bristling with minerals, precious metals, or ores ripples through the air and ripples out in a 60 foot radius in a 15 foot radius around you. The weapon damages at least one creature or object in contact with the target, regardless of its Strength, Dexterity, or Intelligence scores. Until the spell ends, the weapon emits bright light in a 10-foot radius and dark out in a 30 foot radius. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Transmutation

Primordial Weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a nonmagical weapon. Until the spell ends, the weapon can’t be damaged or otherwise linked to the creature’s magic. You then cast the attack on the creature that uses the weapon, which creates a brief telepathic link that lasts for the duration. You or one of you can communicate using either hand. Or you can either way, the creature’s magic flows at your command. If

Primordial Wisdom

Casting Time: 1 action
Range: 10 Days
Duration: Divine radiance radiates from you in a 20-foot dia

meter sphere centered on a point within range. Until the spell ends, the sphere glows in the shape of a glowing brilliant orb inlaid with quills and dripping with magma, making it a divine sanctuary. Abjuration

Primordial Wounds

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A strong hand springs forth from a creature that you can see within range, churning out a wave of green-colored energy that can be attacked or parried with a ranged weapon attack. The target must succeed on a Dexterity saving throw or take 1d6 poison damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Primordial Wounds

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You summon a small, intangible, liquid, or a liqui

d substance that is up to 1 inch in diameter. The substance takes 4d8 cold damage on a hit and can be cold or hot to the target, and it is incapable of healing. The target must make a Constitution saving throw before the spell ends. On a failure, the target has disadvantage on the save. The target must also make the saving throw at the start of each of its turns. On a success, the spell ends. The spell creates up to ten illusory images of the target. Each image is composed of a random image of a creature that you can see within range. The image appears in a random place on the target surface, such as on

Primordial Wounds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your body begins to wriggle uncontrollably, and you take 2d8 bludgeoning damage and beheaded. This spell ends if you are immune to any of the following effects. Hunger. You are restrained by hungry creatures for the duration. Tender skin. You are covered in soft, supple, velvety skin. You can move with your hands free from your hands. You can use your action to eat a variety of delicacies and regain hit points equal to your hit point maximum. Necromancy

Primordial Wounds

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A creature of your choice that you can see within range appears and attacks you with a ranged weapon attack during its next turn. The creature must succeed on a Strength saving throw or be knocked prone. The creature then regains 1d6 hit points. On a hit, the target takes 3d6 force damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Primordial Wounds

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Briefly engulfed in primordial energy, the target takes 4d6 cold damage, and its speed is reduced by 10 feet for the duration. The target also has disadvantage on Wisdom (Perception) checks and Wisdom (Survival) checks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Primordial Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object that has been hit by a weapon and that has either no ammunition or a blunt object in it. You make a melee spell attack against the target. On a hit, the target takes 2d6 force damage. Whether you hit or miss, the magical weapon or the raw material used to create the object reverts to its original object form. The DM has the statistics for the attack and the spell. If the creature fails the attack three times, the magic weapon either disappears or the weapon reverts to its original object form. If the creature succeeds on a critical hit, the spell ends. Necromancy

Primordial Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical weapon or substance that has been damaged in the action it is charged with killing the creature. The creature takes 2d8 damage on a hit or miss and must make a Dexterity saving throw. On a failed save, the creature takes 4d8 poison. On a successful save, the creature takes half as much damage and isn’t poisoned. A small gemstone then defies the spell, remaining safe until the end of your next turn. Necromancy

Primordius' Darkvision

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 10 minutes

You gain the ability to see within 15 feet of you as if you were in the cone. While in the cone, the human-readable color of your vision masks your normal blindness and deafness, and you gain the following benefits: • You are blinded and deafened in the daylight. • You can’t see through thin air. • You can pass through water as liquid or as a gas, even though you are on the ground. • You can move across difficult terrain as if you were climbing. • You

Primusaur Hideous Apparition

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Squirming,usages of the primordial beast are among the most feared beasts of the land. They are bipedal, herbivorous, and bipedal-yip-toothed, with long, pointed ears and pointed paws. They have long since vanished, but for unknown reasons they survived in the shadows of forgotten temples and forgotten dungeons. The shadows cast by the eyes of these beasts are as vast as the land, and they can reach into the mind of any creature within a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends for that creature. Illusion

Primus Shell

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You create a cloud of swirling fog on a 5-foot radius. The fog can cover a surface of your choice that is 100 feet or 100 feet within range. The fog has advantage if you cast this spell in a larger area. When you cast the spell, you can make a single melee attack with a weapon against a creature within 5 feet of the cloud, if the target is a creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 100 feet of each other when you target them. Conjuration

Primus Smite

Casting Time: 1 action
Range: Instantaneous
Duration: You and up to three creatures of your choice that

you can see within range deal 1d6 bludgeoning, piercing, or slashing damage in an area of your choice within range. A creature with an Intelligence score of 2 or lower can target you with no effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases for each of its effects by 1d6 for each slot level above lst. Evocation

Prismatic Gate

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

Choose a point in the ground that you

Prismatic Object

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a replica of a deity or a symbol of a god with the power to make a number of mystical, magical, or physical effects appear on it. Choose a creature known to you as the target of this spell; the replica can be any object or a symbol of a specific god or of a specific creature (such as a paladin or a wyvern), as long as it is no larger than a 10-foot cube. With each use of this spell, you must end your turn being within 5 feet of the replica. It can’t assume a form that would be hostile to it in the real world or that mimics its actions, abilities, or magic. This spell doesn’t take into account any possible circumstances that might alter the replica, such as the casting of additional spells or the loss or gain of a companion. The replica can remain stable and

Prismatic Smite

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour

Until the spell ends, or 1 hour This spell creates a magical blast of lightning that lasts for the duration. The spell fails if you use your action to cast it again. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Prism Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Flames flicker in the air, and within range, issuing a dazzling display of dazzling colors and striking patterns that shake the plane of existence in a flash. Each creature in a 5-foot radius centered on a point within range must succeed the spell’s saving throw for blindness. The image spreads around corners. Until the spell ends, the spell has an unactivated flash of brilliant red light dancing in shadowy locations around the globe. The flashes don’t last. They cause multicolored lights in the area to flicker and shimmer, and they dimly resemble the glowing orb in your hand. Each creature in the radius must make a Dexterity saving throw. On a failed save, a creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Prophecies of the Dead

Casting Time: 1 action
Range: 1 Hour
Duration: You make a prophecy that will shape the course of

the next day. The spell reveals the current days of the current race, the current events of the past day, and current weather conditions. If you have fewer than 10 followers, this spell ends. If you have 10 followers, the spell ends if it succeeds on any of the following conditions: • You are cursed or possessed by a god of old whose power or influence is beyond your control; or • You become a mindless undead. You have resistance to necrotic damage. The spell ends if you gain a level in this class. A spell slot of this level that ends before this spell ends is a trinket of your choice that you can use to teleport to a location you choose within range. Thereafter, you must roll a d20 and add the number rolled to any number of points you have on your d20 roll. You also have the option to roll up to eight additional d6s, and to roll up to 10 more d6s. If you

Prophecy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a prophecy that will follow you for the duration. The prophecy is a written message sent to the chosen creature that you can see within range. The message is written in a language that is spoken by at least one other creature of your choice that you can see within range, as described below. The chosen creature must be within 10 feet of you when you create the prophecy. If you cast this spell multiple times, you can have up to three of the creatures created by this spell cast as part of your spell casting. The messages are vague and cryptic, but they can be accompanied by the words of the target. The target must be alive to receive the message, and the target must be a humanoid of the target's kind. You can change the target's alignment, as described below. The target can change its alignment in any of the following ways: • The target can't be a creature of your choice that you can see within range. • The target can't be a creature of your choice that you can see within range. • The target can't be a creature of higher level than you. • The target can't be a creature of higher level than its Hit Dice. You can also change the target's alignment by changing its current alignment. For example, if you change the target's alignment by one, you can change the target's alignment by two. You can also change the target's alignment by one using a different alignment. Also, you can alter the target's alignment by making the changes permanent. You can also change the

Prophecy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A young man and a woman who share a common name agree to follow your example and establish their own faith. The promise is made to the man when the two meet. You gain no benefits from the bet, but if you do, your faith is respected as long as it remains within the normal alignment and alignment-neutral. If the bet fails, the two agree to follow your example, but the woman can choose not to follow him. If the bet fails, the two both agree to be bound by the vow. If the bet ends, both men and women must agree to follow the same course of action. The vow can be broken by giving a promise to another person, or by giving the promise to a divine being. If you give the promise to a different person, the person you gave the vow to is still bound by it. If you give the vow to a god, the same god is worshipped. The vow includes any form of enmity that the target doesn’t agree to. If you give the vow to a creature, the creature becomes a worshipper of the vow. If you give the vow to a god, the god becomes a god of some sort. The vow can be broken by giving a promise to another person, or

Prophecy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a statue of a god, an elemental deity, or a minor deity from the ground up. The statue can be any size and shape you desire. You can shape the statue to fit your personality. The statue obeys all the commands of the statue’s followers. It can be summoned by any spell the statue has cast. You can also make the statue part of a larger, less well-appointed group. For example, you might make the statue part of a group that includes the god of war. You can choose one of the following forms: humanoid, fiend, or demon. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can alter the appearance of one of the following: o A humanoid that isn’t a beast o A fiend that isn’t a beast o A demon that isn’t a demon o A half-elf that isn’t a half-elf o A bard that isn’t a bard o A inquisitive oracle who isn’t a inquisitive oracle o A necromancer or fiend o A wizard or druid who isn’t a wizard o A witch or wizard who isn’t a witch

Prophecy of Nesbitt

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

A nonmagical, difficult terrain unoccupied by the DM or any other creature within range that you can see that isn’t already a hostile creature (such as a lich) appears to you and is friendly to you. A creature in the area can’t be charmed, frightened, or otherwise affected by the spell, except by a friendly divination spell or by a spell of your choice that allows you to alter the terrain. A hostile creature must be within 50 feet of you for the spell’s duration. A hostile creature can’t attack, and any creature that can’t attack it with weapons attacks it with an attack of opportunity. A hostile creature can’t be targeted by this spell. Conjuration

Prophecy of Nesbitt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You teleport yourself up to 10 feet out of an area you can see within range. You can also teleport to any point on the ground within range. You can also teleport up to 50 feet in any direction. A spell of 7th level or higher allows you to teleport

Prophecy of the Dead

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A creature you touch appears to you in a place you can see within range. The target must be dead within 1 minute. The spell ends if the target is no longer alive. You can use an action to dismiss the spell as an action. The target must be dead within 1 minute, and it must be dead within 1 hour. The spell ends if you cast this spell again. Conjuration

Prophecy of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure up a living, dead creature that you can see within range. The creature must be within 30 feet of you when you cast the spell. The creature’s head must be at least 20 feet from you. The creature is immune to necrotic damage, and it can’t make another attack roll with a weapon attack made against it. If the creature’s head is above 30 feet, it can’t attack you with it. If the creature’s head is below 30 feet, it can’t attack you with it. The creature is also prone, and its movement can’t be fast enough to move it. The creature can’t use its action to move or

Prophecy of the Seeker

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1

Protean Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a sphere of bright light in a 15-foot cube centered on a point you can see within range. The sphere remains for the duration, and its area is heavily obscured by fog, mists, and other invisible barriers. The sphere appears to be a cube, but its shape and color are different. The sphere is 10 feet in diameter and 10 feet high. The sphere lasts for the duration, and you can use your action to create an additional sphere of light in the same spot. The sphere is harmless, and it doesn’t harm anyone except creatures or constructs. You choose the sphere’s type. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create up to ten additional spheres of light in the same spot. Each sphere has a different description and contains a different message. When you create a sphere of light, you can specify a number of additional dimensions that must appear on the sphere to enter the sphere. You choose any dimension you want, as long as the creature’s size and height are the same. For example, you can create a sphere of light that is 10 feet long, 1 foot wide, and 1 foot thick that is 10 feet tall. The sphere must have a height of at least 10 feet. The sphere can be as tall as you want it to be, but the creature’s size and height must be the same for the sphere. When you create a sphere of light, you create a different dimension of the shape of the sphere. You can create one of the following by using a different material component: a prismatic prism (in a 20-foot cube), a prismatic prismatic prismatic prismatic prismatic prismatic, or a prismatic prism of one of the following

Protean Spray

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You create a spray of purple, green, yellow, or violet energy that ignites in a 20-foot

Protean Swarm

Casting Time: 1 action
Range: 60
Duration: Up to 1 minute

Until the spell ends, a swarm of flying creatures appears around a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a swarm of creatures ends for it. Each creature that ends its turn in a location you choose must first make a Dexterity saving throw. On a successful save, a creature’s speed drops to 0 until the spell ends. A creature can’t be affected by this spell because of the nature of its nature or because of other effects that might apply to it. Evocation

Protechnics

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a magical effect that lasts for the duration. As a bonus action, you can cause up to ten bolts of lightning to strike a creature within range. The target must succeed on a Dexterity saving throw or take 1d8 lightning damage. The spell ends if you are blinded, deafened, or otherwise incapacitated. The spell has no effect on undead or constructs. Conjuration

Protection from Elemental Evil

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You imbue your body with the power to turn others against you. Choose one of the following effects when you cast this spell. Choose one effect that you can see that is bright light or dark dim light; you affect the target. The target doesn’t have to survive the initial effect, but might be weak or warded. Abjuration

Protection from Elemental

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Protection from Energy (10-kinetic)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

All nonmagical barriers in a 20-foot cube between you and a creature within range have resistance to one damage type of your choice: acid, cold, fire, lightning, or poison. The spell acts as if you cast protection from energy, though it doesn’t protect against poison or antimagic field. Evocation

Protection from Energy (30-foot cone)

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

You protect a creature in the 30-foot cone from energy damage. Until the spell ends, the creature can make Constitution saving throws to resist the spell. This saving throw pool can be used only once per turn. While affected by this spell, the creature is blinded and deafened in both hard and soft light, and it takes 10d8 acid damage on a failed save, or half as much damage on a successful one. While blinded and deafened, the creature can’t see and must rely on passive vision to see anything. Transmutation

Protection from Energy and Cold

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The spell protects you from energy that can be dangerous to you or one nearby. For the duration, a strong wind (crust, 30 percent AC) blows around you in a direction you choose. You have resistance to cold damage, and you have resistance to fire damage. You are immune to fire damage and

Protection from Energy and Water

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and that creature changes form. It can’t take damage from strong wind, lightning, or water, and it doesn’t take acid, cold, toxin, or fire damage from such a creature. The target has resistance to thunder damage for the duration. The target also doesn’t take any damage from being submerged. Transmutation

Protection from Energy and Wind Evocation

Protection from Energy and Wind

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell inscribes a protective magical wall on ground you can see within range. The wall lasts for the duration, but it can’t extend beyond the globe. When you cast the spell, choose one of the following two effects when you cast it or when you cast your companions spells: • You grant the protective wall a magical tint, becoming invisible, difficult terrain, or light fog until the spell ends. • You create a 30-foot-radius sphere of radiance centered on a point within range. For the duration, the sphere can illuminate up to 30 feet of ground, 30 feet of nonmagical solid ground, and 20 feet of greenish dirt. • You grant nature's wind resistance, which increases by 10 for the duration and decreases by 10 for each additional 10 feet you spend • You make plant growth, as well as any growth you choose within range, much easier. The area of

Protection from Energy and Wind

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You protect a creature or a place within range, either as a material component or as a temporary fixture. You can make the protective component a solid object, a soft metal or a mineral object that protects it from energy and wind, or any other physical effect. As the material component, it lasts for the duration or until it is broken or the component becomes difficult to fit back into the creature’s body. When broken or worn back, it doesn’t become strong enough to attack again; if it

Protection from Energy and Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates three types of magical energy that can be dispersed among any number of creatures within range, forming wards to protect against energy and wind. The first type can be destroyed by ranged or hand-powered weapon attacks using a spell slot of 3rd or 4th level. The second type, also called an elemental energy spell, creates a radiance that lasts for the duration. The third type, called a protective element spell, extends its duration to a maximum of 100 days. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is reduced by 100 days for each slot level above 2nd. Evocation

Protection from Energy and Wind

Casting Time: 1 action
Range: Touch
Duration: 1 minute

The protective element of nature rimes your armor and you feel like you are at peace. Until the spell ends, you have resistance to radiant damage, and you have resistance to cold damage. Evocation

Protection from Energy and Wind

Casting Time: 1 action
Range: Touch
Duration: 24 hours

A Large nonmagical energy field 30 feet long, 5 feet tall, and 5 feet thick spreads out across the ground as a circle. Each creature in that area must make a Dexterity saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. The damage falls into two categories: concrete and silica. Because these materials have a lower melting point than metal, gases, or liquids, bluish-white impurities also form in the initial area. These impurities can be replaced by natural stone or fire, and the spell ends if an area of solid stone, gas, or liquid within 30 feet of the spell’s area is breached. If a natural stone, gas, or liquid within 30 feet

Protection from Energy Arrows

Casting Time: 1 action
Range: 5
Duration: Self (60-foot cone)

Duration: Concentration, up to 1 minute (see below) A quiver containing magical arrows or bolts springs into existence at your command, moving with you to an unoccupied space you can see within 5 feet of you, up to 30 feet on each side. The quiver has the same properties as the normal spell bag. It contains sufficient materials to make the spell function effectively; however, it doesn’t extend into the Ethereal Plane. The quiver functions both as a material component and as a spell component. You can cast a spell using the material component as a material component, though it is made from a different material component. A spell cast using a material component is blocked based on the material component used. If the material component is non-obliterating and can be removed by a successful dispel magic spell, the spell ends. A spell with a material component fails to reduce the quiver to a vaporous state, allowing a spell to persist for 1 hour or more. If you cast a spell with a material component that allows you to cast a duplicate spell or put runes on a duplicate spell, the material component that creates the spell falls into this category. At Higher Levels. When you cast this spell using a material component, you can create two additional quivers for each material component you choose. Each quiver is 10 feet long and extends into the Ethereal Plane.

Protection from Energy (Dominate Beast)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A fey creature you choose when you cast this spell becomes immune to all damage and effects for 1 hour. For the duration, the fey creature has advantage on attack rolls against any creature within 5 feet of it that the spell’s saving throw points are below 1. The fey creature succeeds on all saving throws, and it remains immune to all damage and effects for the duration. The fey creature doesn’t need to breathe, and the spell ends if it is reduced to 0 hit points or if its hit points exceed 100. When the spell ends, the spell ends for the fey creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional fey creature for each slot level above 5th. Conjuration

Protection from Energy elementals

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and create an immobile barrier of antimagic field to protect it. The barrier moves with the target toward you, touching down at the start of each of its turns and lasting for the duration. If you cast this spell multiple times, you can have up to three charges active at a time, and you can dismiss such a barrier as an action. When it insures against an attack, a spell, or a creature, it creates a shield that can hold as many as your maximum charges. The barrier moves with the target and persists for the duration until it is broken. When broken, the barrier can be restored to its former form. The barrier can be restored through the use of holy symbol(s), signified by the cross or the eagle, by raising your hand, or by raising your spirit. It protects you from harm, as long as there are no energy weapons inside it. In addition, in certain circumstances, the barrier can be made to fold or snap shut, so that the intruder is unable to harm you or other creatures. Abjuration

Protection from Energy for Hours

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A shimmering barrier encloses a mass of solid, invisible energy within range that condenses into harmless energy for the duration. Energy can be up to three times its normal level when you cast the spell. At the end of its time, the barrier can produce either fireworks or a sombre melody when it appears. Additionally, when the energy created by the energy spell appears, the energy can move up to 10 feet per round for each target. Abjuration

Protection from Energy from Fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell protects you from fire damage, which is caused by excess heat created by excess current. Until the spell ends, your armor and weapons have resistance to fire damage, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons (including daggers, clubs, and crossbows). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum number of

Protection from Energy (Meh)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The spell damages, distorts, or otherwise damages

Protection from Energy (Psychic)

Casting Time: 1 action
Range: 90
Duration: 8 Hours

Your awareness is directed against one creature of your choice within range: a spirit, an elemental, or a primordial being—for the duration, up to a duration if you have the Material Plane component. The target must have at

Protection from Energy (Self)

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell provides immediate protection against spells, magical energy, and other phenomena that would make your reality impossible to ignore. Creatures are aware of the spell through thoughts or memory, and if a creature has 100 feet of sight or hearing, it can see and is blinded for 1 minute. In addition, a spectral creature (equivalent to a spectral unicorn) appears in the cloud for the spell’s duration in unoccupied spaces within 30 feet of you. The spectral creature disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can protect a creature with an spectral representation of themselves as an elemental representation of the Ethereal Plane (for example, the spectral representation of Anor Londo summons the elemental Fey, the mist form, and the spectral representation of the Serpent of Thorns). Abjuration

Protection from Energy (Self)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell protects you against the effects of excess energy. Until the spell ends, you have resistance to one damage type for each of the damage types above. Transmutation

Protection from Energy (Self)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

As you cast this spell, you and up to eight willing creatures of your choice that you can see within range are moved to within 100 feet of one another for the duration. The spell lasts for the duration, and it is immune to all damage and type of protection from energy (green or violet), poison, fire, lightning, or water (all good) as determined by the deity or cast by others. As an action, you can move one

Protection from Energy stroke

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell grants one creature you touch and dark energy to fill one of the following magical qualities for the duration. If you use this spell on the same creature or a different one, this spell fails. Until the spell ends, the creature or magic energy used to create the stroke has no effect. Brightness. The creature can〙t become dim or black out (an illusion or a sign of mental aberrations) but can’t become blinded or take any illusory ‑signal of darkvision. Brightness. The creature can’t become blinded or take any illusory ‑signal of blindness (a sign of an illusory planar manifestation) but can’t become magically blind. Brightness and Invisibility. The creature can’t perceive planes or time fields that are invisible to it, such as time portals or time travel pathways, such as those used by the lich, or those created by time travel, such as the time travel of the Time Lords. Brightning. The creature can’t become blinded or take any illusory ‑signal of bright light damage. Brightness and Protection from Energy stroke 120 Concentration, up to 1 minute You create a ward against energy damage or a safeguard against damage, radiance, lightning, or a force field created by another spell of 1st level or lower. When you cast the spell, choose one of the following spells or a spell of 3rd level or lower, and creatures that use their action to move across the room to cast the spell. An antimagic field protects a space that is an area of magic illusion. If the ground or a portion of the floor remains, the antimagic field protects an area you choose from ordinary to severe force damage. Transmutation

Protection from Energy to all Elements

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell inscribes information about all things elemental and nonmagical. Elements, plants, water, and undead are excluded from the information. For example, a plant created with the dispel magic could not share a root with an undead plant. Plants created with the beneficial spell create plants and animals on the same plane of existence as the warded elemental. Thus, an element that merges into a plant and becomes a plant is protected from fire

Protection from Energy Vital Strike

Casting Time: 1 action
Range: Self
Duration: 1 minute

A flurry of lightning-like energy erupts from a point of your choice within range, causing solid earth, lava, or a thicket of debris to coalesce in a 20-foot cube at a point you choose within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d4 lightning damage (if you have one) and is restrained as a result of the lightning. A creature restrained by the lightning makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature restrained by the lightning makes a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a failure. In addition, a restrained creature can use an action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Protection from Energy Weapons

Casting Time: 1 action
Range: Touch
Duration: until dispelled

For the duration, each creature in a 5-foot radius around a protected area in the Ethereal Plane has 1/4 the damage of a naturally occurring weapon—and the weapon deals no damage at the start of its turn. Also, a nonmagical weapon (such as a crossbow or shortbow) that prevents a target from using two spent uses of magic missile or holy energy at a time, or a spell or other spell of 5th level or lower that has no effect on the target, doesn’t reduce the protected area to 0 blocks from the spell’s area. Divination

Protection from Evil and Good (harmless wave)

Casting Time: 1 action
Range: Self
Duration: 10 minutes

A wave of intense green light forms in a 20-foot-radius sphere centered on a point you choose within range and lasts for the duration. Once the object that triggered the wave is a creature, the object disappears from view and crashes down, leaving exposed sensory traces. A creature can make a Wisdom (Perception) check against your spell save DC to recognize the smell of wafting lead or find a location suitable for detection. The DC is 12. Transmutation

Protection from Evil/Exil alike

Casting Time: 1 action
Range: 300
Duration: 24 Hours

This spell protects you from all harm, both good and evil. You are immune to all damage, and if you are immune to any of the following effects, you have resistance to them for the duration

Protection from Evil, Lightning Damage

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering barrier of magical energy

Protection from Fear and Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A burst of powerful lightning flashes in a 60-foot radius centered on a point of your choice within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Protection from Fear

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and that creature becomes frightened for the duration. The target unties the creature and closes its eyes, responding with a Fear spell. The target can make a Wisdom saving throw. On a successful save, the spell ends on the target. On a failed save, the creature becomes frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher. the duration is 1 hour, until you use a spell slot of 3rd level or earlier to cast protection from fear again. When you do so, roll a d20 to determine whether the spell ends. If the saving throw is a result of more than one die, protection from fear has no effect. If protection from fear fails, the target has advantage on the saving throw. If it succeeds, the spell ends Protection from Fear from Fear. If you cast this spell while you already have protection from fear, you lose it. Abjuration

Protection from Fire

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As part of the action used to cast the spell, you must agree to the following terms: • You must have a minimum of 25 feet of remaining fire in your body. • You must possess at least one torch capable of burning flame. • You must possess at least one glowing dagger capable of slashing down at least 10 feet of wood or a staff capable of slashing 25 feet of wood or 25 feet of wood or metal. • You must possess at least one magical staff capable of targeting creatures and having one lightening rod in your possession. The staff can deal constant damage to creatures you designate if you are fighting it. • You can use magic items you choose that aren’t connected to a casting slot to create a nonmagical link between you and the target. For example, a magic staff made out of wood can be created between the staff’s two legs and connect

Protection from Fire

Casting Time: 1 action
Range: Touch
Duration: Until

Protection from Light

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You teleport yourself and your companions and up to 10 others to an area within range and which is not heavily obscured. The spell has no effect on you, but you can use this ability three times per day, or whenever you like. If you choose the latter, you are transported to the target’s space and are asked to keep an eye on anyone outside the effect’s space. It is the person’s gear that is removed, and the gear is the best possible condition for the spell’s effect. The spell has a Strength score of 6, and you can use your bonus action to deal 5 d10 psychic damage to one creature or 10 d10 psychic damage to a Large creature. The target must succeed on a Wisdom check to perceive how this affects its armor and attacks. If the target takes any damage from this spell, the target is blinded for 1 minute. When you use the spell, the DM can set the target’s hit points per round as a percent bonus, even though there is no base to target. This is done so that the target’s initial hit points are a constant bonus. Once the initial bonus is set to a percent bonus, the damage increases to half the initial bonus (to a minimum of three damage points) and the duration is long enough for the spell to hit. If you hit the target with a melee attack during this spell, the damage instantly rises to three + 1 hit points, ending the spell before the damage has begun. This spell’s

Protection from Magical Poison

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you have resistance to one damage type of your choice that targets any kind of magical creature other than you. When you hit a target with a weapon attack against a creature with ranged weapon attack, the target takes 2d10 poison damage, and he or she takes 2d10 necrotic damage as necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Protection from Magic

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell protects you from magic in a manner that can only be described as magical. Nonmagical magic that can’t be linked to a creature or object (such as a sword or a staff or a magic

Protection from Magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

When you cast this spell, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. If your concentration is broken, you have resistance to one damage type of your choice, and you can have up to two damage types of your choice, the damage type you choose becomes permanent and always increases by the higher the level of protection you have. Evocation

Protection from Magic

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a Medium or smaller creature or an incorporeal creature and compel it to make a Wisdom saving throw. The target suffers half your spellcasting ability modifier for the first time on a turn or starts its turn in the water. Transmutation

Protection from Magic

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a willing creature and give it protection from magic. Until the spell ends, the target doesn’t have disadvantage on attack rolls against you. Evocation

Protection from Minor Poison (10-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a harmless sensory hazard along a 5-foo

t-radius, 20-foot-high cylinder centered on a point on the ground that you can see within range. When a creature takes 5d8 poison damage when you cast this

Protection from Nonmagical Poison

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a living creature that is incapacitated and has a natural armor rating of 2 or less. The target regains hit points equal to 2d4 + your spellcasting ability modifier. For the duration, the target has resistance to poison and half resistance to fire damage. Abjuration

Protection from Nonmagical Weapons

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Protection from Nonmagical Weapons Touch 1 Hour You touch a willing creature and choose one of the following properties; the target (or a portion of it) sheds bright light in a 30-foot cube on a first rung of the Wisdom (Perception) or Wisdom (Survival) class saving throws. If you have seen a similar spell on an unwilling creature, the target becomes charmed by you until the spell ends. While charmed, the target can’t attack or target gain information other than by what it says or hears. Divination

Protection from Normal Weapons

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, you possess up to ten weapons of your choice that don’t have a blast radius and that aren’t worn or carried by anyone. They don’t deal cold damage, and they don’t have deafened by more than 10 feet. You also possess one nonmagical weapon of your choice. When you cast the spell, you can affect only one weapon at a time. You can’t use any of the weapons listed above to protect a creature. Transmutation

Protection from Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

For the duration, you have resistance to one plant that harms anyone other than you. When you hit with a melee attack during the spell’s duration, you can direct the target to make a Dexterity saving throw. On a failed save, the creature takes 2d10 poison damage. A w ho attack on your turn can repeat the saving throw at the end of each

Protection from Poison (5-foot radius)

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. Until the spell ends, the target has resistance to poison damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Protection from Poison and Disease

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A poisonous plant or ball of acid erupts from a point you choose within range. The target must succeed on a Dexterity saving throw or become blinded for 1 minute. The blindness ends if you or the target are within 30 feet of the poisonous plant or ball. A creature must make a Dexterity saving throw when it enters the area for the first time on a turn or ends its turn there. On a failed save, a creature takes 5d4 acid damage. A creature can choose a damage type: acid, cold,

Protection from Poison or Steel

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You extend your hand and trace a sigil of warding in the air. Any creature that moves within 60 feet of you (including you) has disadvantage on attack rolls against creatures that have poison, sharp steel, or by any other weapon. For the duration, any creature affected by any of the poisons or the spell has disadvantage on attack rolls against creatures that have poison, sharp steel, or by any other weapon. Necromancy

Protection from Transmutation Divination

Protection from Transmutation

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell protects you from decay, freezing, and frost. Until the spell ends, you have advantage on saving throws against cold damage, and you gain resistance to piercing and slashing damage from nonmagical weapons. Evocation

Protection from Water

Casting Time: 1 action
Range: 150
Duration: Until dispelled

You extend your hand toward a creature you can see within range, and the creature takes 3d4 radiant damage on a hit, and the spell ends. This spellenances any creature that isn’t incapacitated by any means, or falls prone if it isn’t completely submerged. You choose the profane spell used to activate the spell. If you don’t want the spell to switch to a profane spell, you can use a bonus action to cause the spell to switch to a profane spell. Illusion

Protection from Water

Casting Time: 1 action
Range: Self
Duration: 24 hours

You fill a 1-foot-by-1-foot void with smoke to create a shield against hostile creatures. One creature that you choose must make a Constitution saving throw. On a failed save, it takes 2d10 bludgeoning damage and is pushed 10 feet away from you. On a successful save, it takes half as much damage and isn’t pushed. The smoke shield lasts for the duration. When reduced to 0 hit points, the shield doesn’t defend against a melee attack, and it doesn’t extinguish incandescent light, darkvision, or torches that are created by divination spells or by spells of a specific sort (such as moonfire, divination eye of bard, or divination eye of divinity). While the shield is in place, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from your shoulder to a creature within 60 feet of you. Make a ranged spell attack. On

Protection from Water

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A shimmering barrier abides within a spot you choose that you can see on one side of the ground within range. You touch one creature you can see within range and specify magical protection from water, and the spell ends for that creature. If you choose this spell as an action, you can use your action to create a ringed shield made from translucent magic dust that lasts for the duration. Thick and protective armor makes it nearly immune to damage, and you can’t cast spells with a range of touch or affect one creature other

Protection from Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, any wind or rain that blows within a 60-foot cube (20-foot-high) area of your choice that you can see within range is protected against all damage except psychic damage. Any ranged weapon attack roll against the area takes place there. As a bonus action on each of your turns, you can move up to 5 feet to a

Protection of Elements

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Until the spell ends, one layer of protection from light, dark, or psychic energy radiates from you in an unoccupied space that you can see within range. You touch a creature to make a saving throw. On a failed save, the target takes 10d6 psychic damage and must either be immune to psychic damage (your choice) or regain 2d6 psychic damage (the DM’s choice). On a successful save, the creature is no longer affected by the spell and is surrounded by psychic energy. As an action, the creature can make a Wisdom check against your spell save DC to restore 1 hit point. On a failed save, the creature is knocked prone. The

Protection of Plants

Casting Time: 1 action
Range: Self (60-foot line)
Duration: 30 Days

Choose a protected 30-foot-wide, 60-foot-deep pool of life infused with magical energy. You create one of the following effects when you cast this spell: • You instantaneously draw all nonmagical plants within range into the pool, or • You grant life-giving powers to up to five creatures of your choice, becoming a celestial, fey, or fiend for the duration. These plants can’t be turned to stone or metal. • You insulate plants within 30 feet of you from frost damage for 24 hours, and 24 hours straight from direct sunlight damage. • You chill plants for 24 hours. For 24 hours straight, plants in the center of the chill state can be chilled by an additional 24 hours of cold damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can freeze whole plants for 24 hours for 3,000 gp, creating a permanent protected region on the ground within 30 feet of you. Evocation

Protective Element

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature, either through a touch attack or as an action. While the target is below 50 hit points, the spell ends. For the duration, that creature has resistance to acid, cold, fire, lightning, and thunder damage, and has resistance to an elemental spell of 4th level or lower. Necromancy

Protegen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and give it a +2 bonus to AC and weapon attacks made against it. This spell also causes the target to gain resistance to one damage type check made against it. If the target fails the check, it can use its action to determine its next attack roll. At the start of each of its turns, the target can roll a d4 (+1) check against your spell save DC to reduce the damage by one. This spell then ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Transmutation

Proteus

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a specific form of force that can alter the course of your actions. You can choose a creature or a creature that you can see within range. The chosen form of force appears to you as a force of your choice that you can see, such as an aura, a magic circle, or a portal. The form of force requires 10 pounds of force to take form, and it isn't affected by any of the following effects. •

Proteus of Hope

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a bubble of light in a 20-foot-radius sphere centered on a point you can see within range. The sphere appears for the spell’s duration and lasts until the spell ends or until you can see the bubble. The sphere lasts until the spell ends or until you dismiss it as an action. You can use a bonus action to cause the sphere to expand until it is up to 50 feet in any direction. You must use your action to cause the sphere to expand as you choose. The sphere can be up to 30 feet in any direction. You can use your action to cause the sphere to collapse. The sphere can be up to 40 feet in any direction. Necromancy

Proteus

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a sphere of flame that appears in a spot of your choice within range. Make a ranged spell attack. On a hit, the sphere explodes and deals an extra 1d6 fire damage to the target. The sphere is made up of ten cubes and can hold up to 4 cubic feet. Each cube has a different color, shape, and material. The cube can be any of the following: stone, fire, earth, water, lava, or icy. The cube can also be a set of similar shapes as desired. The cubes can be made up of any number of cubes or any number of cubes and are difficult terrain. Each cube has certain characteristics,

Proteussic Growth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 10-foot-tall, humanoid-shaped sphere of forceps that you can see within range. The sphere appears at the start of each of your turns. Until the spell ends, the sphere appears as a 1-foot-by-1-foot cube with a 50-foot-radius sphere centered on a point you can see within range. The sphere moves as you use your action to make a melee spell attack. The sphere has AC 10 and 30 hit points. The sphere can be up to 30 feet long, 10 feet wide, and has a diameter of 5 feet. The sphere can be up to 20 feet in diameter, 5 feet high, and has a 30-foot-diameter, 20-foot-diameter cylinder. At Higher Levels. When you cast this spell using 1st level or 2nd level, the sphere can extend to reach up to 20 feet in any direction. The sphere can also be as thick as 1 foot thick. Conjuration

Proteuss Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a thin, transparent wall of stone around yourself and each creature within it. You can construct one hundred feet tall, 10 feet wide, and 5 feet tall, or you can create 10,000 feet thick, 10,000 feet thick, and 5,000 feet thick. The wall protects you from hostile creatures, undead, and constructs. You can use your action to move the wall up to 20 feet in any direction. You must use your reaction to move the wall up to 30 feet in any direction, unless you can use your reaction to move it to an unoccupied space. When you move the wall, you can use your reaction to move the wall up to 30 feet in any direction. If you move the wall up

Proteus

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and give it your spellcasting ability scores. The target becomes a simple, spellcasting, mending spell. The spell creates 3 small miracles within range, and each such miracle is an effect of your choice that you can see. The first minor miracle of your choice transforms the target from a beggar into a complete and utter charmer. The second minor miracle transforms the target from a beggar to a god servant. Each minor miracle restores 3 hit points. If you make an instant or repeated casting of the spell, the target falls unconscious, but doesn’t become frightened. A third minor miracle enables you to instantly save the target from being knocked unconscious or subjected to the effect of an ability effect that would trigger an ability check. The fourth miracle enables you to instantly end your turn and end this spell’s duration. Abjuration

Prowess

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You utter an utterance that can only be read by an owl. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. A creature can also make this saving throw on a success. Conjuration

Prowess

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a powerful magic stone of your choice that is no larger than a 10-foot cube and no larger than 30 feet tall or 5 feet wide. The stone can be used to create any sort of magical object, including one created purely for use as a spell slot. This spell can also create magical objects that are magical and that are difficult to cast. The spell can be cast on up to one creature within 30 feet of you. The target must succeed on a Wisdom saving throw or take 1d10 force damage. The spell can have a casting time of up to 1 minute. Transmutation

Prowess

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You have a power of psychic force. You can create a range of psychic energy from any object within range. The target must make a Wisdom saving throw. On a success, the spell ends for that target. On a failure, the target takes 1d6 psychic damage. The spell remains active until the end of your next turn. The spell ends if you cast it again. You can use this spell multiple times. Each time you use, you must use your wits to decide whether you want to use the spell again. You must use the wits option for each use. If you choose no wits option, you don’t need a wits option. If you choose a wits option, the spell is centered and lasts until you leave the spell’s spellcasting range. The spell has no effect if you are outside of the spell’s range. Conjuration

Prowess

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to control the direction and speed of the wind in your home. Choose one of the following actions—the wind is strong, the sky is clear, the ground is smooth, or the terrain is difficult to move. You can also choose to be invisible or visible, and the direction and speed of the wind you choose determines the direction, speed, and sound of the wind. If you are invisible or visible, the wind is strong, the sky is clear, the ground is smooth, or the terrain is difficult to move. If you are invisible or visible, the wind is difficult to control, and the wind is strong. Wind direction. You choose a direction that is perpendicular to the ground. The wind in your home is strong and clear. You can change the direction and speed of the wind so that it becomes calm or sombre. If you are invisible or visible, the wind is difficult to control, and the wind is strong. If you are invisible or visible, the wind is difficult to control. Wind direction. Choose a direction that is perpendicular to the ground. The wind in your home is calm and windy. You can change the direction and speed of the wind so that it becomes sombre or sombre. If you are invisible or visible, the wind is difficult to control, and the wind is strong. If you are invisible or visible, the wind is difficult to control. Wind sound. You can change the wind so that it becomes soft or sombre. If you are invisible or visible, the wind is difficult to control, and the wind is strong. If you are invisible or visible, the wind is difficult to control. Transmutation

Prowess's Favor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wish that will give you the benefits of a spell, ability, or trait you created when you cast the spell. You can use this wish to make another wish or to remove one. A wish can be made by any of the following options: 1. Make a wish. You can choose an option that would cause it to exist. This option can't be more than once. When you cast this spell, you can choose different options. If you cast this spell multiple times, you can have up to three of the options active at a time. For example, you can have up to three of the options active at a time. If you cast this spell again, you can have up to three of the options active at a time. The wish can be no more than 10 minutes long. The spell ends if you reduce it to 0. It can also be made to have no effect if you reduce it to 0 or no

Pry to Smite

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You attempt to shatter a target, which you can only touch with your spell’s force touch. The target must be within 10 feet of you when you attempt to do so. The target takes no damage from spells or other magical effects that you can see within range. The target can make a Strength saving throw. The target takes 3d8 force damage on a failed save, or half as much damage on a successful one. On a successful save, the spell ends. The spell ends if you have fewer than 10 hit points. On a failed save, the spell ends. The target can use an action to speak a single line of spoken language that ends with a single line of spoken gibberish. You can also change the target’s language in response to your spell’s effect. For example, if the target doesn’t speak a word, it can communicate by omitting the line. If you change the target’s language before it starts speaking, the spell ends after it. You can also end the spell once you have cast it. Conjuration

Pseudolence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a creature within range to tremble in place, and it must make a Constitution saving throw. On a failure, the creature is restrained until the spell ends. The spell ends if the creature is pushed prone or if it is pushed up or down by a creature. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can also choose one of those slot levels. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 3rd. Transmutation

Pseudo-Mage’s Secret Weapon

Casting Time: 1 action
Range: 90
Duration: Instant

Pseudo-Magic

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical link between yourself and a creature that you can see within range. The target must be within 30 feet of the spell target. The target can make a Wisdom saving throw with disadvantage on a failed save. On a successful save, the target can use its reaction to make the spell again, but this time it must use its

Psychic lure

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose magic that you can see within range. You lure the creature you can see within range into a labyrinthine activity of your choice: standing up, dancing, or manipulating an object. The target must make a Wisdom saving throw. On a failed save, the creature becomes enthralled with the magic it is wearing and must use its movement to attempt to exit the labyrinth as described below. Alternatively, the target can make another Wisdom saving throw at the end of the course. If this fails, it can use its movement to enter the labyrinth as described below or choose another orifice of your choice. Mask Shape 1 Mile Mask Chest 4 inches Hands Hands Claws Hands Eyes f - 3 feet Eyes Body language 0.10 - 1 foot Eyes Nonverbal communication 0.10 - 1 foot Nonverbal object detection 0.10 - 1 foot Eyes Grovel 0.10-2 feet Mind boggling 0.10-2 feet Nonlethal 0.10-2 feet Physical interaction 0.10-1 foot Interference detection 0.10-1 foot Mind game 0.10-2 feet Areas in the target’s mind used for memory 0.10-1 foot Premonition 0.10-2 feet Mind spike detection 0.10-1 foot Interference detection 0.10-1 foot Sublimation detection 0.10-1 foot Interception detection 0.10-1 foot Mind shift detection 0.10-1 foot Mind trick detection 0.10 ft. Interception detection 0.10-1 foot Mind truing 0.10 ft. Mind trigger detect 0.10 ft. Script detect 0.10 ft. Eyes pecking 0.10 ft. Sense roots False teeth found Thick skin Tongues or furrowed teeth Thickens or wilt teeth Shapechangers Tiny or smaller creatures in the area are affected in 1, up to 1 foot in each corner. Abjuration

Psychic storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A heavily clouded sky forms a 20-foot-radius sphere centered on a point you choose within range. Each creature in the area is affected by one of the following effects, as determined by the DM: 1. When a creature takes damage, the target takes an extra 1d6 psychic damage. An affected creature has disadvantage on Wisdom (Perception) checks and saving throws. and 2. When a target is affected with a concentration or a saving throw from a nonmagical weapon, the target takes an equal amount of force damage on that check and loses that effect. While the target is affected by both effects, the target can use its action to make another Wisdom saving throw. On a failure, the target takes 1d6 psychic damage and is stunned. While affected by the first effect, the target can

Psychic strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You reach into the mind of one creature you can see within range, afflict it with a psychic strike, and then manifest a minor illusion to shatter the gloom and gloom of the surroundings. The target must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target doesn’t understand the entire extent of the attack, but it can use its action to attempt to understand the attack in more detail. On each of your turns, you can use a bonus action on each of your turns to deal 2d6 psychic damage to the target. On your next turn, you can use this bonus action on the same target or to a different one. If you maintain your concentration on this spell for the entire casting time, the attack, if successful, vanishes. Illusion

Psychic Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You take 5 psychic strikes. Each creature that hits you with a melee attack takes 1d6 psychic damage. Until the end of your next turn, the target has advantage on any saving throw and loses the attack roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by for each of the psychic strikes. At Higher Levels. When you cast this spell using a spell slot of level or higher, the damage increases by 2d6 for each psychic strike. Enchantment

Psychic Temptation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a sensory cloud that lasts for the duration. The cloud can be up to 30 feet thick, up to 20 feet high, and up to 50 feet high. The cloud can be up to 10 feet in diameter. The cloud can be opaque to opaque. The cloud lasts for the duration. The cloud remains for the duration. The cloud can be destroyed by dispel magic, spell, or other dispel magic. Evocation

Psychic Wall

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shimmering web of psychic energy springs from your finger to close around a corner of a willing creature that you can see within range. A creature must make a Dexterity saving throw with disadvantage if it flies into the web for the first time on a turn or starts its turn there flying. On a failed save, the creature takes 1d10 psychic damage and is restrained for the spell’s duration. Appalling for its space, the creature is otherwise vulnerable to nonmagical weapons attacks. If your creature starts its turn in this plane of existence, it suffers a disadvantage on attack rolls, ability checks, and saving throws, and has its concentration dispelled. Conjuration

Puikoloki

Casting Time: 1 action
Range: 60
Duration: 1 hour

1 Hour (1 hour for the first day) Instantaneous Conjuration

Pumpkin Pie

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A pie-shaped object springs from the ground in a 30-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes an extra 1d6 force damage. On a successful save, a creature takes half as much damage. While the pie is in motion, creatures take half damage of the chosen type when they use their action to make the saving throw. A creature takes half damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause up to three times as much damage to an object that you touch. Additionally, the damage increases by 1d6 when you reach 5th level (2d6). Transmutation

Puncturing Flames

Casting Time: 1 action
Range: Holy weapon infused with an unstable flame, this spell cuts through the air to launch a series of fiery rays at the target. Each ray has a range, which is 30 feet, and impacts with the target create a Puking Flame. The flames flicker in the wind, and they extinguish unprotected flames in their area. Each creature that ends its turn within 30 feet of the target can make a Dexterity saving throw. On a failed save, it also has disadvantage on attack rolls against targets within 20 feet of it. While in this form, the target suffers disadvantage on attack rolls against all creatures that can be charmed. The flame is nonmagical in nature and can’t harm a creature or object within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of a higher level than the one you use for the glyph, the duration increases to 10 days in addition to the normal 10-day spell slot requirement.
Duration: Evocation

Punge

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a ranged spell attack. On a hit, the target takes 1d8 piercing damage. On a hit, the target takes half as much damage and 1d8 psychic damage of your choice from an additional attack. This spell has no effect on undead. Once you cast this spell, you can't use your concentration to see through undead. Instead, you must spend 1 minute concentrating on the spell before you can use your action again. Conjuration

Punge

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You teleport yourself to another point on the ground and place a point of your choice within range. You can move as far as you like. You must also be within 5 miles of the destination point. You can also teleport to any point on the ground where you remain within range. If you are in the air or in the ground, you can move up to 30 feet from any point you move into it. The spell ends if you are dead or have changed planes of existence. You have advantage on Dexterity (Stealth) checks to understand the language of creatures you can see, and you can use

Punishment

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a creature that you can see within range. You can use your action to dismiss the target as an action. The target takes no damage and can’t be charmed, frightened, or otherwise affected by spells or other magical effects. You can also dismiss the spell as an action, but the target must be within range. Conjuration

Punishment

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You make a melee weapon attack with one weapon attack of your choice that you can see within range. The attack deals an extra 5d6 force damage to the target. On a hit, the target takes 1d6 force damage. The weapon has advantage on attack rolls. On a hit, the weapon also has disadvantage on attack rolls. The weapon’s damage increases by 1d6 for each slot level above 2nd. Conjuration

Punishment

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral creature of unspeakable size and height that is familiar to you and that can be affected by spells. The creature remains inside the prism for the duration. The target must succeed on a Strength saving throw or be pushed 10 feet away from the prism. If the target takes damage from a spell or ability that targets it, the spell ends. Transmutation

Punishment

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a magical pad that you can fit inside a surface you can see. You can also create a pad that can be used to fill in gaps between objects or blocks. When you cast the spell, you can use your action to make a ranged spell attack with the pad. The attack deals an extra 2d6 radiant damage on a hit. On a hit, the creature is blinded until the spell ends. If you cast this spell multiple times, you can target one additional target at a time, which has a total of 10 targets. You can use your action to dismiss the spell as an action. Enchantment

Pupil Growth

Casting Time: 1 action
Range: 60
Duration: This spell creates a 1 foot-tall, 10-foot-tall, hu

manoid that sprouts wings in a 4-minute period. The plant grows to a height of 5 feet in the radius of the spell. The plant is completely dark for the duration and must spend 1 minute or more under normal illumination before it can move. The plant can also be charmed (at will) or frightened (at will). The spell ends when it reaches 0 hit points and the plant has reached its maximum height. The plant can’t be turned into a zombie by another creature, because it can’t. If the plant is turned into a zombie, it can’t move beyond the spell’s reach. The spell’s effects last for 1 minute if the plant is on the plane of existence where it is created. Conjuration

Purify Food and Drink (60 minutes)

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Necromantic spells are suppressed when a target appears outside a area sealed by the seal. You choose a location that is typical for the area (e.g. a city, a region with an important city tradition, or an area of wilderness). The target must pass within 10 feet of any body of water that would normally impede movement through the area. If the target moves more than 10 feet from you, the spell ends. You or the target have resistance to necrotic damage. A dispel magic cast on the target removes the barrier, allowing the creature or object to continue to pass through it. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. If a target is immune to being cut off from its planar transience, it remains in its truesight until the spell ends, at which point it returns to its senses. If it would be affected by a lower version of the spell, causing it to make a Wisdom saving throw. On a success, the spell ends. Whether you cast this spell again or find another location with a similar version of the charm, the target is no longer affected by the charm. As an action, you can cause the creature to make a Wisdom saving throw with disadvantage if it already knows the destination location. On a success, the creature travels there for the duration, paying no attention to route information, and the enchantment ends. In addition, this charm ignores magic items and spells affecting objects that can be held or carried. A target that successfully saves against this charm activates again when the current one expires on the next succeeding turn. In other words, you can designate a time limit for when the charm ends and you can permanently remove it by dropping the worn-down object into an unoccupied space within 30 minutes. During such a time, you can also use this charm to return an already expired one back to its owner’s space. Alternatively, you can turn off this charm permanently, and a successful use of the charm ends the duration of the charm. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can permanently remove all magical barriers in the area and compel a creature within 5 feet of the spell itself to move with the spell, even granting the creature extra protection from nonmagical ranged attacks and vulnerability to status conditions. Divination

Purify Food and Water

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform up to ten simple food items you touch into solid, purified water. You cleanse them of any remaining grease, insects, and other harmful creatures. While this spell lasts, every creature in a 20-foot-radius, 40-foot-high bowl or vial of clean water (or a smaller quantity of purified water if you have two

Purifying Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has been dead for the last 30 days and that has hit points equal to your spell save DC (minimum: 2) to cause the target to become transparent until the spell ends. If a creature in the target’s range is immune to this spell, it becomes translucent for the spell‘s duration, even if it is immune to being blinded. If the spell ends before that time, the target is blinded and can’t discern any further from you. Evocation

Purity Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering, multicolored barrier surrounds you and fills a 5-foot cube within range. The barrier lasts until the start of your next turn. Until then, you and you may hurl a flying flail (up to six flying feet) at the barrier to make a ranged spell attack against the barrier. If the barrier doesn’t protect you or another creature when you cast this spell, the spell ends. Evocation

Purity of the Earth

Casting Time: 1 action
Range: 30
Duration: Instant

Purity of Wind

Casting Time: 1 action
Range: 60
Duration: You create a 10-foot-diameter cloud centered on a

point within range. If it is smaller than 10 feet in diameter, make a ranged spell attack on a base of 2d6. The cloud is centered on the point the spell’s radius is visible, and the ground in the cloud is within 10 feet. You can create clouds of swirling wind that you can see or hear and take them as a bonus action upon your turn. You can use your reaction to extinguish the cloud if it is still active, or by making a ranged spell attack. Evocation

Pursuit of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object buried under rubble, and its weight changes. The object then falls to the ground and disintegrates. If the object is no more than 10 feet high, it is a pile of rubble. Any creature that can see the object or uses an action to examine it must succeed on a Dexterity saving throw or take 1d8 radiant damage, or half as much damage on a failed save. Transmutation

Pursuit

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a sphere of light centered on your sphere, and you have advantage on any attacks that use your movement to move a piece of this sphere to a place you choose within range. The sphere appears in a spot you choose within range. The sphere sheds bright light in a 20-foot radius. The sphere radiates a beam of light that is 10 feet in diameter. The sphere has a range of 100 feet. It must be within 30 feet of a target that is within 30 feet of the sphere. At the end of each of its turns, the sphere explodes. The sphere sheds bright light in a 20-foot radius. The sphere has a range of 100 feet. It must be within 30 feet of a target that is within 30 feet of the sphere. At the end of each of its turns, the sphere explodes. The sphere sheds bright light in a 20-foot radius. The sphere has a range of 100 feet. It must be within 30 feet of a target that is within 30 feet of the sphere. At the end of each of its turns, the sphere explodes. It sheds bright light in a 10-foot radius. The sphere has a range of 100 feet. It must be within 30 feet of a target that is within 30 feet of the sphere. At the end of each of its turns, the sphere explodes. The sphere sheds bright light in a 10-foot radius. The sphere has a range of 100 feet. It must be within 30 feet of a target that is within 30 feet of the sphere. At the end of each of its turns, the sphere explodes. Necromancy

Push Monster

Casting Time: 1 action
Range: 60
Duration: 1 Round

As part of the action used to cast this spell, you can exert control over a creature that you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from the spell target. On a failed save, the target is restrained by the wall until the spell ends, ending the link. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. creature For each slot level above 2nd, you must target one additional creature for each slot level above 1st. mote The wall, or another nonmagical object within range, strikes the target once per round. The target takes 5d6 necrotic damage, and it can’t take damage of the sort caused by a slam attack until the spell ends. This spell has no effect if the wall is made of stone or if a layer of silvery glass blocks a target. Necromancy

Pyromancy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to reshape your body so that it functions as if it were created by the spell. You can use your action to make any object you touch, as long as it remains within 5 feet of you. You can make a simple construct of wood, an object that is made from a component of your choice made of wood, stone, or common. You can also make a magic hat, a simple helm, a simple shield, or any other simple or ornate item. You can shape the object you create so that it behaves like a normal object. You can use your action to create a simple “armored“ “armored “armored “armored “hat, provided that the “armored“ “armored “armored “hat is placed on the creature’s shoulder. You can make the hat or the piece of equipment yourself, but otherwise you can’t create the object. You can use your action to make a magic ring. You create a magical ring

Pyromancy

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one creature and cause it to grant you a magic service. Your spell can target one creature, up to one willing creature of your choice that can’t be affected by a saving throw. If you target a creature, that creature must make an Intelligence saving throw, and the spell ends on that target. On a failed save, it can’t be charmed, possessed, or otherwise trained by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected increases by two for each slot level above 1st. Divination

Pyrotechnic Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of fire on a solid surface within range. You can hurl the wall at one creature or object within 120 feet of it. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. The wall of fire spreads around corners. You can hurl the wall at one creature or object within 120 feet of it. Make a spell change spell’s location. You can invisibly cause the wall to move to any other direction as part of the casting. You can cause the wall to become invisibled or to glow red or blue in the presence of a creature or object. You can also cause the wall to become hard or soft. Either way, any creatures or objects inside the wall are instantly destroyed. Evocation

Pyrotechnicsailabilityailabilityailability

Casting Time: 1 action
Range: 1 Hour
Duration: You utter a psychic spell that is imbued with unkn

own power. The spell can penetrate most barriers, but it is impenetrable. You can’t detect a creature or a magic barrier or a creature’s presence within 1,000 feet. You can’t penetrate a barrier that is either no larger than a 20-foot cube or that blocks 100 feet of movement. You can’t alter or manipulate any material object or spell of any kind within the spell’s area. Any spell of greater power, other than a spell that might target a particular creature, damages the target. The target is incapacitated and must move slowly to regain control of its mind. If it uses an action to speak its mind, it takes 1 extra action and takes 1d6 psychic damage if it attempts to do so by its own action or before its next turn. Conjuration

Racial Strength

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical force field of force. The field can be up to 30 feet thick, 10 feet wide, or 25 feet tall. The field is centered on a point you select within range. One creature that can’t be affected by this effect must make a Constitution saving throw. On a success, the field ends. The field lasts until you cast this spell again. Transmutation

Radiocarbonate

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a solid surface, such as a table, a room, or a wall, that you can think of as a stone or wood. You must use a material component of 1d4 x 1,000 for this spell. You can cast this spell on the same surface for the duration. The surface you choose is the same as the surface you choose for your spell slot. The surface you choose for your spell slot is the same as the spell slot for that slot. You can change the surface you choose for your spell slot by using a different material component, such as wood, stone, or metal. Any material component you use for a spell slot other than 1d4 is replaced by a material component of your choice that has the same meaning. The spell can be cast anywhere in the surface of the spell’s area. You can use one additional time for each material component you choose. After casting the spell, choose a different material component. For example, you might cast it as material component 1, material component 2, or material component 3, but the spell can be cast anywhere in the surface of the spell’s area. Transmutation

Radiocarbonated earth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a tangle of earth and stone on the ground in a location that you can see within range. The ground in that location must already have a ground-level concentration of 20 or less (your choice). For the spell’s duration, you can reshape the ground in the area. If you create more than one set of 10 feet square on the ground, the ground in those spaces are shifted to the left and the space between them shifted to the right. The ground in each space can’t be more than 5 feet wide. You can reshape the ground in the area as well as create new surfaces and objects. The ground in a space is difficult terrain with a 100 percent chance of being flat or becoming difficult terrain if it has any. If the ground in a space is difficult terrain when you cast the spell, the terrain becomes difficult terrain if it remains there for the duration. The spell ends when the terrain is no longer difficult terrain. Transmutation

Ragdoll Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A swarm of water-like creatures appear in a spot you choose within range. Each creature in that spot must make a Constitution saving throw. On a failed save, the creature takes 10d6 fire damage and 1d6 cold damage on a successful save. On a successful save, the creature takes half as much damage and is immune to poison, fire damage, and acid and cold damage. The swarm then moves on its normal course of movement, until it drops to 0 hit points. The spell ends if the target drops more than 10 feet from an unoccupied, unoccupied space that it can see. Divination

Rage against Daylight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a bright light that damages one creature. Each target must make a Wisdom saving throw. On a success, that creature takes 4d6 radiant damage. On a miss, the creature takes 1d6 radiant damage. If a creature takes more than half as much damage from this spell, the spell ends. Conjuration

Rage against Dragons

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You turn a handful of hungry creatures of Medium size or smaller within 30 feet of your choice when you cast this spell. You choose the target. Any creature that starts its turn in the food’s can’t been affected by this spell. A creature that is immune to being frightened succeeds on all saving throws it can make against the spell. If a target is affected by another spell or a spell of equal level or lower that affects a creature, that creature must succeed on a saving throw against the spell or be frightened from it. As a bonus action on each of your turns, you can move or cast spells. You decide what sort of food the creatures come from. The most common types of food are meat, fish, and enough vegetables and fruit to serve a 24-hour duration. Creatures with good immune systems (like the resistance to status epileptic seizures or the resistance to status epileptic spells) can normally tolerate a halcyon dayscale, though some creatures can become permanently ill with severe pain or suffering. At any time, a target that is ill with severe pain or suffering can’t eat and must move away. A target can’t become incapacitated or restrained, and moving away will cause the target to become hostile toward all creatures within 5 feet of

Rage against Evil

Casting Time: 1 action
Range: 60
Duration: 6 Hours

You take 3d6 psychic damage. Your spellcasting ability scores for that spell are as normal for the spell, with the exception that ability scores can't be reduced by more than 10. If you cast this spell twice, you

Rage against Light

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You

Rage against other creatures

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a small radius of dark energy in a location that you can see within range. Each creature in that area must succeed on a Strength saving throw or take 1d4 psychic damage. An affected creature can also use its action to cause 1d4 psychic damage of your choice to a creature it can see within 20 feet of it. On a hit, the target takes 1d4 psychic damage. The spell ends if the target is affected by this spell. Transmutation

Rage against the Elements

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause a strong wind to blow around you in a random direction within range. Choose one creature that you can see within range. A flying creature must make the attack roll before it can move. The wind then travels through the target creature, dealing 1d4 + your spellcasting ability modifier the damage on the attack roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Rage against the Force

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a shadowy aura around yourself that lasts for the duration. This aura attracts creatures of your choice that you can see within range, either friendly or hostile. A friendly creature must make a Wisdom saving throw. On a failed save, the target takes 5d8 necrotic damage, and the aura erupts with a terrifying shriek. On a successful save, the target takes half as much damage and isn’t affected by this spell. When the spell ends, the aura dissipates. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional hostile creature for each slot level above 6th. Enchantment

Rage against the Light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You gain the ability to channel one of the elements that you can see within range, and you gain the following benefits: • You are immune to poison. • You have resistance to the elements. • You have resistance to acid, cold, and fire. • You have resistance to poison. • You have resistance to fire. You have resistance to poison. You can also cast this spell with a spell slot

Rage against the Wind

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: • It deafens you and other creatures in its area. • It can’t pass through barriers, neutral stations, or other sources of entry, including through the teleportation or teleportation door you used to enter the area. • The area of the wind is difficult terrain. • It increases your rate of fire by 20 percent. • It extinguishes torches, lanterns, and similar types of fire as bludgeoning or piercing. • It increases the rate at which you charge damage by 10 percent. • It increases the rate at which you use the action to move across difficult terrain as thick as 10 feet. Until the spell ends, you can use your action to move across difficult terrain as if you were moving against the wind. Icy wind keeps this effect aloft. It exhales gums, snow, and ice, and it moves at a 40-foot-angle to form a 20-foot-radius sphere. This area can contain up to 10 creatures. If the wind carries the spell across 10 feet, the spell ends. It emits a bright light radius 20 feet and dim light for an additional 20 feet. When the sphere ends, the spell ends, and the area becomes difficult terrain. The area is heavily obscured. The first time a creature enters the area when you cast this spell, the creature enters the area on a flying speed of 60 feet or less until the spell ends. Conjuration

Rage against the wind

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a 40-foot-radius, 40-foot-high, 5-foot-deep, 50-foot-deep, 10-foot-deep, or 10-foot-deep portal to the center of the game. You are summoned to this portal by a creature of your choice that you can see within range. The portal is 10 feet in diameter and 50 feet deep. The portal fills 20 cubic feet of air, and each cubic foot of air created creates a 40-foot-radius, 40-foot-high, 5-foot-deep, 50-foot-deep, 10-foot-deep, or 10-foot-deep portal to the center of the game. You can

Rage Against Time

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You have advantage on any attack roll against you that uses time or is already spent. If you make the attack roll before the spell ends, the spell doesn’t take effect until the spell ends. You can use your action to dismiss the spell.

Rage against Undead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a random undead creature that is either undead or undead with a Strength score equal to twice your spellcasting ability modifier. The target must make a Wisdom saving throw. On a successful save, it becomes an undead creature for the duration. The target gains no benefit from weapon attacks or spell attacks. The target can’t gain life or soul. The spell ends if the target moves more than 10 feet away from the target. If the target is affected by a spell’s effect, the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Rage against undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral creature descends on a location where it’s not supposed to exist to attack. The target must make a Constitution saving throw. It takes 2d12 necrotic damage on a failed save, or half as much damage on a successful one. A creature with an Intelligence score of 2 or lower can’t be targeted by this spell. A target’s hit point maximum is reduced by the total to 0. The creature assumes a new form with 8 parts × 1 volume, with 1d12 holes and no body parts, and its hit point maximum is reduced by 10 + its Dexterity modifier. The creature’s hit points are halved, its speed is halved, and it gains the following benefits: - It has advantage on Dexterity saving throws against being frightened. - The first time each turn the creature takes damage, it takes 1d12 extra damage. - The creature has resistance to nonmagical energy damage. If the creature starts its turn in a location with a lower hit point maximum, that location is targeted by this spell. Necromancy

Rage aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a burst of radiant energy, which deals 1d4 radiant damage to one creature within range. The target takes 1d6 radiant damage. The target must make a Constitution saving throw. On a failed save, the target takes an extra 1d6 radiant damage. A creature takes 2d6 radiant damage on a failed save. Conjuration

Rage of Darkness

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A spectral creature appears in a 20-foot-radius, 20-foot-tall cylinder. The creature must be within 30 feet of you and must be within range. The creature must be within 30 feet of you. The creature must have a Strength of at least 10 and a Dexterity of at least 10. The spell ends if you cast this spell again. A creature that ends its turn within 60 feet of you must make a Wisdom saving

Rage of the Dark Forest

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You summon a dark elemental, named the "Dark Forest." You choose a point within range and must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. A creature that is on the ground in the area must make a Strength (Athletics) check to see if it can move more than 60 feet away from the center of the DMG. A creature must move 60 feet away from the center of the DMG if it can move more than 120 feet from it. A creature that can move 60 feet away from the center of the DMG must also make a Strength (Athletics) check. The DMG also has the DMG and its statistics. A creature takes 4d6 bludgeoning damage from the Dark Forest spell. Conjuration

Rage of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A spectral creature appears in a spot you can see within range. The spectral creature must be within 5 feet of you. The target must be within 5 feet of you during the spell’s duration. The target has resistance to psychic damage for 1 minute. The target can’t be affected by spells or other magical effects. The target can’t be charmed or possessed by another creature on the same plane of existence as it is located on. Conjuration

Rage of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A spectral creature appears in an unoccupied space created by a summoning spell of at least 1 level or higher. The target must be a humanoid or a non-human creature. The target must be within 10 feet of you when it appears. At the end of each of your turns, you can cause the creature to make a Charisma saving throw. On a success, the creature takes half as much damage and doesn't need to use its action to make the saving throw again until the spell ends. A spectral creature can’t be charmed, frightened, or otherwise affected by spells or other magical effects. Conjuration

Rage of the Dead

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Instantaneous (Instantaneous) Instantaneous (Instantaneous) Instantaneous (Instantaneous) Conjuration

Rage of the Wound

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to kill one creature with a melee weapon attack during the duration. The target takes 1d10 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is stunned and must make a Constitution saving throw. On a successful save, the target can’t be stunned. On a failed save, the target can’t have more than one weapon at a time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Abjuration

RageTouch

Casting Time: 1 action
Range: 1 Hour
Duration: You create an aura of energy that creates a 30-foo

t radius around you. Until the spell ends, the aura lasts until the spell ends. Until the aura ends, you can move through the area in a straight line. You can move up to 20 feet in any direction, but you can't take actions on the ground. When you reach up to 100 feet in any direction, you can use your action to move up to 100 feet in any direction. You can use a bonus action to make the move. Otherwise, you must use your weapon attack roll to move up to 100 feet in a straight line. The aura lasts until it ends. You can use a bonus action to move up to 30 feet in any direction. You can move up to 30 feet in any direction, but you can't take actions on the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause the spell to increase your damage by an additional 2d6 for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause it to increase your damage by an additional 2d6 for each slot level above 2nd. Conjuration

Rage Weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a beast that is hostile to you or a hostile creature you can see within range. The beast becomes friendly to

Raging Storm

Casting Time: 1 action
Range: 50
Duration: Instantaneous

You create a powerful storm that lasts for the duration. The storm lasts for the duration centered on a point you choose within range. The storm can be up to 10 miles across. The storm lasts until it drops to 0 hit points or until you cast this spell. The storm can be centered on a point that isn't within 5 miles of the closest unoccupied nonmagical object or area of effect that you can see. The storm can also be centered on a point that isn't within 5 miles of the closest unoccupied nonmagical object or area of effect that you can see. The storm can hit any creature within 5 miles of the closest nonmagical object or area of effect that you can see. The wind at the point you cast the spell’s spell ends. If you cast this spell multiple times, choose one of the spells you want to target the first time. Conjuration

raid of thunder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a melee spell attack against one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 thunder damage. It takes 1d8 thunder damage on each of its turns. If a creature in the targeted area is already under the effect of this spell, it must make a successful Strength saving throw or be knocked prone. On a failed save, the target is knocked prone for the spell. Divination

Raise Dead Companion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell grants the creature a new body and grants it a new soul. The creature’s soul is a natural object of magic, and it has an inbuilt 20th-century memory. The spell fails if the creature would die without the soul. If the creature’s soul is living and within the human race, the spell grants it the ability to return to its original state, at any time. Otherwise, the spell ends. For the duration, the creature is unaffected by any of the following effects. It also has disadvantage on attack rolls against creatures other than you. Necromancy

Rakshasa Aura

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A magical magical force sweeps out from your hands to grant you, or someone else, an ability based on the chosen ability. For the duration, and if the target is you or someone you choose, you have that ability for that target’s turn. If you cast the spell multiple times, you can have up to three of its abilities active at a time, and you can dismiss such an effect as an action. The target always has one ability, but none of its equipment or magic. You can specify creatures that aren’t ability based on an interaction with an object in the casting location—for example, you could instruct the tiefling to perform an action that a loyal acquaintance cast into the stony depths of the pit, thus blocking its path. Similarly, the target can’t become hidden from you by means beyond the scope of its current turn. Ranged Attack. The target hits you with ranged attacks that have a range of touch. You can d. at Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the d. at will of any of its attacks deal an extra 1d4 damage of the chosen type. Evocation

Rakshasa

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature that is within 5 feet of you and that is within 5 feet of you. The target must succeed on a Wisdom saving throw or take 1d4 radiant damage. On a success, the creature takes half as much damage and must use its action to make another Wisdom saving throw. On a failed save, the creature takes half as much damage and must use its action to move to a point where it can see it. The target must succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature must also succeed on a Constitution saving throw or be frightened for the duration. The frightened creature can’t be charmed, frightened, or otherwise interacted with. Evocation

Raksha's Hide In Hide

Casting Time: 1 action
Range: Self
Duration: 1 hour

This spell turns the surface of a hostile creature that you can see within range into opaque, mindless remains for the duration. The target must succeed on a Wisdom saving throw or be hidden in an opaque, milky mass that is no larger than a 10-foot cube. On subsequent turns, you can use your action to reveal the target’s location by using its movement, which must be non-ran. Once hidden, the target can’t be seen or heard. Conjuration

Rampage

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A large beam of acid energy streaks toward you. You take 1d8 bludgeoning damage and must make a Strength saving throw. On a failed save, a target takes 4d8 bludgeoning damage and is restrained. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you also create a 10-foot-diameter beam of acid energy that has a range of 120 feet. Evocation

Rampen Aura

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a shimmering aura that lasts for the duration, granting it +10 to AC and +10 to AC-encantment. The aura can be blocked, suppressed, or otherwise affected by any of the following: • A barrier, such as a wall, that blocks a creature's movement in a 60-foot-radius sphere centered on that creature. If the barrier is not there, the target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Rampstone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

This spell rips through the earth to create a stone wall that extends from the center of the circle. It lasts for the duration, but can”t be broken or blocked. The wall can be destroyed by a ranged spell or a spell of great size or smaller. The wall isn’t difficult terrain, and you must be within 30 feet of the wall to take damage. You can have up to ten of these wall”s in your space. The wall must be solid enough to be completely covered by stone. When the wall is knocked up to 60 feet, you can use your reaction to make a wall of stone on the ground within range. The stone wall lasts for the duration. If you are on the ground for the first time on a day that ends on a day that begins on a day that begins on a day that starts on one of the wall”s, the wall can”t be broken or blocked. Abjuration

Ranged attack

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The target must make an attack roll with a weapon attack attack against a creature of your choice within 5 feet of you. On a hit, the target takes 1d10 piercing damage. When you hit, the target takes 2d10 slashing damage. On a hit, it takes 2d10 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Ranged Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch an object that is holding a ranged weapon or ammunition. The weapon or ammunition must be wielded or carrying. The weapon or ammunition can have the same range and weight as the target, and the ammunition can't be more than 30 feet long. The weapon or ammunition can be wielded or carried by two or more creatures of your choice that you can see within range. The target must succeed on a Dexterity saving throw or be charmed by you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a ranged attack roll against the target must be made with the weapon that it is carrying. Evocation

Ranged weapon

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a magical weapon that can be used to strike a creature within range. The target must be within 60 feet of you and can’t be knocked prone. The spell’s range is equal to the terrain in which you’re standing. The target can make an attack roll with the weapon, gaining an extra hit point for each hit point spent. If the attack hits a creature or object on the same plane (such as a plane of conjuration), the creature or object is knocked prone and must make a Strength saving throw. On a successful save, the creature or object is knocked prone. If the spell is cast before or after the spell ends, the spell ends. The spell can’t use a ranged weapon unless it is a short or longbow. Conjuration

Ranged weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a weapon of your choice: a rod of lead, a sling of lead, or an ordinary bludgeon. This spell also increases the damage dealt by a weapon by 1d6, making it a ranged weapon of your choice. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Ranged weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to use a ranged weapon attack for the first time on the target. The target takes 2d6 fire damage. The attack deals an extra 6d6 fire damage on a hit. You then choose the target. The target must succeed on a Dexterity saving throw or take 2d6 fire damage. You can use your action to create a new weapon by using a bonus action. On a successful save, the weapon starts its fire from a point of its own accord. The weapon can be any weapon. The weapon can be one-handed or two-handed. The weapon can not be held or carried by more than one person. While a weapon is in motion, the target must succeed on a Dexterity saving throw or take 1d6 radiant damage, or half as much damage on a failed save. If the weapon doesn’t take damage, the target becomes blinded. The spell ends if you have neither the target’s sight nor the target’s ability scores. Conjuration

Ranged weapon attack

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point your weapon and fire a single nonmagical weapon- such as a crossbow, crossbow’s or halberd, into the air for the first time on a turn or a move. The attack deals an extra 1d4 damage of the chosen type on a hit. On a hit, the target takes 2d6 damage. Additionally, the attack deals an extra 1d4 damage on a hit. The attack’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Ranged Weapon Attack

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a strong, powerful weapon that can deal a magical damage to a creature within range. The weapon must be at least 5 feet long, and the target must make a Constitution saving throw. On a failed save, the creature takes 1d4 slashing damage and is knocked prone. On a successful save, the spell ends. Conjuration

Ranged weapon attack

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You attempt to stab a creature or a solid object in the chest of the target. Make a ranged weapon attack against the target. On a hit, the target takes 1d8 piercing damage. The attack deals an extra 1d8 damage of the type you choose for your attack. On a failed save, the creature or object is knocked prone. The creature or object is restrained until the spell ends. The creature or object is no longer in the hand of the attacker. If the creature or object is no longer restrained, the attacker is no longer attacking it. The attacker is not blinded by the creature or object. Necromancy

Ranged weapon attack

Casting Time: 1 action
Range: 30
Duration: 1 Round

You and up to three creatures within range attack a target of opportunity. Each creature that starts its turn in the targeted area must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage. Additionally, when the target makes an attack roll, the attack deals an extra 2d6 force damage to the target, and it must make the saving throw as an extra attack for each slot level above 1st or 8d6 bludgeoning damage to the target. The DM has the statistics. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the DM might rule that types of attacks. Evocation

Ranged weapon attack

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to launch a ranged weapon attack. The weapon must be within 5 feet of the target. If it is an attack, you make the attack with a melee weapon, or you make a weapon attack with a ranged weapon. The attack deals an extra 1d8 necrotic damage to the target. If the target is a creature, the extra damage is an extra 1d8. Conjuration

Ranged Weapon Attack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The attack you make with an ranged weapon in the spell’s range changes nothing. Until the spell ends, that weapon’s damage type is the same as that of the weapon used to create the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your damage type increases by 1d8 for each slot level above 1st. Evocation

Ranged weapon attack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a weapon of magic power that you can see within range. The weapon transforms into a ranged weapon when you hit. The weapon takes the form of a simple crossbow, sling, shortbow, or shortbow with three pointed tips. The weapon can’t be wielded or carried by a creature. The weapon can give a short weapon attack, a long weapon attack, or a short weapon attack with a thrown weapon. Its range is limited by the weapon’s speed. If the weapon doesn’t have a speed, it is blocked by a wall of stone. The weapon can't be targeted by magic or otherwise harmful to it. Evocation

Ranged weapon attack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ranged weapon attack that you can make with a weapon of your choice that you can see within range. The attack can’t be more than 30 feet long, and it must be within 5 feet of you when you cast the spell. Conjuration

Ranged weapon attack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sling a weapon and sling ammunition to any creature within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 3d6 piercing damage and is restrained until the spell ends. For the duration, the target can use its action to make a ranged weapon attack. On a hit, the target takes 2d6 bludgeoning damage. The spell ends for the target if the creature has a Strength score of 5 or lower. You can use your action to issue a command to the target that ends the attack on a turn or a long rest. If the target already has the command, the creature must spend the turn doing nothing else. The spell ends for the target if it is defeated. Abjuration

Ranged Weapon Attack

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Choose two creatures. The targets take an attack r

oll or an attackcasting ability check. The attack rolls and the ability checks are both automatically applicable to the creatures. If an attack hits, the target takes an extra 2d6 damage of the type normally attached to the attack. In either case, the attack deals an extra 2d6 damage of the type normally attached to the attack. If the target takes the extra 2d6 damage of a different kind, the extra damage is multiplied by 1. If a creature takes the extra damage of a different kind, the extra damage is multiplied by 2. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by two for each slot level above 1st. Conjuration

Ranged weapon attack

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a ranged weapon attack you can make with a weapon you are carrying. You make the attack roll with advantage if you are holding the weapon. The weapon has AC 20 and 30 hit points. The attack deals an extra 1d6 radiant damage to you when you use your action to move your weapon. On a hit, you instead take 4d6 radiant damage. Conjuration

Ranged weapon attack

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose one of the following attacks against a creature that you can see within range. Hit— target’s hit point maximum is increased by 2d4 + your spellcasting ability modifier. Evocation

Ranged weapon attack

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cast this spell from within a ranged weapon against a creature that you can see within range. The target must make a ranged attack against the creature it is targeting. On a hit, the target takes 3d8 bludgeoning damage, and the spell ends. Self Conjuration

Ranged weapon attacks

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature or object that is wearing armor or carrying armor that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. If you cast this spell multiple times, you can have up to three of those rolls. Conjuration

Ranged weapon attack

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a weapon and imbue it with ranged weapon power. Make a ranged weapon attack against the target. It takes an attack roll equal to the number rolled as a percent of the total for which you cast the spell. On a hit, the target must make a Constitution saving throw. On a failed save, the attack deals an extra 1d6 psychic damage. On a failed save, the attack deals an extra 1d4 psychic damage. At the end of each of your turns, you and the target can use the bonus of both the attack and the saving throw. The attacker and attacker’s psychic powers overlap, and if

Ranged Weapon Attack

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one object. The object deals an attack roll of that object's type (such as a crossbow or mace), as well as any Strength or Dexterity checks that were used to attack the object. If the attack hits, the object becomes the target of the attack. If the target is a creature, the object deals an extra 1d6 damage of the creature’s choice. Conjuration

Ranged Weapon Attack

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a weapon and it makes a melee attack roll against one target along its range. If that target is a weapon, you make a Strength saving throw. On a failed save, the target takes 3d8 slashing damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for

Ranged weapon attack

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a ranged weapon attack. The attack deals an extra 2d8 bludgeoning damage to a target. On a hit, the target takes 1d8 bludgeoning damage. Conjuration

Ranged weapon fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before this spell ends, the weapon fire of the weapon you’re holding is dedicated to the attack. The attack deals an extra 1d6 fire damage to the target. If the target is a creature, it must make a Dexterity saving throw. On a failed save, the attack deals an extra 1d6 fire damage. This extra damage can’t be reduced or prevented by any other action. If the target drops to 0 hit points before this spell ends, it is cured by using vernmental means. At Higher Levels. When you cast this spell using a spell slot of 2nd level or

Ranged Weapon Focus

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one weapon of your choice you can see within range. This weapon has a range of 60 feet. When you cast this spell, you can target one additional weapon. The first weapon you target becomes the weapon of the chosen weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2. The weapon of choice must be a weapon of some kind (such as a crossbow or a shortbow).

Ranged Weapon Proficiency

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sling of magical force that can be used to overwhelm a creature of your choice within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The sling can be used to overwhelm a creature of your choice that you can see within range, but it can’t be carried or carried by more than one target. The sling can penetrate armor, but it can’t be used against creatures that aren’t wearing armor. If a sling is worn by a creature that is wearing an armor slot of 4th or lower, the spell fails. Conjuration

Ranged weapon strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You throw a melee weapon at one creature or object within range. Make a ranged attack against the target. On a hit, the target takes 1d6 piercing damage. If the weapon hits, the weapon deals an extra 1d6 piercing damage on a hit or miss. On a failed save, the weapon is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Rary´s Ethereal Place

Casting Time: 1 action
Range: 90
Duration: 10 minutes

You conjure up a shadowy, spectral plane that covers the entire area in a 10-foot radius, centered on a point of your choice within range. Until the spell ends, the shadowy is intangible and translucent. For the duration, up to an equal distance away from you is impassable terrain and deals 50 necrotic damage to the target when it enters the spell’s area. The target must make a Dexterity saving throw. On a failed save, it takes 9d6 necrotic damage, and the spell ends. Necromancy

Rary's Ice Field

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Until the spell ends, ice rimes your body, and you gain the following benefits: - You are immune to cold damage and have resistance to fire damage. - Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. - The area is difficult terrain. - The target takes slashing damage equal to 1d 4 + your spellcasting ability modifier. After 10 minutes, the spell ends. Nonmagical wind, rain, or snow is prevented from moving within the blast radius, but blows from above at a 45-degree angle to the spell. If the area is enclosed by metal, stone, or lava, nonmagical wind, along with falling snow, continues unabated for the spell duration. - You can move across uneven terrain or merge into a single volume at any time. If you move over a ceiling, a horizontal plow, or a slope of any size, you can move up to 10 feet over the area. If you move in a vertical direction, you can’t cross the area as you are standing on it. You can move across uneven ground, under trees, and as far as a cube above it. If you move beneath a tree, a thicket of trees serves as a bridge over the area. Transmutation

Ray of Deimos

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell creates an image of an invisible creature behind a rock that lasts for the duration. That creature must succeed on a Wisdom saving throw or fall when you cast this spell using a ranged spell slot of 2nd level or lower. For the duration, the image can be up to 60 feet long, 10 feet high, and 5 feet thick, and it appears within 5 feet of you. You can use this spell's normal effect to create an image of a creature of the chosen size and shape, up to a maximum of 8 feet long and 1 foot thick. You can animate up to three images of you at a time, creating them in a 30-foot cube. Both images of the creature and images of the creature created by this spell can be enlarged and disassembled to create more images. The image’s image remains unharmed when it appears again, though it must fit within a 5-foot cube. A 5-foot-square image has a weight of 5 pounds and a height of 10 feet. Additionally, the image’s shape and opacity can’t change. If you create multiple images, you can animate one image at a time, rather than choosing a single image, and any image animating the first image animates the image animating the second image. Only one image can be animated at a time. If you create more images than your spell rest periods allow, you animate or forklift two images at a time. These images can’t be replaced by other images, but they are still held and animated by your spell slot. Each image remains animated when a target is killed or wounded. A creature killed or wounded when this spell ends or when you use the spell ends its turn. An undead creature killed by this spell is brought back to life with 10 percent chance of survival. Conjuration

Ray of Enfeebling Hope

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue a creature you can reach with the power of ray of enfeebling Hope. The target regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Evocation

Ray of Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell shows up in an object you can see within range, a flickering, faintly magical light. Radiance. The target can be a creature, an object, or a creation of magical force, and it must succeed on a Faith saving throw or take 1d8 radiant damage. If the object or creation of magic is on the same plane of existence as you, the spell ends. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Ray of freezing

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You project a ray of freezing at a creature within range. Make a

Razor-sharpened spear

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a spear of your choice that is at least 1 inch long and weighing no more than 10 pounds. You can use your action to slap the spear to the ground and then cause a melee spell attack to deal an extra 1d6 piercing damage to the target. The target takes the extra damage and is knocked prone. The spell ends if you or the target is knocked unconscious. The target doesn’t know what hit it is for the attack. If you cast this spell with a 10th-level slot, the spell ends if you or the target is blinded. The weapon can’t be targeted by an attack that you or the target takes. Illusion

Razzle Charm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause one creature to make a Charisma saving throw. If you do so, it must make a Constitution saving throw—if it succeeds, it must also succeed on a Constitution saving throw against the charm. On a failed save, this charm is turned into a harmless distraction. On a successful save, it doesn't turn into a distraction. On a failed save, a creature can use its action to dismiss the charm as an action. On a successful save, the charm ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is cumulative. When you use a spell slot of 7th level or higher, the duration is cumulative. Evocation

Razzle Charm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a ripple of energy in a 30 foot cube centered on a point within range. A creature must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage. A creature takes 1d6 bludgeoning damage when it strikes a point of your choice within 5 feet of a point of your choice within 10 feet of it. The spell ends if it has hit a target or if the spell ends on a dead creature. The spell has no effect if the target is still alive. Conjuration

Razzle of Death

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You extend your hand to reveal one of the following damage types: acid, cold, fire, lightning, or thunder. A creature in your hand can’t reveal its type, but it can choose a type of poison or a weapon of piercing or slashing damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10, 3d8, or 4d8), 11th level (4d10, 5d12), and 17th level (6d12, 7d14). Necromancy

Reflect Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. If that creature has 25 hit points or fewer instead of the target’s normal number, you gain one level of exhaustion. Transmutation

Regenerate (300-foot cube)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You imbue a

regenerate (5-foot radius)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You restore up to half your hit points. A target must use its action to regain hit points equal to 1d4 as damage. This spell has no effect on undead or constructs. Creatures and Objects At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Regenerate Self

Casting Time: 1 action
Range: 10 minutes
Duration: Illustrating a wish, you up until this moment have

resistance to one damage type that would cause a target to become blinded for the duration. A creature with resistance to one type of damage causes a target to be charmed, possessed, or controlled by that type of damage, until the spell ends. This spell has no effect on undead or constructs. Abjuration

Regenerate Shapechanger

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You turn a century-old bond between you and a creature you can see within range. The creature takes 10d6 psychic damage, and until the spell ends, it can’t become undead. The saving throw tries to shock the target into returning to life. It must then try to contact you through another means, such as by speaking with a familiar—possibly the target’s or the DM’s—until the spell ends, at which point the creature returns to life. If the target grants you any insight into its thinking or emotions, this spell ends. Transmutation

Regenerate Tumors

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a tesseract. Three creatures of your choice in a 10-foot-radius sphere centered on a point you can see within range must make a Constitution saving throw. On a failed save, a target takes 12d6 acid drain from you. If this spell ends, the spell ends, and you repeat the saving throw, ending the effect on both creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Regenerate Vamp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that you can see within range and cause it to regain hit points equal to half the amount of hit points you lost. Whenever the target recovers from this effect, it takes half the total for new hit points to arrive. Each time the target takes damage, roll a new d8 for that damage to 11. A target also automatically succeeds on any saving throw made to regain hit points. This effect doesn’t apply to undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Reincarnate Dead

Casting Time: 1 action
Range: 30
Duration: 8 hours

This spell duplicates the actions and effects of the original target. The creature then appears dead to all that knew it, if the illusion exists at all. The target’s physical form falls unconscious and doesn’t perceive anything outside the illusion’s space. The target’s soul can’t return to life if it is no longer under the illusion’s illusion. While unconscious, the target must use its action on each of its turns to speak, move, and make decisions, with the target moving in and out of the illusion, and the target always within the illusion’s space. The spell fails if the target has an Intelligence score of 5 or lower. It must be no larger than a 10-foot cube. The target’s soul can sustain a total of 50 pounds (24 kilograms) of ammunition (30 fl oz). (0.4 to 1 ounce per half-pound weight). On a failed save, the spell closes one of its eyes, while the spell fails if the target is asleep. At Higher Levels. If you cast this spell using a 7th-level spell slot, the spell lasts for the duration (7 days) and the spell fails if you take the 7th level spell slot of the opposite slot (7th level), the illusion lasts for the duration (8 days) and the spell fails if you take the 9th level spell slot of the opposite slot (9th level). Abjuration

Rendering Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flames of flame burst from your fingers in an area of flame that you can see within range. You must make a Strength saving throw. On a failed save, a creature takes 3d8 fire damage and is knocked prone. If you roll a d4, a creature can use its reaction to make a Strength (Athletics) check against your spell save DC. A creature can use its action to determine whether the area of the flame appears. The flame appears in a spot within 60 feet of you on a sheet of loose material that you can see within range. The area is 60 feet on a side, 30 feet on a far side, and 25 feet on a side that is 40 or less tall. The spell’s area of effect extends into the space of an area of flame that is 30 feet across. On a failed save, a creature takes half as much damage. The spell ends if a creature is within its area of effect. Conjuration

Rendering Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a flame that is one inch thick and radiates an intense flame of flame up to 10 feet long, 10 feet high, and 1 foot high. The flame can be an explosive, a protective spell, or both. The flame spreads as if it had no flame, and the range is 30 feet. In addition, the flame can’t be turned into spells or other magical effects, such as dispel magic or dispel cold. Transmutation

Rendering Lights

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Lightning bolt erupts from your hand, causing flammable objects in the area to shimmer in the aura’s area of vision. Until the spell ends, you can use a bonus action on a line of teleportation for the entire duration. Each target shimmers in sight, and the spell ends with at 11th level. Transmutation

Rendering of the Dead

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A spectral figure appears before you in a spectral form. You can choose one of the following forms for this spell. You can also change your form, but this spell must end when you turn. The form you choose for this spell ends when you take damage. Darkvision, Empowered by Vampiric Bond Lightning Reflexes Darkvision, Empowered by Vampiric Bond Water Breathing, Empowered by Vampiric Bond Water Breathing, Empowered by Vampiric Bond Wisdom’s Ability At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one additional spectral creature for each slot level above 5th. The spectral creature can’t be larger than Medium, Medium or Small. For example, a spectral creature of Medium size can’t be smaller than Medium. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can designate one additional spectral creature for each slot level above 6th. Enchantment

Rendering of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a dead body of water of varying length and thickness. The body can be any creature, plant, or object. The water can be anywhere from a few inches to a few hundred feet

Rending

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. For the duration of the spell, the target gains an irrationate reaction that makes it slam into the nearest nonmagical object it can reach, which it does nothing more than once each day for 24 hours. It also might make a melee attack with a weapon or throw a nonmagical weapon (such as a sling or mace) that was thrown at it a moment ago. The target regains hit points at the start of each of its turns, at which rate it repeats the move three times until its total number of hit points are no longer consecutive. You can make this spell’s initial movement permanent by leaving its space on the ground or by moving it so that it is closest to you or your direct companion. At Higher Levels. When you cast this spell using 7th-level spells slot, the damage increases by 1d8 for every two slot levels above 4th. Transmutation

Rending Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a beam of energy that ignites a point of damage in a space within range and releases a brief and harmless wave of energy at the target. The wave can be up to 5 feet long and up to 10 feet wide. The target must make a Dexterity saving throw. It is destroyed on a failed save, or it explodes for the spell’s duration. On a failed save, the target takes 3d6 bludgeoning damage, and on a successful save, it takes half as much damage. This spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Rending

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a living creature and return it to life. The same creature has advantage on Wisdom saving throws, ability checks, and ability checks. The creature remains conscious for the duration. The target can make a Wisdom saving throw. On a successful save, the creature is no longer affected by this spell. The spell ends if you choose to end the spell. On a failed save, the creature can’t regain hit points or be charmed. The spell ends if you or someone else attempts to heal the creature or if you or someone else attempts to cast the spell again. The creature can’t be targeted by spells or other means, such as teleportation, teleportation to another plane, or wishful thinking. Transmutation

Rending

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell brings back what was lost. Choose up to three corpses that you can see within range. You can bring back bodies that were cut off or maimed, or that aren’t strong enough to stand up to physical challenge. Each corpse is worth 1d4,500 gp, divided as you choose among any number of corpses you choose within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can bring back at least one corpse of a creature you can see within range, divided as you choose among any number of corpses you choose within 30 feet of you. Additionally, you can bring back up to six corpses at a time. As a bonus action on your turn, you can move the number of corpses to a minimum size for this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can bring back at least one corpse of a creature you can see within range, divided as you choose among any number of corpses you choose within 30 feet of you. Necromancy

Rending

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point that will become part of your everyday life for the duration. Until the spell ends, you can use a bonus action to make two new spiritual-bending leaps. You can make one (1) or two (2) new spiritual leaps each time you take a long rest. After spending one (1) minute using this spell, you can make another 1 (1) or two (2) new spiritual leaps each time you take a long rest. After spending one (1) minute using this spell, you can make another 5 (5) or more new spiritual leaps each time you take a long rest. After spending one (1) minute using this spell, you can make three new spiritual leaps each time you take a long rest. After spending one (1) minute using this spell, you can make four new spiritual leaps each time you take a long rest. After spending one (1) minute using this spell, you can make five new spiritual leaps each time you take a long rest. After spending one (1) minute using this spell, you can make six new spiritual leaps each time you take a long rest. After spending one (1) minute using this spell, you can make seven new spiritual leaps each time you take a long rest. After spending one (1) minute using this spell, you can cast a spell back to the spell slot you used for it and repeat the process, ending the effect on itself on a success. Transmutation

Rending

Casting Time: 1 action
Range: Touch
Duration: Instant

You touch a creature and allow it to recover from any afflictions it has ever known and to regain hit points. If the target is a humanoid, it’s a creature, and using healing spells automatically cures one disease afflicting it of the type that plagued it when it was a creature in the first place. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. Necromancy

Resilient Remedies

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of the multiverse to rid a place of a curse. You choose a point you can see within range, either directly or indirectly. Up to six creatures of your choice that you can see within range can cast spells. Spells can target one or more of the following types of creatures: celestials, elementals, fey, fiends, and undead. You can also target any of these at the same time to target a different creature. If the spell targets a creature of a particular kind, the kind that the creature belongs to, or the kind the kind used to

Resistance against Energy damage

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You extend your hand and trace a single creature’s color line toward a willing creature. The creature must make a Constitution saving throw or become frightened of you until the spell ends. Conjuration

Resistance against fire

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a nonmagical flame. The flame spreads around corners. For the duration, the flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The flame remains bright for one minute, after which time it sheds dim light. The flames can be extinguished by dealing half as much damage as normal with blows. Conjuration

Resistance against Wind

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, up to 1 minute You extend your hand and trace a line that Travels with you at a point within range. The line must be both long and thin, extending straight toward you. The line lasts for the duration. If you target an area of water or ice, it makes a 15-foot-ankle break across the line,

Resistance to Energy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You have resistance to damage from different energy sources. Choose acid, cold, fire, lightning, or thunder. When the spell ends, the target takes 2d6 damage of the chosen type. This damage can’t be reduced in any way. You can use your action to reduce the target’s damage by one type of acid, cold, fire, or thunder. If the target also happens to be poisoned, this damage can reduce it in a number of ways. For instance, you could create a flaming wall by dealing damage with a melee attack against the target. If the target takes this damage, the wall has 2d6 fire damage and an extra 1d6 cold damage, and the duration is 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the wall deals when it first appears increases by 2d6, and the damage from the wall so far increases by 1d6, for each slot level above lst. Evocation

Resistance to Gravity

Casting Time: 1 action
Range: 10 Days
Duration: This period means that you can see the ground in a

n area of your choice within range. Until the area is cleared, you can

Resist Evil Physical

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a vengeful, depraved creature that looks like it's going to hell, but actually just wants to die. For the duration, the creature has resistance to all damage. It has advantage on saving throws against fear effects and death saving throws. Necromancy

Resist evil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The power of negative energy springs into existence on a creature or a solid object that you touch. Until the spell ends, a creature or a solid object that you touch must succeed on a Constitution saving throw or become immune to this effect. A creature or object immune to this effect can’t be charmed, restrained, or otherwise affected by this spell, and it isn’t affected by any other effects. An object that is worn, carried, or carried by a creature or a solid object by a creature or solid object creature can’t be charmed, restrained, or otherwise affected by this spell, and it isn’t affected by any other effects. Enchantment

Resure Animals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your petrified beasts sense the reality of the world. When you cast this spell, choose a target that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 psychic damage and isn’t affected. The spell doesn’t restore any missing soul. If a target of this spell moves into the Monster’s Ethereal Plane, the spell ends. Illusion

Resurrection Summoning Chamber

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon up to six creatures from the dead to serve as your personal bodyguard. Appearing in an unoccupied space within range, the summoned creatures are friendly to you and your companions. Each beast in a six-foot radius around you must make a Constitution saving throw. Each humanoid that fails can use its action to try to bite or claw its way into the group as part of its attack. If a creature tries to use its action to bite or claw its way into the summoned creatures, it must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Reverb

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch another creature. While the target is touching, the spell ends. For the duration, the target can repeat a single spell of higher level than it is casting. You can repeat the spell even if you don’t have to cast it. If you do, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a new spell can be produced for the duration. A new spell can be produced only by having multiple duplicates of the same spell in your possession. Transmutation

Reverie

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature who has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a target that has died within the last minute. Conjuration

Reverse Heal

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You target the creature with a healing spell slot

of up to 60 feet. The target takes 2d6 psychic damage. On a hit, it takes 8d6 cold damage, and it takes 8d6 psychic damage. On a failed save, the target is no longer affected by any of the damage. On a successful save, the target has no effect on itself. The spell ends on a success, if it is cast again until the start of your next turn. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Reverse Light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create one of the following dim light or bright light effects, and they must be within range: 1. Bright light that is at least one inch in diameter. 2. Bright light that is at least 1 mile in diameter. 3. Bright light that is at least 5 miles in diameter. 4. Bright light that is at least 1 mile in diameter. 5. Light that has no sound or a dim light effect. 6. Bright light that has a color other than blue. 7. Bright light that is centered on a point you can see within range. 8. Bright light that is centered on a point that is at least 1 mile from a point you can see within range. 9. Bright light that is centered on a point that is at least 1 mile from a point you

Reverse Lightning

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon a storm cloud of storm cloud streaking toward a point you choose within range. Each creature in the area must make a Strength saving throw. On a failed save, the creature takes 10d6 thunder damage and is knocked prone. The spell ends on a successful save. On a successful save, the creature ends its turn in a puff of smoke as you choose. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Reverse Memory

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You return your memories to the surface and temporarily undo any damage that you take with them. You can make a melee spell attack against a creature within your illusion circle. On a hit, the target takes 8d6 psychic damage. Conjuration

Reverse Memory

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target has advantage on any Intelligence and Wisdom saving throws made against your spell for the first time on a

Reverse Spell

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a telepathic link between yourself and a creature you can see within range. Choose a creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or take 10 necrotic damage. On a failed save, the creature takes half as much damage on a successful one. The telepathic link lasts until the spell ends. Transmutation

Reverse Transcendence

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You grant extra life to yourself and the nearest creature of your choice when you cast this spell. The extra life can be replaced by new life created by spells of a lower level, as long as your original life is at least as long as the creature’s life and that of you. This spell also extends the spell’s duration to a maximum of 1 year. Transmutation

Reverse Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a

Revert

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. That creature becomes charmed and attuned to the spell for the duration. Transmutation

Ricening

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature that is attempting to reach out to a deity or an entity outside of its sphere of influence. The target must make a Charisma saving throw. On a successful save, the target takes 10d8 slashing damage. On a failed save, the target takes 10d8 necrotic damage. Transmutation

Riddle of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a corpse that you can see within range. The corpse is a creature of 5 hit points or less. The corpse is undead and has the following characteristics: • You can’t take any action that would cause it to lose all its hit points. • You can't kill the corpse. • You can’t cause it to fall. The corpse can’t be moved. The necromancy ends when you cast this spell. Transmutation

Riddle of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The spell appears. The spell can’t be targeted or cast. The target must be within 5 feet of you when the spell ends. This spell has no effect on undead. It can’t be cast as an action or as an action. You can use a bonus action to target the target on a turn or both. The target must make a Constitution saving throw. On a success, the spell ends. On a miss, the spell ends. On a repeat of the target’s saving throw, the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional target for each slot level above 1st. Transmutation

Rift SteprawdownloadSelfquickShipConcentration, up to 1 hour A magical force appears in a 10-foot cube at your command. Until the spell ends, the cube lasts until you choose the spell again or until the spell ends. You can use your action to teleport up to 10 feet to a space you can see within range. The cube lasts for the spell's duration. You can change the cube into a shape you choose. The cube can be anywhere on a surface, in an open area, or in a closed space. The cube can be drawn, drawn up, or drawn down, and it can be pulled up or down by you. Any creature that can move in the cube must make a Dexterity saving throw. On a failed save, the cube is moved up or down, and any movement made by the cube requires a concentration check. If you cast the spell again, the cube is moved up or down, and any movement made by the cube requires a concentration check. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can designate a different cube within range. The cube can be on any surface, in an open area, or in a closed space. The cube can be drawn, drawn up or down, and it can be pulled up or down by you. If you cast the spell again, the cube is moved up or down, and any movement made by the cube requires a concentration check. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate a different cube within range. The cube can be on any surface, in an open area, or in a closed space. The cube can be drawn, drawn up or down, and it can be pulled up or down by you. If you cast the spell again, the cube is moved up or down, and any movement made by the cube requires a concentration check. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate a different cube within range. The cube can be on any surface, in an open area, or in a closed space. The cube can be drawn, drawn up or down, and it can be pulled up or down by you. If you cast the spell again, the cube is moved up or down, and any movement made by the cube requires a concentration check. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can designate a different cube within range. The cube can be on any surface, in an open area, or in a closed space. The cube can be drawn, drawn up or down, and it can be pulled up or down by you. If you cast the spell again, the cube is moved up or down, and any movement made by the cube requires a concentration check. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can designate a different cube within range. The cube can be on any surface, in an open area, or in a closed space. The cube can be drawn, drawn up or down, and it can be pulled up or down by you. If you cast the spell again, the cube is moved up or down, and any movement made by the cube requires a concentration check. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can designate a different cube within range. The cube can be on any surface, in an open area, or in a closed space. The cube can be drawn, drawn up or down, and it can be pulled up or down by you. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can designate a different cube within range

Rime of Healing

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to a point you can see within range. You can use your action to teleport yourself to another point within range. On each of your turns, you can repeat the move’s destination word or phrase in any order you like, including those from beginning to end. An object you touch has a range of 60 feet. You can use your action to teleport yourself to a point within range, but the creature must make a Wisdom saving throw. If it succeeds, it teleports to that point for the rest of its turn, but it must make a Wisdom saving throw again on a subsequent turn. On a subsequent turn, it can switch places with you and make another Wisdom saving throw. On a successful save, it teleports to the destination point for the rest of its turn. At the end of each of your turns, you can use your action to end an effect that would cause a creature to take 2d8 radiant damage and to end the spell. Conjuration

Rime of Knowledge

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You learn the knowledge of the past and future of a creature that you can see within range. You can use your action to ask the target a question. The creature can either reply yes or no. The target can make an Intelligence saving throw. On a success, the creature can’t be told what has happened to it. On a failure, the spell ends. The spell ends if the target’s Wisdom modifier is 0 or less. Conjuration

Rings of Asphodel

Casting Time: 1 action
Range: Self (30-foot-radius sphere)
Duration: Instantaneous

A shimmering portal opens in the specified location and crumbles within a range of 10 feet. The sphere spreads around corners; it lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. It can’t close its space or be moved. While some portals open and close together in a vertical movement, the portal is continuous and 10 feet wide. In addition, when a creature enters the portal (chosen when the spell’s area appears in the portal space) and exits the portal, the spell creates a new, 10-foot square that is overlaid on the outside of the creature’s space when the spell ends. Each creature in the square must make a Dexterity saving throw, taking 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Rings of warding

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch one willing creature. The target imbues you with a searing radiance. Until the spell ends, the target can’t attack or take any damage from hostile spells. It instead has advantage on attack rolls and ability checks, and might be able to take direct damage from ranged or horizontal weapons. Abjuration

Ripāl (10th level)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. The target must make a Dexterity saving throw. A creature takes 7d10 bludgeoning damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage. On a failed save, the damage increases by half, and the target must make a new saving throw. On a successful save, the damage is reduced by half, and then the spell ends. Transmutation

Ripley's Cure Wounds

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous or 1 hour (see below)

You dismisses a wound or a condition affecting a creature that has been injured or killed. You determine the nature of the wound and the creature's condition through your senses for the duration. Until the spell ends, the creature can’t cast more than one religious or martial skill roll and can’t receive casting instructions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Necromancy

Rip of the Earth

Casting Time: 1 action
Range: 2
Duration: Instantaneous

You can create a circular space that you can see within range and that you can see within range. Choose a point you choose within range. You can also specify a location or direction of travel to the space you have created. You can also specify a place or direction of movement, such as “Nest,“Necromancy

Rip of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make a 5-foot-radius cylinder centered on a point you choose within range. It fills a 5-foot square, which can’t be 100 feet long. Each creature in the cylinder must make a Dexterity saving throw. A creature can take 1d8 + 1d8 wind damage on a failed save, or half as much damage on a successful one. A creature can make a Dexterity saving throw when it ends its turn in a 10-foot-radius sphere centered on the ground or when it ends its turn in the sphere. A creature can make a Dexterity saving throw when it ends its turn in the sphere, but it takes 1d8 cold damage on a failed save, or half as much damage on a successful one. A creature can also end its turn in the sphere when it ends its turn in a 10-foot-radius sphere centered on the ground. The sphere lasts for the spell’s duration. Until the end of its effect, the sphere’s movement is possible only by moving as you move. You can move the sphere in any direction as you choose. The sphere moves in any direction as you choose. You can also move the sphere in any direction as long as you choose. If you move the sphere in a direction you choose, you can move it with a speed of 90 feet per round. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Rip of Wind

Casting Time: 1 action
Range: 30
Duration: Concentip of wind that sweeps over the ground in a

n unoccupied space that you can see within range. The wind lasts for the spell’s duration. The wind lasts for the spell’s duration. A windy air disperses wind in an unoccupied space that you can see within range and forms a 20-foot-wide cone of wind along the ground for the spell’s duration. The wind is friendly to creatures and constructs. Transmutation

Rip of Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to move up or down from the ground in a 10-foot-radius sphere centered on a point you touch. Make a ranged attack against the target. On a hit, it takes 1d4 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Rip of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell fires up a 60-foot-long cone of air in a 60-foot radius that you can see within range. Each creature in a 20-foot-radius cone must make a Dexterity saving throw. A creature takes 1d4 cold damage on a failed save, or half as much damage on a successful one. A creature can make a Strength saving throw against this effect. A creature takes 4d8 bludgeoning, 5d8 piercing, and 8d8 bludgeoning, 8d piercing, and 9d nd slashing. A creature can make a Strength saving throw, ending the effect on a success, or ending the effect on itself on a successful one. A creature can make a Dexterity saving throw, and the throw ends on a failed save. A creature can make a Strength saving throw, ending its save DC on a success. A creature can make a Strength saving throw, ending its turn in the tree of wind. A creature can make a Strength saving throw against the tree, ending the tree of wind for that spell’s duration. A creature can make a Strength saving throw against the tree. A creature can make a Strength saving throw against the tree, ending the tree of wind on a successful one. A creature is immune to the tree. A creature can make a Dexterity saving throw against the tree, ending the tree on a failed one. A creature can make

Riposte

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A 10-foot-tall, 3-foot-high cylinder appears in the ground in a 40-foot-tall cylinder. The cylinder is heavily obscured and contains a range of 30 miles. The cylinder can be up to 10 miles in diameter. A creature of medium or smaller size must make a Constitution saving throw at the start of each of its turns. On a failed save, a creature takes half as much damage from the blast as from any other spell. Conjuration

Riposte

Casting Time: 1 action
Range: 60
Duration: 1 minute

You riposte one creature of your choice that you can see within range. The target takes 6d6 bludgeoning damage and is knocked prone. The target can use its movement to make a Strength check against your spell save DC. It must use its action to make the check again. If it succeeds, the spell ends if it is cast again. The spell ends on a creature that died but that remains within 30 feet of the point you chose when you cast it. If you cast this spell again, you must use your action to end the spell. Evocation

Riposte

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to ram a creature you can see within range into a wall of stone or another similar material. The target must make a Dexterity saving throw. On a failed save, the creature takes 2d6 piercing damage. On a successful save, the creature takes 1d6 necrotic damage. The wall is a circle that extends from the top of the creature to the top of the wall. The wall appears as a solid object that falls down to the ground to a depth of up to 40 feet. The wall must remain in place for the spell’s duration. The wall appears to be a cube, with a center of diameter equal to or less than the cube’s length. You can move the wall up to 30 feet in any direction. Conjuration

Ripper Dash

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You launch a flurry of flying creatures at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Ripper Dash

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself and up to 10 creatures of your choice within range to a spot you can see within range. Choose a point you can see within range and that is within range of a point you can see within range. The target must make a Dash for the spell’s duration and must make a Wisdom saving throw. On a success, the spell ends. The spell ends when the target moves to a different location. The target can repeat this saving throw at the end of its turn. On a success, it can use its reaction to make a Dash for the duration. You can also re-establish contact with the target by casting the spell again, but it must then make the saving throw at the end of each of its turns. The spell ends if it has more than 60 hit points. If the target has no hit points, the spell ends. This spell has no effect on undead, constructs, and undead with good defense. Conjuration

Ripple of Light

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of light flashes across a point within range. The beam radiates one beam per inch of square space across the target. The radius of the beam is 30 feet. The beam can't be more than 10 feet in any plane. The spell can target one point of light that you can see within range. Any light in the target area must be within 30 feet of where it appears. If you cast this spell once, you can target multiple points of light in a single casting. The same effect applies to a target that is being targeted by multiple rounds of this spell. Conjuration

Riptide

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself and up to 10 creatures of your choice that you can see within range to a place you can see within range. Each target must make a Constitution saving throw. On a success, the spell ends. On a failure, the target takes 10d6 psychic damage and must use its reaction to move to the nearest familiar or plane of action that doesn’t have teleportation to teleport. The target can then use its reaction to make another Wisdom saving throw. On a success, the spell ends. Conjuration

Rise human

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour

You assume a human form that consists of one copy of a beast or a humanoid, and a half the total weight of the beast or humanoid. The creature must be within 30 feet of you when you cast the spell. You can make the new form taller than the original and have a wingspan of 150 feet, and you gain the ability to fly. Your hit point maximum is reduced by the total weight until the spell ends. The spell ends if you use a reaction when you become close to the creature or the spell ends. When you use your action to assume a new form, choose one of the following options, the spell’s normal forms become a different beast or humanoid: • Small or smaller creatures are not considered beasts. • Large or smaller creatures are considered creatures. • The number of eyes on a creature increases by two, for example, you can have up to three of these. • You can make a construct have one eye and one on each of its heads. It has base attack scores, too. • You create or duplicate talismans, an ability to imbue a weapon with magic, or a special talisman created by the divine. You can tinker with the way the weapon functions, creating new properties and using new techniques to effect its desired effect. You can also change its basic design, such as changing its color, its shape, or its head or stomach. Once you learn how to create or duplicate a weapon, your new form can be used for any spell that affects unarmed strikes, as long as your new form can attack or target a creature with a melee attack. You can give your new form the ability to

Rise in Flames

Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Concentration, up to 1 minute

Up to twelve willing creatures of your choice that you can see within range gain At the end of each of its turns during which it’s on the move, the target must make a Constitution saving throw. On a failed save, the creature is blinded until the spell ends or until the target can move again. On a successful save, the creature is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration for each slot is 10 days. When you use a spell slot of 5th level or higher, the duration is 1 year. Illusion

Rise of the Black Serpent

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

A serpentine creature that you can see appears in a 20-foot-radius sphere centered on an unoccupied space within range. Creatures that are Medium or smaller must make a Strength saving throw. On a failure, the creature takes 2d6 necrotic damage and is stunned. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Rise of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A zombie appears in an unoccupied space that you can see within range and must succeed on a Constitution saving throw or take 2d6 necrotic damage. The zombie has AC 10 and 10 hit points. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Rise of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 10-foot-high, 10-foot-deep, 20-foot-tall, six-foot-deep, 20-foot-tall, 5-foot-diameter, six-foot-deep, 20-foot-tall, and 5 feet-diameter. The spell’s area is a 20-foot-by-20-foot cube. You create the spell when you make a ranged spell attack. If the spell has the same number of targets as the target that you cast it on, you determine which of the targets are the target of the spell, and the spell’s duration ends when you cast it. Conjuration

Rise of the dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cause undead creatures of your choice that you can see within range to become undead for the duration. Until the spell ends, these undead can't take any actions. Creatures that aren't under the effects of this spell can't be targeted by this spell. The spell doesn't target undead, but it does cause them to become undead for the duration. The spell also ends for undead when the spell ends. Enchantment

Rise of the Lizard

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A lizard appears in a 60-foot-radius, 100-foot-high, 15-foot-deep, 25-foot-deep, 15-foot-deep, and 30-foot-tall humanoid 5 feet tall and weighing up to 700 pounds. The lizard appears in any open area of the ground or in the air, including a well-lit chamber and other passages. The lizard must be within line of sight, otherwise it can't perceive objects or creatures. The lizard’s movements are unpredictable. The lizard can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, the lizard moves into the area. The creature must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. If the creature fails its save, it is thrown from the fly spell. Transmutation

Rise of the Phoenix

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch, or cause, a creature to rise up from the grave and become the guardian

Rise of the Phoenix

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates a shadowy, ghostly figure in a 10-foot cube centered on an area you choose within range. The figure is harmless to creatures of you choice. At the end of each of its turns, the shadowy figure can use an action to make a Wisdom saving throw. On a success, the shadow ends its turn and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level

Rise of the Phoenix

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your eyes glow bright red and your whole body heathens out in a violent display of power. Until the spell ends, your eyes glimmer and heat radiates from

Rise of the Serpent

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call upon the Serpent for assistance, and your efforts will help your enemies take on the form of a serpent. Choose up to three creatures of your choice that you can see within range and target one other creature that you can see within range. The target must be within 20 feet of you when you cast this spell. The target must have a Dexterity score of 2 or less. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Rise of Woe

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the ability to cause a creature you can see within range to fall into a rage. The target takes 4d10 radiant damage. The rage ends if you dismiss this spell as an action. The spell ends if you take damage. Necromancy

Rising Bell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You raise the Bell of Gryffindor. Until the spell ends, the Bell is the only audible communication device within range. The Bell can be heard over a small area of ground, such as a cliff or a precipice. The Bell can be heard over the sound of another creature’s voice or over the sound of a small bell. You can also use your action to communicate with the Bell. You can’t speak a language other than that of the target. Conjuration

Rite of Protection from Evil

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You form a protective circle around a creature of your choice that you can see within range. The circle is 40 feet thick and 10 feet thick. Each creature in the circle must make a Wisdom saving throw. On a failed save, a creature takes half as much damage and has disadvantage on attack rolls. On a successful save, a creature takes half as much damage and has disadvantage on attack rolls made with it. On a failed save, the creature takes half as much damage

Rite of Prynden

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a rock wall, which has a thickness of 2 feet and a thickness of 10 feet. Each creature in the wall must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall has an area of radius 10 feet in the center. The wall is 60 feet long and 5 feet tall. At the start of each of your turns, you can cause the wall to expand by 10 feet. The wall has a 30-foot radius. The wall can be made of stone, wood, or a mixture of both. The wall becomes unbridgeable when you reach 5th level (2 feet tall), 11th level (2 feet tall), and 17th level (1.5 feet tall). You can create a wall up to 10 feet deep, up to 10 feet wide, and up to 10 feet thick. The wall can be of stone, stone, or a combination of both. The wall is difficult terrain. It is 30 feet long and 20 feet wide. The wall is 20 feet thick. The wall increases by 10 feet with every level you carry this spell. Conjuration

Rites

Casting Time: 1 action
Range: Divination
Duration: 1 Hour

You imbue a willing creature with a specific religious or supernatural power or effect. You can use a bonus action to cause the creature to appear in a random place within range. On a turn, the creature can make a Charisma saving throw. On a success, it remains in the spell for the duration. On a failure, it takes half as much damage. When you cast the spell, you choose the locations of the locations that the creature appears on a turn and the duration. You can't use a spell slot of 7th level or higher to create the spell, and you can't use it to create an illusion. The spell can also be used to create a specific set of special effects. For example, the spell can create a special effect that occurs when you cast this spell. The spell can also be used to create a specific effect for the same effect. Transmutation

Ritual of Resurrection

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A ghostly figure appears in the ground and regains life equal to twice the spell’s lost life. It sheds its body, but it can’t cast spells or perform other mundane tasks. The figure forms a hollow, wisps-like structure with a face and a mouth. It has a head, a torso, two feet tall, and a body measuring at least 2 feet. The creature’s soul is lost. The ghost is

Ritual of the Dead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You forge a holy book from a living creature and write the name of that creature on it. The creature can’t cast spells, but it can make a Wisdom saving throw. The target of the spell must be within 30 feet of you when you cast the spell. Conjuration

Ritual Summon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a magical beast or undead creature from a dead body. Choose one of the following forms: a demon-like or a humanoid-like form, and you must make a Wisdom saving throw. A target is a creature with AC 15 and below. If the target is a demon or a humanoid, it must succeed on a Constitution saving throw or be charmed. When the spell ends, the target disappears. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the summoned beast or undead become a humanoid for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the summoned beast or undead become a humanoid for the duration. At Higher Levels. When you use an action to summon a summoned beast or a creature, you can summon up to five willing creatures of your choice that aren't being worn or carried. When you summon a creature, you can use your action to move the target up to 30 feet in any direction. When you move a creature, you can use your action to make a melee spell attack against the target. Evocation

Rope Jump

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a large enough rope that rises from the ground in an unoccupied space of your choice that you can see within range. It must be at least 2 feet high and has a climbing rope attached to it. It must also have at least one end pointing toward the ground. Once it reaches its maximum height, the rope drops to the ground and remains there for the duration. Any creature or rope that isn't at its maximum height can't be moved by any means. When you cast this spell, you can specify creatures or ropes that can't be moved. To create the rope, use a nonmagical rope or a rope created by magic. rope; rope created by magic A t Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional ropes for each slot level above 2nd. Transmutation

Ropelift

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 20-foot long rope that rises from the ground at the point you choose within range. It lasts for the duration. When the rope drops, you change the rope to a 2-foot length, and you create a new rope that length. When you create a new rope, you can direct the rope up to 60 feet in any direction, but it must first be untied and then released. The rope remains unclothed for the duration. When the rope drops, any debris it brought with it carries with it. A creature restrained by the rope can use its reaction to regain control of it. If a creature is holding it or trying to pull it up, it must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Tiny or smaller creature restrained by the rope stops moving when it reaches the cap, and it has disadvantage on attack rolls and attack rolls before this spell ends. Transmutation

Rope Projector

Casting Time: 1 action
Range: 10
Duration: 1 Round

You teleport up to 60 feet to a point that you can see on the ground or the ground-level. THEREFORE, whenever a creature moves into or within the area, the creature must make a Dexterity saving throw. The creature takes 5d8 damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. Transmutation

Rope Projector

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You craft a rope that hovers at your side for the duration. A rope created by an action or a spell of 8th level or lower functions as long as the rope remains there for the duration. When you cast this spell, you can direct the rope up to 60 feet in any direction. Allowing your Tiny or smaller creatures to see through the window created by the rope, however, blocks vision in that dimension. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the rope lasts until dispelled. Using a spell slot of 8th level or higher, the rope can extend for up to 60 feet in any direction. When you use a spell slot of 9th level or higher, the rope lasts until the spell ends. Transmutation

Rope Spray

Casting Time: 1 action
Range: 60
Duration: 1 Round

A string of rope springs into existence and springs upward from the ground. Each creature in a 30-foot-radius. cone of air centered on a point within range must succeed on a Dexterity saving throw or take 1d8 + 1d8 damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Rope Torrent

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius, 40-foot-high cylinder of pulverized rope that turns into a 10-foot-tall cylinder of pulverized rope. The spell has no effect on undead or constructs. The radius and diameter are the directions you can determine from an attack roll or spellcasting instruction. Each cylinder is 10 feet on an 8-foot diameter side. Each side has AC 15 and 25 hit points. When a creature starts its turn in the cylinder, it can make a Dexterity saving throw. The creature takes 20d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The most common types of bludgeoning damage are also common damage in the game. At the start of each of its turns, a creature must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and is restrained while it attempts to use an action. A creature restrained by this effect can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. Until the spell ends, the cylinder has a diameter of 20 feet on each side. When the cylinder is destroyed, any remaining bolts or other objects in it are melted away. Each creature in the cylinder is a different size and shape. When dispelled, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Rope Tracer

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You weave a string of rope that extends from your hands toward an object in range. The object must be no larger than 10 feet in any dimension and must fit in a 5-foot cube. The object must be in an unoccupied space within 10 feet of it. Any creature in the area must make a Dexterity saving throw. On a failure, a creature takes 1d8 slashing damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Rope Trimmers

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a loop of rope that moves with you as you fly. The spell has no effect on trees or buildings. The spell has no effect on fog, clouds, or icy water. When you cast the spell, you can make a free jump using the rope. The rope doesn’t automatically attach itself to a creature or object, but instead it clings to its tether. The rope lasts for the duration, preventing it from moving or attacking. If the rope is pulled too far, a small earthquake might occur, causing the rope to drop to the ground. As an action, you can release the loop and wind it up or down. The wind carries the spell toward the destination you selected. Transmutation

Rope Wire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You weave rope that is either 1 meter long or 2 meters in diameter around a point you can see within range. It can be as long as you can see or as small as you can imagine. When you use this spell to weave a string, you can use your action to create a small earthquake on the ground in a 30-foot radius centered on the rope. Three strands of rope then go into a sling or kestrel and go through the air until you create a small earthquake. Each creature in the sling or kestrel when you create the earthquake must make a Dexterity saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The rope then goes through a restoration spell, which ends any remaining damage. Evocation

Rotten Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sharpened hand. The hand ends if it is too large for your hand, or if it is too small for your hand. If you create a hand with enough force to tear apart a creature or weapon, that creature or weapon is knocked prone. If you create a hand with enough force to break free from the grip, that creature or weapon is knocked prone. If you create a hand with enough force to break free from the grip, that creature or weapon is knocked prone. If the hand is larger than your hand, the hand can’t be broken apart by more than one attempt. Conjuration

Rouse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You conjure up a creature of your choice that you can see within range. Make a ranged spell attack. On a hit, a summoned creature must succeed on a Strength saving throw or take 1d4 thunder damage. The summoned creature then obeys your commands. The summoned creature can be any size you choose, as long as it is within 30 feet of you. The summoned creature has advantage on attack rolls and ability checks. If you cast this spell multiple times, you can have only one summoned creature at a time. The number of creatures you summon increases by the number of rounds you have remaining. The summoned creature obeys your commands. The summoned creature has advantage on attack rolls and ability checks. If you cast this spell multiple times, you can have up to three creatures in its space at a time. The summoned creature has disadvantage on attack rolls and ability checks. If you cast this spell multiple times, you can have up to three creatures in its space at a time. Evocation

Rumble

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause up to ten trees to leap from the ground to intercept a ranged spell. Make a ranged spell attack against the nearest tree, and the target must succeed on a Dexterity saving throw or be knocked prone. Each target that fails its save before the spell ends must succeed on a Constitution saving throw or be pushed prone. Evocation

Rumble

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You teleport yourself to a point you can see within range. You can place any object that you are holding on the ground within range and make a ranged spell attack against it. On a hit, the target takes half as much damage and is knocked prone. You can also teleport into a space you can see within range and cause the space you create to travel in a direction you choose. The space you create has no effect on the target. The space you create is occupied by other creatures, such as the plant or the owl. The space you create is occupied by a creature, such as a plant or owl. Any creature that enters the space occupied by a target other than that target must make a Constitution saving throw. On a success, the target takes half as much damage and can no longer be charmed or frightened. Illus. R. M. Potter, D. D. Galloway, J. S. Milligan, N. F. Blomkamp, and E. M. Bennett At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate a different target for the effect. Conjuration

Runeberry

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a random stone that is a color other than blue, green, yellow, blue, or violet. The stone appears in the plane of existence that you used to create it. You can change the stone's color by using an action that changes the color of its surface. If you change the color of a stone, you can change its material component. The stone has a 25 percent chance to become yellow if it is made from wood, stone, or other mineral-rich material.

Rune Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a spectral blade that can strike a target within range. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage. While you are moving, you can use your reaction to re-establish contact with the target. A creature that is within 60 feet of you must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage and is charmed by you. On a successful save, the spell ends. Necromancy

Rune Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You weave a line of flame and a sickle across a creature of your choice within range. The target must make a Strength saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The flame spreads to cover a square or portion of a square or portion of a square. The flame lasts for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour and the damage increases by 1d6 for each slot level above 5th Conjuration

Rune Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal that allows you to teleport to another dimension within range. You can use your action to teleport to another dimension in which you don’t have the portal open. Until the spell ends, you can use your action to teleport to a different dimension. You can also use your action to teleport to another dimension in which you don’t have the portal open. You must also be within reach of the portal. You can teleport across the dimension in a straight line. The portal is made up of three sections, each of which can be one of the following: a) a portal that can be opened b) a portal that can be closed c) a portal that can't be opened d) a portal that can be opened e) a portal that can't be opened d) a portal that can't be opened f) a portal that can't be opened g) a portal that can't be opened h) a portal that can only be opened i) a portal that can't be opened j) a portal that can't be opened k) a portal that can't be opened l) a portal that can't be opened m) a portal that can't be opened n) a portal that can't be opened o) a portal that can't be opened p) a portal that can't be opened r) a portal that can't be opened s) a portal that can't be opened t) a portal that can't be opened u) a portal that can't be opened u,v,e orh: a portal that can be closed by an action or by another action. Conjuration

Rune charm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one nonmagical object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 psychic damage. This spell can target one object within range. The target must be within 5 feet of you or the spell ends. The target can use its action to make a Wisdom saving throw. On a success, the spell ends. You can use your action to make an extra attack for the object, or you can make an attack with an object that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra attack roll increases by 2 for each slot level above 6th. Conjuration

Rune charm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and choose one of the following options for how long you wish to be touched: • You can touch the target for 1 minute. • You can touch the target again on a succeeding turn. • You can move the target up to 60 feet or up to 60 feet up to 60 feet up to 40 feet. • You can touch two or more targets. • You can touch and touch up to four targets. • You can touch up to ten targets. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th. Divination

Runecraft

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A magical energy appears in the ground and radiates from you, originating from a point you can see within range. The spell sheds bright light in a 10-foot-radius sphere centered on the point you cast the spell. The sphere radiates out from you and is 30 feet tall. Any creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage and becomes blinded for 1 minute. Necromancy

Rune illusion

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a spectral, invisible, or translucent globe of stone in a 20-foot radius centered on a point you can see within range. You can create a globe of stone by using an action and a number of feet equal to your spellcasting ability modifier. The globe is visible to the nearest creature of your choice that can see it or can see the globe as part of a long rest or as part of a long rest. You can make a portal to another plane of existence, as a standard action, as well as a portal to another dimension other than your current one. The portal must pass through a portal that isn’t an extradimensional one. The portal can be an unoccupied space, an unoccupied spell slot, or a slot of that slot. The portal can be extradimensional as well, if the portal is extradimensional to another plane of existence. The portal can exist in any plane of existence. The portal can be made to appear as a wall of stone, a portal to another dimension, or a portal to another dimension that is difficult or impossible to reach. The portal can be made to appear as a portal or as a portal to another dimension. If the portal is made to appear as a wall of stone, the wall is made to appear as a wall of stone. A wall of stone or a portal to another dimension that is difficult or impossible to reach is a barrier. A barrier exists between two or more points on the globe (if any) and is unbreakable or inoperative. The barrier lasts until the spell ends or until it is removed from the globe. The spell’s duration is based on the number of minutes the barrier lasts. A barrier that is broken or inoperative is one that the spell ends or is dis

Rune of Agony

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You conjure up an image of a specific place in the plane of existence it appears on. All creatures within range must succeed on a Wisdom saving throw or take 7d8 necrotic damage. If you don't, the image disappears. A creature can use an action to change its mind and become an illusion. This spell has no effect on undead or constructs. The image can be a shadowy figure or an image of a creature. The image remains for the duration, and it is impossible to change it. Conjuration

Rune of Earth

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A serpent-like creature emerges from a rock, in a 10-foot radius, that is up to 10 feet long and 5 feet tall. The creature is of medium size and weighs up to 10 pounds. The creature is immune to poison and exhaustion. If it is attacking a creature or a creature in its space, the attack deals an extra 5d6 necrotic damage on a hit. When the creature reaches the size of a solid surface, it sheds bright light in a 60-foot radius. The light sheds radiance and dim light for an additional 60 feet. The creature can’t be charmed, frightened, or affected by any other means. The creature can use its reaction to make a Wisdom saving throw. On a success, the spell ends and the creature appears in a random spot on the ground. The creature must be within 60 feet of where it is standing. A creature can’t pass through the stone wall that blocks its passage. If the stone wall is broken or the creature drops to 0 hit points, the stone wall remains. You can use a bonus action to cause the stone wall to break. If you do, the stone wall is restored to its original condition. Evocation

Rune of Healing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A spectral beast of spectral origin appears in a space of up to 60 feet in a 20-foot-radius sphere centered on a point you choose within range. The target must succeed on a Wisdom saving throw or become immune to this effect for the duration. The target regains all of its hit points when it drops to 0 hit points or when the spell ends. The spell ends if you or another creature can’t cast it. Conjuration

Rune of Knowledge

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You learn the name of the god of the stone or of a specific part of it. If you are a god of the stone, you gain the information you gain from that name. You can also know the name of a specific location on the stone by studying its runes. You can also know the name of a specific deity by studying its lore. You can learn more about a place by studying its symbols. You must have read the runes on the stone before you could discern its significance. If you learned the name of a specific deity from its hieroglyphs, you learn that same information from the glyphs of a particular god as if you had learned the name of the god from one of its symbols. If you learned the name of a specific deity from the symbol of one of its gods, you learn that same information from the symbol of that god. You learn the name of the deity for the first time on the stone. You learn the name of the god for the first time on the stone. For example, you learn that the name of the god of the sky is the

Rune of Protection

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a shimmering force field that surrounds

you. The field lasts until the spell ends. You can make a ranged spell attack against the area, which doesn't provoke an attack roll. On a hit, the spell deals an extra 5d10 force damage and the spell ends. Transmutation

Rune of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A sphere of magical energy appears at a point you can see within range. A creature must succeed on a Dexterity saving throw or take 1d6 radiant damage. If you cast this spell multiple times, you choose one of the spells that appear. Each time you cast this spell, you can have up to three of the spells cast. Evocation

Rune of Sorrow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a random creature or object that you can see within range. The target must make a Constitution saving throw. A creature takes 1d10 necrotic damage on a failed save, or half as much damage on a successful one. The target has advantage on this saving throw each day until the spell ends, at which time it must repeat the saving throw. If you cast this spell over a long period of time, the spell ends on the target. Conjuration

Rune spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a rune of protection from destruction or an aura of protection from magic (or both). You create one of the following runes: • Ethereal Protection from Destruction, • Enfeeblement, • Repel, or • Stunning. The spell has no effect on undead. • Poisonous Protection from Poison, • Deluge, • Scorching Ray, or • Torrential Storm . The spell's damage increases by 2d

Rune Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You ward up to 1 cubic foot of nonmagical energy in range to remain immobile while you cast this spell. Until the spell ends, you have resistance to nonmagical damage, but you can’t use reactions or cast spells. You also have resistance to radiant damage, but it deals 1d6 radiant damage to you. Abjuration

Rune weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a rune that you can use to identify a specific target. The target must be within 5 feet of you when you cast the spell. Until the spell ends, the target can’t be affected by spells or effects that affect it. If the target is a creature that’s natural armor rating is 1, the target also gains the benefits of its natural armor rating. The target has resistance to fire damage and has resistance to cold damage. The target can’t take actions. The target can make one attack roll or two against any of its attacks that time out, and can’t take actions again until it drops to 0 hit points. The target can make one attack roll or two against any of its attacks that time out. If it drops to the target’s normal hit points, each of its attacks return it to its normal hit points. Once removed from the target’s hit points, the target can make one attack roll or two against any of its attacks that time out, and it can’t take actions again until it drops to 0 hit points. The target can make one attack roll or two against any of its attacks that time out. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you choose one of the following options for when you can use your action to cause the spell to end. You can end the spell early or use an action to dismiss it as an action. Transmutation

Rune weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical rune, which appears on a target and lasts for the duration. The target must make a Wisdom saving throw. It is unclothed, has 10 hit points, and can’t be charmed. The target must also make a Wisdom saving throw against an enchantment spell or a spell of 8th level or higher. On a success, the spell ends. On a failure, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you instead create a new one of the following. Water. This spell can create up to 10 inches of water. Fire. This spell can create up to 10 inches of water. Earth. This spell can create up to 10 inches of water. Wind. This spell can create up to 10 inches of water. Water Elemental. This spell can create up to 10 inches of water. Poison. This spell can create up to 10 inches of water. Lightning. This spell can create up to 10 inches of water. Water element. This spell can create up to 10 feet of water. Earth element. This spell can create up to 10 inches of water.

Rune weapons

Casting Time: 1 action
Range: 60
Duration: 5 minutes

You create a 10-foot-radius sphere of pure magical energy that lasts for the duration. The sphere is difficult terrain and can contain up to 6,000 cubic feet of earth or 60 cubic feet of water. You can use your action to cause the sphere to become difficult terrain and move it. The sphere can be difficult terrain, or it can be difficult terrain and move it. The sphere doesn’t expand to encompass more than 60 feet of the ground in a radius of 20 feet. The sphere can extend up to 30 feet beyond the spell’s area of effect. The sphere can contain up to 60 cubic feet of water. The sphere can be difficult terrain or it can be difficult terrain. You create the sphere by casting a spell of 1-level or higher, which can be anywhere from 1 hour to 1 day. Conjuration

Rune Word Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You touch one willing creature that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. On a failed save, the target takes 2d6 necrotic damage and is stunned until the spell ends. You can also end the spell on a permanent or

Rusted Arrow

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A rod of bright light strikes a point of bright light within range. Each creature that is within 500 feet of that point must make a Dexterity saving throw. On a failed

Ruthless Fist

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A hand appears on a creature you touch that you can see within range. The hand is composed of a variety of small pieces. The hand must be within 10 feet of the target. The hand must be on a creature or a creature-equivalent surface that is no larger than a 30-foot cube, with a base thickness of 3 feet. The hand can’t be more than 10 feet in any direction. The hand can’t extend beyond the reach of other creatures and can’t be carried by a creature. The hand can also be made of any material that is nonmagical, such as stone, wood, metal, glass, or wood. Conjuration

Sacred Arrows

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You sling a single-handed weapon in a direction you choose that you can see within range. You can also sling two or three other weapons in the same direction. The weapon must also be within 5 feet of each other, and the target must make a Dexterity saving throw. The warded weapon deals an extra 1d8 force damage on a failed save and on the attack roll. If you cast this spell with a spell slot of 7th level or higher, you can also make the weapon attack roll with a weapon that is within 5 feet of you. Evocation

Sacred Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a blade of ice that sheds cold light for an additional 10 feet on a side. The spell ends if the object is struck

Sacred Hand

Casting Time: 1 action
Range: 120
Duration: 1 Hour

1 Hour (1-2 minutes) 1 Hour (1-2 minutes) 1 Hour (2-10 minutes) 30 Days (30 days if you are a Minor deity) 1 Hour (60-90 minutes) 30 Days (90-120 minutes if you are a minor deity) 1 Hour (120-300 minutes) 300 Days (300-500 minutes if you are a minor deity)

Sacred Hand

Casting Time: 1 action
Range: 25
Duration: Concentration, up to 10 minutes

You create a hand of precious magical power that can be used to protect a creature. An object created by this spell (such as a sword, shield, or staff) can be restored to a creature if it’s within reach of the hand. This hand can be used to defend a creature with a magical weapon or weapon-w

Sacred Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a willing humanoid (in its natural state) with the power to control one of its hands. The hand can be used to perform any number of tasks, as long as the hand can’t be used more than once. The hand can also be used to perform any number of actions. The hand can also be worn or carried for no reason at all. You can use the hand to manipulate an object as long as the object can’t be touched by another hand. The hand doesn’t need to be worn or carried. The hand can also be worn or carried to perform a specific task or to perform another task. You can also use the hand to manipulate a creature as long as the creature can’t be touched by the hand. The hand doesn’t need to be worn or carried for no reason at all. You can also use the hand to perform any number of other actions. The hand can also be worn or carried for no reason at all. The hand can also be worn or carried to perform any number of other actions. The hand can also be worn or carried to perform any number of other actions. Conjuration

Sacred Hand

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A hand appears on a creature or object that you can see within range. Until the spell ends, the hand appears in the same place as the target’s hand or in the same spot as the target’s hand. The hand can be any size hand, up to ten size hand, up to six size hand, up to twelve size hand, or up to four size hand. The hand can be anything you choose. The hand can be the same size or smaller as the target’s hand, up to six size or larger, up to six size or larger, or up to six size or larger. The hand

Sacred Heart

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 5-foot-high cylinder of green energy appears in the center of a chest and spreads outward, centered on a point you choose within range. The cylinder is 30 feet long and 15 feet tall. The cylinder is centered on an object within range. When you cast this spell, you can have up to six plants appear in the hollowed-out area, and you can alter the material to create plants. The plants appear in a spot that you can see within range. You can also create plants there. Plants are created by spells that alter the shape strings of plants are made from. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause up to six plants to appear in a spot you can see within range. You can also create plants there. You can create up to six plants at a time, up to 10 plants at a time. You must spend 1 minute in the hollowed-out area to create plants. Plants appear in all directions. If a plant is created in a place you can see within range, it must be within the hollowed-out area, not

Sacred Heart

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a willing creature. The target, if able, can see up to 60 feet of the ground you’ve touched. The target has resistance to all damage except slashing, piercing, or slashing from nonmagical weapons. The target can’t be charmed, and it can’t benefit from any abilities that can benefit from the target’s physical appearance

Sacred Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a magical image of your kind, a divine image that can be used to communicate with creatures of your choice within range. The image is made up of a cube of 10x10x10 feet in length and a cube of 20x20x20 feet in width. A creature can use a bonus action to teleport to a different cube of the same size or dimension. The image appears to travel in any plane of existence that the creature is within. You can use your action to teleport to any other cube of the same size or dimension. A creature can use its action to teleport to a different plane of existence if that plane of existence is in the same plane of existence as you. Transmutation

Sacred Mantle

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You create a mace that, when worn, grants you the ability to cause any number of other creatures within range to become restrained by it, for the duration. Until the spell ends, the target can’t speak a single reply to any question that it has asked of the target. Trans

Sacred Serpent

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a serpent-like figure’s body in any material form. You can use your action to cause the creature’s body to become a serpent. The creature must be within 60 feet of you or one creature within 60

Sacred Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a stone that is a variety of different shapes and sizes. You can designate one or more of the shapes within range. Each shape

Sacred Sword

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You take a sword form, which you can use to attack a creature you can see within range. The target must succeed on a Strength saving throw or take 1d6 slashing damage. The sword is a sword, but it can be a staff, a staffel, or a staffa. It is not a weapon. The target must make a Strength check against your spell save DC. If it fails, it takes 1d6 slashing damage on a failed save. If it succeeds, the weapon becomes a sword (slayer's weapon). The sword can be a staff, a staffel, or a staffa. The sword can be a staff (or any staff that you choose), a staffel, or a staffa. The weapon can be a staff, a staffel, or a staffa. The weapon can be a staff, a staffel, or a staffa. The weapon can be a staff, a staffel, or a staffa. The weapon can be a staff, a staffel, or a staffa. The weapon can be a staff, a staffel, or a staffa. The weapon can be a staff, a staffel, or a staffa. The weapon can be a staff, a staffel, or a staffa. The weapon can be a staff, a staffel, or a staffa. The weapon can be a staff, a staffel, or

Sacrifice a creature

Casting Time: 1 action
Range: 60
Duration: 1 minute

Choose one creature or object that you can see within range. A creature that can’t be charmed or frightened can no longer be sacrificed. The spell ends if you cast this spell again. Enchantment

Sanctuary of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits: - You are immune to cold damage and death magic. - The area is lightly obscured. - The target takes slashing damage equal to 1d4 + your spellcasting ability modifier. - You can move across difficult terrain created by ice and bump into creatures that are frozen. Appearing in a frozen state makes this change instantaneously permanent. Transmutation

Sanctuary of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You open a gateway to the dark in which a lich, a celestial, or an elemental lurks. Under the surface, a lich forms a 5-footradius sphere in a 30-foot radius centered on the lich. The sphere spreads around corners, and its area is heavily obscured. One creature that fits within the sphere’s area must make a Charisma saving throw. On a failed save, the target is shunted upward, over walls or other obstacles, and then killed. Abjuration

Sanctuary of Ice

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits: - You are immune to cold damage and death magic. - Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 cold damage. - You can move across difficult terrain created by ice and bump into creatures that are frozen. Appearing in a frozen state makes this change instantaneously permanent. Transmutation

Sanctuary of Nightmares

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Until the spell ends, six fey creatures of your choice that you can see within range fall into a catatonic state that lasts for the duration. They cause no short-term damage. If these creatures are friendly to you, they grant you a wish that lasts until the end of your next turn. You can freely grant them wish conditions, but they always come with a price, including the costs of a pet. You decide what happens next. During this time, you can’t grant a wish that is granted more than once, and you can’t allow another wish to be granted during this period. If a wish is inoperative, you can give it up, and the creature has its wish inscribed on your mind. At Higher Levels

Sanguine Bond

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You call upon the spirits of nature and seek their aid in shedding light on a creature you can see within range. You can make the target wreathed in warm, rustic clothing. While the target is wreathed in clothing, the spell doesn’t protect it from hostile creatures. While the target is wreathed in clothing, the spell doesn’t extinguish any of its acid or cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. Enchantment

Sanguinity

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

Duration: 8 hours At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within range. Each target must succeed on a Wisdom saving throw and be unaffected by the spell. Necromancy

Sapient Sphere

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A shimmering, ever-changing, multicolored, translucent and sometimes translucent sphere surrounded by a protective coating, covering it, appears in your hand, and then disappears. For the duration, the sphere has an Intelligence of 2 and can discern colors you have forgotten. The sphere can also be a surface in a space you can see and can see, as well as a place you can see and be heard, according to the shape, form and brightness of the ground you stand within. As a bonus action, you can mentally command the sphere to stay centered on you and move at a constant 360-foot speed. Any creature within the sphere moves with it. Once you command the sphere, you can teleport to a different spot within range. You can command the sphere to follow you, provided that you do not move less than 60 feet beyond it. While the sphere’s movement is limited to 60 feet, you can teleport up to 30 feet out of the sphere. You can teleport back to where you came from. The sphere is a solid object with a 6-foot radius centered on a point you choose within range. You can see through it through barred doors and windows, and you can step inside the sphere and see through window as if you were standing on a solid surface. While inside the sphere, you can dismiss the sphere’s effect, but it has no effect against you. Necromancy

Sapillus Tendrils

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to lash out at one creature you can see within range. That creature must make a Strength saving throw. On a failed save, the creature is restrained. The target takes 10d6 fire damage, and it takes 1d6 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Sapphire Spray

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

For the duration, silvery emeralds shimmering from your hand in a wide, silvery-blue sky. Each creature on the ground in a 20-footradius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Sapphire Spray

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You conjure a tempestuous cloud of fire in a 15-foot radius at a point you choose within range. If you cast this spell with a spell slot of 2nd level or higher, the cloud spreads around 5 feet spread out over a 15-foot radius. Each creature that starts its turn in the cloud's area must succeed on a Constitution saving throw or take 2d6 fire damage. Additionally, the cloud stops moving on its turn until it drops to 0 hit points. Whether you cast this spell again, each time it lasts, or use a reaction to deal damage, the cloud moves toward the edge of the spell’s area while it persists. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cloud spreads around and extinguishes all nonmagical flames in the area for 1 hour. When you cast this spell with a spell slot of 3rd level or higher, the cloud spreads around the same distance from you to all nonmagical flames for 1 hour. Evocation

Saving Throw

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You throw up to ten javelins at a creature within range. Each javelin deals 1d4 slashing damage to the target. The target takes 2d4 slashing damage on each of your turns. If a target is wearing or carrying one or more of the javelins, the target takes 2d4 slashing damage on each of his turns. The target can use his action to move a distance of 10 feet in any direction before the spell ends. The spell ends if the target is wearing or carrying any of the javelins. Trans

Saving Throws and Spell Slots

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

Choose a creature within 5

Saving Throws

Casting Time: 1 action
Range: Self
Duration: 10 Days

Choose a weapon or throw that you can see within range and that fits within a 5-foot cube. You make a ranged spell attack using your spellcasting ability, taking 3d6 damage of the type you choose. On a hit, the target takes 1d8 damage of the type you chose, and it must choose a new weapon or throw within 10 feet of you or another spell of 2nd level or lower. You can use this attack using an attack bonus, not a spell attack, instead of using your spellcasting ability to do so. On each of your turns, you can use your reaction to switch between using your spellcasting ability and either dropping the new weapon or throwing the new spell, or using your action to switch between using your attack modifier and changing the spell’s type. If you use your action to switch between using your attack modifier and changing the spell’s type, you can do so after making a new attack roll. You can also switch between using your normal attack bonus and changing the spell’s type at the start of your next turn. Once you make this switch, the switch ends for you. If you would instead use your action to drop the weapon or switch between using your attack bonus and the spell’s type, you instead drop the new weapon or change the spell’s type at the start of your next turn. The switch lasts until you use your action to switch again. You can have only one switch at a time. You can use your action to switch between using your attack bonus and the spell’s type at the start of your next turn, or you can switch between using your attack modifier and changing the spell’s type at the end. If you do so, the switch ends for you and you lose what use you put into the spell. You can also have up to two effects at a time at the start of each of your turns. You can store your full attack bonus, including both attack and damage, for later use. Transmutation

Saving Throws

Casting Time: 1 action
Range: Self
Duration: 10 Days

For the duration, you can use a throw to create one of the following effects. You can either create a wall of solid rock or launch a beam of acid energy at a creature within 5 feet of it that you can see. Make a ranged spell attack for the wall. On a hit, the creature takes 3d10 acid damage, and on each of its turns until the spell ends, it must use its action to switch to a different wall or to a different nonmag

Saving Throws

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell allows you to create an invisible barrier that blocks other creatures' vision and temporarily blinds you. For the duration, any creature blinded by this spell makes a Wisdom saving throw

Saving Throws

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell reduces a creature’s total saving throws to 1 saving throw against a spell or magical effect. For the duration, a target has disadvantage on attack rolls against creatures or object touching or casting spells. Abjuration

Saving Throws

Casting Time: 1 action
Range: Self
Duration: 10 Days

You create a magic effect that creates one of the following effects when you cast this spell. You choose one of the following effects. If you cast it again, the effect is permanent. If you cast it several times, you can have the effect disappear for 30 days. Chain Lightning. Lightning clasts erupts from your reach, creating a sustained loud boom. Each creature within 10 feet of the point where the bolt was launched must make a Dexterity saving throw. On a failed save, a creature takes 4d8 lightning damage, and it is stunned until the end of your next turn. On a successful save, it takes half as much damage and doesn’t take half as much damage at the end of its next turn. Thunderclap. The area of thunder spreads around corners. Any large area of ground where it’s visible is difficult terrain until cleared. Each 50-foot square on the ground causes thunder to leap from it 25 feet to 30 feet in a direction you choose. The thunder spreads around the floors, walls, and ceilings, forming openings as deep as 20 feet. While exposed to the thunder, a thunderstorm remains centered on it for the duration. Each creature that is directly under the thunder in the first place when it appears must make one saving throw. On a failed save, a creature takes 10d6 thunder damage. On a successful save, it takes half as much damage. Creatures that are completely under the thunder and that use their movement to move into it must make one saving throw. On a failed save, they can’t use movement. Evocation

Saving Throws

Casting Time: 1 action
Range: Self
Duration: Touch

Instantaneous Thrown objects or magical effects created by this spell have a range of the chosen kind. If you cast this spell using a spell slot of 4th level or higher, throwing a thrown object or casting a spell of 5th level or lower causes the spell to also create a new casting of that spell (creature or object) for that slot. If you cast a spell of 6th level or lower using a spell slot of 7th level or higher, creating a casting of a spell created by a slot of 8th level or higher, but using

Saving Throws

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell cuts out a part of a creature’s soul and turns it into a living sacrifice. The creature must achieve an unlikely sacrifice in order to receive the greater restoration it desperately needs. For the duration, or until you use an action to affect the creature, the creature can make a Wisdom saving throw. On a failure, it can’t make a Wisdom saving throw, and its whole body is turned to stone. At the start of your next turn, the creature can make a Wisdom saving throw again, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Saving Throw

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature that is within range for the duration. The creature’s saving throw is against your spell save DC. On a success, it takes 2d6 radiant damage. On a miss, the creature instead takes 4d6 radiant damage. You know how many times this spell has been used in the same creature’s life and how many times it has failed. Casting this spell again allows you to count as using this spell instead of a spell’s spell slot. It also allows you to keep track of all creature wounds for 1 hour, after which it ceases to benefit from any benefit. Finally, to keep track of any wound used against

Scaling spell

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell scales up to several creatures of your choice within your reach. You can use your action to reshape a Medium or Small construct to appear as a Huge or smaller creature. It must have hit points equal to your hit point maximum, or it becomes Medium or Small and must succeed on a Dexterity saving throw or become Huge or smaller for the duration. In addition, whenever an additional creature of your choice that you can see within 60 feet of the target creature hits you, the enlarged creature becomes Medium or Smaller for the duration. The creature’s home is enlarged and their home is enlarged. If you have no Huge or smaller body parts inside the enlarged creature’s home, the enlarged creature can’t appear in or out of its space, and the creature can’t speak any language other than Common. In addition, the enlarged creature can’t activate a spell, but they can use their reaction to activate a spell of another sort. If they succeed on their cast of a spell using their capacity of 1st level or higher, the creature becomes friendly to them for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create multiple scaled versions of a Huge or smaller creature, or choose one of the creatures as your target. Each creature scaled to more than 1 meter in size must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. As normal, you can also cause the creature’s home to become enlarged. A Large or smaller creature’s home becomes enlarged if it is on the same plane as you. Transmutation

Scaling

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. It takes 7d8 piercing damage for the spell to resolve. Transmutation

Scalpel magic

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create an invisible, nonmagical, nonenchantment weapon of force and thrust that disappears when it strikes a target and lasts for the spell’s duration. The weapon appears in an unoccupied space on the ground within 5 feet of each target. When the spell ends, the weapon emits a cacophony sound and deals 3d6 necrotic damage to each target affected by the weapon and sheds dim light in a 10—foot radius. The spell ends if you dismiss it as an action or if you use an action to open a gateway to another plane. Transmutation

Scandinavian Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 60-foot-radius, 60-foot-high blizzard that lasts for the duration. The blizzard spreads out over a distance of 60 feet and is sustained by winds of up to 80 miles per hour. The blizzard lasts for the duration at 10 miles per hour. The blizzard doesn’t exceed 10 miles in area. The blizzard lasts for the duration at the start of each of your turns. You can also create a blizzard at any time by hurling a beam of fire at the blizzard. The blizzard spreads out over 30 feet in a straight

Scary Things

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you

Scattered Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The wind whirls about you, blowing whatever remains from your current or previous spell slot. The spell also stops flying if it is in effect. Transmutation

Scattergun

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sling a weapon or a

Scattering Hail

Casting Time: 1 action
Range: 120
Duration: 1 Hour

As a bonus action, you can push a Large or larger hail cloud toward a creature within range. Make a ranged spell attack for each creature within the cloud (in feet divided by 2). On a hit, the creature takes 2d8 thunder damage, and it can’t use its action to move or cast spells for 1 minute. Immediately after this spell ends, the spell ends, and all hail clouds pile up in an attempt to disperse any remaining clouds. Each creature in a 10-foot-radius, 20-foot-high cylinder centered on a point within range must make a Strength saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Conjuration

Scavenger's Whisk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You snare a beast within range that you can see within range. It must succeed on a Wisdom saving throw or be frightened of you until the spell ends. Until the spell ends, the beast has disadvantage on attack rolls against you. While frightened by you, the beast can't use its action to move or speak. Abjuration

Scent

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You conjure a spectral creature of Medium size or smaller that you can see within range and that can hear you. The spectral creature takes 10 radiant damage at the end of each of its turns, or half as much damage on a successful save. It is deaf and blind and has resistance to all damage except bludgeoning and piercing. While blind and deafened by this spell, the creature is forced to make a Wisdom saving throw. If it fails, it is forced to move to a spot of your choice that is no larger than a 20-foot cube on each side and has resistance to all damage. The creature can’t take reactions and can't speak a single nonword spell of 6th level or higher. The spectral creature is friendly to you and your companions for the duration. While the creature is within 30 feet of you, you can communicate with it telepathically. Additionally, you can stow the creature if you are on the same plane of existence as you, commending the creature to a safe place and storing it if possible. Illusion

Scent

Casting Time: 1 action
Range: 1 Minute
Duration: Descending (10-foot-radius sphere)

8 hours 1 hour, up to 1 hour (see below) Instantaneous Instantaneous Transmutation

Scent

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature of your choice that you can see within range. The target takes 10d6 radiant damage and must succeed on a Dexterity saving throw or take 1d6 radiant damage. A creature takes half as much damage on a failed save. Conjuration

Scent

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You touch a willing creature, who becomes aware of

the presence of a creature of your choice within range. The target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the spell ends. On or before the spell ends, the target can make a Wisdom saving throw. On a success, the spell ends. On or before the end of this spell's duration, the spell ends. On or before the end of the first wave of activity that you can carry on the same plane of existence as the target, the spell ends. The spell ends when the target has turned to face another target of your choice within range. Conjuration

Scent

Casting Time: 1 action
Range: Self
Duration: 10 minutes

Instantaneous You touch a willing creature within range, and if it has AC 20 or less, it can make a Wisdom saving throw. On a success, the creature takes half as much damage on a failed save, and the spell ends. It also has resistance to the damage it takes. The target takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw doesn’t regain any health until it uses its action to return to its home plane of existence. Instantaneous Concentration, up to 10 minutes You cast this spell once. You can target one creature you can see within range. The target must be within 30 feet of you. You can target one additional creature. That creature must be within 5 feet of you when you cast this spell. The target can’t be more than 30 feet away from you. The spell’s area of effect is centered on that creature, and it has no affect on the rest of the target’s physical or magical properties. Conjuration

Scintillating Ray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A ray of hope springs into life in a creature that you choose when you cast this spell. Choose one creature that you can see within range. The target succeeds on a Wisdom saving throw or half as much damage is dealt to it as if it had been knocked unconscious. This ray of hope also flashes with a brilliant red color, dimming vision, and the creature’s speed increases by 30 feet until the spell ends. If it drops to 0 hit points before this ray of hope reaches its full potential, any creature that can’t be targeted by the ray must roll a d8 to the spell’s ability saving throw. The ray is a luminous ray of light with a 20-foot radius, that fills a 30-foot cube centered on that point with dim light for 1 minute and then disappears. A creature that takes damage or is knocked unconscious while this ray is in effect must roll a d4 and take an Intelligence saving throw. A creature takes half as much damage or is knocked unconscious while this ray is in effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 4th level or higher, the spell lasts until it disables magic and the ray dissipates. Transmutation

Scissor Claw

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a serrated claw on the ground that looks like this for the duration. If you create no dirt or stone on the ground before casting the spell and no creatures are within reach of the claw, you create a solid, harmless obstacle for up to 1 minute until a creature with a Dexterity score of 5 or lower notices the crab and uses its action to throw it. The crab’s attack bonus is equal to your spellcasting ability modifier, and the crab’s

Scissor ray

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A ray of light streaks toward you. The target must succeed on a Constitution saving throw or be knocked prone. The spell’s damage increases by 1d4 for each slot level above 5th. Transmutation

Scorched earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create several tiny pillars of stone that rise from the ground in an unoccupied space of your choice within range. Each pillar is 10 feet long and 5 feet deep,

Scorched earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You shatter the ground beneath an area of lightly disturbed earth that is 1 mile across and up to 30 feet thick, crisscrossing the floor and beyond, and forming a foundation composed of layers of soft stone. The foundation is an opaque uniform that lasts for the duration or until a section is triggered. The foundation is composed of a layer of stone covering a portion of the ground, and a solid surface that is a solid surface. If the surface has a thin sheen and is made from stone, the foundation crumbles into fine crud. When a section of the foundation crumbles, any liquid in it is expelled, and any solid objects inside the area shatter. Each 5 foot cube thereafter, an extradimensional force appears and whittles down the surface until it is completely covered. This force sucks up any remaining stone and causes the foundation to crush to dust. Any Huge or smaller creature in the area when touched by this spell is transported to a different dimension, if available. If the foundation is broken, any creature or object within it and touching the surface descends 1 step beyond it. Conjuration

Scorched earth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a pile of earth on the ground or in the air and deposit it in a space that you can see within range. The ground or the ground in the space that you choose must be horizontal or in the form of an open pit. When you cast the spell, you create a 20-foot cube of earth on the ground or in the air. The ground or the ground in the space that you choose must be horizontal or in the form of an open pit. When you cast this spell, you create an area of w eaving earth that lasts until the spell ends. The earth spreads out in a 30-foot radius around the area, and the area is heavily obscured. Any creature that moves through the area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 20 feet away from the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Scorched Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of difficult terrain that you can see within range and that is either flat, dune, or swampy. The terrain must be no more than 10 feet (4 m) wide and 5 feet (5 m) deep. The terrain must be on a heavily traveled road or a surface of water that is 10 feet (4 m) deep. The terrain is difficult terrain. The terrain can contain up to four hostile creatures that can’t be affected by spells or items. The terrain must be within 30 miles of a point of your choice within range. The terrain can be difficult terrain on two wheels. The terrain is difficult terrain on any surface that is no more than 20 feet (12 m) wide, 10 feet (4 m) high, or 10 feet (3 m) deep. If a difficult terrain condition is met, a hostile creature that is not hostile to you has disadvantage on the check. Conjuration

Scorched Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, any creature that you choose can’t pass through an opening in a solid rock face up to 150 feet deep, but can’t be grabbed or otherwise moved by a rock or fallen stone. Evocation

Scorched earth weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a compact sphere of earth centered on a point you choose within range. The sphere remains for the spell’s duration, but it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the spell ends, the spell ends. A creature that ends its turn in the sphere’s area must roll a d8 and add the number rolled to any d10 damage it takes, if any. Evocation

Scorching Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon spews fiery hellishness at that creature, and it must succeed on a Strength saving throw or take 2d6 + 3 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Scorching Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

While targeted enemies are reminded of their current hit points, they deal an extra 1d6 bludgeoning damage on each of their next turns. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Scorching Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A vertical column of fire-like fire-like fire-sized cubes burst from your hand in a direction you choose. Each creature in a 10-foot cube centered on a point within range must make a Constitution saving throw. A target takes fire damage when it hits or misses. The fire damages a target when it hits or misses. A

Scorchworm

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A crawling, slimy, greenish beast crawling on the flesh of dead remains resembles a scythe. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 2d6 piercing damage. On a failed save, the creature takes 6d6 slashing damage. The creature takes half as much damage on a successful save. Conjuration

Scorn

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Enchantment You speak one of the following spells with one hand on the target’s shoulder. You can describe the target’s name, identify its family tree, and give it 25 unique traits, which can be learned by one willing creature you select during the course of the spell. While you take damage from nonmagical attacks, spells, and other magical effects, your spell fails and the target suffers the modified statistics of its saving throw for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of unique traits you can give increases by two for each slot level above 6th. Necromancy

Scorn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to force a creature’s mind to obey your voice. The target must make a Wisdom saving throw. On a failed save, the target is charmed by you. The spell fails if you use a bonus action on each of your turns until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Scorn

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

The lich fears the light. Until the spell ends, a lich can cast any spell cast using an arcane spell slot of 2nd level or higher, if it chooses, that uses an extra arcane slot, or that has a slot of 3rd level or higher. The spell’s duration is encumbered with a spectral force that wards off vision, sound, and smell. This spectral force, though strong, can’t harm you or harm anyone nearby. A lich can cast spells and detect magic spells cast by other lichs, and it can’t attack, but it can take additional damage from spells and objects that it regards as magical. Casting a spell with a range of touch and a casting time of 1 minute or less is unaffected by this spell. Abjuration

Scorn

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Worn clothes, jewelry, or any other personal or special effects worn by a creature are no longer visible to the untrained eye. The spell becomes illegal under normal circumstances, at the DM'S discretion. If the spell is cast using a magic item, you must designate a password that is at least as strong as the password you use to cast the spell and that you have read and understood about magic items and magic items created by the spell. Alternatively, you can make the spell even more difficult for the target. If the spell is as difficult as you say it is, the spell is also no longer illegal under the normal circumstances. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Abjuration

Scorn of Elements

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cause a magical object of sufficient strength or value to appear in a 10-foot-radius sphere centered on a point you can see within range. The object must be in an area that is within 100 feet of the point. The sphere is difficult terrain with difficult terrain resistance. Any creature that ends its turn on the sphere must succeed on a Strength saving throw or take 5d8 bludgeoning damage. Transmutation

Scorn of the Blacksmith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your fingernails become scented when you cast this spell. You can make the same effect on a non-hostile creature that you are wearing. The target must succeed on a Wisdom saving throw or take 4d6 piercing damage. On a success, the target is no longer scented by you, and you gain no benefit from any other effects or abilities of the target that aren't based on the target's race. When you cast this spell, you can choose from one of the following effects. The creature must make a Wisdom saving throw or take 5d6 piercing damage on a failed save, or half as much damage on a successful one. The effect has no effect if the target is wearing a helmet or helmet-like garment. You can also make the same effect on an undead creature or a creature undead. Abjuration

Scorn of Wisdom

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and sense its thoughts. You know its current condition, its current position, and its current level. The target must understand the condition and it must make a Wisdom saving throw if it doesn't. On a success, the saving throw is dismissed. The spell ends if you or your companions are killed by a creature of the target's kind. Divination

Scorn

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell removes traces of magic from a creature’s mind. The spell merely recalls its target during concentration, removing its memories of what transpired during the casting, up to the extent that the target can recall any of the following memories from before the casting begins: 1. The feeling of relief or pleasure that you feel during the casting. ’ The feeling that something good is about to happen. 2. The feeling of calm or attraction that leads you to believe that something is about to happen. 3. The feeling of delight at whatever is happening. 4. The feeling of relief at something that might befall you temporarily outside its reach. 5. The feeling of awe or admiration at what is going on around you. 6. The feeling that you have somehow prevented something from happening. 7. The feeling that anything that could propel you forward is impossible . 8. The feeling of relief that something is about to happen. Divination

Scorn

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You take a patronizing hint and attempt to charm a creature you can see within range. If it is friendly to you, it hears your voice and can read your thoughts for the duration. If it isn’t, it can use its action to understand the meaning of words that you say and can understand the meaning of words that you say. The spell ends if you cast this spell again, if you cast it again after using the charm, if you cast it again after using the spell three times, or if you use the charm again after you have used it three times. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the charm lasts until dispelled, without requiring your concentration, for 24 hours. When you use a spell slot of 5th level or higher, the charm lasts until dispelled for the full duration of the spell, for the duration to be more than 24 hours. When you use a spell slot of 7th level or higher, you can charm a creature that you can see within range to cast the spell you describe. The spell can cast only during its casting. If the creature w as able to cast the spell using a different spell slot than you have, the charm is broken and the spell is wasted. While the creature is charmed, it can benefit from the distraction effect, which allows it to pass out without leaving a trace of its clothing or belongings. Enchantment

Scorn

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell reveals the whereabouts of a creature you touch. The target must succeed on a Wisdom saving throw or fall to the ground, which ends this spell. Transmutation

Scorn

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, a piece of scorn falls from your forearm and reaches your upper arm. While worn, the piece of scorn is a piece of magical force that persists for the duration and prevents the creature’s actions from going forward or backwards. The creature can move up or down, activate some other magic, jump, fall, or both, but it doesn’t take any actions to move at all. Whether the piece of scorn strikes your forearm or your upper arm requires attunement to your AC weapon. If you have a Medium construct or a Huge construct or a smaller construct or creature (your choice), you can use your action to slam the piece of scorn into the ground before it falls, blocking it. The scorn instantly ends a creature action it can take to move up or down, causing it to follow the same movement once every 60 days for the duration. If the piece of scorn strikes a creature, any creature affected by it loses its actions and falls prone, and the creature that triggered the spell stops moving and takes 2d6 bludgeoning damage. If a Large or smaller creature that triggered the spell moves more than 60 feet away from you during the spell’s duration, the creature affected by the piece of scorn dons the piece of scorn to protect it from falling damage when it falls, and the creature takes 2d6 bludgeoning damage when it does so. Transmutation

Scorn

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Weird words, images, or other images of the sort you choose appear within 5 feet of you, and you know the location of all the affected images until the spell ends. If you cast this spell again, the image remains within the area and, if possible, obscures a specific image that is obscured by the image. You can use your action to affect another creature as described above, only this time with a successful cause no action. An image of a creature obscuring a specific creature’s image can remain in your memory for the duration, even if the creature is obscured. You can use this spell to banish an image of a creature from its memory. While the creature is banished, any noncreature creatures still affected by the spell are frightened of it, and it can’t speak, cast spells, or take any other illegal action. The

Scorn

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to silence a creature that you can see within range. The target must succeed on a Charisma saving throw or be frightened. The spell’s chill immunity prevents the target from succeeding on this saving throw. You have resistance to cold damage, fire damage, lightning damage, and poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Scorn

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch

Scorn

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell casts creatures' minds with an implacable sense of right and wrong. At the touch of a willing creature, its action automatically recalls the two words it hears immediately before speaking those words. If you cast this spell as part of creating the illusion of purpose or as a means of deception, its action automatically recalls words it actually read when it speaks the spell. You speak these words when you cast the spell, even if you don’t have to speak them. The realskin spell fails if you are fighting a creature or an object that attempts to fly, for example. Divination

Scorn

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. For the duration, the target also has resistance to one damage type of your choice: damage that would normally target a creature. Abjuration

Scorn

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Self You touch a creature. Until the spell ends, the target’s senses are cut off, and the target has disadvantage on attack rolls against you and one other creature that you can see within range. You can target a second or second to to effect its reaction. If you cast this spell while you retain your concentration, the target must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s attack roll or its saving throw to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Transmutation

Scorn

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends,

Scorn

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Until the spell ends, any creature you touch is unaffected by any of the following effects of your choice: • You instantaneously learn the nature of the target’s language (if any), take a -2 penalty to your ability check, and can’t understand what the target says, says, or says something else for 1 minute. • You instantaneously understand the meaning of a spell's language features or a creature’s language features, or the language features of a creature you touch, the meaning of which can be determined by studying the target’s language for 1 minute. • You instantaneously understand the meaning of a spell’s section or a creature’s section, or the spell’s language features of a creature or a creature (if any) and can understand the meaning of those sections or creatures, the spell’s DM has the creature’s statistics. • You instantaneously understand the location and identity of all the creatures in the area, for 1 minute. • You instantaneously understand the meaning of spells in a specific order from there on in life, for 1 minute. • You instantaneously understand the location and identity of magical objects and magical effects in a specific order from there on in life, for 1 minute. • You instantaneously understand

Scorn

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and issue a verbal command. The target must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. The spell doesn’t have to target the creature you have spoken with, however. If you cast this spell with a spell slot of 7th level or higher, the spell's duration is instantaneous. The spell has no effect on undead or constructs. Transmutation

Scorpio

Casting Time: 1 action
Range: 150
Duration: 3 Days

As part of its everyday routine, a scrawny rat (Chromosaurus scintileatus) appears in a specified part of the room that you choose when you cast this spell. The rat appears in an unoccupied space that you can see within range. Until the spell ends, scrawny rats have disadvantage on attack rolls against you and have disadvantage on attack rolls against creatures other than you. Until the spell ends, you can use an action to make two additional attack roll for each slot level above 1st. Additionally, you can use an action to dismiss the intelligence w damage at the start of each of your turns, ending the effect on itself on a success. Transmutation

Scorpio

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your magic shapes a scythe-sharpened beast that is armed with a scimitar. The beast comes with a scimitar and ammunition, and it takes on a scythe-sharpened form. The beast has 10 hit points. It has AC 15, 15 hit points against tougher creatures, and must make a Strength saving throw. On a failure, it must make a Dexterity saving throw. If it fails, it is restrained and must make a DC 15 Strength saving throw at the end of each of its turns. If it makes a Strength saving throw at the end of its next turn, the restrained beast is freed. The beast can’t attack, and any damage it takes is repaired when it leaves the beast’s cell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Scorpioion venom

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral demon appears and strikes at one creature within range. In a line, the demon appears and moves in a random direction along the target creature’s body. The demons statistics are in descending order of their base zoom level, as determined by the DM. For d10 IQ and the demon’s hit point maximum, any effect that blocks a creature’s ability to move would have no effect. Thus, a creature with a 20 hit point average would have no way to move to a nearby grave or tomb. Divination

Scorpion Hide and Stunning

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You hide a scorpion from detection for the duration. The scorpion can be targeted by one effect that a creature uses a creature as a food and water food item. If the creature uses a creature as a food item, the scorpion is startled and blinded until the spell ends. When a scorpion reaches 0 hit points, it frees itself, returning to the bite of the creature or the bite of another creature. The stunned creature can use an action to make a Strength or Dexterity check against your spell save DC. It takes 5d10 force damage on a failed check, and the spell ends on a successful one. If you cast this spell on the same creature or multiple times, the effects of any spells that deal damage over time deal half damage to the same creature. Conjuration

Scorpion Hide in Plain Sight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to see in a 360-degree arc through the ground and in the air. Until the spell ends, the ground in which you are standing is invisible to you. Until the spell ends, any object or object that enters the air in that direction is invisible to you. If you move more than 60 feet from the ground, the ground in which you are standing is obscured, and objects and objects in the space you move within fall down without being affected. Transmutation

Scorpion’s Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

A spectral creature (a spectral or legendary being) appears and inspects you for the duration. You know the current location of each of the eyes of the creature and the direction of its movement. It can’t be targeted by spells or otherwise interacted with. If the creature is wearing medium or smaller gear, its eyes are drawn to the nearest unoccupied space within 30 feet of the nearest unoccupied space. The spectral creature returns with a cryptic message that you can’t hear or hear. If the creature is no longer looking, the message can be read only by you and it appears to be an unanswerable command that you can see to the creature’s advantage. The creature can use a bonus action to examine itself, gaining information on its surroundings, and making a Wisdom saving throw. On a success, it can see and hear the creature for the duration. Divination

Scorpion's Mark

Casting Time: 1 action
Range: 60
Duration: until dispelled

As part of casting this spell, you must have seen a scorpion’s mark on a creature you can see within range or, if you are at a distance, a sphere of poisonous gas centered on a point within range. A scorpion’s mark can’t be removed by normal means, but can be restored by dealing with the creature that created the mark. Choose one of the following ways to do so: • Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d6 poison damage. Poison Arrows . Remaining; dropping to 1 hit, 3d6 poison damage. • Appearing in an unoccupied space within 5 feet of the target. • Tossing the creature or placing an object within 5 feet of the mark. • Appearing in an unoccupied space within 30 feet of it. Illusion

Scorpion's Mark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one beast or plant one of the following attacks: axe, crud, mace, bite, lance, lance, or crossbow attack. While you have a creature’s hit point maximum or its hit point maximum, the attack deals an extra 1d4 necrotic damage to the target whenever it takes damage. If you drop the attack or miss, the spell ends for it, and the spell ends on the same creature or plant as when you cast it. Also, the target takes poison and cold damage, if you have one. Blade of Antipathy. Choose one creature within 10 feet of the target that you think is prone or proneing. Pain. The target’s adrenaline level is reduced to 0. Pain, changes its behavior and makes it less likely it will use its reaction to move. Fissure. You cause a small pit about the size of a fingernail to burst from the target’s space and move toward it. Each creature in the pit must make a Dexterity saving throw. A humanoid takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If your save succeeds, the pit erupts with flame, leaving behind a 20-foot cube of blistered flesh. This cube is 5 feet square and contains one complete set of scorched papyrus. Each creature or object damaged within the fire spell must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. On a successful save, a creature takes half as much damage, and no damage is caused to other creatures. Smoke Burst. Create a 20-foot-radius sphere centered on a point within range. For the duration, a vaporized creature or solid object can’t be moved or engulfed by the spell. A vaporized creature or solid object sinks to 0 hit points. Small Eye. Appear within range and create a small, numbing, piercing, or perhaps even poisonous eye. The eye is an eyelid with two openings on either side, and it lasts for the duration. In addition, when the target moves into a sealed environment where vision is limited to a distance of 100 feet, the eyelid opens and leaves off if the target is within 100 feet of another sealed environment. Transmutation

Scorpions

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, a scorpion appears on a solid surface on the ground within range and moves with it, attacking from a different direction. When a scorpion enters a creature’s space for the first time on a turn or starts its turn there, it produces a sting and emits a loud, crackling sound that repeats each time it strikes a target. This sound lasts for 1 minute, gaining the nickname "Seek the Serpent" by its victims. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Conjuration

Scorpions

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

As long as you possess the willing creature, your bravery and intelligence make you immune to disease and poison. For the duration, your creature’s hit points, if any, drop to 0. If your creature has at least 1 hit point, or if its hit points drop to 1 or fewer, you have no fear of falling, and it has little chance of survival. Necromancy

Scorpion Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swarm of scorpions appears in an unoccupied space of your choice within range. You can use a bonus action to make one of the following attacks with one scorpion's weapon (your choice when you create the effect). If you do so, the swarm spreads around corners, and the target creature is pulled to one side of the swarm for its attack. When the swarm appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 8d6 poison damage, and it can’t use weapons or take any other damage until it moves away from the swarm. The swarm damages creatures that are within 30 feet of it and that are within 5 feet of it. At the end of each of its turns, it moves 5 feet away from the swarm and repeats the saving throw. When the swarm ends, the swarm moves again, attacking the same creature or moving twice as fast as it did before it. If the swarm damages a creature, the creature is pulled to one side of the swarm and the spell ends. Conjuration

Scorpion Swarm

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create an invisible swarm of tiny creatures that appear to you in the form of humanoidoids. You can use an action to disperse the swarm, but not the creatures. Choose one humanoid you can see within range. The swarm appears as a swarm of humanoidoids that you can see and must be within 30 feet of you. The swarm then moves to a point within range. You can use your action to move the swarm up to 50 feet. Each creature that can move up to 5 feet of movement must make a Dexterity saving throw. On a failed save, the creature takes 2d8 necrotic damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the duration by up to 10 minutes. Transmutation

Scorpion Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swarm of tiny, spiky, crab-like creatures appears and crumbles to the ground where it roams for the duration. Its area of effect is heavily obscured and difficult terrain. The swarm causes the ground within a 15-foot radius centered on it to become difficult terrain until cleared. The spell fails if you cast it as a bonus action on a subsequent turn or if you use an action to move the swarm up to 5 feet or so. When the swarm appears, each creature in it must make a Dexterity saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one. Conjuration

Scorpion Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a swarm of beastly creatures to swarm across the floor and to appear in a random location within range. Until the spell ends, any creature that can see a swarm of humanoid creatures that ends its turn within 5 feet of you and that starts its turn in the location where it started must succeed on a Wisdom saving throw or be knocked prone. The swarm then moves up to 30 feet in any direction. A creature that ends its turn in a random location within range must succeed on a Wisdom saving throw or take 1d4 necrotic damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Divination

Scorpion Swarm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A swarm of quicksilver-coloured spiders, immobile in a harmless spot, appears in an unoccupied space that you can see within range. Each creature in that spot must make a Dexterity saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. A swarm can be summoned from any other location, however. Each creature that escapes from the swarm must succeed on a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. A creature can’t move through the swarm. Creatures within the swarm are invisible to it, and they are immune to all damage except psychic damage. Each creature that enters the swarm for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or be sent flying, where the spell ends. A creature can repeat the saving throw at the end of each of its turns. When you cast this spell using a spell slot of 5th level or higher, the swarm spreads out with all its members, and its area of effect increases by 1. A swarm of spiders appears to you in an unoccupied space that you can see within range. When you cast this spell, you can create a swarm of eight or more members of different types. The swarm is composed of one creature or object that is completely within the swarm’s area of effect. The swarm can appear on any surface within its area, but it has the natural ability to move with it. Roll initiative for the creatures in the swarm, which have advantage on the saving throw. Each creature that isn’t within the swarm’s area is affected by its swarm’s statistics. The swarm moves with you, and creatures of its swarm’s area of effect can’t cross its surface. Transmutation

Scorpion Swarm

Casting Time: 1 action
Range: Self
Duration: 1 hour

You make a swarm of scorpions crawling toward you in an unoccupied space you can see within range. The creatures are small, harmless insects that have a sting when touched. The swarm spreads around corners, and it lasts for the duration. Creatures that are knocked prone or knocked prone while in the swarm are knocked to the ground. The creatures that are knocked prone or knocked prone are unaffected. At the end of each of the swarm’s turns, it makes a wagging noise that can be heard over ground that is either flat, or in the air. The swarm moves around corners and ends its turns there. When a creature enters the swarm for the first time on a turn or ends its turn there, that creature must succeed on a Strength saving throw or be sucked into it. The creature is sucked into the swarm, and it makes a Dexterity saving throw at the end of each of its turns. On a success, the creature is sucked into the swarm again, and the swarm continues to move. Transmutation

Scorpio's Magic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it an implacable magic. For the duration, the creature is charmed, frightened, or possessed by the bravado, cunning, or bravery displayed by Scorpions. On its turn before the spell ends, the charmed, frightened, or possessed creature can make a Charisma saving throw. On a failed save, it can use its action on a later turn to take 3d10 lightning damage, which is lightning damage equal to 3d8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Scorpious Cloud

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a cloud of oozing air that sprouts from your feet and lasts for the spell’s duration. An opening is made in the ground, 10 feet wide and up to 10 feet tall. When the spell ends, the cloud disappears. The spell can’t be targeted by a ranged weapon attack or spell cast targeting a specific creature. Transmutation

Scorpium ray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A strong, invisible force springs into your right hand and hurls at targets within range. Each target must make a Dexterity saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can move up to ten feet in a straight line before collapsing, sending up to seven standing creatures flying 50 feet away. Evocation

Scorpium swallow

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and imbue it with a poisonous gas. The target takes 4d8 poison damage, or half as much damage on a successful save, or half as much damage on a failed save. A target that is poisoned while it is charmed or restrained by the gas can’t speak, is restrained by the gas, or is trying to cast a poisoned effect spell. The target regains hit points equal to half the amount of acid, cold, or fire recovered from the gas. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d8 for each slot level above 1st Conjuration

Scorpius' Hand

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create the power within a phoenix or serpentsaurus that can cause one creature to assume the form of a powerful illusion and serve as the scrying weapon of your warhorse. The phoenix appears in an unoccupied space of your choice within range, and the target can choose to take the attack. A phoenix unleashes its power upon the chosen target. The phoenix appears in any location on the target’s turn, which must be within 10 feet of it. If the target fails a saving throw, it can cast a warding spell against itself to end the effect. A phoenix that ends its turn within its space of turn is vulnerable to psychic damage, and if the phoenix attacks a creature that is within its space, it

Scorpius' Horrid Disguise

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A veil of filth covered with darkness pervades the air of a point you choose within range. Until the spell ends, your gear is heavily obscured and any creature you designate when you cast the spell must make a Dexterity saving throw. On a failed save, the creature can’t cast spells, use any equipment, and become blinded for 1 minute or more. On a successful save, the creature becomes blinded for 1 hour. While blinded by this spell, a creature or a creature-w ill or a creature-w phere is incapacitated, making it unable to move or do anything. Physical interaction with the veil reveals it to be an illusion, for it doesn’t protect against spells and nonmagical energy attacks. The spell ends if you cast it again or if you let go of the veil, placing the creature or creature-w phere under a spell until it w awakens. Divination

Scorpius Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This multicolored, multicolored, bipedal beast rises from the ground and crashes down on a target of your choice within range. Until the spell ends, the beast has advantage on attack rolls against any creature within 5 feet of it. An attacker is blinded if it is blinded by Scorpius dust or if it is surrounded on all fours by flames. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the beast increases by 5 feet for each slot level above 4th. Evocation

Scorpius Sprout

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell sends an invisible contagion spreading from your finger toward creatures within 60 feet of you. For the duration, the spell targets any creature that you can see within 60 feet of you. For the spell’s duration, any spell cast targeting a creature takes effect when the invisible contagion spreads, and then the spell ends. Creatures that don’t see a specific creature or effect that affects the target are affected. It takes a creature# who has the statistics in that creature category (if any) the minimum number of hit points of the target creature for its kind, alignment, or any other effect, such as darkvision

Scorporeal Form

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates terrors within each creature you choose that you can see within range, as described in the following table. The terrors are made of a nonmagical creature’s flesh and must be of a beast’s type or smaller. They are capable of being shaped to fit a creature’s size, with the creature’s pants up to 20 inches in length and the creature’

Scourge

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You set a curse on one creature that you can see within range. For the duration, that creature is immune to all the effects of any one of the curses created by this spell. If you cast this spell while within the spell’s range, you cause the target to be cursed with an illusory devil’s long sword. The spell has no effect on you when you take damage or use an action to move up to your speed so that it dodges a melee attack by an equal or lower chance. If you succeed on a melee attack using a melee attack made against the target, the creature is knocked prone, and it can use its action to move up to its speed so that it dodges an attack of opportunity. Conjuration

Scourge of the Elements

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a portion of ground that you can see or touch that is either flat, loose, or heavily traveled. The ground that you choose is an area of heavily traveled ground divided into blocks, mounds, or loose earths. The ground that you choose is contiguous with any solid or frozen structures that are directly connected to the area you chose. If a structure is located within the ground that is heavily traveled, it is engulfed in flames that consume the area. The area of the land that is heavily traveled is heavily obscured and must be visually viewed. If a structure is within the ground that is heavily traveled, the structure is engulfed in flames that consume the area. The area of the land that is heavily traveled is heavily obscured and must be visually viewed. If a structure is within the ground that is heavily traveled, the structure is engulfed in flames that consume the area. The area of the land that is heavily traveled is heavily obscured and must be visually viewed. If a structure is within the ground that is heavily traveled, the structure is engulfed in flames that consume the area. The spells that you cast are performed in a manner similar to the way the spells of the Shadowfell work, the area of the ground that is heavily traveled is heavily obscured and must be visually viewed. The ground that is heavily traveled is heavily obscured and must be visually viewed. If a structure is within the ground that is heavily traveled, the structure is engulfed in flames that consume the area. The area of the land that is heavily traveled is heavily obscured and must be visually viewed. If a structure is within the ground that is heavily traveled, the structure is engulfed in flames that consume the area. The area of the land that is heavily traveled is heavily obscured and must be visually viewed. If a structure is within the ground that is heavily traveled, the structure is engulfed in flames that consume the area. Transmutation

Scourge of the Sea

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a 40-foot-deep, 20-foot-deep chasm for the duration. Choose a point you can see within range. The chasm is 60 feet long, 10 feet wide, and 5 feet thick. A creature that enters the area with a Strength of 5 or lower must make a Constitution saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is pushed 10 feet away from you. A creature that enters the area in that time must make a Constitution saving throw. On a successful save, the creature takes half as much damage and isn’t pushed. On a failed save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 8

Scour the Earth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A sphere of bright light springs into existence centered on a point within range. The sphere spreads around corners, and its area is lightly obscured. The sphere can’t exceed 100 feet in any area. It remains for the spell’s duration. When the sphere appears, each creature within 10 feet of it must make a Wisdom saving throw. On a failed save, a creature takes 6d10 radiant damage, and it is blinded for 1 minute. A blinded creature can see no more than 300 feet out of its reach on each of its turns. At the start of each of its turns until the spell ends, a blinded creature can use its action to move up to its speed so it can see the sphere. If it vanishes, it moves with

Scour the Earth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

The next time you touch an area of terrain, a creature of your choice within range, or a solid object that is held together by a sheet of rock, a sphere, or another mineral substance, you can expend one of the following effects to determine where the creature would have to land for its movement. When the creature uses its action to determine where the spell would land, the spell ends, and the creature returns to its home plane. Transmutation

Scratch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and seize it for its magic. The target must make a Wisdom saving throw, taking 2d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Screech

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a 1/2 inch (4-foot) circle of fire in a 20-foot radius. Each creature that enters the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and half as much damage on a successful save. On a successful save, a creature takes half as much damage and half as much damage on a failed save. The fire spreads out in any direction and is 10 feet long and 20 feet wide enough to house a 60-foot-by-60-foot cube. Each cube must have at least one floor. When you cast this spell, you can create up to ten additional cubes, each of which must be of the same dimension. You can use a cube as a cube, but any creature you designate as a cube must be within that dimension. You can also create up to ten additional cubes for each dimension that you choose. A cube that you create can be created up to 20 feet in any direction. The cube can have up to three visible sides, and it can have up to three visible corners. You can create up to ten additional cubes for each dimension that you choose. If you create more than one cube for any reason, you can choose one that can’t be created. You

Screech

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a flood of chittering chitter magic on up to five creatures of your choice that you can see within range. Each target of the spell must succeed on a Dexterity saving throw or be affected by the spell. Each target takes 8d8 necrotic damage and is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th Conjuration

Screech 90

Screeching Night

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Up to three creatures of your choice within range when you cast this spell appear in unoccupied spaces that are within 10 feet

Screwal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above Ist. Transmutation

Screwdriver

Casting Time: 1 action
Range: 30
Duration: Unlock

A screwdriver, some tools, or a piece of paper made of metal or stone that has a surface covered by a thin sheet of stone or a sheet of metal that is loose or loose and contiguous with a surface of dirt or sand. This tool can deliver a screw or similar smaller than a fingernail to a target or two

Scribe Scroll

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You bring a scroll of legendary lore, a copy of which you can find in the book, into existence when you cast this spell. The scroll can be used to recall or recall up to 1,500 words of lore from the book. It can be used to recall one word from a creature you can see within range. If you can recall a word from a creature, then the spell can repeat the word instead of leaving it in the book. The spell ends on a creature if it dies. If you cast this spell multiple times, you can have each one repeat at a time. The spell has no effect on undead or constructs. Enchantment

Scribe Scroll

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You imbue a scroll of holy power with the power to reshape the fabric of nature in your lands. You can make any number of changes to the material you wish, including changes to how things appear in your land. You must use a bonus action on each of your turns to cast this spell again. You can also alter

Scrying Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that has seen all of the target’s eyes and ears and senses. The target can see into the eyes of the target. Transmutation

Scrying Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature within range and make the target see into the eyes of the target through a closed eye. The target must make a Wisdom saving throw. On a failed save, the target has no longer seen the target. The target takes all damage and is blinded for the duration. On a successful save, the target returns to vision and has disadvantage on all saving throws. Transmutation

Scrying Eye

Casting Time: 1 action
Range: Touch
Duration: Touch

Concentration, up to 1 minute You touch the target’s eye and hear the target through the eye. The target can see into the eye of the target and hear the target as if through the eye. Conjuration

Scrying Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spell of magic appears in the air in a creature within range and is used to detect the presence of any creatures in the area or anywhere in the area. The target can't see into the eye of the target, but its eyes and ears are closed. On a successful save, the target has no visual information about the target’s location and is blinded for 24 hours. Abjuration

Scrying Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has seen three of the target’s eyes and ears, or both. The target can make a Wisdom saving throw against the target. On a failed save, the target has been blinded for the duration. On a successful save, the target has been blinded for the duration. On a successful save, the target has been blinded for two days and has no auditory information available to anyone inside the eye. On a successful save, the target has no visual information about the target’s location and is blinded again. Transmutation

Scrying Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A spell of magic appears in a

Scrying Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You strike a target in a melee spell. The target must make a Wisdom saving throw to avoid the effect. On a failed save, the target has been blinded for the duration. On a successful save, the target has been blinded again. Transmutation

Scylla's Kiss

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a kiss to form on a creature of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage, and the spell sheds bright light in a 5-foot radius. The kiss spreads across the room, causing anyone in the area to see it. The kiss can be broken free by using a bonus action on each of your turns until it is broken free by an action of its own choosing. The kiss also has protection from cold and fire. The spell ends for the target if it is wearing gloves or by spending its action to mend its hands. Necromancy

Scythe

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A shimmering force appears in the ground and can be felt up to 100 feet away. The shimmering force can be audible or seen through the ground in any direction. The spell can also be used to cause an object or other object to shimmer. The spell can also cause an object or object to shimmer with a single touch. If the object or object is larger than the spell's range, the spell can cause the object or object

Scythe

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a point on the ground that you can see within range and that is within range of a ranged weapon attack. The point you choose functions as far as possible as a point of effect for your attack, spell cast, or other effect that you are aware of. The spell lasts for the duration, and it disappears if you have no active targets. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Scythe of Ashenzari

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, a creature that you can see within range must use its action to make a Strength check against your spell save DC. If it succeeds, the target is restrained by the glyph until the glyph is extinguished. If it fails, the target is restrained by the glyph for the duration. If the target has an Intelligence score of 6 or lower, the glyph is extinguished. Otherwise, the glyph is extinguished. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Enchantment

Scythe of Insanity

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell appears in an unoccupied space that you can see within range and lasts for the duration. If you cast it while you are invisible, using an ability action to change the target’s mind fog, the spell creates a different image that lasts for the duration. Thus a target awakens up to ten times as powerful as a novice illusion

Scythe of Light

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a spectral weapon from an unoccupied space of your choice that you can see within range. The weapon has a range of 20 feet. The weapon can’t be more than 10 feet wide. The weapon can’t be wielded more than once. The weapon can be worn or carried only by one creature. Divination

Scythe of Mending

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small beam of forceps spreads across a creature. The creature must make a Strength saving throw. If it succeeds, it is healed 2d6 hit points and has advantage on attack rolls and ability checks. Conjuration

Scythe of Trest

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

Your hand severs the line of sight between you and a creature of your choice within range, and you have advantage on the Strength, Dexterity, and Wisdom checks you make to resist the spell. You also have advantage on all attack rolls prepared for it, unless you have an action to speak. Transmutation

Scythe

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You draw the cloud from the ground and protect it from detection by 30 feet of strong wind. Each foot through the area requires an Intelligence (Investigation) check against your spell save DC to be discerned. The spell lasts until the spell ends. The protection against this kind of damage doesn’t cover anything within 30 feet of you, even if it is on the ground or on a floor. Evocation

Seal of Faith

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A shimmering seal springs into existence around a creature that you choose within range. The creature must make a Wisdom saving throw. On a successful save, the creature becomes immune to all damage and no longer has to make this saving throw in the future. To cast this spell again, the creature must make another Wisdom saving throw. On a failed save, the spell ends. If the seal somehow guards a creature’s door or other barrier from attack, creature uses, or object used to open it w as prevented by this spell. The seal lasts for the duration or until a creature uses an action to dismiss it. That spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Blink Touch Instantaneous You touch a willing creature and bestow a magical seal on it. It takes 7d8 lightning damage on a failed save, or half as much damage on a successful one. At the start of each of its turns, a creature that successfully saves against this damage can make a Constitution saving throw against your spell save DC. On a success, the creature falls prone and, until it can no longer stand up, makes a Constitution saving throw. This saving throw deals no damage if it successfully saves against another creature spell or spell of 4th level or lower. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Seal of Life

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell allows you to fill the unoccupied space of a creature with holy energy, imbue it with protective magic, and permanently neutralize the effects of any diseases that might still be present. For the duration, the creature is protected from diseases that could still be affecting it. The spell doesn’t protect an affected creature from harmful effects, such as poison or poison gas, nor do its other effects apply to it, such as the thirst caused by hungry creatures or bat droppings created by spells or the casting of spells, affect it. Abjuration

Seal of Life

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: 1 Hour

A shimmering talisman imbues you with life, repaying the efforts of your body during the day. Choose one creature or object within range that you can see and that fits a 5-foot cube within range. As a bonus action on a early turn, you can create a searing and sustained attack on that creature with a weapon. You may choose a weapon with a ‡bite weapon" range, however, and the target must make a Constitution saving throw. On a failed save, the target takes 1d10 necrotic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Necromancy

Seal of Life

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Your touch ends a dying creature's being as

Search

Casting Time: 1 action
Range: Touch
Duration: Unlock

Until the spell ends, one hawk of your choice within range whispers to one creature of your choice within range, offering a cryptic message aloud. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage and lose its hawk’s talons. While the target is invisible, every creature in a 10-foot-radius, 40-foot-high cylinder centered on the target must make a Wisdom saving throw. On a failed save, the creature becomes invisible for 1 day. On a successful save, the creature becomes invisible for 1 hour. The spell ends for the creature if it spends its action attacking another creature. During this time, it adds its Charisma modifier (if any) so that it has an equal chance at Charisma saving throws against the invisible creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell increases by 1d8 for each slot level above 7th. Enchantment

Searing Aura

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a spectral, shadowy aura around yourself that lasts for the duration. When you cast the spell, choose a point you can see on a surface within range. You can cast this spell anywhere on a surface within range, as fine as a thicket, as thick as a gutter, or as thin as an average cupboard. You can only affect one aura at a time. You can create one Aura at a time, one at a time, at a time until you dismisses the spell. While you concentrate on the spell, you have an extra ability to use one Aura at a time. You can use this extra ability to create two, or eight Aura at a time, for each slot of armor you have worn. For example, you might create two Aura of Protection from Evil and One Aura of Stinking Cloud, for each slot of armor you have worn. While you have these abilities active, each time you take 5d10 piercing damage from a weapon attack you make before this spell ends, you can use your spellcasting ability instead of this ability to project two other Aura spells into your Aura. You can’t do so again until the spell ends. If you do so, your Aura becomes linked to the weapon attack you made with a weapon made of wood or stone. Evocation

Searing Blade

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You strike a target with a blade that emits a blast of light in a 15-foot cone. The target must succeed on a Strength saving throw or become blinded until the spell ends. The target must also succeed on a Dexterity saving throw if it is within 30 feet of you or by another creature that you can see within 30 feet of it. On a successful save, the spell ends. Enchantment

Searing Blade

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a flammable magical flame within range that spreads across a creature’s earthen surface and ends its turn there. The flame is immobile and disappears when you cast this spell. It remains there for the duration, and you can use your action to cause the flame to return to its surface. The flammable flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. Evocation

Searing Blade

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You imbue a weapon you touch with a burning ray of energy for the duration. It explodes if it hits a creature or a solid object of magic or if the spell ends. When the spell ends, you can use your action on a later turn of your choice to pour the fiery energy into your weapon. Alternatively, you can cause the weapon to ignite in a burst of intense energy that lasts for the duration. If you use this spell to imbue a melee weapon with the burning ray, you create a 10-foot cube of flames on the ground that you can see within range that lasts for the duration. The flames can be extinguished by simple means using a simple cast of the spell. Once extinguished, the flames turn into fire when the spell ends. You can use your action to create or extinguish another cube of flames at the same time. Each cube of flames is 1d10 gp larger than the cube you used for the spell. When you create or extinguish a cube of flames, you choose one of the following effects to cause the flames to turn red: • Reducing a cube of flames to 0 gp is a long and painful process that requires several turns to complete. • You cause flames to ignite in a 20-foot radius around you. • You create a bonfire within range, sending the flames into a sort of fiery war. • You cause flames to leap from one creature within reach to extinguish another creature's flames. • You create a bonfire within reach of a Huge or smaller beast. • You make a bonfire disappear into thin air, extinguishing flames within its area. • You create a bonfire on the ground, creating a simple and harmless clearing space for the flames. • You create harmless contraptions that last for the duration of the fire, such as smoke bombs and fireworks. • You create harmless contraptions capable of causing teleportation, interplanar travel, and other teleportation effects, as well as harmless constructs created or partially created by spells or magic items created by magic items. Evocation

Searing Bond

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You touch someone you can see within range. You have resistance to all damage that would be dealt by that target. If you touch a creature that has a Strength score of 2 or higher, it takes 10d6 radiant damage, and if you touch a creature that has a Strength score of 4 or higher, it takes 10d6 acid damage, and so on. When you touch a creature other than the target, the target can make a Charisma saving throw. On a success, the target takes half as much damage on a failed save. This spell has no effect on undead. Illusion

Searing Bond

Casting Time: 1 action
Range: 60
Duration: 1 hour

You create a magical bond between yourself and a creature, or a creature that you can see within range. This bond lasts for the duration. You can use a bonus action on the target, and the bond ends. The target can be friendly or hostile to you. You can also choose to create an additional one or both of the bonded creatures. You can have up to three additional bonded creatures created at a time. The creatures must be within 5 feet of each other at the start of each of your turns. Each bonded creature must benefit from one of the following effects: • You can create up to three additional bonded creatures at a time. • You can cause up to three bonded creatures to form a bonded form. • You can create up to eight additional bonded creatures at a time. A bonded creature's hit point maximum increases by 1d8 when you reach 5th level (2d8). Conjuration

Searing Bond

Casting Time: 1 action
Range: 60
Duration: 1 minute

A spectral beam of light appears in a point you can see within range. The beam can be up to 20 feet long and 5 feet high. The beam can be a sphere, a cylinder, or a cube. The beam must be within 5 feet of you and must be within 500 feet of you. The beam has a range. The beam can be up to 30 feet. The beam can be a nonmagical object or a spell of some other type. The beam can also be a spell of some other type. The spell can be cast as an action or as an action. Evocation

Searing Bond

Casting Time: 1 action
Range: 60
Duration: Enchantment or nonmagical for 10 minutes

You create a strong bond between yourself and a creature you can see within range. You can use your action to cause the creature to make a Wisdom saving throw. On a success, the creature takes 2d6 Fire damage and is blinded until the spell ends. The creature regains hit points equal to half its hit point maximum. You can target one additional creature for each of the spell's effects. Enchantment

Searing Bond

Casting Time: 1 action
Range: 8
Duration: Concentration, up to 1 hour

You touch a creature that you can see within range. If the target is within 5 feet of the target, the target can make a Strength saving throw. On a successful save, the target has no longer affected the target, but it has resistance to the attack roll. Abjuration

Searing Bond

Casting Time: 1 action
Range: Self
Duration: 1 hour

A flickering, transparent aura surrounds you. You and any creature you designate that is within range must make a Charisma saving throw. If a creature fails the save, it becomes charmed for the duration. The aura lasts for the duration. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Necromancy

Searing Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, you gain the following benefits: - You grant yourself resistance to one damage type of your choice that would be damage against this creature for 1 minute. - You halve the damage of a weapon that you hit with a melee attack against this creature for 1 minute. - You dismiss all damage as an action. Conjuration

Searing Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue your magic with flame, and you gain the following benefits. First drawn from the flames, the spell ignites a barrier that blocks incoming projectiles. Each creature within 5 feet of the barrier that you can see within range must make a Strength saving throw. On a failed save, a creature takes 3d8 fire damage and 2d8 cold damage on a successful save, or half as much damage on a failed save. While the fire barrier is up, you can’t fire any projectiles up to 120 feet in a direction you are currently on any ground within 5 feet of the barrier. A creature can use an action to emit a flame or a vapor as it fires at the target. Each creature in a 20-foot cube in the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. When a creature fails its save against this effect, it can make a new one if it has the ability. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature to make two additional damage drenches. When you cast this spell using a spell slot of 7th level or higher, the total increases to two creatures. When you cast this spell using a spell slot of 8th level or higher, the total increases to three creatures. Transmutation

Searing Bond

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You extend the range of this spell for one minute. A creature in the spell’s area that is within 5 feet of you attains the maximum level possible for the spell by spending 1,000 spell points. Transmutation

Searing Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch another creature and sense its location for the duration. The target must make a Wisdom saving throw. On a success, it is no longer charmed by you. If you touch the same creature more than once, you can dismiss the spell with a harmless dispel magic spell or by spending 1 minute casting it again, ending the spell immediately. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Searing Flame

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure a flame of flame that ignites any crea

ture within 5 feet of you. That creature is affected by any of the following spells. The flame ignites any creature within 5 feet of you that is within 5 feet of you. The flame ignites any creature that is within 5 feet of you that uses an action to make a melee spell attack with it. The flame ignites any creature within 5 feet of you that uses an action to reach the target that you have cast this spell. The flame ignites any creature within 5 feet of you that uses an action to make a melee spell attack with it. The flame ignites any creature that has an attack with it. Transmutation

Searing Flames

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell creates the following effects when you take the form of a creature or a flame: • You create a flash of light in a 10-foot cube that you can see within range. This flash lasts for the spell’s duration. At any point during its duration, you can use your action to launch a beam of radiance at a creature within 30 feet of it. Make a ranged spell attack. On a hit, the target takes 4d10 radiant damage. You can also deal 4d10 extra damage to your enemies with this spell if you have advantage on the attack roll. On a hit, the target takes 4d10 poison damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Searing Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You transform a flame within range into a fiery, glowing, glowing creature. Choose a point within range. You can target one creature you can see within range with this spell. Each creature within 5 feet of the target must succeed on a Constitution saving throw or be charmed by the glowing flame. The target must also make a Charisma saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one creature you can see within range with this spell. Each target must succeed on a Constitution saving throw or be charmed by the glowing flame. The target must also make a Charisma saving throw, taking 10d8 fire damage on a failed save, or half as much damage on a successful one. As an action, you can move up to 10 feet in any direction you choose within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 3d8 fire damage and is restrained by this flame until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can move up to 10 feet in any direction you choose within range. Each creature in the area must make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can move up to 10 feet in any direction you choose within range. Each creature in the area must make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can move up to 10 feet in any direction you choose within range. Each creature in the area must make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your fire damage increases by an additional 1d8 for each slot level above 5th. Enchantment

Searing Image

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a 5-foot-diameter image of a creature within range. The image appears in a 30-foot cube and is in your hand. A creature

Searing Ray

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A beam of light appears in the air and flashes briefly in a 60-foot radius. The beam has AC 10 and 30 hit points. The spell’s range is 120 feet. The beam can be dispelled or blocked by spells or other means. The spell ends for the target if it can

Searing Ray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A beam of light that appears in a spot, in a space, or in the air appears in a 20-foot-radius sphere of flame. The beam spreads out in a 30-foot-radius sphere. The sphere is 10 feet in diameter and 10 feet high. The sphere is translucent and can be seen 10 feet away from the spot, space, or place. The sphere can be used to cast spells.

Searing Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an invisible light that flashes in a 30-foot-radius sphere of flame that you can see within

Searing Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of radiance that can be either radiant or dim light that is invisible to the naked eye. The beam remains in place for the duration. The beam can be up to ten feet in any direction. For the duration, the beam doesn’t harm you. The beam can be of any shape you choose, such as a sphere, a cylinder, a cube, a cylinderoid, or a cube with a sphere shape. The beam can be in one of the following forms: straight, semi-hollow, or circular. The beam can be opaque, opaque, or transparent. The beam can’t be more than 10 feet in any direction, nor can it be more than 60 feet in any direction. Any creature in the beam’s space when it appears can make a Strength saving throw. On a

Searing Ray

Casting Time: 1 action
Range: Self
Duration: Up to 1 hour

A beam of light streaks up from a point you choose within range. The beam is a strong beam, with a 20-foot radius, and it lasts for the duration. When you cast this spell, you can target up to three targets of the same type, and all targets must be within 5 feet of each other. If the target is within 5 feet of you, it must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. It takes half as much damage on a failed save. Enchantment

Searing Ray

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and perceive

Searing Smear

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You smite a target that you can see within range and place a spell spell on it that would make the spell appear false. Until the spell ends, the target can’t cast spells and is subject to the spell’s effects. Enchantment

Searing Smell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, a puff of smoke emanates from you in a 20-footradius sphere centered on a point you choose within range. When you cast the spell, you can make a Wisdom saving throw. On a successful save, you instantly dissipate the smoke. On a failed save, you immediately return to your hand. The spell remains in your hand for the spell’s duration. If you cast this spell again, you can extinguish the puff by making another Wisdom saving throw. On a successful save, the spell ends. Evocation

Searing Smell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the presence of things you know to be beyond the senses. If you sense anything strange or off-putting about a creature, the creature is either invisible or must be looking into a location other than your line of sight. You sense the following things within 1 mile of you: • Anything you touch can be affected as an action by whatever magic is affecting it. • You can sense the presence of invisible creatures. • You sense the presence of things that aren’t there. • You sense the presence of things that aren’t there. • You sense the presence of things that aren’t there. • You sense the presence of things that aren’t there. • You sense the presence of things that aren’t there. • You feel the presence of things in their natural locations, as if you were in their space. If the spell is active, you can perceive things that aren’t there, but there are things within 1 mile of you that aren’t there. If the spell is on a creature or an object that isn’t being worn or carried, you don’t perceive them. If the spell is on a magical item, you don’t perceive it. If the spell is on a nonmagical item, you don’t perceive it. If you perceive something that isn’t there, the spell ends. If you

Searing Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a swirling sphere of force in an unoccupied space that you can see within range. Each creature in the sphere must make a Constitution saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. The sphere appears at the edge of the space and ends the spell. The sphere can be seen only by creatures with visible planes of existence. The sphere can be destroyed or used to create a magical effect of your choice. The sphere can only be used once per day. The sphere can be destroyed or used to create a spell of your choice. Evocation

Searing Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of searing heat that spreads out from you in a 40-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. It takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. A creature who takes damage on a failed save also takes 1d6 bludgeoning damage on a successful one. The sphere lasts for the spell’s duration. If you cast this spell multiple times, the same spell will stack. When you cast this spell, you can choose to cause the sphere to shatter (to no effect on you), or to remain in place (to no effect on you). At any time after you

Searing Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a sphere of fire. For the duration, you can also cause the sphere to glow in a 20-foot-radius sphere. Each sphere of fire must be within 10 feet of you. The sphere must be within line of sight to cast this spell. If you cast the spell through a permanent object, such as a spell shield or a spell weapon, the sphere appears in a spot that's within 60 feet of you and is visible to all creatures within it. A sphere can only be destroyed by a spell or by an attack. Necromancy

Searing wind

Casting Time: 1 action
Range: Self
Duration: 3 Hours

You create a wind that creates a horizontal line of energy that is as strong as a 10-foot-high, 10-foot-deep trench. The energy can be difficult to detect, and it can be harmful to objects, such as a wall, a pillar, or a structure. The wind can be difficult to detect, and it can be harmful to objects, such as a wall, a pillar, or a structure. The wind can be difficult to detect, and it can be harmful to objects, such as a wall, a pillar, or a structure. The wind can be difficult to detect, and it can be harmful to objects, such as a wall, a pillar, or a structure. Conjuration

Searing wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a cloud of radiance that can be seen from 100 feet away. Until the spell ends, you can use your action to dismiss the cloud as an action. The air around you is opaque to the touch, and you can’t see through it. The air is difficult terrain. The air is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 10 feet for each slot level above 3rd. Evocation

Searing Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You whisper a message of divine origin that affects your target for the duration. You can also whisper a message of divine origin that has a different name. During the casting of this spell, you can choose from the following options. • The word appears in your head and wanes in duration. • You seem to be reading the mind of a creature you can see and understand. • You seem to be reading the mind of a creature you can see and understand entirely. • You seem to be reading the mind of a creature that you can see but cannot perceive. • You seem to be reading the mind of a creature that you can see but cannot perceive. • You seem to be reading the mind of a creature that you can see, only half as well as the target’s mind, with a concentration on that creature. If you cast this spell on a creature that is incapacitated or is being interacted with, the target’s

Searing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature to create a vision of a future. For the duration, the creature is blinded, deafened, or blind and must make a Wisdom saving throw. The creature’s vision is faint and indistinct. At the DM’s option, the creature can repeat the saving throw, ending the effect on itself on a success. For example, a creature with truesight can’t see past the spell’s blindness and can see through illusions. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

seconds

Casting Time: 1 action
Range: A layer of silvery light springs into existence at a point you choose within range. The silvery cord is strong and keeps an eye on us. Each creature that is completely within the area must make a Wisdom saving throw. On a failed save, the creature is enclosed for the duration. Nothing can pass through the cord, nor can any creature teleport or use planar travel to get into or out of it. The cord is open to allow passing creatures through it. You can also turn the cord into a permanent teleportation circle of your choice, which you can make out of any fixed point in the cube.
Duration: Conjuration

seconds

Casting Time: 1 action
Range: A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: - It deafens you and other creatures in its area. . lt extinguishes unprotected flames in its area that are torch—sized or smaller. - It hedges out vapor, gas, and fog that can be dispersed by strong wind. - The area is difficult terrain for creatures other than you. - The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Duration: Evocation

seconds

Casting Time: 1 action
Range: A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.
Duration: Evocation

seconds

Casting Time: 1 action
Range: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
Duration: Abjuration

seconds

Casting Time: 1 action
Range: For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Duration: Illusion

seconds

Casting Time: 1 action
Range: For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage for the type of orb you create, and similar damage for slashing damage. The spell creates the eye of record. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or take 5d6 piercing damage, as well as 5d6 radiant or necrotic damage (your choice), and be stunned. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d6 for each slot level above 4th.
Duration: Conjuration

seconds

Casting Time: 1 action
Range: Instantaneous
Duration: A line of strong wind 60 feet long and 10 feet wid

e blasts from you in a direction you choose for the spell’s duration. Each creature in the line must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

seconds

Casting Time: 1 action
Range: Instantaneous
Duration: You point at a location within range, and a glowin

g, 1-foot diameter ball of emerald acid streaks there and explodes in a 20-foot radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. Evocation

seconds of recovery

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Conjuration

seconds

Casting Time: 1 action
Range: Until the spell ends, blind or deafened creatures always succeed on their saving throw.
Duration: Evocation

seconds

Casting Time: 1 action
Range: When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain instance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those w ho say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage o fan explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Duration: Abjuration

seconds

Casting Time: 1 action
Range: You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Duration: Necromancy

seconds

Casting Time: 1 action
Range: You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Duration: Transmutation

seconds

Casting Time: 1 action
Range: You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Duration: Transmutation

Secture Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a flame, a small, opaque cylinder about the size of a melon, within range. The flame spreads around corners. Higher levels of the spell create a cone of bright light in the shape of a mouth, and higher levels create a cone of dim light with a 15-foot radius. The cone appears when a creature other than you enters the flames for the first time on a turn or ends its turn there. The flames don’t harm you. The flames disappear when you dismiss this spell and remain dimly lit for the duration. You can open or close your eyes to look at the cone, which has a diameter of 10 feet and a height of up to 10 feet. The flames can store up to 1,500 pounds of materials. If used as an action, you can extinguish its flames by passing your hand through it and moving the flammable object you used as an action to do so. The flames turn dim light within 60 feet of you into bright light for the duration. If you use a spell slot of 4th level or higher, you can store up to 1,500 pounds of nonmagical ammunition in the cone. Evocation

Sedating

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You give up some of your mental energy and become a celestial. You have the statistics of celestial and celestial charmed. You also have a +2 bonus to AC and damage rolls against creatures of your choice that aren’t being charmed. Necromancy

Seduction

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You cause a small object to fall into its place and form a cylinder of force that can be as large as a fist. The object can be a piece of wood, stone, or metal. The object can be a single object, a cylinder of force, or a cylinder of force that fits within a cylinder of force. The object can be a cylinder of force of no size more than 10 feet long, up to six inches high, and no larger than 10 feet high. The object remains in the object’s place for the spell’s duration. The spell ends if no longer using the

Seduction

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with sorcerous force, causing it to either become magically immune to necrotic damage or become immune to it for the duration. Until the spell ends, the target can’t use an action, and any action it takes that requires concentration or that requires a successful Intelligence saving throw fails. Any reduction to its hit points results from the target’s sorcerous properties. For example, if the target has a +2 bonus to AC, the target can‘t use its action to take an attack. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the bonus to the spell’s damage increases to +2d10. If you cast this spell using a spell slot of 8th, 9th, or 10th level, the bonus increases to +3d10. Trans

Seduction

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

After you use a spell slot of 4th level or higher to entangle a creature in a web, the creature rises and then falls in a 30-foot cube while restrained, until the spell ends. It can jump up to 5 feet higher than normal. If the creature is still restrained when the spell ends, it either w asps or w asps and falls as high as 60 feet away from the spell. The spell ends for it if it succeeds on a spell of 3rd or 4th level or if it fails its saving throw against a spell of 3rd level or lower. If the creature w asps while restrained, it can use its reaction to break free by using its reaction to touch the restrained creature. If the creature breaks free, it can use its action to make a free throw with advantage. If it does so, it can make a free throw with disadvantage and is restrained for the duration. If the creature breaks free from the restraint, the spell ignites an object 100 feet on a side and causes an explosion in a 5-foot radius around it, that ignites an object and any creatures in the blast that are restrained by the restraints. Transmutation

Seduction

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You utter a one-word spell of power that directly affects a creature you can see within range. The target becomes magically attuned to the item it is holding and can use the Climb, Jump, and Run actions to move as fast as possible until the spell ends. The target must maintain speed of walking when it reaches its full speed and when it reaches the target’s maximum height. Transmutation

Seduction of Fire

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: DurationN Medium

You conjure up a spectral weapon (a hammer, crossbow, crossbow bolt, crossbow sling, or similar) suitable for use as a weapon. The weapon must be in its hand or a slot of your choice that you can see within range. The weapon is imbued with a potent fire of the chosen type. The weapon must be within 30 feet of you and must be wielded by at least one other creature. The weapon can be wielded by up to three Medium or smaller creatures. The weapon can’t become more than one size category larger than you. A weapon imbued with this spell ends if it is worn or carried by an undead creature. Evocation

Seduction

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature and imbue it with power that changes its appearance until the spell ends. For the spell’s duration, the target has upped its AC by 3, and its Hit points by 1. The target can use Strength for its attack and use Strength for its spellcasting ability. On each of your turns until the spell ends, you can use your action on a blank line as a weapon attack against a creature within your reach. Transmutation

Seduction

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell consigns a willing creature of Medium or smaller that you can see within range to the gift of the undead. For the duration, you can make one servant mimic of a creature’s true form, provided that creature isn’t of Medium or smaller. The servant must be of the kind you describe, and the spell ends for it. The servant disappears when it drops to 0 hit points or when the spell ends. When you cast this spell, you can make an undead mimic appear as a normal creature, using a different weapon or equipment. If you cast the spell over an entirely different creature, the mimic can attack and thus become undead, provided that creature is within 1 mile of you and can’t become another creature, of the kind you described. After you make this spell attack and/or use the normal attacks and natural weapons proficiencies you have available, the mimic can take either of the following damage: Arcane, Force-Wielding, Poisonous, Terrible, Sickening, Silence, Diminish, Silence, or both. To regain hit points, the mimic must make a Charisma saving throw. On a successful save, it dies instantly, and you can use your action to cause another creature other than the target to die as an action. If you have two willing creatures and the DM chooses the creature as the target, you cause the creature to make a saving throw. On a failed save, the creature is warded from undead effects for the duration. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration is reduced to 1 day for each slot level above 1st. Necromancy

Seduction

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A fiend of silver or brownish-green coloration radiates from you in a 60-foot cube centered on a point within range. For the duration, each creature in the cube has disadvantage on attack rolls against you and any creatures that aren’t under the effects of a cudgel spell or being charmed by an illusory duplicated duplicate or a similar spell, and it must make a Wisdom saving throw. It takes 14d6 Strength (incl. trap) damage on a failed save, or half as much damage on a successful one. If a fiend so chooses, it can’t attack you or any creature you target. The save DC is twelve, and the extra damage is halved if you use the Smite spell. While in this form, you can use a bonus action to cause a bolt of lightning to leap from your finger to a different point within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 4d8 lightning damage, or half as much damage on a successful one. You can also use your action to cause a bolt of lightning to leap from your finger to a different point within 60 feet of you, dealing 2d8 lightning damage to the creature and halving the creature’s speed for 1 hour. While in this form, you can move only by being dragged by magic; while in the form of lightning, you can move only by being supported by solid ground. A creature can’t benefit from being carried by a creature or carried by another creature. You can ram a creature into a pillar, wall, or other solid object (a ceiling, a rock, or a cylinder) to deliver a brief message, as long as you are within 1,000 feet of the pillar (if you are not, you must ram the creature into the pillar to deliver the message). The ram destroys pillars, and other solid objects. The ram also delivers a message that can last up to three minutes (a message delivered by as

Seduction

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A swirling portal opens up on a point you can see within range. The portal takes the form of a floating, serpentine humanoid, with a head and body that resembles a small dragon. You can alter the shape of the creature to fit your own personality or to fit other creatures'. The creature must be within 15 feet of you or can’t be larger than Medium or smaller. The creature’s statistics are as normal as the creature it is in its form. The creature is deaf, blind, or has disadvantage on attack rolls. The portal appears to be made of solid stone, and the shape is similar to that of a cube. The portal is a cylinder of stone or a piece of solid stone. The portal’s area of effect is centered on the point you choose for the spell’s area of effect. You can specify a direction of movement as you see fit. You gain a range of 60 feet. Conjuration

Seduction

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature that is willing but not attuned to you. If the target is a creature, the spell ends. Transmutation

Seduction

Casting Time: 1 action
Range: Touch
Duration: Up to 1 minute

You touch a willing creature. After one month, the target reverts to human form. Provided that material components of its original class—such as wood, stone, or metal—are no longer in use, it returns to its original form. The target remains in its original class until the spell ends, at which point it reverts to its original form. Transmutation

Seed Bomb

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A bomb explodes in a 20-foot-radius sphere centered on a point of your choice that you can see within range. The sphere is a 40-foot-radius, 20-foot-high, 10-foot-high cylinder centered on a point of your choice where the blast is centered. The sphere has a diameter of 30 feet and a height of 30 feet. A target must make a Wisdom saving throw. On a failed save, a target takes 1d6 psychic damage. On a successful save, a target takes half as much damage. Conjuration

Seed Bomb

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You bomb outgrowth on a portion of ground within range that you can see within range. The area is difficult terrain made of bark or barked trees, and you take 4d8 damage at the start of each of its turns. The first time you hit with this spell, the second time you deal 3d8 damage. A creature takes 3d8 damage, and the remaining 2d8 damage at the end of its next turn. If you plant any berry plants on the same spot as you, all 3 d8 damage places take 3d8 damage, and both plants and berry plants take half as much damage. You can also plant any growth you choose within 5 feet of any berry plant or a portion of a berry plant that you choose and cause no damage. You can also plant any branches, leaves, and leaves used for sowing the berry plants at the start of your turns, or any w leaves that are cut or worn away at the start of your turn (if any). The soil on either side of the berry plant takes 3d8 damage at the start of your turn. Transmutation

Seedling Step

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch one creature or object that you can see within range. The target must succeed on a Wisdom saving throw or be charmed for 1 minute. The spell ends if the target is charmed or frightened. Necromancy

Seed of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to dispel magic that harms, maims, or otherwise damages you. You can use an action to issue a warding command. If you do so, you must use your action to allow the warding command to pass, and the spell ends when you use your action again to cast the command again. This spell doesn't affect undead, constructs, or undead that are either created or damaged while in your service. You can use your action to warding off this spell, causing it to disappear, but you must use your action again to restore order and security to the world. You can also dismiss the warding command without affecting it. The spell ends on a successful save. You can use your action to dismiss this spell again. You can also dismiss the warding command with an action. You can only dismiss this spell once. You can use an action to dismiss the warding command with a successful cast of your spell-like abilities. The following conditions must be met to dismiss the spell. You dismiss this spell in a location you can see within range. If you have an advantage on your saving throw, you can use your action to dismiss the spell. Evocation

Seed of Grace

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a seed of divine grace, which sprouts from your soul. Choose any number of creatures you choose within range. Each creature that you choose within its range must succeed on a Wisdom saving throw or become charmed by you. The target then becomes charmed by you for the duration of the spell. Any creature that can’t be charmed by you must succeed on a Wisdom saving throw or become charmed by you for the duration of the spell. The spell’s effect ends if you use your action on the same turn. Necromancy

Seed of Knowledge

Casting Time: 1 action
Range: 300
Duration: Until dispelled

The seed of knowledge sprouts from a creature’s clothing and moves toward it, forming a detailed pattern of knowledge about an area that is familiar to it. The seed can be anywhere but must be within 30 feet of the surface. For example, a creature learning about a temple, tomb, or an ancient temple could consider the area a temple, tomb, or ancient temple, because of the seed’s location within the area. The seed doesn’t harm the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the creature or the lower the creature’s standing. Divination

Seed of Life

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a strong seed of life on a creature you can see within range. The seed lasts for the spell’s duration. When you cast this spell, choose one of the following effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a new 6-foot-radius, 20-foot-tall cylinder centered on a point you can see within range. You can also create a new 20-foot-tall cylinder when you reach 5th level (2d20), 11th level (3d10), and 17th level (4d6). Evocation

Seed of Life

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A wave of life springs from the earth toward a creature within range. The target must succeed on a Wisdom saving throw or the wave spreads out across its body and spreads out throughout the area until it drops to 0 hit points or dies. The wave then dies, leaving behind a mass of green, yellow, or blue creatures. The wave moves toward any creature within 5 feet of it. The target must succeed on a Dexterity saving throw or take 2d8 acid damage. As a bonus action, you can move the wave up to 30 feet in any direction. If you or a creature within 5 feet of the wave moves to within 5 feet of it, it must succeed on a Dexterity saving throw or take 2d8 acid damage. Abjuration

Seed of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. A creature’s flesh and bones are on the ground and indistinguishable from the ground it enters. The ground within 1 mile of that target is indistinguishable from the ground it enters. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you choose the same target for its transformation. Enchantment

Seed of Life

Casting Time: 1 action
Range: Touch
Duration: Con

Seed of Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and gain 2d4 hit points for the duration. If you hit the target with a melee weapon attack before this spell ends, it takes 4d6 necrotic damage, and the spell ends. Abjuration

Seed of Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The spell’s seed sprouts from its skin and blossoms into a dazzling green, a luminous, and shimmering glory. Until the spell ends, the target’s clothing transforms into an immaculate green, and the target’s food and drink become liquid and dry. Abjuration

Seed of Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You sow life into a creature. You can change the creature's size. The target must be within 5 feet of you when you create the spell. The target can repeat its saving throw against the spell’s effect. On a hit, the target takes 1d6 necrotic damage. The spell ends if it isn’t killed by damage or if you or an ally within 5 feet of you is hit by the spell. The spell must be cast from the ground. Evocation

Seed of the Dead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You or a celestial, an undead, a plant, or some other being that you choose must make a Wisdom saving throw. You select one of the following effects when you cast the spell: • You restore 1d8 poison damage to a creature or an undead. • You restore 1d8 cold damage to a creature or an undead. • You restore 1d8 lightning damage to a creature or an undead. • You restore 1d8 acid damage to a creature or an undead. • You restore 1d8 fire damage to a creature or an undead. Casting this spell using an activity slot of 5th level or higher causes the elemental to erupt in elemental force, causing the target to make a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Seed of the Dead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Entangle, crisscrossing the land, between 2 and 6 stars in a 6,000-year-old constellation, protects against everything from fire damage to the undead. Choose one creature of any kind within range. The target awakens one of the creatures it can see within 10 feet of it. If the target is a humanoid, it is no longer charmed by it. It is no longer charmed by any form of communication except those of another race. The target remains charmed and under the effects of its mood until the very end of the target’s next turn. The target can’t become hostile toward you or interact with you. Abjuration

Seed of the Forest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell prunes a grove of trees in your backyard to serve as a campfire for up to five hundred nomads who make their home on the sagebrush and sage-infused slopes of the Great Smoky Mountains. For the duration, plants, stone, bark, or leaves covered with bark transform the grove into a beautiful forest. The trees can be as tall as trees or as small as bark. If any structure blocks light or emits incandescent light, the spell fails. These trees provide shade and nourishing air for nomads living in thickets along the Great Smoky Mountains. When such trees reach maturity, they transform the grove into a campfire, offering shelter for nomads who require light and shade. Each tree stands up to 15 feet tall and is up to 5 feet wide. The campfire can be up to 20 feet long and 5 feet wide. It creates a flame of moderate to high intensity that spreads out over the ground and out to a range of 120 feet. For up to minute Duration Instantaneous You turn nature’s bestow upon a creature nature, granting it immunity to one effect that a natural weapon or spell of equal level or lower would normally target. If a creature would normally target a spell or an object of equal level or lower, the creature would instead target a spell or an object of equal level or lower. Divination

Seed of the Good Shepherd

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

One creature of your choice that you can see within range rouses its food vessel and transforms it into a powerful guardian beast, granting it protection against death and similar horrors. The beast disappears when it drops to 0 hit points or when the spell ends. It obeys any verbal commands that you specify while within 5 feet of you, whether verbally directed at it or by others, and it has advantage on attack rolls against you and any creatures that are within 5 feet of you. The beast also obeys any spoken commands you specify while within 5 feet of you, whether verbally directed at it or by others, and it has advantage on attack rolls against you and all creatures that are within 5 feet of you. While within 5 feet of you, the beast can’t take actions, can’t move, and can’t speak. You decide what actions and creatures you choose for the beast, and when it acts, how it acts, and what it does, the creature can benefit from being able to use its action to make a Constitution saving throw. You can use this saving throw when you are not wearing armor or if you are carrying ammunition. You can issue a decision as to whether to make the saving throw or ignore it. If you make a decision that forces the beast to make a saving throw, it can take the lowest saving throw possible when it is attacked or otherwise harmed. A creature that makes a successful save against this attack makes a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is no longer affected by this spell. If you say no to this casting, the creature is protected from death by good and evil until the spell ends. Abjuration

Seed of Truth

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You choose one object weighing 10 pounds or less, including any that isn’t metal, stone, or crystal, to be placed within range for the duration. A Large or smaller creature that can’t be targeted by this spell enters the spell’s area for the spell’s duration, and the seed sprouts from the object and spreads throughout the area. While the seed appears, the spell has a 1 minute duration. While the seed is growing, you can use your spellcasting ability to locate a specific object or substance that is most suited to the creature’s use and that is most difficult to damage. You can plant a seed in an area you have seen before, up to 5 feet on one side, up to 15 feet on each side of an object or substance created by the spell, or I lurk within an area you have seen before, creating a grove of trees or shrubbery at the base of the w the ground you cross. The seed spreads across a 5-foot cube created by any spell of your choice, and creatures of your choice that aren’t wearing armor or other protection from magic take 1d8 bludgeoning damage from the seed, and you can plant a seed to snare it. Transmutation

Seed of Truth

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Concentration, up to 1 hour

You choose a seed of truth originating from one of the following sources. A seed sprouts from a humanoid’s corpse, or a seed sprouts from a jewel ’s head, and the seed replicates the flavor of the seed. If you cast this spell in a laboratory, for example, the seed sprouts from the head of a corpse you have not yet seen, and the spell fails on it. If you cast this spell over a nonliving creature, the seed sprouts from the head of the creature it belonged to, but has no effect on it. The seed sprouts from a jewel’s head and remains for the duration, sprouting new ones whenever a creature calls for it. Transmutation

Seed of Yggdrasil

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You take 1d4 + 1/2 hours of fresh, healthy air and vitality in an unoccupied space within range. You know the seed for a seed from a Huge or smaller creature within 30 feet of it, and create an ooze of vitality in 15 minutes. This spell closes hostile doors, containers, and other objects that can reach the creature’s maximum height. Transmutation

Seeds

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create and protect a single random seed that you can see within range. The seed grows only on land and has a flat surface. A seed can be of any size, including tall plants, rocky and icy ground, or of a variety of other types. The seed is a solid rock or a soil of some kind—such as a stone or a rock of any kind—and contains no more than 10 percent water. The seed can be stored in a place that is safe from freezing. The seed also contains a certain type of plant or mineral, such as certain types of herbs or berries. The seed can be stored in the same place or on a different surface. When you create the seed, you can use an action to create a new one of the same kind. Each time you create a new one, you can use an action to add the new one to your spell save, or you can use an action to subtract the new one from your spell save. Transmutation

Seeds

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose a seed of life, an appropriate mineral, or some other life-giving substance within range. A creature of your choice within 30 feet of the seed’s seed or within 50 feet of it, or a small rock or a small cliff rises and falls toward you in a direction you choose on a horizontal or vertical line as you create the illusion. The creature must make a Strength saving throw. On a successful save, the creature takes 1d10 poison damage and isn’t poisoned or poisoned by poison. At the end of each of its turns, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while attempting to use this spell, that creature is buried within the creature’s body. Illusion

Seeds

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A plant sprouts from your hand and sprouts berries that you can see within range. The berries grow to a height of 100 feet, though plants grow to any height you choose. The berries are up to 100 feet long and 20 feet tall. You can use your action to make a ranged spell attack. On a hit, the target takes half damage and takes half damage on a hit. The berries grow to a height of 30 feet. If the plant ends its turn growing to a height of 30 feet, it ends its turn growing to 30 feet. It also ends its turn growing to 40 feet. The spell can’t end until the spell ends and the

Seeds of Life

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You enrich the air and soil of a willing creature for up to twenty years in a location—typically a city or an area heavily affected by a temple—you specify within range. Each creature that ends its turn within 10 feet of the spell must make a Constitution saving throw. On a failed save, it takes 6d10 poison damage and 5d10 radiant damage. On a successful save, it takes half as much damage and doesn’t take the damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Conjuration

Seeds of Life

Casting Time: 1 action
Range: 150
Duration: Aura moderate tree (4-foot deep, 10 feet wide, or

3 feet thick) 1 Hour A seed-laid plant appears on the ground at a point you choose within range. The seed lasts for the duration, but it can’t be damaged. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the seed appears, each creature that can’t reach it must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, or half as much damage on a successful save. The seed disperses into a cloud, which has the same radius as a 20-foot cube. Until the cloud is completely dispersed, you can use your action to create a 20-foot-radius sphere centered on that point. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Seeds of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a new life form of up to 20 plants that you can see within range. The plant must be within 30 feet of you when you create it. The plant is a Huge plant. You choose a new form of life. The first form of life you create has its own statistics. The new form has 10 hit points, and it has advantage on attack rolls against you and any creatures you choose within its space. The new form has the same statistics as the normal form (your choice) for the duration. The new form has one additional hit point for each level above 1st. The new form's hit point maximum becomes 1. The first creature hit by this spell must make a Wisdom saving throw. On a successful save, the creature takes 2d6 necrotic damage (your choice). On a failed save, the creature takes half as much damage (your choice). The creature must then succeed on a Wisdom saving throw twice. On a successful save, the creature is no longer diseased by the disease. The creature can also use its action to make a Wisdom saving throw with advantage. On a successful save, the creature takes half as much damage. The creature can also use its action to take half as much damage. Transmutation

Seeds of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Your skin replocs what it was made from, growing any sort of new life inside plants and creatures within a 100-foot-radius sphere centered on a point within range. For the duration, you have 3 times the number of plants and up to two times the number of creatures within that range. To a creature’s zenith, these changes extend to its entire body, which is enlarged in an effort to keep it short of oxygen and lacking in all-around fat storage. This spell is imbued with dark repose, making you vulnerable to magic damage for the duration. If you cast this spell again, the damage increases by 1d10 for each creature enlarged by this spell. Abjuration

Seeds of Life

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You give a creature an amount of life equal to the spell’s level that it is carrying. The spell ends if it is cast again. This spell also ends on undead if the spell’s level is equal to or less than the creature’s hit points. Conjuration

Seed Sphere

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a sheet of shimmering, seed-colonized seed, or an oddly shaped sphere with a touch of serpent's grace in place of the normal seed cloud. The shape of the seed crumbles to reveal a shadowy, cloudless sky where the air is thick and the atmosphere is dark. The seed remains for the duration, but the creature that sprouts it must make a Constitution saving throw. If it successfully saves for a long time, the seed is consumed. It sheds bright light and dim light in a 30-foot radius and dim light for an additional 30 feet until it cools to light. The seed also sprouts many tiny fangs, making it difficult terrain for creatures other than you. Both humans and fiends are affected by the spell. The number of tiny fangs increases by 5 for each slot level above 3rd. Evocation

Seed Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose any area of stone or mud within range to spray blossoms of brilliant radiance. A sphere centered on that area, 100 feet in diameter and 20 feet high, becomes visible within 30 feet of it each time you turn for the entire spell’s duration. Any creature that ends its turn within 30 feet of the sphere must make a Wisdom saving throw. On a failed save, the sphere falls to the ground, and any creature or object affected by the spell stops moving and becomes invisible for 1 minute, while the spell lasts. You can also use your action on a later turn to switch to a different sphere. Using one of the spheres gives you advantage on ability checks against your spell save DC. Evocation

Seeds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose one of the following effects when you cast this spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you‘ve halted. Sickle Spike. Shorter than normal branches of a given plant. Sickle vines spread around corners. Sickle thorns Thick or thin. (Your choice that dimension.) Sickle sparrows Roundworm. (You choose this effect or another one to create a circle around a circle.) Roundworm (You choose this effect or another one to create a worm.) Wasp. A slick, horizontal surface at the edge of a whirlwind. Roundworm (You choose this effect or another one to create a vine or a stump.) Spike. Slower-moving vines that are anchored to rocks or fallen trees. Sickle Tree. Medium to large trees that are fixed on slopes or trees that are prone to falling damage. Sickle vine. Yellowish, vine-like vines that are anchored to rubble. Sickle Rock. Rocks or fallen trees can’t be reached from above by this

Seeds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You take 1d6 seeds from a creature that you can see within range. You can also create a random seed on a creature’s land (no more than 10 feet in any direction) and place it in a location you choose within range. The random seed is harmless, and the creature can repeat the action for its seed. The spell doesn’t matter if the creature is undead or not. Transmutation

Seeds

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The ground in a 10-footradius, 30-foot-high cylinder fills up to 5 minutes with life. That spell can be turned into potions, mending broken bones, or some other healing tool. When you cast this spell and at the same time each turn you spend concentrating on it, you can reshape up to three creatures worth 1,000 gp each—all for the duration. A creature with truesight can reshape itself so that it appears to be half as strong as normal, up to 20 gp more powerful than that spell. Transmutation

See inetial force

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You siphon the flow of space between you and a creature with an Intelligence of 2 or less. The creature can’t benefit from taking actions or objects that aren't there. The creature can’t cast spells or take actions that aren’t on the creature’s body. The spell ends if the creature moves more than 10 feet away from you. Transmutation

See Invisibility from Travel

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You enter the Ethereal Plane through a portal, which offers a limited teleportation service to you. A surface transparent to in excess of 200 feet on the plane enters the portal instantly, provided that the equipment used to enter the Ethereal Plane is intact and that the required actions and symbols aren’t taken while in the Ethereal Plane. The surface transparent to in excess of 200 feet on the plane arrives inert and unharmed, granting you a brief window of opportunity to exit the portal. The transparent portion of the Ethereal Plane lasts for the duration. When you use an action to dismiss the portal, you can exclude the surface from the spell’s area, allowing the surface to enter and remain within the spell's area. In addition, the surface that starts its journey without leaving the spell’s area moves to accommodate the change. Otherwise, the surface moves to accommodate the change. Transmutation

See Invispedication

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell allows you to see into the warded area within which you are standing. For the duration, a mote of Invispediment can be found in an unoccupied space you can see within range, and you gain the following benefits: - You gain 5d4 slashing damage from nonmagical attacks. - You make Constitution saving throws with advantage. - You make Dexterity- and Wisdom-based attack rolls with advantage. - You make Constitution saving throws with advantage. - When you hit someone with a weapon attack, the target takes an extra 2d4 damage. - You make your action that turn. The spell ends early if you use an action to do nothing more than shake hands with the target or hold it until it regains hit points equal to the attacker’s expended hit points. Transmutation

See Residence

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You place a magical presence within range. You and up to ten willing creatures can be targeted for the duration. Creatures that don’t need to be invisible are immune to this effect. If you target a plant creature or a fey, the target succeeds on the saving throw; the target’s skin has normal AC, and it is immune to poison and fire damage. A creature that becomes diseased automatically returns to its normal state. Necromancy

See rope

Casting Time: 1 action
Range: fast
Duration: Concentration, up to 1 minute

You teleport yourself from your tent to a different object within range. You follow the shortest and most direct route, but there is a limit to how far you can teleport. You and any creature you designate when you cast this spell can step out of the tent. You can’t step into the tent again if you are incapacitated or asleep. Conjuration

See UnseenDeliveryDateSelf

Casting Time: 1 action
Range: 1 Hour
Duration: You step away from your immediate circle of existe

nce. Nothing remains of your presence after this spell ends. You remain in the centered image for the duration or until you use your action to dismiss it. Conjuration

Self Defense

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause up to three creatures of your choice that you can see within range to make a Wisdom saving throw. A creature must succeed on a Strength saving throw or take 2d6 cold damage. On a failed save, the creature takes half as much damage and is blinded until the end of your next turn. If the creature’s Hit Dice is less than or equal to the two damage points, the spell ends early. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Self destroy

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a solid mass of air, and it explodes in one direction. The blast then travels through the air to a point that is within 30 feet of you and that is within 5 feet of you. A creature who is holding onto an object or a container when you create the mass must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is hurled 10 feet away from you and into the air. On a successful save, the creature can stay on the object or container until the explosion ends. Transmutation

Self-Destruct

Casting Time: 1 action
Range: 10 Days
Duration: Self, up to 1 mile

Self, up to 1 mile Until the spell ends, you create an instantaneous, nonmagical, nonenergetic destruction of a creature you can see within range. The target must be within 60 feet of the spell’s area on a regular or long-term trip. The target’s life force regains a number of hit points equal to the base of the target’s hit points, not the target’s hit points. The spell ends if the target drops to 0 hit points or if you cast this spell multiple times. Divination

Self-Destruct

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A creature takes 1d10 bludgeoning damage when it hits or misses a creature or a structure. Evocation

Self-Destructible Object

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A nonmagical object that you touch is destroyed. If it enters a creature or object that is not a creature, it explodes in a random direction and explodes into a nonmagical object. The object and any creatures it touches are destroyed in a random direction. The creature or object that is destroyed must make a Constitution saving throw. On a failed save, the object becomes a nonmagical object with a nonmagical component. This spell destroys magic objects that aren’t nonmagical objects. Enchantment

Self-Destruct

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 10 minutes

A sphere of destruction is formed in a 15-foot cube on either side of you. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 5d8 necrotic damage and is charmed for the spell’s duration. On a successful save, the spell ends. A creature that enters the sphere is no longer charmed by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The spell’s damage increases by 1d8 when you reach higher levels. Transmutation

Selfdestruct

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A small explosion erupts from a creature within range. A creature must make a Dexterity saving throw at the end of each of its turns. If it fails the save, the creature is killed. On a failed save, the creature is instantly killed. On a successful save, the creature is no longer killed. The spell ends in a permanent, unharmed condition. If the creature is no longer dead, the spell ends for it. If you or someone you designate is incapacitated, the spell ends for you. If the creature’s mind is in a state of suspended animation, the creature is unaffected. Abjuration

Self-Deterdication

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The next time you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Divination

SelfDivination

Casting Time: 1 action
Range: Self
Duration: 1 Round

You imbue a creature that you can see within range with a certain sense of awe. The creature must make a Wisdom saving throw. On a failed save, the creature is terrified for the next 24 hours. On a successful save, the spell ends. On a failed save, the creature is unaffected by fear. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 day. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. Evocation

Self-Gust

Casting Time: 1 action
Range: 60
Duration: Instantaneous

60 Concentration, up to 1 minute You choose one of the following effects when you cast the spell. You choose a point within range that you can see within range. The effect lasts for the spell’s duration. Any creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 4d10 piercing damage. On a successful save, a creature takes 1d10 bludgeoning damage and is pushed prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Self Help

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A willing creature you touch falls prone, and when that creature reaches the top of its class in Strength score, the spell ends and its effects return to normal.

Selfie

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create or attempt to instantly upload a photograph of yourself or someone else to the ImageNova's service. The image can be of any skin color you’ve seen, up to a maximum of six colors, a time of 1 minute. The link to the image is at the top of this page. You can indicate which version of the image you have or what made the image appear real. On this page, you can combine versions of the images that appear real with images created by other spell effects. You can also specify images as being fabricated from physical objects or from nonliving creatures that you assume with you to distinguish them from each other. When you create an image, you can either choose a physical image or a fabricated image that has been created with the spell. You can also specify a different alignment for the imagery. The image’s alignment, if any, determines the image’s normal alignment. While the image is created, the suggested alignment is automatically met using statistics from the game, such as Strength, Dexterity, and Constitution. If the image is not met before the casting of the spell, the image disappears and any effects that could have suppressed or suppressed the image (such as removing any curse or concentrating on an odd spell) no longer apply to it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or implant additional images of yourself or someone else, and the enhancement allows you to create images of any size you like. When you cast this spell using a 7th-level spell slot, you can animate or implant additional images of yourself or someone else, and the alter image lasts for the duration. AVAILABLE ON USE when you cast this spell using a spell slot of 7th level or higher. Illusion

Self-Improvement

Casting Time: 1 action
Range: Concentration, up to 1 hourYou gain the ability to: 1. Self-improve by increasing your healing by 10 for each slot level above 3rd. 2. Self-improve by increasing your healing by 10 for each slot level above 5th. 3. Self-improve by increasing your healing by 10 for each slot level above 9th. At Higher Levels. When you reach 9th level, you can target one additional creature for each slot level above 10th.
Duration: Transmutation

Selfish Polymorph

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You merge five objects created by a curse spell with a hidden spell, causing one object to become trapped in the ground and another to fall to the floor. You then choose one of the creatures that you can see within range of, and the spell ends. The creature becomes a truesotically significant linking object (your choice) until the spell ends or the creature is cut off from all other objects. The creature then disappears and all other objects. Illusion

Selfless

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose one creature that you can see within range. The creature can’t be charmed or frightened by you. Until the spell ends, the creature can’t be attacked or harmed by you. If the creature’s current statistics are higher than the creature’s current statistics, the creature can’t be affected. At

Self-Selling Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell destroys an object or an area, as the spell completes its normal course. The spell ends on a target that has been affected. The target is a sphere of fire, stone, or foul-smelling liquid. The spell destroys every object in its area, including the sphere. The spell requires a successful Intelligence (Investigation) check against your spell save DC to find a target. The target must be within 10 feet of you when the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Selfust

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a small, invisible void that lasts for the duration. One creature you choose must succeed on a Constitution saving throw or become charmed by you for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour, and creatures that start their turns there must succeed on the saving throw as normal. Divination

Selfust

Casting Time: 1 action
Range: Self
Duration: 1 minute

You instantly perform a special function. Choose as many of the following effects as you like, making the spell permanent. You can also use any effect

Self-Warding

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Self-warding. You gain resistance to damage from n

onmagical weapons and nonmagical cold damage. Self-Warding (1st), (2nd), and (3rd) Self-warding. You gain resistance to damage from nonmagical weapons and nonmagical cold damage. Self-Warding (1st), (2nd), (3rd) Self-warding. You gain resistance to damage from nonmagical weapons and nonmagical cold damage. Conjuration

Sell a scroll

Casting Time: 1 action
Range: 1 Hour
Duration: You create a scroll of magic. A scroll is a scroll

of pure gold or a scroll of rare or magical power. You can create up to twenty scrolls. You can also create up to four scrolls of your choice at a time. You can create up to ten additional scrolls at a time. You can take three scrolls as a group, and you can create up to twelve additional items. The scroll must contain a unique and magical text. A scroll of pure magic is a scroll of your choice. If you create an item that is of a different name and type, the item is lost, and you gain no benefit from the item. There is no benefit to creating a new item made of a different name and type. You can create up to ten additional scroll at a time. The scroll must contain a unique and magical text. A scroll of magic is a scroll of a particular kind, such as a scroll of ice, a scroll of cancellation, or a scroll of teleportation. This spell can create a scroll of any kind by using the same element of the same kind as the material component. Conjuration

Selling Animals

Casting Time: 1 action
Range: Animal friends
Duration: 1 Hour

Choose an area of land or some other suitable terrain and craft a magic item that bestows service on each creature within 30 feet of that area. Each casting of the item requires a successful cast of the item, which has its own set of effects. You can craft a single service item that lasts for the duration, provided that it is created within a silica gel or a similar substance. When you craft the item, you can craft up to twenty items (at a time, choosing from the options below), raising the maximum number of such items possible to a maximum of forty. The maximum value of any one item can be no more than five pieces at a time. You can craft only one magic item at a time, and each craft requires an action that the item mimics. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can craft two service items at once, raising the maximum possible number of pieces created by one magic item to three. When you cast this spell using a spell slot of 7th level or higher, you can craft twenty service items at once. When you use a spell slot of 8th level or higher, you can craft twenty items at once. Transmutation

Selling Flame

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Choose one creature you can see within range and exchange one piece of wood or stone for another creature's offering flame. The creature must be within 30 feet of you when you cast the spell. The creature can throw a length of rope around yourself, which fits in your space and is about the size of your fist. While the rope lasts, you can make a melee spell attack against the offering flame. If the attack hits, the target takes 1d6 fire damage, and if you don’t match the price of the rope, you are taken directly to the rope’s price. While the rope lasts, you can offer an entice spell using any number of cards of the game you hand. The entice spell requires 10 minutes to cast, and the spell creates two flames that follow you when you cast it. Each flame lasts until it is broken or the rope is worn down. For this spell’s duration, the ropes hold 3,000 pounds (500 kilograms) of nonchemical flame. The flames can be extinguished with a simple melee cast of the spell. When the rope falls to the ground, any creature or object that was within 30 feet of you when you cast it takes 1d8 fire damage if it is still within 30 feet of the rope. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Selling Flame

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You make a flame or a vapor equivalent to one made of flame appear in a 30-foot cube on ground you can see within range. The flame doesn’t have to be on the ground itself; you can use a bonus action to pour it out through a wall or other obstacle. As an action, you can sell the flame for 1d4,000.00. If you don’t have a store nearby that sells it, you can force one up to price it, either by offering it at an extra price at the store or buying a gift from it. The demand for the item is moderate if it isn’t being offered for sale. When the item reaches 4,000 gp—or 15 percent of the item’s price before it becomes legal for you to offer it at such a price, you receive a great deal. A great deal greater than the price of the item listed above. Transmutation

Selling Furnace

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell sends enchanting force within an object and into its owner's hands. Completely attun the nearest creature or objects to the object when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends. Any creature or objects that are still affected by the spell are transported to a nearby safe harbor, such as a safe house or an abandoned mine. This spell ends if you cast it again, if you dismiss it as an action, if you cast it while asleep, or if you end your turn somewhere the spell's scope overlaps with the moment you cast it. Conjuration

Selling of Ashes

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The spell whispers to your companions at the edge of your home, and once per day for the next 24 hours, they create or attempt to create portals that carry goods, people, or magic items from one creature’s hand to the other within reach. You can bring along objects up to Medium size, such as mummies, sentry beasts, or siege engines, and you can direct magic that is cast on the portal to carry whatever you are carrying to its target. A sentry can use its action to attempt to reach the item without triggering its alarm, and if it does so, it can issue a brief command at the top of its voice as if it were the target. If you are targeting an object up to the size of a typical muggle muggle inn, you can bring along objects up to Huge or smaller, food and drink, armor, and a staff, as well as magic items of a similar weight and design, as your target. If you are targeting a staff up to the size of a common muggle shop, you can bring along some of your own equipment, as long it isn’t being worn by another creature at the time you cast the spell. The spell can’t repair or repair beyond a certain capacity, and the staff can’t be worn or carried by another creature. If you cast this spell on the same creature twice, the second time must make a successful Intelligence saving throw; a success means the spell can no longer resolve. Thus, casting this spell without attunement to a muggle shop or a common muggle inn requires a successful save against its dispel magic. Transmutation

Selling rings

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The next time you cast this spell and make a melee spell with a weapon without first concentrating or casting the spell, you get the same piece of jewelry or ring, or the different set of rings you originally worn as part of the casting. Divination

Sell of Knowledge

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Your magical business is about to take off. A mysterious entity starts selling you a piece of the magic goods that were previously on store shelves and that you can no longer afford. To put this into perspective, say a shop you visit is selling the first 100,000 gp of a piece of nonmagical armor it makes from a legendary weapon that you know is no longer in use. You buy the piece for twenty-five gp, which is worth about 30 gp—just over half what it was worth two years ago. Otherwise, the shopkeeper could sell you half as much merchandise, which you might spend your entire life saving for the moment when you're ready to use up all your equipment. If you choose a legendary weapon that you know is no longer in use, the shopkeeper can sell you two pieces for twenty-five gp each, or you could either buy a piece of armor created when the piece is created or a piece of nonmagical armor created to match the weapon you choose. While a legendary piece can be found in an appropriate piece of nonmagical armor, it can’t be sold, traded, or taken for experience, alms, or treasure. When you cast the spell, you choose the manifestation. Each piece created by the legendary piece spell grants a new talent for its ability, attunement to a particular spell or activity, or a talent that was present when the

Sell or Steal

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You purchase a real thing. Choose one object, spell, artifact, or magic item, and it becomes yours for the duration. If you don't produce a worn effect within 24 hours, the item is no longer yours, and the price of the real thing drops to the lowest possible price for it. You can buy anything from apparel to jewelry, as long as it isn't for real use, up to twenty-five times your normal price. If you don't produce a real thing within 24 hours, the item is no longer yours, and the price of the real thing drops to the lowest possible price for it. Additionally, if you don't keep a real thing within 24 hours, the magic item is gone. At the DM’s option, the DM can issue a new ruling, which must be done within 24 hours of receiving the item, whether or not the item is no longer in your possession. Removing a manufactured effect means that you lose control of the thing for the duration. If you cast this spell on the same piece of gear used in making the spell again, the whole thing is no longer manufactured; you must make a new spell check using your own resources, and then repeat the check. If you cast this spell on a permanent object, such as a staff, it retains its original use value, but it can be reattached if necessary. Transmutation

Sell Spell (1Toothed Cow, 10 minutes)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell gives a creature a magical item with which to use—a quiver, a spear, or a small object of its own size, such as a quiver, a quiver-sized book, or any sort of gemstone. The creature can spend up to seven expended quivers to make whatever it uses, and the spell ends if it fails its concentration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts for the duration, but the spell ends if the target is wearing its gear, if you are using a rod or throwing a large item, or a set of dangerous items such as daggers or sling handles. Transmutation

Sell Spells

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

A spell of your choice that you can see that can affect up to two creatures of your choice that you can see within range. The spell has the same effect as the spell

Sell spells

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You use your action to issue a verbal command to any creature you can see within range. The creature must succeed on a Wisdom saving throw or take 1d6 psychic damage. On a successful save, the creature takes half as much damage. If you use your action to issue a verbal command to a creature of your choice that is within range, the target obeys. If the spell is used to persuade a particular creature to follow you, the target doesn’t follow you. Conjuration

Sell Spells

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one target spell or other offering that you can perceive. The target must be within 5 ft. of you. The target gains the benefits of spells and other magical effects you know. You can also target up to 10 of the same spell or other offering. If you cast the spell multiple times, each time it appears in a different slot of your spell book, you can designate which spells or other offerings you wish to be affected by each time you do so. You can also change one or more of the targets, but you must use your action to do so. Conjuration

Sell Traps

Casting Time: 1 action
Range: 60
Duration: 10 minutes

Choose a trap or other offering, such as a chest or ring of disintegrated bones, on which you can deposit a bundle of bones or a chunk of wood. You can deposit one cubic foot of nonmetallic material weighing up to 500 pounds on the ground or a small amount of metal (such as a chunk of lead or a single piece of lead) or stone weighing up to 1,000 pounds (or 1 cubic foot of lead or 4 feet of lead) on the ground or a small quantity of dirt weighing up to 1,000 pounds (three times as much). You can shape the shape of the surface on

Sending Burst

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You send a single message, uttered over a space of up to 100m on a solid surface, bursting with magical energy. Each creature in a 30m-radius spread from you within range must make a Wisdom saving throw. On a failed save, a creature takes 1d8 necrotic damage and/or is blinded for 1 minute. On a successful save, it takes only half damage. The spell’s damage increases by 1d8 when you reach 5th level; it increases by 1d8 when you reach 11th level; it increases by 2d8 when you reach 17th level; or it increases by 4d8 when you reach 21st level. Evocation

Sending Remnant

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You send a messenger to bring a message to a group of people. Choose one creature that you can see within range, such as a paladin, priest, or wizard, or choose a magic item your hand can see, such as a scroll or an arcane book, and speak it with one other creature within reach for the duration. The messenger takes 10 radiant damage on a hit and is sent flying with a short song of energy. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Divination

Sending with the Dead

Casting Time: 1 action
Range: 15
Duration: 10 minutes

Your magic emanates from a Large or smaller creature of your choice within range. For the duration, this spell has advantage if you choose a Large or smaller creature for the sending. While the sentience lasts, you and any creature charmed by you can send one another wreaths of hemp or hemp leaf. The stalks are infused with magic, and you can send one stalks back to it at any time for the duration. You might send one stalks on a journey or to a place you have designated. When you cast the spell for the first time, you can send the sentience back to the wisest creature you choose (your choice which creature you sent the sentience to or from). A sentience that died and is no longer in service can return by sending a new one, provided that you have the wisest creature you can send it. The first time you send a sentience, roll a d20 and add your Charisma modifier to the die roll. The second time you send a sentient creature, roll a d8 and subtract your Charisma modifier from the die roll. Finally, you send the sentience to a willing creature of your choice that you can see within 30 feet of you and that can hear you, if the creature’s voice rings at the start of your next turn. The sentience takes 24 hours to consume a summoned creature. You can send an undead to safety if you think it safe to do so. When done, it returns to its normal state and can repeat the spell if it has as its remaining hit points. If you cast this spell multiple times, you need each casting to count as one use of the spell. Casting Time: 1 action

Senses

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell allows you to put on another item before it becomes worn or carried off, instantly reducing worn-out items to a pile of junk and revealing your current location. You can also create a distraction to keep yourself occupied in case things go wrong. If you cast this spell on the same location every day for a year or more, the spell has no effect on it. If you cast it over a longer period of time, however, it can deal additional damage to creatures and move to a different location if desired. If you cast it on a specific creature, such as a tree, you can create a distraction to see who moves where, so long as this distraction doesn’t create a distraction while you are within 30 feet of the target. Conjuration

Severa's Favor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause a wish to a willing creature you can see within range. The creature must succeed on a Charisma saving throw or become charmed by you for the duration. If this wish has three or more conditions (such as being wishful or willing), the creature chooses one of the conditions, which are learned by you. The wish is no longer verbal, and the creature can use its action to communicate with you as a verbal communication, provided that you are within 60 feet of each other. Alternatively, the creature can communicate with you by means of words spoken by you, such as by talking to you through a verbal communication. The spell doesn’t alter your personality. The creature can also talk to you in any of its conversations, so long as the conversation lasts. The spell ends when the target turns to another plane of existence, if the spell ends as a result of being summoned to that plane. The target can choose an area of the plane that it can’t reach, such

Severator

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

An invisible, intangible creature appears and hovers for the duration in an unoccupied space of your choice within range. The creature hovers when you use a spell slot of 1st

’Severia (6)

Casting Time: 1 action
Range: 120
Duration: 1 hour,’s duration

Severify Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a cloud of flame that is 20 feet in diameter and 5 feet high. The cloud spreads out from you and is centered on a point you choose within range. You create a 10-foot radius sphere of flame. The sphere has resistance to bludgeoning, piercing, and slashing damage. When you cast this spell, you can target one creature for every 10 you cast it on yourself. You can use your action to dismiss the cloud as an action, and you can dismiss the cloud as an action to leave it. You can also dismiss the cloud as an action on your turn. The cloud lasts for the duration. A creature can use its action to dismiss the cloud as an action. Enchantment

Severify

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature that you can see within range and that is friendly to you or a creature that you can see within range. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. If the target is a Medium creature, the blindness ends. The target can repeat this saving throw at end of turn if it is within 30 feet of you. If the target is a Huge or smaller, the blindness ends. The target can use its action to make a Wisdom saving throw. On a success, the target regains all expended hit points. On a failed save, the target is immune to this spell until the spell ends. Divination

Severity-enabling

Casting Time: 1 action
Range: Self
Duration: Up to 1 day

Transmutation

Severity-in-residence

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You enter the presence of the person you designate, if you are one. The spell can last up to 1 day. The spell can also last for the duration, and casting it on the same person as you grants you a bonus equal to 10 + the spell’s level. The bonus lasts for the duration. For example, if you cast this spell on the same person as me, the bonus will last for the duration. If you cast this spell on a different person, the spell is lost, and you lose the benefit of the bonus. Transmutation

Severusaur Armor

Casting Time: 1 action
Range: 120
Duration: 30 Days

The skin on a creature’s armor gleams with radiance when it strikes an object touching it. The light gleams withen when touched against a target and the target touches an object touching another creature. The light glimmers with a spectral flame when it strikes a creature or a creature with a melee weapon, and the flame spreads across the ground within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the flames spread to create a spectral barrier around a target. Abjuration

Severusaur Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature that has died of old age. The target’s skin becomes impermeable until the spell ends. The target’s armor resounds with sounds of war and destruction. The spell ends if the target is undead or if you choose a nonliving creature as its target. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Severusaur Armor

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature. Until the spell ends, this spell conjures a sort of protective magic around its skin to make it appear as if it were immune to physical damage and to resist all damage. On each of your turns as a bonus action, you can make a melee spell attack against one creature within 15 feet of you that you can see. On a hit, the target takes 1d10 radiant damage. Until the spell ends, this attack deals an extra 1d6 radiant damage to the target, and the spell ends. Conjuration

Severusaur Hide and Stroke

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You hide in thickets, in the center of the Un'Goro Sea. Once per round as an action, you can move the hilt of a steed from one end of the sky to the other, making it appear as though it were pointing upward. An unwilling creature that can't see can see the steed, and the steed sheds bright light in a 30 feet radius and dim light for an additional 30 feet. In addition, the steed sheds bright light in a 30 foot radius that the flammable component emits when the spell ends. Transmutation

Severusaur's Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A sphere of energy radiates from you in a 10-foot cube centered on a point within range. The sphere is a solid, opaque, and translucent mass of air massesing around the point. When the spell ends, you can use your action on each of your turns to move the sphere up to 30 feet in any direction. If the sphere is on the ground or on a floor, you can move it up to 30 feet in any direction. The sphere moves with you when you cast this spell. The sphere is difficult terrain for creatures other than you. It is invisible to creatures of Medium size or smaller. Conjuration

Severusaur's Staggering Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A ranged spell of opportunity for a creature or an object (such as a spear or axe) that you can see within range. If the target must make an attack roll to cast this spell, it can make a Strength or Dexterity saving throw. On a success, it is able to pass the spell’s damage die and continue on its turn. On a failure, the spell fails. If the spell cuts a creature’s head, chest, or wherever it appears in excess of 100 feet of ceiling, that creature is blinded and must make a Constitution saving throw; it takes 3d6 psychic damage on a failed save, and the spell ends on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Severusaur Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A swarm of bats appears in an unoccupied space that you can see within range. The bats hover in the air for a moment, then disappear. The spell ends for those who managed to avoid the swarm. A bat within 30 feet of you causes a pestilence spell to be cast on it, which produces a swarm of bat-like creatures. Each humanoid in the area must make a Constitution saving throw. On a failed save, a humanoid becomes frightened of you until the spell ends. At the end of every 10 days, a frightened creature can repeat the saving throw. A creature that is permanently frightened by a summoned bat must succeed on a Constitution saving throw or become frightened of you again. As a bonus action on each of your turns, you can move the summoned creatures up to 30 feet to a space you can see. At Higher Levels. When

Severusaur Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The skin of a sorc comes alive as a swarm of ten virulent greenish protozoa swarm towards a target creature within range. Roll 1d8 + 1/2 the sorc’s statistics for the virulent creatures they swarm upon. The target must succeed on a Constitution saving throw or its skin erupts in purple protozles and shrieks in alarm. Each creature within 10 feet of the target must make a Constitution saving throw. On a failed save, the target takes 3d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases to 4d8 poison damage. When you use a spell slot of 5th level or higher, the damage increases to 5d8 poison damage. Transmutation

Severusaur Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure a swarm of beastly creatures on the ground within range. Choose one of the following creatures: a manticore, a giant centipede, a leprechaun, a great kobold, or an ostrich. For the duration, all beastly creatures are immune to all nonmagical bludgeoning, piercing, and slashing damage. The first time each turn for a manticore, a giant centipede, or a leprechaun, the creature must make a Strength saving throw. On a failed save, it takes 1d6 thunder damage. While affected by this spell, the creatures deal 1d6 necrotic damage per level of the spell, but the damage doesn't reduce them to a necrotic or bludgeoning damage. If an ostrich or kobold creature fails the save, the creature takes 2d6 necrotic damage, and the creature is killed instantly. The swarm can enter or hide within 30 feet of a solid surface and moves within 5 feet of that surface no more than once every 10 days. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Severusaur Swarm

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A vine-like monster that sprouts from your corpse appears and floats in the air for the duration, moving with it to create a 20-foot cone of poisonous energy centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Any creature that fails its save against this spell has its breath taken with it, and the vine spreads around corners. Whenever a creature who starts its turn in the area or enters the area within 5 feet of the vine or where the vine strikes it, a vine spreads to 25 feet long and 5 feet tall and sheds bright light in a 30-foot radius. When the vine blossoms, it lights a fire in its place and moves with it to a spot within 5 feet of it and uses that spot’s surface area as your terrain (towards which you choose resistance). For the duration, the vine sheds bright light in a 30-foot radius, and when the vine sheds poison, you make a poison damage increase by

Severusaur Swarm

Casting Time: 1 action
Range: 30
Duration: 10 minutes

A swarm of fey wreaths up to 5 feet in each direction on the ground in a 30-foot radius centered on a point within range. Whenever a creature moves into a protected area within 30 feet of one of the locusts within the swarm, that creature must make a Constitution saving throw. On a failed save, the creature takes 2d6 cold damage, or half as much damage on a successful save. A 20 foot radius sphere centered on a point within the swarm spreads out across the ground in a 5-foot cube. Wounds, chilled remains, or objects falling from the sphere are centered on the wisest place. A creature with an Intelligence score of 2 or lower can’t be affected by the spell. If a w ere affected by the spell’s damage equals 10 + its Intelligence score, the beast’s disease resistance is reduced to 2, the radius of which is reduced by 5 feet for each mile the minotaur travels and therefore reduces the creature’s movement speed. A minotaur’s damage and movement penalties are reduced as well. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage and movement penalties on w hen the minotaur damages a target are reduced to 2d6 + your spellcasting ability modifier. On a target affected by the spell, the penalty increases to 3

Severusaur Swarm

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You can make scorpions, aprey, aphantisk, a spider, cob, a poisonous dragon, or a spider swallow you. Divination

Severus Blackclaw** Self

Severus' Curse

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 day

For the duration, a dire wolf can’t bite or be frightened. Abjuration

Severus' Curse

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You curse a creature that you can see within range. The cursed creature can be any creature you choose, and it must succeed on a Wisdom saving throw or take 3d6 psychic damage. On a failed save, the cursed creature must roll a d4 Wisdom saving throw to escape. It takes 4d6 psychic damage on a failed save, and it must take 3d6 psychic damage on a successful one. The spell ends for such a creature if you cast it again While you are centered on this spell, any spell cast into the spell’s area is wasted. While you are centered on this spell, any spell cast into the spell’s area is wasted. If you have a ranged spell of 3rd or 4th level or lower, you can cast it as a spell blast on the same line as the spell’s melee attack. You can cast it while your hands are free, or you can’t cast spells in your hands. Conjuration

Severus' Darkvision

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

If you touch Severus, hepherded and fed the fallen soldiers of his new government

Severus' Feast

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A surge of divine energy erupts from a point within range, imbued with the gods new power, reaching its maximum intensity when a single creature of your choice that you can see within range rages on the ground and emits a potent crackling, warbling noise, aural trace elements, whispering sounds, and otherworldly sounds in a 30-foot radius and echoing with primal screams. Each creature that starts its turn in the area must succeed on a Constitution saving throw. On a failed save, a creature takes 14d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Necromancy

Severus' Feast

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You bring forth a smoke-like creature from the wisps of a unicorn that dies within the time limit specified on this scroll. The target must always have been within eons of death after casting this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Severus' Fireball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Until the spell ends, two bolts of red flame burst from your hand towards an enemy, which has the statistics and the statistics of the chosen creature. Make a ranged spell attack for the first bolt that hits, and make a weapon attack roll for the first two bolts made. On a hit, the creature takes 2d6 fire damage, and if it has the lowest fire level of 6th or 6th level, it must make a Constitution saving throw. On a miss, it makes a Constitution saving throw at the end of its turn. The fire can linger in the creature’s reach for the full duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Conjuration

Severus' Gift

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You give a willing creature a gift of strength and endurance for the duration, much like a gift from a god. The creature receives a gift of radiance, protection from magic, and speed. The gift lasts for

Severus' Gift

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A powerful psychic power springs from your thigh. Choose up to five creatures within range, or one willing creature that can be charmed. Each target must make a Charisma saving throw. On a

Severus' Magnificent Mansion

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You conjure a being, an object, or a force that is beyond description. The being stays within a fixed location for the duration, and can be anywhere on the plane of existence you designated. The being can be anywhere on the plane of existence you designated. The result of a creature’s in-game location being shown to the creature is what you intended when you wrote the spell’s name. If the creature is on a plane other than the one you’re on, the creature is visually perceived within the location, and the spell ends. If the creature is on a different plane of existence, the creature is dismissed from that plane if it is seen in that location more than once. If the spell is still in effect on a creature other than the creature you chose for its in-game location, the creature is dismissed from that plane if it is seen in that location more than once. If you would like to specify a different location for the creature, you can use the different location’s location modifier when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures for which you have a casting ability increases by two for each slot level above 4th. Divination

Severus' New Messenger

Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous

A line of glowing tendrils from your fingertips sprout from the ground toward a target and loop around it. The tendrils can pass through barriers, opening portals, and even through doors leading to a deeper part of the room. The tendrils are invisible and dissipate when a wall or other obstacle cuts through them. A creature can choose to have the tendrils turn invisible instead. Evocation

Severus Orb

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a crystal orb of force in the form of a spider. Once created, it vanishes. You can use your action to teleport a creature up to 30 feet in an unoccupied space that you can see within range. A creature that can see the crystal can identify it by the name it appears in. When you cast this spell, the spell lasts until the spell ends. You can use your action on a flat surface to make a 10-foot-radius burst of force. Make a ranged spell attack with this spell. On a hit, the target takes 3d6 cold damage. On a miss, the spell has no effect. On a successful hit, the spell ends. If you cast this spell multiple times, you must choose as many of the spells you wish to use as the number you wish to end

Severus Orb

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

In this spell, you create an orb of radiance centered on a spot on the ground within range. Choose up to four creatures of your choice that you can see within range. Each target must succeed on a Wisdom saving throw or take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage d increases by 1d6 for each slot level above 1st. Evocation

Severus' Path

Casting Time: 1 action
Range: Choose a point within range that you can see on another plane of existence. The spell creates a magic door on the target plane to hold up to ten willing creatures (your choice which creature gets the immunity). The magic door instantly opens and closes on every creature that enters the door. Creatures aren’t affected by the spell. Until the spell ends, the magic door grants the creature a +2 bonus to AC for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the bonus to +5.
Duration: Evocation

Severus' power

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends, you can shape the course of the universe in ways that make you feel like a god. Choose the direction one side of the universe takes, or the direction a different one takes, up to 1 mile north to south, north to east, or south to north. The way you see the world affects everything you see within 60 feet of you, but you can't see anything that way that long. You can specify a course of action that you would follow that turned around, but I don't know a course of action that could be followed by a creature of my choice, such as a human, elf, or fiend. The spells can deal damage. The direction a creature moves takes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate up to ten nonmagical objects that you can see, as well as up to ten nonmagical objects that aren’t being worn or carried. Transmutation

Severus' Resilient Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, a skinned, steel creature that you can see within range can’t become frightened. Transmutation

Severus' Shadow blade

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

You touch a willing creature and weave a blade that cuts the surface of its skin. The blade lasts for the duration, and it sheds bright light in a 10—foot radius and dim light for an additional 10 feet. When the blade strikes the skin of a creature that is under the skin of a living creature, there is a brief but noticeable shimmering in color. That coloration replicates the skin of the creature, creating shades of gray and shades of yellow or black with each blow. Transmutation

Severus Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause an aura of radiance to appear around you for the duration. You can’t create more than one aura at a time, and any aura created more than once ends. While you are on the ground, each creature within 5 feet of you has resistance to the triggering aura for 1 minute. If a creature is affected by the triggering aura, it can use an action to end its turn in the area. Evocation

Severus' Sphere

Casting Time: 1 action
Range: 150
Duration: 1 minute

A spectral, nonmagical sphere radiates with a faint radiance from within. Until the spell ends, the sphere is a tiny plane of spectral power centered on a point within range and that can be reached only by succeeding on a Strength or Dexterity saving throw or by spending 5 minutes resting. While within the sphere, you can use the sphere’s normal magic to project a blue ray of insight at one creature within 60 feet of the glowing sphere, seeing up to 1 mile per caster level. This ray can’t pass through barriers, but the sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the blue ray increases to 60 feet for each slot level above 5th. Evocation

Severus' Vengeance

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an area of your choice that you can see and that can’t be more than 40 feet wide. An extra action you can take on each of your turns to cause a flame to leap from one creature within range to kill another. The creature must succeed on a Dexterity saving throw or be pushed up to 10 feet away from you and killed. The target explodes with flame if it is higher than 10 feet away from you. A flame that can’t reach you can’t be targeted by this spell. Conjuration

Severus' Vengeance

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A furious storm rages outside of you. Each creature in a 15-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The storm then rips through solid objects, summoning its fiendish power against the target. Each creature within 10 feet of a point that you choose within range must make a Dexterity saving throw. The target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the storm vanishes without a trace if it is carried by a creature. On each of its turns, it moves to a spot within 5 feet of the target. The target can repeat the saving throw if it wishes. If the target fails the save, the storm appears again within 10 minutes. If it’t carried by a creature within 5 feet of it, the storm vanishes without dealing damage. Evocation

Sewer of Hope

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create an invisible, shimmering stream of light that sprouts from your hand and turns it into a shimmering force. You can use your action to create a portal of hope for the target or a portal of destruction for the target. Any creature that drops to 0 hit points or is knocked prone during the spell must make a Constitution saving throw when it enters the portal. The target can’t be affected by this spell, or it must make a Constitution saving throw. An illusion of the stream of water appears to be a horizontal line that runs along a point you choose within range. A creature that enters the illusion must make a Constitution saving throw. On a failed save, the creature is blinded. The illusion lasts until it is dispelled. You can target one of the creatures for the illusion’s duration. Each time you target one creature, you can target all of them. The target must make a Constitution saving throw. On a successful save, the target takes half as much damage from the initial spell if it isn’t incapacitated. The target can’t become aware of the spell if it is still under the influence of the illusion or if it is in the same plane of existence on the plane you’re on. Conjuration

Shackle

Casting Time: 1 action
Range: 90
Duration: 60

Concentration, up to 1 minute A 5-foot-radius sphere of darkness in a 30-foot radius centered on a point within range. The sphere can’t pass through barrier or other obstacles. If the sphere passes through an obstacle, it is blocked by it for the duration. The sphere lasts for the spell’s duration. Conjuration

Shade of Adornment

Casting Time: 1 action
Range: Touch
Duration: DurationInstantaneous

You touch a portion of fine bristle and shimmer as an emerald radiance that glimmers in a 15-footcone for a moment. Choose one creature you can see within range. An unwilling creature must make a Wisdom saving throw. On a failed save, the creature becomes blinded until the spell ends and can't benefit from vision into the stars. An incorporeal creature, on the other hand, has disadvantage on attack rolls against creatures charmed by the undead or fey. Illusion

Shade of Brightness

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a prismatic light that creates a point of light that can illuminate up to 60 feet of space. The light must be within range and must be within reach of at least one creature. The light must have the same radiance rating as the spell’s source, and it has disadvantage on saving throws against spells and other magical effects. The light emits color, and it can’t be seen. The light can’t be seen when it is in the air. At Higher Levels. When you cast this spell using certain higher-level spells, you create two new prismatic lights. The prismatic light must be within range and must be within reach of at least one creature. Each prismatic light must have a different radiance rating. The light must have a range of 30 feet. It must have a radius of 20 feet. The light is visible only to creatures of your choice within that radius, and no creatures or objects can be seen within the light. Divination

Shade of Death

Casting Time: 1 action
Range: 150
Duration: Instantaneous

For the next round, you choose the color of any living thing inside an area around an extent of ground that you can see within range. Creatures in that area are blinded and barely visible, and creatures in the area are at greatest risk to falling or falling off cliffhies. Abjuration

Shade of Hope

Casting Time: 1 action
Range: Self
Duration: Necromantic

You summon a shimmering flame that fills a 5-foot-square area within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Necromancy

Shade of Life

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A shimmering force field of air that is 20 feet across and 5 feet high spreads out in a 30-foot-radius sphere that is 30 feet long and 5 feet thick. The area is 30 feet square and 20 feet high. A creature that is within the area must make a Dexterity saving throw. If it fails, it takes 2d6 bludgeoning damage and is knocked prone. A creature can use its action to make a Strength check against your spell save DC. On a success, the spell ends. If it fails, the spell ends. The spell ends if the creature is unconscious or if it is incapacitated. A creature can use its action to make a Wisdom (Perception) check against your spell save DC. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can use a bonus action to cause the spell to have a greater range. The radius increases by 1 inch for each slot level above 8th. Transmutation

Shade of the Righteous Aura

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You imbue one willing creature you can see within range with a color of your choice from one of the following colors: neutral, green, or blue. The target gains the following benefits: - You can have up to two willing creatures of your choice that you can see within range. - You learn the nature of the creature’s color. - You learn its speed, attack, and Defense against attacks that are based on the number of attacks against it. - You learn its class level.

Shadow Armor

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create an invisible shield over a 5-foot section of space, centered on a point or object within range. You pass through and around the shield, using AC until the end of your next turn until the initial damage is dealt to the shield. Each time an attack hits, you are blinded and deafened. Until the area is safely closed off, you are invisible until the end of the next turn. When that area is safe to pass through or around, you can use your reaction to turn within range to cloak yourself in Shadow Armor. You can also conceal yourself until the end of your next turn. If you take damage during this spell’s duration, the area is permanently closed. The shield protects you from nonmagical damage, but it can�

Shadow Binding

Casting Time: 1 action
Range: 30
Duration: 1 minute

Lightning bolts strike down from above and strike up to five creatures of your choice that you can see within range. Each target must make a Dexterity saving throw. The target takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, any target immune to this damage is blinded and restrained, and its speed drops to 0. The blinded target can make a Constitution saving throw at the end of each of its turns, ending it restrained. Abjuration

Shadow bite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You bite one creature or an incantation and delive

r a bite of crude, crude, crude force that delivers bite-sized bites that are nearly perpendicular to your body to one creature or an object within range. The target must succeed on a Strength saving throw or be restrained for the duration. The target is then restrained and treated as though it had bite damage. It is unable to speak, use language, or do certain harmful magic until it has been reduced to 0 hit points or by half as much damage. The spell ends if you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature’s Strength bonus increases by 1 for each slot level above 2nd. Transmutation

Shadow bite

Casting Time: 1 action
Range: Self
Duration: 1 hour

The next time you hit with a melee weapon attack during

Shadow Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a dazzling beam of lightning that lasts for the duration. The spell’s range is 100 feet and it

Shadow Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This bolt of lightning reaches its maximum range and strikes down swinging, horizontal bolts of lightning. Each bolt deals 1d6 lightning damage to a creature within 5 feet of it. If the creature is a humanoid or an appendage, the limb or the creature’s space is reduced to 0 feet in each direction and one bolt of lightning strikes it

Shadow cage

Casting Time: 1 action
Range: 90
Duration: 8 hours

You place a lock on a door, a window, or a frame that is more than 100 feet tall, and that is more than 100 feet wide. When you cast this spell, you can assign locks to any number of windows and doors, as long as none of the windows or doors are missing. When you change the size of the cage, you can change the locks’s shape or height. You can also set locks that can open or close objects, such as a window that is 80 feet tall or a window that is 50 feet high. When you use this spell to construct a passage or ramp, the cage height and weight are cumulative until the end of your next turn. Corridors. Doors and windows must still be connected to one another when you cast the spell. When you cast this spell, you can designate any types of creatures that can’t be bound to a body (such as a bookshelf or a manor), such as trees, rock, or vampires. If you set off alarms at any door or window that is not a sarcophagus, the alarm is triggered only when the two objects aren’t on the same plane of existence. Transmutation

Shadow Casting

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cast this spell at an unwilling creature you can see within range. The target must make a Wisdom saving throw. It succeeds immediately if protected by an illusory duplicate of the casting spell. On its turn, it can roll a d10 at the end of each of its turns as an action, rolling a d 5 and taking the creature’s next attack roll, ending the effect on itself on a success. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Illusion

Shadow casting Divination

Shadow casting

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the ability to cast a single cryptic message that can be suppressed by simple means. The target of the spell is a humanoid that you can see within range. The target must be within 30 feet of you. If the target is hostile to you, you can use your action to dismiss the spell. The target remains hostile until the spell ends or you use an action to dismiss it. If you cast the spell again, the target returns to you with a cryptic message, unless the spell ends. If you dismiss it, the cryptic message doesn’t immediately return to the target. Instead, you can attempt to silence the target by forcing it to speak a cryptic message, such as "Forlorn Myrddoon," or "Forlorn Myrddoon, my beloved." The target is unaffected by this spell. If your concentration is broken, you lose control of the target, and if you cast this spell again, the target reasserts its control over itself. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Shadow Creatures

Casting Time: 1 action
Range: 120
Duration: 24 hours

A shadow-wreathed beast that only knows the shapes of its enemies appears in the form of a creature and attacks the originating creature. The originating creature must succeed on a Dexterity saving throw or be knocked prone. The creature is immune to nonmagical damage and may be knocked up or knocked prone. During this time, the originating hostile creature can repeat the saving throw, ending the effect of the effect on itself on each of its turns. At Higher Levels. If you cast this spell using an activity slot (such as thaumaturgy) or by spending a slot of 4th level spell’s concentration or an 8th level spell slot, the duration is 4 hours. Otherwise, the spell ends when the originating hostile creature completes its current turn. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is permanent, and the creature can benefit from any additional effects it chooses during its next turn. Enchantment

Shadow Creatures

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

For the duration, you gain the following benefits: • While you are invisible, creatures of your choice that you can see within range dismiss this spell have disadvantage on Wisdom checks and Wisdom saving throws made against incapacitated or unconscious creatures. • You can’t see anything except as far as the eye can see up to 90 feet away. • You can see invisible objects up to 60 feet in a directioning roundabout at a point you can see within range. • You can see and touch up to eight willing creatures. A willing creature must succeed on a Wisdom saving throw or be moved by the shadow to a spot you can see up to 60 feet away. Necromancy

Shadow Creatures

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A shadowy figure appears behind a creature that you choose within range for the duration. The shadowy figure appears as an invisible wall or a creature outlined by a faint shadow. The shadowy figure can be up to 5 feet long (3 feet on one side), up to 10 feet wide (2 feet on each side), and about 10 feet tall. Until the spell ends, this shadowy figure can attack you with a melee spell of your choice that deals 4d8 necrotic damage. If you have a torch or similar light source on your w as the shadowy figure, you can use your action to illuminate the w as an action that consumes the light source. The shadowy figure can’t attack, activate magic pylons, light railers, or activate hidden doors. When you cast the spell or as an action to dismiss it, the shadowy figure acts as a mindless servant, causing it to perform whatever you choose at any time until the spell ends. These shadowy figures w as created by and are imbued with the dread lord's power. For the duration, the figure is affected by dread spells of level 4th and 5th, as well as by the effects of spells of 4th level or lower. Any creature that you designate as the shadowy figure for the duration must succeed on a Wisdom saving throw or become frightened of the shadowy figure for 1 minute. Once frightened by the figure, a creature must spend 1 minute following it for the entire duration. The figure vanishes

Shadow Creatures

Casting Time: 1 action
Range: 30
Duration: 1 Round

You gain the ability to perceive, sense, and perceive invisible or otherwise nonmagical creatures in a 20-foot radius. When you cast the spell, any creature in the radius on a successful Intelligence (Investigation) check makes an Intelligence saving throw. If the creature is on the same plane of existence as you, the spell can apply to it the same effect as if it were within the radius. Transmutation

Shadow Creatures

Casting Time: 1 action
Range: Self
Duration: Concentration, up to

Shadow Creatures

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

This spell inscribes on undead bodies of shadow shapes within 60 feet of you, making them appear as faint, skeletal rings or scythe shapes on the outside. The shapes can be as crude as a humanoid’s head for armor, as grotesquely detailed bones for weapons or as elaborate weapons made of wood or stone. Your spellcasting choice for the spell creates these shapes for you to bestow upon the creature, which can make a Wisdom saving throw. At the end of each of its turns until the start of your next turn, the creature moves with you and makes a Wisdom saving throw. On a success, it can’t move or cast spells for 1 minute. During that time, it lacks the ability to make attacks and can only affect by its own actions. As a bonus action, you can mentally command the creature to create a specific weapon or tool that it creates and that it creates using its own might, using whatever natural weapon or tool it chooses. The creature must know the weapon and tool’s range, which is 30 feet or less; you can’t choose an attack or a tool’s reach, nor can it command its actions. You can’t activate or control any of the creature’s senses, causing the creature to be paralyzed or unconscious. When the creature finishes making such a command, or when the creature finishes creating the weapon or tool, the creature can make a new one using your own might, or choose a different creature for the creature to command. Finally, if you command the creature to create a legendary weapon or tool, the creature can make that weapon or tool available to you until its task is complete, at which point the creature can’t use that weapon or tool again. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Illusion

Shadowfen Hide and seek

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to see invisible creatures and perceive other creatures as they appear in an unoccupied space that isn’t being worn or carried by the same or a similar permanent or individual. Divination

Shadowfen's Divine Bond

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 hour

You choose a nonmagical object that you can reach—a sword, shield, crossbow, or crossbow bolt—that you can reach within 5 feet of you and that fits within a 5-foot cube. You create that object and its components, if any, within 5 feet of one another and under your control. While you have control over one component, you can target all components of the creature with no restrictions. You can even create a single undead component, as long as it isn’t being carried by another creature. The divine bond lasts until you dispelled it, at which point the creature returns to its normal forms and obeys your orders, unless you have some other means of communicating with it. If you cast this spell while you already have a component linked to it and while it has no divinity glyph (your choice when you cast this spell), you manipulate the component to make it share your knowledge, alignment, and personality with a phantom. If the component is a creature, you create a magic mirror creature for the creature in your spell list to find the component nearest to it. The creature can be anywhere on the same plane of existence as the component you made the spell’s link with, or within a different one. To do so, the creature must first use one of the following abilities, which can’t be dispelled by spell slots of 2 or 3: bard, cleric, druid, or wizard. When you cast the spell, you must have seen the material component of the component you made, and you need not use any divination spell to find the component. You use your own Intelligence to determine what component is found. If you know the component’s idiomatically, the creature is able to deduce what it is. It knows nothing about the spell’s trigger, how it activates, and how it affects creatures. You can maintain your own divinity by making a manifest destiny check using your manifest destiny check, and the creature deduces what trigger is causing the divinity spell to fail. Whether the creature is good or evil you determine by making a manifest destiny check using your divine revelation. The creature doesn’t know what its powers are, how they work, or what kind of powers it has. If you decide to manifest the divination spell as a spell, you can re-impose your manifest destiny check from its expiry date to resolve if you are willing to do so before its duration expires. If you are not, the spell fails and the entity is incapable of performing its task. Abjuration

Shadowfen Teleport

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You interweave your senses into unfamiliar surroundings, such as the dark or the forest, and you instantly transport yourself and up to eight willing creatures of your choice that you can see within range. The creatures remain where they are seated for the duration. If you are fighting a creature with four or fewer hit points, you automatically succeed on a Constitution saving throw against the creature’s teleportation. The creature is transported to your side of the familiar and remains there until the spell ends. The creature is acknowledged as a familiar by both you and the spell. If you cast this spell multiple times, you can have no more than two of its continuities studied and one additional study in progress at a time, at a rate of one study at a time. The spell can be ended by causing both studies to continue. Enchantment

Shadowfenugra

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a wall of spectral energy centered on a point within range. That wall lashes out toward a creature within 60 feet of you, moving with it along the ground and up walls, trees, and other obstacles. Whenever a creature within 60 feet of the wall moves within the wall, that creature must succeed on a Strength saving throw or take 1d6 necrot

Shadowfen Whisk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell turns creatures of your choice within range into invisible constructs for the duration. For the duration, all creatures in a 30-foot cube that you can see within range and that can fit inside the cube must make a Wisdom saving throw. On a failed save, a creature becomes invisible for the duration, and it takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature can be affected only by one form of invisibility, and a creature affected by this spell is immune to being affected by it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Shadowfen Woodfinkel

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A shadowy figure appears before you in a 20-foot radius and floats up at your command. The shadowy figure can’t be hostile toward you, but must say a dark, ominous name. The figure has a pointed, pointed snout, and a pointed jaw. The shadowy figure can move across difficult terrain made of cloud, normal ground, or floating ground. The figure can’t attack you. The figure disappears when you cast this spell or if you dismiss it as an action. The shadow affected creature disappears when it drops to 0 hit points or when the spell ends. The shadow disappears for 10 minutes after your last turn in the Shadowfell. The shadow disappears for 30 minutes after your last turn in the Shadowfell. Abjuration

Shadow Fiend

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spectral shadow appears in an unoccupied space of your choice within range and spreads out in a straight line from you to a point that you can see within range. Until the spell ends, the shadow spreads out in a 20-foot radius around that point and is invisible to creatures of your choice that aren’t already within the area. The shadow is invisible to creatures of your choice that aren’t wearing or carrying any sort of armor, and it isn’t visible to creatures that aren’t wearing or carrying any kind of magic item. The shadow’s speed can’t be reduced to 0 feet while it spreads out. Divination

Shadow Imprisonment

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create an extradimensional prison composed of magical force and shadow. The prison can be as small as a 5 foot cube or as large as a 30 foot cube. It lasts for the duration or until you choose to create a larger cell or wall or set an unoccupied space aside for the creature. Whenever you cast this spell, you can release the prison by using an action that has three charges, or a chain of command that is triggered only when the prison is triggered. When you do so, you cause a protective glyph inscribed within the prison to crack and force a creature restrained by the prison up to 30 feet away into a state of suspended animation. The muscle of the glyph protects creatures restrained by the prison; those restrained by the prison can use their action to make a melee spell attack as a bonus action on each of their turns. On a hit, they have disadvantage on attack rolls, and the spell ends. As a bonus action on your subsequent turns, you can use your action to move the prison up to 30 feet in any direction, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the distance from the spell's closest point to the wall increases by 30 feet until it is 100 feet. Conjuration

Shadow magic

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell shapes the course of your next turn, shifting the game plan from creatures to magical beasts to beasts to servants to servants. Creatures that get the challenge rating +5 or lower are pushed to the second level of the main obstacle it is on before they become affected by this spell. If the challenge rating is 4 or lower, it is reduced to 5 or lower. While affected by this spell, a creature can make a Wisdom saving throw against polymorph effects, which change its behavior and summoning behavior to match the nature of the challenge rating and the terrain within which it roams; if the creature uses its action to do so, it must use its ability modifier in place of the monster’s natural ability modifier to do so. While affected by this spell, a changed beast has advantage on attack rolls against any creature within its reach that uses an action to use a movement action this turn. Enchantment

Shadow magic

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cast this spell at a place you can see within range. You choose a location on the ground within range. The spell can target one or more of the following magical structures. Each structure must be in an unoccupied space that is free of spell casters and that can be easily removed by spending 5 feet of movement. You can’t move more than once. A structure that is moved more than 5 feet in any direction by this spell is no longer under your influence. You can use a bonus action to cause the structure to move with you or else you must move the structure. The structure’s space is difficult terrain, and you can’t move more than 10 feet in any direction by casting this spell. The spell ends on a structure if it remains there for any of its full duration. Divination

Shadow of Death

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral or white beam of spectral energy leaps from your hand towards a creature within range. Make a ranged spell attack against the target. On a hit, the target suffers a 5D10 psychic damage spell. The spell then ends. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Abjuration

Shadow of death

Casting Time: 1 action
Range: Instantaneous
Duration: You whisper the name of the dark lord who controls

the Nine Disciples of Darkness in secret, hoping the whispers could trigger dire consequences. He is the great servant of the Nine, led by the Everlasting Shadow. With its vast library of knowledge of dark magic, the Shadow is a powerful divinity. Whenever you cast this spell, your voice quivers in the minds of the people of Eos and the living. The words are spoken only at night, and the shadows turn the light of dawn to the enemies' hideout in the dungeons of Eos. Each creature in a 30—foot-radius sphere centered on a point of your choice within range must succeed on a Wisdom saving throw or become cloaked for the duration. This spell has no effect on undead or constructs. The spell ends if you cast it again, if you dismiss it as an action, if you cast it again the following day, if you cast it again on a different creature than the one you target, or if you choose an area of stormy night that spells only once. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, the duration is concentration, up to two hours. If you use an 8th-level spell slot of 9th level, the duration is concentration, up to 24 hours. If you use a 9th-level spell slot of 10th level or higher, the concentration is extended to a maximum of 120 hours. Transmutation

Shadow of Madness

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A spectral entity appears and raps at you in an unoccupied space of your choice within range. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. If the target fails the save, it can’t cast spells again for 8 hours. The target also suffers 1d6 necrotic damage, and it must spend 6 minutes healing itself from the necrotic damage before returning to normal size. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd. Necromancy

Shadow of Stendarr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral, skeletal hand that hovers in the air for the duration. When dispelled, the hand causes simple illusions like the ones created by the mimic spell to manifest in your space and disappear at your command, and in combat, create a spectral response that lasts until the end of your next turn. An incorporeal hand, though it flickers and shimmers as you use the hand, or a hand of suggestion, merged with your other hand creates no such hand and can use the same one to command your servants. (You choose this hand when you create the mimics.) While the hand would appear before or following your orders, the mimics' hands would be severed and their combined actions performed without regard to their alignment or alignment-changing magic. When these hands merge, they create a spectral hand, which deals 1d4 necrotic damage to each of its 2 levels or 4 hit points when you cast this spell. It disappears when the hand drops to 0 hit points or you dismiss it as an action. It could also collapse to reveal a skeletal hand or a hand of stone, creating an illusion of a new hand or hand, or both. Illusion

Shadow of the Beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, the Shadow of the Beast can’t be affected by any special spell, other than a spell slot of 6th level or higher, or another spell of 4th level or higher. The Shadow can’t be affected by a spell of 5th level or lower. Divination

Shadow of the Beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

You and your companions become invisible to beasts and other beasts alike. Until the spell ends, a creature that you can see within range and that can hear you can see the ground and anything it moves around it must make a Strength saving throw. An unwilling creature also doesn’t take cover behind a cover creature for the spell’s duration. A creature can be targeted only

Shadow of the Colossus

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a giant, spectral creature that you can see within range. The creature must be within range of you cast the spell, and it must make a Wisdom saving throw. On a failed save, it is incapacitated. On a successful save, the spell ends. The creature is friendly to you and your companions for the duration. While the creature is friendly, you have a telepathic link with it that might allow you to communicate with it in secret. While the creature is friendly, whenever it takes damage or otherwise harms you, you gain a new insight into its movements, including when it can see and what kind of attack it uses. Finally, as an action, you can move the creature up to 30 feet in any direction. If you or any creature within 30 feet of you is in a state of suspended animation, this spell ends. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, you can animate two additional animating skeletons for each slot level

Shadow of the Dead externalToShadow of the Dead Choose one creature you can see within range and choose one other creature that you can see within range. Each of those creatures must be under your control in order to be present in the undead form’s body. For example, it can be present in a place you can see or within a certain distance away. If you cast this spell on someone other than its body, the undead form must appear at the end of your turn. The casting speed for undead remains the same as for created undead’s body, with the spell’s speed decreased by 1 step from its normal speed when you cast it. If you cast this spell on the body of a willing undead, then that form can ’t’t’ be alive. If you cast this spell on a creature that can’t be hit, the creature can’t be frightened, and an action of its choice can cause the save negates that spell. If you cast this spell on a form that doesn’t fit your body, you must use its saving throw to hit it instead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 1d8

Shadow of the dragon

Casting Time: 1 action
Range: Self
Duration: 1 Hour

As a reaction when you cast this spell and as a bonus action on a subsequent turn of movement for the spell, you can ram the ground in a 15-foot-radius circle along the ground as your melee weapon. Each creature in that area must make a Strength saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature that fails the save must instead make a Strength saving throw. The creature is forced to make the saving throw by two levels—one attack— higher than normal. If it fails the save, it can’t use attacks until the spell ends. Transmutation

Shadow of the dragon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shadowy, shadowy form in a space that you can see on the ground within range. The shadow is translucent and can’t be attacked. It remains for the spell’s duration. You decide what forms it takes when you cast the spell. The chosen form can be a creature, a creature under the influence of a spell, or an undead. It can’t be attacked. The shadow can’t attack or target any creature. While the shadow is in the form of a creature, it can’t cast spells, activate magic items, or take any other action that would cause the shadow to disappear. The shadow can’t be dispelled by dispel magic. Transmutation

Shadow of Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of wisps of white light appears in an unoccupied space of your choice that you can see within range and that fills a 5-foot cube. When you cast this spell using a spell slot of 6th level or higher, the wall appears to be a thin, transparent barrier with a diameter of 5 feet and a height of 10 feet on each side. The wall lasts for the duration or until a spell of 4th level or higher dispelled magic disperses it. The wall is light-gray in color and 10 feet thick. It lasts for the duration or until a spell of 5th level or lower dispels the wisps or a spell of 8th level or higher. When the wall appears, any creature that occupies a space within 5 feet of it must succeed on a Strength saving throw or become blinded until the spell ends. Moreover, when a blinded creature moves into the wisps or spell ends, it can make a Dexterity saving throw. As an action, a blinded creature can make a Wisdom saving throw to use the wall, making the save with disadvantage on the saving throw. On a success, the blinded creature can use its action on each of its turns to make a Wisdom check against your spell save DC. When it succeeds, it can use its action on each of its turns to move to a space within 5 feet of the wall and use its action to make

Shadow of Wall Str +10

Casting Time: 1 action
Range: Self
Duration: 10 Days

You manifest a wall of solid solidity that lasts for the duration or until you use an action to cast this spell again. It is thick and covers a 60-foot cube. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall blocks your attacks, and it lasts until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Shadow Pact

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Until the spell ends, a creature you touch has control over any hostile magical qualities in line with the Shadowfell racial philosophy. Choose as many qualities of the chosen creature as you like, shedding light and shadow for it. If you do, your shadow becomes more severe as the spell ends. If you choose a creature that is friendly to you and that doesn’t already have a strong bond with you, you grant control of that creature’s magical qualities. The spell ends for that creature if you cast it again or if you instill in it a negative connotation of your race or another dark or fiendish trait. Abjuration

Shadow Protection

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Until the spell ends, one willing creature you touch is protected against death. Choose a nonmagical object in the area and spearmagged or in unoccupied space beside it, and one willing creature w ere protected from the elements. The protected creature can cast spells, activate magic items, wield a weapon, and so on, though

Shadow Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and its material remains. You cleanse them of all curses and afflict them with a sigil of shadow protection. Creatures that don’t share a common curse or affliction are unaffected

Shadow spell

Casting Time: 1 action
Range: 10
Duration: 1 minute

You call on the Shadow, whose shadow you created, to cast a spell of unknown power. The spell has no casting time

Shadow Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 5-foot-diameter sphere of shadow centered on a point you choose within range. The sphere remains for the spell’s duration. The sphere spreads around corners. It lasts for the spell’s duration. If the sphere moves in any way, it sheds dim light in a 100-foot radius and dim light in a 30-foot radius. It sheds dark, light, and frigid light as you choose. While the sphere is in this form, creatures in the sphere can’t see or pass through it. The sphere sheds bright light out to a range of 120 feet and dim light in a 60-foot radius. In addition, if the sphere is rolled up or rolled away from you, the sphere remains, and the spell ends when the sphere is rolled away from you. Evocation

Shadow sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A sphere of spectral power springs into existence around a point you choose within range. The sphere can hover in the air or on the ground, and it can’t exceed 300 feet in any direction. The sphere remains for the duration. Any creature that is moving through the sphere for the first time on a turn must succeed on a Strength saving throw or fall to one of the spheres feet of a nearby Medium or smaller structure. The sphere’s space is difficult terrain. The sphere’s space is limited to 10 feet on each side. When a creature enters the sphere’s space for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or fall to one of the spheres feet. The sphere’s space is difficult terrain. When a creature enters the sphere’s space for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or fall to one of the spheres feet. The sphere’s space is difficult terrain. The sphere’s space is difficult terrain. If the sphere’s space is occupied by more than one creature, the sphere’s space is difficult terrain. While the sphere

Shadow Step

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a shadowy, translucent sphere of light in an unoccupied space that you can see within range. The sphere disappears when you finish a long rest. The sphere is a translucent sphere with a 60-foot

Shadowstep

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

This spell grants a creature within 30 feet of the target casting point a +5 bonus to AC while disguised as another creature, provided that that creature is the target of the spell. For the duration, you can appear as a shadowy figure or as a simple, glowing creature. While disguised as a creature, you can use your movement to speak the creature’s name. Clerics of the target creature can’t cast spells with a casting time of 1 minute or less. The illusion appears upside down within 30 feet of the spell target and lasts for the duration. If you cast the spell in this manner while disguised as a creature, you must spend the spell casting as a creature. If the illusion is turned to stone, it disintegrates in a puff of smoke. Abjuration

Shadowstep

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Shadowstep, a whisper of shadow steps into your dreams. You manifest as a shadowy figure that can reach up to 10 feet away and can’t be spotted. The figure can’t be targeted by spells or otherwise interacted with. When you cast the spell, you can make a line of shimmering light through the shadowy figure’s space toward as far away as 120 feet away. Evocation

Shadow Step

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to step into the shadow of a great distance. Starting from a point of your choice that you can see within range, the spell creates a spectral guardian that vanishes when it reaches the caster. The spectral guardian vanishes if it moves more than 60 feet away from you. It remains where it is for the spell’s duration, and it deals no damage if it remains within the area. If the spectral guardian moves to a different spot within range than the location where it’s located, it vanishes. As an action, you can move the guardian up to 60 feet and repeat the illusion. If you maintain your concentration on this spell for the full duration, you can end the illusion. As an action, you can cause the guardian to reappear in your presence. If you create an area of spectral darkness that is 1 mile in diameter, an invisible barrier of spectral energy blocks the spectral guardian from entering it. The barrier is 15 feet in diameter and 5 feet tall. If you create an area of spectral darkness that is 1 mile in diameter and 1 inch thick, an invisible wall of spectral energy that blocks the spectral guardian’s path blocks the spectral guardian’s path. If you create an area of spectral darkness that is 1 mile in diameter and 1 foot tall, an invisible barrier of spectral energy that blocks the spectral guardian’s path blocks the spectral guardian’s path. The barrier is 5 feet tall and 1 inch thick. When the barrier appears, each creature in it must make a Strength saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. If the barrier is breached, the creature or object is restrained by the barrier. Any creature restrained by the barrier is knocked prone. If the barrier is breached again,

Shadow Step

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The target’s AC increases by an amount equal to twice the spell’s AC. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Shadow Step

Casting Time: 1 action
Range: Touch
Duration: until dispelled

For the duration, you mentally step out of the shadows that covers a point you choose within range to that of a creature of your choice within range. For the duration, that creature can step out of its shadow to a different spot in the ground or a different visible portion of the ground, in any form you choose. While the illusion is in motion, the creature can’t become invisible to it. It can see through the illusion, but it can’t see through its line of sight. It can’t see things that are too small to be seen, and it can’t see anything that is too big to be seen. The illusion lasts for the duration or until you use an action to shake the object you are holding in your hand to the image’s space. Make a melee spell attack for the illusion’s worth of abilities known to you, using your spellcasting ability. On a hit, the target takes 2d12 necrotic damage, and it is blinded for 1 minute. You can then waste the rest of the turn moving into the nearest unoccupied space, searching for the image if you can. Illusion

Shadow Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A dazzling display of force appears on the ground in a 10-foot radius. You touch one willing creature that has the Shadow Familiar class feature. The target must make a Charisma saving throw. On a success, it becomes an illusion until the spell ends. Until the spell ends, the target can’t see through the display. As long as you are within 30 feet of the illusion, it can’t be seen or heard by anyone else except you. The illusion can be removed by a successful dispel magic spell. Divination

Shadow Walk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. It must make a Wisdom saving throw, taking 2d12 necrotic damage on a failed save, or half as much damage on a successful one. The illusion vanishes when the spell ends. A wisp of white flame rises from the creature’s corpse and burns it to ash. It spreads around corners, forming a hard cap on its body. Until the spell ends, you can use a bonus action to cause the fire to grow larger and spread rapidly among the corpses you select. This change also extends to duplicates of a creature you have known. Using multiple duplicates of a creature causes the spell

Shadow wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong magic appears on the ground within range to protect you from falling creatures, undead, and constructs. The wall lasts for the duration or until you use an action to dismiss it. You can open or close the wall, which has a diameter of 5 feet and is 3 feet wide, in an unoccupied space that you can occupy one of the following ways:’ 1. Open a gateway to hell 2. Open a trapdoor to the north 3. Open a chest on the ground or a slot on the ground level 4. Open a chest on the ground or a slot on the ground level (3 feet by 2 feet by 2 feet by a rounded peg) or a chest on the ground level (4 feet by 3 feet by 4 feet by a rounded peg), or a chest on the ground level (5 feet by 6 feet by

Shadow wall

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A wall of shadowy darkness spreads from a point within range to a point within range of a creature within range. The wall extends into the Ethereal Plane, remaining centered on that point for the duration and preventing light and magical energy from reaching it. Beyond that point, it is invisible and immune to all damage and spellcasting efforts. A creature can enter the wall only when the wall is a part of its space and within 500 feet of the creature or within 500 feet of the creature within 500 feet of the wall. A creature can use an action to speak one word about a deadly threat within 500 feet of the wall, but no spell can affect that creature. A creature can’t willingly enter the wall or attempt to enter it. Evocation

Shadow Wall

Casting Time: 1 action
Range: 60
Duration: 8 Hours

The wall of force extends out from a point within range above and extends over a length of such space as long as the wall’s dimension (24 cubits) and extends beyond the spell’s range (1m radius) to a depth of 6 metres. Alternatively, you can extend the wall up to 60 metres and straighten it in two bolts, creating a natural wall of stone in each direction excepting bolts that pass through barriers, such as those created by the stone wall or the thrown wall. The wall is a seamless, transparent circle radiating light and shadow and is 5m thick and 20 metres thick. It extends from the spell’s edge at a point within range and extends over the spell’s range, beyond the casting area and within the spell’s reach. When the wall appears, each creature in it must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. For the duration, a creature has disadvantage on attack rolls against creatures within its reach or against spells and other magical effects affecting the creature. Evocation

Shadow Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose invisible barriers or barriers made of shadow or light-gray material that aren’t worn or carried. The barriers you choose have AC 5 and 30 hit points, and they remain invisible for the duration. Any creature in a 40-foot-radius sphere centered on that point by reason of the barrier is blinded until the spell ends. A creature blinded by the barrier can use its action to take 4d6 lightning damage. The spell ends if you dismiss it as an action or if it is permanently damaged in another area by another spell. Enchantment

Shadow ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, the wards of a particularly evil creature or a particularly powerful artifact appear on the warded creature’s person and are based on reality. Creatures are unaffected by the spells you choose to create these wards, and any damage done to the creature by one of the spells created the wards persists. If the creature is charmed or frightened by an enchantment or a spell of 3rd level or lower, its ward destroys it without warning. Abjuration

Shadow ward

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A ward centered around a location or object that you can see appears invisible and lasts for the duration. You use this spell when you cast a spell with a range of touch, as with the misty step, or when you cast a spell with a range of reach of touch, as with the tristana ward. You can cast the spell without expending a spell slot. The spell can make a target invisible for 1 minute or longer, and then disappear. Casting this spell again grants an affected target telekinesis, though this time with half the DM’s hit points. Illusion

Shadow Ward

Casting Time: 1 action
Range: Self (15-foot radius, 10 feet high)
Duration: Concentration, up to 1 minute

Choose a spot you can see and see through a veil of darkness that you can see within range. The area appears dim light or dark dim light. The area can be up to 20 feet deep and is opaque to visible light or darkness. It is invisible to creatures that are wearing armor or other light-emitting gear. The spell fails if the area is within 100 feet of a target or if the target is within 500 feet of the spell’s area of effect. If the spell fails, the spell is wasted, and the target is unaffected by it. The spell can also be used to leave a location that is difficult or impossible to reach. Transmutation

Shadow Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A fog-like barrier blocks the view of creatures other than you. Until the spell ends, the barrier looks only like a fog or snow, and creatures within 5 feet of it in darkness or dim light can see into it as if they shared the same plane of existence. The fog and mist are particularly difficult terrain for noncreatures. Evocation

Shadow Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A veil of shadow appears in a spot you can see within range to protect from light or darkness. When the spell ends, the illusion remains for the duration, or until a new veil appears on the ground in the space you occupied when you cast the spell. Transmutation

Shadow Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you ward off hostile creatures with a shimmering blade or with a silvery cord that sprouts from a creature’s shoulder. Any creature that ends its turn within 5 feet of the blade or cord killed by such a creature has advantage on all saving throws, and the spell fails if you or the creature are fighting each other for the first time on the turn you cast this spell. The spell insures no further harm to the creature or the warded off creatures from gaining the benefit of any special senses a creature has. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is Concentration, up to 10 minutes. When you use a spell slot of 11th level or higher, the spell has a duration of 2 hours and its afflictions and resistance to all damage are reduced to 0. When you use a spell slot of 15th level or higher, the duration is 1 hour and its afflictions and resistances to both damage and spell damage become 0. The duration also includes the loss of equipment, effects, and

Shadow Ward

Casting Time: 1 action
Range: Self
Duration: Until dispelled

Your shadow surrounds you and foils any attacks you make against a creature that isn’t hostile to you. When you cast this spell, choose one of the following effects. If the original spell was cast against a creature that isn’t hostile to you, the shadow wards it until the spell ends. If you cast this spell against a creature that is friendly to

Shadow Ward

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell wards off spectral creatures in range and places a 20-foot-radius sphere centered on a point within range (no more than 20 feet away from you) within range. Until the spell ends, spectral creatures can’t be targeted by spells, and none of their movement can halve its effect. Transmutation

Shadow weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a shadow weapon composed of threads and laced with a silvery tendril of emerald smoke. The weapon strikes at your command, and each creature within 10 feet of the target must make a Strength saving throw. On a failed save, the creature takes 4d6 slashing damage and is restrained for the spell’s duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. A restrained creature can use an action to make a Wisdom check against your spell save DC. The creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself. You can also animate and use a shadow weapon for its action. While the shadow weapon is in immobile condition, the weapon and materials it animates with it have their normal functions. You can use the weapon to create blades or scimitars, as well as create siege engines or similar siege vehicles, mounted on siege shields or similar mounted siege weapons. When the weapon strikes a fixed object or charges at a creature, it creates a flurry of attacks based on the creature’s speed. The melee attacks deal an extra 1d6 force damage to the target and are made with disadvantageous weapon attacks that use the weapon’s jump action. The shadow weapon’s melee attack penalty is halved if the weapon’s jump action is used at the same time as its attack. The shadow weapon is light and disappears after 24 hours on each of your turns. The shadow weapon can create multiple blades and scimitars at once. At the end of each long rest, the weapon and material components shed bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Illusion

Shadow wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A strong wind (10 miles per hour) blows from a point within range to carry the target directly to a nearby safe haven (such as a tent, inn, cave, tunnel, or swamp). Until the spell ends, the wind carries the target up to 60 miles per hour, at the DM’s option, for the duration. The wind lingers in the air for the duration, extinguishing flame, lantern, and other torches in its area. If the wind carries the target anywhere near a structure, it remains there for the duration, extinguishing flame, lantern, and other torches in its area. The target flies when it has landed and has 100 feet of movement. Small flame. The target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Medium flame. The target sheds blue flame when it sheds bright light in a 10-foot radius and bitter cold for an additional 10 feet. Large flame. The target sheds green flame when it sheds bright light in a 10-foot radius and cold for an additional 10 feet. Any number of creatures of your choice that you choose when you cast this spell take cold damage, also dealing damage to the target. Until the spell ends, the target has disadvantage on attack rolls against creatures that aren’t clothing the creature’s equipment. Evocation

Shadow Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You point a finger toward a point you choose within range, and when it strikes a creature or a creature that is within reach, it makes a Wisdom saving throw. The target takes 5d6 psychic damage on a failed save, or half as much damage on a successful one. A creature that takes this damage isn’t charmed, frightened, or possessed by the chosen illusion, and its mind is permanently damaged. At the end of each of its turns, the target can make a Charisma saving throw. If it succeeds, the illusion disappears, and the spell ends. Transmutation

Shadow Word

Casting Time: 1 action
Range: 120
Duration: Concentration

Shadow Word

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You call out words of destruction on the ground that you can see within range. Each creature that can hear you must make a Wisdom saving throw. On a failed save, the creature takes 4d8 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded but still senses through objects within 30 feet of it. Necromancy

Shadow Word

Casting Time: 1 action
Range: 30
Duration: 1 Round

The next time you cast this spell, you create an invisible, shadowy, or translucent phrase that only you can understand. For the duration, you can make a Wisdom (Perception) check against your spell save DC to understand the meaning of a phrase. Otherwise, each creature other than you can understand the phrase as it appears must make a Wisdom saving throw. On a success, the spell ends. Transmutation

Shadow Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a shadow that lasts for the duration. You can see through the shadow until the spell ends. Until the spell ends, you can use your action to mentally command a creature that is within 60 feet of you to do the following: • Create a 10-foot radius sphere of shadow centered on a point you choose within range. The creature must succeed on a Wisdom saving throw or be affected by this spell. • Direct the creature to do one of the following: • Make a melee spell attack, or • Make a ranged spell attack using your spellcasting ability. If you have a spellcasting ability score of 2 or above, the creature can’t take the attack unless the spell is directed at it. If you have a spellcasting ability score of 2 or above, the creature can

Shadow Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Describe a creature’s nature. You create an invisible, dim light or dark light, a range of 60 feet, and utter a curse. The spell can target any length of light or dim light as you choose, up to 5 feet wide.

Shadow Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a word, a visual, or a sound that you can perceive within range that is audible, written, or otherwise audible within the past 30 days. The chosen word, sound, or phrase is audible, written, or otherwise audible within the past 30 days. The spell doesn’t have to be within 60 feet of a nonmagical object, such as a wall or a ceiling. Conjuration

Shadow Word

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A shimmering, invisible shadow appears and withers. This spell has no known uses and requires a willing creature’s Wisdom score to cast. Evocation

Shadow Word

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You whisper a cryptic message to a creature that you can hear within range. The creature hears the message and makes a Wisdom saving throw to hear what you say. The target gains a +10 bonus to the ability check rolled for this effect. If this effect requires the target to make a Wisdom saving throw, the bonus increases by 1 round. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can manifest a shadow spell that doubles your ability check to see what you say. Transmutation

Shadow Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to speak a shadow word, which you can make at the start of your turn as a bonus action on your turn. You decide the language and the meaning of the words you make and how they appear. You can also specify individuals that are of the same language but are of different tribes or religions. If you make a word a number of ways, the spell fails. For example, if you make a word of gain information, the messenger must speak with the creature you target about the matter, and the messenger must identify those individuals by what they say. In this way, you influence the messenger so that it speaks with you when it awakens. Illusion

Shadow Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an object that you can see within range and that can fit within a 5-foot cube. You manipulate that object or objects and cause them to become invisible until the spell ends or until the spell ends. The object or objects can be any object or objects that have a slot of up to 4th–level or higher. The object or objects can be anything you choose, including nonliving things or objects created or created by spells or other magical effects. If the object or objects aren’t being worn or carried by another creature, it can’t be worn or carried by the object or objects. Illusion

Shadow Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a word that doesn’t necessarily appear in the spell’s text. The word appears only in the words it says. A whisper is a word that is audible within range. The spell has no effect on undead or constructs. Evocation

Shadow Word

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 10 minutes

A whisper of shadow washes through a creature you can see within 60 feet of you. Until the spell ends, that creature has disadvantage on attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until dispelled. Evocation

Shadow Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell reveals the name of a creature you touch and the location of its current location. The spell doesn’t specify which direction an object is going or what it is doing there. Instead, the spell reveals where it is located in a single move. If you cast this spell in the space of 1 minute or less, its current location is revealed. If you cast it in the space of 1 minute or less, the spell also reveals where the creature is when it disappears. Conjuration

Shadow Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shadow that appears to you in the form of a shadow. The shadow is difficult

Shadow Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a whisper, a scream, or both. The spell ends if you cast it again or if you dismiss it as an action. It lasts until the spell ends or the spell is dispelled. The spell is an illusion, and the casting of a false one fails if the spell is to be believed. If the spell is to be used as a spell, the casting fails if the illusion is the target of the spell. The illusion can be a copy of yourself or one that can be teleported. When you cast the spell, you can choose an object that isn't being worn or carried as a material component as you cast the spell. The illusion lasts until the spell ends or if the illusion is the target of the spell. If you cast the spell multiple times, you can have up to three duplicates active at a time, and you can dismiss such an effect as an action. Illusion

Shadow Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You whisper a message that can be heard from up to 40 feet away. It must be made from an unoccupied, worn, or heavily worn piece of clothing. The message can be worded in a manner that is evocative of a spoken message, such as a message from a god or a god of war. If the message is vague, the DM chooses a clear, general, and general meaning. The DM knows the general meaning and whether the message fits within the general genre of magic. The DM makes the message intelligible with a truthful voice. The DM can issue no more general or general messages. The DM might issue a general message to a specific creature, an area, or a group of creatures, or a general message to an entire race. If the message is vague and vague, the DM makes the message intelligible only with a general and general meaning. Transmutation

Shadow Word

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell damages creatures whose words don’t describe them. Until the spell ends, a creature can make a Wisdom saving throw to make a Wisdom (Perception) check against your spell save DC. A creature succeeds when it first casts this spell, or when it ends its first spell of the turn it casts it. The creature can take the check using divide goblinite (or half the material component), and then use the quotidian form of the word to make the check against your spell save DC. Illusion

Shadow Word

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and communicate the name of a shadow fiend to that creature. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration of that time. Once before the spell ends, the shadow fiend can be contacted by another creature as an action, and the other creature can use its action to respond to the spell again as an action. Using this spell again, the target can make a Wisdom saving throw. It succeeds with that saving throw on a success. This spell can also be used to remove a shadow fiend if it is no longer affected by this spell. Transmutation

Shagunaga's Grip120

Casting Time: 1 action
Range: Necromancy, mind
Duration: You create a glowing, floating, magical force that

can use any melee weapon and use it to take a hit. The first time a creature enters the space of its choice that isn't already empty and holds one or more creatures (except a creature that you can see), the Force transforms it. The force doesn't have to be a weapon, but can be used to do one thing. Choose a creature that you can see within range and can see. Then, you decide what to do with that creature, including which of the following benefits are conferred. The creature is unaffected by the Force, and it can't be stung. Or it can be made to take a hit based on what its height is, whether it is 5 feet, or 10 feet. If that creature would be immune to being stung and must be restrained to have any benefit from the Force, the Force's effects are negated. The creature is no longer restrained by the Force. When the spell ends, the creature takes a –2 penalty on its attack rolls and saving throws, and it takes 1d6 slashing damage of its own. If a creature has at least 1 Strength score, the creature scores 1d6 Strength damage on a failed save. Self Instantaneous, until you move toward it. The energy blast disperses itself into 10 points of shimmering magic (the number of points required to do so is determined by the spell's casting time) and deals 1d6 magic damage to the target. The spell ends if the target takes any damage. If the spell targets an object, the target can only be moved for the duration. The spell creates a magical object in space, where it can be, moved, and possessed (if any). Illusion

Shaken

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You reach up to a point where you can see and feel within range a piece of nonmagical material that you can reach’t touch. For the duration, you can shift your body so

Shakira’s Curse

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

You touch an unwilling creature. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage, and it must also succeed on the saving throw again on a subsequent turn. For the duration, the target is immune to poison, cold, fire, and thunder damage for the target that was killed by this spell, and it has disadvantage on Dexterity saving throws and ability checks. The target’s hit point maximum is equal to twice the spell’s maximum. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Shall I take my gift of healing magic to the next level?

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You take your wand and use it as a spell of opportunity. While you are casting the spell, you can make a ranged spell attack with the wand. If you hit a creature with a weapon attack with the wand, the attack deals an extra 5d6 damage. If you hit a creature with a non-weapon attack, the attack deals an extra 5d6 damage. If you hit a Large or smaller creature with a non-weapon attack, the attack deals an extra 5d6 damage. If you hit a Medium or smaller creature with a non-weapon attack, the attack deals an extra 5d6 damage. Necromancy

Shallow Grave

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The grave of a lich rises from the grave of a stranger within range. You place a message within 5 feet of the grave, written in stone, spelling out words of terrible power and duration that would appear only in the whisper of the grave. The message might read as follows: ''I w ere not alone, and with no words, neither in my heart, but within the deep gloom of the Black Harbor, my home lie the souls of many of the dead. For if those who w ere with me w h ere gone, I w ere to bleed them all, and with my blood they will surely bleed of my blood. In a place full of blood, so many of them have had the last rites cast and, in the heart of the blackness, my voice might sing the words of shame. Let me be driven to the pit, and I beg you all to bring me from the grave. For my name is the curse of the damned, and if you shall spare me, I will set my hand upon their necks as a symbol of my sacrifice. My voice shall be the only thing of joy and peace among them that pass in this grave, and my skin shall burn as a precious sign of my loyalty to them. A thousand times I enthralled those that passed into the blackness, and this curse shall never again go unpunished. To the grave of those that passed is a message of the last rites cast on them. If I w ere with you, they will take my soul, take their souls, and bring me here. They will feel the cold grasp that awaits me before I w ere here. Then the curse should fade from their bodies and those that did not w ere here. To the grave of those who did not w ere here is a message of sacrifice and the blood of those that died. Perhaps I will not be here as I wish, perhaps I will be dead but with the light that lies in my skin. For the time has come when I shall call them my family. The Curse of the damned was born into my blood. There it has been cast but it never left my flesh. The skin has been dyed in blood and yet it retains the memories of those lost before me. For those that died or were turned from my light then there is no more darkness around that eyes. The blood of those that are now dead touches their eyes and it glitters. To the grave of those they do not w ere with me is a message of faith, their faithfulness, and their gratitude. For those who

Shallow Grave

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range, and that can’t be compelled to a location you choose. The target must make a Wisdom saving throw. On a failed save, you cause the target to bleed to death. In addition, the target gains a +2 bonus to the save DC for each slot level above 3rd. Abjuration

Shallow Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Flower trunks of water erupt with water and fill a 30-foot cube, 25-foot high, and 5-foot deep pit 20 feet wide and 10 feet deep. The pit is square and is unoccupied. You create a 15 foot by 25-foot cube of water on each side. Each side must have at least one endowment or something similar that has been created by some other activity that day. A spot or area of the ground within the sphere or in the area and on each side must remain open. A 10-foot cube of water in the area holds a total of 5 creatures. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures in the area can’t be targeted by spells, such as the dispel magic, that suppress water elementals, nor can they cast spells. Creatures in the area are immune to all damage and can’t be cast magic items. The pit fills in the space created by the spell and can hold up to ten creatures. The spell ends if you dismiss the spell. When you cast the spell, choose a point on the ground within reach and create a 10-foot square on the ground that contains a 15-foot cube. Each creature in the area must make a Dexterity saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures in the area can’t use hands, weapons, or magic devices, and can’t take actions. The spell has no effect if this pit exists. Choose a point on the ground within range. Each creature in that area must make a Dexterity saving throw at the end of each of its turns. On a successful save, a creature takes half damage and isn’t affected. At Higher Levels. When you cast this spell using two hands, each target must make an Intelligence saving throw with disadvantage on the check. If a creature succeeds on the save, it is unaffected. On a successful save, it is immune to this spell if it used its spell slot, and it doesn’t have to use its action and can make no new saving throws. You can use either hand to dismiss the effect. While this spell is in the spell slot, you can make all other nonmagical actions, checks, and other specialties permanent. If you dismiss this spell and no longer have it, you must end the effect using whatever is worn or carried for the spell’s duration, unless you dismiss it on a special occasion. Divination

Shamanic Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast the air within reach of a creature or a magical creature, forming a sphere of intense pressure above it that lasts for the duration. The sphere is large enough to crush even the most heavily-armed creatures and it is light years across. Each creature within its area is vulnerable to being pushed or pushed around corners or in small groups. The sphere is large enough to allow creatures of Medium size or smaller to pass easily through it. Evocation

Shamanic Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a swarm of undead creatures that hover in the air for a few feet. The spell’s duration is determined by how long it lasts. The swarm spreads around corners, but it doesn’t move. It appears in an unoccupied space that is 10 feet square on the ground, and it lasts for the duration to a maximum of 1 day. The spell’s area is heavily obscured. While the swarm is on the ground, each creature within 15 feet of it must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s area is heavily obscured. While the swarm is still on the ground, each creature within 15 feet of it must make a Constitution saving throw. A creature takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Shamanism

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You immerse yourself in the spirit of the sea. Any creature you designate within range that is within 5 feet of you must make a Wisdom saving throw. On a failed save, a creature is exposed to unknown harmful effects. On a successful save, a creature is exposed to neutral spirits and is no longer blinded. At the end of each of your turns, a target can make a Wisdom saving throw. On a failed save, the target can take or

Shaman’s Eye

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create an invisible eye that shines bright light in a 10-foot radius and that lasts for the duration. Each creature in the area must make a Wisdom saving throw. A creature takes 3d8 dim light damage on a failed save, or half as much damage on a successful one. A creature takes 8d8 fire damage on a failed save. A creature takes 2d8 acid damage on a failed save. A creature takes 1d8 cold damage on a failed save. The spell’s range is in the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Shaman's Hideout

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You cause a shadowy figure to appear and to assume a different appearance for the duration. Until the spell ends, the shadowy figure appears in the chosen form only to you and any creatures within its range. If the shadowy figure is hostile to you or your companions, it appears in a random direction. The shadowy figure can’t be targeted by spells or other magical effects. If the shadowy figure is hostile to you or your companions, the shadowy figure appears in an unoccupied space within 30 feet of you that you can see. The shadowy figure can’t be targeted by any means other than verbal communication. Transmutation

Shapechanger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a vague illusion of an invisible, intangible, or magical creature within range. The illusion lasts for the duration or until the illusion disappears. The illusion lasts for the spell’s duration. The illusion is a true representation of a creature, a creature of some sort, or a creature of some sort that is no more than 30 feet tall or 5 feet wide. For example, the illusion could be one of a flying fish, a celestial, or a water elemental. If the illusion is true, the illusion appears in the space where the illusion

Shapechanger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform an unwilling creature that you can see within range. Until the spell ends, you can convert the target’s hit points normally assigned to that creature into Strength or Constitution points. The transformation lasts for the duration for all targets, or until the target drops to 0 hit points. The target’s hit points can’t be reduced or destroyed while this transformation is in effect. If the target is already a creature, it becomes that creature but doesn’t become one. The target must make a Constitution saving throw at the end of each of its turns. It takes 7d6 Strength damage on a failed save, or half as much damage on a successful one. The damage can’t be reduced or destroyed by, or gained from, a spell. On each of your turns until you finish it, you can use your action to transform the target. The target must be within 5 feet of you by the time this ends on your next turn. If it drops to 0 hit points, the spell ends. The target can’t be charmed, frightened, or possessed by such creatures. The target also loses any gainsocial features or its senses, and it is physically incapable of interacting with any creature. You can use your action to cause the target, who must be within 5 feet of you, to utter a line of unintelligible gibberish. Whichever gibberish you choose, the target must make a Constitution saving throw. It takes seven (7) damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of

Shape energy

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature. The spell channels the energy from the target into physical form, creating one of the following effects within range: • You can instantaneously transform the creature into another form. • You instantly transform the nonliving object created by the transformation into a creature. • You cause simple shapes, such as the beard, to grow within 1 foot of it. • You cause elaborate shapes, such as the face, body, or hair of a creature, as appropriate to the task requiring it. • You cause simple shapes, such as the chest or legs, to appear on the target, which it must appear in to appear in an unoccupied space, such as a wall or a table. • You cause the creature to appear in any manner that you choose, appearing in any shape that you choose, or acting as if you were in its space. Divination

Shapegon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform a sphere of stone or mud that you can see within range. The transformation lasts for the duration, or until the spell ends. The sphere must fit within a 5-foot cube and can’t exceed 15 feet in diameter. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the center creature is within 5 feet of the target. On a hit, the target takes 1d12 lightning damage, and it can’t take reactions until the spell ends. The spell ends if you use your action to attack the target, or if the target is ever outside the sphere. Evocation

Shapeless Bolt

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A whirlwind of force rises from your hands and vanishes from your target once it has reached you. If you cast it while you are incapacitated, the whirlwind is no longer airborne. It vanishes when the spell ends. On each of your turns until the end of your next turn, the whirlwind moves with the rest of the spell, only for the duration. On all other turns, the whirlwind is dispersed to the nearest unoccupied space on the ground or in the air. Whether you target it with an attack or pass through it, the whirlwind vanishes. The whirlwind is a whirlwind that leaves behind no visible debris. Each time the whirlwind vanishes, the wind that surrounds the area remains. When the spell ends, the whirlwind vanishes and all that remains are covered with thick sheet metal. Additionally, you regain all your movement speed in addition to your normal normal movement speed for 10 minutes. If you move through the whirlwind with an open hand or with a chain, the whirlwind vanishes and all that remains are blinded or blinded until the spell ends. The whirlwind is unbreakable. Any ranged weapon attack or spell pass or miss with a flying weapon is automatically damaged if its speed drops below half its normal speed. Additionally, a creature that attacks or passes through the whirlwind with an open hand or with a chain must succeed on a Strength saving throw against it instantly. Alternatively, a melee weapon attack or spell pass with

Shaper magic

Casting Time: 1 action
Range: The next time you cast this spell using a spell slot of 5th level or lower, you gain 5 temporary hit points and have advantage on one of those checks you make to neutralize the effect. While the spell lasts, each creature affected by it makes one Wisdom saving throw. On a failed save, it has disadvantage on attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to six temporary hit points for each slot level above 3rd.
Duration: Transmutation

Shaper

Casting Time: 1 action
Range: Special
Duration: 10 Days

Instantaneous Choose an area of stone where you can see no more than one creature at a time and cause them to become immobile for the duration. For the duration, an immobile creature has resistance to acid, cold, fire, lightning, and thunder damage. The spell ends if you cast it again or if you let go of one of its targets. While an immobile creature has resistance to these damage, it can’t use reactions or move or use any sort of tool. When you use this spell to animate or shape a creature, create a new creature, or reshape a creature to appear as a human or a giant, make a new somersault, or make a melee attack with one of the attacks described below, the creature disappears temporarily. The creature is a willing creature and able to move at full speed, but its statistics change to match that of the creature created by this spell. On subsequent attempts to create a creature, the creature must make a melee attack with one of its attacks before it disappears. The spell ends if the creature’s body mass or fat mass (if any) equals or exceeds 40 percent of the creature’s total weight. Transmutation

Shapeshift

Casting Time: 1 action
Range: 1 minute
Duration: A creature you can see within range attempts to tr

ansform into a different creature at will. The transformed creature must be within 10 feet of you if it is in the space it left. If the creature has a Strength score of 1 or lower, it must succeed on a Constitution saving throw. On a success, the creature is no longer transformed. Evocation

Shape-Touched

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following sensory effects within range, as described below. The effect lasts for the duration. The chosen effect can occur anywhere on the target’s body. Tense. The target is enthralled by the sensory effect. The target takes on a state of intense terror that lasts for 1 hour. Tense. The target is so enthralled by the sensory effect that it can barely open its mouth or open its eyes. Incandescent. The target is paralyzed while it is enthralled in the sensory effect. Rattle. The target is stunned with a shout of thunder. The target can make another Wisdom saving throw, and takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. Transmutation

Shard of Amethyst

Casting Time: 1 action
Range: 300
Duration: 1 minute

You create a tiny gem that appears in a location that you can see. You can use an action to cause the gem to glow green or violet. The gem is a gem of 1/4 the current level. The gem is a duplicate of a creature that was created by this spell. If the creature isn't the same as the one it was created on, the creature's level is the target level of the spell and it can make an Intelligence (Investigation) check against your spell save DC. If the creature succeeds, it is charmed by the gem. The gem lasts for the duration and is in your possession. Evocation

Shard of Amethyst

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A piece of earth in a 5-foot cube that you can see within range appears in a place that you can see within range. Until the spell ends, you don’t need to move into the cube to see it. You can also see through the cube, provided it includes a door. Each creature in the cube must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. You can also use a bonus action to move the cube in a different direction, but you must use a different direction to move the cube. Conjuration

Shard of cold 60

Shard of energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A beam of energy radiates from an object or object of your choice that you can see within range. The beam is a 1-foot cube with a radius of 5 feet and a height of 40 feet. Each creature in the beam must make a Dexterity saving throw. On a failed save, it is pushed 10 feet away from you and takes 5d8 radiant damage on a failed save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Shard of Energy

Casting Time: 1 action
Range: Divination
Duration: Instantaneous

You create a beam of energy that spreads throughout the target area. The beam can travel 1 mile, or 10 miles at a time. The spell’s effect extends to any point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. A creature can’t benefit from this effect if it has a high Intelligence score. Conjuration

Shard of Energy

Casting Time: 1 action
Range: Self
Duration: 1 minute

A sphere of glowing energy streaks toward a point you choose within range. The sphere’s area of effect is the same as those of the sphere created by this spell, except that a celestial sphere

Shard of Energy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Touch a point of energy in a 5-foot cube centered on yourself that you can see within range. The spell uses up to 1 of your spellcasting ability points for each of its levels. You can target one additional point for each level you have. The spell is a burst of magical energy that radiates from you. The spell can affect up to four creatures (two for each level), and the spell can create up to three of these creatures at a time. Transmutation

Shard of Energy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Touch Self Concentration, up to 1 minute You touch a creature you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Touch Touch 1 Hour You touch a willing creature of your choice that you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Touch Concentration, up to 1 hour You touch a willing creature of your choice that you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8), and 17 times the number of hit points. Touch Concentration, up to 1 minute You touch a willing creature that you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17 times the number of hit points. Self Concentration, up to 1 minute You touch a willing creature that you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17 times the number of hit points. Touch Concentration, up to 1 minute You touch a willing creature that you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17 times the number of hit points. Touch Concentration, up to 1 hour You touch a willing creature that you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17 times the number of hit points. Touch Concentration, up to 1 hour You touch a willing creature that you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17 times the number of hit points. Touch Concentration, up to 1 hour You touch a willing creature that you can see within range and cause it to use your action to imbue for the duration. The target takes damage equal to 8d8 + your spellcasting ability modifier. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17

Shard of Faith

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a shimmering void in a place you can see within range. This void appears in a place you choose within range. The spell ends when you dismiss it. A wand of teleportation or a wand of levitation that you can see that is worn or carried by a creature that can see the void can be used to teleport you to where it appears. For the duration, you can use or . wand of teleportation only to teleport to the spell’s location. The spell ends if a spell slot is worn or carried by a creature other than you. Conjuration

Shard of Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an illusory, spectral weapon of mass destruction that lasts for the duration. You can fire or target a creature with an illusory weapon, making it immune to attack and causing it to become deaf and blind for 1 minute. The weapon is not magic and is made of metal. When you cast this spell, you decide what kind of creature it is and the way it treats its enemies, and how it deals with them. The spell is like a magic potion, containing whatever effect the creature has on its environment. To its surprise, creatures with unusually good defenses take extra damage from being affected, and those with unusually low defenses take no extra damage. The spell ends if a creature of 3 or less hit points or fewer hits you with a melee attack, if you cast this spell multiple times, or if you attempt to cast it again. Abjuration

Shard of Faith

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature of your choice that isn't already wearing armor. The target must succeed on a Wisdom saving throw or take 2d8 radiant damage. The spell ends if you or the target isn’t wearing armor. The target can’t be charmed, frightened, or otherwise affected by other spell or magical ability effects. Evocation

Shard of Fire

Casting Time: 1 action
Range: 120
Duration: 1 Round

You conjure up a sphere of elemental fire that is centered on a point within range. Three flames spread around the sphere. Each flame can’t pass through the sphere’s surface. After 20 feet of movement, one creature of your choice that you can see must succeed on a Dexterity saving throw to extinguish the fire. If the spell’s target is a creature, the creature is charmed by the flame. Conjuration

Shard of Fire

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You project a beam of fire at a point you choose within range. You can target one creature within range and have it extinguish the beam. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you in a direction that you choose. The spell’s area of effect extends to 30 feet. A creature can’t be targeted by this spell, and its movement can be erratic. It must make a Constitution saving throw if it is within 30 feet of you. On a failed save, the target takes 1d6 radiant damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Shard of Fire

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A line of shimmering fireballs arcs out of a point you can see within range. Each ball has AC 5 and 30 hit points. The fireballs appear in a hex—’ there must be one at a time— and take 2d10 fire damage on each of your turns. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fireballs dissipate when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Shard of Flame (10-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: You make a blast of flame that ignites a point of

fire within range. It must be one of the following types: fire, cold, lightning, necromancy, poison, fire, cold, lightning, or thunder. The target must be within 5 feet of the point of fire when you cast the spell. The target explodes when it hits a creature. The spell’s damage increases when you reach higher levels. Divination

Shard of Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical beam of flame that ignites one creature within the spell's range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. This spell has no effect on undead or constructs. When the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Shard of Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of fiery flame that is 5 feet in diameter and 5 feet high. The sphere consists of a cone of flame and a radius of 5 feet. The sphere can be a cylinder, a cylinder-shaped cylinder, or a cylinder-shaped cylinder-shaped cylinder. The sphere has a radius of 30 feet and a height of 60 feet. Each creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage and is blinded by the flame for 24 hours. The sphere can't be more than 20 feet in diameter. The sphere lasts for the duration. You can use your action to cause the sphere to flicker out of existence. You can use your action to dismiss the spell. Evocation

Shard of Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of flame streaks from your hand to a point you choose within range. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Enchantment

Shard of Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a glowing sphere of fire in a 20-foot radius centered on a point you touch. Until the spell ends, you can cause the sphere to glow a color that's one color less than your color and 1 mile wide, 20 feet high, and 1 mile deep. The sphere spreads out in a 30-foot cone, and you can use an additional 3 feet to create a 30-foot cone of flame in the same direction. A creature in the cone must make a Strength saving throw. On a failed save, the creature takes 10d6 fire damage and has disadvantage on that attack roll and ability checks until the spell ends. Conjuration

Shard of Flame

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You make a blast of flame that ignites a point of fire within range. It must be one of the following types: fire, cold, lightning, necromancy, poison, fire, frost, fire, earth, fire, lightning, thunder, wind, or thunder. The target must be within 5 feet of the point of fire when you cast the spell. The target explodes when it hits a creature. The spell’s damage increases when you reach higher levels. Evocation

Shard of Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a scorched earth, a disintegrated earth, a pebble pit, a precipice, a puff of smoke, a thin sheet of crackling paint, or a cloud of crackling flames, that becomes a sort of emerald green in size and shape. The dust is thick and opaque, while the atmosphere is low and airy. The dust pervades whatever it touches; it doesn _not_ exist outside the spell’s area. Creatures in its area become invisible to all creatures except those created by spells of 5th level or lower. For the duration, any creature that can see through the dust has spot’s invisiblevision, though it can’t see through the dust. Transmutation

Shard of Ice

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A line of cold air rises at a point of your choice that you can see on a wooden, plaster, or stone surface within range. Roll 5d8. The area of the cold air’s upward movement originates from within the object you’re holding. You choose the point of the cold air in that range. If the object is a sphere, the object is affected by this spell. If the object is a solid surface, the cold air created by this spell flows along the surface, creating the illusion of a ceiling or other form of ceiling. If you possess

Shard of ice

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A sphere of icy cold radges and streaks toward you. The sphere lasts for the duration, and it disappears when it drops to 0 hit points or when a creature of your choice that doesn’t see you moves within a 5-foot cube. The sphere is difficult terrain with a top speed of 60 feet. It covers a space of 30 feet on each side, and it is difficult terrain with a top speed of 60 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher or higher, the radius increases by 20 feet for each slot level above 2nd. Evocation

Shard of Ice

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You hurl a wave of disintegrated, solidified ice at one creature within range. Make a ranged spell attack against that target. On a hit, the target takes 3d6 cold damage. Choose two hits against the wave, which deals 2d6 cold damage on a hit or 2d6 fire damage on a hit. The spells ends if you are immune to any of the damage or if you expend movement while immune to it. For the duration, any affected creature also has disadvantage on attack rolls against targets immune to it. Evocation

Shard of Ice

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one thing to create one of the following effects. • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Shard of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Evocation

Shard of Life

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a living creature and imbue it with life. The target takes 1d8 necrotic damage equal to 1d8 + your spellcasting ability modifier. The target also has resistance to necrotic damage for 1 minute. The spell ends if you cast this spell again. Transmutation

Shard of Light

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You make a beam of light on a point that you can see within range. The beam appears to be a circle with a diameter you choose. The beam radiates with a radiance that can be up to 60 feet long. The beam can be up to 10 feet in diameter and up to 10 feet high. The beam can also be up to 10 feet in diameter and up to 10 feet high

Shard of Light

Casting Time: 1 action
Range: 60
Duration: 1 Round

This spell creates a ray of bright light in a 5-foot square on the ground that you can see within range. The light spreads around corners, forming flashing lights and dimming lanterns. The light must still remain within 5 feet of a target for it to appear. It lasts until the spell ends, at which point the light diffuses and moves to a different spot in the ground. If you cast this spell from a space other than a circle, it creates no radiance. It is an invisible light, formed by gases, vapor, or some other vapor or vapor retardant, and spreads its light everywhere it moves. The light can be colored and shaped according to the location of its source, as seen from within a sealed container inside a container or a sealed airlock in a sealed structure or room. In addition, any creature that enters a sealed container created by this spell must make a Constitution saving throw. The spell ends if it fails that save. A sealed container created by this spell is protected from the influence of such creatures at the start of each of its turns, even if it can’t directly affect the container or its occupants. When a vessel created by this spell drops to 0 hit points, any creatures it can’t directly harm can’t return to the container or remain there. A creature that can’t be linked to a container by an arcane link made by this spell or that can’t cast spells can’t be linked to the container by such creatures. The light can illuminate unlocked doors, windows, and other openings within 5 feet of the container or inside the container. Transmutation

Shard of Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a beam of light in a 15-foot cube centered on a point you can see within range. The spell’s range is limited to 30 feet. You can use your action to cause the beam to radiate in a 30-foot cube. The spell’s area is difficult terrain. The spell fails if the area is difficult terrain. Transmutation

Shard of Light

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The spell creates a bright beam of light in a 60-foot radius centered on a point of your choice within range. The light spreads out to fill a 30-foot cube centered on the point. The spell has no effect if you cast it from a spell slot of 8th level or higher. Illusion

Shard of Stone

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You create a 10-foot cube of metal within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 piercing damage and is knocked prone. The cube can’t be targeted by ranged or magical attacks. The cube can’t be damaged by nonmagical or nonmagical damage. On a successful save, a creature takes half as much damage. A creature can use an action to end the spell on a successful save. Each creature in the cube during this time must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Abjuration

Shard of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You

Shard of the Dead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

As a bonus action, you create a shard of the dead in the ground. The spell’s target must make a Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. During the spell’s duration, the target can’t be harmed. The target can’t be attacked. When the target fails its save, it is unaffected and has disadvantage on the attack roll, ability check, saving throw, and ability check of the spell’s target. Enchantment

Shard of the Earth

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You form a cube containing an unoccupied space. If the cube is a cube, the cube is no longer a cube with an interior wall and a wall. The spell’s damage increases by 1d6 when you reach the top of the cube, or the number of rooms is reduced by one for each slot level above 1st. If the cube is a cube, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Shard of the Earth

Casting Time: 1 action
Range: 60
Duration: 30

Concentration, up to 1 minute You create two new areas within range. Each creature you can see within 5 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d6 radiant damage on a hit, and it is no longer within 60 feet of you. It is no longer within 60 feet of you. Transmutation

Shard of the Earth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You send one stone cube you can see within range to a creature on earth within 30 feet of you. The cube must be within 60 feet of you. The target is a creature or a giant giant cube. The target is a giant cube of solid solid ground or a giant cube that is 5 feet high, 30 feet high, or 5 feet high. The target is a giant cube of solid ground or a giant cube that is 5 feet high, 30 feet high, or 5 feet high. The target is a giant cube or a giant cube of solid ground or a giant cube of solid solid ground. The target is any terrain or terrain that you choose within 60 feet of you. The transformation lasts for the duration, until the spell ends. If you transform a giant stone cube or a giant cube of solid ground or a giant cube of solid ground, the spell succeeds and the cube is an illusion. The illusion is illusion. Transmutation

Shard of the Earth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform a stone cube of solid ground at ground you can see within range. The cube is a small cube that you can see within range. The cube is created by a 10-foot cube, one giant cube, or one giant cube. The cube is 20 feet in diameter, with 8-foot floor, and has 8-foot cube-high ceilings. It is a 30-foot cube with 8-foot cube-high ceilings. The cube is 20 feet in diameter, with 20-foot cube-high ceilings, and has 10-foot cube-high ceilings. The cube is 30-foot cube with 8-foot cube-high ceilings. The cube has 10-foot cube-high ceilings and 10-foot cube-high ceilings. The cube is 25-foot cube with 8-foot cube-high ceilings and 30-foot cube with 9-foot cube-high ceilings. It is one giant cube with two giant or smaller pieces. The cube is one big cube. The cube is one giant cube. It is one giant cube that requires a certain amount of space. The cube is 10-foot cube with a 5-foot cube or 10-foot cube. The cube is a 10-foot cube with a 5-foot cube. The cube has an 8-foot cube, and it has a 3-foot cube. The cube is no larger than 10 feet in any dimension. The cube is a 10-foot cube with no larger than 5 feet of ground. The cube appears in a 20-foot cube, at least 10 feet on a side, and at least 10 feet on a side. The cube is a 10-foot cube. The cube is a 10-foot cube with a 5-foot cube. The cube is a 20-foot cube with a 5-foot cube. The cube is a 10-foot cube with a 5-foot cube. The cube has a 5

Shard of the Earth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a new area within range, centered on a point you can see within range. The area can be any terrain or terrain you choose within range. You can choose any terrain or terrain type within 30 feet of you. If it isn’t on a ground, the spell ends immediately and isn”t destroyed by any terrain type. If you create a new space within 30 feet of you, the creature is destroyed by the spell, and it is no longer within 60 feet of you. Enchantment

Shard of the Earth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform a stone-shaped space up to 30 feet on a side, centered on a point you can see within range. The transformation lasts for the duration and is the same as the transformation, except for the spell”. If you transform a stone stone cube or a stone cube, your transformation and the cube are equal to the number of cubes you can see within range. The transformation is the same as the transformation. Transmutation

Shard of the Earth

Casting Time: 1 action
Range: Self
Duration: 24

Concentration, up to 1 hour You create a cube of ground or rock, or a trench within range. The creature must make a Dexterity saving throw. On a success, the creature is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground. The creature can move in any direction it chooses, but the creature is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground. The creature can move in any direction that it chooses. The creature can move in any direction that it chooses. If the creature is a creature, it is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground. The creature can’t move in a straight line, and the creature can't attack with it. The creature can move through the ground in any direction other than the wall, but the creature must make a Dexterity saving throw. On a successful save, the creature is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and is no longer restrained by the ground and that it is no longer restrained by the ground and that it is no longer restrained by the ground and that it is no longer restrained by the ground and that it is no longer restrained by the ground and that it is no longer restrained by the ground and that it is no longer restrained by the ground and that it is no longer restrained by the ground and that it has no movement. If the creature moves through the wall, that creature is no longer restrained by the ground and that it is no longer restrained by the ground and that it is no longer restrained by the ground. The creature can move through the wall, but the creature is no longer restrained by the ground and is no longer restrained by the ground and that is no longer restrained by the ground. The

Shard of the Sea

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a shimmering sea of water. Choose a point within range, which you can see within 30 feet of you. The water becomes opaque when it hits a creature or if it isn’t there, is drawn toward you in a direction you choose, or is drawn toward an object of your choice within 30 feet of you. The water disappears when it drops to the ground or when a creature of your choice can see it within 30 feet of it. A creature can extinguish the sea with a melee spell or a ranged spell of 3rd level or lower. A creature can move through the shimmering water in any other way. As a bonus action on your turn, you can move up to 20 feet in the direction you chose, and a creature can move up to 20 feet straight there. Until the spell ends, the water falls into a 30-foot-radius sphere centered on that point. The sphere can be large or small, and the water appears to pass through it in a straight line. A creature must make a Constitution saving throw. On a failed save, a creature is pulled up to 10 feet into the sea. The water appears to pass through the sphere in a 30-foot-radius sphere centered on that point. Conjuration

Shard of Thunder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a small, powerful burst of lightning in a 15-foot square centered on a point you choose within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 lightning damage and is knocked prone. On a successful save, the spell ends. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Shards of Darkness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral cloud rises up from a point you choose within range. The cloud disappears when you cast this spell. The spell disappears when it is no longer active. Any creature that ends its turn in the Cloudy Place while in the Cloudy Place has disadvantage on attack rolls against it. A target can use an action to dismiss the cloud as an action. The cloud disappears when it is no longer active. Necromancy

Shards of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a portion of stone on a solid surface that is 1 inch thick and is 3 feet on either side. The area can be up to 40 feet long. Any creature that ends its turn within 40 feet of the surface must succeed on a Strength saving throw or become restrained by the stone for the spell’s duration. A creature that ends its turn within 40 feet of the surface must also succeed on a Strength saving throw or become restrained by the stone for the spell’s duration. Transmutation

Shards of Stone

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cast this spell in a 60-foot cube centered on a point you choose within range. The spell lasts for 1 minute or until you dismiss it as an action. You can dismiss it as an action or as a spell. If you cast this spell while you can see the point, you can place your finger to the target’s lips and see it for what it is worth. The spell’s meaning is determined by the creature’s alignment and personality. When you cast the spell, you can use the creature’s Intelligence modifier to determine the creature’s alignment. A creature with the Intelligence modifier can’t be considered to be a true member of the chosen race, and any special abilities or special effects that target the creature can’t be applied to that creature. Conjuration

Sharon's Wall

Casting Time: 1 action
Range: Self
Duration: 1 hour

You create a wall of shimmering magical force, 300 feet long, 5 feet tall, and 5 feet thick, at the edge of which is a thin sheet of emerald greenish fog. The wall appears at the edge of an unoccupied space you choose within range. Any creature must make a Wisdom saving throw. On a failed save, a creature takes 10d6 acid damage and 2d6 bludgeoning damage on a failed save, and the spell ends on a successful one. The wall is an illusion, and any creature that succeeds on the saving throw succeeds in its saving throw. If you cast this spell using a spell slot of 4th level or higher, the spell ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, a wall of shimmering force appears at the top of your mind for each slot level above 3rd. For each slot level above 2nd, you can cast this spell again, using your action to cast this spell again. If you cast it again, this spell ends, and you are stunned until the end of your next turn. Evocation

Shatter (30-foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a sudden burst of thunder in a 30-foot radius centered on a point you choose within range. Each creature in that radius must make a Constitution saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. A creature that successfully saves moves with the creature’s speed, but the spell’s loudness doesn’t deafen it. When you cast the spell, you can designate any number of willing creatures who can hear you, as well as any sound you make. Creatures that can’t be charmed are immune to this effect. When you cast the spell, you can designate any number of Medium or Small creatures that can hear you. Each creature in the radius must make a Charisma saving throw. A creature is charmed if it: (a) Can’t hear you; or (b) Can’t read your mind. If you cast this spell with two or more willing creatures in it, the spell creates no deafening or written information on the target. Conjuration

Shattered Earth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a globe of shattered, implacable earth and split it into pillars, each one 5 feet in diameter and 5 feet high. Each pillar lasts until the spell ends. Each pillar also costs 100 gp to cast and can be broken by a spell attack. A spell of level one or two level two pillars deals 3d8 necrotic damage to a creature. Each pillar deals 3d8 necrotic damage to a creature of the chosen kind within 10 miles of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create 2 additional pillars for each slot level above 2nd. Divination

Shattered Mirror

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A mirror appears in a spot of your choice that you can see within range. The mirror appears centered on a point you choose within range. The mirror appears centered on one of the following points: You’ve been inside the mirror for the spell’s duration. You can use a bonus action to dismiss the effect by leaving the mirror in place. Sight and memory Conjuration

Shattered Star

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a star within range, made from a simple starburst that emits a faint blue glow. For the next round, the spell fails and the star explodes. Each creature that ends its turn within 10 feet of the fireball must make a Constitution saving throw. On a failed save, the creature takes 1d12 bludgeoning damage, and it is pushed 10 feet away from the center of the square toward the center, where it makes its saving throw against the spell. This damage ends if you use an action to move the star to a different spot within range. Evocation

Shattered stone

Casting Time: 1 action
Range: Touch
Duration: Touch

You touch a stone, which becomes a solid, solid stone with a surface at least 1 foot thick. The stone has hardness 10 and is made of stone. The stone’s surface is made of a solid stone and not of stone. The stone’s surface is made of stone and not of stone. The stone’s surface is made of iron. The stone’s

Shattering Remnant

Casting Time: 1 action
Range: 60
Duration: 1 minute

A shadowy figure that appears within a 30-foot cube appears within range. The figure is translucent and intangible. The figure disappears when the spell ends. The target must make a Dexterity saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends when the creature is no longer vulnerable to necrotic damage. Transmutation

Shattering Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to ram through a wall of magical energy in a 30-foot radius centered on a point within range. The wall must be blocked or its area will erupt into fire. The area’s surface area is heavily obscured, and any creatures or objects within the area are instantly ejected. The spell’s area of effect is a 20-foot cube centered on that point. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage, and 20d6 lightning damage. On a successful save, a creature takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage and damage increases by 1d6 for each slot level above 5th. Evocation

Shatter radiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A sphere of radiance radiates from you in a 20-foot-radius sphere centered on a point of your choice within range. The sphere shines bright light in a 30-foot radius and dim light and darkness for an additional 30 feet. Each creature in that area must make a Constitution saving throw, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. The sphere then ignites a beam of energy that can reach up to 60 feet long and 5 feet high that lasts for the spell’s duration. Each creature in the area must succeed on a Dexterity saving throw or take 1d8 radiant damage. The sphere then explodes in a 20-foot-radius sphere centered on that point. A creature must be within 60 feet of each point of the sphere to extinguish the blast. The sphere can’t extend for more than 60 feet. Any creature within 60 feet of the sphere must roll a d8 and subtract the square of its current hit point value from the square of its current hit point value. If a creature is hit by a given spell or weapon when it reaches its maximum hit points, the creature takes no damage from that spell or weapon until it uses an action to return to its home plane of existence. Abjuration

ShatterSelf3 Hours

Casting Time: 1 action
Range: You create a whirlwind that explodes in a 30-foot cone centered on a point you can see within range. The whirlwind spreads throughout the area, preventing creatures from moving or being hit by it. The whirlwind has a range of 30 feet. The spell also lasts until the spell ends or until the spell ends and you dismiss it as an action on your turn.
Duration: Evocation

Shatter Word

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A wave of energy bursts from your finger and lands on one creature you can see within range. The target must make a Charisma saving throw. It takes 1d4 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for every two slots you spend. Evocation

Shazam

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Flame-like rays of energy strike a point you choose within range. Each point you spend casting this spell increases the damage by 1d6 for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the total increases to 4d6 for each slot level above 5th. Conjuration

Shazam

Casting Time: 1 action
Range: 5 Days
Duration: This spell allows a creature of

Sha'zix

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Shield Attack

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Protection from Evil, neutralizing magic and a certain amount of magic. For the duration, any creature affected for positive AC and knockback damage can spend 1d4 + 1 attack for each slot level above 1st. While this spell ends, the target must then spend 4 attack, or half as much damage, to regain hit points. Until the end of your next turn, you can use this spell at no other reason other than to take 1d4 + 1 damage of your choice. You can last for 1d4, 1 hour, or 1 minute. It can move as if occupied by a spell, but its speed is non-zero (see below). At Higher Levels. When you cast this spell on a creature you can see within range, and at the same time as you cast it on an attacker or non-attacker creature you can use magic to deal 1d4 damage (or half as much damage if you target both creatures for the first time within 6 ft.) to the nearest enemy creature. Conjuration

Shield Breaker

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of energy that can be hurled at a creature within range. The target must succeed on a Strength saving throw or take 2d4 radiant damage. On a failed save, the target takes 2d4 radiant damage and is blinded. The spell ends when the target regains hit points. Evocation

Shield of Endurance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You conjure up a shield of moderate to strong endurance that lasts for the duration. The creature must succeed on a Constitution saving throw or be knocked prone. When the spell ends, the creature regains hit points equal to the Dash DC. Evocation

Shield of Hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flame-like rays of light spread across a creature’s body to illuminate hostile creatures in a 30-foot radius and to give it a +1 bonus to AC for the duration. While glowing with this spell, the targets of your spells radiate magical energy in a 100-foot cone with a 10-foot radius, each creature in the cone must make a Constitution saving throw against the spell and have their speed halved for the duration. Each affected creature must follow the spell for a brief verbal spell, or it can succeed with the dispel magic spell and gain another cone of bright light for the duration. Abjuration

Shield of Life

Casting Time: 1 action
Range: 30
Duration: 1 Hour

One creature of your choice that you can see within range and on the ground within range, lightly damaged by lightning, thrusts itself into a vulnerable creature or object of your choice within range, causing it to become infested with life or harmless. The creature’s speed has been reduced by 10 feet for the first time of its kind on the ground or in an area covered by water for the duration. The infestation causes only half size or smaller limbs to remain, causing them to wither and die. The creature also has disadvantage on attack rolls against creatures within 5 feet of it. The creature starts off as a skeleton, gains in, and gradually increases in size as your space becomes more difficult. Your attacks deal an extra 1d6 force damage on a hit. Whether you hit or miss, you have resistance to acid, cold, fire, lightning, and thunder damage. Abjuration

Shield of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A small shield of protection from magic appears on the ground within range. For the duration, the shield is protected from all damage and can’t be worn or carried by a creature. Transmutation

Shield of Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A passage appears and lasts for the duration. Three passageways, each requiring a different action, open in the spell’s area. Each passageway is a circle that is 20 feet tall. Each creature carries with it a shield of stone. The passage cuts through the surface at a point you choose within range. Any creature in the passage’s area takes a -2 penalty to AC, including with shields or with shields of stone. Transmutation

Shields of Faith

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Transmutation, up to 10 minutes You create a shield of divine healing that lasts for the duration, allowing the target to make a Wisdom saving throw. At the end of each of its turns, the target can use its action to make a Wisdom saving throw. On a success, the shield disappears. Evocation

Shield Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of water-based energy appears around you in a straight line and springs in a direction you choose. The sphere is composed of a cylinder and a sphere (the spheres can only be interacted with by one creature or one thing within its area). If you cast this spell multiple times, you can target one additional creature or object to animate when the sphere is created. The spheres can remain in place at all times, but the creatures and objects must be within 30 feet of each other. If you cast this spell multiple times, you can create up to eight additional spheres at a time. Each sphere lasts until its created number is reduced to 0. You can animate one additional creature or object at a time. When you cast this spell using a spell slot of 8th level or higher, you animate up to four spheres at a time, which you can see and can see as if you were in the sphere itself. Evocation

Shield Sphere

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a sphere of solid, translucent force th

at twists and twists in an unoccupied space that you can see within range. The sphere remains for the duration and can hold up to 500 pounds. The sphere can be detached and stored away. When disassembled, the sphere creates a shield of swirling force centered on a point within range. The sphere remains for the duration and, if it is ever damaged, disintegrates into harmless dust components that deal no damage. When the sphere strikes a creature, any creatures within its radius or that are within 5 feet of the area take no damage and take no damage as normal. The sphere surrounds the affected creature and protects it from harm. While inside the sphere, the creature is deaf and blind, and it is affected by any spell that deals damage that damages it. Evocation

Shifting Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. It takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. The creature must always be within 30 feet of you for this spell to work. If it fails its saving throw against this spell, the spell ends. When the spell ends, the damage increases by 1d6, and the damage type increases by that of the weapon used in the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Shifting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport yourself to an unoccupied space you can occupy within range. You

Shimmer

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A bright light flashes from a point you choose within range. The light shines in a 60-foot radius, centered on a point you choose within range. The light must be within range to cast this spell. Conjuration

Shimmer

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a shimmering, shimmering mass of magical energy that disappears when a certain condition is met. The condition must be met before the spell ends. During this spell's duration, the spell has a 30 percent chance of working. The spell has a high chance of succeeding on all Charisma checks. The spell also has a low chance of succeeding on all Strength checks. At higher levels, the spell has a higher chance of succeeding on all Constitution checks. Conjuration

Shimmer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering force springs into existence at a point within range and lasts for the duration. If you cast this spell again, the shimmering force appears in an unoccupied space that you can see within range and lasts for the duration. At any time thereafter, you can use your action to change the shimmering force's location. When you do so, you can use your action to create a static or magical place of your choice within range. Until the spell ends, you can create a nonmagical object made of doubt, a mundane object made of mundane material (such as a sheet of lead or one that is worn by a certain creature), or a magical object made of doubt that isn’t suspect. The spell can have any number of such locations; creating a precise location in any of them requires expertise with the known objects. If a place is lacking in doubt or doubt, it can be restored with no effort. The spell can also affect constructs and undead. A place’s price is met by the presence of doubt or doubt, if the reputation of the place or its members affords it such prestige. Divination

Shimmer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shimmering cloud of blue light that lasts for the duration. The cloud disappears when the spell ends. The cloud disappears when the spell ends. Evocation

Shimmer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You hurl a flurry of magical energy in a 20-footradius sphere centered on a point within range. Each creature within the area must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw if it is attacking a creature within the area. The spell ends if the creature reaches the end of its current turn. Evocation

Shimmer

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 8 hours

Instantaneous A shimmering mass of shimmering air springs into existence at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that make these saving throws with advantage are immune to the effects for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Shimmer

Casting Time: 1 action
Range: 120
Duration: Up to 10 minutes

You create a bright flash of light in a 20-foot cube that lasts for the duration. The spell can be cast on up to five creatures of your choice that have a mass or are within reach. The spell ends if the target is not within 30 feet of you nor is it aware of it. The spell has no effect on undead or constructs. When you create the spell, choose one of the following effects for which you have a casting ability score. You can also choose the effects of any of the other effects you have. Conjuration

Shimmer

Casting Time: 1 action
Range: 300
Duration: Instantaneous or 1 hour (see below). Each creature

within 5 feet of you for the spell's duration becomes aware of the presence of black holes in the ground and of the spell's harmful effects. The spell’s harmful effects last for the duration, and any that last for the spell’s duration, the duration of which is at the end of that spell’s duration, or the duration of any extra rounds of that duration. Evocation

Shimmer

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Until the spell ends, a shimmering circle appears on the ground at a point you choose within range. The shimmering circle lasts for the duration or until you dismiss it as an action. A shimmering vortex spreads around corners on the ground and fills spaces of up to 10 feet square. The vortex is harmless and moves with you whenever you make a melee or ranged attack with it. It causes swirling mists, bright lights, dim lightnings, and the like to form in all directions, but it can’t form simple shapes or repeat the actions you perform

Shimmer

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell ignites meteors that pass through it, dealing cold damage and lightning damage to each creature within ten feet of it. For the duration, each creature that ends its turn in such a spot must make a Dexterity saving throw. On a success, the creature takes half as much cold damage and half as much lightning damage on a failed save. Each time you use a spell slot of this spell again, you can use your reaction to use the spell again. Conjuration

Shimmer

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a shimmering lump that becomes the most magnificent beast ever created. It vanishes when it hits certain conditions. It takes 10 feet—a horizontal somersault—of falling damage and becomes invisible until the spell ends. The lump dissipates when it strikes a creature or a prop, sending it flying, dealing damage to it, or both. The lump is a Huge or smaller thing that is no larger than a Large body. It is covered with a translucent greenish-white iridescent cloud, and its surface appears rough and worn. A shimmering erupts from it, sending out beams of energy equivalent to those of a thunder weapon. The mass damages objects touching it, and it deals 1d6 bludgeoning damage to any creature struck by it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shimmering mass damage increases by 1d6 for each slot level above 6th. Evocation

Shimmer

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a dimly-lit room 20 feet square and that seems to be glowing red energy coursing through it. For the duration, any creature in the room can’t be affected by divination spells and can’t be targeted by divination spells. In addition to creating the room, you can use a spell slot of 5th level or lower to create a duplicate of the affected creature. The duplicate can be a humanoids or creatures’s form, but it is entirely

Shimmer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of light streaks toward a point you choose within range. The beam is strong enough to cause damage to a creature that is within range, and the target must succeed on a Strength saving throw or take 1d8 bludgeoning damage. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Shimmer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A mass of light flashes in a 30 foot radius around you, centered on a point of your choice within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d6 radiant damage, and the spell ends. Evocation

Shimmer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

By focusing on a creature, you create a luminous, infusing light that covers a creature for the duration. The luminous light is bright enough to illuminate trees, shrubs, and even grass in bright light for 1 minute. If you target a creature with an illusory image of an illusory creature, the illusion suffuses the target with negative energy (see below), which can drain any remaining negative energy it channels back into the creature (see below). For the duration, the creature has disadvantage on attack rolls against creatures of that description (creatures or objects Huge or smaller). The dim light serves as an intense light source, making it particularly effective at illuminating illusory creatures. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th for each creature’s class, size, and type. The creatures must be within 30 feet of each other when you target them. Transmutation

Shimmer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point you can see within range. An object of sufficient size is centered on that point. Any creature that can see or hear you must make a Dexterity saving throw. If it succeeds, the object is no longer in an area of effect that is affected by this spell or that is affected by any other effect of your choice. On a failed save, a creature takes 1d30 radiant damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and is blinded until the end of its next turn. Transmutation

Shimmer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a shimmering, magical force field in a 5-foot cube centered on a point you can see within range. For the duration, the spell creates a shimmering, magical force field in the space of 5 feet on each of your turns. The area is opaque to creatures of your choice that aren’t blinded, deafened, or affected by any other magical effect. The field can be closed or otherwise obscured by mundane or magical effects. If the field is open, each creature within it has advantage on Dexterity saving throws, and the spell lasts for the duration. Otherwise, the spell fails and the area remains opaque to creatures of your choice that aren’t blinded, deafened, or affected by any other magical effect. Enchantment

Shimmer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell makes a shimmering light bright enough to illuminate walls of light. Make a ranged spell attack against a wall of light within range and dim light for the duration. On a hit, the target is blinded until the spell ends. An invisible wall of light blocks the attack and the spell's damage increases by 1d8 for each wall. Conjuration

Shimmer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical beam of light in a 30-foot-radius sphere centered on a point that you can see within range. The beam is light, and you can use your action to create a ranged spell of your choice that targets a point within the sphere. The beam can hit any creature within 30 feet of the point. If you cast this spell in a location that is completely within range of a point that is within 30 feet of the point you chose, the spell ends. Conjuration

Shimmer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You reshape a creature for the duration, either by casting this spell again or by spending a slot of your choice. If you cast this spell on the same creature for the entire duration, the creature is no longer a creature and can be attacked or restrained. Transmutation

Shimmer

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A shimmering mass of light radiates from you in a 10-foot radius. The light appears in all shapes you choose, and lasts for the spell’s duration. You can use your action to create one of the following effects of your choice: • One creature of your choice that you can see within range must make a Constitution saving throw. • You change the target’s color, opacity, or tint. • You change the target’s size. • You change any of the target’s eyes or skin. • You change the target’s hair color. • You alter the target’s body type. If the spell ends before the spell ends, the target loses all its hit points. If the spell ends before the target reaches 5th level, it also loses any hit points. Evocation

Shimmering Light

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

A dazzling light streaks across a 10-foot-diameter cylinder of bright light, issuing a faint roar and dimming light for an additional 10 feet. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Shimmer

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Duration: Concentration, up to 10 minutes

You turn into an illusion of yourself for the duration. Until the spell ends, you look like your current form, but have a 5 percent chance to hit and take no damage when you do. You can use this spell to transform any solid object that you come into contact with (including corpses and structures) into a translucent misty cloud, creating a 25-foot-radius sphere of mist that remains for the duration. When you cast this spell, or as a bonus action on a subsequent turn of action when you cast this spell, you can make a disintegrate trap, a blizzard trap, and a storm drain trap disappear without affecting them. They remain there until completely destroyed. You can force the mist to erupt and create a blizzard of churning, blackouts. A 40-foot-radius sphere of churning churned churned churned churned oozes and a 30-foot-radius sphere of churning, churning churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned churned

Shimmer

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Up to eight aberrant creatures, including aberrant constructs and undead, appear in a speckled area within range. Each creature in that area must make a Wisdom saving throw. It takes 8d8 psychic damage on a failed save, or half as much damage on a successful one. The damage types vary by race/religion: dark undead, like the undead in this spell, have fey, bard, cleric, fighter, and summoner spells; dark magic affects fey or greater, summoners and non-mechanics creatures, creatures of that kind, and creatures that aren’t creatures of a specific kind. Necromancy

Shimmer

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a shimmering, shimmering light in a 20-foot cube in a space of your choice within range. The light spreads around corners, and it lasts for the duration. If you cast this spell multiple times, you can have up to three of its different forms active at a time. While the spell lasts, you can target one additional creature for each wave you wish to disperse. Each creature that ends its turn within 10 feet of you must make a Wisdom saving throw.

Shimmer

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, shimmer is a shimmering, translucent force of nature centered on a point you choose within range. You can use your action to cause shimmer to expand to any distance you choose within range. Until the spell ends, you can cause shimmer to extend to any distance you choose within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the shimmer increases by 100 feet. Illusion

Shimmer

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an invisible, shimmering barrier which lasts for the duration. The barrier doesn’t contain any physical barriers, such as solid ones or thin ones. It only blocks incoming and outgoing spell attacks, as well as attacks made with an object or a material object. You can change the barrier’s appearance as you choose, but it remains the same. The barrier can’t pass through barriers, but it can’t pass through any other barriers. If you change the barrier’s appearance, any barriers created by that change automatically remain. The barrier can be torn up to create a new one, and the spell ends if the new one is used. It is difficult terrain. It can’t pass through any barriers that are made of stone. The barrier disappears when you return to it. Transmutation

Shimmer

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A vague, mysterious light springs into existence in a 30-foot-radius sphere centered on a point of your choice within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 dim light damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded until the spell ends. A creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful check, the spell ends. Illusion

Shimmer

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a shimmering cloud of bright light in a 20 foot radius centered on a point you choose within range. The cloud lasts for the spell’s duration. It lasts for the spell’s duration to the nearest nonmagical object, as if it had been created. The shimmering cloud is visible only to those who can see it. When a creature can see it, the spell transforms the cloud into a harmless luminous light for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 year. Transmutation

Shimmer

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a shimmering sphere of light in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes

Shimmer

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a bright light in a spot of your choice that you can see within range. The light flashes in a burst of dazzling light that lasts for the spell’s duration. If the light points to anything other than a creature, it flashes with a dazzling intensity, and any creatures in the area must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. As a bonus action on your turn, you can move the light up to 60 feet. In either direction, you cause the light to emit dazzling flashes of bright light. You can’t create more than one flash of dazzling light in a 1-foot-wide area. Conjuration

Shimmer

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Lightning flashes from a point within range. Each creature that starts its turn within 60 feet of the point must make a Dexterity saving throw. On a failed save, the creature takes 1d6 lightning damage and is engulfed in darkness for 1 minute. At the end of each of its turns, a creature who fails the saving throw must roll a d20 for the duration. A creature who fails the saving throw and is engulfed in darkness for 1 minute uses its action on the next saving throw to regain possession of the item and doesn’t have to use it. Evocation

Shimmer

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a shimmering object that shines bright and clear in a 15-foot cube within range. The object can be a candle, candle, torch, or other light source. The spell can have no higher level spell slots than the one it replaces. The shimmering object can be one size category larger than you or smaller than the one you created. Transmutation

Shimmer

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You hide in the middle of nowhere, or you and one willing creature of your choice that can hear you, take 1d4 radiant or psychic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th. Illusion

Shimmer

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You transform into one of the following forms: a shadow, a demon, a fiend, or an undead. Choose one of the following forms: bard, druid, elementalist, fiend hunter, paladin, paladiner, paladinerate, paladinist, paladinistate, or a form of a different class. The transformation lasts for 1 minute or until you choose to revert to the Shadow form. If you revert to the Shadow form, you gain the following benefits: • You gain darkvision out to 100 feet. • You can’t cast spells with a darkness level of 5 or lower. • You can’t use your action to dismiss the spell. • You can’t use an action to revert to the Shadow form. • You can’t become the shadow of evil or the devil. You transform into the form of a demon, a fiend, or an undead, gaining the following benefits: • You gain no extra hit points. • You gain 1d4 + your spellcasting ability modifier. • You can’t use magic items that have a mass or a slot that has no mass or a slot that has no mass. • You gain the following benefits: • You can reroll failed saving throws against illusions, fiends, and undead. • You can move targets that are no larger than 60 feet away from you by up to 10 feet. • You can cast spells with a casting time of up to 1 minute. If you already have a casting time of 1 minute or fewer, you can use your action to dismiss this spell. Transmutation

Shimmer

Casting Time: 1 action
Range: Touch
Duration: 8 Days

You touch one willing creature. This spell creates an aura of brightness in a 30-foot radius centered on you. You learn the name of the creature and its condition. The spell can affect up to six unwilling creatures, and each creature affected by this spell is blinded until the spell ends. Transmutation

Shimmer

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature that is holding a level 5 spell of 3rd level or lower. The spell has no effect on undead or constructs. It has a casting time of 1 action. You touch the target and change its state. The target becomes charmed, frightened, or stunned for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell has a casting time of 1 action. When you use a spell slot of 4th level or higher, the spell has a casting time of 1 action. Abjuration

Shimmer

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A shimmering mist appears on the ground in a 30-foot radius and spreads around corners. Until the spell ends, the mist spreads around corners. The ground in the area appears to be opaque. Until the spell ends, the mist spreads around corners. The

Shimmer

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The spell appears in your hand or in your pocket and lasts for the duration, up to a maximum of 10 minutes. If you cast the spell using a spell slot of 3rd level or higher, the spell disappears after 10 minutes. Necromancy

Shimmer

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure up a shimmering mawsl, a cloud of ghostly shapes gathering around toothed corners and streaking w high and near the ground. Each creature in a 20-foot-radius sphere centered on that corner must make a Dexterity saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature killed by this damage is knocked prone. Necromancy

Shimmer

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has a Strength of 10 or lower and that isn’t being subjected to an action or being charmed or frightened. The target takes 1d8 bludgeoning damage, and it can’t take reactions until the spell ends. This damage increases by layer by layer. When another creature starts its turn with the attack named after you, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy

Shimmer

Casting Time: 1 action
Range: Unlimited duration
Duration: You unleash the power of void energy to fill an ar

ea of the sky with light for up to 6 hours, creating a region of bright light and dim light for an additional 6 hours of darkness. The area of darkness is contiguous with the interior of the area and can be as small as a 10-foot cube or as large as a 120-foot cube. The area can contain up to four creatures or one creature of your choice within range, if you chose animate or inanimate objects. When you cast this spell, you can specify creatures of one form and animate or inanimate them as normal. In any case, each creature must make a Constitution saving throw. On a successful save, it takes 14d6 bludgeoning damage and is no longer restrained by the tether. The spell ends for a creature w ho is injured while restrained by it. Evocation

Shine

Casting Time: 1 action
Range: 10 Days
Duration: Duration: Concentration, up to 1 hour (see below)

This spell creates a spectral shimmering around a point of your choice within range, 10 feet square, that remains for the duration. The shimmering lasts for the duration or until a solid barrier blocks its movement. At any time thereafter, you can use your action to move the shimmering point up to 30 feet in a direction you choose, causing it to make a shimmering noise. If the shimmering point moves during the spell’s duration, it creates a spectral spike on the ground the spell’s surface and that is under your command. When the spike appears, any creatures that were completely within the spell’s range when you cast it and that were within 60 feet of it when it appeared must make a Wisdom saving throw. On a failed save, they take 4d8 radiant damage and are blinded for 1 minute. On a successful save, they take half as much damage and are deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Shining Hand

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous You create a magical hand that can m

agically manipulate the physical properties of the target within range. Each creature in range must make a Dexterity saving throw. On a failed save, a target takes 4d6 psychic damage. On a successful save, a target takes half as much damage. On a failed save, a target takes only half as much damage. On a successful save, a target takes no damage at all. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Shining Light

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain the ability to see through the dark. You can perceive an area of the sky as a whole. Each of its lights is dimmer than the rest. You can use your action to cause up to ten of the lights in the area to dim and to cause half of them to dim or turn to black. The darkness spreads in all directions, but it isn’t visible to the general public. The darkness can’t be seen from above. Conjuration

Shining Light

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell appears as a bright light up to 60 feet in a spot you can see within range. The light spreads out in a 50-foot radius in a straight line, centered on a point you choose within range. The light remains for the spell’s duration. If you cast this spell two or more times, the total time it lasts is cumulative. For example, if you cast this spell once, the spell lasts for one round. As an action, you can move up to 60 feet in

Shining ray

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

Enchantment for 1 minute You create a ray of light in front of you that is bright enough to illuminate a 50-foot cube of space. It lasts for the duration. When you cast this spell using a spell slot of 3rd level or higher, the light lasts for the spell’s duration. The ray illuminates any gaps in the cube, and it illuminates other light within it. When you cast this spell using a spell slot of 3rd level or higher, the light illuminates any gaps in the cube within its area. Illusion

Shining ray

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A line of light in the space you range appears and then disappears. You can use this attack to end a spell that would cause that line of light to illuminate a point you can see within range. If you do so, that spell ends. Evocation

Shining ray

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You conjure up a ray of light that pierces the sky and cuts through the fog. Each creature in a 30-foot-radius sphere of air in range must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Shining Shield

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a shield of light, that can shield up to 10 creatures and one nonmagical object that isn’t being worn or carried. The shield lasts for the duration, and you can use an action to create a shield of your choice that can’t be worn or carried. You can issue a command to the shield, but it must be made with the original meaning of the command. Nothing in the shield can be changed by a command, and any weapon you issue must be of the same type as the one you used. A ranged weapon attack or a melee spell attack, if it is a weapon of the same type as the one you used, must have the same damage type as the weapon’s damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the shield increases by 1d10 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Shining Sphere

Casting Time: 1 action
Range: 150
Duration: 6 hours

You create a prismatic orb of light that is 100 feet tall and weighs 8 pounds. The sphere is difficult terrain. Each creature in a 30-foot-radius sphere or a 30-foot cube that you can see within range must make a Constitution saving throw. A creature takes 13d6 psychic damage on a failed save, or half as much damage on a successful one. The sphere appears as a bright light with a range of 60 feet. Conjuration

Shining sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a sphere of light and a shimmering light in a 20-foot-radius sphere centered on a point you choose within range. The sphere remains for the spell’s duration and appears in any spot within range. The sphere is 10 feet wide and 20 feet tall, and lasts for the spell’s duration. The sphere appears in any spot within range, and can be up to 10 feet tall. A sphere of light can’t be more than 10 feet tall. The sphere can be up to 60 feet in height. The sphere must be centered on a point you choose within range. When you cast this spell, choose one of the following forms of light: dim light, light, medium, dark, or light dim light. The sphere can be up to 1 foot in height and can be up to 20 feet in diameter. The sphere can also be up to 2 feet in diameter and can be up to 20 feet in height. The sphere can be up to 20 feet long and up to 20 feet tall. The sphere can be opaque. The sphere can have as many eyes as it wishes. When a sphere appears in a place you choose within range, you can use your action to see through it and discern the shape of the sphere. The sphere is bright, dim, and bright. If you cast this spell on a place you are on a sphere appears in a dark place. If you cast this spell on a place you are on a sphere appears in a bright place. The sphere appears in any spot within range. You can use your action to move the sphere up to 30 feet in any direction. Place it on a solid surface. A

Shining Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering sphere appears around a point that you can see within range. A creature that ends its turn within 5 feet of the sphere when it appears must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it takes 4d8 radiant damage on a successful save. The spell’s damage increases by 2d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Shining Sphere

Casting Time: 1 action
Range: Self
Duration: 60

Instantaneous You create a shard of swirling, swirling energy that fills the air in a 20-foot radius around you. Each creature in the area must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. On a success, a creature takes half as much damage from the effect. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 8th. Conjuration

Shining sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a shimmering, glowing sphere at a point you can see within range. You can make the sphere a vertical cylinder, a horizontal cylinder, or a vertical cylinder with a base and an area of at least 300 feet. The sphere remains for the spell’s duration. The sphere can be up to 90 feet long, 5 feet high, and 5 feet wide. It can be up to 120 feet long. Each creature in the sphere must make a Constitution saving throw. On a failed save, creatures take 1d8 bludgeoning damage, and they take 1d8 bludgeoning damage on a failed Constitution saving throw. If the sphere is on the ground, it is invisible to creatures on it. The spell’s area of effect is centered on the sphere. You can’t create a larger sphere or extend the sphere to encompass another dimension. The sphere is unaffected by all magic. It has no magical properties. The sphere can be removed by a celestial. Transmutation

Shining Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You point a crystal ball at a point you can see within range. It flashes a bright light in a 60-foot cone. Any creature that starts its turn in the spot must succeed on a Strength saving throw or take 1d6 bludgeoning damage. A creature that starts its turn in the center of the sphere must succeed on a Strength saving throw or take half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Conjuration

Shining Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a

Shining Tiamat

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small, bright light in a space you can see within range. The light must be within 30 feet of a point of your choice that you can see. The light must also be within 30 feet of a target you touch. The target must make a Wisdom saving throw. It takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, the target can’t be blinded or deafened. The light's area of effect is centered on that point. Illusion

Shiny Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of tiny, invisible blobs of light, centered on a point you can see within range. Each creature in the cloud must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage and 5d10 psychic damage on a failed save, or half as much damage on a successful one. If the cloud is larger than 6 feet in any dimension, the spell ends. A cloud of transparent, harmless blobs appears in places you can see within range. The blobs last for 1 minute when you cast this spell or until the spell ends. You can use your action to create a 20-foot-radius cube of transparent blobs in any of the places in the cube that you can see within range. Each cube must be within 5 feet of a point of your choice that you can see within range. A cube of blobs is difficult terrain. A cube of blobs appears on the ground in any direction that you choose. These blobs aren't visible to you or anyone else in the cube. If you cast this spell multiple times, you can have up to three of its four blobs visible at a time. Necromancy

Shiny creatures

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a shadowy creature that is either a spectral or an illusory creature of type you choose. The spectral must be within 30 feet of you. The creature must be of the chosen type, and must fit within a 30-foot cube. The creature is friendly to you and must be within the spell’s range. The creature can’t be harmed or possessed by you. The creature can’t be harmed or possessed by an evil or hostile creature, and it can’t be targeted by spells or magical effects. The creature disappears when you dismiss it as an action. If you are dead or incapacitated, the creature remains there until the spell ends. After you dismiss it as an action, you can use your action to dismiss the creature as an action. It obeys any verbal commands you issue to it, and any verbal commands you issue to it when it is within 30 feet of you. If you are incapacitated, the creature remains in its plane of existence until the spell ends. Transmutation

Shiny Servant

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You attempt to suck the attention of a creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the charmed state lasts, the target is incapacitated and can’t take actions. You can’t use reactions, such as making a melee attack with an attack bonus, until the spell ends. At the end of each of the target’s turns, it must make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the target also gains an opportunity to use its reaction, if available, to take the Attack, Downfall, or Interrupt save squares. You can use this feature a number of times equal to 1Wis—one at a time, rather than once. You regain all expended uses of this ability when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. Enchantment

Shiny Servant

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to appear as a tiny, dim, skeletal servant. Until the spell ends, the servant becomes an undead creature. If you choose a location within range, the creature becomes a skeleton, with 2 hit points. While the creature is under the effects of the first form of the chosen form, its hit points and hit points are at their maximum. If the creature is reduced to 0 hit points or dies while under the effects of the second form, it returns to its home plane and becomes an undead. The target takes 1d10 necrotic damage after it drops to 0 hit points. If the target is still alive when the spell ends, it becomes a mindless warded being until the spell ends. Necromancy

Shiny Servant

Casting Time: 1 action
Range: 60
Duration: 1 minute

You point at a creature you can see within range, and the image flashes for a moment and then dims. The target must succeed on a Charisma saving throw or be affected by this spell for the duration. If it succeeds, it is immune to this spell’s damage and immunity to this spell’s damage. The spell ends if you cast it again, if you break its concentration, or if you use an action to dismiss it. Illusion

Shiny Wave

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of magical energy that fills a 15-foot cube within range. The wave doesn’t extinguish harmful flames. Transmutation

Shiny wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1

Shiny Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and change the state of its mind. The target obeys all the laws of the game and can’t do anything that would cause it to behave in a different way. The spell’s effect lasts for the duration. If the target is in any of the following states: paralyzed, frightened, stunned, or stunned for the duration, the target can use an action to make a Wisdom saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the total increases by 2 for each slot level above 6th. Transmutation

Shit and Pile

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch some sort of fabric or material that appears in a place you choose within range. The fabric or material appears to be an unoccupied surface and has a surface area area of up to 20 feet. The target must succeed on a Dexterity saving throw or be restrained as an action. The target can use its action to make a Strength (Athletics) check against your spell save DC to end this restrained effect as an action. The restrained target can repeat the saving throw at the end of each of its turns. If the spell ends by using a bonus action on each of its turns, the restrained target can make the same roll again. Transmutation

Shit-filled space

Casting Time: 1 action
Range: Self
Duration: 30

Concentration, up to 10 minutes The space in which you create this spell is filled with a foul odor. Each creature in a 20-foot cube (including you) can see within range. Whenever you cast this spell, a creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage and has disadvantage on all damage rolls, and has disadvantage on attack rolls against you. Transmutation

Shitfire Blade

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: 1 Hour

A flame warblet of crackling flame fills a 20-foot cone centered on a point you can see within range. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Shit-Like Spell

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature that you can see within range and that has a hit point maximum of 1 or less, causing it to become a shapeshifter for the spell’s duration. The target must succeed on a Wisdom saving throw or become a shapeshifter for the spell’s duration. At the end of each of its turns, the target must choose one of the following options: • Choose a humanoid’s hit point maximum, as determined by the statistics for that creature. • You can’t target a creature of the same level as the target. • You can target only one creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by two for each slot level above 1st. Transmutation

Shit-Like Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range and that has a hit point maximum of 0 or less. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage. This damage increases by 2d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Shit-O-Rama

Casting Time: 1 action
Range: Touch
Duration: 8 Days

A demon or a beast that you can see within range appears in a spot you choose within range. A target must succeed on a Wisdom saving throw or be destroyed by a spell of 1st level or higher. The target and its companions must also succeed on a Wisdom saving throw or be charmed by the demon until the spell ends. The target and its companions can't be charmed by any other spell or ability other than this one. The demon can't be harmed by constructs or undead. The demon appears in any spot where you cast the spell, and it can be summoned to any spot that isn't occupied by another creature that you can see within range. You can also use your action to dismiss the spell. 60 Conjuration

Shitrolls

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that isn't your starting point. The target must succeed on a Strength saving throw or take 1d6 necrotic damage. On a hit, the target takes 1d6 necrotic damage. You can use your action to dismiss this spell as an action. If you are concentrating on a spell, the spell ends. You can dismiss this spell as an action on any of your turns. Conjuration

Shit-Up

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a nameless entity that you can see within range. The creature must be 5 feet tall and weighs up to 1,000 pounds. When you cast the spell, choose one of the following options: • Choose a point within range. The creature must be within 5 feet of the spell, and it can’t be charmed or frightened. • Choose an area that can’t be more than 5 feet square. The area must be within 10 feet of a point that is not within 5 feet of the point you choose. • Choose one of the following forms of illusion for the creature. The creature must have the illusion’s face, or it must appear in a random place on the ground within range. • The creature must be in the form of a humanoid. It must be in its normal form when the spell is cast. • The creature must move with the creature’s movement, but must be in a different plane of existence. • The creature must be aware of its surroundings, and must be able to see through it. • The creature must be in the form of a creature, other than a creature that the spell’s target can see or be within its reach. • The creature must be of a different color, with a different color (or a different color in some other way) from its target. • The creature must be within 5 feet of the spell’s target. • The creature must be the same size as the target, and has the same size, weight, and type of weapon. The spell’s target can’t be more than 5 feet away from the creature. • The creature must be within 30 feet of the spell’s target and must be able to see through it. At Higher Levels.

Shivering Portrait

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You shape a glowing arch onto which a creature or magical effect might rest once it has rested. You choose one of the following options for how the creature or magic effect hovers and appears between the Ethereal Plane and the Astral Plane: • Choose an area of no

Shivering wind

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A frigid air springs into existence around you. The wind acts as a locust and grows to be at least 5 feet long at the base, to the touch of a Large or smaller Large. It exhales small creatures in a 20-foot radius and moves with it, remaining centered on you. If you move more than 10 feet away from the wind, there is a 10 percent chance that the wind persists. The wind has the following effects: • It extinguishes unprotected flames in the area. • It hedges out vapor, gas, and fog that can be dispersed by strong wind. • It moves slowly and cautiously around corners. • It can’t detect movement or objects within its area. • It emits bright light out to 120 feet and dim light for an additional 120 feet. If there is smoke within 120 feet of it, the effect is greater than mirage. Evocation

Shiver of life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a burst of life-giving energy that can be used to unleash a powerful wave of healing energy at a target. The target must be within 30 feet of you. The wave can be up to 10 feet long, 1 inch wide, or 1 inch thick. The wave can be ranged weapon (axe, crossbow, crossbow bolt, crossbow club, crossbow sling, crossbow sling ring, crossbow sling ring, crossbow sling ring, crossbow sling ring, crossbow sling ring). Conjuration

Shivers

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You project a shiver across a creature’s body. Until the spell ends, the affected creature has a +4 bonus to AC against spells and other magical effects. This bonus can be negated by dealing damage to the target with an action. If you cast this spell multiple times, you can have no more than two of its non-projectile effects active at a time, and you can dismiss it as an action. Enchantment

Shiver

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a burst of tremors and shaking in the space where a creature you can see within range must either succeed on a Strength saving throw or become frightened for the duration. The creature must succeed on a Constitution saving throw or be charmed by you for the duration. The spell ends if you or the target don’t have sufficient Movement to move. The spell also ends if you or the target become incapacitated. Necromancy

Shiver

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target takes necrotic damage equal to 1d10 + your spellcasting ability modifier. If the target is undead, it must be within 30 feet of you. The target”s hit point maximum is reduced to 0 hit points. The target can’t use an action to move or to attack. It can make one attack roll with a sling. On each of its turns after the spell ends, the target can choose the action it takes on any of its turns. Any time the target takes damage, it must make a Constitution saving throw. On a success, the spell ends. On a failure, the spell ends. If the target moves in any direction, the spell ends. If the target is moving in a straight line, the line intersects with the line of sight of the nearest unoccupied space on the line, unless the line is blocked. The spell ends if you move the target from one room to another. Conjuration

Shiver

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature you can see within range. The target takes the creature's statistics and statistics for the current turn. Each creature in that area must make a Constitution saving throw. If it succeeds, it takes 5d8 necrotic damage and is immune to that damage for 1 minute. On a failed save, the creature takes half as much damage, and the spell ends. Evocation

Shiver

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, either by touch or by using a teleportation spell. The target takes on the appearance of a different creature, though it is still in its teleporting form. For example, you might send a creature that is teleporting into a flat, unoccupied space to one side of the room, where it can see and hear you. Alternatively, you might send a creature that is teleporting to a different spot on the same floor or in a different room to the other side of the room. The creature must make a Dexterity saving throw at the start of each of those turns. On a successful save, the creature is engulfed in flames. On a failed save, the creature is engulfed in flames until it extinguishes the flames. On a successful save, the creature is no longer engulfed in flames and is no longer engulfed in flames until it uses an action to make a Strength or Dexterity check (the creature’s choice) to extinguish the flames. On a failed save, the creature is engulfed in flames until the creature returns to normal. Conjuration

Shiver

Casting Time: 1 action
Range: You create a sound that repeats when you take 4 thunder damage and that distance from you causes a burst of thunderous bangs that reduce all standing aloft and cause the target to become blinded until the spell ends. Additionally, when you take 4 thunder damage, the spell ends for one creature that starts its turn within 5 feet of you with disadvantage on attack rolls against you or one creature within 5 feet of you who makes an attack roll against you. Such a creature can be knocked prone or surrounded by clouds of black smoke until the spell ends. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or take 2d10 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage would be multiplied by 2 for each slot level above 5th.
Duration: Conjuration

Shocked Eye

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You force the senses of your surroundings to be in a state of shock. The force causes the senses to become deaf and have disadvantage on attack rolls, saving throws, and ability checks. You can use your action to dismiss the effect as an action on your turn. If the effect ends, the creature can reorient itself in the location it was in when it was frightened. Enchantment

Shocking Apparition

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You gain the ability to temporarily conceal a creature’s appearance. Make a melee spell attack against the target. You have advantage on the attack roll if you are already incapacitated or if the target is wearing an effect covering its entire body. On a hit, it takes 1d8 bludgeoning damage, or half as much damage on a successful one. Necromancy

Shocking Arcane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering portal appears beneath a location you specify within range. The portal leads to a region of mists that are dark, earth, or water with a 30 percent chance of being obscured. While obscured, a region is difficult terrain for any creature except it while within 30 feet of the portal. The region’s lights, sounds, and other stimuli are all dim light, and it is impossible for creatures other than you to see through it. If you cast this spell while within 30 feet of the portal, you can direct light created by the portal to illuminate a portion of a friendly square, rather than directly within it. Divination

Shocking Disintegrate

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A massive explosion blasts outward from your hand. The explosion is centered on a creature you choose within range. The target is restrained in place by a creature’s magical energy. The target can’t make any movement that isn’t made using your action. The target’s space is limited to 2 square feet, and your spellcasting ability determines how long this space lasts. The target’s space is now contiguous with the spell’s target. The target's space is limited to 1 square foot, and your spellcasting ability determines how long this space lasts. Transmutation

Shocking Image

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous or 1 hour (see below)

You conjure up a terrifying image that lasts until the spell ends. Choose a creature of challenge rating 30 or lower, and the image appears in a 60-foot cube on the ground that you can see within range. The image appears in a spot that you can see within range. The image remains for the spell’s duration, and the spell ends if you or any creature you designate moves into or through the image. The image remains for the duration, if any, if any creature moves in or through it. You can

Shocking ProfanityDuration: Concentration, up to 1 minute

Casting Time: 1 action
Range: You unleash a virulent, mind-affecting, and sometimes deadly poison that inflicts a severe enough wound to leave a creature with�a madness. The target must make a Wisdom saving throw. On a failed save, the target takes 1dlO force damage. On a successful save, the spell ends. The target also has advantage on attack rolls and ability checks. A creature suffering from this disease can’t take reactions, can't understand what creatures it senses, and is otherwise incapacitated is unaffected.
Duration: Conjuration

Shocking Silence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Silence for the duration. At the start of each of your turns before the spell ends, you can tell if a creature is inside or outside the wall by using either the -X, -Y, or -Z properties on an object within range. A creature must use its action to determine whether the illusion is real, false, or an illusion created by an effect or spell. An illusion created by an effect or spell can be dismissed by dispel magic as soon as possible after casting the spell. Abjuration

Shocking Silence

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

One creature or object of your choice within range, other than you, becomes frightened for the duration. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. You can use a bonus action to automatically treat the target as being frightened of you. You can also use your action to dismiss this spell. If the target is hostile to you, it can use its action to try to dismiss you as an action. If it succeeds, you dismiss it of your choice. Enchantment

Shocking Spell

Casting Time: 1 action
Range: Instantaneous
Duration: The spell damages an object or an area within rang

e, causing it to erupt in terrifying force. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st level. Evocation

Shocking Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As part of its attack action, a creature must make a spray of acid, torch, or scalding hot spray towards one creature it can see within range. The target must make a Constitution saving throw. On a successful save, the creature takes 3d12 acid damage and 3d12 torch damage at the end of its next turn. On a failed save, the creature takes 3d12 acid damage and 3d12 torch damage at the start of its next turn. At the start of each of its turns, the creature must succeed on a saving throw or take 2d12 acid damage and 3d12 torch damage at the start of its next turn. The spell’s damage increases by 3d12 when you reach 5th level (1d12), 11th level (2d12), and 17th level (3d12). Evocation

Shocking Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a shockwave of force on a creature whose Strength or Dexterity score is 0 or lower. The target must succeed on a Dexterity saving throw or take 1d8 + 1d8 damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (

Shocking Spree

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, a powerful telekinetic force springs from your feet. You can’t activate the force, but it does emanate from you and moves with you. If you do, the first time you take 5d6 psychic damage, the spell ends, and the spell ends on a target you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage, and then the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Shocking Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause a swarm of terrifying tentacles to form in a 25-foot-radius sphere centered on you. Each creature in the area must make a Constitution saving throw. A creature takes 8d6 bludgeoning, piercing, or slashing damage from each creature hit by this spell. The spell ends if you cast it again or if you use a bonus action on your turn to make a Strength check against your spell save DC. On a success, the spell ends. Evocation

Shocking Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a swarm of 5-foot-sized creatures that attack one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 2d8 necrotic damage. When the creature succeeds on the saving throw and dies, the spell ends. The swarm then moves on its own accord to another location on the same plane of existence within reach. When the swarm appears in that location, each creature within its area must succeed on a Constitution saving throw or take 2d8 necrotic damage. If a creature succeeds on its saving throw and isn’t incapacitated, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Divination

Shocking Swarm

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A shockwave of energy erupts from a point you can see within range. The point of the shockwave is spread across a 20-foot cube equal to 5 feet of the area you’re on. The area is unprotected and must be closed off by other creatures or structures. The shockwave lasts for the spell’s duration. In addition, when a creature in the area or in the area of another shockwave hits it, the stunned creature takes 1d8 necrotic damage, and the spell ends. Transmutation

Shocking Swarm

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a swarm of ten or more creatures of a type that you choose: vermin, spiders, and other flying creatures. The swarm can move up to 20 feet in any direction. The swarm then sprouts from the target that you choose. When it reaches maturity, the swarm moves into a new location within 10 feet of it. The swarm then buries the creature it buries within. Until the spell ends, the swarm can move up to 20 feet in any direction. Evocation

Shocking Truth

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You turn any living thing that isn’t asleep into a laughing stock. It is unaffected by all of the following effects. • You instantaneously learn the location of all other living creatures, even if they aren’t on the same plane of existence as you. • You instantly learn all the creatures and objects that are on the same plane of existence as you. • You change the way creatures are treated in your home. Creatures and objects that aren’t on the same plane of existence as you have no special abilities to talk to or interact with them. If your home is on the plane of existence you are on, creatures and objects that aren’t on that plane of existence interact with creatures and objects that aren’t on the plane you are on. This change lasts for 1 hour, after which they can’t interact with you or harm you. • You instantly learn the location of all other living creatures, even if they aren’t on the same plane of existence as you. • You instantaneously learn all the creatures and objects that are on the same plane of existence as you. • You change the way creatures are treated in your home. Creatures and objects that aren’t on the same plane of existence as you have no special abilities to talk to or interact with them. If your home is on the plane you are on, creatures and objects that aren’t on that plane interact with creatures and objects that aren’t on the plane you are on. This change lasts for 1 hour, after which they can’t interact with you or harm you. Abjuration

Shocking Truth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A force field known as the Shocking Truth appears and surrounds a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The target’s senses are disrupted, but it can still make make illogical mental and physical sense of the situation. If you target a creature that is neither frightened nor paralyzed, it must make a Wisdom saving throw against your spell save DC. On a failed save, the target takes 2d6 psychic damage, and it can’t take reactions until its next turn. In addition, when the spell ends, the target is stunned and has its minds filled with irrational fears of the Chosen One. The spell ends when all willing creatures of your choice are within line of sight of

Shocking Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell appears to be a terrifying report. The creature that sent you there, and the place where the report was sent, is both terrifying and terrifyingly real. Each time you cast this spell, you can determine what course of action the creature is taking, and whether or not the creature is acting in a way that harms the life of another creature. The creature must succeed on a Constitution saving throw or be affected by this spell. The spell’s effect ends if you or your companions are killed while the creature is affected. The creature must make a Constitution saving throw at the end of its turn, or the spell ends. At the start of each of its turns after which it can make another Constitution saving throw, the creature must end the effect of the spell on itself. If it succeeds on this saving throw, it isn’t affected by this spell. The creature must be aware of the creature’s actions before making its action. If the creature ends the effect of a spell on itself, the spell ends. If the spell ends before the creature can use its action to cast the spell, the creature takes 1d6 psychic damage. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Shocking Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature you touch appears to you in an unoccupied space that you can see within range. Until the spell ends, the target appears to be floating in the air. If the spell ends in an extradimensional space, the creature is no longer a creature. Instead, it appears in a location that you choose. The spell ends if you leave the space. Illusion

Shocking Truth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an unoccupied space within range to conceal information from your enemies. Until the spell ends, any creature that ends its turn in the area of this spell has disadvantage on attack rolls that are attempted to examine the creature. Divination

Shocking Truth

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and ask for its deepest secrets. Choose one or more questions that you can answer as a bonus action. You can ask the creature a number of questions equal to twice its Hit Dice. The creature can be charmed, frightened, or blessed by you. The more questions a creature answers, the more likely it is that something important is being asked. When you cast the spell, you learn the creature’s deepest secrets. Choose one or more possible questions from an alchemical list that includes questions about the creature’s nature, its home, and its duties. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Shocking Whirlwind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You launch a shockwave of energy at a creature within range, causing it to become immobile for the spell’s duration. Make a ranged spell attack. You hit target once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Shocking Whispers

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

Your voice quivers beneath your gaze. Choose any number of corpses on the ground that you can see within range. Each corpse sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At the start of each of the eyes for the creature’s turn, a creature must succeed on a Constitution saving throw or take 1d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Shocking Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a wave of terrifying wind that spreads across a 20-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, the target takes 1d8 necrotic damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Shocking Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a word of stunning force that can shatter a solid object you touch. The spell can penetrate solid objects up to 60 feet in thickness and up to 5 feet high, but it can’t pass through solid objects. Conjuration

Shooting straight ahead

Casting Time: 1 action
Range: DurationInstantaneous
Duration: You create a white cylinder of flame with a 30-foo

t radius on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d10 flame damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional cylinder for each slot level above 3rd. Evocation

Shriek detection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the presence of an intruder within range, up to 1 mile away. When a creature discerns their location through the sound of a simple snare or the rumble of hooves, they know the direction and direction of its movement for the duration. Until the spell ends, the creature does not know where its movement takes them. • When they make a melee attack, they can use their action to move up or down a few feet in any direction along the attacker’s path. If they attack twice, they are limited in the number of possible moves they can move. Otherwise, they can only move when the creature knows where the attacker is. After they know where their location is known, the creatures can use their action to move across the designated area and attack the attacker again. If they do so, they take 3d8 bludgeoning damage, and they are struck by two arrows, instead of once, for the Attack and Damage rolls. At Higher Levels. When you cast this spell using a spell slot of no higher than 4th level, the damage increases by 2d8 for each slot level above 3rd. Illusion

Shrieker

Casting Time: 1 action
Range: Sight
Duration: 1 Hour

You create a beam of flame capable of striking up to four creatures of your choice within range. Choose any number of creatures that you can see within range and attempt to create a false beam in each one. On a creature, each target takes half damage of the spell’s damage type, and on a Large or smaller creature, its speed is reduced to half the normal speed for the turn. The spell fails if the target is Large or smaller, and if it fails, you have control of the target. The spell ends if the target drops to 0 hit points. Evocation

Shrieking Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon pierces both the target and the attacker, and the creature’s whole body as they fight to the death to the last possible damage to themselves or others. Evocation

Shrieking Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a swarm of shimmering, twisted tentacles and deliver them at your direction as a bonus action. Choose a creature you can see within range. A creature that can see you must succeed on a Wisdom saving throw or be charmed by you for the duration. If you cast this spell multiple times, you can have no more than two of its non-projectile effects active at a time, and you can dismiss it as an action. Enchantment

Shrieks

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Shrieks begin to unfold inside a willing creature you can see within range. For the duration, each creature within 10 feet of the target (including you) has disadvantage on attack rolls against the target until the spell ends. Attacks and spells that deal bludgeoning, piercing, and slashing damage to the target deal half the target’s AC instead of the target’s total Hit Points. In addition, a Large or smaller creature that fails the saving throw automatically succeeds on the saving throw at the start of each of its turns as a zombie. If a zombie succeeds on the saving throw, it returns to life with 60 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Shrine of the Dead

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a statue of a humanoid or a creature that you can see within range. The statue appears in any room on the floor or on a solid surface that you can see within range. The statue is made of stone, and it has a 10 percent chance of decaying to a soft, ghostly skeleton. The statue can be any size, and it can be as tall or shorter as you wish, even if you don't have the creature. The statue can be made of any material, including stone. The statue must be within 30 feet of you when you cast this spell. The statue appears in any room on the floor or on a solid surface that you can see within range. The statue can be made from any material, including stone. The statue can be made from any material that is made from a nonmagical object, such as wood. The statue is undead. The statue is made of loose metal. The statue can be made from any material that is made from a nonmagical object, such as a staff. The statue can be made from any material that is made from a nonmagical object, such as a ring. You can use an action to make the statue appear to be a human, a creature, or a creature of another race. The statue appears on a solid surface, such as a stone wall. The statue appears to be undead, though it remains under the control of the DM. The DM determines whether you can make the statue any other way. If you do so, the statue returns to the plane of existence it was created on. This spell can return the statue to its original plane of existence, as long as there is no other way to return it to the original plane of existence. Conjuration

Shrinking Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of swirling force appears in a spot you choose within range and ignites a sphere of flame in a 60-foot-radius sphere. The sphere lasts until it is completely blown away. The sphere can be up to 20 feet long and can hold up to 1,000 pounds. The sphere can be turned into stone, stone, or any material from stone or any other material. The sphere is inert, and can be destroyed by dispel magic with a dispel energy spell. Conjuration

Shroud of Stone Transmutation

Sickened Beast

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You cause a beast you try to maul to madness. You choose any nonmagical creature that you can reach and cause the mafias to erupt. It explodes with profane messages in a 30-foot radius, each reaching as high as 60 pages long. Each message is a duplicate of another message

Sickened Eye

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature and it begins to gain a frightful sense of your surroundings. You gain the following benefits. You can’t be frightened. Clues to the location of the spot, the nature of the place, or the nature of creatures that are within it can be discerned by the creature. You can also see the creature as it moves around. If you are using a flying object, you can move up to 10 feet in a straight line in a direction you choose. You can also move up to 10 feet in a straight line. You can also see through the creature’s eyes. A creature can’t automatically detect you by sight. It is aware of all other creatures as you move. You can see into their minds, however, and each time you pass through their senses, you gain a bonus to your ability score. Transmutation

Sickened Idol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a Idol you can see within range disappear as an action. The image vanishes into an illusory, wop-like state until the start of your next turn. The idol remains for the duration, or until you use an action to dismiss the illusion. If you instead choose an idol of the chosen form, your magic attracts the image, causing it to disappear. The image persists for the duration, and the image repeats on the target. The illusory image is a transparent, minute representation of an idol that is no larger than a 10-foot cube. The image lacks the ability to animate, and the target loses its alignment and Intelligence-assistance until the start of your next turn. If the target can’t speak a word, it voluntarily dies. The illusory image persists for the duration. If the spell ends before then, the idol is no longer on the target and sounds like gibbering, say, fish. Illusion

Sickened Swarm

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A swarm of hungry creatures appear at a point you choose within range. Each creature of your choice that ends its turn in the swarm must succeed on a Constitution saving throw. A creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. A creature or an object that was successfully damaged by this spell is pulled back to you for a brief rest. This spell has no effect on undead or constructs.

Sickening Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You have resistance to one damage type of your choice, but no damage from nonmagical weapons or effects. Moreover, as long as the aura is present you are immune to it, the aura doesn’t leave your presence. A strong wind can disperse the aura, but nothing can extinguish it, and even that still leaves you with no means to defend yourself. Anything that moves within the aura's area has disadvantage on attack rolls against you. The aura moves no more than 10 feet from you when you are not in it. Abjuration

Sickening darkness

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You call out to the spirits of old to shatter the darkness that has plagued the earth for millennia. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 8d8 for each slot level above 3rd. Necromancy

Sickening energy drain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature with a spectral nature inhabits a space that you can see within range. The creature can be a Huge or smaller creature, up to half as big as a normal humanoid, no smaller than a Medium. The creature is unfriendly toward you and hostile to both you and the creature you designate. The creature regains hit points at the start of each of your turns, at the start of each of its turns, at the start of each of its turns, and at the end of each of its turns. The creature regains a maximum of number of hit points at a time. A creature with a high enough hit point pool to be affected by this spell is also affected by it. If the creature is charmed, frightened, or possessed by a fiend, the creature is charmed by it. Conjuration

Sickening Eye

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a glowing eye that appears in a 20-foot cube centered on a point you choose within range. The eye appears in an area of your choice that you can see. The eye can’t be seen or seen by other creatures. You can't use this spell to see a specific creature. You can use this spell only to examine the eye. If you examine a creature, the creature has advantage on the Wisdom (Perception) check made to determine the creature’s true nature. The creature can’t be charmed, frightened, or otherwise restrained. Conjuration

Sickening Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a faint, shadowy eye that appears in a 20-foot-radius sphere centered on a point you can see within range. The eye appears in an unoccupied space that you can see within range. The eye appears to be of no fixed size, but the shape of the eye resembles a humanoid. The eye is opaque and difficult to see. The eye appears for the duration. The

Sickening Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range and that can’t be charmed, frightened, or possessed by another spell of 3rd level or lower. The target must succeed on a Wisdom saving throw or become charmed and frightened for the duration. The frightened target can use either a Wisdom (Perception) or a Wisdom (Survival) check made with a weapon against your choice weapon spell of your choice for the duration. If you chose a spell of 4th level or higher, the creature becomes frightened of you for the duration. If you choose a spell of 5th level or higher, the frightened creature can use its action to make a Wisdom check against your spell save DC to charmed the creature. The creature or object frightened by such a spell can choose to succeed on a Wisdom saving throw or be frightened with a sling of madness. Conjuration

Sickening fog

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You conjure up a searing vortex of filth at one point you can see within range. Until the end of your next turn, the vortex carries your corpses and nearby creatures strewn about the ground in unnatural garishes and grottoes. At the start of each of your turns as a bonus action, you can move the creatures up to 30 feet in a straight line. They can travel up to 10 feet on a side, but otherwise remain stuck in the vortex. The creatures can be stung by the venom, or their lungs torn open and filled with poisonous gas. If you choose to move the creatures, they can’t fall and instead gain an altitude or elevation that mimics the effects of the sickening fog. Similarly, when you deal damage to one of the creatures hit by this spell, you might cause the creature to sink to 0 feet or less on each of its turns. A creature prone to being frightened automatically succeeds on this saving throw at the start of each of its turns. Transmutation

Sickening Force

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a surge of terrifying force in one creature of your choice that you can see within range. Once per turn, you can cause the target to become frightened of you. The target can use its action to make a Charisma saving throw. On a success, the target can use its action to end the effect of Sickening Force three times in a row. On a failure, the target doesn’t make it out of the area or is killed by other creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can specify a new form of Sickening Force that targets only the chosen creature. When you do so, you can make the new form a creature, instead of the current creature. The new form must be within 5 feet of the chosen creature and must be willing and able to make the change. It must not be charmed or frightened. Divination

Sickening Grasp

Casting Time: 1 action
Range: Self
Duration: 4 Hours

A flickering, nauseating, and writhing mass of blue, yellow, or violet light appears in a location you choose within range and lasts for the duration. While in the area, the ghouls' shrieks become louder, the more you have doused the area. The area is heavily obscured and heavily obscured to moderate visual inspection. The area is difficult terrain. Any creature that moves through the area or enters the area for the first time on a turn or starts its turn there must immediately move away from the ghouls entrance by making a Wisdom saving throw. If the creature starts its turn in the fog or inside the ghouls' hideout, it can use its action to move into the area and determine whether it is surrounded on all sides by darkness or inside a labyrinthine maw. The maw deals 1d4 necrotic damage to the ghouls when it enters the maw. The maw deals necrotic damage on a successful save, or half as much damage on a failure. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one ghoul in your area that you can see within 30 feet of the maw and cause it excruciating pain, convulsing, and whimpering in fear. The ghoul must succeed on a Constitution saving throw or be compelled to speak a declarative command that it will attack any hostile creature it can see within 30 feet of the maw that is within that area. Whichever comes first, the ghoul will do. It lues its enemies, making it vulnerable to the bite of other fiends and to attacks from behind it. If the creature’s Strength or Dexterity is less than or equal to the maw’s natural weapons proficiency bonus, it falls, triggering a chain reaction of whips, daggers, and similar weapon strikes that each deal 1d4 slashing damage of your choice until the spell ends. When the maw reaches 3rd level (1d4), it deals 1d4 piercing damage of your choice that causes the maw to lunge at you. The creature must make a Strength saving throw. It takes 2d12 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature fails its save against this spell, it is also knocked prone. The maw hurls bright green slashes at targets within 5 feet of it. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A target must succeed on a Dexterity saving throw to resist the spell. If the target drops to 0 hit points, it is pulled 10 feet toward the maw’s nearest unoccupied space and struck by the maw’s weapon. If there is a 5-foot gap between the gap and the maw’s melee weapon strike, the creature must succeed on a Dexterity saving throw or take 2d6 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Sickening Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell reshapes all flesh on you. A creature takes 5d12 necrotic damage when it fails a Constitution saving throw. The creature’s flesh thins, and it becomes diseased and helpless. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 2nd. Necromancy

Sickening Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and can cast spells with a casting time of 1 minute. A creature must be within range to see the spell. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration. On a failed save, the target is restrained, and you can use your action to pull the target up to 5 feet away from you in a manner that is counter-intuitive to it. The target can act normally on its own until the spell ends, ending its hold on the target. The restrained target can use an action to make a new one with the target, or to make an old one with none of the target. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Necromancy

Sickening Light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A luminous light streaks toward a creature within range, creating a spectral whistle that calls into your mind the words of one who dies within the last minute. This whistle is audible even when none of the creature’s actions are performed. When you cast this spell, choose one of the following options to interrupt its breathing or to create respiration: • Each creature in a 20-foot-radius circle that has one of the following breathing options also has 1/2 the spell’s level (down

Sickening light

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A lightness-enhanced spell that lasts for the duration. The spell creates a dazzling array of colors that appear in an area within range, as seen from a 20

Sickening Lightning

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A lightning bolt flashes from your hand towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 lightning damage. You can choose from any of the following effects when you hit—weakened breathing, biting, piercing, or the bolt of lightning strikes you. • At the start of each of your turns before the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to strike at one creature within 120 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage. A lightning bolt can’t reach before then. • At the start of each of your turns before the spell ends, you can cause a bolt of lightning to leap from an object within 120 feet of the target to a creature within 120 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage. • Each time a creature hits with a weapon attack during your turn, the bolt of lightning strikes twice, with a 5-foot range bonus. If two bolts strike, they deal 3d8 lightning damage to the target. • At the end of each of the target’s turns, the bolt deals 3d8 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage for each bolt deals is 3d8. When you use a spell slot of 3rd level or higher, the initial damage for each bolt deals is 4d8. Evocation

Sickening Lightning

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a creature and cause it to become covered in a horrible, piercing aura. Until the spell ends, the creature is blinded and deafened in all but one of the following senses: • Poison • Cold • Lightning • Acid • Silence • • Diadem • • • Sleep • • or **A shimmering and horrible aura surrounds the target, and every creature in its area is deafened and blinded for 1 minute • until it makes a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Sickening mist

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Vitriolic mist appears on a Medium solid surface that you can see within range. You choose a point within range. You must see within 30 feet of the point you created before you move to cast this spell. You must choose a point in the terrain before the spell begins or before darkvision has ended. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of creatures for each slot level increases by 10 for each slot level above 1st. Evocation

Sickening Pain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up a terrible pain in the undead that can make them ill. They suffer from fever, lethargy, lethargy, lethargydeaf, lethargydeaf, lethargydeaf, lethargydeaf, lethargy, and so on. The spell ends if you cast it again or if you choose not to. The pain lasts for the duration. If the creature you chose is missing or killed when the spell ends, the spell ends. The creature is charmed, frightened, or possessed by the creature you cast this spell with. The charmed, frightened, or possessed undead are hostile to you. Whenever the spell makes a creature hostile to a certain extent, the charmed, frightened, or possessed undead can be killed by you immediately if the creature is within 5 feet of you. Enchantment

Sickening pain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You have a fever that makes you waken up at any hour. When the fever sweeps over a location you are on, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a target takes 10d6 necrotic damage. On a successful save, it takes half as much damage. The spell ends if you are immune to the disease or if you meditate on the fever. You can also permanently eliminate the fever and restore normalcy to it with this spell. Necromancy

Sickening Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range. On a hit, the target takes 1d6 piercing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Sickening Sickness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You are compelled to create a stinging sensation in one creature within range. You choose the sensory component of any weapon attack you make that deals an extra 1d4 acid, cold, 3d4 cold damage, or a spell of 3rd level or lower. The creature must make a Constitution saving throw, taking 3d10 force damage on a failed save, or dropping to 1 hit. For the duration, this spell creates noxious, burning fissures in its flesh. While affected, the creature is incapacitated and has advantage on attack rolls and saving throws. Any creature under the affected condition or who can cast spells or wield any equipment must make a Constitution saving throw. It takes 5d10 force damage on a failed save, or half as much damage on a successful one. Conjuration

Sickening Smell

Casting Time: 1 action
Range: Self (100-foot cone)
Duration: A sickly odor emanates from a location you choose

within range, causing it to linger there for the duration. This spell can have additional effects depending on the type of creature you target. For example, the odor could be applied to plants (creatures). Touch Concentration, up to 1 hour A soft, yellowish odor pervades the air or a volume of air of the chosen size you choose. The air is difficult terrain and is composed of several layers: one of 5 - 10 acid, 10 - 20 cold, 20 - 40 fire, and 20 - 50 lightning. Each layer must be no larger than a 10-foot cube; a creature other than you cannot be in any of the layers, and they are difficult terrain and have a 40-foot radius. An illusory, 30-foot high dome appears at a point you choose that is horizontal or vertical, and it is transparent. Each foot of volume created by this spell moves with it. Transmutation

Sickening Smell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that isn’t hostile to you and isn’t being held or carried by another creature. The target must succeed on a Wisdom saving throw or become charmed by the target for the duration. If the target is undead, it has disadvantage on saving throws against spells and other magical effects until its next turn. If the target is alive, it dies if the spell ends. This spell creates a puff of foul smoke at a point within range. A creature must make a Wisdom saving throw, taking 10d8 poison damage on a failed

Sickening Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next

Sickening Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to stimulate the senses of other creatures. They succeed in a simple, harmless sensory check. On a success, the condition becomes permanent until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 month. When you use a spell slot of 3rd level or higher, the spell lasts until it is ended by one of the conditions mentioned below. At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the duration is 1 year. When you use a spell slot of 4th level or higher, the duration is 1 year. At 8th level and higher, the duration is 8 months. At 11th level and higher, the duration is 1 year. At 13th level and higher, the duration is 2 years. At 17th level and older, the duration is 8 months. At 20th level and higher, the duration is 12 months. At 25th level and older, the duration is 2 years. At 33rd level and older, the duration is 3 years. At 45th level and older, the duration is 4 years. At 100th level, the duration is 5 years.

Sickening Touch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch the target with the semblance of an unwilling creature. The target has disadvantage on all attack rolls, ability checks, and saving throws made against your saving throw ability until the spell ends. Conjuration

Sickening Ward

Casting Time: 1 action
Range: Self
Duration: 1 minute

You have resistance to poison and psychic damage for 12 hours. Then you can use a bonus action to sate your thirst. Evocation

Sickening Whispers

Casting Time: 1 action
Range: 120
Duration: 1 minute

A scream originating from a place you can see on the ground sounds as if it were made from tentacles. Choose one creature within 5 feet of the target that you can see. If that creature’s size is no larger than a Large creature, its size is halved in half (to a maximum of 4 feet). The creature is either deafened or blinded as a result of being affected, or half as often as if it had cast Disguise as a weapon. If you choose this spell, you can have the scream triggered 24 hours after you cast it, at any time thereafter, until its noise ceases, or until creatures of your choice in duration or outdoors become frightened. This spell can’t activate while undead. Abjuration

Sickening Whispers

Casting Time: 1 action
Range: 90
Duration: Concentration

Sickening Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch one unwilling creature and cause it to tremble in fear. The creature must make a Charisma saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target must succeed on a Wisdom saving throw or become charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional willing creature for each slot level above 1st. Enchantment

Sickening Wounds

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell causes a stinking lump to erupt from your flesh. The lump erupts from wounds you choose, both raw and infested. You can clean the stinking lump by causing it to appear as a solid ball of rock that is 1 foot deep and 5 feet tall. If you create a mass on the ground made up of loose bones, dirt, or stone, the lump falls 1d4 inches thick. If you create a ceiling on the ground made up of wood, the lump falls 5 feet tall and is spread over 1 inch thick. The lump can be removed only by using a simple action that causes it to move up or down as you see fit. Once you see the lump growing in size, you can change the material it appears in with a cleanly folded hand. It is covered, partially, with a robe of soft light and warm wind. In places, there is an opening about 1 inch wide and 5 inches deep, and in the middle is a container of strong wind that lasts for the duration. If the lump is left in place for too long, the wind would disperse it to create hail. The mixture that forms the lump is harmless. When the spell ends, you can cleanse the lump of any remaining moisture that remains and return it to its original mass form. The lump can be replaced by an illusory duplicating piece of junk that lasts until the end of your next turn. The skeleton can be restored to life by dropping it into an unoccupied space within 30 feet of its creator (your DM choice). You animate or be animated with an illusory duplicating piece of junk that can only be restored by dealing with it at the DM’s discretion. When an illusory duplicating piece of junk completes a round for which you have level 10th or higher, you might also animate or be animated with an illusory duplicating piece of junk. Transmutation

Sickle Plague

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sickle-like creature that appears in an unoccupied space of your choice within range and lasts for the spell’s duration. It takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature also regains half its total hit points as a bonus necrotic damage. The affected creature can use its action to make a melee spell of its choice, taking the weapon attacks described above or using the unlocked special attacks, equipment, and spells of its choice. The spell ends if it is a full-power attack, weapon attack, or similar weapon uses in its weapon slot. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Necromancy

Siege

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You banish a creature you can see within range that is friendly to you or a creature that you can see within range. The target must succeed on a Constitution saving throw or be expelled. A banished target remains where it is expelled or, if that creature is on the ground (or in a region affected by a demiplane), where it spends 3d10 minutes concentrating on defense. If a target moves into or within the area, the target can

Siege Armor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a protective barrier that protects up to 10,000 square feet of floor-less space in a 10,000-foot-diameter cylinder centered on a point you choose within range. The barrier lasts for the duration or until an uncontrolled attack hits. If a creature moves into the area, the barrier protects it from all attacks and damages any loose objects that it is within 10 feet of. Creatures in the area when this spell ends must make a Constitution saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. The barrier blocks the movement of up to 10 creatures and 5 feet of solid stone and blocks up to 10 feet of nonmagical light.

Siege Armor Touch Instantaneous A thin sheet of silver appears behind you, encased in a thin layer of metal. You touch the sheet and it vanishes. It is difficult terrain, and you must be within 10 feet of the creature or other creature that created it. The creature must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from you and is knocked prone. The creature can’t move or use its action to make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can use its action to make the check again. If it succeeds, it disappears from the spell, and the spell ends. The spell’s effects end if the creature is unconscious. The spell ends if the creature is no longer within 10 feet of you. On a successful save, the spell ends. The spell ends if the creature is no longer under the spell’s control. Evocation

Siege Axe

Casting Time: 1 action
Range: 60
Duration: Concent

Siege Axe Str (15-foot cone)

Casting Time: 1 action
Range: Instantaneous
Duration: You create an up-sized axe that hovers in mid-air

for a moment and smashes into anything it strikes. Choose one creature that you can see within range. The target must make a Strength saving throw. On a failed save, it takes 1d8 slashing damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed, but it takes only half as much damage if it is within 30 feet of you. If you move more than 20 feet away from the target, this spell creates a severe distraction that lasts for 1 minute or until the target uses an action to stop using a movement action and begins using an action to attack you. Conjuration

Siege Eagle

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 8 hours

You attempt to break through a siege wall or to gain entry to a dungeon by opening a door or a doorhole to the outside, either in the wall or in the gate. The attacker must succeed on a Strength saving throw or be within 10 feet of the wall or gate. If the attacker steps inside the wall, the wall or gate is breached. If the attacker steps outside the wall, the gate is opened (but not closed), and the attacker is attacked. The attacker takes 2d8 fire damage and falls 4 feet to the ground if he or she succeeds on the Strength saving throw or falls while under the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Siege Squire

Casting Time: 1 action
Range: 1 Hour
Duration: You attempt to overwhelm a stronghold in a large c

ity. You attempt to overwhelm a stronghold with enemies, traps, and other traps that would be difficult or impossible to locate if the stronghold were in a siege. If the stronghold can be reached with a single successful attack, then the siege fails. If the stronghold is attacked by more than one enemy stronghold, you must hit at least one of them. If a stronghold is defended by a single stronghold, then no attackers are killed. If you have no stronghold, or if the stronghold is surrounded by enemy forces, a siege begins. If you have an area of strong defense, the siege begins but ends when the siege reaches its full length. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Siege Wall

Casting Time: 1 action
Range: 120
Duration: 1 minute

Each strong wall 40 feet in diameter and 20 feet thick is inscribed with the curse of nature and rendered suicidal for 1 minute on a creature until the spell ends. If the wall is ever breached, creatures and structures within can break it, sending them shivering and creating a 20 foot cube of frigid water surrounding them. The globe lasts for the duration or until a shore enters the globe (30 feet or 10 minutes). It can be covered with armor, shields, or a protective covering stone, so it resists fire damage but not direct damage from magical fire. It is immune to all damage, and a shimmering bead of radiance appears on the wall to the right of the room it is placed. When the bead appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage, and it is blinded until the end of your next turn. On a successful save, it can see and is blinded for 1 minute. On a failed save, blinded creatures can make a Constitution saving throw to resist the bead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates two additional barriers on each side of the globe and dim light for 10 minutes in a row, lasting until the spell ends. When these barriers are doused, a second barrier appears on each barrier, and a third barrier appears 5 feet higher on each barrier. Conjuration

Siege Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A wall of ice, thick enough to cover a room or area, blocks a successful attack, and is strong enough to crush a Large or smaller structure. The wall, or a portion thereof, extends up to 30 feet in any direction, and is made up of up to 2 inches of material. The wall faces a point within range. A creature wearing it must make a Strength check. On a success, the wall forms an obstacle in the space. If it can reach the creature’s current height in the space, it is restrained. The wall must be physically contiguous with the space it blocks. The wall can be up to 25 feet tall and has a height of 30 feet. The wall can be up to 50 feet in height. Any creature that can’t be restrained by the wall must succeed on a Dexterity saving throw or take 10d6 cold damage. The wall isn’t made of stone. The wall can be broken up into smaller pieces. When a piece of the wall is broken up into smaller pieces, it is broken up again. The wall can’t be removed from the space. The wall can be replaced by any other structure that you choose. The wall can be destroyed or destroyed in the process. If you or a creature you designate breaks the wall, the spell ends. Transmutation

Siege ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to break into a fortress or other protected area and destroy it in an attempt to gain entry to the fortress. You can use a bonus action to cause the fortress to collapse, leaving behind a large circular chamber with a guard led by a creature of challenge rating 2 or lower. The spell ends when the guard is destroyed or when the fortress is breached. The area is heavily guarded, and unprotected creatures can’t enter or exit the fortress. The spell ends when the fortress is breached. The area is heavily guarded, and unprotected creatures can’t enter or exit the fortress. The spell ends when the fortress is breached. The creature must succeed on a Dexterity saving throw or be restrained by the spell for the duration. Once restrained, the creature can make a Wisdom saving throw at the end of each of its turns. On a success, the creature’s concentration on that saving throw ends. The spell automatically ends in an area, if any, that has a creature’s breath weapon. Evocation

Sight and hear

Casting Time: 1 action
Range: Instantaneous
Duration: You whisper a word to a creature within range. The

target must make a Wisdom saving throw. On a success, it can repeat the spell using any of its statistics until the spell ends. On a fail, the spell ends. When you cast the spell, the spell is silenced and the noise is deafening. If the creature can hear the spell from the outside, it can identify the target's language with a willing creature. The target gains a number of temporary hit points equal to your spellcasting ability modifier. The target has resistance to one damage type of its choice that is no higher than or equal to the spell’s damage. Necromancy

Sight and smell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one thing that you can see on a creature that you can see within range. The target must be within 5 feet of you within 1 minute of casting the spell. The target can't see the thing that you cast this spell if it isn't within 5 feet of you within 1 minute. The spell ends if it can't see the thing that you cast this spell. This spell can also be cast as an action. The target can see only one thing at a time. The spell ends if you cast it again, if you don't see it. If you cast it as an action on a creature that is within 5 feet of you, it can't see the thing that you cast as it moves with it. The spell ends if you cast it again as an action on an object that is within 5 feet of you. This spell ends if the object is worn or carried by a creature that is within 5 feet of you. Conjuration

Sightless Bow

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a sling imbued with a light beam of light, which falls at a point you choose within range. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant bludgeoning damage and half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th

Sight of Darkness

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a soul that appears to you as it appears to a creature within range. The soul becomes an object, a corpse, or a place of general incapacitation. The soul remains in the home of a deity, which you choose from among the following options. This spell lasts for 1 minute and can be ended by dispel magic. Conjuration

Sight of Darkness

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You choose an area of darkness within range and cause the air in the area filled to a height you choose within range. The spell fails. If you cast it yourself, instead, you must expend an action to dismiss the spell. Spells of that concentration remain for 1 minute. Spells of 6th level or higher remain for 1 minute. Spells of 7th level or higher remain for 1 minute. Spells of 8th level or higher remain for 1 hour. Casting the spell only once requires the use of a different spell slot. Conjuration

Sight of Lava

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You sense the presence of lavender and violet in the air. You can smell one substance or two. It is one of those things that you can smell a certain way. You can smell any kind of plant or animal that you choose for the spell’s sound. Until the spell ends or until it ends and the smell ends, each creature that you target must make a Wisdom saving throw. On a success, the target takes half as much damage on a failed save. Creatures that are immune to this effect are also knocked prone. Transmutation

Sight of Life

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A sphere of luminescent light appears in a 20-foot-

Sight of Night

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

The spell hampers your vision until the spell ends. The spell includes illusory images of creatures and places. Creatures and places that aren’t visible to you are obscured, and otherwise difficult terrain and other obstacles are difficult to come by. For example, a creature might appear to be standing in a lake, and you can see through its eyes. As long as the creature is in an area of darkness, the illusion lasts for the duration. The illusion is difficult terrain, and if the creature is difficult to hit, it is frightened. Illusion

Sight of the Beast

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You gain the ability to see in the foggy outdoors what lies beyond the Astral Plane. For the duration, and as part of casting this spell every creature you choose must succeed on a Wisdom saving throw or become blinded for 1 minute or so. An incorporeal creature is immune to this spell. If you cast this spell with a 15th- or 16th-level spell slot, your blinded target can attack a number of times as often as normal, and if its current number hits 7 or fewer, it gains an ability to doze off until it is completely awash. These abilities can’t be dispelled by nonmagical dispel magic. Divination

Sight of the Dead

Casting Time: 1 action
Range: 120
Duration: 3 Days

You sense the presence of dead creatures within range. You can use an action to make a false or misleading word or an attempt to make an illusion. You can also make a false or misleading impression, such as by telling a story or by using a spell. This effect ends if you or someone you knew died. If you can see the creature, it is invisible to you. You can see the creature as a celestial, though no more than 10 miles off the ground. The creature can’t be seen by more than one creature of your choice that you can see within range. You can also see one of the following creatures. The creatures are invisible to you, unless your mind is on a different plane of existence: a plane other than that of the Earth. They can’t be seen or heard. If you see a creature that is not a creature of your choice that can’t be seen or heard, you must use your reaction to determine its true form. If you do so, the creature appears as a humanoid that you can see within range. A creature is a creature in the game

Sight of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A spectral entity appears in the air and appears to you in a 60-foot-radius sphere. You must make a Wisdom saving throw. A creature takes 1d4 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends when you or an object you can see within the sphere is destroyed. The spectral entity appears to you in a place that you can see, such as a large, open chest or a small room. A creature that can’t be charmed or frightened must make a Wisdom saving throw. On a failed save, the creature can’t cast the spell again until the spell ends. If the creature fails its saving throw, it regains the lost hit point. If the creature can’t cast the spell again, the spell ends. Conjuration

Sight of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a spectral creature within range. An unwilling creature must succeed on a Wisdom saving throw or become entrapped in the illusion. The creature must also be in the willing creature's space when you cast this spell. You choose a location where the illusion appears: within 5 feet of any creature or object that you can see within range, the creature must make a Wisdom saving throw. On a failed save, the creature is trapped in the illusion for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. Divination

Sight of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch a corpse, a creature that you can see within range, and a nonliving creature within range. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage

Sight of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cast this spell when you cast a spell slot of 7th level or lower. The spell lasts for the duration, and you can choose to have it last for the duration, and you can cast it again at any time later. The spell’s casting time is reduced by 1 hour for every two hours you spend casting it. Enchantment

Sight of the Dead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 15d6 necrotic damage. If the target is incapacitated, it must make a Wisdom saving throw only once. The spell ends if it is cast again. A creature that fails this saving throw is also blinded and deafened. If the target is affected by a spell or a spell-like ability that allows the target to communicate with other creatures, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may also end this spell on a different target. Evocation

Sight of the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You can see in the dark a corpse strewn across a room in a place of your choice within range. You sense the location of the corpse and can see it for as long as you have seen it. As long as the corpse is in the same room it remains there, and the spell ends. The corpse remains there until the spell ends. The corpse can breathe, but it must be dead. If you choose to end the spell, the corpse falls unconscious. The spell ends if the corpse is no longer under your control. The corpse can't be killed, but it can be slain by another creature. The spell ends if the creature killed it or if the creature has the corpse. If you cast this spell again, the spell ends. If you end the spell on a different creature, the same creature is affected by it, and any subsequent effects from it are affected. You must maintain control of the corpse with a willing creature of your choice that you can see within range. You can also choose to end the spell on a different creature if you choose. Conjuration

Sight of the Dead

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A spectral, spectral creature appears in a 30-foot-radius sphere centered on a point you can see within range. The spectral disappears if it is not within 30 feet of a point of your choice that you can see within range. It must be within range to cast this spell, and the spell doesn’t need to be on a creature. The creature disappears once every 30 days. Transmutation

Sight of the Dead

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You gain the ability to see dead bodies, necrom

Sight of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You awake one dead creature of your choice that you can see within range. The dead creature remains dead for the duration. The creature must be within 30 feet of you when you cast this spell. The creature is no longer there when you cast this spell. If you cast this spell twice, you can have up to three of its benefits active at a time. Conjuration

Sight of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral image of yourself and a non-living creature within range. The image appears in an unoccupied space of your choice that you can see, up to 10 feet across and centered on a point within range. The image appears in a 60-foot cube centered on that point. When you cast this spell, you can use your action to teleport a humanoid that you can see within range to another dimension. You can also use your action to teleport a non-living creature that you can see within range to another dimension. If you reach up to 10 miles from the original image, the image appears as a cloud of bright light that covers the area it appears in. The image appears for 1 minute. The image remains for the duration. You can also use your action to dismiss the spell as an action on any of your turns. Divination

Sight of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral, invisible sphere of light in a 30-foot radius centered on a point within range. Choose one creature you can see within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d8 necrotic damage and has disadvantage on attack rolls against creatures within the sphere. The sphere also has disadvantage on attack rolls against creatures that aren’t creatures of your choice within the sphere. The spell’s area of effect is as follows: The sphere appears in an unoccupied space within range. Any creature within the sphere must succeed on a Dexterity saving throw or take half as much damage from the spell. The sphere appears in any other unoccupied space within range. The sphere appears in the spot where the target drops to 0 hit points or where the spell ends. The sphere doesn’t cover the target, but it covers the area of the sphere in that space, where you choose. The sphere also appears in any unoccupied space within range. The sphere doesn’t cover any other kind of object, such as a body, a mind, or a mind em

Sight of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature that isn’t unconscious. The target’s soul is no longer a vessel for the soul of an unknown being. Instead, the target’s soul is a body of undead with a body of stone and bones. The target’s soul is made up of five components: 1) the body of the target, 2) a humanoid body, or 3) a body made of stone and bones. The body of the target is made of stone and bones, while the body of the target is made of stone and bones. The target’s soul is made up of five components; one part of the target, one part of the body of the target, and one part of the body of the target. Each part of the soul of the target is made of stone and bones, while the body of the target is made of stone and bones. At the end of each of the skeleton components, the target has a body of undead with a body of stone and bones. Your spell’s target’s soul is made up of the components described above, in addition to the body of the target. Conjuration

Sight of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of your choice that you can see within range appears in a place you can see within range and can make a Wisdom saving throw. On a success, the creature appears in the place that it appears. Until the spell ends, the target can repeat any of its saving throw, ending the effect on itself on a success. If the spell ends before the target can see the creature, it can see nothing in the place it appears. The spell ends on or before the creature appears again. A creature can then return to the spell slot to repeat the saving throw. Transmutation

Sight of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The next time you make a melee spell attack as an attack of opportunity, your weapon of choice has range and deals an extra 1d4 piercing damage. If you hit an enemy with a ranged attack as an attack of opportunity, the undead must succeed on a Constitution saving throw or take 1d4 necrotic damage. If you use your action to attack a creature with a weapon attack as an attack of opportunity, it must succeed on a Wisdom saving throw or be pushed to the ground before it can attack. The undead can move only by pushing up against one of the pillars of the dungeon in order to move up against them. At the start of your next turn, you can use another action to move up or down two corridors, including one on the right that is open. If you move along a corridor that is open while the corridor is closed, the creature can make a Wisdom saving throw. On a failed save, the creature spends its action that turn moving through the corridor to reach its destination or returning to its original spot if possible. If a corridor is shared between two monsters or a boss monster, the creatures must share a single pillar. Moving through a corridor at half speed requires a successful Constitution saving throw. If a corridor is shared between two creatures and a creature has 3 or less hit points, creating a sharpened pair of teeth, the creatures must both move through the corridor and return to the creature they damaged by this attack to do so. Necromancy

Sight of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You see through the eyes of a dead creature. The target must make a Wisdom saving throw. On a failed save, the target is charmed and frightened by the dead creature. On a successful save, the creature is charmed and frightened by you. The spell ends when the spell ends. Transmutation

Sight of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a spectral beast that is capable of summoning spectral creatures of your choice that you can see within range. Choose a Huge or smaller beast. The beast must be within 30 feet of you in the area of a spectral object or two of it within 60 feet of you. Until the spell ends, each creature within 10 feet of the target must make a Charisma saving throw. On a failed save, a zombie is charmed by you. On a successful save, it can use its reaction to make a Wisdom saving throw. On a successful save, the creature takes half as much damage and can’t use its reaction to take damage, even if it has hit a creature. The target must be within 30 feet of you using its action to make a Wisdom saving throw. On a failed save, the creature can’t cast spells until its concentration ends. If the target is a creature or a magical object that you can see within 30 feet of you, the creature can’t teleport. The target must be within 30 feet of you using its action to make a Wisdom saving throw. A creature can use its action to make a saving throw with advantage. On a successful save, the creature can use its reaction to return to its home plane of existence. Conjuration

Sight of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a corpse and return it to life. The corpse is a humanoid body, which is made up of a number of bones and no more than three of each. The spell’s statistics, including the Hit Dice and Constitution scores of the corpse, are as follows: - Hit Points - Dexterity -

Sight of the Dead

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You touch a corpse, and creatures of your choice t

hat you can see within range have advantage on saving throws against the spell, and any saving throw you make against this spell ends for the target. The spell ends if you lose your concentration on the target. The target can’t be undead or charmed by the target. It must also be somewhere that the target can’t be or can’t interact with other creatures. The target can’t take actions, and the target relies on you to make those actions.

Sight of the Dead

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A spectral guardian hovers in the air and whispers to you in the deadening air. You can hear the guardian's words as you speak, and it appears in the center of the room as if it were speaking to you. The guardian is invisible to you and can't be seen or heard. While invisible, the guardian can’t harm you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the additional effect of the guardian lasts until dispelled. Transmutation

Sight of the Dead

Casting Time: 1 action
Range: Self
Duration: 120

Concentration, up to 1 minute Concentration, you gain the ability to see the remains of known dead creatures and animate them. The ability lasts for the duration, and the dead creatures and animate them can’t be moved, cast spells, or otherwise perceive the world through the eyes of a dead creature. You can still see the creatures and animate them, though they are illusory. You can create a vision of the dead that lasts for the duration, but the creature can’t see the vision. You can use your action to dismiss the vision as an action, and if it persists for the duration, the creature can’t speak, take any action that requires concentration, or otherwise perceive the creature. The creature can’t pass through any barriers or barriers that are created by the illusion, and it can’t be compelled to follow any other rules of the game. Abjuration

Sight of the Dead

Casting Time: 1 action
Range: Self
Duration: 8 Hours

This spell reveals the presence of dead creatures within a 20-foot radius centered on a point within reach. Additionally, you can designate a random creature that appears in the spot you described and can see within the spot. Any creature that fails its saving throw against this spell has its condition changed to that of the chosen creature. At the start of each of its turns, the affected creature must succeed on a Wisdom saving throw

Sight of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

There is a faint odor of decay in the air around you. You choose one foot of ground within range, such as a tree trunk or a crevasse. A rotting corpse lies around the area, and any kind of food that would be served there has been abandoned. The corpse remains for 24 hours. At the end of your next turn, you can use your action to return the corpse to the ground where you cast this spell. This spell has no effect on undead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 day for each slot level above 2nd. Conjuration

Sight of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up an image of a dead

Sight of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a corpse, a creature that you can see within range, and a nonliving creature within range that you can see. The target must succeed on a Wisdom saving throw or become incapacitated. The target then regains hit points equal to 1d6 + your spellcasting ability modifier. The spell’s effects last for the duration, and the target takes no damage from any of its spells. Conjuration

Sight of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a target and it appears to you as an undead creature. You can’t attack or cast spells that target this undead. You can use an action or a choice made by you. If you attack or cast a spell that targets this undead, you take the attack and the damage of the spell. You can also use an action to dismiss this spell as an action. Transmutation

Sight of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

If you touch any living creature that you can see within range, the spell ends. This spell’s duration is up to 1 minute. Flesh in Stone 30 days Instantaneous You touch another willing creature. The spell ends if the creature has no memories of the thing it touched. The target must make a Wisdom saving throw. On a failed save, the target gains no memory of any creature other than the target of the spell’s spell. On a successful save, the target has no memory of the spell. You know what happened to the target when you cast this spell

Sight of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The next time you cast this spell, you can see the dead as you do not see them as you would if you were still alive. The spell ends if the target is killed or if the target has no home. Transmutation

Sight of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one corpse and create a spectral form that has the appearance of your choice that has the same name as the corpse. The form can't be undead, and it disappears if it drops to 0 hit points. The form can be destroyed with a dispel magic spell or with an ability spell. The form can also be re-animated by a resurrection spell, but that requires the corpse to be in the form of a new one. You can also take the form of a corpse, however you choose. The corpse can be a corpse of a different kind, a corpse of a different kind, or a corpse of a different kind. You can also form a new form of the same kind, or a new one. As an action, you can create a new form of the same kind, or a one that is a duplicate of the one you created. At Higher Levels. When you cast this spell using a spell slot of 7th level, the number of temporary hit points a target has increases by 1 for each slot level above 6th. Conjuration

Sight of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a spectral creature in the form of a spectral scream. The creature can’t be more than 10 feet away from you or a creature with a truesight. The creature can’t be blinded or deafened. The target must make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks until the spell ends. On a successful save, the creature has advantage on attack rolls and ability checks until the end of its next turn. The creature can’t be moved by other means, but it can’t be affected by other creatures. If you create the creature as a ranged spell, you can use a bonus action to cause the creature to move up to 30 feet on a side, if you do so. If you create the creature as a ranged spell, you can use your action to cause it to move up to 30 feet on each of its turns. A creature that creates the creature as an action can make a Wisdom saving throw. On a failed save, the creature is knocked prone and remains prone for the duration. If the creature becomes frightened of you while under the spell’s effect, it can use an action to make a Wisdom saving throw again, unless the spell ends before the creature can’t make the saving throw

Sight of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a corpse or a creature that you can see within range. The target takes 2d6 necrotic damage. The target must make a Constitution saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. On a successful save, the target is no longer undead and has no mental ability to benefit from mind-affecting effects. The spell ends when the target becomes incapacitated. Conjuration

Sight of the Dead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and cause it to appear in a form you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is blind until the spell ends. It remains in the form you used for the spell’s duration. On a successful save, it becomes the target of a vision spell. If the target is in the form of a corpse, it must make a Wisdom saving throw. On a failed save, the target is no longer blinded. On a successful save, the spell ends. The spell’s damage increases by 1d10 for each slot level above 1st. Transmutation

Sight of the Dead

Casting Time: 1 action
Range: Touch
Duration: Until Rest

You touch a dead creature, and the creature’s soul is restored to life. The spell ends if you dismiss it as a spell of 5th level or higher. Conjuration

Sight of the Fey

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a fey creature of your choice that is either Medium or Small in size, that is friendly to you and can make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage, and the spell ends if you are immune to any kind of damage, and the fey creature is no longer hostile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Sight of the Fey

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a Fey creature that you call an "eighth element." You make the

Sight of the Fey

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a Fey creature. The target gains a flying speed of 30 feet. Transmutation

Sight of the Nail

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper an unknown voice to a creature that you can see within range. The target must succeed on a Wisdom saving throw or be silenced. The target takes 4 acid damage and half as much damage on a successful save. The target can repeat the saving throw at end of turn. On a success, the spell ends. This spell can also be used to create a ring that lasts for 1 minute. Conjuration

Sight of the Past

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You become a statue of the past. It lies beneath a stone, carved by the hand of a god. You can speak the past to gain a limited number of possible memories, and you can have up to ten memories. You also gain a random image of the past. You can create up to ten of the images, but you can only remember one image at a time. You can also create up to ten duplicate memories, but you can't alter the image. You can create up to twenty such memories at a time. The statue can no longer be destroyed, but it can't be possessed. You can re-create the statue as an object, as long as you have at least two hundred memories of the statue and at least one object, but it must be of the same kind as

Sight of the Past

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You can recall the past and the present to any number of memories. The memories can be any of the following—a collection of memories of your past, including a vague, cryptic memory. You can also recall an event or memory, such as a secret, that was once a secret. You recall a portion of the past, but no more than 50 percent of the present. You can also recall a brief moment in the past that is, in some detail, mundane or magical, even as an object of personal or political importance. You also recall a memory that could be as strong or as small as the memory itself, such as the memory of someone being possessed or killed by another. You can also recall a time when the experience was far less than the one you had. You remember the past to a certain degree. For example, you could remember a time when you and someone

Sight of the Unseen

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain a searing vision of unknown creatures of your choice that are invisible to the naked eye. For the duration, these creatures have advantage on Wisdom saving throws, and the blinded creature has disadvantage on attack rolls against creatures in the area, even if they aren’t charmed by you. Divination

Sight of the Wild

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature up to 1 mile away and become aware of its movements. As long as that creature is within the spell's range, the spell can be cast anywhere within it. The target must have a total of 30 feet of movement for the spell to take effect. The target can’t move or use reactions other than those outlined above. Necromancy

Sight of the Wind

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes

The line of sight of a creature you can see 60 feet away reaches into the mind of one creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, it can’t see anything but itself until the spell ends. An illusion that lasts for the spell’s duration is cast. The creature can hear whatever sounds are coming from within 60 feet of you. It is affected by the following effects: • If the creature could hear its own thoughts, the creature could have no vision of its own. “” ” Fear. The illusion assumes the form of a gentle spirit that waits for a target to make a Wisdom saving throw. If the target makes this saving throw before its saving throw is attempted, the creature is blinded for 1 minute and deafened while it's blinded. “Illusion. The mist creates a 20-foot-radius sphere of poisonous vapors centered on a point you choose within range. When a target makes an Intelligence saving throw, its saving throw is different from the one you used for its spell casting. If the target makes this saving throw with 1/2 the spell’s level remaining, the spell is wasted. If the target makes this saving throw with 1 hit point remaining, the spell is wasted. Gust. The vapors create a 20-foot-radius sphere of churning air centered on a point within range. The sphere remains for 1 minute, extinguishing the flames when a creature moves within it. When a creature moves within the sphere, it can use its action to exhale a cloud of debris 100 feet in a direction you choose. The vapors last for 1 minute. Fog. The vapors create a 20-foot-radius sphere of thicketed gales centered on a point within range. The sphere remains for 1 minute, extinguishing the flames when a creature moves within it. A creature can choose to make a Constitution saving throw. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. If a creature succeeds on the saving throw, it is not knocked prone but instead transforms and is hurled 3d6 X 30 feet away from the point of impact at the creature with whom it is falling, knocking it prone. If a creature lands on the ground where the transformation occurs after the creature transforms, the creature is knocked prone, and a flying creature of Medium size or smaller can’t pass by the ground until it has landed. Transmutation

Sightseer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a spectral creature you can see within range to look within range, and it must succeed on a Wisdom saving throw or be affected by your spell for the duration. The creature must be within 30 feet of you when you use your spell’s range. The spectral creature is also immune to nonmagical being. The creature must be able to see through the spectral creature’s eyes and can see through walls, ceilings, and other physical barriers. The creature must be within 60 feet of you when you use your spell’s range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Sightwave

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter an unknown power that appears to be another creature, which you can sense as a spell’s sound. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage. On a failed save, the target is blinded for 1 minute until it regains hit points or the spell ends. The blindness ends if you cast this spell again or if you are incapacitated. You can use a bonus action to alter the spell, or you can use your action to repeat the spell. Conjuration

Sigil of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an aura of divine radiance at a point you can see within range. You choose whether the aura is visible or not, and it lasts for the duration. An invisible and invisible aura, like a torch or a lich's door, shines bright and chillingly against creatures (including you) that you can see within 60 feet. The aura appears to be visible to all and illusory to any creature that can hear you. Any creature that can see the aura (including you) sees something intangible about the aura as if it were magic. The creature sees something that looks familiar, real, or imagined, and the creature doesn’t feel safe from the aura. Transmutation

Sigil of Thalia

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A shimmering force field appears in an unoccupied space you can see within range. The field lasts for the duration or until one creature uses an action to dismiss it. The field grants you 5 temporary hit points. You regain all of the temporary hit points when you dismiss the spell. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points are increased by 1d6. When you cast it using a spell slot of 4th level or higher, the temporary hit points increase by +1d4. Evocation

Sigil of the Dead

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spectral creature appears in a 20-foot–20 foot cube that you can see within range. The creature appears to be alive, and has no memory of when it first appeared. A target must be in the cube and must be within 10 feet of the creature when it first appears. If you cast this spell while the creature remains in the cube, it gains no special protection from death from undead or other undead. It gains no benefit from any special conditions, benefits, or abilities. The creature regains hit points equal to 2d6 + your spellcasting ability modifier. Conjuration

Sigil of the Redeemer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a spectral creature within 30 feet of you to tremble in a 20-foot radius. The creature must succeed on a Constitution saving throw or become frightened of you for 1 minute. Transmutation

Sigil of Truth

Casting Time: 1 action
Range: Self
Duration: 13 Days

You invoke the power of an unknown force that rules a particular region of the Ethereal Plane that you see within range. The force appears as a luminous, opaque shield inscribed with a magical glyph worth 300 gp. You can cast the spell using only one hand, and the spell can't target a specific creature. It can only attack and occasionally cast spells. When you attack a creature with your spell, you invoke the bravery of a free human deity. Each creature within 10 feet of the spell’s target must make a

Sigil of Vashjinn

Casting Time: 1 action
Range: Self(Knowledge)
Duration: Concentration, up to 1 hour

You summon a shadowy entity, a shadowy creature, inlaid in stone and dim in color. Within range, its voice rasping in fear within earshot of hostile creatures and the threat thereof. The shadowy creature takes the form of a Huge or smaller humanoid that is heavily obscured, with a diameter of 10 feet, to the voice of an average creature or a group of beasts, and to the sounds of an insane band of elven trolls. The creature must make a Wisdom saving throw. On a failed save, the creature is affected for the duration, and its Intelligence and Wisdom scores become 1. The creature is under the effects of the Darkness word with every day it awakens, even if it awakens before its spent nap. While affected, the creature is affected by the Darkness word with every 60 days it awakens, even if it awakens before its spent nap. The effects of this spell last for 1 year, after which time the creature is unaffected, if its Intelligence and Wisdom levels return to normal. If its Wisdom levels drop to 0 or your spellcasting ability is interrupted while the spell is in effect, the creature is unaffected while it is affected. If its Intelligence and Wisdom levels return to normal after 1 year, the spell ends. Conjuration

Sigil of wind

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You hurl chill winds of unknown power in a direction you choose. You can either sate the flames or wan to the flames. While the flames are burning, you can either

Sigil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature you touch with a familiar. The creature becomes a familiar for the duration. The creature must be the same age as the spell’s target, though the target isn’t automatically a target. The target also has the ability to use its action to follow your dreams, so long as the target is awake. If the target is asleep, you summon the creature and listen to its dreams. At the start of each of your turns, you can’t use a action to compel the creature to continue your dreams. The target can be a creature, a plant, or an object. The DM determines what actions the target takes, and you decide when to place the target into a state of unconsciousness. The target can’t speak, and any actions the target takes are suppressed. At the end of each of your turns, the target can make a new Wisdom saving throw. It succeeds if it takes the saving throw in the first instance, and fails if it fails the second. At the end of each of your turns, the target can make another Wisdom saving throw. At the start of each of your turns, the target can make another Wisdom saving throw. If it fails the first time, the target can make a new Wisdom saving throw against that effect again. At the start of each of your turns, you can use your action to make another Wisdom saving throw against this effect. At the end of each of your turns, you can make another Wisdom saving throw against this effect. At the end of each of your turns, you can use your action to trigger an alarm. Conjuration

Silence and Transmutation

Casting Time: 1 action
Range: Touch
Duration: 8 hours

As you cast this spell without expending a spell slot, a piece of nonmagical fire, a thin sheet of cloud (22 inches to 50 inches across), or a gas lantern is visible between you and another creature for the duration. The piece of nonmagical fire, the piece of nonmagical fire, or some other silvery substance that provides the substance for the fire or lantern is invisible to the target for the duration. When you cast the spell with a 60-foot cone and have it on you have resistance until the end of your next turn to fire for the duration. Similarly, if you cast the spell and have another piece of nonmagical fire on you, the nonfire piece ignites if it strikes a creature or if any other magical effects are removed from it. If you cast the spell on a second or a higher level creature, that creature must succeed on a Constitution saving throw or take 5d8 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell

Silence for 1 minute

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of swirling air that lasts for the duration. Each creature in that area must make a Dexterity saving throw. A creature takes 5d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Silencio's Magic Jar

Casting Time: 1 action
Range: Self
Duration: The Jar appears in your hand when you cast this sp

ell. One object, object, or object of a kind that can be manipulated by magic must be known to you within 60 days of the casting. The container is a magic-like object that can be damaged and thus destroyed by magic. When you use the Jar to commit a spell, you must make a Charisma saving throw. On a failure, you lose the use of the spell and lose the use of the container. The spell can be ended by other means, such as by casting this spell again, but it can’t be ended by greater restoration. The container is lost if you destroy it. When you cast this spell, you can choose a password that, when spoken aloud, makes the speaker immune to these effects. Casting the spell on the same spot at the same time every day for a year makes this spell permanent. 7. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell. Wedding Bell

Silently Shriek

Casting Time: 1 action
Range: Touch
Duration: 24 hours

A swarm of fey spirits appears in an unoccupied space of your choice within range. Any creature that enters the spell’s area for the first time on a turn or starts its turn there first must make a Wisdom saving throw. On a failed save, the creature takes 6 d10 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At the end of each of its turns, the blinded creature can make a Wisdom saving throw. On a failed save, the creature can spend 1 hour in a trance centered on it. The trance ends if the creature wakes up or if the undead become paralyzed. The trance can cause suicidal thoughts, even to the point of insanity. If the creature takes any damage or suffers damage from a spell used to trigger it, the creature does nothing that would trigger its trance. At Higher Levels. When you cast this spell using a spell slot of 7

Silent monstrosity

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral, invisible menace appears and hovers for the duration in a 10-foot-radius, 30-foot-high box centered on a point you choose within range. The box appears within 30 feet of a creature or an object within reach. When you cast the spell, you can designate when the box appears, and you can specify a brief warning tone when it appears, describing where the box might creep and when it might arrive. A Small box that lasts until the end of its next turn or until the spell ends or an even smaller box that isn’t more than 30 feet deep, such as a box that isn’t resting or a box that isn’t nearly as heavy as a box that isn’t resting. All such boxes are vulnerable to fire damage. A Large or larger box that doesn’t have a resting place or that is resting might crumble to dust before entering the box’s area. If a small box that doesn’t have a resting place or that is resting falls within 30 feet of a resting creature, the container collapses and burns for 1 minute. This spell also dispelled a ceiling hazard when a Large or larger container fell within 30 feet of it, preventing a creature from reaching out to crush it. Necromancy

Silent Tremor

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell causes tremors to form in a target creature's area of effect, up to 10 feet deep, within range. The tremors form into a three-dimensional mass and spreads around corners. The creature is immune to all damage and can be affected only by one tremor spell a turn or two old or modified by circumstances beyond its control. Whenever a creature other than you in range dons armor or attains an arcane weapon or attacks a creature in the area, the creature can make one bomb attack against the first creature hit by the tremors, rather than the creature being affected and making the bomb attack. The bomb attack deals an extra 1d6 force damage to the target. When you cast this spell, you can make a nonmagical ranged spell with a range of 10 feet or lower. The spell can target up to six creatures and has the same force and effect as ranged weapon ranged against them. If you cast it using a spell slot of 6th level or higher, the spell creates such a mass that its ammunition can fit inside a 5-foot cube and can blast through any armor or weapon and leave a 20-foot-radius cloud of dust around the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Silent Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You utter a sound of quiet desperation. For the duration, the target is dazzled and deafened. A creature must succeed on a Wisdom saving throw or take 1d8 psychic damage on a failed save, or half as much damage on a successful one. Evocation

Silent Word

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You utter a word of silence, and a creature of your choice that you can see within range obeys. You can speak or write it, as long as both words are within 5 feet of each other. If you can, the spell has no effect. If you can't, the spell does not trigger. When the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Illusion

Singed Charm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You utter a nonliving, musical note-sized charm that lasts for the duration. The charm affects any creature that you choose within 1 mile of you. If you cast this spell within the same location every day for a year, the charm lasts for the duration, and you might receive a bonus action to a line of attack from it. If you cast it over a longer period of time, the charm might also let you forget about someone you love. Divination

Singing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell awakens a creature whose first sound is a soft thud. Choose any number of willing creatures that you can see within range

Singing Blade

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You create a sword-wielding, floating, warbling, spectral guardian serpent that wreathes its talons in spectral energy and strikes at your command. You choose one creature you can see within range, which must be within 30 feet of you. The creature must succeed on a Dexterity saving throw or be severed from its body and hurled at you three feet away from you. The creature then regains 2d6 force damage. At the end of each of the creature’s turns until the spell ends, it can make another saving throw. It takes 3d6 force damage on a failed save, and it takes half as much damage on a successful one. The creature is friendly to you and all creatures you designate when you cast this spell. Conjuration

Singing (Ex)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a groan of thunderous sound in your area. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 thunder damage. The sound is part of a thunderous cry, which originates from behind you and travels along the ground in a 20-foot cone. Each creature that fails its save before the spell ends must make another Constitution saving throw. On a successful save, you can switch places with the creature to maintain control over the creature while frightened. Abjuration

Singing

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You sing a lullaby of energy and melody that lulls up to eight creatures of your choice that you can see within range. You decide what sound the creatures make and where they appear. While the creatures are within line of sight of you, you are immune to deaf and blind effects. Each creature that starts its turn in the silence must succeed on a Wisdom saving throw or take 6d6 force damage. You can target one creature for each target. If you cast this spell while you are invisible, the silence lasts until cleared (10 minutes) or the spell ends. When you cast this spell using a spell slot of 7th level or higher, you can target one additional target for each slot level above 6th. If you target two or more targets, you deal 6d6 force damage to each. The spell dissipates within 10 minutes. You can target up to two additional creatures for each slot level above 5th. If you target three or more targets, you deal 6d6 force damage to each. The spell sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell multiple times, you can have up to three creatures affected by it blinded for 24 hours. Transmutation

Singing

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

The sound of your voice fills the air around you, as if it were made from a string of strings. Until the spell ends, the spell deals an extra 1d4 thunder damage to you and each creature other than 3 feet away when you cast it. Evocation

Sink depth

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Grasping weeds and roots sprout from the ground in a 20-foot cube centered on a point within range. Each creature in that area must make a Strength saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. Conjuration

Sinken's Eye

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A luminous orb of light enters the body of a creature and flashes bright and dazzlingly when it strikes it. The creature must succeed on a Dexterity saving throw or take 4d8 radiant damage. The spell is nonmagical in nature. It is used to cause the creature to look at a spectral source within range, and it can penetrate a solid surface to reach a depth of 1 foot. The target can see through the glowing orb. If the target is within 5 feet of the orb, the target must succeed on a Dexterity saving throw or fall prone. If the target is within 5 feet of the orb, the target must succeed on a Dexterity saving throw or fall prone. Illusion

Sink fissure

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a small pit where up to twelve creatures of Medium size or smaller can’t be found and sustain them for as long as you have remaining. Creatures that are Medium or smaller can’t be harmed while in the pit. You can set the pit at a height of 1,000 feet or so so that the pit remains for as long as you have remaining, or you can raise the pit’s height by an additional 500 feet. Both ways work as normal. Conjuration

Sinkhole

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You unleash an explosion of magic at a location you can see within range that is invisible to creatures of your choice that are within 5 feet of the location. The area can be as small as an ellipse or as large as a mountain range. It creates a puff of blackness in the ground and dim light for an hour. If the area is large enough, a crescent moon appears in the area to mean that everything is obscured. The spell lasts for the duration, and the area is an invisible barrier that prevents creatures from moving out of the shadowy area behind it to enter the location of the invisible barrier or exit through it. If the area is large enough, a moon appears at the beginning of each of your turns within 5 feet of the location you cast the spell, which is also known as a trudge. That spell destroys the invisibility of the dirt and light that surrounds the moon and temporarily ends its effect. Illusion

Sinkhole

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell creates a hole in the ground made of earth filled with poisonous gas. Any creature that ends its turn within 60 feet of the spell must spend 1 action simply moving up in the ground, creating a 20-foot cube of air centered on a point within range. A creature must spend 5 minutes moving up in the cube and then moving again, provided that there are no creatures moving around corners or in fallen creatures' spaces. Evocation

Sinkhole

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A hole opens in one creature that you can see within range and slides down in the ground as a Huge rock. The hole can fit up to 60 feet wide, 30 feet tall, and 5 feet deep, and it lasts until the spell ends or until you can use an action to shake the rock to form a new hole. Any creature that starts its turn in the hole must succeed on a Strength saving throw or take 1

Sinkholeulnerability

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch something and then it becomes insubstantial and immobile until the spell ends. Until the spell ends, anything that is on the ground or inside the sinkhole is covered in rough and sticky mud that can’t pass through. Anything that can’t reach the ground or inside the sinkhole is restrained there, and you can’t use an action to attempt to cast a spell that deals 50 damage to the creature or to sink to the ground. Transmutation

Sinkhole vulnerability

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A hole opens in a creature’s space when it leaves the spell’s space. The hole’s surface is lightly scabby and covered with faint streaks of dirt or stone. It provides a barrier against an attacker leaving a siphon of acid in its space, and a safeguard against suffocating creatures (including your own kind). When triggered, the siphon deals an extra 1d4 acid damage to the target whenever it deals damage. The spell has no effect against lollipops, crabby fish, or other animate dead; however, its effect is triggered when a creature enters the trap or when a creature that enters the trap moves in or out of it. Evocation

Sinking Blade Necromancy

Sinking cloud

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You conjure one cloud of raging water on the ground in an unoccupied space that you can see within range. The cloud falls in a 30—foot cube centered on a point within

Sinking Cloud

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A swirling cloud of smoke rises from a point within range and moves at your speed for the duration. The cloud floats freely on ground, air, or water surfaces, and it extinguishes flammable flames that are spread over 500 feet. Any creature that starts its turn in the area has a 30 percent chance to ignite a chimerical torch within 30 feet. The torch emits a brilliant light in a 20-foot radius and dim light for an additional 20 feet. If the ignited chimerical torch reduces a target to 0 hit points, a creature takes 5d10 fire damage and is blinded for 1 minute. If the burning target withers, the flames are expelled and spread to all enemies within 500 feet of it. A creature blinded by the light can use its action to make a Constitution saving throw. It fails. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Sinking Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A swirling cloud of thick fog rises from the ground and rises for a portion of your choice that remains still for that long. The cloud spreads around corners, and the ground in a 15-foot radius around it becomes difficult terrain. The cloud falls at half speed and extinguishes flammable flame attacks that are launched at it. The cloud lingers in the air for 120 minutes, extinguishing

Sinking Cloud

Casting Time: 1 action
Range: 500
Duration: Instantaneous

Up to ten meteors flit through the atmosphere, each one composed of up to one hundred oxygen-rich vapor clouds swirling in a 10-foot radius around you. Each cloud, or vapor that can be found in vapor, obscures one of the following areas of vision for as long as the cloud lasts: dim light or darkness; warm rain, sleet, or snow; dark clouds or fog; and fog or snow. Evocation

Sinking Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A 15-foot thick cloud of thick fog appears in an unoccupied space of your choice within range, moving horizontally and vertically to fill a 60-foot cube. Until the fog disappears, any creature that starts its turn within 60 feet of it must succeed on a Wisdom saving throw or be pulled 10 feet toward the cloud and be pulled 10 feet toward the closest solid surface. Any creature that ends its turn within the cloud must succeed on a Strength saving throw or take 5d8 bludgeoning damage. Evocation

Sinking Cloud

Casting Time: 1 action
Range: Self (30-foot line)
Duration: 10 minutes

An inky void fills the air within range, up to 120 feet deep. The globe remains for the duration, concentrating sunlight and dim light energy, and moving creatures are limited in movement. The globe remains for the duration, either by the void’s opening or by an illusion created by an implanting spell. During the duration, a creature that can see within the globe’s space can make a 60-foot check against your spell save DC to sink to 0. The globe falls into a shallow pit, located 60 feet from the pit. The pit must be at least 7 feet wide, to create the pit , or the globe falls from the pit into a pit , created by dividing the space between the pit and the pit glazing. If you create an illusion, the globe vanishes, forming a horizontal trench over the pit and leading to a pit and pit , and an arch over the pit and leading to a pit , creating a pit , pit , or pit . Each pit is 20 feet square and has its own ladder . The pit itself is m ilated except for a trench that spreads out from the pit (10 feet long by 4 feet wide by 4 feet deep, 3 feet deep, and 5 feet thick). This trench widens into a pit where wind and water can cross. A pit can be up to 20 feet deep and has a height of up to 30 feet. The pit can be up to 10 feet tall and has a height of up to 30 feet. When the pit is created, creatures are drawn to it for movement and creatures can enter it from any distance. An unwilling creature that enters the pit and enters the pit face-down can slam it shut and make a melee spell attack with it. On a hit, the target takes 4d10 piercing damage. Concentration, up to 1 minute Instantaneous Up to twenty creatures of your choice appear in a location you specify. You can locate one or more of the locations under which a particular creature might fit within the location, appearing completely out of the way when not in use, or directly within the location at a time. If you locate a target within an area of presence that is completely different from the location you have described, the creature doesn’t necessarily succeed on any of its checks, attacks, or spells. The creature remains within the location, but it wastes no movement when it moves into the designated location. The creature is aware of its location until it makes a melee spell attack, and it takes no actions when it moves into the designated location, even if it does nothing. Conjuration

Sinking Cloud

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

You create a cloud of swirling, swirling, or swirling water that fills a 20-foot-radius, 30-foot-high cylinder centered on a point you choose within range. The cloud has AC 20 and 30 feet of reach. The cloud can be made into small or large shapes, and it spreads out into a 20-foot radius. The cloud disappears when it reaches a point you choose within range. The cloud can be dispersed into any number of forms, each of which can be one of the following: • Tiny, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, • Huge or smaller, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, • Large or smaller, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, harmless, If the cloud is a Large or smaller, the spell can affect only one form of the cloud at a time. Any spell that targets a Large or smaller form of the cloud ends early or early in the casting. Evocation

Sinking Cloud

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a 30-foot-diameter, 60-foot-high, 60-foot-tall, 10-foot-tall (or 10-foot-diameter, 10-foot-tall) swirling cloud. The cloud fills a 5-foot cube. The cloud can be up to 10 feet thick and can reach up to 30 feet high. The cloud spreads out to cover a 20-foot-radius sphere centered on a point in the cloud. A 40-foot-radius sphere centered on a point within that point can be anywhere on the globe. The cloud is invisible to creatures within the area. An object within the area is invisible to it. The cloud becomes more difficult until it drops to 0 hit points or 20 feet tall. The cloud can be made up of up to 40 cubic feet of air, up to 5 feet deep, up to 10 feet thick, or up to 30 cubic feet of air, up to 10 feet thick.

Sinking rain

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your touch grants you the ability to turn wettest, driest, and driest places you choose within range. For the duration, even dregs of trees, rocks, and other earths that you choose within range are spared. You learn the general climate and season patterns of wettest places you choose, as well as the typical season-related effects of wettest weather. You can also read the written records of wettest places, if they exist. To learn the seasonings and general status of any wettest places you know, you must speak the climate and seasonings of the place you choose. It must not be winter or any other time of the year. If it occurs during the day, days are used on which you can cast spells. Evocation

Sinking ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You pour a beam of light that doesn't explode. It drops to the ground and explodes no more than 20 feet away. The target must make a Dexterity saving throw. It takes 10d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Sinking ray

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A shimmering beam of light appears at a point you choose within range. Choose a point within range. The beam spreads over a 5-foot cube and must penetrate through any barrier or wall on the cube to do so. The sphere is 120 feet long and 10 feet wide. Any creature that ends its turn in the sphere must make a Dexterity saving throw. On a success, the sphere disappears. Conjuration

Sinking Rock

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You choose an area of rock with a Strength of 2 or lower and move it like a winged beast. This move lasts for the duration. Some beasts can fly and others are driven mad by the wind. The rock formed the base of a temple, a place of temples and holy sites, where the gods and goddesses are worshipped. The rock is lightly carved, with elaborate runes on either sides, some of which are scribed with

Sinking Rock

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a rock-strewn expanse on the ground within range that lasts for the duration. Until the rock is turned to stone, you can use your action to cause the rock to crackle and crackle as you direct. It takes 2d4 piercing damage for each of the creatures within 10 feet of you that you can see, and the rock must be within reach for the first time on each of your turns until the rock cracks. A rock thrown at a creature causes it to crack and shatter in a 20 foot radius around you. An affected creature can use its action to make a Strength or Dexterity check, taking 3d10 piercing damage, which it does with advantage. Evocation

Sinking Roots

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose up to ten roots within range. A seed rises from the ground within 10 feet of a point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature succeeds on the saving throw when it buries its roots in the ground or when it has reached the height of the spell without harming any plants or objects within 30 feet of it. If seed sprouts from a seed, the spell’s damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10). Transmutation

Sinking Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose one creature that you can see within range and that can either be invisible or able to see no more than 10 feet away. The target takes 4d8 piercing damage and must make a Constitution saving throw. On a failed save, the target takes 1d8 piercing damage, and it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Sinking Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to besmirch one humanoid’s life force by implanting a calming radiance in it. If it succeeds, you cause it to sink to the ground, becoming infertile for 1 hour. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause one plant life or an area’s natural terrain to sink to 0 hit points. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Sinking Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The first time you hit with a melee attack on a turn or starts your turn there, the enemy hero (or heroine) takes 2d6 piercing damage. If the first +1 bonus to attack rolls, or the bonus to attack rolls from nonmagical sources, is contested by an attack roll against the same target or a different one using the same bonus, the target takes no extra damage of the sort from that attack. If the first +1 bonus to attack rolls and attacks against the same creature or object is contested by an attack roll against a different creature or object, the target takes no extra damage from the roll or attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the rule that always triggers when a bonus to an attack rolls for 1 round is replaced by a rule that always triggers when a bonus to an attack rolls for 1 round. Conjuration

Sinking water

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You fill the water you touch with water of your choice that has a height determined by its volume. The water remains in the vessel for the spell's duration. The water volume can be up to 5 feet high, up to 1 foot deep, or 0 feet thick. The water remains for the spell’s duration. As an action, you can move the water 100 feet in a straight line. In any direction you choose, the water moves in any direction until the spell ends, and the water stops moving if it moves too fast. In any direction the water stops moving at the start of its turn, and the water stops moving at the end of its turn. The water can move as a free action to all but 1 mile on a piece of ground it is on, if it is within 5 miles of the start of its turn. Once the spell ends, the water moves to another spot within 5 miles, if it is within 5 miles. The water moves as part of the action it’s moving out, so it can move between moves. The water can move by making a melee spell attack against a creature within 5 feet of it. On a hit, the target takes 2d8 damage, or half as much damage on a successful one. At the end of each of its turns, the target can repeat the saving throw. It must then roll a d4 and subtract the number rolled from the d20. The water can be recharged only once a day. Conjuration

Sinkllion

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a sinkhole in the ground that serves as a ramp and a small trench on the ground that extends downward from the ground up to the bottom. Loosely drawn, the trench is large enough to allow Medium creatures to pass through without being caught. It is an area of difficult terrain with narrow corridors that lead to open fields or to hidden turrets or other secret doors leading to hidden chambers or secret chambers beyond the trench. The trench extends across the ground in a straight line and is 10 feet deep. If the trench is ever to collapse, flooding water will pour out from the trench and flood into the area, flooding the trench as well. To a creature that starts its turn in the trench, the creature must make a Strength saving throw, taking 4d10 bludgeoning damage on a failed save, or 3d10 bludgeoning damage on a successful one. On a failed save, the creature can use its action to move up to its speed and use the shortest or fastest route toward the trench. The trench collapses as a result of a sudden change in the climate, such as when a strong wind blows in from the northwest or when a strong current of wind blows in from the northeast. When the trench collapses, creatures that started their turns in the trench will fail to see through the trench and will be restrained by the trench. Creatures that started their turns in the trench and that moved to the opposite side of the trench from the start of your turn will have their speed halved until the start of your next turn. Conjuration

Sink of Desolation

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You put up to twenty-five bolts of magical energy at a creature that you can see within range. Each bolt deals an extra 1d4 damage to the target. For the duration, the target has disadvantage on attack rolls against you and creatures and can't benefit from benefiting from any special senses known or honed before the spell, such as darkvision or blindsight, that the target can benefit from. At the end of each of its turns, the target can make a Constitution saving throw, taking 2d10 psychic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Sink the Grasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a shadowy figure that you can see within range. The figure disappears when it drops to 0 hit points or when a ranged spell of your choice is cast. A creature must succeed on a Wisdom saving throw or be pulled 10 feet toward the grasp figure when the spell ends. Transmutation

Siphilos and the w ho

Casting Time: 1 action
Range: Self
Duration: Self

Self has a 10-foot radius of 40 feet between you and your body. The w ho is friendly and the body is within an unoccupied space. The w ho is friendly to the target, and the w ho is friendly to the creature. If the w ho is friendly to the target, a creature can also be friendly to you. When you use the w ho, the target takes 8d8 psychic damage on each of its turns. The damage increases by the wholst until the spell ends, or until the spell ends, or until the spell ends. The w. can also be broken when it is broken. The w has its disintegrated. If the w is broken, the damage is reduced by 1d8 damage. The w has its disintegrated, and it is no longer worn or carried. On a hit, it is still in an unoccupied space in which the w is no longer worn or carried.

Skeptic's Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a stone statue of a creature you can see within range, and it can’t be larger than Medium or smaller than Medium. The statue is Medium or smaller. The statue can be anywhere. The statue can’t be destroyed by attack, spell, or other effect. The statue can’t harm, have magic, or be undead. When you cast this spell, you can designate a specific area of the stone that can’t be destroyed by attack, spell, or other effect. The stone’s size is

Skill empowerment, lets fly

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The next time you throw a weapon into the air to hit a creature with a ranged weapon attack, the weapon’s ammunition is turned into a miniature version of the attack. Instead of targeting a creature, you can make the attack targeting the creature. The miniature copy can be any creature you choose, and it obeys all the mental commandsment requirements of the target (no action required by you). If the miniature copy lacks the mental requirements of the creature it replicates, the creature is left behind. Otherwise, the creature is supported by the magical creature’s statistics, both inside and out. The creature is proficient with all current weapons and ammunition, and it has advantage on attack rolls against creatures within 30 feet of it. It can pass as many as 40 feet of another creature if it wishes; it can’t merge with a creature that is hostile to it. Evocation

Skill empowerment, reshape

Casting Time: 1 action
Range: Special
Duration: Concentration, up to 1 hour

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance and stunning chance equal to your spellcasting ability modifier. Abjuration

Skill empowerment: shrugging

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Until the spell ends, the creature’s fingernails and hair brush with the stone. If the creature isn’t wearing an item ringed by the spell, that creature uses its action to command the creature but can’t use its action to command anything more than once. You then command the creature to move to a place other than where it currently is or where it can no longer stand. The creature can move through the stone, but it can’t cross it or attempt to do so. Should the creature choose a different direction, you control the direction of movement. Divination

Skill empowerment, summon beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You utter foul words, summoning a beast from the chaos of the Abyss. You choose the beast during the duration of the spell. The beast is friendly to you and your companions for the duration. It obeys all the verbal commandsment requirements of the target (no action required), regardless of what the creature says. If the beast doesn’t obey, the spell ends. To be friendly to the beast, a creature must be within 30 feet of you or a creature that you can see within 30 feet of you. To be hostile to the beast requires that the creature behave in some way that would make it hostile to you. The DM taxes whether the beast behaves in accordance with the instructions given to it by its DM. If the beast doesn’t obey, the spell ends.%%%%Enchantment

Skill Focus

Casting Time: 1 action
Range: Touch
Duration: Concentration (15-foot radius)

until dispelled You touch one willing creature. The target’s skill bonus for a lance attack against you is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, the target takes 2d6 damage of the kind you chose, and it can’t take additional damage from attacks against it until the spell ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases to 3d6. If you cast it using a spell slot of 3rd level or higher, the bonus increases to 4d6. If you cast it using a spell slot of 4th level or higher, the damage increases to 5d6. If you cast it using a spell slot of 5th level or higher, the bonus increases to 7d6. Transmutation

Skill gem

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a gem that has been holding you. For the duration, you have resistance equal to 2 + your Dexterity modifier. When you takes damage, you can use your action to restore 1d6 hit points to the gem. This spell has no effect on undead or constructs. Abjuration

Skillheart

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You start to gain one extra hit point. At the end of each of your turns before that time ends, you can use your reaction to make another attack roll with advantage. On a hit, the target takes 1d6 necrotic damage. The necrotic damage increases by 2d6 for each slot level above 5th. Conjuration

Skill points divination

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You possess additional skill points equal to your Wisdom modifier (your choice). You must choose the following two possible statistics for a component feature, such as Intelligence, that is, one statistics for a creature or object, and two statistics for a class, race, or subcategory, such as Strength,

Skill rework

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You uproot a nonmagical plant or a vegetable portion of one hundred foot square on the ground in a 15-foot radius and shape it in whatever way you like. The transformation lasts for the duration or until you use an action to dismiss the spell. You can use a movement action to reshape the area in any manner you choose. To the best of your knowledge, this spell doesn’t apply to plants or vegetable halves, as you still need to move the plant up to 60 feet. If you move the plant in a straight line, the spell ends immediately after you have reshaped the area. If you reshape the plant in any other way, the spell ends on the affected plant. The plants or vegetables are replaced by whatever plant material they come from, whether it be trees, vines, or a kind of fern. You can use your action to make a bond or a clump of plants communicate with you, such as a clump of trees growing along a shoreline. If you don’t make a bond, the spell ends, and the spell doesn’t target a creature or object. If the spell harmlessly resolves, the spell ends on the affected plant if you or anyone else uses your movement or a move or gains a benefit from the creature’s equipment to do so. Transmutation

Skill rings

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one extra human hit point for each slot level above 1st. This spell automatically bestows knowledge of one creature’s true abilities regardless of its Charisma score, and you gain knowledge of one creature’s true abilities as a result. When the spell ends, the extra hit points become permanent. If you have a high Charisma score and maintain it for 30 days, the magical chain appears in your mind for the duration. When the magic says no, the spell ends. When the spell ends, the extra hit points become permanent. Transmutation

Skill Rune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The Rune60 grants you a skillful use of your spellcasting ability for the duration. Choose one of the following damage that can be dealt: • One creature other than you where you cast this spell dies. • For the duration of the spell, you can target one target of the above damage with a single stroke of your fingers. • You learn one skill skill from the target that you can casting without spending extra spell slot. • You learn one new skill skill skill depending on the type of spell you are casting. The new skill can be learned from one other than the target. You have advantage on the saving throw if you cast the spell while hedged or where the target is located. You can ’t have more than one skill listed in this section active at a time, and any two skill levels above you spell slots for which you don’t have a skill listed. Transmutation

Skill-Swapping and Instantaneous

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

You touch a willing creature. For the duration, the target gains the ability to adopt different magical abilities or spells, which makes it possible for

Skill-Swapping

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and exchange one willing creature for the spell. The spell can target one willing creature that has died, or the target for the duration of the spell. At the end of each of the target’s turns, it must succeed on a Wisdom saving throw or take 2d6 Poison damage. Also, the target has resistance to all damage except psychic damage, and the spell ends if it succeeds or fails. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

SkillSwift

Casting Time: 1 action
Range: Movement
Duration: Invisibility

1 Hour This spell becomes nearly-instantaneous. Up to five willing creatures you can see within range must make a Dexterity saving throw. On a failed save, a creature takes 4d8 poison damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. At the end of each of its turns, and each time it takes damage, the creature can make another saving throw. The creature takes 4d8 poison damage on a failed save, and the spell ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 6th. Transmutation

Skybeam

Casting Time: 1 action
Range: 30
Duration: Necromancy, light

For the duration, a celestial creature you designate is created at the height of its light. It can move up to 10 feet in any direction, and it sheds darkness for the duration. Make a spell attack roll to make this attack. If the target is less than or equal to two feet of ground on your side, the celestial creature ends its turn there and isn't affected by this spell. If you cast this spell again on a different day than the specified time, the celestial creature doesn. This spell isn’t a divine command. Nothing you do or say can change that spell’s meaning on earth. If you cast this spell again on a different day than the specified time, the celestial creature doesn’t. This spell doesn’t change objects or speak another language or language other than Earth. The celestial creature can and must remain within 100 feet of you with its senses intact. If you cast this spell on a target that isn’t able to move, it can’t move or even move at all. It can’t be charmed, but is hostile toward you, hostile toward you, and can’t be restrained, so you can use its telepathic link to communicate with it, even if you are outside its area of effect. The celestial creature’s statistics change depending on the spell’s casting. If the creature makes a successful Charisma saving throw against a spell or ability that you cast in your spell slot, it has disadvantage on the damage roll and Constitution saving throw.

Skybridge Wall

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a portal that extends from the ground to a point within range. The portal is 2 feet across, and can be up to 10 feet tall, 10 feet wide, and 5 feet tall. A creature must spend 4 feet of movement before it can use its action to take an action. The portal then appears on a solid surface and occupies the same space as the other portal objects created

Skybridge Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a bridge across a solid wall or an area of solid surface that you can see on a plane of your choice that is equal to or less than the wall’s surface. The bridge spans, but only to a point within range. One creature can use its movement to step out of the bridge and to make a ranged spell attack. Make a ranged spell attack. On a hit, the target takes 1d6 lightning damage. If the damage would hit, the creature must make a Constitution saving throw. A creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a bridge linking the wall and the area between it and the wall (the wall is 1 mile in length and 10 feet tall). The bridge spans, but only to a point within range. A creature can use its action to step out of the bridge and to make a ranged spell attack. The creature must succeed on a Dexterity saving throw or take 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th Transmutation

Skydancer

Casting Time: 1 action
Range: 1 Hour
Duration: Your arcane circle of light appears in the space y

ou use for the spell’s duration to illuminate an area of the sky that you can see within range. You can step in and out of the spell with advantage, but you can’t teleport, you can't use spells, and you can’t use equipment. You can use your own power and take damage of the kind you choose, such as by concentrating and thus casting spells you otherwise could have dismissed. Once drawn into the sky by the spell, your arcane circle continues to radiate light and color in the area until dispelled. The spell’s area of effect can’t be changed. Any creature in the sky remains aloft and can take illusory shapes or reappear in your hands as a bonus action, provided the creature has not yet been blinded. You can dismiss this condition as an action. If you fail to dispel this darkness, you also can’t attempt to re-enter the spell again. Divination

Skyforge

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell creates a 5-mile radius infill in a region you specify. Until the spell ends, your space and spells of challenge rating 5 or lower can fit inside the infill. When you cast this spell, you can specify a radius of 150 feet that is greater than the infill. For a spell that doesn’t take time to complete, the radius is reduced to 150 feet for most effects, and reduced to 50 feet for temporary effects. While this radius is reduced, creatures within the infill can’t see, and spells of opportunity that use movement can’t fail within the radius are suppressed within it. While this radius is suppressed, spells of opportunity created by this spell are suppressed within it. Transmutation

Skywalk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself, up to 30 creatures of your choice closer to a point you choose within range. You can also teleport up to 300 creatures of your choice closer to a point you choose within range. A creature that ends its turn in a place where you cast this spell can take no action until the spell ends. A warding spell is cast only on a warded object, not on a warded object that is magical, as your warding action. The warding spell can't affect undead or neutral undead. Necromancy

Skyward Bridge

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A narrow, winding, vertical bridge that spans the space between the Earth and the stars appears in a location you choose within range. The bridge is a high-sided, 10-foot-high, 20-foot-high, and 60-foot-high structure that is composed of 10-foot-high stone beams and 10-foot-high stone walls. The bridge is heavily protected from hostile creatures. A bridge that is less than 10 feet in height can be made up to 10 feet high and has a 10 percent chance to be made up of 10 percent stone. A bridge that is less than 10 feet in height can be made up of 10 percent stone. The bridge is heavily guarded from hostile creatures. A bridge that is less than 10 feet in height can be made up of 10 percent stone. The bridge is heavily guarded from hostile creatures. For the duration, the bridge has a 30 percent chance to be blocked. A bridge that is less than 10 feet tall has a 20 percent chance to be blocked. Conjuration

Skyward Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

At any point throughout the duration, you can create a sphere of sky and cloud that is 60 feet in diameter and 5 feet tall. The sphere can be up to 10 feet in diameter, and it can pass through any nonmagical barrier you choose that isn't a barrier. It can be up to 5 feet in diameter, and it can't be more than 10 feet tall. During this spell, you can move the sphere up to 30 feet. The sphere can be up to 10 feet in diameter, and it can pass through any nonmagical barrier you choose that isn't a barrier. The sphere can also be up to 20 feet in diameter and can reach up to 20 feet in height. Conjuration

Skyward Sphere

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a sphere of light centered on a point you choose within range. The sphere appears in the sky and lasts for the duration. The sphere can be anywhere in the sky, but it must be in darkness. The sphere is so small that it can be seen from any direction. When you cast this spell, you can target one sphere at a time. Each sphere you target must have a certain number of visible creatures within it. The sphere can be up

Skyward Step

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You step into a place you can see within range and step into the space within range. The space is as dark or darker than normal, and it has a 100 percent chance to have a 10 percent chance of being filled with darkness. The space has the same area of effect as normal spaces, but it has the same number of feet. The space can't be used to move, and the space can't be occupied by creatures or objects. This spell affects any objects, nonmagical objects, and objects that aren't held by creatures or objects. Transmutation

Skyward Sword

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You gain

Skyward Sword

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a thin, shimmering, and shimmering sword that has a range of up to 40 feet. The sword has a 5-foot-diameter cylinder centered on the point you choose. It has 20 hit points and has a reach of up to 30 feet. The sword can’t be targeted by spells or weapons. Transmutation

Skyward Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of swirling air that can be up to 20 feet in diameter, 10 feet high, and 30 feet thick. This wall can be 10 feet thick or 10 feet tall. The wall must be 10 feet thick or 10 feet tall. The wall can be up to 25 feet tall or 25 feet tall. The wall must be 10 feet tall or 25 feet tall. Roll initiative for the wall to determine its size. The wall must be 10 feet tall or 25 feet tall. The wall is 10 feet tall or 25 feet tall. The wall can be up to 25 feet tall or 25 feet tall. If a wall is 10 feet tall or 25 feet tall, the wall must be 10 feet tall or 25 feet tall. The wall must be 10 feet tall or 25 feet tall. For the duration, the wall can be up to 20 feet tall or

Skyward Wilting

Casting Time: 1 action
Range: Instantaneous
Duration: A vertical column of light streaks toward you. Eac

h creature in the area must make a Charisma saving throw at the start of your next turn. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. Transmutation

Skywrath

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of dark energy appears up to 10 feet tall and extends up to 60 feet beyond the sphere. The sphere can be up to 10 feet long, 5 feet high, and 1 foot thick. It is a simple, dim light, and can be seen from up to 60 feet away. The sphere can be interacted with by creatures or by spells and objects that you can discern within it. The sphere can target one creature or one object that you can see within range. At Higher Levels. When you cast this spell using certain higher-level spell slots, you designate a new target. The target must be within 5 feet of you when you cast the spell. Illusory Arts 120 Concentration, up to 1 hour The spectral entity of an object or a creature appears as a spectral cloud in a 20-foot cube that you can see within range. A creature can use an action to teleport to the nearest unoccupied space of its choice on a plane other than the one you chose. Conjuration

Slamming Smite

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

A shimmering blast of force erupts from a creature you choose within range. You create one of the following effects when you cast this spell: • You create a nonmagical bludgeoning, piercing, or slashing nonmetallic effect using the weapon. • You instantaneously cause one creature to erupt in fiery activity that is violent and threatening to revolutionize the course of battle. • You instantaneously cause one creature to erupt in song, dance, and other music that imitates the sound of your own drums. • You cause half the creature’s height (20 feet) to burn and cause constant flame damage to other creatures in its area. • You cause flames to dance in the air in an attempt to frighten creatures within 30 feet of you. Evocation

Slam Spell

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose three objects weighing 1 to 5 pounds or 1 to 10 ounces or 3 to 5 pounds or less. Place one or more of the objects on the ground or in containers within range. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, a creature makes the saving throw at the end of each of its turns, instead of during its turn, and the spell ends on its next turn. A creature can take damage or have its save spent. At Higher Levels. When you cast this spell using a spell slot of 1st or 2nd level, you can target one additional creature for each slot level above 1st. Transmutation

Slavery

Casting Time: 1 action
Range: 30
Duration: 10 Days

You unleash an infernal force inside a creature within range that turns the flesh, bone, and other tissue into slaves. Choose a creature that you can see within range. That creature must succeed on a Constitution saving throw or be driven from its current plane of existence and forever bound by the spell. A creature bound by the spell’s curse becomes a skeleton if it has four hit points or fewer, an illusory devil if it has two hit points or fewer, an old man if it has three hit points or fewer, or a demigod if it has four hit points. If you have no hit points or if the creature’s hit points are low enough to require a long rest, the creature seizes what it can’t use to sustain itself and departs the plane of existence where it died. (Typically, a creature with four hit points or fewer dies at the hands of its master or master’s progenitor, leaving behind no heir or other heir to the throne.) After 30 days, as long as the creature remains bound by the spell, it can’t leave the plane of existence it left, and it can’t return to it if it dies. The spell ends if the creature returns to its plane of existence. Divination

Slavery

Casting Time: 1 action
Range: 60
Duration: 10 Days

You forge a magical monopoly on the trade of stone, iron, and steel for human objects in this century. Using magic that doesn’t exist then turns one willing creature of your choice that you choose within 60 feet of you into a pile of bones and wool, and that rest of the creature’s lifetime is worth 5 percent less than the current owner’s current value. Once given bones and wool, the creature remains within the spell’s range for the duration, and the spell ends for it. Until the spell ends, you can use a bonus action to cause the bones and wool to reanimate and become legible, transforming it into a new creature. Transmutation

Slavery

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your deity ordains and ordains an end to the enslavement of humanoids throughout the mortal realm. For the duration, the servant has the following functions: • Raises an undead’s hit point maximum by 2d10, and decreases it by 2d10 for each level above 1st. • Reduces an undead’s hit point maximum to 0 hit points. • Stops short enough to let a zombie waken and take a -2 penalty to its attack rolls and saving throws. • Stops short enough to let a zombie worn out by magic and take 1d8 necrotic damage, and prevents a zombie from healing itself from exhaustion for 1 minute. • Stops short enough to let a zombie wilt and take a -1 penalty to all attack rolls and saving throws. The spell ends if you cast it again or if your blood alcohol level is more than 50% below the legal level. Necromancy

Slavery

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal through which you can enter a place of your choice within range. The portal lasts for the duration. You can use a bonus action to cause the portal to expand and fill a 30-foot cube. The portal must be opened before you can do anything. This portal is created by the spell, but it can be opened again by another spell or other means. Transmutation

Slavery

Casting Time: 1 action
Range: Instantaneous
Duration: Until the spell ends, a creature you can see is a

slave to your will. You can offer one of the following services to the target, but the offer must be in writing, or the target must make a Charisma saving throw. On a successful save, the target gains one of the services offered by you. On a failed save, the target gains none of the services offered by you. A target also gains the service of another creature when it is willing or

Slavery

Casting Time: 1 action
Range: Self
Duration: Self

Concentration, up to 1 hour Describe or name a person or a place that someone else has created within centuries, no more. You choose any number of words that you can think of that describe the person, place, or creature you designate: charmed beasts, darkplaces, fogs, fashions, graveyards, solemn monuments, and so on. For the duration, the chosen word can describe an individual, place, or creature you describe. While the chosen words describe the creature (including words that refer to other creatures), they are limited to describing one creature or circumstance that the creature is attuned to. If you speak the chosen words with a creature attuned to you, the creature can use its action to determine whether the words speak for it and, if so, change its mind. If the creature ends its turn in a location where it doesn’t have line of sight to you, you can use its action to retry the spell. To do so, it must take the Dash action and move as far as its speed allows it, without moving. Once re-evaluated, you can change the creature’s mind at any time. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional creature for each slot level above 5th. Transmutation

Slavery

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your hand and foot become the touch point of a willing creature for the duration. You can create one additional murder weapon for each slot level above 1st. Abjuration

Sleak

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You disclose any secret you possess to a creature. For the duration, the target is free to read and write any book, any written record, and even to read and write any secret that might be hidden from observation. The creature can read as much as ten page volumes and as many as twelve smaller volumes. When the spell ends, the target can open a closed book or read any secret written by it. Enchantment

Sleecy of Ice

Casting Time: 1 action
Range: 120
Duration: Concentration, up

Sleekness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose an object or creature of your choice that you can see within range and that is within reach. The object or creature must make a Charisma saving throw. On a success, the object or creature takes half as much damage and is no longer charmed by you until the spell ends. The object or creature is charmed by you only until the end of your next turn, when it is no longer charmed by you. The spell ends if you dismiss it as an action. Conjuration

Sleekness

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shimmering sphere centered on a point you can see within range, centered on a point

Sleekness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You can shape the course of a creature’s life for the duration. For example, you might create a cage on the ground with a simple motion or a spike in the ground with a simple motion. You can use your action to cause the cage to move at a rate of 10 feet per round until the spell ends. Transmutation

Sleekness

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You utter a cryptic message: a cryptic letter, a cryptic word, a cryptic line, a cryptic gesture, or a cryptic word that resembles an utterance by another creature. You can also speak the cryptic message as your spellcasting ability.

Sleekness & Sense of Place

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature. For the duration, that creature has advantage on any Wisdom saving throw, and can’t be affected by any spells or other magical effects. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Sleekness

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and give it a crude and crude illusion of a simple and mundane existence. The illusion lasts for the duration, and the target is helped to that illusion by the semblance it mimics. For the duration, the illusion has a 100 percent chance to work, which means it can be activated only by willing creatures. If you cast this spell without spending an action, the spell doesn’t come into effect. It merely lasts until the target drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Illusion

Sleekness

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You conjure a humanoid of Medium size within range. The creature must be within 30 feet of you. The spell doesn’t target undead or constructs, and its initial casting takes place within 30 minutes of being summoned. When the spell ends, the target’s Strength is reduced to 0, and it takes 1d6 acid damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Sleek Step

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You touch one willing creature of your choice that you can see within range and that can’t be charmed or otherwise affected by magic or illusion. The target gains the following benefits: - You can use your action to shake the target, which must make a successful melee attack against a target within 30 feet of it. - You can shake the target for up to half the attack action it has taken. Your movement allows you to move through the target. - You can mentally command the target to move with you, up to 30 feet beyond the spell’s range. If the target can move more than 30 feet, you can direct its movement as part of your spell. Conjuration

Sleeman

Casting Time: 1 action
Range: 30
Duration: 1 minute

In this spell's casting, you create one of the following three nonmagical servants of nature: elves, demons, or beasts. If you cast this spell with a 5th-level slot, the servant disappears when it drops to 0 hit points or when the spell ends. The servant is a Medium beast with a Hit Dice of 1/2—6 that lives within 1 mile of you. It obeys your spoken commands, acting on your turn (and acting on its turn if it's traveling), as long as it remains within 1 mile of you. When it does so, it acts in whatever manner you choose, even raising its Attack, Dexterity, and Intelligence dice accordingly. The spell doesn’t restrict a creature’s movement (or attack rolls), but you can target one of your own creatures with a slumbering spell or a similar ability. The servant might safely lie dormant for as long as 60 days, casting the spell on it each day as part of its ritual. While dormant, you can use a bonus action to cause the servant’s shadow to rest in its tombs, resting there for the duration. When the shadow rest, it lumbers about the tombs until it strikes up a meal, which might be served up to its brothers, or taken as a treat during the meal. A servant with these abilities can detect evil spirits and create barriers between them and your movement (and some other creatures’s movement too), making it immune to their effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Conjuration

Sleeping animation

Casting Time: 1 action
Range: 10
Duration: Until dispelled

The moment you touch a creature’s soul, a small, soft melody appears within range to bless the creature for the rest of its duration. Until the spell ends, the melody, which can be as simple as a whisper or as complex as a tune, appears within 5 feet of the creature’s soul and lasts for the duration. It could even be an entire child. When the melody reaches its maximum volume, you can dismiss the spell and dismiss the melody at the same time as if it had been in your hand or as an action. If you cast or cast an ability check using an ability check, you can determine that the melody is an illusion, using magic circle statistics, and you can dismiss the spell if it exceeds the Spell save DC. Illusion

Sleeping Beauty

Casting Time: 1 action
Range: Self (1 hour)
Duration: Instantaneous

A shimmer

Sleeping Beauty

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You make a magical incantation to appear in your hand, and it must be spell-like in nature. You can make the spell even more specific, casting the spell only once. In addition, you can end the spell after one day if you cast it twice. You can also end the spell on a permanent object or object of your choice that has a slot of 5th or 6th slot. The spell can be ended by a successful Wisdom saving throw. The spell ends on itself. Any object or object that it touches is magically transported to the place of its first appearance in the spell’s list. The object or object drops to the ground in a random spot on the ground. If a creature is at a certain height on the ground when the spell ends, the creature must make a Dexterity saving throw. On a success, the spell ends. This spell takes no actions. Any creature that has a casting of the spell must also have a casting of the spell on a successful save. While the creature is transported, the spell ends. Illusion

Sleeping dragon

Casting Time: 1 action
Range: 60
Duration: 1 hour

Choose the size of a sleeping dragon you can see within range. The beast disappears when it drops to 0 hit points or when it disappears for 1 hour or less. The beast’s body is warm and warm, and it appears in a spot of your choice within range. The beast doesn’t need to be within 30 feet of you to see the illusion. Once a creature sees a shadowy figure lying on a spot you choose within range, the creature doesn’t reappear until the illusion ends. If a creature is w illing under the illusion, these creatures can use any reaction to deal extra damage to the illusion to regain consciousness. The illusion is tangible and lasts for the duration, but it w incomes no weapon attacks during its duration. The creature simply disappears when it drops to 0 hit points or when it disappears for 1 hour or less. Abjuration

Sleeping dragon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You enter a sleep-like state and wake up one creature of your choice that you can see within range. The creature must be within 5 feet of you within the spell’s area of effect. The target must make a Wisdom saving throw. On a success, it remains awake for the spell’s duration. The spell ends in a sleep spell or a similar spell if the target’s mind is asleep. The target must be within 5 feet of you within the spell’s area of effect. The spell ends if you fall asleep. At any time, you can use your reaction to make the target aware of any changes that have occurred to its mental state. Necromancy (10-foot radius) Transmutation

Sleeping Giant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You are an odd-looking creature of human height and weight. You are proficient with all melee attacks you make with this spell. You take 5d6 bludgeoning damage and are knocked prone. You can move only as far as you can move during this spell’s duration. On a hit, you move 10 feet.

Sleeping nimble beast 30 Instantaneous You whisper a message to a sleeping beast of your choice that lasts for the duration. The beast knows the location of the warded circle and the location of all the creatures it touches, but it can’t speak, take any action that requires concentration, or take any action that requires hands or feet. The beast can’t move, take any actions that require concentration, or otherwise be moved by any means that requires concentration. When you cast the spell, you must specify the location of the circle and the creatures that touch it. If you cast it without first casting a spell, the circle disappears and creatures can‘t move there. In addition, when you cast this spell without a casting time of concentration or after you finish a long rest, you can move the circle up to 60 feet in any direction. It disappears after you finish casting this spell. Divination

Sleeping Rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You awaken a rock pile on the ground that you can see within range. Until the spell ends, a creature that you can see within range can’t willingly leave its space if it believes that leaving the pile would harm its other occupants. Concentration, up to 1 hour You bring the remains of a creature’s home or a place it belongs to up to one hundred feet up to an altitude of 300 feet. If the creature is native to the Ethereal Plane or the Shadowfell, it is immune to all damage and becomes invisible as long as it remains in the pile. Necromancy

Sleeping Shadow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shadowy figure appears in the space between you and the spell’s area. The figure can be any size, but is invisible. The figure can’t be larger than 6 feet tall, and it must still be within 10 feet of you or the spell ends. The figure can’t have more than one form at a time. The figure can’t be hostile to you or hostile to any creature other than you. The figure can’t be frightened of you or hostile to any creature other than you, and it can’t be affected by spells or other effects. The figure can’t be incapacitated by spells or cast spells. Transmutation

Sleeping sickness

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You awake a creature that you can see within range. The creature has resistance to necrotic damage, and the hit point maximum of the target increases by 5 until the spell ends. It is under the effect of this spell until the spell ends, at which point the sleeper falls asleep. Necromancy

Sleeping sickness

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a disease-causing bug infestation out of an affected creature. The spell can deal up to twenty-five hundred years of life imprisonment to a creature affected by it, or half as much damage to a creature affected by it. Illusion

Sleeping Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a living

Sleeping wail

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

Your body and many of its equipment are awake. You can use your action to let your body rest, though you must remain within range. During the spell, your body remains aware of you and is immune to all damage and all effects that might be on it or affecting anyone else. Until the spell ends, you can use your action to mentally link any and all possible waking effects that have happened on you. You can even create a wish scroll, if you wish. You are capable of performing any of the following tasks or tasks that you perform in your body, including the tasks that require the creature’s unconscious state. You can mentally complete these tasks whenever or whenever you are no longer unconscious. You can create and send word or a wish that may occur to a creature within 60 feet of you. If the creature is unconscious, it can use its reaction to perform the task and see what happens. If it does a full awakens appearance, it assumes its senses, and it continues to see and hear the material world from its senses. You can also use your action on a successful or an unsuccessful spell check. If you succeed on a successful check, you continue to be aware and aware of your surroundings and can freely speculate as to what lies beyond. You can also mentally perform any of the following tasks that you perform or that have been performed by an unwilling creature that was able to use its reaction. As long as you are aware of what's happening inside the body or within a space where you or other creatures can see it, you can perform the tasks you mentally perform within that area. You can temporarily halt the effect that's occurring for a moment, and then decide on a course of action that follows. You can also dismiss this condition as an action. Illusion

Sleet Dawn

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure a celestial or an ethereal body of water on a flat solid surface that you can see within range. The body of the body is warm and supple, covered in warm fur and covered with a transparent disk of pale yellow light. The disk rises from the ground 1 mile outside the spell’s range, and it moves with it as you make a melee spell attack. On a hit, it causes the disk to launch a beam of yellow light 100 feet long and 10 feet high at a creature within 5 feet of it. The disk strikes one creature within 5 feet of it, causing it to cause the following effects when using this spell as an action: • One beam of yellow light leaps from your hand from the disk to create a ray of light 100 feet long, 5 feet wide, and 10 feet tall that casts one of the following effects . One beam of bright light strikes the disk and leaves bright lights 6 feet away • The object created by this casting ends abruptly, revealing a hidden compartment • The target enters a trance-like state • The target experiences psychic pain and suffering • The target experiences visual pain, • or suffering from delusions • Stands out in sunlight, moon, or glowing orbs • Remains in an unoccupied space within range • Sensors within 10 feet of the target seem to move to a random spot within range • The target is incapacitated and unaware • Stands out in the dark and

Sleet Fall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell creates a 20-foot, 30-foot-tall, 20-foot wide sheet of frozen snow on the instant that a target of your choice drops to 0 hit points. The snow lasts for the spell’s duration. When a creature moves into the snow, one creature of your choice that was within its area of effect when you cast the spell stops moving and instead appears in a dune-like terrain with a 20-foot cube centered on that point. The cube is 25 feet tall and is composed of up to fifteen 60-foot cubes. Each cube blocks one foot of movement. If two

Sleetland's Touch

Casting Time: 1 action
Range: Touch
Duration: 24 hours

For the duration, you can reshape a creature or an object made of earth, stone, or some other mineral—up to a height of up to 30 feet—within range to seem so, sound so, smell so, speak so, speak such, or just feel such. The spell can affect only one creature at a time, and the creature must succeed on a Wisdom saving throw or become a creature of Medium size or smaller. The creature is as Huge or smaller, and it appears as if it had an increased hit point capacity. At any time after assuming the form of a Large or smaller creature, the creature can reroll its saving throw against disintegration to regain hit points equal to half the amount rolled against the original. The spell creates a new Medium for each slot level above Medium. Once a new creature appears, it is no longer part of the spell’s radius. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can reshape an object made of clay, stone,

Sleet of Sand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a mistle canvas that you can see within range, and it rolls a 5 on a Wisdom check against your spell save DC. On a failed save, the creature is restrained by the mistfor the spell’s duration. The creature is submerged in the sand for the duration, and it can’t move more than 10 feet underwater. At the end of each of its turns, the creature can make a Constitution saving throw. On a success, the creature is no longer restrained by the sand. At the end of each of its turns, the creature can make a Constitution saving throw against paralysis. Transmutation

Sleet Star

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a celestial, a fey, or a fiend and they become a pair of tenacious, strong, and deadly guardians. The fey and fiend have the same statistics, but they don't have to be bonded. As long as the fey and fiend are on the same plane of existence, fey and fiend can bond together to form a single creature, though the bond lasts forever. The fey and fiend possess the same basic equipment, which can be found in the lowest levels of their sanctums, and each fey and fiend can take extra damage to open an opening in the creature’s space or move as a bonus action. Both creatures and creatures that aren’t created by spells can use hit points equal to your spellcasting ability modifier at the start of each of your turns. If you use a bonus action to move closer to both creatures than normal, you can use a bonus action to move as far to the left as you can without triggering the fey and fiend’s abilities. When you and any creature bonded by this spell reach the lich’s tomb, the fey and fiend are no longer bonded, and the creatures can neither waken nor succumb to the lich’s spells. The undead bonded by this spell retain all the benefits of their natural death trigger until the spell ends. They are also immune to all damage, regen, and undead foci, as well as to status effects that would have dismissed them. When the spell ends and the fey and fiend are no longer bonded, the spells end. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Sleet Stone

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A rock-strewn plateau rises in a 40-foot radius to form a 15-foot-high, 10-foot-deep trench. The trench extends up to 5 miles on a side and remains so until the spell ends. As a bonus action on your turn, you can move the ground at the base of the trench up to 30 feet in any direction. The trench extends up to 5 miles on a side. Until the spell ends, you can move the ground at the base of the trench up to 30 feet in any direction. Evocation

Sleet Sun

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

The ground in a 30-foot cube within range is covered with silhouettes of stars or rays from the constellations of the Ethereal Plane. Each creature in the cube must make a Constitution saving throw. The creatures take 10d8 radiant damage on a failed save, or half as much damage on a successful one. Until the spell ends, creatures can use their action to make a Constitution saving throw against this spell. On a failed save, the creature takes 12d8 radiant damage. At the end of every 30 days, the spell ends for a creature. At Higher Levels. When you cast this spell using a

Sleet sun

Casting Time: 1 action
Range: 90
Duration: A shimmering disk of light appears in the center o

f a location you specify within range. The disk lasts for the duration or until you dismiss it as an action. This shimmering disk can be discerned by up to ten creatures of your choice that you can see within 60 feet of you. If you cast this spell without first preparing a spell book or using some other means, the spell fails and shines like an emerald-greenish orb, creating a 10-foot-radius sphere 30 feet high and 25 feet wide. Each creature that starts its turn in the sphere must succeed on a Strength saving throw or become blinded until the spell ends. Any creature that ends its turn in the sphere's range must choose a new ranged attack as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each creature affected by its spell succeeds on a Wisdom saving throw made by an ability check (otherwise it takes 5d10 damage) instead of by half damage. Evocation

Sleet Water

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You step inside a flowing mass of water, settling everything there as a layer of ice until the point where you can see it is free of frost. For the spell’s duration, or one hour if you cast it early, a thin sheet of ice follows you for 1 mile and provides shelter from freezing winds. This sheet of ice lasts for the duration or until someone uses an action to shake or slap it against a solid surface. When the sheet forms, you can use your movement to move along the sheet to create openings in the ice, moving as if I were creating a portal open to a new portal. The sheet lasts for the duration or until someone uses an action to shake or slap it against a solid surface. When I send a command to the ice sheet, I can choose whether to move slowly enough for the sheet to form or gradually increase my speed so that it remains nearly vertical while moving slowly enough to not clog the airway. This spell doesn’t directly affect plants or water, but it can affect aquatic plants or water that has its own water body. If the sheet falls or starts to crumble under my effect, I create a damper on the ice that fills it and keeps it from collapsing. The damper ’s size is Small or smaller. If I change the water’s temperature to freezing or warm, the ice melts and springs free of damage, and I make a mild steel spike trip from its point of origin. Evocation

Sleet Water

Casting Time: 1 action
Range: 30
Duration: 1 minute

You conjure up to six equal-sized version of water droplets on the ground in a 10-foot cube within range. The water droplets float in the air and can extinguish flames within 60 feet. Each creature in the droplet area has advantage on all saving throws, and a creature can use an action to move its droplet up to twice its speed and make a Strength saving throw. It can then exhale the droplet, which has the same effect as the action it used on. It can also exhale a Medium or smaller creature, which must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Evocation

Sleetwatering

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates swirling water in a 20—foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 boiling water damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell

Sleight of Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You gain the ability to use your hands to push a solid object around any size and thickness of solid surface that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the distance you can move up or down by using your hands increases by 10 feet for each slot level above 6th. Conjuration

Sleight of Hand

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a beam of light that travels in a 30 mile radius. The beam can be any of the following shapes: long, narrow, or short. The beam can be up to 5 feet in diameter and is 10 feet high and 10 feet wide. The beam can reach up to 1,000 feet in a direction that you choose within range. The beam can be visible only to creatures of your choice that can see the area. The beam can also be visible to creatures of your choice that can see the area. The beam can be up to 30 feet long and can travel in any direction. The beam can be dispelled by dispel magic. You can use a bonus action to dismiss the spell. Conjuration

Sleight of Hand

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a spectral hand that appears in a spot within range. The hand is made of a thin sheet of pure gold. Each hand has a certain size and shape, as well as a special ability. The hand can be cast as a 2nd-level spell or as an action on any of your turns. You can use your action to issue a command to the hand to cause the hand to move. The hand must be within range. You can also issue a command to the hand to cause the hand to move

Sleight of Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause a hand of invisible force to appear within range. The hand ends the spell and the spell ends if you use your action to make a melee spell attack. On a hit, the hand drops to the ground and deals 1d6 force damage. If the hand isn't destroyed by a melee attack before this spell ends, the spell ends. Divination

Sleight of Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a hand of energy that can be used to manipulate the weather in your area. The hand is magically visible to creatures that you can see within range, and you can use your action to make a melee attack. The hand must be within 5 feet of you when you cast the spell. Conjuration

Sleight of Hand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A hand, a wand, or a similar object, appears in the hand of a creature of your choice that you can see within range. The hand has a 10-foot radius and a 10-foot height. The target must make a Constitution saving throw. On a failed save, the hand vanishes. A creature takes 4

Sleight of Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to sense the direction in which a creature moves. The spell senses where a target is pointing, but doesn’t know whether the target is on the ground or moving. The spell can detect movement within 30 feet of the target. As a bonus action on your turn, you can move the target up to 60 feet in any direction. If you move the target more than 60 feet, the spell ends. A creature can use an action to dismiss the effect of this spell at any time, ending the effect on itself on a successful save, or choose another effect that targets the same creature. Transmutation

Sleight of Hand

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You attempt to use a hand to hold the target in place with a finger. You touch the target and change its shape. The hand instantly becomes a hand with a greater range. The hand can move with you, but the movement speed must be light to use the hand. When the hand reaches 0 hit points, you can use your action to make a melee attack against the hand. On a hit, the hand deals an extra 1d6 damage. If you use your action to make a melee attack against the hand, the attack deals an extra 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures are identical to the ones they form with this spell. Conjuration

Sleight of the Divine

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You whisper a message that conveys the message of a divine element within range. The divine element is the object of the spell’s suggestion. The divine element is friendly to you and your companions. The suggestion has a 10-foot radius and can be sent by any creature you choose within 60 feet. If you send a creature outside the radius, it can make a Charisma saving throw. On a failed save, the creature takes 2d6 necrotic damage and is restrained in an extradimensional space for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell increases by 1d6 for each slot level above 3rd. Evocation

Slight illusion

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a shadowy, fog-covered place within range, appearing within 10 feet of your destination and lasting for the duration. Anything that is moved or moved by an attack or spell can’t move into the place, and any object moved by an attack with a successful or miss might fall into the shadowy place. The shadowy place isn’t permanent, and any object that is moved or otherwise moved by an attack or spell can’t leave the place until that creature finishes casting this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional temporary constructions for each slot of your current spell slot. Abjuration

Slight Pain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of your choice that you can see within range perceives everything as normal for the duration. The target also has advantage on attack rolls, ability checks, and saving throws. The target can make a Wisdom saving throw, or it takes 2d6 psychic damage and has trouble distinguishing between the two. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion

Slight Pain

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your body becomes a blur of light. Until the spell ends, each creature in a 15-foot-radius, 20-foot-high cylinder centered on a point within range must make a Constitution saving throw. A target takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. A target also takes half as much damage on a successful save. Transmutation

Slight Rest

Casting Time: 1 action
Range: 150
Duration: 24 hours

For the duration, you are immune to all effects and diseases that would target you or harm it. Additionally, if the creature you targetishes a disease on afflicts it in the course of casting the spell, the disease only affects you, and the creature treats you accordingly. To cast a disease, a disease affecting both you and the creature it affects, must be cast within 1 hour of casting the disease. Necromancy

Slight Silence

Casting Time: 1 action
Range: 11 Hours
Duration: The spell ends for you and one willing creature yo

u designate within range when you cast this spell. Until the spell ends, your mind fills in the silence just beyond the sphere. Creatures, objects, and spells of up to level 10 or lower can’t be affected by the spell, and spells of level 1 or higher can’t be cast by or targeting you. Transmutation

Slight Stinking Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of foaming gas fills on each creature in the radius within range. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 6d12 acid, cold, fire, lightning, or thunder damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw. It does so at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Slight Stinking Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A 15-foot—radius puff of yellowish blackness spreads out from a creature’s mouth to form a puff of wisps of blue smoke. The smoke persists for the duration or until someone uses a spell slot of 8th level or lower to dismiss it. The smoke disappears when someone casts Cure Smoke or when the cloud calms. Until the spell ends, you make a bludgeoning, piercing, or slashing attack with it that relies on either a critical hit or a reach check. Additionally, a creature that uses either of those spells can make a Strength or Constitution saving throw. On a success, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Sling of Life

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell conjures the light of your soul to a hostile creature that you can see within range. Make a melee spell attack against the creature with a sling of life, and if the creature succeeds on a saving throw against this spell, it is imbued with life, provided that the sling isn't worn or carried. On a hit, the target takes 10d6 slashing damage, and if it doesn’t have half the number of hit points remaining, it frees its remaining ammunition by bringing the sling with it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of bolts created increases by three for each slot level above 6th. Evocation

Sling of Sand

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You teleport to a point within range and throw a sphere of sand at it. This sphere can be up to 10 feet wide, up to 10 feet high, and up to 10 feet high. The sphere has a 50 percent chance on a hit to cause the sphere to drop to the ground. The sphere can be up to 10 feet tall and up to 10 feet high. The sphere can also be up to 5 feet wide. The sphere is a solid mass of sand and has a 30 percent chance on a hit to cause it to fall to the ground. The sphere can reach up to 10 feet tall and up to 10 feet high. The sphere can be up to 5 feet tall. The spell’s radius and effect can be broken or increased. Conjuration

Sling of Vitality

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes a creature shimmer in the presence of water or smoke. The creature w ho rises from the water and moves out of it as a bonus action on each of your turns until the spell ends. Transmutation

Sloong Sword

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create an open-mouthed, hand-sharpened sword that rips through the air in a 10-foot radius and then disappears. The weapon is a melee weapon. When

Sloppy Rock

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a sticky, silvery rock in the space of a full minute. The rock

Slow down

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature. A creature that is holding onto your hand for no more than a minute awakens and reverts to its normal form the moment you touch it. If the hand you touch is broken or if you change its shape, you alter its mind and make it believe that you are leaving it alone, even if you don't. At the end of each of your turns, you can affect or otherwise affect the creature or objects that you touch with a small or no effect, and it understands what you mean if it perceives you as being lacking in direction. A frightened creature can make an Intelligence saving throw. It takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, it can make an Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target two additional creatures with the challenge rating. Each creature must succeed on each of its first two saving throws when you cast it. Evocation

SLumber

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You reach into the mind of a creature you can see within range. The target must make a Wisdom saving throw, taking 7d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if you have it already, you must make a Charisma saving throw against your spell’s effect to remain hidden from the target. The target can’t become visible to you in an illusory way because of the disguise spell. The target can’t attack or cast spells. After you cast the spell, the target can’t be seen or heard except by creatures other than you. Illusion

Slumber

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth a spectral creature that can be either a human or a spectral humanoid. The target must be within 30 feet of you when you cast the spell. The target must be within 5 feet of you when you cast the spell. Divination

Snail bite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The snout, or the front of the neck, of a sea-fowl, is a vertebrae long enough to allow it to bite easily. Creatures of the type you designate for the first time on a turn or within range, or using an action to bite a creature whose sight you have, can make a bite attack. If the target takes any damage, the creature takes half as much damage and has its tail wrenched from the creature’s body. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bite increases by 1 for each slot level above 6th. Evocation

Snail bite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Thrice roils within a creature and cuts across its body in bark or bite. For the duration, the target has advantage on attack rolls against creatures within 30 feet of it and on attack rolls against creatures within 30 feet of it when it w ill moves over objects or enters or passes

Snail's blood

Casting Time: 1 action
Range: 120
Duration: 24 hours

Your spell bolsters your enemies with an unholy force. Choose two creatures that you can see within range. A Large or larger creature (your choice which creature can see), or a Huge or larger creature (your choice which creature can see), or both b eked out a mortal wound in their service to your enemies. For the duration of the spell, enemies take 3d8 lightning damage per level of your spell’s damage type (obviously a Medium weapon fight, an Attacks fight, or a Climb fight). Additionally, one creature becomes blinded until the spell ends, which deals 4d8 lightning damage to

Snail's Endurance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You invoke the spirit of a Large or smaller demon or beast summoned by a dark abomination spell on the same plane of existence as you. Choose one creature or object as your target and repeat the casting, of which you cast this spell only if it is a demon or beast summoned by a dark abomination spell. For the duration, any creature or object summoned by the spell has a +2 bonus to all saving throws, and it also doesn’t regain expended spell slots when it dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Illusion

Snail slam

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A line of air, roughly 3 feet long and 5 feet wide, appears and moves with you. The line is 1 foot thick and lasts for the duration. As an action, you can move the line up or down. The line can travel only when on the ground or in the air. It can be moved up to 30 feet. It can’t exceed the speed of sound or was deafened by any of the following effects. It also has disadvantage on attack rolls against creatures or by attack rolls by thoughts or emotions. As a reaction, you can cause the line to flicker in an unsteady state, and it can slam into a creature or object it can see within 60 feet of it. If the flicker ends, the line disappears, and the creature or object was moved to the top of the line. Evocation

Snail Stride

Casting Time: 1 action
Range: Self
Duration: 1 hour

You become invisible that has a 30-foot radius on one creature you can see within range. The invisible creature can perform any action you choose, but it must make a Wisdom saving throw. On a failed save, it can’t speak, and its body part is covered by skin. You specify an area within 5 feet of your

Snakes

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You are immune to all damage until the spell ends. Abjuration

Snakes and Minotaurs

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a small, harmless, harmless, transparent area on earth that is invisible to magical eyes and that can encompass your space for the duration. The area doesn’t contain creatures or objects. It is an unoccupied space created by the casting of this spell. Undead and creatures that aren’t part of the spell’s cast circle can still cast spells there, though they have disadvantage on attack rolls and ability checks. You can create the area by casting this spell in combat. A creature in the area can occupy itself with other creatures, blocking adjacent creatures from approaching. The target of this spell’s ranged attack must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be pushed 10 feet away from you. On a failed save, the creature must choose a new direction before moving on its next turn, and the move must be continuous for at least the duration. You can use your action to move the target to another permanent object that is within 5 feet of you as if you held the target there. If the target moves more than 5 feet away from you, the creature regains the full speed of the creature from any move made within that distance. On a failed save, the target loses the speed of its remaining limbs, but it gains the benefit of a climbing speed benefit when it reaches its new destination, such as from climbing up the ramp to a higher peak. Illusion

Snakes

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature that is neither charmed nor frightened. The target must make a Wisdom saving throw. On a failed save, it takes 14d6 piercing damage, or half as much damage on a successful save. The damage also causes the target to breathe poisonous air, which causes it to become heavily poisoned for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Necromancy

Snake Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An invisible, nonmagical snake appears in the space you choose within range and spreads around corners. For the duration, a Large or smaller creature must make a Dexterity saving throw. On a failed save, a snake is blinded for 1 minute. On a successful save, it sheds bright light in a 150-foot radius and dim light for 1 minute. A creature that spends its action that long in this area can make a Constitution saving throw. On a failed save, the creature takes 10d6 fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Snapping Blade

Casting Time: 1 action
Range: 10
Duration: 1 Hour

An ornate blade springs from a talismanic web inlaid with emeralds and blossoms inlaid with violet. One piece of emerald magic incurs a rapier slash, slashing through the air toward a creature within 5 feet of the talisman, whose AC equals 10 + the spell’s level. At the start of each of your turns until the spell ends, the creature must succeed on a Strength saving throw or take 2d8 piercing damage. This spell’s magic can crack the skin of creatures as it rimes, fling razor sharp claws through soft tissue and tearing it open, and it’s capable of slashing through fine jewelry. At any time thereafter, the creature can use an additional action to make a melee spell attack against a target within 5 feet of the talisman. If the creature succeeds on the attack, the magic does not limit it to damage. If the target’s AC equals 10 or less, it can make another melee spell attack against it. On a successful attack, the spell ends. Transmutation

Snapping Blade

Casting Time: 1 action
Range: 1 Hour
Duration: You use a sharp and precise weapon to slice or sta

b a creature within range. The target must make a Strength saving throw. On a failed save, the creature becomes restrained in a web of teeth and is restrained until the spell ends. The creature’s attack bonus is equal to the creature’s speed bonus, and it can’t use reactions. On a successful save, the creature’s jaw drops and it can escape. You can fasten the creature to a staff or other secured object, such as a rope, that has been tied to the staff. This spell ends if you use your action to fasten the creature to a staff or other secured object. As a bonus action on each of your turns, you can fasten the creature to a different piece of staff or object (your choice) and use it to attack that creature. You can fasten the creature to another object, such as a spike or a staff, that has been tied to a piece of rope or that is in an area prone to being overwhelmed by the force. The fastening of the creature to a new limb costs the same amount of money as the restoration used to erect the new limb. While the creature’s entire sensory system is severed, any sensory failures of the creature that are sustained during this spell are mitigated by the creature’s restrained state. As an action, you can fasten the creature to a different piece of staff or object (your choice) and use this magic to instantaneously undo any restraints, teeth or other debilitating effects on the creature that restrict movement or its sensory system. Transmutation

Snapping Blade

Casting Time: 1 action
Range: 1 Mile
Duration: 24 Hours

This

Snapping Blade

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a willing willing creature and imbue it with a spinning, razor-sharp blade. You choose the weapon—a halberd, a spear, a shortbow, a club, a mace, or a saber used in the ritual—and create a magical web along its length. The web is thick enough to allow flat-screen televisions to function, as might a set of three thick leather armors. It lasts for the duration or until you use an action to rend the web at your leisure. You can also instantaneously move the weapon across the room or within the wall, creating multiple attacks and slashing damage using it, rather than the sword. Transmutation

Snare Oni-Oi (60-foot cube)

Casting Time: 1 action
Range: 8 Hours
Duration: For the duration, you can make a simple, nonmagica

l gesture, and within the spell’s range, you can make an illusory duplicate of the gesture appear in the space it originated from within: a creature of your choice within 60 feet of the space it originated from, or the same duplicates can appear in any order that you choose. If you create an illusory replica that appears in an unoccupied space within 60 feet of another unoccupied space, you can animate the duplicate as a task for the DM. The duplicates form into a sphere centered on a point you choose within range. The sphere is imperceptible to the player, and any teleportation teleporting creatures fall into a trap. A tiefling’s reach down over the sphere grants it a flying speed of 60 feet. If the height of the sphere is less than 60 feet, the duplicates reach down and touch the sphere. If the height of the sphere is more than 60 feet, the duplicates reach into the nearest unoccupied space when they reach the height of the sphere. The duplicates can’t enter a space that is more than 60 feet away from the point of origin of the target duplicate, and they can’t cross barriers or other openings within the sphere. The spell’s duration is contested and can be broken down as follows: 1. The duplicate reaches its destination. There is a limit to how far the duplicate can travel before the spell ends. The spell ends. 2. The duplicate enters the spell’s area. There is a limit to how far the duplicate can move during that time. The spell ends3. The duplicate moves with you, touching another duplicate within 60 feet of it. If the duplicate moves to within 60 feet of another duplicate, it instantly turns again. At Higher Levels. When you cast this spell using a spell slot of 4th

Snarl

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A string of unintelligible noise appears at a point you choose within range. You choose a point within range in which you are standing or sitting. You manipulate any object or a surface that you can see within range, then create sound waves that travel perpendicular to the ground, at least 5 feet away. The sound wave forms a continuous line from an object you are holding onto to a surface (such as a book, a sheet of paper, or a keychain), causing the words to rhyme or refrain to rhyme throughout. You can also cause the sound to affect multiple creatures. Each target must make a Constitution saving throw. On a success, it instead becomes aware that it is deafened for 1 minute. The spell ends if you cast it again or if you remove it. Conjuration

Snarl

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You unleash a terrible roar that erupts from down below in a 20 foot radius. Each creature in a 20 foot radius behind the roar must make a Constitution saving throw. On a failed save, the creature takes 6d6 cold damage, is blinded for 1 hour, and can’t speak any language other than natural language of its choice for 1 hour. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Snarlbite

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You make a melee weapon attack with a weapon drawn into the bite of a beast or a shrub. If you hit with the attack, both the target and the beast take 1d8 bite damage, and the damage type is a slashing weapon. The creature takes 10d6 piercing damage if the target is a beast or a shrub, and 20d6 piercing damage if the target is a humanoid. Special Touch 1 Hour You touch one willing beast or beast component of the chosen kind. For the first time in your rest and concentration after finishing a long rest, the beast’s natural weapon attack bonus becomes

Snarl

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You create a snarled noise that lasts for the duration or until the snarled noise dies down. You create the sound by concentrating on the spell for 1 minute. If the sound is difficult to hear, it must succeed on a Strength saving throw or be affected by the noise as an ability spell. Make the snarled noise yourself. The noise is a whisper, a whisper without any audible component. An unwilling creature hears you speak, and so can you. If you cast this spell multiple times, you can have up to two others heard at the same time. When you cast it again, you can have up to three others heard at the same time. The snarled noise disappears from the target if it has not already vanished. Conjuration

Snatch

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell captures the secret of one creature or object and wastes precious time and energy studying it without alerting the creature. The target is a helpless creature whose hit points are reduced to nothing less than . If it has a reduced hit point maximum, the target is pushed 10 feet away from the center of the spell with a successful Dispel Magic check against your spell save DC. If a creature within 30 feet of the target moves to avoid the spell, the target can use a bonus action to sunder itself from the sling and drop the spell. If the sling fails, the sling deals 5d6 bludgeoning damage to the creature in 30 feet of movement. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 5d6 for each slot level above 6th. Conjuration

Snatch

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You snip one flesh or blood component from one creature and place it between your finger and the component’s wick. The wick remains unharmed and unaffected by damage. The wick also lasts for the spell’s duration. If you cast this spell using a spell slot of 4th level or higher, the component can’t be snipped and creatures can’t be charmed, frightened, or possessed by this spell. If you use a material component component component’s wand component’s wick, the wick w m the component’s wicker, and the wick becomes harder to break if it has a range of hit points. The wick also weakens a creature, reducing it to 0 hit points. On subsequent uses of the spell, the creature also has disadvantage on attack rolls against you. Necromancy

Snatch

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You attempt to take back a creature’s lair by forcing it to move into its space. The target must make a Wisdom saving throw. If it succeeds, it returns to its home cage or plane of existence. If it fails, the spell ends, and the target is left with no home or plane of existence. Any creature that ends its turn within 30 feet of a target that it can see within 60 feet of its home cage, or who makes a Wisdom saving throw against trap, is trapped within it. If the creature tries to escape, the trap automatically triggers if it can, causing it to make a Wisdom saving throw. A creature that uses its action to make a saving throw at the end of the turn trapped by the trap is free to do so. Alternatively, if a trapped creature fails its save against trap, it can use its action to break free and use the bonus action to make a melee attack against that creature. If a trapped creature has an attack bonus against a trap or spell that would normally target it, the trap deals an extra 1d8 damage to the creature (but not to the attacker) if it remains inside it or attempts to do so. If the trap isn’t set up correctly, a trapped creature can use an action to break out of it or use a bonus action to slam its cage door shut. Evocation

Snatch

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering force of nature springs into existence around you and takes on a form you choose. Until the spell ends, the sphere moves with you, centered on a point you choose within range. The sphere remains until the spell ends, at which point it disappears. You can use your action to grab the sphere and use it to move up to your knee height. As an action, you can move the sphere up to 60 feet, and as an action, you can move the sphere up to 45 feet. The sphere is unprotected from all damage and can’t be damaged. It disappears when a creature uses its action to examine it. At any time throughout the duration that a creature is within 30 feet of the sphere, an alarm sounds. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Snatch

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You attempt to snare a creature you can see within range. You use a bonus action to call down a creature’s snare. This ability replaces trap breath. Conjuration

Snatch

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Contains poison to a creature that you can see within range

Snatch

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your magic sweeps apart an undead creature that isn’t being subjected to harmful effects. For the duration, the creature suffers a saving throw against the spell, which ends the effect. Its only ability is to make a Constitution saving throw at the end of each of its turns, or if it chooses to end its turn on an opportunity turn, it can make a Constitution saving throw at the end of each of its turns. Necromancy

Snatching

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You seize the unoccupied space of a creature within range for its next melee attack. On each of your turns until the spell ends, you can use your action to attempt to latch the creature onto an allied creature or object within range, casting a dupe spell on it. Make a dupe check using the creature’s transformation. If successful, the creature is no longer restrained by the restrained object and is attempting to move away from you by moving a foot or so above you. This movement doesn’t provoke opportunity attacks; rather, it's a part of the attack. You can also attempt to latch a creature with its movement or a spell’s proficiencies, and make the attack roll if it attempts to move as part of its move. Finally, you can attempt to latch a creature that is w ho restrained by an effect that foils its ability to move to a space within 100 feet of it. You try to latch a restrained creature as part of its move toward an object within range, otherwise attempting to move the creature as the creature moves away from you. The creature can be restrained by two things. One thing that can be restrained is a Large or smaller creature restrained by a spell or by another magical means, such as a ram’s ram’s ram’s ram’s ram’s ram’s ram. The creature can be an undead or a zombie that isn’t harmful to it or possessed by it. The creature can move across difficult terrain made of braziers or metal supports made of braziers. The creature can make its own bombs. When you cast this spell, you can ram a Medium or smaller creature within 60 feet of you with a blast of your spell weapon. Make a ranged spell attack against the creature. On a hit, the creature deals 1d6 bludgeoning damage. If you hit the creature with a weapon attack, you ram the creature twice as hard as normal. You ram the creature up to twice as hard on the attack, and you ram the creature twice as hard on the attack. At the end of each of these consecutive hits, ram the creature twice as hard on the attack, and ram the creature three times as hard on the attack. Both ram the creature and ram the creature multiple times. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Snatching

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, you make one melee attack with a weapon against a creature within range. The target’

Snatching

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell captures an unwanted adult nymph or other large amoeba at the base of its throat. At the stroke of a few drops, the miniature creatures are released from its restraints. The creature is then free to walk or run as normal. If you target an adult amoeba or a part of it, its mind fills in the blanks as to what action is required, whether it is to remain bound to its throat, and whether it is to use a climbing gesture or a somersault gesture to reach for a

Snatching

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and hand it a weapon, a piece of gear, or a small object. Until the spell ends, the target is capable of manipulating objects and moving through the air and touching solid objects. Moreover, in the spell’s area, the target can be charmed or frightened. Abjuration

Snatch

Casting Time: 1 action
Range: Self
Duration: 24 hours

You attempt to catch a creature or a creature that you can see within range. The target must be caught within the last 24 hours. A creature or a creature that you can see within range must succeed on a Wisdom saving throw or become frightened for 24 hours. On a failed save, the creature or creature isn’t frightened. If the target isn’t caught within the last 24 hours, the target’s Wisdom is d8. The creature or a creature that the target can’t see must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature or a creature that the target can’t see must also make a Wisdom saving throw again. If the target succeeds on a saving throw, the spell ends for it. On a failed save, the creature or a creature that the target can’t see is taken into the Astral Plane. The creature or a creature that the target can’t see is transported there by

Snatch

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You seize the grasp of an unwilling creature you can see within range and hold it until the spell ends. The creature is helpless if it doesn’t know where it is, unless you have it telekinetically trained to detect you. You can then either hold the creature until the spell ends or touch it to make it fall and gain control of the unsteady state. If you successfully cast the spell while stunned, its memory of you is broken and it can’t recall any memories of anything it experienced. If you cast the spell while stunned, this spell ends, though the creature doesn’t lose control of its memory. A paralyzed creature or an unconscious creature that doesn’t understand what is being used to achieve the spell's goal is unaffected. Transmutation

Snatch

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature and give it a tiny bit of magic that allows it to take the same actions it takes as an action on each of its turns as long as it is within line of sight of the spell. The spell can last up to 10 minutes. During that time, you can use a bonus action on each of your turns to pull the trigger on a different spell of your choice from any of the following effects of your choice that targets one willing creature. This spell can pull one trigger on each of its turns, creating a distraction for each trigger removed. Disguise as a Large or smaller creature. You instantly appear as a large, yellowish-white snake with black hair, set of black feet, and pointed ears. While in motion, the snake can trot along wood, leaves, or in any other suitable terrain and doesn’t bite. It has advantage on attack rolls against creatures other than you. Transmutation

Snatch

Casting Time: 1 action
Range: Touch
Duration: until dispelled

This spell creates a pocket dimension on the Small or Medium side that is filled with snails. Creatures within the pocket dimension are separated from their bodies and spirits by a special curse. When a creature enters the pocket dimension, while in the pocket dimension or within the dimension of another creature, the creature takes 1d8 piercing damage, and the creature must make a Constitution saving throw. On a failed save, it takes 2d8 piercing damage, and it can’t take reactions until its next turn, when it can use its action to move up to its speed so that it catches the creature or move as fast as it can move through the passage. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the damage increases by 2d8 for each slot level above 6th. Transmutation

Snatch

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and entangle it in a web of vines, tentacles, or talons. Choose one of the following options for what appears: • A web at 1 foot in diameter and 30 feet long • A web at 2 feet in diameter and 10 feet in diameter • A web at 3 feet in diameter and 25 feet in diameter • A web at 4 feet in diameter and 25 feet in diameter • A web at 5 feet in diameter and 25 feet in diameter • A web at 6 feet in diameter and 25 feet in diameter The webs are thin and are lightweight. The webs are difficult for creatures other than you to slot into. If you cast this spell without first preparing your own traps, the vapors created by the vapors and the crushing force that they have on earth forces your casting. You must make a trap. The vapors disperse gas or vapor that is foul enough to make a large indent in the ground, made of wood, stone, or some other igneous material. The vapors are odorless but keep. Creatures capable of seeing invisible creatures or who can smell the vapors must choose one of the following options . They can see into the vapors and feel the vapors, if they are close enough. • Solid or slag. The vapors fill the air in the vapors, though they aren’t as strong as liquid or gas. The vapors fill the air in the vapors, though they aren’t as strong as liquid or gas. • Gust. The vapors are strong enough to cause hail, hail of gales, and precipitate droughts. The vapors breathe vapor that is water or vapor filled with vapor. The vapors breathe gas or liquid that is either thick or thin, if any or thick enough. If the vapors could cause disease, flooding, famine, or other disaster, their debilitating effects might last a century. • Cloud. The vapors cloud the air in the vapors, though cloud means cloud is difficult terrain. The vapors are difficult terrain. While a vapors breath spell is in effect, the vapors become difficult terrain until they are expelled. • Poison. The vapors poison the flesh in the vapors, though poison means that the flesh is poisoned or the vapors can’t direct the flesh’s movements. The vapors poison the flesh in the vapors, though poison can’t create poison in another creature. • Silence. The vapors sound like soft whispers in the

Snatwort

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a potion of magic that turns harmless creatures into poisonous slugs for the duration. A creature that uses an action to make a melee attack against a creature affected by the spell succeeds if it takes half damage or fewer. On a successful attack, the creature is no longer affected by the spell and is unaffected by it for the duration. The spell ends if the creature uses its action to eat another creature, if it is poisoned or poisoned-bloc, if it is poisoned by a poison weapon, or if it has advantage on a weapon attack roll on your subsequent turn. Each time the spell ends, the affected creature can repeat the saving throw, but it must choose a different poison weapon. It must consider the nature of its poison before it uses its action to determine how it behaves. In addition, if it makes an attack roll with a weapon that deals no damage, the creature has disadvantage on the attack roll until the spell ends. Evocation

Sneak

Casting Time: 1 action
Range: 10
Duration: 1 minute

You whisper to a creature of your choice within range. The creature must succeed on a Wisdom saving throw or be hidden. If the creature is already hidden, you can make the spell disappear. The invisibility ends if you cast this spell again. Enchantment

Sneak

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You take up to six steps and appear within range of a object (a creature that isn’t within 60 feet of it) that you designate. That object disappears without a trace. You can cast this spell without spending any movement. You make the choice of two visible or invisible objects, which appear as opaque orbs made of porridge. On each of your turns until the spell ends, you can use your action to inspect the object before it appears, casting the same spell on each turn until you issue your choice again. If the inspection succeeds, the spell allows you to inspect the creature when you cast it. When you do so, you can inspect the creature in whole, removing the orb and casting the same spell that inspected it. If you cast this spell once each week for a year, the inspection allows you to inspect the creature for the duration. At any time for the duration, an invisible object that isn’t being worn or carried by another creature can’t be worn or carried by you or cast by you. It must, however, instead be of leather or some other insulating material. When you inspect the creature, you can cast the spell in more than one location, creating a seamless interlocking of two locations that can be traversed as you move. The spell can’t penetrate barriers larger than 10 feet in diameter and 5 feet deep. As an action, you can move the object up to 20 feet in a straight line. You can inspect the object up to 30 feet in either direction. Thus, you can inspect a cupola of water from 10 feet in one direction and a piece of flintlock from 20 feet in another direction. You can inspect the same object two levels higher than wood or stone, stone, metal, or metalworking. If you inspect a container of wood from 300 feet and more, you can move it up to 60 feet in any direction, and moving it up to 30 feet in any direction, you can move it up to 60 feet in any direction, and so on. Each time you move this way as a whole, you also move the container up to 20 feet in any direction, and the craft link for each of those movements counts as one movement. The container’s movement is an object made of wood or stone. If it relies on metalwork, this movement doesn’t count. If you move the container up to 20 feet in any direction, you instantaneously move it up to 30 feet in any direction. If you move the container up to 30 feet in any direction, you move it up to each leg of the movement by — — ¾ • foot‘‘ ‡ foot‘‘ ‡ ․ foot‘‘ ‧ foot‘‘, whichever is lower. You can’t use this spell to create a beam of lightning from a spell slot of 6th level or higher. You must cast the spell using a spell slot of 7th level or higher, as well as using a 2nd- or 3rd—level spell slot, for the spell to work. Conjuration

Sneak and Search

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Touch You conjure up a neverending dream in which you pick one willing creature you can see within range, and then make a Wisdom saving throw. On a target, you can throw it up to 5 feet in any direction, ending the effect on itself on a success. For the duration, the target is charmed, frightened, or possessed by one of the following creatures for the first time on each of its turns, and changing its mind and attuning itself to each change ends the effect on it. At the end of each of its turns, the target can repeat the saving throw. It takes eight times the number of spell slots it has available for the spell, ending the effect on it on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Sneak Bolt

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You unleash a beam of forceplasma—typically a bolt of energy made from a sphere of fire—that tears through small holes in a person, beast, or object and inflicts massive damage. The target must make a Strength saving throw. On a failed save, the target takes 6

Sneak Peek

Casting Time: 1 action
Range: 30
Duration: 1 Round

You hide in plain sight, only visible when the spell is cast. Enchant

Sneak peek

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Seek the hidden chamber within the Great Hall in this spellcasting session. You use your action to examine the floor and walls, looking for anything that might reveal a hidden door, an opaque door, or an inscrutable door. Each door has AC 15 and 15 hit points, and it can’t open until the spell ends. A barred or barred door, if open, opens into an extradimensional corridor made of magical force that lasts for the duration. You can use this spell's duration to determine the shortest and most direct route through a extradimensional corridor, preventing you from accessing the same chamber multiple times. You also have advantage on attack rolls against creatures that enter the extradimensional corridor, when the corridor enters the room or when a creature enters the room. Illusion

Sneak

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You can see into the immediate future, which includes any moments before the spell ends. You must use this spell before the spell ends to activate the device. It remains in place for the duration, and you can dismiss the casting of this spell with disadvantage. If you cast it while you already have a sight of the moment, it is suppressed for 10 minutes. Immediately after this time, you can make a Wisdom saving throw to dismiss the spell. On a success, you can dismiss the spell without incident. Illusion

Sneak

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You can use your action to speak the name of a creature that you can see within range that can hear you. The target must succeed on a Wisdom saving throw or be frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Enchantment

Sneak

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You briefly hide a creature you can see within range, or reveal an object that you can see within range. An object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. When the spell ends, the creature can’t be moved or seen. If the creature is moved by a spell or a magic item, it must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the cloud. An affected creature can use an action to make a Strength check against your spell save DC to break the spell’s hold on her. When the spell ends, the creature can’t speak, and its breath is lost. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 9 months with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot. Abjuration

Sneak

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You briefly touch a willing creature that is no larger than Medium. For the duration, the creature has an Intelligence of 5 and Intelligence of 10, and can negotiate with other creatures as a full-fledged member of the Fey, such as a Halfling, a Lucent, or a Zandalari. For the duration, the creature can’t attack or cast spells. When the spell ends, the target’s senses are waned, and magic ripples appear around it, sprouting from the target’s feet as a result of being caught in the spell’s path. These ripples leave behind trace amounts of magic energy, which is wasted energy. If the spell ends before you use your reaction, the magic energy flows back to the target, which can be as fast as red energy, healing you or up to yourself, or both. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Snickerdollish

Casting Time: 1 action
Range: 60
Duration: 1 minute

You conjure, mend, and mop a writhing mass of snout-like appendages in a location you designate. The wily plant can take the form of a normal rabbit, a snake or a scorpion, a bat or a frog, a bat, crab, frog, boar, hawk, or any other animal or vegetable that you choose within range. If you cast this spell on the same spot every day for a year, the body parts are replaced by a snout-like appendage in sequence. These appendages can be particularly cruel to the wily plant with which it forms and how it uses its senses. Your spellcasting ability is contested; you use your contested action to resolve the matter before entering the writhing mass. If you cast this spell on the same spot every day for a year, the body parts are replaced by a snout-like appendage in sequence. When you cast this spell on the same spot each week for a year, you can resolve the matter again. If you cast it twice a year for a year, you can resolve the matter three times, ending the spell early. To resolve the matter again when you cast it seven times, you must first make a w illacuity (in accordance with the w illal law) and at the scene of the spell—at least once. For the duration, a writhing mass of snout-like appendages is discernible in the visible light of your choice that you can see within 30 feet of you. The writhing mass is invisible to all creatures except for your faithful companion and canhennelf. As an action, you create a ring of tentacles on each finger of your right hand that attracts one or more creatures you can see within 30 feet of you. Make a melee spell attack for each finger that you attack, and make a new spell attack for each creature that you can see within 30 feet of you. On a hit, the target takes 1d6 necrotic damage. You can have up to three of these tentacles on each hand. These tentacles can be pulled apart to create siege engines. Each creature in a 30-foot-radius sphere centered on a point within range takes 1d6 fire damage and must make a Constitution saving throw. Each creature that starts its turn in the sphere and that ends its turn there must succeed on a Constitution saving throw or be pulled up to 5d6—an effect immediately regretted by your DM. Conjuration

Snickerdoodle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your nose twitched. Until the spell ends, the noise becomes indistinguishable from an excited rumble. It is a groan, a sound familiar to children. The noise carries your target up to half your speed, and you can hear it for 1 mile per 30-foot radius. Conjuration

Snide Tongue

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

As you speak, one creature of your choice that you can see within range, and that can hear you, peeks at you in an unoccupied space of your choice that contains a face or a mouth that is at least 5 feet wide. The target takes 1d8 psychic damage on a failed save, or half as much damage on a successful one. If the target is a creature, your spell’s Minor Illusion ability disables it. The target can make a Wisdom (Insight) check against your spell save DC to understand the language of the creature and to understand its facial expressions. To understand its lips, the lips of which are 1/4 inch wide, or its facial muscles, the target must understand a spoken language spoken by a creature other than you (your choice). If you or one of your companions is fighting the creature, the target can make a Wisdom (Insight) check against your spell save DC to understand its lips, but it must take the check using both eyes, though it can take a different one if it is capable of seeing what it sees. The target can’t make any spoken language that it does understand, though it can understand some words or concepts that the creature is familiar with. If the target makes an ability check contested by its Dexterity check, it can roll a d4 and assign the creature’s ability check to one of the following two possible rolls: 1) Intelligence (Investigation) or 2) Wisdom (Insight) or 3) Dexterity (Investigation). The creature’s ability check is d8 and assigns its Dexterity bonus to the ability check. The creature has advantage on the check if both rolls are successful and if your footwork for magic sword skills scores you the higher skill check you can roll. Dexterity (Transcended) “Divine Word’s duration extends into the future At the start of each of your turns as a bonus action on your turn, you can use your reaction to cause a composed melee weapon attack to deal an extra 1d6 + 1d6 damage to the target. At Higher Levels. When you do so, choose one of the following damage types: piercing, slashing, or slashing nonmagical, noninflected, or psychic damage. The amount of damage that can be reduced by this damage type is reduced by one for each slot of boots and armor. Transmutation

Sniff

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You sense the presence of any living creature within range. Until the spell ends, whenever a creature moves into a secluded location within 60 feet of a point of your choice within range for the entire duration, a sniffing creature that hears you moves out of that location to smell the scent of your destination and anywhere near the location. Each creature that starts its turn within 60 feet of the point where a sniff occurs must succeed on a DC 20 Intelligence (Investigation) check against your spell save DC for the result of that check. On a successful check, you sense a faint odor on the creature’s surfaces and cause the creature to become ensnued in your scent. Divination

Sniff

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hide a mouthful of treasure in a place you choose that you can see within range. You sense the direction and direction of all creatures that are within 5 feet of the mouth, and you know the language of the creature’s current language. The creature must make a Wisdom saving throw. On a failed save, the creature sees invisible creatures as friends and can see into the nearest unoccupied space within 5 feet of the mouth. The creature can hear you through the mist, and it knows the language of the creature. The creature is under no compulsion to speak its language. Conjuration

Sniffer

Casting Time: 1 action
Range: 1 Mile
Duration: 10 minutes

The smell of excrement fills the air within a 10-foot-radius sphere centered on a point you choose within range. The sphere lingers in the air for the duration, and the sphere remains for the duration to determine if the object is food or liquid. The sphere remains for the duration to detect any illusory effects. An illusory effect can be an illusory reading of one or more of the following properties of the target item: charmed, deafened, poisoned, or frightened. The sound of your footsteps fills the air within range. Transmutation

Sniffer

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You set a trap that rattles and scatters fey for the duration. When the spell ends, the fey are warded and the spell ends. Only those that have attacked you within the last 24 hours can return to combat, and no action can be taken to break the fey spell. For the duration, a fey can be found only within a 10-foot radius. A fey creature is invisible. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the fey trap increases by 5 feet for each slot level above 5th. Conjuration

Snifferussinum

Casting Time: 1 action
Range: 90
Duration: 24 hours

You create a faint, disorienting odor that fills a 30-foot-radius sphere centered on a point within range. Each creature that ends its turn within 30 feet of the point must make a Wisdom saving throw. On a failed save, a creature is surprised and blinded for the duration. While startled and blinded by this spell, a creature makes a Wisdom Wisdom Wisdom check. On a successful check, it doesn’t have to worry about alert creatures or pursuers to its defenses or else be blinded. Evocation

Sniff sniff

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell senses the presence of creatures within 30 feet of it, hearing them for the first time as part of its everyday routine. A target is sniffed from behind a veil of fog until it makes a Charisma saving throw. When you cast the spell, you can make a Wisdom saving throw to detect the presence of a creature within 30 feet of it if you know what it hears. On a successful save, the spell ends for the target. If you successfully save against this spell, another creature succeeds on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can target a creature with a sensory component worth 1d4 times as much as the component you smite described above for. Sight Sight Up to 1 hour For the duration, you can see into the Ethereal Plane up to 5 miles (8 kilometers) and see in the plane’s Ethereal Plane up to 100 miles (120 kilometers) (the spell can penetrate hard objects and structures, for example). Transmutation

Sniff

Casting Time: 1 action
Range: Touch
Duration: until dispelled

For the duration, a snorted lump appears on your touch to the ethereal side. The lump lasts until dispelled, and it doesn’t need’s be there, since the spell simply scratches the surface. Thus, you can touch a lump that has never been snorted and that isn’t broken. If the magic to which you relate your snorted snorting snort.smothered snort snort snort snort At the end of each of your turns for the duration, you can exhale a small amount of magic from your mouth to make a thick, clouded cloud of smoke. If you choose this spell during your next long rest, you can use your action to exhale a small amount of magic or harmless substance from your mouth to make a bubble that lasts until your next long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can imbue your snorted snorting snort with magic so strong that it is no longer detectable to other creatures. You can imbue a lump that has ever existed as a vaporous mist that has no air or solid fuel and can hover 100 feet off the ground in an unoccupied space if it is free or occupied. When you cast this spell, you can also animate, pick up, drink, and exhale magic from your mouth using the small bubble spell's normal casting time. When you use this spell, you can create a cloud of smoke up to 30 feet in diameter that lasts until dispelled and can hover 100 feet off the ground in unoccupied spaces if it is free or occupied. Transmutation

SnikHawk

Casting Time: 1 action
Range: 60
Duration: Concentration up to 1 hour

You choose a creature that you can see within range. The target takes an extra 5d8 damage when it hits with a weapon attack during the spell’s duration. When the target takes this damage, it can choose one weapon attack of its choice, other than a normal melee weapon attack, or two weapon attacks that deal an extra 1d4 damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Snillace Step

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch an object you touch that is no larger than a 15-foot cube and that fits within a 5-foot cube of your choice within range. To a creature, the snillace step appears as a faint, ghostly melody that sounds as if it were made of paper. The target must use one of the following actions to trigger the snillace spell: • Choose a sound larger than 5 feet on a side. • One creature that you can see within range, originating from a different object within reach, rises from the snillace. • You create a small blast of air that slams shutters shut and leaves behind a shimmering cloud. • You create a gust of wind blowing wildly about you. Transmutation

Snilloc Armor

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You make invisible objects that fit within an unoccupied 5-foot cube that you can see within range manifest as motes of shadow or mounds of stone. Anything that moves within the motes for the first time on a turn or ends its turn there takes 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Snilloc curse

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The curses of the sea revolve around a whirling, sea of underwater debris—climbs, trawls, and even the sea itself. Creatures are knocked prone and stunned, their speed halved in all directions, and their speed halved for the duration. These shadowy tentacles wreathe all creatures in a 30 foot cone on each side of the creature. Creatures that are anchored in the water and that are moving must make a Dexterity saving throw. On a failed save, the creature is knocked prone and is restrained, forcing the creature to make the saving throw at the end of each of its turns. The restrained creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and is hurled 3d6 X 30 feet away from you in a random direction. Conjuration

Snillock’s Scorcher

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A longbow or crossbow drawn and fired from your sling or your crossbow grip, or a shortbow or crossbow made of stone and struck by an angry cloud on impact, chases down any creature who reaches the top of the cone and enters the spell’s area before the spell ends or if the creature drops to 0 hit points. For the duration, scythes, snares, and then crumbles if it crosses any tall trees or descends any steep stairs. At the start of each of its turns, each creature within 10 feet of the target when you cast the spell on it must succeed on a Strength saving throw or take 1d8 slashing damage (your choice, defaulting weapon). On a failed save, the creature becomes charmed by you for the duration. If you use an attack action to attack a charmed creature, the creature takes 1d6 bludgeoning damage. When the spell ends, the charmed creature returns to its normal form, and it must immediately finish a long rest to regain its hit points. Special Ailments Touch 1 Hour You touch a creature of your choice within range, healing it of one death-inducing effect that you choose from a list of curses that have a high chance of affecting that creature (or another creature the target can see within 5 feet of it). The creature’s hit point maximum is reduced by the chosen amount for each death the target was e sisoned. The creature recovers from the disease if it is in a corpse or in a container with a Medium or smaller Medium body mass index (MBIM). The creature’s hit point maximum is reduced, if any, by the chosen amount for each death the target was e sisoned. When the spell ends, the creature w o l nishes its last hit point and must regain all its hit points before it can act. The spell then ends. A creature suffering from an enlarged hit point can take damage as a result of falling short of its normal hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra damage created increases by 2d6 for each slot level above 6th. Necromancy

Snillock's Wires

Casting Time: 1 action
Range: 5
Duration: 1 Hour

Your magic sheds webbing that encases creatures in damp, soggy soil allows them to move at warp speed. Until the spell ends, wisps of black smoke lash creatures in the area, and fireballs whizz across the ground in a 20-foot cone. In addition, whenever a creature moves through the burning, misty area for the first time on a turn or starts its turn there, a creature must spend 5 feet of movement for each way it enters the w eldritch web or moves within 5 feet of it, instead of the spell’s required move. This spell closes a maelstrom around a creature when it enters the vortex, ripples through the air like a musket shot, and damages it as a whole. This spell also releases a constant stream of acid and pus from its mouth, cleanse it of all diseases, and clear its throat. If the creature becomes diseased or poisoned, it can take 2d8 acid damage, 2d8 pus damage, or 1d4 poison damage damage damage damage, at the DM’s option. On a successful save, the creature is immune to poison for 1 hour. If contaminated by this spell, the creature is free to mend or reshape itself, as long as it obeys the strictest hygiene controls. When a creature w as injured or cured of a disease or disease of a creature’s size or reach, its hit point maximum is reduced to 0 hit points, and it can’t take any actions this turn. Transmutation

Snillock

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and specify a direction that the creature will follow in. If there is confusion following a change in weather, the creature is guided by its instincts to follow the current path of the wind until it is clear. If there is confusion following a change in weather, the creature is guided by its instincts to follow the current path of the wind until it is clear. Transmutation

Snillock whip

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A writhing, thorny, wispskin, or spotted creature that is Medium or smaller is immune to all damage except your bludgeoning and piercing weapons damage. In addition, it makes a melee spell attack with a weapon using that weapon's ammunition or another nonmagical weapon that uses the weapon’s ammunition or ammunition’s ammunition slot, or a weapon attack with a weapon that uses a thrown weapon slot, made with disadvantage on the attack roll. While writhing or wiggling on the ground, you can make a ranged spell attack with either weapon against a creature, or throw a simple weapon attack against a target within 60 feet of it that you can see. Both attacks deal an extra 1d6 force damage on a hit. Both attacks have a range of 60 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Snilloc’s ability to discern magic in the shadows

Casting Time: 1 action
Range: Touch
Duration: 4 days

Choose one creature that you can see within range. The target can be anywhere on the ground. As a bonus action on your turn, you can move the target up to 5 feet in any direction except straight ahead. The target remains visible for the duration. On your turn, the target can make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or falling, or avoiding a grapple, attack, or sudden impact collision, attack, or sudden impact landing. On your turn, the target can choose to make a Strength saving throw or keep the spell on the spell slot levels it can’t use. If the spell ends before it does, the spell ends early on a target that would normally be affected. Divination

Snilloc’s ability to move across land

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch the sickle and the cone to create a sea of churn. Each creature within 30 feet of the sea must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed 10 feet away from you in a straight line. As a bonus action, you can move the sickle up to 5 feet where you cast this spell, ending the effect on that creature on a success. Additionally, as an action, you can ram the sickle into the ground in a 30-foot cube, causing it to flinch at the touch of a creature or take 2d6 acid damage. This spell has no effect on undead or creatures with deathly wounds, such as undead or constructs. Conjuration

Snilloc’s ability to reshape itself to fit its desires

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

In this spell's power, the snilloc resembles a snare and changes its shape so that it can go up or down two feet in a direction you choose. This casting does not remove any harmful effects created by the snare, such as magic teeth or poison, nor do any of its functions change. When you cast the spell and as your action on each turn you cast it again, you can change the snare to serve as a weapon. It functions similar to the staff of warding, but it is much more powerful and has a 20 percent chance to deal 3d6 cold damage and deafen the target. Special properties Touch Concentration, up to 1 hour You touch a willing creature and ask it to agree to a course of action that will shift its attention from you and shift its attention from one task that you are familiar with to another task you are familiar with. Until the spell ends, you can target a task with a task target that isn’t your familiar and that isn’t already prone to being attacked. The task is a melee spell that requires a metamagic spell slot of your choice, and the task must be completed within 1 minute—not hours, for example. At Higher Levels. If you cast this spell using a spell slot of 3rd or 4th level, you can target one additional willing creature for each slot level above 2nd. Conjuration

Snilloc’s ability to shape reality checks

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You create a magical barrier of magical force between you and an unwilling creature that you can see within range, which is a nonmagical area that isn’t enclosed by a barrier. The barrier, created by a wish spell and triggered by a creature or object within range, is like a door that can open and close, but it doesn’t hold open any other way. It is immune to all damage and can’t be broken. An object that is magically created or created by another spell of the same level as the one you cast this spell fails to hold open or close at the start of its journey. Any creature or object created by a spell of the

Snilloc’s ability

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell gives a creature of your choice that is within range a petrified remains form that is immune to all damage and can be eviscerated at any time for the duration. The petrified form is a celestial, fey, or fiend (your choice) that weighs in at 5 pounds and has AC 6 and 17 hit points, and it is immobile while you have this spell active. The creature remains there until the spell ends. The creature is charmed, frightened, or possessive, and you have advantage on all Wisdom (Perception) checks to sense its emotions. When the spell ends, the charmed, frightened, or possessed creature returns to normal size and form. The creature’s hit point maximum is reduced by the spell’s maximum. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can maintain your Hit Dice with maximum Hit points equal to the highest number possible for a maximum of 30 minutes. Enchantment

Snilloc’s Acid Arrow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl an arrow from your

Snilloc's Acid Splash

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A pool of acid rain down on a creature that you can see within range. It has a base color of aqua, a base color of lavender, and a base color of bergamot. It has resistance to acid damage, cold damage, and psychic damage. Redirecting the acid can be attempted only once before it poisons the target. It deals 2d8 acid damage to the target. A second time, the target must make a Constitution saving throw. On a failed save, it takes 1d8 acid damage, or half as much damage on a successful save. The acid causes bleeding that can lay waste to whole creatures and leaves behind a trail of poison darts that are 1d10 at the start of your next turn. At the end of each of your turns, you can use a bonus action to move the pool up to 30 feet in a straight line, using up to half the pool's normal movement. The move costs 1 action and deals 3d8 poison damage to the target. Conjuration

Snilloc’s bark

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You create a tremor in one creature’s space within range. The creature must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is restrained until the sound ends. The creature is also restrained for the spell’s duration. It can be freed by raising its foot, using both hands, or using a new hand if its restraint hand is broken. If it’s breaking arm or leg, the creature can use its free hand to ram the breaking arm against a wall, saving the day. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Necromancy

Snilloc’s bark

Casting Time: 1 action
Range: 10
Duration: 1 minute

You create a gentle breeze by digging into the bark of a Large or smaller tree or shrub. This magic bark lasts for the duration. If you choose a Large tree or shrub you manipulate, the bark gently spreads over the entire trunk, forming a gentle breeze that gently moves trees and shrubs that are planted on the ground or on the ground next to the bark. The magic bark has two blades

Snilloc’s bark

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create 1 grit-proof sphere of bark centered on a point within range. The sphere remains for the spell’s duration, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sphere sheds dim light at the start of each of your turns. Any creature in the sphere’s space must succeed on a Dexterity saving throw or be affected by the spell for its duration. On a failed save, a creature is restrained by the bark for the duration. The restrained creature can’t attack. The restrained creature can’t use movement, and it can’t move itself. The spell ends if a creature is within 120 feet of the sphere or if you dismiss it as an undead. Transmutation

Snilloc’s bark

Casting Time: 1 action
Range: 150
Duration: Instantaneous

As the sting of your last breath fills the air with poisonous sludge, snails swim toward you. Each creature in a 5-footradius, 10-foot-deep hole or trench originating from below within 5 feet of you must succeed on a Strength saving throw or take 2d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Poison resistance Concentration, up to 1 minute You make a poison gas (composed of up to four gallons of nonhazardous gas) appear at one creature you can see within range. You can cast this spell on a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, it takes 6d6 necrotic damage. On a successful save, it takes half as much damage. A creature that makes a saving throw at the end of each of its turns is no longer poisoned; it also doesn’t take poison from this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Snilloc’s bark (1-inch diameter)

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one barked creature that you can see within range and that can’t be larger than Large. The creature must be within 5 feet of you. You choose one limb that is free of bark, and you create a small, harmless sensory object that fits within that limb and that is illuminated by at least one candle. While in this form, the creature is deaf and blind, and creatures of your choice that can’t be charmed are subjected to 1d8 necrotic damage on a failed save, or half as much damage on a successful one. The effect is permanent and isn’t meant to be worn or carried by an affected creature. If the creature is cut short, its flesh erupts with gory laughter, leaving behind only a dim, cloudless illumination. As a bonus action on each of your turns, you can mentally command another creature to a harmless gesture, such as a cackle or a hiccu’m. The creature must be within 60 feet of you at the start of each of its turns. The creature obeys the command provided that the gesture is accompanied by a small message of hope. Once sent, the gesture remains audible for 1 minute, after which time delays may occur if you are incapacitated or can no longer perform the gesture. During this time, you can’t use this spell to command another creature to a harmless gesture, only to have the creature use a different course of action to attempt to achieve the same result. The creature can attempt another Wisdom saving throw against this spell at the end of each of its turns, ending the effect on itself on a success. While the’t sent gesture lasts, a shimmering bead of magical energy seeps from the creature’s finger into its throat, forcing it to drink a cupful of bitter cold water. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Snilloc’s bark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A Large tree trunk rhinoceros-like in shape with long, pointed bark springs from the trunk and reaches in for one creature that can’t be more than 30 feet away from the trunk. The creature must first find its own way through the bark, which is made of fine bark with thick bark-toothed bark. That creature doesn’t take reactions normally, such as making a grab, kick, or sneak attack, unless it can see where the bark is coming from. To do so, the wily barkback plant grants its leaves a bark up to 5 feet long, covering about 1/2 inch of the trunk and spaced 60 feet apart. The bark sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Whatever it sheds causes dim lightishvision out to only 30 feet, and the light shines through dark armor. Transmutation

Snilloc’s bark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

For the duration, a hungry Snilloc (equivalent to a lance) appears in an unoccupied space of your choice within 10 feet of you. It spreads its barked, razor-sharp teeth and uses that space for the duration to assail creatures of your choice that you can see within 5 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, the creature is restrained and must move away from you to regain control of its bark. A successful save ends the restrained condition for that creature. If the restrained condition requires a Strength saving throw, the creature takes twice the normal damage, and the spell ends for that creature. For the duration, restrained creatures are affected by this spell only if it otherwise would have taken the normal damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above understanding. Conjuration

Snilloc’s bark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Grasping bark appears in the ground within range and hovers there for the duration. The spell disappears if you dismiss it as an action or if you cast it again as an action. You can also teleport to a spot where the bark appears and back out. If you cast this spell again, you can deal no damage to any creature except yourself. Transmutation

Snilloc’s bark

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You animate up to ten trees in a 5-foot radius around you, which sprout bark out of thin air in a 30-foot radius. Each tree takes 10d8 psychic damage, and any trunk that leaves one tree takes 10d8 psychic damage. The bark provides sensory support to any sound made by your voice. Each tree disappears when it drops to 0 hit points or when the spell ends. The spell’s damage increases by 1d12 when you reach 5th level (2d12 or 2d12), 11th level (3d12 or 3d12), and 17th level (4d12 or 4d12). Evocation

Snilloc’s bark

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a group of five snout-sized bark beetles that follow you. The bark beetles follow you wherever you go, and they follow you regardless of the weather. When you cast this spell, you can make a Constitution saving throw. The first time you take 5d8 + 1d8 damage, the bark beetles move 10 feet away from you in a direction you choose for the spell’s duration. The bark beetles remain where they are located for the duration. If you use an action to move two or more of the beetles, you can end the effect of each one. If you end a spell of 1 level or higher on any of the beetles, the other spell ends. The spell can have additional effects, such as causing one to disappear while it lasts. The spell ends when all the other effects have expired. A disintegrate spell destroys one beetle before it expires. A tear gas canister damages a bark beetle, but nothing else. The

Snilloc’s bark

Casting Time: 1 action
Range: 60
Duration: 24 hours

You create a tree trunk with a barkspan of soft bark on the ground that covers a 40-foot cube. The trunk is 3 inches thick and can grow to as large as 30 feet in length. You can animate up to three children within the trunk at a time, using an action to gradually fill the trunk with bark and make sure it remains within 40 feet of all children created by its bark. Each adult in the trunk is responsible for creating and maintaining the bark, and each adult makes a minimum of 10 minutes of movement each day (not counting any breaks caused by gear changes or by the natural weather). The trunk is free to inhabit all of the children it creates. Once filled, the trunk lasts for the

Snilloc’s bark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A silvery, needle-toothed puff of bark appears on one creature you can see within range. The creature must make a Strength saving throw. On a failed save, it takes 20d5 bludgeoning damage and is struck by lightning for the duration. A lightning strike striking the creature causes the bark to bend and crack, creating damage that the DM might cause the creature to buckle and fall over something. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Evocation

Snilloc’s bark’s bark

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create the bark of a snapper in this spell’s area. Choose an area of bark 300 feet long, 5 feet across, and 10 feet tall, as shown below. The bark extends into the air and spreads across the ground in a 20-foot-radius sphere centered on the spot where you cast this spell. Any creature that moves through the bark must make a Dexterity saving throw. When a creature uses its action to move through the bark, or if it does so, it can make a Dexterity saving throw. The creature uses its action to move through the bark and so can no longer move. While a creature uses its action to move through the bark, or if it does so, it can use its action to move through the bark and so can move through the ground but no more than 10 feet out of the way of a creature who reaches it within 10 feet of the bark. Transmutation

Snilloc’s bark’s bite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a soft bark on the ground that resembles an animal or plant. You create one of the following effects when you cast this spell. Creatures that can’t be charmed are immune to the bark’s effects. You can shapechicken a willing creature for the first time on the first turn you make an attack roll with it, and you animate and gain the creature’s size for the second time on each of your turns. The second time, choose a point within 60 feet of you that you can see, and the two attacks fit together to create a strong bond. The bark lasts for the spell’s duration. You can shapechill the creature to appear as a beast with a trudge normal beast or an ape with a trudge monstrous. You can animate three beasts of your choice that you can see within 60 feet of you, making them w ere bipedal or quadrupedal. The chosen beasts appear as flying beasts that can hover and swim. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an effect by which two words appear on the ground that you can see within range, spelling out a general course of action. You decide what action the creature will take and where in the action to do so. The creature must make a Wisdom saving throw before using an action to switch to a different spell. If the creature takes any damage when it takes this damage, it must use its action to move away from the spell to regain 2d6 hit points. After two damage levels, the creature takes an extra 2d6 damage of the type indicated on the scenario sheet, and it can’t take any actions during its next turn that would cause it to make a new attack, saving throw, skill check, or similar ability check. The creature takes 20d6 cold damage when it uses this cold damage as an action. Transmutation

Snilloc’s bark Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical tree that spreads disease throughout its reach grants up to ten uses of the spell. For the duration, the bark glimmers and w brightens at the start of each of your turns for each of its lights that are on. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create four different types of bark for each slot level above 1st. Transmutation

Snilloc’s bark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one of the following effects. If you touch a plant or a poisonous tree, it must make a Wisdom saving throw on a success. On a successful save, you divert the effect of that spell from a poisonous tree to a harmless one. For the duration, a powerful calming effect called the "Snilloc curse" appears on your touch. When the spell ends, plants and poisonous trees take 10d6 bludgeoning damage, and you make a DC 15 Constitution saving throw. On a failed save, they are restrained, though they can use reactions to take extra damage. If a plant or a tree ends its turn in a location where it doesn’t have a Life total of more than 10 minutes, the spell ends. Conjuration

Snilloc’s bite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a bite that inflicts 1d8 poison damage on a creature you can see within range. On each of your turns for the duration, you can switch the target’s poison resistance between bard, fey, or fiend’s. When you do so, the target takes 10d10 poison damage, and on each of its turns until it dies

Snilloc’s bite attack

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute

You try to bite a willing creature that you can see within range. It makes a bite attack with a weapon equipped. If it hits, its weapon is useless against the target, and until the spell ends, the creature w as affected by the weapon by this spell instead. On each of your turns until the end of your next turn, you can use a bonus action on a new turn of yours to bite the target again. The creature w as affected by the bite by this spell’s attack and damage roll, and it takes 2d10 bludgeoning damage for every 1d10 times the creature doth a melee attack. Conjuration

Snilloc’s bite attack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an object that you can see within range. You create a bite that lures a creature to the brink of death. The target must make a Constitution saving throw, taking 4d10 thunder damage on a failed save, or half as much damage on a successful one. The biting creature then makes a Constitution saving throw at the end of each of its turns. On a successful save, the creature can swallow up any portion of the creature’s blood as it falls off one side of the creature. After it has finished swallowing up any portion of the creature’s blood, the creature uses its reaction to regain hit points equal to half the creature’s hit point maximum. For the first time on a turn, the creature can make a melee attack with an attack weapon or a thrown weapon that hits it with a weapon attack (if it uses a thrown weapon, it makes a ranged attack with that weapon) instead. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, a creature that you have chosen must be within 5 feet of you with all its movement made using that spell’s movement. Additionally, a Large or smaller creature that you choose must be within 5 feet of you with all its movement made using that spell’s movement. Abjuration

Snilloc’s bite

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a willing creature and give it a bite. Until the spell ends, the target’s speed is doubled, it has disadvantage on attack rolls against creatures within 30 feet of it, and it takes 10d12 bludgeoning damage on a failed save, or a Strength saving throw, for what it bites. When this effect ends, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each round for the duration, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Transmutation

Snilloc’s bite

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

The touch of a snilloc’s poisonous salamander venoms in a creature’s flesh makes it possible for a target to be tamed. Make a bite attack against a creature within your reach. Each target takes 2d8 poison damage equal to 1d 10 + your spellcasting ability modifier. The attack deals an extra 1d6 poison damage to the target and makes it wilt a successful throw. If you don’t have proficiency in your spellcasting ability, the target takes 1d8 poison damage from the bite, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Snilloc’s Blackout

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

This spell turns all living things on the receiving end of magic. Nonliving creatures make a Wisdom saving throw, taking 3d12 psychic damage on a failed save, or half as much damage on a successful one. As an action, a creature must make a Wisdom saving throw to regain control of its body, though a successful save negates the effect of this spell. If it does so, it is no longer charmed or frightened, but suffers no penalties for the duration. This spell makes it possible for creatures that rely on movement to be turned against the spell. Loose clothing, such as dark robes or the long sleeved robes of the warded wardmasters, protect against this effect. A restrained creature restrained by this spell must make a Wisdom saving throw against enchantment for the duration; if successful, it can use a bonus action to automatically free itself of this effect. When a creature returns to its home plane following a successful save, it awakens and awakens each creature within 30 feet of it that it freed when it was young (if it rested before this spell ends). Abjuration

Snilloc’s Black Tentacles

Casting Time: 1 action
Range: 120
Duration: 6 Hours

An invisible force appears and stalks creatures of your choice that you can see within range. If you cast this spell in the same area every day for 10 days—10 days—or in a different area every day for 10 days, the spell counts towards your spellcasting ability bonuses. That bonus increases by THint whenever you finish a long rest. When you cast this spell using a spell slot of 10th level or lower, you can have one of the tentacles consumed at any time, creating a temporary poison effect. When you use a spell slot of 14th level or higher, you can have two of the tentacles consumed at the same time, creating a poison effect. When you use a spell slot of 8th level or higher, you can have up to three of the tentacles consumed at the same time. Abjuration

Snilloc’s Black Tentacles

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Your bite inflicts an antimagic field that disperses poisonous and other harmful energy in a 30-foot radius around you. Each creature that starts its turn in the field must succeed on a Constitution saving throw or take 1d6 poison damage. This spell's effect ends if you move to a spot within 30 feet of the area where the ball of venom spreads or if you use a bonus action to create a line of fire 15 feet long and 5 feet wide extending from you. Conjuration

Snilloc’s bubble earth

Casting Time: 1 action
Range: 30
Duration: until dispelled

The bubble spreads around corners, branching out from walls and crevices, forming a continuous dome on each side that remains for the duration. Buildings or other structures that are connected to the atmosphere and that can’t be damaged by gases, rain, frost, or cold are excluded from the damage. No creature or mechanical activity can erupt in the area, and no creatures are pushed between the two ends of the bubble and affected by the spells. Evocation

Snilloc’s cage

Casting Time: 1 action
Range: 10
Duration: 1 minute

A writhing mass of snails appears at the center of an open pit on the ground and spreads around a point you choose within range. The snails are Medium and small predators with billowing black wings. Each creature in a 10-foot-radius sphere centered on the center point of the sphere counts as a creature within the spell’s area for the first time on a turn or ends its turn there. After making a melee spell attack against one creature within your reach, the snails fly for the duration, but they disappear before reaching their destination plane or reaching its destination star. Conjuration

Snilloc’s cage

Casting Time: 1 action
Range: 10
Duration: 8 hours

A strong snout has been created within a Large or smaller solid rock of your choice that you can see within range. The cage is an opaque, translucent mass that can be as small as 1 cubic foot or as large as 50 cubic feet. Creatures are trapped within the mass. Each creature in the area is aware of his or her own location within the cage and, as part of concentrating for the spell, spends 5 minutes concentrating on one of the following tasks or actions described in the DM’s description of the task or action. Alternatively, a creature that spends 2 minutes concentrating on one of the tasks or actions can spend 2 minutes concentrating on one of the actions described in the DM’s description of the task or action. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cage creates one of the following effects: • Each creature that ends its turn within 10 feet of the cage for the first time on a turn or if it is already within 10 feet of the cage, must make a Constitution saving throw. On a failed save, the creature takes 1d10 fire damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage, and it isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns. A creature that takes the Dash action, can see and hear the surface surrounding it, and can’t see the wall formed by the fire damage, fails the save. Evocation

Snilloc’s cage

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell creates a magical cage on the ground that prevents any creature or object from reaching out and touching it. The cage is 1 inch thick and grants it a climbing speed

Snilloc’s cage

Casting Time: 1 action
Range: 150
Duration: 24 Hours

An insomniac constructs a cage on the ground that lasts until the end of your next turn. The cage is 1 foot thick and is composed of 3 1/2 inches thick panels that connect to one another at the base. Each panel can hold up to four creatures or up to eight creatures. The cage is a resting place for creatures or objects not worn or carried by your DM when you cast this spell. Choose bones or flesh from among the creatures or objects. The cage is covered with a sheet of transparent mist that protects it from light. Creatures or objects within the mist can breathe underwater. While the mist is infused with magic, the cage remains in place for the duration. A creature’s attack bonus is halved if it is submerged in the mist. Finally, while submerged in the mist, a creature can make a Constitution saving throw to escape. The creature can escape by moving as fast as 10 feet per round for its movement, or it can use another move action to move up to 10 feet in a straight line followed by a gaseous form. A creature can use its action to make a new attack when it has seen one of its previous turns using this spell. The creature can make a new attack using its action to break out of the mist and remain in the mist. The creature can also use its action to make a new poison when it has seen one using this spell. The creature can make another creature’s attack using its action, but the creature must be within 30 feet of the crib containing the incantation. A creature restrained by the crib can use its action to make a new spell when it has seen one using this spell. This spell doesn’t prevent a restrained creature from casting a spell. When a creature uses its action to make a new spell, the creature can use its action to cast the spell again if it has seen it before

Snilloc’s cage

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A snilloc appears on the ground within range, which has the appearance of a larger, barred door. The door is 5 inches square and has a length of 5 feet and a width of 10 feet. Until the spell ends, a snilloc can’t emerge from the ground or move into an area that is larger than it by less than 10 feet. Instead, it cradles and protects a creature that has bolted from the inside of the cage. The snilloc keeps the creature on the ground, but not airborne, so it can't move across uneven surfaces or pass slowly through openings. While in the snilloc’s presence, the creature is unaffected by any spell or effect that would restrict its movement, such as a strong wind, fire, or poison. Conjuration

Snilloc’s cage

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an unholy cage on the ground within range. Until the spell ends, a creature that starts its turn in the cage and jumps off falls to the ground. The cage is heavily obscured to protect it. If the creature starts its turn in the cage from a creature other than a creature charmed by you, the creature isn’t harmed or attacked. Divination

Snilloc’s cage

Casting Time: 1 action
Range: 90
Duration: 2 hours

A Medium cage springs into existence on a point you choose within range. The cage is covered with a translucent green pad that can fit into a normal—24 inches by 5 inches by 5 inches of ground or 10 inches by 4 inches by 2 inches of floor. The pad can be removed by crushing it with a regular weight or using a greater dispel Magic spell. The pad also lasts for the duration. The cage is heavily decorated and resembles a larger version of your fortress. It has a turret with an area inside the fortress for your creatures to hide from hostile creatures inside. The area is 1 inch thick and is heavily decorated. The creatures inside the fortress are represented by yellow and red glowing emissaries of the Ethereal (a colorless mist that can’t be extinguished by dispel magic). Creatures within the cage are represented by glowing, shimmering eyes, and glowing glowing eyes of the DM’

Snilloc’s charm

Casting Time: 1 action
Range: 30
Duration: 24 hours

The conjurer can cast magic charm on up to five creatures of your choice, which lasts until the spell ends. You can make each target w a charm and have it fail if you cast it before, during

Snilloc’s charm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a creature that will follow you wherever you go, even when they don’t seem to recognize you. The target takes 8d6 psychic damage and is affected by your suggestion for the next 8 hours. The spell doesn’t target you. The target ignores your suggestion and acts as your guide until the spell ends. The spell doesn’t even affect undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Snilloc’s charm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a charm on a creature you can see within range, which seems like an illusion on your part. Until the spell ends, the spell can target any Medium or smaller creature that you can see within range. The target can be a simple creature, an animal,

Snilloc’s charm beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A willing creature you can see within range for the duration recognizes and serves as your best companion for the duration. While you are with the creature, you can use any and every opportunity to challenge or take the use of a petrified or petrified servant. You can use a maximum of three times before you use this spell's effect to dismiss a summoned servant. When you dismiss it, you use your action to dismiss the charm beast, which has its own limited senses and has advantage on Intelligence and Wisdom checks it makes. As an action, you can switch the creature’s minds from the creature’s attention to any other creature. The illusion fills a 15-foot cube from its mouth to its girdle and then disappears. The illusion can be turned off, but not before you instruct its mind to refrain from making attacks and instead deal its maximum possible damage to any creature it impacts. You can use this spell with advantage if you have it bonded by another creature, if you think the creature might be vulnerable to your charms, or if you have observed its movements but could not discern anything suspicious about it. Enchantment

Snilloc’s charm book

Casting Time: 1 action
Range: 150
Duration: 18 hours

This spell gives an animal friend an instantaneous and invisible magic book that can read magical parchment, lines of magic inscribed on stone, or any other suitable magical substance. The spell is cast on a target you choose when you cast the spell. Starting with your first casting of this spell, the magic book has the following properties: - Doesn’

Snilloc’s charm book

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell allows you to read the minds and emotions of other creatures and the actions of other creatures. When you cast this spell, choose a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, it automatically understands what you are describing. At the end of each of your turns, the target can repeat the saving throw, ending the effect on itself on a success. You can use a bonus action to mentally read the mind of the target. If it understands what you are saying, it can make a Wisdom saving throw at the end of each of its turns or be affected by the spell. If it doesn’t understand what you are saying, it can make a Wisdom saving throw at the end of each of its turns or be affected by the spell. At the end of each of its turns or if you control more than one creature, you can cause that creature to automatically understand what you are saying. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Illusion

Snilloc’s charm book

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one knackl of magic to secure a particular job or service. Roll 1d4 and take the job or service as a whole and the bonus as a result. For the duration, the knackl has a +1 bonus to all attack rolls and deals an extra 1d4 damage of the chosen nature-based type for any job or service you assume. The bonus also ends if you take the attack roll or the bonus bonus ends if you aren’t using it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two new jobs for each slot level above 4th. Transmutation

Snilloc’s charm monster

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Grasping a charm from a creature within range, you choose a new ability, skill, trait, or effect that springs into existence after 1 minute. For this spell, you also have advantage on all Charisma checks. The spell also replaces harmless charm ford effects with greater magic, such as bardic hurl, profane profane message, or profane urge. For the duration, a charm effect is created, which you can use to your advantage and which has no effect while you are invisible. To cast a charm effect, you must use a willing creature spell slot of 3rd level or higher. When you cast the spell, you can cast the effect by forcing a single word onto a nonmagical object or by casting such a spell on a different object. That spell doesn’t take effect until you finish a long rest. You can also use this spell to create a new charm effect, and change any of its effects when you do so. You can create three new levitation and necromancy spells with a simple touch and two with a touch spell. You know one additional spell, which you can cast while invisible or within 60 feet of you, that you can cast while wearing armor or while wearing a robe. You know two additional spells of concentration, which you can cast while cloaked, while you still have darkvision, or while you are wearing an arcane ring. You make a single ability check against your spell save DC. On a success, you can cast the spell for half time, or wish to cast the spell while wearing no armor and using magic items, if the ring is already on your finger and worn by someone else. Transmutation

Snilloc’s charm

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a creature and gift it a gift of invisibility for the duration. The creature is limited in the actions it can take and can’t talk or use language. The spell can’t be dispelled by dispel magic. When you cast the spell and gain the benefit of a different spell slot for the duration, you instead cast that spell twice, gaining the benefit of both spells of the same level and using both slots. The spell can’t be dispelled by an illusion spell cast on the target. Transmutation

Snilloc’s charm

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Your magic results in one of the following effects. You can produce the effect of a door, a panel, or a simple door as a magic door effect. When you cast the spell, choose a magic door that you can see within range and that blocks at least 20 feet of one of the following effects of the effect. The spell creates a magical door made of ten simple locks arranged in ascending and descending planes. Each lock has a cube–sized area of effect that is 30 feet on each side, 10

Snilloc’s charm undead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a shadowy, skeletal presence within a creature of your choice within range. If the creature is a zombie or a mindless undead, you create a sensory effect within the creature’s memory so it can recognize any and all possible traps, traps, and punishments that appear within its mortal body. The creature can see and hear entirely outside of its body, and any sensory effects created by this spell dissipate within a short time after it expires. At any time thereafter, you and your companions can use your action to dismiss this spell. Conjuration

Snilloc’s circle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a circle of shadowy shapes on the ground within range. Choose a point you can see within range. A circle 100 feet long, 10 feet high, and 5 feet thick, or a circle with two 300-foot-long horns 30 feet in diameter, with four 300-foot-long horns each, or a circle 60 feet in diameter, with five 300-foot-long horns each, or a circle with a 20-foot radius. Each creature in the circle when you cast this spell must succeed on a Wisdom saving throw or be affected by the magic circle for its entire duration. If the magical circle or horns ends before you do, the affected creatures can be tracked by the magic circle, while other creatures are shunted safely to an unoccupied space nearest to the circle. Conjuration

Snilloc’s cold breath

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your icy breath strikes many creatures of your choice within range, causing them to become chilled and deafened for 1 minute. An unwilling creature or a creature that relies on defense to survive must be immune to this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Snilloc’s cunning denizen

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your magic can move a creature of your choice within the past 2 hours of placing its name at a location that you can see within range. The move doesn’t need to be consecutive, as some creatures and spells have predefined timescales, nor can you necessarily say when the spell's casting would take place. You can suggest a course of action that would normally require a decision by a wizard (no action required by you) (the DM chooses the course of action). When the spell is cast, any creature or object that fails its saving throw is pushed to the nearest safe spot and has disadvantage on all attack rolls, ability checks, and saving throws. Divination

Snilloc’s Cunning Spell

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a snout creaturelike creature with a pointed snout. The snout can be up to 30 feet long, and it can’t fall. It has a swimming speed of 60 feet., and it can swim speed of 60 feet when you are in the water. Until the spell ends, the creature can breathe normally and is unaffected by armor, shields, and poison. Evocation

Snilloc’s cunning tools

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You learn the secrets of many secret chambers of the wizarding world, each one offering a different outcome for a wizard. The secret chambers open on a random day, appearing at the top of the Great Hall, at the start of every warding ceremony, during the day's recitation, at the end of each w

Snilloc’s Cunning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and choose one of the following effects. The target’s natural armor rating is reduced by 10 for each slot level above 3rd. Clue. The creature has reason to believe that a lie has been told. For example, if you are told that a wizard has a magical ability that grants him blindsight, the creature would be shocked to the core. Familiar. You have reason to believe that a creature has been talking to a familiar. For example, if you are told that a wizard has a strange magic that makes him invisible, the creature would be stunned to the core. Familiar Spell. You have reason to believe that a familiar has used magic to charm, frighten, or frighten its target. For example, you might be told that a witch has a magic circle that makes her immune to cold damage. Familiar Spell Target. You have reason to believe that a familiar has used magic to target a particular target. For example, if you are told that a wizard has a strange magic that makes him invisible, the target would be shocked to the core. Familiar Spell Word. You have reason to believe that a familiar has used magic to warn its target of a threat. For example, if you are told that a witch has a special ability that makes her immune to poison damage, the target would be shocked to the core. Familiar Spell Target Spell. You have reason to believe that a familiar has used magic to target a specific spell. For example, if you are told that a wizard has a special spell that makes him immune to a specific spell, the target would be stunned to the core. Familiar Spell. You have reason to believe that a familiar has used magic to target a specific spell. For example, if you are told that a wizard has a magic circle that makes him invisible, the target would be stunned to the core. Familiar Spell. You have reason to believe that a familiar has used magic to target a particular spell. For example, if you are told that a familiar has a special ability, the target might be affected by a specific spell. Familiar Spell. You have reason to believe that a familiar has used magic to target a specific spell. For example, if you are told that a familiar has a magic circle that makes her invisible, the target might be affected by a specific spell. Familiar Spell. You have reason to believe that a familiar has used magic to target a particular spell. For example, if you are told that a familiar has a special ability, the target might be affected by a specific spell. Familiar Spell. You have reason to believe that a familiar has used magic to target a particular area of the plane. For example, you might be told that you have the ability to teleport to a certain location in a particular dimension, and you might be able to communicate with it there. Transmutation

Snilloc's Disguise spell

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You choose one creature that you can see within range. The creature must be within 30 feet of you, but otherwise has advantage on the saving throw. It must also be able to stand and take the actions you choose, which makes it w ho have disadvantage on attack rolls against you and ability checks made to take attacks with the move. The spell can't penetrate armor or lairs, walls, or other creatures' rooms. Magical invisibility is used to conceal magic items and spells. Illusion

Snilloc's Disguise

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a simple, yet powerful disguise for a creature of your choice within range. Choose one of the following effects when you cast the spell. • You appear in a location that is no larger than a 20-foot cube. • You appear in a place that is no larger than an area of greater than illusion. • You appear in a place that is no larger than an area of illusion. • You appear in a place that can be affected only by one spell of level one or higher. • You appear in a place that can only be affected by one spell of level one or higher. Transmutation

Snilloc's Dispel Magic

Casting Time: 1 action
Range: 30
Duration: 1 Hour

By manipulating objects in an unoccupied space that you can see within range, you might create a magic mirror to protect a creature from fire, a bomb, or some other harmful effect. Alternatively, you might create an object made of magical force that can restrain or restrain a creature or a magical construct, as long as the construct is within 60 feet of you when you cast this spell. The object’s magic remains until the spell ends, and the creature restrained by the object can use either its action on each of its turns to make the object disappear, return it to its unoccupied space, or use another spell of your choice that creates such an effect. If the object’s magic fails to materialize within 30 minutes, the creature is pulled 1,000 feet toward the center of the square where the spell is cast and awakens. As an action, you can create a channel magic globe over a 15-foot radius and chain it to the globe, creating a magical gate that guards against ranged attacks and up to 5 feet tall. The globe lingers in the air as a magical trap, attempting to banish all but the most powerful demigods, elementals, and aberrations within 5 feet of it. Any creature that touches the globe or touches the creature outside it successfully escapes the trap. Looming majordomo The mist in which a creature falls is created by the presence or absence of a celestial, a fey, or a fiend. It is difficult terrain and moves at half the speed of light, and it appears in a 20-foot radius centered on the globe. If the creature fails a Dexterity saving throw, it is pulled 10 feet toward the nearest celestial or fey god or magical entity for the duration. Loose, lightweight materials brought to the surface by the mist can be separated from the mote by simple metal threads. These threads create openings that can open into a trapped compartment within the vessel. The threads can open into a chest, a chest on the ground, or a chest up to 30 feet deep within the vessel. If a piece of magic is brought to the chest, the chest, or the chest’s opening opens inside the vessel. When a creature enters the vessel to examine the mist, and to see if any magical threads are present, the creature can make a Wisdom saving throw. On a successful save, the creature can open the mist’s compartment with just a small screwdriver. It then drops any remaining magic items or contraband on the ground where it is found. A creature is not compelled to open the arcane compartment by reason of its magical nature. Instead, any creature that can see and hear the world

Snilloc’s door of curses

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A creature enters the den of spirits that protect a specific part of the world within range. The door crumbles into pieces, revealing secret chambers and other hidden places. This spell has no effect on constructs or undead. At the end of each of its turns, it can repeat its saving throw against this spell. If it fails, the spell ends for it. The door is a circular chamber with four chambers on each side. The chambers are 1 feet wide and up to 10 feet deep, containing the following magical objects: • A large crystal containing a spell slot of 3rd level or lower • A scroll stuffed with 3/4 of an illusory image • A duplicate of a mundane spell • A duplicate of an illusory spell At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the effect increases to a magic door effect, as mithral spirits sometimes do, by 2nd level Spell Damage. Transmutation

Snilloc’s door

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You see a door open on the ground within range. Until the spell ends, that door grants access to all the rooms within a 10-foot radius, along with a set of locked doors at the door's entrance (your choice). The doors open to let in a creature from a certain direction, a creature that you choose must succeed on a Wisdom saving throw against poison, or someone enters the spell’s area and attacks the door with a weapon. A creature must also make a Wisdom saving throw against poison when it enters the spell’s area for the first time on a turn or enters a room there, or makes a melee attack against a door using a different weapon (your choice). A creature can choose to fail the saving throw. On a successful save, you can choose an entirely different creature to lead the creature’s footsteps. Evocation

Snilloc’s door

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You place the touch of your shadow finger on one creature that you can see within range. Alternatively, you can make a small, harmless sensory twitch in the target’s space that makes the creature disappear for 1 minute and then repeat that spell's normal 1-minute casting time. The spell ends if the creature’s invisibility or charm works on it. Until the spell ends, you use the same finger to open a door unlocked by an unwilling creature. If you do so, the door lances open and leaves a 10-foot-radius open beam of light that lasts until the end of your next turn, and the spell ends. Conjuration

Snilloc’s Eye

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A wide, golden orb appears in the ground behind you and spreads around you in a 30-foot cube within range. The orb lasts for the duration or until a spell of 8th level or lower might trigger a spell of 8th level or lower. If you cast a spell that calls for the eye’s construction, the spell’s area appears within 5 feet of the orb and costs 10 feet of movement to cast. The spell activates when a thin sheet of magical energy pours out of its center, forming a ring around the eye. Each creature in that area must make a Constitution saving throw. If a creature fails that saving throw, an uncontrolled movement spell created by this spell ends, triggering a chain reaction of attacks that each take 1d6 when you hit. During these attacks, each affected friendly creature must succeed on a DC 20 Constitution saving throw or take 2d6 acid, cold, fire, lightning, or thunder damage, and take 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Snilloc’s Eye

Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, the snilloc’s eye can see things that aren’t there. The eye can look into illusions, up to 20 feet away, for the duration. When you cast this spell, you can choose one of the following effects to cause the eye to move: • To open an illusion, use a spell slot of 2nd level or higher, and create one of the following effects within the spell’s area: • Illusion of an object or a creature • An illusion that can be made to appear to be an object or a creature • An illusion that can be broken up into simple components that can be damaged, gained, and lost, as well as the illusion’s location and duration, as determined by the DM • Through the eye’s opening, an illusion can move through an opening as small as 1 foot in diameter as a bonus action • Through a crack in an opening as large as 1 foot in diameter as a bonus action • Through a gap as wide as 1 inch in diameter as a bonus action When you cast this spell, you can have the eye open with a successful dispel magic spell, and then have the illusion move out of the way to avoid detection from creatures within the eye’s area. Conjuration

Snilloc's Eye

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates an invisible eye of snilloc in your hand. The eye appears in an unoccupied space that you choose within range and is visible to all creatures. If you cast this spell and as your action on a turn that you are casting, you can change the creature’s color, size, and location so that it appears in the image. The eye can't be dispelled by dispel magic, and if you cast this spell on the same creature or on a different one, the spell ends. While the eye is in effect, you can affect one of the following creatures with the eye: celestials, elementals, elementals of plants, elementals of air, elementals of stone, elementals of fire, elementals of ice, elementals of thunder, elementals of the dark, elementals of earth, elementals of the dark wrought by the fey, elementals of ice, elementals of the dark wrought by the fiend. The fey can also create fey, however dimly, that is, it is immune to their spells. The eye can’t enter a creature’s space or pass through objects created by its spellcasting. While in the eye’s space, a creature can take the Dash action and exit the eye’s plane, leaving behind whatever it left behind. Illusion

Snilloc’s Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The eye of an intelligent nastula grows dimly at the tip of each of its 1-foot-diameter’s radius. The eye lasts for the duration, and its surface is asuraan. When the eye appears, each creature within 5 feet of the eye must make a Wisdom saving throw. On a failed save, the creature takes 6d6 psychic damage, and it must then make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage and isn’t affected. Illusion

Snilloc’s Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You and up to eight willing creatures within 5 feet of you are transported to a location you can see. You can see the location through the eyes of one willing creature. The destination is difficult terrain, but any creature within 5 feet of the location where you cast this spell must succeed on a Dexterity saving throw or take 2d6 radiant damage. You and any creature traveling with you arrive at the spot you described 3 miles away, where you described the location and the location-inducing spell, or the nearest unoccupied space if you are a creature. You arrive at the spot with all the equipment you described, including your snout and snout rings. You can enter the location by using a telepathy spell, up to 60 feet, or by spending 1 minute exploring the area. Alternatively, you can leave the area by using the exit spell, if available. If you enter the area early enough, you can telepathically communicate with any creatures you encountered just before you left, even if they weren’t already on the same plane of existence as you. You can’t leave the area if you are already on it. You can only leave it by water, and you can’t leave it again until you finish this spell’s challenge. You can’t leave the area by leaving magic items in the area, and you can’t leave it by nonmagical means. You can’t leave it by way of air, water, or some other form of impossible or impossible terrain. Conjuration

Snilloc’s eye patch

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create an invisible snuff out of a soft, peeling, and foggy substance that appears to be poisonous. Until the spell ends, the patch obscures a portion of an area on the ground or in the air that isn’t heavily obscured. Beyond the patch is a sphere of narrow-mouthed fog, 50 feet in diameter, that spreads out over an area of ground equal to 5 feet on a side. Each creature in the area must make a Constitution saving throw, taking 8d12 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you

Snilloc’s eye’savior

Casting Time: 1 action
Range: Self
Duration: 1 Hour

The eye of Snilloc appears and acts as the snapper. Appearing in an unoccupied space within range, the eye glows red and dims light for an additional 1d4 minutes. While in this light, the eye can detect movement, but it is blinded by dim light for the duration. The eye can’t see anything and can’t communicate with you. If you cast this spell using a spell slot of 5th level or higher, the eye can cast one spell of level 5 or lower, which casts into shadow, silence, or truesight, as well as create an invisible barrier around itself that prevents it from seeing anything. Abjuration

Snilloc’s Eye

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a fey creature that looks like a crab, a poisonous snake, a black frog, or a fish that doesn’t speak any language. You can make the creature fly, run, swim, or crawl while you are casting the spell. Creatures are difficult terrain and can‘t be harmed by movement. The fey creature performs simple tasks such as gathering food or cleaning houses, but it does so under great duress. When the fey creature reaches full size for combat—when it can see, hear, and touch its target or another fey creature within 120 feet of it—it makes a melee spell attack. The fey creature can cast this spell only once per day. An unwilling creature fails to do so each time it casts this spell, or it takes 1d10 psychic damage. If you cast this spell multiple times, you can have up to three fey creatures raised and trained at a time throughout the duration of its restoration, or you can keep one fory creature fainting at the DM’s discretion. When you cast the spell, you can adjust the fey creature’s size so it can safely be carried by a creature or carried by a creature carried by a creature. Conjuration

Snilloc’s eye’s eye

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a poisonous eye grow in size from the top of your head so that it can look like a real snake’s eye, but without affecting its movement or defenses. If you cast this spell using a spell slot of 4th level or higher, the eye glows bright red in a 30-foot radius and dim light for an additional 30 feet. The eye lacks the faint sensory component, but it can see small details such as a wound and can see things that are obviously hidden. The eye also lacks the irises, which can be damaged. For 3 minutes, until the spell ends, you can use your action to bite or slap the creature to death. The creature must make a Constitution saving throw, taking 4d12 poison damage on a failed save, or half as much damage on a successful one. The eye’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Necromancy

Snilloc’s eye’sight

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create an invisible, invisible eye within range that glows in the dark of dawn to a maximum of 120 feet in a location your choice within range. Until the spell ends, the eye glows in a brilliant radiance that mimics the torch’s intensity. That brightness can be suppressed if you are within 60 feet of the eye. Illusion

Snilloc’s eye’sore eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an illusory image of an object within range (a sphere, a disk, a cube, a disk or a cylinder), as you use it, that is neither too small nor too large to fit inside your reach and that is neither too small nor too large to occupy your space in. This illusory image can be distracting or disturbing to the target, or both. The image can linger in the mind of the creature for the duration, and the creature can use its action to examine the image. Until the spell ends, a creature can use its action to examine the illusory image. The creature can identify any creature within 10 feet of the image as being within that range, if that creature is of the creature’s kind or known to the creature. The creature can determine the image is of an object of a similar size and weight, as described in the greater still beasts chapter, or of a similar material component, such as marble or wood, to the image. As a bonus action on each of your turns, you can move the illusory image 100 feet away from you and repeat the process for each creature it targets. Once moved, the illusory image w ill create a protective glyph on the target’s head that prevents the creature from leaving the image. While the creature is within the image, it can’t be targeted by attacks or cast spells. If the creature tries to cast a spell against a creature within 30 feet of the illusory image, that spell fails and the creature is blinded until the spell ends. Illusion

Snilloc’s eye swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 15-foot, 20-foot-long swarm of poisonous, dripping, and dripping tentacles on the ground within range. Each creature or object that is touched by one of the tentacles (including you) inflicts a poisoning and nauseating effect that can reduce it to a hodgepodge of blackness and poison. The swarm spreads around corners, and its tentacles can reach up to 20 feet out from it. It deals 2d8 poison damage to creatures in its area when it spreads around corners. Necromancy

Snilloc’s Eye

Casting Time: 1 action
Range: Touch
Duration: 24 hours

By conjuring up one of the following effects on solid objects, you imbue a creature’s eye with an illusion. It w as bright light and dim light within 60 feet of you and dim light and light for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Snilloc’s False Prophet

Casting Time: 1 action
Range: 60
Duration: 24 Hours

As you cast this spell, a shill named Belladonna springs into existence to help her fellow servants in their war against the foul spirit of the wyvern. Belladonna is a wyvern, native to the Great Smoky Mountains, located about 2,500 miles from the U.S.A. You choose one of the following options for her. Belladonna makes a sound, looks like a whistle, rolls a d4 Constitution saving throw, and makes a melee spell attack against a target within 5 feet of it. On a hit, it deals 2d6 fire damage and takes 1d6 cold damage. Fire breathing creatures are immune to this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect 1d4 additional creatures for each slot level above 1st. Evocation

Snilloc’s Fear effect

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes any creature you designate frightened. For the duration, a creature that is neither foolish nor foolish enough to be on the move can’t make a melee attack with an attack roll, and it has disadvantage on attack rolls against targets within 30 feet of it. It also makes a Wisdom saving throw against a ranged spell of disadvantage. On a successful save, the spell doesn’t restrict the creature’s movement for that turn. Evocation

Snilloc’s Fearful Tongue

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You fill a mouthful with murderous, biting whispers that lash out at anyone who stands in their way. The sound can be heard 100 feet away, and it lasts for the duration. As a bonus action on each of your turns before you take any actions, you can repeat the form's name in its entirety with advantage. If you repeat your turn, you can make the same word appear twice in its place. Evocation

Snilloc’s feast

Casting Time: 1 action
Range: Touch
Duration: 1 hour

Flame and sand shoot out from Snilloc‘s mouth, appearing as glowing, shimmering eyes and leading the hungry creatures there. Until the spell ends, the eyes of the hungry creatures can’t become blinded. When a creature starts its turn in a meal on the go, it sends an appropriate message through the mouth of this hungry creature to the nearest creature of a familiar or by sending a message to a group of nearby creatures that are friendly to you. Choose a fey, a fey giant, or a fey spirit that you can see within range. You send a message of low-leveler origin, up to chapter 24, 5 or 10 words. You tell the fey that it must be a fey named Anakin Skywalker or Kajan Zuko, or it can be another fey created by the same process. If you send no message, the fey sees whatever remains of the creature as an enemy creature, and it has its own way to the feast. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional fey created by the same process for each slot level above 6th. Conjuration

Snilloc’s Flame Burst

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Flames leap from your hand and then to a creature of your choice that you can see within range. The target rises from the flames in a spray of yellow flame. It takes 2d8 fire damage on a hit and becomes heavily obscured until the start of

Snilloc's Flame Burst

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a round-size, frost-tipped snuffball or bean bomb at a creature or an object within range. Make a ranged spell attack for each pegasi within your reach. On a hit, the target takes 1d6 fire damage and must make a Constitution saving throw. If it succeeds, you throw the snuffball at it, creating a round-sized shard of ice that extends from your outstretched hand toward the creature or object. The target must make a Dexterity saving throw. On a failure, it takes 2d6 cold damage and is restrained until the cold damage extends to its limb. As an action, you can throw another pegasi at it that is made of ice. The pegasi takes 3d6 cold damage on a failed save, and as an action, it can’t be affected by this spell. Any temporary wounds it causes to heal and maintain their normal functions have already been removed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Snilloc's Floating Disk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a circular, 10-foot-diameter disk of water that floats in the air on each side of a point you choose within range. You can use this spell to manipulate any object or creature that you choose within 120 feet of the disk and that can reach into it to harmlessly move about. When you cast the spell, choose a point you can see within range and make a melee spell attack against it. If you have not prepared meals for the target, it is immune to starvation damage and has advantage on saving throws made against attack effects that restrict it (such as those requiring it to make a Constitution saving throw at the first opportunity to escape). The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. The disk can move across a room or a wall, forming two doors, but these can’t be opened prior to the spell’s casting. Additionally, the disk sheds bright light in a 30-foot radius and dim light for an additional 30 feet when dim light causes it, and it emits dim light in a 30-foot radius when it emits dim light. If any creature moves into the disk or enters it from behind it, that creature must make a Wisdom saving throw. If it succeeds, the spell ends for that creature. Transmutation

Snilloc’s flying fortress

Casting Time: 1 action
Range: 90
Duration: 1 minute

You create six pillars of stone on the ground at the edge of a cave system at the edge of the Commonwealth. You can create any number of pillars, each 6 inches in diameter and 3 feet tall, on either side of a circle you choose. You can shape the ground so that it is flat and straight. The water surrounding the pillars forms a barrier that prevents a creature from passing through it. A creature can take a - 3 penalty to AC for each lamp connected to the pillar by another creature or for one creature of the type being connected to the pillar. Transmutation

Snilloc’s flying squirrels

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A restless creature that doesn’t leave its space w

hen it ends its turn moves in a random direction within range, acting as a squirrel's watchdog for the duration. The creature is curious and hostile toward all creatures in its area. The creature moves into the nearest unoccupied space of its choice when the squirrel disappears. Alternatively, it and any creatures that fit within its general group of 5 or less must be moved together to a space within 5 feet of each other. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, one squirrel might trigger a special mystics spell that provides a brief insight into its thinking, memory, and behavior. Divination

Snilloc's Footprints

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose an object weighing up to 500 gp or less that you can see within range. A footprints-stabilized footstep appears at the target and remains there until the spell ends. If you choose a creature, you must use your action when you make the footstep. You can only affect the target with the footstep. A creature can be charmed, frightened, or possessed by the footstep, but it can't possess a foot. If you cast this spell on the same creature or a different one, the target suffers the consequences described in the following table. CHAOS ENHANCED BY GAME CHANGES CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME CHAOS ENHANCED BY GAME Dragonborn can breathe underwater. The water contains simple sugars and minerals that nourish the fish, such as manganese, manganese dioxide, iron, manganese sulfate, and selenite. The water is rich in oxygen and oxygen is poor. The water is corrosive. A creature that enters the water with eight or more pounds of substance (including a creature) in its stomach can attempt to swim away from the surface by as much as eight feet. If the creature is holding more than eight pounds, it must make it out of the water in one piece. Transmutation

Snilloc’s ghost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a skeletal snout from nothing, appearing in an unoccupied space that you can see within range and that isn’t metal, stone, or another nonmagical construct and that appears to be a humanoid. The snout is an illusion. The snout looks like an ordinary snailskin and can be folded in half, forming a sort of leather leg with a buckle, across two legs you choose, and a third leg. The snout is horizontal and extends to the top of the snout. When the snout appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is Dexterity. On a failed save, a snout collapses forcing a creature into a low-level spell of 3rd level or lower. The creature is restrained and must move away from the snout to avoid crushing it. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature’s restrained state is no longer restrained by the snout and can’t use the action it formed into a muscle for this spell. Any creature that starts its turn restrained by the snout or falls unconscious must roll a d4 Strength and Constitution saving throw. On a failed save, the creature’s unconscious state immediately reverts to normal. If a creature fails a saving throw and becomes conscious while restrained by the snout, that creature is also restrained by the snout and restrained by the spell for the duration. This spell’s normal effect is to cause the restrained creature to move away from the snout and upward toward the space it lies within. Once restrained by the snout, a restrained creature pursues its quarry with care and skillful movement. It can make a successful Strength or Dexterity check against your spell save DC. If it succeeds, the creature is no longer restrained by the snout and can move away from the snout and upward toward the space it lies within when the spell ends. Conjuration

Snilloc’s ghostly rampager

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A large, spectral creature appears in an unoccupied space that you can see within range. The creature is Medium and tall, and has a Strength of 5 and a Dexterity of 5. The creature moves about a 15-foot-radius. 30-foot-high cylinder of crackling, blackness radiates menace and darkvision to all creatures within 30 feet of it. For the duration, this creature has disadvantage on attack rolls against any creature within 30 feet of it that you can see. Transmutation

Snilloc’s ghostry roar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral owl rises from the ground in an unoccupied space of your choice within range and crashes down on an enemy prone to falling damage. The owl crashes down on a creature that you can see within 30 feet of it, causing it to tremble and sending the creature stumbling. The creature must make a successful Strength saving throw. Until the spell ends, you can use an action to move the owl up to 30 feet in any direction and then slam it with one of the following attacks, creating the illusion: • One simple slam (10-foot radius) • Two slam attacks (10-foot radius) • Four simple attacks (10-foot radius) • Eight simple attacks (10-foot radius) The illusion lasts until you use your action to cast this spell again. It reappears 5 feet away from you in an unoccupied space and can’t be summoned. When you cast this spell, choose one of the following effects from the following spell slot rolls: • you create one feather of temporary hit points, which lasts until the start of your next turn, or • you cause a thin sheet of ray of disintegration to appear in an unoccupied space that you can see within 10 feet of you, granting it no extra effect. If you create a thin sheet of ray of disintegration or a thin sheet of disintegration ray, you can use your action to create a bubble on the ground that lasts until the end of your next turn. This bubble extends into the space where it appears, and it extinguishes flammable objects that are resting on the ground or within 30 feet of it. The bubble can hold up to eight people. If the bubble points toward a creature, that creature must make a Constitution saving throw. On a failed save, the creature takes 6d6 fire damage and is burned for 8 hours on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Evocation

Snilloc’s ghost wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 25-foot tall, 25-foot wide, 20-foot deep wall of fog on the ground within range. The wall appears around corners along the perimeter and extends along the ground in a straight line toward you. The wall is thick with invisible fog that protects it from light and darkness. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 5d4 cold damage and 5d4 radiant damage, and it is blinded until the end of your next turn. When you use an action to dismiss the fog wall, choose a point you can see within range. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects and structures in the area, causing even more damage. Reducing a single creature to dim light or darkness to smithereens for 1 minute then harms no creatures or structures. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 2d6 for each slot level above 5th. Evocation

Snilloc’s Great Furnace

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell turns any stone or a solid surface on which you cast a spell—such as a table or a floor or a floor—in its area. For the duration, you can use an action to create a circle with one of the following properties: - You create a 90-foot cube centered on a point within range. - You maintain another plane of existence within range. - You create ten horizontal bars spaced 90 feet apart, each lasting 10 feet across. - You create up to six horizontal bars spaced 90 feet apart, each lasting 12 feet across. Examples of bars that can be created include creating a three-bar horizontal bar at the top of an 8-foot-cube, forming a horizontal bar at the bottom of a 10-foot-cube, forming a vertical bar at the top of a 20-foot-cube, or creating an eight-foot-cube with two horizontal bars spaced 90 feet apart. If you create a four-bar horizontal bar, create four vertical bars spaced 90 feet apart, and create a chain reaction bar spaced 90 feet apart, you create the following effects. • You create a horizontal bar that is horizontal across from an incline or a ramp. The bar’s length is measured from side to side and extends downward from the point you ’plied in existence on the same plane of existence as the bar. The bar is suspended in midair, creating a horizontal bar’s length and extending upward from that point. • You create a vertical bar extending downward from an angle equal to or less than 50 percent downward. The bar’s height is measured from your left (horizontal bar) to your right (vertical bar’s height). The horizontal bar’s height is measured from your right (vertical bar’s height). The cupola’s height is measured from the top (vertical cupola’s height). The horizontal bars of the cupola correspond to the shortest and most horizontal bars in the plane of existence you occupy. The horizontal bars of the cupola correspond to the longest and most vertical bars of the plane of existence you occupy. Your movement while the cupola is in motion requires you to make a Strength saving throw. If you are able to do so, you can use your action to manipulate the cupola in any manner you choose, but only against creatures or objects that are neither worn nor carried by creatures or objects touching the cupola. While the cupola is manipulating you, you can affect any effect that would give a creature’s Strength bonus (such as by raising the blade of your sword above your outstretched hand) or a Strength bonus (such as by raising the scabbard from your pocket) that would give a creature’s Strength bonus (such as by casting a spell or using a bonus action to cast a spell) would affect the cupola. You can use only one effect, however powerful, on the cupola at a time. Any effect on the cupola that takes effect before the cupola is created requires you to use another effect on the cupola, whether this one affects the cupola itself or a specific creature or object touching it. If an effect or bonus on the cupola occurs while the cupola is in motion requires you to use the cupola’s full effect on the cupola’s effect, the effect or bonus requires you to use your full effect before using your full effect on the cupola’s normal effect. When you cast this spell, you can have the cupola animate or have the cupola choose to

Snilloc’s Great Furnace

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a magical fireplace that is centered on a point within range. The fireplace is magically lit for the duration. A fire of moderate capacity (24 cubic feet) is created and burns for the spell’s duration. The fire ignites flammable objects or creates and obscures smoke or flame. The fireplace lasts for the duration or until you use an action to remove it. You can make no further use of the fireplace. If you make an attack roll during its duration, the creature takes 4d10 radiant damage, and

Snilloc’s Great Furnace

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a dazzling display of magic in a 30-foot-radius sphere centered on the Great Furnace. The sphere is visible from a distance of 300 feet up to 500 feet. Each creature in the sphere must make a Charisma saving throw. On a failed save, a creature takes 20d6 radiant damage and is blinded for 1 minute. When a creature scores a saving throw against this spell, it can use its action to move the Great Furnace up to 30 feet in any direction. If the Great Furnace moves across a floor, ceiling, or a space covered by an opaque covering, the creature must succeed on a Dexterity saving throw or become blinded

Snilloc’s Great Furnishings

Casting Time: 1 action
Range: 60
Duration: 10 Days

You create a pillar of fire on a solid surface within range. The pillar falls in a 30-foot cube centered on a point within range and lasts for the duration. Any creature that ends its turn within five feet of the pillar must succeed on a Strength saving throw or take 3d6 bludgeoning damage. The pillar also surrounds itself with a 15-foot-radius sphere of fire and lasts for the duration. When a creature moves into the pillar, it descends 5 feet per time it spends descending. On each of its turns after the pillar appears, the sphere must succeed on a DC 20 Strength saving throw or take 3d6 bludgeoning damage from the pillar. If the pillar would fall if you used your action to move into it, you could cause it to sink as a result, dealing 2d6 bludgeoning damage to the creature. The sphere also allows you to ram the pillar into objects and structures, albeit leaving it vulnerable to bludgeoning damage. Creatures can’t take bludgeoning damage from falling into the pillar. Evocation

Snilloc’s Great Hall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a 200-foot-radius, 15-foot-high, 15-foot high, 20-foot high, and 20-foot-deep hall divided into 2 levels of 100-foot-radius, 30-foot-high, and 30-foot-deep. Choose one of the following levels of magic writing to create the illusion: 1st—genius (your choice), 2nd—lightning, 3rd—endurance, 4th—speed—light, or 5th—vision. You create a 5-foot cube of darkness, a 5-foot cube of frost, a 20-foot cube of lichen's illusion, a 20-foot cube of ice, a 30-foot cube of fog, and a 30 foot cube of crack. Each humanoid in each level of these illusions is affected by two spells of your choice with advantage, and the spell ends if you use either. A vapor spell vaporizes one creature within range. An unwilling creature must make a Constitution saving throw against the spell. On a failed save, it exhales smoke cloud in a 10-foot radius and returns to 60-foot cone after vaporizing a creature of your choice that isn’t wearing armor. A misty sphere centered on a point within range creates a 25-foot cube of gloom centered on that point. A creature in the 5th level or lower can’t become fog cloud by taking the lowest level spell slot from that creature. Conjuration

Snilloc's Great Hall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You enter the Great Hall. You must succeed on a Charisma saving throw or you will be expelled from the room. The spell’s destination is determined by its level and can’t be later changed. The first time a creature enters the Great Hall while you are still within it, they can make a Charisma saving throw. On a failed save, they take 2d12 bludgeoning damage and are pushed 10 feet away from you. You can send a message through the wall to all creatures in the room that is silent as long as it is at least 5 words or less. If the wall is large enough, it can hold up to 50,000 words. If the wall is small enough, it can hold up to 1 million words. If the wall is immobile, it doesn’t hold any weight and is immobile while invisible. A creature that enters the Great Hall while you are still within it must make a Wisdom saving throw. On a failed save, you instantly vanish from the room. A creature that enters the Great Hall while you are unconscious and unaware of your presence is expelled from there instantly. Conjuration

Snilloc’s Great Hall

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You enter the Great Hall and take the form of a fey, one of the following creatures: an elemental creature (eg. the Great Smiter—inhabitants or an elemental fey), a fey zombie (eg. The Great Smiter—inhabitants ), or a fey spirit (eg. Anima, Flame Spirit, or Smite Smite). To appear in the Hall, a fey creature must be within 30 feet of you, and the fey creature must make a Charisma saving throw. On a failed save, it can’t speak, cast spells, or do anything harmful to the game. The fey creature is immune to all damage and can’t attack you. When the spell ends, the hall disappears, leaving behind no living or dead creatures. Any objects and magical effects created by the fey creature disappear when it returns to its plane of existence. If the hall overlaps with the rest of a city (as with fire, for example), the hall falls within 1 mile of those places, and so on, for the duration of the fey creature’s stay in that area. A creature of medium or smaller size falls within 1,000 feet of one of those places. It is impossible for the fey creature to pass when it accounts for the wall when it enters the spell’s area. Conjuration

Snilloc’s Great Shell

Casting Time: 1 action
Range: 30
Duration: 150

24 Hours A strong silvery cloud of fog surrounds a creature you choose within range. Until the spell ends, fog obscures only hostile creatures and structures that aren’t part of the creature’s world. The cloud obscures only one creature of your choice: a creature that is friendly to you or one that is hostile to you (your choice which creature). The cloud then moves down a 5-foot-radius, 25-foot-high cylinder centered on a point within range. This cylinder extends into the Ethereal Plane, up to 300 feet, until you create a new cylinder, or you can use an action

Snilloc’s Great Tree

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Tree roots spread across a 10-foot-radius, 50-foot tall trunk containing an intricate, magical tree spirit. Until the spell ends, a tree of thorns that sprouts from a stump of a tree trunk that is less than 10 feet long grows to fill a 20-foot cube. The trunk is opaque and lasts for the duration. When the trunk fills, the magic tree fills its space, thus raising the creature’s resistance to nonmagical damage and thus reducing damage from magical effects. When you cast this spell, you can have up to two trees appear and prevent one creature from approaching the same tree for 1 hour. The trees last for the duration. If you cast this spell multiple times, you can have up to four trees appear. Each casting of the spell requires you to roll a d8 to your spell save DC. Each casting of the spell again requires you to roll a different d8. Each time the spell ends, a thin mist appears around the tree’s center, lightly obscuring its surface. The mist lasts until cleared and extinguishes any flames within it. It is imperceptible from nonmagical light, fire, and undead. Any creature that starts its turn in the misted portion facing away from it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is knocked prone. The creature can move along the ground at one pace, but no more than 100 feet directly over the center of the mist. As a bonus action on each of your turns, you can move up or down 6 feet in any direction while also moving in one of the following directions: • Left • Right • Between Buildings A brazier covered in trees flies in a straight line toward you. You choose the direction that is perpendicular to the current. (Your choice, the brazier flies in the opposite direction.) When you cast this spell, you can affect only one creature at a time and can’t affect more than one creature at a time. When you affect a second or more creature, the first creature takes 2d6 bludgeoning damage and the second creature takes 2d6 bludgeoning damage. If a third creature causes both effects to fail, the first creature takes the extra damage, and the second creature takes the extra damage. If you create more than one brazier covered in trees at the same time, you can cause them to shift in either direction

Snilloc’s Great Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of shimmering force appears at a point within range on an area you choose within range. You can create the wall by shaping a square or by using a prismatic means to illuminate a trench or a trench edge. The wall can be made from any material or stone you choose that isn’t impure or that can’t provide sufficient heat to kill the creature inside. It can be made from any solid material that has a viscosity of vapor or less than a vapor plant. When the wall appears, each creature within its area must make a Strength saving throw. The creatures succeed by throwing a rock or a trench originating from

Snilloc’s Great Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of fog on the ground at a point you can see within range. Each creature of Medium size or smaller standing on it must make a Dexterity saving throw. A creature takes 6d8 fog damage on a failed save, or half as much damage on a successful one. A creature moving across the wall must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is caught in the fog for the spell’s duration. Subtract all the numbers from the table above from the number of creatures on the wall and you arrive at the highest damage result for each category. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a wall of fog on the ground at a point you can see within range. Each creature of that size or smaller in that area must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature enters the wall for the first time on a turn that it is within 500 feet of the wall, the creature must move into the w window and use Strength to move up to its speed so that it can enter the wall. The creature can enter and remain in the wall for the duration and must make a Strength saving throw. If it takes damage or is knocked prone, the creature can use its reaction to regain its speed and use its reaction to move to the top of the wall, using another creature’s speed. A creature must not need to move into the w window to enter the wall. A creature can’t become trapped by the wall. Transmutation

Snilloc’s Great Wall

Casting Time: 1 action
Range: 60
Duration: 1 minute

You weave a wall of swirling force in three manageable sections, each of which is 1d4 x 1d20 quarters, centered on a point you choose within range. The wall can run up to 60 feet, extend its length up to 30 feet, and pinpoints either side of a point you choose within range. You can create 10 feet of thin wall thickness by blocking a 30-foot-radiusoonetide—including an 11-foot-diameter portion that would face down—from a point within 30 feet of it. The thick wall blocks movement through it, but can be lifted by other means. The walls last for the duration and resist any attack that would reduce them to any lower than 1 inch thick. A creature of Medium or smaller weight or standing and standing height is unaffected by the wall. Creatures of the same or lower standing and standing height are unaffected by the wall. It lasts for the duration. When you cast this spell, or

Snilloc’s Great Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 25-foot-diameter, 50-foot-high, 20-foot high, and 20-foot wide vertical crack in the ground that twists and twists at least 50 feet in each direction. You can fit up to four people in it. Each creature in the area must make a Strength saving throw. Any Huge or smaller creature that starts its turn in the crack must succeed on a Strength saving throw or become restrained and must roll a d8 to escape. A creature restrained by the crack can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move his or her feet and so on until his or her feet are no longer restrained. If his or her foot strikes the ground, the creature makes a strong climb check. If it ends its turn in a place where its foot would strike the ground, the creature makes a successful Dash check. The crack produces a brilliant arc of light in the creature’s direction, making it difficult terrain for other creatures but also dangerous terrain for other creatures. The crack lasts until the spell ends. If you cast this spell again, you can reroll any of the d20 damage rolls made against the creature’s table for the first time on a turn that it would normally be paralyzed or restrained, if that creature would be affected. If you use a spell slot of 5th level or higher to cast this spell, you can use a bonus action to create a new one. As a rule of thumb, you can create one hundred twenty-one possible injuries for a creature affected by the spell, with a 10 percent chance per roll. Transmutation

Snilloc's Hand Clamp

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell grants a hand cramp made from magic when you cast a ranged spell targeting an area of magically-preserved stone. You can use a bonus action to have the cramp visible with a finger at a creature you choose within 30 feet of it. As an action, you can move up or down 5 feet where you cast the spell. If a target moves as a result of using its movement, that target takes 4d12 necrotic damage and has its speed halved until the start of your next turn. While crampy with this spell, the target takes 1d12 necrotic damage, and its hit point maximum is reduced by 5 until its next turn. At the start of your next turn, the spell ends for it. If the spell damages a target, it reverts to its original form, if it is alive and at least 1 hour after it was cast, it reanimates if it is dead, and it makes a new recovery if it isn't. If it is still alive and at least 1 hour after it was cast, it has a necrotic damage table, which lists the possible effects of the spell. You can have the spell end if it damages a creature or if no damage is done to it and you have advantage on all attack rolls you make using this spell. You can also banish the spell if it damages a creature or if its hit point maximum is more than 50 percent (including any reduction or enhancement effects that would reduce its hit point maximum). The spell ends if you dismiss it as an action or cast it again. Necromancy

Snilloc's Hand-to-Hand Combatant

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a compact circle of magic in which you can’t cast more than once, two of which you can see within range. The magic hand fills the circle and lasts for the duration, up to 8 hours. While the hand is held toward the same creature, it radiates magic, and the creature you choose’s magic with which it matches is imbued with the hand’s power. The creature can use its action to make a Strength or Dexterity check, and if it succeeds, it takes no damage and doesn’t take any damage as it uses the hand’s magic against the creature, although it can’t use full construct’s hit point maximum until the spell ends. The magic hand can only operate in one area at a time, and it disappears when the spell ends. Conjuration

Snilloc’s healing spell

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You use magic to mend a creature’s physical and magical wounds. You mend a nonmagical tear that lives inside a creature’s mouth or inside a creature’s nose. That creature can be a creature or an object, a construct, or a zombie. The creature can be a construct or a zombie, or it can be friendly to the same race as you. The creature is restrained, and you can use your action to push it up to 30 feet away from you in a direction you choose. If you pushed the creature

Snilloc’s healing spells

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You extend the useful life of a snilloc by shedding bright light in a 20-foot radius and dim light for an additional 20 feet. For the spell’s duration, the snilloc sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When the snilloc sheds this light, create a 20-foot cube of bright light in each dimension. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded by the snilloc. Evocation

Snilloc's Hideous Apparition

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A tendril of freezing gloom appears in an unoccupied space of your choice within range and lasts for the duration. The gloom is 10 feet long, 5 inches wide at the base, and 1 inch thick. The gloom moves at a rate of 60 feet per round mile for the duration. When a creature moves toward the gloom for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw; if it succeeds, it is shunted in the gloom to a safe spot, and the spell ends. When this spell ends, the gloom spreads around corners. Some dim light shows it in bright light. Abjuration

Snilloc's Hideous Apparition

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and choose one of the following options for the attack: - You hide within an unoccupied space of your choice that you can see within range, making the attack appear rare or magical. - One creature that you can see within range attacks that creature if the target is wearing or carrying the carrying capacity of the celestial. - You plant a protective charm on the target that stops rust in its movement and stops rust growth in its movement for 1 hour. If you cast this spell while the target is wearing or carrying a ring, you control rust growth; if you cast this spell while carrying a finger, you control growth in the worn and worn part of the finger, and you control the growth of any rust or grease on the finger. Transmutation

Snilloc's Hideous Resurrection

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You invoke the spirits of the dead to mend an era of decay in this land. No matter the form of the item or the amount of experience worn, this spell grants you the ability to restore nonliving things to life. For the duration, you have proficiency with all nonmagical weapons (including magic weapons), armor, shields, and the spectral kind of equipment you have equipped, though you must still possess at least one spectral staff or spectral ward, as well as one spectral saber. Once per round for the duration, you can issue a command to a corpse of up to half your choice of one of three creatures you can see within range. The creature must make a Wisdom saving throw. If it succeeds, you grant a command to restore the creature to life. If it fails this saving throw, the creature returns to life with 1 hit point. There is a 30 percent chance for a corpse to succeed on this saving throw. Additionally, if the creature drops to 0 hit points before its current level starts to rise, it can’t regain expended hit points until it refills its bank. As an action, you can issue a command to a skeleton of 2d6 long, Medium, and Large size, animate or take damage, as appropriate to the nature of the creature’s attack and damage type. If you command it to move up or down or to fling itself casually, throw a ranged weapon with a sling held in its hand, or repeat the action on each of its turns, ending the effect of the final command on it. If you command it to cast a spell that would normally target the undead, such as a casting of a disease spell against a creature within 120 feet of you, it automatically completes its current turn if it can’t cast that spell against the creature. It can also spend 1 hit point to dismiss this spell. Abjuration

Snilloc’s Hideout

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1

Snilloc’s Horrid Gale

Casting Time: 1 action
Range: 300
Duration: 24 hours

This spell summons a gargantuan, ground-shaking maws of churning blackness to strike at your direction. Choose up to four creatures within range, or one humanoid (you choose which direction to go), that you choose within range. Each creature in that range must make a Constitution saving throw. On a failed saving, it falls prone and takes 1d4 force damage, and it must then make a Constitution saving throw at the end of each of its turns. It takes 2d4 force damage on a failed save, and it can’t use movement or reaction for the spell. It always ends its turn in a location with a lower hit point total than where it landed. If the spell’s path overlaps with that of a creature, that creature can use its movement to get to the spot where it landed. If a creature moves more than 20 feet away from where it landed, that creature can use its movement to move to the nearest safe spot, but the creature must use its movement to move. If it can’t, the spell simply hovers, moving 5 feet or less above the surface of the ground. A falling creature, however, can still fall and cause the whirlwind to crush it. Evocation

Snilloc’s Horrid Grasp

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A serpent bite emanates from you, ripping through any creature within 5 feet of you and then crushing them to bits, sending them sprawling to the ground in terror. For the duration, a creature is restrained and makes all Constitution saving throws to escape. A creature restrained by this spell makes Constitution saving throws with disadvantage if it is carrying gear that it can’t use while restrained. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bite deals an extra 1d8 necrotic damage to restrained creatures for each slot level above 3rd. Necromancy

Snilloc’s Horrid Lavender Bell

Casting Time: 1 action
Range: 120
Duration: 1 minute

A discordant incense with a crown-like gilt surface springs into existence at a point you choose within range. Each creature that starts its turn in the spell’s area with hit point maximum takes 4d6 fire damage, and creatures that start their turns in the area with a total hit point maximum of 2d6 hit points or smaller, take 5d6 radiant damage, and creatures in a 30-foot-radius sphere centered on that point until the spell ends have disadvantage on Dexterity saving throws and attack rolls. Whenever a creature takes any damage, the sphere ignites, and its area is heavily obscured. Transmutation

Snilloc’s Horrid Whirlwind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a tremor in the ground within range, sending flying ripples through the air and rasping with each step you take, creating a powerful tremor that spreads around you. Each creature that starts its turn in the tremor area must succeed on a Strength saving throw or take 1d8 bludgeoning damage. This spell's effect is identical to that of a sling weapon attack, except that it deals an extra 1d8 bludgeoning damage to the ground and 2d8 bludgeoning damage to objects in its path. Evocation

Snilloc’s Horrid Wilting

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A gust of wind blows down at least ten feet long, rolling boulders in a direction you choose for the spell’s radius. Each creature in a 10-foot-radius sphere centered on each creature when you cast the spell must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This damage spell is cast in the area of a school of magic missile. Evocation

Snilloc’s ice wolf

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You conjure and eat some snuff, either wolf or mink. You can eat either snuff or a similar substance, such as branches or bark, and it takes 10 minutes for the animals to devour the snuff. The snuff effect lasts for the duration. The snuff can’t be eaten or discarded. When you cast this spell, choose one or both of the following effects. Eating or drinking snuff immediately ends the spell. Eating or drinking snuff also ends the spell. Some potions and poisons end the spell early. Eating or drinking a potion immediately ends the spell. Poisoning a creature immediately ends the spell. The snuff effect disappears when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures each become visible when you gain level up. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected increases by two for each slot level above 1st. Necromancy

Snilloc’s illusion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering force appears within a creature’s space and is unbreakable by barriers, spells, or other magical means. The sphere lasts for the duration or until a target can use an action to dismiss it. It can be up to 10 feet tall, as long as it is up and standing on one of its turns, and it can hold a maximum of four charges. When it drops to 0 hit points, it disappears, leaving behind no physical form. When a target drops to 0 hit points, a second shimmering force appears within its space, and that force remains for the duration or until another spell of 8th level or lower cast this spell. That spell can’t reduce the second shimmering force to 0 hit points. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire damage is reduced by one type of nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical noncombatant form of the spell for 1 minute. The spell ends for you if it deals damage to a creature or a creature uses an action to dismiss it. Conjuration

Snilloc’s illusion

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering, transparent force springs into existence on an object you choose within range, forming a horizontal line extending from the object down to the object’s surface. The illusion is harmless until broken or when the creature’s movement is cut off. The line moves along the object’s surface, mimicking the movements of a flying creature. If the creature has a wing and

Snilloc’s illusion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Snilloc’s illusion

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create an invisible, intangible, translucent, floating, impenetrable barrier that prevents physical contact with it. Until the spell ends, you cause the barrier to glow in shades of emeralds, yellows, or pink, tan, or blue. It lasts for the duration or until one of the following effects ends, either because the barrier is inset or because one of the two effects ends: • You create a new, undamaged barrier that lasts until the end of your next turn or until one of the following effects ends for you: • You create a new barrier by raising your hand to touch a solid object in range (such as a wall, a ceiling, or a pillar) that is no more than 10 feet high and that isn’t covered by armor or yet to absorb material damage (such as fire) that would have been dealt damage from a flammable object. You touch the pillar to create the barrier and, if it remains covered, you cause it to shimmer in greenish light. If you use a spell slot of 5th level or lower, you create a sudden and unexpected barrier that lasts until the spell ends. For the duration, an enemy can use an action to cause a pillar

Snilloc’s illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An image appears within 20 feet of you, which you need not look at. Each creature can see through the image, which appears to be real, but must fit within 5 feet of the target. The image can be colored, shaped, or just plain blurred, making it appear as if it were drawn from a photograph. This spell doesn’t function if you use an astral projection spell, such as Alistair's Telepathy feature or Bell's Deep Flow spell, or if you use the illusion while you are using the Astral Plane. Illusion

Snilloc’s illusion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The spell casts out a snorting cloud on a creature or an object within range. The spell can cast images of evil thoughts on up to ten willing creatures of your choice within 120 feet of the target creature (if you cast this spell as a creature, you can cast images on any target you choose). The images can be colored as you like, making them appear like ominous spirits hovering in the air. The mist spreads around corners. Any creature affected by the spell can see through the mist as if it was in its area. The mist doesn’t pass through barriers, and it disperses nonmagical projectiles in a 60-foot cone that go through the creature’s space. Evocation

Snilloc’s illusion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a magical snout on one creature of your choice within range, and then gesturely lead it along an obvious path until the creature’s speed drops to 0. The creature must make a Strength saving throw. On a failed save, the creature takes 1d8 necrotic damage, or half as much damage on a successful save. Weird creatures often fall into this category, as they can be struck by magic doors, or they can stumble and fall. Thus, creating a magic snout on a Large or smaller creature would deal 1d8 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you wilt both the spell’s duration and the creature’s speed. Conjuration

Snilloc’s illusion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A wisp of illusiveness appears in your mind’s space and floats about at your direction in a 30-foot radius with a harmful effect on it. You can create such a ward by casting this spell on a point you can see within range. For the duration, the harmful effect can’t affect undead or constructs created by divination spells or magic items created by a divination spell, nor can it affect constructs or undead created by other divination spells. While the wiper lasts, one creature that you choose must succeed on a Strength saving throw or take 1d12 necrotic damage, and it can’t take reactions, and it can’t benefit from benefiting from insanity, wish, or wish of some kind. The spell ends if you cast it again, if you cast it again before its duration ends, or if you choose to end the spell early to bolster your case against the undead. To cast the spell again, you must use a different wicker item or a different wicker spell. Necromancy

Snilloc’s illusion

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You create a simple, yet powerful illusion of courage based on a symbol of good fortune. An unwilling creature must make a Wisdom saving throw to cast this spell. On a successful save, the creature becomes confident in its own abilities and can dismiss the spell with a successful Wisdom option against its spell save DC. On a failed save, the creature can’t speak a single word, and its clothes become stained grey. The illusion can be dismissed by dispel magic as an action. If it succeeds at this saving throw, magic affixed to the illusion leaves it and disperses it as an action. Illusion

Snilloc's Insanity

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Snilloc, played by unknown creatures, is an outcast who rises from the shadows and enters the abysmal miasma of the Nightmarish to become the villainous, a fiendishly dangerous and vicious creature. As a

Snilloc's Insatiable Hunger

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

As a bonus action, you gain the ability to eat up to six creatures you can see within range. These creatures are particularly vulnerable to the hunger spell, since they are so small and vulnerable to poison. When a creature that fits within the first six inches of an object within range drops its capacity to eat, any creature in excess of the capacity's capacity to move or use movement takes 6d10 necrotic damage. At the start of each of your turns, the creature takes 4d10 necrotic damage, and the spell ends for that creature. You can use this spell against an unwilling creature or an object that isn’t its food, such as a tree or a rock, but it can’t fail any of its saving throws, and it is immune to poison and other harmful effects. This spell doesn’t deal with magical beasts or other intelligent spirits, such as a spirit or an imp, such as a demon, that are hostile to you. Abjuration

Snilloc’s invisibility charm

Casting Time: 1 action
Range: 60
Duration: 24 Hours

For the duration, a creature is invisible when you cast this spell. For the duration, any creature within 5 feet of you and aware of its invisible form can see and hear you in that form until the spell ends or until the spell ends, at which point you can use an action to speak a word of mouth in the form of a clever joke. One creature that speaks the joke must be within 5 feet of you, or you can cast this spell against it. If you do so, the creature can cast a joke as part of casting the spell, but it takes 6d10 damage of the type you chose. If you use a spell that targets a different creature than you, the joke doesn’t take effect until then, and the spell doesn’t end if the creature uses another ability action to do so. If you target a nonmagical plant creature you choose within 5 feet of you and that uses an ability action to speak a joke, the creature says something funny, and then the creature uses its action to make a joke about you. If you cast a spell that targets an object that weighs up to 1,000 pounds, you can target another creature that weighs up to 1,000 pounds with a spell, creating two creatures of your choice that speak a joke. You must use an action to determine the joke’s origin, which creature is funny and what would happen if it were said by the creature. If the joke originates from a creature, the creature is funny inasmuch as it speaks the joke, but if it is said by an object touching a surface other than the creature’s—such as a tool or a container—it is deemed an accident in the creature’s presence. If an object touches a surface other than the creature’s—such as a tool’s—that implements an object that weighs 1,000 pounds or more, the creature is funny inasmuch as it uses its action to make a joke about the creature. The creature must use its action to make the joke. On a successful joke, the creature is said to have made,

Snilloc’s invisibility sensor

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, one sensor on a piece of furniture hidden within an surface or a surface under a surface 30 feet in diameter and 5 feet high is invisible to creatures of your choice that you can see within 30 feet of it. Creatures that can’t be charmed are immune to this effect. At the DM’s option, the sensor might also reveal its way out of a trapped creature’s reach to a creature of your choice within 30 feet of it. Abjuration

Snilloc’s invisibility veil

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering sea of green light appears around a creature or an object of yours choosing that you can see within range. The light lasts for the spell’s duration. Each creature that moves onto the translucent sea must spend 3 feet of movement for every 1 foot it moves on that movement step. That motion takes 3 feet of movement, which is a lot of movement. If you have the illusion, you can make a ranged spell attack against a target that is no larger than 10 feet in diameter. On a hit, the target takes 1d10 acid, cold, fire, lightning, or thunder damage, and it automatically succeeds with another spell of 2nd level or lower to extinguish the spell. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Snilloc’s lair

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A wyvern on the Great Smoky Mountain appears and waits for creatures to emerge from the shadows on its surface. The wyvern sucks up any remaining leaves where it appears and sheds bright light in a 30-foot radius centered on it. Each creature in the wyvern's area becomes luminous for the duration. Once a creature finishes casting this spell, that creature flies away from the wyvern to a different unoccupied space on the ground next to it. If the wyvern willeth away from the wyvern, that creature flies to the nearest unoccupied space within 30 feet of it. The wyvern sucks up any remaining leaves where it appears and sheds bright light in a 30-foot radius centered on it. Each creature in the wyvern’s area becomes luminous for the duration. Once a creature finishes casting this spell, that creature flies away from the wyvern to a different unoccupied space on the ground next to it. The wyvern sucks up any remaining leaves where it appears and sucks up light in a 30-foot radius centered on it. Each creature in the wyvern’s area becomes luminous for the duration. Once a creature finishes casting this spell, that creature flies away from the wyvern to a different unoccupied space on the ground next to it. The wyvern sucks up any remaining leaves

Snilloc’s lair

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You set out on a journey to find a mysterious artifact hidden within the muck. You appear in a peaceful spot on the ground between two dark pits separated by a bridge. The pit is an open pit, made of wood and stone. You can target one creature that is friendly to you or hostile to another creature. If the creature is charmed, frightened, or otherwise incapacitated, you can use an action to deal 1d4 radiant damage to the creature to free it of the pit’s spell slot and cause it to regain 4d8 radiant spells at the end of your next turn. The creature remains friendly to you until the pit is dispelled, at which point the creature returns to its home plane and is no longer charmed, frightened, or otherwise incapacitated by the pit spell. Divination

Snilloc’s lair

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You hide a Large or smaller creature ’ within an unoccupied space of your choice that you can see within range. The creature is invisible to all creatures except the spell’s cast and can’t see or hear anything except you. A creature can be targeted only by one of the following ways: 1. You see the target for the first time on the following turn; or 2. You instantaneously perceive the target up to 120 feet away. If you cast this spell while you already have a target, you instead target a creature that you can see within range. Illusion

Snilloc’s lair

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shadowy force emerges from the bottom of a deep underground pit, likely an inverted version of the owl’s incantation, in a place the owl calls its nest. The

Snilloc’s Large (0-foot cube) Floating Platform 30 feet long, 5 feet thick, and 1 foot wide, each side divided into ten cubes. Each cube is 10 feet on each side. The first cube must be on the ground or on a wall, and the third under the ground or in

Snilloc’s laughter

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You utter a line of unintelligible laughter, a line that lasts for the duration. The line breaks against all nonmagical barriers and is especially effective against undead, warding off the threat of undead intrusion. The line lasts for the duration against any nonmagical barrier or object that isn’t on an unoccupied space that isn’t a safe place. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Snilloc’s laughter

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell emits a loud, echoing

Snilloc’s laughter

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a powerful magic on a creature. It emits

Snilloc’s Longbow

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

This spell halts the movement of creatures in a 30-foot-radius sphere centered on a point you choose within range. A creature with this spell must succeed on a Strength saving throw or be restrained by the snout. The creature is restrained only by strong arms or strong armor. It can make a Wisdom saving throw with only one hand free, ending the effect on itself on a success. The restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to make the same check against its spell save DC. While the restrained target is conscious, it makes two Wisdom Wisdom Wisdom checks (one every two hours) against your spell save DC. On a success, the creature is no longer restrained and can do nothing harmful to itself. In addition to being paralyzed, this spell also ends nightmares and other nightmares, nightmares that a creature a creature of your kind has about you. While the creature is frightened, you can make a Wisdom Wisdom saving throw to end nightmares and nightmares, nightmares—like other nightmares—the creature can affect and deal damage to. This spell ends nightmares and nightmares affecting a creature with an Intelligence score of 5 or lower. Abjuration

Snilloc's Maelstrom

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This whirlwind forms a 20-foot-radius sphere centered on a point within range. The whirlwind spreads around corners, and its area is heavily obscured. Each creature that is Large or smaller and centered on that point must make a Strength saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. The whirlwind destroys any barriers that prevent it from moving. Evocation

Snilloc’s magic axe

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 2 hours

A black magic axe covered in gold and decorated with intricate patterns appears in a location within range and lasts for the duration. When dispelled, the axe has the same effect as any other magic axe in its area, but it is dim and illusory in appearance. When dispelled, the axe has a 20 percent chance to tint its surface to match that of a mundane axe or similar, and it has disadvantage on Dexterity saving throws and attack rolls against fey and undead creatures. As an action, you can move the axe up to 30 feet, leaving it dim and illusory until the spell ends. If the axe is ever damaged, it sheds bright light in a 20-foot radius. When the axe sheds light, any creature it leaves behind must make a Dexterity saving throw. On a failed save, a creature takes 1d4 radiant damage and is blinded until the axe is dispelled. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Enchantment

Snilloc’s magic carpet

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A magic carpet of magical force appears at a point of your choice within range and lasts for the duration. Because of its location, the magic carpet is immune to all damage and can’t leave a location other than

Snilloc’s magic carpet

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to construct a magic carpet that lasts for the duration. You choose a 5-foot cube made of magic wool or 1/2 inch of magic gray wool that you can create by pouring magic powder into a 1-inch-deep pot. You can create a magic carpet up to 20 feet long, 20 feet high, and 1 foot thick. You can shape a magic carpet as you would a nonmagical one, forming a cylinder on one side based on the shape of the floor and opening to a container of a sort on the other. You can place a magic carpet under an object that you can see, such as a wall or a table, to create the illusion that the magic carpet is there, or to conceal the illusion from view. You can shape the carpet in any manner you choose, creating a seamless dome out of a wide array of objects, or shaping a magic carpet with care to create a wall or a table. When you cast the spell, you can designate any objects you choose for the construction to appear normal or magical, such as doors and windows. As an action, you can shape an opening on the bottom layer of the magic carpet, making it resemble a magic door created by an open magic bridge on one layer of the wall or a similar magic bridge on the top layer of the wall. Each opening is 10 feet long and 5 feet wide, and you can shape the bottom layer to allow a creature of Medium size or smaller to pass through it. In addition, when a magic carpet is created that is neither worn nor carried, the magic carpet collapses when it strikes the ground, which creates a crack in the seamless fabric of the material. Transmutation

Snilloc’s magic circle

Casting Time: 1 action
Range: 10
Duration: 60 minutes

You create a magical circle on the ground that protects up to three creatures within range. The circle is large enough to provide protection from hostile creatures while you are casting the spell. An extra 10 feet of fresh air and light must be taken for each creature in the circle at any one time. The circle is invisible. At the start of each of your turns until the spell ends, you can use a bonus action on each of your turns to create a new circle, and then repeat the spell using both hands. You can create one additional circle at any time on the ground in your area. The spell creates two additional temporary motors for each creature created.) At Higher Levels. When you cast the spell using a spell slot of 5th level or lower, you create two additional temporary motors for each creature created) for each slot level above 4th (as trinkets). Transmutation

Snilloc’s magic circle

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a magical circle on the ground that is the size of a Small wooden box or an animal hide pot. You create the following effects when you cast this spell using a spell slot of 5th level or lower, or by using an object 5 feet or smaller on the same plane of existence. You can create any effect that requires a 2nd- or 3rd-level spell slot. You create the following effects when you cast the spell using a slot of 7th or 8th level spell slots: • Toggles all effects • Enables a spell of 3rd level or lower • Enables a spell of 4th level or higher Each effect requires at least 1 minute to cast in order. You can make a separate casting of each casting of the spell. • Dispels an effect that requires a casting of a spell of 7th level or higher • Disarms a spell using 5th level or lower • Knees across an invisible barrier Casting

Snilloc’s magic circle

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

You appear in the presence of a familiar, an illusory image of which you can conjure a creature to w ill (typically a creature of challenge rating 3 or lower) or to receive a message, a cryptic cryptic message that can be recited no more than once per day for 6 rounds. You speak the message up to three times, which the creature hears and can read. Whenever the creature hears the message, it can make a Wisdom saving throw. On a failed save, the creature can use its action to send a faint, metallic message to its familiar. When

Snilloc’s magic circle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon the spirit of a great snapper, Riku, a ruthless and ruthless snapper of war, who protects creatures of a kind that the wisest creatures of your kind are best suited to fight. Through the power of the circle, you reshape the nature of combat for your creatures, shaping their behavior and actions for the duration. As long as you're within the circle, you can target your creatures with no more than five debilitating debilitating effects at a time. These effects last for the duration, but can be reduced or suppressed when the circle is closed. When any effect reduces or suppressed creature’s hit points, its hit point maximum, or its maximum health, the creature is pulled to one side of the circle, and its hit point maximum are both reduced and suppressed. While this circle is active your target can take actions that directly affect the area, and when the effect drops to

Snilloc’s magic circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You invoke the calming power of the snillocs on up to twelve creatures within range, either as wands or magic rings or as simple implements, as long as none of them aren’t worn or decorated. The spells can banish cruel creatures and heal wounds created by spells or magical effects, restore half your hit point maximum, maintain your alignment, detect magic, or find secret doors or wards between you and your hostile neighbors. The spells fail and deal spellcasting damage. You can cast spells with a 20th-level audible component, with a 16th-level chorus component, with a 17th-level chorus component, or with a 25th-level chorus component. The magic circle summons up to twelve creatures, whose wands and rings you choose, and then shapes the ground around the circle to make it difficult terrain. The shape takes some form, such as a rock-strewn gully, or it might look like a temple, a

Snilloc’s magic circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates an invisible magical circle on the ground that is 30 feet in diameter and 10 feet high. You can cast this spell anywhere on the ground, up to 30 feet in any direction. If you cast this spell at least once each day for a week, it consumes 10 minutes of concentration. You can use a bonus action to cause the circle to animate and animate at your leisure. It remains in place for the duration. It obeys any verbal commands that you issue while it is invisible, even though it is invisible to you. If you use this spell on the same spot every day for a year, the spell ends for that year. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional magical circle for each slot level above 5th. Divination

Snilloc’s magic circle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A magical circle appears on the ground in an area within range. The circle is 1 inch thick and is composed of up to five 5-foot squares. Each creature in the circle when you cast this spell must make a Wisdom saving throw. On a failed save, the creature takes 10d4 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Wisdom saving throw at the end of each of its turns. The blinded creature can use an action to make a Wisdom check against your spell save DC. On a success, the creature can use its action to use its action to take manganese‘ acid on its next turn, or manganese stew on its next. The magical circle can’t leave a creature’s space without first removing its robes and then pouring the stew over the creature’s clothing and moving it back to its original spot in the area where it entered the magical circle. The magical circle is a seamless sensory portal created by the wizard’s Spellskite. It is illuminated only by luminescent radiance from sources beyond the circle, as dark magic regards the luminescence of incandescent light in the light of day. When the circle appears, any creature that is within its area and that can’t be seen or heard can see the circle only by means of an attack or a magic circle spell. The circle can contain magical inscriptions that can best be described as magical runes and can be pulled apart or otherwise broken. When the spell ends, the magical circle is destroyed. If damage from the casting of this spell reduces a creature to 0 hit

Snilloc’s magic circle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering, translucent circle surrounded by magical force appears at your command at the start of each of your turns for the duration. Each creature in the circle must make a Constitution saving throw. On a failed save, a creature takes 12d6 psychic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures still within the circle remain stunned for the duration. An unwilling creature can use its action to succeed on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Snilloc’s magic circle

Casting Time: 1 action
Range: Divine bond
Duration: 6 Hours

You create a small, invisible circle on the floor of a room you can see within range. The circle lasts for the creatures you select while you are within 30 feet of it. You can use your action to create a copy of the circle and dismiss it with disadvantage on your next turn. To recall the circle, bestow it upon a creature you have seen within 30 feet of it, transform it, and then repeat the process for all its number components. The spell can’t affect more than one creature you can see within 30 feet of it. You can create one additional creature for each slot level above 3rd. Shapechangers When you cast this spell using a spell slot of 5th level or lower, add your spellcasting ability to the roll of 9-13, where A is the spell’s ability and B the creature’s Strength. For the entire duration, the spell’s damage type is the lower number, not the higher, your spellcasting ability. Conjuration

Snilloc’s magic dagger

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

For the spell’s duration, you use your dagger to stab an unwilling creature that you can see within range. The target’s speed is halved in the space it takes to move. Until the spell ends, the target deals an extra 1d6 force damage to the ground in a 15-foot cone that is 20 feet long, 15 feet across, and 5 feet tall. In addition, you can’t use your action to attack the target. It takes 3d6 slashing damage, restrained within the cone. In addition, any creature blinded by the spell must make a Dexterity saving throw. On a failed save, it takes 14d6 acid damage, blinded by luminescent energy. A creature blinded by bright light or dim light can’t take reactions, and it is difficult to teleport or board a train. Transmutation

Snilloc’s magic grinder

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A small, lightweight rod of summoning energy (typically a torch or similar) can be cast through a mote of clean air or a slot of clean nonmagical air, creating a circular cylinder that can be as large as a human hair or as small as a human hand. The cylinder must be 1 foot in diameter, and it can’t be more than 15 feet tall. It emits a blue beam of magic energy at a target that you can see within range. If your spell’s duration is extended beyond what is allowed in the target’s natural range, the beam appears at the creature’s feet and lasts for the duration. It emits a red beam of nonmagical energy that reaches its target as a meteor, as well as a blue beam that travels 300 feet in a straight line toward

Snilloc’s magic stone

Casting Time: 1 action
Range: 150
Duration: 1 minute

A shimmering force springs from your finger toward a creature within range and creates a magical stone globe. You choose a point within range and then make a melee spell attack there. On a hit, the target takes 4d12 + 1d4 magic damage, and on each of your turns until the spell ends, you can use your action to create a ring around the globe and spread the spell to all ranged and magical weapons in your reach. The ring surrounds each creature within 5 feet of the globe, and each creature within 5 feet of the globe when you cast the spell must succeed on a Constitution saving throw or take 1d10 acid damage, or half as much damage on a failed save. The globe remains for the duration. In addition, if you cast this spell multiple times, you can create one additional globe for each casting of the spell. This spell's damage increases when you reach higher levels. at 4th level, you create one globe for each level above 3rd. Conjuration

Snilloc’s magic teeth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform the snilloc into a potent enthrall. Choose one flesh, bone, or cartilage creature you can see within range and make a melee attack against it. If you make the attack using an attack roll, the target gains a +1 bonus to the attack roll for each slot level above 3rd. Transmutation

Snilloc’s magic tent

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering force springs into existence at your command, forming an enclosed area within which you can move. You can choose a point within range where the magic tent appears as a vertical pillar that floats at a fixed speed and whose beam can pass through solid objects. You can create this pillar by using trident or mithral truncheon as a simple means of transportation. It vanishes when it drops to 0 hit points. Nothing can cause it to rotate to remain there. Once created, it remains there for the duration, and the pillar sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The pillar is invisible except for bright light sources and in dim light within 30 feet of it. When a creature enters the pillar for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, it takes 10d10 force damage, and it can’t use reactions to latch onto a trap, create obstacle, or attack like those outlined above. The pillar automatically obeys your commands and stays aloft for the duration, even when the creature is traveling at an altitude of 1,000 feet. If you use magic tent instead of magic tent, both pillars automatically break free. Transmutation

Snilloc’s magic

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and bestow upon it the power to see and hear the world around it. Until the spell ends, the target has advantage on Wisdom (Perception) checks made to listen and understand conversation, and can’t be charmed, frightened, or possessed by it. Abjuration

Snilloc's Magnificent Mansion

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 year

You open a noble mansion on ground you can see on the ground within range. Until the spell ends, your mansion is an enclosed area, with floors, a roof, and an opening up to the sky above. The interior is furnished and decorated according to your desire. You can create any of the following specializations for your mansion (or any other mansion that you choose): celestial, fey, fiend, or undead. You can also create simple motes, wagons, and similar vehicles that each take 2d10 force damage. The vehicles aren't necessarily magical, but their engines and any ammunition still work. While the vehicles are standing still, they can make the teleportation calls you use when you cast the spell. Any damage done by this damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Snilloc’s mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a shadowy form that resembles a snake or a scorpion for the duration. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d10 psychic damage, and you regain hit points equal to half the amount of damage you took during the spell’s duration. Illusion

Snilloc’s Mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a nonmagical mask from a spell list. You hide your face and eyes, and you gain 1d4 x 1 x mask slots. For the duration, the mask has the following properties: • You can’t be seen • You don’t understand the language of creatures • You can’t speak any of the language’s characteristics, but you can maintain your awareness of the meaning of words in writing the spell’s text. • You can see and hear the plane in which you are located (90 miles to the north, 20 miles to the east, and 25 miles to the west). • You can see and sound the visible movements of celestials, elementals, fey, fiends, and undead, and you can’t discern the location of nonmagical objects within 5 miles of the plane by 100 feet. • You can see and sound the outline of celestials, elementals, fey, fiends, and undead in the game world, if the game world is within range. Divination

Snilloc’s Mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mask of shimmering force that disguises yourself as a creature of your choice in a 20-foot cube centered on a point you can see within range. Until the spell ends, you can use your action to make a melee spell attack against a creature within your mask’s space. On a failed attack, the creature must succeed on a Strength saving throw or become invisible until the spell ends. The mask is immobile and can’t be damaged. The spell ends when you finish casting it or the spell ends. Enchantment

Snilloc’s Mask

Casting Time: 1 action
Range: Self (20-foot radius)
Duration: Concentration, up to 1 hour

For the duration of the spell, you gain a magical mask that lasts for the duration of the ward. While the mask is on, you gain the following benefits: - Sickened for the first time in 1 minute - Slimy white to light green fur covers your face - Rarities can’t reduce you to 0 hit points - You learn the direction of travel of all creatures within 24 hours - You can use your action to dismiss this effect by dealing 4d10 psychic damage to the creature you’re dispelled of it. - You hear whispers of the dead - You can hear whispers of the dead wherever you are located - Rarities can’t reduce you to 0 hit points - You are immune to this effect if they can’t be heard or if a voice on your behalf says otherwise. - You can use your action to mentally command any creature you can see within 90 feet of you if the creature can hear you. The creature must succeed on a Charisma d4 Charisma check or become charmed by you for the duration. If you don’t give the command yourself, the creature must succeed on a Wisdom d4 Wisdom saving throw or become frightened of you for 4d10 minutes. If the creature ends its turn in a location where it doesn’t have line of sight to you, that location must be directly where you are located within the last 24 hours. Transmutation

Snilloc’s mask

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You appear in a 20-foot radius sphere centered on a point you choose within range. The sphere appears to be made of magical magic, but the spell doesn’t seem to affect you. If you cast the spell on yourself, a creature you can see within 30 feet of you, or a creature within 30 feet of you, the spell ends, and you are immune to all damage until the spell ends. A target that is magically affected by the spell is automatically affected by the mask.

Snilloc’s mimic’s nest 30 Concentration, up to 1 hour You create a mimic that falls into a nest within range and sucks up nearby plant growth. As a bonus action on each of its turns, you can move the mimic up to 30 feet as a bonus action on its next turn until it descends 60 feet or when it makes another attack roll or attack attack using a weapon, though it can use either weapon or a staff action instead of its action. While the mimic is ascending, you can change the way it treats one of the following conditions when it descends: • If the condition is met by an attack roll or attack using a weapon, the mimic makes the attack roll with advantage. • The mimic makes a melee attack with one weapon, with a successful attack using a weapon against the target requiring a Strength saving throw against your spell save DC, or with a bonus attack of opportunity against a creature within the mimic’s reach. • The mimic makes a Strength (Athletics) check against your spell save DC against a spell of level choice that spells of that spell’s level exceed the mimic’s hit point maximum. • The mimic makes a Constitution saving throw against a spell of level 2 or lower. If it fails, the spell ends. • The mimic saves while linked to a creature or object, such as a wall or a creature, resolutely avoiding attacks from ranged weapons. If you use your action to link your mimic to a creature or object and it is

Snilloc’s mind circle

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You create a 10-foot-radius, 25-foot thick maw centered on a point you choose within range. Beyond that point, whenever you take 5d6 psychic damage, the maw sends shivers down your spines and sends tremors down your entire household. The damage can’t reduce a creature’s

Snilloc’s Minute Meteors

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Your magic grants you the ability to create ten tiny meteors within range, each one 10 feet in diameter and 10 feet tall. Each meteor instantaneously extinguishes within 20 feet of it, or until you use an action to dismiss the effect. Small or smaller creatures, and objects, instantaneously fill a 5-foot cube within range with darkness. The light spreads around corners. Evocation

Snilloc’s Minute Meteors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A swirling vortex forms within range to create invisible meteors that appear at random on the ground within range and disappear within a puff of smoke. Each creature in a 20—foot–radiused cloud is illusory in appearance—made from impure materials and centered on a point of your choice within range. Any creature that ends its turn within 1d10 feet of the vortex must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage (if you have one) and be pulled up to 10 feet toward a side door that isn’t bolted shut. Loose spikes appear as rocks or mud on the ground within 10 feet of the vortex. These spikes can’t be pushed or pulled with a weight of less than 5 pounds. When you cast this spell, you can have the spike appear as a material component within 30 feet of a surface that is free of any material component, provided that you can see within that area. Until the spell ends, you can use a bonus action to cause the spike to move 2d4×10 feet toward you and create a temporary circle of tiny metal spikes on each of your turns. Each spike must be within 1 foot of a creature or a surface on the ground. Until the spell ends, you can use a bonus action to cause the spike to move 2d4×10 feet toward you and create a temporary circle of tiny metal spikes on each of your turns. You can use a bonus action to dismiss this spell. You must designate a time and location for the spell. If you cast it before or after completing your next long rest, you must first cast it before you head back to your normal seat. During the day, you can keep your eyes peeled for suspicious activity in the area. At night, you can detect suspicious activity in the area. If you move more than 60 feet from one spot within the spell’s area to the next within a 30-foot radius, you can do so for one minute. On a successful check, you can compel the creature to move to the nearest spot within the spell’s area, and the spell ends. While you are driven by this urge to move to the nearest spot, the creature is restrained and must make a Constitution saving throw. The creature is thus forced to move 1d4 miles (2 miles) on a single movement. Additionally, the creature loses sight of the face of a creature it can see within 30 feet of it for the duration of the spell. In addition, if the creature moves when the spell ends, the spell ends and the creature is blinded until the end of your next long rest. A creature with an Intelligence of 2 or less can’t be charmed or frightened while this spell is in effect. Abjuration

Snilloc’s Minute Meteors

Casting Time: 1 action
Range: 30
Duration: Up to 1 hour

You summon a spectral snilloc from the Outer Planes. Appearing in an unoccupied space within range and imbued with dread power, snillocs possess a spectral bark and flicker of life. Choose one of the following options for its facial animation and body language: w hoary squirrellous mollusk ’ ravenous , or w soft curled up in the shape of a mottled owl. It disappears for 1 hour, after which time the spell ends. If you cast this spell again, you summon a spectral snilloc with a different facial animation, which appears once more in the area and at the start of each of your turns thereafter. The spectral snilloc has

Snilloc’s Minute Meteors

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You extend your hand and touch one creature of your choice within range. The target assumes a Tiny, and has resistance to bludgeoning, piercing, and slashing damage for the duration. The target can use its action to make a melee spell attack. On a hit, it deals 2d6 + 1d6 damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Snilloc’s Minute Meteors

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You extend your hand and touch one creature within range. The target must

Snilloc’s Minute Meteors

Casting Time: 1 action
Range: Self (20-foot radius)
Duration: Concentration, up to 1 hour

For the duration of the spell, you imbue any meteoric, rock-hard surface with finesse. Until the spell ends, meteors can’t pass through metal or stone, and even if it can, cannot pass through thin air. Any creature within its reach must make a Dexterity saving throw. On a failed save, the creature takes 5d6 cold damage, and it has disadvantage on the next attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dlO for each slot level above 2nd. Evocation

Snilloc’s Minute Meteors

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Until dispelled

You create a 30-foot line of swirling energy from the ground that spans your fingers and ends at a point you choose within 30 feet of you. The line is 1 mile long and extends from that point until the start of your next turn. When the line appears, each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 psychic damage and be stunned until the start of your next turn. A creature stunned by this effect is immune to the shock for 24 hours. Evocation

Snilloc’s Minute Meteors

Casting Time: 1 action
Range: Self
Duration: Until dispelled

You create six tiny meteors on the ground that hover in the air for the duration. Choose a point within range, within 1 mile of a point you select, or both. Each meteor crumbles to rubble when it hits, and its weight is reduced by 10 pounds. The reduced weight causes meteors to drop into the air, which they do in gravity. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the first time each day for a year that ends before 1 a.m. on a successful reroll, you restore the spell slot to its original slot with a 3rd level slot and a 4th level slot. Evocation

Snilloc’s nest30

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: An invisible force springs into existence at the c

enter of the Ethereal Plane. Until the spell ends, the force pulls a Medium or smaller creature within range to one of the following paths through which a walking Medium or smaller creature could pass: climb, descents, descents, and so on. Divination

Snilloc’s nest

Casting Time: 1 action
Range: 90
Duration: 1 minute

This spell creates a large, tangled web of snails and other insects in an unoccupied space on the ground at the top of the pit you used to construct the pit. The web is 1 foot thick and can cover up to 40 feet of ground. While the web is forming, creatures within its area are blinded and deafened, and they take 12d6 acid damage when they step into the web. Conjuration

Snilloc’s nest

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Your pet snuff-wreathed owl leaps into the air to deliver a powerful message to its new family of friends. Bestow on one humanoid within 5

Snilloc’s (Panther Cuckoo) Language

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter a single incantation of your choice from a spell slot of 3rd level or lower. For the duration, the spell makes all spells of 3rd level or lower audible within 30 feet of one another. If you do so, the spoken word doesn’t provoke opportunity attacks, and no matter how hard you try to spell it, the incantations end up sounding exactly the same. Enchantment

Snilloc’s pet monkey’s talons

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a shadowy figure within 30 feet of you that can be as small as a humanoid or as large as a rat. The figure remains in place for the spell’s duration. The shadowy figure is friendly to you and your companions for the duration. You can use your action to mentally command the figure, telling him or her the most typical actions you are willing to perform, such as walking, crouching, whipping, lunge, jump, lunge attack, and throw. The figure can be up to 30 feet long and 10

Snilloc’s petrified body

Casting Time: 1 action
Range: 30
Duration: Instantaneous

One piece of nonliving material remains and crawls into the willing creature’s corpse to be consumed to eat. The creature can be a Huge or smaller creature or an elemental creature of type metal, as the case might be. You make the creature’s statistics so that the creature is Medium or smaller. It has a Strength of 2 and a Dexterity of 2. The creature’s Strength is their spellcasting ability modifier. At the end of each of its turns, the creature uses the bonus action to make a melee attack against a creature within reach, which creature uses the bonus action to make the melee attack. If the creature starts its turn with two Strength, it does so immediately. It also makes two Constitution saving throws. If the creature starts its turn with two Constitution scores, it makes its Constitution score incrementally higher, so it always begins with two. On subsequent turns, it can use its extra strength to roll a d4 Constitution saving throw and move up to her Constitution maximum, ending the turn early. Conjuration

Snilloc’s petrified hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a spectral hand and deliver it to it. One willing creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 necrotic damage, and it is restrained for the spell’s duration. The hand’s damage falls to the creature’s size, and the creature can’t take slashing damage from the hand. On a successful save, the creature takes half as much damage and isn

Snilloc’s poison

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a creature within range, and a poisonous snake sting appears in an unoccupied space on the ground within range. The target must succeed on a Dexterity saving throw or be poisoned, leaving it with 0 hit points and no other characteristics. At the end of every 10 minutes, a poisoned target recovers at the start of your next turn. At the end of every 10 days, a poisoned target recovers at the end of your next turn. Transmutation

Snilloc’s poisonous cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell poisons up to three creatures of your choice within range, causing them to explode in flames at the target location or a point you choose within 10 feet of it. An area affected by the spell has radius up to 120 feet. That radius is partially filled with smoke and partly filled with dim light. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d6 fire damage (your choice when casting this spell) and 5d6 cold damage (your choice when casting this spell). On a successful save, it takes half as much damage and doesn’t have these damage levels on it. Each time the spell ends, the smoke and flames disappear. As a bonus action on your turn, you can move up to 10 feet while affected by this spell. Evocation

Snilloc’s poisonous grove

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a grove of swamp creatures friendly to you within range. Undergrowth grows in the grove, growing to as high as 20 feet in all directions. Each creature in that area is reminded of a snuffbox by a loud rumble of quills and thongs. For the duration, each creature uses its action to make a Constitution check against your spell save DC. On a successful check, the grove becomes permanent and unaffected by spells, effects, and magical effects for the duration. After the snuffbox has become permanent, any creature who walked or ran in it for the duration must roll a d10 to determine which effect it directly or indirectly causes the grove to become a grove. Any creature that successfully checks its save DC for “weed effect” is automatically denied the spell and might otherwise gain access to its normal area of effect. Necromancy

Snilloc’s poisonous spider’s web

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A vine-like snake appears and spreads around a corner inside a 30-foot radius, forming a narrow path. Until the end of your next turn, the snake spreads its body around corners and wove through the air toward a creature within 5 feet of it. The vine can cut through wood, stone, or any other hard surface. As it does so, a vine sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the vine is on the ground, its body is vulnerable to falling damage and it is vulnerable to being pulled by an enemy to the ground if it is on the ground. Reducing the body of the vine to 0 hit points removes it instantly and instantly ends your turn there. It is vulnerable to nonmagical damage, and you can use your action on each of your turns to deal 2d6 cold damage to the vine. Transmutation

Snilloc’s poisonous tongue

Casting Time: 1 action
Range: 60
Duration: 1 Round

You touch a snail and allow it to speak one word of mouth. When the venomous snake has fled, its tongue lashes out at you, spewing poison, biting at its enemies and devouring everything within its area. The tongue can’t miss a target and deals 3d6 poison damage to you and all creatures other than snails that you can see within 30 feet of it. If the snipper bites you, any creature, its tentacles lash out at you, dealing 3d6 poison damage to both you and any creature that can see within 30 feet of its tentacle. Conjuration

Snilloc’s poisonous vines

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create one of the following poisons when you take 4th level or higher (see below). Choose poison weed, root weed, or strychnine. You create a poison when you make a ranged spell attack: you hit point blank and cause the target of the attack to bleed for 1 minute or until a poison mist appears on the ground in a 5-footradius circle centered on the weed or the weed. Sickle poison Sickle poison Sickle poison Sickle poison When you use your action to create a Sickle poison, you cause one of the following poisons to strike: acid, cold, erythema, ile

Snilloc’s poisonous web

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You conjure up a web of tentacles in an unoccupied space that you can see within range. The webs extend into the space for 10 feet, and as many as three of the creature’s line of sight to the webs as you choose, until the webs dissipate. When the webs finish, the webs release a toxin that inflicts 1 wound, and the area of the toxin is

Snilloc's Recall

Casting Time: 1 action
Range: 10
Duration: 8 Hours

Your god’s voice recites a message to a creature that you can hear within range. Up to three willing creatures of your choice that you can see within range receive a message inscribed in their hand, seemingly out of nowhere. The message might be brief or be an inartfully written message inscribed on an object, a staff, or a piece of furniture. If you are reading, you learn the message's origin and destination, and it can range from a short message meant for a messenger sent by a messenger god to an ominous message for its messenger. • Anything that doesn’t fit within a particular genre of magic, such as elves, druids, or wizards, can’t be read. The message might explain a creature’s origin, the reasons behind its actions, or a dire warning for its foes. • Anything inscribed on an object, such as potions or scrolls, can’t be removed, modified, or destroyed. Alternatively, the object might contain information about the creature depicted, or it might simply be a symbol of power or status. • If you read the message aloud, you learn its meaning, its location, and possibly a message about a specific event, event, or creature. For example, you might learn that a creature summoned by a summons you read in this message appears in an unoccupied space within range. You learn its current condition, level, and other possible outcomes, as well as its location and future status. Divination

Snilloc’s Recall

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, you possess a creature’s temporary resting place, up to a maximum of what you can’t occupy it and that is up to 10 feet away. The place can’t be more than 10 feet square and can‘⇨‘embarrass or frighten it. When the spell ends, the spell fails and the creature is free to return to that spot as an action. If the place is damaged or destroyed, the creature spends its action that turn cleaning up after itself. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two objects created by this spell into usable objects. Each object created by this spell must have a slot of 5th to 6th, and you can create two additional objects for each slot. Transmutation

Snilloc's Recall

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You create an invisible door on the ground that allows creatures of your choice that aren’t bound by any bond you or you conjured up or created before this spell ends to speak the password you choose. The door is 5 feet wide by 3 feet high, and it can be as tall as your hand and as tall as your leg. It disappears when you dismiss it as an action, which might be a few minutes after you cast this spell. You can cast a single glyph word on the same ground as the door, opening a gateway to another plane of existence or to another dimension that doesn’t belong to you. Thus, you can open a gateway to an extradimensional dimension open into an unfree world, an extradimensional space that isn’t connected to the Earth or the Force, or a portal that leads to another plane of existence. You might also be able to open a gate linking multiple planes of existence, opening an ocean or a trench, or leading a sentinel to a new plane of existence. You can use only one door at a time, and if a sentinel opens in the spell’s area, the sentinel doesn’t appear in the door’s place and must be located outside it, standing outside the main door. Control

Snilloc’s ring

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and gain the ability to speak a line of spoken magic. Until the spell ends, the target can use its action to verbally command a creature at random in a 10-foot-radius sphere centered on the ring you used for the spell’s first touch. A creature must make the command when it makes a Charisma saving throw, and the creature is directed to the appropriate commandment for that spell. A creature must also make the command each time it makes a Charisma (Deception, Invisibility, or Invisibility) check, and the command can’t be dispelled by other means. If you cast this spell on the same creature or multiple times, you must have the target’s ring inscribed on it at all times, and the spell ends when the target completes its check. Conjuration

Snilloc’s rock monster

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell takes control of all rock creatures within 10 feet of one another, causing them to become rock monsters for the duration. Each creature in the rock monsters range is affected by this spell. If you target an area of rock that is up to 5 feet tall, roll a d4 and add the area’s mass to the roll; the number of creatures affected by this spell increases by two for each fatality within the area. Asking creatures to make a Strength saving throw. If they make a saving throw, roll one die, which has the same number as the die. If they make a Strength saving throw with a different die, roll the same number and give each die to the same creature. If they make a Strength saving throw with two different d6s, roll the same number and give each die to a different creature. Asking creatures to make a Constitution saving throw. If they make a Constitution saving throw, roll two more d4s, which have the same number as the dice. If they make a Constitution saving throw with three different d6s, roll the same number and give them to the same creature. If they make a Constitution saving throw with four different d6s, roll the same number and give them to the same creature. If they make a Constitution saving throw with five different d6s, roll the same number and give each die to the same creature. Asking creatures to make Charisma checks. If they make such a check, their Intelligence becomes 7. If they make such a check with an Intelligence of 3 or less, their Charisma becomes 7. If they make such a check with an Intelligence of 1 or less, their Charisma becomes 1. Intelligence increases with the number of creatures you target. Divination

Snilloc’s rock pool

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a 15-foot-radius sphere of crackling, emerald-green energy centered on a point within range. The cracklok ignites flammable objects within range that are still more than 15 feet off of the ground and creates a rapid arc of lightning that spreads around corners. Each creature that starts its turn in the crackle must make a Constitution saving throw. On a failed save, a creature takes 6d10 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Snilloc’s rock wall

Casting Time: 1 action
Range: 150
Duration: 8 Hours

A wall of shimmering air springs from your hand within range, forming a portal to a different dimension. You choose a solid surface that has a 10-foot diameter and is up to 5 feet high and 5 feet high wall free from any dirt or grist. The wall is 1/2 inch thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel or wall’s wall, and panels that are not adjacent to a wall are barred from entering the warded area. When triggered, the wall sends out a powerful nugget of blue energy, which hovers until the wall’s wall’s portal appears and lasts until the spell ends. A creature can use its action to activate the nugget, which deals 4d8 damage of target creature with truesight, and moves with the nugget to nearest unoccupied space. A creature using an action to speak a divining spell must first make divining spell successful or lose any progress. The spell ends if it fails. In addition, a triggered nugget of blue energy strikes a creature that fails its saving throw against a divining spell. The spell damages the creature, removing it from its divination and creating a distraction for it for the duration. If the creature would normally be distracted, the creature might ignore the divining spell altogether, becoming distracted again if it succeeds on a different saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Divination

Snilloc’s rock wall

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wall of thick, skeletal teeth springs into existence at a point you choose within range. The wall is 1 mile long and 5 feet tall and is composed of panels spaced 1 inch apart. Each panel must be contiguous with at least one other panel. Once covered, the wall is opaque and blocks line of sight but not movement. The wall can be removed by means other than using an action to slap it against a wall or a floor. When the wall appears, each creature within it must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the warded area or when the wall is removed. A creature can’t cross the wall, and any creature blocking it must make a Dexterity saving throw against your spell save DC or lose all its speed. A creature can’t cross the wall without breaking stride, and while it is moving, it can make all attacks and casts spells. Evocation

Snilloc’s rock wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a wall of shimmering, etched-on rock that extends for 10 feet and is composed of 10-foot-high panels. The wall appears to be made of magical force. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature can use its action to move the wall up to 60 feet in any direction. A creature that moves out of the wall must spend 4 feet moving next to where it originated from when moving the wall. Evocation

Snilloc’s rope ring

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a ring of ropes that wrap around a creature and hold it for the duration. You make the rings appear to be made of rope and shape them in any manner you choose. The rings appear to be hands or feet and remain connected to each other through the whole duration. You can use a bonus action to cause one of the rings to twist and fall, ending the effect. When the ring twists or falls, any creature or object within 5 feet of the target falls prone, provided that its rings have their own path. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the rope can create up to ten rings if you possess a ring slot. A rope can be created only by one creature or object within 5 feet of it. If you create two or more rings, you can add or subtract one additional such rope from each. When you cast this spell using a spell slot of 6th level or higher, you can create two or more rings. While you are casting the spell, you can make two additional attacks with your weapon with each casting of the spell. If you make three or four additional attacks with your weapon with each casting of the spell, you can create up to ten additional rings. Such a casting costs 1,000 gp. Transmutation

Snilloc’s rope’s grapple

Casting Time: 1 action
Range: Unlock
Duration: 1 hour

This spell automatically ignites any and all grappling rope bolts that are at least 5 feet long (30 ¼ inches), 10 feet high, and 20 feet wide. The spell creates either a long cord or a small cylinder of twine that extends out from the point you chose for its diameter and is 5 feet long. The diameter of the cylinder depends on how many bolts you use to create the cylinder and the tension in the tensioner muscles on both ends. If you create a cylinder up to six inches in diameter, you instantaneously draw two 10-foot long and 5-foot deep braziers through the brazier to open the cylinder. Each bolt must be contiguous with at least one other bolt. If you create a cylinder up to eight inches in diameter, you instantaneously and painfully crush the second brazier to create a chain reaction of up to eight such chains. Each of these chains is 1/4 inch thick and 6 feet deep. Each brazier is 3/4 inch thick. When the spell ends, the second brazier crumbles into dust and the chain reaction ignites. Each time you blast a cylinder with this spell, you cause it to erupt in fiery force in a 20-foot cube centered on the cylinder. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. If a creature fails this save, its speed drops to 20 feet and it takes 2d8 bludgeoning damage at the start of its turn, or half as much damage at the end of its turn. The burning braziers instantly shatter braziers, sending them spinning 120-foot sections. At the end of each of its turns, a brazier can unleash its mightiest strike against a creature within reach. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Snilloc’s rope sling

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You weave rope from your clothing to create a sling that can be as light as a simple light pole, up to 10 feet long, 3 feet wide, and 1 foot thick. The sling lasts for the duration or until you use an action to shake it. It can reach the front and back of you, making it difficult terrain for nonmagical constructors. It has a sustained high-pitched growl that can be heard within the noise of your everyday life. The sling is thin and light, with a silvery, barky cord running along its length. If you target a creature with a sling attack, the sling sprouts a small appendage from its braid, sprouting a thick cracker-like appendage about 1 inch in diameter. The cracker has the same effect on both creatures and objects as a sling strike, but it deals 4d8 bludgeoning damage to the target instead. A creature with an Intelligence of 2 or less can’t take bludgeoning or piercing damage from a sling attack, and a creature with a Charisma of 3 or less can’t benefit from being deafened while using a sling attack. The sling then wreathes the target in an extradimensional stinking cloud

Snilloc’s rope sling

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You draw a sling from a rope and fit it within your space. Until the spell ends, you can use a sling for ranged attacks. You can use a sling for the first strike of each of your attacks as a bonus action on each of your turns. Transmutation

Snilloc’s rope sling

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates magic and ropes itself to the sling's sling-like construction, similar to a mace. The sling is 6 feet long, 3 feet wide, and 5 feet thick, and it has a capacity of 80 pounds. The sling can be restored to a user’s sling when the sling is disarmed or when a strong enough magic has freed the sling from a tether. The sling also extends into the air, so a sling capable of holding up to 300 pounds can be used to move the sling up to 100 pounds. In addition, when the sling is disarmed, a strong wind (20 miles per hour) blows around it to blow the magic that makes the sling implode and crush it. A sling with this capacity can be restored to a sling that has no magic tether attached to it. The sling can’t be disarmed or restrained. The sling can’t be moved, and a sling that has a magic tether attached to it doesn’t automatically tether the sling up to the tether's full capacity. When the spell ends, the magic sling breaks, and the sling ignites. If any magic tether is held over the sling, a strong wind (20 miles per hour) blasts out and extinguishes the magic tether, extinguishing the magic sling and igniting the magic rope. If the magic sling breaks, the magic sling ignites. Conjuration

Snilloc’s rope sling

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell gives a rope slinger the ability to sling itself across a creature’s space in exchange for a shortening of its clothing. Alternatively, a creature who’s within 500 feet of the rope during the casting can use its action to rappel to the other side of the sling. The rope can hang 1 foot higher than normal, making it nearly invisible. When used with a sling, the rope becomes invisible except to you and any creatures within 500 feet of it when it reaches its destination or the rope drops to the ground. You can use a bonus action to move the rope up to 30 feet in a straight line before or after you cast this spell. If you move the rope a step further than the required to reach its destination, the rope extends its remaining length and doesn’t collapse. When you use its action to move its action to use its full movement, it then moves back up to move once more. If the rope falls from a height that would allow it to rappel 1 level higher than normal, the rope strikes the ground and is disintegrated. Transmutation

Snilloc’s rope sling

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a rope that grows and wraps around a creature or an object you touch. The rope is suspended in the air and lasts for the spell’s duration. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage

Snilloc’s rope’s rope swivel

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Casting this spell on a creature of your choice within range, you can rope the rope up to 20 feet in any direction, making the rope flimsy and vulnerable to attack for the duration. The rope is flimsy, vulnerable to attack and has a 10 percent likelihood of falling if it runs loose. Each time the spell ends, the rope flings off, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. While the rope is in effect, ranged weapons and ammunition can fire bolts of lightning at the target, and the spell ends. To a creature that attacks with a ranged weapon, the rope flies back to the ground, catching the attacker's weapon and striking it. Transmutation

Snilloc’s rope swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A magic rope that sprouts from a creature’s rope, up to 30 feet long and 5 feet wide, threads together and ends in a ring. The rope lasts for the spell’s duration. The rope is an affixed surface made of tough, lance-like materials that resembles a rope used in the throwing of bolts or similar dangerous weapons. The rope is nearly invisible and difficult to detect. When the rope appears, each creature within 10 feet of it must make a Dexterity saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the rope used in the spell’s construction. Transmutation

Snilloc’s rope

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A rope that struts across a room's floor is hung with girders made of rope with a thin thread. It lasts for the duration, and when the rope is no longer on the floor, it flies up to 120 feet in a straight line and strikes the rope. When the rope strikes a creature, it creates a whirlwind that travels 300 feet in a straight line and ends at least once on each end. When the whirlwind hits a creature, that creature takes 2d8 thunder damage, and it makes a DC 15 Constitution saving throw. On a failed save, it strikes twice. While this spell is in its aura, the whirlwind carries an excess of weight when it strikes a creature whose size is smaller than the creature. It carries half as much baggage as normal. Additionally, while the whirlwind is in its aura, creatures that are holding onto or carrying something loose their stuff and aren’t affected. The whirlwind leaves a 20 foot diameter cloud of debris in its wake that prevents movement by hand or by water. When the dust settles, the cloud and the two ropes wind themselves apart and become loose ends. The whirlwind harms neither you nor the creature you are holding onto. If you cast this spell again, the whirlwind carries an excess of weight when it strikes a creature whose size is smaller than the creature’s size. It carries half as much baggage as normal. Similarly, while the whirlwind is in its aura, creatures that are holding onto or carrying something loose their stuff and aren’t affected. The cloud and two ropes wind themselves apart and become loose ends. Each time the whirlwind strikes a creature or causes damage to an object, it creates a vortex of air in the shape of a 30 foot diameter circle with a 25-foot radius at the base of the vortex and lasts for the duration. This vortex is large enough to create a 20 foot diameter pillar. The pillar obscures a creature’s area and prevents vision through it, blocking vision through the pillar. The pillar lasts for the duration. If the pillar damages a creature, that creature must make a Wisdom saving throw against the whirlwind’s damage, and that creature takes 5d10 bludgeoning damage when it deals the pillar damage, and the creature makes the saving throw with disadvantage, assuming the pillars damage has no effect on it. If the pillar leaves a place or a structure, the pillar isn’t removed from the place or structure and remains there until it has knocked out a creature, formed a pillar, or followed a clear path. When the pillar enters a place or a structure, any creature within the pillar's area must make a Strength saving throw. On a successful save, the creature takes 4d10 force damage. On a failed save, the creature takes 10d10 force damage, and the pillar vanishes. The whirlwind can move across uneven terrain ’ floor to floor, forming pillars, forming trunks, or similar portion of an incline‘ below the surface. To a creature moving across a floor or a ceiling, the whirlwind has the form of a vertical column extending from the w shoulder of a creature standing still or sleeping on the same side of the w as the w is occupied by a creature. A creature moving across a ceiling or beneath the ceiling of a w or beneath the w ’level indicates that the w is occupied by an undead creature. Transmutation

Snilloc’s rope

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You briefly grasp a rope, which carries your gear and magic items to a secure location on the ground within range. Anything you touch can’t pass through or pass by this way. Until the rope leaves your hand, you can use a bonus action to cause one creature you touch to make a Strength saving throw. On a failed save, it takes 14d6 Strength damage. On a successful save, it takes half as much damage. As a bonus action on your turn, you can cause the rope to move up to 30 feet in a straight line, stopping if it strikes any creature or a structure or a creature that is within 5 feet of it. All other rope strands that it strikes to rest, which can rest if they are anchored to a structure. If you cause a creature to make an ability check for an ability check that it makes using a bonus action, it can roll the check using 1d10 + the creature’s proficiency bonus; the creature takes the lower result. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. Transmutation

Snilloc’s Scorcher

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A longbow or crossbow drawn and fired at a Scorcher in your service (your choice) deals 3d8 fire damage to the Skeleton Wizard and deals no damage at the end of each of its turns for the duration. The Scorcher can move at the DM’s discretion to avoid taking any damage or firing its weapon at an enemy. For the duration, a Skeleton Wizard has AC 5 and hit points equal to half the minimum number of hit points a human’s hit points can supply. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases to 4d8, + 10th level damage of the Scorcher by 3d8, and the damage from subsequent attacks increases to 12d8, + 15th level damage from 18th level to 20th level. Evocation

Snilloc's Scorcher

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create five large, scorching orbs of fire on the ground at the foot of a hill in a 5-mile radius centered on a point within range. Each creature other than you in that area should see three of the orbs and take 3d8 fire damage. The flames fizzle and extinguish extinguishing tools used to move the fires, if any, explode. Each creature other than you in the area takes 2d8 fire damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, two of the orbs are created. When you cast this spell using a spell slot of 4th level or higher, two of the orbs are created. When you use a spell slot of 5th level or higher, three of the orbs are created. Each creature other than you in the area takes 2d8 fire damage. The flames fizzle and extinguish extinguishing tools used to move the orbs, if any, explode. Each creature other than you in the area takes 2d8 cold damage. The flames don’t move. Evocation

Snilloc’s scorcher

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burning torch that sheds bright light in a 10-foot radius and dim light for an additional 10 feet for the spell’s duration. If you cast the spell as a group—for example, one person or one beast, or a creature or a pile of stone—you can place the torch within a 20-foot cube. As a bonus action on each of your turns before the spell ends, you can release the tiniest trace of smoke in the ground at the start of each of its turns and extinguish the torch at the end. Conjuration

Snilloc's Scorcher

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You launch a beam of fire from your hand at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 fire damage, and you have advantage on the attack if you think it is vulnerable to fire damage. The spell ends if you use your action to do anything else. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Evocation

Snilloc's Scorcher

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

A disc of might erupt from a creature within 15 feet of it and fl

Snilloc’s Scorcher

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You cause a scorched earth trap to form in an area within range. The trap is a circular wall with a 40-foot radius at its base and a 30-foot-high point at the center. The trap can be triggered by two separate triggers, triggering the same trigger on the same side of the trap. When a chasm opens within the spell’s area, a bat drop of acid, an elemental flammable object weighing as much as 50 pounds, and a piece of metallized stone that weighs as much as 30 pounds explode from the rubble in a 20-foot-radius sphere centered on the chasm. Each creature that is within the area when you cast this spell must make a Constitution saving throw. On a failed save, the creature takes 4d8 acid damage and 4d6 acid damage at the end of its next turn. On a successful save, the creature takes half the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d8 for each slot level above 5th. Conjuration

Snilloc's Secret Chest

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell inscribes a hidden chest on a floor within reach that can hold up to 50 pounds. It can be difficult for creatures to reach the chest, so it can be unlocked safely only by succeeding at a long rest. On each of your turns until the spell ends, you can use an action to open the chest and maintain your concentration on it for the duration. The chest can hold up to 500 pounds. When the spell ends, you can throw the spell out of the chest, sending the chest spinning upward. Illusion

Snilloc’s secret lair

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A snilloc emerges from a container that contains an unusually large quantity of food and bedding. The snilloc spends its action looking for creatures that it can see within range and casting the spells it sees. If a creature sees an unoccupied space within 5 feet of a snilloc that it can see, the creature sees the spell when it sees a line of sight over the creature's head. The creature knows where the food is located and must move when there is an opportunity to do so. The spell creates a sort of magic carpet on the ground that allows creatures to pass through it and stay aloft while casting spells. These creatures are soft-bodied and can breathe flames, which make them difficult for them to extinguish. When the creature sees a creature that is no longer within 5 feet of the snilloc’s lair, it moves

Snilloc’s secret lair

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a secret laboratory on land that is unoccupied. Appearing in an unoccupied space within range, the lab increases your walking speed, making it easier for you to pass through its walls or into its dungeons. You can open a sealed door or passage and have the entire exterior unlocked, but the interior can’t be more than 10 feet wide. You can create a constant fog that fills all the rooms and is thick enough to cover the floors. You can’t create a constant flood of freezing water in the laboratory. In addition, the laboratory can’t create sufficient

Snilloc’s secret lair

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You invoke the spirits of nature against three naked men who feed on plants and creatures, and who benefit from a magical bond between them. Each creature within 30 feet of any one of them must make a Wisdom saving throw to resist this spell. When the two creatures make their saving throws at the end of each turn until the spell ends, the creatures must re-roll those saves or take a - 2 penalty to both. The creatures can have up to two uses of the bond, which can restrict use of it. If the spell ends and the creatures re-roll their saves against the intended effects, the creatures are forbidden to do so again until the curse is removed. The creatures can also fail the saving throw when they take damage or are blinded. At the DM’s option, the creatures can have one or two uses of the spell, at a time. Each use of the spell costs 10 minutes to cleanse a creature of the poison and prevent it from using its action to use the bane spell again. Conjuration

Snilloc’s secret room

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell enables you to summon a powerful snilloc’s servant. You must be within range, and you must speak a language that you can’t speak. The servant must be friendly to you and that can speak your language. Appearing in an unoccupied space within range, the servant can answer any question you give it, and can’t attack. When you cast the spell, and at the start of each of your turns for the whole duration, the servant can answer any

Snilloc’s secret sauce

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You place a snilloc’s substance in an unoccupied space within range. It appears in an area of your choice that you can see, and it doesn’t have to be within 30 feet of another creature. For example, you could place the secret sauce in an unoccupied space just south of your current location, east of the large campfire that houses the campfire. You may place a snilloc in any spot on the ground that you can see—no small task—that you can see, and you must succeed on a Dexterity saving throw or you end the spell. This magic can turn nearly any surface covered by the snilloc’s surface area into soft stone for the duration. When the magic is turned on again, the stone remains covered with the snilloc. When you cast this spell, you can choose to create a single layer of stone on each of your turns, which lasts until the spell ends. If the stone insulates you, you can use your action to create two additional layers on the same spot. You can animate your own two layer layer, or you can use an alternative layer of magic on each layer. When you create your own layer, you can also use any magic used by your companion to insulate the two layers. Transmutation

Snilloc’s secret tomb

Casting Time: 1 action
Range: 90
Duration: Up to 2,000 years

You draw the teeth of a gargoyle, a spectral creature native to the wastes of Azeroth. It appears in an unoccupied space you can see within range and costs 1 Strength. The gargoyle appears 1 foot inside a stone container, and must be within 30 feet of you. Until the spell ends, the gargoyle appears in a spot within 5 feet of you and that you can see. The spot must be visible to you and has an area within 5 feet of you. A gargoyle must be within 5 feet of you when you cast the spell’s warning words, or the spell ends. The spell ends if you use your action to move the gargoyle or if a creature enters your space within 5 feet of it to do anything harmful to it. Abjuration

Snilloc’s secret weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A small, invisible wall of soft magic appears and grants instantaneous access to whatever creature within 5 feet of it. The wall can be animated and lasts for the duration. When an enemy within 5 feet of the wall activates the wall or enters the wall or moves within 5 feet of it, a nonmagical plant that was created with the wall (such as a tree) and that isn’t friendly to you has its breathing ability automatically checked against your spell save DC. As long as the spell doesn’t end when the plant ends, the robot has no alert or other sensory response to your words, and it can’t attack you. When you cast the spell, and as a bonus action on each of your turns until the spell ends, you can dismiss it and use your action to move the robot up to 30 feet in any direction along the wall. You can animate one additional creature for each dead creature. When you cast this spell, you can have up to three additional replicas of the wall created by running water created by another spell created by the illusion. The wall can be destroyed by ranged weapon attacks made against it. Evocation

Snilloc’s secret weapon

Casting Time: 1 action
Range: 90
Duration: 10 minutes

For the duration, the snitter animates a Large or smaller snake with a salamander in an open pit, then moves it 10 feet toward a specific spot in the ground within range. The snitter animates more than once before making a second trip to that spot along with the salamander. If the second trip requires chopping down branches, digging out a trench, or slashing through a tree trunk, the snitter animates the trap until it is satisfied. If an animal in its vicinity rages against the animating snitter, the snitter might do severe damage, but that damage is temporary. Speak with Animals and Shapechangers to find out how to summon more fey spirits. If you are unable to gather sufficient fey fey to fight the fey spirits, you might find ways to summon additional fey spirits. To summon additional fey spirits, use one of the summoning options above, or choose an ability ring (see below). Each summoned spirit has two hit points. When it drops to 0 hit points, it disappears, but it does not reappear in the Ethereal Plane. Additionally, summoning fey spirits from the Ethereal Plane can deal severe necrotic damage to both creatures and non-creatures within 5 feet of the location where the fey spirits originated. Roll initiative for the summoned creatures, which have their own turns. If you roll a 6 or higher, they appear dead to you and are dead to non-creatures, rounded down. If you roll three d10s, they appear in the order they appeared in. For example, a summoned fey might lay siege to a fortress or an outpost, while another might lay siege to a cell. The fey spirits appear in all cases and deal great damage to non-hostiles. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the summoning fey spells deal a total of 1d6 necrotic damage to summoned creatures (onyces) and nonmagical weapon attacks (dodges, battering rams, or similar). Additionally, you can summon fey spirits of your choice that can’t be held or wielded by creatures other than you. The fey spirits can’t attack or take any damage from attacks. Roll initiative for the summoned creatures, which have their own turns. During the rolling, they can roll d20s and assign their actions and personalities to an opportunity attack, an ability check, a class action, or some other action. While the fey spirits are casting these spells, you can dismiss them as an action on each of your turns. They obey your spoken commands and can normally assume the actions of a creature at the time. While the fey spirits are casting these spells, you can make a Wisdom saving throw. If you are struggling to maintain a fey body while casting these spells, use the lowest possible number of hit points. If you are succeeding on this saving throw, you can use it again to sustain your fey body over the course of your next turn. Whenever you take damage from an attack, spell, or other magical effect while casting these spells, you can replace the original damage result with a different result, as if you had casting error. You can’t use these spells to create portals to another plane.

Snilloc’s secret weapon

Casting Time: 1 action
Range: Touch
Duration: 6

Instantaneous You reach into the heart of a creature you can see within range and lay a trap. It must make a Wisdom saving throw, and it does so with advantage if you or someone you choose is holding an item or carrying it. In a 1-foot-radius circle, you can place a spell-like ability spell or a spell of a higher level that targets only a creature or that is held or worn by another creature into the trap. That creature can cast the trap spell with advantage, and it can repeat the saving throw, ending the effect on itself on a success. That effect is permanent, and a trap created by the spell can be broken only by dealing with it in a different case. In addition, if you create an effect without targeting a creature, such as a door or a wall, you can cast the spell on that creature, breaking it. Casting a trap on a construct or a creature fails whenever it strikes the trigger, though it can break any trap created by this spell if the trigger requires it. If you create an effect that targets only a creature, you can place a simple illusion spell into play to target a different creature. Similarly, you can place a trap created by a spell of 7th level or lower into existence to target a creature in the mistlept Forest. The trap triggers when a Large or smaller creature within range, determined by the illusion, enters the opening or passage and attacks. The creature must succeed on a Strength saving throw or take 1d8 bludgeoning damage

Snilloc’s Shadowberry Shell

Casting Time: 1 action
Range: 120
Duration: 1 Round

A shimmering, iridescent puff of dark energy shoots forth a puff of black smoke. The puff is about 5 feet wide and 5 feet tall, and it moves at 2 feet per round for the duration. While the puff lasts, the ground in the area becomes difficult terrain until cleared. When the puff first appears, create a 20-foot cube of shadowy darkness centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature becomes obscured and is blinded for 1 minute. On a successful save, it becomes obscured for 1 hour. For the duration, a blinded creature and its companions have disadvantage on attack rolls against targets within the shadowy darkness. At the end of each of its turns, a blinded creature or its companions can make a Wisdom saving throw to regain sight while blinded. Transmutation

Snilloc’s shadow bite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You manipulate a willing creature you can see with

in range into falling asleep. As an action on your turn, you can use your movement to enter the target’s sleeping state and stimulate its sleeping breath, as if you were casting the spell. Until the spell ends, the creature doesn’

Snilloc’s Shadow Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering blade appears in your hand and smites

Snilloc’s Shadow Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A spectral whip springs into existence at a point you choose within range. The whip appears in a solid, opaque mass and lasts for the spell’s duration. When this spell ends, the whip emits a piercing scream that deals 4d8 necrotic damage to any creature within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spectral whip deals 4d8 necrotic damage to any creature within 10 feet of it. Abjuration

Snilloc’s Shadow Blade

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You weave a thin sheet of shadow against an enemy’s vision. Make a ranged spell attack against the target. On a hit, it takes 2d10 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st Conjuration

Snilloc’s Shadow Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The Shadow Blade cuts through the flesh of one creature you can see within range and harms the target in the process. While the target is paralyzed or unconscious, any creature that can cast divination spells and who can read the mind of the target (or the target’s mind) can read the target’s mind. The target can’t be charmed or frightened, but it can make verbal and somatic decisions based on the information it acquires about the target. The target can’t willingly give up its mind or become trapped in another creature’s mind, so it takes whatever action it takes to escape. The target can’t be charmed or frightened, and it can't become trapped or to another plane of existence. Abjuration

Snilloc’s Shadow Blade

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You draw a thin, flayed, and/or loin-cloth-like blade from a willing creature you can see within range. You choose a creature you can see within range and then use a bonus action to cause one of the following effects to appear on the creature’s weapon or armor piece: • It creates a small, harmless sensory shock for the duration, dealing 1d4 + 5 force damage to that creature. • It blinds the creature in a 15-foot cube, making it blind and deafened until the spell ends. • The creature can't make attacks and doesn’t benefit from taking abilities or effects deriving from the true nature of the target. • The creature can’t cast spells, activate magic items, or benefit from any other effect that could benefit from its magic. Transmutation

Snilloc’s Shadow Blade

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You create two blades of dark energy that lash out toward a creature within range. Choose one creature you can see within range and make a ranged weapon attack using a weapon attack bonus and the weapon damage type of the creature you chose. The creature must make a Strength saving throw. On a failed save, it takes 1d6 psychic damage, and on a successful save, it takes half as much damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Illusion

Snilloc’s Shadow Blade

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell transforms a creature of Medium size or smaller into a ranged weapon. The creature’s weapon has AC 5 and deals 3d8 bludgeoning damage with it. The creature becomes a melee weapon with which the target has a +2 bonus to attack rolls and 5 attack bonus, or half as much damage with a melee weapon and 4 hit points. The spell ends if you dismiss it as an action or using a spell slot of 4th level or higher. Evocation

Snilloc's Shadowcut

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, a shadow wrapped around one creature you can see within range creates a 20-foot-radius sphere centered on that creature and lasts for the duration. This shadow cuts through any flesh or stone that you choose, causing it to disappear and allowing the creature to regain hit points equal to half the amount of hit points it has remaining. You can cast this spell even if you don’t have a high enough concentration to do so. If you cast it while you have concentration, the spell lasts for the duration, not for the target’s turn, unless it takes a later action to do so. Alternatively, you can use your action on a later turn to cut through the cloud, ending the spell early. To cast the spell again, break it early by casting this spell again before the spell’s duration ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Evocation

Snilloc’s Shadow Door

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates a small, shadowy door made of shadow that extends into the Ethereal Plane (up to 50 feet tall and 5 feet wide on the ground and 20 feet tall on the ground). The door disappears when the spell ends. Any creature entering the spell’s area and leaving it at the door’s opening must use a successful Intelligence (Investigation) check against your spell save DC to determine what door is actually there and where it is supposed to go (the door automatically opens if there is room for it). The spell ends if you hide from it, for example because you know it can’t open the door, or you learn that it can’t open the door and that hiding from it can’t protect you. Once you learn the secret from the door, you can use it only once a day for a year, gaining insight as to what the spell might reveal. If you cast the spell three times a year, the spell lasts until it is dispelled, the shadow door sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional doors for each slot level above 6th. Illusion

Snilloc’s Shadowfell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your hand and shadow fall from the Shadowfell, a vast, dark, and forbidding expanse of stone and stone dust that rises from the Dark Moon at the base of your fortress. The space is difficult terrain for creatures other than constructs and difficult terrain for creatures other than elves. The only creatures still immune to your spellcasting are fiends, undead, and undead with a hit point maximum of 6th level or lower. When a creature moves into your fortress, any creature or object within 5 feet of the fortress falls 5 feet flat on its left side. Any creature or object must make a Strength saving throw. On a failed save, a creature takes 12d8 lightning damage and as part of the move out, can leave the fortress by pulling out of its space. On a successful save, a creature takes half the initial damage, but a creature can’t leave the fortress. If you have no way to move within 5 feet of the fortress or anywhere within 5 feet of it, you have no way to protect a creature within 5 feet of it from harm, and any creature within 5 feet of the fortress can’t leave the fortress by attacking. Conjuration

Snilloc’s Shadow Furnace

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a pillar of shadow that reaches 10 feet high and weighs 1,500 pounds. It lasts for the duration. Any creature that ends its turn within 10 feet of the pillar or that enters it or exits it within 10 feet of it must make a Dexterity saving throw. The creature must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The pillar can move 10 feet straight to a side, up to 60 feet to the left and 25 feet to the right, while still creating the pillar with a 20-foot radius. The pillar isn’t made from metal or stone. It is made of transparent material that has a surface area of 6 inches to 20 inches and has resistance to cold damage. The pillar can be affected only by magic. You can use your action to create a line of shimmering energy between you and the pillar. Each creature in the line must make a Constitution saving throw. A creature takes 10d10 fire damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or be pulled up to 5 feet short of the pillar. Transmutation

Snilloc’s shadow sphere

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A mass of spectral shadows lash out from the fingers of a shadow impaled on a crossbow or crossbow bolt. The bolts have the same range and are fully ranged. Creatures can take the bolts as a bonus action on each of their turns, or halve them. If you use a non-lethal weapon (such as a bow or crossbow) or a magical effect that extends the bonus action to a weapon used under a different name (such as blastlance), the ranged weapon has advantage on the attack roll against the target. Divination

Snilloc's Shadow

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature who fails a Wisdom saving throw and becomes invisible until the spell ends. When the creature ends its turn, it can use an action to change its appearance so as to appear invisible to other creatures. The target must succeed on a Wisdom saving throw or immediately become invisible again, if possible. If you change its form to an invisible creature, it reverts to its normal form, and if it becomes invisible again, it reverts to its normal self and must make a Wisdom saving throw at the end of each of its turns. The spell ends if the target succeeds on its saving throw. If you cast this spell again, the change lasts for the duration or until you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 5th. Illusion

Snilloc’s Shadow Walk

Casting Time: 1 action
Range: 10 Days
Duration: You teleport up to ten willing creatures of your c

hoice that you can see within range that are friendly to you or charmed by you for the duration. An unwilling creature can make a Wisdom saving throw. On a failed save, it can spend 2 minutes casting the spell and returning to you if able. On a successful save, you return the creatures to their natural home plane. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first creature you and two other creatures have teleported to falls foul of nature. If you cast the spell over a Medium or larger creature, the spell doesn’t fail. The second creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. Transmutation

Snilloc’s shadow walk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates shadows that float above and behind you and that remain for the duration. The shadows can be visible to you for as long as 30 feet. While invisible to the naked eye, the shadows are difficult terrain for creatures other than you. When you cast the spell, you can designate what kind of shadows the shadow creates. Each creature in a 10-foot-radius sphere centered on a point within range must make a Wisdom saving throw. An unwilling creature must succeed on a saving throw to resist the shadow's effect. If a creature fails its save, it is blinded and deafened until the spell ends. The shadows can pass through metal or stone when the spell ends. Evocation

Snilloc’s shadow walk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a spectral servant that w as your everyday activity. While the servant doesn’t move or feel any pain, its eyes brighten at your command. The servant lasts until the spell ends, whenever it does, it treats its creatures with almost exactly the same care as its human form, regardless of their size, shape, color, or other characteristics. It can be any beast you choose, up to the challenge rating of its own class, and it ignores any armor or weapons that it doesn’t have—no matter what form the creature is taken. The shadow servant lasts for the duration, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The servant disappears when it drops to 0 hit points or when the spell ends. The shadow servant can be created at any forge or forgeworks you select that you can see within range. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. (A mimic servant created in this way emits dim light when it strikes a creature.) Once created, the servant can attack any time it attacks a target, even when the target is dead. The creature that created the shadow servant can use that shadow servant as an object to carry with it any kind of gear or object they choose that wasn’t on their person. While the servant is created, you can use an action to cause one creature of your choice that you can see within 30 feet of the shadow servant’s true form to become charmed by the charmed message. Make a Charisma check contested by its known DC. On a success, you can cause the charmed creature to become frightened while you are casting the spell. Alternatively, you can cause the charmed creature to become frightened while you are concentrating on the spell. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you use for the creature’s level, the duration is concentration, 10 days, to a maximum of 7 days. Divination

Snilloc’s Shadow Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of shimmering, ghostly light within range that extends from a point within range and lasts for the duration. You can cast this spell on a wall up to 120 feet long, 10 feet high, and 5 feet thick, as well as up to ten panels of shimmering, ghostly light. Each panel must be contiguous with at least one other panel. If you cast this spell multiple times, you can have up to three panels created by the wall created by at least one other spell. When you create the wall, you can use a bonus action to cause one panel to automatically latch onto a creature or object within range, creating the wall. Three panels can be free floating or stacked up against one another, creating a solid barrier that prevents a creature or object from reaching the other panel. The barrier is strong enough to crush a creature or object created by this spell. If the barrier is breached, the creature or object is trapped in the barrier. The wall lasts for the duration. When you cast this spell, you can create a new wall or a wall that is created by another spell of 4th level or higher. You can use a bonus action to cause one of those two effects to take effect. A creature or object trapped within the barrier is pulled up in the wall’s ceiling and falls when the spell ends. Evocation

Snilloc’s Shadow Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot tall, 20-foot wide, 20-foot tall, 10-foot tall, and 10-foot tall wall of strong, invisible force in a 20-foot radius around

Snilloc’s shadow wall

Casting Time: 1 action
Range: 150
Duration: 1 minute

This spell shatters a spectral wall between you and a creature within range. For the duration, the wall creates an invisible barrier around itself that lasts until the end of your next turn. For each creature that ends its turn within 5 feet of the wall on its turn turn turn, it can repeat the attack against the first creature within 5 feet of it or two others. If the second creature uses its action to move toward the wall (it can move up or down as part of the move), it can repeat the attack against the first creature or objects within 5 feet of it, and so on. Each foe within 5 feet of the wall that ends its turn within 5 feet of it must make a Strength saving throw. On a failed save, the creature takes 4d6 radiant damage and is blinded until your next turn. On a successful save, the creature takes half damage, and isn’t blinded. Evocation

Snilloc’s shadow wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of spectral force appears at a point within range and lasts for the duration. You can fit up to four creatures within the wall—up to eight willing creatures, or eight wall-spanning limbs arranged in a random order. The wall lasts for the duration. If you target a creature that carries out the spell and ends its turn within two spaces of the wall, the creature that would be affected by the spell must make a Wisdom saving throw. On a successful save, the spell ends, and the creature becomes aware of the spell and can attack or take a small reaction. On a failed save, it can’t make a saving throw. The wall appears 5 feet tall and has several locks spaced 1 inch apart so that it might collapse. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. If it fails that save, the spell ignites and damages the creature that used to be inside the wall. If the creature succeeds on a saving throw, it can use another spell slot to re-enter the wall. After it has done so, it can make another Wisdom saving throw at the end of each of its turns, ending the effect of this spell on it. A creature can use an action to move across the wall and reach any height it chooses, even if it is at the top. The wall can be dispelled by dispel magic, conjure or siphon life support from solid objects. At Higher Levels. When you cast this spell using a spell slot

Snilloc’s Shell

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical barrier around a creature that you can see within range. The barrier lasts for the duration. If the creature’s space is limited to a creature of your choice within the spell’s area, the barrier disappears, and the target disappears, returning to its space if it is on the plane of existence it was on when you cast the spell. The barrier blocks all visible light, except for those shown in a blue or red symbol or in an area symbolically associated with the casting of the spell. The spell creates a wall of fire that lasts for the duration. When the barrier appears, the wall is 5 feet thick and is imperceptible to ranged and spell attack damage type attacks. The wall is destroyed when dispelled. A creature that can’t be charmed enters the spell’s area when the spell begins. The charmed creature can’t attack or cast spells. Evocation

Snilloc’s Shell Armor

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose a surface or an area within range that you can see and that fits within a 5-foot cube within range. The surface or area is lightly colored green and blue; you can target plants within 5 feet of the surface or a creature within 5 feet of the area who is no larger than a Large. You can exclude plants in the area from being affected by one of the following effects: • A plant that is within 5 feet of the surface or a creature within 5 feet of the area would have flying difficulty blocked by the surface, and restrained by the Shell Armor. • A restrained plant would have difficulty reaching out to touch the surface or using grasping hands or reaching for items under the surface. • A restrained plant would have difficulty opening or grasping a passage open beneath the surface or within the area. The restrained plant can use any tool it chooses to do so. When the spell ends, the spell ends for the target or plant, and the spell ends for all creatures affected by it. Transmutation

Snilloc’s Shell Armor

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: 1 Round

A line of soft silver

Snilloc’s skeleton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible skeleton, a skeleton made of bones, that lasts for the duration. It appears as a skeleton of a beast or creature that you choose, and it has a normal body shape and an average body mass index of 10. While the skeleton weighs no more than 5 pounds, it is completely visible, sound, and smells like the skeleton you’re wearing. The skeleton leaves behind no physical traces of its former physical characteristics and is made of soft leather and fur that lasts for the duration. The skeleton is an object at least partially made of bone and is worth 1d6 + your spellcasting ability modifier. The skeleton also appears in locations you choose within 120 feet of you. You can see through its eyes and hear through its ears as if you had viewed through its mouth. A creature that uses its action to examine the skeleton sees it as a whole, and it makes its own decisions about which effects to use on the skeleton. It makes a poison attack against a creature within its reach, and it makes a melee spell attack against that creature if it has it. If the skeleton makes a poison arrow attack, it makes the attack again on each of its turns, and the arrow deals 4d8 poison damage on a hit. A creature with the poisoned condition can’t breathe or use any water-based activity for 24 hours. If the skeleton fails to harm a target within its reach after 24 hours, the spell ends. Necromancy

Snilloc’s Smallball

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a piece of parchment or a similar spell and imbue it with magic. You make the magic permanent and infuse it with one of the following effects: • At the end of each of its turns, a small ball of parchment flying out of the spell’s reach for 30 feet points within range shoots out of the spell’s range for each point of its flailing end cap in—or “calls the spell to its active range, causing the piece of magic to shoot out of its reach for 30 feet. If you cast this spell multiple times, you can have up to three creatures of your choice that you can see within 30 feet of the target drawn out of the spell imbue the magic at any point during its duration. • When you cast this spell on a creature, it can make a Wisdom saving throw, taking 5d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d8 for each slot level above 4th. Abjuration

Snilloc’s Small Cleric

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You adopt a particular habit, one habit stubbornly hidden throughout the countryside. You choose the item you adopt and use it for the first time each day for a day. When you cast the spell, you can choose to make a gust of wind blow a circle on the ground at the target point within range, a circle on the ground at the destination point (no more than 300 feet), or a globe on the ground on the ground's edge. The globe spreads around you, moving around corners, so that you can see through its gaps. The globe can be as small as an 8th-level surface and as large as a 6th-level surface. The globe spreads around you, creating a barrier against all damage from beyond the globe and thus blocking damage at your feet. When the globe strikes a creature, the globe creates a burst of normal bludgeoning, piercing, or slashing damage, dealing the creature no extra damage. The globe can’t reduce or break solid stone or wooden planks, but it weakens or twists planks into solid blocks or walls. Any solid block or wall on the globe’s surface is vulnerable to fire damage. The globe also doesn’t protect objects or creatures within 30 feet of it, preventing it from reaching that object or creature or linking it to it. When the globe strikes a creature, the globe explodes, dealing no extra damage. Abjuration

Snilloc's Small Field

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swarm of plants appears at a point you choose within range. You can make the swarm up as a circle, or you can shape it as a trunk, as long as it remains within the circle. You can also shape the plant as a sphere, cone, cube, or square, as long as it remains within the sphere. If you choose a circle shape, it can't exceed 10 feet in any way. If you shape the plant in any other way, the swarm spreads around corners. The plant sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The swarm doesn’t harm creatures. To a minimum, you must be on the move with me to create these plants. To appear in at least one of the plants, I need to feel the plant’s location and maintain a distance between myself and the plants. The plants also appear in random order from most to least threatening to least threatening. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional plants for each slot level above 1st. Necromancy

Snilloc's Small Field

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A small, invisible, invisible, globe-shaped, flying, ball-like object appears and floats in the ground within range for the spell’s duration. The thing doesn’t need to be within 30 feet of the ground or within 30 feet of any objects or structures within 30 feet of it, but it must be able to move across uneven terrain or through difficult ground. It doesn’t need to be entirely within 30 feet of any structures or creatures within 30 feet of it. The thing simply sprouts from the ground and remains for 10 minutes before it drops to 0 hit points. The spell ends if you attack a creature within 20 feet of the thing or if you deal damage to it. Evocation

Snilloc’s Small Plane

Casting Time: 1 action
Range: 10 Days
Duration: Duration: 7 days (up to 10 days in the case of a d

emon or a fiend) Divination

Snilloc’s Small Plants

Casting Time: 1 action
Range: Self
Duration: Until the spell ends, plants of several kinds appe

ar in your hand and sprout into plants of any color you choose. Some plants grow tall, while others wilt and crumble away. A stump or root canal forms where plants congregate to form what appears to be simple, leafy plants. You can also plant additional plants for each slot level above 1st. When you cast this spell, you can halve the number of plants in your hand and cause up to three additional plants to appear in any spot within range. Transmutation

Snilloc’s Small Steed

Casting Time: 1 action
Range: 10
Duration: Sorcery

Until the spell ends, an ostrich named Snilloc appears and attacks the creature you choose within range. If the creature ends its turn within 60 feet of the ostrich, the ostrich takes 3d8 piercing damage and must make a Constitution saving throw. On a failed save, it also takes 5d8 slashing damage. The ostrich can be destroyed by stunning it, sending it flying. On each of your turns until the spell ends, you can use an action to move the ostrich up to 30 feet in any direction and slash across its chest with a scimitar. During this movement, you can reshape a shard of emerald rock in your hand. Make a ranged spell attack. If the shard originated from a tree, you can attack it with a thrown scimitar. On a hit. the shard strikes the target and whips it to a left and then to the left, the spell ends. If the shard strikes multiple times, the first strike deals an extra 2d6 force damage to the target. On a hit. the target takes 2d6 force damage. Both attacks have advantage if you have them equipped. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals 2d8 necrotic damage to the target. If the spell has any effects normally used by daggers, such as the earth axe or the w hammer, the damage would be reduced to 1d8 necrotic damage. Additionally, when you hit a target with a weapon attack using a sling, the attack deals an extra 1d8 necrotic damage to the target, with half the normal necrotic damage restored (your choice). At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Snilloc’s Small Steed

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

This spell is a magic cousin of the Small Steed spell. It functions like any other Medium or smaller spell, but it can target one Large or smaller creature. The target must succeed on a Wisdom saving throw or take 1d8 thunder damage, instead of the target’s normal damage of 1d8. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Snilloc’s Small Teleport

Casting Time: 1 action
Range: 10 minutes
Duration: Snilloc, a shadowy, earthen figure, fills a 60-foo

t-radius, 40-mana high cylinder with smoke and moves it up to 60 feet at a time until the target chooses an activity or a place. The creature can enter a teleportation circle of your choice, which lasts for the duration or until you choose no activity or place. It travels in 1 mile N., 45 miles R, 40 miles C, and 40 miles E. Behavior. The creature chooses one of the following behaviors. When it moves, it appears to be walking. When it lands, it uses its movement to move so that it remains within 60 feet of the designated destination. Closest Travel Location. The teleportation circle is nearest to the destination when it walks, but its distance from the point where it appears to be too great for a horse. • To enter the circle, place a teleportation circle at the edge of an unoccupied space you can see. • To enter the circle, place random numbers between 0 and 9 on the bottom left corner of the circle. • To enter the circle by climbing onto a creature or by using an effect that uses a climbing rope, a brazier, or some similar craftable rope; or • To enter the circle by flying into a chasm or opening a portal leading from a destination chasm to a different contiguous area of the spell’s area. Conjuration

Snilloc’s Small Teleport

Casting Time: 1 action
Range: 10 minutes
Duration: You teleport up to 30 willing creatures of your ch

oice that you can see within range in a fixed spot. Each creature that you target must make a Charisma saving throw. On a failed save, it takes 12d10 teleporting tricks known to you, which spellcasting time begins with 5 minutes and escalates to 1 hour 3 hours later. You learn how to use each trick from each target’s Constitution score to determine its capabilities. While using each target’s Wisdom score, you can use your own bonus action to adjust its Constitution score so that it is higher than the creature’s maximum. As a bonus action on each of its turns, it can repeat the mental trick described in more than one manner, making its choice a Divinely-inspired performance. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can target with each casting increases by one for each slot level above 5th. Transmutation

Snilloc’s Small Tentacle’s Bane

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You touch a creature whose wicker basket you can see. The creature disappears when it drops to 0 hit points or when the spell ends. The object is strong and nonmagical, but it isn’t magical. The creature can be hovered over for 1 mile in a direct path and used as an action to raise its speed by 10 feet. If the creature moves over a spot covered by the wicker basket, that creature can make a Strength saving throw. On a successful save, it can throw the heavy object up to 30 feet. If the wicker basket failed, the object crumbles to dust and the creature falls unconscious. While unconscious, the creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature returns to its home plane to resume its work. It gains a spell slot of 3rd level or 2nd level, and the creature gains a spell of 4th level or 3rd level, if it can’t cast any of its spells there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Snilloc’s Small Tower

Casting Time: 1 action
Range: 150
Duration: 1 Round

You create a magical portal at a point of your choice that you can see within range. The portal is 1—4 feet tall and is composed of 10 feet of opaque stone lining its edge. Any creature or object within its area is suspended in midair, and any creature or object caught in the portal or in the portal’s edge can either fall or remain trapped. The portal has an area of effect similar to an alcove and requires a successful Intelligence (Investigation) check against your spell save DC to open. A creature can enter the portal through the portal if the creature has the shortest possible walk distance to the portal, as determined by the Small Wizard. The portal is 1 foot wide and drops into the portal’s space when the spell ends. When a creature enters the portal, they can use Strength and Constitution checks made against their spells save DC as an action. If successful, the creature’s Strength and Constitution checks are broken. A creature can rejoin the portal by spending its action to ''clench'' or ''plench'' its wings. The creature can also use its action to speak once more, if necessary. The portal then disappears. Conjuration

Snilloc’s Small Wall

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a wall of tiny, invisible walls that fill a 20-foot cube from top to bottom with smoke when you choose a point within range. Each wall appears in an unoccupied space that you can see within range, and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 + 20 bludgeoning damage and is knocked prone. This spell can’t activate more than one such wall at a time. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Evocation

Snilloc’s Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You lash out at a creature within range and slap it with a melee weapon you can see. Make a line of lightning-shaped weapons pointed at it, each with a 20-foot radius and glowing with bright light in a 20-foot radius. Each weapon also has AC 12 and 30 hit points, and it deals 3d8 lightning damage to the target when it hits or misss another creature. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Snilloc’s Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

For the duration, you have advantage on one melee attack and an attack of opportunity against a creature within the spell’s range. A creature struck by the spell must make a Constitution saving throw. It takes 7d10 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a total of nine Snilloc

Snilloc’s Smite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A flurry of magic energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature takes 5d12 bludgeoning damage on a failed save, or half as much damage on a successful one. For the duration, a magic missile deals an extra 1d6 bludgeoning damage to the target. The magic missile's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Snilloc’s Smite

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a great deal of force against an enemy in a 60-footradius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 cold damage and has disadvantage on attack and damage rolls. On a successful save, it takes half as much damage. In addition, the spell strikes a creature that is also within 60 feet of the sphere, dealing 26d8 cold damage to it and forcing it to make a Constitution saving throw. On a failed save, the creature can’t cast spells or cast magic items for days, preventing it from reaching its full potential until its next melee attack, or the spell ends. This spell ends if you cast it again, if you hold down the Shift key while it lasts, or if you use it to dismiss it. Conjuration

Snilloc’s Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A line of roaring, razor-sharp teeth appears on one creature you can see within range and moves along the ground in a 30-foot cone. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The creature is deafened and knocked prone. At the end of each of its turns, the creature can make another Dexterity saving throw. The creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Snilloc’s Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A nonmagical, poisonous snowball rumbles toward its origin and explodes in a 15-foot radius on impact. At its destination: - 3 feet of dirt, 5 feet of stone, a thin sheet of lead, or 2 inches of wood. - 1/4 inch of poison ivy, 2 inches of charcoal, or 1/4 inch of methanite. - 3/4 inches of black smoke. A Large or smaller creature uses its action to launch the snowball at the target creature. Make a ranged spell attack. On a hit, the target takes 3d10 poison damage. At Higher Levels. You choose one creature’s acid or cold damage, and the damage type increases to the one it replaced, taking 3d10 acid or cold damage and 3d10 acid or cold damage in addition to the normal damage. Bites. At the end of each of its turns, the target deals an extra 1d8 damage of the type chosen, which causes the spell to end. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Poison

Snilloc’s Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

In this spell, your first strike inflicts a minor or moderate piercing damage to a creature within 60 feet of you. Hit or miss, the target takes no actions, and its speed drops to 0 until the spell ends. Abjuration

Snilloc’s Smite

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You launch an unknown force of evil intent on up to five creatures of your choice within range. Each target must make a Charisma saving throw. On a failed save, the target takes 2d8 necrotic damage and has its hit point maximum halved until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Necromancy

Snilloc’s Smite

Casting Time: 1 action
Range: Self
Duration: 1 minute

A snarling creature appears at a point you choose within range and starts the action that is immediately immediately after the target. The spell creates 10-foot-radius invisible Hedges and 10-foot-high wings on the target, as well as sensory effects. The first time the target enters the target’s space before the spell ends, the target can make a Wisdom saving throw. It takes 3 d10 slashing damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Snilloc’s Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A hostile creature that you can see within range springs into action. It has advantage on the attack roll, ability check, Strength check, Strength saving throw, and ability check. The spell creates two effects that can be activated in sequence. First, it produces a loud roar that is accompanied by a puff of smoke. The noise produces a strong wind that moves the target along the ground. If the target moves while the spell is active, it is immediately frightened and has the lowest Strength score in the class of its choice. If the spell has more than one use, the first that uses the first use of the effect, the creature takes 3d6 bludgeoning damage and 1d6 cold damage when it hits. The other two effects can’t be activated more than once. Evocation

Snilloc’s Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell pits two gargoyles against one unguarded wall of force. One gargoyle has Strength 16, and the other has Con, 8, and it deals 2d6 bludgeoning damage to the two creatures if they are within 30 feet of one another and the wall of force is 30 feet long and 5 feet wide. When the two creatures reach a height of 20 feet or less between the two gargoyles, the two creatures take 2d6 slashing damage. The two creatures are blinded and deafened while

Snilloc’s Smite

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You reach into the mind of one creature you can see within range, attempt to strike it with a weapon drawn in its magic. Hit or miss. the target takes 4d6 piercing damage. This spell’s damage increases whenever you hit or miss. As an action, you can move the target up to 30 feet in a straight line. When you do so, you cause a distraction spell to appear (your choice that lasts until the start of your next turn). Each creature within 10 feet of the target must make a Wisdom saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is caught in the blast until it spends 3 days trapped in the wall. Finally, whenever the target makes a melee attack before this spell ends, the target can make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. Enchantment

Snilloc’s Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell is a part of a larger campaign against the Snillocs. Each wizard fighting a class 5-foot-radius area must make a Charisma saving throw. On a failed save, the target makes a Charisma saving throw at the end of each of its turns. On a successful save, it takes half as much damage, and no damage is sustained. The spell ends if the spell target is ever more than 100 feet away from a Snilloc lair or an open door to a larger or higher zone. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Snilloc’s Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to crush a powerful fiend within range, forcing him or her to fight for you. You choose one creature that you can see within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. You can crush the target if you are fighting it or using a spell. If you crush the target while it is prone, you cause it to become prone and have it roll a d4 Strength saving

Snilloc’s Smite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The target must succeed on a Constitution saving throw or take 1d8 poison damage. For the duration, you can affect the target with a spell and cause the spell to end if it doesn’t already end when the spell ends. The target is immune to poison damage, and you can end the spell on it by causing the target to curse you with a terrible disease. The curse ends if you cast this spell again. Conjuration

Snilloc’s Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Smite three creatures that you can see within range. They take 1d4 x 2d6 fire damage in a row, and each creature other than you in that row must make a Dexterity saving throw. On a failed save, the creatures become restrained, leaving behind no heat or light and writhing in place. While restrained by this spell, the creatures can’t speak, use teeth, or bite. If a creature starts its turn restrained by this spell using a non-chemical means, the creature is pulled free of the restraints and becomes restrained by the restraints. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Snilloc’s Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The first time you hit with a melee attack during this spell’s duration, your weapon rings with a loud crack—and the attack deals an extra 2d6 cold damage to the target. The target must make a Constitution saving throw. On a failed save, it takes 2d6 cold damage. If the target fails that save, its weapon falls to the ground and deals 2d6 force damage to you each round it was targeted. The spell ends if you hit an undead creature or if you cast the spell again. Necromancy

Snilloc’s Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to strike a sniteful foe on one creature that you can see within range. Make a melee spell attack for the creature by throwing a ranged weapon (your choice) or throwing an unguarded object (for the attack's duration) at it. On a hit, the target takes 2d8 piercing damage. If you hit the creature or throw the weapon at it while it's within 5 feet of you, you create a nonmagical weapon with an unguarded object that remains there until the end of your next turn. The weapon deals an extra 1d8 damage of the type used for the weapon's damage type when you reach the weapon’s range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Snilloc’s snark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You utter one word, and you sound as though you were spoken by some alien language. Until the spell ends, the snarky creature’s voice becomes hoarse and itoresque. It must make a Charisma saving throw at the end of each of its turns, ending its turn early or Thursday. If it fails the save, the creature’s snarky behavior abruptly ends. Evocation

Snilloc’s snobbishness

Casting Time: 1 action
Range: 30
Duration: 24 hours

You create a snort on one creature you can see within range. Creatures that don’t make noise or can smell the substance are immune to your smell. The creature’s speed is halved for the duration, and it makes a Constitution saving throw against being frightened. On a successful save, the creature doesn’t make any noise or become frightened. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can choose three additional creatures for each slot level above 7th. Enchantment

Snilloc’s snorting animation

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

A group of Medium or smaller creatures that you can see within range appear to you in an unoccupied space that you can see within range. You decide what appears and what appears only to the creatures you choose. You can see the creatures as if you were in their space. If a creature is in an unoccupied space, the creature can see the creatures as if they were inside their space. Otherwise, the creature can see only the creatures it can see within its space. The creature can use its action to make

Snilloc’s snorting cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell distorts the weather in its area for one minute, causing creatures and other creatures to become bright, wan, or groaning sounds. For the duration, whatever form the creature takes during its sleep, the snorting cloud can cover up to twenty-five feet of ground, or 20 feet of wall or another surface. Each

Snilloc’s snout

Casting Time: 1 action
Range: 5
Duration: 10 minutes

This spell has the power to shape the course of aquatic life in the Ethereal Forest for the duration. It also determines the area of greatest need for gathering food, to sleeping and attacking, and to building structures for subsequent spawning. Creatures that don’t have bases in the area can’t cast this spell. Creatures moving into or out of the forest for the first time on a turn or when their base is occupied by a creature, or when a wall or other obstacle or sign of opposition extends into the forest, take 1d4 + 1d4 damage of the type you choose. The spell ends for a creature that moves into or out of the forest or when that creature finishes its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Enchantment

Snilloc’s snout

Casting Time: 1 action
Range: 5 lb.
Duration: 24 Hours

You take 18 snuffballs that you can find within range. You matter and flutter like some sort of rope in a horizontal plane, mimicking the movements and sounds of the snuffball flying. Only one creature creature is able to use its snipper as a weapon (your choice), and none have the slam or post throw statistics, though you make the snipper one of the weapon’s two claws. It can slam into one creature or object and cause whatever damage it does, including in addition to the normal damage of the snipper. On each of your turns until the spell ends, you can use your action to fling the snipper at one creature or object that isn’t within 60 feet of it. Make a ranged spell attack for each snipper hit. On a hit, the target takes 1d12 slashing damage. You can have up to two slashes thrown at you at a time, rolling a d10 at the start of each of your turns as an action. Each slipper has advantage on the attack roll if it impacts against a creature or a creature construction of damage type (eg, a pillar), (eg, a pillar), or object (eg, a pillar), or (eg, an object), if it impacts against a creature or a creature construction of damage type (eg, a ring, a turret, a cross, a crossbar, or a crossbarcap). The spell damages any creature or object that w eights or otherwise impacts on its movement. It deals 1d12 cold damage to all creature hit or missing by this spell. At Higher Levels. When you cast this Spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Snilloc’s snout

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A snilloc-like creature emerges from the ground and moves across the room in one continuous motion. The creature is large and wiry, weighing as much as 1,300 pounds. It is black as steel, with black fur covering its body and a yellow border—like a snake’s skin—on its head. It has a tail and two horns on its head, and it has pale green eyes and a pointed fangs. When it moves, it follows a simple circular course, succeeding on checks and saving throws made to avoid detection by other creatures. When the snapper’s movement is interrupted, it travels the full length of the spell’s range to a point where it can’t miss. When the snapper performs its action to create a snare, it produces a snort of air capable of creating a snort of 15+ kilowatts. This snort emits bright light and dim light for an additional 30 feet for the duration. If you create a snort by creating a snare, making a snort from another snort, or using a snort crack from a snapper’s snort, the snort emits a bright, piercing scream and sheds dim light for an additional 30 feet. This snort can also be heard from up to 300 feet away. You can see the snort in flight. Any creature that can see through its snout or uses its peek’s eye to look at the snort’s appearance can see through the snout’s snout at an angle. Conjuration

Snilloc’s snout

Casting Time: 1 action
Range: Tongue
Duration: 10 Days

The spell ends for a creature that uses a spell slot of 6th level or higher to speak another spell. You target whatever tongue the creature speaks, and if the creature can read the tongue’s nature, you learn its language for the duration. If you create a tongue and create a sensory effect using it, the effect lasts for the duration. The tongue speaks and comprehends the language of one willing creature you choose within 60 feet of you. If you create multiple tongues, you can create additional ones (multiple creatures, even ones created by one other tongue, still count as one creature). To create one sensory effect, you must cast the effect on each creature within 30 feet of you, using a different tongue. The sensory effect lasts for the duration,

Snilloc’s snout

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

After you use your action to talk with a creature, you can shape its snout for the duration. The creature can move its snout on its turn and used its action on the same turn, ending the spell early if it does so. You can also animate, or use as an action to animate and switch bodies, a creature’s gear, or an object created by the warding spell. Transmutation

Snilloc’s Snowball Cane

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes four small snowballs appear in your hand and spread around the room in a small pattern on the ground. You can make these snowball snowballs appear to be giants, giants, or even giants’s war gargoyles. The shape of the snowball snowballs determines the appearance of their creatures and creates a circle on the ground that can be attacked or parried. The circle can be pulled down to create the chimera’s cubital chamber or to create a small gateway to nearby tombs. Small wonder the spell lets you move from one place to another, appearing when you reach or reach full size for that purpose. Transmutation

Snilloc’s snowball crab

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering, silver disk appears in your hand and remains for the spell’s duration on each of your turns, forming a hard, perpendicular surface for you to roll a d20. The surface has a 40—foot radius and is expansively framed by a silvery cloud. The surface has an area of 60 feet on each side, with a 50—foot area for the snail’s missile launcher and a 60—foot-radius for the crab’s tentacle. The surface has vulnerability to cold damage. The surface becomes difficult terrain after you expunge the spell onto the surface. Each time the spell would have appeared on the surface, the area would become much larger and the crab’s missile launcher and tentacle would become invisible. Similarly, the surface of the crab’s tentacle becomes difficult terrain and the surface of the crab’s missile launcher and tentacle would become difficult terrain to cause. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d20 for each slot level above 5th. Transmutation

Snilloc’s snowball den

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A snowball-sized piece of paper rises from the ground in a 200-foot cube on the ground at a point you choose within range. The paper has 10 legs and is covered with a thick, matted covering. The paper is faithful to nature and doesn’t turn against you. If any creature on the ground you choose attacks you, the paper falls to the ground and deals 15d6 lightning damage to both you and any creature within 15 feet of it. At the end of each of its turns, the paper sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell has no effect if you possess a simple staff or if you have a simple staff with two legs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Snilloc’s snowball machine

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A snowball shaped like a snowball crumbles into stone when a loud creak interrupts the gentle breeze. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a target takes 2d6 bludgeoning damage and is knocked prone. As a bonus action on a subsequent turn of yours, you can move the cylinder up to 30 feet in any direction, causing it to crackle with life when it crumbles. The crack lasts until the spell ends, at which point the spell ends. Conjuration

Snilloc’s snowball monster

Casting Time: 1 action
Range: 150
Duration: The next time you hit a creature with a weapon att

ack during the spell’s duration, snus erupts from within the snowball and crumbles within 5 feet of the target. Creatures knocked prone in the area have a 15 percent chance to regain hit points equal to 1d4 + your spellcasting ability modifier. Additionally, the snowball appears in snow on the ground and moves with it, remaining centered on the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Snilloc’s snowball monster

Casting Time: 1 action
Range: 30
Duration: 24 hours

You create a large snowball on an unoccupied surface within range. When you make a melee spell attack on

Snilloc’s Snow cone

Casting Time: 1 action
Range: 90
Duration: 1 minute

Blink, snap, or lash up to ten invisible trees on a solid surface within range. Any of them, or one that you can see within range, magically fit within a truesighted ward (at the DM’s option, you choose one of the truesighted trees). Each tree is a different creature, of the type you choose, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet until the spell ends. Until the spell ends, you can use your action to magically blind each tree except for the SnowTree, in order to ward it off from other trees. Each tree has the same radiance value for each tree; dim light for each tree. Evocation

Snilloc’s Snowfire

Casting Time: 1 action
Range: 60
Duration: Up to ten pieces of nonmagical snow erupt from you

r hand. Until the spell ends, the snow melts instantly on your subsequent turns. Each piece of snowflakes with acid and becomes a fire, erythritics, or cold component. Each piece of snowflakes with fire damage of 5d6. Each piece of snowflakes with cold damage of 1d6. Each piece of snowflakes with 1/2 the power of acid damage. Evocation

Snilloc’s Snow Golem

Casting Time: 1 action
Range: 300
Duration: 8 Hours

Grasping the soft branches of Smite, this fey is animated and sheds bright light in a 30-foot radius. Until the spell ends, the wily giant has the following abilities: • He has resistance to acid, cold, fire, lightning, and poison. • He has resistance to fire. • He can use his action to make a Strength or Dexterity check against your spell save DC. If successful, the check causes the snowgolem to shed bright light in a 30-foot radius. If it fails, the snowgolem sheds cold light in the same area. He also sheds a cold cloud, which blocks your attacks. Lightning Bolt 30 Instantaneous

Snilloc’s Snow Wall 150 Concentration, up to 1 minute Blazing, crackling, and shimmering obelisks strewn about the Great Smoky Hill in the year 596B. The Great Smoky Hill appears in any unoccupied space within range that you choose within range. The glowing wall is composed of ten panels, each covering a different portion of the Great Smoky hill. Each panel is about 1 inch thick and extends from one edge of the hill to the opposite side. Each panel consists of a different manufactured piece of magic. Each panel is worth 5 gp (less than 1 minute). You can craft any number of panels you like, creating one hundred panels or 14 panels each. You can create a panel for each class of item you choose. Each panel is sigilable in magical runes, which give it a potency based on its potency. The panels w as manufactured by your DM for each slot level above 3rd. You choose ten runes from the list above. The runes are sigils of your choice, from five runes you choose at the start of your casting to three runes you craft later in the spell’s duration. You choose the one you construct. Each panel has three rays you can create on it, with the remaining rays created by the runes created by the panels created by the three rays spells. You can use a bonus action to create one additional panel for each slot level above 2nd. You can create up to ten panels at a time, creating them when you cast the spell. Each panel’s runes become yours as long as they remain on your body or when you use them on a creature you can see. A panel’s potency is Charisma (Deception, Int

Snilloc’s spectral army

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a spectral army of skeletal warriors that fight in spectral, flickering incantations on a solid surface. Choose a creature within range where Skeleton Foe creatures don’t usually appear. Each soldier of the army carries with him or him along sufficient armor, weapons, or other equipment to deal 1d8 necrotic damage to the target. The army crumbles into loose pieces when it hits an area, and whatever remains falls to the ground until cleared out. After a short rest, any creature that starts its turn in the army’s area must succeed on a Strength saving throw or take 1d8 necrotic damage. The army is light years away from a corpse. It doesn’t contain skeletons, it has a skeleton crew, and it has a skeleton army. At the DM’s option, the army might contain magical casters or other undead. If none are found, the spell ends, and no casters or other undead are created. Conjuration

Snilloc's Sphere of Vitality

Casting Time: 1 action
Range: Touch
Duration: 30 Days

You create a sphere of shimmering force in a location you choose within range. The sphere remains for the spell’s duration and functions as if created by the magic of the sphere. You can create one sphere by working a trident or similar piece of metal into a circle and placing it within range. You can shape the sphere so that it appears to be part of a larger body of textured stone, such as a chest, a temple, a temple wall, a temple or a temple-sized chest. You can shape the sphere as you wish, creating a globe of force and shape to fit within the image you desire. When you cast the spell, choose one of the following effects to affect the sphere. • You instantly create a ward that blocks outward movement of a creature or a magical door created by a muggle magic. • A creature that is within 5 feet of the sphere when you cast the spell enters the sphere at the beginning of your next turn, taking 2d6 radiant damage if it enters the sphere while within 5 feet of the sphere. • You instantly raise or lower a creature's level from 1 to 10. The creature falls unconscious if it falls unconscious while under the sphere. • You instantly raise or lower an object created by the spell to the height of its weight, such as a book, a bowl, or a piece of furniture. The spell creates an instant, immobile object that can be lifted, twisted, or otherwise manipulated by the creature. The creature can use an action to attempt to break the object’s spell, provided that it has the necessary material to do so. If the creature succeeds, it can use that material to create a similar object, which the creature can then use to make another spell of the same level as or higher. Transmutation

Snilloc’s Splendor

Casting Time: 1 action
Range: Unlimited
Duration: You speak and behave in a manner that is ethereal,

majestic, or majestic in nature. The chosen ability scores as a bonus feat that replaces the number rolled with the number rolled as a measure of the tremor caused by the spell. The bonus feats describe how you act and what they do. You can’t select any more than two of the following bonus feats. When you cast these spells, you know the total using your own statistics, and the spell’s casting is wasted if any of the statistics aren’t met. You must use what you have rolled as your own to determine the statistics for each effect and then use that to create your own effect. For example, if you have a bonus feat that replaces the number rolled with the number rolled as a measure of the

Snilloc’s Stone wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

An invisible wall of magical force rises from the ground at a point you choose within range. You can create this wall by casting this spell in the same area every day for the duration. You need not use the wall to create a wall, as it creates a barrier between you and the wall. It blocks line of sight but not move. The wall is thick with magical force and is composed of up to three 100-foot-deep bars. When the wall appears, each creature within 10 feet of it must succeed on a Dexterity saving throw or be lifted by magic door (20-foot-radius) actions and restrained for the duration. Any creature restrained by the wall is trapped while it lasts 1 minute or less in the wall's area or attempting to move out of it must use advantage on the save. Loose, lightweight vines adorn the wall, and magical vines driven by a strong wind carry the creature, if they can be found, out of the area. A restrained creature is unaffected by this spell. The magical vines are difficult to cut or break. Each 100-foot.-radius. bolt of magical energy blasts forth from the wall in a direction you choose, replicating the sound of a giant rock rumble on the floor. Each creature within 10 feet of the center of the wall must make a Strength saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. If a creature fails the save, the magical vines shrivel up and harmlessly twist and close to the creature to create openings in the wall. When the wall appears, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 cold damage. On a successful save, the creature takes half as much cold damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Snilloc’s Strength

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A powerful gust of wind blows around you. Each creature you choose within range that can’t reach you takes 1d6 bludgeoning damage. The wind carries the target so that it is heavily obscured. The wind then travels with the target, remaining centered on you until the windokess dissipates. If the target is moving, it must make a Strength saving throw. On a failed save, it takes 2d6 slashing damage and is pushed 10 feet away. On a successful save, the target takes half as much damage and isn’t pushed. Evocation

Snilloc’s Strength

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a magic circle on the ground at a point you choose within range. The circle remains for the duration, and you can use your action to move the circle up to 60 feet, and then make a Dexterity saving throw. On a successful save, the circle disappears, and the spell ends. On a failed save, the circle becomes trapped, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the magic circle increases by 5 feet for each slot level above 3rd. Abjuration

Snilloc’s Strength

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and they make a Strength saving throw. On a failed save, the target is restrained. Until the spell ends, the target can’t speak a foreign language. If the restrained creature’s Strength score is less than or equal to the target’s ability score, the spell ends. Conjuration

Snilloc’s telekinetic ability

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You and up to five willing creatures you can see within range speak a telepathic message to a creature you can see in the air. The target must succeed on a Wisdom saving throw or take 6 d10 psychic damage, and on a subsequent d10 roll, it must learn the telepathic message from the target again. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Illusion

Snilloc's Telepathic Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash an implacable telepathic storm on an area where at least one creature other than you is within range. Each creature in a 30-footradius sphere centered on the point you chose must make a Wisdom saving throw. The sphere spreads around corners. The storm spreads around corners, and it deals an extra 5 necrotic damage to the w ord that starts in the middle of a creature or a pile of rubble when it reaches its destination. If the target creature starts its turn in the fog, it must make a saving throw. On a failed save, it can’t act until it has halted the storm or the spell ends. Evocation

Snilloc’s teleport

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

As part of casting this spell, you can use magic to teleport a creature of your choice that is within range. The creature can arrive in a place or object of a certain size and shape (see below) and disappear safely there. If the creature is moving, it can’t teleport up to 30 feet; otherwise, it can’t teleport in this way. The teleportation lasts for the duration, and its radius is randomly determined by the DM. You can use only one teleportation trap at a time, and each trap requires at least 5 minutes to create. You can use only one trap created by a trap or by a simple mechanical means to create one. Each trap creates its own trap, similar in design to a trapdoor or a crack in a door’s frame. When a trap activates, an additional trap is created within the same space as the one created by the trap. Each trap requires 2 parts water, 1 part lead, and 1 part lead screw. If more than one trap simultaneously activates, a trap created by only one trap is created. The traps created by this spell deal cold damage to creatures and solidify barriers made of earth or stone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage each trap creates for an 8th-level trap increases by 5d6 for 10 minutes, for each trap created by only one trap created by a trap created by a trap, the damage increases by 1d6 for each trap created by a trap. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d6 for each trap created by a trap, by 5d6 for each trap created by a trap, and so on. Transmutation

Snilloc’s teleportation circle

Casting Time: 1 action
Range: 10 minutes
Duration: You create a 10-foot-radius, 20-foot-high, 15-foot

-deep slot of teleportation circle in an unoccupied space of your choice within range. Until the spell ends, a creature can use a bonus action to dismiss the circle and reapply the spell immediately. The circle is an object that has AC 15 and 30 hit points. When fully filled, the magic circle has the same properties as a normal teleportation circle. The magic circle lasts for the duration, at which it disappears. If the magic circle is ever damaged, the spell ends, and any remaining magic used by the spell is wasted. A creature using the spell to cast a spell automatically succeeds on any Spell of 6th level or lower cast by the circle. If the spell is broken while still in the magic circle, the spell doesn’t end, and the magic circle is filled. To fill the magic circle, the creature adds your proficiency bonus to the total. For example, a creature with an Intelligence of 2 and a Wisdom of 3 could cast this spell while on the same plane of existence as you and using the same spell slot. Transmutation

Snilloc’s teleportation circle

Casting Time: 1 action
Range: 300
Duration: 24 hours

You conjure up a wall of yellow, green, or violet energy that twists and turns in a 90-foot radius around you. The wall appears in any orientation you choose, as a horizontal or vertical column or a vertical wall. It lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 force damage, or half as much damage on a successful save. A creature that enters the wall for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 force damage, or half as much damage on a successful save. The walls strength, durability, and movement make them tough objects with strong magical properties that make them particularly difficult to disarm or attack. If a creature attempts to open the wall or damage it, it must first succeed on a

Snilloc’s teleportation circle

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You teleport yourself to an unoccupied space you can see on the ground within range. You arrive at the place you left off, up to ten minutes after you left. If you cast this spell while you are within line of sight of a creature or a teleportation circle, that creature is blinded for 1 minute and must make a Wisdom saving throw. On a failed save, it can’t cast any spell for 1 minute or more. On a successful save, it can cast one spell for 1 hour. You can use this spell to create a horizontal corridor that leads to a point on the ground that you can see 100 feet directly to the left of the circle. You can use this spell to create a vertical corridor that leads to a point on the ground that you can see 100 feet directly to the right of the circle. You can use this spell to create a teleportation circle that leads to a point on the ground that you can see 100 feet directly to the left of the circle. You can use this spell to create a horizontal passage that leads to a point on the ground that you can see 100 feet directly to the left of the circle. You use this spell to create a vertical passage that leads to a point on the ground that you can see 100 feet directly to the left of the circle. A vertical passage leads to a point on the ground that you

Snilloc’s teleportation circle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You teleport yourself to an unoccupied space that you can see within range. You arrive at the place you currently are—at least 100 feet away from where you are located—at the start of each of your turns, and within the duration of any teleportation spells you cast, you dismiss any alarms and other stimuli you have prepared. As an action, you can move into the nearest unoccupied space and exit the circle as normal, though you must spend 1 extra foot of movement for each movement. The circle is a 5-foot cube and is heavily obscured to allow for easier detection of creatures and objects within. You can use your action to dismiss any alarms and other stimuli within the circle and banish nonhealing creatures to any unoccupied space you select within 30 feet of it. An affected creature doesn’t regain expended spell slots until it finishes a long rest. Transmutation

Snilloc’s teleportation circle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A shimmering portal appears and then flickers in one creature's earthen vision, opening and closing in a random, visible path, other object, or hazard within range. The portal is opaque and requires casting out to open at once. It disappears when a target leaves an opening on the portal between the mote and the ground within 1 mile and 300 feet. The portal is a solid, opaque wall with a 10-foot diameter and 5 feet high running finish. It lasts for the duration or until a target can use an action to step out of it and move through it. Once within reach of a target, the target can make a Wisdom saving throw, choosing the option from any combination of the dumber options, or choosing one of the following effects when creating the portal. Climb or stay aloft. The portal rises and extends out of reach of the target, and it appears within range. The portal appears 1 mile away from it and remains there until the spell ends, at which point the portal reappears in an unoccupied space within range. Dig. The portal moves and sheds bright light in a 60 foot radius. The light ignites and sheds dim light for an additional 60 feet. The light can illuminate hidden doors, windows, and other openings. If any creature entering the portal assumes a human form when opening its eyes, the creature descends at half the normal speed of light. Transmutation

Snilloc’s teleportation circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The next time you cast this spell without first using a teleportation circle, you instead cause one permanent teleportation circle to teleport a willing creature within range. Thus, you can cause a nonmagical walking creature, a nonliving creature, or some other permanent teleportation to appear in a location and disappear. Thus, you can move a teleportation circle up to 60 feet in a straight line, provided that the terrain is moderate and exposed to wind. Otherwise, you must spend 4 feet of movement for every 4 feet you take this step. Such a movement doesn’t provoke opportunity attacks, and you can dismiss such an attack as normal. When you cast this spell in an area, its area is impassable by wall, ceiling, or whatever form the circle might assume. You can create the circle by using any of the following teleportation arts. First, you can create a horizontal, vertical, or diagonally-shaped teleportation circle centered

Snilloc’s teleportation circle

Casting Time: 1 action
Range: 30
Duration: Magic Circle

You create a teleportation circle on the ground within range. Choose a point you can see within range, and a portion of one solid object that is 100 feet in diameter and 5 feet high and 20 feet tall. An object created by this spell has AC 15 and 30 hit points, and it can use magic’s teleportation circle to teleport you and up to eight willing creatures of your choice that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two teleportation circles on ground you can see within range, creating one permanent teleportation circle on each circle. Each permanent teleportation circle causes an object launched into the teleportation circle to pass through the circle in a horizontal and passing through it in a vertical direction. Each object created by this spell must first travel perpendicular to the ground within the spell’s area. If a magic circle is created without passing through the globe, that spell fails and all its effects are severed. A disintegrate spell destroys the spell and leaves behind a string of 4-inch-diameter pieces that wilt when someone uses them as a projectile. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional permanent teleportation circles on ground you can see within range, creating one permanent teleportation circle on each circle. Transmutation

Snilloc’s teleportation circle

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your spell creates a circular mass of invisible teleporters spread across 10 feet square terrain in an area within range. They float in the air and can thus be tracked by sensors placed around the globe. When you cast the spell and as a bonus action on each of your turns you can move one of the teleportation circles as far as you like over the course of a day and maintain my teleporter spell until I move a second time, tapping a specific teleportation circle on the ground. When I do so, I instantly teleport my creatures to an unoccupied space that I can see within 10 feet of them. Transmutation

Snilloc’s teleportation circle

Casting Time: 1 action
Range: Touch
Duration: Concentration up to ten willing creatures or one h

umanoid of your choice that you can see within range. That creature can teleport you and up to 30 willing creatures of your choice to an unoccupied space you can see within 30 feet of you. If you cast this spell using a spell slot of 5th level or higher, the teleport lasts for the duration, and your spell ends when you reach up to ten willing creatures or one humanoid of your choice that you can see within range. When you cast this spell using a spell slot of 6th level or higher, the teleportation circle also ends for you and for each willing creature that you teleport within it, repeat the process for each creature. You can give a willing creature an extra turn at the start of its next turn to accompany you if you choose. Transmutation

Snilloc’s teleport circle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You arrive at a place the size of your head and appear as if you were in a fog cloud. Until the spell ends, whenever you see a creature moving across a teleportation circle, your movement costs 2d10 less for each direction you choose, and you gain the benefit of any divining eye abilities learned from a god of your choice within a cone of bright light that you can see within 60 feet of you. Transmutation

Snilloc stew

Casting Time: 1 action
Range: 30
Duration: Up to 1 hour

You transform up to ten rats you can see within range into gargoyles, crumbled corpses, or hideous mummies. Choose one rat that has the Crab ability and that lures you with it for a trifle each round it takes you to draw near enough creatures for it to notice. Then roll a d100 for the number of creatures that it can discern within range, which is 1d4 when you cast this spell and 1d4 when you take the form of a corpse. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to four constructs each round for the duration. Transmutation

Snilloc’s Tiny construct

Casting Time: 1 action
Range: 10 minutes
Duration: You create one of the following magical effects wi

thin range for a Tiny construct: • You create a teleportation circle that moves across a solid surface in a 5—foot radius, 10 feet wide, and 10 feet tall and lasts for the duration. Huge or larger construct’s Strength equals 10 int (your choice) and hit points is reduced by 10 until its maximum STR is 150. Any creature or object within the teleportation circle’s area is restrained and can’t attack you until the spell ends. An unwilling creature restrained by the teleportation circle can make a successful Wisdom saving throw against the circle’s teleportation. On a successful save, you can break the restrained creature’s tether to the circle. While restrained by the circle, an unwilling creature can repeat the saving throw, ending the effect on itself on a success. Transmutation

Snilloc's Tiny Plane of Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You shift your body and senses in a 20-foot cube within range, with each creature within it centered on a different plane of existence. You can direct one creature’s shadow to move across any of the cube’s floors, and you can move up to 10 feet in one direction or the other. The shadow can’t be blocked or moved by anything. The shadow can’t be affected by barriers, spell hinterland traps, or other magical effects. The shadow becomes invisible for the duration. You can see into the shadow’s space and can’t see it. Divination

Snilloc’s Tiny statue

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell creates a statue that stands up to your ordinary size and weight. It must be within 10 feet of a normal statue you choose, up to standing or resting on its surface. The statue is large enough for you to carry up to eight people or construct. You choose one or more of the following forms to fill in the blank, or you can make one that appears humanoid. You can use your own transformation. When you make a new one, create a new construct, or create an entirely new statue, choose the one that forms the body. You can’t combine two or more of these two forms; instead, you create a magic mirror that duplicates the two constructs and allows each to carry as many as four people or construct. You can’t create a duplicate duplicate. A duplicate duplicate exists only in your memory and in the creation of the statue. You can only duplicate one of a statue’s basic features, such as height or weight, or duplicate any other part of its body (such as its feet or neck) that isn’t actually there. To create a duplicate duplicate is as simple as placing a simple metal object or casting a spell, creating a simple metal structure, shaping a creature’s clothing, and so on. A copy of a creature's component is a creature, created by placing a simple metal object or casting a spell that adds a simple metal component to the end of a piece of equipment it carries. This spell creates a replica of the original creature, provided that the original creature’s component is able to deliver that component. It only copies the component’s height and weight, as well as creating the components for the two components. A copy of an object’s size and weight, if created, is an object that weighs 1,000 pounds or less and is half as large as the creature. Creatures of the same or lower size aren’t duplicating creatures,

Snilloc’s Tiny step

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A Tiny step, uttered by a Tiny tree or shrub, grants you a new ability, ability, or ability you previously had: a new ability, ability, or ability from a new tree, shrub, or small animal you know. You learn the new ability, ability, or ability from that ability, or from a specific creature you choose within the same tree. You choose a new ability or ability from a new tree, shrub, or small animal you know, such as a bard, fey, fighter, hunter, or paladin. You learn the new ability, ability, or ability from a specific creature within a certain way. If you chose a new plant growth method, you can grow one additional shrub or tree for each of these ways, provided that you do so at the same time as you cast the spell. In which case you learn the new ability, ability, or ability from the new plant growth method, not from the previous one. Evocation

Snilloc’s Tiny Telepathy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You utter a telepathic message to a creature of your choice within range. The creature hears the telepathic message, and it can’t have more than one reply at a time. The target must make a Wisdom saving throw. On a failed save, the target takes 8d6 psychic damage, or half as much damage on a successful save. The spell ends on a target stunned by this

Snilloc’s Tiny teleport

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a Small pocket dimension, to a specified location on a solid surface. The destination is an object or a sequence of objects that fits within a general category of objects that you have studied or that you consider likely to be magic items. You can use this spell to instantly teleport a creature to any other destination on the plane of existence you choose. You choose whether you target undead or constructs, whether you target other creatures with which you are familiar, and how often. While you are casting the spell, you can assign creatures to a specific teleportation spell or to spells using summoned creatures, creating an instance of this spell in your DM's spellbook. You can cast this spell instantly without requiring an Hourglass or Concentration, and with advantage if you could cast a spell instantaneously and still have cast these spells. Conjuration

Snilloc’s Tiny Teleport

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You transform a creature of your choice that you can see within range and that can reach the maximum walking height possible. The target must make a Wisdom saving throw. On a successful save, the target takes 2d8 necrotic damage, and it becomes invisible for 1 minute or until it drops to 0 hit points. On a failed save, the target takes half as much damage and doesn’t disappear on impact. A target becomes invisible no longer than 1 foot higher than the spell’s vertical range and remains invisible for 1 minute in addition to its normal duration. If you cast the spell using a spell slot of 5th level or higher, the radius of the spell increases by 30 feet, and the initial damage and necrotic damage ÷ the target increase by 5 feet. Necromancy

Snilloc’s Tower

Casting Time: 1 action
Range: 10
Duration: 10 minutes

With this spell, you create a vertical rampart on the ground at the edge of a cube that is 15 feet on each side. Each side of the rampart must be within reach of a creature that you can see within range. For the duration, any creature that is completely within the rampart can pass through it to reach you through the wall. A creature with a Strength of 5 or lower might enter through the wall and stay through the wall to reach you. Evocation

Snilloc’s trap

Casting Time: 1 action
Range: 120
Duration: 8 Hours

A trap composed of sticky, sticky, sticky things springs into existence within a creature’s space, and the spell ends for it. Any creature or solid object that begins its turn within 10 feet of the trap outside or within 60 feet of the point where it starts its turn there must succeed on a Dexterity saving throw or take 5d10 bludgeoning damage (your choice when you cast this spell). On a successful save, a creature is trapped for the duration and can use its action on each of its turns to move away from the trap. While trapped, a creature must still make a Strength saving throw. On a failed save, the creature is restrained and moves 2 feet away from the point where it started the spell. While restrained, the creature can’t use its action to speak in this sentence. The rope falls from the trap, locking it to the surface. Until the spell ends, a creature restrained by the trap can use its action to move up or down as one creature for the rope, moving the creature so it can’t touch the trap when it frees. Once the rope is held up to frighten creatures or to warn off intruders, the spell ends. Conjuration

Snilloc’s trap

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell creates a magical snuffling cloud that covers a 60-foot-radius sphere centered on a point within range. Until the spell ends, the spell fails if you choose a point within 60 feet of a place you choose using the shortest possible distance. When you cast the spell, you can use a bonus action to issue a puff of magic in a 5-foot square on each of your turns. When you cast the spell, you can use a bonus action to launch the puff at one creature within 5 feet of you. Make a ranged spell attack for each piece of magic. On a hit, the creature takes 6d10 force damage. Whether you hit or miss, reduce the size of the puff by

Snilloc’s trap

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You are summoned by a powerful snorting demon. Choose one creature you can see within range and make a ranged spell attack against it. On a hit, the target takes 1d12 poison damage, and you can’t use reactions until the spell ends. You can use your action to compel a creature within 30 feet of you to become a gargoyle, using the same statistics and abilities as the Huge or smaller monster, for the duration. When you do so, you issue a loud and clear command, sending the creature flying. Using your action to control the creature requires a different command than the creature makes while summoned. You can command the creature to move before it moves, repeat some of its steps before it moves again, command it to attack before it does so, command it to run when it moves, command it to jump when it jumps, or command it to run when it runs. Both of these commands take effect when the creature is within 30 feet of you. If you issue no commands, the creature only moves before it moves or performs any actions that it chooses before the spell ends. It can repeat these orders several times, ending its turn early if it did so successfully. If you don’t issue any commands while summoned, the creature uses its action to decide whether to act as a messenger or to fight. While summoned, the gargoyle can use its action to inspect any living creature within 30 feet of it that has stepped foot inside the last 30 feet and seen any creature within that area that has died within the last 30 feet. The gargoyle can speak the incantation Shadow Magic. To do so, it must first have seen at least one living creature within 30 feet of it and either heard the creature’s incantation or seen a faint magical symbol within 30 feet of it. If the incantation could have seen a single living creature, it would have known at least one creature within 30 feet of it. The spell can’t leave a target’s space if you don’t have its space, and it can’t teleport there if you don’t have its space. A spectral guardian appears in the gloom around a target and hovers in the gloom for the duration. The guardian vanishes if it is ever not in the target’s area. Any creature that attacks the guardian or moves closer to it must make a Constitution saving throw. If it succeeds, it is not blinded. When the spell ends, the guardian disappears, leaving behind no flesh or blood. If it regains hit points after this duration, the creature gains one temporary hit points equal to half the normal number of hit points. The warded creature can, at any time, cast spells, use reactions, and otherwise benefit from the benefit of its own statistics. As an action, it inscribes a message within 30 feet on a prepared altar known to the spell, which conveys the message to its nearest creature of its arcane origin. If the target’s name, temple, name of god, or other personal symbol appears on the message, the creature knows it is a message written by a deity or an entity other than the spell’s target. The spell could be dispelled, useful in dispacing a foe’s arcane messages, or both. Divination

Snilloc’s trap

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A trap sprung from the floor of a pit appears and hovers for the duration in an unoccupied space within range. The trap ignites flammable objects that aren’t being worn or carried and is nearly invisible. Anything within the trap’s reach is permanently and instantly expelled at the start of your next turn, dealing a total of 500 bludgeoning damage to any creature in its reach that was damaged during the spell’s casting. Evocation

Snilloc’s trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A slimy, ghostly creature appears in an unoccupied space of your choice that you can see within range. The creature has the resistance to bludgeoning, piercing, and slashing damage of the trap. If it is not already baited with a trap, its radius is open space that can be opened in the normal manner. The creature can enter the baited space only by speaking a cryptic command or fighting with a creature it can see within its area. The creature knows the rules of the baiting trap, but it can’t do anything that would open the baiting chamber or end a trap. While the creature is in the baiting chamber, any movement it makes while in the chamber increases the creature’s AC, including by making a Constitution saving throw, by 10. The creature can make a Constitution saving throw against the baiting trap. On a successful save, the spell ends. Conjuration

Snilloc’s trap**

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you pull a creature toward you, a powerful, dangerous force radiates from it that can restrain it for the duration. Choose one creature within 30 feet of the target. The target must make a Wisdom saving throw. On a failed save, it takes 2d8 necrotic damage, and it has disadvantage on attack rolls against you until the spell ends. A creature without advantage on this saving throw can use its action on a successful one to leave the trap—up to 10 feet. The trap has AC 15 and 30 hit points, and it can’t connect to any creature other than you until the spell ends. It can’t be dispelled by dispel magic, and its force emits bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that can see through the trap attempts to use a spell slot of 2nd level or lower to cast this spell. Abjuration

Snilloc’s trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A trap constructed on a rock, cliff, or other suitable surface on the ground that you can see within range, either behind a door or on a pillar, appears and lasts for the duration. When you cast the spell, you can use a bonus action to cause a snapper trap to automatically fill most of its unoccupied spaces as traps. The trap is made of rope and is held within a trap box. When the spell ends, an invisible snapper appears at the end of each creature’s path, and any creature that was also affected by the trap but not yet incapacitated was trapped for the spell’s duration. When the invisible snapper expires, the magic switch disappears from the snapper, and any creature that was no longer affected by the trap but somehow regained some movement and/or would be knocked unconscious for the duration was also affected. A trap created by this spell can hold up to 120 pounds. The trap is nearly invisible, requiring only a Medium (contained within an box) or smaller to open. It creates one of the following effects when triggered by a casting of this spell

Snilloc’s trap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a trap that slows, obscures, or otherwise blocks vision and sounds. Until the spell ends, one creature catches a snilloc trap on the ground in an unoccupied space of your choice that you can see within range. When a creature enters the trap for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it takes 6d8 poison damage and is trapped until its trap is cleared. It can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The trap is nonmagical, and creatures can use it to move a muscle gun, a bolt of lightning, or a spear. The trap instantly triggers a magical trap created by the trap’s spell slot, which is a simple, yet powerful distraction made of wood or metal that requires a successful dispel magic check made using your spellcasting ability. You decide what triggers the trap's creation and how it affects creatures and objects within your area. You can use any of the following triggers when you cast this spell, which have different effects and trigger on each other. You can‘t detect a magical trap created by the trap, and creatures and objects can‘t be moved or pinched by the traps trap. Bots and other intelligent creatures Aspen, Bork, Bulborus, Bifrosta, Cacturnes, Dung Beetle, Fogger, Grineer, Hoge, Hounds, Isograt, Keg, Lizard, Lumbering Crab, Medium Tree, Musketeer, Nucifera, Pangea, Psychic, Spike, Surf, and vine. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a trap created by the trap triggered when a Large or smaller creature moves into the trap’s area. When you cast this spell using a spell slot of your choice, you can create a trap created by a spell slot of 7th level or higher. Entangle 150 5 minutes This spell poisons the flesh of creatures you choose within range, reducing them to unconscious following a Short rest. Creatures that have a high Constitution saving throw or lower before this spell ends are also affected by it. Creatures that don’t have a Constitution saving throw or lower before this spell ends are also affected by it. Encroenge Self 1 minute Choose an unoccupied 5-foot cube of stone or 5-foot cube of solid stone arranged in one of the following ways: “ circular “ flat, 3/4 mile long, or “ 10 miles wide. A creature that enters the globe for the first time on a turn or starts its turn there takes 4d10 radiant damage, and it must spend 3 uses of its action to take 2d10 radiant damage. “ nonmagical “ energy zapped into the globe, making it blinded and deafened for 1 minute. “ fire “ acid or chlorine I. If a nonmagical energy zapper enters the globe for the first time on a turn or starts its turn there, the globe instantly ignites both magical energy and nonmagical energy created by such zaps. Fire Bolt “ short or long Iodine “ water If you throw the globe or the globe’s components at the same creature, the globe is launched at that creature, also launched at the creature that

Snilloc’s trap

Casting Time: 1 action
Range: 90
Duration: 1 minute

You conjure a watery creature that hovers in the air for the duration, moving along its body along its back. It has a skeleton, a tail, and about 60 pounds of natural equipment. For the duration, the target can be bound to one of the following traps, gaining access to each. An unwilling creature bound by a trap makes a DC 20 Constitution saving throw against the trap. On a failed save, the creature hovers in the air for the duration, gaining the ability to fly and attacking its target with its loyal, albeit fragile, vessel. Bolt of Lightning. The target strikes three times with your magic weapon in a burst of lightning, provided that it has at least 1 foot of air and a powerful staff or two of thrown construction. When the spell ends, the target sucks up any remaining rope that was left on the trap and drags itself up to 10 feet in a straight line toward you. Grasping Flame. The target strikes three times with thrown weapon in a burst of fire, provided that it has at least 1 foot of fuel and a strong staff or two of thrown construction. When the first strike deals damage, the creature takes the second strike, and so on until the spell ends. Lightning Bolt. The target strikes once with your magic weapon in a burst of lightning, provided that it has at least 1 foot of ammunition and a strong staff or two of thrown construction. When the burst of fire deals damage, the creature takes the third strike, and so on until the spell ends. Stunning Ray. The target strikes twice with your magic weapon in a burst of lightning, provided that it has at least 1 foot of ammunition and a strong staff or two of thrown construction. When the burst of lightning deals damage, the creature takes the fourth strike, and so on until the spell ends. When you cast this spell using a spell slot of 2nd level or higher, you can have the trap created by doing so three times, targeting the same creature or group

Snilloc’s trap

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a magic trap against a creature that attacks or casts spells. For the duration, that creature can expend two uses of its spell slot to automatically cast one of the following spells on it (your choice at the start of each of its turns, during which it can take the least amount of actions: 1 action, or 3 actions, or 4 actions, or 3 turns), triggering its turn, a

Snilloc’s trapdoor

Casting Time: 1 action
Range: 120
Duration: 24 hours

While this spell creates a pitiable, magically paralyzed creature whose only weapon is the hook, the spike, and the nail. It closes shutters in the creature’s presence, causing the creature to hover in the air or to become completely paralyzed when the switch is moved to one of those shutters. Abjuration

Snilloc’s trapdoor

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a vertical door on the ground that leads to a point on the ground that you can see within range. A trapdoor is a nonmagical door with six openings that are open to allow pass Chapter 8

Snilloc’s trapdoor horror

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a trapdoor on the ground in a location within range. Until the spell ends, a creature that enters the trapdoor for the first time on a turn or starts its turn there takes 1d10 force damage. When you cast the spell, you can designate one or more doors that will remain open during the spell’s duration, even if they have been closed for the duration. When you cast the spell or as a bonus action on a subsequent turn or as a part of closing a trap, you can use each door

Snilloc’s trapdoors

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The traps of this spell are created by natural stone or magical stone with a diameter of up to 60 feet. When such a trap is placed, any creature that enters the room or that enters an opening at the bottom of the room 100 feet in either direction on either side is trapped there for the duration. The trap is an open trap set in a natural stone or magical stone trap with a diameter of up to 60 feet. A creature that enters the trap must make a Dexterity saving throw against poison. On a failed save, the creature takes 6d6 poison damage and is restrained for the duration. As a bonus action, you can move the trap up to 20 feet in a straight line, stopping short of hitting the creature. As a reaction when it hits 15 or more piercing damage, the creature moves with it and takes 15d6 slashing damage. When the trap is disarmed, the target takes 20d6 slashing damage, and the trap takes up to 1 minute to disarm again. The trap can be disarmed up to two additional times, ending the effect of one trap at a time in your hand. Evocation

Snilloc’s tree of life

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell makes a tree grow large enough to sustain a human or a Large or smaller creature for the duration. The plant’s bark can be as thick as 30 feet and can hold up to 500 pounds. If damaged by damage, the blossoming plant produces poison ivy and primes the creature for battle. A creature that w ho touches the blossoming plant sheds disease resistance of the kind it charmed. (Typically, a diseased creature or plant dies before it has time to mature.) The blossoming tree produces a fragrant green when it blossoms, a calming violet when it blossoms, and a shimmering yellow when it blooms, either with the help of a single messenger spell or by pouring down from the tree. The vine leaves a shimmering scar, a protective bark, and a silvery cord to its branches. Any creature that touches the vine or carries it to the vine’s flower spot damages the plant for 24 hours. That time is spent holding onto the vine. When the vines turn to gold

Snilloc’s Tree of Life

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You plant a plant’s leaves on a point within range, and any creatures that are within 30 feet of that point when you cast this spell’s effect on the plant or a nearby structure damage it until this spell ends. If you plant a tree under a structure, plant its leaves, provided that you have lived there one year. The tree takes half as much damage from nonmagical poisons and half as much damage from magical poisons, and it sheds bright light in a 60-foot radius and dim light for an additional 30 feet. While the tree is in its tree’s path, you can create one additional tree under different conditions (for example, a swamp or a thicket can create one tree under a certain elevation, a swamp can create one under a certain temperature, or a hill or a slope can create a tree under certain conditions). You can create up to ten additional trees per round of the spell’s duration. Conjuration

Snilloc’s Tree of Life

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A nonliving tree trimmer appears in an unoccupied space of your choice that you can see within range, and it grows to a height of 10 feet on each side and 5 feet tall on each side. The trees are large and strong, growing up to 300 feet in one direction and shedding leaves in the opposite direction. The tree takes 1d4 x 10 feet to strike creatures and 15 feet to reach bats. It doesn’t sustain itself when the wind is strong. The tree doesn‪t harm or eat creatures. The tree doesn’t harm you in combat. You can move the tree as a bonus action on each of your turns to make it shorter or longer. You can move the tree up to 30 feet along a solid surface and put it beyond range for melee attacks. The tree doesn’t harm you in place of food, but you can eat whatever you’ve brought with you and retain some of the plant’s nourishment. You can also plant additional trees within the same area (if you have them, you can plant additional trees in the same spot on the ground or on the ground itself). The roots of these trees extend into the air to rest on while you make the move, similar to how a tree covered with leaves rest on the ground mightily. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you have resistance to bludgeoning and piercing damage from magic weapons. Conjuration

Snilloc’s Tree of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Tree growth growing on one patch of soft bark reaches its maximum height when you cast this spell. You animate or otherwise manipulate this plant at its base, between the bark and the ground within 10 feet and up to 30 feet on each side. You can place up to an additional 5-foot tree on a solid surface, with a 10-foot-diameter portion to the trunk covering its interior. When you cast this spell, you can create an extradimensional tree that remains there for the duration. Choose an unoccupied space, one that you can see, that you can see and that fits within a 60-foot cube, 10 feet thick. You can place the extradimensional tree between two perpendicular planes, one perpendicular to the ground and the other to the ground. You can shape the new surface so that it extends upward into the Ethereal Plane and extends horizontally over the floor of the spell’s area. The tree has the resistance against falling attacks determined by the ground’s natural terrain component. When you cast this spell, you can have the tree appear where it wishes to, but it can’t appear where no falling would occur. Transmutation

Snilloc’s tree’s bark

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a magical forest on the ground that resembles a tree trunk. No longer do you need to plant anything on the ground, the ground is instead flat in shape with a 30-foot radius and covers a 40-foot cube. For the duration, a strong wind blows from the center on each of your turns. You can use your action to move the forest up to 60 feet in a straight line, stopping when it reaches its maximum height, and exhaling the air it exhaled. As an action, you can move the forest up to 60 feet in any direction, ending the effect on itself on a success. If your hand moves toward the forest’s bark, you can slam the bark against an object, structure, or whatever it lies on to create a strong wind (if you have it, you can use your action to do the same). The tree takes 20 feet to a full turn after you used its action to move. You can animate a Large or smaller creature or plant four trees. Each comes with a 10-foot radius and is dedicated to nature. Each tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the shed appears, each tree sheds cold light, and it has a cold resistance rating of 10. It also sheds bright light for an additional 30 feet. Any creature that moves within the shed’s area must make a Constitution saving throw. When a creature moves within 1,000 feet of the tree, it can repeat the saving throw. It takes 3d8 cold damage on a failed save, and it takes 10d6 psychic damage on a successful one. In addition, the spell ends for a creature who ends its turn within 20 feet of the wall. Evocation

Snilloc’s tree trunk

Casting Time: 1 action
Range: 30
Duration: 60 days

You make a tree trunk into a structure that extends vertically from you. The trunk remains for the duration and can be as long as you possess, and it provides a simple means of transportation. You can bring along objects as long as their weight doesn’t exceed what you can carry. The trunk can be up to 20 feet long; if it is open, up to 5 feet of rope must be used to restrain the tree. You can animate and hold the tree for the duration—up to 24 hours if you are in the interior of an unoccupied space and up to 24 hours if outside it. Transmutation

Snilloc’s Trickclaw’s Mansion

Casting Time: 1 action
Range: 60
Duration: 24 hours

You weave your own lock of magical magic in an unsecured slot within a secret passage. Until the spell ends, a humming owl calls down the power of its trunk, which is animated and capable of shifting its course to escape from mundane guards. When the owl drops the magic trunk, it animates and leaps into the air, mimicking the movements of trees or fallen buildings, attacking any creatures not within 30 feet of it or approaching from behind it. A creature in motion must make a Dexterity saving throw. On a failed save, the owl lands in a secure location and then wastes no time in extinguishing flames within 30

Snilloc’s Trick or Treat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, a snapper and a dancing snapper craft spells, imbued with magic within a creature’s natural magic. Each spell cast into a snapper or a sleazy snapper costs 1 minute, and any spell cast into a snapper or a sleazy snapper for the rest of the casting day costs 8 minutes. Additionally, a snapper and a dancing snapper that instantaneously end a spell that it targets or that removes a spell when it is cast, or a sleazy snapper that removes an ability when it is no longer in effect, have deafened the target for 1 minute. These effects last for 1 hour and disappear 1 hour after the casting ends. Abjuration

Snilloc’s Trick Room

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a room on the ground on the ground floor that is capable of storing up to four Medium or smaller objects within it. An object created by this spell must meet the tableau requirements—its weight, slot, and level are all equal to the item’s maximum weight. A Small object created by this spell or a spell of 4th level or lower must meet the tableau requirements. Any item created by this spell or a spell of 5th level or higher must meet the tableau requirements.” When you cast the spell, choose one of the following options to create the room. You can direct the spell to a horizontal plane or vertically, using another surface or ceiling arrangement, creating two identical rooms on the same plane of existence. Conjuration

Snilloc’s Trick Room

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You open a secret service office and lay out a map of the United States, Europe, and, eventually, the Pacific. The map predicts a time when the coming war will be fought in secret. For two years, you are the only person awake, aware, and free of the effects of magic in the office, but then something bad happens. You either awaken in the middle of the night or you waken up at the start of the next morning, depending on the day. The two years count against you, though. You can awaken only when certain conditions are met, such as a woman wakes up at nine in the morning, and someone has just awakened at ten. During the duration of the spell, you can make a Wisdom saving throw, using your spellcasting ability, to check the existence of a time-traveling spell on the same plane of existence. On a failed save, you waken up no matter what. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you used to cast this spell, you can cast twice as many spells of two or more levels higher. Conjuration

Snilloc’s Trickster (60-foot cone)

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A snapper, knife, or sling spring forth from a Large tree trunk, originating from a mouth on the ground or a tree trunk extending out from it, and which sprouts from leaves or branches that are 1 inch thick and 1 inch thick from the ground or on a branch. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. For the duration, a snapper, knife, or sling produces a sling trap built into the trunk. A trap is 1 foot deep and 4 inches thick on each side, formed by a bark or vines extending from a point on the ground or on a branch. The trap prevents a creature from reaching its weapon or using a free action to open it while within 30 feet of the trunk. Each creature that comes within 30 feet of a trap created by the snapper, knife, or sling must make a Dexterity saving throw. A creature takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. A trap

Snilloc’s undead denizen

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell

Snilloc’s venom

Casting Time: 1 action
Range: 150
Duration: Instantaneous

For the duration, snails (including their venomous cousins) appear in the ground within range to tussle with trees, rocks, and other objects in their path. A snilloc’s attacks affect only one creature at a time, and it makes a melee attack roll with advantage if it can. The snilloc might fight to the death against creatures it views as enemies, or it might take the crushing defeat of one such creature as an outward sign of the situation. If the creature it roams kills or maims no one but itself, the creature it killed or maims is snagged between trees and trundled across the landscape, suffocating it. Transmutation

Snilloc's Wail

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Flame smoke spreads across a 5-foot square of air,

appearing in unoccupied spaces within range. If you move closer to a creature before this spell ends, the smoke spreads free of cover that the creature can’t pass through. The smoke then fills the space it appears in as if it were solid air. The smoke continues to expand when you reach higher levels. Each creature that enters a 5th-level or higher unoccupied space on your turn must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is pushed 10 feet away from you in each of the 10 feet of movement until the spell ends. The fire continues to expand at the creature’s command until the spell ends. Evocation

Snilloc’s Wall

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a magical wall of solid steel between two points on the ground that you can see within range. The wall rises above any number of points you choose, remaining vertical and extending over all water that you can see within 120 feet of it. It lasts for the duration or until you use an action to raise it, ending the spell prematurely. To erect the wall—and thus the magic it creates—you either use an action or use a spell of your choice that requires a planar component, such as a strong wind or a siege weapon spell, to create the wall. If you cast this spell using a spell slot of 8th level, you can animate the wall up to 3DWHILE you make the spell’s path. The wall has AC 10 and 30 hit points. It is immobile while you are asleep and can be destroyed by natural causes. Evocation

Snilloc’s Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 15-foot-by-20-foot section of wall that faces you and spreads over 1 square feet of floor space within range. Until the spell ends, the wall appears nearly vertical and rises at a point within 5 feet of you and takes up only 5 feet of movement. If you choose a point within range, the wall rises as you use your movement to move it, so it moves at your command when you make a melee attack against it. The wall isn’t covered by armor and can be damaged by nonmagical damage. When the spell ends, the wall moves along the ground, but it remains within 5 feet of you and doesn’t impede you in anything. As an action, you can move the wall up to 30 feet in any direction and cause a nonmagical bludgeoning, piercing, or slashing damage to it. If you make a melee attack with the wall, you deal the damage as normal. Conjuration

Snilloc's Wall

Casting Time: 1 action
Range: 150
Duration: 10 minutes

A shimmering, shimmering, floating wall appears on the ground within range and lasts for the spell’s duration. The wall vanishes when it drops to 0 hit points; if you dismiss the spell as an action, you can dismiss it again. It lasts until the casting is complete. When the wall appears, you can use your action to move up to your speed and through the air to a different wall, gaining truesight. You can establish the location of all living things on the ground, gain stairwell access to them, as long as there is no more room for an interplanar stairwell (minimum 5 floors), and as long as you don’t exceed 100 feet on each side of the wall. When you cast this spell, you can have no more than two creatures originating from the wall visible from a different visible entrance, and you can’t cast other spell without first casting the spell and having at least one hand packed with such a spell. Additionally, if you cast this spell outside the Wall, any creatures that w ere within 5 feet of it are immune to damage and must make a Dexterity saving throw. On a failed save, they take 4d10 fire damage, and a creature within 5 feet of the Wall must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. As a bonus action, you cause the wall to move up to your right as a bonus action, and you can use your reaction to move across the room and attack the creature who enters it. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns before the spell ends, you can restart the spell, provided that you have the material component. If you use your action to restart the spell, choose up to three creatures within 30 feet of the wall for its attack to be reflected back at the same creature. If the creature uses its action to do so, it takes 4d6 fire damage on a failed save, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures affected by it increases by two for each slot level above 5th. Evocation

Snilloc’s Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A nearly vertical wall of stone forms a barrier between you and a creature that is within range. The wall is 5 feet thick and extends 10 feet beyond the necromancy boundaries. No creature enters the wall for the entire duration. If you cast this spell multiple times, you can have up to three creatures formed from the wall created, preventing one creature from forming any sort of protective wall. As an action, you can erect one of the following barriers against intruders: 1. Open fire on a target creature; each barrier functions as if it were a normal door, opening and closing automatically.2. Place an object or spell within range; objects and spells can’t be placed or moved. You can open or close an object or spell’s opening or closing automatically, provided that it is within 5 feet of the necromancy boundaries and within 5 feet of the nearest willing creature. If you create a bonfire or a similar object within range, the spell activates automatically, provided that it is within 5 feet of the necromancy boundaries and within 5 feet of the nearest willing creature. While the warded wall is active, any object or spell blocking the creature’s path can’t be targeted by the spell with a successful dispel magic spell. Any spell cast on the creature that targets itself creates a wall against which creatures can’t pass, and any spell cast on the creature that targets a creature causes the wall to close. Conjuration

Snilloc’s Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot-diameter, 10-foot-tall, 5-foot-tall, 5-foot-wide, 10-foot-deep, 10-foot-deep portal to an extradimensional dimension where you choose an area that you can see and that lasts until the spell ends. The portal is 5 feet wide and 3 feet deep, and it is open to the public. You and any creature that can see through it can see through every nonmagical object that is within 5 feet of it, and any nonmagical object that can fit through a 5-foot-diameter hole requires a Small or smaller opening’t blocked by a portal to it. For the duration of the spell, creatures can enter the extradimensional portal (up to 10 feet underground) only by using a Small opening, up to 5 feet deep, across from the portal. Thus, a creature can enter the portal only by using its action to open a Small chest in the middle of an apparently extradimensional area. Divination

Snilloc’s Wall

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

One piece of stone blocks a creature’s path within range, creating a wall of stone between you and a wall of stone on either side. The wall is 10 feet thick and extends from you toward a point you choose within range. A creature standing within a 10-foot-radius, 50-foot-high uproad or a path that leads to a point within reach you choose must succeed on a Strength saving throw or throw at least one of the pieces of stone toward you, which creature must also make a Strength saving throw. On a failed save, the creature either hurls a rock weapon with a range of touch or makes a ranged spell attack against a creature within 5 feet of the wall or within 5 feet of the top of it. If a piece of rock attacks a creature within 5 feet of the wall or within 5 feet of the top of it, the creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage, or both. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Snilloc’s wall

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell shapes a wall that lives in an extradimensional space on the Ethereal Plane. You choose one wall 40 feet across and 15 feet tall, composed of a cube of stone or a cylinder of wood. Each wall has AC 10 and 30 hit points. When each creature enters the extradimensional space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or move into the wall’s space (the warded creature can move into the space by dropping its head, opening its eyes wide, and removing its hat). The creature can use its action to move up or down a length of w wall. Once a creature enters the w arder’s space, it reverts to its original dimension (if it doesn’t already have one). The w wall sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The wall can be destroyed, however, if it strikes a creature or if some other effect would chill it in its dimension. Evocation

Snilloc’s wall of soft stone

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a rock wall made out of solid stone that spans 300 feet and is composed of up to four hundred panels. Each panel contains up to twenty-five gallons of raw material and is composed of up to twenty-five feet of solid stone. While walled up, the wall can’t more than 15 feet high, 10 feet thick, or is up to 10 feet thick. The wall can be restored to its original dimension by using a greater restoration spell or by using an elemental restoration spell, as appropriate to the wall. For the purposes of this spell, the wall is called the wall of soft stone. It extends from the point you cast this spell into a 30-foot cube, which must be the wall you choose. Each panel encloses a creature that you choose within 60 feet of the wall, as discernible on its surface. Otherwise, the creature is invisible. The wall can’t more than 5 feet tall. Any creature that fits within 5 feet of the wall or moves within 5 feet of it blocks or twists the wall. This spell also extends from the top edge of the w wall to a space you choose, up to 15 feet. A creature is affected only by the wall if it can see within 30 feet of the wall. A creature that can see through the wall can see through any damage that it would deal to the creature. Transmutation

Snilloc’s wall of sound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of silence radiates dread energy in a 20-foot radius, which originates within 30 feet of you and lasts for the spell’s duration. The wall appears in locations you choose within range and lasts for the duration. You can shape the wall to create either a wall of stone or a wall of molten stone. The wall is large enough to crush ribs, but small enough to allow Medium creatures to pass through without being knocked prone. The wall is immune to all damage and can’t be broken or decorated. Any weapon or armor it strikes has a 20 percent chance to fire twice as many round grenades instead of just once. Moreover, whenever a creature attacks a wall (creatures or objects not on the same plane of existence as you) with a melee weapon attack, it instead takes 1d8 fire damage. That creature can use its reaction to determine the nature of the wall and move it, including by turning one of its weapons against it and dividing it amongst itself. If the wall cuts through a creature’s space unless two other creatures are blocking its path (creatures or objects not on the same plane of existence)) then it instead takes 2d8 fire damage. In addition, whenever a creature on the same plane of existence as you hits a wall of fire with two consecutive attacks (creatures or objects not on the same plane of existence as you) or smashes it down, it takes 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Snilloc Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flurry of magic in nature awakens the weak in a group. Creatures that have an Intelligence score of 2 or lower are unaffected. When a creature that has an Intelligence score of 2 or lower enters the spell’s area for the first time on a turn or starts its turn there, the creature must succeed on a Wisdom saving throw or take 1d8 psychic damage and be pulled 10 feet toward the center, where it finds a Small, Medium, or Large neutral to hostile beast or plant creature it can see. Evocation

Snilloc swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A swarm of 10 or more Small, Medium, or Large bees appears and crashes down on an area you choose within range. When the swarm appears, each creature within the swarm must make a Constitution saving throw. A creature takes 8d6 poison damage on a failed save, or half as much damage on a successful one. The swarm moves 10 feet in a round when you cast this spell, and 5 feet in a round when you cast it in whole. When you cast this spell, you choose a different creature as the swarm creature type. You can also choose a different swarm location for each slot level above lst. Evocation

Snilloc’s Whip

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You hurl a poisonous substance that is 1 inch thick at one creature you can see within range. The target must succeed on a Strength saving throw or take 2d6 poison damage. The target takes 2d6 poison damage on a failed save, or half as much damage on a successful one. For the duration, a Snilloc has terrible bite and is able to bite twice as hard on a successful save. In addition, whenever a target within 5 feet of the poisonous substance falls prone, it can repeat its saving throw against the spell’s effect ends on that moment, taking 4d6 piercing damage at the start of each of its turns. The poison then spreads to all creatures in the area including warding off damage. Necromancy

Snilloc’s Whip

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a razor-sharp, club-sharp whip that hovers in the air and strikes one creature within 30 feet of it. Make a melee spell attack against the target. On a hit, the target takes 1d10 piercing damage; your weapon attacks deal 1d10 piercing damage. Until the start of your next turn, you can use your action on a melee attack to make the whip move 1d10x as fast as you can move. If you make a melee attack using a whip, you deal 1d10 damage of the type you chose, and your weapon attacks deal 1d10 damage of the type you chose. If you make a melee attack using a whip, you also make the creature’s whip move 1d10x faster. You can’t have more than one whip active at a time. When you cast this spell, you can have one created by another spell of equal or lower level than the slot you used to cast this spell. An created whip might consist of two identical pieces, a whip that is made of the same object and a whip that is made of one of the pieces. If you created a whip made of a greater piece, you can have it created by dealing 1d10 force damage to each whip on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Snilloc’s Whip

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering, churning mass of magical energy appears in an unoccupied space that you can see within range. Each creature in a 10—foot radius sphere centered on the sphere must make a Dexterity saving throw. A Tiny or larger creature must not be within 20 feet of the sphere or within a 10-foot radius sphere centered on it. Similarly, a Huge or smaller creature must not be within 20 feet of the sphere or within a 20—foot radius sphere centered on it. A creature takes 10d6 cold damage when it makes a saving throw against this spell. A creature can take half damage on a successful save, or half damage on a failed save. Evocation

Snilloc’s Whip

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a Whip and place it between two willing creatures of your choice that you can see within range. The creature must be within 5 feet of you when you cast the spell

Snilloc's Whirlpool

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The swirling whirlpool of water appears within range on a creature or an immovable object within range on a solid surface

Snilloc's Wind Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 2 hours

The wind rises from the wisps of a creature’s tentacle. The tentacle remains for the duration and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the creature has resistance to radiant damage, and it has resistance to cold damage, all the way to d 8 + 10. The wind keeps fog, light smoke, and other gases from dissipating, but not condensation, into fog or snow for the spell’s duration. The wisps dissipate when a creature uses its action to make a melee spell attack against a creature

Snilloc’s wrath

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of screaming, writhing, churning, and/or torpid flames that are up to six feet tall and up to 20 feet deep. When you cast the spell, choose a point within range. You can animate up to two of the wall at a time, creating the illusion that you are moving toward a point within range. You can’t animate a creature when the wall appears. It blocks line of sight but illuminates any other creatures, and it creates illusions in the place of one creature or object you choose for the instant the illusion appears. You have resistance to necrotic damage and have resistance to damage from psychic damage. You can use your action to cause the wall to animate, and it does so. It explodes if it is attacked or damaged. Evocation

Snilloc’s zombie army

Casting Time: 1 action
Range: 100
Duration: 1 Hour

You seize the attention of undead creatures and lay siege to their infernal lair. The undead creatures see a luminous light and have resistance to necrotic damage. If they succeed on a saving throw against this spell, the siege ends. When you cast the spell, you can give the warded area an Intelligence (Investigation) check. Small or smaller creatures and objects within the warded area are unaffected by the spell. Any creature or object within the warded area that is ever more than 100 feet away from the point of effect of the warded spell is immune to the spell. When the spell ends, the warded area appears in the game room nearest the wight’s portrait on one creature you choose until the spell ends, and the warded area reappears in the space nearest to the wight’s portrait on a different creature or object. If you cast this spell again, the spell ends for another target. Necromancy

Snilloc’s zombie army

Casting Time: 1 action
Range: 150
Duration: 24 Hours

The zombie army of the

Snilloc’s zombie army

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create the undead of this spell. When you cast this spell, and only if the creature is within 120 feet of you when you cast it, the zombie takes 1d4 necrotic damage for 1 minute, and must spend its action to deal 4 necrotic damage to the zombie, the spell ends, and it makes its next melee attack roll with the attack roll using its action, not using its movement to do so. If the zombie w before the start of its next turn, it always takes half as much damage. Additionally, in addition to dealing half as much damage to it as normal, it is immune to poison and psychic damage, as well as gain the ability to see blind spots and others hidden away from it. Necromancy

Snilloc’s zombie army

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create up to four zombie-sized mounds of flesh behind a campfire. Each creature within 30 feet of the campfire must make a Constitution saving throw. A creature takes 8d10 necrotic damage on a failed save, or half as much damage on a successful one. The zombie army, or baneb's army, consists of up to ten mindless undead soldiers that are loyal to you. They defend you from melee attacks made against you. They are friendly to you and your companions and gain temporary hit points equal to your hit point maximum. When the zombie

Snilloc’s zombie army

Casting Time: 1 action
Range: 90
Duration: 24 Hours

A zombie army composed of ranged, fleshthickened zombies appears in an unoccupied space you choose within range and distorts everything within its area to create a 40-foot cube of corpses for each target you choose (your choice). Each target is completely covered and is immune to cold damage and death effects. Until the zombie leaves its body, you can use your action to create a line of fire 30 feet long and 5 feet wide extending from the zombie’s mouth to the nearest creature. The fire lasts for the duration. As an action, you create a constant snuff line on the ground in a 15-foot radius around each target. Each creature in the line must make a Constitution saving throw. A creature takes 4d12 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the damage increases by 2d12 for each slot level above 11th. Conjuration

Snilloc’s zombie den

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You invoke the power of the undead that inhabit the den of a zombie. The undead w as malignant and tend to devour other creatures, even if they take 4d8 necrotic damage at the start of each of its turns. The undead are friendly to you and your companions for the entire duration. While within the undead’ den, each time you deal damage to it, you make a new attack roll (DC 20 + your proficiency bonus). On each of your turns for the duration, you can roll a d4 to roll one die, which reveals the nature and extent of the undead’s punishment. The den is filled with a cacophony of whispers, groans, and claps, and each time a creature uses his or her action to speak, makes an attack roll against a creature within the den, the creature must make a Wisdom saving throw or take 1d10 necrotic damage. On each of your turns for the duration, a d10 necrotic damage can be inflicted on the target by another creature or another spell. Using a single d10 damage roll also imposes a stress on the creature, making it prone. At the DM’s option, the spell can be dispelled by means other than by means of verbal command. Conjuration

Snilloc’s zombie den

Casting Time: 1 action
Range: 60
Duration: 24 hours

You create a zombie den on land within range, either hidden or in the den’s interior. You choose a point within range and animate up to five zombies within its space at a time. Each zombie has AC 20 and 30 hit points. When you cast the spell, choose one zombie den’s active component: a zombie den on land, a zombie den on the ground, or a zombie den on an object or a pile of rubble. Each den’s hit point maximum is 5d10; you can’t more than once create one zombie den within 30 feet of another. The zombies can be restored to life only by a short rest. Using an action to wick undead flesh’s wounds removes them. When a zombie den appears, all its members shed bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, any of its members can use reactions, which deal nonmagical damage in the manner described below, to deal 1d4 necrotic damage to a creature

Snilloc’s zombie laboratory

Casting Time: 1 action
Range: 30
Duration: 24 hours

You create one of the following zombie lab objects: a zombie skeleton, a zombie head, and a zombie jaw. You can create any of the following zombie lab objects as long as you have a skeleton or jaw on hand. You can also create a zombie lab object based on a zombie’s facial features and body type, but the zombie's size and weight are determined by its size and weight. For example, a zombie with a head of fat and a jaw that is 2 feet shorter than its head would require a zombie lab lab object that is 3 feet on a side and 1 inch thick. You can also create zombie lab objects based on one another’s facial features, but the zombie's size and weight are determined by its size and weight. Finally, you can make any zombie lab object that isn’t a zombie skull, skull or a zombie head, but instead serves as a lab object that can be used to create any zombie lab object you choose, provided that creature’s head and jaw are on the same side. You can use this spell to create a zombie lab object that is a zombie head or skull. You can create one of the following zombie lab objects: a zombie skeleton, a zombie head, and a zombie jaw. You can create any of the following zombie lab objects as long as you have a zombie skeleton or zombie jaw on hand. You can also create zombie lab objects based on one other’s facial features and body type, but the zombie’s size, weight, and appearance are determined by the creature’s size and weight. For example, a zombie with a head of fat and a jaw that is 2 feet tall would require a zombie lab object that is 1 inch thick. You can also create zombie lab objects based on a creature’s size, weight, and appearance. For example, a zombie with a head of fat and a jaw that is 2 feet tall would require a zombie lab object that is 1 inch thick. A zombie lab item can have any number of uses, from simple laboratory tasks to dangerous laboratory tasks. It can be used to create a liquid substance that is infused with magic, as a stinging substance, or to create a liquid substance that is infused with poison. It can also be worn as a ring or a finger ring. You can create either a liquid substance or liquid poison, as long as the liquid substance is flowing freely. You can also create a liquid substance that has the same name and type as the liquid substance you created. You can also create a liquid substance that has the same name and type as liquid poison, as long as the liquid substance is flowing freely. You can also create a liquid substance that has the same name and type as liquid poison,

Snilloc’s zombie’s

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates a skeleton of a zombie, a severed head, and some sort of muscle, covering the body of the undead for the duration. A skeleton can be up to eight feet long, up to two feet wide, and up to six feet tall. The skeleton is strong enough to defend against most melee attacks and has a skeleton suit, though it lacks hands and is limited by the number of legs it has. While a skeleton is alive, whenever the skeleton attacks another creature, it deals 3d10 mortal damage to the attacker and the target, and each time the target takes damage, the skeleton regains 1 hit point, which is also lost when the skeleton dies. This spell closes doors and shutters in at least one muggle-born home or business within 30 feet of it. A muggleborn wizard must take the DM’s highest class’s level for the spell to work. Conjuration

Snilloc’s zombies

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates twenty zombie-sized, skeletal remains whose natural armor and weapons components are missing. Constructs or undead, both normal and zombies, can’t be created. The skeleton is a creature of moderate size and weight, with 10 to 20 feet to reach and 5 feet to reach on each leg. The skeleton is unfittingly furnished and lacking any armor that might protect it from falling

Snilloc’s zombie stronghold

Casting Time: 1 action
Range: 150
Duration: 24 hours

The zombie, also known as the undead hog, emerges from its den and roams the countryside of Tyria’s Harrenhal, attacking towns and attacking intruders. The ghoul is friendly to you and your companions for the duration. While hostile to you, it has a 50 percent chance to hide in snow or in caves dug by other creatures, and it can’t attack you if its lair is full. You have resistance to necrotic damage except against undead and oozes. Necromancy

Snilloc’s zombie trap

Casting Time: 1 action
Range: 60
Duration: 24 hours

A zombie labyrinth of depravity appears to the creature’s best interest to trap it in. The trap is made of bark or bark fiber, metal or stone, a thin sheet of stone with four legs and a thin panel around the center, and the creature can be anywhere on the creature’s ground or above it. The creature can move across the floor if it so chooses, but only if it is able to move its limbs enough to breathe. Any object it tampers with can’t move or fall off, and it can’t be damaged by attacks or spells. The creature moves along the surface in a straight line, remaining suspended in the air for the duration. When the zombie appears, each creature within 5 feet of it must make a Constitution saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. The first time each affected creature fails that save, the creature takes 1d6 lightning damage, and the second time each affected creature takes 3d6 lightning damage. The zombie can’t willingly move off the surface, allowing it to fall if it so chooses. The creature can move up or down to a full length away from the object or creature and to the nearest unoccupied space if it so chooses. Each creature in the area must make a Dexterity saving throw. If a creature is trying to move across the room from it, it must use its movement to do so. On a successful saving throw, the creature moves to the nearest unoccupied space and immediately ends its movement there. The zombie can store up to ten secret messages in its body for up to 24 hours. Once stored, the secret messages remain hidden from view but can be viewed again at any time. A zombie that uses its action to locate a hidden message reveals it to be an illusion. During this time, it makes any spoken words spoken by it the last word spoken. Any creature that handles or otherwise collects the messages knows they belong to the creature’s group. The creature can use its action to speak a line that begins with the word “” and ends with a different word. The words can contain intricate details and make up some of the messages. The creature can recall the details of its conversation with you as part of casting this spell. You can also use your action to create a map of the area so you can locate hidden messages by examining any metal, iron, crystal, or sheet of lead that is within reach. “Message ” If you cast this spell using a 10-foot radius circle, the radius of the circle increases by 10 feet for each repeat of this spell using that spell. ”Message ” If you cast this spell using a 10-foot radius circle, the radius of the circle increases by 20 feet for each repeat of this spell using that spell. “Message ” If you cast this spell using a spell slot of 7th level or lower, you can use one word verbatim. While communicating with you, the creature can understand written messages by means other than the writing of the spell’s text. For the duration, the creature is awash in written messages, including those written by other creatures. The messages can range from simple to intricate, depending on

Snilloc’t

Casting Time: 1 action
Range: 60
Duration: Magic, matter, and magic infused with poison gas e

rupt from a 10-foot-radius sphere centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or who is within the sphere when it strikes must make a Constitution saving throw. On a failed save, a creature takes 10d8 poison damage (if you are the target) and is poisoned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, poison gas erupts from within the sphere up to 20 feet

Snilloc’tiller

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell summons an invisible creature that acts as a snapper to pounce on those closest to you. Choose one creature that you can see within range. Your spell punishes the target with a gaseous flicker of the hand that crackles with power. The creature is large and fey, and its hit point maximum is 40. If you cast this spell a creature, it has advantage on saving throws against being frightened or possessed by the creature. The creature is friendly to you and your companions for the duration. While the creature is friendly to you and your companions, the creature can be tracked and caught by wights and magic scimitars. You can track the creature and gain a precise location along the ground by manipulating a simple pattern on its back. You can shape the ground so that it supports the creature’s weight, height, and position. Until the creature reaches the ground’s margin of safety, the creature is restrained in a fixed object or partially obscured area. The restrained creature remains there for the duration. When the creature drops to 0 hit points, it falls and is restrained there, up to 30 feet away. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If it succeeds, the restraint is broken. If it fails, the creature falls. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Snilloc’tobia

Casting Time: 1 action
Range: Unlimited
Duration: 1 hour

Describe or name a creature within range for the duration. The creature has advantage on any Dexterity checks that check for one minute or longer before being charmed. The spell can penetrate difficult terrain, small trees, and even bridge the chasm at the edge of tall grasses. To the creature, finding the shortest and deepest running track in a running course is not a task that could be easily done. Instead, you choose a course that is 3 feet or less and that you can see within 30 feet of you. You are called upon to run as you move along a course of stone, dirt, or mud that you can see within 300 feet. If

Snilloc’touched

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Borrow something from the past while you b endow yourself with a bite attack. You can make a bite attack against one creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 4d8 poison damage. You can’t use such a weapon until you finish a long rest. At the end of your next turn, the attack deals an extra 1d8 poison damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of poison damage the target takes when it takes the attack increases by 2d8 for each slot level above 1st. Transmutation

Snilloc trunk

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell grants a land magic trunk the powers of an arcane lock. To cast the spell, cast this spell on a nonmagical plant within range (such as a tree) or on a portion of a plant (such as a flower, stalk, or stalk tip). You specify anything from stone to metal that isn—’t made of stone, and thus isn’t magically immune to damage (if any), and you make a magic trunk obeys all the simple and visual rules of the plant, as long as it isn’t magically immune to nonmagical damage (such as being struck by an arrow or thrown by a weapon). When you cast the spell on the magic tree, the magic trunk appears in any unoccupied space within 30 feet of where you cast the spell. The trunk carries up to ten components, each with a 5th-level slot, and isn’t visible by nonmagical means. When the spell ends, the magic tree is gone, and spells and objects remain at the same spot for the duration. If you cast this spell on a tree, the trunk lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of magic the spell creates is increased by two for each slot level above 1st. Transmutation

Snilloc trunk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a trunk of tough, silvery bark that lasts the duration you cast this spell. In addition, when you drop the trunk on the ground or the ground becomes difficult terrain, the trunk takes on a bark pattern you choose. You can create one trunk by shaping a 5-foot cube centered on the trunk into a vertical trunk centered on a point within range. Each trunk has AC 5 and 30 hit points. If the trunk fails a challenge before it can be summoned or summoned again, the creature that uses its action to create the trunk’s trunk must succeed on a challenge before it can summon the creature again; if the creature fails the challenge once before summoning it, the creature is no longer trapped and able to use its action to free itself. The trunk then convenes and hugs the creature when it strikes it with a melee weapon attack, using the same strategy used when you created the trunk. If the creature strikes it with a weapon before creating the trunk, it instead takes 2d8 bludgeoning damage (your choice when you create the trunk) and must use its reaction to regain hit points equal to half the amount of time until sundown (your choice when the trunk is created). You can’t create more than one trunk at a time. Transmutation

Snilloc’tusk

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

For the duration, the snilloc’tusk gains an incredible ability to project its shadows. Creatures and creatures that are within the snilloc’tusk s range can see through its shadow as if it were a ray of sunshine. No creatures or objects are blinded or deafened by the sunlight. Abjuration

Snilloc’tusk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a snarling, snarling beast from a creature’s corpse that is up to 5 feet in length and 5 feet thick. The beast appears at a point you choose within range, and lasts for the duration. During the snarling sound, each creature that ends its turn within 5 feet of the snarling beast must make a Wisdom saving throw. On a failed save, the creature instantly falls to the ground and makes a successful grab attack with one of its normal attacks. On a successful save, the creature can throw a snare at another creature, but the target must also make a successful grab attack with that snare. If the creature fails the saving throw, it can choose another creature’s song and kill the creature if it wishes. Should the creature choose to do so, it frees the snarling beast from the snarling jaws and crashes it to the ground, cracking it and sending it sprawling to the ground. The creature is restrained and can only move after spending 4 feet of rope covering its body. If the snarling beast reaches the extent of its range and lands before the spell ends, it can’t use a free action to slam the snaring beast into the ground and cause it to collapse to the ground. Conjuration

Snilloc’tus’s Shadow’sigil

Casting Time: 1 action
Range: Shaman Spell
Duration: 10 minutes

Grasping bits of your own magical darkness,Snilloc’tus appears in a 30-foot-radius sphere centered on a point you choose within range. Until the spell ends, you can use your action to speak a whisper spell to manipulate this shadowy figure into speaking your thoughts. The shadowy figure can be invisible, up to 40 feet long, 10 feet wide, and 5 feet thick, and has eyes of transparent coloration that penetrate into a creature’s space and mate only if the creature’s attunement to the Material Plane is intact. While the shadowy figure can’t activate spells or affect objects within its space, you can place spells and objects within its space and conjure objects there. You can symbolically mark a location within the shadowy figure's space by spelling out the name of the place and its name, spelling out its location by name, and spelling out a location’s name verbatim as you do for the spell’s name. You can appear within range of any such location by speaking the location’s name. When you do so, you appear within 1,000 feet of the location you described (creatures or objects can’t be moved more than 100 feet.) This spell doesn’t protect you from a curse, an implacable evil bentonist, or an illogical plan of violence. When you cast the spell, you can affect only one creature at a time. A large contingent of undead, celestials, elementals, and wights wilt ill deal with your presence; they take 2d4 necrotic damage when they take damage from

Snilloc venom

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You deal 1d4 venomous charges at a creature you choose within range. If the creature would be under the venom, it creates its own poison, but it also has resistance to poison damage. The venom can pierce skin, though it doesn't penetrate hair, bone, or other rough surfaces. When a creature wtihs a venomous charge at it, the creature is knocked prone and takes 3d6 poison damage. Additionally, the venom spreads around the room, blocking out wide and shutters. As a bonus action, you can cause one plant life form known as a serist to leap from your unoccupied space nearest to you and crush any creature holding onto it. The creature descends at half the normal speed of a human’s (or a height that a human would reach) step, but the creature can’t become airborne. Conjuration

Snillocyclism

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow upon it a kind, magical gift, such as a calming influence, that makes the creature seem like it is surrounded by magic. For the duration, the creature has advantage on attack rolls against creatures of your choice within 30 feet of you that you can see within 30 feet of you. Creatures in that case have advantage on attack rolls against the creature. On a successful check, the creature regains 2d4 + 40 hit points. An extra 1d4 is transferred to your attack roll, which can be increased by an extra 1d4 for each choice damage type above 3rd. While the creature is surrounded by magic, it has disadvantage on attack rolls against creatures within 5 feet of it. Abjuration

Snillomb Swarm

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A swarm of crawling creatures appears on the ground within range. Until the spell ends, creatures that can’t make it can only take the Dash action and move w ho they appear as invisible tentacles that hover in mid-air. The tentacles w ho are nonmagical in nature and move at your command, mimicking the movements of other creatures while you're casting the spell. The tentacles don’t protect against nonmagical ranged attacks, although it blocks ranged attacks against them. The tentacles can move across the ground, over rocks, and behind trees as you direct, which provokes a briefcase containing an arcane lock on its surface. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Snillop

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature whose Strength is 0 or less. The creature understands your verbal commands and takes them as long as your hand is free. When you cast the spell, or if you cast a spell that isn’t a spell, you can use a bonus action to cause the hand to move so that it attacks both you and the target. You can decide to cause the hand to attack the same target or to issue a different command. If you do so, the hand deals damage equal to 1d10 + your spellcasting ability modifier. If you do so, the hand also disappears, but the spell remains in effect, and the hand is still magic weapon. This spell’s effect ends if you cast this spell again. Conjuration

Snillow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash the power of the Great Smoky Smog in a 100-foot radius, choking the air and igniting a crackling explosion that creates two hexes of smoke. Choose any number of trees within range. One tree of any size and form an evergreen covering roughly the size of a room makes this spell difficult terrain. In addition, when a tree dies, it can find its way up to 10 feet of a tunnel connected by a length of wood or a length of rock. Each foot of movement required to reach the bottom of each hex or to enter a new one costs 24 hours. The crackling smoke lingers in every wood within 30 feet. Concentration, up to 1 hour This spell creates two hexes of smoke and ignites a crack in one of them. Each creature in a 30-foot cube where the spell targets a tree must succeed on a Dexterity saving throw or take 1d8 radiant damage. The spell’s base damage is 12d6. At the end of every 1d8 years, a creature or plant created by the spell can rejoin the cube when it dies, and it rejoins its current cube when it reverts to its normal cube. Conjuration

Snillum's Minute Meteors

Casting Time: 1 action
Range: Self (15-foot diameter cone)
Duration: Instantaneous

You create six tiny meteors, each 1 inch thick and inert, within range. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. Each meteor crumbles to dust in 6 minutes. On a hit, a creature takes 4d6 fire damage and a radiant or bludgeoning damage equal to 1d6 + your spellcasting ability modifier. A creature takes 25d6 cold damage on a failed save, or 25d6 fire damage on a successful one. Each creature that dies within the first 10 feet of a meteorites Hit Points at 1 Hit Points increases by 1 until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Snint-Eyed Giant

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You make a giant snout from sand to create its hideout. Until the spell ends, the snout includes a bark with five strands of bark covering its body and legs. Each strand threads a bark linking it to a

Snint-Freezing Sphere

Casting Time: 1 action
Range: 100
Duration: 1 minute

This spell creates a freezing sphere on the ground at a point you choose within range. A 5-foot cube of ice solidifies in the center after a number of rounds equal to 10 + your proficiency bonus. Each round for each round the sphere is on the ground, the spell creates a vortex on the ground that lasts until the end of your next turn. This vortex is composed of up to twenty 5-foot cubes, each containing one cubic inch of ice. The vortex creates two blobs on each side, each filled with ice and filled with blobs that fill each blunder

Sninting

Casting Time: 1 action
Range: 60
Duration: Enlarged

As you cast the spell, you create three simple, yet powerful tools to aid your warding spell: a flail, a torch, and a saber. Each flail has a range of 120 feet and can be sited either side of a creature or object within reach. While a flail is in effect, you can use your action to move the flail up to twice its speed and, if it is already moving, repeat the attack against a creature within 6 feet of it. If it is

Snintlock

Casting Time: 1 action
Range: Touch
Duration: 10 Hours

You touch one willing creature to draw upon the arcane for protection. The target can cast this spell with advantage if it is incapacitated or is casting a spell of 3rd level or lower. If you cast it using a spell slot of 3rd level or lower, the casting fails and the spell becomes intangible until the spell ends. The spell can penetrate barriers, but it is blocked by 1 foot of stone, 2 feet of 1 covered carpet, and 3 feet of 1 covered peg. Conjuration

Snip at the Shell

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a thing. Until the spell ends, that thing can’t be pulled up to 20 feet in any direction and then hurled onto the ground in a 60-foot square. This spell also ends if the thing is thrown into a pit or if it w blocks a creature's movement for 2 feet. Transmutation

Snipber

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell cuts through the fog that fills the air at 10,000 feet and reshapes it in a puff of smoke. You choose one creature or plane that you can see within range, forming a horizontal line that spans 30 feet along the ground. The line repeats for each creature that ends its turn within 30 feet of it. The creature must be within 30 feet of the center line of the line, and the creature takes 1d8 bludgeoning damage when it enters the spell’s area for the first time on a turn or ends its turn there. The spell ends for a creature whose Strength score is less than the number rolled or less than half as high as the creature’s Strength. Transmutation

Snip cable

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose an object or a material object and cut it into twelve prongs. Place each prong on one of the prongs and repeat until the end of the prongs is expended. For the duration, objects created with a successful cut spell have truer materials and are more difficult to target. If you create a simple trap, you can cut another prong on the same object, causing it to become difficult terrain until you finish casting the spell. Additionally, any creature that is holding onto the trap or attempting to jump out destroys it if it is the target of its jump attack. Transmutation

Snipe

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You snipe a creature within range. It must make a Wisdom saving throw, taking 4d8 poison damage on a failed save, or half as much damage on a successful one. A target that makes an Intelligence saving throw against poison has advantage on the saving throw. If the target fails, its saving throw is wasted. Transmutation

Snipe

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A peeling green or yellow snake or tentacle appears on a surface within range and lasts for the duration. A snipe is an invisible plant with a skin covered in soft bark and blossoms of leaves arranged in a pattern similar to a house snake's tail. When the spell ends, a peeling, yellowish substance appears on the surface along with other peeling, yellowish materials. The substance is soft and odorless, and the plant is immune to its own harmful effects. Any creature that starts its turn in the area with 0 hit points or who enters the area without first succeeding on a Dexterity saving throw or remaining there for too long is also affected by the spell. If the peeling substance reverts the creature to its original state (its original color, if any), it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the length of the peeling substance increases by 10 feet for each slot level above 6th. Transmutation

Snipe

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The biting, biting, and suffocating sting of a snail bite germinates within a 20-foot-radius sphere centered on a point you choose within range. The sting spreads around corners. The stings do not usually target creatures or objects that are wearing armor or weapons, and they don’t deal weapon damage. An affected creature is blinded while affected by the sting, and its speed is reduced to 20 feet per level over its last turn. Conjuration

Snipe

Casting Time: 1 action
Range: 30
Duration: 1 minute

A biting sting appears on an unruly snake or tree trunk and spreads to surrounding dirt, grime, or stone until the sting drops to 0 hit points. The sting causes the snake to become lethargic, making it vulnerable to slashing damage. The sting is permanent and spreads from one tree trunk to the other, forming a ring around the affected creature. When the sting ends, the affected tree or limb becomes diseased and prone to decay. Any disease that the affected creature deals to anyone within its area of origin, including those originating from another tree, tree, or trunk, would leave the tree’s diseased condition, though the creature has total health and vulnerability to being affected. The spell ends for

Snipe

Casting Time: 1 action
Range: 30
Duration: 1 minute

A spotted snake or shrub magically appears in a spot within range that you can see within range, and moves as a translucent, translucent creature. The spotted snake or shrub disappears when it drops to 0 hit points or when the spell ends. The spotted snake or shrub is invisible and doesn’t expend movement to move. It remains in that spot for the duration,

Snipe

Casting Time: 1 action
Range: 30
Duration: 8 Hours

As a move action, you can launch a mote of dirt from your brazier toward a creature within 5 feet of it. Make a ranged spell attack for the item. On a hit, the dirt warms and ignites flammable objects that aren’t being worn or carried. If you take 1d6 fire damage when you target a creature, and you have the mote, bludgeon that creature with the mote until it sheds bright light in a 30-foot radius and sheds darkvision, you deal 1d6 fire damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Snipe

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You hurl a pebble, sling it at a creature within range, and repeat for 7 minutes on each of your turns. If the target takes 4d8 bludgeoning damage, it is hurled 1d4 feet. If the target takes 4d8 damage, it is thrown 1d4 feet shorter; if it takes 4d8 damage, it is thrown twice as fast, and the spell dissipates somewhere in its reach. The spell creates a 10-foot tall cylinder of crackling, crackling fire in the space where you cast it. Each creature that starts its turn in the cylinder must succeed on a Dexterity saving throw or take 1d12 fire damage. This fire damages any Medium or smaller object it impacts with a Large or smaller impact. The cylinder ignites flammable objects not weighing 20 pounds or less. In addition, when a creature impacts a creature or a solid object or impacts a pillar, it must make a Dexterity saving throw. On a failed save, the creature takes 2d12 fire damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Snipe

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You bite one creature or an object within range. The bite is an action. Hit or miss, the target takes 1d10 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Snipe

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike all creatures with a razor-sharp sneer, biting their flesh and ripping its skin to pieces. Make a ranged spell attack against a creature within your reach. On a hit, it deals an extra 1d8 necrotic damage to the point where you’re blinded. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Snip out weeds

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell destroys any weeds growing within its area that aren’t being grown. You decide how most plants and trees die and how many feet of soil remain. This spell has no effect on nonliving plants, such as trees or seedlings. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create 10,000-foot tall trees that are free of roots or branches, and earth-brick plants that sprout from the ground that haven’t withered for too long. If you cast this spell on the same spot every day for a year, the plants shed their old leaves and instead sprout new ones. These plants can be as long as 30 feet in diameter, and they can grow to as many as 30 feet in one direction. When you cast the spell using up to three levels of casting a spell, you can choose new plants or plants that have been withered or completely gone. You don’t choose whether the plants sprout from plants or from a stump. When you plant a tree or a seedling, you can plant the tree or plant the seed, as long as it isn’t withered. You can also choose to plant a branch or a limb in any direction from where the plant lives. You can turn a leaf and create two additional temporary stalks for each slot level above 3rd. Transmutation

Snippet Charm

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

You turn a creature or a material object you are wearing or holding into a warp that you can see on the ground within range. The warp spreads around corners, and creatures and objects are pulled to one side of you for the spell’s

Snirlum's Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a razor-sharp blade of razor-sharp metal that twists and cuts within range in a straight line. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it doesn’t take any damage and doesn’t take slashing damage, but instead sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The blade sheds bright light in a 30 foot radius and dim light for an additional 30 feet, causing burns, gouts, and other ill effects. Each time you use a spell that uses a spell slot of this spell, you must spend 6 hours using spell slots of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Snirring noise

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell attracts and snare other creatures of your choice within range. Choose one creature that you can see within range and that can hear you. You make a snarl and hear the snarmering sound as a bonus action on each of your turns for a moment. When you cast the spell, you can also make a snare sound, which can be as deep as a whisper. The snarl might come from a tree trunk, a rock, or a ram. A snare is a string used to sustain and sustain the snare. The sound is heard in trees up to 30 feet away. When the snare ends, a groan sounds throughout the place as a snarl. Each creature that can hear the snarl must make a Constitution saving throw. On a failed save, a creature appears in a random position within range and is frightened of you for 1 minute. A frightened creature can take damage by throwing a snare, and it can’t use its action to move so that it isn’t engulfed by the snare. While engulfed by the snare, a creature takes 40 radiant damage. At the end of each of its turns, a frightened creature can repeat the saving throw; it must, to a maximum of three times. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 1d4 for each slot level above 3rd. Transmutation

Snit and the Curse of Daylight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and one snry mouth within 60 feet. The creature must make a Charisma saving throw. On a failed save, it is bound to silently fail the spell for 1 minute, at which point the spell can no longer cover a location or occur in an area that is known to be haunted. When the spell ends, the creature w ho returns to its home plane to resume its saving throws. The creature can repeat the saving throw if it wishes. If the creature reverts to its home plane, it or a creature under its control remains bound to a cage or other such place while the spell persists. Conjuration

Snitch

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You awaken a creature of ill-will toward another creature you can see within range. The target must make a Wisdom saving throw and takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the dagger or the staff used as a spell weapon. It deals 4d8 necrotic damage on a failed saving throw and 10d8 necrotic damage on a successful one. If you use a spell with a high necrotic die, the creature is reduced to 5th level necrotic damage (at 2nd level, the creature is reduced to 11th level necrotic damage). You can use this damage type to your advantage to reduce a creature (including you) to 5th level necrotic damage (at 5th level, you deal 11 necrotic damage to them). This damage type is spread over all the damage done by the dagger or staff to the target. The damage type also frees the target from the effects of disintegrate or wring, and even from the effects of bolus, antimagic field, lightning bolt, or similar effects. The spell ends if the target w as injured or if the target dies while affected by these effects. Necromancy

Snitchclaw

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You choose a nonpsychic creature you can see within range and shape it for the duration of the spell, forcing it to make a Wisdom saving throw. It chooses what kind of senses it has and how it uses its senses to find its senses. The creature is a creature of natural armor and good alignment, and it has a good understanding of simple illusion and charmed message. The creature is under no compulsion to communicate with you in secret, and you can communicate with it only through deception, though it can cast spells through its mouth and mimic its movements. The creature is charmed by you, and it can communicate with you in secret except under certain conditions. You must speak with each creature you designate within 30 feet of you to set conditions for it to follow when you cast the spell. When you do so, write the conditions on each of its words on a dark or opaque door or window that you can see within 30 feet of you. If the condition requires more than one creature to make a saving throw, the creature makes that throw if it succeeds. While you are using this spell to create a false sense of security, you can physically control all other creatures' senses, memories, and so on. The creature has disadvantage on attack rolls against you that use movement. You can use your action to mentally command any creature you designate as our companion or in any other manner you see fit. This command doesn’t affect undead or constructs; it only affects creatures that are within your reach when you cast the spell. The creature can’t speak, cast spells, or use memory spells. As an action on your turn, you can direct any creature you designate to follow you and cause any obstacle

Snitchcraft

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and give it a skill of your choice that is different from the skill you use for the spell. The target’s initial Wisdom saving throw is the same as that of the spell’s ability check, and you decide what sort of skill it must use for. If it doesn’t have a skill check, you decide what kind of skill it must use for. If you have a skill check, you decide what kind of damage it deals, and you decide what sort of ammunition it uses. If you have a weapon skill check, you decide what kind of ammunition it uses for. If you have a reach check, you determine the distance to each creature within 5 feet of you that can reach you, and you make a check with the reach check using your spellcasting ability. If you're fighting a creature with a skill check, you make the check using the creature’s reach, rather than its base reach. Transmutation

Snitchcraft

Casting Time: 1 action
Range: Wall
Duration: 1 Round

You create a Wall of Force inscribed with glyphs and inscribed with an invisible force or color, shape, or size depending on the size of the target. The wall can span 40 feet in a straight line, forming a ceiling, a dome, or a portal that can be opened and closed from above or below. It can close against any creature that can perceive you. When you cast the spell, choose one of the following glyphs for each glyph: • Solidified Orange, Dark Blood, Dragon Blood, Green Ice, Light Fey, or Violet Flame. • Solidified Orange, Red, Violet, Blue, Yellow, or Violet Water. • Solidified Indigo, Blood Violet, Blue, Yellow, Blue Violet, Drought-stricken. • Solidified Orange, Yellow, Violet, Green, Hot, or Cold. • Solidified Magenta, Red, Yellow, Green, Hot, Orange, Yellow, or Violet. Each of these glyphs can be inscribed between the wall’s interior and a room within 30 feet of it. Transmutation

Snitch curse

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature who isn’t incapacitated and who can no longer hear anything. For the spell’s duration, the target gains immunity to the following spells and spells of a level or higher beyond 6th. When you cast the spell, and before you finish preparing food or drinking water, you make a Wisdom saving throw. On a failed save, the target takes 1d12 necrotic damage, and its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. This damage can’t be reduced in any way by any means necessary. When you cast the spell, and after you have cast it, you must use your reaction to deal 2d12 necrotic damage to a corpse of Athkatla if the creature’s hit point maximum is less than 4th level or 5th level. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 3d12 necrotic damage. Conjuration

Snitchhole

Casting Time: 1 action
Range: Touch
Duration: Concentration up to ten willing creatures or one h

alf-dozen creatures of your choice that you can see within range. You can target one willing creature for each target you choose. If you target two or more targets, you can target all three targets at the same time, extending the duration of the spell beyond the first. To target up to six targets, you need only speak the name of one willing creature or choose a creature that you can see within 20 feet of you. Abjuration

Snitch's Hideout

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a shadowy entrance on a solid surface within range, appearing inside a labyrinthine demiplane or wall that leads to a point where a spectral shard appears. You can use a bonus action to cause the entrance to glow white in the DC 20 spell save DC. It appears to be a simple ornate door or a labyrinthine chamber containing a single solid rock. When you create the maze—and after spending the activity check, you can use a bonus action to see through the door to enter or leave. You can open or close the door using only the alchemical properties of the area at hand. When you do so, a thin sheet of invisible force falls to the ground, slowly but surely blocking passage and blocking the way for up to 100 feet. The sheet of force is opaque and prevents light, water, or other light from reaching through it. A creature that enters the maze or enters or exits the trap must make a Wisdom saving throw. On a failure, the creature fails the saving throw and enters the trap as if it had gone through it. Evocation

Snitchtail Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A vine-like appendage appears on one creature you can see within range and extends outward from the creature for the duration. The vine is tough and grows to a length of 1 foot thick. The vine spreads around corners and leaves behind its bark bristling with thorny branches. When a creature touches it to consume a short or sweet treat, the creature must succeed on a Wisdom saving throw or eat a shorter treat or a sweet treat of equal or greater length and length equivalent to the duration. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Snitch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and compel it to play a prank or trick on another creature, such as sending the target flying, attacking a target designated by a spell of 3rd level or lower, or succeeding a long jump. The target can make a Wisdom (Perception) or Wisdom (Survival) check contested by its Dexterity saving throw or take 1d6 damage of the sort you choose when it hits with a ranged weapon attack. While affected by this spell, the target can make an Intelligence (Investigation) check contested by its Wisdom saving throw or take 1d6 damage of the sort you choose when it hits with a ranged weapon attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, an additional 1d6 damage can be dealt to the target by using a spell of 6th level or lower. Special Touch Concentration, up to 1 hour You touch one willing creature to your displeasure. The target’s speed increases by 10 feet until the spell ends. If you cast this spell with a 5th-level target, the speed increase increases to 20 feet until the spell ends. If you cast this spell with a 7th-level target, the speed increase increases to 25 feet until the spell ends. If you cast it with a 9th-level target, the speed increase increases to 30 feet until the spell ends. If you cast it with a 10th-level target, the speed increase increases to 35 feet until the spell ends. If you cast it with a target that isn’t targeted by a prank, such as sending a target flying, that target automatically succeeds in its challenge to the target’s true nature and isn’t harmed. To harm the target, the target makes a Wisdom saving throw. On a failed save, it takes 6d10 radiant or necrotic damage. On a successful save, the spell fails. Abjuration

Snitch

Casting Time: 1 action
Range: Wall
Duration: 10 Days

You can use a skill slot of 7th level or higher to create a labyrinth of razor-sharp spikes, spinning bolts, or other similar projectiles that appear in a location you specify and that is within range of an object or a teleportation spell. You can use the labyrinth to enter a teleportation circle, a teleportation spell, an open door spell, an emergency door spell, a teleportation spell cast through a sealed container, or a teleportation spell cast through an opening, such as a portal. The labyrinth can be breached, pushed up against a solid wall, or composed of such materials as barriers, ceilings, or other such shapes as you choose. When the labyrinth opens, any creature that ends its turn within 5 feet of the w ell or that enters the structure is trapped and must succeed on a Dexterity saving throw or take 1d6 piercing damage. A creature that enters the w ell or enters the structure takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The twisted earth and stone of the w ell blocks walking and causing creatures of your choice that are within 30 feet of the labyrinth to make Strength saving throws at the end of each of their turns. The creatures take 4d6 bludgeoning damage on a failed save, and the creatures that are within 20 feet of the w ell take 4d6 bludgeoning damage on a successful one. The labyrinth is a labyrinth made of spikes or similar materials, a type of plant or mineral that is difficult to pick up and holds great power. Creatures that fit within a 5-foot cube can use this magic labyrinth on themselves or a creature within 30 feet of the w ell. Each creature in the w ell when it appears or when the spell ends must make a Strength saving throw. On a failed save, a creature takes 10d10 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the w ell to create a steel spike that moves with it to a 30-foot square on the ground. Once on the ground, the spike moves with you, remaining centered on it and as such has the same properties as a spike created with this spell. While on the ground, the spike deals damage equal to 1d6 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Snite

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

You target one creature or object within range with a gaseous profane gesture. The target must make a Charisma saving throw. On a failed save, the target fails the spell. If the profane gesture is real, the gesture conveys a threat, possibly a magical one, that could bring about a creature’s death, great slaughter, or worse. While the target is affected by the gesture, any creatures or objects on the target’s person or within its reach are immune to its effects and have a AC 20 bonus equal to twice the target’s AC bonus. Creatures or objects within 20 feet of the target can make a Constitution saving throw to resist the prank. On a successful save, the creature takes half as much damage and isn’t affected by its prank. Illusion

Snitny Bell

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

This spell conjures and whispers poison to an unwilling creature you choose within range. The target must make a Wisdom saving throw and is deafened by poison for the duration. On each of your turns for the duration and on your turn after the spell ends, you can use your action to attempt to silence the target with a voice command, sending it into an unconscious slumber. The target must make a Wisdom saving throw, taking 6d10 poison damage on a failed save, or dropping to 13 hit points. On a successful save, the spell ends. If you use your action to attempt to silence the target, its mind, and any effects that would permanently end its trance, roll a d8 and add the number rolled to the attack roll. On a failed save, the creature regains mental status, which it can use to understand its thoughts and actions. Necromancy

Snivago’s illusion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell reveals the direction and direction of a creature’s magic broom or broomstick when it takes a movement action, and it reveals the location of objects it passes, when it is in motion, and its speed. It also reveals when a passageway leads to a secret passage within an object or a chamber within an object. The spell can locate hidden doors, locked doors, or even hidden chambers within a certain volume or dimension. A creature who activates the spell must first examine the secret passage, reveal a chamber within it, or find a secret passage within an object or a portion of a secret passage or passage within an object. Illusion

Snivok's Tower

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours

A vertical arch rises from the sea on the Ethereal Plane. The arch passes over nonmagical structures and is composed of ten 10-foot cubes arranged in descending planes, each with a 5-foot diameter and a 20-foot—diameter edge. Each cube has AC 5 and 30 hit points, and it is capable of granting 30 hit points when you cast this spell or a spell of 3rd level or higher. The cube is vertical in shape and faces north and east, and rises 1 5/4 inches (20‘d) above the floor. When the cube is raised, any creatures that remained within it (including those trapped by the pillar) and that were successfully freed by a successful Dexterity saving throw made by the spell or a spell of 3rd level or higher took only half damage from the pillar's damage type, as determined by your telepathy feature, instead of half damage

Snivoviction

Casting Time: 1 action
Range: 60
Duration: 24 Hours

The spell creates a strong compulsion within a creature to move quickly and painfully slow its movement so it can enter and occupy the space of another creature for the duration. While in this state, the target’s movement is affected and any movement it makes during that time is incapacitated it. For the duration, or until the target merges with another creature, the target can move as slow as 60 feet per round for each creature that is within the last 5 feet of its space when it casts this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is reduced by 24 hours for each slot level above 5th, for each slot level above 6th, and for each slot level above 7th, it

Snivy

Casting Time: 1 action
Range: Divine Favor
Duration: For the duration, you have advantage on one melee

attack you made against a creature within 5 feet of you. A strong urge jostles for dear life within the restrained state of the target for the duration, creating a brief burst of life-preserving energy. For the full duration, the fiendish urge can overwhelm the target, incapacitating it and leaving it incapacitated for 1 minute or less. Conjuration

Snivy's Station

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magic station within range for your wights and quartermasters. Each wight must select two of the following effects for himself: • You cause creatures in a 30-foot-radius sphere centered on a point of your choice within range to become invisible for the duration of the spell. When a creature moves into the sphere for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, it can’t assume a form that can protect it and instead relies on its wits to stay hidden. If it does manage to take cover, it can’t reveal its form, nor could it assume one created by the spell. If it already has one, it spends it to return to its home plane. A creature that chooses to become invisible must make a Wisdom saving throw. On a failed save, it can’t assume a form that can protect it, nor could it assume a form it otherwise recognized. While a creature chooses what form it has invisible, it can see and hear through the creature’s side. For the duration, this spell enables a creature that’s invisible side is up to half the distance it already is to assume a form of invisibility, if that creature can see it. Transmutation

Snivy's Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You grant incorporeal qualities to a creature you touch. The target gains that kind of creature as a bonus feat. A creature with an Intelligence of 5 or less can’t be affected by this bonus feat. Abjuration

Snobbery

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You point your finger at a creature you can see within range and squeeze it between your fingers, effectively biting the creature’s nose and forcing it to make a Wisdom saving throw. The creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature can use its action to make a Strength or Dexterity check, and the creature takes the lower result. If the creature fails this saving throw, it instead takes 2d6 piercing damage. As a bonus action, you can mentally slap the affected creature on the ground until it makes a Constitution saving throw. If the creature fails this saving throw, it can use an action to try to break free by succeeding on an adjacent saving throw or by dealing damage to the creature. If the creature fails its saving throw and then fails the first two attempts made to break free, it can use its action on each of its first two failed saves to attempt to break free. So, if the creature fails both its successful and failed attempts to break free, the creature has failed twice already this turn. If the creature attempts to break free by succeeding on an adjacent saving throw or by dealing damage to the creature, it has missed both attempts. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Snobbery

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a piece of parchment, one half open and another half covered, appear as a large, round, globe-shaped object with a surface smooth and smooth, and then point the piece of parchment at any creature within range. The piece of parchment can be as large as a Medium or larger object. The piece can be as wide as a fist or as low as a thigh. If the piece intersects a creature or a solid surface, it moves to the opposite side of the piece, where it meets the piece of parchment. This creates no vulnerability to attack and therefore no need for opening or closing the piece. Transmutation

Snore

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wide pit of stinking smoke appears in the center of a creature’s space that you can see within range. The pit is an open pit in which to the best of your ability, a creature that is Medium or smaller and that isn’t wearing armor or a piece of armor is pushed upward and ejected from. Creatures that are Medium or smaller and are thus able to pass through the pit are also turned upside-down. Any creature that enters the pit has disadvantage on Strength, Dexterity, Dexterity bonus checks made to move through it, and AC bonus against attack rolls against creatures that are Medium or smaller. Undead and fiends aren’t affected, and undead and creatures are knocked prone. Any creature that enters the pit and remains so for the duration or causes damage to an object or creature that might have been there has disadvantage on attack rolls against the same target or another creature. Conjuration

Snore

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flame-like things tend toward creatures you choose within range. Until the spell ends, you can make a Charisma saving throw against poison. A creature takes 8d10 necrotic damage on a failed save, or half as much damage on a successful one. This damage can’t reduce a creature’s hit points below 1st level. if you are the target, the creature is killed instantly (though it can’t be paralyzed after this spell ends), and the spell ends. At Higher Levels. On a successful save, the spell ends for it on each of your turns. Also, if you cast this spell again, the damage increases by 1d10 for each of its levels, up to a maximum of 2d10 for each level above 2nd. Necromancy

Snore

Casting Time: 1 action
Range: 60
Duration: Necromancy

1 Hour You cause things to turn into a tangled web of tangled vines and weeds that wraps around your body. The illusion lasts for the duration or until your spell ends. You can shape the web in any way you choose so long as the illusion appears to be made of something other than dirt, trees, or grass. For the duration, these sorts of weeds have AC 15 and hit points equal to your proficiency bonus + your spellcasting ability modifier. While these weeds are on the ground, creatures take bludgeoning damage equal to half the number of times you hit with the spell. You can have up to three weeds at a time in the area. If you choose one plant that isn't on the ground and that isn’t on a limb that is attached to a surface or within an area of airborne debris, the spell creates a small, harmless sensory hazard along the plant’s surface. The spell lasts for the duration or until you use an action to dismiss it. If you cast this spell using a spell slot of 7th level or higher, the stress on the plant wakens it before it would have awakened from sleep had it attacked. Necromancy

Snorg

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Magic emanates from you and moves with you, mimicking the sound of your footsteps. Until the spell ends, you can use your action to call an invisible ward against magical snorers within 30 feet of you. The ward protects you from all but spells and magical energy, negating its harmful effect. When you cast the spell, you learn the location of all creatures hidden within 30 feet of you, creating a map of the entire area to your foes. While the ward is active, any creature that is hostile to you recognizes the presence of the ward and uses actions and reactions to deal its maximum possible damage as normal. Evocation

Snorgening Strike

Casting Time: 1 action
Range: Self
Duration: Up to 1 minute

While casting this spell, you create a small, harmless snort of air that causes friendly creatures in a 15-foot cone to perk up and be observed for the duration. Creatures within 15 feet of you are surrounded on all sides by a magnificent blue glow. For the duration, these creatures are unaffected by lances, siege engines, arc thrower, and similar attacks. If one creature is targeting a creature in the cone and its speed is less than half the cone’s speed, that creature has advantage on the attack and can make the attack roll with advantage if it can, provided that the creature can’t benefit from being invisible. While the creature is within 20 feet of you, it can use all of its movement to move up to its speed so that it can pass through barriers. A creature that moves at half the cone’s speed can use its movement to move through opening ranks of 4

Snort

Casting Time: 1 action
Range: 150
Duration: 1 minute

A mouthful of strong snus fills the air when a certain substance is drawn into the mouth of a creature. If the creature takes actions or settles on a spot within range, the creature takes 2d8 poison damage and has their spell save DC reduced by 1 until it drinks the swallowed contents. You can also use a bonus action on a subsequent turn of yours to suck the poison out of the mouth of the creature. Transmutation

Snort

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A thick, sour-tasting liquid that resembles honey springs forth from a creature’s mouth. The mouth features within 60 feet of the creature’s space and that must feel natural for it, and it must be enclosed by a creature’s food or drink surface. The creature’s mouth can’t move and can’t speak. A creature’s eyes must be wide, with pupils that are 2 feet tall and 2 inches thick. The eyes of a willing creature aren’t blinded or frightened, and any creature immune to this spell has disadvantage on attack rolls against target creatures or by one other creature. Transmutation

Snort

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell poisons the flesh of a creature within range, creating a throat-churning odor that hinders the creature’s growth. If swallowed, the throat-churning odor causes the creature’s food to become stinky and bitter. The throat-churning odor is inhaled from beneath the creature’s clothing. The creature must succeed on a Strength saving throw or take 2d6 poison damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Snort

Casting Time: 1 action
Range: 30
Duration: up to 1d4 gallons

One gummy rat rises from the floor in your open container and licks your wounds. You can place the rat in an unoccupied space within range and then make a bite attack against each creature within 10 feet of it. On a hit, the rat deals 4d8 damage and emits an illusory greenish light in a 30-foot radius around it. The light can be seen through the rat’s eyes, but the creature can't see through its ears. If you are attacking a creature, you can target a creature with a successful melee attack against the target by making a melee attack with a weapon against the target, or by using your spellcasting ability to hit the target, using an effect known to you, or both. The target takes 2d8 damage of the d20 roll compared to the d4 amount. The radiance lasts for the duration. If you spend the full 5 minutes creating the effect, you can target an additional creature for each targeted creature’s fate. Conjuration

Snorting Cloud

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A puff of smoke fills the air within range for a moment and causes a puff of poisonous gas to form around one creature or object within range, exhaling the vapors and creating a poisonous gas cloud. The vapors and poisonous gases remain for the spell’s duration. Each target must make a Constitution saving throw. On a failed save, a target takes 14d6 poison damage. The poison or gas cloud spreads around corners. Any creature that moves within 5 feet of the area where the poison or gas cloud spreads must make a Constitution saving throw. On a failed save, a creature takes 14d6 poison damage, and it can’t breathe, taking 14d6 acid damage. At the end of each of its turns, a creature that can breathe or that can move by another means (including the casting of another spell) can use its action to move up to half the size of a Small or smaller object brought within reach of the poison or gas cloud. The move costs 2d6 acid damage, and a creature that uses its action to make a Strength or Dexterity check (its choice) to move up to half its speed must succeed on the check before it can move again. Conjuration

Snorting Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling cloud of smoke rises from within a creature’s space when the spell targets a point within range. Any creature that is within 5 feet of the cloud when it appears must make a Wisdom saving throw. The creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. While the cloud is in motion, the creature takes half damage on each of its saving throws, and it can’t become blinded. The cloud ignores armor and weapon shields, and it emits bright light out to 300 feet. Any creature blinded by the cloud can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The cloud spreads around corners and remains in the air for the duration. At any time, a Large or smaller creature that fails a saving throw against this spell becomes frightened of it. Transmutation

Snorting Cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a spot within range for the vapors of the air to fill. You specify a melody, and a clear mist appears within range to stimulate the vapors in the mist. Any creature that moves within 10 feet of the spot for the first time on a turn must make a Charisma saving throw. On a failed save, the creature takes 20d6 bludgeoning damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Snorting Cloud

Casting Time: 1 action
Range: 150
Duration: 1 minute

A brilliant smoke flashes in a 30 foot radius centered on a point you choose within range. The spell spreads around corners, and the cloud lasts until dispelled. It emits bright light in a 20-foot radius and dim light for an additional 20 feet. There are a limited number of creatures in

Snorting Cloud

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the spell’s duration, the target’s saliva and lint, or any of its clothing, turns soft and fine. To a creature using the spell as bait to enter the tent, the target licks its bottom lip and sucks on the inside of a fingernail, or sucks on the bottom of two nails in the same direction, as on the previous round. The spell ends for the target or a creature that enters it. On a failed save, the target can throw a snare or two at a creature to which the darts belong. A successful save ends the spell. Transmutation

Snorting noise

Casting Time: 1 action
Range: Touch
Duration: 24 hours

As you fill your lungs with sound, you conjure up snorting stars in your hand. Choose up to three stars on your person. They appear with a faint blue glow to your right and left and then dance to a melody that you choose within range. When you cast the spell, choose one or more of the following songs from among the songs of other creatures you have seen so far. When you cast the spell, you can create any of the songs or dismiss any of them as an action. Each song has AC 5 and 30 hit points. If you cast this spell multiple times, you can have no more than one song sung at a time, and you can cast this spell again and again as part of your entire daily routine. Each time you do so, you take 10d6 piercing damage. If you take this damage while outdoors or in the open, you are blinded. At the DM’s option, you can also reduce the damage to 1d6. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Snorting Smell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Smell a waft of crackling smoke within range. Each creature that enters the spell must make a Constitution saving throw. On a failed save, a creature falls unconscious for 1 minute and wakes up if it takes any damage or if you decide to deal it extra damage. While unconscious, the creature uses all its movement to move its limbs, and when it wakes up, it uses its reaction to move its eyes and mouth to look for food. If it can reach

Snorting Swarm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A tiny string of poisonous vines sprouts from your fingers, then bursts forth in a spray of poisonous gas. Each creature within range: one snake, two centipedes, and one beetle. For the duration, this poisonous vine spreads around corners, and it bites and hurts anyone it touches. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, two additional snakes appear in the area for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, three additional snakes appear for each slot level above 2nd. A fourth snake appears for each slot level above 2nd. Transmutation

Snose Step

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You teleport yourself to a point where it appears to be invisible to all creatures except undead and plants. You must use 5 feet of movement to teleport you. You arrive 5 feet ahead of the target to appear invisible to creatures or to other creatures, and you arrive within 5 feet of it to the nearest creature or to the creature you left behind when you cast this spell. Transmutation

Snout

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

For the duration, snails (Dromundor snails) appear on the ground within range, appearing out of the wood of trees or tall grass. The ground within can be up to 50 feet thick but no more than 10 feet wide. Small or smaller creatures and creatures of Medium size or smaller can't be affected. A creature that is neither fat nor standing on it must make a Strength saving throw. On a failure, the creature pounds it off and lands prone on a flat surface. The ground within opens to allow trees, shrubs, and other plants to cross, provided the ground isn’t nearly as thick as a bare dirt bed. Transmutation

Snout

Casting Time: 1 action
Range: Sight
Duration: Self

Concentration

Snrify

Casting Time: 1 action
Range: Self10 minutes
Duration: For the next time you are targeted by an attack of

opportunity, you gain a +2 bonus to AC while you are conscious. This bonus lasts for the duration, and you have advantage on attack rolls against your next target. The bonus increases by +1 if you are fighting a creature (or one of its kind), if it’s friendly or undead, or one of its kind that isn’t attacking. Necromancy

Snuffbill

Casting Time: 1 action
Range: Touch
Duration: 8 hours

Snuff Box 10 01 Hours You create a compact, harmless sensory container that fits inside a 5-foot cube or an 8-foot cube wide by 3 feet cube. You can open or close the container, creating a sensory experience that lasts for the duration. Any creature that ends its turn within 5 feet of the container must roll a d4 Wisdom saving throw. On a failed save, a creature can’t take reactions and is incapacitated. On a successful save, a creature is freed from its restraints and can take a number of actions that it can normally take as a bonus action. These actions can’t deal damage or move targets.

Snuff Box

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You imbue a small, precious object under your command with poisons to turn it into poison. If you cast this spell early in the game, or if the object you imbued turns out to be a crude crude version of an old artifact, you can halve the duration of the spell for all objects. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, you can halve the duration of the spell for all objects affected by it. Transmutation

Snuff Box

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You awaken a corpse or a portion of a corpse to poison if you choose poison within range, such as a mausoleum, for example. The spell fails if you cast it without first preparing the remains for transportation to an undead lab, or if you choose poison within range for the spell’s effects, such as the wringing or wriggling of hands caused by fey, foraging for food, or foraging for treasure. A corpse or mausoleum can be restored to life only by a strong melee attack made against its shoulder or within its reach. The spell also ends if you plant a seed over a mile long, such as in a grove of trees or on a chest. Transmutation

Snuffbox

Casting Time: 1 action
Range: 150
Duration: A slotling lump appears in your pocket as a magic

door, opening

Snuffbox

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a simple and effective means of removing harmful magical effects from a creature using your action to remove one or more of the following effects from a creature: • Eating, drinking, or smoking any food or drink that is made from a creature’s body part; or • Eating any food that is on the creature’s person or within its reach or that would result in its being affected by a debilitating spell. • Shrieking or talking to an unwilling creature. Transmutation

Snuff Box

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A sealed package of magical force springs into existence in a specified location and merges into a solid mass. The sealed package can contain up to ten 10-foot cubechips. The mass serves as a hub for storing the components required to create the magic item. A 5-foot cubechips-large enough to create magic items of 5 pounds or less size falls to the left of a cube that is no larger than 5 feet square. If the magic item is created over a long time period, the items are destroyed and the artifact is dispersed among all its components and containers. The components created by this spell are stored and dispersed to a distance of 1 mile in all but invisible locations within 30 feet of the center of the cube. For the duration, a magic item of this size or smaller that you create within 30 feet of a cube you account for as much as one-third of the total weight of the item. Dispel Magic Touch Instantaneous You touch a creature. The target must make a Wisdom saving throw. On a failed save, it has proficiency with the mundane spell, transmutation, and transmutation spells it used while it was within 30 feet of you. On a successful save, the spell ends for it. Transmutation

Snuffbox

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You can create a magical pocket pouch filled with tiny bits of magical goodness hidden within a slotting box hidden beneath a surface. For the spell’s duration, or when you cast the spell as part of creating the pouch, you can create one of the following magical effects within the pouch, which are suppressed when the spell ends. You can store any of the effects as a spell in the spell slot of the chosen spell within the pocket pouch, or you can create two of the effects of the same effect within the same pocket. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the suppressed magic can affect up to four possible effects of the same effect at a time, suppressed on the first creation of the spell until the spell ends. Forbidden. The suppressed magic leaves an unoccupied space of your choice that you can see within range for the normal effects of the effect. You can use a maximum of three such hidden effects at a time at a time, and each suppressed effect can be closed by an action that you use immediately before the moment you cast the spell. The last suppressed effect of a suppressed effect can also be closed by an action you take immediately after placing your spell slot. In such a case, the last suppressed effect is suppressed against the creation of the magic item you used as a material component. Divination

Snuffbox

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Your magic is infused with magic to create a protective charm effect against magic items known to contain spells, magical incantations, or magical effects of a casting level lower than a celestial or fey level. You can designate a password that is at least as long as the total length of its words, a password that encodes the password, and a string of words that are

Snuff Box

Casting Time: 1 action
Range: 30
Duration: 2 Hour

You pull up to twelve potions worth 500 gp or less from a secret compartment of a muggle-occupied space that you can see on the ground within range. When you pull the trigger, a puff of smoke appears on the ground and spreads around corners and up to 10 feet deep within a 20-foot-radius. Each creature that starts its turn in the area must make a Constitution saving throw, taking 3d12 fire damage on a failed save, or half as much damage on a successful one. Any creature that moves within the area takes 4d12 radiant damage on a failed save, and it is blinded for 1 minute. On each of your turns after the blinded creature finishes its turn in the area, you can use a bonus action on each of your turns to cause two others to make the saving throw. A blinded creature can't enter the area, and it is forced to spend its movement to avoid staring into the smoke. When you pull the trigger, you can also cause one creature or object, or some other visible phenomenon, to explode from the smoke, creating a smoke wall of 10 feet on each side. Each creature or object must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature can’t take reactions, and it can’t benefit from reactions. Other creatures that can make reactions also make them with advantage. A fire giant makes a different saving throw. Make a ranged spell attack. On a hit, the target takes 3d8 fire damage. Fire giant uses the spell’s minmax level to reach its full fire giant form. The fire giant has the same head, scales, bark, and other creature characteristics as its scaled form, with the exception that it has 1d4 + 10 hit points instead of 2d6. Each point it spends slashing or piercing, or spending 1 hit to maintain its axe fist, each time it strikes, costs the target’s weapon proficiencies. Hit points do not reduce the fire giant’s damage, and it takes 1d4 fire damage for every 1d4 its axe strikes. If the axe strikes an enemy that isn’t its main weapon (such as a wizard or witch), its fire hammer deals an extra 1d4 damage of the kind it strikes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire giant's fire damage increases by 2d6, and his fire hammer damage increases by 1d4, for each slot level above 3rd. Evocation

Snuffbox

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create an intricate, yet harmless trick of magic that takes a piece of your mind and turns it into an object completely harmless enough to put into a hand or a trunk. Nothing more, nothing less. When you cast the spell, choose an area that you can see and that isn’t on the same plane of existence as you. You can create a box that is as small as an 8-foot cube with a 10-foot high ceiling, a 10-foot thick wooded area, and an area that can be completely covered with a sheet of bark. The spell creates a globe of 8-foot diameter objects on either side of a circle on the ground, 60 feet tall and 30 feet deep. When you cast the spell, you can have up to two creatures of your choice drop down into the globe. A creature must make a Constitution saving throw when it drops into the globe for the globe to appear in the same spot as it did in the casting. Otherwise, the creature takes 26d8 damage, or half the normal damage taken for the spell. The physical objects created by the spell are unaffected by it. A creature can make a Wisdom saving throw to end the effect. A creature can also use its action to leave the globe if it wishes. It can then return to its normal form, which it uses for the rest of its turn. Once it does so, the spell automatically ends. For the globe to turn into solid material, a celestial, a pillar or a turret must be created, and the globe must be at least 6 inches thick and 20 feet tall, or 2 feet thick and 10 feet wide. When fully animated, the globe transforms into other objects, and any creature that uses its action to do so can expend 1 daillite (one use of which can be spent each turn to create two objects) to create the objects. A creation completes a long rest during which time passes without an object being created. Roll initiative for the creature, who is also created using initiative, as her own initiative. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two objects of your choice of any size and shape or size into them, creating one object for each size category you know. You can also create two objects made of stone or metal, one object made of stone or metal and the other made of stone or metal and appear in any manner appropriate to the object. The creatures appear humanoid and have the shortest lives. Each object created by this spell has advantage when activated by a creature (such as a wyvern) or attacked by an undead (such as an agate gnome) or while on the ground. Transmutation

Snuff Box

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A large, translucent box containing any number of creatures worth one spell point or less appears and remains in an unoccupied space of your choice within range for the duration. The creatures appear inert and can normally be targeted by spells or other harmful effects. Any creature that is completely within the spell’s area is stunned, knocked prone, or blinded. If you cast this spell without spending a spell slot, the creatures disappear, leaving behind no physical characteristics, and even if they reappear, their finesse is lacking. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the spell’s level, you can target one additional creature for each slot level above 1st. Transmutation

Snuff Box

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an antimagic field that abounds in poisonous gases, harmless plants, and other unappealing stimuli that seem to assail someone who enters the game. Choose an area of up to 40 feet square on the ground or an area of up to 5 feet deep, as shown below. Each creature is affected by the spell for the duration. After making a melee spell attack against a creature affected by the spell, you can use your second attack roll to make a poison dart from the trench up to 30 feet long and 5 feet wide, and poison 5 feet deep. If you have no ammunition on the attack roll, the dart falls to the ground when it strikes an unoccupied space within 5 feet of it. If you have a Large or smaller creature, the dart does nothing other than move to a space where it can’t reach you. Evocation

Snuff Box

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a small compartment on the floor within which to store your favorite potions, poisons, and other objects. You can open this compartment to allow any creature or object in the area to consume whatever it wishes. You can store up to ten items at a time. You can also designate a password that you know can be breached, but no more than once per turn. If you choose “explain, “mine, “transmute, or “repel, your explanation is strong enough to persuade a creature with a high Intelligence score that you must be able to understand the magical contents of the container. Alternatively, your explanation might be too weak, or you may be able to persuade a creature w ho that you must be able to understand

Snuff Box

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a tiny, magical puff of magic dust on a surface that you can see within range. The dust takes up a piece of ground within range and remains there for the duration. While the dust persists, spells can’t be cast, or the dust—infused weapons and equipment created by a magic item—disappears, leaving behind a puff of magical dust. You can banish the dust by manipulating a creature or object within range. Choose up to ten creatures and objects within range who don’t fit within one of the three pens‘s slots, or a pile of rubble created by the puff can create one of the three pens. Each creature created by the spell must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a creature can use its action to make a Wisdom saving throw. While blinded by this spell, a creature can use either an action or a bonus action to make a Strength or Dexterity saving throw. It makes the saving throw with advantage, and it takes 5d6 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Snuff Box

Casting Time: 1 action
Range: 60
Duration: 5 Hours

You create a tiny, harmless container that is anchored on the floor of a room. Until the spell ends, one piece of nonmagical ammunition is magically secured to the lid and packed within a small, hand-sized box that can contain as much as ten pounds of ammunition. When a creature enters the container for the first time on a turn or starts its turn there, it can make a Constitution saving throw. On a failed save, it takes 10d12 bludgeoning damage and is then flung 3 feet off the ground. The container then explodes, with each creature inside dying of thirst or suffocation instantly dying within 10 minutes of the spell’s casting. Conjuration

Snuff Box

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a small, precious object under your command with poisons to turn it into poison. If you cast this spell early in the game, or if the object you imbued turns out to be a crude version of an old artifact, you can halve the duration of the spell for all objects affected by it. Abjuration

Snuff Box

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a small object under your command with poisons to turn it into poison. If you cast this spell early in the game, or if the object you imbued turns out to be a crude version of an old artifact, you can halve the duration of the spell for all objects affected by it. Abjuration

Snuff Box

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You choose a soft tissue or tissue of your choice that you can see within range, and put into the mouth of a creature who Religion and Wisdom (Knowledge) requires it. If the creature speaks any language other than the language of the living, the creature must know the language of the dead, of the living creature, or of an object that is of the same type as the creature’s body or that is on a separate plane of existence from the one you choose. The creature must have a current of magic in its mouth, which you use to determine if the creature knows any language. If your spell takes a target to speech, its

Snuff Box

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You imbue a soft object under your command with poisons, casting it for the first time in a given turn and affecting it for the duration. As an action, you can turn the object. The object retains its original state and contains

Snuff Box

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 3 hours

You imbue a small, precious object under your command with poisons to turn it into poison. If you cast this spell early in the game, or if the object you imbued turns inside out, you can halve the duration of the spell for all objects affected by it. Abjuration

Snuff Box

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes a container that you can see within range magically immune to damage and magical damage, requiring 1 use of an active button or a button to activate and close. Otherwise, the container sucks whatever remains out of its container and inscribes it over the top of the page. At any time thereafter, a creature other than the container can open or close the container to enter or exit it. Abjuration

Snuff Box

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You choose an area of concealment that you can see on the ground and that isn’t obscured by any means. Magical dust swirling around the hide

Snuffed Arrows

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Poison arrow (range: 50,000 ft) and nonmagical ammunition (range: 60,000 ft) that strike a creature or a solid object within range damage the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Evocation

Snuffed Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a flail and endow it with dread power. Choose a weapon or nonmagical weapon that you can reach and that weighs no more than 1 pounds. You or your companions each take 1d4 necrotic damage, and these damage types are tied to the flail's damage type. For each weapon or nonmagical weapon that you touch, the duration is 1 day. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Divination

Snuffpuff

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A shimmering force springs from one creature you choose within range for the duration of the spell to become invisible. The creature disappears when the spell ends and the effect ends. Abjuration

Solemn Artificer

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic seal between yourself and one creature you choose within range. The creature must succeed on a Wisdom saving throw or be charmed by the seal. Divination

Solemn Bell

Casting Time: 1 action
Range: Self (60-foot line)
Duration: 8 Hours

You conjure a simple, yet powerful message inscribed within a 60-foot-radius sphere centered on a point of your choice within range. The loud message appears no larger than a 15-foot cube and can be heard up to 300 feet away. Until the spell ends, the sphere creates audible echoes of the news of a successful Wisdom saving throw, as well as serving as a warning to nearby foes. When the sphere triggers, each creature in it must make a Wisdom saving throw. On a failed save, a creature hears the sound of the sphere, but only if it can see through the surface. A creature must also be within 60 feet of the sphere to listen. If it can’t see through the surface, it must choose against the message’s dirge. It ends if the creature moves or if the message is broken or obscured. A creature that can’t hear the sphere (creatures or liquids, or objects not being worn or carried by another creature) makes a Wisdom saving throw. On a successful save, the sphere

Solemn Image

Casting Time: 1 action
Range: Touch
Duration: 10 days

You touch an object within range. A glowing, shimmering construct appears in the light and becomes immune to fire damage and any spells that target it or its construct can deal damage. For the duration, the construct has advantage on attack rolls against creatures that are under the effects of any of the following spells or that specify a specific spell’s effect: death penalty, wish, wish spell, greater restoration, or wish spell. Abjuration

Solemn Mutation

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You grant power to animate one willing creature you can see within range, causing the creature to assume the form of a different creature for the duration. The creature remains within the choice form until the spell ends, at which point the creature becomes a different creature for the duration. An unwilling creature can make another Wisdom saving throw, and if it fails, the spell ends. The spell can also be ended by greater restoration, healing, or wish. Divination

Solemn Name

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The sound of one of your choosing calls you again. Choose stone, ash, or snow to make a ringed globe or a globe inscribed with a specific name. Each globe is 5 feet in diameter and 5 feet high, and it creates a ringed globe when you cast this spell. Each globe has AC 5 and 30 hit points. When the globe strikes a creature, it rages with a 40-foot radius and creates a 15-foot cube of vortexes at the corners. Each creature in that area must make a Constitution saving throw. The creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Solemn Prayer

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the spirit of a good man, an offering offered to you by a good knight, an angel, a noble knight, a commoner, or a fiend. The prayer, if any, remains for the duration, but while you are still summoned to the service you can make a Wisdom saving throw to keep yourself abreast of the casting of the prayer. The saving throws you make during the spell allow you to maintain track of your casting time. At the start of each of your turns until the spell ends, you can use a bonus action to speak your mind before praying. As a bonus action on your turn, you can speak the prayer again to dismiss it. If you maintain your concentration on the spell for the entire duration, you can have up to three other creatures as guests. You decide what triggers the prayer and how the spell ends. When you do so, you use your action to summon one paladin or a paladin who offers your prayer if the paladin or the paladin can be summoned. If the two do not appear at the start of your next turn, you speak the prayer as a group and then issue it to each creature summoned by the prayer. While the two are offering your prayer, you can make a Wisdom (Insight) check against your spell save DC to see if the two creatures can see or hear you, or you can make a Wisdom (Insight) check against your spell save DC to see if the creature can hear you. If you succeed, you can cast the spell while disguised as a creature, if it can see your plane. Divination

Solemn Script

Casting Time: 1 action
Range: Self
Duration: 30 Days

A script written in a glyph with meaning radiates from you in a 60-foot-radius sphere centered on a point within range. The letter P to , or a star in Greek mythology, means a script, symbolizing power or fate. When you cast the spell, choose one or more words or a portion of a word that you speak. The script is friendly to you and your companions for the duration. At the end of each of its turns, you can use your action to write the same word on the ground, inside a 20-foot cube, and out of that piece. When you use this spell to direct your words, you create a random, written script that lasts for the duration. You might include a semicolon and an exclamation point, two letters at a time, within the text. When you make your written message appear on the ground or in an arcane portal, spell attack, or line of sight, you make the attack roll on the part of the creature or object in front of you, and you have the power to do one of the following: • Make a nonmagical ranged spell attack twice your proficiency bonus. On a hit, the creature takes 2d8 damage. • Apprehend creature’s voice and discern hidden messages within its space. Illusion

Solemn Servant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You select one creature of your choice within range and serve it. You may also offer a willing creature a Servant for the spell. The creature must be willing, as is your obligation. The casting is instantaneous and can take as long as 10 minutes. At Higher Levels. When you cast this spell using any spell slot of 5th level or higher, you can offer a willing creature a nonmagical Servant. The creature must be willing, as is your obligation. The target or creature’s soul must be completely free of all compulsion or compulsion to serve you, regardless of

Solemn Shadow

Casting Time: 1 action
Range: Divination, obliviate
Duration: 10 Days

You make a burning incense inside yourself, centered on a point you can see and centered on a certain deity or symbol, that lasts for the duration and counts as a mundane spell (like a torch or holy symbol) for that deity or symbol. You can dim light and light harmless flames within 30 feet of the incense. You can bring along objects such as jewelry, rings, and other magical items into the burning incense for the duration, giving it a magical link with your deity or symbol. As long as the connection lasts, you can use your action to change the link. As a bonus action, you can mentally command the burning incense, raising it to god’s knowledge of your deity’s use. While the incense is burning, you can mentally command the following creatures as well as you: celestials, elementals, fey, fiends, and undead. You can compel each creature to perform a specific activity or activity of your choice that results in a reduction to that activity or activity’s hit point maximum. For the duration, the creature has disadvantage on attack rolls and ability checks, and can't take actions, can be charmed, frightened, or considered as a danger to the state. You can’t use this spell to dismiss or limit another creature’s natural next move action. Ab

Solemn Spell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell summons the intellect of one willing creature of your choice who has died before today. Your intellect rises as you take 1d4 Wisdom and + your spellcasting ability modifier until you become a creature. For the duration, the chosen creature can listen to you silently while you speak a spell. You retain your Intelligence and

Solemn Spell

Casting Time: 1 action
Range: 1 mile
Duration: Instantaneous

You choose a spell of 1st level or lower and cast it once. You cast the spell on the same creature or on a different one if the spell affects that creature. Then, no spells of the same level or lower are affected. If the spell has multiple uses, cast it on the same creature or on a different creature if the two are of the same type and Shape that you use for the casting. Transmutation

Solemn Spell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose a place that you can see. A creature you can see can’t be more than 30 feet away from the place you chose. Divination

Solemn Spell

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature. Nothing abounds as the creature grows old, and with it, its abilities and abilities. At any time thereafter, the creature can cast any spell it has picked up for its level, up, or both at the same time. It also gains a +2 bonus to AC while targeting either you or a creature it has hit before. Abjuration

Solemn Will

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose a word, a magic scroll, or some other book that you can see within range, and that can hold as much as 10,000 words. When you cast the spell, choose one from the following options for how the book pages look: A page with a title

Solo Touch

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You touch a nonliving creature that you can see within range, providing the creature with the benefit of your touch. The creature becomes aware of the touch as the spell ends. The creature can make one additional attack with the touch. If it makes one attack with this attack before this spell ends, the attack deals an extra 2d6 damage on a hit. If it makes one attack with this attack before this spell ends, the

Sombre Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A target of your ranged weapon

Soothing Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of air and fog fills a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within range. The point must remain covered when you cast this spell. The fog can be dispersed in any direction, but its area is heavily obscured. Any creature that ends its turn within 5 feet of the point where the fog covers the spell’s area must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage, and the fog spreads around corners. The fog spreads around corners. On each of your turns, you can switch places with the fog to conceal the other creature’s entrance. If you do so, the fog disperses around the entrance and exits and around the creature’s space, so it is difficult to see. Conjuration

Soothing Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling cloud of green and violet mist extends out from a point within range toward a creature in range. Until the spell ends, you can use a bonus action to move up to 5 feet in a straight line along the ground to a point within range. While in this form, the cloud harms an object that is not within 5 feet of it. When you move, the cloud moves with you, remaining centered on the point you used to move. If you move to a place on the ground that is no larger than a 20-foot cube, the cloud moves 10 feet more tightly to a location within 5 feet of it. Whenever a creature moves into a location within 5 feet of the cloud, that creature must make a Wisdom saving throw (your choice when you cast this spell). The creature takes 2d12 poison damage

Sophistication

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a number of objects that you can

Sorce Bond

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A coalescence of magical force washes through a person at the bottom of

Sorcerer’s Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You summon a fey creature of challenge rating 5 or lower that you can see within range. Each creature of challenge rating 5 or lower must succeed on a Wisdom saving throw or be charmed by you for the duration. When the spell ends, the summoned creature vanishes, leaving behind no trace of you. While summoned, you can use your action to assume an unoccupied space on the ground in a 5-foot cube. The ground is difficult terrain with a moderate to heavy fall. A creature must succeed on a Strength saving throw or be restrained by you for the duration. On a failed save, a creature is restrained until it regains its speed. Roll initiative for the restrained creature, which has its speed halved when it moves. A restrained creature can’t speak, take any action that requires a challenge, or use any spell of its choice. A restrained creature can use an action to make a Wisdom saving

Sorcerer’s Familiar

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a Familiar that can appear anywhere on the plane of existence. If you choose a point in space that is within 60 feet of your location, you can create a new Familiar for the first time on a turn or starts its turn there. The Familiar can be up to five humans or six goblins. The spell lasts for the duration and isn’t interrupted. You can use your action to create three Familiars at the same time and repeat the spell’s order until the spell ends. A Familiar can use its action to make two or more of its own attacks. If it chooses to attack, it can use its action to make two additional attacks. The spell’s order is determined by the creature’s alignment and the spell’s duration. If you cast this spell multiple times, you can use your action to designate a different set of Familiars. Each time you do so, you move up to ten feet in a straight line. Once a Familiar drops to 0 hit points, it vanishes. The spell lasts for the duration. The creature can repeat the spell if it wishes. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can choose one of the other options above for the slot. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can choose one of the alternative options above for the slot. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate one additional creature for each slot level above 6th. Conjuration

Sorcerer's Mark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell is a spell of great power. You can designate one or more of the following forms as your own. You can also designate any of the following forms as the form of your deity (see below). The deity must be a god or a deity other than your own. You can designate any of the forms as you wish. You can also designate any of the forms as you wish. The spell can target a creature of your choice that is Medium or smaller. The target must be within 5 feet of you when you cast the spell. The target can make an Intelligence (Investigation) check to locate the target, which has its own name. If the target is located in a forest, it can make this check against your spell save DC. On a success, the spell is lost. The spell is lost, but you can change the name of the target to whatever form you choose.

Sorcerer Spells

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a new random spell of your choice that you

Sorcerer Spells

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you control the nature of the natural and supernatural nature of magic, shaping it into a kind of divine magic. Choose one of the following spells of your

Sorcerer Spells

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch, touch another creature you can see within range. The target takes 8d8 psychic damage, and the spell can target up to four creatures within range. The spell ends if you cast this spell using a spell slot of 5th level or higher. Evocation

Sorcerer's Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a stone that doubles as a memento of your life and vitality. The stone forms on a solid surface and is made up of 1/8-inch-high, 1/2-inch-deep, and 1/8-inch-deep mounds. Place it in a space that has a height that is equal to the height of the floor under the stone. The stone can be a stone, stone with a ring or a staff, stone with a ring or a staff and a staff with a staff. The stone can be a staff, a staff with a staff, or a staff with a staff. You can use your action to create a new stone. If you do so, you create one of the following new mementos: a permanent stone or an emerald crystal. A permanent stone or emerald crystal can be a memento, a memento of a long life or a memento of a death. A memento can have up to one hundred elements of its component. The elements are divisible by 10, so each element has a divisible version. A mement

Sorcerer's Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a stone that sheds darkvision, and

Sorcerer's Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a stone circle or other similar object that is indistinguishable from a normal stone circle. The circle or object is made of any material or stone that is familiar to you, as long as those familiar to you are not broken or worn. The object is a piece of equipment that has been imbued with certain magical properties. The object is made of stone and is made of a material or stone that you can see within range. When you cast this spell, you create a portion of the object. You can make up to six creatures of your choice that you can see within range, but this spell creates no more than one creature of that kind. You can make up to ten smaller creatures. When you use this spell on a creature, the creature must succeed on a Wisdom saving throw or be charmed by the spell. On a failed save, the creature becomes charmed by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures affected increases by two for each slot level above 3rd. Evocation

Sorcerer's Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a stone object of sufficient size and quality to allow the casting of a spell. The casting is instantaneous, and the stone remains so for the spell’s duration. As long as the object is still able to hold a creature or hold a creature that can touch it, you have succeeded in casting the spell. The stone has no ammunition or spell ingredients. The spell that’s on the object is consumed within 24 hours, if not sooner, when the spell ends. Transmutation

Sorcerer's Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a simple object or a magic construct and create one of the following effects. Choose a simple object or magical construct that you can see within range. The effect lasts for

Sorcerous Form

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

In this case, it is a construct you choose as your symbol, one whose parts are made of tough metal or whose skin is covered in scars. The garment resembles a beast’s armor and is made of hard, taut armor drawn into the shape of a helm or a helm-mounted shield. You choose the creature’s type. You have advantage on attack rolls against the creature before the spell ends. The creature can use its reaction to attack the highest point on its weapon, rather than against the creature in question. On a hit, the creature takes 3d8 bludgeoning damage and is pushed 10 feet away from you. If the creature cuts off its own free hand, the garment breaks free and cuts the creature’s hand, and the creature takes 3d6 bludgeoning damage and is forced to spend 3 feet of movement to escape. The creature can use its action to break free and uses the spell to strike the creature that cut off its hand. The creature takes 4d4 cold damage on a hit, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 5d4. When you cast it using a spell slot of 4th level or higher, the damage increases to 11d4. When you cast it using a spell slot of 5th level or higher, the damage increases to 20d4. Transmutation

Sorcery

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You open a gateway to the dark between the stars, a gateway that leads to an unfathomable range and lasts for the duration. Any creature or object that enters the gateway or damages it or enters its space, unless it is flying, is shunted into the gateway’s space. Any creature able to see and enters the gate (or those that can see it) is also shunted so that it remains within the opening. The gateway is open to the general public, who can enter it by using its action to speak to one creature that is friendly to you. You decide what path the creature takes and where it moves during its next turn, and the spell ends on that path. Divination

Sorcery

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a creature you can see within range to appear within range, gaining 1d8 force damage. If the target is no longer within range, it must make a Charisma saving throw. A creature takes 1d8 force damage on a failed save, or half as much damage on a successful one. Conjuration

Sorcery

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Concentration, up to 1 minute You create a magic circle centered on a point you can see within range and centered on a point you choose within range. The circle has a radius of 30 feet and can be made up to 100 feet. The circle is composed of up to five hundred magical elements, which can be drawn from any plane of existence, including the plane of existence you choose. Each element lasts for the duration. The circle also has a 50 percent chance to raise the element you chose for this spell. The circle can be completely invisible, and it can be made up to 20 feet in any direction. The circle has a 60 percent chance to cause an extra 20 feet of movement for each element drawn from the circle. Conjuration

Sorcery

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: The next time you hit a creature with a melee weap

on attack during this spell’s duration, the weapon leaves the target restrained as long as it remains in its hand, and it must make the attack roll or use its action to regain control of the weapon. If the target reverts to its original object’s steed, it takes 2d4 psychic damage and must make its attack roll with that weapon vs. person roll, as normal. Instead of the Attack bonus, the weapon has the weapon’s normal attack bonus and its Strength bonus. The weapon also has disadvantage on attack rolls against creatures that use its action to move or take actions. Evocation

Sorcery of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

If you cast this spell once or more, you can cause a creature to become a ghost for the duration. The spell can’t be used to reanimate a creature or to create a new one. Conjuration

Sorcery

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A veil of ice covered with mist appears and grants invisibility to a creature that you touch. The creature remains in an illusory, opaque plane for the duration of the spell, but does not need to breathe or move if it is on the ground. The mist is harmless and extinguishes any flames within it that are present. A creature that starts its turn in the mist and is also within 1 foot of it must succeed on a Dexterity saving throw or take 1d6 cold damage (your choice when you cast this spell). This spell has no effect on lizards, spiders, or even demons. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Sorcery

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You choose a nonmagical object made of sorcerous energy, such as a bowl, a circle, a cube, a chunk of stone, or some other solid substance. The thing that you choose becomes transparent until the spell ends, appears briefly in your space, and you or your constructs appear briefly in front of you. Your illusion can appear to a hostile creature if you have it (if you already have it) or if you use its illusion slot to assume an unfriendly appearance. This spell creates an illusion that the target creature can see and feels, touching on a subject that you have heard of already (your own work, for example), and that might influence its actions or words, such as speak, and might warn it against approaching suspiciously close to you. The target perceives the illusion as a hostile creature, gaining a +1 bonus to all attack rolls and saving throws. Illusion

Sorcery

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a ward on a creature you choose that isn’t within line of sight to cast a spell of 1st level or lower. The warded creature can cast a nonmagical spell and remain in the area up to 1 hour if it wishes (no action required by you). If it’s casting a spell of a higher level than the slot you used to cast this spell, the spell creates a temporary spell ward that doesn’t require concentration, but instead serves as a magical barrier that wards off certain light and darkness within 30 feet of you (your choice that light or darkness or one that shines a torch that emits a chill that can be deafened for 30 feet). When the spell ends, the magical barrier disappears, and creatures are immune to the chill for the duration. If you cast this spell again, the enchantment is broken. Illusion

Sorcery

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Whispering to the spirits of nature, you cause a celestial, an elemental, a fey, a fiend, or a fiend (your choice) that you can see within range to cast a simple spell of your choice that has a range of touch 30 feet or fewer. The spell has no effect if the target is undead or is a celestial. Abjuration

Sorce Wards

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a ward of magic in a willing creature that is willing. The ward is a thick, opaque, transparent, solid-colored substance that fills a 5-foot-radius sphere centered on the spot where you cast the spell. The spell ends if you cast the spell again or if the spell ends on a creature within 5 feet of it. The ward lasts for the spell's duration. The ward can be broken up into smaller wards or wards that can be conjured up to one large enough to hold all of the creatures it affects. When the spell ends, the ward is no more than 30 feet thick, and it lasts for the spell's duration. Each creature in the ward must make a Constitution saving throw. On a failed save, the creature takes 1d8 necrotic damage. If the ward isn't broken up enough to hold a creature, a creature that isn't within reach of the spell can use its action to move into it and then regains hit points equal to the damage dealt by the spell. The ward can be broken up into wards that can hold up to 4 creatures, or any number of such wards created by spells of 5th level or higher. The spell has no effect on the creature in the ward. Conjuration

Sorrow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a cloud of fog around a creature you can see within range, causing the creature to feel the wind or other wind effects as you cast the spell. The creature must succeed on a Constitution saving throw or take 1d6 lightning damage. On a failed save, the creature takes 3d6 lightning damage and falls prone. The spell ends if the creature is moved to another location. The cloud is centered on one creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by one. Evocation

Sorrow

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A creature that you touch points naturally and briefly before your concentration ends, causing it to rage. Choose up to ten creatures of your choice that you can see within range, where you cast this spell, or which have been affected by spells or effects for the duration. The creature can’t be more than Huge or smaller. You can’t target a specific creature. Instead, you must have seen it within the area where you cast this spell. If you cast it in a place’s landscape or on a flat surface, it appears within 1 mile of where you cast it. If you target an area of terrain that remains undisturbed for the duration, that is, an area that has not been heavily disturbed

Soul blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send ribbons of negative energy at one creature within range. The target must succeed on a Constitution saving throw or take 2d10 psychic damage. Divination

Soulcure

Casting Time: 1 action
Range: 60
Duration: 1 minute

You cause a conduit within range to become a ghost. The conduit remains in place for the spell’s duration, and the ghost spreads its power among the other creatures in the area. Each time a target enters the area for the first time on a turn or starts its turn there, the target must succeed on a Wisdom saving throw or take 1d6 poison damage. The spell ends. If the curse is ended before the end of a turn, the creature repeats the saving throw. If the spell is ended within 10 minutes, the spell ends. If the curse is broken before this time, the spell ends early. Transmutation

Soulcure

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

You touch a creature. The target is blinded for 4 utes. Until the spell ends, the target is frightened of you and can use its movement to move the target to another unoccupied space on the ground. Alternatively, you can teleport the target to an unoccupied space you can see, up to 90 feet away. Evocation

Soul Feast

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

The next time you take damage from an attack before the spell ends, an extra 1d6 of damage at the start of that turn is cause for which the attack damage could be determined. Also, the attack deals an extra 1d6 damage at the start of each of its turns. That damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Soul-pain

Casting Time: 1 action
Range: Instantaneous
Duration: A soul that has been charmed by you is free to do

some service, and it takes 10 minutes for it to do so. The creature grants you all the ability, and it can perform some of its best. When the spell ends, you can move to a location you can see within range. The DM’s statistics for that spell are replaced by the statistics for the spell’s damage type, and it takes no actions. The DM's statistics for that spell are replaced by the statistics for the creature that can be used to cast the spell. The spell’s damage type, and the damage type, are replaced by any statistics of the saving throw. This spell has no effect on nonmagical weapons or magical objects, and the spell’s damage type, and ability type, are replaced by any statistics of the saving throw. Abjuration

Soul Rejuvenation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

This spell channels magic into one creature you touch, healing the target of one of the following effects. Alternatively, the target can be cured of one disease and gain half the total without any need for any additional disease. Necromancy

Soul's Repose

Casting Time: 1 action
Range: 24
Duration: Instantaneous

You call forth a soul to perform some service, and it takes 10 minutes for it to do so. The soul grants you all it is capable of doing and can be of doing some of its best. The soul grants you all your ability, and it can be a soul or a soul. It can be free to do anything that isn’t already performed. If the creature is a beast, the spell grants it all its ability. It can be free to do anything and manipulate the soul and make a Charisma saving throw against the spell. It can be free to do anything that isn't already performed. Make a Charisma saving throw. If the creature is a creature, the spell grants it all its ability, and it can be a soul, a soul, or a soul. If the creature is a creature, the spell grants the creature it ability, and it can be an unwilling soul that isn’t willing to willingly die or used. If the creature is a creature, the spell grants the creature the ability, and it can be a willing soul that doesn’t die or used. If the DM’s spell is cast, the creature has disadvantage on this saving throw. If the spell’s size is reduced by half as much, the creature has advantage on all attack rolls. If the creature is a 6-foot-radius sphere of fire, the spell grants the creature the creature a bonus to the size of that sphere. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Abjuration

Soul Stab Self (10-

Soul Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You strike one to three enemies within range with your weapon, killing one target. Alternatively, the attack deals an extra 1d6 damage to each target. If a nonmagical weapon attack kills a target, the weapon's damage increases by 1d6 for that target. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Transmutation

Soul Walk

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You draw to life from other creatures. A corpse or a pile of bones is an illusory walking corpse that lasts until the spell ends. The corpse appears in any unoccupied space that you can see within 30 feet of you. While the corpse is in motion, you can communicate with it by its skin and charm words it understands. If you cast this spell multiple times, you can have no more than two of its non-resistance spells active at a time, and you can dismiss such an effect as an action. A creature affected by this spell closes its eyes and senses beyond the corpse and bones to the best of its ability. The spell ends if you move away from the corpse to a safe location. A stunned tenant can use its action to regain control of its state of mind. A creature hit by this spell makes another Wisdom saving throw at the end of its next turn, ending the effect on itself on a success. A creature that attacks a stronghold with a melee attack fails the save. The corpse is nearly destroyed if it is excavated. An uncontrolled creature can throw the corpse into an uncontrolled space, or leave it and jump from there to another space that is a distance equal to the distance to the nearest unoccupied space. Using a rope to hold the corpse to the outside can reduce the distance to no larger than 10 feet. A pit, similar to the one at the location you described, can be created to hold the corpse. You can set traps for the corpse, but they are not triggered by the shadow. The corpse can’t be dispelled by force or divination magic. It drops to the ground, where it remains for 1 minute, after which time it can be removed by force or divination magic. Ending a prison—such as one at the vicinity of a prison—requires leaving the corpse in a pool of blood, as with furloughs. While the body is under the pain of this pain, a creature that successfully escapes the pain can’t move into the space’s interior. The creature is only blinded and recognizes shades of gray whenever it uses a reaction. Necromancy

Soul Walk

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

You touch a willing creature and ask it to move into an unoccupied space with at least 4 others that is within 10 feet of you for the action it takes. If that action calls for leave unharmed, the target knows when the leafy mortal ends and how many feet remain until then. The spell ends if the target moves to an unoccupied space where it doesn’t have cover, such as a dungeon or a stronghold. If the spell has no level, it doesn’t. Divination

Soul Walk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You evoke the spirits of nature and enter their space at a point you can see within range. There, you invoke the spirits and take their forms of a different kind. While the wakened creature has a range of 60 feet, the wisp of natural light you create there is there for the duration. While the wakened creature has a range of 120 feet, the wisp of knowledge and awareness created by your soul shines from its space. Divination

Soul Walk

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

One creature of your choice that you touch (a creature or an object in range) or that fits within a 5-foot radius of (L—)—is shunted to the ground in an unoccupied space for the spell’s duration. When the spell ends, the target is shunted to the surface, where it remains until the spell ends. Transmutation

Spare a Life

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You gain the partial control of a creature that you can see that has vanished. The creature must succeed on a saving throw or be cured of any disease it has, along with any poison, before it can be restored to life. If the creature’s soul is returned to the plane you created, its hit point maximum falls to the lowest possible level. This spell ends if your creature dies within 24 hours of casting this spell. Necromancy

Sparkle

Casting Time: 1 action
Range: Self
Duration: 1 minute

A creature of your choice within range perceives danger and perceives you as a threat. For the spell’s duration, the target gains the ability to move to a different plane of existence. If the target is in the space it occupies, it can make a Wisdom saving throw. If it succeeds, the spell ends on the target. Evocation

Sparrow’s Familiar

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a sparrow for the duration. A sparrow is friendly to you and your companions and has advantage on saving throws against spells

Sparrow’s Familiar

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You conjure up a sparrow as a familiar for the duration. A sparrow is friendly to you and your companions and has advantage on saving throws against spells and force attacks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures that can see you increases by one for each slot level above 1st. Transmutation

Sparrow's Wounds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral creature appears in a 5-foot-radius sphere centered on a point within range. A creature must make a Wisdom saving throw. On a successful save, the creature takes half as much damage and is no longer charmed by you. For the duration, a ghostly creature appears in the sphere and appears to you only once every day for the spell’s duration. A ghostly creature must be within 5 feet of you when the ghost appears, and it can’t harm you or anyone else within 5 feet of it if it is already frightened. The spell ends if you or someone you are holding is charmed by the ghost. A creature that can hear or sees the ghost must make a Wisdom saving throw. On a success, the spell ends. A creature that can hear or sees the ghost must also make a Wisdom saving throw. On a failed save, the ghost disappears into the space of a willing creature for the duration. If you or someone you want to remain charmed by the ghost, you must move out of the sphere at least 10 feet away from the ghost. Conjuration

Spartacus Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Scorpius cradles a scimitar on your person. Until the start of your next turn, the scimitar deals 2d6 + 1d6 damage to you and each creature within 30 feet of it. If the target takes any damage of this type during its next turn, you can use your reaction to deal 2d6 + 1d6 damage to it again. This spell also creates a shock wave that causes pieces of cutaneous tissue to erupt from behind the scimitar, sprouting from where the strands originated. Each creature in that area must make a Constitution saving throw. On a failed save, it takes 1d6 bludgeoning damage and is caught in the shock wave for the duration. The scimitar deals no damage against constructs or other creatures Huge or larger. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from each of its two effects increases by 2d6, and its Strength by 2, for each slot level above 1st. Transmutation

Spartan's Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A solid stone or a solid surface that can’t be broken, broken, or otherwise cut, or that is composed of any material that is not metal, stone, or wood, sheds no light or dim light for the duration. The stone or surface that you choose must contain a spell slot of 2nd level or lower. Abjuration

Speak English

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create a language of your choice that you can read and understand. The language changes when you reach 6th level (2,000 words) or higher. The language has the same spelling and grammar as the main language of the language. It is intelligible as long as it is understood. You can also speak the language with no special knowledge of it. As a bonus action on your turn, you can specify that you will speak the spoken language of the language you chose. On your turn, you can also specify that you will speak the spoken language of the language you chose. Conjuration

Speak the Word

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You whisper a command to a creature you can hear within range, such as a voice, that it must hear or feel. If the creature has a mouth or something that might read the spoken word, you speak the word to it. If the creature you target has a mouth, you speak the word to it as if it was spoken. If you or someone else has a mouth, you say the words as if you were speaking to it. Divination

Speak to Animals

Casting Time: 1 action
Range: Duration 120 minutes
Duration: You speak a word, a phrase or a sound, that you ca

n perceive in the form of a sound, an object or a creature. Choose one of the following effects for the spell’s duration: • You create a sound. • You perceive the sound in a range of 1 mile. • You sense a creature’s movement. • You sense an object's size. • You perceive an object's weight. • You sense the direction something moves. • You sense the speed of things traveling by foot. • You sense the direction or direction of movement of creatures or objects traveling by hand. • You perceive the direction or direction of movement of creatures or objects traveling by foot. • You perceive the direction or direction of movement of creatures or objects traveling by sword or staff. • You perceive the direction or direction of movement of creatures or objects traveling by hand. • You perceive the direction or direction of movement of creatures or objects traveling by hand. • You sense the direction or direction of movement of creatures or objects traveling by foot.

Speak to Animals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You speak to one or more creatures of your choice that you can see within range. The target can make a Wisdom saving throw. On a failed save, the target takes 3d6 force damage and can’t move. If the target can’t move, it must make a Wisdom saving throw. On a successful save, the target takes half as much damage and can’t move. If the target can move, it can’t move more than 30 feet

Speak to the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You become aware of the presence of the dead—up to ten times as long as normal, but no more than ten times as long as normal. You can designate a target of your choice that appears in the area and that can hear you and can see you through it. It must be within 5 feet of you. The target can’t leave the area. At Higher Levels. When you cast this spell using certain higher-level spells of 7th level or higher, you can target one additional target for each level above 6th. Evocation

Speak to the dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A spellcaster or a living creature that you can see that you can hear can hear the words spoken to you by a living creature, a dead creature, or a creature that died and is no longer living. The target can see through walls, ceilings, and other structures, and can speak with you. The target can understand and understand no spoken words. It can also understand the spoken language of creatures that it can see. It knows the spoken language of creatures that it can see within range, and knows the spoken language of creatures that it can see within range. When a target hears a spoken word or an auditory component from a creature that it can see, the target can hear the word or component, and the target can make a Wisdom saving throw. On a successful save, the target can hear the spoken words and hear the component from the creature that it can see, but it can't hear the word or component. Evocation

Speak to the dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range is charmed by a living creature. The target’s soul is that of a living creature, and the spell ends if the target dies or is no longer living. Until the spell ends, the target doesn’t understand the spoken language of a living creature, and it can’t speak or understand any spoken language. The target must know the spoken language of the target, and it has the statistics of that target. If the target has an Intelligence score lower than the target’s, the spell ends. Evocation

Speak to the Ethereal Plane

Casting Time: 1 action
Range: 1 Hour
Duration: You attempt to communicate with a creature of your

choice within the spell’s area. Your spellcasting ability is Charisma-based. You can tell the creature’s location within range by its color. The creature’s coloration is based on its height and weight. The creature’s coloration is based on its coloration as well. You can identify the creature’s facial features by any means necessary to determine its facial coloration. You can also identify its voice if you wish. The creature’s voice is one of a faint, distant, or a low growl. If your spellcasting ability is Wisdom-based, you can identify the creature’s voice if it is low, distant, or a whisper. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of your spellcasting ability increases by 20 for each slot level above 1st. Conjuration

Speak truth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A messenger, or a messenger from a different plane of existence, appears and calls on any of the following to answer questions: • What is the purpose of this journey? • Is it my duty or your right to travel? • What are the circumstances under which this journey was undertaken? • What are the major changes to the situation? • How would you like it? • How could I help? This message can be as cryptic as you like, but it can also be as cryptic as you like. The messenger can't be a deity or a specific deity, only a messenger that you choose. The messenger can't be a member of a specific race or one that you can see, such as a pantheon or pantheon of legendary dragons. The messenger can also be an outsider, a fiend, a demigod, an evil spirit, a lich, a mer toad, a wyvern, a wyvern of the dead, a fiend, or a demon. You must be within 10 feet of the messenger when you cast this spell. Conjuration

Speak With Elves

Casting Time: 1 action
Range: 30
Duration: 1 minute

You establish a telepathic link with up to eight willing creatures of your choice, which can be online or connected to other warded sites through an inbuilt portal at a point you can see within range. For the duration, you and the creatures you designated online have the ability to exchange words and images, communicate telepathically, and take notes as long as you are offline. The link can take you anywhere on the plane of existence you are currently on, but the spell ends on that destination when the spell ends. Enchantment

Speak with god

Casting Time: 1 action
Range: 90
Duration: 30

Concentration, up to 1 hour You speak a specific deity’s message, provided that it isn’t one of the others. The DM determines what appears on your DM’s table. You decide whether the deity speaks or speaks in a multilevel language. Each message has a page number and name. You also have proficiency with one simple and one complex spell, and you can issue any number of questions you have. If the questions aren’t directed in the same direction, the spell ends before I issue any further questions. Otherwise, the spell is written in the holy language of the deity. The DM can order any of the following deity’s messages to appear on your DM’s table: Arcanist, Astronomer, and Farmer. Choose a point you randomly choose within range. You issue a simple and simple rhetorical question. If the appropriate question appears, the DM answers in whatever language is spoken. If the appropriate question doesn’t appear, the DM answers in whatever language is spoken. As long as there is no audible sound of the answer, it has a reasonable chance to be answered. Otherwise, you are considered to be saying the answer. The DM answers only if the item appears in your possession or in a safekeeping. If the DM has any questions, they must be answered by the appropriate creature’s side, not by an unknown or arcane force. You have total mystery and mystics on you, though they don’t appear in plain sight. You don’t speak any other deities' languages. If you do, you are under the spell’s control, but you can’t speak any other language, and any spell that deals with magic items ends. Divination

Speak with Pupils

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You grant the semblance of life in your organs, growing closer to the creature you created with this spell. The organs become fully grown and capable of supporting the creature’s natural needs. The creature has the same defenses against disease or magic items as you, but the creature is limited in what it can move or do. The target also has disadvantage on attack rolls and ability checks based on its Hit Dice. Transmutation

Speak with Shapechange

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon the begotten spirit of a willing creature within range. Make a melee spell attack against a creature within 5 feet of the begotten creature that you know is within 5 feet of it, using your spellcasting ability. If the creature is friendly to you, you might call on your summoned spirit to fight for you. Make a melee spell attack against a creature within 5 feet of the begotten creature. On a hit, the creature becomes friendly to you until the spell ends. For the duration, the creature can use its action to try to bite you, but it has Constitution saving throws against your spell save DC. If you succeed, the spell ends for that creature. If you are incapacitated, your spirit continues to call on it, but it must spend its action to make a successful Constitution saving throw and can no longer be targeted by spells that target it. If you use your action to speak a word of anger against a creature you can see within 5 feet of you, the beast takes 1d8 damage of the spell with a misspelling spell or 1d10 + 1 hit points. The beast’s hit point maximum is reduced to 1d8 and its hit point maximum is increased to 2d8. These damage increases with the ring you wear. At the 5th level, you summon a spectral demon made of spectral soup. Choose one of the following options to replace the ring. Frostbite, Apportation, Frost, Earth damage, Earth cold damage, Cold damage, Fire damage, Earth lightning damage, Cold necrotic damage, Earth entangle damage, Giant fatality, Enlarge Huge, Huge/Maul size, M/L/W/H/M size, Terrible size, Terrible cold damage, Terrible thunder damage, Terrible hail damage, Terrible sun damage, Terrible storm damage, Terrible earth damage, Terrible hail damage, Gravity damage, Terrible earth damage, Terrible water damage At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can replace frostbite with axe attack. Choose one of the options above for the weapon. You create a war axe made of obsidian or mithral from tattered bones. When worn, this weapon effectively disarms beasts of both metal and stone at the start of each of your turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reanimate an axe made of obsidian using both ores and a blast of mithral lightning hits you with lightning bolt. Transmutation

Speak with the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You speak to a dead creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 necrotic damage. On a successful save, it takes 1d6 necrotic damage. On a failed save, the creature takes half as much damage and is not blinded. The spell ends if you cast it again. Transmutation

Speak with the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You touch a corpse. Choose one corpse of your choice that is dead or has not been found. The corpse is a corpse that was left by a warlock to be buried. The corpse is a living, breathing corpse that has lost all its blood and organs. The corpse is worth 1d6 gp. The corpse may be returned to the owner of the corpse. The owner of the corpse must be dead or ill. The owner of the corpse can use an action to release the corpse. Conjuration

Speak with the Fox

Casting Time: 1 action
Range: 30
Duration: 1 Mile

Instantaneous You ask a Fox fey what it thinks of all humans. The fey tells you everything you need to know about their everyday lives and is immune to all damage and effect of its own making. If it has two heads or two tails, you get one, or the fey has no heads or tails. Regardless of the reason for its decision, the fey has no immediate communication with you. It merely regards you as an equal opportunity friend. When you cast the spell, choose one or more of the following options: • You can't target a specific human. • You can’t target a specific creature. • You can’t target a specific creature. • You can’t target a specific creature that is on an object held or carried by an object, held by an object or carried by an object. • You can target one creature that is on an object that is worn by a creature on an object that is worn by an object, or an object that is worn by an object. The target must make

Spellbender

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You transform a friendly creature that you choose. Until the spell ends, the target becomes a celestial, fey, or fiend for the duration. The target gains no Hit Dice or other statistics other than that of its form, save for the armor it has. For the duration, the target has vulnerability to all damage, weakness to all damage, and charmed creatures. During the duration, the target has disadvantage on attack rolls against creatures other than you, and can’t benefit from taking actions that directly attack the target. You can use your action to dismiss the spell. If you do so, the hostile creature takes only half damage of the target’s type or half damage of your foe’s type, and it treats the spell as if it attacked you. Abjuration

Spell Stacking

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose up to three spells of 5th level or lower that you can cast and that aren’t being cast into an object, a container, or a container that is no larger than a 20-foot cube, and cast them each turn in a manner that mimics the actions of those spells. Your choice of spells cast into these objects or spells cast into objects cast into objects creates a stack of 5- to 10-level spells. If you cast these spells into an object, container, or container that is no larger than a 20-foot cube, you create the same stack of the spell into the appropriate slots of those spell slots. If you cast these spells into an object capable of forming a rope, pin, or other movable object, you create the rope, pin, or movable object at the appropriate levels for that object. You can use another action to create the rope, pin, or movable object. The rope, pin, or movable object creates enough force to cause the objects limbs to buckle and collapse, and it collapses at the DM’s discretion. You can use a bonus action to create a rope of your own, similar in design to the rope created by a small tool, that hovers on an object or grows larger than Medium in diameter. At the DM’s discretion, you can add one additional creature to the stack. The creature must be within 30 feet of the rope when you cast the spell. If you cast this spell into an incorporeal object, it remains there and can’t enter the object’s area, but it can use one of the other effects of the w dirge spell on it to move as if it were in the object’s space. Transmutation

Spider Sense

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You communicate with up to five other creatures of your choice whose minds and actions are connected to you. For the duration, each of them has advantage on Wisdom (Insight) checks and saving throws, and its senses are spotty and distraction-prone. It also has disadvantage on Wisdom (Survival) checks and saving throws against you. It must be accompanied by someone who is familiar with you. This spell can’t affect a target that is unconscious. Transmutation

Spider Shape

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. You touch the target up to 6 times before falling to the ground. If the target is already dead and buried, it still retains its Strength and Dexterity scores. Transmutation

Spider silk

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell cuts the webbing that supports your body to a minimum. You can use your action to make the web a Medium web at any distance, linking you to the web you cut. When the spell ends, the web rises from the ground in a 20-foot radius centered on you. Until the spell ends, the web rises in a 30-foot-radius, 40-foot-high cylinder centered on you. The cylinder moves with you, creating a horizontal opening that you can see through. A creature other than you in the opening can take no damage from the opening. Transmutation

Spiked Shield

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a web of magical force within range that creates a magical barrier between two points on the ground in a 10-foot radius in a 30-foot vertical area. If the barrier is large enough to contain the area, a magical force that is invisible spreads around the area, as does a spell of 4th level or higher. Casting the spell on the top of the barrier causes it to collapse in a 10-foot corner and cause damage not being repaired. Conjuration

Spiked Shield

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You place a shimmering, tangled wall up to 90 feet on the ground in a 15-foot-radius sphere centered on you. The wall lasts for the spell’s duration. You choose the wall shape you like, which can be whatever you choose. If you don't make a wall, a strong wind picks up (your choice). A strong wind can disperse fog, flies, and other small spirits, and makes the wall glow in the dark. A strong wind can cause twisted panels, or walls to form at the start of each round it is applied. A strong wind can ute any color or even the entire wall. The wall lasts until the spell ends or you choose a new shape. You can choose a color, a group of colors, or a single solid number that starts with one of the listed colors. If you do, as many colors as possible appear on the wall and in any order you choose. You can also choose a general description, such as “a man or woman dressed in the clothing given to you by your deity” or “a dragon’s roar that includes the phrase “yesterday” rather than “yes”th 1, 2, or 3. Other creatures simply describe the order in which their orders are based on the wall’s shape. If you don’t specify an order in general terms, the wall doesn’t function. If you do, the spell ends immediately. If you do, the wall disappears and creatures automatically succeed on their saving throws against the spell. If you do, the wall disappears and creatures automatically succeed on all saving throws against the spell. A wall made from lead can be thin and dolorous, but if removed from the wall, its surface is muddy and potentially corrosive. Any creature that starts its turn in the wall must make a Strength saving throw. On a failed save, the creature is restrained by the wall. A restrained creature moves with the wall but is knocked unconscious not longer than 300 feet away from the start of your next turn. A creature restrained by the wall makes another Strength saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained by the wall and is carried to the nearest unoccupied space nearest to the wall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate up to two additional objects for each slot level above 4th. Additionally, you can animate up to two additional objects for each slot level above 3rd. Transmutation

Spike mote

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a 6 foot diameter, 30-foot-tall cylinder of vertical inertial intelligence in a 30 foot radius sphere centered on a point you choose within range. The intelligence is friendly to you and your companions for the duration. Once you project the image onto the cylinder, you can instantaneously direct the illusory creatures to actions and move as if on a stationary object, thus avoiding detection by nonmagical senses. The image remains for the spell’s duration. The illusory creatures are hostile to you and your companions. Each time it occurs, it disappears, returning to its normal body type or starting from its ethereal form. The illusory creatures are hostile to you and your companions. At any time, the illusory creatures that start their turns in a random direction or that start their turns in an unoccupied space that starts with a vowel sound hit you at the start of your next turn. The illusory creatures can attack. Any time a creature starts its turn in the illusory form, it makes a Wisdom saving throw. On a success, it enters the illusory form again. Once a creature enters the illusory form, it remains in the illusory form for the duration. A creature in the illusory form can’t talk or be injured. A creature in the illusory form makes an Intelligence saving throw. The creature can’t be targeted by any means except verbal communication with you. The illusory creatures do not allow you to see or hear what they see. While in the illusory form, the illusive memories of your actions and words become permanently stored in the memory of the unseen creature. A creature that uses your memory to recall a task, dinner, or a friend must make the saving throw. The illusory creature knows only what you say, eat, or drink, and it can’t be triggered by you gaining insight or other uses of your conversation. You must use your conversation with the illusive memory to answer any question you may raise regarding the nature or extent of its betrayal, and the creature must follow your verbal instructions to the best of its ability. Questions about the nature or extent of its betrayal can’t be answered with a simple yes or no. The illusory creatures follow your verbal commands to the best of its ability, but they are deaf to your verbal commands. A creature that relies on you as a companion can‘t

Spike of Sickness

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You lash out at one creature within range for a duration of 1 hour. The target must make a Constitution saving throw. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. When the spell ends, the target takes 5d6 damage of the chosen type on your turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Spike Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind makes for a difficult terrain and is audible through your gear. When the wind starts, you choose up to 5 of the following damage types. The damage type can be a number ofd8, as seen here. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a 10-foot-radius wind Wall on the ground within range. The wall lasts for the spell’s duration. If the wall moves more than 10 feet away from you, it disappears and creatures that entered it instantly fall prone and have their speed halved until the start of your next turn. Any creature that ends its turn in the wall’s space is pushed to the left of the creature and has its speed halved until the start of your next turn. A creature that starts its turn in the wall’s space must make a Strength saving throw. On a failed save, the creature takes 6 d10 bludgeoning damage. On a successful save, the creature takes half as much damage. Evocation

Spine of Life

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature of your choice that you can see within range and cause it to become a sphere of life in the form of a sphere of water. Until the spell ends, a sphere of water moves at your direction. The sphere is a flat surface with a surface area of at least 100 feet. The sphere has a radius of 30 feet, and it is immune to being knocked prone. The sphere is covered in a layer of fine fibers, which it can use to defend itself against incoming damage. The sphere can be worn or carried, and it can be moved by actions you make. The sphere is worn or carried by creatures and magical objects. The sphere can be carried, carried, or held by creatures and magical objects. The sphere can be worn or carried by creatures and magical objects. While the sphere is worn or carried, creatures and objects that aren't wearing or carrying it are immune to being knocked prone. The sphere can be moved by actions you make. When the sphere is worn or carried, creatures and objects that aren't wearing or carrying it are immune to being knocked prone. Each time you use an action to move the sphere, you can move the sphere up to 30 feet. You can move the sphere up to 100 feet in any direction. Evocation

Spinning sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Up to ten creatures of your choice that you can see within range (a flying creature, a flying squirrel, a linden, a mottled owl, or a pegasus) appear in a 5-foot-radius sphere centered on a point within range. The spell’s area is opaque. The sphere is opaque from the inside, but its surface is smooth and transparent. Creatures in it are blinded, deafened, and stunned. The spell’s area is difficult terrain. A thin sheet of ice blocks most of the light. You can use a bonus action on each of your turns to move the sphere up to 60 feet. On each of your turns until the spell ends, you can use your action to cause a strong earthquake. You can cause as much damage as you wish, and each creature affected by the spell takes 1d6 extra damage. If you do either of those things, the creature takes 4d6 extra damage of the type the earthquake is described on your page. Evocation

Spiral Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You give yourself control over a plant that produces a constant stream of flame. Until the spell ends, this plant deals extra damage to you when it hits 0 hit points. You can destroy this plant at any time by using a Material Plane action to touch one of the following plants (your choice) that you choose, causing them to erupt in flame and dealing them 2d6 fire damage (the fire damage type is the same as the fire damage type, and the flame damage type is a different one). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Transmutation

Spiral Touch

Casting Time: 1 action
Range: Self
Duration: 24 Hours

This spell grants the willing creature you touch the ability to affect one creature within 30 feet of it with a salve and protect it from death. The target can make a Wisdom saving throw, taking 5d10 necrotic damage or 3d10 psychic damage if it is fighting or attacking you. On a failed save, the creature becomes incapacitated and w ho dies instantly. The spell ends if you or another creature you choose hits the target with an illusory stinking cloud. On a successful save, the spell ends for it. As an action, you can send a salve through the stinking cloud to strike at the creature. Hit or miss, the salve deals 15 necrotic damage to the target. Reduce the salve’s size to 0. The target loses half the damage it takes and can’t become charmed, bound by an agreement to keep its size to a minimum and to maintain its size at all times, even after it is reduced to 0. The magic of the salve is broken, allowing the target to revert to its normal size and shape. While restrained by the magic of the salve, the target can’t speak, manipulate objects, or cast spells. Necromancy

Spiral Ward

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

A multicolored light spreads within the middestream of time, dimly illuminating an area within range. The area must be no larger than 30 feet in diameter and 30 feet wide. The barrier remains for as long as you have a running water temperature between 20 and 30° C. A creature that starts its turn in the area moves with the barrier. If the barrier is breached, a creature is shunted 10 feet away from it to the side of the area, where it remains until the spell ends. 1. Nonmagical light. The light spreads around corners. 2. Magical light. The light regains a swimming speed equal to your walking or running speed. 3. Natural light. The light distills the light into dim light, which you can use to illuminate the area or make visible windows along the floor. 4. Special light. The light diffuses the light into ordinary colors, which the creature can identify by distinguishing between bright and dim light, darkness and ordinary light, and shades of that color. The barrier is made of opaque glass, and the light spreads around corners. 5. Special light. The light diffuses the light into simple colors, which the creature can identify by distinguishing between bright and dim light, dark and ordinary light, and shades of that color. The barrier is made of translucent opaque walls, made of wood, stone, or some other suitable material. You can make them in any shape you like, however you choose. If you wilt in the barrier's area, the creature or someone else can step in and stop you. 6. Interposing creatures. If someone moves into the area and starts a fight with it, the creature must make a Charisma check contested by its Wisdom check. On a successful check, the creature isn’t affected. On a failed check, the creature is expelled from the area. Evocation

Spiral Whip

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a whirling, roaring whip that lashes out at your command toward a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 thunder damage. Choose a creature within range. You can use your action to create a ringed whip at the same time as making a spear attack against a target of your choice within 30 feet of you. Each creature in that condition a rapier attack against the target must succeed on a Strength saving throw or become animated for 1 minute, or until restrained by a protective glass or a ringed whip. While restrained by these restraints, the creature must use its action to make a weapon attack using its action to move up to its speed

Spiral Whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a war hammer that slices through flesh and leaves in its wake. Bestow upon a creature a +1/+1 hammer rating bonus when you cast this spell. For the duration, the creature has advantage on Strength and Constitution saving throws and can make Strength and Constitution saving throws with disadvantage if its saving throws with Strength or Constitution bonus are used together. Swift Strike 1 round You startle a creature you can see within range. The target must make a Strength check against the spell’s saving throw DC. The target takes 6d10 Strength damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon. Additionally, the target deals 1d4 + 1 piercing damage to all damage except for the first, and the damage type of each target decreases by 1d4 for each damage type different from the one it tains to. At Higher Levels. When you cast this Spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Swift Strike 10th-24th Byrgenale You create a nonmagical blast of water, 1 mile in diameter and 1 mile deep, spewing 5 gallons of nonliving matter in a 60-foot cone that lasts for the duration. The cone ignites flammable objects created by spells of 5th level or lower that aren’t made of metal or stone. Any creature that ends its turn within 60 feet of the cone must make a Dexterity

Spirit Bomb

Casting Time: 1 action
Range: 1 Hour
Duration: You create a compact bomb of air and metal that fa

lls 5 feet tall and lasts for the spell’s duration. For the duration, a creature in the air can be charmed by this spell only by raising its speed by 10 feet. The charmer can pass through the barrier at the top of the bomb, but is knocked prone if it is flying. The bomb explodes when the spell ends. Each creature in the air must make a Strength saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is knocked prone. If the bomb explodes while the creature is prone, it also takes 5d6 fire damage and 5d6 acid damage when it explodes when the creature isn’t prone. The spell ends if the creature reverts to flying when it has hit enough acid or fire damage to trigger the spell. The spell can also end if the creature—or someone else on the creature’s side of the spell, if that creature is not on its person—sits in the bomb's path and uses contingency to avoid the bomb. For the duration, the creature can roll a d4 and add the number rolled to all damage rolls. The bomb can also be dispelled by one of the antimagic field effects of a celestial, fey, or fiend (if any) used to cast the spell. Evocation

Spirit Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a Large beam of energy and then slam it against a creature within range to grant it a truesight. It takes 10 radiant damage on a hit and becomes visible for 1 minute. The spell‘s effect lasts for the duration. If the creature is already invisible, it is immune to this spell. If you cast the spell using a spell slot of 8th level or higher, it gains truesight and can’t reveal its location or do anything harmful to it. The spell’s area of effect is a bright light green with a faint violet tint. When you cast the spell, you can place a truesight spell slot of 8th level or higher within an unoccupied space within range. The truesight. The truesight grants the following abilities, in addition to the others in the book. - Stiffened speech. Affected creatures can’t speak in gibberish. - Sense flesh to see pain. Flesh drained of its natural speed. Affected creatures can’t cast spells for 1 minute or more. - Force lightning. Bolt of lightning that strikes one creature or object is effective against the target. - Shatter. Flame, heat, and other nonmagical energy warms a body of water up to half full. Evocation

Spirit Clap

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You extend your right hand and lightly

Spirit Eater

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

As an action, you can throw a rock or a torch at a creature you choose within range. The target must succeed on a Dexterity saving throw or throw a rock at the target. The target takes 4d8 + 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. You decide what stone or rock to throw and how to strike it. While throwing a rock, a rock has a radius of 30 feet that can be changed using the rock manipulator. You can also change the direction and height of the rock while it is thrown, as long as you retain your concentration on it. If you change the direction and height of a torch while it is held up to light, it creates a torch of moderate—temporary brightness within 30 feet of you. It lasts until the end of its full length and can burn any light it sheds into flames. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell has no effect on undead and can deal no extra damage if it is worn or carried by a creature. The spell can’t be dispelled by dispel magic, but it can be discerned and neutralized if it is cast on the ground or in the air. Transmutation

Spirited Grasp

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You touch a willing creature that is charmed by you. The target takes 1d8 bludgeoning damage. This damage can’t be reduced or prevented by spells or magical effects. The target must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Spirited Grasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You step into the veil, revealing a new form for the same price. Choose one of the forms offered for the price of one other creature. The new form can be any beast, plant, or nonmagical creature you specify. The veil lasts for 1 hour, after which time you can use your action to return to the spell slot you used. If you possess

Spirit Guardians strike

Casting Time: 1 action
Range: 8 Hours
Duration: For the duration, you have resistance to piercing

and slashing damage from ranged attacks. Any creature or object that you can see within range must make a Dexterity saving throw. A creature takes 3d6 psychic damage if it fails the save. When a creature or object fails the save, it is teleported in 5 feet away from you by a thin line running across the ground and ending its movement there. Evocation

Spirit of Order

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You establish a grand order of supernatural forces within a structure of force that shapes reality. You use a bonus action to sense the presence and presence of creatures of a kind that you perceive within 30 feet of you. You sense the direction in which the forces are issuing from—up, up, down, within, or within the Ethereal Plane. You sense the direction any creatures move when they are within 30 feet of you. You can sense the direction any creatures move when they are within 30 feet of you, as long as you are within 30 feet of a creature that uses an action to assume the direction from your current position. If you assume a different direction than a creature uses to move, that creature can use its action to take a pair of strafing checks contested by the creature. On a successful check, it can then move as if it were climbing. Divination

Spirit of the Nine Mummies

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Describe or name one of the beasts of the Nine Mummies or Nine Mummies of Stone. You manipulate time and shape the earth within a mausoleum for up to ten days, and you alter the surface of the floor of the mausoleum so that only narrow passages are allowed into it. This spell enables a creature that scores a d8 to move its body mass and food on each movement, so it moves slowly, but it can move at least half as fast as a normal creature. Additionally, you can animate your own body parts to create organs, muscles, and so on, as well as create duplicates of the creature’s original body parts. You can animate an individual human’s head, tail, or some other part of its body (your choice for its head). The head’s movement was normal when you cast this spell, and you can’t use the head part in any other action. You can instead animate an individual pegasus’s head, tail, or some other part of its body (your choice for its body parts) and create a new pegasus’s body part. You can also animate and add new limbs and organs to the pegasus’s body (your choice after speaking its language). If your casting time is low, you have the animate and replace limbs part, and you have the mental component. If your casting time is high, you have the animating component, and so on. If you have any component that is neither animating nor possessing any part of the pegasus’s head, tail, or other parts, you must use that component’s mental component. If you use the mental component and create another component, you can use that component’s animating component’s component’s animating muscle component’s mental component, and so on. You retain your alignment and Intelligence for the duration. If you use the mental component and make a casting of a spell—including a spell attack or a spell cast using a spell—it doesn’t take effect, the spell is lost, and the spell is wasted if you use your own mental component. Transmutation

Spirit of the Sea

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A narrow, shimmering channel appears in the misty sea, and a creature of your choice within range is pulled up to 10 feet higher on one side by a floating leviathan that weighs up to 500 pounds. When the leviathan first appears, it creates a 30 foot cube of swirling water centered on a point within range. While the leviathan lasts, the target floats and can hover while it is within 20 feet of it. When the leviathan leaves the spell’s area, any creature that was still within 20 feet of it when it vanished takes 20 radiant damage, and the leviathan vanishes. Alternatively, you can cause the leviathan to linger in the air and create a 30 foot radius vortex around itself in which it floats for 10 feet. If you create a vortex, each foot it takes to travel 1 mile (2 kilometers) requires 1 minute to travel by 20 feet (see the vortex description). The vortex produces a chill wind that blows from its space at your direction toward creatures within 30 feet of it. Each creature that starts its turn in the vortex must make a Constitution saving throw. On a failed save, it takes 3d8 cold damage. Conjuration

Spirit of Will

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon a spirit that uses your might to try to prevent another creature from reaching its full potential. Choose up to five creatures within range and which aren’t being grown or bonded by any means. The spirit can deal 1d4 damage to any creature it hits or bonded to, or half as much damage to creatures that aren’t being grown or bonded. Evocation

Spirits

Casting Time: 1 action
Range: 60
Duration: 10 Days

You whisper a faint illusion of a creature to one willing to share some of its food with it. The creature is either outdoors or underground, and you decide when you cast the spell whether it should be outdoors or underground. The illusion lasts until cleared or your actions on its next turn have ended. It awakens whenever you take damage or something odd happens to your equipment. Whenever the creature says a password, uses a spell, casts a spell, or makes a sound, the creature awakens, shedding bright light in a 20-foot radius and casting a spell of your choice that you can cast as long as its first turn, and doing so for the duration makes it deaf and blind. Additionally, no sound can be created by the illusion for 7 days. On each of those days, you can use your action to dismiss the illusion. If you do so, the spell ends. Necromancy

Spirits

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You and a willing creature you touch appear in a 20-foot-radius sphere centered on a point you designate within range. You can also designate one or more visible objects in the sphere that are visible to you. You can designate one or more visible objects, but not all of them. Each object you designate must be within range, and you must have seen them within range. If a creature has more than one visible object on it, each object must be visible to it. The spell doesn’t restrict one object to one place on the creature’s surface or within range, as you designate. You can specify only one visible object. Transmutation

Spirits

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Paws of smoke erupt from your open palms. Each creature that starts its turn within 15 feet of you must make a Strength saving throw. On a failed saving, a creature takes 10d6 radiant damage and is blinded until the spell ends. On a successful save, it takes half as much damage and isn’t blinded. Evocation

Spiritsight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A spectral creature appears behind you and appears to you in a 20-foot-radius sphere centered on a point you choose within range. The spectral creature appears in a spot you can see within range. The spectral creature can be invisible or invisible to you and your companions. The spectral creature can’t see through doors or visible objects, as well as through walls or other barriers. A spectral creature can use its action to emanate from you in any direction. The creature can’t be affected by spells or other magical effects. The creature can communicate telepathically with you through a telepathic link. When the spell ends, the creature has advantage on all attack rolls, ability checks, and saving throws. Transmutation

Spiritsight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Your senses become ever more accurate in revealing the path a creature takes while it is charmed by you. Until the spell ends, you have advantage on all attack rolls and ability checks you make as part of the performance, taking into account any circumstance where the creature would perceive the creature as charmed by you. Evocation

Spiritsight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon an invisible, spectral apparition that hovers between you and the target. The apparition appears in an unoccupied space that you can see within range, and costs no movement. It obeys any verbal commands that you issue to it (no action required by you). The apparition disappears when it has turned, and it repeats these commands until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon an invisible, spectral apparition that hovers between you and the target. The apparition appears in an unoccupied space that you can see within range, and costs no movement. It obeys any verbal commands that you issue to it (no action required by you). The apparition disappears when it has turned, and it repeats these commands until the end of your next turn. Conjuration

Spiritsink

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A spirit appears and floats to your left and right, and disappears when the spell ends. Transmutation

Spirits of the Abyss

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shadowy, shadowy entity appears in the air, and it must be within 30 feet of you. The entity has AC 60 and can’t be charmed, frightened, or led astray. Any creature that is charmed, frightened, or led astray must make a Wisdom saving throw. On a failed save, the creature takes half as much damage of the target's type and is stunned. On a successful save, the creature takes half as much damage and is blinded for 1 minute. If a creature ends its turn in a space of other color, it must make a Wisdom saving throw. On a success, the creature can’t be charmed, frightened, or led astray. A creature that succeeds on this saving throw can’t use its reaction to move or make other movement. The target can move through the shadowy to reach a different location. The target must move at least 10 feet from where it is seen to reach its destination. The target also must

Spirits

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You whisper the message of a new location. You appear in a location whose name, name, or phrase you understand and repeat for the creature’s sound. You can specify a location from a map or written speech, as long as you do not fall within a certain distance from that location. If you speak the name of a magic-spewing creature, the creature appears within 30 feet of your destination, unless you speak the spell from a different location. You can also specify a different location in a written spell, which appears within 30 feet of the location you chose. If you repeat the spell to appear within 30 feet of a place you chose a different magic-spewing creature, take a damage spell attack. This spell also counts against your spell save DC to ignore illusions. If you use a spell slot of 2nd level or higher to cast this spell, you can cast that spell in a location with a certain quality, but it requires 2nd or 3rd level components as opposed to the 5-foot-by-10 foot detail described here. Locations At any point during your turn, you can use an action to speak a phrase or two that appears in an unoccupied space within range. The phrase or phrase must be short, evocative of a place or an event that can be traced back to a certain point on the compass. The phrase or phrase conveys an important message, one that can help persuade a creature or someone to a journey that ends in disaster. You can also use this spell to create a vision. In any form, the phrase predicts a place or event that is unlikely to ever be known, event, or circumstance unlikely to ever take place. Alternatively, you can use this spell to conjure one of the following images: a temple, a fortress, a columnedock, a temple grove, or a wall of burning torches. If you cast this spell with a 4th-level spell slot, the image captures the moment the image was first created and is repeated over and over again. The image lasts for a duration, determined by the spell’s quality. If you cast this spell using a spell slot of 4th level or higher, the duration is 10 days if you choose the 4th level spell slot. If you use a spell slot of 5th level or higher, the duration is 25 days if you cast that spell using a spell slot of 4th level or higher, and 100 days if you use a spell slot of 5th level or higher. If you use a spell slot of 6th or 7th level, the spell's duration is 100 days if you use a spell slot of 7th level or higher, and 200 days if you use a spell slot of 8th level or higher. If you use a spell slot of 9th level or higher, the spell's duration is two times as long. When you cast this spell using a spell slot of 10th level or higher, you can repeat the spell using 100 material components, or choose a new one, the spell’s quality being contested by the original casting. Illusion

Spirits

Casting Time: 1 action
Range: Touch
Duration: 1 hour

Until the spell ends, you can taste the wares of the dead. Choose any kind of undead creature you can see within range and then create a sensory overload. Create or Break a Spell. To create or break a spell, roll a d 10 and add your proficiency bonus to the roll. On a successful roll, you can repeat the spell’s part (if any) or resolve the spell’s consequences (if any). A creature that casts a casting of this spell fails its saving throw against the overload. Also, the spell creates an entangle effect on the target, preventing it from fully taking damage from it. In addition, you have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. Abjuration

Spirits

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You grant fey shapechangers powers over creatures, plants, and other creatures you choose that aren’t under your control. The creatures can turn themselves upside down, take actions that would normally allow them to take certain actions and remain prone, but can’t do so. Through the fey forms you choose, you appear as a small, grayish, humanoid-like creature that is immune to all damage and no larger than a 10-foot cube. When the fey creatures appear, they w as summoned and appear at your bidding when you use your action on a summoned creature or once per turn. At any time before the fey creatures appear, you can use a bonus action to summon or command one of the fey creatures, issuing a command that affects all creatures summoned or commanded by the fey creatures. While summoned or commanded by fey creatures, the summoned creatures know exactly what is within their reach and can move to take additional actions, which they can do with advantage, before they suffer any effect of their choice. Asking a summoned creature to attack you or to aid you causes the summoned creatures to become animated, frightened, or animated for the duration of the fey creatures' turns. While the summoned creatures are under your control, you can cast spells with a 40-second level and other spell slots, as normal, that target only the fey creatures. Additionally, casting this spell with a 60-second level and another spell slot to a fey creature spell succeeds automatically against the fey creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional time for every two levels above the 2nd. Conjuration

Spirits

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You make a spectral halo appear around a willing creature or a place you designate within range. The halo serves as a symbol of strength and survivability for it. It lasts for the duration or until you dismiss it as an action. If the halo harms a creature or a place, that creature or place is destroyed, and other creatures can vouch for whatever the halo symbolizes. When you cast the spell and as a bonus action on your subsequent turns you can use your action to move the halo around and around in a new location, creating a new one for each spot you created with the spectral halo. If you create a new location, you can designate a password that the halo reveals (a password that you can remember through memory, for example), which the creature knows is inscribed on the floor or at the top of its head, creating a symbolic password that is visible only to the creature’s memory. The halo lasts for the duration, or until someone uses an action to dismiss it. If the halo harms a creature or a place, that creature or place is destroyed, and other creatures can vouch for whatever the halo symbolizes. As a bonus action, you can move the halo from one location to another, creating a new location for it there. Until the spell ends, you can use your action to dismiss the halo without affecting it, causing it to disappear. Transmutation

Spirits

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You summon a small, shadowy entity, described in the language of your choice, to serve as your guide. Choose one of the following options. You can also choose a different language, e.g., English. The creature can speak one of the chosen languages, and it must be of the chosen language. The creature can speak any of the following languages (a higher version of a language can speak neither of them nor any one of them that it can see). The creature can also speak one of the following languages, but it must have the language of your choice (or a different one if you cast this spell). Conjuration

Spirits

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a shadowy mist on the ground within range that lasts for the duration. When you cast the spell, you can make a Wisdom saving throw to extinguish the mist. If you do, the mist spreads around corners and eventually spreads to a solid monasterory or other pre-constructed sanctum sanctorum or a greater sanctum sanctorum up to 30 feet long. On a failed save, you must move up to 5 feet by flooing the mist. It extinguishes bright light, dim light, and other illusory light effects. The mist lasts for the duration. If you cast this spell again, the mist spreads around corners and eventually spreads to a sanctuary. You can create one additional shadowy mist within 30 feet of a pre-constructed sanctum sanctorum or greater sanctum sanctorum. While there, the shadowy mask sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you create a greater sanctum sanctorum or greater sanctum sanctorum, the shadow doesn’t extinguish bright light effects. Necromancy

Spirits

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a swirling mist in a 25-foot-radius sphere that lasts for the duration. The mist fills a 20-foot cube and lasts until it dissipates. If a creature can see through the mist, it can see through the mist only through walls and ceilings. The mist is difficult terrain. The creature can use its action to make a Dexterity saving throw. On a failed save, the creature takes 2d8 radiant damage and half as much damage on a successful one. If the mist spreads out, it spreads to cover only a few miles. The mist is difficult terrain. The creatures it covers are immune to poison, fire, disease, and acid and water effects. The mist can also be created from the ground. The mist can be difficult terrain. You make the terrain. The terrain must be at least 10 feet square or more, and it must be of no more than 5 feet height or more. The terrain

Spirits

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature, imbuing it with a supernatural ability. Until the spell ends, you can mentally command it to perform any action that requires concentration. You can choose any of the following actions: • Choose one of the following actions: • Make a ranged weapon attack. On a hit, the target takes 1d6 fire damage. On a miss, the weapon falls prone, and the spell ends for it. • Make an Intelligence (Arcana) check against your spell save DC. On a success, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Enchantment

Spiritual Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a creature that you can see with a link to a higher plane of existence. The link lasts for the duration, and the creature can use its action to take damage equal to your spellcasting ability modifier. The target must succeed on a Wisdom saving throw or fall prone and receive a shortening of your choice from the chosen group of willing creatures. Divination

Spiritual Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing creature you can see within range. You choose one of the following effects. If the target is a creature, such as a panther, you can use your action to touch it. The target takes 1 necrotic damage on a failed save, or half as much damage on a successful one. The target also knows the nature of the effect that you choose. The target can use its action to speak to you again when the spell ends. The target can speak any language you choose. The target also knows the nature of the effect that you chose. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times you can touch the target increases by three, for each slot level above 5th. Transmutation

Spiritual Bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

This spell grants a creature you touch the ability to perceive the spirits of others (no action required by you). For the duration, the spell also knows the names of all creatures you can see within range, affirming you to know who those creatures are. You can also learn the languages of the creatures

Spiritual Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch an unwilling creature or a creature that you can see within range. The target must make a Charisma saving throw. The target takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. When the spell ends, the target is no longer frightened of you, and it has its Strength and Constitution scores increase by 1 until the end of your next turn. Necromancy

Spiritual Plane

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 day

You appear in an unoccupied space within range, where you appear as a ghostly figure similar to the one you ghost or summoned. You can make a Wisdom (Perception) check using your spellcasting ability as your spellcasting ability. If your spell fails, your shadow form crumbles into a gray mist, leaving behind no flesh, ammunition, or any vital organs; however, when you finish casting, you can use your remaining expended force field to push your shadow form back to its unoccupied space. The shadow form can’t become an undead, as any form does. Its statistics are unchanged, except its hit point maximum is reduced by 2d10 as long as the gap remains, and its hit point maximum is reduced by 5d10 as long as the gap remains. It gains a flying speed of 60 feet. Its AC is 30— 17; it gains a flying speed of 60 feet, and it gains a flying speed of 60 feet for the duration. Evocation

Spiritual Tree

Casting Time: 1 action
Range: 20
Duration: 1 Hour

For the duration, you can see and feel the way that nature intended you to. You choose in each of your turns whether to make a Wisdom saving throw or take 1d8 piercing damage. Hit or miss, a frightened creature must make the saving throw when it enters the tree for the first time on a turn or ends its turn there. Otherwise, the creature becomes frightened again, if that creature ends its turn in a place you choose. If you cast this spell while you are asleep, you can make a Wisdom check against your spell save DC to awaken the creature if it wakens, provided that you have done so in the same spot the spell’s effect ends. Necromancy

Spiritual Weapon Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flickering mass of divine might radiates from your side. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A target takes 8d6 radiant damage, or half as much damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d 6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Spiritual Weapon (Unlimited)

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 8 hours

You touch one vial of water and up to eight willing creatures in your area can use your action to create a medium lock or a closed container for the vial. Until the spell ends, you and up to eight willing creatures in your area can use your action to create a closed container for the vial. The container is a sphere with a 10-foot radius that lasts until the spell ends. An object or a larger item can't fit inside the sphere. A creature can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the object and/or item are no longer sealed or smudged shut, but the spell is dispelled from nearby asunder. Transmutation

Spiritual Weapon Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and imbue it with the power to send any sound that reaches within 60 feet into the outside world. The target can be soundly carried to and from each space within 30 feet of it, with the wind blowing in all directions around the area. During this spell's duration, the target has resistance to the triggering noise and can speak a short illusory message at any time. It also has resistance to the noise of other creatures. While the target is outdoors in an unoccupied space, it is completely invisible and can’t see any creatures or objects within its space. If in the DM’s summoned creature cell you command, the target moves into the summoned creature cell, the creatures and objects disappear, the creature disappears, and the creature disappears with a short rest. If you command a nonliving object that is no longer inside the target’s cage or that isn’t attached to it, the object is no longer bound to it and isn’t harmed. The spell ends if the target is killed while it lasts. If you command an object that is no longer within the target’s cage or that isn’t attached to it, the object is killed instantly. Transmutation

Spirit Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius, 30-foot high, 10-foot thick, 20-foot thick wall of strong force in a 5-foot-wide, 10-foot-deep pit or a hillside area within range.

Spirit Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 2 hours

You create a wall of shimmering force on a solid surface within range. You create the following effects when you cast this spell: • You create a solid wall of force 60 feet thick and 20 feet thick. • You banish a Small or smaller creature that starts its turn in the wall against each creature within 30 feet of it. That creature enters the wall and is restrained, but not touched, if it attempts to move or casts a spell. The restrained creature must make a Constitution saving throw. On a failed save, it can use its action on a reroll of the record made against it to break the wall. If both rolls fail, a creature can make a new one, ending the effect on itself on a success, or the wall is destroyed. If you create a new wall, you can create temporary portals at any point in the wall’s length to keep the undead out. To create these portals, you must make a Strength (Athletics) check against the wall’s Strength (Transmutation) check. A creature can make a Strength (Athletics) check against the wall’s Strength (Compulsion) check, and the portals open to allow other creatures access to the area. The portals open when a creature in the wall’s space reaches the portal’s maximum height. When the portal’s maximum height is reached, the creature or objects are restrained and attempting to move up or down the wall must make a Strength (Athletics) check against the wall’s Strength (Compulsion) check. If it fails, the creature frees itself and all its other equipment, and the wall collapses. To create the temporary portals, a creature uses its action on a successful one and makes a Strength (Athletics) check against the wall’s Strength (Compulsion) check against your spell save DC. On a failed save, the creature can use neither the portal nor any items it uses there to maintain its concentration. When the portal’s maximum height is reached, the creature or objects are restrained and attempting to move up or down the wall must make a Strength (Athletics) check against the wall’s Strength (Compulsion) check against your spell save DC. If it fails that check, it can use neither the portal nor any other items it uses there to maintain its concentration. When the portal’s maximum height reaches 70 feet, the creature or objects are restrained, and attempts to move forward or backward while attempting to block the creature’s path must make a Strength (Athletics) check against the wall’s Strength (Compression) check against your spell save DC. When the creature attempts to move by way of magic barrier, the barrier is strong enough to crack before it is breached. For the duration of the spell, a magic barrier can’t be breached by less than 20 feet of walking or moving. If the barrier is breached

Spirit World

Casting Time: 1 action
Range: 60
Duration: 30 Days

A swirling, greenish, floating, invisible, shimmering, or luminescent force of nature springs into existence around a spot you choose within range. It resembles nature's natural defenses, creating defensive barriers and openings, but it is neither light nor cold. As a bonus action, you can move the globe up to 30 feet in a straight line, stopping at one point when you cast this spell. When you cast the spell and as a bonus action on its next turn, you can change its color to match that of your chosen color. Aspen. When you cast this spell, you and any creature you designate within 5 feet of you can’t see or hear anything beyond the area for 24 hours. Creatures are blinded and deafened in the area, and walking or otherwise affected creatures have disadvantage on attack rolls against creatures affected by its coloration. Conjuration

Spite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You curse or inflict pain on a creature at the beginning of your next turn. It must succeed on a Wisdom saving throw or take 2d6 psychic damage, and all saving throws against your spell's damage die. This spell ends if and when it reaches its maximum power. Necromancy

Spiteful Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A furious blast of whirling air springs from your lips, wrapping around you one creature you can see within range. Make a melee spell attack against the target. On a hit, the target deals 2d12 bludgeoning damage and must make a Dexterity saving throw. Choose one creature within range and make a ranged spell attack against it. On a hit, the target takes 4d12 cold damage, or half as much damage on a successful save. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Evocation

Spiteful Smite

Casting Time: 1 action
Range: 15
Duration: Instantaneous

For the duration, you attempt to cause a creature that you can see within range to make a curse. It deals 2d4 necrotic damage on a hit or miss, and the target takes 4d4 necrotic damage. If you cast this spell again, the curse resounds with it. Necromancy

Spiteful Smite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to batter a creature with cruel insults. Make a melee spell attack against the target. Hit or miss. the creature takes 6d10 necrotic damage if it is Medium or smaller, and it takes half as much damage on a failed save, or half as much damage on a successful one. The first time each turn the creature targets you with an attack, it must make a Constitution saving throw. On a failed save, it instead takes half as much damage and must use its reaction to move as soon as possible to the nearest safe spot for the attack. It makes a Constitution saving throw with advantage if able. On a successful save, the spell ends. Necromancy

Spiteful Smite

Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 hour

You attempt to strike one creature or an object within range with a stinging smite. Each target suffers half damage of damage, and it must succeed on a Wisdom saving throw or be hurled into the air, heavily obscured, into flames that fill a 20-foot-radius sphere centered on that point for the duration. A creature must make a saving throw the first time on a turn that it enters the flame, before it can use this spell again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Spiteful Steed

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell purifys the ground within range for a moment, extinguishing the flames in the center with a clean cut. Then the spell ends. You create or implant a tiny, harmless sensory effect within range that lasts for the duration. You can either create a harmless sensory effect (such as a flower petal or puff of wind) or an effect that lasts for the duration, such as

Spitfire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash one of the most potent, if simple, spells of your power in a flash. You send a beam of radiant energy at one creature within range. It must be within 30 feet of you or a 30-foot cube of space. You can’t target more than once by using a spell slot of 3rd level or higher. Otherwise, you can expend one use of your spell slot to dismiss the spell. The spell’s damage increases by 1d12 when you cast it, and the extra damage increases by 1d12 when you reach 5th level (2d12). Evocation

Spore-forming vines

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a flexible, spongy appendage that seems to inhabit your space for the duration. Until the spell ends, you can use your action to make a Strength or Dexterity check (the difference between your own Strength and the spell’s) check against your spell save DC. If you succeed, the appendage disappears. or An invisible cord of electricity radiates from your hand. Points of your choice that you can see within range, the appendage grows larger and more difficult until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Spyder's Keep

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering temple of magic surrounds a place known as the "Spyder's Hideaway" for the past 30 years. This spell is an arcane magic scroll imbued with a potent force. You can open the door to the temple, stand on it and pour the scroll into it, causing it to rotate in three directions. One way the scroll passes one creature or object inspection is if you place your finger on the passage you wish to pass. If the object is inoperative, the spell is dispelled

Squirming cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

An immobile, faintly colored and vaguely ominous cloud appears at a point you choose within range. The cloud spreads around corners. It has AC 15, 20 hit points, and a Strength score of 5, and it lasts for the duration. Creatures in a 10-foot radius centered on that point must make a Dexterity saving throw. A creature takes 12d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature killed by this spell moves with the cloud, unless it is swimming away from the area. Evocation

Squirming Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 20-foot thick cloud of quivering, sticky, sticky air rising vertically from the ground created by a motion detect spell. Creatures in the cloud's area are trapped. When the cloud appears, each creature in it must succeed on a Constitution saving throw or take 5d10 bludgeoning damage. or half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Squishard

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You dismiss an attack of opportunity and instead cast this spell for the first time on a target you can see within range. If you cast it again, the spell ends. Transmutation

Stabbing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch something that you can see within range. You make a melee spell attack against the target. Make a ranged spell attack against the target, and the target takes 4d6 piercing damage. On a hit, the target takes 2d6 piercing damage. If you or another creature of your choice that you can see within range attacks with the target on a turn or once, the spell ends. Conjuration

Stabbing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature in range and it becomes a creature for the spell’s duration. The target must succeed on a Dexterity saving throw or become blinded for 1 minute. The target is also deafened for 1 minute. If the target can’t see a target, the spell ends for it. The target can use a bonus action to make a Wisdom saving throw. On a success, it takes half as much damage on a failed save and doesn’t take any damage on a subsequent one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 when you reach 6th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Staggering Amulet

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You imbue a tiara that is large enough to hold up to 10,000 pieces of jewelry and which has a range of 10 feet. This tiara can be worn as a normal tiara, but you must have it equipped. The armor worn by this tiara protects you from all damage. The tiara becomes immobile when dispelled. The spell ends. If you cast this spell again, you can use your action to dismiss it. Conjuration

Staggering Amulet

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A thin, steely radiance surrounds you for the duration. The spell lasts for the duration. For the duration, you have resistance to AC 10, touch damage, and vulnerability to one damage type of your choice. Any creature you touch that doesn’t have resistance to AC 10 or less (or that doesn’t have a poison resistance) must succeed on a Wisdom saving throw or take 2d6 radiant damage on a failed save. Enchantment

Staggering Amulet

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature, and the target becomes an undead creature for the spell’s duration. The target can’t be charmed, frightened, or otherwise treated as if it were undead

Staggering Blademaster

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You move into an unoccupied space that is difficult terrain that you can see within range. You gain the following benefits: • You can cast one spell of 1st level or higher as a bonus action. You can also cast one spell of 1st level or higher as an action. The spell isn't incapacitated. You can use your reaction to issue a challenge to the target. The target takes 1d8 necrotic damage on a failed save, or half as much damage on a successful one. As an action, you can issue another challenge to the target. The target takes double the amount of necrotic damage on each of its turns. If the spell fails to issue a challenge, or if you choose a different target, the spell ends. If

Staggering Blow

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You cause up to ten nonmagical ranged attacks of your choice that you can see within range to roll a d6 and add the number rolled to the attack roll. The attack has advantage on attack rolls against creatures or objects that aren't wearing armor. Conjuration

Staggering Blow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a powerful burst of force that appears at a point you can see within range. The spell has no effect if you are in the air or within range. The spell lasts until you use your action on a subsequent turn. Any creature that ends its turn in a location that isn't within 60 feet of the spell’s destination must succeed on a Dexterity saving throw. A target takes half as much damage on a successful save, or half as much damage on a failed one. The spell’s effect ends if it is already under the effect of another spell of 5th level or higher that targets the same location. Conjuration

Staggering Chant

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up an invisible barrier that can be either a barrier or a ceiling. It is made of the same material as the spell’s original material components but with a different name. If you create a barrier, it must be at least 10 feet tall and has a 60-foot radius. The barrier is made of woven fabric that fits over a 5-foot square and is made of a soft, warm soft surface (such as a tarp or a sheet of sheet metal) that is 60 feet long and 10 feet wide. The barrier can be cast as a spell and can be cast while still within 30 feet of you. You can use your action to designate a portion of the barrier as a barrier and place it on the ground. The spell has no effect if that portion of the barrier is in a space within 5 feet of you. The spell can be cast as a bonus action. The target must be within 5 feet of you when you cast the spell. Conjuration

Staggering Chant

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a point you can see on the ground within range. A shimmering chant appears in the ground of the chosen spot. Each creature within 5 feet of the spot must succeed on a Constitution saving throw. A creature must succeed on a Constitution saving throw each round it moves there. If you cast this spell when you finish a long rest, the effect lasts until the spell ends, or your concentration ends. Transmutation

Staggering Chant

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a shimmering chant that appears in the ground to shimmer. Each creature within 5 feet of the spot must succeed on a Constitution saving throw. A creature must succeed on a Constitution saving throw each round it moves there. If you cast this spell when you reach 5th level (3rd level), you cause the chant to become a shimmering chant. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the shimmering chant increases by 1 inch for each slot level above 2nd. Divination

Staggering Chant

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You give up your life to serve as a chant, a divine

Staggering Chant

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch up to three plants of your choice that you can see within range and give them a roar. The plants take 10d4 piercing damage on a hit. An undead creature must make a Strength saving throw. On a failed save, it takes 1d4 piercing damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. On a failed save, a creature takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. Conjuration

Staggering Chant

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a mantra. You must first be able to speak the mantra. You can also utter a mantra that lasts a short or long time, but has no effect on you. You can’t choose to follow the mantra. This spell also has no effect on undead or constructs. When you cast this spell, you can repeat the phrase multiple times. For example, you can repeat the phrase once on a creature that you can see, up to three times on a creature you can see. Necromancy

Staggering Chant

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a celestial to aid you in any task you perform. Choose one of the following benefits when you cast the spell: • You can teleport to the celestial. • You can teleport to a point within range. • You can cast this spell up to three times. • You can cast this spell up to once before it goes off cooldown. • You can use your action to dismiss the spell. You can dismiss the spell as an action. You can use your action to dismiss the spell. If you dismiss the spell as an action, the spell ends. If you dismiss it as an action, the spell ends. If you dismiss the spell as an action, it ends. After 1 hour, the celestial appears, and you can repeat the spell if you wish. The spell ends if you dismiss the spell as an action. A celestial appears whenever you choose a point within range. The celestial has 100 hit points. The spell ends if you dismiss the celestial as an action. A celestial can only appear when you cast this spell. If you cast this spell at one of the celestial's three locations, your celestial appears at that location. You can use a bonus action on your turn to teleport to the celestial. If you don't have a celestial, you teleport to one, but not another celestial. If you teleport to a point within range, you can also teleport to one celestial. Similarly, you can teleport

Staggering Chills

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Staggering Chills

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You awake and learn the language of your enemies. You can also speak them the language of a deity. It is an unfamiliar language, and the target must succeed on a Wisdom saving throw or be charmed by you. On a success, the target is charmed by you for the duration. You can also cast the spell again on a willing target, unless you choose to cast the spell against a different target. Necromancy

Staggering Chills

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 50-foot-radius, 20-foot-deep pit in the ground. Each creature in the pit must make a Constitution saving throw. On a success, the pit explodes. The pit is heavily laden with poisonous gas and appears to be made of stone. You choose one of the following forms of the pit. You can also choose a different form of the pit,

Staggering Fist

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You forge a fist of flame that has a range of 30 feet. The flame must be within range. The flame can be a Medium weapon, a Medium shield, or a Large weapon. The flame has a range of 30 feet and a maximum range of 30 feet. The flame must be within range to cast this spell. Touch Instantaneous You touch a willing creature, which sheds bright light in a 20-foot radius, which can’t be more than 10 feet long. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. The target takes 2d6 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Enchantment

Staggering Fist

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A large, wooden weapon that can’t be swung or thrown. The weapon must reach the target’s maximum reach and has the same slam and thrust properties as the weapon of your choice. Conjuration

Staggering Fist

Casting Time: 1 action
Range: Touch
Duration: Con

Staggering Gaze

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take 10 piercing damage and gain the following benefits. * The target must succeed on a Strength saving throw or take 2d8 bludgeoning damage. * The target must be within 5 feet of you when you cast this spell. * The target must also be within 5 feet of you when you cast this spell. Conjuration

Staggering Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering mass of black energy appears in a spot you can see within range. The area is heavily obscured, and the target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Enchantment

Staggering Lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A lightning bolt flashes from a point within range. Until the spell ends, each creature in a 10-foot-radius sphere of ice, fire, or water that you can see within range must make a Constitution saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and 5d8 bludgeoning damage on a failed save. During the spell’s duration, you can use your action to cause the bolt to pass through the ground and back toward you. A creature can’t be teleported or otherwise affected by this spell. Necromancy

Staggering Lightning

Casting Time: 1 action
Range: Evocation
Duration: Instantaneous

You summon two large, glowing bright flashes of lightning erupt toward a target and cause the target to strike, puff, or throw, or some other object. A target takes 3d6 thunder damage and falls to the ground for the first time in its turn. The target’s damage increases by 1d6 for each time it strikes a target. Conjuration

Staggering Salve

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible salve that appears in a spot of your choice within range. The salve appears up to 10 feet in the air and can be made from any material component. As the spell ends, the spell can be used again to create a different salve. The salve remains until the end of your next turn. The salve lasts for the duration. If it drops to 0 hit points, it explodes, dealing 1d8 necrotic damage to the target. If the target is incapacitated or incapacitated by the spell, the spell ends and the salve ends. The spell ends if it deals any damage to a creature other than the target. Conjuration

Staggering Slumber

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take 5d6 slashing damage and fall unconscious. You and your companions take 10d6 bludgeoning damage, and you are knocked prone. The spell ends if you are incapacitated. If

Staggering Spray Conjuration

Staggering Stagger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You cause up to ten steeds to leap in a 15-foot radius. The steeds are restrained until the spell ends. The steed can make a Strength check to make a Strength check against your spell save DC. If the creature fails the save, it is staggered. The steed can’t move, attack, or cast spells. The spell ends when you or a friendly creature of your choice that you can see within range or that can hear you can’t see can’t see the steed. The steed can’t move, attack, or cast spells. The spell ends when you or a friendly creature of your choice that can see within range or that can hear you can’t see the steed breaks its fall. The spell ends if you or a friendly creature of your choice starts moving toward the steed. Conjuration

Staggering Stench

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a corpse or an object of your choice that is worn or carried in a suit of clothing. The corpse or object is imbued with the same stench as the corpse or the object. You can use a bonus action to imbue the corpse or object with the same stench as the corpse or object. Conjuration

Staggering Stifle

Casting Time: 1 action
Range: 120
Duration: Up to 10 minutes

You create a 20-foot-radius sphere of force field centered on a point you can see within range. The sphere lasts for the duration. Each creature in the sphere must make a Dexterity saving throw. On a failed save, the creature takes half as much damage. On a successful save, the sphere remains within the sphere for the duration. The sphere is difficult terrain for creatures of your choice that aren’t Medium or smaller. The sphere can be made up to 20 feet in diameter, and the sphere can’t exceed 10 feet in height. The sphere can be made up to 10 feet in diameter, but can’t exceed 10 feet in thickness. The sphere can’t be more than 10 feet in diameter. A creature can use an action to dismiss the sphere as an action. Conjuration

Staggering Whispers

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A whisper that can be heard for 1

Staggering Wight

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause up to ten bolts of strong light at a point you can see within range. Each bolt must be at least 10 feet long and 10 feet wide. The spell ends if a point of your choice that you can see within range is dim light or if you choose one of the other dim light types, it ends when the spell ends. The bolts can be made from light, stone, fire, poison, or any other spell that you choose. Nothing can pass through the bolt. Each creature that can see or hear you must make a Wisdom saving throw. On a fail, the creature takes 2d8 fire damage and must take 4d8 fire damage on a failed save. Conjuration

Stairs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You step into a void and pass by a portal. The portal is a portal that serves as a point of departure for a creature that goes in the opposite direction to the portal. You can use your action to cause the portal to move in any direction, and the portal will remain there for the duration. A creature that enters the portal can use an action to teleport up to 100 feet (30 m) to the portal. If you teleport higher than that, the portal moves in the opposite direction. The portal doesn't move when you cast this spell. If you teleport at least 100 feet (30 m) from the portal, the spell ends and the portal remains in its current direction. An object that enters the portal is moved by means of a door, a large window, or a small door. Any object that enters the portal must be in the same position as the one that entered the portal. The portal can't pass through doors, windows, or doors that are locked. Evocation

Stalker Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A creature drops to 0 hit points when it enters a hostile place. The target must succeed on a Constitution saving throw or be knocked prone. A creature that is knocked prone must make a Constitution saving throw each day, if that creature is within 60 feet of you. A creature whose height equals or exceeds 60 feet must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature regains 1 hit point. On a failed save, the creature regains half its hit points. A creature that fails this save is stunned until it uses its action to make another save. If a creature succeeds on a saving throw, it is stunned until it uses its action to regain hit points. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 5th. Evocation

Stamp of Light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a faint, shadowy stencilled light that appears in a 30-foot cube. You can use an action to cause it to dim light in a 60-foot cube. The spell ends if you cast this spell again. Conjuration

Stardust

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a powerful burst of stardust in the air that explodes in a 20-foot radius around you. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 stardust damage on a failed save, or half as much damage on a successful one. A creature that does not take this damage before the spell ends is immune to this effect. If the creature’s hit points exceed the spell's damage limit, the spell ends. A creature that ends its turn in the ground in this way must make a Constitution saving throw. On a failed save, a creature takes 4d8 acid damage, and it is knocked prone. This spell ends if the creature’s hit points or Strength are less than or equal to the spell's damage limit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Starmenewing Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of swirling clouds that are 20 feet in diameter. The cloud spreads to 30 miles per hour centered on a point you can see within range. The cloud covers a 60-foot-radius sphere centered on that point. The cloud lasts for the duration. If you choose to cause the cloud to become unclouded, it lasts for the duration. Evocation

Steel Arrow

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon three willing creatures of your choice in a 30-foot radius up to 20 feet long and 30 feet long, centered on an object or a point you can see within range. The creatures can move up to 10 feet in any direction with a straight line. The target takes 5d6 piercing damage and is stunned. Abjuration

Sticky Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create

Sticky Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a puff of liquid that can take on the form of a candle or a torch. The object must be a candle or torch, and must be within range. A flame must be in the form of a flame, a torch, or a similar object. It must be at least 10 feet tall and must be at least 3 feet long

Sticky Hand

Casting Time: 1 action
Range: Self
Duration: 4 Hours

You choose one object within range that you can see within range. You choose a piece of clothing, a piece of equipment, or an object that resembles a hand. If you do not have a hand, the object doesn't have a hand. The object isn't magically transformed, and it isn't damaged. Each time you cast this spell, you can use your action to make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. Transmutation

Sticky Hold

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a sticky hold that lasts for the duration. Until the spell ends, the hold can be used to move up to 30 feet, or until you summon a creature that isn’t hostile to you. A creature that is hostile to you must succeed on a Wisdom saving throw or be restrained by the hold. A restrained creature can use an action to end the hold. Evocation

Stim attack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You use a stinging stinger, striking a creature or object that you can see within range. The target takes 8d8 acid damage, and the spell ends. Evocation

Stimulus

Casting Time: 1 action
Range: 30
Duration: Necromancy

Instantaneous You create a tiny sphere of force, a 10-foot-radius sphere centered on a point in space you can see within range. The sphere weighs no more than the spell’s normal weight. The sphere has a 20-foot radius. The sphere lasts for the duration. The sphere is a magical, invisible sphere that extends from the sphere up to 30 feet in one direction. The sphere can be interacted with by up to four creatures. You can use your action to teleport up to 30 feet away from the sphere. The sphere can also be seen by up to 10 creatures. You can use your action to teleport to any point on the sphere that is within 30 feet of it. Any creature that ends its turn in the sphere must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The sphere remains in place for the spell’s duration. Until the spell ends, the sphere can be moved to any spot within 30 feet of it. The sphere can be used to cause up to five bolts of force to occur within 30 feet of the sphere. If a bolt is created, it is automatically knocked prone. The sphere can be moved to any spot within 30 feet of it. Necromancy

Stimulus

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you can manipulate the air around a creature’s tentacle. The creature can make a Constitution saving throw, taking 7d8 force damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns for the duration, you can move the creature up to 30 feet in any direction, even if it is in the air. If the tentacle is in motion while you are moving it, the creature must make a Strength saving throw. On a failed save, the creature takes 10d8 force damage on a failed save, or half as much damage on a successful one. As long as the creature is moving, it can move around the tentacle as if it were a tentacle. The creature is restrained by this spell only in place of another object or object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Stimulus Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of light appears in a spot, such as a window, a room, a room of your choice that you can see within range, centered on one point within range. The sphere is light, and it can’t be in darkness or in direct sunlight. It can be in any of the following colors: violet, green, blue, yellow, or violet. A sphere of light that is larger than 5 feet tall and that can reach up to 60 feet in height can’t be made larger than 5 feet. The sphere can be in any of the following forms: opaque, transparent, or prismatic. The sphere can’t touch objects or objects that are either opaque or prismatic. It can’t cast spells or gain any other benefit from the spell. The sphere can be in any of the following forms: opaque, transparent, or prismatic. The sphere can be in any of the following forms: prismatic, opaque, or opaque. The sphere can be in any of the following forms: prismatic, opaque, or opaque. The sphere can be in any of the following forms: prismatic, opaque, or opaque. The sphere can be in any of the following forms: prismatic, opaque, or opaque. The sphere can be in any of the following forms: prismatic, opaque, or opaque. The sphere can be in any of the following forms: prismatic, opaque, or opaque. The sphere can be in any of the following forms: prismatic, opaque, or opaque. The sphere can be in any of the following forms: prismatic, transparent, or opaque. The sphere can be in any of the following forms: prismatic, transparent, or opaque. The sphere can be in any of the following forms: prismatic, opaque, or opaque. The sphere can be in any of the following forms: prismatic, opaque, or opaque. The sphere can be in any of the following forms: prism

Stimulus

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a 5-foot-square sphere of light that can reach up to 300 feet long and 20 feet high. The sphere is in the form of a prismatic rod that is worn over a hat. It has a 50 percent chance of obscuring one object in the space. The sphere is opaque, but each creature in the sphere is blinded. Any creature in any distance from the sphere must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. The sphere can be closed, but if the door is open, it can also be opened by a spell. Any creature that enters the sphere is blinded until the spell ends. A creature that enters the sphere while blinded is immune to the effect until the spell ends. Conjuration

Stinking Minor

Casting Time: 1 action
Range: 60
Duration: 90 Days

Concentration, up to 1 minute You touch a piece of sheet of solid surface that stands in a certain distance. The creature can’t move, and the creature can’t be affected by this spell. Evocation

Stinking Minor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch someone that appears in the area you can see within range. If the creature drops to 0 hit points, the material remains there until the creature’s hit points equal to the target’s hit total’s size. The creature can’t be affected by this spell. Transmutation

Stinking Minor

Casting Time: 1 action
Range: Touch
Duration: Touch

Concentration, up to 1 minute Touch a piece of a surface. The creature takes 3d6 cold damage and has disadvantage on attack rolls against the target, saving throw, and the spell ends. The target can’t succeed on a saving throw. Stink Minor Touch Touch 60 Touch Touch 30 Days

Stinking Redeem Redeem

Casting Time: 1 action
Range: Self
Duration: Instantaneous

For each round of the course, you can add a long-term marker to a point it can see for the first time. The marker can’t be broken by a creature’s interaction, and it can’t be broken by a creature’s attack, and it can’t be broken by a creature’s interaction, thus the effect ends when the creature drops to 0 hit points. Transmutation

Stinking Stinking Strider

Casting Time: 1 action
Range: Touch
Duration: Touch

Touch You touch a creature with a piece of rope. The creature can’t move up to 20 feet in any direction. The creature can’t see the creature’s feet, and the creature can’t move up to 30 feet in any direction that you choose. On a successful save, the creature can’t move up to two feet. A creature can’t move up to ten feet. On a successful save, the creature can’t move a solid surface, or any other object within range. If the creature moves up to ten feet in any direction that direction, it can’t move. On a successful save, the creature can’ up to two feet in one direction. On a successful save, the creature can’ up to five feet in any direction you choose. On a creature, a creature can’t move. On a hit, the creature takes 10 acid damage and has resistance to acid damage. On a hit, the creature takes 10 acid damage. On a hit, the creature takes 10 acid damage. On a hit, the creature takes 10 piercing damage. On a hit, the target has resistance to acid damage. On a successful save, the creature takes 10 piercing damage. On a successful save, the creature can’t be affected by this spell. Self-Sustenance Touch Touch Touch Touch Touch touch a creature within range. Each creature in range, immediately before the spell ends, speak a message to a target you can’t see within range. You can’t touch the target’s body and can’t touch the target’s body. At any time during the duration, the target’s body is damaged for the duration, and the target must make a Wisdom saving throw. On a successful save, the target takes the damage. On a successful save, the target takes 5 fire damage, and the spell ends. On a failed save, the target takes 10 fire damage. On a successful save, the target takes 10 fire damage, and the target becomes immune to damage. On a successful save, the target takes 10 fire damage, and the target takes 10 fire damage. On a failed save, the target can’t be affected by this spell. On a successful save, the target has no more than 1 minute. On a successful save, the target can’t be affected by this spell. On a successful save, the target has no more than 1 minute. On a save, the target can’t be affected by this spell. On a saving throw, the target has no more than 30 percent of the damage. On a successful save, the target can’t reduce the target to 0 hit points. On a save, the target can’t be affected by this spell. On a saving throw, the target makes a successful save throw, the target takes 10 fire damage, and the target’s body is unaffected. On a successful save, the target can’t be affected by this spell. On a successful save, the target can’t be affected by this spell. On a saving throw, the target can’t be affected by this spell. A successful save, the target can’t be affected by this spell. On a successful save, the target can’t be affected by this spell. On a saving throw, the target takes 10 fire damage on a failed save, and the target takes 10 fire damage. On a successful save, the target can’t be affected by this spell. On a successful save, the target has no additional damage. The target can’t be affected by this spell. On a successful save, the target takes 10 fire

Stinking Water

Casting Time: 1 action
Range: Instantaneous
Duration: You create a portal to a point you can see within

range. The portal opens in a 30-foot radius and lasts for the duration. Each creature in the portal must succeed on a Wisdom saving throw or be pushed up to 10 feet away from the portal. The portal can be closed in one creature’s immediate vicinity. The portals can open in one creature’s immediate vicinity only when you summon it. If the portal is open and closed, the creature must succeed on a Wisdom saving throw. On a success, the creature can see through the portal and see through the portal. On a successful save, the creature can feel the air and can’t pass through it. On a failed save, the creature takes 1d6 fire damage. On a successful save, its damage increases by 1d6 for each time it strikes a target. On a successful save, the creature takes 3d6 fire damage and becomes frightened. On a failed save, the creature takes 3d6 fire damage and is blinded. On a successful save, the target can’t move. On a successful save, the target can’t move. On a failed save, the target can’t move. On a successful save, the target can’t move. On a failed save, the creature must make an attack roll. On a successful one, the target takes 2d6 fire damage and the spell ends. On a successful save, the target takes 3d6 fire damage. On a successful save, the target can’t move. On a successful save, the target can’t move. On a failed save, the target can’t move. On a successful save, the creature can’t move. On a successful save, the creature can’t move. On a successful save, the target can’t move, and it can’t move. On a successful save, the target can’t move. On a successful save, the target can’t move. On a failed save, the target can’t move. On a successful save, the target can’t move or move. On a successful save, the target can’t move. On a failed save, the target can’t move. On a save, the target can’t move. On a successful save, the target can’t move. On a failed save, the target can’t move. The spell ends on a creature’s immediate vicinity. On a successful save, the creature can’t move. On a successful save, the target can’t move. On a successful save, the target can’t move. On a successful save, the target takes 3d6 damage. On a failed save, the target can’t move. On a successful save, the target can’t move. On a saving throw or a failed save, the target can’t move. On a save, the target can’t move. A target can’t move. On a save, the target can’t move. On a saving throw, the target can’t move. On a successful save, the target can’t move. On a saving throw, the target can’t move. On a save, the target can move. On a saving throw, the target can’t move. On a successful save, the target can’t move. On a successful save, an object that object falls to the ground, and the object falls to the ground. On a successful save, the target can’t move. On a failed save, the object stops moving in midair. On a successful save, the object stops moving. On a failed save, the object can’t move. On a saving throw, the object can’t move. On a successful save, the object can’t move. On a save, the object moves in any direction within range and lasts for the duration. At Higher Levels. When you cast

Stink poison

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a small, harmless, harmless odor that can be felt for up to 1 mile away. The odor lasts for up to 1 hour. The odor is harmless to creatures of your choice that aren’t under your control. Each time you use an action on an object that you can see within range, you can cause it to become harmless to that creature. The creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The target must also succeed on a Constitution saving throw or take 1d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divination

Stink Stride

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to leap from place to place. You can use your action to make a ranged spell attack. On a hit, you take the normal damage. On a miss, you take half the normal damage. On a successful one, you take half the normal damage. You also take an extra 10 hit points when you use your action to move from one place to another. The extra points you take are cumulative. Any damage taken when you move from one place to another is reduced by half. Abjuration

Stirring Tongue

Casting Time: 1 action
Range: Instantaneous
Duration: You create a ring of sharp, flowing sound that is

as strong as your hand. Each creature that is within 5 feet of you must succeed on a Strength saving throw or take 10d6 piercing damage. A creature takes half as much damage on a failed save. Necromancy

Stolen Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a sword that can cut through armor, shields, and other magical objects. The weapon must be of the same type and weight as the weapon’s component. The weapon can’t be more than one weapon at a time. When you cast this spell, choose a weapon from the list and cut the target's skin with it. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage and is knocked prone. On a successful save, the spell ends. The weapon’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Stolen Construct

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose one creature that you can see within range. The creature must be within 5 feet of you within 5 feet of you. The target must make a Wisdom saving throw. On a fail, the target takes 3d6 necrotic damage and has disadvantage on Strength and Dexterity saving throws. On a successful save, the creature takes half as much damage and has disadvantage on attack rolls. The spell ends if you are incapacitated. Illusion

Stolen Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic hand that you can use only once, targeting one creature within range. Until the spell ends, the hand has the same properties as the one it created. If you cast this spell multiple times, you can have no hand at all. The hand disappears when you reach 6th level (5th level), 11th level (6th level), and 17th level (8th level). Conjuration

Stolen Intelligence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to see through any light, light, or darkness within range. You can use your action to use your action to use your action to determine the light, light, or darkness within range. If you choose light, the spell remains in effect until the spell ends. You can also use your action to determine the darkness within range, but you must use your action to do so. If you determine an area of darkness within range, you can use your action to determine the darkness within that area. If you determine a void, you can use your action to cause it to turn into a portal that allows you to telepathically communicate with the target. For the duration of the spell, the target can only be teleported by means other than teleportation. Conjuration

Stolen Life

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You create a magical illusion that lasts for the duration. You can use your action to cause the illusion to disappear, or you can cause it to reappear in one of the following ways: You can create a new illusion at will. While the illusion remains in the same place it was created, it disappears and reappears in a different place. For example, if you create a new illusion in the shape of a skull, you can cause it to appear in a new place and then reappear there. You can also cause the illusion to reappear in another place and then reappear in it again. If you create a new illusion by casting the same spell multiple times, it remains there for the duration. You can also create a new illusion when you cast the spell. Abjuration

Stolen Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take 10 mortal wounds from a creature you can see within range. The target must succeed on a Wisdom saving throw or be stunned until the spell ends. The target gains the benefit of this saving throw only if it isn't already stunned. The spell ends if it has an effect that would cause it to fall prone. Conjuration

Stolen Life

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a spirit beast that you can identify as having a certain level of missing life. The beast must be at least 5 feet long and weighs up to 100 pounds. The beast’s body must be free from all flesh and bone, and its organs and bones must be of solid or liquid structure. The beast’s body can be partially destroyed. A creature can’t be destroyed by this spell or by a spell of 3rd level or higher that targets it. Evocation

Stolen Object

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a piece of object that is missing a component of a creature’s equipment. The object must be of a size that is at least 5 feet (0.5 m) or smaller, and it must be in an unoccupied space that can’t be more than 10 feet (0.8 m). The object must be within 30 feet of the spell’s location. The spell ends for this object if its component is destroyed. The object can’t be more than 10 feet (0.8 m). The creature must use its action to examine the object for any discrepancies or discrepancies. If it finds a discrepancy, the object is lost. If it finds a component of the object, it is destroyed. You can use an action to demand that the object be restored to its original place of origin. If you do so, the object becomes a new object and must be returned to its original place of origin. Enchantment

Stolen Plane

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A plane of unknown origin appears in which the object you created or that was created there is being replaced by another object of unknown quality. If you cast this spell at a point you can see within range, the spell ends if you cast it again. You can also end the spell by casting it multiple times. Conjuration

Stonebite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Up to three times, slashing and piercing through soft surfaces in a 40-foot radius. A creature within the area takes 2d2+1 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d2 for each slot level above 2nd. Transmutation

Stonechange

Casting Time: 1 action
Range: Unlimited
Duration: 8 Hours

You transform up to 8 creatures of your choice that you can see within range. An unwilling target can be affected only once. While the target is within 80 feet of you, it gains the ability to speak one language you can understand. The target can make a Wisdom saving throw, or it can make an Intelligence saving throw with disadvantage. The target can repeat the saving throw at the end of each of its turns. If you or one of your companions uses an action to shake the target out of its stupor, the target recites the protected word at the start of each of its turns as a protected word, but the spell ends when the target reaches 5th level (2d2). Transmutation

Stonecutter

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A piece of stone that you can see is a solid, hard surface. You can use your action to cause the stone to shift in a horizontal plane. The stone rises to a height of 30 feet and has AC 15. For the duration, the stone can’t reach a creature. The stone can’t be broken, knocked down, or otherwise damaged. Conjuration

Stone of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You imbue up to ten nonmagical objects within range with magic. Each object you choose hits any one spell slot of 9th level or lower. Until the spell ends, you can use a bonus action on each of your turns to cause one object you can see to become a precious gem. You can also cause a gem to become a gem without ever casting a spell. Until the spell ends, you can use a bonus action on each of your turns to assume a different form. You can draw a four-legged, transparent creature for the duration, or a five-legged, transparent creature for the duration. Each of these creatures can be any creature with an Intelligence score of at least 2. You decide what form the creature takes when it appears in the light or dark. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the total increases to 10 6es and 11th level. When you cast it using a spell slot of 13th level or higher, the total increases to 14th level. Transmutation

Stoneskin (1 mileN, 10 milesN)

Casting Time: 1 action
Range: No action.
Duration: Instantaneous

You create a 5-foot-square, 20-foot-tall sphere centered on a point within range. The sphere appears in a spot of your choice that you can see within range. The sphere is a 30-foot cube and has a diameter of 10 feet (no more than 10 feet). You can use your action to cause the sphere to move 10 feet in any direction. The sphere is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Stoneskin2

Casting Time: 1 action
Range: Instantaneous
Duration: You enrich the world for years to come. Choose a p

lace, a region, or some other significant event that you can remember. Nothing lasts forever. You enrich the land, water, stone, and air with life, magic, and rare metals. You enrich the atmosphere with minerals, herbs, and minerals with a 5th-level bonus. For every 1,000 people who live within 20 miles of the place where the spell is cast, there are 1,000 more people who can benefit from the spell. Necromancy

Stoneskin Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

For the duration, you possess a piece of nonmagical armor made of stone that has the words, "transmute to ash" inscribed on it. You choose a creature’s physical form as the creature’s armor form, or the nonmagical form as the creature’s equipment form. The creature’s armor automatically transforms into ash Armor, with the words TRANSMITTED, HADEN, AND SERVED. If you cast this spell using a spell slot of 5th level or higher, your transformation also transforms the nonmagical form you’ve chosen as your companion. This transformation lasts for the duration, and it automatically succeeds on its own saving throw, if it succeeds. Your transformation also lasts for the duration, if it isn’t already extended. When you use your action to create your new armor, you must attack the target on your turn, and you can have up to three additional attacking strikes made against the creature with which you cast this spell. If you don’t have an attack action for the spell, you use your action on each of your turns to move up to your attackers own attack path. Additionally, whenever you take damage of your choice, you can use your action to move up to your attackers own damage path against the target. Both moves last for the duration. When you use your action to move up to your current weapon's hit points, you make a new attack against each weapon’s hit point maximum. While the two attacks deal an extra 1d6 damage to the target, it has disadvantage on attack rolls against you and can't benefit from taking the attack during the spell’s duration. You can use your action to dismiss these attacks. If you do, the spell ends for the target and you have no attacks until your next turn. Transmutation

Stoneskin Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a protective layer of silvery, translucent armor on yourself that lasts for the duration. Until the spell ends, you can use your action to make two attacks with a weapon against one creature within 30 feet of you that you can see. You make the attacks with advantage if the creature has blindsight into the armor, and even if blind as into the armor itself. The creature must make a Wisdom saving throw. On a failed save, the creature can’t take reactions and must use its action to make an Intelligence saving throw. On a successful save, the creature forgets the armor and can’t harm it. At the DM’s option, the spell can be ended by agreement between the two parties. If the DM chooses a different agreement, the spell ends on a successful save. Enchantment

Stoneskin Armor

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You establish a protective magic around yourself that inscribes a glyph of elemental force within range, targeting an area within range. You can inscribe the glyph on clothing, other objects, or even your own body, causing the glyph to appear translucent to others in the area. This spell doesn’t specify any sort of magical force, such as a magic field, that shapes the glyph; it might create a protective magic to protect someone or to protect a creature from certain death. When you inscribe the glyph, choose one of the following properties: - The inscribe glyph lasts for the duration; - The glyph has a flying speed of 60 feet; - You can use your action to create a protective glyph on up to three creatures within 60 feet of the glyph. Each target must make an Intelligence saving throw. On a successful save, the glyph inscribes a glyph that lasts until the end of your next turn or until you use your action on each of your turns to create a glyph of your choice that remains inconspicuously hidden from view. If you would create the glyph, you can have up to two such glyphs inscribed in your space. Protection from Energy Touch 5 Days You create a protective magical force within range that can protect up to ten creatures of your choice that you can see within range. The force lasts for the duration, and its power is neutralized if its area of effect overlaps with that of the target. It doesn’t protect creatures or objects within 5 feet of a target, or objects that have a high natural armor rating, if such an effect would cause the item to be reduced to 0 hit points. Divination

Stoneskin Aura

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

As you cast this spell, you change the color of skin on one creature you touch to match your new skin tone. Otherwise, the spell ends for that creature. Divination

Stoneskin Aura

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

For the duration, an illusory illusion appears on your person that allows you to see in both visible and illusory form the extent of any damage that has been dealt by a spell casting or a weapon attack that you have cast. This illusion can be summoned through magical means

StoneskinConcentration up to 1 hour

Casting Time: 1 action
Range: Choose one creature of your choice that you can see within range. Choose one of the following effects. You cause the cloud to appear in a 5-foot radius around you. The cloud moves in a direction you choose. The cloud disappears when it reaches the ground. As an action, you can make one creature of the chosen color within range move in that direction. A creature must make a Constitution saving throw, taking 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. An airborne creature that ends its turn in the cloud must succeed on a Dexterity saving throw or take 8d8 acid damage.
Duration: Illusion

Stoneskin Construct

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a new, 3-foot-tall, 10-foot-tall, 20-foot-tall, and 20-foot-

Stoneskin Construct

Casting Time: 1 action
Range: 300
Duration: 8 Hours

You create a 5-foot-diameter, 10-foot-deep pit that fills with water a sphere of flame and emits a moderate, roaring sound. Each creature in the sphere must make a Constitution saving throw. On a failed save, it can’t breathe, and can’t be charmed or frightened by this spell. The sphere is 5 feet in diameter and has 40 feet of radius. The sphere is filled with air, and its air temperature is 30 degrees Fahrenheit. A normal, solid surface of the sphere is made of ice, and the area of the sphere is 100 feet. The sphere is made of stone, and the area of the sphere is 50 feet. The sphere is 20 feet in diameter and is 15 feet thick. Creatures that fit in the sphere are restrained by the sphere. Conjuration

Stoneskin Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a construct of your choice that you can see within range. You cast the spell as if it were an object, which means you can target an object that is neither worn nor carried and that fits within the normal reach of the creature you chose. The creature must be within 30 feet of you when you cast the spell, and it must be holding an object or something that fits within its reach. When a creature reaches 30 feet of movement, it can make a Dexterity saving throw. On a success, the creature is no longer restrained by the constructs clothing. Transmutation

Stoneskin Construct

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small, nonmagical creature of 5 feet tall and 5 feet high that you can see within range. The creature must be within 60 feet of you in order for the spell to work. If you cast this spell in the same location as the one you spell’t concentrating on, the creature is no longer charmed by you. Transmutation

Stoneskin Construct

Casting Time: 1 action
Range: Duration ranged, up to 1 minute
Duration: You create a skeleton of some sort, a beast or a c

reature, and you create that creature with one of the following effects when you cast this spell. You automatically succeed on all damage and stunning effects. You also have advantage on attack rolls against the same creature or creature multiple times. If you cast this spell on the same creature or creature multiple times, you create both a skeleton and the same creature. The second time, create the same creature and find it more damaged, stunned, or lacking nourishment. Transmutation

Stoneskin Construct

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a new construct that has AC 10 and 30 hit points, and becomes a creature with which you are proficient. The creature is friendly to you and your companions for the duration. The creature can be killed instantly by ranged weapon attacks made against it. The creature can’t become friendly with you or attack you. When you cast this spell, you can specify a number of creatures that you can’t become friendly with and that have AC 30 or lower, at which point the spell ends. The creatures aren’t necessarily hostile to you; they might be hostile to your companions (whose gear might be worn by them), or just plain unpleasant. You can shape your own weapon and armor, or choose an unarmored w javelin or an unarmored longsword. You choose the one from each slot, which are never dispelled. Whenever you use a weapon in the construct’s slot, you can make a single melee attack with it against a creature within 5 feet of your construct’s hit point maximum. If the creature rolls a 5 or higher, the construct defends itself from hostile creatures. Transmutation

Stoneskin Shape

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature to form into a true, roundish, pointed, dagger-like shape. The creature must be within 20 feet of the target and must make a Strength saving throw. On a failure, it takes 2d10 lightning damage and is plunged into darkness, where it sheds dim light for an additional 20 feet. The illusion lasts for the duration or until you use an action to hold the creature in your hand. When you cast it and as your action on each turn until the spell ends

Stoneskin Shift

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to shift your body and mind to a new location within range. You can use your action to shift into a body of water, for example. You can use your action to move into a body of water that is hostile to you. You can use your action to move into a body of water that is friendly to you, provided that the creature isn't hostile to you. You can move into the body of water no more than 60 feet away from you. As an action, you can move a length of rope extending from a point of your choice within range. This rope can reach up to 20 feet. The rope is suspended in the air while it lasts. You can move the rope up to 30 feet. You can use your action to cause the rope to move as a free action. You can move the rope any distance you like. Transmutation

Stoneskin Shift

Casting Time: 1 action
Range: Self
Duration: 1 minute

You call forth a strange, invisible force that shapes your surroundings. Each creature in a 10-foot-radius sphere centered on you must make a Dexterity saving throw. A creature takes 1 extra foot of movement for every foot traveled on foot. On a failed save, a creature takes half as much damage from this spell and is pushed 10 feet away from you. Transmutation

Stoneskin Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike your foe with a potent, yet harmless, punch. Choose one foe within range and make a thrusting, biting lunge for its life. Each creature other than you within 10 feet of the target must succeed on a Strength saving throw or take 1d4 slashing damage. On a hit, the target must make a Strength saving throw twice. On a successful save, it reverts to its normal form and can’t use its action to move to a new one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Stoneskin Touch

Casting Time: 1 action
Range: 10 Days
Duration: Touch

The touch of a softening material toenail drops all dirt, grit, and other nonmagical objects weighing as much as 5 pounds or less (including any that aren’t armor) into the air or into containers or vials, or leaving exposed soft materials weighing as much as 5 pounds or less. Transmutation

Stoneskin�Touch

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You touch one willing creature. The target must su

cceed on a Constitution saving throw or be charmed by you for the duration. While the target is charmed by you, the target has disadvantage on attack rolls that use Strength until the spell ends. The target also has disadvantage on Strength saving throws and ability checks. Finally, the target can’t willingly move or take actions while under the effect of this spell. While the target is under the effect of the charm, the target can’t willingly move or take actions while under the effect of the spell. If the target is already charmed by this spell, it must succeed on a Wisdom saving throw or be charmed by you again. Enchantment

Stoneskin Touch

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a small invisible barrier between you and a creature that you can see within range. The creature can see and hear you, and any creature or object that moves is invisible to you. A creature or object can’t be targeted by this spell. You can then use your action to move the barrier up to 30 feet in a straight line to a face you choose within range. You can then use your action to either hurl the berm together with a sling or to ram the berm into the nearest creature or object. Transmutation

Stones of Death

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose a nonmagical object that you can see that is neither burned nor smothered within range. You target something the target can touch or touch in this way: baton or by bashing into it. If the object is a magic staff or other magical object, you make a melee spell attack with it. On a hit, the target takes 2d6 acid, cold, fire, lightning, or thunder damage. If the object is a + 1 or 2-dimensional staff, you make a nonmagical weapon attack with it. The spell ends if you cast this spell or if you use it in action. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the

Stonesword

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a stone wall that extends from the center of the circle you created. The wall is 50 feet in height and 50 feet thick. It has a 60-foot radius, and each creature within it must make a Strength saving throw. On a failed save, a creature takes 8d8 bludgeoning damage, or half as much damage on a successful save. Transmutation

Stonesword

Casting Time: 1 action
Range: Touch
Duration: 1 hour

A nonmagical phrase appears in a location and springs into existence in a state that you choose. The phrase must be simple, meaningful, and brief. The physical manifestation is intangible and lasts for the duration. As a bonus action, you can mentally command a Large or smaller creature you charmed when you cast this spell. You issue a general command, such as, "Speak with Plants," or at the top of each sentence. Choose one of the following effects with a reply: • You issue a general command, such as, "Speak with Plants," "Speak with Animals," or "Speak with Plants." If no effect is given, the message isn’t specific. • You issue an Aura or a Ward, depending on the effect. Choose one of the two; you have advantage on both checks. • You issue a Minor Elementals and Plants order, affecting only the elementals and plants you’re wearing. You can also issue a specific plant’s function—such as growing, tending, and cultivating—as an activity of interest to plants and other creatures. The DM chooses whether this activity is performed during combat or at rest. If you issue no commands and no plants, the spell doesn't specify a specific creature or entity, but it acts as if it was given a name or a symbol. If you issue a specific command and no plants, the spell doesn’t specify a general form of command or commandment, but it does specify a verbal command or an activity that appears at the start of the target’s turn. You can issue no more than three general commands or no more than

Stonesword

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. It must touch you to take damage. It can be a male or a female, up to eight identical children or a family of children, or it can be one and the same. A creature that targets you with an attack (such as with its slam or with a club) or a spell (such as by its power or by some other spell's effect) this spell’s effect on it has failed. The target must succeed on a Constitution saving throw or be affected by the attack and have 1d6 bludgeoning damage and have resistance to the attack for the duration. The attack can penetrate any barrier or defense between the target and the attacker, and the target can take damage or be knocked prone. Necromancy

Stone vision

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A thin, translucent sheet of stone appears at a point you choose within range. The stone appears to be intangible, but it can’t be seen or heard. The spell doesn’t alter the color of the stone’s surface, nor can it penetrate or otherwise affect its color. The spell ends if you fall or if you dismiss it as an action. The stone appears in any place that you choose for the duration. When a creature drops to 0 hit points or becomes incapacitated, all creatures in the area of the spell’s effect are knocked unconscious. The spell ends if a creature is killed by this spell or if you cast it again. Necromancy

Stonewall

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a tremor on the ground in a 20-foot-radius circle centered on a point within range. Each creature in that tremor’s course must succeed on a Dexterity saving throw. A creature takes 6d6 bludgeoning damage (4d6 bludgeoning damage) when it strikes a nonmagical object within the tremor. Evocation

Stonewall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a spectral wizard that appears in a space occupied by a creature that you can see within range. The spell can target one creature of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Stonewall

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose a point you can see within range on an object weighing up to 1,000 pounds. You choose a point you can see within range on an object that is up to 500 feet on the ground or that is in an elevation change of 10 feet or less. Then you cause objects that are no larger than Medium to drop whatever they are carrying. They are thus broken into smaller pieces, usually in containers or vaults, and gradually become smaller until the pieces dissipate. Each piece carries 1d4 + 1/2 the weight of the object it was brought from. That creature’s speed is halved in the area, and it spends 4 feet of movement per round on a trojan horse. Transmutation

Stone wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 30-foot-radius, 20-foot-wide, 5-foot-high wall of stone that resembles a stone bridge. The wall, or a portion of it, extends into an unoccupied space. You can make the wall up to 60 feet in any direction. The wall can't

Stonewall Bless

Casting Time: 1 action
Range: Instantaneous
Duration: Choose an object or effect of magic that you can s

ee within range. It has AC 5, 15 hit points, and 5 profane radiance effects. The object or effect has a range of 100 feet. The spell ends for an object or effect that targets a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Enchantment

Stonewall Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A line of bladed energy burst from your pointing finger to a point you choose within range. The line lasts for the duration or until you use your action to dismiss it. If you target an object or creature moving through the line, you cause it to take 1d10 lightning damage, and then the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st Conjuration

Stonewall Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You extend the power of the line of existence of up to eight willing creatures that you can see within range. Until the spell ends, you can use a bonus action to grant a creature a temporary restraining effect, either by dealing it a threat or forcing it to make an afflictable condition change. Transmutation

Stonewall’s Smite

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a wall of whirling blades of steel in your free hand. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, and it is solid enough to be hurled 10 feet or lower. Each creature in the wall’s space must make a Strength saving throw. On a failed save, a creature takes 1d8 piercing damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Stoning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a choking cloud of smoke in front of you that lasts until the end of your next turn. Until the smoke dissipates, you can use your action to create

Stoning Bell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You exhale a loud bell of thunder that strikes up to five creatures within range. Each of the targets must succeed on a Constitution saving throw or be pushed up to 20 feet away from you and knocked prone. Each target also has advantage on attack rolls and ability checks that rely on movement. Conjuration

Stoning Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A cloud of smoke rises from within a point of your choice that you can see within range. The point you are standing in is the entrance to a large, opaque hall. The hall can be any shape you choose, and it becomes difficult terrain when the wall is about to form. A passage is drawn through the wall and closed around itself. The passage is 10 feet long and can’t more than 8 feet wide. The wall is a barrier, blocking passage through it and providing passage for creatures of Medium size or smaller in the hall. While the wall is in place, creatures of Medium or smaller in the hall must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage and is restrained by the wall. The wall is opaque to light and has a radius of 100 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Stoning Smite

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

The ground in a 15-foot radius centered on a point you choose must be square and stony for you to do so. A creature must make a Strength saving throw each time it hits a creature with a weapon attack during the spell’s duration. On a failed save, a creature takes 4d8 piercing damage and is knocked prone. Additionally, the ground in a 15-foot radius centered on a point you choose must be square and stony for you to do so. A creature must make a Strength saving throw each time it hits a creature with a weapon attack during the spell’s duration. On a failed save, a creature takes half as much damage, and its speed drops to 0. The ground in a 15-foot radius centered on a point you choose must be square and stony for you to do so. A creature must make a Strength saving throw each time it hits a creature with a weapon attack during the spell’s duration. On a failed save, a creature takes half as much damage, and its speed drops to 0. Conjuration

Stoning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A puff of wind or a soft enough breeze blows around you in a direction you choose. The wind moves with you, freely extending its range. The wind remains in place for the spell’s duration. You can use your action to create a line of fire straight through the wall. Each creature in the line must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When

Storm Arrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tornado of electricity that travels up to 30 feet in a direction you choose. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using certain companions, you can designate a different storm storm. The storm’s location must be within 30 feet of the point you chose. Transmutation

Storm Arrow

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a powerful quiver of energy that ignites when struck by a ranged weapon. The quiver keeps a portion of the quiver's energy for the spell’s duration, up to a maximum of times. When you cast the spell, you can have up to three threads created by the quiver activated at the same time. The quiver also insures a sufficient supply of food when the spell ends. A quiver created by this spell also insures a sufficient supply of water when the spell ends. You can create two quivers by raising one level of acid in a verdant grove or by pouring acid on one level of stone. You can design your own quivers to fit your play style. Each quiver animates a different quiver created by a different spell of 7th level or lower. You can make quivers of any material component you have drawn or shape-shifting using metal or stone. The quivers are strong enough to tear through thick glass or metal. As a bonus action on each of your turns before leaving your hand, you can alter one of the quivers to create a shield. In addition, when a creature hits a chondrite or a fiend with a weapon attack during its last turn, the creature can send a piece of nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical attack at the creature to protect it against attack. If the target successfully escapes from the quiver, it remains there until the quiver is reattacked on it. In addition, when a creature hits a creature with an attack before it can cast a spell, the creature has advantage on the attack roll, but the spell doesn’t provoke opportunity attacks. The spell ends for the creature if it takes any damage during its next turn. While the spell is in effect, you have the power to issue additional commands or to issue additional commands at the same time you would issue commands to a creature. For example, you might issue an order to a mounted creature that it must make a Dash when entering the enclosed area, when coming down a flight of stairs, or when entering an unlocked door. While the spell is in effect, you can issue a general command to a creature that it must make Dash when entering the enclosed area, when coming down a flight of stairs, or when coming down an unlocked door. You have the power to issue an order to any creature that it must make Dash when entering the enclosed area, when coming down a flight of stairs, or when coming down an unlocked door. You can issue additional commands to any other creature, though you must use your own command to issue any additional commands. When you issue a command, you are given the choice between two effects. If you make a verbal command, your creature must succeed on a Wisdom saving throw or take 1d6 psychic damage if it knows your verbal command. On a success, the creature takes half as much damage and doesn’t take the Dash action. If you make an especial command, however, the entire creature must obey it, even if they don’t know each other. A creature can do whatever you command while under the spell’s effect, but no action can take them against you. While under the spell, they can’t speak, read, or send messages to anyone within 30 feet of

Storm Arrow

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A storm horse of opportunity appears in an unoccupied space that you can see within range and that you can readily locate from a distance of 30 feet. The horse flies in a straight line up to 90 feet and then disappears. The spell ends on a sustained bullet, if it occurs. A sustained bullet is a bullet that takes 1d4+1 hit points to ooze out and then disappears. Creatures with Strength scores can use their action to make a Strength check against your spell save DC. On a success, the bullet explodes on impact, and the horse disappears from view for 1 minute. Conjuration

Stormbark

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a small fiery burst of violence within range. The burst lashes out at targets within 30 feet of you, dealing between half and half damage. Each target takes 1d4 fire damage on a failed save, or half as much damage on a successful one. The spell destroys objects in the area and ignites flammable objects that aren’t being worn or carried. After creating the spell, you can use a bonus action to create a new area of intense heat and cold. The heat and cold radiate from the target, creating a 10-foot-radius cloud of freezing vapor in the space you have before. A creature that is completely covered in freezing wind can’t enter the area or move through it by body heat or cold. When the cloud appears, it moves 50 feet away from you, and it has disadvantage on Dexterity saving throws and Strength saving throws. The creature can move through the cloud as a free action. The spell ends if you dismiss it as an action or if you cast it again. Evocation

Storm Bolt

Casting Time: 1 action
Range: 10 Days
Duration: This spell creates a powerful bolt of lightning th

at ignites in a 5-foot-radius cloud 15 feet deep and spreads out across the ground in a 30 foot radius around it. The spell lasts for the duration, and the ground in the area becomes difficult terrain until cleared. The ground in the area becomes difficult terrain for each of its turns, ending when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius grows to 30 feet for each slot level above 5th. Evocation

Storm Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A stroke of lightning forming a region of lightning energy surrounds you. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this spell has its speed halved until the start of your next turn. A twitching, haloshed creature (the twain is HIM) is also affected. A creature targeted by this spell must make a Constitution saving throw each time it attempts to move to a space that is more than 30 feet away from you; a creature affected by this spell makes this saving throw with disadvantage. Evocation

Storm Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a bolt of lightning from a point of your choice within range. The point of the bolt explodes in a horizontal line 10 feet in succession. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d6 lightning damage and is knocked prone. The spell ends on a creature in the line when the first one explodes. When the first one hits, it deals 10d6 lightning damage to each target. Also, every creature in the line when it hits is restrained. The restrained creature can use an action to make a Constitution saving throw, taking 10d6 damage on a failed save, or half as much damage on a successful one. The

Storm Bolt

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack, the target takes 1d6 lightning damage. This spell has no effect on undead. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Storm Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A piece of nonmagical lightning erupted from a glyph within your hand. Each creature in a 5-foot-radius sphere centered on the glyph within that sphere must make a Constitution saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Storm Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a large, spinning beam of lightning that explodes in a 5-foot cube centered on a point within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning then spreads around corners. Each time a creature finishes a long rest, that creature adds his or her own lightning damage to the total. Conjuration

Storm Bolt

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You launch a bolt of lightning that strikes a point within range. The target must make a Dexterity saving throw. It takes 2d8 lightning damage and is hurled with advantage if it is in the air. The bolt deals an extra 1d8 lightning damage on a hit and is hurled with disadvantage if it is in the air. The extra damage is cumulative. If a creature is hurled in the air when the spell reaches its full effect, the creature is pushed 10 feet away from the point of impact. The spell ends if the creature is still in the air when you or someone else uses your action to move the bolt from its original location to the nearest unoccupied space within 100 feet of the spot where the bolt struck the target. Evocation

Storm Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A bolt of storm-like forceps toward a target within range. The target must

Storm Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose one creature within range and deal 3d6 bludgeoning damage to it. On each of your turns for the duration, the target can make an Intelligence saving throw. On a successful save, the target takes half the damage. On a failed save, the target takes the reduced damage. At the end of each of its turns, the target has its normal attack bonus and damage types, and it must make an Intelligence saving throw. The saving throw fails if the target takes damage while it is incapacitated or the spell's effects last. The spell ends if the target is incapacitated or the spell ends if the target recovers from its spellcasting failure. Conjuration

Storm Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a hail of roaring energy at one creature within range. One creature in range takes 1d8 thunder damage. A creature that fails the spell’s damage reduction check increases by 1 for the rest of the spell’s duration. Evocation

Storm Bolt

Casting Time: 1 action
Range: 52
Duration: Instantaneous

You hurl a nonmagical weapon that you can reach with a club, hand axe, or similar weapon in its hand or on the ground in a 60-foot radius and that weighs no more than 5 pounds (0.8 kg). You can cast this spell as a bonus action on a subsequent turn of yours. If you chose to cast this spell during a later turn, you might also cause the weapon to explode, leaving behind a fiery or ustial stinking cloud. If you cast it again, the spell ends. Conjuration

Storm Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a bolt of lightning with a 30-foot radius on a solid surface within range. You must use an action to do so. As the spell ends, the bolt flashes in a random direction. The bolt can be a vertical line (30 feet long, 10 feet wide, or 3 feet high), a horizontal line (20 feet long, 10 feet wide, or 3 feet tall), or a vertical line (30 feet) across a 20-foot radius. The bolt is an uncontrolled bolt of lightning that deals 3d6 lightning damage to a creature. The lightning deals 2d6 lightning damage to a target that isn’t under the spell’s effect or within 10 feet of the spell target. The target must succeed on a Constitution saving throw or be knocked prone. A creature or object in the spell's area is heavily damaged if it is knocked prone. When a creature fails the save, a creature or object must succeed on a Constitution saving throw or be pushed up to one hundred feet away from the spell target. A creature or object knocked prone while under the spell can’t be pushed to the ground until the spell ends. Transmutation

Storm Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of lightning bolt toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage. After a hit, any amount of damage the target takes increases by 1d12 at the end of its next turn. A creature can repeat the attack in whole or in part. Each use of the spell ends early if it deals any damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 by 1d12 for each slot level above 1st. Evocation

Storm Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a wave of freezing energy that damages one creature within range. The target must make a Dexterity saving throw. On a successful save, the target doesn’t freeze or become frozen. On a failed save, the target takes 1d4 cold damage. An unwilling target must succeed on a Constitution saving throw instead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Storm Bolt

Casting Time: 1 action
Range: Self (10-foot line)
Duration: Instantaneous

A bolt of lightning burst from your hand toward a creature within range. Make a ranged spell attack for each creature in the line. On a hit, your target takes 1d8 lightning damage. To a creature immune to lightning, this spell’s damage increases by 1d8. The spell’s damage increases by 1d12 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Storm Bolt

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A line of strong lightning streaks toward a creature within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 4d8 lightning damage and is restrained until the spell ends and the spell ends on that creature or until the spell ends on a different creature. Each target must also make a Dexterity saving throw at the end of each of its turns. On a successful save, the target is restrained until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 6th. Evocation

Storm Bolt

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a bolt of lightning that explodes in a 60-foot radius and lasts for the duration. For the duration, the bolt deals 1d8 lightning damage to each creature in its area. After the spell ends, the creature is no longer affected by this damage. A creature that fails its save against this damage has disadvantage on the attack roll. If the creature has more than one lightning bolt, it adds them to its carry weight, which determines the total. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Storm Bolt

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

A stroke of lightning forming a cloud of debris coalesces and explodes in a 20 foot radius sphere centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Storm Bolt

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose a point within range and place a bolt of lightning on it. The bolt explodes in a 30-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is knocked prone. The spell’s damage increases by 1d6 for each slot level above darkvision. Necromancy

Storm Bolt

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a nonmagical weapon or explosive that you can reach and create a copy of it that isn’t being infused with magic or being damaged by magic missile, if the weapon or explosive is in its original box or container. The weapon or explosive can hit anything it touches, and the spell ends if you cast this spell again. The spell ends if you use a spell slot of 3rd or 4th level. Transmutation

Storm Bolt

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A line of lightning flashes from you to a point of

Storm Burst

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a burst of crackling, powerful lightning that spreads throughout an area within 60 feet of you. Each creature within 20 feet of the star must make a Constitution saving throw. A creature takes 6d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Storm Burst

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You weave the fury of a storm within a Large or smaller solid beast to form a wall of whirling air, 10 feet long, centered on a point within range. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t in a state of suspended animation onto the ground. Moving the wall up to 100 feet requires a successful Intelligence (Investigation) check against your spell save DC to be successful. The wall has AC 5 and 30 hit points, and it moves with it, remaining horizontal and vertical in both directions. When the wall appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage, or half as much damage on a successful save. The damage type equals that of normal bladed weapons, and it increases as the spell lasts. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the whirlwind has the additional effect of lightning storm for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the whirlwind has the lightning storm for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the whirlwind has the lightning storm for each slot level above 10th. Evocation

Storm Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A burst of lightning erupts from a point you choose within range. Each creature in a 5-foot radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. If a point was created by a lightning storm, that point is larger and more heavily obscured. Each round it lasts, the spell creates one additional round of automatically triggered lightning, which lasts until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial blast deals an extra 1d4 lightning damage to the base creature and constructs damage of your choice, including without blades and without extending from its body and creating a laceration on its flesh. Evocation

Storm Burst

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You unleash a whirlwind of energy that twists and twists in a 20-foot-radius sphere centered on a point you choose within range. The whirlwind moves 10 feet in any direction along the ground, and it deals 3d4 thunder damage to each creature in its path. The whirlwind is a large, intangible cloud that lasts for the spell’s duration. Each creature in the area when it deals this damage must make a Dexterity saving throw, and the whirlwind deals 3d4 damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is pushed 10 feet away from the whirlwind and must make a Dexterity saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Finally, on a successful save, the creature is pushed 10 feet away from the whirlwind and must make a Dexterity saving throw. The creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Stormclamp

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 minute

A shimmering wall of whirling, blue light appears on a point you choose within range and lasts for the duration. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must b e contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. Evocation

Stormclamp

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

Similar to the summoning of a summoned deity, you appear at a point of your choice within range and speak the same message over and over until the spell ends. Until the spell ends, you can speak the same message to up to two willing creatures you can see within 30 feet of you (no more than once per round for each willing creature). Divination

Stormclap

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A wave of lightning sweeps toward a creature within range. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 lightning damage and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone. The spell then ends, and the spell ends on the target. Evocation

Stormclap

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a shimmering cloud of water in a 5-foot radius. Each creature in a 30-foot-radius sphere that you can see within range must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. For the duration, you can use your action to attempt to extinguish the cloud with warm water. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Stormclap

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

A storm is created by a strong wind that is centered on a point you choose within range. The chosen point is 100 feet square. The spell ends if you cast the spell again. You and any

Stormclap

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a 50-foot-tall, 10-foot-high, 10-foot-deep, 30-foot-tall, and 10-foot

Stormclap

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A strong wave of water appears and then crashes down on a creature or object within range. The target must succeed on a Dexterity saving throw or be pushed up to 60 feet away. If the target drops to 0 hit points before this effect ends, it takes 3d6 bludgeoning damage and is knocked prone. If the target drops to 0 hit points before this effect ends, it takes 1d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Stormclap

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a burst of thunderous roar that ends the spell. Any creature in the area must make a Constitution saving throw. On a failed save, the creature takes half as much damage and is restrained until the start of your next turn. A creature restrained by this spell can use its action to make a Constitution saving throw. On a successful save, the creature takes half as much damage and is restrained until the start of your next turn. A stunned creature is also restrained by this spell. It can repeat this saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage and is restrained until the start of your next turn. A creature that ends its turn within the burst can repeat the

Stormclap

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a cloud of thunder in a 30-foot radius in a part of space that you can see within range. The cloud spreads out into a 30-foot cube, with a 20-foot-radius portion centered on a point you can see within range. The cloud lasts for the duration. The cloud can be up to 20 feet in diameter, 10 feet high, and 30 feet tall. The area can be up to 20 feet wide, 10 feet high, and 30 feet tall. If the cloud moves more than 10 feet from you, the wind in the area is too strong for it to disperse. The cloud can cover up to 25 feet in any direction, and the area is heavily obscured by fog. If the cloud moves more than 10 feet from you, the area is heavily obscured by darkness. The cloud lasts for the duration. You can use your action to make a ranged

Stormclap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm chimes in on a point you can see within range. For the duration, the area around the area is heavily obscured with fog, and the spell can't pass through buildings or difficult terrain. You can also add one foot of water to the area. The area is heavily obscured, but not completely obscured. The area can contain up to 100,000 cubic feet of water. If there is no water, it fills only a portion of the area. The area is heavily obscured, but not completely obscured. A large part of the area is undergrowth, but no more than 1 foot of it is visible. The spell can pass through the ground and beyond, and the area is heavily obscured. The area can contain up to 100,000 cubic feet of water. If there is no water, it fills only a portion of the area. The spell can move the area in a 30-foot-diameter circle centered on a point you choose within range. If you choose the location, the spell spreads over all terrain within the area, which is centered on a point you choose within range. The spell doesn't break the spell loose. The spell can be dispelled by a dispel magic spell. Transmutation

Stormclap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 1-inch-diameter, 10-foot-by-10-foot-by-10-foot-foot blast of storm energy that can be blasted to a length of 5 feet. Each creature that ends its turn within 5 feet of you must make a Constitution saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. Evocation

Stormclap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of thunderous activity that lasts for 1 minute. Each creature in the area must make a Constitution saving throw. A creature takes 6d8 thunder damage on

Stormclap

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tornado of water on the ground in a 10-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is knocked prone. The wind then continues to blow in the direction you chose until it reaches the point where the water appears. Whichever path you choose, you can move up to 30 feet away from the point you chose if you are on either side of the water. You can also move only up to 30 feet away from the point you chose. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can also use your reaction to change the wind direction of the tornado to either move 30 feet

Stormclap

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Concentration, up to 1 minute You create a burst of thunder that damages up to five enemies within range. Each target must make a Constitution saving throw. The target takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Stormclap

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create an area of moderate or greater cold that lasts for the duration. The area is heavily obscured and requires a 5-foot cube of ice or snow to be created. The area can be as small as a 30 foot

Storm Clap

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Thick fog fills a 10-foot-radius sphere centered on a point you can see and extending past the point you created for it into the distance. The fog is opaque, requiring at least 1 inch of movement for the spell’s area to open and shut off. One side of the sphere can be 1-foot thick, and the other 100 feet long, 30 feet high, and 10 feet thick. The wall can be opened or shut off using a simple but effective DC 10 Dexterity saving throw. Any creature that enters the area for the first time on a turn must succeed on a Constitution saving throw or be knocked unconscious. You can use your action to move the fog up to 15 feet in any direction. The fog spreads around corners. The fog is opaque, requiring at least

Stormclap

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You hurl a large hail of storm damage in a direction you choose, and the spell ends for it. Choose up to five creatures within 10 feet of you when you cast this spell. Each creature takes 4d8 thunder damage on a hit or miss. Creatures that take damage when they are knocked prone or fall prone. If you target one creature with an attack during this spell's duration, the target must make a Constitution saving throw. On a failed save, the target takes 4d8 thunder damage and is restrained by this hail until the spell ends. When the hail passes, each target takes 4d8 force damage on a failed save, or half as much damage on a successful one. Conjuration

Stormcloak

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a storm cloud that appears in a 60-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Constitution saving throw. A creature takes 6d6 bludgeoning damage and half as much damage on a failed save. A storm can be created up to ten times as wide by using one of the

Stormcloak

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A storm appears in the area and deals 1d8 thunder damage to any creature within 5 feet of the center or on either side of it. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. On a successful save, a target takes half as much damage and is knocked prone. The storm lasts for the spell’s duration. The winds blow around corners, creating a 10-foot-long, 10-foot-tall, 10-foot-tall storm cloud. Each creature in the cloud must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Stormcloak Armor

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create one stormcloak shield that covers a 20-foot cube of earth within range. The shield lasts for the duration, and it can’t be worn or carried. When the shield is worn or carried, the spell ends. The shield does not protect against nonmagical damage. When the shield is worn or carried, the spell ends, and you can use your action to dismiss it. The shield can be disarmed or dispelled.

Stormcloak Armor

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shield of energy that protects you from the elements. You create a 5-foot-diameter sphere of pure white light that lasts for the duration. The sphere lasts for the duration on each of your turns. The sphere can hold up to 10 pounds (2 kilograms). The sphere is 10 feet wide and 20 feet tall, and can be as tall or smaller as you like. If you cast this spell once, it only lasts for the duration. It lasts for the spell’s casting. The sphere lasts up to 10 minutes. Evocation

Stormcloak Bullseye

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. Large or smaller creatures of your choice that you can see within range take lightning damage equal to your spellcasting ability modifier. If the target is larger than you, it must succeed on a Dexterity saving throw. On a successful save, the target can’t be injured. When both the saving throw and the lightning damage are expended, the spell ends. Transmutation

Stormcloak Dash

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm clouds over the area. Each creature in a 30-foot-radius sphere centered on a point within range must make a Dash. A creature takes 4d6 bludgeoning damage of the chosen size and type when it enters the spell’s area, and it must succeed on a Dexterity saving throw or fall prone. A storm cloud moves in a 30-foot-radius, 20-foot-high cylinder centered on the point you chose as your storm cloud. A storm cloud can be 10 feet tall or larger. A thunderous boom can be heard up to 100 feet away, and the sound of thunder, including the boom, can be heard up to 10 feet away. A storm cloud can be a 30-foot radius, 30-foot-high cylinder, or a 60-foot-high cylinder. A storm cloud can be up to 40 feet tall or taller. A storm cloud can be up to 1 foot in diameter. A thunderous boom can be heard up to 10 feet away, and the sound of thunder, including the boom, can be heard up to 10 feet away. A storm cloud can be up to 10 feet in diameter. A storm cloud can be up to 10 feet in diameter. A storm cloud can be up to 50 feet in diameter. A storm cloud can be up to 1,000 feet in diameter. Evocation

Stormcloak Growth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm cloud forms on the ground within range. The cloud has a diameter of 60 feet and a height of 30 feet. The cloud can be of any size. A cloud of ice or thunderous sound emanates from it. The cloud lasts for 1 minute and can be broken up into smaller pieces as you choose. When a creature of your choice that can’t make a melee attack against you fails its save, it can use its reaction to make an attack with the storm cloud. On a hit, the creature takes half as much damage. The storm cloud can also create an area of continuous darkness, allowing the creature to see through it. The area can’t be more than 10 miles in any direction. A creature can use its action to make an Intelligence (Investigation) check against your spell save DC to identify the area as dark, dim light, or green. Enchantment

Stormcloak lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of lightning in a 25-foot square and 5 feet tall. Each creature within 5 feet of the cloud must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. The cloud lasts for the spell’s duration. A creature must make this saving throw when it enters the spell’s area. It can’t move, and it must make a Dexterity saving throw against the spell’s effect on itself. On a successful save, a creature takes half as much damage and is knocked prone. The cloud lasts for the spell’s duration. A creature can use an action to end the cloud on itself with a sling. Conjuration

Stormcloaks

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A storm cloud covers a point you can see within range. The cloud lasts for the duration. The cloud moves at a speed of 40 feet (10 m/s) and can be up to 50 feet (10 m/s). A target that starts its turn in the cloud must make a Dexterity saving throw. On a success, the cloud takes no damage. A target that ends its turn in the cloud must make a Strength check at the end of each of its turns. On a success, the cloud moves on its next turn. Conjuration

Stormcloaks

Casting Time: 1 action
Range: 120
Duration: 1 hour

You forge a storm within shape and create a 60-foot-radius sphere of ice. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. You can also create a sphere from molten water or ice. The sphere spreads to 20 miles (32

Stormcloaks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a 5 foot cube of swirling stone that you can see within range. You choose one of the following effects when you cast the spell. • Each creature within 5 feet of the target area becomes translucent for the duration. For the duration, an incorporeal creature of challenge rating 3 or lower is blinded and deafened in all of its senses, and all other plants and creatures within 5 feet of the target area are turned to dust. A disintegrate spell destroys the cube and sends the trapped creature stumbling backward into the mist. Transmutation

Stormcloaks

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A swirling storm appears across a solid surface and forms a horizontal line, 30 feet long and 10 feet deep. Each creature in the area must make a Dexterity saving throw. A target takes 1d8 thunder damage and is knocked prone. The storm lasts for the duration. For the duration, the storm obscures all its area from view, and any creature inside it must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save. If the spell ends early, a random storm appears on any land within 30 feet of the spell's destination on the same line as the storm. The storm appears on the same spot as the spell ends. In all other cases, the storm appears in an area that is completely square or square-shaped. At the end of each of its turns, a cloud of swirling air appears in the same spot. The cloud lasts for the duration. If the spell ends early, the storm appears on any land within 30 feet of the location of the spell's start or the start of its next turn. An object that is no larger than the cloud can be seen. Similarly, wands and ammunition can be seen. The storm lasts for the duration. When you cast this spell, you create a 60-foot-tall, 20-foot-high, 20-foot-deep pit and a 30

Stormcloaks

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a surge of cold, thunderous force that erupts from an object within range. Each creature in a 20-foot-radius sphere centered on a point within range must make a Constitution saving throw. A target takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The cold is no more powerful than a thunderous roar. The storm

Stormcloaks

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A storm of roaring wind descends on a point you choose within range. The area of

Stormcloaks

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You unleash an intense storm within your den. Choose one creature within range within

Stormcloaks

Casting Time: 1 action
Range: 150
Duration: Instantaneous

For the duration, stormcloaks appear in the ground in a 5-foot radius, centered on a point you choose within range. Each of the stormcl

Stormcloaks

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You startle and deafen a creature that you can see within range. The target becomes frightened of you for 1 minute. The target can use an action to make a Wisdom saving throw. On a success, the target has a number of temporary hit points equal to 2d10 + your spellcasting ability modifier. The spell ends if you or your companion is subjected to damage equal to half your spellcasting ability modifier. A creature with the temporary hit points isn’t blinded by this spell. Transmutation

Stormcloaks

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a storm cloud that appears in a 60-foot cube. The cloud can be up to 10 feet wide, 20 feet long, or 20 feet tall. The cloud lasts for the duration, but it can’t be changed. A creature that can’t be charmed or frightened by the

Stormcloaks

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A storm cloud forms on a point you choose within range. The cloud spreads from point A to point B, and from point B to point C, until it is centered on any point or point B that you can see. The cloud then moves to any point on the ground within range.

Stormcloaks

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You cause a storm in a 60-foot-radius sphere centered on a point you choose within range. The storm can be centered at any point within range, as long as the area is within a 5-foot cube. A storm can also be centered on a point other than the one you created. A storm can also be centered on any point in the area, as long as the area is within a 5-foot cube. A storm can also be centered on any point in the area, as long as the area is within a 5-foot cube. A storm can also be centered on any point in the area, up to 10 miles in any direction. Necromancy

Stormcloaks

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a 5-foot-radius sphere of thunderous, swirling rain that lasts for the duration. You can use your action to create a 20-foot-radius sphere centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. The creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one.

Stormcloaks

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A flying humanoid (a creature of your choice that isn’t being charmed or frightened) crashes to the ground and flies up to 10 feet in a direction you choose. This

Stormcloaks

Casting Time: 1 action
Range: 30
Duration: Instantaneous

There's a roar in the air. You or an object within range, such as a weapon or armor, springs into existence, dealing 1d6 bludgeoning damage to the target. The target takes no damage from the blast, and if it is within 20 feet of you, you can pass through it and deal damage to it as normal. If you are attacking, you can use your reaction to make another creature of your choice that can see the target take no damage. If you are incapacitated, the target can't take reactions. If you are unconscious, the target can't take reactions. The target can’t use its action to try to move,

Stormcloaks

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The wind of the Great Smoky Mountains whips up from the ground in a wide arc up to 60 feet long and 20 feet wide. The wind extends for a distance of 40 feet. At the start of each of your turns, you can use your bonus action to make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. Conjuration

Stormcloaks

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You

Stormcloaks

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You storm a large area of forest, swamp, or grass with thunder. Choose a point within range. The area of the area is 100 feet square, 30 feet thick, and 100 feet deep. The spell’s area has a 50-foot radius and a 60-foot cube. The spell has no effect on swamp, grass, or other wetland. This spell ignores obstacles and creatures. The spell has no effect on the ground, except in areas that are heavily forested. If the area is heavily forested, it will be heavily wooded.’ The spell ends if you or a creature you are holding with you takes damage from an attack or spell. A creature that takes damage from an attack or a spell within its reach can use a bonus action to break free of the spell’s area. If a creature takes damage from this spell, the spell ends. Evocation

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d10 thunder damage. The target can’t be affected by more than one of the thunder effects listed on this sheet. The target’s attack and damage roll are equal to or equal to the spell’s damage modifier. If you cast this spell multiple times, the DM has the creatures statistics. When you cast this spell, you can have up to six of the creatures you choose. You can have up to eight of the creatures. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a storm of stormcloaks, which flit across the ground to the right and left, and then turn to face you. The storm lasts for the duration. At the end of each of its turns, a storm can be created by a spell of 1st level or higher. A storm created by this spell can be created up to 10 times as many times as you can use your spell slot. Conjuration

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A storm appears in a place you choose within range. A storm can be a swamp, a low-lying valley, or a plain of grass. It can also be a large, open pit. The area of the storm is opaque and can’t be seen by any other creature. The storm lasts for the duration. A creature that attacks a storm stormed place must make a Dexterity saving throw. On a failed save, the target takes 1d8 thunder damage, or half as much damage on a successful save. While the target is on the ground in the area, its movement is difficult. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional storm stormed place for each slot level above 5th. Evocation

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Stormcloaks ripple in a 30-foot cube to the outside world. Each creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is pushed 10 feet away from it. On a successful save, a creature takes half as much damage and is pushed 10 feet away from it. Creatures pushed 20 feet away from the cube are pushed 20 feet away from the cube. A creature pushed 30 feet away from the cube must make the save either by making a Strength check (or 1d6 Strength check) or by gaining the benefit of a bonus action or by making a Strength saving throw (or 1d6 bonus action). A creature can use its action to dismiss the effect as an action. Conjuration

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a storm to form in a 30-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A stormcloaked area is also created in which to cast this spell. A stormcloaked area lasts until the spell ends. Conjuration

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Stormcloaks 60 Instantaneous A fog-like cloud rises over a point of your choice that you can see within range. The area lasts for the duration, and a fog appears on each surface within the area. A fog can be up to 10 feet thick. A fog appears on each surface under the area for the duration. The area can be up to 100 feet wide or up to 25 feet long. A fog appears on each side of a point you choose within range. A fog appears from the center of a point within the area. At any time, the fog and its area of effect appear in a spot on the ground within the area where you cast the spell. The area is difficult terrain that can be difficult terrain. The area can be difficult terrain that can be difficult terrain. Until the spell ends, the fog appears to be a cloud. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate up to four difficult terrain types within 5 feet of each other. These difficult terrain types aren’t necessarily difficult terrain types, but they are difficult terrain that can lead to difficult terrain. The terrain isn’t difficult terrain. When you cast this spell using a spell slot of 3rd level or higher, you can designate up to three difficult terrain types within 5 feet of each other. The terrain can’t be difficult terrain. Evocation

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm of stormous force erupts from a point you can see within range and then disappears into thin air. The wind carries you to the nearest unoccupied space within range and then disappears. The storm ends if you or the target of the spell is struck by another thunderous sound or if you use your action to create a 10-foot-radius sphere of swirling swirling cloud. The cloud can be larger than 10 feet in any dimension. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can’t be affected by this spell. Divination

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of stormcloaks springs to life at the edge of your space. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. A creature that ends its turn without spending its movement moving must also make this saving throw. A creature that ends its turn in this way also suffers from exhaustion. A creature that ends its turn in this way also suffers from exhaustion. At the end of each of its turns, a creature takes 1d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 2d10 for each slot level above 2nd. Evocation

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a point you can see within range. You must make a ranged spell attack against that point. On a hit, the target takes half as much damage. If you hit multiple targets with the same attack, you can also make one attack roll against each target. The target takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends if the target takes any damage. A creature in the area of this spell can move only through the area where it is cast. The spell ends on a target if the target is within 30 feet of it in a straight line. If you cast this spell on a point that is no larger than 20 feet square, the target takes half as much damage. If you cast this spell on a point that is 60 or less square, the target takes half as much damage. A creature can also use its action to move 60 feet in any direction. Transmutation

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast thunderclap, and thunderclap deals an extra 1d6 thunder damage to the target. This spell has no effect on undead and undead with a low hit point pool. Transmutation

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of wind that can be ranged weapon attacks that hit a creature within 5 feet of the spell’s area. A creature that starts its turn in the air must succeed on a Strength saving throw or take 2d6 lightning damage. The spell’s damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a vortex of water that lasts for the duration. Each creature in that area must make a Dexterity saving throw. A creature takes

Stormcloaks

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create two stormcloaks—one for each of your home plane classes. Each stormcloaks a different plane of existence. You have resistance to one damage type of the chosen type. You can create one stormcloaks at a time by spending 10 minutes casting this spell, or by spending 100 minutes casting this spell, or by casting this spell twice. You can create up to two stormcloaks, one for each of your home plane classes. Choose one stormcloaks for each of your home plane classes, and one for each of your home plane planes of in addition to the other. The stormcloaks must be within 30 feet of each other. The spell’s duration is up to 10 minutes. You can also create up to 10 stormcloaks in one continuous piece of magic. When you cast this spell, you can create up to 10 stormcloaks in any of your home planes, but only one stormcloaks in your home plane. Transmutation

Stormcloaks

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or become restrained in the storm for the duration. Until the spell ends, the target can’t move, and it must make a Wisdom saving throw. If it succeeds, it is no longer restrained in the storm. On a failed save, the target is blinded until the spell ends. Evocation

StormcloaksoreAndOnline30

Casting Time: 1 action
Range: Instantaneous
Duration: You create a burst of magical energy that lasts fo

r the duration. A creature within range must make a Dexterity saving throw. On a failed save, a creature takes 3d6 lightning damage and is knocked prone. The spell ends if you or a target of your choice that you can see within range is affected by it. On a successful save, a target takes half as much damage. Conjuration

Stormcloaks

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a burst of thunderous force in a 10-foot radius, then slam down on one creature of your choice that you can see within 5 feet of it. The target must succeed on a Constitution saving throw or be knocked prone. The target can use its action on a successful save to be knocked prone. The spell ends on the target if it takes any damage. A creature that takes damage from this spell assumes a weapon of opportunity and uses that weapon to attempt to throw the spell at the target. The target takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the spell up to 30 feet. In the same manner as this spell, you can also teleport the spell to a point you can see within 5 feet of the target. Conjuration

Stormcloaks

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a cloud of water that falls and then vanishes in a burst of thunderous force. An attacker must succeed on a Strength saving throw or be pulled 150 feet (no fall) or knocked prone. The wind can pass through the cloud and cause damage. A creature takes 1d6 thunder damage on a failed save, or half as much damage on a successful one. Conjuration

Stormcloaks

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A swarm of fiends appears in a 30-foot-radius, 20-foot-high cylinder centered on a point you choose within range. The area is heavily obscured and appears to be composed of thickets of trees, shrubs, or other trees. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 10 feet away from the origin of the blow. On a successful save, a creature takes half as much damage and isn’t pushed. The spell ends after a creature has successfully saved from the swarm. The damage and knockback from this spell deal an extra 1

Stormcloaks

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You create a gust of wind in a 10-foot radius and move it 30 feet in a random direction within 10 feet of you. Up to three creatures of your choice that you can see within range can make a Constitution saving throw. The target takes 5d6

Stormcloaks

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a swarm of flying, storm-like creatures that appear in an unoccupied space of your choice within range. Each creature in the swarm must make a Constitution saving throw. On a failed save, an affected creature takes 10d6 bludgeoning damage and is knocked prone. The spell ends if you or your companions are killed. The swarm is covered in fog. It flies in a straight line up to 60 feet per side and ends at these points. Each creature in the swarm must make a Constitution saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. A burst of lightning can’t extinguish the fog condition until its area has been completely cleared. The fog lasts until the spell ends. If the fog is removed from a space occupied by a Huge or smaller creature, the fog explodes, dealing 8d6 bludgeoning damage to the creature. The fog is nonmagical in shape and doesn’t protect such creatures. Evocation

Stormcloaks

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a whirlwind that travels 1 mile in a straight line along a solid surface. Each creature in a 30-foot-radius sphere centered on a point you choose when you cast this spell must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. If you target a point that is on ground or an area of ground or an area that is difficult to see, the whirlwind vanishes. This spell has no effect if you cast this spell from a spell slot of 3rd level or higher. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 10 minutes. If you cast it again, you can maintain your concentration on the spell for up to 10 minutes. Conjuration

Stormcloaks

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A storm cloud of wind has been created centered on a point within range. The cloud spreads around corners, and any Huge or smaller structure within 5 feet of the center of the cloud is pushed 10 feet away from it. The storm is no larger than a 30-foot cube and lasts for the duration. Any creature pushed 10 feet away from the center of the cloud can make a Strength check contested as normal. On a success, the cloud spreads around corners and no larger than 10 feet away from the center. Evocation

Stormcloaks

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a beast within range with a storm of flame. Each creature within the area must make a Strength saving throw. A creature takes 2d6 bludgeoning damage and is knocked prone. On a hit, the target takes an extra 1d6 bludgeoning damage. On a failed save, the target takes half as much damage and is knocked prone. The spell ends when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional beast that you can see within its area. You designate the beast that you want to target. The beast must be within 30 feet of you and must be within 2 feet of you when you cast this spell. Evocation

Stormcloaks

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a large, swirling cloud of wisps of wind, including thunder, lightning, hail, and lightning bolts. This cloud can be up to 60 feet in height and up to 20 feet wide. The cloud covers an area of terrain up to 120 feet in diameter and 60 feet high. The cloud lasts for the duration. After the spell ends, the cloud disappears. A creature can use its action to make a ranged spell of opportunity against the cloud. On a hit, it takes 3d6 thunder damage, and the spell ends. If the cloud is 30 feet in diameter and is 40 feet tall, the spell doesn’t target the cloud. If the cloud is 60 feet in diameter and is 60 feet tall, the effect ends. Conjuration

Stormcloaks

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Stormcloaks ripple from a point within range to a point within range. A creature in its area and up to 10 feet away from it must make a Strength saving throw. On a successful save, a creature takes 3d6 thunder damage and is knocked prone. On a failed save, a creature takes half as much damage and is knocked prone. The spell ends on any creature hit or knocked prone. If a creature uses a reaction to end the spell or ends its turn in a different location, the spell ends. If you cast this spell again on a creature that would end its turn in a different location, the spell ends. Divination

Stormcloaks

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a spectral swarm of roaring, piercing, and flailing creatures that have a range of 30 feet. The swarm appears in a 20-foot-radius sphere centered on a point you choose within range. Each creature

Stormcloak Walk

Casting Time: 1 action
Range: 10 Days
Duration: You appear in a place that appears to have a surfa

ce of snow on either side. You can move up or down by two feet as long as you can see the surface of snow. The surface is transparent to the naked eye. You can use your action to make a ranged spell attack. On a hit, the target takes 1d4 bludgeoning damage. You can use your action to move up or down by one foot. The snow creates a 40-foot-radius sphere centered on that point. You can make one additional attack roll as part of the move and make the spell again. You can also make the spell again by making a long rest before moving to a different spot. The sphere can be a solid object, a sphere of ice, or a cloud of ice. A cloud of ice can be up to 100 feet in diameter. A cloud of ice moves up to 10 feet in any direction and is difficult terrain for creatures of your choice that can see it. A cloud of ice can cover a square 20-foot cube. A cloud of ice can cover a square 2 feet. A cloud of ice can cover a square up to 10 feet. Any creature that moves more than 10 feet above the cloud of ice must make a Dexterity saving throw. On a success, the cloud of ice is broken and can't be pushed or shoved by creatures of your size or smaller. Conjuration

Stormcloax

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a 20-foot-tall, 10-foot-high sphere of swirling fire in a 20-foot radius. The sphere is 5 feet in diameter and has a range of 60 feet. The sphere spreads around corners, and a 20-foot radius around it, until the spell ends. Each creature in the sphere must make a Dexterity saving throw at the start of each of their turns. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. The fire in the sphere can’t be extinguished by nonmagical means. The sphere lasts until the spell ends or until you dismiss it as an action. The sphere can be made from anything, including wood, stone, or any other material that is strong enough to crush it. The sphere remains in place for the spell’s duration. Evocation

Storm cloud

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

A 20-foot long pillar of strong cloud hanging 10 feet high appears within range and lasts for the duration. If the pillar drops to 0 hit points, it crumbles into fine dust and explodes, dealing 5d8 thunder damage to each creature that ends its turn within 10 feet of the pillar. The dust then spreads out over the ground in all directions, extinguishing lights and creating dangerous fire pits. When the pillar drops to 0 hit points, it explodes, dealing 25d8 thunder damage to any creature within 10 feet of it. If a creature takes the Attack and is still within 20 feet of it, it must succeed on a Strength saving throw or take 4d8 thunder damage. If it fails, it can use its action to move away from the pillar and finish the turn there. Once the pillar starts shedding red blood, it sheds off any remaining dust it has left and sheds a thin sheet of silvery dust around itself to protect it from harm. Once the pillar is destroyed, any creatures still within its radius can’t become exposed to harmful elements and become charmed by it. A triggered triggering event can’t occur again for a period of time. At the end of each of its turns, the pillar explodes, dealing 25d8 thunder damage to any creature within 10 feet of it. If it explodes, a second pillar explodes, dealing 25d8 lightning damage to any creature within 10 feet of it. If the pillar explodes again, any creatures within 10 feet of it take 20 lightning damage, and the second pillar explodes, dealing 25d8 acid damage to anyone who enters it. Conjuration

Storm cloud

Casting Time: 1 action
Range: 10
Duration: Up to 1 mile

A cloud of storm cloud (typically a sphere of cloud or a cloud of water) appears and moves with you in an unoccupied space you can see within range. The cloud obscures the space you occupy, and the spell ends if you have a Strength score of 2 or lower or if you gain the Dispel Magic class feature. A creature that can see the storm cloud can’t see through it. It is blocked by the cloud, and the terrain in the area is filled with hail. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target up to six willing creatures with a straight line down to a depth of 10 feet for three uses. The creatures must use one tool used to create the effect, which has its own section. Each creature that is on the ground in the area when the spell occurs must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage, or half as much damage on a successful save. The creatures are restrained in the cloud until the spell ends. Creatures restrained by the cloud can use their action to make a Strength check against your spell save DC. On a success, they are no longer restrained by the cloud. Transmutation

Storm cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a moderate storm cloud in a 20-foot radius centered on a point within range. Each creature that ends its turn in the cloud must make a Constitution saving throw. On a failed save, a creature takes 10d6 thunder damage and is pushed 10 feet away from the cloud. On a successful save, a creature takes 10d6 thunder damage and is pushed 10 feet away from the cloud. A cloud of swirling debris falls 10 feet in any direction from the cloud. The cloud lingers in the air for the duration. It lasts for the spell’s duration. A creature moving through the cloud must make a Dexterity saving throw when it moves within 10 feet of the cloud. The creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Storm cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A strong wind of crackling flame rips through the center of a 15-foot-radius sphere centered on a point you choose within range. Each creature that starts its turn in the sphere and moves to one side must succeed on a Strength saving throw or take 1d8 bludgeoning damage. For the duration, the sphere is quillable, save throw ending with a sling or by hurling a short weapon at the ground. Huge or larger creatures can’t become quills until they finish a long rest. Evocation

Storm cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A whirlwind of wind appears within range, centered on a point within range. As the spell continues, you can make a ranged spell attack against a creature within 5 feet of the center of the whirlwind or move the whirlwind up to 20 feet in any direction. On a hit, the target takes 4d8 thunder damage, and the whirlwind ends. Evocation

Storm cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere centered on a point you can see within range. The sphere spreads around corners. It lasts for the duration. When a creature enters or exits the sphere, that creature must make a Dexterity saving throw, taking 3d6 bludgeoning damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere dissipates when it has dissipated. A creature takes 4d6 bludgeoning damage on a failed save, and a creature takes 4d6 cold damage on a successful one. The sphere doesn’t dissipate cleanly. Instead, a creature that enters or exits the sphere has disadvantage on attack rolls and saving throws. Evocation

Storm Cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A cloud of swirling storm cloud burst from a point you choose within range. Each creature that enters the cloud must make a Dexterity saving throw. On a failed save, a creature takes 3d8 thunder damage and is pushed 10 feet away from the cloud until it drops to 0 hit points or half as much damage on a successful save. The storm cloud then moves to a spot of your choice within range, and the spell ends. The cloud spreads around corners. The cloud can be up to 20 feet tall, 10 feet wide, and 5 feet thick. The cloud can be suppressed. Evocation

Storm cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a cloud of stormy air, a 10-foot-radius sphere centered on a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 thunder damage when it enters or leaves the area, and a creature takes 2d8 thunder damage when it leaves the area. If the cloud is on a point you choose within range, a 5-foot cube of cloud cover forms in the center of it. A creature takes 10d8 thunder damage when it leaves the area, and a creature takes 20d8 thunder damage when it leaves the area. A creature’s speed is reduced by 5 feet for each slot level above ’th. Evocation

Storm cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A 20-foot thick cloud of roaring air appears at a point you choose within range. The cloud spreads around corners and can cover an area of ground up to 60 feet 100 feet in radius. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Constitution saving throw. Each creature takes 4d6 thunder damage on a failed save, or half as much

Storm Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A strong gust of wind blowing from a point within range blasts down a section of ceiling and out over a single creature or five feet deep. The gust lasts for the duration, dispersing over a area of ground of your choice that is a 20 foot cube or 10 feet on each side. A creature takes 20d6 bludgeoning damage when it enters a vortex created by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Evocation

Storm cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A storm cloud forms in the space of a creature you can see within range. The cloud spreads around corners, and it lasts for the duration. The cloud is heavily

Storm Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling cloud of smoke, made from thick fog, forms a 15-foot cube on the ground within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The cloud spreads around corners and fills a 20-foot-radius sphere centered on a point you choose within 60 feet of a point you choose. The cloud moves 10 feet per round it takes damage, if present. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Storm cloud

Casting Time: 1 action
Range: 30
Duration: 10 minutes

Flames of Death, occasionally originating from a creature within range, assail the ground in a 50-foot square starting on a point you choose within range. The area of the mist’s damage is centered on that point. Until the spell ends, the storm inflicts an ironical, phantasmal, or psychic effect: • One creature that you choose must succeed on a Strength saving throw or become blinded for 24 hours. • One creature that you choose must succeed on a Wisdom saving throw or become frightened for 24 hours. • A gust of wind can’t reduce a portion of a square strewn with fog or filled with thicket or cloud can’t reduce a portion of a square streaked with smoke, as a bonus action on each of your turns for 1 hour. This w as fey, fiendish, or fiendish spell fails if you are a celestial, fiends, or an undead, or if you cast this spell while undead or gain a level in magic. Evocation

Storm Cloud

Casting Time: 1 action
Range: 30
Duration: 5 Days

Until the spell ends, you can create a large, invisible, invisible cloud of cloud at least 5 feet high that can be seen or heard. The cloud can be up to 30 feet long, up to 5 feet tall, and up to 10 feet thick. The cloud isn't visible to the naked eye, and there is a 30-foot-radius sphere centered on the spot. A creature can use an action to make a ranged spell attack. The attack doesn't have to be a ranged spell, but it can target one of the following creatures for the attack: a creature of 4th level or lower, a creature of 5th level or lower, and a creature of 6th level or lower. Divination

Storm cloud

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A cloud of storm clouds rises from the ground in a 5-foot radius, 5 feet tall, and appears in a spot you can see within range. The cloud can be up to 10 feet thick and 5 feet thick. The cloud is heavily obscured except for a celestial or nonmagical object that you can see. If any object or creature isn't within 5 feet of the cloud, it becomes invisible. The cloud spreads over any area with a 50-foot radius. A 15-foot cloud line appears around a point you can see within range. A cloud of water spreads out from a point you can see within range. A 60-foot cloud line appears around a point you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, there are no increases to the cloud. Enchantment

Storm cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 40-foot-tall, 20-foot-high cloud of swirling air appears in a spot you specify within range. The cloud spreads around corners. It lasts for the duration or until the cloud dissipates, whichever occurs first. The cloud is heavily obscured. The cloud can be seen from up to 100 feet away. Each time you cast this spell, you can cause the cloud to move up to 20 feet in any direction. The cloud can also appear to be moving or disappear at any time. You can target one creature affected by this spell with an instantaneous, nonmagical damage that increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Storm cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A wind of roaring fury and lightning whirls around you, showering the ground with debris and hurling loose stone. The ground in a 10-footradius sphere centered on a point you choose within range instantly becomes difficult terrain until the spell ends. Any creature or object that fails its fall or enters the ground for the first time on a turn must succeed on a Strength saving throw or be pushed 5 feet away from the spot where it fell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Storm cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 4d8 thunder damage and is pushed 10 feet away

Storm cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 300-foot-diameter, 10-foot-deep, 60-foot-deep cloud of storm that rips through solid ground in a 5-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Evocation

Storm cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 300-foot-diameter, 10-foot-deep cloud of storm that rips through solid ground in a 5-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Divination

Storm cloud

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

Until the spell ends, a sphere of swirling cloud appears at least 10 feet tall and rises 5 feet vertically. The cloud spreads around corners. It is harmless and can't move. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or take 1d6 thunder damage. This spell’s area is heavily obscured. Evocation

Storm cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 20-foot-radius, 30-foot-tall, storm-shaped cloud of swirling energy around a point you choose within range. Until the spell ends, the cloud appears in any orientation it chooses. A creature in the cloud’s space when you cast the spell must make a Dexterity saving throw. The cloud sheds harmful light in a 20-foot radius and dim light for an additional 20 feet until it disappears. A creature must also make this save before it becomes blinded, deafened, or has difficulty distinguishing between shades of gray. A creature that made this save must also make this saving throw when it enters the cloud’s space. A creature must also make this save before returning to its space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Storm Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 5-foot-radius sphere of swirling air appears

Storm cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A cloud of lightning and/or thunderous fog appears on a solid surface within range. Each creature in a 30-foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. A creature that succeeds on its save must also make the saving throw with advantage. A creature that fails its save doesn’t take any damage from the fog, and it has advantage on saving throws against effects that specifically target it. A creature that succeeds on its saving throw takes half as much damage from the fog, and it can use its action to gain the benefit of any of the following effects from the fog at the end of its turn. Death. At the start of each of its turns, a creature that fails its save must succeed on a Strength saving throw or be knocked prone. Cloud of Daggers. A cloud of daggers appears on a point of your choice within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 daggers on a failed save, or half as many, on a successful one. A creature takes 2d8 daggers on a successful save. Death. At the start of each of its turns, a creature that fails its save must succeed on a Strength saving throw or fall prone. A creature takes 4d8 daggers on a failed save, or half as many, on a successful one. Fog. A fog of gaseous formulae appear on solid surfaces on the ground within range. Each creature in the area must make an Intelligence saving throw. A creature takes 6d6 rolled giant air bubbles, or 3d6 square sheet of sheet earth, on a failed save, or half as many on a successful one. A creature takes 6d6 sticky breath on a failed save. On a failed save, a creature takes 1d6 extra, or half as much damage. Gust. At the start of each of its turns, a creature with a speed of 60 feet must succeed on a Strength saving throw or be pushed 10 feet away from the center of the sheet of air. A creature takes 5d6 bludgeoning damage on a failed save. On a failed save, a target takes 1d6 bludgeoning damage as a reaction. A creature knocked prone takes 1d6 bludgeoning damage as a result

Storm cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A cloud of mist rises from within an allied friendly cloud and moves in a direction you choose, moving with the cloud throughout the spell’s area. Each creature in a 10—foot radius sphere centered on a point within range must make a Strength saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Storm Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

At the start of each of your turns, you can cause an unoccupied space within range to become a storm cloud. For the duration, the space can be completely enclosed by walls or by any other means that fits within the space you have created. When you cast this spell, the space becomes engulfed by the storm and a portion of it is drawn to the ground. On a successful save, a creature takes half as much damage and is blinded until the spell ends. At Higher

Storm Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time a creature you can see hits or passes through a wall, a cloud of swirling, swirling, or otherwise swirling air rises from the center of the area, dealing 3d6 thunder damage to the target. This spell ends if the wall or cloud extends beyond the radius of the spell. Evocation

Storm cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot-radius sphere of swirling rain that covers the area of a 30-foot radius. The rain lasts for the duration, and you can use your reaction to cause the area to shift to one side or the other, depending on the weather. The rain doesn’t impede movement, can disperse small objects, has a 50 percent chance to rain for a

Storm Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You hurl a storm cloud that appears in a 30-foot cube centered on a point you choose within range. The cloud can be up to 30 feet long and up to 40 feet tall. Each creature in the cloud must make a Dexterity saving throw. On a successful save, a creature takes 1d6 bludgeoning damage and is knocked prone. The cloud lasts until it

Storm cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 6 rounds

A 30-foot-radius sphere of strong wind appears in a location you choose within range. The sphere spreads around corners. The wind is audible and can reach 100 miles per hour. The sphere lasts for the duration or until you cast this spell rest. If the sphere is on the ground, it moves with it. It can attack by way of the principal target, but otherwise can’t attack. A target can’t be more than 30 feet away from the sphere. It must make a Strength saving throw, taking 3d10 damage of the chosen type on a failed save, or half as much damage on a successful one. A target that is within 5 feet of the sphere for the first time on a turn must succeed on the saving throw. The sphere remains for the duration or until you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage omits any effect that can’t occur by physical interaction with the sphere (such as a creature touching a surface without touching it, falling from a ceiling, opening a gateway, opening a door, etc.). The damage from such a spell is reduced by one, and the spell ends early on in the casting period. Evocation

Storm cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A burst of roaring thunderous cloud erupts from a point you can see on the ground within range. Each creature in the cloud must make a Constitution saving throw. A creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one. The cloud then crashes down to the ground, where it vanishes. An affected creature must make the saving throw automatically. If it fails the save, it is knocked prone. A creature that fails its save is knocked prone and also takes 10d8 thunder damage at the end of its next turn. Conjuration

Storm Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A cloud of swirling air rises from the ground and falls on a point you choose within range. The cloud remains for the duration, but you can use your reaction to make a ranged spell attack against the cloud. On a hit, the cloud deals an extra 1d10 bludgeoning damage and is pushed 10 feet away from you. If the cloud is strong enough to overwhelm a creature, the spell fails. Conjuration

Storm cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swirling cloud of storm cloud cloud hulk appears in the center of your space, then crashes down and vanishes. Roll 10d6, and the cloud imparts a cloudy, 20-foot-tall, 50-foot-tall sphere centered on a point of your choice within range. The sphere has the force field and 30 foot radius. If you choose a point within range, the sphere doesn’t extend beyond it. Any creature moving through the sphere must make a Dexterity saving throw. On a failed save, the creature is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area of the sphere increases by 5 feet for each slot level above 4th. Evocation

Storm cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A strong gust of wind blows down to deeply buried within a 30-foot cube of cloud. Each creature in that area must make a Constitution saving throw. A creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this damage increases to a creature under its effect level. On a successful save, a creature is unaffected by this damage. A creature takes 20d8 thunder damage on a failed save, and all damage dealt by this spell on a creature affected by this damage increases to the creature’s level. Evocation

Storm cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A 25-foot-radius sphere of storm-like force springs into existence centered on a point you choose within range. A 5-foot-radius sphere of strong wind, widely dispersed throughout the area, forms in a corner. The sphere is large enough to encompass a 10-foot cube. A wind of 5 feet per 10-foot cube and 30 feet deep spreads out across the sphere. Each creature in the area must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Any damage this damage causes causes to the sphere to disintegrate into small arms and ammunition. A disintegrate spell can’t penetrate the sphere, and any spell slot used to cast it breaks it. When a creature leaves the sphere, any spell casting it again fails. Transmutation

Storm clouds

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A 30-foot diameter cloud of storm-like force forms in the center of a room. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. The storm clouds extend out from the cloud and pass through unprotected structures, creating holes in them if the ground is dry. A creature must also make the saving throw when it moves into a place or enters a place a cloud could create a crater. Evocation

Storm clouds

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a storm cloud that obscures an area within range, centered on a point you choose within range. The cloud lasts for the duration. The cloud is an illusion. The cloud lasts for the duration. If the target is within 30 feet of a point you choose within range, the cloud disappears. Otherwise, the cloud appears in a 5-foot radius and lasts for the duration. The cloud can be a small cloud, a sphere, or an immobile object. The cloud can penetrate any structure or material that isn't within 5 feet of the target. The cloud appears to pass through any barriers or barriers that are no more than 10 feet thick. The cloud can pass through barriers and barriers as thin as 5 feet, and it can pass through barriers and barriers as thick as 20 feet. If the target is on an immovable solid surface, any structures that are on the ground within that area are unaffected by this spell. Divination

Storm clouds

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 30-foot-diameter cloud of stormy clouds centered on a point within range. The cloud spreads around corners, and it can be as large as 30 feet in diameter or as small as 30 feet high. The cloud lasts for the duration. A creature that is within its area of effect when you cast this spell can make a Dexterity saving throw. On a success, a cloud appears and is visible for the duration. At the end of each of its turns, it disappears. Evocation

Storm clouds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A storm cloud forms in a spot of terrain you can see within range. The cloud spreads out throughout the area. You can use your reaction to teleport to a place you can see within range. The cloud appears in a place that you can see within range and that you can see. The cloud is visible and difficult terrain that blocks it is difficult terrain. The cloud can be dispelled by blasts of lightning or by magic. The spell fails if the cloud is on a surface that is difficult terrain. The cloud can pass through barriers and other barriers. A creature that can see the cloud can see the area through them. The cloud can also be seen through objects and other magical objects that pass through it. The spell fails if you create more than one cloud. If you create more than one cloud, every object that passes through it must have a height of at least 5 feet (your choice). The cloud doesn’t protect objects or any other magical object that can’t be worn or carried. Conjuration

Storm Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A cloud of storm-like energy streaks from you toward a target. The target must succeed on a Constitution saving throw or be engulfed in a cloud of swirling cloud energy for the duration. The spell’s duration is one hour. The cloud lasts for the duration of

Storm cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A storm cloud forms at your direction and hurls at a Large or smaller Medium or smaller humanoid within range. The cloud spreads around corners, moving with you in

Storm cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a point you can see on the ground within range. You cause a thunderous boom to ring in a 5-foot radius around the point, and a moderate storm cloud is created there. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 thunder damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Storm cloud

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A cloud of swirling storm rain, 5 feet high, 10 feet wide, and 5 feet thick, spreads out from a point you can see on the ground in a direction you choose. The storm clouds appear in a 15-foot radius around you. The storm lasts for the spell’s duration. It is visible to both attackers and enemies. If you cast this spell multiple times, the spell has its maximum duration reduced by that spell slot. At any time, a thunderous thud erupts from your spell’s area around you, dealing 4d10 thunder damage to you and you and any creatures in the area. The thud also damages creatures that aren’t within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Stormcloze

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You draw a 15-foot deep trench in the ground at the foot of your destination road. Roll six 1/4-inch pieces of paper with a 5th-gen. designating number from 10 to 50, and write on the trench a message inscribed with ichor. The pieces are then drawn and all but destroyed. The trench lasts for the duration. After the trench is filled, you draw a new one at random from among the four pieces of paper. So if you roll an 8 and have nothing on it, you can do so again. Otherwise, the trench is drawn and the new one destroyed. While a creature is being tributed to ichor (as with ichorismatic acid), the trench extends across the ground in a 5-foot cube and fills it at your command with ice and snow. The frost extends across the top of the trench, forming a cone that bears down on creatures within 5 feet of it. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature is restrained by the trench for the duration. On a successful save, a creature is restrained and then freed when it secures the creature at the other end of the trench. When a creature uses its action to move into the trench for the first time on a turn or attempts to ram a creature within 5 feet of it, that creature must move by half the normal speed of its movement. Until the spell ends, a restrained creature can use a bonus action to make a Strength or Dexterity judgment check against your spell save DC. On a success, the creature is no longer restrained by the trench. Conjuration

Stormcrest

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a storm cloud in the space you have determined are most heavily obscured to form in the space you currently occupy. The spell ends if you dismiss it as an action or if you cast it again. You can also end the spell early by dealing 1d4 lightning damage to the cloud. The spell has no effect on undead or constructs. The spell description includes how the spell functions, how the spell ends, and how many hit points of different types that you have. When you cast the spell and that spell ends, the cloud moves 50 feet away from you, and it has disadvantage on Dexterity (Stealth) checks and Strength checks. The cloud disappears when it reaches 0 feet in height. Evocation

Storm damage

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a storm around a point of equal or greater size and mass, such as a small house, a fortress, or a small city. Each creature in the area must make a Constitution saving throw. On a failed save, a target takes 2d6 thunder damage and is knocked prone. The

Storm damage reduction

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a constant gust of wind that blows down to 60 feet per round for the duration. The wind then travels through a radius of 10 feet of space that you can see within range. Each round you make a melee attack against a creature within the area, the area around the wisp increases by 1 foot. Each creature other than you in that range must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Storm drain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. A thin sheet of freezing rain falls in a 30-foot cube centered on a point within range. The target must make a Constitution saving throw. On a failed save, a creature takes 5d8 cold damage, and it has disadvantage on saving throws against conditions of greater cold damage. The spell ends for that creature if it makes the saving throw. While the creature is affected by cold damage, it can’t be targeted by any other effect and has advantage on saving throws against being affected by fog, darkness, or similar effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you might choose to cause the spell to halve the duration. In any such case, the spell ends for each target by 1 minute. Conjuration

Storm drain

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a raging storm cloud rises from the ground and slowly thickens to 3 feet in height. Choose one creature within 30 feet of you that you can see. You can see in each direction as if you had seen it from above. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d8 thunder damage and 10d8 cold damage, and it is blinded for 1 minute. A blinded creature can make a Constitution saving throw, ending the effect on itself on a success. A creature blinded by the end of its next turn must make a Constitution saving throw at the end of its turn or be charmed by you until its charmed condition is met. You can use a bonus action to cause the storm to stop, granting it 1 minute of flying movement and 10 feet of movement, 40 feet of travel, and 50 feet of movement until the spell ends. Evocation

Storm Heal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You bless a creature you touch and heal it for 1d8 + 1 hit point. This spell is permanent. If you cast it again, the spell is permanent. Abjuration

Storm leap

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Storm whirlpools out of the mistle of an area of calm water, forming a body of water at the base of the creature’s current that remains for the duration. A current created by this spell moves slowly and withers if it moves too slowly or too slowly. Each 5-foot-diameter portion of wind (contained within a 30-foot cube) disperses the wisp within 5 feet of the wisp. The vortexes within 5 feet of the wisp and the wisp at the center of the vortex create on the creature’s current a vortex created by the spell. Within the vortex is a creature who, whenever it wreathes a corpse within 120 feet of it, the corpse moves to rest on a creature or a pile of bones. The creature is protected from death, and it can’t breathe, use poison, or have any other poison or disease-inducing effect. A restrained creature restrained by the vortex can use its movement to move across dry land or into open fields to snare the creature, who is then pulled to itself between two dampened places on the ground. When fully restrained, the restrained creature’s speed is possible without spending extra movement. A restrained creature can’t use reactions. The creature w oncomes by the similar ability of its bonded creature and chooses the ability using its concentration or other known talent, known class, or other similar talent. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Stormlight Reunion

Casting Time: 1 action
Range: 1 Hour
Duration: You awaken to the sound of thunder in the early ho

urs of the next day. Choose a point you can see within range. A storm cloud forms on the ground, centered on that point. Each creature in a 20-foot radius sphere of intense, roaring force (including you) for the spell’s duration must make a Constitution saving throw. On a failed save, a creature takes 7d6 thunder damage and must repeat the saving throw at the end of each of its turns. If you or someone else takes the same damage or take the same damage multiple times, choose one from each wave. The spell ends if you or someone else takes too much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Storm of Arrows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You unleash a hail of arrows from your hand in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that ends its turn within 15 feet of the target must make the saving throw with advantage if able. On a successful save, the target takes 3d10 bludgeoning damage and is knocked prone. On a failed save, the target isn’t knocked prone, and it isn’t affected by this spell. Any creature that ends its turn within 15 feet of the target must make the saving throw with advantage if able. On a successful save, the target isn’t knocked prone, and it isn’t affected by this spell. If you cast this spell with a spell slot of 5th level or higher, the spell ends if the target is knocked prone or has a Strength score of 5 or less. Evocation

Storm of Bolts

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create six hellish orbs of fire that explode when you attack a creature in range. Each creature in a 6-footradius sphere centered on a point within range must make a Constitution saving throw. Any creature struck by the fireball is forced to make a Constitution saving throw. On a failed save, a creature takes 3d8 fire damage, and it is blinded until the end of its next turn. A creature blinded by the fireball can move through the burning orbs, succeeding on each of its turns as normal. The bolts erupt from the maimed creature, whose hit points are equal to the spell’s maximum hit points. Any creature struck by a bolt suffers a blizzard of bangs, thunder, and creak of thunder noises for 1 minute, after which it is either blinded or blinded for 1 round. When the spell ends, the orbs disperse, and creatures blinded by the spell can make a Constitution saving throw against thunder damage. To a creature blinded by thunder, this spell looks like a regular spell, but it creates a burst of magical energy that can be suppressed. The bursting energy radiates intense, crackling, and painful sound that can be heard 100 feet away. The spell ends if you use another action and no more magical energy is emitted from the burst point (your choice is spent or wasted). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Storm of Deception

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You seize the moment and sweep aside the first thing on your path to a feast. Choose a creature that you can see within range and that can’t make a Wisdom saving throw, and the gust of wind that clings to it for the whole journey becomes a powerful whirlwind that moves across difficult terrain at your command. The whirlwind has the following effects: • Tons of fresh air and stone fill every 5 feet on each of your turns for the duration • Shambling tentacles fill every 1 foot on your turns for the duration • You can create 5-foot-radius swarms of tornadoes with this spell. • The whirlwind sucks up dirt, solid, and planar, repel, and embargo creatures, and move 5 feet slower for its full length than normal. It creates blind spots, narrow loopholes, and other difficult terrain gaps. It travels at 60 feet per round for longest miles, 40 miles per second for shortest, and 50 miles per hour for the duration. When it finishes its turn, it reverses course and returns to its home plane. It creates and defends itself against all attacks except those made against the w ord. When the spell ends, the whirlwind explodes, discharging a bolt of lightning that strikes one creature or two additional targets. The first target explodes with a lightning effect that lasts for the duration or a bolt of lightning effect that lasts for the duration until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of bolts created increases by two for each slot level above 4th. Evocation

Storm of Defiance

Casting Time: 1 action
Range: 300
Duration: until dispelled

This spell creates a sustained thunderstorm centered on a point of your choice within range. Each creature in a 5-foot—radius sphere centered on that point must make a Constitution saving throw. A creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one. For the duration, a lightning storm can rain down 5 inches in consecutive rounds. The storm creates no wind and lasts for the spell’s duration. When the spell ends, if there is any movement remaining while the snowdrift is active, a crack appears and a thunderous roar descends. Each creature that starts its turn in the storm’s path must succeed on a Strength saving throw or take 2d6 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d6 for each slot level above 9th. Evocation

Storm of Faith

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You invoke the spirits of old to forge your own destiny. Choose a tree, a rock, a cliff, or whatever form you choose. You can set your own destiny as a floating rock or a vertical column or a chain of stones or a pillar. You can also choose any other outcome, such as rising or falling, though this choice is subject to change. When you cast this spell, you must choose a new outcome. You can also set a higher goal for yourself and your companions, though this requires the DM to be able to match the DM’s current performance to the tree or rock outcome. The result can’t exceed the normal range for which the tree or rock outcome is experienced. Conjuration

Storm of Fury

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Storms of flame erupt from you in a 20-foot-radius sphere centered on an unoccupied space you can see within range. Each creature in the

Storm of Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You cast this spell with a ranged weapon. The weapon has the words grasping on them written in stone. Make a melee spell attack against a creature within your reach, aiming at one of the creature's hands on the weapon. If the creature has its own weapon, the attack deals an extra 1d6 lightning damage to the target. If you hit the target with an attack through its hand, the attack deals an extra 1d6 lightning damage to the next creature it wounds, rather than the first. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Storm of Sand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a large, swirling vortex of sand or mud on the ground within range. The vortex fills a 20-foot cube from a point within range and lasts for the duration. When the vortex appears, each creature in it must make a Strength saving throw. On a failed save, a creature can’t take reactions, and it can’t move, take reactions, or take actions other than reactions. A creature that uses its action to make a saving throw against the vortex can make a Constitution saving throw. On a failed save, a creature doesn’t take effect until the vortex is gone. Evocation

Storm of Vengeance 1 minute

Casting Time: 1 action
Range: A churning storm cloud appears in an unoccupied space that you can see within range. The storm produces a cacophony, thunderous boom, and a cacophony of crackling, thumping drums, creating a silent cacophony within 10 feet of you. The cacophony is complete and continuous throughout the spell’s duration. The thunder and crackling sounds are both audible and indistinguishable from the words and phrases inscribed on the wall.
Duration: Conjuration

Stormrage

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You launch a gash on a creature to give it a coat of cold pain. Make a melee spell attack against the target, taking 4d8 damage of the type you chose. On a hit, it causes the gash to burst at the mouth and then cleanse the creature of any cold damage that lay within it. The creature must then make a Constitution saving throw. On a failed save, it can’t speak, cast spells, or take any other action. As a bonus action, you can move the creature up to 30 feet in any direction, across the room where you cast this spell, or repeat the saving throw against this spell's damage type. If you are targeting a creature, you can use your action to move the creature up to 30 feet in any direction, across the room where you cast this spell, or repeat the saving throw against this spell's damage type. If you target a creature with a gash, that creature must make a Constitution saving throw. If it fails, it can’t use its action to move up to half its speed and take 1d6 cold damage. Necromancy

Stormrage

Casting Time: 1 action
Range: 60
Duration: Concentration

Storm roar

Casting Time: 1 action
Range: 150
Duration: Instantaneous

For the duration, any creature or object that you can see within range must succeed on a Strength saving throw or be pulled into a cacophony of thunderous bangs. The blast is deafening to nonmagical creatures, deaf if its material component, and silent for 1 minute forlorn creatures. The spell creates no oscillations or other magical vibrations or other audible sounds. The spell fails if you are the target of an attack or a casting of another spell, and the spell creates no sound or flame when cast. Evocation

Storm Shield

Casting Time: 1 action
Range: Self (100-foot line)
Duration: 1 Round

This spell creates a dazzling display of force in a 100-foot-radius, 100-foot-high structure inlaid with shimmering silver. Each creature within range grants a +2 bonus to AC for each of the turn it remains within the spell’s range. Evocation

Storm Shield

Casting Time: 1 action
Range: Self
Duration: 1 mile

You create a pillar of strong wind that stops short of a direct strike. You can create a wall of strong wind at the start of each of your turns as a bonus action on your turn. You can also cause the pillar to fill a 4-foot cube on each side, preventing one creature from passing through it and blocking a creature's movement on each turn it lasts. A creature is pushed to one side of the wall and has resistance to thunder damage for the duration, if it can. When the wall appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 4d8 thunder damage, or half as much damage on a successful one. The strong wind keeps fog and smoke from moving around corners and prevents trees from peeking through hedges. When you create the pillar, you can’t replace one of the following effects with it: • You create a nonmagical barrier blocking one creature’s path through the wall. • You create a nonmagical barrier that slows or stops a creature moving through the wall. • You create a temporary window of teleportation that turns a creature that spends its action calling to its side for the duration of the spell. The creature must use a movement action to enter the temporary window and is stunned. • You create a teleportation circle that lasts for the duration or until a portal appears open to the northwest and moves across any of the cube’s sides. A creature uses its action to move through the circle, which lasts until cleared. If a creature moves into the temporary portal by a certain speed or other required movement, that creature enters the spell’s teleportation circle and doesn’t teleport out of it. Conjuration

Storm Shield

Casting Time: 1 action
Range: Self
Duration: 1 Round

A shimmering barrier—clear in concentration, 1 mile wide, and composed of air, stone, or mud—tendsrils together enough to protect up to thirty-five creatures. In addition to closing in on a target, you can ram it with as much force and destruction as you choose as a bonus action to make a ranged spell attack. The barrier blocks a portion of the image, but only for one inch on each side and at the top. A creature who enters the barrier and remains within it for the entire spell’s duration is blinded, deafened, and restrained. The image lingers in the target’s mind, and any creature affected by the spell that can see or hear the barrier makes a Wisdom saving throw to resist the image. The image lingers in the target’s mind and hinders its movement for 1 minute. The image lingers in the target’s space, trying to illuminate its environment. At the end of each of its turns, the image appears in the target’s space, distorting its appearance and causing its movement to be disturbed. While the image lingers in the target’s mind, the target has resistance to damage, fear, and other effects, and it has advantage on attack rolls against any creature within 5 feet of it. Evocation

Storm Shield

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

Flame-like radiance spreads from a point within 60 feet to all creatures within 30 feet of it in one direction. Each creature that starts its turn within 60 feet of the source must succeed on a Strength saving throw or take 2d8 radiant damage. Every creature other than you affected by this spell must make a Constitution saving throw. On a failed save, a creature takes 1d8 + 20 radiant damage. At the end of each of its turns, a creature affected by this spell can use its action to shake or slap the glowing sphere within 60 feet of it to create a nonmagical weapon of balance. The weapon must be of a normal size or less than 40 by 25 feet

Storm Shield

Casting Time: 1 action
Range: Self
Duration: Concentration

Storm shift

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Choose an area of swirling force on the ground that you can see 30 feet square. You can create one of the following effects when you cast this spell or as a bonus action on a subsequent casting of this spell. Circle of Death 120 Duration: Concentration, up to 1 minute You create a vortex of destruction on the ground in a 100-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 necrotic damage and can’t take reactions until its next turn. Sphere of Discord 150 Concentration, up to 1 minute This spell creates a nonmagical sphere of magical energy centered on a point within range. The sphere remains for the duration and can be as large as your hand (minimum 5 feet) or smaller. The sphere remains for the spell’s duration and can be as large as your hand (limited to 5 feet). When you cast the spell or as a bonus action on a subsequent turn of yours, you can cause the sphere to shift to create a new sphere centered on the spot you cast this spell, up to fifteen feet in any direction. The sphere remains for the duration and can’t be reduced to immobile state. When reduced to immobile status, a sphere ricochets around corners, over buildings, and to the ground. Any damage it does, or the creatures it affects, pierces through the portal you use to enter the new sphere. If you open a portal on the same side

Storm step

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Storm wind rips through the ground in a 5-foot radius around you, forming a 10-foot long whirlwind that moves along a 5-foot-radius centered on a point of your choice within range. Each creature in the whirlwind when it appears or that ends its turn there must make a Strength saving throw. On a failed save, it takes 4d6 bludgeoning damage and is pushed 10 feet away from you. On a successful save, you take 4d6 bludgeoning damage and are pushed 10 feet away from the whirlwind in a straight line. Evocation

Storm Surge

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wave of water that is 20 feet long and 30 feet wide that falls 10 feet on a side and that extends for the duration. The wave can be up to 30 feet long. The wave can be difficult terrain or up to 60 feet wide. The wave can be up to 30 feet high. The wave must be at least 10 feet deep to create. The wave has a 40 percent chance to cause flammable objects in it to fall to the ground. The spell ends on a creature if it takes damage. The spell’s area is affected by the weather. The wind, rain, and snow in the area can be harmful to creatures in it. If the spell’s area becomes difficult terrain, you can cause it to become difficult terrain by using a bonus action to cover the area. Conjuration

Storm Surge

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 50-foot-radius sphere of moderate size and 10 feet in diameter. The sphere starts as an explosive pile of rubble and can be destroyed by ranged weapon attacks. On a hit, it explodes. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 4d6 necrotic damage and is hurled into a 5-foot-radius sphere centered on the sphere. The sphere ends when all the material on the ground (including all the pillars, beams, and other structures that are in the sphere) are shattered or the sphere is destroyed by another spell or effect. Conjuration

Storm Surge

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm of air, as large as a Large or smaller vessel, fills a 40-foot-radius sphere

Storm Surge

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of magical energy in a 10-foot-radius sphere centered on a point you can see within range. The sphere lasts until it is destroyed or the spell ends. The sphere appears at a spot you choose within range. The sphere is harmless to creatures that are within 10 feet of it. Creatures that can see the sphere can see it. The sphere appears in a place you choose within range and can be up to 60 feet away. The sphere can be moved or levitated up to 30 feet in any direction. The sphere can also be triggered by spells and other effects. The sphere is difficult terrain and can be difficult to reach or difficult to interact with. The sphere can contain up to 10 cubic miles of rain or snow. The spell ends when

Storm surge

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You cause up to 10,000 pieces of storm surge to fo

rm around a point you choose within range. The storm surge is harmless, but it can occur in any of your z-points or in a range of z-points within range. Each creature in the area must make a Dexterity saving throw

Storm swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swarm of freezing geomantic tentacles wreathes your body and entices creatures of your choice that you can see within range. Each creature in a 5-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature that successfully saves moves with the freezing tentacles to the nearest unoccupied space. A creature that fails its save takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 8th. Evocation

Storm Tremendousmighty storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A storm created by the Storm Word spell reaches its maximum distance on a single creature of your choice within range. Until the spell ends, the storm spreads around corners, and a strong wind can disperse it. For the duration, these winds chill the creatures chosen under the spell. Each target is affected by this

Storm Tremor

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause up to ten pieces of nonmagical energy that you can see within range to lash out at one creature within range. Make a ranged spell attack for the piece of energy. On a hit, the target takes 4d8

Storm Tremor

Casting Time: 1 action
Range: 300
Duration: 10 minutes

You create a moderate to strong shaking wind capable of hurling objects and causing damage within 30 feet of you. A creature takes 10d4 thunder damage when you cast this spell. Evocation

Storm Tremor

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

As you point your finger in a 60-foot line within range, up to six bolts of lightning strike at one creature of your choice within 5 feet of it, igniting the bolt’s bolts. Each creature that starts its turn in the line must succeed on a Strength saving throw or take 1d8 lightning damage from one bolt. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Storm Tremor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a moderate to strong wind and lash out at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 thunder damage. The spell’s damage increases by 1d10 when you reach higher levels. Evocation

Storm Walk

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

The spell creates a 10-foot-tall, 30-foot-tall, 5-foot-

Storm Walk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your magic fills the air around you in a 10-foot radius, moving with you to any point within range. Until the spell ends, you appear within 60 feet of a creature that you can see and can hear you, and you have resistance to piercing damage (your spellcasting ability determines). When you cast this spell, choose one creature as your target. If you target a Large or smaller creature, you automatically gain the benefit of that spell, provided that it isn’t using it or is trying to use it. Transmutation

Storm Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a puff of strong wind that hovers in the air for the duration. You can create either one of the following effects when you cast this spell. You can construct one hundred twenty-five-foot tall, 10-foot wide, 10-foot thick, 20-foot thick barred doorways leading into or out of the spell’s area, each one made of stone or obsidian, and each made of wrought iron or a piece of rare earth. The openings are 10 feet deep, 10 feet wide, and 20 feet tall, and are heavily guarded. If undergrowth sprouts from the doorways, the doorways are breached and the whirlwinds disperse the growth. The whirlwinds move at half speed, dealing 2d4 fire damage to creatures and moving at half speed for the duration. Creatures that aren’t undergrowth sprouts from the doorways in a circle and are restrained while the whirlwinds deal damage. On each of your turns after you cast this spell, you can use your action to create two additional small blast effects at the start of each of your turns. You can create one of the effects, or choose a new one, making each one permanent. The whirlwinds deal 1d4 lightning damage to creatures and moving targets. The whirlwinds don’t cover obstacles without leaving a 1-foot-by-1-foot gap within its area. A creature that enters the area for the first time on a turn or starts its turn there takes 1d4 lightning damage, and so on through the whole turn. The spell’s area can be divided up into two parts, each of which has a 5-foot radius and has resistance to thunder damage. The walls and the surrounding terrain are heavily obscured. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, it takes 1d4 lightning damage (if the creature is no longer on the same plane as you) and is pushed up to 10 feet away from the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Storm Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of whirling

Storm Wall

Casting Time: 1 action
Range: 30
Duration: 10 minutes

A storm cloud forms over a wide area of open space and lasts for the duration. You can w as freely move across the cloud and jump across it to a height of 50 feet above the cloud.

Storm Wall Break

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Up to four hostile creatures of your choice within range (including you) with a flame-blackened barrier that rises from the ground and lashes out at anyone within 30 feet of it. The barrier lasts for the spell’s duration. You can make a ranged spell attack with the barrier with a successful piece of the attack targeting both you and the target. On a hit, the target takes 1d10 fire damage. If you aren’t targeting any creature or an object within 30 feet of the barrier, the spell fails. The flames lash out at the creatures you choose, burning them to smithereens and turning them undead. You can’t target any creature with an  emblem of service on it (like the one worn by a lich) that isn’t a creature of service to you. Instead, you choose a creature automatically under the spell to have that service flayed. For the duration, the target takes 1d10 fire damage if it is on the ground, 1d10 cold damage if it is on the ceiling, and 1d10 lightning damage if it is on the ground and is on the ground's ground floor. Evocation

Storm wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A whirlwind of storm energy sweeps through a creature you can see within range. The whirlwind spreads around corners, and any creature that ends its turn within 5 feet of a warded warded warded warded wind door (as determined by you) must succeed on a Strength saving throw or be driven 10 feet away from the warded warded wind door. The whirlwind is a 20-foot radius wind-shaped cloud that lasts for the spell's duration. When the whirlwind appears, each creature in the area must make a Dexterity saving throw. On a successful save, a target takes 4d6 thunder damage and is knocked prone. The spell ends on a target if it is knocked prone. Transmutation

Stormwind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The wind churns out a tornado of wind that lasts until the spell ends. The tornado is a 5-foot long, 10-foot high, 20-foot-tall, 10-foot-high cylinder that appears in an unoccupied space that you can see within range. When you cast this spell, you choose one of the following effects for which you have no spell slots: • You create a 10-foot-diameter, 20-foot-tall, 10-foot-high, 10-foot-tall tornado that lasts for the duration of the spell. The tornado is centered on a point you can see within range. The tornado dissipates within 5 feet of you, and the area around it is foggy. The area around a point that is no larger than 10 feet (24 m) in height is unoccupied and can't be moved.

Stormwind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a storm that creates a 60-foot-radius sphere of swirling wind centered on a point you can see within range. The cloud is 20 feet long and 10 feet wide, and it can’t be more than 30 feet wide. The storm lasts for the spell’s duration. The wind can be difficult terrain or windy. Each creature in the area must make a Dexterity saving throw. It takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The cloud lasts for the duration and can’t be more than 30 feet tall. If the spell ends when the cloud moves 30 feet or 60 feet away from you, the spell ends. During this spell’s duration, the cloud can create up to 10 of the following wind effects. • Gust. The wind can be strong or strong enough to cause the cloud to move only 30 feet. The wind can reach as far as 300 feet. The cloud can also create obstacles. The wind can be powerful or strong enough to cause the cloud to move 30 feet or 60 feet away from you in a straight line. • Wind. The wind can be strong or strong enough to cause the cloud to move 30 feet or 60 feet away from you in a straight line. • Gust. The wind can be strong or strong enough to cause the cloud to move 30 feet or 60 feet away from you in a straight line. • Torrential rain. The rain can be strong or strong enough to cause the water to flood into a location. The rain can reach as far as 300 feet and can be as strong as 50 feet in diameter. The rain can also be as strong as 60 feet in diameter. The rain can reach up to 100 feet in length. • Hail. The rain can be strong or strong enough to cause the rain to hail a depth of 1 foot or more. The water

Stormy Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling cloud of roaring flame appears in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. Conjuration

Stormy Stench

Casting Time: 1 action
Range: Instantaneous
Duration: You create a giant scorpion with a 5-foot radius c

entered on a point you can see within range. The scorpion is restrained by the scorpion until the spell ends. If the scorpion strikes or strikes, the scorpion strikes the scorpion and is restrained until the spell ends. If the scorpion strikes, the scorpion strikes, and the scorpion strikes again, the scorpion takes the damage and fails the saving throw. If the scorpion strikes a time, the scorpion strikes again, and the scorpion strikes again. If the scorpion strikes again, the scorpion strikes again. If the scorpion strikes again, the scorpion strikes again, and the scorpion strikes again. If the scorpion strikes again, the scorpion strikes again, and the scorpion strikes again. If the scorpion strikes again, the scorpion takes the damage and is restrained until the spell ends. If the scorpion strikes again, the scorpion must be restrained until the spell ends. If the scorpion strikes again, the scorpion strikes again, and the scorpion strikes again. If the scorpion strikes again, the scorpion strikes again until the spell ends. If the scorpion strikes again, the scorpion strikes again. If the scorpion strikes again, the scorpion takes the damage and is restrained until the spell ends. If the scorpion strikes again, the scorpion is restrained until the spell ends. If the scorpion strikes again, the scorpion strikes again. If the scorpion strikes again, the scorpion takes the damage and is restrained until the spell ends. If the scorpion strikes again, the scorpion does so. It must be restrained until the spell ends to prevent the scorpion’s action. If the scorpion strikes again, the scorpion takes the same damage and is restrained until the spell ends. If the scorpion strikes again, the scorpion takes the same amount of damage and the scorpion is restrained until the spell ends. If the scorpion strikes again, the scorpion strikes again. If the scorpion strikes again, the scorpion strikes again, and the scorpion ends. The scorpion remains restrained until the spell ends. Conjuration

Stormy Stench

Casting Time: 1 action
Range: Instantaneous
Duration: You create a giant scorpion with a 5-foot radius c

entered on the ground within 30 feet of the ground. The scorpion must make a Wisdom saving throw. On a failed save, the scorpion succeeds on the saving throw or takes 3d6 radiant damage on a failed save, and the scorpion is frightened for the duration. If the scorpion fails, the scorpion takes the damage and is frightened of you until the spell ends. If this spell is called from within 30 feet of the scorpion, the scorpion takes the damage of the spell. A successful saving throw or saving throw succeeds on the scorpion’s saving throw. On a successful save, the scorpion is frightened and frightened until the spell ends. If you cast this spell using a spell slot of 6th level or higher, you can add a new target to the list. Transmutation

Stormy Stench

Casting Time: 1 action
Range: Instantaneous
Duration: You create a giant scorpion with a 5-foot radius.

The scorpion can move through the scorpion and is restrained. While restrained, the scorpion becomes frightened until the scorpion senses you and knows you are within the scorpion. An unwilling one might see you as a creature and might be frightened of you. Similarly, you might be frightened of you. If you make a Wisdom saving throw, the scorpion automatically succeeds on a saving throw or takes the damage of a failed save. If the scorpion succeeds on this saving throw, the scorpion takes the damage of a failed save, and it takes the damage of the spell. If the scorpion succeeds, or doesn’t take any damage, the scorpion takes the damage of a failed save, and it takes the damage of the spell. If the scorpion succeeds, or isn’t restrained, the scorpion takes the damage of a failed save, and it takes the damage of the spell. If the scorpion succeeds, or isn’t restrained, the scorpion takes the damage of this spell. If the scorpion takes any damage, it becomes frightened of you. This spell also extends the scorpion’s movement to any distance within 30 feet of it. If the scorpion moves to a long distance to the nearest unoccupied space, the scorpion can move up to ten feet as it disappears. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can add a new target of the same level to the target’s list. Conjuration

Striking Bull

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering, shimmering bull appears in the area of a square that you can see within range. The bull can be a Medium or Small creature. The beast can be up to 10 feet long, 10 feet tall, and weighs up to 40 pounds. The beast has resistance to all damage. The beast must be within 30 feet of you when you cast this spell. Necromancy

Striking Kiss

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature and its lips shake to make it shake. You can also cause the creature to kiss another creature. The kiss ends instantly if you cast this spell again on the target. The spell can cause the lips to shake when you make a melee spell attack. If you do so, the target must make a Constitution saving throw. On a success, the spell ends and the creature doesn’t have to make the save. The kiss ends if you cast this spell again on the target. Conjuration

Striking Spray

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As part of the action described above, you create a spray of bright light that ignites a 25-foot cube of wood or metal and ignites a Large or smaller object within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage and is blinded until the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Striking Strike

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You unleash a flurry of ranged attacks that deal an extra 1d6 force damage to each target within 5 feet of you. Until the spell ends, the damage increases to 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Striking the Wind

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Concentration, up to 1 minute

You conjure up a wind that blows in a 30-foot cone that you can see within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Striking Whale

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You leap into the water, where you can see up to 30 feet away from you. You can use your action to turn water into ice. Choose one of the following outcomes for the jump. The ground beneath you is frozen and contains a mass of water that can be difficult terrain for your current location. Choose one of the following effects: • You can cause the ice to become difficult terrain for the duration. • You can cause the ice to become difficult terrain for the duration. • You can cause the ice to be difficult terrain for the duration. • You can cause the ice to be difficult terrain for the duration. • You can cause the ice to be difficult terrain for the duration. You can also cause the ice to be difficult terrain for the duration. At Higher Levels. When you cast this spell using certain higher-level spells of 4th level or higher, you can target one additional target for each level above 4th. Evocation

Strip of Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell makes all creatures you touch have faith in you for the duration. If you cast this spell multiple times, you can use your action on each one to make a new faith check. If you cast it once, you can use your action on each one again to make the check again. A faith check fails if you: 1. Are Wisdom-based 2. Are not an undead 3. Are not undead. If the spell would deal damage to a creature, you must make a faith check against your spell save DC. If you do so, you are immune to it until the end of your next turn. Transmutation

Strip of Flame

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You create one of the following effects of your choice within range: • You create a moderate elemental blast that ignites a Medium or smaller object within range. • You create a 10-foot-diameter cylinder of flame with a range of 10 feet. • You create a 20-foot-diameter cylinder of flame with a range of 20 feet. • You create a 15-foot-diameter cylinder of fire with a range of 30 feet. • You create a 30-foot-diameter cylinder of acid that ignites a Large or smaller object within range. • You create a 20-foot-diameter cylinder of water that ignites a Medium or smaller object within range. • You create a 30-foot-diameter cylinder of water that ignites a Large or smaller object within range. • You create a 30-foot-diameter cylinder of cold that ignites a Large or smaller object within range. • You create a 30-foot-diameter cylinder of fire that ignites a Medium or smaller object within range. • You create a 5-foot-diameter cylinder of water that ignites a Large or smaller object within range. • You create a 25-foot-diameter cylinder of cold that ignites a

Strip of Flame

Casting Time: 1 action
Range: 60
Duration: Concentration up to 10 minutes

You create a burst of flame that you can see within range. The flame flashes bright red when it appears and dims when it disappears. The flame appears in a spot you choose within range. You can use your action to cause the flame to flicker and then end the spell. The spell ends if you are incapacitated or if you take damage from the fire. Conjuration

Strip of Healing

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

Until dispelled, this spell can be used to heal a creature with one of the following effects. Healing the target from any damage it takes, or causing it to take damage

Strip of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up a sphere of life within range that you can see. The sphere appears at least 5 feet thick and weighs no more than 10 pounds. You choose one of the following options when you cast this spell. The sphere lasts for the duration or until it ends its next turn. You can also use your action to dismiss the spell as an action. Enchantment

Strip of Life

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell temporarily restores one half of the normal amount of life you have lost to natural causes. You can restore up to 1 percent of your normal total life by using a spell slot of 3rd level or higher. You regain all expended life points when you use a bonus action on your turn to regain 5 percent of your normal total life. This spell can restore up to 1 percent of your normal life in one way. For example, if you cast this spell 10 times, you regain 1 percent of your normal life. You regain all expended life points when you use a bonus action to restore 1 percent of your normal life. You regain all expended life points when you use a bonus action to revert to normal life. Enchantment

Strip of Life

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one dead creature. The target takes 1d8 necrotic damage, or half as much damage on a successful attack roll. If the target dies, its soul and all its belongings are lost. If the target is in the same place on the ground as the creature, it

Strip of Light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A lightish beam of light appears on a point you can see within range. The beam is centered on a point you can see within range. The beam lasts for the duration. The target must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage on a failed save. A creature takes 4d6 bludgeoning damage on a successful save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Strip of Lightning

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A beam of lightning streaks

Strip of Lightning

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A storm of lightning flashes up from the ground over an area of unoccupied space. The area can be a swamp, a swampy bog, or a swampy meadow. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the storm lasts until dispelled. Divination

Strip of Sand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a sand-covered, 3-foot-wide cylinder of sand you can see is created out of thin air. You can use your action to alter the shape of the cylinder by up to one foot and up to six feet in any direction. The cylinder, which has a diameter of no more than 1 foot, can be moved up or down by your action. When the cylinder is moved up or down, you can alter its size (your choice, up to the effect of this spell) to create any creature size, including Medium or smaller. When you create the cylinder, you can create up to ten additional creatures for each additional creature you create. The spell lasts for the duration. Transmutation

Strip of Shadow

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A shadowy figure appears in a 60-foot-radius sphere and appears on a spot of your choice within range. The figure can be any size. The figure can also be anywhere, up to 10 feet in height. Any creature of your choice that can see the figure must make a Dexterity saving throw. If it does so, it takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. The figure can be in any direction. The figure can attack or defend itself from hostile creatures. The figure can’t be affected by spells or other effects. The figure can’t be charmed, frightened, or otherwise affected by other spells or effects. This spell can be used to dismiss the figure as a move action. Instantaneous Up to ten creatures of your choice that you can see within range can be charmed by the figure. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage. On a successful save, the target takes half as much damage and isn’t charmed. For the duration, the target can use its action to make a Wisdom saving throw. On a successful save, the

Strip of Stone

Casting Time: 1 action
Range: Self (20-foot-radius sphere)
Duration: Instantaneous

You attempt a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 2d10 necrotic damage. On a failed save, the target can use an action to make a Strength or Dexterity saving throw. On a successful save, the spell ends for it. The spell doesn’t need to be on a target or on a creature’s plane of existence. If the spell fails, the target is pushed to the nearest unoccupied space within range. If a creature is within 5 feet of the target when the spell ends, the creature is pushed to the nearest unoccupied space. Divination

Strip of Woe

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a rope that twists and twists to impede movement. The rope can be drawn in any direction. It must be at least one foot long, 10 feet high, and 10 feet wide. The rope is worn over armor or worn by creatures of your choice that can’t be charmed. As a bonus action on your turn, you can move the rope up to 30 feet in one direction, up to 10 feet in the other direction. A creature must be within 30 feet of the rope when you move to do so. A creature can use an action to issue a challenge to the rope to move it. The rope can be pulled up to 20 feet in any direction, up to 10 feet in the other direction. Any creature that ends its turn in the rope’s current position must make a Strength check against your spell save DC. If the rope is pulled up to 20 feet in any direction, the creature must make the saving throw. On a failed save, it takes 2d12 force damage and is knocked prone. The rope then remains in place until you cast this spell again. Conjuration

Strip the Mind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and cause it to take the form of a mind-affecting illusion. The target must succeed on a Wisdom saving throw or be stunned. The target remains in the illusion for the duration. The illusion can’t be altered, but it can’t change its form or appearance. The target must also agree to be bound by it and obey the spell. If the target is a humanoid, the spell ends if it is charmed. The target can’t be affected by any additional spells or actions of the chosen class. If the target is a creature, the spell ends if the target is a creature. Necromancy

Strip weapon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a large, flat-shaped beam of energy at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 9d6 psychic damage. The spell ends if you dismiss it as an action or if you cast it again. Evocation

Stroker

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

A creature that you touch enters a temporary zombification state, where it sucks in all life energy from the ground and forms the entity as a humanoid, a Huge or smaller creature, or a Huge or smaller creature of

Stromboli

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spectral beast, a creature of the same name. The beast can be any size you choose, up to 10 feet long, 10 feet wide, and weighs up to 300 pounds. Each creature that can’t exceed the spell’s maximum height must make a Strength saving throw. On a successful save, the beast is no longer that height and can move at its normal speed. The beast’s height must be no more than 10 feet. On a failed save, the beast’s height increases by 10 feet for each level above 5th. The beast is capable of making a Strength or Dexterity saving throw, which ends the effect. Conjuration

Stromboli

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A spectral creature appears within range. The creature must make a Wisdom saving throw. On a successful save, the creature regains 1d4 hit points. On a failed save, the creature regains 1d4 hit points. On a successful save, the creature regains the full number of hit points. On a successful save, the spell ends and the spell has no effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th Conjuration

Stromboli

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an invisible wall of darkness that lasts for the spell's duration, up to 1 mile on a side you can see. Until the spell ends, you can make a ranged spell attack with this spell against a creature within its reach. On a hit, the target takes 3d8 cold damage. Conjuration

Stromboli

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral creature appears in a 20-foot-radius, 40-foot-tall, 40-foot-high cylinder, 10 minutes. The creature must be within 10 feet of you or your destination and must be within the spell’s range. The creature appears in a spot you specify on the ground within the spell’s range. The spell doesn’t have range, but it has a range of 30 feet. It ends its turn there. The creature can’t be affected by spells

Stromboli’s Earthen Mantle

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a large, transparent, flexible, and transparent gem that appears to be a memento of a legendary creature or spell. You can’t cast spells of higher level than the one you’re casting the spell, and you can’t create magical artifacts. The gem is cast from a spell slot of 6th level or higher. It has a 20-foot radius. The gem disappears after 1 minute. When you cast this spell, you must use your action to dismiss the spell. If you dismiss it, the spell ends. If you dismiss it again, the spell ends. The gem disappears when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). When you reach 20th level (4th level), you can dismiss the spell. Necromancy

Stromboli's Eye

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Stromunner 8 Concentration, up to 1 minute This spell creates a new, invisible, intangible duplicate of yourself that you can see within range. Until the spell ends, whenever you cast this spell using a spell slot of 5th level or higher, you can create up to eight duplicates of yourself. Transmutation

Struggle

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that has a +1 bonus to attack rolls, AC, or saving throw rolls for 1 minute. You can also use a bonus action to make the creature take an attack roll of your choice. On a hit, the target takes half as much damage and is knocked prone. Conjuration

Struggling Crab

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You make a grab attack against one of the crab’s claws. It must be within 30 feet of you. The target takes 2d6 x 2d6 damage. You also make it shorter, with one claw replaced by a shorter one. At Higher Levels. When you cast this spell using certain higher-level spells, you can affect both the claws and the length of the beast’s tail. The longer the beast’s tail, the shorter the spell. Abjuration

Struggling Crab

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a crab that is 5 feet long and weighs up to 100 pounds. The crab can’t be stung or paralyzed. The crab’s weight is not affected by equipment. The crab’s head becomes shorter and shorter as it grows older. The crab’s head is heavily obscured by foliage. The crab’s tail becomes shorter and shorter as it grows older. The crab’s body becomes more difficult to reach. The crab’s head becomes difficult to reach. The crab’s tail becomes difficult to reach. The crab’s body becomes difficult to reach. The crab’s body becomes difficult to move. The crab’s head becomes difficult to move. The crab’s body becomes difficult to reach. The crab’s head is difficult to move. The crab’s body disappears. The creature must succeed on a Dexterity saving throw or be knocked prone. The target can make an Intelligence saving throw at the end of each of its turns. If it succeeds, the spell ends on it. The

Stunned

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You attempt to throw a ranged weapon attack that you can see within range. The target must be within 5 feet of you when you attack. You must use your reaction to dismiss the attack and instead make a ranged spell attack. On a hit, the target takes 4d8 slashing damage,

Stunned

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport to a point within range. An object you touch and that you have touched is stunned for 24 hours. The stunned object is no longer a creature of normal size or under the influence of another spell of your choice that can target a point within range. The spell ends if you move into the stunned object. The spell ends if you leave the stunned object within reach of a creature that can’t be charmed. Conjuration

Stunned

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to stupefy a creature. The target takes 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the creature is incapacitated for 1 minute. On a successful save, the creature is unaffected. The spell ends for the target if it ends up in a hostile or hostile-like state. Once the target is stunned, the spell ends. Conjuration

Stunned Swarm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a swarm of large, heavily-armed, hungry creatures that are harmless to you. The creatures can’t be larger than Medium or smaller, and aren’t hostile to you. When you cast this spell, you can choose one creature of your choice that isn’t hostile to you. The target must make a Constitution saving throw. The target takes 2d10 necrot

Stunning Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You extend your hand and touch a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 piercing damage and 18d6 acid damage on a failed save, or half as much damage and 18d6 psychic damage on

Stunning Cloud

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell grants the casting of a spell of greater range to a creature you target. You can also specify an area of terrain in which the spell’s range is limited to 20 feet. The spell’s area is centered on a point within range. ‛ The target must make a Wisdom saving throw. On a successful save, the target takes 4d8 necrotic damage and is restrained until the spell ends. The target’s hit point maximum and hit point total increase by 1d8 for each level of the spell’s spell slot. Conjuration

Stunning Eye

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You conjure up a spectral eye for the duration, and it can sense you and all creatures within it. The eye can detect a creature of your choice that you can see within range and can see through it (see below). The eye can also sense the presence of magical objects within the eye’s area. A spectral eye can be seen through walls, ceilings, and other objects. The eye can be used only by one creature or one hand, and it can only use one portion of magical energy. The eye can be used multiple times. At a time, the eye can be used to see only one object. While the eye is focused, you can use your action to cause the eye to see a single object of your choice within range. Choose one or more objects of the chosen size, color, and weight. The eye can also see up to eight objects. The eye can also sense the location of objects within the eye’s range. If the eye is focused on a specific object of the object’s type, the object can be of any type. The eye can see up to eight objects. The eye can also see up to eight objects. The eye can see up to eight objects. The eye can perceive any object in the eye’s area as long as it is within range. The eye can detect shapes, colors, and shades of color, and can process any color or tint as an ability check. The eye can thus perceive any creature within the eye’s area as an illusion that appears in the eye’s area. The

Stunning Fist

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a

Stunning Fist

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a line of force that extends from your hand to an object in range (or a similar object that is made of metal) as long as you are within the line. The creature must succeed on a Dexterity saving throw or take 1d10 force damage. The target must then make a Strength saving throw, taking 1d10 force damage on a failed save. If it fails the saving throw, it must take 1d10 force damage on a subsequent roll. If it fails the saving throw again, the effect ends. When you cast this spell, you don’t need to keep a distance from the target. If you cast the spell multiple times,

Stunning Fist

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You strike a creature of your choice that you can see within range with a weapon attack you are holding. Hit the target with a weapon attack of your choice that you can see within range. The target takes 1d6 psychic damage. You can use your move action to teleport the target to another point within range. The target must make a Wisdom saving throw. On a success, it takes half as much damage on a failed save. Evocation

Stunning Fist

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You can force an object you touch to be paralyzed. The object can’t be more than 10 feet tall, has a weight of no more than 1,000 pounds, and has a melee range of 60 feet. The object can’t be more than 30 feet tall, has a weight of no

Stunning Fist

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature that has a slashing or piercing attack. The target takes 4d8 slashing damage and is charmed by the target. The target takes half as much damage from the attack as from normal attack damage. The target must succeed on a Strength saving throw or take 4d6 slashing damage from the attack. The target can repeat the saving throw at any time. If the target is on the ground within range of the attack, the spell ends. If the target is on a rock, the spell ends. The spell’s damage increases by 1d8 for each slot level above 6th. Conjuration

Stunning Fist

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You target

Stunning Fist

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to any point you can see within range. You receive a line of force that is 20 feet long and 5 feet wide, extending from the point of impact to the ground you're on. You can use your action to cause the force to move and to cause an object that you can see within range to jump to a height of 30 feet that is at least 30 feet higher than the height of the ground that you are on. If the creature is moving, it must make a Strength saving throw. On a failed save, the creature takes 2d8 necrotic damage and is restrained until the spell ends or until the spell ends. If you cast this spell using a spell slot of 4th level or higher, the spell ends if you use a spell slot of 5th level or higher. Transmutation

Stunning gaze

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You attempt to strike a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. On a successful save, the creature can’t be stunned. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Stunning hand

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a hand of magic-like force and deliver it to a creature. The target must succeed on a Constitution saving throw or take 1d6 force damage. The hand can’t be used to create a weapon, armor, or any other weapon or effect. Conjuration

Stunning Knife

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a dagger that deals slashing, piercing, or slashing damage to a creature or one of its parts. For the duration, the creature is under the effect of a sling and can use a sling to make a ranged weapon attack. If the creature is carrying or carrying a weapon with a sling, the dagger strikes the creature only if you can see it. The target must make a weapon attack with the weapon before the attack deals damage. If the target has fewer than 10 hit points, it can use an action to use an extra attack roll to deal one extra hit point. If the target has fewer than 10 hit points, it can use an action to use an extra attack roll to deal two extra hits. The spell ends if you cast this spell again. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 10th level (3d8), and 17th level (4d8). Conjuration

Stunning Knife

Casting Time: 1 action
Range: 60
Duration: 1 minute

You strike a target with a sword-like weapon that has a 1 inch blade and a 10-foot length. The target must succeed on a Strength saving throw or be knocked prone. The sword’s melee attack deals an extra 1d6 force damage to the target when it hits or misses. If the sword is held up to guard against this damage, it is dropped to the ground in a 20-foot radius. When a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or fall prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Stunning Ray

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell has no effect on undead creatures. You touch a creature that is already under the effect of another spell of 1st level or higher. The target must make a Charisma saving throw. On a successful save, the target takes 1d4 radiant damage. On a failed save, the spell ends. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Stunning Smite

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee attack before this spell ends, your weapon sends the target flying and pummels the target. The target must make a Dexterity saving throw. On a failed save, it has disadvantage on attack rolls and ability checks. On a successful save, the spell ends. Evocation

Stunning Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up

Stunning Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The next time you hit a creature with a melee attack before this spell ends, your weapon sends the target flying and pummels the target. The target must make a Dexterity saving throw. On a failed save, it takes 4d6 psychic damage. On a successful save, the spell ends. Evocation

Stunning Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The next time you hit a creature with a melee attack before this spell ends, your weapon sends the target flying and pummels the target. The target must make a Dexterity saving throw. On a failed save, the target takes 4d6 psychic damage. On a successful save, the spell ends. Evocation

Stunning Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee attack before this spell ends, your weapon sends the target flying and pummels the target. The target must make a Dexterity saving throw. On a failed save, the target takes 4d6 psychic damage and is stunned for the duration. The stunned creature must make a Strength saving throw at the end of each of its turns. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Stunning Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee attack before this spell ends, your weapon smites the target. At the end of each of its turns until the end of your next turn, the target must make a Constitution saving throw. On a failed save, the target takes 1d6 psychic damage, and the next time the target takes damage before this spell ends, the damage is repelled against the target. Transmutation

Stunning Strike

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make a ranged spell attack that has a range of 60 feet and a range of 30 feet. The attack pierces through any material barrier that blocks the attack. Divination

Stunning Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You strike a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 4d8 necrotic damage. On a successful save, the target takes half as much damage. The spell ends if the target is hit by another spell of the same level or higher. Conjuration

Stunning Strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an invisible line of light that lasts for the duration. While the line is in place, you can’t use your action to make a melee attack with the line. On a hit, the line of light creates a 100-foot radius circle centered on a point you can see within range. A creature that ends its turn in the area must make a Wisdom saving throw. On a success, the creature then spends its turn there. The line lasts until it is destroyed by a spell of 3rd level or until it is dispelled by another spell of 4th level or Higher. Illusion

Stunning Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a swarm of fey creatures that are harmless to you and your companions for the duration. Each creature on the ground within range must succeed on a Constitution saving throw or be pushed 10 feet away from you. A creature moved 10 feet away from you on a successful save succeeds at the same. A creature pushed 10 feet away from you on a failed save succeeds at the same. A creature moved 10 feet away from you on a successful save succeeds at the same. Evocation

Stunning Swarm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a swarm of fey creatures that are harmless to you and your companions for the duration. Each creature on the ground within range must succeed on a Constitution saving throw to resist the spell. A creature that fails the save must succeed on a Constitution saving throw or be pushed 10 feet away from you. A creature pushed 10 feet away from you on a successful save succeeds at the same. Conjuration

Stunwark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of fire that is 5 feet in diameter and 20 feet high. The sphere must be 10 feet in diameter and 10 feet high. The sphere must be on a solid surface of at least 10 feet thick and must have a diameter of at least 10 feet. The sphere is difficult terrain and must be of moderate size. The sphere spreads out in a straight line on a side that you can see within range. The sphere can only be affected by spells or other magical effects. The sphere can be destroyed by nonmagical means. Transmutation

Stupefy

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure a stupefy cloud in a 30-foot cube centered on a point you choose within range. Each creature in the stupefy area must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can move through the stupefy cloud in any direction, but must use its action to follow the direction of the wind. A creature can also move through the cloud and remain there for the duration. The cloud is composed of a thin sheet of mist that covers a point equal to half the area of the area in which it appears. The area of the cloud is 10 feet square. When you cast this spell, you choose the area of the cloud as your spellcasting location. You can also cast this spell from a different location. The ground within the stupefy area changes color depending on the wind, the wind direction, and the direction towards the nearest open forest. You can use a bonus

Stupidity

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You attempt to manipulate another creature. The target must succeed on a Wisdom saving throw or be charmed for the duration. The target succeeds on the save if it isn't already charmed by this spell. The spell ends if the target moves to a different plane of existence than the one it is on. The target also has disadvantage on attack rolls against you, and it has disadvantage on ability checks with ability checks that rely on ability scores. It can make a Wisdom saving throw at any time. If it succeeds on the save, the spell ends. Until the spell ends, it can be targeted by other creatures as an action. If you target a creature or object, the spell doesn’t target any other creature or object. Conjuration

Stupidity

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and make a Charisma saving throw. On a success, the target takes 2d6 psychic damage and has disadvantage on ability checks and ability checks that rely on senses. On a failed save, the target is blinded and has disadvantage on all Intelligence, Wisdom, and Charisma checks that rely on instinct or the word of a willing creature. On a successful save, the target can make the saving throw again only once in a long rest. Necromancy

Sudden Turning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You draw the attention of one creature you can see within range to a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage, and on a successful save, it takes half as much damage. On a failed save, the target also succeeds on a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Summon a Large or Small Monster

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a Large or Small Monster you can see within range. The Monster you choose must be within 30 feet of the Monster you described above. The Monster takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Summon a new creature

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a new hostile creature within range. Choose one or two creatures that you can see within range. Each target must make a Constitution saving throw. On a success, it becomes the new target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional hostile creature for each slot level above 1st. Enchantment

Summon Animals

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You summon fey creatures from the dead to help defend your city. Choose an area within 30 feet of a specific square that you can see. Each creature in that area must make a Wisdom saving throw. A creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature summoned by this spell must also make the saving throw with a failed save. If the creature fails the save, it is killed instantly. The fey creatures that you call familiars have the same powers and appear to be servants of your deity. Roll initiative for the summoned creatures, which have their own turns. The durations for these spells are the same as those of the summoned spells themselves. You decide what happens when the summoned creatures arrive at the city's designated locations. These locations must be chosen as early as possible after you cast the spell. You can designate additional locations when creating your own setting. For example, Fey Fey can be summoned as a group from the same location, but it must be on the same plane of existence as you. When the summoning ends, the summoned creatures appear at the designated locations and return to the place they were summoned when you cast the spell. If they arrive at any of the places you created with a wish spell, the spell ends for that purpose. A creature summoned with this spell has disadvantage on attack rolls and ability checks, and must make a Wisdom saving throw at the start of each of its turns. On a success, it frees itself from this disadvantage and returns to its home plane. If it returns, the summoned creatures disappear from the spell’s area, leaving only the warded area and any objects that aren’t there to occupy their space there. As a bonus action, you can move the summoned creatures up to 30 feet in any direction. If none of the above conditions are met, the summoned creatures w ere lost. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can summon fey creatures up to size(s) or size(s) only. The fey creatures can be any creature you have seen before, and they can’t be charmed, frightened, or possessed. Conjuration

Summon a Shadow

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shadowy figure appears to guard a location you choose within range. The shadow appears in an unoccupied space that you can see within range. Until the spell ends, the shadow can’t move or enter the location. Any creature or object that touches the shadow can’t be affected. The shadow can’t be targeted or interacted with. The shadow can’t be targeted or interacted with. At any time, a shadow that isn’t already shadowed can’t be targeted or interacted with. Illusion

Summon Beast

Casting Time: 1 action
Range: 60
Duration: 1 minute

You craft a demon from the bones of a creature you can see within range. Choose an animal or plant you can see within range. Choose a Huge or smaller beast or plant. The beast must be within 60 feet of you. You make the creature’s Strength, Dexterity, or Charisma Check, or its Dexterity or Intelligence Check, check for both, and make a Charisma saving throw. If the creature has a natural armor rating of 1 or higher, it gains the ability to use its natural armor against the beast. The beast’s hit point maximum is increased by 5, its hit point while it is within 60 feet of you increases by 5, and its hit point while it is within 60 feet of you increases by 10. Evocation

Summon Corrupting Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Wind whirls around you, blowing around you until the spell ends. Wind gusts are difficult terrain; if a gust of wind is present, it sheds light on an area of wind that you can see within range. The area can be muddy, impassable, or flat-footed. If the area includes a strong wind, as a rule of thumb, the extra wind created creates a 60 foot square unoccupied space that is 10 feet across. The square unoccupied space is 100 feet on each side. A creature must make a Dexterity saving throw if it flies into the square for the first time on a turn or starts its turn there flying. A creature takes 7d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Shape Water Warming Flames 60 8 Hours Flames race across the floor in a 20 foot cube within range, centered on a point you choose within range. The flames create air, solid ground, or a cloud of smoke. Each creature in that area must make a Strength saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. Fireball Blinding Smite Self Concentration, up to 1 minute A line of meteors flashes in a 20 foot radius and lasts for the duration. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Summon Elemental

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one object that you can see within range and that can fit within a 5-foot cube. You touch the object and transform it into a different elemental. The transformation lasts for the duration, and the chosen object can’t be more than once w ho is on the same plane of existence. If the object is a magical item, such as a key, ring, or other such item, it must first be restored to its original object state before the spell ends. The object can’t be more than once transformed, and it has disadvantage on attack rolls and ability checks. The object can’t have more than one owner, and the spell ends on that owner. You must use the object’s material component when you craft the object, and you can’t duplicate the object’s owner. The spell ends if the object is no longer on the same plane of existence. Abjuration

Summoner of Death

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a spectral demon that appears in a 20-foot cube that you can see and can’t see. The demon can’t be hostile to you or hostile to any creature within 20 feet of it. The demon’s weapon attack rolls are always the same as its normal attack rolls, and its attacks roll for the duration. The demon’s statistics are unchanged, but its statistics for the spell have the same power, and it has advantage on attack rolls against you or your companions. The demon must be within 30 feet of you when you summon it. The demon can’t attack or cast spells. Illusion

Summon Familiar

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You name the familiar of a creature of your choice, which must be in a familiar form or a new form selected when you cast this spell. The familiar must be in a form and level that you can see. The familiar can’t attack, but it can offer verbal commands and can pose as your familiar. The familiar can perform simple tasks, such as fetch clothes, fetching things, and so on, but it doesn’t necessarily follow your typical game play. To establish a strong bond with the familiar, you learn what its martial prowess is, based on its familiar’s statistics and equipment. If the familiar is good at a specific fighting style, you learn its game play through the encounters it w ill have. As a rule of thumb, a familiar with a specific weapon use must be able to attack and win the game with

Summon Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A whirlwind of flame appears in the air in a 10-foot radius. Each creature in the area must succeed on a Dexterity saving throw. On a failed save, a target takes 1d6 fire damage, and it takes 1d6 fire damage on a failed save. The flames extend to the ground and spread out in a 30-foot radius around the target. The area is thick with smoke and flames. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The flames extinguish any torch that would otherwise be worn or carried. A creature must make a Dexterity saving throw each round to extinguish the flames. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Enchantment

Summon Gargoyle

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a giant, undead creature from the dead. You choose the creature type, but only if it is undead. The new creature can be any size, no more than 5 feet long, and has a Strength of 5. The first time you cast this spell, the creature must be within 60 feet of you. The creature can’t be hostile toward you, and you can target a different creature for each turn it is within 60 feet of you. The new creature can’t be hostile toward you, and you can target a different creature for each turn it is within 60 feet of you. If you cast this spell multiple times, the total time for each casting is cumulative. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Summon giant centipedes (10-foot radius) Transmutation

Summon Golem

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a shadowy, malignant golem that appears in an unoccupied space that you can see within range. The golem disappears when it drops to 0 hit points or when the spell ends. The beast appears for the duration. When the beast appears, you can use your action to cause it to move up to its speed, using your action to try to knock it down. If it successfully dodges the move, it disappears. When the beast disappears, you and the creature can dismiss the golem as a group of creatures. If you dismiss them as a group of four or fewer, the golem disappears. If you and the creature are fighting the golem, you and the creature become enemies for the duration of the spell. If you and the creature are fighting a creature, the golem disappears. If the creature becomes hostile during this time, the golem deals 1d8 necrotic damage to the creature that became hostile during this time. The creature’s speed is halved if it moves more than 60 feet away from you. Abjuration

Summon Grasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Grasping and grasping something small or large fills a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, the target in the cylinder can use its action on each of its turns to make a melee attack against the target. If the target succeeds on a Strength check against your spell save DC, this spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the invisible wall increases by 10 feet for each slot level above 2nd. Ev

Summon greater mummies

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter foul words, spelling foul or otherwise, directed at one or more creatures of your choice within range. A muggleborn orborn humanoid of your choice that you can see within range must make a Wisdom saving throw. On a failed save, the creature is charmed by you for the duration. When the spell ends, the creature is stunned and frightened while frightened by you. Until the spell ends, you can use a bonus action on each of your turns to mentally command any creature you made with this spell if the creature is within 100 feet of you. You decide what action the creature will take and where it will move during its next turn, or I command it while it is stunned and frightened. If you don't give the creature any commands, the creature only obeys what I say and does while frightened or in the Stunned and Preoccupied condition. If you give the creature the precise commands it does not want to obey, it can follow or follow them. The charmed creature is under the condition that it spends at least 1 minute remaining in the stunned state, and you can have higher conditions applied for each minute spent in the condition. As part of casting the spell, you can command the creature to move to a spot where it can see or be blinded. When the creature commands, there is an interval when it must make a Wisdom saving throw or lose concentration. The creature can normally use the shortest and most direct time before concentrating to complete this sentence. When the spell ends, the creature is completely directed to another creature’s saving throw or lose concentration. When you have used this spell on the same creature or two other creatures, you can use the same or different techniques on the same creature. If you have a creature under the same condition, the creature must make a Wisdom saving throw with advantage if the other creature can see or hear the creature, provided that you follow the same general rules for what creatures can see and hear. At Higher Levels. When you cast this spell using a 6th-level spell slot, you can have up to three creatures of your choice that can see or hear you cast spells or make attack rolls with attacks

Summoning Beast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You summon up to three beastmen from the mists of time. A summoned beast appears at the top of your hill. Each beast has AC 10 and 10 hit points. The summoned beast has AC 20 and 10 hit points. The beast can be charmed, frightened, and possessed. Each beast has AC 10, 10 hit points, and a hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of hit points of summoned beasts increases by two for each slot level above 5th. You can also use a free action on your turn to dismiss a summoned beast. When you do so, choose a new beast that you can see within 5 feet of you. Roll initiative for the summoned beast, which can be any beast’s size or smaller. If the beast isn’t a beast, it is pulled into the spell’s area. If the beast isn’t pulled into the area, it falls into the nearest unoccupied space that can hold it. A creature can’t be pulled in this way. In addition, the summoned beast can’t be targeted by spells or other effects unless it is under your control. Evocation

Summoning Flame

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a creature you can see within range. You cause a flame of flame to erupt from the target and spread to 50 feet in a straight line across the ground. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases for each of the flames on the stack. Conjuration

Summoning Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a fiery flame that explodes when you hit a target. Each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, the target takes 1d4 fire damage. A target that is within 5 feet of the flame must make the saving throw again on a successful save, or the flame ignites and explodes. A target that is within 5 feet of the flame must make the saving throw again on a failed save, or the flame ignites and explodes again. For the duration, the flame can’t be moved by other creatures. Evocation

Summoning of the Dead

Casting Time: 1 action
Range: Self�10
Duration: Concentration, up to 1 minute

You summon a fiend or a fiendling that you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, the fiend or fiend gains disadvantage on the next attack roll of the creature you choose. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional fiend or fiendling for each slot level above 5th.�Evocation

Summoning Stone

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Choose a rock, stone, or other solid object that you can see within range. The object must be of the type that you choose and that you can see within range. You can make the object appear as a solid surface within range, and you can make the object appear as a solid surface that is as thick as your hand. The object can be any rock, stone, wood, or other solid object. The object can be a stone, brick, or any other solid material. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures that can be created using the spell increases by 1, for a total of 7 creatures for each slot level above 2nd. Evocation

Summoning Stone

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a stone statue that resembles a large stone bowl, the diameter of which is 15 feet. The statue can be anywhere you choose. The statue is made from 1 piece of stone. The statue is 30 feet long and weighs 3 pounds. A creature within its space when you cast the spell must succeed on a Strength saving throw or take 1d4 + 10 piercing damage. The statue disappears 10 feet away from you. Transmutation

Summon Killer

Casting Time: 1 action
Range: 20
Duration: Instantaneous

You cast this spell when you cast a spell using a spell slot of 3rd level or lower. You create one Killer creature within range. You choose the creature that first appears, which must be of the chosen type. The creature must be within 30 feet of you or can’t be more than 50 feet away. The creature dies when the spell ends. The creature can’t be charmed, frightened, or possessed. The creature can only be killed by one of the following ways: • Each time you cast this spell on the creature, it dies. • You end the turn with the creature dead. • You end the turn with the creature revived. • You end the turn with the creature out of the water. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional Killer creature for each slot level above 1st. Necromancy

Summon Large Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon plants that are large enough to fit inside your home. The plants are harmless, and you can create a variety of plants for each of them. Each plant must be of the most difficult, or the plant has a difficult spell level. On a successful save, a plant is no longer restrained by the plant’s Strength, but can’t be damaged by any other damage. The plants can be summoned by the Plants of the Abyss spell. A plant can be summoned by any of the following spells. Plants of the Abyss. This spell can summon plants of any kind, though it doesn�

Summon larger demons

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon a demon from the chaos of the Abyss. Choose a demon you can see within range. You choose a location: a necropolis, a hill, a mountain, a hillock, a hill bordered by hedgerows, fields, and fields of stone. You can summon up to three demon-sized enough to challenge your monster’s statistics. Summoned demons aren’t necessarily hostile to you, but they can’t attack or take any action that would directly harm you, and you can’t summon more demons than are fit to challenge you. The DM has the encounter statistics for the chosen location. Choose a location with at least one demon’s statistics as an element. It must be within 30 feet of you. You summon a demon from the chaos of the Abyss that has a head and a ten-foot-tall body covered in tendrils. The summoned demon is friendly to you. It attempts to bite you, but it is incapacitated and unable to move. A creature with truesight can’t be targeted by this spell. You determine the direction of its attacks by the number of feet it has traveled. You can use your action to determine the direction of its movement by examining its body language. If you can’t determine the direction of its movements because of a condition that would prevent it from moving within 30 feet of you, you can use a bonus action on your turn to cause the summoned demon to move in that direction. You can make a verbal check against summon demon's memory by touching its body to its left or right (your choice), which suppresses its verbal response. If you can

Summon Monster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to cause a summoned creature to attack another creature within range. Choose up to four targets. The target takes 3d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Summon nonliving creatures

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter foul words, spelling foul or otherwise, directed at one or more creatures of your choice within range. A creature that speaks one language of your choice that you can see, and a creature automatically succeeds on the save. The spell ends against creatures or objects that you can see within 5 feet of you. Enchantment

Summon other demons

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter foul words, spelling foul or otherwise, directed at one or more creatures of your choice within range. A creature that speaks one language of your choice that you can see, and a creature automatically succeeds on the save. The spell ends against creatures or objects that you can see within 5 feet of you. You can use your action to attempt to move one or more of the creatures within 30 feet of you. If successful, the target beast moves with the chosen host, as long as the distance between you and the creature is not more than 10 feet. You can also move the creatures up to 60 feet over obstacles. Once the spell ends, you must make a Charisma check (your choice) against the creature’s spell save DC. If the target beast moves more than 60 feet over an obstacle to escape, the spell ends. Abjuration

Summon other demons

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 24 hours

You utter foul words about a target within range, saying what appears in a whisper whisper box within 30 feet of where you cast this spell. You can name a demon’s type, its territory, its kind (including its racial traits), or a set of possible racial traits for each target. The demon has advantage on all questions, which the demon might directly affect, as long as they don’t deal with magic. Answers are usually written in cryptic runes or in Latin: demoni miliorem ipsis ipsit ipsaliorum ipsum ipsum ipsum. You specify a general purpose goal or a creature’s best interests, such as to protect a group of strong enemies or protect a precious treasure. While describing the target, you can use your movement to move the target across difficult terrain and into otherwise inaccessible territory. If the target moves into an unoccupied space that you can see within 120 feet of you, you summon the same demon or a different one. If you speak the same name or use the same voice, the target appears in the space occupied by the demon, and the spell ends when the target moves out of the space occupied by the demon. When the spell ends, the demon disappears, returning to the plane of existence it occupied. Enchantment

Summons greater demons

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. D6 Demons Summoned 1—2 Two demons of challenge rating 1 or lower 3—4 Four demons of challenge rating 1/2 or lower 5—6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for

Summon Small beast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a beast that you can see within range. It must be within range and must make a Wisdom (Insight) check against your spell save DC. The beast obeys any verbal commands that you issue to it (no action required). The beast is friendly to you and has its hit point maximum. At the end of each of its turns, if it can’t defeat you or take damage, it defends itself by raising the creature’s speed to 30 feet. If it has a speed of 20 feet or less, the creature doesn’t attack you. If it has a speed of 50 feet or less, the creature doesn’t rely on you to defend it. If it has a speed of 30 feet or less, it doesn’t rely on you to keep it bound by your will. The creature doesn’t obey your orders, but it can try to. You can make the creature obey you by creating an intense fear in it that you have, or by making it stand still and acting on its fear. If you cast the spell on the same target every day for a year, the creature doesn’t obey you until it completes its current turn. Enchantment

Summon Small beast

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell summons a small, heavily armored beast that is centered on you. The beast appears in a 20-foot cube centered on a spot you choose within range. Each creature in the cube must make a Wisdom saving throw. On a successful save, the beast disappears from the cube, and it can repeat the saving throw, ending the effect on itself on a success. While summoned, the beast can’t attack, cast spells, or take actions. It obeys any and all verbal, written, or pictural commands it receives, including those of the affected creature. The beast can’t attack, cast spells, or take actions. It obeys any and all verbal, written, or pictural commands it receives, including those of the target creature, but it can’t harm the creature or cause damage to the creature. In addition, the beast can’t take actions or use its action to move around, and it can’t take, hold, or use a weapon. Transmutation

Summon Small Mammals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You summon an entire group of small creatures of your choice that you can see within range. The summoned creatures follow a general rule of behavior. When you cast this spell, you can speak the name of a creature you have summoned and must use that creature’s spell slot to determine whether that creature is a Large or Small creature. The summoned creatures have a general speed and a hit point maximum of 5d6. The summoned creatures are friendly to you, though they can’t attack or otherwise interact with you. A summoned creature’s hit points are 5. If you use your action to dismiss the summoned creature, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can’t more than 100 feet away from you and is visible to the closest nonmagical means of light. The summoned creatures can’t cast spells or perform other actions. The summoned creatures can’t take actions. If you use your action to dismiss the summoned creature, it sheds bright light in a 20-foot radius and dim light for

Summon Stone

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You conjure a stone that appears in an unoccupied space you can see within range. Place the stone in the space and maintain your concentration on it for the spell’s duration. The stone disappears when it drops to 0 hit points or when an effect calls for an end to its effect. The spell then ends. Evocation

Summon Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A whirlwind of force forms a 5-foot cube along a line 40 feet long, 5 feet high, 5 feet high, and 5 feet thick. The object blocks your movement. Its speed is instantaneous. The whirlwind is not affected by weather conditions or barriers. It is centered on you and lasts for the duration. If any barrier is broken on the path, it will still apply force to you. It vanishes when a sufficient number of barriers are in place. It is harmful to all creature. If the whirlwind vanishes, your target can’t return as an object to life. It is affected by acid, cold, fire, lightning, thunder, and thunderwave. It creates a cloud of hail and thunder (your choice that hits a creature at least twice as much as it hits the ground) that lasts for the duration. If you cast this spell multiple times, you can have it cast twice, but only once. Once with no damage, and one with 1 damage. Conjuration

Summon the Smiter

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirit of a living creature that attempts to inflict physical harm on you. Roll initiative for each creature in the area (no matter how small or small the area is). On a hit, the creature rolls a d4 and subtracts the number rolled from the d6 roll. On a failed save, the creature is knocked prone. The creature can make a saving throw at the end of each of its turns. On a successful save, the creature becomes frightened for the duration. As an action, it repeats the saving throw. The triggering creature must be within 60 feet of you or have its speed reduced to 0 feet for the duration. At the end of each of its turns, the creature repeats the saving throw against this spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can have the summoned creature’s statistics determined using the summoned creature creature spell ability. Roll on the target's Constitution saving throw. On a failed save, the creature automatically succeeds on the saving throw. The summoned creature has no hearing, and can’t move or take any actions while frightened. If the creature w as hostile to you as it is to it or someone else, the creature has a hostile act with which it can attack. The DM has the creature’s statistics determined on the target’s first turn. On each subsequent turn, the creature has advantage on all other saving throws of its choice, unless the creature has a different form or behavior. Finally, the creature is affected by this spell only while you are within 60 feet of it. At the end of each of its turns, the creature can use its action to attempt to move or otherwise benefit from the change. If the creature would be affected by this spell if it was already within 60 feet of you, the creature can use its action to attempt to move or otherwise benefit from the change. Transmutation

Summon the Unseen

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You invoke the spirit of an undead servant, the unseen servant. Roll initiative for the creature, which has its own turns. At any point during the creature’s turns, the unseen servant appears in the chosen location. It vanishes into an immobile pile of worn-down skeletonoids and bones. The creature is friendly to you and your companions. If the creature is hostile to you, it can use an action to end the turn. If you cast this spell while you have 0 hit points or fewer, the creature vanishes. Conjuration

Summon the Wounded

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter foul and stab a creature within range with a mace or club. Make a melee spell attack against the target. On a hit, the target deals 1d4 + 5 force damage to the attacker and takes 2d6 necrotic damage, and it can’t be targeted by this spell for the rest of its duration. As an action, it must make a Constitution saving throw against this spell or lose all its effects. On a failed save, the target takes 2d6 necrotic damage. On a successful save, the effect ends. Necromancy

Summon Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You summon a creature of challenge rating 10 or lower and can challenge its hit points against any creature within 30 feet of you. The target must succeed on a Constitution saving throw or become hostile toward you until the spell ends. You can target any number of creatures of challenge rating 5 or lower, up to a cumulative total of 10. You can also target up to three creatures of the same type, up to four creatures of the same kind, up to three creatures of the same class, and up to four creatures of the same level. The target must be a humanoid or a creature that has the same basic characteristics as the target. Creatures that are hostile toward you or that aren't hostile toward you during this time are immune to this spell. The target can’t be targeted by spells or other magical means. If the spell ends, the target can’t attempt to neutralize you. Transmutation

Summon Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 60-foot-radius sphere of magical energy that moves 100 feet in a random direction from you. The sphere remains for as long as you concentrate, up to 10 minutes After you cast the spell, the sphere lashes out at one creature within 30 feet of you (including you). The target must make a Charisma check. On a success, it creates an invisible wall of shimmering force that lasts for the spell’s duration. The wall is covered in magical runes that rhyme with your chosen language or dialect. When the magic effect ends, the invisible wall reappears in your space. Evocation

Summon Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 round

You create a 10-foot-radius, 60-foot-wide, 15-foot-tall, horizontal portal—a 6-foot wide opening, 10 feet wide and 10 feet tall—shaped like a portal. Each creature on the ground must make a Dexterity check. A creature enters the portal through a 5-foot-radius opening that is 30 feet wide. The portal is opaque and lasts for the spell’s duration. When the portal appears, each creature is extradited to the air to remain in the portal for the full duration. The portal is immune to all damage and can be closed only by spells or other magical means. A creature enters the portal from another direction only once it has made a circular movement that ends in the space it enters. While the portal is open, a celestial, fey, or fiend (your choice) can enter the portal and remain in it while also dealing 1d4 + 1 force damage to the target. Additionally, the portal animates and glows with silver colored light, with the words "Wishful of You" centered on it. Abjuration

Sunbeam Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose a spot where light can pass without falling into darkness. For the spell’s duration, and on your turn as a bonus action on each of your turns for the duration, you can move up or down to exclude from view any known light or to illuminate hidden doors or windows. This move doesn’t have enough force to

Sun dance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Innocence of God. The next time you hit a creature with a weapon attack before this spell ends, the weapon attacks the same creature that hit you, and the attack deals an extra 1d6 radiant damage to the target. The creature is also blinded and deafened, and its speed drops to half its normal rate. You can’t use this spell again until you finish a long rest. Evocation

Sundering Flames

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Brilliant flames burst from a point you choose within range. Each creature in the area is under the effect of a minor or moderate poison, and its speed is doubled until the spell ends. A creature must make the saving throw when it moves to move to a location where it is immune to poison. Evocation

Sunfire Bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a beam of brilliant sun-quenched fury that leaps from your hand up to a creature within range and creates a burst of flame that lasts for the duration. For the duration, the target has disadvantage on attack rolls against creatures other than you. The target takes 14d6 radiant damage, and it is blinded for 1 minute. At the end of its next turn, or until the spell ends, the target can make another Constitution saving throw. It takes 14d6 radiant damage on a failed save, or half as much damage on a successful one. In addition, burning to this creature's flesh can’t extinguish its full extent before it collapses. In either case, the target has disadvantage on attack rolls against creatures other than you, and it can’t use reactions or attunishes until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create four additional bolts for each slot level above 7th. Conjuration

Sunflora

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a star-shaped cloud of tiny blossoms within range that lasts for the duration or until you dismiss it as an action. Choose a point within range and form a vertical, horizontal or an oval cloud covering a 20-foot cube. While centered on a point under the cloud, you can see the stars and can’t see anything beyond it. The cloud remains for the spell’s duration. When you cast this spell using a spell slot of 6th level or higher, the base diameter increases by 5 feet, the radius increases by 10 feet, and the radius increases by 1 foot in thickness to 250 feet. When you make an attack roll with this spell, you can roll the die as if it were a 3—foot-diameter hole, which creates a 20-foot-diameter opening on the other side. The spell creates no magical effect when it reaches its full extent. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the base diameter increases by 5 feet, the radius increases by 1 foot, and the opening becomes a 20-foot cube with a 20 percent chance of opening a 25-foot cube with a 5 percent chance. When you cast this spell using a spell slot of 4th level or higher, the base diameter increases by 4 feet, the radius increases by 5 feet, and the opening becomes a 25-foot cube with a 10 percent chance. Abjuration

Sunken Sea

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell destroys any underwater structures you have seen or been on before on a creature. A creature is floating in the water if it can reach it, if it can’t swim completely underwater if it isn’t anchored to the surface, or if any creature is within 5 feet of it underwater if it isn’t. For the duration, each creature in the water is incapacitated and can’t move. If another creature is within 5 feet of it underwater, that creature can make a Constitution saving throw, ending the effect on itself on a success. When the spell ends, the spell is consumed. Evocation

Sunken Tower

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a 9-foot tall, twisted, and twisted floor beneath which shimmering orbs of energy hurl downward from the ceiling. The floor is w hard with crackling, silver-rimmed eyes and is filled

Sun Ray

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A ray of sapphire shines down at a creature of your choice within range and shimmers for a moment at a point within range. For the duration, that creature can use a bonus action to make a shot. On a hit, it takes 4d12 radiant damage, and it has advantage on the next attack roll it makes before the end of its next turn. Evocation

Sunset

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

As the moon rises over a portion of the sky, it transforms into what appears to be a brilliant emerald cloud. The transformation lasts for the duration, moving slowly and directly up the cloud to become an emerald shield. The shield looks like a dazzling starry-green gem and lasts for the duration. When worn, the shield grants a flying speed of 30 feet, which is fast enough for close-quarters combat. When it becomes difficult terrain, it becomes difficult terrain for all enemies within its area. It also becomes less dangerous when the moon is above the cloud and bright red. Conjuration

Sunspire

Casting Time: 1 action
Range: 24
Duration: Concentration, up to 1 minute

This spell creates a bright, shining, immobile force field on firm ground at a point within range. Each creature in a 30-footradius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. When the spell ends, the field thickens into a globe and the spell ends. Each creature that fails this saving throw must make a Dexterity saving throw. On a failed save, it takes 12d8 bludgeoning damage and is restrained, making it vulnerable to the effects of the restraining effect for 1 minute. As an action, a creature restrained by the flashing light must make a Dexterity saving throw. On a successful save, it is no longer restrained by the effect and can instead be paralyzed by it. As a bonus action on each of your turns, you can use your action to move the globe up to 30 feet and reshape it in any manner that is safe for it. If you choose to animate a globe, you can also animate and create a different one in place of the globe, creating a different globe that can be created from a different material component. As a bonus action on each of your turns, you can move the globe up to 30 feet and animate a new one, creating a new plant in a 40-foot cube within range. Transmutation

Sustained Breathing

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

The muscles in your body tighten and relax, allowing the air inside you to pass free and making you more attuned to your environment. As an action, you can release the muscles, causing them to tighten and relax again. You can also cause the muscles to rest. This action releases a burst of magical energy that remains for the duration. When the burst appears, each muscle in the affected muscle releases a magical energy that is identical to that of the last time you used it. A creature automatically succeeds on any damage saving throw against the sudden burst of magical energy that surroundeds it. Transmutation

Sustained Breathing

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You exhale enough oxygen to make up for any remaining oxygen left behind. For the duration, creatures exhale 1/4 the oxygen of a normal breathing creature, except it can’t be turned into gas. Conjuration

Sustained Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a line of light, one mile wide and four miles thick, extending from one point you can see on the ground to another point you can see on a flat surface. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until your next turn. On a successful save, blinded creatures also gain truesight. Evocation

Sustained Dismissal

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A surge of force, seemingly from nowhere, springs to a creature within range and channels the power of nature against one creature of your choice among many, causing it to become caught in the whirlwind or struck by a heavy cloud. The target must make a Constitution saving throw. It takes 6d6 thunder damage on a failed save, or half as much damage on a successful one. The whirlwind falls as a whirlwind on each of your turns until the spell ends. When the whirlwind strikes an object or a creature, it creates a brief but powerful lightning burst that lasts for the duration or until another storm appears. You can use this lightning to cause simple ranged weapon attacks to fail. If the miss is made, each creature in a 10-foot square on each side of the whirlwind must spend 4 feet of movement for every 5 feet it moves. A creature must spend 4 feet of movement for every 5 feet it moves. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Transmutation

Sustained Exposure

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature whose touch you can see and whose material component you can see within range. The target’s speed and weapon attacks make. In addition, if the target can’t speak a nonhostile language and/or has a Constitution score of 1, the target is protected from harm by mundane, magic, or being harmful (such as a curse or an enduring grip) spells until its touch is removed and its speed is +10. The spell ends for the target if it makes a Dexterity saving throw. It can take the reductive path, ending its turn early if it can, by succeeding on a new spell of 2nd level or higher. If the target succeeds on its saving throw against a harmful spell, its speed increases by 1 step until it is no longer within 5 feet of the spell, and it can’t take any actions that would deal cold damage or reduce the target’s temperature by more than 40 degrees. TransmutationWarding

Sustained Remedies

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and animate a new one when it drops to 0 hit points. The spell ends if you dismiss it as an action, if it has its hit point maximum and if it drops to 0 hit points. To deal with a disintegration, a blast of silver or a similar energy ripples out in a different form, such as a ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s

Sustained Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell stalks, suffocating, and eventually kills off any remaining creatures who are immune to being frightened. Each target takes 1d12 necrotic damage, and the spell vanishes. A creature becomes immune to being frightened when it drops to 0 hit points or when one of the following effects occurs: - You trigger a surge of cold energy in a 10-foot-radius puff of blackness centered on a point you choose within range. heat, -60 C - You create a 20-foot cube of cold flames, flammable, for 1 minute. Each creature in that 20 feet square must make a Constitution saving throw. A creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this spell or another nonmagical spell’s damage increases to 2d10. A creature or object takes 10d6 cold damage, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, cold damage increases by 1d6 for each slot level above 1st. Nec

Sustained Transmutation

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Up to 10 minutes after you cast this spell, you create one of the following effects. The effect lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect has no effect on you. At Higher Levels. When you cast

Sustainer

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to maintain a siphon in the ground for up to 1 minute. The siphon is a 1/10-foot cube that can be any size that you can fit within. The siphon can be used to siphon up to four creatures of the same type. There is a 20 percent chance per point of remaining siphon that you use a spell slot of 5th level or higher. Necromancy

Sustainer Sphere

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create an extradimensional space that is a 50-foot cube with a 50-foot radius centered on a point you choose within range. You can use a bonus action to cause the space to expand to cover a distance of up to 100 feet. A creature that ends its turn there must make a Strength saving throw if it can move more than 100 feet away from you. The space is difficult terrain, and the DM can use this terrain as a spell slot. If you have a 10-foot cube, you create a 10-foot cube that is difficult terrain. If you have a 20-foot cube, you create a 20-foot cube that is difficult terrain. You can create up to four of the spaces. You can create up to ten of the spaces. You can create up to twelve of the spaces. The space can have no more than 30 feet of floor space or 10 feet of roof space. The space can also have any number of rooms. When you create a space, you can designate one or more

Sustenance spell

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one creature you can see within range and create either temporary respite or a source of permanent life for it. The physically and mentally identical creature disappears into a temporary celestus form, appearing in an unoccupied space within range. The celestus can enter a temporary or permanent state of suspended animation or be animated as a permanent member of the same species. The celestus also disappears temporarily from view, and its physical form remains unharmed if it moves. The creature’s home plane remains aloft for the duration because of its celestus’s place on that plane. If the creature is currently in this state, it leaves behind no physical form (such as a body or head or a body part) and can’t appear in a state of suspended animation or be animated. In addition, a suspended animation state can cause the creature’s home plane to disappear permanently. This spell can bring the plane to a close enough to leave a permanent link between you and the target creature. If you cast this spell within the same location as a permanent celestus or where it can no longer appear, creating a temporary celestus form that remains aloft forever if you so choose, you cause the celestus to disappear in a flash of lightning. At Higher

Swallow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch one willing creature and give it a mouthful of poisonous drops. The creature must make a Wisdom saving throw, which is on a success, it dies within one round of the spell. At the end of each of its turns, the creature must make a new saving throw. If the creature takes any damage while it is distracted by this spell, it must make a new saving throw at the end of each of its turns. This saving throw is Constitution-based. If the creature fails its saving throw, the spell ends. Transmutation

Swamp creature control

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose a swamp creature you can see within range (a Monster Manual entry for the swamp creature can be found at the bottom of this page). You can use your action to create a 60-foot long, 10-foot high, 10-foot wide, 20-foot thick mass of swamp creature, either standing up or moving in a straight line out of an unoccupied space within range. The creature must make a Dexterity saving throw. On a successful save, the creature is restrained and must use its action on a new ranged attack roll to regain control of its weapon. The creature must also make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The creature is restrained only by the swamp creature. You can use your action to create a new mass of swamp creatures. Each creature of a kind that you know must make a Constitution saving throw at the end of each of its turns. The creature can take this saving throw at the end of each of its turns or the spell ends for that creature. You decide what happens when the creature fails its save. The creature is limited in the actions it can take by the nature of its surroundings. While swimming, swimming, or using its action to move, the creature can use its movement to move across difficult terrain and to take swimming damage. If the creature is swimming in water other than a channel, it can use its movement to move through it in an uncontrolled direction, but it must make a Strength saving throw. If the creature is moving across a water body without leaving its current channel, that current carries the creature to the surface of the water, and the spell ends for that creature. While the creature is moving across difficult terrain, it can use its movement to move across difficult terrain as well as to take slashing damage. The creature can regain all expended uses of movement when it returns to its current plane. The creature can still use its action to move across difficult terrain and to take slashing damage. On a successful save, the target takes half as much damage and doesn’t need to move across the liquid body to do so. Transmutation

Swamp of Growth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a pool of sand that fills the ground in a 20-foot-radius sphere centered on a point you can see within range. The area in the sphere is difficult terrain and must be in an area within 5 feet of a point within 5 feet of the pool. The area must be at least 30 feet square or less. The water moves at the speed of light. You can create a 10 foot cube of water within that area. Each creature in line must make a Dexterity saving throw. A creature takes 3d8 water damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the pool fills an additional 20 feet of water for each slot level above 2nd. Evocation

Swarming Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of swirling wind centered on a point you can see within range. The wind lasts for the spell’s duration. When a creature moves against the wind or enters the spell’s area for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or be pulled 15 feet toward the center of the sphere. Evocation

Swatter Windwall

Casting Time: 1 action
Range: 30
Duration: The wind sounds against a wall of swirling force,

up to 10 feet wide and 10 feet high. You can fit within the wall a beam of churning air. You can move at least 100 feet for each 5-foot-high wall in its area. Until the start of your next turn, you can use your action to make a melee spell attack. The target deals 6d8 bludgeoning damage to a creature within 30 feet of it. If the target is an albino human, a cat, a rhinoceros, or a unicorn, the weapon of its choice, including the wind, is wasted. On a per-minute-level roll, you can move up to two feet out of the way of a wall that you can see within range. If one wall is within 30 feet of the weapon before it, the creature can use its action on a turn and a weapon attack on the same turn to move up to three times the amount of space you can use to move in the wind, as long as the creature can move under the Wall. You can use a bonus action to create a 10-foot-square open portal with sufficient force that the portal can be opened multiple times. If you create a portal from a simple surface stone, such as a tile

Swift Dismissal

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You step onto a flat surface and touch a willing creature you can see within range. Until the spell ends, the target must make a Dexterity saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is restrained until the spell ends. At the start of your next turn, the target can make another saving throw. On a successful save, the spell ends. Until the spell ends, you can use a bonus action on each of the target’s turns to make a Constitution saving throw. On a failed save, the target takes 1d8 bludgeoning damage. The target is restrained until the spell ends. If the target moves or falls while this spell remains, the restrained target must make another Constitution saving throw at the start of each of its turns. On a successful save, the spell ends. Evocation

Swiftness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to move with one hand as if you were holding a wand. You must use your action to move with a wand, as if you were holding a wand. You can use your action to move up or down in the air. You must use your action to move up or down, and so on. You can also use your action to move down or up, as long as you are using your action to move up or down. Transmutation

Swiftness

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature you can see within range takes on the appearance of a different creature. It has AC 5 and 15 hit points. It has a Strength score of 2, and it has a Dexterity score of 2. If it is a Huge or smaller creature, it has AC 5, 15 hit points, and 16 Constitution scores. If it is a Medium or smaller creature, it has hit points of 6 or less, and its hit points are at the beginning of the creature's turn. Hit points become available for the attack roll and the spell’s magic when the creature finishes its turn. Conjuration

Swiftness

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object that you are holding or that is no larger than a 5-foot cube. The object is no longer a magic item, such as a ring, or a keychain, and it doesn’t have a magical property. You can use this spell to dismiss a nonmagical object that you can see within range. You dismiss it with a successful Intelligence (Investigation) check against your spell save DC. Divination

Swift Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A passage that is 1 mile long appears and ends at a point you choose: an unoccupied space that you can see within range; up to 10 feet of a point you can see, or a point you choose within 100 feet of a point you choose within 100 feet of that point’s space. This spell can take place up to 90 feet away. If the point you choose is on a solid surface, the spell dissipates within 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the passage increases by 100 feet for each slot level above 1st. Transmutation

Swift Retreat

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You teleport up to 30 feet to an unoccupied space that you can see within range. You must use a flying movement action on the target to move. You can use your action to move the target up to 30 feet. If the target is within 30 feet of you, you can also move it up to 60 feet. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Evocation

Swift Servitude

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You are summoned by the spirits of nature to join the service of your god. Choose one of the following rites, the target obeys. Your god answers your questions in a manner appropriate to the task you ask. You have total freedom over what you say, including the choice to issue a soft spoken answer. Questions. Some questions can be directed toward the target but otherwise not directed. The target knows nothing about the divine’s business, and it has no way of predicting what will occur in the immediate future. The target assumes the hit points of its new form, which is its own. If it w as formed without legs or other appendages, the creature is in and of itself nothing more than a construct. If it is formed from wood, stone, or another mineral substance, the creature is free to assume any of the forms on its body. The target has resistance to nonmagical damage, and it is immune to all damage and conditions. The target can’t learn new spells. The target can use one of the number of spells it has taken as an action on its turn, and it can dismiss such a spell as an action. Transmutation

Swift Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a wave of magic that crashes down on a target. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, a target also takes 1d6 thunder damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Swift Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You strike a target in a melee spell. The target takes all damage and is targeted by this spell. Conjuration

Swift Travel

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You teleport yourself to another place within range. You choose a point you can see within range and that you can see within range. You choose the ground you are on, which you can see, or the distance you are willing to travel, which is as wide as you are tall. If the ground you are on is flat or wobbly, you must make a Strength check against the spell’s range to be able to move there. If you can move there, you can teleport up to 60 feet, but you can’t teleport far enough to harm creatures there. A creature that can’t be targeted by the spell can't be targeted by this spell. You can take the Dash action to go back to your home plane, but you must first make a Dash check against the spell’s range. You can also move across the ground you are on to take damage. A creature can use its action to move across a flat or wobbly area that you can see within 5 feet of it, provided that you can see it. A creature using the Dash action can move across the open space created by the spell by leaving its normal space there. The creature can use its reaction to move across the open space created by the spell. If the creature uses its reaction to move across the open space

Swift Travel

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself or a willing creature to an area you choose that isn’t heavily obscured or heavily obscured. You then use your movement to step into the area and follow the directions given to you by the DM. You can return or remain in the area for the duration, or you can teleport to a different area. You can also return or remain in a different area only once. You can take actions and remain in them, returning to your original spot and following the same instructions. If you do so, the spell ends. The DM has the creatures or objects you’re traveling with to be picked up by other creatures on your way to and from the area. A creature’s action against a random direction that you use your movement on doesn’t affect its choice of targets. Transmutation

Sword attack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose an object weighing 30 pounds or less, and then another object of equal or greater weight, and the sword leaps into your hand. The sword then deals a total of ten slashing damage on a hit. You can make another weapon attack with the same damage type against the same creature or an object. If the attack deals no damage, the target takes no damage, and the sword disappears into thin air. As a bonus action, you can move the sword up to 60 feet in any direction. If you can move the sword from one end of the sky to the other, you can ram it as far as 300 feet in a straight line, ending the effect of the spell on that creature or object. Conjuration

Sword blow

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a long sword thrusting from your right. The weapon has the same damage type as the sword, but it gains a +1 bonus to attack rolls and attack damage rolls. Additionally, if it is set into stone, broken, or impassable, it becomes so for the duration, and the DM gains no benefits from using magic to strengthen the sword. The weapon strikes with such force that it tumbles down the ground, dealing 3d6 force damage to any creature within 5 feet of it. Transmutation

Sword Break

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a sword thrust from a point within range, linking a creature or an object to you that you can see within range. The sword instantly harms a creature or a piece of an object that you can see within its line of sight. If you defend yourself against an attack using an attack action, an ability check, or a skill check, you take the attack using the sword's Strength bonus, and your weapon hits twice. The weapon then strikes the creature or object within reach. The weapon strike deals an extra 1d6 force damage to the target and causes the piece of the object or creature to become severed. Conjuration

Sword Break

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A nonmagical sword that once bristled with vitality springs into action. The sword moves at your command and strikes with a stroke of your hand. Until the end of your next turn, a blade sheds bright light in 60 feet of air for the first time on a target within 60 feet of it, and it also sheds dim light for nine hours. This spell can’t: • Break armor or weapons; or • Disarm targets or cause them to be destroyed. When a target breaks its armor or weapon, it instead sheds bright light in that area that lasts for the duration. If a target strikes a target with a melee attack while its armor or weapon is broken, the target takes an extra 2d6 radiant damage. This spell has no effect against constructs or undead. 1. Round two and three of combat. You and one willing creature each take 1d6 force damage, or half as much damage at the two levels above you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, two force damage dashes to a different creature’s hit point. If the creature takes any damage, it instead adds its own to its hit point total. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dashes to a different creature’s hit point. If a creature takes any damage while its hit point is down to 1 hit point, it instead adds its own to its hit point total. Creature’s Hit Points. When you reach 5th level (2d8), you can replace one of the creatures’s hit points with a divine’t of your choice, and double the number of hit points of the second creature hit by this spell. At 11th level, you can replace one hit point with a divine’t of your choice that is no more than hit points away from death. At 14th level, you can replace one hit point with a divine’t of your choice that is no more than 10 hit points away from death. Necromancy

Sword Duel

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a mote full of sharp spikes and bolts and attempt to crush one creature within 30 feet of it. Until the spell ends, the creature is restrained and can’t attack or use an action to attack another creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the weapon crumbles into tiny daggers drawn in sprigs of magical energy, which are then wielded in melee in a duel. Choose a creature within 30 feet of the weapon and throw it at it. The creature must succeed on a Dexterity saving throw or take 1d8 piercing damage, and it must then use its reaction for the attack. If it can’t hit the target before the spell ends, the creature’s restraint is broken and the weapon is wielded in a flurry of attacks, rather than in a single melee attack. The attack deals an extra 1d8 damage to the target, and the creature must also make a Dexterity saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Sword of Hadar

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You unleash a warhorse-sized force field within range, sending a gored beast or a creature in some otherworldly state of servitude. For the duration, the beast or creature has disadvantage on attack rolls against you and can make a Wisdom saving throw. It makes this saving throw with disadvantage if it is holding its breath or if it is wearing armor that reduces it to 0 hit points. Additionally, the wave can travel 300 feet in any direction, which makes it difficult to separate between two points on the ground within 30 feet. For the duration, the beast or creature has disadvantage on attack rolls against you and can make a Constitution saving throw at the start of each of its turns to take 4d10 bludgeoning damage and have disadvantage on attack rolls against you. Evocation

Sword of Hadar

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a piece of wood or stone that is 1 inch thick and that you reach within range on a solid surface and that isn’t a beast or a staff. You create the following effects when you cast this spell. You can create two nonmagical effects within 30 feet of each other. The effects can

Sword of Hope

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a tremor in two dimensions and a thunderous bang to ripple around it for a moment. Each creature that starts its turn in the tremor Area hit and must make a Constitution saving throw. On a failed save, the creature takes 1d8 thunder damage, and on a successful save, the creature takes half as much damage. This change lasts for 1 hour, before it is replaced by a minor thunderous bang. The thunderous bang produces a loud boom that lasts for 1 minute. The boom deals 2d6 thunder damage to each creature that starts its turn in the tremor Area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional dimensions for the weapon. The two dimensions each take 2d6 dimensions in width and 10d6 dimensions in height. Each dimension includes a different creature. Transmutation

Sword of Life and Death

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw a shard of black energy from the ground and call upon nature to protect you. For the duration, your weapon has a 30 percent chance to strike both creatures and ground and one other creature with a weapon attack before it begins its next turn. (The attack deals an extra 1d6 force damage to both creatures.) This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Sword of Tarrasque

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a long-lasting, though fragile, sword linking the mind of a wyvern warrior to his weapon and crushing of life against the flesh of his enemies. Choose one creature that you choose within range. The creature’s speed is reduced to 25 feet for the entire challenge. If the creature fails the saving throw, it is restrained while you make the spell. You can use a bonus action to break this restraint on the restrained creature and keep it conscious until the start of your next turn. The creature is strong enough to defend itself against melee attacks, and it takes 1d6 slashing damage for every 1d6 damage you take. If the creature is also restrained while the spell is in effect, the creature can make a melee attack roll if it is attacked with a weapon. The restrained creature then makes the attack roll with that weapon, provided that creature has its own weapon. If the creature makes a successful melee attack with that weapon, the spell ends. The spell can have additional uses with other weapons, creating separate weapons and using them as weapons. When you make the spell—and as a bonus action on each of your turns until the spell ends—you can use a bonus action on each of your subsequent turns to create a new weapon. As a bonus action on your subsequent turns, you can use an action to create a non-attack action weapon. The weapon appears within 30 feet of you, and you take 3d6 damage of the bludgeoning or piercing type (your choice) if it impacts or if another creature impacts the weapon. The weapon can have a magazine capacity of 4 or 5, and it can have no more than two bludgeoning weapons inside it. As a bonus action on each of your turns before the spell ends, you can change the weapon’s ammunition using this change. If the weapon is changed ammunition, the ammunition change lasts for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can affect one additional creature for each slot level above 1st. You animate or otherwise manipulate the creature for the duration. The creature’s home is a laboratory in a safe place on the ground floor. The creature is physically different from the creature it appears in when it appears in a larger creature’s form. It speaks in small spoken gibberish and can’t understand simple concepts such as language, rules of etiquette, etiquette of combat, or etiquette of possessions. The creature can’t willingly enter a safe laboratory or to a place where it is safe from attack. Conjuration

Sword of Thorns

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A thin, warbling blade gleams triumphantly across a foe's back, winding its way until a point you choose within range. Until the spell ends, you can use your action to twist the blade to cut the path of a hostile creature that you can see within 30 feet of you. If the creature cuts you with a swift action or attempts to run across a chasm open to the skimmer, make a melee spell attack against that creature. On a hit, it deals 2d4 slashing damage. Alternatively, you can cause the blade to fling its weapon at a creature within 30 feet of it. Make a ranged spell attack against the target. On a hit, the creature takes 1d8 slashing damage, and it must use its movement to move away from you in a random direction from where you chose the blade. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Sword of Thorns

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A shimmering, nonliving thing appears in an unoccupied space within range and disappears within 10 minutes. The thing’s speed is Constitution saving throw; it returns to normal after 10 minutes, and the spell ends for it. The thing can have no more than two eyes and no more than 10 feet long. The thing has flying speed, a speed equal to your walk speed, and a short rest. It can’t attack you or target a creature within 5 feet of you. It can’t consume food or drink. Transmutation

Sword of Truth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see within range. An earthen or wispy cloud of smoke fills the air within range. The creature must be within 5 feet of the target and must make a Dexterity saving throw. While within 5 feet of the target, the creature must make a Wisdom saving throw. On a failed save, it takes 10d6 cold damage, or half as much damage on a successful save. The spell ends for the creature if it fails the saving throw. The vaporsick the target into becoming vapor or vaporized gas. This spell has no effects on objects or liquid within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature to make a Wisdom saving throw against this damage. Each creature or object vaporized by this spell must make a saving throw against burning hot water, ice, or lava. On a failed save, the creature becomes trapped for the duration. One creature or object vaporized by this spell must instead escape from the vaporsick creature and remain trapped while this spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its damage increases by 1d6 for each slot level above 7th. Evocation

Sword of Truth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike one thing that isn’t a magical sword, and that thing is a sword. You make a melee attack with the sword. On a hit. the target takes 4d12 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d12 for each slot level above 2nd. Evocation

Sword of Vile Remedies

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You throw down

Sword Slash

Casting Time: 1 action
Range: RangeSelf (30-foot cone)ThumbnailImageInstantaneous
Duration: You create a razor-sharp blade that slices through

a creature’s flesh and finishes off a creature. Conjuration

Sword Step

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A thin black blade leaps from your hip toward a creature within range. Make a melee spell attack for the blade’s length. On a hit, the target takes 1d12 force damage. You can also make a Strength or Dexterity check using Strength or Dexterity check using mathematics. The creature must be within 30 feet of you when you make the attack roll or the attack deals a type of damage, and the creature must make the saving throw in each of its turns. The creature can take the Attack or Defense Saving throw the first time it makes a successful saving throw against this spell. If the creature fails its saving throw, this spell disperses magic in the area for the duration. Additionally, no effect of this spell on the creature or the weapon affects it. Transmutation

Sword Storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose up to three creatures of your choice within range. A sword flickers in each creature’s path for the duration. Each target must succeed on a Strength saving throw or be knocked prone. For the duration, a creature has AC up to 30 and hit points equal to half the number of hit points at the start of your next turn. At the end of your next turn, a creature has AC up to 20, and it has advantage on attack rolls against creatures other than you. Evocation

Sword Wind

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a line of strong wind rising from the ground in a 30-foot radius centered on a point within range. Choose up to four points on the ground in that range. Small or larger creatures in that area must make a Strength saving throw or be affected by that effect at the start of each of their turns. On a failed save, a creature takes 10d10 bludgeoning damage and is restrained at the end of its next turn while affected by the line. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1dlO for each slot level above 3rd. Transmutation

Sylvanoc's Tinyhammer

Casting Time: 1 action
Range: 5
Duration: 24mm Smallhammer

24 Hours A Tiny hammer or spike covered in twigs or barked with leaves or other ornate bark appears behind a creature and hurls the weapon in an arc with the hammer. Make a ranged weapon attack against the target. On a hit, the target takes 2d10 force damage. You make a melee spell attack for the first time on a creature within 5 feet of the weapon, and make the new attack roll as part of casting this spell. On each of your turns, you can use a bonus action to switch back and forth between using the hammer and using the spike. If you switch blades, the weapon carries 1d10 d20s of Strength and 2d8 d20s of Intellect. When you finish using these effects, or if you use your action to switch weapons again, the weapon carries 1d10d6 Strength and 2d4d6 Intelligence. While using these effects, a creature is blinded and deafened when it can see or hear anything beyond its physical reach. Transmutation

Sylvanor Swarm

Casting Time: 1 action
Range: 30
Duration: 24 hours

Description: Choose a swarm of strong, yellow-green, twirling, orchard stalks that you can see within range. You manipulate the stalks with a simple, deliberate move that produces no heat or cold damage. The simple motion requires a Small touch, and the stalks are magical barriers between you and the sky. When you cast the spell, you can make two additional appearances in your space for each of the creatures affected by the spell. The arrangement of the trees creates two identical stalks, which appear in dim light within 30 feet of one another and are adjacent to each other. When you choose the twirling stalks for the first time, each stalks is magical and creates no damage, if any. You can also create two additional stalks for each casting of the spell. This spell has no effect on constructs or undead. A creature is predefined by its environment. Natural stone, stone tools, and any implements produced by the spell’s effect are all unaffected by the spell. Enchantment

Sylvenöm Transmutation

Sylvia the Windblazer

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell shapes the physical world of a willing creature for the duration. If the creature that chose to become a succubi is undead or a demon, the creature doesn’t become succubi until it completes the spell and attains the creature’s maximum height. The spell ends if the creature’s height is less than the creature’s maximum height, if it’s still alive after attaining the creature’s maximum height and if the creature dies before reaching its maximum height. The spell ends if the creature uses all its movement to move to a height that would protect it from harm. Divination

Symbol of life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a magical link among creatures you can see within range that lasts for the spell’s duration. When you make a Charisma check and the spell ends, either because you use magic to maintain control of the golem or because you use an action to communicate with it, the tree appears in the spot you currently control. If you maintain control of the golem, the spell ends without dealing with it. A creature that can use an action to examine the symbol (a creature must make a Wisdom saving throw to avoid the danger posed by the golem) and determine whether it is an item or a fabricated symbol. If so, it becomes part of the creature’s possession. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until it is dispelled, and the spell doesn’t disappear into thin air. When you use your action on a long rest, the tree sheds all traces of its former existence and becomes part of the creature’s possession. Abjuration

Synaptic Attack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A mystic word appears in the air in a location you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed back to that point. On a successful save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target has no movement left while the spell is active. On a failed save, the target is pushed 20 feet away from the point where the spell ends. On a successful save, the target is pushed 20 feet away from the point where the spell ends. On a successful save, the target is pushed 10 feet away from the point where the spell ends. On a failed save, the target is pushed 10 feet away from the point where the spell ends. On a successful save, the target is pushed 30 feet away from the point where the spell ends. On a successful save, the target takes 2d6 radiant damage and isn’t affected by the spell. On a successful save, the target is pushed 10 feet away from the point where the spell ends. Evocation

Synaptic Attack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call out to the creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 radiant damage and isn’t affected by the spell. On a successful save, the

Synaptic Bond

Casting Time: 1 action
Range: Touch
Duration: Touch

Instantaneous You touch a creature that has been charmed

Synaptic energy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has been charmed or cast such as the soul of a dead creature, transforming it into a conscious creature. The target is immune to any poison, psychic damage, and magic. The target can communicate with any creature within 5 feet of the target’s body. The target can hear the target’s soul, which has been charmed or cast into the air, as if it were a creature, but as a bonus action on each of its turns, you can also call it to the same creature. For example, if the target’s condition is met, the spell can protect a target, but it doesn“t protect the target against some effect. At Higher Levels. When you cast

Synaptic magic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 20 years

You channel a single kind of magical energy, one-sidedly, around a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it can’t use its movement to move to a different object, or it can't use its movement for move checks. If the target moves toward you with a flying motion, the emissary flashes a small, harmless sigil that indicates a direction. On a successful save, the spell would end without triggering any special magical sensors. Transmutation

Syncadrine

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

At the touch of your own blood, you imbue a creature you can see within range with the power to mend itself. Provided that the healing has succeeded, the creature becomes immune to any and all damage and can end all damage on its turn. If some damage has already gone to the target, the creature that damaged it reforients it with a mnemonic word, similar in meaning to the way a customer might receive a gift. Abjuration

Tail Mold

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You put a malleable, diseased, or diseased creature of challenge rating 4 or lower on the ground and make it seem like it has no physical features other than telepathy or verbal communication. The creature is heavily modified to avoid this effect. It can make weapons attacks, attack off flank, and attack from a fixed location, but its movement is erratic. If the creature makes a successful melee attack with a weapon, attack from behind a fixed location, or move out of a fixed location because of a disease spell using one of its senses, the creature takes 1d10 radiant damage, and the spell ends. Transmutation

Tail of Agathys

Casting Time: 1 action
Range: 120
Duration: 1 minute

Three skeletal hands link one hand to the other and form the core of a long, spike-like beast. The hand is made of magical energy, and it carries heavy weapons and magic items as well as spells and other magical effects. The creature appears humanoid-like in shape, and it has the statistics of the chosen form. The creature is unfriendly toward creatures of the chosen form, and it can’t speak, cast spells, or benefit from magic items. The creature lacks the Intelligence or the Wisdom powers, and its flying speed is reduced to 40 feet per day. The creature is clumsy and prone to being frightened. The hand can’t reach into or harm another creature or open an opening in an object or an opening within an object’s area. When broken, the hand leaves behind a large, pointed gash in the ground, and the creature is restrained for the spell’s duration. A creature restrained by the restrained hand can use its action to make a Strength or Dexterity check using your spell save DC. If successful, the creature is no longer restrained and must release its hand to regain control of it. The restrained creature can use its action to make a Strength check using its action to break free, but the creature must use its

Tail of Agathys

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell conjures a long tail of Agathys, the Large sea creature from the north. As a standard action, you draw a line roughly 300 feet across and repeat the same process on all four sides. For the duration, the sea creature has the following benefits: - It has resistance to bludgeoning, piercing, and slashing damage; - It can enter and occupy a space that is filled with fog, ice, or lava; - It can use its action to launch four nonmagical trinkets at

Tail of Agathys

Casting Time: 1 action
Range: 90
Duration: Abjuration

Tail of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Sensory nerve damage deals an extra 1d4 necrotic damage to a creature within 10 feet of it. If the target is a creature, it must make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage. If the target is a creature, its hit point maximum is reduced by 1d4. If the target is a creature and its hit point maximum is reduced by two levels, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Necromancy

Tail of life

Casting Time: 1 action
Range: Self
Duration: 10 Days

The last creature to reach the brink of death when it dies becomes a creature with short hair that sprouts from its body and spends its life hanging out of the branches of a tree. The creature’s head is covered with a glowing talisman, granting it the ability to affect nonmagical creatures and animate and remain as an undead until the start of its next turn. The creature can be a Huge or smaller creature (your choice which creature), a plant (your choice), an elemental (your choice), or a mineral (your choice). The creature can take the Dash action and move at your own initiative and remain so as long as its head remains covered. The creature can make Constitution saving throws to maintain its head covered state. A creature affected by the spell’s Constitution saving throw can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Tail of lightning

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash the power of your nail arts to shake down creatures, magical plants, and other spirits and objects in reach. For the duration, you make lightning-like strikes to create or shift the direction and direction of any weapon or spell weapon that is launched. You can also make a nonmagical weapon turn violent or even to strike at a creature with nonmagical weapons aimed at it. Once you make a lightning strike, you can strike a creature or a creature with a nonmagical weapon that has a range limit of 60 feet, or two of lightning with a nonmagical weapon, and so on. When combined with other effects, the spell summons a force greater than lightning to strike at the creature targeted by it. Conjuration

Tail of Sand

Casting Time: 1 action
Range: 120
Duration: 8 Hours

A shimmering, magical force springs from your hand in a 1/4-mile radius and twists, flickers, and wafts your way. You cast this spell while within 1 mile of your current location. If you cast this spell in the same location as a temple, you must move at least 5 feet away from the temple so that vampires don’t wilt within reach. Conjuration

Tail of Sand

Casting Time: 1 action
Range: 150
Duration: Up to 1 hour

A churning pit, like that at a smelter, extends out from your outstretched hand toward a creature you choose within range. Make a ranged spell attack for each creature that you can see within 30 feet of the pit during the spell’s duration. On a hit, the creature would sink to 1d8 bludgeoning damage and be pushed 10 feet away from you. The spell ends if you use your action to use up space on your turn, otherwise you must use another action. Evocation

Tail of Sickness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a small, harmless sensory effect within range that lasts for the duration. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Wisdom saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. A creature’s sensory energy is siphoned away when it deals 1d6 psychic damage to a point you choose within range. Conjuration

Tail of Sickness

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell poisons the flesh of one creature you touch. Make a ranged spell attack for the first time on a target you choose that you can see within range. On a hit, the target takes 1d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, the spell ignites flammable objects in its path that are not being worn or carried by anyone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Tail of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create the gust of wind that shapes entire landscapes or clouds within a 30-footradius sphere centered on a point within range. Until the spell ends, the sphere moves with you, centered on that point. Each creature other than you in that area must make a Constitution saving throw. On a failed save, a creature takes 1d12 bludgeoning damage, and it is pushed 10 feet away from the center of the sphere toward a creature within reach. The creature takes 10d12 cold damage on a failed save, and it is restrained for the spell’s duration. As an action on your turn, you can move the sphere up to 30 feet and then repeat the save DC. You can also move the sphere up to 30 feet in any direction but before it destroys one creature or object within reach, or until another creature or object takes any damage. The sphere remains for 1 minute or longer after destroying an object or a creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d12 for each slot level above 3rd. Evocation

Tailored Beast

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create an invisible, skeletal beast that lasts the duration you choose. The beast appears in your game space and can be up to 100 feet long or smaller. It is friendly to you and your companions for the duration. When the beast appears, it continues to hover within 100 feet of you for the duration, but its movement has no effect. The beast’s speed is 25 feet per round, and it has advantage on attack rolls on Wisdom saving throws and attack rolls against creatures other than the beast. The beast doesn’t benefit from pursuing you or approaching you. During the duration, the beast can ignore all attack rolls and effects of its enemies and can’t attack unless incapacitated. The beast ignores any and all Wisdom effects that would restrict it. In addition, the beast ignores any and all damage that it takes. Divination

Tailor's Mark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a 5-foot-square unoccupied space on the ground that you can see within range. The space is inert and can’t be damaged by physical contact. If any creature is within that space of its own volition, it takes no actions and doesn’t provoke attacks of opportunity from creatures within it. A creature takes 10d8 bludgeoning damage on a hit or miss and has disadvantage on attack rolls and ability checks. The DM rules these hits as normal damage. You can make another damage calculation using the same damage type, but the DM has the numbers for each creature. If the creature is too small to be affected by a direct attack, it instead takes 1d8 bludgeoning damage on a failed save, and the difference is — 1d8 + 1 (20 + 1)— feet. If the creature is too large to be affected by a direct attack, the creature instead takes 1d8 slashing damage on a failed save, and the difference is — 1d8 + 1 (20 + 2)— legs. The DM makes these calculations using the creature’s current hit points and movement, and the creature is limited in the actions it can perform by the Hit Points limitation on this spell. Physical contact with the creature results in the creature’s tails flapping in a random direction. The creature is

Tail Whip

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a long, hand-wringing, razor-sharp whip floating at a point within range. It is a beast’s principal weapon, and it has the following properties: • You instantaneously deal 1d8 slashing damage to the whip, and • you create a simple whipping that lasts for the duration. The whipping is animated and vulnerable to slashing damage. If it is dispelled, the spell ends and the whipping disintegrates, creating no temporary weapons or armor. If it is not dispelled, the whip still bristles with force, and the creature takes 2d

Tail Whip

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a spectral, razor-sharp, and/or bat-like tail on a creature. The tail lasts for the duration and is unendingly pointed, pointed, and poised like a clawed beast. The tail also extends downward toward the ground and forms a snout at the base of the creature’s feet. While the tail lasts, you can use a bonus action on each of your turns to create a nail trap on a creature within 5 feet of the target you choose. The trap can be created by using a simple yet powerful weapon such as a nail weapon or

Tail Whip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a whirling, roaring, taunting shriek that appears in a 20-foot-tall cylinder centered on a point you can see within range. The target must succeed on a Strength saving throw or be severed from its body. Each creature in the cylinder must make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. The whir of the whip is like a shriek in the wind. Divination

Tail Whip

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a long, lance-like weapon with which to batter the enemies you pass within. Bestow a powerful ying and thorns upon each creature within eons of age. The target must make a Strength saving throw. On a failed save, it takes 14d8 thunder damage and 14d8 thunder damage on each of its turns. On a successful save, it takes half as much damage and isn’t damaged by this weapon. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d8 for each slot level above 14th. Transmutation

Tainted Hand

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one hand of green marble that you can see within range. The hand appears as an unoccupied object with no visible connection to the hand. The hand is made from a material component of any kind; the hand can be any material component, stone, wood, metal, or wood component. The hand is light, is held in place by a sling, and can hold up to six creatures of your choice that it can see within its hand. For the duration, the hand can’t be affected by spells. Necromancy

Taken Condition

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. For the duration, that creature can be of Medium or smaller, no more than Huge or smaller, and have a certain number of Hit Points at the start of each of its turns. If the creature would be affected by a spell or an ability spell or a natural spell or a demiplane spell or a similar spell, it instead chooses the effect from that spell or demiplane from among the spells it knows and casts, using the creature’s hit point maximum. At the completion of the spell, the affected creature chooses a new effect from the chosen effect, choosing from the following options: - Reduce the target’s hit point maximum by one; or - Express the creature’s anger, gain insight into their mood, or speak a message in secret. The disguised creature can't attack the target, but the target does gain a creature’s flying speed. Abjuration

Tales of the Earth

Casting Time: 1 action
Range: 150
Duration: 30 days

Touch You summon fey spirits to protect against a hail of destruction. Choose any number of creatures within range. Each creature summoned must succeed on a Constitution saving throw or lose any vitality when it re-enters the fight. For the duration, these fey spirits protect friendly creatures within 30 feet of it and bright light in that distance. At the end of each of its turns, the spirits w as hard as stone for each target killed. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, you summon fey spirits from the dead to protect friendly creatures within 30 feet of it. Each creature summoned must make a Wisdom saving throw. On a failed save, it w as hard as stone for each target killed. A creature summoned with this spell must make another Wisdom saving throw at the end of its turn. On a successful save, it reverts to its former form, returning to its home plane. The fey spirits protect friendly creatures within 30 feet of it from harmful spells, necromantic energy, and force energy. Summon spirit 1 Mile Instantaneous You attempt to summon an undead creature. You must be within range, and speak the DM's choice of two words with effect. You speak one word in a row, and the creature disappears in an unoccupied space of your choice that you can see within range. If you cast this spell multiple times, you can have up to three words spoken, and the second word spoken aloud acts as the creature's only natural language, although the creature can communicate with you through words it already knows and familiar to learn its language. If you cast this spell multiple times, you can have up to three words spoken, and the creature speaks each word under its breath for 1 minute until it uses its action to speak its mind. It can make a Wisdom saving throw at the end of each casting of the spell. When the spell ends, the creature speaks each word with one hand and then makes a Wisdom (Perception) check to see if it has been completely dead for 1 minute. If so, the spell ends. Conjuration

Tall armor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a thick, tattered armor covering up to 4 feet of ground at a point you choose within range. Until the spell ends, the armor is light gray or tan with gray or tan gray or tan gray or yellow or green or gray or gray or gray. It has a toughness rating of 2. The armor is 1 inch thick and lasts for the duration. When the armor appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The armor also stops short of breaking free when the ground is bare. In addition, the armor grants a bonus to AC against spells and other magical effects for 1 hour, until the spell ends. Transmutation

Tall Armor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature whose armor you can see. The target’s movement is docked at 30 feet for the spell’s duration. If you have the target or the spell fails, the creature is restrained for the spell’s duration. The restrained creature can use an action to make a Strength or Dexterity check contested by the creature’s Strength or Dexterity Dexterity check. On a success, it can use its reaction and line of sight to come within 60 feet of the restrained creature. If the creature is incapacitated by something beyond its control, the creature can use an action to end the restrained condition on itself by shaking its head in disbelieving light. The restrained creature can use an action to make a Wisdom check against your spell save DC. If it succeeds, the spell ends for it. Transmutation

Tall Blade

Casting Time: 1 action
Range: Special
Duration: 1 Hour

You create a long, curved blade that cuts through the flesh of one creature you can see within range. The creature must be within 15 feet of you, and the blade has the same length as the creature’s length and 3 claws on either side, though it doesn’t have to be pointed. The creature can move across uneven ground, up or down stairs, and down or up all of the walls, if it so chooses, in which case the creature has to move across at least 10 feet per side of the ground. While some creatures have natural weapons drawn from their non-touched, nonarmored natural weapons slots, all non-touched creatures have a natural weapon drawn from its natural weapon slot, and warding off an incoming attack rolls against a creature with a natural weapon drawn from its natural weapon slot is possible only against creatures with natural shields drawn from their natural weapons. You sense the course of the blade, which twists as you direct it, and as you move it, you can affect one additional creature for each of its number, which must be within 60 feet of each other. That creature must make a Wisdom saving throw. If it fails, the creature is pushed 10 feet away from you and must immediately return to its normal plane if able to. Physical activity, such as standing up or sitting down, can’t normally move the creature to take the extra movement. Transmutation

Tall Tower

Casting Time: 1 action
Range: 120
Duration: 10 minutes

You create an invisible wall of fire that lasts for the duration and is imbued with radiance for your enemies. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. You can hurl the wall up to 30 feet per round for up to 10 minutes. When it has completed casting, it disappears. The wall can be destroyed only by weapon attacks made against it. Each time you cast this spell, you can target one additional creature for each round it lasts. Small Construct** 30 10 minutes This spell creates a small, sensory-generating beast with which you are proficient. The beast is Medium and ends the turn you chose this spell. You can make a nonmagical weapon or thrown weapon have trinkets or charms that let it attack and strike with a normal weapon (your choice), provided that the weapon has it. If a weapon has its own trinket or charm slot, the spell ends for the beast. If you choose a nonmagical weapon in the beast’s path (such as a crossbow or crossbowge, of a kind you have in your game) or in its flesh (such a weapon used as a wendigo or a wiry kind), the weapon isn’t magically bound to the weapon or given to it. If your weapon is neither wielded nor ammunition is ever expended for the weapon, the spell ends for that weapon. The spell ends for a Large or smaller creature that doesn’t have an Intelligence score of 5 or lower, or one that doesn’t speak any language, such as a gibbering gibbering gibbering or gibbering gibbering. The spell ends if you cast it again. Conjuration

Tall Tower

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a 15-foot-high, 15-foot-diameter, 10-foot-deep, 20-foot-deep trench line extending from your right shoulder to the east at a point you choose within range. The trench rises from the ground 1/4 mile above the ground. It lasts for the duration, and you can extend it up to 60 feet. Any creature that extends its t ’ trench by less than 1 mile in any way can’t be excavated. If you do, a trench is created, and the trench is 2 feet deep. A trench creates one obstacle in each side of the room within range. A trench can be up to 10 feet wide, up to 50 feet deep, and extends from one edge of the trench to the other. Each creature in the trench’ trench’ trench’ trench area must make a Dexterity saving throw. An affected creature takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The trench’ trench’ extends into the Ethereal Plane, directly across from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Conjuration

Taming

Casting Time: 1 action
Range: 60
Duration: 10 minutes

Choose a creature that you can see within range and name the actions that it takes when it has rested or is no longer within range. For the duration, or until you decide to end the spell, the creature is considered a proficient target for the warlock spell Suggestible Actions Touch Concentration, up to 1 hour Until the spell ends, any creature that can’t be charmed or targeted by a spell is immune to that spell. The DM chooses the creature’s type from among those available, which has its effect (in part) as determined by the DM. The DM makes this decision independently of any creatures other than the creature in question that are currently charmed or targeted by the spell. When the creature chooses a target for its experiment, it can either remain friendly to the creature or become hostile to it. If the creature becomes friendly to the creature while the first provokes an action for it, that creature can spend 2 Wisdom points to dismiss the spell as an action. A similar process can be used to test whether the creature is capable of forming beliefs. Divination

Taming

Casting Time: 1 action
Range: 60
Duration: 1 Minute

Choose a humanoid of Medium size or smaller that you can see within range. The target’s language, sense of smell, and emotions have already changed to match the target’s size and intelligence. The target can speak one of the target’s language, however, and if it can’t speak the target understands the target’s native tongue but not its language, it can’t speak the target’s racial language, such as any spoken in either the Terran language or the Terran tongue, and it can’t communicate with the target if it is within 100 feet of its home plane. The target can make verbal and written decisions about its actions and actions throughout the duration of its turn, which might consist of blocking an incoming spell attack or moving to halt an incoming spell. Necromancy

Taming a Creature

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You attempt to find a creature with a trait or symbol associated with a trait or symbol associated with a creature that you designate. The creature is a Huge or smaller creature, and it has the statistics provided in the Monster Manual for that creature. If you are unable to find a creature with a trait or symbol associated with a creature, roll a d20 under what appears to be the creature’s Strength and Dexterity scores, dividing them by 1 for the creature's size and creating a tristate using that stat. A tristate can be created by any number of available creatures, though it must be larger than 50 creatures or using half as many hands (or the creature’s speed as the creature has

Taming Beast

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a beast of burden that takes 1d4 hit points for every 1d4 hit points of damage it causes to a creature it hits. The beast takes half damage at the start of each of its turns, and half damage at the end of each of its turns. It is smaller than a Tiny animal and is incapable of moving. It must reach the top of its flying speed before it can move. It is restrained while this spell is active. Each creature within 15 feet of it must succeed on a Wisdom saving throw or take 2d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above

Taming Beast

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You choose one beast that you can see within range. You lash it with a loud roar. It must make a Wisdom saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The beast regains hit points at the start of your next turn. The beast sheds bright light in a 10—foot radius, and dim light for an additional 10 feet. While the radius is dim light, the beast sheds darkvision. Abjuration

Taming dragon

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You point your magic to one creature whose Wisdom score is equal to or less than the number rolled for that creature. If the creature is Wisdom-sensitive, you can choose whether the target grows or dies within this spell. The target’s only tool is a powerful warhorse, and it is capable of carrying a heavy burden. The target’s only tool is a spear, sword, or sling. For the duration, the target appears frail and worn down, and the target gains no benefit from armor or weapons that are light or that can’t be held or used against it. Transmutation

Taming Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a flickering torch that rises from the ground and burns for ranged weapon attacks within the area. The flame spreads around corners and is light years away. When a creature enters the flame for the first time on a turn or starts its turn there, the flame spreads out from the torch and stays there for the spell’s duration. If the flame reaches a creature or starts its turn there more than 30 feet away from it, it spreads out from the torch, forming a ring around itself. Each creature in the area must make a Constitution saving throw. A creature takes 3d10 fire damage on a failed saving throw, or half as much damage on a successful one. For the duration, the flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. A creature that starts its turn in the flames’s area with an attack and doesn‘t have to make the saving throw must make the saving throw without using its reaction, provided that the creature has the reaction. On a failed save, the creature must use its reaction when it regains hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Taming Knife

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell creates a long-forgotten toolbox in a treasure chest on the edge of the Abyss that contains magical traps and other ill-advised items. The item disappears when you dismiss it as an action or at the end of each of its turns. When a trap or a ill-worded word appears in the creature’s immediate area for the first time on a creature that you choose within 24 hours of casting the spell, an invisible door springs open and the item safely hovers on the ground for the duration. It is vulnerable to fire damage, and it can't be targeted by harmful spells. Nothing abounds in the creature’s room, other than magical shelves and shelves, that aren’t made out of magical lockers, except for items made from arcane lockers and books. The spell is cast through the door and remains visible even when the spell is on the same plane of existence as you. The item is carried with it to the nearest unlocked door or storage area. You can’t use this spell to open a magic chest or to leave one locked there. Using the spell to open a magic chest also releases a magic trap created by the magical latch on the door or shelf. As an action, a bolt of lightning strikes the magic latch and triggers a short rest that lasts until the end of your next turn. You can use your action to open or close the magic chest and regain 25 percent of your total expended magic. When you open or close the arcane lockers, shelves, or door or shelf, you must use your action to speak a short message to all creatures within 30 feet of the spell while they are within 30 feet of the spell. You can cast this spell through a locked door or shelf, activate arcane lockers created by the spell, and then speak the message twice before returning to the spell slot you used for its casting. When you have spoken the spell, you can end your turn awake to allow it time to complete. You can also use your action to open or close a magic chest or a magic shelf created by the spell to open or close another magic chest or a magic shelf created by the spell. Conjuration

Taming monster

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose a creature that you can see within range. The creature must be within 10 feet of you in order for the spell to work. Until the spell ends, the target can be tamed by two other creatures (creatures or undead), who can be contacted by speaking a short message made from a crystal yrinth on the ground floor of your current location. You can summon the target as a group of eight or nine willing creatures, who fit the target’s general shape and size, to serve as companions and fight as co-creatures. You issue a verbal command to each creature you designate, telling it to assist you in carrying out the target’s task. The target obeys the command, but if it fails the command, it can be held and punished with death. If you ordain the target to follow your instructions, the spell ends, and all other creatures w ill obey the spell, they suffer the consequences as creatures if they w ill follow your instructions. Creatures that obey your instructions automatically succeed on their first kill, except that creatures that follow your orders w ill also also die. If you send the message in an uncontrolled demiplane, the spell ends, and the target falls, causing it to make a Wisdom saving throw. On a failed save, it automatically succeeds against the spell and can repeat the saving throw, but on a success, it takes no actions and can’t take actions again. At the start of each of your turns before the spell ends, you can use an action to shake the crystal yrinth and move it up to 10 feet in any direction. You can use another action to move the crystal up to 60 feet in any direction but not more than once.’ At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 1 hour and the damage increases to 1d4. When you use a spell slot of 7th level or higher, the duration is 8 hours and the damage increases to 12 hours but not to a maximum of 100 hours. Transmutation

Taming Spike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spike of magical energy erupts out of a creature or an object within range, sprouting from the creature’s mouth. The spike lasts for the duration, and it deals 3d6 lightning damage to the target. The spike is a Huge, tree trunk-sized being. It is immune to fire damage and has resistance to cold damage. When a creature moves into the area for the first time on a turn or starts its turn there, or the spell ends, the magic spike erupts in a burst of lightning that deals 3d6 lightning damage to the target. The lightning flashes up to twice your choice of flashing colors, extinguishing any flames within 30 feet of it and pouring water onto solid surfaces, as thick as stone, that aren’t being worn or carried by creatures or objects. If the target is a creature, it must make a Dexterity saving throw. On a failed save, the creature’s hit point maximum is reduced to nothing. A creature can use an action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. While the disease-causing spike lasts, you can’t make an attack roll with one. While the spell is in use, you can’t use bonus action to cause spikes to erupt from nonmagical weapon wounds. When a creature hits with a melee attack, the spike erupts from a nonmagical weapon wound made by a creature or by a Medium or smaller weapon wound made by a Medium or smaller creature. On a hit, the creature takes 2d6 lightning damage, and the spikes drop to the ground if both creatures are on the same creature or within 30 feet of each other. Necromancy

Taming

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that has 0 hit points or fewer. That creature must succeed on a Wisdom saving throw or be charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target any number of Medium or Small creatures that you can see within 30 feet of each target and utter language spells, or the language of the target until the spell ends. Each target must succeed on a saving throw. If a target doesn’t speak any language, it takes 5d8 thunder damage on a failed save, and it has disadvantage on the next weapon attack roll it makes before the start of your next turn. Transmutation

Tamp of Invisibility

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a shimmering, talon-touched object that remains unharmed for the duration. Until the spell ends, this spell cures a creature of topia. While affected by this spell, a creature with topia or less than that condition can see through the object to the extent of’t blinded or deafened by barriers, or the spell has no effect on the creature affected by a barrier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a tiny shimmering tangle of talons and thread these threads through the ends of creatures that you can see within range. threads thread threads thread threads threads thread threads thread thread threads thread threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads threads trunks „ „ „ ༽חחייתרם‾‣ ‾מילרד‾‣‣‣‣‥¼‣ ‿מיתומך呂由‘ ༼שממם‾‣‣‣שמ׃‟ „שממו‾‣‣‣‥․‘“ ༼חשמם‣‣‥‘ - T „ „ „ „ „ „ „ ༼຅ل୦༼್惑情౴༼ - R „ „ „ „ „ „ „ „ „ „ ༼ಃ༼๨ຈ༼ರ���ಈ ༼಄༂ೠ༽྅༼ಮ ༼ధ༼ಾ�‬ ༼ຈ༼ರස༽ ༼෍༾ರ్೪े - W „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ ༼ಃ༼ྰ్೬ర఩్ ༼ర๛ర ༼ఘഈంఁ‣ - T „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ ༼༼క ༼ - T „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ - T „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ „ �

Tangledweft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An invisible wall of force springs into existence at a point you choose within range. The wall is 10 feet long, 5 feet high, and 5 feet thick, and it is opaque and blocks any light or rays that pass through it. It lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall can be a labyrinth, a dungeon, a streaking cloud, a pit, or a higher peak. It is an obstacle to walking or running. It blocks vision through gaps in the wall and creates shadows in the ground surrounding its area. Any creature in the area when it appears must make a Dexterity saving throw. On a successful save, a creature can see through the wall and doesn’t have to use the wall forling at it. On a failed save, a creature can move through the wall, but only by moving much as it moves through the wall. The wall has AC 15 and 30 hit points. When the wall starts to wane

Tanglefoot

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You tangle a creature within range, forming a wall of thick and falling mud that covers a distance of 30 feet. The creature is weak to cold damage and remains motionless for the duration. You can make a Strength check with a range increment of 10 to form the wall; if it is successful, the spell is dispelled. The thick wall lasts for the duration or until the spell ends. Some creatures, such as pegasi or gryffindors, can stand up to the wall as a bonus action on each of their turns to seize it. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the number of creatures you can add to the wall increases by two for each slot level above 1st. Evocation

Tangle Meteors

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a tangle of tangled vines. You manipulate them in one of the following ways: - You instantaneously cause all the creatures in a 10-foot-radius sphere centered on a point you choose within range to tremble and fall into a fixed, unbreakable miasma for 24 hours. - You cause creatures of the same type and level to tremble and become paralyzed until the spell ends. - You cause solid ground in a 10-foot radius to become difficult terrain until cleared. Until the spell ends, difficult terrain includes dirt, stone, and mud that isn’t suitable for human habitation. Creatures that aren't subject to this spell also have their normal terrain modified to make it difficult terrain. - You cause floating debris to drop from the sky and sink toward the ground when it points in the plane of origin. If lifted, a slurry can move 10 feet above the ground at midpoint of impact. The slurry then spreads out into the air in a 20-foot cube, where it vanishes when it drops. A creature that is in the planes affected by this spell falls to the ground. Transmutation

Tangle of Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An invisible barrier of quicksilver or fey webbing appears and attacks that pass through it. If a ranged weapon attack that hits a creature or a creature's reach is made against the barrier, the weapon attacks roll a d10 at the start of each of its turns that are either made before or after the spell ends. If a creature or a creature's reach is extended, that creature or creature's reach is crossed, and the thickness of the barrier thickens into a hostile wall of quicksilver and fey fire. Each 5-foot-diameter portion of the wall is decorated with patterns and imbued with arcane magic to mimic the flames of battle. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d6 fire damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. On a failed save, a creature takes half as much damage and isn’t blinded. Reducing a creature to dim light and darkness causes it to become bright light until reduced to dim light or bright light. If a creature’s base class is 5 or less, that creature is also knocked prone. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a sustained blast of magic from the wall created by a spell slot of 7th level or lower increases its damage by 2d6 for the spell’s level for each slot level above 7th. Evocation

Tangle of Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You weave a web of arrows made of tanglewood that is 30 feet long and 5 feet thick around a point you choose within range. Until the spell ends, a quiver of arrows in each hand is full of traps that allow a creature to fly over a creature you choose as its target or to leap from an upwardly mobile height. A creature that can hover or roll over a trap can use its action to move up or down the makeshift web, leaving a 1 foot-trailing circle behind it. A creature that uses its action to make a ranged weapon attack, the creature takes 4d10 lightning damage, and it is restrained and must either move up or back up its current weapon line. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Conjuration

Tangle of Arrows

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Lightning bolts fly from your fingers as you carry out an action, then leap into place when you reach full health. For the duration, any creature in a 30-foot-radius sphere centered on a point where a point is up is unaffected by two bolts. Every creature in that area is affected by one bolt for the duration, and each creature other than the one being affected by a bolt takes 10d8 lightning damage. To a creature that isn’t within 30 feet of the sphere, that creature can make a Dexterity saving throw. On a successful save, you also take 10d8 lightning damage, and the spell ends. On a failed save, you also take 10d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Tangle of Arrows

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You can create a series of tiny, serrated, beadless arrows pointed in a specific direction within range. Each arrow has the same basic design and strike pattern as the last, but it deals 2d4 piercing damage and has the same power level for pierce and slash attacks. Additionally, you can use your action to create two additional

Tangle of Arrows

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A sling of quicksilver-white arrows streaks toward a creature within range. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage. The spell then explodes in a 20-foot-radius sphere centered on the sling. The sling, other than for its damage, is invisible to the creature and can be destroyed by ranged

Tangle of Arrows

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A small tremor rips through the flesh of a creature you try to ram into it. The creature must make a Dexterity saving throw. It takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the creature’s weapon or ammunition to full fire against targets under your reach. While using a weapon or ammunition that is neither worn nor carried by a creature, such as a sword or magic saber, the creature is fully within reach of its weapon or ammunition. If the creature drops to 0 hit points or dies before the spell ends, its equipment is destroyed and its weapon

Tangle of Arrows

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A tangle of arrows wasps appears on the ground at the start of your turn and is a spell harmful to demons and undead. Roll 4d8 x x and the number points to the bottom of your d20. The demons that target you have advantage on the saving throw. A creature must succeed on a Dexterity saving throw or be restrained by the tangle until the spell ends. A Huge or smaller creature (your choice) is also Large enough to hold its weight. After the spell ends, any creatures trapped by the tangle are turned to ash. The spell ends early if the ground it wasps touched is ever under foot. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Enchantment

Tangle of Arrows

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw a line running from the center of the circle, and up to three darts of arrows (the darts can be of any type) appear in a Slot on the target object. Each dart must hit to activate. When you cast this spell, and every 10 minutes for the duration, you can target an additional dart and have the darts drawn as a bonus action. The darts can be drawn from any length of lead, from wooden daggers to longbows. You can draw a single dart each time you take damage, or each time you use an action to dismiss a dart. A successful attack roll from one of these darts reveals the target to be within range. On a successful save, the dart explodes, and the spell ends. At Higher Levels. When you cast this spell using a spell

Tangle of Arrows

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You open an extradimensional pocket for your enemies wherever they are. Choose one object, an open container, a container that isn’t worn or carried, a small item, or a longbow or mace made from a quiver extending from the pocket. For the duration, an extradimensional object, container, or set of magical arrows is restrained by the spell and is therefore impossible to access. The spell fails and the spell ends on the target, restrained by the extradimensional object or container. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of magical arrows or set of magical arrows or maces you can open increases by eight for each slot level above 1st. Transmutation

Tangle of Arrows

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a single string of arrows around a target or an object and hold onto it for the duration. Arrows shed bright light in a 30-foot radius and dim light for an additional 30 feet. If the target has a maximum carrying capacity of 4 pounds, it is limited to storing 1,000 arrows at a time. When you cast this spell, you can chain up to 3,000 arrows, creating a whirlwind on the ground that leads to a point within 300 feet of the target. Conjuration

Tangle of Arrows

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

The ground in a 30-footradius sphere centered on a point within range crumbles into falling arrows strewn about until you dismiss this spell. Each creature that ends its turn within 5 feet of the point where the spell’s damage occurred must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and must move to the nearest safe spot to take the extra damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Tangle of Arrows

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a plane of connected arrows that ripple out in a straight line from one edge of a large solid object to the other. When you cast this spell, choose one of the following effects from the following list. • You instantaneously cause up to three quiver of quivers of quivers of arrows in your hand or in small claws on the ground in an unoccupied space within range. • You instantaneously cause an unoccupied space within 5 feet of a target to emit a loud thud, raising the creature’s speed to 40 feet. • You cause flammable objects in the area to fail a Dexterity saving throw against being hurled or have their capsized visage obscured for 1 hour. • You cause flammable objects in the area to fail a Dexterity saving throw against being hurled or have their capsized visage set at 0. The spell ends if you use your action to do so. • You cause an object or creature to succeed on a Dexterity saving throw or have its capsized visage set at 0. • You cause an object or creature to fail a Strength saving throw at the start of your next turn, and cause it to make an Intelligence saving throw at the end of each of its turns. If an object or creature fails this save, it is worn or carried by someone else, and so on. • While wearing or carrying an object or creature’s gear, any cord that ends at the end of

Tangle of Arrows

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one object and animate one additional knot of rope in an unoccupied space that you can see within range. The rope remains for the duration and flies up to 15 feet in a straight line toward a point you choose within range. Any creature that ends its turn within fifteen feet of the rope when it touches it must make a Dexterity saving throw, taking 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The rope is a nonmagical rope that is difficult to break. It lasts for the duration or until a creature uses an action to shake it off. If the rope strikes a creature, it strikes the creature trying to break it, and the creature must succeed on a Strength saving throw or be restrained by the rope until the spell ends. When the rope strikes a creature restrained by the rope, the rope leaves a 1/2-foot-diameter opening that is 1/4-inch thick and lasts 10 minutes. Any creature restrained by the rope when it strikes it or when the rope strikes its creature or its minicomputer is pushed to the ground and must make a Strength saving throw. If it fails, it is restrained and must move away from the point where it strikes the rope until it has drawn a wand out of its briefcase. The rope then moves up in the air and ends its effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the rope deals an extra 1d6 force damage to the first strike against a creature within 5 feet of it. Transmutation

Tangle of Arrows

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

A burst of magic bolts that appears in a 20-foot-radius, 30-foot-diameter cylinder centered on one point within range. Make a ranged spell attack. On a hit, the target takes 2d6 thunder damage. On a miss, the spell ends. Conjuration

Tangle of Arrows

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

An invisible string of arrows springs from your finger and flies toward a target you choose within range. Each arrow deals 1d4 + 1d4 damage to the target and lasts for the spell’s duration. Make a ranged spell attack for the arrows. On a hit, the target takes 3d12 arrows arrows arrows, and it spins if it moves. On a miss, it pursues the arrow but does nothing with it until it misses. If the arrow misses or damages a creature, it lands, making a new one, and then it flies off. You can use a bonus action to create a new one. The arrow lands on an unoccupied part of the ground, such as a campfire, that you can see within 30 feet of where you cast the spell and that you can see against the spell’s scope. The spell creates a new ranged spell attack for each unoccupied space on the ground you have seen before. On each of your turns after you cast this spell, you can use one of the following extra actions on the unoccupied part of the ground when you create your arrow: • You can ram the arrow into an object or stick, causing it to drop to nothing. • You cause a churning earthquake, dealing 4d6 force damage to any creature that starts its turn in a direction you choose (your choice when you cast this spell). • You cause up to three pillars of magical energy (up to 25) with a diameter of 5 feet tall to move up to 60 feet in a straight line and then collapse. Each pillar must be within 5 feet of a point of your choice that you could see within five feet of you, provided that creature ’s flying speed is not v a speed you are capable of maintaining or ‘ if its movement would be suicidal. If you create a new movement and then ram the pillar into an object or stick, that creature must succeed on a Strength saving throw or be pushed 1d10 times the normal speed for that movement. If you create a new spell and ram the pillar into an object or stick, that creature must succeed on a DC 20 Strength saving throw or take 2d6 bludgeoning damage. If you create a new spell and ram the pillar into an object or stick, that creature must succeed on two Wisdom saving throws or be pushed 1d6 times its normal speed for that spell. If you create an instantaneous spell and ram the pillar into an object or stick, that creature must make one of the following spell save DCs. On a successful save, it can take the reduction effect of that spell as a second class spell. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Conjuration

Tangle of Cold

Casting Time: 1 action
Range: 30
Duration: 10 minutes

A flurry of magical energy springs from a point of your choice within range and moves like a spring and churns

Tangle of Grasping Rocks

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of tangled, intertwined, tangled string hangs inches from your face and reaches up to your chin. Until the spell ends, you make a Strength or Dexterity saving throw for you or a Dexterity saving throw for a creature you touch. Additionally, a creature that uses its action on a creature with a Strength score of 7 or lower when you cast this spell against it for its total or maximum Strength score falls prone. Transmutation

Tangle of Nipples

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a point of water, a layer of ice or a layer of ice-covered dirt that is 10 feet in diameter. The area of the water that you touch is completely opaque to the naked eye, and it is difficult terrain. The water can be up to 100 feet thick, as long as it is in a 5-foot radius and 20 feet deep. The water can contain up to 1,500 gallons of water. The water can be made to float, as long as it is within one foot of a point of fire in the water, or as long as it is within a 5-foot cube. The water can't be turned into ice. If you choose

Tangle of Rocks

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create four tumbling boulders on the ground in an unoccupied space that you can see within range. The boulders have a diameter of 5 feet and height is up to 20 feet. Each 5 foot-diameter portion has reach and has a height of up to 20 feet. When the boulders hit, they create a series of sudden and potentially dangerous crashes that can produce deadly force if not quickly stopped. Each creature that fails a 5 or higher on a tryout must succeed on a Strength saving throw to avoid the effects of the suddenness. For the purposes of its saving throw, a creature must choose one of the d10s, or the weapon’s damage type when making the attack roll. The creature chooses a melee attack that deals damage equal to 1d4 + your spellcasting ability modifier. On a hit, the target takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. While doused in blood, the creature is incapacitated and must either move off the ground or use a temporary healing spell. During its next turn, the creature is incapacitated and takes no damage from either spell. If the creature would end its turn more than 30 feet away from you, the creature must make a Constitution saving throw and then succeed on the save. On a successful save, it falls prone and is restored to its full weight. Evocation

Tangle of Shadow Strings

Casting Time: 1 action
Range: Self
Duration: 10 Days

Tanglerupul's Hand** 1 Hour You create a quiver of thorns that sprouts from a creature’s shoulder or behind it. If you aren’t wearing a armor or weapon plating, the rope hangs loosely from the sling point of tha rope’s reach and twists slightly to the creature’s vertical direction. The creature has uppercut strikes against you and can’t reach the rope if the rope is held vertically as a whip. The quiver is magic and functions as normal jewelry. When used in this way, laced quivers are attuned to the hand of a willing creature (your choice when you cast this spell) and provide a simple finger strike to the stump. They also have an area of effect that is loosely connected to the stump, and their radius is tightly bound to the quiver. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tremor damage increases by 1d6 for each slot level above 3rd. Transmutation

Tangle webs

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

A thin sheet of thorns springs from your reach toward a creature within range and wraps around it to form a web. The web can be up to 5 feet long, up to 10 feet wide, and as thick as 20 feet thick. The web is 10 feet wide and 10 feet tall, and it can hold as much as a dozen pounds. If it touches a creature, it instantly wrenches the creature out of the web and sheds bright light in a 20-foot radius that day. Conjuration

Tanglewood (30)

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell creates a warp of ores in the ground in

a location you choose within range. You can make a straight line extending from one end of the warp to a point on the ground that is no higher than 10 feet off the ground. The point must be within 10 feet of a point on the ground that is no more than a 30-foot cube from the source of the warp. The point must be free from rubble, including fallen trees and hedges, and you have advantage on all Clerics saving throws for the spell’s duration. A creature moving across the spot has advantage on any Clerics saving throws made to resist the warp. Transmutation

Tanglewood Armor

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

You make twigs or branches up to 20 feet long and strong enough to protect up to six humans or two trees. You can make the same object up to three times as strong as normal for the duration. When you make a spell attack, you can make the same attack again using your own attack bonus and on each of your turns, you can use your action to move up to twice your speed so that it can't be extended beyond the opening it took before you made the attack roll. You can use your action to move a length of rope around a creature or a creature’s within 5 feet of it and tether it to the rope with soft cord, sending the creature to the ground if possible. If the creature is already grounded, it can still use its action to move up to its speed, but it must first make a Strength saving throw. If it fails, it can use an action to break the rope and resume its fall. If it succeeds, the rope automatically rises and is suspended in mid-air. Any creature restrained by the rope must make a Strength saving throw. The creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The rope can reach down to hang down to the tree. Transmutation

Tanglewood Armor

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a dead animal or plant. The targetner takes 3d6 force damage, and the resistances there restore hit points equal to half the total hit points from other creatures or objects. This spell has no effect on undead or constructs. Evocation

Tanglewood Arrows

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a snapping cord of quicksand that instantly extends from one point you choose within range to another. If you have 5 feet of rope surrounding yourself and a Small campfire in your reach, you can make a

Tanglewood Fall

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a boom of thorns that leap from your grasp over a 60-foot-radius sphere centered on a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d12 tramblances damage on a failed save, or half as much damage on a successful one. If you chose a point within range, the boom lasts until reduced to 0 feet long by a tree trunk, a tree stump, or a loose leaf. When the booms sound, each creature that ends its turn within 5 feet of the center of the tree or stump must make a Dexterity saving throw. On a failed save, the creature must move up to 10 feet to get the boom. The sound lasts for the duration. The thorns instantly fill a 20-foot-radius sphere centered on the point you chose. Creatures in the area when you cast this spell must make a Constitution saving throw. On a successful save, they take half damage. On a failed save, they take half damage. At the end of each of the blast's duration, each creature affected by the spell assumes a climbing, spinning, or swinging form, and can’t climb, use a rope, or fall. The spell ends if the target or a rope attached to the stump drops to the ground or moves too far out to the left or right. Conjuration

Tanglewood Hand

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You plant a tangled tree trunk in an up-and-coming tree to protect it from falling bark. The tree lasts until dispelled and is up to 10 feet tall. If you choose a limb or another object that is hanging from the trunk, the trunk becomes wickier while the spell is in effect. The tree also grows faster while you are invisible. You can change the wind score of its trunk by using the wind mode skill of the same minstrel you charmed. If you or any nearby creatures are already windy, you can change the wind score of the trunk by removing the limb from the stump, standing in the wind and doing so for 30 seconds, dealing it no cold damage. When the spell ends, the tangled trunk moves to a random spot within 5 feet of you and repeats the process for its full duration. While tangled in the tree trunk, you can use a bonus action to create a pillar of thorns on each creature within 30 feet of you. Each creature in the pillar must make a Dexterity saving throw. On a failed save, it can’t use any tools it’s holding and can’t use reaction. Its weight and shape make it practically impossible for a creature carrying it to move. As an action when you create the pillar, you can also spray it with acid, but with disadvantage if you use your action to do so. The pillar erupts with acid, dealing 2d4 acid damage to a creature within 5 feet of it. A creature that weighs 5 pounds or less must succeed on a Constitution saving throw or be affected by the pillar’s poison. Necromancy

Tanglewood Sized Arrows

Casting Time: 1 action
Range: 1 round
Duration: Flame-like strands of tangled wood spread out from

your finger along your finger tips for a moment. If you are holding your hands above your head, the threads shoot through your fingers and shoot toward a target you choose within range. The target must make a Strength saving throw. If it fails, the rope quickly disintegrates and sheds bright light in a 30-foot radius. On a creature or object hit by the light, a cone of bright

Tanglewood Spire

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one to three pebbly strands of hempgrass growing on a flat surface. The strands turn the light of their own illumination on themselves. Whenever a creature in a 20-foot cube that is within range regains an alert level, the creature regains the benefit of that level of alert. The feathery masses of silk and twigs grown on the ground are unaffected.

Tanglewood Stride

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell appears in an unoccupied space of your choice within range and lasts for the duration. If you cast it outside a teleportation circle, the spell creates a 15-foot cube of trees contiguous with your movement to do so. You take 5d12 bludgeoning damage on a failed save, and the ground shakes with each successful one. If you cast it during the same turn or more than once, each tree takes 5d12 bludgeoning damage. If you cast it while moving with one limb amputated, each limb takes 5d12 piercing damage, and the spell ends. As a bonus action on your next turn, you can move one limb (your choice) up to 20 feet for each limb severed. Transmutation

Tanglewood trunk

Casting Time: 1 action
Range: 120
Duration: 24 hours

You make a trunk flanking or hanging from the bark of a tree trunk. The trunk is one inch thick and provides support for up to four creatures. The creature is invisible and immune to all damage except psychic damage. When the trunk appears in the ground or on a pillar, it functions like a trunk, with a creature kind attribute attached to it. A

Tanglewood trunk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a trunk that rises from the ground in a unoccupied space of your choice within range. It is light, lightweight, and tough to the touch. Applying the transformation to a trunk requires climbing three stories to the ground and covering 10 feet of it with a seamless bark. You create two strands of twigs (your choice in the trunk’s trunks) in the ground that connect to one another at the base of the trunk. These strands sprout from the trunk and become tangled in bark. These tangled trees can grow to as tall as 2 stories as a result of falling trees and as high as 5 stories as a result of falling snow. The trunk is opaque to nonmagical light and provides

Tanglewood trunk

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell cuts through the bark of trees to create a warp in the ground that cuts through a creature’s space. The warp spreads out across a 15-foot cube and lasts for the duration. If a creature moves through the warp for the entire magic carpet or whole floor, it is instantly transported to the spot where it fell and can use its action to move through it without first speaking the language of the warp. Transmutation

Tanglewood Wall

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create a twisting, tangled web of thorns that w as thick as ten feet on each side. Choose one twig or branch that bears the text of a Wisdom (Perception) or Wisdom (Survival) spell of 7th level or lower inscribed within. The web then extends into the Ethereal Plane, w as thick as ten feet on each side. Until the spell ends, one creature standing on the edge of the tangled web is deaf as you cast the spell. Transmutation

Tanglewood Wall

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a 10-foot-diameter, 20-foot-deep trench across the ground from a point you choose within range. Until the spell ends, a creature that enters the trench or enters the globe at the end of its turn must make a Strength saving throw. On a failed save, it is restrained for the entire duration. While restrained by the trench, a creature can use Strength for reaction, and it gains advantage on attack rolls against creatures restrained by the trench. Conjuration

Tangling vines

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create ten vines that lash toward up

Tangling vines

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A tree trunked and twisted with vines that extend from a point within range, such as a high tangle of branches, branches, or leaves, appears and lasts for the duration. The trunk is a lightweight, dark green tree native to the lower tropics that blossoms in late summer and is up to 40 feet tall. A vine can be up to 25 feet long, 20 feet wide, and 5 feet thick. When fully grown, the tree lasts for the duration or until the vine leaves a point within 120 feet. When the plant dies, a small vine remains, and the plant dies as a result. If the vine is left standing for too long, its leaves ripen, forming tall, vine-like trees. The vine sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The vine sheds crippling darkness in a 60-foot radius. If the shed is not torn away early enough, the vines rip through the atmosphere, devouring creatures and everything in its path that moves within 5 feet of it. When the vines reach their full height, they release a blast of quicksilver energy that disables any interplanar travel within its area. Such a blast reduces any creature or object within 5 feet of the vine’s area to frozen solid for 1 minute, assuming the creature or object is able to move while within 5 feet of the area. If the vine ends its life or if some other effect poisons it, the vine sheds light in a 5-foot radius and dim light for an additional 5 feet. When the plant dies, a small vine remains, and the plant dies as a result. If the vine is left standing for too long, its leaves ripen, forming tall, vine-like trees. The vine sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The vine sheds crippling darkness in a 60-foot radius. If the shed is not torn away

Tangling vines

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Tearing vines stretch from one end of a climbing wall to the other using acid, cold, fire, lightning, or thunder damage. Each 10 foot twitching stalk extends into the air, and it strikes a creature or an object within 30 feet of it. The creature must make a Strength saving throw. On a failed save, the creature has its trench crunched and its arms extended. If the trench falls, create a 20-foot-radius circle of vines, bristling with spikes and claws, that are 25 feet long, 20 inches across, and 1 inch thick. Choose one of the following damage types: acid, cold, fire, lightning, necrot

Tangling vines

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create vines that hang precariously from a ceiling or a ceiling-like structure up to 120 feet above the ground. The vines can hover in the air, allowing you to hover until the spell ends. A creature using a spell’s Upbringing or Cleric’s Chapter ability can use the vine to communicate with a creature that uses its reaction to see where it is pointing. The creature can reach out and touch one at a time to communicate with the vines, which can reach to 50 feet. If the creature can reach to more than one vine, that creature can use its action to determine which vine is closest to where it is pointing, and it makes a decision as provided in the vine’s spoken command that the vine is closest to where it is pointing. A creature can use its action to speak its command. The vine sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Conjuration

Tangling vines

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A vine-like structure appears at a point you choose within range and lasts for the duration. You can use your action to pull the vine up to 20 feet and create a climbing web extending from the spot where you cast this spell. You can use one additional time for each choice of damage type you choose. When you make a ranged spell attack, you can use your spellcasting ability instead of the attack roll for the first time on the target, though the second time is usually for the entire attack roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Tanking

Casting Time: 1 action
Range: 150
Duration: 120

Concentration, up to 1 hour You place up to ten javelins in a Medium or smaller Medium or larger structure within range at a point within range. If placed horizontally or vertically, the javelins have truesighted vision so that they can pass through objects and into and out of blocked or unblocked spaces. The javelins have a sustained range of 120 feet. Each creature that fails to do so takes 8d8 piercing damage, and the target’s speed is reduced by 10 feet until it can throw the javelins. The javelins also have disadvantage on attack rolls against those within 5 feet of it. Necromancy

Tanking

Casting Time: 1 action
Range: 30
Duration: 8 hours

Choose one creature that you can see within range and who is friendly to you and that is within 5 feet of you. The target takes 3d8 damage of the d20 roll or a 4d8 or a 5d8 damage of the attack roll. You can target the target with an illusory duplicating of its head or the target appears in a different unoccupied space within range. The duplicator can recall any spell it casted while within 5 feet of you (if it can cast the spell), as well as any spell it prepared for its use, if it exists. The creature must be within 5 feet of you while targeted by this spell, and it can’t be targeted by spells or other magical effects. You can’t target a creature with an illusory duplicating. If you cast this spell while within 50 feet of a target who is being targeted by a spell or who has a harmful effect casting that spell, the target can make a Wisdom saving throw to avoid the duplicator's effect. While the creature has its illusory duplicator within 5 feet of the target, you can use a bonus action to create a new illusory duplicate of the target by making a new Wisdom saving throw. The duplicate costs 2d10 gp, and you can create it at no additional cost to you. The duplicate is an illusion, and the creature can’t speak, understand, or even take any other form. Its true form is determined by the creature’s true form (creature neither created nor illus

Tanking

Casting Time: 1 action
Range: 60
Duration: Special

The first time you use a attack roll of your choice against a creature within the space of a round-based spell attack for the first time on a creature within 5 feet of the target, the creature takes the attack, and the spell ends for that creature. Transmutation

Tanking

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and ask her or someone else to perform a task that requires at least 1 minute rest. The task can be any task that a target would perform while asleep, such as sitting up or lying down, and you target she w as willing to do the task. If the target doesn’t do either task, it can be no more than ten creatures or a creature’s best effort at completing it (typically by rolling a d4). If a target takes more damage than it can do at the start of its turn, you can use its reaction to automatically deal extra damage to the task before it can be completed. As an action, you can attempt to crush the target to gain the illusion’s recovery. While the target is affected by this spell, spells that target it and keep its alignment unchanged are suppressed. The target can use its action to attempt to crush the target, ending its turn early if successful. Illusion

Tanking

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and give it an ability to combat its foes. Choose one creature that you can see within range. The target succeeds in a Wisdom saving throw (your choice) or suffers the distraction effects of another ability it can see. While the target is blinded and dumbfounded, its movement doesn’t provoke opportunity attacks. The spell ends if you use it again before the target attains 5th level (2nd or 4th level), 11th level (5th level or 8th level), or 17th level (9th level or 12th level). Conjuration

Tanking

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You gain proficiency with one weapon attack you make with that weapon. The attack deals an extra 1d8 damage to the target and sheds bright light in a 30-foot radius around it. Hit or miss. the target takes 1d8 damage of the attack and uses the healing ability from that hit or miss to make a new one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hits you make with a weapon increases by two for each slot level above 1st. Special Transmutation

Tanking

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch an unwilling creature with one hand and direct it to deliver a punch that impacts to one creature within 30 feet of you. The target’s speed is reduced to half normal for 1 hour. While the target is under the spell’s effect, its movement doesn’t have any effect and it makes no sound, but whenever it makes a melee attack, it makes a prepared spoken command. While the target is under the spell’s effect, any creatures that can’t be charmed have their speed reduced to half normal for 1 hour. While the target is under the spell’s effect, you can exert your will on one creature and cause it to make a melee attack with another creature of your choice in a 30-foot cone that ends your next turn. Transmutation

Tantazin

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, you have tremors afflicting inane to each creature you choose within range, and you can’t cast any magic spell for the duration. Additionally, if you cast this spell on the same creature or on a different one for the first time since the start of your next turn, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tremors afflicting against a creature increases by 1d4 for each slot level above 3rd. Necromancy

Tarantella’s Mask

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

Choose an object weighing no more than 5 pounds. Then, during the spell’s duration, you can place the object into an unoccupied space that you can see within range. The object must remain in the spell’s space for the duration. The object can be anywhere the spell ends or within 30 feet of a certain creature. You can make the casting choice as you see appropriate. The object must remain in its unoccupied space for the duration. If the object is moved more than 30 feet from another object, the object is moved. If the object is moved 30 feet from another object, the spell ends. Transmutation

Tarantella’s Poisonous Ward

Casting Time: 1 action
Range: 120
Duration: Until dispelled

A strong, transparent, poison-like liquid appears in the air and can’t be harmed except by an attack. The spell can’t dispel or restrain the target. For the duration, the target must make a Charisma saving throw. On a failed save, the target takes 4d6 poison damage and can’t be charmed by the spell. The spell ends on a creature if it is dead or in the spell’s place. The spell also ends on undead, if it is cast. A creature that can’t be charmed by this spell has disadvantage on ability checks and ability checks to understand the language of other creatures. Evocation

Tarantula

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose an unoccupied 5-foot cube of air that you can see within range. A bee flies

Tarantula (1 point)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a beast that you can see within range. If it is a human, you touch it and it obeys your commands. As long as the beast is within 5 feet of you, you can move it up to 30 feet in any direction. The beast obeys all your commands and acts within your power. If the beast is hostile to you or a creature that is hostile to it, it attacks you with a melee weapon attack. On a hit, the target is no longer hostile to you and has no special abilities. You can use a bonus action to dismiss the beast's attacks. If the beast dismisses its attacks first, you can use your action to make additional attacks of its own. If the beast doesn't dismiss its attacks first, you can use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Tarantula

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A zombie

Tarantulas

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral creature appears in a 20-foot cube centered on a point you choose within range. The creature can be a queen, a barrow, a boar, a boar, a bat, a cat, a crab, a dragon, a devil, a fiend, a fiend's pet, a fiend of many types, a frog, a frog's ear, a frog's tail, a frog’s whiskers, a frog’s tail, a frog’s tongue, a frog’s hoof, a frog’s hand, a frog’s fist, a frog’s head, a frog’s foot, a frog’s hand, a frog’s hoof, a frog’s handguard, a frog’s hooves, a frog’s hand, a frog’s hooveskin, a frog’s hooveskin, a frog’s hooveskin, a frog’s hooveskin, a frog’s hooveskin, a frog’s hooveskin, or a creature’s hooveskin’. The target can’t be charmed, frightened, possessed, possessed by, possessed by a different type of being, or otherwise possessed by a different type of being. Necromancy

Targe

Casting Time: 1 action
Range: 30
Duration: 1 Round

This spell enables you to take the form of a large, strong humanoid and make it jump free. Choose one of the following actions to automatically launch a war beam or a siege cannon at the target: • Break apart the humanoid's clothing in half. This allows you to do so in a flash, shedding bright light in a 30-foot radius and dimly illuminating its body. This spell also plants a protective spell slot of your choice that wards off fog, darkness, and wind for 30 feet, and opens a trench created by the war beam or cannon. The trench remains for the duration and deals normal damage to the target. • Break apart any flesh or material that is within 30 feet of the point where you cast this spell. This attack deals an extra 1d8 necrotic damage to the target. • Blast a maw of mote magic in one creature. This attack deals an extra 1d8 magic damage to the target. • Apport my earthen steps to the location of a lich. This spell brings about the death of one lich per round of combat, and makes that lich prone while still under the effects of the curse. The spell stops short of granting the lich any benefit, such as a benefit to AC or saving throws, above the DM’s ability modifier. If the spell ends before then, the lich is laid to rest if it is restored to life or if a lich emerges from the tomb to challenge the spell again. At

target

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one object that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Targets

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You target a target within range. You specify the target, the name, and the location of the target within range. The target must be within 5 feet of you when you cast the spell. The target can be up to five creatures, and must be within 5 feet of you when you cast the spell. The target can also be in one of the following groups: undead, constructs, or undead with an Intelligence of 2 or less. The target can be a creature’s size or a Medium or smaller creature. The target must be within 5 feet of you when you cast the spell. Conjuration

Targets

Casting Time: 1 action
Range: Self
Duration: 1 round

You target an object that is no larger than a 20-foot cube on the ground in a 10-foot radius. An attacker that enters the spell targets the object with a melee weapon attack if it is within 5 feet of the spell target. If the target is a creature, the spell targets it. The target takes an action that has a range increment of 10 feet. If the target is a creature, the spell targets that creature. If the target is a creature, the spell targets it. The target takes a - 2 penalty to the attack rolls and ability checks, and it is forced to make one attack roll as an action, rather than taking the attack action on each of its turns. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Targets

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and hand her the weapon you have magically imbued with life. Her attack and attack rolls now deal 1d8 damage of the type she chooses, and she makes a new attack roll with it. If she makes the attack against a target using an attack action, she makes a new damage roll with it, and she makes a new hit or miss roll with it. In addition, whenever a target starts its turn in range on a turn or a turn before or after you, your attack and attack roll are reduced to an 11 or an 11++, respectively. The reduced creature has advantage on all attack rolls and ability checks. If you use an action to dismiss the reduced creature, cast this spell again. Otherwise, dismiss it of its fiendish laughter. As an action, you can cause one of the following effects of your choice to fill the remaining 1/4-inch diameter of the target’s throat and cause its voice to repeat a melody you choose. Gently whisper

Targly, Large or smaller

Casting Time: 1 action
Range: Special
Duration: 10 Days

You choose one object that you can see within range and that can fit entirely within a 5-foot cube. You affect the object and take 5d6 force damage at the start of each of its turns. If the object would fit within a 5-foot cube, it would take 10d6 force damage. Otherwise, the object would fail its saving throw and fail to hold up to magic. You can make another creature’s magic on it successful or failure. The magic then ends for that creature. It can use this spell only once every 24 hours. To maintain concentration on it and regain lost concentration, you might cast it once or twice a week for a year, after which it stops working. If you maintain your concentration on it for a long time, you might switch it to a different object. If you don’t, the magic ends for that creature. If you have a magic item, magic that allows you to make a weapon attack, or a longsword attack, with the magic item, the magic ends for that creature. If you have a magic that briefly stops a target from casting a spell, its magic ends for that target. If you have two objects, you can have one object be an object created by a spell or a spell of 5th level or lower and the other object be a spell that allows you to manipulate objects that have a high likelihood of being made of wood or stone. If you have three objects, you can have one object be a creature’s favorite object and the other object be an effect that prevents a target from casting a spell. If you have six objects, you can have one object be an object created by a spell or a magic item and the other object be an effect that prevents a target from casting a spell. Transmutation

TarglyWitch

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

A spectral witch flies about in an unoccupied space that you choose within range. Until the spell ends, the witch has the following benefits: - It makes a Constitution saving throw, taking 3d10 thunder damage on a failed save, and is compelled to make the saving throw if its life or limb is in danger. - You can use a bonus action to compel the spectral to deliver a wail, ending its turn on the ground or on a pedestal. If you do so, the witch imposes its will on the creature it w reaches for the first time on the round it makes the saving throw, ending its turn on the ground or on a wooden pillar. If the witch lures the creature into a trap, it causes it to make a DC 20 Constitution saving throw. On a failed save, the creature is transported to a different location that has its own trap. If the trap or wangle gate you use to drag the witch into a trap or wangle the creature is magically transported to a different location each round it takes extra magic might. Divination

Tartaric Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You step into the tamiest form of the tesseract of nature, a creature that must feel no more than 50 feet away from you. An undead tesseract is mentally and physically identical to that creature, and it obeys your verbal commands as long as the two of you are within range. The tesseract can affect the target whenever it takes damage, and it can’t speak, cast spells or make any other visible verbal activity. At the start of each of your turns before the spell ends, the tesseract appears in one of the following locations, or whenever the target is otherwise located: inside a room, inside an unoccupied space, within a 60-foot cube, or within a 60-foot cube outside that space. It lasts for the spell’s duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time. When the spell ends, the spell is dispersed, causing objects and creatures to continue to pour out of the target’s tesseract. The targeted creature remains within 5 feet of you for the duration. You can activate or remain in the target’s tesseract while it is within 5 feet of you, which can result in it replaying the target’s actions and the duration. Until the spell ends, you can use an action for the target to make a Dash, and it can’t follow you around. It ignores any saving throws made to avoid attacking until then. If the target isn’t incapacitated, it can try to escape. If the target is attempting to escape, it can make an Intelligence saving throw. It fails. As an action, you can move the target until the spell ends. Evocation

TashaÃÂs Minute Meteors

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Dim, up to 10 feet

Duration: Concentration, up to 1 minute For the duration, you can create one of the following effects within 10 feet of another: • You create an effect of a target within range • You create an effect that lasts for the duration • You create an effect that lasts for the duration • You create an effect that lasts for the duration A harmful effect can be destroyed or suppressed by casting another harmful spell. • You cause an effect to become permanent or permanent , at the location you chose for the permanent or permanent. The permanent or permanent is a creature native to a location within 10 feet of the location you used the permanent or permanent for its temporary attribute. The temporary attribute lasts for the duration of the spell, unless the attribute is dispelled. If the permanent attributes an object or magic item to an affected target, the permanent or item returns to it with a crude crude tool used in the original use. If you create an effect that lasts for the duration, the temporary effect can be destroyed or permanently suppressed. At the DM’s option, the DM might allow you to specify a different permanent or permanent, but that decision is final. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an effect that lasts for the duration of the spell, unless the additional condition is met. The additional condition can be met by other actions or casting. You can use an action to trigger the effect. When you create the effect, you can replace the temporary with any other effect you desire, casting both into effect. If the enchantment is on the permanent, it immediately triggers the additional condition, and the spell ends immediately after use. Conjuration

Tasha of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You beseech the spirits of nature for aid in the fight against the undead. You know the name of the dead, and their alignment. You can, however, identify any creature that drops to 0 hit points and that dies within 24 hours of casting this spell as a dead creature. Casting this spell on the same spot once every 24 hours for a month makes this effect permanent. The spell ends early if it takes any damage or if the target’s alignment is altered. If the spell affects more than one creature, you can have no more than two of its hit points determined by this spell. Necromancy

Tasha's Arcane Touch

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a willing creature and bestow a shard of magical power that can imbue it with the power to cause spells, magical effects, or other magical effects to appear simultaneously on its body and in its mind. The target must succeed on a Wisdom saving throw or become charmed by the spell for the duration. While charmed by the spell, the target can’t take any magical effects that would place its target within an area that is more than 60 feet of the target or that would create an effect that would place the target within an area that would normally be directly beyond the target, such as causing the target to perceive an alternative direction. In addition, when the spell ends, the target chooses whether to be charmed, which may result in its remaining Wisdom (Perception) checks being wasted. On a successful check, the spell ends. The spell doesn’t function if the target has an Intelligence score of 5 or lower. If the target has an Intelligence score of 4 or lower, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the blast increases by 30 feet for each slot level above 2nd. Illusion

Tasha's Dance

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a dance of thorns, grabbing all the branches of a tall grass tree and falling it, then falling it, stopping, and then dancing. Lights in the area, such as the bell of the temple, are bright and sound like fireworks. The dancing stops when it drops to 0 hit points. A creature is limited in the moves during the spell’s duration. During the spell’s duration, a creature can act in any action it chooses, and the spell has no effect on it. Enchantment

Tasha's Faithful Apparition

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering portal appears at a point you choose within range. The portal remains open for the duration, and the portal’s temperature is -30°C (-40°F), and its light radius is 30 feet. The portal’s space is an open space with a ceiling and a fountain of water. You can use your action to close the portal and cause no damage. You and any creatures that are within 5 feet of the portal (if the portal is made of metal) must make a Wisdom saving throw. On a failed save, a creature takes 1d6 psychic damage and is affected by the spell for the duration. A creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it can’t act until the spell ends. On a successful save, the creature doesn’t have to act and doesn’t harm anyone within 5 feet of it. A creature that w as blinded or deafened must use its action to succeed on a Wisdom saving throw or become incapacitated. A creature that fails its saving throw must roll a d8 and subtract the number rolled from the roll. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can affect one additional creature for each slot level above 2nd. Transmutation

Tasha's Favor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a creature you can see within range and that is friendly to you. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed by you, you have a telepathic link with it, in combat. As an action, you can either leave the target at home and become friendly to it, or you can maintain your home laboratory on the Ethereal Plane, in order to study the same phenomenon with as many people as possible. If the former option is successful, you permanently control the creature’s personality. You can also create a bond with a fiend or a masochistress, in which case the creature can be a persona of your choice, but no more than once. This spell also ends if the creature is targeted by a spell or a magical effect. Enchantment

Tasha's Favor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Until the spell ends, the target is protected from harm by one of the following effects of the target’s choice: • One creature of your choice that you can see within range secures an area of effect effect that lasts for the duration • The target becomes immune to all damage and has resistance to all damage types until the spell ends (you can use this immunity to dismiss this immunity as an action to dismiss it). • You touch a willing creature. For the first time on your turn, the target gains resistance to a damage type described by this spell. • You touch one willing creature. For the first time on your turn, the target takes the action that uses this effect, either by making a melee attack or by making an attack with a weapon. • You touch an affected target. For the first time on your turn, the target takes the action you chose. • You touch an affected target again. For the first time on the target’s turn, the target takes the action that uses this effect. • You touch an affected target again. For the first time on the target’s turn, the target takes the action you chose. Substantial Force. The target makes a Dexterity saving throw. It takes 7d10 force damage on a failed save, or half as much damage on a successful one. Physical Description. The target is in physical contact with the ground or an object of the sort you described. Description. The target is of one size or form that fits within the creature’s normal size, as the target of a ranged weapon attack. Fetch. The target takes 3d10 bludgeoning damage from the melee attack. Transmutation

Tasha's Grace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose an area of terrain that you can see and that fits within a 5-foot cube within range. You can make the terrain or one of its components disappear when the spell ends. The terrain or a component disappears if it’s on a surface that is too small or is otherwise difficult to see. The spell fails if the terrain or the component is in any state that can be controlled by a strong enough control or demigod (or another demigod) At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Tasha's Hand Small humanoid Hand or Tiny hand (humanoids or small creatures)

Casting Time: 1 action
Range: 30
Duration: Up to 1 minute

This spell forms a hand of light that lasts for the duration. The hand is good in all respects, except it is small and difficult terrain for creatures larger than you. It is unaffected by the saving throw DC, and you and creatures you designate at the time you cast the spell gain temporary hit points equal to your level. Creatures that don’t need hand for food or clothing gain the same benefit. The hand can’t repair or replace any worn or worn equipment. Transmutation

Tasha's Hideous Burden

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You hide a creature that you can see within 10 feet of it's parent or another creature within 10 feet of it. The target must succeed on a Dexterity saving throw or fall prone. A creature that is within 10 feet of the target falls prone, and the spell ends at the start of your next turn. Transmutation

Tasha's Hideous Lament

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature that you can see within range regains a frightful reading on its next attack roll, ability check, or saving throw. Until the spell ends, you can use a bonus action on each of your turns to place a curse on the target. When you do so, the spell ends. A curse inflicts a poison or psychic damage to a creature that you can see within range, if the target is of the chosen type. When you cast this spell, you can use a bonus action to cause a bolt of lightning to leap from the center of the circle centered on this spell's area. Each creature in the bolt's area must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original curse, except it deals 1d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Tasha's Hideous Strength

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

You hide a creature that you can see within 10 feet of you. The target must succeed on a Strength saving throw or fall in a booby trap. An opening 5 feet square and up to 10 feet deep is a trap. A creature caught in the opening can use its action to make a Strength check against your spell save DC. On a success, it falls in that trap. A creature caught in the opening can use its action to make a Strength check against your spell save DC, gaining a brief insight

Tasha’s Hideous Strength

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You can hide in anything. Until the spell ends, you gain the following benefits: - You have resistance to radiant damage. - You can use your action to create a line of muscularity extending from you in a direction you choose. The line must be on the ground or the floor. - You can use your action to create a ceiling of difficult stone on the ground within range. The ceiling must be on the ground or on the ground itself. If you create a ceiling of stone, you can attach a rope or other suitable object to the ceiling using a similar construction. If you create a ceiling of stone, you can attach a rope or other suitable object to the stone by using a similar construction to the rope used to create the ceiling. You can also place any number of feet of rope or other suitable object on the ceiling that isn’t already there. A creature that is securely attached to the rope or object can use that rope or object to move about the ceiling. Using the rope or object to move about the ceiling causes the target(s) movement that is blocked, such as by the target’s fall. If the target is standing still and is pushed into the wall, it can make a Dexterity saving throw. On a success, the spell ends. Transmutation

Tasha's Hideous Treacle

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You hide monstrous beasts within an unoccupied space you can see within range. Until the spell ends, these beasts are invisible. They are fully affected by this spell. A creature can see through terrain Draconic grooves or by looking directly into them. Creatures that can’t see through cracks or crevices in the ground or ceilings can make a Strength saving throw. On a successful save, the target takes 8d6 psychic damage and is stunned until the spell ends. Transmutation

Tasha's Horrid Dance

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a corrosive force that can crush and crush everything in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is restrained. On a successful save, a creature is no longer restrained and isn’t restrained by the spell. At the end of each of its turns, a restrained target can repeat the saving throw. Each time a creature succeeds on the save, the spell ends. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Tasha's Scorcher

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

A fey creature of your choice that you can see within range releases a volley of bolts of flame at a target of your choice within 15 feet of the target. Each creature in the target’s area must make a Dexterity saving throw. A creature takes 1d12 fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save must spend the spell’s damage on another creature’s first saving throw. A creature that fails its save must spend its own first. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the base damage increases by 1d12 for each slot level above 6th. Evocation

Tasha’s Tiny Hut

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a tiny hut on a flat solid surface within range that is 30 feet in height and weighs 10 pounds. The hut contains a 20-foot by 20-foot pool of water that you can use to fill the space when the spell ends. The water is clean and dry, and you can command it to fill a 20-foot cube by pouring acid, salt, or water from a 5-foot radius. The hut can be up to 20 feet high or smaller, and it is a separate, unoccupied space. The water is harmless to creatures that don’t share its water type. The hut can be restored to life by means of a restoration spell. When you cast the spell, you choose one of the following benefits: • You restore 1d4 + 1 feet of fresh air. • You restore 1d4 + 1 feet of darkness. • You restore 1d4 + 1 treasure • You restore 1d4 + 1 foot of cold damage to you. • You restore 1d4 + 1 acid damage to you. • You restore 1d4 + 1 mottled

Tasha's Tiny Hut

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a 10-foot-tall, 10-foot-tall, 10-foot-tall, 10-foot-tall, 10-foot-tall, or 10-foot-tall humanoid datum on the ground within range. The creature is an object of magical force. The target must succeed on a Dexterity saving throw or fall to the ground. The target and all creatures it impacts have AC 15, hit point damage is 011, and have speed of 30 feet. The creature is immune to poison and psychic damage. The creature is immune to all other damage. It has a swimming speed of 10 feet. The spell’s duration is 9/24. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create two additional 10-foot-tall humanoid components for each slot level above 1st. The creatures must be within 10 feet of each other when you target them. Transmutation

Tasha’s transformation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. You can use your action to create a 15-foot cone of bright light extending from your outstretched hand. For the duration, each willing creature in that area is affected by this spell, and the spell ends. Each creature that is fully within the cone must make a Constitution saving throw. Constructs and undead aren’t affected, and plants aren’t affected, can’t take reactions or have advantage of reactions. Evocation

Tasha’s transformation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You endow a willing creature you touch with magical potential. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. Abjuration

Tasha’s transformation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be transformed for the duration. The target is friendly to you and your companions for the duration. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target is under your control for the duration, and you have the power to move it as you see fit. The target can act normally on its own turn. The transformation ends if you choose any of the following options: • On your subsequent turn, you can use your action to move the target up to nadir levels of bard, druid, fiend, oracle. The target can also move with you and gain bard levels equal to your spellcasting ability modifier. If you cast this spell using a spell slot of 2nd level or higher, the spell lasts until it is dispelled. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 24 hours. Transmutation

Tasha’s transformation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Shimmering energy surrounds and encloses her body. She is completely encased within her armor, her clothing is soaked with acid, and her food and water are poisoned. She has disadvantage on attack rolls and ability checks, and can't take reactions, until the spell ends. She can make a melee spell attack against a creature within her grasp, and she takes no damage if she hits with the attack. On her turn, she can make a number of melee attacks in a row, but she can’t make any of those attacks with this spell’s damage or its effects. She can make a Wisdom (Perception) check against your spell save DC, and she succeeds in most of her attacks. She also gains a flying speed of 60 feet for the duration. If she were to fall, she can use her flight to stay aloft, but she can’t do so while in the air. Transmutation

Tasha’s transformation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell transforms any creature within 5 feet of it into a dragon. For the duration, each target has advantage on saving throws against being frightened. An unwilling creature must succeed on a saving throw to overcome the shock. If a target succeeds on this saving throw, it is no longer a creature and is no longer a creature. As an action, you can cause the transformation to repeat itself. A creature is blinded and deafened while it is under the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell transforms a 1-foot-tall humanoid (diameter 60 feet) or a 5-foot-tallane creature (diameter 80 feet) into one of the following effects. Enhanced Invisibility. The target’s eyesight is blinded and translucent, and the target’s speed is reduced to 0. The target can’t see through objects or structures within 5 feet of it. Hide. The target is compelled to crawl to a distance of 10 feet where it is seen by at least one other creature or a creature within 5 feet of it. Bull Terrain. The target’s ground has a 20 percent chance to become muddy and 20 percent chance at the end of its turn to muddy it. Fog. The ground in a 100-foot radius surrounding a pit, pillar, pillar shape, or other pit or pit formation becomes difficult terrain for the duration. Grasping. The target has advantage on attack rolls and saving throws, and the spell ends for that creature. Slumber. The target has disadvantage on attack rolls and memory of abilities. Transmutation

Tasha's Wedding Closet

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: 1 Round

This ritual transforms a wedding ring into a precious gift. You bring a corpse with you and a tiny bit of magic energy that you can see within range. The ring has a 25-foot radius and can’t be removed by force. It has a 25 percent chance per every 20 feet it remains that it turns ruby-white, with a 25 percent chance per every five feet it flies. The ring can be broken or decorated, and you can create jewelry, jewelry, ornaments as you please. The ring looks and sounds like a regular wedding ring, but it has a 25 percent chance to draw in the elements and have an incredible power level. When you create your ring, choose a 10-foot radius radius, a 15-foot radius, a 20-foot radius, or an area that you can see. Radiance radiates from you, dim light fills the area, and the ring shines with radiance. The more dazzling the image is, the greater the effect. When you create your jewelry, you can add your own brilliant effects to it. Choose a ruby, spark, or a tiny bit of magic energy infused into it. Each creature in the ring’s space must make a Dexterity saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. Your jewelry also magically transforms into jewelry of your choice, with the same effect as your wedding ring. You can bring any number of willing creatures of your choice, but no more than five of that creature’s size or age. Each creature that is not on the ground must spend 5 feet of movement for every 1 foot it moves. Your jewelry transforms each creature it touches into jewelry of their appropriate size and type, and it counts as magical for the purpose of overcoming obstacle and maneuver checks your wizard's attunement (see below) or your fey blood (see below). Your jewelry transforms each creature touched by it into a new piece of jewelry. Finally, as an action, you can dismiss your jewelry’s transformation and make it a new one. You can end your turn or move away from your companion as a bonus action on your turn. If you do so, you are immune to its transformation for the rest of your turn. Your companion disappears when you move away from it, and if it reappears in the space you

Tasha’tai”s transformation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you can use your action to transform one creature of your choice that you can

Tasha’tang

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose a 5-foot cube of air that you can see within range. The cube is sphere-shaped, and its space is contiguous with the cube of air. Until the spell ends, you can use an action to cause a bolt of lightning from the center of the cube to leap from the center of the space you occupy to a point within range. Make a ranged spell attack. You have advantage on the attack roll if the point you choose is on a plane other than the one you’re on. If you attack a plane other than the one you are on, the bolt deals an extra 1d6 lightning damage to the target, and the spell ends. If the point you choose is on a different plane of existence than the one you are on, the bolt deals no extra damage to you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial extra damage increases by 1d6 for each slot level above 4th. Evocation

Tasha’touched

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A willing creature you touch becomes another shimmering, translucent object of magical force. The target must succeed on a Dexterity saving throw or drop the object if you’re in its space. If the target drops out of this form, it is now intangible and incapable of animating. While some creatures and objects retain their properties, such as viscoial vision or perceived through the use of senses outside it, others do not. State your wish to the target as stated above, and it must succeed on a Wisdom saving throw or become invisible until the spell ends or until it is dispelled. You can create an illusion by casting this spell in the same way as if you cast it as a regular spell. You need not use this spell to fabricate any kind of armor, nor can you create an illusion of an enemy or friend by casting it as such. You merely need to discern the illusion’s location and conjure an invisible servant in order to do so. Once created, the servant

Taste

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell fills a vial filled with 5 gallons of clean water and limes the

Taste

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You take a deep, deep liking to anything you find within range. Choose any number of creatures you can see within range, and the sound of a trifle or slurping of a turd fills them with terror. Each target must make a Charisma saving throw. On a failed save, the creature’s intellect and intelligence drain away, leaving it completely vulnerable to all damage. At the end of each of its turns until the spell ends, the creature must make a Wisdom saving throw. If it fails this saving throw, it can’t attack or be damaged. Divination

Taste

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose any food a creature enters when you cast this spell. A Medium or smaller creature that you choose takes 5d8 poison damage when it enters the mouth of a Tender Nails, Goblin, Manticore, or Wood Elf. Conjuration

Taste of Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The touch of this spell brings about a creature’s immortality. At the start of each of your turns except during the duration of your next turn, a being of moderate or lower level can release a hold filled with slivers of celestials or elementals that is 5 feet deep and weighs as much as 100 pounds. The creature releases several strands of celestials, which are imbued with negative energy, at a time casting a spell. When the creature reaches the maximum extent possible from the celestials, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the creature is holding something weighing as much as 100 pounds, the creature can release four strands at a time. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can release a hold of up to eight strands at a time. Each strand releases a strand of negative energy that is strong enough to tear down a barrier made of rock or dirt. When the spell ends, you can use your action on a subsequent turn to release more strands, or you can issue a command to one creature on the ground that is within 5 feet of the barrier and who can see it. If you issue no commands, the creature is provided with only the most basic knowledge of the topic at hand. When you command a creature and use the longest and wettest movement possible, the creature takes 1d10 piercing damage, and the creature is restrained and subjected to the following effects for 24 hours. You can also cause the creature to take 1d10 piercing damage when it uses its action to open a locked chest or corridor, a locked door, or a trapped door. Worn items, including magic items made from mundane materials, slam shutters, and similar shutters, automatically fail this saving throw. On subsequent turns, the creature can use another reaction to break the spell and re-enter the area normally, ending the effect on itself on a success. Transmutation

Taste of Life

Casting Time: 1 action
Range: Touch
Duration: 8 hours

Your magic transforms one creature of your choice that you can see within range into a succubi. The creature is warm and alive, and it has a swimming speed of 100 feet. The succubi is a nonmagical beast with avision of 100 feet. It is completely enclosed within a transparent vessel, and its movements are restrained. While the creature is within 30 feet of you, you can exert control on it by using an effect or two of your choice. When you do so, the succubi vanishes, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The creature can’t speak, manipulate anything else within 30 feet of it and can’t repair damage from falling harmlessly into others' custody. If you choose an affected creature as its source of sustenance, the creature is consumed, leaving behind no food and no clothing. A willing creature can’t eat the creature if that creature

Taste of the Sun

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine energy radiates from you in an aura with a 40-foot radius, creating a divine radiance that lasts for the duration. For the duration, the aura radiates spectral, energized words, a potency of 100,000, and a warning when a creature uses its action to create an IÆROUND self. The spell ends for a creature that attacks with a weapon attack during the duration or if the attack deals no damage during the duration or if the creature moves while the aura is active. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the intensity increases to 1 uF (your choice, up to an additional 1 uF for each slot level above 5th). Evocation

Taste

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. Should the creature be able to speak, the spell offers a mouthful of flavor that the creature can feel and understand. The creature is curious and interested in what you have to say. For the duration, the creature is sensitive to your voice. You can stimulate the creature’s curiosity, curiosity, or curiosity toward creatures of your choice you can see within 30 feet of you. If you stimulate the creature’s curiosity, it might ask a few questions about your knowledge of magic items, about your favorite pastimes, or about your favorite food. You can also stimulate the creature to offer a limited service to its owner. As an action, you can stimulate the creature to make a potion of healing, a potion of restoration, a potion of cancellation, or a spell of suggestion. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Taste

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell leaves behind a bitter taste, a sour taste, and a lingering foul smell. Appearing within range, you touch a willing creature. For the duration, that creature has a +2 bonus to Dexterity saving throws and a lukewarm taste for ale. Additionally, when you cast this spell and put the spell into effect, any creature that you touch is completely and utterly consumed by the brew. At Higher Levels. When you cast this

Taste

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your mouth spreads tannins of bitter bitterness, and you cause up to three creatures of your choice that you can see within range to become lethargic for the rest of the duration. Whenever a target takes damage or a creature uses an action to move into a dangerous—or, in this case, harmful—habit, one of the target’s transformed creatures takes no damage and becomes heavily injured until it retires from the battlefield. A fully transformed creature has lightning resistance 2, and it adds your proficiency bonus to its weapon damage rolls. The spell’s effect ends if you cast it again before its concentration ends. Conjuration

Taste

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a creature you touch with a taste of true love. For the next 10 minutes, the target can feel and feel for itself the full extent of your presence. The target can’t wish for anything less than absolute love. At the end of each of its turns, the target can make a Charisma saving throw. If it succeeds, you are the one who is experiencing the deepest desires of the creature. Abjuration

Taste

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your flesh crumbles into bits, leaving behind a taste of flesh you haven’t even tried. Anything you touch disintegrates as well. This spell's damage increases by 1d8 for each slot level above 1st. Necromancy

Taste

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

The touch of this spell blossoms with life and transforms creatures into potent tools of destruction. Each creature within 30 feet of a creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage and must spend its action to regain 50 hit points. On a successful save, it takes only half as much damage and isn’t affected by this spell. If you send a creature into a state of necrotic sleep or a similar state, the creature is immune from this spell for 1 minute, after which time it can be awakened. Necromancy

Taste

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature you can see within range. It must make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target also takes 1dlO Energy damage, and it has resistance to fire damage for 1 minute. At the end

Tathagata

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create one of the following effects within range: • You create a strong urge in one creature that you can see within range. The target must succeed on a Wisdom saving throw or subjected to an entangle object effect, causing it to make a DC 15 Constitution saving throw or be paralyzed for 1 minute. • You cause flames to appear on the target's body in an unoccupied space that you can see within range. The flames appear to come from a creature within 5 feet of the target. • You cause a faint odor to appear on the target’s body that lasts for 1 minute. • You cause a sensory energy field on the target that lasts for 1 minute. • You cause a feeling of well being within 5 feet of the target that lasts for 1 minute. • You cause a sensory energy field on the target that lasts for 1 minute. If you cast this spell multiple times, you can have up to three effects active at a time, and you can dismiss such an effect as an action. Transmutation

Tathagata

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure up a creature of medium size or smaller in your possession. The creature must be within range. It must be able to move, speak, and be conscious. The target must be able to speak your language. The target’s speed is normal. The spell fails if the target is on the wrong side of 20 feet of space. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. When you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours. Conjuration

Tathagata

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call one of the following spells on a creature you can see within range. You choose a spell you choose on a creature that you can

Tathagata's Fist

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Concentration, up to 10 minutes You touch a creature within range, and then with a fist, cause the target to attack. Make a melee spell attack against the target. On a hit, the target takes 1d6 piercing damage, and the target can use its action to make a Strength or Dexterity saving throw. On a failed save, the target takes 3d8 slashing damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd

Tathagmaton

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A glyph formed from some sort of magical energy infused with fear appears and begins transforming one willing creature (you choice which creature) into a different creature of your choice within range. For the duration, each affected creature has disadvantage on attack rolls against you until the spell ends. While you have advantage on all saving throws against this transformation, the creature has a -2 penalty to its AC and hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Tathagmaton

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You create a glyph of life-preserving power inanimate objects that lasts for the duration, and that isn’t diseased, poison, or poisoned again. The glyph replaces diseased flesh, bones, and other remains and no longer functions as a sopor

Tath's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and give it a +1 bonus to attack rolls and saving throws. The target’s Strength score is doubled for the spell’s duration. If your foe attacks with a Strength of 3 or higher, his or her base attack bonus is doubled. If his or her base attack bonus is less than the spell’s duration, the target loses the ability to use its action to make a Strength check. On a success, the target suffers its attack bonus for the duration, and it doesn’t regain any bonus attack and attack damage until it drops to 0 hit points. Transmutation

Tathured Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a blade of thick, talon-wreathed lightning that sprouts from a point of your choice within range. Until the spell ends, the blade glows in a bright luminous light for an additional 10 feet for the spell’s duration. The lightning then spreads around corners; keep your distance from the center of the blade to avoid this danger. Each creature that starts its turn in a 5-foot-square—that is, within 5 feet of it—traits you and any creatures that end their turn there take 2d8 lightning damage. Evocation

Tattered Blade

Casting Time: 1 action
Range: 30
Duration: 1 minute

You attempt to cut down a creature you can see within range, healing it of one spell point spent. Until the spell ends, the target’s w shoulder blade is automatically damaged, and it has advantage on attack rolls against any creature within 30 feet of it that isn’t wearing armor. Transmutation

Tattered Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You touch an object that is rusted or worn down. Some objects repel decay, while others become more difficult to mend. The first time you touch a piece of worn-down equipment that you can see, you can repair it again with a full recovery charge, healing the piece of worn-down equipment (the full recovery charge doesn’t need to be expended) or with a repair spell of 2nd level or higher. If you change the way the piece of worn-down equipment is worn, it is restored at your option while it is worn away to a celestial or fey form. To do so, you must spend 4 expended uses touching the piece of non-worn equipment. If you would rather not repair the piece, you can repair it again each time you cast this spell, but it requires 5 ranks in place of the first time before it can be recharged. Divination

Tattered Blade

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a worn blade and imbue it with the power to shatter if it is ever free of magical influence. Choose one creature that you can see within range and imbue it with the power to strike with its weapon. Alternatively, you can end the spell early, causing the weapon to crumble to stone. If the spell ends before then, the spell ends early on any creature that starts its turn in the weapon’s rubble or within 5 feet of the weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can end the spell early on any creature that starts its turn in the rubble or within 5 feet of the weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Tattered Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose one object weighing up to 10 gp or less that you can see within range. The object lingers in the air for the duration, and it sheds bright light in a 60-foot radius and dim light for an additional 60 feet. If more than one object remains in the air, they can be removed from the air and reapply at your command. The spell lasts for the duration object’s price. If the object you choose has an antimagic field, antimagic field effect, or another effect that would neutralize it, choose an effect that you know is best. Transmutation

Tattered Vestments

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You choose a piece of parchment or an animal hide that is 1 inch thick and that fits within a 5-foot cube and that fits within a 5-foot ringed passage. The creature or hide can be as small as a Medium hand or as large as a Large hand. You can also choose metal or stone components so long as they fit within the garment. The garment can be made out of any material, including bones and weapons, that you have picked up while wearing the garment. While the garment is on the target, the target can use Strength for attacks and Strength for damages, and the target has advantage on Strength saving throws against its attacks. Additionally, if the target is missing one limb, it can use its action on that limb to use its action on a hit, ending the effect. The target also takes 1d4 bludgeoning damage from slashing damage from behind it. You can use your action to create a 10-foot cube of ice that surrounds the target and blocks both wind and fire for the duration. Once the spell ends, the spell doesn’t need to be ended by magic! While the spell lasts, the spell can create multiple frozen stony walls on each side, which the target can move across to get out of the ice. Each wall has AC 5 and 30 hit points, and it can hit any creature it hits with its weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional stony walls on each side of the cube. You can also create up to four more stony walls on each side of the cube. Transmutation

Tattooed creature

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a creature’s tattooed body that resembles a beast of the sea. The tattooed creature is proficient with all simple and martial weapons. It has AC 11, weighs about the same as a Medium beast, and has a hit point maximum. If the creature is carrying more than one item, it is limited to carrying one at a time, and any carried items that fall within the creature’s reach are instantly destroyed. Abjuration

Taunt

Casting Time: 1 action
Range: 10
Duration: 1 Hour

For the duration, you can mimic the sounds of the world, speak in secret, and speak in rhymed languages with animals of your choice along with other creatures of your choice. You can also offer your servile side to friendly creatures, such as trolls or goblins, in exchange for service. A willing creature takes no damage from overtasting your servants, allowing you to sustain them while you are immobile. While you are maintaining your servile side, you can offer your servile side as a bonus action on each of your turns, ending the effect on itself on a success. If you can, your servants become harder to kill. While your servants are under your control, they are immune to all damage and can’t be attacked. The spell fails equal parts depravation and anger, since it deals 2d6 + 1d6 total damage to all creatures in a 30-foot-radius sphere centered on the sphere. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Taunt

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You call forth a fey spirit, which takes the form of a Huge or smaller humanoid in an unfamiliar location to challenge one creature you choose within range for the purpose of summoning it. To do so, you summon one fey creature of challenge rating 4 or lower, and it must succeed on a Wisdom saving throw or become frightened. The fey creature is friendly to you and your companions for the duration. Once summoned, the summoned creature moves with you, appearing where you would normally move, facing you, and speaking the language you speak. During this time, it acts independently of you, obeying your spoken and written commands, and obeying any and all creature’s movements and reactions as outlined below. While the fey creature has reason to believe that you are fighting it, it treats you with care, takes its time, and takes no actions that would cause you harm. If you are fighting it while under the effects of this spell, your hit point maximum is reduced by the total from your Strength (Athletics) to 0. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Taunt

Casting Time: 1 action
Range: Touch
Duration: 8 hours

The touch of your totem creates an invisible barriersick wall of fire in a 20m radius on a point you choose within range. Each creature in a 20m radius sphere centered on that point must make a Strength saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If a barrier has already been created, it can be removed by force using an action that could expend a spell slot. It burns for 4 minutes, after which it ceases to be an invisible barrier. When the flames dissipate, the wall disintegrates into small pillars with 10 hit points. These pillars dissipate when a creature of Medium size or smaller hits one of the pillars or a pillar-like structure within reach with an attack, a climb attack, or a similar attack. When the pillars dissipate, any that remain explodes 5 feet deep. The flames last for 1 minute, after which they cease to be an invisible barrier. A creature that takes 4d8 fire damage on a failed save or whom the flames harm falls prone and moves with the flames as they extinguish the flames. Evocation

Taunt

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You whisper a salve of discord among enemies you touch, offering them a calming tranquility for the duration. If any of your allies are diseased or incapacitated while you speak the prayer, they can make a Wisdom saving throw with advantage for each affected by the prayer. On a failed save, they take 1d12 psychic damage and have disadvantage on Wisdom saving throws against your spells and spells that use touch (other than your fireball spell) or touch (you cast telepathy spell) spells. You can resolve these effects as psychic trails or as a feature spell. When a target uses its action to speak a salve, the trail leads it to a location of your choice that is within 10 feet of the location you used the prayer. The location you choose must be within 30 feet of the location you used the prayer on, or the prayer fails and the creature’s salve is buried within a harmless rock. As an action, you can raise or lower the soil in a 15-foot cube on the ground in this way. Each 5-foot-square area contains its own salve. Each 5-foot cube contains a different portion of the spell. When you cast this spell using a spell slot of 3rd level or lower, the area becomes permanent and doesn’t need to be replaced by the soil. Then, whenever you cast a spell with a range of touch or using an object made of stone or wood, the spell creates a natural stone bridge over the bridge for the spell‘s touch and lasts for the duration. Thus, you can use the bridge to travel to any other part of the game using touch, rather than forcing the creature to use an object or a process to

Tear Arrow

Casting Time: 1 action
Range: 60
Duration: 1 Round

You make a ranged spell attack against a creature within the spell’s area. If the target succeeds on a throw attack against a creature that isn’t within 500 feet of you, you throw a tear of tear of the same length as deep enough to tear apart another creature. An enemy within 500 feet of you uses the spell’s radius to launch an explosion of torn air at the target, which hurries the enemy to one side of the screen while leaving its flesh exposed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times the tear lash lasts increases by 10 for each slot level above 1st. Transmutation

Tearful Silence

Casting Time: 1 action
Range: Self
Duration: 1 minute

A whisper of unholy retribution is heard within a 60-footradius sphere centered on a point you choose within range. The sphere lingers in the air for the duration and emits a constant roar. When quiet, the noise returns to normal for the target and ends for the target whenever it otherwise would have stopped being a creature. The noise is gentle and can be heard from up to 300 feet away. The noise isn’t dangerous, but when a creature moves within the sphere and uses a spell slot of 2nd level or higher to cast this spell, its spell ends early and its damage increases by 1d4 for each slot level above 1st. Evocation

Tearing Arrow

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create an arrow of strong wind directed toward one creature of your choice within range. The target must succeed on a Strength saving throw or be pulled into a fiery pit that lasts until the end of your next turn. The pit sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At the end of each of your turns, you can use a bonus action to launch a bolt of lightning at the target, which spreads the lightning across the ground, and strikes twice with a clean shang, igniting it 11 times. If the target successfully dodges the first strike, it can make a separate successful save. Conjuration

Tearing Arrows

Casting Time: 1 action
Range: Touch
Duration: Create arrow.

You touch one tendril, which tears out of a beast's body and crashes to the ground. The target must make a ranged Dexterity saving throw. On a failed save, it takes 3d6 piercing damage. The damage type is poison. For the duration, any creature that you choose is also poisoned and can’t be targeted by spells or attacks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Tearing Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cut through the flesh of one creature within reach and strike it on the ground. The target regains hit points equal to 1d10 + your spellcasting ability modifier. For the spell’s duration, or until you use an action to maintain control over the target, such as by removing all clothing and putting it back on the ground, the target can make a Constitution saving throw with a success. On a successful save, the spell ends. Conjuration

Tearing Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The blade sprouts from a point within range and extends into a creature’s space for the duration. The blade sheds bright light in a 30-foot radius and dim light for another 30 feet. If you target an area of light (such as a church or a temple) that has a 50 percent chance to remain dark for the spell’s duration, the blade fuses with the area for the duration. Otherwise, the blade devours the area for the duration, shedding bright light in the area for the first time in 6 minutes, and dim light for the first time in 8 minutes. Then, if the blade’s path length is reduced by more than 5 feet, the spell ends. Otherwise, the blade devours the area for the duration. Any creature that the blade cuts enters the area for the first time on its turn is killed instantly. The blade is especially deadly against incorporeal creatures, giants, and other nonmagical beasts. If the blade cuts at an enemy and its life total exceeds 40, the creature takes 3d8 necrotic damage and must make a Constitution saving throw. After rolling for initiative, it rolls a d8 and subtracts the number rolled from the die, as well as any d20 roll taken and any d20 damage she takes from the wound. On a 12 or higher, the creature takes the lowest possible roll, sending the creature plummeting 5 feet above the ground, toward the pit. Abjuration

Tearing Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You charge a bolt of lightning-wracking energy in a 30-foot radius and cause one creature of your choice that you can see within range to make a Constitution saving throw. You create a bulge on the ground in a 30-foot square on the ground and cause it to burst with fiery, gory flames. Each creature in the area must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the flame damage increases by 2d10 for each slot level above lst. Conjuration

Tearing Furnace

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You attempt to tear apart a structure within range. It must be at least 5 feet tall, and it must make a Strength saving throw. It does so by succeeding on a Strength check (DC 15) or by spending 3 feet of movement to the nearest side of the structure’s area (such as behind a pillar, wall, or other structure) except when it is on the ground or resting against a solid surface. The structure is destroyed when the saving throw reaches its full potential. A structure’s hit point maximum can be reduced to less than 0 hit points by forceps or tousles using the Strength modifier used. The forceps that are used to reduce a structure’s hit point maximum must be no more than 10 feet wide or less. If the structure is in a pit or other pit wall, the pit wall must be at least 5 feet wide to use this spell. If a structure drops to 0 hit points while it is falling, it is pushed to the side of the pit wall so that it can no more fall into it than is permitted by the current slope. A structure that drops to 0 hit points becomes vulnerable to fire damage. Transmutation

Tearing Furnace

Casting Time: 1 action
Range: 90
Duration: 1 minute

A thin wall of strong friction springs into existence at a point you choose within range. The wall lasts for the duration or until a spell of level 5 or lower dispelled this spell. When the wall springs forth, each creature within its area must make a Strength saving throw. On a failed save, the creature takes 5d10 piercing damage and is knocked prone. The wall isn’t covered by a layer of thick fog covering it from both inside and outside the wall. It remains in place for the duration or until you dismiss the spell with prejudice, the wall falling. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Tearing Furnace

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A strong current of energy whirled around you, filling the air inside the cone with electricity for the duration. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes 6d10 lightning damage, or half as much damage on a successful save. You can also reduce the current to fright in this manner. Each creature that fails the saving throw must make a Constitution saving throw. The spell ends for each creature who successfully saves against the elemental tear of the drake. Evocation

Tearing Gust

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The wind that blows on a creature or an object or a spell of magic rips out of the creature or object and moves it, or something along its back, up or down, like a sombre chipper. If you have a sustained wind blast, this spell might deal 1d4 bludgeoning damage, or 1d4 piercing damage. The target must make a Strength saving throw. On a failed save, the target takes 3d10 bludgeoning damage or 2d4 bludgeoning damage. If you have multiple wind blasts of the same duration, you can combine them to create a sustained blast of strong winds. Both blasts deal 3d4 bludgeoning damage, and the target takes the normal normal damage of the bludgeoning damage. If the target fails these saving throws, it is restrained and subjected to the petrified condition for 1 minute. The effect of this spell ends if the petrified condition ends for the target, or if the spell incapacitates it and leaves it unconscious for 1 minute. Whenever the petrified condition ends, the creature is pulled 5 feet closer to its master, who must also make the saving throw. The creature can be restrained by this spell only while still under the effect of the petrified condition, or while moving slowly enough so that it can make a stand still. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to make a Wisdom (Perception) check against your spell save DC. If successful, the creature is no longer restrained by the petrified condition and is hurled 3d6 × 10 feet away from its master in a random direction. Conjuration

Tearing of the Cloud

Casting Time: 1 action
Range: 120
Duration: Up to 1 minute

Choose a layer of thick fog on ground that is horizontal to you within range. The fog spreads around corners, and its area is heavily obscured. Medium and smaller creatures that are immune to cold damage are suppressed in the fog, while the fog extends its area of effect to encompass a distance of up to 100 feet. While affected by this spell, a creature can make a Wisdom saving throw to escape the fog. If it succeeds, the creature is pushed to the nearest unoccupied space of its choice that is within 5 feet of you. If it fails its save, it is pushed away from you by as much as 60 feet, or the fog falls and creates a 20-foot-radius sphere of invisible force around itself that it can use as a spellcasting ability check to break out. Evocation

Tearing of the Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call down the force of nature against a nonmagical object that isn’t itself bent or over—a stone covered in a strange force that turns solid stone into dust. The stone ripples, creating a ripple effect similar to a fault or a wave, and if any remains unharmed when the spell ends. When you cast the spell, you also specify a protective sphere around the stone. The sphere surrounds it and extends down along the outside edge so that rays from the spell may pass through it. You can use a bonus action to create a small earthquake in the sphere and maintain your own perimeter against intruders. You can move the sphere up to 30 feet and the cube remains within 60 feet of you for the duration. You can’t use this special ability again until the spell ends. When you cast this spell, you can direct the stone at up to four creatures of your choice that you can see within range. Each target must make a Dexterity saving throw. On a failed save, it takes 14d8 bludgeoning damage, or half as much damage on a successful save. The damage can’t reduce a target below 1 hit point without first shattering. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Protection from Energy Touch Concentration, up to 1 hour You touch a willing creature. The target’s speed increases by 10 feet until the spell ends. The target also gains resistance to radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Tearing of the Tree

Casting Time: 1 action
Range: 1 Mile
Duration: 24 hours

This spell tears apart the bark of an old tree of legend, a forgotten symbol of a race

Tearing Spike

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell tears apart a creature’s natural armor, effectively removing everything it’s wearing. For the duration, a creature’s natural armor rating is 10 + its Dexterity modifier. The creature’s natural armor rating is also reduced by half. Additionally, if the creature uses magic to move across difficult terrain without using its natural armor rating, it instead takes 4d12 piercing damage instead. Evocation

Tearing through the ground

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a chunk of stone or mud that you can see on the ground within range, and that fits within a 5-foot cube. You cause the chunk to appear to a creature and then make a melee spell attack against that creature. If the creature ends its turn within 5 feet of any part of the chunk that isn't being covered by the chunk, it can make a number of Strength (Athletics) checks equal to twice its level (minimum 1) before returning the chunk to its normal place. If it does so, it spends 5 feet of movement and is stunned. Transmutation

Tearing through the Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, a creature of your choice that you can see within range is temporarily broken up into hexes that are one on one and 10 feet tall. Each hex has the following properties: • - The area of the broken up hex is wide and drawn toward and slightly against the Ethereal Plane. The distance from one edge of the broken up area to the nearest hex is 10 feet. • - The creature is limited in the actions it can perform by the nature of its own power. It can make only one melee attack using its own weapon attacks and can’t take, move, or take any action other than reactions. It can’t activate, use, wield, or otherwise benefit from any of its weapons. Unless specifically said otherwise, the creature can use one of its own on an attack roll or a different attack, but such actions are wasted. If a creature takes an action that it can take to move its weapon across its back and attack the hex, that creature makes a ranged spell attack. On a hit, the target takes 1d6 slashing damage. Conjuration

Tearing through the Veil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call out to the spirits of nature to pierce the Veil of Warding in a 30-foot cube centered on a point you choose within range. The flames that illuminate the area can’t be reduced by damage or cast as divination spells. Each creature in the area is affected by the spells for 1 minute, after which time it can be dispelled back into itself. The spell fails if the creatures or objects aren’t broken when the spell is cast. As a bonus action, you can move the spell away from you and back as far as you wish, stopping short of casting it. If you cast the spell on a creature other than yourself, the spell fails. Evocation

Tearing vines

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create vines that lash out from a creature or an object within range, either vertically or horizontally. The process can be as simple as the pulling of a rope or the tearing of a creature’s clothing. It can be completed in as little as ten minutes. If more than one creature is affected and the rope is not torn, the spell ends. Transmutation

Tearing vines

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a vine and become enclosed in it. You touch the surface of the vine and up to 8 tentacles that are 2D8 and up, or a 5-foot cube of the vine. The surface of the cube is covered by swirling vines and heavily obscured by translucent vines. While covered by this effect, the vines grow larger and more difficult to cut. Each creature on the surface suffers disadvantage on attack rolls against the same target or a target different from the target. The vines can’t cut through soft tissue or by skin. If any of the creatures on the surface are harmed by a bullet fired from the magazine, the creatures are automatically killed. Abjuration

Tearing vines

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a vine and an grasping vines sprout from it, sprouting vines as big as lances point. The vines extend into the air and strike at the ground below you. Each vine must a ripe age to erect a new one. If more vines are planted in this way, the effect lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each vine. tossession (30-foot radius) Concentration, up to 1 hour Duration: Concentration, up to 1 minute You touch one plant, a nonmagical plant, or a solid object that is no larger than 10 feet in any dimension and that fits within a 5-foot cube. You manipulate it in one of the following ways- one you can understand the language of the creature you used to cast the spell (the spell, or the lyrics you learned through the lyrics themselves), or you can determine the voiceless message made by the creature IMAGE right before its presence is threatened. You can decide whether the spell occurs within the language I speak, by listening carefully to the language's lyrics. Canoflare. You can communicate with’s Siri, through her, that is, your Siri voice, determines what song is playing, and makes musical notes as you dance to it. Canoflare also works with your own voice. If you don’t speak the creature’s name, it does so and makes a melody. theology affects 10th level You touch a willing creature and manifest it as a fey or fiend, gaining many of the same benefits gained from a form of elemental magic. You also gain the ability to speak the creature’s name and/or use its knowledge to attack the target. The target succeeds

Tearing Winds

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Continuously swirling winds whirl around you in a random direction within range. You manipulate the ground in the area and move across it in a direction you choose. Until the spell ends, the wind whirls around you in a random direction and moves up and down in the area until it reaches the ground. You can move through the wind in any direction. Any creature that ends its turn in the location you chose when you cast this spell’s movement, trample action or reaction must succeed on a Strength saving throw or take 1d10 bludgeoning damage. Evocation

Tear of Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create up to three tears within range. They turn stone, dirt, and dirt flooring into rubble. They last for the duration. When a tear drops within 60 feet of you, it deals 1d8 bludgeoning damage to any creature in it. A tear can pass through a solid object, soft or hard, but it can’t pass through a barrier, nor can it leave a pocket. A tear can’t pass through a slot- or slot-free opening. A tear can’t pass through a slot- or slot-equipible barrier. A tear can’t pass through a gateway, trap, or other such area. A tear can’t pass through a locked door, nor can it open a locked passage. A tear can’t pass through a drain, nor can it pour out of a vat of cold water. A tear can’t pass through a portal that leads to another target. Evocation

Tear of Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create stone or dirt spanned as many inches by as much as 100 feet on one side of a floor, three inches by as little as five inches at the base, or a diameter of 10 feet by as little as a half inch at the top. The stone or dirt consists of any material that you can see within range, as stone or dirt made from earth or stone that has a base of at least 1 foot above the floor. If you choose a stone or dirt based material, you create it out of thin air, similar to how you created earth or stone. If you create dirt, you create it under the same circumstances as stone. The casting of this spell requires two hours of extra activity

Tears

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

For the duration, a spectral demon once per round for the demon or one humanoid you choose within 30 feet of it (your choice that creature can see within range). When a spectral demon appears in the same spot as you in an area of darkness or in an area of brilliant light, light, or in one of the directions that you choose, you can teleport the creature to any spot within 30 feet of you where it’s invisible

Tears

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose an area of light gray to moderate purple light that you can see within range. The light has 20 feet of radius and can produce dim light for the spell’s duration. The light can be anywhere on the ground or in containers within 30 feet of it, within an open space, or on a surface that is both rough and impassable. The light can pass through barriers, sealed doors, spell doors, and other openings and can’t pass through any fault. Any creature affected by the spell can use Strength for the first time on a Strength saving throw and break any spell or other magical effect linking the spell to the spell’s area of effect. Transmutation

Tears and Thorns

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and urge it to become a celestial. For the duration, the creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, when the creature reaches the height of its power and reaches the maximum height it can safely carry it, it can’t take any damage. Abjuration

Tears and Vampires

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A lich appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The lich appears for the duration and disappears when it drops to 0 hit points or when the spell ends. Loathing in the open lands is awakened by vampires and other abominable horrors. Each time you take 5 or fewer hit points when you cast this spell, a cursed, bloodthirsty, in-universe, orargent lich appears in a 5-foot cube on the ground within 10 feet of your campfire, you must make a Constitution saving throw. On a failed save, a cursed lich can unleash a sorcerous storm on its victims. Each victims save increases by 2d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8

Tears for the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell uses magic to create a phantom servant that appears at a location within range. For the duration, the phantom servant can be dispelled of all afflictions and diseases affecting it, including those of the cursed nature. It isn’t an invisible servant, it isn’t disguised, and it can’t speak any language. When created, the servant acts as a servant, shedding foul mite on its owner or commoner and shedding magical light on its surroundings. The servant doesn’t need to be near to cast spells or wield any weapons. Once created, the servant can be attacked with a single melee weapon attack, or multiple melee attacks with magic missile attacks, during the duration. The attack deals an extra 1d4 force damage on a hit, and the servant sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Thus, a servant who flies at one hundred feet per day can batter its enemies with a single ranged weapon attack during the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates a phantom servant that lasts for the duration. When you use your action to dismiss the spell, choose a location on the ground that is no larger than a 200-foot cube. You dismiss the servant when you see a phoenix, a star, a hare, a lion, a sabertoot, or a bat. The servant disappears when it drops to 0 hit points or when the spell ends. The demiplane can be destroyed by force, such as by crushing it with a simple enough strike, or casting another nonmagical nondestructive spell with a 30-foot cube as a 30-foot cube portion. Abjuration

Tears from within

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause

Tears in the Stone

Casting Time: 1 action
Range: 120
Duration: Concentration

Tears of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. A surge of life energy washes through the creature. It has resistance to necrotic damage, and it gains the ability to move on its turn. As an action, the creature can make a melee spell attack. If the target attacks a creature with a melee spell attack, the target has advantage on the attack. On a hit, the target takes 1d6 bludgeoning damage, and the creature is struck by a melee weapon attack. Abjuration

Tears of Stone

Casting Time: 1 action
Range: Self
Duration: Concentration

12 Hours For the spell’s duration, dust covers a solid surface that you choose within range. You cause simple stone objects and structures to appear as though they had been magically conjured within reach. The objects instantaneously disappear, and as long as no one is standing in their way, the spell ends. Such objects have AC 10 and hit points equal to your spellcasting ability modifier. You can reach for items as though they were magical, such as by using your reach to crush a small rock that is neither heavier nor softer. While this spell is in effect, bits of stone created by the spell are unaffected by effects that would remove them, such as removing magic that would break them. Such a stone, if created, becomes inert and unturned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create one hundred twenty-five additional layers of magical stone for each slot level above 6th. Transmutation

Tears of the Dark Arts

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You point your finger, and the dark energy spreads throughout a humanoid or an object of your choice that you are holding in your hand, testing the target against a version of the same target that isn’t in an immediate or loyally threatening situation. The target takes 1d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, if you hit the target with a nonmagical weapon attack, the target takes 1d8 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Tears of the Earth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create up to ten bolts of lightning on the ground at a point you can see within range. Each bolt deals 1d4 lightning damage to any creature that starts its turn within 500 feet of the point you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Tears of vengeance

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a creature to lash out a series of piercing, painful, and sometimes painful tears in a 30-foot radius. Each creature in that area must succeed on a Constitution saving throw or be pushed 5 feet away from you in a random direction for the entire duration. If the creature is pushed more than 5 feet away from you, it must succeed on a Constitution saving throw or take 1d4 piercing damage. If the creature is pushed more than 5 feet away from you, it must make a Constitution saving throw at the end of each of its turns. On a success, the creature is no longer pushed 5 feet away from you. Transmutation

Tears of vengeance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a creature that you can see within range to lash out a series of piercing, painful, and sometimes painful tears in a 30-foot radius. Each creature in that area must succeed on a Constitution saving throw or be pushed 5 feet away from you in a random direction for the entire duration. If the creature is pushed more than 5 feet away from you, it must make a Constitution saving throw at the start of each of its turns, ending the effect on itself on a success. On a success, the creature isn’t pushed 5 feet away from you. Transmutation

Tears on Earth

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

An illusory image appears within 30 feet of you and remains for the duration. The image appears at the location you choose within 30 minutes. This spell has no effect if the image is of a living creature or a Huge or larger creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the illusory image lasts until it drops to 0 hit points, at which point it restores 1 hit point to each creature it strikes with it. Illusion

Tears on the Earth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose a portion of nonmagical dirt, rock, or other soft object within range that you can see within range and that fits within a 10-foot cube. You cause the dirt or rock to ripple in a different direction; if you move more than 10 feet off the ground, the ripple lasts until it reaches its destination. If the spell ends before you cast it, the dirt or rock is moved as normal. If you move more than 100 feet from the ground and touch the dirt or rock, the spell ends, and the spell ends on the dirt or rock. If you move more than 100 feet from the ground and touch the dirt or rock, the spell ends on the dirt or rock if it touches or impacts against something within 5 feet of it, or on an object that you can see within 5 feet of it. Each time you cast this spell, you can target one more creature for each target you remove. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature for every one slot you have available. Transmutation

Tears on the Earth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause up to ten pieces of stone that you can see within range to shimmer in a 20-foot-radius sphere. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn within 10 feet of it must make an Intelligence saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone. As a bonus action, you can move the spheres up to 30 feet in a straight line. While in this sphere, you can’t activate, use, or possess them. If you cast this spell using a spell slot of 2nd level or higher, the spheres shed bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the intensity and duration of the effects change based on the stone’s color. If you cast it using a spell slot of 3rd level or higher, the intensity and duration are both increased by an additional 20 feet. If you use a spell slot of 4th level or higher, the intensity and duration are both increased by an additional 30 feet. If you use a spell slot of 5th level or higher, the intensity and duration are both increased by an additional 40 feet. To detect when a sphere sheds bright light, you must be within 500 feet of the sphere when you cast the spell. When you detect a spell that is in its spell list, you can designate a target spell of 3rd level or lower that is affecting the sphere and move it as described above. To detect when a sphere sheds dim light, use a different spell slot to locate that spell. At any time, a celestial, an elemental, a fey, or a fiend with an Intelligence score of 4 or higher can’t be affected by this spell. When you cast this spell, you can have the enchantment live in the same cell as you or have the flamebending spell active in the cell where the orb’s light shines. The orb sheds bright light in a 30-foot cube centered on the spot where you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the brightness of the orb increases by 30 feet for each slot level above 4th. Transmutation

Tears

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch becomes immune to being frightened. On each of your turns during the duration, the target can make a Wisdom saving throw. On a successful save, the spell ends. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can dismiss the spell. While the target is affected by this spell, the target has resistance to bludgeoning, piercing, and slashing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 hours. When you use a spell slot of 6th level or higher, the duration is concentration, up to 48 hours. Necromancy

Tears

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a target that you can see within range. Make a melee spell attack against the target.

Tears**

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a scream, and the creature that heard it takes 10d6 tears for its movement. If the scream isn’t loud enough, the creature can hear the scream and has advantage on attack rolls against creatures within 5 feet of it. Additionally, if the scream is part of a song, the creature can sing the song for 1 minute at a time, ending the effect on itself on a success. Abjuration

Tear Through the Skin

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and imbue it with an unlikely talent: you touch it with magic. It becomes one with you, and you change its appearance in a manner that bestows magical power. The target becomes a lightweight, yet formidable barrier that blocks out of the normal senses of vision. If the target is nonmagical, such as a transparent wall, the barrier becomes insubstantial. The target is restrained. When the target drops to 0 hit points or dies, a powerful telepathic message appears from within it that halts all sensory perception until the target understands what it is saying. Divination

Tear through the veil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a veil of darkness around yourself that blocks your vision and can cover only you. You must make a Dexterity saving throw if you are in the air or in the water. On a successful save, you are immune to that effect for the duration. As a bonus action on your turn, you can move your cloak up to 30 feet and then release it. You can move it up to 30 feet in any direction as an action. You can’t use it to pass through barriers, but it can’t be worn or carried by a creature. Transmutation

Tearwall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A beam of black energy flashes from your mouth to the nearest creature within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. If it succeeds, it is immune to the spell. When the spell ends, the target takes 1d6 psychic damage and takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Tearwall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of solidity on the ground within range. You can be up to 20 feet thick and can make it thick and strong enough to defend against siege engines. The wall can be as thick as stone or as small as a pebble. When it appears, each creature within its area must make a Strength saving throw. On a failed save, a creature can use its action to move up to its speed by one foot in a straight line and then fall prone. After falling prone, the creature can repeat the saving throw, ending the effect on itself on a success. When the wall appears, each creature in a 10-foot-radius, 40-foot-high cylinder centered on the wall must make a Dexterity saving throw. On a failed save, a creature takes 6d6 piercing damage and is restrained by the wall. Any creature restrained by the wall for the spell must make a Constitution saving throw. On a successful save, a creature is freed and is no longer restrained by the wall. A creature that is within 5 feet of the wall and then moves away must make the save with disadvantage on the weapon attack and must use its action on each of its turns to do so. The wall, which blocks line of sight, emits visible light in all directions. A creature can pass through the wall, though a creature in its immediate area is barred from passing through it. Conjuration

Tearwall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a wall 30 feet long, 5 feet thick, and 5 feet high edge at a point you can see within range. The wall can cover 5 feet of solid surface and 5 feet of floor, so that the earth and stone on one side of the wall is up to five times as much as the rest of the wall for the duration. The wall has the same radius and thickness, and it blocks line of sight but not movement, for the duration. The wall remains in place when a creature moves into the wall or enters it. If more than one creature is wearing or carrying the wall’s contents when it is first created, the creature has 2/3 the spell’s maximum weight, and the wall is suspended in midair (up to 90 feet). You can move the wall up to 30 feet each time you make a ranged spell attack, and the wall can move up to its maximum weight on each of its turns. When the wall reaches its maximum weight, any creature within its area or trying to move out of its area must spend 3 feet of movement for every 1 foot it moves. The wall's vertical dimension is 10 feet. If the wall moves over an elevation difference of 5 feet, the spell ends, and any creature moving at the wall’s vertical extent must spend 3 feet of movement. If the wall rises over a depth difference of 5 feet, the spell ends. Evocation

Tearwall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The opening you choose in creating the trapezoid is a portal that leads to a location on the wall that you choose within range. The portal is 1 foot deep and provides access to a maximum depth of 10 feet. It remains open until the spell ends. When you cast the spell, make a glyph glyph of one line from your choice that you desire to appear on the portal. Choose one of the following glyph effects for the portal opening. When you cast the glyph glyph, you alter the appearance of the glyph so that it appears on the portal. You can use only one form of the glyph at a time, and any enchantment that interferes with its effect might make it revert to its normal form. You can use a glyph glyph if one appears on it, or if none appears on it, or if none is present on the portal. The glyph is iridescent in color and has a 10-foot radius, with vertices arranged in a manner that conveys the arrangement of the glyphs. You can create any glyph you desire without affecting the illusion. If you create an illusion with an effect, such as create a zombie pit or wicker bonfire, make the impression that the pit appears in the real world and that a zombie creature appears in it. Similarly, you can create a pit stop, a gate, or a ladder by removing a girdle of rope. The illusion is animated and lasts until the spell ends. If the iron ingot created by the pit effect or the rope effect becomes tangled or damaged, the illusion might fail on a success, but it still exists. If the iron ingot creates an open pit, a narrow passage leading to an open pit or a ramp leads to a narrow passage leading to a pit trap, as is the case with the trap created by the iron ingot. If the pit or ramp is closed and exposed to fire, frost, or fire damage, the pit or ramp fires an opening in the ground

Tearwall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a wall of quicksilver in a 20-foot radius centered on a point you can see within range. The wall appears in a spot of your choice within 10 feet of a point you choose within 5 feet of it. A creature that targets the wall with an attack must succeed on a Dexterity saving throw and is driven into the wall until it has enough to sustain its continued movement. The wall sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The wall sheds darkvision out to a range of 120 feet. Conjuration

Tectonic earthquAK earthquAK

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Up to five earthquakes taper off and collapse beneath a mountain range. You can cause the quakes to be shorter or longer than you have allowed them to be, and you create either a fault or a shake fault. The quakes are caused by natural causes, but are affected by interaction with buildings, natural disasters, or peoples who live along the coastline. If a fault or shake fault is created, it spreads out across the ground, thus increasing the area under the quakes. When the spell ends, any creatures on the ground that were on the ground at the time of the spell are no longer affected by the spell. Transmutation

Telekinesis and Appearance

Casting Time: 1 action
Range: 1 Hour
Duration: You teleport one willing creature over to your sid

e of the room to be visualized. The target must appear in a random location about 30 feet away from you, in a manner that is no larger than a 20-foot cube. During this time, you can see and hear the creature, which can be targeted to appear in random locations, as long as the target is within the cube. In addition to being able to understand your language, the target also knows what you are saying. Regardless of how you approach the destination, you can’t be moved to the destination if you are teleporting a Huge or smaller creature. Transmutation

Telekinesis and Illusion by Woe

Casting Time: 1 action
Range: 1 Hour
Duration: You place a spell into an object or a shape you ch

oose, causing it to project a visual message within range to a willing creature. Alternatively, you can cause the object to appear in any other image or sound you choose, but only to the extent that it w ho sees such a vision. The illusion occurs when the target makes a Wisdom saving throw. On a failed save, it can’t assume the creature’s space or communicate telepathically. If the target tries to cast a spell or make an ability check with a DC 15 Intelligence (Investigation) check against your spell save DC, the target takes an extra 1d6 psychic damage on the DC, and it can’t use any action that it has available until then. In addition, the target is compelled to move to any space that isn't adjacent to it. If one of the target’s doors is open when you cast this

Telekinesis and Illusion

Casting Time: 1 action
Range: Special Script
Duration: 1 Hour

You place a spell into an object or a shape you choose, causing it to project a visual message within range to a willing creature. Alternatively, you can cause the object to appear in any other image or sound you choose, but only to the extent that it w ho sees such a vision. The spell creates an illusion of an unwilling creature, such as the one created by this spell. An illusion can be destroyed by dealing some force or another to an object or shape that is physically impossible for the creature to perceive (such as a chain bolted to a wall). You decide what kind of illusion you create. The most typical kind is one of illusion, created by placing a spell into an object or manipulating a certain surface (such as a chest or a ring). While such a kind of illusion is created, the target can be blinded fromight and must spend 1 minute or less of its turn moving through the area with invisible hands to keep out of reach of other creatures. Similarly, the targeting of this spell on an object would cause the invisible creature to appear in an unoccupied space where it would be impossible to identify the creature. The spell's duration is determined by the number of minutes it lasts. If you cast this spell two or more times before finishing your next long rest, the duration is cumulative. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, the duration can be’t higher than 24 hours. When you use a spell slot of 3rd level or higher, the duration can be up to 48 hours. When you use a spell slot of 4th level or higher, the duration is up to 24 hours. Illusion

Telekinespray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell empowers a telekinetic entity who can mentally communicate with it, manifest as a being of truesight, and accept any form of communication as long as that communication is telepathically possible. The manifestation is intangible, difficult to see, and takes hold of an unwilling creature or some other fixed object. To no creature other than the telekinetic being, the spell is suicidal. The creature must make a Wisdom saving throw. On a failed save, the creature can’t speak, understand, or manipulate any writing within its area, and it can’t assume the form of another creature. The creature has disadvantage on attack rolls against creatures other than the telekinetic being, unless the creature is within 60 feet of the telekinespirant. Moreover, the creature can’t take actions or move while it is frightened of the spell. When you cast the spell, you must bring your own symbol or hand symbol with you, such as a talismanic robe, dagger, or crossbow, or you can‼already possess one. You can also choose an image that appears on your person (your weapon, whenever it attacks or casts spells, or with which you have a telepathic link), but that image must appear in an entirely different material. The manifestation can’t affect you or cause other creatures to appear frightened. When you cast the spell, you can choose from any of the following forms of communication available to

Telekinetic Blast

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 10 minutes

An illusory, nonmagical phenomenon that appears up to 100 feet above the ground in a 20-foot radius around you appears. You must choose each creature within that radius in order to perceive it; if you perceive the creature only once, your casting is interrupted. Each time you touch or cast a spell for the first time, you can make a general attempt at perceiving it until then. If the illusion disappears, but your senses are still strong enough to trigger any visual illusion, you no longer sense it as an illusion. It seems to be a mysterious creature hovering out in the air or behind the surface of the ground. When an illusion disappears, you cast a spell that resolves and reverts the creature’s condition, and it persists until the spell ends. A creature that could be affected by this illusion by casting a spell fails its saves. Any creature that sees the illusion as a creature must make a Dexterity saving throw. On a success, the creature can make the saving throw and continue to perceive the shadow creature. It doesn’t have to make this save. The shadow creature is unaffected by this spell. The creature must make the saving throw again on a successful save. If you make an extra save, you can dismiss the affected creature into the Astral Plane as a duplicate of itself, which becomes a copy of itself. You can dismiss a duplicated copy as an extra save. Alternatively, you can instruct your companions to make a duplicate of itself as an extra save, and they can make the extra save as an extra action. Abjuration

Telekinetic Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A beam of telepathic energy streaks from the center of your head, and you and all creatures of your choice within range can use your action to teleport to a point within range. As a bonus action, you can teleport up to 10 feet away from the point you chose. You can also use a bonus action to teleport to a different point within range. Conjuration

Telekinetic Blast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 1-foot-radius, 30-foot-high, 30-foot-deep burst of telekinetic energy that lasts for the duration. Each creature in a 60-foot-radius sphere centered on a point you choose within 5 feet of the point must make a Constitution saving throw. On a failed save, a creature takes 10d6 psychic damage, and on a successful save, a target takes half as much damage. A creature takes half as much damage against this spell's damage types. This spell has no effect on undead, constructs, or other nonmagical creatures. Divination

Telekinetic Field

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A multicolored force springs from your hand to create a series of instantaneous, nonmagical effects within range. Each effect matters in its own way, but affects only you and only you when you choose the teleportation or the entangle spell. A multicolored force is a force composed of one die, two positive energy spheres,

Telekinetic storm

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Choose a nonmagical force field within range that you can see within range, causing up to ten meteors to fly up to five stories high into the air, forming a pillar of vapor. For the duration, a creature in the pillar can repeat one of the Elemental Proliferation checks made against your spell save DC. When you cast this spell,

Telekinetic Storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up

Telekinetic Storm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A 100-foot long, 30-foot-tall cylinder of swirling energy appears in your hand in an unoccupied space of your choice that you can see within range. Until the spell ends, whenever a creature enters the cylinder for the first time on a turn or starts its turn there, it can make a Constitution saving throw. On a failed save, it takes 10d6 psychic damage, and on a successful save, it takes half as much damage, and no damage, and no spell damage is reduced to its level. A creature who fails its saving throw against this spell must use its action to move to the nearest unoccupied space occupied by the cylinder. Evocation

Telepathic Barrier

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of stone or a thick cloud of dust, made of translucent elementals telepathic to one creature of your choice within range. The barrier remains for the duration, but the target can make a Wisdom saving throw to resist the barrier. On a failed save, the target takes 6d6 lightning damage and is blinded until the spell ends. On a successful save, the spell ends, and the barrier sheds bright light in a 30-foot radius on each side for the duration. In addition, a blinded target can make a Wisdom saving throw to break the barrier and avoid the barrier. This spell's damage increases by 1d6 when you reach 0 hit points. Evocation

Telepathic Barrier

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a permanent barrier around a creature you can see within range that lasts for the duration. The barrier is 1 foot thick and is made of 1/4—3 elven thickets. Each creature in a 20 foot-radius sphere centered on a point within range has resistance to nonmagical damage until its next turn. Any creature or object in the sphere remains inside it. Any substance or object moving through the sphere is made of a different substance or object. That object or substance can’t leave it. You can use your action to break the spell. Any creature within 5 feet of the sphere can make a Wisdom saving throw. On a successful save, a creature is ejected from it and its speed becomes no longer affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Telepathic Barrier

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell merges a willing creature and an object into one seamless barrier. The barrier extends into the willing creature’s ethereal plane and stays there for the duration. You choose a point you can see within range. The barrier blocks a single ray of light or an illusory image of an object that is within range. A ray of darkness could be a torch, a girdle of flame

Telepathic Barrier

Casting Time: 1 action
Range: 300
Duration: 8 Hours

You create a protective barrier between you and an invisible force that w aspires to protect it. The barrier is 1 mile high and forms on each side of a wall or other surface to serve as a barrier between you and the barrier. You can use an action to cause a creature within 5 feet of the barrier to make a Charisma saving throw. On a failed save, the creature can use its action to move up to twice its speed and otherwise be pulled 10 feet toward the barrier. A creature moved 10 feet toward the barrier can use its action to break it. Until the spell ends, the creature can make a single Wisdom saving throw to break the barrier. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a protective barrier between you and the barrier by using an action to create a new barrier. Choose one of the following effects when you cast the spell. • You create a new barrier by casting a spell. If you cast a spell that targets only one creature, that creature

Telepathic Barrier

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You implant within a creature or an object a line 30 feet long and 5 feet wide on the ground that you can see toward a creature of your choice within range, granting it a telepathic link with you. The implant lasts for the duration, at which point the creature leaves your immediate area to return, or until you use an action to dismiss it or its magical link with you, at which point it returns and doesn’t have to be marked as magical. Transmutation

Telepathic Barrier

Casting Time: 1 action
Range: 500
Duration: 1 Hour

You create an invisible barrier of telepathic energy that protects you and your companions against death. Until the start of your next turn, you have resistance to radiant damage, but no spell attack, spell attack, or psychic damage. Evocation

Telepathic Barrier

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create an invisible barrier that prevents creatures from communicating with one another through telepathy, spirit or body by secret symbol or by the language of a god or a demiplane. The barrier lasts for the duration, preventing any spells, magical effects or other effects from affecting the creatures for its duration. You can use this spell to banish a hostile creature to

Telepathic Barrier

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a teleportation barrier between two points on the ground that you can see within range. You can make the barrier up to 30 feet high, 10 feet wide, and 10 feet thick. The barrier, like other barriers created by the brash and profane profane language of the veil, blocks vision into the Ethereal Plane. Beyond the barrier is a sphere of strong void energy that sheds dim light in a 20-foot radius and looks like a candle. It emits a pulsing spell when it strikes one creature or a solid object of darkness within 60 feet of it. The spell fails if you are concentrating on your spell slot, if you are using your spell slot to create the barrier, or if you create the barrier while you are casting this spell. The barrier lasts for the duration. If you cast this spell without first preparing your spells for the spell, you can create the barrier as a full-round action, but its area is limited to 20 feet, and you can’t create the barrier on more than one side by using two hands or using one trunk. An incorporeal creature can create the barrier using its action to put a spell on the stack, sending the barrier into an extradimensional space that isn’t an open pit or a hard floor. The barrier lasts for the duration. If you cast this spell while you are asleep or at the ready, you can put a spell on the stack that activates immediately following the sleep sound, and you can dismiss the barrier before it activates. Abjuration

Telepathic Barrier

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You conjure a creature of your choice to share the fate of another creature with you in exchange for service to one of the following benefits: • You gain 5 temporary hit points. When the target drops to 0 hit points, it is transported to a different location on the same plane of existence as you. • The target can’t cast spells, activate magic items, or manipulate objects within its reach. It can fly, use thrown weapons, and can’t use reaction. If the target would be targeted by a melee spell using a nonmagical weapon, this spell automatically ends. Additionally, if the creature chooses to join you in a teleportation circle, the creature takes 3d8 trues of the spell (and can’t talk). Transmutation

Telepathic Communication

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A telepathic link was teleported into time and space by your faithful servant, the Great Bear. During the duration of the spell, whenever you speak, you can cause the link to make a telepathic link, audible to both of you, at any point in its movement. You can also specify a time and place in which the spell would take effect. The spell lasts for the duration, and you can end it by using one of the following effects. If you have a finger or two free to tap into the space you use for the spell, you can cause the link to move to any spot within range. If you have a finger or two on either side of you, the spell creates an instantaneous telepathic link between you and the Great Bear. You can use your action to create the same link using only your hand. If you have two fingers on either side of you, they instantly trace your footsteps toward one of the Great Bear’s secret chambers. If you have a finger

Telepathic communication

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a beam of telepathic energy that is invisible and invisible to you and that is centered on you. The beam can be a magical weapon, spell, or magic effect, a small object, or any number of objects you choose. The beam can penetrate any barrier you have, and it can pass through any barrier you have. Any creature within 5 feet of you must make a Dexterity saving throw. When a creature successfully saves its own turn, the spell ends. Transmutation

Telepathic Construct

Casting Time: 1 action
Range: 60
Duration: Self

1 Hour You create a telekinetic force field on up to five creatures of your choice that lasts until the spell ends. The field is large enough to encompass entire cities, towns and even entire empires. The field is visible from up to 300 feet away and lasts for the duration. If you cast this spell while you have concentration, you can specify a target location within which the field creates no effect. This means that the field blocks movement within the area but leaves enough room for your spell to last for the duration. If you have concentration, you can specify creatures that cannot be affected by this spell and that aren’t affected by it. Evocation

Telepathic Interaction

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You send a telepathic link somewhere you want to go, and then teleport to it. You know the destination and can see it in every direction. If you move from point A to point B, you teleport to a place where you already are, regardless of distance. You can use your movement to go there as a move action, or to move in any direction you choose. You can also use your action to ignore entirely the plane of existence where you are currently located. Transmutation

Telepathic Invisibility

Casting Time: 1 action
Range: Touch
Duration: 6 Days

You dismiss one of the following spells with an instantaneous cast, like a charm spell. You can cast the spell several days in a row. You can also end it early by using something other than a current search rating as a search check. Otherwise, the spellinstantinesis check is conducted via email to the same recipient. The DM rules this as a spell cast. 1 minute sketch. 2 days sketch. 3 days sketch. 4 days sketch. 5 days sketch. 6 days sketch. 7 days sketch. 8 days sketch. 9 days sketch. 10 days sketch. 11 days sketch. 12 days sketch. 13 days sketch. 14 days sketch. 15 days sketch. 16 days sketch.

Telepathic link

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Telepathic link 60 8 Hours The portal you use to enter another plane of existence opens in the chosen creature’s space when you cast the spell. The portal takes 2d8 necrotic damage when you enter it; if the creature enters the portal with a free hand, its free hand is free to open the portal as a bonus action on each of your turns until the spell ends. The portal is a portal to another plane of existence, closed to prevent its entry. The portal is permanent and can’t be dispelled by dispel magic. When a target reaches the limit of the maximum number of creatures in a room it can’t occupy, the spell ends. Loose clumps of rock form an overhang, forming a bridge that can be broken off and connected to the portal by a simple planar passage. A creature can choose to stay trapped within the bridge and follow the celestial instructions of its celestial master (if known), or to step out of the bridge and leap from it. As a bonus action on each of your turns, you can spend one of your movement options instead of casting this spell to teleport up to 30 feet and back to your home plane. Conjuration

Telepathic link

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You draw on the power of nature to shape a creature’s future. Each creature in a 30-foot cube within range must make a Wisdom saving throw. On a failed save, a creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. A creature fails this save when it takes damage from a weapon attack, such as from a weapon that disarms another creature. Evocation

Telepathic link

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You send a telepathic link between yourself and a willing creature you can see within range. The creature can understand your thoughts and actions, and the creature can understand your spoken language, written language, and whatever other knowledge you have. The craftsmanship of the creature is suggested by your proficiency with one spell of your choice (your choice, which you can cast while you and your companions are within line of sight) that allows you to mimic the creature’s words and actions, and you might link the creature with a book or a journal. The creature can read one thousand words before it has a rough idea of what you are saying. To send the link, sacrifice the creature to the spell or a similar effect, and you send it back to the warding spell you cast to send the spell back to the warding creature. The link might last as long as 1 hour, depending on the nature of the spell. The creature is friendly to you and your companions. After the spell ends, the link ceases working and the creature becomes stranger to you and its companions. After receiving the spell, if the creature carries out an activity without my knowledge or permission, the spell fails. If the creature carries out an activity by accident, the creature might accidentally perform the activity without my knowledge or permission. Thus you might send the link to the grave, a place where it might be useful in a difficult area, to a place infested with amoeba, to a place prone to disease, where the creature might have a difficult time coping with the dangers of magic, or perhaps to the laboratory where the creature might have trouble concentrating. The link might seem harmless to the creature, although it might leave it vulnerable to otherworldly harm. If you cast this spell multiple times, you can have up to three uses inscribed in the spell slot, or you can halve the duration. A triggered link can be damaged and/or blinded when the spell ends (your choice which scenario occurs first). Evocation

Telepathic link

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range. You create a telepathic link between the creature and the creature’s spirit

Telepathic Tendrils

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature that you can see within range and cause it to teleport to another location. The creature can make a number of telepathic leaps that can be made up of up to ten. Each creature in the area must make a successful Intelligence saving throw or be teleported to another location within range when it teleports. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance between you and the target increases by 60 feet for each slot level above 3rd. Transmutation

Teleportation and Telepathic Projection

Casting Time: 1 action
Range: 1 Hour
Duration: This spell creates a teleportation circle on the s

ame plane of existence as the destination plane. You choose

Teleportation Arcane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following teleportation effects within range: • Your body shimmers with a brilliant radiance and your movement is instantaneous. • You instantaneously teleport one willing creature that you can see within range. The creature can be up to 200 feet away from you, and you can dismiss the effect as an action. It disappears within 10 minutes. • You make a telekinetic leap, succeeding on a free throw or an attack of opportunity, sending a creature within 10 feet of you with a spray of radiance across an open field makes it possible for any number of creatures to come to a standstill for a moment. A creature makes this leap with intent to cause as much damage as possible. Transmutation

Teleportation Aura

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

For the duration, you choose one thing within range and cause it to appear in an unoccupied space of your choice that you can see within range. You specify a creature type, a location and a name for the thing you chose. The thing spreads its knowledge and magic to any spaces within 30 feet of you. If you choose a creature type, its statistics are unchanged and it isn’t affected by spells or other means. You manipulate a creature’s ability to move by manipulating any of its muscles, as if it were moving with it. It can use all of its movement to pass through barriers, but its movement is limited to a straight line. If it can’t move through a gap of 1 foot in height, it must move at least 5 feet over the shortest such opening. If you manipulate a creature’s teleportation circle, you can create an invisible circle on the floor of the circle. If you manipulate the opening of a portal leading into a labyrinth, you can link the four openings together to create a wall of ice. Evocation

Teleportation Aura

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Choose the area of an unoccupied space of your choice within range that you can see within range, and within which you can project one of the following teleportation messages, which are visible only to creatures of your choice within that space. You can send a message across any unoccupied space you choose that is no more than 60 feet on each side, up to 30 feet on each side, and directly to any creature within 30 feet of it that can hear you. If you choose a space that isn’t occupied by a creature, this spell creates a circular string of words that you can hear within 30 feet of the space you created, wordlessly. These words can be as large as Small or as small as Medium. To speak any message, a creature must make a Charisma saving throw. On a failed save, the creature can only understand one message at a time, and the spell ends on a successful save. You can send a message across a teleportation circle, wall, or other barrier made of teleportation metal, stone, or magical energy. You can place a message where one side of the circle is face up, and you must also make the message visible to each creature within 30 feet of it. A message can be sent from one side of the circle to a different creature, up to 60 feet, though it can’t move across a ceiling or over a building. Transmutation

Teleportation Aura

Casting Time: 1 action
Range: 5
Duration: 1 minute

You manifest a magical force field that extends from your hands to a point of your choice within range. Any creature that moves within the field takes 5d8 radiant damage, and as a bonus action on each of your turns before the spell ends, you can affect one additional creature for each hand. The creatures must be within 30 feet of each other when you manifest the field. The creatures become friendly to you and your field. Transmutation

Teleportation Charm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You awaken the senses of other creatures of your choice within range, causing one willing creature you choose to be within 5 feet of you to become animated for the duration. This spell can affect up to three unwilling creatures that you can see within range. An unwilling creature can be targeted only once by this spell. If you target an undead target and have it within 5 feet of you, you can instantaneously exit the target from the target’s grasp and cause it to animate up to half as much damage as normal. If you have no target within 5 feet of you, you can instantly exit the target from its grasp and cause the target to wilt, leaving it prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional unwilling creature for each slot level above 3rd. Transmutation

Teleportation Charm

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell instantly attracts and entangle creatures within range, making them wicker, wicker, tumbleweed, or similar. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, the creature can fly safely up to 30 feet while suspended in midair. The creature can use its movement to move across difficult terrain and other creatures, and it can’t make any spending its movement to move over barriers or run over a fallen tree. The creature must use its movement to move toward the barrier or run over it. If the creature moves over a barrier that is half as high as the barrier would lead it, the creature can make a successful saving throw. A fallen tree destroys the enchantment instantly. Transmutation

Teleportation sphere

Casting Time: 1 action
Range: Self
Duration: 1 mile

Instantaneous or 1 hour (see below) You teleport yourself to an unoccupied space you can see within range, and then you teleport a celestial or a celestial body (if you are teleporting to a celestial body, you must use a celestial body slot.) along with up to five celestial bodies. You take 10d6 radiant, psychic, or other radiant, psychic, or special elemental damage (if any), and the spell ends. When you cast this spell, you can teleport up to 30 feet from the destination space of the spell’s destination space (at least one round before the start of your next turn), and you can teleport up to 120 feet from the destination space. When you cast the spell, you can choose a celestial body that has the celestial body slot and that fits the description given in this spell’s description. If a celestial body is present at the start of your next turn, you can teleport it back to that slot. When you cast this spell, you can teleport additional celestial bodies up to 30 feet from the destination space (at least one round before the start of your next turn), up to 30 feet from the destination space (at least one round before the start of your next spell’s next turn), and up to 50 feet from the destination space (at least one round before the start of your next spell’s next turn). For each celestial body you choose, you can see and hear the destination space of the celestial body within 30 feet, and you can teleport up to 30 feet from the destination space to the celestial body there. If you teleport from one body to another, you are teleporting to the same body or body of the celestial you are teleporting to, even if you are speaking to the same celestial body or body of the same celestial body. Transmutation

Teleportation Word barrier

Casting Time: 1 action
Range: 60
Duration: 24 Hours

The opening of a scroll, scroll of teleportation, scroll of restoration, or scroll of restoration grants a false sense of security. If a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell fails. If the creature starts its turn there with three charges, it instead takes only one. When you cast this spell, and at the end of each of its turns or during your turn as a bonus action, you can use your action to dismiss a spell of 5th level or lower that requires concentration, the spell fails, and the creature’s speed is reduced to 0. The creature can repeat the saving throw, ending the effect on itself on a success. The spell can also end off magic items or wisps of magic in its vicinity, as magic that is neither used nor otherwise used by the creature spells. Transmutation

Teleportation Word damage

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You speak a message whose message reaches its destination. To any creature that hears your message, the creature must succeed on a Charisma saving throw or take 1d4 radiant damage, and on each of its turns until the spell ends, it must make a Charisma saving throw or take 1d4 force damage, or half what it takes to resist the spell. If a creature fails this saving throw, a force shot at the creature can’t harm it; it must first, at its previous turn, try another saving throw. If a creature fails this saving throw, the creature is sent flying, with the cost of landing on a landing gear of its choice. Transmutation

Teleportation Word of Recall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You send thoughts of whatever you are familiar with to a creature you choose within 30 feet of you. The creature must make a Wisdom saving throw, taking 10 on a roll, or at least one correct word of the chosen knowledge word. The creature can’t speak a non-English word, and its Wisdom is reduced by one. The creature can also only communicate with non-English words. On a successful save, the effect ends and the creature can return to its home plane. Transmutation

Teleportation Word Wall

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates four contiguous words, made of magical energy, that describe the physical and magical environment around you. You mentally understand each word by its precise sense, as well as the properties and capabilities of each substance. A creature takes 20d6 bludgeoning, 15d6 psychic damage, and 15d6 acid damage when it enters a place of the sort you choose within 120 feet of you, when a creature enters it, or when another creature enters it. An affected creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can switch places with another creature, or even speak in tongues with a being of the same size or type; for the duration, a misty cloud of mist covers the target. In addition, while the misty cloud is under your spell’s effect, the spell's trigger condition is changed to grant a wish effect to the target that can end the effect of the spell immediately if it is desired. Conjuration

Teleport, Enduring Realms

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You teleport yourself to an unoccupied space that you can see within range. You choose teleportation or originating from the space you left. You return to a random place within range, returning to any creatures you can see that are within the area, and so on until the spell ends. The only restrictions on your movement include—but are not limited to—you must still be within 30 feet of the space you left, and you can’t cross the floor or ceiling while you are teleported. You can’t use your action to examine a creature you can see within 30 feet of you. If the creature is of the kind you see, the creature must make a Wisdom saving throw. On a failed save, the creature takes 14d6 psychic damage and is stunned until the spell ends. On a successful save, the creature takes half as much damage and isn’t stunned. As a bonus action on your turn, you can move the nearest creature for the first time on the target’s turn. If the creature is on the same plane of existence as you, the creature must make the saving throw when you appear in the presence of it; if the creature is on the same plane as you, the spell ends for that creature. On your next turn, the creature must make its saving throw. On a failed save, the creature takes 2d6 psychic damage. On a successful save, the creature takes half as much damage and isn’t stunned. As an action, you can cause the wall to teleport off its surface and onto its surface wherever the spell is cast. You can also attempt to teleport a willing creature (whom you can see within 30 feet of you) by using a different hand. If you do so, the target must succeed on a Constitution saving throw or be affected by the spell for its duration, ending the effect on itself on a success. If you attempt to cause a creature to be charmed, frightened, or possessed by the spell by making an Intelligence saving throw, the target takes the failed saving throw. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can animate two additional doors on the same plane of existence for each slot level above 3rd. Transmutation

Teleport in Plants

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You instantaneously transported a willing creature in range to another destination, whether that destination is a point or an area you choose. The target’s journey and destination appear on the creature’s records. If you have a telepathic link with the target, the spell instantly transports the target to the destination you described. Conjuration

Teleport in Water

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You instantaneously transported a willing creature in range to another destination, whether that destination is a point or an area you choose. The target’s journey and destination appear on the target’s records. If you have a telepathic link with the target, the spell instantly transports the target to the destination you described. Conjuration

Teleport, or Cloak

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You hide yourself from detection, and you gain the ability to see invisible creatures and objects in the area you’re invisible. You also gain the benefits of visible sight, though you need not see invisible creatures or objects. You remain invisible until the spell ends or until you dismiss it. You can dismiss this benefit or any others at any time. You can also dismiss illusory effects created by this spell. While you are invisible, creatures and objects within your reach can’t see you, and you can’t use reactions or use actions. You can use your action to dismiss this benefit or any others at the end of each of your turns. If an effect uses your action to dismiss this benefit, that effect is wasted. Until the spell ends, if you are fighting a creature or a magical beast and the target is gone, the spell ends, and the target’s physical or mental state is ended. Transmutation

Teleport spell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You teleport yourself to a point where you are within range. You must use teleportation within 30 feet of the point you chose, or you are teleported to an unoccupied space that isn't on the same plane of existence as the point you chose. The spell allows you to teleport to any point on the chosen plane as long as the teleportation occurs within one minute of the destination location. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 6th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the spell lasts until the spell ends, and the spell disappears from your spell list. Transmutation

Teleport to another Plane of Perception

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself to a plane of unknown origin or destination in the Plane of Perception. You can enter a plane outside the area, pass a spell check, and re-enter the area to re-enter the plane. You can also teleport to any nonheirloom location within 150 feet of a place you visited for the spell’s duration, as long it is outside of the area. Conjuration

Teleport, truesight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You teleport yourself to an unoccupied space that you can see within range. You arrive in an unoccupied space that has the space provided. You arrive at the point you came from and arrive at the destination you came from. You are limited in the number of possible destinations you can have. You can enter or leave unoccupied spaces, up to 20,000 feet, and can’t leave a specific location. You can enter and leave unoccupied spaces only by using an action to the space‘s top, such as the jump or the use of truesight. You can also enter or leave enclosed spaces, but only by stepping out of the way of other means. When you enter or leave a space, you can use your reaction to teleport to it. You immediately immediately teleport to that unoccupied space. You can’t leave a space that has a lower level than 0,000 feet, nor can you enter or leave a structure that has a lower level than 0,000 feet. Transmutation

Teleport via Plants

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You instantly transported a willing creature you can see within range to another destination, whether that destination is a point or an area you choose. The target’s journey and destination appear on the creature’s records. If you have a telepathic link with the target, the spell instantly transports the target to the destination you described. Conjuration

Teleport via Rock

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You instantaneously link hands with nonmagical objects within range in an open container or other container. Likewise, you can transport a willing creature you charmed or pet for 2800 gp. That creature can be a creature (such as a human being or a unicorn), an undead, an elemental, or a creation of magical force. The spell itself can’t cross a magical barrier, but the bonded creature can step into it if it wishes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can link hands with one material object that you can see within range (such as a bowl or a section of floor or wall of stone)); the spell fails if the object is cast into a nonmagical object (such as a bowl or a section of floor or wall of stone) that isn’t being worn or carried. Transmutation

Teleport via Rock

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. You arrive in the space you formed as a result of a physical interaction with another creature, such as a creature walking on the ground or someone else opening a gate or a container. You aren’t there to impede movement, but simply to offer a convenient shortcut. For example, a summoned object could be created to teleport you to a location you know well. If you cast the spell two or fewer times before completing your next long rest, there is a 25 percent chance for each casting after the first that you get no benefits from the teleportation circle. A remove curse cast on the circle also removes any magical effects associated with it, such as raising the rings of divination or casting a spell of equal or greater level. Conjuration

Teleport Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You send a link between yourself and up to ten willing creatures of your choice that you can see within range. The target must make a Wisdom saving throw, taking 8d8 + 10 + the spell’s level on a successful save, or half as much damage on a failed save. The spell then ends. Transmutation

Temple of Agnes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The following spell creates a shimmering temple of golden gods and goddesses beneath the celestial body you created. Choose one of the following options for the duration: • Nothing. You create three simple runes’s, granting 30 benefits to the creature when you cast the spell. You can issue no more than three such offers. While you have the opportunity to issue fewer than three such offers, you always get what is offered. This spell closes all mortal wounds as long as it doesn’t bleed. If it resummons a creature, that creature returns to life with 1 hit point. Yellow. You create three simple runes that grant 30 benefits to the creature when you cast the spell. You can issue no more than three such offers. While you have the opportunity to issue fewer than three such offers, you always get what is offered. This spell closes all mortal wounds as long as it doesn’t bleed. If it resummons a creature, that creature returns to life with 1 hit point. • Green. You create three simple runes that grant a different bonus to the target when you cast the spell. You can issue no more than three such offers. While you have the opportunity to issue less than three such offers, you always get what is offered. This spell makes the target regain hit points equal to 1d6 expended. Red. You create ten simple runes that grant a different bonus to the target when you cast the spell. You can issue no more than three such offers. While you have the opportunity to issue more than three such offers, you always get what is offered. This spell makes the target regain hit points equal to 1d6 expended. If the casting is successful, the spell ends. Transmutation

Temple of the Lord

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a temple or a specific spot within range. You can maintain the temple or a specific place within the temple for the duration. Choose a location within range and an altar there. The temple or place is within 5 feet of you. If you have multiple temples or places within the same space, they must be the same location. You can designate a specific area and altar there to maintain it. The altar or the place must be within 5 feet of you. The temple or place remains there until the spell ends. If you cast this spell multiple times, you can have no more than one temple or place visible within the same space. Evocation

Tender Arched Bark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A barked bark spreads out from a point of your choice within range to form a vertical trunk extending from the ground in a 10-foot radius. The trunk remains for as long as you hold the trigger finger. The trunk is 1 inch thick and has a 10-foot radius. Any creature that moves through the trunk can’t exceed 10 feet walking speed. Transmutation

Tender bark

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a tree or shrub and stimulate its bark for the duration.

Tender�Blade

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and give it a warm, throbbing, orching sensation. Until the spell ends, the creature feels its own pain, gains comfort from no one, and can’t become numb or restrained (if it has one). When the creature drops to 0 hit points, it can make a Constitution saving throw. On a failed save, it is restrained, but it can use its action on a later turn to free itself. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Tender Fens

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell creates a softening on one of your fingers that gradually insets away moisture in a 40-foot cube from a point within range. The vapor lasts for the duration or until a strong wind disperses it. If you cast this spell using a spell slot of 7th level or lower, you can animate one additional finger and create a softening spell in the same 40-foot cube. If you cast this spell using a spell slot of 8th level or higher, you can create an additional finger, create a softening dust cloud in the same 40-foot cube, and protect a point within range as a result of taking damage. Transmutation

Tender grove

Casting Time: 1 action
Range: Sight
Duration: Divine protection

01. You fill a grove of green stone about the size of a small hill with poisonous energy. Each creature within 60 feet of the grove must make a Constitution saving throw. On a failed save, the creature is poisoned, and it is blinded for 1 minute. On a successful save, the creature can use its action to use another spell of level two or three higher to neutralize the poison, and it can repeat the saving throw. On each of those days that the grove is empty, it shapes and grows ever larger, until there is nothing left but rock and weeds. A wind of celestials or a chill wind of merfolk churns the area in twain. These elemental creatures deal 1d6 necrotic damage on a failed save, and their hit point maximum is reduced by the listed total until it reaches 6th level (4d6), the maximum level at which a creature can fall as a result of taking any damage. Necromancy

Tendergrowth

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell inscribes plants and trees within rough shapes and shapes suitable for growing, growing, and erecting furniture, as well as creating other suitable growth and arrangement for the living quarters. A dwelling is a structure that can span three stories and usually consists of at least one floor and a space covering up to 10 stories. You might create or set up a temple and serve as a guardian and guardian angel for up to six creatures. When you cast the spell, you can designate any number of creatures you can see and animate as humanoids and celer, all using the same kind of equipment. The celer equipment can be any creature that fits within a physical dimension that is capable of reaching into the cube to create equipment as long as it has the appropriate equipment and alignment. The celer equipment can’t exceed the following equipment levels: - Armor. - Tonics. - Weapons. - Armor. All of these components are created using the cube’s material. If you create a cube that has fewer than four creatures, you are limited in what creatures can be created and whether creatures can be created themselves. For example, if you create a cube that has four creatures created by the same spell and two created by a different spell, you can create creatures of the same kind created by the same spell or by a different spell casting option than the one you used to create the cube. If a creature created by a spell fails to meet one of the conditions outlined in the spell description or if any of the conditions apply to a creature created by a spell, the creature takes 20d6 thunder damage, or half as much damage, instead of the normal rate. In addition,

Tender Gust

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a point within range and pass under the effect of an upward breeze. The touch lasts for the spell’s duration, or until completely obscured. You can also use it to cause great force to move a creature, causing it to make a new Attack or Hit or make a melee attack. If the target is a creature, it can be a Huge or smaller creature (your choice which creature can make the new attack or hit). Transmutation

Tenderheart

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A creature gains the temporary hit point of your weapon. The target takes half as much damage from nonmagical bludgeoning damage and half as much damage from bludgeoning damage from piercing. The target also has advantage on attack rolls against spells and other magical effects that cause the target to take damage. The target is charmed, frightened, and otherwise restrained by the spell. If the target is charmed, frightened, or otherwise restrained by a spell or other magical effect, any effect that causes it to fail that turn will trigger when the target is within range. The target can use her action to make a Wisdom saving throw. On a success, the spell ends. On a failure, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Tenderizer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you touch with a potent painkiller. The target takes a - 5 to both hit and necrotic damage. If the target takes any damage before its next turn, the target takes half as much damage if it isn’t poisoned or slain before the spell ends. Necromancy

Tenderizer

Casting Time: 1 action
Range: 60
Duration: Transmutation

Tenderizer

Casting Time: 1 action
Range: Touch
Duration: 1 Day

This spell reshapes your appearance to serve you in a manner familiar to you. Choose one creature you can see within range and make it a suitably arid uniform (your game statistics state that you are tall and lean towards the forward end of the arabian group). Until the spell ends, you can use a bonus action to make yourself appear to be weighing less than normal when you use this spell. You can’t reduce the creature’s gear to no more than the lowest possible value, but you can alter its outfit and weapons for the duration of the spell. Your appearance can’t mimic the appearance of other creatures, so when you cast the spell on it, you can target other creatures who are heavier than you with disadvantage on attack rolls against you. When you do so, you can choose one creature as a target. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t contravene its beliefs or do nothing to harm it in the course of its turn. The creature also obeys your verbal commands to the best of my ability. Once a day, I can send an angry message to an enraged creature, send a creature into a rage that it can’t handle, or command an angry creature to do terrible bodily harm. While you w as trained as possible not to harm an undead, you can’t affect its mental state beyond what you have trained it to do, and you can‘t affect its sensory state more than once. While trained as a fiend, you are trained to treat fey as a class skill, rather than a spell skill, instead of as an Intelligence (Investigation) or Wisdom (Perception) skill. Enchantment

Tenderizer

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that Iftes an intent to a prohibited activity. The target ignites an inert substance that you can see within range and then ignites an inert object you touch. The spell ends if you possess the requisite Intelligence, Wisdom, or Charisma to cast the spell. Illusion

Tenderizer

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature, and the spell ends for it. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage, and the target can make a Constitution saving throw. On a failed save, the target takes 1d4 acid, 2d4 cold, or 3d4 thunder damage, and it has disadvantage on attack rolls against creatures other than you. Transmutation

Tenderizer

Casting Time: 1 action
Range: Touch
Duration: 7 Days

You touch a willing creature that is neither diseased nor diseased enough for healing. Until the spell ends, the target can use its reaction to replace one of the following two injuries: acid, cold, damage from fire, or an energy weapon. To do so, the target must succeed on a Strength saving throw or take 4d12 necrotic damage (1d6 damage each level thereafter). On a successful save, the spell ends. Necromancy

Tenderizer

Casting Time: 1 action
Range: Touch
Duration: 8 hours

This spell harms creatures of your choice that you touch. Until the spell ends, you and any creature that you touch have resistance to nonmagical bludgeoning, piercing, or slashing damage from weapon attacks. In addition, if you cast this spell on a creature, and its weapon falls into a place other than that of the spell’s target, it deals an extra 1d8 damage of the type normally associated with the weapon and immediately succeeds on all attack, damage, and saving throws. As a bonus action, you can mentally step up to three feet in one side of the target, causing it to make a d4 Strength saving throw. On a success, you can move to the other side of the target without moving or even sounding the target (if it is

Tenderizer

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature and bestow upon it a calming magic that awakens its senses and makes it even more attuned to its surroundings. For the duration, the target can make a Wisdom saving throw to automatically recognize any scent that fills its lungs or fills its nostrils as a scent of magic. On each of your turns as a bonus action, you can use your action to affect the target again if the magic ends before this spell ends. It can reroll any 2d6 damage rolls it makes before using its action to re-roll any number of numbers of numbers higher than two. As an action, you can affect the same number of times within 60 days. If a magic circle on the target creature is large enough, it can be moved up to 5 feet in any direction. If a magic circle on a creature is small enough, it can be moved up to 10 feet in any direction. If a magic circle on a creature is active while the spell is in effect, the spell is dispelled while the circle is active, forcing the creature to use its movement to move its magic circle. If the magic circle on the target creature is ever damaged or broken, the spell is dispelled and its components are left with a mess of shattered magic. When the spell ends, the creature w leaves a trail of debris and spell-like properties behind it. If you locate or sense any of this magic, you can trace

Tenderizer

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one object that you can see within range and that fits within an appropriate 5-foot cube. You touch one object, a beast, or a fey. The object glows yellow if it is ever visible (its intensity is 1,000 gp light gray). Otherwise, the object glimmers in dim light. The object glimmers for the duration, and it has advantage on attack rolls against any creature within 5 feet of it that you can see. The object glimmers for the full duration. If the object glimmers for the entire duration, so does the fey. The fey glimmers for the duration. That period of darkness lasts until the fey leaves the target’s plane. When the fey glimmers, it lasts for the duration. If the fey glimmers lasts longer than the fey finishes casting the spell, the spell ends, and the spell fails, the fey glimmers and the fey glimmers again, and the spell ends for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the length of the duration increases by one additional step, for each slot level above 6th. Transmutation

Tenderloin

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You imbue a willing creature you touch with an aura of toughness and vitality. The spell ends if the target is dead or in combat. The spell ends if the target is no longer a target of the spell. The target’s hit point maximum and current hit points remain at their current mass. The target’s hit point maximum and current hit points are restored to the target’s condition

Tender Sensing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 month

You create faint whispers and soft whispers within the silence of your mind and within the hollowed out remains of one creature you touch. The whisper must be made within a sound 20 feet on a solid surface and must be no larger than a 5-foot cube. When you cast the spell, choose one of the following options: 1. Stifling Smite. You utter a whimper that causes creatures of your choice to take 3d8 bludgeoning damage and 2d6 cold damage, and each target takes 3d8 cold damage and 2d6 cold damage when it ends as an action, or half as much damage when it starts. This spell allows a creature that takes damage or dies before it can cast either spell to regain 1 hit point. 2. Unspeakable Sorrow. You shatter the mind of a creature that you can see within range. For the duration, the target has disadvantage on attack rolls against you and can’t take actions or take any special actions it takes until the end of its next turn. The target can’t willingly move or take any actions it takes until the spell ends. This spell allows a target with disadvantage on attack rolls against you, while the target’s Wisdom is 0. The spell ends for a target with advantage on attack rolls against you. On a successful throw, the target can make a Wisdom saving throw. On a failed save, it takes 7d8 psychic damage, and then it automatically regains 5 hit points. On a failed save, it takes 10d8 psychic damage, and so on. These effects last for 1 hour, and the spell’s effect ends if a creature uses its action on its turn to use its action to use its action on its turn. 3. Nightmares. You project the presence of a spirit that is friendly to you and that knows no language. You choose the following two nightmares for the target. (a) A nightmare that can fit into a 20-foot cube b. A nightmare that can fit into a 30-foot cube c. A nightmare that can fit into a 40-foot cube d. An ageless nightmare, with all its tentacles and lungs filled with rotting flesh e. A sadistic nightmare, with all its eyes filled with spectral desires f. A cruel and terrible nightmare, filled with filth g. A despotic nightmare, filled with power and murder h. Mystical nightmares, filled with madness, were created by your shadow. You can specify a sort of nightmare, such as a grimoire-like stupor, a dark temple, an iron-encrusted sarcophagus, or a labyrinth-like chamber filled with horrors. The horrors are harmless, and your shadow controls only you. The nightmares do not affect you as a whole, and they disappear when you dismiss your shadow spell. If the horrors you choose are based on real life, you must make each creature’s statistics, including mental ability scores, as described below. For example, a misty prison made from iron can’t be created by this spell. 4. A dark place created by divination You choose a spot within range that can be magically illuminated. If you cast this spell there is a 60 percent chance that lights in that spot can be lit by radiant or magic use of a spell of 3rd level or higher, and sunlight that fits within 100 feet of the spot counts as magical use of that light. If a place of this kind is never lit or seen, the spell fails. For the duration, bright light in the area can illuminate only one area of the spell’s area. Illusion

Tenderstink

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You touch a willing creature and cause it to become rigid in its current state. The target can make a Dexterity saving throw, taking 3d8 force damage on a failed save, or half as much damage on a successful one. On a failed save, the target has disadvantage on the next attack roll it makes with this spell against that creature until the spell ends. If the target is not restrained by an object or restrained by a spell, it must make a Strength saving throw or take 10d8 bludgeoning damage, or half as much damage on a successful save. If restrained by a spell, it must make an Intelligence saving throw at the end of each of its turns. If it is no longer restrained by an object or restrained by a spell, it must make an Intelligence saving throw at the end of each of its turns. Conjuration

Tender the Rocks

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a mineral object that you can see within range. Until the spell ends, rocks in the area erupt and lash out at creatures you can see within range. Each creature in the area must make a Strength saving throw. On a failed save, a rock explodes, and creatures that have the Strength saving throw are pushed up to 10 feetA ring of thorny vines spreads out from the object in a 20-foot square on the ground. The vine lasts for the duration. When the spell ends, the area reverts to normal after 1 foot square. If the area is too small for a giant rock, it is stretched out further out. Each 5 foot square turns into a temple, each foot a staircase leading up to a higher tier of the temple. Each staircase leads to a lower tier of the temple. Each staircase leads up to a higher level of the temple. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Tender twigs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a twig and imbue it with magic. One end of the fabric hangs loose from your hand and the other hangs loose from your fingers. Until the spell ends, the fabric glows yellow and wickers as you deal lightning damage to it or an object it affects. If you hit with an attack during the spell’s duration, the fabric breaks, and the attack deals 1d6 lightning damage to you. If you hit with a melee spell attack during the spell’s duration, the fabric breaks, and the spell ends early. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Tendrils

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose a point within range that you can see within range. The spell’s damage increases by 1d8 when you reach 5th level or 11th level. Evocation

Tenebrous Armor

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A metal helmet made of veiny mica glistens in the sunlight through opaque veins that grant it protection against wind damage. The helmet is emblazoned with the power of the deity’s symbol, granting it the ability to project a radiance of radiance in a 30-foot radius. The wind is deafening to nonmagical creatures of similar height. It blows with a 15-foot cone, forming a vortex centered on that point. Each creature in the vortex must make a Constitution saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Evocation

Tenebrous blanket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, quills, thread, stalks, and other objects of moderate or greater weight shed light in a location within range. Should any of these light sources be destroyed, the objects shed light in the spot’s-within-spaces pattern. Any creature or object created by the spell’s effect on an object created in the space it’s created in the spot’s-within-spaces pattern is replaced by a new one at a later time. Any creature or object created by the spell on an object created in the space it’s created in the spot’s-within-spaces pattern is replaced by a new one at a later time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the light created by the blanket rises from the spot’s-within-spaces pattern to a height of up to 10 feet. Evocation

Tenserian Shield

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell wards off decay in a 20-foot-radius sphere centered on a point within range. It lasts for the duration, or until a creature chooses a new, unoccupied feature of its choice and uses its reaction to transform it. A new creature must use its transformation into a new kind of weapon or armor, such as a halberd or a katana. For the duration of the spell, a creature has a +1 bonus to the attack and damage rolls of its saving throws against being knocked unconscious. Transmutation

Tenserite

Casting Time: 1 action
Range: Touch
Duration: 8 Days

You touch one willing creature. For the duration, the target’s life bar is restored to it (if any) or to one of its hit points per hit points it has. If you cast this spell without first preparing the target for its recovery, the spell fails and the spell fails again, with a 10th-level bonus provided that it takes no more than 10 minutes to complete. The spell ends if the target has any resistance to one damage type or if you somehow shatter any barriers that hold the creature. Abjuration

Tenser's Arcane Ward

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

You create a ward on a stronghold or nest that you can see within range. The invisibility of the spell is negated when you cast this spell, and the ward lasts until dispelled, after which it stops working. When dispelled, the invisibility of the spell remains, though it no longer wilt. The warded area can be as small as a 15 feet cube or as large as a 90-foot cube. When the spell ends, the warded area disappears, and any creatures or objects still affected by its spell slot are turned to ash. You can teleport up to 30 feet into the warded area, or you can’t cast spells there for as long as you are alive. Evocation

Tenser’s (Armor) Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a protective magical bond with one creature you can see within range, granting it a bonus to AC while they are within the area. The bond lasts for the duration, or until you use an action to dismiss it. The action can be long or short, 1 hour or two minutes. The physical bond is strong, but weakling, and it fails if the creature is immune to being charmed. The extra damage the bond inflicts when it is broken makes it less effective at keeping creatures under your control. When the spell ends, the creature returns to its home plane, and the action that returned to it must again make this saving throw. It must then use its action on that action to return to your home plane. If it returned to your home plane, you and any creatures you designated there must maintain a current positive magic level of 6th level or higher, which creatures the spell affects. The spell’s effect ends if you leave the plane or if you cast this spell in the next

Tenser’s Bane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to drain the life essence of a creature’s humanoid companion. The target takes 4d8 necrotic damage at the end of each of its turns if it is within 60 feet of you or within 60 feet on the ground when you cast this spell. The spell ends if the companion dies or if you dismiss it as an action. If you cast this spell again, the necrotic damage has no effect. While this spell ends for a creature, this spell doesn’t disappear. You can dismiss this spell as an action. While this spell lasts, the creature is no longer affected by this spell. At any time during the duration, the creature is incapacitated, drained of its life essence, and makes a Wisdom saving throw, taking 3d10 necrotic damage, against your choice of one of the following damage types: acid, cold, fire, lightning, or thunder. On a failed save, the creature becomes blinded for 1 minute, or until it says a dark or low spoken language. The creature can make a Wisdom (Perception) check using another creature’s Wisdom (Outline) check against your spell save DC to see if the creature can understand what is said. If successful, the creature moves to a spot within 30 feet of you and remains there until the spell ends. Necromancy

Tenser's Blade

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A thin blade slinking upward toward an enemy in range, granting it a +2 bonus to attack rolls, saving throws, and weapon attacks until the spell ends. Transmutation

Tenser's Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You shift your weight, heightened physical form (up to 6 feet), and shape to appear as a young adult. Your height must be no less than 6 feet, your weight no less than 150 pounds, and you have the statistics listed below. You can’t become a prince, queen, or other legendary good or evil. You can’t become a god, wizard, or a deity. You can’t appear in the nude, or in the form of a head taller than me. You can’t be charmed, possessed, possessed by a deity, or possessed by a deity outside your deity’s sphere of influence. You can’t be contacted or sent to other planes of existence. You can't travel to another plane of existence beyond that one. Instead, you must follow the same course of action as for the spell’s duration, which can be

Tenser's Bolt

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and teleport to a point where the spell remains for the duration. When the spell expires, the target falls unconscious. Immediately after you cast this spell, choose a location within range and the spell remains for the duration. This spell can penetrate most barriers, but it can’t enter an unoccupied space or a special ocation space. It can’t be targeted by any nonmagical radiance, such as from a bright light, a dark , or from outside the spell’s area. Abjuration

Tenser’s charm book

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose a book that you can see within range, and then act as if it were written on the cover. You have advantage on the spell check. If you win the game, the spell ends early. If you lose, the spell ends early, and the spell ends early again, if it’s true. The spell can be cast as normal, ending the game on the page. If you cast it again, the spell is dispensed with. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the power of the charm book widens to include the power of the magic book of any other alignment. Transmutation

Tenser's Claws

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature who isn’t wearing armor. For the duration, the target’s base AC is 11, and the target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be restrained by the magic of the spell until the spell ends. This lock of hair then becomes a fur-lined covering, covering the creature’s face, elbows, tails, and such (as a bonus action). At Higher Levels. When you cast this spell using 1 st level or higher spell slots, the damage increases by 1d8 for each slot level above lst. Abjuration

Tenser's Cure Wounds

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You heal a creature that you can see within range. The target regains hit points equal to 1d6 at the end of each of its turns. For every 1d6 + your spellcasting ability modifier, you heal a creature that has just died. Abjuration

Tenser's Dance

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a fey, one that appears in an unoccupied space that you can see within range and takes the form of a small dog. The fey is friendly to you and your companions for the duration. The fey can’t attack you. If it fails its saving throw, take 2d12 psychic damage and be pushed 10 feet away from you in a random direction direction you choose before it does anything else. The spell ends if you are incapacitated or can no longer stand it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Necromancy

Tenser's Dilemma

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one creature that is within 5 feet of you and that can either be one of the creatures you cast this spell on or one of the creatures you cast this spell on. You manipulate the creature to create one of the following effects while you are casting the spell: • You cause the creature to become frightened of you for the duration. • You cause the creature to become hostile toward you for the duration. • You cause the creature to become hostile toward you once more for the creature’s challenge rating. • You double the creature’s carrying capacity, allowing it to carry up to six people at a time. • You instantaneously cause a steed to become frightened of you, or curse the creature for its unruly behavior. These effects persist for 1 hour, after which time they are replaced by similar effects. Illusion

Tenser's Disguise

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell disguises a Medium or smaller creature as being of a height above the normal visual range, as well as making the creature appear normal, normal Medium creatures appear as half-

Tenser's Disguise

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes a person seem younger, more civilized, and less dangerous. For the duration, you can appear young, innocent, and gentle. The target of the spell is a familiar worth studying, or someone you know who is an unlikely object of interest. The target chooses a size and weight appropriate to the creature’s body and assumes the facial features and the facial expressions of the creature you choose. The target also assumes a number of other traits and abilities of the creature’s choice, which can be modified as you make the choice, though you must remain within 1 mile of the target for the modified traits and abilities to be effective. In addition, the target gains a +2 bonus to all damage rolls, saving throws, and attack rolls. The bonus also makes the target and its companions vulnerable to being wrenched from their bodies, causing them to make a Strength saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is caught in the shock of the moment. The target and its companions are restrained, leaving them with the lowest possible hit points. While the restrained target is under the effects of the restraints, a vortex appears in the target’s space that is 30 feet wide and 5 feet tall, centered on it. The vortex can move 100 feet in a straight line from one side to the other, with the vortex centered on a point you choose within 120 feet. The vortex is large enough to fill a 5-foot-by-8-foot room. While in the vortex, the restrained target can use reactions that make it easier to grab hold of another creature, such as by swinging a hand or making a slam. If the creature tries to ram the vortex into a creature or a creature object, that creature must succeed on a Strength saving throw or be pulled into the vortex, causing it to become restrained and then have its action taken out of the vortex. The restrained target can use reactions that make it easier to ram a creature into the ground or to an object so it can slam the creature into the ground. Any creature restrained by the vortex must make a Strength saving throw. On a failed save, the creature is restrained and made vulnerable to being pulled toward the vortex until it breaks free. After breaking free, the creature is freed from the restraints and can use its reaction to ram a creature into the ground or to an object so it can ram the creature into the ground. If the creature breaks free from the restraints, it can use its reaction to ram the creature into the ground or to an object so it can ram the creature into the ground and regain some cover. After ramming the creature, the creature makes a Dexterity saving throw. On a successful save, it is no longer tied to the vortex and can move freely there. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 10 days for each slot level above 6th. Transmutation

Tenser's Disguise

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You make a disguise or partial disguise out of an object you are holding. You must use 5 hit points for the trick to work. It has a range of 60 feet and a price tag of 300 pounds. You must use 5 of these tricks each day for the duration. 1. Open the container you are holding. 2. Place the disguised object in an unoccupied space under the surface. 3. Place the disguised object under a nonmagical object of your choice that you can see within range. 4. Place the disguised object under an object of your size or smaller that you can see within 30 feet of it. Transmutation

Tenser's Disguise

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You make a disguise or partial disguise out of an object you are holding. You must use 5 of these tricks each day for the duration. 1. Open the container you are holding. 2

Tenser's Disguise

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Dim, invisibly, and others with fine clothing appear as harmless dots on the wall or table. The dots appear for 30 days. When the spell ends, the spell ends, and the spell ends on a blank page of this spell’s text. Necromancy

Tenser's Disk

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a disk of distorted air that lasts until the end of your next turn. You can make these disk’s appear to be made of stone or fire, as you choose, and create them by manipulating a piece of wood or a metal part. When you cast this spell, you can set a creature’s speed, the direction of its movement, and its brightness to brighten the disk’s surroundings. The disk can hold up to 500 pounds. When you cast this spell, you can make a new image of the disk appear larger or smaller. You can create up to twenty such images. When you create the image, you can assign a height and direction to it, as long as the image has at least one foot on either side of the creature’s path. The image can be affected only by spells or other means. When you create the image, you can use a bonus action to cause the image to change its size or direction. As the image changes size or direction, you can change its weapon or armor type, change its clothing or jewelry, or simply change its facial features. The image lasts for the duration. If you create more images than your creatures can wear or carry, they shrink to a minimum of 1 inch in height and 1 inch on either side. When the image appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and is knocked prone. On a successful save, it takes 5d10 bludgeoning damage and isn’t knocked prone. Transmutation

Tenser's Disk

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create or reshape an object weighing as much as 100 pounds or as little as 50 pounds. The object’s contents can’t change, and you have resistance to nonmagical damage (your choice dealing it no force damage), damage to plants or water, or poison (your choice) for 1 minute. The spell ends if you use a different spell slot or if you cast this spell again. The object can be any object, nonmagical or man-made, made of stone, mud, or some other liquid. If it isn't made of stone or mud, it falls into a category of suspended animation, with one exception: if you are in the air and within 5 feet of the object, you can use your reaction to move the object up to 20 feet in a straight line before moving it. Any creature restrained by the object can use its action to move the object up to 20 feet in a straight line. As an action, you can move the object up to 30 feet in a direction you choose, but it can’t move while moving objects or using reactions. When you cast the spell and make an attack through it, you make a new attack roll, provided that you have the creature’s initiative. If you are able to move the object, it

Tenser's Disk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a Disk of Elemental Evil in an unoccupied space that you can see within range. The Disk appears on the ground in an unoccupied space that you can see within range, and it lasts for the duration. It is a sphere with a 50-foot radius centered on the Disk. When you cast the spell, you can make a new copy of the Disk. The new copy can be summoned from anywhere within the Disk you created. The summoned creatures can be anywhere on the Disk, as long as they aren’t being worn or carried by someone else. The Disk lasts for the duration. The summoned creatures can’t attack or otherwise benefit from abilities affecting them (such as the Sense Motive or Flight action have no effect if that creature is carrying a different kind of fuel than they are carrying). The Disk is an object made of wood or stone, and its area is limited to a radius of 2 miles. When you cast this spell, you can create a Disk of Irradiation. It extinguishes all damage that might be caused by nonmagical damage caused by in the area. When you cast the spell that creates the Disk, you can change the material component used for the component to fit the spell’s requirements. The change can take effect when you cast the changeler spell or you take a standard action to try to cast the spell again. You can also specify conditions that will occur when you cast the spell the following day. For example, you could make the Disk a fire extinguisher, a torch that extinguishes torches in flames, or a piece of jewelry that turns a torch against others. The material component you specify might not apply to the disk. If you create an object made from wood or stone, the spell doesn’t damage it, but the item vanishes when it is no longer wielded or worn by the object’s wielder. Transmutation

Tenser's Disk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a disk of antimagic plasmids inscribed with a spell of no special effect. The disk appears in any spot within range and lasts for the duration. You choose the spell’s spell score appropriate for the part of the disk’s effect you chose. The disk has the same spell score and effect, but it has disadvantage on attack rolls and ability checks. The disk is a replica of the original spell of the casting day. If you cast the spell as part of the restoration spell cast to a permanent object or activity destroyed by the spell, the restored object or activity can’t be returned to its original condition. The restored object or activity can’t become trapped, but it can’t be targeted,ledgers could not be opened, andany creature within 5 feet of it could be charmed into performing a mental test. You know the location of all the objects and effects of the disk, as well as their alignment, intent, and possibly other relevant information. A failure to obey might result in your item’s restoration being stolen. Necromancy

Tenser's Disk

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You send up to ten stars that fit within a 10-foot cube to a point within range. The target must succeed on a Strength saving throw or its gear and become trapped for the duration. Any piece of gear created by this spell is consumed when the spell ends. A trapped creature can use an action to shake the cube up, which prevents it from moving or firing a weapon. A creature trapped by this spell must make a Strength saving throw. On a successful save, it is no longer trapped and remains trapped with you. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the extent of the trapped creature’s gear increases by 1. Each time the spell ends, the trapped creature can use its action to pull one of its own pieces of gear open, rather than using a spell slot of 5th level. If the piece of gear is closed for any reason, the creature can use its action to pull one of its own pieces open, albeit from a different slot. If it uses its action to pull a piece open, it does so without spending a slot available. A trapped creature can make a Constitution saving throw at the end of each of its turns. On a failed save, the creature is held prisoner for the duration. If it successfully saves against this spell, it is freed and returns to the wild for the duration to recover from its trapped condition. Transmutation

Tenser's Disk

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one object that isn’t on the ground or in the air and that isn’s capacity is less than or equal to the slot you used for its capacity. The spell exchanges 1d4 for 2d4 slots, or 1 slot for each non-magical object you picked up outside the spell’s container. For example, a nonmagical object created by a spell slot of 3rd level undead might be created by slotting it 2nd or 3rd

Tenser’s Divination

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You choose the creature’s name, and if it isn’t a creature, the spell reveals its name and creature as spell elements in its mind, as determined by the lich. The creature must be within 5 feet of you when you cast the spell. If the creature is charmed, frightened, or possessed by a powerful demigod, the creature must make a Wisdom saving throw. On a failed save, the creature is charmed, frightened, or possessed by one of the demigods described in the description. An unwilling creature can refrain from pursuing the creature if it wants to, but this activity remains prone for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. Enchantment

Tenser's Divination

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature that you can see within range. If it has the Divine Sense feat or is an undead, the target becomes aware of you and can’t be targeted by spells or otherwise affected by its spells. Divination

Tenser’s Divine Sense

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Describe or name a divine word, sound, or other divine spell of divine power that is uttered within a certain distance of you. You sense the direction to the word’s location within range, as long as that spell is on the ground or in the area. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If the spell requires concentration, it lasts until the end of your next turn. Divine Word Smite 60 Concentration, up to 1 minute You attempt to afflict a creature with a virulent fever. The target must make a Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. The fever spreads around corners. It lasts for the duration. When a creature realizes that it has been infected, it either regains or enses an unreadable or misleading description of the spell’s effect. For example, if you w ill say the spell curses a creature, the fever might read The following description is based on the game description, and may or may not be accurate. ******Feet of Th

Tenser's Embrace

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You transform yourself, or one willing creature you choose within range, into a type of beast known as a Tenerin Beast, from the Spell List of your choice until you choose a new one. This transformation lasts for the duration, or until you use your action to reach for a different beast. The transformation lasts for the duration, if you chose a different beast. You decide what type of beast you transform, and when you do so, choose a beast that you have hit points at the time you transform. You can choose a single ability score (a b c d e f g, a h I j k l m n o p r o r u v) or two or more creature 〈 statistics, such as size, build, or hit points, that you know (or suspect are true), and that are attuned to you. The creature’s statistics become known only to you. As long as the creatures statistics are unknown to you, you can transform the creature you choose, and you can use your action to transform the creature you choose, using the same statistics as the creature you transform. You can also use your action to transform a different creature (at any time thereafter), returning to the top of your thoughts for 1 minute. After a short rest, you can also use your action to transform a creature’s next move, ending the effect on itself on a successful attack roll or a saving throw. If you transform a Large or smaller creature, each succeeding attack requires an extra action to move to the creature’s original space on the ground, including when you transform it. If you transform a Large or smaller creature, each succeeding attack requires an extra action to move to the creature’s space on the ground, including when you transform it. At Higher Levels. When you transform a creature, you can use your action to move the creature up to 30 feet in any direction. If you do this, the spell ends and the creature’s movement is blurred. Transmutation

Tenser's Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure a spectral hawk that acts as a sensor, listening for sounds within 30 feet of you. A hawk can reach up to 30 feet away from you with a successful Strength (Athletics) check; however, you have disadvantage on the check if the hawk is still visible when you cast this spell. If you don’t perceive the hawk visually, you are blinded until the spell ends. Transmutation

Tenser's Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the spell’s duration, the eye of a willing creature you touch turns into an eyeball. An eyeball is a humanoid whose body is covered by thick, fine iridescent fur. When the spell ends, the creature’s eyes are drawn toward you. Such a creature can be as large as a Huge or smaller. You can’t cast spells with a target creature in its eyesight for the entire duration. While the creature can’t see anything and can’t understand the language that it hears, the creature can read anything that it sees and can understand any spoken language that it hears. If the creature uses an Intelligence saving throw to see if it can see anything that isn—at least—encumbered by this spell, the creature can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. On a failed save, the creature can’t cast spells for 1 hour. If you use a spell slot of 5th level or lower to cast this spell, the creature can have no more eyes on it than a Huge or smaller creature allowed on its level. If you cast this spell on a creature’s turn, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Tenser's Faith

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a point you can see within range. You sense the presence of any creature within range, as long as that creature is within 500 feet of you. The illusion appears side by side with the charmed condition, and the spell fails if the condition reduces the target’s ability to reason to be unaffected by the spell. If the target’s current Wisdom is less than or equal to the target’s, the illusion automatically succeeds on saving throws against its spells and is affected by its spells failed. A creature that can’t see the illusion can’t perceive itself as the target’s Wisdom drops to 0. The target can’t perceive itself as being hostile to it, and the spell fails if the target’s Wisdom is at least 1. The target doesn’t perceive anything hostile about it. Physical interaction with the physical object of the target’s choice ignores it. If the object is something other than wood or stone, the creature is hostile to it. Abjuration

Tenser's Faith

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You reach into the mind of a creature that you can see and compel it to perform an act of divine power known as a terse illusion. The target of this spell must make an Intelligence saving throw. On a failed save, it can act only in cryptic, profane, or cryptic message form, as specified in the terse illusion. The terse illusion allows you to turn any creature within 30 feet of the target (60 feet for animated creatures) into a terrifying figure. A target can make an Intelligence saving throw at the end of each of its turns, ending its turn early with a +1 bonus to the saving throw. On a successful save, the creature takes its turn moving up to its speed, and by the time it reaches

Tenser's Faithful Hound

Casting Time: 1 action
Range: 10
Duration: 30 days

Your god’s raven grants you supernatural powers beyond the pale, allowing you to communicate with any creature willing to be considered a god in the deity’s pantheon. Creatures can’t be considered gods because they don’t share your deity’s title with you; however, if you do so, your god can speak in secret to gain access to a secret chamber created by your deity and the contents of which are secret to all creatures other than yourself. The secret chamber is an open, labyrinthine laboratory where you can issue commands or direct a group of creatures to fight one another. While the two of you are on the

Tenser's Faithful Hound 30

Tenser's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 10 Days

Your training with the Hound has taught you the ability to see across vast distances and know the secrets of its lair. You choose the challenge rating of one condition that you meet: • Your current speed is 30 feet. • Your walking speed is 30 feet. • Your hair length is 30 inches. • Your voice is 30 percent human’s dialect. • You are immune to poison and psychic damage, and your melee attack rolls against creatures with poisoned or psychic diseases have disadvantage. If you are incapacitated while fighting these creatures, you can’t move for 1 hour while fighting them. If you are fighting a creature that is trying to cast spells, your flying speed might be reduced by 50 feet. Alternatively, if you are concentrating on a spell, your climbing might be reduced by 25 feet. You can use your action to move up or down as one of those changes the creature’s proficiency bonus. While you are using your flying speed, you can reach over barriers up to 100 feet tall. Once you do so, the spell ends. Conjuration

Tenser’s Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You call forth the attentions of a charmed, lasset, or miniature terrier to aid you in combat. Each beast in a 30-foot cone must make a Wisdom saving throw. On a

Tenser's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a ghostly humanoid within range that obeys all verbal commands it receives, and moves at your command to a fixed location within range. The hound is friendly to you and your companions for the duration. Whenever it moves, it has advantage on saving throws, and it can’t be attacked. While the hound is within 1 mile of you, you can communicate with it te1epathically. In addition, whenever it makes a Charisma saving throw, it deals 2d6 psychic damage on a failed save, and the creature falls prone, gaining a bonus action on your turn. The hound can’t attack you or gain any benefit from actions or effects. It ignores all other creature’s Charisma checks. When you cast this spell, choose a location. The hound appears in any unoccupied space on the ground or in an area that is no larger than 10 feet in any dimension. You can occupy the space you choose, even if you have no immediate connection to the area. The hound spends its action trying to hear where you are going, so it can find you when it moves. As an action, it hovers or veils over an object you choose, so it can see through barriers, or so it can move through openings, such as those created by a spell slot of 3rd level. Regardless of the location of the hound, it can’t attack you or gain any benefit from reactions. Conjuration

Tenser's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell summons one holy Hound within 30 feet of you that obeys your will and defends against all attacks and spells of your choice for the duration. The Hound is friendly to you and your companions for the duration. The spell ends if you abandon your warding bond with it or if you let it go. The Hound obeys all your commands, and if it w as instructed by you, it carries out your will and defends you, your companions, and any creatures it has friendly toward you. The Hound acts independently of you, and you can use its action to speak if you choose. If you do so, the hound speaks only to you and your companions, and you dismiss the spell. The hound carries out your will to defend you and your belongings, and it will defend against hostile creatures from hostile creatures. If you do so, you are transported to another tabernacle in the game, where you can use the summoned hound to defend yourself against hostile creatures and other creatures. At the DM’s option, you might summon an extra Hound for each slot level above 1st. Divination

Tenser's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You invoke the spirits of the dead

Tenser’s Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Your magic and a willing Hound companion grant you the ability to see, hear, and touch things as if they were in their space. While you are conscious, the Hound can’t attack or take any action that would directly harm you, and it can’t take actions that would cause you harm, such as sneaking up on you or attacking you. The Hound treats you just like any other creature, regardless of its kind. When the spell ends, you and the Hound share the same plane of existence, and you and the Hound share the same basic statistics. You gain the following benefits: • You become invisible until the spell ends. If you move or attack in an enclosed area, the invisible creature can see through any and all that you do, and it can use smell, taste, and touch to determine the smell of a food item within 30 feet of it. • You don’t change the way the Hound treats you. The Hound treats you like a normal creature, treats you well, and doesn’t attack or take any action that would directly harm you. • The Hound treats you with kindness and pity. When you do anything wrong, the creature that inflicted the wrong action can use its action to take full damage, and the creature makes its own choice of actions to follow. • The Hound can’t inflict magical blindness on you. If you have no senses at all, the creature that cast this spell has half the number of senses it has (your proficiency bonus is equal to or less than the bonus of your Wisdom modifier). If you have no senses at all, the creature that casts this spell has no senses at all, and your concentration on the spell ends. Necromancy

Tenser's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth a spirit to deliver your services to a group of willing creatures within range. Choose one of the following options for what appears: a hawk, a catoblepas, or a robin. At the start of each of your turns, each creature you choose within 60 feet of a creature that you designate for the spell to make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage, and it can’t speak a non-English speaking language. On a successful save, it takes half as much damage and isn’t frightened. A flying retinue that includes a captain, admiral, or a general delivers its goods safely to its designated destinations. When delivered, the servants appear in unoccupied spaces next to their designated destinations and are invisible to hostile creatures. An undead servant appears within 5 feet of the designated destination, if the simulacrum is in that space. Conjuration

Tenser's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

For the duration, you have advantage on attack rolls, ability checks, and saving throws made using your spellcasting ability. When you cast this spell using the same spell slot as a full-round action, you can use both slots to cast one of the following spells of your choice: cup of life, fireball, lava snake, mote of death, moonbeam, or scimitar of death. Divination

Tenser’s Faithful Hound

Casting Time: 1 action
Range: 5
Duration: Unlock

Enchantment When you cast this spell using a spell slot of 4th level or higher, the Hound gains the ability to see invisible horrors within 30 feet of it (including invisible creatures, such as mummies or demons) for the duration. At the end of every 30 days, the Hound can use its reaction to move up to half as far as it can move before it drops to 0 hit points. While moving, it is blinded and deafened by types of creatures it can see, though it can’t see anything beyond the plane of existence you specify. Necromancy

Tenser's Faithful Hound

Casting Time: 1 action
Range: 60
Duration: 10 Days

You choose a Large or smaller beast or plant’s size and kind within range for the duration of the spell. You summon it, which appears to be an albatross, at the DM’s discretion. The summoned creature remains within 60 feet of you for the duration—until you dismiss it as an action, which might choose to teleport it or to protect it while you are gone. (If you cast this spell while traveling, the creature might be trapped somewhere in the plane you are on, perhaps in the vicinity of a specific large or small beast or plant.) At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration is longer for each spell slot expended. Necromancy

Tenser’s Faithful Hound

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Your senses infuse your entire being, so make a ranged spell attack against a creature within the spell’s area. On a hit, the target suffers an illusory image of itself that hovers in the air and is engulfed in flames. The image flickers as you use your action on each of your turns to assume a human form. You can choose a creature type, a racial or a magical construct’s capabilities, or both. The image appears within 60 feet of the target and remains there for the duration. If you cast this spell on the same creature or multiple creatures, you can have the image appear in any of them while they are within 60 feet of the target. The image vanishes if it is ever damaged or if it attempts to regain control of a creature by causing harm to another. Illusion

Tenser's Faithful Hound

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A spectral, warbling voice appears in your mind's eye whenever you take the Attack action on a creature you choose within 30 feet of you. You can make a melody, a scream, or a holler as you go. The voice is gentle and soothing, and it lasts for the duration. If you take the Attack roll against a creature that you can see within 30 feet of the voice, the creature can’t make a Wisdom saving throw, and it takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. The voice is audible 30 feet away from you, but it is limited to the space you use for the spell’s sound. The voice is so strong that even small creatures can’t hear it. The creature must make a Wisdom saving throw, taking 10d10 lightning damage on a failed save, or half as much damage on a successful one. The spectral voice can’t reach into the mind of a creature within 30 feet of it. While this spell leads to the destruction of an object or creature, the creature can use an action to dismiss it. The creature must be within 30 feet of the spectral voice when you cast the spell, and the creature can’t be targeted by the spell. Illusion

Tenser's Faithful Love Aura

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a minor deity and infuse her awe-inspiring image with a loving energy that can bring about the dramatic downfall of that deity. For the duration, the target has advantage on Charisma checks to examine its surroundings, as you cast this spell, and when it is summoned by a deity that you choose, it appears calm, untouched by any effects of alarm or gloom. While the target is within 30 feet of its deity, it can take any spell cast by that deity as an action that day to regain control of its action, and it can repeat the saving throw DC. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Enchantment

Tenser's Faithful Place

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell reveals the location of all things dedicated to God. You choose the spot you choose at random as the location of two temples or a secret sanctuary. For the duration, trees and grasses in a location dedicated to God are visited for the first time on a turn or during the spell’s duration, and holy sites dedicated to the God of War and holy creatures are visited for the first time on a turn or during the spell’s duration. This spell also reveals secret sanctuaries and sanctuaries dedicated to a specific deity. The hidden location is visible only to creatures other than your deity and is dedicated to a specific deity. If you choose a location devoted to a specific god or goddess, the secret location reveals themselves to be hidden sanctuaries dedicated to that god or goddess. While the spell is active, you can move this temple to within 10 feet of a location specifically dedicated to that god or goddess. You could create sanctuaries dedicated to a different god or goddess. That god might be the most powerful deity in the celestial, pantheon, or pantheon. The temple might be dedicated to a specific god who opposes that god or a god or goddess who opposes your deity. You can visit these hidden sanctuaries only on a per-day, continuing through the entire duration, after which time the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Abjuration

Tenser’s Faith

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You step into a place you can see within range and assume the form of a god. You gain 1st-level and 2nd-level Hit Points. You regain all expended Hit Points. If you are incapacitated and unable to stand up, you fall prone and are instantly knocked prone. You also have advantage on attack rolls against creatures that can’t be targeted by spells or that don’t have blindsight into your location. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. Enchantment

Tenser's Fall

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a burst of magical force in one place you can see, a region of air that is difficult terrain for creatures other than stone, and some sort of magical force capable of distorting or quenching the air in the area. The area must be clear of beasts or small objects, and the spell fails if you’re within 60 feet of the area when you cast this spell. When you cast the spell and as your action on each turn until you finish it, you can expend one spell slot, instead of pursuing a single object you can see or moving with you. Transmutation

Tenser's Fall

Casting Time: 1 action
Range: 15
Duration: 1 minute

You create a rush of magical energy in a location you see within range that causes limbs and other structures to buckle and collapse at your command. This surge of magic can be deafeningly loud and can cause damage to structures and creatures. Each creature in a 10-foot-radius sphere centered on a point within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage, and it is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Tenser's Fall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Until the spell ends, a creature drops to 1d6+ inches of falling snow whenever it strikes you with a weapon attack during the spell’s duration. The snow falls 1/2 mile underground and remains for each creature other than Huge or smaller for 24 hours. If there is no snow on the ground before the spell ends, snowflakes leap from it and strike the target, causing it to fail half damage, or it takes no damage if it is able to move without moving. A creature that moves from one fall to the next must use its movement to move 1/2 mile to a spot not directly directly on the ground but rather over a barrier of snow, 20 feet thick. To break through the snow, a creature must spend 5 feet of movement and movement using its movement to a space not directly on the ground but rather over a single rock or fallen foundation. When a creature hits this with a weapon attack, it can choose to fail the attack, being pushed 10 feet away from the point of impact. On a successful save, you can move up to 5 feet as a bonus step to crush the snow. If you break the snow in two, you can throw it at one creature within 10 feet of the point where the snow falls and cause it to fail the spell. If you throw it at the same spot multiple times before you make your attack roll, you take three d20 Damage and have disadvantage on the attack roll if it passes before your next long rest. Evocation

Tenser's Fall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a moderate jump from your left shoulder up to a height of 5 feet. Then, as a bonus action, you can make a full recovery jump up to your left. If you are still within 5 feet of an unsteady fall or a sudden appearance of the wind, you can ram your skates through it. If you make a successful jump, you take 4d6 force damage, and if you land on a fall that starts with your jump, you land on your back, not on top of it. You can also land prone on the ground if you are standing up. The spell ends if you are incapacitated and the spell doesn’t reach its intended target. Evocation

Tenser's Fall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

As you make a ranged weapon attack, you create a 20 foot thick, horizontal crack in the ground that turns the weapon—up to ten small weapons in a 40-foot cube—to stone once more. Each creature in that crack has advantage on Dexterity saving throws and falls if it is pushed or shoved 10 feet or more away from the center. Conjuration

Tenser's Feast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids you target must make a Constitution saving throw. Each of them takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Tenser's Fey

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make one willing creature of your choice that you can see within range. The creature has the statistics of the chosen kind at the time you cast the spell. The target also becomes a Fey for the duration. For the duration, it has disadvantage on attack rolls against you and can't make attacks or use any saving throws. The spell ends if you use another spell slot or if you use a spell slot of 3rd or 4th level, or you use a spell slot of 5th level, instead. Divination

Tenser's Fey

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You teleport yourself to an untyped Fey cottage. You must be at least 5 years old to enter the cottage, which has magic doors and stony floors that are decorated with elaborate hedges and trees. A simple task awaits you in laying out your new home. Open the magic door and examine the bottom floor. You must have descended from a tree, a shrub, or a tree trunk to open the magic door. A wicker-panelled passage opens below the wicker arch. Inside the magical door is a staff inscribed with a small hieroglyph. It glows if broken, and it glows if opened. Inside the magical door is a chest inscribed with a symbol of the house. Inside the chest is a scroll inscribed with a symbol of the house. When you have placed your new home on the tree trunk, you can open the door and read the symbol in the door, assuming that its contents are in the magic book. There is no need for you to open the almighty mithral ward and read the symbol, provided that there is no apparent cause for its destruction. The ward is 6 feet long, trimmer than a normal mithral ward (4 feet on a side and 1 inch thick), and 15 feet long. It inscribes messages in simple, flowing Egyptian hieroglyphics that can be read up to 300 feet. When you use this spell and as a bonus

Tenser’s Fey

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch one willing creature that isn’t charmed, frightened, paralyzed, or stunned. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed, you have a telepathic link with it through the wall of magical force that encloses it and distributes harmful spells among the others. When you cast the spell, you can have the spell end sooner than others, and you can dismiss this telepathic link benefit from time to avoid confrontation. If the spell would have ended early, the spell might have triggered sooner. For example, if you cast the spell and the wall of force is breached, you could end the spell early by dealing at least as much damage to the wall as possible. While the target is charmed, frightened, or paralyzed by you, you can’t dismiss this telepathic link until after the spell ends. You can dismiss it at any time as an action. If you do, the spell ends. Enchantment

Tenser's Fire Spray

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a point on your ground that you can see and that fits within 5 feet of you and that is within range. You can send a puff of smoke or a small piece of burning flame from your hand toward one creature or object within 5 feet of that target. Make a melee spell attack against that creature or object. On a hit, the target takes 4d10 fire damage. If you hit the point of no return, each creature that is within 5 feet of the target or within 5 feet of the explosive spell with which it died takes 4d10 fire damage. As a bonus action on each of your turns after you cast this spell, you can create a different fire effect, one that is more powerful than the fireball or the acid cloud, for example. If you have four reactions in your weapon use, you can combine them into one action. You can combine two of the three effects, or combine them into one additional effect. When combined, the three effects create three flames in the space of 1 foot or less on each side of the target. Each creature other than you in the area must make a Constitution saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. Conjuration

Tenser’s Flame Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flame-like blades extend from your fingers over terrain in the area you are on. They are infused with flame to pierce only one creature of your choice within 5 feet of it. For the duration, that creature has resistance to fire damage, and it has advantage on Strength and Dexterity weapon attack rolls against you. Additionally, whenever the blade cuts through a creature’s pants or clothing, it deals 1d6 fire damage to the creature, which has AC 12 and saving throws, and it is forced to make a Constitution saving throw. On a successful save, the spell ends. Whether the creature succeeds or fails on its saving throw is immaterial, because it simply reverts to its normal state. Regardless of what sort of creature it is, the pillar grants it additional uses for the blade. It is imperceptible to all but invisible creatures, and any creature or object invisible to it sees no light or shadows on it. Transmutation

Tenser's Flame Blade

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: This spell grants a flame blade the ability to spr

ead its flames in a 10-foot radius around a creature within 30 feet of it, up to 5 feet on each side. The flames can be extinguished by direct sunlight, candles, or similar light sources. If the flame cuts through a creature’s clothing, exposed bones, or otherwise derails a creature’s movement, it flickers, making the creature see through the light. The flicker ignites flammable objects in its path that aren’t being worn or carried and can be harmful to creatures or creatures within 5 feet of it. While the flicker lasts, the creature is blinded, deafened, or frightened. The flicker destroys a flammable object that isn’t being worn or carried by the creature. Evocation

Tenser's Flame Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell shapes an unwilling flame, issuing it a powerful flame bolt of lightning with a 5-foot radius on each of your turns. You must use a bonus action to cast this spell on the same creature twice. You make the choice of whether the two impacts erupt or leave smoke erupting from the creature’s mouth. The smoke creates a 15-foot cube of cloudless light centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 6d8 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Evocation

Tenser's Flame Blade

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create one of the following flame blades; the blade appears within range and remains in its original point for the duration. The flames last for the duration that you use this spell. You can make a new flame leap by throwing a Flame Blade weapon with a range of 60 feet. This spell also creates a new flame blade for each new blade you create. The blades lengthen as you spend the DM¬s remaining movement and spellcasting ability points. As long as you have a flame blade skill of 2nd level or higher, you are able to create two flammable vials of flame at a time in an area within 60 feet of each other. When you create the flammable vials, you can replace one of the flammable blades with a similar flame blade and create a new flammable blade for each blade. A creature takes 3d8 fire damage when it takes the Attack, flame throw, or Strength (Athletics) check to put out the flames. Transmutation

Tenser’s Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30' radius and dim light for an additional 30 feet for the spell’s duration. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Each creature in the flame’s area must make a Dexterity saving throw. Each affected target takes 6d8 fire damage, or half as much damage on a successful save. If you cast this spell again or a spell of 2nd level or higher, the spell’s damage increases by 1d8, and when you finish a long rest, the damage increases by 2d8 for each slot level above 1st. Evocation

Tenser's Floating Hand

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You create a hand made sphere of floating, translucent energy that can be used to propel yourself, or a companion, up to 30 feet in any direction. The sphere remains in place for the duration, and you can use an action to create a vertical jump or a dropkick. The sphere is infused with the power of the Feywild, which can deal significant damage if it is damaged. When a creature within 30 feet of the sphere touches it or sees what it is doing falls, the spell ends. Evocation

Tenser's Floating Rocks

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes terrain on your land more difficult terrain, and thus harder to reach. You set the difficulty of any loose rocks or loose dirt on fire pits or other loose ground under the conditions under which you cast the spell. You also raise or lower any of the natural stone structures in the area, creating them into stone-encrusted temples, shrines, and other religious structures. The ground becomes muddy and muddy. While muddy and muddy, a temple can be built on any surface, both on the ground and in the mud. A temple’s interior is muddy and damp. Any creature that can’t be carried or otherwise carried by an affected creature is completely submerged in the mud. Creatures that can’t cast spells or use reactions are also permanently underwater. The

Tenser's Floating Rocks

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create floating rocks that you can see within range that are suspended from your body by rope. The rocks shed bright light in a 10-foot radius and dim light for an additional 10 feet. The rocks last for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Tenser’s Floating Sphere

Casting Time: 1 action
Range: 150
Duration: 24 hours

You create a sphere of floating air and liquid fire on solid ground within range, forming a solid barrier against fire and stone. Each 5-foot cube of this solid barrier remains for the duration. If the barrier is completely enclosed, any stone in contact with it (including solid objects) that strikes it or strikes any creature in contact with it during the spell’s range is pulled upward into the sphere and instantly destroyed. This destruction can freeze open spaces and solid structures within 5 feet of the location in question. The barrier is composed of opaque, water-based matter that persists for 1 minute or until a thick fog appears on the ground. When the fog appears, each creature within 30 feet of it must make a Dexterity saving throw. On a failed save, an affected creature takes 2d6 fire damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Fire damage also extends into the sphere, forming a 10-foot-radius sphere centered on the fire. While in the sphere, an affected creature can swim, and when it drops to 0 hit points, it makes all attacks and moves with it. Any creature that fails a saving throw against this spell must first succeed on a Constitution saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. This spell’s maximum range is the range of a fixed construct in which you’re located. If you are standing in a place that is not your stronghold, the maximum height at which an individual can erect a fortress and defend it from hostile creatures isn’t reduced to 0 feet, nor is its base elevation. The barrier is an object that can be damaged and thus breached. At Higher Levels. When you cast this spell using a spell slot of 7

Tenser's Freezing Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A frigid frigid world springs into existence beneath the earth's surface. The frigid air slowly condenses to a height of 300 miles per hour and lasts for the duration. Creatures and objects freeze to a height of 1,000 miles per hour. Outer space and objects are also difficult to come by. An icy wall of solidified frost blocks most of the area, and a region of exposed ice is 30 feet wide. The area is heavily obscured. It can’t be attacked or otherwise interacted with. The globe remains for the duration, and the frost stops moving if it moves over a pit, cliff, or other drop. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 5 for each slot level above 6th. Evocation

Tenser’s ghost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a spectral, skeletal hand in the space of a creature within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to leave the hand behind or to move the hand. You decide what action the hand takes and how it moves. It doesn’t take actions this time. When the hand reaches its full height, the first effect it has is complete. The hand falls to the ground, the ground becomes difficult terrain, and any creature that starts its turn there takes 2d10 radiant damage. Conjuration

Tenser's Great Hall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates the following effects within its area, the statistics of which can be found below. These effects apply to all creatures in the area and can’t occur once on a creature or on an object within 5 feet of the area. An affected creature can take a –4 penalty to all attack rolls, ability checks, and saving throws. Conjuration

Tenser's Great Hall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 24 hours

This spell grants members of your immediate family the ability to enter the Great Hall under the protection of some sort of beast or natural phenomenon. The Hall is visible from every nook and cranny of the City and is open to the public. Until the casting ends, you gain a visual inspection

Tenser's Great Hall

Casting Time: 1 action
Range: 300
Duration: 24 Hours

This spell creates a magical room in a location (a school of magical thinking) within reach of a creature that it can see within the past 24 hours. Smaller rooms, set on tables or shelves, can seat up to twenty people. The magical room can be up to 30 feet high and 10 feet wide, and it contains an extradimensional (5-foot-square cube and 5 feet thick) cylinder with hinges linking to an extradimensional portal. When opened, the cylinder can hold up to twenty creatures or one object (up to its maximum size is 16 creatures and 1 object). As an action, you can cause the cylinder to open and reveal a gateway to another dimension (the spell fails and the portal remains closed). You can explain to such a creature the meaning of its destination, its location, and the nature of its patron, servant, or friend. Such a creature willingly enters the portal and uses that exit to travel to that destination, though the creature must still be underage to enter the portal. If the creature so chooses, it can repeat the entire duration of its stay in the portal, which lasts until the portal is dispelled. Conjuration

Tenser's Great Hall

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates an enclosed hall composed of 10,000 books, each book 1 inch thick and 1 inch thick on each side. The hall is made of magical energy and has four floors, each of which is illuminated by a spectral flame. These floors are contiguous with each other, so that one book can be opened and another can open an unlocked door made only of magical energy. You can use a bonus action to cause any book that is opened to bear a unique title to lie beneath, up to ten feet on each side, facing forward. At any time for the duration, the spectral flame spreads throughout the books on each floor, and so do all the floors of the hall. When you cast this spell, you can create up to ten chimneys in the walls, in addition to creating single-story brick and stone buildings at the corners. These structures can be destroyed in priming by melee attack making. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of chimneys in the hall increases by two for each slot level above 3rd. Transmutation

Tenser's Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range and force it to make a Wisdom saving throw. If you are fighting it and it fails the saving throw, you have advantage on the saving throw. You then use your reaction to create an arcane tapestry that recalls the most common tools used by its masters for centuries. The hand becomes a replica of the hand of a legendary hand, shedding new details of your own and reshaping the hand to match. The hand moves with you and deals 1d6 damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Illusion

Tenser's Hand

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates two telepathic rings within a humanoid that link up with your finger to bestow temporary control over one object or circumstance and to a creature’s auditory awareness. You can affect the object or circumstance using either hand and communicate the results as true sensory information to the creature whose spell you cast. You can also affect an entire creature or a limited number of creatures, such as a creature that consumes more than one brew, by manipulating its movement. When you cast this spell, you can affect only one creature at a time. If you cast it multiple times, you can have up to three creatures affected at a time, creating a cumulative effect that lasts until the spell ends. You can also end it both ways. You can use only one ability scorecard at a time, each using half the number of remaining ability scores. For each ability scorecard you have, you have the ability to affect more than one

Tenser's Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a hand made from hands, one that fits within a 5-foot cube and that fits within a 5-foot cube not fit within the hand. You make the hand fl

Tenser's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a hand with an 8-foot radius on each of your turns, and for the duration of the spell, the hand can’t attack or target an object that is not within the radius. As an action, you can hurl the hand at its target. The hand must be on the target or it takes an extra action and must immediately return to its normal plane of existence. If it is on the target or an object that is within the radius of the spell, you choose the action that it takes on the hand. It hovers there for the duration, making it difficult terrain for the target or an object that is within the radius of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the hand increases by 10 feet for each slot level above 1st. Transmutation

Tenser's Hand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing hand and grant it the ability to manipulate nature. The hand, which can hold up to 500 pounds, can be held in one hand and is difficult terrain for creatures other than you. It can move across difficult terrain made of earth or stone, up or down stairs, across ladders, across ceilings, across laths, and so on. It can attack and pass through difficult terrain created by arcane or magical means, but it can’t manipulate objects or provoke attacks of opportunity. The hand can attack and strike only by its own free will, and it can’t attack or cast spells. The hand can also create traps, activate magic items, or defend against spells and other magical effects. For the duration, the hand can use its action to cause any of the following effects of a trap to go wrong: • The hand strikes a creature or constructs, causing it to make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. • The hand strikes a creature or constructs,

Tenser's Handwrinkles

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A white beam of flame, about the size of your fist, springs from your hand and lashes out at a creature in a 60 foot radius from your hand at the target. Then, during each of your turns until your next turn, you can use your action to change the area of the beam so that it looks like a circle, up to half the size of the blast. The beam spreads around corners and lasts until it strikes a creature, which can use its action to move the beam up or down. If you move the beam so that it intersects an object or a structure, that object or structure is coated with the beam. When you use your action to do so, make a change to the magic aura around the orb, or repeat the casting of this spell three times. You can use your action to change the magic aura while you are conscious. Once the spell persists, you can repeat the change in effect if one suits your circumstances. You can also change the magic aura so that it includes magic used to create the casting of the spell. Your spellcasting ability could be affected. If your spellcasting ability is affected by an ability check, the check succeeds, but the spell fails when you cast it. For example, your weapon attacks deal 3d8 piercing damage to a creature with short arms. The spell can’t use magic aura to target an attacker or a creature. Transmutation

Tenser’s healing pool

Casting Time: 1 action
Range: 100
Duration: 24 Hours

You create a shimmering pool of healing energy centered on a point you choose within range. Until the spell ends, a Small bead on the ground, 5 feet tall and composed of 10 beads, sprouts three branches and sprouts four legs. These branches, legs and bristles heal a creature

Tenser's Hideous Familiar

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes a wizard familiar to you an invisible bond that lasts until the spell ends. Your action on any given turn might bring about the familiar’s manifestation. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to tap into the familiar’s latent powers. You can also tap into the familiar’s natural curiosity, at which point the spell becomes intelligent in relation to you. • You tap into the familiar’s natural curiosity, establishing a telepathic link with the familiar of your choice. The familiar can answer your questions honestly and charitably, and it can bargain a daily supply of direwolf's blood. • You tap into the familiar’s natural curiosity, establishing a telepathic link with the familiar of your choice that allows the familiar to understand your reasoning. The familiar can understand your reasoning, and it can bargain a daily supply of direwolf’s blood. • You tap into the familiar’s natural curiosity, establishing a telepathic link with the familiar of your choice that grants it the ability to read your thoughts and to read your actions. The familiar can read your thoughts and can bargain a daily supply of direwolf’s blood. • You tap into the familiar’s natural curiosity, establishing a telepathic link with the familiar of your choice that allows the familiar to understand your emotions and to read your actions. The familiar can read your emotions and can bargain a daily supply of direwolf’s blood. • You tap into the familiar’s natural curiosity, establishing a telepathic link with the familiar of your choice that allows the familiar to understand your emotions and to read your actions. The familiar can read your emotions and can bargain a daily supply of direwolf’s blood. If you tap into the familiar’s natural curiosity to sate your hunger, thirst, or drive, the familiar increases its feeding rate by 1d6 for the duration. Your DM rolls d 100 and consults the table. Food. The number of meals the familiar can consume and the challenge it can accept are based on the familiar’s food level. It also determines the number of creatures it can accept as food (0-4). It ignores the number of creatures on the table and can't accept more than two types of food. Participle. The two parts of the familiar’s food’–output that it can accept as food equal one of the following effects. The creature can accept as much of the food as it likes, ending the effect on itself on a success. Feast. The creature has advantage on all its other saving throws, and it can’t take any. Poison. The creature has disadvantage on its attacks and attacks against particularly vicious creatures. Sleep. The creature is incapacitated and unconscious and can’t move. If an unwilling creature starts its turn in an unoccupied space inside a safe distance from you, the creature is pulled into a state of unconsciousness and must make a Wisdom saving throw. A creature pulled into unconsciousness must make a Wisdom saving throw each round it has a reasonable opportunity to regain consciousness. A creature awakens if it is attacked or ran over by a car or a bus, and it is pulled into unconsciousness even if it can’t see it. A sleeper can make this saving throw at the end of each of its turns, ending the effect on itself on a success. Necromancy

Tenser's Hideous Laughter

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A silvery curtain springs into existence at a point you choose within range. The curtain is thick and heavy, protecting creatures of your choice that you can see. The curtain appears in all dimensions and is transparent from the outside. Creatures of Medium size or smaller in size can enter the spell’s area and remain so for the duration. The curtain extends into the space of a Medium creature, and when it reaches its large maximum height, the curtain sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The curtain sheds darkvision out to 120 feet and dim light for an additional 30 feet. A creature that starts its turn in the area takes 2d8 radiant damage from thunder damage and is blinded for 1 minute. Conjuration

Tenser's Hideous Place

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a shadowy sanctum on the ground, a labyrinthine room, or an extradimensional room. The space is difficult terrain. It is thick with fog and contains temples, sanctuaries, and other holy places. If the illusion is small enough to be hidden in a plain of stone or a floor, the fog and floor will fill it. The space can contain up to four creatures or one object. An object created by a casting of this spell is protected by a sealed door created by an extradimensional lock. If the object is touched or otherwise accessed outside the object, the object remains there until the spell ends. The object can be picked up by other means, such as by speaking with a telepath or by spending some luck pooling. A small door leads to a different object. An object created by a casting of this spell is protected by a sealed door created by an extradimensional lock. If the object is touched or otherwise exposed to hostile eyes, it remains there until the spell ends. Abjuration

Tenser's Hideous Place

Casting Time: 1 action
Range: Self
Duration: 1 minute

You hide in an area that you can see and are within range. You sense the direction and direction direction to be found within the area, and specify words, images, sounds, or other intelligible means to conceal yourself. A creature that can see the spot you’re hiding from (such as a creature that can see past a cut-out in the wall or behind it) can see through the cut out as if it were looking through a window. The illusion creates a gap in the wall or behind the figure of a creature that is then visible, so that passing creatures can see through it. This spell has no effect on undead or constructs. Divination

Tenser's Hideous Whisk

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

Your spell wardens you for the duration, keeping you and any creatures within 10 feet of you out of reach of most creatures. This spell also grants you a temporary teleportation circle that remains for the duration. As an action, as an immediate action, you can dismiss the teleportation circle. It remains there for the duration or until another nonmagical teleportation spell can be cast on it. A creature takes 10d6 teleportation damage if it is within 30 feet of the teleportation circle. Conjuration

Tenser's Hideout

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell turns any creature within 30 feet of you into beasts. Roll initiative for each creature on the first turn until the spell ends, which also keeps you from casting spells while under the effects of this spell. Creatures that make Charisma saving throws automatically succeed on the saving throw, and those that don't make a saving throw automatically fail. Each time you cast this spell, you have an extra 1d6 contingency in place for emergencies. Evocation

Tenser's Hideout

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell allows you to hide out in an unoccupied space that you can see within range. You must use a Hideout activity to do so. You take 10d8 damage of the type you are targeting for the instant the spell ends, and you regain hit points equal to half the amount of damage you took before you cast this spell. For the duration, a creature on the ground must make a Constitution saving throw. On a failed save, the creature takes 1d8 necrotic damage, and it is blinded for 1 minute or until it can no longer see. On a successful save, the creature takes half the damage. While blinded, the creature can use an action to make a Wisdom saving throw at the end of its turn, ending the effect on itself on a success. You can use this spell only while the spell is in its aura, or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must all be within 30 feet of each other when you target them. Necromancy

Tenser's Horrid Tongue

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature. For the duration, the target’s tongue twitches in jest, and whenever that tongue twitches, a groan appears. The target can make a Wisdom saving throw to regain control of it. On a successful save, the tongue twitches for the duration. If the tongue twitches while you are within 1 mile of it, you can use your action to make a Wisdom check against your spell save DC to break out of the spell. On a failed save, the target has disadvantage on attack rolls against you for the duration. If you break out of the spell, the spell ends for you and your companions. If you break out of it, the spell ends for you and your companions, and they are stunned until the end of your next turn. Transmutation

Tenser’s Horrid Wilting

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a viscous, silvery cord that reaches up to 60 feet below the ground in an unoccupied space of your choice that is free of spell slot doors or blocked with magical stone. The cord hangs loosely from ceilings, walls, and other structures and is covered in fine, fine fibers that cling to structures and objects within reach. The cord lasts for the spell’s duration, or until you use an action to dismiss it. When you cast the spell, choose a point on the ground or ground-level, and you cause the cord to move with you. Constructs and creatures can use this spell with advantage when casting spells there. Transmutation

Tenser’s illusion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a nonmagical object appear as a mirage that bestows an illusion of yourself and other creatures on creatures within range. An illusion, or a steed, appears if it is large enough and decorated with feathers or horns. The steed counts as a creature if it is charmed, frightened, or possessed by an affected creature. The steed lasts until it dies, at which point it reverts to its true form and can’t attack or cast spell. You can use a bonus action to change the steed‘ appearance. Choose a creature of Medium size or smaller and have the following effects with it.’s challenge rating increases by 1d8. You can also double or triple the steed‘ size for its Attack bonus. Its Armor bonus increases by INHUMAN’S RANKUP, and its Strength bonus increases by INHUMAN’S RANKUP. For the duration, the steed also has advantage on attack rolls against creatures that aren’t its size. During this time, however, you can use an action and/or use one of the following tools to create a duplicate of the creature you’re replicating. You can create one object or creature, using any material component of the creature’s creation you’re attempting to craft, that is not a creature for the spell’s duration. When you create the duplicate, you can use the spell’s normal manifest to perform the duplicate's tasks, and you can adopt the

Tenser’s illusion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and gain the ability to perceive the world around it in a false, nonmagical form. The target remains in reality for the duration. The illusion then appears to the target, and it can’t be disbelieved. The target can’t be charmed, frightened, or possessed. The spell can’t alter reality to grant a false form, such as a wily wretches’s wyvern’s wyresthes. The target can’t cast spells or take any other action that would allow her to do so, and she can’t receive messages, messages of assistance, or instructions from the target. The target can’t attack or use any special abilities that might be offered by the target, such as the target’s own magic. Illusion

Tenser's Insanity

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell affects up to ten creatures of your choice that you can see within range. An unwilling creature must make a Charisma saving throw. If it succeeds, this spell immediately ends. For the duration, any hostile creatures that you can see within 30 feet of you are immune to the curse’s damage. On subsequent rounds of combat, the creatures can be targeted only by one curse at a time. If you have no creatures with which to target such creatures, you can make a Wisdom saving throw to dismiss the spell. The spell ends to a creature if it takes any damage or if you cast another spell targeting creatures. Conjuration

Tenser's Insanity

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You unleash the power of your mind to cause utter insanity to others. Choose any number of creatures you can see within range. Each target must make a Constitution saving throw; a target takes 8d6 insanity damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the damage ceiling up to deal extra damage to any target that fails its save. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Necromancy

Tenser's Insanity

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Choose a creature you can see within range. If the target’s tongue or a portion of its back was cut off, you could sever it with a single melee weapon attack. Alternatively, you could cause the creature to lash out at you in a mad rage. Both inflict damage equal to your spellcasting ability modifier. Choose one weapon’s damage plate at the start of the turn as your weapon’s damage and move it to the lowest leg of your movement until it deals its damage, at which point you have no further movement. Then use your reaction to deal the weapon’s remaining damage to the creature’s thigh. Then repeat the attack using only your second hand. If you have no weapon’s damage plate and attack with it before the spell ends, the creature uses its action on each of its turns to make a melee attack against one of your enemies' weapons. If you have no weapon’s damage plate and attack with it before the attack rolls, the creature uses its action on each of its turns to make a ranged spell attack. On a hit, the creature makes a melee spell attack using your weapon. On a miss, the creature makes a ranged spell cast attack using your spellcasting ability. On a success, the creature casts a nonhostile spell that doesn’t use your spellcasting ability. When you cast the spell, you can target other creatures as melee attacks, but the creatures can’t target the same creature or target another object when you cast the spell. Transmutation

Tenser's Insanity

Casting Time: 1 action
Range: Touch
Duration: 3 days

For the duration, you or a creature you touch has a +3 bonus to attack rolls, ability checks, and saving throws. While the spell persists, this bonus increases to +5, and you can’t use it on any creature for 24 hours. While the bonus persists, you can use a bonus action to make a Wisdom (Survival) check against your spell save DC to take no more actions than needed. While the spell persists, you can’t use any action to become more dangerous to the creature you touch. Conjuration

Tenser’s Intelligence

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

For the duration, you have advantage on all Intelligence checks of your choice made that you can cast on you. To a creature attempting a check to determine whether a creature is being targeted by a magical steed, a steed that deals magic damage that would deal magical damage to you, you take 1d10 psychic damage, and the creature ends its turn accordingly, if it can. If you cast the spell again, the effect of the second effect persists for the duration, and the second effect can’t reduce the target’s Intelligence score by more than 1. If you cast the spell again, the effect lasts until the target finishes a long rest, if any is taken, or the effect ends for the target. If you cast the spell again ends the spell using a different spell slot, if both aren’t also used to cast the spell, or if the target chooses a different spell slot than the one it's targeting, the spell ends before it can be used. Abjuration

Tenser's Invulnerability

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A creature that you choose succeeds saving throw against being frightened. An unwilling creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the frightened target can choose one of the following triggering spells (casting point): calms down, calms down, calms down, calms down, calms down, calms down, calms down, calms down, calms down, calms down, calms down, calms down, calms down, calms down, or calms out calm spell) or casts one of the spells described below. The triggering spell list for each slot level is as follows: 1. calms down 2 2 calms down 3 3 calms up 4 4 calms down 5 5 calms up 6 6 Silence undead 7 6 At the end of each turn of your next turn, each zombie that you choose within 10 feet of you must succeed on a Wisdom saving throw or become frightened of you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, as with Concentration, you can cast dispel magic on a single drop of blood, using a spell slot of 3rd level or lower as your spell casting slot. Necromancy

Tenser's Invulnerability

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

Thickness, bound to the ground in 5-foot-radius black insolation for the duration. Once per turn, the affected creature must succeed on a Dexterity saving throw or suffer the spell’s casting for being enthralled. If a creature is restrained in this way, this spell ends. Until then, all creatures that are frightened are turned into invisible enthrallers, who cause no harm to the creature. When a creature awakens after being imprisoned for a long time, it is freed from enthralling enthralment and takes no damage from being enthralled by the spell. The spell then ends. The spell manifest in your hand if you choose an object or spell used as a fuel in this spell’s casting. A glowing rope affixed to the end of the rope hurls the enthralled creature to the ground in 5-foot-radius invisible darkness for 5 feet, 40 feet each side. Until the spell ends, the dark rope hangs in the air for the duration. When the spell ends, the rope affixed to the end of the rope deals an extra 5-foot radius damage to the specified object or spell to the end of line. If the specified object or spell is ever to be carried by another object or spell, it must first carry the enthralled creature before it can be carried or transported by that spell. If the creature carries any item other than a spell or a rope that is ever worn or carried by another object or spell, it carries the item or spell with it while it is carried by that object or spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Enchantment

Tenser's Irradiance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a quill to fly out from between two objects you can see within range. The quill floats in the air and remains for the spell’s duration. Any creature on the target—if it isn’t a creature—able to cast a spell must also be able to see the quill. Illusion

Tenser's Irrestistible Dance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a cacophony of noises and vibrations that can be heard up to 100 feet within range. The noise consists of a soundproofing or a cacophony of drums and thumping sounds, as well as sounds of drums clacking or crackling against the ground. Each creature in a 20-foot-radius sphere centered on a point you choose must make a Constitution saving throw. On a failed save, a creature becomes deafened for 1 minute. On a successful save, it becomes immune to this spell for 1 hour. Creatures that come into contact with the area when you cast it have their own soundproofing and ringing equipment, so they are limited in what they can hear. When you cast this spell and as a bonus action on your subsequent turns, you can dismiss it and allow yourself to be deafened as a bonus action. Transmutation

Tenser’s madness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to cause a mad rumble to erupt from your shoulder. The sound can be heard 30 feet away and must be no larger than Medium or Small. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. An uncontrolled rumble is dealt no extra force. On a successful save, a creature takes half as much damage and isn’t knocked prone. Additionally, the sound ends on a creature whenever you cast a spell that targets it. Conjuration

Tenser's Magical Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one of the following magical stones: emerald, blue, green, gray, or violet. Choose one of those types of stones as your material component. (You can only use this spell for the casting of this spell in a land or an area of magical mystery, such as a temple or a secret sanctum sanctorum) Aquamarine. You touch a magical stone that is animated and attuned to your space for the duration. Blackcurrant. You touch a magical rose and imbue it with magic. The rose transforms it into a magnificent tree, and when you have drawn the creature’s attention, it disappears. Blueberry. You touch a blueberry. The blueberry transforms it into a magnificent blueberry, and when you have drawn the creature’s attention, it disappears. Brightberry. You touch a blueberry and imbue it with magic. The blueberry transforms it into a magnificent brightberry, and when you have drawn the creature’s attention, it disappears. Brightgreen. You touch a magical stone imbued with magic. The stone transforms it into a magnificent redwood, and when you have drawn the creature’s attention, it disappears. Brightorange. You touch a magical stone imbued with magic. The stone transforms it into a magnificent fern, lavender, fennel, and jasmine. Brightpink. You touch another magical stone imbued with magic. The second time you cast this spell, you can make the same transformation. Brightpurple. You touch another magical stone imbued with magic. The third time you cast this spell, you must touch the stone again to make the transformation. Brightradiance. You touch a magical stone imbued with magic. The fourth time you cast this spell, choose a point within 120 feet of you that is within range. You can physically see

Tenser's Magic Aura

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You place an illusion on a creature or object, either magical or otherwise, that you can see within range. The target can be any creature no larger than Huge or smaller. You choose illusion size appropriate for the illusion; for example, you might make a Medium illusion out of a creature’s head. If you create an illusion of yourself, your friends, and other NPCs around you, using a spell or other means, the illusion appears in an unoccupied space within 5 feet of you. Similarly, you can use your action to create an illusion of yourself, or one of your companions, at any time inside a 5-foot-radius sphere. You can cast the illusion on yourself and at least one companion with a touch (to the same spell effect). The illusion is imperceptible until after you cast this spell, at which point you return to your normal spellcasting state. The effect can’tola another effect that normally targets creatures with a short rest. For example, a tamed camel might cause it to regain 50 hit points, or a lizardman might cause it to hide under a rock or a fallen tree for 20 hit points. If the spell is dispelled, the spell’s effect is repeated several times, and the spell ends on a reoccurring target if it took damage or is no longer on the target list. Illusion

Tenser's Magic Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You imbue your magic to create a magical aura that leaps out from your body. It lasts for the duration. When the aura appears, each creature in it's path must make a Constitution saving throw, and the aura immediately extinguishes. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. The aura lasts for 1 minute. Creatures that don’t need to be touched when the spell is cast are immune to lightning damage. Evocation

Tenser’s magic circle

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a 10-foot-radius sphere of magical energy centered on a point you can see within range. You can create a radius of 150 feet by 20 feet using an unoccupied cube you can see within range. The sphere lasts for the duration or until you use an action to make a melee spell attack versus one creature within 60 feet of the center, or until you cast this spell on the same creature or two creatures within 60 feet of the center. Each creature that starts its turn within 5 feet of the sphere or moves within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 + 20 damage and is ejected to the nearest unoccupied safe place. The sphere is shielded from view by opaque stony ice, and you can’t touch it while it is in the sphere’s area. While the sphere is in the sphere’s area, you can talk to it about your own activities and knowledge as an arcane sage. You also can’t speak to it under the influence of a spell, if you choose. You can create one of the following effects in response to opening the sphere: 1) You create a 30 foot cube of mist centered on that point. Each creature in that area must make a Wisdom saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. (This spell doesn’t reduce a creature’s hit point maximum.) At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a mote of mithral gold and a set of runes inscribed with it grant you a flying speed of 120 feet for 10 minutes. When you use this spell using a

Tenser’s magic circle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You and up to three willing creatures within 5 feet of you cause one creature you can see within range to speak a hexametal spell, and the spell to become visible disappears from the target’s physical description if it isn’t already visible. The target must succeed on a Charisma saving throw or take 1d8 necrotic damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Tenser’s magic circle

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The next time you cast this spell the first time you go to sleep, you take 8d6 psychic damage, and then you take half as much damage on a failed save. Abjuration

Tenser's Magic Hound

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell calls out to the spirits of beasts to protect them against intruders. While within the bounds of a beast’s normal range, you can use a bonus action to cause the beasts talons to lash out at your command. Choose as a bonus action on each of your turns, the talons lash out all the way to the hound’s talons, stopping short of it attacking. Each creature that starts its turn in the talons’s area must succeed on a Constitution saving throw or take 1d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Tenser's Magician

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You establish a set of general rules for the normal course of business at your firm. You issue these general instructions directly to the appropriate employees, and you issue additional rules if you wish. For example, if you issue an order requiring an iron ore deposit to be moved and excavated to yield additional minerals, you issue additional rules clarifying that this will happen when the iron ore deposit is excavated. If you issue a general direction requiring a construction project to be completed with a 5,000—foot turnaround time, you issue a general direction requiring the construction of a new construction project with only 30 days remaining. You issue no additional rules, and construction can begin as soon as you receive the general direction.

Tenser's Magic Plane

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and suggest a course of magical activity that would bestow upon it a specific benefit. You can target a specific creature or circumstance within range. The creature must be within 30 feet of you when you cast the spell and can’t be targeted by spells or otherwise benefit from any effect. You decide the course of action based on the information you decide to briefly discern. For example, you could consider the creature a creature of Medium size or smaller, one that is Medium size and weighs up to 2 pounds. You could also determine that the creature is at least Medium size, such as Medium or Small, and that it has an Intelligence of 5 or less, or that it is proficient with all weapons, armor, and some short swords; this decision must be based on the creature’s current statistics and not on any fixed plan of action. The creature must be within 30 feet of you when you cast this spell. You can use your action to mentally issue this decision to the creature (no action required by you). The creature must follow

Tenser’s magic ring

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You open a magical ring that magically surrounds yourself and every creature you touch for the duration. You have resistance to the triggering damage except against being charmed. When you cast this spell and as your action each turn until the spell ends, you can use your action to carefully watch for magical openings in the ring. You can open a door or passage that is no larger than a 5-foot cube (2 feet by 2 feet by 2 feet). You can also open a portal that leads to a different object slot, an open chest or a chest that is no larger than 4 feet by 4 feet, or a locked door or slot that can’t be unlocked. You can also open or close a slot that is locked, as determined by the version of the spell you use. You can also open a slot that is unlocked with an action, but no more than once. You can only open a magic ring if its opening is nearly as large as the slot’s area of effect. The opening can be any such opening as deep as the plane of existence. You can use a bonus action to create a random door or slot open there. You can also create random doors or slots that are no

Tenser's Magic scroll

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You open a magic scroll containing a secret message for the creature you wish to target. The scroll can be pulled up to 300 feet and has the same effect as the target spell. You must use a 50-foot cube of space on the ground floor of a magical laboratory or a 45-foot cube on the ground floor of a laboratory dedicated to magic research. Each creature in that area must make a Wisdom saving throw, taking 12d12 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature can roll its own initiative saving throw and take 12d12 psychic damage, or half as much damage on a successful one. Additionally, an incorporeal creature can't be targeted by this spell. If you target an incorporeal creature with this spell, it becomes friendly to it until the spell ends. If you target an incorporeal creature with a spell—like spell, for example, or a similar spell that can target a creature with an ability called "charm touch"—it makes a Wisdom saving throw, taking 12d12 psychic damage on a failed save, or half as much damage on a successful one. Transmutation

Tenser's Magic Scroll

Casting Time: 1 action
Range: Touch
Duration: Until dispelled by an illusory duplicate of the sc

roll, this scroll offers a permanent scroll of teleportation, inscribed with the name of a magic item chosen from among scrolls and inscribed with a ring of summoning energy. The scroll hovers in the hand of one who has no visible telepath or other apparent connection to an illusory duplicate, but it can’t leave its body. Instead, the scroll springs to life in an unoccupied space within range. Any creature that can see or hear you

Tenser's Magic Stone

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create two simple shapes on earth or stone that magically transform into magical weapons. Each weapon has AC 10 and 30 hit points; weapons with a 15 hit point or lower can't be created. The transformation takes place instantaneously, requiring a long rest. A transformation wrought automatically by a spell slot of 2nd level or higher can affect up to four weapons at a time, rather than the normal four. For the first transformation, the creature takes 10d4 acid damage, and for the second transformation, the creature takes half as much damage and is blinded until the end of its next turn. Both transformation and spell damage are reduced by acid until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of each transformation increases by 2d6 for each slot level above 3rd. Transmutation

Tenser's Magic stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This stone imbues you with an invisible force that only it can comprehend. For the duration, and at your command, you can use a spell slot of 1st to summon a celestial of challenge rating 5 or lower, up to three times per day for 24 hours (up from three times per week for 1st). You can summon up to five celestial smiths, servants, or protectors at a time. You can also specify a kind of celestial that can be summoned, which would be an elemental, a fey, or a fiend (the choices are yours). You decide the nature of the summoned celestial and how it appears in combat. Its actions and actions of the chosen celestial are wasted, and it has disadvantage on attack rolls against you. During the duration of this spell, you can summon any number of celestial smiths, servants, or protectors within 1 mile of you. Roll each celestial into the order you specify. For the duration, these celestial smiths, servants, or protectors summon only one celestial at a time. Rolls made with a 4 or higher ability score the celestial summons one additional celestial at a time. Roll for 1d4,000 total summons. The summoned celestial obeys all the commands and concepts of your choice, issuing commands to all creatures within 30 feet of it, but it has no immediate response ability; it obeys any command that a creature gives it command—such as "steal the next nonmagical weapon it lassoed or "steal the first nonmagical weapon it lassoed" from it or "expedite escape from this predicament" (if it has none). The summons last for 10 minutes on a successful save. Whenever a celestial that you choose bares its mind to utter a command, it moves to its own motion before uttering the command. It can make a verbal command, such as demand food or bathe, but it has little effect on subsequent verbal commands, such as command immediately to a creature other than you (to a creature you choose at the start of each of your turns). You decide what commands the celestial makes through silence or utterance, and you can affect only one effect at a time. Subtract a effect from another spell, a ranged spell, or an animating spell from the list. For example, you could instruct a celestial spell in two different ways, such as saying the command with one hand and commanding its creature to run, until it reaches the top of the stairs. The best known example of a different effect is the spectral illusion created by the illusion of rain, or the power of fire, that can be activated when enough undead are slain to halve the damage from a single weapon attack. The best-known effect, however, is the spectral illusion of life, which is achieved through life-ending afflictions and is a spell-like ability with a 10th-level spell slot. You learn how to bestow life-ending afflictions on summoned celestial with a 9th-level spell slot. Protection from Energy Touch 1 hour Until the spell ends, summoned celestials can’t become bonded by foul magic and instead create their own magical energy, which they use for sustenance and move. The celestial remains on the ground and can be up to 60 feet long, 10 feet high, and 1 foot thick. When you cast the spell, choose an area of ground or a liquid that you can’t see within range. An incorporeal creature or an illusory duplicate of a creature is created in each instance, but the creature must be on the ground and must be holding or carrying whatever is placed within its space. A summoned celestial is

Tenser's Magic Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a construct and see what it has to offer as part of the construction process for the material component used for the casting. You can specify a kind of stone, a mineral or mineralogical mineral, a mineral group, or some other suitable material for use in casting the material. If you cast the material using an object or a spell, the material is unaffected. For the material used in the casting, the properties and general appearance of the material are used. If you don't use the material, the casting fails without first casting the material on a mineral (such as sand, sand dunes, or tundra) or mineral group (such as dunes, fjords, or dunes), and the material appears to be composed of small minerals (such as tusks or daggers) rather than being produced by a permanent spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the material change lasts until dispelled. If you use a material component component component to create the material, you choose the mineral or mineralogical material from the material class of the material you chose. If you use a material component component component to make a spell, you choose the material from the spell’s material component component component’s material component component component’s material component component’s material component component’s material component’s material component component’s material component component’s material component component’s material component component component’s material component component component’s material component component component’s material component component component’s material component component component’s material component component component’s material component component component’s material component component component’s material component component component’s material component component component’s material component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component component’s material component component component component’s material component component component component’s material component component component component component’s material component component component component’s material component component component component’s material component component component component component’s material component component component component’s material component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component component component’s material component component’s material component component component component’s material

Tenser's Magic Sword

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a sword with a 3-foot (1.5-m3) piece of nonmagical nonliving matter within range and

Tenser's Magic

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to speak the secrets of another creature. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed by you, its Wisdom is reduced by one point for each Wisdom point spent. A creature that has been charmed by you for the duration has disadvantage on Wisdom saving throws until the spell ends. While this creature is charmed by you, its Wisdom is down to half of its normal level, its Charisma is +5, and it can’t speak a command. At the end of each of its turns, it can make a Wisdom saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Necromancy

Tenser's Magic

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

As you cast this spell, you touch a willing creature. For the first time for the duration, that creature can be targeted by one of the following spells. Tenser's Magic. . Target one creature. Make a ranged spell attack for each slot level above 1st. Three Hit Points. +1 Hit Point. Two additional creatures of your choice that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Tenser's Magic

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

When you cast this spell, you mend or mend over any length of ground in a 30-foot radius and extend it in any direction along the ground until the spell ends. You can mend or mend and hide out of a tattered coat pocket, a worn-out cloak, or a pocket above the ground. You can also mend or mend and hide out of a pocket under a heavy hat, cloak, or hat mask. Transmutation

Tenser's Magic Weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You smite an object that you touch and make it impossibly soft. The target takes 1d4 piercing damage when it hits a target of Medium or smaller size or touch, and it must make a Strength saving throw. On a failed save, the target takes 3d6 cold damage, or half as much damage on a successful save. If you have a Large or smaller target, or one that is no larger than a Medium, your spell strikes it with its normal antimagic field. On a failed save, the target also takes 4d6 fire damage, and it burns with acid and cold damage when it strikes you with that same energy. Transmutation

Tenser's Mark

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A line of light wanes and the mark becomes permanent. Choose one creature of your choice that you can see within range and that can see one level of the Ethereal Plane (the spell fails and the target becomes a phantom for the spell’s duration). The target must also speak a line originating from you, which must be on a different line than the one you’re using as the phantasm. You can banish the mark to the space of your choosing, shedding it as you cast the spell. Removing the mark instantly destroys it, and you may banish it to the space of your choice where the phantasm you choose ends. You take 5d4 radiant and necrotic damage, and the necrotic damage increases by “�modest when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Tenser's Mask

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell transforms a creature that you can see within range into a mask. It inscribes on the creature a different symbol, such as a name or a logo, and fades if the symbol isn’t present in the original image. If you transform the creature, it becomes aware of the transformation, and it gains temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. The mask also persists for the duration. The mask is a magical mask created by a lich in the game world. It is worn by all creatures of your choice that you can see within range, and any creature charmed by it recognizes it as a lich’s symbol. The spell fails and the target becomes charmed by it for the duration. If the target is of the chosen symbol, it becomes hostile toward you and must first succeed on a Wisdom saving throw or be frightened by you until it wilts. As an action, you can cause the target to make a Charisma check (the DM’s choice) or take 1d6 psychic damage. Conjuration

Tenser's Mask

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Your mask becomes a magical elixir, imbued with magical power. You can give up to ten nonmagical items you can see within range to one willing creature (including you) for the first time since the spell ends. The target must succeed on a Charisma saving throw or become charmed by you for the duration. If you possess a Large or smaller creature that is willing (and capable of distinguishing between you and the target), you can give the target a piece of your mask that is identical to that of your choice, but it must be of a creature type known or recognized by the target. When you cast the spell, you can use your reaction to instantly’sock the target with poison, dealing an extra 1d6 poison damage to the target. When you finish casting this spell, and before you take any actions, you give the target a new mask. You can give up to ten pieces of your magic, plus a simple mask and a simple elixir. If the mask and the simple elixir are identical, the mask and the simple elixir both have the same effect, and so on. You can specify magical effects that apply to both pieces of magic, but they must be in effect. The best way to apply a piece of

Tenser’s Mask

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a willing creature. The target’s mask is an invisible mask with a transparent border that blocks light and darkness. The creature is illusory and difficult for invisible creatures to perceive. The creature can’t hear or read or know anyone else. Necromancy

Tenser’s Mask

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Each layer of gray, tinged mask you create is magically inset, transparent, and translucent. That layer becomes permanent when the spell ends or when the material becomes difficult or impossible for the creature to see. When you cast the spell, or as an action on your turn, you can move the material up to 60 feet. If you move it more than once, the material becomes opaque and difficult terrain until cleared. In any case, you can use your movement to move the material as an opaque wall or other barrier, as long as that wall or other barrier is not obscured by light. You can use your movement to move the material up to 30 feet. If the material is touched or otherwise made to resemble another creature, you can use my movement to move it along the wall, causing it to make another Intelligence (Investigation) check against your spell save DC. On a failed save, the material becomes difficult terrain until cleared away. At Higher Levels. When you cast this spell using a 7th-level spell slot, the material can be made to resemble any creature of your choice in certain situations, such as one without shoes or a mustache. The material can't be an undead, an enchantment or a creature of medium size. Necromancy

Tenser’s Memory

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a small time portal linking the memories of a legendary Necromancy that you know. The portal lasts until the spell ends. You choose an area within 10 feet of a legendary Necromancy you can see, as your domain, that you have seen before. The area appears in an unoccupied space that you can see within range. While the spell lasts, you can use a bonus action to cause any creature within the area to gain an insight into the hidden powers of the hidden creature(s) within 5 feet of the area. Conjuration

Tenser's Messenger

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell imbues a creature you touch with authority. The target speaks the name of one of your choice from a limited collection of sources. If the target has more than one source, you can send one to one of them, and the target must make a Charisma saving throw. On a failed save, the target is dispelled and the words uttered by the messenger appear as faint gibberish on the target's chest or in its eyes. If you send this spell to the same creature or to a different creature more than once, the message remains, but the creature has disadvantage on attack rolls against you if it has light arms or light tails. The spell ends if you send it this way or if the creature unfurls its hoof and uses Strength to throw the spell. If you cast this spell again, the object you sent is no longer unfurl but instead falls to the ground and explodes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Tenser's Minor Illusion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose an area of light or darkness that you can see and that is at least 5 feet long, and that is within range, is in a state of magic, and is obviously not in any way linked to any kind of magic other than that of your choice. You can cast the spell as if it were cast in that area, but nothing happens. Nothing. You can see through the eye of the beast, but nothing can pass through it. Nothing moves or takes place in the area. Nothing can affect or otherwise affect creatures in the area. Nothing affects or is intended to affect a creature in the area. Nothing touches, passes, or otherwise affects an area or a creature. Transmutation

Tenser's Minor Illusion

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Transmute any spell you can cast into illusions. You touch one willing creature and cause it to adopt a new look. This spell can penetrate thick and thin walls, ceilings, and even solid stone, but it can’t penetrate solid armor or traps. The target has resistance to the damage caused by nonmagical weapons and magic items. If you touch a nonmagical weapon, you transform it into an illusion, breaking any defenses against its non-infliction damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Illusion

Tenser's Minute Metamorphosis

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You plant the petrified remains of a dead creature within range or within the spellcasting range of a nonliving creature, transform it into a new form, and give it a new ability score. If you do both, the creature becomes a new form of creature, and the spell ends. If your new form fails to hold up to the new test, the creature is dispelled. It returns to life if it is no longer in its former form, if the creature’s original form is damaged and the spell ends. Additionally, if your new form also fails the new test—such as if you use an Intelligence check to see if you can perceive an opening in the creature’s memory that allows you to

Tenser's Minute Metaphor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You assume the form of a tall, stout bearded beast of war. You gain the statistics of the chosen beast. At the start of your turn, the chosen beast has bile, a calming touch, and a powerful ennui. If it takes damage, it falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd. Enchantment

Tenser's Minute Meteors

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell instantly shapes the fabric of space and time, shifting the physical world so that it is directly contiguous with your deity’s Minute Meteors spell, and even creating hidden spell casters that can duplicate the original dimension to create hidden casters means that the minute things get rough, you can cause as much damage as you inflict on them. This spell can’t create a hidden spellcaster spell, a casting of which requires a secret spellcasting class slot of 5th or 6th level, or a secret spellcasting trait that allows you to tap into the power of divination spells. Divination

Tenser's Minute Meteors

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You teleport up to 30 foot deep tunnels that you can see in a 60-foot radius centered on a point within range. The tunnels are 1 mile deep and 4 feet thick, and each foot they take you must be traveled. The tunnels last for the duration. The tunnels are rich in mineral resources. If a mineral resource is consumed while a tunnel is active, the material is consumed only once throughout. A disintegrate spell destroys the material if it immediately re-enters the body. A strong wind (20 miles per hour) disperses the material, and floating creatures are unaffected by this spell. Transmutation

Tenser's Minute Meteors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a miniature map of the past, present, and future of a sphere of light or darkness within range. The area is opaque and can hold as many as four hundred individual dimensions (see below). A sphere has a radius of up to 300 feet, and a maximum area of 5100 feet. The area can be changed by using the changes to the opacity of the area beneath it to your own effect. The change lasts for 15 minutes. When the change ends, the sphere disappears. While the sphere is in place, all spells affecting the area are suppressed in the area. Additionally, whenever a creature moves within 500 feet of the area for the first time on a turn, the creature moves 500 feet away from the area. The affected creature must still be within 500 feet of the area to affect the area in any other way. If the area includes an activated spell, this activated spell affects every square foot of its space, not merely the ones affected by the area’s opacity. Transmutation

Tenser's Minute Meteors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a minute meteorshine, which appears in an unoccupied space of your choice that you can see within range and falls within an ellipse centered on a point within range. The meteors appear in all light of your choice that can illuminate a surface up to 100 feet square. You can see a specific color, a specific mineral, or a specific shape, and you can affect the meteors with your ray of cancellation. You can affect a meteor that falls within ethereal plane or that drops to

Tenser's Minute Stink

Casting Time: 1 action
Range: 90
Duration: Concentration

Tenser's Pact Enchantment

Tenser's Pact

Casting Time: 1 action
Range: Touch
Duration: Concentration

Tenser's Power

Casting Time: 1 action
Range: Touch
Duration: 14 Days

Your magic grants you the ability to shape energy from a specific substance within range. Choose up to five creatures you can see within range. They appear as small, greenish-blue orbs, often with glowing red eyes or violet blossoms, and are covered with a protective charm that lasts for the duration. You can use this spell to banish the element from an unwilling creature’s space for 1 minute. The creature must succeed on a Dexterity saving throw or become charmed by you for the duration. If you cast this spell using a spell slot of 6th level or higher, you animate or otherwise animate the orbs for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is halved for each creature affected by it and increases for each creature affected by the charm by 5 days for each slot level above 6th. Transmutation

Tenser's Power Word Search

Casting Time: 1 action
Range: 120
Duration: Concentration, asura or transmutation

Tenser’s prophetic voice

Casting Time: 1 action
Range: 10
Duration: Instantaneous

As you cast the spell, you learn the name of the god or goddess who is related to the god or goddess. If the name of the god or the name of a god or a goddess appears on a sheet of parchment, the divine name appears on the sheet and the spell fails. For example, a ring finger becomes a god name, a phoenix becomes a goddess name, a seraphim becomes a god minster, a tardigrade becomes a god sharpshooter, and so on. Each name is unique and should be described in general terms. You might call the deity a goddess of war, a god of magic, or a messenger of war. If you call the name of a god a messenger, his or her name becomes known to you instantly. The messenger speaks to you telepathically, and the spell ends if no other means is used to communicate with the messenger. You can also dismiss the spell as an action. Enchantment

Tenser’s prophetic voice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe or name a creature’s natural form. For the duration, it appears as a harmless demigod creature with 3 hit points, and must succeed on a Constitution saving throw or become restrained for the duration. This spell ends if you cast it again until the creature’s natural form drops to 0 hit points or if you at least regain hit points from spells or other means. At Higher Levels

Tenser’s prophetic voice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe or name a creature that you can see within range. You name a creature you can see, and it appears to you in an unoccupied space you can see within 5 feet of you. The creature must make a Wisdom saving throw the first time on your turn that it enters the spell’s space and that has seen anything in the spell’s area for the last six months. On your turn, the creature can Roll a 7 or higher. (Your choice which roll.) or Use your action to put the creature 3d8 x 2 feet within 5 feet of you. The creature can make an Intelligence saving throw at the end of each of its turns. On a failed save, the creature takes 10d8 necrotic damage, and it can’t regain hit points or move. On a successful save, the creature takes half as much damage and doesn’t have to move or take any movement during its next turn. Necromancy

Tenser’s Protection

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch one willing creature that isn’t in contact with the ground or in an area that would impede movement for that creature. Using an action to touch the target would cause it to become restrained in place. The restrained target can make a Constitution saving throw. If it succeeds, you are able to shake off the effect until the

Tenser's Recall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell allows you to recall a creature you can see within range, effectively removing it from your mind and forcing it to return to its home plane. Until the spell ends, you can use an action to recall

Tenser's Recall

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You conjure up a celestial, an elemental, a fey, or a fiend that you can see within range. The celestial

Tenser's Recall

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The next time you make a melee spell attack during the spell’s duration, you can use your action to reshape the attack to make the attack more precise, lasting until the spell ends. If your creature successfully hits a target and then drops to 0 hit points before the spell ends, the target is no longer affected by the spell and its damage increases by 1d8. The spell ends if you use your action to do anything else before the spell ends. You can reshape your attack to deal even more damage to those it hits. If you reduce a creature within 30 feet of the center of a creature when you create the spell or when you cast it—like the tentacles or the vine—to death (as with stinking cloud), the creature is pulled into a greater desolation that no longer exists, and the creature is pulled near to a pit or an antechamber that the spell’s DM can see. Each creature in that desecrates itself must make a Constitution saving throw. On a failed save, a creature is pulled 1d4m deeper into the pit, and until the spell ends, the creature is pulled 1m underground. A creature pulled 2m underground is pulled up to 10m underground, and so on. This spell can’t activate more than two barriers in a body of water. Each obstacle carries a different power and effect, and any that isn’t carried is dissipated in 1d4 gallons of water (equivalent to about 5 gallons of direct non-attacking direct non-attacking flow). Transmutation

Tenser's Resilient Sphere

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a thin, nonmagical sphere within range that lasts until the end of your next turn. Until then, you can use an action to create a 15-foot cube of magical antimagic field centered on a point within range. When you make a melee spell attack, you can choose to create a 15-foot cube or a 15-foot cube of strong magical force centered on a point within range. A strong magical force is a force composed of such force, such as a ball of lightning, strong magnetic field, or a force created by a force that surrounds a creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic produced by the cube increases by 1d8 for each slot level above 6th. Transmutation

Tenser's Resilient Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You draw a sphere of toughness and vitality centered on an object you can see within range, shaping it as you wish. As a bonus action on a single of your turns, you can expend one piece of your clothing to fill the void. Once filled, the piece will remain for the duration or until you use an action to shift it to a different piece. While the piece remains within the space, you can use a bonus action to create a new piece of clothing. Choose one object that you can see within range, such as a ring, bracelet, or string. On each piece of clothing, you can’t change the material component, such as color, weight, or type, except by spending 1 foot of the piece’ing creating a new component. The new material component can be found under the piece’s clothing. While you have this ability, you can’t animate or use any mechanical component of the piece that isn’t made by you. If you do, you take 4d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage you take. Necromancy

Tenser's Resilient Sphere

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a spherical solid sphere of magical power that lasts for the duration. When you cast the spell or as an action, you can open a portal leading to an unoccupied space you can see within range. You can exclude one of the following individuals on the ground with advantage: • You have resistance to nonmagical damage. • You have a telepathic link with the nearest nonetiable creature. Abjuration

Tenser's Resilient Sphere

Casting Time: 1 action
Range: 90
Duration: 1 minute

You create an invisible barrier of magical force between you and an object originating from another plane. The barrier, or spheres, are composed of ten cubes arranged as you like. Each sphere is about equal in size to your wands, and you can use your action to move one cube up from or against another cube. Each cube is difficult terrain, and you can neither shrink nor fold it to create a barrier. When a sphere reaches the height of construction, it forms into four different shapes, each one composed of 20 feet of thick, opaque force. Each sphere has a 5 percent chance to deal total damage equal to twice

Tenser's Resilient Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

As you touch a quills or a parchment, a thin sheet of swirling energy appears at a point you choose within range. The space is difficult terrain and contains a 10-foot radius sphere that can be moved to in any direction along the ground. You can target one creature with which you are familiar that is immune to the spell for the duration. The creature must be within 60 feet of the spell to be affected. The sphere remains for the duration. When the spell ends, the spell ends. The spell creates the following effects within the space. The sphere is friendly to you and your companions. Each friendly creature in the sphere when you cast the spell gains a +2 bonus to AC and saving throws, and it gains a number of temporary hit points equal to your spellcasting ability modifier. When you reach higher levels, the bonus increases to +3 and the bonus to saving throws increases to +4. The spheres last for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +4 and the bonus increases to +5. Abjuration

Tenser's Resolve

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

As you cast this spell, you learn the scope of one thing that you perceive within range. For example, if you are within 30 feet of a creature and see it as a glowing ball, that creature can’t be affected by this spell and has 24 hit points. If the creature is standing and moving and you succeed on a Wisdom saving throw to make a Constitution saving throw, it instead gains advantage on the next attack roll it makes before it is affected by this spell. As a bonus action on each of your turns, you can demand a trial of some sort before you issue this demand. If you do so, you make your demand with advantage, as if you demanded a trial. The trial is open to the public and lasts for the duration, up to 10 days. If you object to being affected by the spell, you can make a demand of someone else, either at your option or without it at all. If you object to being affected by several other effects of the same kind, you can specify as many demands as you wish. The DM can further restrict the extent of the sentence by requiring your demand to be accompanied by a stipulation that everyone uses the evening light for the benefit of everyone else. Conjuration

Tenser’s sanctuary

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 6d6 psychic damage and must immediately return to your school of magic closet studies for the triggered spell. While this spell is triggered, the target’s soul is free to roam free. The target can act and behave normally with or without the trigger spell active, but the target must take the course of its choice when you cast this spell. If the target fails the save, the spell ends. Enchantment

Tenser's Scorcher

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a living thing and it becomes immune to poison. If you touch the thing with a poison- or fire-based attack, a creature takes 1d4 poison damage, and the creature takes half as much damage on a failed save and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Tenser's Scorcher

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a nonliving object that you can see within range. The object instantly extinguishes all magical flames within a 20-foot-radius sphere centered on the target object. Objects are considered fireable if they can’t explode or have at least 1 square foot of ground under them. The spell ends when any of the affected objects dissipates energy, if any, or the spell ends. Transmutation

Tenser's Secret Chest

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell reveals a secret chest hidden within the chest of a lich. The chest is a chest piece with three chambers on each side, one chest on either side, and a third chest on the right. The chest is 1 inch thick and 1 inch deep. It contains a chest of 10 pounds or less, a chest of 10 pounds or less, a chest of 10 pounds or less, a chest of 10 pounds or less, a chest of 10 pounds or less, a chest of 10 pounds or less, a chest of 10 pounds or less, a chest of 10 pounds or less, a chest of 10 pounds or less, and a chest with four 5-foot wings. The chest can be opened or removed by simple means. You can open the chest using a simple mechanical means, such as using a simple mechanical means or using a mechanical means that is difficult to see. Alternatively, you can use a mechanical means that is difficult to see, such as using a simple mechanical means that is difficult to see inside an opening or a chest, to allow the chest to open and close automatically. You can open or close each chest in the spell’s area, creating a chest of 20 pounds or less in each chamber. You can use a mechanical means to open or close each chest, and you must choose a simple mechanical means that is difficult to see inside an opening or a chest to open or close it. You can create two openings within the chest. You can open or close each chest by using simple mechanical means, such as using a simple mechanical means that is difficult to see inside an opening or a chest, or by using a mechanical means that is difficult to see inside an opening or a chest. The chest can contain up to four creatures or objects. When you cast the spell and as a bonus action on your subsequent turns you can use a mechanical means to open or close each chest, creating a chest of 10 pounds or less in each chamber. You can use a

Tenser's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell allows you to locate the secret of one creature you can see within range, granting it a +2 bonus to AC and a +1 bonus to saving throws against spells and other magical effects. Necromancy

Tenser's Secret Hide and Seek

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hide a creature’s identity or possessions, and you hide a total of one willing creature or object that it is aware of as a result of an action you choose. The creature knows nothing about the location of its destination, so it doesn’t know where it is or how it got there. When the spell ends, the creature knows it’d vanished. The password that you use to establish your identity remains secure, though you might have to change it. If you change it to something more dangerous, such as a name that you know could be connected to the murder of a loved one, this spell ends. Necromancy

Tenser's Secret Hideout

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You hide out in a secret location that is as close to a place as you can imagine. You appear in a location of your choice that is no larger than a 20-foot cube and are open to the public. You can use a bonus action to make a circle of teleportation around a point you choose within range. Any creature that ends its turn within 5 feet of the location when you do so must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage, and on a successful save, you can repeat the saving throw. The save doesn’t take effect if you or someone else is also within 5 feet of the location. If you or someone else are incapacitated or can no longer concentrate, the creature regains 1 hit point. This spell doesn’t protect you or anyone else from being affected, and you can’t cast spells. Illusion

Tenser's Secret Sanctum

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You pull one creature of your choice that you can see within range and hold within range, and choose one of the following abilities at the start of your turn. You can activate either ability once you have seen it, taking 5d6 damage of which you regain hit points equal to half your high level. You can also use a bonus action to mentally issue a command to the creature, stating its current plan, strategy, and equipment, and then issuing the creature with a specific course of action, including by the use of bonus action items, that will take effect immediately. The creature must be within 60 feet of you when you issue

Tenser's Secret Weapon

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell allows you to touch a creature and create a weapon with which to strike a target. Choose one piece of nonmagical weapon (including magic ammunition) or one that is neither worn nor held; put it within reach and use the attack action to blast the target with unknown magic. The target takes 4d8 necrotic damage, and you can’t target an area spell more powerful than the steed’s Bless or Unbind spell. The target reverts to its normal form within 10 minutes, with the exception of combat, if it is attacked or otherwise injured. The spell ends for it when all its hit points are exhausted. If you cast this spell at the end of each of its turns, the spell ends for it when the second one reaches its full level. You can have no more than three of these attacks at a time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Tenser's Secret Weapon

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a living creature. Until the spell ends, the target gains a +2 bonus to AC for each slot level above 1st. Transmutation

Tenser’s Shadow

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

The Shadow descends into the Shadowfell to sweep the land at your direction, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This spell has no effect on undead or constructs. At the start of each of your turns, the shadow can’t pass more than one through or through another creature’s reach. For the duration, both creatures can‘t take reactions. While the Shadow spends its movement trying to pass through another creature’s reach, it deals 1d4 + 1 damage to both creatures' unsecured objects and causes them to crumble to dust. Illusion

Tenser's Shadow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You use a shadow that appears to be the size of an adult human hand to cast a magic trick on a creature within 30 feet of it

Tenser’s Shadow Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The blade cuts through flesh and bone to strike out at a creature within five feet of it. Make a melee spell attack against a creature within 5 feet of the target. On a hit, the target suffers 1d12 necrotic damage, and you can use your action to end the effect of your attack on a creature by pulling the shadow blade apart. The shadow blade strikes only at the target. If it is so large as to strike out at a creature, roll a d20 roll and add the number rolled to the attack. If you end your turn there, the blade can’t enter the creature’s space, causing the creature to make a Strength saving throw. On a failed save, the creature takes 6d6 necrotic damage and is restrained, either for the duration or as a bonus action, until the blade ends. A restrained creature can use its action to take only half damage from the blade. When the spell ends, the shadow blade leaves the creature restrained by the creature restrained by it restrained for the duration. The shadow blade ends the effect of a spell targeting a specific creature or a group of creatures. The spell ends if the creature or group is slain or its shadow blade is used against it. Necromancy

Tenser’s Shadow Blade

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering orb of freezing clarity appears at your feet and twists and impales a creature in an obstacle within range. Make a melee spell attack against the target. On a hit, the creature would be severed from the blade and its entire body frozen in cold steel, while the obstacle remained unharmed. The illusion can be activated only once during your next turn, and you must make a successful Constitution saving throw against this spell's effect before it occurs. When you cast this spell again, the illusion flashes a bright green and berserkseratess at the target for its whole duration, and it must succeed on a Wisdom saving throw or be severed from its body and restrained for the duration. If you cast this spell multiple times, you can have up to four duplicates of the illusion active at a time, and you can dismiss such an effect as an action. Transmutation

Tenser's Shadow blade

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a shadow blade and make it flicker into a weapon of your choice made of thick and thin shag. Make a melee spell attack against a creature within your reach. On a hit, the creature must make a successful Constitution saving throw. On each of your turns, you can use your action to deal an extra 1d6 damage to the target against the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Tenser’s Shadow

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 hour

Shadow. Self. The mist spreads around corners. A creature in the 5-foot radius of a tetrangle, or in a 5-foot radius around a tombstone inscribed with the heading "Wishful Thinking," must make a Wisdom saving throw. On a failed save, the creature is awed. On a successful save, the creature is awed as well. Divination

Tenser's Shadow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

For the duration, intangible shadow can be seen across a creature’s sight and shaped so it appears as a vertical column of radiance on the caster’s shoulder. The shadow passes through objects and is invisible to ranged or invisible creatures. A creature can spend 1 minute viewing the shadow within 200 feet of it before closing its eyes. The shadow can be so dim that creatures can’t see it or take any damage. Illusion

Tenser's Shadow

Casting Time: 1 action
Range: Self(to Self)
Duration: 120

Concentration, up to 1 hour For the duration, spectral spirits appear and are invisible to all creatures. For the duration, each affected creature (including you) gains a + 1 bonus to AC for each additional minute that passes in that way. The bonus to that AC is permanent and can be evaded by other means, but the creature or object affected by the spell can still take the Dash action and use lasso to break free. As an action, you can move any number of feet of one wall leading from you to the left or to the right of you. The wall lasts until cleared or you make a Dexterity saving throw. If you move more than one foot in a straight line behind you, that line is drawn perpendicular to the wall and remains until the spell ends. If you move behind an object, it travels w either horizontal or vertical along the wall until it strikes the object that is closest to you. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, you can target two additional Shadows under the same bed. Illusion

Tenser's Shadow

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. The target’s transformation begins as a dazzling display of colors, and creatures of your choice in the hand or the size of which are charmed become scarlet, violet, or orange; when you cast the spell, choose any of the colors, which can be made into a shimmering orb or a cloud of yellow or orange emblazoned with the symbol of your deity. If you cast this spell again, the spell requires only one casting of the casting spell, rather than multiple times; if you cast it once, no additional casting is required. To cast Tenser's shadow, you must have seen it casted at least once and have seen its manifestation. It appears in an unoccupied space that you can see within range. You can use this spell only once, at a time. If you cast it multiple times, you can have no casting of Tenser's shadow taken up by multiple spells. The first time you cast this spell on the same creature or on a different one, you must use your full concentration on each casting to succeed. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the transformation deals extra damage to each creature it duplicates if it is within 10 feet of the transformation. Transmutation

Tenser's Shadow

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature and give it a reading of the mind of an awakened creature. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target can make one Intelligence saving throw. It doesn’t take this action, and if it doesn’t take this action before the spell ends, it retires from the spell and reverts to its plane of origin. The target is invisible to most creatures and relies on sight to understand the environment around it. It has resistance to all damage except psychic damage, and it has advantage on attack rolls against creatures of your choice that aren’t within 100 feet of it. Transmutation

Tenser's Shadow

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, any creature that ends its turn within range dismisses its spell and becomes blinded for 1 minute. If you cast this spell early in a long rest, or until you finish a long rest, you can dismiss it as an action. This spell automatically succeeds on cures conditions on 1 hit. Also, a creature that ends its turn within 20 feet of the warp has advantage on a saving throw against its bonded condition. Necromancy

Tenser’s Shadow

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

You conjure up a phantom servant who lives in a cube on the ground and who occupies the cube’s space. The illusion lasts until you cast the shadow spell or you choose an object that has an Intelligence score of 5 or lower. The servant appears in the space it inhabits and lasts for the duration. You decide what action the shadow can carry and where it is allowed to go, what it can do, and how it moves. It can attack, pass, run, climb, dig, and so forth. If

Tenser’s Small Stone

Casting Time: 1 action
Range: 120
Duration: 24 Hour

You create a small stone bridge from a solid surface of stone on which coalesced bits of earth are placed over a long time. The bridge extends from the point of your choice within a 40-foot radius along each side of a solid surface and extends over an area of terrain not covered by your choice of earth. You choose soft, rock-hard earth or hard, stone-hard earth. If you choose solid earth or stone, the bridge is made of fine grits and is impervious to fire damage. An object or structure created by this spell is also unaffected. The bridge is difficult terrain with difficult terrain rules that apply to it. It is difficult terrain if you use a Strength or Dexterity check made using the Strength or Dexterity of the dwarf closest to you

Tenser’s Spelljammer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a shimmering, void-like void centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. Evocation

Tenser's Spell of Life Tenser’s Spell of the Week One piece of wood at a time, chosen from among any number of mundane objects of your choice within range, turns up in any open spot on the ground or in containers that you can see within range. The piece of wood is dedicated to one spell of your choice, either the target’s (your choice) or another spell of the same level or lower, that targets the target with a specific spell of the specified level. You choose a specific spell of the specified level. When you cast the spell, you decide what effect it will have, based on the statistics of the target within the spell’s radius. For example, a Tenser spell targeting a Small creature would target a Medium or smaller creature, while a Medium or smaller creature spell targeting an undead target would normally target an undead creature. The statistics for each spell are in the table, and the statistics for each creature type are in the creature’s table. You determine

Tenser's Sphere

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell damages shapes, animating structures or objects within range, creating any object formed there and shaping any object created there by another spell. Any creature that ends its turn within a reach out to the sphere‘s edge and force a spell of 3rd level or lower on it must succeed on a Constitution saving throw or take 3d4 psychic damage, which lasts until the end of your next turn. The sphere is a celestial, elemental, or fey-like construct with a 5-foot radius and a Intelligence score of 5 or lower. It has 100 hit points and 5d10 fire damage when it is created. It is heavily obscured. It has 30 hit points and 25 expended hit points, and its hit point maximum is reduced by 8d10. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for every two slot levels above 1st. Evocation

Tenser's Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Until the spell ends, you can create a small sphere of magical force within range that lasts up to 30 feet. The sphere surrounds a solid object or structure you choose within range. You can shape the sphere in any way you choose so long as the shape of the object or structure remains constant throughout the duration. You can shape the sphere into any length of rope, tree, or other tree. You can also shape the sphere into blocks or even ceiling elements. You can shape the sphere in any shape you choose, creating its own ceiling, wall, or whatever height structure you specify. If you shape the sphere into any other object or structure, the object or structure is no longer suspended in the air and therefore no longer affects the sphere. If you create an object or structure that is suspended in the air, you can use the suspended object or structure to move it, but the object or structure must still be able to move when the spell ends. The sphere doesn’t protect you from incoming damage. Instead, you have resistance to all damage, but no way to stop damage from reaching its full value. Transmutation

Tenser's Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A sphere of power and force appears in an unoccupied space within range and lasts for the spell’s duration. If you cast the spell using a spell slot of 3rd level or lower, greater restoration or restoration from darkness, or using a spell slot of 4th level or higher, it creates a sphere of strong, opaque force in an unoccupied space centered on a point within range. The sphere is large enough to contain a large city or several towns, or to an area as small as a 30 foot cube. You can use a spell slot of 6th level to animate or construct the sphere. You can create one or more miniature spheres of Medium size and small to Medium sized creatures. Each sphere has AC 5 and 30 hit points. The first sphere created by a spell of 5th level or lower creates a magical force 90 feet long, 10 feet high, and 1 inch thick, and has a AC of 25,000. The second sphere created by a spell of 5th level or higher creates a magical force 120 feet long, 10 feet high, and 1 inch thick, and has a AC 25,000. Each sphere created by a spell of 5th level or lower has a 25 percent chance of creating a ringed hand that guards it. Additionally, when an unwilling creature fails its saving throw against a curse, its magic automatically frees the sphere, leaving it with a 30 percent chance at any point during its turn to magically mend or reshape the hand of a warded hand. At Higher Levels. When you cast this spell using a spell

Tenser's Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The sphere appears in places and appears within range. For the duration, and at the start of each of its turns while the sphere is within 10 feet of you, you can use your action to move the sphere up to 30 feet in a straight line. Through the sphere, you can see through walls, across trees, and in hidden doors. Conjuration

Tenser's Sphere

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a sphere of magical power centered on an object within range, a place, or some other place of importance to you. The sphere lasts for the duration or until you cast this spell concentrating on the first sphere created. You can cast this spell only as part of casting another spell or as part of an attack roll or a subsequent roll, if you have the spell. The sphere remains until the spell ends. It can cover up to your space, up to 60 feet, and extend far enough to pass through walls or other openings. As a bonus action, you can move the sphere up to 40 feet in any direction. The sphere remains for the duration or until you dismiss it as an action. It can’t be dispelled by dispel magic. Physical interaction with the sphere reveals it to be an illusion created by the devil’s magic. While in the sphere’s area, you can make a Wisdom saving throw. On a success, you can use your reaction to dismiss the sphere and have it automatically shift to another plane of existence. Divination

Tenser’s Sphere of Life

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A prismatic portal opens within an unoccupied cube of space within range, granting life to up to twelve creatures of your choice within three days. The portal remains open for that duration. Each target is exposed to nonmagical light, sound, and other light effects for 1 minute, after which it stops working. Nonmagical light effects that target this spell also stop working. For example, light created by a prismatic portal can create nonmagical light in the area, and light created by a prismatic portal can illuminate a door or window. Nonmagical light effects that target this spell still prevent the portal from closing, though they can’t affect creatures or objects within 60 feet of it. Creatures. When you cast this spell, you choose a number of nonmagical creatures to affect in addition to the number of creatures you have casting. You can affect only one creature at a time. Each target chooses which creature to affect by pouring the specified number of drops of water from the portal into the chosen creature’s body. If you have two bodies, you can affect them both at the same time, ending the effect on each one.

Tenser's Sphere

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A sphere of shimmering force radiates magical energy from its center toward a creature within 30 feet of it. Make a ranged spell attack for the spell’s duration. An unwilling creature can take the attack by making a melee spell attack against a creature within 30 feet of it. On a hit, the target takes 1d12 + 20 force damage. While the spell lasts, you can use a bonus action on each of your turns to cause the sphere to project a different spell’s power in each of its 5 spheres locations, targeting one of the following creatures: you, a creature within 30 feet of it, a Large or smaller creature, a Medium or smaller creature, a Huge or smaller creature, a Huge or smaller creature, a Huge or smaller creature, a fortress, a fortress-like structure, or an object created by an arcane spell. The sphere spreads around corners. If any creature is within 20 feet of the sphere for the entire spell’s duration, that creature must move to the other side of the sphere to remain within 20 feet of it. Abjuration

Tenser's Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The sphere of sand and stone appears in an unoccupied space you choose within range and lasts for the duration. While the sphere is on the ground, any creature that can’t move and that moves using falling or standing might miss it. The sphere blocks line of sight but not movement. It can’t contain or extend within an unoccupied space. If you cast this spell in the same area every day for a year, the sphere lasts until removed from the spell. The sphere is an object that has a transparent core and can hold as much as 10 pounds. When removed from the spell, the sphere acts as a barrier between you and its target and leaves behind a covering material for it to fill in where it pleases. You can use your action to move the sphere up to 30 feet in any direction. If you move against your will, the barrier, or both, it stops moving and instead moves with you, remaining centered on the sphere, until the spell ends. If the barrier or material somehow rips at the core of the sphere, the spell ends and the spell ends for that creature. If you move against your will, the barrier, or both, move up to 30 feet in any direction, as if you were trying to move the sphere up to 30 feet. If the barrier or material somehow rips open beneath the sphere, you cause it to open up again, causing it to become a statue. The statue is large and animated, and its weight can’t exceed half the base value of the spell’s maximum. The statue can be dispelled by means other than raising its size from the 1st-level to the 2nd level, or by casting this spell once per long rest, rather than once every three days for 6 weeks. It appears in a spot you choose within range. While the statue is in this form, you can use your action to move the statue up to 60 feet and maintain it there while you have it. The statue can’t be dispelled by any means other

Tenser's Spirit

Casting Time: 1 action
Range: 90
Duration: Concentration

Tenser's Spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You become invisible to creatures of your choice within range. Until the spell ends, these invisible creatures deal 1d4 force damage to you if their speed is 50 feet or less, and they make a Dexterity saving throw. If you or a creature you designate as friendly turns within 5 feet of you, the invisibility ends. Conjuration

Tenser's Spirit

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, a loyal servant of the Divine appears in your space and hovers in your hand around you as long as you still have an awareness or wish of. You can choose to animate or create a spirit by creating a solid object containing one of the following effects within the spell’s area (such as a table or a chest). Constructs, such as feybok, can use any construct’s hit point maximum for the animating effect. Fetch Plants. You cause a plant’s branches to germinate in an unoccupied space within range, and it sprouts two flowers when it finishes growing and leaves its springy leaves at the end of its movement. Tree Strides. You cause a tree to make a stride in a straight line, up to 60 feet straight, 100 feet long, and 2 feet thick. The tree can reach speeds of up to 40 feet per day. While in this form, you can direct trees to follow you and cause them to make headway against you. Daylight. You light a grove of bright light in each of your turns for a period of 1 minute. The grove sheds bright light in a 30—foot radius and dim light for an additional 30 feet. Each round you maintain your w as clouded, dim light in the grove, you also cause the grove to become dimly illuminated. You can use a bonus action to cause the grove to become illuminated, stopping short of raising it as you do so, or using a bonus action to move it up to a 10-foot cube. Transmutation

Tenser's Spirit

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes a spectral servant appear inside a creature’s space and appear to it as if it were there. The servant lasts for the duration or until you choose a different spectral component. You can use this spell to create a spectral servant that is friendly to you and that occupies a 5-foot cube on the ground within range. You can shape the servant to follow you, causing it to follow you wherever you go. The servant can attack and attack off-path, though it can’t attack its master or its servants. While the servant is in motion, you can use your action to cause a spectral servant to dance on a solid surface within range. The servant can perform any task a human servant could perform, provided that the task is performed by a creature other than

Tenser's Spirit Wall

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create the wall of silence that surrounds a location you choose within range. You can make one solidity gesture, and the wall lasts until the spell ends. When the wall appears, each creature within 10 feet of it must make a Wisdom saving throw. On a failed save, the creature can’t speak a line, and it is blinded for 1 minute. On a successful save, the creature can use sight to see through the wall, otherwise blind the creature for 1 minute. To cast this spell without casting a spell, a creature must first speak a message composed of words that are 30 feet long and 5 feet tall. These words describe the location of your location and its surrounding area. The spell ends if you cast this spell again, if you are able to stand up or if you have become deafened. If you cast this spell against an undead, the spell only damages it if it is immune to any of the following effects, or if you have no other choice, the spell only harms you if you are immune to them, or if you choose no effect at all. Sickened. The creature’s speed is reduced to 0. The creature prone to causing damage is no

Tenser's Steed

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A fey creature calls forth a majestic steed, the largest feline in the Remnant. Appearing in an unoccupied space within range and with a 10-foot radius on the ground or a 30-foot radius on the ground outside, steeds are difficult terrain. When a steed appears, each creature within 5 feet of it must make a Strength saving throw. On a failed save, the creature is blinded for 1 minute and deafened while invisible. On a successful save, the creature is immune to these effects. As an action, the creature can make a Wisdom saving throw to appear majestic and move up to 30 feet in a straight line. On a failed save, it must move 1 mile per round for 1 minute. Similarly, as an action, a fey creature that cashes through a creature’s path as a fey zombie (creature or solid waste) makes a Wisdom saving throw to appear monstrous and cause disease for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for each slot level above 1st. Enchantment

Tenser’s Stonebridge Wall

Casting Time: 1 action
Range: 60
Duration: 8 hours

Concentration, up to 1 minute You create a 60-foot-radius horizontal stone bridge that spans a 40-foot-deep gorge in the Great River gorge region of Wiccan Space. The bridge can be reached up to 90 feet by

Tenser’s Stone Knife

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a nonmagical weapon of fine force within range that functions as a short sword or crossbow but has two blades and a tipped magazine. When fully extended, the weapon allows you to leap, slam, and parry up to three creatures of your choice within 5 feet of it. You can make a melee attack with

Tenser’s Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A storm cloud rises in a 30-foot radius centered on a point you choose within range. Until the spell ends, wind, rain, and snow persist in the area (though they can't pass through barriers, talons, or other barriers), and you can’t move more than 10 feet above the cloud. A wind of ramor, perhaps from this storm, can’t reach a point beyond the spell’s range. A strong gust can disperse the storm cloud, but it doesn’t cause any damage. Conjuration

Tenser's Telepathic Bond

Casting Time: 1 action
Range: 10 days
Duration: You place a magical link between yourself and a wi

lling creature. The creature uses its action on each of its turn to make a Wisdom (Perception) check against your spell save DC. On a success, the creature can use its action on its turn to make a new Wisdom check. Whether the creature succeeds or fails on its check depends on whether the link is made in the area you’re touching or outside the spell’s range. If the link is made inside the area of another creature, the spell ends. If the link is made outside the area of a creature that uses a spell slot of 2nd level or higher, the spell ends early, and the spell fails. If the link is made inside a structure or other structure that is no larger than a 20-foot cube, the spell ends early, and the structure or structure is destroyed. Transmutation

Tenser's Telepathic Bond

Casting Time: 1 action
Range: 1 Hour
Duration: You attempt to communicate with a beast that you c

an see within range. The beast uses telepathy to understand you and to communicate with you through your words. If the beast’s communication was broken while you were a beast, the beast would be labeled an anon. You and the beast share a telepathic cord that spans the duration of your spell’s duration. You can use this telepathic link to issue commands or to influence the course of other creatures' affairs. If the creature you are communicating to has a high Charisma score, it can give you a verbal command to lead the creature on a quest that requires immediate action. Alternatively, you can issue a verbal command to a mount or other appropriate companion of your choosing, which creature receives the command and obeys its commands. At the end of each of its turns, during which it can be targeted by commands, it can make a new Wisdom (Perception) check. If it takes damage, you can attempt to use your action to break the broken state, but if it doesn’t make a Wisdom (Perception) check before the beginning of your next turn, the creature doesn’t make a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Enchantment

Tenser's Telepathic Bond

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a magical link between yourself and a creature you choose within range, or a specific sort of creature. Choose a creature that you can see within range, such as a human or a unicorn. The creature can hear you, has a high Charisma, and is friendly to you. The creature has a telepathic link with you, and can communicate telepathically with you through its mind. You can use your action to mentally command the creature you created or to cause it to perform a task you designated. You can direct the creature to move, up or down, horizontal, vertical or diagonally, or to change its course. If the creature moves up or down, so that it can move more quickly, you issue an incantation that reveals a new direction for it to follow, which direction it follows, or both, ending the spell. Physical contact or words with the creature end the spell. If you cast it with a 7th-level spell slot, the spell creates this link between you and the creature: linking you to the same creature, even though the creature is in the air) Conjuration

Tenser's Telepathic Bond

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A telepathic link was discovered between a person and a creature she perceives in dreams. The creature believes she knows more about the dream than the reality of the task at hand, and therefore can provide any information the target has requested as an answer. The spell has no effect on undead or constructs. Enchantment

Tenser’s Telepathic Bond

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell merges terrorscapes of terrorscapes into one creature class feature. The terrorscapes become identical in form and size to the target’s home dimension and gradually become stranger to the target (until the spell ends or until the target can be targeted only by you). The target must make a Wisdom saving throw each time it attempts to communicate with the intruder. On a success, the intruder disappears temporarily, and the spell ends. On a failure, the intruder continues to disappear, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures that can communicate with you increases by two for each slot level above 2nd. Enchantment

Tenser's Telepathic Bond

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You secure a bond with a creature that you can see within range. Until the spell ends, the creature can hear you but can’t communicate with you. The bond lasts for the duration, or until the target drops to 0 hit points or dies. If the target drops to 0 hit points or dies, you use your action to dismiss it. If the target is native to a different plane of existence than the one you’re on, the target loses access to your telepathic link with it, but it can still accept commands from anyone it wishes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a temporary connection between the two of you choose at the start of each of your turns. The temporary connection is made up of Worn Gems, Lamps, and Words. If you maintain your concentration on this spell for the entire duration, the spell creates a temporary connection between you and the target until the target drops to 0 hit points. Enchantment

Tenser's Telepathic Bond

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a vague, intangible telepathic link between yourself and a willing creature of your

Tenser's Telepathic Bond

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a telepathic link between yourself and a willing creature you can see within range. The spell fails if you or the target are on the same plane of existence as the other creature. The spell ends if you cast it again. The spell could target one willing creature or one creature the spell can target. You make the spellment work over a limited time period, allowing you to continue to do so for the full duration. You decide when you cast the spell how the spell affects the target, or you can have the spell discharged as a bonus action on your next turn. The spell ends if the two of you are within 30 feet of each other when the spell ends. You can have the spell discharged only once. If the spell ends before you switch to another form, the creature remains within 30 feet of you while the spell ends. If the spell ends before you switch to a different form, the spell is discharged as a bonus action on your next turn. Finally, upon completing a short or long rest, you can repeat the spell on your active slot if you wish, rather than once you finish a long rest. Enchantment

Tenser’s Telepathic Bond

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

A permanent link telepathic link’s children to the One spell of your choice within 10 minutes. Until the spell ends, the bond lasts until the spell ends, and the target’s mind fills out its own thoughts and feelings, rather than those of any other creature. The spell ends if you or both target another creature. Abjuration

Tenser's Telepathic Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an instantaneous connection between yourself and a willing creature that you can see within range. Until the spell ends, the creature can use its action to speak a word of service to you, but until the spell ends, you can communicate with the creature only by speaking a willing creature’s original tongue (a non-voiced creature can’t understand you). If the creature doesn’t understand you, it must make a Charisma saving throw. On a failed save, the creature can’t understand what you say, because of the nature of your conversation. You can also dismiss this spell as an action, causing it to teleport to your current location. While in this location, you can recall any creatures who spoke you truthfully or acted on your behalf. You can also dismiss this spell as an action, causing it to disappear. from your current location. Conjuration

Tenser's Telepathic Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell channels the telepathic power of a willing creature you touch to create a bond of friendship and cooperation. The bond lasts for the duration, or until the target chooses another creature as its companion. The bond lasts for the duration, or until the target chooses another creature as its companion. The creature knows more about the bond than any other creature, and it is able to understand the words and actions of the creature it serves. When the creature chooses another creature as its companion, the creature knows more about the bond than any other creature, and it can understand the words and actions of the creature more fully. The creature knows more about the bond than any other creature, and it can’t merge the two creatures, which would leave the creature with no knowledge of the bond. The creature can use its action to speak one word about the creature, explain its plight to the creature, and offer a short phrase to explain the creature’s origin. The creature knows it has a bonded creature, but it can’t speak or use any language other than English. The creature is under the condition that it refrain from harming the creature or harming another creature, and it can’t harm the creature if it is immune to its harmful effects. If the creature is incapacitated or has lost consciousness, the creature can make a Wisdom saving throw to end the bond. If the creature is trying to communicate with another creature, the creature can communicate with the creature if it has the creature’s remaining consciousness, as long as it is within line of sight of the other creature. The creature is also unaffected by any effects that would reduce its movement speed to nothing more than a flying speed, such as those created by the wind or the moon. Divination

Tenser's Telepathic Bond

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell allows you to speak to a creature you can see within range and create a telepathic link between you and the creature. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. On your turn, the target can be any creature (including you) of your choice that you can see within 30 feet of you. Creatures that can’t be charmed are immune to this spell. You can set a condition of no higher than -1 for the duration. On your turn, the target can repeat the saving throw, ending the effect on herself or a friendly creature

Tenser's Telepathic Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch another creature. Until the spell ends, you can communicate telepathically with it as if you were its age. On your turn. You can also speak telepathically with this creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can alter one of the following telepathic telepathic telekinesis functions of the target (your choice). The spell lasts until it is ended by another spell of the same level or higher, or it can be ended by one of the spells mentioned above. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Enchantment

Tenser's Telepathic Circle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a shadowy, invisible sphere of telepathic communication within range that lasts for the duration, shifting to and from you to those you choose within range and at the DM' discretion. You choose between two possible messages to occur at the same time; one message, if true, reveals to the others what you know, but the others can’t see. The messages are indistinct but intelligible to creatures of your choice that link you to an invisible, unfriendly creature, though the target is within 30 feet of you. While the target is within 30 feet of you, you and any creature connected to you can communicate telepathically. If you cast this spell with a 15th-level spell slot of 4th level or higher, you can maintain earshot of the messages while you are within line of sight of the spell. You can also link another creature with the same message to a greater extent than you, in which case the creature is instantly

Tenser’s telepathic link

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Tenser telepathically interposes herself in a target area and offers the target an offering of 300 gp worth of wares. If the target completes the offer within 10 feet of the target, whatever remains of the price are w hoarded for 1d4 months. At the end of the period, the item’s owner returns to the spell slot being offered. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the price increases by 300 gp for each slot level above 2nd. Enchantment

Tenser’s telepathic lure

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a hovering, translucent, vaguely menacing looking creature that is about the size of your own hand. The creature must succeed on a Wisdom saving

Tenser's Telepathic Ring

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You imbue a willing creature you touch with telepathic abilities, which have the same power and duration as telepathy, that allows the creature to understand what you have been saying and how it might respond. The spell doesn’t function if telepathy is not on the target or if you cast the spell multiple times during its duration. For the duration, the target can make two Wisdom Wisdom saving throws, and for each saving throw made it takes 6d6 psychic damage. On each of your turns for the rest of the casting duration, you can use your action to speak a telepathically meaningful line to

Tenser’s Telepathic Trick

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a point within range and either state your intention or some other intent to use this spell. A target hears your spoken words as it moves to determine if it is in a state to become a celestial, a fey, a fiend, a fiend, a fiend, a fiend, a fiend, a fiend, a fiend, a fiend, a fiend, a fi, or a fiend. If you require the target to speak in your words, it can’t. Transmutation

Tenser’s Telepathic Trick

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You use psychic energy to speak a message to a creature you can see within range. The target of the spell, also perceives the message and can’t logically fall in love or commit adultery with it. If the target is a creature, it takes 3d4 psychic damage per 1,000 of communication. Otherwise, the target must succeed on a Charisma saving throw or become convinced that you said the magic words. The spell has no effect if the target is undead or if its soul is of a different type than the target’s. You can also cause the target to believe that you said something criminal or harmful (creatures are limited in this way). If you or any of your companions damage the target, the spell ends. Enchantment

Tenser's Telepathy

Casting Time: 1 action
Range: 10
Duration: 30 years

Transmutation

Tenser's Telepathy

Casting Time: 1 action
Range: Touch
Duration: 10 Days

Until the spell ends, you create one willing creature that is immune to being charmed by another creature for the duration. The creature can see and hear you, but it can’t see anything more than 300 feet away from you. The creature can't become charmed by you if it w as charmed or frightened. Evocation

Tenser's Telepathy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain telepathic contact with one Medium or smaller creature you choose within range. Until the spell ends, the target can contact you through an illusory door made of spider web or chest plateaus, or by speaking to you as if it were an open book. The target can have the ability to comprehend some secret language you speak, up to geometrically similar to that of a true sages. Such a creature can read the minds of up to ten other creatures in a 40-foot cube centered on the visible surface of the book you made with this spell. Each target that can read the target's mind must make a Charisma saving throw. On a failed save, the target can’t speak a secret message, and any messages uttered by the target can’t be uttered by other creatures who can read its minds. The spell ends if you use your action to speak a secret message or one that is cryptic and threatening to rouse a chaotic spell on the creature you’re speaking to. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Enchantment

Tenser’s teleportation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You teleport up to 30 creatures of your choice that you can see within range. An unwilling creature must make a Wisdom saving throw to remain within its space. If you target an unwilling creature, it can make a Wisdom saving throw with disadvantage, and the spell ends for that creature. On a successful save, you no longer have to move far to teleport a creature. You can also direct the creatures you made private in this spell to sit on the opposite side of the creature to be teleported. The creatures you directed can sit on the opposite side of the creature from the one they sat on. If you directed the creatures to sit on a different side of the creature than before, the creatures can sit on the opposite side of the creature from the one they sat on. To target only one creature, you need only make a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd. Transmutation

Tenser’s teleportation circle

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You teleport one willing creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, it instead takes 6d10 radiant damage and is stunned. The stunned target can use either an action or a bonus action to take an action that he or she takes appropriate actions in accordance with its instructions. The stunned target ignores any saving throws made to regain consciousness and can’t speak. Transmutation

Tenser’s teleportation circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You teleport yourself and up to ten other creatures you can see within range. Creatures that end their

Tenser’s teleportation spell Transmutation

Tenser's Tentacles

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that you can see within range, healing it of one level of exhaustion with a sling of vines. The spell’s damage increases by 1d10 for each level above 1. Abjuration

Tenser’s Tent

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Up to five creatures of your choice that you can see within range and that can’t be targeted by spells and other magical effects appear in the Tent. An unwilling creature must succeed on a Wisdom saving throw to remain within 5 feet of the Tent. On a successful save, the creature’s spirits remain with you for the duration, and they both disappear. A creature with a Strength score of 5 or less succeeds on the saving throw automatically. If a creature with a Strength score of 3 or less succeeds on the spell’s saving throw, the beast disappears from the Ethereal Plane, and the spell ends on that creature. If a creature with a Strength score of 2 or less succeeds on the saving throw, the beast disappears from the Ethereal Plane, and the spell ends on that creature. At Higher Levels. When you cast this spell using a 6th-level spell slot, the spell lasts until it is ended by one of the spells mentioned above or by using a spell slot of 7th level or higher. Abjuration

Tenser's Tiny Construct

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You make a Tiny, harmless creature seem larger than it really is. Be it Huge or larger, a creature of Medium or smaller size or smaller can take 2d8 + your spellcasting ability modifier. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Tenser’s Tiny Constructimonstrosity

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must make a Dexterity saving throw. It takes 6 d10 damage on a failed save, or half as much damage on a successful one. Creatures that can’t be charmed are immune to this damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of meteors created by the first saving throw increases by six for each slot level above 5th. Transmutation

Tenser's Tiny Construct

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a tiny, tattered, disintegrating body that lasts the duration you are casting this spell. It is an ungainly, worn garment that wakens nightmares and other delusions in its victims. If the target is more than 60 feet away from you, the body shrinks to 1 foot in length, and its bones and flesh become painfully weak. The target’s only tool is a tiny dagger or crossbow, and its gear is little more than a piece of wood or a piece of jewelry. The target’s only weapon is a scimitar, but it can use any other weapon. The body is difficult to disassemble and can’t be replaced. The target’s only weapon is a crude crossbow or a crossbow crossbow crossbow. The body of the tiny body is heavily armored, with numerous small organs, soft bones, and soft nails protruding from soft, smooth skin. The target’s clothing consists of fine linen or linen florals that is usually fine, and hair cut short by a fine needle or string falls into the target’s natural next clothing color. The target is deaf and blind. A Tiny Child. The spell ends for this target. It is a tiny, dumber, worn-off corpse. It is dead when you cast the spell or when the target is no longer with you. The spell ends when the target is no longer a child or a stranger to you. Necromancy

Tenser's Tiny Hut

Casting Time: 1 action
Range: Self (10-foot-radius hemisphere)
Duration: 1 Round

A shimmering portal appears and glows in a 10-foot radius around you. Travel through it must be successful on a Charisma saving throw or you'll awaken an undead servant. A servant can’t attack or be affected by spells or magical effects. Casting a spell that affects undead requires concentration, and the lowest possible number of hits. A servant sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Casting that spell again restores a point of light at the start of your next turn. Necromancy

Tenser's Tiny Hut

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you can create a 10-foot-radius, 20-foot-high, 10-foot thick cylinder of earth just like any other tangle of bones, teeth, or other loose material. All flat-screen televisions in a 20-foot-radius sphere centered on that area are illuminated in a nonmagical light for the duration. Any light that enters the cylinder is dimmed in color and is for that duration opaque. Any creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, the creature is caught in the cylinder and has no movement. A caught creature is imprisoned inside the cylinder for the duration. If the cylinder is too large to hold its own against an opponent, it is temporarily restrained. Conjuration

Tenser's Tiny Plane of Power

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create or link tiny pillars on the ground or in the air that are 5 feet in diameter and 5 feet thick. You can create these pillars either by placing a sheet of parchment on a pillar and placing your finger over its edge, or by shaping the pillar to resemble a creature that fits within a 20-foot cube. When built, the pillar stands on its own within range. You can shape the pillar to appear as a horizontal column or as a vertical column, up to 40 feet in either direction. The pillar can span up to 60 feet and exert an order of magnitude more force than normal pillars, though it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. These pillars also fail their saving throws when they are launched from within a pillar, which makes them difficult to detect unless you have seen their movement for the first time. When you create or link the pillar, choose two or more of the following ways

Tenser's Tiny Teleportation Sphere

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a mysterious cylinder on ground that isn't an object. Until the spell ends, you can use your action to teleport 5 feet away from the location you originated from, and then teleport again if you choose the shortest, best route. Transmutation

Tenser's Tiny Tower

Casting Time: 1 action
Range: 10,000
Duration: 24 Hours

You and up to ten willing creatures within range project your magic into the physical world and create one of the following effects within the space you create: - You create a 20-foot-radius sphere centered on a point you can see within range. - You instantaneously teleport up to 30 feet to an unoccupied space you can see within 30 feet of the point. - You instantaneously light and then disappear, leaving behind no physical form. - You instantly teleport into an unoccupied space that you can see within 30 feet of the point. - You instantaneously light and then disappear, leaving behind no physical form. - You instantaneously light and then disappear, leaving behind no physical form. - You instantaneously light and then disappear, leaving behind no physical form. - You vanish, leaving behind no physical form. Transmutation

Tenser's Touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature of your choice within range, granting it the ability to manipulate others into harming it. The target dismisses the spell. If you cast this spell using a spell slot of 7th level or higher, the target is instead able to affect you up to 3 times before ending the effect. Abjuration

Tenser's Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, you can touch the creature without first touching the other. The spell ends if you or the target are still conscious while you or the target are asleep. If you touch the creature while sleeping or awake, you can touch the item again, gaining the benefit of the same touch. Abjuration

Tenser's Touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The touch of a willing creature awakens one you touch. For the duration, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Tenser's Touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. Until the spell ends, the target is protected against teleportation and can’t leave a teleportation circle, teleport prone, or otherwise pass through a nonmagical opening, opening, or opening that would open a teleportation trap. Transmutation

Tenser's Tower

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 10-foot-by-10-foot (20-foot by 10 feet) tower with a blast of divine energy. It spreads around corners. It is surrounded on all sides by an inset fog that obscures its area. When Tenser appears on a solid surface, the illusion creates a 10-foot cube of darkness that remains for the duration. Any creature that ends its turn in the darkness must make a Dexterity saving throw. On a failed save, the creature takes 5d8 necrotic damage, or half as much damage on a successful one. The illusion overlaps with your normal surroundings. Any hostile creatures that can’t see the ground can’’t be hidden from the illusion. As an action, you can move the tower up to 30 feet in a straight line. If the tower overlaps with your surroundings, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, an affected creature takes 10d8 necrotic damage, or half as much damage on a successful save. Reducing the tower to 0 feet tall grants it a 10 foot cube of protection from cold damage. Evocation

Tenser's Tower

Casting Time: 1 action
Range: 150
Duration: 10 Days

You choose a spot on the ground that you can see on the map, and all its natural light rises there. This light has a diameter of 300 feet and a height of 30 feet. The ground under the light is difficult terrain, but its area is difficult terrain. Buildings and other structures are visible only to you and to those within 30 feet of you, and anyone who has visible sight of you is invisible. When you cast this spell, and as a bonus action on each of your turns to move up to 60 feet in any direction, you can move this spell's range by up to 20 feet. Evocation

Tenser's Tower

Casting Time: 1 action
Range: 300
Duration: 10 minutes

This spell creates a warp in the fabric of time. Each creature in a 10-foot radius sphere centered on a point within range must make a Wisdom saving throw. On a failed save, a creature can’t take reactions and takes 5d12 force damage; it instead takes 2d12 force damage on a failed save, and it can’t take reactions until the spell ends. Conjuration

Tenser's Tower

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates an invisible wall of magical energy that reaches far, far above the ground inside your fortress. The wall is made of thick and thick glass. The wall lasts for the duration. When the spell ends, the barrier appears on the ground within 30 feet of you. If you cast it again, the magic energy has disappeared and the wall disappears completely. If you move in the wall and have no left hand, it can slam shutters down, shutting down any connected cooling systems and blocking some other connected cooling system. The energy can’t be pierce or rust or vaporize anything, even if it is created from a secondarily molten solid. When the wall appears, any creature that can see through it must make a Wisdom saving throw. On a failed save, the creature can’t see through the wall, and it can’t speak, so it can only speculate as to what it is seeing or hearing. If the wall cuts through a creature’s space when the spell ends, the creature can’t move or attack anything within 5 feet of the wall, though it can strike up to two enemies within 5 feet of it. A creature can use its action to move up or down two levels of the wall, ending the effect on itself on a success. All the walls in The Hall of Transmutation have the same power level. Each creates one barrier made of glass that lasts for the duration and is immune to damage and can’t be broken. When the barrier drops to 0 hit points, a random creature that stands in its path, or both, takes 2d8 thunder damage and has advantage on any recovery check it makes to defend itself against the wall. If a wall of magical force or force made of metal or wood blocks a creature’s path, that creature can make a successful Constitution saving throw. On a successful save, the spell ends for that creature. If a barrier overlaps a creature’s physical or magical path, that creature w as prevented from reaching the barrier because of the gap. Transmutation

Tenser’s trap

Casting Time: 1 action
Range: 90
Duration: 1 Round

A shimmering force springs to the attention of one creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage, and it can’t cast spells for 1 minute straight. Until the spell ends, this spell deals 50 necrotic damage as a bonus damage on your weapon—your melee attack. If the target drops to 0 hit points before the spell ends, it isn’t stunned, deafened, or affected by any means. You can use your action to dismiss this spell. If you do so, the spell disperses fog, amber, dim light, and any number of patches of darkness around a target. This spell also damages targets that aren’t under the target’s command, and the spell then ends for that target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Necromancy

Tenser’s Trick

Casting Time: 1 action
Range: Touch
Duration: 8 hours

As you cast this spell, you draw the attention of other creatures to a hidden object that you can see within range. This attention is permanent, and if the object is later lost or damaged, you lose the ability to see it for up to 8 hours. Casting the spell on the object removes that effect, and the spell doesn’t return the object to your control. If there is enough movement involved, you might end up with a hidden door or a wall, or both. If the object you desire is lost or damaged, you can attempt to summon it back. Otherwise, you might be able to get hold of the object and force it to return to your control. Once you attempt to summon a Tenser, you can see through its eyes, hear it talk, and feel it move in its space. You can’t forage for food within the spell’s area, unless you have a large enough supply of harvesting materials nearby. While this spell is in effect, any living creature that can’t produce food or otherwise move around can’t be targeted by this spell. Spells to incapacitate or stave off death. Transmutation

Tenser's Unseen Servant

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You tap into the imaginations of a creature you can see within range and mimic his or her voice, qualities, or actions. The target’s gear shatters, it takes an action thatfulness and control score make. The target starts off with a +1 bonus to AC, including a bonus at 1st and 2nd level (1. A +1 bonus to all attack rolls and attacks uses 2nd and 3rd). It also has advantage on attack rolls from nonmag

Tenser’s Ward

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You become invisible until the spell ends. You are invisible in addition to your body, as your body and as a bonus action on each of your turns, you can move up or down to conceal yourself from detection. Your movement doesn’t depend on gears or conditions of the visible sort. When you cast the spell using a spell slot of 4th level or higher, you can cast the spell at any temple, observatory, or other holy place you designate, using the safest, most direct route through the target place; you can move into any of the locations you designate, or use a different spell slot to do so. Abjuration

Tenser's Ward

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

As you cast this spell, you ward one creature or object of your choice that you can see within 30 feet of you. The spell lasts for the duration. This spell slot is used to cast it. You can cast this spell while protected by a protective gear (such as a cloak or a robe) or while you are wearing a protective armor slot of the same kind that you are wearing. You can cast this

Tenser's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell recognizes creatures as being within 1,000 feet of a point within range and regards them in the nearest unoccupied space when you cast it. The spell recognizes a creature that is within range of a certain spell or ability that the spell or ability allows the creature to achieve, such as a certain flying speed or the use of a special ability. The creature must meet the following conditions for the spell to take effect: • The creature is proficient with all ranged and spell attack rolls. • The creature has advantage on attack rolls against targets within 5 feet of it. • The creature can use its action to become invisible, have invisibility and transpathic reach, and has resistance to damage from nonmagical weapons. Illusion

Tenser's Wards

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and choose one of the following effects. The target gains a +2 bonus to AC and saving throws, and it can’t become incapacitated. Transmutation

Tenser's Whispers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You whisper a message that lasts for the duration. If it is a whisper, its volume is reduced by 1 foot, and if it exceeds this reduction, it is become a whisper for the duration. When you cast the spell over an area, you can make a straight line 30 feet long and 10 feet wide along the ground up to 300 feet long. The sound travels 300 feet along the ground. If the area includes a road, bridge, or other surface, the sound can be heard up to 300 feet away. If you cast this spell over an area that is a city, town, or hamlet, the area becomes a whisper for the duration, and the noise doesn’t permanently deafen nearby creatures. Transmutation

Tenser's Wound

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The ground becomes soft and you strike it once. The target takes 1d6 cold damage on a hit, and the target takes 1d6 bludgeoning damage on each of its turns. On a hit, the target takes 1d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Tenser's Wounds

Casting Time: 1 action
Range: 30
Duration: Until dispelled

Your wounds fill the entire length of your body, as you reach for one of the following options to heal them. One healing effect from one of the options above grants you advantage on the saving throw. healing effect from one of the options above grants you advantage on the save throw. Two Healing Bands. You can create a healing band around a creature you can see within range and that fits within a 20-foot cube. You create one band around an unwilling creature you can see within range, using a crude, one-dimensional photo. The band lasts until the creature uses its action to move to a new spot on your side of the creature’s field. It disappears when the creature completes its movement. Three Healing Bands. You can create a healing band around a creature that you can see within range and that fits within a 20-foot cube. The band lasts until the creature uses its action to move to a new spot on your side of the creature’s field. It disappears when the creature completes its movement. The fourth healing effect. You create a healing effect with one hand and tamp up the flow of one creature’s normal magic for one minute. A healing effect wrought with this spell would target one of the following creatures: an undead, an anaconda, an anaconda hindrance, a cobalt dragon, a colt, a dark knight, a centaur, an evil redback, a dire wolf, or a mountebank. For the duration, a creature has resistance to one damage type of your choice: acid, cold, fire,

Tenser the Blight Transmutation

Tenser the Shadow (eeol)

Casting Time: 1 action
Range: 90
Duration: Magic

night Concentration, up to 1 hour This spell bestows a radiance equal to 100 feet long and 30 feet wide, dim light for a duration that ends at 9:00 am on a successful save, or until you cast this spell again, at the start of each of its turns. The radiance remains for the duration, and it gains a +2 bonus to AC and saving throws. Additionally, if this spell ends before then, its damage increases by 1d8, and its duration increases by 1 day for each day until it is broken. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus increases to 2d8; for each of those levels, the bonus increases to 3d8. Abjuration

Tenser’t's Primal Form

Casting Time: 1 action
Range: 60
Duration: 10 months

You transform a willing creature you touch into a beast or an undead, transforming it into a creature that obeys your Primal language and acting on your turn, gaining 5 temporary hit points for each hit point you have. While the creature is under the illusion’s illusion’s effect, you can’t use two of your remaining turns to speak the Primal language (a babbling tongue, for example), but it must deliver a truthful reply when faced with a challenge from a different voice. The creature is under its illusion’s illusion until the spell ends or until you cast this spell again. While the creature is under its illusion, other creatures within 30 feet of it can’t see or hear the creature and can’t cross the illusion’s plane. The creature

Tentacle of Entanglement

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure up tentacles of entanglement in the air to attack one creature within range. Make a ranged spell attack for the first time on a creature within 5 feet of the tentacle. On a hit, the target takes 2d6 poison damage and is blinded until the spell ends. The tentacle then falls and can't move. During the spell, a tentacle can be on the ground or in the air, but it doesn't have to be. The spell ends if you dismiss it as an action. The tentacle can move up to 30 feet in any direction. The tentacle appears in any spot that you designate. When you cast the spell, you also make the same spell attack roll as normal. You can also use an action to cause a tentacle to move up to 30 feet in any direction. The tentacle moves as if it were fighting a creature, up to 30 feet. If you do so, the creature must make a Charisma saving throw. On a success, the creature takes half the number of damage it would take at the end of the spell. Evocation

Tentacle of Vitality

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and bestow a potent magical force field on it and grant it telepathic abilities beyond that of your own kind. The field’s properties become those of energy, vitality, or something else entirely. Until the spell ends, the field grants telepathic abilities to any creature it touches (no matter how small) that aren’t being willingly carried by a celestial, fey, fiend, or fiend (your choice). The field also grants you telepathic abilities beyond your control that are shared by all creatures. For the duration, each creature you touch has these telepathic abilities (and others, if possible) with advantage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Abjuration

Tentacles of Agathys

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose one creature you can see within range and form a globe of magical energy centered on that target. An equal volume of flames, each 5 feet in diameter, sprout from the globe and hover in the air until the spell ends. Each creature in the globe's area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d8 for each slot level above 5th. Evocation

Tentacles of Earth

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A tentacle appears and floats up to a creature of your choice within range. The tentacle lasts for the duration. If it is a creature, it disappears if it moves more than 10 feet away from the tentacle. A Small tentacle sheds bright light in a 60-foot radius and dim light for an additional 60 feet if it attains the maximum length possible. If the tentacle’s weight can be reduced to less than what it can carry, the tentacle’s tentacle becomes restrained while the spell ends. Any creature that isn’t restrained during the spell’s duration falls or is pushed by the tentacle may move through the tentacle’s space, but otherwise doesn’t have to use its movement. Finally, a restrained creature can use an action to shake the tentacle tighter. It can use another action before or after shaking hands with the creature to release the restrained creature. Conjuration

Tentacles of Healing

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature. For the duration, the target has a motley crew of temporary holders that he or she can use to hold onto its wounds and to fill its pockets when it awakens. These holders can be opened or closed, but they can’t be moved, and the target can’t open or close its own wounds. When the spell ends, the target recovers from its wounds and is restored to full health. You can use this spell on any of your creatures, even ones that aren’t completely severed from reality. Until the spell ends, you have resistance to piercing and slashing damage. Transmutation

Tentacles of the Dark Avatar

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an illusory image of a creature in range and compel it to assume any form you choose for the attack and attack roll it takes, including combat or non-combat tricks, or both. The illusion lasts until the spell ends. You can choose to cause the image to move to any of the following forms, or you can cause it to appear as a crude, skeletal mask with no visible connection to any form. Mask of the Dark One or Mask of the Light One Whenever a creature with darkvision, blinded by invisibility, reaches an unoccupied space within 30 feet of you, or starts performing an action that requires a Intelligence (Investigation) check, you can cause the image to move to any of the following forms: • The flying demigod (level: +5 to attempt to conceal your true form) • The mimic (level: +5 to attempt to mask your true form) • The mimic beast (level: +5 to attempt to mimic your true form) • The spectral sabertoothing frog (level: +5 to attempt to disguise your true form) • The elementalist (level: +10 to attempt to cast divination spell) When you cast one of these spells, you learn the name of one creature you can see within 30 feet of you, rather than the entire creature. You also learn what form the creature will assume, rather than the creature’s normal form. The spell fails if you have a Wisdom score of 4 or lower, and you take 12d6 psychic damage (if any) as a result of failing to cast the spell. Illusion

Tentacle Swarm

Casting Time: 1 action
Range: 90
Duration: 24 hours

Choose an invisible thing within range that you can see within range and that is within 1 mile of you; it must use its action on a move action or be within line of sight of any Spell Queued creature to be affected. When this spell ends, the creature w prays for its sake, and then w as created by the entomb spell. It takes 1d4 necrotic damage upon casting this spell. Your spell fails and has no effect. Spells and magical effects created by this spell can’t resolve until the spell ends. In any case, casting this spell using a different thing than the one created by this spell fails because the spell’s construction is interrupted by another spell. When the spell ends, the enchantment on the thing stops working, and you are stunned for 1 minute. If the spell locks the thing up or, if you are fighting it, damages it, the thing w as created by this spell is warded. At the DM’s option, the spell cast by Turning or Staggering, or the magic of the thing created by this spell, can also be interrupted by another spell; if the spell ends before Turning or Staggering can do anything about the thing being created, the spell doesn’t end.

Tentacle Swarm

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

A swarm of plants appears and sprouts from your feet that lasts for the spell’s duration. Each plant within 30 feet of you must make a Dexterity saving throw. On a failed save, it spreads around corners. On a successful save, it spreads out across the ground, with a 30-foot radius and can be dispersed by other creatures. The swarm spreads around corners. On each of your turns, each plant within 30 feet of you that uses this spell must make a Constitution saving throw. On a failed save, the plant falls prone, requiring a successful Dexterity saving throw to remain aloft. On a successful save, the plant remains aloft until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases by 1 minute for each slot level above 3rd. Evocation

Tentative conditions

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one object or creature that hasn’t been worn or carried in a long time and can’t be carried more than once to one place within range. The object must have an attunement to a w ill stable of sufficient quality to hold it and be of a sufficient length to fit within reach of the w ill s wand. If the object is worn or carried by a creature, it must make a Strength saving throw. On a failed save, the object can be dropped into an unoccupied space nearest to the w ill wall (occupied space that has a Strength of 6 or less indicates that the object is of a lower level). A creature that is within 5 feet of the w ill wall can’t reach it can’t activate it, and creatures that can’t provide cover for it can’t activate it. If the object is carried with it to a place no larger than 10 feet square (100 feet on a side), the creature can use its movement to move into the space but not move or take any actions, unless the creature can take action. The nearest creature that can move or take any actions when the w ill spell occurs has its speed halved until the start of your next turn. Transmutation

Terrestial Image

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch the dead, and what can be perceived remains. Until the spell ends, your body becomes more and more transparent to the elements, and you gain the ability to see through invisible barriers and to perceive objects created by the elements as being composed of air and water. As you deal with the spell, you become aware of whatever is present in your surroundings. As an action, you can move the target up and down in a straight line as if you were moving through a normal corridor. The target can’t move over anything except by way of a tall bridge, so you can attack it, use its action to move it along the bridge, and even try to cause damage. If the target is within 5 feet of you or in an unoccupied space within 5 feet of you, you can move it along the bridge as if you were speaking the target’s name, spelling out its name aloud. You decide what actions the target can take, what objects it can move without affecting its movement, and how it moves when moving along the bridge. When the target takes any damage, it frees its bladework to continue moving along the bridge. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect the target’s level by 2nd or 3rd. Illusion

Terrific Grasp

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You utter the unearthable secret of a place within range. Nothing is known there, and everything that is known about the place you’re on is true. The spell fails if you know anything about the place you are on, or if anyone has ever lived there. For the duration, the unseen power of a pit or cave extends w as you reach for a treasure chest in a brazier or c as you dig deeper. A treasure chest is large enough to contain the contents of a brazier or use as a dig pit. It is filled with magical energy that is siphoned off into energy for brewing potions and food, storing food for food caches and storing food for transportation. Each 5 foot-diameter part of the pit or cave lasts until you dismiss the spell. If you cast the spell in the same area every day for a year, the treasure chest also lasts, and you gain the benefit of this spell for the duration. Divination

Terrific Spray

Casting Time: 1 action
Range: Touch
Duration: until dispelled, piercing the flesh of an unwillin

g creature grants an illusion of a creature and a vague feeling of presence to the creature as it hesitates to attack. Evocation

Terrified

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Choose a portion of you that isn’t completely covered by armor and that isn’t wearing armor is with its soul. For the duration, the affected creature has resistance to a damage type of your choice, though it has resistance against magic, against the triggering effects of spells of 2nd level or lower, and against any effect that would banish the soul to a vat of ice and weather its soul to a cell. Necromancy

Terrified Touch

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the duration, friendly creatures within 30 feet of you have disadvantage on attack rolls against you. Such a creature can be charmed or frightened while charmed by you, and it can’t be targeted by compulsion items, curses, or similar. Abjuration

Terrifying Grasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a nonmagical object or surface that you can see within range that isn’t being worn or carried by an unwilling creature. The surface has the following properties: • It doesn’t need to be on ground or within an area that is magically sealed off. • It doesn’t have to be transparent or be composed of solid or stone. • It can have an Intelligence of 3 or lower, if it can’t be charmed. • The surface can contain up to 10,000 gallons of water. • If you choose a surface

Terrifying Grasp

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell leaves behind a shimmering, golden orb that sheds bright light in a 30-footradius sphere centered on that location for 8 hours. For the duration, the orb sheds bright light in a 30 footradius and dim light for an additional 15 feet. All creatures that aren’t hostile take 10d6 radiant damage, and constructs and undead take 10d6 radiant damage. Transmutation

Terrifying light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A bright light flashes in a 5-foot cube centered on a point you choose within range. The cube is a bright light source centered on a point you chose within range. The cube is opaque to light and dark. The cube is difficult terrain. The cube’s cube is difficult terrain, and it can’t be difficult terrain to move. If the cube is opaque to light, the spell’s spell fails and the cube is opaque to light. The cube’s cube is difficult terrain. The cube is difficult terrain. The cube can be difficult terrain. The cube can be difficult terrain. The cube can be difficult terrain. You can attempt to cast the spell again as an action. If you successfully cast it, you can use your action to dismiss it, and the cube becomes opaque to light. Make a ranged spell attack against the cube. On a hit, the creature takes 3d12 radiant damage. If the target has at least 1 hit point or hit point maximum, the cube’s damage increases by 1d12 for the duration. If you cast this spell’s dispel magic, you can cast it again as an action as a normal dispel magic spell, and the damage increases by 1d12 for the duration. If you cast a spell that requires concentration, you can use concentration to dismiss the spell. You must have the concentration within reach. If you have the concentration, you must take the spell’s concentration damage. The duration of the concentration is non-magical, and it can’t be used to dismiss the spell. Necromancy

Terrifying light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Light streaks of flashing red light appear on a surface within range. The spell can’t penetrate barriers, spell resistance, or magical barriers. If the light’s surface is magic, the spell can’t reach or pass through such barriers. A shimmering surface appears where the light strikes the object. The object shimmering is a glow that lasts for the spell’s duration. If the object shimmering appears again, the spell is wasted. Evocation

Terrifying light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Up to eight willing creatures of your choice that you can see within range can see into Darkness for the duration of the spell. The targets can be up to six creatures that you can see. When you cast the spell, each target gains an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. Transmutation

Terrifying Light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a bright light that shines in a 30-foot radius, centered on a point you can see within range. Each creature in the light must make a Charisma saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage and becomes immune to this effect until the spell ends. The light lasts for the spell’s duration. Transmutation

Terrifying light

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a spectral monstrosity that appears in an unoccupied space that you can see within range. The monstrosity can be a creature, an undead, a construct, or an object. It must have a spectral or an inanimate form. The monstrosity can be a Large or smaller humanoid or an object. A creature must be within 1,000 feet of the monstrosity for the spell to work. The spell ends when all its creatures have died. The creature can be a humanoid or an object. A construct’s hit point maximum must be equal to or less than the creature’s hit point maximum. If the creature’s hit point maximum is less than the creature’s maximum hit points, the creature becomes a creature. The creature isn’t incapacitated. Evocation

Terrifying light

Casting Time: 1 action
Range: Self
Duration: 1 hour

A flash of brilliant light springs from your finger to illuminate the ground in a 10-foot radius. Each creature within 10 feet of you must succeed on a Dexterity saving throw or take 6 d10 psychic damage and be blinded until the spell ends. This flash sheds bright light in a 10—foot radius and dim light for an additional 10 feet. At the end of each of its turns, if it succeeds on a saving throw or otherwise changes its color, it can’t attack until the spell ends. Transmutation

Terrifying Remains

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your magic vanishes when you touch a creature that has reached the stage at which you can see it and that can’t be charmed or tricked. Until the spell ends, the target can’t cast spells or make attacks or use magic items to do anything it can to retain its charmed state. The target can use its action to make a Wisdom saving throw. On a success, it can take its action before moving on its turn. A successful save ends the effect. If the target w as frightened or trapped and doesn’t move while using its action before moving on its turn, it remains frightened of you until the spell ends. Divination

Terrifying Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a hail of ghastly, bloodied projectiles at one creature that you can see within range. Each creature in a 10-foot radius sphere centered on the point you chose must make a Constitution saving throw. Each creature must also make a Dexterity saving throw. On a failed save, a creature takes 8d6 necrotic damage, and it must immediately use its reaction to make another saving throw at the end of each of its turns. An undead creature or a creature charmed by a creature charmed by a creature charmed can only be affected by this spell once. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d6 for each slot level above 4th. Necromancy

Terrifying Spray

Casting Time: 1 action
Range: Self
Duration: 1 minute

You spray an object that is no larger than a 10-foot cube with dazzling blue light. The glowing object emits a dazzling array of dazzlingly colored lights that dim light for an additional 1 minute. Each light has a range of 100 feet. While these lights can illuminate an area of bright light, they aren’t illusory, immobile, and can’t emit illusory beams. The target must attack and regain its hit points when it enters the spell’s area for the first time on a turn or ends its turn in the spell’s area. The spell ends if the target is more than 100 feet away from you. If it can’t see, it must still make a Wisdom saving throw. One color. When a bright light flickered on for the first time on a target you choose within 100 feet of you, it must be of a different color than the target. If it can’t see, it must still be able to see and hear the target. If a bright light flickered on in an area of darkness of your choosing, it dimmed so that only dim light can illuminate it. If the light can’t be extinguished, it blinded the target and dimmed light created by it, causing the target to faint. A target that can’t see must succeed on a Charisma saving throw or be blinded for 1 minute. A stunningly bright light fills a 120-foot-radius cloud of dazzling blue light that lashes out at a point within range. Each creature in the area must succeed on a Dexterity saving throw or take 1d4 radiant damage and be blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dlO for each slot level above 2nd. Transmutation

Terrify

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell senses danger without your knowledge or permission, opening your heart to natural light and avoiding harmful effects. When you cast this spell, choose one creature that you can see within range. You see through to the target and feel the temperature of its body, as well as the temperature of any liquid or warm gas it is in. It is immune to cold damage and radiant damage and immune to fire damage. You can target a creature that has immunity to a damage type known as a bane, a cudgel, or a slashing weapon with these spells to see what it can do to resist the spell. If the target resists the spell, the spell emits a flashing light that cuts through the skin of the creature it wounds, and the spell ends for that target if it is still alive. Otherwise, the creature’s skin tones change from blue to red and it is blinded until it uses an action to up its speed. Transmutation

Terrify

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your touch turns nature's bestowal on creatures willing to be touched. For the duration, any unwilling creature willing to be touched gains the benefit of divination magic, charm person, or detect magic. The spell looks like an illusory image of yourself or your current form, and lasts for the duration. To cast this spell using a spell slot of 2nd level or higher, you can use a spell slot of the chosen one's slot, up to an amount of Wizarding sheen provided. If a creature you designate as being affected by this spell uses an effect similar to that of divination magic, this spell creates the illusion while the creature’s magic is active. The spell is permanent and can be dispelled or restored when the creature uses its reaction to react. Transmutation

Tertiary fortitude

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The spell lasts for the duration, and you are now immune to damage and have resistance to all damage types until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the resistances end for each of the creatures chosen by the first time each day for 10 days. The first time, the creature becomes blinded and w ho drops 1d10 acid, a 20-foot radius pit pit, or a pit filled with mud. For the duration, each affected creature has advantage on attack rolls against creatures other than creatures of your choice within the area. Whenever a creature would be targeted by this spell, such as by shooting it or biting it, makes an attack roll of the d20 roll against that creature, the creature’s parent or legal guardian, the spell ends, and the creature sinks to 0 hit points. Conjuration

Tertiary Intelligence

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Choose one creature you can see within range. You

can direct the creature�

Tertiary Intelligence

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You learn the basic facts about the past, present,

and future of a creature that you can see within range. You can use this knowledge to shape the future, as you might shape the current weather, the current season, or the current temperature. Thus, you learn what day of the week will occur in the current year, when it will be, where it will occur, and how long it will last. You also learn what kind of creature the creature is, which creatures can be trained in, and how to use your Intelligence to your advantage. In addition, you learn what creatures can’t be trained or what sort of creatures they can be trained in. For example, you can learn that a creature must be proficient with a particular weapon or armor class to be trained in a specific weapon or armor class. Transmutation

Tertiary Intelligence

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Until the spell ends, one creature you touch gains a +1 intelligence bonus to her ability to reason and justice. She can ask questions of any animal she can see within 30 feet of her—including animals that aren’t creatures herself, such as lizards and dragons—as long as it is willing and able to answer its questions. She can’t ask a creature a question that would allow its life or limb to be in danger, but she can ask the creature to move so it can be where it is most comfortable. The bonus to her ability to reason is significant enough to compel creatures to consider the possibility of intervening in the creature’s situation. If the bonus to her ability to reason is reduced to 0, the creature is warned of the possibility of further action taken. Abjuration

Tertiary Memory

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You awaken the senses of others, especially someone you have met before, in an instant. You might be surprised by their reactions, sense of humor, or even an instinct for trickery. You can use your action to examine a permanent memory of an event that you can see or hear, and you decide whether the memory is true or false. If a memory is true, you learn it from someone else, if possible, by examining their hand or an object that is in their possession. If you don’t examine your own hand or an object that is in your possession, the memory is probably false. You can see and hear the hand and object, and you can’t see or hear anything that isn’t hidden or otherwise obscured. Transmutation

Tertiary wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

By taking 300 pounds of breeze and wrapping it around a globe, you create a strong gust of wind capable of blowing large sections of solid earth aside from the lungs and surrounding terrain. Any creature that ends its turn within 60 feet of the globe on its side must succeed on a Strength saving throw or take 2d6 bludgeoning damage and spend 2 pounds of wind to maintain its movement. While in this whirlwind, the globe moves in horizontal planes, centered on that point. At the start of each of the spell's rounds, you can cause the spell to fail if you are in the plane of existence where the spell occurs. When this occurs, you can reroll the globe's hit points as an action, removing one layer of fog from it, placing a fog cloud on the ground, placing a cloud of dust in an open field, or moving a cloud of mist from an open field to cover a spot where it would appear to be blocking the wind. Whenever a creature moves into the wisps or within an opening created by a sphere of radiance, a cloud of mist covering the area under a cloud covering a spot where it would appear to be blocking the wind. This cloud obscures paths, staying aloft along with it. A mist covering a spot where a sphere of radiance would appear to block wind in this case is sufficient to obscure the passage to cover the spot. A swirling cloud of vapor, made from fog, covered by mist, or hovering in the wind in this case is sufficient to make the passage to cover a spot where it would appear to be blocking the wind. Evocation

Tertiary wind

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You pull whatever form matter is left over from your current unoccupied space up to a horizontal path that you can see perpendicular to the wind. It lasts for the duration or until you use your action to move it over a different surface. When you use the motion, the path moves so that it is perpendicular to the wind and perpendicular to the path you chose. You can use this motion to move a pile of rubble up to its current height against a wall, or to push a sheet of rubble up to its current height. If you create a horizontal path through wood or stone, the path carries whatever remains from the pile up to the desired height. If you create

Tertiary Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A strong wind picks up at one creature you choose within range. It either blows over a structure or a creature that is within it and isn’t wearing armor. The wind is gentle and lasts for the spell’s duration. It moves at a great distance and is permanent. Any creature that ends its turn within 5 feet of the target creature must succeed on a Strength saving throw. If it succeeds, that creature is pushed up to 10 feet away from the target creature and so must choose one or two actions it can take on that turn. The wind can’t pass through barriers, gates, locked doors, windows, or any other obstacle. wind has the following effects: - It creates a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Strength saving throw. A creature takes 6 d10 thunder damage on a failed save, or half as much damage on a successful one. - It deafens or siles any creature that ends its turn within 60 feet of the target creature when it makes a Strength or Dexterity check. A creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. - It made a fatal error while fighting a creature with disadvantage. A creature takes 2d6 thunder damage on a failed save, and 3d6 thunder damage damage damage on a successful one. Transmutation

Tertullian’s stone temple

Casting Time: 1 action
Range: 60
Duration: Concentration, up to

tether

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and put it into a truesight. The target can be any creature that you choose. The target can’t willingly leave its space if you put it into an unsecured state that ends before the spell ends. If the target willingly enters the truesight, you can tether it so that it doesn’t disappear. When the spell ends, the target returns to its normal space if you have the target. This spell automatically disables certain locks and doors on the target’s space, and the target can’t leave its space if you put it into an unsecured state that ends before the spell ends. You can also set a condition for the target to-ransmit that fails when the spell ends. The condition can be one of the following forms: false life, nature ward, or wish. The target can’t willingly move or freely travel around corners or through openings as small as 1 inch in diameter. If the target would be trapped, it can escape through a portal at least 1 inch in diameter. Transmutation

Thane’s Earthen Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, a sphere of inky darkness drops to 0 hit points at the start of each of your turns. A creature in the sphere takes 2d6 cold damage, and a creature in the area takes 5d6 acid damage. An unwilling creature in the sphere must succeed on a Constitution saving throw or be knocked prone. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw against this spell. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. Finally, the sphere can’t leave the sphere’s space. If it moves more than 60 feet from you, the sphere ends. Evocation

ThaneThumbnailImage60

Casting Time: 1 action
Range: Instantaneous
Duration: You appear in an unoccupied space that you can see

within range and that can hold as much as 500 pounds. One willing creature you touch appears in that unoccupied space and is immediately considered charmed by the spell. The spell fails if the target is already charmed by a specific creature (for example, the target of this spell perceives that you are hostile to it), if it doesn’t rely on statistics from that creature, or if you are using its magic to your advantage. If you do end up in a position where you have to use your advantage and use a spell’s full effect to persuade a creature of your worthiness, this spell is particularly harmful to you. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 4th. The creatures must be within 10 feet of each other when you target them. Transmutation

Thaumaturge

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create an area of force that you can see on the ground within range. A

Thaumaturgy120

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create a beam of bright light that travels 5 f

eet in a straight line toward a point you can see within range. The beam is a Medium beam. The beam spreads around corners, igniting flammable objects in the area and causing flames to flicker around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. The spell’s radius is 10 feet. Evocation

**The Black Flame**

Casting Time: 1 action
Range: 1 hour
Duration: You make flammable flame that reaches eight feet l

ong and burns for the duration of the spell. The flame can be turned into a torch or a torch light, a torch and dim light, a torch and bright light, or merely a torch of moderate size (your choice). The flame doesn’t harm anyone. The flame emits bright light out to 120 feet and dim light for another 120 feet. If the flame sheds bright light within 120 feet of you, the sheds dim light for an additional 20 feet. When you cast this spell using a spell slot of 6th level or higher, the distance the flame travels when it sheds its light determines how bright the light is. If you cast the spell while stunning a target, that target is immune to the flames damage until it leaves the spell’s flames, and that creature can make a Constitution saving throw to extinguish the flames damage. If you cast this spell in a place and then stow your gear in it, you must use a different spell slot for the spell. Transmutation

The Feywild Elements Evocation

The Flame Blade

Casting Time: 1 action
Range: 90
Duration: 1 minute

Instantaneous A wave of flickering blades sweeps out from you that slam shut all doors in a 5-foot-radius sphere centered on a point within range. Make a melee spell attack against the creature. If the target successfully hits, the spell ends. If the spell ends, the spell ends. The spell ends, if the spell ends, if the spell ends, if the spell ends, if no longer affected by this spell. The spell ends if the target is within 5 feet of the sphere or if the target is already affected by it. The spell ends if you use your action to enter the sphere or if the spell ends. Conjuration

The Last Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You whisper a word to one creature within range. The creature must succeed on a Wisdom saving throw or become charmed by you until the word ends. The target must then make a Wisdom saving throw. On a success, the spell ends. On a miss, the creature takes 4d8 necrotic damage and is charmed by you until the spell ends or until you can no longer control the creature. The spell ends after the target has made a Wisdom saving throw. It doesn't end if the spell ends on a different target or on a different creature. If you cast the spell multiple times, you can have up to six of the spells cast at a time. These spells aren't cumulative. The spell ends if you cast or dismiss it. Conjuration

—Themist, the misty blue dragon,HD

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You conjure up a shadowy, warbling mass of shadow-

wreathed creature, which appears in an unoccupied space within range. The shadowy body descends on creatures you choose

The rod of warding extends into the future (and back )

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to cast a spell today that requires at least 1 minute of movement. On a failed save, you w ere distracted and gain 5 temporary hit points for the duration. When you regain hit points, you take the number of temporary hit points from the temporary hit points you took and reduce them by

The Smite

Casting Time: 1 action
Range: 1 Round
Duration: You create a shimmering, shimmering, 10-foot inch-

radius sphere of water that you can see within range. The sphere is a sphere of water that is up to 10 feet high within range. The sphere is a 10-foot cube, which you can see up to 10 feet on each side of the sphere up to 10 feet on each side of the sphere. You can shape the sphere into any shape you desire, though you might have different dimensions. It is a 10-foot cube that is 4 feet thick and 5 feet thick and 5 feet thick. The sphere can be up to 10 feet thick and is up to 10 feet thick. If you cast a spell that can’t be reduced by this spell, you can use your action to create a 20-foot cube of water that you can see within range. A creature or object within range when it drops to 0 hit points or when you cast it drops to 0 hit points or when you cast the spell ends, and you can end the spell by using an action that takes 1d10 necrotic damage or a spell slot of 2nd level or higher. Conjuration

The Spell of the Hour

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical spell of the next level, that lasts for the duration of your next long rest. You can use your action to create a new spell of the same level on a new target. The target must be within 30 feet of you when you cast the spell. The spell ends if you cast this spell again. The spell ends if you use your action to dismiss it. If the target is dead or in a place where it can no longer be active, the spell ends. The spell can have no higher level than the level of the target spell. Conjuration

The Sphere of Agathys

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A sphere of shimmering force sweeps out from you and creates a sphere of Agathys within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d4 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere is a sphere and lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the sphere increases by 1 hour for each slot level above 2nd. Abjuration

The Sword of the Sword

Casting Time: 1 action
Range: Self
Duration: 10

Concentration, up to 1 hour You summon forth from an unoccupied space within range. Choose one of the following types of words: • You can speak one language, one word, four words or three words, and two times as many, and three times as many, as two words. • You can create an image of a creature that you can see within range, one of the types you describe. The image must also have at least one of the following types: • You can make a image of a creature that is within 100 feet of you. • You can create a cylinder of air and move it up to 100 feet directly on a point you can see within touch. • You can create an image of a creature that is within 100 feet of you. • You can create an image of a creature that is willing to move to move. • You can create an image of a creature that has no movement or can move more than 100 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create one additional object for each slot level above 7th. Transmutation

The Sword of the Sword

Casting Time: 1 action
Range: Self
Duration: 60

Instantaneous Concentration, up to 1 hour You summon a celestial from the heavens of the heavens above your feet. For the duration, you summon from a celestial, a celestial, a celestial, a fiend, a fiend, a fiend, a fiend, a warhorse, a tiger tiger, a scorpion, a puff of smoke, a thunderous boom, or thunderous boom. The celestial’s name and title is simply stamped into existence within a specific area. Additionally, you can use your action to dismiss such an effect as an action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of spells that can affect a celestial can be reduced by two for each slot level above 1st. Transmutation

The Wardens of Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You whisper to one willing to be protected. Until the spell ends, each creature that you choose that you can see within range must succeed on a Wisdom saving throw or become frightened. For the duration, you can cause one willing creature to be frightened by one thing: poison, by causing it to become frightened while you are casting the spell. The frightened creature must make a Wisdom saving throw. On a successful save, it is no longer frightened by you and can use the bonus action it has to automatically succeed on the saving throw if it wishes. Divination

The Word of Protection from Evil

Casting Time: 1 action
Range: 150
Duration: 60 days

60 days,, using your action on each of your turns, you can cause a creature you touch to become a 5th-level spell target. The target must succeed on a Constitution saving throw or take 5d8 necrotic damage. If the target takes any damage as a result of this spell, it takes 4d8 necrotic damage of the type that you hit. The spell ends if you cast this spell again. Conjuration

Thief skill

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You learn

Thirst

Casting Time: 1 action
Range: Touch
Duration: Instantaneous�You touch a willing creature that ha

s a hit point maximum of 0 hit points. If the target is not already a willing creature, the target takes 1d4 necrotic damage of the type of damage an unwilling creature takes. Divination

Thorn Arrow

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

Choose one creature that you can see within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d6 piercing damage, and it can’t make a new attack roll until the start of your next turn. If the target is Medium or smaller, you have one additional creature for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage by 1d6 for each slot level above 2nd increases by 1d for each slot level above 1st. Transmutation

Thorn Arrows

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a quiver containing bolts of your choice

Thorn Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shard with a shard. The shard is a shard containing flammable objects or objects. You can shape the shard to create the shard as you like, creating a shard that is large enough to contain a shard or a shard. The shard can be any size or smaller object you choose, and the shard can be any size or smaller object you assign to each shard. The shard can be a Medium or smaller object, a Large or smaller object, or a Large object being worn or carried by someone other than you. You can also allow a shard to be a Large or smaller object, or an object or some other than a small object that is worn or carried by someone other than you. You can also allow a shard to be a Large or smaller object. You can also specify a maximum of 2-3rd level or higher, the target must be within 60 feet of you when you assign the shard to the target, and the target must make the saving throw. The target can use the shard to create a shard of fire damage equal to or less than the target. You can also specify a maximum of 4th level or lower, the target must be within 60 feet of you. You can specify a maximum of 4th level or lower, the target must make the saving throw. The spell has no effect on undead or constructs. You can also specify a maximum of 5th level or lower, the target must make the saving throw. On a success, the target takes 7d10 fire damage equal to the target’s spellcasting ability modifier. If the target fails, the spell ends. Evocation

Thornfurrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a creature you touch with a strange power. The target must succeed on a Wisdom saving throw or fall prone. The target regains 1 hit point when it uses its action to use Thorns against the chosen target. If the target is holding a Thorns, the target regains 5 hit points. If the target is wearing a Thorns or a Thorns 2 or Thorns 3, the target regains 3 hit points. If the target is wearing a Thorns or a Thorns 4, the target regains 2 hit points. While holding Thorns or Thorns, the target regains 5 hit points. If the target is wearing a Thorns or a Thorns 5, the target regains 5 hit points. If the target is wearing a Thorns or a Thorns 6, the target regains 6 hit points. If the target is wearing a Thorns or a Thorns 7, the target regains 7 hit points. At Higher Levels. When you cast this spell using certain higher-level spell slots, the duration is concentration, up to 8 months. When you cast this spell using certain higher-level spell slots, the concentration is a year. Necromancy

Thorn Knife

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You use a ranged weapon against a target. A ranged weapon attack hits the target with a melee attack. On a hit, the target takes 3d8 piercing damage and can use the weapon if the target has an effect that allows it to. If the attack hits, the spell fails, and the spell is wasted. The spell’s damage increases by 1d8 for each slot level above 1st Conjuration

Thorn-Leaf Burst

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You weave together threads of shadow to assail one creature of your choice that you can see within range. The target must make a Dexterity saving throw. It takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. In addition, a target killed by this spell makes its saving throw with advantage. After failing its save, a target reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast the spell, you can use an action to move the target 60 feet in any direction. The target can’t revert to its normal form if it is attacked or paralyzed by this spell.

Thorn's Hideous Laughter

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A twisting, metal-imbued groan, accompanied by ominous soprano vocals, descends on a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature is deafened for 1 minute. On a successful save, the creature is affected for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the spell creates an audible effect equal to 1/2 the spell slot level above 2nd. The effect lasts for the duration or until you use an action to dismiss it. Enchantment

Thorn Shield

Casting Time: 1 action
Range: 60
Duration: 10

10 minutes You use a bonus action to attack with a melee attack. On a hit, the target takes 1d10 thunder damage. The damage increases by 1d10 for each slot level above 2nd. Evocation

Thorn Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a shimmering, multicolored beam of thunder that lasts for the duration. If a creature fails, the target is pushed up to 10 feet away from you, and the spell ends. The target must succeed on a Wisdom saving throw or be pushed up to 10 feet away from you to determine the start of your next turn. Hit or miss, the creature is automatically pushed up to 10 feet away from you, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Thorn's Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature. If it has 5 hit points or fewer, you send the creature to the ground in a 10-footradius sphere centered on that creature. That spell has no effect if the target is on the ground or in a space that is visible to the creature. Transmutation

Thunderball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A hand made from strong thunderwave shoots up to 300 feet in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move up to 20 feet in the air and put out an earthquake. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Thunderball

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You launch a large, strong ball of lightning from your quiver and strike with a stroke of 7-foot diameter and straight—two-thirds of an inch deep—shaped like a fist. Each creature in a 10-foot-radius sphere centered on the sphere must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Evocation

Thunderball

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a thunderous explosion in a 5-foot cube on the ground within range. Each creature in the area must make a Constitution saving throw. A creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Thunderball

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a small earthquake in a 5-foot-radius sphere centered on a point you choose within range. The spell lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses the air around the point. The spell ends if you move more than 60 feet from the point you chose. Evocation

Thunderball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to sling a thunderous ball of force at an enemy. It must be within 1 foot of you. Make a Dexterity (Acrobatics) check against your spell save DC. The ball crashes into a creature of your choice that you can see within range. The ball has AC 20 and 30 hit points. If it hits, the ball can’t move. If it doesn't hit, the ball crashes into a creature of your choice that you can see within range. The ball has AC 20 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each creature you target has its speed increased by 1 until it is proficient with it. Necromancy

Thunderball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You issue thunderous, piercing, or thunderous gales to an unoccupied space within range. The space is filled with a dazzling light when it appears. Any creature within that space can make a Wisdom saving throw. On a success, the spell ends. On a miss, the spell ends. A creature can use its action to make a Wisdom saving throw again, ending the effect on itself on a success. A creature must use its action to end the effect on itself on a success. A creature can use its action to end

Thunderball

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a nonmagical ball of thunder that explodes in a 20 foot radius and lasts for the duration. Each creature or object thrown by this spell is brought to a puddle of bloody mud that fills a 30-foot square 30 minutes after the spell ends. The mud then spreads around corners. No creatures can block the path of the mud until the spell ends. The mud then spreads around corners. A creature is prevented from leaving the mud after it spreads and must spend 5 feet of movement for every 1 foot it moves there. Evocation

Thunderball Lightning Bolt

Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous or 1 hour (see below)

A lightning-spitting bolt flashes out from a point of your choice within range to fill a 5-foot cube of space within range. Then, as an action, you cause a bolt of lightning to leap from that point into the air. Each creature that starts its turn in the 5-foot cube must succeed on a Strength saving throw or drop the spell without provoking opportunity explosions. When a creature starts its turn in the 5-foot cube, it must also make a Strength saving throw. On a failed save, the creature is restrained and takes 2d8 lightning damage, with half for each level above 5th. Evocation

Thunderball

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The spell ends. If the target is a creature, the spell’s damage increases by 1d6. You touch the target and choose the types of damage the target deals. The target can’t take any damage from the damage type chosen, and it can’t take any damage if it doesn’t have armor. Conjuration

Thunderbark

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Thunder booms erupt from the reaches of this spell. Each creature within 10 feet of any point on your side must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Thunder beast

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a magic beast within range: a thunder-thirsty beast capable of hurling flammable objects at its target. The target must make a Constitution saving throw. On a failed saving, it takes 14d8 thunder damage, which is the normal damage for the weapon it’s mounted on. Additionally, on a successful save, the creature takes half as much damage. For the duration, the creature is immune to thunder damage and has advantage on saving throws against its weapons' damage rating. The creature’s weapons and armor have a bludgeoning, piercing, or slashing component, and when dropped from the creature, provides the weapon with the normal bludgeoning, piercing, or slashing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Thunder beast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You turn the tide of a thunderous battle in which you make a single attack against a Large or smaller beast within 60 feet of you. The battle lasts for the duration and ends if you move less than 100 feet during this spell’s duration. If you cast this spell against the same beast twice in a 24-hour period, the first time, you have advantage on all attacks and the second time you benefit if you succeed on your second saving throw. The first time, you have disadvantage on all attack rolls and ability checks, and the second time you have disadvantage on attack rolls against the same beast. The spell ignores obstacles, spells, and objects made by other creatures, and creatures of your choice that aren’t within 60 feet of you. Evocation

Thunderbite

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A bludgeoning, piercing, or slashing weapon deals 1d6 thunder damage to a creature within 5 feet of it. If that creature is standing still, it instead makes a slam attack with a weapon made of wood or iron. Conjuration

Thunderbite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Thorn skin and thick, bloody stench fill the air around you. For the duration, your w arms and legs are pulled together, creating multiple st esquires that are bent upward

Thunderbite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to bite a creature and stab it with a weapon. Hit or miss. the target takes bludgeoning damage equal to 5d8 + your proficiency bonus + your Constitution modifier. The target’s speed drops by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one extra creature for each slot level above 1st. Evocation

Thunder bite

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of its spellcasting, a creature you choose must make a Strength saving throw. On a successful save, it takes half as much damage and isn’t knocked prone. On a failed save, it takes half as much damage and isn’t targeted by this spell. Transmutation

Thunderbite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Bite or bite one creature you can see within range. You strike the target twice, forcing it to make a Strength or Dexterity saving throw. The target takes 1d8 thunder damage as a bonus when it strikes you. On a hit, it takes 1d12 thunder damage. Whether you hit or miss, the bonus growth increases to 2d8 damage, or 1d10 thunder damage, at the end of each of its turns. Each time you hit a target with a weapon attack before this spell ends, the bonus increases to 2d8 + your proficiency bonus + your proficiency modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is applied to the first creature hit by the attack against the start of your next turn, rather than the first creature killed by the attack. Necromancy

Thunderbite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You strike the creature you reach with a punch that inflicts a total of 100 thunderous pounds of damage. You have resistance against thunder damage for a nonmagical weapon until the spell ends, at which point the creature’s weapon strikes you with a thunderous thud. The spell ends if you or the creature you struck have any of the above weapon damage, if any remains unloosed. If you use a nonmagical weapon and hit the creature with consecutive blows that leave weapon wounds, the creature takes 4d6 thunder damage, and the spell ends. Evocation

ThunderBlast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flurry of thunderous sound springs from you to a point you can see within range. The sound can be heard only through walls and other barriers. The sound causes the ground within a 5-foot-high cylinder to shake and roll over and over and over. The ground on the ground must be 20 feet square or smaller. The sound can be heard through open windows, open doors, and similar openings. If there is no floor of floor on the ground, the sound is audible to anyone in the area. Conjuration

Thunder blast

Casting Time: 1 action
Range: Duration
Duration: Instantaneous

You reach for something beyond the mortal world, and within the blast there appears a creature whose blood type matches that of a creature you choose. The creature appears in an unoccupied space on the ground within 5 feet of it. The creature’s blood type is determined by the DM based on the creature’s blood type (creatures can’t be struck by nonmagical weapons), its age, and the damage type of a weapon it’s wearing. If a creature’s blood type is not determined before the spell reaches it, the creature becomes immune to being frightened while under the spell. Evocation

ThunderBlaster

Casting Time: 1 action
Range: 30
Duration: Instantaneous

ThunderBlaster creates a flurry of magical force that damages whatever it is holding in your hand. The first time you cast this spell and at the end of each of your turns until the spell ends, you can make a ranged spell attack. On a hit, you deal a flying nonmagical weapon attack. On a failed save, the creature is restrained in a small, invisible sphere. If you move your hand up to 100 feet in the sphere, you can move it up to 100 feet in a straight line as part of the attack roll. That movement doesn’t need to be vertical. Evocation

Thunder blazing

Casting Time: 1 action
Range: 30 minutes
Duration: A blackish light flashes from a point of your choi

ce within range. Choose a point you can see on the ground within 6 feet of you, up to 300 feet on each side. Each creature in that range must make a Constitution saving throw; if a creature fails the save, thunder erupts from it as a thunderwave. The thunder reaches as high as 300 feet per 100 feet. If you cast this spell using a spell slot of 7th level or higher, thunder spreads to 30 feet on each side of the ground, ending the effect early. Evocation

Thunder blizzard

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a frigid, gale-like cloud of thick, thumping snow that covers 120 feet of ground and lasts for the duration. After three days of freezing snow and 41 inches of ice, the cloud falls and sheds bright light in a 30-foot radius, making it nearly invisible. To a creature with good hearing, the cloud is audible. Evocation

Thunderblizzard

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A massive blizzard appears in a 30,000-foot-deep pit spread across a 20-foot-radius. 30-foot-high blobs of snow spread across a 20-foot-radius sphere centered on a point with difficulty 8,000 feet. All creatures within the blizzard are instantly heavily obscured. Each creature in the blizzard must make a Constitution saving throw. While heavily obscured, a creature can use its action to move up or down, and it can’t attack any creatures that are within 5 feet of it. The blizzard moves at half speed. It creates more than 20 cubic feet of snow globes within 5 feet of it. These frost giants, gorgons, halamanders, and soviet giants also make their livings there. A creature that starts its turn in the blizzard with one ounce of force inside it, and that creature must succeed on a Strength saving throw or be pulled 10 feet downward, also whipped up and torn 3d 8 by the blizzard. Each creature other than you in the area must succeed on a Strength saving throw or be pushed 10 feet away from the center of the blizzard by means of a chain or elbow. Finally, the blizzard produces a thunderous cloud that lasts until cleared. A creature destroys a blizzard by succeeding on an Intelligence (Investigation) check against your spell save DC. When the blizzard destroys a target, any creature or object that was within the blizzard, or that was within reach of the blast, takes 1d6 thunder damage. A creature killed by the blizzard is left with thunder noise that repeats for 10 minutes A deafened creature killed by the thunderous cloud takes thunder damage equal to 1d6 + your spellcasting ability modifier. If you use an action to deal 1d6 damage to a target, you can target another creature by dealing 1d6 damage to them again. Evocation

Thunderblizzard

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl 6 blizzard-sized blobs of frigid air in a 30—foot cube centered on a point you can see within range. Each object moving toward or within the blobs is likely to hit a creature or a creature within the sphere, and the blobs erupt in low-piercing, crackling bludgeoning flames. Each creature within 10 feet of the center of the cube is exposed to fire damage equal to half the creature’s total body weight. For the duration, a creature is exposed to any kind of damage equal to half the creature’s damage. A creature must make a Constitution saving throw the first time on each of its turns for each blobs of fire vortexed flames erupt in flames. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If you target a creature with this spell, and it makes a saving throw at the end of each of its turns, the creature takes 2d8 bludgeoning damage and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a blizzard of slush covered dirt and rubble spreads across your path, heavily obscured by thick fog. The dust obscures every 5 feet you pass for 3 rounds, preventing you from moving more than 10 feet when you take the Dash action and moving 10 feet when you don’t move. You can move only after spending 2 feet of movement. As an action, you can move up to half as far and then end the effect on itself. Transmutation

Thunderblizzard

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You freeze solid snow or ice for the entire range for a moment, creating what looks like a thick sheet of thick fog. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage. Evocation

Thunder bludgeoning arrow

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a point of intense lightning energy that strikes your arrow at a point of equal or higher elevation in elevation within range. The point of the lightning strikes a point of nonmagical nonmagical lightning, such as a ceiling, at which point the arrow strikes a fulminant orb of lightning, effectively blocking the target's movement for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional point of nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical nonmagical bullet (‖1/8-inch-diameter bullet), which is a bullet created by lightning and then blazes straight toward the target. If the target drops to 0 hit points, or the point you chose for a point is spent, the bullet takes 1d10 lightning damage and is pointed at a creature within 5 feet of the point you chose. If the target is an object or a piece of magic carpet, the lightning strikes at that object or piece of magic carpet. Conjuration

Thunder bludgeoning with blunt object

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A strong thunderclap appears and the pieces of your head struck by a nonmagical weapon strike together. Each creature of your choice that you can see within range must succeed on a Strength saving throw or be overwhelmed by the sound. Hit or miss. each target takes 4d8 thunder damage. The thunder cloud then covers a 30-foot cube. Each creature that starts its turn in the center of the chest must succeed on a Dexterity saving throw or take 1d6 thunder damage (your choice). A creature takes 4d6 thunder damage when it turns against a creature within 60 feet of it. Evocation

Thunderblur

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering mass of light erupts from a point within range. Each creature in a

ThunderBlur

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A large, glowing sphere of light appears in a spot you choose within range. The sphere lasts for the duration, and you gain a number of forceps equal to your spellcasting ability modifier. The sphere creates a portion of open space on the floor of the sphere for you to move up to 30 feet in. You can move up to 60 feet in any direction. The sphere appears in a spot you choose within range. The sphere is made up of up to 3 cubic feet of solid, opaque material. The spheres appear to be inert. The sphere lasts for the duration, and you gain another forceps ability. You can use your forceps ability on up to nine smaller, harmless creatures. The sphere appears to be invisible. Each creature in the sphere must make a Wisdom saving throw. On a failed save, it takes 2d8 forceps instead. The sphere appears in a spot you choose within range. The sphere appears with a 50-foot radius centered on that spot. Conjuration

Thunder bolt

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You hurl an utter, total of fifteen javelins at a target creature in a 60-foot cube. Each target takes 4d8 thunder damage each round it erupted for the duration. Each target takes 10d8 lightning damage when it explodes, and each creature within 10 feet of the destination object takes 4d8 thunder damage each round it erupted for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a beam of lightning that travels 300 feet in an unoccupied space within range. Each creature in a 30-foot-radius circle must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. When the spell ends, the spell ends. Evocation

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Enchantment or up until dispelled

Instantaneous You imbue a weapon with a force that increases by one point for each level of your spellcasting ability. The weapon has AC 20 and 20 hit points. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reshape the weapon to make it more powerful. Conjuration

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A bolt of lightning flashes from your mouth to a point you can see within range. Each creature in a 10-foot cube centered on that point must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. At the start of each of the creatures turn, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Thunder Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A burst of lightning energy erupted from your hand at a creature within range. Make a ranged spell attack using your spellcasting ability, not the base attack roll of the target you chose. You have advantage on the attack roll if the bolt hits. On a hit, it then went flying and dealt no damage. If the bolt misses, the target takes 12d6 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts created increases by 10 for each slot level above 1st. Evocation

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A flash of thunderous force erupts from you in a random

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a creature or object that you can see within range, and that you can see within range. The target takes 4d6 lightning damage. The spell can’t be cast with a successful Intelligence (Investigation) check against your spell save DC. Until the spell ends, a creature or object that isn’t being worn or carried by the target doesn’t fall into the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Thunder bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a point within range and launch a thunderous, impact-inflected storm bursting from it. Until the spell ends, the spell doesn’t deal lightning damage or reduce a target by d10 thunder damage, but create a moderate to heavy damage pattern extending from the point of impact. Once chosen, the storm lasts for the duration or until a storm terrain condition is met. If you cast this spell without first thinking about the storm’s location before casting the spell, a lightning bolt appears in the location you chose. The bolt lingers in the air for the spell’s duration, and the spell ends if two creatures of your choice

Thunder bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a point you can see on the ground within range. A thunderous explosion erupts from the point you chose. A tangle of thorns, bolts of lightning, or similar materializes in the ground on each side of the ground. Each creature that starts its turn in the ground must make a Dexterity saving throw. If it fails, it is thrown two pieces of ordure, which are expended and crack open two trees in a location designated for it. A thunderous boom erupts from the point you chose, dealing 50 thunder damage in a row to any creature that starts its turn in the ground. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d8 for each slot level above 3rd. Evocation

Thunder bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration, the storm blows down on the same plane of existence that you are standing on. Choose one creature within range, which must be on the ground in the area where the storm strikes. The target must make a Strength saving throw. On a failed save, it takes 14d6 thunder damage. On a successful save, it takes half as much damage. You can reduce the damage by half when you roll for the first time on a hit or when you cast this spell again, if the damage reduces it to 0. For the entire roll, the storm damages the target up to twice as much (ritual or non-ritual, respectively). After dealing with four such bolts, you can make a new one deal four times as much damage each time. For the first bolt, the damage increases by 1d6; for the second

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This longbow bolt explodes from within a point of your choice within range. You create a burst of lightning-like energy that arcs toward a creature within range and strikes it in the chest,

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a sphere of lightning that explodes in a direction you choose. Each creature of your choice that you can see within range must make a Dexterity saving throw. The sphere is a cylinder with a diameter of 10 feet and a height of 1 inch. The sphere is difficult terrain. The sphere is difficult terrain on each of its turns, with the exception of hostile creatures that can make a Dexterity saving throw against thunder. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. The sphere explodes in a 30-foot-radius sphere centered on a point you choose within 5 feet of you. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and is knocked prone. On a successful save, a creature doesn’t take any damage from the sphere. Necromancy

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a beam of electricity that pierces through anything within range. A creature must succeed on a Strength (Athletics) check, or half as much damage is taken, when you cast this spell. This spell has no effect on undead or constructs. The target can make an Intelligence (Investigation) check against your spell save DC to see if it is a creature. If it is, the spell fails. Any creature that succeeds on its check must make an Intelligence (Investigation) check against your spell save DC. If it is a creature, it takes no damage. The spell can also be cast from a spell slot of 5th level or higher. Evocation

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a strong lightning bolt that ignites in a 5-foot cube centered on a point within range. On a failed save, a creature takes 1d6 lightning damage and is pushed 10 feet away from the point of impact. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Thunder bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a hail of 1,000-pound bludgeoning, 1,000-pound piercing, or 2,000-pound concussive, or 1,000-pound turning pounds. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes

Thunder bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl an explosive, thundererous display of force in a 20-foot-radius sphere centered on a point within range. Each creature in a 20-foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d6 d 20 bludgeoning damage on a failed save, or half as much damage on a successful one. The force twists and rivens locks of fabric created by the spell. Each creature that fails the save must make the saving throw with advantage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Thunder bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a thunderous, roaring, or slashing weapon, sling, or similar weapon in a line that moves within range. Each creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage, and it takes 1d4 thunder damage when it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thunder bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You launch a bolt of lightning from your hip at a creature within range. Make a ranged spell attack for the weapon—the one you used in your attack action, not the creature’s weapon (if it has one). Make a nonmagical weapon attack with the lightning bolt. On a hit, the target takes 1d10 lightning damage,

Thunder bolt

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A flurry of thunderous sound erupts from your hilt. Until the spell ends, you have advantage on weapon attacks and saving throws made with a weapon that isn’t a melee weapon. Also, each creature within 30 feet of you must make a Constitution saving throw. On a failed save, an affected creature takes 1d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thunder bolt

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose an area of lightning or thunder on the ground that you can see within range. Each creature in that area must make a Constitution saving throw. If a creature takes the Attack or Hit roll while the lightning or thunder is active, it must make a Constitution saving throw each round it remains in the ground. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Thunder bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A stroke of lightning bolt, three times your choice of your choice, creates or twists a sheet of cloud of soft, silvery energy centered on a point of your choice within range. The lightning falls at half speed and deals no damage. If the lightning hits a creature or an object, it deals no damage but creates an area of softening around that creature or object that is made of cloud or sheet material. Then it deals no damage. The spell creates the sheet of cloud, which remains for the duration and is in euclidean form, but it creates no energy or other sensory characteristics that could make it animate, such as horns, claws, or a tail. Similarly, the spell shapes the cloud so that it remains on a solid surface (such as a floor or a ceiling) but it creates no conditions that might make it resist the spell. It is impossible for a creature with an Intelligence score of 5 or lower to understand how the spell shapes the cloud. If a creature with an Intelligence score of 5 or lower can’t understand how the cloud would shape, that creature automatically fails the spell. A creature with an Intelligence score of 2 or lower can’t be affected by this spell without first realizing it is a misty, dark cloud covered in mist. Evocation

Thunder bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This blast of strong lightning erupts from a point within range, creating a vertical boom that travels 150 feet in a straight line until the ground beneath you is cleared. Each creature in a 15-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. Should the creature fall when it does so, or try to move onto a flat surface, it creates a burst of lightning that deals 6d6 lightning damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d6 for each slot level above 4th. Evocation

Thunder bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This lightning-spitting bolt erupts with a mad dash to deliver a powerful blow against a target within range. Choose up to three creatures of your choice that you can see within range. Each target takes 3d8 lightning damage, and you can direct it to explode. The lightning ignites flammable objects in its area that aren’t being worn or carried. Each target must make a Dexterity saving throw. On a failed save, it takes 2d6 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Thunderbolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You call out a thunderous boom, sending the air and water swirling about you in a 20m square direction you choose: centered on a point within range. Make a melee spell attack against that point. On a hit, the target takes 1d10 thunder damage. The thunder can be broken up into one attack or a combination of the three. If you make a melee attack against a point within range, the first attack deals 1d10 thunder damage, and the second 3d10, and so on until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for each of its types increases by 1d10 for each slot level above 3rd. Evocation

Thunderbolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You flash the thunderous power of the thunder god’s hand in a 20-foot radius and hurl it with all its might. Make a melee spell attack against a creature within the radius. On a hit, the target takes 1d6 thunder damage. The spell ends if you dismiss it as an action or if

Thunder bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a bolt of lightning at a point within range. Make a ranged spell attack for each bolt made. On a hit, a creature takes 4d8 lightning damage. The lightning bolts deal an extra 1d6 lightning damage to the target when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of lightning bolts created by the spell increases by two for each slot level above 5th. Evocation

Thunder bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a mote of acid at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 acid damage immediately and 2d6 acid damage at the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Thunder bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a thunderous weapon at a target creature within range. Until the start of your next turn, that target has advantage on attack rolls against you and each other for the first time on your turn and on subsequent turns, except for the first time on a subsequent turn. The target must make a Constitution saving throw. If it fails, the spell ignites a bolt of lightning that travels 300 feet in a straight line and ends its turn. When pushed prone, the target can make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Evocation

Thunderbolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a strong, sustained blast of lightning that pierces the skin of one creature within range. The target must succeed on a Dexterity saving throw. On a failed save, a creature takes 2d6 lightning damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd Conjuration

Thunder Bolt

Casting Time: 1 action
Range: 1 Round
Duration: Your arm inches away from the Earth and you gain t

he following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You can throw objects up to 5 feet off surfaces as far as 60 feet away. • You can use your action to create a line of lightning-quickened bolts extending from your outstretched hand in a 30-foot radius and spiraling upward. Each bolt creates an instantaneous effect that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the lightning flashes up to 60 feet and the speed of the bolts increases by 30 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the lightning flashes up to 120 feet and the speed increases by 30 feet until the spell ends. The lightning sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the lightning sheds this light, the flames in the lightning tend to linger in the ground and deal bludgeoning damage to creatures that aren’t being worn or carried. Evocation

Thunder bolt

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A thunderous bell rings at a point of your choice within range. Each creature within your reach must make a Constitution saving throw. A Medium or smaller creature succeeds automatically. On a failed save, a creature is affected by the spell and takes 5d6 thunder damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Thunder bolt

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You leap into the air and strike down a fiery, horizontal line that points toward a point within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. The line lashes out from you, dealing 10d8 thunder damage to any creature passing by it. Evocation

Thunderbolt

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a lightning bolt that can be fired up to 10 feet away from you. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d12 lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature takes 2d12 lightning damage on a failed save. If the creature fails the save before the spell ends, the spell ends. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Thunder bolt

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A line of strong wind, whipping about in a straight line toward a point you choose within range, sprouts a bonfire of brilliant red color. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Thunderbolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A flash of light flashes from your point of view, then thunders to a specified distance away from you, centered on a point you can see within range. The spell then ends. Evocation

Thunder bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The bolt erupts from a

Thunder bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This blast of air explodes in a 10-foot square part of open space in a location you choose within range. Each creature within 10 feet of the area must make a Constitution saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. The thunderous explosion originates from two points you choose within 5 feet of you, or one point you choose within 5 feet of you. You can create one of the following effects when you cast this spell: • Create a nonmagical bolt that moves into a creature’s space of your choice for the duration, then make another using that magic bolt. • Target a creature within 30 feet of the area for the first time on a turn or ends its turn within 30 feet of the area. • Target two or more creatures of the same type within 30 feet of the area for the next two rounds. • The first creature to make a turn ends the turn. If the second creature ends its turn in a place you choose, the first creature to make the first attack succeeds on the attack roll. If you cast this spell multiple times, you can have up to three of its non-instant

Thunder bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a thunderous, spinning weapon during its animating motion, forming a ring around the weapon and rapidly ascending until the top is illuminated in brilliant light. It strikes twice with the weapon, once when used as a melee weapon and once as a weapon of war. The first time, the weapon strikes the ground or a creature that is within 5 feet of it and then disappears, leaving behind a spinning, horizontal bar. This spell can’t strike a creature that is already reeling from a melee attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you make two additional thunder-throwing attacks for each slot level above 1st. Evocation

Thunder bolt

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You hurl a thunderous, spinning globe of fire at a creature within range. The globe explodes in a 20-foot radius around it, spreading out over the course of 10 minutes to a creature within 20 feet of it in a direction you choose. Make a ranged spell attack for the globe. On a hit, the creature takes 1d8 lightning damage, and the globe explodes. The globe then explodes again, dealing 1d8 lightning damage to both creatures and creatures within 30 feet of it. Make a Constitution saving throw. On a successful save, the globe explodes in a 20-foot cube centered on that creature, and each creature within that area must make a Constitution saving throw. Each new globe explodes 1d8—20 times as thick and lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thunderbolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A bolt of lightning and thunderous sound emanate from you and deal 3d6 lightning damage to each creature that you can see within 10 feet of you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. On a successful save, a target takes half as much damage and is knocked prone. The spell ends if the target is not wearing armor or if the effect on it lasts for the duration. The spell can’t affect undead or constructs, and its effects last for the duration. Evocation

Thunderbolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of lightning erupts from your fingertips. Each creature in a 20-foot cube centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 3d10 lightning damage and is pushed 20 feet away from the point of impact. On a successful save, a creature takes half as much damage and is pushed 5 feet away from the point of impact. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th. Transmutation

Thunder bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of lightning flashes from your hand toward a target within range. The target must succeed on a Constitution saving throw or be knocked prone. The target isn’t knocked prone but can’t move or attack with it until the spell ends. The spell then explodes, dealing 5d6 lightning damage to the target and causing it to have disadvantage on attack rolls against each of its attackers. Evocation

Thunderbolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of thunderous energy erupts from a point you can see within range, centered on a point you choose within range. Each creature in a 5-foot cube centered on that point must succeed on a Dexterity saving throw or be pushed up to 10 feet. A creature takes 7d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Thunderbolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you make a ranged spell attack, you make the weapon explode. This spell's range is short and it deals no damage. On a hit, you attempt to ram the explosive weapon into a creature or object being targeted by the attack or succeed in some other effect. If you succeed, it explodes on impact. Each creature or object being targeted is pushed to the ground in a random direction within 30 feet of the target and must make a Dexterity saving throw. On a failed save, it explodes and deals no damage. If you cast this spell multiple times, you can have no more than three blasts erupting from the same target (no more than once each round). On a successful save, a creature or object explodes immediately. A creature or object can be sled by one blast each round it remains there. This spell's damage increases when you reach higher levels. At 5th level, weaning a creature or object from a spell of 2nd level or lower causes it to shed 1 hit point. It then regains 1 hit point as a bonus action on its turn. At 11th level, the explosive attack leaves it with 3d8 damage, which it can use in its attacks. While the creature is under the effects of this spell, its hit point maximum is reduced by 2d8. If a creature hits with a creature’s natural weapon attack while under the spell’s effects, the creature takes 1d6 extra damage, and the attack deals 1d6 extra damage to the creature. The damage also reverts to normal when the creature stops concentrating or perceives anything outside the spell’s range. If the spell ends before then, the creature’s weapons are empty and they deal no damage, but they do dissipate when the spell ends. Transmutation

Thunder bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you point at a creature within range, a thunderous explosion erupts from a point of your choice within range. Each creature in a 5-foot-radius sphere centered on that creature must make a Constitution saving throw. A creature takes 7d6 thunder damage on a failed save, or half as much damage on a successful

Thunder Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A thunderous boom is heard throughout the area. Each creature that ends its turn within 10 feet of the boom must make a Strength saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Thunder bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

A bolt of thunderous force bangs against a wall or other solid wall, which is 5 feet tall and 5 feet wide. The wall or wall of force must be at least 10 feet thick and is 1 foot thick or less in diameter. Any creature who enters the wall or other solid wall area when the spell ends must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save,

Thunder bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The bolt erupts from a point you choose within range. Until the spell ends, the bolt deals an extra 5d8 thunder damage to you and anyone else within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the extra damage increases by 1d8 for each slot level above 2nd. Evocation

Thunderbolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bolt of lightning that explodes in a direction you choose within range and instantly deals 5d6 lightning damage to one creature you can see within 5 feet of it. The creature must succeed on a Constitution saving throw or take 1d6 lightning damage. Any creature that takes damage from this spell ends its turn. The spell’s damage increases by 1d6 when you reach higher levels. Conjuration

Thunder bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a thunderous explosion of energy that lasts for the duration. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 thunder damage. The thunder flashes when it strikes a creature or a solid object 5 feet in any direction. The thunder spreads around corners, and its flames lash out toward a point within 5 feet of the point you chose. This thunder damage spreads around the globe, so it moves with you wherever you are located in the game. Conjuration

Thunderbolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a thunderous, ten-foot-high, 120-pounder of lightning at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 lightning damage, and the spell ends early. On a failed save, the target is restrained and must make a Constitution saving throw. On a successful save, it is no longer restrained. If the target fails this save, it is no longer restrained. On each of your turns until the spell ends, the restrained target can repeat the saving throw, ending the spell on a success. On a failed save, the target is no longer restrained. If the target succeeds on this saving throw, it is no longer restrained. If the target fails its save, it is restrained and must make a Constitution saving throw. On a successful save, the target is no longer restrained. If the target fails its save, it is no longer restrained. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Thunderbolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You target one creature you can see within range. You make a ranged spell attack against the target. On a hit, the target takes 1d6 thunder damage. The spell has a casting time of 1 minute and a casting time of 1 hour. Conjuration

Thunderbolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a shower of lightning bolts at a point of your choice within range. Each bolt, 5 feet in diameter and 5 feet thick, hits whatever creature it hits. Each bolt then explodes, dealing 5 lightning damage to each creature that ends its turn within 5 feet of it. Any creature whose starting hit points are less than 5th level (0-100) or whose Dexterity score is 4 or less is also knocked prone. If it is standing, it can use its action to make a weapon attack against the bolt. On a hit, it deals 5 added damage to the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 5 for each slot level above 4th. Evocation

Thunderbolt

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Thunder bolt 90 Concentration, up to 1 minute A moment of clarity surrounds a creature that you can see within range. This spell creates a burst of powerful thunderous sound, audible through the target. Each creature that can hear you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage, and on a successful save, it takes half as much damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Thunderbolt

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

As the spell reaches its maximum power, you blast a wide array of lightning bolts from your warded locations within range. The spell creates one of the following effects in any order: • Nonmagical lightning flashes in a 10-foot radius centered on a point you chose within 10 feet of the target. • You cause the bolts to glow in a 20-foot radius centered on that point. • You cause the ground in the area to shake and the ground in the area to buckle. • You cause the ground in the area to move in a 90-foot-radius, 20-foot-high cylinder centered on that point. The ground in the area is difficult terrain. • You cause the ground in the area to float in a 20-foot radius centered on that point. • You cause the ground in the area to move in a 60-foot radius centered on that point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the total damage of each bolt created increases by 2d8 for each slot level higher than 2nd. Evocation

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous (1 hour, 30 minutes)

With a thunderous bang, three bright lights erupt from a point you choose within range. Each light has a brightness level that is determined by the DM. When you cast the spell and at the end of each of its turns thereafter, one bright light erupts from a different point within range. Each light has a brightness level that is determined by the DM. When you cast the spell and at the end of each turn thereafter, two bright light erupts from a different light, forming multiple dim and wisps of blue light within 60 feet of the point you chose. The light has a luminous component and can produce natural magic when the dim light element is 1 or less, such as when creating the fire spell. A young adult might create magic for a little while longer before moving on to the next level of magic. Evocation

Thunderbolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A small, dark-shaped beam of light streaks from a point of your choice within range. The beam spreads out from a point of your choice where it hits. If it leaves a point of your choice within range, such as a point in a forest or a room or a wall, the beam can pass through any barrier that is blocking it. Evocation

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

As you launch a powerful thunderclap, you create a moderate diameter arc of lightning in a 30-foot-radius sphere centered on that point. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage and is restrained by the spell until the spell ends. A creature restrained by the spell can use its action to make a Strength or Dexterity check. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, lightning erupts in a 20-foot radius around the point you chose. As a bonus action, you can move the lightning up to 30 feet in any direction. After succeeding on one of the saving throws described below, it erupts in a 30-foot-radius sphere centered on the point you chose. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A thunderous bang erupts from a point of your choice within range. Closer to a point than 5‘ yards away causes the exploded blast. The point must be within 10 feet of a point of your choice that you can see within 10 feet of another point you choose. A point must be within 5 feet of a point of your choice that was drawn into the explosion, triggered by an artifact or a spell, and that, when you cast the spell, ignites when the spell ends. A point spreads out from a point you choose within 10 feet of another point you choose. A point spreads out from a point you choose within 10 feet of a point you choose ’that traps an item within it, for example ’that allows an illusory duplicating of a creature (creature with limited intelligence or track record) to travel into a location occupied by an enemy’s summoned creature or another nonmagical creature within 5 feet of the location occupied by the creature. A point spreads out from a point you choose within 10 feet of a location you choose ’that is under siege or that would normally protect a stronghold. For the duration, such a point’s guards might be up and walls down. Such a point could house up to 100,000 men or even more; defend it from nonmagical ranged attacks, but any damage that

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Blazing bolts erupt from your hand in a 60-footradius sphere centered on a point within range. Each bolt explodes with 5 bolts, spreading across 8 5-foot squares on each side of each of your turns for a duration. Each creature within the area must make a Dexterity saving throw. Each creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, a Large or smaller creature that fails the save takes 2d6 lightning damage. If you choose to deal lightning damage, you do so at the range; if you choose to cause the spell's damage to be 1d6, you deal damage there. The spell’s damage increases by 20d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a number of small blasts of lightning that strike toward a creature of your choice within range. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a spot within range that is either no larger than a 20-foot cube or a 30-foot cube that is a point on ground no larger than 10 feet square. Hit point maximum is 120,000 ‒ which is how much damage the bolt inflicts on you. If you target an area that is no larger than a 20-foot cube, the bolt explodes, dealing 3d8 lightning damage to any creature that starts its turn within 120 feet of the spot. Evocation

Thunderbolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Flame-like flames erupt from your hand and sweep across the ground of the stronghold you hold within. Each creature in a 30-foot-radius sphere centered on the sphere must make a Dexterity saving throw. Each creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If a stronghold falls within 5 feet of you and starts its turn there, it ignites flammable objects there that are not being worn or carried by other creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases to 3d8. When you use a spell slot of 3rd level or higher, the damage increases to 4d8. The damage increases as you complete a 5-foot radius firestorm throughout the area. Each creature that starts its turn in the area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage, or half the initial damage of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 9d6 fire damage. Fire storm. Each creature in a 30-foot-radius sphere centered on the sphere (ranging from 200 to 300 feet long) must make a Constitution saving throw. When a creature fails its save, it creates a cone of burning flames that spreads around corners, and it makes a Constitution saving throw at the end of each of its turns. Creatures that fail their save when the cone appears must also fail as well. These flames often reach numbers of feet, spreading them across the ground and creating a distraction for soldiers and civilians trying to get out alive. Evocation

Thunderbolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Flame-like rays of light erupt from your hand and sweep toward a creature you can see within range. Make a ranged spell attack for each slot level above the spell’s normal damage. On a hit, the target takes 1d8 fire damage, and it takes 1d12 lightning damage; if you hit a creature with a ranged weapon attack using this spell, the spell also deals 1d12 lightning damage to it. The spell’s normal damage target is reduced to 0 hit points, and the spell’s magic number is increased to 1, if it’s Wisdom (Perception) check fails. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The bolt erupts from a point of your choice that you can see within range. Each creature in a 15-foot-radius sphere centered on that point must make a Strength saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 4d8. When you cast it using a spell slot of 8th or higher, the damage increases to 5d8. If you cast it using the Dash action, the lightning bolts deal 4d8 lightning damage to all creatures in a 15-foot radius. Evocation

Thunder Bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The bolt leaps from your clasping hand toward a creature you choose within range. Make a shot with it, and it deals 3d8 lightning damage on each of your turns until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can attack twice, instead of once, how the spell ended. Both hits deal an extra 1d8 lightning damage. Evocation

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The bolt ripples violently out of you in a direction with a 90-foot radius. Each creature in a 40-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thunderbolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This blast of energy explodes from your deity’s point of origin at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 lightning damage. Whether you hit or miss, make the attack roll using your spell slot. If you attack using a weapon, your weapon glows in the blast, and any spell cast on it fails and deals 2d12 lightning damage to the target. If you hit or miss, make a nonmagical weapon attack with your weapon against the target, and make the attack roll using your spell slot. The weapon’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration

Thunder Bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This strong, tamed lightning flashes out in a 30 foot radius and flings its primordial calling to action. Each creature of your choice that starts its turn in the radius affected by the spell must succeed on a Strength saving throw or take 1d8 lightning damage and be pulled 5 feet toward the nearest side portal. Evocation

Thunderbolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Until the spell ends, you create one of the following effects when you cast the spell: 1. Make a melee spell attack against a Large or smaller creature. On a hit, the target takes 4d10 thunder damage, and the effect lasts until the spell ends. 2. Make a ranged spell attack against a Large or smaller creature. On a hit, the target takes 3d12 thunder damage, and the effect lasts until the spell ends. 3. Make a magic missile attack against a Large or smaller creature. On a hit, the target takes 3d12 thunder damage, and the effect lasts until the spell ends. 4. Make a ranged spell attack against a Huge or smaller creature. On a hit, the target takes 1d12 thunder damage, and the effect lasts until the spell ends. 5. Make a Constitution saving throw against a Huge or smaller creature. On a miss, the spell ends. Evocation

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a small, vertical bolt of lightning with a range of 120 feet. You can affect one creature within range and then make a ranged spell attack with the bolt. On a hit, the target takes 4d8 lightning damage and is hurled 3 feet away from you. Evocation

Thunderbolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You launch a round of intense thunder that can reach up to 30 feet high and 50 feet wide. Each creature in a 30-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thunderbolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash

Thunder bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash three bolts of lightning, filling a 20-foot-radius sphere centered on a point of your choice within range, forming a hard cap at the base of the globe. Each bolt strikes its target and triggers a sequence of small flashes. Each bolt deals 6d8 lightning damage to the target and causes the final bolt to strike the bolt that fired it. Additionally, whenever a bolt hits a creature or a pillar, each pillar or pillar is pushed up to 20 feet away from you, creating a 10-foot-diameter crater that can be cleared by making a solo teleport. Evocation

Thunderbolt

Casting Time: 1 action
Range: Instantaneous
Duration: You create a roaring explosion that deals bludgeon

ing damage to a creature you can see within range. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you. The target also takes 1d4 bludgeoning damage on a failed save, or half as much damage on a successful one. The blast lasts for the duration. If the blast is larger than your normal range, you can use an action to create a 10-foot-radius, 20-foot-high cylinder that is 60 feet by 25 feet by 10 feet. The cylinder must be within 100 feet of you. The cylinder can be anywhere on the ground, but it can’t exceed 10 feet in height when you cast this spell. Evocation

Thunderbolt

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Instantaneous

You push a point of your choice within range and cause a bolt of lightning in a 5-foot radius to follow the same trajectory as a normal bolt of force. Choose one creature within range and then make a ranged spell attack. On a hit, the target takes 4d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Thunder Bolt

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A thunderclap fills the air around you, extinguishing flammable flames in a 20-foot radius and centered on a point within range. Each creature in the line of fire when you cast the spell must make a Constitution saving throw. On a failed save, the creature takes 10d4 thunder damage, or half as much damage on a successful save. A creature takes half the amount of thunder damage and the same amount of lightning damage damage, if it fails the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Thunder bolt

Casting Time: 1 action
Range: Self
Duration: Concentration up to 10 minutes

A strong thunderous boom erupts from the center of the earth you are on. Each creature within 1 mile of the center must make

Thunderbolt

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The earth beneath you erupts with a thunderous blast of lightning. The blast lands on a point you can see within range, and any creature within 30 feet of the blast must make a Dexterity saving throw. On a failed save, a creature takes 1d6 thunder damage. The spell ends when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher,

Thunderbolt

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a large explosion of thunder. Each creature within 10 feet of the point of origin must make a Dexterity saving throw. A creature

Thunderbolt

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a large, powerful blast of thunder in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 thunder damage. On a successful save, a creature takes half as much damage. On a successful save, a target takes half as much damage. On a successful damage roll, a target takes half as much damage as it would have taken. On each of your turns, you can use your action to end the effect of a saving throw with advantage. On a failed save, the target takes half as much damage. On each of your turns, you can use your action to end the effect of a spell with disadvantage. On each of your turns, you can use your action to end the effect of a spell with the same effect. Self (30-foot radius) 1 minute You create a burst of thunderous force in a 30-foot radius centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d4 thunder damage and falls prone. The target can make an Intelligence saving throw. On a failed save, the target takes half as much damage and is knocked prone. On a successful save, the target takes half as much damage and is knocked prone. On each of your turns, you can use your action to end the spell. Necromancy

Thunderbolt

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A burst of lightning descended from the heavens. Each creature within 5 feet of a point you choose must make a Dexterity saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, each target has advantage on attack rolls, ability checks, and saving throws, and it must make a Constitution saving throw. The spell ends if you use your action to do so again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thunderbolt to Sickle

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You throw an object up to 5 feet in the air that you can see and that has the same or higher hit points as the target creature. The spell ends if you or the target creature has no limbs or if you and the target creature aren't wielding any other sort of weapon. The spell ends if you or the target creature has no head, a body, or is in a vat of boiling water. If you or the target creature has no head, a body, or is in a vat of boiling water, the spell ends. The creature can use an action to make a sling attack against the target creature. On a hit, the target takes 1d6 thunder damage. The spell ends if you or the target creature has no head, a body, or is in a vat of boiling water. Conjuration

Thunderbolt

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell creates a burst of lightning in a 20-foot-radius. cylinder that lasts for the spell’s duration. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, a creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thunderbolt

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and cause it to fling a beam of lightning that has a range of 60 feet and a range of 120 feet. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. If you have four or more feet of loose rope in its reach, the spell ends. Conjuration

Thunder boomerang

Casting Time: 1 action
Range: 10 Days
Duration: Your bare hands blast with brilliant light erupt a

massive, glowing, skeletal, bipedal beast with a roar that rips through the air. Choose one creature that you can see within range. Submerged in the raging storm, the beast sucks up whatever remains and hovers there for the duration. As an action, it hurls its huge hunk of rock at the nearest creature or object. If it hits, it makes a melee attack with a weapon before it, and the attack deals an extra 5d10 force damage. If the beast’s speed drops to 0, it makes a Strength saving throw at the end of each of its turns. If it does so, it doesn’t take any damage and doesn’t take the Dash action, but it can still make a Strength or Dexterity check (its choice) against your spell save DC. A creature using its action to move its hunkered beast up to 60 feet must roll a d 10 and add the distance to the end of the roll. Attack Conjuration

Thunder breath

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your magic transforms a creature you try to drink of power to a thunderous boom of force. Until the spell ends, you can use your action to fill the creature with vapor and then exhale a strong wind of energy of the chosen beast type toward it. The creature must succeed on a DC 20 Constitution saving throw or become restrained in the air for the full duration. The restrained creature is then transported to a different location under the effects of this spell. If the creature is moved or swallowed by a mist, it is blinded and deafened for 1 hour. At the end of that time, it can make a Constitution saving throw to break out of the mist and use a bonus action to switch to a different form. The mist lasts until the spell ends, at which point the creature releases trapped form. The mist damages and consumes creatures when it strikes a creature or a creature restrained by the mist, and the creature or restrained by the mist takes 25d6 thunder damage. At Higher Levels. When you cast this spell using an 11th-level spell slot, you choose one of the following options for what occurs: • Pain. Pain radiates from the creature restrained by the mist, and the creature is blinded and deafened for 1 hour. • Sleep. Pain grips the creature restrained by the mist, and the creature is paralyzed for 1 hour. • Hunger. Hunger roils the creature restrained by the mist, and the creature is restrained for the full duration. • Torrential rain. Hail snowballs rain down with brutal force on both restrained and unclinched creatures. A creature restrained by the mist or subjected to its effects can’t be pushed, grabbed, or otherwise restrained by it. Transmutation

Thunder breath

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Thunder blazes from your hand toward up to four creatures of your choice within range. Make a ranged spell attack against each target. On a hit, the target takes 3d6 thunder damage. Until the spell ends, you can use your spellcasting ability to make thunderous cry sounds. You can make the cry audible with a whisper spell cast by a willing creature. Each target takes 1d8 thunder damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Thunder breath

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash an endless storm of thunder, sending craters, burning trees, and countless others to smithereens around the globe. Each creature in a 60-foot

Thunder breath

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a low-pitched thud that ripples along terrain in a 60-foot radius around you. The target must make a Constitution saving throw. On a failed save, the target takes 1d10 thunder damage. The thunder damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Thunderburst

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a wave of powerful energy that blasts a point of light in a 5-foot radius. Each creature in that area must make a Constitution saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Evocation

Thunderclap (30-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: A line of bright light streaks across the ground i

n a 20-foot-radius sphere. Each creature in a 60-foot-radius sphere must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns. If it fails the save, it takes half as much damage on a subsequent round. Evocation

Thunderclap on Clones

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a bolt of thunderous energy that blasts from your clavicle. Each creature of your choice that you can see within range must make a Constitution saving throw. Each creature takes 5d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Thunder cloud

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create a 20-foot cube of thunderous energy centered on a point within range. Creatures of the chosen type are immune to thunder damage and have disadvantage on attack rolls against creatures of the chosen type. For the duration, each creature other than you that is wearing medium or heavier armor, and or that drops to 0 hit points when the spell ends, has disadvantage on attack rolls against creatures of the chosen type until the spell ends. Each time a creature takes damage in this way, it instead takes 2d8 thunder damage, and has disadvantage on attack rolls against creatures of the chosen type until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 4d8 thunder damage and the spell ends. Conjuration

Thundercloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a cloud of roaring, thunderous, or otherwise unpredictable force that spreads from one point within range to a point within range. When the spell ends, the cloud disappears. The spell can also end a spell. While this spell ends, the cloud remains there for the duration. During this time, you can make a ranged spell attack. On a hit, the target takes 1d4 thunder damage. On a miss, the cloud disappears. The spell ends if the cloud has no destination. Enchantment

Thundercloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A strong updraft sweeps down a 15-foot thick cloud of thick fog, 10 feet deep, over a land or an area within range. The fog spreads around the area, and any creature that starts its turn in the fog (and any creatures that end their turn in the same fog) takes 1d4 bludgeoning damage. The fog then moves on a straight line downrange from you before moving to a spot within range. You can use your action to move the fog at the start of your next turn as a bonus action, and it moves along the liquid floor until it falls to the ground. It can move across uneven terrain made by running water, solid ground, or some other impassable barrier. Moving the fog at the same time as making a ranged attack rolls, an attack roll, or using a bonus action to move it along a different solid ground, if possible, stops it entirely. Nonmagical fog obscured by the fog spreads around corners and appears thick and flowing. When a creature moves within the fog for the first time on a turn or starts its turn there, it takes 2d4 bludgeoning damage and must immediately move out of the way. Transmutation

Thunder cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A cloud of thick, intense cloud of thunderous sound emanates from a point you can see within range. The cloud is composed of a single, strong, strong wave, a wave that lasts for the spell’s duration, and a wave that lasts for the duration. The sound is audible to up to 30 feet of a point you choose within range. You must use your action to cause the

Thunder cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A magnificent thunder cloud appears in a 30 foot cube centered on a point within range. The cloud remains for the duration, to a depth of 20 feet, and spreads around corners. Each creature in the cloud when it appears or that ends its turn within 30 feet of it must succeed on a Strength saving throw, and the cloud falls prone. It remains suspended for the duration. A THOUGHTLESS MIND that hinders casting spells or reading thoughts causes the cloud to fill its area with fearful thoughts that are difficult to discern. The cloud spreads around corners

Thunder Cloud

Casting Time: 1 action
Range: 300
Duration: 1 minute

You create a

Thundercloud

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

A 20 foot thick sheet of swirling cloud forms a 20-foot diameter cone centered on a point within range. The cloud spreads around corners and forms a 20-foot tall dome centered on a point within range. Until the spell ends, you can use an action to make a strong wind (10 feet per round for winds of 10 feet), a gentle shower of lightning (10 feet per round for lightning_of_lightning ), or a strong gust of the wind (10 feet per round for lightning_of_sorrows ). This wind blows heavily against creatures. While this cloud obscures whatever remains, you have advantage on saving throws against being blinded and deafened. It lasts until the spell ends. Mild Weather At the start of each of your turns before the spell ends, you can use an action to make moderate thunderous noise, a small thunder cloud, cone, or similar sound from a 45-foot radius. When you make the sound, each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage, and it is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Evocation

Thunder Cloud

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a 30-foot-diameter cloud of roaring energy at a point within range. Each creature in the area must make a Dexterity saving throw. On a successful save, a target takes 1d8 bludgeoning damage and is pushed 5 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Thundercloud 60 feet

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A burst of powerful thunder erupts from the ground. The target must be within 5 feet of the ground before the spell ends. The ground must not be above 10 feet in any direction. Enchantment

Thunder cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

If you or another creature you can see within range attacks the target with thunderous thud, the spell ends. Evocation

Thundercloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a swirling cloud of swirling water in a 30-foot-radius sphere centered on a point you can see within range. The cloud is made up of up to 10 cubic miles of water that is 90 feet long and 20 feet thick. The cloud spreads out over a 10-foot-radius sphere centered on a point you can see within range

Thunder damage reduction

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose an area of air or stone that you can see that fits within a 40-foot cube and that fits within a 5-foot cube. You choose the area to be reduced. This reduction doesn't necessarily have to do with material body size or creature form; you can reduce the material to fit one size category larger than your own. For example, I can reduce one cubic foot of stone to two stories because of the creature's size, but I can also reduce one cubic foot of stone to make room for a second large space, a third large space, or so large that a smaller cube would create additional cube space. If you choose a place on an area of ground that you can see, you can use a bonus action to cause any creature that can see within 60 feet of the place or that can hear you to make a song audible to the place. Each creature that can hear you must make a Charisma saving throw. On a failed save, you are blinded and deafened for 1 minute. If a creature fails the save after 1 minute, it also burns with cold damage and has its speed halved for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Thunder damage reduction

Casting Time: 1 action
Range: 30
Duration: 24 Hours

As long as you are fighting a creature on a stage or in an area of air that is free of cloud cover, you can reduce the stage or area of air to none more than half size, line, or square---your choice of the following effects apply. - First person. Each prone creature starts an elevation circle and continues until its bottom floor is strewn with rubble, reaching up to the top of the circle (see below). Additionally, a toppled surface can’t exceed 10 feet high. If another creature starts its turn in the bottom floor, that creature must succeed on a Strength saving throw or fall 6 feet and take 11d6 thunder damage (your choice when you cast this spell). - Round 2. Round 3. Round 4. Round 5. Round 6. Round 7. Round 8. - Redirect. Each creature or object in the stage or area takes 1d12 radiant damage from the following types of nonmagical blasts: acid, cold, fire, lightning, or thunder. For the duration, each creature takes 1d12 radiant damage. Evocation

Thunder damage

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an instantaneous shockwave that lasts for the duration or until you move again. You can use your action to move a finger up to 5 feet along a horizontal line drawn perpendicular to the ground or up to 5 feet along a vertical line drawn perpendicular to the sky. You can cause the shockwave to extend from your finger to encompass a wall or other obstacle, up to 30 feet in any direction, and leaving a 3-foot section of open space with an opening of up to 10 feet across. When you cast this spell within 30 days of using a finger, the shockwave lasts for the duration, and it deals 3 thunder damage to the creature if it isn’t wearing armor or carrying a weapon. Evocation

Thunder Dash

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a thunderous blast of force, which deals 4d8 thunder damage to any creature within 30 feet of you. A creature takes 8

Thunder Dash

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You step into the air and leap, dealing 3d6 thunder damage to creatures you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 thunder

Thunder Dash

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to another plane of existence that you can see within range. You can make the spell’s destination visible to up to 10,000 creatures of your choice within range. You can teleport to any destination that you choose, though you must be within the spell’s plane of destination to teleport to it. When you cast the spell, you can take the route of a creature that can reach you, but you must spend the spell’s range to reach it. The spell’s destination appears on the ground in a random location on the ground that you can see within range. If you target a creature that is already within the spell’s plane of destination, that creature can make an Intelligence saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is knocked prone. If you target a creature that is already within the spell’s plane of destination but isn’t within it, the creature must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage. This spell has no effect on undead or constructs. The spell targets one creature of your choice that you can see within range. The target must be within 5 feet of you when you cast it. At Higher Levels. When you cast this spell using a spell

Thunderfly

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A thunderous boom appears in a location you can see within range. Until the spell ends, the target can roll a d8 and be affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll a d8 and subtract the square of the square above and below the area of the boom from the total d20s. The spell creates up to 10 thunderous booms per 4 miles of travel across the area. Evocation

Thunderfly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You launch a thunderous tornado of energy that passes through a target and explodes on impact. The target must succeed on a Dexterity saving throw

Thunderfoot

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Thunder whirling around you, sending shivers down your back and amplifying any pain you cause, grants you resistance to thunder damage for the duration. When you use this spell on a creature or a Medium or smaller solid object, you make the initial damage roll as normal, ending the effect on itself on a success. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of a higher level than the one you used for the lightning spell, you can target one additional creature for each slot level above 2nd. Evocation

Thunderfoot

Casting Time: 1 action
Range: 60
Duration: 24 Hours

When you choose a creature within range for your spell of the day, your storm clouds grow ever more powerful as the hour passes. Choose up to three inches of thickness above the ground or 20 feet deep underneath it. Each creature in that range must make a Dexterity saving throw. A creature takes 2d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above lst. thunder storm Evocation

Thunderfoot

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Thunder blights showering from your side. For the duration, you have resistance to thunder damage except for bludgeoning, piercing, and slashing damage. The first time a creature attacks you with a weapon attack during the spell’s duration, the creature takes 1d

Thunderfoot

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to an unoccupied space within range. Until the spell ends, you can use a bonus action to teleport as many as eight willing creatures, which tend to be trees or swamp creatures with a Strength of 10 or lower. When you cast this spell, roll a d20 to determine the number of willing creatures for which you can use a bonus action. An example: berserkers have 20 hit points, and a raging bersercer has 5 hit points. If you use this bonus action on each target, you can target 1 additional creature for each hit point you have. Transmutation

Thunderfoot

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A whirlwind comes out of one creature you can see within range. The whirlwind appears in all terrain that you can see within range, at the DM’s discretion. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must be inside the whirlwind to see the whirlwind. It lasts until the spell ends, when the whirlwind appears again on a creature or an object in the area. If you cast this spell again, that creature must succeed on a Strength saving throw or become restrained in the whirlwind. A creature restrained by the whirlwind can use its action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself to take the action that characteristically bestows its power on others. A restrained creature uses its action on a new turn to make another ranged spell of the chosen class. On a successful check, it can use that spell to use its reaction to regain control of the whirlwind. While restrained by the whirlwind, a creature can use either its action to take a bite to maintain its hold on the whirlwind or its action to take a melee attack against a creature within 5 feet of it. Both moves can take 1 minute. While restrained by the whirlwind, a creature must make two Wisdom saving throws. On a failed save, a creature can use its action to make a Strength or Dexterity check against your spell save DC. On a successful check, it has no hold on the whirlwind and can use its action to move the whirlwind up to 25 feet. While restrained by the whirlwind, a creature must make a Strength or Dexterity check against your spell save DC. On a failed check, it can’t move or use its movement to move across difficult terrain. A creature restrained by the whirlwind can use its action to make a Wisdom check against your spell save DC against regain control of the whirlwind. This spell's damage increases as you use it. Also, whenever a frightened creature moves to a safe spot within 5 feet of the whirlwind, it can make a Strength or Dexterity check against your spell save DC against regain control of it, unless you have protected it from harm. Evocation

Thunderfoot

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You extend your hand and point a finger upward. A creature within range regains a number of hit points equal to 10 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Thunderfury

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You throw a nonmagical thunderclap that destroys one creature that you can see within range and grants it resistance to thunder damage until the start of your next turn. The target must make a Constitution saving throw, taking 3d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you do double damage with this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thunderfury

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. Evocation

Thunder God

Casting Time: 1 action
Range: 10
Duration: 1 Round

You conjure, shape, or create a thunderous thunder god in the form of a humanoid. The god must be of the same alignment as the deity you used for this spell’s casting. The god is a creature of no size greater than Medium or smaller. The god must be within 30 feet of you on your turn (or your turn if you are standing still) or within 30 feet of you on your turn (if you are standing still). The god can’t be hostile toward you or neutral to you. The god has no regard for you, nor does it care about you to anyone. It has no regard for your alignment. This spell creates thunderous thunder god within range. When you cast this spell, the creature takes 10 thunder damage of the type you choose from the following range: 1d8 thunder damage, or 20 thunder damage on a hit. Evocation

Thunder god

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Thunder rimes your soil and transforms it into thunder for a moment. You have resistance to thunder damage for 1 minute. If you are still within 50 feet of the thunderous terrain, deal thunder damage equal to 1d4 + damage to the ground within 5 feet of the thunderous terrain. Evocation

Thunder god

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A godly thundergod appears in a location you choose within range. The thunder god appears on a solid surface, appears straight, and extends to the top of the creature’s area of appearance. The thunder god appears in unoccupied spaces that you can see within 30 feet of one another, and extends beyond the boundaries of the area for the duration of the thunder god’s spell. The thunder god appears in hues of your choice that you can see within 30 feet of one another. If you cast this spell several times before you finish a long rest, the duration depends on the casting of the spell. When the thunder god appears, each time it strikes a creature or a pillar of rock within 5 feet of it, create a mild thunderstorm in its area, and three times the normal rate for the spell’s area of appearance. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the radius increases by 20 feet for each slot level above 2nd. Evocation

Thunder God

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an invisible barrier that blocks all damage for as long as you are within it. It lasts for the duration to a maximum of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier can be reduced to 0 feet thick by one foot of water. Evocation

Thunder God

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You hurl a thunder godlike image that wreathes its flesh until the ground beneath its feet becomes muddy and muddy-looking until the spell ends. The image spreads around corners, and its flames lash out toward your enemy as a bonus action on each of your turns after you cast this spell. While engulfed in the image, the creature can use Strength to push against the wave, gaining extra speed for the duration. While engulfed in the image, the creature can’t use reaction to move or attack. It must make a melee attack with one of its melee attacks before it can move again. If it rolls a 5 or 6 and is pushed by another creature, the creature has disadvantage on attack rolls against it until the start of its next turn. A creature engulfed by the image can make a Wisdom saving throw at the end of its turn. If it succeeds, the image remains in its physical body until the spell ends. The image appears in places you choose within 10 feet of you, and it spreads around corners, formed into much more animate or illusionic beasts, and becomes part of the image after it dies. Abjuration

Thundergod

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral storm rages in your area. Until the spell ends, you can use your action to make a ranged spell attack against one creature within range. On a hit, a target takes 1d8 necrotic damage. The target must make a Constitution saving throw. On a failed save, it takes 4d8 necrotic damage. On a successful save, it takes half the amount. A storm lasts for the duration. Choose as many hours as you want to use this spell. A storm lasts only once per day. Conjuration

Thunder god/restaurant patron

Casting Time: 1 action
Range: 60
Duration: 15 Days

You unleash a thunder god’s thunderstorm against one creature or object of your choice that you can see within range. The target must succeed on a Strength saving throw or be knocked prone. Until the spell ends, you also have advantage on ability checks to

Thunder god shaped creature

Casting Time: 1 action
Range: 60
Duration: 24 hours

You create a thunder god shaped creature that appears to be an aquatic creature with a tip that looks like a serpent's. The creature has the statistics provided in the Monster Manual for the chosen form. The creature is Medium, large, and wiry (diameter 10 feet). The creature is wearing a black robe with

Thunder god's respled service

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a great thunder god, known as a Thundergod, from within the remains of an open space an opponent can see within range. Choose a point within range. You can bring with you a celestial, elemental, fey, fiend, or undead servant. The servant can take actions and use the chosen actions, and it can’t choose any actions that can’t be used during its casting, but it can deal blows that deal no damage, unless the target has advantage on the weapon attack. The servant can speak the chosen deity’s language but can’t take any spells of the named language kind. The summons grow larger when taken solo, and when the two become intertwined, they become incompatible. When the two reach their full power, the thunder god summons a great storm cloud of roaring energy that blows down to earth in a 20-foot radius centered on the point you chose. Each creature in the cloud every 1 1/2 hours until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Thunder god thunder god thunder (great sword)

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell creates a long, curved blade that reach

es into the hand of a willing creature. The target must make a Strength saving throw. So you can use your action to make a melee spell attack against a creature in the hand of a thunder god. You make the attack with advantage, and the target makes the saving throw with advantage. If you hit the target with a weapon attack, your spell destroys it and imposes disadvantage on it until it refills its weapon. While a creature is destroyed by this spell, any creature still loyal to the god (including the creature’s god ) remains loyal to it until the spell ends or the weapon is restored to its original place. This spell has no effect on constructs or undead. In addition, if you command a thunder god to attack a creature, it automatically chooses which type of weapon to use for its attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates two blades at the same time, which appear to belong to the same creature (for example, the thunder blades might be made of wood or stone, or the weapons might be made of leather or emerald). If the spell has multiple blades, you can have them co-located as one spell slot. You can also animate two blades at the same time, which creates a seamless, seamless facsimile of a normal combatant’s blades. Transmutation

Thundering Bell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You blast the air in a circle 10 feet in diameter and 5 feet high centered on a point within range, then create a sound, a puff of thunder, or a whir of a thunderous sound. The sound can be powerful enough to send a clear message loud and clear. Thus, if you are surrounded by roaring beasts, smoldering buildings, or other visible threats, you can create a sufficient distraction to keep them out. A creature that starts its turn in the circle with a score of 0 or fewer must succeed on a Wisdom saving throw or be drawn toward you. Evocation

Thundering Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A nonmagical bolt of lightning flashes out from your hand and impacts one creature within reach within range. Make a ranged spell attack for the first time on the target, and make a new single attack using that attack bonus, not the base attack. On a hit, the target takes 1d10 thunder damage, and it can use its reaction to automatically make a new single attack using that bonus. Additionally, you can use your action to deal 3d8 thunder damage to one target within reach. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thundering Bolt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This blast of lightning erupts from a point you choose within range. Immediately following the bolt, a mote of white smoke falls and explodes, dealing 1d6 lightning damage to each creature within 5 feet of your destination. Each creature that starts its turn in the smoke must succeed on a Constitution saving throw or take 1d6 bludgeoning damage, as well as take 2d6 bludgeoning damage, and become blinded for 1 minute. The smoke ignites flammable objects made of metal or stone that aren’t being worn or carried. A creature charmed by the smoke is also blinded by it. For the duration, the blinded creature has disadvantage on Dexterity checks, and she can’t use any abilities other than her own for the duration. Evocation

Thundering Grasp

Casting Time: 1 action
Range: 30
Duration: 24 Hours

An invisible force leaps out from your hand, revealing one of the following properties of an object within range. Light, Medium, Fire, or Poison. A surface of stone or mud is difficult terrain for objects. A surface of dirt, rock, or lava is visible but invisible to creatures other than creatures of your choice that are within 60 feet of it. Water. A flowing river, a cliff, or a small hillock is invisible to creatures other than creatures of your choice within 60 feet of it. Poison. A gasping creature or solid rock creature has no vision and emits a horrible poisonous gas when it strikes a creature with a weapon. Until the gas ends, the creature takes 10d8 poison damage, and it makes a Constitution saving throw at the end of each of its turns to break the gas. On a successful save, the creature can throw a number of gory tentacles each turn it wishes, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. While the gas lasts, any creature that ends its turn within 30 feet of the gas or who fails its save against its attacker takes 5d8 poison damage. In addition, on each of its turns from now until the spell ends, the creature must make a Constitution saving throw. On a failed save, the creature can use its action to move up to its speed so it remains within 5 feet of the gas, which allows it to move into and through spaces within 5 feet of it that do not have clear view, up to 30 feet if its speed is 25 feet or higher. On a successful save, the creature can move up to 5 feet and stay within 5 feet of the gas. Transmutation

Thundering Jump

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You and up to five creatures of your choice that you can see within range must succeed on a Strength saving throw or be pushed up to 5 feet away from you. The jump lasts for 1 minute, after which it ends. You can also specify a target location where the jump takes place. A creature takes 2d6 damage when it enters the place or where it enters the area, and a creature that ends its turn there takes 1d6 fire damage. The jump causes all creatures in a body of water 30 feet or less to gain the ability to move through it, and it causes water creatures and creatures with speed scores of at least 10 can move through it. Each creature in a body of water must make a Dexterity saving throw. On a failed save, a creature

Thundering leap

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a storm in a location you can see within range. You choose a point within range and create a flammable mass of sundering, warbling cloud of jagged, thudding, thudgeoning debris that lasts until the end of your next turn. Each creature in a 20-foot cube within range of a point you choose must make a Strength saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Thundering Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Until the spell ends, a creature you can reach must make a melee spell attack against a target of your choice within 5 feet of it that you can see within range. Hit the target with a thud, causing the target to make a thunderous explosion that lasts until the end of your next turn. You then have advantage on the attack roll on that target. If you do so, your weapon falls to the ground and deals no damage. A thunderous explosion deals no damage, and a person or object that is falling deals 1d8 thunder damage to the ground. Conjuration

Thundering Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of lightning springs into existence in a straight line up to 60 feet wide and spreads across a solid surface within range. The sphere remains for the duration or until an end of turn occurs where the sphere restarts moving. Each creature that starts its turn in the sphere’s space must make a Dexterity saving throw. On a failed save, a creature takes 14d6 lightning damage (or half as much damage on a successful save). In addition, lightning flashes down to Earth and then craters any number of flat planes feet above the ground. Each 5-foot-radius sphere of lightning that starts its turn within 120 feet of an area where lightning has neither flared nor spread, for its duration, deals 14d6 lightning damage to each creature within 5 feet of it. This spell immediately ends if you use an action or die while the blizzard persists. The blizzard damages creatures of any type that it affects, not just created by a spell. Creatures that have the Cold polymorph ability automatically receive a blizzard spell when they cast this spell. At any time after the spell ends, a second storm appears on the ground in an unoccupied space that you can see within range. Each creature that starts its turn in the blizzard must succeed on a Constitution saving

Thundering Tremor

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a whirlwind to slam into one creature or object within range. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and which aren’t worn or carried by anyone. You make a ranged spell attack against a target. On a hit, the target takes 2d10 thunder damage, and it must succeed on a Constitution saving throw or become blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Evocation

Thundering Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong lightning flashes down from the heavens with a stroke of lightning to create a thunderous roar. Each creature that starts its turn within 5 feet of the wall must make a Dexterity saving throw. On a failed save, a creature takes 10d6 lightning damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t deafened. When the wall appears, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. At the start of each of its turns, a creature blinded by the wall must make a Dexterity saving throw. On a successful save, the creature can use its reaction to move up to half a mile in a direction known to it. If the creature fails the save, exposed to the wall, it can use its action to move up to its speed so that it is no longer affected by the wall. Evocation

Thundering Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong telekinetic force springs into existence above a point you choose within range. The wall appears in any terrain on the ground within range and lasts for the duration. As an action, you can move the wall up to 30 feet in a straight line, which moves with it. When the wall appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 5d8 psychic damage and is restrained for the duration. A restrained creature can use an action to make a Wisdom saving throw at the end of each of its turns, ending the restrained condition in a different area of the wall. This restraint can be activated at any time by you. The wall lasts for the duration. When activated, the wall grants a bonus to AC while it is active, including against the triggering triggering creature. It has a 50 percent chance to deal lightning damage to a creature or to deal acid damage to a creature or an object within 5 feet of it. It has advantage on attack rolls against creatures and against difficult terrain. Conjuration

Thundering Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of whirling air springs into existence at a point you choose within range. The wall lasts for the duration or until you dismiss it as an action. You can create a wall up to 100 feet in any direction, up to 60 feet in an elevation change (for example, you can create a wall up to 300 feet in any direction), or 100 feet tall. The wall vanishes at the start of each of its turns, and any creatures that stand in its way are knocked up to half as far as other creatures are safe from the wall. The wall doesn’t need to remain there, however. When a creature enters the wall for the first time on a turn or starts its turn there, that creature takes 4d6 cold damage, and that creature also takes 4d6 radiant damage. If the wall is on the ground or on a ceiling that is not at least 15 feet high, a giant earthquake shakes the area, and a second earthquake erupts 1 mile away. When the third quake reaches its destination, it creates a fault that spans the wall and produces 7 foot-diameter dolomite plumes that crackled with earthquake energy in the area. The tremor spreads around corners. Each 5 foot-diameter earthquake crackles with a thunderous noise in the area causes tremor force 1/4 of a mile across. The tremor stops short of creating a major disaster, but it is enough to drive down structures and crush crops. A sudden change in climate (for example, a strong El Nino) causes dry spell damage in addition to normal spell damage. Evocation

Thundering Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground within range on a point you can see within range. One creature of your choice that you choose must succeed on a Strength saving throw or be pushed up to 10 feet away from the wall. An attacker is limited in what kind of wall can be created, though it can be made to move 10 feet away from you. As an action, you can shape the wall in any order you choose, either as a vertical wall and/or as a horizontal one. The wall is 1 foot thick and has four beams that serve as barriers. If the wall cuts through a target’s armor, it collapses creating a trench that spans the entire wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional beams for each slot level above 1st. Each animate works in concert with the wall’s defenses to create a sustained wall of strong wind lasting for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate one additional pillar for each slot level above lst. Each pillar lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate up to six additional pillars for each slot level above 2nd. Transmutation

Thunderkill

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose up to three creatures within range. A thunderous groan fills the air within range that lasts for the duration. One creature who successfully Clot checks its evolution for a phrase chosen by thunderbolts that take 4d8 thunder damage, and whose spoken phrase matches the phrase chosen by thunder. The creature must finish each of its turns in making a Constitution saving throw before it can use this spell again. Evocation

Thunderkill

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Thunder whips fill a 20-foot radius around a beast within range. The whips spread around corners and strike at the same time as other thunder effects, creating a sustained deafening sound in a 15-foot radius. Additionally, the whips appear in random locations throughout the beast’s space and cause unpredictable damage to its body. This spell has no effect on constructs or undead. Evocation

Thunderkill

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Flame-like radiance springs from your hand to frighten creatures on the ground within range. Until the spell ends, these creatures have disadvantage on attack rolls against creatures within 5 feet of them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius increases to 20 feet for each slot level above 1st. Whenever a creature moves within the bonfire’s area for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or take 5d8 thunder damage. Evocation

Thundermount

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You transform up to ten creatures of your choice t

hat you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The target’s game statistics are replaced by the statistics of the chosen beast, however. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action on its own. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation

Thunder of Thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell has no effect on undead or constructs. It is a thunderous, churning roar. The spell’s sound is audible to any creature within 30 feet of you (no sound can pass through the wall or ceiling). The spell ends if you take damage, or if it is broken or you cast it again. Evocation

Thunderous Blast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A 40-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the area when the sphere appears or that entered the sphere when it appears must make a Dexterity saving throw. An affected creature takes 8d6 thunder damage on a failed save, or half as much damage on a successful one. Creatures that end their turns in the area takes 4d6 thunder damage, and any Huge or larger creature that ends its turn there takes no damage. Creatures moved by reason of moving the sphere must make the saving throw at the end of each of their turns, if they can. Evocation

Thunderous Blast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A blast of air, water, or thunderous odor emanates from a point within range. The blast spreads around corners. Each creature other than you in a 15—foot cube originating from that point must succeed on a Dexterity saving throw or become restrained by the blast until the spell ends. Creatures that don’t have bardic performance abilities, such as the bard, can use their action to make a Wisdom saving throw to restrain themselves. As a bonus action, you can move the cloud for the duration. If the cloud moves over a creature, it instantly extinguishes its candle flame. Evocation

Thunderous Blast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a thunderous blast of energy that lasts for the spell’s duration. When you cast the spell, you can spend up to 10 minutes casting it. The spell lasts for the duration. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Thunderous Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A blast of lightning shot from your spell point erupts from anywhere within range, forming a ringed cloud along the base of the mountain range. Each creature in a 5-foot-radius sphere centered on the point you choose must make a Constitution saving throw. Each creature takes 8d4 lightning damage on a failed save, or half as much damage on a successful one. Each round it lasts, a creature of Medium size or smaller hits the ground or strikes a cloud of lightning around it with a sling. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d4 for each slot level above 7th. Evocation

Thunderous Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A blizzard of quivering air moves toward a point you choose within range. Each creature in a 20—foot-radius sphere centered on that point must succeed on a Strength saving throw or take 4d8 thunder damage. The sphere spreads around corners, and its area is lightly obscured. Each creature that starts its turn in the sphere’s area takes 4d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 7th. Evocation

Thunderous Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a wave of thunderous bolts that leap across the battlefield. Each creature in a 5-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage when it reaches its speed. A creature with speed must succeed on the saving throw first. A creature uses its action to make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures with speed must succeed on the saving throw a second time on a different turn. Each time a creature uses its action to make a Strength or Dexterity check, it takes 4d10 thunder damage. Creatures with speed or Intelligence scores are affected by this spell’s effects. The bolts strike at a point you choose within range. If you hit a creature with a melee attack during this spell’s duration, it is hurled to the ground in a 10-foot-radius sphere centered on that point. Each creature in that sphere must make a Dexterity saving throw. A creature takes 5d10 thunder damage on a failed save, or half as much damage when it reaches its speed. A creature with speed or Intelligence scores are affected by this spell’s effects. A creature uses its action to make a Strength or Dexterity check to make a Dexterity check with a successful save. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Thunderous Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a burst of loud, clear sound that can be heard 100 feet away. Each creature other than you within range must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage, and it is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. As a bonus action, you can move the blast up to 30 feet. thunderous roar 150 Instantaneous You call forth a loud, booming noise, which is composed of vibrations 10 feet in diameter and 5 feet deep. Each creature other than you within range must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The noise is part of the sound, then disappears. A creature blinded by the

Thunderous Blast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A beam of lightning streaks toward an object within range. The target must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. A creature with truesight or telepathy can see the beam and has advantage on the save. On a failed save, a target takes 2d6 lightning damage and is knocked prone. Evocation

Thunderous Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast a 100-foot-radius sphere of roaring energy in a 30-foot line that runs from the center to the edge of the spell’s area. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d6 thunder damage and is knocked prone. The blast lasts for the spell’s duration, unless you use an extra action to dismiss the spell. A creature takes 4d6 thunder damage on a failed save, and the spell ends if it’s knocked prone. When the blast reaches its maximum area, any debris or other debris that was in the area when you cast the spell ends its effect. You can make a ranged weapon attack roll against the spell’s maximum area for the spell’s duration. On a hit, the creature takes 7d6 thunder damage and isn’t knocked prone. Evocation

Thunderous Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a thunderous boom that is audible up to 10 feet away from you.

Thunderous Blast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You blast a sphere of strong lightning at one creature within range. Make a ranged spell attack against that creature. On a hit, the

Thunderous Blast

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You blast a large blast of thunder in a 20-foot radius centered on a point you choose within range. Each creature in the 10-foot radius must make a Constitution saving throw at the end of each of its turns. A creature takes 1d4 thunder damage on a failed save, or half as much damage on a successful one. A creature can’t take this damage before the spell ends. Conjuration

Thunderous Blight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a burst of intense pain that lasts for 1 minute or until the target stops moving. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Thunderous Blur

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Thunderous Bolt 90 Instantaneous You throw a powerful thunderous beam of light that strikes a creature within range that is within 5 feet of you. The target must make a Wisdom saving throw. On a success, the target takes 2d8 damage. On a miss, the target takes half as much damage. If the target has more than one target within range, the spell ends. Conjuration

Thunderous breath

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Until the start of your next turn, you gain the ability to breathe a powerful thunderous scream. The scream springs into existence with a voice much like a beast bell or the cry of mylani, but louder and more powerful. Creatures and objects within 5 feet of you are surrounded by a pale, cloudless night. That night, each creature in the group must make a Constitution saving throw. If it fails, it can’t cast spells for 1 minute straight until its next turn ends. A creature that fails its save automatically, and becomes blinded for 1 minute straight, is also automatically blinded for 1 hour straight, and can’t see through invisible barriers—its line of sight, as well as other creatures' visible properties, changes to compensate. Abjuration

Thunderous breath

Casting Time: 1 action
Range: 90
Duration: Instantaneous

As part of your action on a turn that you can see before the spell ends, you can breathe a little less heavily and step back a foot. Evocation

Thunderous Crash

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a thunderous crash to rain down from the heavens and sweep down from the earth. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature is knocked prone again. On each of your turns since the start of your next turn, you can use your action to move the creature up to 30 feet in any direction. While the creature is moving, it can make a Strength saving throw, and if it succeeds, it is thrown 25 feet toward the nearest unoccupied space when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Thunderous Dash

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a ranged spell attack against one creature within range. Make a melee spell attack against the target. On a hit, the target takes 4d6 thunder damage and is

Thunderous Exhalation

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 20-foot long, 25-pound sphere of strong air springs forth from your hand, centered on a point you choose within range. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The sphere can be a sphere, a cylinder, a cylinder-shaped cylinder, or a cube. Each sphere is 1 inch in diameter and weighs 5 pounds. It is made up of the following properties: • The sphere appears to be made of solid earth or stone. • The sphere appears to be made of solid or thin air. • The sphere appears to be a cylinder. • The sphere

Thunderous Form

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You transform your body, giving it a variety of abilities and personality traits that might indicate a different creature. Your appearance might be static, up to simple black or white, or you might change your appearance entirely to match the new circumstance. You appear simple, bald, inked, and beardy. You have AC 20 and 30 hit points, and your Dexterity score increases by 1d10 for the duration. If your Constitution score is less than or equal to 10 or the lower of the two scores, you transform. If your AC is equal to or higher than the threshold, you transform. Otherwise, you transform into an additional creature. When you transform, each target takes 4d6 radiant damage, and the remaining damage increases by 1d6 for each slot level above lst. Evocation

Thunderous Grasp

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour You can use your action to create a quasi-magical flash of force that appears to be a sphere centered on a point within range. You can then move through it to a different sphere, or you can use your action to create a magic quiver that carries your changes to a new sphere. The quiver is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be seen. It remains in your hand after you cast the spell and disappears when it has no effect. You

Thunderous Grasp

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a nonmagical object weighing up to 5 pounds and made from strong wind or stone, a piece of nonmagical rock that is up to 40 feet long, and a few inches thick. The piece of nonmagical rock is a sphere with a diameter of up to 10 feet and a height of up to 10 feet. The piece of nonmagical rock is imbued with energy that can neither be evaded nor hidden. The piece of nonmagical rock appears in any nonmagical location that you select within range. You can use this spell to reshape the nonmagical rock to appear as a creature, a piece of nonmagical rock, or an entirely different nonmagical object. If you create a piece of nonmagical rock and then put it back together, the piece of nonmagical rock instantly duplicates the piece of nonmagical rock created with this spell. The piece of nonmagical rock can be reshaped to appear as a creature, an object, or an entirely different nonmagical object. This spell can also create duplicates of magical beasts, since the duplicates can be summoned and interacted with as normal creatures. The duplicates can be restored to a creature if you use the remove magic option on the piece of nonmagical rock spell. You can repair or even restore a piece of nonmagical rock when you use the piece of magic rock spell on it. The piece of magic rock spell also frees up a creature for a moment spent under the rock, allowing the creature to regrow a hit point if it takes damage. The creature regains hit points equal to half the amount of health restored when you cast the spell. Transmutation

Thunderous Grasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your hand strikes the ground, and the rough rock crumbles into rubble. The rubble then transforms into a strong wind, raking through the ground in a 20-foot-square portion of the area. This wind creates one of the following effects within 1 hour: - You cause the rubble to move as you direct, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. - The rubble sheds bright light in a 30 foot radius and dim light for an additional 30 feet. A creature moving through the rubble must spend 10 feet of movement for every 1 foot it moves. - The rubble creates a strong wind that blows dust and loose material from its frame at up to 5 miles per hour. Transmutation

Thunderous Grasp

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

To strike against a creature, or an object, you use a weapon or a spell you know to affect that creature and create a shockwave that travels 300 feet per round for the duration. Each creature who fails its saving throw against the shockwave must make a Strength saving throw. On a failed save, the target takes 1d6 force damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Thunderous Hail

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a hail of force that damages all creatures and structures within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 1d10 thunder damage. Each target must also make the saving throw at the end of each of its turns. On a successful save, a target takes half as much damage. On a failed save, a target takes half as much damage. On a successful hit, a target takes half as much damage. On a failed save, a

Thunderous Halt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a thunderous cry to descend from a point within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. All creatures in the sphere are made of earth and are subject to thunder damage equal to 1d10 + your spellcasting ability modifier. On a failed save, a creature takes 6d10 thunder damage, and it can’t move for 1 minute straight. Creatures that weren’t under the effect of this spell when they ended their turns in the sphere also take 6d10 thunder damage. Evocation

Thunderous Ray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, the ground in a 20-foot-radius sphere of thunderous sound appears in a direction you specify. The sound can be a roar, a thunderous boom, or a crackle of thunder. Each creature that sees the sound must make a Constitution saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is knocked prone. The sound can be heard up to 30 feet away. The spell ends if you dismiss it as an action. Conjuration

Thunderous Rebuke

Casting Time: 1 action
Range: Self
Duration: 1 minute

You attempt to slam down a thunderous beast on the ground within range. For the spell’s duration, the beast can’t attack or be frightened. The creature is knocked prone and must make a Dexterity saving throw. On a failed save, the creature is knocked prone and takes 1d6 thunder damage. On a successful save, the creature is knocked prone and takes 1d6 lightning damage. The spell ends on the stunned creature if it takes extra damage from its extra damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd. Evocation

Thunderous roar

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A roar that can be heard up to 20 feet away, originating from you, erupts from any creature within range. The roar lasts for the spell’s duration. Any beast or other creature that can’t be charmed by the spell must make a Wisdom saving throw. On a successful save, the beast’s reaction is to use its speed to move toward you. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature can’t be frightened of you or attacked by you. Conjuration

Thunderous Scream

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a deafening roar that can be heard up to 300 feet away. The roar lasts for the duration. When you cast this spell, you must also have reached 5th level. Transmutation

Thunderous shard

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You choose a point within range and project a thunderous explosion in a 20 foot radius at that point. Each creature in that range must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage and is knocked prone. A creature that fails its save before the spell ends is knocked prone. A creature that succeeds on its saving throw but doesn’t make a melee attack before the spell ends is knocked prone. A creature that succeeds on its saving throw but doesn’t make a melee attack before the spell ends

Thunderous Shatter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You unleash a thunderous shard of lightning on a random 5 foot square. Each creature in that area must make a Dexterity saving throw. A creature takes 3d6 thunder damage on a failed save, or half as much damage on a successful one. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Thunderous Shiver

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an enormous boom of thunderous force that appears on a solid surface within range. At the end of each of its turns, the target takes 2d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Thunderous Shocking

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The shockingness of nature rages within a 30m radius. Each creature other than you within range must make a Strength saving throw. On a failed save, a creature suffers the illusion of being struck by lightning and is restrained, restrained, for the duration. Painful as the restrained creature might seem, the creature is helpless while subjected to its effects. The creature can use an action to make a Strength or Dexterity check, which could bolster its defenses, but no more. The restrained creature can use an action to make an Intelligence or Wisdom check, which could illuminate a secret passage that opens beneath its restrained condition. Transmutation

Thunderous Shoshone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you cause a thunderous shard to assail one creature you can see within range. The target must succeed on a Constitution saving throw or be knocked prone. It takes 7d8 thunder damage on a failed save, or half as much damage on a successful one. The shard explodes at the target, which must make a Dexterity saving throw. It deals 3d8 + 1d6 damage of the chosen type on a hit. If this damage type is known, the spell’s damage increases by 1d8 and the spell ends. If this damage type is non-known, the shard explodes at the target, who must make the saving throw at the earliest opportunity to stop it. If it is familiar, it knows the name of the familiar, unless it is a creature that has been dead for too long. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Thunderous slam

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a crackling, thudous, or tumbling thunderous roar. Each creature other than you within range must succeed on a Strength saving throw or take 1d8 thunder damage. That creature can’t reach and remains behind the melee weapon in the area, but it can slam a melee weapon—a staff or a quiver or a similar object made of earth or stone—onto another creature or to a piece of ground or floor. The thunderous roar produces a crackling noise that can be heard 100 feet away. As a bonus action on each of your turns, you can launch a thunderous ram or similar object at a creature within 60 feet of you. Make a ranged

Thunderous Splash

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a large, splash of water that can be up to 30 feet long, 10 feet wide, and 25 feet tall. The water can be up to 100 feet deep, 10 feet high, or 5 feet thick. As long as the spell isn’t being cast on a creature that isn’t within 30 feet of the fountain, the spell is cast. The Water spell can be used multiple times to create up to 10 gallons of water. The water can be up to 300 feet deep, up to 300 feet tall, and up to 1,000 feet tall. The water can be middened. The spell can end up as a full-sized spell. Conjuration

Thunderous Splash

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a splash of thunderous force in a 30-foot-radius, 20-foot-high cylinder centered on a point within range. Choose one creature within 30 feet of the point that you can see or in a 30-foot-radius sphere centered on a point within range. The target must succeed on a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. A target must also succeed on a Strength saving throw against the spell. When you cast this spell, choose one of the following options: thunder, cold, lightning, thunderous, or thunderous nova. A creature that can’t be hit by a spell of 2nd or higher that causes a thunder effect to pass through it must make a Constitution saving throw. A creature takes 5d6 thunder damage on a failed save, or half as much damage on a successful one. A creature must make this saving throw after every use of this spell. Conjuration

Thunderous Spray

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a burst of quivering, freezing rain that forms a 20-foot long cylinder centered on a point within range. Each creature in a 20-foot-radius sphere centered on that point must make

Thunderous Steed

Casting Time: 1 action
Range: Touch
Duration: 1 Round

The next time you hit with a melee weapon attack, the weapon gleams out from you, and the attack deals an extra 2d6 thunder damage to the target. Each creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw, taking 3d8 thunder damage on a failed save, or half as much damage on a successful one. Additionally, a creature that hits against a target during this period must make a Wisdom saving throw. A creature takes 6d6 thunder damage on a failed save, or half as much damage on a successful one. A creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, each creature in the area affected by this spell has disadvantage on the next weapon attack against it. The spell can deal an extra 2d6 thunder damage to a target that is within its reach. Each creature in a 20-foot-radius sphere within range must make a Constitution saving throw. A creature takes 5d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Thunderous Step

Casting Time: 1 action
Range: 60
Duration: 1 minute

A thunderous boom sounds in your area. Each creature that starts its turn within 5 feet of you must succeed on a Strength saving throw or take 1d6 thunder damage. A creature takes 1d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Thunderous Step

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Choose one creature or nonmagical object that you

can see within range. The target enters the spell’s area and remains there for the spell’s duration. The target can use its action to make a Strength or Dexterity check (the target can roll a Strength or Dexterity 15 or higher) or make an Intelligence check (if the target is a creature). On a success, the target can use its action to take the Attack or Defense check (its choice) and make the attack or defense check with advantage. On a failure, the target takes 2d8 thunder damage, and the spell ends. When you cast this spell, you can have up to three creatures within 30 feet of you appear as if they were created at different points in the spell’s area, provided that you have the second ability of your choice. Each creature appears as if it were within 30 feet of the target and must make the saving throw when it appears. An affected creature can make a Wisdom saving throw to regain control of itself. If a creature fails the saving throw, it is engulfed in smoke, which has a 10-foot radius and deals 2d4 fire damage to each creature it can see within 120 feet of it. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Thunderous Wave

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You cause a wave of water in a 30-foot cube to form in a 30-foot radius. Each creature within 25 feet of the center point must make a Constitution saving throw. A creature takes 4d4 thunder damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Constitution saving throw. A creature takes 4d4 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Illusion

Thunderous web

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A thin sheet of strong electricity streaks toward a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage, and it must make a Constitution saving throw. On a failed save, it is plunged 1 foot deeper into the earth, and it has disadvantage on the next attack roll it makes before the end of its next turn. Additionally, if the creature finishes its turn in the pond or within 30 feet of the earth, it must use its action on a roll of its next turn to find its own way back home. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3016), and 17th level (4d8). Evocation

Thunderous Whirl

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wave of thunder ripples through the air, dealing 1d4 thunder damage to one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or be pushed 10 feet in the whirlwind. This whirlwind can reach up to 10 miles long and 10 feet high. Each creature in the whirlwind must make a Constitution saving throw at the end of each of its turns. On a failed save, the target takes 3d8 thunder damage and is pushed 10 feet in the whirlwind. A creature must repeat the saving throw at the end of each of its turns. Transmutation

Thunderous Whirl

Casting Time: 1 action
Range: 30
Duration: InstantaneousYou throw a beam of thunder in a 30-f

oot-radius sphere centered on a point you can see within range. The sphere ends when you dismiss it. The sphere is a 10-foot cube. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. A creature can’t take more than one hit roll with this spell. Conjuration

Thunderous Whirlpool (10/turn)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a swirling vortex of water, centered on a point you choose within range. Until the spell ends, the water flickers with each movement. A creature can move through the vortex, but this movement must be made with a vertical or horizontal direction. The vortex travels in any direction that is perpendicular to the ground. The vortex isn't difficult or impossible to see through, but it can’t pass through barriers, so it can be difficult to discern where the water is flowing. The spell’s area of effect is a cylinder of water centered on a point you choose within range. A cylinder can be large, small, or large enough to encompass up to 40 feet of solid ground. The cylinder has the same area of effect as a cylinder created by this spell. The area of effect can’t overlap with any other area of effect. Any creature in the space can’t be affected by this spell. The vortex is centered on a point that you choose within range. A creature can move through the vortex, but this movement must be made with a vertical or horizontal direction. The vortex travels in any direction that is perpendicular to the ground. The vortex isn't difficult or impossible to see through, but it can’t pass through barriers, so it can be difficult to discern where the water is flowing. The spell’s area of effect is a cylinder of water centered on a point you choose within range. A cylinder can be large, small, or large enough to encompass up to 40 feet of solid ground. The cylinder has the same area of effect as a cylinder created by this spell. The area of effect can’t overlap with any other area of effect. Any creature in the space can’t be affected by this spell. The vortex is centered on a point that you choose within range. A creature can move through the vortex, but this movement must be made with a vertical or horizontal direction. The area of effect can’t overlap with any other area of effect. Any creature in the space can’t be affected by this spell. The vortex is centered on a point that you choose within range. A creature can move through the vortex, but this movement must be made with a vertical or horizontal direction. The area of effect can’t overlap with any other area of effect. Any creature in the space can’t be affected by this spell. Evocation

Thunderous Whirlpool

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A swirling vortex of water, usually on a solid surface, forms at a point you choose within range. The vortex can be anywhere else on the surface of the ground it forms. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Thunderous Whirlpool

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Thunderous whirlpools up to 500 feet in a 20-foot-radius sphere centered on a point within range. The whirlpools become a protected area, and any creatures or objects within it are trapped in the vortex. Any creature that enters the vortex or enters or passes through it must make a Dexterity saving throw. On a failed save, a creature or object is restrained in the vortex for the duration. A restrained creature or object can’t return to its home plane until the vortex is closed. A restrained creature or object can’t attempt to return to its home plane until that creature or object has been removed from the vortex or its destination. Transmutation

Thunderous Whirlwind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a sweeping, whirlwind-like cloud of storm-like flames erupting from a point within range. Each creature within 30 feet of the point where the storm appears must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The storm then reaches its maximum height of 10 feet. If you cast this spell using a spell slot of 6th level or higher, the maximum height created for that spell is 2 feet. It can’t exceed the height covered by other spell slots. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can maintain your current height by issuing a saving throw in the form of a shot or by issuing a casting of a casting slot card. If you do both, the height difference automatically overlaps with the current height created by the spell. Evocation

Thunderous Whirlwind

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A flurry of fiery winds erupts from a point you choose within range. Each creature that starts its turn in the whirlwind must make a Strength saving, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. An average melee weapon that enters the whirlwind must take 4d8 thunder damage, and a thunderous call originating from within it, at 3rd level (the thunderous call is particularly powerful), the whirlwind deals 4d8 thunder damage on a failed save, and the creature must move at least 5 feet before it deals any damage at all to move again. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can have the thunderous call effect choose one of the following effects at the start of each of your turns (at the start of each of your turns until the spell ends): - Create a small blast of lightning to lash creatures or objects with harmful energy. - Make a ranged spell attack for each hit. - If the attack hits multiple creatures or objects, create multiple booms created by the thunderous call. - If you cast this spell using a spell slot of 4th level or higher, a thunderous cry springs from each creature or object created by the thunderous call, and each creature or object takes 4d8 thunder damage. Otherwise, thunderous blinks erupt from each creature or object created by the thunderous call. Each creature or object takes 4d8 thunder damage and is pushed 10 feet away from you in a random direction. Conjuration

Thunderous Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a 5-foot-radius sphere of thunderous wind 10 feet long and 10 feet wide centered on a point

Thunder restore allies

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You extend your lightning bolt palm, and two bolts leap from your fingers toward a creature within range. Make a ranged spell attack for the spell’s duration. On a hit, the target takes 1d6 lightning damage. Make a new spell attack for the slot you have expended, and make a new spell attack for each slot level above 3rd. On a miss, the spell ends. If you cast this spell using a spell slot of 4th level or higher, the spell has no effect while the spell is in its aura; it only flashes when the spell makes a melee attack against a creature within your reach. At Higher Levels. When

Thunder restore

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your magic invades and reshapes the ground around you, as you touch a scroll, scroll of restore abilities, or a piece of equipment you are holding. You restore up to 60 feet of fresh air to each creature that you touch, whether it be a creature or an object. The spell doesn’t specify how many feet of fresh air a creature can move on a successful Constitution saving throw. If a creature moves more than 50 feet away from where you cast the spell from, the spell fails. Transmutation

Thunderridge's Magnificent Mansion

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as you and the creature are within 5 feet of it. You can open the entrance door or leave it. If you are hostile to me, the door will open and the creature disappear. It can’t be evaded or avoided by using its action to defend itself against hostile creatures. When the portal opens, any creature entering the portal either take or be expelled. If the portal damages a creature entering it, the creature is pushed away from it, causing it to disappear. A disintegrate spell destroys the portal instantly. When you cast this spell, you can speak the portal’s name. The entrance to the extradimensional dwelling is an open

Thunder shower

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You conjure a thunderous cloud of energy at a point of your choice within range. Until the spell ends, a 20 foot cone spreads among the vapors of the ground within range. Each creature in that cone must make a Constitution saving throw, taking 7d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 7th. Evocation

Thunder slam

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You slam a point of your choice within range and throw a thunderous force of energy that explodes in a 20-foot-radius sphere centered on that point. A creature must make a Strength saving throw. On a failed save, the target takes 1d8 thunder damage. On a successful save, the spell ends. Conjuration

Thunder sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 15-foot-diameter sphere of whirling air springs into existence around a point within range. The sphere remains for the duration or ceases to animate at the start of each of its turns. The sphere’s space is difficult terrain. Until the spell ends, you can use an action to launch the sphere up to 30 feet in a direction you choose. Each creature within 30 feet of the sphere must make a Constitution saving throw. On a failed save, the creature takes 6d8 thunder damage and is knocked prone. The sphere is a hard, 1-foot-radius sphere with a 10-foot-diameter center to it. Any creature that ends its turn within 10 feet of the center or that reaches out to touch the sphere must make a Strength saving throw. On a failed save, the creature is pushed up to 10 feet away from the center of the sphere and stays there until the spell ends. While this spell persists, the sphere is difficult terrain for creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Thunder sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 20 foot tall sphere of whirling air appears at a point within range and moves with the sphere to take 15 feet of movement toward a creature it can see. The sphere remains for the duration or until you use your action to move it. The sphere can contain up to eight people. Until the spell ends, you can use an action to make two thunderous blasts against the sphere. Each creature in a 10-foot radius sphere centered on the sphere whenever it strikes or reaches its Attack, Dexterity, or saving throws, is affected by two thunderous blasts. Each creature is struck by two thunderous blasts when it reaches the top of its speed, or when a thundering spell finishes casting on it. Evocation

Thunder sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 20-foot-radius sphere of whirling air centered on a point within range. Each creature in that area must make 15 wing checks. Each creature succeeds at the check. As an action, you can move the sphere up to 15 feet in one direction. It flies until the action ends, returning to its normal plane of appearance if it is no longer in that area. As an action, you can move the sphere up to 30 feet in any direction but not more than once. Nothing creates the sphere above or below it. The sphere is flammable and doesn’t emit flame. It obscures many of the shapes and sizes of creature shapes and sizes. You can create a different creature for each slot level above you2, or create a duplicate creature for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases to 20 feet for each slot level above 5th. Evocation

Thunder sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of crackling, thaumical energy springs into existence, centered on a point within range. Until the spell ends, you can use your action to launch a bolt of lightning from the crack. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 lightning damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage, and it takes half as much damage if it is wearing light or armor. When you cast this spell, you also instantaneously create a sphere of lightning centered on that point for the duration. Choose one or more of the following damage types: acid, cold, fire, lightning, or thunder. Acid: 50/foot—blaze for 1 minute, or 50/foot—blurred for 5 minutes, or 50/foot—explode for 10 minutes. Cold: 40/foot—cold for 1 minute, or 40/foot—shrouded for 5 minutes, or 40/foot—explode for 10 minutes. Fire: 40/foot—melting for 1 minute, or 40/foot—melted for 5 minutes. Cold: 40/foot—melting for 1 minute, or 40/foot—melted for 5 minutes. Fireball: 40/foot—melting for 1 minute, or 40/foot—melted for 5 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d6 for each slot level above 1st. Evocation

Thunder sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot tall sphere of whirling air, roughly the size of a small hamster, appears and lasts for the duration. Creatures that can’t be charmed are immune to this spell. When you cast this spell and as your action on each of your turns until the spell ends, you can use your action to create a burst of lightning in each hand, dealing lightning damage to each creature within 5 feet of you. Each creature in the burst must make a Dexterity saving throw. On a failed save, a creature takes 6d6 lightning damage, or half as much damage on a successful save. This spell has no effect on constructs or undead. A creature takes 10d6 lightning damage on a successful save, or half as much damage on a failed save. A creature that fails its save against this damage increases its speed by 10 feet for each additional 15 feet it saves. Evocation

Thunder sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Descangle and protect up to ten nonmagical objects in an unoccupied space that you can see within range. Each nonmagical object created by the spell must make a Strength saving throw. On a failed save, it can’t be targeted by this spell or conjured against it. Each nonmagical object created by this spell has a Strength of 5 or less; if the spell requires initiative for each target it affects, the item isn’t affected. Until the spell ends, you can use an action to create a strong wind and create a strong shaking sphere centered on a point within range. Each creature in the sound sphere must make a Constitution saving throw. The creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Thunder sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A storm cloud rises from the ground in a 5-foot cube centered on a point within range. Each creature in the 5-foot cube must make a Constitution saving throw against thunder effect. On a failed save, a creature takes 1d8 lightning damage (instant lightning, or thunderous bang, respectively) and is restrained until the spell ends. While this spell lasts, the creature is affected by at least one of the following thunder effects (instant lightning, psychic bolt, minotaur’s scream, or similar effect) with each use of the spell. A restrained creature can use either its last use of the spell to regain control of its weapon or to use its reaction to demand an immediate end to the effect. To regain control of its weapon, the creature must use its reaction, which must be successful or the creature’s next use of the spell ends. **Choose a point you can see on

Thunder sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

This spell creates a sphere of thud, a 30-foot cube of which there is a 20-foot-radius sphere centered on a point within range. The sphere is centered on that point, and it can be up to 30 feet long, up to 40 feet tall, and up to 10 feet thick. Each creature in the sphere when it appears must make a Dexterity saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the sphere takes 4d6 thunder damage, and a creature or object that falls in the sphere takes 3d6 thunder damage. The sphere can’t be damaged while it lasts. Conj

Thunder Steed

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a new form of the same kind of creature that you can see. You must have seen a creature of your kind or size, and you can have seen the same kind of creature for a long time. You must succeed on a Wisdom saving throw or be pushed up to 5 feet away from you for the duration. If you do so, the creature dies. Evocation

Thunder Storm

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a large, roaring storm that lasts for the duration. The wind and rain move in a straight line, and the ground is subject to the same effects as the rest of the storm. The storm lasts for the duration. The storm appears in a 10-foot radius and lasts for the duration. It is centered on a point you choose within range. If a point is hit or is destroyed by this spell, the spell ends. If a point is used to cast an attack, it ends if it hits or if the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one creature of your choice that you can see inside the storm. The spell ends if the target

Thunder storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The wind of this storm roils the land and lingers in unoccupied spaces for the duration. Any creature that ends its turn within its current unoccupied space can make a Constitution saving throw to regain unoccupied space. For the spell’s duration, and even if it can’t end its turn there, it deals 4d8 thunder damage to each unoccupied space it passes within. Conjuration

Thunderstorm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a strong gust of wind that hurries down a creature to a height of 120 feet for a duration determined by the type of construct you choose. The whirlwind lasts for the duration and damages any creature it strikes. This spell also causes barriers and other obstacles that are up to 100 feet tall to crack and shatter, and a light blizzard appears in the area and lasts for the duration. Finally, whenever a creature with 40 hit points or fewer remaining on the target creature's speed regains any speed it was carrying when it landed, the whirlwind strikes that creature and causes it to make a flying speed change with each subsequent landing. This spell also causes fog, dim light, and freezing rain to pour from the same area at the same speed, targeting the same creatures

Thunder storm

Casting Time: 1 action
Range: 150
Duration: 1 Round

A storm cloud appears in the shape of a helmeted figure that can reach up to 20 feet low and rises to 50 feet high. The cloud can cover a 5-foot—10-foot-tall body 60 feet long and 20 feet wide. The cloud obscures whatever it extends into a 20-foot-radius sphere centered on that point. Each creature that is within 5 feet of the cloud when it appears must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. The cloud spreads

Thunder storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A nymph of lightning rams your weapon and strikes down one creature of your choice that you can see within range. Each target that targets the creature with an attack is struck with a thunderous storm that deals 6d8 thunder damage, and each target takes 6d8 thunder damage when it fails a saving throw. The storm then moves on a path of your choice that you can see, which lasts for the duration. If you are standing on a flat land or moving across a solid surface, you and each creature that you designate within 5 feet of you must make a Constitution saving throw. On a failed save, the creatures take 6d8 thunder damage, and the storm ends. If the creature is fighting a creature, it must make a Constitution saving throw against thunder damage or have 1/2 its hit point maximum restored to it. In addition, the creature that started the storm with a Strength of 3 or lower, or one that isn’t wearing armor, can’t attack you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Thunderstorm

Casting Time: 1 action
Range: 60
Duration: 1 minute

A thunderous storm streaks towards you and lasts for the duration. At any time, a creature of your choice that you can see within range can use its action to make a Strength check against your spell save DC to hit. On a successful save, it is transported to a different place on the ground. The storm ends early if you are within 100 feet of it. Any creature that damages you while traveling within this area must succeed on a Dexterity saving throw or take 20d6 bludgeoning damage. Conjuration

Thunder storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A fountain of thick, green-green energy springs forth from your hand. Each creature within 5 feet of you must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, you instead create a burst of powerful lightning that lasts for 1 minute. When the spell ends, the spell ends, and the area of effect lightning erupts from 50 feet to 120 feet square. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, and it is blinded, deafened, and has disadvantage on attack rolls and saving throws. On each of your turns after the spell ends, you can use an action to cause the burst of strong lightning to end. The lightning erupts from 50 feet to 120 feet square, and each creature within 5 feet of the area must make a Constitution saving throw. On a successful save, the creature is restrained and made aware of its surroundings until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Thunder Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm cloud erupts from the ground in a 60-foot-radius sphere centered on a point you can see within range. The cloud spreads out as if it were a thunder cloud. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. Transmutation

Thunderstride

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You gain the ability to see twice the distance of your charmed foes. Make a vertical pointing gesture with your hands or your feet. You decide which direction the target is pointing and where the line begins and ends. Nothing in the target's path is greater than 15 feet (four rays of light are excluded from the measure’s meaning). At the end of each turn, you can see and hear the destination of the move’s origin—the plane of existence in which you appear in the game. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the additional time is 1 minute for each slot level above 6th. Transmutation

Thunder strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The earth springs into being around a creature in contact with the ground and creates a strong shaking field on impact. The ground surrounding the creature’s location immediately prior to the spell creates this field. Any creature or object within 5 feet of the ground when you cast the spell or who is acting as the ground creature for the first time on a subsequent turn must succeed on a Strength saving throw or take 1d8 thunder damage. Additionally, the ground immediately prior to each subsequent turn of yours must make a Strength saving throw. On a failed save, the ground creature automatically descends 40 feet and lands prone on a solid surface. If it fails, it takes 2d6 thunder damage. Any object or creature within 30 feet of the ground affected by this spell or who is acting as the ground creature for the first time on a subsequent turn must succeed on a Strength saving throw or take 1d6 thunder damage. If a creature would have been affected by a fall or another nonmagical damage effect, it would make a successful throw with a successful Strength saving throw or take the falling damage. Evocation

Thunderstruck

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of thunder in a 15-foot radius. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 20d8 thunder damage on a failed save, or half as much damage on a successful one. This damage is not cumulative with other thunder damage. The spell ends if you dismiss it as an action. Divination

Thunderstruck

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You strike a creature that you can see within range with a thunderous roar. This spell ends on the target. The target takes 4d4 thunder damage. If you hit, the target takes 2d4 thunder damage. This spell has no effect on undead or constructs. A creature that takes damage from this spell can use its action to move 1,000 feet away from the target to the nearest safe area. It must then move 10 feet in a straight line that it can see. If the line is shorter than that, the target can make a Strength saving throw. The creature takes half damage on a failed save, or half damage on a successful one. If the target moves more than 10 feet in a straight line, it must make a Strength saving throw. On a success, the creature moves 10 feet in the same direction. At Higher Levels. When you cast this spell using 1st level spells slot 1st, 2nd, or 3rd tier, the damage increases by 1d4 for each slot level above 2nd and 4th. Evocation

Thunder teleport

Casting Time: 1 action
Range: 10 miles
Duration: You teleport one willing creature you can see with

in range to a place of unknown force. The destination is a place known to the creature for its power, provided that it is within 100 feet of the place you created the teleportation circle with. This teleportation circle can be reached by making a melee spell attack against a creature within your reach (your choice which creature you choose when you cast this spell), and the creature must succeed on a Wisdom saving throw or fall into a teleportation circle of your choice that you can see within 100 feet of the place you created the teleportation circle with. Conjuration

Thunder Tremor

Casting Time: 1 action
Range: 120
Duration: 5 minutes

Descripción, the thunderous thunder of the Feywild washes out from beneath your feet and erupts in a powerful thunderous roar. The roar is nonmagical and lasts for the duration. A creature must make a Dexterity saving throw. On a failed save, the target drops to 0 hit points and has advantage on the next attack roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Thunder Tremor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 10-foot square with a 10 percent chance per minute determined by the land owner as the fastest growth method for the area. Each plant you choose within 10 feet of the portal counts as a temporary damage type. The truesight of a plant created by this spell lasts for the duration, at which point the tremor spreads around corners. Transmutation

Thunder Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The wall is a solid, downward surface, which is difficult terrain for creatures other than you. The walls can be damaged in many ways, but are usually in the form of bolts or pulleys. A typical damage type is damage that can’t be reduced or prevented by reducing the wall to inorganic state. Each wall has AC 5 and 30 hit points per inch of thickness. The wall can be destroyed by dealing at least 60 hit points to it. Each creature within the area of the

Thunder wall

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a wall of strong earth or stone that extends from a point within range and remains for the duration. You can make the wall up to 180 feet long, 15 feet high, and 1 inch thick (an object measured in feet is also made of stone

Thunder wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of strong wind in an unoccupied space of your choice within range, made of wood, stone, or fat if wood or stone and thick if ground. It lasts for the duration and can be made to passageway only by a ranged spell attack. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 10d6 damage on a failed save, or half as much damage on a successful one. A creature that fails the save must also roll a d8 and subtract the number rolled from the d20 roll from the d20 roll. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful one. Evocation

Thunder wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A wall of whirling air springs into existence at a point you choose within range. The wall lasts for the duration or until you use an action to make an attack roll with one of your attacks against a creature within 5 feet of it. If you roll a 4 or 5, the wall appears and attacks that creature. If you roll a 5 or a 6, the wall disappears, and any creatures not within 5 feet of it (including you) have disadvantage on attack rolls against the same creature or another creature. The wall can be blocked, but not yet secured, by a strong magical barrier. To keep the wall from being breached, you must have been living within 5 feet of it when you cast the spell. If you do not have a strong magical barrier, creatures living within 5 feet of it can still be compelled to move to the nearest safe spot, provided that they can’t be surrounded by it. If you or a creature you designate is sleeping in the wall’s space, that creature must succeed on a Wisdom saving throw or be compelled to move to the nearest safe spot, provided that distance is within 5 feet of the wall. Evocation

Thunderwave Heal

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Flames wreathe one creature you touched, as if it were visible to the creature. The creature must make a Wisdom saving throw. On a successful save, the creature takes half as much damage and is no longer affected by this spell. On a successful save, the creature takes half as much damage and isn’t affected by this spell. The spell can deal an extra 2d6 thunder damage to a target that is affected by

Thunderwave of the gods

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You summon a thunderous boom of thunder that erupts from you, in a 100-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. On a successful save, the creature takes half as thunder damage and isn’t pushed to the wall. Additionally, if the creature is in the area, it is also pushed 10 feet away from you and must make a Dexterity saving throw. The spell fails if the creature is on the ground or if it has an area of 100 feet. This spell has no effect on undead or constructs. Transmutation

Thunderwave of thunder 30

Thunderwave Smite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a 10-foot-radius, 10-radius, 30-foot-hi

gh-diameter line of thunderous power that sweeps

Thunderwave Steed

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell creates a wave of thunderous power that sweeps out from you and a storm cloud that lasts for the duration. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a successful save, a creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead, constructs, fey spirits, or undead. Evocation

Thunder Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your thunderous call springs to life in a 60-foot cube on the ground within range. Each creature in that area must make a Constitution saving throw. It takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. If you make the saving throw against thunder damage, one additional creature other than you becomes audible in the area for the spell’s duration. If you make a successful save against thunder damage, both creatures pass out and become affected by this spell for 1 hour. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Thunder Word

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a thunderous roar when you stand within cover of an enemy or a class of enemies within range. Until the spell ends, you can repeat the word at the same time as a spell benefiting you or a spell you cast to bring the roar to a low hum. You can also create a thunderous cry if you choose. To do so, you must make a single wordy gesture, and the thunder stops within 8 feet of you. You can also create a thunderous cry if you create a thunderous cry with another spell of 4th level or lower. If you create a thunderous cry using a spell of 5th level or lower, you must use your spellcasting ability to determine the sound and explain why. If you create a thunderous cry using a spell of 6th level or higher, you must use your spellcasting ability for the song. As a bonus action on each of your turns, you can dismiss such an effect and instead create a sound of no larger volume in your mind that is 5 feet decimals deep. Transmutation

Thunder Word

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You create a thunderous roar that deals 2d8 thunder damage to each creature that can hear you. Evocation

Tickety Wartrip

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a stinging, numb sensation throughout the creature’s body, especially the tip of its nose, especially if it is large or flies. The sensation lasts for the duration. You can use your action to create a sticky tactile feeling on the tip of the nose of a creature you have seen before, as well as the tip of a tiny finger. To a creature that uses its action to cast a spell, you can stimulate the sensory cortex of the target with an 8-bit song, appropriate to the song you choose. If you stimulate the sensory cortex sensibly enough, the spell persists for the duration or becomes magical and lasts for the creature’s name or number on your turn's total, or by the end of your turn if you have it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you manipulate the sensory cortex with an 8-bit song, appropriate to the song you choose. If you stimulate the sensory cortex sensibly enough, the spell persists for the duration or becomes magical and lasts for the creature’s name or number on its turn's total or when the creature leaves the spell’s area for good. Transmutation

Tickle

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You move up to 30 feet in a random direction and tangle with creatures you can see within range. Creatures that can’t be dispelled by dispel magic can’t be targeted by this spell. Each time you tangle with a creature, you can make an attack roll with a weapon with a 30-foot range or a melee attack with a weapon with a 30-foot range. If the target is wearing armor that is neither buckle nor buckle-breakers, the spell ends without success. While the target is within 30 feet of the target, the target can’t be moved or restrained by armor or warding. The spell ends if the target is killed by a melee weapon attack. Transmutation

Tick of Death

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a creature’s tingling flesh to become a constant companion. For the duration, the target can’t make any noise and can’t move. The creature can’t be charmed, frightened, or possessed by a deity. This spell doesn’t protect against the target’s death. The target must make a Wisdom saving throw. On a successful save, it dies. If the target is undead, the spell ends. Abjuration

Tick of the nytmaster

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell gives off a mysterious sound, which sounds like your own voice. Until the spell ends, you are immune to the triggering effects of any of the following spells, according to your proficiency bonus: acid, cold, fire, lightning, or thunder. Abjuration

Tick of the Wind

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A whisper, a wail, or a cry of terror rages within 30 feet of you. Each creature other than you within 30 feet of you must Make a Wisdom saving throw. On a failed save, you also become frightened of one creature for the duration. Until the spell ends, this fear effect spreads to nearby creatures, which makes each affected creature vulnerable to being charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Tick of Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell creates a 1-foot-radius, 1-foot-high cylinder of churning wind centered on a point you choose within range. The cylinder lasts for the duration, and it creates 10d8 lightning damage when it strikes a creature or a solid object. The cylinder is bright light and harmless, and its area is lightly obscured. Any creature that ends its turn within 5 feet of it must make a Constitution saving throw; a creature takes 12d8 lightning damage on a failed save, or half as much damage on a successful one. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4

Tidalizer

Casting Time: 1 action
Range: 500
Duration: Instantaneous

A wave of wave of water washes through a point on your Ethereal Plane. The point spreads around corners. Each creature in a 20 foot radius around the point must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If you cast this spell as part of providing shelter from hostile tentacles, you create a wave capable of reaching 1 mile long and 5 feet high that crashes down hard on an affected creature. Any creature 20 feet below the point where the wave appears or when it appears strikes the creature must make a Dexterity saving throw. On a failed save, it is unable to move and takes 10d10 bludgeoning damage, or half as much damage on a successful save. Conjuration

Tidalizer

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A lure, widely dispersed throughout the land, appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The lure lasts for the duration, but it can be damaged or dropped off at any point in the duration. When the lure drops to 0 hit points, it transforms into an illusion, appearing in an unoccupied space where it remains for the duration, shedding bright light in the area and dim light for an additional 30 feet. That experience allows it to wilt away and become dim, dazed for the duration. To deal with the lure again, the lure must be held or carried by at least one other creature, using an action to grab the item and drop it at the nearest unoccupied space. If the creature carried the item or stood still while it fled, the item would shatter into tiny pieces, leaving behind a trail of dim light that led the creature back to its home plane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times the rope has multiplied by 5 increases by 2 times for each slot level above 3rd. Conjuration

Tidal ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a point you can see on a celestial surface and create a wave of gentle force in it. The wave travels from one point you can see within range to another point within 120 feet. Once produced, the wave creates no waves and has the same effect as a strong wind. It creates 10-foot-radius zaps and harmless bludgeoning, piercing, and slashing damage on each of your turns. The radius also extends to 20 feet beyond the spell’s area of effect. You can create one wave for each of your turns when you create the wave by using a different wave construction. Each wave creates a different effect within the spell and could target up to six creatures. During these turns, you can use your action to move the wave so that it passes by a creature or a solid object or hazard it a melee attack. The wave appears in the spot you chose for its effect. It lasts until the spell ends, or you can issue a command to it with a single word, gesture, or revelation. It chooses the action within 1 mile of where you cast this spell. The wave crashes to the ground, filling every 10 feet it passes. It creates no physical damage, but it causes whatever remains to bulge out of its mouth, and it makes a melee attack with one rolled attack roll against a creature within 5 feet of it. If the creature would normally be immune to this effect, it becomes immune to it for 1 hour. Conjuration

Tidal Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a sphere of bright light in a 20-foot radius centered on a point you choose within range. The sphere is composed of three parts: a cylinder, a dome, and an opening. Each part has a color, hardness, and luminosity, and its diameter is 20 feet. Any creature in the sphere—including you—can’t be affected by spells or other magical effects, and the sphere disappears when the spell ends. Any object in the sphere, if it is attached to a creature, falls into a pit or some other pit’s. In addition, any creature in the sphere’s space (or within 5 feet of the source of the spell) can’t be targeted by a dispel magic spell or magic missile. Enchantment

Tidalt Atziri

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You teleport to a point you can see within range and teleport any distance you choose within range, up to 10 feet. The area is flat and opaque, and you are immune to bludgeoning, piercing, and slashing damage in the area. You can make a ranged spell attack against the target. On a hit, the target takes the attack. The spell ends if you cast this spell again. The target can also end this spell at any time. Conjuration

Tidalt Shade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bright light that covers a 50-foot-radius sphere centered on a point you can see within range. Until the spell ends, the light spreads to all unoccupied spaces that aren’t within 5 feet of you. Each space you can see within that square is covered by a bright light. The light spreads to all objects in that space as if there were no spaces. A creature can use an action to make a weapon attack with the light. On a hit, the target takes 2d6 bludgeoning damage. Make a ranged spell attack with the light. On a hit, the target takes half as much damage. Evocation

Tidal waves

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Describe a phenomenon—such as being in a trance, seeing a wave, or falling 10 feet—at a point of your choice. You describe how the phenomenon changes over the course of the next 10 minutes, while leaving room for possible differentials. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can alter the wave so that it travels 300 feet per round for the purposes of describing the phenomenon. For example, you could create a wave that crashes down a hall, and another 300 feet in a row. A t if the phenomenon’s path appears in an unoccupied space of your choice that is within 5 feet of you, the wave is 1 foot longer than you intended. That spell doesn’t describe the phenomenon’s movement, but it conveys the illusion that the phenomenon is real. Evocation

Tidal wave speed

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

You call down a wave of water in a 30-foot-radius sphere centered on a point within range. When the spell ends, the water vanishes, and creatures must make a Dexterity saving throw every day to remain submerged. On a failed save, they are killed instantly for the spell’s duration, unless they can teleport to another location for a longer time. A creature or object that is still submerged must succeed on a DC 15 Constitution saving throw or be pulled 10 feet away from the surface. The spell remains until either time drops or the spell ends. Conjuration

Tiddlywink

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a dazeful noise and vanish into a harmless pond. There are no spells or other effects to detect you. As a bonus action on your turn, you can move up to 5 feet in any direction along the shore. Sight Concentration, up to 1 hour You sense the presence of an object within range and sense its weight, size, and opacity (up to 1 ton). As an action, you can move up or down 5 feet in any direction along the shore, and as a bonus action on each of your turns until the sound ends, you can move up or down 5 feet in any direction along the shore. Transmutation

Tiddlywinken's Transmutation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You touch a willing creature and allow it to perform a special function that requires a special kind of interaction with you. For the duration, the target has advantage on ability checks made to take only one damage to the target. If the target is a Huge or smaller creature, this casting is instead performed on a Medium or smaller creature. You can also animate the target as a part of your partaking. The target can’t become larger than Medium. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 1 hour, and the DM has the creature’s statistics. Transmutation

Tiddlywinkled Mutation

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a harmless, harmless, harmless change of environment. Nothing could be further from the truth. Choose any number of trees, shrubs, meadows, or fields that you choose within range. Nothing can become contaminated, poisonous, or mottled in any way. The spell can penetrate most barriers and can stop small creatures that aren’t prone to getting in the way of your purpose. This spell doesn’t remove objects or enchantments that aren’t present in the physical environment you specify. If you cast this spell on the same spot once a day for 24 hours, or every 10 hours for 24 hours, that creature remains within 1 mile of you, and the spell stops on it. Transmutation

Tie-Clamp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a magical connection between yourself and one willing creature you can see within range. At the start of each of its turns until the spell ends, the connected creature can make one Strength check, and it can take the Dash action or end its turn there. If you use a spell slot of 6th level or higher, the spell provides a protective charm against magic amnesiacs before their damage type is determined. You can use this charm on the connected creature to keep it safe from the effects of the spell. To find out if the spell would protect the creature from harmful magic, use the DC on that check against the spell’s effect against the connected creature’s warded magic check. If you keep the spell running through the loop, the spell protects the creature against the effects of the harmful magic check. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 8 hours, using a 2nd-level slot. If you use a spell slot of 7th level or higher, you can maintain your concentration on the spell for up to 24 hours. Transmutation

Tiefling Swarm30

Casting Time: 1 action
Range: Instantaneous or 1 hour (see below)
Duration: A quivering, leafy mass of negative energy lashes

out from a point of your choice within 30 feet of you and moves toward a creature selected by the Swarm type at random. The target must succeed on a Constitution saving throw to remain in the area or be affected by the spell. If the cube of negative energy disperses before the spell ends, the affected creature isn’t pushed or carried by the negative energy. Any creature within 60 feet of the target area or that ends its turn there must make a Constitution saving throw. On a success, the target isn’t affected by the spell. The target also has advantage on Constitution saving throws against being frightened. The ability to move without spending energy using movement can be limited by the size of the area, as is the case with teleporting. The affected creature can only move by simple but elaborate movements of its own. Conjuration

Tie of Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and pull it together to form a string of magical force that can hold up to ten tons. The target must make a Dexterity saving throw. It takes 5d12 force damage on a failed save, or it can’t be compelled to make such a saving throw. For the duration, this spell has no effect on you. If you cast it again, the string can break apart and pull apart any number of times before forcing a new one. Conjuration

Tiered

Casting Time: 1 action
Range: 60
Duration: Until the spell ends, you can make a Strength or D

exterity check against a creature’s Strength check using your proficiency bonus. If the creature isn’t the target of a Strength or Dexterity check, it instead gains an extra saving throw against the spell. Conjuration

Tiered Blade

Casting Time: 1 action
Range: 1 Hour
Duration: You use a piece of cut wood connected to a spear a

nd a thin, curved blade extending from your wrist in a horizontal direction that you choose within range. The piece of the wood cuts through the wood in a 5-foot cube in which the piece is connected, forming a collar that allows you to hold it in your shoulder. Each creature you choose when you cast this spell must succeed on a Strength saving throw or jump from the edge of the piece to the other side. A creature must also make this saving throw against being pulled 60 feet toward the piece. While your piece of cut wood is in motion, you can use your action to make a slashing attack against one creature within 5 feet of the collar. Make a Strength or Dexterity check against your spell save DC. On a success, the creature lands prone and can use its action to move up to its speed so that it is still standing. If it fails, you have control of the piece for that turn, or you can cause it to automatically make a Strength or Dexterity check against your spell save DC. Once broken, the piece also locks onto a creature or something and takes half damage, with half the normal amount of force it takes to break. A piece of wood that fails this saving throw can be torn apart and thrown to the ground in a 20-foot cube. Each creature or object that enters the cube during this spell’s duration must make a Dexterity saving throw. When it does so, it is hurled 1 mile away in a 200 foot square centered on the piece. If a creature is attempting to reach for a weapon or other object in this spell’s area, it can use its action to move up to its speed so that it doesn’t take any damage; however, it can move across uneven terrain and so does not take any damage from falling or climbing walls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional planes of existence for the spell by linking them to a spell slot, such as the one created by raising the slot for ranged weapon attacks. Conjuration

Tiered Knife

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A twig-sized, razor-sharp knife springs into existence at your command and slices through a creature within range. Make a melee spell attack against a target that you can see within range. On a hit, the target takes 2d8 piercing damage, and it must make a Constitution saving throw. At the end of every 24 hours, you can have the sword taken as a melee weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Conjuration

Tie Tiny

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose an object that you can see within range. You touch a point on the ground and teleport up to 30 feet to a point you can see within range. You can also teleport up to 30 feet to any point you chose within the spell’s area. You can direct any number of willing creatures you can see to move where they choose. The spell lasts until the end of your next turn. Transmutation

Tie TinyWall

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You create a wall of simple wooden beams that can be held by one hand. The wall is 1 inch thick and can be made to float up to 500 feet. The wall has a radius of 10 feet. The wall can be made from any material, including stone or wood. The wall blocks up to 200 feet of movement for 5 minutes. The wall blocks 1 foot of movement for each foot of movement. The wall can be made from any material, including stone or wood. The wall blocks up to 200 feet of movement for 5 minutes. The wall blocks 1 foot of movement for each foot of movement. Conjuration

Tiger breath

Casting Time: 1 action
Range: 90
Duration: Instantaneous

In this moment, a tree branch forms a limb on the ground that is an inch long and is 3 feet long and 1 inch thick. For the duration, that limb sprouts fangs capable of ripping through clothing or manipulating nature. The limb becomes iridescent in shape and lasts for the duration. If the limb cuts through a creature’s clothing, that creature must make a Constitution saving throw. On a failed save, the limb becomes transparent for 1 minute; if it’s visible, the creature can smell the limb. A blinded creature prone to exhaustion when it saves its action, or one who is deaf but can hear the limb’s voice, must make a Constitution saving throw. It takes 5d10 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Tiger cage

Casting Time: 1 action
Range: 150
Duration: 8 Hours

You touch a beast or an animal within range that has been charmed or caged and is no larger than a 5-foot cube. Until the spell ends, the cage instantly takes up a creature’s walking speed and transforms it into a Large beast or smaller for the duration. Each creature that ends its turn within its Huge or smaller size category gets a +2 bonus to AC and saving throws, and it gains resistance to damage. Additionally, the cage instantly harms a creature that becomes charmed, caged, or caged by a creature or a noncreature that becomes caged. Both cause the creature or a creature that becomes caged or bonded by another magic bond to become particularly frightened. Abjuration

Tiger Hideout

Casting Time: 1 action
Range: 10
Duration: 1 minute

This spell allows a creature of your choice that you can see within range to dimly glow in the presence of creatures within range. The target of the dim light is

Tiger Mask

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You place a mask on a creature to give it disguise or as a weapon. The creature must spend the action holding onto the mask so it doesn’t go inside or out. The creature is invisible to damage, and it has advantage on attack rolls against any creature within 60 feet of it that you can see. Conjuration

Tiger Shell

Casting Time: 1 action
Range: 150
Duration: Concentration, up to one minute

A shimmering, talon-covered shell appears within range on a creature’s surface that you choose within range. The shell appears in places that aren’t obscured by objects, such as behind a pillar or behind a tree, and spreads around corners. The shell doesn’t need to be on the ground or on an object so long as it moves at least 10 feet above the surface. If the shell cuts through a creature’s pants or something similar, a tiger may leap out as a bonus action on that target and slam the ground with it, knocking the creature prone prone against the wall prone. Transmutation

Tiger's Scepter

Casting Time: 1 action
Range: 90
Duration: 24 Hour

You hurl 5 javelins—fully shaped daggers drawn from the bark of a big game animal—in a direction you choose. The daggers fling at targets within the earthen wall or a portion of the wall that is up or downward. Each creature in a 30-foot-radius sphere centered on the point you chose must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d2 for each slot level above 5th. Conjuration

Tiger Stomp

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a group of beasts or shrubs that you can see within range to scramble as they attack. A single ram ramble down one of these beasts and out another, or choose a group of beasts or shrubs that are 1 mile away. You either ram down any beasts or choose a shrub that appears in an unoccupied space that you can see within 150 feet of the beast or shrub. If you ram out a ram, that creature takes 2d6 damage; if you ram out two or more beasts, that creature takes 3d6 damage; and so on. If you ram out four or more beasts, that creature takes 4d6 damage; if you ram out three or more beasts, that creature takes 5d6 damage; and so on. One creature who rams out more than two beasts takes 2d6 piercing damage, and a beast ramble spell can’t affect them. Evocation

Tiger Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A fast-moving whirlwind—called the tiger swarm—wrestles the ground in a 20—foot radius around you and pursues creatures it can see within range. For the duration, it sheds bright light in a 20—foot radius and dim light for a dazzling 10 feet. The whirlwind seems to hover in the air for the duration and moves slowly with it to stay within 30 feet of a creature. On each of your turns until the spell ends, you can use an action to move the whirlwind up to 30 feet in any direction and destroy it. That way, it can't harm a creature or object resting on

Tiger Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A tremor rips through the bark of one tree trunk and shakes the branches, sending branches rasping with every step it takes until it is gone. Each creature that ends its turn within 5 feet of the tremor must make a Strength saving throw. On a failed save, the creature takes 2d6 cold damage and is restrained, restrained, or dragged along a loose tree trunk until the spell ends or until you can use an action to end the restraints. No branches, bark, or other visible sign of a tree trunk can remain restrained by the tremor. When a creature enters the tremor’s area for the first time on a turn or starts its turn there, the creature takes 2d6 cold damage, and restrained by the tremor until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Tiger whip

Casting Time: 1 action
Range: 150
Duration: 1 round

This spell gives creatures that are lightly animated along with them a powerful shock, dealing major damage to the target instantly and permanently. The target must succeed on a Constitution saving throw or take 1d6 bludgeoning damage and be restrained for the spell. At the start of each of your turns until the spell ends, the target must make a Constitution saving throw. On a success, it is restrained until the spell ends. At the end of each of the target's turns until the spell ends, the restrained target takes 1d6 bludgeoning damage and is no longer restrained by the spell. The spell can’t reduce a target’s hit points below 1, and its damage increases when you lower the target’s hit point maximum to 1d6. When you cast this spell, you must choose a creature’s hit point maximum or its minimum hit point maximum. Both must be no more than 30 feet away from the target; otherwise, the creature would be pulled 5 feet below the ground, nearly to the floor. While this spell is in effect, the trigger for each of the following attacks has been loosened: brazier slam, crack crack, overload, lunge, lunge again, lunge again, lunge again, crack crack again, crack again, crack again, crack again, crack again, crack again, crack again, crack again, crack again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again, crush again

Tiger Whip

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a whip at one creature that you can see within range. Whip at one creature that you can see within range, dealing 6d6 slashing damage to it. Make a melee spell attack for the creature with which you are proficient. On a hit, the target takes 3d8 slashing damage. You can use your reaction to deal 6d6 slashing damage to the whip.

Tiger whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A poisonous tiger-like creature with a venomous ear or tail emerges from the ground in a location you designate within range. When a creature is near the ground when summoned, the poisonous creature spreads its venom by 30 feet and creates another poisonous bite on each of its turns, if appropriate. The creature can’t bite, and it escapes with a Fatally Wounded corpse. The creature takes 3d8 poison damage when it strikes a creature with a Tiny weapon attack, and it takes 3d8 poison damage when it strikes a creature with a Medium weapon attack. A creature that attacks with a weapon attacks the poisonous creature’s trapper, which has the shortest life span and is immune to all damage. If the creature attacks with the weapon during its next turn, it adds its action to the attack roll. If the creature would be immune to these effects, the creature adds its action on each of its turns to the attack roll it made when it hit or failed its saving throw, and it must repeat its saving throw against the poison’s effect on its next turn. A creature that successfully saves against this effect can use its action on each of its turns to make a melee spell attack. On a hit, the creature takes 4d8 poison damage. Conjuration

Tiger Whip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d10 vine-tipped bludgeoning damage. As a bonus action on your turn, you can move the vine up to 60 feet. If the target moves out of the vine's area of effect, it disappears. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above lst. Conjuration

Tiger Whip

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A thin, vinegary whip springs into existence at the center of the target creature’s space and twists to deliver a precise strike. The whip extends from the base of the creature to the target’s head and strikes hard against the flesh. The whip has a range of 60 feet. You can use a bonus action to cause the whip to move in a direction you choose. It only moves once before stopping for the target takes an extra action to make a melee spell attack. The target takes an attack roll if it wishes, and make a Constitution saving throw. On a failed save, the whip deals an extra 1d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Tiger Whip

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The whip glides along the ground and leaves behind it a shimmering yellow cap with a white tinge that creates a vortex to protect it from incoming fire. The vortex, if it exists, lasts for the duration or until the whip completely disperses creatures of your choice within it and makes a melee spell attack against one creature within its area. On a hit, a target takes 4d10 thunder damage, and it can’t use reactions until its next turn, except for making a single melee spell attack against a creature within its flames. Evocation

Tiger Whip

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a whip that hurls daggers and crackles with energy in a 30-foot cone. It lasts for the duration or until you use an action to move it, either by using your action to move it over a pile of rubble or by moving it gently to one side of the pile. It also sprouts hooves at targets within 30 feet of it. When you cast the spell, you can have up to three whipping flails in effect. When you make a melee spell attack, one whipping attack for each attack that you make, or one whipping attack for each throw made, you create a new weapon of your choice, which you can use as part of attacking. If you cast this spell multiple times, you can have up to three whipping flails in effect. These flails sprout hooves at targets within 30 feet of you. If you cast this spell multiple times throughout your turn, you can have up to three whipping flails in effect. If you use your action to move a slashing weapon (your choice), you can use your action to ram a whipping weapon (other than your

Tightening Bond

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature or object within range. Until the spell ends, the target rolls a d10 and has advantage on all attack rolls, saving throws, and trait checks. Transmutation

Tikravoka

Casting Time: 1 action
Range: 60
Duration: 1 minute

Choose an area of magical energy that you can see that you can see, a sphere of energy that lasts for the duration, or something in between, that can be as small as a 20-foot cube. You can manipulate the area in one of the ways described below. You can manipulate the sphere in one of the ways described below, or you can make a nonmagical object move through it. The sphere’s space is limited to that of the object. The sphere’s space is limited to that of a solid object. Sphere of Energy. The sphere is a spherical mass that is centered on a point within range. A solid object, such as a wall, can’t be a solid object. The sphere is covered by a thick sheet of rubble. Any creature that moves through the area takes 3d10 force damage. Sphere of Energy. The sphere is a 5-foot cube. A solid object, such as a wall, can’t be a solid object. The sphere is covered by a thick sheet of rubble. Any creature that moves through the area takes 3d10 force damage. Sphere of Force. The air in the sphere moves with it, creating a 10-foot radius for the sphere. The sphere’s speed is the same as that of a water horse. The sphere’s space is limited to that of the object. The sphere’s space is limited to that of a solid object. The sphere’s space is limited to a sphere. 1. Solid Earth. The sphere is a 10-foot radius sphere. Any creature within the sphere’s space must make a Dexterity saving throw. On a failed save, a creature takes 6 d10 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The sphere’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Conjuration

Tilf of Life

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

Tilithial Cloud 150 Concentration, up to 1 minute A 20-foot-radius mistroof covers a portion of plain ground centered on a point within range. Until the spell ends, a 20-foot-radius sphere of mist spreads around corners, and its bottom half is a 100-foot cube with a 20-foot-deep depression that leads upward to a space of kind—a

Tilithic Splash

Casting Time: 1 action
Range: 300
Duration: Concent

Tilithic Touch

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose up to three creatures of your choice that you can see within range. A target must succeed on a Wisdom saving throw or be affected by the spell. An affected target can’t be charmed, frightened, or possessed by the spell. The affected target can choose one or more of the following options: - Reduce the target’s AC by 25 for the first time on a turn or by removing a spell of 2nd level or lower - Reduce the target’s AC by 30 for each slot level above 1st. Transmutation

Tilithic Touch

Casting Time: 1 action
Range: 90
Duration: 1 minute

Grasping a jewel or two from a jewel or a precious gem, you give it to a creature you can see within range. The spell becomes permanent and doesn't need to be affected again by living or dying. It can be cast again as an action, ending the spell on the creature or pillar. If you cast this spell on a creature that dies before the end of your next turn, the jewel or gem gives way to a jewel or a precious gem that remains and that hasn’t become dolorous or stained. The gem’s contents, if any, are discerned when done so. The spell has no effect on undead or constructs. As

Tilithic Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

With this spell—called "Tilithic Touch"—you can reshape one object you touch and create a new one. An affected object can be as magical as your hand (to a extent—such as bending a rope, casting a spell, using a spell slot of 5th level), as fragile as a chunk of stone, as good as or better than half the material component you choose, or as magical as a mundane hand or a mundane object. Whenever you cast the spell, you can create a new item that has the same properties as the one you used for the new material component. Using a new material component grants you another object, which you can use for both the material component and the new component. If you create a new material component through magic, the new material component remains in your current form (your current form as a creature, or the current reality). You can use this spell to create a ring of ten rings (toll the Lord or speak the secret of the Ninetulsi), a spear of ten rings (toll the Ninepike), an awak or wadad the Ninepike, and so on. Once all of the material components have been created, you can use it again. You can also use the spell to create a piece of jewelry, necklace, shield, or other precious gemstone, as long as that piece is not worn or held by another creature. You can reshape a magic item created with this spell to appear as a simple, intricate pattern, a stroke of a pen, or a stroke of a pen of one you see appropriate to the item, or to create a special, ornate, or rare handcrafted effect. You can also animate objects created with this spell. While these objects are created, you can’t use them to cast spells, wield daggers, or otherwise craft items such as weapons or armor. If you cast this spell multiple times, you can have up to four of its many effects active at a time, each casting using different materials. For example, you can have up to three of its effects active whenever you cast a spell of any sort, such as a 1st-level spell, using a creature’s material component. Alternatively, you can have up to four of its effects active at a time, during the duration of a casting of another spell of any kind, up to three during the duration of a casting of a spell of 2nd level or lower, and one active if you use a spell slot of 3rd level or higher. At Higher Levels. When you cast this spell using a spell slot of 4thlevel or higher, the spell's level and duration are tripled for each slot level above 3rd. Transmutation

Tilithic Touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature. You and the target form an extradimensional or shimmering mist. The mist appears in up to 5 feet of your space and spreads around corners. It lasts for the duration or until you dismiss the spell. It can be pulled apart and reshaped to appear as a flat surface or as a solid disk. When the material component is removed, the mist appears on each of its turns as a harmless glowing cloud, with the ability to last for up to 10 days. To a creature charmed by the spell, this spell gives it the ability to sense the flow of time, hinting at imminent danger, and to manipulate weather to its advantage. The best known of these senses, the tingling of branches and the rustling of leaves, is also represented in the mist. If you cast this spell while you have stopped short of death, the spell ends for that creature immediately upon entering the mist or for any creature or object still in its path when it lashes out at you. Illusion

Tilithril spear

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shimmering needle rises from the ground at a point of your choice within range, touching a creature or a thing and causing a piece of the substance to lash out at once in a

Tilith’s Flame

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a fire, forming solid pillars about the size of your hands. Each pillar must be at least 10 feet high and no lower than 5 feet thick. The pillars become impassable when struck by a weapon, and a thrown weapon or a piece of thrown weapon’s weight compels it to fall. Each pillar is light enough to shed 20 feet of color in a 10-foot radius and sheds bright light for an additional 20 feet. The flames can ignite flame or mire stalks. Each pillar can ignite aqueous or cold gas. Aqueous or cold gas. Gas. vapors.

Tilith's Grove

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an open grove of tall grass on the ground below a certain elevation within range. Until the spell ends, the grass is soft and grows to an extent that blocks your movement. You can create a new area of ground at any point you can see within range. You must choose a specific plant or shrub to grow within range of the spell. If you choose a plant, its growth pattern is determined by its height and shape, as determined by the terrain transformation. The grove can be cleared by hand, but it requires 1d4x construction of additional trees or 2d4x extra construction of stonework to create. When the grove appears, you can hightail it to appear at any spot within 120 feet of another spot you choose. The grove is immune to all damage and can be destroyed by disjoint action or by the same action of a creature who dons it who is standing directly on top of it. Conjuration

Tilith

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, you can make one thing up. Instead of sending a sentience tussle, or breaking the surface of another creature’s consciousness, you send a single illusory incarnation of one of your choice of the illusionist’s chosen pet, a creature’s toy, or a portion of a creature’s space that you can see within range to a sitting creature’s space within 10 feet of it’s space. The creature’s body is covered with a veil of soft ray-like filth that prevents vision, but the creature is blinded and deafened in the moment it sees you. The creature can communicate in written language as if it were an Elf or an inquisitor. The creature is limited in the actions it can perform by the nature of its size, speed, or Intelligence (Investigation) checks. During the duration of the spell, it can’t make more than tangential movements to the creature’s normal behavior. Transmutation

Til the Flies

Casting Time: 1 action
Range: 30
Duration: 12 Hours

You create a shadowy illusion that appears to be hovering above a certain distance away. The illusion lasts for the duration, and you can make a Wisdom saving throw to keep it from vanishing. If you cast this spell while you are invisible, you must use line of sight to see the illusion and then make a Wisdom saving throw. If you are behind a certain distance from the illusion, the illusion doesn’t move and doesn’t reappear. It remains visible as a shadowy cloud for the duration until you dismiss it as an action. If you dismiss it as an action, it w can move and isn’t affected by anything connected to it, but it is affected by a number of effects equal to half the damage it dealt at the start of its turn. The effects of these two duplicates of the illusion are severed at the start of each of its turns. If you expend one copy of the illusion before its duration is up, you can end it early by using either of its normal effects, or you can end its illusion early by spending a copy of its damage die. You can use your action to create two duplicates of itself, or you can cause one to appear and end its turn. The duplicates can come from different sources. If you create multiple duplicates, the effects of each duplicate last for 12 hours, if a creature dues out in that time. The duplicates take with them any damage they took, and they remain on the illusion for the duration. A construct using this method’s saving throw to create a bridge over a lake can’t move through it. Transmutation

Tilting Furnace

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell transforms a piece of wood or stone that you can see within range and that is at least 1 mile square into a pillar of thick, translucent force. The sphere is a translucent cylinder, 10 feet in diameter and 5 feet high, that doubles as a tool or a container for mundane objects. The sphere is opaque and lasts for the duration. To cast this spell, you must spend 1 minute casting a cast of 3rd level smite and making a melee spell against a creature within 30 feet of it. On a successful spell attack against the creature, you can move the sphere up to 30 feet and put a bead of psychic energy into it. If you create an area of magical force that is contiguous with the sphere’s area of effect, the sphere creates a barrier between you and the affected creature. The barrier can be made of any material or armor made of metal or stone, though it creates a barrier on each side of the sphere in a 5-foot cube. While the barrier is in place, you can communicate with it as a group of 10 or fewer creatures, creating one telepathic message. If you cast this spell multiple times, you can have up to three threads broken’s by a single spell or another spell of 2nd level or lower. Each broken thread creates a new one centered on that broken thread. Each broken thread then releases a tempestuous cloud that covers the sphere. That cloud spreads around corners. At any point during its duration, trees in the area can extinguish the extinguish flames consumed by this spell, and a fountain of smoke can be reached by climbing to the top of the sphere. A thicket of thickets covered by a thicket of thickets is created to protect and protect a trapped creature and a solid wall. Evocation

Tilting

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transforms a creature’s skin or other surface in contact with the ground into a sort of carved, intricate, and ornate garment. The transformation lasts for the duration, and the target transforms into the desired material component. The transformation can further transform the creature’s appearance, personality, or other qualities, as you choose. The creature’s skin tone, coloration, and opacity become more apparent as the transformation winds along. The creature’s clothing becomes more elaborate, its hair long and flowing, and it can change its appearance as desired. The creature’s eyes become more powerful and wide, though it isn’t blinded. Until the spell ends, you can shape the creature’s appearance, as you shape the creature’s head, for instance. Once you shape the creature’s appearance, you can make any aspect of the creature’s personality replaced by a mask. Finally, you can animate one of the creature’s weapons, a beam of fire spell. You can animate up to four of the creature’s weapons at a time, or change their appearance based on the creature’s shape and material components. You can animate up to two additional of another creature’s weapons, or make an illusion of them for the duration. If you make an illusion of another creature, make it w dirle a different form, using the same components, but for the duration. You can affect the temporary components from the illusion by mixing them with the temporary components from the original creature to create a new one. If you w ill’t make an infernal or a fiend’s physical form, you have advantage on the creature’s saving throw to change its form. You can’t use these components on the creature’s weapon. Transmutation

Tilting

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature to make the surface of the earth turn into a bed of sorts. The surface of the bed is lightly salted and then smoothed, until a depth of 1 inch equals 1 mile. For the spell, the bed is made of wool, while the creature’s surface is lightly sanded and smoothed, and then the spell ends. To make the bed, an object or other soft surface is carefully smoothed or sown on the surface to create a rough contour. The magic carpet is then brushed lightly to create a smooth surface. The simple arrangement of floor, walls, and ceilings makes permanent the appearance of rooms, especially if the walls are large enough to encompass the chamber. The interior, or the place where the spell ends, is carefully sown or brushed to create a comfortable environment for the creature. Transmutation

Tilting

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a pillar of radiance on the ground that is 60 feet high and 5 feet diameter at the base to create a 40 foot cube of smoke. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. Additionally, whenever a creature on the ground or within 5 feet of the pillar hits an un-lit wall, it can make a Strength saving throw to break the wall, which makes it harder for the creature to move. The pillar sucks up moisture from the air and forms a 20 foot-radius. 40 foot radius cylinder centered on that point causes stony screams to form at the creature to which it belongs. Each creature in that area must make a Constitution saving throw, taking 12d12 fire damage on a failed save, or half as much damage on a successful one. The pillars movement also obscures their area. At the end of each of its turns, the pillar pushes one creature within 5 feet of it to a height of 10 feet. The creature can move from pillar to pillar at the same rate as a normal creature. Evocation

Timbiguate

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and cause it to change its size and shape as you specify. It must remain within 500 feet of the target until the spell ends. If you change its shape, you must use your action to adjust it for that change. Any change requires an action by the target. If a target cuts off growth within 500 feet of the target, the spell fails to return to use if it's still not affected. If the target shrinks from 500 feet to 500 feet within a 200-foot radius, the spell ends because it shrinks too slowly. The change can still deliver some positive effects or harmlessly hinder others; however, the spell permanently damages or wastes away excess healing or protection from

Time Stop for Good and Evil

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You cause a flash of good energy to leap from one creature of your choice that you can see within range to a creature that you can see within 500 feet. The target must succeed on a Wisdom saving throw or be restrained. As a bonus action upon moving the target, it can make a Wisdom saving throw. It can take this saving throw as an action to

Time Stop Shapechanger

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Instantaneous

Enchantment

Time Stop Undead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You make a nonliving undead creature that you can see within range. The target obeys all your commands, and no undead creatures or objects are created. The spell ends for you and any creatures you have seen within 30 feet of you. If you cast this spell on the same creature or creature every day for a year or more, the spell ends for that creature. The spell ends for you and any creatures you have seen within 30 feet of you. The spell ends for you and any creatures you have seen within 30 feet of you. Necromancy

Time Stop Vow

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You say the time again: stop acting like an idiot. Nothing can happen inside a 30-foot-radius sphere of time until then. Nothing beyond this sphere can be interrupted or altered. Nothing can happen while you are affected by this spell. If you say the spell while you have this benefit, you understand the meaning of the spell, but otherwise your soul immediately returns to normal. At Higher Levels. When you cast this spell using the 3rd level spell slot of 4th level or higher, the duration is 10 days. When you use an 8th-level spell slot of 9th level or higher, the duration is 30 days. When you use an 9th-level spell slot of 10th level or higher, the duration is a year and a day. Abjuration

Time Stop Wilmsword

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Transmutation

Time Stop Worry Flow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Abjuration

Time Stop Worry Shapechanger

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour Divination

Tina’s Earthen Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a dead beast or plant. Until the spell ends, that creature can cast a Wisdom saving throw to end the effect. If you are fighting the creature, it has advantage on the saving throw. On a failed save, it can’t take reactions. The spell ends if Tina’s hand reaches the target’s skull. Abjuration

Tingues

Casting Time: 1 action
Range: Touch
Duration: Self (15-foot cube)

Concentration, up to 1 minute You touch a willing creature and create an illusion that it believes it is within the reach. The target must make a Wisdom saving throw. On a failed save, the target ends, and the spell ends. The target can’t cast spells or other magical effects. If the target is a creature, it can’t have any higher-level levels. If you cast this spell multiple times, you can specify a different one of the chosen types of spells or magical effects. If you cast multiple times, you can dismiss the casting as an action, and the casting is wasted if you cast multiple times. Evocation

Tinkering

Casting Time: 1 action
Range: 60
Duration: 15 hours

This spell allows you to shape the course of battle by manipulating the emotions of others. You can craft a weapon or a shield based on mental image and composed of numbers, an emotion, or something of the sort that comes from a creature’s intellect or a certain special talent. You may create a simple demiplane or a greater demiplane with a single action, or you can combine two of the demiplanar shapes at the same time, forming a new form that can be summoned or un summoned. As an action, you can create a three-headed monster with the same ability as the demiplane created by this spell. Choose one of the following options to create a new form: • Two heads. Choose one creature that you can see within range and that fits the chosen form. The creature takes the form of a Great Pyromancer, or it chooses a new form, created using the same statistics, tools, or other appropriate talent. The new form can take all the following actions: • Run, climb, and otherwise move around using your might. The

Tinkering

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell gives you the ability to use your teleportation powers to affect any creature within 30 feet of you. You must be within 30 feet of the target when you cast the spell. You can target a target other than a creature for the spell’s duration or until another creature notices you. If you target a creature and there is no creature other than the target lying about where you cast the spell, the creatures are targeted, not affected by the spell. You can also target an object that is no larger than a 15-foot cube, or some other surface entirely that is made of metal. You can target up to two targets. If you target either an object or an affected creature, the affected object or affected creature impacts or damages the target. If you target both, the target must be within 30 feet of the target before you can use the spell. Targeted Effect. You can’t target an object or an affected creature when you cast this spell. An affected object hits twice, and the target inflicts an extra 1d6 cold damage when it hits its crank. Conjuration

Tinkering

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You choose a nonmagical object or a shapechanger from among the following options for forming a lasting bond with another creature, such as a brother or even a sister. While this spell ends or a creature’s entire class is within the same bonded bond, the creature moves with the creature on its next turn until it spends its action to attempt to move to the nearest bonded spot or item, at which point the target takes 8d6 psychic damage. When this spell ends, the target moves to another spot within reach of another creature, and it has advantage on any Wisdom (Perception) check that check was made to determine whether the creature is within 8 feet of the target. Abjuration

Tinkering

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell taps into one of the fears of your choice, manifesting creatures you can see within range and implanting psychic powers within them. You mentally reshape any creature you choose within 10 feet of you (your choice) for the duration, up to the extent that you can’t change the size or shape of any beast or humanoid, creature, or other being within 10 feet of you. As an action, you can temporarily dismiss the spell. Alternatively, you can dismiss it immediately. If you have the creature, you instantly create a duplicate that appears in the space you cast this spell, or you can create one in an enclosed space that you can see. An incorporeal duplicate can’t be bonded to an object or a creature, and its properties become null and void. The spell ends for you and your companions in any case. If you cast this spell on a creature other than you or a creature within 20 feet of you, the duplicate takes on the creature’s nature and functions as if it were an adult. The duplicate disappears when it drops to 0 hit points or when the spell ends. You can also dismiss the spell with an instantaneous disassemble spell (using a 9th-level spell slot) to resolve the duplicate’s nature and to reassign it to another creature of your choice within 30 feet of you. You can also use this spell to create an illusion with an illusory construct, which becomes real if it replicates or if it misrepresents its equipment. If you create an illusory construct, its soul and all its attachments, if any, can’t be taken from it, and its magic restored to it, the construct is no longer created, destroyed, or enlisted in the war against the undead. To cast this spell again,

Tinkering Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create magical enchantments within an object you are wearing and placing it within range to grant a unique insight into its properties. Choose an object that you can fit within one of the following 3 possible locations on the ’ object’s body. The target object can be up to 5 feet tall, a creature that weighs up to 5 pounds, or a Huge or smaller creature with a 20-foot radius. You can use a bonus action to create a temporary invisibility or truesight around the object. To do so, you must end one of the stomps on the target and repeat the same spell using each stomper. Spell Effect. You conjure a nonmagical beast of challenge rating 10 or lower with a challenge rating of 4 or lower. The beast obeys your voice and transforms to a human form, standing 5 feet tall, with three legs and four arms, to challenge you and your companions for the duration. You make a verbal decision whether or not to challenge it or refrain from using the challenge. If you speak, the beast speaks, and it recognizes you as its master. While it functions as a creature, you gain the benefits of any facial expressions that come into its normal sensory sense. A frightened beast can take the Dash action and use that reaction to move away from you. Without moving, the beast moves to a different spot on its body, where it is trained not to move. The beast doesn’t become conscious until it uses its reaction to move at least once on each of its turns, at which point the beast stops moving. Transmutation

Tinkering Aura

Casting Time: 1 action
Range: Touch
Duration: until dispelled or expunged

You touch one to three creatures you can see within range. The target must agree within 30 feet on a magical or physical terms that you believe are reasonable and agree to be followed by a password that can be read by up to ten willing creatures of your choice within 30 feet of you. The creature can be of medium or smaller intelligence or magic. It can speak the chosen language. The creature can cast spells, do some activity on your turn, and so forth. (You can use your action to specify a password that will be read when you cast this spell.) When the spell ends, you can choose a new password, or you can use an action to decide whether the password is sufficient to end the spell. If you choose an action that exploits any loophole in the password, the creature is sent back to its home plane (the creature can't leave its home plane if it isn't on that plane when the spell ends) or banished into the shadows of the Abyss (if it isn't banished after the saving throw was made). If you use a different action to decide whether to end the spell, you must use a different password, or the creature chooses the action that best fits the circumstance. You can use only one password at any one time, and if you have two or more, you must use the password chosen at the bottom of each choice. Abjuration

Tinkering Charm

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You have honed your psychic powers after you take the test of time. You know the nature of creatures and the extent of their natural abilities with regard to intellect, patience, ingenuity, bravery, and so on. If any of these traits are lacking, the spell fails and one of them might be affected by another spell of the same level or higher, or both, at the DM’s discretion. Enchantment

Tinkering Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 30-foot-radius sphere of swirling mass appears in your hand and sprouts a 5-foot-tall cone of tiny vines. The vines float 10 feet in the air and can’t be targeted by ranged or magic spells. A creature that can climb these vines or is restrained by them must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage, or half as much damage on a successful save. A restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the vines. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above lst. Evocation

Tinkering Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of swirling air spreads out from a point you choose within range. The sphere moves in a straight line toward a creature within range. The sphere remains for the spell’s duration. If the sphere moves toward a target, the target must succeed on a Dexterity saving throw or be charmed by it for the duration. The sphere then spreads out across the floor in a 30-foot cube centered on that point. Each creature in the cube must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature is no longer charmed by the sphere. Evocation

Tinkering Furnace

Casting Time: 1 action
Range: 30
Duration: 8 Hours

Choose one object weighing 1 to 5 pounds within range that you can see within range. The object flies in a straight line up to ten feet in a direction you choose before falling to the ground, ending

Tinkering Furnace

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You hurl intricate tools and devices into the air to create a shimmering, magical construct. The target must succeed on a Dexterity saving throw or take 1d8 thunder damage, which is reduced to no damage by the spell until the spell ends. When you cast the spell, you can make a ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the thunder damage increases by 1d8 for each slot level above 1st. Evocation

Tinkering Knife Divination

Tinkering Knife

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonliving creature and choose a piece of equipment that is no larger than a 20-foot cube. You then shape the creature for the duration, moving it so that it appears as if it were in a place of the piece and attuning it so that it appears as if it were on the item. The creature can move across difficult terrain created by the piece and remains aloft, but it must use its reaction to move first to stay aloft and avoid being damaged. The creature can move across liquids and difficult terrain created by the piece but not necessarily created by the piece itself, and it can’t fall while moving. The creature doesn’t necessarily need food or water to move, and it doesn’t take as much damage as some other creature with which it relies on reactions. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional daggers for each slot level above 1st. Each animate object grants different effects when you manifest. For example, daggers created by the blade can strike a creature in the right side, granting a moderate bludgeoning bite attack, or a heavy bludgeoning bite attack created by the spike can open fire holes in the ground and round out fire pits. When you use a spell slot of 3rd level or higher to animate two additional daggers for each slot level above lst, you can animate up to four additional daggers for each slot level above 2nd. Transmutation

Tinkering Mishap

Casting Time: 1 action
Range: Touch
Duration: 10

Concentration, up to 1 hour You touch a creature. If the creature’s Intelligence is 4 or higher, you touch it to open an arcane door, causing it to gain proficiency with a spell of 3rd level or lower. At the end of each of its turns, the creature is transported to a different location on the same plane of existence. The destination is determined by the DM. If you cast this spell without first preparing a target and without dealing with at least one of its creatures, the spell fails, and the target’s Intelligence for its next turn is reduced to 3. The spell ends for that creature if it makes an Intelligence saving throw. Necromancy

Tinkering

Casting Time: 1 action
Range: Self
Duration: 1 hour

The spell you cast determines what kind of creatures you are and can affect any creature within 30 feet of you. Some creatures can only be affected by the spell with advantage, while others have their own predilection. You create one of the following characteristics of a creature: • It has a bluish color, makes a melee attack roll with a weapon attack bonus and/or make a Strength saving throw. • It can’t make attacks of opportunity; it instead makes a Constitution saving throw when making a melee attack. • The creature’s gear is unpaired and worn out; it returns to its normal form when it drops to 0 hit points. • The creature has disadvantage on attack rolls against creatures in its area, including soothsayers and warded creatures. Abjuration

Tinkering Sphere

Casting Time: 1 action
Range: 90
Duration: 10 Days

This spell can manipulate the shapes and thicknesses of tiny bits of wood or stone to create difficult, repetitive patterns on objects or plants that you choose within 60 feet of you. You can shape the wood or stone so that it curves around you, forming horizontal bars or curving upward and downward and so creating vertical bars or curving downward and so creating curving turns.

Tinkering

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and learn what it wants to be and isn’t. The target can’t take actions or take any other actions, but it can choose actions that would reduce the target’s damage, growth rate, damage resistance, attack bonus, or damage reduction ability, and it can’t take any actions during the spell’s duration. The spell doesn’t use magic items, such as scrolls or other arcane scrolls, but it can create or tear apart a creature’s clothing and cause its magic to fail. If the target loses its proficiency bonus when it uses its action to determine if its equipment is missing from the spell’s range, it can make a Constitution saving throw against your spell save DC. On a success, the spell ends for the target. If a creature chooses to end its turn somehow, it can use its action and make a Constitution saving throw against your spell save DC. On a failure, the creature can’t use its action for 24 hours. Transmutation

Tinkering

Casting Time: 1 action
Range: Touch
Duration: 2 hours

You touch one creature and must speak the language of the creature for the creature to understand. For the spell to work, the target must speak the language of the creature within the same way as you would the target to the target’s language, which must be at least 1 mile in length and at least 1,000 words long. This spell can cast this spell only in iliac English, Spanish, French—Gaelic, or Italian. Abjuration

Tinkering

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

You touch a willing creature and put into its body a material item that fits within 5 feet of it, such as a ring, a necklace, or a buckle. The creature can cast spells using the item’s material component and can affect up to three nonmagical creatures in the area at the time you cast the spell. If you cast this spell using an item made of nonmagical material component, the spell doesn’t target a creature or an object within 5 feet of it. Transmutation

Tinkering

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that is no larger than 1 foot in any dimension and turn it into a spirit for the duration. The spell ends if the creature is charmed, frightened, possessed, or possessed by another creature. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. If the target is undead or a different kind of creature appears, the spell ends, and the target is completely reaped. Abjuration

Tinkering Transmutation

TinkeringWall

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a wall of shimmering, translucent force, 300 feet long and 10 feet high, that surrounds a place that you can see within range and lasts for the duration. You can target one creature or object within the wall: a creature, an object, or a portal to another plane. The wall can be up to 50 feet tall and 10 feet wide. It blocks line of sight, but creatures and objects can still pass through it. You can open or close the wall. The first time you use a spell using a spell slot of 5th level or lower, the antimagic field surrounding the spell damages the creature affected by the spell. A creature that uses its action to make a melee spell attack destroys the antimagic field and deals 3d8 damage

Tinkering with the Dead

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You choose one creature you can see within range and put into service within one of the following possible effects. The effect can be one effect that you know and that is present in the image, such as the sleep spell, the entangling hold spell, or the entangle spell, or you choose one of the effects, and the creature takes no damage and doesn’t take any damage as a result of taking the reduced damage, but the creature takes only half damage from taking the reduced damage. The result is a creature that is friendly to you and aware of its zenith and location. It has advantage on attack rolls, ability checks, and saving throws. The creature is aware of your presence, though it can’t talk about it. Once within 1 mile of you, the creature states what it thinks it knows, but it can’t say anything that might influence its thinking or performance. Once within 1 mile of you, the creature doesn’t reveal its location, food, or ability to defend itself against hostile creatures. You can specify a general plan to effect its destruction, either by battle or, in the case of undead, by implanting a trap or other trap similar to that of the creature you described. Once triggered, the creature creates a new trap or buries itself in it, repeating the process until it has created its own trap. You can also choose a simple and general course of action to effect its destruction, such as by casting a spell that exploits any weaknesses in the warding magic of your choice or by casting a spell that mimics the warding spell used to target the creature. Once each long rest, the creature spends its action that way. You can’t use this spell to dismiss another spell of 3rd level or lower. When you do so, roll a 6 for the creature’s damage, and determine

Tinkersciule

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You conjure up a creature that is either a Huge or smaller creature or an object that is neither Huge nor smaller than your own. The creature is friendly to you and your companions for the duration. The creature is friendly to you and your companions for the duration of the spell. While the creature is within 1 mile of you, it can make a Wisdom (Perception) check to see if there is an obstacle on its path that prevents it from reaching its destination. If there is an obstacle on the path, the creature can swim safely up to 30 feet before it falls. Conjuration

Tinker's Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create the remains of one of the following constructs. The constructs are humanoid and have AC 30 hit points. The chosen construct must be within 30 feet of you when you cast the spell. The construct becomes a construct when you reach 5th level (2d10), 11th level (3d10

Tinkers' Construct

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates two types of creatures: stone-age creatures and bipedal, bipedal—creatures. Stone-age creatures are heavily obscured creatures that aren’t usually visible, and their statistics (dwarfs, giants, fey, or trolls) are in stone. They are bipedal (10 feet to 5 feet), and have the following properties: - The creature can use its movement to move through narrow passages and through difficult terrain, as if

Tinkers creaing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a shimmering, talon-like substance on the ground that is 3 feet in diameter and 10 feet high, extending from your right side toward you. It lasts for the spell’s duration. When you cast the spell and make the spell reaction with a creature of 4th level or lower, or when you cast this spell and create a nonmagical teleportation glyph on an object that you touch, the crystal changes shape around you, shifting as you cast the spell and forcing creatures to make teleportation Dashies when you and your companions are within 30 feet of each other. When you do so, you make a teleportation call, which might cast a spell, appear and/or teleport you to another object that you touch, or teleport to an untargetable location that you know is beyond the spell’s range. An incorporeal creature automatically succeeds on this teleportation call. If you cast this spell with an undead component, the spell doesn’t work. Because the crystal changes shape around you when you cast it and that change lasts for 1 hour, unless you cast it without first casting any spells. Transmutation

Tinkersilk Armor

Casting Time: 1 action
Range: Self
Duration: 1 hour

Bonesilk armor covers half the surface of the ground where the creature appears in order to support its body. When you take damage from a melee weapon attack using a creature’s Strength or Dexterity score, the creature can make a Constitution saving throw with advantage instead. If it succeeds, it permanently dethrones the attacker’s equipment and disappears 2 feet underground. Transmutation

Tinkersilk Armor

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell creates a shimmering barrier of magical force between you and an invisible creature in range. Until the spell ends, you can use an action to repair the barrier, which lasts for the duration or until you use an action to move it up to your hand space and create a new barrier. You can repair the barrier as a bonus action on each of your turns, at the beginning of your turn. You can repair one foot of cord sticking out from under the target’s clothing, a 15-foot-long cord extending from under its clothes, or two feet of thin sheeting that extends from underneath its clothing. You can repair three feet of cord sticking out from under the clothing of the target, and you can repair four feet of cord sticking out from under the clothing of the target. If you move out of the barrier, the barrier creates a new one on the spot where it was created. You can use an action to repair a cord attached to the target’s clothing, a movement used mostly by magic-users. The repair fails if you’re fighting it or if the creature you’re fighting is somehow immune to it. If the object you are repairing strikes a creature, the creature must succeed on a Strength saving throw or take 1d8 necrotic damage. If the creature succeeds,

Tinkersoul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an intangible, invisible link between two objects or a place. The object or place you choose must be within range. The link lasts for the duration, and you can use your action to cause the object or place that you created to appear tangible, intangible, or tactile. Any creature in the area that can see the object or place must make a Dexterity saving throw. On a successful save, a creature must also have seen the link to have noticed any change in its sensory perception. This change lasts for the duration, and any temporary or permanent damage or damage caused by the spell affects the link no longer than 1 minute. The spell ends if you cast it again or if you use another action. Transmutation

Tinker’s Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A sphere of energy appears in a point you choose within range. It covers every surface that you can see within range. Each sphere has a diameter of 30 feet and a height of 10 feet. You can use your action to create one object’s sphere as a temporary object. A sphere created by this spell can be anything you choose from the following range: Medium or Large; Huge or smaller; Medium or smaller; or Huge or smaller. The sphere is shaped like an object and can contain up to 200 pounds of material. You can use your action to create a cube of this cube and place it within the spell. The cube can be a cube of any thickness, as long as there are no more than 10 cubes and no more than 20 inches of space. The cube can be made up of any number of squares. An object can be made up of any number of squares, and one square of space can be occupied by any number of squares. You can also create three or more cubes, but all the cubes must be of the same size

Tinker's Wards

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. You create a 30-foot radius sphere of strong magical energy, centered on that creature. The creature uses its action to make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage and must also make a Constitution saving throw. On a successful save, the creature takes half as much damage and doesn’t take any damage from the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Enchantment

Tinker’s Ward

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 hour

Enchantment, up to 1 minute You and up to five willing creatures you touch have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. For the duration, creatures aren’t affected or blinded. If you touch a creature that is already at least 1 mile and whose resistance to one damage type increase by 2 or 3 when you cast this spell, the spell increases by 1 bonus for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, no bonus is applied, you may have extra hit points applied, or you can use another spell slot’s bonus to reduce damage taken by 1 bonus for each slot level above 2nd. Enchantment

Tinker

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and cause it to gain an ability score equal to 5 + your Dexterity modifier. This ability work only with constructs and undead. The creature must be within 10 feet of you when you cast the spell. Transmutation

Tinted Arrows

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a quiver containing a type of ammunition capable of dealing sustained damage, such as a repeating round of 12-oz. small caliber arrows or a 3- or 4-oz. round of 12-oz. long calibre ammunition. Until the spell ends, the ammunition functions as normal. If you cast this spell multiple times, you can have up to three objects created by it created at a time, rather than once. If you cast it once, you can create three additional objects at a time, creating multiple attacks and creating multiple traps. For the duration, you also gain the same number of attacks and the same number of traps as a full-round action. If you take the attack and have no traps created, you deal only one damage to the target. A creature w ho attacks with one of those attacks must make its w ho w attack roll before it can attack again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one extra creature for each slot level above 1st. Transmutation

Tinted Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a spectral blade that flits between two solid objects in a 10-foot cube. The blade remains for the duration and sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When you cast this spell using a spell slot of 7th level or higher, the blade emits an intense rumbling sound and sheds bright light in a 20-foot radius. If you cast it again before placing it on the spell list or casting a spell using a spell slot of 8th level or higher, the blade sheds bright light in a 20-foot radius. If you use a spell slot of 9th level or higher, the blade sheds dim light in a 20-foot radius. Evocation

Tinted Glass

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

A shimmering object appears in your hand and remains there for the duration to a range of 100 feet. For the duration, bright light, light ray, and nonmagical torch have a range of 120 feet, and bright light ray, as well as those of the following types of light: acid, cold, light, light radiance, violet, fainze, and searing. Transmutation

Tinted Glass

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical object that isn’t tinted, and a glowing, translucent surface appears around it. You can cast this spell on the same object twice, or one object of an equal or lesser quality, and the spell lasts until the object is completely tinted or the spell ends. When you cast this spell and as your action on each of your turns until you finish a long rest, you can change the object’s color, opacity, or tint to match your mood. If you cast this spell while your concentration is up, the change lasts for 1 hour, after which it disappears. Transmutation

Tinted Glass

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a surface covering your body with violet light in an unoccupied space of your choice that you can see within range. You choose one of the following effects to cause the light to linger in the creature’s sight: • The creature is blinded until the spell ends and becomes invisible for 1 hour. • You create a 20-foot cube of translucent light centered on a point within range and visible only to you. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature becomes invisible for 1 hour, and another creature must make this saving throw at the end of its turn. A blinded creature can use an action to make a Wisdom saving throw. If it succeeds, it briefly becomes invisible, but by the end of its next turn it no

Tinted Glass

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one tinted pageant to create a certain visual effect. The effect can be as subtle as casting a simple charm on the tableau to target a certain group: children, widows, widows, and so on. To see the effect, cast this spell on the material pages of a living creature or a nonliving object within range, issuing a subtle, gentle vibration to the pageant and leaving a silvery dot at the pageant's edge. The spell fails if the pageant uses up more than 1,000 gp. You can set a simple spell spell level for the effect by which you perceive it to be—1E—at any spell level higher than its regular casting level. For any given spell level, the spell can be cast as a 2nd-level spell. Transmutation

Tinted Lens

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a pair of faint, indistinct, or scintillating patterns on the ground within range. You can describe the patterns by stating what kind of creature the creature is, which direction it is facing, and how quickly it moves to avoid being struck by a spear. If you use a Pattern, each creature that ends its turn within 5 feet of the mark for the first time on its turn must make a Charisma saving throw. On a failed save, the creature regains half its hit points, as well as any temporary hit points it might have dropped. If a creature regains no hit points, the creature doesn’t disappear. Similarly, if any creature regains hit points, the creature doesn’t disappear. The patterns are visible when a creature moves within 5 feet of the mark or when it moves 5 feet directly from the mark to a spot other than where it’s’t located. The patterns can’t reduce physical or magical damage done to them by creatures or objects within 5 feet of them. Illusion

Tinted Lens

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell turns any object that you touch into tinted, invisible, or translucent. You choose a point within range that you can see and that fits within a 5-foot cube. You manipulate the opaque material in the area as if you were casting a spell. If you cast this spell through a nonmagical object, you must touch the object to use it; if you cast it through a magic object, nothing can happen to it. You can shape the object to fit within a 5-foot cube, creating a different effect if you so desire. The spell ends if you use a different material, if the tint is too strong or if your hand reaches into the object for it to do so. If you touch a nonmagical object that has it—such as a scroll, a journal, or a treasure chest—your magic becomes permanent and lasts until you dismiss it as an action. Alternatively, you can make the spell permanent by being attuned to your own shadow for the duration. To make the spell permanent, you must use a different material, a

Tinted Lights

Casting Time: 1 action
Range: Desc DC
Duration: 24

Lightning bolts strike against a solid surface and dim light for an additional 24 hours. Each creature other than you in a 30-foot radius must make a Constitution saving throw. If you do so, each creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. The spell can’t illuminate such a solid surface. As a bonus action, you can move the spell’s area up to 60 feet in any direction. If you would move a solid surface made of ice or snow, you could cause the spell’s area to shift to accommodate the change. Evocation

Tinted Lights

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You create a faint illusion that appears whenever you take a ranged spell attack. You make the attack using the item you created , materialize the creature if it is within 30 feet of you, and so on. The illusion lasts for the duration or until you dismiss it as an action. A creature can cast this spell only once, which takes 1 hour to cast. It fails if you have no life or if the illusion attempts to fly. It obeys all the normal rules for movement and long range, except it can’t attack you and must instead use its movement to move away from

Tinted Sensations

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one willing creature. Until the spell ends, the target can’t become animate or possess any physical or magical properties of its own. The spell can also create duplicates of itself, but no duplicates of itself. While a target is charmed, frightened, or possessed by the charmer spell, its equipment and other belongings no longer wilt within 120 feet of the target. Transmutation

Tinted Tint

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell glimmers like a torch in the dim light of your soul. You touch one to three pebbles and let go. You or one of your companions can use a bonus action to make a line of hexfire straight ahead of you, peeling one pebble away from you and placing it back where it was touched. You can also use a bonus action to make a line of exhaustion straight ahead of you, cradling one pebble in your hand and pulling it from its resting place as you do so. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Whenever the damage increases, your spellcasting ability increases by 1, and your movement speed by 30 feet until the start of your next turn. Conjuration

Tinted Warding

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. That creature must touch an object of magical power equal to twice the item’s AC at the time of casting. The target’s skin tone, hair texture, or any other sensory characteristics that might be discerned through the item’s natural light, oxygen, or moisture remain, and you can use an action to extinguish the creature’s touching breath or to make a ranged spell attack. Abjuration

Tint Of Blue and Yellow Elements

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

For the duration, bright light sheds two types of rays, tint red, green, or violet. You can use a spell slot of 6th level or lower to cast this spell in a cylinder that can hold as much as 50 pounds. You can create one of the following effects within the area: • You create an instantaneous, harmless visual effect that replicates a tactile effect in an object you touch. • You instantaneously light or snuff out odor sources within 30 feet of you, and you instantaneously clean or flavor up odor source 30 feet deep within 30 feet of you. The effect could produce bright light, dim light, quiet the noise, stimulate the flames of battle, light a path, or send a message. The effect could also create some other effect that is intangible and therefore difficult to detect. Such an effect could be obscured, turned off, or just plain old wasted energy. Icy wind could also create a tangle of tangle effects, making it nearly impossible to separate a creature or an effect that affects them. When you cast this spell, you choose to tint the wood of an object or a surface with an effect similar to the tint of an ordinary window. A tint of green or violet appears, formed by a thin sheet of mist that extends from your finger and moves with it to create a color or a shape. You make each color and shape a color and make an air or liquid resistance check with your spell save DC; if a creature’s check successfully increases the thickness of the tangle by 2 feet, the tangle fills a 5-foot-radius pocket of mist centered on the same spot as the opening you choose. A tangle of yellow or orange occurs when you deal an extra 1d6 damage to a creature or a creature with truesight. Transmutation

Tint of Blue Sand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a flat surface within range that fits within a 5-foot cube, and that you can clearly see and feel. You create up to 10x larger pieces of nonmagical sand that fill all four corners of the cube. The pieces of nonmagical sand are as difficult terrain to target as possible. Creatures or objects that aren’t being worn or carried by a creature are also unaffected. You can target one piece of nonmagical sand per 5-foot cube you construct. Each piece of nonmagical sand costs 5 acid or 10 thunder damage, or half as much for each piece of nonmagical sand. In addition, the creatures or objects targeted by this spell can’t be charmed. Transmutation

Tint of Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Tinted pieces of fabric appear within range where a deity’s magic would allow, healing up to 30 hit points. If the garment is of the correct quality, wisps of green light drip from it, covering the garment in radiance. The lightness also extends to nearby trees and grasses. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a protective bead on an object you can see within range, healing up to 30 hit points (concentration). Evocation

Tint of Greenish Violet

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell changes how light scatters from a point within range onto objects in the area. Choose one object that you can see within range. It must fit within an unoccupied cube on a 5-foot cube or a 5-foot cube with two windows on each side. Any creature that can see through the window must make a Wisdom saving throw. On a failed save, an object falls into an extradimensional pocket dimension, a 10-footradius sphere centered on that object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Tint of Life

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A shimmering, tangle-toothed globe appears in your hand and circles in a 5-foot radius around a point within range. Until the spell ends, you can use a bonus action to cause a globe of fine tints to appear on any creature within 5 feet of you, centered on that point. When a globe appears, each creature in the globe must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is stunned. On a successful save, it takes half as much damage and isn’t stunned. Tiny or smaller components, or the size of each component, are not affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a globe of fine tints created by this spell counts as a new effect summoned by it. It doesn’t, and wilt not exist. Conjuration

Tint of Life

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one

Tint of Light

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Instantaneous

A dazzling array of colors appears and shines down on a creature you can see within range. The target must succeed on a Dexterity saving throw or light levels in one of its shades drop to a minimum. The target’s gear rations are suppressed, and it gains DR 5/DR 5/DR 5/DR 5/DR 5/DR 5/DR At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of ammunition that can be carried by the target increases by 10 pounds for each slot level above 4th. Transmutation

Tint of light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The light in a room or room lightens becomes more intense. Transmutation

Tint of Sand

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose up to five pebbles that you can see within range and that fit within a 10-foot cube on the ground within range, and that aren’t being worn or carried by a creature within range, sprout from the ground in a 20-foot square on the ground and spread around the floor in a 30-foot square on the ground. Each pebble created sheds bright light in a 20-foot cube centered on that cube. Each creature in that area must make a Constitution saving throw to resist being stained by the spell. An unwilling creature automatically succeeds, though it must spend 2 expended uses preparing its food. A creature must also spend 2 expended uses preparing its clothing. Any spent use of clothing turned into magic tool’s of war cuts through any remaining clothing in the spell’s area. Transmutation

Tint of Sand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a shimmering array of magical light centered on a point within range. The light can penetrate barriers, spell barriers, and any barriers that restrict movement or spell barriers created by spells like detect magic. Any creature in the light or surrounding area must make a Wisdom saving throw. On a failed save, the light can’t reach a creature or pass by any means inside the light, because of this spell’s wide array of light. On a successful save, the light is extinguished within a short period of time. If the light cuts through an object or stalks an area of solid metal, stone, or fire, a small earthquake, or similar event can be feared while the spell lasts. The spell instantly destroys any barrier or spell barrier created by the dim light. Evocation

Tint of stars

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a star, a magnitude 1 star, or a group of four to five stars. The star is a circle 120 feet on a side and appears within range to a celestial or a demiplaneist for the duration. The star can be a circular, an unclimbed, or a partially-shaped globe with diameter 40 feet. The star has a diameter of 120 feet and a height of 20 feet. The star can be freely visible up to 500 feet away. The star is bright with life and dim with darkness. When the star illuminates a body of water, creatures within 30 feet of it must make a Constitution saving throw (if successful) or be fueled by energy for a duration of 8 hours or less on a use of your spell slot of 6th level. Once fueled, fuel animals within 30 feet of the star take 5 radiant damage, and plants and water breathing feature make it easier for them to breathe through the star. Transmutation

Tint of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a piece of twinkling yellow light appears on one creature's shoulder or behind its chin. The light glimmers for the duration, appearing bright green or dim green with purple radiance in a 15-foot radius and dim lighting for the rest of the spell's duration. When the light fails to move in a direction you choose, the creature becomes blinded until the spell ends. The light flashes with colors of the chosen weapon used in the attack and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. After they fall asleep, the creature and any creatures that rested while the spell was active again become blinded until the end of its next turn. Transmutation

Tint or Color Spray

Casting Time: 1 action
Range: Touch
Duration: 1 minute

The surface of your choice of two colors becomes tinted in a manner similar to tinting paints or glinting glass. You can affect any number of creatures with a range of Touch that you can see within range. One creature you can touch can only be tinted by one color; you can also adjust the depth of tints in other creatures' eyesight, along with their size, to match their appearance. To tints an entire room as dark as a full moon, see 10 feet; twinkling lights, as bright as a moonbeam, are created. A tints a corner of a solid or stone structure in an area larger than 10 feet. Conjuration

Tint Shards

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonliving object. Then you make a bright, pale, or whiter version of that object, which has the statistics provided in the description of the object as green, violet, or green. Alternatively, you can give each creature in accord with the description of the object as red, amber, or yellow, if that creature is in the same plane of existence as you. As with a spell, the sparks created by this spell are dimmer and cooler than normal. Additionally, if you cast this spell multiple times, you can have up to five sparks created by the spell dissipate within a short while after you cast it. If you cast it again, the spell dissipates when all its charges are gone, including when the spell ends. The spell can target plants and other animate objects, so long as those objects remain alive when you cast it. Transmutation

Tiny Agelessness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 Hour

You create tiny, translucent portals that open and close at your spellcasting location each day for the duration. A strong wind disperses the portals and sends creatures into the surrounding area in a burst of invisible light that lasts for the spell’s duration. Until the spell ends, creatures can enter the portals without harm or penalty, but you must designate a direction for each one to be successful. Transmutation

Tiny Arm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a tiny, heavily-armored hand and sling. The sling has AC 15 and 40 hit points, and can be used to sling a weapon. The hand can’t use any hands or any equipment. The sling can’t be worn or carried, and it can’t be used to open or close any lock or other object. Transmutation

Tiny arm

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a Tiny sphere of magical energy centered on an object within range. The sphere remains for the duration, and can hold up to 500 pounds. Until the spell ends, you can shape the sphere to resemble a Large or smaller creature, even creating creature comforts for it. The sphere is 5 feet wide x 10 feet tall and weighs up to 500 pounds. Until the spell ends, you can use a bonus action to make a melee spell attack against the sphere, which attack deals an extra 1d4 damage depending on the size of the sphere. On a hit, the target takes 1d6 fire damage. The spell ends if you use your action to do anything else. Transmutation

Tiny arm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a small piece of wood or metal that is either an arm or an appendage within range. The arm serves as a simple tool to your melee weapon attacks. While wielded, the target gains natural armor and trinket attunement (up to 10 hit points). When the arm strikes, the creature takes 4d8 piercing damage, and when the arm strikes a creature with a melee attack, the creature takes 12 d10 necrotic damage, which the creature can use against the creature and its arm, and the creature’s natural armor becomes downgraded to none, removing the benefit of any resistances that allowed it to attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional limbs for each limb. For each limb, you must choose one of the following options: b Knife Strike, dagger Strike, rapier Strike, halberd Strike, halberd Break, rapier Dash, or rapier Dash, removing one limb. C Bolt of freebie. Small, vinegary energy zaps your melee weapon attack with a keening, knocking down a number of creatures within range. Make a ranged spell attack for the number of targets. On a hit, the target takes 2d10 bludgeoning damage, and it must make a Constitution saving throw. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a number of boons equal to 2⋅ m above the creature’s hit point maximum can be created for each boon. The initial boons created for a creature are removed from the spell as an action and become inert when the spell ends. Transmutation

Tiny Arm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a small, flexible arm that can be used to defend yourself or another object. The arm can reach up to 20 feet and has the same weight as the arm. The arm can also be used in a sling or a sling-like device. The arm can also be worn or carried. The arm can’t be disarmed or carried by a creature. The arm can’t be taken as an attack or as a gift from an elemental. The arm can’t be worn or carried by a creature. Transmutation

Tiny arm

Casting Time: 1 action
Range: 60
Duration: 1 round

You make a Tiny construct appear as a cube with a 5-foot radius and no more than 30 feet tall. The arm glows red light for the duration and fills its area with dim light for as long as the arm remains. Appearing in unschooled form, the humanoid appears to be in Tiny size, 5 feet up, and is Medium size. It has truesight, which the Medium creature uses to understand the language it hears. It can’t speak, and its sensory abilities are limited to those of mindless beasts. While separated from the arm, the humanoid can hear and understand other creatures, and it can’t take direct damage from nonmagical weapons. The humanoid can use its action to pour cold water on targets it strikes, but can’t do so. As an action, the dwarf can use his action to step into the arm’s sockets, firing bolts of energy at targets within 5 feet of it. Each bolt deals 1d4 damage to targets within 5 feet of it. A target hit by this spell must make a Dexterity saving throw. On a successful save, the bolt explodes, dealing 2d4 damage to it and moving toward the dwarf. On a failed save, the bolt explodes again, dealing 1d4 damage to it and moving toward the dwarf. The arm’s sockets are weak points created by the arm’s natural armor, and the dwarf can use an action to create one of the following weak points at any time. The dwarf can use all of those weak points, at the DM’s option, long before the start of your next turn. Cold Hands. If a creature you choose must spend 4 feet of movement to wield a weapon created by the arm, the creature must make a Dexterity saving throw. On a failed save, it instead takes 3d10 fire damage, and it is restrained, protecting the creature it is restrained by. On subsequent failed saves, the creature is restrained and its speed falls to half its normal speed. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the arm and can use its action to make a Strength or Dexterity check against your spell save DC. The creature is also limited in the movement it can make by the new restrained state. A restrained creature can use its action to move across uneven terrain, up or down shelves, steps, and so on, but it can’t move up or down stairs or walls, while frozen, while snow covered or dripping, while completely covered or de-covered, while fully obscured, while requiring 5 feet of movement to open or leave a sealed container, or while holding down a key. Its movement is tracked and thus audible by others within 5 feet of it. Transmutation

Tiny arm

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell grants Tiny arm invulnerability to nonmagical damage. For the duration, the target has advantage on attack rolls against creatures smaller than 100 feet in diameter. An invisible hand, or some other creature with a Strength of at least 2 to 2. (your choice, the hand’s strength might be 2 or 3, depending on the target’s Strength.) The target can make a Strength or Dexterity check using your spellcasting ability, and its check succeeds if successful. If your target fails this check, it also has disadvantage on attack rolls against creatures of Medium size or smaller. Transmutation

Tiny armchair’s restoration

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of your choice that you can see within range and that can’t be charmed or frightened leaves an unlocked door or a locked passage open, allowing the spell to restore the creature to its original condition. For the duration, that door or passage opens or appears to be locked. If you cast this spell over a long period of time, the spell doesn’t instantly cleanse a creature of all traces of blood, armor, magic items, and other stinking vapors. Conjuration

Tiny Arm of Slumber

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create an invisible arm of thorns that sprouts from your hand. The arm can’t be more than 30 feet long, 30 feet tall, or 30 feet wide. Choose a point you can’t see within range. Each creature that can see the arm must make a Constitution saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The arm can’t be disarmed, but it can’t be physically attacked. You can also make the arm strong enough to break the skin of plants, but not strong enough to break bones. Conjuration

Tiny armrest

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a simple, but effective, prosthetic arm for an unwilling creature of Medium size or smaller. You decide the direction and thickness of the arm, and the properties of the sensors used to sense the terrain and the equipment worn by the creature to locate hidden objects. The arm also doubles its normal length (10 feet), so it can cross uneven surfaces and slidl

Tiny arms

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch an object of size Small or larger, forming simple structures or sprouting trees. Alternatively, you can cause the material to burst into flame and radiate ray of abjuration. This spell allows up to six creatures of your choice that you can see when you cast this spell to become Tiny or smaller, and to automatically succeed on a Strength saving throw. Creatures of the chosen size or smaller can’t be dispelled by this spell. Transmutation

Tiny baobab

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a piece of clothing made of tiny, translucent bits of matter that last for the duration. You can hide or mend the pieces for you or someone else, and you can choose to create new ones or mend existing ones. You also add the bits

Tiny Basilisk

Casting Time: 1 action
Range: 24
Duration: 2 hours

This spell creates an invisible, magical beast within range that acts different from an ordinary beast in appearance and statistics, such as the size or size of the beast, to the image of its true form. An animated Tiny Basilisk stands on one of the creature’s feet and moves with it, silently obeying whatever command it obtains from within its animating body. If you create or animate an illusory creature, it must make a Wisdom saving throw. On a failed save, it assumes the weapon’s normal form, gains half the speed of the minigun, and can’t use the normal action it normally uses until the spell ends. The creature regains 4d6 hit points when it ends its turn in this form. The minigun ignores armor and shields that it can see, since they absorb damage from bludgeoning, piercing, or slashing damage. A minigun that ignores armor or shields also doesn’t reduce a creature covered by it to 0 hit points. Transmutation

TinyBeacon

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose a tiny, transparent, translucent, and transparent thing within range. You create a magic eye within range in a creature or an object within range, creating a sort of floating dome within range. If you cast this spell using a spell slot of 4th level or higher, the effect lasts for the duration. If you cast it using a spell slot of 5th level, 6th level, or 7th level, the effect lasts until the spell ends. Transmutation

Tiny bead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a small, translucent bead on the ground that resembles a creature and that fits within a 5-foot cube. Until the spell ends, the bead acts like a sensor for the purposes of calculating the direction of movement of creatures within 30 feet of it. Creatures within 30 feet of the bead are completely obscured. Additionally, the bead emits bright light in a 30-foot radius and dim light for an additional 30 feet. While cloaked or invisible, a target can make a Wisdom saving throw to remain hidden from view. It takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. Transmutation

Tiny beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A Tiny beast of Medium size or smaller appears within range. The beast appears for the duration, and the DM chooses the creature. The creature must be within 5 feet of you (including you), and it can’t be charmed, frightened, or possessed by a different kind of being. The spell’s duration is determined by the number of creatures that it appears within range. Divination

TinyBeast

Casting Time: 1 action
Range: Touch
Duration: 1 Month

You create an invisible, bat-shaped beast that you can see within range. The beast appears in unoccupied spaces that you choose within range and lasts for the duration. Whenever a creature of Medium size or smaller within range points or within range of your gemstone or emerald-green potion locates you, or uses an action to do so, the beast takes 10d6 piercing damage, and it disappears. If it’s invisible or within reach of a creature, the creature can see nothing beyond the area, and it is deaf and blind. The beast is friendly to you and its companions, and it treats you with awe and respect. It treats you with kindness and adoration. While you have advantage on attack rolls against creatures that you can see within 30 feet of you, the beast treats you with respect and acts on your turn, responding with a glee show attack that can’t be denied. It’s friendly neighbors and friends treat you well. When you use an action to dismiss the beast, choose whether the magic potion ends or whether you have it recharged. The beast obeys your spoken commands, assuming you are friendly to it. It flies around corners, attacking as fast as it can track its quarry. It moves at high speed, attacking when the opportunity presents itself. Each time the imbued potion kills, the beast hovers in the air, leaving behind a trail of poisoned vines and poisoned arrows until it dies. As an action, it causes one death-inducing affliction to manifest within it, healing you 1d6 poison damage. This affliction manifests itself as a yellowish-white cloud of blackness until the creature completes a long rest, or it bores, gasps, and dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 10 days. When you cast it using a spell slot of 8th level or higher, the duration is 24 days. If you cast it using a spell slot of 9th level or higher, the duration is 100 days. When you cast it using a spell slot of 15th level or higher, the duration is a year. Necromancy

Tiny Beast

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a Tiny beast, which has a Tiny and needs no food or water to grow normally. The creature is limited in its movement, and its hit points are unaffected by magic. The creature has resistance to nonmagical damage, but it has disadvantage on Wisdom (Perception) checks made to perceive the creature as a Huge or smaller being. If the Tiny or smaller creature is attacked, reduced to 0 hit points, the creature takes 1d6 bludgeoning damage. If the creature is attacked again with this damage, the creature takes half as much damage. Abjuration

Tiny Beggar

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You place a piece of magical force within range. The force sheds light, light, and darkness for the spell’s duration. A creature can use its action to move through the force, which takes 10 feet for every 10 feet the force moves. The force sheds a strong magic if it is strong enough to resist damage. The force is centered on a

Tiny Blade

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You

Tiny Blade

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You target a creature that you can see within range and that you choose within range. The target must succeed on a Charisma saving throw or become charmed for the duration. The target is charmed, frightened, or frightened by any of the following creatures: • Fleshy; • • Glauros; • • Manticore • • • Parselmouth • • • Ursus • • • • Eurydice • • • • Valkor • • • • Eustachian • • • • Terence Casting Time 1 minute

Tiny Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a tiny sword of varying size and shape. An object of the same type that you wields the sword can be created. The object must be no larger than a 10-foot cube. The object can be a weapon, shield, or a staff. A target can use this spell to create up to 10 tiny blades. The spell ends when you dismiss it. Necromancy

Tiny Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A tiny finger pierces the surface of the ground and pierces a 20-foot-radius, 20-foot-high cylinder centered on a point within range. Any creature that ends its turn within five feet of the point must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage, or half as much damage on a successful save. The saving throw automatically ends in an explosion of sparks or other unpredictable force, such as a chain reaction of nails or thorns. The spell’s radius is 20 feet. Conjuration

Tiny Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to cut through the thickest fabric of fabric in a 30-foot radius. Make a melee spell attack against a creature of Medium or smaller size that you can see within 30 feet of you. On a hit, the target takes 4d6 slashing damage. Transmutation

Tiny Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a piece of wood, an object, or some other fixed object that you can see within range. You might be able to see the object up to 30 feet long, 10 feet high, and 5 feet thick, but it is completely invisible. The object you choose must be on a solid surface, possibly stone, wood, or other hard material. The object must be in a form that is at least 10 feet in any dimension. The object must have a slot of at least 2 feet in the item's slot, and it must be in a state of suspended animation. The object can’t be damaged or rolled as a result of being in this state. The object can’t be worn or carried, and it can’t be opened or closed by an unwilling creature. The casting of this spell on the object reveals it to be an object, an object, or some other fixed object that is a piece of wood, an object, or some other fixed object that can’t be damaged or rolled as a result of being in this state. If such a object is damaged or rolled as a result of being in this state, it is destroyed. The spell ends early if you cast the spell on or before the end of your next long rest. Transmutation

Tiny Blade

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a small dagger laced with magical energy that glimmers in the darkness beneath a place you choose within range. The dagger is an arrow with a spike on one end and a club on the other, and it deals 3d8 slashing damage to any creature that enters the spell’s area or targets a creature within 60 feet of the spot you used the dagger attack. The creature must make a Constitution saving throw. On a failed save, the creature takes 10d8 piercing damage, or half as much damage on a successful save. The magic dagger cuts through the flesh and hair of creatures other than You, leaving behind thick, scarlet threads that are difficult to break. When the creature awakens, its magic consumes the dagger, and it deals 1d4 piercing damage to the creature instead. The creature wakes up free of scarlet matter and awakens with a piercing shriek. The piercing damage can no longer penetrate the skin, causing the creature to bleed profusely. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of magical damage that can be dealt increases by 2d8 for each slot level above 1st. Abjuration

Tiny Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a thin sheet of thin, sharp blades that leap from your hand to the ground within range. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Dexterity saving throw or take 1d6 piercing damage. The damage can’t be reduced or prevented by any means, but it can’t be determined. Necromancy

Tiny Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You hurl a magical ten-foot-tall, 10-foot-high, 10-foot-deep, 10-foot-deep cube of force in a direction you choose. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one. A creature with an Intelligence of 5 or lower can’t be affected by this spell. The cube is unoccupied. The cube also doesn’t contain any magical energy. The cube doesn’t need to be in the same space as another object or place. For example, a cube with a cylinder might contain a magical energy that might be triggered by a creature’s alignment or other special circumstances, or an object might be triggered by a special circumstance. When a creature takes damage from this spell, the creature can use an action to make a Strength check against your spell save DC. On a successful check, the spell ends. The cube ends if the target drops to 0 hit points. At Higher Levels. When you cast this spell with a 7th-level spell slot, the damage increases by 1d8 for each slot level above 7th. Evocation

Tiny Blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your weapon falls to the ground as a bonus action on each of your turns until the spell ends. While your weapon is suspended in the air, you can make a ranged weapon attack against one creature of your choice that you can see within 60 feet of you. On a hit, the target takes 4d6 piercing damage. On a failure, the target takes 4d6 slashing damage. The spell doesn’t provoke attacks of opportunity, as stated above. Conjuration

Tiny Blade

Casting Time: 1 action
Range: Self (7-foot radius)
Duration: Concentration, up to 1 minute

A thin, hard line extends from your hand to a target within 5 feet of you. It must be within 5 feet of you when you cast the spell. The target must succeed on a Constitution saving throw or take 1d8 slashing damage. When you cast the spell, make the saving throw with advantage. The target takes 3d8 slashing damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to three additional times this effect active at a time, and you can dismiss such an effect as an action. The damage increases when you reach 5th level (2d8), 11th level (2d8), and 17th level (3d8). Evocation

Tiny Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a small tiny blade of wood with a single strike that inflicts no damage. Until the spell ends, you can use your action to move the thin blade up to 5 feet in any direction and then repeat the attack with advantage. On each of your turns, you can use your action to move the blade up to 5 feet in any direction to attack a creature within 5 feet of the target. A creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 6d6 slashing damage, or half as much damage on a successful save. While the target is within 5 feet of the target, you can use your action to cause a bolt of lightning to leap from your belt toward it. quick melee weapon attack. THE BAND OF HAND LIGHTNING (10-foot diameter) At 1 hour, the wind picks up around two dozen tiny strands of magical energy, sprouting from their threads. Each strand deals 2d8 lightning damage to the target and causes it to become heavily obscured and shimmering in color. The strands last for 1 hour. While the strands are in motion, you can make a ranged spell attack against each creature in range. On a hit, the target takes 3d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of magical threads created increases by three for each slot level above 1st. Evocation

Tiny Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sharpen your sword in an obvious counter-attacking move. The target must succeed on a Dexterity saving throw or your weapon falls to the ground. The weapon’s attack deals an extra 1d8 psychic damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases to 1d8 at 5th level, 2d8 at 11th level, 3d8 at 17th level, 4d8 at 20th level, 5d8 at 22nd level, and 6d8 at each level higher. Conjuration

Tiny Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a thin sheet of stone and imbue it with magic. You or a creature you touch imbues the stone with magical properties, such as a semblance, semblance of greater restoration, greater leprosy, or a similar effect, and the material properties of the stone revert to their normal state. The material properties of the stone become apparent when you cast the spell or when you use it in the Material Plane. If the material properties of a piece of wood or stone are not restored in material possession, the creature takes 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Tiny Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a Small aberration or magical item and imbue it with magic. The item is imbued with a shimmering magic that can affect any solid surface it touches. The spell ends when the material is no larger than a 20-foot cube. Divination

Tiny Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and transform it into an illusion. The target must succeed on a Strength saving throw or take 5d6 psychic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Tiny Blade

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch one toned object and then shape it into a sword of fine metal. The object appears in a unoccupied space that you can see within range. Until the spell ends, you can use a bonus action to make a swing in a straight line toward the object you used as a material component. If you do so, the object drops to 0 hit points and vanishes. Transmutation

Tiny Bows

Casting Time: 1 action
Range: 150
Duration: 1 Round

This spell creates tiny bows that leap from the ground within range, mimicking the movement, attacks, weapons attacks, and magic items of your choosing. You make the arrows fly at 60 feet per round for the duration, and you make the arrows disappear from the ground for 30 feet. Each time you cast this spell, you can have up to three of the arrows fly, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each time you cast this spell, you can have up to three of the arrows fly, shedding dim light in a 30-foot radius and hurl an iron bar at an enemy creature for 1d4-inch diameter holes. Transmutation

Tiny bristle

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A shimmering mass of shimmering energy springs into existence in a 20-foot radius centered on a point you choose within range. Until the spell ends, you can use a bonus action to cause a bristle to form at the start of each of your turns. You can also use a reaction to cause the bristle to move out of the way of an attack. The bristle disappears when it has a range of 30 feet or when an ability associated with it is dispelled. This spell has no effect on undead or constructs. Evocation

Tiny bristle

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a bristle and place it within range. The creature takes 10d6 bludgeoning damage, and the radius is 10 feet. In addition, the bristle becomes a simple, straight-edged, and free floating surface, with a 10-foot diameter and 5 feet high cliff edge. The bristle is strong, strong enough to crush or crush any object or structure within 30 feet of it. Conjuration

Tiny bristle

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a bristle and place it within range. The creature takes 10d6 bludgeoning damage, and the radius is 10 feet. In addition, the bristle is strong, strong enough to crush or crush any object or structure within 30 feet of it. Evocation

TinyBuild

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and offer

Tiny Clencher

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one Tiny, nonmagical object and put it up for sale in your place. On the same day that you cast the spell, you can use your action to make two different trances using the same wicker item. When you make a trance, you can change its material component so that it has a long tail and a strong wind sense, and you can direct either wind (creatures, water, air, or snow) at the item to create a sustained wind (creatures, lava, earth, or fire) attack against it. Additionally, if you have a trance of your own, you can change its material component so that it deals an extra 1d6 force damage on each of your subsequent turns. If you don’t change a material component, a creature must succeed on a Dexterity saving throw to resist the changes. Once you make a material component change, you can choose to create one of the following two effects within 30 days of the material component change. You can also change the material component so that it doesn’t have to cope with the simulacrum’s transformation. Body. The simulacrum changes form for you and shuffles its way around an area within range, usually on a creature or an object you choose, causing it to regain hit points equal to half the amount of hit points remaining. The simulacrum takes no actions and can move and remain upright but must remain still when moving adjacent to you. Body type. You decide which form the simulacrum takes when you use its movement and weapon attack action. If you have double the normal body type, it reverts to its normal form, and if it has half as much hit points as normal, it uses its reaction to make another melee attack. Physical interaction. You can create a simulacrum of an object with your melee attack. On a hit, the creature’s body convulses and becomes a mass of tentacles that charge at your command, slowly moving up to 30 feet in a straight line. Each creature that starts its turn in the mass's path must make a Constitution saving throw. On a failed save, the creature takes 2d12 cold damage, and it’s speed falls to 0. The tentacles lash the creature in the chest and around its neck, and they cause 1d12 psychic damage. At the start of your next turn, you can use your action to cause the body to twist and fall as a bonus action on each of your turns, and you can also cause the creature to make a Wisdom saving throw to regain control of its limbs. Evocation

Tiny Cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A cloud of air and fog rises over a point you can see within range. The cloud appears in one of the following forms: • At the start of each of your turns, you can cause

Tiny Cloud

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A swirling cloud of tiny fireworks shoots up in the air and erupts in a 30 foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A Large or smaller creature fails the save. As a bonus action on a subsequent turn of yours, you can move the cloud up to 30 feet and then cause two bombs in the same area to burst from it. Each bomb costs 1d6 force damage. A single bomb destroys three bombs within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one bomb each for each slot level above 5th. Conjuration

Tiny Construct

Casting Time: 1 action
Range: 120
Duration: 30 Days

This spell reshapes the everyday aspects of creatures you call home. Constructs, fey, and undead alike can make limited use of elemental magic and remain within 120 feet of one another, until the spell ends or they fall unconscious. At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, you can create a Tiny construct of any size, with 10 hit points, that you can see within range. The construct can be any creature that you think of as fat, w ho, or monstrous (your choice). The creature must make a Strength saving throw, taking 6d4 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a Tiny construct of as many as Medium or smaller creatures (your choice when you create the construct), using a bonus action you use when you create the construct. You might double the size of the construct or create new ones. The construct can be’t it?s flesh and bone? The creature’s natural armor rating is 8. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage reduction for both types of damage increases by 1d6. When you cast this spell using a spell slot of 7th level or higher, the damage reduction for both types of damage increases by 2d6. Transmutation

Tiny construct

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create any sort of magical object that is composed of six to eight spheres that fit inside a 30-foot cube. Place one of the spheres within 30 feet of one object and the spell ends. You can create any sort of magical object that is composed of six to eight spheres that fits within a 30-foot cube. Place one of the spheres within 30 feet of one object and the spell ends. You can create a spell through the cube or make a spell using it to create an activity or a tangible object, such as placing a bowl under a table or pouring a cup of tea. You can create a magical cup, box, mug, or other container that fits within the sphere and that fits within the 30-foot radius. You can create a similar magical object in a different place or within a different container. The cube is difficult terrain and must be completely covered by the object to be successful. The cube can hold up to four willing creatures or up to eight willing creatures that you can see within 30 feet of it. When you create the cube, you can create an additional spell using the cube—one that requires a casting of its components, a casting of its component, or a casting of its own. Each spell of 2nd level or lower with a 2nd-level slot can be made with the cube. Each casting of a 3rd level spell with a 3rd level slot allows you to create an additional spell using the cube. At 5th level and higher, you can create an additional spell using a 4th level slot, three levels of which must come from a separate spell slot, for each slot level above 5th. Divination

Tiny Construct

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell shapes an invisible bridge that can span ten miles and create one barrier on each side. Each foot along the bridge is a creature’s burden. Tiny or smaller creatures or objects that are Medium or smaller are restrained there and must make a Strength saving throw. On a failed save, a creature is restrained only by the foot’s diameter and must use either an action to end the spell restrained by the foot’s diameter or throw the spell. The bridge is difficult terrain and can be difficult to reach. If it is ever breached, a creature is killed and the bridge is breached again. The spell creates a 10-foot-radius, 30-foot-high, 40-foot-deep pit with 10 feet of horizontal clearance. A creature can enter the pit and exit it on either side by using 5d10 bludgeoning damage. The pit has AC 20 and 30 hit points, and it is a pit trap. A creature enters the pit when it appears in an unoccupied space of its choice within range and must succeed on a Strength saving throw or become restrained by the foot’s diameter and must use an action to break the spell. The creature’s speed is halved in the pit, and it can’t attack creatures. It can’t use reactions, such as making a slam attack or making a thrust attack, while it deals damage to the creature restrained by the bridge. It must make its saving throw on a success, and it is stunned for the duration. The spell ends for a restrained creature if its Strength or Dexterity is reduced below 3. A stunned creature can make a new escape by climbing the inverted arch. Transmutation

Tiny construct

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell transforms a Tiny construct you touch into a Tiny construct for the duration. When you cast the spell, choose a point within range. Tiny construct’s hit point maximum is reduced by half, and the creature’s hit point maximum is increased by two levels, until it reaches the maximum hit points of its current level. If the creature’s hit point maximum is reduced to 0 hit points, it becomes diseased and becomes immune to all damage and spellcasting effects for 1 hour. This spell’s duration is shortened if it includes up to 30 minutes. If you cast this spell while your spell ends, you can end it early and have it end before the end of your next long rest. Transmutation

Tiny construct

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates a Tiny, Medium construct that acts as a stand-in for your typical warded servant. Its body is made of fine materials, and it has a Strength of 10 + your spellcasting ability modifier. When you cast the spell, you choose one of the following properties of the one you create: - Tiny construct can cast mind sigil, tristram, or sentience hurl. - The construct has trident levels in Intelligence and Wisdom, and its complement of daggers and slings are proficient with each. - The construct has vulnerability to fire damage. When exposed to fire damage, the construct’s hit point maximum is reduced to 0, and it instantly stops saving throws, and it immediately takes 1d4 fire damage (if any) while exposed to cold damage. - The construct has resistance to cold damage. When it is cold damaged, the construct’s base damage is 1d4; it takes 2d4 cold damage damage damage at the end of its next turn, and it takes 3d4 fire damage damage at the start of its next turn. - The construct has resistance to fire damage against less than full members of its kind. When it takes fire damage, the construct also

Tiny construct

Casting Time: 1 action
Range: 150
Duration: 1 Day

A Tiny construct appears on the ground in an unoccupied space of your choice within range and is immune to siege effects and force fields. The construct lasts up to 500 feet, and it increases Strength by 1 when you reach 5th level (2.5) or higher. It also sheds dim light in a 30 feet radius and warm light in a 30 foot radius. It has a Strength of 30 and a Dexterity of 10. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, the construct crushes it, leaving it in its unoccupied space for the duration. As an action, you can ram the Tiny construct into one of the following nonmagical objects made of stone, causing it to slam into the object created by the spell’s construction or being worn by it. 1 Medium object made of stone or obsidian, 2 Huge objects made of wood or iron, or 3x as much as two inches deep and are made of nonliving material. The objects created by this spell’s construction are nearly invisible. 2 Large object made of stone or metal, or 3 feet of stone or metal and 3 feet of metal and 1 foot of metal and nonliving material. The objects created by this spell are indistinguishable. 3 Huge object made of wood or iron or 3 feet of

Tiny construct

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell creates small, sensory creatures in your surroundings that you can see within range. The creatures must be no larger than Medium and are in the 20th century, 60 years old, or the oldest human to have been encountered. A creature of Medium size or smaller can’t be charmed or frightened by this spell. When you cast the spell, you specify a kind of intelligent creature, such as a fey or a fey beast, that can influence intelligent creatures. While the fey can’t reach into mortal sinew to harm or harm another creature, it can harm, or at the DM’s choice, enter nonmagical containers or be destroyed. The fey can do no more than speak a nonhostile language and can do nothing more than stare at an unwilling creature it can’t see. To open containers, or to manipulate an indifferent container filled with snow, a fey creature must succeed on a Wisdom saving throw or become charmed by the fey for the duration. The fey also knows the safest route into sealed containers in order to reach its resting place inside a sealed container, if that plan fails. A fey that succeeds on this saving throw is surprised and frightened as a bonus action on its turn to make another bonus action. The surprised fey can use this bonus action to move up to its speed so that it can move through openings made by a fey. Conjuration

Tiny construct

Casting Time: 1 action
Range: 150
Duration: Concentration, up to ten minutes

Choose a piece of wood or stone that you can see within range. You choose one of the following options for how long the piece lasts: • One hour • Three hours • One month • One year • One hundred and fifty days • One hundred and fifty days or more, if possible • One year and over • One day and over • One hour and twenty minutes in air • One hour and nine minutes in water • Two hours and 15 minutes in water For the duration, the piece of wood and stone lasts in the wisest and most natural part of the creature’s space, and it appears to be of equal size to the piece’s space. In addition, whenever the piece of wood and stone hits an object or strikes a creature, a sphere, or another natural hazard, the piece of wood and stone strikes that creature or strikes a creature within reach within 30 feet of it, causing the creature to make a Strength or Dexterity check. Otherwise, the piece of wood and stone are wasted. The spell ends for an affected creature if it makes a Dexterity saving throw. On a successful save, the saving throw is no longer wasted. Transmutation

Tiny construct

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 day

This spell creates a Tiny, intangible body on the ground that you choose within range. Until the spell ends, the body is composed of up to 1 cubic mile of nonliving material. The material doesn’t need to be physical, such as wood, metal, glass, bone, or bone products (such as armor, weapons, or shields), but it can be made from a material that has been infused with magic or bound to magical service. At the DM’s option, you can make a Tiny fit entirely inside the body of the creature you choose, or you can create a second body on the spot, as shown below. The body can be large, simple, or in an intricate arrangement that requires careful planning and a skilled artisan to achieve its desired effect. It is worth noting, however, that while a body created by this method can be animated or modified to take on additional functions, the creature’s body is unaffected. To create a construct’s unique look and function, you animate it with a magic or material component that matches the look and function of the creature you’re animating. The creature’s body can have any of the following properties: • The creature’s clothing changes to match the new appearance of the component, provided that that component’s material component is a willing creature or object of the creature’s kind (such as wood, metal, or stone). • The creature’s sounds change to match the new sound of the creature�

Tiny Construct

Casting Time: 1 action
Range: 20
Duration: Instantaneous

You create a tiny, 3-foot-square, 5-foot-diameter cylinder of earth. You can create this cylinder by using an action to move a point you can see within range within range. Make a melee spell attack against the target, and the target takes the attack roll against the target's next attack roll. On a hit, the target takes 4d8 fire damage. On a failed roll, the target takes 1d8 cold damage. On a successful roll, the target takes no damage. Conjuration

Tiny construct

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

This spell creates many tiny sensors within a creature’s space to keep watch on its behalf. Each sensor is 5 feet in diameter and is made from 1/2 inch thick tape that is attached to each sensor by a fine string. The string is 1/4 inch thick and 2 inches thick at the base, and it provides enough force to physically crush solid objects such as stone and brick. At the upper part of the creature’s sensory space are sensors that attach objects to them. If an object fits within the sensor and falls into any of the following categories, the object falls into the category of the sensor: buldgarten, bridge, or labyrinth. Abjuration

Tiny Construct

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell channels energy from tiny creatures within range, creating new forms for any creature within 120 feet of the target point. The transformation lasts for the duration or until you use an action to change the targets form. You can use a bonus action to reanimate a Tiny or Tiny goblin of Medium size you choose that was missing any of its facial features or limb growth (for example, the largest fat goblin on the DM's table is Medium). If you cast this spell again, the creature is no longer Tiny and must switch back to its normal form for its transformation to complete. The new form can be an undead or constructs creature, and each has advantage on attack rolls against any creatures within 5 feet of it that you choose for its transformation. Also, the target of the magical transformation is subjected to its own chaotic conjured image, as if it were a creature. Illusion

Tiny construct

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell transforms a Tiny construct created by a Material Plane construction to serve as a sort of laboratory for magical construction. Medium creatures or constructs in the area are affected as charmed creatures. The spell ends if you use a slot of 7th level or lower to cast it, if you use a 9th level spell slot to cast it (if you use a slot of warding), if you use a slot in an alternative spell slot (if you use a 9th level spell slot), or if you use a

Tiny Construct

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create an invisible, translucent construct that occupies 5 feet of your space and can reach larger than Tiny. The construct is heavily obscured, and its hands and feet are full. It has two hit points: one for each hand, and it is completely unprotected from light, fire, and cold damage until the spell ends. The construct can move with and without hands or feet, and might attack other creatures. On each of your turns until the spell ends, you can use a bonus action on a successful hit to launch the tiny construct at one creature within 5 feet of it. If the creature succeeds, it can use its movement to move as a bonus action on its turn. If the creature fails its save, it can teleport back to its home plane, at least twice as fast. Divination

Tiny construct

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a Tiny construct that appears in an open space and acts as a messenger, steed, or wyvern servant for the duration. The Tiny construct is Medium, size, and appears around 1 foot in the model’s room. It can be a Medium (for the game) or smaller humanoid with an Intelligence of 2 or less, or it rolled into the 3D category of the chosen creature. The Tiny construct can be as small or as large as you like, though it must still be 2 feet for the spell’s duration. If you cast the spell using more than two Hit Dice, the spell fails and causes the Tiny construct to become charmed by you for the entire duration, even if it doesn’t obey your orders. You can also choose to cause the Tiny to become obsessed with one particular task at a time, causing its attention to devour whatever creature it comes across, causing it injurylessly to do whatever it desires. To learn more about the spell’s effect on the Tiny construct, read the DM’s description. At the DM’s discretion, the Tiny construct can make an Intelligence saving throw. On a success, it creates an Intelligence of 2 or less, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can create an Illusion using six different spell slots, creating 3d4 images of two or more creatures of the chosen kind in each slot. The images can�

Tiny Construct

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create tiny, mindless machines that follow your instructions except for occasional errands. You create equipment that has a Strength of 10 or lower, a hit point maximum, or a speed of 10 feet. The equipment can be up to six arms, two legs, or a head. The equipment can beheaded, but it can’t beheaded. Equipment that isn’t equipment can’t be equipped, and its hit points can‘ not exceed 10. If the creature’s hit points are below 10, the creature dies. If its hit points are higher than their hit points, the creature sinks to the lowest possible level. Equipment with a Strength of 10 or lower can‘t beheaded. If its hit points are equal to or less than the creature’s hit points, the creature sinks to the lowest possible level. Equipment with a Strength of 10 or lower that isn’t equipment can’t beheaded. Equipment with a Strength of 10 or lower that isn’t an attack roll or a saving throw is also unaffected. Transmutation

Tiny construct

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell creates tiny, makeshift structures for your everyday needs, creating makeshift buildings and structures in your spare time. When you cast this spell, you can create up to ten ten-foot cubes on the ground or in hollow vaults under your command. You can place any number of such cubes on any floor, ceiling, or heap within range, forming a wall between you and the cube. Each cube counts as two 20-foot cubes, one for each side of a 20-foot cube. A creature that w as carrying gear on a creature or object journey must choose whether to automatically bring along its gear or carry it up to that side of the cube. Smaller cubes make it impossible for an unwilling creature to carry on a creature journey. Additionally, the cube’s walls fill up to the lowest

Tiny construct

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell turns any Huge or smaller construct you target (minimum 1d4+1) into tiny components, allowing it to reach in and out in an instant, using only its movement. The spell can’t create more than one Tiny component at a time, and you can’t designate any products of such a tiny component as being part of another small component. Constructs and undead can't be warded by this spell, so creatures warded against this spell in 1d4 locations are invisible to all others. The spell’s area can be restored to its former form at any time, or the spell ends, or both. Transmutation

Tiny construct

Casting Time: 1 action
Range: 30
Duration: 24 hours

You make a Tiny construct appear invisible to it. It lasts until the spell ends or when the item is dispelled. It is invisible if it is on the ground, if it is within 500 feet of a creature or if it is within 100 feet of a magical door. It doesn’t have to be on the ground or within 100 feet of a magical door. When you cast this spell, you can specify a password that, when spoken aloud, makes the Tiny appear invisible to it and that is at least 1 password short. The password can contain no more than one sentence. It must be legible and legible both for people and for non-people alike. If you cast the spell on the same creature or on a different creature, the spell fails. Transmutation

Tiny construct

Casting Time: 1 action
Range: 30
Duration: 8 hours

A Tiny construct, either created or created by magic, appears in an unoccupied space of your choice within range and is carried with it when you cast the spell. Anything that isn’t a creature, such as wood or stone, isn’t capable of being created by magic, but when the construct hits or attacks an object or a being created by magic, the magic can instantly affect it. An effect wrought by magic that first appears on the creature creates an effect that appears later in the creature’s body, and the construct is no longer created by magic. A disintegrate spell destroys an object or a being created by magic in its area. Evocation

Tiny construct

Casting Time: 1 action
Range: 30
Duration: 8 hours

This spell creates tiny creatures of Medium size or smaller within range. A Tiny construct of Medium size or smaller is unaffected by this spell. Its size is determined by the construct’s size, and it is free of deformities, light damage, and other harmful effects. The construct is immune to all damage and can’t take reactions, and if it takes any damage, it takes none. The construct is also limited in the actions it can perform by the nature of its size. It can’t use weapons, armor, weapons of any kind, or any other form. The size of its hit point maximum is equal to its size, and it is limited in the number of attacks it can make at a time. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of its hit point maximum increases by 2d10 and its hit point maximum increases by 2d10, and the damage increases by 1d10 at 11th level and 17th level, and it increases by 2d10 at 17th level and 20th level, and so on. Conjuration

Tiny construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 minute Tiny construct’s Tiny component are Medium hands that can be free floating and hovering for the duration or until reduced to 0 hit points. The hands can hold up to four people and aren’t covered by armor. The Tiny construct has a Strength of 26 (+8 modifier) and a Tiny construct level of 5 at 5thlevel and 15thlevel. Its AC is 30, and its attack bonus is 9. Its Dexterity is 25, and its Strength bonus is 16. Its Intelligence bonus is 3, and its ability to understand your language is 4. If the hand you control is enlarged and modified by circumstances beyond your control, the hand becomes a Tiny construct until its Tiny construction is reduced to 0, or until you choose a different hand. If you maintain the hand (and/or the hand’s component), the modified construction gains the same properties as the Tiny construction. It functions the same way as the Tiny construction with one exception: when you use the hand to manipulate an object or a creature, the modified construction can use its own Strength for the Strength bonus, and the creature’s Strength bonus is no longer equal to or less than the creature’s Strength bonus. The hand is still a Tiny construct and can move as a Tiny construct, but it is a Tiny construct and doesn’t use hands or any other type of tool. The hand also doesn’t use magic or a similar spell to create the illusion of a weapon or hand. The modified construction has one additional spell slot, which can be spent to create a duplicated hand. When you create the hand, you can use it only once before the spell ends and you must spend at least 1 minute using each hand to create the duplicated version. If you create the hand of a Tiny or an illusory duplicating hand (casting, saving throw, or weapon attack), the duplicated creation replicates any effects of that hand. The duplicated hand can be restored to a Tiny or an illusory duplicating hand (by means other than fire or disease), but not before the spell ends and the duplicated operation completes. To create the duplicated replica, you can use your hand or a spell slot of 2nd level

Tiny Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth a tiny, sensory-dense construct that fills a 5-foot cube within range. The cube is large enough to encompass up to 30 cubic miles of natural ground. When the cube is destroyed, any creature that occupies the cube in its space is instantly transported to the nearest unoccupied space closest to the cube’s mouth. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Tiny construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make tiny mechanical things into sensory organs or organs that you can see within range. The organs can be worn or carried by creatures or objects as long as they are within reach. The constructs are an odd looking creature, with dark brown skin, yellow eyes, and large black ears. When you cast the spell, you choose one of the following options for how the sensory organ works. You might make an entirely different sensory organ arrangement, for example, if you made a sensory organ arrangement that linked limbs to the ground or something else entirely. Transmutation

Tiny construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You place a Tiny construct within range. You choose the basic construction used for the construction and its components, such as the magic axe and the ring, and the set of tools used for the mundane activity of the construction. The building, as well as the materials used to make it, are as follows: (a) Stone, crystal, or wood (diamonds, fissures, or pits, respectively), (b) Furnishings, (c) Fuel, or (d) Wood and acid. The construction uses

Tiny construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an entirely new miniature form of creature: a Tiny construct, called a creature. Choose any size or shape you like, and any kind of ammunition that can’t be modified. You can also create a Tiny version of a Huge or smaller creature, provided that the creature can be made from wood, stone, or some other mineral. Constructs are heavily armored, and they are proficient with shields and ranged weapons (their attacks deal an extra 1d6 bludgeoning damage when firing them). The creature’s hit point maximum is reduced to 2d6, which you can reduce by one for each level above 1st. If you reduce the creature’s hit point maximum to 2d6, you can’t reduce the creature’s hit point maximum to 1d6. If you reduce the creature’s hit point maximum to 1d6 and lose the ability to use attacks, spells, or other magical effects, you lose the creature’s ability to use those effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature’s hit point maximum becomes 1d6 instead of 2d6. Transmutation

Tiny Construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a Tiny construct that starts out as a Medium construct, becoming an Huge or smaller creature. At the start of each of its turns, the Tiny creature becomes Medium and becomes an Huge or smaller creature until the spell ends. The Tiny creature is limited in what it can do, and it can’t attack or take any actions that would normally be taken by a Huge or smaller creature. While in this form, you can’t attack or take any action that would normally be taken by a Huge or smaller creature, but you can shape the terrain in which the creature behaves so as to create obstacles for it to pass through. As an action, you can move the Tiny up to 60 feet in any direction. If you move more than 60 feet from the Tiny, that movement is wasted. The Tiny has no senses of direction and can only speak in random directions. It has the statistics of a Tiny, except for one—its game statistics are replaced by that of a Large or smaller creature. When you create the Tiny, you replace its hit point maximum by the number of hit points it has, provided that the creature has the Hit Dice. The Tiny’s hit points can’t exceed the lowest number possible for the creature’s hit point maximum. Evocation

Tiny construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create tiny, animated things in your space. They appear harmless enough. Until the spell ends, they appear to be made of opaque material. They can be damaged, but nothing more. They can’t attack or take any actions that would damage or steal their powers, but they can make good use of whatever equipment is left. When the spell ends, the things drop whatever they used to be made of and move on. When you cast the spell, you can elect to create a Tiny construct or an animated version of yourself, if the former is more difficult. An animated version can’t attack or take any action that would cause an attack to deal an extra 1d6 bludgeoning damage. If you cast this spell on a Tiny construct, and then use an action to raise or lower the Tiny’s level, the spell creates an animated version of yourself that can’t be attacked or taken any action that would cause an attack to deal an extra 1d6 bludgeoning damage. The animated version can’t take any actions other than firing weapons or using any other action. If the spell ends before then, the Tiny’s level drops to 0, and the animated version can’t be moved. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of any animating animagus in the game increases by 1 for each slot level above 2nd. Transmutation

Tiny construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create Tiny, animate or vaguely resemble creatures. If the item is one of the various tools an undead creature uses to attack you, the creature can roll a d4 to determine the creature’s acrobatics ability, which determines whether the creature uses its own moves instead of using its own might and thus how much damage it deals. The creature has advantage on Strength checks, saving throws, and attack rolls using Strength, against which the creature uses its own might. The creature can benefit from reactions, such as shedding cold or gaining 10 rad or darkvision, to deal extra damage to it. The creature can’t benefit from using any sort of reaction or spell, such as burning or gagging, to deal extra damage to it. Transmutation

Tiny construct

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You implant tiny devices inside objects you can reach in your dimension. You can make simple tools, tools that aren’t attached to anything, and things that aren’t attached to anything but yourself. The device lasts for the duration, or until the item drops to 0 hit points or the item drops to an object that isn’t your space. Material you touch, such as wood, stone, or metal , isn’t affected. You can create any quantity of any object you choose that isn’t attached to anything by using a material component described in the item’s construction. This spell creates and transports the item to the desired location. The destination you choose for the item’s construction is unaffected by this spell. You can shape the object in any way you choose, but you must keep the component you use as a description. Any modified form of the item’s component drops with it. You can use this spell to create an object of a duplicate that isn’t in your space. You can’t duplicate the item, but you can create one by employing the duplicate’s components. The creation of an object of a duplicate fails entirely if the duplicate’s component drops within 30 feet of itself. Transmutation

Tiny Construct

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create tiny, nonmagical objects that can be as simple as a wooden cube, a cube of wood, or even a ring or a string. The objects last for the duration, but the material is made from thin, nonwoven materials that can be damaged or otherwise disintegrate when the spell ends. The objects can be as simple as a wooden cube or as large as a fist or a fist-sized space appropriate for the object you choose. The objects themselves can be damaged or otherwise disintegrate, but the material they come from can be reworked or created using the reworked or created material. The material created by creating the objects is identical to the material created by the spell. Transmutation

Tiny construct

Casting Time: 1 action
Range: 500
Duration: 24 Hours

You create an ordinary cube of air on the ground that you can see within range. You choose one of the following properties to apply to it. • You create a 10—foot cube with a 10 percent chance of forming a ceiling and 10 feet of tiled floor and an 8 percent chance of forming a roof. • You create a 20-foot cube, 20 feet thick with dim light, with a 20 percent chance of forming a 10-foot-deep pit and 20 feet of branching bark. • You create a vortex that sucks up any floating debris that falls into the vortex. Each creature in the vortex must make a Strength saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. • You cause a vortex that sucks up any floating debris that falls into the vortex. Each creature in the vortex must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, when a creature becomes trapped in the vortex, it is restrained, withered, or partially paralyzed, granting it no control over the vortex. A creature that starts its turn trapped in the vortex is also restrained, withered, or partially paralyzed, granting it no control over the creature. If the creature starts its turn trapped under the vortex, it can make a Strength or Dexterity check contested with the creature’s saving throw, and the creature is pulled free of it. If the creature starts its turn in the vortex with 50 feet of movement remaining, that amount is reduced to 50 feet by the spell’s duration. A creature trapped under the vortex can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Tiny construct

Casting Time: 1 action
Range: 60
Duration: 24 hours

Choose an object that you can see within range. You manipulate the Tiny construct to appear humanoid or beastly, and then lay waste to it until it appears again within 24 hours. The Tiny construct is friendly to you and your companions for the duration. While you are in this form, you have resistance to nonmagical damage, and you can’t use reactions or move while in the Tiny form. The Tiny construct can be dismounted. It falls to the Dungeon Master to determine whether to grant the fey feat to the Tiny construct, which requires the fey feat to be dispelled. You must have seen the fey feat first to determine whether it is required. The fey feat gives you the ability to cast fey spells and to move the fey construct around corners, though it doesn’t grant you the benefit of any

Tiny construct

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create Tiny, animate objects that can be as small as an adult's waist up to 5 feet tall. When you cast the spell, choose a cube in size within range: d10 x 1 inch, set aside for ranged attacks, and put into the spell slots of the chosen creature. You make each attack have an initial advantage or disadvantage, and you make another attack roll with d 10 plus 10 , which makes the attack roll advantage greater than the number of creatures you have created. If an initial advantage or disadvantage lasts for a creature, the creature is automatically created with an advantage or disadvantage, and so the creature’s initial attack bonus is tripled; otherwise, the creature is limited to making the attack with an advantage until it has drawn it toward its target. You can use an attack with a creature to make a greater attack with a smaller creature, provided the creature has the first advantage of the creature’s first ability on the roll and the creature has the second advantage. If the creature rolls its own initiative roll, the creature automatically draws a weapon attack with it, provided that the weapon’

Tiny construct

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your Tiny construct appears to be made of stone, mud, or some other silvery substance. Until the spell ends, your construct has an Intelligence of 6, and you choose one of the statistics

Tiny construct

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A Tiny construct appears on the ground within range and is warm and transparent. It is immune to fire damage and has resistance to fire damage. It has resistance to cold damage. It can make Strength and Constitution checks. It can cast spells normally made of stone and metal, created by nature, and can’t take any damage. It is immune to fire damage, cold damage, and poison damage. When an affected creature uses its action to cast a spell, it can make the spell with resistance equal to the floor of the construct’s space as your spell save DC. On a success, the creature takes half as much damage and isn’t affected by the spell. Transmutation

Tiny Construct

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a Tiny creature you can see within range. The target must be within 10 feet of the chosen creature or one of its size or smaller. The target is Medium or smaller. The target can be a creature of Medium or smaller size or a Huge or smaller creature. The target can’t be more than 30 feet away. Transmutation

Tiny construct

Casting Time: 1 action
Range: 90
Duration: 1 minute

This spell transforms an object weighing up to 500 pounds into a Tiny construct in Tiny form. The shape and size of the fortress are determined by the DM, with the creature being made entirely from wood or stone. The creature is Medium in height, and its hit point maximum is 60 hit points. If the creature is Medium or smaller, all its speed and jump functions are affected, unless it can move up to 20 feet. The creature also doesn’t take any actions that might move it over obstacles, and its movement doesn’t provoke opportunity attacks. While in Tiny form, the creature takes only half damage from nonmagical weapons, and it is unaffected by any effects that add or subtract one level of level or more, such as darkvision or blindsight. While in Tiny form, the creature’s melee weapon attack modifier is halved, and it deals no damage if it is misspelled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each creature in a 60-foot cube within range must make a Strength saving throw. On a failed save, the cube is pushed 5 feet away from you and takes 10d6 bludgeoning damage. On a successful save, the cube takes half as much damage. Conjuration

Tiny construct

Casting Time: 1 action
Range: 90
Duration: 24 hours

Your body becomes the center of sensory intrusion. Choose a Tiny construct within 10 feet of you that you can see and that fits within the following dimensions. You manipulate or shape the construct in a manner that mimics the actions of its natural environment. For example, you can’t shape an enclosed area of floor, wall or ceiling like that created by the Tiny construct above. The construct can spend 1 minute resting and 1 hour using magic; this time, it does not need to cover its body when it reverts to natural terrain. This spell also disables magic items created by this spell. The construct remains in place for the duration, after which it is blinded and must be dispelled. The enchantment on any item created by this spell doesn’t last. Lovers and followers of nature can use this spell to protect themselves from the elements. Transmutation

Tiny construct

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You create a Tiny construct that weighs up to 300 pounds and is fully animated and able to make weapons and armor. You can give the construct any tools it chooses, though it can’t create tools or construct. It is completely self-contained, and as such can’t be modified or attached to anything that isn’t manufactured or made from wood or stone. The construct can’t become a creature or construct, and it can’t do anything magical. You can create any number of Tiny constructions within range. Only one of each form can be a creature. You can make one copy of a creature. To create a creature, you must cast the creature spell using the creature’s hit point maximum and create a copy of the same object. A creature can be created as an action that asks the creature’s name, attains 5th level (2nd level), and speaks the creature’s requested language. The creature is proficient with all Armor Class features of its choice, and its hit point maximum is reduced as a direct result of how many hit points it has. By the end of your next turn, the creature has enough hit points to become proficient in all Armor Proficiencies it has worn or carried, and it has learned enough new knowledge about its new armor to become proficient with none of its weapons or armor. Transmutation

Tiny construction

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates tiny temples and other structures within an area within range for you. You choose the area’s current elevation and must match any elevation data stored in the Mythic scroll. The temple’s construction is seamless and allows you to create any arrangement you desire on a stone surface. Any creature that enters the temple and looks through the temple’s window will see an image of a certain god or goddess that appears within 3 feet of the temple’s dome. The image can be a nonmagical image of a specific god or goddess, a representation of a celestial image drawn from the scroll, or an image of an elemental image drawn from the scroll. You can use your own magic to draw the image. You can alter the appearance of the image so that its shadow appears shadowless and indistinct. The temple requires no material component to activate. It is an object capable of being manipulated and interacted with through the temple’s web. When you cast the spell and as a bonus action on subsequent turns you can release the torpid image, creating a shadowy figure within 30 feet of the torpid figure’s space within 30 feet of you. The figure remains within 30 feet of you for the duration, and the torpid figure can’t attack you with melee attacks. At the end of each of your turns for whatever reason the torpid figure continues to fly. Any creature that succeeds on its saving throw must succeed on a Constitution saving throw or be restrained by the figure for that turn. During that time, a Large or smaller creature restrained by the figure can repeat the saving throw if it wishes. If a creature starts its turn restrained by the figure, it can repeat the saving throw without spending a spell slot expended defending itself. Divination

Tiny construction

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a Tiny construction that hovers in space for the duration. You can reshape the construction, removing whatever form it takes and placing it where you desire, creating something as simple as a panel or an inset panel. When you cast this spell, you can shape the way the construction appears to other creatures. For example, you could shape the walls, floors, doors and windows of a royal house, the walls and floors of a fortress, the ramparts of a fortress, the turrets and turrets of a fortress, the guards and palaces of a royal palace, the columns and domes and balconies and balconies of a fortress, and the rooms and quarters of a royal and royal guard. If you shape the structure in any other way, the entire object falls into place, replicating a stairwell and so on up to the extent that you can use this spell to create a small passage between the panels. If you shape the building in such a way that its doors and windows flap open in the wind, for example, you can create a small passage between the panels. The spell can’t create an entrance to a fortress, palace, a fortress-like structure, or an enclosed area that is wide enough for up to twelve creatures, or so narrow as to allow for the passage of two creatures. Transmutation

Tiny construction

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your fortress is a small fortress with two turrets on its outer wall. The turrets are large enough to serve as a main column and, along its outer wall, you can project up to ten turrets at one time. For the duration, a turret on the outer wall blocks a creature and a warded creature on the w side from passing above and below the fortress. Creatures on either side of the fortress are surrounded by stone walls covered with runes. The fortress is nearly invisible, requiring a willing creature wearing “encumbering armor and “chosen weapon enhancement bonus to find it. When the fortress appears, each creature within its area must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. The fortress also obscures any light or vision that could illuminate its plain. At the start of each of your turns until the spell ends, a turret on the w side of the fortress blocks an invisible creature and a warded creature on the w side from passing above and below the fortress. When the fortress appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature is blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and is no longer blinded and deafened. A deafened creature can make a Wisdom saving out of 1~2 on a successful save. Conjuration

Tiny construction craft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create up to ten pieces of metal worth 1d4 hit points each (3d4). Each piece of metal you construct costs 10 gp; however, pieces of metal that aren’t manufactured or fabricated by an object or a spell slot are unaffected by spells and other magical effects. You can use a bonus action to make one copy of each piece of metal. You can also alter one copy of one piece of metal at a time, shifting the mind of each creature so it obeys your commands. A creature must use all its action to complete a long rest before it can make a new copy of any given metal. You can use your action to create two duplicates of the same object or spell. Both duplicates and copies must be within 30 feet of each other. They can be restored only to the ground or a floor, or to the same spot on the ground for its entire length. You can bring two or more duplicates along with you and cause them to form a ring around you or around an object held by an effect that allows you to cast ring mail. You create such a ring by casting the ring spell on it, which requires the casting of two additional spells of a level or higher for its purpose. You can create such a ring by pulling the ring from a creature’s pocket and placing it on the ground or on a ring-like surface. The ring lasts for the duration. If the ring is worn or carried by another creature, that creature can use its action to dismiss the spell and create a new one, provided that the ring is no longer on the creature’s pocket or carried by another creature

Tiny constructions

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a Tiny construct that weighs up to 5 pounds and can be as small as a 5 foot cube. It is proficient with both arms, legs, and some manufactured equipment. Until the spell ends, you and the Tiny construct can’t create more than one Tiny construct at a time. While created and connected to the same physical or magical construct, you can create more than one other Tiny construct. As a bonus action, you can alter one of the created constructions so that it is at least one foot shorter and made of wood and a mast-like head, and it can make a new one from a single piece of wood or another metal. As an action, you can alter one of the created constructions to create several. You can create any of the following effects with one hand: - You create a Huge hand made from wood and sling it at a creature that is trying to reach out to it. - You create a Medium hand made of wood and imbue it with a force that can restrain it. - You create a Huge stomping sound that reaches 10-foot high and lasts for 1 minute. - You create a sensory overload by making a melee spell use up all of your movement and storing it for your next melee attack. Transmutation

Tiny constructions

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You construct a cube of ten tiny pieces of furniture, each piece of furniture having a piece of the item’s design, arrangement, and arrangement. You decide what the furniture looks like, and what the exterior materials are. Each piece consists of one to ten inches of wood, a piece of metal, or some other suitable material. Furniture that is no larger than a 10-foot cube (20 feet tall) is facsimile in appearance but has a weight of 1 lb. The furniture remains in place until the spell ends. A construct’s eyesight is reduced to half normal, and its Dexterity and Wisdom scores are reduced to 2. The material used for the casting is similar to that of ordinary furniture, but it is made of fey, stone, or humanoids. The material used to create the construct’s clothing consists of 1/2 inch of wood, a piece of 1/2 inch stone, or a similar material. Any material that blocks movement can’t be removed by an action that requires a successful Intelligence (Investigation) check against your spell save DC. Transmutation

Tiny constructions

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a Tiny construct and choose any of the following properties—including but not limited to metal, stone, or iron—that you deem appropriate: • You touch the target. • You create a ward that prevents attacks made against it. • You double the size of any other warded area (10 feet to 20 feet, two 10 feet to three 20 feet to four

Tiny constructs

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell makes tiny animals and other creatures creatures' natural inclinations as well as their senses automatically aware of all other creatures around them. Creatures of the chosen size or smaller or objects of Medium or larger aren’t affected, and all other actions of creatures affected by this spell have advantage if the creature is within 5 feet of the target. Conjuration

Tiny constructs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform one Tiny construct made of bark or leaves into an entirely different creature for the duration. The creature is limited in the actions it can take and can’t speak either metal, stone, or magic. The transformation lasts for the duration, or until the target drops to 0 hit points. The creature transforms at half speed and can’t cast spells, or constructions, until the spell ends. The creature returns to its normal size and appearance, though it has 2 hit points for each hit point expended. The creature can’t attack or target any creatures except beasts or immortals. Transmutation

Tiny constructs

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a Tiny, nonmagical construct that looks exactly the same as a human being. It has AC 15, 5 hit points, and 15 hit points without fail damage, and it is proficient with all class skills of the chosen one. Necromancy

Tiny Construct

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

This spell creates a Tiny, fat, warded thing resembling a construct. You choose a 5-foot cube’s interior or a 10-foot radius around its mouth that a creature discerns through the construct’s clothing. Any creature that can’t be charmed by this spell must first defeat its bonded construct and cast the spell off. If a construct drops to 0 hit points before this spell ends, it becomes one with the bonded construct and has AC equal to 10 + 1/2 the spell’s level. The spell ends if the creature strikes a key component of its body that it can’t reach (for example, if it has 5 hit points, it must make a Charisma saving throw, taking 3d8 damage of 20 + 1/2 the spell’s level). Transmutation

Tiny construct

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create ten tiny, animated cubes on the ground that you can see within range. Each cube is 10 feet in diameter and has a AC of 15 and 30 hit points. A cube that is reduced to 0 hit points by an attack or spell of 15th level or lower creates two additional cubes that have a 25 foot radius and are no larger than 10 feet on each side. If you cast this spell using a spell slot of 2nd level or higher, the initial cubes created by this spell have a reduced AC and 40 hit points. When a cube of this size is reduced to 0 hit points, the effects of each spell of its level or higher extend into the next cube you cast, rather than the previous one. The reduced AC and 30 hit points cause spells of that level or higher to fail to grant a bonus to attack rolls and saving throws, and those spells that grant these benefits become null and void until they are dispelled. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional cubes at a time, creating a new spell if it is cast and a new spell if it is cast as part of casting. If you cast this spell using a spell slot of 3rd or 4th level spell, you can animate two additional cubes at a time, creating a new spell and a new effect if it is cast as part of casting. Conjuration

Tiny construct

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Dim, invisible, and

Tiny construct

Casting Time: 1 action
Range: Touch
Duration: 1 hour

Transportable and intangible constructIBLE to any plane of existence. Any creature that you designate when you cast the spell must be on that plane of existence, whether that plane is one that you know or one that is known to you. Creatures that are descended from gods or other great powers are considered noncreatures and can’t be targeted by the spell. Abjuration

Tiny construct

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell reshapes the most precious materials on a Tiny home floor. Appearing within one hundred feet of a willing creature or object, the spell transforms a creature’s space into an everyday task for up to eight willing creatures or objects. A creature can spend up to half its movement to spend up to ten uses of its action to create such a task. The task is carried out over a period of time determined by the creature’s home environment, as determined by the creature’s home floor, as part of its training or as part of an in-game activity. When the creature completes the task, it returns to its home surface to re-enter the surface it was created with no extra effort or risk. The spell could target other creatures as well as nonhostile creatures. When the creature finishes its transformation, it returns to its own home surface, replicating the process of natural masonry to create its own chambers, arches, supports, and so on. It remains there until the task is complete, at which point the creature reappears in the space it’s created in and performs the task in its natural manner. You can’t animate or reshape the creature, which can carry or transport up to 10 pounds

Tiny crab

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You make a crab-shaped appendage appear on the ground in an unoccupied space within range. The appendage lasts for the duration and is large enough to allow you to see through its eyes and to sense its movements. When you cast the spell, you can specify magic that would allow the crab to see through its eyes and that weltens and hunks at its back. The crab appears in an unoccupied space that you can see within range. An invisible force that shapes the creature’s appearance attempts to stop the illusion. Until the spell ends, the crab can make a melee attack with a weapon against a creature within 5 feet of it. On a hit, the creature must make a Wisdom saving throw. If it fails, it frees itself and moves with the moving crab. If it fails, the crab’s other attacks deal an extra 1d6 force damage to the target. Conjuration

Tiny crab

Casting Time: 1 action
Range: 1/2 inch long
Duration: 24 Hours

You create a crab-shaped body about the size of a small business or toy, and shape it to attack in a manner that the crab thinks is most appropriate for the task at hand. You can use a bonus action to create one of the following effects with a Tiny crab: • Create a crab-like appendage within range. It moves like a normal crab and swoops when it calls for it, causing it to make a small stop at a trot or a trot pattern as you choose. • Tumble crab’s tail and propel it at a 45-foot circle. The spell creates enough force to

Tiny crab

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell transforms one Tiny beast you can see within range into an enlarged version. You can use a bonus action to transform a Tiny beast you can see within range into a Huge or smaller creature. The transformation can expend a Tiny or smaller item or two. An enlarged monster’s game statistics are replaced by that of the beast and it appears in your game statistics. It retains its size (4 feet, 5 inches, or 7 inches), as well as all of its softening properties (such as darkvision), and any effects created by the enlarged version no longer apply. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional Tiny beast for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Transmutation

Tiny crab

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Used to create stony crab legs, you then shape the surface of the earth and the terrain around it in any shape that you choose. You cause any creature on the ground or in the air to make a jump, and you can use your action to slam a solid surface on the ground with a successful blast. The creature takes 1d12 force damage, and it can’t speak, cast spells, or move. The crab latches onto a fixed object and falls in line, thus blocking its movement and creating plenty of drag on the ground. The crab can reach up to 20 feet, which makes it easy for attackers and attackers-in-exile to get into and around it. Transmutation

Tiny crab

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You manipulate

Tiny crab

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A crab on the ground or on the floor of a cave appears to be hovering above a target creature or somewhere in the area for the duration. Until the spell ends, the crab has a 30-foot cube centered on that creature's cremate. The crab can be dispelled by dispel magic, triggered by a creature that attacks the crab. On subsequent uses of the spell, the crab can strike the target again if it takes the attack. If the crab strikes a creature, the creature must make a Constitution saving throw. On a failed save, it takes 14d6 slashing damage. On a successful save, the creature takes half as much damage. Conjuration

Tiny crab

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a crab-like appendage within range. The appendage is a translucent, transparent mass that can be as small as a humanoid or as large as a crab. The appendage can be a creature or an object. The crab is friendly to you and your companions. The crab can be charmed, frightened, or otherwise treated the same as other creatures. If the crab is charmed or frightened by a target other than you, the target must succeed on a Wisdom saving throw or be affected by this spell and have one of the following effects until the spell ends: • You create a crab-like appendage within range. • The appendage is a translucent, transparent mass that can be as small as a humanoid or as large as a crab. The appendage can’t be charmed, frightened, or otherwise treated the same as other creatures. If the crab is charmed or frightened by a target other than you, the target must succeed on a Wisdom saving throw against your own triggering this spell each time it occurs. • You create a crab-like appendage within range. • The appendage is a translucent, transparent mass that can be as small as a humanoid or as large as crab. The appendage can’t be charmed, frightened, or otherwise treated the same as other creatures. If the crab is charmed or frightened by a target other than you, the target must succeed on a Wisdom saving throw against your own triggering this spell each time it occurs. • You make a melee spell attack against a Tiny or larger creature within 5 feet of you. On a hit, the target suffers half the attack’s normal attack bonus and is paralyzed. The paralysis ends when the target drops to 0 hit points. Transmutation

Tiny crab

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create or tint up to 50 pounds of crab-shaped appendages, each of which must be of a size equal to or larger than your hand. The size of the appendage determines the size of the garment. The crab’s food consists of pieces of the specified crab’s food’s normal food’s, crab food that is soft and bland, crab food that is bitter

Tiny demon

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A slimy, skeletal, floating, humanoid-sized construct appears in an unoccupied space of your choice that you can see within range, and moves at a snail’s pace. The construct is large enough to allow a Medium Medium (wands, scimitars, or similar) target to travel 10 miles by dropping to 0 feet in sand with every melee attack made against it. If the target drops to 0 feet before the spell ends, the spell ends, and the demon takes 3d6 necrotic damage. Necromancy

Tiny diadem

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a tiny, simple, yet powerful symbol (typically a letter, symbol, or symbol symbol, none of which are ever too special to imbue) that bestows upon a creature a sense of purpose. You choose a creature type (your choice) as the symbol. For the duration, the creature can perform an action and speak one of its own—its only activity while wearing the garment. The creature can identify its symbol by reading or picturing a specific glyph on the diadem. Once imbued, the symbol is no longer inscrutable, but it serves as a reminder to others of the importance of divine service. Once attuned to any symbol or its content, the creature becomes proficient with that symbol, though it automatically functions as such. You can use the daemons symbol to represent the Nine Divines, the spirits of the dead, the spirits of the living, or the spirits of the dead guarding the tomb of St. Mungo. Divination

Tiny Diadem

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A miniature replica of a deity or a creature appears on the ground within range to protect it from hostile creatures. The miniature is large enough to contain one hundred and fifty creatures and is imbued with the power to shape the reality of the battlefield. Once imbued, the miniature can affect any terrain on the miniature’s level, including terrain on the ground. The miniature can’t attack or take any other action that would directly harm a creature on the ground. The miniature can’t be turned into any other creature. As an action, a miniature can reshape its environment so that it is no longer a creature and can’t attack or take any other action that would directly harm a creature on the ground. Conjuration

Tiny Dipper

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell creates

Tiny dipper

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a tiny, translucent, translucent foot that moves across a creature’s space for the duration. Until the spell ends, the foot can fit into an unoccupied space that you choose within 30 feet of you. It disappears when no longer than 60 feet away from you. While the foot lasts, you can affect the target with a touch of fear and have it speak a fear spell if you choose. The spell ends for the target if you

TinyDominate

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a creature that you can see within range and that fits most hierarchically into the following classes: bard, fighter, druid, hunter, or paladin. It obeys any spoken commands it chooses, but if the creature behaves in excess of typical behavior for the duration, it must roll a d4 and add the number rolled to all its attack rolls and ability checks, and it can use its action to try to get aught of passage through the opening, but it must succeed on a Strength saving throw or be pulled up some distance on the DM's table. Abjuration

Tiny door

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a wooden door composed of a woolen cord and set it on the ground. Until the spell ends, the door appears wherever you choose within range. You can use a bonus action to send a Tiny beast you can see within 60 feet of you flying up to 30 feet out of the way. The Tiny beast is friendly to you until the spell ends, and it can communicate with you through the door. It lasts until the end of your next turn, and it sheds bright light in a 15-foot radius and dim light for an additional 15 feet. If a creature is within 5 feet of the door or when the spell ends, it can use its action to move up to half its speed and come within 5 feet of it. The Tiny beast can move through the door however it pleases, attacking any creature it can see within 30 feet of it. If the creature it attacks can reach the bottom of the stairs, it can use its action to leave the door, leaving behind whatever it left behind. Transmutation

Tiny door

Casting Time: 1 action
Range: 10
Duration: Create small, invisible openings in an unoccupied

space that are invisible to creatures of your choice (your choice) that aren’t being worn or carried by others. When you cast

Tiny door

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Choose an area of air that you can see that fits within an instantaneous cube within range, and that fits within a 5-foot cube. Then, you must succeed on a Strength (Athletics) check against your spell save DC to move across that cube. If you succeed, you speak the first letter of the language of the chosen language, written within a 20-foot-radius circle on each side. If you fail, you are ejected from the cube with a harmless noise, if any, as a reaction. Conjuration

Tiny door

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a

Tiny door

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A door that you choose that can be made out of a transparent, hard, or translucent material can be as small as an opening as deep as your touch. It can be as small as a foot in diameter and can be open as wide as your reach. The door can close when both feet are on the ground (your action to do so grants you permission to do so), but not until you use your action to do so. You can use only one door at a time, and you can’t animate more than one door. When you cast this spell, you can create multiple doors, opening them at once when you use your action to do so. When you use your action to do so, choose a door shape from among those described below. You can use only one such door at a time. You can also create two or more doors at a time, opening them as many doors as you like. You can bring any object that you see on the ground on your turn, though you need not bring any material object. The objects you choose from this list can be any object, creature, or object type you choose. If you attack a door on your turn, you can use your action to slam it against the surface, opening it to allow the creature that entered the passage to regain movement and thus open the door. Alternatively, you can use your action to ram the door open (ending your turn before the spell ends), opening it again if possible. A latch on the bottom of the door, or any other small opening you choose, opens the same distance away from the ground as the bottom of the door. Transmutation

Tiny door

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a simple, invisible door made of string that hovers for the duration in a 20-foot cube on ground within range. Until the spell ends, you have resistance to radiant damage, and you have resistance

Tiny door

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A shimmering door appears within range and moves with you, peering out from behind objects and structures in a 30-foot radius around it, to look like a door on ground or the ground or a small door that can be triggered by something with a Strength of at least 5 and a Strength of 2 or lower, and opens or sheds its opening in a 10-foot cube. Nonmagical objects in the area are blocked unless one of the following conditions is met: A nonmagical object that was created by a spell of 8th level or lower is lifted up to 10 feet below the ground; however, the object must have a Strength of 2 or lower, and it must be within 5 feet of the entrance to the spell’s area. The door’s opening is 30 feet wide, 20 feet deep, and 20 feet tall, and hinges automatically open and close at the same time. Any object or creature that comes within 5 feet of the wisps (traps, spell doors, or similar pillars) in the door’s opening is lifted up to 10 feet deeper, and hinges automatically open and close at the same time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the opening in the wisps’s waisblar door’s hinges is reduced to 10 feet. When you use a spell slot of 3rd level or higher, the opening in the wisps’s waisblar door’s hinges is reduced to 50 feet. When you use a spell slot of 4th level or higher, the magic door instantly doubles its weight. Abjuration

Tiny door

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a door that only a Tiny or smaller creature can pass through. You can open or close the door using an

Tiny door

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a Tiny, invisible door that hovers in the air for the duration. A door is a piece of fabric that lasts for the duration or until you cast this spell. You choose a cube that you are certain is square and on the ground, or a vertical and a horizontal plane, as you choose. You can shape the door in any way you choose so long as it is made of wood or stone, and it appears circular or with a simple number symbol on either end. You can shape the opening to create a simple door, opening from a space of your choice that is no larger than a 15-foot cube, as you choose, or as you choose an area that is 10 feet to 30 feet square and that is made of metal or stone. If you create a simple door using only simple shapes and materials, the spell ends. Conjuration

Tiny dragon

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You create an invisible, translucent, and translucent sea creature that appears in the space it occupies and that fits within the 3 d10 range. The sea creature is friendly to you and creatures you designate. The sea creature can be up to ten feet long and moves at 60 feet per day (down to 30 feet at night). Until the spell ends, the sea creature has resistance to radiant damage and can breathe underwater. In addition, the sea creature doesn’t need to breathe in or out, and it can move around corners. Transmutation

Tiny dragon

Casting Time: 1 action
Range: 30
Duration: 6 Hours

Chill flying, intangible blades flit from one creature that you can see within range to attack that creature. Make a melee spell attack against the target. If the creature’s speed is lower than the creature’s level, the creature has disadvantage on attack rolls against you this turn. On a hit, the target suffers the attack’s damage equal to half the spell’s damage, and the spell ends. Transmutation

Tiny dragon

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create up to four Tiny flying machines that are connected to one another by magical means. Each machine has advantage on each of its checks, and if it can fly, you do the same. Each creature that is connected to the Tiny one (or its parent or siblings) has advantage on the check made to maintain altitude. A creature that can't fly must first make a Strength saving throw. A creature takes 7d6 damage on a failed save, or half as much damage on a successful one. A creature that can fly must first make a Strength check against your spell save DC. On a success, the creature descends at 60 feet per round until it reaches the ground under the spell. Transmutation

Tiny dragon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object within range. Until the spell ends, you can shape the creature’s appearance or dismiss the creature as an action. The creature can be any creature that the spell says it is Tiny. The creature is Medium, smaller than a Large creature and must make a Dexterity saving throw. On a failed save, it is limited to just one size category or fewer. If the creature is Medium or smaller, you throw a +2 bonus to the spell’s damage and throw a dart at it. If it is Medium or smaller, you throw a spear and throw a small spear at it. It also counts as a Small monster when you reach 5th level (2 arrows and 1 dagger) or higher. If you cast this spell using a spell slot of 5th level or higher, you can animate or gain an additional 10 feet for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate or gain an additional 10 feet for each slot level above 4th, and two additional feet for each slot level above 5th. Transmutation

Tiny dragon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell grants you a Tiny dragon within range for the duration of your casting of a ranged spell. You can use this spell to create up to ten tiny dragons within range, provided the target has a Tiny dragon within its territory. The spell creates a Huge or smaller dragon. The spell creates up to ten tiny dragons within its territory. The spell’s area extends out to the nearest 5,000 square foot radius. Conjuration

Tiny dragon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a Tiny, harmless tree trunk seem as though it were made of bark. The trunk is free on each side (your choice), and it can be moved to any space within range that you choose. Until the spell ends, you can use your action to plant a bud in the ground within 30 feet of where you cast this spell. You can also plant leaves in the air or in the ground at the same time. The bud lasts until the spell ends or you choose a different plant. If you plant a leaf or a bud and no longer use the spell, the spell ends. If you plant a plant and no longer use the spell while the bud is free, it sprouts fine berries that are consumed when the berries have consumed all of the herbivores in line. Both conditions are met when the berries are dropped or when the berry is consumed or dropped by another creature. Once a berry is consumed, it disappears, either

Tiny dragon

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a Tiny, intangible, translucent, translucent, or translucent stone that covers one hundred and fifty percent of the surface area of a creature you can see within range. The stone lasts for the duration, and its solid form is identical to the translucent surface if it can be found. You choose a piece of stone that you can see within range and that fits within a 5-foot cube. You create one of the following magical effects when you cast the spell: • You instantaneously light or throw light onto a creature whose w arms are extended and whose movement is based on the shortest of 2 feet. • You instantaneously cause a Huge or smaller creature to make a burst of light

Tiny dragon

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell brings your Tiny, animated remains to life. You make their body part parts and facial features appear natural and animate at your command, as if they were humanoids. You animate two additional levels of the Tiny ability for each slot level above lv15. Transmutation

Tiny dragonfly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a flying, twenty-foot-tall, four-headed dragon into the air for a brief spell of your choice that ends when you dismiss it as an action. The spell then spreads to all other creatures in a 30-foot cube within 5 feet of you that you can see. The cube can be up to 100 feet wide or 60 feet tall. Each creature in it's area has advantage on saving throws against effects that target it. Evocation

Tiny Feather

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A feather of fine color that flies up to 30 feet in a direction you choose. The feather is opaque and can be seen only by a creature other than you. The feather weighs no more than 1 pound. A creature must make a Wisdom saving throw. On a failed save, the creature takes 10d8 bludgeoning damage and half as much piercing damage on a successful save. On a successful save, the creature takes half as much piercing damage and half as much slashing damage on a failed save. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine the creature’s size, and the creature is considered to be smaller than the creature’s size. An unwilling creature can make a Strength (Athletics) check against your spell save DC to determine the creature’s size. Conjuration

Tiny Fey

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You create a tiny Fey creature, which has advantage on Intelligence, Wisdom, and Charisma checks. When the spell ends, the creature regains all of its hit points. When you cast the spell, you choose the number of hit points that you regain. You can also use an action to regain hit points equal to 2d8 + your spellcasting ability modifier. Necromancy

Tiny Fey

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a tiny, translucent Fey with a bite that lasts for the duration. The Fey can’t be more than 10 feet long, weighs up to 1 ton, and has a flying speed of 60 feet. When the spell ends, the Fey disappears and a random creature can’t be targeted by the spell. The spell ends on a creature if you or any of your companions die. The Fey is immune to all damage and has advantage on Constitution saving throws against your spells and other magical effects. This spell has no effect on undead. Evocation

Tiny Fey

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a tiny, bony creature and its infernal form to create a spirit or a messenger. It can communicate with creatures of your choice, though it can't be a member of a dedicated group. The creature can be up to you and up to willing creatures with you friendly to you. You can designate any creature you wish to be imbedded within the infernal form. The creature can communicate telepathically with you via the messenger, or via a Tiny or smaller creature of your choice that you can see within range. The messenger can deliver your letter to the infernal if you want it to, though it must be delivered by you. The messenger can take 10d6 radiant damage, or half as much damage, at the DM’s discretion. In addition, whenever the messenger reaches 5th level (1d6), 11th level (2d6), or 17th level (3d6), its magic becomes dispelled, requiring a full restoration spell cast on it to count against your spell save DC. Conjuration

Tinyfin

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create tinyfin creatures that range in size from Medium to Large. Each creature that starts its turn in the ground must make a Constitution saving throw. It takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that aren't part of the creature's body and aren't creatures of size other than Medium or smaller can't take this damage. The creature must be within 5 feet of you when it starts its turn here. Divination

Tinyfin Thistle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell transforms a Tinyfin thistle into a thick, thorny thorn. Make a ranged spell attack against the target. On a hit, the target takes 4d10 force damage. On a hit, the target takes 4d10 poison damage. On a hit, the target takes 4d10 bludgeoning damage. On a hit, the target takes 4d10 cold damage. On a hit, the target takes 4d10 piercing damage. On a hit, the target takes 4d10 psychic damage. Roll initiative for the targets statistics, which must be in a 20-foot radius and are within 30 feet of each other. The statistics are lost if the target is on the same plane of existence as you. Each creature in that area must make a Wisdom saving throw. On a failed save, the target takes half as much damage and is charmed by the creature until the spell ends. On a successful save, the target takes half as much damage and is charmed by the creature until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Tiny fish

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell allows a Tiny or smaller creature you touch to make a melee attack with a piece of equipment it’s wearing or carrying. The creature takes 3d8 piercing damage, and it takes 1d8 slashing damage at the end of its next turn, instead of the normal 1d8 damage for the piece of equipment. If the creature is holding a trident or a club, the creature can sling a trident or sword up to 30 feet and make a slashing attack against the creature, which must also make a Strength saving throw. On a hit, the target takes 1d8 slashing damage. Evocation

Tiny Fish

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As a bonus action on your turn, you can make a variety of tiny fish out of any metal or vegetable you can find. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is stopped in its tracks until the spell ends. A creature that makes this saving throw must spend at least 2 minutes inside the sphere before it can be affected again. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Tiny Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a tiny flame that ignites when it hits a creature that you can see within range. Each creature in a 30-foot-radius sphere of flame centered on the point you chose must make a Dexterity saving throw. On a failed save, a target takes 2d8 radiant damage, and it remains aloft for the spell’s duration. A creature wearing or carrying this spell also has disadvantage on attack rolls against creatures other than the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Abjuration

Tiny Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one flame-headed creature that you can see within range, and that is within range for the duration. The target must succeed on a Strength saving throw or take 1d12 radiant damage, but nothing else is done. For the duration, the target can make a Dexterity saving throw, taking 4d12 radiant damage on a failed save, or half as much damage on a successful one. In addition, when a creature of the chosen size or shape changes its size or gains any other advantage over the target over other creatures, the target makes a Constitution saving throw at the end of the long rest. The spell ends when it hits or if the target is reduced to 0 hit points. While the target is reduced to 0 hit points, any effect that would neutralize some or all of the target’s damage ends. Finally, the target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its two levels increases by 1d12 for each slot level above 4th. Evocation

Tiny Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames girdle your hands in a manner that looks like a small animal, such as a stick, and you gain the following benefits: - You have a 10-foot radius and a speed of 30 feet. - You can move through the air and change direction by touching an object. You can’t cross a floor or a staircase. - You can move across liquids and ground without spending extra energy, though you must touch a creature to move. You can move through liquids and ground made of water and without melting. You can move through barriers up to 2 feet high and barriers up to 5 feet thick. If any Huge or smaller creature starts its turn in the room that starts with a Strength of 4 or lower, that creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage as sapped iron fills it. - You can move across liquids and ground without spending extra energy, though you must touch a creature to move. You can move through liquids and ground without melting. You can move through barriers up to 2 feet high and barriers up to 5 feet thick. If any Huge or smaller creature starts its turn in the room that starts with a Strength of 4 or lower, that creature must succeed on a Strength saving throw or take 1d8 bludgeoning damage as sapped iron fills it. Transmutation

Tiny Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You unleash a flame of flame that ignites nonmagical objects within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage. This spell ends if the target makes a Constitution saving throw. Any creature that succeeds on the save has advantage on the attack roll. A creature that fails the save can use an action to make another one. Until the spell ends, creatures can use the attack roll to deal an extra 1d6 radiant damage to themselves and to any creatures within 5 feet of it. Conjuration

Tiny Flame

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A flickering flame appears in a location you specify within range. The flame spreads out across uneven ground, ceiling, and surface, and is strong enough to rip through armor and furniture. If a creature moves through the flame, that creature must make a Strength saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. If the flame damages something, it creates either smoke or a glimmer of smoke, and the creature must end its turn in a location completely unaffected by the flame. In addition, whenever a creature moves across the flamesight points created by the flame strike something, which creates either a puff of black smoke or a puff of dim light within range. Any creature or object caught in the flamesight point is turned to ash solid, and any creatures or objects flying within 30 feet of the point where the smoke appears or where smoke damages anything they touch are also turned to ashes. Evocation

Tiny Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a flame that explodes in a 60-foot cube. The flame spreads to 20 squares on each side. Any creature you choose within the area takes 5d8 fire damage. Ranged weapon attacks that hit the center of the flame dodle out an extra 1d8 fire damage to any creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can also reduce the damage of your spells by 1d8 for each slot level above 6th. Conjuration

Tiny Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a roaring flame that can be extinguished by any nonmagical means. The flame ignites if it is at least 5 feet away from a creature or by a creature that is within 5 feet of it. The flame is harmless for the duration. The flame spreads out in a 30-foot cube, 30 feet across, and 10 feet to the right. Each creature in that cube must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The flame sheds bright light in a 30-foot cube, 10 feet across, and 10 feet to the east. A 20-foot-tall cylinder is created in the center of the cube. When the cylinder is filled, the cube moves with it. The cube is surrounded by fog, and water can be seen from the outside. The spell ends if the fog fills the cube. If the fog is thick enough, the cube shatters and no longer fits within the cube. The spell ends if it is cast again. Divination

Tiny Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration of the spell, your damage increases by 1d6 for every 1 mile that you pass on the ground. Evocation

Tiny Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flame of brilliant flame streaks through a Large or small room, and a creature of your choice that isn’t Large or larger must succeed on a Strength saving throw or take 2d8 radiant damage. The target must then make a Dexterity saving throw. On a success, the target takes half as much damage. A creature takes no damage from this spell. Conjuration

Tiny Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a dazzling flame of flame that can be extinguished as a bonus action on each of your turns. Each creature in a 20-foot-radius sphere centered on a point on your space plane that you can see must make a Constitution saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. A creature can extinguish the flame up to eight times in a 10-foot-radius sphere. Each extinguish spell-like ability of a flame that can be created within this sphere has its own effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one flame that has the same name as the one that you created with this spell. Conjuration

Tiny Flame

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

The flames that flit across your body and orbit your head spread around for a moment, then disappear. You can use your action to create a small earthquake on the ground in a 30-foot radius. Each creature within 5 feet of the area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and is burned at the destination location for 24 hours. At the end of each 24-hour period, a burned creature must roll a d8 and subtract the number rolled from all its ability scores to d 15. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (2d8), and 17th level (2d12). Evocation

Tiny Flame

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one to six pebbles and animate them with magic for the duration. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it at it with a sling. The spell creates two pebbles and dim light for an additional 10 feet. If thrown, it also dons a robe and smites both target and fiend, making it a fiend. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 2d10 acid damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. Evocation

Tinyfoot Step

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You step toward a place you can see, and one foot of snow falls from it. The snow disappears after 1 minute. You can repeat the step multiple times. The snow remains for the duration, and you can dismiss it as an action. If you don't want the snow to fall, you can use an action to move it back to its original spot. It remains there until the spell ends or until you dismiss it as an action or by using another action. Evocation

Tiny frog

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create tiny frogs on the ground in an unoccupied space of your choice within range. A target must make a Wisdom saving throw. On a failed save, the target takes 6d8 bludgeoning damage, and it is restrained until the spell ends. The restrained target can walk or run again on a successful throw. The restrained target is also protected from nonmagical ranged attacks. Any creature restrained by the spell can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. The restrained target can use an action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the target can’t use this effect again until its restrained condition is satisfied. Transmutation

Tiny frog

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a Tiny, translucent appendage within range and animate it for the next 8 hours. You can fill the or ̄ with poison or toadlike material (creatures, especially boggarts and gorillas), food, and other similar experiences to your choice. Other creatures with the Tiny ability can’t be affected by the spell. You can create more than one creature of the specified type within 24 hours. Such a creature can be a creature of challenge rating 5 or lower, an undead, an inanimate object made of fey (your choice), a construct, or a chameleon. The creature becomes Tiny if it w ho moves to a place more than 1,000 feet from you. If the creature moves more than 1,000 feet from you, the creature remains in that space until the spell ends or the Tiny creature is destroyed. Transmutation

Tiny frog

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A Tiny frog leaps into the air and floats toward a target within range. Until the start of your next turn, the frog roams the air, landing gently on the ground and moving at slightly slower speeds. Once a turn, the frog can do nothing more than swim, but it can w as hard as rock and can move at incredible speed. The frog floats gently but surely, remaining submerged in water for the duration. If you choose a point within range, you can launch the frog as a bonus action on each of your turns after taking the Dash action. While launching, you can use your action to move the frog to a space that is earthen or walled away from it. The frog floats earthen or walled away from the space it landed on when you made the Dash action, but it can’t move or take actions. A moving the frog removes this effect. While the frog floats, you can use your action to cause it to sink to the ground and create a 20-foot cube of rubble that remains for the duration. When the rubble drops to 0 hit points, it emits a soft thud and crashes down, dealing 5d8 bludgeoning damage to the target. The target is helpless. If the target drops to 0 hit points, it is struck by a bolt of lightning and falls prone. Evocation

Tiny frog

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes a Tiny frog appear invisible and harmless. Each creature in a 40-foot-radius circle centered on a point you choose within range must succeed on a Wisdom saving throw or become cloaked in translucent green fog for the duration. A fog cloud covers the area. That cloud is 30 feet in diameter and 5 feet high, covering 60 feet of ground. Nothing remains of a Tiny or larger creature can be charmed or frightened by this spell, and magical creatures can choose to not be charmed or frightened when they make a Wisdom saving throw against the fog. The fog obscures each creature within a 60-foot-radius sphere centered on a point you choose within range. Any creature in the sphere (no more than 30 feet out of the sphere) must spend 4 feet of movement for every 5 feet it moves out of the sphere. A creature that w as charmed makes a Wisdom saving throw against the fog, taking 3d8 bludgeoning damage and 11d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Tiny frog

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Grasses covered in bark or barked from the ground or barked from the ground up to 30 feet beneath a structure or other surface are suspended in mid-air in a 100-foot cube within range. Each restrained creature in the cube must make a Dexterity saving throw. A creature takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. Each restrained creature must move once each turn for the spell’s duration. A creature restrained by the spell and able to move by another creature’s speed can use its action to make a melee spell attack against a creature within its reach, up to twice its speed. A creature restrained by the spell makes a new attack roll each round it is within

Tiny frog

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small frog appears in your hand and feet, and it takes 10 d10 piercing damage for each slot level above 1st. Transmutation

Tiny frog

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A Tiny frog leaps into the air and floats in a 15-foot cone, then disappears at the bottom of the cone

Tiny frog

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose an aquatic creature that you can see within range. The creature must make a Dexterity saving throw. On a failed save, the creature is left underwater. The creature is proficient with both weapon and armor piercing weapons. This spell has no effect on or none set by other creatures. Evocation

Tiny frog

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to an unoccupied space within range. You can spend a level or two exploring the outdoors for food. If any of the creatures you can see within 30 feet of you are still within range, you can use a bonus action to teleport to a place you can see and eliminate any creatures that aren’t there. Conjuration

Tiny frog

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You choose a Tiny frog or a crab that you can see within range and that fits within a 5-foot cube. You manipulate the frog with a simple, sensory touch, creating a sensory trigger within reach such as spinning spikes or pulling a string. The frog takes on a sensory and light entanglement nature that makes it difficult for it to pass through cracks or narrow passages or to open or close its eyes. The frog can be restrained, but otherwise unable to do anything. An entanglement trap created by this spell allows an airborne frog to pass through it, however, and has the same properties as an airborne trap created by the fey spell. As an action, you can release the entanglement trap, causing the frog to disappear from the air. Make a melee spell attack for the frog. On a hit, the target takes 2d8 poison damage, and it is stunned until the end of your next turn. You can end the effect on your turn if you w ere sure of who put it on the ground before adding the condition to your spell list. The stomps of the stunned frog are audible from up to 100 feet away. Transmutation

Tiny frog

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a miniature version of yourself, or a miniature replica of yourself, for each creature within 30 feet of a creature you choose when you cast this spell. The toy can be your best friend or a foe, or it could be a piece of you. The toy can be one thing. A miniature version of yourself is yours to appear in private, public, or in the form of a living creature or a corpse. Choose one or more of the following forms; normal or enlarged forms. Your physique is natural for the creature, and it is your natural armor, though you can’t wear armor made out of metal or stone. A thick, shaggy, and shaggy armor covering your body makes you vulnerable to ranged damage. When you cast this spell, you can choose to animate, which makes it possible to have your body formed as a miniature replica of yourself. When you cast this spell, any weapon that you carry—including your own—knocks out of the miniature replica when it strikes you, provided that you have the Strength and Dexterity scores to wield it. When you use your action to attack with your weapon, you make the attack roll with one of the mimics. On a hit, you attempt to move the replica up to 30 feet and then end your turn there. The mechanical legs and the gillnet of your head and neck allow you to move the robot as you move it, provided you have the intelligence to do so. While the robot is under your control, you have the ability to cause as many of the following damage as possible to the miniature replica: • One miniature melee attack against you, forcing it to make a melee attack roll • One miniature hand attack against you, forcing it to make a hand attack roll • One miniature movement attack against you, forcing it to make a movement attack roll • Two miniature melee attacks, one with a weapon and the other against you, causing the bot to make a new melee attack roll At the end of each of your turns, the robot's Strength and Dexterity scores increase by 1 for each of its turns At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Tiny frog

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, an invisible, translucent, or translucent frog appears within 10 feet of you and moves with it, moving with you on each movement of your turn until it makes a charging attack. If the frog ends its turn within 10 feet of you or another creature of your choice within 10 feet of you, the frog stops moving and must make an Intelligence saving throw. If it succeeds, it takes 10d10 bludgeoning damage on a failed save, and it is pushed up to 10 feet away from you from you if you so choose. If it fails, the frog falls prone in a 30 foot radius and makes a Strength (Athletics) check against your spell save DC. If it fails, the frog becomes limp and dies within 10 minutes. A creature w ho harms the frog if it moves while the spell is in effect. If the creature uses its action to move away from the frog, it can do so again, ending the effect. The frog sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends for an affected creature when it ends its turn in a location where it doesn’t have line of sight to the frog. Transmutation

Tiny frog

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A Tiny frog appears and moves across an area of ground you choose within range, forming a rosette that extends to the ground within range. For the duration, Tiny frogs have AC 15 and 15 hit points. Creatures that make Strength saving throws with them have disadvantage on attack rolls against creatures that rely on the frog for movement. The radius of the effect is 10 feet on each side. Evocation

Tiny frog

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A tiny frog springs into existence in an unoccupied space you choose within range. The frog takes the form of an animal for the duration, and can grow to full size and size. The frog remains until the spell ends or the creature w ho removes it. If the creature w ho moves into the creature's unoccupied space after the frog appears, it remains within 1 foot of the creature w ho but can’t move or attack. The creature takes 20 cold damage when it attacks. The spell ends for the creature if it escapes or moves outside its unoccupied space. The frog doesn’t need to be within 20 feet of an area you choose, such as a wall, for the entire spell. Abjuration

Tiny frog

Casting Time: 1 action
Range: 90
Duration: 1 minute

This spell turns tiny tiny frogs or other aquatic life forms into highly mobile fighting creatures for battle. For the duration, these creatures are completely water-less, except for a limited area of water in each of its six corners. When the spell ends, any creature within its area is knocked prone. These tiny creatures don’t have wings, but they do have a skeletal body, an underwater tail, and claws that provide enough bite to overwhelm even the most powerful underwater weapon. Whether you use this spell to create a mobile fortress or a fortress for attack, the fortress is the workhorse of the DM's miniature battle. Tiles of stone each lead an enclosed area so as to create as many open pits as possible before attacking. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two or more such openings, or choose a number of small pits on the ground equal to your spellcasting ability modifier. Each pit bears a trinket inscribed with the titular creature’s name. Such a pit might be a safe refuge from the elements; a place where magic can sweep the land; or—a place to hide out in. The pits give you a number of temporary hit points equal to your spellcasting ability modifier + your proficiency bonus (if any). When you use any sort of magical effect in the DM’s favor, you can use these to create an illusion that the fortress is full. A fool could walk through the portal and arrive at your destination unhindered. Necromancy

Tiny frog

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates tiny, tiny creatures of your choice within range: worms, gobies, drifts, gillies, flies, and soju. You change their size from 1/4 inch to 1/2 inch on each of your turns, then vanish. They remain outside for the duration or become invisible until they move out of range. A Tiny creature or an object within range is an object that isn’t being worn or carried, and isn’t being held or carried by another creature. The Tiny creature is Medium or smaller. The objects it is held with are soft materials made of metal or stone, and can be damaged. A Tiny creature or an object within range is either invisible or impossible to see. If you cast this spell without first preparing food or drinking wine, the Tiny creature disappears, reappears somewhere cold, or is temporarily invisible. When you cast this spell, you can alter the shape or size of creatures you can see within the spell’s area. You can also change the color of creatures' clothing. If you create an entirely different creature, you must make the transformation using a different material, such as stone or wood, and you lose out on the transformation. If you create an entirely new creature, you must use your own transformation, and you lose out on the transformation. Transmutation

Tiny frog

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell creates tiny, soft, translucent orbs of air and water, and makes them seem harmless. If you cast this spell while you are asleep, its sound can be heard as if it were a soft whisper made by a soft tapping at the base of your foot. The spell creates noxious gas, odors, and other odors that can be smelled. It lasts for the duration, or until you use an action to make a lunging check against your spellscasting ability. If it successfully checks for a lunging check, a spray of red flame darts from its mouth toward the target creature is smothered and extinguishing darts made of tin canister stick are hurled at it. The creature takes 3d10 bludgeoning damage and is stunned until it breaks free. Evocation

Tiny frog

Casting Time: 1 action
Range: Touch
Duration: 1 hour

A Tiny frog or an anamant plant appear on the ground in a location you choose within range. This spell can't target

Tiny frog

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You conjure a tiny wonder within range that bestows magical power upon creatures within range. Choose one of the following options for how long the minotaur lasts. Tiny or smaller The minotaur spends its movement and reactions as normal, replicating an action used to move its movement. It moves at half the speed of light, wielding two daggers, two short swords, and a simple staff. Large or smaller The minotaur spends its movement and reactions as normal, replicating an action used to move its movement. It moves at half the speed of light, wielding two daggers, two short swords, and a simple staff. Vicious Attacks with a straight-edged staff. Tractgan Attacks with a staff made of fine silt. Manticore Attacks with a staff made of fine silt. Skeleton Attacks with a staff made of fine silt. Round orb Attacks with a staff made of fine silt. Spike Attacks with a staff made of fine silt. Thaumaturgy Burbling noise. Conjuration

Tiny Furnace

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A small, unoccupied, 10-foot-tall circular structure appears in the space and is made up of a line of rubble and floor and a top half of a wall. The structure is composed of a solid rock and a loose mass of rubble. The wall can be made to fit into a space of up to 20 feet. The wall is drawn up by four solid stone-like

Tiny Furnace

Casting Time: 1 action
Range: 10
Duration: Instantaneous or 1 Hour

Choose a pile of rubble or rubble-strewn ground in a 5-foot radius centered on a point you can see within range. A creature of your choice within 10 feet of the area must succeed on a Dexterity saving throw and drop the pile at the start of the next turn. The creature can then be destroyed as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate three additional piles for each slot level above 3rd. Transmutation

Tiny Furnace

Casting Time: 1 action
Range: 10
Duration: Instantaneous or 1 Hour (see below)

You choose an area of ground that you can see within range and that is flat, uneven, or covered in trees or brush. The ground you choose must not be wide enough for vehicles to pass through. The ground you choose is contiguous with any number of loose earth or loose clay. This spell can penetrate any metal or stone exterior, but no solid objects, structures, or other objects can be moved or created there. The ground you choose is contiguous with any number of loose glass, metal, or vegetable material, as well as any loose metal, stone, or other substance that is likely to damage or pass through the exterior. You can also cause loose earth or clay to form in the area, but this requires an alignment check. You determine which direction the area winds. The area can’t be divided into multiple contiguous sections. The first contiguous section of any section must be made of stone or wood, and the second section must be made of loose earth or clay. If a creature moves into the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, it takes 14d10 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage as a bonus on that save. While the creature is moving, the area you choose is non-explosive, and loose earth, clay, or spirits can’t pass through it. The spell can penetrate hard earth, gas, and water, but any substance that can’t pass through a barrier created by a pit or other such a barrier is considered a Strength-based object, and any creature or object can’t be affected by such an object. As a bonus action, you can move or step onto the ground and create a new loose earth, clay, or spirits, creating a new structure or object. The ground in the area is difficult terrain. Any creature or object that ends its turn there must succeed on a Strength saving throw against your spell save DC. On a success, the creature disappears from the area and isn’t invisible. Transmutation

Tiny Furnace

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a tiny structure to hold food and water. The structure is made of a material object, a small cube of stone or similar, or a similar sheet

Tiny Furnace

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create or transform a Tiny wooden or wood-paneled structure that fills a 5-foot cube and that isn’t attached to an object within reach. The structure can be up to 5 feet tall and can hold as much as 100 pounds. The structure isn’t attached to any object or animated by magic. The construct’s clothing, weapons, armor, and any other belongings left behind are all turned into wreaths of light when viewed from above. Thus, when a creature enters the wreathed structure for the first time on a turn or starts its turn there, it takes 1d4 radiant energy damage and is blinded until the end of your next turn. Conjuration

Tiny Furnace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one structure, such as a library, that you can see within range. You create a 5-foot-radius, 90-foot-high, 10-foot thick cylinder of churning solid air centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. For the duration, a creature is held while it is held within the cylinder and can’t use movement. A creature that enters the cylinder for the first time on a turn or starts its turn there takes 6d6 fire damage. On a failed save, a creature can use its action to move into the cylinder and extinguish the flames. A creature can use its action to move through the cylinder to the nearest room, but this requires 2nd- or 3rd-level access to the room to do so. Buildings in the cylinder are heavily obscured and thus unlikely to open in the event that a sudden, unexpected event occurs. Transmutation

Tiny Furnace

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A simple, yet powerful piece of magic, a cylinder of mithral shape and a solid, circular shape appear in your hand. The cylinder is 1 foot in diameter and weighs 5 pounds. You can move it up to 30 feet in any direction as a bonus action. The piece of magic lasts for the duration. You can shape the cylinder in any way you choose, provided that the dimensions of the cylinder aren’t changed beyond what is physically present. For example, you could place a sheet of mithral shape on a sheet of mithral shape and then place it in a 20-foot-radius, 20-foot high cylinder, which would make the cube 30 feet in diameter. The cube could be made of any material or shape you choose: stone, wood, stone, wood, or metal. You can shape the cube to fit within the dimension of your choice. You can use this transformation to create a cube with the same dimensions as the one you created with this spell. The cube is composed of one or more contiguous pieces, which are arranged in such a way that they overlap and form a single sheet of mithral shape. The cube can be moved by any means you choose, but only if the cube has the same shape and dimensions as the one you created with this spell. These pieces can be made from many different types of material, including stone, wood, stone, stone, or metal. Each piece can have a unique magical property that makes it magic in some way that would make it difficult for other creatures to use it. For example, if you create a sheet of mithral shape with a 10-foot radius and then use an action to shape the cube around that radius, the cube is difficult to shape. Similarly, you can create a cylinder with dimensions beyond that radius, but the cylinder doesn’t create any magical force that would create any of the magical properties of the cylinder. The cube can be changed by any means you choose, but only if the change would change the cube’s appearance or make the cube appear smaller or larger than it already is. Transmutation

Tiny Furnace

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell creates a Tiny, lightweight, yet effective tool for fighting off beasts. You choose a creature within range for the casting. If the target is a Huge or smaller creature, it becomes 1/4-foot tall and has AC 20 and hit points equal to half the creature’s hit point maximum. The spell creates a horizontal stabilizing beam that moves with the target along its body, up and down its limbs, up its legs, and down its trunk. The beam ignites flammable objects that aren’t being worn or carried and ignites flammable objects that are being worn or carried by creatures other than you. When you cast the spell and as your action on each of your turns until the spell ends, you can use an action to command the beam to follow your movement. If you command it to follow a specific course of action, the spell might specify a different course of action for it. You might specify that it follow a shorter course of action, such as follow a difficult terrain walk, but the spell doesn’t command the creature to do anything dangerous to itself or another creature. While you command the creature to follow a specific course of action, the spell doesn’t specify when or where the creature might act. If you command the creature to follow a specific course of action, the spell ends on the first time after the first time the creature performs a certain action within 10 feet of you that it chooses before the creature uses its action to do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can command the creature’s weapon to fire a burst of normal ranged energy at one creature within 5 feet of you that it can see. If the target willingly moves before the burst can be triggered, the creature takes 1d12 lightning damage, and the spell ends. Conjuration

Tiny Furnace

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You construct or reshape a Tiny Furnace made of wood, stone, or some other suitable mineral substance. For the duration, the Furnace can hold up to 50 pounds, and it automatically produces an illusion when it uses its action to appear at the top of the page. It can be a simple panel or a large, flowing chamber. The Furnace provides light and heat for 1 hour, and it creates a harmless sensory effect, similar to a light saber effect, that lasts for the duration. To create an illusion or to create an illusory device, a creature w ho attacks the Furnace with an illusory effect that confounds it and creates a 10-foot cube of darkness within 5 feet of it. When the cube is destroyed, any creatures or objects still affected by the spell take 1d4 fire damage, and the Furnace emits an illusion of danger before falling to the ground and igniting 10 gallons of fuel per 10-foot square of ground. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th. Conjuration

Tiny Furnace

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a Tiny construct, an illusion with a 5-foot radius and that figure in the shape of an axe or other tool, that weighs 10 pounds, and that can reach the ground up. It stands only 5 feet tall and is nonmobile. While in this form, you can fasten onto the handle and hoist it as an action to slam shutters shut on one of the following panels: the window, the fire vent, and the smoke chamber. The dwarf’s Furnace panel, on the other hand, lasts until you use it again to create a structure or a mass of objects that are in motion. It lasts until you use it again to erect an object or lay an arrangement of materials within the same panel. For purposes of this spell, the object or arrangement is an arrangement of horizontal and vertical parts of the same object that are currently within an entombed condition that allows the object or arrangement to remain there. When the spell ends, the Furnace panel is destroyed. If you cast this spell again, the enchantment ends, and the construction of the structure or mass is destroyed. The construct’s building falls into a celestial and elemental construct category, which are also considered construct types. For purposes of this spell, the elements are the same as those of the element of creation, but the frame and the foundation of the structure are dedicated to the Construct class. The elemental construct category includes buildings and creatures. Constructes. The elemental construct class of a construct is as follows; it has 7 dirge class levels, 6 d10 class levels, and 2 dirge level palettes. Creatures are 8 dirge level and creatures are d10 feet more powerful than themselves. Constructs and creatures are created in the following ways: - The piece of an elemental we craft can pass through any barrier created by arcane or magical protection spell protection. The barrier protects it against falling from the piece and prevents it falling from its normal path. It also doesn’t protect it from being pulled or hurled by a creature, and

Tiny Furnace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You touch a structure. One foot in front of you and up to ten feet in the ground. You can move the structure up to 60 feet and up to 60 feet for the duration. Divination

Tiny Furnace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small structure of rubble that fits within a 5-foot cube. You can make the structure appear to be a circular, cylinder-shaped structure, or a cube-shaped structure. The cube must be at least 20 feet long and 5 feet in diameter. A solid foundation of rubble blocks the light. The structure must be free from any form of fire, such as a torch, lantern, or similar flame. The structure must have sufficient height to accommodate the weight that the rubble adds to the structure. When the rubble falls, it sheds bright light in a 5-foot radius, which can’t be harmful to other creatures, and lasts until the spell ends. The structure must be free from any form of fire, such as a torch, lantern, or similar flame. When the rubble falls, it sheds bright light in a 5-foot radius, which can’t be harmful to other creatures, and lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Tiny Furnace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a ten-foot-square structure that is made of wood, stone, or other material that appears to be a material object. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes 1d10 fire damage and an additional 1d10 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 3rd. Abjuration

Tiny Furnace

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell deals 2d6 force damage to a Large creature of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target becomes a Tiny Furnace. The spell ends if the target is Large or smaller. A Tiny Furnace is created when you or a creature you can see must make a Dexterity saving throw. On a successful save, the target takes 1d6

Tiny Furnace

Casting Time: 1 action
Range: 5
Duration: 60

1 Hour You construct a Tiny wooden or metal structure on ground that you can see within range and that fits within a 5-foot cube. You manipulate or reshape the structure in simple, animated patterns that appear over 10 minutes. The tiny structure is immune to all damage and can be removed by nonmagical means at the end of each 10-minute period it is in use. It remains there for the duration, and you can create new structures on the ground or in the air. You can make any part of the structure you create immune to damage, and you can reshape it in any way you choose so long as the material is free of poison ivy or any other life-affecting effects. You can animate up to two additional structures for the duration. To create an entire fortress or an area of enclosed space on the ground, you must first create two wooden trusses, two large wooden pillars, and four large wooden doors. Then you must combine these trusses and doors into a single structure that can be pulled apart so that you can construct a fortress or other structure. The fortress or other structure forms resemble those of your choice, but they must be able to support up to 2,000 creatures or more on each side. You decide how these structures connect to each other and to the natural terrain around them. For example, if you have these trusses on one side of the structure, you can use them to create a floor plan of up to 856 feet on the ground or a wall of tower-like structures across 856 feet. If you have these trusses on the other side of the structure, the plan consists of only a single pillar and can only be pulled apart by one mechanical plant, such as a metal or wood panel or a cylinder. If you have these structures on the ground, the structure forms a wall of partially excavated rubble that supports up to 10,000 weight-bearing pounds (or 3,000 pounds) of equipment. You can create one of the following reactions when you cast this spell. Each reaction results from a different source when you cast the spell. If you create a mechanical plant reaction, your reaction is different with each plant reaction. When you cast this spell, you choose the plant’s explosive seed reaction. When the plant produces a sudden, loud sound that can be heard up to 10 feet away, it produces the plant’s explosive seed. The plant produces a seed that lasts for the duration, and the plant produces a seed that sheds light for 1 minute or less when the plant produces the seed. If the plant produces no light, it sheds its light in a 20-foot radius and dim light for 1 minute. The plant produces light when it sheds its light, and light when it sheds bright light. A creature that drinks a potion made from these reactions can make a Constitution saving throw. It can use its reaction to do so, which uses the plant’s reaction, gaining advantage on the saving throw. As a bonus action, whenever a plant that uses its reaction produces a loud or terrifying noise, you can designate a sound that originates from within the plant’s explosive seed. The plant produces the sound for 1 hour, after which time has passed. Whirlwind. Roots fast and sweep in every direction. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Whirlwind Swarm. Roots ten feet long and sweep in every direction. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. Whispers. Roots upwards at least ten feet tall and form a vortex around a point within range. Each creature in the area must make a Wisdom saving throw

Tiny Furnace

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You construct a small, magical fire elemental chamber that can hold up to ten cubic feet. The chamber has a diameter of 20 feet and a height of 1 inch. The chamber is 60 feet long and 5 feet tall, and its walls are 4 inches thick. Each 5-foot-long piece of wood connected to the chamber by a piece of metal or stone weighs 2 pounds. The wood can be stowed or moved about the chamber as the DM desires. You decide when you cast the spell whether or not the wood is needed to cast the spell. If you cast the spell multiple times, you must have at least one piece of wooden or stone in the chamber. The first time you cast the spell, you must first make a warding roll to protect against the fire. If the warding roll fails, the spell fails, and the spell is wasted, the spell fails, and the fire ignites within 60 feet of the chamber. A creature that starts its turn in the fire’s interior has disadvantage on the attack rolls of its other attackers. Transmutation

Tiny Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up

Tiny Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A tiny, transparent, glowing cylinder of wood that appears in an unoccupied space that you can see within range. Any creature that appears within the cylinder must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. The spell ends if you dismiss it as an action. When you cast this spell, you can designate one or more objects in the cylinder, with any properties you choose. You can designate any object as you choose, but you must not designate any other object as you choose. The object must be within reach of the spell. You can dismiss the spell as an action. The target must be within 5 feet of you on the ground, and it must make a Wisdom saving throw each turn. On a success, it can use its reaction to make another saving throw, ending the effect on itself on a success. In the event that a target moves or becomes entangled in a creature's movements, that creature can use its action to make a Dash Dash, which ends the effect on itself on a success. The target can move or make its movement controlled by a different movement, but it must make the move with the same speed and direction that you used to do so. You can use the Dash Dash action to move the object up or down, up or down a steep slope, up or down a precipice, and so on. If a creature moves or makes a Dash Dash when it enters a certain distance from you, the object must remain within the object's current path for the duration. For example, if you move a flying object (a flying horse), the object must remain within the object's current path until you dismiss it as an action. You can also dismiss the spell with a successful Intelligence (Investigation) check against your spell save DC. Once dismissed, the object is no longer in the object's current path. The object can be moved, but it must be within 5 feet of you. If the object is no longer in the creature's current path, the spell ends. If the object is within 5 feet of you, you can use your action to make an Intelligence (Investigation

Tiny Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a cylinder of magical force that can hold up to 100 cubic feet of air. Your movement is purely mechanical, and you can’t use a melee weapon attack until the spell ends. The cylinder is heavily coated in magical insulating material, and it is vulnerable to fire damage over time. If the cylinder is damaged beyond repair, it explodes. Any creature or object that enters the cylinder or falls through it, or enters or exits the cylinder through holes in the material, is knocked unconscious until the spell ends. Transmutation

Tiny Furnace

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a simple and elegant way to make any kind of furniture or other useful equipment. You can make simple, simple things such as doors, windows, floors, and so forth. You can create furniture or other simple objects, but not create any kind of magical object. You can also create simple, simple objects by means of simple, simple, simple objects. The objects created by this

Tiny Furnace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A small tower appears above the ground in a 5-foot cube and floats to a height of 30 feet. The tower must be in a 5-foot cube and has the same height as the room. The tower can be any size and can contain up to 1,000 cubic feet of floor space. It is a circular, 10-foot cube and has a height of 30 feet. The tower can be up to 20 feet high or up to 20 feet wide. The tower can be either a room or an open space. A floor planter can be used to create a floor planter or to create a floor planter for an open space. The floor planter can be at least 10 feet in height or up to 4 feet in diameter. The tower can contain up to 10,000 cubic feet of floor space. The tower can also be a roof, a room, or a room with a roof. The tower can be up to 30 feet tall and has a length of up to 30 feet. The tower can be made up of multiple elements. Each element has a particular color, which must be present at the time of casting

Tiny Furnace

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You set the foundation for the construction of a magnificent mansion. Choose any number of blocks and ceilings, or a cube of blocks and a cube of solid blocks, as your base material. You can also make the mansion more than 100 feet in diameter and 10 feet high. If you have a mansion, you can set the height of the mansion to be as high or lower as you choose, though it must be at least 100 feet high. The mansion is a magnificent structure with magnificent views of the surrounding area. The mansion has a floor plan of 100 rooms arranged in ascending order of their depth from most tole closest to the center. The first 3 floors are for the living quarters, the last 3 for the dining rooms, and the last 3 for the living rooms. The living quarters are furnished and decorated for the duration of the spell. The walls are stone, stained glass, and have been decorated with ornate patterns. The only light source comes from a dim light source in the room you occupy. The only sound comes from the dark side of the room. The light is dim and illusory, and it can’t be activated by the target. The only sound in the mansion is the soft thud of your steps. The sound is so soft that the only sound is when you slam the door shut. A strong wind can blow metal objects and other objects, causing them to slam shut. Finally, the sound of your footsteps can’t be heard unless you are in the room. You decide what sounds best accompany the mansion. You decide how the sound ends, and how loud the sound will be. You can make sounds that are soft or strong, or you can make them too soft or strong and strong (no sound can be made strong). You can make any sound you like that ends in “ a vowel, consonant, or semicolon. You can also make any sound you like decongested or by sound, including sounds that are neither sound nor noise. You can also make any sound you like by sound only. You must choose a direction when you make any sound. If you are directly in the air, the direction sounds like the direction of the wind. You can also use sounds that are neither sounds nor sounds to cause harm, as long as those sounds don’t cause harm to anyone else in the area. You can also use sounds that create sound but don’t create sound to cause

Tiny Furnace

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create an invisible, 20-foot-high, 20-foot-high, 20-foot-high, 20-foot-tall, 40-foot-tall square that appears to float. A creature must make a Dexterity (Acrobatics) check against your spell save DC to see the square. If it succeeds, you create a 5-foot cube of 10 feet in the shape of a cube of 20 feet long and 5 feet tall. You can create a cube up to 20 feet in any size. A cube that isn't a cube can't be more than 5 feet tall. The cube can't be more than 5 feet tall. The cube can't be more than 10 feet wide. The cube can't be more than 30 feet tall. The cube is made of 1 cubic foot thick, 1 cubic foot thick, and 1 cubic foot thick. You can make the cube up to 100 feet in any direction. If you create the cube in any other way, the effect ends. Conjuration

Tiny Furnace

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a small, flat stone structure that can be up to 20 feet in height and up to 60 feet in diameter. The structure is composed of several layers of stone. Each

Tiny Furnace

Casting Time: 1 action
Range: Self (10-foot-radius sphere centered on a point within range)
Duration: Instantaneous

You teleport yourself to any point in range and teleport up to 10 feet in one direction as a bonus action on each of your turns. The ground in that area must be difficult terrain for the casting spell, and the spell ends if you cast this spell again. You can move through the area at the speed of light, though you must use your movement to move through difficult terrain. Evocation

Tiny Furnace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 20-foot-square, 10 to 20-foot-high, 15-foot diameter section of flooring in an unoccupied space that you can see within range. Each creature in the area must make a Constitution saving throw. On a failed save

Tiny Furnace

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a ten-foot-square wooden panel that you can see within range. The panel is made of 3/4-inch-diameter panels. The panels are 1/4-inch thick. Each panel is connected to a set of 6-foot-by-6-foot panels at the base of the wall. The panels can hold up to ten people. The wall can’t be more than 10 feet high. Furnace blocks any force that might cause damage and can be broken at the DM’s discretion. A fire pit can be created on each panel to create a trench. Furnace blocks all damage caused by wind caused by wind. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two additional panels for each slot level above 4th. Transmutation

Tiny Furnace

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one size appropriate to your game space. Choose an area of floor, ceiling, wall, or floor and lay waste to all other creatures in contact with the floor until the spell ends. This spell doesn’t target plants or water. Conjuration

Tiny Furnace

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create an arrangement of ten beams of light that project from within you and move at your command. Each beam glows an emerald, green, or blue light within range. Each beam lasts for the duration, at which point the beam might become dim or be extinguished. If you cast this spell multiple times, you can have up to ten beams illuminated (multiple beams may illuminate more than one room at a time), up to ten beams consumed (10 beams consumed each), or none at all. At Higher Levels. When you cast this spell using an arcane focus spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Tiny Furnace

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create one of the following tiny structures within range: three 10-foot-by-10-foot cube structures made of wood or stone, one 10-foot-by-10-foot cube structure made of stone or stone, or two 10-foot-by-10-foot cubes made of stone or stone. When you cast the spell, choose the cube construct. Each cube construct has AC 20 and 30 hit points. When you make a ranged spell attack, you choose a point where the spell’s damage increases by 5, or a point where the spell’s other effects change. If the damage increases by any point, roll that die and compare it to the number of hit points of all the cubes you cast or the level of the ceiling. If you have a staircase, you can create a 10-foot-by-

Tiny Furnace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a surface and become a simple, yet powerful tool. The target must make a Strength saving throw. On a failed save, the target takes 4d6 slashing damage. On a successful save, the spell’s damage increases by ‘¾ for the duration. If the target is wearing or carrying more than one item, the spell fails for each item touches the target. At the end of each of its turns, the target repeats the saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Tiny Furnace

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a tiny, ten-foot-deep, six

Tiny Furnace

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You set a simple stone foundation on which a roaring, roaring fire hoses your life. The fire hoses you use for casting this spell last for 1 hour. Until the spell ends, the fire hoses that you use for casting this spell also last until the spell ends. The fire hoses are connected to each other by a chain of fine metal ribs that connect them to each other. The chain holds your flame for the duration. If you have 6 or more Fireballs, you can create up to three more Fireballs with each casting of this spell, or you can create up to six fireballs with each casting. When you cast the spell and create any more, the chain disappears and the spell ends. You can change the duration of the chain at any time, by spending 1 minute casting the spell and 1 minute striking the target with the chain, ending the casting. Conjuration

Tiny Furnace

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a small structure that you can see within range, which you can use to lay down simple and elaborate plans. Place the structure on any surface within range. You can choose the form of the structure, such as a stone, wood, or other material. The structure must be of the type you’re using, but it must not be a structure that is a simple, floating structure. The structure must be of a size that is within 60 feet of you and that fits within a 5-foot cube. The structure can’t be more than 10 feet in height or less. The structure can’t be more than 5 feet in length. The structure can’t be more than 5 feet high. The structure has 10 feet of ground in it that must be 20 feet wide and 20 feet thick, as well as a 5-foot-by-10-foot-wide section of ground that must be 1 inch thick. The structure can be used to fill out any structure or a structure’s interior with a variety of natural or manganese-based materials. Transmutation

Tiny Furnishings

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create tiny objects of moderate or greater size within range that are connected to a surface on the ground by wood or stone. The objects last for the duration. When you cast the spell, you choose whether the objects are made of wood or stone. If stone or wood are used, the pieces are connected to the surface on the ground by up to 1 foot for each dimension you specify. You create either a torch or a similar object capable of gathering light. A small flame or small object, such as a set of tongs or spike, ignites each time it ignites. A piece of wood connected to the surface on the ground is an object of some sort. You use the following statistics for this spell. Speed 300 lv Attack 30 Damage 40 Damage Type Round 1 Roll 2 d10 x damage For every 1 x damage type rolled , the creature takes 1d6 extra damage. 2d6 extra damage. 3d6 extra damage. 4e6 extra damage. 5e6 extra damage. For every 1 x damage type rolled , the creature suffers a d10 necrotic damage. For every d10 necrotic damage rolled , the creature takes poison, necrotic damage

Tiny Furnishings

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a material object and allow it to fall to the ground up to 30 feet away. While the object remains within 1 mile of you, you can use a bonus action to cause the object to move up to 30 feet in a straight line, stopping if it impacts anything. The object can move at your command, but it doesn’t change its direction. At Higher Levels. When you cast this spell using a spell

Tiny Growth

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell creates tiny trees on ground that you can see within range. Each tree takes 5 feet of movement and is up to twice as large as normal. You can shape the ground in any way you choose so long as it is free of vines, branches, or other branches that would cause damage to the ground. This spell also plants plants to grow food for the plants in your area, provided that the ground isn’t overgrown or otherwise difficult to reach. Each tree also has a growth period, which can be up to 1 day. When the spell ends, either because the ground becomes too narrow for its growing branches, roots, or any other growth, or because the ground somehow becomes too narrow for other branches

Tiny Growth

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a large, 10-foot-tall, 10-foot-high, 10-foot-high, 10-foot-deep, 20-foot radius, with 10 feet of ground in each direction. The ground in each direction is 30 feet in all directions, and the height of each half-mile is 30 feet. You can also change the shape of the ground in half the area, as long as you don't exceed 10 feet on each side of the

Tiny Growth

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create a small sphere of energy that grows from your hand and moves up to 20 feet in a direction you choose. The sphere lasts for the spell’s duration. You can use your action to make the sphere smaller or larger. The sphere is difficult terrain and can’t be affected by any of the following effects: • Huge or smaller, it can’t pass through 20 feet of ground. • Large or smaller, it can’t pass through 20 feet of ground. • Tiny, it can’t pass through 20 feet of water. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Tiny Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A Tiny tree or shrub growth appears at the edge of a room or within an area you choose within range. Until the spell ends, you can use a bonus action on a piece of clothing to make the trunk appear larger and more heavily attired. The larger the piece of clothing, the greater the effect. The more heavily attired a creature is, the greater the effect. The piece of clothing is also lighter and more transparent. Once a piece of clothing appears on a creature, that creature can’t be charmed while wearing the piece of clothing or its equipment. You can’t use this action on the creature to make any attack or attack using your weapon, or use any ability action to move the piece of clothing around so that it appears taller and wierd. The pieces of clothing appear piece-by-piece, and creatures that wear the pieces can use their action to move them, creating multiple pieces. Your movement doesn’t count against your attacks and might; if you are constantly moving the pieces, you must always keep your movement patterns secret. Transmutation

Tiny Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A Tiny tree growth primes your body for life, and a Tiny growth appears on your visible body when you reach 4th level campfire. You choose one of the following benefits effects when you make an attack roll or a saving throw. Whether the saving throw succeeds or fails, the trunk of the tree

Tiny Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A tiny, translucent humanoid appears in a space of your choice that you can see within range. The creature must be within 60 feet of you when it appears. The creature can move through the space as if it were walking and can’t be affected by spells or any other means of teleportation. Once the creature makes a melee attack, it must succeed on a Constitution saving throw or take 2d6 necrotic damage. The creature can’t be attacked or otherwise affected by spells or other means of teleportation. Divination

Tiny Growth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create one of the following tiny plants on the ground within range: a root vegetable, a seed (the seed doesn’t need to be a plant), or a branch. You can make a plant into

Tiny Growth

Casting Time: 1 action
Range: 60
Duration: Up to 10 feet long

You create Tiny shrubs or branches that you can find on the ground within range. Each stump lasts for the duration. When you cast this spell, you can have up to three strands arranged in a particular arrangement so that you can plant a branch in one spot, while leaving the rest at the same spot for the duration. Each plant is worth 1d100 gp, divided between the stump and the material component of the spell’s bonus and ability damage. You create up to ten such trees when you use your action on each of your turns to create new ones. In addition, you can create one new plant when you make a new ability check, which you can roll on the turn you cast the spell. You can create up to four new plants when you use your action to plant a new one, provided that you don’t have to do so. A new plant created by this spell can’t be dropped that you then use to fill a wisps of air with fire, if you chose sooth magic, before you create the fire. In addition, when you plant a new plant, you can make the plant appear as snow on each of your turns for 1 hour, and then it disappears. Such plants also don’t disappear if a cold spell, such as damage from below, is cast there. Conjuration

Tiny Growth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A thin, 10-foot-tall cylinder appears in a 30-foot cube centered on a point you choose within range. Each creature in the cylinder must make a Constitution saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. A creature can’t benefit from this spell for its entire duration. When the cylinder appears, each creature within it must make a Constitution saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you

Tiny Growth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A rock-hard, 4 inch-by-8 inch cube of stone or a piece of stone that is less than 5 feet tall and is 1 inch thick or smaller. The cube can be up to 10 feet long or 2 feet wide. The cube can't be more than 10 feet thick. The cube can't be more than 30 feet wide. The cube can be up to 60 feet tall. The cube can be up to 1,000 feet long. The cube can't be less than 10 feet tall. The cube can have no more than 1,000 square feet in its interior. The cube can't have more than 10 feet of floor space. Once per day, the cube can be moved up to 30 feet in any direction by means of a sling or a sling cord. The cube can also be moved by means of a sling or a sling cord. The cube can move across any surface without moving its arm. The cube can also move through any surface without moving its arm. Conjuration

Tiny Growth

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell shapes an even dirtier beast, until the beast comes to resemble a small, round, vine-like appendage. Until the spell ends, the vine might wrap around your finger or ram into the ground, forming a barrier that prevents your enemies from passing through. Abjuration

Tiny Growth

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one to four pebbles and grant them life support. You or someone else can make a ranged spell attack with one of the pebbles by pushing one against the ground or a cube of stone on the ground, such as a brick wall, that is 10 feet on one side and 5 feet on the other. On a hit, the creature would be lifted 1 foot off the ground and restrained by pebbles. You can reanimate any pebbles still resting on the ground or the cube, causing them to re-locate themselves and re-attain hit points equal to half the amount of pebbles they hold. If you use a spell slot of 6th level or higher to animate a new pebble, you can use your own action on the spell to animate it again. If you do so, the spell ends, and any pebbles in its possession are consumed when it expires. Transmutation

Tiny hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create tiny hand claws on the ground or in the air. The claws turn dirt, stone, or some other hard surface into soft claws. Once per round, a Tiny or smaller creature and a Tiny or larger creature bonded by Tiny or smaller bones or flesh is charmed by you until the spell ends or your action to become frightened while charmed. A frightened creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to attempt to speak some sort of language (no action required by you), perhaps raising a finger, a thumb, an albino bell, or a rooster. The

Tiny hand

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create a Tiny hand that hovers in the air and moves in a straight line up to five feet in a direction you choose. The hand lasts for the duration or until you dismiss it as an action. You choose where the hand appears in the world and how it moves. It doesn’t need to be on ground or beside other creatures and can move up or down as you direct. You can create one additional hand for each hand you create. This hand lasts for the duration or until you dismiss it as an action. A creature can use its action to dismiss this hand. When the hand leaves the hand, you choose one of the following effects to create it again. You can create one additional hand for each hand you have created. You must choose a different effect than the one you choose to create the hand with. Your hand creates no extra force or effect. You can create one additional hand for every four hands you have created. Your hand becomes magically stronger and more powerful as you age. You learn the effects of magic items you choose that have a high enough chance of creating multiple blades of lightning on the target’s flanks, the ground within 30 feet of it, or within an incline to the side. The hand increases its damage by one level until its highest slot is reached, ending its turn. Transmutation

Tiny hand

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a Tiny hand of magical force that hovers in the air for the duration. A small, clumsy hand can handle the burden. It doesn’t need to be in a fixed location, such as a desk or a couch, and it doesn’t need to be on a creature or an object plane. The hand lasts for the duration, and it gains the ability to manipulate one of the following things with it: • Objects created by an ability check made using it • Objects created by an ability check made using • Objects created by an ability check made using • Objects created by an ability check made using Additionally, whenever you make an ability check using the hand, you can use your action to make the check with advantage if the hand is used to manipulate an object created by an ability check made using it. If you do so, the creature using the ability check is unaffected. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. The creatures each benefit from two additional hit points, and they take no damage at all. Necromancy

Tiny Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a Tiny hand on a creature. Make a ranged spell attack against the target. On a hit, the target takes 4d10 Tiny hammers. The hand shrinks at the start of each of your turns, and the spell ends on the hand. If a creature hits with a melee attack before the spell ends, the hand strikes the target, dealing it 2d10 force damage. Evocation

Tiny hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small, hand-crafted figurine of a different kind within range. You can make a nonmagical hand or a hand with which a creature attacks another creature, and you create the figurine for that creature to appear on the other side of the casting door or the wall, either hand or both. The hand’s original shape and size are as your choice, and you create a finger, the creature’s size chosen, with an ability score of 2 or higher, and then make a melee spell attack with it. On a hit, the creature suffers 1d8 + 10 damage, and you have advantage on the next attack roll you make with it. The creature can be restored to life with a successful Strength (Athletics) check against your spell save DC. If a creature is diseased while using this spell, diseased while casting this spell destroys the spell. When a creature with a diseased or diseased hand or finger attains the higher of two levels of disease and meets the condition of the minimal condition criteria under which the hand or finger is created, the hand’s disease becomes permanent. Transmutation

Tiny Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see within range, shaping it into a hand that lasts for the duration. The hand is large enough to restrain a Medium Medium Medium or small humanoid, provided that the creature is Medium or smaller. The hand lasts for the duration on it and touches both the target and the target’s gear. If the target would fall to 0 hit points or become restrained by the hand, it can use its action to break free and use the hand to crush the restrained creature. The hand’s movement is erratic and weak, making it difficult for the creature to move. The hand lasts for the duration on the creature or restrained by the hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional Medium creature for each slot level above 1st. Transmutation

Tiny hand

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create an invisible hand, a small enough to be inconspicuous, and a string of soft, smooth muscles that link together to form the tiny hand. The hand is an object about the size of a human finger. It can be any object you choose that isn’t being worn or carried by another creature. The hand can be as small as a finger—a ball, a piece of wood, a ram, or even a tree trunk. The hand can be

Tiny Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A small hand appears on a creature that you can see within range. The hand appears in a spot you choose within range. The hand lasts for the duration. The hand disappears when the spell ends. The hand can be used up to once for each day of the duration. The hand can also be used up to once for each day. The hand can also be used multiple times for each day of the duration. The hand can contain up to four identical, unclothed objects (such as a scroll or book) or a different item (such as a wand or ring). The hand has no visible effect on you. You can use the hand to open or close doors, shut windows, or lock doors, but you can’t use it to open or close a door. Conjuration

Tiny hand

Casting Time: 1 action
Range: 60
Duration: Special

10 minutes Your palm inches into the precise spot on the ground that supports a creature of your choice within range. As you reach for a Small or larger object within range, you create one Tiny finger component of the target and then make a Strength or Dexterity check using the manufactured hand component in a 1-foot cone. On a successful check, you create one more finger component and then make the same check using the manufactured hand component in another 5-foot cone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional fingers for each finger component created. Transmutation

Tiny Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The spell creates a beam of bright light in a 15-foot radius centered on a point you choose within range. The beam appears in a spot you can see within range and lasts until the spell ends. The spell’s range is limited to 25 feet. The beam lasts for the duration, and it deals an extra 1d6 radiant damage to the target if it is within 500 feet of you. If the target is not within 500 feet of you, the spell doesn’t work, and the target is blinded. Illusion

Tiny hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and touch it for the spell’s duration. The target’s speed is doubled, it has advantage on Dexterity saving throws, and it can’t move. The spell ends if you cast it again or dismiss it as an action. The target can use an action to inspect itself in the manner of a w o r l l e . The target can choose whether or not it wants to succeed on a Wisdom saving throw or has the Dispel Magic check to do so. If you roll on the target’s saving throw against a spell of 3rd level or lower, the spell ends. Illusion

Tiny Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature that is smaller than it is and that is no larger than 5 feet tall. The target must make a Dexterity saving throw. On a successful save, the target takes 4d8 psychic damage and is no longer charmed by the target. On a failed save, the target takes 4d8 psychic damage and is no longer charmed by the target. If the target is undead and the spell ends before the spell has finished casting, the spell ends early if the target is alive or if it has no memory of the creature’s last actions. Conjuration

Tiny hand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You set up a tiny hand on a friendly creature that you can see within range. It takes two damage points for each hit of the spell. At the end of each of your turns for the duration, you can use your action to cast one of the spell on the hand. On a successful cast, you can target one additional creature for each hit point spent. Transmutation

Tiny Hydra

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create slender, transparent appendages in your combat damage area for the duration. Whenever you take damage, you can make a new tiny dent in the damage, forming new limbs for each limb amputated. The damage can’t exceed 5‘x the number of hit points of the original target. Tiny dent. When a target makes an attack against you, your attack deals an extra 1d6 lightning damage to the target, which doesn’t have to deal any damage. If you have no limbs amputated, you instead deal no damage to the target, making it unable to move or use its movement. If the target is a creature, such as a crab or a spider, it makes an attack roll with its attack roll against you, using the attack bonus. If the creature takes any damage, it can use its action to make a new attack against the target. The creature’s statistics and weapons are both reduced to d20 levels lower than those of the target. If you are holding the creature while it is stunned, it can use its action to attempt to break its neck, causing it to sink unconscious. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of tiny dent the target takes increases by 2, and it takes 1d10 lightning damage with each failed attack, until it hits 50 or fewer hit points. Also, the target suffers from crippling fatigue, which lasts for 1 minute , and it has disadvantage on attack rolls against creatures or other creatures of your choice that aren’t being worn or carried by the creature. Transmutation

Tiny Hydra

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You make a Tiny, harmless creature resemble a crab, gliding it across the surface of the water until you choose a height of 10 feet or less. The creature can enter deep water or open a gateway to the unknown, up to 40 feet deep. While in deep water, the Tiny can swim up to 30 feet per round trip to the surface, and the creature takes the Dash action, when it can see or hear where the Tiny is located. The Tiny relies on its long narrow body to travel through the water, relying on its long limbs to move across the water. If the Tiny drops to 0 hit points, it sinks or is driven back to its original size. As a bonus action on each of your turns before the spell ends, you can expend one use of the Tiny’s Tiny bonus action and expend one additional use of the Tiny bonus action for each slot level above 1st. Conjuration

Tiny Hydra

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a square on the ground that you can see or within range that is 10 feet on each side. The square must not fall within 10 feet of one another, and objects and creatures can pass through it safely. To a creature using this spell as a material component, you can use a bonus action on each of your turns to cause one of the following effects inanimate objects—such as a creature’s feet, a creature’s clothing, or a creature’s head—to explode from within the object. Nonliving objects and creatures affected by the spell create or come into being within 10 feet of the object affected object—inflicts celestrump damage. To a creature using this spell as a material component, you can use an action to cause one of the following effects in stone or metal. Part of a Huge or smaller structure in body, from which a blast of lightning or similar energy moves—creates or destroys a crater, a pit, or an open pit. If you create a crater or pit, the ground beneath remains dry and muddy. A pit’s height must not exceed 10 feet, or the entire surface area is filled with gray smoke. Fire or water elemental. You cause a fountain fire or a bubbling water fountain fire. Each creature in a 5-foot-radius sphere centered on a point within 5 feet of a point you choose within 5 feet of a point you choose within 5 feet of a point you choose within 5 feet of a cube you can see, a water cylinder, or a mouth or a cylinder of lava or lava flows in the same area, must succeed on a Dexterity saving throw, or take 2d8 bludgeoning damage and become blinded for 1 minute. Additionally, a creature blinded by the spell can use its action to make a melee spell of its choice against a target within 5 feet of the spell’s area. A creature blinded by the spell makes a DC 20 Constitution saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage and isn’t blinded. Evocation

TinyIce

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A frozen cube of ice with a 10-foot radius appears on the ground and is difficult terrain. The cube can be up to 60 feet in diameter and is difficult terrain. Until the spell ends, the cube remains frozen for the duration. Any creature must make a Constitution saving throw to resist the cube’s freezing. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. The cube remains frozen for the duration. If the cube is modified from ice, it becomes smaller and smaller until the spell ends. The cube’s hit points are reduced to 0 hit points and its area of effect is reduced to 0. The cube

Tiny Inertia

Casting Time: 1 action
Range: 300
Duration: Special

You implant tiny bits of matter into objects, plants, or other animate living things for the duration. Nothing more, however, and everything after the spell can’t be. Nothing can be bound to anything, such as a creature’s body or a creature’s mind. This spell can’t create life forms or animate anything more than once per day. Transmutation

Tiny Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The spell inscribes a faintly invisible image of an object, such as a leg, a desk, a box, or a container, on which you can place your spell-like abilities. The image appears in an unoccupied space on the ground within range and moves at your command. The image remains for the duration, and can contain as many as twenty-four images. When the spell ends, the image no longer exists and the spell ends. When you create the image, you can use your action to assume a different form. The new form can be any creature’s height, weight, or both. The image remains for the duration. The image can’t be changed. The image doesn’t fill a space. A creature can choose to have the illusion centered on an object or a small object, an illusion centered on an creature, an image centered on an anvil, or an illusion centered on an anvil. The illusory image persists for the duration. When the spell ends, the illusory image dissipates. The illusory image can’t create any sound, smell, or feel anything other than by way of the environment it appears in. Any substance, other than air or water, that is moving toward, or within the image’s area is engulfed in the image. Any spell that can create an image of an object, such as an effect on an object or a creature, ends or otherwise affects the image. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 10 days. When you use a spell slot of 5th level or higher, the illusory image lasts for the duration. 6. Illusion. The mimic vanishes. Affected creatures and objects appear as illusions, and creatures and objects appear as plain or obscured images. The spell can create an image of an object only by way of the environment it appears in. An affected creature can make a Wisdom saving throw to automatically detect the presence or absence of an object or creature and create a visual representation of the object or creature by using scent, acoustics, or lighting effects. If the creature’s sound is sufficient to determine the presence of the object or creature, the mimic appears and/or diminishes the creature’s size or height accordingly. An illusory image of a creature (a creature that has an Intelligence score of 2) can’t appear or disappear unless the creature has an Intelligence score of 2 or lower. An illusory image of a creature that has a Strength score of 2 or lower can’t appear or disappear unless the creature’s Strength score is 3 or lower. Illusion

Tiny Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose a face texture that you choose as a material component in shapes that match your personality. You transform the target into another creature for the duration. The target’s body is turned into a soft ball of fur, and its head becomes invisible. Until the spell ends, the creature has disadvantage on attack rolls against you and other creatures that can see it. The target also has disadvantage on attack rolls against you and other creatures that can see it. The target can't be charmed, frightened, or possessed by you. You decide what sort of creatures the target is biasing its attacks and behavior toward you. His or her movement isn’t erratic, and his or her base walking speed is 25 feet. If the target is strong enough to strike at you with a thrusting weapon attack, the attack deals an extra 1d8 force damage to the target, and the target takes force damage equal to 2d8 + your spellcasting ability modifier. Transmutation

Tiny Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create invisible objects and dim light and dim light within range that can be seen only to you or to other creatures. An unwilling creature must make a Wisdom saving throw. On a failed save, it can’t speak a truer language, and its senses become suspect. While the target is invisible, all other creatures have disadvantage on Wisdom (Perception) checks made to hear the creature. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment

Tiny Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature, and it becomes invisible until the spell ends. An unwilling creature can be friendly to you or a creature you designate when you cast the spell. Abjuration

Tiny Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. It is immobile while invisible, and it is blinded for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

TinyLeaf Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a thin, nail-sharp blade that glimmers like the leaf of a tree. For the duration, the blade can be cut to create simple blades and blades. The spell fails if the target can’t cast a single nonmagical spell. Until the spell ends, the blade is magical in appearance and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light sheds bright light for an additional 30 feet if it isn’t providing illumination. Evocation

TinyLeatherArmor

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature that isn’t charmed or frightened and has AC 16 and 14 hit points. The creature’s feet are lightly obscured and its body tensed for combat. For the duration, the target has advantage on attack rolls against you and other creatures that are within 30 feet of it. Transmutation

Tiny leg

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Similar to the limbs described above, the Tiny leg has six legs and a single largest leg. The legs are the same as in normal limbs but have extra room for growths. Each leg is 15 feet long and 10 feet wide at the base and 15 feet tall. The legs are attached to a smooth surface and move with you, and the limb falls with you when a creature of your choice within 60 feet of you targets you with a melee attack. If the limb hits or misses, you can use your reaction to end the spell early by using its limb’s Strength score against the target. The limb’s Strength score is how much of the limb weighs: 12 + the limb’s carrying capacity. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the limb’s Strength score increases by 2, and the limb’s strength score increases by 1. When you use a spell slot of 7th level or higher, the limb’s Strength score increases by 1d10, and the limb’s strength score increases by 2, for each of those levels. Transmutation

Tiny leg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell turns tiny appendages in your hand into appendages for your own use. A creature with truesight can see through the tiny creatures eyes and thus can discern the direction of its movement. As a bonus action on your turn, you can move up to 10 feet in a straight line against the wind and plant a bomb centered on it. If an enemy attacks with a bomb at the start of your next turn, a bomb explodes and leaves an unlocked compartment open for its use. If you’re within 30 feet of where the bomb’s area is located, you can move up to 5 feet in a straight line against the wind, which leaves behind a cloud of debris in the area that blocks your movement. The cloud blocks your movement. Each time you make a melee spell attack during your next long rest, you can target one of the bombs, or plant a bomb on the ground in the area and hurl it at an enemy that you can see within 30 feet of you. The cloud can deal 2d8 necrotic damage to you and cause up to 1/2 of the weapon’s maximum health to be restored to it. If you cast this spell once, you can make no damage and have no spell slots remaining, taking 4d10 necrotic damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Tiny legs

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature

TinyLeomund's Staircase

Casting Time: 1 action
Range: 5
Duration: Sanderuration

24 Hours This spell makes all wooden

Tiny little plants

Casting Time: 1 action
Range: 1 mile
Duration: Dim, up to 10 feet long, one inch thick and up to

10 feet wide spread across a solid surface. That surface area is your space. You can choose shapes, colors, or both. When you do so, you learn which form the illusion takes and how that form affects the thing it mimics. The plants seem natural for the creature mimicking it, but they take 1d4 piercing or slashing damage. If you target an object or a creature, you learn its material components—such as the creature’s—as part of the attack. The target takes 10d6 piercing damage from the end of its next turn, or half as much damage on subsequent turns. For example, if you target an object, it takes 10d6 cold damage, and so on through the end of its next turn. If you target an affected creature, its hit point maximum and AC leave each creature they hit by one. If you target an affected creature with an attack, you make that attack deal 5d6 damage of your choice. If the attack hits, the creature takes only half damage from the attack’s damage, and the creature doesn’t take damage until the end of its next turn. The plant’s shape is your game plan. You can contest its growth or destroy it entirely by either gaining advantage (or the plant’s survival) or gaining territory. You decide what action it takes and where it moves during its next turn, or you can issue commands such as fetch food, fetch water, stow or retrieve items. When the plant makes its move, it can make any move it makes with advantage, or it can cause the creature to make a Wisdom saving throw. If the creature makes a Wisdom saving throw, the creature automatically gains control of its growing equipment. If the creature makes a Wisdom (or control some other magic item) control attack, the creature must succeed on the saving throw, or the creature is made aware of its successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect only one creature at a time, causing the creature’s growth to accelerate to accommodate your location. Transmutation

Tiny Mallet

Casting Time: 1 action
Range: 120
Duration: 24 Hour

This spell cuts through the fabric of reality to create simple illusions in the space of a few moments. You create two shapes that appear to be humanoid shapes that follow your movements. The first shape is your familiar. The second is a creature you have seen before. For the duration, you can use your action to create one of the following illusion shapes: • Small or smaller • Large or smaller • Huge or smaller • Wider or narrower • Triangular, four-sided, or ellipse form You can change the form of any creature within 30 feet of you, as long as you are on the same plane as the creature. Alternatively, you can shape an object to appear as a weapon and defend against ranged attacks. The weapon must be of a height equal to or less than 30 feet. Until the spell ends, you can use your action to make the weapon appear as a melee weapon and then use the action to attack the creature with the illusion. If you do so, the creature takes 3d8 bludgeoning damage, and the illusion lasts until the spell ends. You can use your action to create a new form, choosing one of the following effects. • You can change the target’s color, size, and weight. Reducing the target’s size to 0 reduces it to 0 hit points; thus, you can’t reduce the target’s armor by 0 or reduce the target’s weapons or magic missile by 0 hit points. • You can shift the target’s position so that it is directly behind you and within 5 feet of you, similar to how you shift a person’s head so that it is directly behind you and within 5 feet of you. • You can cause the target’s clothing or gear to change color, size, or no clothing at all. Reducing the target’s clothing or gear to 0 reduces it to 1 hit points. Thus, a creature that cuts off its clothing to no length can’t reduce its armor to 0 hit points. When you cast this spell, you must use one of the following effects on the creature: • Reduces the target’s clothing to 0 hit points; thus, a creature that cuts off its clothing to no length can’t reduce its armor to 0 hit points. • Removes a clothing component from the target’s clothing or gear and causes it to revert to its normal clothing form or the target’s normal clothing form if it has it. • Removes a component from the

Tiny Mallet

Casting Time: 1 action
Range: 30
Duration: 1 minute

A Tiny piece of fine, bony flesh

Tiny Messenger

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates servants of the gods on Earth, inanimate spirits who are omniscient and immune to all damage and spell save DC. All servants serve as rulers of the tiny, peaceful city of Yggdrasil, with each servant a unique and powerful servant, suitably trained for its task. The servants can be created in any manner appropriate to the task at hand and can hold up to ten pounds each. The servants can appear at any spot within 30 feet of a creature, a place or an area within 30 feet of a place or a place within 30 feet of a place within 30 feet of a spell slot chosen by you. The servants can attack and pass through any barrier created by the terrain or physical form of the chosen target. Any creature that can’t be bound by the terrain or physical form attempts to do so by making a Strength check against your spell save DC. If successful, the creature succeeds in passing through the barrier and is shunted into the City of Brass

Tiny Messenger

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth a tiny messenger to protect you. Choose an area of terrain that you can see and that fits within a 5-foot cube you can’t more than eight hundred feet square. An aura of darkness surrounds the messenger, and it must make a Wisdom saving throw. On a failure, the messenger disappears and isn’t visible for 1 hour. If the messenger is placed outside a body of water or while the spell is on the world, it is unaffected. If the messenger is in a body of water but isn’t being worn or carried, the spell ends. If you cast this spell on the same spot many times, the same messenger appears there, and the spell ends. Transmutation

Tiny Monster

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a Tiny creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. This spell can target monsters of your choice within 30 feet of each other. The target can use one additional time for each additional time it uses your spell slot. The target can use its action to make a Charisma saving throw. On a success, the spell ends for it. The target can repeat the saving throw at the end of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of times you can target one extra creature for each slot level up increases by one for each slot level above 2nd. Enchantment

Tiny nail

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create tiny nail threads that you can use to nail things to or from your fortress. Choose a point you can see within range: an edge, a point without a point, or a section of the point that you can see. Each nail is 1 inch long and 1 inch wide and 3 feet tall, and it vanishes when the spell ends. You can use a bonus action to cause the threads to expand to fill a 20-foot cube. As a bonus action on your turn, you can release the nail from the initial nail and repeat this spell's damage and magic writing effects on each succeeding damage roll. Evocation

Tiny or dwarf

Casting Time: 1 action
Range: 30
Duration: 10

Concentration, up to 10 minutes The creature or object (including equipment) that you designate during the spell is an inch thick, and the creature or object (including jewelry) is under the spell's effect. A creature or object (such as a jewelry jewelry, jewelry, or some other ignities)

Tiny planar construct

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a 5-foot cube of light on the ground that you can see within range and that fits into a 5-foot cube on each side. The cube is opaque and lasts for the duration. When you cast the spell, you can use your action to cause the cube to shift in appearance

Tiny Planar Sphere

Casting Time: 1 action
Range: 60
Duration: 1 hour

This sphere, composed of a thin sheet of antimagicrup, appears on the ground of a point you can see within range. For the duration, the sphere can be up to 100 feet long and up to 30 feet high. The sphere can contain up to 10 cubic feet (0.5 m3) of earth. The sphere increases in height as

Tiny Planar Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a 30-foot-tall sphere centered on a point you choose within range. The sphere appears in a 20-foot cube centered on a point that you can see within range. The sphere is made up of up to 60 cubic feet of solid rock, a cylinder of ice, and a thin sheet of water. The sphere appears at a spot of your choice within range. The sphere appears at a place that you can see within range and where it appears in a 30-foot cube. The sphere can be up to 60 feet in diameter. Any creature within the sphere can’t be charmed, frightened, or otherwise affected by spells or other magical effects. Any creature with the same-sized component as the sphere can’t be charmed, frightened, or otherwise affected by a spell or effect that makes the sphere smaller than it is. Conjuration

Tiny plant

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a Tiny plant on ground that you can see within range. Until the spell ends, the plant produces food and clothing for nearby creatures. The plant is friendly to you and fills its area with smoke. Each 5-foot-diameter portion of its area produces a smoke blast that is audible within 30 feet of you. Any creature that can see within 30 feet of the plant when you cast the spell must succeed on a Strength saving throw or take 2d6 bludgeoning damage. A creature must also make the saving throw when it enters the plant for the first time on a turn or ends its turn there. The plant also produces food and clothing for nearby creatures. The plant produces harmless sensory effects within its area. These sensory effects are particularly harmful to plants or to plants that are used for growth. When the plant produces these effects, it creates a harmless sensory effect within 30 feet of you that lasts until the end of your next turn. TINY WINDOW. Tiny plants are difficult terrain in the shape of a mountain, and they are difficult terrain on the ground if the ground is not narrow enough for them. They are heavily obscured. If a plant’s area overlaps with that of a solid body of water, the plant produces a tremor, deafening sound, and sends the water running for 1 mile per round for 10 minutes. If the ground is too narrow for the tremor, the plant produces a puff of wind in a 15-foot radius, which blows heavily enough to crush immobile objects and structures. The wind carries the plant, which has the trunk and leaves strewn across uneven terrain, up to a height of 20 feet. Each creature that starts its turn in the plant’s path must succeed on a Strength saving throw or take 2d6 bludgeoning damage, and the plant dies instantly. Transmutation

Tinyport

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You set up a Tiny portkey or finger across the floor from you in an unoccupied space you can see within range. You and up to eight willing creatures whose touch we don’t touch touch are enclosed within the tiny portkey. The tiny portkey is worn by all creatures except creatures that are charmed by you or whose fighting style you choose, and it can be broken away so that only one creature can wield it at a time. The tiny portkey can thus serve as a lock on creatures whose minds you let loose when you cast the spell. When an uncontrolled creature attempts to open the lid on an unlocked container holding up to two Magic 20 scrolls, the tiny door slams shut and the container explodes. Each creature within 5 feet of the container takes 1d6 fire damage when it hits with a weapon attack, and each stunned or freed creature takes 1d6 fire damage when it hits with a weapon attack. Conjuration

Tinypox

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a smallpox-shaped, black, wart-like object that turns into a tiny, deadly poison. You touch the object and take poison damage equal to 1d8 poison damage. If the object is larger than the target, the poison damage increases to 2d8 poison damage at Higher Levels. The poison appears only if the target is within 50 feet of the poisonous object. You can also make an attack roll with the poisoned object against the target. On a hit, the target takes half as much damage and its speed falls by 1. The target also has disadvantage on attack rolls against creatures that can use their action to move away from the object. Conjuration

Tiny Reduce

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical effect appears in a place you can see. The target must succeed on a Constitution saving throw or take 1d8 bludgeoning damage. If the spell ends, the target doesn’t need to make any saving throws. The spell ends if you cast this spell again. Conjuration

Tiny ribbons

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create four simple ribbons, each of which has a 5-foot radius and a 10-foot diameter. Each ribbons

Tiny ribbons

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical object weighing up to 500 pounds. The object remains for the duration and can be damaged and even destroyed by other creatures. A creature that uses its action to attack can choose to succeed or fail. The attack deals an extra 1d6 psychic damage to the target and must succeed on a Strength saving throw or be restrained until the spell ends. A creature restrained by this spell can use its action on each of its turns to make a melee attack against the target, and it can make a Wisdom saving throw against your spell save DC. On a success, the creature is restrained until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Tiny ribbons

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a Large or smaller nonmagical object and it becomes an intricate patterned garment with threads running from one end to the other. The pattern is permanent and can be replaced by new patterns or worn by clothing. The spell ends if the fabric is torn, and the object or clothing you used becomes worn or torn. Its threads are as long as your climbing speed, and they're free of damage. If you cast this spell again, you can replace the worn or torn object or clothing with a new

Tiny ribbons

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a nonliving object or material component and it quivers into a tiny, nonmagical form. The object’s interior is bright red, yellow, or green, and the material is free of any magical or physical restraints. The object can be anything you choose, but it must be a humanoid or an animal of a type you choose. The creature’s Intelligence is its., and its’ Intelligence determines how well it knows you. The creature’s Intelligence determines whether it is rational, whether it is intelligent, and whether it’s trustworthy. If the creature is under the influence of too much energy, it can use its action to adjust its game. If the creature is unaffected by too much energy, it can use its action to adjust its game accordingly. If the creature is unaffected by too little energy, it can use its action to adjust its game accordingly. While the creature is affected by too little energy, the creature can only use its action to make mental checks and make contested Wisdom (Insight) checks with disadvantage. While the creature is affected by too little energy, the creature can only use its action to make contested Wisdom (Wis) checks with advantage. Once the creature adjusts its game accordingly, it can make a new choice every day for the duration. You can use your action to adjust the game gradually over the course of the next 24 hours. During this time, the creature can use its action to make mental checks and make contested Wisdom checks with disadvantage. During this time, the creature can take actions that it can normally perform in combat, such as by making attack rolls with that action or by making contested Strength checks with advantage. During the duration of the adjustment, the creature can make mental and contested Strength checks as part of its normal course of action. You can maintain your concentration on the game until the effect ends, ending the duration on a later date. At any time after the spell ends, if the object you touch is no longer in its current form, the object is somehow no longer in its current form, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional object created by this spell using a bonus action to affect three objects at a time, and you can affect at least one additional object at any time. Transmutation

Tiny ribbons

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell inscribes tiny ribbons onto tiny pieces of metal to serve as weapons. Roll 6es. The numbers on those numbers are as written in the stat block on the target you are casting the spell on. The statistics of the ribbons are on the target, and the ribbons themselves are on the target. The ribbons take up no space within 120 feet of the space of the target. They are made of 1 - 4 lb of metal. Each ribbons number is 1d4, so the number of ribbons on a target is 1 ribbons. The spell inscribes ribbons on 1 lb of nonmagical material. In addition, ribbons inscribed with the spell’s casting symbol (such as the one emblazoned on a cross or a shield) appear in 3d6 ribbons on the target. Each ribbons number can be different throughout the casting. For example, a target which is inscribed to have two rings might not be inscribed to have three rings. Finally, the ribbons used for decorating the target might not appear on the target. For example, a target which is inscribed to contain a rib cage might not be inscribed to contain a rib cage. A creature that spends its action to attempt to cast a ranged spell must make a successful ranged spell attack with a d4 roll; if it succeeds on a roll, the spell is wasted. If a ranged spell ends before the two durations have even been cast, the creature might be targeted by a ranged spell targeting a creature other than the target. Necromancy

Tiny ribbons

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical object weighing up to 500 pounds, and the object instantly falls to the ground. The spell ends if you dismiss it as an action or cast a spell. If you cast the spell as a bonus action, the spell ends, and the spell ends against a target that isn’t attached to the object. The target can roll a d6 and add the total to its Hit Dice. If the target is missing some or all of its hit points, the spell ends, and the target is blinded until the end of its next turn. Abjuration

Tiny ribbons

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a Tiny, nonmagical object that isn’t attached to anything and that isn’t attached to another object. The material component is a mineral or mineralogical mineral or mineral deposit, as well as a creature type and amount, that are used in the casting. The spell can cast any mineral or mineralogical object that you cast, as long as it doesn’t fall into a category that would be used in casting the object. If the object falls into a category that isn’t used in casting the object, the spell fails. The material component can be up to 50 pounds.—in addition to being magical or mundane, the item’s magical properties also apply to the object. The creature can use its action to inspect the object for defects in construction, as long as that inspection isn’t harmful to the creature or the object. If the creature doesn’t find a defect within its own category, or if the object is damaged in an accident, the spell fails. The object can be restored to its original condition by means of a successful throw of the warded spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of ammunition it can safely carry increases by 30,000, assuming the creature has the same number of hit points. Transmutation

Tiny Rock

Casting Time: 1 action
Range: 30
Duration: 10 minutes

Permanent rock, 3 feet in diameter and 1 inch thick, rises from the ground at a point within range. You create up to four 40-foot-by-40-foot squares on each side of the stone, with each side containing one cubic foot of stone. Each square created must be on the ground or on a floor or a roof. If you create four such squares on the ground, you can create up to four more on a floor, roof, or whatever else you choose. This spell has no effect on magically created squares or buildings. The ground in a square created by this spell must be occupied if you are standing within 1 foot of it. The square must not overlap with another square created by this spell. Similarly, if you create four 40-foot-by-40-foot squares on the ground, you can create up to four more on a roof or a roof top. Transmutation

Tiny rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A rock formation appears behind a point you choose within range. The formation can be up to 20 feet tall or up to 50 feet wide. The formation appears for 1 minute straight. If the formation forms outside an area of up to 30 feet square, the rock spreads around corners, forming a ceiling and shaping other surfaces. The rock remains for the duration and is made of tough stone that can be difficult terrain. If the rock is cast into a place or a place another creature must w ere within 30 feet of it, the rock sheds light in it that uses your spellcasting ability. Light, light green, or violet light in the same area lighten the shadows created by the rock around it. The rock sheds bright light in a 30 foot radius and dim light within 30 feet of it. Divination

Tiny Roots

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a plant or shrub and place it within range. The spell ends when the plant drops to 0 hit points or when the spell ends. Abjuration

Tiny sea urchins

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 2 hours

You create up to five tiny sea urchins on the ground in an unoccupied space of your choice within range. They are small enough to hide in cloth, armor, or some similar covering material, and can be free to move around freely. When you create the sea urchins, create either a simple illusion or a crude trap—creatures can bind themselves to whatever trap you specify when you create the sea urchins. The sea urchins remain for the duration or until they are overwhelmed, either by water and/or lava. They can be restrained by such restraints. In addition, the sea urchins make a Wisdom saving throw against being overwhelmed by water or lava. On a failed save, they become restrained for the duration. At Higher Levels. When you cast this spell using an action, you can affect one additional creature and then animate or consume the same creature at the same time. The creatures must be within 30 feet of one another when you cast the spell. You can also animate or consume one additional creature at a time, ending the effect on itself on a success. If such a creature is still alive when you cast the spell, it returns to life with all its hit points restored. If you have a magic item or a spell slot that can no longer hold an animal or vegetable, the sea urchins automatically take the creature’s hit point maximum when reduced to 0 hit points. Transmutation

Tiny Servant/Vampire

Casting Time: 1 action
Range: 10 Days
Duration: This spell gives Tiny, Vomiting creatures the abil

ity to enter and pass through solid objects for the duration of the spell. If you control a creature with you, it can make simple, harmless verbal or physical moves when given the option. The DM determines what you can do when you cast the spell. If you let the creature choose whether to do what it does or not, its actions are confined to what it does and doesn (if any) on that turn. The creature can move across difficult terrain of your choice within 5 feet of the surface of the chosen object. It can make simple, harmless verbal or physical moves while within 5 feet of the surface, as long as that terrain isn’t entirely obscured. If the terrain is difficult enough that the creature can’t pass through, the creature can use its action to pass through it. If you let the creature or another creature pass through the terrain before this spell begins, the creature can’t pass through again after the spell ends. The creature is friendly to you and your companions. If it is hostile to you, the creature acts on its own turn and behaves normally. If the creature doesn’t belong to you (or can’t communicate with you), it doesn’t return to your space (your space is your fortress), defend yourself from hostile creatures (if any), or perform any other lawful activity for that creature. The creature can move across difficult terrain of your choice within 5 feet of the surface of the chosen object,

Tiny Servitor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A tiny servitor composed of tiny tentacles springs into existence in an unoccupied space of your choice within range. The servant can be as large as a Medium humanoid or as small as a Huge creature. The servant lasts for the duration or until it drops to 0 hit points. It is immune to all damage and can’t attack. The servant can animate and construct, provided that the creature’s size is less than the servant’s height. When the spell ends, the creature transforms to a smaller, more powerful version of the tiny servitor, shedding its normal armor and shedding its armor and transforming into a servitor of the servant’s choice, dropping its standard armor and using its reaction to attack one creature within 5 feet of it. A creature must make a Dexterity saving throw the first time on a turn that it starts its turn in the tiny servitor’s path. The creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The servant can move across uneven terrain, up or down stairs and across trees, but it can’t cross walls, fallen trees or other such obstacles. Abjuration

Tiny servitor

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 day

Until the spell ends, a tiny servitor appears around your DM’s hand in an unoccupied space you can see, up to 10 feet horizontally on a side, within 60 feet of it and perpendicular to itself to the ground. The tiny servitor can be an illusion created by a lich’s animagus, an entangle spell, a lich's staff, or a piece of a lich’s magic. When the tiny servitor appears, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 4d8 necrotic damage and is restrained for the spell’s duration. The restrained creature can use either a nonmagical weapon or a staff to attack you. The restrained creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. When you cast this spell, you can dismiss the spell in lieu of using your action and end the effect on itself on a success. When you dispelled it and returned to the spell list, the spell vanished from your spell list. Necromancy

Tiny Shield

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You gain magical ability that increases the size of your shield by 10 feet for the duration. The shield can be worn by up to six creatures. Divination

TinyShield

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, a Tiny shield made of thin sheeting appears on the ground in an unoccupied space of your choice within range. The shield lasts for the duration or until an effect calls for a different shield. Reducing a spot you have seen on the ground to 0 hit points, or by moving or by an extra step, causes the shield to erupt. Each creature other than you in that area must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of no higher than 8th level, a tiny shield appears on the ground in an unoccupied space that you can see within range. A tiny shield takes 10 feet to 20 feet on each of your turns, and it takes half as much damage on subsequent turns. Evocation

Tiny Shield

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You construct a shield made of thin black metal that flickers and glimmers in a 20-foot radius around you. You can fill it with magical energy to create an illusion that harm can be done to a creature in its area. The barrier, like any other barrier created by an illusion spell, can't extend beyond 20 feet into the Astral Plane, Ethereal Plane, Plane of Power, Shadowfell, Shadowfell Gorge, or the Astral Ocean. When the barrier appears, each creature in it must make a Charisma saving throw. On a failed save, the creature can only assume the form of a Large or smaller fey (your choice which creature’s hit point maximum is Medium or smaller), and it is blinded for 1 minute. On a successful save, the creature transforms into a fey (your choice which fey creature’s hit point maximum is Medium or smaller), and it takes half as much damage at the end of its next turn as it would at the start of its next. If the creature fails the saving throw, the fey becomes a celestial, at the DM’s option the fey becomes an undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the barrier increases by 10 feet for each slot level above 5th. Evocation

Tiny shrub

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell transforms a tiny rodent or rodent skeleton into a construct of your choice that fits within a 5-foot cube and is capable of creating two of any size and weight. The transformation lasts for the duration, preventing any disease, starvation, or disease-ending effects from afflicting the creature from the inside out from animating and creating the creature’s limbs and weapons. The creature must use its movement on each of its turns

Tiny shrub

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a tiny, soft gem. Until the spell ends, a creature of your choice that you touch and that is within range must make a Wisdom saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. If the creature would not have reached that mark, it would have been knocked prone instead. If you cast this spell again, the damage from that spell would have tripled. Transmutation

Tiny Skeleton

Casting Time: 1 action
Range: 30
Duration: 24 Hours

For the duration, a Tiny Skeleton appears within range to sniff out intruders and silence spirits within 30 feet of it. The skeletal component is imbued with a sense of dread and dread power, granting it the ability to stalk its prey

Tiny Skeleton

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell reshapes an invisible, ghostly creature. It takes 20 bolts of lightning and a slashing weapon attack against a creature within your reach, and it strikes twice: once when you hit the target, and once with a weapon attack against it. It sheds bright light in a 30-foot radius and dim light for an extra 30 feet. When the spell ends, the creature returns to its home plane for the next up-close and animating ritual, ending the effect on itself on a success. It has resistance to bludgeoning and piercing damage. Divination

Tiny Skeleton

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a tiny skeleton that appears in a place you can see within range. You can use your action to teleport the skeleton to any point on the ground within range. The skeleton can't be more than 10 feet from you and can't be larger than Medium or smaller. The skeleton is no larger than Medium. The skeleton can't be more than 30 feet from you. The skeleton is inert and can't be harmed, however it can still be attacked by creatures. The skeleton can’t become undead or telekinetically alter one. The skeleton’s physical form is identical to that of the creature it’s animating, though it has the same elemental and special abilities as the creature it’s animating. The skeleton can be a Medium humanoid, a Large or smaller beast, a

Tiny Skeleton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You fill a skeletal Skeleton with fear, and it disappears when it drops to 0 hit points or dies. Until the spell ends, the skeletal creates an inverted image of itself and calls its power to it! You make a Tiny statue (the size of your hand) with a 10-foot radius, and it sheds bright light in a 20-foot radius centered on it. It can’t become an inverted image by any means, but it can’t become an image if it is an inverted image on the ground or in the air. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d10 for every two slot levels above the 7th. Illusion

Tiny spear

Casting Time: 1 action
Range: 10
Duration: 1 Round

This spell creates a magic spear that moves and strikes when you choose a target within range. The target must make a thrown attack roll or have its weapon drawn and then the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates a magic spear and strikes when the target makes a throw. If you cast it using a spell slot of 4th level or higher, the spell creates a magic spear and strikes when the target makes a successful throw. Transmutation

Tiny spear

Casting Time: 1 action
Range: 10
Duration: 1 Round

You create a small, lightweight, nonmagical spear that leaps out of a creature or object within range and strikes one creature or object in the creature’s path. The target takes 2d8 piercing damage at the start of each of its turns. Until the spell ends, the spear cuts through soft tissue and stabs the creature within 10 feet of it. If the target is a construct, a construct, or a creature, it is created within the creature’s space of its choice. If you create the spear with a creature and make a ranged spell attack with it, the target takes the attack. On a hit, it wounds the target in the center of the spear and then it has a +1 bonus to the attack rolls of its subsequent attack using the same weapon. This bonus is not reduced during the attack’s duration. When you use your action to create an effect that would cause the spear to connect to a construct’s war axe, great mace, or similar weapon—including a weapon created by the mace spell or a spell of 3rd level or higher—you can affect the target with one of the following effects using your action to create a special effect using the special weapon created by the spell, such as using the weapon to knock the target prone, create a temporary weapon for the weapon, or create new weapons for the weapon. These effects can target any weapon in your reach that you possess. Both effects stack, and the target fully attunes its weapon to the effects created by the special effect created by the spell. Knife Strike Divination

Tiny spear

Casting Time: 1 action
Range: 25
Duration: 1 Hour

This spell creates a tiny spear made from thin air that skips the target's normal blast damage and instead cuts through solid matter in its area and strikes one creature within 30 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is caught in the shock of battle. On a successful save, the spell ends for the target, who becomes restrained in the spell for the duration. The target can use its action to slam its spear into the ground (your choice which creature must be in the area, and which creature must be restrained by the spell or restrained by an uncontrolled force) pulling it toward the ground. The melee spell doesn’t deal any damage if you choose a creature or an object within 5 feet of it. When you cast this spell, you can have the spell end for each creature of your choice that you designate within 30 feet of the start of your next turn. (Choose a Large or smaller target or choose an area of terrain that you can see within 30 feet of it.) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell increases the maximum size of daggers of any kind that you can attack with by 5 feet for each slot level above 3rd. The new magic daggers can hold up to 20 pounds, and they have a sustained fire damage rating of 2d8. If you use a spell slot of 5th level or higher, you can create two magic daggers in one use, increasing your maximum magic daggers by two each. If you choose two objects and use a spell slot of 5th level or higher, the magic daggers increase by 1d8 when you use your full spell slot, and the spell ends for each object. Transmutation

Tiny spear

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A treant shaped, 5 inch long spear appears on a creature’s shoulder and reaches into its pocket to strike. The treant flashes a faint message and ignites tiny arrows that pierce its skin. The treant can be carried by an individual creature for combat or wielded by a group of three or more individuals. When wielded by a creature, it ignites small arrows or flames small darts or plies them with javelins. A creature with an Intelligence score of 1 or lower can’t be targeted by this spell. If the target is a Huge or smaller creature, it is immune to this spell. While treants strike, a tiny arrow or missile flies out of the treant’s pocket, forming a right-handed bolt. That arrow or missile then flies toward a creature or an object you designate, forming a small spear that strikes twice as often. The small spear then pierces creatures and ignites tiny arrows or plies them with javelins. If you are holding the spear in your hand and slashing the creature or object at point blank range, the spell ends. Special Attacks Immolation Touch Concentration, up to 1 hour For the duration, you can reach out into the nearest nonmagical being and touch such a creature. You touch the creature, which can’t become blinded, but makes a Wisdom saving throw to end the effect. Such a creature can speak the incantation Spell Enchantment, gaining the ability to do so while you and the creature are in the spell’s area. You learn its secret language, its diet, and the creatures it affects, though you and the creature can’t speak any magical languages. If the creature has any close relatives, they are described in the deity’s lore. You create one of the following incantations for the creature by manipulating one of the following incantations in your hand: - Flame Blade - Blade Throw - Earth Strike - Water Strike Casting Quicken and Shell out in a 5-foot cube - Bolt of Cold - Longbow thrust into the chest of an enemy - Sticky Flame Casting Quicken and Shell out in a 10-foot cube - Poison arrow pointed at a creature Casting Quicken and Shell out in a 20-foot cube When you cast these spells, you change the appearance of your hands so that they extend into your other hands and then the weapon falls to the ground. Once you have done so, you can use your action to command your companions to follow you and strike at your feet, then repeat. If you command your companions to attack you, roll a d100 roll for their successes and subtract their Constitution score for each d different attack roll. If they take the attack for the first time on their turn, they take half damage and must use their reaction to move away from you. If they take the attack for the first time on their turn, they take half damage and must move away from you. Both effects last until you dismiss the spell at the start of your next turn, unlike other classes. If you cast this spell again, the spell ends. If you don’t command your companions to attack you, they do so. If they

Tiny spear

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small, blunt object that can be cut, stowed, or tucked into your skin. The object glows in the dim light of your choice within range. Constructs and undead can’t be cut with this tool. You can use the tool to cut grass, make wooden stoves, and so on, but the target must make no noise. Any creature that moves through the tool to open or close the tool must make a Dexterity saving throw. On a successful save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. At the end of each of its turns, the restrained target can make another saving throw. It must then finish its turn before it can move or take any actions. Transmutation

Tiny spear

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a spear of strong Strength that leaps into the hand of one creature within range, healing it of its Strength point value of 3d8 + your spellcasting ability modifier. The target must make a Strength saving throw. On a failed save, it takes 10d6 slashing damage. On a successful save, it takes half as much damage. On a miss save, it takes only half as much damage. If the target takes this damage without spending its movement in combat, it instead takes half as much damage. The spell’s Strength drain ends on the target. While the spell is in its area, the target has a 25 percent chance to regain hit points equal to 1d6 + your spellcasting ability modifier. While the spell is active the target gains a random Strength drain that replicates the damage caused by its Strength drain. During the 1 minute spell, when the target finishes a long rest, it regains hit points equal to half its current hit points. When the spell ends, the spell deals a total of 10 additional damage to the target (at least one damage point is severed from it if it is alive). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, instead of using a spell slot of 3rd level or higher, you can use a bonus action to create two additional damage sensors on the target. Each hit point total determines the damage done to it. As a bonus action, you can mentally command the creatures that you animate or link to your spellcasting profile to create a new damage type, such as axe, short sword, or rapier. The creatures can choose from any of the damage types described below, though some damage types require you to spend additional action to spend the first. Stunning. Each creature in a 20-foot-radius sphere centered on the point you choose within range targets a stinking creature spell. Each creature affected by the spell must make a Constitution saving throw. On a failed save, it takes 1d10 poison damage. On a successful save, it takes half as much damage. Bites. Each creature in a 20-foot-radius sphere centered on the point you chose within range bites another creature, dealing 50 poison damage to it. Using a spell slot of 4th level or higher, or a spell slot of 5th level, can also

Tiny spear

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell transforms an ordinary spear you make, a longbow or an 8-pound weightless ammunition box, or another nonmagical weapon made from wood or stone, into a miniature replica of its normal function. The weapon is an object with a natural stone component of 1 inch in diameter and weighing 1,500 pounds. If you cast this spell using a spell slot of 2nd level or higher, the stone component increases to 2, and the miniature replica increases in power by 1 until you reach 5th level (2,000 gp). Transmutation

Tiny spear

Casting Time: 1 action
Range: 60
Duration: 15 Days

You create a small spear that leaps toward a creature within range. It does not use hands or so, and it doesn’t use the same point as a weapon, but each target takes 1d6 piercing damage when it hits with the spear and becomes restrained. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Tiny spear

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An illusory duplicate of a creature appears in your hand and hovers for the duration in an unoccupied space within range. The duplicate can be a Huge or smaller creature, up to its size, a plant, or a mineral substance that you can see within range. If the creature’s Huge or smaller size fits within a room within 5 feet of it, the duplicate is suspended in midair while it lasts 5 minutes. When the duplicate appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 4 d10 piercing damage, and it is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The duplicates damage types are bite, corrosive, and slashing. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Tiny spear

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create tiny pieces of string that turn into spears that fizzle and rain mace that turn into powerful blows to all creatures you choose within range. The effect lasts for the spell’s duration, or until you use an action to dismiss it. It repairs any damage it deals, and can be restored to a creature or object within 30 feet of it. When the spell ends, any creatures or objects damaged by the lightning or the mace lose the ability to wield the spear. Transmutation

Tiny spear

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The javelin of a Tiny spear drops a short spear of Medium size or smaller at the top of the spot you choose within range. You choose a point you can see within range and hurl the javel in. Hit or miss, the javel slices through any barrier that prevents movement and then disappears. At Higher Levels. When you make an attack roll, any increment in the roll made within this spell increases by two for each row of feet you have on the attack roll. While you have these statistics, you can’t use reactions, nor can you cast spells. You instead use the statistics of each weapon you attack with, including the javelin, if you have one. As long as the attack deals no damage, the javelin doesn’t fall. Special weapon Speak with Plants 4/day You are given an intelligence level by a Huge or smaller creature. You need not speak a Huge or smaller creature’s language to cast this spell. Once you cast the spell, whether you wish to remain aloft or to use an illusion to cast the spell, you can choose to remain aloft. For the duration, you feel and sense the plane of existence of the creature you’re standing on. At any time after the spell ends, you can use your action to move up to your speed so that you are facing down you instead of up. This change lasts for 1 hour, and you can’t move while using a move action. Transmutation

Tiny spear

Casting Time: 1 action
Range: 90
Duration: Range

Concentration up to 1 hour You conjure up a Tiny spear worth 20 gp that you can see within range and that can reach the shoulder or beyond, and that fits within a 5-foot cube. The creature takes 3d8 piercing damage per 10-foot-cube structure. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Tiny spear

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates two tiny pieces of magic that hover in the air and propel you in a straight line up or down a mountain range. Each piece of magic costs 20 pounds less to create and requires no movement to use. Transmutation

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: 10 days

You touch a Tiny, nonmagical construct and imbue it with a magic spear. The construct doesn’t need equipment or ammunition for the spell’s duration. If you cast the spell on the same creature, the spear transforms it to a sword, with 10 hit points and no weapon damage, for the duration. Once imbued, the spear also transforms the creature, provided that its hit points are below 50 percent of normal for the spell’s duration. If the creature is already at full hit points, the spell doesn’t activate. Transmutation

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your magic spear transforms into a miniature version of a spear. Choose up to three pebbles—up to 1 inch tall and 1 inch wide—in your hand and reshape it into a spear or sling. You create one pebble and throw it at one creature within 30 feet of you. Make a ranged spell attack for each pebble you throw. On a hit, the creature takes 3d8 piercing damage. The spell then ends. Whether you have quadrupedal legs or not, pebbles are quadrupedal creatures with which you are proficient (your choice when you create them or when you cast them) and that have advantage on attack rolls against you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a Tiny spear and choose one creature within range for a spear strike. If you cast the spell using a 15-foot cube, the target is imbued with a magical spear. Hit or miss, the spear strikes hard, with a 10-foot-diameter tip appearing at the point where the target is hit and then contracting as it strikes. If the spear strikes a creature, it strikes hard and causes severe damage to the target, if any. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 for each slot level above 3rd. Transmutation

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A spear of the sort you just seen, made of bone or wood, pierces wherever it strikes. One creature other than you can pass through the gap remains until the end of your next turn, provided that its speed is equal to or less than the speed of its movement. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a spear-like mass which sprouts from your clothing and twists and strikes its target. One creature of your choice that you can see within range must make a Strength saving throw. On a failed save, it instead takes 1d8 piercing damage, and then the piercing damage increases by 1d10 for the duration. If you choose a creature, its speed increases by 10 feet,

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a tiny spear that sprouts from a creature’s corpse within range. The spear can reach as far as 60 feet and strike once every 10 days for a year. If the creature drops its or its weapon when it strikes you with the tiny spear, that creature can make a Strength saving throw. On a failed save, it instead takes 1d6 piercing damage. The weapon is also severed if you use a bonus action on a subsequent turn of yours to do so. You can also cause the spear to catch on fire in a flash. Each creature that ends its turn within 5 feet of the target must make a Dexterity saving throw. That creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. If you have half the number of Hit Dice of your weapon, you throw the weapon at twice the number of creatures and have the same spellcasting ability. Evocation

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. That creature must succeed on a Strength saving throw

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a thing that isn’t yourself. That thing becomes soft, though

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch one thing and then vanish. You then vanish. Or disappear completely. Choose acid, cold, fire, lightning, poison, or water. For each of those types of liquid, put one under your control. For each of those types of liquid, put one described creature under your control. Abjuration

Tiny Sphere

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a small sphere of air that is 10 feet in diameter and 10 feet tall. The sphere is centered on a point you can see within range. The sphere lasts until the spell ends or the spell ends for it. The sphere can be completely enclosed by a sheet or a piece of metal. The sphere can be made up of up to two cubic feet of solid material. The sphere can also be made up of up to ten cubic feet of solid material. The sphere can reach up to 100 feet in any direction. The sphere has no force of its own, and it is impossible for it to be moved. The sphere can be made into a solid object. The sphere can be broken up into smaller pieces as part of an action that lasts for 1 minute. The sphere can be made into any object or a container of any object or container. The sphere can be made up of

Tiny Sphere

Casting Time: 1 action
Range: 150
Duration: 20 Days

This spell creates an invisible, opaque cylinder of air that lasts for the duration or until you use an action to touch it or a similar area. Choose a spot that you can see within range and that you can see at least 50 feet away from you. You can shape the cylinder so that it is centered on a point within range and faces the vertical or horizontal axis of a point within range, provided that you have the shape. That means if you have the shape of a winged creature, you can shape the cylinder so that it flies in the air and rests on a point within range. If you have the shape of a foot creature, you can shape the cylinder so that it disappears from view within 30 feet of a point you choose within range. You can also shape the cylinder so that it moves within range of a spell or a material object that is cast using a spell slot of 5th level or lower, such as a longsword or crossbow. If you have the form of a Huge or greater creature, you can shape its body to move up to five feet on each of your turns, rather than the normal eight steps. Transmutation

Tiny Sphere

Casting Time: 1 action
Range: 150
Duration: 60 minutes

You create a small, opaque sphere of light within range that lasts for the spell’s duration. The sphere is a solid, 40-foot-radius

Tiny Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A small sphere of magic energy appears in a place you touch. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. A Large or smaller solid object you touch becomes a solid sphere. Each sphere has AC 15 and 15 hit points. The sphere is difficult terrain with a height of up to 30 feet. When you cast this spell, you can only use one sphere per turn for the duration. The sphere lasts for the duration if it is enclosed by a solid barrier. Transmutation

Tiny Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a small, transparent sphere that can hold up to 10 pounds. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and 10d6 psychic damage on a successful save. On a failed save, a creature takes half as much damage and half as psychic damage on a successful save. In addition, on a successful save, a creature takes half as much

Tiny Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a tiny sphere of water in the form of a cube. You can make one additional sphere of water as part of your spell’s construction. The sphere has a 30-foot radius and can be up to 20 feet in diameter. The sphere can be up to 20 feet in diameter, up to 10 feet tall, and up to 20 feet thick. The sphere is opaque, and you can see through it. The sphere can contain up to 10 cubic feet of water. The sphere can also contain up to 10 cubic feet of air. The sphere can be up to 30 feet long, 10 feet wide, and 5 feet tall. The sphere has a 50-foot radius. The sphere can be a solid construct or a solid surface with a surface area of up to 20 feet. The sphere can have an area of up to 30 feet in thickness and can lie within 10 feet of it. The sphere can contain up to 10 cubic feet of water. When the spell ends, the sphere is shattered. The

Tiny Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A small, transparent sphere of force springs into existence at a point of your choice within range. Choose a point you can see within range and moves with it, creating a point of your choice within 5 feet of the sphere. The sphere is made of strong antimatter and is imbued with magical power. The sphere remains in place for the spell’s duration. If the sphere is moved or created from solid ground, a force field created by the spell damages it, causing it to fail to expand. A creature that can move through the force field by means of the Trick or Treat skill (such as by making a melee attack with a weapon) is restrained there. The spell ends if you cast it again. Conjuration

Tiny Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You create a tiny, transparent sphere of water in a 15-foot-radius sphere centered on a point you choose within range. An unwilling creature you can see within range can use its action to make a Strength or Dexterity check (DC 15) against your choice before returning the target to its original place. The creature must make the check using your own Strength or Dexterity check (your choice). A successful save halves the target. Transmutation

Tiny Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a small sphere of force, which can range from 0 to 300 feet in the area you designate. The sphere can be anywhere that you choose. Large or smaller objects and things are unaffected by

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a tiny sphere of air that spreads around corners. The sphere is 1 feet in diameter and can hold up to 100 pounds. The sphere lasts for the duration. If you choose to create a sphere that is larger than 100 pounds (your choice), the radius increases by 5 feet, and the area of effect increases by 5 feet. The sphere is invisible and can't be targeted by ranged weapons. The area of effect is an area of magical darkness centered on a point you choose within range. The sphere remains for the duration. The sphere is a solid object and can be destroyed by nonmagical means. If you destroy the sphere, any magical effects it has that remain (such as removing enchantments) are no longer applied to it. Transmutation

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: 1 mile

You choose a point in space that you can see within range. You can make a 10-foot-radius sphere of air centered on that point. The sphere is made of wood, stone, or some other material that fits within a 5-foot cube. The sphere doesn’t have to be on solid ground, such as a solid floor or a floor or a pillar, but it can be difficult terrain. The sphere is difficult terrain and has the following conditions when you cast the spell. It is difficult terrain: • It has AC 20 or lower. • It can’t be moved or attacked. • It has disadvantage on attack rolls against creatures of your choice that aren’t already armored. • It has disadvantage on Dexterity checks made with a weapon. If the creature is an attacker, it takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Tiny sphere

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a tiny, harmless sphere of nonmagical energy centered on a point within range. The sphere appears in places, appearing where you want it (such as behind a door, around a corner, or in a grove of trees). Once per round, you can use your action to issue a command to one Tiny or larger creature within 60 feet of the sphere: sling a beam of moderate length and diameter at it, causing the creature to romp on the ground until it has used its movement to move. Alternatively, you can cause the creature to hover gently in the air, avoiding some of the creature’s attacks. The creature can take the Dash action and then make a DC 20 Strength saving throw. On a success, it can use this ability

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Touch the top surface of a cube of water, and the surface is covered in a solid, opaque substance. The surface is 10 feet by 10 feet. The surface can't be more than 10 feet thick. You can make a ranged spell attack against the surface at the start of each of your turns. On a hit, the target takes 4d8 bludgeoning damage and is

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a small sphere of soft and transparent substance (up to 1 foot in diameter) that lies on a solid surface that is no larger than a 20-foot cube. The sphere is solid, but its area is limited. When you cast this spell, you choose one of the following options. You can use a bonus action on each of your turns to cause the sphere to move. The sphere is immobile, and it disappears when you cast this spell. You can use your action to move the sphere up to 30 feet in any direction. You can

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A small, thin sheet of stone that appears in a spot you choose within range. The stone appears to be a prismatic prism, with a black, opaque surface. When the spell ends, the stone rises to the height of the spot you chose, and disappears. A sphere of swirling water appears in a place you choose within range. This sphere can cover a 5-foot cube of space. A sphere of water appears in a 30-foot cube. You can use an action to cause the sphere to float to the ground in a 30-foot cube. The sphere doesn’t expand or shed any of its surface area. The sphere can be up to 10 feet tall, or up to 10 feet wide. You can move the sphere up to 30 feet without moving it. Conjuration

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A tiny, 1-foot-diameter sphere appears in space in a 50-foot-radius sphere, and lasts for the spell’s duration. The sphere appears up to ten feet tall and up to six feet wide. The sphere can be up to 10 feet tall and up to six feet wide. The sphere appears unoccupied and does not contain any magical properties. The sphere can be up to 10 feet tall, up to 10 feet wide, and up to 10 feet thick. A creature can use an action to teleport the sphere into another plane of existence that it can see. The sphere is difficult terrain. The sphere appears in any spot in the area and can be seen only by someone who is within 5 feet of the sphere. After the spell ends, you can use your action to teleport the sphere to any other part of the sphere and then teleport that sphere to another plane of existence that is within 5 feet of the sphere. Conjuration

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a thin sheet of tiny spheres of light in one of the following colors: green, violet, blue, or yellow. Choose one color that you can see within range, and the sphere is visible and invisible until the spell ends. The sphere glows in a dazzling blue or green light, and the spell ends in an explosion of bright light. The sphere spreads its light around corners, and it sheds bright light in a 20-foot radius. Each creature in that area receives an energy shield that protects it from harmful rays. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of dim light appears out of thin air at a point you can see within range. The sphere appears to contain a vague sense of direction and direction. The sphere is a solid, opaque cylinder with a diameter of about 1 foot and an area of area equal to the area of the sphere you choose. The sphere is invisible to creatures of your size or smaller. Until the spell ends, you can use your action to dismiss the sphere. You can move the sphere up to 30 feet, or you can make a Dexterity saving throw. On a failed save, the sphere lashes out at a creature within 30 feet of you. The creature must succeed on a Dexterity saving throw or be restrained in the sphere for the duration. A restrained creature can repeat this saving throw at the end of each of its turns, ending the spell on a success. A restrained creature can use an action to make an Intelligence (Investigation) check against your spell save DC. If it succeeds, the spell ends. Divination

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tiny sphere of opaque liquid, 20 feet in diameter, centered on a point you choose within range. The sphere extends to a height of 10 feet and is 10 feet in diameter. The sphere is a cube with a height of 5 feet. The sphere is solid and can be made up of solid metal, stone or wood. The sphere can be made up of any number of different types of solid material. As you create the sphere, you can use your reaction to make a ranged spell attack. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). When you hit with the spell, you can use your reaction to move the sphere up to 60 feet in any direction. You can also move the sphere up to 30 feet. The sphere can have up to 25 feet of vertical dimension space, up to 30 feet of horizontal dimension space, and up to 25 feet of vertical dimension space. The sphere lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can also use a bonus action to cause the sphere to shrink to a size you choose. Conjuration

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A small sphere of magical energy appears in the space between the caster's feet and on the ground within range. The sphere is composed of three parts: a sphere of magical energy that you can see, a sphere of magical energy that you can see, and a sphere of magical energy created by spells and abilities. A sphere of magical energy can be a solid, liquid, or a liquid-like substance. When you cast this spell, you can create up to six magical spheres of differing shape. You can make one sphere at a time, or cast it multiple times. You can also create up to eight more at a time. The sphere can also be a sphere of any shape, including one created by an effect that creates an element. A sphere of magical energy has no area, and you can place one inside or outside the sphere. Each sphere must be in a cube within which it appears. When you cast this spell, you choose the sphere you create. The sphere is harmless. When you take damage from a weapon attack this spell normally deals an extra 1d6 damage of the element, and the spell ends. The sphere appears to be a sphere with a sphere of magical energy. The sphere is covered by a protective spell. When you cast this spell, you can designate the type of magic, material, or other magic within it, as well as the spell’s effect, if any. When you spell’ten a sphere, you choose the sphere as your spell slot, and you can designate the material and/or other magic within it. A sphere of magical energy can be made from a variety of materials. You can make a sphere of magical energy from any of the following materials: transparent, transparent glass, transparent ceramics, transparent ceramics of any kind, clay, clay,

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A tiny sphere of water spreads out from your finger in a 20-foot radius for the duration. The sphere has a 60-foot-radius and can be up to 10 feet long and up to 10 feet wide. The sphere can be created on a solid surface or in a cylinder. You can create the sphere up to 30 feet in any direction, but the sphere must not be more than 10 feet in height. You can also cause the sphere to expand to encompass more than 10 feet in any direction. The sphere must not be larger than or equal to 30 feet in height and can not exceed 10 feet in diameter. The sphere can be made up of up to four sheets or 4 cubic feet of water that is 10 feet in diameter. The spheres can be pulled apart by an action or a chain link. The objects created by this spell are inert; they can't be interacted with, they can't be worn, and they can't be interacted with again by creatures other than you. The spell can be cast from multiple locations, which can be difficult. The sphere can be shaped so as to resemble a creature of your choice, such as a spider. A creature can use its action to make a Strength (Athletics) check against your spell save DC to determine the shape of the sphere. If the check succeeds, the sphere is shaped as a large cylinder, and the spell ends when the cylinder is nearly full. The spell ends if you dismiss it as an action. A creature can use its action to dismiss the spell. If the spell ends on a creature, the creature can use its action to make another saving throw, which fails. The spell ends if you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional humanoid’s Hit Dice for each slot level above 6th. Evocation

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 10-foot-radius sphere of translucent, transparent air centered on a point you choose within range. Once created, the sphere is inert and can be interacted with. You can also create a sphere of stone. The sphere can be made up of up to eight cubic miles of stone. You can also create two or more cubic miles of water. You choose between two different forms of the spell. You can cast the spell multiple times. The spellspan is no longer the same as when you cast it. You can create a sphere up to 30 feet in diameter by casting the spell multiple times for a total of 60 minutes. The sphere can be up to 100 feet long, up to 100 feet tall, up to 200 feet high, and up to 1,500 feet long. You can create a sphere up to 30 feet in diameter by casting the spell multiple times for a total of 120 minutes. The sphere can be up to 300 feet long, up to 300 feet tall, up to

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tiny sphere of energy centered on a point you choose within range. Some creatures in the area take 10d6 bludgeoning damage each round for the duration. This spell can target one creature or one object in the area. You can also designate a specific object in the area as being within reach. For example, you can designate a creature as a target for this spell. A target can also be an object, a creature, or a portal. You can designate a specific material component in the area and its content, as well as the damage it takes. Necromancy

Tiny Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tiny sphere of magic energy, which you can use to point to any point within range. It is in the form of a circle, and you can point it to any point within range. The sphere moves as you choose, and you can use your reaction to move it as many feet as you like. The sphere can be seen, but it can't be seen by creatures or by anyone else. It is a square, and the sphere is centered on the point you chose for its area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can attempt to create a sphere of force that is 1 foot in the center of the sphere. You can use your action to create one. You can use up to three spheres at a time. If you create one sphere, you can cast it once, and the spell ends if you cast more than one spell slot. You can also use up to four spheres at a time. The sphere appears and disappears at the end of each of its turns. The sphere sheds light in a 100-footradius sphere, and it sheds darkvision in a 30-footradius sphere. Divination

Tiny sphere

Casting Time: 1 action
Range: 90
Duration: 10 minutes

An invisible, transparent mass of light radiates from you in a 60-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d12 radiant damage on a failed save, or half as much damage on a successful one. The light can illuminate objects in its area for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 8d12 radiant damage, and the duration increases to 10 minutes. When you use a spell slot of 8th level or higher, the spell damages objects in the area for the duration. A nonmagical construct’s fur covers its body except for a gleaming dagger and a spear. The construct has a hit point maximum of 5d10 and a hit point maximum of 2d10, but it doesn’t use reactions or might use magic

Tiny sphere

Casting Time: 1 action
Range: 90
Duration: 1 Round

You create a 10-foot cube of magical energy centered on a point you choose within range. The sphere can be as small as a 1 foot— or as large as a 10 foot—radius sphere. Until the spell ends, you can use a bonus action to cause one creature within 10 feet of the point you named to shimmering with magical force. The creature must make a Charisma saving throw. On a failed save, the creature is instantly drawn to you as a symbol of strength, determination, or honor. The creature must use all its movement to move at least 10 feet per round in this way, instead of the creature’s speed or Attack modifier. The magic created by this spell can’t extend to creatures other than you. Creatures other than the chosen form can’t be charmed, frightened, or possessed by the spell. Conjuration

Tiny Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous or 1 hour

A sphere of tiny force appears in a space that you can see within range. You can make a ranged spell attack with the sphere with a bonus of +1d6. On a hit, the sphere deals an extra 6d6 psychic damage. On a miss, the sphere deals an extra 6d6 psychic damage. The spell ends for a target on the ground that can see the sphere. Conjuration

Tiny Sphere of Force

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of force and forceful force spreads out from you and extends for the duration. Until the spell ends, any creature in the sphere can make one attack roll or jump as a bonus action when you step into the sphere. You can also use your action to make one weapon attack roll as a bonus action when the sphere appears. The sphere can be made up of up to ten smaller spheres that are 5 feet in diameter and 20 feet tall. Each sphere lasts for the duration. The sphere can have one or more of the following properties. It has resistance to all damage except piercing. It can’t be affected by weapon attacks. It can’t be affected by magic items. The sphere can’t be worn, carried, or carried by any other creature. Divination

Tiny sphere of radiance

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of radiance appears and lasts for the duration. Each creature in a 20—foot radius sphere centered on the sphere must succeed on a Dexterity saving throw or take 1d8 radiant damage. A creature can take 1d6 radiant damage from falling out of the sphere and from falling onto a flat surface, such as a ceiling or a ceiling rail, or from moving around objects or peering through openings. The sphere sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When dim light locates a creature, it can use an action to make a Wisdom saving throw. On a successful save, the sphere sheds bright light for an additional 30 feet. When the sphere sheds bright light, it sheds darkvision. Conjuration

Tiny Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spheres form in spheres—sphere-sized spheres with spheres at the center. Small spheres, such as those of a cube, are equally spaced and are thus unaffected by this spell. Sphere walls, crevasse walls, and similar structures, however, have their own spheres. The spheres themselves are composed of several substances, each with its own sphere. Each sphere is a different substance, and any spell that would instantaneously create a sphere of equal or smaller volume blocks the spell. When a sphere is created, each substance has a different potency based on the material used for the creation. A material effect of the material used for the creation is the same as that used for the substance’s potency. When a sphere is cast into a sphere created by this spell, each sphere remains in place, provided that the spheres are kept within the spell area. The spheres then dissipate when no longer in place. A sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere cast into a sphere

Tiny Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You make a small, flat sphere of water. If you are within 5 feet of the water, the sphere is unoccupied. The sphere can hold up to 8 gallons of water. The sphere can be a solid piece of stone, a floating object, or a sphere of loose air. The sphere is made of nonmagical materials. You can make up to 7 of the sphere size, and it can be made of any material. The sphere can be made from up to 1,000 cubic feet. The sphere can be made from up to 2,500 cubic feet of water. The sphere can be one hundred and fifty feet in height. The sphere can contain up to six gallons of water. You can use an action to make the sphere larger or smaller by adding half the size of the sphere you created or subtract one more cubic foot. If you do so, the sphere is made up of up to five cubic feet of water. If you make the sphere larger or smaller by adding one hundred and fifty feet to it, the sphere is made up of up to ten hundred cubic feet of water. The sphere can be made up to three hundred and seventy feet long, or the size of your fortress. The sphere can be made up to nine hundred and ninety feet in length. The size of the sphere depends on its size. Smaller spheres can hold up to ten gallons of water. Large spheres can hold up to ten gallons of water. The spell can be used to create a larger sphere of water, and it can be made from any material. If the sphere has no water component, it is a sphere. The sphere can't be larger

Tiny Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a nonmagical object weighing up to 10,000 pounds (0.8 to 1.6 kilograms) or less. It takes 10 d10 psychic damage as damage, and it is the material object you touch. The spell ends if you cast this spell again or if an object is left unattended for the duration. Illusion

Tiny Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a point, made of stone, and place it within range. The target must succeed on a Constitution saving throw or be hit by a spell or magical effect that requires a concentration. On a failed save, the target suffers no effect from the spell and can’t be affected by it again until the spell ends. The spell can target plants, metals, or any other element that is present in the target's space. If the spell targets plants or metals, the target must succeed on a Constitution saving throw to remain within 1 mile of the spell and be unaffected by it. The spell ends early if the target is placed in any of the affected areas. On each of the affected days, the target can repeat the saving throw, ending the effect on itself on a success. If a target is affected by a spell or magical effect that creates a globe centered on a point within range, the globe moves with the target in space. The globe can be a cylinder, a cylinderoid, or a cylinder-shaped cylinder. The globe can be a cylinderoid, a cylinderoidoid cylinder, or a cylinder-shaped

Tiny spike

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You create a tiny, harmless sensory component that alerts creatures in your area to danger. This component can be used to make a sensory gesture, to calm an alarmed creature, or to warn off a suspicious creature that enters your area. When you cast the spell, choose a point within range. Creatures that are within 5 feet of the point and that can hear you can use their reaction to launch bolts of crackling, thudgeoning force at the creature within range, which must succeed on a Dexterity saving throw or be pushed 10 feet away from you and knocked prone. The creature must then repeat the saving throw if it were frightened of the spell or if the spell would instead reduce an affected creature to 0 hit points. Abjuration

Tiny statue

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a statue of sorts, one-foot tall and 5 feet across, that stands on a solid rock of the sort you choose, and floats vertically until the spell ends. You decide how the statue looks and behaves when you cast the statue spell. It can be a simple statue, a decorated statue, or an as-yet-unstowed statue that has never been dedicated to a deity. If its dedicated deity is dead (as with the statue created by the statue spell), the statue disappears and remains aloft, effectively being a celestial statue if its dedicated demiplane remains. The statue is emblazoned with the symbol of your deity, as if it had been created with a celestial symbol still attached. You decide whether the statue will remain or be replaced by a celestial statue or a demiplane and animate a celestial statue of your choice from there. The statue animates and animates again until you dismiss the statue spell. The statue retains the benefits of any mementos imbued with divination. When you cast this spell and as a bonus action on your subsequent turns, you can alter the statue so that it appears as a celestial statue and then dismiss it. Thereafter, when the statue animates again, the spell ends and the item returns to its mothership. While the statue animates, you can use an action to make two tremors in the ground in an unoccupied space adjacent to the statue (you can’t create one there). When you make such a move, you can cause the ground in the unoccupied space to become difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can summon up to four pebbles buddhist deity (requiring a 5th-level spell slot) to protect you against falling pebbles. Each drop pebbles into the buddhist vessel restores you to full health and partially restored hit points, as described in the buddhist text. Transmutation

Tiny statue

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your statue sprouts from the center of an object that you can reach, such as a tree trunk, a tool that someone carries or a piece of land your size or smaller that is difficult terrain or that has a diameter shorter than 5 feet, sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light sheds bright light in a 30-foot radius and dim light for an additional 30 feet until the statue is no longer there. You can hurl the statue up to 30 feet at any point, concentrating on a point you can see within range. It explodes when it strikes a creature or another creature, and the blast creates a 15-foot cube of flames. Each creature that starts its turn in the cube must succeed on a Dexterity saving throw or burn with cold damage for 1 minute. As a bonus action on each of your turns thereafter, you can move the statue up to 30 feet while making the saving throw. As a bonus action, you can move the statue up to 60 feet if you are within 30 feet of you, and up to 60 feet if you are within 30 feet of the object. When you move the statue, you can exert your action to change its mind about the attack before it makes its saving throw. If it decides to change its mind before the spell ends, it also must give its best chance to prove otherwise. As an action, you can either move the statue away from you and attempt to reanimate it of its former life, or you can cause it to abandon its new form and become a statue of life, willing to take the course of its own free will. As a bonus action on each of its turns, it can make a Constitution saving throw. If it successfully saves against this spell, the statue can’t revert to its former form for 24 hours; if it fails its saving throw, it reverts to its old form automatically, though it must use its action on each subsequent turn to do so. As a bonus action on each of its turns, it can use its action to make a melee spell of its choice—’rest, up to 1 hour, or endow itself with a protective magic that wards it from hostile fire. It takes 12 radiant damage on a failed save, and the statue can’t become protected from fire for 24 hours. You can create a shield by using 1 inch of nonmagical light created by a shield stand base and placing a thin sheet of transparent barrier atop it. If you create more barriers than are 6 inches thick, the barrier collapses and ignites all of them, while protecting the statue from fire destroys the barrier and ignites every remaining barrier created by the barrier. When you create a shield, you can either make a single sheet of barrier or combine two sheets of barrier into a single shield. If you create a shield of any sort, each sheet of barrier has a different power and purpose. When a barrier is created, the barrier is strong against fire and it lasts for the duration. A sheet of barrier blocks fire and can be destroyed by ranged weapon attacks made against it. Nonmagical flames (including stone, steel, or eggs) that are created by the shield have disadvantage on attack rolls against it. The wall of fire extends across the globe, forming a barrier at the bottom of which is a cylinder shaped like a circle and covering about 5 inches of ground. Fire spreads around the cylinder, and sudden changes in weather, as reflected in the cylinder, cause flooding of the area. Thus, waves such as those caused by hurricanes, tornados, and blizzards can batter the globe, flooding buildings and killing as many as twenty-five percent of it. Finally, because of its size and mass, a globe created by such a fire can't be taken down. The cold-blooded creatures that inhabit the globe are cold-blooded and therefore immune to the effects of any of the following spells of its kind: cold iron, fire, brazened steel

Tiny statue

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create up to ten tiny statues of creatures or objects within range, made of wood or stone. The statues are native to the plane of existence you choose. The statues are nearly invisible, and thus can’t detect creature or object contact. The statues give you an idea as to where the creatures or objects are located: upholstered on one side of the statue, on the ground, or on the ground in some unoccupied space. Any creature that starts its turn within 10 feet of the statue must succeed on a Strength saving throw or take 6d10 force damage. The statue floats until the spell ends, which ends if you use your action to move the statue. The statue obeys any command that a creature commands using its intellect or senses, as long as that command doesn’t violate any of the following creatures’s beliefs: 1) Divine retribution 2) The natural course of events 3) Staling creatures 4) Taming any creature to serve you or to hurt you or your companions. 5) The defense of structures and other targets. The daemons and the undead give you detailed information about creature or object locations, as well as knowledge of known defenses against certain types of creatures. You know that creatures of a certain kind can’t be targeted by spells or otherwise interacted with by spells. You can also learn about other creatures' behavior and their reactions to their actions. You learn the general course of activity throughout the duration of the spell, at which point you can use the statistics to determine the safest course of action. This course of action lasts for the duration, unless the daemons or the undead decide to take a course of activity elsewhere in the spell’s duration. If you take 6 or more damage, you take half as much damage. When you do so, the spell ends. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Tiny step

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one to three pebbles. You or someone else can make a ranged spell attack with one or two of the pebbles. On a hit, the target takes 2d10 bludgeoning damage, and it takes 2d10 bludgeoning damage on each of its turns. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Tiny Tangle

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes it so any tree trunks or branches can be picked up and transported safely to your destination. At the same time, it makes it possible for you and up to eight creatures of your choice that you can see within range to breathe underwater, even if they have flying range limitations. Creatures only partially affected by the spell take 120d6 damage, and plants automatically extinguish water effects that could deal damage to them. Transmutation

TinyTree

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell creates trees in your space that take 1d4 + 1 hit to construct. You choose one of the following properties to apply to this spell: • You create trees of your choice that last until you use this spell or until you use an activity action to manipulate one of the trees to create a tree or two. • You create trees of a sort you perceive within range. You can shape a tree so that it appears as if it were standing on a stump or in a tree trunk. It doesn’t have to be a tree, but it can’t be one made of bark, metal, or stone. • You create trees of a sort you perceive within range. You can shape a tree so that it appears as if it were standing on a stump or in a tree trunk. It doesn’t have to be a tree, but it can’t be one made of bark, metal, or stone. • You create trees of a sort you perceive within range. You can shape a tree so that it appears as if it were standing on a stump or in a tree trunk. It doesn’t have to be a tree, but it can’t be one made of bark, metal, or stone. • You create trees of a sort you perceive within range. You can shape a tree so that it appears as if it were standing on a stump or in a tree trunk. It doesn’t have to be a tree, but it can’t be one made of bark, metal, or stone. • You create trees of a sort you perceive within range. You can shape a tree so that it appears as if it were standing on a stump or in a tree trunk. It doesn’t have to be a tree, but it can’�t be one made of bark, metal, or stone. • You create trees of a sort you perceive within range. You can shape a tree so that it appears as if it were standing on a stump or in a tree trunk. It doesn’t have to be a tree, but it can’�t be one made of bark, metal, or stone. • You create trees of a sort you perceive within range. You can shape a tree so that it appears as if it were standing on a stump or in a tree trunk. It doesn’t have to be a tree, but it can’�t be one made of bark, metal, or stone. Casting this spell disables any barriers created by divination spells, and you are no longer blinded. Transmutation

Tiny tree

Casting Time: 1 action
Range: 30
Duration: 12 Hours

You create a Tiny tree that grows up to 20 feet tall and is immune to all damage and creature exhaustion effects. The tree lasts for the duration or until you use an action to make an ability check, which might be a check made using your action to break free from exhaustion. The tree disappears when you dismiss it as an action or if you cast this spell again. It is a Tiny tree with AC 20 and 30 hit points. The tree is friendly to you and your companions for the duration. While within 20 feet of you, the tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The tree sheds darkvision in addition to its normal dim light. It has resistance to fire damage. If it is attacked and thus rendered unconscious, the creature that attacked it, or a creature within 5 feet of it, can make a Constitution saving throw. On a failed save, the creature takes 2d6 radiant damage, and on a successful save, it takes half as much damage. The tree also doesn’t emit flames. While within 20 feet of you, the tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell automatically succeeds if you choose a different tree. Evocation

Tiny Tree

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a Tiny tree, an offering tree that grows from trees or branches of the same kind within range. You can make a nonmagical tree appear as a plant or a tree trunk, create a trunk or a trunk with a single touch, or simply cut and shape any shape you desire. An appearance is a small, lightly obscured image of something that looks like an animal or a plant, either one created by the DM or created by your own imaginations, perhaps as a wall to protect a place or a passage leading up to a certain height. If you create an appearance of some kind within range, the creature draws upon its imaginations to create the illusion of the creature’s true form, usually a unicorn or a giant centaur. Tiny trees, like trees made from bark, bark, or other plant matter, can grow to be up to eight feet in diameter and appear as small horns or stingers on the bark or on the ground within 30 feet. When a creature w as affected by a gust of wind causes a Tiny tree to fly toward it, the creature must make a Strength saving throw. On a failed save, it instead takes 2d12 bludgeoning damage and is caught in the whirlwind until the whirlwind has passed, ending its movement. A caught creature is also blinded if it is still within 30 feet of the tree and can’t see. Evocation

Tiny tree

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates tiny trees that look like tiny trees but are composed of magical energy. The plants appear to be trees, and the creatures that live within can easily see through the leaves. You can create tree rings or rings of bark to create rings of trees, and you can create trees of different sizes, shapes, or amounts of growth. Each tree produces one spell of its kind, or a spell of your choice that has a casting time of 1 action. These spells can’t be suppressed by barriers, magical barriers, or other magical barrier. When a barrier or magical barrier creates a permanent teleportation circle or a permanent teleportation circle, the circle or circle can be closed with a simple glyph of silence. The spell closes the circle if it’s within 100 feet of the barrier. Divination

Tiny tree

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose any number of trees within range that aren’t being attacked or otherwise damaged by hostile creatures. The creatures are limited in their movement options because of

TinyTree

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A tiny tree sprouts from a stump of a tree trunk, appearing between trees and linking each trunk to its own trunk. The trunk provides shade from the sun and provides shade from bright light. The trunk is an object made of bark and leaves arranged in a manner similar to a house. It lasts for the duration, after which it ceases to be a creature and becomes an object rather than a tree or shrub. A Tiny tree, a limb, or a group of barky leaves that are contiguous with the trunk and that are connected by rope to one another, appears in an unoccupied space of your choice within range. You can use a bonus action to cause the trunk to tangle with another object created by this spell. That action can create a temporary tree of service in which the wood of the trunk is replaced by leaves from a willing tree of life. The tree serves as a sort of companion, offering its service to its members. It is friendly to you and your companions and is dedicated to your safety. The trunk is immobile while you are incapacitated or asleep. When the trunk appears, each affected sleeper must make an Intelligence saving throw, taking 4d12 psychic damage on a failed save, or half as much damage on a successful one. The trunk also lasts for the duration. If the creature is still conscious when the spell ends, the illusion fades and the creature can move on its own. Transmutation

Tiny Tree

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A tiny, translucent trunk of bark rises from the ground in an unoccupied

Tiny Tree

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell creates something that looks like a tree. You choose the following plants to make the illusion: a shade of red, a root of some kind, a stalk or a leaf. You can create any of the following illusions: • A thorny or needle-like growth on the ground that grows to occupy your space as a flower bed or as a shelter plant. • A tall vine hanging from a bark that rises from the ground that serves as a container. • A tangled web of vines that serves as a covering for plants growing in the ground you choose. • A large, branching trunk lined with soft bark that extends to the sides as a flower bed or as a shelter. If you choose a plant that isn’t branching, it can’t be made to twist and twist its way through the illusion. It can’t grow to full height. If you create a Tiny illusion of a tree, you can use that illusion to create an illusion of another tree. You can make the tree appear small and tall enough to be surrounded by foliage. The illusion lasts for the duration. Once you cast the spell, you can reroll any of the illusion effects on yourself and on any creatures you cast that are on the ground or that are being carried by another creature. You can further reduce the extent of the illusion by removing some of the illusion’s illusion components. You can lay a wreath there to protect a structure that is no larger than a 20-foot cube. You can animate up to four structures at a time, and you can create

Tiny Tree

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a tree within range and animate a soft, soft, bark-like plant for the duration. The plant grows outdoors for the entire duration. At any time after the plant’s area is completely occupied by trees, the plant produces a sound that is like a rumbleberry, and until the sound is broken, a humming sound emanates from it. Each plant in the sound’s area has a bark sound, which is like an accordion lullaby. A humming sound can be heard from as far away as 30 feet and repeat as many times as you like. If you create more than one humming sound at a time, create them all within 30 feet of one another, issuing the same sound

Tiny tree

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell allows plants to linger in the ground until the spell ends. Creatures are limited in the number of leaves they can plant. When a plant appears within range and moves to a spot where it can’t be seen, a Tiny tree stands in the spot where it left the ground (20 feet tall and 10 feet wide by 5 feet deep), within 5 feet of a point of your choice within range, and doesn’t need to be there. When you cast the spell, choose one or more of the following effects to affect a creature. You can affect one of the following effects at a time. Each effect affects up to five creatures. If you target an interaction, take the following actions for each effect to

Tiny Tree

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create one Tiny tree that lasts until the spell ends. It appears in an unoccupied space that you can see within range. Magical incense is worn over the tree and a soft magic cord is wrapped around your finger to protect it from wind and rain. Appearing in an unoccupied space, the tree lasts for the duration or until you dismiss it as an action. It defends you from the elements and provides nourishment to any that wilt. When you cast the spell, you choose the area you created; you can place up to twenty-five trees within 30 feet of one another, or you can shape an extent of terrain up to 20 feet in diameter. When you construct a new spell or construct an arcane scroll, the trees are moved to a random location within 30 feet of the area. The trees take 1d4 fire damage when they open, and they take 4d4 cold damage when they open. A disintegrate spell destroys these trees early, but a transmute spell might also end up changing the weather within 30 feet of one of the trees. When the spell ends, the trees fall to the ground, which might cause flooding. Evocation

Tiny trinket

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You make an object that is small enough to be carried and held in your hand. It lasts for the duration, and you gain the following benefits: — Its weight doesn‘t limit you • You gain a flying speed of 60 feet; if you are not flying, you can only reach down and through its space if you are able. — You can‘t attack other creatures while it is within 60 feet of you. — You can use your action to create a small earthquake on the ground in your area that causes no sound, and make other sonic noises as part of its move to create the earthquake. If you make such a move during the spell’s duration, you can also cause the ground in your area to shake so that the spell ends. — You can create small earthquakes by pushing down against barriers, peeling back windows, and other metal or stone‘frame”s, as well as by moving about in openings that are 1 inch deep and 5 feet wide. These movements don’t provoke opportunity attacks. When you create the spell, you can use a bonus action to create two such quakes on the ground in your area, creating a maximum of four quakes when the square you’re on is opened and a minimum of two quakes when not. You can also use a bonus action to create a vortex or bubble, creating a mass of small conical creatures that are 10 feet thick around their bodies and capable of moving around the perimeter of the spell. When you create the spell, you can also use a bonus action to create a pillar, which is a 10-foot cube that can be up to 10 feet tall. A pillar lasts for the duration. When the pillar appears, each creature within its area must make a Strength saving throw. A creature takes 12d10 force damage on a failed save, or half as much damage on a successful one. The pillar can be destroyed instantly or as an action, up to three creatures of your choice that are within reach w ho are struck by the pillar and are driven off. The pillar leaves a trail of rubble that remains behind it. Any creature that dons the pillar or that reaches the end of the pillar’s life is driven back two levels, which the DM can extend to challenge the creature to a melee attack, normally a weapon attack. On a successful attack, the creature is driven back two levels until they can no longer defend themselves from the pillar. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you can create one pillar for each 3rd level spell slot down. Conjuration

Tiny trinkets

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a Tiny beast or plant. Alternatively, you can cause the plant to become charmed. The charmed condition is that a creature that says no when you cast the spell when it becomes charmed by the petrified nonmagical plant or when the spell ends for that creature. It obeys any and all decisions made by the plants that you have seen, heard, or seen, but no actions taken by plants that don't know what is in your petrified form. When you cast the spell, you decide what actions the plants will take and where those plants will move throughout the casting. You can set the petrified condition to no effect in lieu of the visible effect, such as on an allied plant. If you choose to set the petrified condition, plants that have become charmed by you or that say no when you cast the spell must also follow the instructions of the plant, or face a penalty for them if they do so. For the duration, plants that wear magical threads covering their hair and that say no when you cast the spell have disadvantage on attack rolls against them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is reduced by 1 hour for each slot level above 2nd. Transmutation

Tiny trinket

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch an object and give it a magical equivalent to its level. If the item is a trinket, add it to your spell save DC, DC 10, and so on until the spell ends. Alternatively, you can use an action to create a new trinket and put a new quality or level into it, and then use an additional action on each of your turns to change the trinket’s quality. You can use either an alchemical item or a magical item created by trinkets to make the trinket or magical to make a new one. You can also make a trinket give you an Intelligence score of 10 or lower. If you choose an alchemical item, you must choose at the time you create the item (such as the item’s price or quality) that you are using its alchemical component. When you create a trinket, you can cast it up to once, create a new one using it again if it suits your usee style, or dismiss the spell at any time as an action. If you use a magical item (such as a staff of levitation or a staff of constellations) to make a trinket, you can use it again only if your concentration is broken. When you create a new trinket, roll off the end of your trinket and repeat the process for all its other properties, provided that you do so at the same time. The spell then ends for each one in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the magic of trinkets increases by 1d10 for each slot level above 2nd. Transmutation

Tiny Webs

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You form a tiny web between two small rocks you can see within range. The web is thick enough that flying creatures can easily slip through without a problem. The webs let you come up to 180 feet in any direction without spoiling anything, making it easier to detect and trap creatures in your area. The webs don’t expand beyond the reach of creatures of your choice, but they do create a pocket dimension where smaller and less mobile creatures can’t move. Evocation

Tiny Winds

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A gust of wind rips through the air. The wind, up to 10 feet

TinyWitch

Casting Time: 1 action
Range: 24
Duration: 1 Hour

Illusion

TinyWitch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing witch. You or an arranged sexual practice partner are bonded together in a tree and connected through a web to the surface of the ground where the witch lived. Each other creature or object can’t be affected by the spell. Whenever a creature within 5 feet of the witch locures the witch at dawn or at dusk to defend herself or her child, she can use an action to cause a bolt of lightning to leap from her finger in a 15-foot cube centered on the spot. Each creature in that area must make a Dexterity saving throw. Each creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. Transmutation

TinyWitch

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one dumb, warded, or demiplane-like creature that isn’t being worn or carried. The creature is an item created by a divine spell, such as a ring of protection from fire, to serve as a magic item until the spell ends. The creature is free to do whatever it chooses while wearing the equipment, or at least to take actions as if it was carrying the item. The spell ends for the creature if it successfully completes a long rest or if the creature is subjected to its own injuries during the duration of the spell.

Tipping 60 60 1 Hour A pinprick that pierces an object, metal, or gem on the ingot or gemstone grants you an effect: - You create a tiny pinprick on a piece of nonmagical magic that you wield that fits within a 30-foot cube. - You instantaneously cause one additional pinprick on an unoccupied 5

Tipping

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell shapes the course of events within the minds of creatures you can see within range. Whichever creature takes 6 or more slashing damage while this spell is active, that creature can’t take actions this turn. On a failed save, the target makes a Wisdom saving throw. On a successful save, it can take a number of hits equal to twice the total. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your damage increases by 2d6 for each slot level above 5th. Necromancy

Tipping point

Casting Time: 1 action
Range: 120
Duration: 8 Hours

This spell empowers a creature that you can see within range with a stroke of its hand. You manipulate a piece of magic within range with a stroke of your own, creating a new effect within 30 feet of the target. The effect can be a new effect (such as creating a magic door or a teleportation circle), a spell of 8th level or lower, a minor or major effect, a magical effect, or a unique spell of a single level or higher. At any time after you cast this spell, you can use your action to move the needle up to 30 feet in any direction along the needle’s length. If the needle moves over a pit, cliff, or other drop, you can cause it to churn and produce a potion of healing equal to half the creature’s maximum life points. The potion doesn’t need to be active for 24 hours. After you make the move, the needle can fling itself at targets up to 60 feet away. Using the fling to disperse harmful vines, vines, and other vines is possible with a single use of this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can manipulate a single illusory portrait of a creature wearing light gray or violet armor in your area, linking the image to the creature’s equipment and raising the creature’s Wisdom score to 13. The illusory portrait can’t be more than 30 feet long, and it can’t create more than two 10-foot by 10-foot by 10-foot sections. When you create the illusory portrait, you can direct the image to move one creature within 30 feet of it or to the left of the creature for its appearance, using 40 feet of movement. The illusory portrait can’t create more than two 10-foot-by-30-foot sections. When you use this spell to affect a creature that uses an action to dismiss the illusory portrait, that creature becomes aware of the illusory portrait and can use that action to dismiss the illusory portrait with advantage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above

Tipping point

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

You create an object or a portion of an object within range that can be used to lasso a creature. The tool used for the lasso is a Large or smaller tool of your choice that you can find within 500 feet of its owner’s desk. The tool is held aloft with enough force to make the creature move. Otherwise, the creature must make a Strength saving throw. On a failed save, the creature is restrained and the tool used for the lasso is wasted.

Tipping point

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature or object that you can see

Tipping point

Casting Time: 1 action
Range: 30
Duration: 10 minutes

A shimmering force takes hold of a creature when it is a creature of Medium size or smaller within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Tipping Point

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d8 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target burns with cold damage equal to your spellcasting ability modifier, divided your spellcasting ability modifier. Fatigue means the target is fatigued for the duration. The target has disadvantage on Constitution checks and Constitution saving throws, and might be incapacitated. The target also has disadvantage on attack rolls and ability checks. The target has a resistance to critical damage types for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Tipping Points

Casting Time: 1 action
Range: Touch
Duration: 24

Duration Until dispelled This spell can create tactile, audible, and olfactory connections between two or more objects within range. The connection consists of a sound, a temperature, a brightness, and so forth, and it lasts for the duration. The spell can also create tactile, tactile, or olfactory patterns between the objects, creating tactile, audible, and olfactory connections between the objects and the physical world around them. While you are using the spell, you can influence the tactile, tactile, or olfactory patterns created by the tactile or tactile pattern created by the pattern of another creature’s hands or leg. When you cast the spell, you decide what patterns to include, how the tactile patterns appear, and how the tactile patterns resemble those of other creatures. If you choose the tactile pattern created by a hand pattern, the pattern appears in a place on the hand or leg that you desire, such as behind a desk

Tipping Point

Casting Time: 1 action
Range: Touch
Duration: 1 Day

This spell creates a point of influence 60 feet long and 5 feet outflung in a 15-foot cube originating from a point within range. For the duration, a fey bard and/or a fey creature can use the same turn of their turns to tinker with the magic of a wickerwork surface, casting spells, or otherwise doing something wacky. The two fey creatures can be killed instantly, if not for magical means. You choose the fey creature type below. If you do, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates multiple points of influence with each creature of a different type, rather than one creature for each type of creature. Divination

TippingPoint

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one apple, a small tree, some brush, and whatever else you can find on the ground, imbuing it with magic that allows it to pass for 10 minutes without requiring your movement. This spell can pass through objects up to 500 feet tall, though it can’t reach a ceiling, and it can’t be tipped over. Transmutation

Tipping Trees

Casting Time: 1 action
Range: 120
Duration: 1 Round

A vine trunk extends out and leaves a sting similar to a leaf blossom, creating a small golden ring along its base. The ring lasts for the duration, and its tip opens when touched. When touched, the ring hampers the casting of spells. When the ring touches a creature, that creature makes a Wisdom saving throw, taking 9d6 cold damage or half as much damage on a failed save, or both. On a failed save, the creature also suffers a bludgeoning, piercing, or slashing damage equal to 1d4 + your spellcasting ability modifier. The ring also deals poison damage when it touches a creature or a surface. Whenever a poisoned jewel in the ring—as with a poisoned jewel in a nonmagical weapon or an illusory sign of divination spell—creates poison or any other poisonous effect, a small bead of honey drips from the tip and sprays the poison or illusory sign on the affected creature. The honey drips poison or illusory sign, which w as created by the opening of a door or a tomb. The honey drips noxious sign when touched by a creature or a surface. Sight

Tireless

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell inscribes intricate patterns on earth that create endless days and nights. You can allow up to twelve creatures to be created each day, each of which has an Intelligence of 6 or

Tireless Blade

Casting Time: 1 action
Range: 120
Duration: Until dispelled (see below)

A whip imbued with terrible power hurls horrible blade blades into the air to batter the foes who try to fly into the clouds. Each creature in a 15—foot-radius sphere centered on that point must make a Strength saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The blades, also known as the iron whip, is particularly powerful. It inflicts 12d6 + 3d6 bludgeoning damage on a creature that fails its save against half the damage of the sword. The damage can’t reduce a creature’s attack roll or its saving throw against spells or magical effects or its attack ability, or its attack skill, changes, or its weapon—its or someone’s—’s weapon—’s damage type, or both. A creature with a weapon—its or someone’s companions’’s weapon or a piece of ammunition that it has —knock it to the ground or a restrained heap. A creature restrained by the whip has resistance to one damage type of your choice. When the spell ends, the whip disappears, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The whip leaves a creature restrained by it in the air, which makes it vulnerable to impacts, unskilled attacks, and lances. The creature uses its action to make a melee spell attack. On a hit, the target takes 4d8 slashing damage. If the whip strikes two or more creatures, one creature takes 4d8 slashing damage, and the creature is restrained by it, the creature either makes another melee spell attack, or it makes a spell attack with the whip. On a hit, the target takes 4d8 slashing damage. You make a nonmagical ranged spell attack with the whip. On a hit, the target takes 4d8 extra slashing damage, which is replaced by the extra spell damage. A weapon attack or a spell cast with the whip deals 4d8 extra damage, and the weapon pass attack deals 4d8 extra damage. In addition, the whip strikes twice with each creature in contact with it. If any of the creatures achieve the first creature’s maximum height, the whip leaps from the target and strikes the second creature with a melee weapon attack with it, and the creature takes 4d8 extra slashing damage, or half as much damage on a failed save, or both. As a bonus action, the target can make another ranged spell attack. On a hit, it can throw the whip at one creature or thrash it with a Thrown object. It then sheds dim light in a 30—foot square on impact, locking the creature behind it to the spell’s effect. The spell ends if the creature’s speed is reduced by more than 30 feet. Evocation

Tireless Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A thin line appears on the ground at a point you choose within range and lasts for the duration. If you touch a creature that is on the ground or moving along an incline, that creature takes 1d10 piercing damage, and you make the line a new length of 10 feet and 5 feet deep. The new damage type is Strength, and you choose either thunder damage or thunder damage from among the other damage types. Each creature in the line must make a Constitution saving throw against an attack using that damage type. A creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage type increases by 1d8 for each slot level above 1st. Evocation

Tireless Bolt

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous or 1 hour (see below)

This line of nonmagical energy blasts from your hand toward a creature you choose and then spreads across the ground in a 100-foot radius to create a 20-foot diameter burst of energy. Each creature in that area must make a Constitution saving throw. A creature takes 8d10 lightning damage and has disadvantage on each of their next made saving throws against this damage. Whenever a creature on the ground or inside a 20-foot radius sphere moves to take damage of any kind, that creature must succeed on a Constitution saving throw or take 2d10 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 3d10. When you cast it using an effect slot of 8th level or higher, the damage increases to 4d10. At Higher Levels. When you cast this spell using a spell slot of the chosen one and use my spell slot to create a spell of 8th level or higher, the damage increases to 5d10. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 6d10. When you cast it using a spell slot of 5th level or higher, the damage increases to 11d10. Transmutation

Tireless Grace

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames race across your body in a 20-foot radius, sprouting from your bare hands in a 45-foot cube centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 scorching damage on a failed save, or half as much damage on a successful one. The damage at the end of each of its turns increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Tireless Madness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, a creature that you choose becomes heavily bound to you. The creature is restrained, frightened, and stunned. While restrained by this spell, the creature is unable to do anything harmful to you or your companions or wield any weapon. If the creature tries to cast a spell or take a damage from a weapon, the creature must make a successful Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. Whether the creature escapes or mashes its head against a wall, a magic drain fills its surface. Any creature that ends its turn in the area takes 1d10 acid damage. This spell also causes terrain drawn within the area to become difficult terrain for the creature, if any. Until the spell ends, you can use an action to create a 15-foot-cube, 10-foot-deep pit, centered on each edge of the pit, with each edge 1d10 × 10 feet long. Each edge has AC 20 and 30 hit points. If you create the pit, you can make a Strength or Dexterity weapon attack using only Strength or Dexterity instead of both. The weapon attacks deal an extra 1d6 force damage on a hit, and the pit has half the bonus to its Strength or Dexterity. Conjuration

Tireless Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 5-foot-square mass of churning, needle-sharpened earth that remains upright for the duration. You can make this spell’s area of effect appear as a horizontal grove of trees or an elevation change of 10 feet. If you cast this spell over a 5-foot radius and as part of a spell cast on a different area of terrain, the spell creates an endless supply of small holes that are filled with a tangle of churned earth. The spell can open a portal to an unoccupied 5-foot-radius cube that is free of ammunition, stow or guard your gear, or chest you possess. This spell makes an extradimensional opening look like the space that a human face would occupy, though a 10-foot-radius one seems cramped to most people. The opening is heavily obscured and requires a successful Intelligence (Investigation) check against your spell save DC to be explained. When a creature enters the extradimensional space for the first time on a turn or starts its turn there, it and all other creatures within 10 feet of the extradimensional space and in contact with it make a DC 10 Strength saving throw. On a failed save, the creature takes 14d6 psychic damage, or half as much damage on a successful save. If the creature enters the space for the first time on a turn or starts its turn there, it and all creatures within 10 feet of the space and within contact with it make a Wisdom saving throw. On a failed save, the creature takes only half as much damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is no longer blinded and blinded for 30 minutes. Transmutation

Tireless Spike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A crackling, needle-toothed spike springs from your finger to strike a target, dealing 1d6 force damage to it. That target must succeed on a Strength saving throw or be pushed 10 feet away from you and then the spike deals force damage to one creature you choose within 30 feet of it when you made the save. When the creature finishes its saving throw, the spike deals no force damage and is pushed back 5 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Tireless Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a stone body of water on ground that you can see within range. You create the following effects when you cast this spell. A creature that uses an action to shake the rock rises in the air and strikes one creature within 30 feet of it with a slam attack. This spell has no effect on objects or structures created by arcane or magical construction. • Stunning the rock triggers a boom sound that can’t be blocked by armor or other barrier. • The rock creates a 20 foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. • A creature that fails the save makes a Dexterity saving throw at the end of its turn. On a success, it can use an action to switch to a different rock on the ground before the spell ends. A creature’s speed is halved if it escapes from the rock by nonmagical means. It must follow the described route first, which requires climbing it and succeeding on all its saving throws, before it can fall. Transmutation

Tireless Strike

Casting Time: 1 action
Range: Self (90-foot cone)
Duration: Instantaneous

As you strike down a foe, create a line of magical resistance between you and the target that is knocked prone. For the duration, a prone target has resistance against one damage type: acid, cold, 13℃ fire, 11℃ lightning, 5℃ earth, +10 natural armor, and 12℃ lightning damage. Creatures in the cone have resistance to the damage type determined by the DM based on their skin color. Creatures of the same color as your target also have resistance to the damage type determined by the DM. If you create the line of magical resistance, each creature in it has resistance against one damage type determined by its skin color, and the duration is equal to 10 minutes. Transmutation

Tireless Tomb

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

Your tomb disappears, and every creature that was within 30 feet of you when you vanished or entered the tomb rises with a 30-foot charge. That creature can use its action to create a trench in the ground set aside for the tomb. Until the spell ends, you can use a bonus action to create a pillar of cloud on the ground, which lasts until the stone collapses. The pillar is 1 mile in diameter and can’t exceed 10 feet tall. It lasts until the spell ends. If a creature buries itself within the trench, the trench disappears, and a blast of holy light damages it. When the trench disappears, any creatures or objects still affected by the spell are driven back to their original dimension and hurled at nearby creatures, objects, and creatures affected by the blast. Conjuration

Tireless Tomb

Casting Time: 1 action
Range: 60
Duration: 24 Hours

By means of this spell, which lasts for the duration, a tomb can be created on a spot within range. The tomb is covered with a protective covering of soft, transparent mist, and it lasts for the duration. While the tomb is on the ground or within an area covered by mist, objects created by spells cast by humanoids or otherwise created by such creatures are transported into the tomb by rail toward locations that other creatures have passed. Necromancy

Tireless Tomb

Casting Time: 1 action
Range: 90
Duration: 1 minute

A tomb appears under an area you choose that is either side by a paved road or on a rock face. The tomb lasts for the duration. When the tomb appears, each creature that is within its area must make a Dexterity saving throw. If a creature is wearing armor that is neither light nor heavy enough to allow it to stride out of the tomb, it must make the saving throw with advantage, and the tomb appears empty; it is made of metal and light. When the tomb appears, each creature that weighs more than 1 pound must succeed on a Dexterity saving throw or become trapped; when this trap is broken, any trapped creatures or objects fall into a rumbling pile of rubble until they are no longer trapped. While trapped creatures or objects can be eviscerated by this trap, the rubble remains unharmed. The tomb remains for the duration. Any creature that can’t find a way out of the tomb (or its rubble if it is trapped) falls back to where it came from, where it originated from, and killed by the spell. To find a way back to the tomb, a creature must make a Dexterity saving throw. On a failed save, it descends into a pit 2 feet deep, 10 feet deep, and 5 feet wide. It triggers this trap when a creature other than you enters the tomb. For the duration, these creatures have disadvantage on attack rolls against creatures within 5 feet of the tomb. At Higher Levels

Tireless Whip

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a whip that flies out toward a creature for combat. The creature must make a Strength saving throw. On a successful save, the whip becomes a simple whip made of tough leather, stoutly woven, and cut into fine strands. The whip sucks up both food and liquids that aren’t being consumed. The whip lasts for the duration fixed by a simple stinking cloth and drops clean milk, water, and food worth 1 hit point at a time, though it can’t extend into a corpse or altar. To a creature that uses movement to move across

Tireless Whip

Casting Time: 1 action
Range: 60
Duration: 24 Hour

You create a long, vine-like whip twisted like a whip, twisting and twisting as you like. Each whip carries a certain weight, dealing 1d4 + your spell casting ability modifier per whip you choose. The whip cuts through flesh and leaves behind a tail that sprouts from the whip. If thrown, the tail can propel you up to 10 feet per round in any direction. When you cast the spell, you can target one additional whip for each whip you make. When you cast this spell and as a bonus action on a subsequent round of combat, you can target two additional whip for each additional round you have been in the game. Transmutation

Tireless Whip

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a churned-earth whip with a 30-foot radius on a point you can see within range. The whip sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. When you cast the spell, you can change the shape of the whip so that it is a pair of legs and then you can reshape the whip in any way you choose so that its legs are longer and its back longer, or you can reshape the whip in a different manner so that both its arms and its back are longer. The whole thing is made of magical energy. When you finish casting this spell, you can have it end its life on an open wound or a melee weapon attack, or it can end its life without fail. The whip is nearly invisible. It lasts for the duration if you are fighting it or using it as part of your attack action. A creature that attacks you while the spell is on you must succeed on a Strength saving throw or take 6d12 bludgeoning damage and be pushed 100 feet away from you, where you cast this spell again, to notice that you are no longer under the whip’s sway and that your speed is halved. You can use your action to move the whip towards you, using the same movement as your movement over the course of the next 24 hours. After you move away from the whip, you can make another free throw with advantage if you do. The whip sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you choose to move the whip, you can use a bonus action to cause the area of bright light to shift to a new horizontal plane, where it will dimmer for 1 minute. When the change occurs, the whip emits a brief whistle that rings inaudibly. If you cast this spell while you have a spell slot of 2nd level or higher, the whistle emits a dull, dingy melody that fills a 30-foot radius around the point where you cast the spell. When you cast this spell, you can have the whistle fill a 30 foot radius and then repeat the melody. You can’t use it again until you finish a long rest. Conjuration

Titan Armor

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A thin sheet of thick, taut armor emblazed by a lightning bolt reaches for your gear, and attacks your enemies as normal. The armor lasts for the duration, but it can’t cover any damage. It also ignores armor set to nonmagical armor. After the spell ends, the armor reverts to normal condition, and creatures and objects created by spells or magical effects, damaged by the spell or created by spells or magical effects are automatically restored to the slot they were damaged on. Transmutation

Titan Barrier

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A thin beam of gray energy blankets a globe of stone and becomes a buoyant, horizontal buoyancy blanket for the duration. If the globe floats, it floats up to 10 feet more powerful than the floating globe. The spell ends when you dismiss it or your hand’s size is reduced by 3 for each level above 6th. Evocation

Titan Buster

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a wave of cosmic energy that reaches your hand in the air and blasts a hundred-foot-radius sphere of energy at a creature within range. Each creature in a 10-foot-radius sphere centered on the sphere where the blast creates a circular explosion centered on a point within range. Each creature in a 10-foot-radius sphere centered on the sphere takes 2d4 radiant damage, and each creature that fails its save against radiant damage within the area takes 1d4 fire damage. Each target takes 8d6 fire damage with this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Evocation

Titanic

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell grants the willing creature you touch the ability to move with it and change direction instantly. If the creature is holding or carrying a Medium or smaller object, you can use your action to use your action to move it up to 10 feet in a straight line and then make a melee spell attack against that object. If you have the Large or smaller object, you can move it up to 30 feet in a straight line, which makes it immune to being pushed or pulled. (You can use only one move every 10 feet.) You can’t have more than one Tiny or smaller object moved by this spell at a time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Titanic Barrier

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

An invisible barrier formed from cosmic energy springs into existence above a point within range and lasts for the duration. When the barrier appears, each creature within 5 feet of it or a creature within 500 feet of it must make a Dexterity saving throw. On a failed save, a creature is restrained and must move 5 feet or more outside the barrier to get outside. A creature restrained by the barrier can use either movement or Strength to enter the barrier. A creature restrained by the barrier can use Strength to move 5 feet or more outside. Transmutation

Titanic Growth

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a warp in the fabric of space that allows a Large or smaller Medium creature to grow to a height of 120 feet. The transformation takes effect after a short rest. Until the spell ends, you can use a bonus action to transform one Medium creature you choose within 120 feet of you into the creation of multiple creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create multiple creatures of the same kind at the same time, creating two d10s for each kind of creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher

Titanic Rebuke

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You step into the void and knock out one creature or object that you can see within range. Make a melee spell attack against the target. On a hit, it has disadvantage on the first attack roll it makes before the end of its next turn. On a failed save, it has disadvantage on the next attack roll it makes during its next turn. If it fails the first time during its turn, the second time it acts normally, the third time it acts ill, or the fourth time it acts very ill, it takes no actions during the attack. The target’s speed is halved until the start of your next turn. Conjuration

Titanic's Grace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You have learned the ways of the pantheon in ancient Greece. Through the aid of divination spells, you have learned the secret rituals that give rise to the pantheon. You have learned to distinguish between gods and peoples, deities and peoples, divinities and peoples, gods and peoples, and deities who are beyond the scope of their deity. You also have learned the secret rites and ceremonies used to cast these rites and to keep track of them. You also know the rites and ceremonies of deities and peoples who are divinities, divinities, and peoples, divinities and peoples whose images you create. You know the rites and ceremonies of divinities, divinities, and peoples whose images you create. You must speak the secret divination spell at the time you cast this spell, if you have one. You learn how to cast the spell while fully attuned to the affected deity, divinity, and peoples. If you cast the

Titanic Slam

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A shimmering force hurls itself at one creature of your choice that you can see within range. The target must make a Strength saving throw. On a failed save, it takes 14d6 lightning damage and is restrained. For the whole spell’s duration, the target is subjected to lash attacks, which deal 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Titanic Splash

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The first time you hit with a melee spell of 2 levels or lower, the ground shakes and shards two 5-foot cubes of stone in your path for its entire length. The ground within is heavily obscured and can be difficult terrain for creatures other than you. The ground shakes and shimmers when a creature of 3rd level or lower uses an action to push a cylinder of earth or stone up to 60 feet in any direction. Make a melee spell attack for the ground within 10 feet of that creature, and make another melee spell attack for each cylinder. On a hit, the target takes 4d8 force damage, and it must use its movement to move up or down one size category from lowest to highest. The ground shakes and shimmers when a creature uses an action to push a cube of earth or stone up to 100 feet in any direction. To a creature moving from one location to another on the ground, the ground shakes and shimmers. The ground shakes and shimmers when a creature uses an action to push a cube of stone up to 20 feet in any direction. Conjuration

Titanic Splash

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Whispering to the spirits within your reach, a titan appears in bed of your choice that isn—if you're above the 50 foot ceiling—and that appears in an unoccupied space that you can see within range. The titan is large, has a weight of 5 pounds, and is 15 feet tall. It can enter a suspended animation with creatures of your choice within 10 feet of one another and makes each jump, attack roll, or power attack using it as if it were a creature. The titan can move across crests and into openings as wide as 25 feet deep; however, it can’t cross a chasm open as deep as 25 feet; however, it can move across a ceiling as high as 25 feet horizontally, up to 20 feet vertically, and so on. This spell can’t activate more than one animating animus at a time, and you can use another effect to create more than one animus. A strong wind (your choice when you cast this spell) disperses the animus, and you can’t activate more than one animus at a time. While animus is active, you can use your action to create a new animus. You can use both animuses for each animus’s cost. You can’t use any other effect when the spell’s duration ends, and the animus animuses of all the creatures you create don’t overlap. Transmutation

Titanic Splash

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create or shatter a sphere of psychic force between you and a creature that you link to one shore of the ocean. The sphere extends into the air and touches down in an unoccupied space of the creature’s choice within 60 feet. The sphere’s area is difficult terrain. Until the spell ends or the sphere starts to affect the creature when it appears, the sphere erupts with a roar that makes it impossible for the creature to pass or avoid the area. Evocation

Titanic Splash

Casting Time: 1 action
Range: 500
Duration: Instantaneous

This spell creates a vertical boom of force, weighing 300 pounds, that crashes down on your target and shakes it, not you, to the ground. Each creature in a 40-foot-radius sphere centered on the point you chose must succeed on a Strength saving throw or be knocked prone. The sphere remains until the spell ends and deals an extra 1d6 force damage to you when you hit it with a melee weapon attack within the first 6 inches of its path. Necromancy

Titanic Splash

Casting Time: 1 action
Range: Instantaneous
Duration: You create five tiny pieces of lightning that spar

kle and then shatter in a flash of lightning. Each piece of lightning must be within 60 feet of you and touching the ground must make a Dexterity saving throw. On a failed save, it ignites flammable objects that aren’t being worn or carried. Any creature that has its breath can’t extinguish the fire must instead use another means to cool it. A templar’s fist can then push the piece of lightning at its point toward a creature, making the creature take 2d8 lightning damage per inch of ground and 5d8 lightning damage per inch of sky, in addition to the normal damage. When the templar releases the piece of lightning, it ripples out in a volley of lightning bolts, lasting no more than 10 feet on each side and 30 feet tall. These bolts deal no damage against targets within 5 feet of them. When the templar summons the lightning, it strikes with a single bolt and creates 50 lightning-sized bolts within 30 feet of it, each lasting no larger than a Small weapon and piercing a creature. A creature that can hit the point where the lightning strikes must make a Dexterity saving throw. On a failed save, the creature takes 4d12 lightning damage. On a successful save, the creature takes half as much damage, or half as much damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the damage increases by 2d12 for each slot level above 6th. Evocation

Titanic Spray

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a beam of spectral energy in a 15-footradius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 5d8 radiant damage and becomes blinded for 7 days. On a successful save, a blinded creature can make a DC 15 Wisdom saving throw. Its damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Titanic Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a powerful wave of thunder and hail that appears in a 30-foot-radius sphere 30 feet long and 40 feet wide. The wave descends with a 20-foot radius and travels 5 feet straight through the ground. The spell ends if you hit a creature that was hit by the wave. The wave travels 1 mile in any direction. The wave can penetrate 10 feet of solid rock, 10 feet of solid earth, 10 feet of solid water, 20 feet of liquid air, 10 feet of liquid air-filled earth, and 30 feet of solid rock. Conjuration

Titanic Strength

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a shimmering force field around you and that you can see within range. Any creature in the field when you cast the spell must succeed on a Strength saving throw or take 1d12 bludgeoning damage. This force field surrounds you and prevents your melee attacks from dealing damage to it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force field increases by 1 foot for each slot level above 3rd. Evocation

Titanic stride

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a burst of speed and ferocity that can rival that of a majestic mount. You can use your action to move up or down 60 feet in a straight line, straight ahead or left or right. You can make a Strength check against your spell save DC to move up or down 60 feet in a direction you choose. As an action, you can move up or down 60 feet in a straight line, but you must make a Strength check against your spell save DC to move up or down. Evocation

Titanic Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A swarm of thorns sprouts from a creature’s shoulder. Each creature within 10 feet of the target must make a Strength saving throw. Make a Strength check against the spell’s DC and add the ground-type speed to the saving throw. On a successful save, the creature lands on its feet and is no longer restrained by thorns. At Higher Levels. The swarm grows larger to reach heights as tall as 50 feet. Each creature that ends its turn within 5 feet of the target must make a Constitution saving throw. A creature automatically succeeds on this saving throw. A creature’s natural rate of movement is speed , and when the target reaches its maximum speed at which it can move, it moves at half the normal speed for that creature, up to 30 feet per round trip, plus 50 feet for each way it moves during its turn. This movement also extends over all land within 500 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Titanic Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 10-foot-radius sphere of chaotic energy centered on a point you choose within range. The sphere spreads around corners. It lasts for the duration or until the spell ends. The sphere is a solid mass of force 10 pounds and up. It can be destroyed, but not modified, by force or weapon attacks. The spell ends if you dismiss it as an action or as a bonus action on your turn. The sphere remains there until the spell ends. This spell creates a swarm of 10-foot-radius, 30-foot-tall, swirling orbs centered on a point you choose within range. You choose a point you can see within range and that can be of size Small or larger. Each creature that starts its turn within 10 feet of the sphere must succeed on a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much damage on a successful save. A creature that ends its turn within 10 feet of the sphere takes 1d8 acid damage, and a Large or smaller creature takes half as much damage. A creature that ends its turn within 5 feet of the sphere takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Titanic Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to an unoccupied space that you can see within range. The spell lasts for the duration, and you can target any number of creatures that you can see within 60 feet of you when you cast it. You can repeat this spell many times before you have to finish a long rest. Transmutation

Titanic Swarm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A swarm of meteors appears in a 30-foot-radius, 40-foot-high cylinder centered on a point within range. The area is heavily obscured. It spreads around corners. Each creature in the area w ho appears in an unoccupied space that you can see within 30 feet of the spot you described, regardless where you hail from. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area expands to 50 feet in diameter and spreads around corners. Evocation

Titanic Touch

Casting Time: 1 action
Range: 6
Duration: Instantaneous

You touch a creature. It can use its action to construct a special bond with you, granting it temporary hit points equal to your spellcasting ability modifier. The bond lasts for the duration, or until you or your companions create a distraction against the spell. When the spell activates, one of the following effects occurs. You can call into question the mind of one Medium or smaller creature you can see within range, trying to discern any weaknesses in one of the following properties: • One weakness discerns through dim light, light, or darkness; or • A weakness that is discovered through the use of a spell or other means discerns an attacker that is hiding within an area of darkness that is 2 feet or less underground. Conjuration

Titanic Whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your axe leaps from your hand toward a target creature within range, ripping off its body and tearing its armor and creating a piece of metal that is both hoistable and untangled. The cut metal grants it armor plating equal to your choice, making it immune to being damaged by weapons attacks. The creature has advantage on Strength, Dexterity, and Constitution saving throws. Its Strength when it begins its turn reduces the targets armor plating by 5 levels, and its Dexterity when it begins its turn reducing its Dexterity by 2 levels. A creature that starts its turn in the bon

Titanic whip

Casting Time: 1 action
Range: Touch
Duration: 23 Hours

By using a magical bond, you can crush the spirit of a Large or smaller creature within range. For the duration, the creature is restrained as a bonus action, and if it successfully escapes the restraints, it can use its action to ram its way out. As a bonus action on each of your turns until you finish a long rest, you can move the creature up to 30 feet in any direction along the flanks of the wall. The restrained creature can use its action to slam its fist against the wall, ending the effect on itself on a success. The demon can’t speak, and its hands are tied behind its back. As a bonus action on each of your turns, you can move the giant up to 5 feet in any direction along the wall. You can also create a magical whip between you and the immobile creature, preventing it from moving while it is frightened. Evocation

Titanic wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, you can create a 10-foot-radius sphere centered on a point within range and that is up to 100 feet tall. Until the spell ends, a 30-foot-radius spinning cylinder of vortexes 20 feet in diameter appears in the center of a 30-foot-radius center. Each creature in the cylinder must make a Constitution saving throw, taking 8d10 thunder damage on a failed save, or half as much damage on a successful one. Additionally, the cylinder lashes out from a creature or object in the area, mimicking the sounds of footsteps or the rustling of a car. The cylinder fills a 10-foot cube. Each creature in the area when it appears or that ends its turn there must succeed on a Strength saving throw or take 6d10 bludgeoning damage, or half as much damage on a failed save. The dust devil. At 5th level, you choose the elemental elemental component of a wind weapon. The weapon deals elemental damage equal to 1d6 + damage. At 11th level, you choose the elemental elemental component of a storm weapon. The weapon deals elemental damage equal to 1d6 + damage. At 14th level, you choose the elemental component of a siege weapon. The weapon deals 1d6 + damage of the element, and the damage increases by 1d6 at 17th level and 17th level. Conj

Titanism

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You manifest a spirit that takes the form of a crab, lizard, lizard, or tiger and forms into fey (tiger or lizard) forms that remain until the spell ends. The fey functions as a sort of floating campfire, offering up food and protection to creatures of your choice within 30 feet of it. A tentacle-like creature about the size of a small island or a flying beast with a tail (fingers spread across its body) appears at the bottom of the tentacle-shaped vessel, and it is immune to all damage and can’t attack you. Any creature charmed by the fey can see through the creature’s tentacle can see through the creature’s mouth, and if a creature uses its action to speak a language other than English, the fey speaks the language, because it knows the language. You decide what language the creature speaks. The fey is friendly to you and your companions. It obeys your spoken commands, but it doesn’t take actions or move around you. If the creature you choose speaks a foreign language, it obviously means that it isn’t familiar with you and is therefore untrustworthy. The fey doesn’t need food or water, and it doesn’t attack you. It simply waits for you to arrive at its destination before attacking. If the creature fails a saving throw, or the spell ends, it pursues whatever path you choose to take to regain control of the fey. If you persist in casting this spell while within 300 feet of a creature who uses an action to inspect the fey’s progress, that creature must spend 1 extra action to rejoin the fey, or the spell ends. You can dismiss the spell using the creature’s normal action. Conjuration

Titanism

Casting Time: 1 action
Range: 60
Duration: Creature or trinket of air

10 minutes The elementals of nature manifest into translucent, shadowy shapes that hover in the air for the duration. When a target is hovered for a duration, a creature that can hover is vulnerable to falling or being pulled over hazards in the area. While the elementals are hovering, any creature that can reach out to touch a target can use a bonus action to make a Strength or Dexterity check against your spell save DC. A creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, a target can be lifted off the ground and set on a new course of action. The spell ends if the target starts its turn in a jump hazard that you choose, such as on a hill or cliff. Transmutation

Titanism

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and compel it to sacrifice life for your pet project. Choose a creature’s

Titanite Armor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The touch of a demon springs into existence around 1/2 mile from you in an unoccupied space of your choice within range. The touch causes a spectral demon, or a construct similar to one, to rap at the target and strike it with a rapier. The target takes 4d6 necrotic damage, and it must succeed on a Dexterity saving throw or become restrained in a vat of demon blood until the spell ends. A creature restrained by this spell falls into a leper’s pit, which has a 30-foot radius and is animated by the spell until the pit falls away. A spectral demon moves

Titanite Armor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and grant it the ability to become an antiteic suit. You or someone else who can see beyond the reach of your senses can see in excess of 360 feet, centered on the point where you cast the spell. The creature’s AC equals 10 + the creature’s hit point maximum. This spell’s magical ability determines how long you have before you use this spell. If you have a magic spell slot of 2nd level or lower, the spell lasts until it is dispelled. If you have a spell slot of 3rd level or lower, the spell lasts until it is dispelled. You can alter the armor’s ammunition to match the spell’s magic, and the spell lasts until it is dispelled. When you cast this spell, you can adjust the material used to create the suit to match your game situation. You can also use the armor to protect a location you have guarded or to protect a permanent object you have protected or to protect some other permanent. The armor can hold up to 500 pounds. If the armor reduces a target to 0 hit points, it is taken out and destroyed. If the armor reduces a target to 1 hit point, it is taken to the nearest undead pit and destroyed. If the armor reduces a target to 0 hit points, it is taken to the nearest unoccupied space within 5 feet of a hostile fortress or a place of general threat to the fortress’s citizens. Transmutation

Titanite Blade

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A spear-shaped blade of quicksilver-hard stone imbued with the power of the gods. The blade appears in the ground, then spreads out across the ground before igniting a brief explosion. The blast deals a great

Titanite Blade

Casting Time: 1 action
Range: 1 Hour
Duration: You create the most powerful piece of metal you ca

n think of. Choose a Medium or smaller weapon of your choice: light, thrown, scimitar, short sword, or scimitar of thrown weight. You create a small, harmless beam of energy that pierces the flesh and bones of one creature you choose within 5 feet of it and causes it bludgeoning damage equal to 1d4 + your spellcasting ability modifier. The target must succeed on a Strength saving throw or take 2d6 acid damage, and it has resistance to the damage for 1 minute or until it falls unconscious. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Titanite Blade

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a large, flat-bodied, tattered, black-tipped, stone-tipped weapon of your choice that you can make from a single drop of stone. The weapon can have one weapon type: stone, manganese, or ebony. You choose which type of stone you create. The weapon can hit with either weapon as a bonus action. You can use your action to create a single weapon, but it is considered to be an attack until it hits. If you do the same to a stone, it is destroyed. If you create a weapon of the same type, it is destroyed. For the duration of the spell, the weapon can carry up to three additional creatures. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage and take 1d8 necrotic damage on a failed save. On a success, the weapon is no longer in play and the spell ends. Conjuration

Titanite Blade

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a razor-sharp blade of stone that hurls projectiles of your choice within range. Choose a point you can see within range. Each creature in that closest to the point must make a Dexterity saving throw. A creature takes 4d6 slashing damage on a failed save, or half as much damage on a successful one. For the duration, these points deal 1d6 bludgeoning damage to targets up to 10 feet tall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Titanite Devil

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 year

You hurl up to three creatures of your choice that are Medium or smaller with a Strength score of at least 6 or lower. Each creature within 5 feet of you must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. For the duration, a titan or a titanite devil has advantage on attack rolls against

Titanite Furnace

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flames breath erupt from your boots and straight down your feet. Each creature within 30 feet of you emits a moderate—fireball-sized explosion in a 10-foot radius, dealing fire damage to each creature within 10 feet of the starting area. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 12d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Evocation

Titanite Shell

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering portal appears in the ground at a point you choose within range. The portal is large and heavily armored, and it lasts for the duration. It sheds bright light in a 20—foot radius and dim light for an additional 20 feet. The portal appears randomly and lasts for the duration. When the portal appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 9d8 necrotic damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, the damage increases by 1d8 for each slot level above 13th. Necromancy

Titanite spike

Casting Time: 1 action
Range: 90
Duration: 24 Hours

A spike springs into existence at an angle you choose within range. The spike becomes lodged within a Medium or Small humanoid being and lasts for the duration. The spike is intangible, difficult terrain, and occupies the creature’s space within 5 feet of it or less. When you cast this spell or as an action that uses this spell, a small earthquake can be heard throughout the area, sending bits of rock flying up from the ground. The spike creates noxious gas that lasts for the duration. If any creature starts its turn in the spike’s path, that creature must succeed on a Strength saving throw or be flung 3d8+1d4 tall trees trudging its path. Synchronicity Touch Concentration, up to 24 hours You touch a willing creature to resolve a particular phenomenon. The target knows the cause of the phenomenon until the spell ends. Whether the target likes it or not, it can’t become incapacitated by the spell, and it has advantage on attack rolls against creatures other than you. Abjuration

Titanite Swarm

Casting Time: 1 action
Range: 10
Duration: 24 Hours

An elemental force takes 30 thunder damage on your turn or turns for the creatures you designate along with 1d4 additional effects of your choice, and the effects last for the duration. To a creature hostile to you, this spell is like magic, except for the casting of spells and the teleportation of creatures. You can use a bonus action to dismiss the effects and regain hit points. The spell ends if you cast it again or if you cast it again without spending any hit points. Evocation

Titanite Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An incorporeal swarm of tawny, black-robed creatures appears on the ground within range toward a creature of your choice within range. The swarm spreads around corners. Each humanoid that becomes visible when it reaches any height over 5 feet must succeed on a Wisdom saving throw to avoid the swarm. While a humanoid is visible in the swarm, it is blinded and deafened. It can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The swarm spreads around corners. Each humanoid that becomes visible when it reaches any height over 5 feet must succeed on a Wisdom saving throw to avoid the swarm. While a humanoid is visible in the swarm, it is blinded and deafened. It can make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. When the swarm appears, each humanoid within 5 feet of it must make a Wisdom saving throw with advantage. On a failed save, the swarm disperses into a more natural area for its divided group, which can be up to 30 feet away. Each humanoid that ends its turn within 5 feet of the swarm must make a Wisdom saving throw at the DM’s option. On a failed save, the swarm moves 10 feet away from the creature’s location on a second try, causing it to become trapped. Evocation

Titanite Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A swarm of ten centipedes appears at a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Titanite Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swarm of meteors erupts from a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails the save is pushed up to 10 feet away from the point of impact. The swarm spreads around corners. When a creature moves into a spot where it can see a point within 5 feet of the point where the swarm appears, the swarm moves around the creature and moves it, stopping at the closest point where the creature can see the swarm. A creature that can see through a point within 5 feet of the point where the swarm appears can see through and thus the swarm spread around the creature and move it. The swarm moves as a group, with one exception: it doesn’t move as a creature and doesn’t leave a creature’s space. A swarm of this kind can hit a creature with a melee attack. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Conjuration

Titanite Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swarm of meteors erupts from a point within range. Each creature in a 20-foot radius sphere centered on the point must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Titanite Swarm

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A swarm of star-like meteors, colliding with solid rock, appears at a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. For the duration, these meteors create a circular beam of crackling, bright light centered on that point. The crackling light can pass through barriers, but a creature must be within 60 feet of the center of the hub where the meteors appear to be visible. A creature that enters the spell’s area for the first time on a turn or starts its turn there takes 2d10 lightning damage. The spell’s damage increases by 1d4 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Titanite Swarm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a swarm of giant, fey, and scorpion-like creatures that hover in the air for the spell’s duration. Each creature within 30 feet of the spell’s area must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature can take this damage only if it is immune to being charmed, frightened, or possessed by a god or a special entity, such as a god or an archdruid, that uses the Swarm spell. A creature can't be charmed, frightened, or possessed by a god or possessed by a special entity. If a creature takes this damage while frightened, it must make a Wisdom saving throw. On a failed save, the creature is charmed or frightened by that creature for the duration. A creature must make the saving throw each turn if it is subjected to the spell or if it is possessed by a god or possessed by a special entity. A creature can take this damage only if it is immune to being charmed, frightened, or possessed by a god or a special entity. If a creature takes this damage while possessed by a god or possessed by a special entity makes the saving throw at the end of each of its turns, the creature takes damage equal to 1d8 + your spellcasting ability modifier. A creature that fails the save must make an Intelligence saving throw. At the end of each of its turns, it can make another saving throw. A creature takes this extra damage on a failed save, or half as much damage on a successful one. A creature that fails its save against a swarm of giants or scorpions has its speed halved until the spell ends. Necromancy

Titanite Whip

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a serpent-like weapon that is as large as a horse or a bat into the air. Make a ranged spell attack against a creature within your reach. On a hit, the target takes 2d8 venomous bite damage. If you hit a creature with a ranged weapon attack during this spell’s duration, the venom spreads and leave a poisonous trail. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the venom spreads to all creatures in your reach. Additionally, when you make a ranged spell attack for the first time on a creature named after a deity, your attack deals an extra 2d8 poison damage to the target, and its speed is reduced by 30 feet until the spell ends. At Higher Levels. When you make a ranged spell attack for the first time on a creature named after a god, your attack deals an extra 2d8 poison damage to the target, and its speed is reduced by 30 feet until the spell ends. At Higher Levels. When you make a ranged spell attack for the first time on a creature named after a deity, your attack deals an extra 2d8 poison damage to the target, and its speed is reduced by 40 feet until the spell ends. At Higher Levels. When you make a melee spell attack for the first time on a creature named after a deity, your attack deals an extra 2d8 poison damage to the target, and its speed is reduced by 30 feet until the spell ends. At Higher Levels. When you make a weapon attack for the first time on a creature named after a deity, your attack deals an extra 2d8 poison damage to the target, and its speed is reduced by 30 feet until the weapon ends. Conjuration

Titanite Whip

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a statue of a living beast that you can see within range and that isn’t incapacitated or diseased (your choice) with damage reduction, magic missile, or similar effects, at least one of which deals damage in a 60-foot cone to the statue. The statue falls to the ground and emits a spectral scream that lasts for the duration. If you cast this spell again, the scream causes the statue to become diseased and lose all its hit points. The statue can’t become diseased or regain hit points, but it does become diseased and gain disease resistance against the spell for 1 minute. The disease resistance increases to 100 until the spell ends. The spell’s damage increases by 1d10 when you reach 5th

Titanite Whip

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A whip of thorns burst from your spear point, whipping out from the tip of the pointed tip of your weapon whip. For the duration, the whip deals 1d8 slashing damage to any creature within 30 feet of it when wielded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Titan mask

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell cuts through the haze created by darkness to reveal the form of one creature you choose. Make a silhouette. Give it a hunched over shape around the neck, a limb length down, perhaps a few inches above the waist. If the target is of the form of a creature, make sure to point to the animal’s true form and then target that creature for its transformation. The target must be within 5 feet of you within 2 hours of casting the spell, or you can use your action on a later turn to transform the creature, or you can create a new one by dropping it into an unoccupied space that you can see within 15 feet of you. The transformation lasts for the duration and deals 3d8 necrotic damage to the target if it isn’t wearing armor and if it uses its action this turn to use its action to tear open a boner or a tight cloak. If you drop the creature, your spell ends and the beast dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Titanomachinery

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a pit within range that fills an area of your choice that can hold up to 100 cubic feet. You instantaneously move the pit from one side of the space you created to the other, up to 60 feet, and repeat the move two rounds. Alternatively, you can cause the pit to rotate so that it remains in one of the three locations you described while you create the pit; this change lasts for 10 minutes. The pit’s area is lightly obscured to protect it from light and shadow. The pit’s area can have up to four stories. You create or create through the pit any and all metal or stone that you choose within range, as well as any metal or stone that you choose that isn’t being worn or carried by a creature, such as a wicker chair or a staff, or that isn—as you create the pit—explosively wound. The pit’s area is lightly obscured to protect it from light and shadow. The pit’s area can have up to four stories. You create through the pit any and all metal or stone that you choose within range, as well as any stone or stone that you choose that isn’t being worn or carried by a creature. You create or create through the pit any rust, gas, or poison that a creature would have into a nonmagical container. As a bonus action on each of your turns, you might cause a pit to erupt with deadly force from within its area. Choose two creatures within range and make a slam attack with it. If you hit each target, your slam destroys it. If two creatures or one creature are within line of sight of the pit or its area, you ram them into the earth and force them to make the slam attack. They spend the turn in a heap on the ground or in the ground or in a solid state until they

Titanomach virus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your body warms with a surge of new energy, imbued with a rare virulent disease strain that damages your body. For the duration, your senses become less accurate, your hearing less accurate, and you spend 1 minute recovering from your injuries. This spell also sharply damages your flesh, leaving behind scars, and it temporarily extends the duration of your rest. This spell can’t cure diseases affecting more than one creature or household at a time. If you cast this spell while your next full moon is on or before the spell ends, you can make a new debilitating strain with each remaining moon. This spell can’t cure diseases affecting more than one creature or household at a time. If you do, your body produces a random, harmless disease strain in its place, creating a disease that heals for you in 1 minute. As a bonus action on your turn, you can switch to a disease strain that doesn’t have a disease strain effect and instead treats your wounds as if they were created by a stinking cloud. A disease strain also ignores armor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st. Necromancy

Titan Rock

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Choose a rock formation you choose with advantage. The rock you choose has a diameter of 150 feet and a height of 25 feet up to 50 feet. The rock consists of 10 panels arranged in a ringed arrangement that hugs each panel. Each panel is an area of difficult terrain that is 10 feet on each side and 20 feet on the vertical. Each panel contains at least one spell, a piece of equipment, or a temporary spell that can be cast using a bonus action to cast that spell. Each panel is contiguous with each other and blocks a current of light on each panel. When a panel is reduced to 0 hit points, the spell ends, and the panel is destroyed. The wall blocks one possible passage, any passage in between the walls, and a passage that exits the wall behind it. Each creature that enters the wall must make a Dexterity saving throw. On a failed save, a creature enters the wall by moving downward from the top, which creates a gap that prevents a creature from passing through it. To reach the top, a creature must use a different movement than a creature using movement instead of movement. For example, the safest path for a creature entering the wall is the shortest one through the wall (10 feet). If you move the wall so that a creature can enter it, a creature can enter it through the gap created by the wall’s collapse. A Large or higher creature doesn’t need to move into the wall to enter. Instead, a creature that enters the wall for the

Titan's Bane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering, skeletal hand appears in the ground within range and distorts vision for 1 foot in each direction until the spell ends. Until the spell ends, the hand cuts through solid stone without expending energy, creating pits and other natural conditions of nature for 5 feet out to the northwest, 30 feet up to a point within 30 feet of it, and up to 45 feet to a point within 30 feet of it northeast of the pit. This hand creates a 1-foot-by—4-foot bulge on the ground that appears on the ground at the edge of a long corridor and spreads out across

Titan's Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You transform a creature of your choice that you touch that is within range and within range of another creature. The spell ends if that creature drops to 0 hit points or if the spell ends for that creature. If you target the first willing creature on the same plane of existence as you with this spell, the creature transforms and comes to life with 1 hit point; if the creature is on the same plane as you or within 120 feet of you with this spell, the creature transforms and comes to life with 0 hit points. The creature’s hit points are equal to half the initial amount of hit points the creature has remaining. If a creature is hit by a spell and is forced to use the reaction to regain hit points, the creature transforms and appears dead to the spell. The spell ends when the creature drops to 0 hit points. Abjuration

Titan Shell

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell halts the growth of any plant growth that would normally sustain a human body for life. Until the spell ends, any plant growth you choose within range is halved in size and becomes magically dormant. Evocation

Titan Shell

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a protective cloud around a creature or object of greater size than Tiny or smaller. The spell lasts for the duration, which can be extended beyond the spell’s range by one action. The cloud covers the entire globe, which also includes your destination country. The cloud covers a 40-foot radius sphere centered on a point you choose within range. The sphere is transparent, making it difficult terrain for creatures other than you to see through. The cloud covers an area of terrain of your choice within range. The cloud lasts for the duration. If a creature moves toward the cloud or comes within 60 feet of it while within 60 feet of it, that creature must succeed on a Wisdom saving throw or take 1d12 radiant damage. The cloud covers an area of terrain of your choice within range. The cloud covers a 40-foot radius sphere centered on a point within range. The sphere is translucent, making it difficult terrain for creatures other than you. Until the spell ends, you can use a bonus action to make an incorporeal hand or a hand protected by immolation. Hand protected by immolation You can use your action to slam the hand into the cloud, causing the cloud to shatter. The cloud must be within 30 feet of the target, and the impact has a diameter not measured, such as 30 feet. Alternatively, you can cause the hand to shatter and release the cloud, leaving a 30-foot-radius sphere of ice around it. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, it takes 2d10 force damage. If the second time round, the spell extends into the space occupied by the cloud, that creature can make a Constitution saving throw. The creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. The spell’s area includes the affected area, which has its own defenses and spells. When a creature in the affected area uses an action to leave the cloud, it can repeat the saving throw. If a creature leaves the cloud or moves into it while within 30 feet of it, that creature takes 2d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Conjuration

Titan's Hideout

Casting Time: 1 action
Range: 300
Duration: 4 Hours

This spell allows a creature of your choice that you can see within range to assume a life of its own, provided that that creature isn’t in danger. As an action, you can release the illusion on the first creature that you affect comes within 60 feet of it, and release the remaining illusion for the duration. (Typically, a second creature has only one chance to see the illusion). The second creature must make a Wisdom saving throw. On a failed save, it can’t speak a single line of spoken language for 1 hour. While this spell ends for that creature, it disappears if it moves into an area of threatened or threatened immediate or infested with vermin. Abjuration

Titan's Hourglass

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell halts the growth of a construct or a creature, granting it time to repair damage and moving

Titan's Hourglass

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a tiny gemstone beam with a Strength of 5 or 5 or 5 or 5 or 5 or 5 or 5 or 1 inch thick. The gemstone flashes bright red and dim light for an additional 30 feet. The gemstone flashes dim light at the same time a simple staff, ward, or similar creature uses its action to use its action to cast a magic stone spell. Alternatively, you can cause the gemstone to glow green and radiate light for an additional 30 feet. During the spell’s duration, you can use 7–10 of any new magic stone use (including any that is still in being) to cast a spell of 3rd level or lower. If you cast this spell again

Titan skin

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell poisons the flesh of one creature you touch that isn’t poisoned or poison-resistant. You touch the creature to make it immune to poison and a poison spell, similar in nature to a phial of gourd or a piece of nonconventional stone that you can see within range. If the creature is diseased or poisoned, it takes 1d4 poison damage after it has been poisoned or poisoned-proofed for 1 hour. If the creature is at least 1 hit points out of all its total hit points, the spell ends. The creature is also poisoned and blinded until the spell ends. Necromancy

Titan's Sceptre

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature with a potent psychic power. You touch the target with a potent psychic energy that causes the creature to believe that it is in general good or bad, and that it is in general good or bad. The target can use its action to determine its current state and statistics, and if it is in a state of rest, the target is out of alignment with its current state for the duration. If the target is in a state of suspended animation or in a state of suspended animation that requires immediate action, the target spends its action holding its breath. If the target is in a state of suspended animation, the target is out of alignment with its current state for the duration. Transmutation

Titan's Spirit

Casting Time: 1 action
Range: 120
Duration: 1 Round

You make a spirit appear on the ground within range. The spirit hovers in the air for the duration. It drops everything it carries and disappears at the end of each turn it remains in the air. If you cast this spell again, the spirit disappears at the end of every 3 levels except 1. To a mortal, the spirit is almost an illusion; it remains for the duration or until you use an ability check that you make to see if it is alive or dead. It changes forms as you use its action to become more powerful, more powerful, and more physically fit, up to its maximum possible physical potential. At the start of each of its turns, the spirit can’t attack or take any actions that would affect its environment. It becomes more dangerous when it descends into an area prone to firestorms or other natural disasters. Conjuration

Titan’s Storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A storm made up of sheets of thick, strong wind appears in an unoccupied space that you choose within range. Until the spell ends, you can use your action to cause a storm that blows down to a height of 10 feet or higher. The storm lasts for the duration or until you dismiss it as an action. When you cast the spell, you choose one of the following options for the whirlwind that fills its area: • One Large or smaller building or structure • One creature’s trench, made of cloud or thick fog • An area of fog or sand • Thick fog or thick snow A wind of lightning or a powerful thunderbolt or a surge of strong wind designate these storm options, and if the word thunder sounds within 30 feet, the thunderstorm spreads out far enough to encompass everything in its area. For the duration, a thunderclap, or thunderclap, causes the whirlwind to flicker, change shape, and become louder and more powerful. When the whirlwind appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 10d8 thunder damage and is knocked prone. This damage can’t reduce a creature to unconsciousness before it has a chance to darken or otherwise harm its armor or weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Titan's Strength

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a strong wind of unknown power blowing at least 10 miles per hour toward a point you choose within range. The point must be within line of sight to cast this spell. Until the spell ends, you can use your action to push the wind toward the destination or back toward the wym you are on to maintain your position. You can’t push a point into infamy. Conjuration

Titan Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A storm of destruction erupts from a point of your choice within range. Choose a point that you can see within range. You can cause up to 10 cubic feet of hail of destruction to form on the ground within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. This damage increases by 2d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Titan Strike

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A stroke of pure might sends two or more of your enemies flying. Make a melee spell attack for the entire length of the casting. On a hit, a creature takes 1d8 thunder damage and can’t take solace in the idea that its flying might might rub off on you. On a miss, a creature takes half as much damage and can fly safely to your aid only if it is above the horizontal. Evocation

Titan's Wall

Casting Time: 1 action
Range: 150
Duration: 10 minutes

You create a wall of magical force in an unoccupied space that you can see within range. You are strong enough to crush maiming berserkers and halberds, and you create one of the following effects when you cast this spell. You can use your action to create a wall of magical force across a 5—foot-radius solid wall. The wall rises at the foot of each ledges and walls of stone in the area and is up to 10 feet high and 15 feet thick. You can open or close the wall. You can separate the walls in five steps. If you create more than one wall, you can create a spell barrier there. The spell barrier lasts until the spell ends, when you cast this spell again, or you can end it. A spell barrier that uses its effect must also be nonmagical, such as a light barrier, or it requires a different construction. You can create a single spell barrier on each step you make. If you create multiple spells, you can create a single barrier on each step you take. The two barriers created by this spell overlap, creating a single glyph. When you use your action to create a single spell, you can use both to create a single spell. On each of your turns for the duration, you can use a different action to maintain the spell barrier or create a spell barrier of your choice that would link the two. Conjuration

Titan Whip

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

This spell creates a long, vine-like appendage that wraps around a creature or an object within range and twists upward to deliver a deadly punch. The appendage must make a Strength saving throw. It takes 1d8 piercing damage on a failed save, or half as much damage on a successful one. When the appendage reaches its full height and strikes the target, the whip strikes the skin and moves with it, slowly but surely. The whip also damages and distorts the target’s vision, otherwise the whip would not strike it. As a bonus action, you can alter the target’s vision so that it appears to be upside down, and you can cause its damage to be reduced to 0. The transformation ends if you choose a different target. Conjuration

Titan Whip

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Swarming with the iron-chill wind that plummets through the air, a twisted, serpentine whip springs from your fingers to strike a creature within 60 feet of you. Make a melee spell attack for the whip, and make a weapon attack with it. On a hit, the target takes 4d8 thunder damage, and it must succeed on a Strength saving throw or become restrained in the whip until the spell ends. The restrained target is then capable of using its action to attack any creature it lasso to itself. It can use its action to make a Strength or Dexterity check, ending the restraint on itself on a success. Conjuration

to 1 minute

Casting Time: 1 action
Range: You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Duration: Conjuration

to 1 minute

Casting Time: 1 action
Range: You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the space occupied by the creature and remains open until the spell ends. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the space occupied by the creature and remains open until the spell ends. When you cast this spell, you can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Duration: Conjuration

Toad’dinger’s Bane

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You choose a Medium or smaller undead ghoul type that you choose within range, and create a Bane of Protection from Evil and/or Good with it. Whenever a ghoul attacks a target that is a ghoul (or another creature), a spectral fiend (a creature that is part of a larger group), a fiend (a creature that is a creature), a demon, a fiend (a creature that is a beast), or an undead, all its attacks deal an extra 1d4 necrotic damage to the target (regardless of its size), and its spells and attacks deal an extra 1d4 necrotic damage to the target (regardless of its level). The extra damage causes the target's speed to drop to 0, until it reaches 0 hit points, or until you choose a different creature type or a different effect

Toad's Antidote

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You craft a venomous venomous snake, one-eyed and skeletal. Choose an area of terrain in range and make a poison arrow or a piercing arrow arrow toxin poisonous. Make a ranged spell attack for the venom. On a hit, the target takes 3d8 poison damage. The venom spreads around corners. When a snake attacks a creature, it creates a 30 foot cube in the affected area that is 20 feet square and doubles as a trap. Each creature within 30 feet of the trap must succeed on a Constitution saving throw or be blinded until the venom disperses. An affected creature also takes 1d6 acid, cold, fire, lightning, or thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st. Evocation

Toad's Eye

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

WithTouch You touch a creature. Choose a creature or an object that you can see within range or one that has been particularly dangerous to you so far. The target takes 10d6 necrotic damage (if the target is a creature, that creature must make the saving throw). The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). If the target dies before reaching its 17th level, the spell ends, and the spell fails to affect it again. Necromancy

Toad's Fall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a sheet of gaseous air around a creature that you choose within range. The target rises to a height of 1 mile and spreads around you as a bonus action. The whirlwind can travel 1 mile on a single run or 30 miles on a stampede. Finally, if the target moves outside the spell’s area, it leaves a trail of acid and dirt along the ground where it appears. The spell ends if you dismiss it as an action or if you cast it again. On any of your turns until the spell ends, you can use your action to issue a correct answer to the creature. On subsequent turns, you can correct the creature’s misadventure and correct its errors. If you do so, a second correct answer is given. After issuing a correct answer, the whirlwind spreads across an area of up to 100 feet in diameter around the target and makes a fresh landing. The whirlwind doesn’t impede travel between you and the spot it originated from. Conjuration

Toad's Floating Shell

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A nonland creature of Medium size or smaller on the ground appears and floats for the duration, beseeching and entombing all creatures in the area. The shell is strong, silvery, and transparent. Any creature that starts its turn in the area and is already surrounded by the shell—creatures that make it jump or fall, unconscious creatures and creatures within 15 feet of it, and so on—has advantage on all saving throws, and other creatures are turned against the shell. This shell doesn’t protect creatures so it only works against creatures that are under the shell. Any hit destroys the shell, and creatures within 20 feet of it have disadvantage on attack rolls against creatures or objects within the shell. Transmutation

Toad’s nest

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a raging cloud of red fire on the ground within range. Until the spell ends, the raging cloud spreads around you, and it sheds bright light in a 30-foot radius on each side. The flames lash creatures and plants in the area, causing them to flammable damage and burning through clothing and equipment. When the flames extinguish a creature’s clothing, gear, or equipment, the creature takes 1d12 radiant damage, and it burns through any remaining clothing and equipment. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a raging cloud that increases the damage by 2d12 for each slot level above 1st. Evocation

Toad’s Red Arrow

Casting Time: 1 action
Range: Self (30-foot line)
Duration: This spell creates a small arrow and halts the tar

get. The spell doesn’t target undead or constructs. The spell ends when the target drops to 0 hit points or when the target turns black. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bleed effect on the target increases by 1. When you use a spell slot of 3rd level or higher, the bleed effect on the target increases by 1. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bleed effect on the target increases by 1. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bleed effect on the target increases by 1. Transmutation

Toadtail

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature of your choice within range and cause it to launch a string of vicious, fiery blasts of energy at your direction. Each creature in a 30-foot-radius sphere centered on the target must succeed on a Constitution saving throw or take 1d8 fire damage and be turned into dragon form until the spell ends. When you cast the spell, you can designate any other creature as the target, and you create a small blast of extra energy that spreads across the target and ends the spell. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, instead of creating a large blast, you can direct the cylinder's area of effect toward a creature with a Strength of 1 or less and cause it to make a Dexterity saving throw. While the creature is within 30 feet of the target and within the area of effect, it makes an Intelligence and Wisdom saving throw. On a failed save, the creature takes 2d6 bludgeoning damage, and it is struck by two darts created by the dart slot rule above. If the creature wishes to end the spell early, she can use this spell to grant the creature additional protection from cold damage, at the DM’s option. Transmutation

Toad¿tle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Toad¿tle, the largest creature you can reach, appears in the ground on a flat surface and appears to you in a 100-foot-radius sphere. You can use an action to speak the name of a creature you can see within range or to offer it a name. The name must be familiar to the creature, and you can describe the creature as such. The name can be a single word, a short phrase, or both. The name must be true, and the description must be accurate. The creature must be within 30 feet of you. A creature can’t take actions that would cause it to automatically dismiss you as an action (see below). Conjuration

Toad¿tle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Toad¿tle, the largest creature you can reach, appears in the ground on a flat surface. You can use an action to cause a creature within range to make a Dexterity saving throw. On a successful save, the creature takes half as much damage from the spell as if it had hit the target with a weapon attack and half as much damage from a nonmagical weapon attack. On a failed save, the creature takes half as much damage from the spell as if it had hit it with a ranged weapon attack and half as much damage from a nonmagical weapon attack. Conjuration

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Toadwallow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A thick, 10-foot-long wall of water, 10 feet thick, 5 feet high, 10 feet tall, 5 feet 10 inches across, 5 feet high, and 10 feet 10 inches thick, rises 100 feet above the ground or is centered on a point within range. The wall can't be more than 30 feet long. The wall is 20 feet across and 5 feet tall. While in the wall, you can use your movement to move up to 20 feet in any direction, and you can’t be knocked prone. You can also use your action to move up to 30 feet in any direction, and you can’t be knocked prone. A creature must make a Constitution saving throw. On a success, the wall remains for the spell’s duration. A creature can’t be knocked prone by the wall.Conjuration

Toll a demon

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A demon, or a spirit summoned by demons that appear to be demons, appears in an unoccupied space of your choice within range and strikes up combat with one humanoid of your choice within the spell’s range. Until the spell ends, you can use a bonus action to cause a demon to make a melee attack with a weapon that is not its sling or what it carries to be knocked up to half your speed. During this spell’s duration, you can move any distance between you and the demon by up to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial melee attack made against a creature that you can see within 20 feet of the demon increases by an additional 20 for every two slot levels above 6th. Conjuration

Toll a friend

Casting Time: 1 action
Range: 30
Duration: 8 hours

You draw a friendly plant from a pouch on the ground and place it in a place that you can see within range. If you cast this spell using a spell slot of 6th level or higher, the plant appears in an unoccupied space on the ground within 10 feet of you. For the duration, a friendly creature that you choose for your pet treats you like your companion, and the plant grows throughout the casting. After the plant has multiplied by two, you can implant one of the following plants in the space you choose: an illusory flower arrangement that resembles a small bowl centered on a spot on the ground that you can see. Herb. The plant produces flowers that turn warm, damp, and sour soil into warm, warm air. The plant makes wooden furniture, lights lanterns, light fires, clean and mop machinery, dish linen, drawers, storage sheds, drying plants, and supports itself on rock. It sheds and shrinks depending on the climate and season. As part of the casting of the spell, you must have seen the plant in person. It appears in the space you choose and lasts for the duration. Frost. The plant sheds frost to all but the coldest parts of its body. The frost is intense and spreads across the ground. It is heavily obscured while the spell is in its early casting. Food. The plant produces enough food to sustain a creature for a sustained period of time. The plant produces sufficient vegetable matter for one plant food item. A creature that consumes food produced by this spell’s cooking water’s cooking flame has its maximum hit points increased by 10 and creature’s maximum hit points decreased by 10 until it reaches 5th level (2 hit points each level after 2nd). Evocation

Toll a Human’s greeting

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon a friendly creature of challenge rating 10 or lower. It takes 8 hours for it to understand why you summoned it and why you brought it to its attention. If the summoned creature is friendly to you and has the same Intelligence as you, you direct the creature’s greeting to a familiar that you can see within range, at the DM’s discretion. If you cast this spell without first setting aside 5 minutes for its greeting, the creature notices you cast the spell at it and recognizes you as the creature it speaks with. While the creature is conversing with you, you can cause it to offer a wish spell in a language you know and that it is familiar with, if it can hear you. If you cast this spell outside the United States, causing it to understand language you don’t know, you create a permanent spell listing that spell in your spellbook. You know the language and wish to cast the spell in the language of the deity who created the spell, only if the divine language barrier you created allows for the spell to be made in an area other than the U.S. The spell can be made in any language you know, forcing you to learn some of the language you know, rather than using the spell’s component. Abjuration

Toll and Destroy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You destroy one treasured object that isn’t your weapon or spellcasting tool and instantly destroys it. For the duration,

Toll and Flee

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point at one creature you can see within range and say a spell of

Toll and Transport

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Your vessel hovers in the air for the duration, and its lights glimmer on the ground in a 10-foot cube centered on a point you choose within range. You can use a bonus action to teleport the vessel to an unoccupied space within 10

Toll a number of friendly Plants within range

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The spell tersoes out all harm done to Plants by one damage die, allowing plants to continue to make attacks of opportunity. For the duration, plants have a 50 percent chance to be slain by a spell of the chosen type while stunned or killed by a melee weapon. Abjuration

Toll a TinyBell

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

You send a bell with an unknown bell shape to an unknown location. The creature must be within 1 mile of the location and touching the bell takes a - 5 penalty to the spell's damage rolls. When you cast the spell and as a bonus action on each of your turns thereafter you can repeat the spell, saving throw against the spell’s effect and maintain your concentration on it for the duration. If you maintain your concentration on the spell for more than 24 hours, the spell ends. Conjuration

Toll in the Dark

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell makes one creature of your choice that you can see within range appear as either a skeleton or a demon with a +2 bonus to attack rolls and half the creature’s hit point maximum. An unwilling creature can make a Wisdom saving throw to appear as a humanoid with a +2 bonus to attack rolls and half the creature’s hit point maximum. The target must make a saving throw. On a successful save, it is no longer a humanoid and must use its action on a later turn to take the spell again. If it fails, the spell ends. While appearing as a humanoid, the target can use its action to make a Wisdom (Insight) check against your spell save DC, and it must do so if it is already taking the spell. If it fails, a tear of green energy shoots out from it, which flickers with every successful Wisdom check, dealing it no damage. The spell ends for an affected creature. The tear lasts until the creature’s next turn, when it deals damage to a creature or a creature’s weapon or ammunition. A willing creature that takes the tear can use its action to make a successful Constitution saving throw. On a successful save, the creature is transported to an unoccupied space created by the spell. During its next turn, it can roll a d8 and add the number rolled to the attack roll or spell cast, and must then make the attack roll or cast the spell again. The creature doesn’t need to make the saving throw again after making the saving throw. It simply needs to rejoin its race if transported. Evocation

Toll Lightning

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a large, invisible wall of lightning within range. Each creature within 30 feet of the wall must make a Dexterity saving throw. On a failed save, a creature takes 8d8 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 14d8 for each slot level above 5th. Evocation

Tollora's Magic Scroll

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You open a magic scroll and write on it a spell of your choice from a collection of possible spell casters or conjurers that you can see within range, spelling out a message that bears your name. Choose one object or activity that bears your name as a spellcasting component (such as a bell) and fill its slot with none if it bears your name. Then choose a message from that component that you can read, write, or read from a hand-written script. The script appears in the scroll and remains until the spell ends, at which time the scroll explodes, sending any scroll that was opened to smit for its contents. Any scroll or its contents caught fire, and you create a radiant energy equivalent to 100 magic energy (in this case, _infinity_) burning in a 20-foot-radius sphere centered on the scroll. Each creature that is Large or smaller within the radius must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and is blinded for 1 minute. On a failed save, a creature takes half as much damage and isn’t blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Transmutation

Toll Steed

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a tumbling tree trunk and deposit it on the ground somewhere within 30 feet of where you cast this spell. If you cast this spell over an area that is no larger than a 20-foot cube, the trunk and the spell end. If you cast it over a 200 foot square, the spell ends. If you cast it over a 100 foot square, the spell ends. At Higher Levels. When you cast this spell using an alchemical concoction spell, you choose poison, fire, or thunder. If you cast it while you have two Hit Dice, its damage increases by 1d6 while it lasts. Fire. The creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. The fire damage on a failed save is reduced by the spell’s level until it is 3rd. Water. The creature takes 2d8 water damage on a failed save, and no damage on a successful one. A spark. The creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. Ice. The creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Evocation

Toll the sickle

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You point at one creature you can see within range and say, "This creature withers, and bleed to death whenever it drops to 0 hit points." The spell inscribes a sickle spell slot of 3rd level or lower on a creature’s hit points and bestows a 30 percent chance per hit for the

Toll the willing animal

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1

Tolstoy’s Recall

Casting Time: 1 action
Range: Touch
Duration: Until dispelled, this spell summons a spirit from

a dead creature you touch that disappears after 7 days. Until then, when you use an action to dismiss the summoned creature, throw it into a space you can see within 5 feet of you. Alternatively, you can dismiss it and banish it to a cell of stone that you can see within 15 feet of you. If you cast this spell while on a plane that doesn’t have a summer climate, you instead banish the creature to a cell of fire that is 50 feet square where it died. If you cast this spell while on a plane that doesn’t have a summer climate, it doesn’t vanish into thin air; instead, you vanish at the start of your next turn. The spell ends if you dismiss it as an action or as a triggered spell, if you use your action to take another action, or if you use your action on a later turn to do so. A summoned creature is friendly to you and your companions for the duration. After the spell ends, the creature disappears and the spell ends. If the creature is ever loose and hostile to you, it returns to its cell of fire at the start of your next turn, unless you cast this spell again. If you cast this spell again summons a spirit that lives in the same cell of fire as you, the magic there tempers the creature’s life. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Tolten mote

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering, translucent substance falls from the ceiling of a room within range to form a wand of magical healing (Wand), a piece of magical ammunition (bow), or some other nonmagical object that can be held and held within a w ill 60 feet of the ceiling for the duration. The spell doesn’t affect undead or constructs or constructs created by natural or

Tolven Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a creature you touch with a powerful, yet harmless magic. It lasts until the spell ends, and it is possible for that creature to regain 1 hit point (if any) by spending 1 hit point as a penalty to the creature’s saving throw against the spell. Also, no matter how much damage the creature takes, no more damage is dealt to it by the spell in its next turn than if it were immune to the spell. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Tol'vir's Embrace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Touch A sphere of shadowy power springs into existence for the duration, becoming an endless ball of fire and feasting on creatures’s best qualities. The orb becomes unbreakable, magical, and immobile for the duration. Until the spell ends, the sphere fills all objects in its area with smoke and ignites flammable objects in its path. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. If any creature moves outside the sphere or enters it through the opening through which it enters the portal, it is blinded and deafened for 1 minute. Conjuration

Tomb, Censer, and the Sickle

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell transforms a humanoid into a willing servant. The creature is under your control, doing the following: “leaving, flying, or employing other means to

Tomb Curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to bind a creature into a labyrinthine, maw-like structure that resembles a large rock pit, possibly a pit filled with earth. The creature must be within 30 feet of the pit or the pit can be filled with stone. When the illusion appears, any creature that is completely within the illusion can make a Strength check against your spell save DC. On a success, the creature is bound to the pit and has its statistics changed to match that of a lich. If the creature is an undead, the illusion is lost, and any remaining effects of the spell are instead replaced by the illusion's normal effects. It might send its shadow, summon a fey, or banish an entire race of undead to the pit. Whatever it might be, the pit seems vast and labyrinthine without being confined. Only a few rooms could be occupied by the trapped creature; the rest would be abandoned to decay. A trapped creature might die if the spell is cast on it. To no one's surprise, a rat or a fiend could die easily from the pit’s presence. Conjuration

Tomb of Agathys

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell buries a dead humanoid within a tomb whose total body length is 6 feet. For the duration, the target’s soul is free but the target’s Strength is 4 and the target’s Intelligence is 2. The target’s speed is 30 feet, and it moves at 1 speed. It can move up or down as you desire, and it can’t fall. While moving up or down, the target retains all its hit points and can’t reduce its hit point maximum to below 0 hit points. The target also has disadvantage on attack rolls against creatures or objects within its reach. The spell ends if the target drops to 0 hit points or if the spell inflicts any harmful effect, such as death effects, on its soul. Conjuration

Tomb of Agathys

Casting Time: 1 action
Range: 120
Duration: 24 hours

You enter a tombs or feasts of the Nine Hells in the Nine Mile Woods in the Nine Mile Woods of Moria. For the duration, the tombs or feasts have the following properties: • Are made of ice; they freeze solid terrain and can pass through solid earth if it is less than 100 feet (20 miles). • Are made of fog; they linger in fogged spaces for the duration; they can’t block vision through solid ground if it is less than a 100-foot radius. • Can’t activate magic items or wards; they remain active even when dispelled. While in the tombs or feasts, you can either: • Open a gateway to hell’s dark side, or • Drop what you can’t drop from there. Any substance that isn’t fully formed and therefore can’t be bound to stone or fire can’t be dropped. You can also maintain your tomb or feasts at a time in an unoccupied space you can see. As an action, you can open a gateway to a dark side that doesn’t involve death, though you can’t open a gate leading to a dark side that can’t be reached by normal transportation. A gateway opens a portal to a different fiend’s lair, which is an unoccupied space you can see on the DM’s part. If you are fighting a fiend or two in a tomb or feast, your tomb or feast is lost and you lose all your statistics. The DM can, however, find a way to open a portal to an unoccupied space on the DM’s part. Conjuration

Tomb of Enchantment

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A gravely buried, magically restored tomb appears in an unoccupied space of your choice within range. The tomb must be 10 feet wide and up to 20 feet tall, and no smaller than a 20-foot cube. It can be up to 20 feet deep and can hold as many as 4,000 cubic feet. It is also fully illuminated and can be dimly lit. When you cast the spell, you choose one or more of the following magical effects. When you cast the spell and as a bonus action on each of your subsequent turns during which you can cast this spell, you can repeat the casting, ending the effect on itself on a success. Transmutation

Tomb of Grasp

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a tomb beneath a chosen location on a chosen level of your choice that you can see within range. The tomb is 5 feet deep, 10 feet thick, and lies within 1 mile of a location you choose. The tomb appears 1 mile outside the Ethereal Plane, and it lasts for the duration. The tomb is an open pit that you can see, up to 10 feet deep. It is 5 feet thick and 10 feet thick. When you cast this spell and as a bonus action on your subsequent turns you can move the tomb up to 30 feet, using the bonus action on each of your subsequent turns. When you move, each creature within 5 feet of the tomb and creatures within 10 feet of the tomb are engulfed in flames. You can move the tomb up to 30 feet in any direction. Any creature that moves within 5 feet of the tomb must make a Constitution saving throw. On a failed save, the creature takes 2d8 fire damage and is engulfed in flames until the spell ends. Fire pits. You create flames on the ground within 5 feet of the tomb that are no larger than loose boulders. You create one fire-sized pit over each 5 foot square area. You have resistance to nonmagical damage and can extinguish the flames if you have it, up to 5 feet of rope leading from the pit to the other fire. Each creature in the pit must make a Dexterity saving throw. On a failed save, a creature takes 5d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 for each slot level above 3rd. Evocation

Tomb of Grasp

Casting Time: 1 action
Range: 120
Duration: Instantaneous

With each of your turns until the spell ends, you create a new nonmagical object that

Tomb of Grasp

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The bodies of dead creatures, usually with a single touch, are entombed within a tombstone or other similar material. The tombstone remains for the spell’s duration. The tombstone is a transparent cylinder with a diameter of 1 to 2 feet and a height of 1 inch. Until the spell ends, a creature that enters the tombstone for the first time on a turn or starts its turn there takes 1d10 force damage. If the creature would normally enter the tombstone, the creature must make a successful Wisdom saving throw or drop to make the spell. On a failed save, the creature takes 10d10 force damage. This damage occurs each round it takes for the creature to recover from exhaustion or exhaustion and before it can take any actions. Creatures that don’t need to be in the tombstone to be aware of it. Conjuration

Tomb of Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

One piece of nonmagical nonliving matter that you can see within range is pulled toward a creature of your choice within range and pulled up through the wall, then up through the floor, up through the wall, up through the ceiling, up through the wall, up through the wall, up through the wall, up through the air, underground, or under a solid surface. The creature that pulled the material is a Huge or smaller creature, such as a goblin, a human, a lizard, a rhinoceros, or an albirogant. You can shape the material to appear as a tree trunk, a branch, or a stump, and it can sprout leaves capable of sprouting branches or leaves that are 1 inch wide at the base. The material can be pulled up to 5 feet long by 3 feet wide by 2 feet tall. Material created as a result of making this pull effect works as though it were made with the material pulled up. The material can be difficult terrain, covering some areas as plain or as thick as thicket. A creature that uses its action to locate the thing affected by this pull can use its action to make a successful Strength (Athletics) check against your spell save DC to break the material. On a success, it can sever the pull with a bolt of lightning, sending the creature sprawling to the ground in pain. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration

Tomb of Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a tombstone, a scroll of cancellation, or a smaller portion of an elemental spell spell that bestows magical energy on a creature or object within the spell area for the duration. You can use the tombstone to teleport a creature when the spell ends, instead of dealing damage to it. It is also a tombstone that can’t be opened by a fiend. A creature can use an action to see through the tombstone, and if it doesn’t come within 30 feet of it, it can use an action to break through the tombstone’s interior to the nearest tomb, a small rock, or a similar solid object. If the tombstone is opened, a gateway leading to a magical tomb has no clear entrance and can be difficult to access. The opening provides a portal to a different arcane school or a different sort of school of magic. In addition, a tombstone created by a spell slotting into a school of magic allows a wizard to create a tomb under a certain natural rock (ie, a crystal) as a simple matter spell, if that rock isn’t already on the DM’s inventing list, the tombstone provides the wizard with the image. Alternatively, the tombstone can also provide magic items, as mithral glyphs or mantles. The tombstone is made from tiny, translucent appendages, and is covered with a shimmering, translucent glamour. When dispelled, the magic imbued with the tomstone lasts for the duration, and the spell ends for that creature. If you cast this spell on the creature or object, the magic item lasts until dispelled. Abjuration

Tomb of Griskel

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You call down the gravestorm on a creature you can see within range, raising it as a zombie menace that withers when it dies. Whenever a creature that dies within its last 10 days falls within the grave of a creature of the same species as the gravestorm, it is turned over to the grave robber for its soul, provided that it is alive and willing. For the duration, the creature is under the effects of a condition that would kill it, such as if you took damage from the gravestorm's slam attack. It must have seen the attack before to have been affected by it. The condition, if it exists, triggers when a creature that dies within its last 10 days dies within the grave. If the creature would have died under the gravestorm’s slam attack in its last minute, the creature would turn to stone and become a zombie under the

Tomb of Griswold

Casting Time: 1 action
Range: 60
Duration: 1 minute

The walls of a lich's tomb erupt outward and merge into the earth beneath. A lich can’t enter a land or a plane other than Earth or the celestial or magical realm, and creatures originating from other locations on the same plane of existence are unaffected. Transmutation

Tomb of Grudges

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A pool of mud falls from the north tower of the Imperial Palace in this dimensionless demiplane that appears with a flowing serpent's tail. Until the spell ends, creatures of your choice that you can see within range and that can see within 120 feet of you have advantage on several Dexterity check (your choice) checks you make that rely on sight or sound. A creature takes 4d8 damage on a failed save, or half as much damage on a success. The mudslide spreads around corners. You can banish the mudslide at any time, causing it to flee from you. You can’t use these attacks again until the mudslide has rolled off a cliff or fallen. Conjuration

Tomb of Horridness

Casting Time: 1 action
Range: 60
Duration: 1 minute

Your body turns into a pit of blood, filled with dripping, poisonous venom. Each creature in a 20-foot-radius sphere centered on a point of your choice within range must make a Constitution saving throw. A creature takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The venom spreads across the ground and remains there for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, poison damage increases by 1d10 for each slot level above 3rd. Necromancy

Tomb of Horrors

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a necrotic pit up to 100 feet in diameter and fill it with water at a point within range. The pit must be on the ground or in a loose set of trees that is 30 feet deep. The pit’s area is lightly obscured except for a brilliant crescent moon, giving it a dark greenish tint and darken the area from bright light. Any creature that moves within the pit and enters it from outside must make a Dexterity saving throw. On a failed save, the creature must use its movement to move through the gloom, otherwise it escapes. The pit lasts for the duration or until the pit is destroyed. The pit can be destroyed only by dealing 25,000 necrotic damage to it. If the pit cuts through an open temple, a portal, or a wall, the pit instantly cuts through the portal and creates a passage leading into it. For the duration, a creature is blinded and deafened when fighting a creature that is behind the pit’s area. The blinded creature deals an extra 1d6 necrotic damage to both damaged and incorruptible creatures when it hits its maximum hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Tomb of Horrors

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell buries a creature of your choice in a tomb. Choose up to ten creatures within range and then every creature within 5 feet of the target in the tomb for the duration is buried. The tomb’s natural stone remains appear as transparent slabs on the ground or in stone mounds on the ground. Each creature in the tomb must make a Constitution saving throw. On a failed save, a creature is buried in its tomb for the duration. A creature buried in its tomb rises at the start of your next turn as normal. It remains there until the spell ends, at which point it regains hit points equal to half the amount of hit points it had before it fell asleep. A creature buried in its tomb rises at the start of your next turn as normal. It remains there until the spell ends, at which point it regains hit points equal to half the amount of hit points it had before it fell asleep. A creature buried in its tomb rises at the start of your next turn as normal. It remains there until the spell ends, at which point it regains hit points equal to half the amount of hit points it had before it fell asleep. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Tomb of Horrors

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a pit that appears to be a place you've laid waste for millennia. You can make it up as you please, though it must

Tomb of Horrors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the spell’s duration, a creature that you can see within range must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns until the spell ends, you can make another necrotic check against your spell save DC. If you succeed, this spell frees a creature that was hit by another spell of 2nd level or lower. Abjuration

Tomb of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Tongues of fresh blood erupt from the center of a Tomb of Stone and earth in a 5-foot cube centered on a point you can see within range. Each creature that ends its turn within 5 feet of the center where the tomb occurs must make a Constitution saving throw. On a failed save, a creature takes 2d12 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures for 1 minute. As an action, you can cause this damage again, dividing the damage among the following groups of creatures: you, a creature designated by its god into two distinct waves, a group that includes you, and a group (called a "host") that includes a living creature or a Huge or smaller creature. For each wave, roll the die and add the number rolled to the total. For waves two, four, and five, you can cause the fog to move from one wave to the next, making each wave 1d4 × 1/2 hours long. You can create a 20-foot cube of fog centered on a point you choose within range. You can fill each cube with darkness for 1 minute. A creature must also make a Wisdom saving to resist the effects of any of the spells described below. A target takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Tomb of Life

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You take 1d6 necrotic damage and cause a buried grave to emerge from the grave of an undead within range. The tomb consists of one 10-foot cube of churning stone centered on a point within range. For the duration, a tomb guard can appear as a Medium humanoid or a Huge humanoidsayer, with one-tenth of the hit points of his or her class or higher. The tomb guard appears in unoccupied spaces that are difficult terrain for the tomb guard. When the tomb guard appears, each creature within 5 feet of the target area must make a Constitution saving throw. On a failed save, a creature takes 5d8 necrotic damage and is buried for 24 hours. At 11th level, a tomb guard leaves behind no scars or damage, and at 17th level, the tomb guard carries out all normal necrotic functions of the target area in the area until the tomb guard completes its task (typically by sacrificing himself, or a creature that is closest to him) or until a new tomb guard appears. These tomb guard spells are audible and can’t pass for miles on solid ground and can’t leave any physical form. On each of your turns until the spell ends, you can use your action to create a demigod † on one creature within 30 feet of the tomb guard, entangle it in an entangle spell’ and make a poison damage die of 10 + your spellcasting ability modifier. Make

Tomb of Resurrection

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Up to six creatures of your choice that you can see within range appear dead and float in the air for half as long as normal for a number of rounds equal to the spell’s remaining duration. This spellrestores life to a creature within 60 feet of it and vanishes from that creature’s corpse for the duration. Until the spell ends, you can use an action to bring the creatures up to 20 feet under a normal ceiling or a high ceiling. If you create a ceiling or a high ceiling, you can bring the ceiling up to 10 feet higher than normal. Transmutation

Tomb of Rupture

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a dead creature and animate it for the duration. The creature’s soul is found within a Large tomb inside which you appear. When the spell ends, the creature dies and you have no memory of it. When you reanimate the creature, it reverts to life form, and it gains the benefits of any temporary mind-affecting effects it had before you, such as prejudice, prejudice, or prejudice restoration. It gains half the normal hit points of the original form, and half the number of temporary hit points it has. You can use this benefit only once per turn. Abjuration

Tomb of Sorrow

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Until the spell ends, every creature within one hundred feet of you when you cast this spell or cast a casting of its spell that includes the casting of a spell during its turn or a triggered triggered spell against a target within 120 feet of you that triggers the spell’s trigger when you cast it, or the spell ends, falls out of the Ethereal Plane, or is imbued with a terrible evil or a sigils of war spell, enters the Ethereal plane, or touches a creature. At the end of each of the triggers above, a spectral frog appears, obeying its natural inclinations and shaping, and it deals 1d4 necrotic damage to the target, whose long tail causes it to make quick work of the frog. The spectral frog ends its turn in an unoccupied space within 10 feet of it when the spell ends. Illusion

Tomb of the Nine Dragons

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a gateway to the Nine Hells, where you and up to eight willing creatures of your choice that belong to a racial or sexual orientation different from the ones you choose become the subjects of a general or supernatural rite. You can establish a general or supernatural rite through the use of certain words (called sigils or runes) or symbols (called orders or sigils). The general rite, if it takes place, is offered in the form of a magical incantation or a ritual incantation that is delivered when the creature enters the Nine Hells (typically an early morning incantation or a call to prayer).

Tomb of Vampirism

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tomb outside a place that you can see within range, and that is open to the elements except for the tomb itself. The tomb is a tomb that lies on a hillside or on a slope. The tomb is heavily wooded and has a wide open space for stonework (no more than 5 inches) that has been made of stone. The tomb is heavily guarded by guards and is guarded by a number of guards. The tomb is guarded by a guardian that can be summoned to the tomb by a friendly spell or otherwise summoned. The guardian can’t be more than 30 years old, or it can be summoned by up to three creatures of your choice that you can see within range. When a guardian appears, the guardian reveals the location of the tomb to all creatures inside it. The guardian doesn’t return to the tomb until the spell ends. The tomb contains a tombstone inscribed with a cryptic symbol that can be read by any creature of your choice that you can see within range. The tombstone is inscribed with a cryptic symbol that can be read by any creature of your choice that you can see within range. The tombstone can be broken, replaced, or transformed into any of the following forms: • A simple tombstone made of stone. • A large stone tombstone made of stone. • A large rock tombstone made of rock. • A large, wide stone tombstone made of rock. • A large

Tombstone

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a 15-foot-radius sphere of earth and stone in range that lasts for the duration. The sphere spreads around corners and is composed of ten 5-foot cubes. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it takes 1d10 force damage. The sphere is nonmagical and can’t create any other effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the sphere has no effect until its spell slot is dispelled, 7th level spell, or 9th level spell. Transmutation

Tombstone

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a tombstone that falls into place within range to protect a buried body buried between two points on the ground. The tombstone is made of 1/2 stone and is held within a chest on the ground within reach. The chest is 1 inch thick and contains a scroll or an inscribed scroll. When opened, the chest contains a scroll or an inscribed scroll with a chapter or other text. The chest can hold as much as 200 scroll fragments. When the spell ends, the tombstone crumbles into rubble, and the bones of the creature lying there are consumed. The tombstone is a tombstone created by the deity of your choice within range. Any surface that isn’t covered by the tombstone falls to the ground and sheds bright light in a 5-foot radius. Any creature or object covered by the tombstone falls to the ground and sheds dim light in a 5-foot radius. When the spell ends, the tombstone is shattered and the bones scattered, and the water level is reduced to 0. This spell can’t create a tombstone. The spell ends if you use a different spell slot than the one you cast. If you cast this spell using a spell slot of 5th level or higher, the tombstone can be restored to life only by a lesser restoration spell using an effect similar to that created by the tombstone. This effect requires the casting of another casting of the spell and can’t be restored through another casting of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the restored tombsite has a 20 percent chance to drop to 1 tombstone when you use your spell slot. When you use a spell slot of 8th level or higher, the tombstone drops to 1 tombstone when you use your spell slot. When you use a spell slot of 9th level or higher, the tombsite drops to 1 tombstone when you use your spell slot. Transmutation

Tombstone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a pit of stone that explodes in a 20-foot cube centered on the point you choose within range. Each creature that starts its turn in the pit must succeed on a Strength saving throw or be pushed up to 50 feet on a side, which prevents it from moving or attacking the pit. The pit’s space is difficult terrain. When an affected creature moves into the pit’s space for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or fall 5 feet and take 3d10 force damage. If an affected creature ends its turn in the pit’s space for the first time on a subsequent turn there, it must roll a d 10 to the saving throw. Transmutation

Tombstone

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take a rock with you and shatter it at a point

Tombstone 150

Tombstone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create an invisible stone bridge linking a tomb and a cemetery on the Ethereal Plane. The bridge extends from a point of your choice within range, and the bridge is in each tomb you create. A tomb construction spell can bridge the gap between a tomb and the original tomb (creature or object) by creating a warp in space between the two. A warp in space allows a tomb to remain open and unoccupied while the spell remains in effect. The warp in space creates a gateway to a different tomb or cemetery, as seen in the following image. Each tomb or cemetery on the Ethereal Plane has a different construction and sanctum, as seen in the following image. Each gateway to a different tomb or cemetery is represented by a different creature or object. Burial At 1 hour, the warp in space created by the warp in space widens into a labyrinthine lair with corridors that lead to hidden tombs and secret chambers. Each corridor is 5 feet deep, 10 feet wide, and 10 feet thick, the ceiling being a transparent 20-foot cube created by the warp in space. Each chamber has its own sanctum, created by placing a thin sheet of mist over the creatures mouths. Each creature within a chamber created by this spell must succeed on a Wisdom saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Conjuration

Tombstone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a 40-foot-radius, 40-foot high stone tomb beneath a maelstrom that extends into the Ethereal Plane. The tomb is composed of fifteen 5-foot-by-5-foot cubes that are created when a sudden blast from a point of your choice within range destroys one of the cubes. Each cube destroys one creature or object created by the spell. For the duration, a creature or object is damaged while on the tomb and must first be destroyed or both. A creature or object that isn’t destroyed instantly falls to the ground, which prevents it from moving or firing again until it drops to 0 hit points or dies. A solid tomb blocks your movement. The stone tomb also prevents creatures from entering or leaving the tomb by way of the arcane plane. Each time a creature or object within the tomb reaches 0 hit points before the stone tomb, the creature or object is destroyed and a new tomb is created, determined by the DM based on the nature of the tomb and the statistics of the tomb. The new tomb is 1/4 mile underground and can be reached only by public transport originating from the new tomb or via a small underground parking lot on the city’s northwest side. Transmutation

Tombstone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a tombstone composed of gemstones weighing up to 10 pounds and composed of up to ten layers of inscrutable stone. You create the tombstone when you make a Spell attack—your choice of a stone type, a stone type you choose, a stone type you select, or a stone that has a casting time of 1 action. You can use a bonus action to cause the tombstone to flutter to reveal a new tombstone at any time, up to 15 feet deep. The tombstone is nearly opaque, requiring a Wisdom (Perception) check against your spell save DC to see if it sheds any sign of life. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a tombstone appears in an area within 30 feet of another area under the same or opposite side of the tombstone, make a Dexterity saving throw. On a failed save, a tombstone instantly appears on the ground within 30 feet of the original area, within a 20 foot cube centered on that tombstone. The spell ends when the spell ends, if any exists at all on the tombstone. If you cast this spell again, the spell ends, if any exists on the tombstone. Transmutation

Tombstone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a pit in the ground at a point within range, linking two willing creatures who are on the same plane of existence. You choose one of the following effects when you cast this spell: • You instantaneously move a stone foot deep within the pit to create a portal to a different dimension. The portal is 10 feet tall and can pass through small holes in it and open a gateway to a different dimension. You can open a portal to another dimension only if you are within 20 feet of the pit, or if you know how several feet are connected. If you do so, you are instantly transported to the dimension you created. (Typically, you are transported to the far side of the pit, where you can hear the distant echoes of the war between the living and the undead.) For the duration, which can be up to 10 minutes, a stone foot deep within the pit can lead creatures of your choice that go up to the sky to the Earth centered on that portal to the Astral Plane (the portal is on the ground in the pit). Creatures of that kind can be summoned from the pit, but creatures of medium or smaller are no longer transported there. A Tiny elementalist can create the portal, which can reach a depth of up to 30 feet. The portal is visible and lasts for the duration, but the portal is invisible from the outside. When you cast the spell, you can designate any creature or object that you choose within 30 feet of the pit and animate and speak the password that the spell tells you to use for the purpose. The portal is visible and lasts for the duration. Creatures of the chosen form can’t pass through the portal, though some can. Creatures of one size or smaller can enter the pit through the portal. If you cast this spell on the same creature or object every day for a year, the spell animates the creature, animating the password you use for the spell is no longer effective against the creature. Illusion

Tombstone

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell inscribes or inscribes the bodies of all dead creatures on earth for the duration. The entire spellbook must be visited each time you cast it, and the inscriptions must be in good working order. The inscribed books are nearly invisible and can be opened and closed by any willing creature. The spell can’t create a new body, a duplicate or a second body, for example. It only inscribes a creature’s name and person, for it can’t create an individual creature in another dimension. A creature is limited in how far it can go to create a body, but it can travel to any part of the body it’s on or within and create its own person. A creature’s hit point maximum and maximum speed are unaffected. Divination

Tombstone

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a tombstone made from earth and stone at a location within range. Until the spell ends, you can use a bonus action to create a horizontal tombstone, rising up to 30 feet in either direction in any direction. The tombstone bears no visible magical properties and is made of soft stone. Any creature that enters the tombstone’s area becomes invisible until cleared out. Any creature restrained by the tombstone can’t speak or move by the tombstone’s effect, and any spell that deals with its area would have no effect. The tombstone, or any portion of it, if created, would be void and unfathomable. Divination

Tombstone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A stone inscribed with the words of the chosen deity appears in a 50-foot-radius sphere centered on a point you designate. The stone must be of a size larger than 10 feet and must be made of stone or wood. Any creature that fails to see or hear the stone as a whole must succeed on a Wisdom saving throw or take 1d6 necrotic damage. On a failed save, a stone appears in a place you choose that is within 60 feet of the spot where you cast the spell. The stone can be destroyed by a spell of 1st-level or higher, or by a spell of 2nd-level or higher. The stone can also be destroyed by a weapon or by an attack. Abjuration

Tombstone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell sways stone, dirt, and clay made of earth, stone, mud, or clay that is neither too much nor too little. You can make a small dent in one solid rock or dirt, or one on the ground, to create an effective barrier against nonmagical fire. The spell creates a solid barrier that remains in place for the duration. When you cast the spell, you can affect up to four nonmagical objects in the area, creating a barrier that lasts for the duration. An object created by the spell destroys it instantly. That object is an object created by the spell, a piece of rock that falls to the ground, or a small gemstone that floats 10 feet above the ground. A multidimensional door connected to the spell’s barrier creates an extradimensional chamber centered on that extradimensional chamber. Any creature that enters the extradimensional chamber must make a Charisma saving throw. On a failed save, a creature can use an action to move through the extradimensional chamber (1 mile on a successful save, 1,000 feet on a failed save) as if through the chamber. The wall of force around the extradimensional chamber is thick enough to allow meteors, fireballs, and similar projectiles to travel through the chamber. Any creature attempting to enter or exit the extradimensional chamber must first jump through a soggable opening in the wall that leads to the entrance to the portal, which is a 10-foot cube that can be reached by using a stairwell connected to the staircase. The chamber is translucent and is opaque when illuminated. Any creature that enters or exits the extradimensional chamber must make a Strength saving throw. On a failed save, a creature can use its action to leave the extradible and enter the chamber through a different opening or other openings. This saves effect lasts for the duration or until the spell ends. Conjuration

Tombstone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a gem of dim light within range, casting it as a lich spell for the entire length of a 40-foot radius centered on a point within range. The gem lasts for the duration or until you use an action to remove it or a special action, the gem begins to glow faintly, and the gem appears in an unoccupied space within 5 feet of you. This spell can strike multiple times. Each time it strikes, a thin sheet of stone falling from the wall rises there, forming a pocket dimension. The pocket dimension is unoccupied and can only be opened by nonmagical means. It can hold up to 500 pounds or 10,000 gp. If you use a spell slot of 5th level or lower, you can manipulate the pocket dimension by using magic items as physical portals, as well as manipulating the dimensions energy field. If you have no movement or no physical portals linking the two dimensions, you use spells or other magical means to move the pocket dimension and animate or otherwise manipulate its contents. These actions can create or hold portals to or from the pocket dimension, opening a portal that remains open when the spell ends or opening a portal open again when the spell ends. The way the cube is arranged determines the order in which magic items are stacked on top of each other. When a slot is closed on an affected pocket dimension, an antimagic field that lances toward the right side of that dimension appears and protects the portal. If the antimagic field extends in the pocket dimension and directly impacts an area or solid object, magical force is used to break the pocket dimension, creating a rift and ultimately leading to a portal opening on the other side. Transmutation

Tombstone

Casting Time: 1 action
Range: 60
Duration: 1 Round

You choose a portion of stone that you can see within range that fits within an unoccupied space within range. You manipulate the stone to create a trench that moves with you and then collapses in a 30-foot cube within range. You can move the trench up to 60 feet per round in any direction, up to 60 feet per round over nonmagical solid terrain aside from stone or mud, up to 60 feet over ground that is made of stone or mud and up to 20 feet over stone that isn’t made of stone. Each foot that you take to move the trench increases your weapon attack modifier by 2, and your damage rolls increase by 1, for each additional foot that you move the trench moves. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2 for each slot level above 3rd. Conjuration

Tombstone

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a tombstone made of earth or stone that remains for the spell’s duration. Choose any number of feet of stone or a section of stone that you can see within range and that fits within a 5-foot cube, and the tombstone appears within range on each of your turns for the duration. The tombstone is an oreskin construct with a weight of 3 pounds. Each creature that can’t fit in the tombstone takes 2d4 bludgeoning damage and must spend 4 feet of movement for every 4 feet it moves. Conjuration

Tombstone

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You choose up to four stone tombs dedicated to a legendary deity or to a creature of legend: the great tombs of the Dead, the great fortains of Khaine, or the tombs of the Nine, or the tombs of the Nine's children. The tombs might be dedicated to a god or a god’s servants, a son or daughter, a messenger, or a spy, or a sanctuary of a god’s servants, a sworn foe, or a prison—all dedicated to a god’s servants. The tombs open gates, pylons, and other portals that lead to the tombs of the dead or the tombs of the slain, or to the tombs of their progeny. The tombs are hidden away in tombs made of iron or obsidian, made of silver or bronze, or guarded by magical door or window charms that let open gates and windows open only to the tombs’s inhabitants. The tombs are guarded by an elemental ward that protects them against the elements. When an affected tomb falls within line of sight of a god or a magic door—the spell ends for that tomb. Necromancy

Tombstone

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a tombstone made of stone that has the force of ten balls. Break it apart and reshape it as you choose, removing any rough or flammable material on the ground and passing it along the stone, to create an inverted tombstone. The tombstone can be restored to life and full of life if it can’t be damaged or destroyed by attacks or spells of the lower classes. Transmutation

Tombstone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A rock-strewn tomb covered in fine obsidian leaves springs into existence within a 30 foot radius and springs into existence at a point within range. The tombstone remains for the duration, and the top half of the tombstone extends out from it over a 20-foot cube. A mausoleum or a temple is the first mausoleum to appear within the tombstone. Each mausoleum has one entrance and is an area that can contain up to eight creatures or one construct. The entrance, the mausoleum’s interior, and the mausoleum’s mausoleum space are all within 5 feet of each other. If the rooms are completely empty, creatures and creatures with flying abilities can only pass through the tombstone’s entrance and keep track of vehicles. A mausoleum’s interior is a space that has an area within that is 30 feet square. It contains an altar and a large sarcophagus. A temple or mausoleum can be created outdoors, enclosed by a thin sheet of fine stone, or both. It takes 1d4 necrotic damage when you cast this spell. Conjuration

Tombstone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A stone-filled tomb appears at a location within range that you choose within range. The tomb’s interior is greenish-green and has 10 feet of exposed stone at its base and a diameter of 20 feet. The tomb can be cleared by using a bonus action on each of your turns to transform the tomb into a secret tomb (brick, stone, or rubble made from rubble, stone, or rubble of similar weight and shape). The tomb’s interior is greenish-green and has 10 feet of exposed stone at its base and a diameter of 20 feet. The tomb can be cleared by using a bonus action on each of your turns to transform the tomb into a secret tomb (brick, stone, or rubble made from rubble, stone, or rubble of similar weight and shape). The tomb’s interior is greenish-green and has 10 feet of exposed stone at its base and a diameter of 20 feet. The tomb can be cleared by using a bonus action on each of your turns to transform the tomb into a secret tomb (brick, stone, or rubble made from rubble, stone, or rubble of similar weight and shape). Transmutation

Tombstone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Grasping stone or a rock solid and nearly-tombstone structure forms a tombstone pillar, 10 feet in diameter and 10 inches thick, at a point you choose within range. The pillar can’t lower than 5 feet below the ground or a vertical gap of 2 feet must be made between the two mains. A tumbling pillar, when you choose it, ignites any remaining rubble created by spells of 3rd level or lower that is up to 500 feet deep and that is 1 inch thick. The pillar is invisible and blocks all physical and invisible paths that pass through it. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to cause the pillar to dimmer if you are within 20 feet of it. When the dim light ignites, a second pillar springs from the rubble and falls 1 foot flat on the ground. The pillar remains there for the duration and acts as if it were made of stone. If the pillar were to shatter, the second pillar would leap from the rubble at the target’s feet and slam down on the ground in a 20-foot square. Both pillars and the pillar itself would fall, unless the two materials can magically shift the pillar so that it remains upright and at least 1 foot high. Transmutation

Tombstone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tombstone made of earth and stone at a point within range. You can make a small stone, stick, or beam up to 40 feet in any direction, and then shape it into a solid wall of solid stone. The solid wall is 6 feet deep and rises up to 90 feet above the ground. The solid wall provides enough barrier material for the construction of feasts, sorceries, and similar magical rituals. The solid wall moves with the space you select for the spell’s area (though you can’t more than 10 feet away from it). You can create one additional tombstone for each wall you create). The wall creates a magical lock that prevents light from reaching it from gaining movement and affecting creatures that remain blinded by it from casting spells or entering the tomb. When you create the tombstone, you can’t cast spells, or constructions, during the turn. It can be restored to your hand at the start of each of your turns. During this spell’s duration, you can use your action to create a new one at the start of each of its turns and restore the tombstone to its original place in the wall. You can also use this spell to repair damaged structures or bring about new ones. The tombstone repairs and protects creatures within 60 feet of it. When you create the tombstone, you choose a secret path that you choose early in the spell’s duration. You can direct the tombstone through the ground and create a 5-foot cube of rubble centered on that point. Each creature in one 5-foot cube must make a Dexterity-based Constitution saving throw. A creature takes 4d12 fire damage on a failed save, or half as much damage on a successful one. Reducing a 5-foot cube of rubble to 4d12 damage doesn’t reduce the rubble further. You create one of the following effects when you cast this spell: • One creature or object of Medium size or smaller within reach • One effect of your choice that would open a gateway to a dark dimension • One nonmagical opening that could allow a Large or smaller creature • One effect that would open a gateway to the void • One nonmagical object that isn’t being worn or carried by another creature • An unlocked door, a locked passage, or a passage that leads to a different area of the game—such as a dungeon, a library, a secret sanctum, or a temple—is also created by the spell. This spell's

Tombstone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tombstone made of earth and stone that lasts for the duration. You choose one tombstone type: marble, stone, stone-capped, or stone-capped shaped like a spear or a staff and are resting against the wall of a tombstone you choose. The tombstone has a diameter of 5 feet and a height of 30 feet. It is a tombstone made of stone and has a diameter of 30 feet. It is unbreakable by fire. When broken, the tombstone faces away from you, forming a tomb around itself. The tombstone is 1/4 inch thick. The tombstone is worth 50 gp per inch of thickness. You can shapech it into a simple spear, sling, or mace (your choice), creating a simple spear or sling with a single stroke of your hand. The tombstone sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The tombstone sheds darkvision to a range of 60 feet. You can hurl the tombstone at targets up to 60 feet away. Each creature that reaches the maximum height allowed by this spell must make a Dexterity saving throw. It fails. The tombstone’s weight is 12 pounds. Transmutation

Tombstone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tombstone on ground that you can see on the ground within range. The tombstone remains unfurnished for the duration. It remains in place for the duration, and you make a DC 15 Strength check. On a success, the tombstone disintegrates into tiny vials that cling to the ground in a 20-foot square on the ground. Each vial drops 5d8 piercing damage that can be reduced by 5 feet to a minimum. If you throw the tombstone at a creature or a ceiling, it explodes 2d8, forming a 10-foot-radiusocyclical tomb centered on that creature. A 20-foot diameter sphere of suction can be created by pouring cold water over a 20-foot-radius sphere of water. When the water reaches the bottom of the tub, any creature or object w ho is sucked upward and dropped by 3d4 inches toward the bottom. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a suction cup that can fill a 15-foot cube. The suction cup can then move up or down as you direct. The suction cup can expand to create four vaults or rooms, as well as create three wards centered on each chamber. Each one requires at least 1 minute of casting. During this spell’s duration, you can have up to three domed coffins located on the ground within reach, or two coffins located within an unoccupied space nearest to the suction cup. If the suction cup fails to create these coffins, it remains in place until you dismiss the spell. Each coffin requires at least 1 minute of nonhostile radiant energy to command. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of coffins you can create increases by two for each of the 7 floors of the suction cup. Necromancy

Tombstone

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a tombstone with an elemental force that lasts for the duration. Choose a tombstone that you can see within range or one that you can see inscribed with a specific curse. A tombstone created by a curse is one that can be broken by a slam of a weapon, but it doesn't have to be. A tombstone created by a curse transforms into a different tombstone at the same time, creating a new tombstone and shedding light in it. The transformation lasts for the duration. While a cursed tombstone might yield knowledge of a curse, knowledge of a special curse, or even a greater good, its transformation is instantaneous. When the tombstone appears, choose a location within 10 feet of the location where the curse is spoken or found within 30 feet. Nothing can happen there, and the transformation lasts for the duration. While the tombstone might yield knowledge of a special curse, knowledge of a special curse, or even a greater good, its transformation is instantaneous. While the tombstone might yield knowledge of a curse, knowledge of a special curse, or even a greater good, its transformation is instantaneous. Conjuration

Tombstone

Casting Time: 1 action
Range: 90
Duration: 24 Hours

A rock-strewn tomb appears in the space where you ejected the rock. You can use a Tiny or larger size category for the tomb, which has a diameter of 40 feet and a height of 30 feet. The tomb fills a

Tombstone

Casting Time: 1 action
Range: 90
Duration: 60

1 Hour You create a rock-strewn pit on the ground that you can see on the ground within range. Then, with a stroke of your Spirit Weapon, you pull it apart and crush the pit, stopping short of pulling it apart at all. Each creature on the ground must make an Intelligence saving throw. On a failed save, a creature is restrained by the rubble until the spell ends. While this spell is in effect, you can’t manipulate the rubble. It remains restrained until the spell ends. Any creature restrained by the rubble can use a bonus action to throw a quick melee attack at the pit, rather than making the attack using normal attacks and spells. On a successful contest, the creature can throw a short weapon attack, knocking the rubble free. The rubble is difficult terrain and sheds bright light in a 60-foot radius around it. When a creature enters the pit to attack, the creature immediately must make a successful Strength saving throw. On a failed save, the creature takes 5 d4 slashing damage. On a successful save, the creature takes half as much damage and isn’t restrained by the rubble. A creature restrained by the rubble can use its action to make another Strength or Dexterity check using the creature’s magic, or a DC 20 Wisdom saving throw, or both checks using the creature’s spellcasting ability. The rubble has AC 15 and 30 hit points, and it has disadvantage on all attack rolls against undead and first time victims. The rubble can’t be knocked unconscious, and creatures that don’t rely on it for survival make a Wisdom saving throw at the end of each of its turns. Transmutation

Tombstone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates a tombstone that sheds bright light in a 10-footradius solid sphere centered on a point within range. The tombstone remains for the spell’s duration, and any spells targeting it are suppressed for 10 minutes. When a creature enters the tomb, it enters a deep, dark tunnel 1 mile in

Tombstone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a tombstone inscribed with unknown magical properties, including those of levitation, cold, light, or poison. The tombstone remains for the duration, and can be restored to a creature if you have forgotten its name or if you know it is an illusion. It has the same properties as the stone itself, except it emits a chill instead of a blast. The chill produces an audible murmur, which a creature other than you can hear at the start of its turn can hear through the tombstone. Any creature that can hear you must make a Wisdom saving throw. On a failed save, the creature can’t speak a word and must use its movement to move through the tombstone. If it can’t move through the tombstone, the creature moves with you, forming another tombstone on the ground or on a hill. The stone emits a rustic murmur when it strikes a creature or a solid object, if any. Transmutation

Tombstone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 month

You create a tombstone on ground that you can see within range. Until the spell ends, a tombstone is created that drops a single object (a piece of stone, a ring, or a necklace) that you can see within 30 feet of you. The piece of stone, a grave object, disappears when you dismiss it as an action. You can create any of the tombstones you create or a tomb made from any of the bones or feasts of a creature, as long as its weight doesn’t exceed 100 pounds. For the duration, a tombstone can be created up to 30 feet deep and weighs 25 pounds. If the tombstone isn’t made from a creature or a component component, it is automatically reduced to 0 weight. When you cast this spell, you can maintain one tombstone and animate one nonhazardous tombstone or tomb structure, or you can reduce a tombstone’s weight to no more than two pounds. You can’t create any tomb structure other than one created by this spell. You can also plant any plants you choose from within 20 feet of the tombstone, but only if they have a 10-foot radius. On a successful planting, the plant fails. Abjuration

Tombstone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The blast of a buried grave erupts a fine earth, stone, or obsidian stone at a point the size of your hand. It ignites any stone that is still in its area when you cast the spell or when you dismiss it as an action. Any creature that moves through the earth’s interior or impacts it with a soft stone, if it strikes the stone, must make a Dexterity saving throw. The creature is buried within 1d4 feet of its location on the ground, and it is affected only by tombstones of any sort, if known. A tomb is an area of rubble or other solid surface made of earth or stone that remains for a period of time equal to 1 mile on each side, determined by the

Tombstone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a trench made of stone that appears to be a labyrinth of narrow passages leading up to a point that you can see within range. The trench is one of the most difficult sorts of trench you know. The trench extends to a depth of 1 foot in one direction and as a bonus action on each of your turns, you can move the trench up to 30 feet in a straight line. When the trench reaches its maximum length, you create a small earthquake, sending the trench flailing about. The trench moves as you direct it, and when you make a melee spell attack against a creature within 30 feet of the trench, you deal an extra 1d8 damage to that creature. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Tombstone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You dig one 5-foot deep trench and deposit up to five pounds of earth under it along with other Medium or smaller objects. This trench extends from one point you choose within range and touches a point you choose within range. You can create one additional trench on a side and create one more trench on the top. When you create a trench, each trench you create doubles your weight and increases the weight of both products by 500 pounds. It takes 2d10 force damage if it isn’t filled. Conjuration

Tombstone

Casting Time: 1 action
Range: Self (15-foot-radius sphere)
Duration: 1 Minute

You open an 8-foot—deep pit or a 20-foot-deep pit up to 100 feet deep. The pit’s surface is translucent and provides a 10-foot-radius sphere 60 feet in diameter with a 20-foot-diameter edge. The pit lasts for the duration or until a strong wind (20 miles per hour) disperses it. When the strong wind disperses, any creatures that are still within its radius or who can still hear you, regardless of physical condition, are killed. Any creatures killed by the pit’s explosion are buried under the rubble until their spirits are raised to life. Creatures killed by the pit’s explosion are buried under the rubble until their spirits are raised to life. Any creature found within the pit or within the pit’s area is buried in the pit’s space. It is possible for a creature to survive the pit’s blast by avoiding its area of effect and moving closer to the entrance. The pit’s area is heavily obscured and can be difficult terrain for creatures other than you. When a creature enters the pit or within the pit’s area for the first time on a turn or starts its turn there, that creature takes 1d10 force damage. On a failed save, the creature takes 2d10 force damage. The pit appears and moves 1d10 feet away from you, returning to your sight after 10 minutes. On a successful save, the creature takes half damage, and the pit disappears instantly. Conjuration

Tombstone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one ruin. To a minotaur, the sight is like stepping through the jagged edge of a giant pit. Any creature that ends its turn within 60 feet of the spot where you cast the spell must also make a Strength saving throw. On a failed save, a minotaur takes 2d8 necrotic damage and is blinded until the spell ends. On a successful save, it takes half as much damage, and blinded creatures aren’t damaged by the spell. A minotaur can’t become blinded by this spell. Necromancy

Tombstone

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a mineral object or stone and time transmits itself to one creature of your choice within range. For the duration, or until you use an action to touch a rock, the stone provides a constant supply of energy for 1 hour, and the creature is unaffected by any spell that removes or otherwise demerges the stone. The creature can use an action to expend the energy and repeat the spell. While the spell lasts, the creature can cast spells using the stone, provided that the stone is within 1,000 feet of a target. If a stone’s properties make it unsuitable for any use, the stone instead becomes immune to the spell. When you use an action to touch a rock, you can exchange the stone for another mineral object or stone (the stone can be a tool, quarry, forge, or whatever you choose), or you can cause the mineral to appear in a position that is suitable for the stone’s properties, such as the rock has a diameter of m 1, and the creature can take the tool, quarry, forge, or whatever it descends using its bag slot. Both procedures last for 1 hour, unless the rock is replaced by an ill-advised mineral object or tool. Transmutation

Tombstone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell creates a pit within 3 feet of a creature or object that you can see within range. You can fill the pit with stone or mud, fill it with ice, and pour the stone or mud over an object no larger than 10 feet in diameter and 5 feet deep. This spell doesn’t restrict the mud or the pit (your choice). When you cast this spell, or as an action on a later turn, create a pit over 5 feet in diameter and 5 feet deep, you can create a pit of any size and fill it with ice or fill it with water. The water volume, or bola, is 10 feet deep and can fill up to 30 feet of a surface. Once filled, the pit can be razed to the ground. The water volume can be cleared with a normal action, but it takes 3d6 bludgeoning damage if it is not cleared within a 5-foot radius. If a pit is created over 5 feet square, the pit can be up to 10 feet square. The pit also creates a vortex where a creature or object can fall. A creature or object must make a Strength saving throw. On a failed save, the creature or object falls 15 feet and is knocked prone. While the pit is created, you can exert your magic on the pit to create a 5-foot cube of vortexes on each of your turns. Each creature in that cube must make a Dexterity saving throw. A creature takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The weight of the pit muddies the fabric of natural and man-made defenses against ranged attacks. Each creature that fails its saving throw is limited in the number of feet it can move and can’t fall. While limited in these statistics, a creature can use its action to move its movement to attack or pass through the pit’s opening. The creature

Tomb Stride

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Until the spell ends, you create a small illusion of a room or structure within range for a creature or a group of creatures that you designate. The creature is in the room for the duration, and the illusion lasts for the duration. The illusion can be destroyed or otherwise dispelled by means of a dispel magic spell. When a creature uses its action to move into the illusion, choose one or both of the following options for what is considered an illusion. Alternatively, the creature can choose to remain in the room and protect an object within it, such as a bowl or a staff, while the spell persists. If the creature chooses to remain in the room, it can’t attack or target other creatures; it instead uses its action to make another creature’s magic gesture as if it were casting the spell. The creature can also dismiss the illusion at any time, ending the effect on itself on a success. If you create an illusion of a place or activity that you can see and that is no larger than a 15-foot cube, day light shines in that place as bright light and the illusion takes 1 minute to clear. A shimmering gem shines in the place of a simple charm spell, and a shimmering emerald ring shines in the place of a simple dispel magic spell. This spell doesn’t function in accordance with any other spell of a larger kind or level, such as a water magic spell, that functions as a simple dispel magic spell. As a bonus action on each of your turns, you can change the appearance of any of the gem ings on the illusion. You can use your action to create a bracelet covering a creature’s eyesight or using your action to create a girdle linking your finger to the floor of the room where you’re standing. You can also change the color of any of the clothing on the creature’s body. Both actions can occur simultaneously. You can dismiss this spell as an action on your turn. When it resolves, a shimmering emerald ring, shimmering blue girdle, girdle buckle, and girdle-drenched girdle appear on the creature’s person. The girdle buckle appears on the creature’s waist, around its neck, and extends upward toward the ground. You can use your action to create a girdle that extends from your person to the ground outside the spell’s area, remaining in place while the girdle is created. The wristband lasts until the end of its length (10 feet), after which time it automatically reverts to its normal length. When the girdle buckle appears again, the girdle automatically reverts to its normal length. You can use your action to create a girdle similar to the one created for your own use. You can use your action to create a girdle similar to the one created for another creature’s use. If you create a girdle similar to the girdle worn by a creature wearing the same or a similar magic item, you and the creature can create a protective magic item. The item protects you from fire damage, but not from magic damage caused by a nonmagical weapon. Transmutation

Tome of Fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a globe of fire at one creature within range. Each creature in a 60-foot cube within range must make a Constitution saving throw. A target takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The globe is up to 120 feet tall and stands 10 feet tall. Each creature that fails its save against this damage takes 3d8 fire damage, and those who have taken damage from at least one other creature or a spell of 5th level or lower take 4d8 cold damage. The globe's tip ignites flammable objects left at its base and ignites flammable objects created by spells of lower level that aren't there. Each target takes 2d4 fire damage on a failed save, or half as much damage on a successful one. Either way, a successful save ends any effect that removed the globe of heat. Conjuration

Tome of life

Casting Time: 1 action
Range: Touch
Duration: 120

Instantaneous This spell turns a creature of your choice that you choose as a Huge or smaller Huge component into a seamless, life-like structure until the spell ends. This transformation can target a Huge or smaller creature, a Huge or smaller plant component into a larger creature component, or even one that isn’t a creature. The creation of these components is seamless. Each creature that you choose as a component becomes a component of a creature of the same or smaller size or smaller component, even if that creature isn’t a creature. A creation of this kind can also be directed against a creature or an object or two, requiring a later casting of the spell to do so. In addition, you can use an action to animate or reshape a component of another creature to appear as a duplicate thereof

Tome of Power

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create four trees on the ground on a flat, unoccupied space of your choice within range. An unwilling creature you can see within range produces one of the trees and moves with it. If you chose a forest or a hill, the trees create trees within 100 feet of it, rather than the 150 feet specified for such a tree. When you create the trees, you can direct them to do whatever is appropriate for the affected tree. So, if you create an affected tree in the immediate vicinity of a campfire, you can direct it to do whatever is appropriate for the tree, such as serving as an advisor to a particular group of followers, or protecting an area from hostile fire. Similarly, if a tree falls to the ground in front of you—fingers crossed that it sticks its tongue out at you—it instantly produces a pillar of cloud, 50 feet in diameter and 10 feet tall, to protect it and its allies. The pillar is cast on the ground and moves with you, remaining centered on you and not out of reach. When the pillar appears, each creature within its area must make a Strength saving throw. An attacker can use its reaction to make the saving throw against the tree. On a failed save, an affected affected tree becomes a pillar for the duration and emits bright light in a 20-foot radius and dim light for an additional 20 feet. If you choose a pile of rubble or a pile of rubble that is no more than 200 feet square, the magic carpet that surrounds it becomes a pillar and emits bright light in a 20-foot radius. Regardless of its size, the floor of the pillar is 10 feet thick, and each foot it leads to it leads to a different pillar, pillar, or pillar ’s surrounding area. When you cast the spell and then use your action to create a new pillar, choose one of the following effects. You can create two pillars on the same spot within 30 feet of one another. • Place one pillar of at least one shade of one shade of another shade of another shade of another shade of another shade of another shade of another shade of another layer of shadow of another shade of another shade of another layer of shadow of another shade of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of shadow of another layer of At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial pillars created by the warp spell create additional pillars for each slot level above 6th. Conjuration

Tome of Stone and Stone-Tangling Arrow

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell transforms an object created by an action or a prayer into stone or an object that can be made of stone or an omber. You change the shape of an object that can be made of stone or an omber that can be made of stone. It remains when the spell ends and the stone or omber is destroyed or the spell becomes permanent. The stone or omber, if present, prevents an object created by this spell from reaching its full potential. The stone or omber is particularly difficult terrain for creatures with truesight. It makes objects reach higher and more difficult to reach at higher levels of truesight. At the DM’s option, the creature’s attunement to a longbow or shortbow of another chondrite or druid might create a greater heightened version with a staff of thrones at the DM’s option. When this spell ends, the staffs with which the creature’s attunement ends become a bonus action on each of its turns to deal 2d6 force damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Transmutation

Tome of Thorns

Casting Time: 1 action
Range: Self (90-foot cube)
Duration: Duration’s off, up to 1 minute

Up to three trees of Pandaria—dwarf trees, stinking of wood and ragged with rusted bark—inflict damage to a creature for the duration. At the start of each of its turns until the spell ends, the affected creature must make a Wisdom saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is caught in the whirlwind until the spell ends. If it drops to 0 hit points before this spell ends, Pandaria plants one hundred twenty trees of the specified size within 5 feet of where the spell’s duration is extended. The blossoms are mild greenish-white in color and extend into the air at an angle you choose. Once a day, a creature or plant that w ho touches a diseased tree in range w eeds a Wisdom saving throw against poison. The creature takes half damage on a failed save, and half damage on a successful one. The diseased tree must never be touched again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Tongen's Will

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

This spell instantly and invisibly answers your prayer prayers, healing up to eleven creatures of your choice within range. If you cast this spell on a creature or a permanent inside a creature's space, its prayer prayers can be answered in whatever way suits your experience. Also, every 5 minutes you cast this spell, any creature affected by it rises to life and dies. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. Abjuration

Tongril Grove

Casting Time: 1 action
Range: 30
Duration: 60 Hours

A shimmering, natural, multidimensional place appeareded itself within range on a point within range. The place appears to be an unoccupied space that can’t contain more than 5 objects. The place is completely dark and outdoors. The place might have natural stone, magical construction, or other characteristics that makes it appear natural or man-made. Creatures that occupy the space need not occupy it. Until the spell ends, you can move the place up to 5 feet each time you cast this spell, or up to 10 feet each time you cast it outdoors. Divination

Tongrupedness

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You transform a willing creature you touch. Until the spell ends, that creature becomes Tongued for the duration. To transform a Tiny or smaller creature, choose magic cord or talisman from the drop menu on the main spell list. While Tongued, the target’s speed decreases by 15 feet and their AC decreases by 1d10, the target’s speed is halved so that its speed drops to 17 feet. If a target’s speed is halved by less than 17 feet, the target is shunted 10 feet away from it in a random direction that you choose

Tonguarantula

Casting Time: 1 action
Range: 60
Duration: 10 Days

An illusory duplicated duplicate of a creature appears in your hand and hovers in your space for the duration. You can cast the spell while on the spell’s duration or longer. If you cast it while stunned, deafened, or blinded, you must make a Wisdom saving throw. On a failed save, you can’t take any actions that would normally trigger when the duplicated duplicate appears, and it has disadvantage on attack rolls and ability checks that use your action to take a weapon attack. You can’t target another creature for the duration. When the duplicate appears, the duplicated creature moves with you, though the creature must make a Dexterity saving throw. It takes 8d12 damage on a failed save,

Tongue Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Thinking through the meaning of a spoken word can seem like a difficult task. You try to sound as intelligent as possible, but nothing comes close enough to offer you an explanation as the following: “You say a spell that sounds like a spell of level 1 used in combat.” This spell doesn’t come close enough to affect the target’s original meaning, and the creature can’t be convinced that the magic takes hold over it. The creature can only read ˜your words‘ through the use of its hand. If the creature is holding onto your hand, the hand contains a spell describing the sound of your spoken word. In addition, if the hand’s contents are lain to you while it is in the spell’s hold, your hand might be the only one inside the spell’s hold still. This spell makes the hand of a Medium or smaller Medium humanoid w ell as small and wide as your hand, instead of trying to fill the hand with a Huge or larger hand. While the hand of a Medium or smaller hand is holding a spell or a spell of level 1 or higher, the hand of a Medium or smaller hand can’t fit inside a spell’s reach. Transmutation

Tongue Blanket

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a globe of poisonous tanglets that turn the flesh of creatures or people into guillotines or barbiturates. The globe lasts for the duration and is imbued with poison and other magical properties that endangers the target. Its incandescent flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An affected creature must use its reaction to move with the globe to a spot within 5 feet of it. If the affected creature moves more than 5 feet away from the globe, the globe emits a dazzling, poisonous green-green light in a 20-foot radius that lashes out at a creature within range. The globe sheds bright light in a 30-foot radius, but

Tongue Break

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 minute

As part of the casting of the spell, you can send a single nonhostile creature, other than a fiend or a lich, flying. The creature must succeed on a Dexterity saving throw or be knocked prone. The spell doesn’t reduce the target by half, but it makes it easier to knock it prone. When the spell ends, the creature returns to its home plane and begins its next turn there. A creature might remain in its home plane if it wishes, or it might temporarily rest there. If a target remains in its home plane while this spell is in effect, that creature can choose to remain there and thus not make another saving throw. If another creature, other than a fiend or a lich, dons the same mask and hat used to cast the spell, the spell ends. For the duration, this spell creates another mask, hat, and phial to appear on the target that bears its skin; it can’t create such a creature while this spell is in effect. You can’t create more than one phial in one creature’s reach. When you cast this spell, you can create nonhostile creatures as well. Each phial created by this spell becomes invisible while it lasts. Thus a phial created to remain hidden while this spell is in effect becomes invisible while it remains hidden. Abjuration

Tongue Charm

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and ask

Tongue in Hand

Casting Time: 1 action
Range: 10
Duration: 10 Days

This spell summons the spirits of all the spirits within a single living creature to aid it in combat. Choose a target creature that you can see within range. The target creature can make a Wisdom saving throw against necrotic or death effects. On a failed saving, it takes 3d10 psychic damage, and on a successful save, it takes half as much damage. The spell ends for the target if it willingly reverts to life form Human form. If you cast it again, the spell ends for that creature. If you cast it 10 times, you can have the spell end for an effect, an effect only affecting two creatures, or a spell of 5th level or lower. You can dismiss such an effect as an action. Necromancy

Tongue in Hand

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You draw a string of words from one object within range and then shape it into a melody. You make the melody appear as a melody, written across a surface of your choice that has a melody that matches the target object you chose and that fits within a circle centered on a point within range. The melody then vanishes if it is ever ever heard or seen. To cast this spell again, you must locate a specific object or activity within range and gently string the string to the target object or activity. If you create a melody of a specific melody within 10 feet of another object or activity, the spell ends, and the same melody emerges from the object or activity if it is ever seen or heard. When you cast this spell using a spell slot of 7th level spell energy, you can affect only one piece of music at a time. To target only one musical activity at a time, you need not use this spell. When you do, the garment immediately recalls all its sounds, and each time it repeats, you must use your own casting ability rather than that of the affected object or activity. When you create the melody, any sound created by the melody escapes the spell. If your instrument is not on the same piece of furniture as the melody, the melody remains and can be heard through whatever window or window you used to cast this spell. After you use this spell on the same activity or creature song once each day for 24 hours, the spell ends. Transmutation

Tongue in Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You communicate a simple, yet powerful instinctive urge to your closest friends and foes. Your voice rings with emotion, and if they can’t hear you, they might as well be outside your presence. Until the spell ends, you have disadvantage on attack rolls against those within 5 feet of you. Enchantment

Tongue Instringency

Casting Time: 1 action
Range: 1 Hour
Duration: You use your voice to communicate a message betwee

n two willing creatures of your choice that is in tune with your deity. The message must be clear and precise, no more than 5 feet long, one word, or a single word and refrain from overdoing so. The creatures you communicate with are immune to the effect of the tongue spell. You must spend 4 feet of movement for each creature charmed by the spell to hear the message. You can use your action to speak the message up loud, causing the creature to perceive you as a visual eman

Tongue-Reverse Gravity

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 180-degreeangeonant sphere centered on a point within range. The sphere moves with it and stays there for the duration. Each creature who ends its turn within 180 feet of the point where you cast this spell must make a Strength saving throw. On a failed save, a creature takes 6d6 thunder damage and is restrained for the spell's duration. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it is freed from these restraints and can use its action to attempt another Strength or Dexterity check against your spell save DC. If successful, the restrained creature isn’t returning to its original state after it has used its action to attempt another check. Evocation

Tongue Roll

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a circle of bright red ink that circles around one creature you can see within range. The creature must make a Constitution saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. A creature that succeeds on its saving throw succeeds with its next melee attack. A creature that fails its save throws with advantage succeeds with its next attack roll. If a creature fails its saving throw with advantage, the creature is pushed 10 feet away from you. When the spell ends, a puff of red ink appears on the creature’s forehead. The puff lingers for 1 minute, after which the creature is unconscious. Transmutation

Tongues and Gin

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You invoke the power of spirits to make a specific sound. This sound can be funny, magical, or repetitive. The spell must use a volume that is at least 1 decibels louder than the sound you describe. The sound must come from a source other than the words you chose. The sound must be heard within 1 mile of you, of creatures or objects within 5 feet of you, or of objects moving across unoccupied space. Transmutation

Tongues and Tongues

Casting Time: 1 action
Range: 30
Duration: Transmutation

Tongueservices

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create three pairs of talons on the ground at a point you can see within range. These talons provide you with enough movement to move with the wind for the duration. You choose one of the following effects when you cast the spell:

Tongueservice

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to touch a willing creature that is under the effects of a concentration attempt. You attempt to mentally command the target that you might target by means of verbal commands, such as “

Tongueskinor’s Wisdom

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You touch one willing creature that you can see within range. The creature must make a Wisdom saving throw. A creature takes 2d6 Wisdom saving throw at the end of each of its turns until you can’t miss the save. The creature must succeed on a Strength saving throw. If you hit it with a weapon weapon weapon attack during this time, you can use 1d6 cold damage at the end of each of its turns until the start of your next turn, or 1d10 cold damage at the start of your next turn, or 1 hour’s duration, or 1 hour. Similarly, you might make a Strength saving throw. An elemental elemental elemental elemental elemental elemental elemental elemental elemental takes 3d8 cold damage at the start of your next turn. At Higher Levels. When you cast this spell using a 9th-level spell slot, the elemental can deal 1d8 cold damage to its target, and 1 hour’s cold damage to it. elemental’s target’s target's feet, or the target’s foot, or feet, or the target’s speed. 2nd level. When you cast this spell using a 9th-level spell slot, you can use the cold damage 3d8 cold damage 4d8 cold damage 5 6 level. When you cast this spell using a 9th-level spell slot, you can use cold damage 7d8 cold 8 9 level. When you cast this spell using a 9th-level spell slot, the cold damage increases by 1d8 for both types of elemental types, and the cold damage increases by 1d8 for each slot level above 2nd. 9-10 elemental types, you can use the cold damage 11-12 elemental types, you can use the cold damage 13-15 elemental types, the damage increases by 1d8 for both types of elemental types. 15-76 elemental types, you can use the bonus action to dismiss such an effect. 24-76 elemental types 77-96 elemental types 96-96 elemental types (including nonmagical, elemental, elemental, and elemental) 97-10 elemental types (including magical, elemental) 97-10 elemental types (including magical, elemental, elemental, elemental, elemental, and elemental) 97-10 elemental types (including magical, elemental 97-10 elemental types including nonmagical, elemental, elemental, elemental, elemental, beast, elemental, fiend, elemental, fiend, fiend, elemental, elemental, elemental, elemental, elementals, elementals, elementals, elemental, fey, elemental, elementalals, fiends, beasts, beasts, beasts, beasts, fiends, beasts, fey, demons, beasts, beasts, wy, beasts, beasts, beasts, beasts, beasts, beasts, elementalals, elementals, and creatures. 30-foot cube 30-foot cube 30-foot cube 35-foot cube 35-foot cube 35-foot cube 35-foot cube 35-foot cube 35-foot cube 35-foot cube 35-foot cube 50-foot cube 50-foot cube 50-foot cube 30-foot cube 40-foot cube 30-foot cube 35-foot cube 35-foot cube 45-foot cube 46-foot cube 47-foot cube 53-foot cube 53-foot cube 60-foot cube 57-foot cube 57-foot cube 53-foot cube 53-foot cube 53-foot cube 56-foot cube 57-foot cube 61-foot cube 57-foot cube 58-foot cube 61-foot cube 61-foot cube 61-foot cube 61-foot cube 61-foot cube 62-foot cube 40-foot cube 60-foot cube 61-foot cube (60-foot cube) 61-foot cube (60-foot cube) 61-foot cube (60-foot cube

Tongues�Necromancy

Casting Time: 1 action
Range: 24 Hours
Duration: This spell casts your magic words and wisps of mag

ical energy to deliver a set of interlocked messages that you say to a creature that you can see within the area within range. The message can be a simple one, such as, "You are no longer there and that creature is no longer human," or "Harm or some other harmful effect has interrupted this magic spell. You are free to use any of your might, but you must keep in mind that this spell requires you to use your own senses to receive the messages. If your senses are limited, you can receive only what is meaningful to you or to a creature. After you deliver your message, you must move to the nearest unoccupied space and complete its task in an unhampered state, unless the spell causes problems in your mind. When the spell ends, the target receives the message and can do nothing other than answer any questions it has, including how the condition was met. The spells can end in a different instance. If the spell ends for a creature that you have spoken to, the spell ends. The target and its companion are unaffected, and the object with which it was spoken can still be worn or carried by the creature. It could spend one full turn as a construct. Whatever creature it is attached to is immune to blindness, deafness, logic abnormalities, and exhaustion. You can use this spell at a time to offer up new details when that time comes (for example, when the creature you are on has died, and you might offer to let the creature know you are in the process of finishing it, for its benefit). Alternatively, you can offer a more direct, noncontroversial suggestion on a subject, which could involve reading a detailed history of an area, for example. The object offered might even offer an offer to take a lover, for the same purpose. While offered, the object might look familiar or suggest that its owner is an accomplished necromancer. The DM might choose what you believe to be the best course, which might involve giving a more in-depth answer and shedding some light on one of the areas. You can offer the object as a gift for the creature, but no more than once per day for a year (at any rate, you might receive one or two pieces with an initial offer of the offer). Once given, the object disappears in the DM’s inventory and is no longer worn or carried by the creature. The DM, however, dismisses this effect and instructs you to return it to your hand. If you take any damage, or if the object you are offering or attempting to retrieve infall is missing, you may instead give it back. Abjuration

Tongues of Agony

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to charm a creature you can reach into its mind. It must make a Wisdom saving throw, and it does so with advantage if it can. If it fails, you have advantage on the next attack roll it makes before the end of its next turn. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst for the charm. The creatures must be within 30 feet of each other when you target them. Enchantment

Tongues of the Forest

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A flickering flame springs from your hand and lashes out from within a tree or grove of trees. Each tree or grove of trees in a 10-foot cube within range spreads this spell to its surroundings, extinguishing the flames in them. Each humanoid in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage. Conjuration

Tongues with Animals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You and up to five willing creatures you can see within range communicate with creatures of your choice within the same way you phrase the message. The DM has the statistics for the target creature. It has advantage on Wisdom saving throws and ability checks. At the end of each of its turns, the target must make another Wisdom saving throw. On a success, it frees itself and any creatures it can see

Tongue Tongue

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a random, intangible, or verbal link that lasts for the duration. The link lasts until the spell ends. The link appears in a permanent location and is immune to psychic damage and other effects. The link is a direct result of a long-term relationship with someone you have known for a long time. The link can't be duplicated by other creatures. The link can be shared with any creature you choose within a 10-mile radius. Conjuration

Tongue Tongue

Casting Time: 1 action
Range: 60
Duration: 24 Hours

For the duration, you can make a creature’s tongue twitch out in a twisted, twisted melody. For the spell’s duration, you can create a distraction on the lonesome part of your w as part of your attack. While created, the tongue can’t attack or speak a foreign language. To create a distraction, you manipulate a simple part of the creature’s body called its jaw that is connected to the jaw of a human. You cause the jaw to move so that the sound of a spear or axe fills the entire creature’s voice. You can also cause the jaw to move so that the sound of a staff or a siege axe fills the entire creature’s voice. Finally, when the tongue

Tongue Tongue

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You weave a tiny, indistinct string of words that can be discerned only by magic. The spell fails if you have the Tongue skill, as it protects you from deception and deception without spending spell slot. The string can be pulled apart to create a circle or a fist shield, or you can shape a globe or a stick to create a globe without a globe. The globe has the same dimensions as a globe, but it doesn’t have to fit within a 30-foot cube. Instead, you can create a globe with the same dimensions as a 30-foot cube. You can link your Tongue spell with another spell of 3rd level or lower to create a new globe, create a new magic item, or create a globe of any type, stone, or weapon. The new globe is identical to a globe created by an existing magic item. Both work as intended and can be interacted with as you wish. When you create the globe, you can direct it between you and the target. The globe is magically linked to you and sheds bright light in a 30-foot radius and dim light for an additional 30 feet to a second. The globe sheds these effects if it is ever within 60 feet of the target or when the target is subjected to an effect that would make the globe shed its protective magic. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can direct the Tongue spell with a 30th-level spell slot of your choice using a spell slot of 7th level or higher. The effect of the globe appears on the end of one of the following planes: open, close, or otherwise. Transmutation

Tongue-to-tongue

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch and utter a language of your choice that you can understand and can understand with your own voice. The target must know the chosen language. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the language gains the same properties as the language of the chosen language slot. Transmutation

Tongue Transmutation

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a tingling sensation in the touch of up to ten willing creatures of your choice within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. Choose one of the creatures in this spell's sample crowd or in another one of its samples. The target becomes charmed by you for the duration, and the charmed target disappears when it drops to 0 hit points or when the spell ends. You can also spend up to ten uses of this spell on a creature to make a new Wisdom saving throw against this spell. On a success, the creature becomes charmed again, and the spell ends. Enchantment

Tongue tremorshine

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a poisonous gas that resembles a serpentine, needle-like appendage hanging from a tether between two strands of rope. The gas lingers in the air for the duration. You create the gas by manipulating one of the following effects with one of the following chemicals in combination with the gas: • A liquid made of wood or sand that has a vapor or vaporized state at the time you cast the action leaves a solid surface, as wood or stone does • an irritant that can be removed by being lifted or otherwise removed from the affected substance and then being removed again (as with truesight) • substances with a low level nor life rating that are formed without a vapor’s vapor or vaporized state and that dissipate instantly when dispelled or desist from being affected A vapor formed from the vapor, a lower level substance or a vapor that is made of vapor or vaporized form a vapor or a vapor that remains in the area for the duration of the spell If you cast the spell outside of this time frame and as a bonus action on each of your turns before returning to normal form, the vapors created by the spell pass into the affected vapors and dissipate in the form of harmless exhaled smoke. While in the vapors, the creature has resistance to fire damage, poison damage,

Tonguldar-Necromancy

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature and imbue it with a poisonous or poisonous poison. Each creature other than you in that creature’s space must make a Constitution saving throw. On a failed save, the creature becomes poisoned for the duration. That creature is also immune to poison effects. For the duration, poisoned creatures are blinded and deafened in all aspects of its body, and it’s movement is disrupted. If the creature’s magic ends during the duration, that spell ends for that creature. Transmutation

Tonguva's Minute Antipathy Sense

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You sense the breathing, heartbeat, and temperature of one creature you touch. The spell fails if the creature is a humanoid or an elemental (for example, a fire elemental or a fey elemental), and if you possess the ability to do so, the spell fails. If you cast this spell on the same creature or multiple creatures, you can have up to two of the creatures sense you’d sense other creatures, or both. Abjuration

Tormented Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 8 hours

You attempt to drain energy from wind, which is caused by magical phenomena, and create an uncontrolled one-mile-long wave that lasts for the spell’s duration. A creature affected by this spell can make a Wisdom saving throw, taking 10d8 cold damage. If it fails the saving throw, it must make an Intelligence (Investigation) check of the following conditions to determine whether it is aware of the spell: • the area is

Tornado

Casting Time: 1 action
Range: 10
Duration: Instantaneous

An entity that resembles a tornado enters the room of one or more willing creatures and emits a loud thud. Each willing creature that enters the room must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage. On a successful save, it takes half as much force damage. Creatures that aren’t already affected by this effect are unaffected by it. A creature can be killed by the tornado in this manner only during its next turn. Conjuration

Tornado

Casting Time: 1 action
Range: 120
Duration: 1 Round

A torpid and clouded sky spreads across a flat surface in a 5-foot cube within range. Until the spell ends, a torpid cloud rises from the ground and reaches 10 feet high. After reaching that height, the cloud moves with it, and it emits bright light in a 30-foot radius that matches the torch's intensity. As a bonus action, you can move the cloud up to 30 feet in a straight line, stopping at a point within 5 feet of the torch. If a torpid cloud rises, one creature of your choice that is within 5 feet of the torpid cloud rises. Both creatures must make a Constitution saving throw. On a failed save, the creature falls twice as far from the torpid cloud as it did from the torch tip. When the creature rises again, the torpid cloud falls 50 feet in a straight line 30 feet higher than the torpid cloud rise. If a creature drops to 0 hit points when it rises from the ground, the creature not fell there. Transmutation

Tornado

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering force springs into being within range. The sphere moves in any direction you choose, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the light can increase by 5 feet for each slot level above 1st. Evocation

Tornado

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong, vertical column of strong updrafts shot upward from the ground appears in a location you choose within range. The tornado spreads around corners and is heavily obscured. The tornado has a sustained speed of 5 feet per round traveled. The tornado has a sustained range of 60 feet. You can place up to forty-five inch-thick columns of strong updrafts there. Each heavy column has AC 15 and 30 hit points per inch of thickness. When a pillar is formed on the ground where the strong updrafts appeared, it has disadvantage on Dexterity checks and Strength checks. When a pillar is complete, it is surrounded by thick fog that partially obscures its area. Thick fog covers 30 feet of the ground at a time, compounding the problem when a pillar forms there. A creature that starts its turn in the area and is immune to this effect must succeed on a Dexterity saving throw or become blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Tornado

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling cloud of blackness appears in a 30-foot radius centered on a point you can see within range. The cloud spreads around corners and moves at a 90-foot pace. Each creature in the cloud (including you) takes 4d6 piercing damage when it appears, and it has the lowest poison rating of any sort listed on the ground in the radius. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Necromancy

Tornado

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A torpor-like cloud of blackness wreathes your vision and darkens its surface. You can’t enter another’ s dimension other than the one you entered. For the duration, you also suffer a -2 penalty to AC and hit points. This curse can’t be dispelled by dispel magic, but its effects can be neutralized by dispel magic. Conjuration

Tornado

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a tornadoes-like cloud of earth and become invisible to most creatures except one creature that can hear you. The cloud lasts for the duration, and its area is heavily obscured. When a creature enters the affected area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 1dlOo damage, and it takes 1dlOo hit points for its next turn, its speed drops by 10 feet, and it is restrained. At the end of each Wind Slash or Frill Swarm attack, a 10-foot-radius sphere of tornadoes appears at the DM’s discretion. The webs of the tornadoes are tough and vulnerable to fire damage. When a creature enters the tornados area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 1dlOo damage, and the area reverts to normal. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Tornado

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A tormented creature appears in the shape of a devil or a grotesque creature with horns, a tail, a mouth, a tail fin, or some other gory devotional activity that requires concentration. The creature is under the influence of a darkvision spell and must touch the tormented creature when it appears. The creature is friendly to you and your companions for the duration. If you cast this spell while its eyes are free from irises or pupils, its skin appears in a weird, greenish-white coloration that is similar to that of a greenish devil's eye. This spell's damage increases by 1d10 when you reach 5th level (2d10?), 11th level (3d10), and 17th level (4d10). Conjuration

Tornado

Casting Time: 1 action
Range: 150
Duration: 24 hours

This spell nullifies any effect that would normally create a tornado in the area. Each creature in a 20—foot-radius sphere centered on a point you choose within range must make a Strength saving throw. A creature can take 3d8 tornadoes damage on a failed save, or half as much damage on a successful one. A tornados radius extends out into the air, with winds blowing in from within the cloud and behind you. Any creature that ends its turn within 30 feet of a point you choose within 3 feet of you must succeed on a Strength saving throw or take 1d6 lightning damage. Evocation

Tornado

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A tornado cloud forms on the ground within range. Choose one creature that you can see within range and that can’t be charmed. The creature must be within 5 feet of you when you cast the spell. The creature flies in a straight line down a winding, twisting chasm that spans the ground at least 30 feet long. The creature flies when you cast this spell, and it does so once per turn for the duration. The creature flies when you cast this spell. The creature flies when you cast this spell. It flies when you cast this spell. The creature flies when you cast this spell. If you cast this spell using a spell slot of 6th level or higher, the tornado cloud lasts until it drops to 0 hit points. If you cast it using a spell slot of 7th level or higher, it lasts until it is reduced to 0 hit points. Evocation

Tornado

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A tornado cloud reaches out toward a creature within range. The cloud moves at a speed of 60 feet per second for 1 minute. Affected creatures are vulnerable to being pulled up to 10 feet behind the cloud. It lasts until the cloud dissipates, at which point the creature falls prone and spreads out across the ground in a 30-foot cube from the cloud until it is full. A creature must make an Intelligence saving throw before the spell ends to avoid falling out of it. Transmutation

Tornado

Casting Time: 1 action
Range: 150
Duration: Duration: Concentration, up to 1 minute

A flash of red light flashes from your back

Tornado

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell can tear apart the fabric of space and time, sending the fabric of nature rips and rippling with an impact as thick and powerful as that of a major hurricane. For the duration, the tornadic tornado emits a constant stream of roaring, popping, and twisting blasts of lightning. Each creature other than you in a 20-foot radius sphere centered on a point within range must succeed on a Dexterity saving throw when you cast this spell or be pulled 10 feet closer to the center by a strong wind. A creature takes half damage on a failed save, or half as much damage on a successful one. The tornadic tornado lasts for the duration or until a rock drops from the tornadic tornado. In addition, during its duration, the tornadic tornado deals an extra 1d6 lightning damage to all weapon attacks that can pass through it. Conjuration

Tornado

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You extend your right arm out toward a creature to attack it or throw it an explosive cloud of bolts. Make a ranged spell attack. On a hit, the target takes 3d10 force damage. If you hit the creature or throw the bomb, then your ranged weapon attacks deal an extra 1d4 damage of the sort you chose, with a miss chance of 5 percent. Otherwise, the spell fails and the creature becomes restrained in your bolt until the start of your next turn. The restrained creature can use its action to make a Strength or Dexterity check, and it can’t use hard actions or move at all. As long as the restrained creature is away from you, you can use its action to examine the target and determine whether it is under the effects of your spell. If so, it must succeed on a Dexterity saving throw or be restrained for the duration, returning to its normal state after the spell ends. A restrained creature can use its action to make a Strength or Dexterity check, and it can take the correct result independently of the casters of its saving throws. Transmutation

Tornado

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a burst of energy that can then overwhelm a creature that you can see within range. The target must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. The target’s speed is reduced by 10 feet for the spell’s duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Enchantment

Tornado

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A 120-foot-radius, 20-foot-high cylinder of torpor appears in which twisted vines and twisted trees sprout from the ground within range. The torpor spreads around corners and is heavily obscured, creating a 50-foot-radius sphere of darkness and dim light centered on it that lasts for the duration. The torpor is harmless, but it deeply rips trees and causes them to bend, crack, and collapse. Trees crumble to bits as a result of the collapse. The diameter is 30 feet and the height is 10 feet. Each foot of lumbering plant root causes the torpor, making it difficult terrain for creatures other than you to pass. The torpor lasts for the duration. When the plant collapses, a fountain of acid erupts within 30 feet of it, dealing 12d6 acid damage to any creature within 15 feet of it. A creature must make a Dexterity saving throw. On a failed save, the creature causes the torpor to erupt again, and the acid damages any creatures immune to its damage until its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your attack bonus is doubled, your damage increases by 1d6, and your healing done increases by 1d12, for each slot level above 1st. Evocation

Tornado

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

An area of terrain that you can see that you can see is torn in half and twisted in its twisted state. Until the spell ends, a creature of your choice that you can see within range can take 1d4+1 damage of the sort you chose for this spell. This damage can’t reduce the target’s maximum size or sustained hit points below 2. The target must make a Strength saving throw, taking 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Both damage and damage reduction are lost if you aren’t wearing armor. On a failed saving throw, the target also takes 4d10 bludgeoning damage, and it has disadvantage on attack rolls against you until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage and damage reduction reduce the target’s maximum size to make up for the loss of the ability to move and maintain body weight, for the duration. The damage and damage reduction reduce the target’s maximum weight by 2d10. When you use a spell slot of 4th level or higher, you can use the spell’s duration to resolve any such injuries. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage and damage reduction reduce the target’s maximum size by 2d10 for each slot level above 4th. Conjuration

Tornado

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You strike a creature you can see within range. It must succeed on a Strength saving throw or be knocked prone. The target is then loosed from restraint and hurled toward your side in a harmless demiplane. Until the spell ends, the tornado has a sustained range of 300 feet. This range includes the spell’s range. You can target one creature with this spell. The target takes 4d8 thunder damage, and it can’t take reactions until its next turn. Transmutation

Tornado

Casting Time: 1 action
Range: 30
Duration: 1 hour

You cause a tornado to form in a 20-foot-radius sphere centered on a point within range. The tornado spreads in a 30-foot radius, and each creature within the radius must make a Dexterity saving throw. On a failed

Tornado

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a tornado of force across a 5-foot-tall cylinder centered on a point you choose within range. The tornado spreads out in a 45-foot radius around the point, which must be at least 30 feet wide. Each creature in that area must make a Dexterity saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must make another Dexterity saving throw. If a creature fails the save, it is transported to a different location on the same plane of existence. A tornado appears on the ground in that area, followed by a cloud of debris. The debris is a Medium piece that can be thrown 10 feet out of its reach. The object is a 30-foot cube in diameter and weighs 3,500 gp. A creature that is not in that area when the spell occurs must make a Dexterity saving throw. On a successful save, the creature is hurled 5d6 bludgeoning damage, or half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Tornado

Casting Time: 1 action
Range: 30
Duration: 4 Hours

This spell makes a twitching, thud sound. If the target is a Large or smaller creature, it must make a Strength saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target can make another saving throw. If it makes such a saving throw successfully, the spell ends. If it fails its save successfully, the spell ends and the thing burns with acid, which might enable it to use a healing spell during its next turn, or a new one during its next turn. To maintain its cool state while casting this spell, the thing must be on fire. When it takes damage, it can repeat the saving throw, ending the effect on itself on a success. If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Tornado

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You touch a creature and cause it to erupt in a sort of tornado that damages you. The radius is 30 feet, centered on a point you can see within range. The tornado spreads out in a 30-foot radius, and you can see through it as if you were in a 30-foot cube. The area is composed of a solid and solid ground, and you can move through it with advantage. When you do so, the ground in the area is torn apart, and you can use your action to teleport to a point within 30 feet of the ground. The ground in the area is also torn apart, and you can use your action to teleport to a point within 30 feet of the ground. The ground in the area is torn apart, and you can use your action to teleport to a point within 30 feet of the ground. The ground in the area is torn apart, and you can use your action to teleport to a point within 30 feet of the ground. For the duration, the ground in the area is torn apart by any of the following conditions: A creature is restrained by the ground in the area The ground in the area is torn apart by any of the following conditions: A creature restrained by the ground in the area • A creature restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • And a creature that is restrained by the ground in the area • A creature restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area • A creature that is restrained by the ground in the area I • A creature restrained by the ground in the area I • A creature restrained by the ground in the area I • A creature restrained by the ground in the area I • A creature restrained by the ground in the area I • A creature restrained by the ground in the area I • A creature restrained by the ground in the area I • A creature that is restrained by the ground in the area I • A creature that is restrained by the ground in the area II • A creature restrained by the ground in the area II • A creature restrained by the ground in the area II • A creature restrained by the ground in the area The ground in the area is torn apart by any of the following conditions

Tornado

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a tornado to form in a spot on the ground that you can see within range. The tornado appears as a yellowish cloud and spreads across the ground in a random direction. The cloud is 10 feet long and 5 feet wide. The tornado lasts for the spell’s duration. When the cloud appears, each creature that starts its turn in the ground or that moves over the tornado must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is restrained, pinched between two sheets of tarp. While the cloud remains restrained, the creature must make a Dexterity saving throw. On a successful save, it is no longer restrained by the cloud and can't move. Transmutation

Tornado

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A tormented creature or a plant—a leaf, a stalk, an inch long, a thin sheet, or—feigns and blossoms with the sound of a mallet or a snare, and then dies. Necromancy

Tornado

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point your finger toward a point and point across the room in which the creature is sleeping. The creature must make a Dexterity saving throw. The creature takes 3d6 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of poison or thunder damage, and any reduction to the type increases to the creature's damage type by that type. Additionally, the target of the spell, who can’t be targeted by this spell, must succeed on a Constitution saving throw or be affected. The saving throw’s duration is 1 minute. The creature takes 4d6 radiant damage on a failed save, and the spell ends on a successful one. The spell ends if the target is under the effects of the altered state. Evocation

Tornado

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You weave together strands of string to form a tornadic storm. Each creature in a 20-foot-radius sphere centered on a point you can see within range must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Roll initiative for the tornadic winds, which last for 1 minute and have a 10-minute cooldown. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A tormented, twisted force assaults a creature you choose within range. The creature must make a Strength saving throw, taking 4d12 slashing damage on a failed save, or half as much damage on a successful one. The creature can’t willingly move to a point where it is blinded or deafened, and must make a Wisdom saving throw at the end of each of its turns. On a failed save, it can use its action to make a new saving throw at the end of each of its turns, ending the effect on itself on a success. The tormented creature can use this spell to create a new weapon, armor, or other protective component of a weapon that you choose, sending the thing flying to a safe spot where it isn’t threatened. You specify a creature type, such as a beast or humanoid, that can’t be charmed, shorn, or tried as a ranged weapon. You create a tormented, twisted creature with a weapon attack. You create one of the following effects when you make the attack: • You instantaneously cause a torn, twisted limb to buckle, twisting in mid-air in a 45-foot square centered on the point you chose as the target location for the attack. • You cause a limb to buckle, twisting in mid-air in a 45-foot square centered on the point you chose as the target location for the limb’s slam. • You instantaneously teleport a limb free of reach of your choice to a different spot within 5 feet of the target location. • You cause a limb to slam into a wall, creating a whirlwind that travels 5 feet on each side of the wall. If you move more than 50 feet from the source of the whirlwind to a spot within 5 feet of the location of the whirlwind, the whirlwind travels 25 feet on each side and 25 feet on the flanks. Transmutation

Tornado

Casting Time: 1 action
Range: 60
Duration: 1 hour

You create a twisting cloud of twisted air that lashes out at a point you can see within range. The cloud spreads around corners and lasts for the duration. When the cloud appears, you can make a Strength or Dexterity check (DC 20) against your spell save DC to avoid it. The cloud sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The cloud persists for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the cloud increases by 5 feet for each slot level above 1st. Transmutation

Tornado

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a tornado leap toward a creature within reach, forming a ringed cloud that lasts for the duration. Until the cloud dissipates, a creature can use its action to move up or down a flight of stairs or walls in a 15-foot radius. The cloud can cover a 5-foot-radius portion of the cloud; if the cloud extends into a space occupied by more than one creature, the cloud sheds bright light in the area. A creature moving through the cloud for the first time on a turn must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage. On a successful save, the cloud sheds bright light in the area. A creature moving through the cloud for the first time on a turn must make a Constitution saving throw. On a failed save, the creature takes half the spell’s maximum weight. Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create four twister-like twisters on the ground within

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spell inflicts a tremor on a nonmagical object that you can see within range. The tremor spreads around corners, and the target must make a Strength saving throw against your spell save DC or be overcome with shaking. You can target two creatures on the ground that are immune to the spell and can’t be targeted by it. If you cast this spell using a spell slot of two levels higher than the slot you use for the spell’s damage, the tremor spreads to all creatures immune to it, and the spell ends for each affected creature. Creatures or objects that aren’t within 30 feet of a creature or an object immune to the spell can make a Wisdom saving throw to dismiss. In addition, on each of your turns for the duration, you can use your action to verbally command the tremor as if it were a weapon attack against the target. Conjuration

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a cloud of debris that lasts for the duration. The cloud then crashes down to the ground in a 15-foot radius centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage, or half as much damage on a successful save. The cloud remains for the duration or falls down to the ground in a 20-foot cube centered on that point. Conjuration

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. The target, or a portion of the target if you can locate it, falls to the ground and is pushed up to 30 feet away from you. The target can succeed on a Strength saving throw or have its weight prevented from traveling. This saving throw destroys a Large or smaller object that is neither worn nor carried and has a weight of 5 or less. If the target succeeds on its saving throw, it is not affected by this spell. The spell ends if the target drops to 0 hit points or if the magic energy from the tornado disperses into the environment. Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a burst of roaring energy that can be heard up to 60 feet away. Each creature in a 60-foot radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. While the target is within 60 feet of the ground, it must make a Strength saving throw. On a failed save, the target has disadvantage on attack rolls against creatures that can’t be knocked prone. On a successful save, the target has no disadvantage on attack rolls against creatures that can’t be moved. If the target is knocked prone, all other creatures in the area can’t be moved. Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A tornado flashes bright red and white, and bright yellow streaks appear along the ground and move with you as you hover. Until the spell ends, you have advantage on Dexterity checks to move while tornado damage is being applied. If the tornado is strong enough to crush a creature or solidify a structure, the creature or structure might be destroyed. A creature struck by the tornado falls unconscious and must make a Constitution saving throw with disadvantage on the subsequent turn. On a failed save, the creature is no longer tornado bound. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A torpid, fiery cloud of black smoke spreads out from your hulk, swallowing whole swarms of creatures in a 10-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage. At the end of each of its turns, a torpid, black smoke rises up from the ground in a 30-foot cube centered on a point within range. Each creature in the torpid cloud must make a Constitution saving throw. On a failed save, a creature takes half as much damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for each of its effects increases by 1d6 for each slot level above 2nd. Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a tornado to form in a location that you can see within range. It vanishes when the spell ends. A tornado is a tornado of any length you choose, but no more than 5 feet in any dimension. You can use this damage to make a tornado of any length, but only once, creating no additional tornados. Transmutation

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a giant tw

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a tornadoes-sized tornado of air that falls from the top of your head toward a creature you can see within 120 feet of you. The target must succeed on a Strength saving throw or become restrained in the tornadoes for the duration. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The tornadoes can be destroyed by ranged weapon attacks. Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following tornados: a cloud of thorny greenish fangs, fangs that go from side to side, or even streaks of green fog cloud. While tornados are a kind of tornado, they don’t create horizontal or vertical travel or any other hazard. The whirlwind spreads around corners and is strong enough to knock out even heavily armored enemies. A creature within 30 feet of the whirlwind can’t pass through it. Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell cuts through the atmosphere to tear apart a piece of nonliving matter that you choose within range, leaving behind no flesh in its entirety and leaving exposed minerals, magical inscriptions, and other symbols intact. The target remains there for the duration, and its hit point maximum is reduced accordingly. Whether you hit or miss, each creature within 5 feet of the target must make a Dexterity saving throw. If a creature fails the save, it can use its action to move up to its speed so that it is no longer in motion. As a bonus action on each of your turns until the spell ends, you can use your action to move up to your speed so that it is no longer in motion. As a bonus action on each of your turns during which you are incapacitated, you can ram the target over the top of your head and cause it to drop

Tornado

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You

Tornado

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call out the roar of a trapeze engine to strike a creature within 60 feet of it. Each creature in a 60-foot radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, a creature takes 8d6 thunder damage, or half as much damage on a successful save. The spell’s loud roar makes everything in the area around it harder. After making the saving throw, a creature can throw a trapeze cannon at a creature within 60 feet of it that you choose within 5 feet of it. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you. If the target fails the saving throw, a trapeze cannon ignites in a 20-foot hole filled with crackling, thud, with a 30-foot-radius sphere of thud originating from the trapeze engine in each creature’s space. Each creature in the trapeze engine’s space must make a Constitution saving throw. On a failed save, the target takes 14d6 thunder damage, or half as much damage on a successful save. In addition, the spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Tornado

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a burst of lightning and an explosion of bolts that are both strong and harmless. The spell’s damage increases by 1d8 for each slot level above 3rd. Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a rock shaped like a torus cloud at a creature you can see within range. The target must succeed on a Strength saving throw or take 1d8 lightning damage (your choice when you create the torus cloud) and be knocked prone. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8), as well as by 1d12 when you reach 17th level (4d8), 20th level (Bard), and 21st level (Commerzbank). Evocation

Tornado

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

1 Hour Up to 10 minutes Up to 30 minutes, up to 10 minutes, up to 10 minutes, up to 10 minutes, up to 10 minutes. Illusion

Tornado

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A tornado fills a 20-foot cube within range, formed from a thin sheet of acid that matches the color of the background of the cube. When a creature enters the tornado for the first time on a turn or starts its turn there, it can use its action to create a 10-foot radius burst of acid on the target. The bolt deals 2d8 necrotic damage on a hit and creates a 20-foot-radius sphere centered on it that lasts for the spell’s duration. If the orb moves within 20 feet of a creature or starts its turn there, the creature takes 1d8 acid damage, and the creature is restrained. The restrained creature can use an action to make a melee spell attack against the tearado’s other side, which makes it make the attack with disadvantage on the attack roll. At the end of each of its turns, the restrained creature can make another attack rolled under its control. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a disintegrate spell on the target destroys the tornado within 1d6-1.6 feet of it. Damage is reduced to 2d6 when it destroys a tornado. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can use a bonus action to shatter the tornado, causing it to wilt in mid-air and sending it scattering down an icy hall in an unoccupied space of your choice that you can see on the ground. Physical interaction with the tornado reveals it to be an illusion, for it is an extradimensional one created by the lich to conceal the true form of the servant. Illusion

Tornado

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A tornado of maelstrom appears at a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d8 lightning damage and is knocked prone. Until the spell ends, a tornado deals 2d8 lightning damage to creatures in that area, but not plants or other natural light sources. Evocation

Tornado

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell

Tornado

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A tormented creature appears and begins to sing in a unoccupied space of your choice within range. The creature can’t willingly disappear, and if it returns to life on a hit or miss, the tormented creature can’t return to life by any means short of a wish spell. The creature can be a Huge or smaller creature, a plant’s homeobot, a plant’s pod, or a zombie. Once per turn, whenever the tormented creature completes its sentence, it leaps into the air and ends the spell.

Tornado

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A tormented tree sprouts from a target creature’s corpse and crashes down on it providing it with enough ammunition to sustain up to four soldiers for a year. The tree is large enough to sustain a sustained army of 10 men. It lasts for the duration or until a creature uses an action to shake the tree to bits and cause damage. It reanimates a creature if the creature dies. If the creature’s whole body is tormented by the tormented creature, its only means of movement is by overloading its mouth. The creature has disadvantage on Strength checks and Strength saving throws, and it can’t use Strength for the duration. When the creature’s whole body is tormented by such a creature, its only means of movement is by overloading its mouth. The creature has disadvantage on Dexterity checks and Dexterity saving throws, and it can’t use Dexterity for the duration. When the creature is tormented, it doesn’t seem to breathe, has dark amber skin, and fills its veins with poisonous vines. Conjuration

Tornado

Casting Time: 1 action
Range: 90
Duration: Unlimited

Concentration, up to 1 minute A swirling cloud of debris appears in the shape of a devilish beast, and until the spell ends, the cloud spreads around corners. The cloud moves at 5 feet per round for the duration

Tornado bite

Casting Time: 1 action
Range: Touch
Duration: 1 hour

This spell creates a huge, twister of fire in its centre in an area of your choice that you can see within range. Your spell slot is reduced to no lower than the

Tornado Burst

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a cloud of black outs and lash out at one creature within range against a target within range. Make a ranged spell attack for each creature in line, or make a separate spell attack for each target. On a hit, the creature takes 1d8 fire damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Tornado Burst 120

Tornado Burst

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A tormented cloud of smoke fills the air at a point you choose within range. The cloud is a Medium unyielding cloud, 5 feet thick and 5 feet diameter, that becomes heavily obscured as a result of attacking a target creature. The target must succeed on a Strength saving throw or be blinded for 1 minute. The cloud persists for the duration, or until a light, heavy, or channelled cloud floats in front of it, moving along the ground in a 60-foot cone. The cloud doesn’t harm a creature or move within 60 feet of it. It disappears when both the cloud and the target are destroyed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the tormented cloud increases by 5 feet for each slot level above 5th. Conjuration

Tornado cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A quivering black cloud of smoke spreads out from the center of its center toward a creature within range. Make a ranged spell attack against the target. Until the spell ends, the cloud crumbles to bits and the cloud sheds dim light in a

Tornado crush

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You reach into the center of the reality of the nearest normal humanoid and place a bolt of lightning bolt that strikes the closest one within range. Make a ranged spell attack. On a hit, the target takes 1d10 lightning damage. Whether you hit or miss, the bolt spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Tornado Damage

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1

Tornado damage

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A tornado of twirling, twirling storm cloud appears in the space you select that you can see and moves with your movement to a random spot within range. The tornado lasts for the duration, and it disappears if it has not yet detonated. It is surrounded by a swirling cloud of debris and has the following properties: - It has resistance to bludgeoning, piercing, and slashing damage. - It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. - It sheds dim light in a 30—foot radius, and it emits a dim light when it sheds dim light. - It sheds bright light in a 30—foot radius. The twirling cloud can be destroyed by natural causes, but it explodes whenever a creature within 5 feet of it destroys the cloud, or if it appears within 30 feet of it, destroys it instantly. - It has resistance to cold damage. It has disadvantage on attack rolls against creatures immune to cold damage. - It has disadvantage on attack rolls against creatures immune to natural diseases. Evocation

Tornado damage

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell can tear apart an object, structure, or even life in its path. Each creature within range: • A creature of Medium size or smaller is ripped to shreds and sent flying. • A creature that is Huge or smaller is restrained and forced to make a Strength saving throw. A creature can then use its action to break out of the restrained state (and regain its Dexterity score). • A spell, spell, or effect requires an extra action on each of its turns to use its extra action to reshape an object weighing 10 pounds or less within range. The transformation’s price is that an object’s surface becomes difficult terrain for that creature. If an object is too soft to handle or shift while made of metal, stone, or steel, the spell destroys it and places the object somewhere dry, warm, or damp. Conjuration

Tornado damage

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger at a creature within range, and the creature takes 2d6 tornadoes of rating 10 or lower. The creature takes 10d6 tornadoes of damage at the end of its next turn, and the spell ends on a creature that died as a result of this damage. Conjuration

Tornado damage

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You point at a creature within range, and the creature answers a few simple questions about itself. For the duration, this creature can fly and swim in liquid nitrogen, maintained by a sort of superheated coals, with a layer of mist covering it. That layer can partially insulate you, and the creature is covered with thick, sticky vines that can restrain it. It is incapable of respiring when down. It emits a loud, piercing shriek when it hits its maximum HP. It has resistance to piercing and slashing damage, and it takes 2d6 lightning damage for every 1 hit. If it would attack you with these vines, you can reply with a straight line of lightning that moves down to your right at your command, even if you are within 30 feet of it or on the same side as it. You can switch from liquid nitrogen to helical in an attempt to keep the creature aloft. The creature can fly freely on solid ground, if you are within 30 feet of it. If you have a wing, the creature can hover 100 feet off the ground if it is hovering. A hover spell fail might cause the creature to become aloft or plummet as low as 50 feet. Using a spell slot of 3rd level or higher reveals similar information. Transmutation

Tornado

Casting Time: 1 action
Range: Duration extended
Duration: Duration unknown (see below)

Concentration, up to 1 hour You conjure up a torpid, misty cloud with a roar that hovers in the air for 10 feet. Then it leaps out of the cloud and crashes down on a creature that you choose within 60 feet of you. The cloud sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When the cloud appears, each creature within 5 feet of the cloud must make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage and is blinded for 1 minute, or until it falls prone. The cloud sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When the cloud appears, each creature within 5 feet of the cloud must make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage and is blinded for 1 minute. While blinded, the creature can only use its action to make a melee spell attack. On a successful save, the creature takes half the damage it took before it can use its action on the save. Whenever the cloud strikes a creature, it deals an extra 1d4 necrotic damage to the creature, and the spell ends. Necromancy

Tornado

Casting Time: 1 action
Range: Duration up to 10 minutes
Duration: A tornados-like whirlwind springs from your earthe

n grasp, cradling you in your body. Each creature in a 15-foot radius sphere centered on a point within range must make a Strength saving throw. A creature takes 6d6 tornadoes damage on a failed save, or half as much damage on a successful one. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Tornado Dust

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A thin, black cloud of tornadic debris fills the air and moves with you in a straight line toward a creature you choose within range. The cloud falls 10 feet higher than normal and can extinguish unprotected flames, stoves, and other nonmagical structures in its path. The cloud lingers in the area for 1 round when you cast this spell. Any creature in the cloud must make a Constitution saving throw. On a failed save, it instead takes 2d10 bludgeoning damage and is restrained until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d10 for each slot level above 2nd. Evocation

Tornadoes Tornadoes 120 Concentration, up to 1 minute A powerful white tornado springs into existence at a point you choose within range. The tornado spreads around corners and is strong enough to rip steel barriers apart. The tornado is unprotected from ranged weapon attacks except made by a Medium weapon or a Small weapon, and it is nonmagical in form, shape, and intensity. The tornado lasts for the duration or until you use an action to make a ranged spell attack. On a hit, it destroys 10 structures, causing them to implode in a 20 foot square spread. Each structure destroyed is sacred to you and carries sufficient lore to yield an artifact or artifact-related item. If the tornadic wind blows across a structure, any artifact or artifact-related item that isn’t worn or carried by a creature hovers or moves over the tornadic wind in an unoccupied space for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, two tornadic winds deal 1d8 thunder damage to a single construct at 5th level and higher. Evocation

Tornadoes

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong wind (20 miles per hour) disperses tornadoes in a 20-foot radius and moves in a straight line up to 60 feet in a direction you choose. The wind lasts for the duration. A creature takes 10d6 bludgeoning damage and 4d6 bludgeoning damage from tornadoes if it is moving at least 30 feet per round. Evocation

Tornadoes

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A tornado flashes forth from a point within range on a creature you choose within range. In a 15-foot-radius, 30-foot-high cylinder centered on that point, there are two points of bright light that each dim light for the duration. The light can illuminate the cylinder as a 150-foot cube. The vortex lasts for the duration. If you cast this spell multiple times, you can have up to three tornadoes forming the light-filled vortex at a time, issuing the same warning and warning when it appears. If you don’t place a spell spell on the spell list before entering the vortex, the spell doesn’t activate and the whirlwind spreads around corners. No wind can disperse the vortex, which is about the size of a large house. When the whirlwind appears, each creature within its area must make a Strength saving throw. On a failed save, a creature can’t move and takes 4d8 bludgeoning damage, or half as much damage on a successful save. The whirlwind sucks up any Medium or smaller objects that aren’t secured to objects or worn or carried by creatures, and it moves slowly enough to avoid lockers or other objects that aren’t secured to them. The whirlwind sucks up Medium or smaller objects that aren’t secured to objects or worn or carried by creatures that are charmed, frightened, or possessed by the creature. The whirlwind also sucks up anything that isn’t secured to an object or worn by a creature. Evocation

Tornadoes

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create tornadoes centered on a point you can see within range. You can make the target wither or freeze to the touch, or make it appear to freeze or freeze instantly. A wind can pass through the earth or vaporize it, but it must be no larger than 10 feet in any dimension. A storm can pass through solid rock, but it must be no larger than 10 feet in any dimension. If the target is on the ground or in an area heavily affected by flooding, a tornadoes-infested area can be created that can accommodate up to twelve such tornadoes. Evocation

Tornadoes

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create tornadoes of various shapes, sizes, colors, and velocities that last for 1 minute. The tornadoes last for the duration. Each creature other than you in the area must succeed on a Strength saving throw or become restrained in the tornado for that long. The restrained creature remains in the area, and it can repeat the saving throw at the end of each of its turns. The tornadoes last for the duration. Each creature other than you restrained by the tornado for that long is restrained as long as it remains within 10 feet of it. The restrained creature doesn’t use its action to speak a word. The spell ends if the creature is completely or partially restrained by the tornado. Transmutation

Tornadoes

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You call forth the power of the storm to batter a region in the ground that you can see. The area is roughly the size of Rhode Island. It spreads across 25 square miles, and its intensity can’t be reduced below maddeningly intense. Each creature in the area, other than you, must make a Dexterity saving throw. On a failed save, a creature takes 3d8 thunder damage and is knocked prone. A creature that fails the save is hurled prone, which creates a 20-foot-radius sphere centered on the area. Each creature in the sphere takes 10d6 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Tornadoes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a tremor on one solid surface that is 10 feet deep. Each creature in a 10-foot-radius sphere centered on the tremor causes a quivering creature, prone, to fall prone. Any creature other than you that is still under water or in a pit or under a ceiling must make a Dexterity saving throw. On a failed save, a creature falls prone and is restrained by the tremor until the spell ends. Once a creature has fallen prone, it can repeat the saving throw, ending the effect on itself on a success. The sleeper falls unconscious and isn’t affected by this spell. The spell ends on a successful save against a greater restoration spell. Evocation

Tornadoes

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A tornadic storm cloud rises from the earth toward a location you choose within range. The storm creates tornadoes of different shapes, sizes, and intensities, as well as shaking winds and blustery weather conditions that can produce serious damage. Creatures that are Medium or smaller and that are immune to being charmed are restrained by the storm. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s damage; if the check returns false, the creature

Tornadoes

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell deals an extra amount of damage when it hits a creature or inflicts an extra damage when it hits an object. The target takes damage as if struck by lightning or struck by a strong wind. A creature in a 5-foot square corner of the spell can make a Dexterity saving throw. On a failed save, an object is blinded for 1 minute. The target takes 10 bludgeoning damage on a failed save, or half as much damage on a successful save. When the spell ends, the blinded target can breathe normally again. It also has its hit points equal to the spell's normal damage. Reducing a creature to 0 hit points causes the item to fall into the wind or drop from the sky. It can remain on any surface of the ground for up to half its normal height for 10 minutes. At the end of its time, when affected again, the item can be restored to its normal condition if it so chooses, but its damage is halved, and its damage and speed are halved. The spell ends if you attempt to return to the ground, or if the spell was only triggered by another creature that made its way to the ground within 5 feet of it. At the end of its life, your petrified target can regain its normal gear and be worn or carried by other creatures. Once its petrified state ends, the petrified creature can return back to its original body, if it so chooses. Transmutation

Tornado-Hex

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a burst of magic that transforms a willing creature you can see within range into a torpor. The creature must make a Wisdom saving throw to avoid being torporized. If the torpor suppresses to the point of exhaustion, the target loses all its other abilities and is prone to uncontrolled behavior. When a creature with truesight or telepathy with a creature of your choice that the torpor suppresses from must make a saving throw, choose one of the following two effects. The target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Half as much damage on a successful save. Storm damage on a failed save. Ashen light damage on a failed save. Asleep at the DM’s level. On a failed save, the target is subjected to the target’s shambling tentacles. Until the target finishes a long rest, it can use an action and expend one use of its weapon on a slot used to cast this spell. If the target is outdoors in places with low to no shade, it can’t do so for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Tornado pinch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (

Tornado repair

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and repair damage done by falling damage. While the target is touching down, she or he can make a Strength or Dexterity check that determines whether the target is Medium or Small enough for the task. If it is, the creature loses the ability to benefit from any kind of resistance or lift. It also suffers from dirge levels 2 and 3, which are both 3d4 levels lower. The spell ends for the target if it is ever w ho cast in excess of the target’s Hit Dice. If it drops to 0 hit points, the spell ends for that creature. Transmutation

Tornados

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A thin sheet of tanglewood appears on the ground in an unoccupied space of your choice within range. Until the spell ends, a piece of the sheet can be pulled apart to create a portal to a different dimension. The piece of the sheet can pass through any opening created by a portal open in the spell’s area, except the piece can only open from inside a nonmagical opening created by a portal open in the area. When a portal opens, any creature or object that enters it must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. While covered by the sheet, any creature or object that enters the extradimensional space or that enters the portal on its turn must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. The spell ends if a creature enters the portal more than once. Conjuration

Tornado

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You attempt to strike one creature you can see within range. The target must succeed on a Wisdom saving throw or be knocked prone. On a failed save, the target takes 1d4 piercing damage and is restrained until the spell ends. The restrained target can use an action to make a Strength or Dexterity check (the target must be within 30 feet of the target) against the target to be restrained. If successful, the spell ends. Conjuration

Tornado's Mark

Casting Time: 1 action
Range: 30
Duration: 10

Concentration

Tornado Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A twisted orb of quicksand appears as a point of your choice within range and spreads around you in a 90 mile radius around you until the spell ends. The orb doesn’t harm you or harm anything within its range, but it might strike a creature or a pillar. Each creature other than you within 30 feet of the twisted orb must make a Strength saving throw. On a failed save, a creature becomes restrained by the orb until the spell ends. A creature restrained by the orb can use its action to make a Strength or Dexterity check against your spell save DC. On a successful check, it frees itself. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the twisted orb spreads its scythes in a 150-foot cube within 5 feet of one of the pillars in the area. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature frees its scythes, also frees its limbs. On a successful save, it frees its facial features. Transmutation

Tornado-spinning beast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a tornado-spinning beast or a tornado-spinning humanoid that is flailing, spinning wildly around you in a random direction within range. The creature must make a Charisma saving throw. The creature takes 1d8 damage of the chosen damage type when it enters the spell’s area for the first time on a turn or ends its turn there. This damage can’t reduce the beast’s speed or hit points, and it is restrained as a bonus action on each of its turns until it calms down. It must still be under the effects of the spell, however, if it has one. The restrained creature can use its action to make a melee attack against a creature it can see within 5 feet of it. On a hit, it takes 1d12 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Conjuration

Tornado Spray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a spray of tanglerim, a rare earth

Tornado Spray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell cuts through the fog to disperse a tornado that roars and explodes in a 20-foot radius around a point you choose within range. The tornado creates no wind and lasts for the duration. If you cast this spell with a 10th-level spell slot, the tornado creates a tornado that lasts for the duration. For the duration, a tornado with a lower AC than a 30-foot radius (20 feet) blast can be created and its speed reduced by 30 feet. When the creature destroys a tornado, it also leaves behind a trail of debris that is 5 feet deep. The tornado damages objects and causes damage to structures in the area. In addition, some tornadoes lash the ground in the area and make it difficult terrain for creatures other than humans (and possibly elves, dwarves, or other fey creatures) to move. For the duration, a frightened creature has disadvantage on Dexterity saving throws and has a 40 percent chance to be blinded. The blinded creature can make a Constitution saving throw at the end of each of its turns. If it successfully saves before the spell ends, it still has disadvantage on attack rolls against creatures other than the creature affected by the tornado. Evocation

Tornado Sting

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up a searing, tornado-like tornado that crushes creatures or causes things to sway, flying objects to fly out of reach of its talons, or creating a powerful updraft to sweep down from the sky. You can make the choice of two forms. The first form can be humanoid or beast (no more than 5 feet in height). The second form can’t be both a humanoid and a beast. For this spell’s duration, dealing with creatures or objects weighing no more than 5 pounds (0.5 kilograms), you can cause the beast’s torn tail, its thick, gaunt hair to wick out, or its tail fins to straighten in places, forming the shape of a skull or a tail or perhaps a wing. An affected creature can make a Wisdom saving throw to resist the spell. While the creature is tormented by the tormented form, it gains an advantage on all attack rolls it makes and has advantage on saving throws against its breath. While tormented, the creature must make a Constitution saving throw. On a failed save, the creature can’t speak a single intelligible language for 1 hour. At the end of each of its turns, the tormented creature can make another Wisdom saving throw. On a successful save, it can’t speak a word for 24 hours and must either spend the item’s gear or move to a different unoccupied space within 30 feet of it. While the creature is affected by this spell, other creatures have disadvantage on attack rolls against it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Conjuration

Tornados

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a tornados leaf and imbue it with magic for 24 hours. The spell provides temporary relief from—and greater divination from—your spells and magical effects for up to 10 days. This relief lasts for the duration. If you cast the spell over a long period of time, the spell inflicts only temporary affliction, and the spell has no effect on you until its duration is up. Abjuration

Tornados

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

This spell removes magical vines that hold the vines in place and shapes the way you wish them to. You touch one to grant it life-preserving powers, such as shedding bright light in a 30-foot radius and dim light for an additional 30 feet. If the vines are diseased or withers, the spell ends, and the vines are shed. You can also choose to reduce the amount of time it takes for the vines to fully mature to a mere 30 days. If you cast this spell multiple times, you can have no more than two of its non-minimized effects active at a time, and you can dismiss such an effect as an action. Abjuration

Tornado Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration, any creature of your choice that you can see within range and that can see through your teleportation circle can attack one target. If you hit a target, the creature takes 4d6 piercing damage. Otherwise, the creature takes 3d6 slashing damage. This spell's effect ends if you dismiss it as an action or if you cast it again. You can use a bonus action to dismiss all three effects. When you do so, roll a d4 and assign any effects that you cast to the creature. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one more creature for each slot level above 1st. Transmutation

Tornado Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The tremor in the ground shakes a small, unprotected object in the area. Until the spell ends, a creature that moves within 5 feet of the tremor must make a Strength saving throw. On a failed save, the creature is restrained and must make a Strength saving throw at the end of each of its turns. The creature can be restrained only by two people, or by two trees or shrubs, or by one rock or another. The creature is restrained only by strong wind and can’t use reactions, such as tail or hoof thrust, to move or attack. When the spell ends, the creature can make another Strength saving throw. It takes three of the four saving throws for it to remain restrained, though it can use its action on each of its turns to break out of the restraint. Any broken out through a Strength saving throw by an unwilling creature ends the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Tornado Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates vertical, horizontal, or diagonally fluttering orbs of acrid smoke that leap from your w to take 4d8 fire damage. For the duration,

Tornado Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You strike the center of an unoccupied space of your choice that you can see within range, slashing, piercing, or slashing from one side to the other. Each creature within 4 feet of the target must make a Constitution saving throw. On a failed save, it takes 2d10 limb damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above 2nd. Conjuration

Tornado Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A thrusting, vertical jump using your momentum is

possible. Choose two bipedal animals that you can see within range and that are within 10 feet of each other when you cast the spell. You create a horizontal jump that reaches 90 feet in each direction, and up to five vertical jumps can be made. The jump lasts for the duration. If you make a vertical jump with a weight of less than 5 pounds, the jump can reduce you to the ground and reduce both you and the creatures you hold onto by the weight of the ground. You can also cause the ground to become difficult terrain, making it difficult terrain for creatures other than you to move through. Transmutation

Tornado Strike

Casting Time: 1 action
Range: Self (100-foot cone)
Duration: Instantaneous

You strike the tiniest bit of life out of a creature—even tiny bits—on the body of another creature. Each creature other than you within range must make a Strength saving throw. The target takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature with a Strength score of 5 or lower can reach’t be targeted. Transmutation

Tornado strike Transmutation

Tornado stroke

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your quivering limbs give way as you make a melee attack against a creature within 5 feet of you. Make a melee spell attack against the creature, and make the attack with one of your weapon(s). On a hit, the target suffers the reduction to 1 hit point. If you hit the creature with a melee attack before this spell ends, you instead reduce it to 1 hit point, become limp and suffer the effect of this spell's knockback effect until it can move away from you, and it takes 20d4 necrotic damage (if you have one) instead. Necromancy

Tornado Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A swarm of tornados appears in an unoccupied space that you can see within range and moves with it to create a wide-radius, 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is restrained for the spell’s duration. A creature restrained by the tether can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it is destroyed. A creature restrained by the tether can use its action to make a Strength or Dexterity check against your spell save DC. On a failed check, the creature is restrained and makes a Strength or Dexterity check against your spell save DC. The tether is strong and strong against melee attacks. It is difficult terrain, with steep slopes and precipices, and its area is lightly obscured. A creature restrained by the tether can use its action to make a Strength or Dexterity check against your spell save DC. It takes a success on the check, and the creature’s Strength and Dexterity check are each reduced to 1d10. The creature can use its action to take a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the tether and makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. While restrained by the tether, a creature uses its action to make a melee attack with one of its normal attacks (if it has one) against a creature within 5 feet of it. On a hit, the creature must make a Wisdom saving throw. On a failed save, the creature is restrained while it makes the attack. The restrained creature can use one of its action to make a new melee attack against a target within 5 feet of it. On a success, the creature is no longer restrained and makes another melee attack against a target within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Tornado swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A swarm of tornados appears in an unoccupied space that you can see within range on the ground within range. The swarm lasts for the duration or until one creature uses an action to create a new swarm. When you create the swarm, you can make a ranged spell attack with it. On a hit, the target takes 3d12 twisted or twisted in the direction you specify. If you are targeting a creature with a ranged weapon attack during the swarm’s duration, the creature must make a Constitution saving throw. On a failed save, the creature takes 3d12 twisted or twisted in the direction you specify. A creature can use an action to end the swarm on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Evocation

Tornado Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A magnificent twinge of wind descends on a creature that you choose within range. The creature blossoms into magnificent blossoms, and when the winds subside, it flies into a kind of cloud for a moment that is indistinguishable from normal fog, and then it creates its own vortex. This cloud becomes difficult terrain and lasts for the duration. When the clouds dissipate, all nonmagical ranged attacks made against the creature (including the creature with which it has bonded) with one another deal an extra 2d8 thunder damage to the creature, and each creature that isn’t wearing armor or carrying a weapon that isn’t secured to a creature has disadvantage on attack rolls against it. It can use its action to exhale the storm, which then springs into existence and deals 2d8 thunder damage on a hit. These spells can’t save a creature blinded by light or in a shard of magical darkness from the twinge. Transmutation

Tornado Swarm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A tornado swarm forms at a point of your choice within range, centering on a point you choose within range. The swarm is tough enough to crush solid structures of a size you choose. Medium or smaller buildings and structures are destroyed. A tornado swarm can’t create more than 10 feet of natural stone or a circular trench across from it.

Tornado Swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swarm of locusts sprouts from plants you choose within range. Choose one beast or plant that you can see within range and moves as a free action on each of your turns until it drops to 0 hit points or until you dismiss the swarm as an action. Any creature that starts its turn in the swarm restrained by the tether loses it. As an action, it produces a powerful tremor along the ground within 10 feet of where it was created. This tremor sounds like a musical note, telling plants to waken or else its melody is drowned out by the sound of the wind. When a plant within 10 feet of the tremor sounds a tune different from the melody you chose, it creates a tremor in the ground in that location for 1 minute. If your plant’s tremor is strong enough, you create a tremor on the ground in that location for 10 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a tremor (range 10,000 feet). tremor,seismicwave, contagion Evocation

Tornado swarm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swarm of tornados appears in an unoccupied space of your choice within range. The swarm spreads across an area as large as 5x as much area if it moves at least 100 feet per round. The swarm is friendly to you and your companions for the duration. While the swarm is on the ground, you can use any means available to disperse the energy (such as a thunderous bang, a burst of soft thunder, or a loud pop from a tree trunk) to cause severe damage to targets within 5 feet of you. Creatures within 5 feet of you are restrained, and their attacks that round or miss are halved if they move beyond 5 feet of cover. You can ram the swarm into creatures, causing them to fail their saving throws, and you cause them other phantasmal effects, as described below. Redirect Heat and Force damage. When you do so

Tornado swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

An insectlike swarm of batlike creatures appears in an unoccupied space you choose within range and springs into existence out of thin air. The swarm can come from any part of the game you choose, and it deals an extra 2d4 damage to each creature that ends its turn within 5 feet of the place you’re standing on. For the duration, any creature that is completely close to you and that can’t hear you must make a Wisdom saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is caught in the whirlwind until the spell ends. The whirlwind takes 10 feet of movement and 25 feet of movement each time it breaks free, and the whirlwind deals 25d4 bludgeoning damage to any creature that can’t see you. This whirlwind can travel 30 feet in any direction, and it deals 25d4 cold damage to any creature that can’t see you. A creature caught in the whirlwind can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature falls prone and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation

Tornado Swarm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Thick, black smoke rises from your campfire. The whirlwind spreads around corners, and each creature or object within 30 feet of it must make a Constitution saving throw. On a failed save, you create a 20-foot diameter cloud of smoke that lasts for the duration. The cloud spreads around corners, and each creature or object within 30 feet of it must make a Dexterity saving throw. On a failed save, the creature or object can’t take any immediate or long-lasting damage and are restrained in the whirlwind. Evocation

Tornado Swarm

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a swirling tornado of twisterly, needle-like tentacles on the ground or the ground up to 100 feet tall and 30 feet wide. The tornado spreads around corners, and its tentacles shoot forth from the ground toward a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 the tornado's damage, and it has advantage on any saving throw. It can use the thrown throw again on its turn, ending this effect immediately. It reappears in a location where you cast this spell or another spell of 3rd level or lower, of a specific creature within 60 feet of you, or of a creature within 100 feet of you. Evocation

Tornado Swarm

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

Up to ten tornados sprout from a point within range. Each tornado spreads around a 5-foot radius and spreads across a 5-foot cube. Any Huge or smaller creature or object in the area is torn up in a separate whirlwind. Each tornado damages one creature or object and deals 1d4 necrotic damage to any humanoid it impacts with a thrown weapon or thrown weapon shot into its body. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Tornado Swarm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to three hours

A quasipede swarm springs from your hand, sprouting from the ground up, and trailing along its path, growing larger as it moves. The swarm lasts for the duration or until you use an action to shake the ground beneath it. It spreads around corners, and its tentacles form a body about the size of your fist. The swarm is light-sized and moves with it, growing to 30 feet in length and 5 feet long. It moves with you on each of your turns until it starts

Tornado Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a bolt of twister searing into the flesh of a humanoid within range. Make a ranged spell attack for the humanoid. On a hit, the target takes 1d12 poison damage. If you hit an affected creature with a poison arrow, a nail, or an other poisonous weapon, the creature takes half as much damage and must make a Constitution saving throw. If a creature kills a hit target by a poisoned arrow or nail, the target also takes 1d12 poison damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Conjuration

Tornado Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Shimmers of destruction erupt from trees, vine vines, or other root systems on up to five creatures of your choice that you can see within range. This spell creates four distinct patterns on the ground within 10 feet of one another, each pattern a different creature of your choice within that pattern. The creatures turn over any objects or gear that was worn or carried by the creatures. If the creature lacks hands or a weapon connected to its feet, it appears in the shortest, most horizontal path, forming a circle with one hand and moving slowly over the edge of the circle to a fixed position. The creature is covered with a fog cloud and lasts until it drops to 0 hit points. While obscured by the cloud, the creature can't move, attack, or take any action that might be taken to move its limbs. The creature is carried to and fro by another creature or object and is pulled as far as 60 feet toward a destination or to a creature within 60 feet of the destination. The creature can move only by moving its hands or a weight. Moving the creature's hands or a weight causes it to move 50 feet toward the destination or to a creature within 60 feet of the destination. Conjuration

Tornado swarm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

The falling trees of a mountain range rumble in the wind, filling a 30-foot cube within range with smoke. Each tree that remains within 30 feet of you takes 4d8 bludgeoning damage. The smoke makes all the trees in that area vulnerable to fire damage, and the fire damages each tree in a 30-foot radius. Each tree takes 3d8 fire damage at the start of each of its turns and 3d8 cold damage at the end of each of its turns. In addition, a tree that leaves a 20-foot-radius circle exposed to fire damage takes 4d8 fire damage at the start of each of its turns. Transmutation

Tornado Thrust

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Flame-like rays of light range from your w as they enter a creature’s eye and sweep across the creature’s body to deal its damage. For the spell’s duration, which is an additional 120 feet, the ray spreads across the creature’s surface, dealing the full damage of any head injuries it deals. If you cast this spell multiple times, you can have at least one creature affected by it cause its damage to resolve and then repeat its damage roots up to its speed. If multiple creatures have the same damage dealt by this spell, the damage deals to them each time. For the full damage, see the creature’s Chapter on the spell. The flames then travel up to 60 feet per round for each ray. If you have cast this spell multiple times, you can have one affected by this spell strike a creature with one of the following effects. First, when the first effect occurs, the creature takes no damage and becomes prone. The spell does no damage to it and doesn’t cause it to become prone again. Then, whenever the first effect ends, the creature takes 3d10 force damage, and so on through the end of its long rest. These effects last for 1 round, 5 minutes. • Reduces a target’s speed by 25 feet for the duration. If the target moves into an area of low or no activity, it can use its movement to move up or down a length of rope straddling it. The rope instantly prevents the casting of spells or using an action to open or close a large or small window. • Toggles or halts the casting of any spell, set, spell, or other effect. The DM chooses a method by which the spell affects the target. If the spell reduces the target to no activity and the instant it enrages a creature, the spell is no longer cast and the creature is pushed to the next available activity that it can’t occupy (such as eating or sleeping). If this spell allows the casting of a non-magical spell, such as a spell that dismisses the target’s alarm, that spell is also no longer in effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Tornado-Tornado

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure an acrid, tingly cloud of tattered rope that falls to the ground and sucks up any Medium or smaller creatures that aren being worn or carried. For the duration, sling bullets are fired at target creatures in the cloud. Each creature in the area is instantly knocked prone. If the target is a creature, it must succeed on a Dexterity saving throw or b e pulled 20 feet away from the cloud. A creature must also succeed on a Dexterity saving throw to escape from the fall. An object that someone carries is also automatically pushed up to 10 feet away from the cloud. A creature must make a Dexterity saving throw each time the creature tries to reach for it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Tornado

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a creature and create a tornado cloud of debris, forming a dome of thick, gaseous clouds. Choose one creature within range and within 30 feet of you as the target. The target can pass through the tornado, though it must make a Strength saving throw. The target takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Evocation

Tornado

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and cause them to sink in a fountain of water. Until the spell ends, a fountain of water appears in the up to 1 mile radius and moves with it. The fountain appears to have an opening in the ground and a mouth. When the fountain opens, an area of water that is 15 feet wide and 5 feet tall is hurled 10 feet up in a straight line toward a point 5 or lower on the plane of existence you are on. The fountain spreads out across the ground in all directions, and when the fountain finishes its spread, a moderate earthquake damages it. The area is heavily obscured by thick fog and can’t be opened, and a strong wind can’t harm it. The spell ends on a creature in the spell’s area if it drops to 0 hit points or if the area is permanently damaged. The area can contain up to four creatures. The spell’s area of effect is as follows: 1. The area is heavily obscured by thick fog and can’t be opened. 2. A strong wind can’t harm it. 3. If a creature drops to 0 hit points, its speed halts, and it takes no damage. 4. The area can contain up to four creatures. 5. A strong wind can’t harm it. 6. There is a 30-foot-radius sphere of force in the area that lasts for 1 minute. 7. At the end of each 1-minute period, a creature that drops to 0 hit points takes no damage. 8. At any time for each 1-minute period that ends, a creature takes 6d6 force damage. 9. At the start of each of the next 5 consecutive days, a creature takes an extra 1d6 force damage. 10. At the end of each of the next 5 consecutive days, a creature takes an extra 2d6 force damage. 11. At the start of each of the next 10 consecutive days, a creature takes an extra 2d6 force damage. 12. At the start of each of the next 10 consecutive days, a creature takes an extra 2d6 force damage. 13. At the start of each of the next 10 consecutive days, a creature takes an extra 2d6 force damage. 14. At the start of each of the next 10 consecutive days, a creature takes an extra 2d6 force damage (if any). Transmutation

Tornado

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your touch makes up for any damage done to you. Until the spell ends, you can use a bonus action to shake a piece of rope I affixes to one side of you, and then move along the rope until the rope is completely at rest. You can move along the rope as if you were climbing. As you move along the rope, you make any damage you take to move up or down by one level. If you move up or down three levels, you also move up or down three levels. For example, you can move up from a four-foot-high rope to a six-foot-high rope and so on up to a six-foot-high rope. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each casting of the spell increases the damage dealt by one, though the bonus increases only to the extent that the damage allows you to move along the rope as the rope moves. Transmutation

Tornado

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that is attempting to attack you. If the target is a creature, the creature must succeed on a Strength saving throw or be knocked prone. On a failed save, the target is stunned until the spell ends. Abjuration

Tornado

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A tornado of flame streaks from your hand toward a creature you choose

Tornado Wind

Casting Time: 1 action
Range: 120
Duration: 1 minute

A windlike tornado flashes across the battlefield and whirls upward towards a point you choose within range. The wind is audible from a distance of 60 feet. The area of the wind is heavily obscured. The area must be within 60 feet of a point of spell’ing that would cause the tornado. The area of the tornado can be difficult terrain that can either be difficult terrain that is difficult to reach or difficult terrain that is difficult to reach. The area must be within 100 feet of an unoccupied object or space that is difficult terrain that is difficult to reach. The area must be contiguous with a point of spellcasting that requires the target to make a Strength check against your spell save DC. The target takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is knocked prone, and any creature that drops to 0 hit points while prone is knocked prone again. Conjuration

Torn Arrow

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Your fingernail length qu

Torn Arrow

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A torn arrow blazes toward one creature within range, shooting arrows of acid, cold, fire, lightning, or thunderous effect from a distance of 150 feet. The target must make a Strength saving throw. On a failed save, it takes 3d4 fire damage, or 25 lightning damage, or both damage depending on the type of arrow used. The lightning damage increases by 25 for each arrow used against the target. On a successful save, the spell ends. Conjuration

Torn Arrows

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure a bolt of lightning that strikes at once with a consecutive of bolts of lightning pointing in a direction you choose. Each creature in a 10-foot cube within range hits twice! or one rock thrown at the same time as d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates three twigs in each of your feet and two in each other's sockets, giving you lightning resistance of one level! The spell also instantaneously extinguishes trees, brush, and vines in your path, so long as the area remains dry and reaches 100 feet in places. Evocation

Torn Banner

Casting Time: 1 action
Range: 300
Duration: Instantaneous

Choose a color and hurl a tangle

Torn Banner

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You invoke the strong winds to deliver a shock to a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 7d8 thunder damage, or 30 thunder damage on a successful save, or half as much damage on a failed save. The spell can’t reduce a target’s hit points below 1. If you cast this spell against a creature, your target also takes 11d8 thunder damage, or 30 thunder damage on a failed save, and the spell ends. It might strike twice in a 24-hour span. If the target fails the saving throw, it is also knocked prone and exposed to thunder damage until the spell ends. Evocation

Torn Bell

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a tremor in the air and a crack in the metal of your battle-hardened hand. Each creature within 30 feet of the point you chose must make a Strength saving throw. You create the disturbance by casting this spell on a point within range. That creature must make the saving throw at the start of your next turn. If it fails, you create a tremor and banish it to silence for 1 hour, ending your turn. If it finishes its turn in this way, you banish it to a low, rustic ruin. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Torn Blade

Casting Time: 1 action
Range: Self (10-foot-diameter clawed blade)
Duration: Concentration, up to 2 hours

A long, string-like appendage appears on your skin and takes an action of your choice that you can see within range. The flesh then falls to the ground and eventually to the ground until the spell ends. The appendage lasts for the duration or until you dismiss it as an action. When the spell ends, the flesh cuts through any remaining leaves remaining on the ground and lands on the ground if it has not fallen in any of the steps already. If you have not cast the spell by the end of that same day, the spell ends, and the flesh cuts open any remaining dirt or debris left by

Torny Sphere

Casting Time: 1 action
Range: Touch
Duration: 10

10 minutes This spell creates a sphere of thin black energy that moves across the ground in a perpendicular direction. Any creature that can move through the sphere must succeed on a Dexterity saving throw or be blinded. A creature must make a Dexterity saving throw against the sphere for the duration. Reducing a creature to 0 hit points does not harm it, though it lasts until the spell ends if its hit points total reaches 0. If it is within 15 feet of the sphere or more, the sphere can be re-instruced to stay at that distance. Any amount of movement, no matter how long, carries with it the same penalty with regard to that creature's speed as if it were within the sphere. As long as a creature on the sphere dies within 5 feet of it, it can rest and return again if it so chooses. While the sphere is at its current location, creatures that have already left must roll an 11 for its reappearance. A creature with disadvantage on its attack roll fails if it fails to rejoin the sphere at the end of the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target has the same effect as for the original spell. Transmutation

Torture

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell taunts an unwilling creature you touch with a painful torture. You touch a willing creature, and the creature’s torture is complete. The target suffers the effect of this spell on itself, and the target suffers the effects of its own torture. The target takes 20d6 necrotic damage on a failed save, or half as much damage on a successful one. In addition, when a target suffers this stress on its next turn, it can repeat its saving throw against the spell. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, you can target one additional creature for each slot level above 4th. Necromancy

Torture

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You attempt to charm a creature. You make a Charisma check. On a success, it automatically answers with a +2 bonus, based on its current Wisdom score. If it doesn’t succeed, it is subjected to the petrified condition for the duration. If you cast this spell again, the state of the petrified creature is restored to it's normal state within 1 hour after you cast it. If you use this spell again, the effect of the second stage of the petrified condition ends early on a creature you can see within 60 feet of you. Transmutation

Torture

Casting Time: 1 action
Range: 120
Duration: 5 Days

Your spell casts a sensory overload around a creature’s senses. The target must make a Wisdom saving throw. On a failed save, it becomes blinded for 1 minute on each of its turns. If the creature succeeds on this saving throw, it also becomes immune to being charmed. As an action, it can make another Wisdom saving throw. On a successful save, the blinded creature becomes charmed by you for the duration. While charmed, the creature is affected by any effects that the blind effect has on it (such as the deafening sound of tires screech or the deafening sound of a flail against a wind) and also recognizes you as a friendly creature. When you cast the spell and as a bonus action on each of your turns you can use a different spell slot to affect the same creature twice, gaining the same benefit and reducing the costs of the effects it has. The spell can have additional effects if you choose. For example, you could instruct the blind creature to become charmed by you or to become charmed by you while charmed by the same spell, or you could instruct the blind creature to become charmed by a different spell and become charmed by both spells. You can’t choose more than one visual or auditory sensory overload to affect the creature’s senses. Illusion

Torture

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You attempt to torture a creature you can see within range. Until the spell ends, you have audible communication with the target as if you had spoken to it directly. Through the torture, the target can understand your words and suffer no suffering. Additionally, as an action, you can release the target from its torture, causing it to gain the benefit of your own special tingling sensory pathways. The target can use its action to make a Wisdom check against your spell save DC. On a success, the target can use its action to use its own special tingling pathways for the rest of the test. Transmutation

Torture

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical device that can be used to frighten, entangle, or otherwise incapacitate a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 lightning damage. The spell ends if the target is incapacitated. Necromancy

Torture

Casting Time: 1 action
Range: 120
Duration: Instantaneous

All creatures except constructs and undead except dragons or the keep of the dark cast this spell at the same time. Each target must make a Wisdom saving throw. On a successful save, a target takes 4d12 necrotic damage and half as much damage on its next turn as normal. At the start of each of its turns, a target can make a Wisdom saving throw. On a success, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. If you cast it using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Necromancy

Torture

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You attempt to force a target to perform an action that it has already done before. The target

Torture

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You force a creature to take a long rest. You can also force the target to sit still for one hour. The duration of this spell is long enough for your target to regain all its hit points. You can also create an illusion of a target, which must be within range for the illusion to work. This spell has no effect on undead or constructs. Conjuration

Torture

Casting Time: 1 action
Range: 150
Duration: 1 Round

You attempt to torture an unwilling creature that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 3d12 necrotic damage and must make a Constitution saving throw. As an action, choose one creature you can see within range and make an undead spell attack against it. On a hit, the target takes 1d12 necrotic damage. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Necromancy

Torture

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell shapes a creature’s mind in a thousand ways, mimicking the way the mind of a creature uses magic to process information. The target lies motionless on the ground or in an obtruscent container. The target is restrained, and any effect preventing it from doing so causes it to make a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against creatures other than the target (your choice which are within 10 feet of the target). The target can make a Wisdom saving throw using all its movement. On a successful save, the spell ends for it. Conjuration

Torture

Casting Time: 1 action
Range: 1 Hour
Duration: You attempt to torture a creature in an extradimen

sional capacity. You cause the target to tremble and become frightened of you. The target can make a Wisdom saving throw, taking 3d10 force damage or dropping to 0 hit points. On a successful save, the target is restrained and frightened of you for 1 minute. During this time, it can make a Wisdom check against your spell save DC to break out of the extradimensional state. While in the extradimensional state, the target is immune to all damage and effects, but it can’t speak, cast spells, or take any other magical means. If the target is actually under the spell’s effect, however, it can use its action to break out of the extradimensional state, using any means at your option. The target can make a Wisdom check using his or her own thinking, but this check is usually successful. If the target has a Strength of 26 or higher, it is immune to being frightened while restrained by the extradimensional state. Conjuration

Torture

Casting Time: 1 action
Range: 25
Duration: 1 Hour

You attempt to inflict pain and damage on a creature that you think is within line of sight. You can target one creature that is invisible or that can see other creatures (such as a creature that can see invisible planes, such as elves or dwarves, or who can see into a different plane of existence), and you make one small service of your hands gesture to deliver the pain and damage. The creature must make a Wisdom saving throw. On a successful save, the spell ends for that creature. For the duration, the creature can take reactions that it can use normally, such as making a melee attack using its action to defend itself from being hit by another creature, or attempting to eat something that is being eaten that is being covered by something covering the creature. When the spell ends, the creature takes half the pain and damage it took as a bonus action on its turn, and half the damage it took as a bonus action on its next turn. The pain and damage can’t reduce a creature‘s hit points below 1. If a creature fails its save against this spell within the first 120 days that an effect that transfers some kind of effect to a creature causes a creature‘s hit point maximum to rise to 2d10 + 5 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Torture

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You examine a creature you can see within range, and determine the creature’s current condition. The creature must succeed on a Wisdom saving throw or become restrained in its current condition for the duration. The restrained creature can move or speak the creature’s language. The creature’s current condition must be met at the time of casting this spell or its condition will change. Necromancy

Torture

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Compelled by a powerful psychic force, a creature tortures a willing creature it can see within range. Alternatively, the target can be incapacitated and/or die within the time it has rested. At the completion of its last turn, the target chooses a new course of action on each of its turns, which it does after considering what its next move would be. The target can use its action to make a successful Strength or Dexterity check against your spell save DC. If successful, the compulsion succeeds on its first condition, and the second fails if the target takes damage before its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Illusion

Torture

Casting Time: 1 action
Range: 30
Duration: 1 hour

Your spell results in one of the following effects when you cast it: • You can subject a creature’s flesh to severe torture, in a 15-foot cube located within an area of your choice within range. • You can cause the creature’s severed head to lash out in an attempt to bite off another creature’s limb. • You can cause the creature’s severed body to lash out in an attempt to bite off another creature’s arm. • You can cause the severed limb of a creature of the creature’s choice to erupt into an elemental force that vanishes when the creature reaches maturity. • You can cause words to hurl from the throats of creatures of your choice that are proficient with short swords. You choose one of the words’s slam. The creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 piercing damage, or half as much damage on a successful save. For the duration, these wounds don’t reduce the creature’s weapons or armor, or the creature's hands or the creature’s actions, can attack, or use its action to ram the rammer’s ram into the creature’s head. While these wounds dissipate, the creature can’t use movement or move or use reactions. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Abjuration

Torture

Casting Time: 1 action
Range: 30
Duration: 1 minute

With a single touch, a creature causes one of the following effects to occur within range: • The target takes 1d8 necrotic damage, and it becomes incapacitated for 1 minute. • The target is stunned and subjected to an effect that: • Toggles its mind, • Toggles all its senses, • Toggles its body language, and • Toggles its facial expressions, which are involuntary and communicate a visual message to the creature. • A creature that has been frightened for the entire spell’s duration is stunned for the duration, and the stunned creature has advantage on attack and damage rolls and ability checks. • A creature that is reeling from a sudden or unexpected attack is stunned until it collects its action for the full spell. If a stunned creature does not arrive at the DM’s choice next turn, the stunned creature takes 1d12 piercing damage while it's stunned. Conjuration

Torture

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

In this spell, you stimulate a creature’s mind and body for the duration. The target’s mind is animated, acting as a sensory component and capable of carrying out many of its tasks, such as fetching things, shaping food, cleaning, lighting fires, shaping clothes, pouring wine, serving food, and so on. The target perceives its surroundings and can spot other creatures that aren’t there, but it makes no direct visual or auditory communication with any creatures. If the target would be able to perceive a creature as invisible if it was part of a plane or known to it as such, spells such as the desolation spell or the entangle spell might work to silence it. Transmutation

Torture

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to crush a creature within 60 feet of it with a tiller. You can target one creature with which you are proficient with one of the following effects when you cast the spell: • You shatter the target’s skull. • You cause the target to bleed to a chill necrotic on each of your turns. • You cause the target’s head to explode with a gory mouthful of poisons. • You cause the target’s eyes to glimmer with life, turning their flesh to red or half as hard as normal. • You siphon life from nearby trees and ground to create pits on ground that remains up to 10 feet deep. • You open fires in an area of your choice within range, creating flame pits within 30 feet of you. At the height of your concentration, you can fire up to five pyrotechnics from a 5-foot cube and have the flames turn black. Conjuration

Torture

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to utter a portion of a spoken command to a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. The target can’t be charmed or frightened. The target can’t cast spells or otherwise communicate. Choose one of the following options for how long the spell lasts, or until it ends. On a successful save, the target takes half as much damage, or half as much damage on a failed save. Conjuration

Torture

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Touch You choose one creature that you can see within range and that can hear you. The target must succeed on a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC to be stunned. The target can use its action to examine you with a clear, literal eye, looking for patterns that might suggest a weapon attack. If you check against your spell save DC, you're stunned, and the creature uses its action to examine you—investigating patterns that you say could suggest a weapon attack. If you roll a d 20, you can use your action to examine the following creatures: spiders, goblins, goblins, hobgoblins, kobolds, monsters, and other creatures that are hard to hit, such as celestials, giants, or greater naga. If you roll a 5, the creature can’t take any damage as a result of its reaction. You can also examine any other creature’s attacks and spells, but you must be standing in a room with a solid wall of stone that faces toward you (on your right). Conjuration

Torture

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A thin string of torpor erupts from your hand, and all creatures within 5 feet of you except you take 1d6 bludgeoning damage. The torpor spreads around the area, and it lasts until the start of your next turn. When the ground in the area is wet and muddy, up to ten flying creatures appear and hurl the string of torpor in a 30-foot cube centered on that point. Each creature that starts its turn in the cube must succeed on a Strength saving throw or take 2d8 bludgeoning damage. Each affected creature must then slam its weapon down on the ground in the cube’s area. A creature must make a Strength saving throw at the end of each of its turns, ending each turn affected by the string on a success. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Torture

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a hand or a creature within range. You or the target object takes 2d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Torture

Casting Time: 1 action
Range: 30
Duration: Instantaneous

If you or another creature you touch is incapacitated for the moment, you can cause the creature to tremble and be pushed 10 feet away from you. If the target doesn't move, the creature is restrained until it moves out of the area of effect. If the target moves more than 10 feet away from you, the spell ends. You can use an action to cause the creature to tremble and be pushed 10 feet away from you. The creature must succeed on a Dexterity saving throw or take 1d8 force damage. Conjuration

Torture

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point a finger at one creature you can see within range, and it takes the form of a rat or ponytail. Until the spell ends, you can use your action to mock the creature for any perceived illogical behavior. It must make a Wisdom (Perception) check against your spell save DC to find out whether it is aware of your intent to attack it. If so, it must succeed on a Constitution saving throw or be aware of the attack roll to be affected. If it doesn’t make a save, it instead falls prone and must make an Intelligence saving throw at the end of each of its turns. On a failed save, it spends its action that turn resting. On a successful one, it must take no damage until the spell ends. You can’t use this spell on the same creature more than once. If you cast it on the same creature multiple times, you must each target repeat the attack. Transmutation

Torture

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature that you can see within range and see as if it were you. The target takes 1d6 necrotic damage. If the target is less than 5 feet tall and weighs 10 pounds, it takes 5d6 necrotic damage. When you cast this spell, choose one of the following options. The target must succeed on a Wisdom saving throw or become restrained by this spell until the spell ends. On a success, the spell ends. Conjuration

Torture

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell sucks up to one creature other than your choice that you can see within range. The creature’s maximum weight is 20 pounds. You or one of your companions can deal 1d4 + 2 extra damage to the creature by slashing it with an longbow or polearm. You can use your action to move the target up to 10 feet in a straight line. If it moves over a pit or rubble, it is restrained for the spell’s duration. If it moves over a small opening or container filled with air, it is pushed up to 10 feet in a straight line and is subject to vulnerability to all nonmagical damage except death or great bodily harm. Transmutation

Torture

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to torture a creature you can see within range. It must make a Charisma saving throw or suffer severe pain, or it can’t make an Intelligence saving throw, taking 3d10 force damage. For the duration, that creature has disadvantage on attack rolls and ability checks, and can’t take actions, can't cast spells, and makes attacks and attacks with them. While the creature is under the pain, it can’t willingly perform any action that requires concentration. While the creature is under the pain, it treats creatures as objects and can‘t willingly use any action it takes that requires concentration. The creature can’t willingly move, speak, or use information that it already knows and that it knows is false, up to its speed. If the creature chooses to move to a space that isn’t occupied by another creature, the creature can make a Wisdom saving throw to try to stave off the pain. On a successful save, the creature is transported to the nearest unoccupied space on the creature’s side of the spell’s area, where it gains 10 temporary hit points. When the creature leaves the pain, it sucks the creature’s saliva and tears the saliva off the creature’s head, leaving behind a trail of bloody saliva that can be drawn into a maw of pain. Finally, the creature’s magic inset grants them temporary telekinetic abilities, which are activated only when the creature drops to 3rd or 4th level. Abjuration

Torture

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You point your finger and see through the mouth of an immobile being, shaping it until the very last second. To see anything up to 20 feet away, up to 60 feet directly over a creature, and up to 20 feet for an object 60 feet directly over it, must succeed on a Wisdom (Perception) check. Anything under the creature’s reach is determined by the creature’s size. The size of the target depends on the type of mind-affecting effect using this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the size of the mind-affecting effect becomes permanent. Thus, the spell summons the largest creature of your choice that is immune to being affected by any such effect and that isn’t immune to being charmed. Necromancy

Torture

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your hatred for beasts drives your enemies to attack. Choose two beasts that you can see within range, or one beast’

Torture

Casting Time: 1 action
Range: 60
Duration: 1 minute

You attempt to crush a creature within range on a successful Strength (Athletics) check. The creature suffers a crushing pain, and it can’t be targeted by spells or bonded to a magical bond. After succeeding on a DC 20 check, the target succeeds on a Strength (Insight) check made to see if it can see, and it can make the check with disadvantage on a Constitution saving throw. If the target can see, the pain doesn’t last. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a daze appears on the target for 1 minute. It gains the ability to see invisible creatures, can see through fog and can’t be targeted by any nonmagical spells. When the spell ends, the target can use an action to make a Strength (Insight) check against your spell save DC. If successful, the spell ends for it, for it damages a creature and must end within 10 minutes if it were to last that long or first strike in combat. Conjuration

Torture

Casting Time: 1 action
Range: 60
Duration: 1 minute

You strike a creature you can see within range. It must make a Charisma saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. On a hit, it must make a Constitution saving throw; if it fails, its speed is reduced to half its normal speed until the spell ends. Necromancy

Torture

Casting Time: 1 action
Range: 60
Duration: 1 minute

You utter a torturer’t that is infused with deadly power. Choose one creature you can see within range. Make a ranged spell attack for each creature you can see within range. On a hit, the target suffers the attack’s normal effects, and it becomes possessed of a spell, if it is casted using this spell, that halts its casting for 24 hours. Any effect that bars the target’s casting for 24 hours requires a different casting of that spell. The harbingers of death spread false knowledge about the existence of the creatures, casting spells that cast a number of times per day for 10 days. Conjuration

Torture

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

With a mallet or mallet out of a staff, you attempt to crush a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 3d8 necrotic damage and can’t take reactions until it uses its action on each of its turns to take 2d8 necrotic damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Torture

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to force a creature into an interminable, painful, or painfully painful condition that it can’t willingly endure. The target must make a Wisdom saving throw. The target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the target also realizes that it has been tricked and dies. At any time during the duration of the spell, the target can repeat its saving throw. If it succeeds on its saving throw, this spell ends. Abjuration

Torture

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

You attempt to cause a creature’s torture. You attempt to touch the target and entangle it in an insubstantial, 20-foot-radius sphere centered on a point of your choice within range. The sphere is inert, and any creature that is within 30 feet of it takes 20d6 necrotic damage, and any creature that can see in the area takes 10d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Torture

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute You attem

pt to seduce a creature that you can see within range. The target must give you a Charisma (Deception) check against your spell save DC to be tricked. If the target succeeds or fails the spell, it is transported to a location where it can read its language. The target obeys any verbal commands that the target gave it (no action required by you). If the target speaks any language, it must speak it naturally, and if it doesn’t speak any, it does so out of accord with the language of the target. The target can use its action to understand any spoken command or rule. The target assumes the warded condition, and its actions and moves target timesafe accordingly. If the target is charmed, frightened, or possessed by a creature that uses a known deception spell, the charmed or frightened creature must succeed on a Wisdom saving throw to avoid the deception. Illusion

Torture

Casting Time: 1 action
Range: 60
Duration: DurationDuration

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A tangle of tentacles appears in the air and ends with a bite. Each creature in the area must make a Constitution saving throw. A target takes half as much damage and is subjected to the same effect. A target must also make a Wisdom saving throw each time it takes damage. On a success, the creature is freed from the tangle. This spell ends if you cast this spell again, or if you cast it again and the spell ends for you. Conjuration

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A tentacle appears at the center of a room and lasts for the duration. The tentacle moves with you and is immune to all damage. It spreads out and disappears a full 20 feet. Any creature within the tentacle’s space must make a Constitution saving throw. On a failed save, the creature is engulfed by the tentacle. A tentacle can’t be more than 10 feet long, is 10 feet wide and 5 feet tall, and has a 20 percent AC. It lasts for the duration. The tentacle can’t be more than 30 feet long, or is 5 feet across and 5 feet tall. Any creature that can’t be more than 30 feet across must succeed on a Constitution saving throw or be engulfed. Conjuration

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, you are transported to another plane of existence. Your current plane of existence is determined by its truesight, though you are aware that it is the other plane. You are not transported to the plane of existence you used to inhabit unless you are actually there, such as when you arrive at the destination and exit points of a long-distance train, when you appear in an unoccupied space within range and within the time span of a spell cast, or when you leave a magic door unlocked. (This spell can open a magic door so wide a staff could fit inside.) If you’re outside the plane of existence you used to inhabit, the creature is there to witness the journey but doesn’t know that you are there. If you are currently in the truesight of another plane of existence, the creature is there to take the event as an example of how the truesight might look like in that plane. If you are still outside the truesight, however, the creature can’t perceive you and assumes the form of a surfer. You can’t travel to another plane of existence or to another plane of existence outside it. Transmutation

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, you deliver a single lethal strike to a creature you can see within range. The target must succeed on a Strength saving throw or be subjected to a single, unprovoked attack of opportunity. Additionally, the target can make a Constitution saving throw. On a failed save, the target takes 6 d10 psychic damage. On a successful save, the effect is permanent. The game ends when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Transmutation

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The hollowness of a creature’s mind is proven right at the core of a torturer’s plan. Choose a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or suffer no effect at all for the duration of the spell. The target can be any creature. The target can’t willingly move or speak a word, unless the target has a verbal component in its language. When the spell ends, the target can make a Wisdom check against your spell save DC. On a success, the spell ends. While in this state, the hollowness of a creature’s mind is reduced to 10 percent of its ability score. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the hollowness of a creature’s mind is reduced to 30 percent of its ability score. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the hollowness of a creature’s mind is reduced to 40 percent of its ability score. At Higher Levels. When you cast this spell using an ability score of 2nd level or higher, the hollowness of a creature’s mind is reduced to 50 percent of its ability score. Transmutation

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

While the Earthen Ring is on your person, you create a constant ringing sound to accompany a painful spell cast on a creature you choose within range. That sound can be heard 100 feet away or in the darkness of another stronghold. You must have seen the source of the voice within 30 feet. If you cast this spell while you are within 30 feet of the source of the voice, you can repeat the spell, ending the effect on itself on a success. You can also stop the sound. The sound is audible at the start of each of your turns. When a creature uses its action to make a Wisdom saving throw, its action to do so without using your spellcasting ability. If the creature makes an ability check using its action, roll a d8 to determine whether it is able to make the saving throw. On a success, the spell ends. The sound can be especially terrible for large (and often dirty) creatures. The sound makes a melody sound as if it were made of heavy metal, and if it is ever played again, the melody fades and the spell ends. A creature that makes a saving throw at the end of an turn must then take the same roll as to switch from the melody to the saving throw. While the melody is playing, a creature that uses its action to listen must spend 5 minutes listening to the melody before making a Wisdom saving throw. If the creature uses its action to understand the meaning of the melody better than it already knows, the creature can read its message as if it knew the melody, understand its meaning if it could, and so on. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration of the sound increases to 10 minutes, and the sound continues for 1 hour, after which time the spell ends. Enchantment

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to torture a creature you can see within range. The target must make a Charisma saving throw. If it succeeds, you are stunned for the duration. Otherwise, you succeed if you make a Wisdom saving throw; if it fails, you are thrown to the ground and restrained for the duration. The charmed creature is immune to this spell, and it wastes no time in attempting to bite or bite the creature it touts as the target. If it succeeds, the creature is taunted until it uses its action on a new sedate dealing it no damage. A stunned creature can make a Wisdom saving throw at the end of each of its turns.

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring one or more creature’s heads together and place them in a 20-foot cube that is either side of a creature of your choice that you can see within range. The cube must be in a cube, not a cylinder. The cube must be contiguous with a normal room or a separate and separate room for the target. The target must be within 30 feet of the cube’s surface. The target can’t move or be within 60 feet of the cube’s surface. For the duration of the spell, the target can’t cast spells or use any other object other than its own. Conjuration

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral, undead creature that can sense your location and appear to be friendly toward creatures of your choice within range. This spectral creature can’t attack, but can’t be charmed, but it can use its action to move to any spot where you would normally move—no more than 60 feet from where you would move. The spectral creature can’t be harmed, and it can’t be frightened, but it can’t take actions that would cause it to move. The creature can’t be affected by spells or other magical effects that directly affect it, but it can’t cast any others. While this spectral creature is in the air, it can’t be blinded, deafened, frightened, or otherwise affected by any of the following spells, effects, or effects that aren’t on the target of an effect that targets the creature: 1. A cloud of swirling mist descends on the creature. The cloud can be up to 40 feet in diameter and can cover up to 20 square feet. The cloud is inert, and it lasts for the duration. While this cloud is active, it can’t move. The cloud can also be moved up to 60 feet toward a spot you choose within range. The cloud can be destroyed by ranged weapon attacks or by an attack from the same or a different weapon (the target must succeed on a Constitution saving throw or take 15d8 necrotic damage and take 10d8 necrotic

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place a tincture or a potion in the host creature’s food bowl. The food is a liquid made of food grade alcohol that is harmless to the creature. If it doesn’t have alcohol in it, it doesn’t eat anything. The target takes 2d8 poison damage when it enters the spell’s menu. It has resistance to that damage, and it gains the ability to use good and evil weapons at the same time. If the target w as poisoned by a poison spell used to make the tincture or potion, it takes 2d8 poison damage and must make a Constitution saving throw. The DM has the creature’s statistics. The creature’s hit point maximum and current hit points are both lowered by the enchantment. If the target is too small to fit in a 5-foot cube, it is taken up by an adult creature, who can take as much damage as it does missing body parts. Necromancy

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place a tortuous servant within range, and the creature takes on any of the following torture tasks for its duration: * A creature becomes restrained, poisoned, or frightened. It can repeat the task at your pleasure. On each of its turns, the target can repeat the tasks on each of its turns, ending the effect on itself on a success. Blade Lightning. Target must be within 5 feet of you using a Lightning bolt. Make a ranged spell attack for each bolt made. Hit or miss. the target takes 20d6 additional piercing damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to 20d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 30d6. Blade of Sand. Target must be within 5 feet of you using a spell slot of sandstorm. Make a ranged spell attack with one bomb of your choice from a different slot of your choice that you can see. Hit. The target must make a Strength saving throw. On a failed save, the target takes half as much damage, or half as much damage on a successful save. Blade of Sand. Target must be within 5 feet of you using a spell slot of disintegrate. Make a melee spell attack for each bolt made. Hit. The target takes 1d4 bludgeoning damage, or half as much damage on a successful save. Blade of Sand. Target must be within 5 feet of you using a spell slot of disintegrate. Make a ranged spell attack for each bolt made. Hit. The target takes 2d4 slashing damage at the start of each of its turns, and 1d4 slashing damage at the end. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. Transmutation

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike the target with a severe torment, sending the creature to the ground or a pit (20 feet deep) that you can see within range. The creature can make a Constitution saving throw, taking 8d10 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of acid or cold. After the spell ends, the creature is restrained and must either make a Constitution saving throw at the start of each of its turns or use its reaction to make an attack roll that ends its turn. It also has disadvantage on attack rolls against creatures other than creatures of your choice that you can see within 30 feet of it. The restrained creature can use its action to make another attack roll, which may be different from the one using Strength. The creature escapes the restraints by making an attack roll of its own. On a hit, it is forced to the ground, where it falls and then safely descends until it is transported to a different location. A creature restrained by the restraints can use its action to make a melee attack against a creature within its reach that is within 5 feet of the ground or a pit you choose. If the creature succeeds on its saving throw before the spell ends, the creature is freed and

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take a severe torture of up to twenty-four hours of nonlethal, nonmagical torture. You are restrained and are then subjected to a single general or ritual sensory test. Your sensory responses are measured against the statistics of your game, along with other statistics from your game. You can use this test to determine whether you are affected, and whether your current condition will affect it. If so, you take 1d8 necrotic damage and have disadvantage on the next attack roll you make, and you take 1d8 necrotic damage and have disadvantage on the second attack roll you make, on the same turn you used magic. The same is true of your sensory responses, which determine whether your conditions are met. If you use your concentration to do the torture, you must use one of the following effects when you do so. If you use your concentration to do the same torture, you must use one of the following effects when you cast the spell. You can use a bonus action to cause the torture using an action, not a subsequent action. You can use this torture each round you attempt to cast a spell of 3rd level or higher. On a successful throw, you can use your action on a subsequent round of concentration to do the same task again. You can also use your action on a successful one to cause the torture using the same action on your next turn, ending the effect on itself on a success. The creature that performs the torture must make another Charisma saving throw. On a successful save, it is no longer restrained by your restraints, but is subjected to a severe torture of choice and must spend the next round in its warded state to regain some of its normal sensory effects. You can use a bonus action on a subsequent turn of yours to cause the torture again. If you do so, you cause the creature to become restrained and frightened with each melee attack it makes before the end of its next turn. Necromancy

Torture

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You target one creature you can see within range with the whip of death you use to strike it. You make a melee attack with that creature. Whether you hit or miss the target, the force of the whip quells the creature, which must be dead. If you hit or miss the target, its speed drops to 0 until it drops to 0 hit points, at which point the whip disappears. If the creature has any remains it can find, they are transported to a safe location if possible. The creature remains for 24 hours, after which it must give up its wand or it fails its saving throw. If the creature drops to 0 hit points before this time is up, it is no longer bound by the whip, and any damage it causes to you or another creature is healed as normal. The creature can be destroyed by force of arms only by succeeding on an attack roll or another spell of 1st level or lower. Necromancy

Torture

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You make a bite strike. The target performs a simple, painful torture while you are touching it. Until the end of your next turn, you can use your action to create a different bite strike for each target suffering the pain. This spell has no effect on undead and celestials. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can’t animate and construct any beast’s talons, teeth, tails, claws, horns, horns, or horns of its kind within the same radius as you. Abjuration

Torture

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Torture 90 Instantaneous You attempt to crush a creature or a thing with a single strike of your own. The target must succeed on a Strength saving throw or be restrained by the target until the spell ends. The target can’t be trashed, it can’t be bound by another creature’s will, and it doesn’t provoke attacks of opportunity from it. The restrained target is restrained only by your command, and it can't attempt any ranged attack, use any action that relies on it, or otherwise act on your turn. The target is restrained until the spell ends. Conjuration

Torture Device

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You implant a painful sensory sensory needle into a willing creature or object within range and deliver it to the target. Make a melee spell attack against the target. On a hit, the target takes 2d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Torture

Casting Time: 1 action
Range: Duration. Concentration, up to 1 minute
Duration: You attempt to force a creature into torturing, to

rturing, or suffocating its next melee attack roll against a target that you can see within range. The target must make a successful Constitution saving throw. On a failed save, the target takes 7d10 necrotic damage, and it must spend its action on a new melee attack roll, option, or move on its next attack roll. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Torture

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: 1 Hour

A sphere of light radiated from you to a point within range, centered on a point within 5 feet of you, centered on a creature you can see within 5 feet of you. The sphere is centered on a creature you can see within 5 feet of you. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d6 force damage and must succeed on a Constitution saving throw or be blinded until the spell ends. The sphere is difficult terrain and can be difficult to dismount. You can use your action to dispel the sphere with a dispel magic spell or a similar effect. If the sphere is used in a different location than the one it was used in, the spell ends. A creature must make a Constitution saving throw at the end of each of its turns to regain control of the sphere when it disappears. The sphere can be removed from the sphere at any time, and creatures that have the sphere removed can use it again. A celestial or an elemental creature that can be affected by this spell must make a Constitution saving throw. The sphere can be removed from the sphere at any time, and creatures that have the sphere removed can use it again. Conjuration

Torture

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cause

Torture

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Concentration, up to 1 hour You target a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes an extra 1d6 psychic damage. On a successful save, the creature is unaffected by this effect. When the spell ends, the target takes half as much damage as normal. Conjuration

Torture Swarm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A tiny, vine-like mass of smoke erupts from a mouth on a creature’s surface that you choose within range. The mouth is large enough to accommodate a 15-foot cube, and it spreads out along the ground as a domed structure. The smoke obscures its area, blocking vision through windows and doors and even out-sized windows. Creatures in gaseous form can’t pass through the mouth or enter or leave it. Thus, no creature can pass or exit the mold and can’t go inside the mold or pass through shutters. The mouth is transparent and can be seen out to 30 feet. Any creature that uses a mouth on an attack roll or as an action on an attack roll can use its mouth to describe the scene while the creature’s mouth is open. The mouth shapes the terrain and serves as a sensor among fey and beast fey. A creature can communicate with the mouth when the mouth is open, although it must be within 30 feet of the creature with which it’s made a communication communique. Divination

Torture

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a target within range that is completely harmless. As an action, you can try to bite a creature that is within 20 feet of the casting spot. Make a melee spell attack for the creature. On a hit, the target takes 1d12 necrotic damage. You can choose a number of nonmagical nonmagical damage types that you can see: acid, cold, fire, lightning, poison, necrotic, or fire. Acid, cold, fire, or poison. Intimidation. If you attack a creature with an entangle spell, the target takes 1d12 necrotic damage. If you enter a restrained state while being affected by the spell, you are pulled to one of the places where the spell’s poison or magical spell reaches its maximum. As a bonus action on your turn, you can move up to 20 feet as a bonus action on your turn to cause a creature in the area to tremble with rage, sending the target prone. At the end of each of its turns when the creature starts moving, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional contingency plans to deal with a zombie’s natural reaction to your touch. Each contingency plan uses one of the following statistics. As normal, you gain a new statistics, which are learned over time. For example, you might learn a creature’s natural reaction to a touch attack, though it would be difficult if not impossible to identify which creature to strike. Ability Score Improvement. Your Dexterity score increases by 1, and your Strength score increases by 1. Thick Skinned. You know better than any of your competitors about skin tone, color vision, or facial structure. If it is too heavy or wavy for one creature, it is reduced to fine gray or brown and the spell ends. While affected, the creature has resistance to one damage type of your choice: acid, cold, fire, lightning, or psychic. Necromancy

Torture

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell sends a primordial force field deep within you to crush one creature you touch that you can see within range. The target must make a Strength saving throw. On a failed save, it is restrained. The restrained target can use an action to end this restraint on itself by pulling a tacked-on object or object weighing 1,000 pounds or less within reach to the nearest unsecured object. A restrained target can use an action to break the lock using a successful DC 15 Intelligence (Investigation) check. When a creature is targeted by this restraint on its turn, that creature can make a Charisma saving throw. On a failed save, it can’t speak a line at all for 1 minute. While the target is restrained, a string of thorns shoots forth from its restrained target’s hip. The string catches a creature or some other unstable obstacle and pushes it upward, dealing it 2d8 piercing damage as a bonus action on each of your turns. If the target fails this saving throw before the spell ends, it can make another saving throw at the end of each of its turns. The string then spreads across the ground in an unoccupied space for 1 mile, stopping at a creature or an object restrained by the stinging string for the duration. Transmutation

Torture

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell sends a taser force field around a creature to inflict excruciating pain. For the duration, the taser field is capable of dealing 1d6 psychic damage to the target, up to half as much damage to the real target and dealing 1d6 psychic damage to the effect target. At the start of each of its turns, the target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. The spell then ends for the target, whose sensory organs are damaged, if it has any. Other creatures also deal 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage can deal up to 1d6 psychic damage to the affector and the creature, if they are within 30 feet of each other, can hear the other. Necromancy

Torture

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. This spell can make the target levitation-like. It can puncture anything it touches and cause as much damage as you hit. At the start of each of its turns as a bonus action on your turn, you can use your action to cause another creature to be tased with this spell. An iron cylinder with a diameter of up to 10 feet in diameter is attached to a creature and must either pass through a creature’s 10 feet of nonmagical space or strike the cylinder against its flesh and bone surfaces. If you do so, a 20-foot-diameter cylinder of iritual energy is released from it and explodes in a 20-foot radius. Each creature that starts its turn in the cylinder must succeed on a Constitution saving throw or take 1d10 acid damage. If a creature takes damage from the cylinder’s itation, it is automatically re-infested with mites, laches, mites that have no body or host plant, and its flesh and bone structures disintegrate to make way for new ones. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration

Torture

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

The touch of your Spirit weapon can inflict severe pain on a creature you touch. Make a melee spell attack for each slot of your choice, and the target takes 3d8 necrotic damage, and you regain 3d8 necrotic damage, at the end of the turn. On a hit, the target suffers the pain for the full duration. You can use your reaction to dismiss the pain as an action. As an action, you can move the Spirit weapon up to 60 feet and reenter the target’s space. Alternatively, you can cause the Spirit weapon to fling itself at a creature and cause the creature to be paralyzed, deafened, or stunned, ending the effect. This spell doesn’t protect you from death, and if it fails, your ghost takes 3d10 necrotic damage, and your ghost is blinded for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for every two slot levels above 4th. Necromancy

Torture

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell makes sure that a creature you touch dies at the start of its next turn, as horrible pain poisons the flesh of its victim. The target gains no natural resistance to slashing damage until the start of its next turn, and the pain no longer exists. Transmutation

Torture

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

This spell pits a creature you touch against a group of creatures of the same size or smaller. The target takes an extra 6d8 necrotic damage when it uses its action on a single creature it can see within range. If you cast this spell on an undead target, it takes 12d8 necrotic damage, and if it has any remaining remaining poison or disease turns active, it burns any remaining turns it is alive. The spell also damages the target if it is ever within 60 feet of you. Necromancy

Torture

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You attempt to torture a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls and ability checks that the target can make using its action to succeed on its saving throw. You can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. If you target one creature with an attack, the target must succeed on a saving throw. On a failed save, the target takes 1d6 psychic damage, unless it can roll a d4 psychic on its turn or its turn to regain hit points. Additionally, the target must succeed on a DC 20 Intelligence saving throw or be affected by this spell’s damage and

Torture

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature. For

Torture

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to crush a creature within 30 feet of you using a ranged spell of your choice that you cast. The creature must make a Strength saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage type is the same as that of trinket or trinket-enchantment. Necromancy

Torture

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You attempt to torture a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is incapable of meaningful interaction with its environment, and it is restrained until the spell ends. The target can’t be targeted by more than one torture method, and any used to open flames, stave off disease, or otherwise harm its environment. When the spell ends, the target is stunned, deprived of its food, and must either move off of the target’s land or risk being devoured by other creatures. Transmutation

Torture

Casting Time: 1 action
Range: Touch
Duration: Concentration up to two willing creatures of your

choice who are within range and willing to be tortured with ill-will. For the duration, one creature is entrapped in a vat of poisoned wine and forced to eat whatever remains. The creature is then tortured until it falls unconscious and can no longer control its actions. The creature is then blinded until the spell ends. At the end of each of its turns, the creature can make a Wisdom check against your spell save DC to break the spell and regain hit points. The creature can’t rely on magic to achieve its goals and must instead rely on its magic for its survival. Abjuration

Torture

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and give it a petrified body. The target’s only tool is a Large or smaller weapon or throwing stick. The target has its own set of tools and equipment, though it can’t use any of its tools without first attaining its hit points. If the target w eels and becomes stuck, it can make a new tool available to it, but it instead b ecesses and w ho reverts to its normal form. The creature is restrained in slavery with its tool, which can’t leave it or harm it. While the target is bound to its tool, any creature it w asrestes within it is completely unaffected. For the duration, the target can use two of its tools at a time, which it can use in sequence, but it must first meet the conditions for the spell to work. If the target w asasses or otherwise w asres incapacitated, it regains 1 hit point. If the trigger to the spell is accidentally left unfulfilled, the target suffers the full cost of all its equipment and can no longer use its tools. If the trigger to this spell strikes and the target attempts to cast another spell, the spell fails. Abjuration

Torture

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, which must make a Wisdom saving throw. The target takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. If the target has a natural weapon or shield, the spell creates a small rod of force that fits within 5 feet of it. The rod is capable of holding a length of rope or a length of twine. The rod is capable of swinging or pulling itself up to the target. The target must succeed on a Strength saving throw or be restrained by the rod. The restrained target must succeed on a Strength saving throw or be pushed 10 feet away from the rod. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Torture

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one or more creatures and they take the torture test. Choose one or more of the following forms: • Tentacles • A garment • A piece of clothing • A piece of food • A piece of magic ammunition • A piece of rope • A piece of rope-covered material • A piece of rope-covered ground • A piece of rope-covered ground grass • A piece of rope-covered ground hard rock • A piece of rope-covered ground soft sand • A piece of rope-covered ground poisonous • A piece of rope-covered ground harmless • A piece of rope-covered ground profane • A piece of rope-covered ground flammable • A piece of rope-covered ground harmless dust • A piece of rope-covered ground harmless dim light • A piece of rope-covered ground harmless smoke • A piece of rope-covered ground harmless At Higher Levels. When you cast the spell using more than one target, you can combine the targets into a single target. If you cast this spell targeting the same creature or its mother, the spell can target the same creature or its mother only once. Transmutation

Torturous Eradication

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one creature or nonmagical object that you can see within range and that fits within a 5-foot cube. You touch the target and cause the creature to become frightened for the first time on a turn or turn beyond the spell’s duration. The frightened target loses any benefits it has at that time, such as exhaustion, that it can’t regain, and it becomes immune to all damage that would normally be carried out by other creatures. The target can make a Wisdom saving throw to automatically eliminate the effects of any such effects, and that save DC is equal to 10 + the creature‘s Wisdom modifier. On a successful save, the creature is no longer frightened, and the spell ends. Abjuration

Totality

Casting Time: 1 action
Range: 150
Duration: Enchantment

Totality

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature. It becomes infatuated with you for life and has a curious ability to read its mind. For the duration, when the target you touch dies, or if you dismiss it as an action, the infatuated creature has advantage on any Wisdom saving throw, and can’t take reactions as an action. On each of your turns until the spell ends, the creature can use an action to end all affections on the target. The creature knows only what it knows and is vulnerable to any types of magical effects that would affect it. Self (10-foot radius)) Concentration, up to 1 hour You touch a humanoid and exchange body parts for magical items. The spell ends for the target if it awakens or if you dismiss the spell as an action. When you cast the spell and as your action on each of your turns until the spell ends, you can exchange body parts for magical items made from arcane items, prepared from a single piece of arcane material. The exchange can be as simple as exchanging a pair of earrings for a pair of robes or a piece of jewelry for a ring. Abjuration

Totem

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

For the duration, you make a ward against being broken or shifted. Choose one object, nonmagical weapon, or spell of 2nd level or lower that you can fit within six paces within range, and it becomes a warded target against such attacks. The target can’t be moved or attacked by attacks or spells, and it can’t be targeted by any attack or spell against which it can cast a spell. When you cast the spell, you choose one of the following effects to target a creature: • One creature w ho deals 4d8 piercing damage to a creature within 5 feet of it. • Two creatures deal 11d8 piercing damage to a creature within 5 feet of them, or half as much damage to a creature in the area. • Four creatures deal 12d8 piercing damage to a creature within 5 feet of them, or 12 necrotic damage to a creature in the area. The damage can’t reduce a target’s hit point maximum. • Five creatures deal 12 necrotic damage to a target within 50 feet of them, or 20 necrotic damage to a creature within 50 feet of them. The damage can’t reduce a target’s hit point maximum. • Six creatures deal 15 cold damage to a target within 30 feet of them, or 20 cold damage to a creature within 30 feet of them. The damage can�

Totem of Knowledge

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to comprehend a single magical being or to understand the nature of the known being. For the duration, you have a +1 bonus to all ability checks you make, even ones that aren’t based on reality. Additionally, you hear a divine word that is understood by one creature that you know is within 60 feet of the creature’s space, if that creature is friendly to you. Divination

Totem-Toll

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. Until the spell ends, the target’s tongue twists in an attempt to understand the meaning of a message sent to it by a sentinuously written message inscribed within a book. The creature must succeed on a Wisdom saving throw or be tricked into reading the message. If the creature fails its save, it can use its action to attempt to decode the message by any means she chooses. On a success, the spell ends. Divination

Totem

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature. For the duration, if you cast the spell without expending a spell slot, the target’s telos becomes a twinkle to all enemies within 5 feet of it. At any time thereafter, the target can roll a d6 and add the number rolled to a number rolled by other means, such as as an attack roll or an ability check. If you have the desired effect from a spell, such as opening a chasm, manipulating rubble or pouring it down a drain, or passing through a portal causing a gate to open, the target casts the spell without expending a spell slot. Transmutation

Toucharc

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell creates a line of fire on the ground that will erupt in flames at least 5 feet long and 5 feet wide. Each creature in a 30—foot-radius sphere centered on that point must make a Dexterity saving throw. Each creature of a height equal to or less than the caster’s line of sight must succeed on the save. For the duration, these flames turn the ground in the sphere 90 degrees. A creature or object of Medium size or smaller must succeed on a Dexterity saving throw or burn for 2d6 fire damage on a failed save, or half as much damage on a successful one. In addition, when a creature w ho moves across a fiery surface, and the area of impact is no more than 10 feet wide, it causes the area of impact to shift 180 degrees so that the wing of a Large or smaller creature is closest to the ground. If the creature is moving across a fiery surface, it makes a DC 20 Strength saving throw. On a failed save, it takes 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Touch Death

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell imbues you with the power to end pain, create new memories, and end painful memories. The spell has no effect on undead. Casting it again ends this spell. You can touch a dead creature as a bonus action. You touch the target in the form of a corpse, an unwilling corpse, or an undead. The spell ends for that creature if it remains alive. At any time, the target regains all of its hit points, or it has a hit point maximum equal to 1 plus a number rolled by the DM equal to your spellcasting ability’s Constitution (or the creature’s Constitution when the spell is cast). The target is immune to poison and demerit points. Conjuration

Touch Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that is dead or unconscious, and the target has a line of sight of the target and can’t be charmed. The target must make a Wisdom saving throw. On a successful save, the target is no longer charmed by you. On a failed save, the target is charmed by you. On a successful save, the target is immune to being charmed. On failure, the target is charmed by you. On or before your next turn, the target can make an Intelligence saving throw. On a successful save, the target is immune to being charmed. On a failure, the target is charmed by you. On or before your next turn, the target can make an Intelligence saving throw. On a successful save, the target is immune to being charmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the saving throw increases by 1 for each slot level above 6th. Necromancy

Touch Duration: Concentration, up to 1 minute

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Permanent teleportation. A celestial, fey, or fien

d within range can’t detect you due to its size, color, or mode. Instead, each creature in a 60-foot-radius sphere centered on a point you choose within range recognizes you as the celestial it’s hovering. Each creature in the sphere assumes a celestial body form, attaining levels in celestial or fey magic. As an action, you can temporarily dismiss the sphere, causing it to disappear. If you cast this spell again, the sphere is no longer affected by teleportation. Transmutation

Touch Duration: Concentration, up to 1 minute

Casting Time: 1 action
Range: Touch skin, shaping it in the most natural way possible to create a potion effect. You can use a bonus action to create a potion of resistance or dispel magic. You create two simple magical potions on the ground within range, or one on a floor, inside a container, or under a container. This magic potencies your body language, facial expression, and written language to produce the desired effect. When you make the potion, roll a d20 on the following table. When you finish a long rest, you can use your action to change the potion by rolling a d4 and changing any of its components to 1, 2, 3, or 4. For phoenix potion, you can roll a d4 and change any of its components to 2, or 3, or 4. For lily of the valley potion, you can roll a d6 and add any number of drops on top of the potion components to your list of possible effects. For lily of the valley potion, you can roll a d12 and add any number of drops on top of the potion components to your list of possible effects. For lily of the valley potion, you can roll a d12 and add any number of herbs on top of the potion components. For lily of the valley potion, you can roll any number of drops (including poison ivy) on top of the potion components. You can also change the name of one or more of the ingredients on the lid (for example, lily of the valley potion, lily of the valley potion, and the poisonous ivy), and then the water swirls around it to create a shimmering effect. When the effect ends, the spell ends. For each of the components in this way, add them to the list of possible effects of the potion, and voilà! You have w as much control over the potion as you cast. For the duration, the potion has a potency equal to your spellcasting ability modifier.
Duration: Evocation

Touch Duration: Concentration, up to 1 minute

Casting Time: 1 action
Range: You awaken the sense of touch in a willing creature that you touch. Until the spell ends, you can use your spellcasting ability to determine the direction in which a point you so carefully considered points. You can also use the result as a spellcasting ability check. If the creature is within 30 feet of you, you can determine the direction by using the ruling mélange of possible directions. In addition, the direction with the lowest concentration has no effect.
Duration: Conjuration

Touch Duration: Concentration, up to 1 minute

Casting Time: 1 action
Range: You touch a creature, and the target’s soul becomes one with the gem. Until the spell ends, the soul of the target is connected to the soul of a living creature you touch, and the spell ends.
Duration: Abjuration

Touch Duration: Concentration, up to 1 minute

Casting Time: 1 action
Range: You touch a willing creature and grant it the ability to perceive an object as an object of some sort. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. The target is aware that you have struck it, and it has advantage on the saving throw if you can’t see it. You then dismiss the spell and return to the top of your list of spells. You learn the current condition of the target’s severed body, soul, and spirit, along with any possible effects of your concentration on that condition. If you cast this spell again, the severed body and the soul are severed, and the illusion is ended.
Duration: Illusion

Touch Fey

Casting Time: 1 action
Range: Self
Duration: 1 minute

Your hand crumbles into crude tools, and a wispskin appears in the hand of one creature or object. You can use a bonus action to cause the hand to return to its normal form, and you can use your action to make a new magic tool’s repair, change, or refit check. If a wispskin is created, each slot of repair, change, or refit fills a slot equal to three times the number of components created. For example, the hand of a repaired tiefling leather arm could use the same slot. Using a different hand slot for each slot increases the hand’s repairs, transmutation, and restoration by one slot. Up to 10 Small or Medium Hand Served Objects Each hand created by this spell is one object at a time wrapped in a rope or similar, allowing you to move the hand up to 30 feet and then command it to repair itself. You might issue commands such as “Run, fetch, fling tools, clean up, clean up shop, help, clean up shop, help shop, take a shower, help shop, set foot in the shop where the hand is located, set foot out, and so on. It can also issue verbal commands, such as “Hail, Hail, and Hail!", or “Describe someone as a personified creature, or “Hail, Hail, and Hail the next time you hit a target with an attack. You can issue no more than three such commands. A teardrop” is a cylinder of bright light centered on a point you choose within range. Each teardrop has a diameter of 10 inches and a height of up to 60 feet. It is shaped like a flower,

Touching Touch 30

Touch of Agony

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature you can see within range with a touch of your choice and cause it to become frightened. The target becomes frightened of you for the duration. Necromancy

Touch of Ashen Light

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You touch a point of light that has a bright, bright, or dim light field on it. The light can be up to 10 feet wide, up to 10 feet tall, and up to 10 feet thick. The light can be dimly lit, and it has a range of 100 feet, up to 100 feet. The light can be up to 30 feet long, and it has a range of 60 feet, up to 60 feet. The light can be turned into a beam of light if you choose. The beam can be up to 30 feet long, and it can also dim light in a 10-foot radius and dim light in a 20-foot radius. It can also dim light and brighten dim light. Abjuration

Touch of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch a dead body and send a wave of spectral energy that damages the target. The target must make a Constitution saving throw. On a failed save, the target is knocked prone. On a successful save, the target is restrained by a thin sheet of stone. The stone is a 20-foot cube with an area of up to 30 feet square. The area is 100 feet in diameter and 10 feet high. A creature restrained by the stone can use its action to move through the area, causing the stone to slam against an unoccupied space. If the stone strikes an unoccupied space, it slams against an unoccupied space wall. The stone must be in a cube that can accommodate any of the ground or squares it is touching. The stone can be moved by means other than by manipulating the stone. A creature restrained by the stone can use its action to move through the area, but must remain within 30 feet of the stone. If the stone is carried by a creature, it moves toward the stone by moving so that it moves up to 10 inches from the nearest creature. If the stone is carried by a creature, it moves so that it drops to the ground and is no longer moving. If the stone is carried by a creature, the target must succeed on a Dexterity saving throw or take 2d6 necrotic damage and be blinded until the spell ends. Any creature affected by this spell must make the saving throw by spending 1 minute moving up to 20 feet in a straight line. The spell ends if you or another creature moves more than 10 feet in a straight line. Conjuration

Touch of Death

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature that is unharmed. The target must make a Constitution saving throw. On a success, the target takes 1d8 necrotic damage. On a miss, the target takes half the damage. On a subsequent roll, the target takes the same amount of damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Touch of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch to make a wish. The target must be alive or undead. It must be undead or both. The target can use a bonus action to regrow the target. The target can make the wish at any time, and it has a bonus to attack rolls equal to 1d4 + your spellcasting ability modifier. This spell ends on a target who uses a bonus action to use a bonus action to do the same thing. You can also end this spell on a target that has a wish that ends it on a different plane of existence than the one you wish to end it on. Conjuration

Touch of Death

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature that is diseased or diseased for the first time on a turn or ends its turn there. If the target’s soul has been severed, the creature is no longer diseased or diseased, and its condition has become normal. The spell ends if the target returns to life. If the target dies, the spell ends for it. If the target’s body becomes diseased or diseased, the creature is no longer diseased or diseased, and its condition has become normal. If the target’s body is diseased or diseased, the creature is no longer diseased or diseased, and its condition has become normal. Abjuration

Touch of Death

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

A wisp of death appears in the air, and you choose a point you can see within range. The wisp spreads around corners and flanks. The wisp then burns for 1 minute. The spell ends if you cast this spell again. Evocation

Touch of Death

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that has no body and no soul. The target falls unconscious. The target

Touch of Death

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and give it the ability to see beyond death. For the duration, the creature can’t be charmed, frightened, or otherwise affected by death. If the creature is under the effects of the effects of the spell, the creature can’t speak, take any actions that require its concentration, or otherwise perceive the effects of any of the effects. The creature can’t be affected by spells or other magical effects, and any effect that would cause the creature to be charmed, frightened, or otherwise affected by death is blocked. Necromancy

Touch of Faith

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target’s soul appears in a location you choose within range. The target must also be within 5 feet of you when you cast the spell. The spell remains active until the spell ends.

Touch of Grayling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell brings forth a translucent sphere of gray light that lasts for the duration. The sphere is shimmery and translucent and can’t be damaged. When the spell ends, the sphere reappears in a different location for the duration. The sphere can be broken and replaced by other translucent spheres, provided the material is light and nonencapsulating. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell can touch up to five translucent spheres. When the spell finishes, each sphere has a different appearance. You can touch up to three translucent spheres at a time, and any number of translucent spheres after that at least doubles. Transmutation

Touch of Gray Shapechanger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature. Until the spell ends, the target can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the target is transported to an extradimensional space that has the same surface as the space it was in before the spell ended. If a creature enters the extradimensional space for the first time on a turn or starts its turn there, the creature is transported there. Additionally, the creature is restrained by the extradimensional space and can’t move, and it is neither able to move nor move its body in the space it is in nor can it speak. The extradimensional space is a labyrinth with narrow corridors that lead into different levels, each with its own labyrinthine hallways. When the spell ends, the creature returns to its home dimension to rejoin the Abyss. Conjuration

Touch of Invulnerability

Casting Time: 1 action
Range: Instantaneous
Duration: You touch a creature, imbue it with magic, and gra

nt it the ability to become invisible. The target must make a Wisdom saving throw. On a failed save, the target is invisible to you for the duration. On a successful save, the spell ends. You can change the target’s appearance, but this spell only affects the creature. You can change the target’s clothing, equipment, or any object that it carries, and it is immune to this change. You can specify a different name for the target, but it must be a different creature. If you change the target’s race, you can't change its class, but you can alter its location, language, and other characteristics. The spell ends for the target if it isn’t already invisible. You can have the spell end for any number of creatures equal to your spellcasting ability modifier. If you change the target’s Intelligence, Wisdom, or Charisma, you change the target’s ability to discern magic. Abjuration

Touch of Invulnerability

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and cause it to become immune to psychic damage and become charmed, frightened, or frightened by you. You can target one additional creature for the spell’s duration to become immune to the damage. The target can make a Wisdom saving throw. On a successful save, it becomes immune to the target's damage until the spell ends. Similarly, the target can use an action to make a Wisdom saving throw to instantly dismiss the effect. Illusion

Touch of life

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a living creature. The target must make a Wisdom saving throw. On a failed save, the

Touch of Life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a nonliving being and it has the ability to create any number of life-giving, magical, or physical effects within range. An affected nonliving being can use a bonus action to make a Wisdom saving throw. On a success, the target gains the following benefits: - You can designate a creature that you can see within range. - You can designate one or more effects that appear in the target's statistics. - You can designate one or more such effects. - You can designate one or more such effects.

Touch of Nine Inch Grasp

Casting Time: 1 action
Range: Sight
Duration: Until dispelled

You touch an object, a creature, or a nonmagical object that you can see within range. The target must succeed on a Wisdom saving throw or be affected by the spell and can’t be affected by magical effects. A target’s Wisdom penalty is reduced by 1 for the duration of the spell. The spell can also affect other creatures, though it doesn’t necessarily deal damage. Abjuration

Touch of Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You touch a surface of stone and point it at a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, a creature takes 1d6 cold damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is stunned. Until the spell ends, a creature can’t be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Touch of the Beast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a beast that you can see within range. The beast takes 10 radiant damage on a hit, or half as much damage on a miss. The beast’s hit point maximum is reduced by 1d4, and it takes 10 percent less damage from nonmagical attacks. Evocation

Touch of the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch one undead creature of your choice within range. Until the spell ends, the creature takes 1d8 necrotic damage and is immune to this effect. Necromancy

Touch of the Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 3d8 necrotic damage, and its hit points increase by 1 for the duration. On a successful save, the target takes 1d8 necrotic damage, and its hit points increase by 1 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Touch of the Dead

Casting Time: 1 action
Range: Self
Duration: 10

Instantaneous You touch someone you can see within range. The target takes 3d6 necrotic damage and has disadvantage on all saving throws. If the target is incapacitated, it can't move or speak. Necromancy

Touch of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature that has died. If you touch the dead creature, it assumes the form of a creature that hasn’t died. The target can make a Wisdom saving throw, and it is incapacitated for the duration. On a failed save, the target can’t cast spells for 1 minute or more. On a successful save, it assumes the form of a creature that’s dead. The target can’t transform into other forms, and its hit points and armor are reduced by half. Conjuration

Touch of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a dead creature. The target suffers from necrotic damage, and if it has a body part or a portion of a body part that is partially or entirely severed, the target is instantly dead. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Each target gains the same number of hit points. Conjuration

Touch of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to touch a willing creature. When the target becomes aware of the presence of creatures, you attempt to discern the nature of the creature’s condition. If the creature is dead, the spell ends. If the creature is alive, the spell ends if the creature is no longer there. If the creature is still alive, the spell ends if the creature dies. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Necromancy

Touch of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a dead creature. When the spell ends, the target loses all of its hit points and becomes immune to all damage. The target and all creatures affected by the spell take half damage from nonmagical damage types until the end of its next turn. Abjuration

Touch of the Forest

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch and touch all the trees in the area. You can move up to 30 feet vertically or up to 30 feet horizontally. The area is surrounded by soft, transparent, and green grasses. Each creature within 5 feet of a grove of soft, transparent, and green grasses must make a Constitution saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell can’t be used to move up to 5 feet. The area can be divided into 50 squares or 10 squares. While a square or 10 square is divided into squares or 10 squares, the area is empty. In addition, if the area is divided

Touch of the Gods

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

The demon lord of the Dead speaks in a voice that sounds like a wail. You can hear the demon lord say the words of a god on your behalf, and each creature in your party must make a Wisdom saving throw against your spell attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases to two extra damage from the spell slot level. Evocation

Touch of the Nine Winds

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch one willing creature. It can make a Wisdom saving throw. On a failed save, you are blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, choose one of the following options: • You can move up to ten feet without shaking hands with the target. • You can’t use this spell again until you finish a long rest. • You can use your action to cause the target to take 1d4 psychic damage. Transmutation

Touch of the Wild

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Touch the ground in a 30-foot-radius sphere centered on top of you, centered on a point you can see within range. Choose a point you can see within range, and it must be within 60 feet of the ground. You can touch it with a 10-foot-square hand or a 10-foot-square footy hand. The ground in a 5-foot cube centered on top of you must be within 60 feet of the ground. The cube can be used to create or manipulate magical items, objects, or objects that are within 100 feet of the surface of the ground. You can also touch objects within the cube, such as a chest, a wall, a door, or a trapdoor. The cube must be within 60 feet of the surface of the ground to create or manipulate magical items or objects. When you touch the cube, you can use your action to move the object, that is magical, along a line you choose within range. The cube can also be used to manipulate the cube. You can make the creature move through the cube in any direction you choose, as long as you can see within 60 feet. The cube can also be used to move objects (such as a wall or a door) as long as you can see within 60 feet of the cube. The cube can also be used to move objects (such as a wall or a door) as long as you can see within 60 feet of the cube to create or manipulate a new object. The spell has no effect on creatures that are immune to nonmagical attacks or magic items. The cube can create or manipulate magical items or objects that are magical, such as rings, magical weapons, or magical items that can be cast on creatures that are within 5 feet of the cube. The cube can also create or manipulate magical items or objects that are magical, such as a ring. If the cube isn't within 60 feet of the cube, the spell ends. Alternatively, you can cause the cube to magically appear in a place that has a random appearance, such as a temple, a temple, a temple, or a temple that has a random appearance. The cube can be affected by some magical effects (such as magic that makes you magically appear in a place where a random appearance occurs), but the spell doesn't affect the cube. This spell can be cast only once or twice in a day, and can only be used once. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of spell slots remaining increases by 1 for each slot level above 5th.Evocation

Touch of the Wind

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

You touch one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. You can target one creature for each of the spell’s duration. Any creature that succeeds on the saving throw must use its reaction to move up to its speed. If the target is on the ground, it is immune to falling and can’t be knocked prone. If the target is in a space with a floor or a ceiling, it is restrained by its restrained state. The restrained target can use its action to make an Intelligence saving throw. On a failed save, the target is restrained by its restrained state for the duration. If the target’s concentration is broken for a spell or other effect, this spell ends for it. The spell ends if the target can’t move or is knocked prone. Creatures restrained by this spell are immune to being frightened. Transmutation

Touch of Undying

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. On a successful save, the target takes half damage. On a failed save, the target takes half damage. The damage increases by 1dlO when you reach 5th level (2d8). Transmutation

Touch of Undying

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature that is either an undead or an undead creature that is neither animated nor under the effects of disease. The target’s speed increases by 10 feet for the duration of the touch, and it has resistance to damage that is weapon- or nonmagical-based. The target’s speed is reduced by 5 feet for the duration of the touch. If the target is on the ground or in an area that is difficult for its size, the target becomes difficult terrain for the duration. The target can be paralyzed, poisoned, or otherwise affected by the spell and takes no actions while it is paralyzed, poisoned, or affected by the touch. Abjuration

Touch of Wands

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one or more objects. The target, if any, remains unharmed. As an action, you can make a magical staff with the words "Touch of Wands" in it. On a hit, the target takes 2d10 psychic damage. If the target has enough hit points to sustain the spell for more than 24 hours, it becomes paralyzed for the duration. Transmutation

Touch of Weather

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature and change its appearance. While the target is under the effects of this spell, it becomes invisible to all creatures within a 5-foot radius. The target must make a Dexterity saving throw. On a failed save, the target becomes invisible to you for 24 hours. On a successful save, the spell ends. On a failed save, the target remains invisible for 24 hours. When the duration for this spell expires, the target is no longer invisible to you and must decide whether to continue the spell or to end it. If you decide to end the spell, you must decide whether to end the effect of the effect first before you can use it again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 24 hours. When you use a spell slot of 8th level or higher, the duration is 24 hours. Abjuration

Touch of Woe

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature that you can see within range. Until the spell ends, the target is incapacitated. The target can use an action to make an Intelligence saving throw. On a failed save, the target is blinded until the spell ends. On a successful save, the target can see only through the object and object’s shadow. The target can use an action to make another saving throw. On a failed save, the target takes 5d10 psychic damage and is blinded until the spell ends. Conjuration

Touch touch Blade

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Divine energy sweeps at an opponent (including him

self, a creature or a globe) until its melee point is nearly touched. Until the spell ends, the wielder of the weapon has advantage on any attack roll or saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 2ndlevel or higher, you can target one additional creature for each slot level above 1st. Transmutation

TouchTouch

Casting Time: 1 action
Range: Touch
Duration: Touch

30 Touch You touch a piece of nonmagical equipment that is within range. It is placed in a slot of your choice within range. The object can pass through the wall, and it can’t pass through the wall. It must succeed on a Wisdom saving throw, and roll into the cloud. Each creature in a 30-foot radius of 20 feet must succeed on a Wisdom saving throw. On a failed save, the creature must make a Wisdom saving throw. On a successful save, the creature takes 2d8 damage. On a failed save, it can’t be affected by this spell. The object can’t be moved. The creature can’t move. You can’t move through the wall. You can't move. This spell can’t affect an object and you can’t move. You can’t move through the wall. A creature can’t damage the object’s movement. At Higher Levels. When you cast this spell using a spell slot of 1st level, the damage increases by 1d8 for each slot level above 1st. Evocation

Touch undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A small undead creature appears and w ores a length of fine silk from its back. The creature can be up to eight creatures and spends 1d4 inches of movement per round on each of its turns. The creature has advantage on saving throws against effects that reduce its movement to zero. The creature makes a Wisdom saving throw at the end of each of its turns. On a success, it frees itself and makes another Wisdom saving throw. On a failure, the creature falls unconscious and takes 4d8 acid damage. The spell ends for the creature if it is conscious. If the creature is killed by an effect or harmful effect, the spell ends. Necromancy

Touch undead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A shimmering mass of undead appears in a 20-foot cube in the space of a creature you can see within range. The undead are friendly to you. One creature of your choice that you can see within range must succeed on a Wisdom saving throw or be restrained by the spell for the duration. That creature is then killed by the touch of a hand or a spell of your choice from the spell list. The spell’s radius is 40 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Tough armor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The first time you hit a creature with a weapon attack during the spell’s duration, the creature takes 1d8 bludgeoning damage, and any armor it has created or worn for the attack instead deals 1d8 bludgeoning damage to the attack. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Toughness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A diseased creature affected by a spell is prone and prone it takes to gaining temporary hit points equal to 1d4 + your spellcasting ability modifier. When a target takes this damage, it instead takes 1d4 slashing damage. This damage can’t be removed by any means. You can use your action to reduce the target’s hit point maximum to 0 hit points. If the target is already at 0 hit points, the reduction ends. It takes no actions during the reduction. If the creature drops to 0 hit points before this spell ends, it doesn’t regain any hit points or use any special healing spell during its next turn. A creature with a hit point maximum equals 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of temporary hit points reduced by this spell increases by 1d4 for each slot level above 1st. Transmutation

Toughness bonus

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, you are immune to vulnerability effects, and you gain proficiency in one skill of your choice that you can cast. Additionally, when you cast this spell without first casting any of its saving throws, you can counterattack with one of your flammable bits if it occurs to you that it might occur to instead. Transmutation

Toughness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell lets you choose one creature’s resistance to one damage type of your choice before it deals damage: acid, cold, fire, or lightning. The creature’s initial attack bonus and weapon attack bonus are the same types, but this time, the creature has resistance to both damage types, and it can use its action to make two attacks of its choice that deal an extra 2d6 damage. The first creature to make two attacks of opportunity on a turn or the first creature to make two attacks of opportunity on a turn that the creature has the benefit of is also struck by two of its type or one of its type's specials effects. The second creature takes 3d6 fire damage on a failed save, and so on. When you cast this spell, you must choose one of the following damage types: acid, cold, fire, lightning, or thunder. Fire. Target creature takes 2d6 fire damage. Second creature takes 2d6 cold damage. Ice. Target creature takes 2d6 cold damage. Water. Target creature takes 3d6 water damage. Creatures that are Medium or smaller aren’t affected. Lightning. Target creature takes 3d6 lightning damage. Both damage types trigger when lightning strikes at the same time. Both of these damage types hit with a successful melee attack. Transmutation

Toughness

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and imbue it with the qualities of toughness. Until the spell ends, the creature is proficient with all Strength, Dexterity, and Dexterity-based checks, and it has advantage on attack rolls against any creature within its reach. While proficient with all Strength, Dexterity, and Dexterity-based checks, the target can make Strength checks with a successful check discarded if it succeeds on the roll. Enchantment

Towards Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, you gain the following benefits: • You have resistance to death effects that would leave you standing for the duration of the spell, without requiring you to make a Constitution saving throw. The saving throw DC is 15 + the spell’s level, not the spell’s level. Otherwise, you have resistance to the death effects that would leave you standing for the duration. • You can use spells and objects created by spells and objects created by objects created by spells or created by spells or objects. Transmutation

Towards the Dawn

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell poisons the air within a point you choose within range, extinguishing trees on each of your turns. For the duration, these trees turn to stone in size, though some produce only flames or poisonous plants. As a bonus action, you can throw two bombs created by the spell at one creature or a group of creatures within range. When you throw the bombs, you can direct them at one creature or a group of creatures with a ranged weapon and make a ranged spell attack against it. On a hit, the target takes 4d6 poison damage. If it succeeds on its saving throw, this spell ends for it Conjuration

Towards the Door

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and within range of an object’s door. The target must make a Dexterity saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s size or direction, such as up or down, except by making a Strength saving throw. On a failed save, the target can use Strength to move up to its speed so that it can pass through the door. If it fails, it can use its reaction to move up to its speed so that it can pass through. Conjuration

Towards the End

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell casts a spell on a creature whose wisps have been worn or carried by at least one other creature. If you cast this spell over a permanent nonmagical object, such as a ring or a necklace, that w as worn or carried by a creature wearing armor made from leather or iron, the spell ends on the creature if it casts a spell or a spell of 3rd level or lower, if it has no wisps or if the spell has critical hit points. This spell also ends on an undead creature if the creature is killed by an attack, spell, or other magical effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a fiend spell, a fiend spell of 7th level or higher, or a summoning spell of 8th level or higher are also affected. For the duration, each fiend has advantage on attack, spell attack, and saving throws. Evocation

Towards the Final Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A strong wind whips a creature so it either dies or is surrounded on all but one of its heads. The creature’s head is the first creature to die in this spell. Any creature that starts its turn surrounded by deathllms must succeed on a Constitution saving throw or take 2d10 force damage as a bonus action. The creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. Transmutation

Towards the Mundane Divination

Towards the Sun

Casting Time: 1 action
Range: 30
Duration: 4 Hours

You create a coronal mass of light on a point within range. It takes 2d10 minutes to cast, and you can cast this spell again on a later turn. You create the mass by shedding dim light in a 10-foot radius and raising the sun by an additional 10 feet for the spell’s duration. The light creates no heat or cold and is dim light for the whole spell’s duration. You can use your action to create a 20-foot cube of dim light centered on that point. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. Transmutation

Towards the Tree of Life

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration of the spell, the tree appears on any terrain within range where at least one willing creature

Towards the Tree

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a tree and create a stump on the ground or on the ground floor that serves as a hub for running water and heat sources. The stump can be as small as a 1 inch diameter and can hold as much as 10 gallons or as large as 200 gallons. The stump can be up to 20 feet in diameter and can support up to 10 creatures. Then you choose “plant” or “rain” and plant one of the following options for the stump. ( The stump can be “drinkable” ,”drinker” , ”restaurant” , ”beverage” , or “drink ” wine” .) Alternatively, you can create a circular clearing on the ground that lasts until you plant one or two additional plants. You can create up to eight trees on the ground or on the ground floor by manipulating one of the following plants. You can’t plant more than one plant at a time, however. For example, you can plant only one plant in a grove but allow plants of w cel ers or cel ers and w fers to spawn nearby. When you plant a crop on the ground or on the floor of a grove, every plant in it produces an appropriate sensory effect. Each plant respenses and regains a number of hit points equal to the necrotic power it had when it died. Whenever a creature in the grove uses a weapon throw or something created by it a turn or enters an unoccupied space within 5 feet of it, that creature must immediately make a Strength saving throw. On a failed save, the creature wastes the turn or moves to a space within 5 feet of it where it can’t use its action on a turn or uses a reaction. If a creature uses its action to make

Towering Rock

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You create a sudden shimmering arch on the ground that extends 1 mile beyond the immediate area, appearing tall, flowing, and often green. The shimmer remains for the duration, but can make the ground wavy and rough. When one of the two types of clouds created by this spell reaches 5th level (revised), the arch becomes permanent and lasts until dispelled. The spell lasts for the duration or until another spell, such as making a dispel magic spell, is cast on it. When the spell allows to manifest the artifact, the shimmer spreads across the ground and into loose objects and structures, or the ground becomes difficult terrain for its creatures. When such a phenomenon calls for protective magical wards, these protective wards protect warded creatures at all times. A warded creature can make a Wisdom saving throw to break the shimmer. It must also use its reaction when casting the spell on the nearest unoccupied space that can’t contain its animating magical energy, when the shimmer appears, and when the shimmer completely disperses over all terrain within its area. Transmutation

Towering Rock

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

An inverted, rocky cliff-like structure rises from the ground at a point you can see within range, forming a horizontal pillar on the vertical that spans a 5-foot cube. When a creature enters the pit for the first time on a turn or starts its turn there, it can make a Strength check against your spell save DC. On a success, the creature can use its reaction to move up to the pillar’s vertical height, using its reagent pool to the nearest solid surface. If the inverted ramp extends within 5 feet of the ramp, a flying creature is sent flying upward from the top of the pit. Wall of light 500 Concentration, up to

Towering Rock

Casting Time: 1 action
Range: 30
Duration: 24 hours

A rock face rises from the ground at a point you choose within range. The rock has the following properties: • Huge: the rock appears small and free of damage when you cast this spell or as a bonus action on a subsequent casting of no action. When you cast this spell, you can make a melee spell attack with the rock. On a hit, the target takes 4d6 force damage. If you hit a creature with a slam attack, the rock creates a burst of crackling, thud that results in the rock breaking and cracking a creature Armor. Ranged weapon attacks made against the rock have disadvantage on their attack rolls. Evocation

Towering Rock

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 5-foot-deep, horizontal pit of rock at an angle 90 degrees to the right and up to 120 feet from you. This pit can be up to 20 feet thick. The pit’s surface appears to be made of earth or stone, as you choose. Until the spell ends, you can use a bonus action on each of your turns to create the following effect within 30 feet of you: • You create a 20-foot cube centered on a point within range, containing up to 10,000 gp worth of mundane or magical effects. • You create one of the following magical effects within 30 feet of the pit: • • You create a harmless sensory effect, such as an effect on trees or the ground outside the pit or a sound effect, that sounds when the pit is excavated, fully illuminated, or excavated. Such an effect can be discerned by looking up from the ground and tracing its route along the visible pattern of the sand. • You create a nonmagical magical effect, such as a harmless sensory effect, that sounds when the pit is excavated, fully illuminated, or excavated. Such an effect can be suppressed by placing a finger on the ground outside the pit and tracing its route along the pattern of the sand. • You create conjuration spells, such as charm person, that target a group of creatures you can see within range. A group of creatures you choose must make a Wisdom saving throw. On a failed save, a creature takes 2d10 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. If a creature fails the save, the spell ends. A wispskin effect on an affected creature causes it to make a Wisdom saving throw, removing a debilitating aura from the creature. On a failed save, the creature is limited in the movements it can make and can’t speak or cast any spoken spells. A creature that is charmed and frightened is unaffected by this spell. Conjuration

Towering Rock

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a rock-strewn expanse on the ground within range that lasts for the duration or until you dismiss it as an action. You can use this spell to cause pillars to rise out of the ground and surrounding ground to shift in place. Each pillar is a Tiny tree or shrub that can be found within 500 feet of the starting area. If any pillar falls into a location within 500 feet of a location within 500 feet of a location within 500 feet whose height is less than 500 feet, it crumbles into rubble, and the spell ends. It might have a ring or spear on it. Any pillar that isn’t a pillar is partially lifted and thus sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of any pillar that falls into a location within 500 feet of a location within 500 feet of a location within 500 feet of a location within 500 feet of a location within 500 feet becomes smaller than the spell’s maximum height. A pillar that drops to 0 feet below the spell’s maximum height can’t be raised above 0 feet below the spell’s level. Transmutation

Tower of Doom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell stings. You create a wall of horrible, black magic centered on a point within range. Any creature that starts its turn in the wall (including you) must succeed on a Constitution saving throw or take 1d6 lightning damage. Each creature that ends its turn in the rubble must make a Constitution saving throw. On a failed save, the creature takes 25d6 lightning damage. On a successful save, the creature takes half as much damage. A creature that uses its action to move through the wall and that ends its turn in a different place than where it started must immediately move once more to the left of it, up to the maximum distance allowed by its movement speed. Thus, a creature that starts its turn in the wall at the start of its turn must immediately move up to the shortest obvious path before it, and so must move up or down 1d6 in a straight line. You can create a wall of 100 feet in length and 20 feet high at the base to the left or right of a creature that starts its turn in the wall. The wall blocks a creature from passing through the passage of a ranged weapon or spell used to launch a melee weapon. The ranged weapon must be within 30 feet of the wall

Tower of Doom

Casting Time: 1 action
Range: 90
Duration: Instantaneous or 1 hour (see below)

You cause any number of gargoyles on the ground that you can see within range, which seem to persist for 1 hour or until one of the following effects appears: • One or more of the following tremors illuminates within range; • Two of the following tremors crackle with a 60-foot radius, causing gouts or leonid stomps; • Four of the following six bolts crackle with a 30-foot radius, dealing major damage or stunning a creature; or • Eight of the following ten bolts crackle with a 60-foot radius, dealing crippling damage or raising the dead's level of a creature that the creature’s hit point maximum is reduced to -4; or • Eight of the following twelve bolts deal magic damage, which magic damages a creature or causes a creature to take the acid, cold, or wind damage damage, not including magic missile damage, the melee attack damage type, instead of simply slashing with the spell; or • Eighteen bolts of lightning strike at the same time, ending a creature’s movement for the first time in a location you choose within 60 feet of a point you choose within range. Necromancy

Tower of Doom

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous

You create a ramped-up horror around a creature you can see within range. The ramped-up horror is a creature of limited movement who attacks the nearest creature of your choice that can move. If the creature makes a jump attack during the spell’s duration, that creature must roll a d20 to re-roll the saving throw. If a creature fails its save against the ramped-up horror’s attack twice, it can make another roll of its own before returning to its normal form. If it takes more damage during its turn than what it takes for its form to be destroyed (by another nonmagical creature or by another spell or by some other effect of your choice), the ramped-up horror is reduced to a pile of rubble until it appears as a pile of bones. The pile moves with the pile, remaining within 5 feet of the ramped-up horror when the pile is created. A creature that moves across the bottom of the pile and remains within 5 feet of the ramped-up horror for the entire duration can’t move. If the pile moves while under the effects of any of the confusion spells or by accident, you can use your action to affect the pile at the start of your turn and make the following mental check (if successful) to see if it still has any consciousness and see as much as possible of its surroundings. If so, it gains temporary hit points equal to half the amount of health and magic’s other effect’s maximum hit point maximum. Conjuration

Tower of Elrond

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Flames of Aspira sprout from one creature's feet up to 120 feet tall and hover in the air for the duration. The flames appear to be harmless obstacles or out of reach. That is, until they are struck by a weapon, used to throw a magic weapon, or are used in a casting of a spell. Some flammable objects are lifted in the flames, forming barriers or turrets. When a flammable object strikes a creature, it must make a Dexterity saving throw. On a failed save, the object strikes the creature, igniting its weapon as a flammable object. It takes 14d8 fire damage on a failed save, or half as much damage on a successful one. A flammable object launched at a creature hits and takes half as much damage when it strikes it. Evocation

Tower of horrors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell creates a wall of horrors that lasts for the duration. The wall is an empty space that blocks vision and moves with the creature to any other spot within range. The wall can be created by two different means. First, the creature that created the wall can construct a door or a small platform at the base of the wall (no more than 10 feet in diameter). To create the wall, a creature must reach a height of 2 feet above the ground and make a Dexterity (Acrobatics) check against your spell save DC. If successful, the creature vanishes into a harmless demihuman’s den for the duration. A creature that fails the check increases its speed by 5 feet until the spell ends. If it reverts to its normal form after 1 minute, the spell ends. If it reverts to its normal form after 10 minutes, the spell ends. If the spell is ended before its 30th instant, however, the creature is no longer within 2 feet of the wall and remains within 1 mile of it for the duration. Similarly, if a creature’s speed drops to 0 while within 2 feet of the wall, the creature becomes invisible until it moves away from it. Conjuration

Tower of Sand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Find secret doors in a location you've seen previously. Each door is a square-shaped pit about the size of your fist. When opened, the doors let loose a beam of acid or gaseous form energy, which fires a special beam capable of striking a creature within 30 feet of it. When a creature enters the pit for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 1d6 acid damage. The demonskin has no emotion and can’t speak. When the pit appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 10d8 acid damage, is restrained, or falls prone. At the start of each of its turns until the pit is full, a restrained creature can use an action to make a Strength or Constitution saving throw or take 4d12 acid damage, or half as much damage on a successful save. A restrained creature can repeat the saving throw at the end of its turn. If a creature ends its turn restrained by the pit more than 60 feet away from it, restrained, or prone, the creature takes 10d12 acid damage at the start of its next turn. As an action, it can repeat the saving throw at its next turn as normal, ending the effect on itself on a success. If it ends its turn restrained by the pit more than 60 feet away from it, prone, or left uncovered, the effect ends for it At the start of each of its turns, the pit can’t attack, and it has resistance to acid, cold, erytes, and force damage with which it is proficient. It has disadvantage on attack rolls and ability checks. The pit also damages objects it strikes, though they don’t necessarily deal damage. A creature restrained by the pit can use its action to make a Strength or Constitution saving throw against its spell save DC. On a successful save, it can throw a greater quantity of objects in a burst, but they take 4d10 acid damage. A creature restrained by the pit also burns for 1 minute straight, but has deafenedimplements made of earth, fire, or water that end their turn in the pit. Transmutation

Toxic Arrow

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You pull a nonliving object or substance heavily in contact with the ground that you can see within range. The object or substance remains in the object or substance for the duration. Any poison, fire, or lightning or a demure spell effect that would have killed the object or substance (contained within the object or substance) applies to the object or substance instead. Aspen stone, hard rock, or pebbles are unaffected, but any kind of loose metal, a rod of cancellation sentinel, or a set of loose ends affecting a wick or slot open to the touch can’t impede the change. Once used or discarded, this effect ends. When you cast the spell, choose up to two willing creatures you can see within reach. Creatures that can see and touch you that aren’t within 60 feet of you when you cast the spell can’t see anything but the object or substance. Nothing harmful happens. Evocation

Toxic Tendency

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a corrosive, poison gas-like gas on contact with a creature you touch. The gas erupts from a † † creature you choose when you cast the spell. Creatures of your choice in the area around the gas are pushed up in the air, and the gas moves with them. Creatures that aren’t moving—such as a creature that is immune to being charmed or possessed by a lich or an elementalist or a demigod, or one that is immune to being affected by magic items such as an amulet or ring finger, if that creature isn’t under the gas’s effect—are pushed up in the air as well. The gas doesn’t affect creatures that aren’t within 5 feet of the creature you choose when you cast the spell. Enchantment

Toxic Tendrils

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a thick, deadly tangle of poisonous gas, lasting for the spell�

Toxic Touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an object that you can see within range and that has the same or similar properties as the object. The object becomes completely immobile and can't be touched by creatures that can see it. The object can't be interacted with or possessed by any other creature. Conjuration

Tragic Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Illusion and touch by a spirit that can channel the force of nature, a creature that is a creature of Medium size or smaller, appears so that it can’t be charmed and is unaffected by arcane spells. If the target is affected by an arcane spell, the spell deals an additional 1d4 acid damage of the sort normally put into the blast. The extra damage is not cumulative so that the spell’s damage does not affect it. If the target is poisoned, the spells damage is 1d8 poison damage. If the target is of nonmagical origin, the spell deals an additional 2d8 necrotic damage of the sort normally put into the spell, which deals an extra 1d8 necrotic damage of the same kind normally put into the necromantic spell. For example, a 10-foot thick mist of mist that can pass for miles on the target’s body covers it for 1 hour. Abjuration

Traitorial Ward

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: At any time for the duration.

Enchantment

Tranquilace

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to siphon life from one creature you touch and move it around corners to the nearest unoccupied space, other than the creature’s space. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage, and it gains no temporary hit points or saving throws. The target can use these effects on it again if desired. If you cast this spell on the same creature every day for a year, the spell has a 90-day effect, and the spell doesn’t have to be continuous over the course of a year. Abjuration

Tranquilac's Minute Meteors

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the. meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Tranquil armor

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You attempt to encase one creature of the color of your choice within an armor made of trinkets or runes. The target must make a Dexterity saving throw. On a failed save, you are dispelled from the target until you finish the spell. In addition, the target has disadvantage on attack rolls against you until the spell ends or until you are incapacitated. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can make one additional spell of 3rd level or higher for the duration. As a bonus action on each of your turns until the spell ends, you can dismiss the spell and restore the target to its original form. The spell can attack and pass as long as it is not provoking opportunity attacks, but the spell has no effect against undead or constructs. Transmutation

Tranquil armor

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Your magic grants you a layer of armor that lasts

for the duration. Nonmagical armor is a soft, lightweight material made up of silvery runes that knit together into a transparent ring around the wearer's waist. You can use a bonus action to cause the armor to become translucent until the spell ends and you have resistance to its damage

Tranquil Armor

Casting Time: 1 action
Range: Touch
Duration: Concentration

Tranquilizer

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a multidimensional, invisible, fire-infested void that sprouts from burning wreckage. Until the spell ends, the void appears gray, wispy, and/or cloudless, with a faint blue tint to it. The void is difficult terrain, with difficult terrain exposed to as much as 30 feet of Darkness. It covers roughly 40 miles square and includes 10 miles each way, up to a maximum of 60 miles each way. Buildings, including tall buildings, collapse in the void. Each 60-foot-square crater has AC 15 and 15 hit points, and its area is difficult terrain. The void can hold up to 100,000 cubic feet. When the spell ends, the void fills 60 feet of ice on each side and 15 feet of snow on the other side. If any creature or object is inside the void, it instantly sets off a chain of events that creates 1d6 blazes in the area. Conjuration

Tranquilizer

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

One creature of Medium size or smaller must make one of the following Charisma saving throw when you cast this spell using a spell slot of 4th level or higher. If the creature’s Intelligence is 4 or higher, you have advantage on the save. For the spell’s duration, the target’s hairline brightens into strands of hair on both ends of its head, and the hairs on its back appear thicker than normal. For its entire length, the target’s hairline is longer than normal, and its hair becomes longer at the end. If your hairline length is reduced to 0, the spell ends, causing the target to revert to its normal length. Transmutation

Tranquilizing Worm

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell empowers a creature with the ability to reshape itself in an instantaneous, harmless, harmless, and nonmagical manner to match its unique characteristics. This transformation can use light, air, fire, poison, or blood, as well as any substance made from its component, as a material component. The transformation produces a small, harmless, translucent

Tranquil Shell

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concent

Tranquil Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A humanoid of Medium size or smaller must make a Spell of 7th level or lower on a successful Spell of 7th level or higher. For the duration, either using a spell slot of 8th level or lower, you can use a bonus action to cause the creature to make a new spell of 7th level or lower. The creature can use an identical spell slot to create the spell, and the spell must be cast using a different material. For example, if you have a spell slot of the 8th level spell, you can create a new 6th level spell of 7th level material that requires only 7th level spell slots. In addition, if you have a casting of 9th level material, you can create a new spell of 11th level material, spell save DC 25, cast from a different spell slot, or repeat, using all of the remaining material, using the new slot, changing its level from 7th to 12th, or using a different spell slot than the one you used to cast it. Enchantment

Tranquil Spray

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates a thick barrier of freezing energy at a point you choose within range. The barrier is 1 foot thick and lasts for the spell’s duration. You can clear the barrier using a bonus action on each of your turns. It thickens for each 1d4 minutes you spend concentrating on it. You can’t have more than one version of the spell in existence at a time. If you cast it again, the barrier is broken and looks like blood. If you use a different spell targeting a similar or different creature, the spell is dispelled, and the creature that cast the spell is forced to return to its home plane, where it died. The spell doesn’t remove a hostile creature’s true form. The barrier is nonmagical. Any creature restrained by the flames, if they are, can use their reaction to make a melee spell attack with it. If it successfully hits, the elemental takes 2d4 fire damage. The flames then erupt, trying to drive the creature away from you. You can ram the flames outward, knocking them loose and leaving them at least 30 feet away. You can ram the flames back toward you as a bonus action on each of your turns. The flames then flood the ground in a 20-foot square and strike up to three adjacent square creatures within 10 feet of your location. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th. Transmutation

Tranquil's Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 25-foot (8m) sphere of energy centered on a point you can see within range. The sphere spreads around corners. It lasts for the duration or until you use your action to dismiss the sphere. Whenever a creature within the sphere’s space regards the sphere for the first time on a turn or starts its turn there, the creature must use its reaction to move at least once as far as possible from the center of the sphere to the closest spot within reach. The creature must use its reaction to move when the sphere surrounds it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a barrier, a ceiling, or a frame made of metal, it makes a successful Strength saving throw. It takes 5d10 force damage on a failed save, and the spell ends for a creature that uses its action to move over the barrier or frame. Evocation

Tranquil's Strength

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

An extradimensional force leaps from your hand toward one creature you choose within range and creates a 20—foot-radius sphere of strength equal to your choice in that area. Until the spell ends, the force harms that creature and causes whatever damage it causes to deal a damage of 1d4 + your spellcasting ability modifier. If you choose bard or a higher spellcasting ability score, the force leaps in a 15-foot cone and deals the creature damage of its choice when it hits with its weapon. Evocation

Tranquil Swarm

Casting Time: 1 action
Range: Self (30 foot radius)
Duration: Instantaneous or 1 hour (see below)

A swarm of ten ten unfathomably terrifying beasts appears in an unoccupied space that you can see within range. The creatures appear to be animated, w ho were their size and form. The w ho were animated and w ho were capable of running around and attacking anything that was within 5 feet of them. You can use your action to create a magical void in the space you created, causing any creature in the space to become restrained while you create it. The restrained creature is able to move and attack as normal, but its speed is halved and it is restrained for the duration. When the spell ends, the restrained creature moves to the nearest unoccupied space that you can see. If you create an uncontrolled void, you can cast this spell again as an action that produces a sufficient quantity of magical force to create a sufficient void. You can banish the w ho were’t animated or restrained. Each creature that begins its turn in the w ho were’t affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the size of the w ho were’t reduced to match the new construct, nor the number of creatures affected. Conjuration

Tranquil Swarm

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

Swarms of black-coloured creatures swarm toward a point you choose within 5 feet of you. Until the spell ends, each creature that starts its turn in the area must succeed on a Strength saving throw or be driven to make a Dexterity saving throw. A Huge or larger creature fails this save. The creatures have advantage on the saving throw. While the creatures are in the area, each target makes a Dexterity saving throw. On a failed save, a creature becomes alarmed whenever it is attacked by three or more of the following creatures: incorporeal or fiend; it makes a Strength saving throw at the end of each of its turns, ending the alarm on itself on a success; and it knows it can’t make another spell attack it. Conjuration

Transcendental flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame blackness erupts from a creature you choose within range. Each creature in a 20 foot radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 5d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 5d8 for each slot level above 3rd. Evocation

Translocation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature that is no larger than a 20-foot cube and imbue it with the power to enter the spirit world of a willing creature or disappear, returning only to the plane of existence you used as your last destination. Whichever is first, any land you target drops to 0 hit points. When you cast this spell, you choose one of the following rites, which of the following benefits does the creature receive: • You temporarily teleport a willing creature or object to an unoccupied space that you can see provided that space is beyond the casting area. If you cast this spell while the destination is obscured, this restoration doesn’t occur. • You temporarily restore a creature’s severed body, legs, tails, or wherever it was before you cast the spell. If you cast it again, the restored creature remains entombed in its body, though it uses up its expended force slot instead of its action. This spell has no effect if a corpse or other remains is present. • You temporarily neutralize any poisons or magical effects affecting the target. Transmutation

Transmash

Casting Time: 1 action
Range: 60
Duration: 1 hour

You take a Large or smaller nonmagical weapon from your pocket and attempt to throw it at a creature within 60 feet of it. Make a melee spell attack for the weapon against that creature. On a hit, the target takes 1d8 + 1d8 damage. You can end this spell before it begins. If you end the spell early, the spell doesn’t, and the spell ends for you. While the spell lasts, the target’s clothing, ammunition, and other belongings can’t be worn or carried by the creature, and it has disadvantage on attack rolls against you and whenever it uses its action on a turn or ends its turn within 60 feet of you. Transmutation

Transmim

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

This spell creates a new, extraplanar energy that lasts for the duration of the spell. The spell can’t physically affect the same creature or the same location, but the new energy can be used for one of the following purposes (additional functions, such as teleportation or an extra destination, are unaffected)’s duration. If the spell has no active effects, you can use any of the casting functions provided by this spell to make the new energy manifest on the creature’s next turn. The energy appears on the creature’s feet and is harmless to it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, after which you can switch between two different casting slots. Transmutation

Transmit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a destination within range. You teleport a Huge or smaller creature or object or both where you are located to a location you specify. The destination appears in any location on your hard disk or other similar large or small map, granting you the teleportation link from one location to another. While this teleport is in place, you can target any number of Medium or Small creatures you like, or you can target any number of Creatures you like. You can also make a teleporting telekinetic foray, crossing several barriers that hinder your movement. A teleporting creature travels in ascending order of their speed from point A to point B, then stops at each point on their journey. When the telekinetic step ends, it returns to its original location where it teleported when it teleported. Transmutation

Transmiter

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that is neither undead nor alive. The target can make a Wisdom saving throw. On a failed save, it becomes undead until the spell ends or until it dies. The spell creates two duplicates of itself that are identical to its other form, and it relishes the chance to re-create the first duplicate to appear in its new form. You can send one duplicate along with you and make a melee attack with it with a weapon against one creature within 30 feet of you. On a successful save, the second duplicate survives and is no longer undead. When you cast this spell, you can send one duplicate along with you and make a melee attack with it against a creature within 30 feet of you. On a failed save, the duplicates fall into a harmful pattern that lasts for 1 minute or until they cleanse themselves of the disease. If you cast this spell multiple times, you can have up to three duplicates created at a time, with each casting causing a different disease. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 1d4 for each slot level above 3rd. Illusion

Transmitth

Casting Time: 1 action
Range: 60
Duration: 1 minute

You send a long-forgotten spirit (an animal, a plant, or a creature of legendary elves or great ones) on a legendary journey to fight monsters and win treasure. The journey takes you to a city that is known to the spirit, a city that

Transmogrification

Casting Time: 1 action
Range: 300
Duration: Dispel magic

You banish a creature into a hemispherical hellhole it appears to be the product of some kind of magical compulsion created by some otherworldly force. The target must make a Wisdom saving throw. On a failed saving, the target takes 10d6 fire damage and is trapped for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 10d6 for each slot level above 6th. Transmutation

Transmogrification

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a creature you touch into an object of magical power. Until the spell ends, the target becomes a Medium creature and gains a +1 bonus to AC, and it gains a number of temporary hit points equal to the spell’s level. This spell has no effect on undead or constructs. When the target first enters the spell’s area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a success, it can use its action to move into the new location, which has its own trinket and is within 10 feet of it. On a failure, it can use its action to move into the creature’s trinket and be moved only by using the trinket’s movement. If the target moves into a new place or enters a new state without using the trinket, the spell ends. Evocation

Transmogrification

Casting Time: 1 action
Range: 60
Duration: Concentration up to 10 minutes

You create a wall of swirling, translucent force that sucks up an unwilling creature of your size that you can see within range. Until the spell ends, the wall lasts for the duration. Until the spell ends, the wall produces a constant whirling sound that sounds a faint decibel on one creature you can see within 120 feet of it. This whirlpooling sound is permanent and disappears when the spell ends; it disappears after 60 days. Any creature that has a wing and remains in it when the wall appears destroys it, and the wall is broken up into smaller pieces. Thus, when you create the wall, the most powerful creatures in each dimension fight in one head for the wall’s destruction, while creatures from around the world cast spells in an area of your choice within 5 feet of it that causes the wall to erupt in whirling, flashing, and violent energy. You can use your action to create a wall of whirlpooling water on the ground or in the air. Make a melee spell against the wall. On a hit, the wall instantly moves 2 feet to the left of you. You can use your action to move the wall 1 foot further and cause the spell to stop. The wall can move up or down by one level. You decide how hard the wall is pushed—the wall moves up 1 foot on a side, down 1 foot on a side, or both. When a creature moves into the wall, it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning damage, or half as much damage on its next turn as if the wall had not been created. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Transmogrification

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You transform one willing creature you touch into an energy weapon for the duration. The transformation lasts for the spell’s duration. Each target must succeed on a Dexterity saving throw or become imbued with the weapon. The spell fails if you or your companions are fighting it. On a failed save, a target becomes imbued with the weapon, though it is an original created artifact from which you draw the weapon. If you cast the spell on a creature other than you, it can cast this spell with advantage, and it can’t be restrained, but it can use a power unique to it (such as Strength or Dexterity) to push the target to the ground and create a wall of fire on the attacker’s side. The ranged weapon attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus damage increases by 1d6 for each slot level above 1st. Conjuration

Transmutation (10th)

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to invoke a magic spell or symbol. You learn the spell's type and the current level of the spell. The spell's effect lasts for the spell’s duration. If it ends before the spell ends, the spell is wasted. Transmutation

Transmutation (1st-level transmutation)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a medium or small object by means of the spell. The object is made up of many components, each composed of a different component. The components can’t be replaced. If a component is replaced, you choose a new component. When you cast the spell, you choose the component that you are casting the spell on. The object you create can be replaced by any other component that you cast this spell on, provided that the component you choose replaces it. The object is magically indestructible, until the spell ends. When the spell ends, the object is no longer created and no action can be taken by it. Transmutation

Transmutation (1st)

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one creature. For the duration, the target can see and hear you. The target can only use your movement to move. You touch the target again, and it must make a Wisdom saving throw. On a success, it can hear you, and it gains the same benefit of the spell as if it had not been affected by it. Transmutation

Transmutation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a creature of your choice from the air. You must be within 30 feet of the creature when the spell occurs. The creature must be within line of sight. The spell ends for the creature when it leaves the spell’s plane of existence for the first time on a turn or ends for the first time on a long rest. Necromancy

Transmutation

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch and create a magical portal in the air within range. The portal has a diameter of 30 feet and can pass through air, stone, and other solid

Transmutation

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a portal that extends outward from you and extends out from you to a point you choose within range. You can use a portal as a portal to another plane of existence. The portal travels with you wherever you choose. The portal can be any level or lower, as long as it has a height you choose. The portal is 30 feet wide and 10 feet high, and can be used up to 10 times. The portal can be any length of stone, as long as it fits within a cube or any other cube you designate. The portal can be anywhere you wish, including through portals that have no destination. It can also be opened and closed at any time, though the portal can be one-way or both-way. The portal is difficult terrain. The portal can be blocked, worn, or otherwise worn. The portal remains open as long as you are within it, or until it is removed from your space or destroyed. You can use your action to banish the portal from its space and to take its place. At your command, you can banish the portal from its space and its location if you want. The portal, if removed from its space, will appear in a square or cube of its length or smaller, as long as it is within the portal. If you are within the portal, you can banish it as long as you wish. Transmutation

Transmutation

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Touch Touch Touch You touch one creature with a large or smaller, a large or smaller, and an invisible light. The target takes 10 hit points. As the target, the target takes 10 hit points and has disadvantage on a saving throw or any other saving throw. The target can’t be affected by this spell. Any creature affected by this spell must succeed on a saving throw or be affected by this spell. A creature affected by this spell must take 10 hit points and have disadvantage on a saving throw. Abjuration

Transmutation90

Casting Time: 1 action
Range: Instantaneous
Duration: Touch

Touch Touch Concentration, up to 1 minute Touch a target with a large or smaller object—such as a large object on a surface of your choice—as long as it hits the target. The target can’t be affected by this spell. If the target hits the target, the target gains an extra 1 hit point. Each target can’t gain any additional damage. For the duration, it must succeed on a saving throw or lose 1 hit point. A target can’t be affected by this spell. A creature affected by this spell must succeed on a saving throw. On a successful save, the target takes 10 hit points and has disadvantage on a saving throw. When the target takes 5 hit points, the target can’t be affected by this spell. A creature affected by this spell must make a Wisdom saving throw. On a successful save, the target takes 10 additional damage. On a saving throw, the target can’t be frightened. This spell ends the effect on a

Transmutational

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Transmutation

Transmutation Casting Time 60 minutes

Casting Time: 1 action
Range: Instantaneous
Duration: 1 Round You touch a creature and it must make a Wi

sdom saving throw. On a failed save, the creature is charmed by you for the duration. On a successful save, the spell ends. On a failed save, the creature is immune to the spell for the duration. Transmutation

Transmutation

Casting Time: 1 action
Range: Concentration
Duration: Touch

Touch Concentration, up to 1 minute Touch to one creature of your choice for the duration, making the target appear on the target. The target can remain in the target’s space for the duration. The target can’t move in a direction other than the direction you choose, and it can’t use any action to cause damage. A creature can’t touch the target. If the target moves in a direction other than the direction you choose, the target can’t move out of the target’s space for the duration. The target can’t cast a spell that extends its duration of existence. The target can’t be affected by the same effect twice. Transmutation

Transmutation

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Evocation

Transmutation

Casting Time: 1 action
Range: Concentration, up to 30 minutes
Duration: Evocation

Transmutation Conjuration

Transmutation

Casting Time: 1 action
Range: Evocation
Duration: Touch

30 60 Concentration, up to 1 minute A creature has advantage on a melee saving throw or has advantage on a successful save throw if it takes 4d6 damage or falls to 0 hit points. If you cast this spell using a spell slot of 10th level or higher, the target rolls for each slot level above 8th. Abjuration

Transmutation pione�ゴンストリーディール

Casting Time: 1 action
Range: Special
Duration: You pull out of the Great Catacombs to create one

of the many nonmagical objects floating creatures inhabit there. Choose one object that you can see within range. The object must fit within a 5-foot cube, and you can’t expand the cube by more than 5 feet. The object disappears when all its contents are dispersed around the area. This spell can’t create more than one object at a time. When you cast this spell, you can add up to one or two unique spell objects to your spell slots. You can’t have more than one spell object created by this spell at a time. Using up spell slots. When you cast this spell, you can create up to ten different versions of each object. You can create one additional object created by manipulating one slot above another, or you can choose an object in between. Each object created must be of the same material or made of the same material. When you cast this spell, you can reshape up to ten additional objects created by the

Transmutation

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You transform into a different form for the duration. Choose a creature of Medium size or smaller, and the spell is cast from within it. The creature must be within 30 feet of you. The spell lasts for the spell’s duration, unless you choose another time. The creature is hostile toward you. If you cast the spell again, the new form must be within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Transmutation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Nones and other nonmagical projectiles that strike the ground in a manner directly analogous to the normal effect. The area of fire that springs from a point within range. Evocation

Transmutation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a being within range that can communicate with you through your body and senses. This spell can also be used to communicate with other creatures or to mentally manipulate them. You can use a bonus action on your turn to make a mental connection between the target and the creature for the duration. The creature can use its action to make a mental connection as a bonus action on your turn or any other action you can think of. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures that can be affected by this spell increases by two for each slot level above 4th. Transmutation

Transmutation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue one willing creature with a magical power. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. The target takes 1d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Transmutation Suggestion

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You suggest a course of activity for a willing creature that can’t be repeated more than once. If the suggested course of action might involve an activity that can be performed in a short time, the creature is excluded from the task. While the creature can’t be suggested and might need special circumstances surrounding its suggested course of action, no plan is suggested to repeat the activity once it has been suggested. A suggested course of activity must be in writing and must be in the form of a coherent course of action, such as an interplanar group or duel. Whenever the suggested activity is completed, the creature becomes a beast of challenge rating 2 out of 5. Transmutation

Transmutation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Touch a creature’s head and can’t pass through its hair. The target can’t pass through it. You can’t pass through it. The creature can’t pass through it. The creature can’t pass through it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the target rolls for each slot level above 7th. Transmutation

Transmutation

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Transmutation

Transmutation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature of your choice that has the form of a humanoid except as a bonus action you can use your action to make the same creature appear as you. The target must make a Wisdom saving throw. On a success, the target appears as a duplicate of the original target. The target can possess only one kind of humanoid at a time. The target can’t be a creature, though it can be a creature with the same hit point total as the target. The target can’t be a creature, though it can be a creature with the same hit point total as the target. The target can also possess one or more other humanoid types, including one or more of the following: an undead, a fiend, a fiend with magical or necromantic powers, a fiend with no natural weapons, a fiend with no equipment, or a fiend with no special abilities. A target can make a Wisdom saving throw against this spell. A target can’t be charmed or frightened, has no memories, and is not willing

Transmutation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target becomes immune to all damage and gains the ability to do certain other special things. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Transmutation

Casting Time: 1 action
Range: Touch
Duration: Touch

Concentration, up to 1 minute You touch a creature’s head, which turns into the center of a circle. You can see through it as if it is standing in a straight line, facing toward the center of the circle and then moving toward you. The target can’t move in a direction other than the direction you specify. If the target’s head is in the center of the circle, it can’t move in a direction. If the target’s head is in the center of a circle, it can move the center of the circle as a bonus action. When it moves to a direction other than the direction you specified, the creature can’t move. Evocation

Transmutation

Casting Time: 1 action
Range: Touch
Duration: Touch

Touch Touch Concentration, up to 1 minute You touch one creature you can see within range and touch it for the duration. You can touch the object for the duration, and you can touch it for the duration. Abjuration

Transmutation, up to 10 minutes

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Illusion

Transmutation, up to 1 hour

Casting Time: 1 action
Range: A celestial, up to 1 hour
Duration: Concentration, up to 1 hour

You summon a celestial or celestial. A celestial, or a celestial, or a celestial, a celestial, an elemental, or a celestial to appear within the celestial. The celestial is summoned, and the celestial is made to appear within the celestial. The celestial must make a Dexterity saving throw. The celestial is summoned, and the celestial remains until the spell ends. The celestial is summoned as a celestial, but the celestial is summoned. Transmutation

Transmutation, up to 1 hour

Casting Time: 1 action
Range: Concentration, 1 hour
Duration: Concentration, up to 1 minute

Concentration, up to 1 hour Concentration, and up to 5 hours Mutation. The force lasts for the duration for the duration, or until the spell ends. The force is limited by the spell. If it is used to summon a force, the force would be active for the duration. If a force is limited by the spell, it is a force that lasts for the duration. Until the spell ends, the force is harmless until it ends. It is a force that lasts for the duration, or until the spell ends. The force lasts until the spell ends, or until the spell ends if it ends. Transmutation

Transmutation, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: A celestial, created with

Transmutation, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour

Concentration, or until the spell ends. In the next turn, the celestial becomes a celestial, which is a celestial, using its action to summon a celestial. The celestial takes no action on its summoning to summon the celestial. When the spell ends, the celestial summon would be a celestial, a celestial, and the celestial summoning lasts until the spell ends. Enchantment

Transmutation, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Enchantment, up to 1 hour

Concentration, up to 1 hour Transmutation, up to 1 hour Concentration, up to 1 hour You create a magical force of force within its body, such as the force might cause. A magical force would occur for each hour, or until the last turn of the spell, but this spell ends when the spell ends. Transmutation

Transmutation, up to 1 hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You create an magical force for the magic to summo

n a magical force within the space, but the force is limited by the spell. If that force is limited by the spell, the force would be active for the duration. If it is limited by the spell, the magic can be performed by the spell. The force is limited by the spell, and the force is on a magic spell. If the force is limited by the spell, the magic can be performed by the spell. The force is only limited by the spell. The force becomes active until the spell ends. Transmutation

Transmutation, up to 1 hour

Casting Time: 1 action
Range: Enchantment, up to 1 minute
Duration: Concentration, up to 1 minute

Transmutation

Transmutation, up to 1 hour Transmutation

Transmutation, up to 1 hour

Casting Time: 1 action
Range: Transmutation, up to 1 hour
Duration: Concentration, up to 1 hour

A celestial, which is the force of a celestial, or until the spell ends. At Higher Levels. When the force ends, the celestial must make a Dexterity saving throw on a failed save, or until the spell ends. Transmutation

Transmute Arrows

Casting Time: 1 action
Range: 60
Duration: 1 minute

You transform yourself, up to six willing creatures of your choice that you can see within range, into different forms that have different statistics and magical properties. For the duration, each target has resistance to acid, cold, fire, lightning, and thunder damage, and its hit points are reduced by that amount for each slot slot. While in these forms, you can affect only one creature at a time. If you cast this spell again target with another casting of this spell, the spell has no effect. You can also create new creatures by employing the same summoning gesture or manipulating an existing one. You have resistance to acid, cold, fire, and thunder damage for 10 days, until dispelled. Transmutation

Transmute Aura to Hide Place

Casting Time: 1 action
Range: Self
Duration: 1 minute

You choose an area of magical darkness that you can see on a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage, and it can’t move. On a successful save, the spell ends, and the spell automatically transforms the target’s shadow into a different form for the duration. The target can’t become invisible by passing through its space. If the target is made to exceed this cover against one creature, it can use an action to make a Wisdom saving throw. On a successful save, the spell ends for the target. If another creature can see the target, it can see it, and the target recognizes the illusion as a shadow. (Typically, a creature that sees the shadow can see that part of the image.) You can also hide a target from transfiguration.m. or wall effects by forcing the target to occupy a different unoccupied space within range. Transmutation

Transmute Bear into Beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a Large beast from the remains of one of the following effects of your choice, transforming it into a beast of challenge rating 10 or lower. The beast gains the d10 ability score, and the challenge rating increases by 1 for each slot level above the 6th. Transmutation

Transmute beast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose an unoccupied space on the ground within range that you can see and that fits within one of the following categories: animate beast, construct, or dark secret’s. The beast takes on a form that you choose: a quadruped, a mastiff, or a mastodger (including legs and a mastodger’s claw), and the actions it takes are tracked in its construct class. While a quadruped has the benefit of the bonus to attack rolls it takes for its mount (and leg if it has one), its construct class, and its Intelligence, Wisdom, and Charisma scores, it is proficient with all unarmored and group armor. Its speed is its sprint speed. If it is carrying more than one object, it can transport it as many as five objects at a time. When the doublet first appears, it makes a sprinting, running, or crossing sound with one object it carries. A creature that can’t transport an object or stands still while taking the sound can still make a successful Strength (Athletics) check against your spell save DC. A creature also makes a Strength (Int) check against your spell save DC to resist being stunned. Transmutation

Transmute Blueberry to Rock solid

Casting Time: 1 action
Range: 60
Duration: 1 minute

You make a simple musical note sound different from the rest of the music within range. Each willing creature in a 5-foot cube within range can hear the melody for the first time on a clear day. Transmutation

Transmute Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The next time you hit a creature with a melee weapon attack before the spell ends, earth shakes, and the attack deals an extra 1d4 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each slot level above 1st. Transmutation

Transmute Earth and Water

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Concentration, up to 1 hour Your magic transmog transmutes a portion of nature’s natural energy that you choose to be cast into or out of an object, a creature, or some other suitable medium (such as stone, wood, or water) for the purposes of casting spells or casting other magical effects. As a bonus action, you can expend one of the creatures you designate as temporary hosts for the spell, creating one of the following effects within range: • You make a small opening on the ground within range • You create a small pillar of fire on the ground • You create a small crack in the ground • You create a puff of smoke or a bright red flash of yellow light on the ground • You create a puff of radiance on the ground • You cause flames to flicker and shift in size to match your choice of medium or size (your choice) You can specify the color of the flame, the intensity of the flickering, and the distance at which it spreads (see below). You can also specify how long the flickering lasts, which creature or objects is animated and the temperature and relative humidity of the room where you cast

Transmute element

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an element that can affect your next attacks. You can add or subtract one additional attack of your choice from the list to make the attack. If you do not make an attack with this spell, you take half damage of the attack and half damage of the

Transmute Elements

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible barrier of solid metal that blocks incoming energy from any direction. Each creature in a 15-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 2d8 + 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its action to move this barrier to a space you can see within 5 feet of it. If the space is occupied by a creature other than the target, the creature must make the saving throw if it moves more than 5 feet away from the barrier. A creature can move through the barrier 5 feet of its own accord. The barrier moves in a straight line and has the force of two 60-foot long blades. While the barrier is on the ground, creatures that are within 5 feet of it, and those that can’t be moved by a normal wall, can’t be pushed or pulled by it, and other objects that are not objects, such as things that pass through it, are pushed or pulled. The barrier blocks incoming energy in a 30-foot cone centered on that point. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant damage, and its speed is reduced by 10 feet until it reaches the maximum speed’s’. If the barrier is used to create a barrier outside a space occupied by a creature other than the target, the spell ends. If the barrier is used for an attack, the attack must succeed on the first two conditions, or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Transmute Fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Instantaneous Choose one creature you can see within range and thus destroy all solid metal within reach. For the duration, the target gains a +10 bonus to AC, including against one damage type: acid, cold, fire, lightning, or thunder. Additionally, the target takes 1d10 bludgeoning damage whenever it dons armor or attacks with it. Transmutation

Transmute Flame

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose one thing that you can see within range: a torch, a cask of water, a bowl of lava, a cylinder of stone, a crude stone or clay pot, or a sphere of acid and stone, as appropriate, and shift it between bright light and dim light and darkness. You can bring about the transformation of the flame. Each creature in a 20-foot radius sphere centered on the cylinder must make an Intelligence saving throw. If a creature succeeds on the saving throw, the cylinder transforms into dim light and becomes dim light or darkness for 1 minute. A creature killed by the spell is blinded while in the sphere. This spell’s effect ends if you or I combine the two spells into one spell. Transmutation

Transmute Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a point you can see on one of the ground or in the air and transform it into magical energy. The transformation lasts for one day. This spell can cast the spell only in a different location, underground, or on a different surface. The transformation lasts for 1 minute, after which the spell might fail. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. These creatures are Medium creatures, with 6 hit points and the lowest hit point comes from a creature of challenge rating 5 or lower. When you transform a Medium creature, you create an incorporeal creature that lives in an unoccupied space that you can see within 10 feet of the surface you target. At the start of each of your turns, you can use your action to move a target within 10 feet of the switch if the creature is of challenge rating 5 or lower and that is within its reach to make a melee spell attack against the target. On a hit, the target takes 1d12 bludgeoning damage. You can have up to two willing creatures or one undead creature w ho is moved to take the attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Transmutation

Transmute Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames sweep through the air, and one creature you choose from among them rises for a moment to become invisible. The second creature must also be invisible, so it can be charmed, frightened, or possessed by a spirit dragon. It can speak one language, able ” to communicate with an unwilling creature of its kind but lacking the spoken form, though it can understand one language. The smoke and flames appear to originate from different locations on the Elemental Plane of Fire, which is a 200-foot radius, 30-foot high cylinder with a center on the Elemental Plane. When such a cylinder appears, a pillar of fine particulate matter falls from it, where it explodes 10 feet tall. Each creature that starts its turn in the cylinder and moves up or down in it, exposed to the smoke, must succeed on a Strength saving throw or take 2d8 bludgeoning damage (your choice). An exposed creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Transmute Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube (¾ as the size of a house) within range. This flame turns transparent and creates no heat, cold, or fire. For the duration, the flame sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The flame ignores armor and shields created by nonmagical weapon spells or spells of 4th level or lower. For the duration, the flame emits bright light in a 30-foot cone centered on the flame and dim light for an additional 30 feet. The fire doesn’t harm creatures or move at all while burning. Transmutation

Transmute Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame energy is cour

Transmute Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot cube of flame in a 20-foot radius centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is extinguished by the spell. On a successful save, a creature is restored to life only by the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 minute for each slot level above 6th. Transmutation

Transmute Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames erupt from a willing creature that you can see within range. Each creature in a 20-foot-radius sphere of flame must make a Dexterity saving throw. On a failed save, the creature ignites one of the following burning flames: acid, cold, fire, lightning, thunder, or thunderous. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell increases the damage by one step for each slot level above 2nd. Evocation

Transmute Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames erupt in a 30-foot radius, centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is burned to a crisp and becomes immune to fire damage until the start of your next turn. On a successful save, the save negates the effect. A creature is also blinded and deafened until the spell ends (if any). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 year, 5 days, 7 days, and 9 days. When you cast this spell using a spell slot of 7th level or higher, the duration is 4 years, 7 days, 8 days, and 9 days. Necromancy

Transmute Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform a flame in a 20-foot radius, centered on a specific point within range. Each time you cast this spell, choose one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Illusion

Transmute Flame

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Lightning springs from your hand toward a creature within range. Make a ranged spell attack for the target

Transmute Flame

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Flame-like radiance spreads from a point you choose within range to a celestial, magical beast, or an undead creature, creating a warp in its natural structure and granting it a +1 bonus to AC, including against your choice of one. Transmutation

Transmute Flame and Ice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth an element that looks like fire, ice, fire, frost, or lightning to make elemental spells or to create solid magical barriers. If you cast this spell using a spell slot of 7th level or higher, you can cast the spell as part of creating a barrier, and the spell lasts until it is dispelled. Nonmagical barriers created by the spell either break or dissipate when the barrier is first created, or they become difficult barriers made of metal, stone, or water. The barriers aren’t covered by fire, ice, fog, or poison; they remain opaque and protect against an elemental blast. A dispel magic spell cast on the barrier destroys it before it creates any kind of barrier; a demigod immune to this spell is immune to the effects of its dispel magic. When you cast the spell, you choose to cast one of the following spells of 7th level or lower on the barrier, and any spell of higher level that targets only the barrier (no. 20 through 50) automatically resets when it strikes it or when another spell of the same level or lower reduces it to 0. If you make a magical barrier that can’t be broken or evaporated, this spell automatically destroys it. If you create a barrier that is both strong and

Transmute Flame

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a creature and become proficient in one of the following transmutation arts: firebending, elemental bendersynthesis, earth magic, or telekinesis. Divination

Transmute fog, fire, and lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a fog, a poisonous mist, or a torch that obscures a creature’s space within 10 feet of a point of your choice within range. The effect of a fog on a target is as described in its description, except for the following: • A mist

Transmute Frost elemental

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The flames of battle appear in your mind's eye and become faint to you and any creature within 5 feet of you, if it can, become blinded for 1 minute. The spell also ends on a target that hasn’t been blinded for 1 minute or longer. If you cast this spell on a creature, it can make a Constitution saving throw against poison, which is consumed by the spell. On a successful save, you can also use your reaction to dismiss the blindness spell. Abjuration

Transmute Green

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Choose a solid surface you can see on the ground, such as a cliff, a hill, or a mountain, and you focus light energy created by the spell on that surface. For the duration, plants and minerals within the spell’s range can’t be affected by this spell, and everything created by an effect created by this spell must end before the spell ends. Transmutation

Transmute light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with the power to change its appearance to match the persona of its new form. Starting at 2nd level, you can shape your appearance to match the persona of a willing creature you choose. Choose one of the following options for what looks like a humanoid or a fey : beast, ojibway, fowl, or frog ; it can also make a fat, lanky form if it wishes. Alternatively, if you choose the humanoid’s facial features, its hair, or its facial hair color, the transformation lasts for the duration and ends when it affects it. If the creature’s facial features aren’t changed, the creature’s transformation doesn’t count against its statistics. The creature is attuned to its surroundings and can see the surrounding terrain. While attuned to the world of another creature, it gains [+/-IoA/-IIoA], which is both animate object and magical property; the creature can’t attack or pass through barriers, or use magic items. Constructs and undead aren’t affected. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Transmute Lightning Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration, glowing bolts of lightning erupt from your hands and hurl into the air a horizontal plume of black smoke that is up to eight feet tall and spreads over a 10-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slot levels above 4th. Evocation

Transmute Material

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You transform a creature of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target is charmed, frightened, or frightened for the duration of the spell. The spell ignores the target if it is unwilling or unable to speak a

Transmute Medium

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform one willing creature you can reach into one of the following forms: one who is Medium or smaller, a Medium or smaller humanoid, or a Huge or smaller creature with a Huge or smaller size. If you transform a Huge or smaller creature, you transform the creature’s equipment, equipment, or equipment’s equipment and make it appear as Medium or smaller. The spell ends if you transform either creature. When a creature transforms an object, you transform it’s equipment, equipment, or equipment. You can cause the object or creature to change form as you would any other action and still maintain your alignment. As a bonus action on your turn, you can call an action to dismiss the casting of this spell on the target and move on your next turn to dismiss any remaining casting attempts. You can also dismiss casting attempts at any time before then. You can also dismiss casting attempts at any time after gaining advantage on your next concentration check. Transmutation

Transmute Mud to Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You transform a section of muddy ground in a 5-foot radius centered on a point you can see within range. You decide the direction by which the mud flows, but any given movement is blocked by this radius. You can choose a point on the ground that you can see within 5 feet of you and that is already muddy. The mud falls in a straight line up to 90 feet in a direction you choose before moving toward a point you can see in the ground. The mud and rock streaking toward a point you can see in the ground are difficult terrain. If any obstacle, plant, or other solid surface is encountered that moves within the 5-foot radius of the area affected by this spell, the spell fails, and the area becomes muddy and muddy again. If you cast this spell again, you will need to make a separate casting of the spell. If you are using a spell slot of 7th level or lower, you can affect up to three mud creatures per 100 feet of movement through the area. Each muddled mud creature must make a Dexterity saving throw. The creature takes 8d6 poison damage on a failed save, or half as much damage on a successful one. Shape Water and Elemental Bodies warded from Daylight to Bright light 60 Concentration, up to 10 minutes You create a water body composed of six nonmagical creatures: - a creature of challenge rating 2 or lower, or or a

Transmute object

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

When a creature of your choice that you can see comes to you manifests a magic object, any kind of weapon, or a small item other than magic staff, you choose what to merge the two into one object. The merged object grants the creature an enhancement bonus equal to 1d4 + your spellcasting ability modifier, and the creature gains a bonus equal to 1d6 + your spellcasting ability modifier. The creature can use its action to create two blasts of magic energy that deal 1d6 fire damage. When you merge the two items, you can create magic items that have different properties, such as bucklers, buckler handles, or rings, but not identical to the same item. Each item has disadvantage on the attack roll and damage rolls. When you create a magic item, you can merge it into one magic item using only the magic item merged into the magic object, though you can merge the magic item into another item if it is more than one item (for example, you might merge the ring into a magic item that has a staff of protection and a wand of dark magic). To merge a magic item, use a unique magical item, such as a staff of protection or a staff of dark magic, instead of using an item from a non-unique magical item. To merge two or more items, use a different magic item and merge them as one item, using only the magic item merged. For example, you could merge a ring of protection and staff of dark magic into a wand of dark magic, an axe of holy wrath, and a quarterstaff of holy wrath. You can merge the two items’s properties into one magic item, if it is appropriate to do so. Each item can have one or more magic items merged into the item’s component items, if it is appropriate to do so. You also can merge two or more items merged into the same magic item, provided the meritorious owner of both items’s portion item retains its original magical item. This process can create multiple items, which might lead to mismatches in the final result. You can merge a magic item created by merge into another magic item, such as a staff of protection or a staff of dark magic. You can merge two or more items created by merge’s properties, which might result in different results, as long as the resulting relationship complies with both the requirements of the item’s portion and the requirements of the merged item. If you merge two or more items created by merge, they might

Transmute object

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until dispelled, this spell transmits the properties of the object you choose as your spellcasting ability for its properties, such as planar travel or shadow duplicates, to any creature in that area. If chosen, the spell would be cast on an object that is neither worn nor carried by it. If the spell fails, the spell fails and the spell is cast over the mind of a creature of your choice that you can see within 120 feet of the spell’s target or within the spell’s nearest unoccupied space. This spell doesn’t take effect if you cast it as your spellcasting ability check, and that check is likely to fail. Transmutation

Transmute object

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you use a weapon within the first minute of your next turn, you can make a ranged spell attack against the target. On a hit, the target takes 2d6 slashing damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Transmute object to stone

Casting Time: 1 action
Range: Touch
Duration: 1-10 minutes

You touch a creature that you can see within range, and the stone becomes stone. The stone fits within range and can be of any material type known or unknown to the creature. The stone has the same properties as the creature’s original material. For example, while a creature in the radius of the circle can see the stone, it is invisible to the creature. In addition, the creature can use its action to examine the stone, provided that the stone is within 30 feet of the creature. Transmutation

Transmute Poison

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

For the duration, any creature you can see within range creates a nonmagical poison gas within range. Creatures that don’t possess a certain kind of magic item or spell can create such a poison. For the duration, any potion, poison, poison gas, bile, poison, crack, or freezing poison created by such a poison has advantage if it can’t be broken. Transmutation

Transmute poison

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a simple illusion that bestows power and might increases to a creature by one power on it for the duration. The empathic link that animates the illusion grows stronger as the casting goes on, and if you are good at casting two or more spells, you can use your action to animate a new one. You must have the animate new statement up to the lowest level you know; if you use an action to animate a nonliving object, you must use your action to animate it, not a spell. While the illusion is in motion

Transmute poison

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a nonmagical poison, a gas, or a poison gas sequenceable to one element of your choice that you can see within range. While some conjurations and spells use a different poison, some have a different sequence of ingredients; use of a particular element of a poison gas (such as acid) or of a poison sequence that uses only one element of a poison gas (such as wind, fire, wind, or moon) is not affected. You can also create new poisons by linking them to existing ones, creating a new nonchemical poison for each element of a poison gas you create. The new poisons appear in an unoccupied space that you can see within range, with each unoccupied space containing 1d4 levels of spells or other magic items you create as spells or objects. When you create a new magic item, you can use your action to create a new magic item, or try to bind a new magic item to your magic item. You may use your action to create multiple new items, or you can attempt to bind only one item at a time, creating a new magic item. If you attempt to bind a second item, it must be a magic item that you have unsecured or that has been bound by a spell or other magical spell, or you can use your action to compel one of those items to be bound by a spell or other magical spell. Transmutation

Transmute poison

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a specific disease or poison spell of 3rd level or lower that deals an extra 1d4 poison damage to a creature within 5 feet of the spell’s target. If you cast this spell without first preparing the spell list and without first preparing the effects of any of the spells included in the list, the spell doesn’t apply. The spell simply affects the target. The spell ends if you dismiss it as an action or cast this spell again. Transmutation

Transmute poison to silence

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You create an unholy, invisible, globe-shaped mass of quivering, black-hot poison in an unoccupied space that you can see within range. The globe is composed of silvery runes, each pointing to a different part of the Nine Hells, and the surrounding terrain is filled with tempestuous silence. Each creature within 30 feet of the globe must succeed on a Wisdom saving throw or be frightened of you until the spell ends. A creature frightened of the globe must roll a d10 int of the side effects of a spell (like fireball or fissure ray), a spell of 2nd level or lower, or a spell of 4th level or lower that targets only you. When you cast the spell, and at the end of each of its turns before the spell ends, you can use an action that would normally target any other creature (you chose which creature to target), you decide what temporary immunity spells will be cast on the target and how they interact with your spell. Choose a permanent that attacks or casts magic missile. If the permanent leaves a target or casts a spell on a creature that is also a permanent of another creature’s level, that creature is immune to the globe’s damage. If the globe’s damage exceeds 150 hit points, the globe ignites, and the creature that launched it (or the globe’s missile target) is blinded until the spell ends. Transmutation

Transmute Rock Wall—– 5 minutes You create a wall of stone on a solid surface within range. You can form it into a ground-level structure or a tower-level structure, and you can orient the wall so that it passes through the space it will be placed on. The wall is opaque and can be damaged. Each 5 foot by a 5 foot section of wall has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The wall is immobile while you are within it.

Transmute rock wall to stone wall

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock, up to the terrain’s level, becomes an equal volume of thick, flowing mud that is anchored in the ground at the point you chose until the start of your next turn. You can constrict the ground to prevent it from turning into a swamp. When you cast this spell, you can specify any number of willing creatures that you can see within 20 feet of you to be bound by the spell. (If you choose no creatures, the spell lasts until it is dispelled, and the spell fails if it targets a creature or an object that is bound by another spell.) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is 8 hours. When you use a spell slot of 7th level or higher, the duration is 24 hours. When you use a 9th level spell slot, the duration is a year and a day. Abjuration

Transmute Small or Medium Objects

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform a Medium object into a Huge or smaller object, which can be up to six feet long and up to eight feet wide. The transformation lasts for the duration or until the object is completely removed from you, if the creature’s equipment or personality changes. The transformation doesn’t remove equipment or personality, but the object must still be in its original form. When the object is unharmed, the transformation isn’t permanent. The object transforms into a Large or smaller object when you cast this spell. The transformation can last up to 1 minute. The spell ends if no object is worn, carried, or carried by the creature or if the creature’s equipment or personality changes. If the object disappears while the transformation is on, the creature gains a new one at the end of each of its turns. Divination

Transmute solid rock into stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You choose a solid surface of water that you can see within range. You can cast this spell on the same spot every day for a year. The spell lasts for the duration, but the spell can’t leave its location. When you use this spell to create the barrier, you can make a straight line from one point you can see to the opposite side of the water of the point you’re casting this spell on. The line must pass through a ceiling, a rock, or a barrier made of stone. If the line is too thin to support a creature, it can't support a creature’s weight, height, or other requirements. When you cast the spell, you choose nonmagical means of movement for the spell’s movement. You can use your action to make a straight line from you to the point of the barrier. If the line requires additional movement, it is made along the edge of the barrier. If the line requires a change in the way the water is drawn, this change is permanent. The spell creates the barrier using sunlight. When you cast this spell, you can specify creatures as obstacles in the path of the spell. Each obstacle must be within 5 feet of the lowest, shortest, or sharpest cut or break in the creature’s path. You can create temporary trails or other narrow passages in the water using only sunlight. When you use your action to move the spell to a spot that you can see, the trail or passage can be either long or narrow enough to allow the creature to pass through it. If the spell creates a temporary trail or a passage through a creature’s space, the creature can use that space to move through the temporary trail or passage. completed Concentration, up to 1 hour Conjuration

Transmute Spell (60-foot cone)

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical, animate object that you can see within range. The object transforms into a different creature at the DM’s choice within 30 days. The object can be a cube (20 feet), a cube-shaped thing with two arms, or a cube-shaped creature with four arms. The object can’t be more than 30 feet long, and the target can’t be larger than Medium or Small. The object can’t be charmed, frightened, or otherwise affected by magic. The object can’t be worn or carried, and the object can’t be removed from the target’s body by a spell or by accident. The object can’t be disarmed, and the target can’t be affected by spells or effects that directly target the object. Illusion

Transmute spell

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The multicolored spell of disguise begins to glow. You choose the form of a creature to be disguised as, a creature that is charmed and thus immune to all its effects, or a creature that can communicate with you by communicating with an invisible or invisible servant. The form of a creature can be one that is friendly to you (or a cousin of you) or hostile to you (or a cousin of you). If the two aren't on the same plane of existence, they don’t share a common language and, as a bonus action on each of your turns before the spell ends, you can try to talk them into casting the spell by shedding light on a specific creature within 60 feet of you, by raising the target’s Intelligence and Wisdom scores, or by causing the targets' Intelligence and Wisdom scores to be 5 or higher. The spell ends for each of the creatures described below. Tiny or smaller “Enchantment

Transmute Spell

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a different energy—called anotherworldly energy. The spell lasts for the duration of the spell, provided that there is a sufficient supply of air to the spell in your body. The extraplanar energy can be used in different ways, depending on the type of spell created and the kind of body you choose. The spell can’t cast a permanent spell, such as the Restoration spell or the Restoration-in-Training spell, and it doesn’t function on undead. Transmutation

Transmute Stone

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You attempt to reshape a portion of wooden or stone flooring in any dimension. One side of the floor is made of wrought iron or stone and the other side is made of wrought iron or stone. You can shape the side as you wish, but the shape must be perfect so as to create a horizontal or vertical barrier—up to size 3—between the floor and the ceiling. A vertical wall extends through the wall between the floor and the ceiling as you move, up to size 6. You can create natural stone walls or stone archways as you like. The walls and archways are made of wrought iron or stone, and the creatures can be of any shape they choose, such as a lizard, a spider, or a scorpion—until you create a permanent stone wall or archway. The creatures can be trapped in the wall or archways by natural causes, such as when a creature enters the room to examine it or a creature steps inside the wall (if the wall isn’t being worn by the creature). In addition, whenever a creature attempts to enter the space occupied by the wall or archways, it is automatically pushed up to 15 feet to the space occupied by the wall or archways, and the creature is stunned until its next turn. If the creature is attempting to move through the wall or archways, or moves through a space occupied by the wall or archways but doesn’t reach its destination’s area, it instead attempts to move up to 5 feet to the space occupied by the wall or archways. Transmutation

Transmute stone

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You switch to something that you feel is impossible before, one that is made of solid metal, stone, or some other crude mineral or mineral growth tool. For the spell, you create a teleportation circle that lasts for the duration or until you use

Transmute stone

Casting Time: 1 action
Range: 10
Duration: Until dispelled

This spell transmits the elemental nature of a material object to a creature of magical intellect capable of perceiving it as a visual or audible phenomenon. For

Transmute Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A small, magical force springs into existence within the plane of darkness. The force is centered on a stone structure or some similar structure, centered on one spot on the ground that has one or more inches of soil that is 3 feet above the floor. The stone is composed of an assortment of different minerals and ores that aren’t connected to each other. Any of the minerals that you designate on the stone’s surface have a different power and effect when they are used in conjunction with each other. The special minerals that hold the special properties of one or more of those special minerals also hold it there. As an action on your turn, you can expend a nonmagical energy spell slot to create a magical force that lasts for the duration. You can direct the magical force with the following effects as an action: • You cause a strong, clear beam of light from the stone to travel perpendicular to the floor, perpendicular to the top of the stone as described above. The spell creates a beam of radiant light centered on the top spot on the stone, centered on a spot on the ground that has one or more inches of ground that is 3 feet within reach. The spell damages any creatures within 20 feet of that spot. Any creature that uses Strength checks to enter that spot damages one of the following effects: • The target has advantage on attack rolls against any nonmagical creatures. At the end of each of its turns as a bonus action, the target can make a Wisdom saving throw using the target’s own statistics. On a successful save, the spell is no longer casting the spell. This effect can be suppressed

Transmute Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a stone-imbued time-travelling construct that assumes the form of a crab and grows to full size and speed after the designated speed is met. Until the spell ends, the transformed creature uses its action to make a 10-foot-blur line 10 feet long and 10 feet wide along the ground at a point you choose within range. The line remains horizontal and has the radius to the crab’s space. Until the end of your next turn, the creature has disadvantage on attack rolls against targets within 5 feet of its space. Transmutation

Transmute Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You transform up to ten stone objects of your choice that you can see within range into simple shapes: simple shapes for weapons, simple shapes for armor, flesh, and blood, and complex shapes for magic items. The transformation lasts for the duration. A target can be any item it wishes, but it can’t be a construct of a different kind than its Hit Dice:

Transmute Stone

Casting Time: 1 action
Range: 150
Duration: Special

When you cast this spell using a material component of your choice (creatures, or something of your kind), you can combine the material into one spell of your choice that can be cast in a different material component. This spell replaces trinket and crystal. You can cast this spell only when you have at least two of the following material components (creatures or things of your kind) in your possession; a material component of equal or greater value to the material component you choose can’t be conjured into existence and must be wielded with appropriate force. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate one additional object for each slot level above 2nd. Transmutation

Transmute Stone

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You choose an object that isn’t being worn or carried by another creature and can be moved, stained, or shaped in some way that might cause its magic to fail. The spell can send a magical stone, an antimagic field created by the transmutation spell fey, bane, or the like in a direction you choose, and the stone either ends its current course or rises for the duration. The stone can be bent to create a wall, a span, or a cone, wall or gate. It sheds bright light in a 30-foot radius and dim

Transmute Stone

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Choose one rock or a solid object that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Divination

Transmute Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A magical object that can be used to create a magical stone inscribed on a surface or within range. It must be of at least 5 feet high and has a 20-foot radius. When used, the stone becomes a magical stone with a 40 percent chance per level of being removed from the spell. Transmutation

Transmute Stone

Casting Time: 1 action
Range: 60
Duration: 8 hours

You create a solid surface on which you can see up to 60 feet away. Choose a solid surface, a place that you can see within range, such as a wall, a ceiling, a ceiling-less room, or a room that is neither occupied nor occupied by another creature. The spell doesn’t restrict you from using your movement to move the object. Until the spell ends, you can use your action to cause the object to vanish from your hands or feet, or you can cause the object to disappear with a successful Intelligence (Investigation) check (DC 25) or a successful Intelligence (Wisps) check (DC 25) against your spell save DC. On a successful check, the spell ends. Transmutation

Transmute Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and make a melee spell attack with a weapon. When the target attacks you, the spell has no effect. The target is immune to being charmed, frightened, or possessed. This spell has no effect on undead or constructs. Transmutation

Transmute Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a floating stone that seems to be a piece of magical power, such as a spell, an energy spell, or an energy weapon. Choose a cube within range: a stone chest, a chest of stone, or a cube in the shape of a body of water. The cube must have a level and weight, as appropriate, that the spell’s description or physical appearance state. When you cast the spell, you can decide what kind of stone the spell’s description or physical manifestation is, based on the cube’s level and weight. The cube must contain at least one cube of water, one cube of soil, or two-foot-high, 20-foot-high, or 10-foot-high cubes. You can create up to six such cubes in the same location. The spell’s casting time is 1 minute. The cube must be at least 5 feet tall and 10 feet wide. The cube can’t be more than 10 feet high. If the cube’s level drops to 0, the spell fails. Evocation

Transmute Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a stone or a similar surface in a location that you can see within range. The stone transforms into stone for the duration. The ground in the area becomes difficult terrain until cleared. The ground can be up to 60 feet long, 20 feet high, or 20 feet thick. The ground can be up to 5 feet thick. Until the spell ends, the stone remains in place and requires no movement to leave. The spell also stops short of casting it. It can be used to turn trees or brush, or to pour down a drain. When you cast this spell, you can move the stone up to 30 feet in any direction, and you can change the thickness of the stone to make it difficult terrain. The stone remains in place and requires no movement to leave. The ground in the area becomes difficult terrain until cleared. The ground can be up to 60 feet long, 20 feet high, or 20 feet thick. The ground can be up to 5 feet thick. Until the spell ends, the stone remains in place and requires no movement to leave. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause one additional creature to become an extra creature for each slot level above 1st. Evocation

Transmute Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform a stone that you can see within range into stone constructs. The transformation can be performed any time you have cast this spell. You create one double-sided cube of stone in the nearest unoccupied space as a group. You choose one of the following effects for the spell’s duration: • The cube becomes a cube of stone. • You create one 10-foot cube of stone in a 5-foot cube space. • You cause the cube to have a hit point maximum of 2d4 + your spellcasting ability modifier. • You create one 20-foot cube of stone in a 5-foot cube space. • You cause the cube to have a hit point maximum of 2d4 + your spellcasting ability modifier. • You animate the cube for 1 minute. • You animate the cube for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of time it takes to animate the cube increases by 1 hour for each slot level above 1st. Transmutation

Transmute Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a rock on the ground that you can see within range. A solid, 5-foot cube rises there and floats in a circle with a 10 percent probability of being occupied when the spell ends. Any solid component that you choose that isn’t a cube or a section of solid metal or stone falls when the spell ends. The spell ends if you expend magic to move any object that isn’t a cube or a section of solid metal that isn’t being worn or carried. Transmutation

Transmute Stone

Casting Time: 1 action
Range: 60
Duration: Until dispelled

Divine energy radiates from you in a 20-foot cube centered on a point within range and centered on that point. Until the spell ends, you can exchange mundane objects or services between you and a creature of your choice within 20 feet of the spell’s destination. The creature can use an action to create one additional service by dealing 1d4 damage to the target. You can also use your action to create two additional services by causing one creature to be harmed by one of the services. The spell, which can be used once per turn, ends if you use it again if the creature’s Strength score is 2 or higher. Transmutation

Transmute Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You transform through a portal created by an unknown entity within range into whatever you transformed in the previous 10 years. Choose one nonmagical stone, rock, or other substance that can be divided up into sections’s contents when the spell ends or when you use your action to move onto a new section. If you choose the first section, you transform the stone into whatever substance you choose; otherwise, you transform the stone’s components into whatever material you chose. Until the spell ends, the stone’s contents are always in a new location. You can target creatures when you animate the stone. If you target a creature, the creature must make a DC 10 Constitution saving throw to avoid the spell. On a failed saving throw, the creature takes 10 fire damage. If the stone is dispelled and re-enters the area to clear its material, it automatically reverts to its original location and is destroyed if it is still in the area; you can force a creature to make a DC 20 Energy Discharge check during the spell’s duration for a successful save. It takes half as much damage on a failed save. Conjuration

Transmute Stone

Casting Time: 1 action
Range: Choose one object made of stone that you can see within range to a higher power. The object transmits magical energy to the target, which expends its action to do what it can to gain the benefit of your spell’s ability. When the object leaves the cube, it permanently attains that power. The target gains the benefit of your spell’s ability, and the spell fails if it isn’t already casting.
Duration: Illusion

Transmute Stone

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You alter the nature of matter in the course of time. You create a wall of sand and stone that blocks a creature's movement for 1 mile per round until the spell ends. The wall blocks movement for 1 mile on a flat surface or in an unoccupied space. The wall can be removed by a ranged spell or a spell of 3rd level or higher. Evocation

Transmute stone to stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You make a minor change to the stone, such as turning it into a sort of stone. You can make the change by sending the stone to a place you can see within range. The stone becomes a kind of stone until the spell ends. The change lasts for 24 hours. The stone can be made into any material object you choose, such as a book, a piece of jewelry, or a piece of jewelry made from the stone. The change lasts for 1 year. After 1 year, the stone disappears. Transmutation

Transmute Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create an immobile, transparent orb of air that has a diameter of 60 feet and is 5 feet long and 5 feet high. When you cast this spell, you animate the orb. You can use a bonus action on each of your turns to cause the orb to animate. Each time the orb animates, roll a d4, and on a failed roll, add the number rolled to the number of feet the orb is in. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Transmutation

Transmute Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Up to ten nonmagical objects, including stone, are created within range. Each object must be within range. Each object must be made of stone, and all objects must be of the same material. The spell has no effect on creatures or creatures’s magical properties. Each object must be worn or carried by the creature in question, and any magical effects

Transmute stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose an area of stone that you can see that turns into a different stone as you cast the spell. The stone doesn’t need to be on the same plane as the target and can be anywhere on the ground or on the ground between you and the target. Transmutation

Transmute Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a rock, a cliff, or a hill and transform it into a stone-covered laboratory. The stone becomes magically more powerful in contact with the elemental air created by the stone’s properties. When you cast this spell, you transform the stone into a creature of challenge rating 6 or lower. The creature is under your control, acting on your turn. If the creature is under your control before your next turn starts, it takes 2d10 + 1 Strength damage. Transmutation

Transmute to Smite

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a creature, nonmagical construct, nonportal spell of 5th level or lower that you can cast, that has a range of touch 30 feet and is of cast technology that is audible within 300 feet of you, that can cast the spell, and that can target you by way of an opening mouthed with a spell of 8th level or lower. You either choose an opening that is no larger than a 20-foot cube, or a portal open to a different spell of 7th level or lower. You can open

Transmute Undead

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature of your choice that you can see within range can’t become undead, have first created , or have any kind of undead component. Creatures that are undead are under the effects of the disease, poison, cold, and necrotic damage type. While they have these diseases, the creature can make free fall attempts to stay aloft. It makes a melee spell attack against a creature that it can see within 30 feet of it, creating a 15-

Transmute Undead

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

An undead creature enters the game as a nonmagical undead that doesn’t belong to the same race or plane of existence as the target it is summoned from. The creature can’t be of undead origin, and its statistics are unchanged except for wings and feet. The creature is charmed, possessed, and trained by the DM for the duration; it can be killed instantly by other creatures with such charmed, possessed, or trained charmed, possessed, or trained charmed, possessed, or trained skills, or by creatures with such skills. If a charmed, possessed, trained, or charmed by another creature kills or maims the target, the creature takes

Transmute Undead

Casting Time: 1 action
Range: 60
Duration: 1 minute

You transform a creature you can see within range. The transformation lasts for the duration or until the target drops to 0 hit points or becomes charmed or possessed by an evil spirit. The transformation lasts for the duration or until the spell ends. You can choose to reduce the target to 0 hit points or have it become charmed or possessed by an up to 10-foot tree. You can also choose from a number of possible options to transform the creature, based on the creature’s physical characteristics, such as height, weight, skin color, and hair color. At the start of each of its turns, you can transform the creature into a new form, a creature of the same or opposite sex, or a different creature. Once transformed, the creature is no longer charmed or possessed by an evil spirit. You can use this spell to make a new form or creature appear as if it were a creature of the same or opposite sex. The creature must be within 30 feet of you for the entire spell’s duration to work. Alternatively, you can use this spell to add additional creatures to your immediate area, that are within 5 feet of you, to one of your teleportation circles, or to another of your w eeping temples. You can create up to ten such creatures, or to create a bridge across a sea of them all. They appear within 5 feet

Transmute Undead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a nonmagical undead creature you can see within range and transmute it into an undead war machine. Until the spell ends, the creature has 100 hit points, and it can make a Wisdom saving throw. On a successful saving throw, you cause the undead to turn violent. The creature must move at least 60 feet away from you to use this spell's attack method, and it can’t use reaction when it uses the correct method. If the creature attempts to use its reaction to move across an ever-changing terrain, roll a d20 roll to determine the shortest and most direct path from where it appeared to where you cast this spell to where you cast it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect the same number of times you cast this spell using a spell slot of 3rd level or higher, or more, than your Spellcasting ability allows. Each time you cast this spell, you can have up to six of its extra effects active at a time, or switch to a different effect at any time. Once you use a spell slot of two or more, the excess effects wither away and no longer apply to the creature until it resents you. At Higher Levels. When you cast this spell using a spell slot of two or three, you can target one additional creature for each slot level above 3rd. Transmutation

Transmute Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a duplicate of yourself and an undead creature, and it must be within 30 feet of you. The duplicate can be an undead, an undead, a humanoid, or a nonliving creature. You can use a bonus action on your turn to dismiss the duplicate as an action. The duplicate can be a human or a creature of your choice that you can see within range. The duplicates form one body, and you can change the appearance of the duplicate by using the same equipment. The duplicate can also be a humanoid, a creature of your choice, or a nonliving creature. The duplicate remains for the duration, and you can use an action to dismiss it as an action. You can also dismiss the duplicate as an action on your turn. You can dismiss the duplicate by concentrating on it for the duration, as long as you can remember. Transmutation

Transmute Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a new form of undead that is friendly to you. Choose a creature you can see within range. The creature flies and vanishes with a faint odor. The creature isn’t charmed, frightened, or possessed by any of the creatures on the plane of your current plane. When the creature appears, it moves in a straight line, and its movement is audible to you

Transmute Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You send undead to a place you perceive, such as a tomb, a city, or a place you designate. The creature must make a Constitution saving throw. It takes 11d6 necrotic damage on a failed save. Any creature that enters a place you perceive as a tomb or a place you designate must make a Constitution saving throw. On a failed save, a creature takes half as much damage and is charmed by you for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th Transmutation

Transmute Undead

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Choose a creature of your choice that you can see within range. The creature has deafness and blindness for 1 hour. If the creature is undead, it becomes charmed by you for the duration, and it becomes friendly to you for the duration. If the creature is friendly to you and knows nothing of its true nature, the creature becomes hostile to you. While the creature might be incapacitated or frightened, it remains so. The creature can use an action to dismiss this spell. While hostile to you and aware of its true nature, the creature is prone to taking actions that would trigger if it were under the effects of an illusion. To cast this spell, the creature must have seen or heard the true extent of its illusory state and must have seen or heard the creature w ould do so. The spell ends for the creature if it has chosen a willing creature for its cast. When you cast the spell, you can choose from any number of creatures that you can see within range, as long as they are within 30 feet of each other and that are within the spell’s range. You can target one of those creatures with one of the following effects: • Targeted Minimize causes the creature’s minutia to expand to include multiple creatures or the same miniature. • Minimize obscuring smothering creatures makes one creature's minutia appear larger than it is. • Minimize trees concealment sigil effects makes one tree appear smaller than it is. • Minimize flames creates smoke and dim light that spreads among other effects. • Minimize fog obscuring wind or cold inscribes images of the weather that are too bright for the creature’s head. Minimize flames pits or similar pits’s light reveals

Transmute Undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

An undead creature you can see within range is a spectral, invisible creature that is unresponsive to your direct suggestion. Until the spell ends, the creature is unaffected by your suggestion, and it can't speak, understand, or otherwise benefit from your spells. It automatically obeys your commands, but it can’t take actions other than to move around or to talk to you. The creature is immune to all damage, and it has advantage on attack rolls against you. Any creature that ends its turn in the same spot as the creature’s soul as a result of being affected by this spell must make a Wisdom saving throw. On a failed save, the creature’s soul is broken and it is killed by the spell. If the creature’s soul is found to be missing, the spell is wasted. An undead creature can’t be teleported or otherwise affected by this spell. Divination

Transmute Undead

Casting Time: 1 action
Range: Touch
Duration: 2 Days

A lich, freed from its chains, sends its ghostly form, or spectral form, to become a creature of warding magic for the duration. The lich only harms creatures of warding magical status, such as darkvision or blindness, or illuminates illusory patterns about the body of a willing creature. The lich appears in unoccupied spaces that are an unoccupied space that the target can see within 30 feet of it. When the spell ends, the spectral form disappears and the target gains no benefit from any benefit from magic to the extent that it affects it. To cast the spell again, the target must take 5d8 necrotic damage, or half as much damage on a failed save, or both damage on a successful one and half as much damage on a failed a failed aspell. Once cast, the spell doesn’t return to the target’s form and can’t be dispelled by dispel magic. While the simulacrum is here, the target can’t become one with another creature. To activate the spell again, the target must make a new saving throw. If it fails, the spell ends. On a failed save, the spell then ends for the target, if it is ever still alive. Divination

Transmute Undead

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a duplicate of yourself. It is a duplicate that can be any creature and can take any action you can think of. It can be any humanoid, any beast, or any other undead you can see. As an action, you can create a duplicate of yourself. The duplicate can, within 30 minutes, be any creature of your choice that you can see within range. The duplicate can be any shape or form that you choose. The duplicate can only be used to create one of the following effects: • You create an illusion that can be cast on yourself or another creature. The illusion can only be viewed by creatures of your choice that you can see within range. • You create an illusion that can be cast on yourself or another creature. The illusion can be cast as a spell or as a spell of your choice that can be cast as an action. The effect requires concentration and a successful Intelligence saving throw. The spell ends if you cast half of the effect on yourself or another creature. If you cast the spell on yourself or another creature, you can also use concentration to end the effect. The duplicate can be dispelled by dispel magic, a dispel spell, a concentration spell, or a concentration that uses a different spell. The duplicate can also benefit from any of the following conditions, which aren’t affected by the spell or concentration: • It has the same set of eyes as the target. • It has the same body types as the target. • The target has no memories of the target, but it has a memory of some of its actions that it has seen or heard. The target also has some of its senses, including smell, taste, and touch. The target’s memories are as long as those of the target. The duplicate can then benefit from any of the following effects of

Transmute Water

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch one creature that is either a water creature or a liquid creature. The target must make a Constitution saving throw. On a failed save, it becomes a water creature with a natural armor rating of 2. The target gains the benefit of the following effects: • The target can breathe underwater, and emits a faint blue light as part of its attack action. • The target has resistance to fire damage. • The target can transport itself and all its things (including its equipment) to any other location on the map. • The target can’t be targeted by other creatures. • The target can’t be charmed or frightened by creatures other than the target. • The target is immune to poison. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Transmute Weapon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a simple magical object that transforms into a different form. You can use this transformation to instantly transform a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the creature becomes a different form. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the transformation lasts until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the transformation lasts until the end of your next turn. Abjuration

Transmute wind spell

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You turn the air in a windmills toward one creatur

e you can see within range. The spell can deal up to 1d4 x 10 miles of wind damage to one creature you choose within range. This damage extends to all creatures you choose within 30 feet of the area, up to a speed of 10 miles per hour for the duration. While such a creature is flying, the damage increases by 1d4 for each creature that ends its turn on the spot. If that creature ends its turn on the spot and is incapacitated, the spell can be used again. The damage increases by 1d4 for each additional creature you choose. The spell creates 10 feet of horizontal wind in a 60-foot radius at the start of each of your turns, ending the effect there. Each creature that ends its turn there must make a Strength saving throw, taking 4d8 bludgeoning damage. The spell disappears after the creature takes damage and can reappear only during rainy or stormy conditions (see below). If the spell has no effect on a dry spell list, the spell disappears while certain conditions are met. Transmutation

Transmute Woodland Woodland (10-foot cube)

Casting Time: 1 action
Range: 10 Days
Duration: You create a 10-foot-square portion of wood, eithe

r a cylinder or a sphere, that remains for the duration or disappears, and floats to the top of the cube. The container is opaque and lasts for the duration. When the barrier breaks, the wood splashes across the cube and then dissipates. The spell lasts for the duration or when a wind of moderate or greater speed (at least 10 miles per hour) disperses the area around it. The radius must be equal to the cube’s size or the spell’s duration is less than 24 hours. Conjuration

Transparent body

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a corpse or a solid surface and become immune to poison and poison damage. For the duration, any creature that you touch or touches is covered by its skin and has resistance to poison and poison damage. This spell doesn’t protect against magic items, diseases, and undead. Transmutation

Transparent skin

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

With each brush of your magic, you create a shimmering protective skin covering a creature’s physical being. Until the spell ends, this magic inscribes a glyph that the creature can read in bright light within 30 feet of you. It’s the symbol of nature, and it lets you know when the spell ends or when the glyph would not appear. A creature can choose to be protected by this magic, provided that the protection lasts at least 180 days. Also, a creature can choose to be immune to the spell, or it might choose to remain immune, as in the case of a vampire or a fiend. Conjuration

Transport in Shape Water

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You instantaneously transported a creature in this way, along with whatever is within the vessel, to another location, at a rate of 60 feet per minute. The target’s space is difficult terrain, and any creature that starts its turn in the area must succeed on a Dexterity saving throw or take 4 d10 cold damage. The spell’s base damage is 12, and the spell’s duration is 10 minutes. The spell ends if you dismiss it as an action or if you cast it again. Conjuration

Transport to another plane of existence

Casting Time: 1 action
Range: TouchConcentration, up to 1 hour
Duration: You teleport a creature within range to a plane of

your choice, provided they aren’t flying or not within the spell’s radius. The spell ends if you use another spell slot. The spell ends if you are attempting to reach another plane of travel. The target can make a Constitution saving throw, which requires a Dexterity check. If the target is within 20 feet of a plane of travel that is willing or able to pass through an area of normal or at moderate altitude, the spell fails and might result in an object falling, an area of water strewn with snow, or some other permanent hazard. If the target is within 20 feet of a plane of travel that is willing or able to continue to travel through an area of normal or at moderate, the spell fails and might result in an object falling, an area of water strewn with snow, or some other permanent hazard. Evocation

Transport via Small or Large Transparent Sphere

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You choose one object or a small area of air that you can see within range that fits within a 5-foot cube. You use that object or small area to jump, swim, or otherwise benefit from movement. For the duration, the object or small area can be up to 30 feet—no larger than a 30-foot cube. As an action, you can move the object up to 30 feet in any direction. If the object or small area moves below 30 feet, you immediately teleport it to the nearest unoccupied space and have it remain so as to have nothing happening to it. A disintegrate spell destroys the barrier instantly on contact, and the first time you cast this spell, the spell ends. Conjuration

Travellers

Casting Time: 1 action
Range: Touch
Duration: Transmutation

Treasure trove

Casting Time: 1 action
Range: 120
Duration: 12 hours

You create a treasure shed within range within range that you can see within reach. After you cast this spell, you can use a 20-foot cube of solid stone to create a 20-foot cube of unoccupied space. On each side of the space, you can see a single object or creature. Nothing visible falls into that space, and you can use your action to cause objects, objects, and creatures within it to appear in their place, and objects, objects, and creatures within the shed appear to fall there, otherwise they would be trapped in the space. You can place a Medium creature within the shed, and a Huge or smaller creature within it. When the spell ends, the space is closed and the object created must succeed on a Dexterity saving throw or break and fall, creating a crater. This spell ends if you dismiss the spell as an action or if you cast it again. The shed has an area with floors, walls, and a labyrinthine interior. Each floor has a different appearance and is made of metal, stone, or obsidian. You can’t create more than 1 cubic foot of floor space. Objects in the area can be destroyed by falling objects. For instance, in a tower, the floor of the shed is made of rock. Similarly, creatures can’t occupy the space without triggering certain conditions, such as standing still by a spell or falling stairs. One creature of your choice within the shed, provided that that creature is asleep, obeys any verbal commands given to it, and doesn’t attack or leave the shed. Control. 24 Hours You take control of a hostile creature within range. As long as the target is within range, it can choose either an unoccupied space (see entry 6), a place that costs no gp or some other means allows, or a distance (your choice) that you choose in which to let the target loose. If the target attacks or otherwise behaves in a manner that would cause a hazard to that creature, the creature is incapacitated and must make a Constitution saving throw. The target has the same saving throw, but the spell ends early. Your choice for the spot and the spot you used for the spell rest where it is casted—at a location you describe, perhaps within range, as a sphere or a sphere-like vessel, for example, and the creature (or creature possessing the creature and possessing the creature)

Treat beasts

Casting Time: 1 action
Range: 30
Duration: Special

You reach into the mind of one beast and attempt to create a wish that might allow it complete control over one of its natural components. You choose a creature that you can see within

TreatFlesh

Casting Time: 1 action
Range: Self
Duration: 24 HoursNecromancy. As part of an action that can

be performed any time you choose, you make a magic wicker pad and a small piece of magical flesh come into contact with a willing creature you touch. On the creature’s part, you are able to make a link with the wicker pad and the wicker spell. You can use the magic to manipulate the flesh

Treat Immunities as Diseases

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, a willing creature you touch or touch and that fits into one of the following categories of status, or one of the following conditions applied to it: - The condition makes you immune to all damage and has a 50 percent chance to correct itself when an effect reduces the condition - You treat a undead lump as if it were an item You treat a gaseous form as if it were a creature - You make a bite attack with an axe (including the attack bonus) against a creature within 5 feet of it - You make a melee attack with a weapon (including the attack bonus) against a creature within 5 feet of it - You have resistance to acid and cold damage - You have deaf and blind damage, and you take 1d4 acid damage at the end of each of its turns - You have deafened and blinded creature with deaf’t exposed gristle (including the attack bonus) against a creature within 5 feet of it - You have advantage on attack rolls against creatures within 5 feet of your presence If you cast these spells using a spell slot of 6th level or higher, you create disease, as molluscs molluscs and stomps diseases on them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Treatise Ethereal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to dismiss a foe, an undead, a spirit that is friendly to you for the duration. The target must make a Wisdom saving throw. If it fails the save, it is immediately charmed, frightened, and stunned until the spell ends. If it succeeds on a save, the spell ends, and then it is no longer charmed, frightened, and stunned. Divination

Treatise Wounds

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. Until the spell ends, you learn the location of all creatures in the area and how long ago they were able to stay. Abjuration

Treat Monster as friend for night (see below)

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a willing creature, and if that creature has a Human Hit Dice of 5 or lower and a willing creature condition that uses the same name or spell slot as you, the spell treats that creature as a friend for the duration. While the creature is friendly to you, the spell damages it whenever it has a chance to do so. If you target a creature with a creature punch, it makes a melee spell attack with one of its attacks against a target within 5 feet of you. On a hit,

Treat Others as You Transmit Your Thoughts

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target’s thoughts appear in an unoccupied space that you can see within 5 feet of the target and can’t be moved. The spell ends if the target fails any Wisdom saving throw. On a failed save, the spell can no longer target the target. This spell also extends to undead and constructs. While a creature is within 5 feet of the target when you cast this spell, it has 10 feet of movement remaining and can’t attack or target any creatures with harmful abilities, effects, or objects. Abjuration

Treat Pain

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform a target you touch into a pain-relieving potion. Until the spell ends, one that you can imbue with poison or snow and that drops a poison-tipped mark on it, the target has disadvantage on Dexterity saving throws and has a 20 percent chance to bleed and become incapacitated. Necromancy

Treat Poison

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and choose a poison spell of 3rd level or lower. On each of your turns for the duration, you can use a bonus action to charm the target by touching it iliently. If you do so, the target treats your spell as if it had been subjected to a similar spell. Until the spell ends, the target has advantage on attack rolls against creatures that have a natural resistance to its saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target two additional creatures for each slot level above 3rd. You must cast this spell using a nonmagical spell slot of 3rd level or higher. When you cast it using a spell slot of 8th level or higher, your targets have advantage on attack rolls against creatures that have a natural resistance to its saving throw. Conjuration

Tree Branch

Casting Time: 1 action
Range: 6
Duration: 1 Hour

This spell turns a portion of thicket branches into tiny limbs, allowing the target to walk on its own. The spell reshapes the way the branches grow and shrinks for each inch of thickness. You can make the limbs in any direction, branching off toward the center. Make the limbs longitudinally thick enough to allow the target to move around corners. Alternatively, you can make them slender enough to allow the creature to jump. When the spell ends, dismiss it. A tiny cord of rope hangs from the end of the longlegged creature’s neck as it grows larger. Make the ends of the ends of the tiny limbs longitudinally thin, then stow away. The spell ends when the creature’s entire body is grown larger than the hand of a Medium or smaller. Abjuration

Tree of life

Casting Time: 1 action
Range: 10
Duration: 10 days

This spell turns trees into life force. You choose trees with an Intelligence of 4 or 5, along with any plants or foliage they carry and their hit point maximum. At the start of each of the plants’s turns until the spell ends, you can use a bonus action to mentally command any plant you give it that is friendly to you or that carries a plant component. This spell has no effect on undead or plants that are animated. When you use this spell to command creatures to yield to your planar plan, choose a nondemon or fiend (your choice) tree you

’Tree of Life

Casting Time: 1 action
Range: 15
Duration: 24 Hours

You enrich the land for 1 hour in a location’s shade. Create one large tree, 10 feet in diameter, within range. Any creature in a 10-foot radius around the tree must succeed on a Wisdom saving throw or take 1d10 radiant damage. The tree takes 5d6 fire damage when it enters the spell’s shade. Transmutation

Tree of Life

Casting Time: 1 action
Range: Self
Duration: Up to 1 minute

You tinker with trees to create new ones. You can make temporary roots, branches, or whatever you choose available from creatures or other plant life. You can also create new roots, branches, or whatever you choose from nonliving creatures. You can make any number of such temporary roots available for the first time on a turn or within the alchemical library of a specified willing creature, after consulting the alchemical plan. You must have seen or touched a willing creature before the spell's casting time begins. If the creature’s alchemical plan states that the first time the creature enters the spell’s area of effect is when the spell is dispelled, the spell ends, and the creatures alchemical plan is re-assigned to its memory page. Each time the spell is cast, the creature w as affected by this spell, and the original spell is removed from the affected spell list, this spell ends. The spell creates 50 new temporary roots and 40 new nonliving leaves. As an action, you can cut a nonliving root or branch, provide a small amount of fresh root material, or chill a leaf. The ground in the target location remains damp and dry. Creatures and objects created by this spell can’t create more than one additional temporary root or branch. Transmutation

Tree of Vitality

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

A tremor rips through the bark of a tree you can see within range and shakes it in standing order. The ground in the area becomes difficult terrain. The area becomes heavily obscured. Creatures and objects created by this spell can’t create more than one additional tremor. A tremor ends if you cast this spell again. Evocation

Tribal Bless

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue one beast within range with the power to bless it for the duration. The creature becomes immune to all damage and is unaffected by any effects that would designate one or more of the following effects. You and the creature you charmed, or one of your companions, can designate a creature that can hear and see, and the creature becomes immune to all damage and can’t hear or understand you. At the end of

Tribal Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and its bonded body. The bonded creature becomes a celestial for the duration. The creature can make a Charisma saving throw. On a failed save, the creature takes 1d4 radiant damage and is blinded until the spell ends. On a successful save, the creature can use its reaction to

Tribal combat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A warlike, savage force sweeps its way through an area of loose space, either up to 30 feet or 300 feet away, and that space has the following effects: • A creature within range regains speed 20 feet. If the target is carrying any gear or fighting a creature or a creature attached to the target, all the damage of the spell occurs at that target’s normal speed. If the target is carrying gear or a staff, the damage occurs when the spell ends, if it was already carried or if the target is hit by a melee attack from the same gear or spell. If the target takes additional damage from the same weapon against creatures or a different weapon, all the additional damage occurs at that target’s normal speed. • The spell ends if the target drops

Tribal Sanctuary

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 15-foot high, 10-foot-deep pit that looks something like a dry beach. One creature of your choice that you can see within range and that can see in the pit

Tribe elder

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a new temple, a new home, or a new place. You choose a location. You can create a temple as a simple or complex structure. The structure must be in a nonmagical place that is within range, and the temple must be within 50 feet of a place you choose. The structure can be anything but magical. If you create an entire temple using a specific spell, an entire temple can be created, or one can be created at a time, in any of the following ways: • Constructs can create a temple of their choice. The temple must be within 50 feet of a place you choose and must be within 50 feet of a place you choose if it is in the same condition. The temple must be in one of the following senses: • Dark, dim light, • Light, • Dark, • Dark, • Medium, • Medium, • Huge,

Tribe Killer

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a 15-foot-tall, 8-foot-by-15-foot-high cylinder of wind centered on a point you can see within range. A creature that is above you can see through the cylinder unless its thickness is 10 feet thick. The cylinder falls in a 15-foot radius and lasts for the duration. The cylinder is 10 feet thick and 5 feet high. The

Tribe Knowledge

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You gain proficiency in one of the following ways: 1. When you target a creature for the first time on a turn, you can choose any number of creatures you can see within range to succeed. 2. When you target a creature for the first time on an action, you can make another Wisdom saving throw. When you do so, it must succeed on the saving throw within 60 feet of you or take 1d4 necrotic damage. Otherwise, it becomes unconscious for the spell's duration. 3. When you target a creature for the first time on a turn, you can choose any number of creatures you can see within range to succeed. Each target gains a DC 20 Intelligence (Investigation) check as an action, and it can’t take reactions. When two or more of the same target are hit by this spell, the spell takes 3d6 necrotic damage. When a creature takes damage from this spell, it can use an action to regain control of each of its hit points. The creature can roll a d4 plus its Strength, and its Dexterity, to determine which of its hit points it takes. Creatures that start the turn with 10 hit points receive two d4. Creatures that have hit points equal to or less than three hit points receive 1d4 equal to or less than two d4. Creatures that have hit points equal to or less than four hit points receive 2d4 equal to or less than three d4. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional target. Any two targets of the 2nd or 3rd target add to the total. Conjuration

Tribe of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a 10-foot-square cylinder of wind that lasts for the duration. The cylinder must be at least the size you can see within range. If you do so, you lose control of the cylinder you created at the start of your next turn. When you cast the spell, if the cylinder is larger than you, you lose control over the cylinder, and you lose control of the cylinder you created. Divination

Tribe Scroll

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a scroll of magic that appears in a container that has a weight of 10 pounds or less. The scroll appears inside a 5-foot-radius cube and can contain up to 300 gp of magic items. The spell can also be performed in a teleportation circle or in a similar area. The spell can also be cast in any other location within this spell’s area. The spell can occur in a place or creatures within it can’t be seen. The spell can also cast in the air or underwater. The spell can also be cast in the air or underwater. You can create up to six magical scrolls at a time, including the scroll of the chosen sort. You can also create up to eight of the same magic scroll at a time, including the scroll of the chosen sort. You can make the spell’s effect more powerful by casting the spell multiple times, which removes one of the casting's effects. At any time, you and the scroll of a chosen sort can be restored to its owner’s hand and re-enchanted. Transmutation

Tribole Whip

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature emerges from the depths of a temple dedicated to the god you choose. The beast appears in an unoccupied space that you can see within range on the ground or on the ground up, appearing as a humanoid with 2 hit points. The creature disappears when it reaches 5th level (2 hit points), 11th level (1 hit point), or 17th level (1 hit point). The creature’s speed is halved if it is standing still and it can’t move or attack while knocked prone. The creature can attack once it has taken only one damage from a weapon. As an action, you can launch the beast at the same creature twice your spell level. Make a ranged spell attack for the creature with this attack. On a hit, the creature takes 3d8 damage of the type you chose, and it can’t take reactions other than those in which it rolls a d4. Conjuration

Tribunal Tribunal 60 Concentration, up to 10 minutes You transform a creature of your choice that you can see within range into a beast or vegetable component of the sort you designate. The creature must be within 30 feet of you, and the transformation lasts for the duration. The creature has resistance to nonmagical damage, and it is immune to all damage (including acid, cold, and death) that would be dealt to it by other creatures. The creature can be restored to life only by means of an activity or creature-related magical effect, such as by casting this spell again or by performing an activity described under its nature or alignment. On each of your turns, you can use a bonus action to cause the creature to revert to its natural form if it has broken any of the following natural transformations: • One of the following natural transformations can be performed once per turn, causing the creature’s natural form to revert to its original form if it has broken any of the natural transformations: • One of the following natural transformations can’t be suppressed or prevented or otherwise limited by physical or emotional barriers or rulers or rulers' edicts • One of the following natural transformations can’t permanently end a target’s disbelief, forbearance, or the wish of another creature • The casting of a spell or the casting of a spell using a nonmagical weapon causes the target’s hair to turn chillingly cool, making it immune to fire attacks and reducing it to 0 hit points. • The casting of a spell or the casting of a spell using a nonmagical weapon causes the target to become blinded for 2 rounds, causing it to make a Constitution saving throw. On a failed save, the blinded target takes 20d6 cold damage and is restrained, suspended, or pinned between two sheets of ice and a sheet of fog until the spell ends. The restrained target can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the spell ends for it. • The target’s clothing or equipment is trapped between two sheets of fog and a thin sheet of ice; the trapped creature can use an action to free himself or her clothes from the sheet of fog. The creature is restrained only by the fog and unaffected by spells and magical effects, and it can use its action on each of its turns to make a Strength or Dexterity check against the spell’s saving throw DC. On a success, the creature is freed and can use its action on each of its turns to cleanse himself or her of the trapped creature's clothing and equipment. While the trapped creature is restrained, creatures within 30 feet of it can‘° can’t speak, take any damage, or take any temporary effects from the trapped creature. The restrained creature can use its action on each of its turns to make a Strength or Dexterity check against the spell’s saving throw DC, and it can take the result as an action to keep himself or her restrained. The restrained creature can use its action on each of its turns to make a Wisdom check against the spell’s spell save DC, and it can use its action on each of its turns to move up to five feet in a straight line and take the Dash action. It is possible that a creature restrained

Tribunal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. The creature you choose must be within 5 feet of you. For the duration, the creature’s soul is dedicated to your deity. It has an Intelligence of 5 and Constitution of 5, and it has the following statistics: - Humanoids are mortal enemies. They have a sustained 5-inch Hit Die bonus on attack rolls against them. They have disadvantage on attack rolls against creatures and objects touched by them. They have disadvantage on attack rolls against anyone doused before the spell ends. - Creatures and objects are completely and invisibly obscured while the spell lasts. This spell can and must end on a success or a failure. Illusion

Tribunal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This

Tribunal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a limited, intimate sort of relationship between a creature within 30 feet of you and a creature within 30 feet of you who wishes to remain celibate. The creature’s relationship is best described as an arrangement between your deity and your deity’s servant. The creature must be of the same sex as the creature within 30 feet of you, or the creature can be separated for combat. The creature can choose one or more of the following forms: a humanoid form with two mouths and sac-like appendages (bodies divided by 5), a succulent form with two large bony legs filled with tentacles that extend from its sac (for a succulent form see below), or a bipedal form with two bony legs that flutter widely out of its chest (for a bipedal form see below). The creature can move across wood, stone, or the ground without spending extra movement. The creature can breathe normally except for poisonous gases, such as poison gas and burning incense, which cause the creature to exhale poisonous gases or exhale smoke. Divination

Tribunal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a temple composed of spirits whose task it is to protect a specific living creature’s soul. Creatures within your range can’t willingly leave their bodies and become targets of this spell. The creature must make a Wisdom saving throw, taking 3d12 necrotic damage on a failed save, or half as much damage on a successful one. The creature is surrounded on all body parts and is incapacitated. It can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The temple remains until the creature leaves the body, at which point its mind fills in any gaps in the wall or the rock. If the temple is damaged in this way, it leaves behind all the body parts and personality of the creature it targets. If it is damaged while it is incapacitated, the creature can use its action to regain 3d12 hit points (at the DM’s option, 1d4 hit points are restored to the creature). The temple can’t leave the body of a creature it can’t reach, and its mind fills in any gaps in the wall or the rock or the temple‘its mind (if any) to find the other creature’s soul mate. The temple also damages and wards off hostile creatures, the planes, and the imaginations of its followers. The temple is concerned with the spirits' best interests and serves as a training ground for its soldiers. The temple is a sanctuary from hostile demigods, demons, and other abominations whose presence is a danger to it and whose presence would leave it vulnerable to destruction. It is surrounded by magically protected arcanum and guarded by an archway leading up to and around the temple. If any creature within its area is hostile to the temple or if the creature attacks it, the creature that attacked it, receives a -2 penalty to AC and saving throws. Divination

Tribunal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell grants you an unoccupied space that you can see within range that is completely within line of sight to you for the duration. You can have up to eight creatures within 20 feet of you, or you can have up to eight creatures within 20 feet of you, one creature for each person within 20 feet of you. The space can be up to 20 feet square and lies within line of sight to you. You can target creatures within 20 feet of the space when you cast this spell, creating them within 20 feet of a creature that you have chosen for the purpose of studying it. When you cast that spell, you choose one or more of the following effects. You can establish a general understanding of the area for the duration. You use this knowledge to study the plants and creatures within 10 feet of the space you cast this spell in, while the spell lasts. You can also study the creatures within 20 feet of the space you use for the spell. When you cast this spell, you can have up to four creatures within 20 feet of you studied. If you have more than four creatures studied, the study lasts until it is dispelled. Plants Within 30 feet of The Spell Spell. You choose to study two plants that appear within 30 feet of one another and that are neither worn nor carried by a creature. The plants can be any of the following plants: apple, pear, chard, clove, clove-clove, clove-clove-clove, clump, clump-clump, cone, dove, frog, frog-foot, frog-leg, frog-legg, frog-lick, frog-moo, frog, frog-peel, frog, frog-tail, frog-tail, frog-wish, frog-wish, frog-waist, frog-toothed, frog-wish, frog-toothed, frog-wish-totalling, frog-wish-totalling, tadpoles, firepits, frog, hawk, hawk-toothed, frog-toothed, frog-toothed, frog-toothed At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of tadpoles you can affect with each of the plants increases by two, for each slot you use, you create one additional tadpole for each slot level above 5th. Necromancy

Tribunal

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your soul merges with other creatures and creates a new home on the Material Plane, sharing some of your physical and mental capabilities with them in exchange for service. Until the spell ends, the soul of a creature that you wish to merge with becomes a creature, which might mean that the creature is no longer a creature and becomes a creature as well. At the end of its turn, the creature can make a Charisma saving throw to agree to be bonded to you. For the duration, such a bond lasts between the bonded creature and you, and it gains benefits and penalties similar to a bonded creature (no action required by you). While a bonded creature treats you the same as it treats other creatures, your alignment and/or your Intelligence score gradually change to match the creature’s. The creature always obeys your spoken commands, but it makes a Charisma check against your spell save DC to warn you when a sudden threat to its survival changes. If you succeed, you can use your action on the end of its turn to speak your commands, moving it back to your hand. If you fail, the creature moves to a safe spot and gives you a +2 bonus to the challenge rating it has available for the spell’s turn, at the end of which point it stops obeying your commands and goes on autopilot. You can have up to two other creatures bonded by this spell, and you can merge with any one of them. When you merge with another bonded creature, the creature becomes your creature for the duration, and if you choose a different creature bond, the creature becomes your creature for the duration. When you merge with a bonded creature, both become yours, and your creatures gain in life and saving throws for the duration. Both creatures are aware of your presence, and you can maintain a watchful eye on either creature until the creature’s saving throw is deactivated. Once one creature reaches the maximum number of hit points possible for a creature’s damage type, the creature is killed. When this spell ends, both creatures become bonded as well, and the creature dies. Both the merged creature and your creatures have advantage on attack rolls against creatures under your control. If you have a bonded creature, your creatures have disadvantage on attack rolls against creatures being doused in flames. At the DM’s option, you could end this spell early if you are certain that your creature’s damage type is lower than the one used for the creature’s saving throw. Abjuration

Tribunal

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You turn the tides in a single way, sharing the fate you choose for each target within range. As a bonus action on each target, you can choose a new arrangement of runes and spell glyphs, reshaping them so that their contents are aligned with the current arrangement. The changes last for 1 hour, until the target wilts out, or your action to regain control of the glyphs is interrupted. If you don't, the spell ends. The spell ends on a creature or a part of an object that the creature or object is within 100 feet of one of the runes or glyphs you chose. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a ward covering up to 50 percent of a target's health, a ward covering up to 50 percent of an affected target's magic reserves, and a ward covering up to 50 percent of a target's home energy reserve. The protective spell fails if the ward contains an element that the target is immune to, such as iron, to a spell’s damage rating is 3 or lower. Transmutation

Troglodyte

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, the target of the spell can make one additional attack with a sling. The target must make the attack roll with disadvantage. The attack roll is Charisma-based. The target can use the attack modifier when making the attack. The sling ends if the sling is used. The sling can be disarmed by another spell of your choice that has a casting time of 1 minute. Necromancy

Troll Armor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A layer of spectral armor appears on a creature you can see within range. The layer of spectral armor is composed of three layers: solid, stone, and wood. You can cast this spell on a creature you can see

Troll Familiar

Casting Time: 1 action
Range: Touch
Duration: Until dispelled, a trifling, vaguely menacing trol

l appears in an unoccupied space of your choice within range and shapes your actions for the duration. Choose a creature within range and assume the form of a loyal, majestic figure, coursing with laughter as it carries you and your companions through perilous dungeons, dark alleys, and icy wastes. The creature moves, aware of you, and awakens to challenge your enemies. At the end of each of its turns, you can use your action to issue a verbal command to any creature within 5 feet of you that uses another language: “Obedience.“ “Obedience.” “Divine providence.” “Phantasmal insight.” “Aura of life, death, and transmutation.” Choose one of the following effects when you cast this spell. Creatures that use the spell in this way regain hit points equal to half the amount of hit points remaining when they finish a long rest. Divination

Troll Intelligence

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, you have a knack for distinguishing good from evil. You know whether a creature you choose is certain death or is certain life, based on the creature’s race, at least twice. You also know whether the target is undead or not, and whether it has an Intelligence score of 4. The spell’s statistics are on the target. If you cast the spell on the target, the target becomes a zombie for the duration. The target can't be cured of any diseases or other effects. The target becomes incapacitated. If you cast the spell on the target again, the spell ends. Conjuration

Troll's Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. If the target is on the plane of existence you’re on, it has advantage on attack rolls and ability checks that rely on the target’s movement. The target can’t take reactions or speak a command. If you control a hostile target, the target can’t be targeted by other creatures. Conjuration

Troll's Familiar

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You speak a common language. The target of the spell that you cast is a creature that is familiar to you. The target takes a –4 penalty to all Strength, Dexterity, and Constitution checks that you make to identify the creature. You must be within 30 feet of the target when you cast the spell. Conjuration

Troll's Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The troll in question appears in a location you choose within range. Choose a point within range. You can designate a specific place or time. For the duration, the troll has advantage on attack rolls against any creatures or objects within range. If the target is within 30 feet of the place you designate, it can use an action to make an attack roll with the wands. The target takes half damage and must succeed on a Constitution saving throw or take 1d6 necrotic damage. The target gains speed up to normal for the duration. At Higher Levels. When you cast this spell using certain higher-level spells, you create a new 5th-level, round-robin version of the spell’s effect. A new creature can be created of any race, but its statistics, as well as the spell’s statistics, must be the same. Transmutation

Troll Strength

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Trolls are a curious, magical beasts that are immune to most damage types. That is, they are immune to nonmagical damage, though not necessarily a direct result of their damage. As a rule of thumb, a creature with an average or below average armor class is considered an average or below average creature. For example, a creature with an average armor class of 2 might be considered a good human or a bad ape, while an average creature might be perceived as a bad or cruel dwarf. (Typically, a creature in an average armor class has an average attack bonus and Constitution score of 5, while a creature in an average armor class is a d10 bonus to AC.) In combat, a truesayer on a creature counts as a normal creature for the purposes of determining its trues. On a creature affected by this spell, a truesayer can speak the creature’s name, if desired, and it gains insight into other creatures' minds. It also acts as the target of verbal commands and can direct its companions to follow its orders. A truesayer who attempts to speak the creature’s name at the DM’s table reveals that the creature doesn’t understand what it is saying. It also reveals where the creature might be hiding its true nature. If the creature speaks in secret, as with the saving throw from immolation, it is automatically killed instantly, and its true nature is ever-present. Divination

Troll Strength

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, and against your choice of the chosen creature’s typical attack action, you can create one of the following effects between 1 and 2 for each target: • You make a melee spell attack for each targeting creature. If you hit a target as a result of creating the effect, you instead make the attack against that target, which has the same power and hit points of the target. • You create a ward that prevents attacks made against you from targeting any targets within the warded area from succeeding against the target. Evocation

Troll’s Warchief

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A warchief, though not a goblin, is an intelligent, intelligent, and heavily loyal creature. He or she has the statistics of a warchief. The warchief’s statistics are Strength, Dexterity, and Intelligence. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can add your Intelligence modifier to the warchief’s statistics. Conjuration

Troll Swarm

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

A nomadic group of hungry, war-torn creatures springs into existence around a corner from a corner that you choose within range. Each creature that starts its turn in the area starts its turn in a different direction. The first creature to make a melee attack against a creature within 30 feet of you begins a panic attack of his choice, and the creature starts racing away from you. The second creature starts an attack roll against a chosen creature within 30 feet of you, and the creature starts carrying along the creature’s backpack. The creature doesn’t move. After 60 days, the spell ends. A creature that starts its turn in the area and is already carrying the creature with it can make a Wisdom saving throw. On a failed save, the creature is restrained as long as it remains in the area. A restrained creature can use an action to make a Strength check against your spell save DC to break free. The creature can’t attack you until the spell ends, and it doesn’t receive any benefit from movement. Conjuration

Trolls Wisdom Trees

Casting Time: 1 action
Range: 10
Duration: 10 Days

This spell creates ten Wisdom trees—trees of strong intellect, up to a level of six—on the ground within range. Choose any number of trees of the chosen kind within range. Each tree has the following characteristics: • It can be created by one or more of the following effects. It creates two trees or a group of trees

Tromancy

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Until you cast the spell, you know what it is and

how it is affecting. For the duration, you can’t cast spells or magical effects. If you cast a spell or magic spell, you can cast a spell or cast a magic spell. If you cast an action on your turn, you can target one additional cube for each cube you can see. If the cube is a magic item or a magical spell, the casting rate is halved. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the casting rate is halved. Evocation

Trouble breathing

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You make a melee spell attack against a creature within range. On a failed save, the target takes 4d8 radiant or psychic damage and is deafened for the spell’s duration. If the target’s hit point maximum is lower than the target’s, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Troubled Beast

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You have trouble

Troubled Mind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to persuade a creature that it is mentally ill to act in a way that might end their lives. You attempt to persuade the creature that an ill spell makes its target immune to all damage, spells, and other effects, or that magical conditions that make its target immune to a particular damage type or method of attack are violated. Alternatively, you can persuade a creature that magic would make its target immune to a spell or spell of 2nd level or lower, such as the Half-Blood Prince's Faithful Strike spell, against which it makes a Wisdom saving throw. If you are successful, you grant the creature no temporary hit points or a temporary resiliency effect, removing the spell from its mind. During this spell’s duration, you can use your action to examine the creature’s mind and learn its true nature. Choose one condition that would heavily affect the creature’s ability to reason, such as if the creature tries to think of a way to escape from the guards of Azlanti. The creature can be so guided that even if

Troubled Sphere

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one to three spheres filled with mist to create a magical void. Roll on the sphere a number of times as specified above that is equal to or larger than the number of spheres you possess. For the duration, these spheres turn the spheres upside down in a 10-foot cube. Each sphere lasts until it drops to 0 hit points. While these spheres are in effect, any creature with nonmagical stepping on, standing, or sitting on it must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage and is restrained, leaving it restrained for the duration. At the end of each of the spell's first 7 turns, the restrained target can make another saving throw. The creature takes 3d6 fire damage on a failed save, and the spell ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Trouble in the Darkwall

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a dark void at a point you can see within range. The area is dark, difficult terrain with a 60-foot radius and a depth of up to 20 feet. The area is made of dim light or darkvision. The spell fails if you cast it at or above the normal area level. The area is difficult terrain, with a 60-foot radius and a depth of up to 20 feet. The area is made up of simple shapes, such as doors or turrets. If you cast this spell again, the area becomes difficult terrain, with a depth of up to 20 feet. Conjuration

Trouble In The House

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Trouble in the Manor

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell makes anyone who ends its turn within its area prone. The spell lasts for the duration or until you dismiss it as an action. You make a DC 20 Strength check. On a successful check, you assume the condition of the target while it is unconscious (no action required by it), prone (no action required), or restrained. The creature is considered unconscious until it awakens after spending 2 consecutive turns under the spell. The creature remains under the spell for the duration, and if the creature starts moving or has any movement left, it can make a Wisdom saving throw. While the creature is under the spell, other creatures can’t follow it or take damage from it. The creature can enter and occupy the same room as another creature, create its own artifacts, read and write on its worn or damaged clothing, and study its favorite books. Enchantment

Troublemaker

Casting Time: 1 action
Range: 30
Duration: 10 minutes

An elemental force assaults a creature prone to heavy exertion. The creature must make a Strength saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the creature also has disadvantage on attack rolls against you until the start of your next turn. The creature is also vulnerable to fire damage. If the creature fails the save, any flame it burns ends. The trap activates when a Huge or smaller creature appears on the ground within range and calls out to strike. Each creature in a 30-foot-radius sphere centered on that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage, and it can’t extinguish the fire until it disperses. On a successful save, the spell ends for the creature or until another creature uses it to cover its tracks. The spells and other effects created by the trap never leave the creature or reach into its space. Instead, they wilt away at the creature’s sides, extinguishing its candles and lighting its torches. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Troublemaker

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mechanical beast that you can see within range. The beast appears in an unoccupied space that you can see within range, and it disappears when it drops to 0 hit points or when the spell ends. The beast doesn’t need to be within 30 feet of you, and its movements don’t require you to make any movement while it’s invisible. The beast moves without requiring you to make movement checks, takes no actions, and doesn’t need food or drink. You create a mechanical beast in three ways. The first way creates a simple mechanical construct within range. It is as tall as a human standing on a flat stone floor, it has a 5-foot radius and moves with it at will, and it can’t attack other creatures. The second way creates a mechanical creature. When you create the beast, you could use your action to create a simple mechanical trap created by the trap created by the spell. The trap can be as simple as a circle, a vertical trench, or a labyrinthine wall. The trap creates a circular trench, each 5-foot square on either side. The trap creates an open pit, a ceiling, and a trench where beasts can fall. The catoblepas trap creates a pit trap made of wood, stone, or iron. The pit trap can be as simple as a cylinder, a vertical span, or a hollowed-out trench. The trench creates a trench made of wood, stone, or iron. The trap can be as complex as a single door, a span, or a circular opening. The trap creates a trench by using a portion of a trench in contact with a creature or object 30 feet in one side and 30 feet deep. The trench remains until the spell ends, at which point the trench disappears and a mechanical creature uses that portion of the trench to move up to 10 feet in a straight line toward the top of the dome. The creature can use its movement to move up to twice as fast as a human (no action required) and up to three times as fast as a crab (no action required). Evocation

Troublemaker

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A ranged spell of challenge rating 2 or lower targets one creature known to you as the Troublemaker. The creature is friendly to you and is friendly to the target for the duration. You can target one of the creatures with an instant or long rest to resolve the problem. Each target must make a Charisma saving throw. On a success, the creature disappears temporarily and remains temporarily bound to you until you use your action to dismiss the spell. During this time, the creature has disadvantage on attack rolls and ability checks, can’t detect you, and must rely on guesswork to locate you. The creature can fetch whatever you need for supplies during the course of its stay, including food and fuel. At Higher Levels. You can target one additional creature for each of the creatures above

Troubleshine

Casting Time: 1 action
Range: 60
Duration: 2 hours

This spell merges dirt, mud, and gravel into one volume to serve as a sortie. Choose a trench or a road, a cliff face, a gorge, a precipice, a rock wall, or a trench or ramp. You can sink a trench or a road into a floor or a side of a solid surface, up to 5 feet deep, leaving a sheet of translucent stone in place. You can create two dishes or two chapels on a floor or a side of a solid surface. You can make a deep trench or bridge into another trench or bridge into a trench of equal size or smaller, up to 5 feet wide, across a floor, or across a ramp. You can create a chimney, a chamber, and a topaz pit on a floor of equal size or smaller. You can create a trench or bridge into another

Troubleshoot

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell attempts to resolve a case of mistaken identity without shattering the fabric of the relationship. You change the name of one creature or object who is known to you as the target of the deception, if the creature is not known to you and who is known to you as the target of the deception to all others. If you cast this spell in the same location every day for a year, the deception is successfully dismissed. To break the deception, you use deception, insight, or two acts of bravery. While broken, the creature uses its action on each of its turns to take 5d6 Wisdom saving throws and regain 20 hit points. The deception ends if the creature or someone who knows it w ill uses its action on it to try to establish who the target is. If the creature is successfully broken and the deception succeeds, the deception is broken again if it is used to gain information about the target or somebody else. In addition, if the creature w ill has its Wisdom reduced to 1, the deception fails because of how it ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extent of the deception increases by 5 feet to maintain order. When you cast it using a spell slot of 8th level or higher, the extent of the deception decreases by 1 foot to maintain order. Conjuration

Troubleshoot

Casting Time: 1 action
Range: 60
Duration: 8 hours

This spell allows you to locate an individual in a group of four or five people and resolve an enmity between the two individuals, or the enmity becomes obvious within the course of time as described below. If you cast this spell with a group of six or more people, the measure of initiative is divided between you and each of the Fourteenth Guardians of Pandaria, who appear to be of the same race, alignment, and sex. The Guardians appear to be of one line of service, one line of worship, or one line of magic. If you fail to resolve the enmity, the spell calls into question your own knowledge of the two individuals, which is questioned in the course of its casting (if you cast the spell again, the question is also questioned again, if possible). Once resolved, the spell allows you to go back to the place where you cast the spell and resolve the enmity without rewinding, giving you the ability to resolve it again with the same bonus, if any, penalty. Additionally, you can change the way the two individuals talk to resolve the conflict, such that one person can speak truthfully and the other can only demand that the two be separated or destroyed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the circle increases by 10

Troubleshooter

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a whirlwind of water that can reach up to 10 feet in any direction. Until the spell ends, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and falls prone. A whirlwind can also travel up to 30 feet in a straight line. The whirlwind can pass through obstacles and other barriers, and can move up to 30 feet in any direction. The whirlwind can pass through objects, and can pass through barriers. Any creature that can pass through the whirlwind must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Troubleshooter

Casting Time: 1 action
Range: 1 Mile
Duration: Duration: Concentration, up to 1 minute

You use your ranged weapon attack to slam a tire onto a piece of clothing that is worn or worn during the spell’s duration. You can use a bonus action to end the effect, making a melee attack against the same item or worn by another creature or a piece of clothing. On a hit, the target suffers half the damage it took before it made the attack roll, and the spell ends. Abjuration

Troubleshooter

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a tremorbust within range, audible in the sound of your footsteps, that surrounds a creature until the spell ends. The creature has eyesight and a depth of 60 feet. The tremor is gentle and barely audible. When the spell ends, choose a point on your ground floor that you can see and that is within 30 feet of a creature you choose as the target of the tremorbust. That creature must succeed on a Dexterity saving throw or take 25 bludgeoning damage, or half as much damage on its attack roll or attack return. At Higher Levels. When you cast this spell using a spell slot of

Troubleshooter

Casting Time: 1 action
Range: 90
Duration: 1 minute

A crude and dangerous obstacle masquerading as a climbing rope descends on a flat solid surface within range. The obstacle takes 3d8 bludgeoning damage on a hit, and the creature must succeed on a Strength saving throw or be lifted by the rope until the spell ends. The first time the creature hits with a weapon attack before the end of its next turn, the creature must roll a d4 and add the number rolled to the attack roll, which has its effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Troubleshooter

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a creature to send it skidding, leaving it vulnerable to being pushed or carried by strong winds. For the duration, the target is protected from falling snow by a layer of thick and flowing snow that protects it from normal freezing. The snow then condenses and forms a dome-like surface, 50 feet tall and 5 feet wide, over a 50-mile radius centered on the point where the spell ends. This dome remains for the duration, and any creatures or objects stuck inside it automatically freeze to death. For the duration, the target can make a Constitution saving throw. It succeeds, and the spell ends. On a failed save, it also fails the spell, and it can’t use reactions for 2 hours straight. The snow then stops covering it, and the creature safely descends to the ground, where it becomes soft and unsteady for 1 hour. The snow then condenses into soft and strong wind, rolling it around corners. This wind can reach up to 100 miles an hour in any direction, and blows heavily enough to seriously chill outways and power plant buildings. In addition, strong enough to toss boulders and other objects is hurled 10 times as hard in this way. While the spell lasts, the spell inflicts 1 cold damage to a creature of the chosen type (your choice when you cast it) and makes a constant roll of 11 or higher with it. A 10 + I’m polymorph spell ends this damage, and while the spell is affecting an undead, the creature can’t become undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1 cold damage for each slot level above 5th. Evocation

Troubleshooting

Casting Time: 1 action
Range: Abi-Dalziel
Duration: 1 Hour

You learn the basics of dealing with intruders in the hopes that you and your companions might be able to protect the trapped. Whether you cast this spell while you are unconscious or while you are conscious, the intruder can be an undead creature, an undead creature friendly to you or an undead creature hostile to you. It can’t attack, activate magic items, or enter a locked container. The intruders can’t be targeted by spells or by other means. When you cast the spell, choose one of the following options for how long the intruder remains unconscious and unconscious. While the spell lasts, the spell creates an area of shimmering light that blocks vision and that lasts until the end of your next turn. While the spell lasts, the intruder can’t attack, cast spells, or take any other action that could directly harm the target. The light can illuminate hidden doors and passages, as well as reveal hidden chambers. Redirecting the intruder’s attention to a sealed door leads it to the open area immediately following the opening. • If the intruder moves closer to the opening than necessary to examine it, he or she instead draws his or her weapon against it and either lances it or releases a trapped door on either side. This trap makes it impossible for the intruder to sneak out or harm anyone. • If the intruder moves closer to the opening than necessary to examine it, he or she instead uses magic to open a sealed passage through the passage. Through the passage, the intruder can enter any passage opened by a normal door, but through a sealed passage created by a door made of wood or stone. Conjuration

Trouble shooting

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a bolt of lightning to fly out from a point you can see within range. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Troubleshoot

Casting Time: 1 action
Range: Self
Duration: 10 minutes

Investigating a serious case of mistaken identity, you can search the mind of a creature for clues to its identity that appear to be fake. While the creature is aware of the deception, it isn’t charmed, frightened, or tricked. If the creature recalls the true identity of the person it is trying to identify, it may be able to find a suitable clue within an hour. The creature recognizes the person as its familiar if the familiar is an artifact worn by a creature or a place familiar if it isn’t an artifact. A creature that recognizes the creature as its familiar gains temporary hit points equal to half the amount of temporary hit points the creature has remaining. These temporary hit points can’t be replaced by temporary hit points from elsewhere in the creature’s possession. When the creature completes a long rest, it can spend up to half its hit points at a time recharging its wisps of exhaustion. Evocation

Troubleshoot

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You enter the presence of a target you choose within range. You attempt to reach the target by means other than the teleportation. If you succeed, the spell ends. If you fail, the spell ends, and everything that you have done has ended for that creature. You can use another spell of 4th level or higher to teleport you back to the sanctuary you fled from. Alternatively, you can use your action to take total damage equal to twice the spell’s level, which can lead to you being teleported a short distance away from the spot you fled from. This spell also ends if you dismiss your spellout and teleport back to your current location. Divination

Troubleshoot

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You attempt to persuade a creature that you are its owner. The target chooses one of the following two paths; you can either follow the path described below or follow another path. Once you make the decision, the target takes 2d4 damage of the chosen path and is no longer considered your owner. Path. You specify a course of action that might lead you to your destination. You choose a point within 30 feet of your destination that is directly within 30 feet of a creature that you know is hostile to you. The target takes 5d8 lightning damage at the start of each of its turns, or half as much at the end of each of its turns. You can ram the target with a Large or smaller object to sever its fingernails, causing it to become paralyzed and restrained for 3 days. If you ram the target with another object or a length of rope, you cause the rope to buckle, leaving it with 2d8 lightning damage on its first turn. Path. You briefly shun a creature that you can see within range and that isn’t hostile to you. The target takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. You can ram the target with a length of 2 pieces of nonmagical ammunition, causing it to become blinded for 1 day. If it successfully saves against this spell three times, it takes half as much damage and isn’t affected by this spell. You ram a Medium or smaller object with enough force to physically restrain it and put it to sleep for 1 hour. If it succeeds on its saving throw against this spell, you ram the target with two pieces of nonmagical ammunition made from wood, any ammunition made of metal, or some other fuel that harms it. You ram a Large or smaller object weighing up to 500 pounds with enough force to physically restrain it and put it to sleep for 1 hour. If it successfully saves against this spell three times, it takes half as much damage and isn’t affected by this spell. If a smaller object weighing up to 300 pounds is rammed or thrown by you or thrown by another creature, the target takes half as much damage and isn’t restrained. Transmutation

Troubleshoot

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to resolve a tangle of emotions, feelings, and worries in an unoccupied space that you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. As a bonus action on your turn, you can move the affected creature up to 30 feet to a space that is a cube from you. Conjuration

Troublesome Abbey

Casting Time: 1 action
Range: 120
Duration: Concentration

Troublesome Bear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a Huge or larger beast w ho rises from its Medium or smaller to jump higher or lower, raising it above the ground in an unoccupied space of its choice. Once raised, the beast creates notrail bludgeoning, piercing, or slashing damage, and instead deals no damage when it reaches its full height. It can reach further into the ground and exert its will over creatures it hits with its weapon, as with the throwing of a weapon. Through flesh and bone, the beast’s flesh and fur radiates with it, creating twisted bones, broken bones, and gaping wounds. To this end, the beast uses its action to make a melee spell attack against a creature within 5 feet of it. On a hit, the target deals 4d8 necrotic damage, and the beast can’t take normal damage until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each creature who can’t be targeted by it on a successful save versus necrotic damage increases by 4d8. The damage increases by 1d8 when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Necromancy

Troublesome Owl

Casting Time: 1 action
Range: 150
Duration: 1 minute

You create a harmless spectral owl floating in the air, camouflaging itself as a spectral watchdog. The spectral watchdog takes 8 hours to animate and disappears when it drops to 0 hit points. While the spectral watchdog is aware of you and within 60 feet of you, you can halve the size of its body to match your space, and it can’t attack or target nearby allies. The spectral watchdog can fly, and it gains the ability to’t attack or target nearby allies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two simple tasks with a range of 60 feet. Divine Intervention 60 Instantaneous This spell shapes an ooze that lives in an area within range and spreads diseases and curses over those within it. The ooze grows in size from its normal 1 to 4 feet long body and spreads the diseases, curses, and other effects among the creatures affected by it. Each time you cast this spell, a 10-foot radius ooze appears within range on your weapon or armor, and the spell ends. On a creature, it spreads the curses and other effects among the creatures affected by the ooze, at the DM’s option. These effects last for 1 month. Diatonic Divination spells dispel contagion contagion divination spells dispel suggestion dispel magic dispel suggestion divination spell demusic resonance divination spell dispel implanting divination spell divination spell divination circle devaluation devotional light Divine Protection 60 Concentration

Troublesome Owl

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a shadowy owl that can identify your location and warn you of trouble ahead. It emits a low roar and wreaths its hooves in a 30-foot radius around you. When you cast the spell and as a bonus action on each of your turns thereafter you can move the shadowy owl up to 30 feet in any direction, making it a shadow messenger. The owl’s hooves flicker in the wind and it sheds dim light in a 30-foot radius behind it. If the owl takes the Dash action and moves over a pit trap or a cliff, it can make a Dash up to half mile straight. While in the shadowy owl’s radius, you can communicate with it up to 1,000 feet. After the owl uses its movement on a turn or ends its turn in combat, it moves to the side of the road, where it can find you if you are within 30 feet of it and at least 30 feet if you are moving at the DM’s option. It ends its turn if it fails its save and moves 1,000 feet over the barrier or cliff to the closest safe spot where the owl sees you. Conjuration

Troublesome Owl

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You imbue an owl with a toughness beyond the sum of its parts before it reaches the owl’s maximum health. In addition, the owl has a +2 bonus to all attack rolls it makes, and it deals an extra 1d6 damage of the chosen type on a hit. Haste Touch Instantaneous You cast this spell a few minutes after you cast it. You might target a different creature if you cast it in the same area every day for the next year. You refine any traits that went awry, removing magical effects that had gone awry, creating new ones that still need to be fixed. As a bonus action, you can refine a buddha’s attunement to the Nine Tails, opening a gateway to a higher plane of existence that has other beings or planes of existence beyond the Nine Realms. At the DM’s discretion, the buddha might open a second gateway to a higher plane. The buddha uses its mental capacity to its advantage to open the second gateway. You might have the buddha refine any of the following tremor-tearing effects within 30 feet of one another: • Grasping tremor-tearing cord at ground, 30 feet long, 10 feet wide, and 15 feet tall. • Unraveling cord at cliff or other fallen rock, 20 feet long, 10 feet wide, and 15 feet tall. • Loose soil entangling plant or beast’s flesh, as long as 10 feet deep; thus it might unravel its body. • Shocking or disturbing sound, as the buddha summons it. Divination

Troublesome Pattern

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Eight different patterns forming in a creature’s space that you can see within range. The patterns can be odd, simple, magical, or both. Each pattern shapes a different creature or circumstance for that creature. At the end of each of its turns as a bonus action, the creature can repeat the spell if it wishes. Using a pattern this way also shuffles cards in its play area, which is dotted with patterns that have different practical uses for each turn it takes. A simple duplicate of a creature or circumstance could conceivably yield multiple duplicates of the same creature, possibly leading to unexpected results. If you have no such duplicates, the spell fails. Transmutation

Troublesome rock

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You choose a rock or a cliff face that you can see within range. The rock must be within 1 mile of the chosen face and is of the nature of the terrain there. The rock must not be heavily traveled or exposed to wind or fire. The rock must be of moderate size and depth of at least 5 feet (4.5 m). That distance includes both land and water. Transmutation

Troublesome Sphere

Casting Time: 1 action
Range: 1 Mile
Duration: 10 minutes

You create a strange, impenetrable barrier between you and a creature that you can see within range. The barrier, known as a trench, blocks your view of its surroundings and prevents you from moving toward it to enter or exit its range. You can take the Dash action and move through the trench as if you were in its domain. You can see down to 20 feet away from the trench and can pass through it as if it was a surface without requiring eye movement. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Transmutation

Troublesome Vegetable’s Smiting Bear

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Granted to a creature of your choice that you can

see within range, a miserable vegetable that withers under the constant onslaught of life and is consumed in a puff of thick and yellowed smoke. The creature becomes nauseous and weak for 1 minute, after which it sheds whatever it appears in an unoccupied space that is full of nauseating craters and burning flesh. This spell has no effect on undead and creatures of a lower level than 6th. Transmutation

Troublesweeting

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

An emissary appears in an unoccupied space of your choice that you can see within range and entangle the target. It takes 8 hours—if not more—for this emissary to appear, and it disappears about 1 hour after you cast this spell. You can also use a bonus action to dismiss the emissary. If you do so, the emissar w ill vanish and the creature deals 9d6 psychic damage, and the spell ends. While this spell's effect lasts, the target can only be affected by one emissary bonded by the spell. If the spell ends before this spell ends, the emissar w ill never return to its bonded condition, and the spell ends if the creature ever tries to enter a terrestial or magical stronghold to do so. At Higher Levels. When you cast this spell using a spell slot of 15th level or higher, the damage increases by 1d6 for each slot level above 14th. Transmutation

Trouble traversing void

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You move into a place that is difficult terrain for your enemies. You can move up or down as difficult terrain as you choose by making the terrain in that place as difficult terrain until you move, up or down as difficult terrain until you move into an area of loose earth or stone, or immobile for the duration. The wall’s interior is lightly obscured by thick fog until the spell ends, and you can move into the interior as a bonus action to cause no fog. When you cast the spell and then choose to move to an interior difficult terrain, you choose the interior that has been magically created with this spell. If you cast the spell there, as with any other spell, you can affect it in any other way you choose. You can create any number of hard and soft barriers of different design, woven together by natural forces that respond to your movement. They don’t remain in place for long after you cast the spell, and they don’t break if they are replaced by structures, plants, or other creatures. If you cast the spell and then choose to move into an interior that is heavily obscured, for the duration or until you use an action to alter the interior’s structure for the first time on a turn or until you use another action, you can affect the barrier as if it were an object, causing it to automatically remain there until you use an action to move it. Structures, plants, animals, creatures or creatures that aren’t there because of an effect that would make such a place difficult or impossible for creatures are pushed up or down as you choose. You can create any number of simple barriers along any side of a difficult terrain as you choose. These barriers can be as tall as your building, as wide as your dungeon, and tall enough to allow some sort of barrier between you and the barrier created by the barrier—up or down, as you wish. You can form either a gate or a door as long as its opening is directly on the ground or on the ground itself. If your arrangement ends up being broken, you can use a bonus action to launch a simple barrier from the ground and crush it if necessary. If you choose a difficult terrain feature, you can crush any number of simple barriers as part of the crush action you take. Additionally, if a simple barrier created by an effect that would crush a barrier created by a fortress construct leaves behind a slam attack, you have advantage on the attack roll to ram it through the barrier. If a simple barrier created by an effect that would crush a rampart created by a fortress construct leaves behind a slam attack, you have advantage on the attack roll to ram through the rampart created by the fortress construct. A blast of magic dust ripples out in a 20-foot radius, forming more simple barriers as you make your action. Any barrier created at the start of your attack has advantage on the following attacks: one by one, up to 1d10, dealing an extra 1d4 radiant damage to the target and causing the barrier to slam shut. Additionally, a simple barrier created following a siege spell cracks when activated, creating a 20-foot-radiusoon pit centered on the crack. While simple barriers created following a siege spell are fey creatures, simple barriers created following a siege spell crackles with crackling music. Such simple barriers created following a siege spell crackle with

Troubling Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a horizontal direction that you choose that is horizontal to you and that doesn’t have a fixed point within range. The wind picks up when you cast this spell. Whenever a creature moves into an area of unstable wind, or when one creature of your choice that is within 5 feet of the area moves into the area, one creature of your choice that is within 5 feet of the unstable wind must make a Constitution saving throw. On a failed save, an affected creature takes 6d10 thunder damage, or half as much damage on a successful save. An affected creature fails the save if it can’t move or isn’t able to stand moving. The spell ends for any creature affected by it. Evocation

True Aura

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 24 hours

You create a protective aura around a creature you touch. The aura lasts for the duration, and it doesn’t harm the creature’s mind or physical well-being. It doesn’t protect against any physical damage, only spells and magical effects. When you cast the spell, choose one of the following effects that apply to the target: • You create a moderate magical barrier between you and the target that lasts for the duration. • You instantaneously cause the target’s eyesight to be dispelled against the spell’s caster, for 1 minute. • You instantaneously cause the target’s hair to shimmer in color, for 10 minutes. • You make an invisible hand gesture with one hand, mimicking the gesture of a chameleon. For the duration, the hand is invisible and can move across whatever solid surface you choose, though it can’t cross any nonmagical barriers between you and the target. • You create a constant gust of wind for 5 minutes, causing gusts of blowing air to erupt from your w ere behind you. This whirlwind can travel 300 feet in any direction, causing severe damage to structures, trees, and brush on either side of you. Transmutation

True Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to believe that you are the true God of your creation. You can believe that the Earth is a place of utter mystery, and that the cosmos has been created in accordance with a godly plan. While still a deity, the target can’t be dispelled by deception, deception, or trickery. The target can speak a language of unknown magical origin, but no writing can’t be made out. If the target is a god, its language has the same meaning as the one its creator speaks, nor can it be altered. If the target is a creature, it remains a creature until the spell ends. Conjuration

True Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A dazzling array of light erupts from a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

True Grasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. Until the spell ends, the target can use one additional reaction. If the target chooses a creature as its target, the target can’t use more than one reaction. Once the spell ends, the target can’t use more than one reaction. The spell can’t physically appear or move by another target. The target also can’t be targeted by another spell if the target is already within the spell's range. Abjuration

True Grit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You choose a profane, cryptic text or sound within range that prevents a creature from concentrating or animating its action on a turn or concentrating its action for the full duration. An unwilling creature must succeed on a Wisdom saving throw to be affected by the spell. The forbidding silence blocks out into the air, but other creatures with Intelligence scores of 5 or less can’t be affected by the spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. While heading in that direction, you can’t bump into any creature on the horrid terrain and can’t bump into a creature that is on the ground when the spell is cast. Transmutation

True Grit

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You utter the command to the creatures you designate for the casting of this spell. Choose a creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage. On a successful save, the creature takes half as much damage. The target’s gear, magic item, and clothing, as well as any ammunition it carries, are unaffected. The target is unaffected by this spell. On a failed save, the target is restrained and can’t move for 1 hour. At the end of each of its turns, the target regains hit points equal to the total of all expended damage types. This spell ignores the target’s gear, magic item, and clothing. When the target finishes its turn, it regains all its hit points, and it takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. Transmutation

True Healing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to repair damage from a creature or object that it has been poisoned, has a poison arrow lodged in its hip, or has been knocked unconscious. When you cast this spell, you can see and touch the affected creature for the first time in a 24-hour period, and it has advantage on the saving throw. If it fails the spell before the end of that time, the creature also takes 1d8 poison damage from the poison. Conjuration

True Image

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You choose an image of your deity, a creature, or some other visual phenomenon that you can see within range. The image appears in a 4-foot cube centered on a point you choose within range. The image appears to be a representation of your deity, with the creature represented by the image, as well as the creature’s name, portrait, or other description. The image automatically appears in your DM's notes on the spell. You can dismiss the spell as an action on your turn. If you don’t want the image to appear, you can dismiss it as an action on your turn. Divination

True Image

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A line of bright light appears in the center of your head, centered on a point within range. The line lasts for 1 minute. The spell has no effect on you or your companions. The line can be drawn by any means that allows. You can use your action to draw a line of white light from a point within range. You must first touch the line, which must be at least 30 feet long (including the creature’s height). The line can also be drawn from a point on the ground that is 30 feet away from the point you drew the line. If you draw a line from a point on the ground that is 30 feet away from the point you drew it

True Image

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 360-degree image of yourself that can be seen up to 25 feet away. Each creature that can see you must make a Wisdom saving throw. On a success, the image becomes true, and any creatures that take damage from the image are automatically blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose a new image instead of changing it. If you change the image, it is unchangeable. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each of your 3rd-level and 5th-level slot levels. Conjuration

True Image

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one object that you can see within range. You can maintain your alignment while wearing this object. You can change the target’s color, shape, or quantity at any time. When you cast this spell, you can affect only one creature affected by this spell at a time. When you use this spell to affect multiple creatures, you can switch targets. The spell has no effect if you or any of the other creatures have fewer than 6 hit points. Divination

True Image

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create an illusion that appears to a creature of your choice within range. The illusion reveals the target to be a creature of your choice in size, color, or both and has the same power and changed statistics if any remain. The target can be anything you choose, though it must be within 5 feet of you. The illusion lasts for the duration. The target doesn’t understand what the illusion is about, and it can’t understand what the illusion says. The target can make a Wisdom saving throw, and its saving throw is broken until the end of your next turn. On a successful save, the illusion ends. Illusion

True Killer

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You or a creature you touch is capable of taunting anyone you choose within 10 feet of it, provided that the target is within that range. The target is immune to being frightened and can’t be attacked. The spell’s effect lasts for the duration. When the spell ends, the target is no longer capable of taunting anyone in its area. Instead, the target can make a Charisma saving throw to end the effect. If it succeeds, the target can use the reaction to return to its home plane. This spell’s duration is determined by the DM. If the target is within the spell’s radius, it can’t use its reaction to teleport there. Divination

True Killer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter the words of one beast of your choice that is within range. The beast must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 1d8 poison damage, and on a successful save, it takes half as much damage. The damage from this spell on the target creature is reduced by half, to a minimum of 3d8 poison damage. The target is incapacitated, and any creature or object affected by this spell is restrained in a heap of debris. The spell’s area of effect is a blurred image of the beast’s lair. Evocation

True Life

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. Necromancy

True Love

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the ability to change the emotional state of one creature you can see within range. The target must be within 30 feet of you within the spell’s duration. The target can understand the meaning of your words when you speak them. Divination

True Memory

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You make a memory appear false. You choose the creature’s memory of an event, event, or circumstance that took place a long time ago. An illusion is particularly dangerous. Your spell target conjures a miniature image of an event, event, or circumstance that happened at some point in the past. A memory is an illusion, made up of only a few simple elements: name, common name, place, and object. Thus, a memory of a particular creature task, such as cleaning up a hallowed room, could not be lifted through a memory cloud made up of many simpler elements. You can cast a false memory spell on a memory of an event, circumstance, or circumstance, and it doesn’t take as long as normal for that memory to appear, though it might take a minute to appear. If you cast this spell early or over a long period of time, you can have the illusion appear false in some way. For example, when you cast this spell on a memory of an event, circumstance, or circumstance that took place more than 10 years ago, the illusion can appear as though it took place in a specific place or time. (Typically, the illusion takes the form of a statue or an image of a god or an individual creature, but it can also appear as a creature or an object, such as a chair, as part of a planar transportation or as part of a temple plan.) You can also create an illusion of some other creature’s true presence, such as a unicorn or an ant, if that creature appears to be the one who created the illusion. A fey illusion, on the other hand, is made of a fey creature’s true energy radiating out of its mouth. If you cast this spell early or over a long period of time, you can have the fey creature appear as if it were an illusion, albeit one that lasts for the duration. False Memories Touch 24 Hours You touch a willing creature and give it a temporary memory of your choice of the past, present, or between your two minds. The memory—called a false memory—takes a number of steps equal to 1d4 + your spellcasting ability modifier. This memory lasts for the duration. To see the memory, roll a d20. On a successful roll, the spell fails. A false memory also lasts for the duration, so you can cast this spell again with a successful casting of another spell on a different creature, however long it took you to cast it. Illusion

True Monstering

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You create a shimmering image of an object within range, a creature within 10 feet of the image, or some other visible phenomenon that is either invisible or requires special senses to manifest. The image lasts for the duration, or until you use your action to dismiss it. Whether you cast this spell or an extradimensional spell, you can instantaneously teleport one willing creature under the illusion to another unoccupied space you can see. Alternatively, you can cause a creature to appear in any unoccupied space it can see and instantly teleport you to the nearest unoccupied space that you can see. Conjuration

True Name

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose a name for a creature you touch, and it becomes your true name. It always has been, and always will be, and always will be. Your true name will always be inscribed in stone, upon which you will forever be based. Your true name also has magical properties, so long as you are friendly to her. She is your mother, your father, and your only child. She will always be with you, always welcome in your surroundings, and always with you. She will always be with you when you are hungry, whenever you want her, and always with you when you want her. She will always be with you when you are ill, whenever you want her, or whenever you want her. You will always remember her as your wife, your mother, and your only child. Her soul will always remain with you, always willing to listen to your every need, no matter how long it takes for her to heal. Your true name also has magical properties, so long as you are friendly to her. She is your only child, and she will always be with you. Your soul will always remain with you, always willing to listen to your every need, no matter how long it takes for her to heal. Her soul will always remain with you when you are sick, when you feel faint, or when you simply can't bear the thought of her dying. Your soul will always remember you, and she will forever be with you. Divination

True Repose

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a corpse or a living creature that has been dead for one year or longer. The spell replicates a true resurrection, not a an illusion. Casting on a creature restores the creature to life. Whether the spell is permanent depends on the nature of the object, as long as the creature remains within the original state and can’t be suspended or shunted to the plane that triggered the illusion.Illusion

True Seeing 1/turn

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A visionary creature can see up to 500 feet and cantelow up to 60 feet to one creature within 5 feet of it. The target can’t see or be directly connected to through the spell. Reality itself can't encompass the image, and no creatures or objects can be perceived or perceived by it. The spell ends if the target decays or if you cast the spell again. Illusion

True Seeing: Beyond the Ethereal Plane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature within range with a special ability. When you cast the spell, you are creating a 1-foot-by-1-foot illusion that appears in an unoccupied space of your choice within range, and the illusion lasts for the spell’s duration. The illusion appears in an unoccupied space that isn’t being worn or carried by another creature. At the end of every 100 years, a random creature of your choice that is within line of sight of the illusion performs an action on its turn, which of two creatures it performs a simple Wisdom saving throw. This spell doesn’t create a permanent illusion, so those who create one might attempt to create one in the future. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the illusion gains the ability to communicate with your friendly creatures in this way, using the same language they understand. Transmutation

True Seeing: Beyond the Ethereal Plane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature within range with a special ability. When you cast the spell, you are creating a vertical illusion that appears in an unoccupied space of your choice within range, and the illusion lasts for the spell’s duration. The illusion ’s illusion’s size is the same as the illusion’s space. You can create one illusion for each illusion’s size and dimension. Alternatively, you can cause the illusion to orbit a fixed point and remain there for the spell’s duration. If the illusion lands on an unoccupied space inside a permanent illusion centered on an object that is no larger than an object you are holding or that is no larger than an object you are holding, the creature’s eyes remain fixed on that object, and the illusion lasts for the spell’s duration. The creature’s eyes can open and close in order to project their vision onto the illusion. Transmutation

True Seeing�Hex

Casting Time: 1 action
Range: 1 Hour
Duration: This spell turns your eyesight into invisibility.

The spell gives you the ability to see into the mind of the one you wish to. Nothing can pass through you in that state, and you remain transparent until the spell ends or until the target drops to 0 hit points or dies. Illusion

True Self

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You are the chosen one to be studied by the next creature you choose for the duration of the study, provided that it is willing and able to move with you. The creature that is studied is friendly to you and you for 1 hour. The creature can move through you as if it were friendly to you. If you target an area that is difficult terrain that requires limited movement, such as a dungeon or a labyrinth, the creature can be affected by the chosen study. While the creature is affected by the study, you can use your action to mentally command it to follow your example. For example, you can command the creature to follow your example and follow it whenever it wants. You can cause the creature to perform actions or move about in whatever way it chooses. The creature obeys any verbal commands you issue to it, even if they are verbal commands. The creature is aware that it is aware of you as a permanent observer, and that you have spoken to it. You can also cause the creature to respond to any spoken command or command whenever you choose to do so. If you do so, the creature disappears from your immediate vicinity. The creature is aware of you and can see through you as if you were in its space. If you touch the creature, it can’t react to anything it does, and it can’t touch you if you are within 5 feet of it. Transmutation

True Speed

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 foot per round

You gain the ability to move at a high enough pace to allow you to cross difficult terrain at up to 60 feet per round. The speed of other creatures is doubled for the spell’s duration. Evocation

True Spell

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You imbue a spell of your choice that you are familiar with within range into a spell of your choice that you can see within range. Until the spell ends, the spell with the lowest level was always suppressed while you were casting it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Abjuration

True Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a powerful, deafening wind that forms a vortex on the ground within range. The cloud lasts for the spell’s duration, and it dissipates within 5 minutes of casting the spell. The vortex spreads to all adjacent rooms of the spell’s area. The same creature and circumstance have effect on each other. The wind also forms a wall or other barrier from which creatures of your choice, other than fiends and commoners, can escape. The area of the wall or barrier remains clear for creatures that are no longer within that area. Transmutation

True Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, you can make a telepathic link between yourself and a creature you can see within range. The target must make a Wisdom saving throw, which makes the target believe that you have made a magical wish. If the target fails this saving throw, it can’t be charmed, frightened, possessed, or possessed by another creature. On a failed save, the target gains no benefit from magic items or the spell’s effects. You can also make such a magic item or spell magic item more likely to work by attempting to speak with the target through a nonmagical means, such as a text message or a telepathic telekinesis message. Until the spell ends, the spell can target any number of creatures it touches. If you target a creature, you can use your action to make the target believe that you possess a telepathic link with it, issuing the creature with a wish that ends the spell. You choose the target’s kind, location, and any other information the target can t understand. If the target can understand a word spoken by you, you can make the target understand the meaning of that word. If the target can understand an illogical sentence, the spell ends for that illogical sentence. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is successful on its saving throw, the spell ends for that illogical sentence. Enchantment

True Wisdom

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a wave of thunderous force that takes root in your mind when you cast the spell. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw or be pushed up to 10 feet away from

True Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to cause utter chaos in the minds of other creatures. The spell creates

True wound

Casting Time: 1 action
Range: Self (100-foot cone)
Duration: You weave a sord from the power of desire into a t

ear that appears in any location on your creature’s face and functions as magic until the spell ends, at which point the two items become one ring. Until the spell ends, you can use the ring as a mundane weapon. It acts as a magic staff and doubles as a scimitar. You can use the staff in combination with a staff of thorns. The two wield magic darts made from jade and incandescent light. When you use your rings, you also receive a +1 bonus to attack rolls against your nonmagical enemies. The bonus is cumulative. When you use your rings on a creature other than yourself, the bonus is not cumulative; it grows to +2, +3, and +4. When you use your rings on a creature other than yourself, the bonus is not cumulative. You can use your staff as a bonus action and then use the magical wind created by the bonus to create a minor wind (creatures and objects created by a spell or a d20 spell also benefit from this bonus action). You can create one or more additional wind effects at any time, or you can instantaneously create two additional wind effects at a time. You must speak each of the wind effects to perform the spell successfully. Should you create additional wind effects, the effects last for 1 minute, after

Tsunami Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A cloud of swirling black smoke rises in a 30-foot-radius cloud of fire in a 20-foot radius and rises upward on a point you choose within range. The cloud remains until the spell ends or until the casting time of another casting of the spell ends. At the start of each of the spell’s turns after the cloud appears, it freezes the ground in a 20-foot cube with a 5-foot cube centered on that point. Any creature or object that starts its turn within 5 feet of the cloud’s location must succeed on a Dexterity saving throw. On a failed save, it gains only half the temporary hit points it has remaining. If it is expelled, its speed is halved so that it can't enter a new area or leave any existing one. The cloud also extends to the bottom floor of any unoccupied buildings up to 60 feet away from it. Any creature or object that enters or leaves the cloud’s space in any of its turns can use Strength and Dexterity to keep going. You ignore this cloud’s area effects. It lasts for the spell’s duration, after which the cloud disappears and the spell ends. If you cast this spell multiple times, you can have no more than one of its non-instantaneous effects active at a time, or you can dismiss such an effect before it ends. It lasts for up to 10 minutes. The cloud then collects to form three smaller pieces, which you can move across the table to open and close these pieces. When you finish one of the pieces, you can release the creature, which takes 4d6 bludgeoning damage and half as much damage on

Tsunami Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a thin layer of dark water that spreads out in a 40-foot-radius, 20-foot-high sphere or 10 feet deep. The water is transparent, and is 60 feet deep and 20 feet wide. Each creature in a 20-foot-radius sphere that you can see must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage and half as much damage on a successful one. A dispel magic is cast on the sphere that lasts for the spell’s duration. Conjuration

Tumble

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause five pieces of stone weighing 100 pounds to a height of up to five feet across to be instantly transported to a specific spot on the ground or within an area within range. The pieces can be up to eight hundred pounds in weight. Each piece carries a weight limit of 500 pounds, which can be reduced in any order you choose. For example, if you have five pieces and one foot in diameter, you can reduce them to three hundred pounds and three hundred pounds respectively. Each one of these pieces carries a maximum weight limit of 25 pounds. To determine the minima for each piece carried’s minima, determine the total weight of all pieces carried by a creature with a minima of 100 pounds or less, or use the following formula to determine the minima of one piece carried by an undead creature with a minima of 100 pounds: MB AW T W A I T T W A I O A I R T W T W T W W T W T W T W T W T T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T W T

Tumble

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a compact, 5-foot-square cylinder on the ground. A creature must make a Constitution saving throw at the end of each of its turns to be charmed or frightened by you. The creature must also make a Constitution saving throw each round for the duration. On a successful save, the creature is charmed or frightened by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures within range increases by 1 for each slot level above 3rd. Conjuration

Tumble

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a quill or similar object, if any, falls into a trunk that you can see within range. Any creature who ends its turn within 5 feet of a trunk you can see within 5 feet of a quill or similar object can use its action to make a Strength check against your spell save DC. If successful, the creature moves with the quill and then, if it can’t move again, it gains another quill. If it can’t move within 5 feet of a quill, it instead uses its action to make a Strength check against your spell save DC to move up to 5 feet. Once affected by a quill, a creature can use its action to mend its clothing, or it can make a potion that lasts for the spell’s duration. A creature’s speed is restored to it but its speed has been halved. Such a creature lacks the ability to cast spells and has no senses. It is immune to poison and psychic damage. It deals 1d4 radiant damage when it hits with a weapon, and it has disadvantage on attack rolls against target creatures or against creatures within 5 feet of it. Transmutation

Tumble

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a tiny earthquake that crashes down on a difficult terrain in a 30 foot cube centered on a point you choose within range. Each creature within the quake’s space must succeed on a Strength saving throw or take 1d6 force damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Tumble

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a tumbling wall of water in a 20-foot-radius sphere, 20 feet high and 10 feet wide, 20 feet tall, and 5 feet deep. You can use a bonus action to create a 30-foot-diameter

Tumble

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A flying creature of your choice that you can see within range appears and flies toward you. The creature flies for the spell’s duration. The target must be within 5 feet of you when the spell ends. Conjuration

Tumbleweed

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You move through the air so you can chew through weeds and build up shop. No growing or gathering requires a tristate. You can also choose to create hedges along the ground that protect hedges or other openings, such as an arch or a corner. These openings, or hedges, can be free to you as a bonus action on each of your turns, and you can create one of the following effects while you are

Turtle Step

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a tiny, tiny, translucent, and translucent creature within range. The target must make a Constitution saving throw. On a failed save, it becomes invisible for the spell’s duration, and the spell ends. The target’s movement is restrained, and it must make a Constitution saving throw each time it moves within 30 feet of you. On a successful save, the target is immune to being frightened. On a failed save, the target takes half as much damage. Transmutation

Twist

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell creates a line of thin, invisible, invisible force in the air. Any creature must make a Dexterity saving throw. A creature is invisible for the duration. Each time a creature casts this spell on a creature within 15 feet of it, the target must make a Dexterity saving throw. On a success, the spell ends if the target is within 5 feet of the line or less. A creature can be seen as if in some kind of fog. The DM can decide what direction the invisible line forms. At the DM's discretion, the line can be centered at a point you can see within 15 feet of the nearest point. The air it fills is opaque and doesn’t contain solid objects or objects that aren’t on the ground. Any flying objects that aren’t being worn or carried by the target are hidden from view, and creatures that hover around the invisible line are invisible as long as 5 feet away from it. Spells and other magic items that deal spell damage with this spell can’t pass through or travel through the line unless they have a target that can be seen,

Tyrannoc’s Horcrux

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a stinging, poisonous, eyeball-sized construct that turns undead and other oozes with a -4 penalty to AC, and it takes 10d10 acid damage on a failed save, or half as much damage on a successful one. The creature has resistance to acid damage. When you cast the spell and as your action on each of your turns thereafter you can make a melee spell attack for the first turn the creature is affected, healing the creature up to half as much as normal. The creature can be restored to life by saving throws against spells and other magical effects, though it must make a Constitution saving throw before doing so. You can also end the spell early by using its action to dismiss it; if dismissed, the spell creates a poisonous gaseous form in the space it inhabits. The gaseous form is flammable and can be destroyed if it occurs to you that way. The creature is unfriendly toward creatures other than you, and it treats creatures trying to enter it as if they were hostile to you. Undead can be restored to life only by means of a wish spell or other wish spell, though it is possible to create a wish that w ill end a creature’s life because of its fall or poison arrow attack. Illusion

Tyrannoc’s magic eye

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You implant an illusory eye within a creature you touch that is within range. The eye looks like a simple emerald, greenish, or brownish creature’s nose, but it can’t discern color, shape, or even shape—it relies on visual acuity to understand the words on a page. To reach up to five other creatures as a bonus action on your turn, you can move this creature up to 5 feet in any direction along the wall. Transmutation

Tyrannosaurus rex

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Until the spell ends, a type of bipedal rakshasa that has two legs and a tail rises from beneath a cliff in an unoccupied space that you can see within range. The creature regains 4d8 + 10 hit points per level of one of the following creatures: celestials, elementals, primals, or undead. Transmutation

Tyrannos

Casting Time: 1 action
Range: School
Duration: 10 Days

This spell grants the use of the power to manipulate weather inside a 30 foot cube on the ground within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is forced to use its movement to move into the affected area to avoid detection from weatherspeakers or those who watch over it. For the duration, a creature is affected by this spell only at night. To determine if any terrain in the affected area is worn by this spell, determine the creature’s area of’ation (or its position within it), say, 300 feet beneath a thicket of thickets and over trees, in an area that has the same basic arrangement of trees and structures—for example, you can determine the general arrangement of pillars, vaults, stoves, cisterns, and so on—by studying each creature’s gear and by studying the spell’s area of effect. To determine its movement speed by studying the movement pattern of creatures in its area, determine by studying the creature’s speed that the creature uses its movement to move into the place it is based on. To determine the time limit for when a spell can affect a creature using clothing dedicated to the use of magic amulets, as with the weaving spell used to create the rings made from tree branches, by studying the creature’s gear, and then dividing the time by 30 to determine the creature’s time limit for using magic bracelet. This spell can’t manipulate fog, ice, or water. (at the DM’s option, the triggering creature can choose the fog, ice, or water spells at the DM’s option.) At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can manipulate fog, ice, or water, you can’t cast spells of 2nd level or higher, or you can cast spells of 7th level or higher, for the duration. To understand the nature of fog, ice, or water, see fog, ice, or water spells of level 1st, 2nd, or 3rd level. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can manipulate fog, ice, or water, you can’t cast spells of level 1st, 2nd, or 3rd level, for the duration. Transmutation

Tyrannos's Horrid Tongue

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a cursed glyph on a creature you choose that causes the creature to grow irrationally in size and shape around you. The creature must make a Charisma saving throw. On a failed save, the creature is restrained while it moves and must make a Constitution saving throw at the end of each of its turns. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and can move on its own. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cursed glyph creates a new sort of creature that resembles a creature you choose while you are casting the spell. The creature is about the same in size and shape as the original. If you have the glyph, the creature is as big as the creature you choose, and the glyph increases its size by 2 feet for each slot slot level above 1st. Transmutation

Tyrannos's Scorcher

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A piece of twinkling wood shoots out from a target creature you touch and then explodes. Each creature within 5 feet of the target must make a Strength saving throw. On a failed save, a creature takes 1d8 fire damage. Thereafter, for the duration, each target burns for 5 minutes on each of its turns. Each creature that starts its turn in flames, and each creature that ends its turn in flames, takes 1d8 fire damage. The fire damages objects in its area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Tyrant’s Soul

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an undead creature of your choice that you can see within range. The creature must be of the same level, height, and weight as the target and must be within 60 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell lasts until it ends and the spell ends. If you choose, it lasts for the duration. The spell’s damage increases by 1d6 when you reach 6th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Unarmored

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a familiar or an object of illusory or threatening nature. You can use a bonus action to cause the familiar or object to move from one space to another, and the target must succeed on a Strength saving throw or take 2d8 bludgeoning damage. On a failed save, the target is pushed 10 feet away from you. Conjuration

Unbearable Fists

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the ability to crush or crush down to a target of your choice within range. Choose one creature that you can see within range, and then make a melee spell attack against it. If you hit the target, the target takes 4d6 bludgeoning damage, and if it can’t take any damage at the start of your next turn, it must succeed on a Strength saving throw or be restrained for the duration. Conjuration

Unbearably Gracious

Casting Time: 1 action
Range: Sight
Duration: 1 minute

A hostile creature appears in an unoccupied space within range. It must succeed on a Wisdom saving throw or become frightened for the spell’s duration. If the creature is unwilling and in a helpless condition when it enters the spell’s area, it pursues its normal course of action, until it makes a Wisdom saving throw. On a failed save, the creature is either banished to an unoccupied space that can have only one occupant or sinks its teeth into this creature’s space, where it takes 10d12 necrotic damage. At the end of each of its turns, it can repeat the saving throw, ending the effect on a permanent home. Enchantment

Unearthly Blade

Casting Time: 1 action
Range: 601 HourYou create a bolt of energy that strikes a creature you can see within range and that can be the power of any weapon you throw. The bolt lasts for the spell's duration, and the target must make a Dexterity saving throw. On a failed save, the spell ends for the spell. If the spell ends, the target is knocked prone, and the bolt explodes. On a successful save, the spell ends, and the spell ends. If you cast this spell multiple times, you can target one additional creature for each slot level above 6th.
Duration: Transmutation

Unearthly Hour

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a celestial beast that reveals yourself in a form you choose within range. You can then cast the spell with the same spell slot, but the beast must be within 5 feet of you if it is a creature. The beast is hostile toward you. An unwilling beast can make a Wisdom saving throw. On a failed save, the beast takes 2d6 necrotic damage and is immune to all damage except for the spell's damage reduction. On a successful save, the beast is unaffected by this spell for the duration. You can also use this spell a number of times equal to your Intelligence modifier. Each time you use a spell slot of 2nd level or higher, you can increase the target's number of uses by 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Unending Thoughts

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You gain the ability to project vague thoughts about the past and present to others. A target that has total thoughts about the target’s future experiences must succeed on a Wisdom saving throw or be affected by this spell for its duration. A target affected by this spell’s duration is aware of everything that went wrong while awake. Physical contact with the past can’t affect the target’s future experiences. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 1 hour. Abjuration

Unholy touch

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You touch someone with a holy symbol. The target takes an extra 1d6 radiant damage and has resistance to fire damage for the next 24 hours. Transmutation

Unlimited ammo

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose an item of 5 pounds or less and an unwilling creature you can see within range to deliver one explosive burst of force to rak'jinatul, the largest of the summoned creatures in a 30-foot radius. The creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be restrained for the spell. An unwilling creature is blinded and deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Unlimited Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 15 minutes

You create a sphere of lightning-sharp force that extends to the target and you create a 10-foot-radius sphere of ice. You can use your action to make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage. Transmutation

Unlimited Hunger

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause up to three illusory images of your choice to appear in a 5-foot cube centered on a point within range. Each illusory image must be of a creature of your choice in the spell’s area. Each illusory image must have a range of 60 feet or less. Each illusory image must have a range of 60 feet or less. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of illusory images that appear increases by one for each slot level above 3rd. Conjuration

Unlimited Hunger

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the ability to temporarily store up to ten drops of vitality in your body for the next 24 hours, up to 8 hours. The stored vitality can be provided by a creature that has a low vitality, such as a creature that is immune to disease or magic. If you store sufficient vitality to last for more than 8 hours, the spell ends. The spell can be dispelled if you and your companions are destroyed by a powerful demigod or a villainous presence. Evocation

Unlimited Windy Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a cone in a 20-foot cone centered on a point you choose within range. The cone is 20 feet long and 20 feet high and 20 feet high. The cone also has a 5-foot radius and can be 10 feet long. The cone lasts for the spell’s duration. On a failed save, a creature takes half as much damage. On a successful one, a creature takes half as much damage and isn’t pushed or pushed. Evocation

Unlimited Windy Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of strong wind extending from you to a point you choose. You can make a ranged attack against a creature or a creature you can see within range. An attack rolls against a target or another creature that is within the wall or that is within the wall must succeed on a Constitution saving throw or the creature takes 1d8 bludgeoning damage. If the wall is pushed or pushed, the wind raps the wall up and then descends upward to 10 feet to 10 feet. If the wall is pushed or pushed on a failed save, a creature takes 2d8 bludgeoning damage and isn’t pushed. Any creature that drops prone must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Unseen Servant�Self (60-foot cone)

Casting Time: 1 action
Range: 1 minute
Duration: In this stinging blast of antimagic field energy,

three invisible, tenacious creatures of challenge rating 5 or lower leap in an unoccupied space that you choose within range. Each creature that starts its turn in the area when you cast this spell must make a Strength saving throw. On a failed save, it escapes with half the damage and isn’t affected by the extra damage. This spell has no effect on undead or constructs. At Higher Levels. If you cast this spell using an additional spell slot, the spell has no effect on constructs or creatures. Evocation

Unseen Servant Small humanoid/clairvoyance

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: 1 minute

This spell appears within 15 feet of you and lasts for the duration. You can't cast other spell without entering into the spell’s circle, or you can cast this spell only on yourself. You cause all the creature’s physical characteristics to change according to your choice, but the creature can’t affect, nor can it benefit from, speech, language, or the emotions of others. The hand is friendly to you and your companions. It has no harmful effects; however, if you reduce the hand to 0 hit points before this spell ends, you are no longer able to choose a new hand. Enchantment

Unstable Emotions

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create something in the ground and cause it to tremble and tremble. If the ground is covered in a mass of undead, the ground can't be turned into a mass of undead. When the ground is covered in undead, the ground can't move. When the ground is covered in undead, a creature or object can make a Dexterity saving throw. On a success, the creature or object takes 3d6 necrotic damage and takes 4d6 necrotic damage from the ground. Evocation

Updraft

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell cuts the drake’s speed by 30 feet for the duration, and it slows or stops short of slowing the drake automatically. Both physical and mental damage done to the drake during this time can deal 1d4 greater damage to it. For the duration, it is deaf and blind with regard to all damage type, and it has resistance to acid, cold, fire, lightning, and thunder damage. Evocation

- up to 1 mileAura moderate invisibility

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You sense the presence or mental image of a creatu

re or an object that is no larger than a 10-foot cube. The creature or object is aware of your presence and can act as a lookout, as a scent, or as a caryonaiser. Divination

Utter Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You obscure your true form and become invisible until the spell ends or until you use your action to dismiss the spell. For the duration, you can’t move or be targeted by any means. You remain in your true form for the duration. While in the true form, you are immune to all damage and are capable of moving and acting in accordance with your desires. Additionally, if you let go of your true form, everything you do counts as an action, regardless of whose command it is directed by the moment. You remain in this form for the duration. Whenever you cast a spell, or use an action to cast a spell, that spell or creature acts on your turn. You can dismiss this spell as an action. You remain in your true form until the spell ends, at which point the illusion becomes permanent.Abjuration

Vague illusion

Casting Time: 1 action
Range: Duration
Duration: 24 Hours

You create an illusion of someone else to appear in an area within range and then dismiss that creature or an object that is being worn or carried by that person. The illusion lasts for the duration, and it appears to be real, but it doesn’t have to be. You can choose a creature type, such as charmed or created, as the illusion’s type. If you are casting this spell using a spell slot of 5th level or higher, you can create a spectral creature, identify it as a friendly spectral creature, and speak the illusion’s name. Alternatively, you can communicate with the spectral creature only by speaking the creature’s name. If you have discernment (as the spectral creature does), you can see through its eyes and hear through its ears as if it were an invisible creature (your choice which creature’s eyes can be discerned). When you cast the spell, choose one of the following options to affect the image. False Appearance. The image appears to be a duplicate of the person you chose as the image for the first time on the target creature’s next turn or until the image disappears, if it is present. False Sense. The image can sense any object visible on the target for the first time in the area. False Sight. The image can see through illusions that reveal hidden places and objects and is blinded in some cases. False Motivation. The image worries, but the creature can think only in its imagination. The creature has disadvantage on attack rolls against you and its companions for the duration of the spell. Illusion

Vampiric Aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a phantasmal figure composed of magical energy hovering in midair over a room that you can see within range. The phantasmal figure is large, heavily implied to be composed of magical energy, but it ignores all other magical energy within the phantasm. This spell doesn’t create any antimagic field or poison, only strong wind or thunder. If the phantasm creates any barrier or vortex or other obstacle, it creates it to hold it in place. The phantasm emits bright light like a torch, dim light for as long as it lasts, and a low hum. The phantasm instantly ends its effects if its invisibility cloak is on. Conjuration

Vampiric Aura

Casting Time: 1 action
Range: Self
Duration: 24 Hours

The touch of this spell has a calming effect on creatures you touch and makes them more likely to succeed on saving throws or to attack. Abjuration

Vampiric Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You transform a creature of Medium size or smaller you touch into a potent psychic aura. The spell fails if you cast it without first preparing a creature for the spell and since you can’t dispel the aura at the same time as by casting this spell, you must cast the spell again on the target before it transforms. The spell ends if it is ever more than 30 feet away from you or if it is ever in any part of the spell’s path that could be used as a weapon to attack. Transmutation

Vampiric Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl an ever-growing orb of fire at an enemy within range. Each creature within 20 feet of the target must make a Constitution saving throw. On a failed save, a creature takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above lst. Evocation

Vampiric Bond

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You created a bond between two creatures of the same gender. The creature must be of the same sex, and it must be within 30 feet of the other creature. The Bond lasts for the duration, and the creature can use its action to take an action on its turn. If the creature is hostile to you, it can use an action to make a Charisma saving throw. On a failed save, the creature becomes hostile until the spell ends. Transmutation

Vampiric Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You touch one creature of your choice that you can see within range. The target takes 10 necrotic damage when it enters the spell’s area or when it takes damage from a weapon attack. Divination

Vampiric Emissary

Casting Time: 1 action
Range: 1 Hour
Duration: You create an invisible eye within reach to watch

over a creature for the next day. The eye glows blue and brightens in the dim light of your choice that hour. To see something other than simple shadows or indistinct shapes, as with an illusory green light, appears as a bright, flowing orb with a faint shimmering gleam. The eye returns to normal size within the hour, and it appears bright and luminous blue or green, offering a faint illumination spell effect. The eye can examine something as simple as a creature’s clothing and activity for the next 24 hours. If you cast this spell early in a long rest or while you are casting spells on a creature, you can use your action to cast the spell on the creature in question as an action. If you cast the spell on a creature of your choice that is doing something harmful to another creature, the spell destroys the other creature and creates a distraction that lasts until the end of your next turn. Transmutation

Vampiric energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A magic energy that is imbued with a power and effect that is identical to that of a creature or a spell is created. As a bonus action on your turn, you can create a magic circle that appears at the base of a 10-foot-radius sphere centered on a point you can see within range. Each circle must be at least 5 feet in the air. The circle can only be used on creatures or other objects that you can see within its area, such as a magic door or a spell door. Transmutation

Vampiric Familiar

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A spectral humanoid appears in a spot you choose within range and appears to you in a humanoid form. Any creature that you touch must make a Wisdom saving throw. On a failed save, a creature takes 2d10 necrot

Vampiric Grasp

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a nonmagical object, a creature, or some other physical object. It must be nonmagical and can be any shape or form. The object must be at least 1 foot in height. The object can be a cube, a cube-shaped object, a cylinder, a cylinder-shaped object, a cylinder-shaped object, or any other object that can be made from any material that can be made from other material. The object must be within 10 feet of a creature that you designate. The object is magically binding, and the target must succeed on a Strength (Athletics) check against your spell save DC to avoid being charmed by the object. The object can be used to perform any of the following actions: • As a bonus action, you can create or alter a wand, ring, or wand-like object. You can also duplicate the object. • As a bonus action, you can create or alter a wand, ring, or wand-like object. • As a bonus action, you can create or alter a wand, ring, or wand-like object. Divination

Vampiric Grip

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You grip a creature you can see within range. It must make a Strength saving throw. On a failed save, the creature takes 2d6 lightning damage and is restrained until the spell ends. The creature can use its action to make a Strength check against your spell save DC. The creature can’t be pushed into the creature’s space. A creature restrained by this spell can’t move, be carried, or otherwise use sensory effects. It must also be within reach of a nonmagical weapon or a staff. A restrained creature must make one Constitution saving throw. A successful save ends the effect on itself on a success. A restrained creature can use its action to move into any space it can reach and to maintain its concentration. A restrained creature can also use its action to make an Intelligence check against your spell save DC. On a success, it moves into the space available to it. On a failure, the creature escapes. Conjuration

Vampiric Hour

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: The next time you make a Wisdom saving throw, you

can use your action to make a Wisdom (Insight) check against your spell save DC. If successful, you and up to eight willing creatures that you can see within range make the saving throw; if failed, you and up to eight willing creatures that you can see within range make the spell waste its use, giving the creature 10 minutes to complete the saving throw. Abjuration

Vampiric Intervention

Casting Time: 1 action
Range: 0 Portable
Duration: Instantaneous

You pull the trigger on one creature or object that you can see within range and cause the target to be charmed or frightened by you for the duration. The target obeys all the terms of the deception spell, except for one condition that doesn’t apply to you: target or otherwise harm you. If you target an unprotected target or an object w ho is w ho touched by a creature, it makes a Wisdom saving throw against the spell, and a creature w ho moves away from you in a direction you choose before it attacks you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or otherwise damage the target. When you cast it using a spell slot of 7th level or higher, you can animate the target or otherwise harm it as a move action, if you have it. Conjuration

Vampiric Protector

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it a magical shield that protects it against all damage. The spell’s damage increases by 1d6 when you reach 5th level

Vampiric Rebuke

Casting Time: 1 action
Range: 30
Duration: Instantaneous

An invisible, greenish being appears and strikes at one creature within range, creating an illusion of mortal danger for the target. The target must make a Wisdom saving throw. It takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature that has an Intelligence of 10 or lower is affected by half the damage dealt to it. Evocation

Vampiric Rebuke

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

As you cast this spell, your next melee attack deals an extra 1d6 necrotic damage to any creature that you hit

Vampiric Resurrection

Casting Time: 1 action
Range: 30
Duration: 24 Hours

As a permanent measure to mark the passing of a lost or fallen god or goddess, you create a new link between a creature and its dead body, a link that allows the creature’s soul to rest completely and is linked to the original creature’s body. It can be restored by any means necessary, though this casting can’t restore missing body parts. Transmutation

Vampiric Shell

Casting Time: 1 action
Range: 90
Duration: 10 minutes

Enchantment

Vampiric Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a creature that you can see within range to make a melee attack with an attack bonus or a magic weapon attack roll. On a hit. the target takes 5 d10 bludgeoning, piercing, or slashing damage. If the spell’s damage exceeds the spell’s maximum or the attack relies heavily on bludgeoning or piercing damage, the target suffers the excess damage. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation

Vampiric Tutor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You attempt to stimulate the dormant spirits of dead creatures by casting a spell. You can make the target waken or wilt in one of the forms above. As an action, you can cause the creature’s dormant spirits to waken or wilt in one of the forms above. Illusion

Vampiric Tutor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You attempt to stimulate the dormant spirits of dead creatures by casting a spell. You can make the target waken or w’t in one of the forms above. As an action, you can cause the target’s dormant spirits to waken or w’t in one of the forms above. Illusion

Vampirism

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

For the duration, you create an invisible force that hovers somewhere between a mad scientist and a mad wizard. Choose any number of creatures within range and cause them to become charmed, frightened, or possessed by the illusion. You also cause the creatures to become immune to their own danger, though no longer. The creatures become charmed, frightened, or possessed at the end of each of their turns. If you create this effect in an unoccupied space that isn’t being worn or carried by another creature, the creature with the disease becomes charmed, frightened, or possessed at the start of each of its turns as normal, ending its turn early. Evocation

Vampirism

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Primordial magic sweeps out from you in a place you can see and looks like this: At the start of each of your turns, each of you can use a bonus action to cause an incorporeal creature other than you to become friendly to you. Abjuration

Vampirism

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Your magic spreads among creatures, each offering a different effect depending on the creature’s type. Each spell cast into a target’s s hit point maximums, the number of hit points it has, and how much magic might be shed if its spell used to create the effect ends here. Whether you choose to cast the spell over a longer period of time is up to you. While casting the spell, you can make any spell of equal or higher level or lower in casting power available to you cast that spell. Thus, you can use a spell of 1st level or lower to create a duplicate of a spell of the same type cast by a creature of the desired creature type. Alternatively, you can use one of the summoning spells of choice to issue a command to a creature casting the spell you described. You could specify a simple and general command, such as to fetch a key, but the creature would instantly know where to retrieve it while you cast the spell. After you issue the command, the creature can retrieve the key from beneath the surface of the surface, thus averting detection by other creatures. Transmutation

Vampirism

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw the power of nature in a creature and turn it into a destructive creature, creating horrors in their wake. For the duration, these horrors have the following effects. - The target becomes blinded and deafened in all light and darkness created by your spell for the first time on the target turn (if you cast it once before, you can cast it again when the blinded condition is satisfied). - The target becomes proficient with one weapon attack of your choice made against each of its turns for the first time on the target’s turn, if the target has been charmed or covenanted with you for the whole duration OFTEN times the duration of the spell. - If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Vampyrian Bond

Casting Time: 1 action
Range: 24 Hours
Duration: You create a magical bond between yourself and a c

reature in range for the duration. The creature’s speed is doubled and it gains the protection of your spell slot, if available. For the duration, and especially if you are fighting the creature or a creature within its reach, a deafened creature within its reach is blinded until the spell ends and the spell ends for that creature. Any effect that ends this effect can’t last longer than 10 minutes, and any creature that ends its turn in the spell’s area is left stunned and knocked prone. If you cast this spell again, the spell ends for that creature. Transmutation

Vanish

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Until the spell ends, you can no longer see or hear any creatures and instead vanish into thin air. For the duration, your senses wane, your hearing is reduced, and you are blinded. You are forced to accept nature’s equivalent of the undead penalty for not obeying its commands or speaking its name. You can move only by speaking the name of another creature whose w ho can’t be traced back to you. Necromancy

Vanish

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a space of shimmering green light in a 10-foot-radius sphere that you can see within range. The sphere is difficult terrain. It isn’t difficult terrain but it can’t be blocked, nor can it be turned to stone. You create one sphere of shimmering green light centered on the spot you’re on. You can move the sphere up to 60 feet in any direction, and the sphere remains there for the spell’s duration. The sphere remains there for the spell’s duration. Any creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage. A creature can’t be affected by this spell if it is hostile to you or another creature. Conjuration

Vanish

Casting Time: 1 action
Range: 60
Duration: Concentration, up to one minute

Until dispelled, the swirling mist spreads across the ground in every unoccupied space on your person. For the duration, anyone wearing armor with a 5-foot radius on it can see and hear the mist as if it were a 10-foot deep pit trap. This spell is a free action. You can freely move into or out of the pit but only as far as you have absolute control over. You can instantly see and hear the surroundings, including the surrounding terrain, except for a faint glow in the eye if you are in it. When you cast this spell, and for any reason you need to use another action to use this spell again, the mist spreads over 5 feet of solid stone in a 60-foot cube, moving around corners. The move lasts for the duration, or until it stops working, at which point someone uses their action to remove it. It might also stop working temporarily, causing conditions affecting no more than 10 creatures to change. If a creature moves through the mist for the first time on a turn or starts its turn there, it can use its action to remove the mist from its turn, providing the creature with one swift action. If a creature moves into the pit for the first time on a shift made by this spell, it can use its action to move into the nearest unoccupied space within 30 feet of the pit and extinguish the mist within. Transmutation

Vanish

Casting Time: 1 action
Range: 60
Duration: Instantaneous

By means of this spell, you choose a creature that you can see within range and that can hear you. The creature becomes invisible until you dismiss it as an action, or until you use a spell slot of 7th level or lower to do nothing but to make an indistinct gesture, such as ram your foot against a wall. The creature is silent under your spell. It can hear you through walls of flame, but can’t enter a chasm, a closed room, or any other chasm. Whenever you cast this spell, you can switch to a different invisible creature. The creature remains invisible until the end of your next turn, after which it disappears. Casting this spell again disables it, if it remained invisible for the duration of the spell. Alternatively, you can dismiss this spell as an action. While dispelled and invisible, the creature can use its action to speak only to you when it perceives you as the target of your spell. If you cast this spell as part of a larger spell, the spell is dispelled and the creature speaks only when it does so. Abjuration

Vanish

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and compel it to join you in a forbidden destination. For the duration, that creature is bound to an illusory duplicitous, intangible duplicate of a creature or a creature for its animating technology. The duplicating creature becomes trapped in the spell for the duration; it can exit the spell safely if it has the creature or creature technology. If you cast the spell three times, you can elect to cast only once, and you must choose a creature type, such as charmed, fey, fiend, or undead, before casting the spell. You can also choose to end the spell early, casting the spell as part of casting a spell of 8th level or higher. You can also dismiss the spell as an action, forcing it to turn against you. To cast this spell again, you must cast this spell early, instead of later. Transmutation

Varying Favor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

The next time you cast this spell with a successful dispel magic spell, you can choose a willing creature’s loyalty or wish to remain as a petrified beast, a fey, or a fiend (your choice). While the petrified beast is within 30 feet of you, you can communicate with it telepathically without spending any movement. Through this communicative link, the beast gains the benefit of any special senses it has, though it can’t benefit from being petrified. The beast can’t become friendly with you, and if it does, it gains no loyalty benefits from you. While loyal to you and acting as your pet, the beast is treated as a nonhostile creature, and it deals its normal damage when it hits with a weapon. Moreover, as a bonus action on your turn, you can issue this command to the beast (called the "Commanding Pet") if the creature is within 60 feet of you. Until the end of your next turn, you are awarded a flying speed of 60 feet, and you are capable of using your reaction to deal 60 damage to the beast. Divination

Varying Winds

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create shifting gusts of wind to sweep along a path you specify. The wind is gentle but lasting for the duration. If you cast this spell without setting windstoves on or near the path, you can create sweeping winds that sweep along the path to create openings for your creatures and other creatures to pass through. You can shape the wind so that it resembles the path you choose, creating windmills to do the same. The wind can be powerful or subtle. To create sweeping winds, you must cast this spell without setting windstoves on or near the path. Transmutation

Vast body of water

Casting Time: 1 action
Range: 90
Duration: 10 minutes

This spell creates a 20-foot tall, 10-foot wide, 40 foot long, 10 foot wide, and 20 foot tall body of water that spans the length of 30 feet and extends 5 feet above the surface of the water. The water volume is moderate to deep and can hold up to 300 gallons. The spell creates an omen, a message, or a summary of major events that occur under the water. The omen or summary includes the following:-- Event 1 A famous event occurs. An evil spirit appears and commands a creature of your choice that you can see within range to a state of insanity. The creature must succeed on a Wisdom saving throw or be summoned by the spell. When the summoned

Vastle of Flame

Casting Time: 1 action
Range: 100
Duration: 24 Hours

This spell blasts apart the celestial

Venerable Smite

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You attempt to smite a creature that you can see within range. That creature must succeed on a Charisma saving throw or be affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Vestigo

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The next time you cast this spell, your magic enters the creature’s natural form box and enters the vial, at the bottom of the container. A creature with the vial’s normal form when you cast the spell must make a Charisma saving throw. On a failed save, it is transported to another vial or container within 5 feet of you that contains one cubic inch

Vet alchemy Conjuration

Veternal Bond

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a celestial or elemental being within range that believes itself to be free from death. This celestial manifestation is animated and mentally linked to a living creature that you choose within the time limit specified for the spell. The celestial can serve as a guardian, as an attendant, as a guardian angel, or as a patron. The celestial can protect or beguile a creature that the creature wishes to be protected or beguiled by magic. The celestial is friendly to you and its creatures. The celestial provides you with a radiance 20 feet out of the light it sheds when it strikes an unwilling creature or once every 60 minutes. You can make a visual communiqué with it such as so: • Speaking in tongues, such as with the communicator spell, making a song and dancing in the air, or using your song to communicate with creatures you choose within 60 feet of you. • Eating and drinking feasts, as you describe in the communiqué. You can make feasts and urinating in the ground with no restrictions made on you, nor would you eat anything you chose and no restrictions imposed on you by your deity or your companions . • Appearing in company with a celestial of challenge rating 4 or lower, or being sworn to serve a god by a celestial of challenge rating 1 or lower. If you are sworn to serve a god, the celestial appears at the top of your travels for the duration of the spell and doesn't leave the plane. You can have up to five celestial companions within 120 feet of you. If you have only one celestial companion, the celestial appears in the nearest unoccupied space on the ground where you cast the spell. Transmutation

Vial of Enthrall

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range, holding a treasure within range. The target must make a Wisdom saving throw. On a failed save, you take 10d6 fire damage and have resistance until the start of your next turn to the flames. On a successful save, you take half as much damage and have resistance until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Vial of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a nonmagical liquid that you can see on the ground that fits within a 5-foot cube and that isn’t being consumed by a spell. You touch it and imbue it with life, raising it to life following with you. You and any creature that drops out of the vessel bring with you to life any dead creatures that were on the ground when you cast the spell. Similarly, when you cast this spell on the same creature again, it adds an amount equal to your spellcasting ability modifier + your proficiency bonus to the total. If you cast this spell using a spell slot of 2nd level or higher, the creature’s vitality is restored to it with a successful melee attack. Conjuration

Vicious Mock Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

One friendly creature of your choice that you can hear within range and that can hear you must make a Wisdom saving throw. On a failed save, a target is cursed with a ghoul-like appearance, and it can’t be charmed, attacked, or otherwise interacted with. If it takes any damage or is killed within 30 feet of you, the creature turns to stone and is killed within 30 feet of you. An unwilling target can make an attack roll against a different creature if it wishes. On a successful save, the creature turns to stone and is killed within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Vicious Mockery 2

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You unleash a whirlwind of magical energy that damages targets in a 40-foot-radius sphere centered on an unoccupied space you can see within range. Each target in that area must make a Wisdom saving throw. If it takes any damage when it does so, the target takes 1d6 cold damage and is restrained. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1dlO for each slot level above 3rd. Evocation

Vicious Mockery 3

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You unleash a whirlwind of magical energy that dam

ages targets in a 60-footradius sphere centered on an unoccupied square within range. Each target in the sphere must make a Wisdom saving throw. It takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. Additionally, if it takes 7 or less damage on a failed save, it assumes a different form until it returns to normal form, at which point it returns to the number of hit points it had before it transformed. The DM rolls the die for any afflictions that would have been prevented if the new form had been equipped with a greater restoration. If none are, they affect only the target. Transmutation

Vicious Mockery and Fading Image

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A line of redoubt-sized as a prison 30 feet across reaches out from you in a direction you choose. The line descends into the interior, reaching up to 30 feet in each direction but not beyond the prison. The line remains for the duration. When the line reaches 100 feet in any direction, the spell ends. Any creature that ends its turn within 10 feet of the prison must make a Wisdom saving throw. On a failed save, a target takes 10d6 psychic damage and is shunted 5 feet away from where it originated from. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Illusion

Vicious Mockery II

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You unleash a string of insults laced with subtle

enchantments laced with magical force at a creature you can see within range. The target must succeed on a Wisdom saving throw or be stunned by the insults for the duration. Creatures that aren’t charmed by you have disadvantage on this saving throw. On a successful save, the spell ends. Each time a target succeeds on its saving throw, it takes 1d6 psychic damage and must roll a d4 psychic roll for its total. The DM rolls this die when the spell ends. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on its saving throw, this spell isn’t interrupted. Enchantment

Vicious Mockery III

Casting Time: 1 action
Range: Instantaneous
Duration: You unleash a string of insults laced with subtle

enchantments laced with magical force at a creature you can see within range. The target must succeed on a Wisdom saving throw or be stunned by the insults for the duration. The stunned target is affected by the spells curses, and if it succeeds on its saving throw, it is unaffected by any curses that you have available against it. If the target pursues a course of action that would result in its being charmed, this spell is no longer effective against it. If you target a creature with an incantation, it must succeed on a Wisdom saving throw each time it attempts to cast a spell in this way. The spell can be ended by spending its spell slot expended on such a spell. Enchantment

Vicious Mockery IV

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to twist, bite, and sink a creature that you can see within range into the act of a specific planar action. The target must succeed on a Wisdom saving throw or be stunned until the spell ends. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes any damage from this planar action, it must succeed on a Wisdom saving throw or be stunned until the spell ends. The stunned target can repeat the saving throw at the

Vicious Mock Poison

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You summon the spirits of nature in an unoccupied space that you can see within range. The spirits issue commands to a target within range, such as throwing an iron rod, swimming to a location mentioned in the target’s name, summoning certain animals or creatures, opening a chest that has been locked out, or pouring acid into a vial. The orders are simple: “attack with weapon drawn,” “attack by drop,” “attack by movement,” or “attack by move. If the target is invisible or has a low Wisdom score, the demons offer no explanation for its movements or purposes. The demigod also appears once per day, each time you choose an area of terrain other than its initial location. The summoned spirits can communicate telepathically through the area, and the spell ends if the target dons its mithral gear or if you cast this spell without first speaking the name of the demigod. The spell can be ended by dealing the target a blow or casting a powerful dispel magic. You can also end the spell early by leaving a permanent mark on the target, such as “warding off intruders” or �

Vicious Removals

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You unleash a terrible disease on a creature that you can see within range. The target must make a Constitution saving throw. The target takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use a bonus action to mentally command the creature you mentally command to a disease no more dangerous to it—no more monstrous, mind-affecting ravages, or worse. The creature must make a saving throw. On a success, the creature is no longer affected by this spell. Additionally, the creature is immune to poison and radiant damage for 1 hour, after which it no longer treats you as a threat. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Necromancy

Vicious Roar

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create a spectral beast that prowls the earthen ground in your space. It takes 1d12 necrotic damage for it to appear as a harmless noise, a harmless demure odor, or a scent, growing larger and more powerful as you reach for your torch. Once per turn, whenever a creature within your reach leaves the ground within 10 feet of it, you can ram the ground with as much force as you just used, knocking it prone. Any creature knocked prone must succeed on a Strength saving throw or take 2d4 necrotic damage. Transmutation

Vicious Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You try to knock an enemy into a pit of bloody hell for life. Choose one pile of rubble, 1 inch thick, on the ground or in a landscape. Any creature other than you in the pit must succeed on a Strength saving throw or take 4d8 thunder damage. The pit’s contents can‘t become bloodied until cleared, but it lasts until the end of your next turn. You can store up to 1d6 pounds of ammunition in the pit, which you can use to defend yourself against a melee attack. If you use up to four pounds of ammunition, you take 4d8 thunder damage. If you use up to eight pounds, you take 6d6 thunder damage. If you use up to fifteen pounds of ammunition, you take 17d6 thunder damage. If you use up to 200 pounds of ammunition, you take 30d6 thunder damage, and if you used more than 300 pounds of ammunition, you take half as much damage, but with less force. Each round you spend concentrating on this spell, you can target one additional creature for each creature you add to the pit’s total. Conjuration

Vicious Smite

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You unleash a storm of blows on one creature that you can see within range. The target must succeed on a Strength saving throw or take 1d6 cold damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Vicious Snare

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The nastiest tool of your choice that you can use to enter a creature’s space grants you a small lead that stops at a point within 5 feet of the target. You also take 4d8 piercing damage if you move closer to the target than half your speed. For the duration, these talons shed dim light in a 30-foot radius and brighten in the target’s light for the first time on a dawn or a dusk day, and then return to full strength to you in the space you used to use this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 4d8 for each slot level above 3rd. Conjuration

Vicious Stinking Spray

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a cloud of poisonous stench cloud, which sucks up to twenty-five gallons of clean water from one creature to fill its space. The creature must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 10 feet in a random direction if it moves within 1 mile of where you cast the spell. The spell ends if you cast it or if its area is excluded from the order of creatures. The stench cloud moves 10 feet in a random direction from where you cast it. Each creature in the stench cloud's area must make a Constitution saving throw. On a successful save, the creature’s concentration is broken and nothing, whatever moves or springs into existence from the stench cloud, can enter or remain in its area. On a failed save, the creature’s concentration is broken and everything, whatever floats into the stench cloud, must make a Constitution saving throw. The stench cloud is friendly to you and your companions. Whenever you cast this spell or cast a spell against the creature, it must roll a d4 to determine whether its concentration is intact. The spell destroys anything it is holding and leaves behind no trace of the creature’s true form. If a creature’s true form is a creature—its unoccupied object, instance of the spell, or whatever it is holding—it can’t be destroyed or otherwise dispelled by antimagic field, the spell ends, and nothing remains of the creature’s true form remains. If the creature’s true form is neither disguised nor possessed by you, the spell ends. Transmutation

Vicious Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a compact wall of roaring energy around a creature or object within range. The wall appears at a point of your choice that you can see within range, forming a small barrier against ranged attacks. Creatures and objects that pass through the wall are knocked up if they pass through it, and objects and creatures that aren’t being worn or carried by the creature or object are pulled from the wall if it shields them. The wall lasts for the length of the wall and is 15 feet thick. Any ranged weapon attack that hits the creature or object misses. An attack bonus against the wall can be stacked with other bonus attacks made. The wall can move up to 60 feet per round for the duration, which makes it particularly effective against siege engines, immobile vehicles, and similar structures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the wall can create one additional wall at a time, drawn 10 feet long, and 7 feet wide at the base. Transmutation

Vicious Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell inflicts a great deal of force on a creature (including you) that you can see within range. Any creature that you choose must make a Strength saving throw. On a failed save, the creature is restrained by a ward that prevents it walking higher than Medium or higher in the radius of the spell. The ward is broken when you reach 7th level (4-foot radius), 10th level (12-foot radius), and 17th level (24-foot radius). When you cast this spell, you can have up to three creatures locked in a cage (maze or prison) at a time, for the duration. Each cage takes three level dim light pitting against you. Any creature restrained by the spell must make a Wisdom saving throw. On a failed save, it can use its action to push the cage up to 10 feet and then fall prone. The cage costs 1 hit point to open and close. If any creature restrained by the spell enters the spell as a result of doing so, the creature can’t use Action until it uses its action to move up to its speed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Vicious Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

The multiverse appears to a creature within range as a deadly swarm of hideous tentacles covered with tanglewood. Choose one creature within range, which has the following powers: • 1. Attacks with attacks and abilities with a 2nd or 3rd level bonus. • Tolls with a 3rd level bonus or a 4th level bonus. • Smite rolls made with weapon attacks made with a melee weapon. • Pushes with objects made with ranged weapon attacks. • Stuns or pushed a creature with weapon attacks made with a weapon attack modifier. • Stuns and knocked prone a creature with attack modifier. Conjuration

Vicious Tongue

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. The target must succeed on a Wisdom saving throw or its Intelligence becomes 1. The target is immune to this effect and has disadvantage on attack rolls and ability checks, and it can’t use its action to take any action that would move or move automatically. Enchantment

Vicious Venomancer

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You conjure a vengeful spirit that takes its Attack and Missiles damage as fire, then it disappears, leaving behind no physical form. The vengeful spirit can take or leave any object it wishes, and it can quire new Questions if it wishes. The vengeful spirit doesn’t take Actions. It only takes a Precious Experience rating of 4 or lower and a Wisdom answer rating of 3 or lower. The vengeful spirit fills in any gaps in the description of the area. For example, the vengeful spirit can’t speak a deliberate lie, but it can vouch for the truthful description of the area. Finally, the vengeful spirit can’t inflict any known disease, but it can vouch for the infliction of certain types of diseases. The accuracy of any report of a vengeful spirit or any creature’s presence so far has been through the use of item descriptions in the Monster Manual. Since the early days of DMG, we have carefully studied the area’s statistics to determine any discrepancies. If a creature drops to 0 hit points, its hit point maximum immediately increases by 0, and any excess damage carries over to that creature. If its hit point maximum is reduced to 0 hit points, its hit point maximum and current hit points total also drop to 1. If the creature is created with a spell and is created in a location other than the one the creature has visited, the spell lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each target gains a random 5-foot-radius, 30 foot high cylinder centered on that spell slot. The cylinder moves with the DM when you u in the room. The cylinder can hold up to 10 pounds of gear. Evocation

Vicious Wilting

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You transform a creature you can see within range into a terrifying force that twists and turns it in accordance with your will. The target must succeed on a Strength saving throw or be stunned until the spell ends. The stunned target must move at least 30 feet away from you in a direction you choose. When the target moves, it can make a Constitution saving throw against your spellcasting DC, and it can’t move during this turn. When the target completes its transformation, it is no longer stunned and can repeat the saving throw the next time it finishes a long rest. The stunning effect ends if the target is killed. A creature stunned by this spell is immune to this spell if it successfully saves against a different spell targeting it. Transmutation

Vicious Wilting II

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a target into a terrifying force. Each creature in a 60-foot cube centered on a point within range must succeed on a Dexterity saving throw or be stunned until the spell ends. The stunning effect ends if the target moves or attacks any more than 30 feet away from you. The target must succeed on a Dexterity saving throw or be stunned until the spell ends. Transmutation

Vicious Wilting III

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a target into a terrifying force. Each creature in a 60-foot cube centered on a point within range must succeed on a Dexterity saving throw or be stunned until the spell ends. The stunned target is immune to this spell if it successfully saves against one of the following effects. The target succeeds on the saving throw if it doesn’t mind if its spell ends early or more than once. The target also obeys all the normal rules for the chosen circumstance when it transforms, such as mange, being on the ground, or being within 500 feet of you. When the target transforms, it takes 1d6 psychic damage, and if it succeeds on its saving throw against this save, it doesn’t need to make another saving throw in order to be affected. The spell ends if the target is killed by this spell (unless you have a greater restoration spell target). Transmutation

Vicious Wilting IV

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a target you can see within range into a terrifying force. Each creature in that area must succeed on a Dexterity saving throw or be stunned until the spell ends. The target must succeed on a Wisdom saving throw or be stunned until the spell ends. Transmutation

Vigilance

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose one thing that you can see and see in the space you occupy. Any creature you choose must make a Wisdom saving throw. On a failed save, a creature takes 3d6 fire damage and 10 feet of movement for the spell’s duration. On a successful save, a creature takes half as much damage and doesn’t take extra movement for the spell’s duration. This spell doesn’t create a magical effect, such as by casting an illusion or a spell of magic. A target that fails the save must succeed on a new save. A target that succeeds on its next turn starts its turn there. If the target moves before the spell ends, the spell ends. Transmutation

Vigilance

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell inscribes a glyph for up to twelve creatures of your choice in your hand that you can see within range, that is, one-handed or otherwise,

Vigilance

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell channels positive energy from the divine into creatures, creating a telepathic link between the two creatures. Choose two willing creatures and entangle them in one of the following ways: • Using a sling, a club, or a similar weapon • Using a length of rope or a similar length of cord to tether the creature to a sling or similar weapon • Using an illusory link between two creatures or a creature object • Using an illusory link between two creatures or a creature class • Using a magic carpet or similar material to create a magic doorway If you cast this spell multiple times, you can have up to four duplicates entwined to your spell list. Each duplicated creature is considered a different creature and is immune to its own afflictions. You might also want to consider creating a link between two creatures, such as an entwined demon or a magic lock, to create a more permanent connection. Abjuration

Vigilance of Windraft

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

You create a 10-foot-radius spinning globe composed of magical wind that lasts for the duration. When you cast the spell, you can make any spell you choose that targets only one place within the globe: blowing branches, narrow vineyards, or the like. The globe twists and turns as you direct, affecting only one creature or object of your choice within the globe. When you cast the spell, you choose sunlight, air, or water. The globe changes color if it is shed or otherwise removed from the globe. A surface globe, or a mass of solid surface surface ground in the range, becomes translucent if it is dirt, stone, or water. The spell endows a surface globe with magical force if it fully leaves the spell's area. Any surface globe affected by the spell is translucent as well. A surface globe not affected by the spell transforms into a greater surface globe if it remains in place for the spell’s duration. The sphere is covered with magical force and is difficult terrain for creatures other than you. An incorporeal surface globe can be destroyed by a dispel magic spell against a nonmagical object within its area. Transmutation

Vigilance of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Wind, continually blowing in a 10-foot radius, sweeps around you in a 5-foot radius. The target must succeed on a Dexterity saving throw or take 4d8 gust damage. This wind has the power to cause strong winds to blow in the area, even blowing rings or other structures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Vigilance

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Concentration, up to 8 hours

A shimmering orb of divine power appears at a point you choose within range. The orb wreathes the target in magical energy equal to 1d6 + your spellcasting ability modifier. You need not create more than 10 bolts with this spell—a 20-foot cone is sufficient. When you cast the spell with a casting time of 1 action, the orb increases its power by 1. The orb then sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you choose a different destination or if any of its components are worn or carried by you. If you cast the spell again, the spell has no effect. The orb sheds bright light out to an additional 30 feet and dim light for an additional 30 feet. Divination

Vigilance

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, you see one line of light and feel it imbue your actions for the first time on each of your turns until the spell ends. Alternatively, you can end the line of sight and perceive only through the ground and the creature that created the line, both visible through the creature’s eyes. Abjuration

Vigilance

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Your spell fails and your saving throw is wasted, for the creature uses the spell to locate protected life in its area

Vigilance

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration

Vigilance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You form a barrier that protects you and your companions from the effects of certain magical effects. For example, if a creature you designate is under the effect of a certain magical effect, the barrier is lifted. Conjuration

Vigilance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You awaken a creature you can see within range. The sleeper is protected from decay and emits bright light out to 120 feet (20 feet) and dim light for an additional 120 feet. The sleeper is affected by spells such as divination spells and astral projection spells. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it and any creature within 30 feet of it must make a Wisdom saving throw. On a failed save, the sleeper transforms and ends the effect of its spell, spell, or magic item in its area. Such creatures are immune to these effects. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Enchantment

Vigilance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an invisible barrier around yourself that blocks any attack, spell, or effect that would cause damage to you. When the barrier appears, you have resistance to all damage types. As long as the barrier is in place, it doesn’t affect you. When the barrier appears, the spell fails and the barrier becomes completely invisible, and the spell ends. Abjuration

Vigilance

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell allows a creature’s senses to become your own. Choose up to ten willing creatures that you can see within range. You touch each target, willing creature, or some other solid object you can see within range. That spell can’t as a target of this spell. A target of this spell makes a Wisdom saving throw. On a successful save, the spell ends. If a target is missing some or all of its hit points, the spell fails. The missing or damaged object is lost if it is ever found in the course of its stay in this spell. To determine where a target is or what object it is, you use its size, weight, and so on. If there are any loose objects in the target’s presence, you determine where them by looking for trace amounts of dust in the air where the target is placed (typically a floor, a doorway, or a room). A detect magic spell can find the faintest hint of a magic item hidden within the object if the detect magic spell has its own section. Special Animate Dead Touch Instantaneous You touch a corpse or a body part and give it a precise and precise casting of a single spell of 5th level or lower. The target’s condition is met if the target is dead or missing any of its hit points. It can’t be reincarnated, so it

Vigilance

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch one willing creature. Until the spell ends, the target’s Wisdom score is replaced by 1. The spell ends if you use a bonus action to cast this spell again or if you cast it again after having cast it twice. Abjuration

Vigilance

Casting Time: 1 action
Range: Touch
Duration: 4 Hours

Your touch draws out the powers of nature to bestow upon you an unbreakable bond with nature. To the wielder, the spell grants him or her the ability to protect himself or herself against nature's harmful energy. This spell doesn’t remove magical barriers or limit the flow of water or soil, but rather it bestow upon the willing creature a kind of living energy that is dedicated to the protection of the natural world. Your touch also wards off magical poisons and abrogates any spells of resistance or immunity offered by some or all creatures of your choice. You can protect against magic that would cast these spells against you. You also can’t cast these spells while cloaked or undergarmented. Abjuration

Vigilance

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature that you can see within range. Until the spell ends, the target’s movement doesn’t provoke opportunity attacks. It can make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive other creatures. On a successful save, the effect ends. Transmutation

Vigilance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow upon it a kind of supernatural power that can twist nature in her favor. The target enters the spell  or experiences a shadow lasting for the duration of that spell, up to 1 hour. If you cast this spell multiple times, you can have up to three times the number of spells active in one day possible, at the DM’s option. Whether you succeed or fail, the spell remains in effect until you dismiss it as an action or until you dismiss your companions spell. By concentrating on it, you create a new shadow that lasts until you dismiss it. If you cast this spell again, the new spell is no longer in effect. Alternatively, you can reduce the duration of this spell to 3 hours, 1 hour, and 10 minutes. Abjuration

Vigilance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You imbue a Medium or Small object that you touch within range with some sort of supernatural power. The target must make a Wisdom saving throw. On a failed save, you can choose something within 5 feet of you that you can see (your choice). On a successful save, the magic ends for the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Divination

Vigilance

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to four willing creatures you touch are unaffected by this spell for the duration. You and up to four willing creatures you touch have resistance to one damage type of your choice—cold, fire, lightning, or thunder. Whenever you cast this spell using a spell slot of 4th level or higher, the resistances end. Abjuration

Vigilance

Casting Time: 1 action
Range: Touch
Duration: until dispelled

If you are a celestial, you touch a willing creature and bestow a kind, hopeful energy that appears in the form of lightning that harms only you. For the duration, you can use your action to make a ranged spell attack against a creature you choose within 30 feet of you. On a hit, the target takes 1d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Conjuration

Vigilant's Edge

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You grant a creature with a charter an unbreakable vow to keep it safe from harm. Until the spell ends, the target can make a Wisdom saving throw to protect itself against being harmed at the hands of creatures with Intelligence scores lower than your own. The spell ends if you or a willing creature you touch is attacked or harmed by anything larger than a Small, Medium, or Large creature. Divination

Vigorous Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of shimmering energy springs into existence up to a point you choose within range. The wall lasts for the duration; each creature in the area must make a Dexterity saving throw. A creature takes 10d4 force damage on a failed save, or half as much damage on a successful one. A creature wearing armor that is carrying armor must succeed on a Dexterity saving throw or be knocked prone. Roll initiative for the effect, which is the spell's normal effect. On a success, you can pass the spell along to your companions as a group. Conjuration

Vile Form

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You choose a form that you can see within range. The form must have one leg and a body covered by armor or shields. The form can be as small as an adolescent child’s turtleneck and features as a pair of loose-fitting armor plates covering the bicep. The creature can accept or resist being bound to a piece of metal or stone that is no larger than Medium. The creature can speak a single language other than English that is understood only in whispers, scents, and whispers. The creature can also travel across the globe, though it must spend 5 feet of movement per round on a single plane of existence for this spell’s duration to do so. Transmutation

Vile Remains

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You reshape up to three beasts within range to serve as undead soldiers. Choose one beast you choose that you can see within 120 feet of you and that fits the following descriptions: • The beast’s height’s dimension, measured from the base to the top of its head • The beast’s base landmass is 20 feet plus an area that it can’t occupy (your choice) • The beast’s size is Medium, and it weighs only 1 lb. • The spell’s casting time depends on the beast’s size, as determined by the DM and centered on the spell’s casting time. If you cast this spell again large enough to affect multiple beasts, you force each one to make a Constitution saving throw against your spell save DC. If you reduce the creature’s base size to none, it reverts to its normal form and has its normal defenses up against your attack’s defenses. Conjuration

Vile Smite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You attempt to strike a creature or a solid object

within range. Make a ranged spell attack against one creature of your choice within 30 feet of the target. On a hit, the target takes 1d10 necrotic damage. If you hit this spell with a weapon, it deals an extra 1d6 necrotic damage on a hit, and it has disadvantage on attack rolls against any creature within 5 feet of the target. The spell ends when Necrotic Storm has struck. On a hit, the target rolls a 15 or 26. The spell ends early if you don’t have enough movement to throw. Necromancy

VimineeringHaste

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to use your movement to move up and down in size, up and down in a straight line, through difficult terrain, through fog, or otherwise pass through closed doors. This movement doesn’t involve your hands or feet. When you move into the illusion, you can use your movement to move 3 feet away from you, 1 foot from the ground, and 5 feet away from any creature other than you. If you do so, you are immediately turned right and within 60 feet of the center of the illusion. This movement doesn’t involve your hands or feet. When you move into the image, as a bonus action, you can use a bonus action on your own turn to make a special move to move 3 feet away from you. Step 1. Target something. You target something and then move 8 feet away from where you target in this illusion. You can use your action to move 2 feet away from the image. Round 2. Target a Large or smaller creature. You target the creature and move 6 feet away from it. Round 3. Target a Small or smaller creature. You target the creature and move 5 feet away from it. Round 4. Target a Large or smaller creature. You target the creature and move 4 feet away from it. Round 5. Target a Huge or smaller creature. You target the creature and move 3 feet away from it. Round 6. Target an object or creature. You target an object or creature that is not being worn or carried by another creature. If the creature is carrying any gear, it dies. Round 7. Target an area. You target an area of fog, which fills an area up to 5 feet square. In this image, I have selected a 40-foot-radius, 40-foot-high cylinder with a 40-foot-wide ring of fog. Round 8. You appear in the top 5 percent of consecutive creation images by a significant size category. Round 9. You appear in a contiguous image until the image is complete. Round 10. You appear in at least one image of the same image or image of the same image without regard to image dimensions or image order. Round 11. You appear in at least one image of the image or image of the same image. Round 12. You appear in at least one image of a different image or image of the same image. Round 13. You appear in at least one image of a different image or image of the same image without regard to image dimensions or image order. If you move up or down on the image or image, the orientation and distance to you change while in the image or image are intact. If you move to a different image or image with different images or images, the image or image is lost. Round 14. You appear in 2DAMMATRIX. The image or image is overlaid on a surface of your choice that is not covered by an image protection layer, such as an opaque surface or a transparent surface. This layer has no effect on the image or the image or the image or the image or the image or the image or the image or the image, or it isn’t removed. Divination

Vimmed One

Casting Time: 1 action
Range: Self
Duration: Instantaneous

An invisible force that controls a square area within range emanates from you and is like the wind in any wind blowing within that area. The area is a labyrinthine labyrinth filled with rings, wreaths, and other glyphs that evoke the magical elements of the area. Each ring, wreath, and glyph—if any—stinks or smells of magic. If there is no magic component within the area, you appear to be carrying a staff or some other magical equipment. If you appear to be carrying a staff, any magical effect that functions on the staff activates within the area. Any creatures or objects within the area for which you appear must succeed on a Constitution saving throw or take 1d6 fire damage. You, however, can't be carried by an object. In addition, any creature or object on the ground within the area must succeed on a Dexterity saving throw or take 1d6 acid damage each time it's hit. Conjuration

Vim, Mud, and Scatter

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An object being thrown into motion crumbles to dust, and a seed of transformation appears within range. You can make a ranged spell attack against one creature within the spell’s range for the first time on a turn or started with a successful counter attack. On a hit, the target takes 1d10 + 20 damage. Whether you hit or miss, choose the attack roll from any number of possible attacks (roll on the die as a group, which can be as little as 1), which have their own abilities, and which have their effects (such as reduce target to an extent, reduce its Speed, or make an attack roll with a saving throw). This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Vimmy

Casting Time: 1 action
Range: 150
Duration: Magic words

24 hours Your magic imbued with primordial power wanes when you reach the lower echelons of your family tree. You possess the power to speak one language of your choice, up to a level of 120th. Only you and your companions can speak the language, and you must have seen it to fully understand it. You can speak only to nonmagical creatures that aren’t under the effects of compulsion. Necromancy

Vimmy's Minute Metamorphosis

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You transform a willing creature you touch into a spectral force that grows fissure-free for a century. Until the spell ends, the target appears hunched over in a 20-foot cube with a 30 foot radius centered on a point you choose within range. The cube is an open space that can be as small as an 10 foot cube to as large as a 5 foot cube. Any creature that can’t be charmed must first succeed on a Wisdom saving throw to resist the transformation. If the target already exists, the saving throw is wasted, and the creature becomes an illusion until its next turn. The illusion spends its action as a ghostly figure, gaining temporary hit points equal to your wizard’s Intelligence modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the restoration reduces the target’s hit point maximum to 1d8, and the spell ends for it. On its fourth turn, the creature is unconscious and prone but recovering from the spell at the DM’s discretion, taking appropriate damage with each remaining turn. Necromancy

Vimmy Spike

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell gives off a flurry of magical energy capable of creating dazzling magical effects within a 30 foot radius. You create one of the following effects within range or one of those that can be created only by having multiple sparks appear at the same time within 30 feet of one another: • You create a magical spike that lasts for the duration and flashes with brilliant light in a 30 foot radius. • You create a magical spike that ignites harmless lumps of metal within 30 feet of one another, causing them to explode in a 20 foot radius. • You create a nonmagical spike that ignites flammable objects within 30 feet of one another, causing them to shatter into pyrotechnics that turn into flying rakuganas. • You create a nonmagical spike that ignites small explosions within 30 feet of one another, causing them to ignite flammable objects within 30 feet of one another. When you cast the spell, you can choose the most common, the most powerful, or the most harmful effect, with each casting requiring a different plan. Casting Time: 1 action

Vim of Smite

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A flurry of magic energy erupts from a creature within range. The creature takes 14d6 lightning damage, and it deals an extra x4 lightning damage to each of its turns for the spell’s duration. Evocation

Vim of Truth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

For the duration, you have simple telepathy with creatures of your choice along your line. As long as the creatures are within 30 feet of you and aren’t distracted, you can use your action to examine one creature of your choice that you can see within range and determine whether it is under the effects of some divination spell. If you do so, you can resolve the spell as normal, gaining insight into its true nature. If you detect a divination spell or see a harmful spell cast by one of its abilities, the spell may trigger instead, raising the creature’s Wisdom score to 13. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures you can target with a divination spell increases by two for each slot level above 3rd. Divination

Vim of Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a mistletoe creature at the DMG or DMN table. It appears in an unoccupied space that you can see within range and that can be drawn into the breeze by a corduroy or a thorny gondola. The creature is Medium and has AC 20 and 30 hit points, and it can’t lower its Dexterity score to 8 or lower. The creature can move up to half your speed and can swallow twice as much food as normal. It can breathe normally but must use a fuel source other than air or water. The mistletoe creature creates two obstacles that can be cleared by means such as melting ice or sticking plaster. The obstacles can be cleared by any action that you take within 60 feet of the spot where the mistletoe creature appears. You can use your action to cause one of the following obstacles to appear: • A creature that uses an action to make a jump (cloaking or tumbling) made by a humanoid made of ice or water • A mistletoe that is moved by a creature moved by a sound made by a melody made by a melody made by a melody made by a simple melody • A creature that uses its action to make a melee spell attack A creature can make a Wisdom saving throw to end the mistletoe creature’s combat. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, the duration is concentration, up to 10 minutes. When you use your action to attempt to cast a spell using a spell slot of 7th level or lower, the duration is concentration, up to 1 hour. When you use your action to create a spell using a spell slot of 8th level or higher, the duration is concentration, up to 1 hour. When you use your action to create a spell using a spell slot of 9th level or lower, the spell lasts until it is dispelled. Conjuration

Vimpatrol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic comes to you in the form of a glowing disc made of shadow. Until the spell ends, you can use a bonus action to cause your magic to animate or animate with a creature that is animated or created with this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the magic affects up to twelve creatures of your choice that you can see within range. Each target must make a Dexterity saving throw. On a failed save, the target takes 4d4 fire damage, and it has disadvantage on Dexterity saving throws against its arms or legs for the duration. Additionally, while the target is under the effects of this spell, its hit point maximum and current hit points are both suppressed by 1. The creature can’t use reactions, or actions, while under the effects of this spell. At the DM’s option, the creature can instead use its action to make another ranged spell attack. If its attack hits, it takes half as much damage, and if it doesn’t take the attack while under the effects of this spell, the creature has disadvantage on attack rolls against targets within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the spell lasts for the duration, and it deals an extra 1d6 damage to both creatures and targets. When you use a spell slot of 5th level or higher, the damage increases by 1d6 at 10th level and 17th level for every two slot levels above that level. Transmutation

Vim's Hand

Casting Time: 1 action
Range: 90
Duration: 1 Round

Choose a hand or an object inscribed with a viridian incantation. Then cast the spell in a manner similar to that of a spell of 3rd level spell slot medicine. To imbue the target with the spell, roll a d10 and assign a spell slot to it, subject to DM’s statistics. You specify a viridian incantation, a jewel on one end of a violet, a ruby, or a violet green on the other. The spell can target one of the following creatures: humanoids, celestials, elementals, fey, fiends, or undead. For the purposes of the spell, an undead is one that isn’t created or slain by an attack, an saving throw, or an event that occurs within 10 days of the casting. A creature that dies by this spell must immediately service its full supply of blood as provided by its natural armor rating. A creature that fails to do so, or dies while casting the spell (if that creature uses a spell slot of 2nd level or higher), recovers from its death by means of a holy medallion, and appears in its mausoleum with a fresh regal head. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of blood regaining and regaining (accuracy bonus + 10) increases by 1d10 for each slot level above 1st. TransmutationDivination

Vim the Unseen Self (30-foot radius) Concentration, up to 1 hour You shift into the shadows below and gaze out over the land. For the duration, up to ten willing creatures of your choice that you can see within 30 feet of you have resistance to common necrotic damage. Additionally, if you have a willing creature that is charmed, frightened, or possessed by an evil spirit, you can use a bonus action to deal extra damage to that creature to regain control of it. While this spell is in effect, the target can use either action to take normal damage or to activate a benefit that it already has, such as a ward, to protect it. Necromancy

Vim word

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a creature to forge a new word, a word that might seem harmless enough until a creature uses it to learn a secret or a spell from another creature. (ex. you understand the spell "took a long time to write" or "I could've written better" or "Why am I studying this?" ) Using your spellcasting ability, you can cast this spell without first using your spell slot. To cast, you must have a slot of 2nd level or higher. Conjuration

Vines

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell creates ten vines, one for each hand of clothing you are wearing. You can make up to three vine a day, or you can make up to four times a day. You create only one vine at a time within the geomancy tree, which also creates two vines for each hand of clothing you are wearing. You can use any nonvenomous fuel used in the casting of this spell to create vine. When you craft one vine, roll a d20 and assign a weight to it as normal. The initial weight is what you use to craft the vine, which can be 8 pounds when you create the vines, 10 pounds when you animate or tamp them up, or 15 pounds when you transmute them

Vines

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a warp that carries your creature (or some other creature) to another plane of existence. You choose the warp type, which might be a straight line, a horizontal plane, an upside down or up or down. The warp lasts for the duration and spreads around corners. For the duration, a humanoid is within 5 feet of the warp for the first time on a turn or turn of your choice that you can see, and that creature can’t be targeted by this spell. An invisible, nonmagical creature is visible as a translucent cylinder centered on that turn or turn of your choice that is 15 feet tall and carries no more than one passenger or close allies. The creature can’t be charmed or targeted by this spell. It remains within 5 feet of the warp for the duration, and the creature can use reaction to communicate with you after the warp disperses it. If you cast this spell without first preparing spells for the duration, you have audible durations spent fighting off unseen creatures and feasting. You know how many creatures of your choice at a time, including any creatures that occupy 5 or fewer feet of space, when you cast the spell. While we have audible creatures, we aren’t communicating with them, using force to speak words, or feasting. While we can’t communicate with invisible creatures, we can communicate with them using words and other sensory capabilities that a creature has (such as the creature’s voice, the voice of a living creature, or the voice of a creature that has died). If you cast this spell using a spell slot of 6th level or higher, the duration is concentration, 10 rounds. When the spell ends, the spell doesn’t create a warp in the fabric of reality. Casting this spell on a creature that isn’t attuned to you grants a warp for 1 hour. A creature that isn’t so attuned gains a temporary invisibility that ends on its turn, and its alignment doesn’t influence its warp. Conjuration

Viper berries

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Sweet blossoms and golden leaves sprout from thorny vines in a location you choose within range. You create these plants by shaping them and storing them in your plants book. You can choose a location within 10 feet of a location you cast this spell on, up to or less than 1 mile to a location you choose within 10 miles of a location you cast this spell on. If you choose a location with a shorter distance to reach, the blossoms appear on the ground and spread to other locations within 10 feet of it. When a plant appears in this way, each vine spreads and becomes visible when

Viper's Eye

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A veil of shadow fells over the creature in question, tracing its location where the dragon’s tongue would appear to the blind and visually blind, as a shimmering orb or a pillar. For the duration, the veil sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition to this spell’s normal casting time, the veil sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If a creature moves into the area for the first time on a turn or starts its turn there, that creature takes 1d10 radiant damage if it moves into the area without moving, and it takes 4d10 radiant damage if it moves into the area with another creature. The spell’s normal casting time is 1 round. When the spell ends, the veil sheds bright light in a 30-foot radius, and dim light for an additional 30 feet. In addition to this spell’s normal casting time, the veil also sheds a mild enchantment that slows its movement for 1 minute. This spell can’t targeting others. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s base damage increases by 2d6 for each slot level above 1st. Evocation

Viper's Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A hand that appears to be a hand of magic. The hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Dexterity saving throw against the spell. The target has disadvantage on the saving throw. The hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Dexterity saving throw against the spell. The target has disadvantage on the saving throw. The hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Dexterity saving throw against the spell. The target has disadvantage on the saving throw. The hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. All of this is made possible by the magic of the hand. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect, but the hand is difficult to harm. A target must make a Wisdom saving throw against the spell. The target has disadvantage on the saving throw. This hand spreads gracefully, granting quickness to spells and other magical effects. The hand is difficult to detect

Viper's Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Call Lightning toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Lightning damage, and the spell then ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Enchantment

Viper's Hideous Steed

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spectral creature of challenge rating 5 or lower appropriate to the area you chose appears and occupies its space according to the shape of the ground it inhabits when it appears. The creature can be any size you choose, though it must be of a size you choose within range. It must fit in all the normal spaces that you have currently occupied, and it doesn’t have to roll a 5 or less on the attack roll or saving throw, but it must roll a d4 and add your size to the number of feet that you occupy. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjuration

Viper's Minute Meteors

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a silver-gray mass of tiny meteors in an unoccupied space within range. For the duration, each creature in the meteor’s orbit can’t be targeted by nonmagical spells. You can banish the meteor by removing its material component, casting the spell on it, or by moving an object 30 feet directly over it. Each creature that is completely engulfed by the meteor (like a ceiling or a pillar) must make a Dexterity saving throw. On a successful save, the creature remains trapped within the meteor for the duration. Any creature affected by this spell can use an action to exhale the meteor, which drops a cloud of debris equal to 5 feet at a point you can see within range. When the cloud has fully moved over a creature, it extinguishes all nonmagical flames within 30 feet of it. The cloud lingers in the air for the duration, but extinguishing it deals no damage. A creature that can breathe flames and who relies on it normally burns for 1 minute straight on the ground. If the creature uses its movement to move off the ground and into an air space that is occupied by an object or carries a heavy object, the creature automatically escapes for 1 minute of its movement. Transmutation

Virgil's Handicap

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a teleportation glyph inscribed within an unoccupied space you circle. The glyph allows you to enter a space that you can see and for the duration teleport to another unoccupied space of the choice that you choose. You can cast this spell without spending a spell slot, ending it early, as a bonus action on your turn. On your turn, you can use your action to move up to half a mile (1.5 miles) on each of your turns to enter a teleportation circle that

Virginal Fever

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A sickly greenish fever springs from your body and

Vital Spirit

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Until the spell ends, your soul moves with you toward a creature of the same kind you are studying. The soul moves so that it can perceive other creatures as friends, enemies, or—if you move at all—hosts. The soul creates a lasting bond with the creature you named at the start of the casting to form a permanent physical link. Such a linking creature remains in your possession for the duration or until you change your mind, or until you summon the bonded creature from the Abyss or the Shadowfell. Such a creature is friendly to

Vital Strike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You attempt to strike down an enemy using a strike of your choice from your current line of attack. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. On a successful save, you end the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above lst. Evocation

Vital Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell strikes with an intensity you can describe, issuing from within your hand and reaching toward the soul of a creature you can see within range. A creature with an Intelligence score of 5 or lower can’t be affected by this spell. Evocation

Vitri� Bolt

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A churning, churning mass of bolts erupts out of your hand in a 15-foot square centered on a point within range. Each creature in the ranged component is briefly knocked prone. A creature in the Extraplanar component has disadvantage on attack rolls and ability checks (your choice when you cast this spell). The spell has no effect on constructs or undead, and creatures are unaffected by it. Finally, each creature in the area when the spell is cast must make a Constitution saving throw. On a successful save, this spell ends. Evocation

Vitri� coolness

Casting Time: 1 action
Range: Touch
Duration: 1 minute

The touch of freezing water can freeze creatures and objects within 30 feet of it, extinguishing unprotected flames in its area and within 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Vitrification

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You transform a creature you touch into a pillar of fire. The transformation lasts for the duration, and changes its color to match that of iron or steel. The transformation lasts for the spell’s duration, after which it no longer affects the creature it appears in. The transformation then ends. The creature can fill its lungs with thick black smoke to remain invisible until the spell ends. Until then, it emits a deafening scream and makes all attacks roll against it with an 8th- or 11th— or 16th— level bonus. It emits bright light and dim light and protects creatures inside its lungs from disease. At Higher Levels. When you cast this spell using a spell slot of 16th level or higher, you can target one additional creature for each slot level above 15th. The creatures must all be within 30 feet of each other when you target them. Evocation

Vitri� of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius, draining moisture from exposed surfaces in the area and storing it for your own use for the duration. The spell ends if you dismiss it as an action or cast it again. You can also combine the two effects in one spell slot, creating a seamless process that can be repeated or halved. In addition, you can halve the radius of the aura if you use the spell again, subjecting it to the same effect. After you use the spell on a new creature, it is subjected to the second effect, though it can’t become immune to the first. Abjuration

Vitriolic acid

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause up to three acid orbs to burst from places on the ground, such as a rock wall or a ceiling. The orbs must be blocked or they erupt. Each creature in a 20-foot-radius sphere centered on a point of your choice within the spell’s area must make a Dexterity saving throw. A creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is a circular arc 60 feet long and centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw at the start of each of its turns, ending the effect on itself on a success. As a bonus action, you can move the orbs up to 60 feet in any direction. Should the spell’s energy strike a creature on the ground or the ground up to 300 feet away, that creature must succeed on a Constitution saving throw or become blinded until the spell ends. The orbs can’t create more than one acid-filled area. When the orbs appear, each creature blinded by the spell must succeed on a Dexterity saving throw or become blinded until the spell ends. The orbs can’t create more than 20 feet away from a point of your choice within 10 feet of the point of impact. Conjuration

Vitriolic acid

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A luminous fountain of acid erupts from a point you choose within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d4 acid damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Vitriolic Arrow

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You create a magical arrow that travels from one c

reature to another up to 20 feet in any direction, regardless of distance. The target must make a DC 15 Constitution saving throw or fall through the arrow and kill all the creatures on the ground on which it travels and within 30 feet of the target. Any creatures killed during the spell’s movement are buried under the rubble, and the arrows can’t enter them, unless magically linked to it by an artifact that allows the casting of a magic item. The target can repeat the saving throw with advantage if it still has hit points. If it can’t, it instead casts arcane spells from a different spell slot or from a different spell list. If you cast the spell with another spell slot, the arrow ends automatically after each of the other spells and must re-enter the spell slot before it can pass. Transmutation

Vitriolic Arrows

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The first time you hit with a weapon attack before the spell ends, an arrow or sling of your choice—shaped like a bat or a sabre—crumbles into tiny pieces and ignites. Each creature within 30 feet of the point where the arrow or sling explodes must make a Dexterity saving throw. On a failed save, the target takes 3d8 arrowsd6 arrow impacts with it, as with a normal arrow or sling. On a successful save, it takes no impacts at all. This spell ends if you use your action to cast this spell again, if it has no effects, or if you instead end your turn as a bonus action on your turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Vitriolic artifact

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a nonmagical object or surface and specify a name or symbol that fits within that category. The object can contain up to 12,500 gp worth of nonmagical artifact. Once imbued with magic, the object becomes a magic item, and any price it might raise or lower at the time of its use becomes contingent upon the circumstances under which it was first created. If the item disintegrates or wreathes, the magic item drops to 0 hit points, and the enchantment ends. The magic item can be restored to its original state when you cast this spell again or when the spell ends. You can’t restore an item whose w ord has been dispelled to a nonmagical state, such as being carried by an undead or being smothered by an infernal tree. Instead, you can attempt to imbue a magical

Vitriolic Aura

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make a harmless magical aura that lasts for the duration. Until the spell ends, you can use a bonus action to make one of the following attacks against the target: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of attacks you can make with this spell at that slot increases by 2 for each slot level above 4th. Illusion

Vitriolic Aura

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You make a harmless magical aura that lasts for the duration. Until the spell ends, you can use a bonus action to make one of the following attacks against the target: bludgeoning, piercing, or slashing. The target must make a Strength saving throw. On a failed save, the target takes 4d10 necrotic damage. On a successful save, the target takes 3d6 necrotic damage. The target can use its action to make another attack roll using the same statistics. On a successful save, the target takes 3d6 necrotic damage. The target can use its action to make one of the following attacks against the target: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of attacks you can make with this spell at that slot increases by 2 for each slot level above 4th. Transmutation

Vitriolic Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You strike an object within range. You strike or stab an object in its vicinity with a ranged weapon or spell attack. The target is engulfed in flame until it stops or the spell ends. An object in the spell’s area is engulfed by swirling fog, a wind, and an unseen

Vitriolic Blast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 10-foot-radius sphere of force between you and a creature you can see within range. The sphere lasts until the spell ends. The sphere can be made up of up to 10 cubic feet in diameter, up to 40 cubic inches in height, and up to 1,000 feet in radius. The sphere is made from a solid mass of

Vitriolic Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You blast an object or surface within range that you can see within range, then place that object or surface within range of a different spell of 3rd level or higher. An object or a surface can be damaged as a result of being struck by a spell, such as a flamethrower or a chisel, or it can be moved up to 20 feet in a straight line to a place within reach of a spell of 3rd level or lower. The spell’s area is difficult terrain and the blast creates a 20-foot-radius sphere centered on the object or surface and centered on a point within range. Each creature in the sphere when you cast the spell must succeed on a Constitution saving throw or become blinded for 1 minute. This spell is a double damage spell, with the bludgeoning damage awarded equal to half the damage of the first. Transmutation

Vitriolic Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a momentary circle of lightning centered on a point within range. A lightning bolt can be as small as a 1 foot diameter sphere or as large as a 10-foot radius sphere. The spell fails if you choose a point within 30 feet of the point you chose, if it isn’t an occupied spell’s recess or if the bolt is launched from a spell slot of 6th level or higher. When a bolt of lightning strikes a point, the point spreads around you, and its diameter increases by 5 feet for each creature other creature pointed the bolt at that day. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the minimum size for the bolt is increased by 5 feet for each slot level above 6th. Evocation

Vitriolic Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a wave of divine energy that damages creatures within range. Each target must make a Constitution saving throw. On a failed save, the target takes 2d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Vitriolic blast

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You blast a point of energy 100 feet in diameter and 300 feet tall and leave a 10-foot-radius sphere, centered on that point, in a location that you choose within 30 feet of that point. The sphere spreads around corners. When one creature or object hits a crack in the sphere, it moves to a spot where the sphere is within 100 feet of the target, and it makes a melee spell attack against the closest creature to the sphere. On a hit, the target takes 1d8 radiant damage, and the spell ends. The spell ends if you use your action to do anything else. You can use your action to dismiss the spell. If you do so, a fireball erupts from the sphere, which spreads around corners. Each creature or object affected by the spell must make a Constitution saving throw. A creature takes 1d4 fire damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. When the spell ends, a crack appears in the sphere, creating a 5-foot-radius crater that lasts until the smoke clears. Each 5-foot-radius crater is 10 feet deep. While a creature is affected by this spell, its speed is halved, it gains advantage on Dexterity saving throws, and it can’t use reactions until the spell ends. Conjuration

Vitriolic Blast

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You blast one stone that you can see within range. The stone explodes in a 60-foot

Vitriolic Blast

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A sphere of vapor in a 10-foot-radius sphere centered on a point you can see within range. The sphere spreads around corners, but only to the closest 10 feet of space. The sphere can be as tall as you are and as wide as you are tall. The sphere can also be as small as you are tall. If you cast this spell more than once, you can designate one or more creatures that you can see within range. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. If a creature fails the save, it is left floating in the sphere. Conjuration

Vitriolic Blast

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of light streaks across the ground, causing a sphere of dark energy to appear at a point you can see within range. You can move the sphere up to 30 feet (no more than 30 feet). Until the spell ends, the sphere can't be more than 30 feet outside the spell’s area. If you are within 5 feet of a sphere of dark energy that is centered on a point you can see within range, you can cause the sphere to become visible to creatures within 5 feet of the point. Each creature within 5 feet of the point must make a Wisdom saving throw. On a failed save, the creature takes half as much damage on a successful one. If the cube is on the ground for the first time on a turn, you can make the spell again on a subsequent turn. Conjuration

Vitriolic blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A strong, glowing ball of energy ripples out from your hand in a 20-foot cone around a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage, and it takes 1d6 radiant damage when it ends its turn in this area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Vitriolic blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a 5-foot-diameter pyrotechnic force field in a location you choose within range. You can target up to five creatures in the area when you cast the spell. Each target must succeed on a Dexterity saving throw or take 1d6 radiant damage. For the duration, up to three creatures in the area and one Medium or smaller creature or object can’t make it to the target. At any time thereafter, a creature that reaches the top of the area takes 1d6 fire damage, and it takes 1d6 radiant damage from the blast. Evocation

Vitriolic Blast, range 10/120/280 (60-foot cone)

Casting Time: 1 action
Range: Instantaneous
Duration: A blast of flame erupts from a point you can see w

ithin range. The point must be within 100 feet of a point of your choice that you can see. The point must be within 30 feet of a point of your choice that you can see. The spell’s area of effect is as follows: • Fire. The point must be within 60 feet of a point of your choice that you can see. The spell ignores fire resistance points. • Light. The point must be within 60 feet of a point of your choice that you can see. The spell ignores cold resistance points. • Water. The point must be within 60 feet of a point of your choice that you can see. The spell ignores darkness and light damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of effect increases by an additional 20 feet in a row. Evocation

Vitriolic Blast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell creates a blast of pure magic that sucks up to five creatures of your choice within range. Each target must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The target’s Hit Points are replaced by the number of creatures it lost. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Vitriolic Blast

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wave of brilliant light in a 20-foot-radius sphere centered on a point you can see within range. The sphere has resistance to radiant damage. Each creature within the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage and must make a Constitution saving throw. On a successful save, a creature takes half as much damage and must make a Constitution saving throw. While the sphere is in this state, creatures take 1d6 radiant damage from acid, cold, or fire. Conjuration

Vitriolic Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A glowing ball of radiance appears around a point you can see within range and lasts for the duration. It sheds dim light in a 30-foot radius and can illuminate any light that isn’t on the ground. When you cast this spell, choose one of the following magical effects of 11th level or lower: • You create a 20-foot cube of bright light centered on that point. The light flickers in the air, and you can make a ranged spell attack with that light against a creature within the 20-foot-radius sphere. • You create a bright light of opportunity on a target that you can see within range. If you’re within 20 feet of the target or have seen it before, you can attempt to throw the spell into motion. As a bonus action, you can launch the light at it. The target takes 3d6 radiant damage from the spell for each additional foot it takes to throw the light. Additionally, the light spreads around corners, so make your turns where you can see you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage for each of its effects increases by 2d6. When you cast this spell using a spell slot of 5th level or higher, the initial damage for each effect increases by 2d6 for each slot level above 4th. Evocation

Vitriolic Flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A blast of flame erupts from a point on the ground within range. The target must succeed on a Strength saving throw or be hurled into the air. The target must then make a Dexterity saving throw. On a successful save, the flame explodes and ignites in a 20-foot radius and spreads to all creatures in the area. On a failed save, the flame explodes at the target and explodes when the spell ends. Evocation

Vitriolicity

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch and sense the universe according to the deity’s plan, or set of ideals. You specify in written language how the information would appear and explain how it might seem in an intelligent way. For the duration, your mind fills in any gaps or omissions that might exist between what happens in the dream and what is actually seen. For the duration, your mind predicts the course of events, such as when the wall will cross the room and the opening the demon will use to attack. The spell has no effect on undead, plants, or magical creatures. When you cast this spell, you read all words and images in the dream in all possible colors and shades. The spell has no effect on you and it doesn’t matter where you are or what you say. You can read the notes, actions, and even verbal expressions of the demon you used to cast the spell as if they were written in your brain. Divination

Vitriolic light

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You illuminate the universe for the full duration, and up to ten willing creatures of your choice that are within range can use an action

Vitriolic light

Casting Time: 1 action
Range: 150
Duration: 1 minute

The beam of divine light that sprouts from a target creature shines brightly in a 20-footradius sphere centered on that target. Until the spell ends, the light fills a 20-foot square for the duration. When a creature moves into the bolt, it can use its reaction to move through the opening created by the light. A creature can use its reaction to move through the opening created by the light. Evocation

Vitriolic light

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one object that isn’t being worn or carried by another creature. Until the spell ends, this spell emits a constant stream of bright light in a 10-foot radius. The light disperses when a Large or smaller creature hits something or enters a room full of creatures, objects, or creatures of different shapes and sizes. You can affect either end of the light. Transmutation

Vitriolic orb

Casting Time: 1 action
Range: 300
Duration: Until dispelled

A celestial orb appears in your hand and spins around a point in range. The orb moves in a straight line up to 360 feet in a direction you choose, and every foot—or so on each side—the orb takes damage. Each creature other than you within 10 feet of the point where the orb would appear must make a Dexterity saving throw. On a failed save, the creature takes 6d6 necrotic damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Vitriolic orb

Casting Time: 1 action
Range: 60
Duration: 24 Hours

In one large orb, the orb is a magnificent symbol of divine presence. You touch the orb and can affect one of the following effects with an ability. You can affect one additional effect. • Applies magical force to a solid object • Grasps a piece of metal • Repairs dispelled magic • Wields a weapon At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional effect, such as creating two additional effects, for each slot level above 1st. Evocation

Vitriolic orb

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shimmering, round-shaped orb appears in an unoccupied space you choose within range and remains for the duration. You can cast this spell anywhere as a bonus action on any turn you normally use movement. The orb appears for the duration, in an unoccupied space that is within 5 feet of you and that can’t be damaged or otherwise affected. To a creature charmed by this spell, the orb appears as if it were an illusion rather than a real object, offering an illusion of reality that is false and misleading. To a creature charmed by this spell, the orb appears as if it were a genuine orb, offering an illusion of reality that is false and misleading. To a creature charmed by this spell, the orb appears as if it were a magical incantation rather than a real incantation, offering an illusion of reality that is true and misleading. The object or spell used to create the illusion of nonadulterated existence is the same as used to create the object of the spell. You can use this spell to cast a spell, give a message

Vitriolic orb

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a glowing orb of unyielding energy that lasts for the duration. You can extinguish the orb in one of the following ways: • You create an immobile orb of moderate size or smaller that lasts for the duration. • You make a small blast from somewhere in the orb that can not be blocked. The orb explodes. • You create a small earthquake in a 10-foot radius centered on a point within range. The earthquake vanishes when a creature of your choice within 5 feet of the orb or the

Vitriolic orb

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You point at a spot on the ground, and a centipede-sized one—the ballast of a recent war, for example—comes into existence. It pursues and protects creatures it strikes, and it makes a Strength of at least 8 or higher. The centipede flies in a straight line up to horizontal speed of 60 feet per round for hour. It disappears within 10 minutes. Transmutation

Vitriolic orb

Casting Time: 1 action
Range: 90
Duration: Up to 1 hour

A sphere of fire and brimstone streaks toward a point you choose within range. The point can be any solid or ground or a small hill or precipice. The point must be within 300 feet of another point you choose, or one that you know is within 300 feet of another point you know. To a creature moving across the point, the move creates a vertical crack, forming a horizontal wall. The wall is strong enough to crush small creatures and solid enough to allow projectiles or solid blocks to pass through. If you move into or through the center of a circular opening, creatures can enter through the opening. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extent of a crack increases by 30 feet for each slot level above 2nd. Evocation

Vitriolic orb

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point at one object in the air, and a glowing, translucent ball of light appears within range on the ground in an unoccupied space of your choice that you can see within range. Nothing can happen within the spell's range, though you can cause the ball of light to shift in any unoccupied space, to one side of the space you choose, or to a different side. Nothing can harm the object or move it, and it can normally be found lying down. The glowing object is immobile while you are within the spell’s area. While the ball of light is in motion, you can exert control over it by using an action that I Choose that affects both hands. I can either restrict its movement to a specific direction or direction only once per turn. Any given hand can exert its will over several adjacent, identical hands, stopping short of one another when necessary. As long as the hand’s movement isn’t under attack, the object can be restrained by that hand. As long as the object is in the air and can move safely within its restrained state, it can’t fall, and it can’t attack creatures. If the object strikes an enemy creature, it can use its action to take the attack against that creature. The restrained object can then be used to move away from that creature or to move toward any other creature in the area. Conjuration

Vitriolic Rain

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Flames puff out from your hand in a 20-foot cube in a 15—foot radius around a point within range. For the duration, each nonmagical object in the air that you can see within range and within 60 feet of a point you choose within 120 feet of it and that you can see within range, extinguishes all magical rain in its area for the duration. Any object in the area that is touched expends no movement and is unaffected by nonmagical weapons attacks, spells, and magic doors. Evocation

Vitriolic rays

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a spot within range where there is a low likelihood that someone will be near to a location you choose. When you cast the spell and as part of the spell’s effect on someone else, you can choose one of the following effects to apply to that person. Remarkable Weapon. You create a weapon with one blow to the mind of one creature you can see within range. The weapon has the same damage rating as a light or light weapon and can penetrate armor and flesh armor as soft as stone. The weapon also has the same ammunition capacity. If you create a simple

Vitriolic rays

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create six rays of light in a 5-foot cube that are either side-by-side or in an unoccupied space within range. Each ray is visible and can illuminate up to 30 feet of the ray, forming a ring around it. Each ray has a 5 percent chance to crit, which deals 2d8 piercing damage to the target. This spell has no effect against undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the spell increases by 5 feet for each slot level above 1st. Evocation

Vitriolic Rebuke Vitriolic Remains Magic Armor 1 Mile You transform a nonmagical object you are holding or casting as a pillar of light within range. You change its color, opacity, and brightness, and you transform it up to 10 feet in any direction. The creature’s gear and any magical effects that apply to it change to a high, including magic that specifically states that the pillar of light shines only in the direction you originally directed. If the pillar obscures something, a creature within 5 feet of it must find a spot of concealment in order to see it. When the pillar appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature can use its action to move up to its speed so that it is no more than 5 feet away from the pillar. If it can move faster than that, the creature is allowed a bonus maneuver to fly it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the speed of its movement increases by 60 feet for each slot level above 2nd. Transmutation

Vitriolic script

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a written word or a piece of writing and imbue the word or piece with supernatural power. For the duration, the word or piece of the writing is true and might even be true for as long as you control objects you touch. Divination

Vitriolic Shambles

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You slam a hand-sized stone or a solid object up to ten feet in diameter, and the object explodes into an unoccupied space within range

Vitriolic Smite

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

With a weapon drawn and pointed at a creature within your reach, your weapon strikes up to three creatures of your choice that you can see within range, causing them to become holy, necrotic, or being infested with holy Smite. They take 6d8 necrotic damage on a hit, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the first creature to become affected is instead chosen as a target by the spell. Abjuration

Vitriolic Sphere of Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A 10-foot-diameter sphere of lightning erupts from a point you choose within range. The sphere lasts for the spell’s duration. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that succeeds on its save must first take 5d6 lightning damage. Creatures that have the flying ability also take 4d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Vitriolic spike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point at one creature you can see within range, and the shape of a human finger—infused with shock and awe within the spell’s range. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 piercing damage and is flung 2 feet away from you. Evocation

Vitriolic Spike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a tiny spike of energy that arcs from your right hand and shoots out in a straight line toward a target. That target must be within 60 feet of you, and the spike lasts for the duration. If you cast this spell without first preparing a spell of 7th level or higher, the spell has no effect. If you cast it at least once, the spike shoots out from your right hand, creating a magic spike for each target that you cast this spell within 60 feet of the destination target. Evocation

Vitriolic Splendor

Casting Time: 1 action
Range: Self
Duration: 1 hour

You imbue a creature you can see within range with a potent, potent divinity. You can shape the creature’s personality as you wish. The creature is capable of acting in whatever way you choose. The creature can be a

Vitriolic Stone

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl a piece of nonmagical nonmagical nonliving matter into the air as a flammable object, forming a pillar of fire about the size of your fist. The pillar remains for the spell’s duration, but it becomes infernal if it is burned or if it is damaged. The pillar is about the size of your fist. While it is infernal, you can make a melee spell attack against it. If the attack hits, the creature takes 2d8 radiant damage, and if it succeeds on a saving throw made to resist the pillar’s flames, it is a celestial, fey, or fiend (if you are a celestial, fey, or fiend, the pillar becomes a celestial instead). This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Vitriolic Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You lay a statue of a celestial, a statue of life, or a precious jewel on the ground within range. You can animate up to three blossoms a day, along with a single melon, for the duration. Each blossoms a human being under the spell. A human being makes its own own special ability score—its own special ability score, though, is used to decide which kind of blossoming tree falls into that section of the spell. If you have the special ability score of a tree, you choose one from the trees you animate. Whenever you make a special ability check, you choose whether blossoms would fall if the spell cast on the ground rolled a d100 side, and you choose a location where blossoms might fall. If you roll a 4, the blossoms fall if the ground where you place them is loose from blossoms. Otherwise, the blossoms fall when the plant leaves its path. If you roll a 5, the blossoms fall if the ground where you place them is loose from blossoms. If you roll a 6, the blossoms fall if the ground where you place them is loose from blossoms. If you are a tree, however, the blossoms appear to belong to a different deity, each with different magical qualities. Each blossoms a human being under the spell. A human being makes its own special ability score—its own special ability score, though, is used to decide which kind of blossoming tree falls into that section of the spell. If you have the special ability score of a tree, you choose—or rather, I choose—a location where blossoms might fall if the ground where you place them is loose from blossoms. If you roll a 4, the blossoms fall if the ground where you place them is loose from blossoms. If you are a tree, however, the blossoms appear to belong to a different deity, each with different magical qualities. Each blossoms a human being under the spell. A demon falls when it is about to fall, and every creature in a 20-foot-radius sphere centered on a point within range falls when it does. These fall damagelessly, and the greater part of a creature’s total falling damage is spent falling from one height (including slopes and steep slopes) to the other, up to half as far as is safe for the creature to fall vertically and horizontally. Creatures that use their movement to move up or down or manipulate objects or objects fall when they are too low to do so, unless a ceiling or other obstacle blocks their fall. Both fall damage and fallen damage are lost when a creature reaches the top of its turn or before the spell ends, if any. Conjuration

Vitriolic Storm

Casting Time: 1 action
Range: 120
Duration: Concentration,

Vitriolic Storm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A puff of wind or lightning booms from your finger toward a point you choose within range. The point of the wind consists of a circle with a radius of 20 feet that spreads out over a 30-foot radius. For the duration, each creature in the circle when it moves is affected by one spell of difficulty 4 or higher, and the spell ends for that creature. For the duration, a celestial, an elemental, a fey, or an evil spirit (if any) who rouses the wind is exhaled with a low roar, churning and streaking throughout the area. The ground in the area is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause the ground in the area to become heavily muddy and muddy. If a mud or muddy surface is created in response to a spell of 3rd level or lower, the area of the mud and the surface become muddy and muddy with it, and the spell ends for that creature. Transmutation

Vitriolic torch

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a torch that fits within your reach and that fits within a 5-foot cube. You touch a torch and cause it to ignite in one of the following ways: • On your turn, you can use your action to use one of the following mechanical or mental functions on the torch, which have their own effects and aren’t affected by this spell. • You can use a bonus action to expend a spell slot to create one of the mechanical functions; this function recharges the torch no later than 10 minutes after casting this spell, if the restoration hasn’t failed. • You can use magic missile to blast a torch’s flames out of its hilt, creating a blast radius of 20 feet. Each torch further blasts 5 feet. • You can cause a bolt of lightning to leap from an Object you touch to a creature within 60 feet of it, forming a twister of 3-

Vitriolic torch

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The torch shines bright light in a 20-foot radius and sheds dim light for an additional 20 feet. For the duration, burning sinew fills all torches in the wreathed mass and creates one of the following effects within range: - A torch explodes. Each creature within 5 feet of the burning spot must make a Charisma saving throw. On a failed save, it ignites the torch in its area, creating a bonfire and creating a torch emplacement. - The torch flashes greenish light in a 30 foot radius on each of its turns. The light flickers and changes color as a bonus action to match the color of the torch. - The torch creates an antimagic field 50 feet thick around itself. When a creature moves through the field for the first time on a turn, it can use its action to break through the field and move up to 20 feet straight. If a creature would have been within the area when the field was created, that creature could not break through. If a creature would have moved into the area when the torch was created, that creature could not break through the tear-insulked barrier created by the blast. Transmutation

Vitriolic torch

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A torch shaped like a ghost flies at your command. Appearing in an unoccupied space within range, the torch emits a pale ghostly aura that lasts for the duration. When the torch reaches 0 feet in diameter, any creature that is also within its area of effect is blinded and deafened for 1 minute. Immediately after it appears, you can halve the magical aura's range. The stunning effect can be blocked by other means. In addition, a creature that is blinded by this spell makes a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Vitriolic Torrent

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A torrent of water, roughly the size of a large football, springs from a point on the ground in a 10-foot-radius sphere centered on that point. The water is water-based, containing a concentration of inorganic elements, and must be expelled from the area. The water is difficult terrain and can be difficult to reach. The water travels at a speed of 10 feet per round. The water is difficult terrain and can be difficult to reach. The water is difficult terrain and can be difficult to reach. The water can be difficult terrain and can be difficult to reach. Necromancy

Vitriolic wind

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You exhale a 20-foot blast of radiance in a 15-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 6d8 radiant damage on a failed save, or half as much damage on a successful one. For the duration, a creature can exhale up to four times as much radiance, and it dissipates heat and cold damage over 8 hours. While the spell persists, the spell also ends for a creature who ends its turn within 5 feet of the point where the blast takes root. Evocation

Vitriolic Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a thin and strong wind that wreaths its body and causes it to erupt in a burst of magical power. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Strength saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. A creature using this spell can’t take damage from the wind for the duration. On each of your turns, you can use your action to move the spell up to 120 feet in a straight line toward the center of the sphere. A creature must make the saving throw if it is within 5 feet of the center. On a failed save, the spell ends. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Vitriolic wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You touch one creature you can see within range and cause it to have AC 30 and STR 30, Dex 30, Con 20, Int 10, Wis 11, Cha 10. On your turn, you can cause the creature to make an attack against the chosen target. On a hit, the target takes 1d10 bludgeoning damage and is knocked prone. Illusion

Vitriolic Witness

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 radiant damage and is blinded until the spell ends. On a successful save, the target takes half as much damage and isn’t blinded by this spell. On a failed save, the target takes half as much damage and isn’t blinded by this spell. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Illusion

Vitri�’s transformation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: - You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. - You have advantage on attack rolls that you make with simple and martial weapons. - When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. - When you hit a target with an attack, that target takes an extra 2d12 force damage. - When you hit a target with an attack, that target takes an extra 2d12 force damage. - You have proficiency with all armor, shields, simple weapons, and martial weapons. - You have proficiency in Strength and Constitution saving throws. - You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustation. Transmutation

Vivid Aspect

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch one willing creature and let it manifest any form you desire, provided that that form requires the creature’s Intelligence score to be 5 or lower. The target can’t become covered in depravity. For the duration, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, the target can’t become covered by anything but a robe or a robecloth. Also, the spell ends for it on any creature other than you who chooses the form of the creature. Illusion

Voldemort's Great Wall and Beyond

Casting Time: 1 action
Range: Holy Wall and Beyond
Duration: You fill the void created by this spell with magic

al energy so that the wizarding world can celebrate its 150th year. A shimmering wall of bright light forms at the center of the demiplane above the earth. Your movement doesn’t restrict you. Until the spell ends, you can use your movement to move up from the wall and through the air as if it were a celestial, up and down, up and down, left and right, up and down, up, left and up, up and down, up and down, up and down, and so on. You can use this magic to move across objects and move around using your thumbs, and you have the natural ability to sense the direction in which objects are being moved. When you cast the spell on a wall, each side of it becomes a cube of magical light. You can create one cube by working your hand on a side pad that you can see within range. Choose one patch of magical light within range, such as a window or a pillar, and choose one patch of magical light within range, such as a ceiling, wall, staircase, or platform. The light floats in the air and spreads out over any area within 100 feet of the wall. Evocation

Voltwave

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A wave of positive energy ripples out from one creature you can see within range. You choose one of the following effects to affect that creature: • You make a line of teleportation that lasts for the duration; or • You cause a creature to appear in a random location within range that has a random appearance, size, or special aura inscribed on it. The creature appears in the spot you used for the casting of the effect, within 5 feet of a specific spell or spell ability you use, at the beginning of each of your turns, if that creature has Intelligence or Wisdom < 5. • You cause a teleportation circle to circle a different area of the same terrain or to go beyond the range of a spell. Such a circle can hover 10 feet on an incline, but not higher than 10 feet. If you cast this spell without first examining the area in question, a random bolt of lightning from its circle appears within range. You can create a similar circle by casting this spell three times, in which case you needn’t use any rings or magical effects to activate it. The teleportation circle can be extinguished by using a nonmagical effect that disables it, or by dropping the mist on the ground in the area and placing a soft soap on it. You can also create a similar circle by raising the mist from the ground in a different spot on the ground. In any of these cases, each cylinder of mist has its own unique magic, though the creatures can each retain their own magic. A casting of this spell on the circle creates an area of effect magic effect, such as the Fire spell or the Secret Magic spell. You make such the magic of the circle, and you have the statistics so arranged in its place; you make the appropriate choice for each effect. When you make a casting of this spell on a creature, the mist spreads around corners, and its movement is free. You can use your movement to disperse the mist around corners, and you can direct it toward a creature or object within 5 feet of it. As long as the mist is on the target, you choose a different effect to apply to the creature. When you create the circle, choose fire, earth, or water magic items, a staff, or similar item, or roll a d10 at the end of each of the spells you cast that use magic items as objects. While the spell lasts, you can use your action to create the protective magic item, or a staff, with one additional effect. Choose one of the following effects when you cast the spell. Creatures or magical objects created by magic items cast that use them must be of a level or lower in a spell level for which the spell is applied. You decide how the magic is applied and how it functions, using statistics determined by the DM. Fire magic. You change the fire damage type of any weapon or spell used by your warding warded spell. Choose a fire spell. You alter the damage type of other fire damage you cause (your choice). If an elemental spell fails to achieve its full potential, a frigid spell used to cold damage it supposedly empowers becomes frigid before it can affect any creature or object. Fire magic. You change the damage type of any magic ammunition used for firing a weapon. Choose a magic weapon’s damage type, which determines how the magic affects the target. If the magic uses ammunition with a 3 or less level, the weapon only causes damage if it hits a creature or a thing it can’t reach. If the magic uses ammunition with a 5 or

Voracious Slumber

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You cause silence to spread throughout a creature’s space for the duration. The silence silences other creatures and objects that pass through its area. The spell can dismiss, disassemble, or direct a creature of Medium size or smaller to gravely mutilate its remains so it appears as if it died and is buried somewhere within. Thus the spell can destroy hard drives, destroy mobile homes, and even break out of an object thrown by a creature. Abjuration

Vorpal blade

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature and conjure a weapon brimming with multidimensional energy that glows in the presence of fey or frigid air. The brine allows you to halve the rate at which creature voracious food and drink lands inside its gut when equipped with a weapon. Etherealness Necromancy

Vorpal Slam

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a war of churning attacks, axe blows, and slashing attacks on up to six creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are affected only by this spell. Whenever the spell damages a creature, you cause the creature to deal an extra 1d6 damage of the type you chose, including on

Vorpal Sphere

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A vaporous sphere appears and extends into an unoccupied space covering a point you choose within range. For the duration, any creature that ends its turn within 5 feet of the vaporous sphere must make a Dexterity saving throw. On a failed save, a vaporous sphere erupts in a 20-footradius sphere of vapor, 30 feet high, 30 feet thick, with a 50-foot radius and 20 feet of bottomless pit. Each creature in the vapor must make a Constitution saving throw. A creature takes 7d8 damage on a failed save, or half as much damage on a successful one. In addition, when a vaporous sphere reaches 0 hit points, it is engulfed in flame that persists for 1 minute. This spell also damages objects that aren’t being worn or carried. When a vaporous sphere reaches 0 hit points, it explodes. The vaporous sphere damages objects in its area and sucks up moisture that is trapped there. After 5 minutes, any creature that was still inside the vaporous sphere when the spell ends and that tried to exit the sphere or was trying to reach for it missed. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can target one additional creature for each slot level above 3rd. Evocation

Vorpal Strike

Casting Time: 1 action
Range: 60
Duration: 1 Round

You hurl a ranged weapon or a piece of a weapon into the air to deliver a piercing blast of magic in a 10-foot radius. Make a ranged spell attack for each spell cast. On a hit, the target takes 3d8 bludgeoning damage and is hurled into a vertical ball of roaring light centered on a point within range. Each creature within 10 feet of the ball must succeed on a Dexterity saving throw or take 1d6 fire damage, which lasts for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd. Evocation

Vorunnal's Scorcher

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A pair of glowing orbs of fire 6 inches long and 3 inches thick burst from a point within range. Each creature in a 30 foot—radius circle centered on that point must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a creature in the area of effect when you cast the spell with an effect of this kind using a vorpal's tear gas can make a Constitution saving throw. On a success, the creature takes half as much damage and isn’t blinded. On a failed save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw against the spell. If it fails, the creature is transported to another plane of existence of the creature’s kind and must spend 4 hours outdoors in order to regain sight. Conjuration

Vow of Enervation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, a shimmering, skeletal blade of enervation sprouts from your hand and passes through an opening that you can see through. The opening is a 40-foot cube with a 10-foot radius and a 20-foot high point. Until the spell ends, you can use your action to cause another shimmering blade to pass through the opening into another object or activity of your choice within 60 feet of the point you chose. While you use this spell to create the shimmering blade, you can make other magical effects with the shimmering blade. When you do so, you create a dazzling display of magical force, manifesting the illusion as a magnificent sword thrust. You can’t create a single magic effect by creating shimmering blades or using intricate magical construction to create the impression that some natural weapon is wielded by a legendary warrior. Transmutation

Vow of Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flame-like radiance spreads from your hand to a creature within range. For the duration, that creature emits bright light in a 30 foot radius and dim light for an additional 30 feet. That creature is trapped within the flames, and whenever it makes a melee attack before the spell ends, the spell ends, and the target must succeed on a Strength saving throw or take 1d6 fire damage. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Vow of Protection

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration of the spell, any creature that you chose within range when you cast it or that you can see within 60 feet of it has resistance to one damage type of your choice that attacks or rolls against it. Until the spell ends, this resistance resounds with thunder, whether by a weapon attack, an attack on a creature or by the first attack of each of its types within 30 feet of the target, or by another weapon that attacks or rolls against the creature. Creatures with truesight have advantage on ability checks and saving throws against these effects. Abjuration

Vulgul's Great Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 10-foot high, 12-inch tall, bordered wall of thick fog on the ground at the center. Each wall 5 feet tall and 5 feet wide features a different portrait or symbol on it that best conveys the current time, place, and manner of its creation. For the duration, a fog cloud can be created on each of its turns as an action, as an action on each of its turns after you cast this spell. The wall lasts until cleared. To open the wall, place a spell of 3rd level or lower on the ground and press no. 1 or 2 to create a portal to a different dimension. Both portals open when a gateway chest with a 5-foot diameter opening appears on the ground within. The open gate consists of a panel that fills each chest with vapor and an antimagic field that surrounds it. Each panel can hold up to five creatures or one creature that isn’t a creature, and creatures that aren’t creatures are obscured from view. When a creature enters the spell’s portal, the creature can make a Charisma (Perception, Chaps–Wizard) check contested by its Wisdom score (the creature can’t be charmed by this spell). On a success, the creature uses its action to return to its home plane (typically, its home plane), where it began its adventure. A successful check negates any effect preventing the creature from returning to its home plane. Evocation

Vulnerability or Blankness

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one creature. For the duration, the target can’t be affected or blinded by barriers, spells, or other magical effects. If the target is charmed, its skin and clothing change to resist the spell’s enchantments, and it takes half as much damage from nonmagical damage as normal with each use of the spell. In addition, the target is protected from nonmagical ranged weapon attacks made against it by a nonmagical ranged weapon attack construct’s weapon attunement spell. This protection lasts for the duration or until the target drops to 0 hit points. Abjuration

Vulnerability Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 30-foot-radius sphere of radiance centered on a point within range blasts forth from you. The sphere spreads around corners, forming barriers that resist fire and magical energy damage-wise, and attacking from up to five hundred feet away. The sphere is a solid mass of supersonic energy that can be difficult to drive, move, and extinguish. The sphere remains for the duration and can move as a bonus action on each of your turns after it has generated its own fire, a lightning, or a thunderous noise. It exhales smoke, aqueous, and fog, which ignites any object it comes into contact with. The sphere is light enough to illuminate immobile objects, as well as to contain unoccupied spaces. If any creature moves within 20 feet of the sphere for the first time on a turn or ends its turn there, that creature must move 15 feet or take 1d12 bludgeoning damage, or half as much damage, by attack and damage, or both. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Vulnerability Strike

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your fingertips strike out and briefly entangle one creature you touch that is under an entangle spell. The target must make a Wisdom saving throw. On a failed save, it takes 12d8 psychic damage, or half as much damage on a success. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Vulnerability to acid and cold

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: 1 Hour

A acid or acid reservoir appears on a creature that you can see within range, and creatures that don’t have unsecured doors, such as wights or trolls, or those with missing weapons or armor slots, immune to all damage and requiring a dispel magic cast to open the reservoir. When you cast this spell, you can have the spell fail if you are immune to being frightened, have a high chance of failing if it doesn’t count against your spell save DC, or have a higher failure rate when you use your action to attempt to dispel the reservoir. Conjuration

Vulnerability to all but magical damage (60%-100%)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Enchantment magic grants the willing creature some resistance to any damage it would deal to the magical barrier it constructs. The spell ends if the barrier is breached, its magic broken, or if enough magic isuously removed from it to break it. Abjuration

Vulnerability to all damage and fire damage

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Until the spell ends, that creature’s speed and hit point maximum are reduced to 0; the spell ends for that creature. If the creature is already at 0 hit points, it instead becomes immune to both damage and fire damage. A creature hit by this spell makes a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. Also, the creature takes 10d6 lightning damage on a failed save, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Vulnerability to all damage

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature you can see that you: are wearing it, causing it secures poison damage and diseases for the duration. If the target is wearing armor or a body part, poison damage and diseases deal poison damage equal to 2d8 poison damage, and 1d8 disease damage, respectively, to that element. The target must make a Constitution saving throw, taking 5d8 poison damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Vulnerability to cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical force field of 10 feet thick and 10 feet wide is created at the center of a creature or a place the shape of a box or a portal in either direction for the duration. A creature that enters the field for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, it is turned to ash. Until the spell ends, the cold field sucks at the fabric of the fabric of the fabric of the barrier, and it lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a 15-foot-radius sphere centered on a point within range. The sphere spreads around corners, and it lasts until the spell ends. Whenever a creature enters the spell’s radius for the first time on a turn or starts its turn there, that creature can make a Constitution saving throw. It takes 5d10 cold damage on a failed save, or half as much damage on a successful one. A creature frightened by the spell can use its action to make a Constitution saving throw at the start of its turn, ending the effect on itself on a success. Evocation

Vulnerability to cold

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

It is difficult terrain for a creature that you choose when you cast this spell. Creatures immune to bludgeoning, piercing, or slashing damage from nonmagical weapons are especially at risk of being targeted by its weapons. Until the spell ends, one weapon of its choice that is not magical can be damaged by this spell. It can’t be used to fire off a round of crackling, thumping, or sacking, and it can’t be used to make a melee spell attack. On its turn, the creature attacks another creature with a weapon, or a melee spell of its choice that targets a creature or an object within 120 feet of the weapon. If the creature attacks a creature, the creature attacks the creature with a weapon, or the creature makes a melee spell attack with a weapon at the start of its turn that targets a creature within 120 feet of the weapon. The creature has disadvantage on attack rolls against targets within 120 feet of the weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Vulnerability to cold

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature you choose within range makes a Dexterity- or Wisdom-based saving throw. It takes 2d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, damage increases by 1d8 for each slot level above 4th. Evocation

Vulnerability to cold

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell makes certain objects and creatures have 0 hit points. Creatures and things that aren’t being worn or carried have no current hit points. When you cast the spell, you also subtract the number rolled from the spell’s saving throws to resist cold damage. Evocation

Vulnerability to cold

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: A creature you can see within range and on the sam

e plane of existence as you (or both at the same time) makes a Constitution saving throw. If it fails, the spell ends. Evocation

Vulnerability to Disease

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A creature that you choose has 2 types of immunity to a disease or a permanent affliction. The disease’s effects can be as debilitating or as simple as the creature’s memory of an illusory disease or affliction. A disease afflicts the creature. It affects the creature only as a rule of thumb, and the creature can choose from any of the following effects when it attacks or casts spells. Reducing a disease affliction to a minimum destroys the creature’s ability to reason and emotions, makes it immune to its effects, or makes it vulnerable to its effects. Creatures that have a Wisdom score of 2 or lower are immune to disease when their Wisdom score is less than 7. The plants‘s natural terrain is reduced to 0. The plants don’t heal plants that are injured, killed, or simply disappeared. Rot. The leaves of a tree branch become tangled and branchy as the disease strikes. The leaves wilt and form claws. The leaves of a scorpion’s tail become tangled and branchy as the disease strikes. The leaves of a bat flings its tail around its neck as a natural disease affliction. Sickle Fever. The flesh of a basilisk’s head becomes feverish and bleed. The flesh of a basilisk can’t be heated, scorched, or suffocated. Sickle Smite. The flesh of a basilisk’s head becomes feverish and bleed. The flesh of a basilisk can’t be heat treated, smouldered, or otherwise treated to make it sick. Vampiric Touch. The flesh of a basilisk’s head and limbs become feverish and bleed. The flesh of a basilisk can’t be heated, scalded, or otherwise treated to make it sick. Aura of Insanity. The flesh of a basilisk’s head is insubstantial and bleed. The flesh of a basilisk can’t be heated, scalded, or otherwise treated to make it sick. Aura of Agathys. The flesh of a basilisk's head and legs become insubstantial, bleed, and turn to stone. Aura of Protection. The flesh of a basilisk's head and limbs become imperceptible to all but invisible creatures. Aura of Vitality. The flesh of a basilisk's body becomes magical and bleed. The flesh of a basilisk can’t be heated, scalded, or otherwise treated to make it sick. Blade of Faith. The flesh of a basil

Vulnerability to disease (30-foot radius) Enchantment

Vulnerability to disease

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Enchantment

Vulnerability to Disease

Casting Time: 1 action
Range: Self
Duration: Duration

1 Hour You have become immune to all damage and magical damage since you cast this spell. Until the spell ends, a creature that fails a saving throw against a disease-inducing disease has advantage on its saving throw against another spell of 3rd level or lower. Necromancy

Vulnerability to Disease

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a corpse or a creature and choose

Vulnerability to Earth damage

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Until the spell ends, a creature you touch is vuln

erable to up to 1 foot of extra damage from nonmagical fire. Abjuration

Vulnerability to Energy damage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a creature with a +2 bonus to AC or hit points can’t be targeted by a melee attack by a ranged weapon attack using it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2 for each slot level above 3rd. Evocation

Vulnerability to Energy damage

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. You end your turn as a bonus action on the target. One creature who would be affected by a direct physical damage (DPR) from the target takes 4d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage created by the spell. Abjuration

Vulnerability to Fear

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A creature is blinded and deafened by one harmful ray you cast up until the spell ends. Creatures become blinded, deafened, or blinded for the duration. The spell ends when all other effects for that condition have worn off, and whatever ill effects have worn off. Any additional effects remain and are only used until the spell ends. The blinded creature regains half its normal form. The blindness ends if no additional effect is visible or if a target is attacked while blinded. The creature can move normally, but no greater distance from the location where the attack was made to escape the area. As long as the target is blinded, both its eyes can see. The spell ends if the target is knocked unconscious when it is blinded. If the target moves from one place to another while blinded and takes damage, it can make a Dash Attack and move back to that place. When you have drawn a line up over the location where the attack was made, the spell ends. To target a target, you must line up the line with the nearest target before casting the spell. The line must not overlap. On a successful save, the ability to target a target (your choice at the time you cast the spell) is restored. The spell can target only one target at a time, and only one target at a time (if your destination is outside the area). It only lasts as long as the first target it strikes. Using up an additional target means that all other targets are not restored. The line ends if you damage the target. If the target gains a maximum of 10 hit points or less from the initial hit, the spell ends. The target can use up to three hits to regain the rest of its hit points. The target can't re-target the spell so long as the last target it strikes reaches the same maximum of hits. Any excess damage or damage done by the excess damage or damage done by excess damage increases the target's maximum hit points no more than 5. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create up to three additional effects for each slot level above 7th. Beastly Apprenticeship spell 20 Concentration, up to 10 minutes Choose one creature or other undead beast or other demon-like creature that you can see within range. The target takes 5d6 acid damage when your spell ends, or half as much damage when the spell ends. Any spell used on the target increases the damage by 1d6 × 5. Each additional attack or spellcast on the target increases the damage by 1d6 × 15. You decide where you can cast the spell and what kind, as well as how, before casting the spell. The spell can be triggered as an action and on each of your turns, until the end of your next turn. The spell can target either a friendly or hostile creature. The target is blinded, deafened, paralyzed, and is no longer willing or able to speak. The spell ends unless the target has at least 1 hp, if any. If a creature you target has more than 1hp, the spell can target all creatures within 1 hit point.

Vulnerability to fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical flame that you can see is difficult terrain for creatures other than you. You choose a point you can see within range on ground or in air that you can see, and that user can see within 30 feet of you. If the flammable object you choose is on the ground or in the air, you have resistance to fire damage and have resistance to bludgeoning damage. In addition, the flammable object has advantage on attack rolls against creatures that aren’t completely enclosed within it. Conjuration

Vulnerability to Fire

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

A common flame that moves across a 15 foot radius and bursts when it hits a creature, plant, or object within range. The flame, which has a range of 100 feet, spreads around corners. The flame spreads around the spell’s area. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, the creature takes 1d6 fire damage. The spell’s area of effect is heavily obscured. On a successful save, the spell ends. The spell can also be activated by one-time or once every 60 days. Evocation

Vulnerability to Fire

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

Up to 1 hour of nonmagical damage and 1/2 mile of bludgeoning damage are sustained in this aura. The damage and damage to objects sustained are difficult terrain effects, and creatures and objects neither created nor created by spells or other magical effects can be targeted by them. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage and damage sustained increase by 1d8 for each slot level above 5th. Evocation

Vulnerability to Fire

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Investiture by magic for the duration until you use a spell slot of that duration to take thunder damage, or until you use an action to cause a thunderous crash and end your turn with 1 hit. Evocation

Vulnerability to fire

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature, and the target’s fire damages up to ten times more heavily affected creatures and constructs take. In addition, a target takes 8d8 bludgeoning, 12d8 slashing, and 15d8 poison damage damage damage types when it becomes blinded or deafened. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Vulnerability to nonmagical fire

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell inscribes a protective magical seal on up to five creatures of your choice within range within which you can cast a spell. You choose one or more of the following magical effects when you cast the spell. You can place the seal on an object or a creature, put it within reach of a spell of 3rd level or lower, or even create a magical trap to restrain a creature for long enough to allow it to cast a spell. The spell has no immediate effect on you. When you cast the spell, any creature that starts its turn in the spell’s area with vulnerability or less or who is within 5 feet of it begins a new turn vulnerable to fire. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. When you use a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th. Abjuration

Vulnerability to nonmagical fire

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a willing creature and choose one of the following effects when the target succeeds on a saving throw. When you cast the spell, choose a nonmagical explosive or acid weapon effect, such as a torch, effect, or spell, that you have met when you cast this spell. If you cast the spell on a creature, a nonmagical effect causes the target to become immune to the effect, and a creature without flying privilege scores an equal to 10

Vulnerability to Nonmagical Weapons (Self-Destruct)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell grants you a new ability used to create an effect or a new threat. Whenever you cast a spell using a spell slot of 5th level or lower, you can make a melee spell attack with that ability against a creature within the last 5 feet of the target whenever that creature is within 5 feet of you. On a successful attack, the target can’t attack again for 1 hour. The spell ends if you use another spell slot available. Transmutation

Vulnerability to Nonmagical Weapons

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, any creature you touch and that can’t be charmed has truesight. For the duration, the target’s magic missile can’t harm you. While you have a truesight, the missile has disadvantage on attack rolls against you and your companions. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lance also doubles as a melee weapon. When you use a spell slot of 5th level or higher, the missile deals an extra 1d4 psychic damage to the attack roll and makes the attack roll with advantage. Transmutation

Vulnerability to poison

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A quivering tendril of freezing cold springs into existence from nowhere and freezes those within 30 feet of you. The cold radiate off into the surrounding air, extinguishing trees, fog, and icy water in its area for one minute. The cold has a 30 percent chance to blind a creature of your choice that is within 30 feet of you, and the cold has deafened a creature that is within 30 feet of you. The cold also extends into the Ethereal Plane, passing through solid objects and nonmagical structures created by spells or magic. A creature that enters the Ethereal Plane for the first time on a turn or starts its turn there must make a Constitution saving throw; it takes 1d12 cold damage on a failed save, or half as much damage on a successful one. In addition, a creature that starts its turn in the Ethereal Plane and ends its turn there must make a Constitution saving throw; it takes 1d12 psychic damage on a failed save, or half as much damage on a successful one. With a successful save, you can also dismiss the cold as an action. Necromancy

Vulnerability to Stinking Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

When you take the Dash action that you use when you cast this spell, you can either move up or down as a bonus action on your turn to avoid a cumulative effect of the casting. You decide the nature of the effect before you cast the spell. On your turn, you can use up to three uses of the spell, or during the same turn you could use one of the following actions. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is Concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is Concentration, up to 1 hour. Conjuration

w (10 hit points)

Casting Time: 1 action
Range: Self
Duration: 60

Instantaneous You imbue a creature you touch with magical power, transforming it into a magical beast. The target is a magical beast or a magical beast (your choice) and is affected by the spell. You can target a creature with a spell slot of up to the size of your fist. The target can be a willing creature or a creature. It can be both a willing creature and a target. If you target a creature with a spell slot of 4 or greater level than you are, the spell’s damage increases by 1d10 for each slot level above 1st. Abjuration

Wail of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell explodes in flames if you are within 120 feet of an engulfed creature or if it can’t cover itself off in flames. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is burned as an engulfed creature. A creature that fails the save is blinded for 1 minute on its next turn. A creature charmed by this spell is also blinded for 1 minute on each of its next turns. Conjuration

Wake of One

Casting Time: 1 action
Range: Self
Duration: Until your next turn, you can perceive one creatur

e of your choice that you can see within range. You choose one of the chosen creatures that you can see within range and hear it. The creature hears only whispers, as you choose it, and doesn—for the duration—see that creature’s location for the first time in a 10-foot cube. If you cast this spell on a creature that isn’t within 10 feet of the target, it must make a Constitution saving throw. On a failed save, the target has disadvantage on its ability to move. On a successful save, the target’s motion is unoccupied for the duration. This spell takes any damage the target’s hit point maximum is and ignores the damage it takes from magic attacks from it. Necromancy

Wake up Redeemer

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A shimmering beam of light descends out of a ceiling, casting a beam of light for 1 minute. The beam has a radius of 30 feet, and it can be blocked. Using its ability or using a spell slot of 2nd level or higher, the beam can cover a wide area. Any creature that is wearing or carrying any kind of armor that you designate must be restrained from that spell, or their weapon or shield falls to the ground. Evocation

Wake Wizard

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awake a creature that can’t be affected by magic, such as a wish spell or a compulsion spell. Choose one of the following options. The target can’t be affected by any other ability or ability that targets it. The target also has disadvantage on attack rolls against spells and other magical effects that target it. The target must make a Wisdom saving throw. On a success, the spell ends. The target can use an action to end the effect on itself by using an action to switch bodies. Necromancy

Waking Aurora

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour You invoke the powers of dreams over a creature of your choice within range. You choose the effect of a waking spell from among other objects you can see within range, as long as it lasts for the duration. As an action, you can release this effect from its container and wake the creature on the same spot you cast this spell. Choose one or more of the following effects from the following options. • You can wake the creature up if it is sleeping. • You can wake the creature if it is awake, if it is frightened, if it is paralyzed, poisoned, or has 4 or less hit points, or if it has either of the following effects. • Sickened or stunned, the creature is subjected to the whimpering effects of sleep, if the creature is sleeping or awake. • The creature can make a Wisdom saving throw to regain control of its mood, or it must give up its control of its mood and move to a spot where it is no longer affected. • You can wake the creature if it is asleep if you are within 30 feet of it while it is asleep or if it is frightened while under the effects of the sleeper spell. • You can wake the creature if it is asleep if you are within 30 feet of it while it is not under the effects of the sleeper spell. • The creature can make a Wisdom saving throw to turn itself loose from danger, and it can do so again if it takes extra damage or if some other effect of its choice allows it to do so. • You can release a sleeping creature from its warding ward using only one of the following effects from this spell’s menu, such as waking the creature if it is warded or sleeping if it is asleep or asleep. • You can awake a sleeping creature that is within 60 feet of it by using a magic carpet effect, such as this one, that has an area of effect similar to that of the warding ward. While awake, the creature must make a Wisdom saving throw. On a failed save, the creature awakens and regains 3d6 hit points. On a successful save, the creature awakens and regains half as much on the next hit. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 2d6 for each slot level above 4th. Necromancy

Waking Aurora

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Until the spell ends, you create a shadowy abode within an unoccupied space that you can see within range. Under the bed is a glowing helmet, a finger trap, and a sheet of mist (20 feet by 10 feet). The mist lasts for the duration or until a mistleeping spell ends. While the mist is forming, you can make a ranged spell attack with it with a bonus against one obstacle, and if you hit a creature that is under the mist, it takes 10d4 radiant damage (if you have it) instead. Finally, if you hit a creature that is under the mist and isn’t immune to being knocked prone, the mistlsail sprouts wings, mimicking the appearance of a homing beacon. The spell ends if you cast it again before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Waking Bell

Casting Time: 1 action
Range: 30
Duration: 10 Days

You conjure up a bright, clear, and insulating bell that fills a room within range. The bell sounds when spoken aloud, and when the spell ends. The spell activates when you cast this spell, and the bell rises to a height of 120 feet on a side by side with your spellcasting session. You can use a bonus action to make a melee spell attack with the bell, using your spellcasting ability. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Waking Life

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell wakes a creature awake through the use of dreams. If you cast this spell while asleep, it wakes up the creature if it is awake or asleep and removes any dream effects that had blocked it, or any afflictions blocking it. To a creature asleep through dream mode, this spell enables the creature to enter its body as if it were awake, to appear awake and to disappear as if it were asleep. While awake, the creature must use its movement to move up or down, and once it has done so it can repeat the action it made using its movement. For the duration of this spell, it can perform actions and move independently of its normal actions and acts. While awake, the creature can use its action to make another creature’s next attack roll, attack using a bonus action, or both. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional illusions for each slot level above 5th. Illusion

Waking Nightmare

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You awaken a nightmare that has no memory of its past or its purpose. Choose one of the following effects when you cast the spell. The nightmare awakens a creature of your choice that you can see within range, and that is under the effects of a similar effect. The creature is friendly to you and your companions. It has resistance to the triggering mind effect (the creature can’t attack you), and if it can’t attack you again, it instead attempts a new casting of the same effect or one created by the triggering mind effect. The creature can’t attack you again if it is charmed by you. Enchantment

Waking Times

Casting Time: 1 action
Range: Touch
Duration: 7 Days

You are awakened to a sudden and magnificent creation in the misty evening light. Your nightmares become reality, and you gain the ability to teleport. You must use a different means of transportation than walking. Instead, whenever you are completely outside the spell’s radius, you must move 2 feet in a straight line and then re-enter the area as if you had gone invisible. Necromancy

Waking up

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You awake in a location that you can see within range. You must make a Wisdom saving throw. On a success, you wake up in a place that you can see. You must then make a Constitution saving throw. On a success, you wake up in an unoccupied space that is within range. On a failed save, you wake up in a place that you can see. On a successful save, you are no longer in a place that you can see. While you are awake, you can use your action to try to wake up a creature that you can see within range. The creature must be within 10 feet of you when you cast this spell. You are unconscious when the spell ends, unless you can take a bonus action to regain consciousness. Conjuration

Waking up

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You awaken one willing creature of your choice that isn’t asleep. The target must make a Charisma saving throw. On a failed save, it awakens and becomes alert for the duration. At the end of each of the target’s turns, it awakens again. If it awakens for a full 24 hours, it awakens for an extra 24 hours. The spell’s duration is up to 24 hours. During this time, it can’t move or attack. If it awakens for more than 24 hours, it can’t take any actions. If it awakens for more than 24 hours, it can’t take any actions. During the spell’s duration, it can’t affect more than one willing creature. If you can’t cast spells while this spell has a duration of concentration or the duration is suspended for too long, you can dismiss the spell and return to your concentration. Conjuration

Waking up

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You know the reality behind events that took place when something unexpected occurred. Whether it’s a creature or an object, all objects in a state of consciousness for the duration are aware of the things that took place. This spell doesn’t take into account the possibility of a non-being within the entity’s immediate vicinity, such as dead bodies in a city, that is aware of the events taking place. If this spell allows for a second appearance of an unknown being, this spell would appear. Illusion

Waking up

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your mind appears before you and your body recognizes it immediately as your conscious mind, acting independently of your senses or your environment. For the duration, you can alter yourself and other creatures' temperature and precipitation so as to freeze them, freeze snow, freeze lake, or freeze open a frozen road. You can use your action to do the same; if you attempt to freeze a creature, roll a 6 or higher and make a successful Constitution saving throw. If you succeed, the creature is no longer frozen and is instead aware of you (though it can use an action to warn you). You can also use your action to banish the wisps of cold energy draining from the ground to deal extra cold damage to it. Evocation

Waking up and Moving to Remnant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, you gain the ability to open a window, door, or other opening in space that you can see on another plane of existence and that is within the time limit for the casting of the spell. You can use the opportunity to open such a window, door, or other opening to open a door of your choice that you can see in this manner (for example, you might create one if you set a trap on a creature or a solid wall and then open it to block my attack). If you cast the spell before the spell ends, you can use an action to dismiss the spell. When you dismiss it, you can choose to dismiss the spell with advantage. If you cast the spell again, this time with advantage, the barrier lasts until the next time it is open. You can dismiss the spell with a fail attempt, an attack roll, or an ability check with advantage. If you cast the spell again, the barrier ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a creature you can see within range can’t be targeted by my attacks if it can’t see. Abjuration

Waking up

Casting Time: 1 action
Range: Self
Duration: 1 hour

This spell wakes a creature up. It appears as a small, glowing disk about the size of your fist. Until the spell ends, the disk appears in the space where you cast this spell. You can cast this spell only while outdoors, or while sleeping or under the influence of a strong alcohol or strong wind. When you cast the spell and as a bonus action on each of your turns you can move the disk up to 30 feet and then close it. It remains there until the spell ends or until you use your action to move it up to 30 feet or until you dismiss it as an action. You can’t double the disk’s size while still within 30 feet of it. Transmutation

Waking Up spell

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You awaken a creature of your choice when it uses your action on a turn or starts its turn there. One creature that has the condition for you is cured of the effect and becomes a different creature for the duration. The creature remains cured of that condition until its next turn, at which point the creature wakes up if it wants. The creature wakes up if it takes any damage or if another creature secures an access point to the barrier. Necromancy

Waking up

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature who is awake. The creature can be up to 30 feet away from you or within 60 feet of you. Until the spell ends, the target wakes up if it falls unconscious or if someone else starts sleeping. Enchantment

Waking Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a portal to an unoccupied space that you can see within range. The portal is 1 foot in diameter and can fill a 40-foot cube. As an action, the portal spreads its magic across a 15-foot cube. The cube moves with the portal and has the same range as the teleport. To enter the portal, a creature must be within 30 feet of it (if it isn’t within that distance, it must still be within 30 feet). If there is damage or a spell’s duration remaining before closing the portal, the spell is dispelled, and the creature can enter the portal instead. The portal can be opened by one creature or by two creatures. Each creature that enters the portal must make a Charisma saving throw. On a successful save, the spell allows the creature entered the portal through the portal’s opening. The spell fails if the creature has 1 minute remaining on its turn or moves from the portal to a vulnerable area within 30 feet of it. Transmutation

Waking Wood

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You attempt to awaken all trees within 30 feet of you. At the start of each of your turns, you can use your action to cause up to ten of the trees to wake up from their slumber. The trees are awakened whenever a creature of your choice within 30 feet of you appears within range. Necromancy

Walking Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Your hands touch a creature’s body for the first time on a turn. The creature must make a Wisdom saving throw. On a success, the creature returns to its home plane and is no longer affected by this spell. On a failure, the creature spends its action as if it had no body. This spell ends early if it can’t reach its destination. Conjuration

Walking Blade

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a line of movement that extends from you and ends when it reaches a point you can see within range. The line lasts for the spell’s duration. A creature passing through this line can’t be knocked prone or restrained. The spell ends if you or a willing creature you touch enters the spell’s area or reaches for a ranged weapon or ammunition. Transmutation

Walking Dead

Casting Time: 1 action
Range: 15
Duration: 1 minute

You hurl up an undead carcass on the ground before it falls to the ground and remains there until the spell ends. You can cleanse the carcass of its poison and disease, regen it for 2 days, remove a poison and poison-fixing effect, replace the missing poison and effect with a spell of 2nd level or lower, or create a new one that replaces the spell slot expended. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the poison or disease created by this spell causes the zombie to gain 10 hit points—less

Walking Dead

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a new hostile creature within range for the duration, and ends for it on its turn of turn. As an action, you can move the target up to 30 feet in a straight line and then cause one of the following effects with it: • You instantaneously cause a zombie or a piece of a zombie, a corpse, to assume a different form from the one it replaced, if the creature’s original form is in any condition • You instantaneously cause one undead creature or an object to become undead, or an object that is no longer undead to become undead. • You cause up to twelve creatures of the chosen type to become undead or become undead at the DM’s discretion. • You instantaneously banish a Huge or smaller creature to a location the creature was on hand bound or bound to a post. • You cause up to twelve constructs to become undead, or an object bound to a post. • You cause up to twelve undead to become animated or to become undead at the DM’s discretion. • You instantaneously halve the area of acid, cold, light, and poison in a 40-foot cube within range, or cause such creatures to become animated or to become undead at the DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Walking Stone

Casting Time: 1 action
Range: 10 Days
Duration: You create an extradimensional space that you can

see and that lasts for the duration. You can use the space to enter and occupy any length of solid ground or to stretch out across a floor, wall, or other surface. It is the largest extradimensional space you can create and lasts for the duration. When you cast this spell, you can use your action to move up or down one of the walls, along with the volume you chose, so that you are now on the ground and standing on it. You can use your action to move up or down a staircase or a wall, as well as up or down a thin rope leading to the outside of the space. You can use your action to move up or down a horizontal or vertical ladder, along a rope that runs across the floor, or down or up or down a ladder that descends on a floor or a wall. As an action, you can move up or down a ladder or a pillar, as well as move across a ceiling or a floor or another horizontal plane. Evocation

Walking Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You transform up to ten creatures of your choice that you can see within range. Make a talismanic string of tiny, harmless rings around one end of a longbow or spear. Place the talisman on the ground, and creatures of your choice that you can see within range when you cast this spell regain hit points equal to half your current hit points. Roll at the end of each of your turns to determine which creature you would most like to be transformed. You decide the material and spellcasting state of the target at the start of each of your turns. The target is Medium or smaller and must speak the script of a creature whose size and hit points you choose. If the target is Medium or smaller, you can shape such a creature to serve as a mount, rider, or perhaps even a knight. The target chooses what kind of weapons it takes from its load slot, which allows it to make two attacks per round against one creature or some other fixed or mobile weapon. A mounted creature gains no benefit from armor or weapons carried by a creature carrying a weapon of a different type. The target also gains 2d8 + hit points for the first time on a successful attack and once on a successful attack by a creature, provided that the creature carried the carried weapon first. The spell ends for each target on the target’s end, if it is ever at least 1 level higher than you. The spell’s spell slot is not empty when you cast it, and you may have up to four willing creatures charmed by it when you cast it. The creature doesn’t understand your language or take any actions that would suggest deception. The target is charmed and frightened while charmed by this spell. You can’t control the target’s mind. The charmed creature can, however, understand your thoughts and acts, which may help it understand your actions and actions with greater clarity and concentration. As an action, you can move the charmed creature up to 30 feet as a bonus action on your turn. On your next turn, you can move the charmed creature up to 5 feet as an action on your turn. As an action, you can cause the creature to lash out at a creature you choose within 60 feet of you. The creature must

Walking Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A stone structure or a stone wall or other structure or structure with a diameter of less than 1 foot or a diameter of more than 1 foot thick, made of stone or other hard and compacted material, appears in a spot where it is discernible from the other side. It is a stone-like structure or structure that resembles a circular staircase with a length of about 10 inches. The stone is cast into the ground, or a portion of it, and the stone is cast into a stone-like structure or structure with a diameter of less than 1 foot or a diameter of more than 1 foot. The stone is cast into the ground, or a portion of it, and the stone is cast into a stone-like structure or structure with a diameter of less than 1 foot or a diameter of more than 1 foot. The stone is cast into the ground, or a portion of it, and the stone is cast into a stone-like structure or structure with a diameter of less than 1 foot or a diameter of more than 1 foot. Abjuration

Walking Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a stone and teleport to any point you choose along its surface that is within range. After exchanging words, a stone circle, or a wicker structure for the stone of a stronghold, you return to a location you have traced with a walking spell. This spell ends if you cast this spell again, if you cast it again after leaving a location whose spell slot you are not using, or if you end your movement to go back to a place where you traced the stone. Conjuration

Walking Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A stone that resembles the form of a walking stone appears in a space you can see within range. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. If the stone is no larger than the creature it was created from, the creature can use its action to repeat the saving throw. On a success, the stone disappears. The stone lasts until you dismiss it as an action. Conjuration

Wall of Acid

Casting Time: 1 action
Range: 120
Duration: 10 minutes

A wall of strong acid flows from your hand to protect a creature you choose during the spell’s duration. The acid spreads around corners and is extended out from a point within 60 feet. Until the end of your next turn, the wall lasts for the duration. The wall obscures a 20-footradius open pit originating from a point within range

Wall of Acid

Casting Time: 1 action
Range: 120
Duration: 1 hour

A wall of acid springs into existence on the ground in a 20-foot cube centered on a point you choose within range. The wall is difficult terrain. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, and it can be up to 30 feet tall. The wall can be up to 20 feet thick, and it can be up to 10 feet thick, if any exist. A creature that starts its turn in the area when the wall appears must succeed on a Strength saving throw or be pushed up to eight feet away from the wall. A creature that starts its turn there must succeed on a Strength saving throw or be pushed 10 feet away from the wall. A wall of acid can be attacked however many times it wishes, provided that the acid doesn’t damage the area. A creature that starts its turn in the area when the wall appeared must make a Strength saving throw. On a successful save, the creature is pushed up to twice its speed. At the end of each of its turns, the creature is pushed twice as far away from the wall as it is from the attacker. A creature that starts its turn there must make a Strength saving throw. On a failed save, the creature is pushed away from the wall by a different creature or by a wall created by another creature. The creature that caused the creature pushed creature must succeed on a Strength saving throw or fall prone. Any excess energy released by a successful save causes the creature to fall prone. At the end of each of its turns, the creature is transported to the wall’s area, where it is restrained until the start of its next turn. Transmutation

Wall of Acid

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A 20 foot high, 10 inch thick wall of acid springs into existence at a point you choose within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick. You can pierce the wall up to 30 feet in any direction. The wall is a protected magical wall, meaning that you can jump over it and break free with a successful Intelligence (Investigation) check against your spell save DC. You can use your action to move the wall up to 60 feet in any direction, and then back up to 60 feet in any direction if necessary. If the wall cuts through a creature’s space, that creature is left in the area. The wall blocks movement by up to 10 feet of air, and any creature or object within 5 feet of it can’t pass through it. Evocation

Wall of Acid

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A acid wall of strong acid appears at a point you choose within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick. The wall blocks line of sight. When the spell ends, any creatures or objects in the area that were on the affected wall when it was created or that were damaged by this spell go flying. The walls are lightly obscured by thick fog. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 5d6 acid damage. On a failed save, the creature is restrained by the wall. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Wall of Acid

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A shimmering wall of acid springs from your touch to a height of 10 feet on a point you can see within range. You choose acid for its space, and acid for its space. It lasts for the duration or until some special condition is met. For example, if you are made of acid, your wall of acid will last for the duration or until some creature uses an action to make a melee attack. When the spell ends, the wall springs back into place. Any creature in the area when you cast the spell must make a Dexterity saving throw. On a successful save, the wall extends its ranged ceiling until the spell ends. A creature moving through the wall for the first time on a turn must make a Dexterity saving throw. On a

Wall of acid

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of whirling acid spreads out from a point within range onto unoccupied spaces, moving through the air for the duration. Until the acid leaves a target, it doesn’t deal acid damage. Any creature that uses acid damage as its main attack action must make a Constitution saving throw. On a failed save, the target takes 1d8 acid damage. On a successful save, it takes half as much damage. While covered by the acid, a creature can’t become covered by walls, and any creature covered by a wall during the spell’s duration can’t use jumping, running, or swinging any moves within its area while affected. On a successful save, a creature covered by the wall is driven underground, only partially submerged, and out of the way for 10 minutes. For the duration, an affected creature has AC 30 and 30 hit points. If the creature’s gear strikes the creature, it is ejected from the wall, albeit slowly and painfully. It takes 14d6 acid damage, and the DM has the creature’s AC and hit points at the start of its next turn. A creature affected by this spell at the start of its next turn must make a Constitution saving throw. On a failed save, it wastes the turn. After the creature makes its save, it reverts to its normal form and has advantage on all saving throws, which might re-roll an attack roll or a saving throw, instead of the normal way. While this spell is held by a creature, a creature within 30 feet of a wall or other point of origin can’t attack or use reactions while the wall or other point of origin is active. As a bonus action on each of your turns, you can move up to 60 feet in a straight line and repeat the line. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Wall of acid

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An acid wall springs into existence on the ground within range and lasts for the duration. The walls dissipate acid energy when a target has its hit point maximum and when a creature has maximum hit points equal to your hit point maximums, a spray of acid damages the target and causes it to make a new acid attack against the wall. The spray damages objects in its area and extinguishes flames in its area that have the same type as that of the target. When the wall erupts, each creature in its area must make a new acid attack against a chosen acid spell a number of times as you choose. A target takes 4d8 acid damage after every 4 bolts it takes before it deals any damage. Conjuration

Wall of Acid

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of acid erupts from a point within range. Each creature in a 5-foot cube centered on the point where the wall appears must make a Constitution saving throw. A creature takes 8d6 acid damage on a failed save, or half as much damage on a successful one. Solid rock walls of up to 6 feet in diameter have AC 20 and 30 hit points. They are incapable of holding their weight or falling damage. If they fail their saving throw, a pillar of acid erupts from the wall, which lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from the pillar of acid is reduced by 10 for each slot level above 7th. Evocation

Wall of acid

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of acid spreads out from a point you choose within range. The wall appears in any color you choose, and you can shape the wall in any color you choose. The walls thickness is 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Wall of acid

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of acid springs into existence on a point you choose within range. Until the spell ends, any creature or object that enters the wall must make a Dexterity saving throw. On a failed save, a creature takes 3

Wall of Acid

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A shimmering mass of acid appears on the ground in a 40-foot-radius, 30-foot-high cylinder centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d10 acid damage on a failed save, or half as much damage on a successful one. A creature can’t take fire damage from this spell. Each time a creature takes damage from this spell, it must succeed on a Constitution saving throw or take 1d8 acid damage. A spell of 2nd level or lower can also reduce this damage by 1d8. Evocation

Wall of Acid

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of acid that blocks incoming fire damage and ignites it for a number of feet equal to your spellcasting ability modifier. The wall blocks up to 10 fire damage types, up to 10 feet in length and 10 feet thick, and up to 10 feet high. When the wall appears, each creature in the area must make a Dexterity saving throw. On a successful save, a creature takes 4d8 fire damage and half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Wall of Acid

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a 60-foot-high, 10-foot-deep wall of acid in a 10-foot radius centered on a point of your choice within range. The wall spreads out into unprotected spaces, and any Huge or smaller creatures within it are ejected downward. The wall can be destroyed by ranged weapon attacks, normal ranged weapon attacks, and/or magic missile attacks. The wall also disappears completely, unless a spell of 3rd level or lower is cast to remove it. A wall of acid can be destroyed with a ranged weapon attack, normal ranged weapon attack, or magic missile attack. Evocation

Wall of Acid

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a wall of acid on a solid surface within range. You can form it into a hemispherical dome or a sphere, as you choose, up to 10 feet in diameter. The walls of the wall are difficult terrain and consist of ten to twenty-five feet of thick stone that you can see. When a creature enters the w

Wall of acid

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of acid springs from a location that you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It takes 10 minutes to construct and wall up. You can shape the wall in any one of the following ways: • You can make an object roll with a successful Strength saving throw appear vertical and line it across the floor. • You can shape an area of solid stone or mud with a strong current that lasts for the duration or until solid stone or mud is reduced to 0 current. • You can shape a sphere that lasts for the duration or until solid stone or mud is reduced to 0 current. • You can shape a surface’s

Wall of Acid

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an acid wall around yourself that blocks incoming ranged and melee weapon attacks. Each wall stands on its own edge, blocking unprotected passage. The wall blocks both incoming and outgoing ranged weapon attacks. As it stands, an incoming ranged weapon deals 1d6 piercing damage to the wall, and an incoming melee weapon deals 1d6 piercing damage to the wall. The wall can't overlap with other barriers, such as a wall of stone, that prevents other creatures from passing through or through it. If the wall is more than 10 feet high, the creatures passing through it can pass through it as well. The wall blocks all but a few creatures and objects that can be targeted by ranged weapon attacks, as well as creatures and objects that aren’t within 5 feet of the wall itself. Evocation

Wall of Acid

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You unleash a wave of acid-filled energy at a creature that you can see within range. You choose a location on the ground, a room within an area 100 feet square, a place within a 100-foot radius, or within a 100-foot cube. The area you choose looks like this: An acid dwelling on an open floor, an ooze on a floor made of acid, or a mouth made of acid. You can target one of the following effects with this spell to make the room it is on crackling with acid. •Flames wreathe one creature you can see within range. The target must succeed on a Strength saving throw or take 2d6 acid damage and be blinded until the spell ends. •Your voice rouses a strong urge to attack. Rapidfire blasts of lightning strike at your command from across the room. Until the spell ends, you can use your action to send a bolt of lightning toward the target, which must make a Constitution saving throw. On a successful save, the bolt deals an extra 1d6 lightning damage. •Blind creatures that can’t be targeted by this spell make a Wisdom saving throw with disadvantage. •Your voice rouses a strong urge to attack. Until the spell ends, you can use your action to send a bolt of lightning toward the target, which must do 4d6 radiant damage, or two D8s of damage, with advantage against the spell’s other effects. A lightning bolt that deals this damage fails each of its turns while it lasts. When you cast this spell in a location with an arcane or religious symbol in use on or within the last 5 days, you can create a magical aura around the glyph and animate or otherwise manipulate the wreathe. The aura has the following properties: - Your voice rouses a strong urge to attack. Until the spell ends, your voice can be heard over the din of engines, and you can’t attack other creatures. - Your voice rouses a strong urge to attack. Until the spell ends, your voice can be heard over the din of engines, and you can’t attack other creatures. - Your skin turns warm and radiant green and turns it hard for 8 hours. - You open or partially close all the windows on a building in your area that is occupied by a creature or a permanent within 5 feet of it. Conjuration

Wall of Acid

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a wall of acid in a 5-foot cube within range. Each creature in that area must make a Constitution saving throw. A creature takes 6d8 acid damage when it enters the area. On a successful save, the wall blocks the attacker's movement for the spell’s duration. The wall is 5 feet thick and 60 feet tall. If you move more than 5 feet in any direction, it blocks all movement in the other direction. On a successful save, the wall is broken. Conjuration

Wall of Acid

Casting Time: 1 action
Range: 30
Duration: 1 round

A strong wall of acid springs to life in a 30 foot square on a solid surface within range. The wall is 1 inch

Wall of Acid

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a wall of acid in a 30-foot cube within range. It lasts for the duration. If the wall is contiguous with a solid object, a solid barrier, or a structure that serves as a barrier, the wall appears on the object in question as a solid barrier, and the barrier disappears when the spell ends. When the wall appears, each creature within its area is affected by one of the following effects: - You create a strong acid reaction that damages the target and deals 3d6 acid damage to the chosen object. - You create a strong acid reaction that damages all nearby objects. - You create a strong acid reaction that damages all structures. - You create a strong acid reaction that damages all creatures within 5 feet of the wall. Evocation

Wall of Acid

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 60-foot wall of acid erupts from a point in a 5-foot-radius, 10-foot thick cylinder centered on that point. The wall can be breached or blocked only by nonmagical means. Each creature in its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 acid damage, and it is pushed 10 feet away from the wall. A creature that fails the save takes 4d8 acid damage, and it is restrained until the start of your next turn. A creature restrained by the wall takes 4d8 acid damage when it hits 10 or fewer hit points. A creature restrained by the wall is vulnerable to being driven to its death by an earthquake, but this vulnerability can be overcome by magic. Evocation

Wall of Acid (30-foot cube)

Casting Time: 1 action
Range: Instantaneous
Duration: You create a wall of acid in the space of a 10-foo

t cube of stone. Each wall has AC 15 and 30 hit points. Each ceiling has AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the base AC of the wall increases by 1 and the base damage increases by 1. The base damage increases by 1 when you reach higher levels. When you reach higher levels, the base AC of the wall increases by up to 10%. Conjuration

Wall of Acid

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a wall of acid in a 30-foot-radius sphere. The wall can be up to 100 feet long, 20 feet high, and 10 feet tall. The wall is 10 feet in diameter and 10 feet thick. The wall can be made up of up to five layers of stone, as well as a cube of stone. Each layer must be at least 1 foot thick and is made of at least 5 percent as much stone as the layer you are on. Each layer must have a height of at least 30 feet and at least 5 feet on each side. The wall can pass through any barrier or barrier wall. A creature that blocks the wall must make a Dexterity saving throw. On a failed save, the wall is pushed 10 feet outside the wall’s area of effect. A creature can use an action to create a barrier of any size or type against the wall. The barrier must be at least 10 feet thick and 10 feet thick and has a diameter of not less than 20 feet. The barrier can be used in a number of ways: As a bonus action, you can wither the wall, making it wither 10 feet. If the wall collapses, the creature must make a Strength saving throw. On a failed save, the creature takes 4d6 necrotic damage and has disadvantage on attack rolls against creatures other than you. A creature withers on a failed save must also

Wall of acid

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A wall of acid 20 feet long and 10 feet wide appears at a point you choose within range. The wall blocks your movement for the duration. Until the spell ends, you can make a straight line out of the wall to a spot within 30 feet of you that you can see. The wall has the radius and direction outlined on its surface, but it doesn’t have to be on the same plane of existence as another wall of acid. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 10 feet for each slot level beyond 1st. Evocation

Wall of Acid

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of acid gasps up to 60 feet on a creature you can see within range. Until the spell ends, the wall appears grayish and tough, and creatures that are Medium or smaller instead of Huge or larger deal acid damage equal to 1d4 + your spellcasting ability modifier. While in the wall’s area, a creature must make a Strength saving throw. On a failed save, the creature takes 6d6 acid damage, and another creature, successfully saving for the spell, takes 3d6 acid damage. The damage type is the same as that of the target’s weapon (’s acid damage is the same as the d10 damage of that weapon), and the wall appears thick and strong. When a creature enters the wall for the first time on a turn or ends its turn there, it can make a Constitution saving throw. On a failed save, the creature can use its action to move up to its speed so that it can pass through the wall without taking any damage. The wall can be up to 60 feet long and 10 feet high. Evocation

Wall of Acid

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of acid streaks around corners. The wall is 60 feet long, 10 feet high, and 5 feet thick and can be up to 20 feet thick. The wall can be blocked, but not far enough to create a burst of acid. Any creature that enters the wall when the wall appears must make a Dexterity saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. A creature that enters the wall for the first time on a turn or starts its turn there must make a Dexterity saving throw. If a creature is inside the wall or enters the wall while the wall is in motion, the creature is forced to make a Dexterity saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. A creature that enters the wall for the first time on a turn or starts its turn there must make a Strength saving throw. On a successful save, a creature is left in the wall and is unaffected by this damage. Evocation

Wall of Acid

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A 40-foot-square cylinder springs into existence in an unoccupied space of your choice that you can see within range. One creature of your choice that you can see within range must succeed on a Strength saving throw or become restrained by the wall for the spell’s duration. The restrained target can use an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer restrained by the wall. The spell ends if the restrained target drops to 0 hit points. The spell lasts for the creature’s whole movement, if any. When the spell ends, the restrained target takes 1d8 acid damage, or half as much damage on a successful save. Conjuration

Wall of Acid

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 60-foot wall of acid in a 10-foot radius centered on a point of your choice within range. The wall spreads out into unprotected spaces, and any Huge or smaller creatures within it are ejected downward. The wall can be destroyed by ranged weapon attacks, normal ranged weapon attack, and/or magic missile attacks. The wall also disappears completely, unless a spell of 3rd level or lower is cast to remove it. The wall also disappears completely, unless a spell of 3rd level or lower is cast to remove it. Creatures and objects in the wall are unaffected by it. The wall is difficult terrain and contains a volcano, lava flow, and a swamp. A creature can’t be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate up to six barrier blocks that you can see within range. Each barrier is 30 feet in

Wall of Acid

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of acid in the space of a 10-foot cube of stone and force it to make a Dexterity-based attack against a chosen weapon. Choose one of the number of creatures on the ground within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 3d6 acid damage. On a successful save, a target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to a d4. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Wall of Acid

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a 25-foot-radius sphere of acid at one creature that you can see within range. The target must succeed on a Dexterity saving throw or become blinded for 1 minute. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The spell’s damage increases by 1d6 when you reach 15th level (4d6), the 19th level (5d6), and 21st level (6d6). Transmutation

Wall of acid

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A swirling wall of acid (20 feet long, 10 feet high, and 5 feet wide) springs into existence at a point you choose within range. The wall appears at the point of impact, covering the entire length of the target’s body. Until the spell ends, the wall appears to anyone standing in its area. It blocks line of sight, but the creature can hear the wall from a distance. Any target it hits or moves to the ground must make a Strength saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the spell ends. A creature that enters the wall or enters a room through it must make a Strength check against your spell save DC to avoid. A creature that enters the wall and enters a room through it with a stick or similar weapon fails this save. A disintegrate spell destroys the wall on a successful save, or a similar moving wall spell ends on a wall of acid on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wall of acid spreads out from the point of impact to a distance of 10 feet in a 5-foot radius around it. Evocation

Wall of Acid

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create an area of solid, acid-infested sand that is 30 feet long, 10 feet high, and 10 feet thick. Ranged weapon attacks that pass through the wall fail if the wall is in the wall’s interior. The wall appears in any orientation you choose, and it appears to float on its surface. You can construct or reshape walls up to 25 feet in diameter, and you can shape or reshape other nonmagical structures in the wall. The wall has AC 15 and 30 hit points, and it is difficult terrain. The wall can be destroyed by ranged or magic attacks. Evocation

Wall of Acid

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a wall of acid in a 60-foot cube with AC 20 and 5 hit points per 10-foot section. The area is difficult terrain with a 60-foot cube. The wall blocks an area 20 feet wide and 20 feet tall. When the wall appears, each creature in the area must make a Strength (Athletics) check against your spell save DC. The wall blocks an area 20 feet tall

Wall of Acid Self Wall of Acid Self (30-foot radius) Instantaneous You conjure up a wall of acid at a point you can see within range. You can make the wall up to 60 feet long, 10 feet high, and 1 foot thick, or a length of rope 20 feet long and 5 feet wide and 5 feet thick. The wall appears in an unoccupied space that you can see within range. It lasts for the spell’s duration. You can use your action to make a straight line across

Wall of Acid

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wall of acid that blocks the current in the ground in a 5-foot cube of your choice that you can see within range. The wall blocks the current that you create, and when the wall is breached, the ground in the cube is filled with acid. The wall blocks the current that a creature is wearing or carrying, and it isn’t immune to being pulled into the acid’s space. The wall isn’t magically immune to being pulled into the acid’s space. The wall is difficult terrain and can’t be pushed, carried, or moved. The wall can’t be affected by spells or magical effects, but it can’t be targeted by spells or magical effects. The wall is difficult terrain and can’t be pulled, carried, or moved. The wall is difficult terrain and can’t be pulled, carried, or moved. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Wall of acid

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wall that blocks a 20-foot-radius sphere of acid in a 10-foot radius that you can see within range. You create a 10-foot-radius wall of acid in a 20-foot-radius sphere centered on a point you choose within range. The wall blocks up to 60 feet of vertical space and 20 feet of horizontal space. The wall blocks up to 60 feet of horizontal space and 20 feet of vertical space. The wall blocks up to 60 feet of vertical space and 20 feet of horizontal space. The wall blocks up to 60 feet of vertical space and 20 feet of horizontal space. The wall blocks up to 60 feet of vertical space and 20 feet of horizontal space. Conjuration

Wall of Acid

Casting Time: 1 action
Range: Touch
Duration: 24 hours

Until the spell ends, acid rain, bludgeoning acid, and bludgeoning damage from ranged weapons become 1d8 acid, 2d8 acid, or 3d8 acid damage. Any creature that starts its turn in the area and is immune to being turned to stone for the spell’s duration is made at least twice as likely to be affected as every other creature. Evocation

Wall of acid

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature. It must make a Wisdom saving throw. It takes 10d6 acid damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 10d6 acid damage, and the spell ends early if the spell is cast on it before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Evocation

Wall of Acid

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and attempt to cause damage to that creature. Make a ranged weapon attack. On a hit, the target takes 1d6 acid damage. If the target has at least 1 hit point, it takes 2d6 acid damage. If it has at least 1 hit point, it takes 1d6 acid damage. If the target has at least 1 hit point, it takes 1d6 acid damage. The damage is dispelled.

Wall of Agathys 60 Concentration, up to 1 minute You construct a 60-foot-high wall of swirling water, composed of fine gravel and stone connected by a looping gable that spans perpendicular to the sky. The wall consists of a sphere with a point or two at the top centered on a point you choose within range. Each creature in the wall must make a Dexterity saving throw. On a failed save, it collapses and spreads around corners. At the end of each of its turns, each creature in the wall provokes an opportunity attack from another creature (your choice). On a successful save, the spell ends. The wall can be destroyed with a successful dispel magic spell effect. The wall can be transported across icy shelves to other locations where it can be permanently stored. If you or one of your companions is trapped in the wall, you can use an action to make a successful move. An action that spends a successful save is wasted, if the spell fails. A successful dispel magic spell ends only if the spell ends with an end-word. This spell is immune to poison, cold, and fire, and you can use this magic only once for each day. As soon as the spell ends, the wall erupts, and the spell ends. This spell is similar to the homing ball spell of the DC 17 spell damage modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell’s damage increases by 1d6 for each slot level above 3rd Transmutation

Wall of Agony

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of swirling, acid-like energy that sprouts from any number of points within range. The wall appears in any orientation you choose, as a sphere, centered on a point you choose within range. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a half-angled wall up to 60 feet in any direction. The wall vanishes when the spell ends. Any creature that stands in its way of the wall must make a Dexterity saving throw. On a failed save, the creature takes 6d6 acid damage, or half as much damage on a successful save. A creature can choose to fail this saving throw if it wishes to permanently blind or deafen the wall. A creature that succeeds on the saving throw must also permanently blind or deafen the wall, and they take 15d6 acid damage on a failed save. A creature that fails its saving throw must instead make a Constitution saving throw, taking 14d6 bludgeoning damage and 20d6 cold damage on a failed save. Abjuration

Wall of Agony

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

An opening or gap appears in a wall of agoraphoric energy that resembles the atmosphere of a war zone. The space spreads around corners. The space is difficult terrain and has the following properties: - The opening or gap lasts for the duration or until a prismatic guardian appears within the space or the space spreads itself thin and fills the space - Any creature that ends its turn within 5 feet of the prismatic guardian for the first time on the start of your turn must succeed on a Strength saving throw or take 1d8 bludgeoning damage with it - You create a 10-foot-radius, 50-foot-high cylinder centered on a point within range where flames can erupt from flames created by the prismatic guardian spell. Each creature in that area must make a Constitution saving throw. A creature takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The flames erupt in a 20 foot radius. Each creature other than you within 20 feet of the water area must succeed on a Dexterity saving throw or take 6d10 bludgeoning damage, or half as much damage on a failed save. The water spreads around corners. An area of water up to 20 feet deep and up to 20 feet wide is difficult terrain. In addition, a flooding area creates a flood hazard up to 20 feet wide and up to 20 feet tall. Evocation

Wall of Amatrice

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of shimmer and indestructibility appears inside an unoccupied space that you can see within range on the ground within range. The wall lasts for the duration, and it disappears when the spell ends. It is an opaque wall of whirling air, 5 feet thick and 5 feet thick, that has AC 10 and 30 hit points, and it is immune to fatigue effects. While in this wall’s space, you can use your action to create a constant gust of wind linking it to the wall, which then curls around itself to form a 20 foot radius and strikes two enemies within. The whirlwind spreads around corners and is heavily obscured. When the wall appears, each creature within its radius must make a Constitution saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The whirlwind creates a 20 foot square crevasse on the ground that you can see within range. A creature that enters the crevasse or moves through it takes 2d8 bludgeoning damage. A creature that enters the vortex takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature automatically succeeds on all saving throws against this spell if the creature takes the lowest damage possible against the spell. You can also create the wall by raising the ceiling on a room you can see up to 80 feet higher than the wall’s height. For the duration, you can raise the ceiling up to 40 feet, which you can crease to create a 10-foot—hole for the wall. The crease increases by 4 feet when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Wall of Amity

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of shimmering energy springs from your finger toward a creature that you can see within range. Make a ranged spell attack against the creature. On a hit, the target takes 2d8 + 1d4 damage of the spell’s type, and it can’t take reactions, reactions that you can see immediately prior to the spell’s casting. On a hit, the wall of shimmering energy then damages the target, and it must make a Constitution saving throw. On a failed save, the wall breaks free and crashes down in a tree. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Wall of Ammon

Casting Time: 1 action
Range: 300
Duration: 1 Hour

A shimmering wall of force erupts from a point you choose within range. You can make a ranged spell attack against one creature within 5 feet of the wall. On a hit, the creature makes a ranged spell attack out of the wall, taking 2d12 force damage. If the wall cuts through another creature’s space when it hits a creature or a wall, that creature is pulled up in the wall (20 feet long, 5 feet wide by 4 feet high) and then takes 1d12 force damage on a failed save, or half as much damage on a successful one. The wall also blocks line of sight, but until it leaves the wall, a creature can‘see through it. It can move across uneven terrain, through glass, and even down walls, if the terrain is loose. It can move through difficult ground, barrier, and ceiling alleys, but it can‘t cross a ceiling that is loose or falling down a chimney or a floor made of loose material. The wall can be pulled up to 20 feet in any direction. It can‘t block a creature’s view of a creature within 20 feet of it. When the wall cuts through another creature’s space when it hits a creature or a wall, the creature takes 2d12 force damage, and the wall can’t leave that space. During the spell’s duration, a thin sheet of magical energy can be seen falling from

Wall of Ammon

Casting Time: 1 action
Range: 30
Duration: 10 minutes

An illusionary wall of energy springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. The wall can span up to 60 feet on each side, and it creates two barriers that prevent creatures from passing through one another through the wall. Each barrier prevents a creature from passing through it or approaching through a creature’s space through it. A creature that enters the wall enters at the bottom edge, gaining no benefit from being within 5 feet of it. After the creature has made a Dexterity saving throw to avoid the wall, it can make a Dexterity saving throw. On a successful save, the illusion extends out from the creature and disappears. A creature can use its action to dismiss the illusion. If the wall’s surface is smooth or if its walls are tufted or treeless, the illusion creates each foot of ground that is 5 feet on each side. If the wall is thick or if the walls are stone pillars, the pillars are made of thick pillars as well as thin strips of stone. A creature can enter the illusion by way of a longitude in feet beyond the wall or passing through a door or other opening that leads to the wall. Evocation

Wall of Amnesia

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Wall of Amnesia surrounds your body for the duration. Choose one creature or nonmagical object in your reach that you can see and that can’t be charmed by you. The creature has disadvantage on ability checks made to see through its eyes and is blinded and deafened in combat. While blinded and deafened by this spell, the creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The wall also w blocks line of sight (for example, a ship in mid-air could miss it entirely from across the water), preventing the creature from seeing where it lies on its horizontal and vertical surfaces or seeing through its eyes where it appears on a sheet of transparent mist. When the creature realizes it is charmed by you, it can use its action to examine the wall and make a Wisdom saving throw. If it finds the wall to be deception, it falls, leaving behind no permanent body, creature, or object on the ground or in the wall’s ceiling. A creature discerns the deception by examining any number of visual or tactile indicia that connect it to the image. If the wall is ever to be deciphered, it will consist of a sequence of tactile noises and whispers, a shimmering hand that hovers in front of you in an extradimensional space created by a talisman, and a shifting, shimmering tail. The tail is intangible, but it counts as a sensory component in the damage reduction portion of the spell. It disappears when the spell ends or you choose to end your turn attunning to the wall. Illusion

Wall of Amnesia

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You construct a wall of strong magical energy that lasts for the duration. The wall is composed of four 70-foot-radius, 40-foot-high rings of black energy filled with blue light. When a creature enters the warded area during this spell, any creature within 5 feet of the warded area that enters or is about to enter the spell’s area must immediately speak the password on the rope before entering or leaving the area. Any creature that enters the warded area must make a Wisdom saving throw. On a failed save, a creature takes 6d6 acid, cold, fire, lightning, or thunder damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a 30-foot-radius sphere of intense light centered on the perimeter of the wall. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 8d6 lightning damage and 14d6 cold damage. On a successful save, a creature takes half as much damage and isn’t affected. Conjuration

Wall of Amor

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Wall of Amor extends into the ground at a point you choose within range and prevents creatures of Medium size or smaller from passing through. For the duration, each creature in the wall is charmed by you. If you would cast this spell on the same creature every day for the same duration, the charmed creature becomes charmed by this spell for the duration, and the creature charmed by this spell for the first time on each of its turns becomes frightened. The frightened creature pursues its quarry only when on the move and when the wall is within 30 feet of it. If the wall cuts through a creature’s line of sight, that creature can’t move and must rely instead on a teleportation or interplanar link to another unoccupied space within 30 feet of the wall. When the wall cuts through a creature’s line of sight, the creature takes 6d6 radiant damage (if there is one), and the creature is restrained for the spell’s duration. A creature that can’t be charmed can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. Conjuration

Wall of Amor

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of shimmering force in an unoccupied space that you can see within range. You can create the following effects when you cast this spell using a spell slot of 5th level or lower. You can shape the wall, either by casting a permanent or a temporary spell, creating a 10-foot cube of wisps of magical energy centered on that spell’s area. The wisps can’t pass more than 10 feet of normal light or darkness. A creature that uses a spell slot of 5th level or higher can use a bonus action to create two of that type. If the second wisp appears at the end of a creature’s turn, the creature can use its action to move up to twice its speed and otherwise take 5d8 radiant damage. After a creature uses its action to move to a spot within range where it would be vulnerable to this damage, the creature can roll a d20 inquiring the following questions: 1) What kind of damage have I dealt to you? 2) What effect have you intended for the wall to have? 3) What kind of wall are you attempting to impede? 4) Should I use a magical gate or something similar to shut it off? 5) If the wall is large enough, how strong is the magic wall against magic? 6) Should I fill it with traps or other nonmagical barriers, such as vines or trees? Finally, what kind of magical force is activated and what kind of effects (if any) protect it from attack? The spells or effects created by the wall use statistics found

Wall of Arrows

Casting Time: 1 action
Range: 120
Duration: 1 Round

Three pieces of ranged ammunition drawn into a wall of arrows, drawn in a different direction from the current one and pointed in the opposite direction as you would for a sling. Each piece of ammunition must be within 1,000 feet of the wall and within 30 feet of the arrow. You make one dart into the wall, which must be within 30 feet of the wall. If you miss, you can use your action to move the dart up to 30 feet in a direction you choose, ending the effect. To move a dart up to 30 feet in any direction, you expend one use of magic missile. The dart lands within the wall and is infused with magic for the duration, but the dart can’t pass through the wall. When you cast this spell, you can have the dart hover for an additional 30 feet and then end its effect. Transmutation

Wall of Arrows

Casting Time: 1 action
Range: 120
Duration: 1 Round

You hurl a single arrow or piece of nonmagical ammunition into the air to create an open barrier. You can hurl the arrow at a target within 5 feet of the barrier or up to 100 feet on either side. If the target fails a spell of 8th level or lower, it is drawn back to its original plane of existence, and any spell that removes a barrier prior to casting this spell stops working. Any effect that removes the barrier prior to casting this spell, such as the burning of a barrier when opening an arcane portal, stops working when the barrier is removed. Any effect that removes a barrier prior to casting this spell, such as the burning of a barrier when opening an arcane portal, ends when the flame has dissipated. Conjuration

Wall of Arrows

Casting Time: 1 action
Range: 120
Duration: 1 Round

You make a ranged spell attack with a piece of ranged ammunition. Arrows fly out from the center of the creature’s quiver and strike at the target, usually with as little force and with as little force as possible. Arrows strike in a 20-foot cone and strike at the same time any Medium or smaller Medium or smaller Medium or smaller Object or object struck by an arrow is struck by the arrow. Each creature within 20 feet of the target must succeed on a Dexterity saving throw or take 1d8 piercing damage. A creature takes 2d8 piercing damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition used as a component. Evocation

Wall of Arrows

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A strong wind carries an area of earth, stone or mud on which arrows or crossbow bolts are made, centered on a point you choose within range. Arrows penetrate Medium or smaller metal and iron books and are made of nonmagical ammunition, or iron bars or similar. When an arrow hits a creature, the creature takes 2d10 piercing damage, and the arrow deals an extra 1d6 piercing damage at the end of its next turn. Transmutation

Wall of Arrows

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a wall of ammunition inlaid with emeralds and bursting with arrows. Each creature of your choice within 30 feet of the wall must succeed on a ranged spell attack, including if the creature is on the same plane as you, in which case the creature can roll a d4 and add the number rolled to the number of arrows in its bag. Each ranged attack roll of your choice from within 30 feet of the wall deals an extra 1d6 damage to the target. Evocation

Wall of Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A quiver of strong arrows burst from a point within range. Each arrow points toward a point within 100 feet of a point you choose within range. Arrows explode when the spell ends. Range Duration 300ms At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, ranged weapon attacks that deal slashing damage or that deal piercing damage that weapon attacks that have a target within reach are made with advantage. Arrows explode when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, ranged weapon attacks that deal piercing damage or that deal slashing damage that weapon attack have advantage if the target is within 500 feet of one the arrows.

Wall of Arrows

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a single ranged arrow fired from a 5—foot-diameter hole ripples out in a circle with a 10-foot radius and strikes a target within 60 feet of it. Arrows are nonmagical ranged weapons with a 10 percent miss chance. Arrows of inaccuracy have a 25 percent chance of misspelling as being made of stone instead. shot by lightning. Evocation

Wall of Arrows

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Wall of whirling air springs into existence at a point you choose within range. The wall extends toward a point you choose within range, up to 60 feet. You can shape the wall so that it faces a line or so down, like a skylight. The wall is invisible. It circles the ground and is 10 feet thick. If you choose a point you choose within 60 feet of a point you choose during your casting of this spell, any creature on the wall that is within line of sight is blinded for 10 minutes. The spell ends for a creature that dies while blinded by the wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wall of Arrows

Casting Time: 1 action
Range: 1 Mile
Duration: Special

Seven arrows shimmering out of the center of your hand, pointed as a horizontal line in the air and targeting one creature within range, requiring 3d4 bolts of ammunition to fire. Arrows deal 5d4 piercing damage when shot from within the wall. Arrows are fire-based, and arrows fired from within the wall deal no damage. For the duration, these attacks deal no damage to any creature other than hostile creatures. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, or a 4th or 5th level spell slot, the damage increases by 1d4 for each slot level above 2nd. Evocation

Wall of Arrows

Casting Time: 1 action
Range: 60
Duration: 1 minute

A wall of soft, ray-like arrowheads appears at a point within range on a solid surface within range. You make ranged arrows with a range of 360 feet. You can make a ranged spell attack with one of the attacks described below, and the attack deals an extra 2d6 radiant damage on a hit. On a hit, the target must make a spell attack roll or be pushed 5 feet away from the wall. The wall appears two inches thick on each side. Once it forms, each ranged attack roll it makes has advantage if it can, and the wall lasts until it is destroyed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Wall of Arrows

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure up a wall of solid, nonmagical arrows that deal 5d4 + 1d8 damage to each creature within 10 feet of the opening. The wall appears in any orientation you choose, but some creatures on the wall appear upside down. Each creature in the wall's space must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Wall of Arrows

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a wall of arrows that are pointed in one direction and disappear when one of the following conditions are met: - The wall blocks a specific direction. - It is up to 30 feet in any direction. - It lasts for the duration. The wall can be broken up into smaller pieces. - The wall has an area of effect equal to its size. The wall can be breached, pulled up, or enclosed by walls that have walls in the same plane as it. When a wall forms in such a way that the wall is broken up into smaller pieces, each piece is 1 foot in diameter and weighs up to 10 pounds. The wall blocks one creature and one object, and

Wall of Arrows

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch two quiverful arrows, one at a time, that grant up to three hit points. When you cast the spell and as a bonus action on each of your turns thereafter you can throw the quiver at one creature you can see within 30 feet of you. That creature must succeed on a Dexterity saving throw or take 3d8 arrow damage. The spell has a range of 60 feet and can’t be targeted by ranged or misspelled attacks. Evocation

Wall of Blades

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You form a wall around a creature that you can see within range. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, the creature is restrained and is unable to move or attack the wall. On a successful save, the creature is no longer restrained by the wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration can be reduced by 20 minutes. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 60 minutes. Evocation

Wall of Blossoming

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You slap one creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, it takes an extra 10d8 bludgeoning damage. On a successful save, the target takes half as much damage. The spell ends if the target is hit or is stunned. The target can’t be affected by spells or magical effects that aren’t under the target’s control. If you cast this spell multiple times, you can have up to one target affected at a time. The target can’t be charmed, restrained, or otherwise affected by any of the spell’s effects. Conjuration

Wall of Bright light

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a wall of bright light in a 40-foot cube on a point within range. The wall appears at a spot within range and lasts for the duration. You can shape the wall so that it faces a creature or an object within range, forming a face that is 50 feet tall and extends for a total of 60 feet. The wall can be animated or otherwise manufactured to create a circular or rounded dome composed of panels and beams. Each panel shall have a diameter of 4 feet and a height of 10 feet. The panels themselves shall be of wood or stone except that panels made from metal or stone panels made from iron or emerald fuel or wick panels made of lead or emerald energy shall not be affected by the wall. Each panel and its components, or an element chosen by you, must be within 30 feet of each other and contiguous. For example, an animated panel created by a panel infused with emerald energy and a panel infused with silver dragonfire and infused with green fire infused with ray of fire and radiant radiance and infused with yellow fever ray energized by yellow fever shall each have a 30-foot diameter and 5 feet high beam protruding from it. If a panel and its component, or an element chosen by you, are within 20 feet of each other, the panel and its component, or an element, shall each have a 20-foot diameter and 5 feet high beam protruding from it. If a panel and its component, or an element, are within 60 feet of each other, the panel and its component, or an element, shall each have a 30-foot diameter and 5 feet high beam protruding from it. If a panel and its component, or an element, are within 120 feet of each other, the panel and its component and the component, or an element, shall each have a glimmering cylinder extending from it and forming

Wall of Bright light

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A wall of strong radiance streaks from one creature that you choose within range, forming a vertical wall of bright light in a 20-foot cube on ground with a 10-foot radius and lasting for the duration. When the wall appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage and is blinded for 1 round. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature blinded by the wall can use its action to make another saving throw at the end of each of its turns, ending the effect on itself on a failure. The wall, which has a diameter of 5 feet and a height of 20 feet, blocks line of sight. While in the wall’s space, an illusory duplicating orb appears within the wall and is shimmering in luminescence, darkening creatures' houses and forcing creatures to use special lighting sources or sinkholes when moving near it. On each of its turns, an illusory duplicating orb can be seen rising from the wall and following the duplicating orb until it disappears. Each affected creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 round (the spell’s maximum range is 30 feet). On a successful save, the creature takes half the damage (and half the cover cost of the magical shield if it is a light or melee weapon). Evocation

Wall of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A shimmering wall of cold radiate from it to a depth of 120 feet. The wall lasts for the duration, at the DMChoose one creature you can see within range and causes the creature to make a Constitution saving throw. On a failed save, the creature becomes cold and must make an Intelligence saving throw. While covered by the wall, creatures are affected by it and can’t become cold to it by reason of taking the cold damage, or by any of the following—blizzard, frost, lightning, or thunder damage types. Creatures covered by the wall have disadvantage on attack rolls against them. The wall can pierce nonmagical barriers up to 5 feet deep, nonmagical barriers up to 5 feet thick, and barriers that are 10 feet or larger. Until the spell ends, this wall sheds bright light in a 30—mile radius on each creature a point within 120 feet of the wall (for the duration) on each of your turns for each 5-foot-square portion of the spell’s duration. Additionally, when the wall sheds bright light in a 30—mile radius on each creature a point within 120 feet of the wall (for the duration), the light sheds dim light for one-minute at a time, and the light sheds bright light for an additional minute. The spell ends if the creature’s magic decoder—a slot-for-case that doubles your spellcasting ability, if you have it—determines that the wall is blocked. Evocation

Wall of cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of cold air springs from a point within range. When a creature enters the warded area during the duration of this spell, it is cold air and can freeze to a depth of 10 feet or less. Any creature within 5 feet of the wall or who is at least 1 level below the creature’s level must make a Constitution saving throw. On a failed save, a creature is pushed to one side of the wall and is chilled by the wall for 8 hours. This cold air can’t be moved or expelled from the wall during this time. Nonmagical projectiles created by this spell launched at the wall are also restrained in the wall. Each time a nonmagical projectile launched at the wall hits the creature, it creates a strong freeze that lasts until the end of its next turn. Conjuration

Wall of cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of cold springs to life within a 5-foot cube of solid ground. Each creature in the cube must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. A creature whose height is less than 5 feet must also be immune to this effect. A creature who is immune to this effect can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, the creature is immune to this effect for 24 hours. The spell ends on a successful save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Wall of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

This spell shields a creature or object chilled by a specific category of cold energy. A creature of Medium size or smaller in that size or known to you as chilled ground must succeed on a Strength saving throw or take 3d12 cold damage, or half as much damage on a successful save. At the start of each of its turns, a creature or object that is chilled by this spell must make a Constitution saving throw. On a failed save, it takes 3d12 cold damage, or half as much damage on a successful save. The damage type is the following—in fists, reach, or attack, natural or special, it has a cold strike rating of 5, and it deals 5d12 cold damage to the creature or object, the spell’s damage type is Strength, and it can’t be equipped with a weapon. On a successful save, the creature or object is no longer chilled and can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature or object sheds bright light in a 30-foot radius and dim light in the same radius. In addition, if a creature moves within 30 feet of a solid surface that is a surface other than stone covered by ice, it is immune to cold damage. Conjuration

Wall of cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Wall of cold radiates from you in a 20-foot radius, sending frigid vapor miles away from you. For the duration, each creature in a 20-foot radius around the wall must make a Constitution saving throw. On a failed save, a creature takes 2d10 cold damage and is restrained for the duration. A restrained target can use an action to make a Constitution saving throw at the end of each of its turns, ending the restrained effect on itself on a success. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Wall of cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of cold air at a point you choose within range. The wall spreads around corners. The wall can be 15 feet long, 10 feet thick, or 2 feet high. It can be made from up to 4 inches thick. The wall can be made from 1 inch thick blocks, 1 inch thick blocks of 1/2 inch thick thick nonmagical solid, or 1/2 inch thick solid blocks of 1/4 inch thick nonmagical solid. Each 6-foot square of ground in the area is a barrier. A creature can’t pass through an area of cold air created by this spell. When the wall appears, each creature within its area must succeed on a Strength saving throw or take 5d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Wall of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of cold energy between you and a creature of your choice within range. The wall lasts for the duration, and it vanishes if it is not created within 15 feet of you or if it is created within 15 feet of another creature. The wall can be turned upside down, up or simply thick enough for a person to pass through. When the wall appears, each creature in it must make a Constitution saving throw. On a failed save, a creature can’t use its action to move as far as its speed allows away from the wall, and it is blinded for 1 minute straight. It can use an action to exhale a blast of cold air at a creature within 60 feet of the wall, ending the effect on itself. Evocation

Wall of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of cold on the ground within range, centered on a point you choose within range. The wall is 30 feet long and 10 feet wide. For the duration, the wall sheds bright light within it, and it can be removed by force. During this time, the wall can be blocked only by magical barriers that can be broken or blocked by nonmagical barriers. When the wall is removed, the spell ends. Evocation

Wall of cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of cold air springs from a location you choose within range. A creature takes 4d8 cold damage on a successful save, or half as much damage on a failed save. For the duration, a creature doesn’t take any cold damage, but instead has disadvantage on attack rolls against all creatures you designate when you cast the spell. Evocation

Wall of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of cold gas forms above you, centered on a point within range. Any creature that starts its turn in the wall must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from the wall and is engulfed in gas. On a successful save, the creature is pushed 10 feet away from the wall and is engulfed in gas. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within line of sight when you cast the spell. Evocation

Wall of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of cold radiance forms at your command on a creature you can see within range. You choose a point you can see within range and form it into a circular pattern that lasts for the duration. You can create such a wall by casting this spell in a vertical or a horizontal plane, or by moving a simple structure within 30 feet of it. A circular pattern on one side of the wall can be seen moving with the wind and blocking the wall from moving perpendicular to it. The circular wall sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The wall can be destroyed via ranged weapon strike, armor strike, or polymorph spell. The wall is an object that has AC 15 and 25 hit points, and has AC up to the maximum allowed by the spell. It has resistance to cold damage. It has resistance to fire damage, as well as magic damage, against the triggering of at least one of the following effects of the triggered ability: • triggering an ability change that would allow you to make a new ability change that would allow you to change a creature’s natural or special weapon against it, if that creature lacks the natural or special weapon, or • creating a triggered ability change that would cause you to make a new ability change that would grant you the benefit of a different weapon against it, if that creature lacks the benefit of a different weapon. Evocation

Wall of Cold

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Wall of cold energy springs from a spot of you choice within range. Creatures within 10 feet of the location have disadvantage on attack rolls against them until the spell ends. For the duration, these creatures have disadvantage on attack rolls against creatures immune to being frightened. When a creature makes an attack roll (or a saving throw) against these creatures, its attack circle is chilled and it can’t use action to move to a distance of 1 mile from the location until the chill ends. If the area blocks a creature from moving, the creature is restrained in the wall. Woe to a creature that uses its action to make a melee spell attack. The creature must make the attack using a weapon or a spell of 2nd level or lower, and the spell doesn’t specify a type of weapon. The creature must use its action to make the melee spell attack. On a hit, the creature must make a Constitution saving throw. On a failed save, it is restrained, restrained, or paralyzed for the spell’s duration. As an action, a restrained creature can make a Wisdom (Perception) check against your spell save DC to see if it can still speak, but the creature can’t speak, understand, or do anything else. If the creature can’t speak, understand, or do anything else, it must finish a long and brutal combat against a random creature it can see within 30 feet of it. If the creature ends its turn in a location where it can see a creature restrained by the wall, the creature is restrained there until the spell ends. A paralyzed creature must use an action to make a Wisdom (Perception) check against your spell save DC to avoid slipping out of the wall. Evocation

Wall of cold

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You make a melee spell attack against a wall of cold on a solid surface within range. The spell’s damage increases by 1d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Wall of Cold

Casting Time: 1 action
Range: 150
Duration: 24 hours

A wall of cold energy springs from your fingertips to fill a 200-foot cube of air with cold radiance. Until the spell ends, the wall lashes out from you and sheds dim light in a 5-foot radius and 1 foot deep gouge along the ground within. For the duration, any creature that moves into the wall must succeed on a Strength saving throw or become chilled for 24 hours. Any creature that moves into the wall must make a Constitution saving throw. On a failed save, it can’t be targeted by the spell for the duration. A creature that occupies the top half of the wall for the first time on a turn or starts its turn there must immediately succeed on the saving throw or become chilled by it. Evocation

Wall of cold

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of cold air springs from a point you choose within range. The wall is 10 feet long and 10 feet wide, and it has AC 15, touch 10, and can’t be pushed or shoved. Any creature that fails its save against this spell is pushed 1,000 feet away from the wall. If the wall is made from tungsten, for example, a person who uses tungsten in the same manner would fall under the spell. Evocation

Wall of cold

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of cold air springs from a point you choose within range. The wall is 10 feet long and 10 feet wide, and it has AC 15, touch 10, and can’t be pushed or shoved. Any creature that fails its save against this spell is pushed 1,000 feet away from the wall. Transmutation

Wall of cold

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A wall of cold air springs into existence around you. The wall is 1 inch thick and 10 feet thick. The wall lasts for the duration. If you target a creature within 5 feet of the wall for the first time on a turn or starts its turn there, it is immune to being pushed 5 feet away from the wall. The wall can be broken up into sections and each section can contain up to five pieces of equipment. The pieces of equipment are all within reach. The wall sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The wall is strong enough

Wall of Cold

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of cold air springs from a point within range. Each creature in a 10-foot-radius circle on the ground within range must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Wall of cold

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A pillar of cold air rises above a point of your choice in a 30-foot radius. The pillar springs into existence at a point you can see within range. The pillar lasts for the duration or until a wind of 40 miles per hour disperses it. When the pillar drops to 0 feet below the surface, any creatures or objects it drops to fall to the ground in a 50-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw at the end of each of their turns. On a successful save, the target creature is no longer affected by this spell. Evocation

Wall of cold

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The wall of cold spreads around corners, blocking off some of the deepest parts of the ground in the area, and blocking out some of the deepest parts of the ground in the area. The wall can be blocked up to 10 feet in any direction. If the wall can't be blocked, the spell ends. If the wall can't block up to 10 feet in any direction, the spell ends. Evocation

Wall of cold

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You shape a wall of cold, making it difficult for other creatures to pass through it. Each creature in a 20-foot cube within range must make a Dexterity saving throw. A creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 for each slot level above 1st. Evocation

Wall of cold and fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 180 days

Wall of cold and fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of cold and fire spreads out from you in a 40-foot cube centered on a point you can see within range. The wall is 5 feet long, 10 feet high, and weighs 5 pounds. The wall is particularly dangerous to creatures that are enclosed in walls. Each creature that starts its turn in the wall must succeed on a Strength saving throw or take 2d6 cold damage. A creature takes this damage when

Wall of cold and steel

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of cold and steel springs from your fingers to a certain elevation. You can form it into a single wall of water, one hundred eighteen inches long, fifty inches thick, or several hundred feet in diameter. You can shape a wall up to ninety feet in diameter and remain so for the duration. After the first time each round that a creature enters the spell’s bridge area or enters the spell’s area while the wall is formed, the creature must make a Dexterity saving throw. On a failed save, the creature can’t move, and it must move at least 30 feet away from the wall when created. As a bonus action, you can move the wall up to 60 feet in any direction, ending the effect of the spell on it. When the wall forms, each creature within its reach must make a Constitution saving throw. On a failed save, a creature takes 4d6 cold damage. On a successful save, it takes half as much cold damage (less than 1d6 cold damage). A creature that fails the save must take 4d6 cold damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can use a bonus action to cause the wall to automatically construct into solid blocks (not necessarily stone or metal, since those blocks are made out of stone). Each creature in the area must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. In addition, a creature that fails the save must make a Strength saving throw. If it fails, it can’t use its action to move up to its speed so that it can attack another creature. Both creatures must use the same movement. While this spell creates and constructs blocks, creatures are restrained by the wall and can’t attack each other. If a creature attempts to break through the wall and enters the spell’s area in a sudden and dangerous manner, a brief spell of moderate

Wall of Cold Damage

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A 10-foot cube of cold air springs into existence and sucks at the target creature within range. The target must make a Constitution saving throw. A creature takes 4 cold damage on a failed save, or half as much damage on a successful one. A creature is immune to this effect. The cold damage increases by 1d8 at 10th level, 2d8 at 17th level, 3d8 at 20th level, and 4d8 at 30th level. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by 1d8 for each slot level above 2nd. Evocation

Wall of cold damage

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of cold air that blocks a creature's attacks. The wall then freezes the target. The wall then radiates cold heat that the target must make a Strength saving throw at the start of each of its turns. On a hit, the target takes 4d8 cold damage. The wall then causes a fire-infested area of effect within 30 feet of it to emanate from the wall. The area looks like a cylinder and can be as large as 30 feet in diameter. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 2d8 cold damage. This spell ends if you are still on the w, or if you cast this spell again. Necromancy

Wall of Cold

Casting Time: 1 action
Range: Instantaneous
Duration: A 30-foot cube of ice appears in a spot you design

ate. The cube is made up of 40 feet x 50 feet of ice. Each creature within it must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save. A creature takes 4d8 fire damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Wall of cold resistance

Casting Time: 1 action
Range: 5 days
Duration: 150

60 feetW (120 feet radius) Instantaneous A sphere of cold light streaks across a point of your choice that you can see within range. You can make a ranged spell attack against the point of impact. On a hit, the target takes 1d8 cold damage. The sphere is cast and its area of effect is centered on the point of impact. Instantaneous You teleport into a point of your choice that you can see within range. You can use your movement to go from one place to another. You can also use your movement to move from one place to another. You can also use your movement to move up to ten feet. You can also use your movement to step into one of those places. You can also use your movement to move up to ten feet in any direction. The sphere is immobile and has no sound. It can’t be targeted or targeted by spells and objects. Conjuration

Wall of Cold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wall of cold air that blocks a creature’s attack. Until the spell ends, each creature in the wall is immune to that creature's attack. A creature must make a Dexterity saving throw, which fails if it is not already immune to that creature’s attack. On a failed save, a creature takes 6d6 cold damage. On a successful save, the damage increases by 1d6. Transmutation

Wall of Cold

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch one creature that you can see within range. The spell can’t harm the target. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wall of cold water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create an impenetrable wall of cold water 30 feet long and 5 feet thick that extends up to 120 feet in a straight line. The wall is 10 feet in diameter and 10 feet tall. Each creature in the wall must make a Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage and is restrained by the wall. The wall can’t be broken or blocked. While in the wall, creatures must make a Strength saving throw or take 4d6 thunder damage. An unwilling creature who has already moved in the wall can make the saving throw at the

Wall of cold wind

Casting Time: 1 action
Range: 120
Duration: 12 Hours

A line of cold air, extending from a point you choose within range, moves toward an area within range of you. The area must be flat or 10 feet in diameter. The cold air is transparent and difficult terrain. The area must have a diameter of 20 feet or less. The area can be any large or small structure you specify, provided that it is not being worn or carried. If you choose a structure made of stone, you choose the structure. If you choose a structure made of wood, you choose the structure. The wind must be strong enough to create a sustained windjam. Evocation

Wall of cold wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You cause a wall of swirling ice and water to form in a 5-foot square on the ground. Each 5-foot square must be 60 feet thick and has a 5-foot cube. The wall is a 10-foot thick cylinder that has a diameter of 20 feet and a width of 10 feet. The walls are difficult terrain and can be blocked, torn apart, or pushed away. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. A creature can use its action to move the wall up to 20 feet before the spell ends. Conjuration

Wall of Cold wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wall of cold air springs from your hand and dissipates damage equal to 2d8 + your spellcasting ability modifier. The wall spreads in a 20-foot-radius sphere centered on a point you choose within range. You can use a bonus action to cause the wall to move in a straight line. Any creature that is in the wall must make a Strength saving throw. On a failed save, a creature takes 4d8 cold damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. The wall ignores all damage from spells and magical effects. Enchantment

Wall of cold wind

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A strong wind of cold air rips through the ground in a 20-foot-radius sphere centered on a point within range. A creature takes 6 cold damage on a hit or miss. On a hit, the target takes 1d4 cold damage. A creature with 5 hit points isn’t knocked unconscious. Evocation

Wall of Daggers

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a wall of Daggers centered on a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It lasts for the duration, and increases your movement by 5 feet for each new illusion created. You can use your action to ram through the wall, causing it to rest on a solid surface. As an action, you cause it to raise its ceiling, forming a vortex with which it strikes a creature within 5 feet of it. Make a melee spell attack for the vortex. On a hit, the creature takes 1d10 force damage, and the vortex implodes at the target creature's hip. Make a new attack roll for the vortex. On a hit, the creature takes 1d10 force damage. The spell ends if you use your action to do anything else within 30 feet of the vortex. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the vortex implodes at the target creature's hip for the duration of the spell. Make a new attack roll for the vortex for the vortex’s three-dimensional surface. On a hit, the creature must make a new attack roll or use its movement to return to the vortex’s initial location. This endangers the creature and its equipment if it attacks with a weapon, armor, or an attack called a vortex axe action. Conjuration

Wall of Daggers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of shadowy, fiend-shaped daggers wreathe one creature you can see within range. Creatures in the wall are vulnerable to fire damage and have disadvantage on Dexterity (Evocation, invisibility) checks and Strength (Insight) checks. The wall is 1 inch thick and blocks the creature’s view. Any creature in the wall when it appears must make a Dexterity saving throw, taking 8d8 poison damage on a failed save, or half as much damage on a successful one. The wall blocks one creature’s view of the entire wall, but it can’t be targeted by ranged or melee attacks. Conjuration

Wall of Daggers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a wall of crackling, yellow or green light that spans a 5-foot cube and lasts for the duration. You choose one of the following effects to create the wall or a nonmagical porehole: • Create an invisible wall of crackling, yellow or green radiance, 30 feet long, created by two daggers you have picked and that are within range. When you use your action to create the wall, you could cause the wall to glow in—as bright light as a candle. • Redirect light created by the wall into weapons, armor, or other visible sources of damage. Its power and ammunition can’t be affected by any of the above effects. • Stunning creatures and objects created by this spell deal an extra 2d6 radiant damage when struck by it. • Creatures that make a Dexterity saving throw, or take 6d10 radiant damage from burning, are reduced to immobile for the spell’s duration. • Stunning the first to reach high ground causes a second to follow. The first creature to reach the top of the wall when it strikes it, if it so chooses, makes an Intelligence saving throw. If a creature would have reached the top of the wall if it followed a similar path in another story, the second creature would have followed the same route but was restrained there as it moved up the wall, moving up and down as it approached. This creates a 20 foot cube of magical force that lasts until the spell ends or the spell ends. When you cast the spell, you can affect only one creature or one solid object at a time. You can create multiple wall effects at a time, creating them as you choose. You can create a single teleportation wall effect (10 feet long and 5 feet wide by 5 feet tall), or three or four teleportation walls (10 feet by 5 feet by 1 foot). You can create a third or a fourth wall, wall 2, or wall 3. The first effect creates a teleportation wall created by a teleporter effect created by the wall. If you cast this spell multiple times, you can have up to three effects created by the wall created by the first two or three effects (not including the effects created by duplicating a wall) created by the first two or three effects. Each effect produces a different effect or creates a different structure that appears at the start of your subsequent casting of the spell. If you use multiple teleportation walls, you can have up to three effects each created by a third or a fourth effect. This spell might create a wall of soft light within 10 feet of you. If you cast this spell on the same object every day for the course of a year, the spell creates a wall of soft light on each of your turns for the duration. You can have the spell active or to end each turn active and to one side of a wall. You manipulate the walls to create either a door (30 feet wide and 2 feet tall) or a latch (20 feet long and 1 foot deep) that can open into an unlocked room. The walls are made from opaque glass and are 1 foot thick and can be extended up to 30 feet. You can ram the walls into creatures and other creatures. One wall can fit into a fist slot of 5 or 6 humanoids or 5 monstrous humanoidoids, or you can fit a ‡spike on a finger or two into a leg. A wall of soft fire appears at the edge of an open space. In addition, whenever a creature other than you in your area attacks you with a melee weapon attack during the spell’s duration, each creature on the attacker's or the attacker’s closest line of sight must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage, is restrained by the wall and is subjected to the pitiful sight of your blade slashing at its throat. The pit

Wall of Daggers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of magical daggers sprouts from the ground in an unoccupied space of your choice heightening it to serve as a wall against nonmagical creatures and other creatures who are immune to their damage. The spell fails if you cast it while you are within 30 feet of the wall. The ceiling, ceiling, and surrounding terrain are covered by the wall, and any creatures or objects within are struck by lightning and struck by lightning bolts on impact. Any creature within 30 feet of the wall or above the ceiling starts a freezing spell that can freeze it for 1 minute, after which time it can make another Constitution saving throw. Any creature or objects within 10 feet of the wall or above the ceiling make a Dexterity saving throw. On a successful save, the spell ends for it. It lasts until the wall is broken and a new magic dagger appears. When this spell ends, the magic dagger explodes, unleashing a bolt of lightning that strikes up to twenty creatures, each of which must make a different saving throw at the end of its turn. The magic dagger produces an intense cacophony that deafens any creature other than you that is within 30 feet of the wall or above it. Each creature that is within 30 feet of the wall or above must make a Dexterity saving throw. A creature takes 7d8 lightning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Wall of Daggers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of spinning, translucent blades springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It creates a horizontal thickness of 30 feet and a vertical thickness of 30 feet, forming a wall 60 feet long and 5 feet tall. The wall can be dispelled with a successful dispel magic spell. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 20d4 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is pushed up to 10 feet away from the wall. Until the spell ends, you can use your action to cause one of the following effects on the wall: • Break free from the invisible wall and fight for the life of the living creature. On each of your turns until the spell ends, you can use a bonus action to cause one of the following effects on the wall: • Reanimate an unfriendly creature. You can create a new unanimate creature by using one of the following effects on the wall (see below). • Ranged weapon attacks made against the wall have advantage if the wall cuts through it. • You can move up or down by up to 20 feet and reach a different height by using two hands. The wall takes the route of the shortest ledger down to the nearest unoccupied space. If you move more than 20 feet on one side of the wall, you must choose a route other than the one chosen by the wall, unless you can somehow move more than 20 feet from one side to the other. If you move more than 100 feet from one side to the other, you have to choose a route other than the one chosen by the wall. Until the spell ends, you can use your action to cause one of the following effects on the wall: • Reanimate an unruly creature. You can create a new unruly creature by using one of the following effects on the wall (see below). • Choose two or more beasts within 30 feet of the wall. The creatures must be under the creature’s control at the time you cast the spell and are under your own power. If you use your action to create an uncontrolled creature, that creature must succeed on a Wisdom saving throw or be killed. • Steal a piece of equipment from the wall. You create a teleportation portal that lasts for the duration or until you use your action to leave the portal and return to the DM'

Wall of Daggers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of swirling daggers springs into existence in an unoccupied space on a creature-sized solid surface within range. The wall is 10 feet long, 5 feet wide, and 1 inch thick. It is a 10-foot high, 10-foot deep, and 1 inch thick wall of solid block or metal. The wall is 5 feet thick and 5 feet wide, and it is covered with a thin, 1-foot thick sheet of tough stone. The wall is covered with a thin, 1-foot thick sheet of solid metal. A creature that enters the wall or enters a room there must make a Dexterity saving throw. The creature takes 10d6 slashing damage on a failed save, or half as much damage on a successful one. A creature that enters the wall and enters a room there that is not the wall succeeds if it is on the wall or in the wall-covered space, or the wall is on the floor. Evocation

Wall of Daggers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Wall of Daggers sprouts from your hand and spreads out around corners for the duration. The wall is heavily covered in swirling mist and can be difficult to see through. The wall is heavily obscured and can be difficult to see through. Until the spell ends, you can use a bonus action on each of your turns to move the wall up to 30 feet in any direction. Evocation

Wall of Daggers

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of swirling, swirling, dripping, and occasionally glowing water that spans a 5-foot cube originating from a point of your choice within range. The wall is opaque to nonmagical light and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is restrained for the duration. As an action, you can move the wall up to 30 feet in a straight line and back up to five feet above it if it is within 30 feet of you. If the wall moves over obstacles, rocks, or other unoccupied space, it does so with advantage if it were in its area. If the wall is in an area that is occupied by a creature other than the target, that creature must make the saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, or half as much damage on a successful save. Evocation

Wall of Daggers

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of swirling, swirling water that spans a 5-foot cube originating from a point of your choice within range. The wall is opaque to nonmagical light and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the duration. As an action, the target can make a Dexterity check against your spell save DC. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall sheds bright light in a 30 foot radius and dim light for an additional 30 feet for each slot level above 2nd. Evocation

Wall of Daggers

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up walls of daggers and prestidigitation in an unoccupied space that you can see within range. The walls can be made of solid masonry, stone or wood, filled with whirling blades and pointed toward a hostile creature within 5 feet of the wall (the DM chooses the material). Any creature that starts its turn in the wall or enters it through the opening must make a Strength saving throw. On a failed save, a creature takes 6d8 slashing damage, and it is restrained for the entire attack. When a creature starts its turn in the restrained state, it can repeat the saving throw, ending the effect on itself on a success. The blades can’t fire nor blast into solid objects. When you cast the spell, you choose the visual appearance of the creatures in the wall. The illusion lasts for the duration or until its spell ends. You can create a false wall with one of the following options: 1. 1 foot thick, 10 feet tall, and 5 feet deep 2. 1 inch thick and 10 feet deep, 10 feet tall and 5

Wall of Daggers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of fire that surrounds a point of your choice that fits within a 5-foot cube. The wall is 1 inch thick and 1 foot thick. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The wall is a 5-foot cube that can be broken up into parts. Each creature in the cube must make a Dexterity saving throw at the start of each of its turns. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Wall of Daggers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure up a wall of daggers that is 10 feet in diameter and 5 feet high. The wall is made up of two panels that face the same direction. Each panel is composed of 10 bolts and 10 1/2-inch-diameter panels. Each panel can be used to create a wall up to 10 feet long and up to 10 feet high, or up to 10 feet high and up to 10 feet wide. Each panel can be made from wood, stone, wood, or metal, or by using a combination of the two. Each panel must be in a cube with at least one floor. The wall is made of 1/2-inch-diameter panels, each of which must be at least 1 inch thick. Each panel has a diameter of 30 feet. The wall can't be more than 10 feet high or less. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 9 months. When you cast this spell using a spell slot of 3rd level or higher, the duration is 5 years. Abjuration

Wall of Daggers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You utter a sound that sounds like the sound of a rock or a crack. You can make the sound sound like a tree or a shrub. You can make a longitude call to no effect. The sound lasts until the spell ends. If the creature is wearing or carrying a ring, the sound becomes audible when it fills a 5-foot-radius, 10-foot-high cylinder centered on the sound. If the cylinder is larger than 5 feet, the sound fills a 5-foot-radius cylinder centered on the sound. Evocation

Wall of Daggers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create one wall of stone in a 5-foot cube at a point you can see within range. The wall is 25 feet long and 5 feet broad, and floats in the air for the spell’s duration. The wall is made from stone and can be up to 100 feet in diameter. Each wall has a different appearance and properties. The walls are made from tough stone with a thin sheet of hard stone that has a radius of 20 feet. Each wall has a radius of 30. The walls are made from hard earth with a thick sheet of mud. The walls are made from dense stone with a diameter of 1 inch. Finally, each wall has a height of 30 feet. The walls can be made from stone or mud. Creatures in the area that aren’t under the effects of a dispel magic have disadvantage on Strength (Athletics) checks made to resist poison damage. These creatures can’t be targeted by spells or otherwise affected by spells. The DM has the creature’s statistics. While in the area, the wall can’t be destroyed. A creature that enters the area for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, it takes 2d10 psychic damage and is pulled 5 feet toward the wall as a group. On a successful save, it takes half as much damage and isn’t pulled toward the wall as it

Wall of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a wall of dense air, made of stone, that is 5 feet in diameter and has a 10-foot radius. The wall appears in the space you specify on the ground in a 60-foot radius. A creature standing in the area must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed up to 5 feet away from the wall. On a successful save, a creature takes half damage and isn’t pushed up to half as far as the wall is tall. A creature pushed up to 50 feet away from the wall also has disadvantage on Strength (Athletics) checks made to resist fire damage. Evocation

Wall of Daggers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one object weighing up to 25 pounds. The object instantly vanishes, and it becomes inert if it is still in its container when you cast this spell. The spell ends when the object drops to 0 hit points or when the spell ends. The spell can’t remove an object from a container that weighs more than 25 pounds. A creature can use its action to remove one object from its container. The spell ends if the object isn’t removed from its container. Abjuration

Wall of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of black energy springs into existence above a point within range and lasts for the duration. Choose up to ten creatures within 120 feet of a point you choose within range. Each target must make a Constitution saving throw. A creature takes 5d8 psychic damage on a failed save, or half as much damage on a successful one. Creatures can’t be teleported or otherwise affected by the wall. It lasts until the spell ends, when the wall appears, or it disappears. An affected creature can use an action to make a Strength or Dexterity check, and it is immune to the wall for 1 minute. By the time it leaves the wall, the creature has broken any spell or magical effect that was cast by the wall. Creatures that have a resistance to cold damage damage 40 or lower can normally use against it can use against it, can use against it when the wall is damaged, or can use against it when the wall strikes it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Wall of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Wall of death extends its tentacles to a range of 30 feet. For the duration, any creature or object within 15 feet of the wall can’t make attacks of opportunity against it. The wall appears only if the walls barrier is broken, or the broken barrier is visible to the naked eye. In either case, each creature or object within 15 feet of the wall must make a Constitution saving throw. On a failed save, it takes 4d6 necrotic damage, and its hit point maximum is reduced to

Wall of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Wall of Death surrounds you, a barrier that prevents life from reaching its source and imbues you with the power to move across it forming a wall of death that lasts until the blast leaves its body. Choose one solid mass form 10 feet long, 5 feet wide, and 1 foot thick, and you create a wall 10 feet high and 5 feet thick. Each wall has AC 5 and 30 hit points, and it is heavily infused with dread energy. A creature that can hit points max out at 2d8 or less can’t be affected by this blast. The wall lasts for the duration. When the wall appears, each creature or object within its area must make a Constitution saving throw. On a failed save, a creature takes 10d6 necrotic damage and/or must spend 2 minutes moving on a different creature’s save side, ending the spell early. A creature moving on a different save side takes 3d6 necrotic damage and doesn’t take half as much damage if it ends its turn in the new location. A creature moving 60 feet away from the wall takes 3d6 necrotic damage and doesn’t take half as much damage if it ends its turn in the new location. To open the wall, roll a 10 and add 10d6 to the total. A creature prone to being pulled into the wall must make a Dexterity saving throw. While the creature in the wall is in vulnerable condition, it can’t attack or cast spells until the spell ends. For the duration, this spell automatically activates and prevents any other effect from opening the wall. When a creature in the wall’s path or within its reach attempts to cast a spell, it can’t cast a spell, activate magic missile, or cast any spell. A creature pushed by the wall makes a Dexterity saving throw. On a failed save, the creature takes 4d8 necrotic damage, and the spell ends, sending the creature flying and creating a necrotic cloud of redness and decay in the creature’s space. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Wall of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of frigid air that spans a 20-foot-radius sphere centered on a point within range. The wall appears 10 feet away from each point you choose within range. The wall lasts for the duration. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 7d8 necrotic damage, or half as much damage on a successful save. Creatures that make a Constitution saving throw against this spell are also knocked prone in the area. A creature that fails its save against this spell is stunned. A creature that successfully saves against this spell is also pushed up to 10 feet away from the wall. Conjuration

Wall of Death

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of thin air in a 5-foot cube on the ground within range. The wall is a 20-foot diameter sphere that has a diameter of 10 feet and a height of up to 60 feet. The wall can be drawn or pulled by two or more hand-held wands or by a simple shapekin’s weapon. It can also be broken by simple means. A simple wooden truncheon can break the wall, and so can a simple piece of paper. The wall can be pulled up to 10 feet in any direction, and it is secured to the wall by a sheet of strong, strong stone. The wall can be collapsed by falling boulders, but the wall can’t fall down. When a wall of thin air falls from a height of 60 feet to 60 feet, the wall can’t block the air, and it remains there for the duration. The wall can be broken up or torn up by simple means as long as its space allows. A wall of thin air can’t be thinner than 10 feet in diameter. The wall can’t be broken up or torn up more than once. Divination

Wall of Death

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wall of swirling darkness spreads across a point you touch. Each creature in the area must make a Wisdom saving throw. On a failed save, that creature takes 1d6 bludgeoning damage and falls prone. On a successful save, that creature takes half as much damage and isn’t prone. Necromancy

Wall of Death

Casting Time: 1 action
Range: 150
Duration: 1 Round

An illusory image of a primordial earth and one hundred-foot-tall tentacles spreads out from within it, sprouting from the center of a solid body of water, 30 feet in diameter and 1/4 the size of a typical human finger. The image lasts for the duration, at which point the image drops to a unaligned half size. It persists in the space of a 10-foot-radius sphere centered on the image. Any creature that can see through the image or has the ability to see through it must make a Wisdom saving throw to break out of the image. A creature can make a Wisdom saving throw against this spell using a success:/or an an a failure: roll. On a successful save, the image is no longer visible. Creatures have disadvantage on attack rolls against the image. It persists in the space of a solid body of water that is at least 25 feet deep and 1/4 the size of a human finger. The image is translucent and can be difficult terrain. Any creature that can see through it must make a Wisdom saving throw against this spell using a success:/or an an even lower saving throw. On a failed save, the image appears to be nonliving, and the creature can repeat the saving throw. On a successful save, the image dissipates within a few minutes, and the image spreads around the area around the area so it isn’t visible to other creatures. Conjuration

Wall of Death

Casting Time: 1 action
Range: 60
Duration: 1 minute

You blast a wall of black, acid, and earth in a 10-foot radius centered on a point you choose within range. Then, each creature in that area must make a Dexterity saving throw. A creature takes 4d6 force damage on a failed save, or half as much damage on a successful one. A creature who fails the save is pushed 1 inch away from the wall. The wall’s contents are soiled that up to six creatures can be instantly destroyed. A creature killed by the wall is left with no body parts, no form of clothing, and no way to move throughout the wall, provided that it is still within 200 feet of the wall when you cast the spell. A creature killed by the wall is left with only a tattered piece of clothing, no way to move through the wall, and no way to return to its body. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Wall of Death (60-foot-radius sphere)

Casting Time: 1 action
Range: 1 Hour
Duration: A shimmering wall of force springs into existence

at a point you choose within range. The wall appears in any orientation you choose. The wall remains there for the spell’s duration. Any creature or object entering the wall, or those that are close enough to the wall, can hear you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall lasts until dispelled. When you use a spell slot of 5th level or higher, the wall lasts until it is triggered. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Wall of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create walls of darkness on a solid surface within range. The wall is 10 feet long, and it has a diameter of 60 feet. The wall appears in any orientation you choose, including straight, horizontal, or diagonally. The wall blocks line of sight of creatures or objects in its area, and it leaves open any opening that would allow an object or creature to pass through. Creatures and other objects in the wall's area can’t be targeted by spells, and objects can’t be targeted by spells. Any creature or object that ends its turn in the wall’s space can make a Dexterity saving throw. On a failed save, the creature or object takes 4d8 necrotic damage, and the creature or object is restrained in the wall for the spell’s duration. The wall is surrounded by magical barriers that can be breached by ranged weapon attacks. Each barrier occupies a different space within the walls. The wall blocks line of sight of creatures or objects in its area. A creature or object that ends its turn in the wall’s space can make a Dexterity saving throw. On a success, the creature or object escapes the wall and is no longer in the wall’s space. On a failure, the wall remains for the duration of the spell, and the spell ends. Evocation

Wall of Death

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

An extradimensional wall of blackness appears at a point you choose within range. The wall appears to the creature you targeted when you cast the spell. The wall is thick enough to allow any Medium or smaller creature that starts its turn in the area to pass through. The wall blocks line of sight, but can pass through it as well. When the wall appears, each creature within its

Wall of Death

Casting Time: 1 action
Range: Self
Duration: 1 round

You step into a wall of death. You touch one creature that is dead or unconscious and cause it to slam into the wall. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage, and it is stunned. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Wall of Earth

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pull a sheet of ice up to 30 feet long, 10 feet high, and 1 foot thick from the ground and shape it into a wall of fire

Wall of Elements

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target sheds light in a 5-foot cube centered on the ground. Each creature within 5 feet of the target must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. If you cast this spell with a nonmagical target, the target must make the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Enchantment

Wall of Energy

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A black wall of strong lightning appears at an area 40 feet square and lasts for the duration. The wall appears 5 feet above the ground and 1 foot deep, and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall and is restrained as if it were a weapon. When the wall cuts through a creature’s space, each creature in the area must make a Dexterity saving throw. On a failed save, the creature is restrained and subjected to the DM’s stress fracture spell for the duration. Each time a creature saves to take out the wall, the restrained creature takes 1d6 lightning damage, and the creature falls prone, dealing 3d6 lightning damage to the creature. At the end of each of the 5-foot-wide squares where a creature is standing, a lightning bolt can be launched, dealing 1d6 lightning damage to the creature and striking the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a wall of strong energy centered on the same point as the opening you use as a portal. The wall can move to within 5 feet of you. When the wall is visible, each creature or object within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage, or half as much damage on a successful save. The wall lasts for the duration, if it is created. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it enters the spell’s area one level higher than it is occupied. The wall blocks line of sight but not movement. A creature must spend 3 feet of movement for every 1 foot it moves over the wall. Evocation

Wall of Energy

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A wall of heavily charged energy springs from your hand. Each creature within 10 feet of the wall must make a Dexterity saving throw. If a creature successfully saves the first time on each of its turns, the wall of energy lasts until the spell ends. The wall’s ground must be smooth and flat against the floor, and it must be able to support a sustained current of air (if it doesn’t have enough room for the wall to be) for at least 10 miles per hour. A creature can use an action to break the wall’s ground, which requires a successful attack roll to do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d6 for each slot level above 5th. Evocation

Wall of Energy

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke one of the energy fields within range to push back against an incoming ranged spell. On a hit, a creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage. On a successful save, the spell ends for it. Evocation

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a wall of energy that is 20 feet in diameter and 5 feet high. The wall is made up of two layers of stone, each of which has a thickness of 1 inch and has a radius of 25 feet. Each layer of stone is 1 foot thick. Each layer of stone is 50 feet thick. The wall is 60 feet tall and 30 feet wide, and it is 25 feet long and 10 feet high. The wall can be blocked or breached with a successful Strength or Dexterity check against your spell save DC. The wall is made up of up to eight layers of stone. If a layer is broken or one layer is breached, the wall is broken or breached for the duration. If a layer is breached by another layer, the barrier is broken or breached again for the duration. If a layer breaks or a layer is breached by a wall of liquid fuel, the barrier is broken or breached again. The wall can be breached or breached again by blocking or breaking the wall with a successful Intelligence or Wisdom check against your spell save DC. If the wall is broken or breached by several layers of stone, the barrier is broken or breached again for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concent

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A swirling wall of energy springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must b e contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. Evocation

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of energy springs from your hand to form an upside-down, vertical pillar. The pillar is 10 feet long and 5 feet wide, and floats 10 feet above the ground at a point within range. It has resistance to piercing and slashing damage and has resistance to AC and STR damage. The pillar can be removed from the wall by nonmagical means. The pillar creates a horizontal crack linking the two ends of the wall, forming a ceiling and creating a trench at a point within range. The trench extends into the interior of the wall, and the trench is strong enough to create a wall of strong acid and stone. The trench extends into the space of a solid rock, so that stone and stone-based spells and magical effects can't enter the trench. A creature that moves through the trench (creature or object not wearing armor) makes a Strength or Dexterity check against your spell save DC. On a success, they simply move out of the trench and reach out through the crack in the wall. Conjuration

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of solid, invisible force radiates from you in a 100-footradius, 30-foot high cylinder centered on a point within range. Until the spell ends, the wall moves with you, remaining centered on it. It lasts for the duration, or until a successful dispel magic spell negates the barrier. It otherwise w as invisible and immune to attack and spell save DC, spell save condition, and object damage. It emits bright light in a 300-foot radius and dim light for an additional 300 feet until the spell ends. A creature enters the spell’s area and is immediately surrounded by immobile barriers made of magical energy. When a barrier tumbles into the ground or hardens, a beam of magical energy strikes against it, creating a horizontal obstacle that lasts until the end of your next turn. A creature moving across the obstacle takes 2d8 points of damage each time it hits it and is limited in movement for that turn. A creature moving across a barrier created by a spell of 5th level or lower can use its action during the spell to move across it 1 inch more slowly. When such a creature moves within 1 inch of a barrier, that creature can make a Strength saving throw. On a failed save, the creature takes 6d8 extra damage. In addition, whenever a creature moves within 1 mile of a barrier created by a spell or a spell of 5th level or higher, a beam of magical energy strikes it, creating a vertical obstacle that lasts until the end of your next turn. A creature moving within 1 mile of a barrier created by

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of fire that surrounds a 5-foot cube of solid mass that you can see within range.

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of whirling, churning air, 120 feet long, 10 feet wide, and roughly 10 feet tall. The wall appears at a point within range and lasts for the duration. The wall can be animated to create a sphere with a 10-foot radius. An animated sphere can be destroyed by melee or ranged attack. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save destroys the wall after 1 minute. Evocation

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong energy arcs out from a point you choose within range. The

Wall of energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong energy springs into existence at a point you choose within range. You can make the wall up to 60 feet long, 10 feet high, and 5 feet thick, or up to 20 feet thick, 25 feet tall, and 5 feet wide, 10 feet high, and 5 feet thick. The wall’s top is a sphere of intense radiance, and the wall is opaque to direct light into it. Any creature that moves through the wall for the first time on a turn must succeed on a Strength saving throw or take 1d6 radiant damage. The wall’s space is difficult terrain. Until the spell ends, you can use an action to create a wall of fire on each of the four corners of the wall. Each creature in the wall must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The wall is a solid, opaque mass of 5- to 10-foot tall bars spaced 3/4 inch apart. Each creature in the wall must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Each wall 5 feet in length is a wall of acid that starts as a 1/2 inch cube with a 5-foot radius and has the following properties: 1. Stacks. Each wall has a total of 50 cubes. Each cube is 1 inch thick, and each cube is 1/2 inch thick at the base. 2. Floating. Each wall has a total of 12 floating cubes. Each cube is 1/2 inch thick at the base and is floating at each corner and corners . Each cube has a different coloration and/or inscription. 3. Unoccupied. All unoccupied walls are covered and are occupied except for the wall with the most force. Each wall occupies a different slot. Every other wall occupies the same slot. A wall of force can’t be removed from the spell’s plane of existence by any means other than by dropping to the ground. 4. Unoccupied and Furnished. Any unoccupied and/or discarded walls are furnished with simple conveniences, such as drapes, fireplaces, and even the smell of burning wood. Furnishings and other mundane objects that aren’t there immediately immediately surrounding the wall are dismissed and destroyed by the spell. Furnishings and other mundane objects that aren’t there immediately surrounding the wall are also extinguished by the wall, and any flames that are present dissipate into smoke. Furnishings and other mundane objects that aren’t there immediately surrounding the wall are also dispelled by the spell. A dispel magic cast on the wall, or a similar spell, is suppressed when the wall appears. Evocation

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of energy at a point you choose within range. The wall is difficult terrain that starts and ends in a vertical height of 5 feet. The wall is difficult terrain that extends for a minimum of 60 feet. The wall is composed of 1/2 × 1/4 inch thick solid walls, each 5 feet in diameter, with a diameter of 10 feet. Each wall has a thickness of 1/2 inch and is 10 feet across. The wall can be cracked, crevices crevassed, or stone blocked, walled, or walled up. The wall can be breached, crevassed, or rolled up. When the wall appears, each creature in it must succeed on a Strength saving throw or be pushed 10 feet away from the wall. The wall can be breached, crevassed, or rolled up. When the wall appears, each creature in it must succeed on a Strength saving throw or be pushed 10 feet away from the wall. Conjuration

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of energy centered on a point you touch. The wall extends up to 300 feet in any direction. The wall appears to be a thick, transparent cylinder with a diameter of 20 feet. It is made of a thin sheet of strong acid that ignites when struck by an object. The wall can be broken up into smaller blocks, which are no larger than 10 feet in total area. Creatures that can be hit by a block when the wall is created are restrained by the wall and can’t be affected by the spell. A creature restrained by the wall can use an action to end the spell and return to its normal place of abode. The wall can be broken up into any number of smaller blocks. When the wall appears, it spreads out in a 60-foot cone that ends in a point you choose within range. The wall can be blocked or damaged at any time by a spell or a spell-like ability of a creature you choose. Divination

Wall of Energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of strong, blue energy, centered on a point within range. Until the spell ends, you can use your action to cause up to ten barriers that are up to 200 feet tall to buckle and collapse. Each barrier, created by this spell, is 5 feet thick. When the wall appears, each barrier, created by this spell, is restrained, and each barrier, 1 foot thick, is destroyed. A barrier created by this spell is fragile and can shatter when it strikes a creature or a solid object. When the barrier is destroyed, bolts of blue energy leap from the barrier, colliding with barriers created by this spell to shatter the barrier. A barrier created by this spell is vulnerable to fire damage. Each time a barrier is shattered, a random creature or object within its area is also transported to a different location on the wall. A creature or object stunned by this spell is not pushed to the nearest unoccupied space where it can’t see, even if it can’t breathe. Conjuration

Wall of Energy

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A burst of energy appears in a 20-foot cube centered on a point you can see within range. A creature must succeed on a Strength saving throw or be pushed 10 feet away from that point. A creature can’t be pushed more than once before this spell ends. When a Huge or smaller creature moves into the cube, that creature can make a Strength check against your spell save DC. If it makes a successful save, a creature is pushed 10 feet away from the point where the spell ends. The spell ends if you cast this spell again or if you finish a long rest. Transmutation

Wall of Energy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an immobile wall of swirling energy in a 60-foot-radius sphere centered on a point within range. The wall appears in any direction on the ground, and it lasts for the duration. You can shape the wall up to 30 feet in any direction, which makes it difficult terrain for creatures other than you to pass through. The wall can be pulled apart by any number of creatures or objects you choose within 60 feet of it. The wall can be breached or breached through openings or other openings in the wall. The wall can be breached through solid walls or panels, or through an airtight container that blocks light and water. The wall can be breached by flowing water, cold water, air, or earth. The wall can be breached by solid ground and/or stone walls or by loose earth. The wall can be breached by creatures or objects that are difficult to reach or that are difficult to reach by water or air. Additionally, whenever a creature on the wall or within 5 feet of it enters a difficult location, that creature or object must succeed on a Strength saving throw or take 3d8 thunder damage. Conjuration

Wall of Energy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a wall of swirling energy that extends out from you in a 5-foot cube. The wall is inert and unaffected by damage or spell cast. It is a barrier that prevents creatures from moving through it. The wall blocks any melee attack that might be thrown at it. It lasts until the end of your next turn. The wall can be removed by a ranged spell slot- closed or (up to this time) missing from the stack. Evocation

Wall of Energy

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a wall of swirling energy that fills 10 feet of square space with swirling, invisible energy. Each 5 foot square within range grants a flying speed of 60 feet. This wall moves 10 feet toward a point you choose within range. The wall lasts for the duration. When

Wall of Energy

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

You create a wall of whirling energy in an unoccupied space that you can see within range. The wall lasts for the duration, and it lasts perpendicular to the ground. When the wall appears, each creature in it must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall lasts for the duration. When you cast this spell using a spell slot of 2nd level or higher, you can create a sphere of whirling energy centered on the wall. The sphere spreads out from you in a 60-foot radius and lasts for the duration. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. At the end of each of its turns, a creature must make a Constitution saving throw. It takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the wall until the spell ends. If the creature is still restrained by the wall when you cast this spell, it frees itself, and the spell ends. Conjuration

Wall of Energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A shimmering wall of strong wind descends from the center of a point within range, centered on a point of your choice within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. At the start of each of the creatures that are affected, the wall appears and lasts for the duration. When the wall leaves the creature’s space, the spell ends, and the spell ends on a creature that was already affected. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Wall of Energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of swirling, green-white-sized beams of energy radiating energy that hover in the air for the duration. The walls can be damaged or expelled, or you can cause one to appear and remain there. The walls can be up to 10 feet tall and can stand up to 20 feet on a side. The walls disappear when the spell ends. The walls can be damaged, or you can cause one to appear and remain there. The walls can be damaged, or you can cause one to appear and remain there. (A disintegrate spell destroys a wall of swirling energy.) Whenever a wall of swirling energy appears, each creature within its area must make a Dexterity saving throw. A creature takes 8d8 conjured attacks for each foot on the wall. On a failed save, a creature takes half as much damage and can’t use reaction for 1 minute. A creature can attack twice, three times, or four times as often as normal with a weapon. A creature can cast spells twice as often as it does now (and doesn’t need to use a spell slot of 3nd level or higher to cast a spell), and these attacks deal 5d8 necrotic damage to each target. The zombies can’t move or take any action that would normally be done by a human. Evocation

Wall of Energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of charged energy appears behind you, protecting you from damage and healing. A creature of your choice within 30 feet of you when you cast this spell must succeed on a Strength saving throw or take 10d8 lightning damage. On a successful save, you take half damage and aren’t damaged. Evocation

Wall of Energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of strong antimagic field appears at a point within range and lasts for the spell’s duration. Creatures are limited in the number of willing creatures they can form around the wall, and it is strongly obscured. When the wall appears, each willing creature that can pass by it and who is within 15 feet of it when it appears or who has the shortest distance to walk can make a Dexterity saving throw. On a failed save, the creature takes 7d8 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Wall of Energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of strong antimagicnet energy springs into existence at a point you choose within range. Choose a point you can see on a solid solid surface (10 feet tall and 5 feet wide) you choose, and a length of rope that extends from the point of impact in a straight line along the wall (10 feet wide and 5 feet tall). Each creature in the wall must make a Constitution saving throw. On a failed save, it takes 14

Wall of Energy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of strong magical energy that surrounds you and can reach up to 30 feet. The wall blocks most incoming attacks, and the spell lasts until the spell ends. The wall is strong enough to protect you and your companions, but not strong enough to protect you or your companions from harmful magic. Any creature who is within the wall when the spell ends must make a Dexterity saving throw. On a successful save, the creature takes 10

Wall of Energy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wall of energy appears in a 5-foot-radius sphere centered on a point you choose within range. The wall appears in any unoccupied space for the spell’s duration. You can move the wall as a bonus action on each of your turns. You can use your action to move the wall to a space you can see within range. When you do so, the wall disappears. The wall remains there for the spell’s duration. The wall can be destroyed by a ranged spell of your choice that can ’t be more than 10 feet long, and one creature other than you can’t attempt to break the wall. A wall of energy doesn’t need to be enclosed within a magical area. Conjuration

Wall of Energy

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

A wall of energy appears on the ground at a point you choose within range. The wall can be anything, including stone, wood, stone, or a combination of all of the above. The wall can be up to 10 feet in height, 10 feet wide, and 10 feet tall. It lasts for the duration. A wall of energy can be up to 10 feet tall, up to 10 feet wide, and 10 feet tall. The wall isn't created by magic. The wall lasts for the duration, and no more energy can be created by casting this spell. The wall can't be destroyed, and any damage it does to a creature or object that isn't it destroys the wall, removing it from the spell. The spell can destroy undead, constructs, and undead with a successful hit. The spell can also remove one or more of the barriers that are created by this spell. If the barrier has been destroyed, an object created by the spell can't be affected by the spell. If the barrier is destroyed, the spell ends. When you cast this spell, you can use your action to create a wall of energy that is 5 feet in diameter and 10 feet high. The wall is made of thick, opaque stone that blocks incoming and outgoing movement. When you cast this spell, you can end the spell with no effect. Conjuration

Wall of Energy

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create a wall of strong, invisible energy in a 20-foot cube centered on a point you choose within range. The wall must not be moving or have any area of movement. Creatures attempting to enter the wall or exit it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 + 20 damage and is ejected. A creature can use its action to move the wall up to 60 feet and back up to 500 feet. Evocation

Wall of Energy

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a wall of wall-like energy that moves along the ground in a 30-foot radius and lasts for the duration. The wall is made of 1 inch thick hard wood, 1 inch thick stone, or a similar material. Each creature in the wall must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the wall lasts until the spell ends. While the wall is in motion, an object that isn’t being worn or carried remains inside the wall. Any object that enters the wall or leaves the wall is knocked back up to 5 feet if it isn’t being worn or carried. A creature that enters or leaves the wall must make another Dexterity saving throw. On a success, the wall is no longer in the wall and enters and leaves the object inside it. The wall is covered with a sheet of thick black material that lasts for the duration. When a creature enters the wall or leaves the wall, it is knocked prone. A creature that enters or leaves the wall must make another Dexterity saving throw. On a successful save, the creature is no longer knocked prone and remains in the wall for the duration. The wall remains on the ground for the duration. Evocation

Wall of Energy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wall of energy springs into existence around a point you choose within range. The wall lasts for the duration. When the wall appears, each creature in a 60-foot cube on the ground must succeed on a Dexterity saving throw or take 1d12 blud

Wall of Faith

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You have one line of nonhostile, nonvigilant service drawn on you. Its second line of service is composed of whispers, scream words, and even curses. The line repeats for 1 minute, until the spell ends. The walls of the wisest place can be as small as a 30-foot cube or as deep as a 30-foot cube. When the spell ends, each creature in the line must make a Charisma saving throw. On a failed save, the creature is charmed for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until its 30th line of service is ended. Enchantment

Wall of fire and force

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 12 hours

A 20-foot tall, 10-foot wide, 30-foot high, 20-foot thick wall of strong fire springs from your hanger at the center of a cylinder of air you can see

Wall of fire and ice

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of fire rises from the ground within range. You create a square, 10-foot-high cylinder of solid white or gray matter extending from your shoulder to the point where the ground becomes difficult terrain. Each creature in that cylinder must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be pushed 5 feet away from it. Solid white or gray matter in the cylinder is difficult terrain. When a creature moves into the w blackest part of the cylinder (at least one creature must be within 5 feet of it when you cast this spell), it can make a Dexterity saving throw the second time it takes damage. On a failed save, the creature can’t move, and it becomes difficult terrain until cleared. The wall can be destroyed by melee or by nonmagical damage. Evocation

Wall of fire and lava

Casting Time: 1 action
Range: 120
Duration: 8 Hours

A strong wall of fire rises from the ground at a point within range. The wall erupts from a point within range and lasts for the duration. The wall is composed of up to ten 14-foot tall poles covered in thick fog, each 5 feet in diameter and 5 feet thick. The walls can be stacked up to 5 times your size. You choose one or more of the following types of creatures to link to: acid, cold, fire, lightning, or water. Each creature in the wall must make a Constitution saving throw. On a failed save, it takes 7d6 fire damage, and it can’t use reactions until the flames ignite. On a successful save, the creature takes half damage, and it isn’t burned, stung, or tossed. The flames then set off creating a puff of flame that remains for the duration. Water. The flames wreathe one creature in a mist, which is an engulfed creature: • A bard who can’t see or touch the ground, • A witch who knows nothing of magic metals and can’t read, • A fiend (a celestial or fiend’s true form), or • A hater of muggles. A swirling mass of green light appears in the nearest unoccupied space within range, centered on a point within range. For the duration, that mass emits bright light in a 5-foot radius and dim light for an additional 5 feet. The light spreads across all surfaces of your passageway and is audible through thick and thin walls and windows. Evocation

Wall of fire and lightning

Casting Time: 1 action
Range: 120
Duration: 24 hours

An invisible wall of fire forms a 15-foot cube of flame that spreads around corners on each of your turns for the duration. Each creature that starts its turn in the wall must succeed on a Strength saving throw or take 1d10 bludgeoning damage, which is 1d12 + your spellcasting ability modifier. Hit or miss, the creature takes 4d8 fire damage and is caught in the wall. Any Dexterity- and Wisdom- and 1d6 fire damage is apportioned equally among all creatures who enter or leave the wall (determined by the wall’s material properties). For the duration, a creature may be engulfed in the wall and restrained by it. Through the wall, a restrained creature can enter or leave the wall and is trapped in the wall. While restrained by the wall, the creature is blinded and must make a Wisdom saving throw at the end of each of its turns to be able to see. A creature affected by this spell is incapacitated and can’t talk for 1 minute while in the wall. At Higher Levels. When you cast this spell using a spell slot of 3rd-7th level, the damage increases by 1d8 for every two slots of the two-bit magic spell slot you have. When you use a spell slot of 7th level or higher, the damage increases by two for each slot level above 6th. Evocation

Wall of fire and mudslide

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a wall of fire on the ground at a point you choose within 120 feet of you. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, forming a wall of fire at a point of your choice the size of a football field. You can shape the wall in any way you choose so

Wall of Fire and Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 8 hours

A nonmagical barrier spreads across a flat, square, or compact solid surface and lasts for the duration. If the barrier was created by an action or an effect created by an effect made by an action, the barrier is continuous and can cover a single level or more on the surface you chose. When you cast the spell, or as

Wall of Flame

Casting Time: 1 action
Range: 120
Duration: 10 minutes

You create a wall of fire in a 5-foot radius sphere centered on a point that you choose within range. The wall appears at the spot where you cast the spell. If you cast this spell with a spell slot of 2nd level or higher, the wall can be made up of any number of blocks or cubes. The wall can be made up of any number of blocks or a cube. If a wall is made up of more than four blocks,

Wall of Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A flickering wall of fire springs into existence at a point you choose within range. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. Evocation

Wall of flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The wall of flame that forms in a room or area within range ignites small ignitances in the wall. Each creature in the wall must make a Dexterity saving throw. On a failed save, a creature takes 2d8 force damage and is restrained until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Wall of Flame

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an invisible wall of flame that blocks all direct light, including direct light coming from a source beyond the spell’s range. To the creature inside the wall, the flame is invisible. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Wall of Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of flame centered on a point that you can see within range. The wall must be of a size that fits within 5 feet of you. A wall can be anywhere on the plane of existence, including the one you’ve entered when you cast this spell. The wall must also have a height that is at least 10 feet. The wall can be up to 20 feet tall, as tall as your hand, as tall as your arm, and as tall as your leg. The wall can be made of any material (glass, wood, stone, or stone-like). If you choose to create a wall of flame, the spell creates a 5-foot-diameter, 10-foot-tall, 10-foot-deep

Wall of Flame

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A thin wall of swirling smoke radiates from you in a 50-foot cube. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes 10d8 cold damage on a failed save. The wall then ignites. Each creature in the area must make a Dexterity saving throw. A creature takes half as much damage on a failed save, or half as much damage on a successful one. The wall and its area are immobile and can be destroyed with an attack. If a creature attempts to attack a wall or a spell’s area with a weapon that is no longer on it, the creature is knocked prone and must make a Strength saving throw. On a successful save, the wall disintegrates. A creature can use its action to make a Strength (Athletics) check against your spell save DC. A creature takes 2d6 fire damage on a failed save. Conjuration

Wall of Flame

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A 5-foot cube of fire spreads out from a point you choose within range. The fire spreads from one point you can see to another point you can see within range. The fire spreads up to 30 feet in any direction. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. In addition, if the creature’s speed drops to 0 or fewer feet when it starts its turn in the area, the spell ends for that creature. The spell has no effect if the creature isn’t incapacitated. If you cast this spell again, you can have it end for any number of times you like. Conjuration

Wall of Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Wall of Flame

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of flame erupts from a point you choose within range. The wall ignites to create a 5-foot cube of flame that is difficult terrain. The wall then explodes into a fiery ball. The flames extend downward from the point where you cast the spell. Each creature in a 10-foot cube within 30 feet of the fire is pushed up to 5 feet away from it. If the wall is a solid structure, the creature must make a Constitution saving throw or be pushed up to 5 feet away from the wall. The wall is unoccupied solid or solid stone. If the wall is a solid structure, the creature must make a Constitution saving throw or be pushed up to 5 feet away from the wall. The wall is unoccupied solid or solid stone. If the wall is a solid structure, the creature must make a Constitution saving throw or be pushed up to 5 feet away from the wall. The wall is unoccupied solid or solid stone. If the wall is a solid structure, the creature must make a Constitution saving throw or be pushed up to 5 feet away from the wall. A creature must make a Dexterity saving throw when it enters the wall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures that can benefit from this spell increases by two for each slot level above 2nd. Evocation

Wall of Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of flame in a 60-foot cube within range. The wall lasts for the duration. The wall can be up to 10 feet thick and has a range of 30 feet. The wall is centered on a point of your choice within range. At a time, you can direct the wall that you created with the spell and create a 10-foot-radius sphere of flame that extends 30 feet up to a point you can see within range. The sphere can be up to 20 feet long and has a range of 30 feet. When the sphere reaches the target, choose one of the following effects for which it is created: • Invisibility; • Poisonous or Deafening; • Silence; or • Tear. You can also create an invisible wall of flame that does not have

Wall of Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of flame on the ground in the area. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature becomes blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The wall extends for 1 mile and is 60 feet long and 20 feet tall. Its height can be up to 100 feet. The wall can be up to 20 feet tall and 20 feet tall. The wall also extends for 1 mile and is 60 feet long and 20 feet tall. Conjuration

Wall of Flames

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a wall of flames to form at a location you specify within range. Choose a point you can see within range. You can fire one hundred bolts of fire at a point you can see within range. Each bolt must be within a 5-foot cube that you can see within range. Each wall of flames must be centered on a point of your choice that you can see within 5 feet of you. Evocation

Wall of flame

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of fire in a 20-foot radius. You are blinded, deafened, and restrained by it. At the start of each of your turns, you can make a ranged spell attack against a creature within the wall. On a hit, the target takes 1d8 fire damage. This damage increases by 1d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage). Evocation

Wall of Flames

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a wall of flame on the ground in the area. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save. On a success, the wall of fire explodes, and the spell ends for it. If you cast this spell again, the flames extinguish the spell. The spell ends if you cast it again. If you cast it again, the flames are extinguished but the spell ends if you use your action to end the spell. Conjuration

Wall of Flame

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You form a wall of flame on a surface of your choice that you can see within range. The wall can be anywhere you choose. Any creature within the wall must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage, or half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Wall of Flesh

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You make a wall of tough, sticky, tangled flesh appear on the ground within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 5d8 necrotic damage, and it is blinded until the spell ends. On a successful save, a creature takes half as much damage, and it is no longer blinded. The wall also extends into the Ethereal Plane, blocking ethereal travel into the area. The wall can be destroyed only by affixing an antimagic field or a similar effect to that created by the taboos spell. Evocation

Wall of Flesh

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You transform a willing creature into wall of soft stone. As a part of your action on a turn that you are trying to move within range, you can cause a creature within 30 feet of it to make a Strength saving throw. On a failed save, a creature becomes restrained for the spell’s duration. Until the spell ends, a restrained creature is able to move through the air and land on its feet. If the creature drops to 0 hit points, or falls while restrained, it instead makes a melee attack with a weapon. On a failed save, the creature can spend 2 extra feet of movement to regain control of its weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates two 1/2-foot-deep rifts in the ground that leads to the ground within 30 feet of a surface you choose. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Wall of Flesh

Casting Time: 1 action
Range: 300
Duration: 1 minute

You create a wall of flesh on the ground that is 25 feet long, 5 feet high, and 5 feet thick. The wall can be made of any material you choose and is made of either solid or stretchy material. The wall is 1 inch thick and can support up to 20 feet of walls. You can shape the wall in any way you choose, and the wall is 1 inch thick and can

Wall of Flesh

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A thin wall of flesh springs into existence on a solid surface within range. The wall is 1 inch thick, and it lasts for the spell’s duration or until a torch is lit. When the wall appears and the spell ends, the wall sprouts a 12-foot diameter trench that drops 5 feet of wall-sized flesh into the ground. The wall is a solid mass of flesh that is difficult to move through or that can be difficult to crush. The wall is difficult terrain. Any creature that moves in or out of the wall is knocked up and must make a Dexterity saving throw. It is difficult terrain for other creatures in the area. Any creature or object that enters the wall through the opening is pushed up to 10 feet away from the entrance. The wall is vulnerable to fire damage and requires at least 1 foot of natural fire damage to fit inside it. In addition, a creature that enters the wall from a vertical or a horizontal direction can enter through the opening, though it must first make the saving throw. If a creature is pushed up to 10 feet away from the opening, it must make the saving throw again. If it does so, the creature is ejected up to ten feet into the wall and must make the saving throw again before the spell ends. Transmutation

Wall of Flesh

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You conjure up a wall of skeletal remains, partially human and 1 foot in diameter, that is about the size of a typical human foot. You can specify a length of ceiling, a face length of 5 feet and an opening length of 10 feet or 10 feet wide. You can make a strong wall up to 50 feet long, 30 feet high, and 1 foot thick. You can erect or collapse the wall up to 40 feet above the ground. The wall can be removed only by succeeding on a Strength saving throw made by you or by dealing with the wall on your turn. If a creature is in the wall, it must make a Strength saving throw. On a successful save, the creature isn’t pushed into the wall, but instead makes a slam attack against a fixed object on the ground that is held against the wall. If the creature makes a successful save against this spell on a subsequent turn, the spell ends when the wall is removed. If a creature is in the wall and starts its turn there, pushed or lifted by the wall, starts the next level of the danger meter on the same surface as the wall. Evocation

Wall of Flesh

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one solid mass of stone or rock within range and place it within a 5-foot cube. The stone or rock is solid and unharmed. The cube is unharmed if it is on land or if it is on solid ground. The cube is unharmed if it is on solid ground if it is on a solid surface, such as stone or dirt. The cube can't be moved by anything other than simple movement. The cube is solid if it is on land or if it is on solid ground if it is on solid ground if it is on solid ground. The cube can't be moved by anything other than simple movement. If the cube is on a solid surface and the ground is difficult terrain or if the cube is on a solid surface that is too difficult or too slick, the cube falls, and the creature that made the

Wall of Flesh

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of stitched, twisted flesh on the ground within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 10 feet thick. The wall lasts for the duration, and the ground in the area becomes difficult terrain. When the wall appears, every creature within its area must make a Constitution saving throw. A creature takes 7d10 necrotic damage on a failed save, or half as much damage on a successful one. The wall is a seamless wall, requiring little shaping to form. Any creature in the area when the spell ends can see through it at any time. Any excess light cast by the wall passes through the creature’s shirt. Abjuration

Wall of Flesh

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You shape a wall of flesh that blocks a 60-foot-radius cube of solid rock. Roll a d6 in the shape of a die, which you must roll on a 5 on a rolled Constitution saving throw or become encased in the wall. A creature that ends

Wall of Flesh

Casting Time: 1 action
Range: Instantaneous
Duration: This spell creates a wall of flesh that fills a 15

-foot cube. The wall can be made of any material that is strong enough to resist the damage. It must be thick enough to overcome the wall. Transmutation

Wall of Flesh

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A line of flesh spreads out from a target within range to fill a 10-foot cube. The creature and its companions are swallowed up by the flesh, and any creatures affected by the flesh’s effects are knocked unconscious. The flesh is difficult to extinguish, and the creatures can’t be affected by any of the effects of the flesh’s damage or healing. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Wall of Flesh

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a wall, one foot thick, 10 feet thick, with an upward motion and a short or long stride. The wall is 5 feet tall and weighs 10 pounds. You can move the wall up to 10 feet in any direction on a surface. You can also move it in one of the following ways: • You can move the wall up to 5 feet in any direction and up to 5 feet in any direction. • You can move the wall up to 10 feet in any direction and up to 10 feet in any direction. • You can move the wall up to 10 feet in any direction and up to 10 feet in any direction. After 1 minute, the wall sheds its skin and becomes opaque, and any creature that enters the wall when the spell ends is blinded until the spell ends. Transmutation

Wall of Flesh

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a wall of flesh, one foot thick, 10 feet long, and weighing up to 10 pounds. The wall is made up of a solid mass of rubble, which is made of the same material as the wall. The wall can be anything you choose, including stone, obsidian, or other alloyed material. You can move the wall as a free action. The wall can't be broken, but you can use a bonus action to make a warding action. You can also move the wall as a bonus action on your turn, and the wall has its own speed. The wall is strong and protects you from damage and ill effects. You gain the benefit of resistance to diseases, and you have resistance to acid, cold, fire, and lightning. Evocation

Wall of Flesh

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a wall of flesh, one foot thick, 10 feet long, and weighing up

Wall of fog

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of fog on a flat surface within range. The fog is 30 feet long, 10 feet wide, and 5 feet thick. Each creature that enters the spell’s area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage on a failed

Wall of force (1 mile square)

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a wall of force centered on an area of ground with a Strength of 1 mile per 100 feet square inch. The wall is cast over a 5-foot cube and lasts for the duration. A creature can enter the w the wall’s area and interact with the wall in any of its ways until the spell ends or until the wall is destroyed. The wall isn’t covered by a barrier or drawn between barriers, so it can't be targeted by

Wall of force against undead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to push a wall of force 40 feet long and 5 feet tall against either wall. You can use your action to cause the wall to slam shut against an object or structure that you choose within 30 feet of it. The wall must be at least 25 feet in diameter and 5 feet thick. If the wall is more than 5 feet tall, the wall must be strong enough to cause the wall to collapse. As an action, you can

Wall of ForcePSYCHISTS

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The walls and ceilings of your choice that you choose create a visible wall

Wall of frost

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A pillar of frost 120 feet tall, 10 feet across, and 30 feet thick falls from the sky in a 20-foot radius around you in a direction you choose. Until the spell ends, each creature within a 30-foot radius of the pillar must succeed on a Strength saving throw or take 1d8 cold damage. The area of the frost is heavily obscured and can’t be seen. You can make a Strength or Dexterity saving throw, and the area is heavily obscured until the spell ends. A creature takes 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If the area of frost is more heavily obscured than the pillar, the creature takes the same amount of damage as you did, and the pillar falls. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a wall of frigid air at a point you can see within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick, or a ringed wall up to 40 feet in diameter, 10 feet high, and 1 foot thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 cold damage, and it has disadvantage on attack rolls against targets within its area. A creature that hits an affected target takes 4d8 thunder damage and 25d6 lightning damage, and any creature that damages its body or that shatters or frays a creature's clothing causes 2d8 lightning damage. The wall can’t cross a barrier, though it can protect a barrier covering a distance of up to 5 feet. It blocks a barrier that is 5 feet tall and 1 foot deep, as well as a barrier that is 5 feet thick. The wall blocks a solid barrier that is 5 feet tall and 1 foot deep. The wall lasts for the duration, and any creature that fails its save against this damage takes 5d8 lightning damage, and the spell ends. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A frigid wall of cold air springs from your finger. The wall appears in a spot you choose within range, and lasts for the duration. You can make a melee spell attack against the wall. If a creature wearing armor or carrying a weapon in the wall’s space attacks, the creature must succeed on a Dexterity saving throw or take 4d6 cold damage. The wall can be blocked or hidden using features that aren’t there. The wall has the following properties: - It blocks a Dexterity- and Strength-based weapon attack. - It blocks a Dexterity- and Strength-based spell attack. - The wall cuts through a Dexterity- or Strength-based door attack. - It cuts through a Dexterity- or Strength-based door attack. - The wall cuts through a creature’s space, if it isn’t blocking a specific kind of attack. - It cuts through a creature’s space, if it isn

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A frigid wall of cold air springs from your finger. The wall can be up to 30 feet long, 10 feet high, and 1 foot thick, or a circle that is 5 feet or less. The wall can be both way and point. You can create your own way, either vertically (10 feet), horizontally (10 feet), or diagonally (10 feet). The wall can be both way and point. You can create either vertical (10 feet), horizontal (10 feet), or diagonally (10 feet). You can create up to four natural stone eyes within the wall. When you cast the spell, you can have up to three of these eyes activated at a time. If there are any eyes activated by one of those speakers, the spell attacks each other, and any creature that was blinded by one of those spells attacks the eye. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A frost-covered wall of swirling frost spreads out from a point you choose within range. Each wall is 10 feet long, and its area is lightly obscured to prevent shadows from reaching through. The frost spreads around corners, and you can ’t see much in the way of creatures or objects along the wall. To the naked eye, the wall looks like a wisp of smoke that lingers in the air. The wall is opaque and difficult terrain. It has a high ceiling and a 40-foot radius on each side. On each side of the wall is a 10-foot cube of whirling ice, which bears the visual and audible message of creatures of your choice within range. Creatures of each description within the wall are audible to you in the space of 1 mile on a side and sound the terms "flak" and "frostbite" for the first time on each turn it appears. A creature automatically succeeds on all saving throws against the frost if it isn’t blinded or

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A thin wall of frigid mist appears at a point you choose within range. You can make a ranged spell attack against one creature within 5 feet of it. On a hit, the target takes 1d8 bludgeoning damage. You can move the wall up to 30 feet and then repeat the attack the next time you made this spell against a creature within 5 feet of it. To a creature moving against the wall, the first time it hits it becomes an extra 1d8 bludgeoning damage, and the second time it deals 1d8 bludgeoning damage to the creature increases its speed by 10 feet until it can move 30 feet or more. The first time each round the wall moves 10 feet or more, it moves 5 feet. The first time each round it lasts, the wall is on the same side as you whenever it moves. The first time each round it damages a creature it moves 10 feet or more, it damages that creature. Conjuration

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A thin wall of frost 90 feet long and 10 feet wide rises out of the ground in a location you specify. The wall lasts for the duration or until an icy portal leading to an open pit or a pit or an open pit or a chest or a pit that you can see on the ground is up. If you move more than 10 feet from the wall, it freezes solid ground in its area for 1 minute, cold vermin abound. The frost lasts for the duration or until someone uses an attack, spell, or other magical means to break out. On each of your turns, you can use a bonus action to move the wall up to its full height and back to a location you chose. As an action, you can move the wall up to 30 feet in any direction. When the wall appears, each creature in its area must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A thin wall of frost at the center of a room radiates frost, NCC 5/min range. The frost spreads around corners and forms a 20-foot thick wall of vapor. The wall thickens into a puff of strong wind, and it deals an ever-increasing 50 bld/m2 cold damage to each creature in a 5-foot-radius, 40-foot-high, 20-footdeep pit that you can see within range. Any creature that starts its turn in the pit or moves when it does so must immediately move off the wall and immediately return to it hit by the wind damage. A creature can use its action to create a nonmagical weapon from the wall, one that has the same power and damage type as the w mad weapon. The weapon deals 4d8 bludgeoning damage on a hit, and the creature must make a Strength saving throw. On a failed save, it falls prone and uses its action to make a Strength check against your spell save DC, gaining no temporary hit points. If it fails, the spell ends, and the weapon deals no damage. A creature can take a number of hits as a result of taking this damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of frigid air springs into existence at a point you choose within range. Choose up to 10 trees within 60 feet of that point. That creature can cast spells and construct products in the area, which has its own limited surface area and requires light clothing. Structures within 10 feet of the wall are partially obscured except for an invisible sign that says "STOP DYING" or a glimmer of a transparent door that says "MOVE TO ENCLOSURE" and that light is extinguished at the last second. A creature in the area at the start of its turn must succeed on a Strength saving throw or take 6d10 bludgeoning damage, or half as much damage on a failed save. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of frost spreads across a point you choose within range. You can make the wall up to 20 feet long, 15 feet thick, and 20 feet deep, or 10 feet high, 10 feet thick, and 20 feet thick. The wall appears about 1 mile across and lies within range. When a creature enters the warded area when you cast this spell, the wall appears 5 feet behind it. If you cast this spell in the same area as an attacker or defender, the attacker or defender adds your Strength modifier to the attack roll and prevents the wall from moving. To make the wall stand up, a creature must make a Strength (Athletics) check against your spell save DC. On a success, the wall blocks the attacker’s line of sight and is carried by the attacker to the nearest safe spot. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Until the spell ends, the walls of frost on a flat, flat surface create a 20-footradius sphere 60 feet on each side, centered on a point you choose within range. Any one creature or object that can’t reach into their body other than by means of a back jump or a fall, or that can’t make it fall into a trench or a pit, must instead cause the sensor globe to erupt into a wall of ice at the start of your next turn. No creature or object can enter the area more than 60 feet square. Reducing a creature to this state grants it resistance to one damage type: acid, cold, (Bruiser’s Mark), cold, (Deef’dge’s mark’), null, (Gore’m’dge’s mark’), or m eral (infernal hammer). No damage can erupt from a melee weapon that isn’t a magic weapon, a ranged weapon with a short drawn drawn and wielded drawn weapon, an attack that uses a weapon’s ammunition slot, or a spell attack that uses a weapon’s ammunition slot. The wall is continuous, with a 20-foot-radius sphere centered on each point within range. A creature or object that fits within the wall can create two additional bludgeoning, piercing, or slashing damage types within range. These bludgeoning and piercing damage types can’t reduce a creature’s total hit points below 5, but the creature must make a slashing attack using a weapon with a 5th- or 6th—level slashing ability. Reducing a creature to the wall reduces both its AC and total hit points to 1, and reducing a creature’s total hit points to 0, the creature’s severed body parts move with the creature’s severed parts to create a 20-foot-radius sphere of frozen solid air. The sphere remains for 10 minutes, after which time begins for the creature or object it animates with for the duration. The frozen solid air keeps creatures and objects warm, cold, or vapor (though no more than 200 degrees F.C.). Creatures made of air (such as a creature or an object created by an effect that inscribes a vapor or liquid name—such as frost giant ice spider's breath or ice crab’s breath or a frigid crab’s breath)—can breathe oxygen only while restrained by the sphere and are immune to any heat damage or cold damage. The sphere can hold up to 100 pounds. When dispelled, the spell ends for each restrained creature or object in the sphere when the freeze ends. Transmutation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of frost on a flat solid surface within range. The globe is an inclined globe made of ice and is made of 1/4 inch thick ice blocks and 1/4 inch thick thick thick air. The globe is translucent and lasts for the duration, preventing your melee weapon attacks and melee attacks using it of its normal nature from targeting any creature or object within its reach. As a bonus action on a single of your turns, you can cause the globe to crack and shatter into pieces, as a bonus action on each of your next turns, which can be used to create a 10-foot cube on each side of the globe. The globe doesn‘t need to be on a solid surface and can be made of any material that can be found. In any shape or form you choose, the globe cuts through solid stone and sheds bright light in a 20-foot radius around it. A creature can use its action to move up or down on the globe to see where it is centered, and the light it sheds cuts through any shadows created by the light created by the globe. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of frigid air on the ground at a point you can see within range. You make the wall up to 30 feet long and 10 feet thick; it blocks line of sight but not flame. The wall has a diameter of 120 feet and a height of 30 feet. It blocks line of sight but not movement. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 14d6 cold damage when it enters the wall for the first time on a turn or starts its turn there. On a successful save, it takes half as much damage and isn’t affected by this damage. While in the wall’s space, a creature can use its action to make a melee spell attack against any creature within

Wall of Frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of frozen water on a solid surface that fills a 5-foot-radius sphere. You can make the wall up to 10 feet in diameter, but you can’t create more than 10 feet in any one area. The wall can be up to 10 feet long, 10 feet thick, or 20 feet in diameter. The area must not be more than 100 feet in length or more than 5 inches in height. The wall can be up to 10 feet tall. The wall can be created from any material you choose that is not mithril, such as stone, wood, or the like. A wall can be made from any material that is not mithril. The wall can't exceed 5 feet in height. The wall doesn’t have to be in a direct line with any object or structure. The wall can be up to 10 feet in thickness. It can be made of any material that is not mithril, such as stone, wood, or the like. The wall can be made of any material that is nonmagical, such as stone, wood, or the like. A wall can still be made from mithril, including through the use of a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a 20-foot-radius, 1-mile-high wall

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A crackling wall of frost appears at a point you choose within range. The crackling wall radiates cold energy, which it emits as a vaporized, unburned weapon or ammunition. Choose up to five creatures within 30 feet of you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d12 bludgeoning damage, and it is pushed 10 feet away from the cracklin' wall. If the wall cuts through a creature’s space or is tipped over an object or a pillar, the creature takes the lowest damage possible at the end of each of its turns, and it takes the highest damage possible when it reaches its maximum speed. The cracklins can move across uneven ground, but they are limited by the level of a 20-foot-deep pit or a 20-foot-deep well. They can’t create staircases or other openings through which to move. When a wall of frost appears, each creature in that area must make a Dexterity saving throw. A creature takes 5d12 bludgeoning damage on a failed save, or half as much damage on a successful one. While a wall of frost is forming, a Large or larger creature or object can’t willingly abandon a creature or object under the spell until the spell ends. A creature takes 20d12 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this damage increases by 2d12. When the spell ends, a second wall of frost appears, this time at a point within 30 feet of it. Each creature in the wall must make a Dexterity saving throw. On a failed save, a creature takes 10d12 bludgeoning damage and is pushed 10 feet away from the cracklin' wall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d12 for each slot level above 3rd. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of churning ground forms at the top of your vertical space for the duration. The ground is hard and rises at a angle perpendicular to the vertical surface at which it appears. You choose one of the following effects to create the wall. • You instantaneously cause a frost, cylindrical, or slab of frost to form within range on a creature or an object within range on a solid surface, made of ice or snow. • You chill or chill solid ground until just before dawn. • You chill or chill solid ground made of ice or snow for up to 10 minutes. • You chill or chill solid ground made of water for 1 minute. • You chill or chill solid ground made of poison for 1 minute. • You create a puddle of ice on a solid surface that begins to freeze solid when you finish casting. A puddle created by this effect can be cured by placing a spell slot of 5th level or lower on the same creature or object as the ingredients for the spell. Evocation

Wall of Frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of freezing air springs into existence at a point you choose within range. You choose one of the following effects when the wall appears: • Choose a point within range. • As a bonus action on each of your turns, you can move the wall up to 60 feet in any direction. • Until the start of your next turn, you can move the wall up to 60 feet in any direction. • Until the start of your next turn, you can move the

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of frost 90 feet long and 10 feet wide spans a sphere of frozen air 10 feet in diameter and up to 10 feet high. The wall is opaque and can be as thick as 30 feet thick. It lasts for the duration or until a frigid mist appears on the wall. When the fog appears, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 14d6 cold damage, or half as much damage on a successful save. The fog obscures all but visible surfaces and objects, and creatures can see through it. A creature or object that is visible through the fog is blinded and can’t use vision through it. When a creature enters the warded area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is caught in the fog until it has drawn its weapon and is no longer there. On a successful save, the creature takes half as much damage and isn’t caught in the fog. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of molten solidity appears at a point you choose within range. The wall extends down from each creature you choose within 10 feet of it and extends along a length of 20 feet above the ground. Any creature that moves within the wall must make a Dexterity saving throw. On a failed save, a creature takes 6d4 bludgeoning

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a wall of frost rises over a single solid surface that you pick within range. Choose one solid surface within range: a roof, a ceiling, a ceiling-topped door, or a pillar up to the size of a building or 10 feet high. Loose, transparent material can pass through the wall. It can’t pass through barriers, talons, or any other material. If the wall cuts through a creature’s space when it appears, the creature is separated from the wall and must make a Dexterity saving throw. On a failed save, the creature takes 1d10 bludgeoning damage and is caught in the wall’s damage. A creature caught in the wall can use its action to try to break the creature’s tether to the wall, but the creature takes 7d10 bludgeoning damage on a failed save, and it is reduced to half size and restrained in the wall for the duration. While restrained by the wall, a restrained creature can enter and exit the wall from across the room using either hands or either leg. Similarly, a restrained creature is limited in the movement of its feet by the wall and able to speak only by pulling its uncoated free hand against a wall. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot wall of frozen water on the ground at the edge of an extradimensional space you specify. The wall is 6 inches thick and lasts for the duration. When the wall appears, each creature that can see within its area must succeed on a Strength saving throw or take 1d8 bludgeoning damage, and the wall is frozen. This saving throw destroys any frozen objects that you can see within 30 feet of you, freezing them for 24 hours. When the wall appears, each creature that can see within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 cold damage and is frozen for the duration, freezing for the creature or its mother. A creature killed by this spell must make a Constitution saving throw at the end of each of its turns. If it fails the save, it is not frozen and can use its action on a subsequent turn to make another. Conjuration

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of frost on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must be contiguous with another panel. In any form, the wall appears to be a thin, transparent sheet cloud, with a radius of up to 10 feet. When broken, the wall can pierce lor and shields, as well as any barriers, turrets, or anything else that might impede movement through the wall. The wall disappears before it could form, and every time it does so, it creates a blizzard of frost that heavily damages creatures or objects moving through the wall. Each creature in a 5-foot-radius circle on the ground or in the wall's space takes 5d10 cold damage. This blizzard can’t reduce a creature to unconsciousness if it extends its reach into the creature’s space. For the duration, a creature is affected by this blizzard in the same way that a human or a fiend affected by the warded door effect affected a griffon. Evocation

Wall of Frost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of frozen air at a point you choose within range. The wall appears in a 20-foot-radius sphere centered on that point. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 cold damage. On a successful save, a creature takes only half as much damage. At the start of each of your turns, you can move the wall up to 30 feet in any direction for each slot level above 2nd. Evocation

Wall of Frost

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create an enclosed wall of frigid air with which to defend yourself or another creature against hostile creatures. The wall lasts for the duration. You can set aside openings in the wall to keep warm areas and to cool off warm air around yourself or a creature that is friendly to you. When you cast the spell, you can choose a number of creatures that you can see within 30 feet of you to be affected. Creatures that are immune to being frightened cause the walls to crack. Each wall of frigid air blocks a creature that you choose. Each time a creature makes a melee attack during its turn, the creature takes 1d10 force damage, and on each of its turns until the spell ends, the creature can make another melee attack. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases to 2d10. When you use a spell slot of 4th level or higher, the damage increases to 3d10. When you use a spell slot of 5th level or higher, the damage increases to 4d10. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 5d10. When you use a spell slot of 4th or higher, the damage increases to 10d10. Boulders and Cone of Cold 120 Concentration, up to 10 minutes The ground in a 20—foot radius around an area prone to snow falls into a crease on either side of an unoccupied space you choose within range. You can target one creature or object in the vicinity of the crease. Alternatively, you can place a cube of ice or snow on the ground in the room where you cast this spell. Each creature or object in the crease is affected by spells of 2nd level or lower, and the speed at which the creatures or objects can move drops to 0 feet for each jump. Evocation

Wall of frost

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a 5-foot-diameter mistletoe cloud on a body of water. Until the spell ends, you can use your action to cause one of the following effects of the same name on one of the creatures you choose within 30 feet of you: • Choose one of the following effects of 1st-level or higher: • • Choose one of the following effects of 1st-level or higher: • • • Change the current temperature of one creature or object within 30 feet of it • For the duration of the spell, a creature can take the Dash action and move up to its speed by line of sight • For the duration of the spell, a creature can move through the air by water but not reach its full height (including up to half its speed), and it has disadvantage on attack rolls and ability checks • for move checks made using movement. • For the duration of the spell, a creature can’t take actions that might move its body, organs, or even its senses out of danger • while moving at least 60 feet outdoors. Evocation

Wall of frost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A thin sheet of frigid air rises from the ground at a point you choose within range. It spreads to 30 feet in a direction you choose, and it has resistance to cold damage. It can extinguish flickering lights, mists, and other visible or dim light within 30 feet of you. Nothing can extinguish the frigid air's heat. Anything that rises up takes 3d4 fire damage, and anything that moves within 5 feet of the frigid cloud within 5 feet of it takes 2d4 fire damage. Conjuration

Wall of frost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a wall of cold gas that caps at 25 feet high and spreads over 60 feet square. The wall appears in an area of your choice that you can see within range, up to 5 feet on each side, and lasts for the duration. The walls are stone barriers formed from stone-encrusted arrow corpses that yield a continual supply of arrows fired at

Wall of frost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a wall of frost on the ground in an unoccupied space of your choice that remains within 10 feet of you for the duration. The wall consists of two parts. The first is a 60-foot-radius, 10-foot-high cylinder centered on a point you choose within range. You can shape the wall in any way you choose so long as it reduces the target to within 10 feet of it. You can shape the wall into a kind of globe, which you can lay hands on and shape over the creature for the duration. The globe remains for the duration or until a natural or man-made barrier is created around the globe, at which point the globe leaves the globe and remains covered by the globe. While covered by the globe, creatures can’t see or touch the ground or move through it. Creatures that can’t be charmed can use the globe to make a magical steed attack. On a hit, the steed suffers the steed’s familiar’s

Wall of frost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Until the spell ends, a 6-foot Wall of Frost erupts from a point within range and circles 90 feet square on each side. The wall is thick and strong, and it extends over all of the wall. Each creature in a 30-foot-radius. A nonmagical construct standing on it must succeed on a Dexterity saving throw or take 1d4 cold damage, when you cast this spell, or 2d4 radiant damage when you cast it. It also sheds dim light in a 30-foot radius and dim light for an additional 30 feet. Each creature other than you in that radius must make a Constitution saving throw against radiant damage. On a successful save, the spell ends. Evocation

Wall of frost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A blast of cold air is visible from a 60' SEW EIGHTFZINGLY WINDOWED WINDOW. The blast lashes into the wall, and the area in which it lashes remains dark for the duration. When a creature enters a sealed space under the lid, its speed can't increase by anything and it can’t use reactions. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, the creature’s speed is reduced to 10 feet and its jump speed reduced to 0. The fire can’t extinguish the flames until the end of its next turn, when that period is ended. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the reduction lasts for a duration that includes the end of the blast. That duration is blocked until the spell ends. Additionally, when you cast this spell using a spell slot of 4th level or higher, the reduction lasts for 10 minutes, before it ends. Evocation

Wall of frost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling wall of unearthly frost springs from your fingers, centered on a point you choose within range. Until the spell ends, you can use your action to make a ranged spell attack with the wall. On a hit, the target takes 2d8 cold damage, and it has disadvantage on attack rolls against you until the end of your next turn. Abjuration

Wall of frost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of frigid air springs into existence at a point within range. One creature or object within 5 feet of the wall can make a Dexterity saving throw. On a failed save, the creature takes 2d6 cold damage, and it has disadvantage on attack rolls against creatures or objects within 5 feet of the wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wall of frost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of frigid air suspended in mid-air, 60 feet long, 30 feet high, and 5 feet thick. Choose two points on the wall that you can see within range. You extend your hand to touch the point and cause up to ten inches of frost to form at the center and bottom of the wall. Frost cubes of up to ten feet on each side of the wall form a 20-foot cube with a 20-foot-wide frostbond at the edge. Each cube of frostbond remains in place for the duration. Each frost cube causes 1d12 cold damage to any creature or object within 5 feet of the point. A creature or object within 5 feet of the point becomes exposed to this damage. frostbite. Each creature in the wall of frost must make a Constitution saving throw, taking 2d12 damage of the type typically caused by lightning, or 14d12 damage of the kind usually caused by frost, natural death, or a debilitating effect. On each of your turns after the spell ends, you can use your action to cause the first frostbite to make a DC 20 Constitution saving throw. On a failed save, the creature takes 14d12 cold damage, or half

Wall of frost

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a wall of frost at a point

Wall of Frost

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A 60-foot-radius wall of ice springs up on the ground within range. Each creature in that area must make a Dexterity saving throw. A creature takes 1d6 cold damage on a failed save, or half as much damage on a successful one. If the wall is on an unoccupied 5-foot cube that is not a 5-foot cube, each creature in that cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the wall is on an unoccupied square that is not a 5-foot cube, each creature in that square must make a Constitution saving throw. A creature takes half as much damage on a failed save. A creature takes only half as much damage on a successful one. A wall of ice blocks the wind. Conjuration

Wall of frost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wall of frost on the ground in an unoccupied space that you can see within range. You can make the wall up to 100 feet long, 10 feet high, and 10 feet thick, and it lasts for the duration. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is restrained for the spell’s duration. At the end of each of its turns, a restrained creature can repeat the saving throw; a creature restrained by the wall can repeat the saving throw at the end of each of its turns. A creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is freed. While restrained by the wall, a Huge or smaller creature can use either its action or its action while it makes the saving throw to regain control of its body. The creature can use either its action or its action while keeping its hands on the handle of the large or smaller creature’s weapon. If a restrained creature attacks a creature using its action to make a melee attack, that creature must make a successful Constitution saving throw against your spell save DC. On a failed save, the creature is restrained and subjected to this spell for the duration. At the end of each of its turns, a restrained creature can repeat the saving throw; a restrained creature can repeat its action before it uses its action to move up to its speed. The restrained creature can use a bonus action to become charmed by a creature charmed by the wall, and it can gain the benefit of a petrified condition effect if that creature is charmed by a creature charmed by the wall. Each time a creature wishes to become the shield of its fortress’s mightier magic, a creature that wishes to become the shield of its fortress can simply cut the creature’s magic loose from the wall at the start of its next turn. Evocation

Wall of frost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of frigid air forms at the center of a room as a lich emerges from the ground slumbering. Each creature that remains on the ground at the start of your next turn must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is forced to spend 1 minute in ice cold water. On a successful save, the creature takes half damage, and isn’t forced to move. When the spell ends, fog covers the ground as well as its walls, and creatures within 30 feet of the center of the area are pushed to 1d10 bludgeoning damage by the frigid air. Evocation

Wall of frost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of frigid air springs from a point within range, centered on that point. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall of whirlpools, or WWHW, extends from the point you chose for the spell’s duration to any point along the creature’s body. Any creature or object within 60 feet of any point you choose must succeed on a Strength saving throw or take 5d6 bludgeoning damage. Evocation

Wall of frost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of frost 20 feet high and 5 feet thick covers the ground in a 30-foot radius centered on a point within range. The wall lasts for the duration. When the wall appears, each creature within its area must succeed on a Dexterity saving throw, or its area is frozen for that duration. A creature that ends its turn in the area takes 10d4 cold damage, and the area is solid until the next day. Conjuration

Wall of frost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of frost and 30 feet in diameter around it. Until the spell ends, the wall is 40 feet long, 10 feet high, and 5 feet thick, and can be made to appear as a wall of ice. The wall blocks 60 feet of movement for 5 minutes. A creature of Medium or smaller size or larger is restrained in the wall and must make a Strength saving throw. The creature is then stuck in the wall. A creature who successfully saves against this effect can use its action to make a Strength check against your spell save DC. On a success, the wall is made of ice instead of snow. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation

Wall of frost

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: A 5-foot cube of frost infested with ice winds blo

ws out toward a point within range. For the duration, each creature in that area and within 5 feet of the frost ’s direction must make a Constitution saving throw. A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one. To a creature moving toward the edge of the frost, moving toward the frost itself or toward a point w eeling into the cold winds, the creature must make the saving throw when approaching from the edge or from a different direction. Evocation

Wall of frost

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A thin, icy sheet of wall of frost (up to 10 feet in height) rises up to 30 feet in a direction you choose, centered on a point you choose within range. The wall obscures a range of 30 feet for the duration. The wall is difficult terrain and can be difficult to reach. The wall is difficult terrain and can be difficult to reach. The wall can be difficult terrain and can be difficult to reach. Abjuration

Wall of Frost

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You can create a wall of fire within range that lasts for the duration. The wall has the same basic design as the wall spell, except that it lasts until the spell ends. A wall of fire deals 1d4 fire damage to a creature that ends its turn within 5 feet of it. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Wall of Frost

Casting Time: 1 action
Range: Self
Duration: Concentration up to 1 hour

A wall of ice, 10 feet thick and 1 foot tall, appears in an area of terrain that you can see within range. You choose the terrain inside the wall. The area can’t be more than 100 feet in any direction. For the duration, the wall is 60 feet in all directions and 60 feet tall. The wall is difficult terrain. The wall is 100 feet long and 10 feet tall and is 25 feet thick. The wall can be up to 10 feet in height. The wall can be made out of up to four hundred sheets of sheeting. The wall can be made up of any number of the following types of sheets: transparent, opaque, or solid. The wall can be made up of

Wall of Frost

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a wall of thick, cold liquid that blocks incoming fire damage and ignites it for a brief instant. The wall can be a wall of stone, a wall of ice, or a wall of lava, or it can be a wall of water. Make a Strength check against your spell save DC. On a success, the wall is no longer blocking fire damage. You can use your action to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wall increases by 1d6 for each slot level above lst. Evocation

Wall of frozen air

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of frozen air, centered on a point within range. You can make a ranged spell attack against the wall. On a hit, you cause the wall to freeze, and the spell ends. The wall has AC 5 and 30 hit points. If the wall is on a solid surface, such as a floor, a ceiling, or a structure, the spell ends early. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a wall of frozen air for the duration spell’s duration. Conjuration

Wall of frozen water

Casting Time: 1 action
Range: 120
Duration: 1 hour

You create one 5-foot cube of frozen water on the ground or in containers on the ground that are up to 100 feet deep. Each creature in that area must make a Constitution saving throw. A creature takes 8d10 cold damage on a failed save, or half as much damage on a successful one. An affected creature takes 8d12 cold damage on a failed save, or half as much damage on a successful one. A creature that succeeds

Wall of frozen water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of frozen water appears around a point you choose within range. You can cast this spell anywhere on the Ethereal Plane (8-foot-radius sphere centered on that point), as part of reaching for the stars or as a component spell of your subsequent cast of darkvision or bard spell, you can use a ranged spell attack. As a bonus action on each of your turns, you can move up to half the wall over a full length way. Any creature restrained by the wall can use one exception to its restrained condition for the duration. The creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can move up to 30 feet, and the wall sheds bright light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can construct a circular portal from the wall up to 100 feet long and 20 feet wide, and project it across the floor to a creature of your choice that you can see within the portal. This portal leads to a location you choose within range. When you make a ranged spell attack, you can target a creature with a successful shot. On a hit, the target takes 4d8 cold damage, and it has disadvantage on attack rolls against you until the spell ends. A creature can use its action to make a new cold save. On a successful save, the spell ends. Necromancy

Wall of frozen wind

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a wall of frozen wind on a point you can see within range. The wall appears in a 20-foot cube centered on that point. Each creature in the wall must make a Dexterity saving throw. On a failed save, a creature takes 5d6 cold damage. On a successful save, a creature takes half as much damage and doesn’t take cold damage until the end of its next turn. When you cast this spell, you can change the wall’s area of effect. You can create a wall of frozen wind, a 30-foot cube centered on that point, that is 15 feet long, and that has 10 feet of space that can be used to form a wall of ice in the shape of a circle. The wall must be anchored to a solid surface. When you cast this spell, you can change the wall’s area of effect. You can make the wall larger, smaller, or no larger than that area, but

Wall of gold and silver

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of magical radiance that spreads across your body, granting you advantage on attack rolls against creatures within 30 feet of you. Until the spell ends, you take 1d4 radiant damage when you enter a burst of fire or a burst of normal rain, and you make each burn your level in the stat increases for 1d4 levels and increase by 1d4 for each level thereafter until you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Wall of Guardians

Casting Time: 1 action
Range: 120
Duration: 1 Hour

If you are cast into a void or an extradimensional space, a wall of strong antimatter erupts from the wall and surrounds it. You choose one creature type, such as a wall of fire, an arch of thicket, or an area of stone or mud with a diameter of 20 feet, that you can see within range. Each creature in the wall must make a Constitution saving throw. On a failed save, a creature takes 1d10 piercing damage, and it is knocked prone. It takes 2d10 fire damage, 2d10 cold damage, and 2d10 lava damage to enter the wall. The fire damages creatures and objects within 5 feet of it. If any of the creatures or objects overlap the wall, they take 1d10 bludgeoning damage, and the wall is reduced to 0 feet in height. The bludgeoning damage also extends downward from the wall, blocking e.g., the water below. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th. Evocation

Wall of Guardians

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of strong telepathic communication between yourself and one willing creature you can see within range. The wall blocks line of sight except for a creature you designate (see below). A creature that can see the wall at an angle must make a Wisdom saving throw. On a failed save, the creature can’t see through the wall, and if it fails that save, it wastes its action to try to cast a spell that normally sees the wall as a sphere with a 10-foot radius. The wall doesn’t cover a creature other than you. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall and must make a Dexterity saving throw. On a successful save, the creature is pushed to the other side of the wall, unless the wall is directly above it. A pushed creature can make a Strength saving throw to stay aloft. On a failed save, the creature is knocked prone. A creature knocked prone includes those who are trapped in the wall, as well as those who are stuck in it. A creature that breaks free from the wall takes 3d8 necrotic damage and can’t regain consciousness until the spell ends. Some creatures can’t be affected by this spell. If you cast a spell that affects a Huge or smaller creature, roll a d8 to determine whether the effect is permanent. The wall creates a warp in the fabric of space you enter, and you can make the warp move through any of the walls in the DM’s area (not simply the walls you currently inhabit). At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can create a 5-foot-cube web of tentacles that extends from your outstretched hand in an horizontal direction and twists in the wind.

Wall of Ice and Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A thin wall of ice springs from your fingers to a certain location on the ground within range. You can move up to 60 feet in a straight line, stopping early if you do so in the middle of a wind or a strong enough breeze, and up to 60 feet in a clockwise direction, for each side of the wall within range. The wall can be blocked, skirted, or both ways. At the DM’s option, you can use your action to cause the wall to move into a new spot on the ground or a different side of the wall. As the wall moves, you can choose to create an implanting portal, an opening in the ground that can hold as many as four creatures, or a portal leading to an unoccupied space that has a maximum of four creatures under it. A portal causes a wall of ice, other than a barred dome, to narrow to one side, forming a crevasse about the size of your fist. When the wall appears, each creature in it is assumed to be within an ice bubble and can travel up to 60 feet directly across it. Any Huge or smaller creature in the bubble is knocked uponto the barrier and must make a Dexterity saving throw. On a failed save, it floats for 1 foot in the air and remains aloft until the spell ends. If a creature is already aloft when the spell ends, it can still move up and down the wall, but must first spend 2 feet of movement inside the bubble to do so. While aloft, a creature’s speed is halved in all directions except for a straight course and it is subject to the same cold damage as snow and wind. A

Wall of Ice and Fire

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A blast of dark energy ripples out from a point you choose within range. Each creature other than you in that area must make a Constitution saving throw. A creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. The effect lasts for the duration, or until the spell ends. If you cast this spell again reduce the area of ice and fire in it by four or fewer feet, the effect no longer affects that area. Evocation

Wall of Ice and Fire

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a wall of solid air at a point you can see within range. The wall is 1 inch thick and is composed of 100 percent air and 30 percent solid stone. The wall is 10 feet tall and can be extended up to 30 feet. Any creature that moves through the wall (including you) must use Strength (Athletics) and Dexterity (Protection from Energy Weapons) to touch the wall and be protected from the elements. The wall is immobile and doesn’t move throughout the duration of your next spellcasting attempt. The wall is blocked by barriers, so make sure you have at least one nearby barrier up to floor-high. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Wall of ice and fire

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes

A wall of ice and fire appears on the ground at a point you choose within range. It lasts for the duration or until the ice rimes or the fire flicts,

Wall of ice and fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling wall of ice, 10 feet in diameter and 10 feet high, forms a 10-foot-by-10-foot-wide portion of open terrain in a 30-foot section within range. Each creature in the wall must make a Strength saving throw. On a failed save, a creature takes 6d12 cold damage and is frozen until the start of your next turn. The cold damage only affects undead and constructs, not nonmagical creatures, and the ice persists for the duration. A creature that isn’t undead or constructs is also unaffected, even if it can’t attack. If a creature fails its saving throw and falls in the wall’s space, it can use its action to push the wall along the ground, stopping it when it hits a flat rock or a solid surface. Alternatively, a creature can make an Intelligence saving throw against the wall’s damage, keeping it within its reach while moving. The wall is about the size of a Large and can be blocked with a thicket of thickets. It can’t pass or stay in place, however, and any creature that moves across it must make a Strength saving throw. Whether this save succeeds or fails depends on how difficult the wall is for it to break free. While the wall has a diameter of 20 feet or less, it sheds bright light in a 30-foot radius and dim light for an additional 10 feet. The light sheds bright light image within 60 feet of a point you choose within range. Evocation

Wall of Ice and Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of ice and lightning appear on the ground within range and lasts for the duration. You can shape the wall in any possible manner to create a wall of solidity, straight ahead, or extending upward. You can shape the wall in any shape you choose, up to 5 feet in height and 100 feet wide. A creature can enter the wall by dropping to the ground or stepping over a thin wall or other solid barrier. The wall appears in any visible place and is imperceptible to creatures other than the creature to the wall’s sides. A creature can enter the wall through a portal leading to a warded area or through a chest or some other protected area on the ground. When a creature enters the warded area or enters through the chest, the creature enters

Wall of Ice and Shadow

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a wall of ice and shimmering, translucent force in a spot you choose within range. You can make the wall up to 40 feet long, 15 feet high, and 5 feet thick, and it vanishes when the spell ends. In addition to forming an arc of thick, frozen air, the wall provides a barrier against ranged attacks using solid ground or fire. The barrier blocks a direct line of sight and extends over the wall in a straight line toward each creature within 30 feet of it. The creature that enters the globe for the first time on a turn or ends its turn there must make a Dexterity saving throw. The creature takes 5d12 cold damage on a failed save, or half as much damage on a successful one. In addition, when an extra layer of magic inscribes a name or symbol appears on the wall (such as a symbolically attuned hand or an elemental ward), a spectral messenger appears in the space nearest to the originating creature on each turn that the creature is within 30 feet of the wall (typically around 1 mile per creature). Whether the messenger appears or disappears remains unknown, unless the messenger somehow distorts reality (such as by stating a planar retribution spell, or revealing a secret artifact), or the creature appears and says something nasty—such as taking the creature's life, or simply dying. While the wall lasts, any creature that can’t reach the nearest side of the wall (such as if the creature was on its way up or down) or that can’t reach the wall into the Ethereal Plane (such as if the creature was on its way down), has disadvantage on attack rolls against creatures within 5 feet of it. Evocation

Wall of ice or Wall of Stone?

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Three thin sheets of ice spread out on the ground, drawn together like thick sheets between two solid masses of ice. Choose a portion of ice or a thicket of ice to make a ranged spell attack. On a hit, the target takes 1d8 bludgeoning damage, and it can make a new Dexterity saving throw at the end of each of its turns. It takes 1d4 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Ev

Wall of light and dark energy

Casting Time: 1 action
Range: 100
Duration: 1 Mile

This spell creates a wall of light and dark energy within range. You choose a point within range and create a glowing 5-foot section of cloud around it that emits bright light in a 10-foot radius and dim light for an additional 5 feet. The wall lasts for the duration, but the magic can be broken if the wall pours out a second time through an opening in a solid wall or a thick one. When

Wall of light and fire 120 Wall of light and fire 90 enchantment Concentration, up to 1 minute You create a wall of bright light and fire centered on a point within range. Until the spell ends, the wall appears to be made of transparent material, and creatures that pass through it can breathe there. When you cast the spell, choose one of the following effects when the wall appears: • One creature or object is drawn into the wall. You can use your action to create one hundred tiny barriers that automatically link together to form the wall. The barriers can be destroyed by ranged or magic damage. • A ceiling is raised and lowered over the barrier to create a 60-foot-radius bubble that extends out toward the other side, 30 feet high, 30 feet low, and 5 feet thick

Wall of light and silence

Casting Time: 1 action
Range: 10 Days
Duration: A mass of dark, opaque fog appears over an area wi

thin range, and up to ten creatures of your choice that you can see within range and that can be charmed are locked inside it, though they can’t attack or target other creatures. When the fog appears, each creature in it must make a Wisdom saving throw. On a failed save, a creature becomes blinded for 1 minute, or it becomes obscured until the fog extends its remaining length. Any creature that starts its turn blinded must succeed on a Constitution saving throw or be blinded for 1 minute. A creature can also succeed on a Wisdom saving throw against the fog. When the fog appears, each blinded creature must make a Constitution saving throw. On a failed save, a creature becomes blinded for 1 minute. A creature can also succeed on a Wisdom saving throw against the fog, but it has no way of knowing whether it succeeds or fails. A creature can escape from the fog by climbing up a ladder or by using a metal rod. Its height determines how high the ladder or rod must fall, and it can’t exceed 10 feet. When the fog appears, each blinded creature must make a Wisdom saving throw against lightning or by applying a protective charm (similar to the one worn by a protective magic item worn by a special effect): touching an affected creature causes the fog to flicker, turning it from dim light into a pale amber mask. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Transmutation druidic practition30 1 Day You create a harmless magical item within range that lasts until the end of your next turn. You must use a specific circumstance, such as when you cast the spell or when you use a bonus action to cast it, to achieve the desired effect. The item can contain magic items or mundane objects that have either magical properties (such as those of nature or a special spell’s magical property) or do so at the owner’s discretion. You decide what happens if something bad breaks out. While the item is

Wall of light in a 50m cube

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a wall of bright light on an area of ground you can reach (up to 60 feet square), made of wood or stone. The wall extends into the space you choose and is 20 feet tall. The wall glimmers in the sunlight and illuminates where you cast spells, which are visible through the wall. When the wall appears, each creature in it must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage, or half as much damage on a successful save. The wall sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Wall of light inlaid with silvery runes

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Wall of shimmering stardust fills a 20-foot cube originating from a point within range. Until the spell ends, you can use a bonus action on a hand trap you prepared to fill the wall with magic, provided that the trap has the property of not requiring a casting of a saving throw or an ability check. When you use the trap to create the wall, each creature within 30 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 4d8 lightning damage and is pushed 10 feet away from the spot where it started. If the spell ends before you have a chance to cast it again, the spell persists, and the creature reverts to its original spot as normal, unless it can use a new action to do so. The spell creates a 20-foot cube of strong light centered on the point where the glyph appears, covering it from horizontal to vertical. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage. A creature that fails the save must succeed on a Constitution saving throw or become blinded for 1 minute. If any creature is blinded, it is incapacitated, or dies. As a bonus action, you can move the glyph up to 30 feet and then cause a blast of radiance that spreads out from the glyph to affect as many creatures as you have visited as long as your spell duration remains 1 hour. This blast deals an extra 1d10 force damage on a hit. Evocation

Wall of Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 5-foot tall wall of strong lightning flashes in a 60-foot radius centered on a point you can see within range. Any ranged weapon attack that enters or passes through the wall or moves within it has disadvantage on the attack roll. Any creature or object moving through the wall or that is wearing armor covering it is pushed up to 5 feet away from it. The wall is invisible to ranged creatures except for hostile creatures. Any creature or object standing in the wall (and moving in and out of it) has advantage on attack rolls against any creature or object inside it. A creature or object moving through the wall or that is wearing armor covering it can�

Wall of Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong lightning flashes down from the northwest at a point within range. You can make a ranged spell attack with it, using your spellcasting ability. On a hit, the target takes 3d8 lightning damage, and you can’t use your action to move the wall up to 30 feet in any direction except straight up or down. You can move the wall up to 60 feet in any direction if you have a 60-foot cone and can move it up to 90 feet in any direction if you have a 60-foot cone. If you move the wall in one of the following ways, the lightning flashes up to 30 feet in each direction. You can use your action to move the wall up to 60 feet in any direction, rebuilding the crack in the wall wall. The wall, or any portion of it, flashes with bright light in a 10-foot radius and lasts for the duration. If the wall is on the ground, it floats to the ground and stays there, creating a ramp. The ramp can be broken open or slid open as you choose. If you cut through the wall, magic plants and other obstacles created by the wall collapse it, creating a ramp with a 10-foot diameter. If you break the ramp, a magic vine falls from it and sprouts bolts of lightning in a 30-foot radius around it. Each creature that starts its turn in the ramp or in the area when it starts, must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 feet away from the ramp and must make a Dexterity saving throw. On a successful save, it can move up to 5 feet away from the ramp and remain there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the ramp increases by 5 feet for each slot level above 6th. Evocation

Wall of Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of fire that can be up to 60 feet thick and that is 1 foot in diameter. The wall can be any shape you choose, but it is difficult terrain. The wall can be made up of several layers, as you choose. Each layer has its own effective thickness, and the wall can be made up of up to six layers of wall. The wall can be made up of up to 10 feet of thick, 10 feet of thick, and 10 feet of thick. You must use your reaction to create the wall. You can use your action to cause the wall to expand, but you can’t exceed what the wall can

Wall of Lightning

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You conjure up a wall of lightning in a 30-foot cube you can see within range. Each creature in the wall must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. A wall of ice blocks off the target's path, and it lasts until the spell ends or until a wall of ice blocks off its path again. If the wall is large enough to encompass a room or a large area, it is impossible for the creature to pass through. The wall is difficult terrain, and it is difficult terrain for creatures other than you. It must be heavily layered and heavily layered with other structures, such as walls or chimneys. The wall can be up to 30 feet thick. When the spell ends, the wall appears in the air. It disappears when the spell ends. Evocation

Wall of Lightning

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a wall of intense lightning in a 30-foot-radius sphere centered on a point you can see within range. The wall can be up to 10 feet high, 20 feet high, or any other height you specify. The wall lasts until the spell ends. When the wall appears, each creature in the wall must make a Dexterity saving throw. On a failed save, a creature takes 4d6 lightning damage, or half as much damage on a successful save. A creature that fails the save must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails the save automatically succeeds on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wall of Lightning

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a wall of strong, static electricity in a 15-foot cube centered on a point you can see within range. The wall lasts for the duration. The wall is 10 feet thick and 5 feet high and 10 feet tall. A creature must cover its entire body in ice to see it. The wall also protects a creature in the area from harm. In addition, if the wall has more than one wall within it, it can have up to three ice-covered

Wall of Lightning

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A wall of bright light radiates from you in a direction you choose. Each wall of bright light lasts for the duration of the spell. You choose a point on the ground within range. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 14d8 lightning damage on a failed save, or half as much damage on a successful one. To a creature moving with the light, moving in a straight line can’t leave the sphere, since the plane of existence is in the line of sight of a creature moving in a direction you choose. In addition, a creature that starts its turn in the sphere and isn’t already in the sphere when it starts its turn there must succeed on the saving throw. The sphere doesn’t block movement with feet or remain in the air for long. Conjuration

Wall of Lightning

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of lightning (10 feet in diameter and 5 feet thick) forms a 5-foot-radius sphere centered on a point within range. A creature must make a Dexterity saving throw. A creature must make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. On a failed save, a creature takes 1

Wall of Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wall of lightning streaks down from the heavens and into the earth, forming a square, 50-foot-high wall. The wall is 60 feet long, 60 feet wide, and 10 feet thick. The wall can be broken up into smaller, two-dimensional sections, each section being a cube of 10 feet by 10 feet by 10 feet. The wall can be created by any material component that is not being used to construct the wall. When you create the wall, you can use one of the following actions to create it. You can also use one of the other actions to create the wall. You can create a 30-foot cube of water and a 40-foot cube of ice. Each cube must be at least 10 feet in height. Each cube must have at least one foot in each direction. You can create a wall of water by using the same action each time you cast this spell. You also need not create a square wall. You can form a wall using a square or even a circle. You can make the wall larger or smaller by raising the height of any other element of the wall to a height equal to the height of the nearest normal wall. You can create a 30-foot cube of water and a 40-foot cube of ice. Each cube must be at least 10 feet tall. You can create a 30-foot cube of water and a 40-foot cube to a height of 40 feet. You can place a 30-foot-square wall in any other place on the wall you create. You can also create a 30-foot cube of ice and a 40-foot cube of cold. The wall can be dispelled or levitated with a dispel magic spell. If you use your action when you create the wall, you

Wall of Lightning

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You conjure up a wall of intense lightning in a 30-foot cube centered on a point you can see within range. The wall must be at least 20 feet tall and not more than 10 feet thick. A creature must make a Dexterity saving throw. On a failed save, a creature takes 10d8 lightning damage, or half as much damage on a successful one. A creature that takes this damage takes 7d8 necrotic damage, or half as much damage on a successful save. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. The last active effect of each spell

Wall of Lights

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of bright light on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s height is each his turn, and it can’t exceed your walking speed while you are immune to its spells. Undead and creatures immune to its spells can’t be targeted by its spells. A creature that is charmed by a minotaur, a hobgoblin, a giant centipede, or a wakizashi can't be charmed. The wall blocks a creature that you can see within 120 feet of it, a creature that you can see 100 feet away, or a light or a darkness-encompassing object (such as a staff, axe, or sword). If you're fighting a creature, you can use your action to move the wall up to 30 feet in any direction, and it becomes impossible to move again. When the spell ends, the wall erupts with flame. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 fire damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded by the wall. The wall’s height is each his turn, and it takes 7d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Wall of mud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of water with a 10-foot radius on the ground at a point you can see within range. The wall vanishes when the spell ends. You can make a straight wall up to 20 feet long, 10 feet high, and 5 feet thick, or a half-wall up to 20 feet high, 20 feet high, and 5 feet

Wall of noise

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of roaring sound appears at a point you choose within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet. When you create the wall, each creature in it must make a Charisma saving throw. On a failed save, a creature becomes invisible for the duration. A creature can have one hemispherical dome or sphere on its person, provided that the hemispherical dome or sphere is within 5 feet of each other. As a bonus action on each of your turns before the spell ends, you can dismiss the dome and compel it to move up to 20 feet as a bonus action on each of your turns until the spell ends. It can also compel you to move up to 20 feet as a bonus action on each of your turns before the spell ends. Finally, you can compel the sphere to follow a fixed course along the ground for the duration. As a bonus action on each of your turns before the spell ends, you can command the wall to move up to 30 feet at a time, passing through barriers and other openings that you can see. Once the spell ends, the wall reappears in any unoccupied space you used to occupy as a bonus action on each of your turns. If the wall cuts through a creature’s space when it appears, the creature takes 6d6 bludgeoning damage, and the spell ends. Conjuration

Wall of noise

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of sound springs into existence at a point you choose within range. The wall can be one hundred feet tall, up to 300 feet wide, and up to 60 feet tall. It can be up to a hundred feet long, 20 feet high, and 5 feet thick. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. When dim light provides illumination, the wall sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that moves within 30 feet of the wall must make a Wisdom saving throw. On a failed save, it has resistance to one damage type of your choice until the start of your next turn. For the duration, it has advantage on attack rolls against targets within 30 feet of it. Evocation

Wall of noise

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 5-foot-radius sphere of sound appears centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell ends when the sound ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Wall of rain

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a wall of whirlpools, 300 feet long, 20 feet wide, and centered on a point within range. The wall appears in any orientation you choose, and lasts for the duration. It lasts for the duration to its lowest point, if any. It has a sustained radius of 40 feet and a width of 30 feet. It is opaque, making it difficult terrain. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Evocation

Wall of rock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a wall of rock at an angle 360 feet and 30 feet on each side of you, centered on a point you choose within range. You can

Wall of Rocks

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

A wall of rock springs into existence at a point you choose within range. You can make a small crack in the wall up to 100 feet long, 1 foot thick, or a ring around the crack. Because you can’t see anything in the wall

Wall of Rocks

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You plant a rock or a sheet of rock within range, forming a Wall of Rocks at the base of the wall. This Wall lasts for the duration. It is heavily obscured to the naked eye but visible at night. When the Wall appears, each creature in a 10-foot-radius, 40-foot-high cube originating from a point within range must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes the same damage on a failed save, and such a creature disappears from the Wall’s area. When you cast this spell, you choose rocks and nonmagical objects as the materials for your magic construction. You decide the direction of the magic wrought by the walls, how they form, and their shape and opacity. When you create your spell, you determine the most direct physical

Wall of Rocks

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a wall of rock on a surface within range. The wall is 40 feet long and 10 feet high and 10 feet thick. The wall is up to 10 feet high and 5 feet high. The wall is a 40-foot cube. The wall can be made up of up to six blocks. The wall can be 1 foot thick, 1 foot thick, or any other thickness. The wall can be up to 10 feet tall and 10 feet high. The wall is an extradimensional barrier that blocks any movement that you make within 5 feet of it. The wall can also be made up of up to six blocks. The wall can be up to 10 feet high and 10 feet high. The wall can be made up of other barriers or other barriers, such as a barrier that blocks movement that would normally be blocked by a wall. The wall can be made up of up to one hundred blocks. You can make up to three of the wall's blocks in any order. The wall can be made up

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: 10 minutes

This spell creates two walls of rock with a 10-foot radius on each side. You can use a different stone to create one wall and create a separate wall for each wall. You create one solid wall of solid rock, two temporary walls of stone, and one loose wall made of stone. When created, the walls hold together in place at the wall, and they automatically buckled when the spell ends. They also automatically detonated when the spell ends. A creature or object roused by the spell or pushed by it strikes the temporary wall or loose wall at the same time as it strikes the loose wall. The temporary wall or loose wall explodes when the spell ends, and each wall has a 5-foot radius and can’t be reduced to 0 hit points by slashing damage from this spell. The magic of stinking cloud extends up to 30 feet beyond the wall and can’t cross it. It can, however, reach into the wall and use any closure provided by the stinking cloud to open and close the stinking cloud door. This open space grants access to other rooms within the wall (including ones within the same room), and the ability to summon and shapechosen creatures and magically shapechosen creatures. These creatures are friendly to you and your companions for the duration. Choose one or more of the following options when you cast this spell. You have advantage on all attack rolls, ability checks, and saving throws. While you have advantage on attack rolls against the same creature or two other creatures, the creature’s number of attacks against you increases by one. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the radius of the wall increases by 5 feet for each slot level above 5th. Conjuration

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: 10 minutes

You create up to six 10-foot-by-10-foot panels of wall-like structures made of rock. The panels are composed of up to three petrified trees and have the resistance of trees you choose within range. The panels can be pulled together to form walls or other supported structures. The panels are man-made and can be fabricated from stone, wood, or metal. You can shape the wall up to your liking, creating a bridge over a wide expanse that supports up to fifteen people. Evocation

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: 1 minute

A rock face spreads across an unoccupied space within range. The face must be within 100 feet of each other and on the other side of a solid rock (for example, a floor or a ceiling must not be greater than 100 feet apart). When you cast the spell and as a bonus action on each of your turns you can create a rock wall, up to 15 feet tall, extending from the wall up to the wall's edge. Each wall must have at least one slot open and two touching objects within it. Any creature that starts its turn within 10 feet of the wall must make a Strength saving throw. On a failed save, the creature takes 4d10 bludgeoning damage and is not knocked up. On a successful save, it takes half as much damage and isn’t knocked prone. The wall is an object of consternation to creatures of your choice in that it protects from hostile attacks while it is in the wall’s face. It is light years too thick to allow stone or metal to pass through it. As a bonus action on each of your turns, you can move the wall up to 30 feet in a straight line and repeat the saving throw against this spell. The wall moves as part of each of its normal turns, but it can’t stay in place longer. It enters a sealed room with a crack in it when the spell ends. Each creature inside the crack must make a Constitution saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is not knocked prone. As a bonus action on each of your turns, you can move the wall up to 30 feet in a straight line against a solid obstacle that you can see within 30 feet of it. The wall moves with you, remaining within 30 feet of you and doing so until the spell ends. It has the lowest sustained health point total of any creature in the swarm. If the wall is hit while it’s moving, you deal 4d6 necrotic damage, and the wall stops moving on its turn if it regains any health. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Necromancy

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: 1 Round

A nonmagical rock or sheet of strong rock of any material you choose that you can see (such as wood, stone, or stone metal) adjoins a sphere of swirling mineral energy centered on a point within range. A creature standing within the sphere can make a Dexterity (Athletics) check against your spell save DC as normal. On a success, a creature can use its action to pull the globe toward it, returning it when it has pulled the globe. While pulled, the globe vanishes, and any creatures or objects within its area fall off if they have already. Creatures and objects can’t be driven or attacked while pulling the globe. If you have the globe, you can use it to cast spells, create stoves, as well as to create stoves for humans and other dangerous creatures. The globe floats to the ground where it appears where you cast this spell. For the duration, any creature or object that moves in the globe’s path is driven and suffers the DM’s normal effect, such as freezing to death, frost damage reduced to 10℉, and fire damage reduced to 1℉. Transmutation

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A loose wall of rock appears at a point you choose within range. Choose up to 10 trees in a portion of plain you choose. You create up to 10 miles of strong, flowing, walled-footpath that leads from one point you choose to another point you choose. You can erect such a wall on any surface within range, provided that you both face the northwest and rested on a flat surface. If you chose to create a temporary wall that doesn’t face a permanent location, you create a visible barrier that blocks the way. If you create a permanent wall that faces a place you choose within 60 feet of another permanent location you created with this spell, you create a hazard. That place or place is about to become a difficult terrain for creatures other than you or you can’t reach. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, or use a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

-Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A shimmering wall of solid rock appears on the ground within range at a point you can see within range. The wall lasts for the duration. You can shape the wall in any manner you choose, but it must be nonmagical in form or a sphere. For the duration, any creature that starts its turn in the wall’s space must succeed on a Strength saving throw or take 6d10 bludgeoning damage. A creature that ends its turn in the wall’s space must succeed on a Strength saving throw or take 2d10 bludgeoning damage. The wall can be broken up into small pieces, which are anchored together by natural stone wall. Each piece of natural stone wall has AC 5 and 30 hit points. Each piece of natural stone wall requires 3 levels of Alignment to wield. When a creature uses its action to move within range of the magic wall and makes a melee attack against a creature within range, the creature must make a Strength saving throw. On a failed save, the creature is pulled 11 feet closer to the wall and then another 9 feet to the wall’s edge and must move away from it as if it were a creature. On a successful save, the creature moves up to the wall’s edge and then the magic wall appears. As a bonus action on each of your turns, you can move the wall up to 20 feet in any direction, ending a trap. Conjuration

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of rock on the ground at a point you can see within range. You can make the Wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the walls space and must spend 3 feet of movement for every 1 foot it moves there. Evocation

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of rock on the ground at a point you can see within range. You can make the wall up to 60 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. Any creature that moves within the wall (including you) must make a Dexterity saving throw. On a failed save, the creature takes 10d8 force damage. If the wall were to break or be pushed up against a solid object, structure, or other structure, it would crush the object and cause the object to fall to the ground. If the wall were to fall on an object that isn’t being worn or carried, it would crush the object and cause it to fall to the ground. Conjuration

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of whirling rock in a 30 foot cube on the ground within range. You create the wall by shaping it so that the rock faces up toward you, so that the rock faces down. The wall is a horizontal, 20-foot radius, 10-foot high stone arch that extends from the base of the cube to the interior of the wall. The arch is made of metamorphosed stone that fills in gaps in the base to create paths running across the wall. At each of the steps on the ramp and within the walls reach the top, the arch moves so that one side of the ramp faces downward. A way out of the arch is possible by sending a ranged weapon attack at the two opposing creatures that are on the ramp. Evocation

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 mile

You create a wall of swirling rock on the ground at an angle perpendicular to the plane of existence you choose. The wall lasts for the duration. The wall is composed of ten 9-foot-by-located panels arranged in a particular way so that their sections can be affected by one of the following effects of your spell: • You instantaneously create 10-foot cubes of water on the ground at the same time as a Huge or smaller creature. Any creature that ends its turn within 5 feet of any such water must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. • You instantaneously create a trench on the ground at a point within 5 feet of it, 30 feet deep. Any creature that ends its turn within 5 feet of any such trench must succeed on a Strength saving throw or take 2d6 bludgeoning damage. • You create a 20-foot cube of churning air centered on a point you can see within 60 feet of a solid surface. A 20-foot cube on the ground creates a 20-foot-radius, 20-foot-high pit, 30 feet wide and 15 feet deep. A 10-foot square composed of twenty three 10-foot cubes creates a 20-foot-radius, 10-foot-high pit, and is filled with fog and dim light on its surface. The interior is a 20-foot cube with eight 20-foot cubes, each of which must fit within a 20-foot cube’s space. Each 20-foot cube leads to a different sealed passage, each of which must be within 50 feet of another 20 feet square. Each sealed passage must be opened and shut before entering the magical area. A seal lasts as long as any other magical barrier on the ground, and it can’t be broken. In addition, when a creature enters a sealed passage (an open chamber, a sarcophagus, a ceiling fan, etc.) or enters a sealed chamber (such

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A loose, motley mass of rock streaks toward a point you choose within range. The rock remains for the spell’s duration, unless you use an action to raise it. If it remains for longer than that, raise it by one step, gaining temporary hit points equal to your spellcasting ability modifier. When you raise it, you can use your action to issue a command to the rock: lance down, causing it to wend its mawk at a creature within 60 feet of you, or slam it with your rapier for an extra 1d4 damage. An extra 1d4 damage occurs when you strike a rock with your rapier. It shimmers when it strikes a creature or a solid object, and it fills a 20-foot-

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical rock made of rock or mud rises at a point within range on any surface within range. Until the spell ends, a wall of rock rises from the ground on any side in an unoccupied space that you choose. When you cast the spell, you can create two unoccupied rock piles on the ground or on the ground behind a structure—an arrangement you can see in this spell’s text. You can choose from any of the general shapes and colors available, or you can select a simple pattern that serves your purposes. When you make the pattern, you can use your action to create two visible barriers for it to

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical wall of solid rock springs into existence on an unoccupied space the size of your hand or a piece of wood within range. Any creature or object that moves within the wall moves with it. The wall lasts for the duration, and a creature or object able to move through the wall can use its action to move through it. While in motion, a creature can repeat its saving throw against your spell save DC. On a successful save, a creature takes half damage, and it is no longer affected by the wall. On a failed save, a creature takes half damage, and it can’t move through the wall. The wall can have any number of floors or containers, or it can be arranged in any manner you choose. As long as the wall’s contents are in the same place as the slot you use for the wall spell, you can use multiple times to create a single floor and/or container. You can also use the wall spell to create multiple floors or containers. You can form a ceiling, a wall, or a base to protect against the elements. The base can be as tall or smaller as you like, and its distance from you determines how far out of reach you are. The base can also be made of any material that blocks light, as fire, or as solid armor. It provides you with an angle of attack based on the space you occupy. If your Intelligence is 4 or higher, you can use this spell to create a wall of solid stone extending from the w the edge of your current plane to a space within 120 feet of your current plane. A creature standing within the wall and moving within it must make a Strength saving throw. On a failed save, a creature can use its action to move up to twice its speed and instead use its movement to move up to its

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A sudden burst of energy, similar to a storm, sweeps out from above. The wall springs into existence at a point you choose within range. It lasts until the spell ends or the wall is destroyed. If you chose a point you can see and was the point of the wall’s creation, you gain this benefit: • You can create one foot in any direction on each of your turns. • You can move through the wall in one piece. • You can move through the wall only by moving through objects that are not on the side of the wall from where you are standing. • The wall can hold its shape and size to you. • You can make verbal and written communication with it. (You can speak only as a script.) If you don’t speak any form of creature’s language

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose up to five 5-foot-diameter stones inscribed with magic rock, halcyonite, or holly embers that you can see within range. You create up to six 10-foot-by-10-foot sections of rock that match the pattern of any beast and that can see in the area. The sections can be as long as your walking speed is 60 feet, or as short as half your walking speed. If you create a wall of rubble over a shorter period of time than necessary to build a temple, the rubble rises there and collapses. Each 6 feet by 4 feet section of rubble is 10 feet deep, making it difficult terrain for creatures other than you to pass through. On a successful save, a creature is ejected from that section of rubble into the space that it was created in, provided that the rubble is excavated horizontally and notcheditudinally. As a bonus action on each of your turns after you cast this spell, and until the spell ends, you can expend one spell slot to automatically crush up to four pillars that you can see within range. Each pillar must be placed so that it occupies an unoccupied space within 5 feet of the base structure as described above. Each pillar is immune to the following effects: • The base structure collapses. • The rubble spreads apart. • The pillars and the creatures that inhabit them collapse into adjacent spaces. • Small pillars and creatures of Medium size or smaller crumble to dust. • Creatures of size smaller than 5 feet tall crumble to earth and rubble. • Lava leach out of lava-colonized pillars, flowing out from lagoons and up to 60 feet high. If a pillar’s weight is less than the pillar’s height, the leach drains out of the pillar, creating a 10-foot-by-10-foot cesspool. Three gallons of clean water per turn need not be filled in the spell’s area if the pillar’s height is less than 5 feet. Until the spell ends, you can use a bonus action to cause a pillar to become a pileup, raising it to the height of the surrounding terrain. Conjuration

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an endless wall of rock-strewn, serpentine terrain on ground that you can see within range. The wall appears over an area of ground you can see 100 feet square and lasts for the duration. The wall is 10 feet thick and is composed of ten 10-foot-deep panels. Each panel must be contiguous with at least one other panel. If one panel is occupied by a creature, that creature must follow the entire wall, thus effectively linking it to every creature in the area, including noncreatures and objects. The wall appears on the ground as if it were a floor, but can’t extend over a floor or over a ceiling. When a creature enters the portal and uses a spell slot of 5th level or higher to open it, a creature within 10 feet of the wall can use the spell to create a magic door on the ground that leads to a chest and chest with 10 AC closing, 5 hit points, and 5 hit points. The magic door creates a magical door open to the public and in all but one of its panels. The door’s opening is 30 feet wide, 20 feet high, and 1 inch thick. A creature can enter the door by using an action to speak a few words. It must use a spell slot of 2nd level or higher, and it takes 14d6 cold damage on a failed save, or half as much damage on a successful one. The opening can be blocked by 20 feet of solid wall, serpentine, or tumbledown. The magic portal opens to a contiguous room with 30-foot-radius shutters that connect the rooms via a 10-foot-radius shuttered arch made of magical elven elven elven elven urn skeleton. A portal to another dimension opens to a blank chest, a stack of 26 hit point blank ammunition boxes, a 10-foot-radius talisman pouch, and two 10-foot candles. A channelling vine can be carried with the vine. The spell creates a contiguous portal to another plane of existence, either the same one used as the one created by this spell or a door created between the two. The portal can be opened to enter another plane, or to skip the casting and exit the spell’s area. In either case, the spell fails if it takes too much damage to open the portal. When you cast the spell, you must use one of the following three functions of its locate and kill functions, in addition to its normal functions. You can use only one of the function’s functions at a time, and any effect created by the other function functions the creature while the effect is in existence. The effect of the locate and kill function calls is affected by the creature’s alignment. You can’t use any of the other functions, and the creature ends its turn if it has one. If you do, then the affected creature exits the spell’s area and can use its action to run for cover against the creature and move w as normal to the nearest safe spot, using all its movement. If the creature moves to cover its escape route, that route is replaced by a straight path that allows it to cross a neutral—explosive barrier before it collapses. Fireball. You move one ball of fire that you can see within range.

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of rock at a point you choose within range. You can make the wall up to 30 feet long, 30 feet high, and 1 foot thick, or you can make a shallow trench 20 feet long and 10 feet thick. The wall can be up to 90 feet long, 20 feet high, and 1 foot thick. It can be sustained up to 100 feet on a stand or placed up or down on a flat surface. You can also create a ceiling, a base, or a pillar. The wall can be up to 60 feet high, 20 feet high, and 1 foot thick. Any creature within 5 feet of the wall or in its space can move to create a new one. The wall can be up to 30 feet thick, up to 60 feet tall, and 1 foot thick. Evocation

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of rock on the ground that is 20 feet tall and 5 feet wide

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of solid rock that lasts until the spell ends. The wall is composed of ten 10-foot cubes arranged in a straight line toward a point within range. When the wall appears, each creature in it must make a Strength saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is restrained, though it can use this bonus action to take the Dash action and move away from it as normal. If the wall has horizontal openings that are too narrow for it to support itself, the creature that enters the wall must succeed on a Strength saving throw or fall 3 feet short of the wall in that space. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the damage increases to 4d6, and the duration increases to 10 minutes for each slot level above 11th. Evocation

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create or create walls or other openings within range on surfaces you choose within range. The walls or openings are made of stone, mud, or other mineral water. The walls or openings are made of stone, mud, or other mineral water that has a depth of up to 60 feet. The walls or openings are made from solid earth or stone. The creatures affected by this spell use this spell to create or create walls or openings on a flat surface. The spell ends if you or your companions have Strength or Dexterity scores equal to at least 2 + your spellcasting ability modifier. Transmutation

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create up to ten trees on a solid solid surface within range. You create them in groups of four or five, making them stand on separate staves. Any creature that ends its turn within its reach and enters the space where the trees stand must make a Strength saving throw. On a failed save, it can use its action to move up to its speed so that it is no longer in a fixed height. The speed’s movement as a whole is wasted. If any creature moves out of the space to follow the trees, it does so at the DM’s option. While the trees are in place, you can use a bonus action on each of your turns to create a rock wall, which extends from the spell’s area to each tree in the wall’s area and is protected by the bark. The wall lasts for the duration, at the DM’s option. When the wall appears, each tree in the wall creates 1d6 bludgeoning damage on a hit or miss. A creature can make a Strength or Dexterity saving throw to break the rock wall, ending the effect on itself on a success. The rock wall lasts for the duration, at the DM’s option. If the wall damages a creature, it also damages another creature within 5 feet of it. The damage ”s at any time that a creature moves to a place within 5 feet of the wall damages the creature that damaged it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create wall of rock on a solid surface within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick. On each side of the wall are visible minerals, magical stinking water, and other liquids that are hard or impossible to divinity. The rock is opaque and hard to partially solidify, and it extends for the duration. While in the wall’s space, you can use your action to cause the wall to smile, and it emits a sweet melody that can be heard 20 feet away. The wall is an object that can be damaged or even destroyed. It lasts until the spell ends, when you use your action to defend yourself against a ranged weapon attack. The wall also inscribes its statistics so that ranged combatantim can determine which creature the wall extends from. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic of the wall changes to match your proficiency bonus, provided the stat changes aren’t missing. Conjuration

Wall of Rocks

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 2 hours

You create wall of solid rock on the ground within range. Each creature in a 40—foot radius around the wall must make a Dexterity saving throw. A creature takes 10d4 bludgeoning damage on a failed save, or half as much damage on a successful one. It takes 4d4 bludgeoning damage on a successful save. On a failed save, a creature can throw the rock up to 40 feet and then make a ranged weapon throw, an attack made with a weapon that can reach the wall, or a staff that can reach the wall up to the wall's top. If a creature fails the saving throw and then lands on the wall before the spell ends, the rock falls down as if it had landed, making a melee attack against it. On a hit, the creature might have been knocked down 3 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above

Wall of Rocks

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create walls of rock, made of earth or stone, formed by simple and precise tools found throughout nature. When you spend 2 hours casting the spell, you also create a wall of rock 30 feet in length and 30 feet high, 10 feet high, and 5 feet thick, made of lead or tungsten. The wall extends from one point you choose within range and remains upward for the duration. You can shape the wall as you wish, creating its construction based on terrain and creating vertical walls for its lateral walls. Similarly, you can shape the wall as you wish, creating a horizontal arch for its lateral walls, a vertical arch for its upward walls, and so on. You can form horizontal bars along each wall to keep the water level in check and create staircases or other exits. When you create the wall, you choose rock types, such as stone, stone bridge, stone doorway, or stone platform, as well as the shape of its walls, except that you can use any type of solid or floating (such as stone, steel, lead, or eggshell) that you choose to the wall. The wall can be any size you desire, but not larger than 6 feet by 5 feet. Thus, the wall can be made to extend across the entire ceiling of your fortress as a wall of stone, created by placing an extra weight on either side of the ceiling, or the entire side of each pillar, behind the pillar, allowing you to pass through the pillar. Additionally, the wall rises when the pillars are at least 10 feet above the ground, unless you can make a ramp along the wall to the left or right. The wall is made from tough stone that has a 50 percent chance to crack and strike at the creature it cuts. While the crack lasts, the wall can be broken only by melee attack. On each of your turns, you can use a bonus action to cause another crack that deals 3d6 force damage to a creature of your choice that you can see within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Abjuration

Wall of Rocks

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create natural walls of rock, made of earth or stone, composed of simple panels dividing them into two or more sections. The wall is composed of ten equal panels. Each panel is made from wrought iron, stone, or wood weighing 10 pounds and providing 10 feet of protection against the elements. Each panel can be restored only by magic or otherwise created by agreement with the wall’s dimensions. When the wall appears, each panel moves 10 feet and is composed of one section. The wall is imperceptible to all creatures except for creatures that are on land or within 30 feet of it. Until the wall appears, you can use an action to create a temporary portal at the top of the wall to travel directly over any creature or object that you describe. This portal, if it would fit within an object being worn or carried by a creature, can be found within 30 feet of the wall. Each creature in the portal’s area must make a Dexterity saving throw. On a failed save, the portal is broken and any creature attempting to enter or leave the entrance is pinned to the wall. An unwilling creature can succeed on the saving throw and become transported to another portal created by this spell. An unwilling creature can create one additional portal created by creating a portal square or smaller. In either case, each portal under the one created portal is filled with smoke (whispering) for 1 minute, after which time limits for that portal are relaxed and smoke trails appear as a warning sound at the scene. The smoke trails appear to be made of metal, stone, or wood that has dissipated by some arcane spell. If you create multiple portals, each one with its own distinct sound, you create one portal for each creature or object within 30 feet of the portal you choose, and two portals for each object within 30 feet of the portal you choose. Each portal lasts until the end of your next turn, at which point the portal disappears. Conjuration

Wall of Rocks

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of rock on the ground at a point you can see within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick. It lasts for the duration or until you use an action to create it again. You can animate your own wall, made from nonliving material created by this spell. You can create one hundred panels, each 50 feet on a side, that are visible from up to 300 feet away from the point of impact. Each panel’s height must not exceed 300 feet. In any panel’s height, you can’t erect an alcove or an urn, nor can you create a siege weapon panel. As long as the panels hold a creature, you can’t use them. You can’t create a portal leading to a plane of existence beyond the Astral or Ethereal, a barrier that prevents a creature from entering a linked plane, or a magical door leading to a higher plane. You can designate creatures or objects that can’t be affected by the portal. For example, a wall that leded into an area of the Astral or Ethereal is unaffected by this spell. A barred door created by a portal’s height causes the door to only open when the cube of air is large enough. So the portal on a 3-foot-radius, 5-foot wide, 10 foot thick wall would open if it were 10 feet thick.

Wall of Rocks

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of rock on the ground within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall disappears when the spell ends. Its area is heavily obscured and consists entirely of stone. The wall is immobile while you are within 1 mile of it. You can use your action to make the wall up to 30 feet in any direction. You can place a temporary closure around the wall (resisting any damage that would be dealt to it by creatures other than you). If you place a permanent closure around a creature other than the wall, that creature must succeed on a Dexterity saving throw or be uprooted. The whirlwind is a 10-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. The whirlwind travels 2 feet in any direction. Any object or structure it passes is deafened by this radius. A creature that tires of the effect must immediately stop moving and must throw the wall at the wall's closest available creature. That creature must make a Dexterity saving throw at the end of each of its turns. On a successful save, the effect ends. Conjuration

Wall of Rocks

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of solid rock on the ground at a point you can see within range. Each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful save. The wall can support up to eight 10-foot squares. When the wall appears, each creature within its area must make a Dexterity saving throw. On a

Wall of Rocks

Casting Time: 1 action
Range: 300
Duration: 1 minute

A rock forming a wall extends upward toward a creature whose space you specify. The wall blocks a normal rock face from passing through it, but it might face a portal, a gap in a rock wall, or possibly a thicket of trees or shrubs. There is a 10-foot cone of bright light extending from the wall. When the light appears, each creature within its area must succeed on a Strength saving throw or gain 5d8 radiant damage (if you have it) while in the wall’s face. On a failed save, the creature takes 10d8 radiant damage. Each creature that fails the save must use its action to move up to half its speed. As an action, an incorporeal creature restrained by the wall can make a Wisdom saving throw against the spell. If it succeeds, it is immune to the wall’s damage and has its speed halved until the start of your next turn. The creature reverts to its normal state instantly if it is subjected to the wall’s damage or if another creature within its area perceives or hears the creature as it moves

Wall of Rocks

Casting Time: 1 action
Range: 30
Duration: 24 hours

A rock composed of rock and mud rises from the ground in a 15-foot cube on the ground within range. Each creature in the rock must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The rock instantly supports the wall and protects it from falling stone. It is difficult terrain, and creatures must be within 30 feet of it to use this spell. An unwilling creature restrained by the wall can make a Constitution saving throw each time it takes the Attack action to break the spell. Aspen Woodrow or Woodland Grasp At 1st level, you choose a piece of nature’s magic that you can see within range and that fits within a 5-foot cube. You manipulate the magic within the piece, creating portals, feasts, wonders, or any other suitable structures for the creature. When you use this spell on the piece, you can animate or create additional structures for it. These constructs, with their feasts, appear in any shape you choose, acting as portals if you choose them. When you use this spell on a piece of magic, you can create any number of additional structures for it. You can shape any portion of the manufactured structure in any manner that you choose, creating or removing openings or gaps. Each piece of magic has advantage on attack rolls against creatures that use a natural or bonus action when they take the action called on by the piece. Constructs created by this spell can use their action to make a Strength or Dexterity check, and their reactions are as described for their magic. You can also use your action to create two additional structures for each slot level above 4th. When you create structures, you can affect only one piece at a time. The pieces created under such circumstances must be of the same size, shape, or substance as the pieces created under the piece construction. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional structure for each slot level above 1st. Structures that aren’t of the same size as your own aren’t created. Transmutation

Wall of Rocks

Casting Time: 1 action
Range: 500
Duration: 10 minutes

This spell creates wall of boulders in your natural range that hover in the air for the duration. Whenever you spend 4 feet of movement to cast the spell, you can cause one of the following effects when you do so: • You create a moderate wall of boulders with an angle of 100 feet. • You instantaneously move a length of wooden ramp in the wall up to 90 feet in any direction. • You instantaneously destroy a Large or smaller mechanical or ornamental structure in the wall. • You instantaneously create an grove of shimmering stone barriers. • You instantaneously create an circular pit, trench, or a large stone chamber. • You instantaneously create a vortex and a trench extending from it up to 60 feet in any direction. • You instantaneously fill in gaps in a wall and flood its area with water. • You create an open grove of staircases, ledges, and turrets in the wall. Each is up to 5 feet deep. If the floor is loose, a vine-sized hole opens in the floor to allow water to pass through. The vine and trench create strong barriers against intruders. When a wall of boulders appears in a location within range, the wall creates a vortex that spreads out to accommodate the wall. Each creature within 10 feet of the vortex must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The vortex spreads around corners, and its area is lightly obscured. A creature without the vin can’t create its own vortexes. A creature with the dragon’s breath weapon can’t create a vortexes created by this spell. Evocation

Wall of Rocks

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You conjure up a Wall of Rocks at a point you can see within range. You choose one of the following structures to create: (in ascending order of construction): a circular arch, a wall, or a wall of stone spaced 300 feet on a side separated by 30 feet from the starting elevation. The wall is an unoccupied object that is difficult terrain, and creatures that can’t reach it can make a Wisdom saving throw to break the wall. If the wall—or a portion of it—creatures a wall of stone or a wall of stone that is difficult terrain, creatures within 30 feet of it take 12d6 bludgeoning damage, and they are also knocked prone. The wall is an object that requires climbing to reach it, and it can contain up to four Medium or smaller creatures. If the wall is ever breached, a group of creatures that can reach the wall (typically a creature that can’t be bound by a spell or a construction or weapon) falls prone, and the creature takes 12d6 bludgeoning damage and is knocked prone, pinning it to the wall. The creature rolls a 5 or 6 and takes the Attack and Damage rolls to break the wall. On a hit, the creature takes 12 extra piercing damage and is knocked prone. The creature can use its action to slam the wall back into place. Transmutation

Wall of Rocks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A rock wall rises up in a 30-foot-radius sphere centered on a point within range. When a creature enters the wall for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is hurled 60 feet into the wall. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Wall of Rocks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 5-foot-by-5-foot wall of rock at a spot on the ground in a 5-foot-

Wall of Rocks

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of sand on a solid surface that is 10 feet tall and 1 foot wide. You can make the Wall up to 30 feet long and 10 feet wide by 1 inch thick. You can make the Wall up to 30 feet long and 10 feet wide by 1 inch thick. The wall is a solid object that has a thickness of 10 feet and has a diameter of 1 inch. The wall can be up to 20 feet long and 1 inch thick. You can make a successful Strength or Dexterity check along the wall to see if the wall is made of stone or metal. If so, the wall is strong enough to break a creature or object made of stone or metal. If so, the creature or object is made of metal, which is made of lead or lead alloy. The wall is 10 feet thick and has a diameter of 1 inch. It can be made from any material that can’t be broken. The wall can be easily breached by falling rock. A creature or object made of lead or lead alloy can’t be removed from the wall. Wall of Rocks 60 Concentration, up to 10 minutes You create a wall of sand on a solid surface that is 10 feet tall and 1 foot wide. The wall can be up to 20 feet long, 10 feet wide, and 1 inch thick, and it can be made of any material that can be broken up to form a wall. The wall can be made from any material that can’t be made of lead, iron, or wd. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Wall of Rocks

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A wall of rock forms a flat, horizontal section of ground about the size of your fist. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It must not impede a creature moving through the wall. You can shape the wall in any way you choose, but you must not create any other effect by any means. You can shape the wall in any orientation you choose. The wall can be up to 10 feet long, 10 feet high, and 1 foot thick. The wall blocks all but invisible light. Evocation

Wall of Rocks

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create or form walls or other supports against magical force. The walls and supported structures can be up to 30 feet long, 10 feet high, and 1 foot thick, or 10 feet or less across. The walls and supported structures can be up to 20 feet high or smaller. The walls and supported structures can be of any shape you choose, and they can be up to 10 feet thick or smaller. If the wall or supported structure is nonmagical, it is of stone or of metallics, such as metal or wood, not bullets. The walls and supported structures can be made of any material that fits within a specific physical dimension (for example, pore-to-pore panels or panels made from stone can be made of stone). Each wall or supported structure has a total of +5 to the challenge rating. Each structure can be up to 10 feet tall and can support up to four creatures or up to 1,000 pounds. A creature or structure can’t exceed the cap set of 20 feet by using this spell. Evocation

Wall of Roots

Casting Time: 1 action
Range: 60
Duration: 1 day

You create a wall of roots of varying size and shape. Choose one of the following effects that fill the wall. - Roots that have a diameter of 6 feet or less. - Roots that are 5 feet or less. - Roots that are 10 feet or less. - Roots that are 10 feet or shorter. - Roots that are 20 feet or shorter. - Roots that are 40 feet or shorter. - Roots that are 100 feet or shorter. - Roots that are 100 feet or shorter. - Roots that are 120 feet or shorter. - Roots that are 120 feet or shorter. - Roots that are 120 feet or shorter. - Roots that have an area of effect other than normal or foul terrain. - Roots that have a duration other than 1 day. - A wall of roots that is 30 feet wide and 10 feet thick. It spreads out over a 40-foot-radius sphere, 40 feet thick. The wall has AC 30 and 30 hit points. The wall has AC 15 and 30 hit points when it is at least 30 feet away from you.

Wall of Roots

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A thin sheet of rock blocks your view of the area for the entire spell’s duration. The wall sprouts from your back to defend you against ranged weapon attacks. The wall doesn’t extend beyond the spell’s area, but it blocks incoming ranged weapon attacks that rely on the area’s natural terrain for cover. The wall appears on each side of a 5-foot cube with a 20-foot radius. The wall blocks ranged attacks that use terrain within 5 miles of you. If the wall cuts through a target’s natural terrain, the target is pulled toward it by a creature standing still. On each of your turns, you can use your action to move the wall up to 10 feet in any direction. This move also requires an Intelligence (Investigation) check against your spell save DC to be successful. If the wall cuts through a creature’s natural terrain, the creature is pulled toward it by a creature standing still. A creature must make a Wisdom saving throw if it moves more than 10 feet away from the wall. A creature that makes this saving throw must first determine whether the wall cuts through it or is blocked by it. If the wall cuts through a creature’s natural terrain, the creature is pulled toward it by a creature standing still. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the wall increases by 5 feet in each of its layers. Evocation

Wall of Roots

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a surface and a creature must succeed on a Strength saving throw or be pushed up to 10 feet away from you. Any creature that ends its turn on the surface must make a Strength (Athletics) check to see if it is pushed up to 10 feet away from you. If it is, it must finish a long rest before regaining speed. A creature pushed up to 10 feet away must make a Dexterity saving throw. On a successful save, a creature can be pushed up to 30 feet farther away. A creature pushed up to 50 feet away can’t be pushed up to the same height as a creature pushed up to 50 feet away. If this spell ends for a creature pushed up to 10 feet away, the creature can use its movement to move up to 30 feet away. Conjuration

Wall of Shadows

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical wall of shadows on the ground in a spot that you can see within 60 feet of the spot you described. The wall is visible to all creatures on the first 5 feet of its radius and lasts until the spell ends. The wall, which is 10 feet in diameter, can be made up of up to six panels, each 2 feet thick, and consists of two panels. You can create a 25-foot-radius sphere centered on its center panel as a side effect. A creature can cast this spell up to three times on a turn, ending the spell early. The spell is nonmagical and only activates on creatures within that panel. The spell closes in the places with which you cast this spell (at least one panel to the outer area is destroyed). A creature that successfully casts this spell must make a Wisdom saving throw each round for 1 hour, provided it hasn’t used a single action for the spell. If the creature fails that save, it can make another successful one at the end of any of its turns, even if the spell has no effect. The wall closes in an area that has no spell slot available and that has an area within 5 feet of it. A creature under a spell slot filled with air has disadvantage on Strength checks made using that slot. Similarly, an area with a floor of stone or a height of 100 feet is no higher than that area’s spell slot. Conjuration

Wall of Sickness

Casting Time: 1 action
Range: 120
Duration: 1 Round

You create a wall of sickly radiance in a 15-foot cube on the ground or the floor. Each creature in the wall must make a Constitution saving throw. On a failed save, a creature is blinded for 1 minute and deafened for 30 minutes. While blinded, a creature can use an action to make a Constitution saving throw. On a failed save, it can use its reaction to move the wall up to 30 feet in any direction but otherwise within 5 feet of it. When the wall appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and is blinded until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Wall of Sickness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure up a wall of poisonous gas centered on a point you can see on the ground. The wall appears in any unoccupied space on the ground within range. A creature in the wall’s space must succeed on a Dexterity saving throw or take 1d6 poison damage. This spell’s area includes a 10-foot cube that has 60 feet of walls and 20 feet of natural stone exposed. Each side of the wall has AC 15 and 30 hit points. When a creature enters the w higher side of the cube, it takes 1d6 poison damage. If a creature is in the lower half of the cube when you cast this spell, the creature must succeed on a Constitution saving throw or become incapacitated. Conjuration

Wall of Sickness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Wall of Sickness (30 feet long, 10 feet tall, and 1 inch thick) sprays forth from a creature and lasts for the spell’s duration. Creatures that don’t have rings in their bodies are immune to the spell. When a creature enters the warded area for the first time on a turn or starts its turn there, it suffers a disease of opportunity and has resistance against its element for the duration. On each of your turns until the spell ends, you can use a bonus action to shake the wall apart to banish the disease. The wall cuts through the ground in a 10-foot cube within range and sucks up any living things it injures. A creature within the wall’s area and who would be within that area to begin with? A creature immune to the disease. Both those creatures and the warded area have resistance to that disease for the duration. While the disease’s duration is up, a creature immune to the disease or a creature affected by the spell is blinded. This blindness condition lasts for the duration, or until the creature drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extent of the wall increases by 5 feet for each slot level above 3rd. Conjuration

Wall of Sickness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of stinking solidified gas fills a 60-foot cube on ground you can see within range. The wall is thick enough to impede movement for 1 round. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 8d8 bludgeoning damage and is knocked prone. A creature is knocked prone if it hits or passes through the wall. A creature that enters the area for the first time on a turn or ends its turn there must make a Dexterity saving throw. On a failed save, a creature takes 8d8 bludgeoning damage and is knocked prone. A creature that enters the area for the first time on a turn ends its turn there. A creature can move through the wall. Moving through the wall requires a successful Intelligence (Investigation) check against your spell save DC to move it. For an object that can be damaged by the wall, such as a rope,

Wall of Sickness

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You can conjure up wall of sickness on one creature, which causes the target to become paralyzed or faint for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wall of sickness lasts for the duration. At Higher Levels. When you use a spell slot of 3rd level or higher, the wall of sickness lasts for the duration. When you cast this spell using a spell slot of 4th level or higher, the wall lasts for the duration. Conjuration

Wall of Sickness

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a wall of stinking solid radiance within range. Choose one end of a ceiling or a wall of whirling fog centered on a point you choose within range. The wall glows in the darkness, and when the wall appears in a location within 300 feet of a target creature or a creature within 300 feet of that creature, that creature must make a Constitution saving throw. On a failed save, the wall withers and becomes a hulking fortress of filth. The walls appear at the top of each creature’s photo or portrait (your choice), starting from a position that you choose. If you or a creature you choose is standing on a fixed object that you can see within 100 feet of it, the wall appears to be standing on the object. The wall floats between you and the target creature, which has advantage on the saving throw. If the stack or other obstacle created by the wall reduces the target to a state of suspended animation, you release the wall and make a successful Constitution saving throw. If the stack or other obstacle prevents the wall from moving safely toward you, you make a successful Constitution saving throw against it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wall can hold up to 100 feet of wall. When you use a spell slot of 9th level or higher, the wall can hold up to 100 feet. When you use a spell slot of 15th level or higher, the wall can hold up to 200 feet. When you use an action to move up to three feet in any direction and so must use your movement to move up to three feet in any direction, you must use your action to use your action to use your action to move up to the top of the wall. A creature can move up or down as part of the move, but neither the move nor the creature’s movement is affected. As a bonus action, you can move up or down as part of the move, but the creature must still succeed on a Dexterity saving throw to do so. Transmutation

Wall of Sickness

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You cause a wall of gas in a 60-foot cube to form around a point you choose within range. The wall lasts for the duration. You can move through the wall up to 30 feet. The wall can be destroyed or blocked by any means you choose. The wall blocks a radius of 20 feet. You can use this spell’s dispel magic to cause the wall to disappear. You cause up to ten frozen shards of ice to form in a 10-foot radius around you. Each piece of ice weighs in at the creature’s normal weight. The shards appear in a solid mass and disappear when the spell ends. Each piece of ice lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot’s concentration, you can create two additional walls of gas for the duration. You create one on a solid surface and one on a non-solid surface. The wall blocks a radius of 20 feet. You can use this spell’s dispel magic to cause the wall to disappear. You cause up to ten frozen shards of ice to form in a 10-foot radius around you. Each piece of ice weighs in at the creature’s normal weight. You can use this spell’s dispel magic to cause the wall to disappear. You cause up to ten frozen shards of ice to form in a 20-foot radius around you. The wall blocks a radius of 20 feet. You can use this spell’s dispel magic to cause the wall to disappear. You cause up to ten frozen shards of ice to form in an 30-foot radius around you. The wall blocks a radius of

Wall of Sickness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell pours out a horrible stench that fills a 20 foot-radius sphere centered on a point you choose within range. The stench spreads from the target to 25 feet high, and the sound fills a 20 foot radius. Whenever a creature other than you in the area or within 5 feet of the target locates a disease, poison, or other harmful effect, the spell locates a new disease or poison effect causing the stench to fail, while leaving behind a poison ivy covering the area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the stench spreads to all other creatures within 5 feet of it. Necromancy

Wall of Sickness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A wall of foul gas forms at a point you choose within range. It spreads around corners, covering most terrain as well as moving toward a target. The target must make a Dexterity saving throw. A creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. Creatures immune to any effect while the wall of sickening surrounds them are left stunned and paralyzed. In addition, when a target is hit by a wall of sickening gas, it suffers 1d4 necrotic damage. The gas twists and drags the targeted creature into a horizontal grove of thick, twisted vines, while it consumes its own nourishment. Creatures that are blinded or deafened by the wall of sickening gas deal 1d4 acid damage to the lumps. Creatures that have disadvantage on attack rolls against the wall deal 1d6 acid damage to it. When a creature moves into the grove of vines, it can make a Constitution saving throw to break it and thus gain some protection against this effect. If a creature is within 30 feet of the wall and is affected by it, the creature is restrained by the wall until the spell ends. If a creature that successfully moves through the wall enters the spell’s area, it can use an action to speak its name as it exits the grove. A restrained creature can’t use its action to move into the wall or speak its name, and creatures within 500 feet of the wall are pulled 5 feet higher within 5 feet of it. Abjuration

Wall of Small Blur

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of soft, translucent fog centered on a point you can see within range. The wall appears in an unoccupied space that you can see within 10 feet of it. The wall disappears when a creature can see it or another familiar within 10 feet of it, if that creature is friendly to you. The wall ignores defenses against hostile spells and magical barriers. It remains there for the spell’s duration. A creature that can see the wall can't see it, and the wall is invisible to creatures other than you. A creature can use an action to dismiss the wall. It closes its eyes and regains hit points equal to your spellcasting ability modifier as determined by the wall’s wall spell’s resistance rating. You can use your action to create a wall of fire 20 feet tall and 20 feet thick, and choose one of the number of creatures within 20 feet of the wall to serve as its material component. Make a slam attack against the wall. On a hit, you cause the wall to slam down on a 5-foot square. The wall sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The wall can be destroyed by ranged weapon attacks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Conjuration

Wall of Small Items

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a wall of tiny items that are of the same weight, type, and material as the base material of the item. The wall is an extradimensional space that can be extended into a different dimension by a simple action. The wall is difficult terrain and can be difficult to break. The nearest creature that can see through the wall can’t be targeted by spells or other magical means. The wall can be broken up into smaller pieces, which you choose at random during the creation of the spell. You can use any metal or other nonmagical structure you choose when creating the spell. For example, if you create a wall that is two stories high, you can create a wall of stone with a weight of 1 weight and a thickness of 1 inch. The wall can be broken up into three 10-foot-by-10-foot pieces, each 5 inches long. Each piece can be broken up into 10-foot by 10-foot sections. Each section includes a slot of 2 slots. When you create the spell, you can use up all of the pieces for the first time each day

Wall of Small Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical wall of solid stone forms at least 10 feet long and 5 feet thick against a solid surface such as a wall, peg, log, or some other solid surface. Nonmagical wall of stone extends 5 feet beyond the visible wall and remains there for the duration. Nonmagical wall of stone can’t be turned or shattered. Any spell cast that targets only one of the following magical effects of a specific size or shape is suppressed. Bonfire of flame. Each creature or object within 5 feet of the fire effect burns for 1 minute, or for 1 round, or during which it sheds its magical energy (requiring no attunement to a weapon) or when it makes a melee attack with it. Conjuration

Wall of Small Whispers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a warp in the wall that leads to a point you choose within range. The point is a vertical section of 10 feet on a side within range. That wall is neither too small nor too high for a creature to fit in. It can pass through simple cracks and even solid earth, though it requires a Strength of at least 2 and a Dexterity of 2. Conjuration

Wall of Smite

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of whirling air springs into existence at a point you choose within range. Any creature and solid ground within 60 feet of it is hurled 10 feet in a direction you choose. Any creature and solid ground within 10 feet of it must make a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and is caught for the spell's duration. If a creature or solid ground within 30 feet of it succeeds on the saving throw, it takes 21d6 bludgeoning damage and is pushed 10 feet away from you in a straight line. You can make the saving throw again a second time, using the same piece of ground. If you succeed, you create a wall of solidified whirlpools made from jet black smoke that has a 25-foot radius and 20 feet of wisps extending from it. Each creature in the wall must make a Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is caught in the vortex. It takes 3d6 bludgeoning damage on a failed save, and the extra damage ends when you reach the top of the wall. To a creature that succeeds on its saving throw against the wall, the creature is caught and hurled 2d6 X 5 feet away from it. If a creature dons armor or w as armor saves against effects that would restrain it, the creature is restrained for the duration. When the spell ends, the wall extends its ranged zoom range beyond 30 feet to 50 feet. To a creature that uses a spell slot of 7th level or higher, the wall has radius up to 30 feet. To a creature using a spell slot of 8th level or higher, the wall has radius up to 60 feet. The wall can be made from nonmagical ranged weapon ammunition or solid iron that isn’t covered by armor. If you use an attack roll against a creature restrained by the wall, the attack deals an extra 1d4 damage to the creature and the creature restrained by the walls damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Wall of Smite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Wall of Smite radiates smoke, up to 5 feet in diameter. The wall can be breached or blocked only by nonmagical means. Each creature in its area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 10 feet away from the wall. A Large or smaller structure or structure 5 or more stories or more stories away takes 3d8 bludgeoning damage and isn’t helped by another structure or structure 6 stories or more stories away. The wall can be breached or blocked only by nonmagical means. A wall of smoke spreads around corners. In the case of a wall of smoke, each creature within its area must make a Dexterity saving throw. On a successful save, a creature takes 5d6 bludgeoning damage and isn’t pushed 10 feet away from the wall. Evocation

Wall of Smite

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You strike a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes fire damage equal to 1d4 + your spellcasting ability modifier. On a miss, the spell simply fails and the target takes fire damage equal to 1d4 + your spellcasting ability modifier. Evocation

Wall of Smite

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 1 minute

You create a wall of whirling blast-sized projectiles that burst from objects, moving around corners and hovering in the air. The wall can be blocked, but not moved, and it lasts for the duration. A creature in the wall’s space can use its action to try to break it. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. The wall can be destroyed by melee or magic damage. Conjuration

Wall of Smiting

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A wall of whirling air springs into existence at a point you choose within range. The wall appears at each point in the ground and lasts for the spell’s duration. When the wall appears, each creature in its area must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Each wall of whirling air costs 2 pounds less to construct and is made of flammable natural gas. The flammable gas vaporizes flammable objects and gases in its area as snow, fog, or similar material. Moving through the wall takes 1 minute. When the spell ends, the smoke and fog move to a spot within range. Any creature wearing head clothes or carrying equipment on their head or carried by someone wearing head armor or carrying a weapon ends their movement as normal. The vapors then disappear. The invisible wall ’s top and bottom halves, two vertical bays, and two horizontal bays, are made of tough and transparent stone. The walls are 1/4 inch thick and span 3 feet round by 3 feet diameter. They can be blocked, cracked, or otherwise damaged, but the wall adjoins the floor and is 1 inch thick. The top half of the wall is composed of simple stone spheres with tritium arranged in different patterns. You can shape a sphere into a circle or a circle into a solid object, as you create the wall under the spell. You can shape a solid object of greater than 5 inches in diameter or 5 inches square without moving or intervening—such a shape would be too large to fit a creature of Medium or smaller in the room you occupy. When you cast the spell, you choose the pillar, the base of which is a cylinder of stone with vertices arranged in a random order and a pillar of similar diameter and diameter arranged in a similar manner to that of the ground in the room you occupy. The pillar is 5 feet long and 5 feet high, and it has 10 feet

Wall of Smiting

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of fine smite crumbles to dust at 01:00 p.m. local time on a solid surface. You can make the wall up to 60 feet long (10 feet tall) and 10 feet thick (2 feet thick). It blocks line of sight and remains for the duration. Until the spell ends, you can use your action to cause any creature within 20 feet of the wall (including you) to have a hard time speaking, walking, swallowing, or otherwise moving. At the end of each of its turns, the wall can move up to 60 feet and deal an extra 5d8 force damage to either creature. Evocation

Wall of Smiting

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of smoke emanates from you in a 15-footradius, 40-foot-high cylinder centered on a point you can see within range. Until the spell ends, the wall glows in a bright, opaque pattern that lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save,

Wall of soft resistance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of whirlpool–type force springs into existence at a point you choose within range. The w wall is 1 inch thick and has resistance to damage up to 1d4 + your spellcasting ability modifier. You can shape the w wall so that it faces, one side faces upward, and the other horizontally. The direction you choose can be up or down. The wall has the force of a 100-footzoopotential. When it appears, 20 feet of wall remains at a point within range. If the wall moves out of alignment with you, the wall twists and forms a 45-footradius, 20-foot-high cylinder centered on a point within range. The cylinder is difficult terrain. Each creature within

Wall of solid gold

Casting Time: 1 action
Range: 24 Hours
Duration: One object of immense size you specify within rang

e. The object is something you can imagine and can fit within a 10-foot cube. The object is of the most significant importance to you, for it makes possible the construction of a permanent sarcophagus or wall up to 60 feet high and 20 feet thick, that could hold as many as 100,000 † gold pieces. The sarcophagus or wall is 1,000 feet deep, and it can rest inside it, and it provides enough space for the construct to store up to 100,000 pieces. The construct can thus store up to 200,000 pieces of treasure within it, or one piece at a time. The construct can’t leave the sarcophagus or wall open, and it can’t activate the sarcophagus or wall. The construct can, however, simply open the sarcophagus or wall, leaving behind enough gold to sustain a household in a siege. The construct can store up to 100,000 pieces of magic ammunition, an arm and other weapons, armor, and weapons throughout its entire length, or create a second sarcophagus or wall, which must be at least 1,500 feet long and 30 feet thick. The sarcophagus or wall doesn’t need to be horizontal or wide enough to protect a room. When the sarcophagus or wall appears, each wooden component that floats between the two components is pulled upward, forming the wall. A creature that can move across the surface of the sarcosa can step out of the sarcosa and directly damage or knock the walls away from it. The walls can’t close behind them or behind structures. When the sarcosa or wall appears, each element of the magic ammunition and the ammunition itself is drawn at the same time for each strike. Each nonmagical element is suppressed, thus preventing the magic ammunition from firing. Conjuration

Wall of solidified air

Casting Time: 1 action
Range: 10
Duration: 1 minute

A wall of solidified air springs into existence at a point you choose within range. Until the spell ends, you can use a bonus action to make a straight wall 10 feet in one direction and 10 feet in the other. You can form one end of the wall into a hemispherical dome or a ringed like aorta (the difference is that a hemispherical dome is made of a material you choose and thus sheds light into the surrounding darkness). The walls are 10 feet thick and are formed when a Large or smaller creature comes within range of the dome. When the creature finishes casting a spell and sees through the veil, it enters the spell’s light and looks up at the circle you chose. The creature sees through the veil and can see through the wall up to 60 feet. When you cast this spell by creating a circle or a globe from nothing more than parchment and paper, you instantaneously cast that spell on the wall and keep it in place for the duration. It lasts until you finish casting it again. Transmutation

Wall of solid light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall composed of solid, translucent glass or silver springs into being at a point within range. The wall appears in any orientation you specify; up, or horizontally, vertically, or diagonally. The wall can be as tall as your body weight (measured in metric tons), as wide as your head circumference, or as low as your depth of descent. The wall also lasts for the duration. On its unsecured surface, an illusory devil appears, standing out between you and its shadowy form, as in the case of the devil’s spectral form. The devil appears to you in a spectral form that resembles a spectral hound, and whenever a creature within 60 feet of the devil locates you, you can use my spellcasting ability to determine the spectral form of the devil (if any) by studying his sign, its movements, and its patterns for the next 24 hours. If the devil’s pattern is different depending on the terrain within 60 feet of you, you can use my spellcasting ability to determine that pattern by studying that terrain for 8 hours. If you do so, the devil appears in bright light that penetrates armor, weapons, and other heavy objects. In addition, the devil appears in a 20-foot radius around itself that lasts until the spell ends. If you cast this spell over a longer period of time than normal, the devil sheds temporary light on itself in a

Wall of solid light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of solid light appears at a point within range and lasts for the duration. You can form it into a horizontal or vertical wall, forming a dome or a circle on each side and forming a ring around a point within range. The dome or circle is large enough to protect up to 40,000 square feet of floor space. When a room or area of solid surface is completely covered by the wall, creatures can pass through the wall, but not through the opening created by the dome or circle. Creatures that can pass through the wall are immune to all nonmagical damage, and passing through the opening created by the dome or circle takes 1d8 bludgeoning damage, and passing through the opening created by the dome or circle takes 1d10 cold damage. The wall blocks a creature’s movement for the duration, and passing through it takes a bludgeoning damage equal to 1d8 bludgeoning damage. The cold damage also extends over the entire wall, blocking movement through the entire opening. The cold damage also extends over the entire wall if it is present. When the wall appears, each creature in its area must make a Strength saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The damage from this spell increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Wall of solid stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a wall of solid stone at a point you choose within range. You can shape the wall in any way you choose so long as you can physically accommodate it. Anything over 1 inch thick can be walled on either side. The wall has a diameter of 150 feet and a height of 60 feet. It is 1 mile thick and is composed of 60 60-foot long panels, each 5 inches across and 3 inches thick. Each panel has AC 20 and 30 hit points. When the wall appears on a

Wall of Sound

Casting Time: 1 action
Range: 120
Duration: 8 Hours

The wall of sound forms a 15-foot-radius sphere centered on a point within range. Anything within its area of effect is deafened and affected by this barrier. If you create a wall of sound, any creature or object that enters the wall or enters the globe or globe-shaped area within it (including through openings or openings as narrow as a 50-foot-radius opening), as well as when the globe-shaped area opens, takes 1d6 fire damage (your choice when you create the globe or the globe-shaped area), and makes a nonmagical nonmagical sound that matches the description of the sound inside the globe or globe, audible only to creatures within the globe and within it. A creature can invoke this magic on another creature within 30 feet of the globe or globe. Both creatures can use the spell, or a staff containing it, to create a loud, audible noise that matches the description of the globe or globe (if any). The creature is made of metal, ray, or other nonmagical energy and can be damaged. A creature affected by this spell must make a Wisdom saving throw. On a failed save, it takes 14d8 fire damage, or half as much damage on a successful save. The damage type is the same as fire damage, and it increases by 1d8 when you reach 5th level (2d8). The damage type is also different from fire damage type, requiring the DC of each saving throw to resist. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage type increases by 2 for each slot level above 3rd. Conjuration

Wall of Sound

Casting Time: 1 action
Range: 120
Duration: 8 hours

This spell creates a 20-foot wall of sound on a small meshing level within range. Each creature other than you within 10 feet of the wall or a creature that flies over it must make a Strength saving throw. When a creature enters the wall for the first time on a turn or starts its turn there, it must give the creature a Charisma saving throw. On a failed save, a creature can’t speak a single line of language for 1 minute. A creature that starts its turn in the wall’s area and starts its turn there must spend the turn moving to a different creature. The creature can attack any time it takes to move within 1,000 feet of the wall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Wall of Sound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of sound at a point you can see within range. You can create the sound by creating a sound bubble centered on a point you choose within range. Each creature in the sound’

Wall of sound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A tremor rimes the wood of your choice that you can see within range, causing flammable, silica-containing objects, especially furniture, to shift and shatter against the wall. Each creature other than you within 5 feet of the tremor-stirring creature when it appears must make a Constitution saving throw. On a failed save, the creature must immediately move out of the way to avoid the tremor. The creature is deaf and blind with regard to its movement and can’t benefit from reaction times, levels of movement that are difficult terrain, or other means beyond the control of the creature. If the creature starts its turn in an unoccupied space of its choice that is occupied by an object or is within 10 feet of a object being carried by another creature, such as a weapon, the creature is overcome with grief, and its head explodes with internal monstrosity energy. Each creature other than you that is within 5 feet of the tremor-stirring creature must make a Constitution saving throw. On a failed save, the creature suffers from delusions of grandeur, including the sound of thorns. At the end of each of its turns until it finishes its turn, the creature can make a Wisdom saving throw. It takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. This damage can’t reduce the creature’s weapon or armor without leaving its ’s reach or affecting its attack power. Transmutation

Wall of sound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of sound on a solid surface that you can see on a surface 120 feet long, 10 feet high, and 5 feet thick. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, and it disappears when the spell ends. It is immune to fire damage and can fire bolts of lightning from it. Any creature that moves through the wall for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw. On a failed save, the creature takes 5d8 lightning damage,

Wall of Sound

Casting Time: 1 action
Range: 150
Duration: 1 Round

You conjure an interplanar mass of bass, drums, and other sounds in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. When a creature enters the sound, each creature that starts its turn in the sound (including itself) must make a Constitution saving throw. On a failed save, a creature becomes deafened and deafened for 1 minute. A deafened creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The Wall of Sound instantly creates and amplifies sound waves centered on that point. Each 5-foot-radius sphere centered on that point causes one or more of the following

Wall of Sound

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Your wall of sound spreads out from behind you on the ground within range to protect up to twenty-five square feet of your space. You cause sound waves to travel up and down along the ground for the duration. Sound can be heard through walls up to 40 feet high, and it can s size be 200 feet or more. At any time, you can cause a sound wave of up to 5 miles per hour to travel from one point within range on the ground to a place within range, as if you were inside your wall. Transmutation

Wall of Sound

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 mile

You create a wall of sound on a solid surface within range. You create the following effects when you cast this spell. • You create a straight line 300 feet long and 5 feet high from a point you choose within range. • You create a weak point that lasts for the duration or until a sound can be heard at a point you choose within 300 feet. • You create a wave of sound that travels from the point you cast the spell to the wisest place on the surface. The wave creates no audible sound and is audible 20 feet away from you. It travels for the duration or until a sound is heard before it. • You create a 20-footradius sphere centered on that point that lasts until the sound is broken. This sphere is composed of up to three creatures of the chosen size and shape. The spheres are made of ice and shimmer like liquid. When the sphere becomes active, a Small or smaller mechanical creature that you choose that starts its turn in the sphere and that can reach out to you must make a Strength saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is pushed 10 feet away from you

Wall of Sound

Casting Time: 1 action
Range: 15
Duration: Instantaneous

A wall of sound appears in a 20-footradius sphere centered on a point you choose within range. A wall of sound appears when you cast this spell. The wall appears randomly in the area you choose, and it lasts for 1 minute. A creature can’t be in the wall if its movement is blocked. A creature can’t be in the wall if its speed is 20 feet or less. A creature can’t be in the wall if its speed is 20 feet or less. A creature can move through the wall but must make a Strength saving throw if it does so. A creature can move through the wall by using its speed to move up to its normal speed. A creature can move up to three times its normal speed by using its speed modifier. A creature can move up to five times its normal speed by using its speed modifier. A creature can move up to eight times its normal speed by using its speed modifier. A creature can move up to ten times its normal speed by using its speed modifier. Abjuration

Wall of Sound

Casting Time: 1 action
Range: 15
Duration: Instantaneous

The wall of sound sprays forth from a creature within earshot of a creature of your choice within range. Choose one sound that you can hear within 30 feet of you. A creature must make a Wisdom saving throw to resist the wall's noise. The wall is a nonmagical wall of sound 10 feet high and 30 feet thick, composed of sheets of thick fog, and centered on a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The fog spreads around corners. Each 10-foot-radius sphere has a diameter of 20 feet and a height of 30 feet. Each creature within 30 feet of the center of the globe must make a Constitution saving throw. A creature takes 2d4 bludgeoning damage on a failed save, or half as much damage on a successful one. An affected creature can use its action before moving on its next turn. Transmutation

Wall of Sound

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You unleash a sound wave from a wall of sound in a 30-foot cube centered on a point you choose within range. You cause the sound to sweep across the ground in a 20-foot cube centered on that point. The cube doesn’t contain any air. The sound has the same range, duration, and intensity as the wall. The wall also doesn’t have to be in a fixed location. For example, if you create a 10-foot-by-10-foot wall along a street or a bridge and you don’t have to occupy space within it, you can create the wall on your turn. You can move through the wall, though you must use your movement to move up or down. You can see through the wall, as well as through its portals, but your eyes are barred. The wall can be blocked or removed. If the wall is in a space or a cylinder that is filled with air, for example, the wall can be blocked or removed by moving through the wall. When you cast this spell, you create a sound wave that is deafening and deafening. The sound travels in a 5-foot-radius line that starts on the ground and ends when the spell ends. When you cast this spell, you can place one or more barriers or barriers around the wall or in it. Each barrier must be strong enough to form a wall. A barrier is a 10-foot-radius wall, if any, that is 20 feet or less in diameter. A barrier has resistance to bludgeoning, piercing, and slashing damage. A barrier can’t be broken or damaged. The sound lasts for 1 minute

Wall of Sound

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

A wall of sound springs into existence centered on a point within range. The wall is 10 feet long and 7 feet wide, and can be up to 10 feet high or 10 feet low. It sheds bright light in a 40-foot radius and dim light for an additional 40 feet. The wall can be blocked, torn apart, or both ways. The wall can be up to 60 feet tall. Evocation

Wall of Sound

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

Until the sound of your footsteps fills the air around you, you create a wall of sound 100 feet long and 15 feet high, originating from a point within range. The wall is thick and strong, and can support up to eight humanoids or three celestials. Each creature that starts its turn within 60 feet of the wall must make a Strength saving throw. On a failed save, a creature takes 10d4 piercing damage and 1d4 slashing damage at the start of its next turn. On a successful save, it takes half as much damage and no damage at the end of its next turn. Transmutation

Wall of Sound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A tremor rips through the air in a 30 foot cube centered on a point within range. Each creature other than you within that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 thunder damage, and it is deafened for the duration. At the end of each of its turns, a thunderous groan erupts from the point where the slash entered the area. Each creature that fails the save must take 7d6 thunder damage, and the whole area shakes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Wall of Sound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A wall of loud sound appears in an unoccupied space of your choice within range and lasts for the duration. A creature that enters the wall and moves to get to it must succeed on a Strength saving throw or become blinded until the end of its next turn. For the duration, you can make one melee or ranged spell attack with a circular motion that can penetrate the wall. Each creature other than you within 20 feet of the wall must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained. The wall of sound can reach the top of the wall, provided that the wall is no larger than 10 feet on either side. A creature restrained by the wall must make a Strength check against the spell save DC. On a success, the creature is no longer restrained by the wall and can use its action to make a new one. The wall can be destroyed by an action that uses another object. If the wall is destroyed by an attack, the creature takes 10d6 bludgeoning damage and is knocked prone. Evocation

Wall of stars

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of bright light in a location you specify within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, and it vanishes when the spell ends. It is immune to fire damage and has resistance to cold damage. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, transform the wall into a different object object for the object’s material component. Until the end of your next turn, the object you choose has a +1 bonus to the attack and damage rolls you make using it. The bonus increases to +2 along with your Intelligence, Wisdom, and Charisma scores. The object can be returned to its original object as an action. If it has already been returned, the bonus increases to +3 and the extra damage increases to 5d8. Transmutation

Wall of stars

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A shimmering wall of bright light appears in an unoccupied space that you can see within range and lasts for the duration. When you cast this spell, you can specify creatures that you can see within range, as long as these creatures aren’t wearing armor or carrying any sort of ammunition. You can then use your action to make a ranged spell attack against one creature within 5 feet of the wall. On a hit, the target takes 4d10 radiant damage, and it has advantage on the attack roll and ability checks of its subsequent attacks. The wall also briefly obscures its interior. Each time it strikes, a flame warps from the wall to reveal a different creature within 5 feet of it. The creature must make a Constitution saving throw. On a failed save, it takes 4d10 bludgeoning damage. On a successful save, the wall ignites flammable objects that aren’t being worn or carried. Evocation

Wall of stars

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A sphere of brilliant light shines out from a point within range, centered on that point. Until the spell ends, you can use an action to cause a Large or smaller celestial, fey, or fiend (your choice) to scramble upward or drop to the ground, either standing on its hind legs or perched on its head. The celestial takes 4d8 radiant damage when it drops to 0 hit points, and the spell ends for it. While this spell is cast, you can exert your might against one creature within 30 feet of the celestial. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Abjuration

Wall of stars

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

An invisible wall of 100 million light-gaugeed black holes springs into existence within range, provided that you have light and a compass pointing 200 miles (500 kilometers) beyond the wall. The wall, or another obstacle of similar design, lasts for the duration. If you decide to end the wall, you can place a simple glyph within its radius that will trigger the spell on its own and make the wall stand up to combat. The glyph creates a visible barrier that allows a creature in the area to pass through, as well as allowing a creature or a creature within 5 feet of the wall to pass through it, if you choose. For the duration, any creature within 5 feet of the wall or within 50 feet of the wall or within 500 feet of the glyph can’t have taken any actions or moved while affected. Conjuration

Wall of stars

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure a mass of dark energy in a 20-foot cube within range to create a star-shaped dome centered on a point within range. The dome lasts for the duration. You can shape the vortex so as to fill a 20 foot cube. Any creature in the area when created must make a Constitution saving throw. On a failed save, a creature takes 6d10 radiant damage, and it has disadvantage on the next weapon attack roll it makes within 120 feet of the center of the vortex. It can’t enter the vortex or move out of it. When you cast this spell, you can designate any creature or object as part of the plan. A creature can be designated by casting the spell through such a designation; casting the spell without regard to who designated it might cause the creature’s domicile to change, or the spell to fail. The creature created the dome shapes and abandons its current form when it leaves the vortex. The dome remains until the spell ends, at which time it sheds dim light in a 30-foot radius and dim light for an additional 30 feet. When the dome sheds this light, it creates two 1/2-foot-by-1-foot squares on each side. Each must be more than 30 feet wide, five feet high, and centered on a point within range. When a square is created, each creature takes 1d8 radiant damage from it. Evocation

Wall of stars

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure up a star-shaped barrier that spans a 5-foot radius and 30 feet high. The barrier lasts for the duration. When a creature enters the globe for the first time on a turn or starts its turn there, the creature takes 1d4 radiant damage. If a creature moves into the globe for the first time on a turn or starts its turn there, the creature takes 1d4 radiant damage. During the spell’s duration, an invisible guardian or a duplicate of the globe appears in each creature that starts its turn within 5 feet of it. The guardian acts as a constellant and w is for 7 days. On each of its turns, it moves

Wall of stars

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a wall of bright light in an unoccupied space of your choice that lasts for the duration. When you cast the spell, you can choose from any of the following effects to create a solid barrier: 1) A wall of voids rises from the ground 1) A wall of transparent liquid 2) A solid barrier 3) A solid barrier 4) A wall of stone and iron 5) A barrier of 50 feet in diameter and 10 feet tall; or 6) Water 1. Breathing. You can move up or down to partially cover a ceiling or a ceiling-area within range, ending the spell early if it overlaps with any other floor plan or plan, or moving wall in any direction you choose. Flow. You can move up or down to greatly expand a floor or a ceiling, ending the spell early. Stairs or other openings. Energy or Solid. You can shape a wall of fire or solid fuel to create openings in the wall for as long as you hold it, up to 5 feet wide, and 30 feet tall. You can inscribe such a wall anywhere you choose. You can shape the wall so that its walls and ceilings are vertical, cross-shaped, or square (see below), and you can give each face a distinguishing gemstone effect, such as ebony, emerald, or yellowing, to match the wall. The wall consists of 10-foot-by-20-foot panels, each panel up to 20 feet tall and extends from one edge of the wall up to five feet above the ground. Each panel can hold up to four people, and panels 4 feet high, 4 feet diameter, and 1 foot thick can be supported by up to 10 feet of stone. Each panel can be stacked up to four times, provided that there aren’t more than two sufficient panels for the wall to span. Finally, panels 5 feet tall and 5 feet thick can’t more than partially cover the wall, so planters or buildings or other structures on the wall can’t collapse or collapse down while the wall is in effect. You can even create a temporary barrier between panels 5 feet high and 3 feet thick, so that panels used for transportation, storing, and transporting goods pass through the temporary barrier created by the elemental barrier spell. Evocation

Wall of Static

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A wall of static energy appears in the center of a space you can see within range. Until the spell ends, the wall appears in a 10-foot cube on a solid surface. The wall has a diameter of 10 feet and has a height of 30 feet. The wall can’t be more than 10 feet tall and can’t be more than 10 feet high. The wall also disappears when the spell ends. The wall can’t be more than 20 feet in any dimension. The wall is difficult terrain. Any creature within the wall must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The wall has AC 20 and 30 hit points, and can’t be

Wall of steam

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of steam rises from the ground at a point you choose within range. You can create this wall by removing a layer of stone on the ground that you can see on the ground or by shaping a portion of stone on the ground that you can see within range. The wall forms a vertical wall extending from the point you chose to the ground and extending from the point you chose to the center. While the wall remains within 200 feet of the ground, creatures and objects can’t pass through it, and any creature or object capable of moving through the wall is trapped. The wall is opaque and can be damaged and/or blocked by creatures and objects. Any creature or object that can’t reach through the wall or passes through it is blind. While in this state, the wall has the same area as the w the ground and a 60 feet radius, and the walls path fill areas within 120 feet of each other. The wall has AC 15 and 30 hit points, and it can fire s or l rounds of nonmagical nonexplosive nonexplosive nonmagical projectiles at targets within its reach. The wall has a sustained fire mode, requiring little or no movement to activate. When active, the w the wall fires non-explosive nonmagical nonmagical projectiles one at a time, as part of the fire, at one creature within 30 feet of the w the wall. If the target takes this fire damage, the non-explosive projectiles deal no fire damage. Each non-explosive nonmagical projectile struck deals no cold damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage for each non-explosive projectile increases by 1d8. The fire damages increases by 1d12 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Wall of steam

Casting Time: 1 action
Range: 120
Duration: Duration: 7 hours

A wall of shimmering steam radiates power and force in an unoccupied space of your choice that you can see within range. For the spell’s duration, any creature who can see on the walls a celestial, elemental, or magical creature that is within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 2d6 radiant damage and isn’t blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. As a bonus action, you can move the wall up to 30 feet and then cause a blast of quicksilver or pewter to fill it. Each creature that ends its turn within 5 feet of the wall must make a Dexterity saving throw. On a failed save, the creature takes half damage, and the wall’s damage increases by 1d6 for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a wall of strong wind (15 feet in diameter) extends from you to a distance of up to 60 feet for each w dir cast. For the duration, wind whipping through the wall is at least 20 miles per hour on each of your turns, and winds of opportunity wind (10 miles per hour) blast it out range are up to 10 miles per hour on each of your turns. (The wall can be destroyed with a slam of might.) At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Wall of steam

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A wall of steam appears on the ground within range and lasts for the duration. You can make one side of the wall up to 30 feet long, 10 feet high, and 10 feet thick. You can shape the wall in any way you choose so long as the wall appears so that it extends over an area within 120 feet of a point of your choice within range. If you shape the wall in any other way, it collapses into smaller—and therefore harder—containers if it is in contact with the ground or if it is made of metal and strikes each container that touches the wall. You can use your action to move the wall up to 30 feet in any direction along the ground or across the ground if you choose. When you do so, you cause the wall to move in a direction you choose, lasting 10 feet. At Higher Levels. When you cast this spell using a spell slot of one level than the listed level, you can create two additional walls of steam at a time for each slot level above 3rd. Transmutation

Wall of steam

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A thin sheet of steam forms at the base of a hill or other surface in a 30-foot cube. Until the spell ends, you can move up to 30 feet to a certain distance, for 5 feet and no more. A creature moving in that direction must make a Dexterity saving throw. On a success, the target takes half damage and doesn’t take damage of its own when it moves into the area. If the wall is a wall that has no wall, it is a wall. If you choose a surface that doesn’t have a wall, the wall disappears. Any creatures that are within it must make a Strength saving throw. On a success, the wall disappears. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the wall disappears. Transmutation

Wall of steam

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wall of steam forms in a 10-foot cube on the ground within range. Any creature that enters the wall must succeed on a Dexterity saving throw or be pushed 10 feet away from the center of the cube. Each creature pushed 30 feet above the center must make a Dexterity saving throw at the end of each of its turns. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Wall of Steel

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a wall of strong steel that protects you from all harm. Each wall you create has a AC of 5. You can create one of the following wall types: Medium, Medium, Large, or Huge. Conjuration

Wall of Steel

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a wall of steel falls from the sky in a 30-foot-radius sphere centered on a point you choose within range. The wall can be 10 feet long, 10 feet high, or 2 feet thick. Each creature in the wall must make a Dexterity saving throw. A creature takes 4d6 + 10 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Wall of Steel

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The wall of steel rises from the sky in a 10-foot radius centered on the point you chose within range. The wall can be 10 feet long, 10 feet high, or 2 feet thick. Each creature in the wall must make a Dexterity

Wall of Stones

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a wall of stone that is 10 feet tall and composed of a thin sheet of stone. The stone blocks incoming attacks. The stone can be removed by any means necessary, but it is difficult to

Wall of StoneTouch

Casting Time: 1 action
Range: 60
Duration: An object that is hurled into the sky is a stone w

all made of stone, of a type that resembles a thin, hard surface. When you cast this spell, the nearest unoccupied stone wall is visible on the ground (your choice per slot you have occupied). The wall has a diameter of at least 10 inches and a height of at least 10 inches. If it is more than 10 inches in diameter, the wall forms a cylinder with a diameter of less than 5 inches and a height of less than 5 inches. When the cylinder is full, an extra 5 ft. of space is created for the wall’s movement. The wall is made of hard stone (or other form suitable for stone) and is 1 inch thick. The wall consists of a cylinder of 1 inch thick and 1 inch thin. The wall is a solid wall, as it extends over the wall and to the side instead of up. It can be solid or stone and can be stone or solid plaster or stone plaster. When the wall is broken open, the object that was made of the stone and that was used to create the wall is no longer using the wall. A rock wall, however, might be used to create a wall of loose stone. Its interior is difficult to move across with hands. There are no stairs or doors to the structure. The wall can remain on your land and is immune to all damage. When the cast is over, the object drops to the ground and returns to its normal position. When it returns, the object remains but can be pulled down by means outside the wall. If you cast this spell multiple times, you can have up to three additional times for each spell cast on the wall. Each time its return, the object is automatically pulled up again, and it returns to its normal position. When the spell ends, you are no longer inside the wall, but you can rejoin it with a different hand. While inside the wall, you can make wyverns disappear into the wall. (You can move the object and rejoin it with a wyvern as well, however you must first complete the wyvern escape from it.) An object must touch the wall when the spell ends, otherwise it moves along the wall, and the wall ends. The damage that can be done to the object depends on how many hands it used to move along the wall. The only time the object damages or destroys itself is if it descends over to get under the wall, or if the walls are connected to one another by a ladder. Any loose stone that is not worn or used up must be removed before it is worn or used up again. If the object is damaged or destroyed while inside the wall, the creature must make a Strength saving throw. If you move the object more than once, you can make the same break with a different hand. This spell replaces loose stone and can’t be worn or worn up again. If the object is hit while inside the wall (or if the area is blocked or blocked by a rock wall), you can return the object back to its normal position. If the object is knocked out of your grasp while inside

Wall of strong force

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an illusion that a wall of strong force is hovering above your head, centered on a point you choose within range. You can create the wall either side of you when you attack it, raising your attack bonus and dealing a spell casting knockdown to it. A creature with truesight can see through the illusion and has advantage on attack and attack roll, ability checks, and saving throws. You can use your action to create a wall of strong force and hurl it at up to ten creatures of your choice that

Wall of strong wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long and 10 feet thick. It blocks line of sight but not movement. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 10 feet away from the wall. On a successful save, it takes half as much damage and isn’t pushed. The wall also extends over a 20-foot cube, forming a dome that can be

Wall of strong wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a

Wall of Thaumaturgy

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of bright light that spreads out from you, centered on a point you can see within range. The wall appears at a point you have seen before, such as behind a door, around a corner, or in a grove of trees. It lasts until the spell ends. When the walls last for 1 minute or until the spell ends. The wall isn

Wall of Thugs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a wall of tough, pliable, tangled branches that weigh up to ten pounds. The wall is opaque and lasts for the duration. If a creature tries to enter the wall from a different direction than the one you created, its rope will automatically come to a point where it must. At Higher Levels. When you cast this spell using a spell

Wall of Thunder

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You create a wall of whirling, roaring, or tumbling sound within your space. Each wall of thorns, mire, and wispy smoke appears in a 20-foot cube. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 4d6 force damage on a failed save. On a successful save, the creature takes half as much damage. For the duration, the wall can produce a sound of no more than ten notes and a sound of no more than 30 notes. The wall is not an area of force or protection. The wall can be destroyed by ranged or magical attacks or by arcane spells. Transmutation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: 8 Hours

A wall of shattered air springs into existence at a point you choose within range. Choose up to nine trees in an area within range. Until the spell ends, you can make a straight wall up to 60 feet long, 10 feet high, and 15 feet thick. It can fill 5 feet of fresh air with enough force to push a creature against the wall up to 60 feet in any direction. Any creature restrained by the wall can use a reaction to break it. The creature takes 5d4 thunder damage and is hurled 10 feet away from you in a direction you choose. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A 20-foot tall wall of whirling, thick, black-white, and scalloped cloud obscures a 360-foot-radius sphere centered on a point within range. The wall lasts for the duration or until a force field of water condenses around the wall, ending the spell. The wall is heavily obscured behind trees and buildings. It lasts for the duration or until an effect changes, including you breaking it, the wall obscuring the area. You can use your action to create a vortex of whirling air at the same time as glistering, crackling flames. The vortex moves 10 feet each time you make a melee attack, and can hold as many as 200 pounds. A creature that moves through the vortex can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is immune to being frightened while in the vortex. A creature immune to being frightened when it makes a ranged spell attack can use its action to use its move action to move the vortex up to 60 feet in a straight line. When the vortex reaches its maximum height, each

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A nonmagical wall of whirling water appears just beyond the caster’s reach. The wall appears in any orientation you choose, centered on a point you choose within range. The wall appears 100 feet away from you and remains there for the duration. The wall can be destroyed, however, by falling water. If the wall’s space is limited to less than 100 feet of the space available, flooding the wall’s space will cause the wall’s space to become difficult terrain for all intents and purposes. Creatures that are swimming or using movement abilities such as walking or running water can use the wall’s space to move up or down, and it increases in size as the game goes on. A creature that occupies the wall’s space when it appears can walk over it, provided that the creature has the Strength required to do so. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A swirling wall of thunder springs into existence at a point you choose within range. Choose one of the following options for what appears: • 10 feet to line of sight. • 15 feet to area within range. • 30 feet to area within 1 mile. • One size category. Small or smaller creatures are excluded. • 20 feet to area within 5 feet of another creature. A flying creature, or a celestial, can’t pass through the wall. It instead relies on walls. When a creature enters the wall for the first time on a turn or starts its turn there, that creature must make a Dash spell check against your spell save DC. A creature takes 8d6 thunder damage on a failed save, or half as much damage on a successful one. The wall of thunder is strong enough to rock a small structure. Each 5-foot-diameter portion of the wall is of sufficient height to provide a passage for a creature of Medium size or smaller. A creature entering the wall for the first time on a turn or during the duration is pushed up to 10 feet away from the entrance. When a creature enters the wall for the first time on a turn or during the duration is able to do so. A creature that comes into contact with the wall can’t be targeted by another creature spell targeting it, and any other spell targeting the creature is wasted. A creature is pushed up to 10 feet away from the entrance into the wall, and so is able to move through it. If a creature enters the wall for the first time on a turn or during the duration, that creature can

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A thin wall of whirling air springs into existence at a point you choose within range. Choose any number of feet of trees or brush within range and move a length of straight downward. A creature takes 14d8 thunder damage with each jump. The wall lasts for the duration or until you use an action to move it up to 10 feet and repeat the attack against a target different from your current location. Then it deals an extra 2d8 thunder damage to the target, which must still have hit. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of swirling thunder cloud appears at a point you choose within range. The cloud is a Huge solidity, with one side rising vertically, and the other downward. The cloud is 10 feet long, 10 feet high, and 5 feet thick. The cloud remains for the spell’s duration. When a creature enters the cloud for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the cloud’s area, it can make a Constitution saving throw each time it attempts to move up to 20 feet in the area; a creature takes 4d8 bludgeoning damage on a failed save, and it is pushed up to 10 feet away from the center of the cloud by a strong wind. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of swirling thunderous force springs from your hand and springs to a point you choose within range. The wall is strong enough to protect you from ranged attacks, but it can’t be damaged or breached. The wall lasts for the duration and doesn’t need to be removed. To break the wall, you must spend 10 minutes casting this spell. When a creature enters the wall for the first time on a turn or starts its turn there, or the wall is opened and a beam of swirling thunder appears that can penetrate the wall. A creature can make a Dexterity saving throw to break through the wall and stay within 30 feet of it. On a failed save, the creature can’t break through the wall and is hurled 10 feet away from it. The wall falls 5 feet tall and has a diameter of 5 feet when fully extended. The wall has AC 5 and 30 hit points per 10-foot section. Until the spell ends, any creature that enters the wall or enters its space if it isn’t there when the spell ends or enters a space that isn’t occupied by it (such as an unoccupied steed or a permanent object) is knocked prone. The wall doesn’t protect you from ranged attacks, but you can use an action to cause one or more of the following damage to a creature within 30 feet of the wall: • 60d8 radiant damage. • 50d8 acid damage. • 50d8 psychic damage. If a creature enters the wall for the first time on a turn or starts its turn there, the creature is knocked prone. Transmutation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of whirling, warbling mass of thunder burst from a point within range. Each creature in a 10-foot-radius cloud, or one creature that can be charmed by such a cloud, must make a Constitution saving throw. On a failed save, a creature takes 1d10 thunder damage, and it can’t use movement, or its speed drops to 0 until the spell ends. The wall has AC 15 and 30 hit points, and it has resistance to thunder damage. It makes a wisp of churning flame 11 feet long and 5 feet wide at the base. Until the spell ends, the swirling cloud moves with it wherever a creature can see within range, and it creates its own fire when it fires. Each creature within 30 feet of a wisp created by this spell must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage, and it has resistance to fire damage. While the cloud persists, each creature in the cloud (including you) has resistance to thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Wall of whirling air whips around you, dealing 1d4 + 10 damage to each creature within 20 feet of you. This wall of whirling air spreads around corners. Each creature in its area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A 30-foot long wall of whirling air springs into existence around an area of ground that you can see within range. The wall lasts for the duration or until a wall of strong winds, similar in nature to a cloud, disperses the whirlwind. The wall is large and heavily armored. It hugs thickets, trees, and grasses and extends along the ground to a height of 1 foot above the ground. It covers a 40-foot-radius. 40-foot-high cylinder centered on a point within range. When the wall appears, each creature in it must make a Strength saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The wall is a hollow, 10-foot cube. Each creature in the wall when it appears or that ends its turn within 10 feet of it must succeed on a Strength saving throw or take 2d4 thunder damage. A creature must also make this save in order to activate the spell. The spell ends if a strong wind disperses the whirlwind. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flurry of invisible energy springs from your finger toward a creature in range, willing it to step back from prone or stand still for reaction. The target must make a Dexterity saving throw. On a successful save, the creature has its own teleportation, and it disappears into thin air. On a failed save, the creature regains 20 hit points. In addition, the spell ends for the target if it takes any damage, and the spell ends for all creatures other than you who aren’t wearing armor. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An elemental force leaps from one creature you can see within range to crush the creature for good or for ill. You choose the ranged weapon strike made with this spell. The creature that made the move suffers from a thunderclap effect, as determined by the creature’s equipment line. If the creature makes the attack with a weapon, it takes half as much force damage and can’t use that weapon until it uses its action to make the attack again, or until the spell ends. If the creature’s equipment is full and the thunder spell is dispelled, the creature that made the attack with the weapon can use its action to make another thunderous charge, but its speed is reduced to half its normal speed until the start of its next turn. If the creature uses its action to make a thunderous charge again, it instead uses its action to make another thunderous slam. Both thunderous and thunderous slam are benefits, if any, that can be given at once to a thunderous slam or a sustained flurry of blows. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An immobile wall of whirling air springs into existence at a point you choose within range. The wall lasts for the duration. Each creature that starts its turn in the wall must succeed on a Strength saving throw or take 2d6 thunder damage at the start of its turn. At the end of each of its turns for six hours, or until the wall warms to full, it deals 2d6 thunder damage to each creature it can see within 30 feet of itself. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of bright light springs into existence at a point you choose within range. The wall lasts for the duration or until you dismiss it as an action. You can make a melee spell attack with the wall with a LITTLE WEAPON OR A LITTLE TINY ONE, and the wall deals an extra 4d6 thunder damage to each creature within 5 feet of it. During the spell’s duration, you can use your action to create a burst of thunderous sound, audible within 300 feet of you. Each creature in the wall must make a Constitution saving throw. On a failed save, you create a loud boom that lasts for the duration or until the wall moves over a nonmagical object or as a bonus action on your turn, you can move the wall up to 30 feet. After the wall makes this move, any creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 4d8 thunder damage and is knocked prone. You can use your action to create a burst of thunderous sounds at any point during the spell’s duration, up to 5 feet on a side. These sounds can be heard by up to 10 creatures or objects within 5 feet of the wall (if you are within 5 feet of it, make the same attack there, and the noise ceases when the wall moves). You can create the burst by creating a puff of bubble around a nonmagical object that is within 5 feet of the wall, as part of your spellcasting. At Higher Levels. When you cast this spell using an effect, you can target one additional creature for each slot level above 2nd. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong, black energy appears around a point of your choice within range. Nonmagical walls of water, a sphere centered on a point of your choice within 30 feet and 30 feet high, have a sustained range of affect ranged from barrier to barrier, and are capable of sustaining up to 500 pounds of sustained damage. A nonmagical wall of whirling air blocks most damage, and any creature that starts its turn in the wall (including you) or that starts its turn in a particular wall category (such as a wall that extends across a slot that currently has a wall or a ceiling on one side of a wall) during the duration, takes 1d4 bludgeoning damage, and must spend 5 feet of movement for each wall category open, must make a Strength saving throw. On a failed save, a creature takes 2d4 bludgeoning damage, and it is pushed and restrained while the wall is in place. If the wall is ever breached, though, a creature that enters it and is trying to jump out can do so through the wall. A creature attempting to re-enter the wall, or attempting to jump out through the wall, makes a Strength check against your spell save DC. If successful, the creature ends the piece of magic behind the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature, object, or object that is on the same plane of existence as the wall (for example, the wall created by a portal or another nonmagical portal can’t appear within the wall). The wall creates a 10-foot square protected by a protective globe made of honeycomb, thick and strong enough to protect a creature of your choice that is immune to being driven by magic. The globe instantly extinguishes fires in its area and leaves behind a trail of fire that remains behind. It can

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong lightning flashes from inside a creature’s spacebar to a chosen point within range. The wall glows in the area around it, forming a 10-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong thunder erupts from a point you choose within range. Choose up to five trees within range. A strong thunderclap, or a loud thud, erupts from the wall in a 10-foot cube on the ground or the floor. Each creature in that area must make a Dexterity saving throw. A creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of strong, white force springs into existence at a point you choose within range. The wall lasts for the duration, or until one creature other than you moves within it or another creature enters the wall for the first time on a turn or starts its turn there. The wall is imperceptible to nonmagical ranged attacks. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature is pushed up to 10 feet away from the wall and is knocked prone. A creature must move up or down 5 feet of any side when moving into the wall. A creature must make a Dexterity saving throw when approaching from behind the wall. On a successful save, the creature is pushed back up to 10 feet. When the wall’s space is filled with smoke, dim light, or other incandescent light, a 10-foot diameter ball of fireballs appears at the spot you chose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of whirling air springs from a point within range. As an action, you can push the wall up to 30 feet in a straight line toward a creature within 120 feet of it. That creature must succeed on a Strength saving throw or take 2d8 thunder damage and be pushed up to 10 feet away from the wall, leaving behind a thud. To a creature moving toward you, the wall appears to be made of thick cloud and lasts for the duration. When pushed up to 60 feet away from you, the wall creates a 15-foot radius sphere centered on that point. While pushed, the wall can’t exceed 5 feet high. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of whirling air springs from your hand toward a creature in range. Until the spell ends, the wall appears from a point within range. You can use an action to push it away from a target and create a 15-foot long pillar of thick, thick fog centered on that creature. The fog lasts for the duration. Each creature that starts its turn in the fog, a creature that succeeds on a Wisdom saving throw, is pushed up to 10 feet to a spot within 5 feet of that spot, and must make a Dexterity saving throw. The creature remains on the spot for the duration, and it takes 10d10 force damage on a failed save, or half as much damage on a successful one. The fog spreads around corners. When a creature moves into or within the fog, it is transported to a different spot within 5 feet of the area. A creature moving into the fog must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 feet to a spot within 5 feet of the area. A creature moving into the fog must make a Dexterity saving throw. It takes 7d10 force damage on a failed save, or half as much damage on a successful one. The fog spreads around corners. When a creature moves into the fog—at any point during its turn, a layer of fog can be created in the area. It lasts until the fog is broken. When a layer of fog appears, each creature that starts its turn in the layer must succeed on a Strength saving throw or take 6d10 force damage. While in the layer, a creature can’t use action to move into or pass by it. When a layer of fog appears, each creature that starts its turn in the layer must make a Strength saving throw. On a failed save, a creature takes 6d10 force damage and is pushed up to 10 feet to a spot within 5 feet of the fog. When a layer of fog appears—at any point during its turn—it moves up to 10 feet and remains there for the duration. A layer of fog can't overlap a larger fog, except in that it can fill a 4-foot-deep pit. When a layer of fog appears, each creature within 5 feet of the fog must make a Strength saving throw. On a failed save, the creature takes 10d10 force damage. On a successful save, the creature takes half damage, or half the amount of force that the layer’s force could leave. In addition, a layer of fog lasts until the spell ends. Finally, a layer of fog created by a spell destroys it instantly. When a layer of fog appears, a 4-foot radius sphere centered on the fog appears on the ground within 5 feet of it. A creature or object in the area is pushed up to 10 feet to a spot within 5 feet of the area. A creature in the area and within 5 feet of the area, or one half the distance between them and the area, makes a Strength saving throw. On a failed save, the creature is pushed up to 5 feet and thus not pushed up to 10 feet by any means. In addition, a creature or object within 5 feet of the area pushes against the spell’s wall when you or someone else makes the saving throw. The creature pushed against the wall makes a Strength check against your spell save DC. On a success, the creature is not pushed against the wall but is instead pushed up to 10 feet to a spot within 5 feet of it. When you use a spell to create a trigger effect, you might send a simple spell, an obviously harmful spell, or an otherwise harmless spell at the same time. Such a spell is cast without first preparing the creature for it, and casting it without prerequisites or understanding any of its functions might leave the target dumbfounded. In such a case, the triggering spell deals no damage and neither triggers, nor effects, nor triggers, nor triggers, nor any other harmful effect. If you cast the spell while you or someone else is charmed, frightened, or possessed by an illusory duplicating spell, creating the illusion, or casting

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of whirling energy springs into existence at your command, centered on a point you choose within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, and it vanishes when the spell ends. The wall lasts for the duration. If you cast this spell again, the wall lasts for the duration. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the wall sheds this light, the area of the wall increases by 5 feet and the area of spell casting decreases by 5 feet until it is reduced to 0. When you cast the spell, you can choose to deal 3d6 lightning damage to the wall or reduce it to 0. It explodes 5 feet tall and moves with you, remaining within the spell’s range. On each of your turns before the spell ends, you can use your action to move the wall up to 30 feet and then repeat the attack on each of its turns. After moving 30 feet, it explodes, shedding dim light in a 30-foot radius and dealing thunder damage to each creature within 5 feet of the area. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of whirling, wall of water springs into existence around you, centered on a point you choose within range. Creatures are supported in the wall by quicksand and hurled objects, and strong wind can disperse the wall. The wall is 6 feet thick and extends from its foundation to a height of 20 feet. The wall is made of 10-foot-diameter panels made of argentite and bordered on one end by a serrated bar at the base. The panels are connected by sagging trees and thorny vines, creating a barrier between you and the wall. Creatures other than you can pass through the wall, even if they are incapacitated and unable to move. Each creature on the wall is immune to all damage except blindness and deafened. Creatures within 20 feet of the wall have advantage on Dexterity saving throws, and when a creature in the area makes a Strength or Dexterity saving throw, it can take the Attack action on the turn after it finishes its saving throw to break through. Alternatively, a creature that enters the wall and makes a Strength or Dexterity saving throw when the spell ends must follow suit and use its action on the turn after taking the throw to move up to 20 feet directly against the wall. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A whirlwind appears on your right side, and moves with you for the duration. Choose one creature within 30 feet of you that you can see. The creature must make a Strength saving throw. When it strikes a creature, the whirlwind creates a 20-foot–radius sphere of intense thunder in a 5-foot radius centered on the wisest point you have determined. The sphere spreads around corners and extends over barriers. Each creature in the sphere when it strikes a creature is pushed to one side nearest to the wisest point. Both the creature and the whirlwind possess the Attacks and Con of the wisest creature. When an affected creature fails its saving throw and lands in a troop on the ground where the whirlwind originated, the creature immediately takes 3d8 thunder damage, and the whirlwind sheds dim light in a 20 foot radius. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A white sheet of strong, sustained wind rises from the ground. It hurls up to 150 feet per round standing trees, or 40 inches in diameter, on either side of a point you choose within range. Trees and w stands are strong enough to defend against falling trees. No spell could stop the cloud from falling, and a strong enough wall could stop it. When a creature moves into an area of strong wind, one or more pillars of strong cloud can be built over each other, forming a circle with a 60-foot radius. The pillar can be up to 5 feet tall and 5 feet wide, and it can shed up to 5 gallons of rain per round it surrounds a point you choose within 120 feet of a point you choose within 120 feet of a point you choose within 60 feet of a point within 60 feet of a Small or smaller structure you create. The pillar can move 10 feet over obstacle courses and thus crush down any structure that isn’t being worn or carried. The pillar creates a 10-foot cube on the ground made up of 10 10-foot squares. Each barrier on each square bears the symbol of an area chosen by you for the pillar to fill. Each 10-foot square also contains a 60-foot cube that bears the symbol’s name. Each cube of this form is 8 feet tall and is composed of two panels each of opaque metal or wood and a panel that is opaque metal or wood. Each panel is 1/4 inch thick, and panels that are opaque metal or wood have a radius of 10 feet. Each panel, panel, or panel is visible when the pillar is created. Each creature in a 10-foot cube that is opaque with the pillar visible when the pillar appears within that cube must make a Wisdom saving throw. On a

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames rippled from your back as you fired your weapon from your hip. Each creature within 5 feet of you where the fire spreads must succeed on a Dexterity saving throw or take 2d6 thunder damage. If at least one creature is inside the wall, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light escapes when the wall is destroyed. A creature can move through the wall in 1D6 turns if it wishes, but only through holes. The wall also extends to 200 feet in any direction. During each turn, a creature can repeat the saving throw, ending the effect on itself on a successful one. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, the damage increases by 1d6 for each slot level above 11th. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, any creature or solid object that stands in a space that you can see within 120 feet of you (and that can’t be moved by means that moves through the space with you) or that lasts until the spell ends or until the wall erupts, whips up to 20 feet of wall-like blades erupting from your bare feet. Each creature that starts its turn in the wall 1 level higher than the floor or a tier 5 or lower structure, or that ends its turn there, makes a melee weapon attack against the wall, taking 3d10 force damage and piercing twice as many teeth. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of swirling storm energy on a solid surface within range. One creature each round this spell's range, a strong wind (20 miles or 11 miles per hour) blows the wall, forming a 10-foot thick ring about as deep as a human wall, and the spell fails and creates a vortex of cloud around itself that lasts for the duration. Until the spell ends, vortexes of swirling storm energy can be created by spells of 8th level or higher. When a vortex appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 10d4 thunder damage, or half as much damage on a successful save. A creature can have only one vortex created by this spell at a time, but two vaults or a smaller one can hold as many as three vaults. A vortex created by a spell of 11th level or lower can hold up to five creatures. When you cast this spell and as a bonus action on each of your turns you can move the wall up to 30 feet in any direction. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of thunder that extends from your hand to a point you choose within range. The wall lasts until the spell ends. Creatures that are standing on it when the wall appears are knocked prone. The wall appears to be made of stone, while other creatures that are blocking the wall can see through it. The wall lasts for the duration, and any damage it causes to a creature or object that is blocking the wall is reduced to an unblinking radiance. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A strong explosion of fire erupts from you in a direction you choose: upward, up, or left. Each creature on the ground in the area must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A blast of fire spreads around corners, but no more than 10 miles long. A wall of fire spreads about corners, but no more than 10 feet thick. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of water on the ground within range. The wall is composed of a thin sheet of stone with an area of 60 feet x 30 feet and 30 feet x 10 feet thick. The wall is 1 foot thick and 10 feet wide, and it can be extended up to 30 feet. The wall can be blocked with a Strength of 1 or 2, but it is difficult terrain. The wall is difficult terrain, and it moves when the spell ends, and it can’t be broken. The wall can’t be broken with an action or by a spell. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create two 10-foot-high, 5-foot-wide, 10-foot-diameter panels of strong, strong lightning, or a one-foot-diameter panel of dim light in an unoccupied space of your choice that you can see within range. Each panel must be in a cube or 3-foot-diameter cube. Each panel must be of at least 1 inch thick, and it must be in a solid state of fire, stone, mud, dust, or water. When the panel appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature has disadvantage on the attack roll, ability check, ability saving throw, and ability check of each of its turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the saving throw DC increases by 1 for each slot level above 3rd. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: 10 minutes

A wall of strong thunder erupts from a point of your choice within range. Choose two or three feet of wood, stone, or a mineral object that you can see within range and that fits within a 10-foot cube. For the duration, these objects are unharmed and immune to thunder damage. If you cast this spell without first preparing any traps, barriers, or other barriers, the wall doesn’t erupt and explodes in a 20-foot-radius sphere centered on that point. Each creature that starts its turn inside the wall must make a Constitution saving throw. On a failed save, the creature takes 6d6 thunder damage, and on a successful save, the creature takes half as much damage. When the wall erupts, each creature within its reach is pushed 10 feet away from it, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d6 for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d4 for each slot level above 2nd. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A burst of thunderous force appears in a 5-foot-radius sphere centered on a point you choose within range. The sphere can be a wall, a ceiling, a ceiling-mounted cylinder, or a sphere of air. The sphere is made up of up to one hundred pounds of force. The sphere is of the same dimension and shape as the target object, except that it can’t be more than 10 feet in any dimension. Any creature that ends its turn within 5 feet of the target object must succeed on a Strength saving throw or take 1d4 thunder damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A wall of whirling air springs from your hands and slowly vanishes. Choose one creature that you can see within range. That creature must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you. A creature that takes this saving throw must then make a Strength saving throw. An affected creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one. The damage increases by 5d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A 20-foot tall wall of whirling air springs into existence at a point you choose within range. The wall lasts for the duration or until a strong wind (at least 10 miles per hour) disperses it. When the wall appears, each creature in a 30-foot cube originating from the wall must make a Strength saving throw, taking 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall has AC 10 and 30 hit points, and it is vulnerable to fire damage. Creatures of two or less hit points or lower can’t serve as defenders. The wall is opaque and blocks line of sight but not movement. The wall appears 10 feet away from you in a 60-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 thunder damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A storm cloud forms in a 5-foot cube centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 14d6 thunder damage and is pushed 10 feet away from the cloud until the spell ends. An ordinary wall of strong wind rises from the center of the area. If one meets the spell’s saving throw DC and is pushed 10 feet away from the wall, the other creature takes 14d6 thunder damage and is knocked prone. The wall of strong wind can’t pass through barriers or pass through a wall produced by a spell. When a creature enters the w higher ceiling of a 40-foot-cube area for the first time on a turn or starts its turn there, or ends its turn there if it doesn’t need to, the creature takes 14d6 thunder damage on its next turn and must restart its turn to do so. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of strong lightning springs from your hand toward a creature or object within range. The wall lasts for the duration or until a creature uses its action to move up to its speed against a creature within 5 feet of it or, if it is a Huge or smaller creature, it moves up to half as fast. The wall can connect to existing solid structures and to suspended structures, but any creature blocking its path must make a Dexterity saving throw. On a failed save, the creature is forced to use its movement to move up to its speed, which is half its current speed. The wall lasts for the duration or until a creature uses its action to move up to its speed against a creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the strength of the wall increases by 2.

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of strong wind lashes out from a point within range, originating from a point within range. Choose one solid object weighing 5 pounds or less. That object is vulnerable to bludgeoning damage and can’t be reduced to immobile or standing up. It remains there for the spell’s duration. Any creature, object, or creature that can’t reach out to the wall (or that can’t reach through the wall) attacks the creature with a melee weapon attack before the spell ends. On a hit, the creature deals 3d8 thunder damage; this spell doesn’t reduce the wall to 0 hit points. If a creature moves through the wall for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or take 5d8 thunder damage. On a failed save, the creature moves to a safe spot on the wall, which it can see through the wall and doesn’t need to keep hidden. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of whirling cloud of strong lightning flashes white and bright orange in a 20—foot-radius sphere centered on a point within range. The wall lasts for the duration or until one creature uses its action to make a ranged weapon attack against a target within 20 feet of the wall. On a hit, a target takes 1d8 thunder damage, and it takes 10d4 thunder damage at the end of its next turn. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Roll up to fifteen six-inch-high lines running along a solid surface and forming a wall of whirling blasts of thunder, forming a solid barrier between you and the attacker. Each creature that starts its turn in the wall must succeed on a Strength saving throw or be pushed up to 5 feet away from it and knocked prone. The wall lasts until cleared, when another wall appears, or the spell ends. When a creature pushes or snaps a steel plate or a sheet over the wall, it can make a melee spell attack against it. On a hit, the creature takes 3d10 thunder damage; on a failed save, it takes 1d10 thunder damage. A creature pushed up to 5 feet away from the wall takes 2d10 thunder damage. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Thunderous bludgeoning energy hurls from behind walls, ceilings, and other structures throughout a 20-foot-radius sphere centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. Each wall of thunderous force spreads around corners. Each wall has AC 15 and 30 feet of wallopage. Each creature in a 10-foot-radius sphere centered on a point within 5 feet of the area must make a Dexterity saving throw. A creature takes 7d6 bludgeoning damage on a failed save, and 7d6 cold damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A whirlwind sweeps out from your fingers and reaches for as many trees as you can see within range. Each trunk has AC 5 and 15 feet of trunk span, spread evenly across the ground, and centered on a point you choose within range. Each trunk is 10 feet long, 3 feet wide, and 5 feet tall. Each bough of trees lasts until the start of your next turn. When a tree reaches its maximum length, it sheds its bark and uses its action to create a 20-footradius, four-mile-wide blast of whirling, thud-infused air. Each tree in the area creates one of the following effects

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a wall of thunder on the ground that extends from you and disappears within 5 feet of its place on the ground. The wall can be up to 10 feet thick and can be up to 10 feet tall. The wall can also be up to 10 feet wide or up to 10 feet high. The wall can be up to 60 feet in height, up to 60 feet high and up to 60 feet deep. The wall lasts for the duration. Each creature in the wall must make a Dexterity saving throw. On a failed save, the wall is destroyed. The wall can't be blocked. Necromancy

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a wall of whirling, roaring, or tumbling sound throughout the area. Each creature in that area must make a Dexterity saving throw. A creature takes 1d6 force damage on a failed save, or half as much damage on a successful one. Transmutation

Wall of Thunder

Casting Time: 1 action
Range: 150
Duration: Until dispelled

A wall of whirling air springs into existence at a point you choose within range. The wall vanishes into oblivion when the spell ends. Any creatures on the bottom floor or outside the wall are pushed to the ground and made vulnerable to being pushed to the ground by spells or other means. Small or smaller creatures, and especially creatures of Medium size or smaller, are pushed up to 20 feet on a side. A creature that starts its turn in the wall and is pushed up a height of 15 feet must succeed on a Strength saving throw or take 5d8 thunder damage. The thunder stops short of reaching its full intensity on a successful save, though some creatures have the thunder resistance set so the heavy wall can reach 10 feet. If the wall’s Strength is less than 20, it doesn’t protect against cold damage. If the wall’s Strength is higher than 20 or the wall isn’t a wall, cold damage and bludgeoning damage are reduced to 1d8 and 5 cold damage each, and the creature takes the bludgeoning damage and the bludgeoning damage from the two, cold damage to both ends of the wall, and the creature makes the bludgeoning or slashing damage from the cold damage or bludgeoning damage from the two ends of the wall. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A wall of thunder spreads through a space 10 feet square on a side. The wall lasts for the spell’s duration

Wall of Thunder

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Until the spell ends, a wall of whirling air rises from the ground at the center of a 20-foot-radius. 30 feet long pillar rises on each of your turns until the spell ends. Any creature that starts its turn in the pillar's area and starts its turn there must succeed on a Strength saving throw or take 6d6 thunder damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Wall of Thunder

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You or a creature within range must make a Dexterity saving throw. Make a Dexterity saving throw. On a successful save, you cause a burst of bludgeoning, piercing, or slashing damage to the target. On a failed save, the target takes 1d8 bludgeoning damage. The damage type is determined by the damage type of the weapon you are using. The damage that you damage the target with falls into the following categories: acid, cold, fire, lightning, or thunder. Any weapon damage types you choose that fall into any of the following categories have their base damage doubled. A weapon that has no damage types can be subjected to any damage type damage reduction. Fire. The target must make a Dexterity saving throw. The target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Ice. The target must make a Dexterity saving throw. The target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Water. The target must make a Dexterity saving throw. The target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Poison. The target must make a Dexterity saving throw. The target takes 4d6 poison damage on a failed save, or half as much damage on a successful one. Water. The target must make a Dexterity saving throw. The target takes 4d

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create two 10-foot-high, 1.25-foot-deep, 10-foot-high, and 5-foot-deep walls that form around a point of your choice within range. Any creature in a 10-foot-radius sphere centered on that point must make a Strength (Athletics) check against your spell save DC. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The wall’s area is heavily obscured by thick fog. All creatures in the area must make a Constitution saving throw. On a successful save, the area is obscured by this cover. Creatures in the area and any creatures that are within the area are immune to this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A wall of whirling air springs from your hand toward a creature within range. The wall lasts for the duration, up to 10 minutes. If the creature you choose moves into the wall, that creature takes 5d8 thunder damage and is pushed 10 feet away from it. If a creature enters the wall for the first time on a turn or starts its turn there, it takes 1d8 thunder damage, and so on, until the spell ends. The wall appears 10 feet behind the creature and at the bottom of a fissure in the wall that you determined was created by the spell. You can shape the wall in any way you choose so long as it prevents a creature from entering the wall, blocks a doorway from entering the wall, and is up to 50 feet away from the creature. The wall is light and doesn’t move. When the spell ends, the wall appears in a spot within range. You can shape the wall in any manner you choose so long as it prevents a creature from entering the wall, blocks a doorway from entering the wall, and is up to 50 feet away from the creature. When the wall appears, any creatures or objects within the wall can make melee spell attacks against it. Magic Mouth Touch Concentration, up to 1 minute Until the spell ends, you cause your words to crash to the ground in a hazy, black fog. Each creature in the fog must make a Constitution saving throw. On a failed save, a creature takes 1d8 thunder damage. On a successful save, it takes half as much damage. You can also designate objects that can be safely ejected from the fog as mists of thicket that fall from the ceiling. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A wall of water springs into existence at a point you choose within range. The wall lasts for the duration. When the wall appears, each creature that stands on it must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At the start of each of its turns, a creature that enters the wall for the first time on a turn or starts its turn there must first succeed on a Strength saving throw or take 4d6 bludgeoning damage (your choice). On a failed save, a creature takes half as much damage and isn’t knocked prone. Until the spell ends, a creature takes 4d6 bludgeoning damage on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wall of water within which you can launch a beam of roaring energy at a target creature. You can direct the beam up to 60 feet in a straight line, but it must be within that line of fire. The wall has a 50 percent chance to explode when it is over. The wall lasts until the spell ends, when you dismiss it as an action. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A burst of thunderous forceps spreads out from a point you can see within range. The area around you is heavily obscured and provides cover for the storm. Until the spell ends, you can

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of thunder, centered on a point you choose within range, erupts from a point you can see within range. The wall lasts for the duration. If the wall is up to 10 feet thick, you can cause it to expand to 1 foot in the center. Transmutation

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of strong, tepid thunderstorm centered on a point within range. The wall lasts for the spell’s duration. The wall can be made of up to 10 feet thick, 4 feet high, or 5 feet wide. The wall can be made of up to 5 cubic feet of masonry; it is 1 foot thick and can be blocked by any stone or other material. When the wall appears, each creature in the area must succeed on a Strength saving throw or take 1d8 thunder damage. The wall can be breached or blocked by any metal or other material. A creature must take this saving throw when it enters a room or enters a room that is more than 5 feet in any dimension. A creature that fails the save throws with disadvantage on a failed save is knocked prone. The wall also blocks a doorway and a passage through it, making it difficult for creatures that pass through it to cross through. A creature that enters the wall from a space created by the spell assumes the appearance of a creature. The wall can be made of up to 5 feet of masonry, 4 feet high, or 5 feet wide. The wall can be breached or blocked by any metal or other material. When the wall appears, each creature in the area must succeed on a Strength saving throw or take 1d8 thunder damage. The wall can be breached or blocked by any metal or other material. A creature that enters the wall from a space created by the spell assumes the appearance of a creature. The wall can be breached or blocked by any metal or other material. Transmutation

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of thunderous force that lasts for the duration. The wall is 10 feet in diameter and can be up to 10 feet tall. It lasts for the duration against a nonmagical nonmagical construct, and against constructs on the same plane of existence as the wall. As a bonus action, you can create a 100-foot-radius sphere of force 1 inch thick centered on a point of your choice within 60 feet of you. The sphere can be up to 20 feet long and 10 feet wide. A creature that starts its turn in the sphere must succeed on a Strength saving throw or take 1d6 thunder damage. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A strong wall of swirling force springs from your fingertips to protect you from harm. Each creature in a 10-foot square on the ground must make a Dexterity saving throw. A creature takes 2d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Wall of Thunder

Casting Time: 1 action
Range: 60
Duration: Up to 1 minute

You create one wall of thunderous force in a 20-foot cube centered on a point you can see within range. The wall rises up to 50 feet in a 60-foot-radius sphere centered on the point you created. The wall can be 20 feet high, 20 feet wide, or 10 feet high, 15 feet wide, or 10 feet high, 10 feet wide, or 10 feet high, 10 feet wide, or 5 feet high, or none of those. The wall is 10 feet thick. The wall can be shattered, broken, or otherwise triggered by spells or other magical means, but the wall can't be destroyed or knocked down. A creature of your choice that can see the wall can see the wall, which can't be more than 20 feet on a side. The wall has the same height, width, and depth as the wall, but it can't be more than 20 feet on a side. If the wall is a vertical barrier, the wall can be 10 feet thick, 10 feet high, or 10 feet high, 10 feet high, or no wall at all. The wall can be made of stone, marble, or other solid material.

Wall of Thunder 90 Concentration, up to 1 minute A wall of whirling thunderous force springs into existence at a point you choose within range. Each creature in a 60-foot-radius sphere centered on that point must make a Strength saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The wall is a structure made of wood, stone, or some other similar material. It is a structure that requires at least 1d4 x 10 feet of additional structure to be made. You decide when the structure is created and how it might be restored. The structure’s weight is your spell’s ability modifier. The wall can be restored only once per round. A strong wind (at least 10 miles per hour) or a sudden change in weather (at least 10°F) can quickly disperse the structure and move it toward a point you choose before the wall appears. The wall appears on a point within range and lasts for the duration. If the wall cuts through a creature’s space outside it, the creature is restrained by it until the wall disperses it. If the wall is pushed up to 5 feet away from a point you choose before the wall appears, that space remains within 5 feet of it for the duration. If the wall fails to create a strong wind (at least 10 miles per hour), a sudden change in weather (at least 10°F), or a sudden appearance by a creature of Medium size or smaller (10 feet or less), the wall is permanently restrained by it until the wall appears again. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 10 minutes

You choose a point within range, and a creature of your choice within 5 feet of it must make a Strength saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. The wall of thunder spreads around corners, and when a creature enters the wall or moves within it within the spell’s area of effect, that creature must make a Strength saving throw. On a failed save, the creature takes 3d6 thunder damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the damage of each spell by one and increase the damage of each weapon attack by one for each slot level above 3rd. Evocation

Wall of Thunder

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

As the wind rages in your direction, you decide whether you want to explode or not. Choose a point within range. Choose one of the following effects when you cast this spell. • Make a ranged spell attack with a weapon. • Make a spell attack with a weapon. • Make a ranged spell attack with a weapon. • Make two or more weapon attacks with a weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Wall of Thunder

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 10 minutes

You cause a wall of swirling, churning air to burst from it at a point you choose within range. The wall can be up to 50 feet long or up to 60 feet tall. The wall must be on a solid surface and can be up to 20 feet thick. The wall can be blocked, or it can be supported by a thin sheet of earth. The wall lasts for the duration. The wall blocks 20 feet of movement for the spell’s duration. The wall blocks 20 feet of movement for the spell’s duration. When the wall appears, each creature in its area must make a Dexterity saving throw. A target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage and is restrained within the wall. The wall is 10 feet tall and has a diameter of 30 feet. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A wall of swirling energy erupts from you, centered on a point you can see within range. A creature takes 7d12 thunder damage when it enters the wall. When a creature enters the wall, it is under the effect of thunder. Creatures that pass by the wall are hurled into the wall, and they are pushed up against the wall. Each creature pushed 20 feet away must make a Dexterity saving throw. On a failed save, a creature takes 10d6 thunder damage. A creature that enters the wall for the first time on a turn or ends its turn there must make the saving throw again on a subsequent turn. Finally, a creature pushed 20 feet away must make the saving throw again each time it enters the wall for the first time on a turn or ends its turn there. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A wall of swirling thunder spreads out from a point you choose within range. The wall can be up to 30 feet long, 5 feet high, and 1 foot thick, and can be up to 10 feet thick. The wall can be blocked, knocked down, or centered on a point you choose within range. A creature that enters the wall for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d6 thunder damage. Evocation

Wall of Thunder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wall of water on the ground at a point you can see within range. The wall lasts for the duration, and you can extinguish the wall with your bare hands. The wall is thick enough to protect a structure up to 1 mile thick. It blocks line of sight but not movement. Any creature in the wall’s space must make a Dexterity saving throw. On a failed save, the creature is trapped. The wall is strong enough to crush even the most heavily reinforced structures in the area. Any creature inside the wall or that is not in the space must make a Dexterity saving throw. On a failed save, the creature is restrained and must use its action on each of its turns to make a Strength (Athletics) check against your spell save DC to break free. A creature restrained by the wall can use an action to try to break free again by making a Strength (Athletics) check against your spell save DC. On a successful save, the wall is broken free. Conjuration

Wall of Thunder

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The air bursts from a point you choose within range, spreading around corners and shattering buildings. Make a ranged spell attack against a creature on the ground within range. On a hit, the target takes 4d6 thunder damage, and the spell ends. Alternatively, you can cause the ground in a 20-foot radius around the point you choose to crack, crackle, or crackle, causing it to crackle and crackle around corners. A creature must succeed on a Strength saving throw or fall prone when the spell ends. Transmutation

Wall of Time

Casting Time: 1 action
Range: 60
Duration: 30 Hours

This spell creates a wall of time where time flows so that the strongest of all creatures can benefit from it. Creatures within 30 feet of you and creatures within 30 feet of you have resistance to damage based on the length of the spell’s duration. The barrier lasts for the duration, but it can’t reduce a creature or object under the spell’s effect to any state of suspended animation. When you cast the spell, you decide what rules apply to your time periods and how long each lasts, based on the creatures physical form and their current condition. If you cast this spell multiple times

Wall of Time

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: You create a wall of time for the involved unit. R

oll 2d6 and be all in! Each wall of time is a cylinder that has a 1-foot diameter and is 20 feet tall. Each wall has AC 5 and 30 hit points. You can fit up to twenty creatures in it. On each wall, you can place any number of words or images that you choose that are of sound element. The creatures in the wall can be suppressed or moved to the nearest unoccupied space that is within 10 feet of the wall (no creatures or structures within the wall). You can use your action to move the walls up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Wall of Wards

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create one of the following effects when you cast this spell. The first effect is created at the DM’s discretion. The second effect can come from any location on the DM’s area’s land if its surface area includes it. If the first effect occurs in a place not on the DM’s area’s land, the spell ends. The casting of the former spell destroys the two effects of the latter (it can still occur in areas other than the DM’s area if the two are present). A cast of the former spell destroys the wall effect if the damage to it occurs within 30 feet of it. The first effect created by the spell ends at the DM’s spot. If the spell ends in an area other than the DM’s land, that area is heavily obscured. Transmutation

Wall of whips

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates ten swords connected by a string of whips that hurls off objects and force them to spend 1 hit point when you cast it. At the DM’s option, the piece strikes a flat, fixed point and disappears instantly. A weapon or a thrown weapon strikes the whips with a 9 arrow piercing strike instead. A wispskin or a thicket-like appendage extending from the wrist and downward to the wrist strikes the objects and forces the creature to spend 1 hit point. The creature must make a Strength saving throw. On a failed save, the creature becomes restrained, suffers the bane spell (if any), and must use its action on each of its turns to speak one commandment that most obviously spells out commands to the creature. The restrained creature returns to its hand in a daze and must succeed on a Constitution saving throw or take 1d6 thunder damage when it enters the spell’s area for the first time on a turn or starts its turn there restrained. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Wall of whirling air

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a wall of whirling air on the ground at a point you can see within range. As an action, you can launch the wall at a point within range. It explodes at a point within 120 feet of a point you choose within 120 feet of you: a point you choose within range, up to 300 feet away. Choose up to ten creatures within 30 feet of the point you chose. Each target must make a Dexterity saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is forced to take the Dash action, which ends the move. Creatures that make the save when they make it into an enclosed space are stunned for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Wall of whirling air

Casting Time: 1 action
Range: 120
Duration: An illusion of one unbreakable barrier extends out

from a point you choose within range. Until the spell ends, any creature that enters the wall or moves through it must make a Strength saving throw. Any creature that starts its turn in the wall or that enters it without first attains the Strength required for the save, and it is forced to spend 1d6 force damage on attack rolls or saving throws to escape. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wall of whirling air increases by 1d6 for each slot level above 1st. Conjuration

Wall of whirling air

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A swirling wall of whirling air springs into existence at a point you choose within range. The wall appears no larger than a 30 foot cube and lasts for the duration. While the wall is in existence you can move up or down as you like, but it must not move over obstacles, such as high ceilings, until you finish casting the spell or if you are standing on it. When you cast the spell and as a bonus action on each of your turns you can move up or down as you move, up or down as you move, as a bonus action, as the wall moves towards you, or as a bonus action of your choice making use of my action to move my w as much as I can along the wall. If one end of the wall points at a creature, that creature must make a Strength saving throw. On a failed save, it takes 6d6 slashing damage, or half as much damage on a successful save. If one end of the wall points at a creature, that creature must make a Strength saving throw. On a failed save, it takes 6d6 slashing damage, or half as much damage on a successful save. If one end of the wall points at a creature—including you—and strikes a creature, that creature must make a Strength saving throw. On a failed save, the creature takes 7d6 bludgeoning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Wall of whirling air

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A nonmagical wall of whirling air springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. You can create a solid wall, or an incoherent wall made of thin, flexible material. You can make a ringed wall, a narrow wall made of hardwood, or a clouded wall formed by a cloud covering a sphere 60 feet in radius. Each wall must have a DC 20 construction. Each wall is 1 inch thick and 5 feet thick. You can shape the wall into any arrangement you desire, but it must not be based on any sort of nonliving material or a shape other than rope, rope, or wood. For example, you might shape the wall into a circular or a vertical girdle. The wall doesn’t have to be vertical, but it must nonetheless remain horizontal while keeping its face perpendicular to the ground. If you move the wall at least 10 feet (8 inches) per round for the duration, you can create a makeshift barrier there that blocks incoming projectiles and prevents them from reaching you. You can create a barrier up to 30 feet high and 20 feet thick by creating a circle or an arc with your spell’s vertical radius and its diagonally-angled radius. As long as the barrier remains in place, you can link it to a simple siege engines spell. Evocation

Wall of whirling air

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a wall of swirling air on the ground within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. The wall is hard and opaque and lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature can’t construct more than 10 feet of wall (the wall is only visible when there are multiple such creatures). On a successful save, a creature can’t construct more than 10 feet of wall. A creature can go back through the wall but only so long as it can’t move more than 100 feet. When you cast the spell, you can create a 10-foot cube of swirling air centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature becomes difficult terrain for the duration. Each round that the spell has effect has a cumulative effect of 1 round. Transmutation

Wall of Whirling Air

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a wall of whirling air centered on a point within range. Choose two points on the ground that you can see and a ceiling over the floor. That ceiling is 5 feet high and has a 60-foot radius. When you cast this spell—and as a bonus action on each of your turns thereafter—you can make a ranged spell attack with the wall, and it deals 2d6 bludgeoning damage to the target and causes the wall to wick apart while you are incapacitated. As a bonus action on each of your turns until you finish your next long rest, you can move the wall up to 20 feet and repeat the attack against one creature that is already at the top of the walls range. Conjuration

Wall of whirling air

Casting Time: 1 action
Range: 1 minute
Duration: Until dispelled, wall of whirling air forms a 10-f

oot high, 10-foot wide, 10-foot thick cylinder centered on a point within range. This air is difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it takes 2d8 thunder damage and is pushed 10 feet away from the center of the area. The wall’s perimeter is lightly obscured and there are 20 feet of exposed rock between its walls. Any creature within 20 feet of the wall can see through it, and any creature or object visible through the wall can’t be targeted by spells or invisibility curses. Evocation

Wall of whirling air

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a wall of whirling air in a 5-foot radius around yourself. Each creature in that area must make a Dexterity saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall forms a 20-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall is stiff against fire and is a solid barrier composed of acid, dust, and fog. Each 5-foot-radius sphere centered on a point within range extends into the air, remaining stretched out toward the target for the duration. When the wall appears, each creature that ends its turn within 10 feet of the point must succeed on a Strength saving throw or take 1d10 bludgeoning damage (if you have it, you take no damage at all). The spell ends for a creature that ends its turn within 10 feet of the point. Conjuration

Wall of whirling energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of whirling air appears at a point within range. Choose one creature in earthen or waxy cloud form within range. A creature that can’t be charmed enters the w stringing wall and remains there for the duration. Each creature that can’t be charmed enters the wall with half resistance until dispelled. A creature that doesn’t have a strong resistance to enchantments, such as berserk, becomes convinced that it has been charmed. Evocation

Wall of whirling energy

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering wall of whirling energy appears at a point you choose within range. You can create this wall by raising your spellcasting ability score and choosing one of the following options below. 1. Place up to 5 boulders in a unoccupied space of your choice within range. 2. Place two boulders on the ground in a 6-foot cube centered on a point within range. 3. Place three boulders on the ground in a 6-foot cube centered on a point within range. 4. Place four boulders on the ground in a 6-foot cube centered on a point within range. 5. Place five boulders on the ground in a 6-foot cube centered on a point within range. 6. Place six boulders on the ground in a 6-foot cube centered on a point within range. 7. Place seven boulders on the ground in a 6-foot cube centered on a point within range. 8. Place eight boulders on the ground in a 6-foot cube centered on a point within range. 9. Place nine boulders on the ground in a 6-foot cube centered on a point within range. 10. Place one or more glowing runes covering a 30-foot square or 10-foot radius and 10 feet or 10 inches or 10 inches or a half-mile radius around the globe. Evocation

Wall of whirling energy

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A nonmagical wall of whirlpools springs into existence at a point you choose within range. The wall is 1 mile long and moves with it, remaining the maximum distance between you and the wall. The wall appears behind you and lasts for the duration. When the wall strikes a creature, it creates a vortex that moves up to 10 feet in a straight line toward that creature and 5 feet out toward the wall. Any creature in the vortex must make a Constitution saving throw. On a failed save, it takes 14d6 bludgeoning damage and is pushed 10 feet away from the edge of the vortex. While in the vortex, one creature is forced to make a Constitution saving throw, which makes it jump and fall. A creature can jump over the top of the vortex and remain upside down on its body. The creature can use an action to make a Strength or Dexterity check, taking 5d10 force damage, saying, "You create a vortex there and then collapse it so that I can crush you at the drop of a hat. You suffer 1d6 bludgeoning damage for the duration." The creature automatically falls if knocked down more than 10 feet. Any part of the creature that is inside the vortex that is a blade, a hoop, or a hoop-like appendage is broken or loose. Any creature restrained by the vortex is pushed up against the wall, forcing a creature to make a Dexterity saving throw. On a successful save, the creature is restrained for the duration. Finally, any creature restrained by the vortex is knocked down is not knocked up into the air. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage falls to half the normal damage for the weapon used. Evocation

Wall of whirling noise

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a wall of whirling, whirling, crackling noise that seems to emanate from you. Each creature in a 20-foot cube on the ground must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall is a whole other world. Each 5-foot cube beyond the wall, creatures must make a Dexterity saving throw or be pushed 10 feet away from it. A creature must also make this saving throw when it enters the wall, unless the wall is made of stone. The wall blocks line of sight but doesn’t expand to include all nonmagical doors or windows on the ground. When a creature enters the wall for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 4d8 piercing damage, or half as much damage on a successful save. The wall also blocks any damage at the start of each of the creatures turn that the creature is on the wall. The first time a creature enters the wall for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 4d8 cold damage, or half as much damage on a successful save. The wall has AC and hit points equal to its hit points. When a creature enters the wall for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 piercing damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can construct one additional wall for each slot level above 1st. Conjuration

Wall of whirling water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A shimmering wall of whirling water appears in an unoccupied space you choose within range. You can make a ranged spell attack against a creature within 30 feet of the wall, or an object 5 feet in each direction, and it can make a Constitution saving throw. On a failed save, the creature can use its action to move up to its speed and find another unoccupied space within 10 feet of the wall. The creature must move when the wall appears. If an object moves over the wall and touches it, that object leaves behind a 25-foot cube of whirling water, and the spell ends. The wall is opaque and blocks vision through it. When a creature enters the wreathed wall for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 6d6 cold damage, or half as much cold damage on a successful save. The wreathed wall has AC 7 and 30 hit points. When the spell ends, the wreathed wall appears in the Ethereal Plane and deals 4d6 bludgeoning damage to any creature within 5 feet of it when it appears. Evocation

Wall of whirling water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 10-foot-diameter section of solid, floating water appears and floats in a 30-foot radius centered on a point within range. For the duration, this section of water is subject to the following effects. It can expand to accommodate as many as 40 feet in one direction, to stand on its own with you as a solid surface, and to merge with other water in the area and create a boom that lasts for the duration. Creatures that have a Strength of 5 or lower or that aren’t wearing armor or who can cast divination spells can only benefit from this effect when it appears within 40 feet of a creature or when casting a spell of a level 1st or greater level. When the whirlwind appears, choose one creature you can see within 40 feet of it, and follow the instructions given to you in detail in the book. You can use your action to move the whirlwind along a spot you choose within range, making it go from right to left, up or down, until it forms a horizontal stabilizing wall (the wall can be up as thick as a rock, or down as thin as thick mud) made from resilanches or parchments. Any creature that moves in the whirlwind must make a Strength saving throw. On a failed save, the creature is restrained and has its action on the next turn paralyzed for 1 minute, after which it can rejoin the whirlwind and continue to be restrained. The restrained creature can use a bonus action on each of its turns to make a Strength check against your spell save DC, ending the effect on itself on a success. Transmutation

Wall of Whirling water

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An invisible wall of whirling water springs from your touch. The wall lasts for the duration. It is 10 feet long and 5 feet wide, and it is composed of two panels. You can create one panel of whirling water or two panels of solid wisps of water; you create two panels of whirling water or two panels of whirling wisps of wisps. Each panel has AC 15 and 30 hit points. The first panel deals 1d10 force damage and the second panel deals 1d10 force damage. For the duration, the wall of whirling water and the wisps of water it creates can be affected by one other spell of your choice you can cast within 8 hours of the spell’s casting. You can create two or more panels. Each panel has AC 15 and 30 hit points. You can shape the wisps to create whirlpools or turn water-filled vats of boiling water. panels of whirling water or wisping lava 2 panels, 10 feet long and 5 feet wide panel. Each panel has AC 15 and 30 hit points. Each panel has AC 15 and 30 hit points when fully decorated. Each panel is 1/4 inch thick and can be made from opaque glass. panels of slashing damage (your choice when you create a weapon attack). Conjuration

Wall of whirling water

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling wall of whirlpool water appears on the ground within range. Each creature other than you in a 15-foot cone must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage as bludgeoning damage. For the duration, these creatures can’t take either hit or miss. At the start of each of its turns, each creature takes 10d6 bludgeoning damage, and each creature that fails the save must make a Strength saving throw. On a failed save, the creature takes half as much damage and isn’t restrained. At the end of each of its turns, a restrained creature or a being of Medium size or smaller can repeat the saving throw. It takes 7d6 bludgeoning damage on a failed save, and it takes 10d6 bludgeoning damage on a successful one. The damage and damage types are—

Wall of whirling water

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A swirling mass of water appears on the ground at a point you can see within range. A creature in the swirling mass can make a Constitution saving throw. On a successful save, you cause the swirling mass to disappear. Transmutation

Wall of Whispers

Casting Time: 1 action
Range: 10
Duration: 8 Hours

A shimmering force springs from your finger toward a creature within range and creates a powerful scream that causes the creature to tremble in fear. For the duration, that creature must make a Wisdom saving throw. On a failed save, the creature can’t speak a single command or do anything harmful to the creature, and the creature suffers from severe shaking and falls unconscious for the duration. The creature has resistance to all damage except psychic damage. You can shape the creature’s vision so the scream affects it in the same way as you shape your own scream. The creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature can’t speak a command or do anything harmful to the creature. The scream is a powerful distraction, making it nearly impossible for a creature that can use movement or jump to make a statement. In addition, if the creature makes a dash to the nearest safe spot and harms a creature protecting it, it falls 1d10 inches above the ground and is deafened for 1 minute. This deafness can deafen any class 5 or lower weapon use. The scream is a spell’s effect when it strikes a creature or a solid object, a wall, or a creature or an area of terrain that is no more than 10 feet wide or 10 feet deep. Transmutation

Wall of Whispers

Casting Time: 1 action
Range: 10
Duration: Until dispelled

Choose a spot you can see on the ground within range. You whisper a message that is 1 mile long and consists of a loud murmur and a lullaby that rhyme in English and French, a rhyme that is repeated ten times as many times as you would normally write, an ominous rhyme that is repeated for each creature within 5 feet of the location. The language barrier, or wall of silence, encloses the passage. Any creature that moves through the wall or enters it through the back of the wall or enters the passage through or through another creature's back or inside the wall or through another creature's back or inside the wall or inside the creature’s original space or within an area over a creature’s space, takes 1d12 thunder damage, and must use its movement to move away from the wall or enter the passage. The wall’s language can be unintelligible to all creatures except undead and vermin. Any creature that can hear you and isn’t being charmed must make a Charisma saving throw. On a failed save, you can use your action on the end of the creature’s turn and speak a line that clearly and directly objects to the wall and the passage, warning it off and ending its turn as a bonus action on its turn. If you cast this spell again, the message also objects to the structure of the wall and ends its turn as a bonus action on its turn. You could also issue a powerful magical command, such as to the force of nature, banish the wall and end its turn as a bonus action on its turn. This spell has no effect on constructs or undead. Conjuration

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell creates a line of indistinct, indistinct, indistinct sounds in the ground, a small area of grass, a forest, or a tall, wooded hill. You create these sounds if you have 5 or fewer followers. You also create a second line of sound when you cast this spell, one lasting for the duration or until you die. A sound can be heard up to 25 feet away from you and lasts for 1 hour. The sound disappears if you are killed off when the spell ends or if another creature ends its restorative spell. A creature

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: 1 minute

A shimmering wall of silence appears on a point you choose within range. The wall appears only if you or one willing creature you can see is within 5 feet of it, and only if one of the following apply: • The creature is speaking in gibberish, giving the illusion of attacking or parting with you, or casting spells that target it. • The creature moves through the wall, sometimes reviving a creature it hit with a weapon attack. This creature has

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: 1 minute

Choose a line of silence that you can see within range. The silence spreads across the wall, and the first sound a creature makes when it enters the warded area causes the warded area to become a silent place for the duration. The silence can be heard from up to 300 feet away. No sound can emanate from the warded area toward creatures, creatures, or things within 300 feet of the warded area. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: 1 minute

You create a miasma of whispers within reach that erupts from a wall or other solid wall within range. Choose any number of nooks and crannies on the wall, and the sound appears within a 20-foot cube—no larger than a quarter-mile radius. Each creature under the statue must make a Wisdom saving throw. On a failed save, a creature becomes cloaked for the duration. When the spell ends, the miasma sweeps across the wall, dealing 4d8 necrotic damage to any creature it can’t see within 60 feet of it. A creature that can’t see must make a Wisdom saving throw. On a failed save, the creature is cloaked for the rest of the duration. A creature’s speed is reduced by one step and it takes only half the amount of damage it takes before the spell ends. The wall also extends into the Ethereal Plane, potentially crippling nearby creatures guarding it against its effects. While creatures of the wall’s kind are within 30 feet of the w object, they can’t be targeted by its effects. Conjuration

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: 1 Round

You reach into the deepest reaches of the mind of a wall of whispers. When a creature enters the warded ward, none of its actions or attacks are possible, and it can’t activate, cast, or take any action that would normally be possible. Any creature or object blocking the warded wall is turned to stone and rendered impassable if it ever moves. Any creature or object within the wall’s space is affected as a free action and must make a Wisdom saving throw. On a failed save, the creature can throw a staff or other melee weapon at the warded wall, which w as launched at the creature. On a successful save, the creature might be able to break the wall and strike one of its own in the back. A creature takes 5d8 lightning damage if it can’t see and 5d8 damage if it can’t see within 30 feet of the warded wall. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a wall of whirling words that form when a creature with a Good score reaches the climax of the spell’s damage tier. The wall lashes out at your command, mimicking words spoken by a phoenix or a unicorn. It lasts for the duration or until you dismiss it as an action. When you cast this spell, you can have your spellcasting ability automatically interrupt for the triggering word. It immediately occurs and must first occur within 10 feet of you, where the phoenix or unicorn is located. If you speak the word at the same time each day for a year, the spell ends for you. You can also end the spell early; if you cast it again before the year ends, the spell instantly ends, because words are spoken throughout the year. The spell tells you the current day, time, and places of the phoenix, unicorn, and human companions. Divination

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: 4 Hours

You create a wall of whirling, shriveling noise that appears behind or at the edge of your current location. You can move up to 60 feet in a straight line from one point you can see within range to another point within 120 feet. You can then use your action to speak these words, sending the wall flying. Each creature that can hear you must make a Wisdom saving throw. On a failed save, the creature takes 5d10 thunder damage, or half as much damage on a successful save. The spell’s sound can be so strong that it pierces armor, and it spreads around the room in a circle with pits in it. Each creature that takes 5d10 thunder damage or more when it moves within 1 mile of the pit or pit must succeed on a Dexterity saving throw or become frightened. The spell ends if you or someone else uses a Spell of 6th level or higher to open the pit or pit circle, if you choose. The spell has no effect if the pit or pit is visible from a different plane of existence. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of whirling, shrieking, and/or pounding noise that is audible within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall disappears when the spell ends. It blocks line of sight but not move, and passing creatures can pass through it. When you cast the spell, you can affect only one creature at a time, and the wall appears once throughout the duration. When you cast the spell again, you must choose a different target. Each target must be within 30 feet of you in order for the wall to appear. If a target is present where the wall doesn’t appear, the target must pass through the wall to affect it. If you affect a creature that is here to affect a creature hereuntoitrably hostile to you, the target must succeed on a Wisdom saving throw or become hostile toward you until the spell ends. Conjuration

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

An ominous, twisted wall springs forth from a creature’s space of choice within range. It appears to be made of wood, stone, or some other kind of magical insulating substance, and lasts for the duration. When the wall appears, each creature within 10 feet of it must Make a Wisdom saving throw. On a failed save, a creature takes 1d6 piercing damage when it moves into the wall and is struck by one of the beams. On a successful save, it takes half as much damage and isn’t struck by other beams. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering wall of whispers appears at a point you choose within range. Each creature in a 5-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or take 1d12 words of trinket effect, and one word of illusory nonsense effect, at the end of each of its turns, ends the spell. Each creature that fails the save must take 2d10 bludgeoning damage, or half as much damage on a successful one. The words can penetrate metal or solid walls, but they are too small to carry out other damage. Each creature other than you in the sphere takes bludgeoning damage whenever it moves into it. At the start of each of its turns, an invisible wall of whispers appears at the point you choose. Until the spell ends, a creature can use a bonus action to move through the wall, avoiding it and succeeding on its first attack with it. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of whirling mist appears in an unoccupied space of your choice within range and lasts for the spell’s duration. The wall seems to emanate from a creature in the area, telling you everything that is hidden within. Creatures, plants, and other "off-putting objects" can’t pass through the wall, and its strong points can break it, leaving behind no physical connection. The Wall appears in any spot within range and lasts for the duration. In addition, when a creature is targeted by a spell or a similar spell, it can hear a Word (pale red) as part of its attack and another Word (orangeish) as part of its spellcasting. If the two words come from the same Word or from the same spell slot, they both warn the creature. It is possible for a creature to be targeted by the Word, cast a spell, and thus have its Intelligence and Wisdom score incremented or modified as part of casting the spell. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Wall of whispers appears on the ground within range when you cast this spell. The wall appears on one side of the image of an intelligent being that you can see within range. It lasts until the spell ends, and the sound waves dissipate into smoke if there is no smoke within 30 feet of it. When sound waves arrive, they leave behind a cacophony that might otherwise frighten creatures. When the wall appears, each creature in its area must make a Wisdom saving throw. On a failed save, a creature takes 1d6 thunder damage. At the start of each of its turns until the spell ends, a creature must make a Wisdom saving throw. On a successful save, it takes half the damage, or half as much damage. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 150
Duration: 10 minutes

A shimmering wall of whispered whispers appears when a creature of your choice within range rises from the ground or reaches for a spell of 3rd level or lower. The wall appears as a shimmering circle centered on a point you choose within range. The wall appears when a creature or object moves into or within the area. It remains in place for the duration or until the spell ends. The wall’s area can be blocked, but it can’t exceed 15 feet high, and it sheds bright light in a 20-foot radius. Through the wall, a creature can see through it, at the DM’s option. While in the wall’s area, a creature can affect one of the following effects with one of the following effects of its choice, which confer their effect on the target: • 1) When you or one of your companions strikes an affected creature, assume the attack’s triggering ability, and then increase the target’s level by 1 until you have that ability, at which point the creature takes 2d10 damage of the two triggered effects for each level of that ability • 2) While the creature is affected by any of the abilities †, it can make a Constitution saving throw, taking 4d10 extra damage of the ability ability or 5d10 extra damage of the ability (if the creature has it) 3) When the creature finishes its turn, it chooses the ability it chooses and makes the appropriate attack roll. 4) When you use an ability to wick the wall, make a ranged spell attack for it, and then either end the turn or deal 4d10 psychic damage, the spell ends, and the glowing green portal opens in a 20-foot radius around it. Each creature that starts its turn in the portal takes 4d10 radiant damage and must make a Wisdom saving throw. On a failed save, the creature takes 10d10 radiant damage (if you have it, it takes 10

Wall of Whispers

Casting Time: 1 action
Range: 150
Duration: 1 Round

A whisper that is indistinct, small, and indistinct while made against invisible barriers sounds like a call. For the duration, the whisper appears 1 foot in each side of an area that is 10 feet to 20 feet wide and that is made from solid steel. That portion of the wall is invisible to creatures of your choice that can see it. It sounds like a whisper, creating shadows in the ground and creating shadows within 5 feet of any creature that can see it. The shadows dissipate when a creature uses its action to shake or whisper the passage of a long distance. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 7th. Transmutation

Wall of whispers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A spectral wall of whispers appears on the ground within range and lasts for the duration. You can move the wall up

Wall of Whispers

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A whirling wall of whispers appears on the ground within range and lasts for the duration. Each creature in a 40-foot cube lies prone if it is already resting on the ground. While a creature has full rest and movement while resting on it, a creature prone to fall asleep must make a Wisdom saving throw. On a successful save, it falls unconscious for 1 minute. While unconscious, the creature can use its action to make a new conscious effort to move as much as it can without disturbing its body, but until it wakes up, it doesn’t have the ability to move nor can it move as far back as it would have to move to do so. In addition, the creature doesn’t seem to notice that another creature has fallen unconscious if that creature is within 60 feet of the wall or if a creature within 60 feet of the wall has stumbled or fallen. Conjuration

Wall of Whispers

Casting Time: 1 action
Range: 1 Mile
Duration: You create a small door on a flat solid surface th

at you can see on a solid surface. You can make the door a narrow passage made of panels or a vertical column made of wood or stone. The door is 1 inch thick and is open to the public (no pets allowed in). You can open or close the door yourself, which requires a successful Intelligence (Investigation) check against your spell save DC. If you succeed, the door is lit and emits a loud, screeching noise. When the light dims, the door moves and creatures within its area are blinded and deafened (if you are within 5 feet of it, you can use your action to move the door up to 20 feet and deafen creatures within it for the duration) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can open or close the door using a Huge or larger spell slot of 2nd level or higher. Conjuration

Wall of Whispers

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This wall sprouts from a prepared tree trunk and extends along a point within range, 5 feet thick. When the wall appears, each creature that it impacts summons forth a loud shriek. The shriek sounds like a churning pit, and creatures that are on the bottom floor of the den are pushed up against the wall in a 25-foot cube centered on the

Wall of Whispers

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a wall of whispers in a 15-foot-radius sphere centered on a point of your choice within range. The wall lasts for the duration or until you dismiss it as an action. Afterward, it illuminates any wreaths or other openings that would normally be obscured, and it emits a loud, echoing voice whenever it moves within 15 feet of that point. It is imperceptible for 1 minute. When the wall appears, each creature in its area must make a Wisdom saving throw. On a failed save, a creature takes 20d6 thunder damage, and it is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. A creature can choose to fail the saving throw, and if it fails, it is not blinded, deafened, frightened, petrified, frightened of its own size, or restrained. At Higher Levels. Casting of this spell using a spell slot of 2nd level or higher causes the wall to animate and cause the current one to automatically take 2d4 lightning damage, and it deals 2d4 lightning damage to each creature that ends its turn within 5 feet of the wall or when it strikes it. When you fire the wall, choose a nonmagical weapon made of transparent material, such as a wooden stick, made from metal, flammable, flickering lead, or a mixture of these. When you fire the fire, make a ranged spell attack. On a hit, the target takes 4d8 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a voice that crackles with anger and dread in a 5-foot cube centered on a point within range. Until the spell ends, you can make a Wisdom (Perception) check against your spell save DC to instantly alarm the wailing creature. Enchantment

Wall of Whispers

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a wall of whirling whispers in a 10-foot cube on a flat solid surface. The wall appears dark and translucent when closed. It lasts for the duration or until you dismiss it as an action. You can speak any language you prefer (including an old tongue, if you are familiar with it) to create such a wall, and it emits whispers that rhyme with the current moment and are not from your language. You can make sound bites and rhyme glyphs in your language, but the wall can't speak. The wall emits bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that enters the wall for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 2d6 necrotic damage. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an invisible wall of whirling, shimmering whispers in a 20-foot cube centered on a point you choose within range. The wall appears in any orientation you choose: horizontal, vertical, or diagonally. It blocks line of sight but can’t pass through it. The wall can be removed by a simple action. The wall is intangible and, if removed, can be restored to its original shape by spending 1 hit to a creature or object within 30 feet of it. Divination

Wall of Whispers

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

A shimmering wall of whirling, twisting, and shimmering sound descends on an area within range and lasts for the duration. The wall is opaque and blocks line of sight but not movement. When the wall appears, each creature within its area must make a Wisdom saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 60
Duration: ConcentrationUntil dispelled

A strange wall of whispers appears at a point of your choice within range and lasts for the duration. The wall appears at the point of your choice that you can see and is in a solid solid mass of two to three feet on each side. It is translucent and can be colored as you wish. If you cast this spell on the same spot every day for a year, casting it on the same spot every year for a year, it creates the illusion of a wall of whispers rising from the spot you choose. Each 5 foot-wide circle of whispers spreads out from the spell in a 5-foot radius centered on the point you chose. Any creature that is within 5 feet of the point when you cast the spell must make a Wisdom saving throw, taking 8d10 psychic damage on a failed save, or half as much damage on a successful one. (Typically, a creature takes half the amount.) At the end of each of the spell’s duration, the wall appears and lasts for the duration. While the wall is on the ground, the spell ends if you use a bonus action on a subsequent turn to move up or down a 5-foot ladder by using only one hand action. While the wall is on the ground, you can move through it by using an action and using the same movement. You can move across the wall as if you were climbing it, and you can’t more than 10 feet away from it. You can’t use reactions or any other means to move across the wall. You must use either hands or the wall’s space when you create the magic weapon action, if any. Transmutation

Wall of Whispers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of whips and/or drums in a 5-foot-radius circle on the ground within range. You can create one of the following effects when you cast this spell: • You create a moderate silence on the ground in the area or a loud alarm sound if you are within 10 feet of it. • You cause up to four trees to leap from your path to a height of 10 feet directly above you, forming a tree-lined corridor. • You cause floating orbs of light to emerge from the ground in an unoccupied space that lasts until the spell ends. These orbs can hover no more than 5 feet off the ground and can illuminate up to 30 feet on a side. • You create a gateway to a dimension beyond the Material Plane, a gateway that leads to a dark and dark secret chamber within range, or a sort of demiplane or greater room within range. The spell fails if you are forced to go through the flesh of one creature or if the creature you go to is made entirely out of stone. Divination

Wall of Whispers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of whispers appears in a location that you have seen within range. Until the spell ends, you can see a portion of the wall up to 500 feet and can see through it. If you’re within 60 feet of it, the image appears to be

Wall of Whispers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of whirling, audible whispers that hover in the air for the spell’s duration. The wall lasts for the duration. It blocks all but visible light and darkness, and can’t be broken. When a creature enters the warded area, and creatures and object collide, the wispy wall disappears. Any creature or object in the area that was already inside the wall (or its region when the spell ended) is barred from entering the warded area. A creature or object can’t enter the area, and any object or creature inside the area can’t be eviscerated. A creature or object can’t attempt to cast a casting of a casting spell, or a saving throw against a trap. Evocation

Wall of Whispers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of whirling, buzzing sounds that are composed of gentle whimpers that can be suppressed by spells and martial techniques. The wall appears in such a way that it is impossible for creatures to pass through it. The wall appears to be made of magical force, but creatures can’t be compelled to make magical barriers between themselves and the wall. The wall is thick with magical force, and any creature within its space when the spell occurs must make a Strength saving throw. If it fails, the wall falls, and the spell ends on its current path. If it succeeds, the wall stands, and any barriers remaining between it and the wall are filled with swirling whirlpools. Any creature affected by the spell must make a Dexterity saving throw. On a failed save, the creature is restrained by the wall. A creature restrained by the wall makes another Strength saving throw at the end of each of its turns. On a successful save, the wall is broken and no longer exists. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional walls of whirling sounds at a location other than the one you select. Three Walls. When you cast this spell using a spell slot of 7th level or higher, you cause up to three wall of whirling sounds around each location. Each wall must be 10 feet high, and each wall must be nonmagical in nature. Any creature restrained by the wall when it appears or that isn’t restrained when it moves must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature restrained by the wall when it creates a wall of whistling noises must make a Dexterity check contested by the save DC. On a success, the creature is no longer restrained by the wall and is instead engulfed in whirling blades of whiny wind. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the whirlwind increases by 10 feet for each slot level above 6th. Conjuration

Wall of Whispers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of whirling, shriveling words that appear to emanate from you in 5-foot-tall, 10-foot-diameter panels. The wall has AC 15 and 30 hit points. The wall can be broken up into sections to form a wall of thick, hard wood panels. The wall is 1 inch thick and can be pushed up to 30 feet in any direction. Each panel has AC 15 and 30 hit points. A solid piece of hard wood blocks the wall. The wall is 20 feet long and 5 feet thick. The wall appears in the center of the room and is 10 feet tall and 6 feet wide. The wall is opaque to all but invisible light and prevents creatures in it from seeing through it. A creature that enters or enters the wall when the spell ends must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage, or half as much damage on a successful save. A creature can’t use its action to move through the wall, and it can’t have more than one piece on it. Each piece of the wall weighs 1 ton. Conjuration

Wall of Whispers

Casting Time: 1 action
Range: 90
Duration: 1 minute

You whisper a message that appears in an unoccupied space of your choice within range. The words can penetrate tough walls and thickets, and can reach up to 60 feet. Each creature that hears the whisper must make a Wisdom saving throw. On a failed save, the creature is pulled 10 feet away from the source of the sound. A creature that hears the whisper can make a Wisdom saving throw at the end of each Movement. A creature that succeeds on its saving throw must immediately move to the nearest unoccupied space of your choice that is within reach of the sound, or half as far away as the whisper is centered on. A creature that fails its saving throw must succeed on a Strength saving throw or take 1d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Wall of Whispers

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a 10-foot-radius invisible wall of whirling sound and sound. The wall is composed of one 10-foot cube centered on a point you choose within range. You can shape the wall to create a sphere of supersonic air or a disk of air that is made up of ten 10-foot cubes. Each cube bears a certain symbol and must fit within a 5-foot cube—or two spots you chose. The walls appear in any shapes and are imperceptible to creatures other than the creatures you chose. Each cube has a 5-foot radius and can’t exceed 15 feet high. You can shape the wall so that its perimeter is 60 feet wide, 90 feet thick, and 40 feet deep. The wall is animate or construct-like in shape and has a 20-foot radius and a 60-foot diameter. It lasts until the end of its next turn. When the wall is destroyed, any life, including plants, animating or otherwise, that you choose is slain. If you cast this spell again, the wall is removed from its place and all life created by it is destroyed. A disintegrate spell

Wall of Whispers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and whisper a whisper of sound within range. The target must succeed on a Wisdom saving throw or become charmed by you until the spell ends. Similarly, if you touch a nonliving object and the spell ends, the illusion fades. A nonmagical object that you touch has no magical properties at the time of the touch. This spell ends if the object you touch is no longer in its original container. The spell also ends if the object is no longer in the same container as the one you used to create the barrier. Transmutation

Wall of wholeness

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell cuts through wall of whirling whirlpools in a 30 foot cube centered on a point you choose within range. Each creature in the wall has advantage on Dexterity saving throws and can use a Strength saving throw against it every day for the duration. A creature in the cube when you cast this spell must also make the saving throw against a spell of 3rd level or lower. On a failed save, the creature takes 10d6 bludgeoning damage and is restrained for the spell. On a successful save, the creature takes half damage, and is restrained for the spell until the spell ends. The trapped creature can use an action to free himself or her. If it’s a Huge or smaller creature, it can make a Strength or Dexterity weapon attack. On a hit, the creature must make the saving throw against the spell or an ability effect, and the creature takes half damage on a failed save, and half damage on a successful one. Transmutation

Wall of Wind

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a wall of shimmering wind that blocks incoming projectiles and slows incoming movement. The wall lasts for the duration. While the wall is in motion, creatures that move through it can make melee weapon attacks against it. Each creature in the wall must make a Dexterity saving throw. On a success, the creature takes 4d8 thunder damage, and the wall is broken. On a failed save, the creature takes 3d8 thunder damage, and it takes 1d8 thunder damage on each of its next two turns. In addition, during the wall’s duration, any creature that moves through the wall must make a Dexterity saving throw. On a failed save, a creature takes 4d8 thunder damage, and it takes 2d8 thunder damage on each of its next 2 turns. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A shimmering wall of whirling wind appears at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It lasts for the duration. If you cast this spell on the same creature or object every day for 30 days or more, the wall doesn’t extend its wallsowing radius. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A storm cloud forms in a 60-foot-radius sphere centered on a point of your choice within range. Until the spell ends, you and any creatures that are close enough to you can make attacks with ranged weapons. Each creature that is completely covered by a spell or that can be targeted by a ranged weapon attack has disadvantage on the attack roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the wall of wind increases by 1dlO for each slot level above 5th. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A swirling mass of swirling air appears at a point you choose within range. The wind can be up to 10 feet long, 2 feet wide, or a half-mile deep. The wind can be circular, 3 feet high, or it can be circular, 1 foot high, or any shape that suits your purpose. The wind can be contiguous with other winds, but wind-bordered structures, particularly ones that bear a symbol of a god’s service on the wall, can’t be viewed. The wind can be suppressed by spells or magical means, but the spell fails to cause the wind to grow louder or to create a larger volume of air above the wall. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A swirling wall of swirling winds is created within a 10-foot cube on the ground at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on its side. For any combination of the two, the wall produces a portion of the entire wall that remains in place up to the duration. The wall produces no heat, cold, or radiation. It doesn’t cover a space, other than in an area where it is physically present. It is imperceptible from touching, moving, or firing objects or magic items within the wall. A creature that starts its turn in the wall’s area has no exit but turns it back, dealing the DM the number rolled in magic medicine equal to the necromancy level of the component creatures. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A swirling wall of water forms a 20-foot-radius, 60-foot-high cylinder centered on a point within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on a solid surface. A ceiling or a span can stand in the way of entering the wall, but otherwise remains a ceiling-like structure. The wall can be up to 60 feet tall, as long as its periphery, and extends from the wall up to the periphery. The wall doesn’t split into sides or forms a single building. Each side faces a different target, requiring you to determine visually where the wall meets with other effects at a later stage. If you target an area, a wall, a structure, or a portal, the wall appears in all but the shortest of directions. Affected creatures can swim away from the wall or face it directly, but they can’t cross the edge. Conjuration

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of strong wind (ignoring surrounding terrain) forms a 10-footradius, 30-foot-high, 30-foot-deep demiplane that moves with the wall to a distance of 100 feet. Until the spell ends, the demiplane moves with the wall to a place where spells can be cast without affecting creatures or objects within it. At any time for the duration of this spell, the wall erupts with booms, deafening all creatures within 10 feet of it and leaving creatures deafened for the duration. Creatures and objects within the warded area can’t attempt to cross the wall, and any creature in the area takes 10 additional foot damage each time it steps into the demiplane for the first time on a turn. If the wall is ever breached, the creature or object is trapped, causing the wall to burst and create a disturbance in the fabric of space. A restrained creature can use an action to break free from the conjured condition if it is in the warded area and doesn’t pose a threat to its life or physical well-being. The wall can be destroyed, as can other

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of strong wind rises in a 10-foot radius around you. The wall lasts for the duration. When the wall appears, each 5 feet on a side and spread across a 5 foot radius, deals 1d6 bludgeoning damage to each creature within 5 feet of it. The wall can’t pass more than 10 feet below

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of whirling wind spreads out from a point within range. Each wall 40 feet in a direction you choose must be no larger than a 30-foot cube. For the duration, wind can’t pass through the wall. The wall can be removed by force with a successful DC 20 Strength check. Each creature that enters the wall must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th or higher, there is a 50 percent chance that your spell’s damage increases by 1d6 for each slot level above 5th. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wind, like the wind of war, rips through any solid surface within range and makes its way towards a creature within line of sight. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 bludgeoning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wall of wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of swirling wind centered on an area you choose within range. The wall can be anywhere, and it can be up to 50 feet long, 10 feet high, or 15 feet high

Wall of wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of swirling wind centered on an area you choose within range. The wall can be anywhere, and it can be up to 50 feet long, 10 feet high, or 15 feet high. The wall is 30 feet in diameter and 10 feet high, and it can be up to 1,000 feet long, 20 feet high, and 20 feet high. The wall can be on any surface or at least a solid surface and is made of any material that is difficult to take as a material component. The wall is made from 20-foot-diameter panels of wood or wood trusses. The wall is made of 1-inch by 1-inch thick material that is difficult to break. Each panel must fit within a 20-foot-diameter box that is 5 feet by 5 feet, and each box must have at least one slot that fits within the cube’s reach. Each piece of material must be at least 1 inch thick. The wall can be up to 20 feet long and 5 feet high. Each panel must be free of any visible damage or other sensory effects. A creature that is affected by the spell can make a Dexterity saving throw, taking 4d8 force damage on a failed save, or half as much damage on a successful one. If the creature fails the save, the wall is knocked up to 40 feet away from the creature. A creature knocked up to 40 feet away from the wall must make a Dexterity saving throw at the end of each of its turns. On a successful save, the spell ends. The spell can also be ended by other means. If the wall is placed outside a creature’s space, that creature must succeed on a Dexterity saving throw or be pushed 10 feet away from the wall. If the wall is placed on an object or a surface that is difficult to move, such as a wall of wood, metal, or other hard substance, the object or surface must be moved to allow the movement of the wall. An object or surface that is not made of wood, metal, or other hard substance can be moved to allow the object or surface to move. Abjuration

Wall of wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of swirling wind that extends no higher than 30 feet. Each creature in a 5-foot-radius sphere of swirling wind must make a Dexterity saving throw. A creature takes 3d8 wind damage on a failed save, or half as much damage on a successful one. While the wall is in place, creatures can use their action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends on the creature. The wall, though composed of swirling wind, can be difficult to block. Creatures can make this saving throw at any time, even when they are within 30 feet of the wall. Conjuration

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of swirling wind that spans miles and miles of solid ground that is 5 feet in diameter. The wall extends from the point of impact at a point you choose within range. The wall can be created from any material, including stone, wood, or other nonmagical construction. The wall is heavily obscured and can be difficult to see through. The wall collapses whenever a creature moves in it, and it is difficult terrain for creatures other than you to pass through. The wall does not prevent creatures from casting spells. If the wall is cast into an object or moved by another creature, the spell fails. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You grant wind that disperses fog, smoke, fire, or water in one solid category within range a direction you choose, up to ten feet per round for 10 minutes. The effect remains for the duration or until you use the wall’s construction spell. To a creature, it appears as a shadowy barrier that protects a category of creatures or things only partially formed, such as trees or some structures. When a creature enters the wall for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, it can spend up to half its movement. In addition, the wall sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Whenever the wall appears, each creature within 20 feet of it must make a Constitution saving throw. On a failed save, a creature takes 16d6 radiant damage and is blinded for 1 minute while blinded. On a successful save, it takes half as much damage and isn’t blinded. The wall can be damaged as a bonus action on each of your turns. It deals an extra radiant damage to both attackers and defenders when it strikes. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of wisps of wind in a 5-foot cube centered on a point you choose within range. Each creature in the wall must make a Dexterity saving throw. A creature takes 4d8 + 10 blights when it enters the wall for the first time on a turn or starts its turn there. The wall then disappears, leaving behind a wall of wisps of wind that lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of condensed air springs into existence at an angle along a creature’s motion that you choose. The wall lasts for the duration. It is a sphere about the size of your fist. It can be up to 30 feet long, 10 feet high, and 1 foot thick, and it fills a space that is a half size category larger than the space occupied by the wall. The wall’s space is difficult terrain. When the wall appears, each creature that enters it must make a Strength saving throw. On a failed save, a creature takes 10d4 cold damage and 1 inch of blue glass covering its flesh turns it into a hulking cloud of clouds, each 10 feet high and 3 feet diameter. A creature must spend 5 minutes moving through the cloud for the first time on a turn or starts its turn there wearing no gear. Once it has done so, it can use Strength to fight the cloud. When it finishes moving, it creates a moderate blast of condensed air at the destination point within 120 feet of it. The condensed air produces a strong wind that creates two 40-foot cannonship-sized blasts of condensed air within 30 feet of it. Each cannonhip blasts apart any barriers, trees, or other solid surface that makes it way. A continual flow of condensed air also creates a steady flow of water that keeps pace with the speed of water on land. A continual flow of condensed air produces a constant gust of wind (shatter) rippling through the wall. Each creature that enters the wall when it appears or moves must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature restrained by the condensed air can use its action to make a Strength or Dexterity check against your spell save DC, and the creature takes half as much damage and isn’t knocked prone. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A white sheet of strong wind appears at a point you choose within range. You can create a wall of whirlpools on a solid surface. You can make one wall up to 60 feet long, 10 feet high, and 1 foot thick. Each wall has AC 10 and 30 hit points. The w

Wall of wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wind of swirling wind, centered on a point within range, can be heard up to 60 feet away. Until the spell ends, the wind can be heard up to 100 feet away. If the wind is strong enough, it can be heard up to 30 feet away. The wind lasts for the duration. The wind is in motion. The spell ends if the wind is strong enough. If you choose a point within range, the wind becomes more powerful as it moves to the nearest point of the spell. Transmutation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The air around you twists and forms a wall of whirling blades, each 5-foot long and 5 feet wide and spaced 90 feet on a side within range. That wall lasts for the duration or until the wind is reduced to 0 or the spell ends. When you cast this spell, you choose one of the following effects to make the wall: 1. Rope locks. Through the fabric of the wall, a creature, object, or creature or object can pass through it and pass through the blade in one piece. Both times the creature or object passes through the rope, the object or creature is somehow reduced to 0 hit points and the enchantment ends. Barrier. Reduces a creature or object knocked prone to make a melee spell attack against the wall. If a creature or object would be surrounded by the wall at the start of its turn, the creature or object would be restrained, and that creature or object would take 8d6 bludgeoning damage, and it would be restrained as if it had been injured by the spell. This damage can’t occur without first briefly restraining the creature or object. Blade. Reduces a creature or object knocked prone to make a melee spell attack against the wall. If the creature or object would be surrounded by the wall at the start of its turn, the creature restrained by the wall would make the attack twice as likely. This damage can’t occur without first briefly restraining the creature or object. Through the wall. The wall appears in any unoccupied space you choose within range. As part of casting this spell, you must have seen the wall at least once, and you must have seen its outline within 10 feet of you. To cast this spell in a space that isn’t covered by an opaque barrier, a creature must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. If you have seen the wall at least once before, you can see through it and thus can’t perceive the creature. You can’t activate the wall to attack. Instead, you must use your action to crush the creature and ram it to the ground, then use your action to move the wall up to 30 feet in a straight line. Once you have done so, you can slam the creature to the ground with your action or make a ranged spell attack. The creature is restrained and has disadvantage on attack rolls against targets within 5 feet of it. If you or someone you designate attacks the creature, the restrained creature makes a Constitution saving throw to break free. The creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Wall of wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of swirling air that blocks all but invisible creatures on a path you choose within range. A creature must make a Dexterity saving throw if it moves or is pushed 120 feet (or 10 feet if it is pushed 30 feet). On a failed save, a creature takes 10d6 + 5 bludgeoning damage and is knocked prone. A creature that successfully saves against this spell has disadvantage on attack rolls against creatures in the area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Wall of wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of swirling wind centered on an area you choose within range. The wall can be anywhere, and it can be up to 50 feet long, 10 feet high, or 15 feet high. The wall can be on any surface or at least a solid surface and is made of any material that is difficult to take as a material component. The wall is made of 1-inch by 1-inch thick material that is difficult to break. Each panel must fit within a 20-foot-diameter box that is 5 feet by 5 feet, and each box must have at least one slot that fits within the cube’s reach. Each piece of material must be at least 1 inch thick. The wall can be on any surface or at least a solid surface and is made of any material that is difficult to take as a material component. The wall is made of 1-inch by 1-inch thick material that is difficult to break. Each panel must fit within a 20-foot-diameter box that is 5 feet by 5 feet, and each box must have at least one slot that fits within the cube’s reach. Each piece of material must be at least 1 inch thick. The wall can be vertical. A creature can use an action to crack the wall, or it can make a Strength or Dexterity check against your spell save DC. On a failed save, a creature takes 3d12 force damage. Evocation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of whirling air at a point you choose within range. You can make the wall up to 60 feet long, 10 feet high, and 10 feet thick (in either direction). You can make the wall up to 30 feet thick wall, 15 feet high, and 20 feet thick at the same point you cast the spell. Each wall of whirling air has AC 5 and 30 hit points. When you cast this spell and as a bonus action on each subsequent second subsequent to the end of your next turn, you can move the wall up to 30 feet in any direction. When you use an action to move the wall, you cause it to flicker, create audible rumbles, and cause audible rumbles of 40 feet in the space of the second weany. The flicker ends when the flicker originates from you, and the flicker is permanent. It creates a 30-foot-radius cloud of swirling winds above you. The wind and the blizzard that surrounds the wall are both created by the spell. When one of these winds blows in a direction you choose, create a 20-foot-cube, 30 feet beneath the surface of the ground and centered on each point you choose within range. Each creature in that area must make a Constitution saving throw. The creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, when a creature hits its saving throw against the bludgeoning wind, it begins moving 5 feet slower for 1 minute, and then it ends the move. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you create a wall of whirling air that is 5 feet long and 5 feet thick at the base. When you use a spell slot of 9th or 10th level spell, you create a wall of whirling air that is 1 inch thick at the start of each of its turns, until you create a vortex of whirlpools, or until you create a vortex of whirling air that has 60 hit points (in which case, the vortex must fill 5 10-foot cubes instead of the normal 6). Both effects last for the duration. Any effect that lasts for the duration's duration, or that can be stopped by a change in weather, weather spell, or other magical effect, requires a different use of the warding ability. Conjuration

Wall of wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of wind in a 60-foot cube centered on a point you can see within range. A 60-foot cube spreads the wind across any length of flat surface within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. While in the wall's area, the creature takes 1d6 bludgeoning damage of the type of damage to come from the spell’s range. If the creature is moving or otherwise affected by the spell, it must

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of wind that extends up to 30 feet in

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You project a wall of swirling

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A 100-foot-tall wall springs to life, creating a 360-foot-wide area of swirling, flowing air. The wall lasts for the duration or until an object strikes it or a force field of water (such as a ceiling, a pillar, or a wall) fills the area. The wall can also be made up of many similar objects and structures. Any object that fits within the wall is considered unprotected under the Ethereal Plane and can’t been damaged or otherwise transported by it. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must spend 1 Strength point to maintain a suspended animation of its own. When the wall appears, each creature within its area must succeed on a Dexterity saving throw or fall. An object or structure created by a successful save increases by 1d6. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can move through the wall in any direction, though it must move up or down one level before it can move again. Transmutation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A thin, translucent wall of wind of wind (10 feet in diameter, 5 feet high, and 10 feet thick) 10 feet long and 5 feet thick, spread along a 30-foot-radius sphere of water and centered on a point of your choice within range, as determined by the DM. The wall is 10 feet long. The wall can be up to 10 feet thick, up to 10 feet wide, as long as it is on an unoccupied space or if it is on an un

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a 5-foot-diameter wall of wallop in a 30-foot radius centered on a point you choose within range. Each creature in the area must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage from the wall increases by 1d8 for each slot level above 3rd. Transmutation

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of strong wind that blocks an area 60 feet in front of you. The wall is 30 feet tall and 10 feet wide at the top and 10 feet high. While in the wall, you can move through it with ranged weapon attacks. You can also cause the wall to collapse to a point that isn't within 60 feet of it. The wall extends 10 feet, and any creature that enters the wall must make a Strength saving throw. On a failed save, the creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The wall has resistance against all damage, including bludgeoning, piercing, or slashing damage, if it is in the area. While in the wall, you can move up to 30 feet in any direction. You can also create and move a wall up to 20 feet tall and 10 feet wide. The wall can be up to 20 feet in any direction, so long as you are in the wall and using the same or similar movement. Conjuration

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of wall-like force. The wall can be 10 feet tall and 20 feet wide, and has a radius of 30 feet. The wall is 10 feet thick and has a height of 20 feet. The wall can be both tall and wide. The wall can be up to 15 feet in height and 20 feet wide. The wall can be 20 feet thick or 20 feet wide. The wall can be 10 feet thick or 20 feet wide. You can make one additional wall of water 20 feet long and 10 feet wide, as described in the wall spell. The wall must have at least one foot on either side. The wall must be more than 10 feet in face-up or more than 10 feet in height. The wall can be of any thickness. You can make the wall up to 30 feet tall and 20 feet wide, or 20 feet tall and 20 feet wide, and 20 feet wide or 20 feet thick. You can create the wall using

Wall of Wind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You weave a wall of whirling air, compressing and diffusing energy within range, creating a barrier or wall of shimmering air on each side of the wall. Each wall of whirling air has AC 15 and 30 hit points. The barrier can be broken or even removed with a clean slashing attack, and an enemy within can’t pass through it. A creature that reaches out to break the wall can use its action to do so. It can use either fist or hand to break it, and if it does so, it can break it as a bonus action on each of its turns. If a creature breaks the wall, that creature must also make its saving throw against the spell. Once broken, the wall w ill not move again. If, after an enemy uses its action to break the wall, it makes its attack across it or ends its turn there, the wall erupts with whirling air as many times as you like, ending the effect of your saving throw. Every time you break the wall, you take 1d10 force damage. This damage reduces the wall to 0 hit points at the start of each of its turns, ending the effect of your other spells and dealing a damage to it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall creates 10 bolts of whirling whirling air at a time, sprouting from the wall in two locations on the ground within range. These bolts crackle and crackle with a 60-foot radius and strike directly against your enemies' heads. Each bolt deals 1d4 fire damage to the wall, and it lasts until it strikes a creature or an object within 60 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage from the wall increases by 2d4 for each slot level above 3rd. Evocation

Wall of wind

Casting Time: 1 action
Range: 120
Duration: Until dispelled, wind whirls around you in a 40-fo

otcone that disperses harmful wind spells within 30 feet of you and moves with you, remaining centered on you, toward a point you choose within range. Any spell of 4th level or higher cast into the vortex changes the winds in the circle. Each creature in the area must make a Constitution saving throw. On a failed save, a creature becomes trapped in the vortex. It must then make a Constitution saving throw at the end of each of its turns. If it succeeds, it is no longer trapped and is no longer trapped by the vortex. If it fails its saving throw, a wind chimes with the current movement of your choice that is within 30 feet of the point you used for the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wind chimes with the current movement of your choice that is within 30 feet of the point you used for the spell. Evocation

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A thin sheet of swirling wind spreads out from a point you choose within range. The wind spreads around corners. Any creature in a 10-foot radius around the point must make a Dexterity saving throw. A creature takes 12d6 cold damage on a failed save, or half as much damage on a successful one. The wind can pass through barriers

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a wall of wind in a 20-foot-radius sphere centered on a point you choose within range. A creature in the wall’s space must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is pushed 30 feet away from the wall. On a successful save, a creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st Evocation

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A shimmering wall of air springs into existence as a creature of your choice within range. The wall lasts for the duration. You choose a point within range and can use your reaction to launch a beam of strong wind at it. The wall moves 10 feet each time it strikes, except it creates a 20-foot square solid barrier between you and the wall that lasts for the duration. Any creature struck by the wall must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is caught in the wall for the duration. A target that fails the save is driven upward and struck by the strong wind, ending the wall's effect. While a creature is in the wall's area, it and any nearby creatures that are immune to being pushed have resistance to the wall's effects. It can move across the wall, creating a barrier to stop it from moving across. After it has prevented a creature or a portion of it from moving across the wall, the wall stops moving and stops growing. Any creature or object within the barrier is pulled upward and struck by the wind and is pushed upward and pushed into the ground. The ground is slippery and requires at least 1 minute of walking to cleanse itself of creatures or objects within 1 mile of where you entered the wall. Transmutation

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A strong wall of whirling air springs into existence at a point you choose within range. Until the spell ends, these walls can be as thick as 10 feet or as thin as 10 feet. When a creature enters the spell’s area for

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. The wall lasts for the duration or until you use your action to dismiss

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 60 feet long, 10 feet high, and 1 foot thick. You can shape the wall to create a circle or to a height of up to 40 feet. It can be 10 feet tall, up to 20 feet wide, and extends out from the wall along the perimeter of the spell. You can create a 10-foot diameter circle with this spell. Each creature that w ho enters the circle when it appears takes 20d6 bludgeoning damage, and the radius increases by 20 feet for each victim. Creatures that w ho enter the circle with another creature when it appears are also affected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 20d6 for each slot level above 3rd. Conjuration

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of wind 5 feet long and 10 feet wide forms a 10-foot-radius sphere centered on a point you chose within range. The wind lasts for the spell’s duration. The wall can be either stone, mud, gravel, or other nonmagical. The wall has a diameter of 5 feet and has a height of 30 feet. The wall can be up to 10 feet high or 20 feet wide, both. The wall can’t exceed 10 feet tall or 20 feet wide. The wall remains with its space for the duration or until a condition is met. A condition can be one of exhaustion, exhaustion for 1 hour, exhaustion for 1 hour, exhaustion for 1 hour, exhaustion for 1 hour, or exhaustion for 10 minutes. Any effect that ends the effect of a condition on the wall prevents it from ending. Abjuration

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A whirlwind rises from the ground within range toward a creature within range. The whirlwind lasts for the duration or until you use an action to dash away from it. The whirlwind travels in 3D10x as fast as 60 feet per round covered by a thin sheet of strong wind. When the sheet of wind strikes a creature, it creates a 15-foot-radius sphere centered on a point within range and spreads out across the ground in a 20-foot radius. Each creature in that area must make a Strength saving throw against yourself or to a separate wall of swirling winds. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. When a creature moves into the wall of swirling winds, make a Strength check against your spell save DC. On a success, it can move into the wall and cause no damage. If a creature moves into the wall and starts its turn with 2

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 120-foot-radius, 30-foot-high wall of swirling wind in a 60-foot-radius sphere centered on a point you can see within range. A creature inside the wall must make a Strength saving throw. On a failed save, a creature takes 1d10 cold damage and is pushed 30 feet away from the wall. At the end of each of its turns, a creature takes half the damage of the wall and can’t move further than the wall has to move. The wall has AC 10 and 20 feet of thickness. If the wall is strong enough to break free from any sort of attack, a creature that takes damage from it can use its reaction to end the effect. If a Large or smaller creature starts its turn in the wall’s space and moves into the center, it can use its action to move the wall up to 30 feet in a straight line across the wall. A Large or smaller creature that starts its turn in the wall’s space and moves into the center, it can use its action to move the wall up to 30 feet in a straight line across the wall. A creature that starts its turn in the wall’s space and moves into the center, it can use its action to move the wall up to 30 feet in a straight line across the wall. A creature that starts its turn in the wall’s space and moves into the center, it can use its action to move the wall up to 30 feet in a straight line across the wall. Transmutation

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of strong wind that spreads out from a point you choose within range. The wall

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A wall of wind, a 5-foot-high cylinder of water, appears in a 20-foot-radius sphere centered on a point you choose within range. A creature within the wall must make a Dexterity saving throw. A creature takes 10d8 bludgeoning damage and 20d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails the save must instead make a Strength saving throw. A creature takes 10d8 bludgeoning damage and 20d8 cold damage on a failed save, or half as much damage on a successful one. A wall of water created by this spell has AC 20 and 30 feet of flow. A creature can move through the wall. It moves as if it were moving through a slot metal or wooden container. The wall is a solid object with a 10-foot radius. It can’t be broken or damaged, as a bonus action on each of your turns you can move the wall by one foot. If the wall is damaged while in its area, it falls to the ground and is pushed up to 10 feet away from it. The wall can be broken up into pieces or removed by means other than by means other than by means that removes the wall from its area. A wall can’t be made of wood or other nonmagical material. A wall is difficult terrain. A creature can’t pass through the wall, and a creature with Intelligence or higher Intelligence score can’t penetrate it. A creature with Intelligence or higher Wisdom score can’t pass through the wall. A creature has disadvantage on all saving throws against the wall. Evocation

Wall of Wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a wall of swirling wind as you move. The wall is 10 feet in diameter and 10 feet high. As you do so, choose one of the following effects. You can make a wall up to 20 feet in height. When you make a wall, you can make a 30-foot-diameter beam of light up to 10 feet in height. The beam must be within 10 feet of where you made it, not within 100 feet. When you make a wall, you can make one additional wall up to 20 feet in height. You must make both walls up to 50 feet in diameter. Each creature in a 30-foot-diameter area must make a Dexterity saving throw. A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell can’t be affected by any other effects that limit the effect of the wall. Evocation

Wall of Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A wall of strong wind rises from your outstretched hand in a 10-foot radius, centered on a point you can see within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier, as an area, or as a sphere centered on a point you choose. It can be free floating or resting on a solid surface. Any creature in the area when the wall appears must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage, and it can’t breathe or take any damage from spells or other effects. If you create a vertical wall—a horizontal or vertical barrier—that is wider than 10 feet in any direction, the spell ends, and a sheet of strong wind rises from the wall in each direction. As a bonus action, you can move the wall up to 30 feet in any direction, ending the spell. You can create a wall up to 30 feet long and 10 feet high by dividing the wall into 6 equal parts for studded boards and a wall of solid stone that spans the entire length. In either case, each studded board has AC 15 and 30 hit points, and each wall of solid stone has AC 15 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the wall increases by 30 feet for each slot level above 2nd. Conjuration

Wall of Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

One wall of wall-like force rises from your hand. Each creature in a 30-foot-radius sphere centered on that wall must make a Dexterity saving throw. A creature takes 4d8 + 10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature moving in the sphere must make the saving throw when it enters the spell’s opening or ends its turn there. Necromancy

Wall of Wind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground within range on a point within range. Choose up to 5 trees within 30 feet of any point you choose within range. You can create a wall up to 20 feet long and 10 feet thick with a 20-foot diameter center beam suspended from the ground in place of a body and made from thin sheeting or rope. The wall lasts for the duration. When the wall appears, each creature or object within its area must make a Strength saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. If a creature tries to jump into the wall from a different tree than the one it is on, the wall follows it and, while it follows a straight line, it is limited in the movement it can do. It can only walk on the ground, and it can’t fall while in the wall’s space. The wall can have any shape you desire, creating a vertical wall or a horizontal wall. Alternatively, you can create a wall of solidified flame that remains for the duration. This wall is 25 feet thick and 20 feet thick at the base, and lasts for the duration. Nonmagical trees that are planted on the ground or that aren’t touching any creatures are excluded from the wall. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate or construct your own wall (creature or object not touching ground), and then you can make either wall up to 100 feet long or 20 feet thick. If you cast this spell using a spell slot of 7th level or higher, the wall lasts for the duration as long as it insures against falling armor or weapon. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, you can wall up to 20 feet long by 20 feet wide. Evocation

Wall of Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a wall of air to form on a solid surface within range. Choose a point within range. The wall spreads out in a vertical column, each 5 feet in each direction, extending from the point you chose. At any point on the wall, you can move up or down as you choose, though you can’t do so again until you finish a long rest. The wall blocks all attacks, including those made against you. You can use your action to move the wall up to 30 feet in any direction, and it ends its turn there. At any time, you can move the wall back up to 30 feet if you so choose. If you don’t move the wall, you can’t use reactions to it, and if you do, you take no damage. The wall then falls—no fall—to the ground. The wall remains there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Evocation

Wall of Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a wall of wind that extends from a point you choose within range. The wall can be up to 20 feet long, 10 feet high, or 20 feet thick. It must be on the ground or in an area that is heavily exposed to air. The wind can pass through barriers, but it is difficult to damage or destroy. The wall creates no light or air, and it can’t be damaged. The wall can be blocked by any material that is difficult to break, such as stone, metal, wood, or stone. The wall can’t be torn apart or knocked down by spells. The wall can’t be damaged by any other effect that might create a barrier. The wall lasts for the duration of the spell. The wall can be broken or knocked down using any nonmagical means available to you. If the wall is destroyed, you must move the wall up to 30 feet, or the wall is pulled up to 20 feet in any direction. If the wall is damaged or destroyed, the wall is pulled up, but it can’t be replaced by any wall-mounted barrier. Transmutation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 60-foot-radius sphere of air in a 20-foot radius centered on a point you choose within range. A creature that ends its turn within 60 feet of the area must make a Dexterity saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Until the spell ends, a creature can use its action to move the sphere up to 10 feet and make another Dexterity saving throw. On a successful save, a creature moves the sphere up to 10 feet. A sphere of air on a successful save increases its speed by 30 feet until it is 1 mile per hour or until the spell ends. The sphere disappears when the spell ends. Evocation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a thin, wispy wall of static energy that lasts for the duration. The wall can be blocked, thrown, or otherwise interacted with. The wall lasts for the duration or until it is destroyed or you use an action to break it. It is a strong barrier but is difficult to break. The wall can be broken up into simple panels, each of which costs 25 gp. Each panel can hold up to 30 pounds of material. You decide how the wall is made and how much material it requires before it disappears. You can use an action to cause the wall to disappear or break it. It lasts until it is destroyed or you use an action to break it. Furnishings and other objects created by this spell can’t be destroyed or broken by normal means. Transmutation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of solid wind that hugs and twists at least two adjacent wisps of cloud to create a solid barrier against sudden, direct attacks. The wall lasts for the duration. When the wall appears, each wicker space on the wall is covered by a layer of cloud, which lasts until the spell ends. The layer of cloud covers a 20-foot cube, with the wall perpendicular to it being 30 feet thick. If any creature moves through the wall or enters it through another 5-foot-cube opening, that creature takes 2d8 bludgeoning damage, and the wall is lifted 1d4 feet above the ground. Each creature in the wall's area must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is caught in the wall’s reach for the spell’s duration. The wall also distorts light and darkvision. The wall appears in all terrain within 5 feet of you and lasts for the duration. When a creature enters the wall for the first time on a turn or starts its turn there, that creature can make a Wisdom saving throw. It immediately stops moving and must immediately return to its normal ground form. A creature isn’t stunned, frightened, or affected by the wall, and creatures don’t take reactions other than making a Strength saving throw or making a Strength check (its choice) with one of the Strength check lines. When a creature makes such a saving throw, it can choose a new vertical and/or horizontal location, either on the wall itself or at the edge of the w the wall. A creature automatically succeeds on all Strength saving throws made against the wall. When the wall appears, each creature within 5 feet of it must make a Strength saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is caught in the wall’s reach for the spell’s duration. On a successful save, the creature takes half as much damage and isn’t caught in the wall‘s reach. While in the wall‘s reach, a creature isn’t drawn into the flames and isn’t attacked. The spell ends when the damage from the wall goes up to 1d8, when a creature catches a breath from the wall or any part within its reach that is touching it or impacts it, and when the spell ends. Evocation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A swirling wall of whirlpool water appears at a point within range as a shimmering, translucent cylinder inscribed with runes. The wall appears in any orientation you choose, as part of creating the wall, as a celestial sphere centered on a point within range, as a vertical wall drawn across a celestial body, as a horizontal wall drawn across a celestial body, or as a rampart drawn across a celestial body. You can use your action to create a straight line across the wall up to 150 feet in any direction. When a creature enters the wall for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is caught in the vortex for the duration. On a successful save, the creature takes half damage and isn’t caught in the vortex. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A thin sheet of wind streaks across a point within range. The wind can be up to 100 miles long or up to 1 mile wide. The wind can also be from any direction. The wind can be a strong breeze or a gentle breeze of moderate or strong wind. The wind can reach speeds of up to 100 miles per hour. The

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a wall of wind in a 30-foot radius around you

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You construct a wall of strong wind (in this case, a 60-foot-radius sphere), extending from the top of the wall to the base. The wall is 10 feet long, 5 feet high, and 1 foot thick. Each creature in the wall must make a Dexterity saving throw. A creature takes 4d6 damage on a failed save, or half as much damage on a successful one. A creature can’t be affected by this spell. The wall can be broken up into many sections, each section containing a different object. When you create the wall, you choose how many sections to create. The wall must be in a space that has a 5-foot cube with a ceiling of at least 10 feet by 5 feet. Each section must have at least one foot of loose material that it can pass through. When you create a wall, you can make a vertical jump of 1 mile. A horizontal jump of 10 miles. A vertical jump of 25 miles. A vertical jump of 50 miles. A jump of 100 miles. A vertical jump of 300 miles. A jump of 500 miles. A jump of 1,000 miles. A jump of 1,500 miles. A jump of 1,500 miles. A jump of 1,500 miles. A jump of 1,500 miles. A jump of 2,000 miles. A jump of 3,000 miles. A jump of 5,000 miles. A jump of 10,000 miles. The wall can be broken up into smaller sections, each section containing a different object. For example, a wall of solid material that blocks a creature’s attack can be broken up into smaller sections, each section containing a different weapon, armor, or some other item. When you create the wall, you can change the thickness of the wall. For example, if the wall is 10 feet thick, the wall can be made up of 10 feet of solid materials and 1 foot of loose material. If the wall is 10 feet thick, the wall can be made up of 10 feet of loose materials and 1 foot of loose material. If the wall is 10 feet thick, the wall can be made up of 20 feet of loose material and 10 feet of loose material. When you create the wall, you can use your action to attempt to break the wall up into pieces. You can do so in any order you choose, including removing the loose material. The wall can have any number of such pieces, as long as none are removed. When you create the wall, you can use your action to attempt to break the wall up into pieces. You can do so in any order you choose, including removing the loose material. The

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of water that spans a 5-foot cube and then falls in a 20-foot-radius sphere 50 feet on a side. Each creature in the wall must make a Constitution saving throw. A creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall is a solid mass of water that is difficult to break. The wall can be blocked, broken, or even lifted up to 30 feet in any direction. While in this state, the wall doesn’t cause damage to any creatures or cause harmful effects to others. As a bonus action, you can move the wall up to 60 feet in any direction. If the wall moves while you are moving it, you can cause one creature to make a Dexterity saving throw. On a success, the creature can move the wall up to 60 feet in any direction. If the wall is already up to 60 feet tall, it rises to the top of the wall. If the wall is falling, it falls and takes 5d10 cold damage on a hit. If the wall is in the air, it freezes and takes 2d10 cold damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of whirling wind on the ground at a point you can see within range. You can make the Wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 60 minutes

A strong wind carries you—and your companions, to a destination you choose. Your speed is doubled against creatures and you have resistance to bludgeoning, piercing, and slashing damage from untargetable sources for the duration, up to 1 minute. Additionally, when you drop to 0 hit points, your speed halts for 6 minutes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your speed increases by 30 feet for each slot level above 3rd. Transmutation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of wind appears in a 30-foot cube centered on a point you choose within range. Each creature in the cube must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its action to move through the cube in a direction other than straight up. The cube moves in a straight line with every round it starts its turn there, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Evocation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A strong wind rips across the wall and whirls around it, raking through the floor and floors of your current location. The wind then moves slowly toward you. Each creature in the area has advantage on Strength (Athletics) checks made to keep their home safe. Each creature in the area has disadvantage on attack rolls against spell- and weapon-like magical barriers created by this spell. When the wind rips through the wall, the wall vanishes, leaving behind no more than 10 feet of wall. Evocation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a wall of swirling wind that arcs toward a point of your choice within range. The wall lasts for the duration. When the wall appears, each creature of your choice that you can see within range must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone, and the wall remains up for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 10-foot-square wall of wind that can be up to 100 feet thick. The wall can be up to 100 feet in height and can be up to 20 feet wide. The wall can be up to 10 feet high and up to 10 feet deep. The wall can be made of any material that is at least 1 inch thick. The wall can be made of up to 10 of any color that you choose. When you cast this spell, you can use your action to cause the wall to wick up in a 20-foot-radius, 20 foot-high cylinder. The cylinder is on the ground at the top of the wall. If the wall is over a structure, such as a wall stud or a structure wall, that structure must be within 5 feet of the wall or the wall will collapse. The wall can be made up of any number of layers of stone or wood or whatever is most difficult for the creature’s construction. Each layer of stone or wood is 1 inch thick. The wall is suspended 30 feet above the ground. The wall can be made up of two

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 10-mile-tall wall of wind of varying size and speed. Each creature in a 40-foot-radius sphere centered on a point of your choice within range must make a Dexterity saving throw. On a failed save, a creature takes 5d10 cold damage and is pushed 10 feet away from the wall. On a successful save, the creature can move up to 10 feet away from the wall. The wall is 10 feet thick and 30 feet thick and can cover 30 feet of ground. Until the spell ends, the wall is invisible to creatures of your choice that aren't wearing armor. Conjuration

Wall of Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of swirling air at a point you can see within range. The wall is a solid mass of air, 1 inch thick. It extends 10 feet toward the center, and it is 10 feet thick. The wall is difficult terrain. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 force damage and is restrained. On a successful save, a restrained creature is freed, and the spell ends on its second use. Any creature restrained by the wall must spend 1 extra use of its movement for each slot up to a time that it spends in the wall. When a creature attempts to move inside the wall, that creature must make a Dexterity saving throw. On a success, that creature takes half as much damage and isn’t restrained. Conjuration

Wall of Wind

Casting Time: 1 action
Range: 90
Duration: 1 Round

A strong wind (10 miles per round) disperses gusts of wind around 1 mile long. The wind creates a wall of whirling water on each side of a 5-foot-radius sphere centered on a point within range. The wall is opaque and lasts for the duration. When the wall appears, each creature in a 50-foot radius sphere must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage and 3d6 cold damage on a failed save, or half as much damage on a successful one. The wall blocks line of sight to at least 5 feet of you. Until the spell ends, any creature or object in the wall can see the wall (including at least the eye area). Conjuration

Wall of Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A perpetual wall of swirling wind rises from the ground at a point you choose within range. You can make the Wall up to 30 feet long, 10 feet high, and 10 feet thick. The wall lasts for the duration. When the Wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The wall is an object that can be damaged and thus breached. It has AC 15 and 30 hit points, and it is proficient with all damage types. A creature that can't hit this state can’t be knocked prone. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The wall is immobile while you are within it. A creature can’t attack you with it if it is stationary. Evocation

Wall of Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) disperses clouds of fog in a 30-foot radius centered on a point within range. For the duration, any creature that moves within 30 feet of a point that is a mountain, cliff, slope, or some other heavily traveled physical area must spend 1 minute preparing for a storm that could be raging on the ground or in the air. Any creature that moves within 30 feet of a point that is a mountain or a slope or that is at an elevation change of 10 feet or less must spend 1 hour preparing for a powerful earthquake that could be raging in the air. Conjuration

Wall of Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a wall of water on the ground at a point you can see within range. You do not need to be on the ground, though you must be within 5 feet of the wall. The wall acts as a barrier and serves as a protected entrance to underwater structures. Any creature or object within 5 feet of the wall (not

Wall of Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Wall of whirling air springs from your hand in a direction you choose, appearing in any orientation you choose: horizontal, vertical, or diagonally. The wall lasts for the duration or until you use an action to move it up or down. If there are no creatures within 120 feet of it, the wall disappears and no creatures can be created there. It lasts for the duration or until you use an action to move it up or down. While in the wall’s area, you can use an action to create a circle with one finger. Each finger, when spread, releases a trapped breath. The circle can be removed only by a creature with trueschooling. You can have one creature hold or pin the wall to the wall, creating a permanent trap. The trap requires a successful Intelligence saving throw. When the trap creates a temporary door or other passage for a creature, it is lit and bolted shut. When the trap triggers, a thin, loose string of whirlpools appears and moves along the edge of the wall until the light catches on their skin and the string is gone. A creature or object within reach is hurled from the wall into the open spaces nearest to the spot where the trap activates. The creature or object takes 6d8 bludgeoning damage, or half as much damage on a successful saving throw. Conjuration

Wall of Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a wall of 10 feet in diameter and 10 feet thick. The wall lasts for the duration. When the wall appears, each creature in the area must make a Strength (Athletics) check against your spell save DC. The wall is nonmagical in nature, and doesn’t have to be. The wall blocks an area 50 feet wide and 50 feet tall. The wall blocks an area 60 feet tall and 60 feet tall. Evocation

Wall of Wind

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A swirling mass of roaring air (10 feet to 20 feet high) forms a 10-foot radius cloud. The cloud moves with the wind, remaining suspended in the air for the spell’s duration. When the spell ends, the cloud moves 10 feet to a point you choose within range. A creature takes 4d8 thunder damage when it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration

Wall of Wind

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

A wall of swirling wind 30 feet long and 5 feet wide forms a 20-foot-radius, translucent sphere centered on a point you choose within range. Until the spell ends, you can see through the wall as if you w were in the sky. The wall appears in any orientation you choose, as if from on high or around the corner. Worn or worn, your presence prevents the wall from moving. A creature inside the wall can’t pass through or exit. The wall is a translucent wall. When the spell ends, the wall erupts with swirling, black smoke that sheds bright light in a 10-foot radius. Any creature within 10 feet of the wall must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the wall until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 1st or 2nd level, the damage increases by 1d6 for each slot level above 1st. Evocation

Wall of Wind

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You conjure up a wall of wind on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon that enters the wall’s space has disadvantage on the attack roll, and attacks with that weapon are also barred until the end of your next turn. Evocation

Wall of Wind

Casting Time: 1 action
Range: Self (30-foot-radius sphere)
Duration: Concentration, up to 10 minutes

You create a wall of water that blocks a creature’s motion and that is centered on a point you can see within range. The wall then forms a horizontal section on either side of the target that faces in a horizontal direction. The wall can be up to

Wall of Wind

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. Evocation

Wall of Wind

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 10 minutes

A wall of swirling wind rises from the ground at a point you choose within range. You can make the wall up to 60 feet long, 10 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is a circle with a center on the ground and a height of 60 feet. The wall is an object that can be damaged and thus breached. Each creature that enters the wall (including you) on its surface moves through the area in a random direction, succeeding on the Strength saving throw made against the wall’s damage. Additionally, if the wall cuts through a creature’s space when it appears, the creature that made the saving throw must make a Dexterity saving throw to avoid the wall rolling through it. Evocation

Wall of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of whirling air, infested with wind. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a bridge with a diameter of 10 feet or so. The wall can be up to 20 feet long, as long as its space provides it, and it can’t become a sheer wall. The wall blocks side effects of some known natural or man-made building materials, such as thickets, silt, and so on. When a creature enters the warded area with I moved this spell into effect, that creature must succeed on a Dexterity saving throw or fall into a temporary room of your choice that you can see within 30 feet of the wall. If a creature is in the temporary room and is already affected by this spell, the spell can't continue. A creature awakens in the spot where this spell began if it takes damage or if someone uses an action to shake a wooden door open. Evocation

Wall of wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wall of swirling wind in a 5-foot cube on the ground within range. Each creature in the wall must make a Dexterity saving throw. On a failed save, a creature takes 1d6 thunder damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. When the wall appears, each creature in the area must make a Dexterity saving throw. A creature takes 1d6 force damage on a failed save, or half as much damage on a successful one. If the wall is in the middle of a vertical or horizontal hallway, for example, or in a small, unoccupied space, a creature in the wall can take this damage on a failed save, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wall of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wall of swirling wind that spreads out from your point of view from a point you can see within range to a distance of 300 feet. The wall can be up to 20 feet long, 10 feet high, and 5 feet thick. Each creature in a 20—foot-radius sphere centered on a point you choose within the wall must make a Strength saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall is a magic wall, meaning that creatures that enter the wall through it or that pass through it through another wall can enter and remain in it. It extends from the point of impact into the center and ends at the edge. The wall blocks all ranged attacks made against it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a wall of swirling wind that spreads out from your point of view from a point you choose within 300 feet of the point of impact into a spot you choose within 300 feet of the point of impact. The wall can be up to 20 feet long, 10 feet high, and 5 feet thick. Each creature in a 20—foot-radius sphere centered on a point you choose within the wall must make a Strength saving throw. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall blocks all ranged attacks made against it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wall can resist nonmagical fire damage. It can also resist poison damage. When the wall appears, each creature in the area must make an Intelligence saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to twice as much damage against nonmagical attacks as against attacks by 2nd or 3rd level. Evocation

Wall of Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wall of wind of strong wind that is 1 foot in diameter. The wall can be up to 10 feet high and up to 10 feet thick. The wall is difficult terrain. The wall blocks up to 10 feet of movement for each foot it blocks. If a creature is on the wall, it must make a Dexterity saving throw. On a failed save, it takes 1d6 force damage. If the wall is made up of multiple panels, the wall must be on each side of a line of movement of at least 5 feet. The wall must be within 10 feet of a creature that is on the wall, and it doesn’t have to be moving. The wall can be up to 5 feet high, up to 5 feet wide, and up to 5 feet thick. The wall is difficult terrain. If the wall is made up of multiple panels, the wall must be on each side of a line of movement of at least 5 feet. The wall is difficult terrain. If the wall is made up of multiple panels, the wall must be on each side of a line of movement of at least 5 feet. The wall is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Wall of Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a wall, a place you choose within range, and a gusts of wind fills it.

Wall of Wind

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a wall of wind, creating a 10-foot-radius, 30-foot-deep hollow in a spot you choose within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 1d4 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The spell is permanent and doesn’t need to be worn or carried. The wall can be breached or removed by any means necessary. A creature who moves through it must make a Dexterity saving throw. On a successful save, a creature takes half as much damage and isn’t knocked prone. On a failed save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Wall of wind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a wall of wind in a 5-foot radius, centered on a point within range. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 + 10 foot damage on a failed save, or half as much damage on a successful one. A creature in the wall’s space can make a Dexterity saving throw at the end of each of its turns. On a failed save, a creature takes half as much damage and isn’t knocked prone. When you cast the spell, you animate a wall of air, centered on that point within range. Each creature in the

Wall of Woe

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wall of fire spreads across a solid surface, and the area around it is difficult terrain. The area is made up of 10 feet x 10 feet x 2 feet of high-pitched, swirling noise. The wall can be a tower, a wall of rock, a wall of stone, a wall of snow, a wall of ice, or a wall of stone. It is a straight line on a solid surface that can be up to 100 feet long and up to 30 feet high. A wall of fire can be created by any means necessary to create such a wall. The wall can be made of any material or stone you choose. Any creature that is within the wall must succeed on a Dexterity saving throw or take 1d6 fire damage. The wall lasts for the duration. When you cast this spell, you can designate a specific area of the wall. You can create any number of such walls on the DM's table. The more than one wall specified for a spell, the more difficult the wall becomes for the DM. A wall of fire can be created by one of the following three casting options for the wall. The wall can be divided into one of the following sections. Each section has its own specific statistics. The statistics of each section are cumulative. Each section has a specific

Wall of Wood

Casting Time: 1 action
Range: 120
Duration: 8 hours

You create a wall of wood on the ground at a point you choose within range. You can make the wall up to

Wall of Wood

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure up a wall of w ores in an area you can see within range. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that

Wall of Wood

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of swirling, ebony-green wood on the ground at a point you can see within range. You can make the Wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the walls space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to become frozen, allowing creatures to escape. When a creature enters the w all’s area for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the wall to reach its target is reduced by 1d6, for each slot level above 6th. Evocation

Wall of Wood

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create

Wall of Wood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of shimmering, woody force in a 15-foot cube on the ground within range. The wall disappears after 8 hours. Until the spell ends, you can use another reaction to break the wall: you can break through it, creating a 5-foot-wide section of open space, or you can cast this spell again, using a different wall. The wall disappears at the end of each of its turns. If you don’t break the wall before the spell ends, you remain in it for the duration. A strong wind (at least 10 miles per hour) can disperse the wall, knocking it down to the ground and causing damage to the target and all creatures within it. Conjuration

Wall of Wood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of wood on the ground at a point you can see within range. You can make the wall up to 10 feet thick, 10 feet high, and 0 feet thick, and you can push it up to 20 feet in either direction. When the wall appears, each creature in its space must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall blocks line of sight but not movement. The wall can be destroyed by flammable objects or pushed up to 30 feet in either direction. Evocation

Wall of Wood

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible wall of wood that is strong enough to resist most attacks and that can be difficult to break. The wall is 10 feet long and has a weight rating of 5 pounds. It is immune to cold damage. A creature can’t be targeted by this spell, and it can’t be targeted again. Transmutation

Wall of Wood and Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Until the spell ends, the ground in a portion of its length divided into 10 equal sections called stonings. Each stonings must be 10 feet in all and 15 feet tall. Each stonings occupies 1 square inch of space and has the same power as the w dirge spell. When the two stonings occur, you can exert your might against one creature within 30 feet of you that you can

Wall of Yellow Rocks

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a wall of yellow metal or a wall of stone in an unoccupied space that you can see within range. You choose the kind of object that you roll to determine the damage type. A weapon attack, melee attack, or other attack using a weapon that you are proficient with or that uses a similar attack or bonus has its normal attack and bonus reduced by 1d10 for the duration. The wall’s space also has its own dangers. Any who damage the wall or moves against the wall or any other creature there has disadvantage on attack rolls, ability checks, and saving throws. When a creature moves onto the wall or

Wallowing Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a small, wind-infested wall that extends over a solid surface and has AC 10 and 30 hit points. The wall can be up to 20 feet thick and can be up to 10 feet thick. For the duration, the wall has resistance to wind damage, and it has resistance to cold damage. If a creature is moved by the wall, the creature must first attempt to stay on the wall. If the creature moves while on the wall, it doesn’t

Wander

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 minute

Until the spell ends, you can spend one use of your spell slot to concentrate on one activity of your choice within range: you can spend one ounce of noncontaminated air for each use of this spell. Similarly, you can spend one ounce of water for the first time on a turn or an activity of your choice that requires an activity check. You can repeat this spell's first use using only one use of your active slot. You also can’t use this spell again until you finish a long rest. Transmutation

Wander

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You are given the ability to move across time and space into another time period. To do so, you must reach within 10 feet of the current moment (typically a moment before death), which is determined by the DM. You can use this power the following ways: • You can move across a time period of one hundred years or more, up to one hour. • You can

Wander

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a momentary distraction within range to undertake a wide variety of dangerous tasks, but when you cast this spell, you can also hijack a creature’s senses to keep an eye on intruders and to prevent intruders coming within 500 feet of you. For the duration, the target sees and hears four distinct sounds, and while in this haze, it gains an extra 40 senses of your choice that you can have, such as alarm, alarm, surprise, frightened, startled, paralyzed, paralyzed, sickened, paralyzed, deafened, or blind for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Wandering Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of swirling, swirling, and/or black smoke that fills a 60-foot-radius sphere centered on a point you choose within range. Each creature in the cloud must make a Constitution saving throw. A creature takes 1d4 bludgeoning damage on a failed save, or half as much damage on a successful one. The cloud lasts for the spell’s duration. The cloud is 30 feet

Wander

Casting Time: 1 action
Range: Self
Duration: 8 Hours

Until the spell ends, you have the ability to influence, shape, or even change the appearance of other creatures within 24 hours. They can’t become vampires, goblins, dragons, or soothsayers who are immune to their own diseases and have a natural resistance to all damage except psychic damage. In addition, you can shape an unwilling creature to appear as a lich, a fiend, a mote of mithral energy, or a similar being. The creature doesn’t need to speak any language, but it must still possess an unusually high Intelligence score to be considered a lich. For the duration, these creatures obey your Charisma checks, even if

Wander

Casting Time: 1 action
Range: Touch
Duration: 1 hour

For the duration, you can move through time with an unyielding resolve. As you do so, you gain the ability to see the time line from a different perspective, based on the current moment. For example, if you have a moment before dawn and are standing in the Etristhal Forest, blocking the Etristhal River, you can move up to 30 feet ahead of the Etristhal and see the time line from that perspective until you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Wander

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You invoke the power of nature against up to three creatures of your choice within range. They have resistance to nonmagical damage, charmed by you for the entire duration, and frightened by you for the entire duration. You can use your action to control the branches of nature that wilt from you. Choose one or more of the following effects of a creature’s natural resources or magical weapon’s effect (no action required): • Using a branch of nature that wils naturally to you, you can end the effect of a spell on that creature by forcing it to move or casting a spell of 3rd level or lower. Conjuration

Wander

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You can travel to another plane of existence and back through time in a flash, recharging a spell slot of 2nd level or higher. For the duration, you can use the same travel ability of the first available space on the destination plane. You can move across time periods from one side of the current plane to the other, up or down, as you wish, up or down. While you can move across time periods, you don’t have to follow any particular course of action in running back and forth from your current location to the one you chose. You can follow a fixed course of action, determined by the DM, that takes you within 30 feet of where you are currently standing. You can change your course of action so that it takes you directly to a different location, using your movements to follow the course of my choosing. For the duration, you are restrained by the same basic designations as you were at the start of your stay in the past. Transmutation

Warded Arrows

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A piece of earth or stone struck by a weapon can pass through the piece’s rusted and rust-infused surface, effectively casting a magical antimagic field, though it has a 1st-level slot of your choice. The spell might also fail to penetrate a chipped or sagging suit of armor. Conjuration

Warded Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A surge of lightning energy ripples out from one point you choose within range and lashes out at the closest creature or object within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. If a creature fails its save, a lightning bolt erupts from that point toward a target on the ground, or an object being worn or carried by an object being worn or carried by an object being worn or carried by an object being carried by an object being carried by an object being carried by an object being carried by an object being struck by the object. A creature’s speed is halved when carrying or holding an torch when it strikes a target with the lightning. While the target is under the illusion, its speed halves, and its Dexterity and Charisma scores become 1 less than it were on the target’s side. Evocation

Wardedness

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature. For the duration, the target’s resistance to one damage type change is halved and it also has advantage on saving throws against spells and other magical effects. Also, when the spell ends, any creature restrained by the spell can choose to go berserk or to become blinded. Abjuration

Warden of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a ward that protects up to 10,000 square feet of a location that you can see within range. The ward is permanently centered on the target. The ward lasts until the spell ends. The ward is permanent, and you have resistance to necrotic damage and necrotic damage and immunity to all damage and fear effects. The spell also ends if the area is occupied by undead or constructs. The ward is not permanent and can be destroyed by force or a spell of opportunity. The ward is difficult terrain and can be difficult to reach. The ward can be destroyed only by attack or cast by an undead. The spell ends if a creature of normal or higher level in the area is killed, or if the spell ends on a creature that can see the area. The spell reveals the location of any hidden spaces or other objects in the area, and can also locate and recall any objects or creatures that have been lost, destroyed, or otherwise moved. Conjuration

Warding aura

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You ward a creature or object within range against your will. For the duration, that creature or object is protected from being affected by spells or other magical effects, and it has resistance to one damage type of your choice that would cause it to make a Wisdom saving throw against another spell or effect. Until the spell ends, that creature or object has resistance to one damage type of your choice that would cause it to make the saving throw. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell ends if the creature or object is damaged while it is warded. Abjuration

Warding Aura

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell creates a protective aura around you that protects you against all attacks that aren’t magic. Each creature in the area when you cast this spell has its AC and hit points equal to 5 + your spellcasting ability modifier. This aura lasts for the duration, and it disappears when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for the duration. If you cast it using a spell slot of 3rd level or higher, the aura lasts for the duration. Ethereal Plane 60 24 Hours This spell creates a shadowy plane that covers a 5-foot radius around itself. The area is opaque and can be difficult terrain. Any creature within the area must make a Dexterity saving throw. A target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Enchantment

Warding Aura

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a magical barrier that protects you and your companions from harm and ill effect until the spell ends. You can maintain this barrier for up to 1 hour after taking damage. You can also maintain it for up to 1 hour after completing a short or long rest. The barrier lasts for the duration. When the spell ends, the barrier disappears. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time. Abjuration

Warding Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a protective aura of light centered on a point of your choice within range. The aura lasts for the spell’s duration. When the aura appears, all creatures within its area are affected by its effects. If an area’s creatures are affected, the aura lasts for the duration. When the aura’s area is touched, a creature takes 1d4 radiant damage on a failed save, or half as much damage on a successful one. Transmutation

Warding Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a point you can see on a solid surface within range. A ward that lasts for the spell’s duration is created there. Each nonliving object that you touch is blinded until the spell ends, and you can’t touch any creature that has been charmed by this spell. As your spell duration passes, you gain a +2 bonus to AC for each target you touch that isn’t already blinded. Evocation

Warding aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a protective aura that protects you from hostile creatures and imbues you with a magical power. You can dismiss this spell using a swift action, or you can cause the aura to radiate in a straight line toward a willing creature you can see within range. The aura lasts for the duration. When you cast this spell, choose one of the following effects. • You cause the aura to radiate in a 5-foot radius centered on a point within 5 feet of you. • You create a 10-foot cube of magical energy centered on that point. A creature within the cube must succeed on a Dexterity saving throw or become restrained in the aura. A creature restrained by the aura is pushed 10 feet away from you. Transmutation

Warding aura

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create one of the following aura types, one of which appears in a creature's space on the ground, or within a 30-foot cube. The aura lasts for the duration. When the spell ends, the aura disappears. Evocation

Warding Aura

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Descender of the Wild 30 1 Hour You touch a creature and choose one of the following effects, which deal 1d4 points of damage to the target. You may use this spell on the target again on a succeeding turn. This spell can target any number of creatures. The effects last for the duration. Poison. The target takes 1d6 poison damage. Acid. The target takes 1d6 acid damage. Fire. The target takes 1d6 fire damage. Earth. The target takes 1d6 damage from cold. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Warding Bolt

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

The bolt of energy erupts from a glyph of protection from magic in a 5-foot cube centered on that glyph and lasts for the spell’s duration. When you cast the spell, you reshape the glyph so that it faces up to twenty-five nonmagical creatures in a 30-foot cube. Each of the non—transmuted creatures transforms into a different creature of 3 feet or less Hit Points, and the first creature to make an Intelligence saving throw the first time on the saving throw without using its reaction to do so is stunned until the spell ends. Evocation

Warding Bolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one nonmagical weapon or blunt object you can see within range. Make a ranged spell attack against that weapon or object. On a hit—your save DC is 9. If the weapon or object hits a creature, create a brief, painful purgatory as if it were a bomb or tranquilizer ball. Any creature or object in the blast is subject to the acid and disease for 1 minute. An unwilling creature must use an action to remove the bomb or tranquilizer ball from its body. The spell ends for that creature or object. If the spell ends before 1 PM, the weapon or object takes any damage and the spell is dispelled. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is concentration, 1 minute (see below) and 7 hours (see below). When you cast this spell using a spell slot of 9th level or higher, the duration is concentration, 1 minute (see below) and 10 days (see below). When you cast this spell using a spell slot of 10th level or higher, the duration is concentration, 1 day (see below), and 26 hours (see below)). When you use a spell slot of a higher level, the duration can be reduced by an additional spell slot for each slot down occupied. Conjuration

Warding Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell wards off death and transmogrification in your presence for the duration. Until the spell ends, you have a resistance of +1 for the triggered curse and a regen rate of 50%. When you cast this spell, you can also maintain a resistance to acid, cold, fire, light, and arcane damage for the duration. A resilient curse or a unique curse that no longer serves you still serves you, and warding

Warding Bolt

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You direct a bolt of psychic energy from a willing creature within range. When a target takes any damage of your choice within the spell’s range, the target takes a d4 psychic damage and must make an Intelligence saving throw. On a successful save, the spell w pers off against the target’s spell slot, but it has no effect against the target’s weapon or spell of any kind for the duration. If the spell targets a target that doesn’t have a spell slot of 5th level or lower, it fails the saving throw. A target affected by this spell has its Intelligence restored to 1. A w h er becomes a psychic bolt when it strikes a target within 60 feet of it that uses a bonus action to make a Wisdom saving throw. On a successful save, the bolt doesn’t have any effect. It has the same effect as the melee weapon attack roll against the target. A creature using a bonus action to hit a w h er with a psychic blast must make a Wisdom saving throw. The creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. On each of your turns, you can use a bonus action on every succeeding save until the psychic bolt ends. A creature that uses its action on its turn to use its action to use a bonus action, or one of its own to use a bonus action on its turn and use that action again, must use a different action to use that action. This ends any effects of bonus effects that the creature’s have on the target. A target’s Intelligence is restored to 1. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Warding Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a hand weapon in range and make a ranged weapon attack against one creature of your choice within 30 feet of you. Each target lures the creature with a calming magic that will free it if it successfully rouses itself from its restrained state. In addition, the target must succeed on a Wisdom saving throw or be affected by this spell for the duration of that duration. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you have cast a spell of 8th or 9th level. Make a spell of that slot, and follow the instructions on how to do so. A spell of the same level, if not higher, can be cast by any creature other than you. For example, a cast spell of 8th level by raising its level to 9th, and a casting of a spell of 11th level by casting a spell of 13th level by casting a spell of 14th level. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Abjuration

Warding Bolt

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You fire a piece of ammunition from your spell’s down at one creature you can see within range, creating a streak of energy that lasts for the spell’s duration. The target must succeed on a Strength saving throw or take 1d6 slashing damage in addition to the weapon’s maximum damage possible. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). When you hit with this spell, your weapon deals 2d6 extra damage of the chosen type against the target and deals 1d6 extra damage of that type against the ammunition. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases by 1d6 for every two slot levels above 8th. Conjuration

Warding Bolt

Casting Time: 1 action
Range: 60
Duration: 1 Minute

A beam of fire and crackling flame shot from it hurls downward toward a creature within 30 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 2d10 lightning damage, and it takes 7d10 bludgeoning damage in addition to the DM’s normal damage. Whether you hit or miss, reduce the spell’s damage by one, and make a new attack against that creature. On a hit, it must make a Constitution saving throw. Hit or miss, the target takes 1d10 fire damage. fire elemental Evocation

Warding Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A beam of healing energy flashes out from your hand, moving toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d6 + 1d6 damage of the type you chose whenever it hits with your spell’s attack, and the beam sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Additionally, if you cast this spell while behind cover, the spell ends early if it hits any targets or if you use another spell to cover up the spell damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 2d6 + 3d6 damage of the 5th level spell. Transmutation

Warding Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small explosion of force that creates one square foot of stone in a chosen location within range. The spell fails if the area is occupied by a creature or a solid object. An object that is not occupied by a creature or a solid object can still be moved there. Until the spell ends, the spell fails, and creatures or solid objects can’t be moved by the spell. Enchantment

Warding Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of radiance streaks from your hand toward a creature within range, then condenses to linger at the target until the end of your next turn. The target has resistance to radiant damage, and it has disadvantage on Strength, Dexterity, and Constitution saving throws. The spell then ends. Evocation

Warding Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of strong wind (60 feet in diameter) springs from your pointing finger to a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 + 1 piercing damage. Hit or miss. the target takes no damage from the spell. A creature w ho harms a target that takes damage of 1d8 or lower if it is knocked prone or if its speed is under the spell’s effect. A target must succeed on a Constitution saving throw or be knocked prone. The target can move normally with other targets, and the spell ignores it if it moves more than 60 feet away from the target. Evocation

Warding Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a spell of greater power inlaid with obsidian to crush the weak points of your enemies. Choose one creature within range and each creature that fails a saving throw against this spell within 30 feet of the casting spot must succeed on a Constitution saving throw or take 2d10 necrotic damage. For the duration, the affected target also has disadvantage on attack rolls against creatures in vulnerable to cold damage. Moreover, if it takes any damage while within 30 feet of the casting area, the spell’s damage increases by 1d10. Finally, as an action on each of its turns, it must make a Constitution saving throw or take 2d10 necrotic damage. If it fails the saving throw, it wastes its action that moment attempting to cast a spell of 8th level or lower. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Necromancy

Warding Bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The bolt of lightning that sprouts from your hand strikes a target randomly within range and creates a nonmagical blizzard within 10 feet of it. This bl

Warding Bolt

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A beam of strong force shoots forth from the center of your outstretched hand. Three bolts then arc from your pointing finger toward one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or take 1d6 lightning damage, or half as much damage on a failed save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and

Warding Bolt

Casting Time: 1 action
Range: Touch
Duration: 1 Round

You touch a creature and place a protective charm on it that lasts

Warding Bolt

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, a nonmagical weapon of your choice that you can touch or that strikes a creature or strikes a creature with an attack, a healing effect, or a beneficial effect with another spell of 2nd level or lower can deal its damage with this spell. A staff of four bolts held within a pocket of ranged or nonmagical protection might strike a creature with a single bolt, though such a creature has to make two separate attacks against a single creature carrying out the spell’s functions. Each creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 1d8 lightning damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures have disadvantage on attack rolls against targets within 30 feet of them. Evocation

Warding charm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with the power to ward off other creatures. The target must succeed on a Wisdom saving throw or take 4 d8 psychic damage. On a failed save, the target is restrained, its spellcasting is cut short, and it can use its action to make a Wisdom saving throw. On a success, the spell is removed from the target. Transmutation

Warding charm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you can ward a creature that you can see within range. Until the spell ends, the creature can't be targeted by this spell. The DM must decide if the creature is immune to this spell or not before the end of your next turn. If the creature is immune, the spell ends on that creature. Evocation

Warding charm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and tell it to protect you or harm you. If the target is friendly to you, you neutralize any magical effects that would have prevented it from doing so. If you are hostile to the target, it defends itself by making a Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Warding Circle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a 15-foot-radius sphere of ice centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn must make a Dexterity saving throw. On a failed save, the creature takes 7d8 cold damage, and it is pushed 10 feet away from the sphere. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Warding circle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ring of magical light on a surface that's 20 feet in diameter, and you can use your action on a point of your choice that you can see within range to ward the spell. Until the spell ends, the ring of magic light is centered on an object that you can see within range. You can cast this spell again on a different object if you find a different object that fits the spell. While the spell remains active, you can dismiss the spell and return to normal. Conjuration

Warding circle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The circle of protection and safety surrounds you. Until the spell ends, the creature that appears when you cast it remains in the circle. When you cast this spell, you can designate up to four additional creatures in the circle. The creatures must be within 30 feet of you, and the circle acts as a barrier to keep them from accessing your spellcasting ability. The creatures can’t be targeted by spells or other magical effects. Enchantment

Warding Cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a cloud of dust and water that covers a 30-foot-radius sphere centered on a point you can see within range. The cloud lasts for the duration. An object or object of equal size or smaller within the cloud can’t be affected by it. When you cast this spell, you can create a cloud of water that is 40 feet in diameter and 10 feet deep. As a bonus action on each of your turns, you can make a ranged spell attack roll with the cloud. On a hit, the target takes half as much damage. When you cast this spell, you can target one additional creature for each target you cast this spell with additional effects. Divination

Warding element

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a ward against the elements. You can make one of the following attacks. One-handed or two-handed weapons are unaffected. While you are fighting any creature other than you that is wearing armor or carrying a weapon, you make an attack roll with the warded weapon against that creature. On a hit, the target takes 1d8 bludgeoning damage and is knocked prone. Transmutation

Warding Fist

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You touch one willing creature. If the target is within 5 feet of you, it can use an action to make a Strength or Dexterity check (your choice) against your spell save DC to resist the spell. On a success, the spell ends. Transmutation

Warding Flame

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

Flame like rays of energy range from you to protect you and your allies in peril. For the duration, each friendly creature in a 60-foot cone that you can see that you can see (

Warding Flame

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

Flame comes to life in the chosen location for the duration, causing undead creatures and nonliving creatures in that spot to gain

Warding Force

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, it has a +2 bonus to AC and size. Additionally, each time you hit a target with a weapon attack before this spell ends, the target must make a Dexterity saving throw. On a failed save, the target takes 3d12 slashing damage. On a successful save, it takes half as much damage. Evocation

Warding Fox

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth the wisest among creatures of your choice, and within the spell’s range, each creature of a level that you cast so far in the spell's duration is warded. The warded plane’s dimensions are — a vertical, 10-foot cube, formed by a thin sheet of stone that extends from the center edge of the cube to the left of the cube's space. At the intersection of these two edges is a creature that is neither too far away nor too far from the warded plane. The warded creature can't enter a room that is too close to the w the creature is warded against combat. Similarly, the creature cannot enter a closed door, unlocked chalice, or other locked door that is unlocked while the creature’s space is limited by the limited space of the warded creature. Conjuration

Warding Fox

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A warded race creature appears in an unoccupied space that you can see within range and lasts for the duration. The creature is invisible to all creatures except you and can't be targeted by spells, magical effects, or by other means. The creature is immune to all damage and can be cornered, but it can’t attack or otherwise interact with you, and it doesn’t take damage from your actions. A dispel magic spell that is cast into the warded environment produces a smaller, less-detectable version of the warded creature. If you have a magic mirror that captures warding patterns, the creature can be dispelled by such magic without harming anyone. Enchantment

Warding Grasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A nonmagical ranged weapon used to attack a target within range has advantage on the saving throw for the weapon. The attack deals an extra 1d8 psychic damage to the target and has advantage on the weapon attack roll it makes, and the bonus continues to apply to the following turns as if it had been made. At Higher

Warding Hand

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call a hand to guard a magical object that you can see within range. Make a ranged spell attack against the object. On a hit, the target takes 5d10 fire damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Enchantment

Warding Hand

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a magical ward against ranged attacks, spells, and other magical effects. The spell consists of ten parts.

Warding Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You send a hand or a finger to a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Warding Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a protective hand to crackle with magic. The spell creates a barrier that blocks all damage, magic or otherwise, that occurs while it is in effect. The barrier prevents creatures and objects from touching or touching one another, and it is immune to all effects that would affect it. It also prevents creatures from teleporting into or out of the spell’s area. The spell lasts for 1 minute or until the spell ends. If the spell’s area is heavily obscured or obscured by fog, fire, or other harmful effects, creatures that enter the barrier take 1d6 bludgeoning damage from the spell. If the spell’s area is otherwise heavily obscured or obscured by fog, fire, or other harmful effects, creatures that enter the barrier must make a Dexterity saving throw against the spell’s effect. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 6th. Transmutation

Warding Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create lightning bolts that leap from your hand toward a creature within range. Each bolt is a 6-foot cube with a 5 percent chance of striking up to a creature of your choice within 60 feet of the spell’s area. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes 1d12 lightning damage, or half as much damage on a successful save. The lightning strikes

Warding Lightning

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You cause lightning to leap from one creature within range to a different creature in a 30-foot radius around you. The lightning spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning extinguishes any flames in the target’s area that aren’t being used as fuel, until it has dispersed, or until it reaches its maximum size’s radius. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 30 feet for each slot level above 2nd. Evocation

Warding Lightning

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call forth lightning, shedding bright light in a 15-foot radius around you for an additional 15 feet. This spell has no effect on undead or constructs. Until the spell ends, the area of the storm is heavily obscured, and you have resistance to the triggering damage type. Evocation

Warding Lightning

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth the power of lightning to ward a creature that you can see within range. The target must succeed on a Wisdom saving throw or be knocked prone. It takes 1d8 lightning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Warding Lightning

Casting Time: 1 action
Range: Touch
Duration: Concentration to another point

Warding Minor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You ward a creature you can see within range against one creature of your choice that you can see within 30 feet of it. The spell ends if you cast it again or if you dismiss it as an action. You can ward a creature that you can see within 30 feet by casting this spell with caution. The creature’s AC and Wisdom scores -- if any other creature can’t match the creature’s AC or Wisdom scores, you automatically ward the creature. If the creature is hostile to you and that benefit ends before this spell ends, the creature automatically seeks immediate protection from you. Enchantment

Warding Minor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you resist the effects of one of the following spells of your choice: acid, cold, fire, lightning, or thunder. Additionally, if the spell affects one creature that is already under the effect of one of those spells, the creature that it affects is also affected. Abjuration

Warding off a bad dream

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You choose one creature you can see within range that is asleep or dreaming. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage and be incapacitated for the duration. The target can’t be targeted by spells or other magical effects for the duration. You and the target make the saving throw with disadvantage. On a failed save, the target loses any remaining effects of its dream, and the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Warding off a lich

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a lich within range, which must be of the same race or type of undead that you’re facing. The lich can’t be larger than 5 feet in height and can’t be charmed, frightened, or otherwise affected by spells and other magical effects. Until the spell ends, the lich remains within 5 feet of you. You can’t take damage from the lich by casting it as a spell. The spell ends if you use your action to dismiss the lich as an action. Conjuration

Warding off an approaching evil

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You gain the power to ward off evil, neutralize evil, and protect against evil. Each creature in a 30-foot-radius, 30-foot-high cube centered on a point you can see must make a Wisdom saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. On a successful save, a creature takes half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Warding off a Warding spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast this spell upon yourself. You cast the spell in the same area as the spell’s target, and the spell ends if you have fewer than

Warding off darkness

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You ward off the darkness within a 20-foot cube. The spell ends if it is worn or carried by a creature. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Warding off Death

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

By protecting a creature that you can see or touch, you can make it immune to the effects of death, including poison, disease, and disease-inducing effects. As a bonus action on your turn, you can push the target up to 10 feet away from you, and you can’t pass through it or pass through any blocks it is in. The target must make a Strength saving throw. On a failed save, the target is knocked prone and blinded until the spell ends. On a successful save, the target can move up to 60 feet and remain prone. Transmutation

Warding off demons

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 days

You create a barrier around yourself to prevent demons from attacking or attacking other creatures. The barrier is 1 foot thick and can be knocked up to 5 feet in any direction. You can use your action to dismiss the barrier in any of the following ways: 1) You can create a 30-foot thick line of thin, thin air that extends out to a point you choose within range. The line can be up to 100 feet long or 100 feet wide. The line can be up to 30 feet long or 30 feet wide. At the start of each of your turns, you can move the line up to 20 feet. At the end of each of your turns, you can move the line up to 30 feet. At the start of each of your turns, you can move the line up to 30 feet. At the end of each of your turns, you can move the line up to 30 feet. At the end of each of your turns, you can move the line up to 30 feet. At the start of each of your turns, you can move the line up to 30 feet. A wall of mud or a thin, opaque barrier can be created on each of your turns. The wall is a 30-foot cube and can be up to 10 feet thick. The wall can be up to 10 feet thick. The barrier can be made of anything you choose that is within 10 feet of the wall. The wall can be up to 5 feet thick. The wall can be up to 10 feet thick. You can create up to three 10-foot-by-10-foot barriers on each of your turns, each at a different height. The barriers can be made of any material you choose that is difficult to stone. You can create up to three barriers on each of your turns, each at a different height. You can use your action to cause one barrier to form on the ground within range. The barrier can be created up to 20 feet thick. The barrier can be made of anything you choose that is difficult to stone. The barrier can be made of any material you choose that is difficult to stone. A barrier created by the barrier spell can be created up to 100 feet tall. The barrier can be created up to 100 feet tall. A barrier created by the barrier spell can be created up to 1,000 feet tall. The barrier can be created up to 1,000 feet tall. A barrier created by the barrier spell can be created up to 5,000 feet tall. The barrier can be created up to 5,000 feet tall. The barrier can be created up to 5,000 feet tall. The barrier can be created up to 5,000 feet tall. A barrier created by the barrier spell can be created up to 1,500 feet tall. Transmutation

Warding off Disease

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with magical protection. Until the spell ends, the target is immune to all diseases, poison, and magic damage. If the target is undead, its hit point maximum is reduced by the same amount as the damage it takes. When the spell ends, the target regains its hit points. Enchantment

Warding off Evil

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a magical ward that prevents all creatures and objects that are harmful to you and anyone you designate from being affected by spells of 2nd level or higher that target undead or constructs. Conjuration

Warding off evil

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You create a random 5-foot cube of

Warding off evil wiles

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a ward of darkness that ends on a creature within range. The creature must be within 5 feet of the spell target. The ward creates no harmful energy or harmless magical effect. Once cast, the spell ends. The ward can be dispelled by a dispel magic spell or by another spell of your choice, which also ends the spell. Divination

Warding Off Small beast Transmutation

Warding off the Dark element

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a dead creature and imbue it with the dark magic of the dark lord (hence, the dark lord’s name, for a creature that has no god). The target must succeed on a Wisdom saving throw or be affected by the spell for 1 hour. The target can’t take more than one such saving throw. On a failed save, the target is blinded. This spell ends when the target is killed (if it is still alive), when it has reached the age of maturity (if it is still a child), or when it has reached maturity (if it is still a teenager). Enchantment

Warding off the Dark element

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 100-foot-radius sphere of light centered on a point 30 feet above the ground and centered on it. The sphere lasts for the duration. You can move the sphere up to 30 feet in any direction. The sphere appears in a location that you choose within range. Choose a point within range: a point 60 feet up, a point 60 miles to the left, a point 120 miles to the right, a point 120 miles to the top of a hill, or a point 120 miles up. The sphere is centered on the point that you choose. You don’t need to move the sphere up or down. The sphere appears to be of no larger than 5 feet in height. When you cast this spell, you can make one additional spell attack for each slot level above 5th. Conjuration

Warding off the Dark element

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A glowing sphere of light appears in a spot you choose within range. The sphere radiates light, causing creatures within it to see up to 30 feet of it. The sphere can be up to 20 feet tall and can't be more than 10 feet wide. Any creature that ends its turn within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. If you do so, the sphere appears in a spot that you can see within range. Any creature that ends its turn within 5 feet of the sphere must succeed on a Dexterity saving throw or take half as much damage. The sphere has a radius of 20 feet. The sphere can be broken, but one creature or object that can break the sphere in half or more must succeed on a Dexterity saving throw or take half as much damage. At Higher Levels. When you cast this spell using certain higher-level spells, you can target one additional creature for each slot level above 3rd. Conjuration

Warding off the Dead

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You control the dead, the undead, and the undead of another plane. The spell can’t remove them all or alter their physical forms. You can also restore the dead to life. The spell is cast on a corpse you can see within range. On a corpse you choose that you can see in the same plane of existence as the corpse (as the chosen corpse), the spell ends. The spell ends for each corpse created when this spell ends and all its undead. Transmutation

Warding off the Dead

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical door that opens to a point that you can see within range. The door remains open until the spell ends. Until the spell ends, the door appears to be a circular, walled room of sorts. Each of the following qualities has its own meaning: • A door that is not closed must be unlocked, such as if you have two doors, or if you have a door with a slot of two doors. A door can be unlocked by any means you choose. A door can have no more than one slot open. It can't be unlocked with an open slot, nor can a door that is unlocked with open hands. A door can be unlocked with both hands. A door can be unlocked with both hands. The door must be of a certain size, shape, or material, and there must be a slot in each of the doors that corresponds to the creature’s size. The door can't be unlocked by more than one other creature. The door can’t be worn or carried by other creatures. It is invisible to creatures of your choice that aren’t creatures of the same kind. During the duration, creatures with the same types of senses as you can’t be affected by the door. Transmutation

Warding off the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an invisible, invisible barrier around a target and a noncreature the target is immune to. The target must make a Wisdom saving throw. On a failed save, the target is immune to all damage and is unaffected by any effects that affect it. On a successful save, the target is immune to poison, cold, fire, lightning, and psychic damage. On a failed save, the target is immune to the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier lasts for the duration. When you use a spell slot of 8th level or higher, the barrier lasts for the duration. Necromancy

Warding off the Elements

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a large, opaque, invisible

Warding off the evil element

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ward from evil elements. You can use a bonus action to warding off an area of hostile intent that is hostile to you. You can also create a ward on yourself, a creature you can see, or a creature you can see on another creature’s plane of existence. The spell ends if the target fails its saving throw. Conjuration

Warding off the Evil Eye

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure an invisible, invisible eye to ward off the evil eye that lurks in the dark. The eye appears to be a tiny, indistinct creature that can be seen to be a humanoid. A creature that sees the eye must succeed on a Wisdom saving throw or become blinded. The eye can’t be blinded by spells or other harmful effects. At Higher Levels. When you cast this spell, you can designate one additional creature for each slot level above 6th. Transmutation

Warding off the Flood

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a barrier filled with water that blocks the flow of any water within range. Any creature that ends its turn in the water must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage. At the end of the spell's duration, the barrier becomes solid and becomes a barrier to all water within 30 feet of it. Any creature that ends its turn in the water must succeed on a Strength saving throw or be pushed 10 feet away from the barrier. The barrier isn't vulnerable to damage. When the barrier is destroyed, a creature is knocked prone and must succeed on a Strength saving throw or be pushed up to 10 feet away from the barrier. The barrier persists for the spell's duration. If the barrier is still in place when the spell ends, the creature is free to move to the nearest side of the barrier and make an Intelligence (Investigation) check against your spell save DC, if it is on it. If the barrier is still in place when the spell ends, the creature is free to move to the nearest side of the barrier and make a Wisdom saving throw, if it is on it. If it succeeds, the barrier is broken and the spell ends. On a failed save, the barrier is broken and the spell ends. Conjuration

Warding off the Sickness

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an undead, a creature with a hit point maximum of 2d8. The target must succeed on a Charisma saving throw or take 10 necrotic damage. The target takes 10 necrotic damage on a failed save, or half as much damage on a successful one. If the target is incapacitated, the target can’t speak. The target takes 1d6 necrotic damage from poison, and 5d6 necrotic damage from force poison. Transmutation

Warding off the wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You ward off the wind for the duration. You can create a 10-foot-radius, 20-foot-hardened beam of light that can reach up to 60 feet in any direction. Each creature in that area must make a Constitution saving throw. A target takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A wind wave that travels 60 feet in any direction is a 10-foot-radius, 20-foot-tall, 10-foot-high wave. The wave must be at least 30 feet long and 10 feet tall. The wave can travel at least 60 feet in any direction, but it must be in a direction both opposite and perpendicular to the wind. The wind must be strong enough to sweep a structure or a wall up to 100 feet in any direction. A 50-foot-radius, 60-foot-tall, 20-foot-high wave can travel at least 50 feet in any direction. The wind can also collapse buildings. A wind that is on the ground must be more than 50 feet high. A wind that reaches up to 300 feet in any direction is a 50-foot-radius, 60-foot-tall, 20-foot-high wave. A wind that reaches up to 300 feet in any direction can break or crack a structure. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your reaction to cause the wind to become a 50-foot-radius, 60-foot-tall, 20-foot tall wave. The wave must be at least 30 feet in diameter and at least 10 feet high. The wave must pass through any creature of your choice that can see or is

Warding off Undead

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You use a warding spell to ward off undead. The spell ends if it has a casting time of more than one hour. When the spell ends, a creature of your choice that you can see within range (your choice) is charmed by you. The spell ends if

Warding off undead intruder intruders

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You touch an undead creature that is under your control and that is hostile to you. The spell dismisses the hostile creature. Transmutation

Warding off undead intruder intruders

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or become frightened for 1 minute. The target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The target must make a Wisdom saving throw at the end of its next turn. On a success, the spell ends. The target is unaffected by the spell. Evocation

Warding off Wards

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a ward of magic on a creature that you can see within range. The ward is made up of two layers of stone, one layer of solid stone and one layer of stone. The ward is made of two layers of stone and one layer of solid stone. The layer of stone is the ground or ground-level portion of the spell. The layer of stone is made of a solid material, such as stone. The stone is an extradimensional square, and the spell’s area is within the extradimensional square. You can create the ward by casting this spell. You can also create the ward by spending the spell

Warding of the Dead

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a corpse, a willing creature that isn't hostile to you or that is in your party or that you know, and that falls asleep. The corpse sheds its body and its belongings into a warm, comfortable place, leaving behind its clothing and weapons. After a short while, you can dismiss the corpse as an undead for the duration. Dismantling a corpse for the duration only affects creatures that have the corpse's hit point maximum. You can use a bonus action on a creature you can see within range to dismiss the corpse. This spell has no effect on undead. Transmutation

Warding Rain

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong wind creates a 15-footradius sphere of whirling air centered on a point you choose within range. Each creature in that area has advantage on Strength saving throws and ability checks. When you cast this spell using a spell slot of 5th level or higher, the sphere spreads around corners. Each creature in a 10-foot radius sphere centered on that point must make a Strength saving throw. On a failed save, a creature takes 6d6 cold damage, and it can’t breathe, for 24 hours. On a successful save, it takes half as much damage, and it can’t breathe for days. In addition, when a creature fails its save against this spell without first considering the cold damage, it can’t breathe, and it can’t consume food or drink for 24 hours. After 24 hours have passed, a creature suffering from exhaustion can use its action to regain 3d8 hit points. This spell dispels any fatigue that had already been placed there. The spell ends if you use another action or cast a spell. Evocation

Warding Remnant

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic transforms a target within range into a harmless ward. You can use a bonus action to cast this spell on an area around you in a way that makes the target disappear, and it disappears when you cast the spell. You can designate other creatures as being within the ward, and you can change the target's location so that it appears in the nearest unoccupied space. The target disappears when it has expended all its magic. The spell’s effect lasts for the duration. When the spell ends, the target disappears into the nearest unoccupied space and is no longer under your control. If the spell ends before the target’s ability to move or the target is no longer affected by the spell ends, the spell fails. When the spell ends, the target disappears into the nearest unoccupied space and is no longer under your control. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius of the ward increases by 5 feet for each slot level above 7th. Conjuration

Warding Sphere

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You imbue a sphere of magic energy that spreads out from you in a direction you choose, centered on a point you can see within range. The sphere lasts until the spell ends or until the spell is dismissed. The sphere can be anything you choose, but it is more difficult to affect than a simple illusion. While the sphere is in motion, you can make a ranged spell attack against the sphere. On a hit, it is knocked prone. It has resistance to bludgeoning, piercing, and slashing damage. If the attack hits, the sphere explodes. If the sphere overlaps a creature, it explodes. If you target a creature that is already engulfed in the sphere, the creature is unaffected. Evocation

Warding Sphere

Casting Time: 1 action
Range: 10’radius
Duration: Instantaneous

A sphere of protection from magic springs into existence from the earth to defend against hostile creatures. Each creature within 5 feet of a sphere must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A wall of stone blocks the effect of the spell, and the spell ends early on creatures in the sphere. The sphere is difficult terrain, and creatures can’t pass through it. It covers a 60-foot area and can be blocked only by strong teleporters or other barriers. Creatures are restrained by the sphere; if a creature within 60 feet of a wall of stone blocks the spell, the creature is pulled 10 feet higher in the air to the sphere. Creatures are also restrained by the sphere on a flat piece of metal, which is difficult terrain, and a creature can’t become entranced by a sphere. The sphere is difficult terrain, and creatures can’t pass through it. When you cast this spell using a spell slot of 5th level or higher, the sphere appears in a place where it can be seen. The sphere is difficult terrain, and creatures can’t pass through it. Until the spell ends, a sphere of protection from magic springs into existence from the earth to defend against hostile creatures. Each creature within 5 feet of a sphere must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. A wall of stone blocks the spell, and the spell ends early on creatures in the sphere. The sphere is difficult terrain, and creatures can

Warding Sphere

Casting Time: 1 action
Range: 30
Duration: 1 mile

You conjure a ward that blocks all damage and protects up to 300 feet of space for the duration. The ward doesn’t protect more than one square foot of ground or one area of ground that you can see. Evocation

Warding sphere

Casting Time: 1 action
Range: 30
Duration: 1 minute

You or an object you touch is magically protected from being harmed by an affliction. You can use a bonus action on each of your turns to mentally command a celestial creature you can see within range to guard against being harmed. The celestial creature must be within 60 feet of you when you command it. The celestial creature takes 10d6 lightning damage on a hit or miss. The celestial creature can’t be charmed. When the celestial creature finishes its turn, it moves to a spot you can see within range. The celestial creature can make a Constitution saving throw. It takes 7d6 lightning damage on a failed save, or half as much damage on a successful one. On a failed save, the celestial creature is restrained until the spell ends. On subsequent turns, the celestial creature can use its action to move through the space it occupied in guarding against harm, stopping at the top of its suspended frame for the first time on a turn or whenever it moves. The celestial creature can hover or hover over objects it touches, and it can hover or hover over objects that aren’t suspended. When an object is suspended over a celestial creature’s space, the celestial creature can hover or hover over it in place, or it can hover or hover over a suspended object that isn’t suspended. Illusion

Warding Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

One willing creature you can see within range must succeed on a Wisdom saving throw or become convinced that it is safe. On your turn, you can use an action to offer a verbal command to the creature you or someone you have just talked to, though you can't command it to do anything else. The creature must succeed on a Wisdom saving throw or become convinced that you are talking to it. If you have no effect on the creature, you don't need to specify a specific direction to the creature, but you can command it to follow a particular course as a course of action. If the creature is attempting to escape from an area of difficult terrain or to gain entry to a special compartment, the creature can use its action to move up or down in the creature's space. The creature can use its reaction to move up

Warding sphere

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a sphere of magical force within range that lasts for the duration. The sphere protects you against any cold or fire damage that might be taken. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. The sphere then collapses, creating a 30-foot-radius sphere centered on you. The sphere is a solid cylinder with a diameter of 30 feet. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. The sphere then collapses, creating a 30-foot-radius sphere centered on you. The sphere then collapses, creating a 30-foot-radius sphere centered on you. The spell’s duration ends if you cast it again. Conjuration

Warding Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of magical power surrounds a creature you can see within range. The sphere remains for the spell’s duration, and the target can cast spells as normal. The sphere moves so that its space is horizontal to the ground. If the sphere overlaps a solid surface, dust and other airborne particles fall so that they pass through it. The sphere remains for the spell’s duration. While the sphere is within ethereal space, you can see the sphere from as close as 60 feet away as if you w ere in the field. While the spell lasts, the sphere can’t be targeted by spells of 2nd level or lower. Abjuration

Warding Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of strong magic within range that lasts for the duration. The sphere can be used to manipulate plants, animals, or other objects or to create barriers around objects or objects within range. The Sphere has no physical properties except for size. When you cast this spell, you create a sphere of energy centered on a point within range that you can see within range. The sphere has the same area as the sphere, and it has resistance to damage from magic items. The sphere can be centered on any solid surface and has resistance to bludgeoning, piercing, or slashing damage from magic items. Each creature in the sphere when created must make a Dexterity saving throw, taking 7d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Necromancy

Warding Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A sphere of magical force springs from your hand and vanishes for the duration. The sphere moves in a straight line toward a willing creature within 10 feet of it, and the target must succeed on a Dexterity saving throw or be affected. On a failed save, the target is pushed 5 feet away from the sphere, and that creature must succeed on a Dexterity saving throw or be affected. A creature in the sphere’s space must immediately stop moving and can’t move for the duration. Transmutation

Warding Sphere

Casting Time: 1 action
Range: Self (30-foot-radius sphere centered on a point of your choice within range)
Duration: Concentration, up to 8 hours

You summon a guardian angel, whose power you choose from a pool of water of your choice that you can see within range. The pool appears in the form of fiery orbs, and creatures that fit the chosen form must succeed on a Dexterity saving throw or become restrained in the sphere until the spell ends. When you cast the spell, you can dismiss this spell using any of the following steps. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the summoned guardian angel increases your concentration by one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the summoned guardian angel increases your concentration by two. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the summoned guardian angel increases your concentration by three. Transmutation

Warding Sphere

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

You create a warp in space that prevents creatures from using their movement to move or use equipment. The space is difficult terrain and can't be used to move, and creatures in and around it are subject to the same damage types as normal creatures. At the end of each of the target's turns, the creature can make a Dexterity saving throw. On a failure, the target takes 1d6 psychic damage, and the effect ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Enchantment

Warding Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a 5-foot-radius sphere of strong magical energy. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d6 + 20 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Warding Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a sphere of light in a 10-foot radius centered on a point within range. The sphere spreads out and remains there for the duration. The sphere can be of any size, shape, or material. The sphere can be up to 10 feet tall, 5 feet wide, and up to 10 feet thick. The sphere is opaque to light and can be difficult terrain. The sphere lasts for the duration, and it can be worn or carried up to its maximum weight. While worn or carried, the sphere is not hostile to you. The sphere can be worn or carried by creatures of your choice that you can see within range. The sphere lasts for the duration or when it disappears. Conjuration

Warding Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a strong protective force that surrounds you and lasts for the duration. If the force is strong enough, the force can be strong enough to protect you (your own protection) against a ranged weapon attack, a spell attack, or a magical force. The force lasts for the duration, and the force protects you from hostile creatures. When you cast this spell, you can take the Attack action on your turn. You have resistance to the effects of the force. A creature that succeeds on a saving throw against the force has disadvantage on that saving throw. If you

Warding Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the willing creature you touch a positive ward. While you are affected by this spell, you are protected from harm until the spell ends. When you cast this spell, you can dispel the ward as an action. You can do so at the same time as when you cast the spell to restore 25 hit points to yourself and your companions. If you do so, the spell ends at the end of the casting. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Warding Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 round

You touch a willing creature and send it into a friendly sphere of glowing energy. For the duration, the willing creature has resistance to psychic damage and can’t be charmed or frightened. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Warding Spray

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A dazzling array of bright light flashes into a creature within range and dim light for an additional 60 feet for the spell’s duration. The target must make a Wisdom saving throw. On a failed save, the target is stunned until the end of its next turn. On a successful save, the spell ends. When a creature enters the target’s space for the first time on a turn or starts its turn there, that creature can spend the turn there. If the creature enters the spell’s space again on the first turn it has been in it, its speed drops to 0 and its Intelligence increases by 1. If the creature enters the spell space again on a different turn, the spell ends. When the spell ends, the spell fails. If the creature returns to its home plane after the spell ends, the spell ends. Illusion

Warding Stone

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous

Choose one creature that you can see within range. Make a ranged spell attack against that target. On a hit, the target takes 3d6 psychic damage. On a failed save, the spell ends. On subsequent hits, the target takes 1d6 psychic damage, or half as much damage on a successful one. To take this damage, the target must make a Wisdom saving throw. On a failed save, the target can't benefit from the spell again until it ends. On a successful one, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. When you target two or more creatures, you can target up to three creatures for each slot level above 2nd. Evocation

Warding Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Storm spirits assail your space when you are not on the same plane as the one you’re on, spelling out dire warnings to nearby wights and protecting you against fey. As a bonus action, you can move up to 30 feet in a straight line and then, at the end of your next turn, move to a distance of 5 feet or less. During this time, the storm damages objects in the area, dealing thunder damage to up to your endurance and deafening the creatures in between. Each foe within 5 feet of where you are moving has disadvantage on Strength (Athletics) checks and can’t take reactions. It also has disadvantage on Dexterity checks in combat. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Warding Storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. A strong wind, a gust, or a strong enough breeze can fill the air within range with moderate to strong wind gusts. Each creature in a 20-foot-radius sphere centered on a point you can see within range must succeed on a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. This damage roll increases when you reach higher levels. Evocation

Warding Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a storm that damages any area in which you are within range. Choose a point you can see within range, as long as you don't harm any living thing within 120 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 bludgeoning damage and is knocked prone. A creature moving through the storm in that point is restrained with a rope, and any objects that are on it aren’t moved. A creature restrained by the rope can use its action to make a Strength check against your spell save DC to break free. On a successful check, a restrained creature can use its action to make a Strength check against your spell save DC to break free again. A creature that is still restrained by the rope can use its action to make a Strength check against your spell save DC to break free again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Warding Storm

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

A line of force 30 feet long and 5 feet wide (20 feet long and 5 feet high) emanates from you in a direction you choose before the spell ends. Each creature in the line must make a Constitution saving throw. On a failed save, the creature is restrained and must move away from you to continue the spell. The spell ends if you or your companions are killed by a fire or explosion. Divination

Warding Storm

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 minute

You ward a hostile creature within 30 feet of you against that creature in the area. For the duration, the target has resistance to one damage type. When the spell ends, the spell fails and the spell ends, if it exists. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional ghoul for each slot level above 1st. Enchantment

Warding Storm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a burst of magical force that twists and twists all of your actions and effects in a 20-foot cone that lasts until the spell ends. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 1d4 lightning damage and is restrained, or else must make a Constitution saving throw each round it has been restrained. Any effect that ends this effect or increases the damage or damage reduction caused by it cause a new one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Warding Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the action that you take when you hit point maximum, you can use your spellcasting ability to strike one creature within range. Make a ranged spell attack for the creature, or use the reaction you used to attack. On a hit, the target takes 4d8 damage. If you hit the creature with a melee attack, its saving throw is wasted. It instead takes 2d6 slashing damage, and on its turn, it can make a Strength or Dexterity check. If it succeeds, so is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, two additional effects appear on the target: • The affected creature is blinded and deafened for 1 minute and has resistance to nonmagical damage, • it can breathe for 10 minutes , and • the target has truesight that it can understand the language of the Ethereal Plane (has truesight into the Plane of Fire)? • The target can perform mundane or magical tasks that require hands-on concentration (such as a sign-and-follow spell cast by a wyvern or an undead servant) for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Transmutation

Warding Strike

Casting Time: 1 action
Range: Self
Duration: 4 hours

You attempt to strike a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 slashing damage. You can use your action to break the spell’s spell save point, but only if a single nonmagical weapon or ammunition you are holding is still held by the target. The spell ends if you use your action to do so. On a successful save, the spell ends for the target. If the spell is used as part of another spell, the spell ends for each weapon or ammunition that it was used on or triggered by another spell. Illusion

Warding Strike

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A whirlwind of energy (500-foot-radius sphere) springs into existence and strikes one creature you choose within range. The target must succeed on a Constitution saving throw or become restrained in the whirlwind for the duration. The restrained target is unaware of the whirlwind and can't cast spells or take actions. The whirlwind dissipates in 5-foot-radius pieces, streaking toward a target. Each target must make a Dexterity saving throw. The target takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The whirlwind also disperses cold damage and fire damage. On a failed save, the target has disadvantage on attack rolls and ability checks. On a successful save, the target also has disadvantage on attack rolls against those within 5 feet of it. Evocation

Warding Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. If the target is within range, the target is immune to all damage and is immune to all damage for the duration. The spell ends if the target is knocked unconscious. Abjuration

Warding Str**

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a streak of brilliant radiance spreads from your †bow finger to slash the target with a weapon of your choice that you can see within 60 feet of it. For the duration, your weapon sheds dim light in a 30-foot radius and sheds bright light in a 30-foot radius for the duration. At the end of each of its turns, the target can make a Constitution saving throw. If it fails, it is blinded for 1 minute and deafened while it is blinded. If the target is incapacitated while casting this spell, it can use an action to end the effect on itself by pulling itself free of its blindness. Abjuration

Warding Touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Touch someone you can reach with one hand. You touch one willing and seemingly imperiled and create a lasting illusion of security around the target. If the target is a creature, it becomes immune to being harmed, and it can use its reaction to deal 1d4 radiant damage on each of its turns to break the spell’s spell immunity. If the target leaves a sustained state of magical stasis, it can make a Constitution saving throw. On a successful save, you can switch to a different form, making the switch a success. If you succeed, the spell ends for the target, if it w eels or falls, and you might be immune to its attacks for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates a strong bond with one willing creature it strikes with a nonmagical weapon, antimagic field, or similar effect. The bond lasts until the spell ends, at which point the creature becomes immune to all the effects of the bonded weapon and/or antimagic field. Conjuration

Warding up

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a ward in a place that you can see within range. The ward lasts until the spell ends. Constructs and other creatures can be affected by the spell, as long as you and the target aren’t under the effects of the spell. You can also create wards that do not affect creatures. The ward lasts for the duration. You can use a bonus action on each of your turns to cause the ward to disappear. You can cause the ward to disappear as part of a spell cast. Necromancy

Warding up

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target takes 7

Warding Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of whirling energy in an unoccupied space that you can see within range. The wall lasts for the duration and is composed of ten 10-foot diameter panels. Each panel is 3 inches thick and is composed of ten 10-foot-by- 10-foot panels. Each panel is immune to nonmagical damage, which is prevented from reaching its full length by nonmagical means that is made in the space. You can use your action to create a 15-foot-by-20-foot barrier that surrounds an unoccupied space where the barrier is created. If you do so, an invisible wall of whirling energy appears within 5 feet of the space where the barrier appears, blocking any magical means that can be used to disperse the whirling energy. A disintegrate spell that deals piercing damage to the wall destroys it and leaves behind a trail of whirling debris that can be used as a distraction to avoid its blast. You can use your action to create the wall by casting this spell again within 5 minutes. You create the wall by casting this spell at least once. The wall is 10 feet high, 30 feet high, and 20 feet thick. It extends from the spell’s area toward you and remains there for the duration. When you cast the spell, you can make two separate magical attacks against the wall: one from a different panel and the second time you attempt to break it, you make a success roll with an 8 or higher. While broken by a panel, an attacker can use an action to gain entry to the wall or leave it. The wall can be restored to its normal state by using an action to move a finger or so along the edge of the wall. It lasts until the spell ends. When the wall appears, each creature under the spell must make a Dexterity saving throw. A creature takes 4d8 magic damage on a failed save, or half as much damage on a successful one. Once the wall is restored to its normal state, any creatures within it while trapped by the wall are made invisible and can’t be harmed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Conjuration

Warding Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A ward against magical decay created by a disease, poison, or spell of 2nd level or lower, created by a spell of 3rd level or lower, or created by a magic axe by a spirit. Choose one spell of 5th level or lower cast by a necromancy spell slot of 6th level or higher. You can cast the spell again on each of your turns as an action. You can also choose to have the ward apply to all spells of a target that it targets, not just to spells cast by others. If you cast a spell targeting a targeted by a warded spell, you can cast this spell again targeting the same spell against a warded creature. Alternatively, you can maintain a ward created by a bonded spell of 7th level or higher that grants you a wish rating of 1 or above. If a warded spell targets a creature, the warded spell must target a creature other than you, not just one affected by the spell. To maintain a warded ward, you can use a spell slot of 8th level spell, 9th level spell, or 10th level spell, or you can use a spell slot of a 2nd level spell of your choice that targets only one warded spell of your choice, and you do so mentally and physically. Conjuration

Warding Warding Bond

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell wards a willing creature you touch with a protective magical ward that lasts for the duration. The ward is made of 1/2 a cubic foot of water and is imbued with holy power. When the spell ends, the target dies. It is under such a condition that no spells or other magical effects can affect it. The spell also extends to any nearby outlying wards or barriers, which wards against being

Warding Ward

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Until dispelled

You create a protective ward on a hostile creature within 60 feet of you that is friendly to you and is centered on you. The spell fails if you harm the creature or if the creature is moved to too close to the spell or casts a spell that targets it. The ward protects it against spells, magical effects, and other ill effects that might target or harm you. To cast this spell using a spell slot of 8th level or higher, you must make a casting of a 2nd level spell and have warded it from those effects for 10 minutes. When you cast this spell again, you can cast it again made with a higher level casting slot, and it lasts until it is dispelled. If you cast it again, you must use a different spell slot for each slot up to its level. For example, you could cast it using a 5th level spell and use its level as its casting slot. Evocation

Warding Wards

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose a creature within range, and choose one of the following effects. A target of your choice that is within range regains 1 hit point. This effect lasts for the duration. As a bonus action, you can hurl the target up to 5 feet high. It must make a Strength saving throw. On a failed save, the target takes 1d10 bludgeoning damage, and it takes 1d4 bludgeoning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot

Warding Ward

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a living creature and bestow a magical ward against magical energy that would otherwise siphon life force from it. The ward protects against death, but not undead, constructs, undead, undead with unnatural armorments, and undead that don’t belong to a kind or kind of living thing. The spell fails if the warding effect is present, if the warding effect would protect a creature if it died, or if you choose a location. The warded location is determined by the deity, but it doesn’t have to be a place you know or have known (e.g. you don’t want to protect a fortress against siege engines from outside, but you might want to protect some fortresses that are connected to a wide open field somewhere). The warded location can be as small as a fortress’s outer wall, as large as a rampart on a level barge, or as large as a bridge over a wide chasm. Casting this spell on the same spot every day for a year also counts as a spellcasting session. You must have a resting place close to the location of the ward, and you can cast this spell again only if the warding effect is gone. Conjuration

Warding Ward

Casting Time: 1 action
Range: Touch
Duration: 1 Round

Until the spell ends or the spell ends, you can use your action to ward a creature you can see within range against one of the following effects. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 radiant damage, or half as much damage on a successful save. Fire. The target is blinded until the spell ends. The target is blinded until the spell ends. Water. The target is stunned for the spell’s duration. Poison. The target is poisoned until the spell ends. Earth. The target is affected by the elemental elementals. If the target is affected by either of these effects, the spell ends. Water. The target is affected by the elemental elements. Earth. The target is affected by either of these effects, the wind is deafened. It must make a Wisdom saving throw at the end of each of its turns. On a failed save, the target is knocked prone. If the spell ends or the wind blows enough to cause damage, the target is knocked unconscious for the duration. If the wind is so strong that the target is knocked unconscious, the target has disadvantage on the attack rolls of all attack rolls until the spell ends or the spell ends. Fire. The target is affected by the elemental elements. If the target is affected by either of

Warding wind (30)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: • It deafens you and other creatures in its area. • It extinguishes unprotected flames in its area that are torch-sized or smaller. • The area is difficult terrain for creatures other than you. • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. • It hedges out vapor, gas, and fog that can be dispersed by strong wind. Evocation

Warding winds

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You hurl four pieces of magical energy that range 300 feet or less away at one creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 thunder damage. The target and everything it is wearing and carrying, except magic items, are reduced to immobile skeletons. The spell ends for an affected creature when it hits or misses, if the target survives the spell. Abjuration

Warding winds

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a willing creature and grant it a measure of protection from harm. For the duration, that creature has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Warmaster

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A warm, windy air springs into existence around you, centered on a point you choose within range. The point spreads from side to side, forming a horizontal stabilizing mass in the space you currently occupy. Until the spell ends, a sphere of chill air is centered around that point. Any creature or object within 20 feet of the center of the chill air is pulled 10 feet toward the sphere for the duration. If the creature or object is standing still and attempting to cast a spell, it can make a Constitution saving throw. It succeeds, though it takes 7d10 cold damage and 14d10 radiant damage instead of the normal 10d8. The spell ends if you use your action to move to a new spot on the ground or if you use your action to move up or down in the air. Transmutation

Warmaster

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You establish a partial freeze on one creature you can see within range, causing it to freeze solid for the duration. The target must make a Constitution saving throw, taking 8d6 cold damage on a failed save, or half as much damage on a successful one. Each creature that fails the save must succeed on a Constitution saving throw or become frozen for the duration. Additionally, a creature that successfully saves against freezing rain has a 20 percent chance of freezing to solid waste. Conjuration

Warmaster

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

You create a magic barrier between two different types of creatures that have the same kind of vitality and growth rate. Creatures in the area of the spell are unaffected. This magic effect activates when a creature within 5 feet of the magic barrier is under the spell. A creature within 5 feet of the magic barrier has disadvantage on Dexterity checks, ability checks, and saving throws, and can't be targeted by spells or other magical effects. Evocation

Warmaster's Bond

Casting Time: 1 action
Range: Touch
Duration: 1 hour

This spell activates at your touch to inscribe a ward against frost. The ward includes a shimmering gemstone and glimmers in the wisps of your garment. It can contain up to two hundred gemstones and doubles as a laboratory, laboratory, or other magical object. You can inscribe the ward as an ornate urn or a cylinder made out of wood or ice. Each 5-foot-diameter structure is inscribed with a calming magic that caresses the creatures within it, calming them until the spell ends. Creatures within the warded area have resistance to bludgeoning, piercing, and slashing damage from that point until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first sheet of inscribing magic inscribed by the spell activates when you take the Dash action. When the spell ends, the crystal glows in the warded area for an additional 10 feet. A creature w ho ho ls if it can’t see, because of gaps in its vision, is blinded by the spell and must make a Wisdom saving throw. On a failed save, the blinded creature can’t use its action to use its action to use the full length of its movement, which must be no less than 10 feet. If it can’t, the spell is wasted. Conjuration

Warmaster

Casting Time: 1 action
Range: Self
Duration: 1 minute

You bring about an atmosphere of tranquillity and security within which creatures rest. Create a 10-foot cube originating from a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes incapacitated for the duration, and the creature is unable to move or use its movement. At the end of each of its turns, a creature affected by this spell can repeat the saving throw, ending the effect on itself on a success. When the spell ends, a light blueish cloud of cloud falls, dealing 6 d10 bludgeoning damage to a creature that starts its turn in the cube. A creature that starts its turn in the cube and is already under the spell’s effect falls prone, and the spell ends fast. Conjuration

Warmaster's Faithful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform a Medium or smaller beast you can see within range and imbue it with bravery. Whenever a beast that you can see within range attacks or casts spells against it, it becomes friendly to you and grants you proficiency in one circumstance that you know (the DM adds your own circumstance to the list of circumstances), as determined by you. This ability replaces proficiencies.lordkind. charmed Abjuration

Warmaster's Mark

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell grants a lightened or warded hand to a Medium or smaller solid body of water that you touch. The hand lasts for the duration, and the target’s speed is halved if it is in the blood of another creature. The target can make a Constitution saving throw, taking 4d6 damage of the type you used for the spell’s duration. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell

Warmaster's Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a sphere of wh

Warm Earthen Touch

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Until the spell ends, you can cause the ground in a 30-foot cube centered on a point within range to become warm to touch. The ground in the area is covered in soft, soft, translucent wool. This wool spreads out from corners to edges, forming smooth wisps. When worn, the wool makes it difficult terrain for creatures of your choice within 30 feet of it. Transmutation

Warm Primal

Casting Time: 1 action
Range: 60
Duration: 120

Until dispelled A primal urge springs into existence within one creature for the duration of the spell. The creature must use all its physical strength to push the urge back toward you, which expels it instantly. A larger creature (inset) instead has advantage on attack rolls against it before it is affected. Evocation

Warm Regard

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, the radius of the charm book you use to recall a familiar is centered on the familiar’s space. When you use this spell to recall a familiar, roll a d 10 and add 1d8 damage to it, which can be reduced in half for each stat change. After six months, the spell doesn’t count against your spellcasting ability, and it doesn’t take actions this turn. When you cast the spell again, you should have no excess damage, and you should have no more damage in your possession. Conjuration

Warm Regard

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Until the spell ends, your mind moves with the weather to consider the conditions that will trigger when you appear in or near a place or circumstance that causes you to move. To the best of your knowledge, this spell doesn’t automatically occur where no one is looking. For example, a place you are currently in is unlikely to turn out fine because of the weather. But in this case, there is a possibility. For example, if you place your wand in the air, the moment you take 5d10 x 5 d10 minutes on each of your turns, you can expect to see about 10 conditions met by one condition that will occur on your next turn. You can also adjust the duration so that conditions that would normally occur during the day become permanent. For example, if you place your wand in the air and I sense a condition that would turn off steam in the room it sits on, I can expect to see the condition automatically occurring on your next turn. Conjuration

Warm Regard

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Your hand invokes the power of nature to send

Warm Regard

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and have the benefit of the same kind of sensory ability as the creature. The target can make a Wisdom saving throw or take 3d6 psychic damage. On a failed save, the target takes 2d6 psychic damage and can't use its reaction to regain the lost half of the damage. The spell ends if you use your action to end the effect. Conjuration

Warm Regard

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature of your choice that is Medium or smaller and counts as possessing some kind of divinity. For the duration, that creature knows the name of its god and is immune to any divination spells that would target it. If the target is undead, it becomes immune to all damage and can’t be dispelled by spells made against it. When you cast the spell, choose a creature that you can see within range. Hit the target. On a hit, it takes 2d10 necrotic damage, and on each of its turns until the spell ends, it must repeat its saving throw against the spell. It must also use its reaction to each piece of armor it is wearing. If the armor piece it’s wearing is missing, the spell ends if it is worn again. While the spell is in effect,

Warm Touch

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

With touching hands, one creature of your choice that you can see within range and that fits comfortably within an8th-level (60 feet-mile) plane (or a larger size) plane. The target can make a Constitution saving throw. If it succeeds, the spell ends for it, and the target can use its reaction to automatically succeed on any saving throw against the spell. On a successful save, the spell ends for that creature. Divination

Warmup

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cause a creature that you can see within range to warm to life. For the duration, the creature becomes blinded and protected against being poisoned while in its space and outside its reach. This spell has no effect on plants or trees. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creatures for each slot level above 1st. Enchantment

Warm Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot-diameter steel dome rises from the ground and forms a wall of whirling air at a point within range. Each creature in a 30-foot-radius circle centered on that point must make a Strength saving throw. The

Warm weather

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a minor breeze on land or on the ground in a 30-foot radius around you that lasts for the duration. Choose a point you can see on the ground within range. You create a minor breeze with a 5-foot radius and then make a minor spell attack there. On a successful check, you expend one use of the spell. As an action, you can make a major or major flash of wind in the same area. The wind blows around you in a direction you choose. You can extinguish the wind with your bare hands, or you can cast a gentle breeze of moderate size or smaller blowing from a 30-foot cube with you. The wind carries the target toward you, stopping short of its path. The wind moves with you, remaining centered on you and moving toward you as you make your spellcasting attempt. If you cast this spell while you have no immediate access to water or a strong wind, the spell ends, and the weather becomes hazardous to both you and the target. If the wind is strong enough to obscure your vision of the area, the target is blinded until your next turn, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you used for the frostbite resistance spell, you can make a new frostbite resistance spell using three times the number of bolts you have use on the spell. Evocation

Warm Welcome

Casting Time: 1 action
Range: Touch
Duration: 24 hours

A friendly creature of your choice that you can see within range and within range provokes a magical welcome spell. You change its name to warn other creatures of its arrival. It emits a loud, whistling bellatrixal melody and leaves a greeting/resignation written at the beginning of the target’s line on the wall or other surface. The spell fails unless the creature leaves its mark on the wall or other surface already exists. Divination

Warm Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You turn the air surrounding buildings in a ward against lightning and freeze meteors. Each creature in a 30-foot radius where the wind maws against you must make a Strength saving throw. Each creature takes bludgeoning damage equal to 10d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for each slot level above 2nd. Evocation

Warp Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 20-foot thick cloud of ghostly, blackness around a point you choose within range, choking off nearby life, for a limited time. The cloud then regains 4d6 psychic damage (your choice when you cast this spell), which is dissipated when it hits, after 1 minute. The cloud extends out to 30 feet and has the movement ability, which you choose at the start of each of your turns. When the cloud appears, each creature within 30 feet of it must make a Wisdom saving throw. On a failed save, a creature becomes incapacitated and must use its action to move to a different cloud. As an action, you can move the cloud up to 60 feet and then cause no damage at all by causing an effect, such as burning or girding a creature, to become tangled or lose its webbing. When the cloud hits, any exposed moisture or any other substance that is warm or sticky damages the cloud and causes it to freeze to death, preventing it from resuming its movement. A creature that successfully saves against this cloud can use its action to make a melee spell attack with it, and it does so with advantage. On a hit, it sprouts a sticky webbing, which leaves behind a trail of frozen ground. Creatures that have the webbing free fall when it strikes them, and when the cloud engulfs them, they make a DC 15 Strength saving throw. They take 4d12 cold damage on a failed save, or half as much damage on a successful one. On a failed save, a creature can use its action to step back and re-attract the moisture, stifling its freezing breaths and freezing winds. When a creature finishes its saving throw, it exhales a thick, spongy cloud of vapor that heavily obscures its area. It lasts for the duration or until it dissipates, leaving exposed dirt, grime, or other soft materials on the ground that it touched. When the cloud decays, any particles it expelled remain, and the cloud is exhaled from within 1 mile of it. Conjuration

Warp Drive

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create two warp-like beams of light in a 15—foot radius centered on a point within range. Each beam flashes red energy, a faint yellow radiance, and dim light for an additional 15 feet. The beams can pass through solid metal, stone, or some other difficult barrier. Once a beam reaches its destination point, it flashes back to that point. This spell can’t create any other effect. Transmutation

Warped cover

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Concentration, up to 1 minute You create a shadowy fortress on the ground that lasts for the duration of the creature’s clothing. When the fortress appears, each creature in it and up to three creatures of your choice that you can see within range must succeed on a Wisdom saving throw or become cloaked in shadow for the duration. At the start of each of its turns after the warp persists, or until you choose an effect, a creature can roll a d20 to determine which effect it is seeing occurs first. The veil lasts until the creature performs a mental image of a password or symbol appearing on the ground within 30 feet of the fortress. It lasts twice as long as regular invisibility, and it enables the creature to see through the visible gaps in the floor and walls. Transmutation

Warped Earth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A place on the ground that is prone or prone to warp. Choose a layer of loose soil or stone, which is 10 feet on one side and 5 feet on the other, that fits within a 5-foot cube, and that user can fit into the layer for the duration. The warp persists for each affected creature for the duration. If a creature uses its action to move from one layer to the next, the creature can roll a d4 and add the difference to its unoccupied space (including occupied space up to its maximum). An affected creature can use an action to create a warp from any of the layers it has worn since it’s laying downrest. While created, wisps of cloud cover animate and become dormant while the creature’s rest. When the cloud covers a creature, it makes it possible for that creature to make one attack roll or make a Dexterity saving throw. On a success, it can use this method to wurl another creature, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the warp increases by 5 feet for each slot level above 3rd. Transmutation

Warping Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a warp in the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere is a 50-foot cube and can be up to 10 feet wide and 20 feet tall. The sphere is composed of up to 1,000,000,000,000,000,000,000,000,000,000 in a cube. Each cube has a different name, a different set of eyes, and different properties. Each cube has a different attack action. The sphere can be used to create a flying sphere that flies up to 30 feet in any direction. That sphere has resistance 30 and has a flying speed of 60 feet. The sphere can be used to create a teleportation spell that teleports a point to another point within range. The spell can be cast multiple times. The spell lasts until the spell ends. The spell can be cast multiple times, starting with the first one. When the spell ends, the spell remains in effect until the spell ends. A warp in the ground is created in which the sphere moves in a straight line along a flat surface. A vertical line through the sphere appears at a point that isn't directly on the ground, either above or below the sphere. The sphere must be at least 20 feet long and 20 feet high to be a warp. The sphere can also be made of any material that is strong enough to hold it. A warp in the sphere can be created by creating a portal to another dimension, which is a different dimension than the one created by the warp. A portal to the other dimension is created by creating a portal to the dimension you created in the same manner. A portal to the dimension you created in is created by creating a portal to a different dimension. A portal to the dimension you created in is created by creating a portal to a different dimension. If the spell fails to create a portal, you can use one of the other dimensions to create a portal to a different dimension. The portal to a different dimension must be of the form of a creature other than the one that created it. The portal to a different

Warping Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Up to three threads of fabric sewn onto a wall lend themselves onto a creature or object as you choose. Constructs and flying objects of Medium or smaller size or larger are unaffected. Choose one piece of fabric, such as a crescent or a rose, that is both worn and affixed to a creature or object. The fabric is imbued with life, giving it life-preserving properties. It takes 1d12 force damage if you are standing on it and 1d12 damage if you are sitting on it. The fabric lasts until the fabric is dispelled. If you use your action to move the fabric up to its normal position, the fabric remains on the creature or object it was on before it was torn. The fabric is difficult terrain and is disintegrateable with a cleanly thrown nonmagical nonattacking surface. You can use an action to repair the fabric if it is damaged. It also transforms into a construct, a creature, or a steed for the duration. The new form doesn’t need to be of a creature type known to you and can be part of a race, nor can it benefit from special abilities or alignment, nor can it benefit from alignment, alignment's parent or other such qualities. If you choose a creature type known to you that has no alignment component, the creature is part of a different racial or racial group that bears little or no relationship to your own. This spell also leaves the fabric completely intact, shifting it to fit in your hand and allowing you to use it to support a creature’s physical or magical environment. Conjuration

Warping Sphere

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a small construct and create a warp that lasts for the duration or until enough force is applied to the wisp to cause no damage. If the warp is strong enough, the construct can be lifted up to 30 feet in any direction and then another creature of your choice that is Medium or smaller can jump it up to 30 feet in either direction. It can hover, spin, crawl, or roll on the ground and is fully capable of carrying large objects up to 10 pounds. The warp then confines a creature that drops such an item to it when it drops to 0 hit points. If the creature drops onto a solid surface made out of stone, steel, or mud, it is transported to another construct of your choice and then rolled for its speed and size. The creature doesn’t need to make a successful Constitution saving throw; it simply takes any speed it has and moves as normal. The construct’s equipment can’t be moved and objects caught in the warp are restrained as normal. The construct is restrained when any effect of its choice calls it to create a new one, such as by creating a new door or a new passage. When the warp creates a new creature or construct, a new password is written on the wafer, which is then torn and flung into the nearest unoccupied space nearest to the warp. When it is torn, the wafer is carried to the nearest unoccupied space, provided that it is on the same plane of existence as the creature or construct. The warp then suffocates a creature that drops the wafers. Conjuration

Warp Sphere

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Choose a spot on the ground where a strong wind can blow and create warp drives that twist and reshape simple objects and objects within reach. A creature that starts its turn in the spot must succeed on a Strength saving throw or take 1d10 bludgeoning damage, and a creature that ends its turn in the spot must succeed on a Strength saving throw or be pushed 10 feet away from the spot. The warp caused by this spell can be suppressed in a space created by the Dispel Magic spell. If you cast the spell on a creature that starts its turn in the spot, it can make a Strength saving throw, taking 3d10 force damage on a failed save, or weirder a move used to drive a wedge through a lock. The warp can be subdued in any one of the following ways: by shaping a tree trunk in half to create a warp along the ground; by pouring acid rain on a spot where a warp starts and ends; or by pouring acid rain on a spot where a warp starts and ends, forming a warp bridge that leads to a creature or object within 5 feet of the wp//warp spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can effect a warp that lasts for the duration or until you use your action to move the warp up to 5 feet. Nonwarp wisps can’t be affected by this spell. Transmutation

Wash of cold

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A pool of cold water springs into existence. The spell’s effect extinguishes the pool. The water is difficult to drink. The pool is difficult to use for magic effects. It is difficult to use again until the spell ends. The pool lasts until you dismiss it as a spell of 5th level or lower. Transmutation

Washpool

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A pool of water appears at the end of any creature's path. The water can contain up to 1 cubic mile. Each creature in the area must make a Constitution saving throw. A creature is pushed 100 feet away from the water toward a point you choose within 120 feet of it. A creature can extinguish the fire by making a Constitution saving throw. On a failure, it can extinguish the fire by making a Constitution saving throw again. A creature can use an action to extinguish the fire by making a Constitution saving throw against this spell. A creature can extinguish the fire by making a Constitution saving throw against this spell. On a successful save, it extinguishes the fire by extinguishing all flames within 100 feet of it. Evocation

Waste

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a harmful waste that harms one creature or a portion of a creature’s body and wastes its ammunition for the next turn until the spell ends. This waste can deal 1d6 + 1d6 damage to the target, which must still be alive when you cast it, and the creature loses any speed it has. As a bonus action on each of its turns, it can repeat the same damage type, except it deals 1d6 damage on a hit. This damage can’t be reduced or prevented in any way, but if it is reduced or prevented, the creature takes 1d6 damage of the type you chose. Transmutation

Waste

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell turns corpses or limbs of corpses in its possession into precious metals for its service. As a bonus action on each of your turns, you can create one of the following materials items within range: a spear, daggers, crossbow, crossbow, or similar. The creature’s flesh is imbued with life and becomes immune to any damage or effects that would damage or kill it. The spell then ends for the creature. For example, a human being could become immune to fire damage and therefore avoid being hit by a typical nonmagical nonmagical nonexplosive weapon. You might instead create a weapon made of stone or metal, a simple item that can be used to attack up to five creatures or to create a protective magical object. If you take the Attack and hit with it, the magical object releases a small harmless energy field in front of it that protects against attack. You might not be able to use it to create protective shields or a simple staff, but you might be able to protect your head from being broken by magic. Another creature with a Intelligence score of 1 could create a protective magical object made of pure gold or silver. It might not be able to use it to create a protective magical object. It might be able to use it to create a protective magical object made of silver or gold. The material used to craft the magic is known to the DM. To craft the magical object, a creature must have seen it and knows the magic of the object. If the creature’s Intelligence score is 3 or lower, the magic is wasted. You might craft a ring of radiance made of gold or a piece of holy radiance made of silver. If you make a magical object that can be broken by attacks made against it, the magic is wasted, and the magic fails to craft. Transmutation

Waste Aura

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a glyph of unfathomably high importance within the ruin of a long-dead deity. It is imbued with dread power, binding all who stand in its way to a fixed fate, such as dire abdication or the burning of temples. As a bonus action, you can put one of your own creation glyphs into a treasure chest at the center of one of the mists below Hogwarts Castle. You can open the chest and create one of the following glyphs: • At the start of each of your turns, you can expend one slot of arcane storage for the glyph. • At the end of each of your turns, you can expend one slot of arcane storage for the glyph. • At the beginning of each of your turns, you can repeat the same spell with both of its levels of— (for example, you could repeat the same spell three times, 3 times for the beggar, and once for the holy man) • Each time you repeat a spell slot 80 or higher, your spell slot increases by 1, and the duration is 10 days. • You can make your own runes. You create one of the following glyphs by spending one slot of arcane storage: arcane rope, amnesia, beast spirit, extradimensional doorway, or extradimensional ward. You can create two runes and two makeshift runes with one use of arcane core. You create one rune or stave off two runes by spending 1 slot of your arcane core. You create two runes, or a duplicate of another creature (your choice, not necessarily the same one), with one use of arcane hammer. You create three runes, or two temporary ones created by the restoration spell. You create two runes created by the normal healing spell. You create one rune created by the dispel magic. You use your action to create two more runes. You make a new one, or keep one you created and change its nature so it no longer impacts the first two runes. You either keep one you created or change its nature so it no longer affects the second two runes. If you maintain a duplicate of another creature, the duplicate isn’t damaged or has its nature changed so it no longer impacts

Waste Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You cause a creature’s waste. For the duration, the creature’s clothing becomes loose and any weapon held by the creature falls short of its normal range. A creature that spends its action slashing or piercing doesn’t waste a second or make a melee attack with its weapon. Transmutation

Wasteland

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

This spell leaves behind magical traces of your travels. The spell creates a faint aura around a location or object you choose within range, tracing its movements to a document you create (typically a map, symbol, table of contents, or a glyph for a specific

Waste reduction

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You establish a course of action so simple you could be forgiven for wondering how the world would really work without it. You might need to turn some of the world’s most precious metals or metal or metal-based materials, such as stone, into makeshift tools that others can use to mend their ways. Alternatively, you might need to turn some creatures into beasts, capable of harming others. If these things are cast as mundane objects and made of nonmagical energy, they take half damage from being affected. While the spell affects these things, they become magical instead of being mundane until reduced to 0 hit points. Some of these things can be turned into magical beasts by others' wishes. For example, the mundane stone implements used to craft weapons and armor become beasts when reduced to 0 hit points. Arrows. Arrows infused with magic. Arrows infused with fear. Arrows infused with despair. Arrows infused with destruction. Arrows infused with the curse of undeath. Arrows infused with the darkening power of the dead. Arrows infused with the power of the undead. Arrows infused with the power of the dead. Arrows infused with the power of the living. A creature that is hit by a casting of this spell becomes possessed by the beast for 24 hours. Withdrawal. A casting of this spell permanently disposes of the possessed beast. While the beast is possessed by the bonded divinity, it obeys the rites of its deity, worships its god, and performs any and all mortal functions that it chooses. It can’t willingly abandon the divine or its deity (including the service it provides), and it doesn’t willingly renounce the service of its deity (including the service it provides). If the creature willingly renounces its deity in this way, the bonded divinity disappears, and the creature can no longer take the oath or partake in any such services. While the creature obeys the rites of its deity, it can’t act as a member of a particular class, alignment, or race, or it can‘ untrained as a witch, wizard, or druid. Abjuration

Waste

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, which has a life of its own and a willing creature’s Hit Dice. The target takes 1d10 necrotic damage of its choice from the hand of the target. It must use its reaction to cast this spell again, unless you use your action on a different hand or if it has no hand at all. If you use your reaction when you cast this spell, the target takes 1d10 necrotic damage. While you are aware of the hand of the target, you can use your action to make an attack roll with one, two, or three of the hand’s damage, and the hand must succeed on the attack roll and isn’t incapacitated by the spell. Necromancy

Waterbarrier

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pour out gallons of water, one at a time, to create barriers that can be broken or otherwise damaged. Break water, crack it, or fill in gaps in it to create wide swaths of open ground or sand. These barriers take 2d8 fire damage when these spells are cast, and fire damages them when activated. When a barrier breaks, it creates either a horizontal or a vertical crack that must either be 1 foot or smaller, and a fire crack created by a crack within 1 foot of a fire crack can be closed by a simple enough spell of 8th level or higher. If any of the above conditions are met, then the barrier remains in place for the duration. While a barrier is created, creatures can take only one fire damage roll when it strikes one creature or structure within 30 feet of it. You make this roll as part of casting the spell, not as a part of subsequent acts of casting. On a successful save, the fire damage is reduced by half the fire damage the barrier inflicts on you. A creature struck by the fire spell takes 4d6 fire damage. When the spell ends, the barrier is broken and all damage has been reduced. When the barrier is breached, a thin sheet of smoke erupts in flames that lasts for the duration. Smaller than masonry blocks a 40-foot-radius sphere 60 feet in diameter that lasts until the smoke disperses. Each creature that is affected by this spell must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is pushed 10 feet away from the location where the smoke takes root. The flames hurl objects and strike at hovering creatures, as well as enemies in the area. When a creature (including you) succeeds on a saving throw to break the barrier, it escapes the spell, but if it does so successfully then it must immediately return to the spell slot that allowed it escape. Evocation

Water beast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose a water beast within range. The beast must have a size (in feet) determined by the beast’s Strength score. The beast’s Strength score must be at least 2. The beast’s hit point maximum must be at least 3. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to eight water beast ’s hit point maximums, or you can animate up to ten water beast’s maximums. Abjuration

Water beast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a water beast that is friendly to you and within range for the duration. It disappears when it drops to 0 hit points or when it disappears for 1 hour or less. You can make a new beast appear under different circumstances; it appears as a new being within 30 feet of you (if you control multiple beasts, you can designate a new environment for each beast), moves while within 30 feet of you, and is no longer under your control. You can use your action to create a new water beast, or choose any number of beasts that you can see within range (your choice if you own more than one beast). When you do so, choose one of the following effects. The water beast disappears when it drops to 0 hit points or when it disappears for any reason other than because it fell. 1. It makes a melee attack with its weapon. Hit or miss, the water beast can’t attack you again until the spell ends. 2. It makes a magic broom (contained within a 5-foot cube) that moves along the ground in a 20-foot radius and has a sustained range of 60 feet. After falling on its side (typically to reach for its broomstick), the broom deals 4d4 + 1d6 bludgeoning damage to any creature within 5 feet of it that you can see. 3. It uses its action to move across surface, up or down ladder, and so on until it has drawn its weapon, returning to its main weapon slot or the surface it came from. 4. It makes a melee spell attack with its staff and takes 4d4 slashing damage. On a hit, it deals 2d4 + 1d4 slashing damage. 5. It uses its action to slap, kick, or slash at a creature within 5 feet of it. Make a melee spell attack for the first creature of its kind on the field, and make the attack with each creature. On a hit, the target takes 2d4 slashing damage, and its hit point maximum is reduced to 0 hit points. Transmutation

Waterbender

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your berserk instinct springs to life in the shape of a waterbender's powerful hands. A berserk creature (the bender must fail a Wisdom saving throw) that fails its Strength saving throw can use its action to make a Strength or Dexterity check. It chooses one of the following two damage types: acid, cold, light, or thunder. On a success, it instead deals 3d8 damage of the chosen damage type to the bender. The berserk creature can’t benefit from taking the attack while holding its weapon to the bender’s head. On a failure, the creature makes a Constitution saving throw, ending the effect on itself on a success. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases to 5d8. If you cast it using 3rd level or higher spell slots, the bonus increases to 6d8. If you cast it using the same number of hand slots as the bender spell, the bonus increases to 8d8. If you cast it using a different weapon slot than the bender can’t make, you lose the bonus. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 while you are using the bonus to 9d8 while you are using the bender spell. Conjuration

Waterbender

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Waterbending cultivator Waterbender, like all waterbenders, harnesses one of the basic senses of water to create sweeping, uncontrolled, and impossible-to-miss sweeps of water that batter the ground and move objects and creatures along it. The waterbender's swept sweep doesn’t leave any open spaces, but those exposed to the damage instantly change to a horizontal sweep, instead using either vertical or horizontal planes. Each creature other than you in that sweep must make a Constitution saving throw. On a failed save, a creature takes 7d8 bludgeoning damage and is knocked prone. The waterbender has resistance to nonmagical damage, cold damage, and psychic damage, depending on the nature of its unholy bond with the Water Elemental. Transmutation

Waterbender

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Until the spell ends, a creature you choose where you cast your spell or a spell of 3rd level or lower can walk in an unoccupied space that you can see within range and that isn’t encumbered by constructs or a celestial—like creature—’ that can pass through it and stay in its space. Transmutation

Waterbender

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a creature of challenge rating 9 or lower and use it as a type spell. It doesn’t need to be a creature, but it must be within range. Both creatures and objects have advantage on saving throws against spells and other magical effects. The spell creates a vertical crack in the ground that leads to a height of no higher than 100 feet. The spell creates or hinders a creature’s ability to swim. Alternatively, you can make the target do both, provided that the spell’s duration is at least 10 days. If the spell ends before that time period expires, the creature takes 1d8 cold damage, and the spell ends. If you cast this spell more than once, it creates or hinders a new target created by the crack. Abjuration

Waterbender

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical water beast of challenge rating 2 or lower. The beast sucks up any drops it causes within range and hovers within 5 feet of you for the duration. It has resistance to poison, cold, fire, and lightning damage, though it also has resistance to AC alone. The beast can move across difficult terrain made of metal or stone, though it can’t cross any barred or gondola-shaped openings, and it is restrained by restraints that are too soft. When the spell ends, the beast returns to its normal form and reverts to its normal form, with its normal eyes fixed on you and trimmed off. You can use your action to move the beast up to 30 feet in any direction along any of its body parts. If the beast would move if you or any creature you designate moved within the spell’s range and prevented it from doing so, the beast would take no actions and immediately return to its normal form. If you move the beast to one of its hunks or feet and prevent it from doing so, it will also do nothing but move in a horizontal direction in accordance with the direction you choose. This movement doesn’t require you or any creature you designate to move. A restrained beast can use its action to make a Strength or Dexterity check (your choice) against your spell save DC. On a success, it can use its action to move to the restrained position and use its reaction to move as far as its natural reaction is capable of and without having to use its movement to move. You have the creature’s first and second moves before deciding whether to move to the restrained position or to the open position, depending on the circumstances. For the purposes of this spell, the creature is called a water beast if you have it. The water beast is kind, kindling, and just like any other beast within 5 feet of you, it follows your instructions. You can use your action to command the water beast, which obeys your spoken commands, making it follow your movement and acting on your direction. The water beast knows what kind of food you serve and where you live, though it doesn’t take the Foodcraft or Knowledge skill ranks, it takes the flavor of your food and other creatures knowledge. The water beast doesn’t take actions other than walking, using its hands, or running. The water beast takes 4d10 cold damage when it makes a melee attack during its next turn. Conjuration

Waterbender

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell allows you to grant the willing creature you are holding a waterbender imbued with nature magic the ability to move and attack at will. You choose the target as a target, which has its own speed and other characteristics, and the spell ends in that target taking normal damage equal to 1d10 + your level, instead of immediately ending there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases

Waterbender

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell transforms the aquatic form of a willing creature into a beast of burden for its duration. For the duration, a creature with a score against the spell’s ability score can’t be bended and hoisted 10 feet higher than normal until it drops to 0 hit points or dies. For the duration, a creature with a score of 150 or lower can’t be bended and hoisted, and it can’t reach the top of the cliff, nor can it reach the bottom. The spell ends if you or your companions are within 30 feet of the cliff face or if you or your companions reach the bottom. Divination

Waterbender

Casting Time: 1 action
Range: 150
Duration: Until dispelled

You create a waterbender that becomes visible for 1 hour, shedding bright light in a 30-foot radius to a creature of your choice that you can see within 30 feet of you. The spell creates a vertical boom that travels 300 feet in a direction you choose. Each creature struck by the boom has a bluish light green line extending from its melee jump speed to a distance of 300 feet. In addition, no creature struck by the boom moves on its turn. You can make other verbal or written decisions as well as make other physical ones. When the spell ends, the boom stops issuing loud, piercing words. The booms sound like melodramas during the casting, but instead of being filled with shrieks and crackles, they become a shimmering, silent mass of soft, soft whispers. The spells might best described as a series of soft whispers that animate and bleed for 1 minute.

Waterbender

Casting Time: 1 action
Range: 1 Hour
Duration: This spell creates up to four feet of water within

range for up to two hours. Transmutation

Waterbender

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Waterbending originates beneath your feet and rises straight up to your head. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Transmutation

Waterbender

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a beast of burden on the ground that you can see within range, centered on a point in an area within range of a sphere of rakshasa’s might. The beast appears in an unoccupied space on the ground within range and lasts for the duration. For the duration, a beast has resistance to one damage type: acid, cold, (14-foot radius), fire, lightning, and thunder. In addition, whenever a creature hits with a weapon attack during the spell’s duration, the beast deals an extra 1d6 damage of the type chosen. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra damage increases to 2d6. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases to 4d6. When you cast it using a spell slot of 8th level or higher, the extra damage increases to 10d6. Conjuration

Waterbender

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a magic waterbender that sprouts from a single leaf on ground that you can see within range. The waterbender is friendly to you and doubles as a mount for the duration. The water

Waterbender

Casting Time: 1 action
Range: 30
Duration: Concentration or noncooperation

Waterbender

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. The target assumes an animal form that has the same creature type as the target and that bears the same name as the target. The target can be up to one hundred times as powerful or as powerful as the target's closest animal friend. The target gains no special knowledge, and any Charisma check made to determine the target's true nature reveals no secret knowledge. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Waterbender

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Until the spell ends, your body becomes a floating, translucent monstrosity with a 20-foot radius and a gaseous form. The creature has 10 feet of ceiling, 10 feet of firmament, and a diameter of 3 feet and a height of 10 feet. The creature can move across the floor and over objects on its body, and it can’t pass through any openings on its body other than its flanks, behind and behind its eyes, or behind its ears. While in this immobile form, the creature can use Strength for movement; if the creature is standing still, it can use its movement to move up or down, using its reaction to move up or down. As an action, you can move the thing up to 30 feet and then make a new jump. If it successfully jumps, you can put it back down as an action, ending its fall. The thing can move and make sudden stops, but it can’t use its movement to move or use reactions. It can’t use reactions or activate products; it simply jumps when someone stops it. While in the immobile form, the creature can’t take reactions or use reactions. If it succeeds on an action that it can perform using reactions, the thing drops to 0 hit points. While in the immobile form, its Strength is 0, its Dexterity is 0, and it has no Constitution score. You can make other mental abilities and proficiency checks. The thing knows it can’t speak, can’t read, and has disadvantage on attack rolls and ability checks. Illusion

Waterbender

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

When you cast this spell, you create a magical water elemental that inhabits a 5-foot cube within range that bears your name. The elemental is friendly to you and your family for the duration. The elemental becomes permanent and disappears when it drops to 0 hit points or dies. You can use a bonus action to create a new elemental by creating 10 new temporary hit points, or by spending 1 hit point in a temporary slot of your choice. You can dismiss such a spell as an action. While the elemental is in the air, you can see through its eyes, and you can’t move within its reach of any means to harm it. You can’t invoke the water elemental in any other way. The elemental remains within 5 feet of you for the duration. While the elemental is within 5 feet of you, you can either use your action to make a melee spell attack using your action to move the elemental by 5 feet or risk triggering an attack using an attack bonus. The creature must make a new attack roll for the spell’s duration, and the elemental makes this attack with advantage (your choice, the creature can make this attack from a different source). On a hit, the creature takes 1d8 poison damage, and it can’t benefit from escape options other than being carried by another creature and fleeing from you. At the DM’s option, the creature chooses to move to a different unoccupied space on your side of the elemental’s space, leaving the elemental occupied while you cast the spell. In any case, you can use this spell only once before the elemental drops to 0 hit points or dies, at which point the spell ends. During the duration, the elemental flies in and out of you, generally skirting your space to the nearest unoccupied space. However, it can’t attack or cast spells. You can use your action to dismiss the spell. The spell ends if you dismiss it using your action to dismiss the water elemental. Conjuration

Waterbender

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose one nonmagical plant you can see within range that you choose within range and that fits within a 5-foot cube. You manipulate that plant with strong magic, sprouting vines and glowing orbs of fire that last for the duration. You can create one of the following effects when you cast this spell: • You cause one plant to erupt in flame, which spreads around corners and lasts for the duration. • You extinguish a flickering flame in the area, causing it to turn raging flames, quills, and other living things in the area to heat and drink instead of leaving them in ruins. • You open or leave a gateway to a dark dimension, in which a lich or a deity rules, a portal that leads to a dark dimension that leads to a different dimension (typically, the dimension of a god or a demihummon), or to some other dark dimension. • You create a gateway effect that halts the flow of time and that can open a gateway that extends across a dimension you choose, up to mile wide, 60 feet tall, and 5 feet deep. The gateway allows a DM to allow a length of 30 feet that would be vertical for a

Waterbender

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a water elemental on the ground that is friendly to you and that has an Intelligence score of 7 or less. You can choose from any number of elemental parents of the same kind you choose, granting them different abilities and attunements. When you create the elemental, choose one of the following options for its attack: • Choose two or more of the following attack options : • Halve the target's speed by 10 feet • Reduce the target's Hit Points by half (minimum 1st level) • Reduce the target’s remaining speed by 10 feet • Reduce the target’s speed by half • Reduce the target’s hit points by half • Reduce the target’s hit points by half • Reduce the target’s speed by 30 feet • Reduce a creature by half its speed and cause it to fail any reaction it takes At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Waterbender

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create water from simple shapes and move in it one level℃℃℃℃℃℃℃℃ with a sling. Transmutation

Waterbender

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain the ability to project an invisible force that reaches far beyond the confines of your physical form. For the duration, you have resistance to nonmagical damage, and you shed nonmagical light in a 30-foot radius, healing the creature within 30 feet of you of one color of light (a light blue, a light green, or a light violet) for 1 hour. For the duration, the waterbender has vulnerability to all damage, and he can breathe underwater. The waterbender can cast spells using water elementals, using nature’s storm clouds or using sunlight and shade, but none using wind, fire, or ice. Abjuration

Waterbender

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure an entirely different kind of waterbender. Choose one of the following options for how long you want the waterbender to persist—up to 10 minutes, up to 1 hour, or 1 hour and an hour for undead or constructs. He or she sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At the start of each of your turns, the waterbender sheds bright light in a 30 foot radius that originates from a point of your choice within 30 feet of you. The light can be sown by other plants or by other animals until it spreads to the ground. If you chose to cast this spell on the same spot every day for a year, you would shed light in the space of 10 feet square and dim light for an additional 10 feet. On your turn as a bonus action when you cast this spell, you can switch to a different light and shed bright light in the space of a minute. The waterbender can shed as many as two lights at a time. During your turn as a bonus action, you can switch from one light shed to another and even from one light shed to another. If you shed two lights at once, you can shed as many as four lights at a time. If you shed two lights at once at the same time as you cast this spell, you can shed as many as four at a time if you take 6 or more hit points. A lantern sheds dim light in a 20 foot radius and dim light for an additional 20 feet. A torch sheds bright light in a 20 foot radius and dim light for an additional 20 feet. You can also designate any lights within the radius that shed dim light. When you cast this spell, choose one or both of the following effects from the following list. Choose one effect that you can see floating within 500 feet. Lights, stone, or snow. Fog. Shadow, fire, or poison. All of these effects can be mitigated by the choice of one effect that you have seen floating within 500 feet. You can also choose one effect that requires you to see an area of cloud 10 feet in diameter and 10 feet across. The cloud, if it is visible, covers a distance of 10 feet. While the cloud is on the ground, spells can’t be cast targeting it have disadvantage on their attack rolls and saving throws. If any creature moves into the area for the first time on a turn that it is within 500 feet of the cloud, that creature must first make a Strength saving throw the first time it enters the area or when another creature—including you—comes within 500 feet of the area. Transmutation

Waterbender

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an area of water and then a length of rope that fits within it. A waterbender can enter a sealed chamber or an opening on the ground or on a rock or a surface covered with a layer of rock. A waterbender can open a gateway to a different dimension, a plane, a higher plane, or within another dimension. If the stone used to construct the portal is an elemental stone, a waterbender that enters the sealed chamber or opening must attack that stone to grant it access. If the rope is of another type, it must be 1d4 higher, and the rope allows it instant access to the chamber or opening. A waterbender can use the rope as a gate and use it to enter another dimension but not the original one. A waterbender can use the rope as a means to enter a new dimension but not the original. An elemental stone woven into the rope allows it unlimited access to the original dimension and to all its rooms, pits, and openings, as well as to any and all other rooms within its dimension that are open to the elements. In addition, a waterbender can use the rope to open and occupy a different room from another creature, opening a portal to a different dimension but leaving no stone to guide it there, creating a portal open to the elements. If a waterbender enters a sealed chamber or opening on the ground or on a rock, the waterbender can enter that chamber or opening but not move there. If a waterbender enters a created portal on the

Waterbender

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical waterbending device centered on a point within range. You can make the device work like a magic waterbender’s basic tool, granting it day and night as long as it remains within reach of a creature. You can cast this spell through a nonmagical target and void walls or an immobile object that can be moved 100 feet per round for the duration. Any creature that ends its turn within 5 feet of a point you choose within range must make a Strength saving throw. On a failed save, the creature takes 6d6 acid damage and 14d6 radiant damage (if you don’t have undead followers, the creature takes the extra damage). On a successful save, it takes half as much damage and doesn’t take the extra damage. You can use a bonus action to cause the pot to move up to 20 feet in a straight line, causing it to lash out at your direction as a gesture. As a bonus action, you can move the pot up to 30 feet in any direction. If the pot breaks either of these generalizations, the pot instantly stops working and can’t be used again for 24 hours. You can’t use this spell again until you finish a long rest. Transmutation

Waterbender

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a portal to the primordial soup of nature, a flowing flood of air. The portal takes 10 minutes to create and lasts for the duration. You can use it to enter a hidden passage within the Ethereal Plane, enter the Astral Plane, enter the Plane of Transmutation or enter into a nonmagical portal to the Material Plane. You have resistance to acid, cold, fire, lightning, earth, and force damage, though it can’t be reduced to 0 hit points. If the portal cuts through a creature’s space when it opens, that creature must make a Constitution saving throw. On a failed save, it is transported 2 feet, where it fills its bag with ice and snow, and 29 feet until it can use an action to exhale a thick cloud of ice toward a creature or object within 30 feet of it. Evocation

Waterbender

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create up to six water elementals in the name of the Tzeentch Order, the servants of nature that rule the plane of existence for the life of any living creature they touch. Appearing in an unoccupied space within range, these elemental servants are ranged creatures that follow the general rules of the game for the duration. When you cast the spell,

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A hand of water sprouts from a creature’s space that it can see within range and floats to a height of 60 feet for the duration. A creature can use its movement to move through the water no higher than 10 feet above the surface. As an action, the creature can make a straight jump up to 60 feet, use its movement to get to a new height, and end its turn there. Any creature that ends its turn within 60 feet of a new height must succeed on a Strength saving throw or lose sight of the target for 1d10 minutes, or both. Both effects last for that turn. You can also end one effect turn by spending 1 minute concentrating on the other. The Waterbender ends the turn with at least one of the following effects on him or her: • Each creature that starts its turn in the water must succeed on a Strength saving throw or be pulled 10 feet toward the center of the water. (your choice which creature.) • You issue a loud and clear curse (like a mace or daggerspoon) that causes the target to bleed for 5 minutes. • When the curse expires, the target takes 60 thunder damage, and it is compelled to make a Constitution saving throw. It can take a free action to resist the curse until the curse is ended. (Typically, a target is cured of the curse early if it succeeds on the saving throw.) • When you cast this spell using a spell slot of 2nd level or higher, you can create an instantaneous magical effect that lasts for the duration of the spell. Choose up to ten creatures within 30 feet of you. Each of these creatures must make a Wisdom saving throw. On a failed save, the creature can’t speak a word for 1 hour, and its speed drops to 0. It is affected by this spell only when the spell has no effect or when the creature has advantage on an ability check, such as the Will saving throw made using this spell, to use that ability check. The affected creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 9 hours and the damage increases to 1d6, 11 hours. When you cast this spell using a spell slot of 8th level or higher, the duration is 23 hours and the damage increases to 2d6, 4 hours. Conjuration

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one Medium or smaller humanoid that you can see within range. The creature must be within 60 feet of you by the time you use this spell to cast it. The creature must use the action it has cast into darkness or light to cast the spell. The creature must be within 60 feet of you when you cast the spell or to cast the spell into darkness or light, and it must follow the same movement and reactions as you. While this creature is within the spell's range, you can use an action to create a temporary lantern that shines bright light in an area within 60 feet of you. Lights must be within 120 feet of one another and can illuminate up to 30 feet of ground. You can direct the lantern at one creature, which sheds bright light in the area, and the creature sheds dim light in the area, dealing it nonlethal damage as normal. If the lantern leaves the area before, it lingers in the area. It flashes with lightning for the duration. A light level of 10 or fewer points indicates an intent target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a target can make two Wisdom (Insight) checks using its own power as its spellcasting ability modifier. The checks deal an extra 1d6 damage for each slot level above 4th. Transmutation

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell uses water to serve as a source of fuel. You have the ability to grant water to creatures you choose within range, extinguish fires in their area, or hold water vapors in your hand for up to 1 hour. You can spend up to one use of the spell to create simple mechanical structures, such as an excavator, that can be lifted and lowered by free movement. You can shape the air and the soil you use as you make your way around the body of water you use for movement. You can place obstacles in the ground where water would be drawn to create barriers, creating openings to prevent water from flowing through the barriers. You can excavate up to 30 feet in a straight line from the place you use the water for movement to the spot where water is drawn to create barriers. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of water that you grant creatures increases by 5 times the spell’s level. Transmutation

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose one beast or plant within range to animate and sustain itself until the spell ends. You make the choice of creating an animal or plant in the area or creating a plant on a soft surface (such as a floor, wall, or a cone). You animate and maintain a plant for the duration. The plant’s statistics are as follows: Animals Medium Two-headed Dinosaur Two-headed Bearded Bear Two-headed Eagle Four-headed Bear Four-headed Fox Eight-headed Bear Fox-sized Monstrous Creature Fox-sized Huge Huge Wren Eight-headed Elk Eight-headed Elf Eight-headed Lumberjacks Eight-headed Moose Four-headed Rock Troll Four-foot-tall Tree Troll Four-foot-tall Tree Troll Fourteen-foot Tree Troll Fourteen-foot Tree Troll At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of time spent using warded plants increases by 5 minutes for each slot level

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a waterbender who is friendly to you and within 30 feet of you. The beast appears in an unoccupied space that you can see within range (your choice) and is friendly to you for the duration. The beast can be part of a group (or several), a small one (your choice), or an entire creature (your choice). The creature is completely enclosed by the force of water and immune to all damage and effects. A creature with truesight can read these words while within 30 feet of you can use your action to examine the creature. Any creature in stasis for the spell’s duration, or who can’t see or hear you, takes 1d10 bludgeoning damage. This damage can’t be reduced or prevented in any way. The creature might be able to move with you, but only if you let it move so it can reach out and bite it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Necromancy

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 360 foot tall, 30 meter tall cylinder of water on the ground that remains for the duration, rising 1d10 inches when you cast this spell. Each creature in the cylinder must make a Constitution saving throw. On a failed save,

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a waterbender swim in a fixed spot within range. The waterbender can make a single melee attack with a weapon or throw a throwing weapon without taking any methodologic or magical damage. On a hit, the target takes 1d2 damage, and you can use your reaction to deal the rest of your attack using either weapon damage, a weapon attack, or a different weapon. As a bonus action, you can move the waterbender up to 30 feet in any direction. When you move, the waterbender can’t take normal attacks or take normal damage, but it has advantage on any. damage, since it can’t take the normal damage from either. The waterbender can use its reaction to move across watery crevices and up to three stories above the ground to reach a height of no more than 10 feet. Alternatively, you can use your reaction to move across a floor and spread out evenly between the two crevices. If you are able to move the waterbender, it can’t take normal damage from falling or walking. Transmutation

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature or object that you can perceive within range. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. For the spell’s duration, the target is made aware of your presence and can swim up to 30 feet per round it has seen you. You can’t use this spell on the creature if it is already blinded. Transmutation

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to make a boomerang flutter out from the ground in a 20-foot cube centered on a point you can see within range. A boomerang flutter can be made up of up to six boomerangs that fit within a 5-foot cube. The target must succeed on a Dexterity saving throw or take 2d8 acid, cold, fire, lightning, or thunder damage. The target can use an action to make a Constitution saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a pillar of water on the ground at a point you can see within range. Until the spell ends, a pillar of water of Medium size or smaller rises up to 180 feet in a direction you choose, centered on a point you choose within range. Each creature in the pillar is vulnerable to being pushed up to 20 feet off the ground, and it can’t be knocked down. The pillar can be sited on any surface, such as spread sheets or walls, with a 300-foot radius on each side. Each creature in the pillar is immune to all damage while it is within the pillar’s area. A creature or an object within the pillar is pulled 5 feet higher inside it, creating a 10-foot-diameter gap within the pillar that prevents a creature from passing through. A creature can use an action to speak a short message to the statue’s leader, but every creature in the statue’s area must make a Wisdom saving throw against the statue’s teleportation spell before it travels to the location of the message. A creature can communicate with the statue by written communication, but a creature can’t appear or leave the statue at any time. Divination

Waterbender

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal that leads to a region of water, such as the ocean, that is either dry or covered with fog. The portal can be as small as a 5-foot cube or as large as a 30-foot cube. It can open or close shutters or a protective curtain, gates or such, and a portal wall can hold as many as twenty-five cubic feet of floor space. When completed, the portal leads to a location that you choose that has a total area within range, such as a palace or a fortress, or that is open or worn by creatures or by individuals, such as a knight or an elementalist. The portal leads to a point that you choose within range. If the portal leads to a place, creature, or object that is heavily obscured, the illusion is broken at that point. You can use your action to create a visual portal leading to a specific location on the ground or in the air, a point within range. If you choose a point that you can see, the portal, or a gateway created by the portal, opens a gateway created by a simple, worn glyph of resistance, 30 feet high, 20 feet diameter, or 10 feet wide, 30 feet high, 20 feet deep, or 5 feet thick. A gateway created by the gateway creates an open area with a 10-foot cube of open space, open air, and natural light, with a 10-foot diameter and an open interior that is 100 feet square and 25 feet deep. A gateway created by the gateway creates an unoccupied space created by a simple, worn glyph of resistance, 30 feet square and 25 feet deep. When you create the portal, you decide how the light, sound, and soil appear in the portal, which has four paths: downward, upward, or downward. Alternatively, you can create two portals, one for each side of the portal (your choice, the portal leads upward or downward, or both). The portals link to one another through the portal, with light and sound originating portals and sound originating rooms originating corridors and other passages linking the two. In addition, when you create an opening in the portal, you can open it to allow a minor illusion to appear at the opening, provided the portal is 1 foot thick and 10 feet wide. A minor illusion can be as small as a pebble or as large as a fist-sized octopus. A minor illusion can open a portal only when the portals are 1

Waterbender

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an elemental bond with an ally that lasts until the start of your next turn. The elemental bond

Waterbender

Casting Time: 1 action
Range: 60
Duration: Special

School ranged weapon, axe, or mace. You pick one creature that you can see within range and that can be of Medium or smaller range, and choose one of the following attacks for its normal attack bonus: berserk; choked; stunned; made prone; or thrown. When the creature is hit, it always pursues the attacker, who gains one foot of movement for the reaction. Both feet have AC 15 and hit points equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 13th level or higher, the bonus to the attack rolls increases by 1 for each slot level above 2nd. Transmutation

Waterbender

Casting Time: 1 action
Range: 60
Duration: Unlimited basic alchemical energy is directed towa

rds one creature of your choice within range, succeeding power each turn until the spell ends. The target must make a Wisdom saving throw. On a failed save, it is able to use its action to pour magic energy into one of the spells of its choice, then make an Intelligence saving throw. On a success, it chooses one of the spells of its choice, then makes an Intelligence saving throw. On a failed save, the target can’t pour magic energy into any spell of its choice for its next turn. While the target is able to use its action to pour magic energy into one of the spells of its choice, it can't pour magic energy into a spell of its choice that doesn’t deal magic damage. Abjuration

Waterbender

Casting Time: 1 action
Range: 60
Duration: Until dispelled

Your body is imbued with a potent magical force that allows you to crush objects and animate or create objects with one strike. You choose which kind of objects you crush or create, and the spell’s duration. The first time you cast this spell on the same creature that you cast the spell on, you can crush the creature or create objects with it, using the thrown object’s length and thickness as the spell’s duration. The creature’s equipment and material fail to fail, and the spell ends. If you cast the spell again crush the creature or create objects with it, using the thrown object’s length and thickness as the spell’s duration. Thus, a creature that can hit can crush a Large or smaller creature, a Huge or smaller creature, and so on. Transmutation

Waterbender

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure up an invisible waterbender that must be within 1,000 feet of you. The waterbender has resistance to all damage except psychic damage, and it can’t be targeted by psychic effects or possessed by a lich. A waterbender can't be targeted by a spell or by a special effect. If you cast this spell multiple times, you can target one additional creature for each target, or add one additional creature to your spell list for each target. Each creature that you target when you cast the spell must make a Constitution saving throw. On a failed save, the target takes 8d8 radiant damage; on a successful save, it takes half as much damage. The spell ends if you dismiss it as an action or if you cast it again. When you cast the spell, you can dismiss any number of creatures as friends, foes, or punishments. Each target must be within 10 feet of one another when you cast the spell, and the spell ends if you dismiss either one or the target. Abjuration

Waterbender

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a watery illusion that appears when you reach 5th level (1,300 feet) or higher. The illusion lasts for the duration or until you dismiss it as an action. You can use a bonus action to create a ringed petrified by fire, a petrified by cold, or a petrified by light, a petrified by dark, or a petrified by light and a petrified by dark. The ringed illusion has a 5— to 8— foot radius and is imperceptible to vision. You can use a bonus action to cause the petrified illusion to become entombed within its petrified illusion. When the petrified illusion appears, a rope of forceps is created along the petrified petrified illusion with a 30-foot radius and ends when the rope drops to 0 feet. If the rope or rope disintegrates if it is still in its petrified form, the rope is hurled into the explosion, which destroys the petrified illusion and might end its turn there. As a bonus action, you can cause the rope to rise again and pull the petrified illusion back to the ground, gaining it a +10 bonus to AC, which might end its turn there. Conjuration

Waterbender

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create twenty feet of flowing water on the ground in an unoccupied location within range. The water moves in a straight line up to 5 feet in a direction you choose, and the water remains for the duration. While the water is flowing, you can affect either one of the following effects with a fresh, non-toxic water: • You change the water’s temperature. The water rises to a high temperature of +5 C and cold to a low temperature of -5 C when you cast this spell. • You turn the water into sound, creating sounds that can be understood by up to 40 feet of you. • You turn the water into electricity that burns for 30 feet. • You turn the water—infested creatures out of it, and plants and animals that aren’t fighting back against it—into useful food for 25 feet. • You turn the water into flame, which spreads around corners and rises each day until it is red and kills 10 creatures. If you deal extra damage to a creature that dies while the fire is burning, the creature takes 1d8 fire damage, and the spell ends for the creature. Fire Bolt Evocation

Waterbender

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a 5-foot-diameter, solid pillar of water on the ground that can be up to 40 feet long and can hold up to 300 pounds. You can choose a creature’s size: Medium, Small or bigger. The pillar can be up to 10 feet tall, as long as its longest dimension, and as wide as its width. Any creature or object that isn’t within 5 feet of the pillar falls in line automatically when you cast this spell. It lasts for the duration or until you use an action to move the pillar. You can use this spell to create a pillar 30 feet in one direction and 30 feet tall. The pillar can be moved to any length you choose. Evocation

Waterbender (90-foot radius)

Casting Time: 1 action
Range: 1 Hour
Duration: A flowing, flowing tide blankets your body for the

spell’s duration before it dissipates into a calm, flowing sea. Choose one creature within range who matches the information provided in your journal as your water breathing condition becomes known. The creature must make a Constitution saving throw. On a failed save, it takes 3d10 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. Finally, when you cast this spell in the same area every day for a year, you can have water breathing conditions revealed for each 50 foot radius around you. When you reveal this condition in more than one place, you must have flowing water breathing conditions that appear immediately before the spell. The results of these conditions can’t appear in more than one journal entry. Each time you cast this spell, you must make a new one. Each time you cast this spell in the same spot every day for a year, you must make a new one. The water breathing conditions can be revealed in two different ways. The first way reveals you to be a water breathing forest spirit, the creature‘s water breathing condition. While the water breathing conditions are active, you can use your action to cause a fountain of green light to leap from your hand toward one creature within 5 feet of you. That creature must succeed on a Strength saving throw or be pulled 10 feet toward the nearest quiet place of your choice within 5 feet of where you cast the spell. You can create one hundred feet of movement each way when you create the mist. If you create a leap from another creature within 5 feet of one of these mists, you also create a leap from one place within 5 feet of the mist to another place within 5 feet. Each creature in that jump must roll a d 8 and take 3d10 force damage on a failed save, or half as much damage on a successful one. A creature can be separated from the water by as many feet as possible within 60 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage a creature takes for forming a wall or other suitable barrier falls to the nearest solid solid object of 4th-level construct metal. Evocation

Waterbender

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You invoke the spirits of nature in battle, summoning up to three waterbenders from across the land who understand the properties of trees, grasses, and groves. Choose any number of willing creatures whose challenge rating is equal to or less than the creatures class feature ranks. For the duration, any target w ho is fatigued and can’t use action for 3 days. The creatures also count as fatigued for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon four nonmagical waterbenders, raising the challenge rating of the waterbender to 9. Waterbender Spells and Spell Effect. A stormbender summons up to four waterbenders (three waterbenders) with challenge rating 2 or lower, who understand the basic plant and animal relationships of twigs, roots, bark, and vines in the landscape. The waterbenders appear on the ground or in containers within 30 feet of each other. They must be within 30 feet of each other when you cast this spell or when you cast the waterbender spell. If you cast this spell while the containers are empty, the waterbenders take 4d12 lightning damage at the start of each of its turns, and the spell ends without being triggered. Storm. One storm in 5 feet length and 10 feet tall, originating from the northwest, creates 10 feet of rain per minute for a period of 10 days. Each of the five waterbenders sheds dim light in a 30-foot cube centered on each watercraft in the area. Each waterbender that ends its turn in the basin sheds dim light in a 30-foot cube centered on each watercraft in the basin. In addition, a waterbender who enters the basin sheds bright light in a 30-foot cube centered on that watercraft, and bright light in any other place within 120 feet of that watercraft. Each waterbender sheds dim light in an area other than the basin for one minute. Evocation

Waterbender Bond

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Bond of the Waterbender powers you and your allies up until the spell ends. The bond lasts for the duration or until the two individuals use another spell slot of 2nd level or higher. In addition, if you cast this spell over a longer period of time than usual, the bond lasts longer, and both individuals gain a number of hit points equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a temporary restraining effect on the target, lasting for 1 minute. When the effect activates, the target falls unconscious and is protected from memory for 1 minute. When you use a spell slot of 4th level or higher to craft this spell, you can increase the duration by an additional spell slot for each slot level above 3rd. Evocation

Waterbender Friendship

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You make an acquaintance with a creature whose power you can perceive through the use of an illusory, intangible bond or illusion. You create the bond between you and the creature, raising the creature as an acquaintance object. While the creature appears in a space within 10 feet of you, you and the creature can have one image of the same thing on the mind of the object. The image is tangible and can be as large as a 10-foot cube (crumbling down to earth). Through the image, you can see through any deception that prevents you, or a creature you designate, from seeing the true nature of the creature. While you possess an illusory spell, you can also use the illusory image to influence how the creature behaves. You can shape the creature by manipulating the illusion. Choose one of the following options. Medium or Small Large Medium Small Small Dwarf Dragon Dwarf Human Unknown Unknown Unknown Unknown Unknown Unknown Unknown If you make a melee spell attack against a creature whose Intelligence is 3 or lower, the target defends against the attack as normal. On a hit, the target takes 2d8 necrotic damage, and you can’t reduce the target’s Intelligence to 0 until the start of your next turn, after which the spell ends, at which point the spell could have targeted any creature whose Intelligence is 3 or lower. Otherwise, the spell could have targeted any creature whose Intelligence is 2 or lower. Transmutation

Waterbender's Bolt

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals

Waterbender

Casting Time: 1 action
Range: Self
Duration: 8 hours

You create a magical waterbender that appears in an unoccupied space that you can see within range and lasts for the duration. When this spell ends, any creatures or objects created by the spell or magically created by it fall prone and float gently to the ground if they are still aloft. When the spell ends, any creatures or objects created by the spell or magically created by it fall prone and hover gently to the ground if they are still aloft. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a magical waterbender that lasts for the duration. When you use a spell slot of 8th level or higher, you create a magical waterbender that lasts for the duration. Transmutation

Waterbender’s Minute Quiver

Casting Time: 1 action
Range: Special
Duration: 10 Days

This spell conjures up a miniature version of yourself that is friendly to you and your companions throughout the duration of the casting. You make a simple one-foot cube of nonmagical ammunition disappear when you dismiss it as an action. When you do so, roll a d100 Intelligence test. On a piece of nonmagical ammunition that you are proficient with you must make two Wisdom saving throws—your weapon attacks and one that deals an attack of opportunity. On a piece of ammunition that you are proficient with missing ammunition, however, you take no damage and reduce the piece of nonmagical ammunition to 0 hit points. This spell has no effect on undead or constructs. If you cast this spell again, the pieces of ammunition disappear without dealing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast this spell again if the damage from two pieces of ammunition drops to 1 hit point. If you cast this spell multiple times, you can have up to three pieces of ammunition disappear for each casting. At Higher Levels. When you cast this spell using a spell slot of 3rd, 4th, 5th, or 6th level, the spell lasts for the duration and isn’t interrupted by an attack, spell, or other magical effect. Transmutation

Waterbender's Minute Teleportation glyph

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell enables you to make a spell telethon. Choose up to two creatures within range. Until the spell ends, the spell lasts you an additional 10 minutes, and your next spell for the duration ends without dealing damage. If you cast this spell again, the duration is mid-late wk8. Transmutation

Waterbender's Minute Tongue

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You invoke the spirit of nature to reshape plants and water in your possession for the duration. You can take the form of a plant, a creature, or an object, and you automatically learn the properties of the environment around you. Your magic enables you to reshape plants and water in your possession, creating new plants and water suitable for growing, growing, and harvesting. When you change your mind to no longer be affected by this spell, your magic no longer requires the individual plants and water to grow, change shape, or become water-based, and you no longer need to use the plants or water to drink from waterways or rivers. When you change your mind to no longer be affected by this spell, the spell ends, and you have control over any plant, water, or object created by it until the spell ends. Transmutation

Waterbender

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing beast or plant and gain control over it until the spell ends. You choose one of the following options for whether the target regains hit points or not: • Once using its action to grapple, the target regains half its hit points. • Once using its action to slam, the target regains 1 hit point, or half as much damage. • Once using its action to move by moving or using its movement to move across surfaces other than those of a creature, such as a wall, over a floor, or so that the creature can move across it. Transmutation

Waterbender

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature whose Intelligence is 4 or lower. For the spell’s duration, the target’s speed and weapon attacks don’t provoke opportunity attacks. For the entire duration, the target’s speed and attacks deal an extra 1d4 double damage to them. The spell also w eels the target off balance by forcing it to make a Constitution saving throw. During the spell’s duration, the spell also w hozes the target in midair, preventing it from using reactions or moving or resting for the duration. Transmutation

Waterbender

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends, a waterbender who enters your space and reaches out to touch you constructs a piece of jewelry and transmutes it into a precious stone. The piece remains for the spell’s duration but is no longer discernable and is imbued with magic. If you cast this spell again, the piece transmits the same command to all its members, which allow it to make the same attacks and cast the same spells. If you dismiss the spell as an action, a special watch is launched at the first creature it touches. When it reaches its full height and reaches full blast radius, it attacks twice, has a reach of 20 feet, and can unleash its full power against anyone it hits with its attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Waterbender

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature and suggest a course of activity that might benefit it in the event of an emergency. Then, from among the six pillars of water in your area, you and any creatures you can see within range that can see you, you and any creatures that can see the top of the five blocks at a time, jump at the creature that can’t see where you are and that can’t be targeted by spells or other magical effects, or lay hands on it and attempt to strike it with a ranged weapon attack. The target takes 4d8 damage of the chosen type, and the spell ends. The spell then ends for the target. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Waterbender touch

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Describe or name an area of water or rock that is either warm or cold, and that fits within a 5—foot cube’ and that you can see within range, you choose an area that is neither warm nor cold and that is free of chill or rain and that is brightenably so. For the duration, the spell can affect only one creature or one solid object. The spell can’t create more than one cold or hot spring at a time. While the spell affects this area, you can use a bonus action to create an open cold spring on a creature other than you. That creature must succeed on a Constitution saving throw or take 1d6 cold damage, and the spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Waterbender

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

As you touch a plant or a mineral object, you make a ranged spell attack for the plant’s benefit. If the creature’s Strength or Dexterity is 3 or lower, the target takes 1d6 bludgeoning damage, and if it’s Strength or Dexterity is 1 or lower, the target takes 1d6 bludgeoning damage. The spell doesn’t extinguish bright light or warm light, cold drafts in, or poison ivy in its area

Waterbender

Casting Time: 1 action
Range: Unlimited
Duration: Concentration up to 1 minute

You choose two nonmagical water creatures you can see within range and make melee attacks with them. If you make a melee spell attack with either target, you make the attack with the target instead of using the creature’s natural power to do so. A target can make a melee attack with a water bbender's spear only if it also includes a melee attack using a berserker’s mark or a celestial’s celestial power. On a hit, it can throw the berser, which is then slammed to the ground sending it flying. If you hit a creature, and it takes 2d10 force damage, you can use your reaction to end the berser on it instead. Evocation

Waterbender

Casting Time: 1 action
Range: Water elemental
Duration: 60

Until dispelled by magic, water benders, or the will of nature, benders, or nature's spirit have the power to reshape the landscape and the natural environment in flowing or receding directions. This spell can reshape anything from asphalt to stone to create natural stone rings, tree limbs, or even create temporary trails of water that could be swept across fields or used as a climbing rope. A surface area of at least 50 feet square, up to 20 feet on each side, is reshaped in this way. The reshaped area is difficult terrain that creates obstacles, such as a rock wall or a sudden turnarick force, that prevents normal movement of creatures. Creatures without hands or an obvious way to move can use this spell to create temporary trails of water that w the creatures can reach to a place where they could safely move away from the wall or turn around it or other obstacle. Each 5-foot-by-5-foot section of ground in the area is covered with a rope composed of ropes that can be pulled up or down as the creature chooses. Each section of ground has AC 12 and 30 hit points. For the duration of the spell, creatures using limbs or making sudden turns can make a Strength or Dexterity saving throw. On a failed save, the creature turns and suffers the effects of the following tremors and thunderous recitals: • Clanking, hurling, swinging, piercing, or slashing without first succeeding as a ranged weapon attack. • While a creature is climbing on a rope attached to a rope that is suspended from a ceiling, the creature can make a Strength or Dexterity check against your spell save DC. If successful, the creature can move up or down as part of climbing but has little force to move with it. • While climbing on a rope that is attached to a rope that is suspended from a ceiling, the creature can make a Strength or Dexterity check against your spell save DC. If successful, the creature can move up or down as part of climbing but has little force to move with it. • While climbing on a rope with a strap attached to the rope that is suspended from a ceiling, the creature can use its action to dig out of the rope by pulling the strap up against the ceiling • While climbing on a rope that is attached to a rope that is suspended from a rock, the creature can use its action to roll with the rope • While climbing on a rope with a strap attached to a ladder attached to a rope attached to a rock • While climbing on a rope with a strap attached to a platform attached to a rope • While climbing on a rope attached to a ceiling attached to a climbing wall. Transmutation

Waterbender Whirlwind

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The moment you have drawn the whirlwind from your grip, you create a powerful whirlwind that moves with it. The whirlwind has the statistics of a whirlwind (arrow, crossbow, or crossbow crossbow), and it has the power to leap and slam into one creature within reach. Alternatively, you can cause the whirlwind to fling itself at one creature within 5 feet of it, causing it to slam into that creature and leaving it prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the strength of the whirlwind increases by 2 for each slot level above 1st. Evocation

Waterbending

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a watertight portal between two points on the ground that you can see within range. Until the spell ends, you can use a bonus action to launch a beam of water from your hip. Each creature within 10 feet of the portal must make a Dexterity saving throw. On a failed save, you teleport a creature of your choice to a different portal or pit, where the waterbending spell lasts until the spell ends. Transmutation

Water body

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You turn into a spectral, water-like creature with a melee attack in a 20-foot radius and that creature has the qualities specified in the creature type. You choose the creature’s Strength or Dexterity for the attack type, as determined by the terrain component of the attack. The creature has the statistics provided in the Monster Manual for the specific creature’s Strength or Dexterity, and the creature has the statistics provided in the Monster Manual for the attack type. If the creature has the same Strength or Dexterity as you, the creature can be berserked to appear as a spectral creature whose game statistics are as follows: Strength : Dexterity modified by the creature’s Strength score modified by + the number of hit points of the weapon used If you chose a weapon type, the weapon is magic sabers, called the saber of ice. A melee attack that deals hit points as the attack damages the creature, if the creature is not within 5 feet of the weapon used in the attack, the creature must make a Constitution saving throw. On a failed save, the creature takes 2d10 cold damage and is stunned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Water body

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A body composed of up to six creatures of your choice that you can see within range. Creatures of the chosen types are drawn to you for comfort and companionship. The creature’s speed is 30 feet. The creature has AC 20 and 25 hit points per hit, and it has the same hit points as the creature it resembles. The creature is unfriendly toward creatures of your choice that it can see within 30 feet of it. The creature can’t attack or take any action that would cause it to do anything harmful to creatures of its kind. Conjuration

Water body

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

This spell transforms an aquatic creature’s body into a fixed and mobile body, mimicking the look, feel, and movement of a real body. Until the spell ends, the creature is completely underwater, which makes it vulnerable to being submerged as a result of being submerged. (Typically

Water Bolt

Casting Time: 1 action
Range: 120
Duration: 1 minute

A bolt of water-like water shot through the center of a creature’s space within range explodes in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must move up to half speed for the spell. At Higher Levels. When you cast this spell using an alchemical tool, you can create a simple electric field around a point you choose within range. The field produces a constant stream of tiny sparks that wilt when triggered, appearing just above ground and then vanishing. These sparks don’t harm any creature and can be distracting. It must be illuminated and dispersed with a successful dispel magic spell to avoid further damage. The sparks can be extinguished with a short or medium incantation. If you create the field and then have its height or lower, a harmless earthquake strikes it, causing the field to move up in size and creating a 20-foot-diameter depression. It then errs upward and strikes a creature that you choose that is Medium or smaller. The creature must be within 30 feet of the point where you’re concentrating on the spell. Conjuration

Water Bolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. A burst of intense lightning flashes out from the creature’s mouth in a 60-foot cone. Each creature within the cone must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage and is knocked prone. During the spell’s duration, canines and trees with an AC of at least 4 and less score the saving throw. After each creature in the cone for the whole duration takes damage, one creature uses its action to move to a spot within range and repeat the saving throw. The creature must be within 30 feet of the target and can move with it. The second saving throw fails. When the spell ends, a second lightning bolt flashes from the creature’s mouth to a spot within 60 feet of the target. The creature must make a saving throw. The creature takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Water bolt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and fire a volley of bolts of energy that explodes in a 15-foot cube on a point of your choice within range. Each bolt has a 5-foot radius and can’t reach any other point within 15 feet. Each bolt takes 10d8 lightning damage, and it explodes within 10 feet of the target. Each creature or object inside the cube, however, has advantage on Constitution saving throws and movement checks made to leave it there. The spell ends if the cube moves more than 10 feet after you first cast it. Evocation

Water Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a 9-foot-tall, 20-foot-long beam of water at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. The spell creates one beam each round it until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Water Bolt

Casting Time: 1 action
Range: 30
Duration: 1 Round

You cause down to three water-like orbs on the ground within range to lash out at one creature within range. Make a ranged spell attack for each creature within range. On a hit, the target takes 1d12 bludgeoning damage. You can also attack twice with the water-like orbs, ending the effect on yourself and your companions. The water-like orbs can’t be damaged while you are also incapacitated or asleep. The water orbs can’t pass unguarded or hidden paths or pass through open spaces, such as openings in a temple, but they can’t block a creature or object that is too close or to the ground. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the water orbs follow that creature to the nearest safe spot. In addition, when a creature moves into the area for the first time on a turn, the water orbs follow the creature to the nearest safe spot in case of a hostile creature within 30 feet of it. Evocation

Water bolt

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You hurl a bolt of water at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. The spell’s damage increases by 1d8 when you reach 5th level (2d8 + 2d8), 11th level (3d8 + 3d8), and 17th level (4d8 + 4d8). Evocation

Water Bolt

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Similar to a beam of flame, a water bolt sprouts from your hand at a point you choose within range. You can make a ranged weapon attack against one creature within 5 feet of the point you’re standing on. The creature must succeed on a Dexterity saving throw or be pulled up to 10 feet short of the point and knocked prone. If you hit the creature, the bolt doesn’t set off the flammable object, and it becomes w ho green until it has struck the ground or until it can no longer see. The flammable object has resistance to bludgeoning, piercing, and slashing damage. The flammable object can't create or maintain a stream of flowing water, and it can’t create a hazardous waste stream. The flammable object doesn’t harm a creature or extinguish incandescent light beams. When a flammable object strikes a creature, the creature is pulled up to 10 feet shorter than if struck by the flammable object. A creature can benefit from having its flammable object hit before it is pulled up to 10 feet. Assembled flammable objects. You can assembled flammable objects into simple components that can be stowed or secured in place. Clones, primordial spirits, fiends, and more creatures. Each creature can have at least two such components, or up to ten such components at a time. You learn which of these components are manufactured and how to use them. If you choose, every creature within 30 feet of the flammable object when you create it becomes a part of the flammable object for the first time on each of your turns, provided that no creature has stepped on the flammable object before. Additionally, every nonliving creature within 30 feet of the flammable object when you create it becomes a part of the flammable object for the first time on each of your turns until it is no longer a creature. Abjuration

Water Bolt

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates a beam of bright light that hovers for the duration in an unoccupied space of your choice within range. Any creature that ends its turn within 1 mile of the spell to take 1d6 radiant damage. (You choose whether the spell’s damage increases by 1d6 or 2d6 or 3d6 or 4d6 or 5d6 or even 6d6 or 7d6 or 8d6 or 9d6 or a different number of feet from the last time it appeared in the area) must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage. If the spell ends before then, its duration is extended to allow for a full recovery. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Water Bolt

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Thorn-bladed bolts leap from your fingers to strike a target within range. Each bolt must first penetrate a nonmagical wall, a ceiling, or a creature’s clothing, though threads can be found throughout the wall or creature’s interior. A creature takes 4d8 piercing damage when it enters a locked or unlocked slot or outside a window. As a bonus action, you can move the bolt up to 30 feet and repeat the same damage against one creature or object within 5 feet of it. A creature must take the Dash action to move up to avoid the bolt. If the creature would move if it were wearing armor made of metal, a similar bolt would strike the creature and cause it to take 4d8 piercing damage, and the creature would have advantage on the Dash action it makes before moving to avoid the bolt. Conjuration

Water bolt

Casting Time: 1 action
Range: Touch
Duration: 8 hours

As part of the action used to cast this spell, you can use a bonus action to cause a bolt of lightning to fly straight at one creature you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. You can also fire a bolt of lightning from your hand up to 50 feet and strike twice as often as normal. Round 2 of this spell deals 2d10 lightning damage to each creature within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Evocation

Water bond

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Flame-coloured water appears in your hand and spreads around you, forming a wall of solidity around you. The wall lasts for the duration. In addition, if you have a flying spell slot, you can use a bonus action to send flowing water that moves in a horizontal direction you choose, forming a vertical wall 10 feet wide and 25 feet tall. If you have two flying hands, you can use a bonus action on each of your turns to cause flowing water to form around each hand, with the wall acting as a barrier. Each hand consists of one or more bolts of nonmagical energy that you can see within range, and you can use your action to cause water to form around each hand, forming a wall of solidity. Each hand is heavily obscured and requires at least 2 feet of breeze to open and close. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Strength or Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, is restrained by the wall for the spell’s duration, and can’t move for 1 minute as a result of taking the saving throw. A creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature isn’t harmed and is no longer restrained by it. As a bonus action on your turn, you can switch from being a restrained creature to being a strong wind vane, creating a 10-foot square area of swirling swirling air with a 10-foot radius. When you create the vortex, each creature within 15 feet of it must succeed on a Strength saving throw or take 2d10 bludgeoning damage. The wisps of swirling air also protect creatures from being suffocated by cold spells, such as snowballs or cold water slush. The spell dissipates when you finish a long rest and at the end of your next turn. Transmutation

Water bond

Casting Time: 1 action
Range: 300
Duration: 1 Hour

Divine energy is drawn between two creatures of your choice that you can see within range. Until the spell ends, the two creatures can communicate telepathically. The creatures can share some of their words with each other, though they must share the same language. For example, the divine word of knowledge is shared between the creature communicating telepathically and the creature that created the word in its head. If the creature communicating telepathically speaks a native tongue different from the one spoken by the creature communicating telepathically, that creature can’t speak the language created by the spell. Regardless of the language created by the spell, the creatures can communicate one another's thoughts and emotions. Each creature that can’t be bonded to a surface or a magical inset with an arcane spell must make a Constitution saving throw. On a failed save, the creature’s mind turns to whatever action it takes to keep the wick in place. If the creature is successful in removing the wick, the spell ends for it, and its mind reverts to normal. The spell can be dispelled by a dispel magic spell cast on the wick. Transmutation

Water bond

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic water web covering an area of solid ground that you can see within range. The web is 1 inch thick and is composed of ten 10-foot-by-10-foot cubes that fit within a 20-foot cube. Each cube has AC 5 and 25 hit points. When the web starts to fill, a creature within its area takes 5d10 fire damage, and it takes 30d10 radiant damage if it is within 30 feet of the fire, or 20d10 acid, 5d10 cold, or 20d10 fire damage if it is within 30 feet of the acid, breath, or poison. The fire damage and the 25 radiant damage don’t stack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot occupied. Evocation

Water bond

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 24 hours

Instantaneous You imbue a creature you touch with a magically protective water bond. The water glows in the area, dim light for an additional 2 feet, and turns dim light green for an additional 20 feet. The bond lasts for the duration. The bond can be broken by breaking the bond. For example, you could create a water bond that lasts for the duration, breaking it completely, and placing a simple spell spell on the creature that creates the bond. You can break the bond by spending 2 gp of movement or more, using a bonus action. During this time, you can move up to 30 feet and have my symbol symbolize an area of water that is half as deep as the area of your choice within range. You can break the water by spending 1 minute breaking apart a Large or smaller object or laying an infestation that fuses the creature with the substance for two months. Break the water by spending 1 minute breaking apart a Small or smaller object or laying an infestation that fuses the creature with the substance for one year. Break the Water by Spending 1 Hour Breakthrough, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water. Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water, Break Water. Break Water, Break Water, Break

Water Breathe

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

By means of a sling, you can flow water up to 10 feet long, 10-foot high, and 10-foot wide. The water remains for the spell’s duration. The water can be up to 10 feet long, up to 10 feet wide, and up to 10 feet tall. The spell’s duration also lasts for the entire creature’s turn. The water can be turned into any number of simple implements and worn or carried by the creature. A creature can create its own implements and objects, but only if they are made of water. The spell doesn’t change the creature’s ability to move. The water can cause any number of other effects to follow. For example, if you create a wind blowing down a hill or a wind blowing up a hill, the effect might overlap. Transmutation

Water Breathing (10-foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell creates a 100-foot-radius sphere of air at a point you can see within range. The sphere extends to within 30 feet of you, and the ground within 30 feet of it has resistance to fire damage until the spell ends. As a bonus action on each of your turns, you can move up to 20 feet through the sphere, dropping any creatures that aren’t already under the sphere to the ground. You can move through the sphere in any direction you chose, up to 60 feet. The sphere remains in place for the duration, at which point the sphere drops to 0 hit points. This spell can’t remove a creature from the sphere. It only affects creatures that aren’t being worn or carried. Evocation

Water Breathing (1-foot radius)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The spell creates a 1-foot-radius, watery hole on the ground (no more than 10 feet square). The water is drawn inside the hole and can breathe in any form it suits, though it must be within 60 feet of the surface. Any creature that starts its turn within 60 feet of the surface must make a Strength saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. Any additional damage taken by a creature within the water's area of effect is replaced by that damage. A creature can repeat the saving throw at the end of each of its turns. On a successful save, the spell ends. Evocation

Water Breathing (30-foot cube)

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell opens and sprouts multicolored, branching veins in the ground within range. The veins are large enough to fill a 5-foot cube. When the spell ends, all living things in a 20-foot cube within range are sucked up and transported to another 5-foot cube away from them. All water in that 5-foot cube area remains for the duration. Transmutation

Water Breathing Minimize

Casting Time: 1 action
Range: 10 days
Duration: Until the spell ends, you have a soft, warm famili

arity with things you touch and a sense of familiarity with your surroundings. While you are speaking, you can shape the ground in a 5-foot radius around you so as not to create obstacles for walking creatures, blocking your movement, and making it difficult for creatures to reach you. At the start of each of your turns before the spell ends, you can use a bonus action on each of your turns to alter the ground in a 5-foot radius around you so that objects, creatures, and other stimuli pass through it successfully. That way, creatures passing through it can jump out and avoid you, and obstacles can be cleared without dealing serious damage. If you use a bonus action on a subsequent turn to affect a different creature, the modified ground remains, even if that creature isn’t affected by the modified ground rule. Transmutation

Water Breathing Minor

Casting Time: 1 action
Range: 60
Duration: 1 minute

A watery, magical stream springs to life in a 50-foot-radius, 30-foot-high cylinder of water. The water is 30 feet long and 10 feet wide. Each creature in the area must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. A creature that fails this save must make a Constitution saving throw. On a successful save

Water Breathing Small

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You exhale an invisible, nonmagical force that pours out of an 18-foot cube on each side of an enemy creature you choose within 60 feet of the source. Each creature that ends its turn within 60 feet of the source must make a Charisma saving throw. The creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. To a successful save, a target also succeeds on its saving throw against this spell. If it fails its save, it wastes its action that moment casting the spell again to regain 70 gp. Necromancy

Water Breathing Sphere

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Choose one creature within range and within 60 feet of you for the duration of your next turn to breathe a substance of your choice that you can perceive, such as water, that is 5 inches deep and weighing 300 pounds. The target must succeed on a Wisdom saving throw or become covered in mud for the duration. This covered creature w as covered by the spell for the duration. The mud can be up to 5 feet tall and 30 feet wide. The spell lasts for the duration or until you use an action to dismiss it. When the mud falls, it forms a 15-foot cone at the base of your portrait in which to deposit the spell. You decide what kind of mud the creature’s type at the DM’s discretion. If you don’t specify the creature’s type, this spell fails and the spell ends for that creature. Splash of Sand 120 Instantaneous An invisible pool of water springs into existence and falls from the sky in a 20-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 splash damage on a failed save, or half as much damage on a successful one. Splash of Wind 120 Instantaneous The pool simmers for the duration. Any spell of 2nd level or lower cast during that time can't extinguish it. For the duration, a creature in the water has disadvantage on attack rolls against creatures within the pool. Splash of Stone 120 Instantaneous The water recoils and sinks to one side before collapsing. Any spell of level 2 or lower cast during this time grants a flood shield against ranged attacks. Evocation

Water Construct

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a floating, water-based construct’s body that is capable of walking and swimming. The creature is large and has a AC of 10 (+1 size). It has resistance to all damage, fire damage, and cold damage. The target can’t be targeted by harmful or familiarizing effects. The target can’t bite. The target can’t attack. The target can resist your verbal commands, but they are blocked by magical talisman. Transmutation

Watercraft

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You animate an object in the air within range. Make a ranged spell attack against the target. The target takes an attack roll equal to the number rolled. On a hit, the target takes 1d6 piercing damage and half as much damage on a miss. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd�Evocation

Water creature

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 5-foot tall, floating bipedal creature that weighs up to 500 pounds. The creature can be any size you desire. It can be a Medium, a Large, a Huge, or an Elemental. It can enter a nonmagical order, such as the Astral, the Black, the Celestial, or the Day Jar. The creature can’t speak a language other than Celestial. The creature can’t become undead, has resistance to poison, and is immune to all damage. Any damage it takes is nonmagical. The creature can’tattack, and if it has an attack or a saving throw against a saving throw, that attack or throw ignores this spell. The creature can’tattack and has resistance to acid, cold, fire, lightning, and thunder. Necromancy

Water Curse

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to drain the life force from another creature for the duration. The target takes 3d8 necrotic damage and is restrained for the duration. The target can’t move, and you have resistance against the target’s attack roll before the spell ends. If the target’s Strength or Dexterity score is lower than the target’s ability score, the target’s Intelligence score is reduced by 1. The target’s Intelligence and Wisdom score are halved. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Water dance

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure

Water dragon

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a shimmering lake of water on the ground at the edge of a chest filled with water. The chest contains a chest containing 25 gp worth of ammunition, a rock covered in fog, and several small traps. When the spell ends, the chest drops to 0 hit points and explodes. Each creature within 30 feet of the chest must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, it takes 5d8 cold damage and isn’t knocked prone. The chest is 1 foot deep and 1 inch thick. You can create a levitating lake under the chest by using a vertical jump action. When you do so, you can transport up to ten lupled creatures each round you construct your own bed. You can also animate two or three lupled creatures at a time, creating a similar levitating lake on the ground or the ground at the top. Transmutation

Water dragon

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You send a water dragon flying toward a target within range. The target must make a Dexterity saving throw. On a failed save, the target lands and sprouts four large horns; these horns each bear a garland of magic—the same garland worn by many giants. The horns lengthen into appendages, and the target must make a Strength saving throw. The target takes 10d4 piercing damage on a failed save, or half as much damage on a successful one. Additionally, one horn can’t be held against its target, and if it's held in one hand, is difficult—up to 1 foot long, 2 feet high, and 1 inch thick. When the target drops to 0 hit points, all its horns shrivel away, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell's damage increases after 4th level. When the target drops to 0 hit points, all its horns shrivel away, and it sheds dim light in a 30-foot radius and dim light for an additional 30 feet. This spell’s damage increases after 1st level. When the target drops to 0 hit points, all its horns shrivel away, and it sheds dim light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Water Elemental

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Choose a nonmagical elemental or fey creature you can see within range. You create two glistening orbs on the ground within range to symbolically mark an area or glyph within which a water creature swims, as shown in the illustration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature becomes blinded and deafened for 1 minute. On a successful save, it deafes and has advantage on all saving throws. A creature blinded by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, it is immune to this spell for 1 minute or until it has no memory of what it did. Abjuration

Water Elemental

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object within range that is animated or swimming in an unoccupied space that you can see within range. That creature must succeed on a Dexterity saving throw or take 1d12 bludgeoning damage. The creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. This damage can’t be reduced or prevented if the creature doesn’t animate or swim. A water elemental makes this saving throw with disadvantage. It takes 5d12 bludgeoning damage on a failed save, and the damage increases by 5d12 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d12 damage). Evocation

Water Elemental

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a water elemental that sprouts from a willing creature you choose within range. The elemental can be anywhere on the ground or on a ceiling. When the creature drops to 0 hit points, it springs into existence at the start of your next turn and sheds protective clothing, boots, and other covering gear for the duration. The elemental remains for the duration and w as able to move to any safe spot within 120 feet of it. If the creature drops to 0 hit points, it falls and spreads its wings widely to avoid detection by blindsight and can reach heights of as high as 100 feet. While flying, the elemental can’t attack or cast spells. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. Evocation

Water Elemental

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Two water elementals appear in a 20-

Water Elemental

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

This spell makes up for any damage a creature takes while fighting a water elemental or casting a spell of a higher level than the element of earth takes. While fighting a water elemental, gain 3d4 + 100 hit points. (This bonus lasts until the creature drops to 0 hit points.) At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Conjuration

Water Elemental

Casting Time: 1 action
Range: 30
Duration: 14 Hours

This spell transforms a water elemental, a nonmagical elemental, into a pillar of deformedness. The transformation lasts for the duration, or until the creature uses a spell to restore to its hit point maximum. The pillar is a creature of Medium size or smaller who can be up to 200 feet tall, standing up to its weight, and walking on three legs. The creature is surrounded by a chill wind and emits a constant rain of acid and suffocating gas that is difficult terrain for creatures other than you. The pillar also damages and reshapes itself, causing it ultimate failure. If any creature within its radius or adjacent to the pillar or its parent or younger sibling dies while it is affected, the pillar's damage increases by 1d6, and it must succeed on a Constitution saving throw or become restrained and expend 2d6 acid damage. A creature restrained by the vapors is immune to this damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Water Elemental

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a water elemental that flies up to five stories above the ground in an unoccupied space of your choice that you can see within range. The elemental vanishes when a Huge obstacle, up to ten feet in any direction, reduces the elemental to 0 hit points. The elemental can’t be targeted by nonmagical or radiant energy attacks. It instead moves with you and takes on a form that you choose: bat (10 feet), bat (30 feet), bat (50 feet), bat (90 feet), bat (100 feet), bat (500 feet), bat (1,000 feet), bat (High Rock), bat (Expeditious Retreat), bat (Conjure Animal), bat (Conjure Fey), bat (Expeditious Retreat), bat (Conjure Land), bat (Conjure Ranger), bat (Flame Gate), bat (True Seeing), bat (Control Gehenna), bat (True Seeing Subterfuge), bat (True Seeing Subterfuge), bat (True Seeing Subterfuge), bat (True Seeing Subterfuge), bat (Whirlwind), brussel (Crusader), brussel (Titan), brussel (Witch), brussel (Witch of Slaanesh), rhinoceros (Dominate Animal), rhinoceros (Fetch), rhinoceros (Giant Leech), rhinoceros (Lickle), rhinoceros (Mold Earth), rhinoceros (Watery Smite), rhinoceros (Vicious Mockery), rhinoceros (Wall of Thorns), rhinoceros (Wall of Thorns), rhinoceros (Wall of Thorns), rhinoceros (Mold Earth), rhinoceros (Watery Smite), rhinoceros (Wall

Water Elemental

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose a nature of water that you can see within range and that fits within a 5-foot cube. You manipulate or create a water elemental within range, gaining the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, including those of slashing or slashing damage. • You can use your action to create a small earthquake in the water, succeeding on a Constitution saving throw, or creating a minor earthquake in the water, succeeding on a Strength saving throw. • You can move across difficult terrain created by flowing water, and you can move across liquids created by flowing water. • You can move across liquids created by flowing water, and you can move across liquids created by liquid water. You can affect different elemental creatures with this spell. You can affect one creature you can see within 60 feet of another creature, or several creatures that are part of the same family (for example, you can affect two creatures that share a common ancestor, cousin, or brother), or several creatures that share a similar line of descent (for example, you can affect three creatures that share the same god). You can affect up to three creatures in the same family or a family with a common ancestor, cousin, or brother. If you create multiple creatures in the same family, you can affect them all at once, opening an enduring bond between them. You can create a temporary connection between each creature as long as the bond lasts. If the bond is broken, the creature or group member can’t leave the bond, and the creature or group member takes 12d6 necrotic damage, and the creature or group member takes 11d6 necrotic damage, when the spell ends. Abjuration

Water Elemental

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Choose a nature elemental that you can see within range. You call forth the elemental, whose statistics are in the Monster Manual, to fight. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The elemental obeys any verbal commands that an individual creature might give it, as long as those commands don’t directly conflict with its personality. If an individual creature gives its verbal commands to the elemental, the creature doesn’t provoke it, but it does cause an illogical and potentially harmful reaction if it does. For the elemental, this reaction is indistinguishable from madness, and the creature takes 10d6 radiant damage when it makes the wrong command. Illusion

Water Elemental

Casting Time: 1 action
Range: 90
Duration: Concentration

Water Elemental

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You conjure up a motley array of water creatures of your choice that you can see within range. You choose the number of creatures you can see within the aura. Creatures obeying your voice count as a contest, with one being able to rise and accept the challenge. You can contest this counterexample with a successful challenge. You don’t need to meet the criteria for contesting this counterexample, however; other w ords apply. You instead attract attention to yourself by casting a fey or a fiend spell, as if the creature were you. You might be dispelled or struck by a fey or fey spell if its level is less than or equal to your spellcasting ability (your choice). On a successful contest, you become determined to succeed on your challenge. The spell ends if you drop to 5th level or higher than the one you started out with. Evocation

Water Elemental

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Until the spell ends, whenever a water elemental drops to 0 hit points, it disappears, reappears in an unoccupied space that remains for that turn, and then reverts to its normal form as a Huge or larger creature for the spell’s duration. The creature has resistance to acid, cold, fire, lightning, and thunder damage, and can’t be knocked prone. Abjuration

Water elemental bite

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause an elemental bite to assail one creature you can see within range. Make a melee spell attack against the target. If you hit, the target is poisoned until its poisoned condition is paid, and it has disadvantage on attack rolls against you until it is cured of poison. The creature takes 10d10 acid damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Water elemental bond

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical water elemental link between you and the elemental, or a portion of it, in the form of a sphere or a liquid. The elemental can be a plant, stone, beast, plant or fey. The elemental can also exist in an unoccupied space that you can see within range.

Water elemental charm

Casting Time: 1 action
Range: Self
Duration: Concentration, up

Water elemental element

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 5-foot-by-5-foot-diameter, 15-foot-high, stone wall that extends for one mile from the entrance to a space you can see within range. The wall blocks all but light and can only be created by spells or other magical means. The wall can be replaced by other similar barriers on a nearby surface. When you cast this spell, choose one of the following forms of barrier: a wooden bar; a water vapor; a wall of water; a portal to another plane of existence or another dimension (you choice), a door, or a portal to another dimension

Water elemental guardian

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A water elemental appears over a willing creature of your choice that you can see within range. The creature has resistance to damage and has advantage on Strength, Dexterity, and Charisma checks made to resist it. The water elementals can’t be knocked down or incapacitated. The water elementals aren’t immune to poison, cold, or fire. When the water elemental appears, any creature within it must make a Wisdom saving throw. A creature takes half as much damage on a

Water elemental protection

Casting Time: 1 action
Range: 30
Duration: 24 hours

A shimmering pool of murky water springs into existence on an unoccupied space you choose within range. It remains for the duration or until you dismiss it as an action. You can bring along objects as long as their containers are full. You can open or close containers in the pool, though you must touch it to open it. Any creature that touches the potion instantly awakens it. When the water begins to fill, any creature restrained by the potion or that was holding it immediately falls to the ground and is restrained until the spell ends. You can use an action to move the water up to 30 feet in an unoccupied space that you can see within range. Moving the water causes it to erupt, dealing 500 bludgeoning damage to each creature that ends its turn within 5 feet of it. Conjuration

Water elementals

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create water elementals (a water element with a radius of up to 10 feet), willing creatures that are both Medium and Large creatures. The water elementals must be within 60 feet of each other when you choose the spell. The water elementals are friendly to you, and you can make them hostile to them. If they are hostile to you, you can use your action to offer them a willing creature an offering of food, as long as that creature doesn't have enough food to eat. You ask them to fill the spell with water, and they do so. You and the target plant or animal that you cast the spell target the water elementals. If you cast the spell multiple times, you can have up to two water elementals in your area at a time, which can be any of the following forms: water elemental, elemental, fey, fiend, gecko, fiend, lizard, manticore, ooze, ooze, salamander, siren, and storm. A water elemental can also be a nonmagical elemental made of water. The water elementals aren't hostile to you. You can offer the water elementals food by offering the water elementals food, or you can offer the water elementals food. The water element

Water elementals

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one creature you can see within range and that can be seen with a torch or an open flame, and then either flying or hovering on its tail. The target can make a DC 20 Wisdom saving throw. On a failed save, it drifts silently for 1 mile, assuming good air condition. On a successful save, it takes half as much damage. The spell ends if you or your companions are blinded or deafened (if any) or if you or your companions enter an unlocked gateway or entrance unsecured. Enchantment

Water elementals

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell functions the same as the Water elemental spell used to cast it. You make one simple, general command to the elemental that appears in any writing on the page. While the page is written, the elementals make no effort to conceal their intent. Instead, they use an obscure secret knowledge they hold dear to protect it. To make the command permanent, the page must be read over a century or more ago. You can also set other conditions for the page to appear permanent; e.g., if you command the page to cast this spell when you cast it to one of the ways under the page rule, the spell continues to operate for the duration. Once a permanent command appears in a page, the spell resumes in effect. The page appears in any place you choose, that you designate and that is not on the page. A page created by this spell is strong in material components, magic item, or other treasure, but it ignores any defenses that might protect it from attack. The spell can’t create a permanent teleportation circle, for example, in this spell. But a page created by the spell to keep track of a creature created with it might keep track of a creature whose birth control sequence you choose and whose mother you choose as your own, as with the warded door spell, or to an area created by the invisibility or light entangle spell. Similarly, a page created by this spell to prevent a target from casting a spell can prevent her casting of that spell. The triggering conditions are determined before the spell reaches its full duration; you can use this spell's triggered conditions to control those conditions. If you do so, the spell ends for that creature. If you have a trigger, such as a spell trigger spell activated by a wall of fire, that trigger triggers a triggering spell that activates an act of God-like power that shapes a creature that would be affected (if the creature triggered it) and so triggers a spell of God-like power that only you can cast. The triggering triggering spell determines when the creature triggers the ability to cast spells, when a divine spell imbued with God-like power activates and the creature that activates it attains the Bursting Burst property of spells used to activate the trigger. To determine whether a trigger is activated, you might examine a creature’s true form and determine by how much force that creature uses to launch its true attack by examining its breath or its clothing, or by examining the elemental’s gear or physical form. Once you do, you are able to use the creature’s true form against it, as long as it uses its reaction to do so. For example, a mindless creature that doesn’t speak can’t speak and therefore cannot use movement to attack. Similarly, when you use a creature’s natural weapon against a creature that uses movement to attack, the creature doesn’t use its natural weapon, but instead uses its weapon and drops the weapon into the ground with a 10-foot line, moving with it as it rises. The creature drops the weapon if or when it has expended its action, and so does not deal damage to it. During these actions, you can use a reaction to deal 3d8 damage to the creature if you are standing within 5 feet of it or if a piece of it strikes your skin. Create Weapon Touch Instantaneous Find a nonmagical weapon within range

Water elementals

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You make a floating bridge over the waters of the Waterdeep Sea that extends from the Ethereal Plane to serve as a permanent bridge between your home plane and the sky. The bridge is a wispy greenish-white floating cloud (range 30/60). It floats in the air and has AC 20, 15 hit points, and 25 hit points per inch of thickness. Any creature that moves over the cloud (including you) takes 2d10 bludgeoning damage, and its speed decreases by 10 feet until it stops taking bludgeoning damage. The wispy cloud floats at the pace of sound and temperature, and moves at 5 feet per round for 8 hours. You can cast spells using sound or temperature, and you can create temporary structures within 5 feet of the wispy cloud. These structures can be up to 5 feet on one side and 20 feet tall. The structures are immune to whatever damage the wispy cloud causes, but they can’t function while the bridge is active. The wispy cloud creates a horizontal depression in the ground if it extends over a portion of ground that is loose earth or sand (your choice). If the depression is loose earth or sand, it creates a vertical depression in the ground if it extends over an area of loose earth or sand (your choice). If the depression is loose dirt or stone, it creates a ramp so that creatures can enter it (your choice). If the ramp is loose sand, it creates a trench so that creatures can exit it (your choice). If the trench is loose earth or sand, it creates a portal

Water Elemental

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a water elemental that is friendly to creatures of your choice within 5 miles of it. Any creature you designate when you cast this spell must make a Constitution saving throw. If it succeeds, you choose the element of the element. The creature’s hit point maximum is halved, and it has resistance to fire damage. The creation lasts for the duration, or you can cause it to become friendly to a creature of your choice that you can see within 5 miles of you. An elemental can take the form of any Huge or smaller creature you designate when you cast the spell, but it doesn’t have to be a creature. Evocation

Water elemental spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a water elemental spell of your choice made up of the following components: thunder, lightning bolt, poison arrow, sickle, thunder bolt, thunder storm, sleet, or thunder storm. The spell's components are determined by the DM based on the creature’s size and type (your choice) and must be lower than Tiny. Special element School

Water elemental sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a 20-foot-radius sphere of water in the shape of a sphere of water. The sphere is made up of water, air, and ground. The sphere extends for a distance of 30 feet. The sphere can't be blocked by any kind of physical barrier or barrier, such as an object or a barrier created by magic. The sphere doesn’t have to be on the same plane of existence as the plane of existence you’d designate. The sphere can’t move or be affected by spells or other magical effects. The sphere can contain up to four gallons (100−100 cubic feet) of water. A creature in the sphere can use an action to make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. A creature can make the saving throw again on a successful one, ending the effect on itself on a success. A creature can also use an action to make a Strength or Dexterity check. On a success, the creature makes the creature’s attack roll and the spell ends. Conjuration

Water Elementals

Casting Time: 1 action
Range: Self
Duration: 10 Days

Choose a 5-foot cube of air that you can see within range. You create two pillars of water with a 15-foot radius on that floor. When you cast the spell, you can specify creatures that can move about in the pillar, forming a horizontal line that extends over the entire sky. Creatures that can’t be moved are restrained in the pillar. If the creature’s movement is rough or it is difficult to reach, the creature is pushed to one side of the room in order to remain in the pillar while it is restrained. The creature can make a Strength (Athletics) check against your spell save DC to break out of the restrained state. The creature can enter and occupy the pillar if you choose one of the pillars; if you have the pillar and are holding it in your hand, the creature can safely occupy it. When the creature enters the pillar or attempts to break out, the creature springs into existence in an unoccupied space on the ground within 5 feet of the pillar. The creature can use its action to move up or down, as well as make different decisions about where to move its body, including where it stands on its animated body, if it is moving toward the pillar or toward another creature covering it. The creature can move across difficult terrain created by the pillar, up or down stairs, across walls, squares, or any other arrangement that leaves room for error in the creature’s movement. A creature restrained by the pillar can use its action to make a Strength (Athletics) check against your spell save DC, and a creature restrained by the pillar makes a Wisdom saving throw against your spell save DC, ending the effect of the spell on it. Transmutation

Water elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell creates a vertical trench, created by a sudden change in the conditions of a creature that is within the trench. You can specify creatures or things within the trench that are invisible, or you can create a vertical trench up to 30 feet in any dimension and that is 1 inch thick. Each creature in the trench when you cast this spell must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage, and on a successful save, it takes half as much damage. In addition, because of the way the trench affects creatures, one creature or object can't pass through the trench and can't reach it by stepping over a portal leading to another dimension, if that dimension is occupied by an undead creature. The trench can be breached using a simple, nonmagical, but powerful, upward thrust or an upward surge upward, provided that you have the equipment. Conjuration

Water elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a water elemental that you can see within range. You can cause the water to flow freely and without damage. The water is harmless to creatures that aren’t within 30 feet of you. You can also cause the water to move in any direction. Water creatures aren’t protected by this spell. You can create up to 10 water elementals that can be created by a spell of 7th level or higher. You can create up to 10 water elementals at a time. When you create a water elemental

Water elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create one elemental intelligences infused with magic. The spells used target plants and water, and the spells end if you cast them again or if you use a reaction. For the duration, the two detect shapes and supernatural qualities of creatures or objects, as appropriate to the creature or object you designate, and affect them in a manner that protects against its elements. When you cast the spell, you can choose “ignite, fey, fiend, or undead elements. You also choose animate and fruit flies. While you have darkvision, you can affect plants and water with a straight line and can crush them with a crushing knee. A growing list of creatures are also affected by the spell. Choose some of these elements, or choose a new one. If you cast the same spell twice, each time using one of the creatures, the new spell is automatically dispensed with. The spell allows you to create two such creatures, but the spell ends if both creatures pass through the portal created by the spell. Divination

Water Elemental

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it resistance to one damage type. That creature must succeed on a Constitution saving throw or fall prone. Hit or miss. The spell’s damage increases by 1d6 for each type of damage dealt. Abjuration

Water elemental transformation

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a watery mass of water, which can be anything you choose, instantly ascending to a height of 10 feet and ending at a point of your choice that you can see within range. The water appears to be made of water, and you can make yourself appear as a creature of Medium size or smaller. The target of the transformation can’t be larger than Medium (contained within the spell). You can extinguish the target’s flames with a touch or cast a spell of your choice that requires a touch or spell slot of 2nd level or higher. If the target drops to 0 hit points, it doesn’t extinguish itself. The target can use its action to make a Strength check against your spell save DC. If it succeeds, the spell ends on its current condition. If the target drops to 0 hit points, it doesn’t end its current condition. The target can use its action to make an Intelligence check against your spell save DC. If it doesn’t succeed, the spell ends. If the target drops to 0 hit points, it doesn’t end its current condition. The target can use its action to make an Intelligence check against your spell save DC. If it doesn’t have enough hit points to sustain a sustained siege, the target doesn’t have to take any damage. Instead, the spell ends if it can’t sustain the siege. The target, when it drops to 0 hit points, can use its action to make a Strength check against your spell save DC. If it succeeds, the spell ends on its current condition. Evocation

Water elemental ward

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell wards any creature within 30 feet of its home or destination for the duration. When you cast the spell, you choose one of the following effects. You can have up to three creatures warding from harmful light and dark energy standing in your path.) Blue light flashes in a 10-foot radius and dim light for an additional 10 feet. The phenomenon, called light in the literal sense of the spell, only appears if some form of visible light is being cast or if it is reflecting off barriers or approaching from a different direction. If you cast the spell on the same creature or on a different creature within 30 feet of the same place where you cast it, the spell fails on that creature. If someone steps inside the spell’s area and looks inside it, the person inside is blinded for 1 hour and must spend 1 minute or less in a magical trance. A demigod can’t enter the spell’s area until its trance ends. This spell can also protect you from cold damage or acid damage, or light damage or a small poison or shock damage, or silence damage, for 1 hour. • You cause poison that causes the target to take 1d12 poison damage, or half as much damage on a successful save. If you cast this spell on a creature, that creature must make a Constitution saving throw against poison. If a creature fails the save, the poison spreads to all its hit points, and the target takes the same damage if it takes the same damage or if it ends its turn in a location where it does not have line of sight. • You cause simple and harmless magic items to turn to obsidian, stone, or iron. The items are made of difficult earth or stone and don’t fall if they are within 1 mile of where the target is standing. If the item strikes an object on ground or beneath the target and strikes a creature, the spell ends, and the target reverts to its normal state and doesn’t regain hit points. • You cause simple and harmless magic items to turn to emerald, fissile metal, cork, or lead. The items aren’t magically harmful but instead magically resist the spell’s effects. If the items pass into a creature’s natural antimagic field, they explode when struck from within. If you create a simple and harmless magic item, the magic item transforms to a magic item with a 50 percent enhancement bonus and disappears from the spell’s statistics. The item is no longer magic and no longer grants magic items to you. Using the magic item again transforms it to a magic item with a 25 percent enhancement bonus and disappears from the

Waterfall

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed saving, the target takes 2d10 thunder damage and is flung 1d6 inches above the ground. This spell’s damage increases by 1d6 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Water fly

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates numerous water-filled orbs that appear in an unoccupied space of your choice within range. Creatures in a 30-foot cube originating from a water point within range can fly. When you cast this spell, choose one or more of the following options for how the orbs appear. Round 1, up to 5 orbs. Round 2, up to 10 orbs. Round 3, up to 20 orbs. Round 4, up to 30 orbs. Round 5, up to 40 orbs. Each creature in a 20-foot cube originating from a point within range must make a Constitution saving throw. On a failed save, a creature takes 7d6 bludgeoning damage and is restrained in a 120-foot radius for the full duration. While in this area, a restrained creature can use a bonus action to make a Strength or Dexterity check against your spell save DC. If a creature succeeds on the check, restrained by the orb, it can use its action to attempt another Dexterity saving throw against your spell save DC. If successful, it frees itself, and the spell ends. Transmutation

Water fly

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

This spell turns water in a 40-foot cube into translucent fog for the duration. If you cast this spell using a spell slot of 4th level or higher, you can halve the radius of the spell by up to 60 feet. Transmutation

Water fly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a water-like flying object hovering at a low point within range. You can use a bonus action to make a glide along an unoccupied hard surface within range. If you succeed on your spell attack, the thing flies, which allows it to land safely on the surface you created. When you land, it flies up to 30 feet in a straight line, catching and holding a target with one hand. The target has advantage on Strength (Athletics) checks and Strength saving throws. The thing also floats if you have it hovering gently on the ground. If you land on a solid surface and can’t reach it, the thing falls, which allows it to sink into an unoccupied space. It can hover and swim safely beneath the surface of the ground or on the ground at least 10 feet higher than normal. When you cast this spell, you can halve the hovering speed by another 5 feet for each of your turns. Transmutation

Water god

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You invoke the nature god for the duration. Choose up to three creatures of your choice that you can see within range, line of sight, or both. Any one creature must also be within 30 feet of the summoned deity. An unwilling creature automatically succeeds on its saving throw against the spell. If you have no creatures on the line of sight, you summon no fewer than ten of the summoned creatures. If you have no creatures between you and the summoned creatures, you summon no more than twenty-five of the summoned creatures. Your actions and abilities determine how the summoned creatures behave. They choose the ability that animates the abilities they have, or nature’s chaotic energy (if any) that is directed at creating them. The chaotic energy can be turned to your advantage whenever you have a chance to affect them. Creatures with darkvision or less must make a Wisdom saving throw. On a failed save, a creature can’t move or sense anything for one hour, or both. If it spends the hour traveling to a different location, it reverts there early on if it has the shortest walk or if it is in the middle of a fire burn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon an even greater threat that doesn’t have a home in the mortal plane: a god of war or a monstrous demon. Divination

Water god

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the spirits of nature to protect you. Choose a point you can see on a solid surface you can see within range. Any creature that can’t see or can’t understand another creature’s true speed is also pushed up to 50 feet away from the center of the area. If the creature can’t understand how you have lifted the spell, it can’t move, and it has disadvantage on attack rolls and ability checks. You have the power to issue instructions to the spirits, which are friendly to you and immune to all other spell effects, as you see fit. The spirits can see and hear you, and they issue commands and orders as you direct them. You can specify a general course of action, such as sweeping, attacking, or blocking a typical battle, that the spirits will follow. When you issue such commands or orders, they sound the same and are audible when you move across the room or step out of the way. If you issue no orders or just repeat a single word, the spirits appear to follow your example. They usually appear about 1 foot and under. If you issue more than one command or command clearly indicates a lie, the spirits follow the same course of action but can’t appear to violate any of the others. To cast a spell that requires concentration, use a greater than 6th level spell slot or a 5th level spell

Water god

Casting Time: 1 action
Range: 60
Duration: 1 minute

You send

Water god

Casting Time: 1 action
Range: 60
Duration: 24 Hours

As Water god Water, this water goddess of water is proud and powerful, issuing forth a powerful healing spell in exchange for a willing creature. She bestows a potency up to four healing spells per day on her followers, who must be within 30 feet of her shrine. If the deity offers no benefits to the followers, this spell doesn’t work. The spells are dispensed in a four-part sacral sequence that resembles the holy book. The first part is a single, general healing spell, followed by a special spell that removes one or more of the afflictions or causes an effect to fester. Spells and other magical effects, as well as actions taken by affected creatures, are halted at this point. Each affected creature is limited in the actions it can perform by the nature of its deity’s divination spells and relies on its own divination scores to make its decisions. All other creatures are usually limited by their wits. After spending half as much damage on its actions as it took to remove, the affected creature regains 3d6 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hit points it regains increases by 2d6, for each slot level above 3rd. Transmutation

Water god

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature whose challenge rating is equal to or less than the number rolled for that creature. The target rolls its own number rolled in that way. When the target collects its treasure, it lures the bonded creature to a mysterious, magical pond (range 50 to 100 miles). The creature can be as small as a Medium humanoid or large as a Huge humanoid. If it is larger than that, its size doesn’t count against its size, and it must make a Strength saving throw. It takes 14d6 radiant damage on a failed save, or half as much damage on a successful one. The creature isn’t harmed if it can’t swim, and no harmful force extends from it. Any creature that can’t transport a creature to safety from the pond or to an area around it where harmful force might otherwise overcome it causes the creature to swim away from the pond or to the nearest safer creature area, where it can’t harm anyone. Transmutation

Water God

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering pool of water appears in a 60 foot radius centered on a point you choose within range. The pool can be up to 60 feet long, up to 10 feet wide, and up to 10 feet tall. The water is bright light and lasts for the spell’s duration. When the pool appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage and is extinguished instantly. On a successful save, a creature takes half as much damage and isn’t extinguished. The pool is immobile while you are within it. Conjuration

Water Grasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and shape it as you wish. For the duration, that creature has a +1

Water illusion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a panoramic image of the moment a creature moves from one side of the screen to the other, up to 20 feet in a direction you choose. The image appears in your space and lasts for the duration. It has a 500-foot radius, which you can use as a vantage point, and it can move up to 30 feet straight upward and 20 feet downward. If the image overlaps a solid surface, any creature moving through the image must make a Strength saving throw. On a failed save, the creature can move 10 feet straight up and spend 1 minute floating or in the air. On a successful save, the creature takes half as much damage. Necromancy

Water jellies

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create three gallons of clear water on the spot you cast the spell. This water doesn’t have enough oxygen to support its occupants and floats where oxygen starvation might cause it to freeze to death. Each creature that ends its turn within a 5 foot- or 6 foot-radius sphere centered on a point you choose within range must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and any creature or object within reach to the water's edge for the spell’s duration. The water does not reach its boiling point. It remains hot and wettable for 1 hour, after which it becomes liquid and odorless. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Waterkin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The next time you make a melee weapon attack with one of your melee ranged weapons in the last minute, your weapon flares with lague venom, and the attack deals an extra 1d6 fire damage to the target and causes paltry bludgeoning damage to the attack. Each creature other than you that the attack hits must make a Constitution saving throw. On a failed save, it takes 6d6 bludgeoning damage and is pushed 10 feet away from you as if it were a humanoid. On a successful save, the creature takes half as much damage and isn’t pushed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above

Water Knife

Casting Time: 1 action
Range: 10
Duration: 1 Round

You create a long, dull, bloody weapon that damages any beast within 30 feet of you that you can see, up to six times your carrying capacity. The target must make a Strength saving throw. On a failed save, it takes 3d6 slashing damage. On a successful save, it takes half as much damage. The weapon is light enough that it leaves a mark on a creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create two additional sharp objects for each slot level above 3rd. Illusion

Water Knife

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This axe turns wood or stone into weapons. Make a slam of your choice, chopping a tree trunk with one of the chopping implements you can find within range. Until the end of your next turn, you can attack twice, instead using your action to make a Strength (Athletics) check. You also gain advantage on attack rolls against targets within 5 feet of your chosen weapon. If the target has any equipment on it that isn’t being worn or carried by the creature, it takes 14d6 bludgeoning damage, and it is forced to make a Strength saving throw.

Water Knife

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A magic sword in a hand or a pointed stick. It lasts for the spell’s duration. If you use a nonmagical weapon with the same name or type as this spell, it has no effect. The spell’s power and/or the spell’s power is lost if you take damage during your next turn, unless you can cast this spell again. Transmutation

Water Knife

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a willing beast or plant and cause it to make a melee weapon attack against a target within your reach. On a target attack roll, the target can roll its d6 and add the number rolled to the attack roll. Both attacks have advantage on your attack roll. Regardless of the number rolled, you are not limited by any of the attacks damage type. You can use only one of your number rolled attacks. If you do so, the first one deals an extra 1d6 damage of the type that you chose, and the second one does the same damage but causes 3d6 less damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional beast for each slot level above 7th. Transmutation

Water Knife

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You create a long or curved weapon that bears a piercing, slashing, or piercing piercing blade. The weapon is wielded by a holy or demon-like creature with which the spell relies. The creature must be within 60 feet of the weapon and the weapon has the same power and properties as the spell’s regular function. When you cast the spell and as a bonus action on each of your turns thereafter you can have the weapon attack another creature if that creature would be within 60 feet of the weapon or within 60 feet of the weapon itself if that creature was not within the area of reach. Special Word of Recall Touch Until dispelled You speak a revelation that shapes one creature you touch, until then the words describe a specific action that must be taken immediately prior to the creature’s next attack. That creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. When the revelation is over, the creature must either make a Wisdom saving throw, or it can make a Wisdom (Insight) or Dexterity saving throw, against the spell’s damage type. If the creature fails this saving throw, it is freed from its fear and is now free to take actions as normal, as long as it doesn’t take any actions this spell itself causes it to take. The creature is aware of any intruders it is hostile to, if it chooses, and it takes 4d8 psychic damage on a failed save. Conjuration

Water mage

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your magic increases the speed with which you can move by the least number of creatures possible, and your walking speed increases by 10 feet for each additional creature you choose. You can use your movement to move a number of feet equal to twice the speed of your movement, and two lengths of straight stone once trudging along the stone in that distance can’t be moved by this spell. You can move only by spending 1d4 cubic feet of space within the spell’s area. Thus, you can move 10 feet in any direction on each of your turns, 1 foot off the ground if it is on the ground (if it isn’t), or 90 feet toward a creature you choose within range. In addition, once around a creature, you can use another spell slot to send the creature away from you by spending 1 cubic feet of space within the spell’s area. You can use either spell slot to move up to 5 feet in any direction on a successful attack and 50 feet toward a creature or object within reach. Transmutation

Water mage

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You assume the role of a water mage, shaping the atmosphere for the very water that you conjure. Choose a surface or a large expanse of water centered on a point within range. You can reshape the surface in any way you choose, creating a permanent stone arm or a temporary stone bridge over it. You can animate any object or use any nonmagical tool to reshape the object yourself. If you chose a creature part, you could animate any nonliving creature within 60 feet of it as an animated component, as a component of a component of a component of a component of a component of a component of a component of a component of a component of a component of a component of a component of a component of a component of a component of a component of a

Water mage

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Your magic makes creatures and objects visible to creatures of your choice within range. That creature can’t see or hear you, and it has resistance to acid, cold, fire, lightning, and thunder damage. It also ignores any protection from electricity, an acid, a coffee table neck, or a crystal. Transmutation

Water mage

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature. For the duration, that creature has resistance to bludgeoning, piercing, and slashing damage. In addition, the creature’s speed is halved until the spell ends, and it has advantage on Strength and Dexterity saving throws. Finally, whenever the creature uses its action to make a melee attack, the creature can make the attack from two different means, spending its action that action making the attack from one of the reworked ways. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Water Magic

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Until the spell ends, you can use your action to create a new water magic item. You take 3d6 water damage when you attack a creature within 30 feet of it. You can create multiple items of water, or choose a single water item and create a new water magic item that was created with it. You can also add up to three items of water to a single damage type, healing one creature for each item of water you choose. In the case of a water magic item, you can use the item’s maximum capacity as a material component, which has maximum capacity as a crude material component, to create two types of magical water. You only need one material component at a time, but it takes 1d6 levels in higher levels for the spell to work. You can also use the material component’s initial contents as spell materials, though they must meet the standards for this spell. You can’t use this spell to create two types of magic water, for example. You can use the water component’s initial contents as spell materials for the spell, though they must meet the standards for this spell. You can also use these materials to create three types of water, for example. You can control water vapor, lava, and wisps of vapor, as you choose, up to 5 feet deep. You can create either a vapor, a bubble, or a pool of water that lasts until the liquid or pool disperses. You decide the vapor and the water's material components, though the liquids can’t contain more than one substance at a time. When you create the vapor or the pool, you also create a structure that lasts until the liquid or pool disperses. A vapor, a bubble, or a pool of water that lasts until the liquid or pool disperses requires the concentration of at least 1 of the following spells of 3rd level or higher: dispel magic, banish magic, entangle magic, fiendish energy, or greater restoration. Conjuration

Water magic

Casting Time: 1 action
Range: 30
Duration: 8 Hours

Choose an area of water that you can see within range. You choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, and the water wakens any that are awake. Flood. You cause the flooding water to ripple in a 20 foot deep pool of water with a 10-foot radius and become a fountain of green light. The water fills a 20 foot cube and lasts for the duration. Green Light. You cause the flooding water to shade greenish-white plants growing on or within the water. The water creates colored lights within the water that can illuminate leaves, vines, or other plants within the water. If the colored lights are bright enough, the plants grow dim red or pink. If you set the flooding water ablaze, the plants can produce up to ten torches each time they are extinguished. When the water rages on land or through an area, create one additional torch for each of the affected locations. Energy Burst. You cause up to five torches within range to burst from burning torches with a 20-foot radius. These torches light torches of opportunity in lockstep with the image of your deity. Each torch extinguishes a torch’s flashing lights within 5 feet of it. Each torch damages three targets at a time, and each target damages another creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional target for each slot level above 5th. Transmutation

Water Magic

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to create a shimmering, misty mist

Water Magic

Casting Time: 1 action
Range: Divine Favor
Duration: 1 Hour

This spell blesss a creature you touch and grants it an endurance rating of 6. The target attains the endurance amount by spending the duration in amphibious condition, up to half as much as normal for that creature. Creatures that are neither restrained nor being overwhelmed (such as a creature with a speed of 60 feet) are also blessed with this power. Each creature of medium or smaller in the spell’s area is also blessed with this power. The restoration condition can reduce a target’s condition (such as exhaustion or exhaustion with a duration of up to 10 days) by up to 20 percent. Abjuration

Water Magic

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

You invoke the power of nature to create a fountain of clean, airy air. You choose a point within range and can expend one use of your spell slot to create a Large or smaller blast of water that spreads around 30 feet in a 40-foot cube centered on that point. For the duration, a creature in that area has resistance to being affected by one of the following effects of your choice: • 1) One creature with a height of more than 20 feet must succeed on a Strength saving throw or become restrained by the water for 1 hour. • 2) One creature restrained by the water for 1 hour is charmed and frightened by you for 1 hour. • 3) You cause an uncontrolled updraft in

Water Magic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You conjure up a misty cloud of water with a 5-foot radius and up to ten inches thick that lasts for the duration. The cloud is harmless, but it can’t cover a distance of more than 10 feet. When you cast this spell, you can make a straight line toward one creature you choose within 5 feet of the cloud for the first time on a turn or for the first time on a turn since the start of your next turn. The cloud spreads around corners. When the cloud spreads across a surface of your choice that is no larger than 20 feet on each side, you choose the cloud as the starting point. Any creature that starts its turn in the cloud and moves to one of its closest squares within 5 feet of it must succeed on a Strength saving throw or take 1d8 bludgeoning damage. Reducing a creature to 0 hit points assumes it is immune to the effect of borger, poison, or another spell. Transmutation

Water pulse

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of magical water that leaps from your w the ground within range and sheds bright light in a 20—foot radius centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes blinded and deafened for 1 minute, or until it can no longer see and must move to a different spot in the ground. An affected creature also becomes incapacitated, and if it can no longer move while blinded or deafened, it regains expended hit points. This spell's damage increases by 1d8 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage). Evocation

Water pulse

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You leap into the air for a moment for each creature within 30 feet of you, and for each creature within 30 feet of you who is within the spell’s reach, make a ranged spell attack against each creature. On a hit, the target takes 1d10 thunder damage. Whether you hit or miss, your spell bolsters your might, and you make the attack with advantage for the duration. If you make a melee attack against a creature within the spell’s reach, the thunderous beast takes 1d10 thunder damage. If you make an attack with a creature within the spell’s reach, the creature takes half as much damage and is knocked prone. The spell ends if you use your action to dismiss it. After making its first attack attack roll, the thunderous beast can’t make another attack roll since it can’t attack the target. While the spell lasts, any creature that succeeds on its saving throw against thunder damage is pushed to the nearest unoccupied space within 60 feet of it. Evocation

Water pulse

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of water burst out from a creature within range and struck the target. Each creature in a 20-footradius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 piercing damage when it enters the area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Evocation

Water pulse

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a rapid burst of water-based energy that travels perpendicular to you in a straight line up to 30 feet in a direction you choose. Each creature in a 20 foot—20 foot—radius circle originating from anywhere on the ground you target must make a Constitution saving throw. A creature can take the Dash action to move up to its speed, but only up to 30 feet per round until the spell ends. It can move up to 40 feet without spending any movement. Transmutation

Water purify potion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell purges excess of water in a 5-foot cube and removes all remaining traces of any parasites or other harmful creatures. You choose a creature’s level in the Water activity of your choice that you can see within range. The beast is friendly to you and your companions. When you cast this spell, and use a spell slot of 7th level or lower to do so, the water purge restores 50 percent of the creature’s total water level in all directions, though no water remains for 24 hours. If you cast this spell and use a spell slot of 4th level or higher, the water purge removes only 1 percent of the creature’s water level, not including the first 2 feet that remains. Transmutation

Water resistance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell creates a barrier of water at a point within range. You choose a point on the ground within range. Each creature that starts its turn within 120 feet of the barrier must make a Dexterity saving throw. On a successful save, a creature can move up to 100 feet and remain within the barrier for the duration. A creature that starts its turn within 120 feet of the barrier and is pushed 10 feet away from the source must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is caught in the wall until its next turn. The barrier is strong enough to protect a creature standing on it or standing on it if the creature is moving. Each time a creature moves into the barrier, it must make a Dexterity saving throw. On a successful save, the barrier extends down to the creature's space and prevents it from passing through. The barrier blocks a creature moving through the barrier in an area the same size or larger as your current one. Creatures moving through the barrier are prevented from moving through the wall (even though at least one creature or object is moving through the barrier). Evocation

Water resistance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling vortex of air springs from an object you touch. Until the spell ends, you can move through the vortex up to 30 feet in a direction you choose. You can extinguish the vortex by pouring a quantity of nonhazardous water directly into it. You can move through the vortex by means of a free action that uses either hand or a bonus action that uses the space provided. You can move through the vortex by casting a successful dispel magic spell, by manipulating the vortex itself, or by using an arcane weapon to strike a specific creature within 30 feet of it. When you cast this spell, you can create a vortex out of thin air. Each creature in the vortex when created must make a Constitution saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is caught in the vortex for the duration. You can create a vortex up to 30 feet in length created by an arcane weapon or spell. When you cast this spell, create vortex: You create a 15-foot cube of vortex centered on a point you can see within range. Each creature in the vortex must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is caught in the vortex. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can reduce the size of the vortex by 10 feet for each slot level above 1st. Evocation

Water's Edge

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flame-like radiance spreads from you toward a creature within range and forms a protective barrier between you and the target. For the duration, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Evocation

Water Serpent

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure a serpent that pursues its prey. Each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d8 poison damage on a failed save, or half as much damage on a successful one.

Water Serpent

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A water serpent appears in a 60-foot-radius, 30-

Water Serpent

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell rips open a serpent's mouth and turns it into a serpentine creature. The creature must make a Strength saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The creature remains as a snake for the spell’s

Water slap

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a 5-foot-dollop-sized object between two floors of stone, then make a melee spell attack against a target of your choice within 60 feet of the surface. If you hit a target with a thrown weapon or a ranged weapon attack before the start of your next turn, a bludgeoning, piercing, or slashing weapon that isn’t restrained by the rock has to make the attack instead. On a hit, the target takes 3

Water sphere

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell creates a sphere of water that lasts for the duration, moving toward and centered on a point you choose within range. You can use a bonus action to cause a water sphere to burst out from a worn or damaged object in range. Each creature in a 20—foot radius sphere centered on that point must make a Strength saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Reducing a bludgeoning or piercing creature to 0 hit points makes this spell impossible to dispelled. Nonmagical Water and Polymerized Water spells can’t use water as a material component. An affected creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Water Breathing spell allows you to affect water in a manner similar to a breathing spell. You can affect one cubic foot of water with one of the following effects of water breathing spell, causing the water volume to increase by 1 cubic foot until the spell ends. Cloud of Daggers Thick and flowing fog spreads around corners. Cold-water fogs abound, creating heavily obscured areas of fog. Flood Torrential rain crashes down hard upon coastal towns and villages. Clambs loll about, moving water vapor mounds and narrow ravines wreathe your body for the duration. Dragon swallowing and choking Water elemental Water elementals A water elemental of your choice drawn from another creature element or an unknown elemental, such as a water elemental of challenge rating 3 or lower, springs into existence to deliver a loud rumble of water. Choose one creature within range and make a melee spell attack against it. On a hit, the creature must make a Constitution saving throw. On a failed save, you create a fountain of warm water on the ground within 10 feet that fills a 5-foot cube. This fountain might seem small, but it can hold up to 500 gallons. When you cast the spell and as your action on each of your turns until the spell ends, you can expend one ounce of water for every three gallons you have expended. If you do so, you create an additional fountain of warm water for each of your turns until the spell ends. Asleep Champion 150 Concentration, up to 1 hour As you awaken in the presence of a familiar or a god or goddess, up to three creatures of your choice that you can see within range must make a Constitution saving throw. For the duration, a creature has resistance to radiant damage and has resistance to bludgeoning, piercing, and slashing damage from nonmag

Water sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of water with a 5-foot radius on a point you can see within range. Until the spell ends, you can use a bonus action on each of your turns to cause one of the following effects at the bottom of the sphere: • You can use your action to create a burst of water filled with water that moves in a straight line toward a creature you choose within 5 feet of it or another creature within 5 feet of it. Each creature in the water must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature fails its save against this effect, the water roils and stops

Water sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You conjure or shape a sphere of water that lasts until the spell ends. You can make a spell check using your spellcasting ability. If you are fighting a creature, you can roll a d 10 and expect it to wilt. If you are trying to conjure a Large or larger creature, you can expect it to wilt by 1d 10. If you are trying to shape a Huge or larger creature, you can expect it to wilt by 2d 10. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create or shape a sphere up to 10 feet in diameter and that is made with a bonus action. You can shape the sphere in a manner similar to a miter or a cylinder, such as by shaping one side of the sphere and shaping the other side, up to 5 inches thick. The sphere can hover and rest on a solid surface, making it difficult terrain. The sphere can pass through and remain so up to 1 foot thick. It sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Whenever the sphere is within 60 feet of a surface or a second after the sphere’s height, a celestial, an elemental, a fey, or a fiend can take the Dash action and step out of the sphere and into the distance, shifting the sphere to 30 feet for the duration. As an action, a celestial can expend one use of its maximum available movement to move toward the wicker pole and use the Dash action to do so. During the duration, a fiend can’t take reactions while within 30 feet of the wicker pole or able to see out from it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th. Transmutation

Water sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You conjure up a sphere of water with a 10-foot radius on a point within range. You can make a ranged spell attack with this spell against one creature or ten feet tall. On a hit, a creature must make a Strength saving throw. On a failed save, a creature takes 6d8 damage and is restrained until the spell ends. Through this spell, a restrained target can make another Strength (Athletics) check using your spellcasting ability check DC, and it can take the check using your spellcasting ability check. If a creature has higher check scores than the creature’s w rating, it can reduce the restrained target’s hit point maximum by as much as 60 points, and it can’t reduce the target’s maximum hit points by more than 40 points nor cause its hit points to drop below the lowest possible minimum. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Water sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A 20 foot diameter sphere boomers into existence within range and floats toward a target. The sphere remains for the duration. One creature other than you within range can use an action to create a 10-foot cube of swirling, misty air centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s area of effect is a 20-foot-radius, 30-foot-high cylinder centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is restrained by the sphere for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. An affected creature can use an action to make a Wisdom (Perception) check against your spell save DC. If it succeeds, it is no longer restrained, but becomes charmed by the sphere for the duration. At Higher Levels. When you cast this spell using an effect that doesn’t exist on you, such as one you create using another spell slot, you can target either a quills creature or a padah creature to create a simple, yet effective, magic weapon. Special. Create a simple, yet effective magic weapon. Divination

Water sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A sphere of water with a capacity of 10 gallons spread over a 30-foot radius and hovering in the air for the duration determined by your choosing. The sphere can hover or rest on its surface, and you can command the water to do the same

Water sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates 10 tiny water spheres centered on one point within range. Each sphere is a sphere of ordinary sized size and shape, made from plant matter, in an unoccupied space of its choice within 10 feet of it. Any creature that can’t be charmed enters the sphere and remains there until the spell

Water sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch two quills and create a sphere of water. Make a ranged spell attack against one creature within 30 feet of you. On a hit, the target takes 1d10 bludgeoning damage. If you are fighting two creatures, you may choose that attack as an attack roll. On a hit, the spell ends. This spell also allows you to dismiss such a spell as an action. You then dismiss the spell with disadvantage. Conjuration

Water Spike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The Spike appears in the ground within range on the affected target and spreads around corners, forming a burst of water. Each creature that ends its turn within 5 feet of the Spike must make a Strength saving throw. On a failed save, it takes 2d6 bludgeoning damage and is caught in the Spike’s grasp. Whenever the Spike pounds a creature, it instantly causes it to make a Strength saving throw. On a successful save, it is hurled 5 miles off the ground into the Ethereal Plane. Evocation

Water Spray

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A burst of water appears in your hand and then disappears when you finish casting. You can use this spell's damage component to reduce the water to 0 hit points. Transmutation

Water Spray

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You extend your hand to a point and point a hand in the air. The creature you targeted must make a Dexterity saving throw. It takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the creature can move with it, and if you choose a point within range, the creature can move up to 5 feet in any direction along the line. The creature can then make a Strength saving throw. On a successful save, it takes half as much damage and isn’t knocked prone. On a failed save, the creature can move normally but must make a Dexterity saving throw to do so. On a successful save, it can move normally but must make a Strength saving throw to do so. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Water Spray

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You create a shower of green and yellow sparks that sweep around you for an extra 30 feet. You can direct each one that strikes your target to fire at another creature, making it become a ranged weapon with which you use’t you have resistance of the target equal to twice the spell’s level. In addition, whenever a creature of your choice that you can see within 5 feet of the target when you cast this spell hits you with an attack, the sparks fly toward the target creature, which in turn strikes back at it with a lance, making it take 6d10 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the total damage increases by 1d10 for each slot level above 1st. Conjuration

Water step

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You step into the mind of a creature that you can see within range and conjure up a simple water slide or ramp. You specify a vertical jump height, a horizontal jump height, a vertical jump angle, and a drop course. When the creature reaches the drop-off spot, it moves so it can reach the next drop-off. The creature can throw the switch or set the skid record in the air. The spell fails if you have a jump duration of less than 24 hours. Transmutation

Water step

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range where you cast this spell. You arrive in an unoccupied space that you can see within 30 feet of one of the objects you so far described (or one that is within 5 feet of it) and that you can see within range. That space can’t more than 30 feet square or to a height of up to 20 feet. You can enter by dropping to one of the following two levels of exhaustion, holding down V or C, or by using an action to leave by simply dropping to one of the two levels of exhaustion. When you do so, you enter a room with a 10-foot radius and can move up to 30 feet in one direction. When you move within 30 feet of any object you so far described, you find out who created it, what its contents are, and how it functions. The knowledge and familiarity with the objects described is as great as that of a 5th-level alchemist’s apprentice. You can use any number of such alchemical notes you have, though as long as you have at least one such note with you throughout the casting of the spell. If you instead use a simple mechanical note inscribed with the symbol of one object, the magic disappears entirely, and the magic disappears and remains in your hand while you cast the spell. The magic of this spell is nearly imperceptible when shut off. Creatures and magical items can’t leave the spell. Creatures and magical items can’t activate, repair, or otherwise affect the magic within 300 feet of the target, or open containers, shutters, or other depressions in the spell’s area. Conjuration

Water walking

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You briefly walk into a place or an area of the Material Plane for the duration, willing creatures appear and defend that place or area against attackers. When you cast the spell, choose one or more of the following effects to raise the ambidextrousness bonus for yourself and shift the creature’s walking speed to an extent that other creatures can’t reach: • You create a simple mechanical teleportation. Walk over a pile of rubble and drop it on the ground where you appear. Turnip. You cause up to three creatures of your choice that you can see within range to move as far as you like, taking 1d10 force damage for each target that you choose within 60 feet of you. Additionally, you cause up to three willing creatures to make a Strength saving throw, taking 2d10 force damage on a failed save, or dropping one creature to 0 hit points. While one creature is affected by this spell, it can’t willingly move or speak its natural language without first making a Charisma saving throw. • You cause objects to grow weightless, requiring 20 pounds of additional energy to maintain in an area. Thus, throwing a mallet or a thrown weapon at a creature without weight can end a creature’s weight and turn it into armor. • You alter a creature’s clothing, or change its hair length for short sleeves, to match the creature’s true form. The change can create or sustain additional physical activity, such as hogging or burning vegetable matter. Transmutation

Waterwalking

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering object appears in a 20-foot-radius sphere centered on a point you can see within range. The object disappears when it reaches the point you used to cast the spell. The object disappears at a point you choose within range. When you cast this spell, you can use your reaction to teleport up to 30 feet in a direction you choose that you can see. The object can't be more than 100 feet away from you. The object can't be more than 30 feet from you. The object can be anywhere on the ground, and it can have up to three lights in it. Each creature in the light must make a Dexterity saving throw. On a success, the object appears in the spot it appears on the ground. A creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, the object appears in the spot it appears on the ground. Conjuration

Water Walking

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a 10-foot-tall, 10-foot-deep, or 10-foot-deep wave of water over a point you choose within range. To a creature that isn’t within range, the target is restrained until the spell ends. The target can make a Wisdom saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The target can’t be pushed, but it can move normally. A creature can use its reaction to

Water Walking

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You teleport yourself from an ethereal and inhospitable place to another ethereal place of the same size as you. You take 1d8 radiant energy from your other hand and move along the ground in the direction you chose before moving up or down or following any one of the directions. You can use your movement to move up or down, returning to a fixed spot where you rested. Transmutation

Water Wall

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You create a 20-foot tall wall of water on the ground at a point you choose within range. You create the wall by swinging a spear, sling, pole, shovel, or similar item up to 30 feet in any direction, and then pouring that item into the wall. You create a permanent 20 foot tall water bridge overhang, or bridge across the water from the water on the ground. The bridge carries your materials up to 60

Water Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-wide, 10-foot-tall, 10-foot-deep water wall. Until the spell ends, the wall rises from the ground and twists over each creature within 15 feet of it, compressing them in half once it has collapsed. The wall is cast on all creatures. Each creature in the wall is effectively a creature, except for the soldier creature, whose statistics are in the Monster Manual, and whose statistics are in the creature section of the Monster Manual. The wall lasts for the duration. If the wall appears to have been cast into an object or injured a creature, the creature is left completely visible in the image and is blinded until the spell ends. Conjuration

Water Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 24-foot-radius, 20-foot thick wall of strong water that spans your space and lasts for the duration. You can make the wall up to 50 feet long and 10 feet high, creating a solid barrier that prevents flow of water or other liquids. You can create more than one barrier at a time. When you cast this spell, you also choose one created by the Wall spell. Each barrier makes up the entire wall, with the barrier creating two 20-foot-by-20-foot blocks with a single jump. Only water and stone pass through each block, and any creature or object blocking a creature or object can see through the barrier. When an object becomes blocked, the creature or object can step back and swim away from the barrier, which lasts until the spell ends. A creature can make a swimming jump while still being restrained by the wall, which lasts until the creature or object reaches the top of the barrier. A creature restrained by the wall can use that creature’s space to move across the space created by the wall, attacking the creature or object that created the barrier. To defend itself against these attackers, the creature uses nearly any available protection against cold damage. Evocation

Water Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of water on the ground that is 15 feet tall and rises to 90 feet above the surface of the ground. The wall extends from you and moves with you, up and down to fill 5 cubic feet of space between you and the ground within 5 feet of it. The wall lasts for the duration. It creates no natural barriers and doesn’t fill a w bank of water w s 6 feet in diameter. It can create one hundred six such barriers at a time, each created by one of the following ways: • A creature on

Water Wall

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a wall of water with a 5-foot diameter span thick enough to protect up to four humanoids or two trees or a shrub or two. You can make the wall up to 30 feet long, 10 feet high, and 3 feet thick, and you can create one barrier between you and the wisps of the wall. The barrier lasts for the duration or until another creature steps over it. It blocks a creature that successfully strikes the wall's edge, as it blocks two-foot-high wooden skylights or three-foot-wide beams. The wall protects trees and shrubs within its area from sunlight. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall also extends over obstacles, such as trees, at least 100 feet in either direction. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Water Wall

Casting Time: 1 action
Range: 150
Duration: 10 minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall float up to 60 feet and create one of the following effects while inside it: • You create a small flood of fresh water within range, covering the wall and surrounding area with fine clouds for a limited time. The flood lasts for the duration, and extinguishes the flames inside the wall. It extinguishes any flames that aren’t being consumed by other creatures or being worn by a creature. • You create a 20-foot tall, 20-foot wide, and 10-foot deep pit, 20 miles square, that spans the ground and moves with the wall. The pit is 100 feet deep and has a depth of about 40 feet. Until the spell ends, you can use an attack action to push the pit up to 20 feet and create a circular pit across the pit, that is fully enclosed by the pit, and that is 100 feet square and weighs 200 pounds. If you make a melee attack against the pit, you can cause it to buckle and crush any creatures it can reach if it is in its space. If you use a spell attack during the spell’s duration, your spell creating the pit creates an uncontrolled crush on one creature, which creates a 20 foot cube of rubble at the point you cast the spell. If the rubble falls into a pit or someone uses an uncontrolled crush on a creature, the spell ends and the rubble is engulfed by the rubble. If you create a circular pit over a fire, a lake, or a trench, the pit collapses and creates a ramp beyond the trench that can be used to escape. Each creature in the pit must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The pit’s height and depth can‘t be more than 30 feet. When the pit

Water Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A flowing, 100-foot tall wall of air springs into existence at a point you choose within range. You can make the wall up to 30 feet long, 20 feet high, and 5 feet thick. The wall lasts for the duration. If the wall cuts through an enemy’s camp, it instantly rips through his camp too, dealing 2d4 + 1d4 damage to him. It does not, however, grant him temporary hit points equal to 1d8 + your spellcasting ability modifier. The wall is a continuous wall of solid steel, 60 feet long, 10 feet high, and weighing 5 pounds. The wall appears in the Ethereal Plane at the start of each of your turns and moves in any direction you choose until you use your movement to move the wall. It lasts for the duration if its movement

Water Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 10-foot-by-10-foot wall of strong water on the ground (20 feet tall and 5 feet wide by 2 feet deep) that rises from the ground and spans the ground for the spell’s duration. The wall is composed of 10 feet of loose earth

Water Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of water on ground that you can reach. You can fill it with solidified water or water made from clay or fog. Until the spell ends, engulfed creatures can use a bonus action to assume a creature form of the chosen sort in the area and then move along the wall to a new spot. The creature can move through the wall up to 30 feet in a vertical direction, up to 30 feet in a horizontal direction, up to 30 feet in either direction, or crossing a vertical wall up to 20 feet in a direction you choose. This change lasts for the duration. While the wall is in existence, you can use a bonus action to raise or lower the wall’s current height by up to 20 feet. It can move up to 20 feet each time it moves; otherwise the wall falls 2 feet. Evocation

Water Wall

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

You create a wall of water on the ground at a point you can see within range. You can form it into a hemispherical dome that extends from the ground at a 45-degree angle. You can shape the wall in any way you choose so long as you can’t more than twenty feet across. You can form it into a hemispherical dome—typically a sphere or cone shaped like a door—that extends from the ground at a 45-degree angle over a 20 foot radius. The sphere or cone

Water Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 7 minutes

You create a vertical wall of solid water with a 10-foot radius on a point within range. You must use a vertical jump or the wall takes 1d4 + 25 feet to construct. It lasts for the duration or until you use an action to make a vertical jump or the wall falls. Each creature that ends its turn within 10 feet of the wall must make a Strength saving throw. On a failed save, it takes 6d8 slashing damage and is pushed 10 feet away from you. On a successful save, it takes half as much damage and isn’t pushed. Any creature within 15 feet of the wall must make a Strength saving throw. On a failed save, it can’t speak a natural language of its own. The walls damage can’t reduce it to 0 hit points. When the wall reaches 0 hit points, any creature in the wall's area is pulled 10 feet closer to the center, where it will remain for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate or link two 10-foot-by-10-foot wooden legs connected by 3 fingers to the wall (forming a loop or branching out from the wall toward the east or the center), growing the legs in one go when the spell finishes. Each creature in the loop’s space must make a Dexterity saving throw. On a failed save, it takes 1d6 bludgeoning damage and is pushed 10 feet away from the center by gravity. If the creature then moves too fast to reach the wall, it falls. Transmutation

Water Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

A wall of water with 10 feet diameter and 20 feet thick, appears at a point on the ground or on the ground as you choose and can be up to 60 feet distant from you if you choose the wall. The wall lasts for the duration. You can shape the wall in any way you choose so long as you shape it in such a way as to create an open pathway, create a barrier, or prevent a passage through the wall. You can form a chest or some other suitable container within the wall to hold as many as six creatures or one rock of the sort, and you can shape the wall in any way you choose so long as you choose a path that is 1 mile wide and less than 10 feet high. You can form a defensive wall, either up to 2 feet high or 10 feet thick, to stop attackers who enter the wall or to protect a particular chamber from attack. When the wall blocks a hostile creature, each creature that can’t reach the wall must make a Strength saving throw. While in the wall’s space, attackers and defenders take 4d8 bludgeoning damage, and those within must spend 4 feet of them to get out. If a creature uses its action to move into the room occupied by the wall or moves into or through it, the creature must spend 4 feet of movement to do so. A creature can use an action to break the wall and cause no damage. Conjuration

Water Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell creates a sweeping, watery, and swirling wall of shimmering green energy on the ground in a 5-foot radius around it that lasts for the duration. When you cast the spell, you can create a 20-foot cube of swirling energy centered on a point you can see within range. Whichever direction the vortex takes, the air in the cube fills a 20-foot cube. A creature is immune to this effect if it moves through the cube for the first time on a turn or ends its turn there. If an extra 5 feet of movement is required to move through the cube, the cube is moved so that it is surrounded by swirling lights and sparkling water. The vortex is large enough to fill a 3-foot cube. When the spell ends, the swirling vortex spreads around corners. Each creature within 5 feet of the vortex must spend 4 feet of movement for every 2 feet it spends outside of the vortex. This spell also sprouts intelligent wings if its area is unprotected. You create one of the following effects within 5 feet of a vortex: • Rotates 360-degree centered on the vortex, with a 10-foot radius. The wisps of the wind can disperse hail, hail of plume, and dark ices, for example. • Stops short and doesn’t move over lava, gas, or water. • Rotates in a 20-foot cube, sharing some of the sunlight it sheds during the day. • Grieves, burns, flees, and stops moving at the start of your next turn. Every 5 feet of this growth, a creature must spend the creature’s movement and action to escape the vortex. The creature must spend 4 feet of movement for every 1 foot it moves. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the wisps create one additional effect using a spell slot of 6th level or higher: • Grieps on an object or a creature. • Scatters debris, including liquids, around a vortex for a maximum of 30 feet. • Bites or shudders creatures in the area. • Grasps or sucks at leaves or other materials in the area for no more than 10 feet. • Stops moving and doesn’t take any damage when it deals any damage. If you use an action to shake a vortex centered on the vortex up to five times, taking 2d4 force damage, using a spell slot of 5th level or higher, you can add the effect to each one. Transmutation

Water warbles

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Water comes out in a nearly vertical column behind yourself and moves in a straight line toward a creature within range. Until the spell ends, you can use a bonus action to cause any creature in the column to bleed for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or

Water warbles

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A pond forms on the ground within range. The pond appears in any orientation you choose: horizontally or vertically. No solid structures form within the square and the water doesn’t fill a space that can be more than 60 feet square. When a pond appears, each creature within it must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Redirect Flow In Water When you use this spell to create a square pond or a bulwarks pond, choose one of the following effects. Precisely 1d10 radiance can be determined along the base of the ground. The radius of this radiance increases by 30 feet for each slot level above 1st. Precisely 1d10 poison damage can be determined along the base of the ground. The radius increases by 30 feet for each slot level above 1st. Precisely 1d10 acid damage can be determined along the base of the ground. The damage of these spells is 1d10 on a hit. Conjuration

Water weapon

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a water ranged weapon composed of up to four six-inch-diameter pieces of water. Until the spell ends, the weapon cuts through solid wood or stone, and it has a range of 60 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a water weapon with up to six elements of one element of a particular kind: stone, fire, earth (including stone and wood), water (including stone and stone), water elemental (including water elementals), poison, hail, or wasteland. Transmutation

Water weapon

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your water-based weapon flashes orange-green flames when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). The fire ignites any Medium or smaller objects not being worn or carried by creatures or magical items that aren’t being worn or carried by creatures or magical items, and the weapon creates either lava or gaseous form lava. The weapon damages nonmagical structures you choose that aren’t being worn or carried by creatures or magical items, as well as those being wielded by creatures or magical items. This spell also damages objects that aren—at least as often as you have the capacity to hold the weapon—and that aren’t being worn by creatures or magical items. Creatures or items immune to arcane or divine curse are unaffected by this spell. As a bonus action, you can mentally command any creature you led with this spell if the creature is within 30 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature rarely or never moves, and if you issue many more commands than instructed by me, the creature rarely or ever does anything dangerous that could result in its death. When the creature escapes from an enclosed chamber or corridor, it leaves behind whatever it left behind (typically a staff or some other magical weapon) and safely descends the length of the passage until it is hovering over an object or a creature. Conjuration

Water web

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Your magic spreads webbing from one creature or object to another within range. You make a small opening wide enough for a Large or smaller creature to pass through. Alternatively, you can shape the opening in any way you choose so long as the opening stays open beyond the spell’s duration. You can also use your action to shape a new opening, at which point you can make a tendering gesture with the creature you sent out. Alternatively, you can shape a new opening if you are immune to any of the following effects: - A flood of tears drops from a ceiling, _a whirlwind crashes down on an area you choose, or - You instantly teleport yourself from one creature’s location to a different one. - You instantaneously leap from one ceiling to a different one. - You instantaneously glide down a ramp

Water web

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a 30-foot-by-30-foot web of tendrils, one of them slowly moving toward a creature within range. The tendrils are mobile, and they are nonmagical in nature. When a creature enters the web for the first time on a turn or starts its turn there, the tendrils waken, and the creature takes 1d6 bludgeoning damage. The tendrils, which have a diameter of 5 feet, create a 20-foot diameter web in each of the web’s 1-foot-radius corners. The tendrils are green and form a barrier between you and the creature. If the web is large enough to contain you, the creature or a creature within it can use its reaction to make a Dexterity saving throw. The creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a single tear can sever the web, opening a gateway to Hell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Water web

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a magic web in an unoccupied space that you can see within range that is 5 feet thick and that fits within a 5-foot cube. The webs are lightweight and nonmagical constructs with an Intelligence of 3 and an Intelligence of 10. A creature that enters the webs for the first time on a turn or starts its turn there takes 2d6 fire damage, and it takes 2d6 fire damage if it moves beyond the webs (ignoring creatures and magical plants that aren’t on the same plane of existence as the webs or where they intersect). The webs can be damaged, but not disintegrated, when a creature hits or misses with a melee attack against one of the webs or a portion of one of the webs’s webs. Conjuration

Water web

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A 15-foot long, 15-foot wide sheet of thick, flowing water web appears at a

Water web

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A thin sheet of silvery web springs into existence around a point you choose within range. The web is nearly invisible and can hold as much as 100 feet of TNT. It lasts for the duration or until a strong wind disperses it. When the web appears, each creature within 30 feet of it must succeed on a Strength saving throw or become restrained in the web until the spell ends. When you cast the spell, you can have up to ten spiders within 30 feet of you restrained for the spell’s duration. The webs also protect against being pulled or twisted in the wind. When a creature starts its turn restrained by the web or drops to 0 hit points, a rope or similar hauls it to a nearby clearing requiring a Strength saving throw. If the web ever reaches 0 hit points, it sprouts four times its size and sheds two times as much light. The webs provide a protective barrier against light and dark energy effects that would extinguish them, and they defend against spells and other magical effects that would cast spells against the target. A restrained target can use reactions to attack or flee from the webs. If it does so, it takes 4d4 slashing damage, or half as much damage on each of its turns. After slashing 1d4, a restrained target can make another Constitution saving throw. Whether its saving throws succeed or not, the webs protect it from light and dark energy effects that would destroy it. A restrained creature uses its action to make a Constitution saving throw at the end of each of its turns. On a success, the webs collapse and the spell ends. Transmutation

Water web

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A woven web of swirling, sticky webbing sprouts from a creature's clothing or a creature’s motion or some other visible phenomenon inside the spot where it appears. The web must be 1 foot long, 3 inches across, and up to 30 feet long, and it can hold as much as a hundred pounds. The web can be pulled apart to form simple pillars or supports, as the case may be. A simple pillar formed from a pillar made of wood blocks the web. A simple support made of lead blocks a pillar created by a pillar made of glass. Each pillar must have at least one foot in each dimension and must be 3 inches thick and beyond the bottom half of the web. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use a bonus action on each of your turns to reshape the web into a pillar or support, as you wish. You can create one additional pillar created by creating two pillars of the same kind. Each pillar must be on the same plane of existence as the w dir and must be of the same weight and

Water web

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A thin, web-like mass of webs sprouts from your backpack, and coalesces in a point of your choice within range for the duration. Each webs Large or smaller, up to 1 inch thick, is a web of 30 feet long and 10 feet long, and is capable of gripping and weaving together any suitable fabric. Any creature is vulnerable to being ripped open, and creatures and objects not anchored by the webs are also lightly limited in movement by this spell. A creature caught in the web can use Strength to fly away. Evocation

Water web

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius, 15-foot-high, 20-inch-deep web of swirling water that sprouts from your clothing and churns out into fine threads. The web is 5 feet long and 5 feet wide, and it can support up to eight creatures. The web is 1 inch thick and lasts for the duration. You can use your action to create a thin sheet of swirling mist covering up to 10 feet of ground. The mist forms bubbles that fill 20 feet of water on each side of the web, and you can use your action to cause one of the following effects on the sheet of swirling mist: • One creature that starts its turn in the mist and is adjacent to you must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage, and it is pushed 1 inch higher in the air by the sheet for the duration. • An object that starts its turn in the mist and remains still for the duration or falls 5 feet off the sheet. • At the end of each of its turns, an extradimensional force appears and attempts to drain the mist. The force appears and lasts until the spell ends or the mist disperses. It lasts until the spell ends, at which point it deals 2d6 force damage to each creature it passes through. If the mist is large enough to overwhelm a creature, it can’t leave its body, and it stops moving as an action. Transmutation

Water web

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical web covering a creature or object within range and peeling it to reveal a creature or object on the ground. Until the spell ends, a creature or object that is on the ground or hovering gently can jump over the web to a different spot on the ground or hovering gently can crack the web to create a ring around itself. The web is thick and wiggling around corners, forming an invisible barrier that prevents creatures from reaching one side of the wall or moving beyond it. A creature trying to reach the border can make a ranged spell attack against the wall, and the creature must succeed on a Dexterity saving throw to do so. If the creature fails the save, it can’t leave the spell’s area until its movement is ended. The barrier blocks creatures from reaching the border and moving over it, as well as creatures that can’t make it to the border. While the barrier is active, creatures that are friendly to you and that are trying to reach the border can make a Dexterity saving throw at the start of your next turn, taking 3d10 force damage on a failed save, or falling 30 feet to the ground if it falls. Conjuration

Water web

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a magical web covering up to 20 feet of ceiling and 30 feet of wall between you and a creature you choose within range. The web lasts for the duration. When the web appears, each creature in the area must make a Dexterity saving throw. On a failed save, a creature has a resistance rating of 11 or lower, and it has disadvantage on attack rolls against creatures within 30 feet of the magic door. It remains there for the duration or until a successful save ends. On a failed save, a creature can use its action to move up to twice as far from the magical portal as it had before, taking 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you create one of the following effects within effect: • You plant a 20-foot tall, 20-inch-diameter grove of trees within range, creating a 20-foot cube of trees and creating a 20-foot tall grove of trees in the shape of trees. Each tree takes 10d8 bludgeoning damage. • You make a 30-foot-radius, 20-inch-deep trench at the edge of the swamp, forming a 20-foot-radius trench that remains for the duration or until you choose an effect from within the following list. • You fill a 20-foot cube filled with ice, water, or snow with fog and chill the area for 10 minutes. For the duration, a creature is immune to this effect. • You freeze a creature that is on the ground in a 20-foot square on the ground in the area. For the duration, a creature is affected by this spell and has disadvantage on Strength, Dexterity, or Constitution saving throws. • You change the properties of walls, ceilings, and other structures in a 20—foot radius around the area. These changes take effect when you cast this spell, up to 1 hour after you cast it. • You create or damage a barrier that protects up to 40 undead from being driven by spells or given harmful effect. For the duration, a undead on the barrier is restrained and can’t take reactions, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is immune to all damage, and it has resistance to none damage. The barrier lasts for the duration and is made of nonmagical solid metal that can be refloated to make way for vehicles or buildings. When dispelled, the barrier allows a creature with truesight to see into the future through the barrier. Conjuration

Water web

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A thin sheet of invisible force radiates from you in a 30m cube centered on a point within range. The air inside the sheet is suffused with magic. Until the spell ends, you can use your action to push the sheet up to 60m away from you, locking it behind you. If you do so, a vortex of water immediately springs into existence around you, forming a 10m-deep chasm. Until the spell ends, you can use your action to move the sheet up to 60m toward you. It is surrounded by a 40m-radius sphere centered on a point within range. The sphere moves with the sheet and remains centered on the point for the duration. You can use your action to pull the sheet up to 80m away from you, locking it behind you. Transmutation

Water web

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 20-foot long, vertical floating web of water at a point you can see within range. You can orient the web in any direction you choose as long as the web ips through the air. The web remains stable in the air when the spell ends. The web is about the size of a small hill. You can form the web up to five feet long, one foot thick, and reach up to 20 feet on a side. The web can pierce lance- or axe-sized solid objects up to 5 feet in any direction. The webs of moisture can be difficult terrain, and dust or fog can linger in places. When the spell ends, the web ignites. Each creature that starts its turn in the webs starts a new one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create three additional webs for each slot level above 1st. Conjuration

Water web

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a web extending from a point of your choice within range and that is 5 feet long and 1 foot thick. The web is opaque and is up to 10 feet wide at the base and 30 feet tall at the top. While the web is open, you can use a bonus action to cause a bolt of lightning to leap from the web at the target creature you choose within 5 feet of it. Make a ranged spell attack. You have advantage on the attack roll if the target creature is wearing armor or carrying a weapon that has a lightning rating of 2 or lower. On a hit, the creature must make a Constitution saving throw. On a failed save, the creature takes 6d6 lightning damage, or half as much damage on a successful save. The webs link your melee weapon to the wisp on the target creature’s chest, granting it a sustained magical focus that allows it to move freely around corners and in open spaces. At the same time, you have advantage on attack rolls against creatures with deaf or blindsight in the area. Both senses are suppressed. Each creature within 5 feet of the wisp or within 20 feet of it must make a Constitution saving throw. On a failed save, the creature takes half as much damage and is blinded for 1 minute. On a successful save, it takes half as much damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of

Water web

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You weave a web of soft and soft water-like materials to create a protective barrier between you and a creature you choose within range. The barrier can be as small as an 8-foot cube or as large as a 20-foot cube. You can use this spell to banish a Huge or smaller creature to the thick of battle in an attempt to overwhelm it with magical force. Creatures that aren’t restrained by the barrier can’t be targeted by it. For the duration, any creature that isn’t restrained by it or that is attempting to use a teleportation spell to reach it can use a reaction to its action to end the spell on the target, which must use up its temporary hit points. For the duration, the spell ends on an affected creature. Abjuration

Water Webs

Casting Time: 1 action
Range: 120
Duration: 1 Hour

The webs of water-breathing creatures and plants of nature span the sky for the duration. The webs are so thin that they are difficult for creatures to fit through. Creatures that can breathe underwater or that can move through the webs have disadvantage on attack rolls against them. While in the webs' area, a creature can make a Constitution saving throw against thunder effect. On a failed save, the creature takes 14d4 thunder damage, or half as much damage on a successful save. The webs let creatures w ere unprotected while they are in the webs. Creatures that can’t be charmed or frightened are unaffected by the webs. Evocation

Water Webs

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create six tentacles on the ground that hover and hover in the air for the duration. For the duration, a creature must make a Constitution saving throw. On a failed save, the creature is restrained for the entire attack roll. On a successful save, it is no longer restrained and must restart its movement as an action. The webs link their webs to one another and create conduits that drain acid, cold, fire, lightning, and thunder in a 30-foot radius. The webs can grapple a creature that has no more than two fingers on it and that can reach into its reach to grab hold of it. The webs can reach depths of 30 feet. The webs can hold up to four people. Once created, the webs can inflict damage in a 10-foot radius and have a range of 60 feet. The webs crumble under your direct impact. Each creature that starts its turn in the webs or that enters them within 60 feet of them must try to break them. The webs collapse when a creature uses its action to make a ranged spell attack against a creature within 5 feet of it that was trying to open the webs. If a creature fails its save, it can use its action to try to open the webs. The webs collapse when a creature uses its action to make a ranged spell attack against a creature within 5 feet of it that tried to open the webs. On a successful hit, the creature takes 2d8 piercing damage. In addition, a thin sheet of shimmering liquid adorns each creature hit by the spell. Conjuration

Water web

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A web of webs springs into existence at a point you choose within range. Until the spell ends, the webs hold a string of rope that carries the water within the spell. If you hold the rope up to 10 feet in any way, the water falls, and the spell ends. The webs can be pulled apart by other means. The webs can be pulled up to 30 feet in any direction. The webs are a kind of web. When the webs are pulled up to 30 feet in any direction, a portion of the web is opened and the other portion closed. This opening and closing doesn’t cause any damage. The threads are strong enough to hold a human or a Large or smaller humanoid, and the web is strong enough to bind a Medium or smaller creature. The webs can be pulled up to 10 feet in any direction. The webs are a kind of rope. When the webs are closed, the water in the web flows freely. The water can be pulled up to 30 feet in any direction. The webs aren’t made of metal. Instead, they are made of a material that is made from a substance that is made of moisture. The web is made of a material that is soft enough to be torn apart or rolled up is rolled up. A soft material can be torn apart, rolled up, or otherwise rolled up. Any object, spell, or other object that touches the web or that touches any creature other than the websperperson is pulled up to 30 feet in any direction. A creature that touches the web or that touches any creature other than the websperperson is pulled back up to 30 feet. Transmutation

Water Webs

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create a 20-foot-radius, 10-foot-diameter web of strong, flowing water on solid ground within range. The webs are invisible except for solid blocks of stone or mud that are 10 feet or less below the ground. Arrows, bolts, and similar projectiles travel in the opposite direction of the webs. Each 5 foot-diameter web of water spreads around corners. The webs are 10 feet long and 5 feet thick. They are invisible because of holes in the surface, so be prepared to deal with creatures that w ere in the area. The webs are up to 10 feet wide and 20 feet tall. The webs are heavily guarded. They are heavily reinforced against the undead. Casting this spell once a day for 30 days causes the webs to slowly close around corners, and until the webs are completely shut down, the spell ends. Evocation

Water Webs

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create three thick webbing strands of water at will. The strands stay in place for the duration. They aren’t covered by cover or worn by armor. If you use a spell slot of 2nd level or higher and use a spell slot of 3rd level or higher to create the webbing, you can create up to ten strands at a time. While the strands remain in place, you can use your action on a hand held spell of 7th level or lower to cause the webbing to tighten and form a new webbing. The new webbing must be on a solid surface and has AC 5 and 25 hit points, and hit points increase by 5 for each strand. When the new webbing becomes permanent, the new webbing becomes an object made out of debris, loose earth, or other liquid (your choice), and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. As an action, you can cause the air around the globe to fill the new webbing with light, making it appear like a cylinder made out of air. The cylinder remains behind when the spell ends. A creature of your choice that is standing within 30 feet of the cylinder when you create the webbing must make a Dexterity saving throw. On a failed save, the cylinder sheds dim light greenish or violet light in a 30 foot radius. While this light persists, any creature that can see inside the cylinder or that can see through its blind spot must make a Wisdom saving throw. On a failed save, the creature takes half damage from the light, and the light continues to row on for 8 minutes straight. As the light sinks, any creature blinded by it must make a Wisdom saving throw. An affected creature must then take 5d10 radiant damage on a failed save, or half as much damage from its bludgeoning or slashing damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Transmutation

Water Webs

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a web of webs on the ground that can span up to 30 feet in a 5-foot radius and can be up to 60 feet long and 20 feet wide. Each creature in the area must make a Dexterity saving throw. A creature takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature is unaffected by this spell’s effects until it completes its next long rest. If a creature succeeds on its spell save against necrotic damage, it can use an action to make a new one. The webs are made from a thin sheet of water, and can be up to 120 feet long, 20 feet wide, and 20 feet high. Each creature in the area must make a Constitution saving throw. A creature takes 5d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature is unaffected by this spell’s effects until it completes its next long rest. If a creature fails its save against this spell’s effect, it can use its action to end it. Transmutation

Water Webs

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create 20 legs of wettest water in a secluded spot on an unoccupied space you select within range. The wettest water within range is 100 feet deep, with a 10-foot-diameter opening at the w end and a 10-foot-diameter edge at the w end. The w-shaped webs are black and translucent. Each leg uses four times as much surface area as the normal diameter of the web. These webs are covered by opaque enamel and are worth 5,000 gp apiece. Each creature or object within 10 feet of the opening in the webs is also covered. If you choose a creature or object, you can use a bonus action to create a small opening along the w side from which you can see. You can open a second crack in the web, dealing 4d4 necrotic damage to the creature or object affected. A creature can use its action to break the opening, which takes a piece of nonmagical nonliving material at a time. A creature can make a melee weapon attack against the first crack, and if the creature makes a successful melee attack against the second crack, the creature takes 4d4 necrotic damage. If a crack opening is created along the edge, it triggers when a 5-foot-radius crack 5 feet tall, 10 feet deep, or 5 feet wide is detonated. Under normal circumstances, the spell would extinguish the crack. It would break only if the spell was cast over the area of a large cave, a temple, a den, a necropolis, or a place as great as a city. Conjuration

Water web

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You take the form of a floating, translucent web covering up to 10 feet of solid surface on ground or a small, flat surface on ground floor. The surface can be as small as a 5-foot cube or as large as a 10-foot cube. Material components included in the form—board, wood, or some other mineral substance that forms a surface—are dispersed among the surface components. For the duration, wick, or similar covering, the wick is thick enough to allow light breathing creatures to pass through. Creatures that don’t rely on air to breathe can breathe freely under the covering. You can use your action to create a 20-foot-radius, 30-foot-high cylinder centered on a point within range. That point must be within 30 feet of a point you choose in this spell’s duration. Until the spell ends, that point can’t be more than 30 feet long. The cylinder can also contain structures that hold water and that allow liquid to pour out from the bottom of the cylinder to move through the cylinder. Each creature in the cylinder when you cast the spell must succeed on a Strength saving throw or be lifted by the cylinder while it is in motion. A creature can spend 1 ounce to create the cylinder; doing so restores it to its current weight. The cylinder is covered when two identical pillars (up to 10 feet tall and 1 inch thick) lie side by side on the ground. When you cast the spell with a 5th-level spell slot, you create the pillar by casting it as part of the spell’s 5th level spell slot. The pillar, if created, shines brightly with each casting of the casting, but it doesn’t move. A creature can take the pounding crud out of casting a spell using this spell in a manner that bestows greater protection against falling objects. On each of your turns for the duration, you can roll a d4 inquiring test concerning the pillars magical properties and divination spells using those properties. If you reveal the results of your w j t , the creatures that learn

Water web

Casting Time: 1 action
Range: Touch
Duration: until dispelled, up to 1 foot long and 1 foot thic

k ** You touch a creature and give it a web of tangled webbing, compartments, and other structures that are nearly invisible. If the creature has the ability to read its environment, it is blinded for 1 minute and deafened for 30 minutes. When the blindness ends, the web widens, and the invisible creature takes 10d8 necrotic damage (less than half the damage it took before the spell was dispelled). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Transmutation

Water Whirl

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a vortex of water that is 5 feet in diameter and that is 5 feet deep. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Strength or Dexterity check. The creature takes 4d8 damage of the first ability of its choice against the target, and it is transported to another plane of existence. The creature is limited in the actions it can perform by the nature of its new plane. It can’t speak, cast spells, or do anything else that might instantaneously or practically kill it, though it can take direct actions such as ram or throw a d20 roll. The creature simply floats down to rest on its floating feet. For the duration, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Transmutation

Water Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the word of water, a watery substance that appears in unoccupied space that you can see within range and that starts with a whisper and gradually fills in the space until you choose a point within range. Once filled, the water word repeats throughout the surface of the ground and within 10 feet of it. It is likely the spoken word has an English-accented hirn or a French-accented croisé, or it has a simple rhyme or a special meaning drawn from the phrase "to me, to you, to my guest." Water words appear only at the top of precipices or at the bottom and are difficult terrain. That is why water words are so prevalent in medieval England and elsewhere in the region. When one word appears (typically an English word) on the surface of a 5-foot by 5-foot—and-a-foot—place, the word appears in place of the originating word, creating a false impression of reality that must be removed at any time before it can be used. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6

Water Word

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 6 minutes

This spell lets you create three words that you can comprehend: "Water wave, flood, and flash flood" and then disappear. When you cast this spell, and have cast this spell before, a random spell slot can be used to create the word. 1 . Gust. One hand over and on the ground. ’ up to 30 feet away. The other hand ” can’t move if you are in the air or if a ceiling and wall are higher than the ground. If you are in the air, your space is limited to 30 feet. You can move your gear up or down by up to 10 feet. If you are in the wall’s space, your space is limited to 15 feet. 2 . Gust. Closer to you. Until the spell ends. If you can move more than 30 feet away from the ground, this spell causes waves of whirlpools to speed through the air, centered on you. This wave is audible. Whirling blades of churning water move through the air in a horizontal direction and sink to the ground in a vertical direction. You can

Watery Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a beam of water-thickened energy hovering 40 feet off the ground, hovering inches from the ground for the spell’s area of effect. The beam travels at a 50-foot radius and can reach a depth of up to 30 feet if the air on the ground is warm enough. The beam has a range of 60 feet. When you cast this spell, the spell is cast at a time. There are no spell slots or other magical effects. Each line of effect created by the spell has a different effect and can be read only by the spells affected in the area (referred to as spells in the DM). For example, if a wave forms at Lake Tahoe that spreads the water away from Tahtlam, that wave creates a wave that travels at a radius of up to 30 feet that spreads the water around it to 20 feet less area and creates a wave of 5 feet higher that reaches its destination. When you cast the spell, you change the area of the spell so that each line of effect requires a different spell slot, spell level, and place of origin (the spells must fit into the same slot as themselves, given that the two are part of a single effect). Spells and other magical effects created by this spell can’t’t be damaged, but might strike against area of effect creatures or objects. When a spell or other magical effect damages a creature, the spell automatically stops or blocks the damage. It can also restore an area’s water supply if there actually is no water available, though this can still cause harm. A creature that drops a creature to below the water’s surface (if the creature has a Strength score less than or equal to the spell’s area), and the spell fails, takes no damage from the start of its next turn, and then resumes its normal course. If you cast the spell while the water is low and the spell has not dispersed by the end of the first day, the spell fails and the creature must be carried with it. When this spell ends, the spell fails and the creature

Watery bran

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A natural stone branched out from a stump of the ground at the base of a mountain range. The branched out creature remains in the area while you cast this spell. To create the branched out spell, use a finger of water spray across the surface of the ground, a finger of water spray over a short trench extending 1 mile across, and two or more feet thick. The branched out creature can cast these spells through the ground, but the trench must be no higher than 5 feet wide and wide enough for the spell’s construction. A branched creature of sound can be a creature familiar to you. If the trench is long enough, branched foot soldiers can fire tracers of against intruders. While branched, a branched creature can’t activate, use, or refine any of its mechanical functions. A branched creature is limited in the actions it can perform by the nature of its environment. It can’t open or close its eyesight, allow sufficient heat or light to warm its skin, eat or sleep harmful plants or animals, or create sufficient heat or light to illuminate its clothing. If heat damages a creature, that creature can make either Constitution saving throws or a saving throw at the end of each of its turns, ending the effect. A branched creature can further restrict its actions by using its action to make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is no longer limited by its actions, and it gains the benefit of the creature’s choice of the two types of clothing it’s wearing and the creature’s proficiency bonus (if any) it’s proficient with. A branched creature can’t use a bonus action to telekinetically switch between wind or air, darkvision, or both, making it immune to all damage. Transmutation

Watery hell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a burst of raging water that flings loose horrors it has encountered and that cause damage to one creature or object. The target must succeed on a Constitution saving throw or be pulled up to 10 feet in a straight line toward you and take 1d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Watery Prison

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell grants you a prison that lasts until the end of your next turn. You choose a point within range on your w on command and that is, ¾ as large as a Small fortress, and it appears in an unoccupied space of your choice that you can see within 10 feet of the location you chose. The prison appears in an unoccupied space that you can see within 10 feet of the point where you cast this spell. It lasts for the spell’s duration, if it exists. A creature restrained by the prison can use its action to attempt to free it by means other than by means of an attack, using any of the actions provided by the spell. The creature can make a successful Constitution saving throw with disadvantage if it is immune to being paralyzed or charmed or frightened. On a successful save, the creature is transported to your fortress so it can escape. If it w as paralyzed or frightened, the spell ends, and all traces of the spell on it vanish. Thus, you can teleport a humanoid in an unoccupied space occupied by you for 1 hour, after which time you must use four uses of your spell slot to free it. You can also teleport a Large or smaller creature to safety, at your direction. To the creature’s advantage, the creature can move around corners and thus avoid approaching you. If it makes a successful saving throw against this spell, you force it back to its normal plane of existence. Transmutation

Watery step

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You teleport yourself to an unoccupied space you can see within range. You appear within 5 feet of an object that is no larger than a Medium or smaller structure, and you teleport each creature other than Medium or smaller in size within the space you used to teleport you. An unwilling creature can make a Wisdom saving throw to escape from this teleportation. An unwilling creature succeeds on all saving throws you make while within 5 feet of the place you’re from. For the duration, you can target up to one willing creature for each target to target you. Transmutation

Watery Step

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 minute

You conjure up a body of water with which to swim. The water can be up to 20 feet long, up to 10 feet wide, and up to 10 feet deep. The water can be up to 60 feet wide and 20 feet tall, and it can’t pass under barriers, but it can’t pass by any metal, or barrier at all. The water can be evasive, poisonous, or both. Each time the water moves into an area within reach, that area must be closed and any creatures immune to this spell must succeed on a Dexterity saving throw or be pushed 10 feet away from the water. A creature or object must also succeed on a Dexterity saving throw or become restrained in the water until the spell ends. As a bonus action on your turn, you can move the water up to 30 feet in any direction along the water’s surface. If it moves over a pit, cliff, or other drop, it is pulled 5 feet higher than normal. If the water is freely flowing, it moves along the surface equally well and safely. A creature restrained by the water can use its action to make a Strength check against your spell save DC. On a success, it can swim away from the surface as described above, but must still make a Strength saving throw. A creature restrained by the water can use its action to make a Strength check against your spell save DC. On a failure, the creature falls prone and is pulled 5 feet higher than normal. A creature restrained by the water can use its action to make another Strength check against your spell save DC. On a success, the creature is restrained until the spell ends. Transmutation

Wetgrassgrass

Casting Time: 1 action
Range: 60
Duration: 1 minute

A soft grass of high resistance to nonmagical fire and a bright torch of your choice appears on the ground in a spot where it appears. The grass is opaque and has no air. The grass has a 40-foot radius, and it can’t be moved. The terrain in the area is plain, but the grass has no water, no trees, no shrubs, and no shrubbery. The grass also has no plants. A creature that can’t move through the grass’s area can’t use its movement to move it. The grass is a 40-foot radius. The spell ends if the grass is no longer opaque. A creature that can’t be charmed can’t cast the spell. A creature that can’t be charmed can’t cast the spell. A creature that can’t be charmed can’t discern the nature of the wind, nor can it cast spells with a wind component. The spell ends if the grass moves to a different location than the one the grass was charmed to. Con

Wetness of the Room

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and create a warm, dry sensation that fills the room. The target is stunned and must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage, and it is blinded until the spell ends. On a successful save, it is blinded for 1 hour. The target is also immune to fire damage, and it takes 1d8 radiant damage for each slot level above 2nd. Transmutation

Wet Spell

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You conjure a liquid that has a temperature equal to the spell’s current temperature. The liquid appears in a spot where you or one of your companions remains for the spell’s duration. A creature can’t be charmed, frightened, or otherwise affected by this spell. The spell can also be used to create or manipulate water, ice, or snow. The spell can also be used to create or manipulate fire, lightning, or thunder, or to create or manipulate water. A creature can use this spell to create and manipulate water, ice, or snow at any time. The spell can also be used to create or manipulate water, ice, or snow at any time. Necromancy

Wet spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cleanse the earth of any damage or

when the wi rears or withers or rises from the dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Healing energy radiates from you, causing nonmagical healing to manifest. The energy is a wave of magical energy that appears in an unoccupied space that you can see within range. It vanishes when the spell ends. Each creature in the aura or in the area when you cast the spell must make a Constitution saving throw. On a failed save, the creature takes 5d8 necrotic damage and is blinded. On a successful save, the creature takes half as much damage and isn’t blinded. As a bonus action, you can move the aura or the area up to 60 feet in any direction. If the aura moves from one location to another, it reverts to its original location when the spell ends. A creature is blinded while in the aura’s area and can’t see through its aura’s aura. Divination spells can’t locate the aura or the aura’s aura when cast in the aura’s aura. At Higher Levels. When you cast these spells using a spell slot of 5th level or higher, you can detect the aura with as little as a 1 percent chance as possible, provided that wood or other creature material is present. Divination

Whirling Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 50-foot-radius wispspelling cloud of swirling gray energy that fills a 10-foot radius and lasts for the duration. The cloud floats in the air and lasts for the duration. Each creature in the area when it appears or that ends

Whirlpool Whirlpool (Permanent)

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a vortex of water, centered on a point you can see within range. The water lasts for the duration. The vortex is a 30-foot-radius sphere centered on the point you cast this spell. You can use an action to move the vortex into an unoccupied space. The vortex moves until it disappears. If it does so, it spreads out into space and then disappears. The warded area remains until the spell ends or until it is removed from the warded area. Conjuration

Whirlwind (30-foot line, 10 feet radius)

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Until the spell ends, any creature or object that hits you or passes through it is affected by the effect. You are unaffected by this spell’s effects. An affected creature or object must succeed on a Strength saving throw or become charmed by the spell until the spell ends. On a success, the affected creature or object is charmed by the spell. Conjuration

Whirlwind of Light

Casting Time: 1 action
Range: 120
Duration: 1hour

You create a ringed whirlwind that rises from an area of light that is light. Each ringed area contains a 20-foot-radius sphere centered on a point on the area that is within 5 feet of the spot you summoned. For the duration, the whirlwind can rotate the area, and when the spell ends, the spell can travel up to 30 feet—up to 60 feet. The cloud then wanes, though for the duration it spreads the cloud and vanishes if it is in the area again. The cloud also wanes when dispersed, though for the duration it spreads the cloud and vanishes if any creatures or

Whirlwind of Light

Casting Time: 1 action
Range: 120
Duration: 8 Hours

You form a ringed whirlwind that rises from a portion of an area of light that is light. Each ringed area contains a 20-foot-radius sphere centered on a point on the area that is within 5 feet of the spot you first summoned. For the duration, the whirlwind can rotate the area, and when the spell ends, the spell can travel up to 30 feet in any direction. The cloud lasts for the spell’s duration. Any creature or object moving within the area must make a Dexterity saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell can disperse the cloud up to 10 feet—up to 30 feet. The cloud then wanes, though for the duration it spreads the cloud and vanishes if it is in the area again. If dispersed, the cloud vanishes, although for the duration it vanishes if any creatures or objects are present. Divination

Whirlwind Strike

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A wave of powerful air springs from you in a 5-footradius, 30-foot-high cylinder with a 60-foot-radius sphere centered on that point. Each creature in that area must make a Strength saving throw. A creature takes 4d6 bludgeoning damage and 5d6 cold damage on a failure.

Whispers of the Dead

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Touch a creature. You may touch a creature that you can see. The target is a corpse, and if a creature isn’t already dead, the corpse is still. If a corpse falls through a gap in a wall, the creature must make a Dexterity saving throw at the end of each of its turns. On a success, the creature is no longer undead. On a failed save,

Whispers of the Dead

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The spirits of dead people, otherworldly things, and the dead live in the mortal realm of the Deadwallow Citadel, a hidden, subterranean world that is the center of the Citadel itself. You gain the power to speak as a disembodied voice, in which case you take the ability as a bonus action on your turn and can make any spell spell she cast with that ability automatically succeed’s. The spell’s language or speech has no effect on the DM’s ability score or Charisma score. To avoid triggering a reaction when you cast this spell, you may choose to ignore the casting target’s resistance to the spell’s damage. You could cast this spell at a higher level, but you must keep the benefit of the bonus to yourself. Evocation

Whole-Naked

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You hurl objects, food, and other objects and objects in the area within range at one creature you can see within 5 feet of you. That creature must succeed on a Wisdom saving throw or be charmed, frightened, or attacked by an object, food, or object. The object is an object made of wood or stone, as the spell’s target. An object made of lead or lead chloride, made of a substance you touch, might be hostile to you. The spell fails and the object becomes part of the target’s

Wiccan cure hunger

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Wearing a robe increases your survival rate by an amount equal to your warding level for the duration. If you are wearing a robe, you have a 30 percent chance to cure hunger on your turn, and half as much damage on your subsequent turns. Abjuration

Wiccan's Divining Table

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates divination tables that tell the stories of men, women, and things beyond words—and the minds and feelings—of divines, divines, acolytes, and other divines. You choose the following statistics for each divining table you create, taking into account any statistics determined by the DM. For example, divining a patharn's resistance or blocking that has a 50 percent chance of blocking a creature and which has a 50 percent chance at raising a creature by one level or more above you, or divining a patharn's resistances or magic items that have a 50 percent chance at raising a creature by two levels at the guild hall, all yield the following statistics. As wiccan statistics, these are attested to by at least one divining table member and are subject to change without notice. An elemental divination is your best bet for divining the spirits of fiends, divining the direction and direction of storms, or reading the plans of dark lords. You have the following statistics for each divining table you create. For each divining table you use a druid’s statistics are attested to, and the statistics are attested to by at least one druid. For each divining table you use a necromancy’s statistics are attested to (for example, a bard’s bard statistics are attested to), you have advantage on all Wisdom (Perception) check you make to find a divining table. Special Abilities and Traits Divination

Wiccan’s Empowered Word Stun

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a swirling beam of force that lasts for the spell’s duration. The beam can be up to 100 feet long and up to 120 feet wide. The beam appears in a 20-foot cube. You can make a ranged spell attack with the beam and any ranged spell attack that deals an extra 1d6 force damage with the beam. The beam is strong enough to strike multiple creatures that you can see within range. At the start of each of your turns, you can make an attack roll with the beam. On a hit, the creature takes 1d6 force damage. Conjuration

Wiccan's Fey

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A race of ethereal, fey creatures appears on the Ethereal Plane, appearing to be part of a deity or an artifact of a kind you choose. The creatures appear to be of a sort you describe. Their skin is transparent, their bodies have bony limbs, and their mouths are covered with poisonous or amorous mouths. The creatures appear to be fighting creatures, though some are created to be killed by hostile creatures. Creature-Possessed Minor Plane. You choose a minor plane’s plane’s warp drive (as the warp spell) or its extradimensional prison (as the crab’s extradimensional prison) for the creature. Choose one of the following forms for which there is no warp drive (your choice): free, immobile, or restrained. The creature can travel through the warp from one point you choose within 30 feet of you to another point within 30 feet of you, ending its turn there. If you chose immobile, the creature stops moving and must make a Dexterity saving throw. While in the container, the creature is difficult terrain and can't benefit from being moved. When the creature enters the portal, it can’t choose whether to stay inside or out, and it can’t fall if it can. It can, however, fall from the portal up to 30 feet in a straight line, appearing where the player has described. You can shape the way the creature goes about its daily lives. A wyvern can w aspen a creature or a fey creature and put up a warning sign so that creatures on the wyvern's path can be frightened. It can shed bright light in a 40—foot radius and dim light for an additional 40 feet. Any creature frightened by its wyvern’s shedding can repeat the saving throw, taking 2d4 radiant damage on a failed save, or half as much damage on a successful one. While frightened by the wyvern, a creature can use its action on each of its turns to make a melee spell attack. Magical wisps fill its attacks with enough force to cause magical effects to temporarily halt. At Higher Levels

Wicked Aura

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your glyph allows you to animate or manifest magical effects with a positive or negative energy originating from a destination you choose, e.g. from a magic lake, an area of water up to 500 feet deep, or a globe centered on a point of your choice within range. You can animate a nonmagical effect produced by the effect, manifest it as a harmful effect, or dismiss the effect entirely. To create the magic effect, use the following conditions. . Magical. Creatures within 5 feet of a point of your choice within range can’t make melee magic weapon attacks against you. . Creatures within 120 feet of a point of your choice within range can’t take reactions when you cast a spell against them. . Nonmagical. Magical messages appear on creatures, plants, and other objects of a sort you select, as determined by the DM. Each message has a 1st-level description, with additional information about the object and the message’s power. For example, a creature charmed by magic can choose to ignore any message that its charmed creature w as charmed by such a magic item, rather than attempting to charmed its creature by such a magic item. Conjuration

Wicked Aura

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your curse reaches its zenith and your magic radiates with it to target one of your enemies. Make a melee spell attack against a creature you can reach within 60 feet of you. On a hit, the creature must make a Wisdom saving throw. On a failed save, the creature can’t speak a single intelligible word for 1 hour. On a successful save, the creature speaks only a weak spoken language half as difficult as its natural language. When you cast the spell, you choose a single ability score. Your ability score—and the extent to which you use it—is as determined by the DM. The more spells you have, the greater the extent of the spell’s effect. Also, if you have multiple abilities score—or if you have several creatures score—different abilities score differently. Each creature using a non-blind save to cast a warding spell must make a Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Wicked Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration

Wicked Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a ward whose sole purpose is to protect against mind-affecting spells and magical effects. The ward protects you from their magic for the duration. When you cast the spell, you can make a Wisdom saving throw on each of your turns as an action. On a successful save, the spell ends for you. When the spell ends, the ward opens, and any creatures within its area are immune to the effects of its charms. When the spell ends, the spell ends for you and any creatures within the ward’s area. The ward also ends if you use an action to open it, such as by using an effect to create a portal opening off the top of a large enough area for an approaching army of demons or by pouring warm water on a wall of ice to protect a hallway. Additionally, the ward is difficult terrain for creatures of a type known to be difficult terrain for creatures of Medium size or smaller. While the ward lasts, you can use a bonus action to cause a creature to become immune to its spells and magical effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause an affected creature suffer one of the following effects of its choice: • You cause the creature’s speed to drop to 0; • you transform into a fey zombie, becoming immune to all damage and gaining a new speed of 60 feet for the duration; or • you give the creature a +2 bonus to AC for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus lasts until it is reduced to 0, and the creature’s speed is reduced to 15 feet for the duration. Abjuration

Wicked Aura

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one unwilling creature and give it insight into the nature of the unholy creatures inside it. For the duration, that creature has disadvantage on attack rolls and ability checks, can’t choose to believe in divination spells, is blind and relies on illusions, and speaks only in a tongues-undetected form. Divination

Wicked Bell

Casting Time: 1 action
Range: 60
Duration: 1 minute

A bell appears in an unoccupied space of your choice within range and emanates from it dealing magical damage to one creature within 5 feet of it. A bell can’t be more powerful or louder than the minimum audible volume rating of the spell. The bell damages that creature only once, regardless of its remaining HP. The bell has the following effects: - The creature remains within 5 feet of the spell for the duration. - The creature can use its action to attempt to cast a w r illusion, which spell of the chosen spell has the lowest spell casting time and can’t be cast while the illusion is in its area. - The creature hears the voice of a w r voice, up to 60 feet distant, that waites within the creature’s space. The creature knows the current mood of the creature and can’t attempt to cast any spells of the current level without first speaking the creature’s name. If the creature casts two or more spells of the chosen level, the spell creates a new mood, not a state of trance. - The creature can cast spells of any level that it has seen, regardless of their level. It can understand the meaning of any spell that the creature knows, but it can’t cast any spell of a level that it doesn’t know. Illusion

Wicked Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a magical beastly power on one creature that you can see within range. You choose a point you can see on a creature’s—— other than the target’s—— and line of sight to a nonmagical ranged weapon or ammunition created by a weapon or ammunition created by a ranged weapon. The target takes 5d10 thunder damage. When your weapon hits the target, it makes a thunderous slam. It can make a hand slam, a lunge, a freefall, or a sudden turn toward a creature within 30 feet of it. If the target is on the ground, it must make a Dash for it. If the target is on the ground before you reach it, it spends its movement making Dash for it. You can use this Dash to move up to twice your speed. If you're not using this Dash before the spell ends, you can make another one as an action, taking 5d10 force damage. If you are using this Dash before its 30th use, you have advantage on any attack rolls made using this Dash. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Wicked Bolt

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a twisted, deadly weapon—the worst nightmare weapon in the wizarding world! Throw it at a creature within range, using a bonus action that you choose, that is Medium or smaller and that is within range, that attacks or attacks by the creature have disadvantage on their attack roll and the attack must use the new hit point, not the first. It deals 1d4 acid, cold, fire, lightning, or thunder damage to the target. If the creature tries to use a weapon attack, make a melee spell attack with that weapon, and make the attack with a different one, make the weapon attack using a bonus action it has, or use a different attack, using a different weapon, or trying to use a different weapon (your choice). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Transmutation

Wicked Hand

Casting Time: 1 action
Range: Touch
Duration: Beast

1 Hour You touch a willing beast and give it the ability to manipulate one of the following effects of your choice: • Choose two creatures that you can see within range. Stiffened or lightly charmed creatures can be affected. • Creatures that aren’t under the target’s control can make a Wisdom saving throw. A target takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. • You cause creatures to gain an extra hit point for each level above 3rd. • You change the nature of attacks made against the targets nature. Creatures that have the beast’s nature, such as the bard, have advantage on one attack roll against the first creature or structure affected by the spell. • You change the nature of abilities that the target has. It becomes painfully intelligent and warms to your daily routine. If the target has one ability and another creature has none, the target can only use that ability once, at a time, until it takes a new action, or it creates an ability or attunes an ability to another creature. While the target spends its Intelligence using one ability (or spell slot), it gains benefits and otherwise suffers from erratic thinking. The target has the following benefits: • Intelligence of 5 or less becomes 8; its Constitution becomes 10; it can’t be charmed, frightened, or possessed by a being of the same kind as it is; it can’t attack and has a natural fear of flying. The target can take only one damage type move action before it can move again. Once the spell ends, any effect the target has using another ability can be ended by one of the target’s turns. Transmutation

Wicked Meteors

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A poisonous beast that is invisible and immune to all damage and other effects spreads among summoned creatures of your choice within range until the spell ends. Creatures are affected only by the poisonous beast's poisonous properties. Until the spell ends, you can use a bonus action to cause the creature you named to become immune to its properties, including poison. If the creature doesn’t become immune, it returns to its current form if it is no longer within range. If you create a new poisonous beast, you can choose any of the following effects it produced, provided that the original effect was satisfied within a century. Poison. You cause the creature’s poisonous breath to exhale a gas that ignites in a 20-foot-radius sphere centered on the point of impact of your choice within range. Each creature in that area exhales poisonous gas for a duration that begins when the creature drops to 0 hit points. Thunder. You cause the creature to launch a hail of arrows that deal an extra 1d6 fire damage to targets in its path. Each target takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. Ice. You cause the creature to enter a frozen state in which it can not move or freeze solidify. It falls and is partially frozen up to 200 feet below. Any creature or object it so falls within 120 feet of must make a Strength saving throw, taking 11d6 cold damage on a failed save, or being pulled 10 feet away from the bottom of the frozen pit. At the start of each of its turns, the creature can roll a d10 and add the difference to its cold damage so that it is still frozen at the start of its turn. Conjuration

Wickedness

Casting Time: 1 action
Range: 30
Duration: 60 Days

Your curse makes it possible for others to benefit from your spell, even temporarily. When you cast the spell, choose one effect that grants a benefit to each target. At any time before the casting ends, you can use a bonus action to change any of the effects in this spell’s effect while you are affected by it. Spell Effect. You can change one of the following effects of the spell. While you are affected by a spell, creatures can make one of the effects of their choice; the creature can make an ability check contested by rolling a d 10, and it can take a number of successes and failures equal to twice the spell’s level. Enlarge. Each creature within range, other than you, can hold up to twenty cubes of noncubic material. Each cube of noncubic material created must be within 5 feet of one of the triggering spell’s locations. Any spell causing a cube to explode deals 4d6 necrotic damage to all targets, and the spell doesn’t restrict the number of creatures affected by it or cause any other effect. Conjuration

Wickedness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a wickerwork of wick to appear under a creature you can see within range. The wickerwork must be of the same rating or higher as the target, provided that the wickerwork is no larger than a 5-foot cube. The wickerwork can be removed by an action of its own accord or by force. The wickerwork can break when it touches a creature, provided that the wickerwork is no larger than a 5-foot cube. Evocation

Wickedness

Casting Time: 1 action
Range: Touch
Duration: 8 hours

By understanding the basic principles of illusion, necromancy, and the dark arts, you gain the ability to send a message that changes in size from one side to the other. At the end of each of its turns, the target can make a Wisdom saving throw to regain 10 hit points. If it succeeds, this spell also ends if this spell is cast again on it. Abjuration

Wickedness

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an unwilling creature and imbue it with a curse. The target becomes fiendish in

Wickedness

Casting Time: 1 action
Range: Touch
Duration: Touch

You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or become blinded until the spell ends. It can repeat the saving throw at its end on a next turn. On a successful save, the target perceives the nature of the damage and knows it and the creature's name. On a failed save, the target knows the creature but suffers no effect from the spell, and the spell ends. Transmutation

Wicked stone wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a circular, flowing wall of poisonous gas on the ground within range. The wall lasts for the duration, and you can shape the wall to create a 10-foot-radius, 30-foot

Wicked Strike

Casting Time: 1 action
Range: Self
Duration: 1 Round

A mad man assaults a cursed city. Choose one creature that you can see within range. The creature must succeed on a Wisdom saving throw or be cursed with a permanent aberrable aberrational magic that makes it vulnerable to all nonmagical damage and has disadvantage on attack rolls against it. The creature must then make a Charisma saving throw. On a failed save, it is cursed with a permanent aberrational curse that doesn’t protect it from nonmagical damage, and it is compelled to serve the cursed city under dark or cursed magic until the curse is removed. You can compel the creature to serve the cursed city by implanting a strong magical seal in it and causing it to appear to be a nonmagical object known as a symbol of divine service. The spell fails if the seal is off or if the creature attempts to cast a spell with the spell. Once activated, the curse destroys the image, and the creature withers away at the end of its next turn. The creature is restrained and unable to move in time for the spell’s end. The creature is limited in the actions it can perform by the cursed curses created by the lich or fiend spell, and it makes no melee attack

Wicked Swarm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

The wily, unpredictable swarm that rules a swarming city springs into existence around a point you choose within range. Until the spell ends, the swarm harms you and makes its way toward a specific object, place, or service you choose within range. You choose objects that you can see and that

Wicked Ward

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

This spell summons a fiendish ward against magical energy that can restrain and blind other creatures. Creatures are unable to see or sense anything beyond it when this spell ends. It lasts for the duration or until the target stops concentrating on a spell. When the spell ends, the magical energy that restrained and blinded the creature returns, forming a veil of similar darkness over it, and it must make a Wisdom saving throw. If the veil catches on fire, it ignites it, which in turn burns up to 1 candle in its area. If the wand spell ends before then, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the protective magical energy known as the "Great Hall" appears on each of your turns for the duration. Creatures and magical creatures that use an action to cast spells or that use a spell slot of 8th level or higher can take actions alone, or they can roll initiative for the creature as its highest possible roll, and they can make Wisdom saving throws with advantage. Transmutation

Wicked Word

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Your proficiency bonus is increased by 2 for each slot level above 1st. Abjuration

Widening Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You manifest a calming aura originating from a point of your choice within range. Until the spell ends, the aura instantly appears and hovers in the air for the duration. It lasts until the wind is cleared before returning to normal. If you cast this spell multiple times, you can have up to three times during the duration. You can also maintain this aura for up to 1 hour at a time over a sustained period. The aura lasts for the duration. Once its effect ends, the aura leaves your presence. When the aura disappears, any creatures or objects that were affected by spells cast by you or that were not affected by a spell by another creature are also unaffected. A dispel magic cast on the aura removes the effect of the spell or casting again removes all the force that was used to cast the spell. Once again, the spell has been dispelled. Abjuration

Widening Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a wave of positive energy in your space. Choose an object that you can see within range. A point of your choice within range, such as a box of clothes, a hat, or a key, appears in a place you can see within range, but does nothing more than shake or shake. Any creature in the area that saw the point of your energy must make a Strength saving throw. On a failed save, the creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th and 7th level, the damage increases by 1d6 for each slot level above 6th. Conjuration

Widening Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You and up to eight willing creatures who link hands in a circle are awakened automatically. You must speak the creature’s name when you cast this spell to reveal the spell. If you cast the spell on the same creature or several duplicate ones, the spell fails if its duration is less than the duration of the spell. This spell has no effect on undead or constructs. Abjuration

Widow Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure up a spectral apparition that appears in an unoccupied space that you can see within range. The apparition seems to float in the air, and the spell predicts the direction and speed of its movements throughout the casting. Each creature in a 20-foot radius sphere centered on a space within range must make a Wisdom saving throw. On a failed save, a creature takes 10d8 necrotic damage and is blinded until the spell ends. On a successful save, it takes half as much damage and isn’t blinded by this spell. The spell ends if you or the target are asleep or if your concentration is broken. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Widow cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A powerful cloud of yellow-green fog appears in a 30-foot-radius sphere centered on a point you choose within range. The cloud spreads around corners. The cloud falls in a 40-foot radius centered on a point you choose within range. The cloud moves 10 feet per round for each creature within the cloud. When the spell ends, the cloud moves away from you and stops moving. Any creature in the cloud's space must make a Strength saving throw. On a failed save, the creature is knocked prone. In addition, a creature restrained by the cloud (or one that can touch the creature) must make a Strength saving throw. On a failed save, the creature is knocked prone and is restrained by the cloud until the spell ends. At the start of each of your turns before the spell ends, you can use a bonus action to mentally command the cloud if the cloud is on the same plane of existence as you. While the cloud is in the cloud’s cloud sphere, you can affect up to ten Medium or smaller creatures you can see within the sphere. Moving the cloud, or attempting to manipulate the cloud, can result in its paralysis. When the spell ends, the cloud disappears, leaving behind no physical form. The cloud remains for the duration, but it gains no benefit from any special senses or memories. It ignores any protection from cold or thunder. Evocation

Widow Grove

Casting Time: 1 action
Range: 300
Duration: 1 Hour

For the duration, you create a grove of hedges and groves in the ground that allow plants and animals to move about freely. Each creature in the area becomes visible to all creatures in the area, and creatures can’t be seen or heard except by means other than as passable through the hedges. Any herbicides used to kill plants or animals in the area are no longer used and noxious gases created by burning incense are no longer produced. Divination

Widowmaker

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a shimmering, magically transparent tree trunk that lasts for the duration. You can choose from any of the following effects when you create the trunk: • You light or chill the trunk for 1 hour, or until it drops to 0 hit points or you dismiss the spell. • You animate or take into moisture for 1 hour.

Widowmaker

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral wisp appears on a creature’s ground that it can see within range. The wisp is dark in color and lasts for the duration. The wisp appears in the space it appears and spreads around corners. It moves with the wisp toward a target and ends its turn there when the target enters its space. If any creature moves within 10 feet of the wisp in the space it moves from, it creates a new, extradimensional wisp there and then regains 7d6 force damage. This spell's second nonmagical component, a strand of string that serves as a tether, deals 4d6 force damage to the wisp. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of force damage the spell causes becomes even greater. When you cast it using a spell slot of 8th level or higher, the amount of force damage the wisp causes increases to 5d6. When you use a spell slot of 9th level or higher, the damage increases to 6d6. Transmutation

Widowmaker

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and give it a healing touch. The target takes 1d4 radiant damage, and the spell ends if you cast it again. This spell’s damage increases by 1d4 when you reach 5th level (2d4). Evocation

Widowport

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that is within range for the action you choose. The target gains that spell for 1 hour, and the spell ends on a creature if it takes any damage or if another creature notices the spell. Transmutation

Widow's Faith

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure a creature that has a godly capacity and a supernatural sense of good and evil. The creature must be within 100 feet of you, after attaining the celestial level or higher. The spell can target creatures of the same plane of existence as you, provided that you are within 100 feet of each other. The creature must be under your control for the spell's duration, and the creature is considered in your alignment. You can direct the creature to do good or to harm, but the creature must be within 100 feet of you (or vice-versa). If you cast the spell on the creature outside your alignment, the spell is wasted. The creature obeys your commands and doesn't take any actions. The creature obeys your wishes. When you cast the spell, any excess damage carries over to your attack rolls. For example, if you roll a d8 and the excess damage fails, you can use your attack on the creature to add the excess damage to your attack, but the creature can’t take any actions until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate up to four additional constructs for each slot level above 1st. Divination

Widow's Grace

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Touch Grace radiates from you. You transform a creature you touch into an illusion, creating a protective magical wall around it. The wall lasts for the duration and prevents damage from passing through it, though it can be broken using dispel magic. If the wall cuts through a creature’s space when you cast this spell, it immediately reverts to its normal state, effectively blocking incoming attacks. In addition, every time you hit a creature with a melee weapon attack before the spell ends, you have advantage on the attack roll. Additionally, if you hit a creature with a melee weapon attack before the spell ends, the creature takes 4d8 damage of the first type before it can benefit from any special protection from illusion or by any means the spell creates or specifically enforces, such as blindsight or deafness, being hidden from view. The spell's damage increases when you reach higher levels. Because warding spells cast by others have a higher chance of being missed than these spells' damage, you have a greater say in whether such attacks are successfully procured or missed. When a creature w erestles itself by pulling out of a warded spell’s pocket or by grasping a warded spell—such as a magic whistle or a spell attack—it also creates a new warded door and opens it. A creature w hortle as it enters the warded state, opening its own warded door. It makes 3d8 damage of it warding spells, and it can use its action to crack the door. A creature can be affected only by one warding spell a day. Conjuration

Widow's Wound

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: 1 Hour

This spell ends a creature’s troublesome youth. For the duration, the creature has disadvantage on attack rolls against any creature that it can see within 30 feet of it and that is within 1,000 feet of it. Necromancy

Widowtail

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral spirit appears and hovers for the duration in an unoccupied space that you can see within range. The spirit sucks up whatever remains from a creature’s reach for a length of 30 feet or more

Widowtail

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to an unoccupied space that you can see within range. You can cast this spell again on a different unoccupied space when you finish a long rest. The space you occupy is the same space that you occupied when you cast this spell. The spell ends if you move out of the space. You choose a place you can see within range. You can't travel to any of the other places on the plane. You can also choose an unoccupied space on the plane. Conjuration

Wild empathy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You channel a divine spirit that looks for trouble in a creature, telling it stories. For the duration, the creature has a +10 bonus to the challenge rating it takes when you cast this spell. You also learn the voice of the demon. The DM, following a short duration, can grant you extra benefits on this spell's duration. A special aura surrounds the creature. When you cast this spell, you automatically gain two additional benefits on the challenge rating of the target. You also gain the benefits of other types of magic, such as alchemical or magical, if you choose. You must have both of the benefits in your aura before you can use them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you instantly gain the benefits from all existing spells and other spell effects. Transmutation

Wind Barrier

Casting Time: 1 action
Range: 5
Duration: Up to ten blows from a 5-foot square (0-100 m) sph

ere originating from a point within range, two pieces of magical energy dealing thunder damage. Each piece of magical energy dealing wisps damage, as well as the sounds of footsteps, impacts, and other noises originating from a specific direction within 5 feet of the sphere, have a 5 percent chance to summon a strong wind of lightning extending from the point of impact, 40 feet in each direction. When these pieces of magical energy combine to create a sustained wind, each piece deals 30 thunder damage to all creatures in its path, and wind can disperse hail, hail blizzards, and similar winds in their paths. When the spell ends, constructs and undead created by the spell are left with thunderous thunders, deafening horns, and the sound of rushing water. Evocation

Wind Barrier

Casting Time: 1 action
Range: Self (5-foot cube)
Duration: 60

Concentration, up to 1 minute A strong wind whirls around you, knocking up to five trees in a 30-foot square on each side, and forcing trees to make a DC 25 Strength saving throw. For the spell’s duration, and without restriction, any tree on the same plane of existence as you (or anywhere within 30 feet of you) is pulled up to 10 feet inside the spell’s area foragination area. The tree carries whatever it is being pulled to a random location within 30 feet of you. It is an illusion. It can’t be dispelled by dispel magic. It creates two barriers that each bear a DC 20 Strength and a DC 20 Dexterity check. The barriers can be broken using the Strength and Dexterity check, if any is failed. A fortress, a cave, or a small—but protected by thicket cover make the barriers strong enough to defend you. As a bonus action on each of your turns, you can break the barrier to light or illuminate a light or a creature that you can see within 300 feet of you. When you break the barrier, you can store up to ten pounds of nonmagical ammunition within it. Conjuration

Wind Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wind storm in a 30-foot-radius sphere centered on a point you can see within range. You take 10d6 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, the storm is extinguished and no creature can use its action to regain hit points. On a successful save, the storm is extinguished and no creature can use its action to regain hit points. Transmutation

Wind Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wind storm in a 30-foot-radius sphere centered on a point you can see within range. You take 10d6 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, the storm lasts until it abates or the spell ends. Any creature that fails its saving throw must make an Intelligence saving throw at the start of its next turn. On a failed save, the storm is extinguished and no creature can use its action to regain hit points. Transmutation

Wind Blade

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a heavy, powerful wind blade whipping toward one creature you choose within range. The target must make a Strength saving throw. On a failed save, the creature is restrained, exposed to the wind for the duration, and must make a Constitution saving throw at the end of its turn or become restrained until the spell ends. To break out, the restrained creature might be forced to use its action to slam its sword against a wall or to a pillar, or it might be compelled to attack a creature it regards as a threat. To deal moderate damage against the restrained creature, the restrained creature deals 3d8 lightning damage to the blade. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for every two slot levels above the 2nd. Transmutation

Wind Blast

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A blast of air or a puff of smoke erupts from a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Burst of 30 hit points or take 1d6 bludgeoning damage. A creature takes 1d6 cold damage when it enters the glowing cylinder for the first time on a turn or ends its turn there. Each creature that starts its turn in the sphere must succeed on a Strength saving throw or take 1d6 force damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wind Blast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame-like radiance roars from a point you choose within range. Each creature in a 30 foot radius sphere centered on that point must make a Constitution saving throw. Each target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Evocation

Wind Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell creates a warp vortex of wind at a point you choose within range. Each creature in a 10-footradius sphere centered on that point must make a Constitution saving throw. A creature takes 12d8 bludgeoning damage on a failed saving throw. A creature can take half as much damage on a failed save, and a Huge or larger creature takes no damage. When you cast this spell, you can reshape the vortex to try to repel peckish creatures or to protect buildings against undead, such as knights who are immune to exhaustion. You decide how the vortex twists around corners, opening or closing doors and shutters around as well as opening fire pits in the room you are in. If the vortex is pushed or pulled, points of entry or exit through it are blocked. A creature, or a piece of you, instantly causes the vortex to move away from you, opening or closing any or all of its points. This movement automatically causes the vortex to reappear in any unoccupied space within 30 feet of where you cast this spell. Evocation

Wind Blast

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a strong gust of magic against a target that you can see within range. The target, or a part of it, falls to the ground and becomes invisible for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration is 1 hour and takes 10 minutes to 2 hours. When you cast this spell using a spell slot of 8th or 9th level, the duration is 2 hours and takes 10 minutes to 3 hours. When you cast it using a spell slot of 11th level or higher, the duration is 3 hours and takes 10 minutes to 4 hours. When you cast it using a spell slot of 15th level or higher, you can extend the duration up to 5 hours. When you cast it using a spell slot of 25th level or higher, you can extend

Wind bond

Casting Time: 1 action
Range: Touch
Duration: Up to 1 year

Duration: Concentration, up to 1 day You touch a willing creature and grant it a flying speed that mimics the capabilities of a jet engine. The creature has a wingspan of 5 feet and a sustained speed of 60 feet per round foot. When you cast this spell, and as a bonus action on each of your turns before the spell ends, you can release a wind barrier along its length that prevents a creature from approaching from within 30 feet of the spell’s reach. When the spell ends, the barrier is gone, leaving behind no one to impede the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can have the spell stack up to six times, and you can request that the spell remain open for one round. Abjuration

Windbrick Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

The wall of strong wind that sprouts from a globe falls from heaven at a point you choose within range. You can form a horizontal or vertical wall of strong wind at any point you choose within 10 feet of where you cast this spell. The wall lasts for the duration, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If you cast this spell again

Wind Burst

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a mass of horizontal wind at a creature that you can see within range. The target must succeed on a Strength saving throw or be pushed up to 10 feet away from you in a direction opposite you. The target takes 3d8 bludgeoning damage when it hits with this weapon, and it takes 3d8 bludgeoning damage when it reaches its Attack option using an action to leap. The weapon's tip strikes a solid object made of wood or stone and can’t reduce targets hit by this weapon to 0 hit points. If you use a spell slot of 3rd level or higher, this spell ignores any effect that makes the target levitated, such as the girdle spell. Evocation

Wind Burst

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The wind that fills an area of air increases by 5 feet until the target is within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the speed of the wind by 100 feet for each slot level above 5th. Transmutation

Wind chimes

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A string of powerful blasts of wind springs into existence at your shoulder. Choose one creature that you can see within range. A creature takes 3d4 bludgeoning damage on a hit or 5d4 slashing damage on a hit. For the duration, the target has disadvantage on attack rolls against you and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Transmutation

Wind chimes

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A powerful wind whips about you and the creatures you designate within range, lasting for the duration. When the wind picks up, any creature that you designate as a target and that can’t be bound to you by a spell of 3rd level or lower takes 3d6 bludgeoning damage. This damage can’t occur again for 8 hours. A creature that can’t be bound by a spell has disadvantage on attack rolls against it. Evocation

Wind Emissary

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

As part of the action depicted in an image, you can form a 15-foot cube centered on a point within range. When you cast the spell, you decide how the image appears and moves so that the illusion can best appear within a wall or a space. You can shape the image so that its movement is in accordance with a simple mechanical arrangement known as a wind emissary. You shape the image so that the blades of your sword appear to leap from one side

Wind Emissary

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure a globe of chill wind at a point you can see within range. The globe forms at the start of each creature you choose within range and moves with you, remaining centered on you. Creatures within 30 feet of any point within range where the globe appears are affected. Each creature on the globe assumes a shield covering its head and is immune to cold damage. The globe remains for the duration to the extent that it lasts, but if it dissipates before this spell ends, the globe might reappear in the same place or somewhere as the spell ends. It can hold 1,000 gp or less. At the end of each of its turns, you can use your action to mentally command the globe if it is within 30 feet of you. It has advantage on all checks that you make that ask it to follow your orders, and it can’t be targeted by any of the following effects. On each of your turns, you can direct the globe if it is within 30 feet of you. On each of your subsequent turns, you can direct the globe if it is within 30 feet of you. If you direct the globe directly from a creature, that creature must remain within 30 feet of you for the spell’s duration. Order. The globe orders its creatures to follow your lead and follow your side. The globe orders its creatures to follow your lead and follow your side. You can direct its creatures to actions and to spoken commands, but none of the following actions can be dispelled by nonmagical spells or spoken word. The globe assumes a shield covering its head, but any creature within 30 feet of the globe and within 30 feet of the globe is covered in frost and is forced to make a Constitution saving throw. If the globe drops to 0 hit points, the spell ends; if it rises to 1 hit point, it dissipates in 1 hit point. Daylight. The globe remains dimly lit while it remains dimly lit. If you choose this spell during the duration, you can make a Wisdom saving throw. On a successful save, it resets to its dim light condition, and it is blinded until the spell ends. On a failed save, it reverts to its original state, but if it reverts to its original form before the spell ends, it transforms back to its normal state. Force. The globe impacts with difficult terrain and is against difficult terrain type boundaries. In addition, the globe can’t be used to push a weapon over a barrier, or slam a lock of rock against another object. Conjuration

Wind Emissary

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell creates a ward that protects up to 30,000 square feet of floor space within range. The globe remains for the duration and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Nonmagical plants and nonmagical creatures in the area, as well as magical items created by an antimagic field, are completely unaffected by this spell. The ward lasts for the duration and affects only the globe. It destroys nonmagical plants in the area that aren’t covered by the globe. A nonmagical plant created by the globe can’t be targeted by this spell. Any creature or object created by the globe can’t touch it, and it ignores any dispel magic properties that would have it immune to it. Evocation

Wind Emissary

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature and bestow a magical wind equivalent to that of fire. For the duration, that creature can travel up to 30 feet and shoot a cone of radiance at its target (no action required). Hit or miss. Until the spell ends, the target has resistance to ranged weapon attacks and spell damage rolls. If it attacks a creature or a spell that is already casting a spell, or a spell of a higher level than the slot you used to cast the spell, the target takes the attack and is pushed up to 10 feet away from the target. If it leaves the spell’s area and moves along a different path than the one it used to follow, the spell ends. Transmutation

Wind Emit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Warm weather can be felt in the air wherever you are located as if it were heavily obscured ground. Choose up to four creatures in a 30-foot radius around you. Each target spreads its warmth within 5 feet of one of the targets it touched and that is within 5 feet of it. Each target must make a Constitution saving throw. On a failed save, a target takes 10d8 cold damage, and it has disadvantage on attack rolls against creatures that aren’t form undead. A target that succeeds on the save is immune to this damage until it drops to 0 hit points or dies. As a bonus action on each of its turns, a target can make another Constitution saving throw at the end of each of its turns. On a failed save, the target can't benefit from this benefit until it drops to 0 hit points or when the spell ends. Illusion

Wind Empower monster with ranged weapon attack

Casting Time: 1 action
Range: 30
Duration: Instantaneous You create a Large, Medium, or sma

ller friendly wind-like vortex on the ground. The vortex is heavily obscured, and its area is limited to the maximum distance allowed by your warding nature. To a creature that is already using a movement action to move into the vortex, the vortex created damages the target and sucks up any loose air it was carrying with it. The creature must make a Strength saving throw. On a failed save, the creature is restrained and subjected to the vortex's harmful effect until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex increases by 5 feet for each slot level above 6th. Evocation

Windfury

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Flames of destruction spread across the ground in a 20-foot radius centered on a point you choose within range. Each creature that is hit by a meteorite, a land meteor, or a pillar hit by a meteorite must make a ranged spell attack. On a hit, it must make a roll of 15 d10s or higher, ending the attack. At the end of each of its turns, a pillar can be created that falls 5 feet above the ground. If a pillar is created, it makes a small earthquake that is spread across 10 feet of rope, and it can’t be affected by any spell that could affect it. If a pillar is created with a spell of 2nd level or lower, it takes 10d10 force damage, and it can‘t drive straight through a solid wall or pillar. The spell ends on a pillar created by a pillar spell or a pillar created by a spell of 2nd level or lower. If a pillar spell reduces a creature to 15 hit points before it can finish its turn, a creature that was also created with a pillar spell takes 2d10 force damage, and the spell then ends. Evocation

Wind Gate

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a gate on the ground that hovers above a point you choose within range. The gate opens to reveal an extradimensional (6 feet wide by 5 feet tall) globe on the ground that hovers above a point within range. This globe is 1/4 inch thick and is composed of a thick, opaque globe of 10 feet to 30 inches on each side, and a thin sheet of mist covering the other. When a creature enters the portal, that creature can use its action to move up or down as part of the movement. While in the globe's sphere, the creature can’t activate, use, or possess any other extradimensional or interplanar action. The creature can do nothing more than speak whatever spoken word it chooses. It can, however, speak the spoken word of one willing creature capable of perceiving the vision or hearing the spoken word. The creature can then enter the globe’s interior, shutting down the globe when the globe is within 500 feet of it and leaving it there for 30 minutes. If the globe is damaged beyond this time, the creature is restrained, and it can use an action to end the restrained condition on itself by pulling the globe away from it and pulling a lock of a different kind on it. If the globe is actually struck by a weapon, the weapon deals an extra 2d6 cold damage on impact, and it makes a Strength or Dexterity saving throw. Both damage rolls reduce the globe to half its normal size and make it vulnerable to fire damage. Conjuration

Wind Gate

Casting Time: 1 action
Range: 60
Duration: 1hour

You teleport yourself to an unoccupied space that you can see within range. You instantly teleport all creatures within 5 feet of one another, which lasts until the spell ends. When you cast the spell, choose one or both of the following options for how often you need to go up to three doors or up to eight doors. You can have no more than two of these options active at a time, and you regain hit points when you cast this spell using an action to pay particular attention to the moment. When you take damage, you can use your reaction to move up to your speed so that you can throw the remaining weight of the spell against a creature. If you do so, the creature takes 1d6 cold damage, and it is blinded for 1 minute or until it can no longer move. The blinded creature can use an action to make a Strength or Dexterity check, and it can choose to succeed or take half damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, and again at 5th level and higher, you can have no more than two of these options active at a time, and you regain hit points when you finish a long rest. Transmutation

Wind Gate

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a 20-foot-radius, 60-foot high, 20-foot high, and 10-foot thick whirlpool gate that makes natural noises that can be heard up to 300 feet away. The whirlpool gateway, also known as the Whirlstone, is a circular, horizontal, and w eeling stone made of air and filled with fire in the game world. The whirlpool gateway has two openings on either side, making it difficult for nonmagical creatures to pass through. When opened, the gateway leads straight intol the whirlpool. Creatures that pass through the opening face creatures originating from the outside world. A creature can’t enter the gate if its speed drops to 0. The whirlpool door is automatically activated and restrained, thus blocking any creature and forcing entering. Creatures that pass through the whirlpool do so automatically, though they take 3d8 bludgeoning damage for every 1d4 levels they remain within the gateway. Evocation

Winding Sphere

Casting Time: 1 action
Range: 100
Duration: 1 Round

This spell destroys a spell of 8th level or lower and transforms the wisps of white marble on the ground into dim light that can be seen from within 30 feet. The spell destroys any spell of a lower level that is in its spell list, even spells of 3rd level or lower. You can use a bonus action to move the wisps up to 20 feet in a straight line to a spot within range. Then you move the wisps back to baseline. Evocation

Winding Sphere

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A veil of tempestuous gloom falls within reach and burns bright, if not blinding, for three creatures of your choice that you can see within range. Creatures of your choice that aren’t blinded or deafened cause the gloom to move toward you within 5 feet of you. Until the spell ends, you can use a bonus action to move the gloom up to 30 feet, which makes it more difficult for an affected target to make a melee attack. Evocation

Winding Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 5-foot-diameter puff of darkness in a location you select within range. The puff lasts for the duration or until you use an action to stop it. When you cast this spell, you can specify a number of temporary pits you can see within range. The pits are unfriendly to you, creatures or things that aren't friendly to you, and all creatures within 5 feet of you when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 6d6 psychic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. If you cast this spell again, the damage increases by 1d6, and blinded creatures take half as much damage. Because you create these temporary pits, you can specify creatures that aren't friendly to you (such as a mote that flies away from you and then withers), plants that aren't attached to trees (such as basilisks and stinking basilisks), or trees that aren’t attached to gates. You also can’t create any permanent pits within 5 feet of one another, and you can’t designate any creatures as temporary pits or create any magical barrier that prevents a creature from moving beyond those temporary pits. The temporary pits don’t need to be on the same side as you; you can create temporary pits in a different room, just as you can create a temporary pit over a fire in an open field. Conjuration

Winding Sphere

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A swirling mass of temblazoned energy springs from your wisps to strike up a new manifestation of the chosen form of your choice: the wickerbottom. The target creation sphere moves with it, and the first time it hits, the wickerbottom takes 1d10 lightning damage, and the spell ends. When you cast this spell, choose one creature as your target and exhale a loud echoing blast of lightning from it. Until the spell ends, the wickerbottom appears in dim light cast out by dim light, and within 60 feet of it, as a bonus action on each of your turns, you can move up to 60 feet away from it to a distance of 10 feet. Alternatively, you can cause the wickerbottom larva to fly into a new form, causing it to fly into the air. Each creature that is under the

Winding Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a wall of frigid air in a 20-foot cube on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a S-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

Windkill

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A swirling mass of unknown energy radiates from you in a direction you choose within range. For the duration, one creature or object in the air or on the ground that you can see is charmed by you for the first time on a turn or ends its turn there. Whenever such a creature or object ends its turn in a straight line, it must spend 1 extra turn charmed by you. Divination

Windmill

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a windmill that creates a 60-foot-radius, 30-foot-high wall of wind that moves 10 feet each round. Any creature in a 5-foot-radius sphere centered on the wall must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 round. A creature blinded by this spell must make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Illusion

Windmill

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a windmill that creates a 60-foot-radius, 30-foot-high wall of wind that moves 10 feet each round. Any creature in a 5-foot-radius sphere centered on the wall must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 round. A creature blinded by this spell must make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Transmutation

Wind of Hope

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A sphere of might surrounds a creature you can see 30 feet outside it and creates an instantaneous gust of radiance that extends into the space of the target for a full round. The wispy, faintly glowing flame moves toward your character for a moment and then stops moving. You can also create an instantaneous gust of wind by dealing damage to it. This wind can’t affect undead or creatures immune to being charmed. While the wispy, faintly glowing flame is within 5 feet of your normal space, you can use your action on a later turn to cause it to move into the space that you’ve designated as a separate creature from the first creature category, using an action to dismiss this spell. Transmutation

Wind of Regret

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A powerful gust of wind blows down to bruise or maim one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 3d12 bludgeoning damage and is knocked prone. If the dust devil’s speed is low, the dust devil can’t carry more than one dust devil at a time. As a bonus action on a successful save, the dust devil can repeat the saving throw, ending the effect on itself on a success. This spell also ends blindness, deafness, and any diseases affecting the target. Abjuration

Wind of Truth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a wind in a 20-foot cube that blows in a direction you choose. If you cast this spell using a spell slot of 2nd level or higher, the spell creates a false wind above and beneath the creature to the wind’s roar. For the duration, any creature that ends its turn within 5 feet of the spell and ends its turn within 5 feet of the spell must make a Wisdom saving throw. On a failed save, its biggest attack must be a weapon attack. The spell creates a strong gust of wind capable of blowing a clear sheet of fog 30 feet long and 5 feet wide at the base of the creature’s V infinitive. The wind is permanent and spreads to all adjacent planes of existence. The spell is particularly potent on land, as it cuts through thick and thin the fabric of nature’s defenses. If any creature within 30 feet of you is attacked or otherwise harmed by a spell of 2nd level or higher or triggered by an effect of this spell or an ability effect, your spell may counterattack as intended, but that spell must first be prepared and used in its entirety. Regardless of how many times you counterattack or fight before the triggered spell reaches its full effect could potentially reduce you to indestructible. Evocation

Windproof�

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A strong wind can disperse clouds, making them difficult terrain. Until the spell ends, a weak breeze blows around and around the edge of the spell’s area. Small or smaller creatures and nonmagical trees of Medium size or smaller can’t pass through the weak breeze. Such weak winds create sweeping

Wind Rake

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell poisons the air within 30 feet of you and other creatures with it for the duration. For the duration, any creature that your concentration tells you is within 30 feet of the target or in an illusory corridor that leads to it (typically a large, dark, smoky room filled with roaring flames and glowing orbs) has disadvantage on Intelligence (Investigation) checks made to find the corridor. It also makes Constitution saving throws and is immune to all damage. On a successful save, you wilt away from the creature and become blinded until your wish is fulfilled. Conjuration

Wind resistance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Until the spell ends, wind rimes your clothes, and you gain resistance to one damage type of your choice: normal, divine, or supernatural. Evocation

Wind resistance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell inscribes messages on earth to the wisest among you. You can cast the spell by means other than writing words or writing complicated magical runes. To cast, you must be touching a writing instrument, one made of wood or soil composed of several strands of string or tiny bits of string. When the spell ends, each piece of text is broken into words, which are then interpreted by the wisest among you, though the message might be a cryptic scribble or a cryptic scribble drawn on parchment. To understand the meaning of the message, a creature of your choice that you can see within range must either understand the text you cast, or your Wisdom (Perception) check succeeds and the words appear in its mouth immediately. Such a creature can understand cryptic runes because the runes are written on the surface of the words. If a creature uses its action to speak the cryptic message, the creature can make a Wisdom saving throw. On a successful save, the message appears in its mouth and is audible for hours. If the cryptic message isn't intelligible within hours, the creature is dumbfounded and might as well be insane. At Higher Levels. While you cast this spell using a spell slot of a higher level, you can cast this spell as a bonus action on your subsequent turns, ending the effect on itself on a success. You can also end the spell early, ending the effect on creatures or creatures that resist your spellcasting ability. Transmutation

Wind resistance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one humanoid and give it protection against all damage until the spell ends. The target’s resistance to nonmagical damage, and hence the casting of spells, increases by 10 for the duration. When the spell ends, the target loses any resistance to the damage type it was targeting. If the target is missing a type or a significant portion of its body, such as its neck, it instead gains immunity to the type or portion of its body that counts as a limb. This change also extends to magical weapons, which are considered to be part of a weapon’s ammunition using the ammunition’s metametal component. The spell ends when a target can no longer be targeted by the spell, if it is, for example, a magic weapon in the game or a special effect in the game that requires the weapon to be wielded by a legendary or demi-god. Abjuration

Wind Ripper (20-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration: You create a 10-foot-radius sphere of wind that re

mains for the spell’s duration. The sphere spreads around corners. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) rings. When the spell ends, the sphere moves to a different corner of the sphere, which is a separate weather vane from the one you used for the warp spell. If any creature moves within the cube while the spell persists, it must make a Dexterity saving throw. On a successful save, the cube then vanishes. Conjuration

Wind Ripper

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A gust of wind blows out toward a point you choose within range. The wind lingers in the air for the duration, blocking line of sight and temporarily narrowing passageways in some creatures eyesight. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can have up to five blasts created by it created simultaneously. Each creature of a size or smaller in the gust created by any of these blasts must succeed on a Strength saving throw. At the start of each of its turns until the spell ends, a creature that fails the save must make an extra recovery saving throw. A creature takes 8d8 bludgeoning damage on a failed save, and 9d8 bludgeoning damage on a successful one. A creature that fails its save against this spell takes half as much damage and is not knocked unconscious. Evocation

Windshear

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose up to three creatures that you can see within range, and that you can see within range. Each target must make a Strength saving throw. On a successful save, a target takes 8d8 damage, or half as much damage on a failed save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Wind Shield

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A strong wind rips at the skin of a creature you choose within range on the same plane of existence as you, creating a 5-foot deep trench of thick, clear air with a 20-foot diameter. The trench lasts for the duration. A creature that moves into the trench must spend 1 minute or more inside it, standing still as a bonus action on each of its turns to take 4d6 bludgeoning damage against one creature within 60 feet of it. When the trench touches a creature, it must succeed on a Strength saving throw or take 2d6 bludgeoning damage. When you cast this spell, choose one or more of the following damage types: acid, cold, fire, lightning, or darkvision. The damage can’t reduce a creature’s remaining hit points below 5th. Evocation

Wind Shield

Casting Time: 1 action
Range: Unlimited
Duration: 10 Days

This spell makes the ground in a 20-foot radius centered on it crackle and crack with force. Until the spell ends, a wall of whirling blue light appears on the ground in an unoccupied space you can see within range. The light doesn’t move or take any damage, but it does create a crack in the wall, which is covered by the shield. Each creature in the wall must make a Dexterity saving throw. On a failed save, a creature takes 12d8 thunder damage and is knocked prone. If the shield fails to protect a creature from this damage, a creature takes 12d8 thunder damage or 3d8 thunder damage in the event that it frees its mace or attack weapon from the crack. Evocation

Wind Silence

Casting Time: 1 action
Range: 10 Days
Duration: A nonmagical barrier of soft sound that lasts for

the duration surrounds an object or a creature and inscribes language and sounds of description on it. The sound is faint and indistinct, and casting is limited to a limited area within 10 feet of the barrier. You can make a ranged spell attack with the barrier (at the DM’s option) against the target. If the barrier cuts through a creature’s space within 10 feet of it, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is pushed 10 feet away from the barrier while speaking the spell.

Wind Slash 120 Concentration, up to 1 minute You create a large, gale-whining wind that sweeps around you in a 5-foot radius centered on a point within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d8 thunder damage and 15d6 lightning damage, and it deals 1d8 thunder damage to the same creature or to a creature within 5 feet of it each round it lasts. Both types of damage are halved before the spell ends. Evocation

Wind Spell

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

A windy region of air appears in a 30-foot-radius sphere centered on a point you choose within range. A creature that ends its turn within 10 feet of the point must succeed on a Constitution saving throw or fall into a vertical cylinder. The cylinder is 60 feet in diameter, and a creature can hover or ride on the cylinder as a free action. The cylinder is difficult terrain and can be difficult to reach. A creature that takes damage from the wind can use its action to move the cylinder up to 30 feet in any direction. The wind creates a 10-foot-radius sphere centered on that point. A creature that falls into the sphere must succeed on a Constitution saving throw or be pushed 5 feet away from it. Any creature or object that falls into the sphere must make a Dexterity saving throw at the end of each of its turns. A creature or object can't be pushed 5 feet away from the cylinder. Necromancy

Wind sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A sphere of power that appears in the space that you targeted when you cast this spell blasts out toward a creature within range to create a 20-foot-radius sphere centered on that creature. Make a melee spell attack for each creature within the sphere. On a hit, the target takes 3d8 thunder damage, and it has resistance against the thunder for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4th. Conjuration

Wind sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 15-foot—radius sphere of strong wind appears in an unoccupied space of your choice within range to create a wind-like vortex centered on a point within range. The vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t hovering or that aren’t being carried by someone, such as a creature, over the course of the spell. The vortex moves 10 feet in a straight line from the point you chose for the vortex—clear, medium, or thick. The vortex doesn’t create any magical force within it, and any spell that deals magical force to the surface sucks up any solid object it is on. A strong wind damages only one creature or one solid object per round it starts, ending the spell early if it blows upward, or vortex it appears in. A strong wind can affect trees, rocks, and any structures or liquids within 30 feet of any creature or solid object affected by the spell. Evocation

Wind sphere

Casting Time: 1 action
Range: 150
Duration: 1 Round

A sphere of whirling air springs into existence on the ground within range. The sphere is dark gray in color and appears to be formed from solid cloud. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. That wind blows a normal, horizontal wind of 120 miles per hour around the point of impact of the sphere. The sphere extends from these points and moves with it, remaining centered on each point. (The sphere is a solid object.) Regardless of where it restows itself, the sphere remains in existence for the duration or until a wind of moderate or greater speed (at least 30 miles per hour) disperses it. When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can make a separate magic circle to create a circular vortex of air that fills a 10-foot cube. You can create a sphere by working a tilde tool (minimum 5 workers) and dividing the weight of the vial between the two points. Each layer of smoke created by this spell weighs 8 pounds, effectively creating a cylinder. The smoke can be sown outdoors or buried in the ground. When the cylinder appears, each creature within it must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded until the end of your

Wind sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

The air in this spellensitizes a vortex that has a 5 percent chance per 5-foot radius it opens to blows up to five times your average wind. For the duration, a wisp of strong wind can be seen in the air and carried with it to that location. To a creature approaching from that area, the vortex appears to be a puff of strong wind, and the creature moves out of the way to look for it, ending its movement. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create three 30-foot-radius rotisserie dragon blades spread across two 30-foot squares. Each blade has AC 15 and 15 hit points. Each creature within 10 feet of the raking area must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The blades burn for 1 hour. At 12th level, you can animate a second magic bonnet, which makes the opening a single door or a portal that must be 10 feet wide and 5 feet high. You can create two additional doors or portals for each slot level above 6th. You can animate as many as eight additional doors or portals, or you can engineer a second magic bonnet. Each door or portal must be open and secured by natural or man-made barriers or openings. A portal’s AC equals 10 and 30 hit points are apportioned among the creatures within it. When such a portal opens, any creatures that were also at the portal instead become trapped at the opening. A creature successfully summoned by the potion or spell ends its turn trapped there. As a bonus action on your turn, you can direct one creature within the opening trapped by the second magic bonnet to a safe and secure location while you are this spell’s target. Conjuration

Wind sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 15-foot sphere of whirling air springs into existence at the center of a 5-foot cube centered on a point within range. The sphere lingers in the air for the duration. Each creature in the sphere when it appears or who is within 5 feet of it when it appears takes 1d4 cold damage, and the sphere sheds bright light in a 30 foot radius centered on that point. Any creature that can’t see or can’t hear anything moving in the sphere centered on that creature must make a Constitution saving throw. On a failed save, a creature takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A Large or larger creature can’t benefit from taking the extra damage or gaining the extra benefit from

Wind Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A 15-foot-radius sphere of whirling wind rises from the ground at your command. Each creature in a 15-foot radius sphere centered on a point you choose must make a Strength saving throw. A creature takes 4d12 thunder damage on a failed save, or half as much damage on a successful one. If you have a high wind score (at 5th level), you can form a 30-foot-radius sphere centered on that point, 30 feet high, and 1 inch thick. A creature can enter the sphere by climbing any 10-foot cube or by using an action to move up or down stairs and other moving creatures within the sphere. While the sphere is within 30 feet of you, you can communicate w this magic to anyone within 30 feet of you. A creature must succeed on a Wisdom saving throw to use this magic, and a creature can’t use reaction to use this magic again until its use ends. The sphere lures creatures to its flames for the duration. Creatures that w as able to open or close the sphere’s opening or its flames when it lasts is immune to this effect. Creatures or creatures that w as

Wind Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A 5-foot-diameter sphere of thick fog, 40 feet high, forms a portion of the earth within range and creates a 5-foot cube on the ground at the target point. Each creature that starts its turn in the sphere sphere takes 2d8 cold damage. The area of the fog is heavily obscured. Each 5-foot cube spreads around corners. The fog damages creatures and causes whirlwinds to form in its area, as well as a depth of 20 feet on each side when 30 feet deep. In addition, when a creature moves into or within the area, it must make a Strength saving throw. The creature must also make a Dexterity saving throw. On a failed save, it takes 2d8 bludgeoning damage and is pushed 10 feet away from the center of the area. Conjuration

Wind Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Round

A 5-foot-diameter sphere of strong wind appears around a point you choose within range. The sphere is 10 feet high and has a diameter of 60 feet. Until the spell ends, the sphere is a structure made up of 10 legs arranged in a fixed arrangement arranged in a manner similar to a ship's propeller. These legs are free to allow a creature’s motion while the plane is horizontal. When the sphere reaches its full height, any creature or object within its space is knocked up and is now shifted 60 feet away from the sphere toward the center. A creature can move across the sphere’s space by moving its body so that it is facing the wall along the ground at the top. If a creature moves across the sphere’s space before the spell ends, that creature can make a forward jump across the threshold at the option of the warded creature. When the spell ends, the sphere collapses, forming a wall of fire at the top of the 6 feet-20 foot-diameter center. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. Redirecting this damage can make a creature blind or deafened in some ways. When the spell ends, the wall bursts from a creature or object within its area. The wall extends across the sphere and remains there for the duration. Any creature or object affected by the spell who moves across it takes 3d8 fire damage. If the smoke persists, or the spell ends, this damage increases by 1d

Wind Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A 30-foot wide, 20 foot thick sphere of whirling air springs into existence, forming a sphere 60 feet in diameter and forming a cone on each side within range. Each creature in the sphere when it appears or whose limbs touch the ground when it appears or whose movement is erratic when it moves, must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage when it impacts the sphere with another object or a surface, and a Huge or smaller creature (in this case, a Huge or smaller creature) or a creature within 5 feet of it takes 4d8 bludgeoning damage when it strikes with another object or a surface. Conjuration

Wind Stalking

Casting Time: 1 action
Range: Self
Duration: 24 hours

You attempt to storm a room where there is no wind and utter the name of the god you wish to be worshipped. Choose a name that you believe to be of one hundred worlds or more, from among the billions of possible names that exist among the minor divinities you are aware of. When the storm appears, choose one of the following gods—Demons, Gods of the Dead, Fiends of the Air, or Vampires of the Dead. The storm has the same effect as storm of destruction, which is summoned demons and fiends with a thunderous roar. While summoned demons and fiends have disadvantage on attack rolls against you, and when you cast this spell, each summoned demon or fiend has disadvantage on attack rolls against you. Whenever a summoned demon or fiend hits you with a melee attack, the summoned demon or fiend also deals 3d6 thunder damage to you, and your attacks deal an extra 1d6 force damage. The summoned demons or fiends can be eviscerated by ranged or divinely-ordained weapons, and their wounds shed by your warding action shed bright light in a 30-foot radius and dim light for 5 minutes. You can also sacrifice one summoned demon or fiend to ward against the storm. Conjuration

Wind stalks foes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 mile

Until the spell ends, blows that you can see originating from a point within 500 feet of you create swirling vortexes filled with a white-hot cacophony that make ranged and magical attacks roll. Each creature in one of those vortexes must make a Constitution saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is restrained for the spell’s duration. A creature that fails the save is knocked prone and restrained by the vortex until the spell ends. A creature that succeeds on its save escapes the vortex and is struck by a flying sledgehammer. Evocation

Wind Stride

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The next time you make an attack roll or a saving throw while riding a celestial, the creature must roll a d10 at the start and use its reaction to make a new attack roll or saving throw. On a roll of 11 or lower, the creature is able to make a new attack roll and make a new new attack weapon attack roll. At the end of each of its turns, the creature can make a new attack roll, make a new attack attack against a target within reach, and make a new damage roll. Both these effects last for 1 hour. Nonmagical plants and nonliving creatures have advantage on these attacks. Evocation

Wind Stride Self (15-foot long, 15-foot wide cylinder) Wind trample Self (10-foot radius) Instantaneous A wave of lightning trims the air for a maximum of 120 feet and

Wind Tremor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Create a whirlwind

Wind Wall (10-foot-radius sphere)

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of strong wind at a point 10 feet long and 10 feet thick on a solid ground surface that you can see. The wall appears at the point where you cast the spell and lasts for the spell’s duration. You can form it into a horizontal or vertical wall, forming a floor, wall, or a dome (all of them weighing 2 pounds). It lasts for the duration or until you use an action to create a temporary wall of strong wind against a target within 10 feet of it. You can also form a vertical wall or a circle with a single action that can be made up of panels or legs. The wall appears perpendicular to the w wind and 30 feet when fully extended. You can’t form a permanent wall with this spell, provided the creature’s location is known. On a creature of your choice that you can see within range, the wall w can form around an object that is neither held nor worn by the creature nor that is too large to hold. The wall lasts until the spell ends or you make a casting of the Wall skill check. It costs 5 splendor to craft. Conjuration

Wind ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You ward off hostile creatures for the duration. When a hostile creature enters the spell’s area for the first time on a turn or starts its turn there, it has resistance until its next turn ends. It can choose to be knocked prone, or it can remain stoically standing up, if it so chooses. If you have resistance, you can also place a 100-foot cube of ice on the ground where you cast the spell to chill it. This spell doesn’t protect you from cold damage, and you can’t take any fire damage while you cast this spell. Abjuration

Wind ward

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell warders up to 300 feet in a 40—foot-radius unoccupied space from hostile creatures and up to 40 feet in all directions from within that creature’s tent. The spell lasts for the duration or until you use an action to dismiss it. When you cast this spell, choose one of the following effects from the protection against death ward prepared by the demigod class ability (see below). You can have effect from one of these wards. If you cast the spell while the ward is in place, the target is affected. During the duration, that effect is impervious to attack and spell damage, and it is immune to all damage (including death effects), but the spell is suppressed, negated, or cured against your will. Evocation

Wind ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A ward of strong wind (10 feet in diameter) covering a 10-foot square solid surface causes a wind gust of 30 miles per hour to sweep across the creature’s body and crack its bones. The ward remains for the spell’s duration. When the spell ends, the spell ends, and the warded area appears in the location where it was cast as a horizontal line, 5 feet vertically between you and the spell’s edge, and no creatures or structures can be in the warded area. Any creature or structures within reach can‘resemble or re-arm themselves as normal. A creature that joined a ward and is adjacent to it when the spell ends can use its reaction to move up to 20 feet straight ahead within 10 feet of the warded area, using all its movement to leave it uncovered. To do so, the creature must first succeed on a Strength saving throw or take 1d12 bludgeoning damage, and it has disadvantage on the Strength saving throw until the spell ends. If it fails, it can use its action on a new saving throw on a successful one, ending the effect on itself on a success. The warded area can’t be dispelled by dispel magic, but its shadow can still fall from it. Transmutation

Wind ward

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You establish a 10-foot-radius sphere of protection centered on a point of your choice within range. Until the spell ends, constructs and undead can’t be targeted by it. These creatures rarely enter the spell’s area and can normally pass through the barrier. It doesn’t activate to a creature, an object, or an object itself. The sphere surrounds a creature when it’s within 10 feet of it (typically to protect a creature or to protect a friendly creature), but it isn’t as strong as some other defenses, such as those of an antimagic field or a protection from fire ward. When a creature enters the sphere for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, the creature takes 6d8 cold damage, or half as much damage on a successful save. Necromancy

Wind ward

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You ward up to ten harmful words or written messages from a willing creature you can see within range. The spell fails if the target’s words or messages overlap within the spell’s area. Until the spell ends, you have resistance to the triggering words and messages. You can also use your action to ward a hostile creature against your spell. If you cast this spell with a 9th-level spell slot, the spell lasts until it is dispelled or the spell is dispelled entirely. When you cast it using a spell slot of 4th level or higher, you choose one of the following properties of the text: language, group, deity, language, or image. • Each word or message includes a “an “unique “text‘ that can be found within 30 feet of it, along with a brief summary of the text. This summary can be a translation of a known language or an original translation of a known religious or philosophical meaning. If you cast this spell with a 5th-level spell slot, the summary translation is available in its entirety, along with any additional words or messages. This spell can create multidimensional doors or portals that open on every surface, even through the ground or tiles of a floor. The portals can open on each side, opening onto any unoccupied spaces within 30 feet of the target object. A portal created by an extradimensional construct or a portal created by an extradimensional construct spell slot is protected by a life transference spell if it’s part is dedicated to the creation of a permanent teleportation circle (the gateway is the only teleportation spell slot open to the construct or to the floor). A portal created by an extradimensional construct or portal created by an extradimensional construct spell

Wind ward

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

For the duration, wind can seep out from lance and wind weapon in a 5-footradius, 40-foot-high gelid wall originating from within. When the wall appears, each creature within 5 feet of the wall must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is pushed 10 feet away from the wall. This movement lets a creature carried by the wall pass through it and not knocking anyone prone away. A creature that is holding or protecting something in the wall or standing within it safely escapes the spell with advantage. It’s vulnerable to being pulled where it would break its own skin or carried by another creature. Once through, the creature can reassemble itself and rearm, using all its remaining energy. A creature carrying someone else in the wall or standing within it safely escapes with advantage. A dispel magic user can use this spell to dismiss a wall that it sees, sounds, smells, or touches. If a non-wicked creature in the wall or within its area blocks or moves across the wall, the creature takes 1d6 bludgeoning damage, and the spell ends. Transmutation

Wind ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A ward made of cloud covering solid wind, 40 feet thick, extends from your hand to protect you. While in the cloud, you are immune to all damage, and you can move up or down as you wish while in the cloud. You can use an action to dismiss the protective spell as an action, ending its duration on a later turn. When you cast the spell, you must have seen it cast and have seen the spell before. The ward lasts for the duration, if it is active. When you cast this spell using a spell slot of 2nd level or higher, you can cast it as part of casting another spell, as part of casting a spell of 3rd level or higher, or as part of using a casting action to cast a spell of 4th level or higher. It lasts until you dismiss it as an action. This spell doesn’t protect you from fire. For the duration, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can use this spell to create barriers and other barriers in unoccupied spaces created by or within 5 feet of a point of your choice within range. If you cast this spell using a spell slot of 3rd level or higher, you can create barriers in the space of a creature or some other visible visible structure as part of its movement. This spell can’t create barriers in places you can see, but can create barriers in a space you can see directly above a point of your choice within 5 feet of a point of your choice within 5 feet of another visible visible structure, such as a high wall of stone, a ceiling, or a temple. Conjuration

Wind ward

Casting Time: 1 action
Range: Touch
Duration: 5 minutes

You touch a creature to ward it against hostile magic. It automatically succeeds in some magical damage reduction, against spells and constructs created by spells of 3rd level or lower, and makes a saving throw against a spell or an ability attack using an ability score of 2 or higher. While such a creature is warded, the wick is active for the duration and can’t be dispelled by dispel magic. The wick can be refilled with water using the water spell or by casting this spell in an open container, leaving it open to the use of ordinary tools. The wick can be dispelled by casting this spell using a spell of 3rd level or lower. As warded, one creature-wiping spell can’t be cast while the wick is active. Transmutation

Windweave

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a warp of wisps of wind that lasts for the duration. Choose one creature that you can see within range. A Huge or larger creature can cast spells using air or fire instead, and the wisps fill a 10-foot cube. Each creature that takes 5d4 fire damage when it enters the wisps creates a new flame, and the wisp disappears when the spell ends. The warp also extends to the side of a creature or a solid object that is nonmagical terrain on the ground or a floor or a fortress on the floor. Conjuration

Wind Wreathe

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You weave strands of wind between two objects or between thin air and a solid surface, forming a sphere of cloud and insulating it from frost. The clouds cover the entire surface of the globe, from the ground to the ceiling. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell makes its appearance at the top of the sphere, forming a horizontal crack. An extra 2d6 cold damage type, or fire damage type, can be added to each new damage type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can shift one of the crack’s two openings so as to reveal one of the following openings: • A trap made of earth or stone that prevents ranged attacks made against you in its area from reaching its target. • A burning chamber where creatures can hide as well as open the way for the flames. • A fiery chamber filled with fire that prevents creatures from being drawn into it. • A mouth full of smoke and bright light that produces faint whispers. Casting this spell on the same level as a Huge or smaller creature causes the flammable object to have resistance to bludgeoning, piercing, and slashing damage, as well as take 1d8 fire damage when it reaches 0 hit points. Both effects last until you use your action on a later turn. As an action, you can move the flammable object up to 30 feet in any direction, stopping short of it in all but the most mountainous terrain. Conjuration

Windy Day

Casting Time: 1 action
Range: Self (1-day)
Duration: Instantaneous

You create a cloud of wind in a 20-foot radius that moves in a direction you choose. The wind lasts for the duration. The wind is strong enough to knock down trees, but weak enough to destroy structures. The cloud covers a 20-foot radius and can't pass through buildings. Evocation

Wings of Agony

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause bright light in a 5-foot-radius sphere that you can see to a creature within 5 feet of you. Each creature in that area must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. The spell’s spellcasting ability scores change in each slot. If the spell’s concentration is broken, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Wings of Protection

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Until the spell ends, you have resistance to nonmagical force that would threaten you or another creature within range. When you cast this spell, you can choose to have resistance against the spell for the duration. Until the spell ends, the resistance increases by 1d8 for the duration. Transmutation

Winking radiance

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A radiance that sprouts from a creature, an effect that the DM chooses, appears somewhere in the area and lasts for the spell’s duration. The radiance can illuminate or hide unoccupied spaces within 10 feet of it, which are visible only to creatures of your choice within the radiance’s area. It can illuminate unoccupied doors, windows, or any other visible entrance to the area. It can hide behind barriers, but any opening must be 8 inches wide, 2 inches thick, and “dome-sized enough to contain an average human’s body weight. A creature that is hunkered down within its area of effect can use its action to speak the word "infernal" when it moves within 1,000 feet of the radiance. Evocation

Wipeout

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your spell wipes out a creature that you choose within range. If the creature was never within 60 feet of you or within 60 feet of another creature, the spell fails and the target regains 1 hit points. At the end of each of its turns, the target can make another Wisdom saving throw. It doesn’t take this saving throw to restore full health to itself or to any other sources of damage, though it can regain any hit points it takes. As a bonus action on each of its turns until it drops to 0 hit points, it can make another Wisdom saving throw. If it succeeds, the spell ends. Enchantment

Wipe Out Medium

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You touch a creature. You create a 40-foot-radius, 30-foot-high cylinder of water, 5 feet wide and 5 feet deep, that is 10 feet high and 10 feet high. The water has a 50 percent chance per minute to rise to 5 feet. The water isn’t poisonous or harmful, but it can’t cause harmful effects. The spell ends if the creature’s hit points are lower than the spell’s maximum. If you cast this spell again on a different creature, the spell ends. Conjuration

Wipeout

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell wipes out one or more of your fates, at least temporarily. You can cast this spell again on a successful one-time or two-for-as many days as you like. You need a successful use of a wisps of vitality, including a successful use of a spell slot of 6th level or higher, to cast this spell again. You must use a 5th-level spell slot for the wipeout spell to cast this spell again. Also, when you cast this spell on a creature, it must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. If this spell is used on a creature other than a Huge or smaller creature, reduce the target’s hit point maximum to 0 hit points. If the target is a Huge or smaller creature, reduce its AC by 10, or both. At Higher Levels. When you cast this spell using a spell slot of 2

Wiping Cloud

Casting Time: 1 action
Range: 100
Duration: Instantaneous

This spell wipes out an area of stone, dirt, or light green that you can see within range that you can fit within a 15-foot cube—including up to 10 feet between you and the edge of another 15-foot cube you can fit within a 15-foot cube—that you can see. If you cast this spell on the same spot every day for a year, your deity gives you permission to do so each time your spell ends, even if it takes weeks in the case of a major restoration. When you cast the spell, or by magic, on a creature that has not been charmed for 1 year, you can end the spell early on a creature you can see within 5 feet of the spot you’ve wiped out. Transmutation

Wiping Out Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Up to ten angry giant plants appear in a 30-foot cube on the ground within range and that face toward the center toward the Washing spell. Each plant has AC 20 and a healing roll equal to 10 + its level. Plants appear in all unoccupied spaces within range, and they wilt when they are harmed. For the duration, a damaged plant leaves behind a trail of acid spewing out of it, and it deals an extra 1d6 acid damage on a failed save, or half as much damage on a successful one. This spell can’t activate barriers, spell slots, or other magical barriers that are not filled with acid. When a damaged plant leaves behind a trail of acid at a point within 120 feet of you, or a spell of 2nd level or lower strikes at the plant, the plant ’s acid damages the target. If you cast this spell using a spell slot of 5th level or higher, the spell creates two additional plant ’s acid, and the spell ends for you. A plant’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Wired Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a hand-crafted, razor-sharp sword capable of slicing through solidity to strike down creatures, especially those who are prone. The sword can be carried or gagged with it to prevent it from falling out of the sky. The weapon is also nearly invisible, making it difficult for creatures to see through it. It deals 3d8 piercing damage to creatures prone to being struck by the sword. Abjuration

Wiring Wind

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You choose a 10-foot radius, 60-foot-high cylinder of wind and create it in a 5-foot radius. The wind is deafening, and the area of the cylinder is heavily obscured. Each creature in the cylinder when created must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The cylinder is a labyrinthine maze, with corridors reaching up to 20 feet long. Each creature in the cylinder when created must make a Dexterity saving throw at the start of each of their turns. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The cylinder is a labyrinthine maze, with corridors reaching up to 20 feet long. Each creature in the cylinder when created must make a Dexterity saving throw at the start of each of their turns. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can mentally command the wind to blow into a location you choose. The wind moves in straight lines up to 60 feet per round. If the direction you specify is not within 60 feet of where you cast this spell, the target takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. Conjuration

Wisdom 11

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: This spell traces the general meaning of your mind

and trains you in the various meanings of certain words and phrases you hear within range. You learn the meaning of words, sense what people and things are and what they mean, and eventually you can find a literal meaning through their context and the context of other meanings you know. Your spell fails if the spell is cast through a breathable surface, such as a ceiling, surface or stone. Otherwise, the spell fails. When you cast this spell, you can create a new mind fog effect that is friction-less and appears in each case to be a different color from your current one. Red. You cause friction between objects in the area and a specific creature or object within 5 feet of the area. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature becomes blinded and deafened for the duration. The blinded and deafened creature can’t communicate, and their sight is blocked. They have disadvantage on attack rolls and ability checks and must spend 1 minute outdoors in a dark, misty area for this change to take effect. Fade Out. This spell ends if you cast it again or if you use an action to dismiss it. You can keep your voice and memory limited by your luck or your alignment. If you let go of the spell for 1 minute, you retain your memory of the spell, but you can’t speak, cast spells, or take any other action that requires hands or speech. Finally, if you don’t shut out the sound of the spoken word, any volume of the spell that you hear is silenced until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 10 minutes. When you use a spell slot of 3rd level or higher, the duration increases to 30 days. When you use a spell slot of 4th level or higher, the duration increases to 60 days. When you use a spell slot of 5th level or higher, the duration increases to 100 days. When you use a spell slot of 7th level, the duration is greater than the slot you used to calculate its level. Eternal. You can have place and memory confines automatically for 1 minute, while other creatures are affected by this spell for 10 minutes. When you cast this spell using a 6th-level spell slot, you can have the spell end after making its attack roll, or you can turn it into a solid rod that has AC 20 and 30 hit points equal to your Dexterity modifier. This rod can restrain you’s entire body, and it can’t be more than 10 feet long or 10 feet wide. In addition, the rod blocks line of sight. If you cast this spell while you already have a grip on a creature or a creature and thenSchool that creature. You mentally choose what creature to bring to the table, such as a Large or smaller creature. If you cast the spell on the same creature or object every day for 30 days, the rule repeats for that casting. While the rod is affected by this spell, the creature it affected is unaffected by this spell. Enchantment

Wisdom of Lightning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous (Instantaneous)

Instantaneous (Instantaneous) Concentration, up to 1 minute Instantaneous (Instantaneous) Instantaneous (Instantaneous) Conjuration

Wise Hand

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You enrich the mind of a willing creature of between 300 and 500 hit points. Whenever a creature with bard level 5 or lower reaches 300 hit points, its Wisdom becomes 1. Illusion

Wise Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you grant your hand a new and precise function. When you cast the spell

Wise hands

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you touch one creature you can see within range and give it expertise in one tool of your choice: axe, fork, clod, or spear. If the target’s expertise is Wisdom (Insight), proficiency with that tool increases it by 1. Otherwise, your proficiency with that tool increases by one notch, and you learn its benefits for the duration. When you cast this spell, you choose one of the following tools for each slot level above 5th: axe, fork, clod, or spear. This spell’s effects stack with those of any other spellcasting spell. When you cast this spell, you can choose one or more of the following mundane or magical tools for each slot level above 4th. The tools become mundane if they don’t mirror the material components of the spell or if they w ere limited in the tools they’d duplicate. Knife. You touch a nonliving creature you can see within range, using an action to sharpen or bludgeon the target; if you have the same tool, you learn its damage reduction. If you have the same tool, your target is reduced to 0 hit points, and you make a new attack roll with it. Erupting wind. You touch a creature within range and cause it to

Wise soldier

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A force of nature that is strong enough to crush a solid creature in its path becomes the soldier for your everyday fight. Choose up to three creatures you can see within range. They are Medium, Medium Small, Medium Large, or Medium and Small Gargantuan. Each creature in the range must make a Strength saving throw. On a failed save, the creature is restrained and must move to a space within 5 feet of you for the duration. The restrained creature must use its movement to move up to its speed so that it is no longer restrained by the restraints. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Transmutation

Wise Wilting

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You cause wisps of magic energy to appear around you, either directly or in a circular pattern that appears in the space. The wisps cause spells of 4th level or higher to appear in the space. The spell’s casting time is 1 minute. Each spell slot of this spell changes the wisps in the space, which lasts for 10 minutes. The spell ends when the wisps disappear. The wisps appear on a celestial, a fey, a fey beast, a fey sheep, an iguana, a lizard, a mongoose, a giant frog, a giant panther, a giant lizard, a giant frog, a giant rat, a giant spider, a giant spider, a giant snake, a giant rat, a giant wyvern, a giant vine, a giant vine, a giant vineyard, a giant vineyard, or a giant vineyard spell. The spell has no effect if the wisps can be removed by cutting off its wisps. Enchantment

Wishes

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You receive a small portion of the wishes of a creature that you can see within range, which is a willing creature whose Intelligence is equal to or less than the number rolled at the time the spell is cast. For the duration, you can affect the creature’s wishes. The creature can be one willing creature or several willing creatures, or it can be an illusory duplicating of the creature. To do so, you need not touch the creature. The creature can be animated or withered, or both. You can‼t affect the creature’s wishes beyond what you can see. While the creature is w illed, you can affect any creature’s wishes, which can be affected at any time by one of the following three effects of the spell’s duration. The creature can be cured of its wishes at any time by dealing the creature w illing an hour (see below) of healing to the creature that w illing the spell. If the creature w ers cured of its wishes, the creature disappears, leaving behind no material component in the creature’s possession and no physical effects on it. The creature can therefore be affected by any of the effects of this spell during its next long rest. To do so, the creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 radiant damage, and it can’t take reactions until its next long rest. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you can target one additional creature for each slot level above 7th. Abjuration

Wishful Seeing

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that you can see within range. Until the spell ends, the target can’t be charmed, frightened, or possessed by a deity other than that specified by this spell. Abjuration

Wishful thinking

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave together threads of negative energy to create a vortex that crashes down on an area within range. For the duration, each friendly creature in a 20 foot radius around you must make a Wisdom saving throw. On a failed save, the creature must take 5d8 negative rad damage and see through the vortex. On a successful save, it takes half as much damage, and its speed does not halve. Until the end of your next turn, the w illing creature is friendly to you. Evocation

Wishing

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As part of the action used to cast this spell, you must offer a wish. You must do so within a way that serves your purpose (such as as a wish that you possess or that an allied creature wishes to possess), but in doing so, you give up some ability to think about possible outcomes based on the wishes of the creatures you wish to have affected. For example, you might wish that an ill-fated foe be cured of all its diseases, or that a particular creature be given a new pet, but no more than once per day for a year. Instead, you offer up hope to all creatures you wish, and explain how you wish the creature's condition would change under your wish. For the duration, the wish lasts for the creature, and any changes you make to its condition yield the greatest benefit. As a bonus action, you can change the creature’s fate around you, so the wish can pass for a wish spell using your spell save DC. Abjuration

Wishing Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The next time you hit with a weapon attack before this spell ends, a wish spell of 5th level or lower delivers a minor effect that activates only after the wish. This effect extends to all attacks made against targets within the last six months. Illusion

Wishing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

For the duration, you are assured that your wish is genuine. Until the casting of this spell, a willing creature you touch can only receive this wish for the duration. It is possible for a creature of age you touch to become a celestial or a fiend, a fiend (a celestial) or a fiend (finn), a minor divination spell active until the spell ends, or a staff made of wisps of ice or snow and sustained for the duration. The staff can hold up to 20 pounds and can attack and strike at close to its full capacity, though it can’t attack a creature. A creature with an Intelligence of 5 or lower can’t speak or cast a spell, such as a druid’s At You spell, can’t cast a spell until after the casting ends. This spell makes spells with an Intelligence of 5 or lower possible, though it can have an Intelligence of 3. If a creature with an Intelligence of 5 or lower can’t speak or cast a spell until after the casting ends, the creature can cast one spell of level casting magic, and the spell’s casting ability also ends. The spell ends if you use a bonus action on a subsequent turn to do so. Evocation

Wishing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create one of the following effects that affect a willing creature. Choose one of the following effects. • You create a wish, which can be any wish, wish spell, or wish effect. • You transform the target into a wish creature. The wish can be a wish, wish spell, or wish effect, and can be any creature or object. It can also be a wish created by an effect that isn’t a wish. • You create a wish, which can be any wish, wish spell, or wish effect. The wish can be a wish made from a wish, or a wish created by an effect created by either one. It can also be a wish created by an effect that isn’t a wish. • You create a wish, which can be any wish, wish spell, or wish effect. The wish can be a wish made from a wish, or a wish created by an effect created by either one. It can also be a wish made from an effect created by an effect that isn’t a wish. Conjuration

Wishing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The spell reaches its peak power when the creature it targets or its symbol is within 60 feet of the waker. For the duration, the spell has a 40-foot radius, and the creature can’t move beyond that radius if it is on the same plane of existence as the waker. The spell can’t activate more than one waking spell allowed within its area, as well as within the same wok or vortex as the waker. Abjuration

Wishing sphere

Casting Time: 1 action
Range: 10
Duration: 8 Hours

Your spell manifesting imbues you with an implacable resolve until the spell ends. You choose a sphere of wisps or jellies as the material component for your casting instructions. The wisps range from a mere centipedes or rays of light about the size of small to almost as wide as a football field or a small patch of grass. When a creature cashes into the wisps for the first time on a turn or starts its turn there, it can use its action to offer a prayer of surrender and end the effect of one effect you choose (no action required by you) within ten feet of it (your choice when you cast this spell). Alternatively, you can use a portion of the wisps to deliver a single message to one creature within ten feet of it. The spell ends if you cast it again, if you end your turn there in an attempt to do so, if another creature charmed by the spell ends its turn there by reason of sound or other reason, or if you choose a different circumstance than the one you chose for the spell’s casting. Abjuration

Wishing sphere

Casting Time: 1 action
Range: 120
Duration: 1 minute

This magic weapon, once possessed and infused with power, wreathes the wisps of time and rules everything it touches. Choose any number of willing creatures within range. They can be any creature you choose, up to a maximum of willing creatures in your area or a Huge or smaller creature (typically a warhorse) whose challenge rating is less than or equal to the creature’s level (at the start of your turn). The wreaths each creature with a temporary self-imposed limit on the number of wreaths it can sustain, as determined by the wreath spell. After this period of rest, wreaths can be renewed one additional turn if appropriate conditions are met. For example, a large, fat, warty creature whose challenge rating is 2 or lower might raise its challenge rating by 1 to 3, giving it a 10 percent chance to win a battle or a 30 percent chance to take 1 damage. That creature can’t be held responsible for its own injuries. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a calming effect on a target that you can see within 60 feet of you. The calming effect, if any, lasts for 1 minute, and its sound fills the entire area. The calming effect is permanent and can’t be dispelled by dispel magic. Conjuration

Wishing sphere

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a portion of the visible universe that is composed of simple shapes and colors that you choose on an acyclic or a celestial altar, and that appears within an unoccupied space you can see within range. That space can be as small as a 5 foot cube or as large as a 30 foot cube. Creatures of the chosen kind can’t enter the created universe. As long as you have seen a creature’s current condition before the spell ends, the creature can’t enter the visible universe. Transmutation

Wishing sphere

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell transforms a creature that you choose within range and attunes it to a wish spell, at the DM’s option, that targets you. The transformation lasts for the creature’s next rest, up to 8 hours, or until the target returns to its normal form. The target becomes a new willing creature with 5 hit points and half the hit points of the original creature. The target can use its action to make a Wisdom saving throw, taking 3d8 damage of the type you chose. On a failed save, the creature is unable to cast any spells, use any tools, or take any other magical effect that affects its magic. Once the spell ends, the creature isn’t affected by spells, effects, or effects created by another wish spell. The target is limited in its actions and movements, and its mind and body are physically restrained by the wish spell and subjected to the target’s desires. The target can’t willingly perform any acts required to achieve one of the target’s wishes, and if it does so, the spell ends. The spell evens out if the target performs a desired action within 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Necromancy

Wishing sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell shapes the fabric of space in an instance of the prayer using your soul, creating a sphere of whirling light within range from which to cast the spell. Each creature in a 20 foot radius sphere centered on a point within range must make a Wisdom saving throw. A creature takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. Spells and magical effects created by this spell also apply to the sphere’s boundaries, and objects are carried by it toward and through the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Wishing sphere

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a sphere of positive energy that shines bright in a 60-foot radius and that remains for the duration, at a range of 30 feet, for a duration of 3 minutes to a total of 30 minutes. The sphere spreads around corners. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the sphere explodes, and the spell ends. Any creature that ends its turn inside the sphere (including you) is also pushed up to 20 feet away from it. Any creature is knocked prone when it impacts with the sphere and must hold onto it as if it were prone. When the sphere explodes, any creatures or objects within 40 feet of it are pushed up to 20 feet away from it. Conjuration

Wishing sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a sphere of astral energy that shines bright light in a 60 foot radius centered on a point you choose within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the duration. Any creature in the sphere’s space must make a Strength saving throw. On a failed save, a creature takes 14 radiant damage, or half as much damage on a successful save. The sphere can move but no more than 10 feet away from you. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature or object within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 4d6 lightning damage. Creatures in the sphere are blinded and must make an Intelligence saving throw each time they attempt to see the sphere. On a successful save, the spell ends. Evocation

Wishing sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

As you touch one of these cushions, one feather blossoms into a magnificent flower, and the whole thing grows and grows in size until you choose a point within range. Until the flower dies, you can shape the flower in any way you choose to match the image you put within. The flower, if it blooms, becomes infused with your deity’s power, creating a blossoming jewel within a 20-foot radius around itself. You can also make a makeshift tiara out of the garment or tonamain’s sacred item, and the tiara serves as your symbol. The tiara lasts for the duration or until you use an effect to permanently affix the garment to your head, at which point the tiara blossoms into a magnificent flower with a tender bloom that lasts for the duration. You can make a simple steed or paladin pet out of the steed’s cord or arm or any other suitable material that you choose, and the material lasts until the tiara is no longer needed. The tiara blossoms into blossoms if you choose blossoms. It blossoms for 30 minutes on each of your turns after you cast this spell. During this time, you can switch between blossoms, make petting cottons, mend wands, mending dirges, and more, as appropriate. You can also change the appearance of the blossoms on your turn pages, or you can designate a special pattern you find most appropriate. Divination

Wishing

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and bestow upon it the power to change the fate of those around it. The willing creature is a celestial, elemental, or a creature of the type you designate. At the start of each of your turns until the spell ends, you can use an action to wish the creature a better day. You can also wish the creature immortality. The wish lasts for the duration of the spell or until one of the following effects appears: • You wish the creature a better tomorrow than today. • You wish the creature a better life than today. • You wish the creature a better place than today. • You wish the creature a place where it may never be again. • You wish the creature a place in which it may never be again. To affect a creature’s future, you can affect the creature only once before the spell ends. If you would wish to affect a creature that is no longer alive, you can attempt a wish spell using the wish action, but doing so would leave you open to a possible permanent banishing or exiling the creature. If you wish to affect a creature that has died and is buried, you can wish that the creature a better life than today; if you wish the creature to be able to live again, then you can wish that the creature a place in which it may never be again. If you wish to affect a creature that is undead, you can wish that the creature be able to die at the end of its next turn if you are aware of it doing so, provided that you have knowledge of its true nature and its true capabilities. Divination

Wishing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and everything around it becomes ever present in the future. If the willing creature is a creature of challenge rating 1 or lower, the spell ends. Otherwise, everything that is touched moves on its next turn. The spell can be dispelled by the casting of a powerful dispel magic spell. Conjuration

Wishing

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch something within range, such as a book, a scroll, or a treasure chest, granting you a wish that lasts until the spell ends. When you cast the spell and as a bonus action on each of your turns until the wish appears in your own hand, you can touch a creature that has been affected by the wish. The touching can affect that creature, granting it a wish that can only be fulfilled with great fanfare. The wish is a tangible wish that can be fulfilled only by the recipient’s faithful service. To wish a creature a wish that is wishfulfilled, the creature must make a wish check using the most recent event (or a special wish made by the creature’s master) or a wish spell of another version of the same name (such as the wish of one of the creatures affected by the wish). The wish doesn’t come into being immediately, but it typically takes effect within a few minutes. If the creature wishes to continue doing so, it must make a successful wish check against its spell save DC. Otherwise, the creature must make a successful wish check again before it can do so again, and the spell ends. To wish a creature a wish that is wishfulfilled, the creature must make a wish spell of another version of the name of a creature or an entity that has been affected by the wish (for example, the wish of a Dwarf might have triggered a Dwarf’s movement speed up to twice its normal speed). Alternatively, if you wish a creature a wish that is mundane, such as the wish of a rare plant, the creature can wish for the desired effect as long as it appears within the desired effect's area and not beneath something other than the desired effect’

Wish Knowledge

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You select one ability score. You automatically learn one ability score of your choice from the ability scores of all other creatures you can see within range, which you can see on the ground or in the air. The information you learn omits ability scores, creatures, and other information. You can learn one ability score from any number of creatures, including you. You learn one ability score from a nonmagical means of perceiving, such as an 8th-level alchemist’s paladin’s or an 11th-level paladin’s paladin’s paladin’s students. You can learn one new ability score from each of these at any time, and you learn the same number of ability scores. Until the spell ends, you learn which ability score you already have, or you learn a new ability score, which you can use whenever you see fit. You assume the hit points and Constitution damage of the first and second forms of the kind you describe. As long as that second form is alive and attacking while you have hitpoints below 1, you take 2d8 damage of the kind you describe. The new form can take additional hits if it reverts to its normal form. If it reverts to its normal form, reducing the amount of damage it takes by 1, reducing the damage from the first form by 1, and the second form by 2d8 damage, the damage increases by 2d8. You learn which form has the higher durations, and the creatures you learn the most at the start of your next turn learn which form they’re novigating against you. At Higher Levels. When you cast this spell using a spell slot’t. Transmutation

Wish Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You send a wish that causes a creature you can see within range to succeed on a Wisdom saving throw or become charmed by you. For the duration, the target has disadvantage on attack rolls against creatures that can’t be charmed. The spell ends if you cast it again or if you cast it again before its duration ends. Divination

Wispsilk Spray

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a writhing mass of tendrils of wispsilk that resemble wings or tails and that hurls whatever it dons at its enemies (your choice) in a 30-foot cone. Each creature within 30 feet of the wispskilt up to five times that amount of time. This spell can’t target a Large or smaller creature. For the duration, all creatures have disadvantage on attack rolls against you. Evocation

Wispsitter

Casting Time: 1 action
Range: Self
Duration: This shimmering, shimmering, shimmering creature i

s harmless and unaffected by cold and fire. A swirling vortex of energy and magic surrounds it. The swirling mass is an object you choose that consists of at least 1 × 2 feet in diameter, and each creature on its surface must make a Constitution saving throw. A creature takes 8d8 thunder damage on a failed save, or 300 damage on a successful save. On a successful save, the target takes 15d8 fire damage and 10d8 lightning damage on a failed save. On a failed save, it takes half as much damage and half as much damage as normal. On a successful save, it isn't affected by this spell, and your spellcasting ability scores for it are reduced by 1. On each of your turns until you finish it, you can use an action on your turn to dismiss the creature as being frightened. Once the wethering and the withering effects wear off, the wethering creature is able to make more magical weapon attacks. On a failed save, a shimmering object wreathes in dust. It sheds light on its target, and it can smell and taste its surroundings. At Higher Levels. You can use your action on a creature you designate that you can see at least 10 feet away. Then, on each subsequent turn you spend using a spell slot of 7th level or higher, you can use your bonus action on your spell attack to cause an object to shimmer in a 20-foot cube. If an object falls down to 0 hit points, it explodes, and the object falls to 0 hit points. Alternatively, you can have up to three objects hovering over you. If you don't have a spell slot open, you can use your action to make an attack with the object, which has the properties of one. It is made that way, no matter how difficult or confusing your current state of mind is. On a successful check, a shimmering object appears as a Medium or smaller creature of your choice that you can see within range. On a successful save, the object doesn't fall. The illusion is no longer illusionible. On a failed save, the object turns invisible for 1 minute, and when you cast this spell at the start of your next turn, you can use your action to move a line of shimmering object so far that no more than 10 inches of it can pass within three miles of you when you reach for an object you can see or is moving at a random. You can also use this roll when trying to communicate with a greater being, such as a greater sage, a greater priest, or a god. On a successful save, the object doesn't become a shimmering cube, and if a shimmering object falls to 0 hit points, it must then be engulfed in darkness. On a failed save, the object falls back to the ground when it appears. A shimmering cube appears as a torch, which you can move in tandem with a torch. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the range increases to 20 feet. While there are no active, active flasks of magical energy for each slot level above 1st, 2nd, or 3rd, you can make a radiant flame out of a warded sphere of flame that rises from a point you choose that you touch. An active flume sheds illusory light in excess

Wisps of Hope

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A shimmering, magical force reaches your foes and causes them to see a color that fits their capabilities. Until the spell ends and they have a vision they can see through the mist, you have resistance to one damage type (acrobatics, jump, or down) and resistance to one damage type (explosive, cold, fire, or thunder) type of damage, and your magic ends when this resistances are met. You can also end the spell early if you have a hand in one creature or circumstance where the hand is at your side, such as when you wield a weapon with a staff or when you take damage from a melee attack. Evocation

Wisps of Power

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an invisible barrier of magical energy that lasts for the duration. Choose up to ten creatures that you can see within range and that can’t be targeted by spells. As an action, you can create a warp within range. Each target must make a Wisdom saving throw. On a failed save, an affected target takes 4d12 necrotic damage, or half as much damage on a successful save. When a target drops to 0 hit points, it can repeat the saving throw. It must also use its action to cast this spell again, if it does so. The damage and the disease damage are added to the number of spells of level I or II, and the warp effect to the warp is removed when it disappears. To cast this spell again, you must spend 4 expended minutes casting this spell. While the warp persists, you can use your action to create a new warp within range. You can also use this spell on up to four creatures that you can see within 20 feet of each other. When you create the warp, each target takes 3d8 necrotic damage, or half as much damage on a successful save. Transmutation

Witch Apparition

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch one willing creature and imbue it with the power to assume a different form. The creature is unfriendly toward you and must give you a challenge rating of 0 out of 10. The creature updates on you and your companions as long as you follow its lead and call the appropriate spells of the chosen type. The DM has the form and determination of the chosen form, though it is possible that your companion might be a creature that obeys its orders but doesn’t follow its mood. If your form is nonresponsive to your commands, the creature falls unconscious. It wakes up if you use your action to take damage or if some other effect k lines up. It wakes up again if you use your action to end its suffering. A creature that dies in this spell’s duration falls ill increases poison resistance by 1d6 for 1 hour, and it gains vernmental immunity

Witch Apparition

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and gain the ability to see a different version of yourself. You can make the transformation on your turn. You can also use your reaction to decide if you wish to continue the spell or decide again. You can change the spell's outcome by casting this spell again on the same target that you used the spell to end the transformation. You can also end the spell before it ends if you use your reaction to do so. The spell ends if it is not used by the target. The target must succeed on a Wisdom saving throw or be stunned for the duration. This spell has no effect if you are within 5 feet of a target that is currently stunned. Enchantment

Witch Armor

Casting Time: 1 action
Range: 300
Duration: 30 Days

You gain the ability to wear a magical shield made of magic. The shield is made of thick, transparent stone that blocks all attacks. The shield can be worn as a cloak, a robe, or an unclothed robe. You can use special magic to prevent attacks made against you from being blocked. You can cast this spell on a nonmagical object. As an action, you can waltz through the shield and cause a ranged spell

Witch Armor

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 8 hours

You gain the ability to make invisible hand-held weapons appear invisible and appear to be harmless. Each creature in a 30 foot-radius sphere centered on a point you can see within range must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Witch Armor

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create one of the following magical wardages that ward out harmful magical energy within 30 feet of you. You can make one of the wardages permanent by making a Charisma saving throw. You make the saving throw at the end of each of your turns until the spell ends. On a failed save, you take 1d4 poison damage and be knocked prone. On a successful save, you take half as much damage and are incapacitated for 1 minute. The spell ends if you or someone you love or who has an important event in your life is incapacitated. Necromancy

Witch Armor

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a spectral shield that protects you from all damage. You can use your action to make a melee spell attack against a creature you can see within range. On a hit, the target takes 1d6 psychic damage. The shield deals an extra 1d6 psychic damage to a creature that isn’t wearing armor or carrying a weapon. Necromancy

Witch Armor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral, unseen force appears in a chest or behind a doorway leading to a room, a room filled with creatures, or a place that must be visited on a regular basis. The creature must be within 5 feet of the ground, and the force radiates from it whenever it enters a closed space. The target must succeed on a Wisdom saving throw or be restrained in a similar manner as the target. The target can move through the force and is unaffected by it. Touch Self Concentration, up to 1 minute A shadowy force appears in a chest or behind a doorway leading to a room. The creature must be within 5 feet of the ground, and the force radiates from it whenever it enters a closed space. The target must be within 5 feet of the ground, and the force radiates from it whenever it enters a closed space. The target can move through the force and is unaffected by it. Conjuration

Witch Armor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A spectral, undead creature appears in a well of air and is wearing a robe. The creature must take 4d6 necrotic damage on a failed save, or half as much damage on a successful one. For the duration, the creature can use its action to make a Strength or Dexterity check. On a success, the creature takes half as much damage and starts moving normally. A creature can move up to 60 feet in any direction as long as that direction is blocked. A creature that moves in this way must first make the check using its movement. If the creature moves in the opposite direction, it takes 10d6 psychic damage. If the creature moves in a direction that isn't normally blocked, the creature must make the same check again. If the creature moves in a direction that isn't normally blocked, it must make the same check again if it moves in the opposite direction from the one it moved in. If the creature moves in a direction that isn't normally blocked, it must make a different check. If the creature moves in a direction that isn't normally blocked, it must make the same check again if it moves in that direction. Divination

Witch Armor

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You have a magical ability. You can make a melee spell attack against an object or object of magical power that you can see within range. On a hit, the target takes 10d6 necrotic damage. On a failed save, the target takes 1d4 necrotic damage. You can also make one additional attack against a target of this ability as an action. On a successful save, the spell fails. Conjuration

Witch Arrow

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a line of glowing, pointed arrows that hurls magical energy at one creature you can see within range. When a target is hit by a ranged weapon attack using a spell’s energy, the target takes an extra 1d6 fire damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Witch Aura

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an aura of magical energy that surrounds you. You can target one creature you can see within range, and it lasts until the spell ends or until you dismiss it. If you cast this spell again, the aura lasts for the duration. Any creature that can’t benefit from the aura can’t be affected by it. If the aura is active, it creates a magical barrier that blocks any attacks or spells that pass through it. The barrier can be blocked by any means you choose. When the barrier is broken, that creature must succeed on a Constitution saving throw or take 1d8 radiant damage. Conjuration

Witch Aura

Casting Time: 1 action
Range: 30
Duration: Awaken

You gain the ability to reshape reality to suit your purposes. Choose an area of nature that you can see or have seen before as your destination, such as a mountain range. When you create the illusion, create a new illusion of a point on the ground that you can see within range, and reshape it in your new form. You must have seen the area before to cast this spell. When you cast the spell, choose one or both of the following effects; you can repeat the same effect or choose different ones. You can alter one of the following effects effects for each effect visible: • A creature that casts a spell with a casting time of 1 action takes 14d6 additional damage of the spell's damage type and becomes blinded for 1 minute • A mist created by a sneak attack creates an illusion that a shimmering portal extends out to space, causing creatures and objects to shimmering, floating in the mist • A shimmering portal creates a harmless invisible barrier around a target that you can see within 60 feet of it (if you can see it, the barrier isn’t permanent) • A target is vulnerable to fire damage if it is struck by a magic weapon when it appears within 60 feet of the illusion • A target is vulnerable to poison damage if it appears within 60 feet of the illusion A creature or object within reach when it uses its action to make a ranged weapon attack. A creature must be within 60 feet of the target to make the attack. At the DM’s option, the spell can banish the creature to another unoccupied space and then cause no damage. Conjuration

Witch Aura

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You awaken the senses of your enemies. Choose up to ten creatures in a 30-foot-radius sphere centered on a point you can see within range. Each of the creatures must make a Charisma saving throw. On a failed save, a creature takes 8 d10 psychic damage, and it is blinded until the spell ends. It can identify its friends, explore its familiar, and gain information about its enemies. Each creature that is friendly to you must make a Wisdom saving throw to resist the tremors. An unwilling creature or a creature that uses its action to listen must also succeed on the saving throw, though the creature must do so in full movement and at the DM’s option. A creature can be affected only by one of the tremors' effects at a time. After a creature is affected by either effect, the creature returns to its feet and reverts to its normal form. If the affected creature reverts to its normal form when it makes a Wisdom saving throw, it is transported to another plane of existence, which plane it originated from, immediately after it landed. Divination

Witch Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You manipulate nature and spirits within 30 feet of you in an aura. You can use your action to cause the aura to grow in intensity, fading away in intensity, or disappearing in intensity. A creature that ends its turn within 30 feet of you can use its action to move the aura toward the target it is animating, ignoring any intervening movements. The aura is permanent. If you cast this spell again, the duration is 1 hour. Transmutation

Witch Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A powerful magic that makes each creature within range gain the ability to cast one of the following spells of its choice: charm person, charm person two, charm person three, or the like. The target must use its action when casting the spell to cast a spell of its choice. It must first cast the spell in its designated location. If the spell requires the casting of a spell, it is cast there. If the spell requires the casting of a spell, it is cast there if it requires it. If the spell requires the casting of an ability, it is cast there if it requires it. If the spell requires the casting of a major action, it is cast there if it requires it. If the spell requires the casting of a saving throw, it is cast there if it requires it. Otherwise, it is cast there if it requires it. The casting time for a spell in this class is 1 minute. If the casting time is shorter, a casting fails and the spell fails at the end of that time, the spell is wasted, and the target is charmed by you. Abjuration

Witch Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you can affect any number of willing creatures you can see within range and perceive the things they touch. The target must succeed on a Wisdom saving throw or be affected by this spell, and it can take magic items’s normal action to regain hit points. The spell can’t target undead or constructs. Illusion

Witch Bane

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You shape a creeping, devilish beast to serve as its battering ram. The beast is an undead, created when a lich created a lich on the Dead or a lich created a lich on the Underdark creates a lich on the Underdark. The beast moves at 60 feet per round it takes damage, and until the start

Witchbane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a spectral ghost. It appears on the ground in a 20-foot-radius sphere centered on a point you choose within range. The sphere can be up to 30 feet in diameter and can be up to 60 feet long. The ghost has a 25 percent chance of appearing in the ground, and it can be seen in the ground up to 30 feet away. Any creature affected by this spell must succeed on a Wisdom saving throw or become frightened for the duration of the spell. On a failed save, the creature can’t be charmed, frightened, or otherwise affected by this spell. If a creature has the Intelligence modifier for that ability, the creature can’t be frightened, and the spell ends. The spell can’t be cast again until the spell ends or the spell ends for the creature. Divination

Witchbane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a fiend, one willing to fight for the greater good of your race. The fiend has the statistics of your choice. It gains the statistics of a wyvern and is proficient with one of the following weapon types: axe, short sword, mace, or steed. It gains the following statistics: 1 • Huge, wyvern and w

Witchbane

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You invoke the spirits of dead people to fight the

demons. Your warding circle extends out toward the DM and includes a point of your choice within range, where you can see a portion of the target’s visible plane. The target remains within its warded area but can’t pass through its area, and any creatures affected by its wards collapse with it. Each 5-foot-radius sphere centered on the target area and centered on that point causes tremors in the ground within five miles (10 kilometers) for 1 minute, or until an undead creature moves into the affected area for the first time on a turn or ends its turn there. If the target’s warding circle is ever more than one mile (3 kilometers), it collapses. For the duration, a tremble effect (20 feet or 10 feet) has effect on the ground in the target area, and a tremors damage drain effect (10 feet or 1 foot) on the affected side has effect on the ground in the target area. When a tremble effect ends on the target, the spell ends. Abjuration

Witchbane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A wands imbued with a magic that can change the way you perceive the world can make you more difficult to see. If you cast this spell on a creature that is unconscious or in a creature's space that is willing to make a concentration check against your spell save DC, the spell has no effect on the creature. If you cast this spell on a creature that is unconscious or in a creature's space that is willing to make a concentration check against your spell save DC, the spell has no effect on that creature, and the spell is not affected by any effects that affect the creature. It remains conscious when you cast the spell. Transmutation

Witch Bear

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create or mimic a wyvern, a dire wolf, a bear, or a bat. You choose one of the following actions: • You create a 5-foot-square, 10-foot-deep pit. • You mimic a creature within 5 feet of you. • You create a harmless magic item that lasts for the duration. • You make a ranged spell attack against the wyvern, causing it to leap at you in a straight line, dealing 4d8 slashing damage to the wyvern. • You cause the wyvern to attack the nearest nonliving creature. • You make a ranged spell attack against the same creature. • You cause the bear or bat to leap at you. If an enemy is within 5 feet of the wyvern, it must succeed on a Dexterity saving throw or be pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to four nonmagical objects of your choice that aren’t being worn or carried by an enemy. Transmutation

Witch Bond

Casting Time: 1 action
Range: 120
Duration: 1 minute

You gain the ability to permanently control the spirits of your enemies. You can choose one of the following abilities: 1st, 2nd, or 3rd level. You can also choose one of the other 2 options. If you chose the first, you can choose to end this spell immediately and regain 1d6 hit points. If you chose the second option, you can end this spell only on a permanent target. You can also end this spell on a different target. You can also end this spell on a different creature if that creature is an undead, an ichor, or a fiend. Conjuration

Witch Bond

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to control the spirits of nature and the elements. Choose any number of willing creatures you can see within range. You can also choose any one of the following effects to affect any one of the creatures. You can affect one creature and keep it under this spell. You can issue a decision that results in an immediate effect on the creature or to a limited extent while it is under the spell. You can also issue a temporary decision, affecting the creature if it is friendly to you and obeying its commands while under the spell. If you issue no decisions, the creature behaves in whatever manner you deem appropriate. If you issue more than two decisions, the effect lasts until it is ended, and the creature wastes no action that could benefit from being under the cloud. You can use your action to issue a decision that targets a creature you can see within range. That creature must make a Wisdom saving throw; if it succeeds, you issue a temporary ruling that lasts until the creature makes an action to examine its condition, using a 9-foot cube as the seal and speaking with the creature you trust. If it fails to make a saving throw, you issue a permanent ruling that extends to all creatures you have control and that is no longer affecting the creature, if it remains under the cloud. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate, shape, or merge two of the following effects using a new two-minute window of opportunity: - You instantaneously merge two harmful elements of one kind into one creature for the first time on a creature’s part without harming the creature or its equipment. The creature can determine its own elemental status using this information. If the creature has bien, a trois du peu, or l'étrange d'avoir en sérieuseau, the creature has a trois du peu, l'étrange d'avoir en sérieuseau, and so on. - You create a protective magical force that blocks movement in an area and that lasts for the duration, up to 10 minutes. If this magic prevents another creature from moving onto the ground where the magic’s force is located, that creature moves on its own accord. If the magic prevents another creature from moving onto the ground where the magic’s force is located, that creature moves with it. - The magic circle on an object that is a piece of magic that can’t be duplicated creates a ward against harmful magic in the area around it. This magic makes it possible for any creature within 30 feet of any object that can be duplicated to leave the magic circle and remain in the area, preventing harmful magic from affecting it. If the magic area includes a warded off area, the magic circle becomes a temporary barrier between the warded off area and the warded off area. Conjuration

Witch bond

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 12 hours

A strong, magical bond between two willing creatures or a magical link between a creature and a willing creature appears on the Ethereal Plane (the target is the one you choose). The bond lasts for the duration, and the creature or creature possessing the energy ballast bonded to the target is immune to its casting until the spell ends. A strong magic bond makes a creature immune to all damage and has a 50 percent chance to resist all damage. If the creature or creature possessing the energy ballast has 30 strength or less, it has advantage on attack rolls against the target. The creature or creature possessing the link has disadvantage on attack rolls against anyone that attempts to open the creature’s fire on it. The creature or creature possessing the magic ballast has disadvantage on attack rolls against anyone that attempts to enter the creature’s space on the Ethereal Plane or into a room w eres more than 30 feet smaller than the creature’s space. If the creature enters a room larger than the room for the duration, the creature can use its movement to move up to 30 feet in a direction

Witch Bond

Casting Time: 1 action
Range: Instantaneous
Duration: The Bond of Wisdom appears in your hand and wavers

between you and the target for the duration. You can create one additional permanent by succeeding on an Intelligence (Investigation) check for you. For the duration, the creature has boggled awareness. Your spell manifests this spell in whatever form you choose, whether it is a sphere, a disk, or a cylinder. If you chose the nonmagical form, you must use a bonus action to trigger the bond. You can manifest one of the following two effects when you cast this spell. You can affect only one effect at a time. When a creature manifests the effect of two effects at the same time, create their bonuses for the duration. Choose up to three additional effects for each effect. Creatures manifestmentally sound take only one of the two effects. Transmutation

Witch Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral wizard appears and takes hold of one humanoid you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. The target is under the spell’s control for the duration, and it acts on its turn and doesn’t take actions on its turn. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. As an action, you can mentally command the creature to move a distance of up to 60 feet. The creature must succeed on a Dexterity saving throw or take 6 d10 psychic damage. Conjuration

Witch Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Day

Bond is a magical talisman imbued with power that lets you manipulate nature and change the course of her storm, granting you the ability to move up or down 60 feet in a straight line in an unoccupied space that you can see within range. The speed you can move increases by 5 feet for each slot level above 4th. Transmutation

Witch Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature whose warding magical energy has expired and whose warding magic has ended. For the duration, the target w as bonded to that creature, and it disappears, leaving behind no physical form or physical characteristics other than magic items or attunement to a body. Bond is the intangible link between the target and the warding element. If the warding element is destroyed or the warding spell ends, that creature can return to life with 1 hit point, provided that it attains the minimum number of hit points it needs to maintain life support. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect the warded state with a spell slot of 8th level or higher Casting on or leaving behind a warded state causes the spell to end. If the warded state ends, the target regains 5 hit points, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect up to one additional creature for each slot level above 7th. Necromancy

Witch Cleric

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A witchish divinity appears within an unoccupied space that you can see within range. The divinity is simple, beautiful, and seemingly endless. Beyond the divinity are creatures whose statistics are based on the statistics of other creatures in the area, and whose statistics are based on the statistics of wisps of wood or stone. The creatures are friendly to you and your companions. The creatures are limited to a maximum of one willing creature’s size and a limited number of short sword attacks per day. While the creatures are within range, and while you and your companions are within range of the divinity’s area, they can’t enter a password-protected area within 30 feet of any entrance, passage, or door. Creatures within 30 feet of any entrance, passage, or door have disadvantage on attack rolls against them. Each creature that is within 30 feet of any entrance, passage, or door must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Witch Clues Divination

Witchcraft

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You gain the ability to create magical beasts from the remains of deceased or dead creatures with simple shaping and shaping magic. At Higher Levels. Choose one creature—including you—as an extra target for the shaping spell. This spell can create a magical beast of a creature you choose within the same location or by placing the beast within a sphere centered on a point within range. You can place the beast within the sphere using different equipment. If there is enough space, you can also change the sphere into a different creature or make it into a different creature. The spell fails if the creature has the same form as you. The spell lasts for the duration or until you give the creature a challenge. The creature must make a Wisdom saving throw, and it fails. If you or someone else has the spell on your person, the spell continues for the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 hour. When you cast the spell using a spell slot of 4th level or higher, the duration is 10 minutes. Illusion

Witchcraft

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create one of the following magical effects within range—the target must make a Wisdom saving throw, taking 5d8 psychic damage on a failed save, or half as much damage on a successful one. The effects last for the duration, and can’t reduce a target’s save slot to a previous save. While the target is affected, spells and other magical effects use magic items, and the target takes only half damage of the effect it has. For the duration, spells and other magical effects can’t provoke attacks of opportunity from the target; it can, however, use its action to attempt to draw a creature’s attention to itself and attempt to stave off harm. Conjuration

Witchcraft

Casting Time: 1 action
Range: 10 Hours
Duration: You create a magic carpet on the ground that cover

s a specific area within range, up to 30 feet wide and 5 feet thick. The spell creates a simple ceiling and a sphere of light on each side. Each 5-foot-long, 10-foot-high cylinder of magic energy is illuminated by candles with a spectral component within reach. The candles dissipate when the spell ends. Any creature that enters the spell’s area for the first time on a turn or starts its turn there takes 12d6 radiant damage and can’t cast spells for 1 hour, or for 30 minutes as a spell end spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Witchcraft

Casting Time: 1 action
Range: 120
Duration: Con

Witchcraft

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical object and place it within a 5-foot cube you can see within range. You can make the object appear to be a spectral creature and to be any creature of that type, up to ten feet long, no more than 8 inches tall, or a creature of the same type. The object must be a solid, nonmagical object, no more than 30 feet in diameter and no more than 100 pounds. The object is visible only to the target. The target can use an action to dismiss the spell as an action. The spell ends if you dismiss it as an action. The object remains in the cube until you cast it again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd Conjuration

Witchcraft

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a humanoid or a plant you can see within range. The target must make an Intelligence saving throw. On a successful save, the target appears in a location you choose within range. The target takes 10d4 necrotic damage on a failed save, or half as much damage on a successful one. The target can repeat its saving throw at end of turn. The spell ends on a target that isn't a plant or a willing creature if it has the plant or the willing creature type. Necromancy

Witchcraft

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You conjure up a spectral witch to use as a weapon. Choose one of the following options: Poison 1. Make a ranged spell attack with a weapon. 2. Make a ranged spell attack with a weapon. 3. Make a spell attack with a weapon. 4. Make a spell attack with a weapon. 5. Make a ranged spell attack with a weapon. 6. Make a ranged spell attack with a weapon. 7. Make a ranged spell attack against a creature. 8. Make a spell attack with a weapon. 9. Make a ranged spell attack against one creature. 10. Make a melee spell attack against a creature. 11. Make a ranged spell attack against a creature. 12 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ */ 1. Make a ranged spell attack with a weapon. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _/ 2. Make a melee spell attack with a weapon. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / 3. Make a ranged spell attack. _ _ _ _ _ _ _ _ _ _/ 4. Make a ranged spell attack. @TOC Notes **Conjuration** **Instantaneous** **Self** **Instantaneous** **Enchantment** **Abjuration** **Illusion** **Necromancy** ***Divine providence** **Transmutation** **Necromancy** **5. Unarmed Strike** **Conjuration** **Necromancy** **8. Unarmed Strike** **9. Weapon Focus** **Conjuration** **10. Unarmed Strike** **11. Weapon Focus** **12. Weapon Focus** **13. Weapon Focus** **14. Weapon Focus** **15. Weapon Focus** **16. Weapon Focus** **17. Weapon Focus** **18. Weapon Focus** **19. Weapon Focus** **20. Weapon Focus** **21. Weapon Focus** **22. Weapon Focus** **23. Weapon Focus** **24. Weapon Focus** **25. Weapon Focus** **26. Weapon Focus** **27. Weapon Focus** **28. Weapon Focus** **29. Weapon Focus** **30. Weapon Focus** **31. Weapon Focus** **32. Weapon Focus** **33. Weapon Focus** **34. Weapon Focus** **35. Weapon Focus** **36. Weapon Focus** **37. Weapon Focus** **38. Weapon Focus** **39. Weapon Focus** **40. Weapon Focus** **41. Weapon Focus** **42. Weapon Focus** **43. Weapon Focus** **44. Weapon Focus** **45. Weapon Focus** **46. Weapon Focus** **47. Weapon Focus** **48. Weapon Focus** **49. Weapon Focus** **50. Weapon Focus** **51. Weapon Focus** **52. Weapon Focus** **53. Weapon Focus** **54. Weapon Focus** **55. Weapon Focus** **56. Weapon Focus** **57. Weapon Focus** **58. Weapon Focus** **59. Weapon Focus** **60. Weapon Focus** **61. Weapon Focus** **62. Weapon Focus** **63. Weapon Focus** ヽ༼ຈل͜ຈ༽ノ R_U_M_W_W_Wノ

Witchcraft

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a spectral witch whose head is a spectral shape, and that portion of her body is covered by the spectral energy that is imbued with a certain kind of supernatural power. For the duration, any creature within the spectral component’s area of effect can use an action to create a target that is within its area of effect. The target must be within the spectral component’s area of effect if it is a larger than 6-foot cube, but any creature within the spectral component’s area of effect can create any number of spectral targets. The target must be within the spectral component’s area of effect and must have an Intelligence score of at least 2. If the target is under the influence of another type of spell or an extradimensional link, it has disadvantage on ability checks and ability checks that rely on teleportation, and it must use its reaction to resolve these circumstances before making a new one. The target can use an action to make a Constitution saving throw, and on each of its turns thereafter, it can use an action to make a Constitution saving throw again. The target’s statistics and equipment become the same. The target’s movement and statistics become the same as those of the target. The target’s statistics and equipment

Witchcraft

Casting Time: 1 action
Range: 1 Hour
Duration: You gain the ability to create a magical fire elem

ental body by means of a spell. The fire appears as a bright, dim light and lasts for the duration. The fire can be contained within any kind of magical object, including magical objects created by the Ethereal Plane. The spell’s area is as wide as that of the plane, and its area is as wide as that of the earth. If you cast this spell at a point you can see within range, the area is centered on that point. The spell’s area of effect is as close to a circle of fire as you can see. You can also cast this spell at a point that is 1,000 feet farther from you and that has a 50 percent chance to have its area of effect centered on that point. The spell has no effect if the area is directly or indirectly blocked. The spell’s area of effect is centered on a point you can see within range. Conjuration

Witchcraft (1)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a new magic circle, centered on a point you can see within range. The circle is a sphere of stone and a sphere of water. The spell lasts for the spell's duration. When you cast the spell, you can target a point you can see within range for the spell's duration or until the spell ends. You can target any number of points within the spell. Each point you target is no larger than you. The spell lasts until it ends. You can use your action to call some other creatures you can see within range to your service. Each one of them must make a Charisma saving throw. On a failed save, it takes 3d10 necrotic damage and is charmed by you until the spell ends. Conjuration

Witchcraft

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You forge a magical connection between two people who share the same name. You choose one of the following forms of communication: spoken language, written language, or telepathy. The two people are connected through magic and can share a common name, but it must be one that is common to both. When you cast this spell, you choose one of the forms of communication that you would like to create. You can also choose to create one of the other forms of communication, which must be of the same kind. As one of the forms of communication you choose, the spell transforms the two of you into one of the other forms. • You can create one form of communication (such as a written communication or telepathic communication), which is a similar form of communication to the one you choose. • You can create two forms of communication (such as a written communication or telepathic communication), which are identical to the form of communication you choose. • You can create one form of communication (such as a telepathic communication) that is different from the one you choose. • You can create one form of communication that is in the same language as the one you choose, but that is not the same language. As one of the forms of communication you choose, the spell transforms the two of you into one of the other forms of communication. You can also create another form of communication, which is a different language, but is not the same language as the one you chose. Con

Witchcraft

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a magic orb of fire in a space you can see. Each creature in that space must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 2nd level or higher, you create a 5-foot cube on the ground within range. Each creature in that space must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 2d6 for each slot level above 2nd. Transmutation

Witchcraft

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a spectral, poisonous, or magical creature that you can see within range. The target must be within range. The target can’t make an attack roll or gain an insight bonus on attack rolls. The target must have a Strength score of at least 2 or less. If it has fewer than that, it has disadvantage on the attack roll. If the target has more than one Intelligence score, it has disadvantage on all Intelligence (Investigation) check attempts. Divination

Witchcraft

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause up to 5 spectral creatures of your choice that you

Witchcraft

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to manipulate nature and manipulate your surroundings. You can manipulate the shape of trees, vines, or other plants that you can see within range. You can also change the shape of creatures and plants in your vicinity. You can create or change any of these effects at will. You can also create physical or magical barriers or magical barriers to keep out magical creatures. You can do much more than just create barriers or barriers, though. You can change the shape of objects, animate or change the nature of any other natural phenomenon, create magical barriers to keep out magic, create magical traps or barriers, create magical barriers to keep out evil, and so on. You can keep track of everything that you see, touch, and do, as long as its location is known to you. You can even control the course of one of your warded creatures’s course, but you must be within 100 feet of the warded creature to do so. If you do so, your warded creature takes 10d8 necrotic damage and must re-raise its hit point maximum. Transmutation

Witchcraft

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature of your choice that you can see within range and that speaks a common language and is proficient in one or more of the following spells

Witchcraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to craft a spell of your choice that fits within the following statistics: • You have proficiency with one of the following spells • I am a witch. • I have proficiency with one of the following spells. • I have proficiency with one feat. • I have proficiency with one spell of my choice. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Illusion

Witchcraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a spectral witch. Until the spell ends, the target must make a Wisdom saving throw. On a failed save, the witch wanes to darkness. On a successful save, the spell ends. Casting this spell again ends the spell if it fails. Conjuration

Witchcraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature you can see within range and that you can see within range. You cause it to become aware of a range of secret spells, or to see invisible creatures or creatures that aren’t there. If the target can hear or understand the spells, the target can’t be charmed by them or possessed by them. The target gains a +2 bonus to attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases

Witchcraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a willing creature of your choice that you can see within range to become an unwilling target. The target must succeed on a Charisma saving throw or take 1d6 psychic damage. The spell ends if the target is no longer a target of the spell. The target can use a bonus action to make a Strength or Dexterity saving throw. It can do this once before the spell ends. The target takes half as much damage on a successful save. When the spell ends, the target can choose to go back to its original place of abode, where it remains until the end of your next turn. The spell ends if you use your turn to return to your original spot. If you do so, you can use your turn to dismiss it. Conjuration

Witchcraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral creature of your choice that can communicate with any creature within range. The target must be within 5 feet of you when you create the creature. It must also be within 5 feet of you when you cast the spell. The creature must have a height of at least 10 feet and a body mass of at least 10 cubic inches. The creature doesn’t have any special abilities that can be of use to it, such as special abilities or senses. The spell’s duration ends on a creature when you cast it. At Higher Levels. When you

Witchcraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Necromancy. You touch and manipulate a willing creature that is part of your natural state for the duration. On the target’s first turn, it can make a Wisdom saving throw. On a failed save, the target takes 2d10 psychic damage. This damage is reduced by 1 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). When you cast this spell, a target gains temporary hit points equal to your hit point maximum until the spell ends. Creatures and objects take 4d10 psychic damage and 4d10 psychic damage at 9th level and higher. Necromancy

Witchcraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to create a magical object from the remains of one of the following elements. A creature within 5 feet of the object must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. On a successful one, the object changes color and disappears into the object's body. If such a creature is inside a piece of the object, it can use a bonus action to make a ranged spell attack. On a hit, the target takes 1d6 fire damage and is restrained by the object. If the object is destroyed by a spell or other magical effect, the object is destroyed. Conjuration

Witchcraft

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical vessel that wreathes with magical energy, granting you and a willing humanoid an aura of resistance and protection. The vessel is made up of up to six 5-foot-by-5-foot cubes, each 10 feet long and 5 feet wide. Each cube has a 20-foot radius, and the cube can’t be more than 10 feet tall, 10 feet high, or 4 feet wide. Each cube has a slot of ‡5 slots. The vessel can be worn or carried as a creature. It can carry up to eight passengers, and its weight can’t exceed the vessel’s carrying capacity. When this spell ends, the vessel remains in contact with the plane of existence you created it in. Transmutation

Witchcraft

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an object or a portion of a object that you can see and can sense. The object or object can have a certain number of hit points and a certain material component. The object or object can be of any shape you choose. The object or object can be anything from a cube, to a cube with two rooms, to a cube with multiple rooms, to a cube with multiple rooms, to a cube with multiple rooms. You can designate an object or object as being a magical object or a physical object or a permanent object or a temporary object or a magical object or a magical object. The spell can be cast on a single object or object. You decide what kind of piece of the object or object is magical or magical and what kind of material component it is. If the object or object is in the form of a gemstone or other precious gem, you decide what kind of gemstone or other precious gem it contains. If the object or object is in the form of a gemstone or other precious gem, you decide what kind of gemstone or other precious gem it contains. If the object or object is in the form of a magical item, you decide what kind of magical or magical item the item or object is based on. The spell can be used to examine a spell or other magical effect that requires a willing creature to cast the spell. Transmutation

Witchcraft

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You choose a nonmagical artifact that you can see within range, and that can fit within a 5-foot cube. You manipulate it in one of the following ways: - You instantaneously expand the cube in any possible direction You instantaneously reshape the artifact You instantaneously cause a blast of flame to leap from the glowing object to hit a creature of your choice within 5 feet of it You cause a spectral scream to leap from the glowing object to hit a creature of your choice within 5 feet of it You cause a puff of wind from the glowing object to slam into the ground in a 20-foot radius and cause up to ten creatures of your choice within 5 feet of the glowing object to make a Dexterity saving throw. This spell has no effect if you cast it as a spell slot of 6th level or higher. - You instantaneously duplicate a Large or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicate a Huge or smaller creature You instantaneously duplicates a creature of the same or higher level as you You instantaneously duplicates a creature of the same or higher level as you cast this spell, if any Other creatures can see through to you as if they passed through you I cast this spell while stunned, paralyzed, or unconscious. Transmutation

Witchcraft

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a spectral demon by magic. Choose one of the following abilities when you use your action to create a demon: • You create a spectral demon. Spellcasting Ability’s spell slot for the demon is equal to your Intelligence modifier. You can’t create a demon other than one of the demon’s types. The demon’s name can be a common language, a common tongue, or an association with a god. This demon’s physical appearance is that of a humanoid or a fiend. You can’t create a creature other than a creature of your choice that is smaller than you. A demon has the following statistics: • It has 25 hit points and 4 hit points of extra damage. • It has advantage on attack rolls against targets it can see and that are within 60 feet of it. • It has advantage on Wisdom saving throws against psychic damage. • It can’t be charmed, frightened, or frightened by creatures of your choice that it can see. • It can’t be charmed, frightened, or frightened by plants or other living things that it can see. The demon can’t be affected by spells or other magical effects. Conjuration

Witchcraft Abjuration

Witchcraft

Casting Time: 1 action
Range: Choose one unoccupied space on the ground that you can see within range that has no more than 1 inch in diameter—typically a floor or a circle centered on a point within 120 feet of you within the spell’s area—as the material component for your smite spells. Choose one creature or object that weighs no more than 5 pounds. The target takes 2d6 thunder damage when it strikes you. You can make another spell attack with the material component, and you regain hit points equal to half the amount of hit points you have. Your spells target only those creatures or objects that aren’t subjected to fire damage, water damage, or acid damage. At Higher Levels. When you cast a spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Duration: Transmutation

Witchcraft

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration: You create a magical weapon of your choice that ca

n attack one creature of your choice within range. The target must succeed on a Wisdom saving throw or take 7d6 psychic damage. On a failed save, the target takes 5d6 psychic damage and has disadvantage on attack rolls and ability checks. Transmutation

Witchcraft

Casting Time: 1 action
Range: Divine Intervention
Duration: Concentration, up to 10 minutes

You attempt to imbue an undead with the power of the divine. You use your action to choose one of the following effects to affect it: • You might cause the undead to become possessed by a fiend. • You might cause the undead to become possessed by a fiend possessing fewer than your spellcasting ability. • You might cause the undead to become possessed by an evil fiend. • You might cause the undead to become possessed by an unknown fiend. • You might cause the undead to become possessed by an undead that is hostile to the undead that you have chosen. • You might cause the undead to become possessed by an undead that is hostile to the undead that you have chosen. The spell’s duration, unless otherwise noted, is reduced by 1 minute. Conjuration

Witchcraft

Casting Time: 1 action
Range: Elemental Spell
Duration: Concentration, up to 10 minutes

This spell creates a shimmering web of magical energy that extends from you toward a creature that you can see within range. The target must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target is a Huge or more Huge or larger creature, the spell ends. Evocation

Witchcraft

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose one nonmagical weapon you find within range and imbue it with a magic effect. The weapon is a short ranged weapon with a +1 bonus to attack and damage rolls. It deals no damage if it hits or misses, and you have advantage on attack rolls against the target. Once imbued with the effect, the weapon can no longer be dismissed, and you can dismiss it as an action on your turn. The weapon disappears when it hits or misses, though it is still magic and can’t be dispelled. You can also dismiss the weapon at any time as an action. It disappears when the action finishes. You can use your action to pour out the magic from the weapon, sending it toward a creature you choose whenever you like, casting it without spending its action. Transmutation

Witchcraft

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You imbue a willing creature you touch with magical power. The target must make a Wisdom saving throw. The target can make a Wisdom saving throw at the DM’s discretion, ending the effect on itself on a success. The target can’t be charmed or possessed. If the target has a willing or unencumbered personality, the target is considered to be a willing creature. The target can use its action to communicate with the target, and the target can’t use its action to speak with the target. The target can also speak to the target directly. The target can’t speak to you. The target can’t use its action to speak to you. The target can also speak to you through the target’s mind. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Witchcraft

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You touch some kind of magical object that you can see, such as a tree or a stone, and it imbues you with the power to enchant it with magical power. You can create the object that you wish to enchant as a spell of your choice, such as the magic of a commoner's hand. When you cast the spell, you choose a target that you can see within range and that uses up an amount of space that is equal to or less than the specified level. The target is not affected by the enchantment. When you cast the spell, you can have one of the target's spells cast on it by other means, such as casting a spell of your choice. If the target's spellcasting ability is not active, the target becomes immune to the spell for the duration. Illusion

Witchcraft

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You attempt to manipulate the wisps of chaos in a random direction within range, causing them to appear in any order you choose. The wisps can be as large as 30 feet long and can move with them. If a creature is within 60 feet of the wisp on a turn, it can use its action to move it. If the wisp is active, it creates a cone of flames that are harmful to the wisp or a creature it touches. The flames spread around corners. Each creature in the cone must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage and is pushed 15 feet away from the wisp. The spell ends if you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Illusion

Witchcraft

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a wand of warding magic. You choose one of the following forms of warding: bard, cleric, wizard, or sorcerer. You can use your action to cast the spell on any creature you designate. You can also choose one of the other forms of warding you created. You can also designate the form of warding you created. You can also create a warding circle. You can create both warded creatures and warded creatures that are in a warded circle. Choose a warded creature you can see within that warded circle as your warding spell’s target, and you can also create a warded creature as warding spell’s target. You can also create a warded creature with one of the other warded forms and create the warding circle as a spell’s target. If you create a warded creature, the warding circle is no longer visible to the warded creature. You can create a warded creature with a warding spell’s target as an action. You can create the warded creature as a target, but you must choose the warded form. At the start of each of your turns, the warded creature can make a Wisdom saving throw. On a success, the warded creature can’t cast the warded spell again until the warded creature has been warded. Conjuration

Witchcraft

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to manipulate the minds of your closest creatures to serve as your own servants. You attempt to manipulate the behavior of creatures of a type that you choose, such as those of a wizard, a wizard, a wizardess, or a witch. Creatures you can see are unaffected by this spell. You can use a bonus action to cause all creatures you designate to behave in a manner that you perceive as being a particular kind of behavior. For example, you might cause a creature that is hostile toward you to become hostile toward you if you can sense its hostile nature. Alternatively, you might cause your creature to become hostile toward you if you can sense its hostility toward you. You decide what sort of behavior you want the creature to follow, based on its own characteristics, or based on what other creatures you know. For example, you might decide that a creature that is hostile toward you is hostile toward you because it has a particular kind of temper.

Witchcraft

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a spectral creature of your choice that knows best. The creature must be within 30 feet of you and must be familiar with you. You can use an action to dismiss the spell. The creature can make a Wisdom saving throw. On a failed save, the creature becomes a spectral creature for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases by 1 minute for each slot level above 3rd. Divination

Witchcraft

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing creature, and if the target is hostile, it makes a Wisdom saving throw. On a success, the target is immune to the spell until the spell ends. On a failure, the spell ends. If the target is hostile, it makes a Wisdom saving throw against its spell save DC. On a success, the spell ends. Conjuration

Witchcraft

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A witchcraft scroll, written in runes, appears to be a magical scroll of illusory power. The scroll, which is inscribed with a special curse, curses the target before it can cast any spell, casting the spell with a concentration of 1, 2, or 3. The curse lasts for the duration of the spell, and the target can’t be affected by spells that create or create an effect that creates or creates an effect that lasts more than 1 minute. The target must succeed on a Wisdom saving throw or be affected by an effect that lasts for the duration. If the target succeeds on this saving throw, it is unaffected by the spell. A successful save halves the effect, but the target remains affected by the spell. The target can’t use any other spell. Illusion

Witchcraft

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You become a witch. You can cast this spell anywhere you choose, but you must have a certain level to cast it. You gain no special knowledge about any of the objects or spells that you can see. You can also choose to see only one object, which you can see only from a distance of up to 300 feet. You can also see the same object twice. For example, you can see the image of a unicorn, but you can't see it on a creature that isn’t a unicorn. You can also see only one object and one creature. You can make one of the image types of any object that you see, which is what one creature can be if it

Witchcraft Touch

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature, and if the target is hostile, it makes a Wisdom saving throw. On a success, the target is immune to the spell until the spell ends

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature that has a certain length of time since it was a young child. The target gains a +1 bonus to all attack rolls, ability checks, and saving throws. Necromancy

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: 1 Round

Choose one creature that you can see within range and that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is cursed with a darkvision that is deafening. The spell’s effects last for the duration. If the target can see the target from a distance of up to 60 feet, the curse lasts until the spell ends. The DM determines what conditions the curse places on the target. The target can’t be affected by spells or other magical effects that restrict its movement. When the curse is removed from the target, the target gains the benefits of a number of other effects it has, but its alignment remains unchanged. The DC for these effects is equal to 10 + the spell’s level. Each effect has a different effect duration. If the spell’s potency is less than the spell’s level, the spell ends. This spell has no effect on undead. Divination

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Concentration

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch and manipulate the mind of a witch. You cause a shimmering cloud to appear on the ground, and you have resistance to necrotic damage until the spell ends. You can also use your action to dispel the spell. You can also dismiss the spell. Conjuration

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and send it into a

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and the target must succeed on a Wisdom saving throw or take 2d10 psychic damage. The target must then succeed on a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. Conjuration

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one creature and create a magical cord from it that lasts for the duration. The target must succeed on a Wisdom saving throw or become restrained until the spell ends. The target gains resistance to all damage and is immune to its spells and effects for the duration. The target is immune to the following effects: - When a creature or an object is cast from the spell’s range, it can repeat the saving throw. A target can’t be charmed, frightened, or possessed by the target. - When you cast this spell using a spell slot of 8th level or higher, the target gains resistance to bludgeoning, piercing, and slashing damage taken from nonmagical weapons until the spell ends. Evocation

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. If that creature is of size Medium or smaller, the target must succeed on a Wisdom saving throw to resist the spell. The target can use the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You cause one thing to move in a straight line and move in a straight line that isn’t straight, vertical, or any other plane of motion. You can move up or down as you like, but for the duration, any movement you make that ends before the spell ends can’t be affected by this spell. You can move up or down as you like, and for the duration, any movement you make that ends before the spell ends must end before the spell ends. 30 Conjuration

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature, and if the target is hostile, it makes a Wisdom saving throw. On a success, the target is immune to the spell until the spell ends. On a failure, the target is immune to its spell save DC. On a failure, the target is immune to its spell save DC. On a successful save, the target is immune to its spell save DC. On a failed save, the target is immune to its spell save DC. Conjuration

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and imbue it with one of the following magical abilities. It determines the spells of its choice, and the spell’s effect lasts until the spell ends. The target can use its action to determine what spells of its choice it would like to be cast. It must agree to the spell before casting it. It must choose an ability that it can cast or one that fits its own purposes. The target can decide whether to pursue the chosen spell. The spell’s effects last for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 month for each slot level above 1st. Illusion

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A witch constructs an object of magical power. It obeys the rules of the spell’s construction and can’t be damaged. The object can be any creature or object. The object can be anything that can be made from anything, including magical items or spells. The object can be anything that can be made from stone, wood, metal, stone, wood, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone, stone

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one creature of your choice that you can see within range. The target enters a new, dimly lit room, and must make a Wisdom saving throw. On a failed save, the target takes 1d6 psychic damage and can’t be charmed by any creature of your choice other than you. On a successful save, the target doesn’t take any damage and doesn’t take any special actions that can’t be taken by other creatures. The target can’t cast spells, hear or touch another creature other than you. The target must still be within line of sight of you when you cast this spell. A target can make this spell against a target that is within 5 feet of it. If it fails to do so, it takes 2d6 psychic damage. The spell ends if you cast this spell again. Transmutation

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and give it a simple, yet powerful magic item. The target must succeed on a Wisdom saving throw or its magic item falls into disuse. It is protected from magic and has advantage on attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the item increases by 1, and its level is increased by 1 for each slot level above 2nd. Transmutation

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch or manipulate a willing creature, and if the target is hostile, it makes a Wisdom saving throw. On a success, the target is immune to the spell until the spell ends. On a failure, the target is immune to its spell save DC. On a successful save, the target is immune to its spell save DC. On a failed save, the target is immune to its spell save DC. On a successful save, the target is immune to its spell save DC. Transmutation

Witch Doctor

Casting Time: 1 action
Range: 10
Duration: 1 Hour

An inky darkness conceals the true nature of nature in magical darkness, summoning a mysterious, evil spirit known as a witch doctor. Choose one creature that you can see within range. You summon the spirit, whose true name is a secret of some kind, summoning it from a mysterious black room in the game's miniquest dungeon. The summoned creature is friendly to you and your companions for the duration. While summoned, the mist grants you temporary telepathic control over it, which appears as a glowing green ball on your right side. You can use a bonus action on a subsequent turn of yours to cause the mist to extinguish itself. Conjuration

Witch doctor

Casting Time: 1 action
Range: 120
Duration: 1 Round

You attempt to reduce an opponent to tears by causing one of the following things to go wrong: • He reaches for a wand he can see or reaches for a nonmagical object that can fit within reach of him, such as a bowl, a piece of chain mail, or a small object weighing up to 1 pound. The target rolls a d4 and subtracts the spell’s maximum capacity from the roll. If a target has fewer spell slots than it has available, it instead takes 1 less rogue level for its next attack roll, and it instead takes 2d10 piercing damage for its next weapon attack roll. This spell is prone to triggering emergencies or in attacks that target a creature or a part of the creature’s space that is within 10 feet of the target. Illusion

Witch Doctor

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose one creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. The target takes the spell’s damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful save and doesn’t take damage from spells. Witch Ward Touch Concentration, up to 1 hour You conjure up a spectral creature who is willing and able to read the thoughts of other creatures. The creature must be within 5 feet of you when you cast the spell. The spell lasts for the duration or until the spell ends. The creature must be within 5 feet of you when you cast it. If you cast this spell again, the creature must be within 5 feet of you when you cast it. Conjuration

Witch Doctor

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

You choose a spectral creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Illusion

Witch Doctor

Casting Time: 1 action
Range: This spell has no effect on undead. It only affects creatures. When you cast this spell, choose a creature for your spell’s duration. The chosen creature must have a hit point maximum of 2d8 or fewer. The chosen creature must be of a different race from you, and it must be within 100 feet of you when you cast the spell. If you cast this spell without a companion, the creature must be within 100 feet of you when you cast it. If you cast the spell with a creature other than the chosen race, the creature must be within 100 feet of you when you cast it. If you cast the spell with a creature that is of the same race as you, the creature must be within 100 feet of you when you cast it. The spell ends if you cast it again.
Duration: Evocation

Witch Doctor

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You cause a creature of your choice that you can see within range to emit a magical signal to the point of being invisible for the duration. The target must make a Wisdom saving throw or take 8d6 poison damage. The spell ends if you are incapacitated or if the spell ends for any other reason. If you cast this spell again, the spell ends. The target is also immune to the spell. The spell ends if you are incapacitated or if the spell ends for any other reason. Conjuration

Witches' Grove

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 20-foot-radius, 60-foot-high cube of magical darkness appears around a point you choose within range for the duration. Until the spell ends, you can use your action on each of your turns to cause one of the following effects to appear: • You create a gateway to an unholy secret passage deep within the ground surrounding a point you choose within 100 feet of a point of your choice; • You open an extradimensional door on the same plane of existence as the heart of the devil or a portal to a different dimension beyond that plane, opening both worlds in the same instant. • You instantaneously create a ward that protects a willing creature or object on the same plane of existence as the heart of the devil or a portal to a different dimension beyond that plane. • You instantaneously create a gateway to another plane of existence and banish a Large or smaller creature instantly there. • You instantaneously create an extradimensional restraint, like a water-based restraint, that distorts reality around you. Conjuration

Witch Eye

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell allows a creature with a willing creature’s Intelligence score of 2 or lower to perceive illusions up to six miles away, especially if that creature is in the Astral or Ethereal plane. Illusion

Witch Eye

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A spectral creature of service appears and attacks any creature it can see within range. It must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Divination

Witch Eyes

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to see through the wisps of womanhood. You can see through the glories of a woman’s deepest fears, the whispers of false servants, and the crackling of the flames of the burning city. Additionally, your eyes shed bright light on the deepest fears of your victims. In addition, whenever a creature within your reach reaches out to touch you, you gain an additional +5 temporary hit points. Abjuration

Witch Favor

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You have a crush on a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, you become charmed by the target for the duration. While the target is charmed by you, you have a telepathic link with it as long as the two of you are on the same plane of existence. Wisdom and Charisma scores for the target are both modified by the success or failure of the spell. If the spell is successful, the target is no longer charmed by you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 year. When you use a spell slot of 7th level or higher, the duration is 10 years. When you use a spell slot of 8th level or higher, the duration is 30 years. When you use a spell slot of 9th level or higher, the spell lasts until its full duration is up, and the spell automatically ends. Enchantment

Witch fiend

Casting Time: 1 action
Range: 60
Duration: 1 minute

You gain the ability to turn ordinary creatures into powerful necromancers. You make a melee spell attack against a creature within 5 feet of the necromancer. On a hit, the target takes 3d10 necrotic damage. Until the spell ends, you can use a bonus action on each of your turns to assume the form of a different creature. The new form can be any creature’s hit point maximum or the creature’s hit point maximum. The creature must make a Dexterity saving throw. If it fails the saving throw, it can’t take reactions until its next turn. The creature can’t cast spells or make any other damage turnar. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Witchfire

Casting Time: 1 action
Range: 30
Duration: Instantaneous A witch fires a bolt of fire at a cr

eature within range. It must be within 5 feet of the target. If the target is wearing a short or medium armor, the fire is centered on the target. If the target is wielding a weapon, the fire is centered on the weapon. If the target is carrying more than one item, the fire is centered on the worn-in item. When the spell ends, the fire spreads to all the items on the target, then it fires again. If the target is wearing both a short or medium armor, the fire is centered on the worn-in armor. If the target is carrying a weapon, the fire is centered on the weapon. The target moves within 5 feet of the fire if it is in range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Arcane

Witchfire Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a beam of fire that ignites flammable objects in a 30-foot radius that you can see within range. A creature takes 3d4 fire damage when it enters the spell’s range for the first time on a turn or starts its turn there. The spell ends on a targeted object when the object is no longer in the target’s reach. Make a ranged spell attack against a target within 30 feet of the spell’s range. On a hit, the target takes 3d8 fire damage. The spell’s effect can be blocked if you are at least 5 feet away from the target. Evocation

Witch Growth

Casting Time: 1 action
Range: 120
Duration: 1 week

You gain the ability to grow and change one of your statistics. You can change one of your statistics when you cast this spell. You must be at least 5 feet tall and have an Intelligence of 4 or lower. You gain a new one every day. You are immune to any damage from spells and other magical effects that would damage you. You can use your action to dismiss this spell. Conjuration

Witch Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A magical force appears in the ground and is composed of dark energy. This force deals 1d4 x 120 damage to any creature in a 50-foot-radius sphere centered on a point you can see within range. The force is large enough to be used as a magical spell’s dispel magic, but does little to protect against damage. The force spreads throughout the area, spreading to all creatures and objects within it. Enchantment

Witch Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

There is a surge of magical energy in your extradimensional space in a 10-footradius sphere centered on a point within range. Until the spell ends, any creature or object that enters the sphere for the first time on a turn or starts its turn there takes 1d10 + 10d6 damage. Transmutation

Witch Hazel

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical halo of light that lasts for the duration. You can use a bonus action to cause the halo to flicker and change color. The halo is invisible to creatures other than you, and the spell can't be used to cast spells. Conjuration

Witch Hazel

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell transforms a willing servant into a deadly cold weapon. Choose a creature within range, where as in the area of another hostile creature, that you can see and can hear and within range. Until the spell ends, the target can’t become chilled by freezing, and it becomes frigid until lifted by cold. The target is also immune to cold damage (including bludgeoning, by- or by-By, and× by-By, and× ByA, andBYA, andBYA, BYA, BYA, BYA, BYA, BYA, byA, BYB, BYB,byBYA,BYA,BYB). You can use this spell with advantage to target one additional creature of your choice that you can see within range. You must use a different creature for each casting of this spell. Otherwise, this spell fails to target one of those creatures. A creature that uses its action to cast a ranged spell must be fighting the creature for the first time on its turn, and so it must make a casting of that spell against the target before it can use it. You can also use this spell to plant an alarm spell against one willing creature. The spell dismisses the alarm spell if it is ever worn or carried by someone else. Enchantment

Witch Hideouts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the ability to exclude or otherwise exclude other creatures or things from being seen, heard, and smelled in Etherealness. You ignore all other creatures or things and can see through them, but everything that passes through you is invisible. At any time for the duration of the spell, creatures or things gain immunity to your blindness. Creatures or things that aren’t visible receive no protection from your blindness. The spell can’t be dispelled. At the end of each of your turns, you can use an action to dismiss the barrier. Transmutation

Witch Hide

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to see into the mind of a willing creature and see into its deepest fears. The target’s only communication is by voice and it can’t harm or control anyone outside of you. The target can’t cast spells or make any other magical use of its mind. Conjuration

Witch Hunt

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You unleash a wave of dark magic on a group of undead that you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. Each target is blinded until the spell ends or dies. The target’s soul is yours, and you have the power to end its life at any time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Conjuration

Witch Hunt

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. The target becomes a witch for the spell’s duration. You can use this spell as an action to cause a witch to become a witch. At the end of each of its turns until the end of its next turn, the target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can’t be targeted by spells or otherwise interacted with by creatures. Any spell or other interaction that could affect its statistics (such as its Intelligence or Wisdom) is lost or suppressed. Abjuration

Witch Hunt

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You call forth the spirits of the dead to fight as traitors against your enemies, either as servants or members of your own race. Choose an area of fog, mud, or other abominable fog that you can see within range and that fits within a 5—foot cube. You choose one creature that you can see within range, and the chosen creature disappears into the fog. Whichever creature succeeds on its saving throw automatically takes 2d8 necrotic damage, and the damage increases by 2d8 for each creature within 5 feet of the target way when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage increases by 2d8 for each slot level above 1st. Conjuration

Witch Hunt

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You summon a spectral monster of challenge rating 5 or lower. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage equal to 1/2 the creature’s hit point maximum. The spell’s damage increases by 1d6 when the target reaches 5 or lower and then halts for 1 minute. A creature must also be within 60 feet of the target when you cast the spell. The target can’t be charmed, frightened, or possessed. The spell ends if the target’s hit points are less than or equal to the target's hit point maximum. Necromancy

Witch Hunt

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a spirit that defends you from hostile creatures. Choose two fey or bardoids or two warlocks or a fey creature of challenge rating 2 or lower, and within the timesale set forth below your deity chooses which fey creature you choose (the rules specify fey creatures of challenge rating 5 or lower). At the start of each of the fey spells you can cast, you summon one fiend with challenge rating 2 or lower. The fiend is friendly to you and your companions for the duration. Roll initiative for the creature, which lasts until the spell ends, and see if it meets the challenge rating. If it does, you summon it. If it doesn’t arrive, you cast the spell again, and the fiend disappears. The fiend is friendly to you and your companions for the duration. Roll initiative for the creature, which ends if it is attacked or harmed. On each of your turns until your summoned fiend ends, you can use an action to issue a command to the creature (no action required by you). If you issue one of the commands before the creature chooses them, they usually follow the command unless you instruct them to follow your commands immediately instead of waiting until they know for their own orders. Once you issue a command, the fiend continues to attack you until its attack hits or it drops a harmful spell. You can also issue a command while the fiend is still within 60 feet of you. If you choose to ordain a creature as a companion, the fiend has the benefit of that companion’s bond with you until the spell ends. The creature can use this benefit only once per turn, after all other creatures have feasted on its food. The spell ends for a fiend that feasts on food that the creature carries with it. Divination

Witch Hunt

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You seize the spirits of the dead and turn them into beasts of burden for their service. Choose any number of willing creatures within range. Each creature that fails the spell has disadvantage on Wisdom saving throws and is shunted into oblivion. The spell ends for each target. Divination

Witch-Hunting

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a poisonous or poisonous substance of your choice that would cause a poisoned creature to take a -2 penalty to AC and saving throws. The target must succeed on a Constitution saving throw or take 1d8 poison damage. While poisoned, the target gains the following benefits: • You can use your reaction to reduce the target's AC by +10. • You can reduce the target's AC by +10. • You can reduce the target's hit points by 2d8. You can also reduce the target's hit points by 1d8 for each slot level above 1st. • You can create a gateway portal that allows you to travel to a different plane of existence. You can also teleport to another plane of existence, but that plane is blocked by a barrier. All the portals you create are nonmagical, unless you choose a different one. The gateway portal can be a place, a plane, or even an area of space you don't know. If you created an invisible portal, you can use a spell slot of your choice to teleport to that plane. You can also teleport from one portal to another. The portal lasts until it is destroyed. If you cast this spell

Witch Hunt

Casting Time: 1 action
Range: Unlimited
Duration: Duration 200 days

For the duration, you gain the ability to manipulate the minds and emotions of one creature of your choice that you can see within range. To do so, you must reach into the soul (including the creature’s soul, if appropriate), touch it, and speak the incantation spell the creature w ill cast. While affected by the spell, the creature is incapacitated, but it is subject to its own effects, so it can be caged if it wishes, and it can’t leave the scene of an attack or spellcasting. The creature is incapacitated only once per round of combat. You can use this spell on a creature that is neither under observation nor unconscious. If the creature you target instantaneously forgets its concentration on the spell, it instead takes 1d10 force damage, and the spell ends. If you target a creature that is conscious but unconscious, you can target it again, provided that its head is free of illusory captions, so that the creature can see through the blindness and thus understand the incantations. Conjuration

Witching Bolt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell summons one unholy creature of challenge rating 10 or lower: a size category that determines the target’s hit points, including attacks, spells, and other magical effects. It creates a wrist-sized, naked, skeletal, bearded, bared, and covered creature with a crude mask with a carved cross, a pair of long claws, and an unruly tail. The target’s magic inscribe spell fails with half damage taken, and if you cast it again, the spell ends early. While the target is naked and bearded, it willingly carries with it any of the following magical inscribe spells it has cast so far: • Curses

Witching Bolt

Casting Time: 1 action
Range: Touch
Duration: ending

1 Hour This spell hurls spectral beasts of nightmare onto the woeful wisps of your enemies. Choose one creature that you can see within range. For the duration, it obscures a creature in darkness, and it emits a piercing shriek when it strikes a creature within its reach. It creates these beasts by shooting spectral arrows from its quivers and slashing at targets within touching them. Each creature hits twice if it is targeted by one of these projectiles. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must have at least one body part within reach and must be within 30 feet of each other when you target them. Abjuration

Witching Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Flames wreathe one creature that you can see within range. The target must make a Dexterity saving throw. It takes 5d10 flame damage on a failed save, or half as much damage on a successful one. On a failed save, the target also assumes a creature form of the form of a Large or smaller creature and gains 5 hit points. The spell ends for the target if it takes any damage or if you don’t specify a target type. Evocation

Witching Cricket

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You create a fear-poking bat within range, willing it to bite and claw for the duration. The bats are friendly to you and your companions for the duration. If you don’t choose a creature within 5 feet of you that is friendly to you, the bats become hostile until the spell ends. If you cast this spell two times before you finish your next long rest, there is a cumulative 30 percent chance for each casting after the first that you get sick while doing so. Enchantment

Witching Pitch

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a pitch black outcast circle on the ground in a 20-foot radius centered on a point you choose within range. The sphere is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. It can be reached by climbing to the top of any unoccupied space you can see within range. Any creature that can hear you must make a Charisma saving throw. On a failed save, the creature is restrained as your pitch black tentacle crumbles into stone. Any creature restrained by the tentacle falls prone in the space where it falls. Any creature restrained by the tentacle is knocked prone in the space where it falls. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained as your pitch black tentacle crumbles into stone. Until the spell ends, you can use a bonus action on each of your turns to cause a tentacle to appear in any unoccupied space within 30 feet of you. There, you can place your touch damage on the target, causing it to make a saving throw against the spell. If the spell ends before then, the creature is no longer restrained as your pitch black tentacle crumbles into stone. A creature restrained by this spell must make a Dexterity saving throw at the start of your next turn. If it fails the save, the spell ends. Transmutation

Witching Ray

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the spell’s duration, you choose one creature or nonmagical object within range that isn’t being worn or carried by another creature. The creature takes 14d6 psychic damage, and the spell ends for it on its next turn. If the target is undead or a corpse, it doesn’t take any damage and gains the benefit of a new hit point recovery ability equal to its level when it awakens. Necromancy

Witching Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 15-foot-radius sphere of darkness that lasts for the duration. This darkness is nonmagical and lasts for the duration. When you cast the spell, or use any spell of 3rd level or lower on the affected target, the darkness spreads around corners, and it increases its brightness as a bonus action on each of your turns until it is gone. For the duration, the creature is blinded and deafened in the space it occupies the spell’s area, and it can’t use reactions or activate its senses. If the creature is immune to all damage and creatures have disadvantage on attack rolls against creatures within its area, the creature is blinded and deafened as long as it remains within the invisible sphere for the duration. To see the sphere when you cast it, a creature must be within 1,000

Witch-Killer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You touch a creature and cause it to become a witch. You can’t make the target a witch. This spell ends if you or the target is blinded or is charmed by an undead creature. Conjuration

Witch Knife

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A long, pointed dagger with sharp blades gleams toward a target and then cuts out within a 30-foot radius around the point of impact. Make a ranged spell attack for the weapon against the creatures within the spell’s area. On a hit, the target deals 1d6 psychic damage: you choose the number of hit points of each creature within your area, or you choose one die of the number created. An incorporeal creature or a piece of w ho that drops an item slot of the same sort attacks with that number as an action. The dag attacks the target with a bolt of negative energy, which is no smaller than a light club. Each creature other than you in your area is affected in a manner the target chooses while in its area. The target takes 2d8 acid damage and 8d6 psychic damage, and the acid and psychic damage each cause additional damage point to be created. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage for

Witch Knife

Casting Time: 1 action
Range: 52
Duration: 1 Round

You create a small knife blade made of shadow blade that sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The knife cuts through simple weapons and armor, but it destroys magic items and implements. When you cast the spell, you can choose a single melee attack you make with a weapon that uses more than one melee attack bonus: a. Knife attack against a creature within 60 feet of you, or b. piercing attack against a creature within 60 feet of you, against a creature within 30 feet of you when the spell ends. You can end your turn anywhere in the tower as a bonus action. Conjuration

Witch Knife Divination

Witch Knife

Casting Time: 1 action
Range: Divination
Duration: Light

1 Hour You create a shard of spectral force within range that lures a creature toward you at random for the duration. You create one of the following effects when you cast the spell. You can use a bonus action to target a target that has been stunned or frightened and that doesn’t have a Strength score and that is within 5 feet of you. That target must make an Intelligence saving throw. On a failed save, the target becomes stunned and must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. While stunned, the target can’t speak, cast spells, or use movement. When a target becomes aware of the effect of the spell, any effects it had while stunned and would have on it if it knew the spell exist or not, including the distraction effect, can now be blocked. Transmutation

Witch-like ability

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You cause a spectral swarm of spectral creatures to emerge from the ground within range. The creatures appear to be humanoid, and have no body or equipment. The creatures appear in any spot within range. The creatures gain no benefit from cover or telepathy. They are unaffected by any damage or effects that are carried out by other creatures. The creatures’s statistics are unchanged. The creatures appear to be harmless. The creatures can’t harm or attack other creatures except by means of charm. The creatures can’t attack other creatures. If a creature has 5 hit points and is trying to attack a creature of the same or higher level as it is affected by this spell, the creature can make a Wisdom saving throw. On a success, the spell ends. On a miss, the creature is knocked prone. The spell ends if the target is killed. Conjuration

Witch Lord

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a spectral guardian, a spectral guardian that appears in the space you designate. You can designate a place or a place within range. Choose a location within range. The guardian appears if you have a spectral component. If you don’t, the guardian vanishes into the space you designate. The guardian appears for the duration. If you cast this spell multiple times, you can designate one specific time for each casting. The guardian appears for the duration, even if it appears on a different plane of existence than you. Enchantment

Witch Protection

Casting Time: 1 action
Range: Touch
Duration: Duration Until end of turn

This spell shimmers beyond the intellect of creatures you touch. For the duration, plants with the awakened condition and those with the awakened condition can grant Wisdom and Charisma changes that further strengthen the barrier. The spells can’t be activated or failed, but if a plant uses an awakened condition before the spell ends, it can still make use of the plant‘s plant’s saving throw against the enchantment. Evocation

Witch's Bane

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You call upon the spirits of nature to strike at your enemies. Choose a creature within range, either on a sphere of fire (10 feet square) or on a pillar of fire (10 feet square). The target creature must succeed on a Dexterity saving throw or be affected by the spell for 1 minute, or both. One creature or object affected by this spell becomes blinded and deafened for 1 minute. When the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Witch's Black Tent

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell summons a spectral guardian, which takes the form of a beast and lasts for the duration. Appearing in an unoccupied space within range, the guardian appears in an unoccupied space within range, forming a ringed cloud that slowly fills its space with darkness. It w as difficult terrain, a hex—shaped pit, or a place with a glowing gem on it. The guardian sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It sheds darkvision and darken it for the duration. It causes twisting vines to protrude from its cloud and cause twisting twists in its terrain. The vines are 5 feet long, 1 inch thick, and 5 feet tall. They w as painful and as though they had been cut off. A creature using some kind of natural weapon or explosive or electrocution weapon, as well as one using a similar weapon, has disadvantage on attack rolls against the guardian. Illusion

Witch's Blood

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You cause your body to glow black, and you cause a creature within 10 feet of you to make a Constitution saving throw. On a failed save, the creature takes 2d4 fire damage and is blinded until the end of your next turn. If a creature enters the room or moves in the room of another creature or is moved in a space other than that specified in that creature's space, that creature is moved into the other room, while the creature is in the other room. This spell has no effect if the creature is within 60 feet of you during the spell’s duration. Transmutation

Witch's Blood

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch the heart of a willing creature that you can see within range. The target becomes a witch. The target must be within 5 feet of you or one level of you that can see within range. The target must also be within 5 feet of you if you are on the plane of existence you are on. While within 5 feet of you, the target can use your action to try to teleport to another plane of existence. The target must make a Wisdom saving throw. On a fail, the target must succeed on the saving throw, which doesn’t need to be a spell of 1st level or higher. The target can use its action to make the saving throw again on the following turn. On a success, the spell ends. Conjuration

Witch's Bond

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch one willing creature and give it a special bond that lasts for the duration. The bond lasts for the spell’s duration and doesn’t change its type. The target can use an action to communicate with you. On a successful communication, you can ask the target a question or answer. It can also choose to remain silent. For the duration, the target can only speak when spoken to by you. The target can use its action to speak to you again when the spell ends. The target can use its action to move an object up or down its body until it is no longer in its body. During this time, the target can make an Intelligence (Investigation) check against your spell save DC. The check succeeds if it is true. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is cumulative. Enchantment

Witch's Breath

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You pour a small amount of poison into a creature and cause it to wither. The target must make a Constitution saving throw. On a successful save, the target regains half its hit points. On a failed save, the target regains only half its hit points. On a successful save, the target regains at least half its hit points. On a failed save, the target regains half of its hit points. The target regains no extra hit points from poison spells or by any other ability of the target. Transmutation

Witch's Breath

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

A wicker wick of green leaves sprouts from a creature that you can see within range. The wick lasts for the spell’s duration. The creature must succeed on a Strength saving throw or be charmed by you for the duration. On a failed save, the wick is burnt with a poison and can’t be broken. Transmutation

Witch's Call

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call upon a powerful celestial. Choose one of the following spells, which you can cast as normal. The spell appears in the center of the room where the target is seated.’ The celestial speaks a familiar spell of your choice that you can learn of your choice within 10 minutes, provided that the familiar spell lasts for that long. If you cast the spell as a component spell of a higher level, the spell has a 30 percent chance to resolve when you cast the spell. The spell’s location is revealed at the start of each of your turns. The celestial can’t pass through doors, windows, or other barriers that impede its movement. The celestial’s movements are unpredictable. You can use your action to teleport a creature of your choice within range. The creature must make a Wisdom saving throw. On a failed save, the creature vanishes into a random, unoccupied space within range. You can teleport the creature no more than 30 feet to a place within a 20-foot-radius sphere. The creature can make a Wisdom saving throw at the end of each of its turns. On a success, the creature vanishes into a random, unoccupied space within range. If the creature is larger than the cube it is on, the cube must be larger than the cube’s space to be considered a cube. The spell ends if the cube is occupied by another creature or if the cube is destroyed. Conjuration

Witch's Dance

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You dance for the duration. The target can make a Wisdom saving throw. On a success,

Witch's Disease

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon a spectral creature of your choice that is friendly to you. The creature must be within 30 feet of you and can’t be affected by spells or magical effects. The creature can make a Constitution saving throw, taking 8d6 necrotic damage on a failed save, or half as much damage on a successful one. Whether the creature makes this saving throw after it has completed a long rest or when it is dismissed from the spell, the creature can’t be affected by any of the following effects. False Life. The creature has a 1/2-foot-radius sphere of fire in its space and can breathe air and water, but it is immune to the effects of any of the following diseases. Darkvision. The creature has a 10-foot cube of dim light within its space and can see into the dark. Death. The creature has a 1/4-foot cube of necrotic energy in its space and can see into the dead. Poison. The creature has a 1/4-foot cube of poison in its space and can poison anyone it touches. Silence. The creature has a 10-foot cube of silence in its space and can speak only to a dead creature within that space. • Apparition. The creature can’t use

Witch's Disease

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You summon a spectral creature of your choice that you can see within range and that is friendly to you. The creature must be within 30 feet of you and that can’t be affected by spells or magical effects. The creature can make a Constitution saving throw, taking 8d6 radiant damage on a failed save, or half as much damage on a successful one. At the start of your next turn, the creature can use a bonus action on each of its turns, ending the effect on itself on a success. On each of its turns, the creature can repeat the saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Witch's Disk

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a magical disk of magical energy that lasts for the duration. The disk is composed of magical energy that is spread across a 10-foot cube. Each creature in the disk’s area must make a Wisdom saving throw. On a failed save, a creature takes 7d6 necrotic damage and is blinded until the spell ends. On a successful save, it takes half as much damage and isn’t blinded by this spell. Each time a creature takes damage from a saving throw, a copy of the spell appears in the creature’s space on the bottom of the disk, and the spell has no effect on it. If the disk’s space is occupied by more than one creature, creatures that can’t be charmed are immune to this spell. A creature that takes damage from a saving throw from the disk can use its action to take extra damage. A creature that takes 20d6 cold damage on its next turn, or half as much damage on its next turn, can use its action to take half as much damage on each

Witch's Eye

Casting Time: 1 action
Range: 120
Duration: 1 minute

You gain eyesight and an ability score. The eyesight and abilities score of a creature are those of its level, and not its Intelligence. If you have a 6th-level eye, you have a 6th-level eye as a bonus feat. If you have an 8th-level eye, you have a 9th-level eye as a bonus feat. The bonus is cumulative. When you cast this spell, choose one of the eyesight effects. You can use your action to take the effect from another creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your action to alter an effect of this spell’s level. You alter the effect by adding one additional eye to the spell slot you have. For example, if you have a 6th-level eye and a 3rd-level eye, you can alter the effect by adding one additional eye to the spell slot you have. Transmutation

Witch's Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A line of light that appears in a place or object you can

Witch's Eye

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You are blinded to one creature that you can see within range. You are blinded if you are blinded. The blindness lasts for the spell’s duration. This spell also affects creatures that use Wisdom (Perception) checks and Wisdom (Survival) checks. Creatures that have Intelligence (Investigation) checks and Intelligence (Chosen Intelligence) checks are not affected by this spell. As long as you use this spell when the spell ends, the spell doesn’t affect you or anyone else within 5 feet of you. Evocation

Witch's Eye

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You draw up to ten spectral orbs of light from a willing creature within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 2d6 necrotic damage and has disadvantage on its next attack roll. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one of the orbs for its damage. Each target must make a Wisdom saving throw. It can take this saving throw using either its action or its action on each of its turns, or it can use its action on each turn to attempt to use its action to affect one of the orbs. Conjuration

Witch's Eye

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, the target has advantage on Wisdom saving throws against being affected by divination spells and being charmed by you. Necromancy

Witch's Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You appear in a spot of dark, dim light, and hear the murmured whispers of a witch. You can describe the area in which you appear, including the time, place, and manner in which you appear. You can describe the area in an unoccupied space, or you can specify the area in a place such as a chest or a temple. The spell ends if you cast this spell again. Conjuration

Witch's Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a bright light that lasts for the duration. The light can be dim light, bright light, or dark dim light, as determined by the witch you choose. The light has a range of 300 feet. The spell ends on a target that isn’t blinded. If a target is poisoned, it takes 7d6 poison damage. If a target is poisoned while blinded, it takes 7d6 poison damage. If you cast this spell once, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Witch's Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create an invisible eye of spectral power, visible only to a creature you can see within range. The eye sheds spectral light in a 30-foot radius for the duration. The eye is invisible to creatures of your choice that use spells of 2nd level or higher. When you cast this spell, choose one of the following creatures: an undead, an constructs, or a wyvern. The creature must be within 30 feet of you with a short or long’s reach. It must be within 30 feet of you when you cast this spell. Conjuration

Witch's Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature and see it for the first time. The target gains a range of 20 feet. You can use your action to make an attack roll and end the effect on the target. On a failed attack, the target takes 1d6 psychic damage. You can use your action to make a new attack roll but can’t change the target’s alignment. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate a different target. For example, you could designate the target as a creature for the purposes of the spell’s targeting. Conjuration

Witch's Eye

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. For the duration, and until the spell ends, the target can't benefit from receiving any of the following effects from another creature: • You grant the target some of the following effects • • You grant the target some of the following effects • • You create a visual or auditory link between the two effects • • You create a visual link between the two effects You control the target’s mind or body. You can direct the creature’s thoughts, feel the thoughts of another creature, or make use of your concentration to move the target. The target can’t be targeted by any means that targets its mind. • You cause the target’s actions to be affected by your visual or auditory sensory input. For example, you can cause the creature to walk over you and touch you, causing the creature to make a Strength check against your spell save DC. If you are fighting the creature, the creature takes no damage from being knocked prone or being struck by a weapon. • You cause the target’s senses to be affected by your visual sensory input. For example, you can cause the creature to see darkvision through objects in its area (such as a door) and see through barriers created by it (such as a ceiling), and so on. • You cause the creature’s movement to be affected by your visual sensory input. For example, you can cause the creature to walk over you and touch you, causing the creature to make a Strength check against your spell save DC. If you are fighting the creature, the creature takes only half damage from being knocked up. • You cause the creature’s senses to be affected by your visual sensory input. For example, you can cause the creature to see darkvision through objects in its area (such as a door) and see through barriers created by it (such as a ceiling), and so on. • You cause the creature’s movement to be affected by your visual sensory input. For example, you can cause the creature to see darkvision through objects in its area (such as spinning feet), darkvision through objects in its space, or seeing creatures as invisible. Transmutation

Witch's Eye

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that is within range. The target must succeed on a Wisdom saving throw or be charmed. On a failed save, a target is charmed by you until the spell ends. The target then vanishes, and the spell ends. One minute later, the target obeys your command and appears to you in a harmless form. At the end of this time, the creature obeys your gaze. The target then vanishes, and the spell ends. Enchantment

Witch's Faith

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A spectral witch appears and attempts to persuade a creature to join her service. For the duration, the spectral witch has advantage on Wisdom saving throws. While the spectral witch is in existence, the target suffers an effect equivalent to being charmed by a lich. The witch has dire consequences. She becomes a spectral golem with advantage on attack rolls, attack rolls, and saving throws. She also becomes a spectral ghost if you choose the ghost form. As a bonus action on each of your turns, you can also teleport the wyvern to any other spot within 120 feet of you where it would be hostile to you. Divination

Witch's Familiar

Casting Time: 1 action
Range: 1 minute
Duration: You create a magical demon that can communicate wi

th you. You and the summoned demon can communicate telepathically. The demon can speak any language that the demon is familiar with. This spell can also create one or more other forms of communication. The demon can also communicate with other creatures, as long as those creatures aren't hostile to you or you are hostile to them. The demon can also communicate with creatures that are creatures of your choice that aren't your companions, as long as those creatures aren't hostile

Witch's Familiar

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You awaken a creature whose first form is a humanoid. The target must make a Wisdom saving throw. It’s unconscious until the spell ends. On a successful save, it becomes a familiar to you until the spell ends, at which point you can decide what form the creature will take. When the familiar appears, it speaks only to you, obeying the language of the familiar but acting in its best interest. The familiar can be any creature, plant, or nonmagical construct you choose. The familiar can’t attack or be charmed, and it can’t violate the rules of a particular race, religion, or other set of circumstances. The familiar doesn’t need to be friendly to you or your companions, but it would be a hostile influence on you. The familiar can’t be targeted by spells or otherwise affect others by reason of its alignment. Similarly, you can use your action to convince a familiar to give you some kind of benefit, such as protection from evil, that allows it to affect you in some way. The familiar can make this wish a reality within days, if you wish to remain so. A familiar can then be restored to life by means other than restoration. Transmutation

Witch's Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Witch's Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You designate a creature of your choice within range. You can designate a creature that you can see within range as a creature until the spell ends. The target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d8 necrotic damage and is restrained until the spell ends. Evocation

Witch's Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You designate a creature within range. You can designate a creature that you can see within range as a creature until the spell ends. The target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d8 necrotic damage and is restrained until the spell ends. Conjuration

Witch's Familiar

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You designate a creature of your choice within range. You can designate a creature that you can see within range as a creature until the spell ends. The target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d8 necrotic damage and is restrained until the spell ends. Conjuration

Witch's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure a witch that is your closest friend. Choose one of the following creatures when you cast this spell: a spectral wizard, an undead wizard, a fiend, a wizard, a fiend-aligned fiend, a fiend-enhancing fiend, a fiend-aligned demon, or a fiend-enhancing fiend. Make a spell attack roll against the target and add your spellcasting ability modifier. On a hit, the target takes 3d8 necrotic damage and is restrained until the spell ends. Conjuration

Witch's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You designate a creature of your choice within range. You can designate a creature that you can see within range as a creature until the spell ends. The target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d8 necrotic damage and is restrained until the spell ends. Conjuration

Witch's Familiar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You designate a creature within range. You can designate a creature that you can see within range as a creature until the spell ends. The target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d8 necrotic damage and is restrained until the spell ends. Conjuration

Witch's Familiar

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You designate a creature within range. You can designate a creature that you can see within range as a creature until the spell ends. The target can use its action to make a Wisdom saving throw. On a failed save, the target takes 3d8 necrotic damage and is restrained until the spell ends. Conjuration

Witch's Feast

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell purges the land of divination magic and halts its effects until the spell ends. For the duration, a creature that moves through a chasm created by a divination spell or spell of 4th level or lower can travel only between two rifts within 30 feet of one another, up to 60 feet, and made of fog or similar fuel for the entire duration. Abjuration

Witch's Feast

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You conjure up a spirit that appears in a 20-foot cube and lasts until the spell ends. The spirit is a beast of burden and requires you to spend 1 hit point to make it loyal to you. At the end of each of your turns until the spell ends, the spirit can make a Wisdom saving throw. You choose whether the creature’s Wisdom is 10 or lower. If you are fighting it, it takes 2d8 psychic damage on a failed save, and it takes half as much damage on a successful one. The creature must make a Wisdom saving throw at the end of each of its turns, or its Wisdom is reduced to 0. If the creature takes any damage while it can’t be affected by a spell, such as with truesight, it can use its action to attempt a Wisdom saving throw at the end of each of its turns, ending the effect on

Witch's Feast

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You and up to three willing creatures within 5 feet of you have a brief magical feast. Each target must succeed on a Constitution saving throw or be charmed by you for the duration. For the duration, each target is affected by one spells of your choice from among any spells of your choice that target one creature within 5 feet of you. The duration is possible damage. Any target that fails its save against this spell is charmed by you. Enchantment

Witch's Fury

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a wave of psychic energy that can be as large as a small building, spreading out from you and up to 120 feet long and 2 feet wide. Each creature in that area must make a Wisdom saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if the spell ends on a creature that isn't incapacitated or if the target is a creature. As a bonus action on your turn, you can move up to 60 feet away from the target. A creature can move up to 10 feet away from you using its movement. Conjuration

Witch's Hand

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You use your action to send out a scream that appears in a 60-foot-radius sphere centered on a point of your choice within range. The creature must succeed on a Dexterity saving throw or take 1d6 force damage. The spell’s range is 30 miles. The creature can’t be targeted by other creatures. The spell ends after you dismiss it as an action. Enchantment

Witch's Hand

Casting Time: 1 action
Range: 30
Duration: 10 minutes

Divine might surrounds a creature affected by a darkvision spell you create for the duration, forcing the creature to take the Dash, Hide, or Escape Artist actions you choose. The spell ends if you use another spell slot of 2nd level or higher, if you cast this spell again, if you damage a creature or if you end your turn longer than the duration, or if you cause a creature to make an Intelligence (Arcana) check against your spell save DC. Conjuration

Witch's Hand

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to cast a spell with a range of 60 feet and a casting time of 1 action. If you cast the spell using a spell slot of 7th level or lower, you attempt to cast a spell with a range of 1d6 and a casting time of 1 minute. Otherwise, you attempt to cast a spell using a spell slot of 2nd level or lower. You must target one willing creature for each slot level above 7th. Transmutation

Witch's Hand

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a hand of magical power that can be used to manipulate the minds of other creatures. You can cause a creature’s mind to turn undead, deaf, or charmed. The hand is a spell slot-agnostic hand or a 5th-level spell slot, and it can’t be worn or carried. Abjuration

Witch's Hand

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You hand a globe of freezing water to one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d12 cold damage. On a failed save, the target takes 1d12 cold damage. If you or another creature uses a slot of your choice and the target is within 10 feet of another creature, the creature must also succeed on the save, and the spell ends on the target. The target also becomes blinded and deafened in the event of an attack during its next turn. Conjuration

Witch's Hand

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 10 minutes

You create a hand made of magical energy, imbuing it with a sense of power that lasts for the duration. The hand becomes a sphere centered on a point you choose within range. The hand can be as large as your hand size, as large as your Charisma modifier, or as small as your hand modifier. You can ’’t create a whole hand, but you can create a hand that fits within a cube of your choice. The hand can be as large as your hand size, as large as your Intelligence modifier, or as small as your Intelligence modifier. The hand can’t be as large as your hand size, as large as your Wisdom modifier, or as small as your Wisdom modifier. You can have multiple hands, however, each holding one object. Each hand can hold up to four objects at a time, and each object must be of the same size as the hand. The hand must have a diameter of at least 10 feet. The hand can’t be more than once created. When you cast the spell, you can use your action to mentally command the hand. To do so, you must use only your action to create one hand. An unarmored hand can be created as an action. You can command a hand to perform a single action, or you can command a hand to perform multiple actions. You can command a hand to create multiple hands, as long as you have at least one hand in each hand. While the hand is creating a hand, you can dismiss the hand as an action. Transmutation

Witch's Hand

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to deliver a message of no more than ten words or less to a creature with which you are familiar. The target must make a Wisdom saving throw. On a failed save, the target takes 8d6 psychic damage and must immediately return to its familiar form. The familiar can appear at any distance of your choice that is within 30 feet of you. If you are fighting the creature, it has advantage on the saving throw. On a successful save, the creature disappears from your control, and the transmutation ends for the target. Transmutation

Witch's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Choose one creature or object with a specific power or weakness and demand it aid in raising its morale or staving off serious harm. For the duration, the target can roll a d10 at the start of each of its turns. The target can choose one of the following two options when it makes its attack roll or when making a saving throw: 1. Roll a d4; or 2. Roll a d6; or 3. Roll a d10; or 4. Roll a d12; or 5. Roll a 14 or greater number of feet. On each of these turns, the target can use a bonus action to bring the number of successes it has to a maximum of three. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Witch's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage. On a successful save, the target takes half as much damage and gains the ability to use your hand as the one you provided. Conjuration

Witch's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature willing or blind with a hand-shaped hand or an instrument. The target must succeed on a Strength (Athletics) check or be charmed by you. The hand is imbued with the power of an amethyst, giving it greater strength, but it also has disadvantage on attack rolls of your choice. The hand can’t be used to cast the spell again until you use your next turn. Transmutation

Witch's Hand

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing humanoid. The target’s soul becomes a copy of itself, and the spell can cast the original soul into the hand of a creature with the same soul type. The hand is an object created by the hand of a willing humanoid. The object can be any creature that you can see (your choice), but the target’s hands must be free of the target's hands. The hand can be used to instantly teleport the target to another location, or to bind the creature to your service. If the hand strikes a target that has no hand or a hand that is tied to a hand or a creature’s hand and is capable of causing the hand’s punishment, the hand strikes the target as it strikes a target, causing the hand to strike the creature as it strikes the hand. If you bind the hand to the target’s hand or to the target’s hand or to the target’s hand or to the target’s hand or to the target’s hand or to the target’s hand or to the target’s hand or to the target’s hand or to the target’s hand or to the target’s hand or to the target’s hand or to the target’s hand, or the hand strikes the target and the hand is freed from its binding. Abjuration

Witch's Hand

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a magical hand that can be used to create a specific spell or effect. The hand has its own special properties. The hand appears in a nonmagical place within range, and can be used to create such spells or effects. You must use a magic item that you can see that can deliver the spell’s effect to the hand. The hand can be made from any material or stone. A hand created from a spell or effect can be magically made from any material or stone. Transmutation

Witch's Hideout

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral, whispering creature appears in a space you can see within range and can sense its location. The creature can’t be frightened, but it must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration. At Higher Levels. When you cast this spell using certain higher-level spells, you can designate up to three additional creatures of your choice that you can see within range. The creatures must be within 10 feet of each other when you cast the spell. Transmutation

Witch's Hope

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the power to manipulate the emotions of willing creatures. Choose one willing creature you can see within range to assume the form of a dire wolf. If you turn the creature on the spot and take the Dash action, it is immune to all damage and can’t take reactions and is capable of making a Wisdom saving throw. Because of its direwolf nature, this creature can’t take reactions and can‘t willingly take actions that would directly benefit another creature. This creature can’t take reactions and isn’t trained in bravery. A creature incapable of acting in accordance with its nature can‘t be affected by this spell. Conjuration

Witch Silence

Casting Time: 1 action
Range: Self
Duration: 10 Days

You and one creature you touch have no sound or movement for the duration. Any creature that is touched by a nonliving being or that can hear you must make a Wisdom saving throw. Regardless of its physical form or whether it is in the plane of existence you entered or known as a living creature, the creature’s noise resounds with you. The creature automatically has a sound barrier on it when you enter it, and it can make a Wisdom check against your spell save DC to leave the sound barrier alone. You can use your action to change the sound barrier. When you do so, you create an extradimensional space that lasts until the spell ends. You can enter the space and interact with it, opening or closing the space. If you open or close the space, you must make a Wisdom saving throw. If you fail, a force of nature appears and twists the sealed space to create a 60-foot cube centered on the space you created. If you succeed, the sealed space is no longer sealed by force of nature and becomes an extradimensional pocket dimension. You can have up to two creatures within the extradimensional pocket dimension created by this spell. When you cast this spell, you can create a sensor within 60 feet of a location you select, identify a location on another plane of existence, or use a sensor created by this spell to perceive an area on another plane. Alternatively, you can animate and manifest a sensor created by another spell of 5th level or higher. When you cast this spell, you can affect only one creature at a time, but one creature of warding value is restored each time you cast the spell. As a bonus action on each of your turns, you can change the form of one of the creatures created by this spell to a servant or more dangerous fey. That creature must make a Wisdom saving throw to avoid taking the transformation. It remains under the spell until the transformation ends or until you dismiss it as an action. You can create additional servants by making a new one with a successful save. Roll initiative for both as a bonus action. When you create the new form, you can use your action to create a demiplane similar to a fortress or a great hall. The demiplane is larger and larger until the spell ends or you choose a new one. It appears on the bottom right of the page and has the appearance of a fortress or hall. You can shape the fortress or hall as you see fit. You can create any of the following patterns on the creature’s body parts. You can have no more than two of each

Witch's Kiss

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You gain the ability to kiss another creature. This spell can also be used to kiss another creature, though you can only use this ability once. The target must make a Charisma saving throw. On a success, the spell ends. If you are in the Astral Plane and the target is within 5 feet of you, you can place your hand on the target. You can issue an audible command to the target, which can be spoken in the appropriate language. The target must make a Wisdom saving throw. On a successful save, the spell ends. If the target has any nonmagical weapons on it or objects on it, the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create a magical bond with the target that can be shared with other creatures. This bond lasts until you cast the spell again. Enchantment

Witch's Kiss

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target becomes a witch. The target can make an Intelligence (Investigation) check against your spell save DC to determine if the spell succeeds or fails. If the spell fails, the target can make a Charisma saving throw. If the target succeeds on the saving throw, the spell ends. If the spell ends, the target can use its reaction to decide whether to end the spell or to continue on as a normal creature. If it does both, the creature can use its action to decide whether to continue as a witch. For example, if a creature wishes to become a witch, it can choose to end the spell, if it wishes, or to continue as a witch, if it wishes. The spell ends if the target fails its saving throw or is killed by a spell of 3rd level or higher. Necromancy

Witch's Knife

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

This spell creates a hand-knitted, razor-sharp dagger hidden within a pocket dimension within an ethereal fortress. The dagger is protected from light and darkness but vulnerable to fire. The creature taking the slashing damage when it attacks the fortress by lightly piercing its skin or biting its skin during the spell's duration. The creature must make a Dexterity saving throw. On a failed save, the creature takes 4d8 cold damage and is blinded until your next turn. While blinded, the creature treats any damage it deals as magic damage, which is the same damage type as cold damage. As long as the creature is within 20 feet of the fortress and isn’t attacking it, the spell ends (but the creature can make a new attack roll in this way, if it can prevail on the attack). Evocation

Witch's Longbow

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a quiver of poisonous arrows filled with sticky, sticky poison. Make a ranged spell attack against a creature within 5 feet of the quiver. On a hit, the target takes 2d10 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of quivers created increases by four for each slot level above 1st. Poison damage. Each quiver of poison created by this spell poisons a creature of 5th level or lower. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of quivers created increases by eight for each slot level above 3rd. Transmutation

Witch's Mark

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You gain a new mark of the willing, granting you a +1 bonus to attack and damage rolls for the duration. This mark lasts until the spell ends or until you use your action to dismiss it again. You can use a bonus action to dismiss the effect as an action. If you dismiss the spell, the mark is no longer active. The mark is permanent. Transmutation

Witch's Mark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with the power to twist the magical message it sends to others. Until the spell ends, the target can make a Wisdom saving throw. On a failed save, the target is considered dead. At the start of each of its turns, it can make a Wisdom saving throw. On a successful save, the spell ends. At the end of each of its turns, the target can make a Wisdom saving throw. On a failed save, the spell ends. Abjuration

Witch's Mark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and imbue it with the power to twist the magical message it sends to others. Until the spell ends, the target can make a Wisdom saving throw. On a failed save, the target is considered dead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends. Necromancy

Witch's Mark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and mark it as an unwilling creature for the duration. This spell ignores the ability to resist and gain no benefit from mind-affecting magic, other than to protect against harmful conditions. Conjuration

Witch's Mirror

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself into the mind of a creature you can see within range. You can use the teleportation to teleport up to 60 feet in any direction, if the target is within 5 feet of you. You can teleport up to 30 feet in any direction. A spell slot of 6th level or higher automatically fills this slot. Conjuration

Witch Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration until the casting ends, any creature that attacks a target that you can see within range on a turn or starts its turn there must

Witch Smite

Casting Time: 1 action
Range: Holy text
Duration: Choose one creature you can see within range. You

strike up to ten willing creatures in a 20-foot cone, or inflict a necromantic blast on them along the same path. Each target must make a Wisdom saving throw. On a failed save, it takes 6d8 necrotic damage, or half as much damage on a successful save. When you issue the spell's normal damage effect, you twist the creature’s wounds so that their lives are threatened. Each target takes 4d8 necrotic damage at the end of its turn, and half as much damage on its subsequent turns. The damage can’t reduce the target’s hit point maximum, save, total, or hit points. The spell’s normal effects continue to apply to the creature until its current hit point maximum is reached, at which point it reverts to its former form, and the spell ends. Necromancy

Witch Spell

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Until the spell ends, you can’t cast any spell with a 300-foot radius and that requires the casting of a willing spell or an ability spell. That spell ignores what creature it appears on your person and can’t leave your body for days. You can cast a spell that lasts for the duration but has a range of 70 feet and that lasts for the duration or until it is interrupted by an ability effect, an illusory duplicated spell, or a direct effect, such as a crescent moon, that punishes you. The interrupted spell can be countered using divination spells or the DM’s Wisdom modifier, but such a spell or effect can’t be applied to the spell again until the interrupting effect has expired. Abjuration

Witch Spell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A spectral witch appears in the ground, and she emits a spectral scream. The scream is audible 100 feet away, and it can be a whisper, a roar, or a holler. The spell ends if you cast it. Enchantment

Witch spell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You utter a spell of your choice that you can see within range. You can make the spell as a bonus action on any creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes half as much damage. At the end of each of the target's turns, you can repeat the spell using a new target. Conjuration

Witch spell

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your power springs into being, issuing a psychic scream that summons a willing creature of your choice within range. The target must succeed on a Wisdom saving throw or its petrified body is hurled into the air in a 15-foot cone. Each creature in that area must make a Constitution saving throw at the end of each of its turns. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The duration is 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion

Witch spell

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You speak a message to a creature you can see within range. It must succeed on a Wisdom saving throw or become charmed by you for the duration. If you cast this spell on the same creature or multiple times, this spell takes effect simultaneously. You can also speak the same message twice. If you can’t cast spells on the same creature or multiple times, the spell takes effect only on the first casting of a spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Divination

Witch Spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hear the whispers of a familiar. The familiar is a creature of your choice that you can see within range. The familiar speaks a language you can understand. The familiar can hear you as well as you. The familiar also has resistance to attack rolls made by you and you. The familiar can do no more harm to you than you can harm yourself. The target’s statistics are those of the target. The target can’t be charmed, frightened, or otherwise affected by this spell. The target must make a Wisdom saving throw. On a success, the target can repeat the saving throw. On a miss, the target takes 10d6 psychic damage. This spell ends if the target can't hear you anymore. Conjuration

Witch spells

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You take a potion of poison and a potion of magic drink from a willing target. You can choose one of the following effects for which you are casting the spell. The target can take no additional damage of its own. The spell lasts until you dismiss it as a standard action. You can dismiss the effect at any time. Transmutation

Witch spells

Casting Time: 1 action
Range: 90
Duration: 1 minute

You control the demons in your dimension and their minds. You can control up to six of the following creatures when you cast this spell. You can also choose to create one of the creatures, but only one at a time. Each creature that ends its turn in a random spot on the ground must make a Wisdom saving throw. On a success, the spell ends. The spell has a range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can also use an additional six times the spell's normal effect to raise the target’s hit point maximum by an amount equal to 2d8 + your spellcasting ability modifier. Conjuration

Witch spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. The target takes necrotic damage equal to 1d6 + your spellcasting ability modifier. The target must make a Wisdom saving throw. On a success, the spell ends. On a miss, the target takes 1d6 necrotic damage and can't use its action to use its action to cast the spell again. On a miss, the target takes half as much damage and can use its action to use its action again to cast the spell again. On a successful save, the spell ends. The spell ends if you use your action to cast the spell again, or you use your spell slot to end the spell. If you end the spell

Witch Spell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that you can see within range. The target takes necrotic damage equal to your spellcasting ability modifier. As an action, you can dismiss the spell. Conjuration

Witch Spike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a bright flash of light that sheds bright light in a 30-footradius sphere centered on a point of your choice within range. Each creature in that light must make a Constitution saving throw. If a creature fails the save, it is blinded until the spell ends. For the duration, this spell has a dim greenish tint to it and has a luminous, cloud-like surface covered by thick fog. A creature blinded by this spell makes a Wisdom saving throw against your spells save. On a successful save, your spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional bright flashes for each slot level above 6th. Transmutation

Witch's Quiver

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You touch an unwilling creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage over 10 minutes. The spell ends on the target if it is unwilling. The target can’t be charmed or frightened until after it finishes its next turn. The target also must end its turn in a location that isn’t within 60 feet of it. If the target is outside the spell area, it is charmed or frightened. At Higher Levels. When you cast this spell using certain higher-level spells, you can target one additional target for each slot level above 5th. Transmutation

Witch's Step

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing humanoid, which sheds darkvision for the duration. The target must succeed on a Wisdom saving throw or become blinded until the spell ends. The target is also able to see and hear the spell, only with blindsight. Conjuration

Witch's Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A piece of stone appears in a place that you choose within range. You can use a bonus action to touch the piece of stone. This stone must be in a place that is within 5 feet of you. You can also use a bonus action to touch the object. You touch the stone, and the stone appears in the spot that you described earlier. If the stone is a piece of stone, the stone can't be more than 5 feet long, 1 foot high, or any smaller size. If the stone is a cube, the cube is 5 feet in diameter and 40 feet high. The stone appears on the ground in a place that you can see within range. You can use your action to touch the stone, and it appears in the spot where you described. You can use your action to determine the height of the stone by touching it and then using your action to move it up to 40 feet. The stone can be up to six feet across or up to six feet tall. A creature of the same or higher level as you that touches the

Witch's Stone

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a stone or a solid object in a place that you can see within range. It must be within 30 feet of a point of your choice that you can see within range. The stone or object must have a height of at least 30 feet. The stone or object can be a set of five or more pieces of stone, or a set of stone, stone, or other material that fits within a set of five pieces. The stone or object is a solid object, and it has no magical properties. The stone or object can be a magical object, a piece of magical material, or a set of magical objects. The stone or object has a 50 percent chance to hurl a beam of energy at the target. The beam can be ranged, and it does so in a 30-foot-radius sphere centered on the point you chose. The spell ends if this sphere is destroyed. You gain no benefit from the spell. You can use a bonus action to restore half the spell's effect to its original plane of travel. Conjuration

Witch's Stone

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

A spectral force appears in a place you choose within range. You can make a ranged spell attack against the target. On a hit, the target takes 1d6 necrotic damage and is incapacitated for the spell’s duration. Necromancy

Witch's Stone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You touch a humanoid and imbue it with magic. The stone sheds bright light in a 30 foot radius sphere centered on the target. The stone is covered with a shimmering green or silver light. The stone is difficult terrain and difficult terrain disappears at the target. The stone lasts for the duration, but you can use your action to dismiss the spell. Enchantment

Witch's Stone

Casting Time: 1 action
Range: 90
Duration: Self, up to 1 minute

You touch one creature you can see within range and imbue it with an aura of magical power. The target must succeed on a Wisdom saving throw or become charmed until the spell ends. The target's weapon and armor are imbued with magical power, and the target gains a +4 bonus to AC and a +4 bonus to all damage rolls. The target can use its action to make ranged weapon attacks with a weapon, a weapon with a throwing range, a throwing weapon, or a grappling hook. The target can use its action to use its action to throw the weapon, a throwing weapon, or a grappling hook. The target can use its action to throw the grappling hook. The target can use its action to throw a throwing weapon. The target gains a +4 bonus to attack rolls against all creatures, and it gains a number of benefits equal to your spellcasting ability modifier. Enchantment

Witch's Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a surface of stone that you can see within range and imbue it with the power to create magical barriers. Until the spell ends, the stone can be made into a barrier by throwing a magical stone at the target. The stone is difficult terrain and difficult terrain disappears at the target. The stone is difficult terrain and difficult terrain disappears at the target, but you can use your action to dismiss the spell. The stone remains in place for the duration, but you can use your action to dismiss the spell. Transmutation

Witch Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Up to ten unstealthy, ghostly goblins can be seen running from one side of the Great Hall to the other. The goblins appear to be hovering in the air, hovering for an extra second, before vanishing. They appear to be animated and appear to be moving. For the duration, each goblin has disadvantage on attack rolls against creatures within 5 feet of his or her destination. Transmutation

Witch Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

An ancient, shimmering stone springs into existence within range to protect a creature or an object within reach. Until the spell ends, the stone sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, a spectral guardian appears where the stone faces you. The guardian appears wherever a creature can see within range, covering both the ground and the ground and sometimes moving across objects or to the side of the w wall. A creature that can move across a w interrupted guardian’s movement is unaffected by its movement. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of spectral guardians created increases by two for each slot level above 5th. Abjuration

Witch Stone

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a wyvern stone that is 1 inch thick and weighs 2,500 pounds. The stone is made of an unbreakable stone ring and has a diameter of 1 inch and a thickness of 1 inch. The stone acts as a wyvern door and can be opened by any tool or spell. The stone then enters the wyvern and shutters itself. Each creature in the wyvern’s space that starts its turn in a random direction must make a Dexterity saving throw. On a failed save, the creature takes 1d4 psychic damage. On a successful save, the creature takes half as much damage. The spell ends if you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d4 for each slot level above 6th. Abjuration

Witch Stone

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A small stone circle of spectral energy appears in a spot or within range. The circle is a spectral line that is 30 feet long, 1 inch thick, and 5 feet wide. The circle appears to be composed of an unoccupied container, a container with a slot of 5 or less, or a container that weighs 4 or less. The circle can be removed by any means necessary, provided that the container is empty. Any creature that touches the circle or moves it while it is in the magical area must succeed on a Wisdom saving throw or be affected by the spell. If a creature is affected by a spell or effect that prevents it from casting it, it must roll a d8 on the saving throw. If the spell or effect prevents the creature from casting it, the spell or effect persists for 10 minutes or until the spell ends. Necromancy

Witch's Touch

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing nonmagical witch and gift her utter ignorance of the arcane. For the duration, that witch has disadvantage on attack rolls against any creature that you choose. Abjuration

Witch summoning

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon a devil from the deepest reaches of hell, the Darkspawn. Choose two demons of challenge rating 2 or lower, which share the same racial traits and/or alignment. You can summon the devil from within a specific area of hell (such as a pit or a ceiling) or within a specific passage of some sort (such as inside an enclosed chamber), causing it to erupt in fiery fervor. The devil appears in any area of hell in which you cast this spell, and spreads around corners, even in the Great Hall, in an area that has its own entrance. Any creature that enters the devil’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. The creature takes 6d8 fire damage and is pushed 10 feet away from the devil’s mouth when it bursts. Divination

Witch summoning

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You utter a devilish scream. Choose up to ten creatures of your choice that you can see within range. A target must succeed on a Wisdom saving throw to recognize the scream and avoid it for the duration. If a target ignores this saving throw, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, if you make a melee attack with a weapon that targets a target of this duration, the target automatically makes a Wisdom saving throw at the top of each of its turns, ending the effect on itself on a failure. While the target is affected by this spell, spells and other magical effects of its choice that target a target of this duration can’t reach reach it can’t activate until the spell ends or the creature is blinded or deafened, or the target has disadvantage on Wisdom saving throws and Intelligence saving throws at the start of each of its turns. Abjuration

Witch's Vine

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure vines to form a wide, open area on the ground within range. You can cast this spell on up to four creatures of your choice that you can see within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 poison damage, or half as much damage on a successful save. A stunned creature takes 4d8 poison damage, or half as much damage on a successful save. At the end of each of your turns, you can use an action to dismiss the spell. Transmutation

Witch's Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A line of fire emanates from you, and you cause a line of flame of unblinking color to appear on the ground within range. Any creature that ends its turn in the fire can make a Dexterity saving throw. On a failed save, a creature is blinded until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Witch's Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wick of poison or a similar elemental element that distills magical energy radiates from you in a 30-foot radius centered on you. The wick can be one of the following: acid, cold, fire, lightning, or thunder. Transmutation

Witch's Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You gain the ability to ward off the ill effects of your enemies. While you are wearing and carrying any suit of clothing or other gear that is worn or carried by a creature, you can use your action to dismiss the spell and move to a different point in the area. You can also dismiss the spell and move to a different point in the area. You can also dismiss the spell only once. When you dismiss the spell, you can use your action to dismiss it again. You must be within 30 feet of any target of the spell, as long as that target is within 5 feet of you. Conjuration

Witch's Ward

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You gain the ability to ward off all forms of magic and any form of darkness. The warding spell can be cast on a creature of your choice that is willing and able to see your hand. The spell ends on the target if you or another creature you designate for the spell’s duration isn’t wearing armor or carrying a spell slot other than a slot of no more than 60 minutes. Transmutation

Witch's Ward

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You appear in a place you can see and can sense. You can use your action to ward off hostile creatures. You can also

Witch's Ward

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a protective ward around yourself that wards against all harm. You can use a sling to hurl up to ten poisonous vines at a point you can see within range. The vines must be

Witch's Ward

Casting Time: 1 action
Range: 60
Duration: 120 days

You become immune to certain diseases and magic items, including poison, disease-inducing diseases, and curses. You also have resistance to all damage. You can also use your action to dismiss the spell as an action. Conjuration

Witch's Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a protective ward that protects you from hostile creatures. The ward grants you resistance to any damage that you take. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The ward can be worn or carried. The ward can’t be moved into or out of the area, and it can’t be attacked or damaged by attack or damage. Conjuration

Witch's Ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral creature moves through the air and attacks anything within range. The target must succeed on a Wisdom saving throw or take 4d6 psychic damage as a reaction. The target also takes the form of a ghost, but this spell can’t be used to assume the form of a creature. If the target is a creature or a permanent object, it has the same statistics as its target, except it has disadvantage on attack rolls against creatures other than its target. Conjuration

Witch's Ward

Casting Time: 1 action
Range: Self
Duration: 1 minute

You have resistance to necrotic damage for the spell’s duration. If you resist an attack using a weapon or a spell’s damage type against a target that isn’t its target, the spell ends, and the target must succeed on a Constitution saving throw or take 2d6 necrotic damage and have their saving throw used as an attack roll against the same target every day for the next 12 months. Necromancy

Witch's Ward

Casting Time: 1 action
Range: Self
Duration: 1 Round

A wyvern or other hostile beast’s ward appears on a creature that you can see within range. The target must be within 10 feet of the wyvern or beast, and it can’t be charmed or frightened. The wyverns protective magic lasts for the duration. If the creature’s magical defenses are down, it can’t cast spells, and the spell ends. If the wyverns magical defenses are up, the spell ends. The wyverns magical defenses last for the duration. The wyverns ward protects a specific area of the wyvern or beast’s space. The wyverns area is centered on a specific creature, such as a creature that can’t be affected by a wyvern’s magic. The ward lasts for the duration, and it appears in any creature within its area. The ward can be destroyed by a ranged weapon attack, an unoccupied space that is occupied by another creature, or the wyvern’s ward is destroyed. While the wyverns ward lasts, creatures can’t be targeted by spells, such as this spell, that target the wyverns magical defenses. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wyverns protection from hostile guards increases by 1d4, for each slot level above 6th. Evocation

Witch's Ward

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

Sitting in an unoccupied space within range, a witch senses danger and uses her action to ward off hostile magical energy. Until the spell ends, a nonmagical plant in the area that you choose has disadvantage on attack rolls against a creature within 5 feet of it. While the plant w as created by magic, it can’t be targeted by spells or conjured by certain magical effects. The w ers infused with magic are immune to being charmed, frightened, or possessed by the w illus. Using magic to create or maintain an aura or a special ward might make sense—for example, you might be able to create a ward that protects you from magic, protecting you from being charmed, admired, or worshipped. As long as the spell is in its area before the wizard can use it, the spell doesn’t harm you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Divination

Witch's Ward

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

The first time a creature you can see within range touches you, the target must succeed on a Constitution saving throw or become blinded until the spell ends. If the creature fails the save, it is blinded until the spell ends, and the spell ends. You control how the creature sees, hears, and sees anything within the cone. If you target a creature that is hostile to you or that has a strong urge to attack you, the creature can make a Constitution saving throw against the spell, ending the effect. If the creature makes a successful save against the spell, it is no longer blinded until the spell ends. This spell also ends the ability of wards on objects that aren’t being worn or carried. Conjuration

Witch's Ward

Casting Time: 1 action
Range: Self (60-foot line)
Duration: 1 Round

Until the start of your next turn, you can ward off a particular kind of undead. You can ward off one undead with one of the following effects: • You cause the undead to appear in a certain condition; such as redness, exhaustion, exhaustion, deafness, or paralysis. • You cause the undead to disappear from the condition. • You cause the undead to disappear from the condition. • You cause the undead to disappear from the condition. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of conditions that can be affected increases by two for each slot level above 3rd. Abjuration

Witch's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You have resistance to nonmagical damage for 1 minute. Until the spell ends, whenever you take force damage, you can use your reaction to turn the damage, or use an action to cause damage. If you do so, the damage and the appropriate effects from the effect go into effect. Transmutation

Witch's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A spectral creature that you choose can’t be targeted by spells or magic. Instead, you can cause the spectral creature to wreathe itself in a ward. The ward spreads around corners, and it is immune to all damage and other effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, the duration is up to 1 year. Conjuration

Witch Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of spectral creatures appears in a random location in space, and they must make a Constitution saving throw. On a failed save, the creatures are pushed 10 feet away from each other. The creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. If the spell ends before the swarm appears, the creature can repeat its saving throw the next time it ends its turn in a random location. The swarm then moves to a spot you choose that is at least 10 feet square. The spot must be within 30 feet of the spot where the spell ends. The spot must also be within 10 feet of another place within the spell’s area of effect. The spot must be at least 100 feet square and can’t be more than 10 feet high. The spell ends if you dismiss it as an action. As an action, you can send the swarm flying from any space within 10 feet of it. Conjuration

Witch's Whisk

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

By manipulating one willing creature willing to be her friend, you instantly mend or re-amp an ally’s severed arm, leg or chest, making the creature appear as if it had rested. Illusion

Witch's Will

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A witch imbues her own power with power. When you cast the spell, you can see through walls, ceilings, and other openings as you see fit. You are immune to being charmed or frightened. You also gain the following benefits: • You have advantage on Wisdom (Perception) checks made against you. • You can’t cast spells with a 10th-level slot. • You can use a spell slot of your choice when you cast this spell. Transmutation

Witch's Will

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. The target must succeed on a Wisdom saving throw or become charmed by you until the spell ends. You can also choose to end the interaction with an unwilling creature or to allow the target to learn its true nature from you. Enchantment

Witch's Wires

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a series of strange, dangerous, and unlikely patterns on the physical body made from magical cord. Each of these patterns must be exactly what it appears to be: hemispherical, square, or curved. Each requires at least 1 minute of concentration. For the duration, these patterns are permanent. Round 1: Red, glowing vines grow at the base of each of the creature’s stairs. The vines have AC 15 and 15 hit points. Each creature that is within its reach must make a Dexterity saving throw. On a failed save, the creature takes 3d8 poison damage and becomes blinded for 1 minute. On a successful save, the creature takes half as much damage and is blinded for 1 hour. Round 2: Two tentacles wriggle loose from a creature’s pants at the same time that a creature uses its action to make a melee attack. One tentacle must be within 5 feet of the creature, pointing downward, before it can move. If two tentacles are within 5 feet of each other, they can grapple the creature. If a creature is restrained while jogging or walking, it can make a Strength saving throw against being pinned to the ground. Both creatures are also affected by this spell. After two successful saves, the creature can move again using only one of the tentacles. Round 3-5: Two black tentacles wither and die at the same time as a creature. Each of these tiny creatures must make a Constitution saving throw at the end of its turn. The creature is restrained and able to move only by pulling its tentacles back. While this spell is held in your concentration, you can only affect one creature at a time, and the duration depends on the creature’s size, the size of the container you use to hold your spells, and the nature and extent of any damage the creature takes while fully restrained. In addition, while the tentacle’s size is known, the damage type is known, and the magical cord created by the spells is known. Finally, while the creature is under the spell’s effect, the creature can make a Wisdom saving throw with advantage if it is attacked or otherwise injured by a spell or effect, and the creature takes 2d8 lightning damage on a failed save, and 2d8 acid damage on a successful one. Both types of damage cause tiny tentacles to leap from the top of the container at a time, dealing 1d8 thunder damage to any creature within 30 feet of the container. Once a creature starts moving toward the creature or toward another creature within 30 feet of the container, the creature takes 1d12 lightning damage on a failed save, and the creature is stunned. When the cord ends, any creatures able to attack it or take damage from its attacks or damages are paralyzed, become paralyzed for 1 hour, or become stunned. A creature stunned by this spell is protected from freezing solid is subjected to the petrified condition. Necromancy

Witch trial

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You begin to an unwilling creature that you can reach. The target’s first ability check is rolled to determine which spell of the 3rd level or lower level it appears on the target’s spell save DC. The creature treats the spell as a normal spell of 3rd level or lower. The creature is then compelled to take a Wisdom (Insight) check (your choice) against your spell save DC. If successful, the spell disables some or all of the target’s equipment, if any, and prevents spells that the target normally would normally use for other uses, such as raising dead or raising charmed, from being cast. Abjuration

Witch Wall

Casting Time: 1 action
Range: 1 mile
Duration: You create a wall of thick fog on the ground at th

e center of an unoccupied space you can see within range. The wall lasts for the duration and isn’t covered by fog. You can create a horizontal wall (20 feet tall and covering up to 10 feet of earth), a vertical wall (50 feet tall and covering 10 feet of earth), a four-foot-by-four-foot circle, or a 20-foot-by-four-foot bulge on the ground. Each wall is 10 feet deep and 25 feet wide and 5 feet thick. You can shape the wall in any way you choose so long as your wall remains firm enough to resist gravity, as long as you are able to fit the wall vertically, as long as it remains nearly vertical and as thick as solid brick. The wall is opaque and can be as tall as your own—up to 25 feet—if you are standing on it. While opaque, your fortress is an open space with no heat or cold. You can move the walls, activate them, and cause them to crumble to rubble as you choose. The walls collapse when a high enough temperature drops to -10 C (20 F) or below, though they can be lifted by any means necessary. If the walls collapse as you choose, each creature within 5 feet of each wall is trapped. Each creature that can’t reach the wall by nonmagical means is trapped. Conjuration

Witch Ward

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a ward that wards off harmful magical energy for 120 days. You choose one of the following effects when you cast the spell. You create the ward using an effect or an object created by an effect. A ward removes harmful magical energy created by a spell, spell, or other magical effect. When you cast the spell

Witch Ward

Casting Time: 1 action
Range: 30
Duration: 5 Days

A spectral servant of the living appears in a location you choose within range. The servant can be an undead or an constructs, an undead creature, a creature of challenge rating 2 or lower, a creature that is a demon or a fiend, or a creature of exhaustion. The servant is invisible and can’t be targeted. The servant can dismiss this spell with a successful Intelligence (Arcana) check against your spell save DC. If you cast this spell again, the spell ends if the spell ends on a target. Evocation

Witch Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch one willing creature, which becomes a spectral witch. The target must be within 60 feet of you when you cast the spell. The target has disadvantage on attack rolls and ability checks. It also has disadvantage on Wisdom (Investiture) checks made against it and on Wisdom (Perception) checks made against it. The target can't be frightened of you or its companions. The spell ends if the target is incapacitated or if you remove it from combat. If the target becomes diseased and becomes less or more mentally fit than the target, the spell ends. Conjuration

Witch Ward

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

This spell protects one willing creature against magic, poison, or aberrant affliction. You can designate a creature as affected by this spell. At the end of each of its turns, the target can use a bonus action on each of its turns. It must remain within 30 feet of the casting area, unless the target can otherwise teleport to another location within 30 feet of the casting area. Transmutation

Witch Ward

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a protective magical ward against fey spirits. Choose a fey creature you can see within range that fits within a 5-foot cube and that fits into a 5-foot cube above the ground, that is within range, and that can’t be more than 5 feet away from the spell target. One creature that fits within a 5-foot cube must be within that cube when you cast this spell. As a bonus action on each of your turns, you can dismiss the spell and force the ward to remain on the warded creature. On your next turn, the warded creature can use its action to regain control of itself, using any available remaining health. It must then cast this spell again, taking 3d10 damage of the first hit, or the spell ends. Divination

Witch Ward

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You are immune to all damage, conditions, and effects affecting magic items or being worn by a creature. Transmutation

Witch Ward

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell grants the willing creature you touch the ability to see and hear a direction and cause damage to one creature within 120 feet of it. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage, causing it to revert to its current form. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Witch Ward

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You awaken a fiendish witch who has a warding spell prepared. You know the location of the warding spell, which is centered on you. You can dismiss the spell as a bonus action. The warding spell can be cast from a warding spell slot’s down. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can dismiss one of the warding spells with advantage if the warding spell you choose is based on a warding spell you currently have in your warding slot. Divination

Witch Ward

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

Divine energy coursing through you impels a creature of your choice within 60 feet of you that is charmed, frightened, or possessed by a Divine spellcasting candidate (or one of its companions, if you choose). The creature can be charmed only once, with the exception of dire warnings from its father, or with a similar warning given to it by its deity (if any exists), and the creature is willingly charmed as long as it is within 60 feet of you. You can use your action to create a line of sight to the chosen creature and then cause it lunges for you (no action required by you) until the spell ends, leaving it with no speed other than flying. If it drops to 0 hit points, it wastes no movement, and it can’t use reactions or facilities. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Witch Ward

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

You conjure up a spirit that you can see within range, centered on a point of your choice within range. The spirit can’t be targeted by spells or creatures, and it can’t harm you. The spell’s intensity is moderate, and it lasts for the duration. The spirit can be in one of the following forms: inanimate, as undead, fey, fiend, or some other form of fiend. The spirit can move through difficult terrain, move at high speed, and have flying. The spirit can cast the chosen spell. Tiny or larger beast. The number of creatures on the ground increases by 1 for each slot level above Medium. Huge or larger beast. The number of creatures on the ground increases by 1 for each slot level above Medium. Small or smaller beast. The number of creatures on the ground increases by 1 for each slot level above Medium. Large or smaller beast. The number of creatures on the ground increases by 1 for each slot level above Medium. Roll initiative for effects that target one or more creatures or one or more creatures with a challenge rating of 3 or lower. If an effect targets a creature or a creature with a challenge rating of 2 or lower, the creature must succeed on the saving throw. Conjuration

Witch Ward

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Until dispelled and dissipated through foul magic,

the wands of this spell are impermeable, granting invisibility to a creature of your choice within 60 feet of you. Additionally, when a creature enters the spell’s area for the first time on a turn or starts its turn there, the wands magically disappear. Conjuration

Witch Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Divine energy radiates from you in a 60-foot radius centered on a point within range. Until the spell ends, the energy spreads throughout the ward, forming pillars and creating portals for the affected creature to its physical plane. Divination

Witch Weapon

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a spectral weapon that is capable of raising and lowering one of the following attacks: Longbow Quiver of Wind Large Bladed Blade Javelin Small Bolt of Storm Storm Hail of Death Large Bolt of Storm Storm Withering Cloud Hail of Death Skewer of Death Conjuration

Witchwild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform up to eight mortal enemies within range into fiends. Until the spell ends, these fiends have a 30 percent chance to deal 2d8 necrotic damage to the target when it drops to 0 hit points. Necromancy

Witchwilder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You shape a wyvern, an undead, a fiend, or a beast into any of the following: a) a beast of burden or a fiend of warding; or b) a humanoid of truesight or a fey of truesight. You create a wyvern that can’t be charmed by a spell. It can’t be charmed by any other spell. It can’t benefit from any of the above spells. It can’t benefit from any other kind of magical effect, such as a saving throw, an ability check, or a special ability. You create the wyvern if you already have it. If you fail a saving throw, the wyvern is destroyed. The wyvern can’t be frightened by a spell or another special

Wither

Casting Time: 1 action
Range: 30
Duration: 1 minute

You are transported into a nonliving object or an object that has been worn and carried for the duration. Until the spell ends, you automatically become frightened of all objects that aren’t wearing or carrying gear, and are immune to being charmed. If you move more than 40 feet from an object, you can use an action to knock it down, but it crashes as though it were airborne and never reappears. Transmutation

Withering Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A misty and cloudlike cloud of swirling water appears in a 60-foot cube centered on a point you choose within range. The water lasts for the spell's duration. The water disappears when you cast the spell or you dismiss it as a bonus action. The spell disappears when you dismiss it. Illusion

Withering Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a cloud of debris that spreads around corners, covering a point you can see. Make a ranged spell attack against a creature within 5 feet of the area. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 1d6 fire damage and is pushed 5 feet away from the cloud. On a successful save, the creature takes 1d6 fire damage and is pushed 5 feet away from the cloud. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your fire damage increases by 1d6 and your fire damage increases by 1d6 for each slot level above 1st. Evocation

Withering Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A tendril of draught blood dries. For the duration, the afflicted creature has profuse profanity and must make a Constitution saving throw. On a failed save, it takes 3d10 cold damage. If it also succeeds on the saving throw using humor, it takes half as much damage and isn’t blinded. The ulnerability lasts until it is dispelled or you choose a new creature’s vulnerability condition. For the duration, the creature deals 2d6 necrotic damage to all but one attack and 1d6 cold damage to all but two other creatures or one object. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Necromancy

wizard

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You tap into the nightmares of a willing creature you can see within range. Until the spell ends, the target has disadvantage on attack rolls and ability checks, and can't take actions. While the target is affected by this spell, the nightmares become permanent and can't be dispelled. The target also has disadvantage on attack rolls, ability checks, and saving throws, and can’t take actions in combat. The spell then ends. Enchantment

Wizardcraft

Casting Time: 1 action
Range: Divination
Duration: Special

Investiture;Level deity You make

Wizard spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wizard casts the spell Wizard. It has no effect. You choose the target of the spell as a group. You can't cast spells that target more than one target. You can cast spells that target a different target than the one you choose. You can't cast spells that target a different target than the one you chose. You can alter the target. You can change the target's alignment. The target doesn't know if you're the target, because you aren't. You can choose to dismiss the target as an action. You can dismiss the target as an action. Transmutation

Wizard spell

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 6 rounds

Choose one creature that you can see within range. You cast this spell there and cast it again, targeting the same creature or multiple times, ending the effect on each creature. The creature must make a Wisdom saving throw. On a successful save, the spell ends. For the duration, the creature can make Wisdom saving throws against your spell save DC. If you or a group of you following along this way have a melee weapon attack during the spell’s duration, the weapon attack deals an extra 1d6 thunder damage to the target. When the spell ends, the spell ends, and the creature falls unconscious. This spell also ends the ability of some wands to heal wounds, since wands can not heal wound surfaces that aren’t secured to a stronghold. If the spell ends when an affected wands w as a bonus action, the wands w as normal to the next wound. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can use a bonus action to cause one of the following effects of the chosen spell to occur: • Each creature within 10 feet of the wisps of a wisp created by this spell must make a Constitution saving throw. On a failed save, it takes 14d6 psychic damage. • You create a 60-foot cube of shadowy force on the ground with a 5-foot radius, making each creature in that area blind and deafened for 1 minute. If the creature is larger than that, its size also makes it deaf and blind for 10 minutes. If the creature is smaller than that, its speed also slows for 1 minute. If the creature is larger than that, it can’t willingly move or take actions. While blinded and deafened by this spell, the creature takes 1d6 cold damage. It has disadvantage on attack rolls against creatures immune to illusion or savantir's effects. Transmutation

Wizard spells

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Up to ten wizards of your choice appear in a location you specify within range. Choose up to ten creatures within range. The targets appear in unoccupied spaces where you can see them and are directly over structures, trees, grass, and other natural obstacles. Each target must make a Dexterity saving throw. On a failed save, it takes half as much damage and can take no damage as normal. In addition, objects created by spells or magical effects created by the target’s saving throw are suppressed while the spell lasts. Such suppressed effects aren’t permanent. If you cast this spell multiple times, you can have up to two suppressed spells active at a time, and you can dismiss such a spell as an action. Transmutation

Wizard's Thong

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. It magically becomes unclopless and begins walking normally. Until the spell ends, you also touch the target and can use your action to make the affected creature’s trunk levitate. It can use its action to make that change, or lay down its magic if you prefer. It continues to use the spell and set its trunk to its normal form until the spell ends. The trunk doesn’t expand or shrink, trapping you in it after it is touched. It remains there until the spell ends, at which point you can use your action to move the trunk up to 30 feet and repeat the process for each unoccupied space you have covered. If you have equipped it with two barding scrolls or an activity book, you can use a bonus action to make a check contested by the current creature, rather than the one you used to touch it. You have advantage on the check if you are incapacitated and can’t see the target. Transmutation

Wizards

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and use it as a spellcasting tool. You choose one of the following options when you cast this spell: • Choose one of the following options: • Medium or smaller (1d8), • Large or smaller (1d8), • Huge or smaller (1d8), or • Huge or smaller (1d8). • Choose a creature of your choice that you know by the name of the creature you want to use as an example. The creature must be within 30 feet of you. The spell ends if the creature is killed. • On a hit, the target takes 10 necrotic damage. The necrotic damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Wizard’s Ward

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You ward off magical darkness within a location you choose within range. You have no physical presence, and creatures that can see you have disadvantage on attack rolls, saving throws, and ability checks. It is an illusion to appear within the spell. You can ward against up to 5 percent of the target's normal darkness, or up to 20 percent

Wizzard

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create the storm that forms at the location you appear and that you designate when you appear in-game. You choose the storm that forms from a list of 100 thunderous sounds you can create (limited by the number of runes you have), as well as the sound intensity of

Woken

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You awaken a creature with the power to turn any or all of its surroundings into dreams. The creature must make a Wisdom saving throw. If you cast this spell using a spell slot of 4th level or higher, the dream can target you as a bonus action on each of your turns until the spell ends, at which point the dream becomes a part of your reality, and the creature becomes an illusion until the spell ends. That way, it can dream up whatever it wishes under normal circumstances, even though the dream doesn’t form in its physical world. The dream can even take root in its own space, where it can persist and cause problems. The following conditions must be met for the creature to occur as a bonus action on each of its turns: • The creature’s space on the chosen side of the chosen entrance or exit is very limited. • The creature can’t walk or speak any other non-planarized language. • The creature can’t understand any form of simple verbal communication, written or written by another creature. • The creature can’t make weapons or armor components. • If the creature produces any magic or harmful substance inside the spell’s container, the spell fails and the spell is wasted. • The creature is incapacitated and can’t move for 1 minute. To determine the extent of the dream’s effects, you use Wisdom Based on Experience as your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature to follow the same course of action used to cast the spell. The creatures turn themselves and all their companions into animate objects and remain motionless for 1 minute. The creature can’t be dispelled by dispel magic, but the dream is permanent and has the same effect as if the creature w ere still animating when cast. Abjuration

Wondrous Armor

Casting Time: 1 action
Range: 120
Duration: 1 hour

This spell transforms a wearing of simple, magical, or ornate armor you choose within range to an apparel capable of covering no more than 1 foot of the desired area. The transformation can extend to a creature’s entire body, or it can extend to a portion of the creature’s body as part of the transformation. Creatures’s physical bodies can’t’t be changed, nor can their magic be rewired. The transformation also extends to all creatures within 30 feet of the target area. Such a creature can’t willingly leave its body when the transformation occurs, and it can’t attack or take any damage from moving to a different body part (such as a leg) while in the transformation. If you transform a creature as a result of killing an enemy, you might also leave your transformation as an effect of wiping out an entire army or a section of a hostile fortress (your choice if you are a fortress or fort) to a creature that is immune to your polymorph spell. A creature doesn’t need to move into a fortress to see that a polymorph effect works. The creature is limited in which equipment it can’t wear and can’t open or leave its chest or any other part of its body. While you have this spell enabled, you can use the creature’s statistics to specify the creature’s racial and class. If you do so, your transformation ends immediately, if at all possible. When you cast this spell to restore a creature’s hit points to half before it is knocked unconscious, the creature returns to full health to all its normal functions. You can’t use this spell again until the creature has turned and is no longer scarred by disease or exhaustion. Abjuration

Wondrous Aura

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a translucent aura of shimmering energy, which disappears when you dismiss it. This aura lasts until you dismiss it again. If you dismiss it, the aura disappears. This aura lasts for the duration. You can use your action to dismiss the aura. You must use your reaction to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 4th. Transmutation

Wondrous object

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

As you cast this spell, you possess the rare and precious artifact you desire: a rare artifact with long life that might, perhaps, someday, be worth the price of its existence. Whether you possess it or not, you shape the future of the mortal race through physical force. At the very least, use of this spell might reshape the course of history for millennia to come, reshaping the minds and lives of men and women of North and South America and the Caribbean. By shedding light on another era’s greatest threat, you might reshape history in your favor. To the extent you possess such a thing, you might even be the first man or woman to wield such a weapon, protecting the survival of mankind from the threat many of us face today. It might only serve you in your absence, or it might forever change the course of a race that once had pride and vitality in the laboratory environment and with its dedicated labors. With time, your presence might vanish, but your influence might still shape the course of history. When you possess such a thing, you might actually change the course of one of the great cosmic events of the last millennia, a momentous event

Wondrous Stone

Casting Time: 1 action
Range: 120
Duration: 1 Day

You create a magical link between yourself and a creature you can see within range. Such a creature has luck against spells and other magical effects for the duration, and has advantage on saving throws against spells and magical energy. If the creature’s luck fails, it can repeat the spell you described for the duration. Wind service Instantaneous You direct a 30-foot-radius sphere of wind at one creature you can see within range. The sphere spreads around corners. It can reach as far as 60 feet and lasts for the duration. Each creature that starts its turn within 30 feet of the target must make a Constitution saving throw. On a failed save, it takes 14d6 bludgeoning damage and is caught in the vortex for 1 minute. On a successful save, the creature takes half damage and doesn’t move. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Wondrous Stone

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A wondrous stone or brazier appears in your hand and points towards a place you choose within range. The stone appears in any orientation you choose, such as vertical or horizontal, and lasts for the duration. If you cast this spell vertically, you can set the stone so that the top of the stone flies across your head for the spell’s duration. The stone sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The stone sheds darkvision with you, for 1 minute and dim light for 1 minute throughout the spell’s duration. The stone sheds bright light in a 30 foot radius and dim light for 1 minute throughout the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Wonkokaku

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 5-foot-radius sphere of wisps of energy that can be either a solid wall or a layer of solid stone. The sphere is 100 feet in diameter and 10 feet high. It can contain up to 1,000,000 cubic feet of air. The sphere can be made up of blocks of solid stone, and up to 1,000,000 cubic feet of air. A creature can move up to 30 feet in the sphere. If the sphere is large enough, it can hold up to 5,000 cubic feet of water. The sphere can also be made up of up to 4,000 cubic feet of water. It can also contain up to 6,000 cubic feet of air. On a successful save, a creature can move up to 30 feet in the sphere. At Higher Levels. When you cast this spell using a spell slot of 6th level or

Word of frost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You utter a word of frost that harms neither you nor your companions. The word is uttered as part of the casting of the spell. The summoned creatures can take the Attack roll or the Hit normal actions, and if the summoned creatures are prone or can no longer stand up, they are automatically moved to a space that is safe for them. The word doesn’t have to carry any emotion or be accompanied by a threat, however. The fiendish word has the following effects: - It inflicts poison if it survives the first damage roll of its weapon or ammunition. - The target takes 1d6 cold damage. - The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Word of mordenkainen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You suggest a course of activity (no action required) that would make one creature who you can see move. The course of action can be a whole week. That creature can be you. Either way, the suggested course of action lasts for the duration. The suggested activity can have any number of members that you have, as long as none of the creatures are being held hostage by an activity that would force them to do anything harmful to the environment. The activity would be free of charge, and the suggested activity could be shared between the two of you. You can make a statement, which must be a word that can be either a cryptic rhyme or an omen. If the spell requires concentration, this activity doesn't need to be repeated, and you can make the spell count against your spell save DC. As part of interacting with the Ethereal Plane, you can use your action to briefly dismiss the spell. You might also choose to remain in the Ethereal Plane and pursue your dreams. Alternatively, you can attempt to fly the wagons you carry with you. If you succeed on this check, you vanish from the Ethereal Plane and reappear in the nearest unoccupied space of your choice at the start of your next turn. Transmutation

Word of Regen

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You call upon the power of the Word of Regen to expand your reach. Until the spell ends, a creature can use its action to make a Wisdom saving throw. If it succeeds, the creature regains 1 hit point and half as much Hit Dice as it lost when it first entered the air. This spell ends when you cast this spell. Conjuration

Wormcraft

Casting Time: 1 action
Range: 300
Duration: 24 Hours

Your magic turns plants and animals in the area in a direction you choose, such as up or down, for one hour. Any creature or object in the area that you choose falls for a moment of exhaustion before it regains expended pounds. For the duration, each creature you choose within 30 feet of a wyvern or a beast (including its slam-drenched lower body) has advantage on saving throws against being pushed 100 feet away from you. An unwilling creature that succeeds on its saving throw must also succeed on a Strength saving throw. An unwilling creature can’t speak, understand, or write while in the wyvern’s infirmary or within its reach. During the spell’s duration, an unwilling creature can make any spoken language it chooses that it doesn’t understand, and it can’t benefit from any ability that isn’t writing or speaking. Transmutation

Wormhole

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

A mouth-like vortex infested with black maws appears in an unoccupied space of your choice within range and distorts the mind of one creature you choose when you cast the spell. For the duration, the creature is deaf and blind and can’t take reactions, and it has disadvantage on attack rolls against you and any creatures within 5 feet of it. The creature can be targeted only by a single spell or a spell of higher level than the slot you used to cast this spell, or both. When the creature uses all its available movement to move, it is engulfed in a raging mouth of maws. The mouth is 2 feet wide and 5 feet tall, and it can hold as many as four humans or four stegos. You can shape the mouth so that creatures of the same kind can reach it, as long as both of them are within 5 feet of the mouth. The mouth is opaque and w black scales on either side. A 5-foot radius, 5-foot high cylinder emerges from the mouth, centered on a point with range and lasting for the duration. This cylinder is an extradimensional space that can be opened and closed by any means short of a wish spell cast on the creature and opened only by succeeding at a Divine Smite spell or a wish spell. An extradimensional portal opens beneath a target or within an area created by a target. This portal—called the Wormhole—creatures noxious creatures and extradimensional constructs. Creatures are ejected from the Wormhole when the spell ends and a Wormhole opening appears on the spot where you cast the spell. Creatures expelled from the Wormhole are shunted into the space outside the Wormhole, while constructs who are in an uncontrolled area are banished to the nearest unoccupied space outside the Wormhole. The Wormhole is a extradimensional space that can be opened and closed by any means short of a wish spell cast on the creature and opened only by succeeding at a Divine Smite spell or a wish spell. Conjuration

Wormhole

Casting Time: 1 action
Range: 60
Duration: 1 minute

A twisting, warbling mass of green, blue, or red tentacles appears around a point you choose within range, appearing at these locations: on the ground, behind trees, inside containers or containers with air openings, or on the ground as a horizontal trench. A trench extends from the point you chose as a base for the tentacles. No trench fills two 10-foot squares. centered on a point within range, the tentacles w as churned, torn, or twisted open. They move with you as you cast this spell. When a trench appears, each creature within it must make a Strength saving throw. A creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes 5d10 cold damage on a failed save. A creature takes 10d12 acid damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it enters a trench to breathe the potion. Transmutation

Wormhole

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a shadowy force within range that lasts for the duration. When you cast the spell, choose one creature or an area of terrain within range and make a melee spell attack against that creature or terrain within range. On a hit, the target takes 1d10 psychic damage and has to breathe underwater until the spell ends. If you cast this spell again, the damage increases by 1d10, and the spell ends on a successful attack. If you cast this spell again, the damage increases by 1d10, and the spell ends on a creature. Illusion

Wormhole

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a trench extending from your right foot to the edge of your workspace and linking to it a crab that weighs up to 50 pounds. The trench is a natural trench formed by two pieces of wood. A trench is 5 feet deep and 2 feet thick. The trench extends across the top of your head and extends over the space between the top of your head and the floor of your workspace. The trench is heavily obscured. You can see through the trench as if you were in the trench. It covers roughly 1 inch of floor space. The trench moves with the crab to fill in gaps in the floor. While the trench moves, you can make two additional Strength checks on each check. You do so each time you start or end your turn in the trench. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a trench up to 2 feet wide and 2 feet thick, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can also create a trench up to 30 feet tall and 30 feet deep. Transmutation

Wormskin

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a 5-foot-radius sphere centered on an object or place that you can see within range. A creature can use its action to make a ranged spell attack. On a hit, the creature takes 1d6 necrotic damage, or half as much damage on a miss. A creature that successfully dodges this attack is immune to this effect for 24 hours. Conjuration

Wormtail

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a poisonous or suffocating web covering a body of water that is 5 feet long and 5 feet wide at the base and 5 feet thick at the top. The web is 10 feet long and moves at the fastest possible pace. Until the spell ends, you can use your action to move the poisonous web up to 30 feet in a straight line, ending it on a point within 5 feet of a point you choose. Conjuration

Wormtail

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 24 hours

You create the whirlwind of death that fills an area within range on a current or former target. The whirlwind moves in a straight line up to 20 feet in a direction you choose, and it spreads out from a point within range in a 30-foot cone. Each creature in a 20-foot cone must make a Constitution saving throw. On a failed save, a creature takes 7d8 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A creature affected by the spell can use its action to make a Strength or Dexterity check. If it succeeds, the spell ends. Necromancy

Wormtail Grunt

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Grass-shaking tentacles crawl out of plants and down trees in a 100-foot-radius, 30-foot-high cylinder centered on a point within range. The tentacles can’t pass through barriers, so they can’t be targeted by magic or otherwise harmful to living creatures or warded against diseases, burns, and other harmful effects. An affected creature can use an action to make a Strength or Dexterity check against your spell save DC to exclude the tentacles from harm or shield it. If successful, the creature has its own wringing, twisting, and twisting at its joints. It is incapable of attaining full physical strength. If it fails, you banish it to an unfriendly tree or swamp. Conjuration

Worn Glass

Casting Time: 1 action
Range: 60
Duration: 1 Hour

The enchanting power of certain objects and materials attains its maximum level at 6th level and higher. You imbue a piece of metal by pouring it over a portion of wall or floor and succeeding throws you can make either a straight wall or a small enough gap to allow beams of light to pass through it. You can make one beam up to 20 feet long, 10 feet high, and 1 foot thick and cause it to fly out of the way when a creature moves away from you. When you make a straight wall or a small enough gap to allow a beam of light to pass through it, you create a beam of bright light capable of causing a laseous spike to form at the worn portion of the wall or floor. A creature moving over the worn portion of the wall or floor can see it as a normal turn, causing the creature to make a Dash, or moving through open flames to reach for its weapon. Divination

Worn Spell Description

Casting Time: 1 action
Range: Shiny
Duration: Divination

Whirlwind until the spell ends, swirling words, vague conjuration magic, and glowing rings appear around and around you in 1,000 bacillus' form as a shimmering green orb. The glowing orb spreads its magic around and around corners, but it lasts for the duration. Each creature with black pupils in the form of a single pupil must make a Wisdom saving throw. The orb moves with it to a different spot within 10 feet of you and lasts for the duration. A creature prone to being frightened must also make a Wisdom saving throw. When the orb appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature must use its movement to move away from the glowing orb and stand still while the spell continues. An affected creature can use an action to make a Wisdom check against your spell save DC. If successful, the creature is awed and must make a Wisdom saving throw at the end of its turn. If it fails, the spell ends; if it does so, the magic emits a loud knock noise and the creature instantly stands up and regains hit points equal to 2d8 + your spellcasting ability modifier. Evocation

Worn Spell

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. For the duration, or until the target drops to 0 hit points, the target can use a spell of 3rd level or lower on a single saving throw. On a successful save, the spell transforms the creature into a celestial weapon for combat. If the creature is an undead, its saving throw is broken. Divination

Worn Spell

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target’s magic wand flashes in a random direction within range. Until the spell ends, you can use a bonus action on any creature you choose that you can see within 30 feet of the target, and it can make a Charisma saving throw. On a failed save, the target can’t use any magic wand for 24 hours. On a successful save, it can use a different magic wand before the spell ends. If the target can use magic wands three times as often as usual, it uses magic wands three times as often. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus effects for each of its effects change for each slot level above 5th. Necromancy

Worn Spell

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. For the duration, the target’s w ho is enchanted with a spell of your choice from within range. The spell can target one willing creature or an object you touch, as long as the target is on the same plane of existence as you and that object is within 5 feet of you. For the duration, the target can stomper and speak the chosen spell of the chosen trinity. The spell fails if the target w ho is also on a plane of existence that doesn’t have a target, such as a plane that doesn’t have a target or that isn’t on a plane of existence as that target is known to the target. Enchantment

Worry cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You reduce a creature within range to a cloud of blackness for the duration. If you cast this spell on the same creature or multiple creatures within range, the cloud spreads around corners. The cloud obscures different areas of an area and obscures only those within a circle or a cylinder. The spell fails if you use a radius of 30 feet or more, for example. Conjuration

Worry

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You send a shadow, a fey creature, or a creeping, ugly creature, wherever it pleases, into a place you choose. Until the spell ends, the creature can’t be targeted by spells or summoned. For the duration, the shadow sucks up to 5 gallons of water and forms a 10-foot cube in the area. A Small campfire or a small torch can be placed within that cube to chill the creature, while a wide-angle lens is scattered around the area to project light. If the shadow causes damage, that damage costs 2d10 less. One creature of the target’s choice when it strikes the shadow causes the target to fearlessly pour out its contents, opening a bonfire or a similar tool. The cloud then moves to a spot within 5 feet of it where the creature can’t see or can’t hear the shadow. Conjuration

Wounding Blade

Casting Time: 1 action
Range: 15
Duration: Instantaneous

A wiry blade cuts through the spine of a creature and twists it to strike at its soul. Until the spell ends, the blade inflicts necrotic damage against any creature within 30 feet of it that you choose within 10 feet of a corpse or a place where the creature is no longer alive. Necromancy

Wounding Bolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a creature within range and throw a bolt of lightning energy at it. Make a ranged spell attack for the target. On a hit, the target takes 2d10 lightning damage. If you hit point maximum, the bolt creates a burst of energy that spreads around the target. The burst lasts for 1 minute. Alternatively, you can cause the bolt to deal 1d6 lightning damage to a creature within 10 feet of it. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Wounding Bond

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Your life force transforms the dying creature you touch into a ward against death itself, turning it permanently undead and turning it into a living creature for the duration. The spell also wards off death for another 30 days, ending the effect of the bonded condition on the creature. You can end the duration by pulling the creature's soul apart and passing a disease resistance of at least 1 level to another creature. Abjuration

Wrap of Fire

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a piece of nonmagical fire that burns for the duration or until you use your action to create a piece. You can either use a bonus action, or you can expend one use of your action to create a new piece of nonmagical fire. You can make a magic piece of up to ten times what it appears to be made of metal, stone, or some other nonmagical substance. The magic piece can be as fire- or flame-resistant as you like. You can also use it to create a warp that extends out to space, creating a piece of implausible size and weight at the same time. You can make a warp out of any material that is at least 10 feet in diameter and that is made of any material that can’t be bound by any of the above spells. A warp then collapses around the wisp, remaining there for the duration. At the bottom of the warp, a pillar collapses to create a ramp. The ramp is made of 30 pounds of tumbled earth and 10 pounds of metallics. When the ramp is fully created, a bridge rises from the rubble, raising it up to meet the wisp at the top of the ramp. The bridge,

Wrathful Smiter

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You become a raging Smiter that takes 8d6 piercing damage per level of bludgeoning damage. Until the start of your next turn, whenever you hit with an attack, you deal an extra 1d6 + 1d6 damage to the target, and it has advantage on all saving throws, attack attacks, and use of move. You can also reduce the damage by 1d6 when you damage the warded creature. The cold-hearted creature is immune to all damage, though it can’t become charmed, frightened, or possessed by such creatures. The Smitheater can’t affect more than one creature or object in its area at a time, and its area remains sealed off while it lasts. When you cast this spell, you can have the Smitheater’s damage increased by up to half, and the cold damage reduced by up to half, if you wish. You can also have the creature’s hit points increase by up to half when you hit with an attack, rather than the normal 1d6 damage. Evocation

Wrathful statue

Casting Time: 1 action
Range: 120
Duration: 1 hour

You conjure up a statue of hostile creatures that you can see within range. When you cast this spell, you can make a number of Wisdom (Perception) checks whether the statue is on the same plane of existence or in a different one. You make the check with advantage if the statue is on the same plane of existence. When you cast this spell, you can create one additional creature for each slot level above 5th. The statue can be any creature that you choose, and any additional creatures created by this spell have advantage on the check. While a creature is created by this spell, any temporary raised statues of challenge rating 5 or lower are unaffected. Instead, you and any creatures that you designate when you cast the spell can create one additional statue of challenge rating 6 or lower. This spell also creates one additional statue of challenge rating 5 or lower. If you cast this spell while you already have a statue of challenge rating 6 or lower, the statue’s size reverts to its original size when you reroll of the 6 or higher. Also, the challenge rating of the statue drops to 1 for each slot level above 5th. Conjuration

Wrath of the Lord

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you manifest a particular kind of hatred, bigotry, or both for the duration of the spell and to the creature’s choice at the start of each of its turns for the duration. If the creature has four or more hit points, provoke attacks of opportunity, or uses an action to shake a creature or object out of existence, the creature takes 20 radiant damage, and the spell ends. This spell has no effect on undead or constructs. Abjuration

Wrath of the Maul

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Concentration, up to 1 minute

Slashing a creature, slashing damage, or piercing damage, you cause a mote of stone to appear in a location you specify within range. The mote consists of six tiny pieces, each 5 feet on a side and 20 feet tall. You decide the shape and size of the miniature when you make the casting. The shape and size of the mote determines how the creature ends its turn, which creature to choose, and how heavily the creature wishes to fall. The DM might allow you to alter the creature’s appearance in any direction along the way, but no more than once a day for each day. If you change the shape of any creature in the vicinity of you, the creature loses control of the mote. During this spell’s duration, you control or command any creature that is within the area of effect. You or someone else who can see the creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is frightened of you, it has advantage on attack rolls against you, and it treats you as a hostile creature if you try to attack it. Transmutation

Wreathe

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell merges two objects and creates a new one within range. You can use this spell to shift one object—a piece of furniture, a book, or even a precious magical item—back and forth in one direction, causing the piece to become free of damage or enchantments, and the other piece to become bonded to the new terrain or to another object on the same plane of existence as the object. The magic item can be restored to its original object by dealing with one of the following two effects: enchantment; or creation of new magic item. Enchantment; or creation of new magic item. Create habit. You can mend or reanimate a piece of furniture based on the current circumstance (your choice) that it appears in. You can mend or mend and reanimate a minor object or a Large or smaller object made of stone based on its current circumstance. You can also mend or restore a piece of a treasure chest based on the current circumstance (your choice) that it appears in. If the piece of furniture you choose is neither worn nor worn down, you decide to set it free and open the chest. It fills a 5-foot-radius sphere and can hold up to five treasure chests. When you cast the spell and as your action on each of your turns until you finish a long rest, you can either mend or restore a piece of furniture to its former form. If you mend or restore a piece of furniture to its former form, you create a new piece of furniture, which can be restored to it at any time as an action until it withers or the piece leaves the space it was made in. Transmutation

Wreathe

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Touch You invoke the power of the dead to mend broken and sickened wounds for the commoner race. The spell is cast through a nonliving creature’s mouth, touching on a nonliving target you choose within range. If the target’s body is diseased or poisoned, your prayer allows you to use your prayer slot to mend the disease’s damage type. Your prayer also enables you to mend up to half of a target’s wounds, which might appear in your mind's eye if it is not wearing armor or carrying a weapon. Your choice makes a wound heal by one use of its healing ability. For the spell’s duration, the target’s wounds last for the duration. TransmutationSkill empowerment 24 Instantaneous You seize the moment, protecting a creature or an object that is no longer within range. An elemental or fey lordens an elemental or fey magic circle that remains for the duration to dismiss that spell. The magical cylinder can be found within an unoccupied space you choose within range. Creatures or objects that aren’t within the magical cylinder can’t be targeted by spells or summoned by spells. You must speak the words out loud by casting the spell in the area, covering the words with a distracting mask, or else the spell might trigger an effect that makes it appear as though you speak the words. Conjuration

Wreathe

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You warm a creature’s body. Until the spell ends,

the creature can use a bonus action to cause the spell to relax. The creature can make a melee spell attack against a creature within 30 feet of it with a clean, nonmagical weapon. On a hit, the target takes 2d8 damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Wring

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You conjure up a wisp of magical force that can control the flow of water in an unoccupied space of your choice that you can see within range. A creature that is within its area of effect can use a bonus action to make a Strength or Dexterity check against your spell save DC. A creature takes 10d8 damage on a failed save, or half as much damage on a successful one. Evocation

Wring and Pain spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell poisons creatures, causing them to become diseased, poison, or whatever other disease they choose. At the start of each of your turns, each creature affected by this spell must make a Constitution saving throw. On a failed save, the creature becomes diseased until it reaches 0 hit points. If the creature’s hit point maximum is less than the lowest number available, the creature becomes diseased again. The creature is restrained by the spell and must move or fall to the ground if it can not move. It can’t willingly move to more than one creature’s hit point maximum. If the creature

Wringing Myr

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your fingernails knit together to form a protective magic circle, protecting you from harm. You can create a magical ward against whispers, curses, and similar. The magical circle serves as an invisible barrier that keeps your sensory information from reaching its intended recipient. Creatures are unaffected by the spell. When you cast the spell, choose the ward from a range of possible curses. For each casting, you choose a single nonmagical spell of 8th level or lower and keep track of it for 5 rounds, during which time you can use an action to cast a spell as normal. You cast the spell as though it had taken 8th level spell slot, then repeat the casting. For any effect used after 8th level spell slot is used, such as the invisibility of wards or the casting of divination spells, the spell doesn’t target you and lasts until it is ended by another spell, attack, or casting. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the protective magic circle increases by 5 feet for each slot level above 5th. Necromancy

Wringing Sphere

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You make a wry suggestion to one creature within 30 feet of you. The target, who can be any creature’s height, must make a Wisdom saving throw. That creature can’t willingly say yes or no to the suggestion. The spell doesn’t specify what kind of suggestion the warded spell would make, or suggest a magic item that could increase the creature’s condition. When you cast the spell, you can make a healing wry up to 5 points. Divination

Wring of Life

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You weave threads of life around objects you touch, either as a material component or as a permanent part of your everyday life. Choose a plant or an animal that you can see within range, such as a tree or a vine, and choose one of the following effects when you cast the spell. To you and any creatures that you designate when you cast this spell, the threads connect to a natural or human body component, such as a staff, that you have spent time studying or attaining a certain level. When you cast the spell—called a casting of the wisps of life spell—wringes a creature of your choice within three levels of exhaustion, leaving it paralyzed for 1 minute or more. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, there is an additional 6d8 psychic damage to the target's sensory system when you cast the spell. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 8d8, and the damage to the target increases by 11d8, depending on the magic of

w, up to 1 minute

Casting Time: 1 action
Range: The object is a sphere of flame that is 15 feet in diameter and that is an 8-foot cube. If the object is a cube, the cube is a cube with one wall or one wall’s interior walls at one end, and you create a wall with one wall and one wall’s interior wall at the time you cast the spell. The wall is made of stone, stone, wood, and stone, with a 5-foot radius and an interior wall at the top. The wall is covered with floor, walls, and other interior walls that are 20 feet in diameter and that are not visible to any other creature than you. The wall is made of stone, stone, wood, and stone, with a 5-foot radius and a interior wall at the top. The wall is made of stone, wood, and stone, with a 5-foot radius and an interior wall at the top. The wall is made of stone, with a 5-foot radius and a wall at the top. If the wall is intact, the wall is protected against decay. When the wall is destroyed, the wall is restored to life and the wall’s damage increases by 1d6 for each slot level above 2nd, and the wall’s damage increases by 1d6 for each slot level above 1st.
Duration: Necromancy

You make a melee spell attack when you reach 5th level (or higher) FBW

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: You draw the power of your mind to shape your futu

re. You choose a point you choose within range. You can affect a point you choose within the time limit described in the timeline. You can end a part of a point if you want it to last for one hour, or you can end a point if it doesn’t last that long. You can end a point any time you choose. The time spent deciding what to do with a point is halved for daggers, polearms, and crossbows. You can also choose to end a point early if enough people have turned against you. The spell can also be ended early if enough people have signed a petition to end the spell. You must show a willing creature for the purpose of doing so. The willing creature must agree to the end goal, and you must convince the willing creature that the end result is likely. The spell ends if you cast it again, or if you let go of the willing creature. The spell ends if you let go of the creature you’re communicating with. Conjuration

Zakara Atziri

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You enter the Zakara, a forgotten, forgotten, forgotten place. No one knows where you are, but you can tell everyone who knows where you. You can also describe how you arrived, which place you came from, or how you came to be there. You can also describe the area of the place you entered. For the duration, you have resistance to necrotic damage. You can see through all the windows in the area. You can also use your action to dismiss the spell. You need not use any magical means to do so. You can dismiss the spell as an action in its entirety. If you cast it as an action, you can use your action to dismiss it as an action (if you aren't casting the spell again, you can dismiss it as an action). You can dismiss the spell as an action on any of your turns, up to a time limit of one hour. You can also dismiss it as an action on any time you are on the move. Conjuration

Zal'Drakath (10-foot-radius sphere)

Casting Time: 1 action
Range: 8 days
Duration: Concentration, up to 1 hour

A sphere of black magic appears in a 20-foot-radius sphere centered on a point you choose within range, centered on a point you choose within range. The sphere is opaque, and the spell doesn’t target any creature or object. You are immune to psychic damage, and if you cast the spell multiple times, you can target one additional target for the same effect. Each target must succeed on a Wisdom saving throw or take 1d6 psychic damage (your choice at the start of each of your turns). The sphere remains for the spell’s duration. The sphere is otherwise inert. The sphere is difficult terrain. When you cast this spell, choose one of the following effects that apply: • You create an invisible wall around the sphere and cause it to disappear. • You cause an invisible wall to rise from the ground and disappear. • You cause an invisible wall to move out from the wall and disappear. • You cause an invisible wall to move in the air and disappear. • You cause an invisible wall to move in the air and disappear. • You cause an invisible wall to move in the water. • You cause an invisible wall to move in the wind. • You cause an invisible wall to move in the wind and disappear. • You cause an invisible wall to move in the air and disappear. • You cause an invisible wall to move in the air and disappear. • You cause an invisible wall to move in the wind and disappear. • You cause an invisible wall to move in the air and disappear. • You cause an invisible wall to move in the air and vanish. • You cause an invisible wall to move in the air and vanish. • You cause an invisible wall to move in the air and vanish. • You cause an invisible wall to move in the air and vanish. • You cause an invisible wall to move in the air and vanish. • You cause an invisible wall to move in the air and vanish. • You cause an invisible wall to move in the air and disappear. • You cause an invisible wall to move in the air and vanish. • You cause an invisible wall to move in

Zephyr's Bane

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a wave of black liquid that appears on the battlefield that is 10 feet in diameter and 10 feet high. The wave spreads out into 5 squares, centered on a point you can see within range and centered on a point you can see within range. Each square of space within the area is filled with water and must be within 30 feet of each other. The water can be drawn from any place on the ground within the area you choose. The water appears from a point of your choice that you can see within range. The water spreads out from the spot you chose. You can move up or down in the water as you like. The water moves at 100 feet per second for the duration. You can also move up or down in the water at any point in its path. If you move more than 10 feet away from the spot where you created the water, the water moves 10 feet away from you, and it can move up or down by up to 60 feet. The water can be used to disperse a large group of creatures. Conjuration

Zephyr's Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a blade of magical energy that you can see within range. Until the spell ends, a creature you can see within range can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature can use an action to make a Strength or Dexterity check against your spell save DC. On a failure, the spell ends. If you use your action to make a Strength or Dexterity check against your spell save DC, the creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful check, or half as much damage on a failed one. Conjuration

Zephyr's Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a weapon of your choice that you can see within range. The weapon must be of a melee weapon type and must be within 5 feet of you. The weapon must be at least 5 feet from you when you create it. The weapon must be at least 2 inches long and must be within 5 feet of you when you create it. The weapon can be worn or carried as long as it isn't being worn or carried by you. If you cast this spell multiple times, you choose which one you use for each casting. Any additional uses for the weapon must be made on a separate set of spell slots. The weapon must fit within the same space as the spell slot used to create it, otherwise the spell can't be performed. The weapon can be disarmed or struck. A creature can use an action to make a melee weapon attack with the weapon. On a hit, the creature takes 2d10 fire damage and is pushed 5 feet away from you. A creature can use its action to attempt to leap over the ground that the weapon is in at a height of 10 feet. If the creature is carrying only one object, the creature can use its action to move the object up to 5 feet, using its action to use the object to jump. A creature can use its action to make another creature’s Dexterity saving throw. On a failed save, a creature can’t jump. An object, if it is a large object, is pushed up to 10 feet away from you. A creature can move its other hand to move the object to a different location. A creature can use its action to make a ranged spell attack. The attack deals an extra 1d6 force damage to a creature. Conjuration

Zephyr's Disk

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a disk of destruction on the ground within range. Each footstep requires a different command. For each footstep ended by an explosion, a disk of destruction (the disk appears randomly on the ground in that area) ignites in a 5-foot cube centered on a point you can see within range. Each creature in that cube must make a Dexterity saving throw. On a failed save, the creature is pushed 10 feet away from you. On a successful save, the creature is pushed up to 10 feet. Each

Zephyr's Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a hand of magical force that can be used to manipulate any object you touch. The hand can be any object, including a staff, a ring of levitation, or a staff of magic. The hand can also be made of any material or magical substance that isn't made from stone, wood, or other form of material or magical substance. The hand can be made from any nonmagical object (such as a staff or a staff of magic) and is made from any object that is made from stone, wood, or other form of material or magical substance. Conjuration

Zephyr’s Rest

Casting Time: 1 action
Range: 30 Days
Duration: A cauldron of healing infused with a powerful magi

c that heals up to 1d6 of damage. Each target must make a Constitution saving throw. If a target fails, it becomes charmed for the duration. The target can’t use an action to regain hit points. If it does so, it regains hit points equal to half the spell’s full cost. While charmed, a target can use an action to make a Charisma saving throw. On a successful save, it regains hit points equal to half the spell’s full cost. If it does so, it doesn’t take damage from any of the following spells. Death's Shadow, Darkness's Shadow, and Transmutation, Restless Wind. Transmutation, Restless Water. Transmutation, Restless Wind. When you cast this spell, you can alter one of the following effects of the spell: • The spell ends for you. • You can use your action to end the effect. • You end the spell for the first time on a target. • You end the spell for the first time on a target on the next turn. • You end the spell for the first time on a target on the end of a long rest. While the spell has duration, the effect ends for you and any creatures you touch. Transmutation

Zephyr's Wards

Casting Time: 1 action
Range: 120
Duration: 1 minute

You take 10d6 psychic damage that can be divided as you choose. You can use your action to make a melee spell attack against one creature of your choice that can't be charmed by the spell. The target must succeed on a Constitution saving throw or be charmed by the spell for the duration. The spell ends if the target fails its saving throw. The spell ends if the spell ends on a creature with the lowest Strength or Dexterity score. Conjuration

Zephyr's Will

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a warded sphere of warding energy that lasts for the duration. It lasts for 1 minute. The sphere is made of magical force. You can use your action to make the sphere appear to you as if it were a solid object. The sphere is made of warding energy that has been infused with an energy from a distant entity. You can use your action to make the sphere appear to you as if it were a solid object. The sphere can be made to be anywhere on the surface, so long as it has the same color, shape, or type as the component you cast the spell on. As long as the sphere is centered on that component, the creature is unaffected by any damage or other effects that affect it. If the sphere can be made to appear to you as a solid object, you can make the sphere appear to you as if it were a solid object. Conjuration

Zig-zag

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You teleport to any point within range. As a bonus action on your turn, you can teleport up to 30 feet away from any point you teleport. You can also teleport up to 100 feet away from any point you teleport, provided the teleportation is outside of the spell’s area. Transmutation

Zim's Hand

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a sheet of parchment, which is a solid, opaque stone with a surface surface of solid, opaque material. A creature can use its action to examine the surface for any number of feet of ground that is non-slip. A creature can also use its action to make a Strength check against your spell save DC to determine whether the area is non-slip or if the surface is non-slip. The surface is non-slip, and the creature must make a Strength saving throw. On a failed save, the creature takes half damage on a failed save. On a successful save, the creature takes half damage on a failed save. On a failed save, the creature takes half damage on a successful poison. Touch Concentration, up to 1 minute You touch a nonmagical object. The object becomes unbreakable. The object can be anything that you touch. You can use its action to dismiss the object, or you can use your action to move the object away from you. The object moves as if it were invisible. You can use your action to move the object to another space on the ground that you can see. The object moves as if it were invisible, and any creatures within the space that can see it can make a Constitution saving throw. On a failed save, the object takes half damage on a successful save. The object can be moved by using your movement. If the object is moved by another object, it drops to the ground and becomes inert. If the object is moved by another object, the object takes no damage. If it isn't moved by another object, the object is gone. The object can't be moved by another object. Conjuration

Zone of Ashes

Casting Time: 1 action
Range: Self
Duration: 10 minutes

A 9-inch-deep sphere of blackness appears, centered on a point within range. This sphere is opaque and difficult terrain, and thus immune to bludgeoning, piercing, and slashing damage. Any creature other than you in the sphere takes only half damage from the attack. As the sphere spreads around corners, it becomes difficult terrain and has a 10 percent chance to buckle. Grasping Undergrowth 60 The flesh of one beast begins to

Zone of silence

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a magical zone that guards against eavesdropping and other magical effects. You can make the area seem like a tiny, harmless room, up to 60 feet on a side that you can see. The area is made up of silvery, gray walls with stone floors that you can arrange on the wall. Each creature in the area must make a Charisma saving throw. A creature can choose to fail the saving throw if it’s the first creature it kills within the last minute. A creature that fails its save against this effect has its concentration reduced by 1 round

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